Batch #17110 by eAthena: 0 byte-identical, 1 confirmed by peer review. - fn_06918 CCloud::ResetParticles: logic confirmed by peer review Peer-reviewed-by: Yommy, alisonrag, br4yan Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
182 lines
5.4 KiB
C++
182 lines
5.4 KiB
C++
#include "Contents/Effects/Skills/CloudEffect.h"
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#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Contents/Camera/Camera.h"
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#include "Contents/Effects/Core/EffectMemoryMgr.h"
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#include "Contents/Effects/Particles/Particle.h"
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#include "Utility/Math/AffineMatrix.h"
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#include "Utility/Text/FormatString.h"
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#include <algorithm>
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#include <cstdlib>
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#include <string>
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namespace {
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// INLINED
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__forceinline int Random(int range) {
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if (range == 0) {
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return 0;
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}
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const int value = rand() % range;
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return value >= 0 ? value : 0;
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}
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// INLINED
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__forceinline void StepDrift(int& angle, int& target) {
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int goal = target;
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if (goal > angle) {
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angle = std::min(360, angle + 1);
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if (goal < angle) {
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goal = Random(angle);
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}
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} else {
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angle = std::max(0, angle - 1);
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if (goal >= angle) {
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goal = 360 - Random(angle);
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}
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}
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target = goal;
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}
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}
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// OFFSET: 0x006FB9A0
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// FUNCTION: fn_06914
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CCloud::CCloud()
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: CEffect(-1), driftX(0), driftTargetX(0), driftZ(0), driftTargetZ(0), phase(0), baseScale(0), alpha(0), fadeInEnd(0), fadeOutStart(0),
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red(255), green(255), blue(255), scaleBase(0), scaleRange(0), scaleAmplitude(0), fadeInStep(0), fadeOutStep(0), fadeInBase(0),
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fadeInRange(0), fadeOutBase(0), fadeOutRange(0), offsetRangeY(0), offsetRangeX(0), offsetRangeZ(0), renderFlag(1) {
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}
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// OFFSET: 0x006FBBA0
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// FUNCTION: fn_06916
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void CCloud::Close() {
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if (this->particle) {
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FreeParticle(this->particle);
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this->particle = nullptr;
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}
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}
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// OFFSET: 0x006FBBD0
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// FUNCTION: fn_06917
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void CCloud::Open() {
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this->particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 1);
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if (CParticle* particle = this->particle) {
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particle->effectId = this->id;
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particle->columnIndex = 0;
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particle->rowIndex = 0;
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particle->groupIndex = 1;
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this->particle->sourceBlend = 5;
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this->particle->destinationBlend = 6;
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}
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}
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// OFFSET: 0x006FBC30
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// FUNCTION: fn_06918
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void CCloud::ResetParticles() {
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this->driftX = Random(360);
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this->driftTargetX = Random(360);
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this->driftZ = Random(360);
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this->driftTargetZ = Random(360);
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this->phase = Random(360);
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const int scaleRange = static_cast<int>(this->scaleRange);
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const int scaleOffset = Random(scaleRange);
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this->alpha = 0.0f;
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this->baseScale = static_cast<float>(scaleOffset) + this->scaleBase;
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this->fadeInEnd = this->fadeInBase + Random(this->fadeInRange);
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this->fadeOutStart = this->fadeOutBase + Random(this->fadeOutRange);
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if (!this->particle) {
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return;
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}
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this->particle->elapsedFrames = 0;
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CParticle* particle = this->particle;
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const int rangeZ = static_cast<int>(this->offsetRangeZ);
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const int offsetZ = Random(rangeZ);
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const int rangeY = static_cast<int>(this->offsetRangeY);
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const int offsetY = Random(rangeY);
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const int rangeX = static_cast<int>(this->offsetRangeX);
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const int offsetX = Random(rangeX);
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particle->offsetX = static_cast<float>(offsetX);
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particle->offsetY = static_cast<float>(offsetY);
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particle->offsetZ = static_cast<float>(offsetZ);
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this->particle->SetColor(this->red, this->green, this->blue);
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this->particle->alpha = 0;
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this->particle->scale = this->baseScale;
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this->particle->SetTexture(FormatOwnedString("effect\\cloud%d.tga", Random(4) + 1).c_str());
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this->particle->SetRenderFlag(this->renderFlag);
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}
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// OFFSET: 0x006FBEC0
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// FUNCTION: fn_06919
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bool CCloud::IsAlive() {
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return this->ActorExists();
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}
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// OFFSET: 0x006FBED0
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// FUNCTION: fn_06920
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void CCloud::OnProcess() {
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CParticle* particle = this->particle;
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if (!particle) {
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return;
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}
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const int frame = particle->elapsedFrames;
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if (frame < this->fadeInEnd) {
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const float value = this->alpha + this->fadeInStep;
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this->alpha = value > 255.0f ? 255.0f : value;
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particle->alpha = static_cast<int>(this->alpha);
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} else if (frame > this->fadeOutStart) {
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this->alpha -= this->fadeOutStep;
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if (this->alpha <= 0.0f) {
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this->ResetParticles();
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} else {
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particle->alpha = static_cast<int>(this->alpha);
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}
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} else {
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particle->alpha = static_cast<int>(this->alpha);
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}
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this->Drift();
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this->phase = (this->phase + 1) % 360;
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this->particle->scale = this->baseScale * this->scaleAmplitude * g_sinTable[this->phase] + this->baseScale;
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matrix scale;
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scale.SetScale(this->particle->scale, this->particle->scale, 1.0f);
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matrix rotation;
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rotation.MakeXRotation(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.pitch / 180.0f * 3.141592f);
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matrix transform;
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transform.Compose(scale, rotation);
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this->particle->transform = transform;
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++this->particle->elapsedFrames;
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}
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// OFFSET: 0x006FC090
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// FUNCTION: fn_06921
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void CCloud::Render() {
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if (this->particle) {
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this->particle->Render(false, 0.0f, 1.0f, 0.0f, 1.0f, false, true);
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}
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}
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// OFFSET: 0x006FC160
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// FUNCTION: fn_06922
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void CCloud::Drift() {
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StepDrift(this->driftX, this->driftTargetX);
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StepDrift(this->driftZ, this->driftTargetZ);
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CParticle* particle = this->particle;
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vector3d offset = *reinterpret_cast<const vector3d*>(&particle->offsetX);
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offset.x = g_sinTable[this->driftX] * 0.05f + offset.x;
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offset.z = g_sinTable[this->driftZ] * 0.05f + offset.z;
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particle->offsetX = offset.x;
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particle->offsetY = offset.y;
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particle->offsetZ = offset.z;
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const vector3d position = {offset.x + this->position[0], offset.y + this->position[1], offset.z + this->position[2]};
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this->particle->position = position;
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}
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