rodecomp/Source/Contents/Effects/SphereWind2Effect.cpp
ragnarok-clanker 874b6e15fe Decompile 2 functions in Source/Contents/Effects/SphereWind2Effect.cpp, Source/Contents/Effects/SphereWind2Effect.h
Batch #4032 by Yommy: 0 byte-identical, 2 confirmed by peer review.

- fn_19182 CSphereWind2Effect::Close: logic confirmed by peer review
- fn_19183 CSphereWind2Effect::Slot01: logic confirmed by peer review

Peer-reviewed-by: ragnarok-clanker, superintelligence, tayoba
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-30 00:44:55 +00:00

155 lines
5.7 KiB
C++

#include "Contents/Effects/SphereWind2Effect.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Actors/RenderObject.h"
#include "Contents/Effects/EffectMemoryMgr.h"
#include "Contents/Effects/Particle.h"
#include "Contents/Sound/SoundMgr.h"
#include "Contents/World/World.h"
#include "Utility/Math/AffineMatrix.h"
#include <algorithm>
#include <cstdlib>
// OFFSET: 0x00B77340
// FUNCTION: fn_19182
void CSphereWind2Effect::Close() {
for (CParticle* particle : this->particles) {
FreeParticle(particle);
}
this->particles.clear();
}
// OFFSET: 0x00B77380
// FUNCTION: fn_19183
void CSphereWind2Effect::Slot01() {
for (int base = 0; base < 45; base += 9) {
int angle = base;
for (int ring = 0; ring < 4; ++ring) {
const int delay = -std::max(rand() % 20, 0);
const float radius = static_cast<float>(std::max(rand() % 11, 0)) * 0.2f + 2.0f;
const int rotation = std::max(rand() % 360, 0);
const int step = std::max(rand() % 91, 0) + 180;
const int speed = std::max(rand() % 4, 0) + 3;
for (int part = 0; part < 21; ++part) {
CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
if (!particle) {
continue;
}
particle->unknown_0004 = this->id;
particle->unknown_000C = part;
particle->unknown_0010 = ring;
particle->unknown_0008 = 1;
particle->unknown_00E8 = delay;
particle->unknown_00C0 = radius;
particle->scale = 5.0f;
*reinterpret_cast<float*>(&particle->unknown_00C4) = static_cast<float>(rotation);
particle->unknown_004C = angle;
particle->alpha = 0;
particle->unknown_0050 = step;
particle->unknown_0054 = -10.0f;
*reinterpret_cast<float*>(particle->unknown_0058) = static_cast<float>(speed);
particle->SetTexture("effect\\fire_ivy.bmp");
particle->SetColor(255, 89, 182);
InitParticleQuad(particle->vertices);
this->particles.push_back(particle);
}
angle += 45;
}
}
CWorld* world = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
const vector3d& player = reinterpret_cast<const CRenderObject*>(world->player)->render.position;
g_soundMgr->PlayWave("effect\\EF_Blessing.wav", this->position[0] - player.x, 0.0f, this->position[2] - player.z, 250, 40, 1.0f, 0);
this->unknown_002C = 200;
}
// OFFSET: 0x00B775E0
// FUNCTION: fn_19184
bool CSphereWind2Effect::Slot06() {
return !this->IsFinished();
}
// OFFSET: 0x00B775F0
// FUNCTION: fn_19185
void CSphereWind2Effect::Slot03() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
(*it)->position.x = this->position[0];
(*it)->position.y = this->position[1];
(*it)->position.z = this->position[2];
if (CParticle* particle = *it) {
if (particle->unknown_00E8 > 0) {
int alpha = particle->alpha;
if (particle->unknown_00E8 <= 25) {
alpha += 2;
} else if (particle->unknown_00E8 > 70) {
alpha -= 2;
}
const float scale = particle->scale * 1.01f;
particle->alpha = alpha < 0 ? 0 : alpha;
particle->scale = scale;
const int oldAngle = particle->unknown_004C;
particle->unknown_004C = oldAngle + (oldAngle + 1 < 360 ? 1 : -359);
const int angle = particle->unknown_004C;
const int texPart = particle->unknown_000C;
float& spin = *reinterpret_cast<float*>(&particle->unknown_00C4);
float rotation = *reinterpret_cast<float*>(particle->unknown_0058) + spin;
if (rotation >= 360.0f) {
rotation -= 360.0f;
}
spin = rotation;
const int step = static_cast<int>(static_cast<float>(*reinterpret_cast<int*>(particle->unknown_0050)) / 20.0f);
const int pitch = static_cast<int>(static_cast<float>(step * texPart) + rotation) % 360;
const float radius = particle->unknown_00C0;
const vector3d center = {scale * g_cosTable[angle] * g_cosTable[pitch], scale * g_sinTable[angle] * g_cosTable[pitch], scale * g_sinTable[pitch]};
const vector3d side = {-g_sinTable[angle] * radius, radius * g_cosTable[angle], 0.0f};
const vector3d offset = {0.0f, particle->unknown_0054, 0.0f};
const vector3d inner = {center.x - side.x + offset.x, center.y - side.y + offset.y, center.z - side.z + offset.z};
const vector3d outer = {center.x + side.x + offset.x, center.y + side.y + offset.y, center.z + side.z + offset.z};
particle->vertices[1].x = inner.x;
particle->vertices[1].y = inner.y;
particle->vertices[1].z = inner.z;
particle->vertices[3].x = outer.x;
particle->vertices[3].y = outer.y;
particle->vertices[3].z = outer.z;
if (texPart != 0) {
particle->vertices[0].x = this->lastInner.x;
particle->vertices[0].y = this->lastInner.y;
particle->vertices[0].z = this->lastInner.z;
particle->vertices[2].x = this->lastOuter.x;
particle->vertices[2].y = this->lastOuter.y;
particle->vertices[2].z = this->lastOuter.z;
}
this->lastInner = inner;
this->lastOuter = outer;
}
}
++(*it)->unknown_00E8;
}
}
// OFFSET: 0x00B77B40
// FUNCTION: fn_19186
void CSphereWind2Effect::Slot04() {
for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
CParticle* particle = *it;
if (particle && particle->unknown_00E8 > 0 && particle->unknown_000C > 0) {
const int texPart = particle->unknown_000C;
const ParticleQuad quad = {false, 0.0f, 1.0f, static_cast<float>(texPart - 1) / 21.0f, static_cast<float>(texPart) / 21.0f, false, true};
particle->Render(quad);
}
}
}