rodecomp/Source/Contents/Effects/SaintCastingEffect.cpp
ragnarok-clanker af1f998ae2 Decompile 2 functions in Source/Contents/Effects/SaintCastingEffect.cpp
Batch #15652 by Yommy: 0 byte-identical, 2 confirmed by peer review.

- fn_19161 CSaintCastingEffect::AddRing: logic confirmed by peer review
- fn_19165 CSaintCastingEffect::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 10:38:08 +00:00

276 lines
8.3 KiB
C++

#include "Contents/Effects/SaintCastingEffect.h"
#include "Contents/Effects/EffectTypes.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"
// OFFSET: 0x00B74F50
// FUNCTION: fn_19161
void CSaintCastingEffect::AddRing(const char* texture, int alpha) {
for (int ring = 0; ring < 4; ++ring) {
for (int segment = 0; segment < 21; ++segment) {
CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
if (!particle) {
continue;
}
particle->effectId = this->id;
particle->columnIndex = segment;
particle->rowIndex = ring;
particle->groupIndex = 1;
particle->SetTexture(texture);
particle->alpha = alpha;
particle->angleParameter = 360;
particle->scale = 4.1f;
particle->phaseParameter = 80;
particle->animationParameter = 0.0f;
const int row = particle->rowIndex;
*reinterpret_cast<float*>(&particle->angleBits) = static_cast<float>((row + 2) * 90 % 360);
switch (this->id) {
case EF_COUPLECASTING:
particle->alpha += (3 - row) * 45;
particle->speedParameter = 20.0f - static_cast<float>(row);
break;
case EF_AURABLADE:
particle->alpha = 0;
particle->elapsedFrames = -5 * row;
particle->speedParameter = 15.0f - static_cast<float>(row);
break;
case EF_BEGINSPELL:
case EF_BEGINSPELL6:
case EF_BLUECASTING:
case EF_DARKCASTING:
case EF_HOMUNCASTING:
case EF_DARKCASTING2:
case EF_GREENCASTING:
particle->alpha = 0;
particle->elapsedFrames = -5 * row;
particle->speedParameter = 20.0f - static_cast<float>(row);
break;
}
switch (this->id) {
case EF_BEGINSPELL:
particle->SetColor(255, 255, 170);
break;
case EF_COUPLECASTING:
case EF_HOMUNCASTING:
particle->SetColor(255, 89, 182);
break;
case EF_BLUECASTING:
particle->SetColor(100, 100, 255);
break;
case EF_DARKCASTING:
case EF_DARKCASTING2:
particle->SetColor(50, 50, 50);
break;
case EF_GREENCASTING:
particle->SetColor(100, 255, 100);
break;
}
InitParticleQuad(particle->vertices);
this->particles.push_back(particle);
}
}
}
// OFFSET: 0x00B75270
// FUNCTION: fn_19162
void CSaintCastingEffect::Close() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
FreeParticle(*it);
}
this->particles.clear();
}
// OFFSET: 0x00B752B0
// FUNCTION: fn_19163
void CSaintCastingEffect::Open() {
CWorld* world = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
const vector3d& player = reinterpret_cast<const CRenderObject*>(world->player)->render.position;
switch (this->id) {
case EF_BEGINSPELL:
case EF_BEGINSPELL6:
case EF_COUPLECASTING:
case EF_BLUECASTING:
case EF_DARKCASTING:
case EF_HOMUNCASTING:
case EF_GREENCASTING:
g_soundMgr->PlayWave("effect\\EF_BeginSpell.wav", this->position[0] - player.x, 0.0f, this->position[2] - player.z, 250, 40, 1.0f, 0);
break;
}
switch (this->id) {
case EF_BEGINSPELL:
this->AddRing("effect\\ring_yellow.tga", 0);
this->AddRing("effect\\ring_yellow.tga", 0);
break;
case EF_AURABLADE:
this->AddRing("effect\\ring_white.tga", 0);
this->AddRing("effect\\ring_yellow.tga", 0);
break;
case EF_BLUECASTING:
this->AddRing("effect\\ring_blue.tga", 0);
this->AddRing("effect\\ring_blue.tga", 0);
break;
case EF_COUPLECASTING:
case EF_HOMUNCASTING:
this->AddRing("effect\\ring_red.tga", 45);
this->AddRing("effect\\ring_red.tga", 25);
break;
case EF_DARKCASTING:
case EF_DARKCASTING2:
this->AddRing("effect\\ring_black.tga", 0);
this->AddRing("effect\\ring_black.tga", 0);
break;
case EF_BEGINSPELL6:
case EF_GREENCASTING:
this->AddRing("effect\\ring_white.tga", 0);
this->AddRing("effect\\ring_white.tga", 0);
break;
}
switch (this->id) {
case EF_BEGINSPELL:
case EF_BEGINSPELL6:
this->effectLifetime = 56;
break;
case EF_COUPLECASTING:
this->effectLifetime = 1000;
break;
case EF_AURABLADE:
case EF_DARKCASTING:
case EF_HOMUNCASTING:
case EF_DARKCASTING2:
case EF_GREENCASTING:
this->effectLifetime = 60;
break;
}
}
// OFFSET: 0x00B756A0
// FUNCTION: fn_19164
bool CSaintCastingEffect::IsAlive() {
return !this->IsFinished();
}
// OFFSET: 0x00B756B0
// FUNCTION: fn_19165
void CSaintCastingEffect::OnProcess() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
(*it)->position.x = this->position[0];
(*it)->position.y = this->position[1];
(*it)->position.z = this->position[2];
CParticle* particle = *it;
if (particle && particle->elapsedFrames > 0) {
const int previousTilt = particle->phaseParameter - 1;
float scale = particle->scale + 0.07f;
int tilt = previousTilt < 10 ? 10 : previousTilt;
int alpha = previousTilt >= 10 ? particle->alpha : 0;
if (scale >= 4.0f) {
alpha -= 3;
if (alpha <= 0) {
alpha = 0;
if (particle->elapsedFrames < this->effectLifetime - 30) {
tilt = this->id == EF_AURABLADE ? 64 : 74;
scale = 3.37f;
}
}
} else if (this->id == EF_AURABLADE) {
alpha += 5;
} else {
alpha += 10;
}
particle->scale = scale;
particle->phaseParameter = tilt;
particle->alpha = alpha;
const int ring = particle->rowIndex;
const int wave = ring < 2 ? ring * 90 + particle->elapsedFrames : (ring * 45 + particle->elapsedFrames) * 2;
const int segment = particle->columnIndex;
const float radius =
particle->speedParameter * g_sinTable[segment * 9] * 0.3f * g_sinTable[wave % 360] + particle->speedParameter;
const float height = radius * g_sinTable[tilt];
const float spread = radius * g_cosTable[tilt];
const int angle =
static_cast<int>(static_cast<float>(static_cast<int>(static_cast<float>(particle->angleParameter) / 20.0f) * segment) +
*reinterpret_cast<const float*>(&particle->angleBits)) %
360;
const float cosine = g_cosTable[angle];
const float sine = g_sinTable[angle];
EffectPoint points[2];
points[0].x = cosine * particle->scale;
points[0].y = 0.0f;
points[0].z = sine * particle->scale;
points[1].x = points[0].x + spread * cosine;
points[1].y = points[0].y - height;
points[1].z = points[0].z + spread * sine;
particle->vertices[3].x = points[0].x;
particle->vertices[3].y = points[0].y;
particle->vertices[3].z = points[0].z;
particle->vertices[1].x = points[1].x;
particle->vertices[1].y = points[1].y;
particle->vertices[1].z = points[1].z;
if (segment != 0) {
particle->vertices[0].x = this->lastOuter.x;
particle->vertices[0].y = this->lastOuter.y;
particle->vertices[0].z = this->lastOuter.z;
particle->vertices[2].x = this->lastInner.x;
particle->vertices[2].y = this->lastInner.y;
particle->vertices[2].z = this->lastInner.z;
}
this->lastInner.x = points[0].x;
this->lastInner.y = points[0].y;
this->lastInner.z = points[0].z;
this->lastOuter.x = points[1].x;
this->lastOuter.y = points[1].y;
this->lastOuter.z = points[1].z;
}
++particle->elapsedFrames;
}
}
// OFFSET: 0x00B75BB0
// FUNCTION: fn_19166
void CSaintCastingEffect::Render() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
CParticle* particle = *it;
if (!particle || particle->columnIndex <= 0) {
continue;
}
if (this->id == 454 || this->id == 826) {
particle->destinationBlend = 6;
}
const int segment = 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>(segment - 1) / 21.0f;
quad.right = static_cast<float>(segment) / 21.0f;
particle->Render(quad);
}
}