#include "Contents/Effects/Level99Effect.h" #include "Contents/Effects/EffectMemoryMgr.h" #include "Contents/Effects/Particle.h" #include "Utility/Math/AffineMatrix.h" #include // OFFSET: 0x00B6A0A0 // FUNCTION: fn_19079 CLevel99Effect::CLevel99Effect() : CEffect(200) { } // OFFSET: 0x00B6A250 // FUNCTION: fn_19081 void CLevel99Effect::Slot08(int red, int green, int blue) { for (CParticle* sparkle : this->sparkles) { sparkle->SetColor(red, green, blue); } for (CParticle* sprite : this->sprites) { sprite->SetColor(red, green, blue); } } // OFFSET: 0x00B6A2D0 // FUNCTION: fn_19082 void CLevel99Effect::Slot11(std::string name) { for (auto it = this->sparkles.begin(); it != this->sparkles.end(); ++it) { (*it)->SetTexture(name); } for (auto it = this->sprites.begin(); it != this->sprites.end(); ++it) { (*it)->SetTexture(name); } } // OFFSET: 0x00B6A520 // FUNCTION: fn_19083 void CLevel99Effect::AddRings() { int row = 0; int startAngle = 0; int tilt = 55; do { for (int segment = 0; segment < 22; ++segment) { CParticle* particle = CreateParticle(reinterpret_cast(this->position), 13); if (!particle) { continue; } particle->SetTexture("effect\\ring_blue.tga"); particle->unknown_0004 = this->id; particle->unknown_000C = segment; particle->unknown_0010 = row; particle->unknown_0008 = 3; particle->alpha = 120; particle->SetColor(100, 100, 255); *reinterpret_cast(&particle->unknown_00C4) = static_cast(startAngle); particle->unknown_0050 = 315; particle->unknown_00C0 = 15.0f - static_cast(row) * 2.0f; particle->scale = static_cast(row) * 0.2f + 3.9f; particle->unknown_004C = tilt; particle->unknown_0054 = 0.0f; InitParticleQuad(particle->vertices); this->sprites.push_back(particle); const int index = particle->unknown_000C; const float radius = g_sinTable[index * 9] * particle->unknown_00C0; const float baseAngle = *reinterpret_cast(&particle->unknown_00C4); const int angle = static_cast(static_cast(particle->unknown_0050 / 20.0f) * index + baseAngle) % 360; const int ringTilt = particle->unknown_004C; const float spread = radius * g_cosTable[ringTilt]; const float cosine = g_cosTable[angle]; const float sine = g_sinTable[angle]; const float height = radius * g_sinTable[ringTilt]; vector3d points[2] = {}; points[0].x = particle->scale * cosine; points[0].y = 0.0f; points[0].z = particle->scale * sine; points[1].x = points[0].x + spread * cosine; points[1].y = 0.0f - height; points[1].z = points[0].z + spread * sine; 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 (index != 0) { particle->vertices[0].x = this->unknown_00CC[1].x; particle->vertices[0].y = this->unknown_00CC[1].y; particle->vertices[0].z = this->unknown_00CC[1].z; particle->vertices[2].x = this->unknown_00CC[0].x; particle->vertices[2].y = this->unknown_00CC[0].y; particle->vertices[2].z = this->unknown_00CC[0].z; } this->unknown_00CC[0] = points[0]; this->unknown_00CC[1] = points[1]; } ++row; tilt -= 5; startAngle += 90; } while (tilt > 40); } // OFFSET: 0x00B6AA60 // FUNCTION: fn_19084 void CLevel99Effect::Close() { for (CParticle* sparkle : this->sparkles) { FreeParticle(sparkle); } this->sparkles.clear(); for (CParticle* sprite : this->sprites) { FreeParticle(sprite); } this->sprites.clear(); } // OFFSET: 0x00B6AAD0 // FUNCTION: fn_19085 void CLevel99Effect::Slot01() { int index = 0; int tilt = 0; int angle = 0; do { CParticle* particle = CreateParticle(reinterpret_cast(this->position), 13); if (particle) { particle->SetTexture("effect\\pikapika2.bmp"); particle->unknown_0004 = this->id; particle->unknown_000C = index; particle->unknown_0010 = 0; particle->unknown_0008 = 1; particle->alpha = 200; *reinterpret_cast(&particle->unknown_00C4) = static_cast(angle); particle->unknown_004C = tilt; particle->scale = 9.0f; InitParticleQuad(particle->vertices); this->sparkles.push_back(particle); } tilt += 180; angle += 22; ++index; } while (angle < 44); this->AddRings(); } // OFFSET: 0x00B6ABB0 // FUNCTION: fn_19086 bool CLevel99Effect::Slot06() { return this->ActorExists(); } // OFFSET: 0x00B6AC90 // FUNCTION: fn_19087 void CLevel99Effect::Slot03() { for (auto it = this->sparkles.begin(); it != this->sparkles.end(); ++it) { (*it)->position.x = this->position[0]; (*it)->position.y = this->position[1]; (*it)->position.z = this->position[2]; if (CParticle* particle = *it) { matrix rotation; std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values)); rotation.MakeZRotation(*reinterpret_cast(&particle->unknown_00C4) / 180.0f * 3.141592f); rotation.AppendXRotation(1.570796f); int phase = particle->unknown_004C + 3; if (phase >= 360) { phase -= 360; } particle->unknown_004C = phase; matrix scale; std::memcpy(scale.values, g_identityMatrix, sizeof(scale.values)); const float size = (g_sinTable[phase] + 1.0f) * (particle->scale * 0.1f) + particle->scale; scale.SetScale(size, size, 1.0f); matrix result; result.Compose(scale, rotation); particle->transform = result; } ++(*it)->unknown_00E8; } for (auto it = this->sprites.begin(); it != this->sprites.end(); ++it) { (*it)->position.x = this->position[0]; (*it)->position.y = this->position[1]; (*it)->position.z = this->position[2]; if (CParticle* particle = *it) { float& baseAngle = *reinterpret_cast(&particle->unknown_00C4); const float degrees = static_cast(static_cast(static_cast(particle->unknown_0010) + baseAngle + 3.0f)); baseAngle = degrees; matrix rotation; std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values)); rotation.MakeYRotation(degrees / 180.0f * 3.141592f); particle->transform = rotation; } ++(*it)->unknown_00E8; } } // OFFSET: 0x00B6B0E0 // FUNCTION: fn_19088 void CLevel99Effect::Slot04() { for (CParticle* sparkle : this->sparkles) { if (sparkle) { sparkle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true); } } for (CParticle* sprite : this->sprites) { if (sprite && sprite->unknown_000C > 0) { const int frame = sprite->unknown_000C; ParticleQuad quad; quad.billboard = false; quad.top = 0.0f; quad.bottom = 1.0f; quad.left = static_cast(frame - 1) / 21.0f; quad.right = static_cast(frame) / 21.0f; quad.unused = false; quad.depth = true; sprite->Render(quad); } } }