Batch #5010 by Yommy: 0 byte-identical, 5 confirmed by peer review. - fn_21251 CGameMode::FindWalkableCellToward: logic confirmed by peer review - fn_21252 CGameMode::RemoveMiniMapPing: logic confirmed by peer review - fn_21253 CGameMode::DrawMiniMapMembers: logic confirmed by peer review - fn_21256 CGameMode::DrawMiniMapTriangle: logic confirmed by peer review - fn_21262 CGameMode::DrawMiniMapMarker: logic confirmed by peer review Peer-reviewed-by: alisonrag, youko Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
314 lines
11 KiB
C++
314 lines
11 KiB
C++
#include "Client/Mode/CGameMode.h"
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#include "Contents/Actors/Pc.h"
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#include "Contents/Ground/TerrainHeight.h"
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#include "Contents/World/World.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/TextureCache.h"
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#include "Resource/World/TerrainResource.h"
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#include "UI/Window/UIWindow.h"
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#include "UI/Window/UIWindowMgr.h"
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#include "Utility/Math/AffineMatrix.h"
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#include "Utility/Text/FormatString.h"
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#include <windows.h>
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// GLOBAL: gl_24934
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int g_searchStoreX;
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// GLOBAL: gl_24935
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int g_searchStoreY;
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// OFFSET: 0x00CCFCE0
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// FUNCTION: fn_21246
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void MiniMapNoOp() {
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}
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// OFFSET: 0x00CCFFA0
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// FUNCTION: fn_21250
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void CGameMode::StepTowardWalkableCell(const int& targetX, const int& targetY, int& x, int& y) {
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const int startX = x;
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const int startY = y;
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if (targetX > startX) {
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x = startX + 1;
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} else if (targetX < startX) {
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x = startX - 1;
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}
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if (targetY > y) {
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++y;
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} else if (targetY < y) {
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--y;
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}
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if (this->scene->terrain->Grid().Walkable(x, y)) {
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return;
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}
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const int offsets[8][2] = {{1, 0}, {1, 1}, {1, -1}, {-1, 0}, {-1, 1}, {-1, -1}, {0, 1}, {0, -1}};
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for (int i = 0; i < 8; ++i) {
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x = startX + offsets[i][0];
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y = startY + offsets[i][1];
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if (this->scene->terrain->Grid().Walkable(x, y)) {
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return;
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}
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}
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}
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// OFFSET: 0x00CD0150
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// FUNCTION: fn_21251
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void CGameMode::FindWalkableCellToward(float x, float z, float originX, float originZ, int& column, int& row, int distance) {
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const float deltaZ = z - originZ;
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const float deltaX = x - originX;
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const float inverse = 1.0f / SquareRoot(deltaZ * deltaZ + deltaX * deltaX);
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const float step = static_cast<float>(distance * 5);
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this->WorldCell(inverse * deltaX * step + originX, inverse * deltaZ * step + originZ, column, row);
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const int startY = row;
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const int startX = column;
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if (this->scene->terrain->Grid().Walkable(startX, startY)) {
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return;
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}
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const int offsets[8][2] = {{1, 0}, {1, 1}, {1, -1}, {-1, 0}, {-1, 1}, {-1, -1}, {0, 1}, {0, -1}};
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for (int i = 0; i < 8; ++i) {
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column = startX + offsets[i][0];
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row = startY + offsets[i][1];
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if (this->scene->terrain->Grid().Walkable(column, row)) {
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return;
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}
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}
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}
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// OFFSET: 0x00CD0300
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// FUNCTION: fn_21252
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void CGameMode::RemoveMiniMapPing(std::uint32_t id) {
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const auto found = this->unknown_01C4.find(id);
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if (found != this->unknown_01C4.end()) {
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this->unknown_01C4.erase(found);
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}
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}
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// OFFSET: 0x00CD0380
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// FUNCTION: fn_21253
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void CGameMode::DrawMiniMapMembers(const TextureRegion& view) {
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int index = 0;
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if (g_windowMgr.window_4F1CC) {
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g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E4, 0, this->unknown_01B4.size(), 0, 0);
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g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E4, 1, this->unknown_01BC.size(), 0, 0);
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}
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for (auto it = this->unknown_01B4.begin(); it != this->unknown_01B4.end(); ++it) {
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this->DrawMiniMapMarker(view, it->second.x, it->second.y, 2, std::string(), 2, it->second.color, false);
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if (g_windowMgr.window_4F1CC) {
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g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E3, 0, index, it->second.x, it->second.y);
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}
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++index;
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}
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for (auto it = this->unknown_01BC.begin(); it != this->unknown_01BC.end(); ++it) {
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if (this->unknown_01B4.find(it->first) == this->unknown_01B4.end()) {
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this->DrawMiniMapMarker(view, it->second.x, it->second.y, 2, std::string(), 1, it->second.color, false);
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if (g_windowMgr.window_4F1CC) {
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g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E3, 1, index, it->second.x, it->second.y);
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}
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}
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++index;
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}
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for (auto it = this->minimapMarkers.begin(); it != this->minimapMarkers.end(); ++it) {
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if (it->second.unknown_0006 != 0) {
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const std::string name = FormatOwnedString("유저인터페이스\\basic_interface\\quest_%d.bmp", it->second.unknown_0006);
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this->DrawMiniMapMarker(view, it->second.unknown_0000, it->second.unknown_0002, 4, name, 0, 0, true);
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}
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}
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if (g_searchStoreX > -1) {
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const int y = g_searchStoreY;
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if (y > -1) {
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this->DrawMiniMapMarker(view, g_searchStoreX, y, 4, "유저인터페이스\\basic_interface\\search_store.bmp", 0, 0, true);
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}
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}
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}
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// OFFSET: 0x00CD1450
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// FUNCTION: fn_21256
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void CGameMode::DrawMiniMapTriangle(float x, float y, float size, std::uint32_t color) {
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RenderPrimitive* primitive = g_renderer->primitives.Acquire();
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primitive->texture = g_texMgr.Default();
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RenderVertex* vertices = primitive->vertices;
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const float bottomZ = RhwToDepth(0.0999f);
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const float topZ = RhwToDepth(0.0999f);
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vertices[0].x = x;
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vertices[0].y = y - (size + size);
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const float bottom = y + size;
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vertices[1].x = x - SquareRoot(3.0f) * size;
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vertices[1].y = bottom;
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vertices[2].x = SquareRoot(3.0f) * size + x;
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vertices[2].y = bottom;
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vertices[3].x = x - SquareRoot(3.0f) * size;
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vertices[3].y = bottom;
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vertices[0].z = topZ;
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vertices[0].rhw = 0.0999f;
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vertices[0].diffuse = color;
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vertices[0].u = 0.0f;
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vertices[0].v = 0.0f;
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vertices[1].z = topZ;
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vertices[1].rhw = 0.0999f;
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vertices[1].diffuse = color;
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vertices[1].u = 1.0f;
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vertices[1].v = 0.0f;
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vertices[2].z = bottomZ;
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vertices[2].rhw = 0.0999f;
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vertices[2].diffuse = color;
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vertices[2].u = 0.0f;
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vertices[2].v = 1.0f;
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vertices[3].z = bottomZ;
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vertices[3].rhw = 0.0999f;
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vertices[3].diffuse = color;
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vertices[3].u = 1.0f;
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vertices[3].v = 1.0f;
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g_renderer->queues.Submit(primitive, 0x201, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd);
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}
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// OFFSET: 0x00CD2BE0
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// FUNCTION: fn_21262
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void CGameMode::DrawMiniMapMarker(
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const TextureRegion& view, int x, int y, int size, std::string texture, int kind, std::uint32_t color, bool clamp
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) {
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// GLOBAL: gl_24930
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static int s_lastMarkerX;
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// GLOBAL: gl_24931
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static int s_lastMarkerY;
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// GLOBAL: gl_24932
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static int s_lastPlayerX;
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// GLOBAL: gl_24933
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static int s_lastPlayerY;
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const int width = this->scene->terrain->width;
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const int height = this->scene->terrain->height;
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const int longest = width >= height ? width : height;
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const double originX = static_cast<double>(g_renderer->viewport.width - 144) + 64.0;
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const float mapWidth = static_cast<float>(width) * 128.0f / static_cast<float>(longest);
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const float mapHeight = static_cast<float>(height) * 128.0f / static_cast<float>(longest);
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if (static_cast<float>(x) < 0.0f || static_cast<float>(y) < 0.0f) {
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return;
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}
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const float viewWidth = view.right - view.left;
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const float viewHeight = view.bottom - view.top;
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const double left = originX - 64.0;
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const double offsetY = (static_cast<double>(mapHeight) - static_cast<double>(static_cast<float>(y) * mapHeight / static_cast<float>(height)) +
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static_cast<double>((128.0f - mapHeight) * 0.5f)) /
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static_cast<double>(viewHeight);
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double drawX = (left - static_cast<double>(view.left * 128.0f / viewWidth)) +
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(static_cast<double>(static_cast<float>(x) * mapWidth / static_cast<float>(width)) +
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static_cast<double>((128.0f - mapWidth) * 0.5f)) /
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static_cast<double>(viewWidth);
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double drawY = (16.0 - static_cast<double>(view.top * 128.0f / viewHeight)) + offsetY;
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if (clamp) {
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int direction = 0;
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if (drawX - size < left) {
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direction = 1;
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drawX = size + left;
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} else if (drawX + size > originX + 64.0) {
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direction = 2;
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drawX = (originX + 64.0) - size;
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}
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if (drawY - size < 16.0) {
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drawY = size + 16.0;
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if (direction == 0) {
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direction = 3;
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}
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} else if (drawY + size > 144.0) {
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drawY = 144.0 - size;
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if (direction == 0) {
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direction = 4;
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}
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}
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if (kind != 5 && direction != 0) {
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const std::string arrow = FormatOwnedString("유저인터페이스\\basic_interface\\quest_arrow%d.bmp", direction);
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texture = arrow;
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}
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} else if (kind != 4) {
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if (drawX - size < left || drawX + size > originX + 64.0 || drawY - size < 16.0 || drawY + size > 144.0) {
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return;
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}
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}
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RECT rect;
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rect.left = static_cast<int>(drawX - size);
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rect.top = static_cast<int>(drawY - size);
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rect.right = static_cast<int>(size + drawX);
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rect.bottom = static_cast<int>(size + drawY);
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const TextureRegion region = {0.0f, 0.0f, 1.0f, 1.0f};
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if (kind == 0) {
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this->DrawTexture(rect, 0, 0.0999f, 0xFFFFFFFF, g_texMgr.Load(texture.c_str(), 0, false, true, false), region);
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} else if (kind == 5) {
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this->DrawTexture(rect, 0, 0.0999f, 0xFFFFFFFF, g_texMgr.Load(texture.c_str(), 0, false, true, false), region);
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if (g_windowMgr.window_4F1CC && (s_lastMarkerX != x || s_lastMarkerY != y)) {
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s_lastMarkerX = x;
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s_lastMarkerY = y;
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g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E2, x, y, 0, 0);
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}
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} else if (kind == 1) {
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this->DrawMiniMapTriangle(static_cast<float>(drawX), static_cast<float>(drawY), static_cast<float>(size + 1), 0xAAFFFFFF);
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this->DrawMiniMapTriangle(static_cast<float>(drawX), static_cast<float>(drawY), static_cast<float>(size), color);
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} else if (kind == 2) {
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RECT border;
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border.left = rect.left - 1;
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border.top = rect.top - 1;
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border.right = rect.right + 1;
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border.bottom = rect.bottom + 1;
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this->DrawTexture(border, 0, 0.0999f, 0x99FFFFFF, g_texMgr.Default(), region);
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this->DrawTexture(rect, 0, 0.0999f, color, g_texMgr.Default(), region);
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if (g_windowMgr.window_4F1CC) {
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g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E3, x, y, 0, 0);
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}
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} else if (kind == 3) {
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const double arm = size * 4;
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RECT horizontal;
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horizontal.left = static_cast<int>(drawX - arm);
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horizontal.top = rect.top;
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horizontal.right = static_cast<int>(arm + drawX);
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horizontal.bottom = rect.bottom;
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RECT vertical;
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vertical.left = rect.left;
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vertical.top = static_cast<int>(drawY - arm);
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vertical.right = rect.right;
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vertical.bottom = static_cast<int>(arm + drawY);
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this->DrawTexture(horizontal, 0, 0.0999f, color, g_texMgr.Default(), region);
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this->DrawTexture(vertical, 0, 0.0999f, color, g_texMgr.Default(), region);
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} else if (kind == 4) {
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RECT shadow;
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shadow.left = rect.left - 2;
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shadow.top = rect.top - 2;
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shadow.right = rect.right + 2;
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shadow.bottom = rect.bottom + 4;
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const int angle = static_cast<int>(180.0f - this->scene->player->render.angle);
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this->DrawTexture(shadow, angle, 0.0999f, 0x77333333, g_texMgr.Load(texture.c_str(), 0, false, true, false), region);
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this->DrawTexture(rect, angle, 0.0999f, color, g_texMgr.Load(texture.c_str(), 0, false, true, false), region);
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if (s_lastPlayerX != x || s_lastPlayerY != y) {
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s_lastPlayerX = x;
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s_lastPlayerY = y;
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if (g_windowMgr.window_4F1CC) {
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g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E1, x, y, 0, 0);
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}
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if (UIWindow* window = reinterpret_cast<UIWindow*>(g_windowMgr.unknown_01C0)) {
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window->Invalidate();
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}
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}
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} else if (kind == 6) {
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if (texture.size() == 0) {
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g_windowMgr.LookupWindow(14)->SendMsg(nullptr, 6, 0x1C5, color, rect.left, rect.top);
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} else {
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g_windowMgr.LookupWindow(14)->SendMsg(nullptr, 6, 0x1C7, color, rect.left, rect.top);
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this->DrawTexture(rect, 0, 0.0999f, 0xFFFFFFFF, g_texMgr.Load(texture.c_str(), 0, false, true, false), region);
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}
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}
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}
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