Batch #6480 by Lumen: 0 byte-identical, 1 confirmed by peer review. - fn_19991 CEffectPrim::RenderJitterSweeps: logic confirmed by peer review Peer-reviewed-by: ragnarok-clanker, alisonrag, willerthal, superintelligence Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
524 lines
20 KiB
C++
524 lines
20 KiB
C++
#include "Contents/Effects/EffectPrim.h"
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#include "Contents/Effects/EffectPrimitiveState.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <cstdlib>
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// OFFSET: 0x00BF1F00
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// FUNCTION: fn_19988
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void CEffectPrim::RenderSpinSquares(matrix& wtm) {
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int rpCnt = 0;
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for (int ec = 0; ec < 4; ++ec) {
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if (this->state.slots[ec].life != 1 || this->state.slots[ec].alphaB <= 0) {
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continue;
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}
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EffectPrimitiveSlot& slot = this->state.slots[static_cast<short>(ec)];
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float tilt = slot.height[8];
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if (tilt >= 360.0f || tilt < 0.0f) {
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slot.height[8] = 0.0f;
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tilt = 0.0f;
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}
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vector3d vec1;
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vector3d vec2;
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vector3d vec3;
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vector3d vec4;
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vec1.y = 0.0f;
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vec2.y = 0.0f;
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vec3.y = 0.0f;
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vec4.y = 0.0f;
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const int angle1 = slot.fullDisplayAngle;
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const int angle2 = angle1 + (angle1 < 270 ? 90 : -270);
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const int angle3 = angle2 + (angle2 + 90 < 360 ? 90 : -270);
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const int angle4 = angle3 + (angle3 + 90 < 360 ? 90 : -270);
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const float radius = slot.distance * g_sinTable[static_cast<int>(tilt)] * 0.05f + slot.distance;
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vec1.x = radius * g_cosTable[angle1];
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vec1.z = radius * g_sinTable[angle1];
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vec2.x = radius * g_cosTable[angle2];
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vec2.z = radius * g_sinTable[angle2];
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vec3.x = radius * g_cosTable[angle3];
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vec3.z = radius * g_sinTable[angle3];
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vec4.x = radius * g_cosTable[angle4];
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vec4.z = radius * g_sinTable[angle4];
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this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
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vec1.x = slot.vecBNow.x + vec1.x;
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vec1.y = slot.vecBNow.y + vec1.y;
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vec1.z = slot.vecBNow.z + vec1.z;
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vec2.x = slot.vecBNow.x + vec2.x;
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vec2.y = slot.vecBNow.y + vec2.y;
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vec2.z = slot.vecBNow.z + vec2.z;
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vec3.x = slot.vecBNow.x + vec3.x;
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vec3.y = slot.vecBNow.y + vec3.y;
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vec3.z = slot.vecBNow.z + vec3.z;
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vec4.x = slot.vecBNow.x + vec4.x;
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vec4.y = slot.vecBNow.y + vec4.y;
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vec4.z = slot.vecBNow.z + vec4.z;
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for (int drop = 0, turn = 0; drop < 72; drop += 2, ++turn) {
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const short spin = static_cast<short>(static_cast<short>(turn * 45 + slot.process) % 360);
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const float offsetX = g_cosTable[spin] * 10.0f;
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const float offsetZ = g_sinTable[spin] * 10.0f;
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const float lift = static_cast<float>(drop);
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vector3d corner1;
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corner1.x = offsetX + vec1.x;
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corner1.y = vec1.y - lift;
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corner1.z = offsetZ + vec1.z;
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vector3d corner2;
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corner2.x = offsetX + vec2.x;
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corner2.y = vec2.y - lift;
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corner2.z = offsetZ + vec2.z;
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vector3d corner3;
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corner3.x = offsetX + vec3.x;
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corner3.y = vec3.y - lift;
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corner3.z = offsetZ + vec3.z;
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vector3d corner4;
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corner4.x = offsetX + vec4.x;
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corner4.y = vec4.y - lift;
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corner4.z = offsetZ + vec4.z;
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this->RenderTeiRect(&rpCnt, slot.alphaB, corner1, corner2, corner3, corner4, wtm, 1, slot.flag1[0], 1, 55, 55, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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}
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this->RenderSpinSquare(wtm, &rpCnt, 2.0f, static_cast<short>(ec), 0, 25, 25, 255);
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}
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}
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// OFFSET: 0x00BF23A0
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// FUNCTION: fn_19989
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void CEffectPrim::RenderSpinSquare(
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matrix& wtm, int* rpCnt, float scale, short slotIndex, char pw, unsigned char red, unsigned char green, unsigned char blue
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) {
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EffectPrimitiveSlot& slot = this->state.slots[slotIndex];
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float tilt = slot.height[8];
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if (tilt >= 360.0f || tilt < 0.0f) {
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slot.height[8] = 0.0f;
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tilt = 0.0f;
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}
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vector3d vec1;
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vector3d vec2;
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vector3d vec3;
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vector3d vec4;
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vec1.y = 0.0f;
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vec2.y = 0.0f;
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vec3.y = 0.0f;
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vec4.y = 0.0f;
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const int angle1 = slot.fullDisplayAngle;
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const int angle2 = angle1 + (angle1 < 270 ? 90 : -270);
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const int angle3 = angle2 + (angle2 + 90 < 360 ? 90 : -270);
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const int angle4 = angle3 + (angle3 + 90 < 360 ? 90 : -270);
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const float radius = slot.distance * g_sinTable[static_cast<int>(tilt)] * 0.05f + slot.distance * scale;
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vec1.x = radius * g_cosTable[angle1];
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vec1.z = radius * g_sinTable[angle1];
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vec2.x = radius * g_cosTable[angle2];
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vec2.z = radius * g_sinTable[angle2];
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vec3.x = radius * g_cosTable[angle3];
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vec3.z = radius * g_sinTable[angle3];
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vec4.x = radius * g_cosTable[angle4];
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vec4.z = radius * g_sinTable[angle4];
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this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
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vec1.x = slot.vecBNow.x + vec1.x;
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vec1.y = slot.vecBNow.y + vec1.y;
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vec1.z = slot.vecBNow.z + vec1.z;
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vec2.x = slot.vecBNow.x + vec2.x;
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vec2.y = slot.vecBNow.y + vec2.y;
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vec2.z = slot.vecBNow.z + vec2.z;
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vec3.x = slot.vecBNow.x + vec3.x;
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vec3.y = slot.vecBNow.y + vec3.y;
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vec3.z = slot.vecBNow.z + vec3.z;
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vec4.x = slot.vecBNow.x + vec4.x;
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vec4.y = slot.vecBNow.y + vec4.y;
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vec4.z = slot.vecBNow.z + vec4.z;
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for (int drop = 0, turn = 0; drop < 72; drop += 2, ++turn) {
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const short spin = static_cast<short>(static_cast<short>(turn * 45 + slot.process) % 360);
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const float offsetX = g_cosTable[spin] * 10.0f;
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const float offsetZ = g_sinTable[spin] * 10.0f;
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const float lift = static_cast<float>(drop);
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vector3d corner1;
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corner1.x = offsetX + vec1.x;
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corner1.y = vec1.y - lift;
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corner1.z = offsetZ + vec1.z;
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vector3d corner2;
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corner2.x = offsetX + vec2.x;
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corner2.y = vec2.y - lift;
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corner2.z = offsetZ + vec2.z;
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vector3d corner3;
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corner3.x = offsetX + vec3.x;
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corner3.y = vec3.y - lift;
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corner3.z = offsetZ + vec3.z;
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vector3d corner4;
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corner4.x = offsetX + vec4.x;
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corner4.y = vec4.y - lift;
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corner4.z = offsetZ + vec4.z;
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this->RenderTeiRect(rpCnt, slot.alphaB, corner1, corner2, corner3, corner4, wtm, pw, slot.flag1[0], 1, red, green, blue, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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}
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}
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// OFFSET: 0x00BF27D0
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// FUNCTION: fn_19990
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void CEffectPrim::RenderTrailingArc(matrix& wtm) {
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vector3d prevB{};
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vector3d curB{};
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vector3d curT{};
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vector3d prevT{};
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int rpCnt = 0;
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for (int ec = 0; ec < 4; ++ec) {
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const EffectPrimitiveSlot& slot = this->state.slots[ec];
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if (slot.life != 1 || slot.process <= 0) {
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continue;
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}
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const int texture = slot.process % static_cast<int>(this->state.totalTexture);
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const int step = slot.fullDisplayAngle / 20;
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int i = 0;
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for (int offset = 0; offset <= slot.fullDisplayAngle; offset += step) {
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int angle = (slot.rotStart + offset) % 360;
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if (slot.fullDisplayAngle == 360 && i == 20) {
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angle = slot.rotStart;
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}
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const float baseX = slot.distance * g_cosTable[angle];
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const float baseZ = slot.distance * g_sinTable[angle];
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const float rise = slot.height[i];
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const float riseX = rise * g_cosTable[slot.riseAngle];
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curT.y = -(rise * g_sinTable[slot.riseAngle]);
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curB.x = baseX - this->state.slots[0].vecTNow.x * 0.75f;
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curB.z = baseZ - this->state.slots[0].vecTNow.z * 0.75f;
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curT.z = riseX * g_sinTable[angle] + baseZ - this->state.slots[0].vecTNow.z;
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curT.x = riseX * g_cosTable[angle] + baseX - this->state.slots[0].vecTNow.x;
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if (i > 0) {
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this->state.size = slot.vecTPre.x;
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this->RenderTeiRect(&rpCnt, i - 1, slot.alphaB, slot.alphaB, prevB, curB, curT, prevT, wtm, static_cast<char>(texture));
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}
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++i;
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if (i >= 21) {
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i = 20;
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}
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prevB = curB;
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prevT = curT;
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}
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}
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}
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// OFFSET: 0x00BF34D0
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// FUNCTION: fn_19992
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void CEffectPrim::RenderBladeQuads(matrix& wtm) {
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int rpCnt = 0;
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for (int ec = 0; ec < 4; ++ec) {
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EffectPrimitiveSlot& slot = this->state.slots[ec];
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if (slot.life != 1 || slot.alphaB <= 0) {
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continue;
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}
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int angle = slot.riseAngle;
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int angle1 = angle + (angle < 2 ? 358 : -2);
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int angle2 = angle + (angle < 358 ? 2 : -358);
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int angle3 = angle + (angle < 182 ? 178 : -182);
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int angle4 = angle + (angle < 178 ? 182 : -178);
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vector3d vec1;
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vector3d vec2;
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vector3d vec3;
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vector3d vec4;
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vec1.x = slot.distance * g_cosTable[angle1] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
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vec1.y = slot.distance * g_cosTable[angle1] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
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vec1.z = slot.distance * g_sinTable[angle1] + slot.vecBNow.z;
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vec2.x = slot.distance * g_cosTable[angle2] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
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vec2.y = slot.distance * g_cosTable[angle2] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
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vec2.z = slot.distance * g_sinTable[angle2] + slot.vecBNow.z;
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vec3.x = slot.distance * g_cosTable[angle3] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
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vec3.y = slot.distance * g_cosTable[angle3] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
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vec3.z = slot.distance * g_sinTable[angle3] + slot.vecBNow.z;
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vec4.x = slot.distance * g_cosTable[angle4] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
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vec4.y = slot.distance * g_cosTable[angle4] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
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vec4.z = slot.distance * g_sinTable[angle4] + slot.vecBNow.z;
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if (slot.flag1[2] == 0) {
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this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 0, 250, 250, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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} else if (slot.flag1[2] == 1) {
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this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 250, 250, 250, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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} else if (slot.flag1[2] == 2) {
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this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 250, 100, 100, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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} else if (slot.flag1[2] == 3) {
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this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 200, 200, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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}
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angle = slot.riseAngle;
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angle1 = angle + (angle < 8 ? 352 : -8);
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angle2 = angle + (angle < 352 ? 8 : -352);
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angle3 = angle + (angle < 188 ? 172 : -188);
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angle4 = angle + (angle < 172 ? 188 : -172);
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vec1.x = slot.distance * g_cosTable[angle1] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
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vec1.y = slot.distance * g_cosTable[angle1] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
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vec1.z = slot.distance * g_sinTable[angle1] + slot.vecBNow.z;
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vec2.x = slot.distance * g_cosTable[angle2] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
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vec2.y = slot.distance * g_cosTable[angle2] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
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vec2.z = slot.distance * g_sinTable[angle2] + slot.vecBNow.z;
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vec3.x = slot.distance * g_cosTable[angle3] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
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vec3.y = slot.distance * g_cosTable[angle3] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
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vec3.z = slot.distance * g_sinTable[angle3] + slot.vecBNow.z;
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vec4.x = slot.distance * g_cosTable[angle4] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
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vec4.y = slot.distance * g_cosTable[angle4] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
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vec4.z = slot.distance * g_sinTable[angle4] + slot.vecBNow.z;
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if (slot.flag1[2] == 0) {
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this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 250, 0, 0, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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} else if (slot.flag1[2] == 1) {
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this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 250, 250, 0, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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} else if (slot.flag1[2] == 2) {
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this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 255, 166, 210, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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} else if (slot.flag1[2] == 3) {
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this->RenderTeiRect(&rpCnt, slot.alphaB, vec1, vec2, vec3, vec4, wtm, 0, 0, 0, 5, 5, 255, 0.0f, 1.0f, 0.0f, 1.0f, 0);
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}
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}
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}
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// OFFSET: 0x00BF3BD0
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// FUNCTION: fn_19993
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void CEffectPrim::RenderGlowSquare(matrix& wtm) {
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int rpCnt = 0;
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for (int ec = 0; ec < 4; ++ec) {
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EffectPrimitiveSlot& slot = this->state.slots[ec];
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if (slot.life != 1) {
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continue;
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}
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vector3d vec1;
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vector3d vec2;
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vector3d vec3;
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vector3d vec4;
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vec1.x = slot.distance * g_cosTable[45];
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vec1.y = 0.0f;
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vec1.z = slot.distance * g_sinTable[45];
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vec2.x = slot.distance * g_cosTable[135];
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vec2.y = 0.0f;
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vec2.z = slot.distance * g_sinTable[135];
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vec3.x = slot.distance * g_cosTable[225];
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vec3.y = 0.0f;
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vec3.z = slot.distance * g_sinTable[225];
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vec4.x = slot.distance * g_cosTable[315];
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vec4.y = 0.0f;
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vec4.z = slot.distance * g_sinTable[315];
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this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
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vector3d corner1;
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vector3d corner2;
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vector3d corner3;
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vector3d corner4;
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corner1.x = slot.vecBNow.x + vec1.x;
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corner1.y = slot.vecBNow.y + vec1.y;
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corner1.z = slot.vecBNow.z + vec1.z;
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corner2.x = slot.vecBNow.x + vec2.x;
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corner2.y = slot.vecBNow.y + vec2.y;
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corner2.z = slot.vecBNow.z + vec2.z;
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corner3.x = slot.vecBNow.x + vec3.x;
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corner3.y = slot.vecBNow.y + vec3.y;
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corner3.z = slot.vecBNow.z + vec3.z;
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corner4.x = slot.vecBNow.x + vec4.x;
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corner4.y = slot.vecBNow.y + vec4.y;
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corner4.z = slot.vecBNow.z + vec4.z;
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const short alpha = slot.alphaB < 0 ? 0 : slot.alphaB;
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if (slot.flag1[0] == 0) {
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this->RenderTeiRect(&rpCnt, alpha, corner1, corner2, corner3, corner4, wtm, 0, 0, 0, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 1);
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} else if (slot.flag1[0] == 1) {
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this->RenderTeiRect(&rpCnt, alpha, corner1, corner2, corner3, corner4, wtm, 0, 0, 0, 255, 160, 160, 0.0f, 1.0f, 0.0f, 1.0f, 1);
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} else if (slot.flag1[0] == 2) {
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this->RenderTeiRect(&rpCnt, alpha, corner1, corner2, corner3, corner4, wtm, 0, 0, 0, 255, 90, 90, 0.0f, 1.0f, 0.0f, 1.0f, 1);
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}
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corner1.x = vec1.x * 1.1f + slot.vecBNow.x;
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corner1.y = vec1.y * 1.1f + slot.vecBNow.y;
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corner1.z = vec1.z * 1.1f + slot.vecBNow.z;
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corner2.x = vec2.x * 1.1f + slot.vecBNow.x;
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corner2.y = vec2.y * 1.1f + slot.vecBNow.y;
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corner2.z = vec2.z * 1.1f + slot.vecBNow.z;
|
|
corner3.x = vec3.x * 1.1f + slot.vecBNow.x;
|
|
corner3.y = vec3.y * 1.1f + slot.vecBNow.y;
|
|
corner3.z = vec3.z * 1.1f + slot.vecBNow.z;
|
|
corner4.x = vec4.x * 1.1f + slot.vecBNow.x;
|
|
corner4.y = vec4.y * 1.1f + slot.vecBNow.y;
|
|
corner4.z = vec4.z * 1.1f + slot.vecBNow.z;
|
|
this->RenderTeiRect(&rpCnt, alpha, corner1, corner2, corner3, corner4, wtm, 0, 0, 0, 255, 1, 1, 0.0f, 1.0f, 0.0f, 1.0f, 1);
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x00BF4110
|
|
// FUNCTION: fn_19994
|
|
void CEffectPrim::RenderArcWalls(matrix& wtm) {
|
|
vector3d prevB{};
|
|
vector3d prevT{};
|
|
vector3d curB{};
|
|
vector3d curT{};
|
|
int rpCnt = 0;
|
|
|
|
for (int ec = 0; ec < 4; ++ec) {
|
|
EffectPrimitiveSlot& slot = this->state.slots[ec];
|
|
if (slot.life != 1) {
|
|
continue;
|
|
}
|
|
|
|
const int step = slot.fullDisplayAngle / 4;
|
|
int i = 0;
|
|
for (int offset = 0; offset <= slot.fullDisplayAngle; offset += step) {
|
|
int angle = (slot.rotStart + offset) % 360;
|
|
if (slot.fullDisplayAngle == 360 && i == 4) {
|
|
angle = slot.rotStart;
|
|
}
|
|
|
|
const float baseX = slot.distance * g_cosTable[angle];
|
|
const float baseZ = slot.distance * g_sinTable[angle];
|
|
const float rise = slot.height[i];
|
|
const float riseX = rise * g_cosTable[slot.riseAngle];
|
|
curB.x = baseX + slot.vecBNow.x + slot.vecTPre.x;
|
|
curB.y = slot.vecBNow.y + 0.0f + slot.vecTPre.y;
|
|
curB.z = baseZ + slot.vecBNow.z + slot.vecTPre.z;
|
|
curT.y = slot.vecBNow.y - rise * g_sinTable[slot.riseAngle] + slot.vecTPre.y;
|
|
curT.x = riseX * g_cosTable[angle] + baseX + slot.vecBNow.x + slot.vecTPre.x;
|
|
curT.z = riseX * g_sinTable[angle] + baseZ + slot.vecBNow.z + slot.vecTPre.z;
|
|
|
|
if (i > 0) {
|
|
this->RenderTeiRect(&rpCnt, slot.alphaB / 5, prevB, curB, prevT, curT, wtm, 1, 0, 0, 255, 10, 10, 0.0f, 1.0f, 0.0f, 1.0f, 0);
|
|
}
|
|
|
|
++i;
|
|
if (i > 4) {
|
|
i = 4;
|
|
}
|
|
prevB = curB;
|
|
prevT = curT;
|
|
}
|
|
|
|
i = 0;
|
|
for (int offset = 0; offset <= slot.fullDisplayAngle; offset += step) {
|
|
int angle = (slot.rotStart + 45 + offset) % 360;
|
|
if (slot.fullDisplayAngle == 360 && i == 4) {
|
|
angle = slot.rotStart;
|
|
}
|
|
|
|
const float baseX = slot.distance * g_cosTable[angle] * 1.5f;
|
|
const float baseZ = slot.distance * g_sinTable[angle] * 1.5f;
|
|
const float rise = slot.height[i];
|
|
const float riseX = rise * g_cosTable[slot.riseAngle];
|
|
curB.x = baseX + slot.vecBNow.x + slot.vecTPre.x;
|
|
curB.y = slot.vecBNow.y + 0.0f + slot.vecTPre.y;
|
|
curB.z = baseZ + slot.vecBNow.z + slot.vecTPre.z;
|
|
curT.y = slot.vecBNow.y - rise * g_sinTable[slot.riseAngle] + slot.vecTPre.y;
|
|
curT.x = riseX * g_cosTable[angle] + baseX + slot.vecBNow.x + slot.vecTPre.x;
|
|
curT.z = riseX * g_sinTable[angle] + baseZ + slot.vecBNow.z + slot.vecTPre.z;
|
|
|
|
if (i > 0) {
|
|
this->RenderTeiRect(&rpCnt, i - 1, slot.alphaB, slot.alphaB, prevB, curB, curT, prevT, wtm, 0);
|
|
}
|
|
|
|
++i;
|
|
if (i > 4) {
|
|
i = 4;
|
|
}
|
|
prevB = curB;
|
|
prevT = curT;
|
|
}
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x00BF2AC0
|
|
// FUNCTION: fn_19991
|
|
void CEffectPrim::RenderJitterSweeps(matrix& wtm) {
|
|
vector3d previousBottom[20] = {};
|
|
vector3d previousTop[20] = {};
|
|
vector3d bottom[20] = {};
|
|
vector3d top[20] = {};
|
|
vector3d lastBottom = {};
|
|
vector3d lastTop = {};
|
|
int count = 0;
|
|
|
|
for (int layer = 0; layer < 4; ++layer) {
|
|
EffectPrimitiveSlot& slot = this->state.slots[layer];
|
|
float jitterY[21];
|
|
float jitterX[21];
|
|
float jitterZ[21];
|
|
for (int i = 0; i < slot.vecTNow.y; ++i) {
|
|
jitterY[i] = static_cast<float>(std::rand() % 7) * 0.1f - 0.3f;
|
|
jitterX[i] = static_cast<float>(std::rand() % 7) * 0.1f - 0.3f;
|
|
jitterZ[i] = static_cast<float>(std::rand() % 7) * 0.1f - 0.3f;
|
|
}
|
|
|
|
if (slot.life != 1 || slot.alphaB <= 0 || slot.process <= 0) {
|
|
continue;
|
|
}
|
|
|
|
for (int i = 0; i < slot.vecTNow.y; ++i) {
|
|
float height1 = slot.height[i];
|
|
float height2 = slot.height[i + 1];
|
|
float radius1 = height1 > 0.0f ? height1 / 90.0f * slot.distance : 0.0f;
|
|
float radius2 = height2 > 0.0f ? height2 / 90.0f * slot.distance : 0.0f;
|
|
const short angle = slot.riseAngle;
|
|
vector3d start;
|
|
vector3d end;
|
|
start.x = g_cosTable[angle] * radius1 + jitterX[i];
|
|
start.y = -slot.distance * g_sinTable[static_cast<short>(height1)] * slot.vecTNow.x + jitterY[i] - 2.0f;
|
|
start.z = g_sinTable[angle] * radius1 + jitterZ[i];
|
|
end.x = g_cosTable[angle] * radius2 + jitterX[i + 1];
|
|
end.y = -slot.distance * g_sinTable[static_cast<short>(height2)] * slot.vecTNow.x + jitterY[i + 1] - 2.0f;
|
|
end.z = g_sinTable[angle] * radius2 + jitterZ[i + 1];
|
|
short facing = static_cast<short>(height2);
|
|
Get_Angle(start.x - end.x, start.z - end.z, &facing);
|
|
start.x += slot.vecBNow.x;
|
|
start.y += slot.vecBNow.y;
|
|
start.z += slot.vecBNow.z;
|
|
end.x += slot.vecBNow.x;
|
|
end.y += slot.vecBNow.y;
|
|
end.z += slot.vecBNow.z;
|
|
facing += 90;
|
|
if (facing > 359) {
|
|
facing -= 360;
|
|
}
|
|
|
|
if (i > 0 && i < 19) {
|
|
for (int ring = 0; ring < 4; ++ring) {
|
|
const int turn = ring * 120;
|
|
const float rise = slot.maxHeight * g_sinTable[turn];
|
|
const float radial = slot.maxHeight * g_cosTable[turn];
|
|
const float dx = radial * g_cosTable[facing];
|
|
const float dz = radial * g_sinTable[facing];
|
|
vector3d currentBottom = {start.x + dx, start.y + rise, start.z + dz};
|
|
vector3d currentTop = {end.x + dx, end.y + rise, end.z + dz};
|
|
if (ring > 0 && layer == 0 && slot.alphaB - i * 5 > 0) {
|
|
unsigned char green = static_cast<unsigned char>(i * 3);
|
|
unsigned char blue = green;
|
|
if (this->state.slots[0].fullDisplayAngle == 3) {
|
|
blue = static_cast<unsigned char>(std::rand() % 26 + 100);
|
|
green = static_cast<unsigned char>(std::rand() % 51);
|
|
}
|
|
this->RenderTeiRect(&count, static_cast<short>(slot.alphaB - i * 5), currentBottom, currentTop, lastBottom, lastTop,
|
|
wtm, 0, 0, 1, 255, green, blue, 0.0f, 1.0f, 0.0f, 1.0f, 0);
|
|
}
|
|
lastBottom = currentBottom;
|
|
lastTop = currentTop;
|
|
}
|
|
|
|
if (layer == 0) {
|
|
previousBottom[i] = bottom[i] = lastBottom;
|
|
previousTop[i] = top[i] = lastTop;
|
|
} else {
|
|
int alpha = slot.alphaB;
|
|
if (layer == 1) alpha /= 3;
|
|
else if (layer == 2) alpha /= 2;
|
|
this->RenderTeiRect(&count, static_cast<short>(alpha), lastBottom, lastTop, previousTop[i], previousBottom[i],
|
|
wtm, 0, 0, 1, 255, 0, 0, 0.0f, 1.0f, 0.0f, 1.0f, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|