rodecomp/Source/Contents/MapSkyMgr.cpp
ragnarok-clanker fb29712be6 Decompile 2 functions in Source/Contents/MapSkyMgr.cpp
Batch #4766 by eAthena: 0 byte-identical, 2 confirmed by peer review.

- fn_20362 CWeatherEffect::CWeatherEffect: logic confirmed by peer review
- fn_20372 CWeatherEffect::Process: logic confirmed by peer review

Peer-reviewed-by: willerthal, KWDev
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-30 04:44:32 +00:00

413 lines
11 KiB
C++

#include "Contents/MapSkyMgr.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Contents/Effects/EffectActor.h"
#include "Contents/Effects/EffectLists.h"
#include "Contents/Effects/RagEffect.h"
#include "Contents/World/World.h"
#include "File/MapName.h"
#include "Render/Renderer.h"
#include "Resource/World/TerrainResource.h"
#include "Utility/Math/AffineMatrix.h"
#include <cstdlib>
struct MapSkyCloud : CEffect {
/* 00CC */ unsigned char unknown_00CC[0x28];
/* 00F4 */ unsigned char colorR;
/* 00F5 */ unsigned char colorG;
/* 00F6 */ unsigned char colorB;
/* 00F7 */ unsigned char unknown_00F7;
/* 00F8 */ float velocityX;
/* 00FC */ float velocityY;
/* 0100 */ float velocityZ;
/* 0104 */ float unknown_0104;
/* 0108 */ float unknown_0108;
/* 010C */ int unknown_010C;
/* 0110 */ int unknown_0110;
/* 0114 */ int unknown_0114;
/* 0118 */ int unknown_0118;
/* 011C */ float unknown_011C;
/* 0120 */ float spanX;
/* 0124 */ float spanZ;
/* 0128 */ unsigned char flag;
};
// GLOBAL: gl_24482
CWeatherEffect g_weatherEffect;
// GLOBAL: gl_24633
float g_depthAverageHalf = 0.5f;
// OFFSET: 0x005B8D50
// FUNCTION: fn_03431
CMapSkyMgr::CMapSkyMgr() : m_script(nullptr) {
this->m_script = new LuaScript();
this->m_script->Open();
}
// OFFSET: 0x005B8DD0
// FUNCTION: fn_03432
void CMapSkyMgr::Unused() {
}
// OFFSET: 0x005B8F00
// FUNCTION: fn_03435
bool CMapSkyMgr::LoadData() {
return this->m_script->Load("Lua Files\\MapSkyData\\MapSkyData", true, false);
}
// OFFSET: 0x00C7B200
// FUNCTION: fn_20362
CWeatherEffect::CWeatherEffect()
: darken(0), unknown_0001(1), lightning(0), actor(nullptr), targetColor{}, effect(nullptr), counter(0) {
this->color[0] = 1.0f;
this->color[1] = 1.0f;
this->color[2] = 1.0f;
this->fog[0] = 0.0f;
this->fog[1] = 0.0f;
this->fog[2] = 0.0f;
this->lightColor[0] = 1.0f;
this->lightColor[1] = 1.0f;
this->lightColor[2] = 1.0f;
}
// OFFSET: 0x00C7B530
// FUNCTION: fn_20365
void CWeatherEffect::AddMapWeather(std::string mapName, std::string weather) {
std::pair<std::string, std::string> entry;
entry.second = weather;
entry.first = mapName;
this->mapWeathers.push_back(std::move(entry));
}
// OFFSET: 0x00C7B6F0
// FUNCTION: fn_20366
vector3d CWeatherEffect::GetWindDirection() const {
vector3d direction = {0.0f, 0.0f, 0.0f};
const float sine = ClientSine((this->counter >> 3) + 90);
const float cosine = ClientCosine((this->counter >> 3) + 90);
direction.z = 0.0f;
direction.x = cosine * 1000.0f + sine * 0.0f;
direction.y = cosine * 0.0f - sine * 1000.0f;
return direction;
}
// OFFSET: 0x00C7B790
// FUNCTION: fn_20367
void CWeatherEffect::Play(char kind) {
if (this->effect && this->effect->GetDuration() - this->effect->state.stateCnt <= 300) {
return;
}
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
this->actor = mode->scene->player;
int effectId = 0;
switch (kind) {
case 0:
effectId = 0xe5;
break;
case 1:
effectId = 0xe6;
break;
case 2:
effectId = 0xe9;
break;
case 3:
effectId = 0x203;
break;
case 4:
effectId = 0x204;
break;
case 5:
effectId = 0x250;
break;
case 7:
effectId = 0x2b9;
break;
case 8:
effectId = 0x2ba;
break;
case 9:
effectId = 0x3b1;
break;
case 10:
effectId = 0x415;
break;
case 11:
effectId = 0x45b;
break;
case 15:
effectId = 0x479;
break;
default:
return;
}
this->effect = static_cast<EffectActor*>(this->actor)->LaunchEffect(effectId, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
}
// OFFSET: 0x00C7B9E0
// FUNCTION: fn_20368
void CWeatherEffect::StartDarken() {
this->darken = 1;
}
// OFFSET: 0x00C7B9F0
// FUNCTION: fn_20369
void CWeatherEffect::Fireworks() {
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
this->actor = mode->scene->player;
static_cast<EffectActor*>(this->actor)->LaunchEffect(0x12d, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
for (int count = 0; count < 160; ++count) {
static_cast<EffectActor*>(this->actor)->LaunchEffect(0x129, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
}
}
// OFFSET: 0x00C7BB20
// FUNCTION: fn_20370
void CWeatherEffect::Snow() {
if (this->effect && this->effect->GetDuration() - this->effect->state.stateCnt <= 300) {
return;
}
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
this->actor = mode->scene->player;
static_cast<EffectActor*>(this->actor)->LaunchEffect(0xa2, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
}
// OFFSET: 0x00C7BBA0
// FUNCTION: fn_20371
void CWeatherEffect::StartLightning() {
this->lightning = 1;
this->counter = 0;
}
// OFFSET: 0x00C7BBB0
// FUNCTION: fn_20372
void CWeatherEffect::Process() {
if (this->darken == 1) {
if (this->color[0] > g_depthAverageHalf) {
this->color[0] -= 0.005f;
}
if (this->color[1] > g_depthAverageHalf) {
this->color[1] -= 0.005f;
}
} else if (this->lightning == 1) {
++this->counter;
if (this->counter > 1000) {
this->lightning = 0;
}
if ((this->counter / 3 & 1) == 0) {
this->color[0] = 0.2f;
this->color[1] = 0.2f;
} else {
this->color[0] = 1.0f;
this->color[1] = 1.0f;
}
} else {
for (int index = 0; index < 3; ++index) {
if (this->color[index] < 1.0f && this->color[index] < this->targetColor[index]) {
this->color[index] += 0.005f;
}
}
}
if (this->effect && !static_cast<EffectActor*>(this->actor)->state.Attachments().Contains(reinterpret_cast<const RagEffectState*>(this->effect))) {
this->effect = nullptr;
}
this->lightColor[0] = 1.0f - (1.0f - this->fog[0]) * (1.0f - this->color[0]);
this->lightColor[1] = 1.0f - (1.0f - this->fog[1]) * (1.0f - this->color[1]);
this->lightColor[2] = 1.0f - (1.0f - this->fog[2]) * (1.0f - this->color[2]);
}
// OFFSET: 0x00C7BD30
// FUNCTION: fn_20373
void CWeatherEffect::ResetEffect() {
this->effect = nullptr;
}
// OFFSET: 0x00C7BD40
// OFFSET: 0x00C7C040
// FUNCTION: fn_20376
void CWeatherEffect::StopDarken() {
this->darken = 0;
}
// OFFSET: 0x00C7C070
// FUNCTION: fn_20377
void CWeatherEffect::ExtendEffect() {
if (this->effect) {
this->effect->SetStateDuration(this->effect->state.stateCnt + 300);
}
}
// OFFSET: 0x00C7C090
// FUNCTION: fn_20378
void CWeatherEffect::StopLightning() {
this->lightning = 0;
}
// OFFSET: 0x005B90F0
// FUNCTION: fn_03436
void CMapSkyMgr::CreateClouds(const std::string& mapName) {
int typeCount = 0;
this->m_script->Call("GetCloudTypeNum", "s>d", mapName.c_str(), &typeCount);
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
C3dAttr* terrain = mode->scene->terrain;
const int mapWidth = terrain->width * terrain->cellSize;
const int mapHeight = terrain->height * terrain->cellSize;
for (int type = 1; type <= typeCount; ++type) {
int count = 0;
int range = 0x82;
int red = 0;
int green = 0;
int blue = 0;
double velX = 0.0;
double velY = 0.0;
double velZ = 0.0;
int param0 = 0;
int param1 = 0;
double param2 = 0.0;
int param3 = 0;
int param4 = 0;
double param5 = 0.0;
double posY = 0.0;
double param7 = 0.0;
unsigned char flag = 1;
this->m_script->Call(
"GetCloudInfo",
"sd>dddddlllddlddlllb",
mapName.c_str(),
type,
&count,
&range,
&red,
&green,
&blue,
&velX,
&velY,
&velZ,
&param0,
&param1,
&param2,
&param3,
&param4,
&param5,
&posY,
&param7,
&flag
);
const float spanX = static_cast<float>(mapWidth) / static_cast<float>(count + 1);
const float spanZ = static_cast<float>(mapHeight) / static_cast<float>(count + 1);
if (count <= 0) {
continue;
}
const int halfWidth = static_cast<int>(static_cast<float>(mapWidth) * g_depthAverageHalf);
const int halfHeight = static_cast<int>(static_cast<float>(mapHeight) * g_depthAverageHalf);
for (int index = 0; index < count; ++index) {
const int signX = rand() % 2;
int offsetX = 0;
if (halfWidth != 0) {
offsetX = rand() % halfWidth;
if (offsetX < 0) {
offsetX = 0;
}
}
const float x = static_cast<float>((1 - 2 * signX) * offsetX);
const int signZ = rand() % 2;
int offsetZ = 0;
if (halfHeight != 0) {
offsetZ = rand() % halfHeight;
if (offsetZ < 0) {
offsetZ = 0;
}
}
const float z = static_cast<float>((1 - 2 * signZ) * offsetZ);
const float y = static_cast<float>(posY);
CEffect* spawned = g_effectMgr->Spawn(0, 0x47a, x, y, z, 0, -1, 0, 0);
if (!spawned) {
continue;
}
auto* cloud = static_cast<MapSkyCloud*>(spawned);
cloud->range = range;
cloud->colorR = static_cast<unsigned char>(red);
cloud->colorG = static_cast<unsigned char>(green);
cloud->colorB = static_cast<unsigned char>(blue);
cloud->velocityX = static_cast<float>(velX);
cloud->velocityY = static_cast<float>(velY);
cloud->velocityZ = static_cast<float>(velZ);
cloud->unknown_010C = param0;
cloud->unknown_0110 = param1;
cloud->unknown_0114 = param3;
cloud->unknown_0118 = param4;
cloud->unknown_0104 = static_cast<float>(param2);
cloud->unknown_0108 = static_cast<float>(param5);
cloud->unknown_011C = static_cast<float>(param7);
cloud->spanX = spanX;
cloud->spanZ = spanZ;
cloud->flag = flag;
cloud->Slot07();
}
}
}
// OFFSET: 0x005B95F0
// FUNCTION: fn_03437
void CMapSkyMgr::Apply(const std::string& mapName) {
std::string sky = ScriptMapName(mapName);
unsigned char exists = 0;
this->m_script->Call("IsExistMapSkyData", "s>b", sky.c_str(), &exists);
if (exists == 0) {
g_renderer->SetClearColor(0xFF000000u);
return;
}
int red = 0;
int green = 0;
int blue = 0;
this->m_script->Call("GetBackgroundColor", "s>ddd", sky.c_str(), &red, &green, &blue);
g_renderer->SetClearColor(
0xFF000000u | ((static_cast<unsigned>(red) & 255u) << 16) | ((static_cast<unsigned>(green) & 255u) << 8) | (static_cast<unsigned>(blue) & 255u)
);
unsigned char drawStar = 0;
this->m_script->Call("IsDrawStar", "s>b", sky.c_str(), &drawStar);
if (drawStar == 1) {
g_weatherEffect.Play(9);
}
this->CreateClouds(sky);
int oldCount = 0;
this->m_script->Call("GetOldCloudTypeNum", "s>d", sky.c_str(), &oldCount);
for (int index = 1; index <= oldCount; ++index) {
int info = -1;
this->m_script->Call("GetOldCloudInfo", "sd>d", sky.c_str(), index, &info);
if (info != -1) {
g_weatherEffect.Play(static_cast<char>(info));
}
}
unsigned char fog = 0;
this->m_script->Call("IsBackGroundFog", "s>b", sky.c_str(), &fog);
if (fog == 1) {
static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->unknown_00FC = true;
}
}