#include "Contents/Effects/MapMagicZoneEffect.h" #include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeMgr.h" #include "Contents/Camera/Camera.h" #include "Contents/Effects/EffectMemoryMgr.h" #include "Contents/Effects/Particle.h" #include "Utility/Math/AffineMatrix.h" #include // OFFSET: 0x00B6DCB0 // FUNCTION: fn_19112 void CMapMagicZoneEffect::AddSpinner(int kind) { CParticle* particle = CreateParticle(reinterpret_cast(this->position), 5); if (particle) { particle->unknown_0004 = this->id; particle->unknown_000C = 0; particle->unknown_0010 = 0; particle->unknown_0008 = 1; if (kind == 0) { particle->SetTexture("effect\\mjin2.tga"); *reinterpret_cast(&particle->unknown_00C4) = 0.0f; particle->alpha = 200; particle->unknown_0054 = -0.5f; } else if (kind == 1) { particle->SetTexture("effect\\mjin.tga"); *reinterpret_cast(&particle->unknown_00C4) = 45.0f; particle->alpha = 50; particle->unknown_0054 = -0.4f; } particle->scale = 30.0f; particle->unknown_004C = 0; InitParticleQuad(particle->vertices); this->spinners.push_back(particle); } } // OFFSET: 0x00B6E130 // FUNCTION: fn_19113 void CMapMagicZoneEffect::Close() { for (std::vector::iterator it = this->spinners.begin(); it != this->spinners.end(); ++it) { FreeParticle(*it); } this->spinners.clear(); for (std::vector::iterator it = this->petals.begin(); it != this->petals.end(); ++it) { FreeParticle(*it); } this->petals.clear(); for (std::vector::iterator it = this->ribbon.begin(); it != this->ribbon.end(); ++it) { FreeParticle(*it); } this->ribbon.clear(); } // OFFSET: 0x00B6E1D0 // FUNCTION: fn_19114 void CMapMagicZoneEffect::Slot01() { this->AddSpinner(0); this->AddSpinner(1); int index = 0; for (int angle = 0; angle < 360; angle += 180) { CParticle* particle = CreateParticle(reinterpret_cast(this->position), 5); if (particle) { particle->unknown_0004 = this->id; particle->unknown_000C = index; particle->unknown_0010 = 0; particle->unknown_0008 = 1; particle->SetTexture("effect\\pikapika2.bmp"); particle->scale = 46.0f; particle->unknown_004C = angle; *reinterpret_cast(&particle->unknown_00C4) = 0.0f; particle->alpha = 25; particle->unknown_0054 = -1.0f; InitParticleQuad(particle->vertices); this->petals.push_back(particle); } ++index; } int row = 0; int angle = 0; for (int height = 55; height > 40; height -= 5) { for (int segment = 0; segment <= 21; ++segment) { CParticle* particle = CreateParticle(reinterpret_cast(this->position), 5); if (particle) { particle->SetTexture("effect\\ring_blue.tga"); particle->unknown_0010 = row; particle->unknown_0004 = this->id; particle->unknown_000C = segment; particle->unknown_0008 = 3; particle->alpha = 50; *reinterpret_cast(&particle->unknown_00C4) = static_cast(angle); particle->unknown_0050 = 315; particle->unknown_00C0 = 15.0f - (static_cast(row) + static_cast(row)); particle->scale = static_cast(row) * 0.2f + 12.9f; particle->unknown_004C = height; particle->unknown_0054 = 0.0f; InitParticleQuad(particle->vertices); this->ribbon.push_back(particle); } } ++row; angle += 90; } } // OFFSET: 0x00B6E3B0 // FUNCTION: fn_19115 bool CMapMagicZoneEffect::Slot06() { return this->ActorExists(); } // OFFSET: 0x00B6E3C0 // FUNCTION: fn_19116 void CMapMagicZoneEffect::Slot03() { for (std::vector::iterator it = this->spinners.begin(); it != this->spinners.end(); ++it) { CParticle* particle = *it; particle->position.x = this->position[0]; particle->position.y = this->position[1]; particle->position.z = this->position[2]; ++particle->unknown_00E8; this->UpdateSpinner(particle); } for (std::vector::iterator it = this->petals.begin(); it != this->petals.end(); ++it) { CParticle* particle = *it; particle->position.x = this->position[0]; particle->position.y = this->position[1]; particle->position.z = this->position[2]; ++particle->unknown_00E8; vector3d corners[4]{}; const int angle = particle->unknown_000C * 23; particle->unknown_004C = (particle->unknown_004C + 3) % 360; const float radius = (g_sinTable[particle->unknown_004C] + 1.0f) * (particle->scale * 0.1f) + particle->scale * 0.8f; const float height = particle->unknown_0054; for (int corner = 0; corner < 4; ++corner) { const int index = (angle + corner * 90) % 360; corners[corner].x = radius * g_cosTable[index]; corners[corner].y = height; corners[corner].z = radius * g_sinTable[index]; } particle->vertices[0].x = corners[0].x; particle->vertices[0].y = corners[0].y; particle->vertices[0].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; particle->vertices[3].x = corners[2].x; particle->vertices[3].y = corners[2].y; particle->vertices[3].z = corners[2].z; particle->vertices[2].x = corners[3].x; particle->vertices[2].y = corners[3].y; particle->vertices[2].z = corners[3].z; 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; } for (std::vector::iterator it = this->ribbon.begin(); it != this->ribbon.end(); ++it) { CParticle* particle = *it; particle->position.x = this->position[0]; particle->position.y = this->position[1]; particle->position.z = this->position[2]; ++particle->unknown_00E8; float& spinAngle = *reinterpret_cast(&particle->unknown_00C4); spinAngle = static_cast(static_cast(particle->unknown_0010 + spinAngle + 3.0f)); 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 float wave = g_sinTable[segment * 9] * particle->unknown_00C0; const int step = static_cast(static_cast(particle->unknown_0050) / 20.0f); const int angle = static_cast(static_cast(step * segment) + spinAngle) % 360; const float flat = wave * g_cosTable[particle->unknown_004C]; const float rise = wave * g_sinTable[particle->unknown_004C]; vector3d points[2]{}; points[0].x = particle->scale * g_cosTable[angle]; points[0].z = particle->scale * g_sinTable[angle]; points[1].x = points[0].x + flat * g_cosTable[angle]; points[1].y = points[0].y - rise; points[1].z = points[0].z + flat * g_sinTable[angle]; particle->vertices[3].x = points[0].x; particle->vertices[3].y = points[0].y; particle->vertices[3].z = points[0].z; particle->vertices[1].x = points[1].x; particle->vertices[1].y = points[1].y; particle->vertices[1].z = points[1].z; if (segment != 0) { particle->vertices[0].x = this->previousOuter.x; particle->vertices[0].y = this->previousOuter.y; particle->vertices[0].z = this->previousOuter.z; particle->vertices[2].x = this->previousInner.x; particle->vertices[2].y = this->previousInner.y; particle->vertices[2].z = this->previousInner.z; } this->previousInner = points[0]; this->previousOuter = points[1]; } } // OFFSET: 0x00B6E8F0 // FUNCTION: fn_19117 void CMapMagicZoneEffect::UpdateSpinner(CParticle* particle) { if (particle) { vector3d corners[4]{}; float& spinAngle = *reinterpret_cast(&particle->unknown_00C4); const int angle = static_cast(spinAngle + 1.0f); spinAngle = static_cast(angle % 360); const float radius = (g_sinTable[particle->unknown_004C] + 1.0f) * (particle->scale * 0.1f) + particle->scale * 0.8f; const float height = particle->unknown_0054; for (int corner = 0; corner < 4; ++corner) { const int index = (angle + corner * 90) % 360; corners[corner].x = radius * g_cosTable[index]; corners[corner].y = height; corners[corner].z = radius * g_sinTable[index]; } particle->vertices[0].x = corners[0].x; particle->vertices[0].y = corners[0].y; particle->vertices[0].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; particle->vertices[3].x = corners[2].x; particle->vertices[3].y = corners[2].y; particle->vertices[3].z = corners[2].z; particle->vertices[2].x = corners[3].x; particle->vertices[2].y = corners[3].y; particle->vertices[2].z = corners[3].z; 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; } } // OFFSET: 0x00B6F010 // FUNCTION: fn_19118 void CMapMagicZoneEffect::Slot04() { for (std::vector::iterator it = this->spinners.begin(); it != this->spinners.end(); ++it) { CParticle* particle = *it; if (particle) { particle->destinationBlend = 6; particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true); } } for (std::vector::iterator it = this->petals.begin(); it != this->petals.end(); ++it) { CParticle* particle = *it; if (particle) { particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true); } } for (std::vector::iterator it = this->ribbon.begin(); it != this->ribbon.end(); ++it) { CParticle* particle = *it; if (particle && particle->unknown_000C > 0) { const int segment = particle->unknown_000C; particle->destinationBlend = 6; const ParticleQuad quad = {false, 0.0f, 1.0f, static_cast(segment - 1) / 21.0f, static_cast(segment) / 21.0f, false, true}; particle->Render(quad); } } }