rodecomp/Source/Contents/Effects/LightSphereEffect.cpp
ragnarok-clanker 2db71c55ba Decompile 3 functions in Source/Contents/Effects/LightSphereEffect.cpp, Source/Contents/Effects/LightSphereEffect.h
Batch #4892 by Millenium: 1 byte-identical, 2 confirmed by peer review.

- fn_19105 CLightSphereEffect::sub_B6CB90: logic confirmed by peer review
- fn_19106 CLightSphereEffect::Close: byte-identical
- fn_19107 CLightSphereEffect::Slot01: logic confirmed by peer review

Peer-reviewed-by: alisonrag, youko, KWDev
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-30 05:53:15 +00:00

300 lines
9.1 KiB
C++

#include "Contents/Effects/LightSphereEffect.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 "Utility/Math/Vector3d.h"
#include <cstdlib>
#include <cstring>
// OFFSET: 0x00B6C9F0
// FUNCTION: fn_19103
CLightSphereEffect::CLightSphereEffect() : CEffect(-1), spheres(), rays() {
}
// OFFSET: 0x00B6CB90
// FUNCTION: fn_19105
void CLightSphereEffect::sub_B6CB90(int param) {
for (int c = 0; c < 4; ++c) {
for (int i = 0; i < 80; ++i) {
CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(&this->position), 5);
if (particle != nullptr) {
particle->SetTexture("effect\\white02.bmp");
particle->unknown_0004 = this->id;
particle->unknown_000C = i;
particle->unknown_0010 = c;
particle->unknown_0008 = 1;
particle->alpha = 40;
particle->scale = 1.0f;
int r1 = std::rand() % 360;
particle->unknown_004C = r1 < 0 ? 0 : r1;
int r2 = std::rand() % 360;
*reinterpret_cast<float*>(&particle->unknown_00C4) = static_cast<float>(r2 < 0 ? 0 : r2);
int r3 = std::rand() % 360;
particle->unknown_0050 = r3 < 0 ? 0 : r3;
particle->unknown_0054 = 10.0f;
*reinterpret_cast<float*>(particle->unknown_0058) = static_cast<float>(param);
if (this->id == 0x4AD) {
int randVal = std::rand() % 2;
if (randVal < 0) {
randVal = 0;
}
if (randVal == 0) {
particle->SetColor(0xFF, 0x7C, 0x80);
} else {
particle->SetColor(0xFF, 0x4A, 0x4E);
}
} else if (this->id == 0x4AE) {
int randVal = std::rand() % 2;
if (randVal < 0) {
randVal = 0;
}
if (randVal == 0) {
particle->SetColor(0xFF, 0xFF, 0x9B);
} else {
particle->SetColor(0xFF, 0xFF, 0x37);
}
} else if (this->id == 0x4AF) {
int randVal = std::rand() % 2;
if (randVal < 0) {
randVal = 0;
}
if (randVal == 0) {
particle->SetColor(0x3B, 0xCC, 0xFF);
} else {
particle->SetColor(0x6D, 0x9A, 0xFF);
}
} else {
int randVal = std::rand() % 2;
if (randVal < 0) {
randVal = 0;
}
if (randVal == 0) {
particle->SetColor(0x69, 0x69, 0xFF);
} else {
particle->SetColor(0x37, 0x37, 0xFF);
}
}
InitParticleQuad(particle->vertices);
this->rays.push_back(particle);
}
}
}
}
// OFFSET: 0x00B6CFF0
// FUNCTION: fn_19106
void CLightSphereEffect::Close() {
for (std::vector<CParticle*>::iterator it = this->spheres.begin(); it != this->spheres.end(); ++it) {
FreeParticle(*it);
}
this->spheres.clear();
for (std::vector<CParticle*>::iterator it = this->rays.begin(); it != this->rays.end(); ++it) {
FreeParticle(*it);
}
this->rays.clear();
}
// OFFSET: 0x00B6D060
// FUNCTION: fn_19107
void CLightSphereEffect::Slot01() {
for (int i = 0; i < 4; ++i) {
CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(&this->position), 5);
if (particle != nullptr) {
particle->SetTexture("effect\\thunder_center.bmp");
particle->unknown_0004 = this->id;
particle->unknown_000C = i;
particle->unknown_0010 = 0;
particle->unknown_0008 = 1;
particle->scale = 3.5f;
particle->alpha = 1;
particle->unknown_0054 = -10.0f;
*reinterpret_cast<float*>(particle->unknown_0058) = 0.0f;
if (this->id == 0x4AD) {
particle->SetColor(0xFF, 0x7C, 0x80);
} else if (this->id == 0x4AE) {
particle->SetColor(0xFF, 0xFF, 0x37);
} else if (this->id == 0x4AF) {
particle->SetColor(0x3B, 0xCC, 0xFF);
}
InitParticleQuad(particle->vertices);
this->spheres.push_back(particle);
}
}
this->sub_B6CB90(0);
this->sub_B6CB90(1);
}
// OFFSET: 0x00B6D160
// FUNCTION: fn_19108
bool CLightSphereEffect::Slot06() {
std::vector<CParticle*>::iterator sphere = this->spheres.begin();
for (; sphere != this->spheres.end(); ++sphere) {
if ((*sphere)->alpha > 0) {
break;
}
}
std::vector<CParticle*>::iterator ray = this->rays.begin();
for (; ray != this->rays.end(); ++ray) {
if ((*ray)->alpha > 0) {
break;
}
}
return sphere != this->spheres.end() || ray != this->rays.end();
}
// OFFSET: 0x00B6D1C0
// FUNCTION: fn_19109
void CLightSphereEffect::Slot03() {
for (std::vector<CParticle*>::iterator it = this->spheres.begin(); it != this->spheres.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) {
if (particle->unknown_00E8 < 300) {
const int alpha = particle->alpha + 1;
particle->alpha = alpha >= 255 ? 255 : alpha;
} else {
const int alpha = particle->alpha - 1;
particle->alpha = alpha < 0 ? 0 : alpha;
}
float& phase = *reinterpret_cast<float*>(particle->unknown_0058);
const int spin = (static_cast<int>(phase) + 2) % 360;
phase = static_cast<float>(spin);
const float scale = particle->scale * g_sinTable[spin] * 0.05f + particle->scale;
matrix rotation;
std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values));
rotation.MakeXRotation(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.pitch / 180.0f * 3.141592f);
matrix scaling;
std::memcpy(scaling.values, g_identityMatrix, sizeof(scaling.values));
scaling.SetScale(scale, scale, 1.0f);
matrix billboard;
billboard.Compose(scaling, rotation);
matrix translation;
std::memcpy(translation.values, g_identityMatrix, sizeof(translation.values));
translation.MakeTranslate(0.0f, particle->unknown_0054, 0.0f);
matrix transform;
transform.Compose(billboard, translation);
particle->transform = transform;
}
++particle->unknown_00E8;
}
for (std::vector<CParticle*>::iterator it = this->rays.begin(); it != this->rays.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) {
float scale = particle->scale;
if (scale < 10.0f) {
scale *= 1.02f;
}
particle->scale = scale;
int alpha = particle->alpha;
if (particle->unknown_00E8 > 500) {
--alpha;
if (alpha < 0) {
alpha = 0;
}
}
particle->alpha = alpha;
const int previous = particle->unknown_0050;
const int roll = std::rand() % 2;
const int phase = (previous + 1 + (roll < 0 ? 0 : roll)) % 360;
particle->unknown_0050 = phase;
vector3d points[3]{};
const float radius = particle->scale * g_sinTable[phase] + particle->scale;
const int pitch = particle->unknown_004C;
const int yaw = static_cast<int>(*reinterpret_cast<float*>(&particle->unknown_00C4));
const float flat = radius * g_cosTable[pitch];
points[0].x = flat * g_cosTable[yaw];
points[0].y = radius * g_sinTable[pitch] - particle->unknown_0054;
points[0].z = flat * g_sinTable[yaw];
if (*reinterpret_cast<float*>(particle->unknown_0058) == 0.0f) {
points[1].x = -0.5f;
points[1].y = -particle->unknown_0054;
points[1].z = 0.0f;
points[2].x = 0.5f;
points[2].y = -particle->unknown_0054;
points[2].z = 0.0f;
} else {
points[1].x = 0.0f;
points[1].y = -particle->unknown_0054;
points[1].z = -0.5f;
points[2].x = 0.0f;
points[2].y = -particle->unknown_0054;
points[2].z = 0.5f;
}
particle->vertices[0].x = points[0].x;
particle->vertices[0].y = points[0].y;
particle->vertices[0].z = points[0].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 = points[1].x;
particle->vertices[2].y = points[1].y;
particle->vertices[2].z = points[1].z;
particle->vertices[3].x = points[2].x;
particle->vertices[3].y = points[2].y;
particle->vertices[3].z = points[2].z;
}
++particle->unknown_00E8;
}
}
// OFFSET: 0x00B6D990
// FUNCTION: fn_19110
void CLightSphereEffect::Slot04() {
for (std::vector<CParticle*>::iterator it = this->spheres.begin(); it != this->spheres.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->rays.begin(); it != this->rays.end(); ++it) {
CParticle* particle = *it;
if (particle) {
particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true);
}
}
}