#include "Contents/Effects/LightSphereEffect.h" #include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeMgr.h" #include "Contents/Camera/Camera.h" #include "Contents/Effects/Particle.h" #include "Utility/Math/AffineMatrix.h" #include "Utility/Math/Vector3d.h" #include #include // OFFSET: 0x00B6C9F0 // FUNCTION: fn_19103 CLightSphereEffect::CLightSphereEffect() : CEffect(-1), spheres(), rays() { } // OFFSET: 0x00B6D160 // FUNCTION: fn_19108 bool CLightSphereEffect::Slot06() { std::vector::iterator sphere = this->spheres.begin(); for (; sphere != this->spheres.end(); ++sphere) { if ((*sphere)->alpha > 0) { break; } } std::vector::iterator ray = this->rays.begin(); for (; ray != this->rays.end(); ++ray) { if ((*ray)->alpha > 0) { break; } } return sphere != this->spheres.end() || ray != this->rays.end(); } // OFFSET: 0x00B6D1C0 // FUNCTION: fn_19109 void CLightSphereEffect::Slot03() { for (std::vector::iterator it = this->spheres.begin(); it != this->spheres.end(); ++it) { CParticle* particle = *it; vector3d& position = particle->position; position.x = this->position[0]; position.y = this->position[1]; position.z = this->position[2]; if (particle != nullptr) { if (particle->unknown_00E8 < 300) { const int alpha = particle->alpha + 1; particle->alpha = alpha >= 255 ? 255 : alpha; } else { const int alpha = particle->alpha - 1; particle->alpha = alpha < 0 ? 0 : alpha; } float& phase = *reinterpret_cast(particle->unknown_0058); const int spin = (static_cast(phase) + 2) % 360; phase = static_cast(spin); const float scale = particle->scale * g_sinTable[spin] * 0.05f + particle->scale; matrix rotation; std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values)); rotation.MakeXRotation(static_cast(g_modeMgr.GetGameMode())->camera->camera.pitch / 180.0f * 3.141592f); matrix scaling; std::memcpy(scaling.values, g_identityMatrix, sizeof(scaling.values)); scaling.SetScale(scale, scale, 1.0f); matrix billboard; billboard.Compose(scaling, rotation); matrix translation; std::memcpy(translation.values, g_identityMatrix, sizeof(translation.values)); translation.MakeTranslate(0.0f, particle->unknown_0054, 0.0f); matrix transform; transform.Compose(billboard, translation); particle->transform = transform; } ++particle->unknown_00E8; } for (std::vector::iterator it = this->rays.begin(); it != this->rays.end(); ++it) { CParticle* particle = *it; vector3d& position = particle->position; position.x = this->position[0]; position.y = this->position[1]; position.z = this->position[2]; if (particle != nullptr) { float scale = particle->scale; if (scale < 10.0f) { scale *= 1.02f; } particle->scale = scale; int alpha = particle->alpha; if (particle->unknown_00E8 > 500) { --alpha; if (alpha < 0) { alpha = 0; } } particle->alpha = alpha; const int previous = particle->unknown_0050; const int roll = std::rand() % 2; const int phase = (previous + 1 + (roll < 0 ? 0 : roll)) % 360; particle->unknown_0050 = phase; vector3d points[3]{}; const float radius = particle->scale * g_sinTable[phase] + particle->scale; const int pitch = particle->unknown_004C; const int yaw = static_cast(*reinterpret_cast(&particle->unknown_00C4)); const float flat = radius * g_cosTable[pitch]; points[0].x = flat * g_cosTable[yaw]; points[0].y = radius * g_sinTable[pitch] - particle->unknown_0054; points[0].z = flat * g_sinTable[yaw]; if (*reinterpret_cast(particle->unknown_0058) == 0.0f) { points[1].x = -0.5f; points[1].y = -particle->unknown_0054; points[1].z = 0.0f; points[2].x = 0.5f; points[2].y = -particle->unknown_0054; points[2].z = 0.0f; } else { points[1].x = 0.0f; points[1].y = -particle->unknown_0054; points[1].z = -0.5f; points[2].x = 0.0f; points[2].y = -particle->unknown_0054; points[2].z = 0.5f; } particle->vertices[0].x = points[0].x; particle->vertices[0].y = points[0].y; particle->vertices[0].z = points[0].z; particle->vertices[1].x = points[0].x; particle->vertices[1].y = points[0].y; particle->vertices[1].z = points[0].z; particle->vertices[2].x = points[1].x; particle->vertices[2].y = points[1].y; particle->vertices[2].z = points[1].z; particle->vertices[3].x = points[2].x; particle->vertices[3].y = points[2].y; particle->vertices[3].z = points[2].z; } ++particle->unknown_00E8; } } // OFFSET: 0x00B6D990 // FUNCTION: fn_19110 void CLightSphereEffect::Slot04() { for (std::vector::iterator it = this->spheres.begin(); it != this->spheres.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->rays.begin(); it != this->rays.end(); ++it) { CParticle* particle = *it; if (particle) { particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true); } } }