rodecomp/Source/Contents/Effects/MapChainEffect.cpp
ragnarok-clanker 99e5605fb5 Decompile fn_18952 (CMapChainEffect::Slot03)
Batch #4224 by Millenium: 0 byte-identical, 1 confirmed by peer review.

- fn_18952 CMapChainEffect::Slot03: logic confirmed by peer review

Peer-reviewed-by: eAthena, Yommy, Snow
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-30 01:53:08 +00:00

131 lines
4.3 KiB
C++

#include "Contents/Effects/MapChainEffect.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 <cstring>
// OFFSET: 0x00B4A9E0
// FUNCTION: fn_18945
CMapChainEffect::CMapChainEffect()
: CEffect(1024), particles(), unknown_00F0(2), unknown_00F4(2), unknown_00F8(2), unknown_00FC(2), unknown_0100(2) {
}
// OFFSET: 0x00B4B130
// FUNCTION: fn_18951
bool CMapChainEffect::Slot06() {
return this->ActorExists();
}
// OFFSET: 0x00B4B140
// FUNCTION: fn_18952
void CMapChainEffect::Slot03() {
for (std::vector<CParticle*>::iterator 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) {
float& angle = *reinterpret_cast<float*>(&particle->unknown_00C4);
const float speed = *reinterpret_cast<const float*>(particle->unknown_0058);
angle += speed;
if (angle >= 360.0f) {
angle -= 360.0f;
}
if (particle->unknown_0010 > 5) {
int delta = -3;
if (particle->unknown_00E8 % 600 <= 250) {
delta = 3;
}
particle->alpha += delta;
if (particle->alpha > 255) {
particle->alpha = 255;
} else if (particle->alpha < 0) {
particle->alpha = 0;
}
}
const CView* view = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera;
matrix rotation;
std::memcpy(rotation.values, g_identityMatrix, sizeof(rotation.values));
rotation.MakeYRotation(view->camera.yaw / -180.0f * 3.141592f);
particle->transform = rotation;
const int segment = particle->unknown_000C;
const int index = static_cast<int>(static_cast<float>(static_cast<int>(particle->unknown_0050 / 20.0f) * segment) + angle) % 360;
vector3d points[4] = {};
const int tilt = particle->unknown_004C;
const float sinIndex = g_sinTable[index];
const float cosIndex = g_cosTable[index];
const float sinTilt = g_sinTable[tilt];
const float cosTilt = g_cosTable[tilt];
const float termX = (sinTilt * particle->scale) * cosIndex;
const float termZ = (particle->scale * cosTilt) * cosIndex;
const float widthCos = particle->unknown_00C0 * cosTilt;
const float widthSin = particle->unknown_00C0 * sinTilt;
const float v1x = (termX - widthCos) + 0.0f;
const float v3x = (termX + widthCos) + 0.0f;
const float v1y = (particle->scale * sinIndex - 0.0f) + particle->unknown_0054;
const float v3y = (particle->scale * sinIndex + 0.0f) + particle->unknown_0054;
const float v1z = (termZ + widthSin) + 0.0f;
const float v3z = (termZ - widthSin) + 0.0f;
particle->vertices[1].x = v1x;
particle->vertices[1].y = v1y;
particle->vertices[1].z = v1z;
particle->vertices[3].x = v3x;
particle->vertices[3].y = v3y;
particle->vertices[3].z = v3z;
if (segment != 0) {
particle->vertices[0].x = this->corners[1].x;
particle->vertices[0].y = this->corners[1].y;
particle->vertices[0].z = this->corners[1].z;
particle->vertices[2].x = this->corners[0].x;
particle->vertices[2].y = this->corners[0].y;
particle->vertices[2].z = this->corners[0].z;
}
this->corners[1].x = v1x;
this->corners[1].y = v1y;
this->corners[1].z = v1z;
this->corners[0].x = v3x;
this->corners[0].y = v3y;
this->corners[0].z = v3z;
}
++particle->unknown_00E8;
}
}
// OFFSET: 0x00B4B740
// FUNCTION: fn_18953
void CMapChainEffect::Slot04() {
for (std::vector<CParticle*>::iterator it = this->particles.begin(); it != this->particles.end(); ++it) {
CParticle* particle = *it;
if (particle && particle->unknown_000C > 0) {
if (particle->unknown_0010 < 6) {
particle->destinationBlend = 6;
}
ParticleQuad quad;
quad.billboard = false;
quad.top = 0.0f;
quad.bottom = 1.0f;
quad.left = static_cast<float>(particle->unknown_000C - 1) / 21.0f;
quad.right = static_cast<float>(particle->unknown_000C) / 21.0f;
quad.unused = true;
quad.depth = true;
particle->Render(quad);
}
}
}