#include "Contents/Combat/CombatTypes.h" #include "Contents/Effects/EffectTypes.h" #include "Contents/Effects/ThrowEffects.h" #include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeMgr.h" #include "Contents/Actors/GameActor.h" #include "Contents/Camera/Camera.h" #include "Contents/Effects/EffectLists.h" #include "Contents/Effects/EffectMemoryMgr.h" #include "Contents/Effects/Particle.h" #include "Contents/World/World.h" #include "Utility/Math/AffineMatrix.h" #include #include // OFFSET: 0x00B7CB10 // FUNCTION: fn_19227 CThrowItemEffect::CThrowItemEffect() : CEffect(-1), travelFrames(0), launchDelay(0), projectileCount(1), trailCount(4), heightDelta(0), arcHeight(0), trailX(0), trailY(0), trailZ(0) { } // OFFSET: 0x00B7CCC0 // FUNCTION: fn_19229 void CThrowItemEffect::Close() { for (auto it = this->particles.begin(); it != this->particles.end(); ++it) { FreeParticle(*it); } this->particles.clear(); } // OFFSET: 0x00B7CD30 // FUNCTION: fn_19230 void CThrowItemEffect::Open() { switch (this->id) { case EF_THROW_HAPPOKUNAI: this->projectileCount = 8; break; case EF_THROW_MULTIPLE_COIN: this->projectileCount = 10; break; case EF_KAIHOU: if (CGameActor* owner = static_cast(FindRenderObject(this->actor))) { this->projectileCount = owner->charmCount; this->trailCount = 1; } break; } for (int row = 0; row < this->projectileCount; ++row) { for (int column = 0; column < this->trailCount; ++column) { CParticle* particle = CreateParticle(reinterpret_cast(this->position), 5); if (!particle) { continue; } particle->effectId = this->id; particle->columnIndex = column; particle->rowIndex = row; particle->groupIndex = 1; switch (this->id) { case EF_THROWITEM: this->effectLifetime = 300; this->arcHeight = 30.0f; this->InitTrajectory(particle); particle->SetTexture("유저인터페이스\\item\\빈병.bmp"); particle->scale = 1.5f; particle->SetColor(135, 255, 135); particle->angleBits = 0; particle->speedParameter = particle->animationParameter / 25.0f; particle->alpha = 255; particle->offsetX = this->position[0]; particle->offsetY = this->position[1] - 8.0f; particle->offsetZ = this->position[2]; particle->destinationBlend = 6; break; case EF_THROWITEM2: particle->SetTexture("유저인터페이스\\item\\빈포션병.bmp"); this->InitPotionParticle(particle, this->effectArgument == -1 ? 1 : this->effectArgument); break; case EF_THROWITEM3: this->effectLifetime = 300; this->arcHeight = 10.0f; particle->SetTexture("유저인터페이스\\item\\돌.bmp"); particle->scale = 1.0f; particle->SetColor(255, 255, 255); particle->angleBits = 0; particle->speedParameter = 2.0f; particle->alpha = 255; particle->offsetX = this->position[0]; particle->offsetY = this->position[1] - 8.0f; particle->offsetZ = this->position[2]; particle->destinationBlend = 6; break; case EF_THROWITEM4: this->launchDelay = 5; particle->SetTexture("유저인터페이스\\item\\화염병.bmp"); this->InitFlameParticle(particle); break; case EF_THROWITEM5: particle->SetTexture("유저인터페이스\\item\\버서크포션.bmp"); this->InitPotionParticle(particle, this->effectArgument == -1 ? 1 : this->effectArgument); break; case EF_THROWITEM6: particle->SetTexture("유저인터페이스\\item\\베넘나이프.bmp"); this->InitSpinParticle(particle); break; case EF_THROWITEM7: particle->SetTexture("유저인터페이스\\item\\수리검.bmp"); this->InitSpinParticle(particle); break; case EF_THROWITEM8: particle->SetTexture("유저인터페이스\\item\\쿠나이_독.bmp"); this->InitSpinParticle(particle); break; case EF_THROWITEM9: particle->SetTexture("유저인터페이스\\item\\풍마_열화.bmp"); this->InitSpinParticle(particle); break; case EF_THROWITEM10: particle->SetTexture("effect\\coin_a.bmp"); this->InitSpinParticle(particle); break; case EF_THROWITEM11: particle->SetTexture("유저인터페이스\\item\\폭탄버섯포자.bmp"); this->InitPotionParticle(particle, this->effectArgument == -1 ? 1 : this->effectArgument); break; case EF_THROWITEM4_1: this->launchDelay = 10; particle->SetTexture("유저인터페이스\\item\\염산병.bmp"); this->InitFlameParticle(particle); break; case EF_THROW_BAKURETSU: particle->SetTexture("유저인터페이스\\item\\쿠나이_화.bmp"); this->InitSpinParticle(particle); particle->speedParameter = 1.0f; case EF_THROW_HAPPOKUNAI: this->effectLifetime = 200; this->arcHeight = 1.0f; particle->SetTexture("유저인터페이스\\item\\쿠나이_독.bmp"); particle->scale = 3.0f; particle->SetColor(255, 200, 255); *reinterpret_cast(&particle->angleBits) = 330.0f; particle->speedParameter = 1.5f; particle->alpha = 255; particle->offsetX = this->position[0]; particle->offsetZ = this->position[2]; particle->offsetY = this->position[1] - 8.0f; particle->destinationBlend = 6; if (this->sourceActor == 0) { this->sourcePosition[1] = this->position[1]; this->sourcePosition[2] = this->position[2]; this->sourcePosition[0] = this->position[0] - 8.0f; } break; case EF_THROW_MULTIPLE_COIN: this->effectLifetime = 200; this->arcHeight = 10.0f; particle->SetTexture("effect\\coin_a.bmp"); particle->scale = 2.5f; particle->SetColor(255, 200, 0); *reinterpret_cast(&particle->angleBits) = 330.0f; particle->speedParameter = 2.0f; particle->alpha = 255; particle->destinationBlend = 6; particle->offsetZ = this->position[2]; particle->offsetY = this->position[1] - 8.0f; particle->offsetX = this->position[0]; break; case EF_KAIHOU: if (CGameActor* owner = static_cast(FindRenderObject(this->actor))) { switch (owner->charmType) { case CHARM_TYPE_WATER: particle->SetTexture("effect\\WaterOrb.bmp"); particle->scale = 1.0f; break; case CHARM_TYPE_LAND: particle->SetTexture("effect\\StoneOrb.bmp"); break; case CHARM_TYPE_FIRE: particle->SetTexture("effect\\FireOrb.bmp"); break; case CHARM_TYPE_WIND: particle->SetTexture("effect\\LightningOrb.bmp"); break; } this->effectLifetime = 200; particle->scale = 2.0f; *reinterpret_cast(&particle->angleBits) = 330.0f; particle->speedParameter = 1.5f; particle->alpha = 255; particle->offsetZ = this->position[2]; particle->offsetY = this->position[1] - 15.0f; particle->offsetX = this->position[0]; } break; } this->InitTrajectory(particle); this->particles.push_back(particle); } } } // OFFSET: 0x00B7D3B0 // FUNCTION: fn_19231 void CThrowItemEffect::InitFlameParticle(CParticle* particle) { this->effectLifetime = 300; this->arcHeight = 1.0f; this->InitTrajectory(particle); particle->scale = 1.5f; particle->SetColor(255, 255, 255); particle->angleBits = 0; particle->alpha = 255; particle->speedParameter = particle->animationParameter / 25.0f; const vector3d offset = {this->position[0], this->position[1] - 8.0f, this->position[2]}; particle->offsetX = offset.x; particle->offsetY = offset.y; particle->offsetZ = offset.z; particle->destinationBlend = 6; } // OFFSET: 0x00B7D4D0 // FUNCTION: fn_19232 void CThrowItemEffect::InitPotionParticle(CParticle* particle, int kind) { this->effectLifetime = 300; this->arcHeight = 30.0f; this->InitTrajectory(particle); particle->scale = 1.5f; particle->angleBits = 0; particle->alpha = 255; particle->speedParameter = particle->animationParameter / 25.0f; const vector3d offset = {this->position[0], this->position[1] - 8.0f, this->position[2]}; particle->offsetX = offset.x; particle->offsetY = offset.y; particle->offsetZ = offset.z; if (kind != 6) { particle->destinationBlend = 6; } if (kind == 1) { particle->SetColor(255, 135, 135); } else if (kind == 2) { particle->SetColor(255, 205, 135); } else if (kind == 3) { particle->SetColor(255, 255, 135); } else if (kind == 4) { particle->SetColor(255, 255, 255); } else if (kind == 5) { particle->SetColor(135, 135, 255); } else if (kind == 6) { particle->SetColor(255, 255, 255); } } // OFFSET: 0x00B7D810 // FUNCTION: fn_19233 __declspec(noinline) void CThrowItemEffect::InitSpinParticle(CParticle* particle) { this->effectLifetime = 200; this->arcHeight = 1.0f; particle->scale = 2.0f; particle->SetColor(255, 200, 255); *reinterpret_cast(&particle->angleBits) = 330.0f; particle->speedParameter = 3.0f; particle->alpha = 255; const vector3d offset = {this->position[0], this->position[1] - 8.0f, this->position[2]}; particle->offsetX = offset.x; particle->offsetY = offset.y; particle->offsetZ = offset.z; particle->destinationBlend = 6; } // OFFSET: 0x00B7D8B0 // FUNCTION: fn_19234 void CThrowItemEffect::InitEvents() { switch (this->id) { case EF_THROWITEM7: case EF_THROWITEM8: case EF_THROWITEM9: case EF_THROWITEM10: this->AddEvent(0, "effect\\닌자_던지기.wav", 0, 0); break; case EF_THROWITEM: this->AddEvent(0, "_heal_effect.wav", 0, 0); break; case EF_THROWITEM11: this->AddEvent(0, "effect\\G스포어익스플로젼.wav", 0, 0); break; } } // OFFSET: 0x00B7DE60 // FUNCTION: fn_19235 bool CThrowItemEffect::IsAlive() { return !this->IsFinished(); } // OFFSET: 0x00B7DE70 // FUNCTION: fn_19236 void CThrowItemEffect::OnProcess() { for (auto particle = this->particles.begin(); particle != this->particles.end(); ++particle) { CParticle* target = *particle; target->position.x = this->position[0]; target->position.y = this->position[1]; target->position.z = this->position[2]; if (target != nullptr && this->launchDelay <= this->frame) { float& angle = target->speedParameter; float& rotation = *reinterpret_cast(&target->angleBits); float& offsetX = *reinterpret_cast(&target->offsetX); float& offsetY = *reinterpret_cast(&target->offsetY); float& offsetZ = *reinterpret_cast(&target->offsetZ); if (target->columnIndex == 0) { rotation = static_cast(static_cast(rotation + 45.0f) % 360); } else { this->trailAlpha -= target->columnIndex == 1 ? 150 : 25; target->alpha = this->trailAlpha; offsetX = this->trailX; offsetY = this->trailY; offsetZ = this->trailZ; rotation = this->trailRotation; } const float progress = static_cast(this->frame) / static_cast(this->travelFrames); float height = 0.0f; if (progress > 1.05f) { const int alpha = target->alpha - 20; target->alpha = alpha > 0 ? alpha : 0; } else { const int index = *reinterpret_cast(&target->effectParameters[4]); const float radius = angle / *reinterpret_cast(&target->effectParameters[0xC]); offsetX = angle * g_cosTable[index] + offsetX; offsetY = radius * this->heightDelta + offsetY; offsetZ = angle * g_sinTable[index] + offsetZ; height = g_sinTable[-static_cast(progress * -180.0f)] * this->arcHeight; } this->trailX = offsetX; this->trailY = offsetY; this->trailZ = offsetZ; this->trailRotation = rotation; this->trailAlpha = target->alpha; if (target->alpha > 0) { matrix view; std::memcpy(view.values, g_identityMatrix, sizeof(view.values)); view.MakeXRotation(static_cast(g_modeMgr.GetGameMode())->camera->camera.pitch / 180.0f * 3.141592f); view.AppendYRotation(rotation / 180.0f * 3.141592f); matrix scale; std::memcpy(scale.values, g_identityMatrix, sizeof(scale.values)); scale.SetScale(target->scale, target->scale, 1.0f); matrix translate; std::memcpy(translate.values, g_identityMatrix, sizeof(translate.values)); translate.MakeTranslate(offsetX, offsetY - height, offsetZ); matrix rotationMatrix; rotationMatrix.Compose(scale, view); matrix transform; transform.Compose(rotationMatrix, translate); target->transform = transform; if (this->id == 0x3D5 && target->rowIndex == 0 && target->columnIndex == 0) { CRenderObject* object = FindRenderObject(this->actor); if (object != nullptr) { float& objectAngle = *reinterpret_cast(reinterpret_cast(object) + 0x4C); objectAngle = static_cast(static_cast(objectAngle + 45.0f) % 360); } } } } ++target->elapsedFrames; } } // OFFSET: 0x00B7E660 // FUNCTION: fn_19237 void CThrowItemEffect::Render() { for (auto it = this->particles.begin(); it != this->particles.end(); ++it) { if (*it) { (*it)->Render(true, 0.0f, 1.0f, 0.0f, 1.0f, false, true); } } } // OFFSET: 0x00B7E700 // FUNCTION: fn_19238 void CThrowItemEffect::InitTrajectory(CParticle* particle) { const float deltaX = this->sourcePosition[0] - this->position[0]; const float deltaZ = this->sourcePosition[2] - this->position[2]; this->heightDelta = this->sourcePosition[1] - this->position[1]; const unsigned short heading = static_cast(static_cast(DirectionAngle(deltaX, deltaZ))); unsigned short offset = 0; if (this->id == 981) { offset = static_cast(static_cast(360 / this->projectileCount) * static_cast(particle->rowIndex)); } particle->phaseParameter = static_cast(heading + offset) % 360; const float distance = SquareRoot(deltaZ * deltaZ + deltaX * deltaX); particle->animationParameter = distance; for (int step = 0; step < 100; ++step) { if (static_cast(step) * particle->speedParameter > distance) { this->travelFrames = step; return; } } } // OFFSET: 0x00B7EA40 // FUNCTION: fn_19240 void CVolcanoEffect::AddRings() { int row = 0; for (int baseAngle = 0; baseAngle < 360; baseAngle += 90) { for (int segment = 0; segment <= 21; ++segment) { CParticle* particle = CreateParticle(reinterpret_cast(this->position), 5); if (!particle) { continue; } particle->effectId = this->id; particle->columnIndex = segment; particle->rowIndex = row; particle->groupIndex = 1; switch (this->id) { case EF_GANBANTEIN: particle->speedParameter = 15.0f; particle->phaseParameter = 70; particle->animationParameter = 0.0f; particle->angleParameter = 360; particle->alpha = 1; *reinterpret_cast(&particle->angleBits) = static_cast(row * 90); particle->scale = static_cast(row) + 1.0f; break; case EF_VOLCANO: case EF_DELUGE: case EF_VIOLENTGALE: case EF_LANDPROTECTOR: case EF_GUMGANG2: case EF_GUMGANG3: case EF_GUMGANG4: case EF_GUMGANG6: case EF_GUMGANG7: case EF_GUMGANG8: case EF_GUMGANG9: particle->speedParameter = 25.0f; particle->phaseParameter = 80; particle->animationParameter = 0.0f; particle->angleParameter = 360; particle->alpha = 1; *reinterpret_cast(&particle->angleBits) = static_cast(baseAngle); particle->scale = static_cast(row) + 1.0f; break; case EF_GUMGANG5: particle->alpha = 1; particle->angleParameter = 360; particle->speedParameter = 25.0f; particle->phaseParameter = 80; *reinterpret_cast(&particle->angleBits) = static_cast(row * 90); particle->animationParameter = 0.0f; particle->scale = static_cast(row) + 1.0f; particle->SetColor(0, 0, 255); break; } switch (this->id) { case EF_GANBANTEIN: case EF_LANDPROTECTOR: case EF_GUMGANG6: particle->SetTexture("effect\\ring_white.tga"); break; case EF_VOLCANO: case EF_GUMGANG7: particle->SetTexture("effect\\ring_red.tga"); break; case EF_DELUGE: case EF_GUMGANG5: particle->SetTexture("effect\\ring_blue.tga"); break; case EF_VIOLENTGALE: particle->SetTexture("effect\\magic_green.tga"); break; case EF_GUMGANG2: case EF_GUMGANG3: case EF_GUMGANG8: particle->SetTexture("effect\\ring_yellow.tga"); break; case EF_GUMGANG4: particle->SetTexture("effect\\ring_purple.tga"); break; case EF_GUMGANG9: particle->SetTexture("effect\\ring_brown.tga"); break; } InitParticleQuad(particle->vertices); this->particles.push_back(particle); } ++row; } } // OFFSET: 0x00B7EE80 // FUNCTION: fn_19241 void CVolcanoEffect::Close() { for (auto it = this->particles.begin(); it != this->particles.end(); ++it) { FreeParticle(*it); } this->particles.clear(); } // OFFSET: 0x00B7EEC0 // FUNCTION: fn_19242 void CVolcanoEffect::Open() { switch (this->id) { case EF_GANBANTEIN: case EF_VOLCANO: case EF_DELUGE: case EF_VIOLENTGALE: case EF_LANDPROTECTOR: case EF_GUMGANG2: case EF_GUMGANG3: case EF_GUMGANG4: case EF_GUMGANG5: case EF_GUMGANG6: case EF_GUMGANG7: case EF_GUMGANG8: case EF_GUMGANG9: this->AddRings(); break; } } // OFFSET: 0x00B7F190 // FUNCTION: fn_19243 bool CVolcanoEffect::IsAlive() { for (auto particle = this->particles.begin(); particle != this->particles.end(); ++particle) { if ((*particle)->alpha > 0) { return true; } } return false; } // OFFSET: 0x00B7F1C0 // FUNCTION: fn_19244 void CVolcanoEffect::OnProcess() { int fadeIn; int fadeOut; for (auto it = this->particles.begin(); it != this->particles.end(); ++it) { CParticle* particle = *it; particle->position.x = this->position[0]; particle->position.y = this->position[1]; particle->position.z = this->position[2]; if (particle) { particle->scale += this->id == EF_GUMGANG2 ? 0.1f : 0.3f; int tilt = particle->phaseParameter - 1; if (this->id == EF_GUMGANG2) { if (tilt < 30) { tilt = 30; } } else if (tilt < 40) { tilt = 40; } particle->phaseParameter = tilt; float& spin = *reinterpret_cast(&particle->angleBits); spin = static_cast(static_cast(spin) + (this->id != EF_GUMGANG2) * 2 + 3); switch (this->id) { case EF_GANBANTEIN: fadeIn = 20; fadeOut = 8; break; case EF_VOLCANO: case EF_DELUGE: case EF_VIOLENTGALE: case EF_LANDPROTECTOR: case EF_GUMGANG2: fadeIn = 20; fadeOut = 2; break; case EF_GUMGANG3: case EF_GUMGANG4: fadeIn = 10; fadeOut = 2; break; case EF_GUMGANG5: case EF_GUMGANG6: case EF_GUMGANG7: case EF_GUMGANG8: case EF_GUMGANG9: fadeIn = 20; fadeOut = 5; break; } if (particle->elapsedFrames > 10) { const int alpha = particle->alpha - fadeOut; particle->alpha = alpha > 0 ? alpha : 0; } else { particle->alpha += fadeIn; } const int segment = particle->columnIndex; const float radius = g_sinTable[segment * 9] * particle->speedParameter; const int angle = static_cast(static_cast(static_cast(static_cast(particle->angleParameter) / 20.0f) * segment) + spin) % 360; const float spread = radius * g_cosTable[tilt]; const float cosine = g_cosTable[angle]; const float sine = g_sinTable[angle]; const float height = radius * g_sinTable[tilt]; vector3d corners[2] = {}; corners[0].x = particle->scale * cosine; corners[0].y = 0.0f; corners[0].z = particle->scale * sine; corners[1].x = corners[0].x + spread * cosine; corners[1].y = 0.0f - height; corners[1].z = corners[0].z + spread * sine; particle->vertices[3].x = corners[0].x; particle->vertices[3].y = corners[0].y; particle->vertices[3].z = corners[0].z; particle->vertices[1].x = corners[1].x; particle->vertices[1].y = corners[1].y; particle->vertices[1].z = corners[1].z; if (segment != 0) { particle->vertices[0].x = this->lastOuter.x; particle->vertices[0].y = this->lastOuter.y; particle->vertices[0].z = this->lastOuter.z; particle->vertices[2].x = this->lastInner.x; particle->vertices[2].y = this->lastInner.y; particle->vertices[2].z = this->lastInner.z; } this->lastInner = corners[0]; this->lastOuter = corners[1]; } ++particle->elapsedFrames; } } // OFFSET: 0x00B7F7B0 // FUNCTION: fn_19245 void CVolcanoEffect::Render() { for (auto it = this->particles.begin(); it != this->particles.end(); ++it) { CParticle* particle = *it; if (!particle || particle->columnIndex <= 0) { continue; } particle->destinationBlend = 6; const int segment = particle->columnIndex; ParticleQuad quad; quad.billboard = false; quad.unused = false; quad.depth = true; quad.top = 0.0f; quad.bottom = 1.0f; quad.left = static_cast(segment - 1) / 21.0f; quad.right = static_cast(segment) / 21.0f; particle->Render(quad); } }