Batch #1970 by ragnarok-clanker: 0 byte-identical, 1 confirmed by peer review. - fn_17824 CMode::DrawCursor: logic confirmed by peer review Peer-reviewed-by: eAthena, Yommy Reviewed-by: ragnarok-clanker Adds to the build: Source/Client/ModeCursorDrawing.cpp
149 lines
4.6 KiB
C++
149 lines
4.6 KiB
C++
#include "Client/Input/Mouse.h"
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#include "Client/Mode/CMode.h"
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#include "Contents/Configuration/ServiceConfiguration.h"
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#include "Render/DeviceContext/DCSurface.h"
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#include "Render/Primitives/RenderPrimitive.h"
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#include "Render/Primitives/RenderPrimitivePool.h"
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#include "Render/Primitives/RenderQueues.h"
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#include "Render/Renderer.h"
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#include "Render/TextureQuad.h"
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#include "Render/Textures/SpriteAtlas.h"
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#include "Render/Textures/SpritePixels.h"
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#include "Resource/ResourceMgr.h"
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#include "Resource/Sprites/ActionResource.h"
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#include "Resource/Sprites/SpriteResource.h"
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#include "UI/Window/UIWindowMgr.h"
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#include <windows.h>
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#include <timeapi.h>
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// GLOBAL: gl_24570
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CMouse g_mouse;
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// OFFSET: 0x00AD5520
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// FUNCTION: fn_17824
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void CMode::DrawCursor() {
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CActRes* action = static_cast<CActRes*>(ResourceMgr::Instance().Load("cursors.act"));
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CSprRes* sprite = static_cast<CSprRes*>(ResourceMgr::Instance().Load("cursors.spr"));
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const std::uint32_t ticks = (timeGetTime() - this->cursorTick) / 24;
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action->Speed(this->cursorAction);
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unsigned divisor = 4;
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switch (this->cursorAction) {
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case 5:
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divisor = 20;
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break;
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case 7:
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divisor = 10;
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break;
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case 10:
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divisor = 6;
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break;
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case 11:
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divisor = 3;
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break;
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case 13:
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divisor = 2;
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break;
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case 1: {
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const unsigned frame = ticks >> 2;
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this->cursorActionFrame = frame % action->FrameCount(1);
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if (frame / action->FrameCount(this->cursorAction) >= 1) {
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this->cursorActionFrame = action->FrameCount(this->cursorAction) - 1;
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}
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goto notify;
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}
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case 9:
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divisor = 1;
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[[fallthrough]];
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case 2:
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if (g_mouse.buttons[0] == 0) {
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this->cursorTick = timeGetTime();
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this->cursorActionFrame = 0;
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} else {
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const unsigned frame = ticks / divisor;
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this->cursorActionFrame = frame % action->FrameCount(this->cursorAction);
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if (frame / action->FrameCount(this->cursorAction) >= 1) {
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this->cursorActionFrame = action->FrameCount(this->cursorAction) - 1;
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}
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}
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goto notify;
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default:
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break;
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}
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this->cursorActionFrame = ticks / divisor % action->FrameCount(this->cursorAction);
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notify:
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g_windowMgr.SendNotice(16, this->cursorActionFrame, 0, 0, 0, 0);
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const int y = static_cast<int>(static_cast<float>(g_mouse.y) + this->cursorOffsetY);
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const int x = static_cast<int>(static_cast<float>(g_mouse.x) + this->cursorOffsetX);
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if (!action || !sprite) {
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return;
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}
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SpriteAtlasRecord record{};
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const ActionFrame& frame = action->Frame(this->cursorAction, this->cursorActionFrame);
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for (int index = 0; index < frame.cellCount; ++index) {
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RenderPrimitive* primitive = g_renderer->primitives.Acquire();
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const SpriteFrameCell& cell = frame.Cell(index);
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if (cell.image == -1) {
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continue;
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}
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const float scaleX = cell.scaleX;
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const SpriteRleImage* image = sprite->images[cell.imageType][cell.image];
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float left = static_cast<float>(cell.x);
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float right = static_cast<float>(image->width * (image->unknown_0004 + 1) - 1 + cell.x);
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const float top = static_cast<float>(cell.y) * cell.scaleY;
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const float bottom = static_cast<float>(image->height * (image->unknown_0006 + 1) - 1 + cell.y) * cell.scaleY;
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CTexture* texture;
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if (cell.imageType == 0) {
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texture = g_renderer->atlas.Find(image, sprite->palette, record);
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if (!texture) {
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texture = g_renderer->atlas.Insert(*GetRenderSystemHolder()->system, image, sprite->palette, record, g_serviceType, g_resourceReuseDelay);
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}
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} else {
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texture = static_cast<CTexture*>(const_cast<void*>(image->unknown_0008));
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}
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primitive->texture = texture;
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if (cell.mirrored & 1) {
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const float swap = left;
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left = right;
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right = swap;
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}
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const float x0 = static_cast<float>(x) + scaleX * left + 0.5f;
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const float y0 = static_cast<float>(y) + top + 0.5f;
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const float x1 = scaleX * right + static_cast<float>(x) + 0.5f;
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const float y1 = static_cast<float>(y) + bottom + 0.5f;
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RenderVertex* quad = primitive->quad;
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quad[0].x = x0;
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quad[0].y = y0;
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quad[1].x = x1;
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quad[1].y = y0;
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quad[2].x = x0;
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quad[2].y = y1;
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quad[3].x = x1;
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quad[3].y = y1;
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for (RenderVertex& vertex : primitive->quad) {
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vertex.z = 0.000001f;
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vertex.rhw = 0.999999f;
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vertex.diffuse = 0xFAFFFFFF;
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}
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quad[0].u = record.u0;
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quad[0].v = record.v0;
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quad[1].u = record.u1;
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quad[1].v = record.v0;
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quad[2].u = record.u0;
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quad[2].v = record.v1;
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quad[3].u = record.u1;
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quad[3].v = record.v1;
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g_renderer->queues.Submit(primitive, 517, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd);
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}
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}
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