rodecomp/Source/Contents/Actors/GroundScope.cpp
ragnarok-clanker 858265cc69 Maintenance: Second pass: name remaining numeric switch case labels (identifier-only; no code change). ~3,500 more labels across 150
Batch #14936 by ragnarok-clanker: no function's compiled code changes; checked with 158 compiled unit(s), including every includer of Source/Client/Mode/GameModeEnums.h, Source/Client/Mode/ModeMessage.h, Source/Contents/Actors/ActorEnums.h, Source/Contents/Actors/PetEnums.h, Source/Contents/Combat/CombatTypes.h, Source/Contents/Configuration/ServiceEnums.h, Source/Contents/Effects/EffectPrimId.h, Source/Contents/Hotkeys/InterfaceHotkey.h, Source/Contents/Items/ItemId.h, Source/Contents/Items/ItemType.h, Source/Network/Packets/ModeResultEnums.h, Source/Network/Packets/NoticeEnums.h, Source/Network/Packets/PacketId.h, Source/UI/Window/UIEnums.h, Source/UI/Window/WindowId.h.
2026-11-08 12:37:46 +00:00

210 lines
6.4 KiB
C++

#include "Contents/Actors/GroundScope.h"
#include "Contents/Actors/ActorEnums.h"
#include "Contents/Skills/SkillId.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Contents/Ground/GroundGeometry.h"
#include "Contents/Skills/SkillInfo.h"
#include "Contents/World/World.h"
#include "Render/Primitives/RenderQueues.h"
#include "Render/Renderer.h"
#include "Render/TextureQuad.h"
#include "Render/Textures/TextureCache.h"
#include <cmath>
#include <cstdint>
#include <windows.h>
#include <mmsystem.h>
// GLOBAL: gl_24678
int g_updateTick;
// OFFSET: 0x00E4A450
// FUNCTION: fn_24253
CGroundScope::CGroundScope() {
this->m_lastingTime = 0;
this->m_size = 1;
this->m_angle = 0.0f;
this->m_skillId = -1;
}
// OFFSET: 0x00E4C2F0
// FUNCTION: fn_24284
bool CGroundScope::OnProcess() {
if (this->m_lastingTime < timeGetTime()) {
return false;
}
return true;
}
// OFFSET: 0x00E4AE10
// FUNCTION: fn_24267
int CGroundScope::SkillScopeType(int skillId) {
switch (skillId) {
case MG_NAPALMBEAT:
case AL_PNEUMA:
case AC_SHOWER:
case PR_BENEDICTIO:
case WZ_FIREPILLAR:
case WZ_WATERBALL:
case WZ_FROSTNOVA:
case BS_HAMMERFALL:
case HT_BLITZBEAT:
case HT_DETECTING:
case AS_GRIMTOOTH:
case AS_VENOMDUST:
case SN_FALCONASSAULT:
case HW_GANBANTEIN:
case NC_ARMSCANNON:
return 3;
case MG_FIREBALL:
case MG_THUNDERSTORM:
case PR_SANCTUARY:
case WZ_HEAVENDRIVE:
case WZ_QUAGMIRE:
case HW_GRAVITATION:
case NPC_GROUNDDRIVE:
case RK_WINDCUTTER:
case GC_POISONSMOKE:
case AB_EPICLESIS:
return 5;
case PR_MAGNUS:
case CR_SLIMPITCHER:
case NPC_MAGMA_ERUPTION:
case NPC_CLOUD_KILL:
case RA_DETONATOR:
case SO_CLOUD_KILL:
case SO_WARMER:
case SO_VACUUM_EXTREME:
case SO_VARETYR_SPEAR:
case NC_MAGMA_ERUPTION:
case LG_KINGS_GRACE:
case SU_CN_METEOR:
case SU_CN_METEOR2:
case AG_TORNADO_STORM:
case AG_FLORAL_FLARE_ROAD:
case AG_ASTRAL_STRIKE:
case CD_PNEUMATICUS_PROCELLA:
return 7;
case WZ_METEOR:
case WZ_STORMGUST:
case NPC_STORMGUST2:
case NPC_DRAGONBREATH:
case NPC_RAINOFMETEOR:
case RK_DRAGONBREATH:
case NC_COLDSLOWER:
case SO_EARTHGRAVE:
case RK_DRAGONBREATH_WATER:
case AG_VIOLENT_QUAKE:
case AG_ALL_BLOOM:
case ABC_ABYSS_STRIKE:
case EM_DIAMOND_STORM:
case EM_LIGHTNING_LAND:
case EM_VENOM_SWAMP:
case EM_CONFLAGRATION:
case EM_TERRA_DRIVE:
return 9;
case WZ_VERMILION:
case AG_MYSTERY_ILLUSION:
return 11;
case NPC_COMET:
case WL_COMET:
return 18;
case CD_COMPETENTIA:
return 19;
case NPC_PSYCHIC_WAVE:
case SO_DIAMONDDUST:
case SO_PSYCHIC_WAVE:
return -2;
default:
return CSkillActionMgr::GetInstance()->GetSkillScopeType(skillId);
}
}
// OFFSET: 0x00E50000
// FUNCTION: fn_24292
void CGroundScope::Render(int argument) {
const int cellX = this->m_cellX;
const int cellY = this->m_cellY;
g_modeMgr.GetGameMode();
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
GroundGeometry* ground = mode->scene->ground;
const float center = static_cast<float>(this->m_size) * 0.5f;
const int half = this->m_size / 2;
const int left = cellX - half;
const int top = cellY - half;
const float sine = static_cast<float>(std::sin(static_cast<double>(this->m_angle)));
const float cosine = static_cast<float>(std::cos(static_cast<double>(this->m_angle)));
const std::uint32_t color = (static_cast<unsigned>(sine * 40.0f) << 24) + 0x80FFFFFF;
for (int row = 0; row < this->m_size; ++row) {
for (int column = 0; column < this->m_size; ++column) {
const float row0 = static_cast<float>(row) - center;
const float row1 = static_cast<float>(row + 1) - center;
const float column0 = static_cast<float>(column) - center;
const float column1 = static_cast<float>(column + 1) - center;
const float size = static_cast<float>(this->m_size);
float uv[8];
uv[0] = (row0 * sine + column0 * cosine + center) / size;
uv[1] = (row0 * cosine - column0 * sine + center) / size;
uv[2] = (row0 * sine + column1 * cosine + center) / size;
uv[3] = (row0 * cosine - column1 * sine + center) / size;
uv[4] = (row1 * sine + column0 * cosine + center) / size;
uv[5] = (row1 * cosine - column0 * sine + center) / size;
uv[6] = (row1 * sine + column1 * cosine + center) / size;
uv[7] = (row1 * cosine - column1 * sine + center) / size;
const char* name;
std::uint32_t tint = color;
if (this->m_skillId == 0x7F0) {
name = g_serviceOptions.Get(0xE5) ? "effect\\mineffect\\new_poisonsmoke\\new_poisonsmoke_cast\\poi_magic_circle_1.tga"
: "effect\\new_poisonsmoke\\new_poisonsmoke_cast\\poi_magic_circle_1.tga";
} else if (this->m_skillId == 0x8A5) {
name = "effect\\new_comet\\new_comet_cast_magicrune\\new_comet_cast_magicrune.tga";
} else if (this->m_skillId == 0x149E) {
name = "effect\\competentia\\competentia_cast_bottom\\com_rune_01.tga";
tint = static_cast<unsigned char>(static_cast<int>(static_cast<float>(color >> 24) * 0.6f)) << 24 | 0xFFFFFF;
} else {
name = "effect\\magic_target.tga";
}
CTexture* texture = g_texMgr.Load(name, 0, false, true, false);
ground->DrawGridDecal(reinterpret_cast<const float*>(argument), left + column, top + row, tint, *texture, uv);
}
}
if (g_updateTick != 0) {
this->m_angle += this->m_angleSpeed;
}
}
// OFFSET: 0x00E50DB0
// FUNCTION: fn_24299
void CGroundScope::SendMsg(CGameObject* sender, int message, int a, int b, int c, int d, int e, int f, int g, int h, int i, int, int, int, int) {
switch (static_cast<std::int64_t>(a) << 32 | static_cast<std::uint32_t>(message)) {
case AM_SETPOS:
this->m_cellX = b;
this->m_cellY = d;
return;
case AM_SETMASTERGID:
this->unknown_0158 = b;
return;
case AM_SETTIME:
this->m_lastingTime = b;
return;
case AM_SET_SKILL:
this->m_size = this->SkillScopeType(b) + 2;
this->m_skillId = b;
this->m_angleSpeed = this->m_size != 0 ? 0.5f / static_cast<float>(this->m_size) : 0.0f;
return;
}
this->EffectActor::SendMsg(sender, message, a, b, c, d, e, f, g, h, i, 0, 0, 0, 0);
}