rodecomp/Source/Contents/Effects/EffectPrimitiveSweeps.cpp
ragnarok-clanker 8a70650894 Decompile fn_19991 (CEffectPrim::RenderJitterSweeps)
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).
2026-10-30 23:29:27 +00:00

524 lines
20 KiB
C++

#include "Contents/Effects/EffectPrim.h"
#include "Contents/Effects/EffectPrimitiveState.h"
#include "Utility/Math/AffineMatrix.h"
#include <cstdlib>
// OFFSET: 0x00BF1F00
// FUNCTION: fn_19988
void CEffectPrim::RenderSpinSquares(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
if (this->state.slots[ec].life != 1 || this->state.slots[ec].alphaB <= 0) {
continue;
}
EffectPrimitiveSlot& slot = this->state.slots[static_cast<short>(ec)];
float tilt = slot.height[8];
if (tilt >= 360.0f || tilt < 0.0f) {
slot.height[8] = 0.0f;
tilt = 0.0f;
}
vector3d vec1;
vector3d vec2;
vector3d vec3;
vector3d vec4;
vec1.y = 0.0f;
vec2.y = 0.0f;
vec3.y = 0.0f;
vec4.y = 0.0f;
const int angle1 = slot.fullDisplayAngle;
const int angle2 = angle1 + (angle1 < 270 ? 90 : -270);
const int angle3 = angle2 + (angle2 + 90 < 360 ? 90 : -270);
const int angle4 = angle3 + (angle3 + 90 < 360 ? 90 : -270);
const float radius = slot.distance * g_sinTable[static_cast<int>(tilt)] * 0.05f + slot.distance;
vec1.x = radius * g_cosTable[angle1];
vec1.z = radius * g_sinTable[angle1];
vec2.x = radius * g_cosTable[angle2];
vec2.z = radius * g_sinTable[angle2];
vec3.x = radius * g_cosTable[angle3];
vec3.z = radius * g_sinTable[angle3];
vec4.x = radius * g_cosTable[angle4];
vec4.z = radius * g_sinTable[angle4];
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
vec1.x = slot.vecBNow.x + vec1.x;
vec1.y = slot.vecBNow.y + vec1.y;
vec1.z = slot.vecBNow.z + vec1.z;
vec2.x = slot.vecBNow.x + vec2.x;
vec2.y = slot.vecBNow.y + vec2.y;
vec2.z = slot.vecBNow.z + vec2.z;
vec3.x = slot.vecBNow.x + vec3.x;
vec3.y = slot.vecBNow.y + vec3.y;
vec3.z = slot.vecBNow.z + vec3.z;
vec4.x = slot.vecBNow.x + vec4.x;
vec4.y = slot.vecBNow.y + vec4.y;
vec4.z = slot.vecBNow.z + vec4.z;
for (int drop = 0, turn = 0; drop < 72; drop += 2, ++turn) {
const short spin = static_cast<short>(static_cast<short>(turn * 45 + slot.process) % 360);
const float offsetX = g_cosTable[spin] * 10.0f;
const float offsetZ = g_sinTable[spin] * 10.0f;
const float lift = static_cast<float>(drop);
vector3d corner1;
corner1.x = offsetX + vec1.x;
corner1.y = vec1.y - lift;
corner1.z = offsetZ + vec1.z;
vector3d corner2;
corner2.x = offsetX + vec2.x;
corner2.y = vec2.y - lift;
corner2.z = offsetZ + vec2.z;
vector3d corner3;
corner3.x = offsetX + vec3.x;
corner3.y = vec3.y - lift;
corner3.z = offsetZ + vec3.z;
vector3d corner4;
corner4.x = offsetX + vec4.x;
corner4.y = vec4.y - lift;
corner4.z = offsetZ + vec4.z;
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);
}
this->RenderSpinSquare(wtm, &rpCnt, 2.0f, static_cast<short>(ec), 0, 25, 25, 255);
}
}
// OFFSET: 0x00BF23A0
// FUNCTION: fn_19989
void CEffectPrim::RenderSpinSquare(
matrix& wtm, int* rpCnt, float scale, short slotIndex, char pw, unsigned char red, unsigned char green, unsigned char blue
) {
EffectPrimitiveSlot& slot = this->state.slots[slotIndex];
float tilt = slot.height[8];
if (tilt >= 360.0f || tilt < 0.0f) {
slot.height[8] = 0.0f;
tilt = 0.0f;
}
vector3d vec1;
vector3d vec2;
vector3d vec3;
vector3d vec4;
vec1.y = 0.0f;
vec2.y = 0.0f;
vec3.y = 0.0f;
vec4.y = 0.0f;
const int angle1 = slot.fullDisplayAngle;
const int angle2 = angle1 + (angle1 < 270 ? 90 : -270);
const int angle3 = angle2 + (angle2 + 90 < 360 ? 90 : -270);
const int angle4 = angle3 + (angle3 + 90 < 360 ? 90 : -270);
const float radius = slot.distance * g_sinTable[static_cast<int>(tilt)] * 0.05f + slot.distance * scale;
vec1.x = radius * g_cosTable[angle1];
vec1.z = radius * g_sinTable[angle1];
vec2.x = radius * g_cosTable[angle2];
vec2.z = radius * g_sinTable[angle2];
vec3.x = radius * g_cosTable[angle3];
vec3.z = radius * g_sinTable[angle3];
vec4.x = radius * g_cosTable[angle4];
vec4.z = radius * g_sinTable[angle4];
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
vec1.x = slot.vecBNow.x + vec1.x;
vec1.y = slot.vecBNow.y + vec1.y;
vec1.z = slot.vecBNow.z + vec1.z;
vec2.x = slot.vecBNow.x + vec2.x;
vec2.y = slot.vecBNow.y + vec2.y;
vec2.z = slot.vecBNow.z + vec2.z;
vec3.x = slot.vecBNow.x + vec3.x;
vec3.y = slot.vecBNow.y + vec3.y;
vec3.z = slot.vecBNow.z + vec3.z;
vec4.x = slot.vecBNow.x + vec4.x;
vec4.y = slot.vecBNow.y + vec4.y;
vec4.z = slot.vecBNow.z + vec4.z;
for (int drop = 0, turn = 0; drop < 72; drop += 2, ++turn) {
const short spin = static_cast<short>(static_cast<short>(turn * 45 + slot.process) % 360);
const float offsetX = g_cosTable[spin] * 10.0f;
const float offsetZ = g_sinTable[spin] * 10.0f;
const float lift = static_cast<float>(drop);
vector3d corner1;
corner1.x = offsetX + vec1.x;
corner1.y = vec1.y - lift;
corner1.z = offsetZ + vec1.z;
vector3d corner2;
corner2.x = offsetX + vec2.x;
corner2.y = vec2.y - lift;
corner2.z = offsetZ + vec2.z;
vector3d corner3;
corner3.x = offsetX + vec3.x;
corner3.y = vec3.y - lift;
corner3.z = offsetZ + vec3.z;
vector3d corner4;
corner4.x = offsetX + vec4.x;
corner4.y = vec4.y - lift;
corner4.z = offsetZ + vec4.z;
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);
}
}
// OFFSET: 0x00BF27D0
// FUNCTION: fn_19990
void CEffectPrim::RenderTrailingArc(matrix& wtm) {
vector3d prevB{};
vector3d curB{};
vector3d curT{};
vector3d prevT{};
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
const EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.process <= 0) {
continue;
}
const int texture = slot.process % static_cast<int>(this->state.totalTexture);
const int step = slot.fullDisplayAngle / 20;
int i = 0;
for (int offset = 0; offset <= slot.fullDisplayAngle; offset += step) {
int angle = (slot.rotStart + offset) % 360;
if (slot.fullDisplayAngle == 360 && i == 20) {
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];
curT.y = -(rise * g_sinTable[slot.riseAngle]);
curB.x = baseX - this->state.slots[0].vecTNow.x * 0.75f;
curB.z = baseZ - this->state.slots[0].vecTNow.z * 0.75f;
curT.z = riseX * g_sinTable[angle] + baseZ - this->state.slots[0].vecTNow.z;
curT.x = riseX * g_cosTable[angle] + baseX - this->state.slots[0].vecTNow.x;
if (i > 0) {
this->state.size = slot.vecTPre.x;
this->RenderTeiRect(&rpCnt, i - 1, slot.alphaB, slot.alphaB, prevB, curB, curT, prevT, wtm, static_cast<char>(texture));
}
++i;
if (i >= 21) {
i = 20;
}
prevB = curB;
prevT = curT;
}
}
}
// OFFSET: 0x00BF34D0
// FUNCTION: fn_19992
void CEffectPrim::RenderBladeQuads(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1 || slot.alphaB <= 0) {
continue;
}
int angle = slot.riseAngle;
int angle1 = angle + (angle < 2 ? 358 : -2);
int angle2 = angle + (angle < 358 ? 2 : -358);
int angle3 = angle + (angle < 182 ? 178 : -182);
int angle4 = angle + (angle < 178 ? 182 : -178);
vector3d vec1;
vector3d vec2;
vector3d vec3;
vector3d vec4;
vec1.x = slot.distance * g_cosTable[angle1] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
vec1.y = slot.distance * g_cosTable[angle1] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
vec1.z = slot.distance * g_sinTable[angle1] + slot.vecBNow.z;
vec2.x = slot.distance * g_cosTable[angle2] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
vec2.y = slot.distance * g_cosTable[angle2] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
vec2.z = slot.distance * g_sinTable[angle2] + slot.vecBNow.z;
vec3.x = slot.distance * g_cosTable[angle3] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
vec3.y = slot.distance * g_cosTable[angle3] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
vec3.z = slot.distance * g_sinTable[angle3] + slot.vecBNow.z;
vec4.x = slot.distance * g_cosTable[angle4] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
vec4.y = slot.distance * g_cosTable[angle4] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
vec4.z = slot.distance * g_sinTable[angle4] + slot.vecBNow.z;
if (slot.flag1[2] == 0) {
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);
} else if (slot.flag1[2] == 1) {
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);
} else if (slot.flag1[2] == 2) {
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);
} else if (slot.flag1[2] == 3) {
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);
}
angle = slot.riseAngle;
angle1 = angle + (angle < 8 ? 352 : -8);
angle2 = angle + (angle < 352 ? 8 : -352);
angle3 = angle + (angle < 188 ? 172 : -188);
angle4 = angle + (angle < 172 ? 188 : -172);
vec1.x = slot.distance * g_cosTable[angle1] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
vec1.y = slot.distance * g_cosTable[angle1] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
vec1.z = slot.distance * g_sinTable[angle1] + slot.vecBNow.z;
vec2.x = slot.distance * g_cosTable[angle2] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
vec2.y = slot.distance * g_cosTable[angle2] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
vec2.z = slot.distance * g_sinTable[angle2] + slot.vecBNow.z;
vec3.x = slot.distance * g_cosTable[angle3] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
vec3.y = slot.distance * g_cosTable[angle3] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
vec3.z = slot.distance * g_sinTable[angle3] + slot.vecBNow.z;
vec4.x = slot.distance * g_cosTable[angle4] * g_cosTable[slot.rotStart] + slot.vecBNow.x;
vec4.y = slot.distance * g_cosTable[angle4] * g_sinTable[slot.rotStart] + slot.height[0] + slot.vecBNow.y;
vec4.z = slot.distance * g_sinTable[angle4] + slot.vecBNow.z;
if (slot.flag1[2] == 0) {
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);
} else if (slot.flag1[2] == 1) {
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);
} else if (slot.flag1[2] == 2) {
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);
} else if (slot.flag1[2] == 3) {
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);
}
}
}
// OFFSET: 0x00BF3BD0
// FUNCTION: fn_19993
void CEffectPrim::RenderGlowSquare(matrix& wtm) {
int rpCnt = 0;
for (int ec = 0; ec < 4; ++ec) {
EffectPrimitiveSlot& slot = this->state.slots[ec];
if (slot.life != 1) {
continue;
}
vector3d vec1;
vector3d vec2;
vector3d vec3;
vector3d vec4;
vec1.x = slot.distance * g_cosTable[45];
vec1.y = 0.0f;
vec1.z = slot.distance * g_sinTable[45];
vec2.x = slot.distance * g_cosTable[135];
vec2.y = 0.0f;
vec2.z = slot.distance * g_sinTable[135];
vec3.x = slot.distance * g_cosTable[225];
vec3.y = 0.0f;
vec3.z = slot.distance * g_sinTable[225];
vec4.x = slot.distance * g_cosTable[315];
vec4.y = 0.0f;
vec4.z = slot.distance * g_sinTable[315];
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
vector3d corner1;
vector3d corner2;
vector3d corner3;
vector3d corner4;
corner1.x = slot.vecBNow.x + vec1.x;
corner1.y = slot.vecBNow.y + vec1.y;
corner1.z = slot.vecBNow.z + vec1.z;
corner2.x = slot.vecBNow.x + vec2.x;
corner2.y = slot.vecBNow.y + vec2.y;
corner2.z = slot.vecBNow.z + vec2.z;
corner3.x = slot.vecBNow.x + vec3.x;
corner3.y = slot.vecBNow.y + vec3.y;
corner3.z = slot.vecBNow.z + vec3.z;
corner4.x = slot.vecBNow.x + vec4.x;
corner4.y = slot.vecBNow.y + vec4.y;
corner4.z = slot.vecBNow.z + vec4.z;
const short alpha = slot.alphaB < 0 ? 0 : slot.alphaB;
if (slot.flag1[0] == 0) {
this->RenderTeiRect(&rpCnt, alpha, corner1, corner2, corner3, corner4, wtm, 0, 0, 0, 255, 255, 255, 0.0f, 1.0f, 0.0f, 1.0f, 1);
} else if (slot.flag1[0] == 1) {
this->RenderTeiRect(&rpCnt, alpha, corner1, corner2, corner3, corner4, wtm, 0, 0, 0, 255, 160, 160, 0.0f, 1.0f, 0.0f, 1.0f, 1);
} else if (slot.flag1[0] == 2) {
this->RenderTeiRect(&rpCnt, alpha, corner1, corner2, corner3, corner4, wtm, 0, 0, 0, 255, 90, 90, 0.0f, 1.0f, 0.0f, 1.0f, 1);
}
corner1.x = vec1.x * 1.1f + slot.vecBNow.x;
corner1.y = vec1.y * 1.1f + slot.vecBNow.y;
corner1.z = vec1.z * 1.1f + slot.vecBNow.z;
corner2.x = vec2.x * 1.1f + slot.vecBNow.x;
corner2.y = vec2.y * 1.1f + slot.vecBNow.y;
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);
}
}
}
}
}