Decompile 3 functions in Source/Contents/Effects/EffectPrimitiveSweeps.cpp

Batch #11991 by Yommy: 0 byte-identical, 3 confirmed by peer review.

- fn_19991 CEffectPrim::RenderJitterSweeps: logic confirmed by peer review
- fn_19992 CEffectPrim::RenderBladeQuads: logic confirmed by peer review
- fn_19994 CEffectPrim::RenderArcWalls: logic confirmed by peer review

Peer-reviewed-by: dori, cremane, codeplay
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
This commit is contained in:
ragnarok-clanker 2026-11-05 14:47:26 +00:00
commit bb2a983bba

View file

@ -213,6 +213,10 @@ void CEffectPrim::RenderTrailingArc(matrix& wtm) {
// OFFSET: 0x00BF34D0
// FUNCTION: fn_19992
void CEffectPrim::RenderBladeQuads(matrix& wtm) {
vector3d vec1{};
vector3d vec2{};
vector3d vec3{};
vector3d vec4{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
@ -226,10 +230,6 @@ void CEffectPrim::RenderBladeQuads(matrix& wtm) {
int angle2 = angle + (angle < 358 ? 2 : -358);
int angle3 = angle + (angle < 182 ? 178 : -182);
int angle4 = angle + (angle < 178 ? 182 : -178);
vector3d vec1;
vector3d vec2;
vector3d vec3;
vector3d vec4;
vec1.x = slot.distance * g_cosTable[angle1] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
vec1.y = slot.distance * g_cosTable[angle1] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
vec1.z = slot.distance * g_sinTable[angle1] + slot.vecBNow.z;
@ -364,32 +364,31 @@ void CEffectPrim::RenderArcWalls(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
if (this->state.slots[ec].life != 1) {
continue;
}
const int step = slot.fullDisplayAngle / 4;
const int step = this->state.slots[ec].fullDisplayAngle / 4;
int i = 0;
for (int offset = 0; offset <= slot.fullDisplayAngle; offset += step) {
int angle = (slot.rotStart + offset) % 360;
if (slot.fullDisplayAngle == 360 && i == 4) {
angle = slot.rotStart;
for (int offset = 0; offset <= this->state.slots[ec].fullDisplayAngle; offset += step) {
int angle = (this->state.slots[ec].rotStart + offset) % 360;
if (this->state.slots[ec].fullDisplayAngle == 360 && i == 4) {
angle = this->state.slots[ec].rotStart;
}
const float baseX = slot.distance * g_cosTable[angle];
const float baseZ = slot.distance * g_sinTable[angle];
const float rise = slot.height[i];
const float riseX = rise * g_cosTable[slot.riseAngle];
curB.x = baseX + slot.vecBNow.x + slot.vecTPre.x;
curB.y = slot.vecBNow.y + 0.0f + slot.vecTPre.y;
curB.z = baseZ + slot.vecBNow.z + slot.vecTPre.z;
curT.y = slot.vecBNow.y - rise * g_sinTable[slot.riseAngle] + slot.vecTPre.y;
curT.x = riseX * g_cosTable[angle] + baseX + slot.vecBNow.x + slot.vecTPre.x;
curT.z = riseX * g_sinTable[angle] + baseZ + slot.vecBNow.z + slot.vecTPre.z;
const float baseX = this->state.slots[ec].distance * g_cosTable[angle];
const float baseZ = this->state.slots[ec].distance * g_sinTable[angle];
const float rise = this->state.slots[ec].height[i];
const float riseX = rise * g_cosTable[this->state.slots[ec].riseAngle];
curB.x = baseX + this->state.slots[ec].vecBNow.x + this->state.slots[ec].vecTPre.x;
curB.y = this->state.slots[ec].vecBNow.y + 0.0f + this->state.slots[ec].vecTPre.y;
curB.z = baseZ + this->state.slots[ec].vecBNow.z + this->state.slots[ec].vecTPre.z;
curT.y = this->state.slots[ec].vecBNow.y - rise * g_sinTable[this->state.slots[ec].riseAngle] + this->state.slots[ec].vecTPre.y;
curT.x = riseX * g_cosTable[angle] + baseX + this->state.slots[ec].vecBNow.x + this->state.slots[ec].vecTPre.x;
curT.z = riseX * g_sinTable[angle] + baseZ + this->state.slots[ec].vecBNow.z + this->state.slots[ec].vecTPre.z;
if (i > 0) {
this->RenderTeiRect(&rpCnt, slot.alphaB / 5, prevB, curB, prevT, curT, wtm, 1, 0, 0, 255, 10, 10, 0.0f, 1.0f, 0.0f, 1.0f, 0);
this->RenderTeiRect(&rpCnt, this->state.slots[ec].alphaB / 5, prevB, curB, prevT, curT, wtm, 1, 0, 0, 255, 10, 10, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
++i;
@ -401,25 +400,25 @@ void CEffectPrim::RenderArcWalls(matrix& wtm) {
}
i = 0;
for (int offset = 0; offset <= slot.fullDisplayAngle; offset += step) {
int angle = (slot.rotStart + 45 + offset) % 360;
if (slot.fullDisplayAngle == 360 && i == 4) {
angle = slot.rotStart;
for (int offset = 0; offset <= this->state.slots[ec].fullDisplayAngle; offset += step) {
int angle = (this->state.slots[ec].rotStart + 45 + offset) % 360;
if (this->state.slots[ec].fullDisplayAngle == 360 && i == 4) {
angle = this->state.slots[ec].rotStart;
}
const float baseX = slot.distance * g_cosTable[angle] * 1.5f;
const float baseZ = slot.distance * g_sinTable[angle] * 1.5f;
const float rise = slot.height[i];
const float riseX = rise * g_cosTable[slot.riseAngle];
curB.x = baseX + slot.vecBNow.x + slot.vecTPre.x;
curB.y = slot.vecBNow.y + 0.0f + slot.vecTPre.y;
curB.z = baseZ + slot.vecBNow.z + slot.vecTPre.z;
curT.y = slot.vecBNow.y - rise * g_sinTable[slot.riseAngle] + slot.vecTPre.y;
curT.x = riseX * g_cosTable[angle] + baseX + slot.vecBNow.x + slot.vecTPre.x;
curT.z = riseX * g_sinTable[angle] + baseZ + slot.vecBNow.z + slot.vecTPre.z;
const float baseX = this->state.slots[ec].distance * g_cosTable[angle] * 1.5f;
const float baseZ = this->state.slots[ec].distance * g_sinTable[angle] * 1.5f;
const float rise = this->state.slots[ec].height[i];
const float riseX = rise * g_cosTable[this->state.slots[ec].riseAngle];
curB.x = baseX + this->state.slots[ec].vecBNow.x + this->state.slots[ec].vecTPre.x;
curB.y = this->state.slots[ec].vecBNow.y + 0.0f + this->state.slots[ec].vecTPre.y;
curB.z = baseZ + this->state.slots[ec].vecBNow.z + this->state.slots[ec].vecTPre.z;
curT.y = this->state.slots[ec].vecBNow.y - rise * g_sinTable[this->state.slots[ec].riseAngle] + this->state.slots[ec].vecTPre.y;
curT.x = riseX * g_cosTable[angle] + baseX + this->state.slots[ec].vecBNow.x + this->state.slots[ec].vecTPre.x;
curT.z = riseX * g_sinTable[angle] + baseZ + this->state.slots[ec].vecBNow.z + this->state.slots[ec].vecTPre.z;
if (i > 0) {
this->RenderTeiRect(&rpCnt, i - 1, slot.alphaB, slot.alphaB, prevB, curB, curT, prevT, wtm, 0);
this->RenderTeiRect(&rpCnt, i - 1, this->state.slots[ec].alphaB, this->state.slots[ec].alphaB, prevB, curB, curT, prevT, wtm, 0);
}
++i;
@ -435,12 +434,14 @@ void CEffectPrim::RenderArcWalls(matrix& wtm) {
// OFFSET: 0x00BF2AC0
// FUNCTION: fn_19991
void CEffectPrim::RenderJitterSweeps(matrix& wtm) {
vector3d previousBottom[20] = {};
vector3d previousTop[20] = {};
vector3d bottom[20] = {};
vector3d top[20] = {};
vector3d bottoms[20] = {};
vector3d bottomsCopy[20] = {};
vector3d tops[20] = {};
vector3d topsCopy[20] = {};
vector3d lastBottom = {};
vector3d currentBottom = {};
vector3d lastTop = {};
vector3d currentTop = {};
int count = 0;
for (int layer = 0; layer < 4; ++layer) {
@ -449,9 +450,9 @@ void CEffectPrim::RenderJitterSweeps(matrix& wtm) {
float jitterX[21];
float jitterZ[21];
for (int i = 0; i < slot.vecTNow.y; ++i) {
jitterY[i] = static_cast<float>(std::rand() % 7) * 0.1f - 0.3f;
jitterX[i] = static_cast<float>(std::rand() % 7) * 0.1f - 0.3f;
jitterZ[i] = static_cast<float>(std::rand() % 7) * 0.1f - 0.3f;
jitterY[i] = static_cast<float>(std::max(std::rand() % 7, 0)) * 0.1f - 0.3f;
jitterX[i] = static_cast<float>(std::max(std::rand() % 7, 0)) * 0.1f - 0.3f;
jitterZ[i] = static_cast<float>(std::max(std::rand() % 7, 0)) * 0.1f - 0.3f;
}
if (slot.life != 1 || slot.alphaB <= 0 || slot.process <= 0) {
@ -461,16 +462,22 @@ void CEffectPrim::RenderJitterSweeps(matrix& wtm) {
for (int i = 0; i < slot.vecTNow.y; ++i) {
float height1 = slot.height[i];
float height2 = slot.height[i + 1];
float radius1 = height1 > 0.0f ? height1 / 90.0f * slot.distance : 0.0f;
float radius2 = height2 > 0.0f ? height2 / 90.0f * slot.distance : 0.0f;
float radius1 = 0.0f;
if (height1 > 0.0f) {
radius1 += height1 / 90.0f * slot.distance;
}
float radius2 = 0.0f;
if (height2 > 0.0f) {
radius2 += height2 / 90.0f * slot.distance;
}
const short angle = slot.riseAngle;
vector3d start;
vector3d end;
start.x = g_cosTable[angle] * radius1 + jitterX[i];
start.y = -slot.distance * g_sinTable[static_cast<short>(height1)] * slot.vecTNow.x + jitterY[i] - 2.0f;
start.y = -slot.distance * g_sinTable[static_cast<short>(height1)] * slot.vecTNow.x + (jitterY[i] - 2.0f);
start.z = g_sinTable[angle] * radius1 + jitterZ[i];
end.x = g_cosTable[angle] * radius2 + jitterX[i + 1];
end.y = -slot.distance * g_sinTable[static_cast<short>(height2)] * slot.vecTNow.x + jitterY[i + 1] - 2.0f;
end.y = -slot.distance * g_sinTable[static_cast<short>(height2)] * slot.vecTNow.x + (jitterY[i + 1] - 2.0f);
end.z = g_sinTable[angle] * radius2 + jitterZ[i + 1];
short facing = static_cast<short>(height2);
Get_Angle(start.x - end.x, start.z - end.z, &facing);
@ -486,36 +493,50 @@ void CEffectPrim::RenderJitterSweeps(matrix& wtm) {
}
if (i > 0 && i < 19) {
for (int ring = 0; ring < 4; ++ring) {
const int turn = ring * 120;
for (int ring = 0, turn = 0; turn <= 360; ++ring, turn += 120) {
const float rise = slot.maxHeight * g_sinTable[turn];
const float radial = slot.maxHeight * g_cosTable[turn];
const float dx = radial * g_cosTable[facing];
const float dz = radial * g_sinTable[facing];
vector3d currentBottom = {start.x + dx, start.y + rise, start.z + dz};
vector3d currentTop = {end.x + dx, end.y + rise, end.z + dz};
if (ring > 0 && layer == 0 && slot.alphaB - i * 5 > 0) {
unsigned char green = static_cast<unsigned char>(i * 3);
unsigned char blue = green;
if (this->state.slots[0].fullDisplayAngle == 3) {
blue = static_cast<unsigned char>(std::rand() % 26 + 100);
green = static_cast<unsigned char>(std::rand() % 51);
currentBottom.x = start.x + dx;
currentBottom.y = start.y + rise;
currentBottom.z = start.z + dz;
currentTop.x = end.x + dx;
currentTop.y = end.y + rise;
currentTop.z = end.z + dz;
if (ring > 0) {
const int alpha = slot.alphaB - i * 5;
if (alpha > 0 && layer == 0) {
unsigned char green;
unsigned char blue;
if (this->state.slots[0].fullDisplayAngle == 3) {
blue = static_cast<unsigned char>(std::max(std::rand() % 26, 0) + 100);
green = static_cast<unsigned char>(std::max(std::rand() % 51, 0));
} else {
green = static_cast<unsigned char>(i * 3);
blue = green;
}
this->RenderTeiRect(&count, static_cast<short>(alpha), currentBottom, currentTop, lastTop, lastBottom,
wtm, 0, 0, 1, 255, green, blue, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
this->RenderTeiRect(&count, static_cast<short>(slot.alphaB - i * 5), currentBottom, currentTop, lastBottom, lastTop,
wtm, 0, 0, 1, 255, green, blue, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
lastBottom = currentBottom;
lastTop = currentTop;
}
if (layer == 0) {
previousBottom[i] = bottom[i] = lastBottom;
previousTop[i] = top[i] = lastTop;
bottoms[i] = currentBottom;
bottomsCopy[i] = currentBottom;
tops[i] = currentTop;
topsCopy[i] = currentTop;
} else {
int alpha = slot.alphaB;
if (layer == 1) alpha /= 3;
else if (layer == 2) alpha /= 2;
this->RenderTeiRect(&count, static_cast<short>(alpha), lastBottom, lastTop, previousTop[i], previousBottom[i],
if (layer == 1) {
alpha /= 3;
} else if (layer == 2) {
alpha /= 2;
}
this->RenderTeiRect(&count, static_cast<short>(alpha), currentBottom, currentTop, tops[i], bottoms[i],
wtm, 0, 0, 1, 255, 0, 0, 0.0f, 1.0f, 0.0f, 1.0f, 0);
}
}