Owner-authorized source migration: 31 helper-only translation units were merged into their callers or existing inline headers; both build manifests updated. Includes the preserved source payload, Lua configuration matching wowdecomp, and exact malloca expansion without diagnostic pragmas. 449 native units compiled locally and 449 staged units compiled by the pinned server toolchain. No previously byte-matched function regressed. Compiler mapping diagnostics remain recorded as needs_cleanup, not accepted or peer-confirmed. Existing independent review records are preserved. README.md is intentionally unchanged.
93 lines
3.3 KiB
C++
93 lines
3.3 KiB
C++
#include "Contents/Ground/GroundWaterState.h"
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#include "Render/Textures/TextureCache.h"
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#include "Resource/World/GroundResource.h"
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#include "Utility/Math/ScalarConversion.h"
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#include <algorithm>
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#include <cstdio>
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// INLINED
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GroundWaterState::GroundWaterState() : level(0.0f), animation(3), pitch(50), phase(2), type(0), height(1.0f), columns(1), rows(1), partitioned(false) {
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}
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// OFFSET: 0x00AC3320
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// FUNCTION: fn_17600
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void GroundWaterState::Set(float newLevel, int newType, int newAnimation, int newPitch, int newPhase, float newHeight) {
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this->animation = newAnimation;
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this->pitch = newPitch;
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this->level = newLevel;
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this->height = newHeight;
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this->phase = newPhase % 360;
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this->type = newType;
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}
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// OFFSET: 0x00AC30D0
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// FUNCTION: fn_17599
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bool GroundWaterState::Import(const CGndRes& resource, TextureCache& textures) {
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if (resource.major == 1 && resource.minor >= 8) {
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this->columns = resource.waterWidth;
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this->rows = resource.waterHeight;
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this->levels = resource.waterHeights;
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this->surfaces.resize(resource.water.size());
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for (std::size_t index = 0; index < resource.water.size(); ++index) {
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const GroundWaterParameters& parameters = resource.water[index].parameters;
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this->surfaces[index] = {parameters.level, parameters.type, parameters.height, parameters.speed, parameters.pitch, parameters.animation, 0, 0.0f,
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nullptr};
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}
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this->animation = resource.waterDefault.animation;
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this->pitch = TruncateToInt(resource.waterDefault.pitch);
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this->phase = TruncateToInt(resource.waterDefault.speed) % 360;
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this->type = resource.waterDefault.type;
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this->height = resource.waterDefault.height;
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} else {
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this->surfaces.push_back(
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{this->level, this->type, this->height, static_cast<float>(this->phase), static_cast<float>(this->pitch), this->animation, 0, 0.0f, nullptr}
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);
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this->levels.push_back(this->level);
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}
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this->Update(textures);
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this->partitioned = this->levels.size() > 1;
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return this->partitioned;
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}
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// OFFSET: 0x00AC1390
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// FUNCTION: fn_17580
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float GroundWaterState::Level(int width, int height, int column, int row) const {
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const int cellWidth = width / this->columns;
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const int cellHeight = height / this->rows;
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const int x = std::min(column / cellWidth, this->columns - 1);
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const int z = std::min(row / cellHeight, this->rows - 1);
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const unsigned index = static_cast<unsigned>(x) + static_cast<unsigned>(z) * static_cast<unsigned>(this->columns);
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return index < this->levels.size() ? this->levels[index] : 0.0f;
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}
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// OFFSET: 0x00AC1430
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// FUNCTION: fn_17581
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void GroundWaterState::Update(TextureCache& textures) {
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// STATIC: 0x01159248
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constexpr char format[] = "\xBF\xF6\xC5\xCD\\water%d%02d.jpg";
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char name[32]{};
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for (GroundWaterSurface& surface : this->surfaces) {
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++surface.frame;
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const int end = surface.animation * 32;
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if (end <= surface.frame) {
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surface.frame = 0;
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}
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const int image = (surface.frame / surface.animation) % 32;
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_snprintf_s(name, sizeof(name), _TRUNCATE, format, surface.type, image);
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surface.texture = textures.Load(name, 0, false, true, false);
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const float phase = surface.speed + surface.phase;
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surface.phase = phase;
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if (phase > 180.0f) {
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surface.phase = phase - 360.0f;
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}
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}
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}
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