rodecomp/Source/Contents/Effects/MapMagicZoneEffect.cpp
ragnarok-clanker 11545042dc Decompile 2 functions in Source/Contents/Effects/MapMagicZoneEffect.cpp
Batch #15571 by Yommy: 0 byte-identical, 2 confirmed by peer review.

- fn_19116 CMapMagicZoneEffect::OnProcess: logic confirmed by peer review
- fn_19117 CMapMagicZoneEffect::UpdateSpinner: logic confirmed by peer review

Peer-reviewed-by: ragnarok-clanker, eAthena
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-10 09:48:03 +00:00

301 lines
11 KiB
C++

#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 <cstring>
struct ZoneVector3d : vector3d {
// INLINED
ZoneVector3d() {
this->x = 0.0f;
this->y = 0.0f;
this->z = 0.0f;
}
};
// OFFSET: 0x00B6DCB0
// FUNCTION: fn_19112
void CMapMagicZoneEffect::AddSpinner(int kind) {
CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
if (particle) {
particle->effectId = this->id;
particle->columnIndex = 0;
particle->rowIndex = 0;
particle->groupIndex = 1;
if (kind == 0) {
particle->SetTexture("effect\\mjin2.tga");
*reinterpret_cast<float*>(&particle->angleBits) = 0.0f;
particle->alpha = 200;
particle->animationParameter = -0.5f;
} else if (kind == 1) {
particle->SetTexture("effect\\mjin.tga");
*reinterpret_cast<float*>(&particle->angleBits) = 45.0f;
particle->alpha = 50;
particle->animationParameter = -0.4f;
}
particle->scale = 30.0f;
particle->phaseParameter = 0;
InitParticleQuad(particle->vertices);
this->spinners.push_back(particle);
}
}
// OFFSET: 0x00B6E130
// FUNCTION: fn_19113
void CMapMagicZoneEffect::Close() {
for (std::vector<CParticle*>::iterator it = this->spinners.begin(); it != this->spinners.end(); ++it) {
FreeParticle(*it);
}
this->spinners.clear();
for (std::vector<CParticle*>::iterator it = this->petals.begin(); it != this->petals.end(); ++it) {
FreeParticle(*it);
}
this->petals.clear();
for (std::vector<CParticle*>::iterator it = this->ribbon.begin(); it != this->ribbon.end(); ++it) {
FreeParticle(*it);
}
this->ribbon.clear();
}
// OFFSET: 0x00B6E1D0
// FUNCTION: fn_19114
void CMapMagicZoneEffect::Open() {
this->AddSpinner(0);
this->AddSpinner(1);
int index = 0;
for (int angle = 0; angle < 360; angle += 180) {
CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
if (particle) {
particle->effectId = this->id;
particle->columnIndex = index;
particle->rowIndex = 0;
particle->groupIndex = 1;
particle->SetTexture("effect\\pikapika2.bmp");
particle->scale = 46.0f;
particle->phaseParameter = angle;
*reinterpret_cast<float*>(&particle->angleBits) = 0.0f;
particle->alpha = 25;
particle->animationParameter = -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<const vector3d*>(this->position), 5);
if (particle) {
particle->SetTexture("effect\\ring_blue.tga");
particle->rowIndex = row;
particle->effectId = this->id;
particle->columnIndex = segment;
particle->groupIndex = 3;
particle->alpha = 50;
*reinterpret_cast<float*>(&particle->angleBits) = static_cast<float>(angle);
particle->angleParameter = 315;
particle->speedParameter = 15.0f - (static_cast<float>(row) + static_cast<float>(row));
particle->scale = static_cast<float>(row) * 0.2f + 12.9f;
particle->phaseParameter = height;
particle->animationParameter = 0.0f;
InitParticleQuad(particle->vertices);
this->ribbon.push_back(particle);
}
}
++row;
angle += 90;
}
}
// OFFSET: 0x00B6E3B0
// FUNCTION: fn_19115
bool CMapMagicZoneEffect::IsAlive() {
return this->ActorExists();
}
// OFFSET: 0x00B6E3C0
// FUNCTION: fn_19116
void CMapMagicZoneEffect::OnProcess() {
for (std::vector<CParticle*>::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->elapsedFrames;
this->UpdateSpinner(particle);
}
for (std::vector<CParticle*>::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->elapsedFrames;
ZoneVector3d corners[4];
const int angle = particle->columnIndex * 23;
particle->phaseParameter = (particle->phaseParameter + 3) % 360;
const float radius = (g_sinTable[particle->phaseParameter] + 1.0f) * (particle->scale * 0.1f) + particle->scale * 0.8f;
const float height = particle->animationParameter;
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<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.yaw / -180.0f * 3.141592f);
particle->transform = rotation;
}
for (std::vector<CParticle*>::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->elapsedFrames;
float& spinAngle = *reinterpret_cast<float*>(&particle->angleBits);
spinAngle = static_cast<float>(static_cast<int>(particle->rowIndex + spinAngle + 3.0f));
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 segment = particle->columnIndex;
const float wave = g_sinTable[segment * 9] * particle->speedParameter;
const int step = static_cast<int>(static_cast<float>(particle->angleParameter) / 20.0f);
const int angle = static_cast<int>(static_cast<float>(step * segment) + spinAngle) % 360;
const float flat = wave * g_cosTable[particle->phaseParameter];
const float rise = wave * g_sinTable[particle->phaseParameter];
ZoneVector3d 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) {
ZoneVector3d corners[4];
float& spinAngle = *reinterpret_cast<float*>(&particle->angleBits);
const int angle = static_cast<int>(spinAngle + 1.0f);
spinAngle = static_cast<float>(angle % 360);
const float radius = (g_sinTable[particle->phaseParameter] + 1.0f) * (particle->scale * 0.1f) + particle->scale * 0.8f;
const float height = particle->animationParameter;
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<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.yaw / -180.0f * 3.141592f);
particle->transform = rotation;
}
}
// OFFSET: 0x00B6F010
// FUNCTION: fn_19118
void CMapMagicZoneEffect::Render() {
for (std::vector<CParticle*>::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<CParticle*>::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<CParticle*>::iterator it = this->ribbon.begin(); it != this->ribbon.end(); ++it) {
CParticle* particle = *it;
if (particle && particle->columnIndex > 0) {
const int segment = particle->columnIndex;
particle->destinationBlend = 6;
ParticleQuad quad;
quad.billboard = false;
quad.unused = false;
quad.depth = true;
quad.top = 0.0f;
quad.bottom = 1.0f;
quad.left = static_cast<float>(segment - 1) / 21.0f;
quad.right = static_cast<float>(segment) / 21.0f;
particle->Render(quad);
}
}
}