rodecomp/Source/Contents/ActorGeometry.cpp
ragnarok-clanker dc3d5ce1a5 Maintenance: Resubmission of 14942 (gate: three existing in-class helpers whose lines changed lacked an annotation; marked // INLINED
Batch #14943 by ragnarok-clanker: no function's compiled code changes; checked with 741 compiled unit(s), including every includer of Source/ActorPickNode.h, Source/Client/Browser/BrowserClientSite.h, Source/Client/Browser/BrowserPopupDispatch.h, Source/Client/Mode/CGameMode.h, Source/Client/Mode/CLoginMode.h, Source/Client/Mode/CMode.h, Source/Client/Mode/ModeDragState.h, Source/Client/Replay.h, Source/Client/Session.h, Source/Client/Stove/StoveMgr.h, Source/Contents/AchievementMgr.h, Source/Contents/ActorNameCard.h, Source/Contents/Actors/CharacterRender.h, Source/Contents/Actors/EffectActors.h, Source/Contents/Actors/GameActor.h, Source/Contents/Actors/GrannyGameActor.h, Source/Contents/Actors/GroundScope.h, Source/Contents/Actors/Item.h, Source/Contents/Actors/Npc.h, Source/Contents/Actors/Pc.h, Source/Contents/Actors/RenderObjectState.h, Source/Contents/Actors/Skill.h, Source/Contents/AdventureGuideMgr.h, Source/Contents/Camera/Camera.h, Source/Contents/Camera/CameraState.h, Source/Contents/CashEmotionMgr.h, Source/Contents/Configuration/GameSettingsMgr.h, Source/Contents/EffectResourceSwitcher.h, Source/Contents/Effects/AMachineEffect.h, Source/Contents/Effects/AcidifiedThrow.h, Source/Contents/Effects/AxeBoomerang.h, Source/Contents/Effects/BlastForge.h, Source/Contents/Effects/CaneOfEvilEyeEffect.h, Source/Contents/Effects/CharacterParticleBundle.h, Source/Contents/Effects/CloudKillEffect.h, Source/Contents/Effects/Effect.h, Source/Contents/Effects/EffectActor.h, Source/Contents/Effects/EffectEmitter.h, Source/Contents/Effects/EffectMaker.h, Source/Contents/Effects/EffectPrimitiveState.h, Source/Contents/Effects/FuumaShouakuEffect.h, Source/Contents/Effects/GravityControlEffect.h, Source/Contents/Effects/HealSpEffect.h, Source/Contents/Effects/Level99Effect.h, Source/Contents/Effects/MapChainEffect.h, Source/Contents/Effects/MonsterSkillEffects.h, Source/Contents/Effects/MsgEffect.h, Source/Contents/Effects/NyanggrassEffect.h, Source/Contents/Effects/Particle.h, Source/Contents/Effects/PowderingEffect.h, Source/Contents/Effects/RagEffectState.h, Source/Contents/Effects/RectUpEffect.h, Source/Contents/Effects/ShadowExceedEffect.h, Source/Contents/Effects/SkillEffects.h, Source/Contents/Effects/SpriteParticle.h, Source/Contents/Effects/StormCannonEffect.h, Source/Contents/Effects/ThrowEffects.h, Source/Contents/EntryQueueMgr.h, Source/Contents/EquipmentResourceMgr.h, Source/Contents/FlyingShipRouteInfo.h, Source/Contents/Ground/GroundGeometry.h, Source/Contents/GuildInfo.h, Source/Contents/Items/ItemDescription.h, Source/Contents/Items/ItemInfo.h, Source/Contents/MapSkyMgr.h, Source/Contents/Messenger/MessengerWindows.h, Source/Contents/Models/ModelNode.h, Source/Contents/NavigationManager.h, Source/Contents/Party/AdventurerAgencyMgr.h, Source/Contents/RDamageVar.h, Source/Contents/RenewQuestMgr.h, Source/Contents/ReputeMgr.h, Source/Contents/RodexMailStore.h, Source/Contents/RouletteMgr.h, Source/Contents/Schedule/Schedule.h, Source/Contents/SignBoard/SignBoard.h, Source/Contents/Skills/ClientSkills.h, Source/Contents/Skills/PlayerSkillBundle.h, Source/Contents/Skills/SkillInfo.h, Source/Contents/SpriteLayerDrawing.h, Source/Contents/TipBoxTitles.h, Source/Contents/UserData/AccountLinkedUserDataMgr.h, Source/Contents/UserData/NormalItemSlots.h, Source/Contents/World/World.h, Source/Contents/WorldView/WorldViewData.h, Source/Render/Primitives/LightmappedPrimitive.h, Source/Render/Primitives/RenderPrimitive.h, Source/Render/Renderer.h, Source/Render/Textures/SpritePixels.h, Source/Render/Textures/Texture.h, Source/Resource/EZeffectResource.h, Source/Resource/Models/AnimatedModelResource.h, Source/Resource/Models/GrannyModelResource.h, Source/Resource/Sprites/ActionResource.h, Source/Resource/World/GroundResource.h, Source/Resource/World/WorldResource.h, Source/Resource/XmlNode.h, Source/UI/AdventureGuide/UIAdventureGuide.h, Source/UI/Buttons/UIBmpRadioBtn.h, Source/UI/Buttons/UIDescriptRace.h, Source/UI/Buttons/UIItemTagButton.h, Source/UI/Buttons/UISlotBmpButton.h, Source/UI/Buttons/UISpriteButton.h, Source/UI/Buttons/UITVTextButton.h, Source/UI/Buttons/UITextureButton.h, Source/UI/CashEmotion/UICashEmotionListWnd.h, Source/UI/CashEmotion/UICashEmotionPack.h, Source/UI/CashShop/UICashShopWnd.h, Source/UI/Chat/UIChatRoomMakeWnd.h, Source/UI/Chat/UIChatRoomTitle.h, Source/UI/Chat/UINewChatWnd.h, Source/UI/Chat/UISubChatHisWnd.h, Source/UI/Chat/UISubChatMiniWnd.h, Source/UI/Chat/UIWhisperWnd.h, Source/UI/Clan/UIClanWnd.h, Source/UI/Dialogs/UIBookWnd.h, Source/UI/Dialogs/UIChooseWarpWnd.h, Source/UI/Dialogs/UIMenuWnd.h, Source/UI/Dialogs/UIMiniMapWnd.h, Source/UI/Dialogs/UIMinimapZoomWnd.h, Source/UI/Dialogs/UINpcEditDialogWnd.h, Source/UI/Dialogs/UIPasswordWnd.h, Source/UI/Dialogs/UISayDialogWnd.h, Source/UI/Dialogs/UISelectCartWnd.h, Source/UI/Dialogs/UITipboxWnd.h, Source/UI/Edit/UIEditBoxEx.h, Source/UI/Edit/UIEditCtrl.h, Source/UI/Edit/UIEditCtrl_Currency.h, Source/UI/Edit/UIItemTagCtrl.h, Source/UI/Enchant/EnchantUI.h, Source/UI/Exchange/UIExchangeUI.h, Source/UI/FrameSkin.h, Source/UI/GameSettings/GameSettingsUI.h, Source/UI/Gauges/UIPcGage.h, Source/UI/Guild/UIGuildHelperWnd.h, Source/UI/Guild/UIGuildWnd.h, Source/UI/Guild/UIGuild_Storage_Log.h, Source/UI/Item/UIEquipmentPropertiesWnd.h, Source/UI/Item/UIItemBaseWnd.h, Source/UI/Item/UIItemPurchaseWnd.h, Source/UI/Item/UIItemSellWnd2.h, Source/UI/Item/UIItemShopWnd.h, Source/UI/Item/UIItemShopWnd2.h, Source/UI/Item/UIItemStoreFindWnd.h, Source/UI/Item/UIItemStoreSubWnd.h, Source/UI/Item/UIItemStoreWnd.h, Source/UI/Item/UIItemWnd.h, Source/UI/Item/UIMerchantItemLogWnd.h, Source/UI/Item/UIParaItemShopWnd.h, Source/UI/Items/UICardItemIllustWnd.h, Source/UI/Items/UIEquipWnd.h, Source/UI/Items/UIExchangeWnd.h, Source/UI/Items/UIGameItem.h, Source/UI/Items/UIItemCollectionWnd.h, Source/UI/Items/UIItemIdentifyWnd.h, Source/UI/Items/UIItemParamChangeDisplayWnd.h, Source/UI/Items/UISwapEquipmentWnd.h, Source/UI/Layout/WindowGeometry.h, Source/UI/Lists/UIChatHisBox.h, Source/UI/Lists/UIComboBoxV2Wnd.h, Source/UI/Lists/UIImgMenu.h, Source/UI/Lists/UIListBoxID.h, Source/UI/Lists/UIListBoxTemplate.h, Source/UI/Lists/UIMemberListBox.h, Source/UI/Lists/UITabControl.h, Source/UI/Lists/UITagListBox.h, Source/UI/Lists/UITreeView.h, Source/UI/Menu/UIMenuIconWnd.h, Source/UI/Navigation/UINavigationV4Wnd.h, Source/UI/ProbabilityTable/UIProbabilityTable.h, Source/UI/Quest/UIQuestDisplay.h, Source/UI/Quest/UIRenewQuestUI.h, Source/UI/Quest/UIRenewQuestWnd.h, Source/UI/Rodex/UIRodexComposeWnd.h, Source/UI/Rodex/UIRodexInboxWnd.h, Source/UI/RuneSystem/UIRuneSystemWindows.h, Source/UI/RuneSystem/UIRuneSystemWnd.h, Source/UI/Shop/UIMerchantItemMyShopWnd.h, Source/UI/Shop/UIMerchantItemPurchaseMSGWnd.h, Source/UI/Shop/UIMerchantItemPurchaseWnd.h, Source/UI/Shop/UIMerchantItemShopWnd.h, Source/UI/Shop/UIMerchantMirrorItemWnd.h, Source/UI/Shop/UIMerchantShopMakeWnd.h, Source/UI/Shop/UIMerchantShopTitle.h, Source/UI/Skill/UISkillDescribeWnd.h, Source/UI/Skill/UISkillListWnd.h, Source/UI/SkillDelayInfo/SkillDelayInfo.h, Source/UI/StylingShop/UIStylingShopWnd.h, Source/UI/Text/CreateLineInfo.h, Source/UI/Text/UIAchWnd.h, Source/UI/Text/UIBalloonText.h, Source/UI/Text/UINameBalloonText.h, Source/UI/Text/UIStaticTextControl.h, Source/UI/Text/UIString.h, Source/UI/Text/UITextViewerControl.h, Source/UI/UIBarGraph.h, Source/UI/UIBartermarketWnd.h, Source/UI/UIChangeMaterialWnd.h, Source/UI/UIGradeEnchantWnd.h, Source/UI/UILapineScrollBar.h, Source/UI/UIMacroBlackListCheckWnd.h, Source/UI/UIMacroDetectorWnd.h, Source/UI/UIMacroReport.h, Source/UI/UIMacroUserInfoWnd.h, Source/UI/UIPreviewEquipWnd.h, Source/UI/UIRefiningWnd.h, Source/UI/UIScrollWnd.h, Source/UI/UISlotBitmap.h, Source/UI/Window/FuncDrawWNDChar.h, Source/UI/Window/UIBattleMsgOptionWnd.h, Source/UI/Window/UIChatRoomWnd.h, Source/UI/Window/UICollectionSystemWnd.h, Source/UI/Window/UIControl.h, Source/UI/Window/UIHomunInfoWnd.h, Source/UI/Window/UIHotKeyWnd.h, Source/UI/Window/UIJobListWnd.h, Source/UI/Window/UILoginOTPWnd.h, Source/UI/Window/UILoginWnd.h, Source/UI/Window/UIMakeCharWnd.h, Source/UI/Window/UIMonsterDisplayWnd.h, Source/UI/Window/UIMonsterInfoWnd.h, Source/UI/Window/UINavigationHelpWnd.h, Source/UI/Window/UINavigationWnd.h, Source/UI/Window/UINewMakeCharWnd.h, Source/UI/Window/UINewSelectCharWnd.h, Source/UI/Window/UINoticeWnd.h, Source/UI/Window/UIPetInfoWnd.h, Source/UI/Window/UIRegisterMgr.h, Source/UI/Window/UIRoMapWnd.h, Source/UI/Window/UIRodexContentsWnd.h, Source/UI/Window/UISecondCostumeWnd.h, Source/UI/Window/UISeekPartyMBWnd.h, Source/UI/Window/UISeekPartyWnd.h, Source/UI/Window/UISelCharForUServerWnd.h, Source/UI/Window/UISerachStoreInfoWnd.h, Source/UI/Window/UITransMenuWnd.h, Source/UI/Window/UIWindow.h, Source/UI/Window/UIWindowMgr.h, Source/UI/Window/UIWindowMgr.inl, Source/Utility/Lexicon/LexiconSerializer.h.
2026-11-08 16:44:36 +00:00

239 lines
9.3 KiB
C++

#include "Client/Mode/ModeMgr.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Session.h"
#include "Contents/Actors/RenderObject.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Contents/Ground/GroundGeometry.h"
#include "Contents/World/World.h"
#include "Render/Renderer.h"
#include "Render/SpriteGeometry.h"
#include "Render/SpriteQuad.h"
#include "Render/Textures/SpritePixels.h"
#include "Utility/Math/AffineMatrix.h"
#include <cmath>
#include <cstdlib>
#include <windows.h>
// OFFSET: 0x00CA9580
// FUNCTION: fn_21007
float __stdcall CRenderObject::Heading(float x, float z, float targetX, float targetZ) {
const float deltaX = targetX - x;
const float deltaZ = targetZ - z;
float angle = (static_cast<float>(std::atan2(static_cast<double>(deltaX), static_cast<double>(-deltaZ))) / 3.141592f) * 180.0f;
if (angle >= 360.0f) {
angle -= 360.0f;
}
if (angle < 0.0f) {
angle += 360.0f;
}
return angle;
}
// OFFSET: 0x00CA9610
// FUNCTION: fn_21008
void CRenderObject::Face(float x, float z) {
const float deltaX = x - this->render.position.x;
const float deltaZ = z - this->render.position.z;
if (0.0f != deltaX || 0.0f != deltaZ) {
float angle = (static_cast<float>(std::atan2(static_cast<double>(deltaX), static_cast<double>(-deltaZ))) / 3.141592f) * 180.0f;
this->render.angle = angle;
if (angle >= 360.0f) {
angle -= 360.0f;
this->render.angle = angle;
}
if (angle < 0.0f) {
this->render.angle = angle + 360.0f;
}
}
}
// OFFSET: 0x00CA96C0
// FUNCTION: fn_21009
float CRenderObject::CalcDist(float x, float z) const {
const float deltaX = x - this->render.position.x;
const float deltaZ = z - this->render.position.z;
return SquareRoot(deltaZ * deltaZ + deltaX * deltaX);
}
// OFFSET: 0x00CA9700
// FUNCTION: fn_21010
float CRenderObject::CalcDist(float x, float y, float z) const {
const float deltaX = x - this->render.position.x;
const float deltaZ = z - this->render.position.z;
const float deltaY = y - this->render.position.y;
const float horizontal = SquareRoot(deltaZ * deltaZ + deltaX * deltaX);
return SquareRoot(horizontal * horizontal + deltaY * deltaY);
}
// OFFSET: 0x00CA9770
// FUNCTION: fn_21011
bool CRenderObject::PrepareSprite(
int unused, int layer, float scale, const SpriteFrameCell& cell, float x, float y, const float* position, float shift, float* bottomDepth,
float* topDepth, const SpriteRleImage* image, SpriteQuad* quad, int* bounds, std::uint32_t* color, int offsetX, int offsetY, int flags
) {
const float depthBias = this->render.distanceScale * g_cameraScaleX;
const double scaleY = static_cast<double>(scale * cell.scaleY * this->render.scale);
const double scaleX = static_cast<double>(scale * cell.scaleX * this->render.scale);
float top = static_cast<float>(static_cast<double>(cell.y + offsetY) * scaleY + static_cast<double>(y));
float bottom = static_cast<float>(
static_cast<double>((image->doubleHeight + 1) * image->height + cell.y + offsetY) * scaleY + static_cast<double>(y) + 1.0
);
float left;
float right;
if (cell.mirrored & 1) {
left = static_cast<float>(static_cast<double>((image->doubleWidth + 1) * image->width + cell.x + offsetX) * scaleX + static_cast<double>(x));
right = static_cast<float>(static_cast<double>(offsetX + cell.x) * scaleX + static_cast<double>(x) + 1.0);
if (top >= static_cast<float>(g_renderer->viewport.height) || bottom <= 0.0f || right >= static_cast<float>(g_renderer->viewport.width) ||
left <= 0.0f) {
return false;
}
} else {
left = static_cast<float>(static_cast<double>(cell.x + offsetX) * scaleX + static_cast<double>(x));
right = static_cast<float>(static_cast<double>((image->doubleWidth + 1) * image->width + cell.x + offsetX) * scaleX + static_cast<double>(x) + 1.0);
if (top >= static_cast<float>(g_renderer->viewport.height) || bottom <= 0.0f || left >= static_cast<float>(g_renderer->viewport.width) ||
right <= 0.0f) {
return false;
}
}
if ((this->render.flags & 0x80) != 0) {
const short phase = this->render.effectPhase;
float factor = 0.0f;
if (phase < 19) {
factor = g_sinTable[phase * 5] * 0.3f;
} else if (phase < 21) {
factor = 0.3f;
} else if (phase < 24) {
factor = static_cast<float>(23 - phase) * 0.1f;
}
factor *= bottom - top;
top -= factor;
bottom -= factor;
}
if ((this->render.flags & 0x20) != 0) {
const short phase = this->render.effectPhase;
float factor = 1.0f;
if (phase < 4) {
factor = (100.0f - static_cast<float>(phase) * 20.0f) * 0.01f;
} else if (phase < 34) {
int remainder = std::rand() % 6;
if (remainder < 0) {
remainder = 0;
}
factor = 0.4f - static_cast<float>(remainder) * 0.01f;
}
top += (bottom - top) * (1.0f - factor);
}
if (this->render.flatDepth != 0) {
*bottomDepth = (static_cast<float>(unused) * g_cameraScaleY + 0.1f - g_cameraScaleY * 20.0f) +
static_cast<float>(static_cast<int>(this->render.depthLayer)) * g_cameraScaleY;
*topDepth = (static_cast<float>(unused) * g_cameraScaleY + 0.1f - g_cameraScaleY * 20.0f) +
static_cast<float>(static_cast<int>(this->render.depthLayer)) * g_cameraScaleY;
} else {
const int depthLayer = static_cast<int>(this->render.depthLayer) + 3 + layer;
const float height = bottom - y;
const float rise = top - y;
if (this->render.isLieOnGround) {
*bottomDepth = 1.0f / (position[2] - height * g_cotangent) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
*topDepth = 1.0f / (position[2] - rise * g_cotangent) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
} else if (static_cast<unsigned char>(flags) != 0) {
*bottomDepth = 1.0f / (height * 0.06f + position[2]) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
*topDepth = 1.0f / (rise * 0.06f + position[2]) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
} else {
*bottomDepth = 1.0f / (height * g_tangent + position[2]) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
*topDepth = 1.0f / (rise * g_tangent + position[2]) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
}
}
quad->left = left + shift;
quad->top = top;
quad->bottom = bottom;
quad->right = right + shift;
quad->bottomRhw = *bottomDepth;
quad->topRhw = *topDepth;
quad->angle = static_cast<float>(cell.rotation + static_cast<int>(this->render.spriteAngle));
bounds[0] = static_cast<int>(left);
bounds[1] = static_cast<int>(top);
bounds[2] = static_cast<int>(right);
bounds[3] = static_cast<int>(bottom);
float lightRed = 1.0f;
float lightGreen = 1.0f;
float lightBlue = 1.0f;
if (this->render.useGroundLighting == 1 && g_serviceOptions.Get(0x77)) {
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
GroundGeometry* ground = mode->scene->ground;
if (ground->IsNewVer()) {
int column = 0;
int row = 0;
mode->WorldCell(this->render.position.x, this->render.position.z, column, row);
ground->Lighting(column, row, lightRed, lightGreen, lightBlue);
}
}
if (this->render.isSingleColor && this->render.overrideColor != 0xFFFF0000) {
*color = this->render.overrideColor;
} else {
SpriteColor& channels = *reinterpret_cast<SpriteColor*>(color);
channels.alpha = static_cast<std::uint8_t>(
static_cast<int>((static_cast<float>((cell.color >> 24) & 0xFF) * static_cast<float>((this->render.color >> 24) & 0xFF)) / 255.0f)
);
channels.red = static_cast<std::uint8_t>(
static_cast<int>((static_cast<float>(cell.color & 0xFF) * static_cast<float>((this->render.color >> 16) & 0xFF) * lightRed) / 255.0f)
);
channels.green = static_cast<std::uint8_t>(
static_cast<int>((static_cast<float>((cell.color >> 8) & 0xFF) * static_cast<float>((this->render.color >> 8) & 0xFF) * lightGreen) / 255.0f)
);
channels.blue = static_cast<std::uint8_t>(
static_cast<int>((static_cast<float>((cell.color >> 16) & 0xFF) * static_cast<float>(this->render.color & 0xFF) * lightBlue) / 255.0f)
);
}
quad->color = *color;
if ((this->render.flags & 0x40) != 0) {
const short phase = this->render.effectPhase;
if (phase <= 36) {
float angle = 180.0f - g_sinTable[90 + phase * 5] * 180.0f;
quad->angle = angle;
if (angle >= 360.0f) {
quad->angle = angle - 360.0f;
return true;
}
} else {
quad->angle = 0.0f;
}
}
return true;
}
// OFFSET: 0x00CAD9E0
// FUNCTION: fn_21057
bool CRenderObject::GetTargetPos(std::uint32_t targetAid, vector3d& targetPos) const {
const CWorld* world = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
const CRenderObject* player = reinterpret_cast<const CRenderObject*>(world->player);
if (targetAid == g_session.m_aid) {
targetPos = {player->render.position.x, player->render.position.y, player->render.position.z};
return true;
}
if (const CRenderObject* actor = world->GetGameActorByAID(targetAid)) {
targetPos = {actor->render.position.x, actor->render.position.y, actor->render.position.z};
return true;
}
const vector3d& position = this->render.position;
targetPos = {
position.x - (player->render.position.x - position.x), position.y - (player->render.position.y - position.y),
position.z - (player->render.position.z - position.z)
};
return false;
}