diff --git a/configure.py b/configure.py index 80e4cfb9..901ae5f9 100644 --- a/configure.py +++ b/configure.py @@ -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"), diff --git a/src/effect/ef_neboke_awa.c b/src/effect/ef_neboke_awa.c index 4f451062..affda1ff 100644 --- a/src/effect/ef_neboke_awa.c +++ b/src/effect/ef_neboke_awa.c @@ -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); }