rodecomp/Source/Contents/Actors/Player.cpp
ragnarok-clanker 998bbe7509 Decompile fn_22667 (CPlayer::UpdatePendingAction)
Batch #8399 by eAthena: 0 byte-identical, 1 confirmed by peer review.

- fn_22667 CPlayer::UpdatePendingAction: logic confirmed by peer review

Peer-reviewed-by: Yommy, dori
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-31 17:32:20 +00:00

2975 lines
95 KiB
C++

#include "Contents/Actors/Pc.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Client/Session.h"
#include "Contents/Actors/ActorStateFlags.h"
#include "Contents/Actors/Item.h"
#include "Contents/Actors/RenderObject.h"
#include "Contents/Camera/Camera.h"
#include "Contents/Effects/MsgEffect.h"
#include "Contents/CashEmotionMgr.h"
#include "Contents/EquipmentResourceMgr.h"
#include "Contents/Items/WeaponType.h"
#include "Contents/Jobs/JobId.h"
#include "Contents/Jobs/JobInheritance.h"
#include "Contents/Jobs/JobNames.h"
#include "Contents/MapSkyMgr.h"
#include "Contents/MessageTable.h"
#include "Contents/Skills/ClientSkills.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Contents/Sound/SoundMgr.h"
#include "Contents/SpriteLayerDrawing.h"
#include "Contents/SpriteRidingOffset.h"
#include "Contents/World/World.h"
#include "Contents/Ground/TerrainHeight.h"
#include "Render/Primitives/LightmappedPrimitive.h"
#include "Render/Primitives/RenderPrimitive.h"
#include "Render/Renderer.h"
#include "Render/SpriteGeometry.h"
#include "Render/SpriteQuad.h"
#include "Render/TextureQuad.h"
#include "Render/Textures/SpritePixels.h"
#include "Resource/Models/GrannyModelResource.h"
#include "Resource/PaletteResource.h"
#include "Resource/ResourceMgr.h"
#include "Resource/Sprites/ActionResource.h"
#include "Resource/Sprites/SpriteResource.h"
#include "Script/LuaScript.h"
#include "UI/Window/UIWindow.h"
#include "UI/Window/UIWindowMgr.h"
#include "Utility/Math/AffineMatrix.h"
#include "Utility/Text/FormatString.h"
#include <cmath>
#include <cstring>
#include <windows.h>
#include <timeapi.h>
// GLOBAL: gl_24753
extern const int g_maxMoveSpeed = 432;
// OFFSET: 0x00DA7700
// FUNCTION: fn_22558
CPc::CPc() : footprintPosition() {
this->unknown_04F4 = 0;
this->equipSprites.resize(9, nullptr);
this->equipActions.resize(9, nullptr);
this->unknown_0490 = nullptr;
this->unknown_0444 = 0;
this->unknown_045C = 0;
this->unknown_0430 = 0;
this->unknown_0434 = 0;
this->guildId = 0;
this->unknown_043C = 0;
this->unknown_0460[0] = 0;
this->unknown_0474 = 0;
this->unknown_0494 = 0;
this->unknown_0498 = 0;
this->render.unknown_00A8 = 1;
this->unknown_049C = -1;
this->blend = -1;
this->unknown_04A4 = -1;
this->unknown_04A8 = -1;
this->msgEffect = nullptr;
this->unknown_04CC = 0;
this->unknown_04D0 = 0;
this->unknown_04D4 = 0;
this->unknown_04D8[0] = 0;
this->unknown_04D9 = false;
this->unknown_0438 = 0;
this->unknown_04DC = 0;
this->unknown_04E0 = false;
this->unknown_04E4 = 0.0f;
this->unknown_04E8 = 0.0f;
this->unknown_04EC = 0.0f;
this->unknown_04F0 = 0.0f;
this->weapon = 0;
this->unknown_044C = 0;
}
// OFFSET: 0x00DA7BA0
// FUNCTION: fn_22560
CPc::~CPc() {
for (int i = 0; i < 9; ++i) {
if (this->equipSprites[i] != nullptr) {
this->equipSprites[i]->Unlock();
}
if (this->equipActions[i] != nullptr) {
this->equipActions[i]->Unlock();
}
}
if (this->unknown_0490 != nullptr) {
g_windowMgr.Schedule(this->unknown_0490);
this->unknown_0490 = nullptr;
}
}
// OFFSET: 0x00DAFE50
// FUNCTION: fn_22606
void CGrannyPc::SetAction(unsigned animation, int, int repeat) {
if (!this->model) {
return;
}
this->render.unknown_0070 = 0;
switch (animation) {
case 8:
this->render.unknown_0070 = 1;
break;
case 16:
this->render.unknown_0070 = 6;
break;
case 24:
this->render.unknown_0070 = 5;
break;
case 32:
this->render.unknown_0070 = 11;
break;
case 40:
this->render.unknown_0070 = 12;
break;
case 48:
this->render.unknown_0070 = 4;
break;
case 64:
this->render.unknown_0070 = 3;
break;
case 80:
case 88:
this->render.unknown_0070 = 2;
break;
}
this->PlayMotion(repeat);
}
// OFFSET: 0x00DB01F0
// FUNCTION: fn_22611
void CGrannyPc::PlayMotion(int repeat) {
this->motion = this->render.unknown_0070;
for (int i = 0; i < 20; ++i) {
this->model->FreeControl(this->controls[i]);
this->controls[i] = nullptr;
}
this->unknown_0F24 = 0;
const int loopCount = (repeat == 1 && this->render.unknown_0070 != 6) ? 1 : 0;
this->controls[this->motion] = this->model->PlayAnimation(this->motion, this->instance, this->controls[this->motion], loopCount);
}
// OFFSET: 0x00DAFE00
// FUNCTION: fn_22604
void __stdcall fn_22604(int) {
}
// OFFSET: 0x00DB01E0
// FUNCTION: fn_22610
void __stdcall fn_22610(int) {
}
// OFFSET: 0x00DB07A0
// FUNCTION: fn_22623
void __stdcall fn_22623(int, int) {
}
// OFFSET: 0x00DB07B0
// FUNCTION: fn_22624
void __stdcall fn_22624(int, int) {
}
// OFFSET: 0x00DB5330
// FUNCTION: fn_22664
void __stdcall fn_22664() {
}
// OFFSET: 0x00DAFFA0
// FUNCTION: fn_22607
void CPc::Slot44(int first, int second) {
this->unknown_04D0 = first;
if (static_cast<unsigned char>(second) != 0) {
int job;
if (g_session.IsCostumeJob(this->GetEffectiveJob(-1)) != 1 && this->unknown_0404 != 0) {
job = this->GetUnknown0404Job();
} else {
job = this->GetEffectiveJob(-1);
}
this->Slot21(job);
this->Slot24(this->weapon, this->unknown_044C);
this->Slot32();
}
}
// OFFSET: 0x00DB0000
// FUNCTION: fn_22608
void CPc::Slot33(int value) {
this->render.previousAnimation = value;
if (value < 2 && static_cast<unsigned>(this->unknown_04D0 - 0x10ec) > 0x11) {
if (static_cast<unsigned>(this->unknown_025C - JT_NOVICE_H) <= 0x15) {
this->render.previousAnimation = this->unknown_025C <= 0xfa7;
} else {
this->render.previousAnimation = static_cast<unsigned>(this->unknown_025C - JT_NOVICE_H) <= 6;
}
}
this->Slot32();
}
// OFFSET: 0x00DB02A0
// FUNCTION: fn_22613
void CGrannyPc::Slot31() {
if (this->unknown_0438 != 0) {
this->unknown_0460 = g_session.GetHeadPalName(this->unknown_0434, this->GetEffectiveJob(-1), this->unknown_0260, this->unknown_0438);
}
}
// OFFSET: 0x00DB0350
// FUNCTION: fn_22614
void CPc::Slot31() {
if (this->unknown_0444 != 0) {
this->unknown_0478 = g_session.GetHeadPalName(this->unknown_0440, this->unknown_04D4, this->unknown_0260, this->unknown_0444);
}
}
// OFFSET: 0x00DB0280
// FUNCTION: fn_22612
void CPc::Slot34(int value) {
this->unknown_0444 = value;
this->Slot31();
}
// OFFSET: 0x00DB0400
// FUNCTION: fn_22615
void CGrannyPc::Slot40(int value) {
if (value < 0) {
const std::int64_t emotion = g_cashEmotionMgr->GetSpecialEmotion(CashEmotionSpecial::ChatProhibit);
this->SendMsg(nullptr, 160, 0, 0, 0, static_cast<int>(emotion), static_cast<int>(emotion >> 32), 0, 0, 0, 0, 0, 0, 0, 0);
} else {
this->SendMsg(nullptr, 118, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
this->unknown_0428 = value;
}
// OFFSET: 0x00DB0480
// FUNCTION: fn_22616
void CPc::Slot40(int value) {
if (value < 0) {
const std::int64_t emotion = g_cashEmotionMgr->GetSpecialEmotion(CashEmotionSpecial::ChatProhibit);
this->SendMsg(nullptr, 160, 0, 0, 0, static_cast<int>(emotion), static_cast<int>(emotion >> 32), 0, 0, 0, 0, 0, 0, 0, 0);
} else {
this->SendMsg(nullptr, 118, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
this->unknown_0430 = value;
}
// OFFSET: 0x00DB0760
// FUNCTION: fn_22621
void CGrannyPc::Slot41(int first, int second) {
this->Slot40(first);
this->unknown_042C = second;
}
// OFFSET: 0x00DB0780
// FUNCTION: fn_22622
void CPc::Slot41(int first, int second) {
this->Slot40(first);
this->unknown_0434 = second;
}
// OFFSET: 0x00DB07C0
// FUNCTION: fn_22625
void CPc::Slot47(unsigned char value) {
this->unknown_02CC = value;
this->Slot28(this->unknown_045C);
}
// OFFSET: 0x00DB07E0
// FUNCTION: fn_22626
void CGrannyPc::Slot26(int value) {
this->unknown_044C = value;
}
// OFFSET: 0x00DB09D0
// FUNCTION: fn_22628
void CGrannyPc::Slot27(int value) {
this->unknown_0450 = value;
}
// OFFSET: 0x00DB2660
// FUNCTION: fn_22644
void CGrannyPc::Slot28(int) {
this->GetEffectiveJob(-1);
}
// OFFSET: 0x00DB0B40
// FUNCTION: fn_22630
void CGrannyPc::Slot25(int value) {
this->unknown_0448 = value;
}
// OFFSET: 0x00DB0CB0
// FUNCTION: fn_22632
void CGrannyPc::Slot20(int first, int second, int third, int fourth, int fifth, int sixth, int seventh, int eighth, int ninth, int tenth, int) {
this->Slot19(first, second, third, fourth, fifth, sixth, seventh, eighth, ninth, this->unknown_0454, tenth);
}
// OFFSET: 0x00DB1960
// FUNCTION: fn_22636
void CPc::Slot60() {
if (this->unknown_0458 == 185) {
this->Slot27(185);
}
}
// OFFSET: 0x00DB1980
// FUNCTION: fn_22637
void CGrannyPc::Slot22(int value) {
this->unknown_0434 = value;
}
// OFFSET: 0x00DB1AC0
// FUNCTION: fn_22639
void CGrannyPc::Slot21(int value) {
this->render.unknown_0054 = g_session.GetNpcLocationRadius(value, false);
}
// OFFSET: 0x00DB2830
// FUNCTION: fn_22646
void CGrannyPc::Slot24(int, int) {
}
// OFFSET: 0x00DB3720
// FUNCTION: fn_22648
void CGrannyPc::Slot23(int first, int second) {
this->unknown_0440 = first;
this->unknown_0444 = second;
}
// OFFSET: 0x00DBA6C0
// FUNCTION: fn_22674
void CPlayer::Slot17() {
}
// OFFSET: 0x00DB51E0
// FUNCTION: fn_22662
int CPlayer::AngleToDirection(float angle) {
return (static_cast<int>(angle) + 180) / 45 % 8;
}
// OFFSET: 0x00DB52B0
// FUNCTION: fn_22663
bool CPlayer::IsSpecialState(int state) const {
switch (state) {
case 2:
case 5:
case 6:
case 62:
case 63:
case 64:
case 65:
case 67:
case 68:
case 69:
case 70:
case 71:
case 72:
case 73:
case 74:
case 75:
case 76:
case 77:
case 78:
case 79:
case 80:
return true;
default:
return false;
}
}
// OFFSET: 0x00DB06C0
// FUNCTION: fn_22619
void CGrannyPc::Slot39(int value) {
if (this->unknown_0440 != 11 || this->unknown_0444 != 0) {
value = std::min(value, g_maxMoveSpeed);
}
this->render.unknown_0054 = static_cast<float>(value) / 432.0f;
}
// OFFSET: 0x00DB0710
// FUNCTION: fn_22620
void CPc::Slot39(int value) {
const int weapon = this->weapon;
if (weapon > 105) {
GetWeaponViewValue(weapon);
}
if (weapon != 11) {
value = std::min(value, g_maxMoveSpeed);
}
this->render.unknown_0054 = static_cast<float>(value) / 432.0f;
}
// OFFSET: 0x00DDD190
// FUNCTION: fn_23381
static __declspec(noinline) std::string GetBodyImfName(int job, int sex, int head, int costumeJob) {
return g_equipmentResourceMgr->GetBodyImfName(job, sex, head, costumeJob);
}
// OFFSET: 0x00DB0500
// FUNCTION: fn_22617
void CGrannyPc::Slot30() {
this->unknown_0410 = GetBodyImfName(
this->GetEffectiveJob(-1), this->unknown_0260, this->unknown_0434, this->GetEffectiveJob(-1)
);
}
// OFFSET: 0x00DB05E0
// FUNCTION: fn_22618
void CPc::Slot30() {
int job = this->GetEffectiveJob(-1);
if (static_cast<unsigned>(job - 0x10CE) < 0x1C && this->unknown_02CC != 0) {
job = g_session.GetRidingJob(job);
}
this->unknown_0418 = GetBodyImfName(job, this->unknown_0260, this->unknown_0440, this->unknown_04D0);
}
// OFFSET: 0x00DAFB60
// FUNCTION: fn_22603
void CPc::LoadEquipAction(int slot, const char* name) {
if (this->equipActions[slot]) {
this->equipActions[slot]->Unlock();
}
const int job = this->render.accountId;
const bool monster = IsMonsterJob(job);
const bool hidden = monster && IsObfuscatedMessage(job);
const bool male = this->unknown_0260 != 0;
if (monster && slot == 6) {
this->equipActions[slot] = nullptr;
} else {
if (monster && slot == 0) {
if (hidden) {
name = male ? "인간족\\몸통\\남\\운영자2_남.Act" : "인간족\\몸통\\여\\운영자2_여.Act";
} else {
name = male ? "인간족\\몸통\\남\\운영자_남.Act" : "인간족\\몸통\\여\\운영자_여.Act";
}
} else if (monster && slot == 5) {
if (hidden) {
name = male ? "인간족\\운영자\\운영자2_남_검.Act" : "인간족\\운영자\\운영자2_여_검.Act";
} else {
name = male ? "인간족\\운영자\\운영자_남_검.Act" : "인간족\\운영자\\운영자_여_검.Act";
}
}
this->equipActions[slot] = ResourceMgr::Instance().Load(name);
if (this->equipActions[slot]) {
this->equipActions[slot]->Lock();
}
}
if (this->equipActions.size() > 1) {
CActRes* baseAction = static_cast<CActRes*>(this->equipActions[1]);
if (baseAction) {
const ActionFrame& baseFrame = baseAction->Frame(0, 0);
const SpriteFrameCell& cell = baseFrame.Cell(1);
const int baseJob = JobNames::BaseJob(this->GetEffectiveJob(-1));
const int costumeJob = this->Slot46();
const std::string actionName =
g_equipmentResourceMgr->GetBodyResourceName(0, baseJob, this->unknown_0260, costumeJob, 0);
CActRes* action = static_cast<CActRes*>(ResourceMgr::Instance().Load(actionName));
if (action) {
const ActionFrame& actionFrame = action->Frame(0, 0);
if (!actionFrame.anchors.empty() && !baseFrame.anchors.empty()) {
this->unknown_04E4 = static_cast<float>(actionFrame.anchors[0].x - baseFrame.anchors[0].x + cell.x);
this->unknown_04E8 = static_cast<float>(actionFrame.anchors[0].y - baseFrame.anchors[0].y + cell.y);
}
}
}
}
}
// OFFSET: 0x00DAFE10
// FUNCTION: fn_22605
void CPc::LoadEquipActions(const std::vector<std::string>& names) {
for (int slot = 0; slot < 9; ++slot) {
this->LoadEquipAction(slot, names[slot].c_str());
}
}
// OFFSET: 0x00DB2230
// FUNCTION: fn_22641
void CPc::LoadEquipSprite(int slot, const char* name) {
if (this->equipSprites[slot]) {
this->equipSprites[slot]->Unlock();
}
const int job = this->render.accountId;
const bool monster = IsMonsterJob(job);
const bool hidden = monster && IsObfuscatedMessage(job);
const bool male = this->unknown_0260 != 0;
if (monster && slot == 6) {
this->equipSprites[slot] = nullptr;
} else {
if (monster && slot == 0) {
if (hidden) {
name = male ? "인간족\\몸통\\남\\운영자2_남.Spr" : "인간족\\몸통\\여\\운영자2_여.Spr";
} else {
name = male ? "인간족\\몸통\\남\\운영자_남.Spr" : "인간족\\몸통\\여\\운영자_여.Spr";
}
} else if (monster && slot == 5) {
if (hidden) {
name = male ? "인간족\\운영자\\운영자2_남_검.Spr" : "인간족\\운영자\\운영자2_여_검.Spr";
} else {
name = male ? "인간족\\운영자\\운영자_남_검.Spr" : "인간족\\운영자\\운영자_여_검.Spr";
}
}
this->equipSprites[slot] = ResourceMgr::Instance().Load(name);
if (this->equipSprites[slot]) {
this->equipSprites[slot]->Lock();
}
}
}
// OFFSET: 0x00DB2360
// FUNCTION: fn_22642
void CPc::LoadEquipSprites(const std::vector<std::string>& names) {
for (int slot = 0; slot < 9; ++slot) {
this->LoadEquipSprite(slot, names[slot].c_str());
}
}
// OFFSET: 0x00DB23A0
// FUNCTION: fn_22643
void CPc::Slot15(int first, int second) {
if (this->unknown_049C == first) {
return;
}
if (static_cast<unsigned char>(second) != 0) {
return;
}
this->unknown_049C = first;
g_session.m_hotkeyScript->CallTable("TB_Layer_Priority", "IsHelmRobe", "d>b", first, &this->unknown_04D9);
if (this->unknown_04D9) {
const int accessory = this->unknown_049C;
this->LoadEquipAction(
8,
g_session.GetAccessoryActName(this->GetEffectiveJob(-1), this->unknown_0260, this->unknown_0440, accessory).c_str()
);
this->LoadEquipSprite(
8,
g_session.GetAccessorySprName(this->GetEffectiveJob(-1), this->unknown_0260, this->unknown_0440, accessory).c_str()
);
} else {
this->LoadEquipAction(
8, g_session.GetAccessoryActName(this->GetEffectiveJob(-1), this->unknown_0260, this->unknown_0440, 0).c_str()
);
this->LoadEquipSprite(
8, g_session.GetAccessorySprName(this->GetEffectiveJob(-1), this->unknown_0260, this->unknown_0440, 0).c_str()
);
}
}
// OFFSET: 0x00DA7F10
// FUNCTION: fn_22563
void CPc::AddMsgEffect(CGameObject* effect) {
this->unknown_03B0.push_back(effect);
}
// OFFSET: 0x00DA8180
// FUNCTION: fn_22564
void CPc::Slot62(int value) {
this->SetUnknown0260(value);
this->Slot19(
this->unknown_04D4, this->unknown_0260, this->unknown_0440, this->weapon, this->unknown_044C, this->unknown_0450, this->unknown_0454,
this->unknown_0458, this->unknown_045C, this->unknown_0444, this->render.unknown_0048
);
}
// OFFSET: 0x00DA8C80
// FUNCTION: fn_22566
void CPc::RenderBodyOutline(int layer, const float* position, float x, float y, float distanceScale, float scale, float depth, std::uint32_t color) {
if (!g_renderer) {
return;
}
RenderBounds bounds;
bounds.left = static_cast<float>(g_renderer->viewport.width);
bounds.top = static_cast<float>(g_renderer->viewport.height);
bounds.right = 0.0f;
bounds.bottom = 0.0f;
bounds.offset = depth;
CSprRes* sprite = static_cast<CSprRes*>(this->GetEquipSprite(0));
CActRes* action = static_cast<CActRes*>(this->GetEquipAction(0));
if (!sprite || !action) {
return;
}
int motion;
if (this->render.unknown_0070 == 3 || this->unknown_017C != 0) {
this->render.previousAnimation = this->ActionBase(this->render.unknown_0070);
motion = action->FrameCount(this->render.previousAnimation) - 1;
this->render.curMotion = motion;
} else {
motion = this->render.curMotion;
}
const ActionFrame* frame = &action->Frame(this->render.previousAnimation, motion);
if (!frame) {
return;
}
if (frame->cellCount < 1) {
frame = &action->Frame(0, this->render.curMotion);
if (!frame) {
return;
}
}
for (int index = 0; index < frame->cellCount; ++index) {
const SpriteFrameCell* cell = &frame->Cell(index);
if (!cell || cell->image == -1) {
continue;
}
SpriteRleImage* image = sprite->images[cell->imageType][cell->image];
float bottomRhw;
float topRhw;
SpriteQuad quad;
int box[4];
std::uint32_t quadColor;
if (this->Slot55() == JT_THANATOS) {
this->Slot09(index, index, distanceScale, *cell, x, y, position, scale, &bottomRhw, &topRhw, image, &quad, box, &quadColor, 0, 0, 0);
if (this->render.unknown_0070 == 0 && index == 1) {
quad.bottomRhw = bottomRhw + 0.000008f;
quad.topRhw = topRhw + 0.00008f;
}
} else {
this->Slot09(layer, layer, distanceScale, *cell, x, y, position, scale, &bottomRhw, &topRhw, image, &quad, box, &quadColor, 0, 0, 0);
if (g_cameraDistance >= 320.0f) {
quad.bottomRhw = bottomRhw - 0.0000025f;
quad.topRhw = topRhw - 0.0000025f;
}
}
this->RaiseUnknown03C8((box[3] - box[1]) / 4);
quad.image = image;
quad.color = color;
if (this->render.unknown_0130[0] == 1) {
quad.color = color & 0xFFFFFF | 0x46000000;
}
if (this->render.unknown_00A4Bytes[1] != 0) {
bounds.Include(&quad.top);
}
if (IsScreenShakeActive()) {
this->DrawFlippedQuad(quad, sprite->palette, 5, x, y, 0);
} else {
this->DrawQuad(quad, sprite->palette, 5, 0.0f, 0.0f, 0);
}
}
}
// OFFSET: 0x00DA8F70
// FUNCTION: fn_22567
bool CPc::IsDrawOnTop() {
bool drawOnTop = true;
if (g_session.m_newRobeDrawOnTop) {
int job = this->GetEffectiveJob(-1);
if (this->unknown_02CC) {
job = g_session.GetRidingJob(job);
}
int layer = 1;
g_session.m_hotkeyScript->Call(
"_New_DrawOnTop", "ddddd>bd", this->unknown_049C, this->unknown_0260, job, this->render.previousAnimation, this->render.curMotion,
&drawOnTop, &layer
);
} else {
g_session.m_hotkeyScript->Call(
"DrawOnTop", "ddddd>b", this->unknown_049C, this->unknown_0260, this->unknown_025C, this->render.previousAnimation,
this->render.curMotion, &drawOnTop
);
}
return drawOnTop;
}
// OFFSET: 0x00DA90E0
// FUNCTION: fn_22568
const ActionFrame& CPc::SelectStanceFrame(int layer, CActRes* actRes, int* animation, int* frame, bool* replaced) {
const ActionFrame& current = actRes->Frame(this->render.previousAnimation, this->render.curMotion);
if (this->unknown_02CC || layer < 1 || layer > 4 || this->render.previousAnimation < 88) {
return current;
}
switch (this->GetEffectiveJob(-1)) {
case JT_TAEKWON:
case JT_STAR:
case JT_STAR2:
case JT_TAEKWON_B:
case JT_STAR_B:
case JT_STAR2_B:
case JT_STAR_EMPEROR:
case JT_STAR_EMPEROR_B:
case JT_STAR2_EMPEROR:
case JT_STAR2_EMPEROR_B:
case JT_SKY_EMPEROR:
case JT_SKY_EMPEROR2:
break;
default:
return current;
}
if (this->render.previousAnimation >= 88 && this->render.previousAnimation <= 95 && this->render.curMotion >= 3 && this->render.curMotion <= 5) {
if (this->unknown_0260 == 0) {
if (this->render.curMotion != 3) {
*replaced = true;
if (this->render.previousAnimation <= 89) {
if (this->render.curMotion == 4) {
*animation = 6;
} else if (this->render.curMotion == 5) {
*animation = 5;
}
} else if (this->render.previousAnimation <= 91) {
if (this->render.curMotion == 4) {
*animation = 6;
} else if (this->render.curMotion == 5) {
*animation = 7;
}
} else if (this->render.previousAnimation <= 93) {
if (this->render.curMotion == 4) {
*animation = 2;
} else if (this->render.curMotion == 5) {
*animation = 1;
}
} else if (this->render.previousAnimation <= 95) {
if (this->render.curMotion == 4) {
*animation = 2;
} else if (this->render.curMotion == 5) {
*animation = 3;
}
}
}
} else if (this->unknown_0260 == 1) {
if (this->render.curMotion != 5) {
*replaced = true;
if (this->render.previousAnimation <= 89) {
if (this->render.curMotion == 3) {
*animation = 6;
} else if (this->render.curMotion == 4) {
*animation = 5;
}
} else if (this->render.previousAnimation <= 91) {
if (this->render.curMotion == 3) {
*animation = 6;
} else if (this->render.curMotion == 4) {
*animation = 7;
}
} else if (this->render.previousAnimation <= 93) {
if (this->render.curMotion == 3) {
*animation = 2;
} else if (this->render.curMotion == 4) {
*animation = 1;
}
} else if (this->render.previousAnimation <= 95) {
if (this->render.curMotion == 3) {
*animation = 2;
} else if (this->render.curMotion == 4) {
*animation = 3;
}
}
}
}
}
if (this->render.previousAnimation >= 96 && this->render.curMotion == 1) {
*replaced = true;
if (this->render.previousAnimation >= 96 && this->render.previousAnimation <= 97) {
*animation = 0;
} else if (this->render.previousAnimation >= 98 && this->render.previousAnimation <= 99) {
*animation = 6;
} else {
*animation = 2;
}
}
if (*replaced == true) {
return actRes->Frame(*animation, *frame);
}
return current;
}
// OFFSET: 0x00DA99A0
// FUNCTION: fn_22569
void CPc::ApplyLayerEffects(
SpriteQuad* quad, const SpriteFrameCell* cell, int layer, const int* box, float shiftX, float distance, float bottomRhw, float topRhw,
float screenX, float screenY, const std::uint32_t* palette, const SpriteRleImage* image, int* blend, int offsetX, int offsetY
) {
for (const ActiveSkillEffect& effect : g_activeSkillEffects) {
if (effect.id == 184) {
if ((!this->render.visible || !this->render.enabled) && !StateFlag06(this->stateFlags)) {
return;
}
break;
}
}
if ((this->render.flags & 1) != 0 && layer < 5) {
*blend = 5;
}
if ((this->render.flags & 2) != 0 && layer == 5) {
*blend = 5;
}
if ((this->render.flags & 4) != 0 && layer == 5) {
if (!this->render.unknown_00ECBytes[1]) {
this->DrawQuad(*quad, palette, layer, 0.0f, 0.0f, 0);
this->render.unknown_00ECBytes[1] = 1;
} else {
this->render.unknown_00ECBytes[1] = 0;
}
}
short hover = 0;
if (StateFlag15(this->Slot13()) == true) {
hover = static_cast<short>(this->HoverHeight());
}
const std::int64_t hoverOffset = hover;
this->render.unknown_0128 = static_cast<std::uint32_t>(hoverOffset);
this->render.unknown_012C = static_cast<std::uint32_t>(hoverOffset >> 32);
SpriteQuad jitter;
if ((this->render.flags & 8) != 0 && layer < 5 && (this->render.flags & 0x30000) == 0) {
if (++this->render.unknown_00ECBytes[2] > 180) {
this->render.unknown_00ECBytes[2] = 0;
}
float wave = g_sinTable[this->render.unknown_00ECBytes[2]] + 3.0f;
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
float spread = 400.0f / mode->camera->camera.desiredDistance * wave;
jitter.top = static_cast<float>(box[1]) - spread - static_cast<float>(hover);
jitter.bottom = static_cast<float>(box[3]) + spread - static_cast<float>(hover);
float left = static_cast<float>(box[0]) + shiftX;
float right = static_cast<float>(box[2]) + shiftX;
if (left > right) {
left += spread;
right -= spread;
} else {
left -= spread;
right += spread;
}
jitter.left = left;
jitter.right = right;
const float jitterBottomRhw = bottomRhw - 0.00005f;
const float jitterTopRhw = topRhw - 0.00005f;
jitter.bottomRhw = jitterBottomRhw;
jitter.topRhw = jitterTopRhw;
jitter.color = 0x64FFFFFF;
jitter.angle = static_cast<float>(cell->unknown_001C + static_cast<int>(this->render.unknown_007C));
jitter.image = image;
this->DrawQuad(jitter, palette, 5, 0.0f, 0.0f, 0);
wave = g_sinTable[this->render.unknown_00ECBytes[2]];
mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
spread = 400.0f / mode->camera->camera.desiredDistance * (wave + wave + 5.0f);
jitter.top = static_cast<float>(box[1]) - spread - static_cast<float>(hover);
jitter.bottom = static_cast<float>(box[3]) + spread - static_cast<float>(hover);
left = static_cast<float>(box[0]) + shiftX;
right = static_cast<float>(box[2]) + shiftX;
if (left > right) {
left += spread;
right -= spread;
} else {
left -= spread;
right += spread;
}
jitter.left = left;
jitter.right = right;
jitter.bottomRhw = jitterBottomRhw;
jitter.topRhw = jitterTopRhw;
jitter.color = 0x78FFFFFF;
jitter.angle = static_cast<float>(cell->unknown_001C + static_cast<int>(this->render.unknown_007C));
jitter.image = image;
this->DrawQuad(jitter, palette, 5, 0.0f, 0.0f, 0);
}
if ((this->render.flags & 0x80800) != 0 && (this->render.flags & 0x20000) == 0) {
const float scale = this->render.scale;
for (int step = 1, depth = 3; depth < 7; ++step, depth += 3) {
const unsigned char alpha = this->render.unknown_00F2;
const float distanceScale = g_renderer->ScaleDistance(distance);
const float factor = GetSkillFactor(this->GetEffectiveJob(-1)) * distanceScale * (static_cast<float>(step) * 0.01f + 1.0f);
const float shift =
g_renderer->UiScaleX() * (static_cast<float>(static_cast<int>(this->render.unknown_0078)) * this->render.scale) * factor;
const int boxTop = box[1];
const float top = static_cast<float>(static_cast<double>(cell->y + offsetY) * factor * cell->scaleY * scale + screenY);
const float bottom = static_cast<float>(
static_cast<double>((static_cast<short>(image->unknown_0006) + 1) * image->height + cell->y + offsetY) * factor * cell->scaleY *
scale +
screenY + 1.0
);
double left;
double right;
if ((cell->mirrored & 1) != 0) {
left = static_cast<double>((static_cast<short>(image->unknown_0004) + 1) * image->width + cell->x + offsetX) * factor * cell->scaleX;
right = static_cast<double>(offsetX + cell->x) * factor * cell->scaleX;
if (boxTop >= g_renderer->viewport.height || boxTop <= 0 || box[2] >= g_renderer->viewport.width || box[0] <= 0) {
continue;
}
} else {
if (boxTop >= g_renderer->viewport.height || box[3] <= 0 || box[0] >= g_renderer->viewport.width || box[2] <= 0) {
continue;
}
left = static_cast<double>(cell->x + offsetX) * factor * cell->scaleX;
right = static_cast<double>((static_cast<short>(image->unknown_0004) + 1) * image->width + cell->x + offsetX) * factor * cell->scaleX;
}
jitter.image = image;
jitter.left = static_cast<float>(scale * left + screenX) + shift;
jitter.right = static_cast<float>(scale * right + screenX + 1.0) + shift;
jitter.top = top - static_cast<float>(hover);
jitter.bottom = (static_cast<float>(boxTop) - top) * g_depthAverageHalf + bottom - static_cast<float>(hover);
jitter.bottomRhw = static_cast<float>(depth) * 0.000005f + bottomRhw + 0.00001f;
jitter.topRhw = static_cast<float>(depth) * 0.000005f + topRhw + 0.00001f;
if ((this->render.flags & 0x800) != 0) {
jitter.color = (alpha << 24) + 0x3737FF;
} else if ((this->render.flags & 0x80000) != 0) {
jitter.color = (alpha << 24) + 0x56405;
}
jitter.angle = static_cast<float>(cell->unknown_001C + static_cast<int>(this->render.unknown_007C));
this->DrawQuad(jitter, palette, 5, 0.0f, 0.0f, 0);
}
}
if ((this->render.flags & 0x30000) == 0) {
this->Slot10(cell, box, shiftX, bottomRhw, topRhw, palette, image, 4.0f, hover);
this->Slot11(quad, cell, box, shiftX, bottomRhw, topRhw, palette, image, *blend, hover);
}
this->Slot12(quad, box, shiftX, 11, 5);
if ((this->render.flags & 0x10000) != 0) {
const short level = this->render.unknown_00F4;
const short alpha = static_cast<short>(255 - level * 20);
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
const float rise = 400.0f / mode->camera->camera.desiredDistance * static_cast<float>(level * 20);
quad->top = static_cast<float>(box[1]) - rise;
quad->bottom = static_cast<float>(box[3]) - rise;
quad->color = (std::max<short>(alpha, 0) << 24) + 0xFFFFFF;
}
if ((this->render.flags & 0x20000) != 0) {
const unsigned char phase = this->render.unknown_00F6;
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
short alpha = static_cast<short>((this->render.unknown_00F6 - 10) * 17);
if (alpha > 255) {
alpha = 255;
}
const float rise = std::max(0.0f, 400.0f / mode->camera->camera.desiredDistance * static_cast<float>((25 - phase) * 20));
quad->top = static_cast<float>(box[1]) - rise;
quad->color = (std::max<short>(alpha, 0) << 24) + 0xFFFFFF;
quad->bottom = static_cast<float>(box[3]) - rise;
}
if (hover != 0) {
quad->top -= static_cast<float>(hover);
quad->bottom -= static_cast<float>(hover);
}
if ((this->render.flags & 0x100000) != 0) {
if (layer == 0 || layer > 4) {
quad->color = 0x1E373737;
*blend = 5;
}
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
const float sink = 24000.0f / mode->camera->camera.desiredDistance;
quad->top = static_cast<float>(box[1]) + sink;
quad->bottom = static_cast<float>(box[3]) + sink;
}
}
// OFFSET: 0x00DB2840
// FUNCTION: fn_22647
void CPc::Slot24(int first, int second) {
this->weapon = first;
this->unknown_044C = second;
int job = this->GetEffectiveJob(-1);
if (this->IsCostumeOutfit()) {
job = this->unknown_04D4;
}
const int viewJob = job > 3950 ? job - 3950 : job;
if (this->unknown_02CC) {
return;
}
this->LoadEquipAction(5, "");
this->LoadEquipSprite(5, "");
this->LoadEquipAction(6, "");
this->LoadEquipSprite(6, "");
switch (this->GetEffectiveJob(-1)) {
case JT_TAEKWON:
case JT_STAR:
case JT_STAR2:
case JT_TAEKWON_B:
case JT_STAR_B:
case JT_STAR2_B:
case JT_STAR_EMPEROR:
case JT_STAR_EMPEROR_B:
case JT_STAR2_EMPEROR:
case JT_STAR2_EMPEROR_B:
case JT_SKY_EMPEROR:
case JT_SKY_EMPEROR2: {
if ((this->GetEffectiveJob(-1) == JT_TAEKWON || this->GetEffectiveJob(-1) == JT_TAEKWON_B) &&
this->GetEffectiveJob(-1) != this->unknown_04D0) {
return;
}
const std::string actName = g_session.GetWeaponEffectActName(viewJob, this->unknown_0260, 0, -1, 1, this->unknown_04D0);
const std::string sprName = g_session.GetWeaponEffectSprName(viewJob, this->unknown_0260, 0, -1, 1, this->unknown_04D0);
this->LoadEquipAction(6, actName.c_str());
this->LoadEquipSprite(6, sprName.c_str());
return;
}
case JT_WOLF_RANGER:
case JT_WOLF_RANGER_H:
case JT_WOLF_RANGER_B:
case JT_WOLF_WINDHAWK: {
const std::string actName = g_session.GetWeaponEffectActName(viewJob, this->unknown_0260, 0, -1, 0, this->unknown_04D0);
const std::string sprName = g_session.GetWeaponEffectSprName(viewJob, this->unknown_0260, 0, -1, 0, this->unknown_04D0);
this->LoadEquipAction(6, actName.c_str());
this->LoadEquipSprite(6, sprName.c_str());
return;
}
case JT_MADOGEAR:
case JT_MADOGEAR_H:
case JT_MADOGEAR_B: {
std::string actName = g_session.GetWeaponEffectActName(viewJob, this->unknown_0260, 0, -1, 0, this->unknown_04D0);
std::string sprName = g_session.GetWeaponEffectSprName(viewJob, this->unknown_0260, 0, -1, 0, this->unknown_04D0);
if (this->Slot56() == 2) {
std::size_t pos = actName.rfind("마도기어_");
if (pos != std::string::npos) {
actName.replace(pos, 9, "마도아머_", 9);
}
pos = sprName.rfind("마도기어_");
if (pos != std::string::npos) {
sprName.replace(pos, 9, "마도아머_", 9);
}
}
this->LoadEquipAction(6, actName.c_str());
this->LoadEquipSprite(6, sprName.c_str());
return;
}
case JT_MEISTER_MADOGEAR: {
std::string actName = g_session.GetWeaponEffectActName(viewJob, this->unknown_0260, 0, -1, 0, this->unknown_04D0);
std::string sprName = g_session.GetWeaponEffectSprName(viewJob, this->unknown_0260, 0, -1, 0, this->unknown_04D0);
if (this->Slot56() == 2) {
std::size_t pos = actName.rfind("MEISTER_MADOGEAR1");
if (pos != std::string::npos) {
actName.replace(pos, 17, "MEISTER_MADOGEAR2", 17);
}
pos = sprName.rfind("MEISTER_MADOGEAR1");
if (pos != std::string::npos) {
sprName.replace(pos, 17, "MEISTER_MADOGEAR2", 17);
}
}
this->LoadEquipAction(6, actName.c_str());
this->LoadEquipSprite(6, sprName.c_str());
return;
}
}
const int weaponItem = this->weapon;
const int shieldItem = this->unknown_044C;
if (weaponItem == 0 && shieldItem == 0) {
return;
}
if (GetWeaponViewValue(shieldItem) > 0) {
int weaponType = this->GetDualWieldWeaponType(weaponItem, shieldItem);
switch (this->GetEffectiveJob(-1)) {
case JT_ASSASSIN:
case JT_ASSASSIN_H:
case JT_ASSASSIN_B:
case JT_GUILLOTINE_CROSS:
case JT_GUILLOTINE_CROSS_H:
case JT_GUILLOTINE_CROSS_B:
case JT_SHADOW_CROSS:
if (weaponType == W_FIST || weaponType == W_2HAXE || weaponType == W_MACE) {
weaponType = W_1HSWORD;
}
break;
}
const std::string actName = g_session.GetWeaponActName(viewJob, this->unknown_0260, weaponType, -1, this->unknown_04D0);
const std::string sprName = g_session.GetWeaponSprName(viewJob, this->unknown_0260, weaponType, -1, this->unknown_04D0);
this->LoadEquipAction(5, actName.c_str());
this->LoadEquipSprite(5, sprName.c_str());
switch (weaponType) {
case W_DAGGER:
case W_1HSWORD:
case W_2HSWORD:
case W_1HSPEAR:
case W_2HSPEAR:
case W_1HAXE:
case W_2HAXE:
case W_KATAR:
case W_REVOLVER:
case W_RIFLE:
case W_DOUBLE_DD:
case W_DOUBLE_SS:
case W_DOUBLE_AA:
case W_DOUBLE_DS:
case W_DOUBLE_DA:
case W_DOUBLE_SA: {
const std::string effectActName =
g_session.GetWeaponEffectActName(viewJob, this->unknown_0260, weaponType, -1, 0, this->unknown_04D0);
const std::string effectSprName =
g_session.GetWeaponEffectSprName(viewJob, this->unknown_0260, weaponType, -1, 0, this->unknown_04D0);
this->LoadEquipAction(6, effectActName.c_str());
this->LoadEquipSprite(6, effectSprName.c_str());
break;
}
}
return;
}
int viewType = GetWeaponViewValue(this->weapon);
const std::string actName = g_session.GetWeaponActName(viewJob, this->unknown_0260, viewType, weaponItem, this->unknown_04D0);
if (ResourceMgr::Instance().Exists(actName.c_str())) {
this->LoadEquipAction(5, actName.c_str());
const std::string sprName = g_session.GetWeaponSprName(viewJob, this->unknown_0260, viewType, weaponItem, this->unknown_04D0);
this->LoadEquipSprite(5, sprName.c_str());
viewType = this->MapMotion(viewType);
} else {
viewType = GetWeaponViewValue(weaponItem);
if (viewType == -1 || viewType == 0 || weaponItem == 1599) {
return;
}
if (viewType == W_KNUCKLE) {
switch (this->GetEffectiveJob(-1)) {
case JT_PRIEST:
case JT_PRIEST_H:
case JT_PRIEST_B:
case JT_ARCHBISHOP:
case JT_ARCHBISHOP_H:
case JT_ARCHBISHOP_B:
return;
}
}
if (this->GetEffectiveJob(-1) == JT_CARDINAL && viewType == W_KNUCKLE) {
return;
}
viewType = this->MapMotion(viewType);
const std::string fallbackActName = g_session.GetWeaponActName(viewJob, this->unknown_0260, viewType, -1, this->unknown_04D0);
if (ResourceMgr::Instance().Exists(fallbackActName.c_str())) {
this->LoadEquipAction(5, fallbackActName.c_str());
const std::string fallbackSprName = g_session.GetWeaponSprName(viewJob, this->unknown_0260, viewType, -1, this->unknown_04D0);
this->LoadEquipSprite(5, fallbackSprName.c_str());
}
}
std::string effectActName = g_session.GetWeaponEffectActName(viewJob, this->unknown_0260, viewType, weaponItem, 0, this->unknown_04D0);
std::string effectSprName = g_session.GetWeaponEffectSprName(viewJob, this->unknown_0260, viewType, weaponItem, 0, this->unknown_04D0);
if (!ResourceMgr::Instance().Exists(effectActName.c_str())) {
effectActName = g_session.GetWeaponEffectActName(viewJob, this->unknown_0260, viewType, -1, 0, this->unknown_04D0);
effectSprName = g_session.GetWeaponEffectSprName(viewJob, this->unknown_0260, viewType, -1, 0, this->unknown_04D0);
if (!ResourceMgr::Instance().Exists(effectActName.c_str())) {
return;
}
}
this->LoadEquipAction(6, effectActName.c_str());
this->LoadEquipSprite(6, effectSprName.c_str());
}
// OFFSET: 0x00DB3740
// FUNCTION: fn_22649
void CPc::Slot23(int first, int second) {
this->weapon = first;
this->unknown_044C = second;
if (!g_session.IsJobWeaponTypeAllowed(this->GetEffectiveJob(-1), static_cast<std::int64_t>(second) << 32 | static_cast<std::uint32_t>(first))) {
this->LoadEquipAction(5, "");
this->LoadEquipSprite(5, "");
this->LoadEquipAction(6, "");
this->LoadEquipSprite(6, "");
return;
}
const std::string actName = g_session.GetWeaponActName(this->GetEffectiveJob(-1), this->unknown_0260, this->weapon, -1, this->unknown_04D0);
const std::string sprName = g_session.GetWeaponSprName(this->GetEffectiveJob(-1), this->unknown_0260, this->weapon, -1, this->unknown_04D0);
this->LoadEquipAction(5, actName.c_str());
this->LoadEquipSprite(5, sprName.c_str());
switch (static_cast<std::int64_t>(this->unknown_044C) << 32 | static_cast<std::uint32_t>(this->weapon)) {
case W_DAGGER:
case W_1HSWORD:
case W_2HSWORD:
case W_1HSPEAR:
case W_2HSPEAR:
case W_1HAXE:
case W_2HAXE:
case W_KATAR:
case W_REVOLVER:
case W_RIFLE:
case W_DOUBLE_DD:
case W_DOUBLE_SS:
case W_DOUBLE_AA:
case W_DOUBLE_DS:
case W_DOUBLE_DA:
case W_DOUBLE_SA: {
const std::string effectActName =
g_session.GetWeaponEffectActName(this->GetEffectiveJob(-1), this->unknown_0260, this->weapon, -1, 0, this->unknown_04D0);
const std::string effectSprName =
g_session.GetWeaponEffectSprName(this->GetEffectiveJob(-1), this->unknown_0260, this->weapon, -1, 0, this->unknown_04D0);
this->LoadEquipAction(6, effectActName.c_str());
this->LoadEquipSprite(6, effectSprName.c_str());
break;
}
default:
this->LoadEquipAction(6, "");
this->LoadEquipSprite(6, "");
break;
}
}
// OFFSET: 0x00DB99F0
// FUNCTION: fn_22671
void CPlayer::Slot16() {
}
// OFFSET: 0x00DB07F0
// FUNCTION: fn_22627
void CPc::Slot26(int value) {
this->unknown_0454 = value;
this->LoadEquipAction(3, g_session.GetAccessoryActName(this->GetEffectiveJob(-1), this->unknown_0260, this->unknown_0440, value).c_str());
this->LoadEquipSprite(
3, g_session.GetAccessorySprName(this->GetEffectiveJob(-1), this->unknown_0260, this->unknown_0440, this->unknown_0454).c_str()
);
if (this->state.Attachments().HasId(678)) {
this->SendMsg(nullptr, 109, 0, 678, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(nullptr, 109, 0, 679, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(nullptr, 109, 0, 680, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
}
// OFFSET: 0x00DB09E0
// FUNCTION: fn_22629
void CPc::Slot27(int value) {
this->unknown_0458 = value;
this->LoadEquipAction(4, g_session.GetAccessoryActName(this->GetEffectiveJob(-1), this->unknown_0260, this->unknown_0440, value).c_str());
this->LoadEquipSprite(
4, g_session.GetAccessorySprName(this->GetEffectiveJob(-1), this->unknown_0260, this->unknown_0440, this->unknown_0458).c_str()
);
}
// OFFSET: 0x00DB0B50
// FUNCTION: fn_22631
void CPc::Slot25(int value) {
this->unknown_0450 = value;
this->LoadEquipAction(2, g_session.GetAccessoryActName(this->GetEffectiveJob(-1), this->unknown_0260, this->unknown_0440, value).c_str());
this->LoadEquipSprite(
2, g_session.GetAccessorySprName(this->GetEffectiveJob(-1), this->unknown_0260, this->unknown_0440, this->unknown_0450).c_str()
);
}
// OFFSET: 0x00DB1990
// FUNCTION: fn_22638
void CPc::Slot22(int value) {
this->unknown_0440 = value;
this->LoadEquipAction(1, g_session.GetHeadActName(this->unknown_04D4, this->unknown_0260, &this->unknown_0440).c_str());
this->LoadEquipSprite(1, g_session.GetHeadSprName(this->unknown_04D4, this->unknown_0260, &this->unknown_0440).c_str());
}
// OFFSET: 0x00DB4C70
// FUNCTION: fn_22652
int CPc::MapMotion(int motion) {
switch (this->GetEffectiveJob(-1)) {
case 2:
case 9:
case 0x10:
case 0xFA3:
case 0xFAA:
case 0xFB1:
case 0xFB9:
case 0xFC0:
case 0xFC7:
return motion == 5 ? 10 : motion;
case 6:
case 0xFA7:
case 0xFBD:
return (motion == 8 || motion == 6 || motion == 7) ? 2 : motion;
case 0xC:
case 0x11:
case 0xFAD:
case 0xFB2:
case 0xFC3:
case 0xFC8:
case 0xFDB:
case 0xFE1:
case 0xFE8:
case 0xFEF:
case 0x1005:
case 0x100C:
case 0x109E:
if (motion == 8 || motion == 7) {
return 2;
}
if (motion == 6 && (
this->GetEffectiveJob(-1) == 0x11 || this->GetEffectiveJob(-1) == 0xFB2 || this->GetEffectiveJob(-1) == 0xFC8
)) {
return 1;
}
return motion;
default:
return motion;
}
}
// OFFSET: 0x00DAA2E0
// FUNCTION: fn_22570
void CGrannyPc::ReleaseMeshes() {
for (int i = 0; i < 20; ++i) {
if (this->controls[i]) {
this->controls[i] = nullptr;
}
}
for (int mesh = 0; mesh < 30; ++mesh) {
RenderCommand* command = this->commands[mesh];
if (command) {
command->FreeVertices();
delete command;
this->commands[mesh] = nullptr;
delete this->vertices[mesh];
this->vertices[mesh] = nullptr;
}
}
for (int layer = 0; layer < 10; ++layer) {
for (int mesh = 0; mesh < 30; ++mesh) {
RenderCommand* command = this->layerCommands[layer][mesh];
if (command) {
command->FreeVertices();
delete command;
this->layerCommands[layer][mesh] = nullptr;
delete this->layerVertices[layer][mesh];
this->layerVertices[layer][mesh] = nullptr;
}
}
}
this->unknown_2550 = 0;
}
// OFFSET: 0x00DAA3F0
// FUNCTION: fn_22571
std::vector<std::string> CPc::GetEquipActionNames() const {
std::vector<std::string> names(9);
for (int slot = 0; slot < 9; ++slot) {
if (this->equipActions[slot]) {
names[slot] = this->equipActions[slot]->name.text;
} else {
names[slot] = "";
}
}
return names;
}
// OFFSET: 0x00DAA520
// FUNCTION: fn_22572
CRes* CPc::GetEquipAction(unsigned slot) const {
if (slot < this->equipActions.size()) {
return this->equipActions[slot];
}
return nullptr;
}
// OFFSET: 0x00DAA5F0
// FUNCTION: fn_22573
int GetSlotLayer(int slot) {
switch (slot) {
case 1:
return 1;
}
return 0;
}
// OFFSET: 0x00DAA610
// FUNCTION: fn_22574
int CPc::Slot55() {
return CGameActor::Slot55();
}
// OFFSET: 0x00DAAD80
// FUNCTION: fn_22577
int CPc::JobActionBase(int state) {
int base = 0;
switch (state) {
case 0:
base = 32;
break;
case 6:
base = 16;
break;
case 7:
switch (this->GetEffectiveJob(-1)) {
case JT_CRUSADER:
case JT_BARD:
case JT_DANCER:
case JT_GUNSLINGER:
case JT_CRUSADER_B:
case JT_BARD_B:
case JT_DANCER_B:
case JT_TAEKWON:
case JT_STAR:
case JT_STAR2:
case JT_TAEKWON_B:
case JT_STAR_B:
case JT_GUNSLINGER_B:
case JT_STAR2_B:
case JT_STAR_EMPEROR:
case JT_STAR_EMPEROR_B:
case JT_STAR2_EMPEROR:
case JT_STAR2_EMPEROR_B:
case JT_SKY_EMPEROR:
case JT_SKY_EMPEROR2:
return 32;
case JT_DO_SUMMONER:
case JT_DO_CART_SUMMONER:
case JT_DO_SUMMONER_B:
case JT_DO_CART_SUMMONER_B:
case JT_SPIRIT_HANDLER:
case JT_SPIRIT_HANDLER_RIDING:
case JT_DRUID:
case JT_DRUID_B:
case JT_KARNOS:
case JT_KARNOS_B:
case JT_ALITEA:
return 80;
case JT_MONK:
case JT_NINJA:
case JT_CRUSADER_H:
case JT_MONK_H:
case JT_BARD_H:
case JT_DANCER_H:
case JT_MONK_B:
case JT_ROYAL_GUARD:
case JT_SURA:
case JT_ROYAL_GUARD_H:
case JT_SURA_H:
case JT_SURA_B:
case JT_NINJA_B:
case JT_INQUISITOR:
return 96;
default:
return 96;
}
case 8:
base = 96;
switch (this->GetEffectiveJob(-1)) {
case JT_DO_SUMMONER:
case JT_DO_SUMMONER_B:
case JT_SPIRIT_HANDLER:
base = 40;
break;
}
break;
}
return base;
}
// OFFSET: 0x00DAB010
// FUNCTION: fn_22578
std::vector<std::string> CPc::GetEquipSpriteNames() const {
std::vector<std::string> names(9);
for (int slot = 0; slot < 9; ++slot) {
if (this->equipSprites[slot]) {
names[slot] = this->equipSprites[slot]->name.text;
} else {
names[slot] = "";
}
}
return names;
}
// OFFSET: 0x00DAB140
// FUNCTION: fn_22579
CRes* CPc::GetEquipSprite(int slot) const {
return this->equipSprites[slot];
}
// OFFSET: 0x00DAB160
// FUNCTION: fn_22580
std::int64_t CGrannyPc::Slot35() {
return (static_cast<std::int64_t>(this->unknown_0444) << 32) | static_cast<std::uint32_t>(this->unknown_0440);
}
// OFFSET: 0x00DAB250
// FUNCTION: fn_22582
bool CPc::IsCostumeOutfit() const {
return StateFlag12(this->stateFlags) || StateFlag16(this->stateFlags) || StateFlag18(this->stateFlags) ||
StateFlag27(this->stateFlags) || StateFlag28(this->stateFlags) || this->unknown_03DC == 1;
}
// OFFSET: 0x00DAB460
// FUNCTION: fn_22584
int CPc::GetDualWieldWeaponType(int first, int second) {
int result = W_FIST;
int main = first;
int sub = second;
if (!first) {
if (!second) {
return result;
}
main = second;
sub = 0;
}
if (main >= 1100 && main < 1150 || main >= 13400 && main < 13500 || main >= 500000 && main < 510000) {
result = W_1HSWORD;
if (sub >= 1100 && sub < 1150 || sub >= 13400 && sub < 13500 || sub >= 500000 && sub < 510000) {
return W_DOUBLE_SS;
}
if (sub >= 1200 && sub < 1250 || sub >= 13000 && sub < 13100 || sub >= 28700 && sub < 28900 || sub >= 510000 && sub < 520000) {
return W_DOUBLE_DS;
}
if (sub >= 1300 && sub < 1350 || sub >= 520000 && sub < 530000) {
return W_DOUBLE_SA;
}
} else if (main >= 1200 && main < 1250 || main >= 13000 && main < 13100 || main >= 28700 && main < 28900 || main >= 510000 && main < 520000) {
result = W_DAGGER;
if (sub >= 1100 && sub < 1150 || sub >= 13400 && sub < 13500 || sub >= 500000 && sub < 510000) {
return W_DOUBLE_DS;
}
if (sub >= 1200 && sub < 1250 || sub >= 13000 && sub < 13100 || sub >= 28700 && sub < 28900 || sub >= 510000 && sub < 520000) {
return W_DOUBLE_DD;
}
if (sub >= 1300 && sub < 1350 || sub >= 520000 && sub < 530000) {
return W_DOUBLE_DA;
}
} else if (main >= 1300 && main < 1350 || main >= 520000 && main < 530000) {
result = W_1HAXE;
if (sub >= 1300 && sub < 1350 || sub >= 520000 && sub < 530000) {
return W_DOUBLE_AA;
}
}
return result;
}
// OFFSET: 0x00DAB6A0
// FUNCTION: fn_22585
bool IsReadyOrAttackAction(int action) {
if (action < 32 || action >= 40 && action < 80 || action >= 96) {
return false;
}
return true;
}
// OFFSET: 0x00DABE20
// FUNCTION: fn_22588
void CGrannyPc::UpdateAnimation(C3dGrannyModelRes* model) {
if (!model) {
model = this->model;
}
this->clock = GrannyGetSystemSeconds();
this->unknown_0F24 += GrannyGetSecondsElapsed(&this->lastClock, &this->clock) * 2.0f;
this->lastClock = this->clock;
if (model != this->model) {
model->PlayAnimation(this->motion, GrannyInstantiateModel(model->model), nullptr, 0);
model->Animate(this->unknown_0F24, GrannyInstantiateModel(model->model));
return;
}
if (this->motion == 2 && this->controls[2] && GrannyGetControlDurationLeft(this->controls[2]) <= 0.0f) {
this->motion = 0;
this->controls[this->motion] = model->PlayAnimation(this->motion, GrannyInstantiateModel(model->model), this->controls[this->motion], 0);
}
model->Animate(this->unknown_0F24 * g_depthAverageHalf, this->instance);
}
// OFFSET: 0x00DAC030
// FUNCTION: fn_22591
void CGrannyPc::Slot08() {
if (this->render.unknown_0070 == 2) {
this->render.isMotionFinished = GrannyGetControlDurationLeft(this->controls[2]) < 0.1f;
} else {
this->render.isMotionFinished = true;
}
}
// OFFSET: 0x00DAB210
// FUNCTION: fn_22581
bool CPc::HasAppearanceOverride() {
if (this->Slot55() > 0) {
return true;
}
if (g_session.IsCostumeJob(this->GetEffectiveJob(-1)) == true) {
return false;
}
return this->HasShapeShift();
}
// OFFSET: 0x00DACF90
// FUNCTION: fn_22597
void CGrannyPc::RenderCached(const matrix& view, int layer, C3dGrannyModelRes* model) {
if (!this->render.visible || this->render.accountId == 0xFFFFFFFF) {
return;
}
this->brightness = (this->alpha << 24) + 0xFFFFFF;
g_modeMgr.GetGameMode();
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
bool attached = false;
matrix rotation;
rotation.MakeXRotation(1.570796f);
rotation.AppendYRotation((this->angle + 180.0f) / 180.0f * 3.141592f);
rotation.AppendScale(0.3f, 0.3f, 0.3f);
vector3d position;
position.x = this->render.position.x - 2.0f;
position.y = this->render.position.y;
position.z = this->render.position.z - 2.0f;
rotation.AppendTranslate(&position.x);
float screenX;
float screenY;
float reciprocalDepth;
g_renderer->ProjectViewport(&this->render.position.x, view.values, &screenX, &screenY, &reciprocalDepth);
float bounds[5];
bounds[0] = static_cast<float>(g_renderer->viewport.width);
bounds[1] = static_cast<float>(g_renderer->viewport.height);
bounds[2] = 0.0f;
bounds[3] = 0.0f;
bounds[4] = reciprocalDepth;
RenderCommand** commands = this->layerCommands[layer];
if (!model) {
model = this->model;
commands = this->commands;
}
for (int mesh = 0; mesh < model->instance->meshCount; ++mesh) {
const GrannyPNT332Vertex* source = reinterpret_cast<const GrannyPNT332Vertex*>(model->GetRigidVertices(mesh));
if (!source) {
if (layer == 0) {
source = reinterpret_cast<const GrannyPNT332Vertex*>(this->vertices[mesh]);
} else {
source = reinterpret_cast<const GrannyPNT332Vertex*>(this->layerVertices[layer][mesh]);
}
if (!source) {
continue;
}
}
if (!this->meshTextures[layer][mesh]) {
continue;
}
const matrix* transform;
if (layer == this->attachLayer) {
attached = true;
transform = &this->attachTransform;
} else {
transform = &this->meshTransforms[mesh];
}
matrix local;
local.Compose(*transform, rotation);
matrix world;
world.Compose(local, view);
const std::uint16_t* indices = this->meshIndices[layer][mesh];
RenderCommand* command = commands[mesh];
int vertexCount = 0;
for (int triangle = this->meshTriangleCounts[layer][mesh]; triangle > 0; --triangle) {
for (int corner = 0; corner < 3; ++corner) {
RenderVertex& output = command->vertices[vertexCount];
const GrannyPNT332Vertex& vertex = source[indices[vertexCount]];
++vertexCount;
position.x = vertex.position[0];
position.y = vertex.position[1];
position.z = vertex.position[2];
if (attached == true && mesh > 0) {
const float* values = this->meshTransforms[mesh].values;
const vector3d corner = position;
position.x = corner.x * values[0] + corner.y * values[3] + corner.z * values[6] + values[9];
position.y = corner.y * values[4] + corner.x * values[1] + corner.z * values[7] + values[10];
position.z = corner.y * values[5] + corner.x * values[2] + corner.z * values[8] + values[11];
}
g_renderer->viewport.Projection().Project(&position.x, world.values, output);
}
}
command->texture = this->meshTextures[layer][mesh];
command->vertexCount = this->meshTriangleCounts[layer][mesh] * 3;
g_renderer->queues.Submit(command, 0, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd);
}
if (model == this->model) {
if (this->model->ProjectBounds(bounds, view, rotation, mode->camera->frame.eye)) {
this->SetRenderInfo(bounds, screenX, screenY);
} else {
this->SetTlvert(screenX, screenY);
}
}
}
// OFFSET: 0x00DA88D0
// FUNCTION: fn_22565
void CPc::DrawBody(int, int layer, const float* position, float x, float y, float distanceScale, float scale, float depth) {
RenderBounds bounds;
bounds.left = static_cast<float>(g_renderer->viewport.width);
bounds.top = static_cast<float>(g_renderer->viewport.height);
bounds.right = 0.0f;
bounds.bottom = 0.0f;
bounds.offset = depth;
CSprRes* sprite = static_cast<CSprRes*>(this->equipSprites[0]);
CActRes* action = static_cast<CActRes*>(this->GetEquipAction(0));
int motion;
if (this->render.unknown_0070 == 3 || this->unknown_017C != 0) {
this->render.previousAnimation = this->ActionBase(this->render.unknown_0070);
motion = action->FrameCount(this->render.previousAnimation) - 1;
this->render.curMotion = motion;
} else {
motion = this->render.curMotion;
}
const ActionFrame* frame = &action->Frame(this->render.previousAnimation, motion);
if (frame->cellCount < 1) {
frame = &action->Frame(0, this->render.curMotion);
}
for (int index = 0; index < frame->cellCount; ++index) {
const SpriteFrameCell* cell = &frame->Cell(index);
if (cell->image == -1) {
continue;
}
SpriteRleImage* image = sprite->images[cell->imageType][cell->image];
float bottomRhw;
float topRhw;
SpriteQuad quad;
int box[4];
std::uint32_t color;
if (this->Slot55() == JT_THANATOS) {
this->Slot09(index, index, distanceScale, *cell, x, y, position, scale, &bottomRhw, &topRhw, image, &quad, box, &color, 0, 0, 0);
if (this->render.unknown_0070 == 0 && index == 1) {
quad.bottomRhw = bottomRhw + 0.000008f;
quad.topRhw = topRhw + 0.00008f;
}
} else {
this->Slot09(layer, layer, distanceScale, *cell, x, y, position, scale, &bottomRhw, &topRhw, image, &quad, box, &color, 0, 0, 0);
if (g_cameraDistance <= 320.0f) {
quad.bottomRhw = bottomRhw - 0.0000025f;
quad.topRhw = topRhw - 0.0000025f;
}
}
this->RaiseUnknown03C8((box[3] - box[1]) / 4);
if (this->render.unknown_0130[0] == 1) {
quad.color = quad.color & 0xFFFFFF | 0x46000000;
}
quad.image = image;
if (this->render.unknown_00A4Bytes[1] != 0) {
bounds.Include(&quad.top);
}
int blend = this->blend;
const std::uint32_t* palette = sprite->palette;
if (this->render.unknown_0048 != 0 && this->Slot55() < 0 && this->HasShapeShift() == true) {
palette = static_cast<CPaletteRes*>(ResourceMgr::Instance().Load(this->render.name.c_str()))->palette;
}
this->ApplyLayerEffects(&quad, cell, 0, box, scale, bottomRhw, bottomRhw, topRhw, x, y, palette, image, &blend, 0, 0);
if (IsScreenShakeActive()) {
this->DrawFlippedQuad(quad, palette, 0x101, x, y, 0);
} else {
this->DrawQuad(quad, palette, 0x101, 0.0f, 0.0f, 0);
}
this->DrawStatusOverlays(quad, palette);
}
this->SetRenderInfo(&bounds.left, x, y);
this->render.unknown_00ECBytes[0] = 1;
}
// OFFSET: 0x00DAD4D0
// FUNCTION: fn_22598
void CPc::RenderOverlaySprite(const float* matrix, int) {
const float* origin = &this->render.position.x;
float position[3];
position[0] = origin[0] * matrix[0] + origin[1] * matrix[3] + origin[2] * matrix[6] + matrix[9];
position[1] = origin[0] * matrix[1] + origin[1] * matrix[4] + origin[2] * matrix[7] + matrix[10];
position[2] = origin[0] * matrix[2] + origin[1] * matrix[5] + origin[2] * matrix[8] + matrix[11];
float x;
float y;
float reciprocalDepth;
g_renderer->ProjectViewport(origin, matrix, &x, &y, &reciprocalDepth);
const float distanceScale = g_renderer->ScaleDistance(reciprocalDepth);
this->render.unknown_005C = distanceScale / g_heightScale;
const float scale =
g_renderer->UiScaleX() * (static_cast<float>(static_cast<int>(this->render.unknown_0078)) * this->render.scale) * this->render.unknown_005C;
RenderBounds bounds;
bounds.left = static_cast<float>(g_renderer->viewport.width);
bounds.top = static_cast<float>(g_renderer->viewport.height);
bounds.right = 0.0f;
bounds.bottom = 0.0f;
bounds.offset = reciprocalDepth;
ResourceMgr::Instance().Load(this->unknown_0418.c_str());
int count = 0;
bool drawn = false;
if (std::strlen(this->equipActions[0] ? this->equipActions[0]->name.text : "") == 0) {
return;
}
if (std::strlen(this->equipSprites[0] ? this->equipSprites[0]->name.text : "") == 0) {
return;
}
CActRes* action = static_cast<CActRes*>(this->GetEquipAction(0));
CSprRes* sprite = static_cast<CSprRes*>(this->equipSprites[0]);
if (this->render.curMotion >= action->FrameCount(this->render.previousAnimation)) {
return;
}
const ActionFrame& frame = action->Frame(this->render.previousAnimation, this->render.curMotion);
for (int index = 0; index < frame.cellCount; ++index) {
const SpriteFrameCell& cell = frame.Cell(index);
if (cell.image == -1) {
continue;
}
SpriteRleImage* image = sprite->images[cell.imageType][cell.image];
float bottomRhw;
float topRhw;
SpriteQuad quad;
int box[4];
std::uint32_t color;
if (!this->Slot09(0, count, distanceScale, cell, x, y, position, scale, &bottomRhw, &topRhw, image, &quad, box, &color, 0, 0, 0)) {
continue;
}
++count;
drawn = true;
quad.image = image;
if (this->render.unknown_00A4Bytes[1] != 0) {
bounds.Include(&quad.top);
}
const std::uint32_t* palette;
if (this->render.unknown_0048 != 0) {
palette = static_cast<CPaletteRes*>(ResourceMgr::Instance().Load(this->render.name.c_str()))->palette;
} else {
palette = sprite->palette;
}
int effectId;
this->SendMsg(nullptr, 120, 0, reinterpret_cast<int>(&effectId), reinterpret_cast<int>(&effectId) >> 31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->DrawQuad(quad, palette, 0x101, 0.0f, 0.0f, 0);
}
if (drawn) {
this->SetRenderInfo(&bounds.left, x, y);
} else {
this->SetTlvert(x, y);
}
}
// OFFSET: 0x00DAB980
// FUNCTION: fn_22586
bool CGrannyPc::OnProcess() {
this->UpdateStateEffects();
this->ProcessActorEffects();
this->UpdateGaugePositions();
this->UpdateGaugeWindow();
if (this->render.isSingleColor == true && timeGetTime() > this->render.started + 100) {
this->render.overrideColor = 0xFFFF0000;
this->render.isSingleColor = false;
}
if (this->render.color != 0xFFFFFFFF) {
this->ModifyArgb(8, 8, 8, 8);
}
union {
void (CGameActor::*asVoid)();
bool (CGameActor::*asBool)();
} slot14;
slot14.asVoid = &CGameActor::Slot14;
const bool result = (this->*slot14.asBool)();
this->PlayFrameSounds();
if (this->unknown_0180 != 0) {
const vector3d& player =
reinterpret_cast<const CRenderObject*>(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->player)->render.position;
g_soundMgr->PlayWave(
reinterpret_cast<const char*>(this->unknown_0190), this->render.position.x - player.x, 0.0f,
this->render.position.z - player.z, 250, 40, 1.0f, 0
);
this->unknown_0180 = 0;
}
float facing = this->render.angle;
if (facing > 360.0f) {
facing = static_cast<float>(static_cast<int>(facing) % 360);
this->render.angle = facing;
}
float angle;
if (this->unknown_10A0 == 1) {
angle = 180.0f - facing;
this->unknown_10A0 = 0;
this->angle = angle;
} else {
angle = this->angle;
int delta = static_cast<int>(angle - static_cast<float>(static_cast<int>(180.0f - static_cast<float>(static_cast<int>(facing)))));
if (delta > 360 || delta < -360) {
delta %= 360;
}
const int distance = delta < 0 ? delta + 360 : delta;
if (distance > 16) {
if (distance < 180) {
angle -= 16.0f;
} else {
angle += 16.0f;
}
this->angle = angle;
}
}
if (angle > 360.0f) {
angle = static_cast<float>(static_cast<int>(angle) % 360);
this->angle = angle;
}
if (angle < 0.0f) {
this->angle = angle + 360.0f;
}
return result;
}
// OFFSET: 0x00DABBE0
// FUNCTION: fn_22587
bool CPc::OnProcess() {
this->UpdateStateEffects();
this->ProcessActorEffects();
this->UpdateGaugePositions();
this->UpdateGaugeWindow();
if (this->render.isSingleColor == true && timeGetTime() > this->render.started + 100) {
this->render.overrideColor = 0xFFFF0000;
this->render.isSingleColor = false;
}
if (this->render.color != 0xFFFFFFFF) {
this->ModifyArgb(8, 8, 8, 8);
}
union {
void (CGameActor::*asVoid)();
bool (CGameActor::*asBool)();
} slot14;
slot14.asVoid = &CGameActor::Slot14;
const bool result = (this->*slot14.asBool)();
this->PlayFrameSounds();
if (this->unknown_0180 != 0) {
const vector3d& player =
reinterpret_cast<const CRenderObject*>(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->player)->render.position;
g_soundMgr->PlayWave(
reinterpret_cast<const char*>(this->unknown_0190), this->render.position.x - player.x, 0.0f,
this->render.position.z - player.z, 250, 40, 1.0f, 0
);
this->unknown_0180 = 0;
}
const bool show = this->Slot55() > 0;
if (!StateFlag02(this->stateFlags) && !StateFlag06(this->stateFlags) && !StateFlag01(this->stateFlags)) {
if (show) {
if (!this->msgEffect) {
CMsgEffect* effect = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->SpawnMsgEffect(44, &this->render.position, this->render.accountId, true);
this->AddMsgEffect(effect);
effect->SendMsg(this, 50, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->msgEffect = effect;
}
return result;
}
}
if (this->msgEffect) {
this->msgEffect->SendMsg(nullptr, 53, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->msgEffect = nullptr;
}
return result;
}
// OFFSET: 0x00DAC580
// FUNCTION: fn_22595
void CPc::Render(int argument) {
bool hasEffect = false;
if (StateFlag14(this->stateFlags)) {
static_cast<CPlayer*>(this)->UpdateFootprints(1);
}
if ((this->render.flags & 0x8000) != 0) {
static_cast<CPlayer*>(this)->UpdateFootprints(2);
}
for (const ActiveSkillEffect& effect : g_activeSkillEffects) {
if (effect.id == 0xB8) {
hasEffect = true;
break;
}
}
this->render.unknown_0130[0] = 0;
if (g_serviceOptions.Get(0x109) && this->render.accountId != g_session.m_aid) {
this->render.unknown_0130[0] = 1;
}
const float* matrix = reinterpret_cast<const float*>(argument);
if (hasEffect == true && (!this->render.visible || !this->render.enabled) && !StateFlag06(this->stateFlags)) {
this->SetColor(-1, 0, 0, 0);
this->DrawLayers(matrix, 0, 0);
return;
}
if (!this->render.visible) {
this->UpdateTlvertex(matrix);
return;
}
if (this->render.unknown_0070 != 6 && this->render.unknown_0070 != 3) {
this->DrawShadow(argument, this->render.scale);
}
if (this->render.unknown_0070 == 6) {
switch (this->GetEffectiveJob(-1)) {
case 0xFD0:
case 0x108E:
case 0x1093:
case 0x1094:
case 0x10DC:
this->DrawShadow(argument, this->render.scale);
break;
}
}
if (!this->render.enabled) {
this->UpdateTlvertex(matrix);
return;
}
if (IsObfuscatedMessage(this->render.accountId)) {
this->RenderOverlaySprite(matrix, 0);
return;
}
if (this->unknown_0474 != 0) {
this->DrawSprite(argument, false, 0.0f);
return;
}
this->DrawLayers(matrix, 0, 0);
}
// OFFSET: 0x00DAD8C0
// FUNCTION: fn_22599
void CPc::DrawLayers(const float* matrix, int unknown0030, char unknown0034) {
SpriteLayerRenderer renderer(this);
renderer.Render(matrix, unknown0030, unknown0034);
}
// OFFSET: 0x00DABF50
// FUNCTION: fn_22589
void CGrannyPc::UpdateGaugeWindow() {
if (reinterpret_cast<UIWindow*>(this->unknown_0478) != nullptr) {
reinterpret_cast<UIWindow*>(this->unknown_0478)->Move(
this->render.screenX - 30,
static_cast<int>(static_cast<float>(g_renderer->viewport.height * 12 / 480) * this->render.unknown_005C + static_cast<float>(this->render.screenY))
);
}
this->UpdateHpGauge();
}
// OFFSET: 0x00DABFC0
// FUNCTION: fn_22590
void CPc::UpdateGaugeWindow() {
if (reinterpret_cast<UIWindow*>(this->unknown_0490) != nullptr) {
reinterpret_cast<UIWindow*>(this->unknown_0490)->Move(
this->render.screenX - 30,
static_cast<int>(static_cast<float>(g_renderer->viewport.height * 12 / 480) * this->render.unknown_005C + static_cast<float>(this->render.screenY))
);
}
this->UpdateHpGauge();
}
// OFFSET: 0x00DB1760
// FUNCTION: fn_22635
void CPc::Slot20(int first, int second, int third, int fourth, int fifth, int sixth, int seventh, int eighth, int ninth, int tenth, int eleventh) {
this->unknown_04D4 = first;
this->SetUnknown0260(second);
this->unknown_0440 = third;
this->weapon = fourth;
this->unknown_044C = fifth;
this->unknown_0450 = sixth;
this->unknown_0454 = seventh;
this->unknown_0458 = eighth;
this->unknown_045C = ninth;
this->unknown_0444 = tenth;
this->render.unknown_0048 = eleventh;
this->SetActorJob(first);
int job = first;
if (StateFlag12(this->stateFlags)) {
job = 0x16;
} else if (StateFlag16(this->stateFlags) && !StateFlag15(this->stateFlags)) {
job = 0x1a;
} else if (StateFlag18(this->stateFlags) && !StateFlag15(this->stateFlags)) {
job = 0x1b;
} else if (StateFlag27(this->stateFlags) && !StateFlag15(this->stateFlags)) {
job = 0x1c;
} else if (StateFlag28(this->stateFlags) && !StateFlag15(this->stateFlags)) {
job = 0x1d;
} else if (this->unknown_03DC == 1 && !StateFlag15(this->stateFlags)) {
job = 0x1e;
} else if (this->unknown_02CC != 0) {
job = g_session.GetRidingJob(job);
}
this->SetActorJob(job);
this->Slot22(this->unknown_0440);
this->Slot23(this->weapon, this->unknown_044C);
this->Slot25(this->unknown_0450);
this->Slot26(this->unknown_0454);
this->Slot27(this->unknown_0458);
this->Slot28(this->unknown_045C);
this->Slot30();
this->Slot31();
this->Slot33(this->render.unknown_0048);
this->Slot32();
}
// OFFSET: 0x00DB0CE0
// FUNCTION: fn_22633
void CPc::Slot19(int first, int second, int third, int fourth, int fifth, int sixth, int seventh, int eighth, int ninth, int tenth, int eleventh) {
this->unknown_04D4 = first;
this->SetUnknown0260(second);
this->unknown_0440 = third;
this->weapon = fourth;
this->unknown_044C = fifth;
this->unknown_0450 = sixth;
this->unknown_0454 = seventh;
this->unknown_0458 = eighth;
this->unknown_045C = GetWeaponViewValue(fifth) < 0 ? fifth : 0;
this->unknown_0444 = ninth;
this->render.unknown_0048 = tenth;
this->render.unknown_0048 = g_session.GetBodyStyle(first, tenth, this->unknown_04D0);
int job = first;
bool applyJob = true;
if (StateFlag12(eleventh)) {
job = 0x16;
} else if (StateFlag16(eleventh) && !StateFlag15(eleventh)) {
job = 0x1a;
} else if (StateFlag18(eleventh) && !StateFlag15(eleventh)) {
job = 0x1b;
} else if (StateFlag27(eleventh) && !StateFlag15(eleventh)) {
job = 0x1c;
} else if (StateFlag28(eleventh) && !StateFlag15(eleventh)) {
job = 0x1d;
} else if (this->unknown_03DC == 1 && !StateFlag15(this->stateFlags)) {
job = 0x1e;
} else if (this->HasShapeShift()) {
applyJob = false;
this->Slot21(this->GetUnknown0404Job());
} else if (this->unknown_02CC != 0) {
job = g_session.GetRidingJob(first);
}
if (applyJob) {
this->SetActorJob(job);
}
this->Slot22(this->unknown_0440);
if (!StateFlag12(eleventh) && !StateFlag16(eleventh) && !StateFlag18(eleventh) && !StateFlag27(eleventh) &&
!StateFlag28(eleventh) && this->unknown_03DC != 1 && this->unknown_02CC == 0) {
switch (this->GetEffectiveJob(-1)) {
case 0xC:
case 0xFAD:
case 0xFC3:
case 0xFDB:
case 0xFE1:
case 0x1005:
case 0x109E:
this->Slot24(fourth, fifth);
break;
default:
this->Slot24(fourth, fourth >> 31);
break;
}
}
this->Slot25(this->unknown_0450);
this->Slot26(this->unknown_0454);
this->Slot27(this->unknown_0458);
if (!StateFlag12(eleventh) && !StateFlag16(eleventh) && !StateFlag18(eleventh) && !StateFlag27(eleventh) &&
!StateFlag28(eleventh) && this->unknown_03DC != 1 && this->unknown_02CC == 0) {
this->Slot28(this->unknown_045C);
}
this->Slot30();
this->Slot31();
this->Slot32();
}
// OFFSET: 0x00DB1AE0
// FUNCTION: fn_22640
void CPc::Slot21(int job) {
if (job == JT_BARD || job == JT_BARD_H || job == JT_BARD_B) {
if (this->unknown_0260 == 0) {
this->unknown_0260 = 1;
}
} else if (job == JT_DANCER || job == JT_DANCER_H || job == JT_DANCER_B) {
if (this->unknown_0260 == 1) {
this->unknown_0260 = 0;
}
} else if (job == JT_MINSTREL) {
if (this->unknown_0260 == 0) {
this->unknown_0260 = 1;
}
} else if (job == JT_WANDERER) {
if (this->unknown_0260 == 1) {
this->unknown_0260 = 0;
}
} else if (job == JT_MINSTREL_H) {
if (this->unknown_0260 == 0) {
this->unknown_0260 = 1;
}
} else if (job == JT_WANDERER_H) {
if (this->unknown_0260 == 1) {
this->unknown_0260 = 0;
}
} else if (job == JT_TROUBADOUR) {
if (this->unknown_0260 == 0) {
this->unknown_0260 = 1;
}
} else if (job == JT_TROUVERE) {
if (this->unknown_0260 == 1) {
this->unknown_0260 = 0;
}
}
this->render.unknown_0054 = g_session.GetNpcLocationRadius(job, this->unknown_02CC == 1);
if (this->Slot55() > 0) {
this->LoadEquipAction(0, g_session.GetMonsterActName(this->Slot55()).c_str());
this->LoadEquipSprite(0, g_session.GetMonsterSprName(this->Slot55()).c_str());
} else if (StateFlag12(this->stateFlags) == true || job == JT_MARRIED) {
this->LoadEquipAction(0, g_session.GetRaceBodyResourceName(0, this->unknown_04D4, JT_MARRIED, this->unknown_0260, 0).c_str());
this->LoadEquipSprite(0, g_session.GetRaceBodyResourceName(1, this->unknown_04D4, JT_MARRIED, this->unknown_0260, 0).c_str());
} else if (StateFlag16(this->stateFlags) && !StateFlag15(this->stateFlags)) {
this->LoadEquipAction(0, GetBodyActionResourceName(JT_SANTA, this->unknown_0260, 0, 0).c_str());
this->LoadEquipSprite(0, g_session.GetBodySprName(JT_SANTA, this->unknown_0260, 0, 0).c_str());
} else if (StateFlag18(this->stateFlags) && !StateFlag15(this->stateFlags)) {
this->LoadEquipAction(0, GetBodyActionResourceName(JT_SUMMER, this->unknown_0260, 0, 0).c_str());
this->LoadEquipSprite(0, g_session.GetBodySprName(JT_SUMMER, this->unknown_0260, 0, 0).c_str());
} else if (StateFlag27(this->stateFlags) && !StateFlag15(this->stateFlags)) {
this->LoadEquipAction(0, GetBodyActionResourceName(JT_HANBOK, this->unknown_0260, 0, 0).c_str());
this->LoadEquipSprite(0, g_session.GetBodySprName(JT_HANBOK, this->unknown_0260, 0, 0).c_str());
} else if (StateFlag28(this->stateFlags) && !StateFlag15(this->stateFlags)) {
this->LoadEquipAction(0, GetBodyActionResourceName(JT_OKTOBERFEST, this->unknown_0260, 0, 0).c_str());
this->LoadEquipSprite(0, g_session.GetBodySprName(JT_OKTOBERFEST, this->unknown_0260, 0, 0).c_str());
} else if (this->unknown_03DC == 1 && !StateFlag15(this->stateFlags)) {
this->LoadEquipAction(0, GetBodyActionResourceName(JT_SUMMER2, this->unknown_0260, 0, 0).c_str());
this->LoadEquipSprite(0, g_session.GetBodySprName(JT_SUMMER2, this->unknown_0260, 0, 0).c_str());
} else if (this->unknown_02CC != 0) {
this->LoadEquipAction(
0, GetBodyActionResourceName(g_session.GetRidingJob(job), this->unknown_0260, this->unknown_04D0, 0).c_str()
);
this->LoadEquipSprite(0, g_session.GetBodySprName(g_session.GetRidingJob(job), this->unknown_0260, this->unknown_04D0, 0).c_str());
} else {
const int effectiveJob = this->GetEffectiveJob(JobNames::BaseJob(job));
switch (effectiveJob) {
case JT_MADOGEAR:
case JT_MADOGEAR_H:
case JT_MEISTER_MADOGEAR:
if (this->Slot56() == 2) {
this->render.unknown_0054 = 1.5f;
}
break;
case JT_MADOGEAR_B:
if (this->Slot56() == 2) {
this->render.unknown_0054 = 1.12f;
}
break;
}
this->LoadEquipAction(
0, GetBodyActionResourceName(effectiveJob, this->unknown_0260, this->unknown_04D0, this->Slot56()).c_str()
);
this->LoadEquipSprite(0, g_session.GetBodySprName(effectiveJob, this->unknown_0260, this->unknown_04D0, this->Slot56()).c_str());
}
this->SetActionName(ResourceMgr::Instance(), this->equipActions[0] ? this->equipActions[0]->GetName() : "");
this->SetSpriteName(ResourceMgr::Instance(), this->equipSprites[0] ? this->equipSprites[0]->GetName() : "");
this->Slot30();
}
// OFFSET: 0x00DB4E70
// FUNCTION: fn_22653
__declspec(noinline) void CPlayer::UpdateMsgEffect(bool show) {
if (!StateFlag02(this->stateFlags) && !StateFlag06(this->stateFlags) && !StateFlag01(this->stateFlags)) {
if (show) {
if (!this->msgEffect) {
CMsgEffect* effect = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->SpawnMsgEffect(44, &this->render.position, this->render.accountId, true);
this->AddMsgEffect(effect);
effect->SendMsg(this, 50, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->msgEffect = effect;
}
return;
}
}
if (this->msgEffect) {
this->msgEffect->SendMsg(nullptr, 53, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->msgEffect = nullptr;
}
}
// OFFSET: 0x00DB0FC0
// FUNCTION: fn_22634
void CGrannyPc::Slot19(int first, int second, int third, int fourth, int fifth, int sixth, int seventh, int eighth, int ninth, int tenth, int eleventh) {
this->SetUnknown0260(second);
this->unknown_0434 = third;
this->unknown_0440 = fourth;
this->unknown_0448 = sixth;
this->unknown_044C = seventh;
this->unknown_0450 = eighth;
this->unknown_0454 = ninth;
this->unknown_0444 = fifth;
this->unknown_0438 = tenth;
this->render.unknown_0048 = eleventh;
this->SetActorJob(first);
this->Slot22(this->unknown_0434);
this->Slot23(this->unknown_0440, this->unknown_0444);
this->Slot25(this->unknown_0448);
this->Slot26(this->unknown_044C);
this->Slot27(this->unknown_0450);
this->Slot28(this->unknown_0454);
this->Slot30();
this->Slot31();
if (this->model) {
this->ReleaseMeshes();
}
std::strcpy(this->modelName, "SWM@hd기본_3.gr2");
this->model = static_cast<C3dGrannyModelRes*>(ResourceMgr::Instance().Load(this->modelName));
this->instance = GrannyInstantiateModel(this->model->model);
for (int mesh = 0; mesh < this->model->instance->meshCount; ++mesh) {
ModelRenderCommand* command = new ModelRenderCommand;
this->commands[mesh] = reinterpret_cast<RenderCommand*>(command);
reinterpret_cast<RenderCommand*>(command)->AllocateTriangles(this->model->GetTriangleCount(mesh));
this->vertices[mesh] = new RenderVertex[this->model->GetTriangleCount(mesh) * 3];
std::memset(this->vertices[mesh], 0, this->model->GetTriangleCount(mesh) * 3 * sizeof(RenderVertex));
}
this->unknown_0F24 = 0.0f;
this->lastClock = GrannyGetSystemSeconds();
this->unknown_02E0 = 0;
char* tag = std::strstr(this->modelName, "@hd");
if (!tag) {
return;
}
tag[1] = 'h';
tag[2] = 'r';
char name[MAX_PATH];
std::strcpy(name, tag + 1);
int length = 0;
while (name[length] != '_') {
++length;
}
name[length + 1] = '9';
name[length + 2] = '9';
name[length + 3] = '\0';
std::strcat(name, ".gr2");
this->layerModels[1] = static_cast<C3dGrannyModelRes*>(ResourceMgr::Instance().Load(name));
for (int mesh = 0; mesh < this->layerModels[1]->instance->meshCount; ++mesh) {
ModelRenderCommand* command = new ModelRenderCommand;
this->layerCommands[1][mesh] = reinterpret_cast<RenderCommand*>(command);
reinterpret_cast<RenderCommand*>(command)->AllocateTriangles(this->layerModels[1]->GetTriangleCount(mesh));
this->layerVertices[1][mesh] = new RenderVertex[this->layerModels[1]->GetTriangleCount(mesh) * 3];
std::memset(this->layerVertices[1][mesh], 0, this->layerModels[1]->GetTriangleCount(mesh) * 3 * sizeof(RenderVertex));
}
tag[1] = 'b';
tag[2] = 'd';
this->layerModels[2] = static_cast<C3dGrannyModelRes*>(ResourceMgr::Instance().Load(this->modelName));
this->layerModels[2]->RebindMeshes(*this->model);
for (int mesh = 0; mesh < this->layerModels[2]->instance->meshCount; ++mesh) {
ModelRenderCommand* command = new ModelRenderCommand;
this->layerCommands[2][mesh] = reinterpret_cast<RenderCommand*>(command);
reinterpret_cast<RenderCommand*>(command)->AllocateTriangles(this->layerModels[2]->GetTriangleCount(mesh));
this->layerVertices[2][mesh] = new RenderVertex[this->layerModels[2]->GetTriangleCount(mesh) * 3];
std::memset(this->layerVertices[2][mesh], 0, this->layerModels[2]->GetTriangleCount(mesh) * 3 * sizeof(RenderVertex));
}
tag[1] = 'p';
tag[2] = 't';
this->layerModels[3] = static_cast<C3dGrannyModelRes*>(ResourceMgr::Instance().Load(this->modelName));
this->layerModels[3]->RebindMeshes(*this->model);
for (int mesh = 0; mesh < this->layerModels[3]->instance->meshCount; ++mesh) {
ModelRenderCommand* command = new ModelRenderCommand;
this->layerCommands[3][mesh] = reinterpret_cast<RenderCommand*>(command);
reinterpret_cast<RenderCommand*>(command)->AllocateTriangles(this->layerModels[3]->GetTriangleCount(mesh));
this->layerVertices[3][mesh] = new RenderVertex[this->layerModels[3]->GetTriangleCount(mesh) * 3];
std::memset(this->layerVertices[3][mesh], 0, this->layerModels[3]->GetTriangleCount(mesh) * 3 * sizeof(RenderVertex));
}
tag[1] = 'l';
tag[2] = 'e';
this->layerModels[4] = static_cast<C3dGrannyModelRes*>(ResourceMgr::Instance().Load(this->modelName));
this->layerModels[4]->RebindMeshes(*this->model);
for (int mesh = 0; mesh < this->layerModels[4]->instance->meshCount; ++mesh) {
ModelRenderCommand* command = new ModelRenderCommand;
this->layerCommands[4][mesh] = reinterpret_cast<RenderCommand*>(command);
reinterpret_cast<RenderCommand*>(command)->AllocateTriangles(this->layerModels[4]->GetTriangleCount(mesh));
this->layerVertices[4][mesh] = new RenderVertex[this->layerModels[4]->GetTriangleCount(mesh) * 3];
std::memset(this->layerVertices[4][mesh], 0, this->layerModels[4]->GetTriangleCount(mesh) * 3 * sizeof(RenderVertex));
}
if (this->layerModels[1]) {
this->model->FindHairPivot();
this->attachLayer = 1;
}
}
// OFFSET: 0x00DB0040
// FUNCTION: fn_22609
void CPc::Slot32() {
if (this->render.unknown_0048 == 0) {
return;
}
if (this->Slot55() < 0 && this->IsShapeShifted()) {
std::string paletteName;
this->render.name.assign(FormatOwnedString("몸\\%s_%d.pal", this->GetShapeShiftName().c_str(), this->render.unknown_0048));
return;
}
int job = this->GetEffectiveJob(-1);
const int costumeJob = this->unknown_04D0;
if (this->unknown_02CC != 0) {
job = g_session.GetRidingJob(job);
}
this->render.name.assign(g_session.GetBodyPalName(job, this->unknown_0260, this->render.unknown_0048, costumeJob, this->Slot56(), 0));
}
// OFFSET: 0x00DB2670
// FUNCTION: fn_22645
void CPc::Slot28(int value) {
this->unknown_045C = value;
if (this->unknown_02CC != 0) {
this->LoadEquipAction(7, "");
this->LoadEquipSprite(7, "");
return;
}
const int job = this->GetEffectiveJob(-1);
this->LoadEquipAction(7, g_session.GetShieldActName(job, this->unknown_0260, this->unknown_045C, this->unknown_04D0).c_str());
this->LoadEquipSprite(7, g_session.GetShieldSprName(job, this->unknown_0260, this->unknown_045C, this->unknown_04D0).c_str());
}
// OFFSET: 0x00DB6670
// FUNCTION: fn_22668
void CPlayer::ApplyFollowOffset(CGameActor* target, float x, float z, int* row, int* column) {
union {
void (CGameActor::*asVoid)();
int (CGameActor::*asInt)();
} slot45;
slot45.asVoid = &CGameActor::Slot45;
int step = (target->*slot45.asInt)();
if (target->unknown_02E0 == 1) {
step = 5;
} else if (step == 0) {
return;
}
float angle = static_cast<float>(std::atan2(
static_cast<double>(x - this->render.position.x), static_cast<double>(-(z - this->render.position.z))
)) / 3.141592f * 180.0f;
if (angle >= 360.0f) {
angle -= 360.0f;
}
if (angle < 0.0f) {
angle += 360.0f;
}
if (angle >= 0.0f && angle < 25.0f) {
*row += step;
} else if (angle >= 25.0f && angle < 70.0f) {
*column += step;
*row += step;
} else if (angle >= 70.0f && angle < 115.0f) {
*column += step;
} else if (angle >= 115.0f && angle < 160.0f) {
*column += step;
*row -= step;
} else if (angle >= 160.0f && angle < 205.0f) {
*row -= step;
} else if (angle >= 205.0f && angle < 250.0f) {
*column -= step;
*row += step;
} else if (angle >= 250.0f && angle < 295.0f) {
*column -= step;
} else if (angle >= 295.0f && angle < 340.0f) {
*column -= step;
*row -= step;
} else {
*row += step;
}
}
// OFFSET: 0x00DB6820
// FUNCTION: fn_22669
float CPlayer::AdjustFollowDistance(CGameActor* target, float distance) {
if (target->unknown_02E0 == 1) {
return std::max(0.0f, distance - 20.0f);
}
union {
void (CGameActor::*asVoid)();
int (CGameActor::*asInt)();
} slot45;
slot45.asVoid = &CGameActor::Slot45;
if ((target->*slot45.asInt)() <= 0) {
return std::max(0.0f, distance);
}
return std::max(0.0f, distance - static_cast<float>((target->*slot45.asInt)() + 1) * 4.0f);
}
// GLOBAL: gl_25248
bool g_refreshWindow289;
struct PlayerMoveRequest {
std::uint32_t serverTime;
int column;
int row;
int subColumn;
int subRow;
int destinationX;
int destinationY;
};
// OFFSET: 0x00DB5710
// FUNCTION: fn_22666
bool CPlayer::OnProcess() {
this->ProcessBodyState();
this->UpdateStateEffects();
this->ProcessActorEffects();
this->UpdateGaugePositions();
if (this->render.isSingleColor == true && timeGetTime() > this->render.started + 100) {
this->render.overrideColor = 0xFFFF0000;
this->render.isSingleColor = false;
}
if (this->render.color != 0xFFFFFFFF) {
this->ModifyArgb(8, 8, 8, 8);
}
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
if (this->unknown_050C != 0 && timeGetTime() > (g_session.m_averagePing >> 1) + this->unknown_0504) {
PlayerMoveRequest request;
reinterpret_cast<const ::TerrainHeight*>(mode)->WorldSubcell(
this->render.position.x, this->render.position.z, request.column, request.row, request.subColumn, request.subRow
);
request.serverTime = g_session.GetServerTime();
request.destinationX = reinterpret_cast<const int&>(this->unknown_04F8);
request.destinationY = this->unknown_04FC;
const int address = reinterpret_cast<int>(&request);
this->SendMsg(nullptr, 0, 0, address, address >> 31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
this->UpdatePendingAction();
union {
void (CGameActor::*asVoid)();
bool (CGameActor::*asBool)();
} slot14;
slot14.asVoid = &CGameActor::Slot14;
const bool result = (this->*slot14.asBool)();
this->PlayFrameSounds();
if (this->unknown_0180 != 0) {
const vector3d& player =
reinterpret_cast<const CRenderObject*>(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->player)->render.position;
g_soundMgr->PlayWave(
reinterpret_cast<const char*>(this->unknown_0190), this->render.position.x - player.x, 0.0f,
this->render.position.z - player.z, 250, 40, 1.0f, 0
);
this->unknown_0180 = 0;
}
this->UpdateMsgEffect(this->Slot55() > 0);
if (g_refreshWindow289) {
UIWindow* window = g_windowMgr.LookupWindow(289);
if (window != nullptr) {
window->Invalidate();
}
}
return result;
}
// OFFSET: 0x00DB5980
// FUNCTION: fn_22667
void CPlayer::UpdatePendingAction() {
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
switch (this->unknown_0508) {
case 1:
case 5: {
CGameActor* target = static_cast<CGameActor*>(mode->scene->GetGameActorByAID(this->unknown_051C));
if (target == nullptr) {
break;
}
if (target->render.unknown_0070 == 3) {
return;
}
int column;
int row;
mode->WorldCell(this->render.position.x, this->render.position.z, column, row);
if (this->GetEffectiveJob(-1) == 16 || this->GetEffectiveJob(-1) == 4017 || this->GetEffectiveJob(-1) == 4039) {
const int state = static_cast<int>(this->render.unknown_0070);
if (state != 1 && state != 0 && state != 4 && state != 7 && state != 8) {
return;
}
} else if ((this->GetEffectiveJob(-1) >= 4046 && this->GetEffectiveJob(-1) < 4361) || this->GetEffectiveJob(-1) == 24 ||
this->GetEffectiveJob(-1) == 25) {
const int state = static_cast<int>(this->render.unknown_0070);
if (state != 1 && state != 0 && state != 4 && state != 7 && state != 8 && state < 16) {
return;
}
} else {
const int state = static_cast<int>(this->render.unknown_0070);
if (state != 1 && state != 0 && state != 4) {
return;
}
}
const float distance = this->AdjustFollowDistance(
target, target->CalcDist(this->render.position.x, this->render.position.y, this->render.position.z)
);
const bool inRange = static_cast<float>(g_session.unknown_0F4C * 5) + 5.5f >= distance;
if ((reinterpret_cast<const int&>(this->unknown_04F8) != column || this->unknown_04FC != row) && !inRange) {
const std::uint32_t delay = this->unknown_0508 != 5 ? 450 : 1200;
const bool elapsed = timeGetTime() > this->unknown_0524 + delay;
const int state = static_cast<int>(this->render.unknown_0070);
int cellX = target->unknown_0158[5];
int cellY = *reinterpret_cast<const int*>(target->unknown_0170);
float x;
float z;
if (this->unknown_0508 == 5) {
x = target->render.position.x;
z = target->render.position.z;
} else {
reinterpret_cast<const ::TerrainHeight*>(mode)->CellCenter(cellX, cellY, x, z);
}
this->ApplyFollowOffset(target, x, z, &cellY, &cellX);
mode->FindWalkableCellToward(this->render.position.x, this->render.position.z, x, z, cellX, cellY, g_session.unknown_0F4C);
if ((reinterpret_cast<const int&>(this->unknown_04F8) != cellX || this->unknown_04FC != cellY) && state != 2 &&
this->unknown_0514 == 0 && elapsed) {
reinterpret_cast<int&>(this->unknown_04F8) = cellX;
this->unknown_04FC = cellY;
this->unknown_0524 = timeGetTime();
this->SendMsg(nullptr, 91, 0, cellX, cellX >> 31, cellY, cellY >> 31, 0, 0, 0, 0, 0, 0, 0, 0);
}
return;
}
if (this->unknown_0510 == 2) {
this->SendMsg(nullptr, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
if (this->unknown_0514 != 0 || timeGetTime() <= this->unknown_0500 + 1200) {
return;
}
++this->unknown_0520;
this->unknown_0500 = timeGetTime();
this->unknown_0514 = 1;
if (this->unknown_0510 != 2) {
this->SendMsg(nullptr, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
} else {
this->SendMsg(nullptr, 29, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
return;
}
case 2: {
CItem* item = mode->scene->GetItemByAID(this->unknown_051C);
if (item == nullptr) {
break;
}
int column;
int row;
mode->WorldCell(this->render.position.x, this->render.position.z, column, row);
int itemX;
int itemY;
mode->WorldCell(item->render.position.x, item->render.position.z, itemX, itemY);
const int targetX = itemX;
const int targetY = itemY;
mode->StepTowardWalkableCell(column, row, itemX, itemY);
const int state = static_cast<int>(this->render.unknown_0070);
if (state != 0 && state < 16) {
return;
}
if (mode->IsWithinRange(column, row, targetX, targetY, 1)) {
this->SendMsg(nullptr, 16, 0, targetX, targetX >> 31, targetY, targetY >> 31, 0, 0, 0, 0, 0, 0, 0, 0);
if (!mode->HasUnknown01A4(this->unknown_051C)) {
mode->PushUnknown01A4(this->unknown_051C);
mode->SendMsg(136, this->unknown_051C, 0, 0, 0);
}
break;
}
if (reinterpret_cast<const int&>(this->unknown_04F8) == itemX && this->unknown_04FC == itemY) {
return;
}
this->unknown_04FC = itemY;
reinterpret_cast<int&>(this->unknown_04F8) = itemX;
this->SendMsg(nullptr, 91, 0, itemX, itemX >> 31, itemY, itemY >> 31, 0, 0, 0, 0, 0, 0, 0, 0);
return;
}
case 3: {
CGameActor* target;
if (this->unknown_051C == g_session.m_aid) {
target = this;
} else {
target = static_cast<CGameActor*>(mode->scene->GetGameActorByAID(this->unknown_051C));
}
if (target == nullptr) {
break;
}
int column;
int row;
mode->WorldCell(this->render.position.x, this->render.position.z, column, row);
const float x = target->render.position.x;
int cellX = target->unknown_0158[5];
int cellY = *reinterpret_cast<const int*>(target->unknown_0170);
const float z = target->render.position.z;
const int range = mode->GetSkillAttackRange(this->unknown_052C, this->unknown_0530);
mode->FindWalkableCellToward(this->render.position.x, this->render.position.z, x, z, cellX, cellY, range);
const int state = static_cast<int>(this->render.unknown_0070);
if (state != 1 && state != 0 && state != 4 && state < 16) {
return;
}
const float distance = this->AdjustFollowDistance(
target, target->CalcDist(this->render.position.x, this->render.position.y, this->render.position.z)
);
const bool inRange = static_cast<float>(range * 5) + 5.5f >= distance;
if ((reinterpret_cast<const int&>(this->unknown_04F8) == column && this->unknown_04FC == row) || inRange) {
this->SendMsg(nullptr, 42, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
break;
}
if (reinterpret_cast<const int&>(this->unknown_04F8) == cellX && this->unknown_04FC == cellY) {
return;
}
if (this->render.unknown_0070 == 2) {
return;
}
this->unknown_04FC = cellY;
reinterpret_cast<int&>(this->unknown_04F8) = cellX;
this->ApplyFollowOffset(target, x, z, &cellY, &cellX);
this->SendMsg(nullptr, 91, 0, cellX, cellX >> 31, cellY, cellY >> 31, 0, 0, 0, 0, 0, 0, 0, 0);
return;
}
case 4: {
int groundX = this->unknown_0534;
int groundY = this->unknown_0538;
int column;
int row;
mode->WorldCell(this->render.position.x, this->render.position.z, column, row);
const int range = mode->GetSkillAttackRange(this->unknown_052C, this->unknown_0530);
float x;
float z;
reinterpret_cast<const ::TerrainHeight*>(mode)->CellCenter(groundX, groundY, x, z);
mode->FindWalkableCellToward(this->render.position.x, this->render.position.z, x, z, groundX, groundY, range);
const int state = static_cast<int>(this->render.unknown_0070);
if (state != 1 && state != 0 && state != 4 && state < 16) {
return;
}
const float distance = this->CalcDist(x, this->render.position.y, z);
const bool inRange = static_cast<float>(range * 5) + 5.5f >= distance;
if ((reinterpret_cast<const int&>(this->unknown_04F8) == column && this->unknown_04FC == row) || inRange) {
this->SendMsg(nullptr, 66, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
break;
}
if (reinterpret_cast<const int&>(this->unknown_04F8) == groundX && this->unknown_04FC == groundY) {
return;
}
if (this->render.unknown_0070 == 2) {
return;
}
this->unknown_04FC = groundY;
reinterpret_cast<int&>(this->unknown_04F8) = groundX;
this->SendMsg(nullptr, 91, 0, groundX, groundX >> 31, groundY, groundY >> 31, 0, 0, 0, 0, 0, 0, 0, 0);
return;
}
case 6: {
CGameActor* skill = static_cast<CGameActor*>(mode->scene->GetSkillByAID(this->unknown_051C));
if (skill == nullptr) {
break;
}
int column;
int row;
mode->WorldCell(this->render.position.x, this->render.position.z, column, row);
int cellX;
int cellY;
mode->WorldCell(skill->render.position.x, skill->render.position.z, cellX, cellY);
int range = mode->GetSkillAttackRange(this->unknown_052C, this->unknown_0530);
if (mode->SendMsg(95, 0, 0, 0, 0) == 0 && range < 5 && this->unknown_052C != 124) {
range = g_session.unknown_0F4C > 5 ? g_session.unknown_0F4C : 5;
}
float x;
float z;
reinterpret_cast<const ::TerrainHeight*>(mode)->CellCenter(cellX, cellY, x, z);
mode->FindWalkableCellToward(this->render.position.x, this->render.position.z, x, z, cellX, cellY, range);
const int state = static_cast<int>(this->render.unknown_0070);
if (state != 1 && state != 0 && state != 4 && state < 16) {
return;
}
const float distance = this->CalcDist(x, this->render.position.y, z);
const bool inRange = static_cast<float>(range * 5) + 5.5f >= distance;
if ((reinterpret_cast<const int&>(this->unknown_04F8) != column || this->unknown_04FC != row) && !inRange) {
if (reinterpret_cast<const int&>(this->unknown_04F8) == cellX && this->unknown_04FC == cellY) {
return;
}
if (this->render.unknown_0070 == 2 && skill->GetEffectiveJob(-1) != 141 && skill->GetEffectiveJob(-1) != 143 &&
skill->GetEffectiveJob(-1) != 152) {
return;
}
this->unknown_04FC = cellY;
reinterpret_cast<int&>(this->unknown_04F8) = cellX;
this->SendMsg(nullptr, 91, 0, cellX, cellX >> 31, cellY, cellY >> 31, 0, 0, 0, 0, 0, 0, 0, 0);
return;
}
switch (skill->GetEffectiveJob(-1)) {
case 141:
case 143:
case 152:
case 218:
case 222:
case 230:
case 20852:
case 20853:
case 20854:
case 20855:
if (this->unknown_052C == 0) {
if (this->unknown_0510 == 2) {
this->SendMsg(nullptr, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
if (this->unknown_0514 != 0 || timeGetTime() <= this->unknown_0500 + 1200) {
return;
}
++this->unknown_0520;
this->unknown_0500 = timeGetTime();
this->unknown_0514 = 1;
if (this->unknown_0510 != 2) {
this->SendMsg(nullptr, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
} else {
this->SendMsg(nullptr, 29, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
return;
}
break;
}
this->SendMsg(nullptr, 42, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
break;
}
default:
return;
}
this->SendMsg(nullptr, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}