rodecomp/Source/ActorPickNode.cpp
ragnarok-clanker 53af619c20 Decompile 6 functions in Source/ActorPickNode.cpp, Source/ActorPickNode.h, ...
Batch #5891 by Tanke: 2 byte-identical, 4 confirmed by peer review.

- fn_17878 MovementRouteInterpolation::Duration: byte-identical
- fn_17880 MovementRouteInterpolation::Empty: byte-identical
- fn_17881 CPathFinder::Walkable: logic confirmed by peer review
- fn_17909 CActorPickNode::Clear: logic confirmed by peer review
- fn_17910 CActorPickNode::Pick: logic confirmed by peer review
- fn_17911 CActorPickNode::MakeQuardTree: logic confirmed by peer review

Peer-reviewed-by: ragnarok-clanker, KWDev
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-30 17:16:50 +00:00

167 lines
4 KiB
C++

#include "ActorPickNode.h"
#include "Contents/TerrainPathSearch.h"
#include <map>
#include <string>
// OFFSET: 0x00AD9530
// FUNCTION: fn_17878
std::uint32_t MovementRouteInterpolation::Duration() const {
return this->points[this->points.size() - 1].tick - this->points[0].tick;
}
// OFFSET: 0x00AD95F0
// FUNCTION: fn_17880
bool MovementRouteInterpolation::Empty() const {
return this->points.empty();
}
// OFFSET: 0x00AD9600
// FUNCTION: fn_17881
bool CPathFinder::Walkable(int column, int row) const {
return this->attr->Grid().Walkable(column, row);
}
// OFFSET: 0x00ADA690
// FUNCTION: fn_17906
CActorPickNode::~CActorPickNode() {
for (ActorPickInfo* info : this->pickInfos) {
delete info;
}
this->pickInfos.clear();
for (CActorPickNode* child : this->children) {
delete child;
}
}
// OFFSET: 0x00AD9980
// FUNCTION: fn_17889
bool CPathFinder::LoadAttr(std::string name) {
const auto found = this->attrCache.find(name);
if (found != this->attrCache.end()) {
this->attr = found->second;
return true;
}
C3dAttr* attr = new C3dAttr;
if (attr == nullptr) {
return false;
}
this->attrCache[name] = attr;
name += ".gat";
attr->Load(name.c_str());
this->attr = attr;
return true;
}
// OFFSET: 0x00ADA750
// FUNCTION: fn_17908
void CActorPickNode::AddPickInfo(ActorPickInfo* info) {
CActorPickNode* node = this;
while (node->children[0] != nullptr) {
const int x = static_cast<int>(info->left);
const int y = static_cast<int>(info->top);
const int centerX = node->right / 2;
const int centerY = node->bottom / 2;
int quadrant;
if (x > centerX) {
quadrant = (y > centerY) + 1;
} else {
quadrant = y <= centerY ? 0 : 3;
}
node = node->children[quadrant];
}
node->pickInfos.push_back(info);
}
// OFFSET: 0x00ADA850
// FUNCTION: fn_17909
void CActorPickNode::Clear() {
for (ActorPickInfo* info : this->pickInfos) {
delete info;
}
this->pickInfos.clear();
for (CActorPickNode*& child : this->children) {
if (child) {
delete child;
child = nullptr;
}
}
}
// OFFSET: 0x00ADA8F0
// FUNCTION: fn_17910
ActorPickInfo* CActorPickNode::Pick(float x, float y) {
if (this->children[0] == nullptr) {
ActorPickInfo* result = nullptr;
float bestDepth = 0.0f;
for (ActorPickInfo* info : this->pickInfos) {
if (x > info->left && x < info->right && y > info->top && y < info->bottom && info->depthOffset + info->depth > bestDepth) {
result = info;
bestDepth = info->depthOffset + info->depth;
}
}
return result;
}
int quadrant;
if (static_cast<int>(x) > this->right / 2) {
quadrant = (static_cast<int>(y) > this->bottom / 2) + 1;
} else {
quadrant = static_cast<int>(y) <= this->bottom / 2 ? 0 : 3;
}
ActorPickInfo* result = this->children[quadrant]->Pick(x, y);
if (result) {
return result;
}
for (int index = 0; index < 4; ++index) {
if (index != quadrant) {
result = this->children[index]->Pick(x, y);
if (result) {
return result;
}
}
}
return nullptr;
}
// OFFSET: 0x00ADAA60
// FUNCTION: fn_17911
void CActorPickNode::MakeQuardTree(int depth, ActorPickBounds bounds) {
this->Clear();
this->left = bounds.left;
this->top = bounds.top;
this->right = bounds.right;
this->bottom = bounds.bottom;
if (depth != 0) {
for (int index = 0; index < 4; ++index) {
this->children[index] = new CActorPickNode;
ActorPickBounds childBounds{this->left, this->top, this->right, this->bottom};
switch (index) {
case 0:
childBounds.right /= 2;
childBounds.bottom /= 2;
break;
case 1:
childBounds.left = childBounds.right / 2 + 1;
childBounds.bottom /= 2;
break;
case 2:
childBounds.left = childBounds.right / 2 + 1;
childBounds.top = childBounds.bottom / 2 + 1;
break;
case 3:
childBounds.right /= 2;
childBounds.top = childBounds.bottom / 2 + 1;
break;
}
this->children[index]->MakeQuardTree(depth - 1, childBounds);
}
}
}