rodecomp/Source/Contents/Effects/StormKickEffect.cpp
ragnarok-clanker fb04080d90 Decompile fn_19218 (CStormKickEffect::CreateStorms)
Batch #16609 by eAthena: 0 byte-identical, 1 confirmed by peer review.

- fn_19218 CStormKickEffect::CreateStorms: logic confirmed by peer review

Peer-reviewed-by: ragnarok-clanker, Yommy, br4yan
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-10 22:50:27 +00:00

433 lines
12 KiB
C++

#include "Contents/Effects/StormKickEffect.h"
#include "Contents/Effects/EffectTypes.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Actors/RenderObject.h"
#include "Contents/Effects/EffectMemoryMgr.h"
#include "Contents/Effects/Particle.h"
#include "Contents/World/World.h"
#include "Utility/Math/AffineMatrix.h"
#include <algorithm>
#include <cstdlib>
#include <cstring>
namespace {
// INLINED
__forceinline int ClampedRandom(int range) {
const int value = rand() % range;
return value >= 0 ? value : 0;
}
}
// OFFSET: 0x00B7B340
// FUNCTION: fn_19216
CStormKickEffect::CStormKickEffect() : CEffect(-1) {
}
// OFFSET: 0x00B7B4F0
// FUNCTION: fn_19218
void CStormKickEffect::CreateStorms(int layer) {
for (int index = 0; index < 10; ++index) {
CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
if (!particle) {
continue;
}
particle->SetTexture("effect\\storm2.tga");
particle->effectId = this->id;
particle->columnIndex = index;
particle->rowIndex = 0;
particle->groupIndex = 1;
particle->speedParameter = 40.0f;
particle->alpha = 0;
*reinterpret_cast<float*>(&particle->angleBits) = static_cast<float>(ClampedRandom(360));
particle->scale = 2.0f;
particle->animationParameter = 50.0f;
float* motion = reinterpret_cast<float*>(particle->animationParameters);
motion[0] = 5.0f;
motion[1] = static_cast<float>(layer);
switch (this->id) {
case EF_STORMKICK:
particle->SetColor(50, 50, 255);
break;
case EF_STORMKICK1:
particle->SetColor(164, 136, 55);
break;
case EF_STORMKICK2:
particle->SetColor(255, 255, 255);
break;
case EF_STORMKICK3:
particle->SetColor(130, 130, 255);
break;
case EF_STORMKICK6:
if (motion[1] == 0.0f) {
particle->SetColor(255, 255, 255);
} else if (motion[1] == 1.0f) {
particle->SetColor(255, 55, 55);
}
break;
case EF_STORMKICK7:
particle->SetColor(155, 255, 155);
break;
case EF_STORMKICK8:
particle->SetColor(255, 255, 50);
break;
}
InitParticleQuad(particle->vertices);
this->storms.push_back(particle);
this->UpdateStorm(particle);
}
}
// OFFSET: 0x00B7B6C0
// FUNCTION: fn_19219
void CStormKickEffect::CreateClouds(int layer) {
int ring = 0;
for (int angle = 0; angle < 360; angle += 90) {
for (int segment = 0; segment < 21; ++segment) {
CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
if (!particle) {
continue;
}
particle->SetTexture("effect\\cloud11.tga");
particle->effectId = this->id;
particle->columnIndex = segment;
particle->rowIndex = ring;
particle->groupIndex = 1;
particle->alpha = 0;
particle->angleParameter = 30;
*reinterpret_cast<float*>(&particle->angleBits) = static_cast<float>(angle);
particle->phaseParameter = ClampedRandom(21) + 80;
particle->animationParameter = 1.0f;
if (this->id == EF_STORMKICK8) {
if (layer == 0) {
particle->speedParameter = 28.0f - ring * 5.0f;
particle->scale = 10.0f - ring * 2.0f;
} else if (layer == 1) {
particle->speedParameter = 18.0f - ring * 5.0f;
particle->scale = 5.0f - ring;
}
} else if (layer == 0) {
particle->speedParameter = 48.0f - ring * 5.0f;
particle->scale = 14.0f - ring * 2.0f;
} else if (layer == 1) {
particle->speedParameter = 28.0f - ring * 5.0f;
particle->scale = 6.0f - ring;
}
InitParticleQuad(particle->vertices);
this->clouds.push_back(particle);
}
++ring;
}
}
// OFFSET: 0x00B7B8D0
// FUNCTION: fn_19220
void CStormKickEffect::UpdateStorm(CParticle* particle) {
if (!particle) {
return;
}
const float* motion = reinterpret_cast<const float*>(particle->animationParameters);
const int segment = particle->columnIndex;
float radius = particle->speedParameter;
const float height = -particle->animationParameter + segment * motion[0];
int angle = static_cast<int>(static_cast<float>(segment * 45) + *reinterpret_cast<const float*>(&particle->angleBits)) % 360;
for (int step = 1; step <= segment; ++step) {
radius -= (2.2f - step * 0.2f) * particle->scale;
}
EffectPoint corners[4];
angle = (angle + 90) % 360;
corners[0].x = radius * g_cosTable[angle];
corners[0].y = height - 1.0f;
corners[0].z = radius * g_sinTable[angle];
angle = (angle + 90) % 360;
corners[1].x = radius * g_cosTable[angle];
corners[1].y = height - 1.0f;
corners[1].z = radius * g_sinTable[angle];
angle = (angle + 90) % 360;
corners[2].x = radius * g_cosTable[angle];
corners[2].y = height - 1.0f;
corners[2].z = radius * g_sinTable[angle];
angle = (angle + 90) % 360;
corners[3].x = radius * g_cosTable[angle];
corners[3].y = height - 1.0f;
corners[3].z = radius * g_sinTable[angle];
particle->vertices[0].x = corners[2].x;
particle->vertices[0].y = corners[2].y;
particle->vertices[0].z = corners[2].z;
particle->vertices[1].x = corners[1].x;
particle->vertices[1].y = corners[1].y;
particle->vertices[1].z = corners[1].z;
particle->vertices[2].x = corners[3].x;
particle->vertices[2].y = corners[3].y;
particle->vertices[2].z = corners[3].z;
particle->vertices[3].x = corners[0].x;
particle->vertices[3].y = corners[0].y;
particle->vertices[3].z = corners[0].z;
}
// OFFSET: 0x00B7BC20
// FUNCTION: fn_19221
void CStormKickEffect::Close() {
for (auto it = this->storms.begin(); it != this->storms.end(); ++it) {
FreeParticle(*it);
}
this->storms.clear();
for (auto it = this->clouds.begin(); it != this->clouds.end(); ++it) {
FreeParticle(*it);
}
this->clouds.clear();
}
// OFFSET: 0x00B7BC90
// FUNCTION: fn_19222
void CStormKickEffect::Open() {
g_modeMgr.GetGameMode();
switch (this->id) {
case EF_STORMKICK6:
this->CreateStorms(0);
this->CreateStorms(1);
this->CreateClouds(0);
this->CreateClouds(1);
break;
case EF_STORMKICK:
case EF_STORMKICK1:
case EF_STORMKICK2:
case EF_STORMKICK3:
case EF_STORMKICK7:
this->CreateStorms(0);
this->CreateClouds(0);
this->CreateClouds(1);
break;
case EF_STORMKICK8:
this->CreateClouds(0);
this->CreateClouds(1);
break;
}
switch (this->id) {
case EF_STORMKICK:
case EF_STORMKICK1:
case EF_STORMKICK2:
case EF_STORMKICK3:
case EF_STORMKICK6:
this->effectLifetime = 100;
break;
case EF_STORMKICK7:
this->effectLifetime = 1000;
break;
case EF_STORMKICK8:
this->effectLifetime = 60;
break;
}
}
// OFFSET: 0x00B7BDD0
// FUNCTION: fn_19223
void CStormKickEffect::InitEvents() {
switch (this->id) {
case EF_STORMKICK:
this->AddEvent(0, "effect\\T_회오리차기.wav", 5, 0);
break;
case EF_STORMKICK2:
this->AddEvent(0, "ice_titan_attack.wav", 5, 0);
break;
case EF_STORMKICK6:
this->AddEvent(0, "effect\\REVERBERATION.wav", 0, 0);
break;
}
}
// OFFSET: 0x00B7BF60
// FUNCTION: fn_19224
bool CStormKickEffect::IsAlive() {
return !this->IsFinished();
}
// OFFSET: 0x00B7BF70
// FUNCTION: fn_19225
void CStormKickEffect::OnProcess() {
for (auto it = this->storms.begin(); it != this->storms.end(); ++it) {
CParticle* particle = *it;
particle->position.x = this->position[0];
particle->position.y = this->position[1];
particle->position.z = this->position[2];
if (particle) {
int alpha = particle->alpha;
if (particle->elapsedFrames > 60 && this->id != EF_STORMKICK7) {
alpha = std::max(alpha - 1, 0);
}
if (particle->elapsedFrames <= 40) {
++alpha;
}
particle->alpha = alpha;
float& rotation = *reinterpret_cast<float*>(&particle->angleBits);
rotation = static_cast<float>(static_cast<int>(rotation - static_cast<float>(std::max(rand() % 3, 0) + 3)) % 360);
matrix transform;
std::memcpy(transform.values, g_identityMatrix, sizeof(transform.values));
transform.MakeYRotation(rotation / 180.0f * 3.141592f);
particle->transform = transform;
}
++particle->elapsedFrames;
}
for (auto it = this->clouds.begin(); it != this->clouds.end(); ++it) {
CParticle* particle = *it;
particle->position.x = this->position[0];
particle->position.y = this->position[1];
particle->position.z = this->position[2];
if (particle) {
float& rotation = *reinterpret_cast<float*>(&particle->angleBits);
const float nextRotation = static_cast<float>(static_cast<int>(rotation + 5.0f) % 360);
const int spread = std::min(particle->angleParameter + 3, 180);
particle->angleParameter = spread;
const int frame = particle->elapsedFrames;
int alpha = particle->alpha;
rotation = nextRotation;
if (this->id == EF_STORMKICK8) {
if (frame > 30) {
alpha = std::max(alpha - 3, 0);
} else {
alpha += 3;
}
} else if (frame > 50) {
alpha = std::max(alpha - 1, 0);
} else if (frame < 12) {
++alpha;
}
particle->alpha = alpha;
if (frame > 12) {
particle->scale += 0.1f;
}
const int segment = particle->columnIndex;
const float radius = particle->animationParameter;
const int angle = static_cast<int>(static_cast<float>(static_cast<int>(static_cast<float>(spread) / 20.0f) * segment) + nextRotation) % 360;
const int tilt = particle->phaseParameter;
const float horizontal = radius * g_cosTable[tilt];
const float vertical = radius * g_sinTable[tilt];
EffectPoint corners[4];
corners[3].x = g_cosTable[angle] * particle->scale;
corners[3].y = -particle->speedParameter;
corners[3].z = g_sinTable[angle] * particle->scale;
corners[1].x = corners[3].x + g_cosTable[angle] * horizontal;
corners[1].y = corners[3].y - vertical;
corners[1].z = corners[3].z + g_sinTable[angle] * horizontal;
particle->vertices[3].x = corners[3].x;
particle->vertices[3].y = corners[3].y;
particle->vertices[3].z = corners[3].z;
particle->vertices[1].x = corners[1].x;
particle->vertices[1].y = corners[1].y;
particle->vertices[1].z = corners[1].z;
if (segment != 0) {
particle->vertices[0].x = this->lastPoints[1].x;
particle->vertices[0].y = this->lastPoints[1].y;
particle->vertices[0].z = this->lastPoints[1].z;
particle->vertices[2].x = this->lastPoints[0].x;
particle->vertices[2].y = this->lastPoints[0].y;
particle->vertices[2].z = this->lastPoints[0].z;
}
this->lastPoints[0] = corners[3];
this->lastPoints[1] = corners[1];
}
++particle->elapsedFrames;
}
CRenderObject* actor = FindRenderObject(this->actor);
if (!actor) {
return;
}
float angle;
switch (this->id) {
case EF_STORMKICK:
case EF_STORMKICK8:
if (this->frame > 47) {
return;
}
angle = actor->render.angle + 30.0f;
break;
case EF_STORMKICK1:
if (this->frame > 50) {
return;
}
angle = actor->render.angle + 14.0f;
break;
default:
return;
}
actor->render.angle = angle;
if (angle > 360.0f) {
actor->render.angle = angle - 360.0f;
}
}
// OFFSET: 0x00B7C7D0
// FUNCTION: fn_19226
void CStormKickEffect::Render() {
for (auto it = this->storms.begin(); it != this->storms.end(); ++it) {
CParticle* particle = *it;
const int alpha = particle->alpha;
const float* motion = reinterpret_cast<const float*>(particle->animationParameters);
switch (this->id) {
case EF_STORMKICK1:
case EF_STORMKICK2:
case EF_STORMKICK3:
case EF_STORMKICK7:
particle->destinationBlend = 6;
break;
case EF_STORMKICK6:
if (motion[1] == 0.0f) {
particle->destinationBlend = 6;
particle->alpha = alpha / 3;
particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true);
particle->alpha = alpha;
continue;
}
if (motion[1] != 1.0f) {
continue;
}
default:
particle->destinationBlend = 2;
break;
}
particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true);
}
for (auto it = this->clouds.begin(); it != this->clouds.end(); ++it) {
CParticle* particle = *it;
if (!particle) {
continue;
}
const int texPart = particle->columnIndex;
if (texPart <= 0) {
continue;
}
const ParticleQuad quad = {false, 0.0f, 1.0f, static_cast<float>(texPart - 1) / 21.0f, static_cast<float>(texPart) / 21.0f, false, true};
particle->Render(quad);
}
}