#include "Contents/Effects/ElectricEffect.h" #include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeMgr.h" #include "Contents/Actors/RenderObject.h" #include "Contents/Camera/Camera.h" #include "Contents/Effects/EffectMemoryMgr.h" #include "Contents/Effects/Particle.h" #include "Contents/Sound/SoundMgr.h" #include "Contents/World/World.h" #include "Utility/Math/AffineMatrix.h" #include #include #include // OFFSET: 0x00B4E890 // FUNCTION: fn_19002 void CElectricEffect::AddBolt(int tilt) { for (int row = 0; row < 4; ++row) { const float spin = static_cast((std::max)(rand() % 11, 0)) * 0.01f; for (int segment = 0; segment < 20; ++segment) { for (int strand = 0; strand < 4; ++strand) { CParticle* particle = CreateParticle(reinterpret_cast(this->position), 5); if (!particle) { continue; } particle->unknown_0004 = this->id; particle->unknown_000C = segment; particle->unknown_0010 = row; particle->unknown_0008 = strand; particle->SetTexture("effect\\elec1.tga"); particle->unknown_00C0 = 0.1f; particle->alpha = 0; particle->unknown_004C = tilt; particle->scale = 0.0f; *reinterpret_cast(&particle->unknown_00C4) = spin; particle->unknown_0050 = 0; InitParticleQuad(particle->vertices); this->bolts.push_back(particle); float* arc = &particle->unknown_0054; arc[20] = 9.0f; for (int index = 20; index > 0; --index) { float value = arc[index] + 9.0f; if (value > 180.0f) { value = 180.0f; } arc[index - 1] = value; } } } tilt += 45; } } // OFFSET: 0x00B4EDB0 // FUNCTION: fn_19003 void CElectricEffect::Close() { for (auto it = this->bolts.begin(); it != this->bolts.end(); ++it) { FreeParticle(*it); } this->bolts.clear(); } // OFFSET: 0x00B4EE80 // FUNCTION: fn_19004 void CElectricEffect::Slot01() { this->unknown_002C = 300; } // OFFSET: 0x00B4EF40 // FUNCTION: fn_19005 bool CElectricEffect::Slot06() { return !this->IsFinished(); } // OFFSET: 0x00B4EF50 // FUNCTION: fn_19006 void CElectricEffect::Slot03() { if (this->tick >= 20 && this->tick < 24) { this->AddBolt(0); this->AddBolt(180); } if (this->tick == 25) { CWorld* world = static_cast(g_modeMgr.GetGameMode())->scene; const vector3d& player = reinterpret_cast(world->player)->render.position; g_soundMgr->PlayWave("effect\\T_전기.wav", this->position[0] - player.x, 0.0f, this->position[2] - player.z, 250, 40, 1.0f, 0); } ++this->tick; for (auto it = this->bolts.begin(); it != this->bolts.end(); ++it) { CParticle* particle = *it; particle->position.x = this->position[0]; particle->position.y = this->position[1]; particle->position.z = this->position[2]; const float scale = particle->scale + 0.4f; ++particle->unknown_00E8; int alpha = scale > 15.0f ? particle->alpha - 2 : particle->alpha; if (particle->unknown_00E8 <= 25) { alpha += 5 + (std::max)(rand() % 4, 0); } particle->scale = scale; particle->alpha = (std::max)(alpha, 0); matrix rotation; std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values)); rotation.MakeYRotation(static_cast(g_modeMgr.GetGameMode())->camera->camera.yaw / -180.0f * 3.141592f); particle->transform = rotation; const int segment = particle->unknown_000C; const int strand = particle->unknown_0008; vector3d unused[2] = {}; if (strand == 0) { const float* arc = &particle->unknown_0054; for (int index = 0; index < 2; ++index) { const float bend = arc[segment + index]; const float radius = bend / 90.0f * particle->scale; this->path[index].x = radius * g_cosTable[particle->unknown_004C]; this->path[index].y = -particle->scale * g_sinTable[static_cast(bend)] * *reinterpret_cast(&particle->unknown_00C4); this->path[index].z = radius * g_sinTable[particle->unknown_004C]; const int jitterZ = rand() % 7; const int jitterY = rand() % 7; const int jitterX = rand() % 7; this->path[index].x += static_cast((std::max)(jitterX, 0)) * 0.1f - 2.3f; this->path[index].y += static_cast((std::max)(jitterY, 0)) * 0.1f - 0.3f; this->path[index].z += static_cast((std::max)(jitterZ, 0)) * 0.1f - 0.3f; } const float dx = this->path[0].x - this->path[1].x; const float dz = this->path[0].z - this->path[1].z; const float length = SquareRoot(dx * dx + dz * dz); const float nx = dx / length; const float nz = dz / length; short heading = 180; for (short step = 0; step <= 180; ++step) { if (nx >= g_cosTable[step]) { heading = nz < 0.0f ? static_cast(360 - step) : step; break; } } this->angle = static_cast((heading + 90) % 360); } if (segment >= 1 && segment <= 18) { const float radius = particle->unknown_00C0; const float horizontal = radius * g_cosTable[strand * 120]; const float vertical = radius * g_sinTable[strand * 120]; const float offsetX = horizontal * g_cosTable[this->angle]; const float offsetZ = horizontal * g_sinTable[this->angle]; const vector3d first = {offsetX + this->path[0].x, vertical + this->path[0].y, offsetZ + this->path[0].z}; const vector3d second = {offsetX + this->path[1].x, vertical + this->path[1].y, offsetZ + this->path[1].z}; particle->vertices[1].x = first.x; particle->vertices[1].y = first.y; particle->vertices[1].z = first.z; particle->vertices[3].x = second.x; particle->vertices[3].y = second.y; particle->vertices[3].z = second.z; if (strand != 0) { particle->vertices[0].x = this->lastEdge[0].x; particle->vertices[0].y = this->lastEdge[0].y; particle->vertices[0].z = this->lastEdge[0].z; particle->vertices[2].x = this->lastEdge[1].x; particle->vertices[2].y = this->lastEdge[1].y; particle->vertices[2].z = this->lastEdge[1].z; } this->lastEdge[0] = first; this->lastEdge[1] = second; } } } // OFFSET: 0x00B4F930 // FUNCTION: fn_19007 void CElectricEffect::Slot04() { for (CParticle* bolt : this->bolts) { if (bolt && static_cast(bolt->unknown_000C - 1) <= 17 && bolt->unknown_0008 > 0) { const int frame = bolt->unknown_000C; const int alpha = bolt->alpha; const int faded = alpha - frame * 5; bolt->alpha = faded < 0 ? 0 : faded; bolt->SetColor(static_cast(frame * 6), static_cast(frame * 6), 255); ParticleQuad quad; quad.billboard = false; quad.top = static_cast(bolt->unknown_000C - 1) / 21.0f; quad.bottom = static_cast(bolt->unknown_000C) / 21.0f; quad.left = 0.0f; quad.right = 1.0f; quad.unused = false; quad.depth = true; bolt->Render(quad); bolt->alpha = alpha; } } }