Implement & link ef_lovelove_heart

This commit is contained in:
Norgesnerd
2025-05-27 13:48:50 +02:00
parent 1c8251e938
commit 11cdb2cd8a
2 changed files with 51 additions and 5 deletions
+1 -1
View File
@@ -1291,7 +1291,7 @@ config.libs = [
Object(Matching, "effect/ef_lamp_light.c"),
Object(Matching, "effect/ef_lovelove.c"),
Object(Matching, "effect/ef_lovelove2.c"),
Object(NonMatching, "effect/ef_lovelove_heart.c"),
Object(Matching, "effect/ef_lovelove_heart.c"),
Object(Matching, "effect/ef_make_hem.c"),
Object(NonMatching, "effect/ef_mizutama.c"),
Object(NonMatching, "effect/ef_motiyuge.c"),
+50 -4
View File
@@ -1,5 +1,9 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
extern Gfx ef_lovelove01_00_modelT[];
static void eLoveH_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eLoveH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eLoveH_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +22,59 @@ eEC_PROFILE_c iam_ef_lovelove_heart = {
};
static void eLoveH_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_LOVELOVE_HEART, pos, NULL, game, NULL, item_name, prio, 0, 0);
}
static void eLoveH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
eEC_CLIP->random_first_speed_proc(&effect->velocity, 0.55f, 170.0f, 0.0f);
effect->timer = 120;
effect->scale.x = 0.0f;
effect->scale.y = 0.0f;
effect->scale.z = 0.0f;
effect->effect_specific[0] = 0;
effect->acceleration.x = 0.0f;
effect->acceleration.y = 0.0f;
effect->acceleration.z = 0.0f;
}
static void eLoveH_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
s16 timer = 120 - effect->timer;
xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
xyz_t_add(&effect->position, &effect->velocity, &effect->position);
effect->effect_specific[0] += DEG2SHORT_ANGLE2(10.55f);
effect->acceleration.y = eEC_CLIP->calc_adjust_proc(timer, 20, 120, 0.0f, 0.0425f);
}
static void eLoveH_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
f32 temp1, temp2, temp3;
u8 alpha;
xyz_t* scale = &effect->scale;
s16 timer = 120 - effect->timer;
s16 angle = effect->effect_specific[0];
f32 sin = sin_s(angle);
f32 cos = cos_s(angle);
temp1 = eEC_CLIP->calc_adjust_proc(timer, 0, 120, 0.0f, 0.01f);
temp2 = eEC_CLIP->calc_adjust_proc(timer, 0, 30, 1.3499999f, 0.85f);
temp3 = eEC_CLIP->calc_adjust_proc(timer, 0, 30, 0.050000012f, 0.54999995f);
alpha = (s8)eEC_CLIP->calc_adjust_proc(timer, 60, 120, 255.0f, 0.0f);
scale->x = temp1 * (temp3 + ((sin + 1.0f) * 0.5f * (temp2 - temp3)));
scale->y = temp1 * (temp3 + ((cos + 1.0f) * 0.5f * (temp2 - temp3)));
scale->z = temp1;
OPEN_DISP(game->graph);
eEC_CLIP->auto_matrix_xlu_proc(game, &effect->position, scale);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, alpha);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_lovelove01_00_modelT);
CLOSE_DISP(game->graph);
}