rodecomp/Source/Contents/Effects/AstralStrikeEffect.cpp
ragnarok-clanker dc3d5ce1a5 Maintenance: Resubmission of 14942 (gate: three existing in-class helpers whose lines changed lacked an annotation; marked // INLINED
Batch #14943 by ragnarok-clanker: no function's compiled code changes; checked with 741 compiled unit(s), including every includer of Source/ActorPickNode.h, Source/Client/Browser/BrowserClientSite.h, Source/Client/Browser/BrowserPopupDispatch.h, Source/Client/Mode/CGameMode.h, Source/Client/Mode/CLoginMode.h, Source/Client/Mode/CMode.h, Source/Client/Mode/ModeDragState.h, Source/Client/Replay.h, Source/Client/Session.h, Source/Client/Stove/StoveMgr.h, Source/Contents/AchievementMgr.h, Source/Contents/ActorNameCard.h, Source/Contents/Actors/CharacterRender.h, Source/Contents/Actors/EffectActors.h, Source/Contents/Actors/GameActor.h, Source/Contents/Actors/GrannyGameActor.h, Source/Contents/Actors/GroundScope.h, Source/Contents/Actors/Item.h, Source/Contents/Actors/Npc.h, Source/Contents/Actors/Pc.h, Source/Contents/Actors/RenderObjectState.h, Source/Contents/Actors/Skill.h, Source/Contents/AdventureGuideMgr.h, Source/Contents/Camera/Camera.h, Source/Contents/Camera/CameraState.h, Source/Contents/CashEmotionMgr.h, Source/Contents/Configuration/GameSettingsMgr.h, Source/Contents/EffectResourceSwitcher.h, Source/Contents/Effects/AMachineEffect.h, Source/Contents/Effects/AcidifiedThrow.h, Source/Contents/Effects/AxeBoomerang.h, Source/Contents/Effects/BlastForge.h, Source/Contents/Effects/CaneOfEvilEyeEffect.h, Source/Contents/Effects/CharacterParticleBundle.h, Source/Contents/Effects/CloudKillEffect.h, Source/Contents/Effects/Effect.h, Source/Contents/Effects/EffectActor.h, Source/Contents/Effects/EffectEmitter.h, Source/Contents/Effects/EffectMaker.h, Source/Contents/Effects/EffectPrimitiveState.h, Source/Contents/Effects/FuumaShouakuEffect.h, Source/Contents/Effects/GravityControlEffect.h, Source/Contents/Effects/HealSpEffect.h, Source/Contents/Effects/Level99Effect.h, Source/Contents/Effects/MapChainEffect.h, Source/Contents/Effects/MonsterSkillEffects.h, Source/Contents/Effects/MsgEffect.h, Source/Contents/Effects/NyanggrassEffect.h, Source/Contents/Effects/Particle.h, Source/Contents/Effects/PowderingEffect.h, Source/Contents/Effects/RagEffectState.h, Source/Contents/Effects/RectUpEffect.h, Source/Contents/Effects/ShadowExceedEffect.h, Source/Contents/Effects/SkillEffects.h, Source/Contents/Effects/SpriteParticle.h, Source/Contents/Effects/StormCannonEffect.h, Source/Contents/Effects/ThrowEffects.h, Source/Contents/EntryQueueMgr.h, Source/Contents/EquipmentResourceMgr.h, Source/Contents/FlyingShipRouteInfo.h, Source/Contents/Ground/GroundGeometry.h, Source/Contents/GuildInfo.h, Source/Contents/Items/ItemDescription.h, Source/Contents/Items/ItemInfo.h, Source/Contents/MapSkyMgr.h, Source/Contents/Messenger/MessengerWindows.h, Source/Contents/Models/ModelNode.h, Source/Contents/NavigationManager.h, Source/Contents/Party/AdventurerAgencyMgr.h, Source/Contents/RDamageVar.h, Source/Contents/RenewQuestMgr.h, Source/Contents/ReputeMgr.h, Source/Contents/RodexMailStore.h, Source/Contents/RouletteMgr.h, Source/Contents/Schedule/Schedule.h, Source/Contents/SignBoard/SignBoard.h, Source/Contents/Skills/ClientSkills.h, Source/Contents/Skills/PlayerSkillBundle.h, Source/Contents/Skills/SkillInfo.h, Source/Contents/SpriteLayerDrawing.h, Source/Contents/TipBoxTitles.h, Source/Contents/UserData/AccountLinkedUserDataMgr.h, Source/Contents/UserData/NormalItemSlots.h, Source/Contents/World/World.h, Source/Contents/WorldView/WorldViewData.h, Source/Render/Primitives/LightmappedPrimitive.h, Source/Render/Primitives/RenderPrimitive.h, Source/Render/Renderer.h, Source/Render/Textures/SpritePixels.h, Source/Render/Textures/Texture.h, Source/Resource/EZeffectResource.h, Source/Resource/Models/AnimatedModelResource.h, Source/Resource/Models/GrannyModelResource.h, Source/Resource/Sprites/ActionResource.h, Source/Resource/World/GroundResource.h, Source/Resource/World/WorldResource.h, Source/Resource/XmlNode.h, Source/UI/AdventureGuide/UIAdventureGuide.h, Source/UI/Buttons/UIBmpRadioBtn.h, Source/UI/Buttons/UIDescriptRace.h, Source/UI/Buttons/UIItemTagButton.h, Source/UI/Buttons/UISlotBmpButton.h, Source/UI/Buttons/UISpriteButton.h, Source/UI/Buttons/UITVTextButton.h, Source/UI/Buttons/UITextureButton.h, Source/UI/CashEmotion/UICashEmotionListWnd.h, Source/UI/CashEmotion/UICashEmotionPack.h, Source/UI/CashShop/UICashShopWnd.h, Source/UI/Chat/UIChatRoomMakeWnd.h, Source/UI/Chat/UIChatRoomTitle.h, Source/UI/Chat/UINewChatWnd.h, Source/UI/Chat/UISubChatHisWnd.h, Source/UI/Chat/UISubChatMiniWnd.h, Source/UI/Chat/UIWhisperWnd.h, Source/UI/Clan/UIClanWnd.h, Source/UI/Dialogs/UIBookWnd.h, Source/UI/Dialogs/UIChooseWarpWnd.h, Source/UI/Dialogs/UIMenuWnd.h, Source/UI/Dialogs/UIMiniMapWnd.h, Source/UI/Dialogs/UIMinimapZoomWnd.h, Source/UI/Dialogs/UINpcEditDialogWnd.h, Source/UI/Dialogs/UIPasswordWnd.h, Source/UI/Dialogs/UISayDialogWnd.h, Source/UI/Dialogs/UISelectCartWnd.h, Source/UI/Dialogs/UITipboxWnd.h, Source/UI/Edit/UIEditBoxEx.h, Source/UI/Edit/UIEditCtrl.h, Source/UI/Edit/UIEditCtrl_Currency.h, Source/UI/Edit/UIItemTagCtrl.h, Source/UI/Enchant/EnchantUI.h, Source/UI/Exchange/UIExchangeUI.h, Source/UI/FrameSkin.h, Source/UI/GameSettings/GameSettingsUI.h, Source/UI/Gauges/UIPcGage.h, Source/UI/Guild/UIGuildHelperWnd.h, Source/UI/Guild/UIGuildWnd.h, Source/UI/Guild/UIGuild_Storage_Log.h, Source/UI/Item/UIEquipmentPropertiesWnd.h, Source/UI/Item/UIItemBaseWnd.h, Source/UI/Item/UIItemPurchaseWnd.h, Source/UI/Item/UIItemSellWnd2.h, Source/UI/Item/UIItemShopWnd.h, Source/UI/Item/UIItemShopWnd2.h, Source/UI/Item/UIItemStoreFindWnd.h, Source/UI/Item/UIItemStoreSubWnd.h, Source/UI/Item/UIItemStoreWnd.h, Source/UI/Item/UIItemWnd.h, Source/UI/Item/UIMerchantItemLogWnd.h, Source/UI/Item/UIParaItemShopWnd.h, Source/UI/Items/UICardItemIllustWnd.h, Source/UI/Items/UIEquipWnd.h, Source/UI/Items/UIExchangeWnd.h, Source/UI/Items/UIGameItem.h, Source/UI/Items/UIItemCollectionWnd.h, Source/UI/Items/UIItemIdentifyWnd.h, Source/UI/Items/UIItemParamChangeDisplayWnd.h, Source/UI/Items/UISwapEquipmentWnd.h, Source/UI/Layout/WindowGeometry.h, Source/UI/Lists/UIChatHisBox.h, Source/UI/Lists/UIComboBoxV2Wnd.h, Source/UI/Lists/UIImgMenu.h, Source/UI/Lists/UIListBoxID.h, Source/UI/Lists/UIListBoxTemplate.h, Source/UI/Lists/UIMemberListBox.h, Source/UI/Lists/UITabControl.h, Source/UI/Lists/UITagListBox.h, Source/UI/Lists/UITreeView.h, Source/UI/Menu/UIMenuIconWnd.h, Source/UI/Navigation/UINavigationV4Wnd.h, Source/UI/ProbabilityTable/UIProbabilityTable.h, Source/UI/Quest/UIQuestDisplay.h, Source/UI/Quest/UIRenewQuestUI.h, Source/UI/Quest/UIRenewQuestWnd.h, Source/UI/Rodex/UIRodexComposeWnd.h, Source/UI/Rodex/UIRodexInboxWnd.h, Source/UI/RuneSystem/UIRuneSystemWindows.h, Source/UI/RuneSystem/UIRuneSystemWnd.h, Source/UI/Shop/UIMerchantItemMyShopWnd.h, Source/UI/Shop/UIMerchantItemPurchaseMSGWnd.h, Source/UI/Shop/UIMerchantItemPurchaseWnd.h, Source/UI/Shop/UIMerchantItemShopWnd.h, Source/UI/Shop/UIMerchantMirrorItemWnd.h, Source/UI/Shop/UIMerchantShopMakeWnd.h, Source/UI/Shop/UIMerchantShopTitle.h, Source/UI/Skill/UISkillDescribeWnd.h, Source/UI/Skill/UISkillListWnd.h, Source/UI/SkillDelayInfo/SkillDelayInfo.h, Source/UI/StylingShop/UIStylingShopWnd.h, Source/UI/Text/CreateLineInfo.h, Source/UI/Text/UIAchWnd.h, Source/UI/Text/UIBalloonText.h, Source/UI/Text/UINameBalloonText.h, Source/UI/Text/UIStaticTextControl.h, Source/UI/Text/UIString.h, Source/UI/Text/UITextViewerControl.h, Source/UI/UIBarGraph.h, Source/UI/UIBartermarketWnd.h, Source/UI/UIChangeMaterialWnd.h, Source/UI/UIGradeEnchantWnd.h, Source/UI/UILapineScrollBar.h, Source/UI/UIMacroBlackListCheckWnd.h, Source/UI/UIMacroDetectorWnd.h, Source/UI/UIMacroReport.h, Source/UI/UIMacroUserInfoWnd.h, Source/UI/UIPreviewEquipWnd.h, Source/UI/UIRefiningWnd.h, Source/UI/UIScrollWnd.h, Source/UI/UISlotBitmap.h, Source/UI/Window/FuncDrawWNDChar.h, Source/UI/Window/UIBattleMsgOptionWnd.h, Source/UI/Window/UIChatRoomWnd.h, Source/UI/Window/UICollectionSystemWnd.h, Source/UI/Window/UIControl.h, Source/UI/Window/UIHomunInfoWnd.h, Source/UI/Window/UIHotKeyWnd.h, Source/UI/Window/UIJobListWnd.h, Source/UI/Window/UILoginOTPWnd.h, Source/UI/Window/UILoginWnd.h, Source/UI/Window/UIMakeCharWnd.h, Source/UI/Window/UIMonsterDisplayWnd.h, Source/UI/Window/UIMonsterInfoWnd.h, Source/UI/Window/UINavigationHelpWnd.h, Source/UI/Window/UINavigationWnd.h, Source/UI/Window/UINewMakeCharWnd.h, Source/UI/Window/UINewSelectCharWnd.h, Source/UI/Window/UINoticeWnd.h, Source/UI/Window/UIPetInfoWnd.h, Source/UI/Window/UIRegisterMgr.h, Source/UI/Window/UIRoMapWnd.h, Source/UI/Window/UIRodexContentsWnd.h, Source/UI/Window/UISecondCostumeWnd.h, Source/UI/Window/UISeekPartyMBWnd.h, Source/UI/Window/UISeekPartyWnd.h, Source/UI/Window/UISelCharForUServerWnd.h, Source/UI/Window/UISerachStoreInfoWnd.h, Source/UI/Window/UITransMenuWnd.h, Source/UI/Window/UIWindow.h, Source/UI/Window/UIWindowMgr.h, Source/UI/Window/UIWindowMgr.inl, Source/Utility/Lexicon/LexiconSerializer.h.
2026-11-08 16:44:36 +00:00

172 lines
5.5 KiB
C++

#include "Contents/Effects/AstralStrikeEffect.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Camera/Camera.h"
#include "Contents/Effects/EffectMemoryMgr.h"
#include "Contents/Effects/Particle.h"
#include <algorithm>
#include <cstdlib>
#include <string>
namespace {
// INLINED
__forceinline int RandomIndex(int range) {
int result = 0;
const int value = rand() % range;
if (value >= 0) {
result = value;
}
return result;
}
// INLINED
__forceinline bool IsParticleActive(const CEZ2STRParticle* particle) {
if (0.0f == particle->life) {
return true;
}
return particle->life * 60.0f > static_cast<float>(particle->elapsedFrames);
}
}
// OFFSET: 0x006F4830
// FUNCTION: fn_06828
CAstralStrikeEffect::CAstralStrikeEffect() : CEffect(1768) {
}
// OFFSET: 0x006F49D0
// FUNCTION: fn_06830
void CAstralStrikeEffect::Init() {
CEZ2STRParticle* bottom = static_cast<CEZ2STRParticle*>(CreateEZ2STRParticle(reinterpret_cast<const vector3d*>(this->position), 13));
bottom->Load(std::string("astralstrike\\astralstrike_bottom\\astralstrike_bottom.str"));
this->emitters.push_back(bottom);
this->AddEvent(0, "effect\\AG_ASTRAL_STRIKE1.wav", 0, 0);
CEZ2STRParticle* strike = static_cast<CEZ2STRParticle*>(CreateEZ2STRParticle(reinterpret_cast<const vector3d*>(this->position), 5));
strike->Load(std::string("astralstrike\\astralstrike\\astralstrike.str"));
this->emitters.push_back(strike);
}
// OFFSET: 0x006F4C50
// FUNCTION: fn_06831
void CAstralStrikeEffect::SpawnStrike() {
const __int64 ranges[10] = {5, 5, 5, 7, 7, 7, 9, 9, 9, 11};
const __int64 range = ranges[std::min<unsigned int>(this->effectLevel, 10) - 1] * 50;
vector3d position = *reinterpret_cast<const vector3d*>(this->position);
const int span = static_cast<int>(range) + 1;
const int offsetX = RandomIndex(span);
const float half = static_cast<float>(range) * 0.5f;
position.x += (static_cast<float>(offsetX) - half) * 0.1f;
const int offsetZ = RandomIndex(span);
position.z += (static_cast<float>(offsetZ) - half) * 0.1f;
switch (RandomIndex(3)) {
case 0: {
CEZ2STRParticle* bottom = static_cast<CEZ2STRParticle*>(CreateEZ2STRParticle(&position, 13));
bottom->Load(std::string("astralstrike\\astralstrike_sub_1_bottom\\astralstrike_sub_1_bottom.str"));
this->strikes.push_back(bottom);
CEZ2STRParticle* strike = static_cast<CEZ2STRParticle*>(CreateEZ2STRParticle(&position, 5));
strike->Load(std::string("astralstrike\\astralstrike_sub_1\\astralstrike_sub_1.str"));
this->strikes.push_back(strike);
break;
}
case 1: {
CEZ2STRParticle* bottom = static_cast<CEZ2STRParticle*>(CreateEZ2STRParticle(&position, 13));
bottom->Load(std::string("astralstrike\\astralstrike_sub_2_bottom\\astralstrike_sub_2_bottom.str"));
this->strikes.push_back(bottom);
CEZ2STRParticle* strike = static_cast<CEZ2STRParticle*>(CreateEZ2STRParticle(&position, 5));
strike->Load(std::string("astralstrike\\astralstrike_sub_2\\astralstrike_sub_2.str"));
this->strikes.push_back(strike);
break;
}
case 2: {
CEZ2STRParticle* bottom = static_cast<CEZ2STRParticle*>(CreateEZ2STRParticle(&position, 13));
bottom->Load(std::string("astralstrike\\astralstrike_sub_3_bottom\\astralstrike_sub_3_bottom.str"));
this->strikes.push_back(bottom);
CEZ2STRParticle* strike = static_cast<CEZ2STRParticle*>(CreateEZ2STRParticle(&position, 5));
strike->Load(std::string("astralstrike\\astralstrike_sub_3\\astralstrike_sub_3.str"));
this->strikes.push_back(strike);
break;
}
}
this->AddEvent(0, "effect\\AG_ASTRAL_STRIKE2.wav", this->frame + 1, 0);
}
// OFFSET: 0x006F5430
// FUNCTION: fn_06832
void CAstralStrikeEffect::Close() {
for (auto it = this->emitters.begin(); it != this->emitters.end(); ++it) {
FreeParticle(*it);
}
this->emitters.clear();
for (auto it = this->strikes.begin(); it != this->strikes.end(); ++it) {
FreeParticle(*it);
}
this->strikes.clear();
}
// OFFSET: 0x006F54A0
// FUNCTION: fn_06833
void CAstralStrikeEffect::Open() {
this->Init();
}
// OFFSET: 0x006F54B0
// FUNCTION: fn_06834
bool CAstralStrikeEffect::IsAlive() {
return this->ActorExists();
}
// OFFSET: 0x006F54C0
// FUNCTION: fn_06835
void CAstralStrikeEffect::OnProcess() {
for (auto it = this->emitters.begin(); it != this->emitters.end();) {
if (IsParticleActive(*it) == true) {
if (*it) {
(*it)->Process(0.0f, 0.0f, 0.0f);
}
++it;
} else {
FreeParticle(*it);
it = this->emitters.erase(it);
}
}
if (this->ActorExists() == true && this->emitters.empty()) {
const __int64 intervals[10] = {11, 11, 11, 9, 9, 9, 7, 7, 7, 5};
if (0 == this->frame % intervals[std::min<unsigned int>(this->effectLevel, 10) - 1]) {
this->SpawnStrike();
}
}
for (auto it = this->strikes.begin(); it != this->strikes.end();) {
if (IsParticleActive(*it) == true) {
if (*it) {
(*it)->Process(0.0f, 0.0f, 0.0f);
}
++it;
} else {
FreeParticle(*it);
it = this->strikes.erase(it);
}
}
}
// OFFSET: 0x006F5760
// FUNCTION: fn_06836
void CAstralStrikeEffect::Render() {
for (auto it = this->emitters.begin(); it != this->emitters.end(); ++it) {
if (*it) {
(*it)->DrawScreen(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view);
}
}
for (auto it = this->strikes.begin(); it != this->strikes.end(); ++it) {
if (*it) {
(*it)->DrawScreen(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.view);
}
}
}