rodecomp/Source/Contents/Effects/PokJukEffect.cpp
ragnarok-clanker 8d458c0e82 Decompile 12 functions in Source/Contents/Effects/Level99Orb2Effect.cpp, Source/Contents/Effects/Level99Orb2Effect.h, ...
Batch #4747 by youko: 0 byte-identical, 12 confirmed by peer review.

- fn_19103 CLightSphereEffect::CLightSphereEffect: logic confirmed by peer review
- fn_19108 CLightSphereEffect::Slot06: logic confirmed by peer review
- fn_19109 CLightSphereEffect::Slot03: logic confirmed by peer review
- fn_19116 CMapMagicZoneEffect::Slot03: logic confirmed by peer review
- fn_19117 CMapMagicZoneEffect::UpdateSpinner: logic confirmed by peer review
- fn_19118 CMapMagicZoneEffect::Slot04: logic confirmed by peer review
- fn_19124 CPokJukEffect::Slot03: logic confirmed by peer review
- fn_19125 CPokJukEffect::Slot04: logic confirmed by peer review
- fn_19126 CPokJukEffect::FaceCamera: logic confirmed by peer review
- fn_19131 CRainbowEffect::Slot03: logic confirmed by peer review
- fn_19138 CRedLineEffect::Slot03: logic confirmed by peer review
- fn_19139 CRedLineEffect::Slot04: logic confirmed by peer review

Peer-reviewed-by: eAthena, Yommy, superintelligence, tayoba, OrangeCat
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-30 04:42:23 +00:00

197 lines
6.3 KiB
C++

#include "Contents/Effects/PokJukEffect.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Camera/Camera.h"
#include "Contents/Effects/Particle.h"
#include "Utility/Math/AffineMatrix.h"
#include <cstdlib>
// OFFSET: 0x00B6F7C0
// FUNCTION: fn_19123
bool CPokJukEffect::Slot06() {
return this->ActorExists();
}
// OFFSET: 0x00B6F7D0
// FUNCTION: fn_19124
void CPokJukEffect::Slot03() {
for (std::vector<CParticle*>::iterator it = this->particles.begin(); it != this->particles.end(); ++it) {
CParticle* particle = *it;
vector3d& position = particle->position;
position.x = this->position[0];
position.y = this->position[1];
position.z = this->position[2];
if (particle != nullptr) {
const int index = particle->unknown_0010 * 160 + particle->unknown_000C;
const int age = particle->unknown_00E8;
if (age > 0) {
vector3d* trail = this->trails[index];
if (age % 3 == 0) {
trail[3] = trail[2];
trail[2] = trail[1];
trail[1] = trail[0];
}
const int delay = this->delays[index];
if (age >= delay + 160 && age <= delay + 180) {
const char beat = static_cast<char>(age % 20);
if (beat == 15 || beat == 19) {
this->beats[index] = 1;
} else {
this->beats[index] = beat == 17 ? 2 : 0;
}
} else {
this->beats[index] = 0;
}
float& spinAngle = *reinterpret_cast<float*>(&particle->unknown_00C4);
spinAngle = static_cast<float>((static_cast<int>(spinAngle) + 5) % 360);
if (this->states[index] == 0) {
trail[0].y -= 0.25f;
if (age > 154) {
this->states[index] = 1;
particle->alpha = 250;
}
} else if (this->states[index] == 1) {
const int heading = particle->unknown_0050;
const float speed = particle->scale;
trail[0].y += speed * g_sinTable[heading];
const float flat = speed * g_cosTable[heading];
trail[0].x += flat * g_cosTable[particle->unknown_004C];
trail[0].z += flat * g_sinTable[particle->unknown_004C];
trail[0].y += 0.02f;
particle->scale = speed * 0.98f;
const int alpha = particle->alpha;
const int coin = std::rand() % 2;
if ((coin < 0 ? 0 : coin) == 0) {
const int faded = alpha - 2;
particle->alpha = faded < 0 ? 0 : faded;
} else {
const int faded = alpha - 1;
particle->alpha = faded < 0 ? 0 : faded;
}
}
if (age > 2000) {
particle->unknown_00E8 = 0;
const int heading = std::rand() % 360;
particle->unknown_004C = heading < 0 ? 0 : heading;
const int spread = std::rand() % 100;
particle->scale = static_cast<float>(spread < 0 ? 0 : spread) * 0.004f + 0.4f;
trail[0].x = -15.0f;
trail[0].y = 0.0f;
trail[0].z = 0.0f;
this->states[index] = 0;
}
}
}
++particle->unknown_00E8;
}
}
// OFFSET: 0x00B6FEA0
// FUNCTION: fn_19125
void CPokJukEffect::Slot04() {
for (std::vector<CParticle*>::iterator it = this->particles.begin(); it != this->particles.end(); ++it) {
CParticle* particle = *it;
if (particle && particle->alpha > 0) {
float shrink = 0.0f;
const int index = particle->unknown_0010 * 160 + particle->unknown_000C;
for (int layer = 0; layer < 2; ++layer) {
vector3d corners[4]{};
const float radius = particle->unknown_00C0 - shrink;
for (int corner = 0; corner < 4; ++corner) {
const int angle = static_cast<int>(static_cast<float>(corner * 90) + *reinterpret_cast<float*>(&particle->unknown_00C4)) % 360;
corners[corner].x = radius * g_cosTable[angle];
corners[corner].y = 0.0f;
corners[corner].z = radius * g_sinTable[angle];
}
this->FaceCamera(corners);
const vector3d& base = this->trails[index][layer];
for (int corner = 0; corner < 4; ++corner) {
corners[corner].x += base.x;
corners[corner].y += base.y;
corners[corner].z += base.z;
}
particle->vertices[0].x = corners[3].x;
particle->vertices[0].y = corners[3].y;
particle->vertices[0].z = corners[3].z;
particle->vertices[1].x = corners[0].x;
particle->vertices[1].y = corners[0].y;
particle->vertices[1].z = corners[0].z;
particle->vertices[2].x = corners[2].x;
particle->vertices[2].y = corners[2].y;
particle->vertices[2].z = corners[2].z;
particle->vertices[3].x = corners[1].x;
particle->vertices[3].y = corners[1].y;
particle->vertices[3].z = corners[1].z;
switch (this->beats[index]) {
case 0:
particle->SetTexture("effect\\pok1.tga");
break;
case 1:
particle->SetTexture("effect\\pok3.tga");
break;
case 2:
particle->SetTexture("effect\\pok2.tga");
break;
}
const int alpha = particle->alpha;
particle->destinationBlend = 2;
particle->sourceBlend = 5;
int shown = alpha / (layer + 1);
if (this->beats[index] != 0) {
shown /= 2;
}
particle->alpha = shown;
particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true);
particle->alpha = alpha;
shrink += layer == 0 ? 0.5f : 0.25f;
}
}
}
}
// OFFSET: 0x00B70540
// FUNCTION: fn_19126
void CPokJukEffect::FaceCamera(vector3d* corners) {
const int yaw = 360 - static_cast<int>(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.yaw);
const int pitch = (450 - static_cast<int>(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.pitch)) % 360;
for (int corner = 0; corner < 4; ++corner) {
const float y = corners[corner].y;
const float z = corners[corner].z;
corners[corner].z = z * g_cosTable[pitch] - y * g_sinTable[pitch];
corners[corner].y = y * g_cosTable[pitch] + z * g_sinTable[pitch];
}
for (int corner = 0; corner < 4; ++corner) {
const float x = corners[corner].x;
const float z = corners[corner].z;
corners[corner].x = x * g_cosTable[yaw] - z * g_sinTable[yaw];
corners[corner].z = z * g_cosTable[yaw] + x * g_sinTable[yaw];
}
}