rodecomp/Source/Contents/Effects/HealSpEffect.cpp
ragnarok-clanker 2ec7c6444a Decompile 11 functions in Source/Contents/Effects/CherryBlossomEffect.cpp, Source/Contents/Effects/CherryBlossomEffect.h, ...
Batch #4556 by eAthena: 3 byte-identical, 8 confirmed by peer review.

- fn_18888 CCherryBlossomEffect::Slot04: logic confirmed by peer review
- fn_18890 CGlassWall::AddPanel: logic confirmed by peer review
- fn_18891 CGlassWall::Close: logic confirmed by peer review
- fn_18893 CGlassWall::Slot06: byte-identical
- fn_18894 CGlassWall::Slot03: logic confirmed by peer review
- fn_18895 CGlassWall::Slot04: logic confirmed by peer review
- fn_18898 CHealSp::AddRing: logic confirmed by peer review
- fn_18900 CHealSp::Close: logic confirmed by peer review
- fn_18901 CHealSp::Slot01: byte-identical
- fn_18902 CHealSp::Slot06: byte-identical
- fn_18903 CHealSp::Slot03: logic confirmed by peer review

Peer-reviewed-by: alisonrag, willerthal
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
Adds to the build: Source/Contents/Effects/GlassWallEffect.cpp
2026-10-30 04:28:35 +00:00

202 lines
7.2 KiB
C++

#include "Contents/Effects/HealSpEffect.h"
#include "Contents/Effects/EffectMemoryMgr.h"
#include "Contents/Effects/Particle.h"
#include "Contents/Effects/SpriteParticle.h"
#include "Utility/Math/AffineMatrix.h"
#include "Utility/Math/Vector3d.h"
#include <algorithm>
#include <cstdlib>
// OFFSET: 0x00B45370
// FUNCTION: fn_18898
void CHealSp::AddRing(float inner, float outer, float height, int duration) {
const float fadeFrame = static_cast<float>(duration) / 30.0f;
const float holdFrame = static_cast<float>(this->unknown_00E0);
for (int segment = 0; segment < 10; ++segment) {
CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 1);
float* params = &particle->unknown_0054;
particle->unknown_0004 = this->id;
particle->unknown_000C = segment;
particle->unknown_0010 = 0;
particle->unknown_0008 = 1;
particle->unknown_00C0 = 5.0f;
particle->scale = height;
params[0] = inner;
params[1] = outer;
params[2] = fadeFrame;
params[3] = holdFrame;
params[4] = static_cast<float>(duration);
params[5] = 0.0f;
params[6] = 0.0f;
particle->SetColor(32, 176, 232);
particle->SetTexture("effect\\alpha_down.tga");
this->particles.push_back(particle);
}
}
// OFFSET: 0x00B456A0
// FUNCTION: fn_18900
void CHealSp::Close() {
for (CParticle* particle : this->particles) {
FreeParticle(particle);
}
this->particles.clear();
for (CSpriteParticle* sprite : this->sprites) {
FreeParticle(sprite);
}
this->sprites.clear();
}
// OFFSET: 0x00B45740
// FUNCTION: fn_18901
void CHealSp::Slot01() {
this->AddRing(2.5f, 2.5f, 15.0f, 16);
this->AddRing(3.5f, 3.5f, 25.0f, 32);
this->AddRing(4.5f, 4.5f, 35.0f, 64);
}
// OFFSET: 0x00B457B0
// FUNCTION: fn_18902
bool CHealSp::Slot06() {
return !this->IsFinished();
}
// OFFSET: 0x00B458E0
// FUNCTION: fn_18903
void CHealSp::Slot03() {
matrix rotation;
if (this->frame % 2 == 0) {
const float angle = static_cast<float>(std::max(rand() % 360, 0));
rotation.MakeYRotation(GetRadian(static_cast<int>(angle)));
const float* values = rotation.values;
const float x = values[3] * 0.0f + values[0] * 0.0f + values[6] * 3.0f + values[9];
const float y = values[4] * 0.0f + values[1] * 0.0f + values[7] * 3.0f + values[10];
const float z = values[5] * 0.0f + values[2] * 0.0f + values[8] * 3.0f + values[11];
CSpriteParticle* sprite = static_cast<CSpriteParticle*>(CreateSpriteParticle(reinterpret_cast<const vector3d*>(this->position), 1));
float* params = &sprite->unknown_0054;
sprite->life = 0.5f;
sprite->scale = 0.55f;
params[0] = 3.0f;
params[1] = angle;
params[2] = -1.2f;
params[3] = 0.02666667f;
params[4] = 20.0f;
params[5] = 0.0f;
sprite->velocity.x = x;
sprite->velocity.y = y;
sprite->velocity.z = z;
sprite->SetSprite("이팩트\\particle2.spr");
sprite->SetAction("이팩트\\particle2.act");
sprite->alpha = 254;
this->sprites.push_back(sprite);
}
for (std::vector<CParticle*>::iterator it = this->particles.begin(); it != this->particles.end(); ++it) {
CParticle* particle = *it;
float* params = &particle->unknown_0054;
float fade = params[2];
const float spin = particle->unknown_00C0;
const float endFrame = params[3];
const float maxAlpha = params[4];
const float alpha = params[6];
const float angle = spin + params[5];
rotation.MakeYRotation(GetRadian(static_cast<int>(angle)));
if (this->frame == static_cast<int>(endFrame)) {
fade = -(alpha / static_cast<float>(this->unknown_002C - this->frame));
}
const float level = std::min(std::max(alpha + fade, 0.0f), static_cast<float>(static_cast<int>(maxAlpha)));
this->unknown_00E4 = static_cast<int>(level);
params[2] = fade;
params[5] = spin + angle;
params[6] = level;
++particle->unknown_00E8;
particle->transform = rotation;
particle->alpha = this->unknown_00E4;
}
for (std::list<CSpriteParticle*>::iterator it = this->sprites.begin(); it != this->sprites.end();) {
CSpriteParticle* sprite = *it;
if (sprite->life == 0.0f || static_cast<float>(sprite->unknown_00E8) < sprite->life * 60.0f) {
float* params = &sprite->unknown_0054;
const float radius = params[0];
const float delay = params[4];
float fade = params[5];
const float alpha = static_cast<float>(sprite->alpha);
const vector3d origin = *reinterpret_cast<const vector3d*>(this->position);
vector3d velocity = sprite->velocity;
const float lift = params[3] + params[2];
velocity.y += lift;
rotation.MakeYRotation(GetRadian(static_cast<int>(params[1])));
const float* values = rotation.values;
const float x = values[3] * 0.0f + values[0] * 0.0f + values[6] * radius + values[9] + (origin.x + velocity.x);
const float y = values[4] * 0.0f + values[1] * 0.0f + values[7] * radius + values[10] + (origin.y + velocity.y);
const float z = values[5] * 0.0f + values[2] * 0.0f + values[8] * radius + values[11] + (origin.z + velocity.z);
float level;
if (this->frame < this->unknown_00E0) {
if (sprite->unknown_00E8 == static_cast<int>(delay)) {
fade = -(alpha / static_cast<float>(30 - sprite->unknown_00E8));
}
level = std::min(std::max(alpha + fade, 0.0f), 255.0f);
} else {
level = static_cast<float>(this->unknown_00E4);
}
params[2] = lift;
sprite->velocity = velocity;
sprite->alpha = static_cast<int>(level);
params[5] = fade;
sprite->position.x = x;
sprite->position.y = y;
sprite->position.z = z;
++sprite->unknown_00E8;
++it;
} else {
FreeParticle(sprite);
it = this->sprites.erase(it);
}
}
}
// OFFSET: 0x00B46230
// FUNCTION: fn_18905
void CHealSp::Slot04() {
for (std::vector<CParticle*>::iterator it = this->particles.begin(); it != this->particles.end(); ++it) {
CParticle* particle = *it;
const int segment = particle->unknown_000C;
const float height = particle->scale;
const float outer = *reinterpret_cast<const float*>(particle->unknown_0058);
const float inner = particle->unknown_0054;
const float startCos = g_cosTable[segment * 36];
const float startSin = g_sinTable[segment * 36];
const float endCos = g_cosTable[segment * 36 + 36];
const float endSin = g_sinTable[segment * 36 + 36];
particle->vertices[0].x = startCos * outer;
particle->vertices[0].y = 0.0f;
particle->vertices[0].z = startSin * outer;
particle->vertices[1].x = endCos * outer;
particle->vertices[1].y = 0.0f;
particle->vertices[1].z = endSin * outer;
particle->vertices[2].x = startCos * inner;
particle->vertices[2].y = -height;
particle->vertices[2].z = startSin * inner;
particle->vertices[3].x = endCos * inner;
particle->vertices[3].y = -height;
particle->vertices[3].z = endSin * inner;
const float left = static_cast<float>(particle->unknown_000C % 4) * 0.25f;
const ParticleQuad quad = {false, 1.0f, 0.0f, left, left + 0.25f, false, true};
particle->Render(quad);
}
for (std::list<CSpriteParticle*>::iterator it = this->sprites.begin(); it != this->sprites.end(); ++it) {
(*it)->sub_B40F30(1);
}
}