Implement & link ef_neboke_awa

This commit is contained in:
Norgesnerd
2025-06-15 00:07:57 +02:00
parent 30ef2f6667
commit 11b64b6086
2 changed files with 85 additions and 5 deletions
+1 -1
View File
@@ -1300,7 +1300,7 @@ config.libs = [
Object(Matching, "effect/ef_namida.c"),
Object(Matching, "effect/ef_neboke.c"),
Object(Matching, "effect/ef_neboke_akubi.c"),
Object(NonMatching, "effect/ef_neboke_awa.c"),
Object(Matching, "effect/ef_neboke_awa.c"),
Object(Matching, "effect/ef_night13_moon.c"),
Object(Matching, "effect/ef_night15_moon.c"),
Object(NonMatching, "effect/ef_ongen.c"),
+84 -4
View File
@@ -1,5 +1,12 @@
#include "ef_effect_control.h"
#include "libultra/libultra.h"
#include "m_common_data.h"
#include "m_rcp.h"
#include "sys_matrix.h"
extern Gfx ef_sleep01_modelT[];
static void eSleep_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eSleep_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eSleep_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +25,90 @@ eEC_PROFILE_c iam_ef_neboke_awa = {
};
static void eSleep_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
eEC_CLIP->make_effect_proc(eEC_EFFECT_NEBOKE_AWA, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
}
static void eSleep_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
xyz_t vec;
u16 angle = *(s16*)ct_arg;
effect->effect_specific[0] = angle;
if (angle < DEG2SHORT_ANGLE2(180.0f)) {
vec.x = 5.0f;
vec.y = 10.0f;
vec.z = 13.0f;
} else {
vec.x = -5.0f;
vec.y = 10.0f;
vec.z = 13.0f;
}
effect->timer = 64;
sMath_RotateY(&vec, SHORT2RAD_ANGLE2(effect->effect_specific[0]));
effect->position.x += vec.x;
effect->position.y += vec.y;
effect->position.z += vec.z;
bzero(&effect->velocity, 12);
effect->velocity.y = 0.18f;
bzero(&effect->acceleration, 12);
effect->acceleration.y = 0.008f;
bzero(&effect->scale, 12);
effect->offset = effect->position;
}
static void eSleep_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
s16 timer = 64 - effect->timer;
effect->effect_specific[2] += DEG2SHORT_ANGLE2(11.25f);
effect->effect_specific[3] += DEG2SHORT_ANGLE2(6.33f);
xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
xyz_t_add(&effect->position, &effect->velocity, &effect->position);
if (timer >= 62) {
effect->scale.x = 0.0036000002f;
effect->scale.y = 0.0036000002f;
effect->scale.z = 0.0036000002f;
effect->effect_specific[1] = 200;
} else {
effect->scale.x = eEC_CLIP->calc_adjust_proc(timer, 0, 40, 0.0f, 0.003f);
effect->scale.y = effect->scale.x;
effect->scale.z = effect->scale.x;
effect->effect_specific[1] = 255;
}
effect->scale.x *= sin_s(effect->effect_specific[2]) * 0.3f + 1.0f;
effect->scale.x *= cos_s(effect->effect_specific[2]) * 0.3f + 1.0f;
}
static void eSleep_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
s16 atan;
xyz_t vec;
vec.x = effect->position.x + sin_s(effect->effect_specific[3]) * 2.7f;
vec.y = effect->position.y;
vec.z = effect->position.z;
OPEN_DISP(game->graph);
_texture_z_light_fog_prim_xlu(game->graph);
Matrix_translate(vec.x, vec.y, vec.z, FALSE);
Matrix_mult(&((GAME_PLAY*)game)->billboard_matrix, TRUE);
atan = atans_table(vec.y - effect->offset.y, vec.x - effect->offset.x);
Matrix_RotateZ(-(atan + DEG2SHORT_ANGLE2(180.0f)), TRUE);
Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, TRUE);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, 255, 255, effect->effect_specific[1]);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_sleep01_modelT);
effect->offset = vec;
CLOSE_DISP(game->graph);
}