330 lines
11 KiB
C++
330 lines
11 KiB
C++
#include "Contents/Actors/GameObject.h"
|
|
#include "Contents/Actors/GameActor.h"
|
|
#include "Client/Mode/ModeMgr.h"
|
|
#include "Client/Mode/CGameMode.h"
|
|
#include "Contents/Camera/Camera.h"
|
|
#include "Client/Replay.h"
|
|
#include "Contents/Jobs/JobInheritance.h"
|
|
#include "Contents/World/World.h"
|
|
#include "Contents/Actors/RenderObject.h"
|
|
#include "Contents/Configuration/ServiceConfiguration.h"
|
|
#include "Render/DeviceContext/DCSurface.h"
|
|
#include "Render/Projection/RendererViewport.h"
|
|
#include "Render/Renderer.h"
|
|
#include "Render/SpriteQuad.h"
|
|
#include "Render/TextureQuad.h"
|
|
#include "Render/Textures/SpriteAtlas.h"
|
|
#include "Render/Textures/Texture.h"
|
|
#include "Resource/ResourceMgr.h"
|
|
#include "Resource/Sprites/ActionResource.h"
|
|
#include "Resource/Sprites/SpriteResource.h"
|
|
#include "Resource/World/TerrainResource.h"
|
|
#include "Render/Textures/SpritePixels.h"
|
|
#include "Utility/Math/AffineMatrix.h"
|
|
#include "Utility/Math/ScalarConversion.h"
|
|
|
|
namespace {
|
|
// STATIC: 0x0135EF80
|
|
// GLOBAL: gl_21923
|
|
std::uint64_t nextIdentity = 0;
|
|
}
|
|
|
|
// GLOBAL: gl_24538
|
|
float g_cotangent = 0.16f;
|
|
|
|
// OFFSET: 0x00CA8600
|
|
// FUNCTION: fn_20989
|
|
CGameObject::CGameObject() : identity(++nextIdentity) {
|
|
}
|
|
|
|
// OFFSET: 0x00CA8EC0
|
|
// OFFSET: 0x00CA9230
|
|
// FUNCTION: fn_20995
|
|
CGameObject::~CGameObject() = default;
|
|
|
|
// OFFSET: 0x00CAFD20
|
|
// FUNCTION: fn_21087
|
|
bool CGameObject::OnProcess() {
|
|
return true;
|
|
}
|
|
|
|
// OFFSET: 0x00CBF850
|
|
// FUNCTION: fn_21113
|
|
void CGameObject::SendMsg(CGameObject*, int, int, int, int, int, int, int, int, int, int, int, int, int, int) {
|
|
}
|
|
|
|
// OFFSET: 0x00CB20A0
|
|
// FUNCTION: fn_21101
|
|
void CGameObject::Render(int) {
|
|
}
|
|
|
|
// OFFSET: 0x00CABF10
|
|
// FUNCTION: fn_21041
|
|
int CGameObject::GetDir(float rot) {
|
|
CGameMode* gameMode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
|
|
int longitude = 0;
|
|
|
|
if (gameMode) {
|
|
longitude = static_cast<int>(-gameMode->camera->camera.yaw - rot);
|
|
|
|
while (longitude < 0) {
|
|
longitude += 360;
|
|
}
|
|
|
|
while (longitude >= 360) {
|
|
longitude -= 360;
|
|
}
|
|
}
|
|
|
|
return longitude;
|
|
}
|
|
|
|
// OFFSET: 0x00CAB920
|
|
// FUNCTION: fn_21031
|
|
int CGameObject::Get8Dir(float angle, const CameraDirectionContext& camera) {
|
|
if (camera.modeType != 1) {
|
|
return 0;
|
|
}
|
|
|
|
const float negative = -(*camera.cameraAngle);
|
|
float relative = negative - angle;
|
|
|
|
while (relative < 0) {
|
|
relative += 360.0f;
|
|
}
|
|
|
|
while (relative >= 360.0f) {
|
|
relative -= 360.0f;
|
|
}
|
|
|
|
return TruncateToInt(relative / 45.0f);
|
|
}
|
|
|
|
// OFFSET: 0x00CB20B0
|
|
// FUNCTION: fn_21102
|
|
void CRenderObject::Render(int argument) {
|
|
if (this->render.visible != 0) {
|
|
this->DrawShadow(argument, this->render.scale);
|
|
this->DrawSprite(argument, false, 0.0f);
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x00CB20F0
|
|
|
|
// OFFSET: 0x00CB2830
|
|
|
|
// OFFSET: 0x00CB35F0
|
|
// FUNCTION: fn_21105
|
|
void CRenderObject::DrawShadow(int argument, float scale) {
|
|
if (this->render.unknown_010C == 565 || this->render.unknown_00A4Bytes[0] == 0 || this->render.unknown_0054 == 0.0f || scale == 0.0f) {
|
|
return;
|
|
}
|
|
|
|
const float* matrix = reinterpret_cast<const float*>(argument);
|
|
const float z = this->render.position.z;
|
|
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
|
|
float position[3];
|
|
position[0] = this->render.position.x;
|
|
position[1] = mode->scene->terrain->Grid().Height(this->render.position.x, this->render.position.z);
|
|
position[2] = z;
|
|
const float depth = position[1] * matrix[5] + position[0] * matrix[2] + z * matrix[8] + matrix[11];
|
|
|
|
float screenX;
|
|
float screenY;
|
|
float reciprocalDepth;
|
|
g_renderer->ProjectViewport(position, matrix, &screenX, &screenY, &reciprocalDepth);
|
|
const float distanceScale = g_renderer->ScaleDistance(reciprocalDepth);
|
|
|
|
CSprRes* sprite = static_cast<CSprRes*>(ResourceMgr::Instance().Load("shadow.spr"));
|
|
CActRes* action = static_cast<CActRes*>(ResourceMgr::Instance().Load("shadow.act"));
|
|
const SpriteFrameCell& cell = action->Frame(0, 0).Cell(0);
|
|
if (cell.image == -1) {
|
|
return;
|
|
}
|
|
|
|
float pulse = 1.0f;
|
|
const SpriteRleImage* image = sprite->images[cell.imageType][0];
|
|
this->ScaleByPulse(pulse);
|
|
const double size = pulse * scale * this->render.unknown_0054;
|
|
const double factor = distanceScale;
|
|
|
|
SpriteQuad quad;
|
|
quad.top = static_cast<float>(cell.y * factor * cell.scaleY * size + screenY);
|
|
quad.bottom = static_cast<float>(((image->unknown_0006 + 1) * image->height + cell.y) * factor * cell.scaleY * size + screenY + 1.0);
|
|
float left = static_cast<float>(cell.x * factor * cell.scaleX * size + screenX);
|
|
quad.right = static_cast<float>(((image->unknown_0004 + 1) * image->width + cell.x) * factor * cell.scaleX * size + screenX + 1.0);
|
|
if (quad.top >= static_cast<float>(g_renderer->viewport.height) || quad.bottom <= 0.0f || left >= static_cast<float>(g_renderer->viewport.width) ||
|
|
quad.right <= 0.0f) {
|
|
return;
|
|
}
|
|
|
|
quad.left = static_cast<float>(static_cast<int>(this->render.unknown_0078)) + left;
|
|
quad.right = static_cast<float>(static_cast<int>(this->render.unknown_0078)) + quad.right;
|
|
quad.color = static_cast<std::uint32_t>(((static_cast<std::uint32_t>(cell.color >> 24) << 8 | (cell.color & 0xFF)) << 8 | (cell.color >> 8 & 0xFF)) << 8) |
|
|
(cell.color >> 16 & 0xFF);
|
|
quad.bottomRhw = 1.0f / (depth - (quad.bottom - screenY) * g_cotangent) + 0.00001f;
|
|
quad.topRhw = 1.0f / (depth - (quad.top - screenY) * g_cotangent) + 0.00001f;
|
|
quad.angle = static_cast<float>(cell.unknown_001C);
|
|
quad.image = image;
|
|
|
|
if (IsScreenShakeActive()) {
|
|
this->DrawFlippedQuad(quad, sprite->palette, 257, screenX, screenY, 0);
|
|
return;
|
|
}
|
|
|
|
this->DrawQuad(quad, sprite->palette, 257, 0.0f, 0.0f, 0);
|
|
}
|
|
|
|
// OFFSET: 0x00CB39A0
|
|
// FUNCTION: fn_21106
|
|
void CRenderObject::DrawQuad(const SpriteQuad& quad, const std::uint32_t* palette, int blend, float offsetX, float offsetY, int depthOffset) {
|
|
SpriteAtlasRecord record{};
|
|
const SpriteRleImage* image = quad.image;
|
|
CTexture* texture = static_cast<CTexture*>(const_cast<void*>(image->unknown_0008));
|
|
if (!texture) {
|
|
texture = g_renderer->atlas.Find(image, palette, record);
|
|
if (!texture) {
|
|
texture = g_renderer->atlas.Insert(*GetRenderSystemHolder()->system, image, palette, record, g_serviceType, g_resourceReuseDelay);
|
|
}
|
|
} else {
|
|
record.u0 = 0.0f;
|
|
record.v0 = 0.0f;
|
|
record.u1 = static_cast<float>(texture->ImageWidth()) / static_cast<float>(texture->TextureWidth());
|
|
record.v1 = static_cast<float>(texture->ImageHeight()) / static_cast<float>(texture->TextureHeight());
|
|
}
|
|
|
|
const double depthBias = depthOffset * 0.000001;
|
|
const double rhwBias = depthOffset * 0.0002;
|
|
const float bottomRhw = static_cast<float>(rhwBias + quad.bottomRhw);
|
|
const float topRhw = static_cast<float>(quad.topRhw + rhwBias);
|
|
const float bottomZ = RhwToDepth(static_cast<float>(depthBias + quad.bottomRhw));
|
|
const float topZ = RhwToDepth(static_cast<float>(quad.topRhw + depthBias));
|
|
|
|
RenderPrimitive* primitive = g_renderer->primitives.Acquire();
|
|
RenderVertex* vertices = primitive->vertices;
|
|
primitive->texture = texture;
|
|
|
|
if (quad.angle != 0.0f) {
|
|
const float cosine = ClientCosine(static_cast<int>(quad.angle));
|
|
const float sine = ClientSine(static_cast<int>(quad.angle));
|
|
const float halfWidth = (quad.right - quad.left) * 0.5f;
|
|
const float halfHeight = (quad.bottom - quad.top) * 0.5f;
|
|
const float centerX = quad.left + halfWidth + offsetX;
|
|
const float centerY = quad.top + halfHeight + offsetY;
|
|
const float minX = -halfWidth;
|
|
const float minY = -halfHeight;
|
|
|
|
vertices[0].x = minX * cosine - minY * sine + centerX + 0.5f;
|
|
vertices[0].y = minY * cosine + minX * sine + centerY + 0.5f;
|
|
vertices[1].x = halfWidth * cosine - minY * sine + centerX + 0.5f;
|
|
vertices[1].y = minY * cosine + halfWidth * sine + centerY + 0.5f;
|
|
vertices[2].x = minX * cosine - halfHeight * sine + centerX + 0.5f;
|
|
vertices[2].y = halfHeight * cosine + minX * sine + centerY + 0.5f;
|
|
vertices[3].x = halfWidth * cosine - halfHeight * sine + centerX + 0.5f;
|
|
vertices[3].y = halfHeight * cosine + halfWidth * sine + centerY + 0.5f;
|
|
} else {
|
|
vertices[0].x = quad.left + 0.5f;
|
|
vertices[0].y = quad.top + 0.5f;
|
|
vertices[1].x = quad.right + 0.5f;
|
|
vertices[1].y = quad.top + 0.5f;
|
|
vertices[2].x = quad.left + 0.5f;
|
|
vertices[2].y = quad.bottom + 0.5f;
|
|
vertices[3].x = quad.right + 0.5f;
|
|
vertices[3].y = quad.bottom + 0.5f;
|
|
}
|
|
|
|
if (*palette == 0xD77B) {
|
|
record.u1 -= 0.002f;
|
|
}
|
|
|
|
vertices[0].rhw = topRhw;
|
|
vertices[0].z = topZ;
|
|
vertices[0].u = record.u0;
|
|
vertices[0].v = record.v0;
|
|
vertices[0].diffuse = quad.color;
|
|
vertices[1].rhw = topRhw;
|
|
vertices[1].z = topZ;
|
|
vertices[1].u = record.u1;
|
|
vertices[1].v = record.v0;
|
|
vertices[1].diffuse = quad.color;
|
|
vertices[2].rhw = bottomRhw;
|
|
vertices[2].z = bottomZ;
|
|
vertices[2].u = record.u0;
|
|
vertices[2].v = record.v1;
|
|
vertices[2].diffuse = quad.color;
|
|
vertices[3].rhw = bottomRhw;
|
|
vertices[3].z = bottomZ;
|
|
vertices[3].u = record.u1;
|
|
vertices[3].v = record.v1;
|
|
vertices[3].diffuse = quad.color;
|
|
|
|
primitive->unknown_0018 = 5;
|
|
primitive->unknown_001C = blend != 5 ? 6 : 2;
|
|
primitive->unknown_0014 = g_renderer->twoPass != 1;
|
|
g_renderer->queues.Submit(primitive, static_cast<std::uint16_t>(blend | this->render.unknown_0124), g_renderer->fog.supported != 0, g_depthStart, g_depthEnd);
|
|
}
|
|
|
|
// OFFSET: 0x00CB3F40
|
|
// FUNCTION: fn_21107
|
|
void CRenderObject::DrawFlippedQuad(SpriteQuad& quad, const std::uint32_t* palette, int blend, float x, float y, int depthOffset) {
|
|
quad.angle = 180.0f;
|
|
this->DrawQuad(quad, palette, blend, (x - quad.right) + (x - quad.left), (y - quad.bottom) + (y - quad.top), depthOffset);
|
|
}
|
|
|
|
|
|
// OFFSET: 0x00CB3FA0
|
|
// FUNCTION: fn_21108
|
|
void CRenderObject::SetActionSpeed(float speed) {
|
|
speed *= this->render.action->Speed(this->render.animation);
|
|
|
|
if (g_replayAnimationScaling != 0) {
|
|
speed *= Replay::Instance().AnimationScale();
|
|
}
|
|
|
|
if (speed > 0.0f) {
|
|
this->render.speed = speed;
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x00CB3FF0
|
|
// FUNCTION: fn_21109
|
|
void CRenderObject::SendValueMessage(int value, CGameObject* target) {
|
|
if (target) {
|
|
const std::int64_t wide = value;
|
|
target->SendMsg(
|
|
nullptr, 29, 0, static_cast<int>(wide), static_cast<int>(wide >> 32), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
|
|
);
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x00CB4070
|
|
// FUNCTION: fn_21110
|
|
void CGameActor::ApplyPendingUnknown0408() {
|
|
const int pending = this->unknown_0408;
|
|
this->unknown_0404 = pending;
|
|
this->unknown_0408 = 0;
|
|
this->render.isLieOnGround = false;
|
|
this->render.unknown_00A4Bytes[1] = 1;
|
|
this->render.isMotionFreezed = false;
|
|
this->render.unknown_0114 = 0;
|
|
|
|
int value;
|
|
if (pending == 1) {
|
|
value = 0x1104;
|
|
} else if (pending == 2) {
|
|
value = 0x1105;
|
|
} else {
|
|
value = this->unknown_025C;
|
|
}
|
|
this->Slot21(value);
|
|
this->Slot32();
|
|
|
|
if (this->render.unknown_0070 != 3) {
|
|
this->render.unknown_0070 = 0;
|
|
this->Slot15(0, 1);
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x00CB4100
|
|
|
|
// OFFSET: 0x00CB4800
|