rodecomp/Source/Contents/Effects/SphereWind2Effect.cpp
ragnarok-clanker d6ef1ae420 Decompile fn_19185 (CSphereWind2Effect::OnProcess)
Batch #15643 by Yommy: 0 byte-identical, 1 confirmed by peer review.

- fn_19185 CSphereWind2Effect::OnProcess: logic confirmed by peer review

Peer-reviewed-by: ragnarok-clanker, eAthena, alisonrag
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-10 14:08:57 +00:00

177 lines
6.3 KiB
C++

#include "Contents/Effects/SphereWind2Effect.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Actors/RenderObject.h"
#include "Contents/Effects/EffectMemoryMgr.h"
#include "Contents/Effects/EffectPoint.h"
#include "Contents/Effects/Particle.h"
#include "Contents/Sound/SoundMgr.h"
#include "Contents/World/World.h"
#include "Utility/Math/AffineMatrix.h"
#include <algorithm>
#include <cstdlib>
// OFFSET: 0x00B77340
// FUNCTION: fn_19182
void CSphereWind2Effect::Close() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
FreeParticle(*it);
}
this->particles.clear();
}
// OFFSET: 0x00B77380
// FUNCTION: fn_19183
void CSphereWind2Effect::Open() {
for (int base = 0; base < 45; base += 9) {
int angle = base;
for (int ring = 0; ring < 4; ++ring) {
const int delay = -std::max(rand() % 20, 0);
const float radius = static_cast<float>(std::max(rand() % 11, 0)) * 0.2f + 2.0f;
const int rotation = std::max(rand() % 360, 0);
const int step = std::max(rand() % 91, 0) + 180;
const int speed = std::max(rand() % 4, 0) + 3;
for (int part = 0; part < 21; ++part) {
CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
if (!particle) {
continue;
}
particle->effectId = this->id;
particle->columnIndex = part;
particle->rowIndex = ring;
particle->groupIndex = 1;
particle->elapsedFrames = delay;
particle->speedParameter = radius;
particle->scale = 5.0f;
*reinterpret_cast<float*>(&particle->angleBits) = static_cast<float>(rotation);
particle->phaseParameter = angle;
particle->alpha = 0;
particle->angleParameter = step;
particle->animationParameter = -10.0f;
*reinterpret_cast<float*>(particle->animationParameters) = static_cast<float>(speed);
particle->SetTexture("effect\\fire_ivy.bmp");
particle->SetColor(255, 89, 182);
InitParticleQuad(particle->vertices);
this->particles.push_back(particle);
}
angle += 45;
}
}
CWorld* world = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
const vector3d& player = reinterpret_cast<const CRenderObject*>(world->player)->render.position;
g_soundMgr->PlayWave("effect\\EF_Blessing.wav", this->position[0] - player.x, 0.0f, this->position[2] - player.z, 250, 40, 1.0f, 0);
this->effectLifetime = 200;
}
// OFFSET: 0x00B775E0
// FUNCTION: fn_19184
bool CSphereWind2Effect::IsAlive() {
return !this->IsFinished();
}
// OFFSET: 0x00B775F0
// FUNCTION: fn_19185
void CSphereWind2Effect::OnProcess() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
CParticle* particle = *it;
particle->position.x = this->position[0];
particle->position.y = this->position[1];
particle->position.z = this->position[2];
if (particle) {
if (particle->elapsedFrames > 0) {
int alpha = particle->alpha;
if (particle->elapsedFrames <= 25) {
alpha += 2;
} else if (particle->elapsedFrames > 70) {
alpha -= 2;
}
const float scale = particle->scale * 1.01f;
particle->alpha = alpha >= 0 ? alpha : 0;
particle->scale = scale;
const int oldAngle = particle->phaseParameter;
particle->phaseParameter = oldAngle + (oldAngle + 1 < 360 ? 1 : -359);
const int angle = particle->phaseParameter;
const int texPart = particle->columnIndex;
float& spin = *reinterpret_cast<float*>(&particle->angleBits);
float rotation = *reinterpret_cast<float*>(particle->animationParameters) + spin;
if (rotation >= 360.0f) {
rotation -= 360.0f;
}
spin = rotation;
const int step = static_cast<int>(static_cast<float>(particle->angleParameter) / 20.0f);
const int pitch = static_cast<int>(static_cast<float>(step * texPart) + rotation) % 360;
const float radius = particle->speedParameter;
EffectPoint points[4];
points[0].x = scale * g_cosTable[angle] * g_cosTable[pitch];
points[0].y = scale * g_sinTable[angle] * g_cosTable[pitch];
points[0].z = scale * g_sinTable[pitch];
points[1].x = -g_sinTable[angle] * radius;
points[1].y = radius * g_cosTable[angle];
points[1].z = 0.0f;
const vector3d offset = {0.0f, particle->animationParameter, 0.0f};
points[2].x = points[0].x - points[1].x + offset.x;
points[2].y = points[0].y - points[1].y + offset.y;
points[2].z = points[0].z - points[1].z + offset.z;
points[3].x = points[0].x + points[1].x + offset.x;
points[3].y = points[0].y + points[1].y + offset.y;
points[3].z = points[0].z + points[1].z + offset.z;
particle->vertices[1].x = points[2].x;
particle->vertices[1].y = points[2].y;
particle->vertices[1].z = points[2].z;
particle->vertices[3].x = points[3].x;
particle->vertices[3].y = points[3].y;
particle->vertices[3].z = points[3].z;
if (texPart != 0) {
particle->vertices[0].x = this->lastInner.x;
particle->vertices[0].y = this->lastInner.y;
particle->vertices[0].z = this->lastInner.z;
particle->vertices[2].x = this->lastOuter.x;
particle->vertices[2].y = this->lastOuter.y;
particle->vertices[2].z = this->lastOuter.z;
}
this->lastInner.x = points[2].x;
this->lastInner.y = points[2].y;
this->lastInner.z = points[2].z;
this->lastOuter.x = points[3].x;
this->lastOuter.y = points[3].y;
this->lastOuter.z = points[3].z;
}
}
++particle->elapsedFrames;
}
}
// OFFSET: 0x00B77B40
// FUNCTION: fn_19186
void CSphereWind2Effect::Render() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
CParticle* particle = *it;
if (particle && particle->elapsedFrames > 0 && particle->columnIndex > 0) {
const int texPart = particle->columnIndex;
ParticleQuad quad;
quad.billboard = false;
quad.unused = false;
quad.depth = true;
quad.top = 0.0f;
quad.bottom = 1.0f;
quad.left = static_cast<float>(texPart - 1) / 21.0f;
quad.right = static_cast<float>(texPart) / 21.0f;
particle->Render(quad);
}
}
}