rodecomp/Source/Contents/Effects/ThrowEffects.cpp
ragnarok-clanker 84042f145a Decompile 2 functions in Source/Contents/Effects/ThrowEffects.cpp
Batch #16091 by Yommy: 0 byte-identical, 2 confirmed by peer review.

- fn_19236 CThrowItemEffect::OnProcess: logic confirmed by peer review
- fn_19244 CVolcanoEffect::OnProcess: logic confirmed by peer review

Peer-reviewed-by: alisonrag, youko, Toshiro
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-10 14:40:37 +00:00

691 lines
22 KiB
C++

#include "Contents/Combat/CombatTypes.h"
#include "Contents/Effects/EffectTypes.h"
#include "Contents/Effects/ThrowEffects.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Actors/GameActor.h"
#include "Contents/Camera/Camera.h"
#include "Contents/Effects/EffectLists.h"
#include "Contents/Effects/EffectMemoryMgr.h"
#include "Contents/Effects/EffectPoint.h"
#include "Contents/Effects/Particle.h"
#include "Contents/World/World.h"
#include "Utility/Math/AffineMatrix.h"
#include <algorithm>
#include <cstring>
// OFFSET: 0x00B7CB10
// FUNCTION: fn_19227
CThrowItemEffect::CThrowItemEffect()
: CEffect(-1), travelFrames(0), launchDelay(0), projectileCount(1), trailCount(4), heightDelta(0), arcHeight(0), trailX(0),
trailY(0), trailZ(0) {
}
// OFFSET: 0x00B7CCC0
// FUNCTION: fn_19229
void CThrowItemEffect::Close() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
FreeParticle(*it);
}
this->particles.clear();
}
// OFFSET: 0x00B7CD30
// FUNCTION: fn_19230
void CThrowItemEffect::Open() {
switch (this->id) {
case EF_THROW_HAPPOKUNAI:
this->projectileCount = 8;
break;
case EF_THROW_MULTIPLE_COIN:
this->projectileCount = 10;
break;
case EF_KAIHOU:
if (CGameActor* owner = static_cast<CGameActor*>(FindRenderObject(this->actor))) {
this->projectileCount = owner->charmCount;
this->trailCount = 1;
}
break;
}
for (int row = 0; row < this->projectileCount; ++row) {
for (int column = 0; column < this->trailCount; ++column) {
CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
if (!particle) {
continue;
}
particle->effectId = this->id;
particle->columnIndex = column;
particle->rowIndex = row;
particle->groupIndex = 1;
switch (this->id) {
case EF_THROWITEM:
this->effectLifetime = 300;
this->arcHeight = 30.0f;
this->InitTrajectory(particle);
particle->SetTexture("유저인터페이스\\item\\빈병.bmp");
particle->scale = 1.5f;
particle->SetColor(135, 255, 135);
particle->angleBits = 0;
particle->speedParameter = particle->animationParameter / 25.0f;
particle->alpha = 255;
particle->offsetX = this->position[0];
particle->offsetY = this->position[1] - 8.0f;
particle->offsetZ = this->position[2];
particle->destinationBlend = 6;
break;
case EF_THROWITEM2:
particle->SetTexture("유저인터페이스\\item\\빈포션병.bmp");
this->InitPotionParticle(particle, this->effectArgument == -1 ? 1 : this->effectArgument);
break;
case EF_THROWITEM3:
this->effectLifetime = 300;
this->arcHeight = 10.0f;
particle->SetTexture("유저인터페이스\\item\\돌.bmp");
particle->scale = 1.0f;
particle->SetColor(255, 255, 255);
particle->angleBits = 0;
particle->speedParameter = 2.0f;
particle->alpha = 255;
particle->offsetX = this->position[0];
particle->offsetY = this->position[1] - 8.0f;
particle->offsetZ = this->position[2];
particle->destinationBlend = 6;
break;
case EF_THROWITEM4:
this->launchDelay = 5;
particle->SetTexture("유저인터페이스\\item\\화염병.bmp");
this->InitFlameParticle(particle);
break;
case EF_THROWITEM5:
particle->SetTexture("유저인터페이스\\item\\버서크포션.bmp");
this->InitPotionParticle(particle, this->effectArgument == -1 ? 1 : this->effectArgument);
break;
case EF_THROWITEM6:
particle->SetTexture("유저인터페이스\\item\\베넘나이프.bmp");
this->InitSpinParticle(particle);
break;
case EF_THROWITEM7:
particle->SetTexture("유저인터페이스\\item\\수리검.bmp");
this->InitSpinParticle(particle);
break;
case EF_THROWITEM8:
particle->SetTexture("유저인터페이스\\item\\쿠나이_독.bmp");
this->InitSpinParticle(particle);
break;
case EF_THROWITEM9:
particle->SetTexture("유저인터페이스\\item\\풍마_열화.bmp");
this->InitSpinParticle(particle);
break;
case EF_THROWITEM10:
particle->SetTexture("effect\\coin_a.bmp");
this->InitSpinParticle(particle);
break;
case EF_THROWITEM11:
particle->SetTexture("유저인터페이스\\item\\폭탄버섯포자.bmp");
this->InitPotionParticle(particle, this->effectArgument == -1 ? 1 : this->effectArgument);
break;
case EF_THROWITEM4_1:
this->launchDelay = 10;
particle->SetTexture("유저인터페이스\\item\\염산병.bmp");
this->InitFlameParticle(particle);
break;
case EF_THROW_BAKURETSU:
particle->SetTexture("유저인터페이스\\item\\쿠나이_화.bmp");
this->InitSpinParticle(particle);
particle->speedParameter = 1.0f;
case EF_THROW_HAPPOKUNAI:
this->effectLifetime = 200;
this->arcHeight = 1.0f;
particle->SetTexture("유저인터페이스\\item\\쿠나이_독.bmp");
particle->scale = 3.0f;
particle->SetColor(255, 200, 255);
*reinterpret_cast<float*>(&particle->angleBits) = 330.0f;
particle->speedParameter = 1.5f;
particle->alpha = 255;
particle->offsetX = this->position[0];
particle->offsetZ = this->position[2];
particle->offsetY = this->position[1] - 8.0f;
particle->destinationBlend = 6;
if (this->sourceActor == 0) {
this->sourcePosition[1] = this->position[1];
this->sourcePosition[2] = this->position[2];
this->sourcePosition[0] = this->position[0] - 8.0f;
}
break;
case EF_THROW_MULTIPLE_COIN:
this->effectLifetime = 200;
this->arcHeight = 10.0f;
particle->SetTexture("effect\\coin_a.bmp");
particle->scale = 2.5f;
particle->SetColor(255, 200, 0);
*reinterpret_cast<float*>(&particle->angleBits) = 330.0f;
particle->speedParameter = 2.0f;
particle->alpha = 255;
particle->destinationBlend = 6;
particle->offsetZ = this->position[2];
particle->offsetY = this->position[1] - 8.0f;
particle->offsetX = this->position[0];
break;
case EF_KAIHOU:
if (CGameActor* owner = static_cast<CGameActor*>(FindRenderObject(this->actor))) {
switch (owner->charmType) {
case CHARM_TYPE_WATER:
particle->SetTexture("effect\\WaterOrb.bmp");
particle->scale = 1.0f;
break;
case CHARM_TYPE_LAND:
particle->SetTexture("effect\\StoneOrb.bmp");
break;
case CHARM_TYPE_FIRE:
particle->SetTexture("effect\\FireOrb.bmp");
break;
case CHARM_TYPE_WIND:
particle->SetTexture("effect\\LightningOrb.bmp");
break;
}
this->effectLifetime = 200;
particle->scale = 2.0f;
*reinterpret_cast<float*>(&particle->angleBits) = 330.0f;
particle->speedParameter = 1.5f;
particle->alpha = 255;
particle->offsetZ = this->position[2];
particle->offsetY = this->position[1] - 15.0f;
particle->offsetX = this->position[0];
}
break;
}
this->InitTrajectory(particle);
this->particles.push_back(particle);
}
}
}
// OFFSET: 0x00B7D3B0
// FUNCTION: fn_19231
void CThrowItemEffect::InitFlameParticle(CParticle* particle) {
this->effectLifetime = 300;
this->arcHeight = 1.0f;
this->InitTrajectory(particle);
particle->scale = 1.5f;
particle->SetColor(255, 255, 255);
particle->angleBits = 0;
particle->alpha = 255;
particle->speedParameter = particle->animationParameter / 25.0f;
const vector3d offset = {this->position[0], this->position[1] - 8.0f, this->position[2]};
particle->offsetX = offset.x;
particle->offsetY = offset.y;
particle->offsetZ = offset.z;
particle->destinationBlend = 6;
}
// OFFSET: 0x00B7D4D0
// FUNCTION: fn_19232
void CThrowItemEffect::InitPotionParticle(CParticle* particle, int kind) {
this->effectLifetime = 300;
this->arcHeight = 30.0f;
this->InitTrajectory(particle);
particle->scale = 1.5f;
particle->angleBits = 0;
particle->alpha = 255;
particle->speedParameter = particle->animationParameter / 25.0f;
const vector3d offset = {this->position[0], this->position[1] - 8.0f, this->position[2]};
particle->offsetX = offset.x;
particle->offsetY = offset.y;
particle->offsetZ = offset.z;
if (kind != 6) {
particle->destinationBlend = 6;
}
if (kind == 1) {
particle->SetColor(255, 135, 135);
} else if (kind == 2) {
particle->SetColor(255, 205, 135);
} else if (kind == 3) {
particle->SetColor(255, 255, 135);
} else if (kind == 4) {
particle->SetColor(255, 255, 255);
} else if (kind == 5) {
particle->SetColor(135, 135, 255);
} else if (kind == 6) {
particle->SetColor(255, 255, 255);
}
}
// OFFSET: 0x00B7D810
// FUNCTION: fn_19233
__declspec(noinline) void CThrowItemEffect::InitSpinParticle(CParticle* particle) {
this->effectLifetime = 200;
this->arcHeight = 1.0f;
particle->scale = 2.0f;
particle->SetColor(255, 200, 255);
*reinterpret_cast<float*>(&particle->angleBits) = 330.0f;
particle->speedParameter = 3.0f;
particle->alpha = 255;
const vector3d offset = {this->position[0], this->position[1] - 8.0f, this->position[2]};
particle->offsetX = offset.x;
particle->offsetY = offset.y;
particle->offsetZ = offset.z;
particle->destinationBlend = 6;
}
// OFFSET: 0x00B7D8B0
// FUNCTION: fn_19234
void CThrowItemEffect::InitEvents() {
switch (this->id) {
case EF_THROWITEM7:
case EF_THROWITEM8:
case EF_THROWITEM9:
case EF_THROWITEM10:
this->AddEvent(0, "effect\\닌자_던지기.wav", 0, 0);
break;
case EF_THROWITEM:
this->AddEvent(0, "_heal_effect.wav", 0, 0);
break;
case EF_THROWITEM11:
this->AddEvent(0, "effect\\G스포어익스플로젼.wav", 0, 0);
break;
}
}
// OFFSET: 0x00B7DE60
// FUNCTION: fn_19235
bool CThrowItemEffect::IsAlive() {
return !this->IsFinished();
}
// OFFSET: 0x00B7DE70
// FUNCTION: fn_19236
void CThrowItemEffect::OnProcess() {
for (auto particle = this->particles.begin(); particle != this->particles.end(); ++particle) {
CParticle* target = *particle;
target->position.x = this->position[0];
target->position.y = this->position[1];
target->position.z = this->position[2];
if (target != nullptr && this->launchDelay <= this->frame) {
float& angle = target->speedParameter;
float& rotation = *reinterpret_cast<float*>(&target->angleBits);
float& offsetX = *reinterpret_cast<float*>(&target->offsetX);
float& offsetY = *reinterpret_cast<float*>(&target->offsetY);
float& offsetZ = *reinterpret_cast<float*>(&target->offsetZ);
if (target->columnIndex == 0) {
rotation = static_cast<float>(static_cast<int>(rotation + 45.0f) % 360);
} else {
this->trailAlpha -= target->columnIndex != 1 ? 25 : 150;
target->alpha = this->trailAlpha;
offsetX = this->trailX;
offsetY = this->trailY;
offsetZ = this->trailZ;
rotation = this->trailRotation;
}
const float progress = static_cast<float>(this->frame) / static_cast<float>(this->travelFrames);
float height = 0.0f;
if (progress > 1.05f) {
target->alpha = std::ranges::max(target->alpha - 20, 0);
} else {
const int index = *reinterpret_cast<const int*>(&target->effectParameters[4]);
const float radius = angle / *reinterpret_cast<const float*>(&target->effectParameters[0xC]);
offsetX = angle * g_cosTable[index] + offsetX;
offsetY = radius * this->heightDelta + offsetY;
offsetZ = angle * g_sinTable[index] + offsetZ;
height = g_sinTable[-static_cast<int>(progress * -180.0f)] * this->arcHeight;
}
this->trailX = offsetX;
this->trailY = offsetY;
this->trailZ = offsetZ;
this->trailRotation = rotation;
this->trailAlpha = target->alpha;
if (target->alpha > 0) {
matrix view;
std::memcpy(view.values, g_identityMatrix, sizeof(view.values));
view.MakeXRotation(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.pitch / 180.0f * 3.141592f);
view.AppendYRotation(rotation / 180.0f * 3.141592f);
matrix scale;
std::memcpy(scale.values, g_identityMatrix, sizeof(scale.values));
scale.SetScale(target->scale, target->scale, 1.0f);
matrix translate;
std::memcpy(translate.values, g_identityMatrix, sizeof(translate.values));
translate.MakeTranslate(offsetX, offsetY - height, offsetZ);
matrix rotationMatrix;
rotationMatrix.Compose(scale, view);
matrix transform;
transform.Compose(rotationMatrix, translate);
target->transform = transform;
if (this->id == 0x3D5 && target->rowIndex == 0 && target->columnIndex == 0) {
CRenderObject* object = FindRenderObject(this->actor);
if (object != nullptr) {
float& objectAngle = *reinterpret_cast<float*>(reinterpret_cast<unsigned char*>(object) + 0x4C);
objectAngle = static_cast<float>(static_cast<int>(objectAngle + 45.0f) % 360);
}
}
}
}
++target->elapsedFrames;
}
}
// OFFSET: 0x00B7E660
// FUNCTION: fn_19237
void CThrowItemEffect::Render() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
if (*it) {
(*it)->Render(true, 0.0f, 1.0f, 0.0f, 1.0f, false, true);
}
}
}
// OFFSET: 0x00B7E700
// FUNCTION: fn_19238
void CThrowItemEffect::InitTrajectory(CParticle* particle) {
const float deltaX = this->sourcePosition[0] - this->position[0];
const float deltaZ = this->sourcePosition[2] - this->position[2];
this->heightDelta = this->sourcePosition[1] - this->position[1];
const unsigned short heading = static_cast<unsigned short>(static_cast<int>(DirectionAngle(deltaX, deltaZ)));
unsigned short offset = 0;
if (this->id == 981) {
offset = static_cast<unsigned short>(static_cast<short>(360 / this->projectileCount) * static_cast<short>(particle->rowIndex));
}
particle->phaseParameter = static_cast<short>(heading + offset) % 360;
const float distance = SquareRoot(deltaZ * deltaZ + deltaX * deltaX);
particle->animationParameter = distance;
for (int step = 0; step < 100; ++step) {
if (static_cast<float>(step) * particle->speedParameter > distance) {
this->travelFrames = step;
return;
}
}
}
// OFFSET: 0x00B7EA40
// FUNCTION: fn_19240
void CVolcanoEffect::AddRings() {
int row = 0;
for (int baseAngle = 0; baseAngle < 360; baseAngle += 90) {
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 = row;
particle->groupIndex = 1;
switch (this->id) {
case EF_GANBANTEIN:
particle->speedParameter = 15.0f;
particle->phaseParameter = 70;
particle->animationParameter = 0.0f;
particle->angleParameter = 360;
particle->alpha = 1;
*reinterpret_cast<float*>(&particle->angleBits) = static_cast<float>(row * 90);
particle->scale = static_cast<float>(row) + 1.0f;
break;
case EF_VOLCANO:
case EF_DELUGE:
case EF_VIOLENTGALE:
case EF_LANDPROTECTOR:
case EF_GUMGANG2:
case EF_GUMGANG3:
case EF_GUMGANG4:
case EF_GUMGANG6:
case EF_GUMGANG7:
case EF_GUMGANG8:
case EF_GUMGANG9:
particle->speedParameter = 25.0f;
particle->phaseParameter = 80;
particle->animationParameter = 0.0f;
particle->angleParameter = 360;
particle->alpha = 1;
*reinterpret_cast<float*>(&particle->angleBits) = static_cast<float>(baseAngle);
particle->scale = static_cast<float>(row) + 1.0f;
break;
case EF_GUMGANG5:
particle->alpha = 1;
particle->angleParameter = 360;
particle->speedParameter = 25.0f;
particle->phaseParameter = 80;
*reinterpret_cast<float*>(&particle->angleBits) = static_cast<float>(row * 90);
particle->animationParameter = 0.0f;
particle->scale = static_cast<float>(row) + 1.0f;
particle->SetColor(0, 0, 255);
break;
}
switch (this->id) {
case EF_GANBANTEIN:
case EF_LANDPROTECTOR:
case EF_GUMGANG6:
particle->SetTexture("effect\\ring_white.tga");
break;
case EF_VOLCANO:
case EF_GUMGANG7:
particle->SetTexture("effect\\ring_red.tga");
break;
case EF_DELUGE:
case EF_GUMGANG5:
particle->SetTexture("effect\\ring_blue.tga");
break;
case EF_VIOLENTGALE:
particle->SetTexture("effect\\magic_green.tga");
break;
case EF_GUMGANG2:
case EF_GUMGANG3:
case EF_GUMGANG8:
particle->SetTexture("effect\\ring_yellow.tga");
break;
case EF_GUMGANG4:
particle->SetTexture("effect\\ring_purple.tga");
break;
case EF_GUMGANG9:
particle->SetTexture("effect\\ring_brown.tga");
break;
}
InitParticleQuad(particle->vertices);
this->particles.push_back(particle);
}
++row;
}
}
// OFFSET: 0x00B7EE80
// FUNCTION: fn_19241
void CVolcanoEffect::Close() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
FreeParticle(*it);
}
this->particles.clear();
}
// OFFSET: 0x00B7EEC0
// FUNCTION: fn_19242
void CVolcanoEffect::Open() {
switch (this->id) {
case EF_GANBANTEIN:
case EF_VOLCANO:
case EF_DELUGE:
case EF_VIOLENTGALE:
case EF_LANDPROTECTOR:
case EF_GUMGANG2:
case EF_GUMGANG3:
case EF_GUMGANG4:
case EF_GUMGANG5:
case EF_GUMGANG6:
case EF_GUMGANG7:
case EF_GUMGANG8:
case EF_GUMGANG9:
this->AddRings();
break;
}
}
// OFFSET: 0x00B7F190
// FUNCTION: fn_19243
bool CVolcanoEffect::IsAlive() {
for (auto particle = this->particles.begin(); particle != this->particles.end(); ++particle) {
if ((*particle)->alpha > 0) {
return true;
}
}
return false;
}
// OFFSET: 0x00B7F1C0
// FUNCTION: fn_19244
void CVolcanoEffect::OnProcess() {
int fadeIn;
int fadeOut;
for (auto it = this->particles.begin(); it != this->particles.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) {
particle->scale += this->id == EF_GUMGANG2 ? 0.1f : 0.3f;
int tilt = particle->phaseParameter - 1;
if (this->id == EF_GUMGANG2) {
tilt = tilt < 30 ? 30 : tilt;
} else {
tilt = tilt < 40 ? 40 : tilt;
}
particle->phaseParameter = tilt;
float& spin = *reinterpret_cast<float*>(&particle->angleBits);
spin = static_cast<float>(static_cast<int>(spin) + (this->id != EF_GUMGANG2) * 2 + 3);
switch (this->id) {
case EF_GANBANTEIN:
fadeIn = 20;
fadeOut = 8;
break;
case EF_VOLCANO:
case EF_DELUGE:
case EF_VIOLENTGALE:
case EF_LANDPROTECTOR:
case EF_GUMGANG2:
fadeIn = 20;
fadeOut = 2;
break;
case EF_GUMGANG3:
case EF_GUMGANG4:
fadeIn = 10;
fadeOut = 2;
break;
case EF_GUMGANG5:
case EF_GUMGANG6:
case EF_GUMGANG7:
case EF_GUMGANG8:
case EF_GUMGANG9:
fadeIn = 20;
fadeOut = 5;
break;
}
if (particle->elapsedFrames > 10) {
const int alpha = particle->alpha - fadeOut;
particle->alpha = alpha > 0 ? alpha : 0;
} else {
particle->alpha += fadeIn;
}
const int segment = particle->columnIndex;
const float radius = g_sinTable[segment * 9] * particle->speedParameter;
const int angle =
static_cast<int>(static_cast<float>(static_cast<int>(static_cast<float>(particle->angleParameter) / 20.0f) * segment) + spin) % 360;
const float spread = radius * g_cosTable[tilt];
const float cosine = g_cosTable[angle];
const float sine = g_sinTable[angle];
const float height = radius * g_sinTable[tilt];
EffectPoint corners[2];
corners[0].x = particle->scale * cosine;
corners[0].y = 0.0f;
corners[0].z = particle->scale * sine;
corners[1].x = corners[0].x + spread * cosine;
corners[1].y = 0.0f - height;
corners[1].z = corners[0].z + spread * sine;
particle->vertices[3].x = corners[0].x;
particle->vertices[3].y = corners[0].y;
particle->vertices[3].z = corners[0].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->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 = corners[0].x;
this->lastInner.y = corners[0].y;
this->lastInner.z = corners[0].z;
this->lastOuter.x = corners[1].x;
this->lastOuter.y = corners[1].y;
this->lastOuter.z = corners[1].z;
}
++particle->elapsedFrames;
}
}
// OFFSET: 0x00B7F7B0
// FUNCTION: fn_19245
void CVolcanoEffect::Render() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
CParticle* particle = *it;
if (!particle || particle->columnIndex <= 0) {
continue;
}
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);
}
}