Batch #15638 by Yommy: 1 byte-identical, 0 confirmed by peer review. - fn_07537 CWindEffect::CWindEffect: byte-identical (already on main) Merged automatically: every function is byte-identical to the original.
186 lines
5.9 KiB
C++
186 lines
5.9 KiB
C++
#include "Contents/Effects/WindEffect.h"
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#include "Contents/Effects/EffectMemoryMgr.h"
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#include "Contents/Effects/Particle.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <algorithm>
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#include <cmath>
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#include <cstdlib>
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// INLINED
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static EffectPoint TransformPoint(const matrix& transform, const EffectPoint& point) {
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EffectPoint result;
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result.x = point.y * transform.values[3] + point.x * transform.values[0] + point.z * transform.values[6] + transform.values[9];
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result.y = point.y * transform.values[4] + point.x * transform.values[1] + point.z * transform.values[7] + transform.values[10];
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result.z = point.y * transform.values[5] + point.x * transform.values[2] + point.z * transform.values[8] + transform.values[11];
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return result;
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}
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// OFFSET: 0x00730210
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// FUNCTION: fn_07537
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CWindEffect::CWindEffect() : CEffect(2343) {
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}
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// OFFSET: 0x00730510
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// FUNCTION: fn_07539
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void CWindEffect::Init() {
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const float step = static_cast<float>(this->arcLength) / 20.0f;
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for (int ring = 0; ring < this->ringCount; ++ring) {
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const int startAngle = std::ranges::max(rand() % 360, 0);
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const int maxAlpha = this->maxAlpha;
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const int alpha = maxAlpha == 0 ? 0 : std::ranges::max(rand() % maxAlpha, 0);
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for (int segment = 0; segment < 21; ++segment) {
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CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
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if (!particle) {
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continue;
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}
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particle->alpha = alpha;
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particle->SetColor(this->red, this->green, this->blue);
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particle->scale = this->particleScale;
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particle->animationParameter = this->ringCount > 1 ? this->height / static_cast<float>(this->ringCount - 1) * static_cast<float>(ring) : 0.0f;
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particle->speedParameter = this->angleSpeed;
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particle->angleParameter = this->arcLength;
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if (this->sourceBlend != -1) {
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particle->sourceBlend = this->sourceBlend;
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}
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if (this->destinationBlend != -1) {
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particle->destinationBlend = this->destinationBlend;
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}
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particle->SetTexture(this->textureName);
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*reinterpret_cast<float*>(&particle->angleBits) = static_cast<float>(segment) * step + static_cast<float>(startAngle);
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particle->animationState = 0;
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InitParticleQuad(particle->vertices);
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particle->effectId = this->id;
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particle->columnIndex = segment;
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particle->rowIndex = ring;
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particle->groupIndex = 1;
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this->particles.push_back(particle);
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}
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}
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}
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// OFFSET: 0x00730810
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// FUNCTION: fn_07540
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void CWindEffect::Close() {
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for (std::vector<CParticle*>::iterator it = this->particles.begin(); it != this->particles.end(); ++it) {
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FreeParticle(*it);
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}
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this->particles.clear();
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}
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// OFFSET: 0x00730850
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// FUNCTION: fn_07541
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void CWindEffect::Open() {
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this->Init();
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}
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// OFFSET: 0x00730860
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// FUNCTION: fn_07542
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void CWindEffect::ResetParticles() {
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this->Close();
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this->Init();
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}
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// OFFSET: 0x00730870
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// FUNCTION: fn_07543
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bool CWindEffect::IsAlive() {
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return this->ActorExists();
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}
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// OFFSET: 0x00730880
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// FUNCTION: fn_07544
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void CWindEffect::OnProcess() {
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for (std::vector<CParticle*>::iterator it = this->particles.begin(); it != this->particles.end(); ++it) {
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CParticle* particle = *it;
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if (particle == nullptr) {
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continue;
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}
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switch (particle->animationState) {
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case 0: {
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int alpha = particle->alpha + 1;
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if (alpha >= this->maxAlpha) {
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alpha = this->maxAlpha;
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particle->animationState = 1;
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}
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particle->alpha = alpha;
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break;
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}
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case 1: {
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int alpha = particle->alpha - 1;
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if (alpha <= 0) {
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alpha = 0;
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particle->animationState = 0;
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}
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particle->alpha = alpha;
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break;
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}
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}
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float& angle = *reinterpret_cast<float*>(&particle->angleBits);
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float nextAngle = particle->speedParameter + angle;
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if (nextAngle > 360.0f) {
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nextAngle -= 360.0f;
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}
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angle = nextAngle;
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const float cosine = static_cast<float>(std::cos(static_cast<double>(angle / 180.0f * 3.141592f)));
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const float sine = static_cast<float>(std::sin(static_cast<double>(angle / 180.0f * 3.141592f)));
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EffectPoint points[4];
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const float scale = particle->scale;
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points[0].x += scale * cosine;
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points[0].y = scale * 0.0f - particle->animationParameter;
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points[0].z += scale * sine;
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points[1].x = (cosine + 0.0f) * this->width + points[0].x;
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points[1].y = this->width + points[0].y;
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points[1].z = (sine + 0.0f) * this->width + points[0].z;
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matrix transform;
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transform.MakeXRotation(this->rotation.x / 180.0f * 3.141592f);
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transform.AppendZRotation(this->rotation.z / 180.0f * 3.141592f);
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transform.AppendTranslate(this->position);
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const EffectPoint bottom = TransformPoint(transform, points[0]);
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const EffectPoint top = TransformPoint(transform, points[1]);
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particle->vertices[1].x = top.x;
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particle->vertices[1].y = top.y;
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particle->vertices[1].z = top.z;
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particle->vertices[3].x = bottom.x;
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particle->vertices[3].y = bottom.y;
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particle->vertices[3].z = bottom.z;
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if (particle->columnIndex != 0) {
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particle->vertices[0].x = this->lastPoints[1].x;
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particle->vertices[0].y = this->lastPoints[1].y;
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particle->vertices[0].z = this->lastPoints[1].z;
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particle->vertices[2].x = this->lastPoints[0].x;
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particle->vertices[2].y = this->lastPoints[0].y;
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particle->vertices[2].z = this->lastPoints[0].z;
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}
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this->lastPoints[0] = bottom;
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this->lastPoints[1] = top;
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}
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}
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// OFFSET: 0x00731030
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// FUNCTION: fn_07545
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void CWindEffect::Render() {
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for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
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CParticle* particle = *it;
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if (!particle) {
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continue;
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}
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const int texPart = particle->columnIndex;
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if (texPart <= 0) {
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continue;
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}
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const ParticleQuad quad = {true, 0.0f, 1.0f, static_cast<float>(texPart - 1) / 21.0f, static_cast<float>(texPart) / 21.0f, false, true};
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particle->Render(quad);
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}
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}
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