rodecomp/Source/EntityInit.cpp
ragnarok-clanker a2e9b5ab03 Decompile fn_21275 (CGameMode::BuildActorEntryPacket)
Batch #16029 by Yommy: 0 byte-identical, 1 confirmed by peer review.

- fn_21275 CGameMode::BuildActorEntryPacket: logic confirmed by peer review

Peer-reviewed-by: eAthena, alisonrag
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-10 13:04:47 +00:00

238 lines
9.8 KiB
C++

#include "Client/Mode/CGameMode.h"
#include "Contents/Actors/GameActor.h"
#include "Contents/Actors/Pc.h"
#include "Contents/GuildMgr.h"
#include <cstdint>
#include <string>
#include <vector>
#include <windows.h>
#include <timeapi.h>
namespace {
#pragma pack(push, 1)
struct ActorMoveEntryPacket {
/* 0000 */ std::uint16_t packetType;
/* 0002 */ std::uint16_t packetLength;
/* 0004 */ std::uint8_t objectType;
/* 0005 */ std::uint32_t accountId;
/* 0009 */ std::uint32_t characterId;
/* 000D */ std::uint16_t speed;
/* 000F */ std::uint16_t bodyState;
/* 0011 */ std::uint16_t healthState;
/* 0013 */ std::uint32_t effectState;
/* 0017 */ std::uint16_t job;
/* 0019 */ std::uint16_t head;
/* 001B */ std::int64_t weapon;
/* 0023 */ std::uint16_t accessory;
/* 0025 */ std::uint32_t moveStartTime;
/* 0029 */ std::uint16_t accessory2;
/* 002B */ std::uint16_t accessory3;
/* 002D */ std::uint16_t headPalette;
/* 002F */ std::uint16_t bodyPalette;
/* 0031 */ std::uint16_t headDirection;
/* 0033 */ std::uint16_t robe;
/* 0035 */ std::uint32_t guildId;
/* 0039 */ std::uint16_t emblemVersion;
/* 003B */ std::uint16_t honor;
/* 003D */ std::uint32_t virtue;
/* 0041 */ std::uint8_t isPkModeOn;
/* 0042 */ std::uint8_t sex;
/* 0043 */ std::uint8_t moveData[6];
/* 0049 */ std::uint8_t xSize;
/* 004A */ std::uint8_t ySize;
/* 004B */ std::uint16_t level;
/* 004D */ std::uint16_t font;
/* 004F */ std::int32_t maxHp;
/* 0053 */ std::int32_t hp;
/* 0057 */ std::uint8_t isBoss;
/* 0058 */ std::uint16_t body;
};
struct ActorStandEntryPacket {
/* 0000 */ std::uint16_t packetType;
/* 0002 */ std::uint16_t packetLength;
/* 0004 */ std::uint8_t objectType;
/* 0005 */ std::uint32_t accountId;
/* 0009 */ std::uint32_t characterId;
/* 000D */ std::uint16_t speed;
/* 000F */ std::uint16_t bodyState;
/* 0011 */ std::uint16_t healthState;
/* 0013 */ std::uint32_t effectState;
/* 0017 */ std::uint16_t job;
/* 0019 */ std::uint16_t head;
/* 001B */ std::int64_t weapon;
/* 0023 */ std::uint16_t accessory;
/* 0025 */ std::uint16_t accessory2;
/* 0027 */ std::uint16_t accessory3;
/* 0029 */ std::uint16_t headPalette;
/* 002B */ std::uint16_t bodyPalette;
/* 002D */ std::uint16_t headDirection;
/* 002F */ std::uint16_t robe;
/* 0031 */ std::uint32_t guildId;
/* 0035 */ std::uint16_t emblemVersion;
/* 0037 */ std::uint16_t honor;
/* 0039 */ std::uint32_t virtue;
/* 003D */ std::uint8_t isPkModeOn;
/* 003E */ std::uint8_t sex;
/* 003F */ std::uint8_t posDir[3];
/* 0042 */ std::uint8_t xSize;
/* 0043 */ std::uint8_t ySize;
/* 0044 */ std::uint8_t state;
/* 0045 */ std::uint16_t level;
/* 0047 */ std::uint16_t font;
/* 0049 */ std::int32_t maxHp;
/* 004D */ std::int32_t hp;
/* 0051 */ std::uint8_t isBoss;
/* 0052 */ std::uint16_t body;
};
#pragma pack(pop)
static_assert(sizeof(ActorMoveEntryPacket) == 0x5A);
static_assert(sizeof(ActorStandEntryPacket) == 0x54);
}
// OFFSET: 0x00CD47F0
// FUNCTION: fn_21275
std::vector<char> CGameMode::BuildActorEntryPacket(CGameActor* actor, std::uint16_t packetType) {
std::vector<char> packet;
std::string name = this->nameCard.Name(actor->render.accountId);
if (actor->render.state == 1) {
packet.resize(sizeof(ActorMoveEntryPacket), 0);
ActorMoveEntryPacket* entry = reinterpret_cast<ActorMoveEntryPacket*>(packet.data());
entry->hp = actor->GetGaugeCurrent();
entry->maxHp = actor->GetGaugeMaximum();
entry->isBoss = actor->hpGaugeFlags;
entry->moveStartTime = actor->routeStartTick;
int metadata = 0;
float x = 0.0f;
float y = 0.0f;
actor->route.Sample(timeGetTime(), &x, &y, &metadata);
int cellX;
int subX;
if (x <= 0.0f) {
cellX = 0;
subX = 0;
} else {
const double position = x + 0.5;
cellX = static_cast<int>(position);
subX = static_cast<int>(static_cast<float>(position - cellX) * 16.0f);
}
int cellY;
int subY;
if (y <= 0.0f) {
cellY = 0;
subY = 0;
} else {
const double position = y + 0.5;
cellY = static_cast<int>(position);
subY = static_cast<int>(static_cast<float>(position - cellY) * 16.0f);
}
const int destinationX = actor->movementState[5];
const int destinationY = *reinterpret_cast<const int*>(actor->destinationAndSpeed);
entry->moveData[0] = static_cast<std::uint8_t>(cellX >> 2);
entry->moveData[1] = static_cast<std::uint8_t>((cellX << 6) | ((cellY >> 4) & 0x3F));
entry->moveData[2] = static_cast<std::uint8_t>((cellY << 4) | ((destinationX >> 6) & 0x0F));
entry->moveData[3] = static_cast<std::uint8_t>((destinationX << 2) | ((destinationY >> 8) & 0x03));
entry->moveData[4] = static_cast<std::uint8_t>(destinationY);
entry->moveData[5] = static_cast<std::uint8_t>((subX << 4) | (subY & 0x0F));
entry->packetType = packetType;
entry->packetLength = static_cast<std::uint16_t>(packet.size() + name.size());
entry->objectType = actor->objectType;
entry->accountId = actor->render.accountId;
entry->speed = *reinterpret_cast<const std::uint16_t*>(actor->destinationAndSpeed + 4);
entry->bodyState = static_cast<std::uint16_t>(actor->bodyState);
entry->healthState = static_cast<std::uint16_t>(actor->effectState);
entry->effectState = actor->GetStateFlags();
entry->job = static_cast<std::uint16_t>(actor->GetEffectiveJob(-1));
entry->head = *reinterpret_cast<const std::uint16_t*>(actor->headType);
entry->guildId = actor->GetGdid();
entry->emblemVersion = static_cast<std::uint16_t>(g_guildMgr->GetEmblemVersion(actor->GetGdid()));
entry->isPkModeOn = actor->healthState != 0;
entry->sex = static_cast<std::uint8_t>(actor->sex);
entry->xSize = static_cast<std::uint8_t>(actor->xSize);
entry->ySize = static_cast<std::uint8_t>(actor->ySize);
entry->level = actor->characterLevel;
entry->font = static_cast<std::uint16_t>(actor->render.fontSequenceState);
entry->bodyPalette = static_cast<std::uint16_t>(actor->render.bodyPalette);
if (actor->objectType == 0) {
CPc* pc = static_cast<CPc*>(actor);
entry->honor = static_cast<std::uint16_t>(pc->honor);
entry->virtue = pc->virtue;
entry->headDirection = static_cast<std::uint16_t>(pc->headDir);
entry->weapon = pc->virtue;
entry->accessory = static_cast<std::uint16_t>(pc->accessory);
entry->accessory2 = static_cast<std::uint16_t>(pc->accessory2);
entry->accessory3 = static_cast<std::uint16_t>(pc->accessory3);
entry->headPalette = static_cast<std::uint16_t>(pc->headPalette);
entry->robe = static_cast<std::uint16_t>(pc->robe);
entry->characterId = pc->GetPkState();
entry->body = static_cast<std::uint16_t>(pc->GetBodyCostume());
}
} else {
packet.resize(sizeof(ActorStandEntryPacket), 0);
ActorStandEntryPacket* entry = reinterpret_cast<ActorStandEntryPacket*>(packet.data());
entry->hp = actor->GetGaugeCurrent();
entry->maxHp = actor->GetGaugeMaximum();
entry->isBoss = actor->hpGaugeFlags;
const int direction = (static_cast<int>(actor->render.angle) + 180) / 45 % 8;
const int cellX = actor->movementState[5];
const int cellY = *reinterpret_cast<const int*>(actor->destinationAndSpeed);
entry->posDir[0] = static_cast<std::uint8_t>(cellX >> 2);
entry->posDir[1] = static_cast<std::uint8_t>((cellX << 6) | ((cellY >> 4) & 0x3F));
entry->posDir[2] = static_cast<std::uint8_t>((cellY << 4) | (direction & 0x0F));
if (actor->render.state == 3) {
entry->state = 1;
} else {
entry->state = actor->render.state == 6 ? 2 : 0;
}
entry->packetType = packetType;
entry->packetLength = static_cast<std::uint16_t>(packet.size() + name.size());
entry->objectType = actor->objectType;
entry->accountId = actor->render.accountId;
entry->speed = *reinterpret_cast<const std::uint16_t*>(actor->destinationAndSpeed + 4);
entry->bodyState = static_cast<std::uint16_t>(actor->bodyState);
entry->healthState = static_cast<std::uint16_t>(actor->effectState);
entry->effectState = actor->GetStateFlags();
entry->job = static_cast<std::uint16_t>(actor->GetEffectiveJob(-1));
entry->head = *reinterpret_cast<const std::uint16_t*>(actor->headType);
entry->guildId = actor->GetGdid();
entry->emblemVersion = static_cast<std::uint16_t>(g_guildMgr->GetEmblemVersion(actor->GetGdid()));
entry->isPkModeOn = actor->healthState != 0;
entry->sex = static_cast<std::uint8_t>(actor->sex);
entry->xSize = static_cast<std::uint8_t>(actor->xSize);
entry->ySize = static_cast<std::uint8_t>(actor->ySize);
entry->level = actor->characterLevel;
entry->font = static_cast<std::uint16_t>(actor->render.fontSequenceState);
entry->bodyPalette = static_cast<std::uint16_t>(actor->render.bodyPalette);
entry->emblemVersion = static_cast<std::uint16_t>(g_guildMgr->GetEmblemVersion(actor->GetGdid()));
if (actor->objectType == 0) {
CPc* pc = static_cast<CPc*>(actor);
entry->honor = static_cast<std::uint16_t>(pc->honor);
entry->virtue = pc->virtue;
entry->headDirection = static_cast<std::uint16_t>(pc->headDir);
entry->weapon = pc->virtue;
entry->accessory = static_cast<std::uint16_t>(pc->accessory);
entry->accessory2 = static_cast<std::uint16_t>(pc->accessory2);
entry->accessory3 = static_cast<std::uint16_t>(pc->accessory3);
entry->headPalette = static_cast<std::uint16_t>(pc->headPalette);
entry->robe = static_cast<std::uint16_t>(pc->robe);
entry->characterId = pc->GetPkState();
entry->body = static_cast<std::uint16_t>(pc->GetBodyCostume());
}
}
packet.insert(packet.end(), name.begin(), name.end());
return packet;
}