rodecomp/Source/Contents/Effects/RagEffect.cpp
ragnarok-clanker bc0f96ee8b Decompile fn_20055 (CRagEffect::GetDuration)
Batch #2447 by ragnarok-clanker: 1 byte-identical, 0 confirmed by peer review.

- fn_20055 CRagEffect::GetDuration: byte-identical

Merged automatically: every function is byte-identical to the original.
2026-10-29 16:03:32 +00:00

1355 lines
56 KiB
C++

#include "Contents/Effects/RagEffect.h"
#include "Contents/Effects/EffectActor.h"
#include "Contents/Effects/EffectPrimitiveState.h"
#include "Resource/Resource.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Camera/Camera.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Contents/Effects/EffectPrim.h"
#include "Contents/Sound/SoundMgr.h"
#include "Contents/World/World.h"
#include "Render/Primitives/RenderPrimitive.h"
#include "Render/Projection/RenderProjection.h"
#include "Render/Textures/TextureCache.h"
#include "Resource/ResourceMgr.h"
#include "Utility/Math/AffineMatrix.h"
#include "Contents/Effects/EffectPrimitiveMotion.h"
#include "Resource/EZeffectResource.h"
#include "Resource/World/TerrainResource.h"
#include <algorithm>
#include <bit>
#include <cstdlib>
#include <cstring>
#include <limits>
// INLINED
inline RagEffectState::RagEffectState()
: parent(nullptr), defZ(0), isDirection(0), type(0), level(1), flag(0), count(0), stateCnt(0), deltaPos{}, deltaPos2{}, deltaPos3{},
resource(nullptr), resourceData(nullptr), currentLayer(0), loopCount(0), loopLimit(0), unknown_11C84(nullptr), unknown_11C88{-1, -1, -1, -1},
forceRender(0), tag(0), unknown_11CA0(0) {
for (unsigned index = 0; index < 20; ++index) {
auto* record = this->objSeg + index * 80;
const std::uint32_t zero = 0;
for (unsigned field = 0; field < 6; ++field) {
std::memcpy(record + field * 4, &zero, sizeof(zero));
}
}
std::memset(this->currentKey, 0, sizeof(this->currentKey));
std::memset(this->vertices, 0, sizeof(this->vertices));
}
// INLINED
inline RagEffectState::~RagEffectState() {
for (EffectPrimitiveState* particle : this->primList) {
particle->master = nullptr;
}
this->primList.clear();
if (this->parent) {
this->parent->state.Attachments().Unlink(this);
}
if (this->resource) {
this->resource->Unlock();
}
}
// OFFSET: 0x00BF84B0
// FUNCTION: fn_20007
CRagEffect::CRagEffect() {
}
CRagEffect::~CRagEffect() = default;
// INLINED
static CEffectPrim& Owner(EffectPrimitiveState* particle) {
return *reinterpret_cast<CEffectPrim*>(reinterpret_cast<char*>(particle) - offsetof(CEffectPrim, state));
}
// INLINED
static vector3d RotatedForward(const float* matrix, float distance) {
return {
((matrix[3] * 0.0f + matrix[0] * 0.0f) + matrix[6] * distance) + matrix[9],
((matrix[4] * 0.0f + matrix[1] * 0.0f) + matrix[7] * distance) + matrix[10],
((matrix[5] * 0.0f + matrix[2] * 0.0f) + matrix[8] * distance) + matrix[11]
};
}
// INLINED
static void AllocateTextures(EffectPrimitiveState& particle) {
const auto bytes = particle.totalTexture >> 30 != 0 ? std::numeric_limits<std::size_t>::max() : static_cast<std::size_t>(4u * particle.totalTexture);
particle.textures = static_cast<CTexture**>(::operator new(bytes));
}
// INLINED
static void PlayEffectWave(const CRagEffect& effect, const char* name) {
const auto* player = reinterpret_cast<const CRenderObject*>(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->player);
g_soundMgr->PlayWave(name, effect.render.position.x - player->render.position.x, 0.0f, effect.render.position.z - player->render.position.z, 250, 40, 1.0f, 0);
}
// INLINED
static std::list<CRenderObject*>& WorldObjects() {
return static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->objects;
}
// OFFSET: 0x00C121A0
// FUNCTION: fn_20040
void CRagEffect::BloodDrain() {
if (this->state.stateCnt != 0) {
return;
}
for (int angle = -90; angle < 180; angle += 90) {
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 8, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->duration = 60;
this->state.unknown_11C84->deltaPos2 = {0.0f, -10.0f, 0.0f};
this->state.unknown_11C84->radius = Owner(this->state.unknown_11C84).CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]);
Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]);
this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle;
const float speed = this->state.unknown_11C84->radius / this->state.unknown_11C84->duration;
this->state.unknown_11C84->speed = speed + speed;
this->state.unknown_11C84->gravSpeed = 2.0f;
const float rise = -(this->state.unknown_11C84->gravSpeed / this->state.unknown_11C84->duration);
this->state.unknown_11C84->gravAccel = rise + rise;
this->state.unknown_11C84->latiSpeed = -2.0f;
const float spread = -(this->state.unknown_11C84->latiSpeed / this->state.unknown_11C84->duration);
this->state.unknown_11C84->latiAccel = spread + spread;
this->state.unknown_11C84->roll = static_cast<float>(angle);
EffectPrimitiveState& particle = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(particle.transform)->MakeYRotation(GetRadian(static_cast<int>(particle.longitude)));
this->state.unknown_11C84->deltaPos3 = RotatedForward(this->state.unknown_11C84->transform, 1.0f);
this->state.unknown_11C84->rotAxis[0] = this->state.unknown_11C84->deltaPos3.x;
this->state.unknown_11C84->rotAxis[1] = this->state.unknown_11C84->deltaPos3.y;
this->state.unknown_11C84->rotAxis[2] = this->state.unknown_11C84->deltaPos3.z;
this->state.unknown_11C84->red = 100;
this->state.unknown_11C84->green = 100;
this->state.unknown_11C84->blue = 250;
this->state.unknown_11C84->size = 1.7f;
Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle1.spr");
Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), "이팩트\\particle1.act");
this->state.unknown_11C84->numSegment = 7;
Owner(this->state.unknown_11C84).InitSegment();
}
}
// OFFSET: 0x00C14510
// FUNCTION: fn_20046
void CRagEffect::FireBall() {
const int frame = this->state.stateCnt;
if (frame != 20 && frame != 24 && frame != 28 && frame != 32) {
return;
}
PlayEffectWave(*this, "effect\\EF_FireBall.wav");
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 5, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->duration = 20;
this->state.unknown_11C84->pattern |= 0x120u;
this->state.unknown_11C84->deltaPos2 = {0.0f, -15.0f, 0.0f};
Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]);
this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle;
Owner(this->state.unknown_11C84).render.angle = 180.0f - Owner(this->state.unknown_11C84).render.angle;
if (Owner(this->state.unknown_11C84).render.angle < 0.0f) {
Owner(this->state.unknown_11C84).render.angle = Owner(this->state.unknown_11C84).render.angle + 360.0f;
}
CEffectPrim& particle = Owner(this->state.unknown_11C84);
particle.state.speed = -(particle.CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]) / particle.state.duration);
reinterpret_cast<matrix*>(this->state.unknown_11C84->transform)->MakeYRotation(GetRadian(static_cast<int>(this->state.unknown_11C84->longitude)));
this->state.unknown_11C84->size = 1.3f;
this->state.unknown_11C84->animSpeed = 1;
if (this->state.stateCnt != 20) {
this->state.unknown_11C84->red = 246;
this->state.unknown_11C84->green = 199;
this->state.unknown_11C84->blue = 76;
if (this->state.stateCnt == 24) {
this->state.unknown_11C84->alpha = 180.0f;
} else if (this->state.stateCnt == 28) {
this->state.unknown_11C84->alpha = 130.0f;
} else {
this->state.unknown_11C84->alpha = 80.0f;
}
}
Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), "이팩트\\fireball.spr");
Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), "이팩트\\fireball.act");
Owner(this->state.unknown_11C84).InitSegment();
}
// OFFSET: 0x00C15E40
// FUNCTION: fn_20054
void CRagEffect::FrostDiver(TextureCache& textures, char type) {
if (g_serviceOptions.Get(229) != 0) {
return;
}
if (this->state.stateCnt == 0) {
this->Face(this->state.deltaPos[0], this->state.deltaPos[2]);
matrix rotation;
rotation.MakeYRotation(GetRadian(static_cast<int>(-this->render.angle)));
const vector3d reach = RotatedForward(rotation.values, 5.0f);
this->state.deltaPos3[0] = this->state.deltaPos3[0] - reach.x;
this->state.deltaPos3[1] = this->state.deltaPos3[1] - reach.y;
this->state.deltaPos3[2] = this->state.deltaPos3[2] - reach.z;
const vector3d step = RotatedForward(rotation.values, 2.0f);
this->state.deltaPos2[0] = step.x;
this->state.deltaPos2[1] = step.y;
this->state.deltaPos2[2] = step.z;
}
if (this->state.flag != 0) {
return;
}
const vector3d saved = this->render.position;
this->render.position.x = this->state.deltaPos3[0] + this->render.position.x;
this->render.position.y = this->state.deltaPos3[1] + this->render.position.y;
this->render.position.z = this->state.deltaPos3[2] + this->render.position.z;
if (this->CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]) <= 2.5f) {
this->state.flag = 1;
}
this->render.position = saved;
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 9, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->duration = 40;
this->state.unknown_11C84->pattern |= 1u;
this->state.unknown_11C84->slots[0].flag1[0] = type == 3 ? 3 : 0;
const int angle = std::max(rand() % 360, 0);
const float distance = static_cast<float>(std::max(rand() % 10, 0) + 5) / 10.0f;
const float sine = ClientSine(angle);
const float cosine = ClientCosine(angle);
this->state.unknown_11C84->deltaPos2.y = 30.0f;
this->state.unknown_11C84->deltaPos2.x = sine * distance;
this->state.unknown_11C84->deltaPos2.z = -distance * cosine;
vector3d& velocity = this->state.unknown_11C84->deltaPos2;
velocity.x = this->state.deltaPos3[0] + velocity.x;
velocity.y = this->state.deltaPos3[1] + velocity.y;
velocity.z = this->state.deltaPos3[2] + velocity.z;
this->state.unknown_11C84->size = static_cast<float>(std::max(rand() % 40, 0) + 60) / 100.0f;
this->state.unknown_11C84->heightSize = static_cast<float>(std::max(rand() % 30, 0) + 150) / 10.0f;
this->state.unknown_11C84->longitude = static_cast<float>(std::max(rand() % 360, 0));
this->state.unknown_11C84->latitude = static_cast<float>(std::max(rand() % 30, 0) + 75);
EffectPrimitiveState& tilt = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(tilt.transform)->MakeXRotation(GetRadian(static_cast<int>(tilt.latitude)));
EffectPrimitiveState& turn = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(turn.transform)->AppendYRotation(GetRadian(static_cast<int>(turn.longitude)));
EffectPrimitiveState& copy = *this->state.unknown_11C84;
std::memcpy(copy.rotTransform, copy.transform, sizeof(copy.rotTransform));
this->state.unknown_11C84->speed = 3.0f;
EffectPrimitiveState& slow = *this->state.unknown_11C84;
const float decay = -(slow.speed / slow.duration);
slow.accel = decay + decay;
this->state.unknown_11C84->chCnt = 20;
this->state.unknown_11C84->fadeOutCnt = this->state.unknown_11C84->duration - 10;
AllocateTextures(*this->state.unknown_11C84);
CTexture* texture = textures.Load("effect\\ice.tga", 0, false, true, false);
this->state.unknown_11C84->textures[0] = texture;
this->state.deltaPos3[0] = this->state.deltaPos3[0] - this->state.deltaPos2[0];
this->state.deltaPos3[1] = this->state.deltaPos3[1] - this->state.deltaPos2[1];
this->state.deltaPos3[2] = this->state.deltaPos3[2] - this->state.deltaPos2[2];
}
// OFFSET: 0x00C16C70
// FUNCTION: fn_20058
void CRagEffect::GrimTooth(TextureCache& textures) {
if (this->state.stateCnt == 0) {
PlayEffectWave(*this, "effect\\EF_FrostDiver.wav");
this->Face(this->state.deltaPos[0], this->state.deltaPos[2]);
matrix rotation;
rotation.MakeYRotation(GetRadian(static_cast<int>(-this->render.angle)));
const vector3d step = RotatedForward(rotation.values, 2.0f);
this->state.deltaPos2[0] = step.x;
this->state.deltaPos2[1] = step.y;
this->state.deltaPos2[2] = step.z;
this->state.deltaPos3[0] = this->state.deltaPos3[0] - step.x;
this->state.deltaPos3[1] = this->state.deltaPos3[1] - step.y;
this->state.deltaPos3[2] = this->state.deltaPos3[2] - step.z;
}
if (this->state.flag != 0) {
return;
}
if (this->state.stateCnt % 3 != 0) {
this->state.deltaPos3[0] = this->state.deltaPos3[0] - this->state.deltaPos2[0];
this->state.deltaPos3[1] = this->state.deltaPos3[1] - this->state.deltaPos2[1];
this->state.deltaPos3[2] = this->state.deltaPos3[2] - this->state.deltaPos2[2];
return;
}
const vector3d saved = this->render.position;
if (this->CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]) <= 2.5f) {
this->state.flag = 1;
}
this->render.position = saved;
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 9, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->pattern |= 1u;
this->state.unknown_11C84->duration = 40;
const int angle = std::max(rand() % 360, 0);
rand();
ClientSine(angle);
ClientCosine(angle);
this->state.unknown_11C84->deltaPos2 = {0.0f, 20.0f, 0.0f};
vector3d& velocity = this->state.unknown_11C84->deltaPos2;
velocity.x = this->state.deltaPos3[0] + velocity.x;
velocity.y = this->state.deltaPos3[1] + velocity.y;
velocity.z = this->state.deltaPos3[2] + velocity.z;
this->state.unknown_11C84->size = static_cast<float>(std::max(rand() % 40, 0) + 60) / 100.0f;
this->state.unknown_11C84->heightSize = 10.0f;
this->state.unknown_11C84->longitude = static_cast<float>(std::max(rand() % 360, 0));
this->state.unknown_11C84->latitude = static_cast<float>(std::max(rand() % 30, 0) + 75);
EffectPrimitiveState& tilt = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(tilt.transform)->MakeXRotation(GetRadian(static_cast<int>(tilt.latitude)));
EffectPrimitiveState& turn = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(turn.transform)->AppendYRotation(GetRadian(static_cast<int>(turn.longitude)));
EffectPrimitiveState& copy = *this->state.unknown_11C84;
std::memcpy(copy.rotTransform, copy.transform, sizeof(copy.rotTransform));
this->state.unknown_11C84->speed = 3.0f;
EffectPrimitiveState& slow = *this->state.unknown_11C84;
const float decay = -(slow.speed / slow.duration);
slow.accel = decay + decay;
this->state.unknown_11C84->chCnt = 6;
this->state.unknown_11C84->fadeOutCnt = this->state.unknown_11C84->duration - 10;
AllocateTextures(*this->state.unknown_11C84);
CTexture* texture = textures.Load("effect\\stone.bmp", 0, false, true, false);
this->state.deltaPos3[0] = this->state.deltaPos3[0] - this->state.deltaPos2[0];
this->state.deltaPos3[1] = this->state.deltaPos3[1] - this->state.deltaPos2[1];
this->state.unknown_11C84->textures[0] = texture;
this->state.deltaPos3[2] = this->state.deltaPos3[2] - this->state.deltaPos2[2];
}
// OFFSET: 0x00C19980
// FUNCTION: fn_20066
void CRagEffect::Hit4(const RenderProjection& projection, TextureCache& textures) {
RenderVertex vertex{0.0f, 0.0f, 0.0f, 0.0f, 0u, 0xFF000000u, 0.0f, 0.0f};
projection.Project(&this->state.parent->render.position.x, static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view.values, vertex);
this->state.tlvertX = vertex.x;
this->state.tlvertY = vertex.y;
if (this->state.stateCnt != 0) {
return;
}
PlayEffectWave(*this, "effect\\EF_hit4.wav");
const int facing = static_cast<int>(180.0f - this->state.parent->render.angle);
const int direction = facing < 0 ? facing + 360 : facing;
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 13, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->duration = 15;
this->state.unknown_11C84->longitude = static_cast<float>(direction);
this->state.unknown_11C84->latitude = -90.0f;
EffectPrimitiveState& tilt = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(tilt.transform)->MakeXRotation(GetRadian(static_cast<int>(tilt.latitude)));
EffectPrimitiveState& turn = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(turn.transform)->AppendYRotation(GetRadian(static_cast<int>(turn.longitude)));
this->state.unknown_11C84->deltaPos2 = {0.0f, -10.0f, 0.0f};
this->state.unknown_11C84->speed = 0.7f;
EffectPrimitiveState& slow = *this->state.unknown_11C84;
slow.accel = -(slow.speed / slow.duration) * 0.5f;
this->state.unknown_11C84->outerSize = 4.0f;
this->state.unknown_11C84->innerSize = 0.5f;
this->state.unknown_11C84->heightSpeed = 0.25f;
this->state.unknown_11C84->heightAccel = 0.15f;
const int lifetime = this->state.unknown_11C84->duration;
this->state.unknown_11C84->fadeOutCnt = lifetime - lifetime / 3;
AllocateTextures(*this->state.unknown_11C84);
CTexture* texture = textures.Load("effect\\lens2.tga", 0, false, true, false);
this->state.unknown_11C84->textures[0] = texture;
for (int count = 5; count != 0; --count) {
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 5, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->longitude = static_cast<float>(direction - 40 + std::max(rand() % 80, 0));
this->state.unknown_11C84->latitude = static_cast<float>(std::max(rand() % 100, 0) - 50);
EffectPrimitiveState& yaw = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(yaw.transform)->MakeYRotation(GetRadian(static_cast<int>(yaw.longitude)));
EffectPrimitiveState& pitch = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(pitch.transform)->AppendXRotation(GetRadian(static_cast<int>(pitch.latitude)));
EffectPrimitiveState& spark = *this->state.unknown_11C84;
spark.deltaPos3 = RotatedForward(spark.transform, static_cast<float>(std::max(rand() % 4, 0) + 4));
EffectPrimitiveState& moving = *this->state.unknown_11C84;
moving.deltaPos2.x = moving.deltaPos3.x + 0.0f;
moving.deltaPos2.y = moving.deltaPos3.y - 10.0f;
moving.deltaPos2.z = moving.deltaPos3.z + 0.0f;
this->state.unknown_11C84->speed = static_cast<float>(std::max(rand() % 90, 0) + 60) / 100.0f;
this->state.unknown_11C84->duration = std::max(rand() % 24, 0) + 6;
EffectPrimitiveState& fading = *this->state.unknown_11C84;
fading.accel = -(fading.speed / fading.duration) * 0.5f;
this->state.unknown_11C84->size = static_cast<float>(std::max(rand() % 100, 0) + 60) / 100.0f;
EffectPrimitiveState& shrinking = *this->state.unknown_11C84;
shrinking.sizeSpeed = -(shrinking.size / shrinking.duration);
this->state.unknown_11C84->fadeOutCnt = 0;
Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle1.spr");
Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), "이팩트\\particle1.act");
this->state.unknown_11C84->numSegment = 3;
Owner(this->state.unknown_11C84).InitSegment();
}
}
// OFFSET: 0x00C3B2E0
// FUNCTION: fn_20106
void CRagEffect::SoulStrike(char F1) {
int base = 0;
int step = 0;
int total = 0;
switch (this->state.count) {
case 1:
total = 1;
base = 0;
step = 1;
break;
case 2:
total = 2;
step = 180;
base = -90;
break;
case 3:
total = 3;
step = 90;
base = -90;
break;
case 4:
total = 4;
step = 60;
base = -90;
break;
case 5:
total = 5;
step = 45;
base = -90;
break;
case 6:
total = 6;
step = 30;
base = -90;
break;
case 7:
total = 7;
step = 25;
base = -90;
break;
default:
break;
}
const int frame = this->state.stateCnt + 5;
if (frame % 11 != 0 || frame / 11 > total) {
return;
}
const int index = frame / 11;
PlayEffectWave(*this, "effect\\EF_SoulStrike.wav");
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 8, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->duration = 40;
this->state.unknown_11C84->deltaPos2 = {0.0f, -10.0f, 0.0f};
this->state.unknown_11C84->radius = Owner(this->state.unknown_11C84).CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]);
Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]);
this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle;
this->state.unknown_11C84->speed = this->state.unknown_11C84->radius / this->state.unknown_11C84->duration;
this->state.unknown_11C84->gravSpeed = 3.5f;
const float rise = -(this->state.unknown_11C84->gravSpeed / this->state.unknown_11C84->duration);
this->state.unknown_11C84->gravAccel = rise + rise;
this->state.unknown_11C84->latiSpeed = -2.0f;
const float spread = -(this->state.unknown_11C84->latiSpeed / this->state.unknown_11C84->duration);
this->state.unknown_11C84->latiAccel = spread + spread;
this->state.unknown_11C84->roll = static_cast<float>(base + step * index);
EffectPrimitiveState& particle = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(particle.transform)->MakeYRotation(GetRadian(static_cast<int>(particle.longitude)));
this->state.unknown_11C84->deltaPos3 = RotatedForward(this->state.unknown_11C84->transform, 1.0f);
this->state.unknown_11C84->rotAxis[0] = this->state.unknown_11C84->deltaPos3.x;
this->state.unknown_11C84->rotAxis[1] = this->state.unknown_11C84->deltaPos3.y;
this->state.unknown_11C84->rotAxis[2] = this->state.unknown_11C84->deltaPos3.z;
this->state.unknown_11C84->size = 2.75f;
const char* action = F1 != 0 ? "이팩트\\particle5.act" : "이팩트\\particle1.act";
const char* sprite = F1 != 0 ? "이팩트\\particle5.spr" : "이팩트\\particle1.spr";
Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), sprite);
Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), action);
this->state.unknown_11C84->numSegment = 12;
Owner(this->state.unknown_11C84).InitSegment();
}
// OFFSET: 0x00C3B730
// FUNCTION: fn_20107
void CRagEffect::SpearBmr() {
const int frame = this->state.stateCnt;
if (frame != 0 && frame != 4 && frame != 8 && frame != 12) {
return;
}
PlayEffectWave(*this, "effect\\EF_FireBall.wav");
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 5, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->duration = 15;
this->state.unknown_11C84->pattern |= 0x120u;
this->state.unknown_11C84->deltaPos2 = {0.0f, -15.0f, 0.0f};
Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]);
this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle;
Owner(this->state.unknown_11C84).render.angle = 180.0f - Owner(this->state.unknown_11C84).render.angle;
if (Owner(this->state.unknown_11C84).render.angle < 0.0f) {
Owner(this->state.unknown_11C84).render.angle = Owner(this->state.unknown_11C84).render.angle + 360.0f;
}
CEffectPrim& particle = Owner(this->state.unknown_11C84);
particle.state.speed = -(particle.CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]) / particle.state.duration);
reinterpret_cast<matrix*>(this->state.unknown_11C84->transform)->MakeYRotation(GetRadian(static_cast<int>(this->state.unknown_11C84->longitude)));
this->state.unknown_11C84->size = 1.0f;
this->state.unknown_11C84->animSpeed = 1;
if (this->state.stateCnt != 0) {
if (this->state.stateCnt == 4) {
this->state.unknown_11C84->alpha = 180.0f;
} else if (this->state.stateCnt == 8) {
this->state.unknown_11C84->alpha = 130.0f;
} else {
this->state.unknown_11C84->alpha = 80.0f;
}
}
this->SetAction(this->Get8Dir2(this->state.parent->render.angle, 1), 1, 1);
Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), "이팩트\\창.spr");
Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), "이팩트\\창.act");
Owner(this->state.unknown_11C84).InitSegment();
}
// OFFSET: 0x00C3BD40
// FUNCTION: fn_20109
void CRagEffect::SprayPond(TextureCache& textures) {
if (this->state.stateCnt == 0) {
for (int angle = 0; angle < 360; angle += 45) {
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 15, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->pattern = 2;
this->state.unknown_11C84->duration = 130;
EffectPrimitiveState& yaw = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(yaw.transform)->MakeYRotation(GetRadian(static_cast<int>(static_cast<float>(angle) + 22.5f)));
EffectPrimitiveState& moving = *this->state.unknown_11C84;
const vector3d edge = RotatedForward(moving.transform, 12.2f);
moving.deltaPos2.x = edge.x + 0.0f;
moving.deltaPos2.y = edge.y - 2.0f;
moving.deltaPos2.z = edge.z + 0.0f;
EffectPrimitiveState& facing = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(facing.rotTransform)->MakeYRotation(GetRadian(static_cast<int>(static_cast<float>(angle + 90) + 22.5f)));
this->state.unknown_11C84->alpha = 120.0f;
this->state.unknown_11C84->widthSize = 5.0f;
this->state.unknown_11C84->heightSize = 2.7f;
AllocateTextures(*this->state.unknown_11C84);
this->state.unknown_11C84->textures[0] = textures.Load("effect\\pond_water.bmp", 0, false, true, false);
}
}
if (this->state.stateCnt % 10 == 0) {
for (int angle = 0; angle < 360; angle += 45) {
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 15, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->duration = 30;
EffectPrimitiveState& yaw = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(yaw.transform)->MakeYRotation(GetRadian(static_cast<int>(static_cast<float>(angle) + 22.5f)));
EffectPrimitiveState& moving = *this->state.unknown_11C84;
const vector3d edge = RotatedForward(moving.transform, 13.8f);
moving.deltaPos2.x = edge.x;
moving.deltaPos2.y = edge.y;
moving.deltaPos2.z = edge.z;
EffectPrimitiveState& roll = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(roll.rotTransform)->MakeZRotation(GetRadian(90));
EffectPrimitiveState& facing = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(facing.rotTransform)->AppendYRotation(GetRadian(static_cast<int>(static_cast<float>(angle + 90) + 22.5f)));
this->state.unknown_11C84->alpha = 100.0f;
this->state.unknown_11C84->fadeOutCnt = 0;
this->state.unknown_11C84->widthSize = 5.5f;
this->state.unknown_11C84->heightSize = 1.0f;
AllocateTextures(*this->state.unknown_11C84);
this->state.unknown_11C84->textures[0] = textures.Load("effect\\alpha_down.tga", 0, false, true, false);
}
}
if (this->state.stateCnt % 20 == 0) {
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 12, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->duration = 25;
this->state.unknown_11C84->radius = 13.0f;
this->state.unknown_11C84->arcAngle = 10.0f;
this->state.unknown_11C84->size = 1.25f;
this->state.unknown_11C84->latitude = 90.0f;
EffectPrimitiveState& tilt = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(tilt.transform)->MakeXRotation(GetRadian(static_cast<int>(tilt.latitude)));
this->state.unknown_11C84->radiusSpeed = 0.25f;
EffectPrimitiveState& growing = *this->state.unknown_11C84;
growing.radiusAccel = -(growing.radiusSpeed / growing.duration);
this->state.unknown_11C84->alpha = 100.0f;
this->state.unknown_11C84->fadeOutCnt = 0;
Owner(this->state.unknown_11C84).InitSegment();
AllocateTextures(*this->state.unknown_11C84);
this->state.unknown_11C84->textures[0] = textures.Load("effect\\alpha_center.tga", 0, false, true, false);
}
}
// OFFSET: 0x00C3F440
// FUNCTION: fn_20120
void CRagEffect::WaterBall2() {
if (this->state.stateCnt != 0) {
return;
}
PlayEffectWave(*this, "effect\\wizard_waterball_chulung.wav");
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 8, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), "이팩트\\Waterball.spr");
Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), "이팩트\\Waterball.act");
this->state.unknown_11C84->duration = 40;
this->state.unknown_11C84->deltaPos2 = {0.0f, -10.0f, 0.0f};
this->state.unknown_11C84->radius = Owner(this->state.unknown_11C84).CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]);
Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]);
this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle;
this->state.unknown_11C84->speed = this->state.unknown_11C84->radius / this->state.unknown_11C84->duration;
this->state.unknown_11C84->gravSpeed = 3.5f;
const float rise = -(this->state.unknown_11C84->gravSpeed / this->state.unknown_11C84->duration);
this->state.unknown_11C84->gravAccel = rise + rise;
this->state.unknown_11C84->latiSpeed = -2.0f;
const float spread = -(this->state.unknown_11C84->latiSpeed / this->state.unknown_11C84->duration);
this->state.unknown_11C84->latiAccel = spread + spread;
this->state.unknown_11C84->roll = 0.0f;
EffectPrimitiveState& particle = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(particle.transform)->MakeYRotation(GetRadian(static_cast<int>(particle.longitude)));
this->state.unknown_11C84->deltaPos3 = RotatedForward(this->state.unknown_11C84->transform, 1.0f);
this->state.unknown_11C84->rotAxis[0] = this->state.unknown_11C84->deltaPos3.x;
this->state.unknown_11C84->rotAxis[1] = this->state.unknown_11C84->deltaPos3.y;
this->state.unknown_11C84->rotAxis[2] = this->state.unknown_11C84->deltaPos3.z;
this->state.unknown_11C84->size = 0.75f;
this->state.unknown_11C84->numSegment = 12;
Owner(this->state.unknown_11C84).InitSegment();
}
// OFFSET: 0x00C3FE30
// FUNCTION: fn_20124
void CRagEffect::Yufitel(TextureCache& textures, char F1) {
if (this->state.stateCnt != 0) {
return;
}
PlayEffectWave(*this, "effect\\hunter_shockwavetrap.wav");
if (this->state.stateCnt != 0) {
return;
}
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 15, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->duration = 20;
this->state.unknown_11C84->pattern |= 0x40u;
this->state.unknown_11C84->pattern |= 0x400u;
this->state.unknown_11C84->renderFlag |= 2u;
this->state.unknown_11C84->widthSize = 3.5f;
this->state.unknown_11C84->heightSize = 3.5f;
Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]);
this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle;
Owner(this->state.unknown_11C84).render.angle = 180.0f - Owner(this->state.unknown_11C84).render.angle;
if (Owner(this->state.unknown_11C84).render.angle < 0.0f) {
Owner(this->state.unknown_11C84).render.angle = Owner(this->state.unknown_11C84).render.angle + 360.0f;
}
CEffectPrim& center = Owner(this->state.unknown_11C84);
center.state.speed = -(center.CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]) / center.state.duration);
reinterpret_cast<matrix*>(this->state.unknown_11C84->transform)->MakeYRotation(GetRadian(static_cast<int>(this->state.unknown_11C84->longitude)));
this->state.unknown_11C84->deltaPos2.y = -5.0f;
this->state.unknown_11C84->alpha = 170.0f;
AllocateTextures(*this->state.unknown_11C84);
this->state.unknown_11C84->textures[0] =
F1 != 0 ? textures.Load("effect\\twirl_soft.bmp", 0, false, true, false) : textures.Load("effect\\thunder_center.bmp", 0, false, true, false);
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 15, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->duration = 20;
this->state.unknown_11C84->pattern = 0x40u;
this->state.unknown_11C84->pattern |= 0x400u;
this->state.unknown_11C84->renderFlag |= 2u;
this->state.unknown_11C84->repeatAnim = 1;
this->state.unknown_11C84->widthSize = 4.5f;
this->state.unknown_11C84->heightSize = 4.5f;
Owner(this->state.unknown_11C84).Face(this->state.deltaPos[0], this->state.deltaPos[2]);
this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle;
Owner(this->state.unknown_11C84).render.angle = 180.0f - Owner(this->state.unknown_11C84).render.angle;
if (Owner(this->state.unknown_11C84).render.angle < 0.0f) {
Owner(this->state.unknown_11C84).render.angle = Owner(this->state.unknown_11C84).render.angle + 360.0f;
}
CEffectPrim& ball = Owner(this->state.unknown_11C84);
ball.state.speed = -(ball.CalcDist(this->state.deltaPos[0], this->state.deltaPos[2]) / ball.state.duration);
reinterpret_cast<matrix*>(this->state.unknown_11C84->transform)->MakeYRotation(GetRadian(static_cast<int>(this->state.unknown_11C84->longitude)));
this->state.unknown_11C84->deltaPos2.y = -5.0f;
this->state.unknown_11C84->animSpeed = 1;
this->state.unknown_11C84->totalTexture = 6;
AllocateTextures(*this->state.unknown_11C84);
if (F1 != 0) {
this->state.unknown_11C84->textures[0] = textures.Load("effect\\twirl_soft.bmp", 0, false, true, false);
this->state.unknown_11C84->textures[1] = textures.Load("effect\\thunder_ball_b.bmp", 0, false, true, false);
this->state.unknown_11C84->textures[2] = textures.Load("effect\\twirl_soft.bmp", 0, false, true, false);
this->state.unknown_11C84->textures[3] = textures.Load("effect\\thunder_ball_d.bmp", 0, false, true, false);
this->state.unknown_11C84->textures[4] = textures.Load("effect\\twirl_soft.bmp", 0, false, true, false);
} else {
this->state.unknown_11C84->textures[0] = textures.Load("effect\\thunder_ball_a.bmp", 0, false, true, false);
this->state.unknown_11C84->textures[1] = textures.Load("effect\\thunder_ball_b.bmp", 0, false, true, false);
this->state.unknown_11C84->textures[2] = textures.Load("effect\\thunder_ball_c.bmp", 0, false, true, false);
this->state.unknown_11C84->textures[3] = textures.Load("effect\\thunder_ball_d.bmp", 0, false, true, false);
this->state.unknown_11C84->textures[4] = textures.Load("effect\\thunder_ball_e.bmp", 0, false, true, false);
}
this->state.unknown_11C84->textures[5] = textures.Load("effect\\thunder_ball_f.bmp", 0, false, true, false);
}
// OFFSET: 0x00C40E70
// FUNCTION: fn_20132
void CRagEffect::AirTexture(TextureCache& textures, const char* name) {
const int frame = this->state.stateCnt;
const RenderObjectState& parent = this->state.parent->render;
this->render.position.x = parent.position.x;
this->render.position.y = parent.position.y;
this->render.position.z = parent.position.z;
if (frame != 0) {
return;
}
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 98, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->renderFlag = 5;
this->state.unknown_11C84->duration = this->state.duration;
AllocateTextures(*this->state.unknown_11C84);
this->state.unknown_11C84->textures[0] = textures.Load(name, 0, false, true, false);
this->state.unknown_11C84->size = 0.0f;
this->state.unknown_11C84->slots[0].life = 1;
this->state.unknown_11C84->slots[0].process = 0;
this->state.unknown_11C84->slots[0].distance = 5.0f;
this->state.unknown_11C84->slots[0].alphaB = 0;
EffectPrimitiveSlot& slot = this->state.unknown_11C84->slots[0];
slot.vecBNow.x = this->state.deltaPos[0];
slot.vecBNow.y = this->state.deltaPos[1];
slot.vecBNow.z = this->state.deltaPos[2];
this->state.unknown_11C84->slots[0].fullDisplayAngle = static_cast<std::int16_t>(std::max(rand() % 360, 0));
Get_Angle(this->state.deltaPos[0] - this->render.position.x, this->state.deltaPos[2] - this->render.position.z, &this->state.unknown_11C84->slots[0].riseAngle);
this->state.unknown_11C84->slots[0].riseAngle += 90;
EffectPrimitiveSlot& rise = this->state.unknown_11C84->slots[0];
if (rise.riseAngle >= 360) {
rise.riseAngle -= 360;
}
this->state.unknown_11C84->slots[1].life = 0;
this->state.unknown_11C84->slots[1].alphaB = 0;
this->state.unknown_11C84->slots[2].life = 0;
this->state.unknown_11C84->slots[2].alphaB = 0;
this->state.unknown_11C84->slots[3].life = 0;
this->state.unknown_11C84->slots[3].alphaB = 0;
}
// OFFSET: 0x00C4F250
// FUNCTION: fn_20181
void CRagEffect::EnergyDrain2() {
if (this->state.stateCnt != 0) {
return;
}
for (int angle = -90; angle < 180; angle += 90) {
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 8, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.unknown_11C84->duration = 60;
const float deltaZ = this->state.deltaPos[2] - this->render.position.z;
EffectPrimitiveState& launched = *this->state.unknown_11C84;
launched.deltaPos2.x = this->state.deltaPos[0] - this->render.position.x;
launched.deltaPos2.z = deltaZ;
launched.deltaPos2.y = -10.0f;
this->state.unknown_11C84->radius = Owner(this->state.unknown_11C84).CalcDist(
this->state.deltaPos[0] - (this->state.deltaPos[0] - this->render.position.x) * 0.5f,
this->state.deltaPos[2] - (this->state.deltaPos[2] - this->render.position.z) * 0.5f
);
Owner(this->state.unknown_11C84).Face(
(this->render.position.x + this->render.position.x) - this->state.deltaPos[0], (this->render.position.z + this->render.position.z) - this->state.deltaPos[2]
);
this->state.unknown_11C84->longitude = -Owner(this->state.unknown_11C84).render.angle;
const float speed = this->state.unknown_11C84->radius / this->state.unknown_11C84->duration;
this->state.unknown_11C84->speed = speed + speed;
this->state.unknown_11C84->gravSpeed = 2.0f;
const float rise = -(this->state.unknown_11C84->gravSpeed / this->state.unknown_11C84->duration);
this->state.unknown_11C84->gravAccel = rise + rise;
this->state.unknown_11C84->latiSpeed = -2.0f;
const float spread = -(this->state.unknown_11C84->latiSpeed / this->state.unknown_11C84->duration);
this->state.unknown_11C84->latiAccel = spread + spread;
this->state.unknown_11C84->roll = static_cast<float>(angle);
EffectPrimitiveState& particle = *this->state.unknown_11C84;
reinterpret_cast<matrix*>(particle.transform)->MakeYRotation(GetRadian(static_cast<int>(particle.longitude)));
this->state.unknown_11C84->deltaPos3 = RotatedForward(this->state.unknown_11C84->transform, 1.0f);
this->state.unknown_11C84->rotAxis[0] = this->state.unknown_11C84->deltaPos3.x;
this->state.unknown_11C84->rotAxis[1] = this->state.unknown_11C84->deltaPos3.y;
this->state.unknown_11C84->rotAxis[2] = this->state.unknown_11C84->deltaPos3.z;
this->state.unknown_11C84->red = std::max(rand() % 81, 0) + 160;
this->state.unknown_11C84->green = std::max(rand() % 81, 0) + 160;
this->state.unknown_11C84->blue = 255;
this->state.unknown_11C84->size = static_cast<float>(std::max(rand() % 6, 0)) * 0.1f + 1.5f;
Owner(this->state.unknown_11C84).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle1.spr");
Owner(this->state.unknown_11C84).SetActionName(ResourceMgr::Instance(), "이팩트\\particle1.act");
this->state.unknown_11C84->numSegment = 7;
Owner(this->state.unknown_11C84).InitSegment();
}
}
// OFFSET: 0x00C1DC70
// FUNCTION: fn_20075
void CRagEffect::InitEZ2STRFrame() {
const CEZeffectRes& clips = *static_cast<const CEZeffectRes*>(this->state.resource);
this->state.currentLayer = 0;
this->state.stateCnt = 0;
this->state.endLayer = clips.clipCount;
if (clips.clips[0].frameCount == 0) {
--this->state.endLayer;
}
for (int layer = 0; layer < clips.clipCount; ++layer) {
this->state.currentKey[layer] = 0;
}
}
// OFFSET: 0x00C36FC0
// FUNCTION: fn_20095
bool CRagEffect::ProcessEZ2STR(float x, float y, float z) {
RagEffectState& state = this->state;
if (state.resource == nullptr) {
return false;
}
if (state.currentLayer >= state.endLayer) {
++state.loopCount;
if (state.loopCount > state.loopLimit) {
return false;
}
this->InitEZ2STRFrame();
}
const RenderVertex vertex = TransformVert(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view, state.parent->render.position);
state.tlvertX = vertex.x + x;
state.tlvertY = vertex.y + y;
state.tlvertZ = vertex.z + z;
state.defZ = x == 0.0f && y == -80.0f && z == 0.0f ? 0 : 1;
float ratio;
const CEZeffectRes& clips = *static_cast<const CEZeffectRes*>(state.resource);
for (int layer = 0; layer < clips.clipCount; ++layer) {
state.layerDrawn[layer] = false;
const EZeffectClip& clip = clips.clips[layer];
if (clip.frameCount == 0 || state.currentKey[layer] == -1) {
continue;
}
const EZeffectKeyFrame* key = &clip.frames[state.currentKey[layer]];
const int elapsed = state.stateCnt - key->frame;
if (elapsed < 0) {
continue;
}
if (elapsed != 0 && key[1].frame == state.stateCnt) {
if (++state.currentKey[layer] >= clip.frameCount - 1) {
state.currentKey[layer] = -1;
++state.currentLayer;
}
++key;
}
EZeffectTransform& current = state.transforms[layer];
const EZeffectTransform& delta = key->transform;
if (key->type == 0) {
std::memcpy(&current, &delta, sizeof(current));
if (state.currentKey[layer] != -1 && key[1].frame == key->frame) {
++state.currentKey[layer];
}
state.layerDrawn[layer] = true;
continue;
}
current.x += delta.x;
current.y += delta.y;
current.u += delta.u;
current.v += delta.v;
current.us += delta.us;
current.vs += delta.vs;
current.u2 += delta.u2;
current.v2 += delta.v2;
current.us2 += delta.us2;
current.vs2 += delta.vs2;
current.ax[0] += delta.ax[0];
current.ax[1] += delta.ax[1];
current.ax[2] += delta.ax[2];
current.ax[3] += delta.ax[3];
current.ay[0] += delta.ay[0];
current.ay[1] += delta.ay[1];
current.ay[2] += delta.ay[2];
current.ay[3] += delta.ay[3];
current.crR += delta.crR;
current.crG += delta.crG;
current.crB += delta.crB;
current.crA += delta.crA;
current.rz += delta.rz;
switch (delta.anitype) {
case 1:
current.aniframe += delta.aniframe;
break;
case 2:
current.aniframe += delta.anidelta;
if (current.aniframe >= static_cast<float>(clip.textureCount)) {
current.aniframe = static_cast<float>(clip.textureCount) - 1.0f;
}
break;
case 3: {
const float frame = current.aniframe += delta.anidelta;
const float count = static_cast<float>(clip.textureCount);
if (frame >= count) {
ratio = static_cast<float>(static_cast<int>(frame / count));
current.aniframe = frame - ratio * count;
}
break;
}
case 4: {
float frame = current.aniframe -= delta.anidelta;
if (frame < 0.0f) {
const float count = static_cast<float>(clip.textureCount);
frame -= ratio * count;
ratio = static_cast<float>(static_cast<int>(frame / count));
if (frame < 0.0f) {
frame += count;
}
current.aniframe = frame;
}
break;
}
case 5: {
const int frame = static_cast<int>(static_cast<float>(elapsed) * delta.anidelta + current.aniframe);
const int count = clip.textureCount - 1;
const int turns = frame / count;
if ((turns & 1) != 0) {
current.aniframe = static_cast<float>(count - (frame - turns * count));
} else {
current.aniframe = static_cast<float>(frame - turns * count);
}
break;
}
}
state.layerDrawn[layer] = true;
}
return true;
}
// OFFSET: 0x00C73480
// FUNCTION: fn_20326
bool CRagEffect::ShieldCharge() {
return this->ProcessEZ2STR(0.0f, -80.0f, 0.0f) ? true : false;
}
// OFFSET: 0x00C0B360
// FUNCTION: fn_20016
bool CRagEffect::Aspersio() {
if (this->state.stateCnt == 70) {
PlayEffectWave(*this, "effect\\priest_aspersio.wav");
}
const int frame = this->state.stateCnt;
if (frame % 5 == 0 && frame > 60 && frame < 140) {
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 7, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.duration = 400;
EffectPrimitiveState& particle = *this->state.unknown_11C84;
particle.duration = 40;
particle.radius = 1.5f;
particle.gravSpeed = 0.19f;
particle.gravAccel = 0.01f;
particle.longitude = static_cast<float>(std::max(rand() % 360, 0));
particle.size = 1.2f;
reinterpret_cast<matrix*>(particle.transform)->MakeYRotation(GetRadian(static_cast<int>(particle.longitude)));
const float* m = particle.transform;
const float distance = particle.radius;
particle.deltaPos2 = {
(m[0] * 0.0f - m[3] * 30.0f) + distance * m[6] + m[9],
(m[1] * 0.0f - m[4] * 30.0f) + distance * m[7] + m[10],
(m[2] * 0.0f - m[5] * 30.0f) + distance * m[8] + m[11]
};
particle.fadeOutCnt = 30;
Owner(&particle).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle1.spr");
Owner(&particle).SetActionName(ResourceMgr::Instance(), "이팩트\\particle1.act");
Owner(&particle).InitSegment();
}
if (this->state.stateCnt == this->state.duration) {
return false;
}
this->ProcessEZ2STR(0.0f, -80.0f, 0.0f);
return true;
}
// OFFSET: 0x00C0C550
// FUNCTION: fn_20019
void CRagEffect::Blessing(TextureCache& textures) {
const EffectActor& parent = *this->state.parent;
this->render.position.x = parent.render.position.x;
this->render.position.y = parent.render.position.y;
this->render.position.z = parent.render.position.z;
if (this->state.stateCnt == 0) {
PlayEffectWave(*this, "effect\\EF_Blessing.wav");
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 12, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
EffectPrimitiveState& ring = *this->state.unknown_11C84;
ring.duration = this->state.duration;
ring.pattern |= 1u;
ring.renderFlag |= 0x200u;
ring.radius = 10.0f;
ring.latitude = 90.0f;
ring.red = 32;
ring.green = 176;
ring.blue = 232;
ring.alpha = 0.0f;
ring.maxAlpha = 100.0f;
ring.alphaSpeed = ring.maxAlpha / 30.0f;
ring.fadeOutCnt = ring.duration - 30;
Owner(&ring).InitSegment();
AllocateTextures(ring);
ring.textures[0] = textures.Load("effect\\alpha_down.tga", 0, false, true, false);
}
if (this->state.stateCnt % 3 == 0 && this->state.stateCnt < 10) {
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 5, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
EffectPrimitiveState& wing = *this->state.unknown_11C84;
wing.duration = this->state.duration;
wing.animSpeed = 2;
wing.alpha = static_cast<float>(this->state.stateCnt * -6 + 200);
wing.deltaPos2 = {0.0f, -25.0f, 0.0f};
Owner(&wing).SetSpriteName(ResourceMgr::Instance(), "이팩트\\축복.spr");
Owner(&wing).SetActionName(ResourceMgr::Instance(), "이팩트\\축복.act");
Owner(&wing).InitSegment();
}
if (this->state.stateCnt % 4 == 0) {
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 5, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
EffectPrimitiveState& spark = *this->state.unknown_11C84;
spark.duration = 80;
spark.pattern |= 0x80u;
reinterpret_cast<matrix*>(spark.transform)->MakeYRotation(GetRadian(std::max(rand() % 360, 0)));
const float* m = spark.transform;
const float distance = static_cast<float>(std::max(rand() % 7, 0) + 2);
spark.deltaPos2 = {
(m[0] * 0.0f - m[3] * 25.0f) + distance * m[6] + m[9],
(m[1] * 0.0f - m[4] * 25.0f) + distance * m[7] + m[10],
(m[2] * 0.0f - m[5] * 25.0f) + distance * m[8] + m[11]
};
reinterpret_cast<matrix*>(spark.transform)->MakeXRotation(GetRadian(-90));
spark.speed = static_cast<float>(std::max(rand() % 20, 0) + 20) / 100.0f;
spark.accel = -(spark.speed / static_cast<float>(spark.duration)) * 0.5f;
spark.alpha = 0.0f;
spark.size = 0.5f;
spark.fadeOutCnt = spark.duration - spark.duration / 5;
spark.alphaSpeed = spark.maxAlpha / 10.0f;
Owner(&spark).SetActionName(ResourceMgr::Instance(), "이팩트\\particle6.act");
Owner(&spark).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle6.spr");
Owner(&spark).InitSegment();
}
}
// INLINED
static __forceinline void SpawnBottomQuad(CRagEffect& effect, TextureCache& textures, const vector3d& velocity, int angle) {
effect.state.unknown_11C84 = &CreateEffectParticle(effect, effect.render, 15, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
EffectPrimitiveState& quad = *effect.state.unknown_11C84;
quad.duration = 9999;
quad.commonPattern = 1;
quad.pattern = 0x28;
quad.type = 0x32;
quad.deltaPos2 = velocity;
quad.longitude = static_cast<float>(angle);
quad.widthSize = 5.0f;
quad.heightSize = 15.0f;
quad.heightSpeed = 0.25f;
quad.alpha = 0.0f;
quad.maxAlpha = 180.0f;
quad.alphaSpeed = quad.maxAlpha / 6.0f;
quad.fadeOutCnt = quad.duration - 35;
AllocateTextures(quad);
quad.textures[0] = textures.Load("effect\\magic_violet.tga", 0, false, true, false);
}
// OFFSET: 0x00C0DA60
// FUNCTION: fn_20023
void CRagEffect::Bottom(TextureCache& textures) {
if (this->state.stateCnt != 0) {
return;
}
int angle = static_cast<int>(180.0f - this->state.parent->render.angle);
if (angle < 0) {
angle += 360;
}
matrix rotation;
rotation.MakeYRotation(GetRadian(angle));
const float* m = rotation.values;
this->state.duration = 9999;
for (int side = 1; side > -2; side -= 2) {
const float distance = static_cast<float>(side) * 5.0f;
SpawnBottomQuad(
*this, textures, {m[3] * 0.0f + m[0] * 0.0f + distance * m[6] + m[9], m[4] * 0.0f + m[1] * 0.0f + distance * m[7] + m[10], m[5] * 0.0f + m[2] * 0.0f + distance * m[8] + m[11]},
angle + 90
);
SpawnBottomQuad(
*this, textures, {distance * m[0] + m[3] * 0.0f + m[6] * 0.0f + m[9], distance * m[1] + m[4] * 0.0f + m[7] * 0.0f + m[10], distance * m[2] + m[5] * 0.0f + m[8] * 0.0f + m[11]},
angle
);
}
}
// OFFSET: 0x00C10830
// FUNCTION: fn_20034
bool CRagEffect::ProcessEZ2STRC10830() {
return this->ProcessEZ2STR(0.0f, -80.0f, 0.0f) ? true : false;
}
// OFFSET: 0x00C153A0
// FUNCTION: fn_20049
bool CRagEffect::ProcessEZ2STRC153A0() {
return this->ProcessEZ2STR(0.0f, -80.0f, 0.0f) ? true : false;
}
// OFFSET: 0x00C3CC40
// FUNCTION: fn_20112
bool CRagEffect::ProcessEZ2STRC3CC40() {
return this->ProcessEZ2STR(0.0f, -80.0f, 0.0f) ? true : false;
}
// OFFSET: 0x00C3FE00
// FUNCTION: fn_20123
bool CRagEffect::ProcessEZ2STRC3FE00() {
return this->ProcessEZ2STR(0.0f, 0.0f, 0.0f) ? true : false;
}
// OFFSET: 0x00C65300
// FUNCTION: fn_20267
bool CRagEffect::ProcessEZ2STRC65300() {
return this->ProcessEZ2STR(0.0f, 0.0f, 0.0f) ? true : false;
}
// OFFSET: 0x00C15990
// FUNCTION: fn_20051
bool CRagEffect::ProcessEZ2STRC15990() {
if (!this->ProcessEZ2STR(0.0f, -80.0f, 0.0f)) {
this->state.stateCnt = 9999;
return false;
}
return true;
}
// OFFSET: 0x00C159D0
// FUNCTION: fn_20052
bool CRagEffect::ProcessEZ2STRC159D0() {
if (!this->ProcessEZ2STR(0.0f, -80.0f, 0.0f)) {
this->state.stateCnt = 9999;
return false;
}
return true;
}
// OFFSET: 0x00C5EFA0
// FUNCTION: fn_20241
void CRagEffect::Fireworks() {
if (this->state.stateCnt == 300) {
g_soundMgr->PlayWave("effect\\폭죽.wav", 0.0f, 0.0f, 0.0f, 250, 40, 1.0f, 0);
}
if (this->state.stateCnt > 2300) {
this->state.stateCnt = 299;
}
}
// OFFSET: 0x00C410A0
// FUNCTION: fn_20133
void CRagEffect::AttackEnergy2(TextureCache& textures, const char* name) {
const EffectActor& parent = *this->state.parent;
this->render.position.x = parent.render.position.x;
this->render.position.y = parent.render.position.y;
this->render.position.z = parent.render.position.z;
if (this->state.stateCnt != 0 && this->state.stateCnt != 4) {
return;
}
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 106, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
EffectPrimitiveState& prim = *this->state.unknown_11C84;
prim.renderFlag = 5;
prim.duration = this->state.duration;
prim.totalTexture = 1;
AllocateTextures(prim);
prim.textures[0] = textures.Load(name, 0, false, true, false);
prim.size = 4.0f;
for (EffectPrimitiveSlot& slot : prim.slots) {
slot.life = 0;
}
for (int index = 0; index < 4; ++index) {
EffectPrimitiveSlot& slot = this->state.unknown_11C84->slots[index];
slot.life = 1;
slot.process = 0;
slot.maxHeight = 8.0f;
slot.alphaB = 0;
slot.distance = 8.0f;
slot.fullDisplayAngle = 360;
slot.height[0] = 10.0f;
slot.riseAngle = static_cast<std::int16_t>(index * 45);
slot.height[1] = static_cast<float>(index * 22);
}
}
// OFFSET: 0x00C1E050
// FUNCTION: fn_20077
bool CRagEffect::LexDivina() {
if (this->state.stateCnt == 0) {
PlayEffectWave(*this, "effect\\priest_lexdivina.wav");
}
if (this->state.stateCnt == 20) {
PlayEffectWave(*this, "effect\\priest_lexdivina.wav");
}
if (this->state.stateCnt == 35) {
PlayEffectWave(*this, "effect\\priest_lexdivina.wav");
}
if (this->state.stateCnt == 60) {
PlayEffectWave(*this, "effect\\priest_lexdivina.wav");
}
if (this->state.stateCnt == 70) {
PlayEffectWave(*this, "effect\\priest_lexdivina.wav");
}
return this->ProcessEZ2STR(0.0f, -80.0f, 0.0f);
}
// OFFSET: 0x00C37A60
// FUNCTION: fn_20096
void CRagEffect::RemoveTrap() {
if (this->state.stateCnt == 0) {
PlayEffectWave(*this, "effect\\hunter_removetrap.wav");
}
if (this->state.stateCnt != 0 && this->state.stateCnt != 7) {
return;
}
for (int count = 12; count != 0; --count) {
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 7, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
EffectPrimitiveState& particle = *this->state.unknown_11C84;
particle.duration = 50;
particle.radiusSpeed = 0.2f;
rand();
particle.gravSpeed = -2.0f;
particle.gravAccel = static_cast<float>(std::max(rand() % 10, 0)) / 1000.0f + 0.08f;
particle.longitude = static_cast<float>(std::max(rand() % 360, 0));
particle.size = 0.8f;
reinterpret_cast<matrix*>(particle.transform)->MakeYRotation(GetRadian(static_cast<int>(particle.longitude)));
const float* m = particle.transform;
const float distance = particle.radius;
particle.deltaPos2 = {
m[3] * 0.0f + m[0] * 0.0f + distance * m[6] + m[9],
m[4] * 0.0f + m[1] * 0.0f + distance * m[7] + m[10],
m[5] * 0.0f + m[2] * 0.0f + distance * m[8] + m[11]
};
particle.fadeOutCnt = 35;
Owner(&particle).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle1.spr");
Owner(&particle).SetActionName(ResourceMgr::Instance(), "이팩트\\particle1.act");
Owner(&particle).InitSegment();
}
}
// OFFSET: 0x00C3B9E0
// FUNCTION: fn_20108
void CRagEffect::Sphere() {
const EffectActor& parent = *this->state.parent;
this->render.position.x = parent.render.position.x;
this->render.position.y = parent.render.position.y;
this->render.position.z = parent.render.position.z;
if (this->state.stateCnt % 10 != 0) {
return;
}
this->state.unknown_11C84 = &CreateEffectParticle(*this, this->render, 7, 0.0f, 0.0f, 0.0f, WorldObjects())->state;
this->state.duration = 500 - this->state.stateCnt;
EffectPrimitiveState& particle = *this->state.unknown_11C84;
particle.duration = 300;
particle.radius = 0.1f;
particle.radiusSpeed = 0.15f;
particle.gravSpeed = 0.15f;
particle.longitude = 2.0f;
particle.longSpeed = 8.0f;
particle.longAccel = -0.01f;
particle.size = 1.2f;
reinterpret_cast<matrix*>(particle.transform)->MakeYRotation(GetRadian(static_cast<int>(particle.longitude)));
const float* m = particle.transform;
const float distance = particle.radius;
particle.deltaPos2 = {
(m[0] * 0.0f - m[3] * 30.0f) + distance * m[6] + m[9],
(m[1] * 0.0f - m[4] * 30.0f) + distance * m[7] + m[10],
(m[2] * 0.0f - m[5] * 30.0f) + distance * m[8] + m[11]
};
particle.chRadiSpeed = 1;
particle.unknown_01D8 = 0;
particle.chPoint.push_back(95.0f);
particle.chVal1.push_back(-0.15f);
particle.chVal2.push_back(particle.radiusAccel);
Owner(&particle).SetSpriteName(ResourceMgr::Instance(), "이팩트\\particle1.spr");
Owner(&particle).SetActionName(ResourceMgr::Instance(), "이팩트\\particle1.act");
Owner(&particle).InitSegment();
}
// OFFSET: 0x00C17220
// OFFSET: 0x00C16430
// FUNCTION: fn_20055
int CRagEffect::GetDuration() {
return this->state.duration;
}
// OFFSET: 0x00C3A920
// OFFSET: 0x00C12B90