rodecomp/Source/Contents/Effects/RainbowEffect.cpp
ragnarok-clanker 8d458c0e82 Decompile 12 functions in Source/Contents/Effects/Level99Orb2Effect.cpp, Source/Contents/Effects/Level99Orb2Effect.h, ...
Batch #4747 by youko: 0 byte-identical, 12 confirmed by peer review.

- fn_19103 CLightSphereEffect::CLightSphereEffect: logic confirmed by peer review
- fn_19108 CLightSphereEffect::Slot06: logic confirmed by peer review
- fn_19109 CLightSphereEffect::Slot03: logic confirmed by peer review
- fn_19116 CMapMagicZoneEffect::Slot03: logic confirmed by peer review
- fn_19117 CMapMagicZoneEffect::UpdateSpinner: logic confirmed by peer review
- fn_19118 CMapMagicZoneEffect::Slot04: logic confirmed by peer review
- fn_19124 CPokJukEffect::Slot03: logic confirmed by peer review
- fn_19125 CPokJukEffect::Slot04: logic confirmed by peer review
- fn_19126 CPokJukEffect::FaceCamera: logic confirmed by peer review
- fn_19131 CRainbowEffect::Slot03: logic confirmed by peer review
- fn_19138 CRedLineEffect::Slot03: logic confirmed by peer review
- fn_19139 CRedLineEffect::Slot04: logic confirmed by peer review

Peer-reviewed-by: eAthena, Yommy, superintelligence, tayoba, OrangeCat
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-30 04:42:23 +00:00

170 lines
5.3 KiB
C++

#include "Contents/Effects/RainbowEffect.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 <cstring>
// OFFSET: 0x00B70CB0
// FUNCTION: fn_19128
void CRainbowEffect::Close() {
for (std::vector<CParticle*>::iterator it = this->bands.begin(); it != this->bands.end(); ++it) {
FreeParticle(*it);
}
this->bands.clear();
}
// OFFSET: 0x00B70CF0
// FUNCTION: fn_19129
void CRainbowEffect::Slot01() {
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
const int angle = (360 - static_cast<int>(mode->camera->camera.yaw)) % 360;
for (int row = 0; row < 7; ++row) {
for (int column = 0; column < 21; ++column) {
CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
if (particle) {
particle->unknown_0004 = this->id;
particle->unknown_000C = column;
particle->unknown_0010 = row;
particle->unknown_0008 = 1;
particle->SetTexture("effect\\alpha_center.tga");
particle->alpha = 0;
particle->scale = 50.0f;
particle->unknown_0050 = 180;
particle->unknown_00C4 = 0;
particle->unknown_004C = angle;
InitParticleQuad(particle->vertices);
this->bands.push_back(particle);
}
}
}
this->unknown_002C = 300;
}
// OFFSET: 0x00B70DF0
// FUNCTION: fn_19130
bool CRainbowEffect::Slot06() {
return !this->IsFinished();
}
// OFFSET: 0x00B70E00
// FUNCTION: fn_19131
void CRainbowEffect::Slot03() {
for (std::vector<CParticle*>::iterator it = this->bands.begin(); it != this->bands.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) {
int alpha = particle->alpha;
if (particle->unknown_00E8 <= 180) {
++alpha;
} else if (particle->unknown_00E8 <= 360) {
--alpha;
}
float& spinAngle = *reinterpret_cast<float*>(&particle->unknown_00C4);
spinAngle += 1.0f;
if (alpha < 0) {
alpha = 0;
}
particle->alpha = alpha >= 250 ? 250 : alpha;
matrix rotation;
std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values));
rotation.MakeYRotation(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.yaw / -180.0f * 3.141592f);
particle->transform = rotation;
const int band = particle->unknown_0010;
const int step = static_cast<int>(static_cast<float>(particle->unknown_0050) / 20.0f);
const int angle = static_cast<int>(static_cast<float>(step * particle->unknown_000C) + spinAngle) % 360;
vector3d points[4]{};
const float width = particle->scale * g_cosTable[angle];
const float height = particle->scale * g_sinTable[angle];
float ratio = 1.0f - static_cast<float>(band) * 0.05f;
float flat = width * ratio;
float rise = height * ratio;
points[0].x = g_cosTable[particle->unknown_004C] * flat;
points[0].y = rise + rise;
points[0].z = g_sinTable[particle->unknown_004C] * flat;
ratio = 1.0f - static_cast<float>(band + 1) * 0.05f;
flat = width * ratio;
rise = height * ratio;
points[1].x = g_cosTable[particle->unknown_004C] * flat;
points[1].y = rise + rise;
points[1].z = g_sinTable[particle->unknown_004C] * flat;
if (particle->unknown_000C != 0) {
particle->vertices[0].x = points[1].x;
particle->vertices[0].y = points[1].y;
particle->vertices[0].z = points[1].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 = this->previousOuter.x;
particle->vertices[2].y = this->previousOuter.y;
particle->vertices[2].z = this->previousOuter.z;
particle->vertices[3].x = this->previousInner.x;
particle->vertices[3].y = this->previousInner.y;
particle->vertices[3].z = this->previousInner.z;
}
this->previousOuter = points[1];
this->previousInner = points[0];
switch (band) {
case 0:
particle->SetColor(255, 0, 0);
break;
case 1:
particle->SetColor(255, 126, 0);
break;
case 2:
particle->SetColor(255, 255, 0);
break;
case 3:
particle->SetColor(0, 255, 0);
break;
case 4:
particle->SetColor(0, 0, 255);
break;
case 5:
particle->SetColor(115, 50, 200);
break;
case 6:
particle->SetColor(255, 0, 255);
break;
}
}
++particle->unknown_00E8;
}
}
// OFFSET: 0x00B714C0
// FUNCTION: fn_19132
void CRainbowEffect::Slot04() {
for (std::vector<CParticle*>::iterator it = this->bands.begin(); it != this->bands.end(); ++it) {
CParticle* particle = *it;
if (particle && particle->unknown_000C > 0) {
const int segment = particle->unknown_000C;
const ParticleQuad quad = {false, static_cast<float>(segment - 1) / 21.0f, static_cast<float>(segment) / 21.0f, 0.0f, 1.0f, false, true};
particle->Render(quad);
}
}
}