rodecomp/Source/Contents/Effects/PowderingEffect.cpp
ragnarok-clanker 7cb5d11df7 Decompile fn_07094 (CPowderingEffect::OnProcess)
Batch #15782 by Yommy: 0 byte-identical, 1 confirmed by peer review.

- fn_07094 CPowderingEffect::OnProcess: 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 09:52:55 +00:00

296 lines
8.4 KiB
C++

#include "Contents/Effects/PowderingEffect.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 "Contents/Effects/SpriteParticle.h"
#include "Contents/MapSkyMgr.h"
#include "Utility/Math/AffineMatrix.h"
#include <algorithm>
#include <cstdlib>
// OFFSET: 0x00708E70
// FUNCTION: fn_07085
CPowderingEffect::CPowderingEffect() : CEffect(-1), particleGridSize(0) {
}
// OFFSET: 0x007092C0
// FUNCTION: fn_07088
void CPowderingEffect::Close() {
for (auto it = this->smokeParticles.begin(); it != this->smokeParticles.end(); ++it) {
FreeParticle(*it);
}
this->smokeParticles.clear();
for (auto it = this->spriteParticles.begin(); it != this->spriteParticles.end(); ++it) {
FreeParticle(*it);
}
this->spriteParticles.clear();
}
// OFFSET: 0x00709330
// FUNCTION: fn_07089
void CPowderingEffect::Open() {
if (this->effectLevel == 1 || this->effectLevel == 2) {
this->particleGridSize = 3;
} else if (this->effectLevel == 3 || this->effectLevel == 4) {
this->particleGridSize = 5;
} else if (this->effectLevel == 5) {
this->particleGridSize = 7;
}
for (int i = 0; i < this->particleGridSize * this->particleGridSize; ++i) {
CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
if (!particle) {
continue;
}
particle->effectId = this->id;
particle->columnIndex = i;
particle->rowIndex = 0;
particle->groupIndex = 1;
particle->SetTexture("smoke2.bmp");
const int span1 = this->particleGridSize * 5;
int r1 = 0;
if (span1 != 0) {
r1 = std::max(rand() % span1, 0);
}
const int r1Final = r1 - span1 / 2 + 1;
const int span2 = this->particleGridSize * 5;
int r2 = 0;
if (span2 != 0) {
r2 = std::max(rand() % span2, 0);
}
const int r2Final = r2 - span2 / 2 + 1;
particle->offsetY = 0.0f;
particle->offsetX = static_cast<float>(r1Final);
particle->offsetZ = static_cast<float>(r2Final);
this->InitSmokeParticle(particle);
InitParticleQuad(particle->vertices);
this->smokeParticles.push_back(particle);
}
for (int i = 0; i < this->particleGridSize * this->particleGridSize; ++i) {
CSpriteParticle* particle = static_cast<CSpriteParticle*>(
CreateSpriteParticle(reinterpret_cast<const vector3d*>(this->position), 1)
);
if (!particle) {
continue;
}
particle->effectId = this->id;
particle->columnIndex = i;
particle->rowIndex = 0;
particle->groupIndex = 1;
particle->SetSprite("이팩트\\particle2.spr");
particle->SetAction("이팩트\\particle2.act");
this->InitSpriteParticle(particle);
InitParticleQuad(particle->vertices);
this->spriteParticles.push_back(particle);
}
}
// OFFSET: 0x00709570
// FUNCTION: fn_07090
void CPowderingEffect::InitSpriteParticle(CParticle* particle) {
CSpriteParticle* spriteParticle = static_cast<CSpriteParticle*>(particle);
const int span1 = this->particleGridSize * 5;
int r1 = 0;
if (span1 != 0) {
r1 = std::max(rand() % span1, 0);
}
const int r1Final = r1 - span1 / 2 + 1;
const float yVal = static_cast<float>(std::max(rand() % 7, 0) + 7);
const int span2 = this->particleGridSize * 5;
int r2 = 0;
if (span2 != 0) {
r2 = std::max(rand() % span2, 0);
}
const int r2Final = r2 - span2 / 2 + 1;
spriteParticle->velocity.y = -yVal;
spriteParticle->velocity.x = static_cast<float>(r1Final);
spriteParticle->velocity.z = static_cast<float>(r2Final);
const int r3 = std::max(rand() % 3, 0) + 1;
spriteParticle->alpha = 0;
spriteParticle->animationState = 0;
spriteParticle->scale = 0.5f - static_cast<float>(r3) * 0.1f;
}
// OFFSET: 0x00709690
// FUNCTION: fn_07091
void CPowderingEffect::InitEvents() {
if (this->id == 1104) {
this->AddEvent(0, "effect\\su_cn_powdering.wav", 0, 0);
}
}
// OFFSET: 0x007096B0
// FUNCTION: fn_07092
void CPowderingEffect::InitSmokeParticle(CParticle* particle) {
const int r1 = rand() % 50;
particle->scale = 0.0f;
const int r2 = rand() % 21;
particle->alpha = 0;
const int r2Clamped = std::max(r2, 0);
particle->angleParameter = r2Clamped + 30;
const int r1Clamped = std::max(r1, 0);
particle->speedParameter =
(static_cast<float>(r1Clamped + 1) * 0.1f + 6.0f) / static_cast<float>(particle->angleParameter * 2);
const int r3 = std::max(rand() % 100, 0);
const int targetAlpha = r3 + 50;
*reinterpret_cast<int*>(particle->effectParameters) = targetAlpha;
*reinterpret_cast<float*>(particle->animationParameters) = static_cast<float>(targetAlpha / particle->angleParameter);
const int r4 = rand() % 100;
const int r5 = rand() % 50;
const short s4 = static_cast<short>(std::max(r4, 0));
const short s5 = static_cast<short>(std::max(r5, 0));
particle->SetColor(115 - s5, 255, 150 - s4);
particle->animationState = 0;
}
// OFFSET: 0x007097B0
// FUNCTION: fn_07093
bool CPowderingEffect::IsAlive() {
for (CParticle* particle : this->smokeParticles) {
if (particle->animationState != 2) {
return true;
}
}
for (CParticle* particle : this->spriteParticles) {
if (particle->animationState != 2) {
return true;
}
}
return false;
}
// OFFSET: 0x00709800
// FUNCTION: fn_07094
void CPowderingEffect::OnProcess() {
for (auto it = this->smokeParticles.begin(); it != this->smokeParticles.end(); ++it) {
CParticle* particle = *it;
if (!particle || particle->animationState == 2) {
continue;
}
const int targetAlpha = *reinterpret_cast<int*>(particle->effectParameters);
const float scale = particle->speedParameter + particle->scale;
int alpha = particle->alpha;
const int step = targetAlpha / particle->angleParameter;
if (particle->animationState == 0) {
alpha += step;
if (targetAlpha <= alpha) {
alpha = targetAlpha;
particle->animationState = 1;
}
} else if (particle->animationState == 1) {
alpha -= step;
if (alpha < 0) {
if (!this->ActorExists()) {
alpha = 0;
particle->animationState = 2;
} else {
particle->animationState = 0;
this->InitSmokeParticle(particle);
continue;
}
}
}
particle->alpha = alpha;
particle->scale = scale;
matrix scaleMat;
scaleMat.SetScale(scale, scale, 1.0f);
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
matrix rotation;
rotation.MakeXRotation(mode->camera->camera.pitch / 180.0f * 3.141592f);
matrix result;
result.Compose(scaleMat, rotation);
particle->transform = result;
particle->position = {
this->position[0] + 0.0f + particle->offsetX,
this->position[1] - 10.0f + particle->offsetY,
this->position[2] + 0.0f + particle->offsetZ
};
++particle->elapsedFrames;
}
for (auto it = this->spriteParticles.begin(); it != this->spriteParticles.end(); ++it) {
CSpriteParticle* particle = *it;
if (!particle || particle->animationState == 2) {
continue;
}
int alpha = particle->alpha;
if (particle->animationState == 0) {
alpha += std::max(rand() % 30, 0);
if (alpha >= 255) {
alpha = 254;
particle->animationState = 1;
}
} else if (particle->animationState == 1) {
alpha -= std::max(rand() % 30, 0);
if (alpha < 0) {
if (!this->ActorExists()) {
alpha = 0;
particle->animationState = 2;
} else {
particle->animationState = 0;
this->InitSpriteParticle(particle);
continue;
}
}
}
vector3d velocity = particle->velocity;
particle->alpha = alpha;
velocity.y += static_cast<float>(std::max(rand() % 10, 0)) * 0.01f;
particle->velocity = velocity;
++particle->elapsedFrames;
particle->position = {velocity.x + this->position[0], velocity.y + this->position[1], velocity.z + this->position[2]};
}
}
// OFFSET: 0x00709E40
// FUNCTION: fn_07095
void CPowderingEffect::Render() {
for (auto it = this->smokeParticles.begin(); it != this->smokeParticles.end(); ++it) {
CParticle* particle = *it;
if (particle && particle->animationState != 2) {
particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true);
}
}
for (auto it = this->spriteParticles.begin(); it != this->spriteParticles.end(); ++it) {
CSpriteParticle* particle = *it;
if (particle && particle->animationState != 2) {
particle->Draw(1);
}
}
}