mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-07-07 12:03:27 -04:00
Merge pull request #482 from roeming/master
Link ef_furo_yuge, ef_gimonhu, ef_goki (thanks roeming!)
This commit is contained in:
+3
-3
@@ -1253,9 +1253,9 @@ config.libs = [
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Object(Matching, "effect/ef_effect_control.c"),
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Object(Matching, "effect/ef_flash.c"),
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Object(Matching, "effect/ef_footprint.c"),
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Object(NonMatching, "effect/ef_furo_yuge.c"),
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Object(NonMatching, "effect/ef_gimonhu.c"),
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Object(NonMatching, "effect/ef_goki.c"),
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Object(Matching, "effect/ef_furo_yuge.c"),
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Object(Matching, "effect/ef_gimonhu.c"),
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Object(Matching, "effect/ef_goki.c"),
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Object(NonMatching, "effect/ef_ha.c"),
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Object(Matching, "effect/ef_halloween.c"),
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Object(Matching, "effect/ef_halloween_smoke.c"),
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+110
-6
@@ -1,12 +1,30 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_debug.h"
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// Furo Yuge == Bath Steam
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#define EFFECT_STAGE1 41
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#define EFFECT_FADEOUT 3
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#define EFFECT_LIFETIME (EFFECT_STAGE1 + EFFECT_FADEOUT)
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static void eFuro_Yuge_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eFuro_Yuge_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eFuro_Yuge_mv(eEC_Effect_c* effect, GAME* game);
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static void eFuro_Yuge_dw(eEC_Effect_c* effect, GAME* game);
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// clang-format off
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extern Gfx ef_dust01_0[], ef_dust01_1[], ef_dust01_2[], ef_dust01_3[], ef_dust01_modelT[];
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Gfx* eFuro_Yuge_texture_table[] = {
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ef_dust01_0,
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ef_dust01_1,
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ef_dust01_2,
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ef_dust01_3
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};
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eEC_PROFILE_c iam_ef_furo_yuge = {
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// clang-format off
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&eFuro_Yuge_init,
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&eFuro_Yuge_ct,
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&eFuro_Yuge_mv,
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@@ -14,21 +32,107 @@ eEC_PROFILE_c iam_ef_furo_yuge = {
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eEC_IGNORE_DEATH,
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eEC_NO_CHILD_ID,
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eEC_IGNORE_DEATH_DIST,
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// clang-format on
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};
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u8 eFuro_Yuge_2tile_texture_idx[][2] = {
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 0 },
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{ 0, 1 },
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{ 0, 1 },
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{ 0, 1 },
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{ 1, 1 },
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{ 1, 2 },
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{ 1, 2 },
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{ 1, 2 },
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{ 2, 2 },
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{ 2, 3 },
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{ 2, 3 },
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{ 2, 3 },
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{ 3, 3 },
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{ 3, 3 },
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{ 3, 3 },
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{ 3, 3 },
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{ 3, 3 }
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};
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u8 eFuro_Yuge_prim_f[] = {
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0,
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0,
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0,
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0,
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0,
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0,
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64,
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128,
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192,
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0,
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64,
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128,
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192,
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0,
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64,
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128,
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192,
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0,
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0,
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0,
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0,
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0
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};
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// clang-format on
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static void eFuro_Yuge_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
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// TODO
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eEC_CLIP->make_effect_proc(eEC_EFFECT_FURO_YUGE, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
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}
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static void eFuro_Yuge_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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qrand();
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effect->position.y += GETREG(TAKREG, 0x34) + 1.f;
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effect->scale.x = effect->scale.y = effect->scale.z = GETREG(TAKREG, 0x37) * 0.0001f + 0.001f;
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effect->timer = EFFECT_LIFETIME;
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effect->acceleration = ZeroVec;
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effect->acceleration.y = GETREG(TAKREG, 0x32) * 0.001f + 0.05f;
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effect->velocity = ZeroVec;
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effect->position.x += RANDOM2_F(effect->arg0);
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effect->position.z += RANDOM2_F(effect->arg0);
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}
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static void eFuro_Yuge_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
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xyz_t_add(&effect->position, &effect->velocity, &effect->position);
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effect->velocity.y *= GETREG(TAKREG, 0x39) * 0.001f + 0.9f;
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}
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static void eFuro_Yuge_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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int opacity;
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s16 frames_alive = EFFECT_LIFETIME - effect->timer;
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s16 half_timer = CLAMP(frames_alive >> 1, 0, EFFECT_LIFETIME / 2);
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int texIdx1 = eFuro_Yuge_2tile_texture_idx[half_timer][0];
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int texIdx2 = eFuro_Yuge_2tile_texture_idx[half_timer][1];
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effect->scale.x =
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eEC_CLIP->calc_adjust_proc(frames_alive, 0, EFFECT_LIFETIME, GETREG(TAKREG, 0x37) * 0.0001f + 0.0015f,
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GETREG(TAKREG, 0x38) * 0.0001f + 0.009f);
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effect->scale.y = effect->scale.z = effect->scale.x;
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if (frames_alive < EFFECT_STAGE1) {
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opacity = eEC_CLIP->calc_adjust_proc(frames_alive, 0, EFFECT_STAGE1, GETREG(TAKREG, 0x35) + 50.f,
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GETREG(TAKREG, 0x36) + 80.f);
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} else {
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opacity =
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eEC_CLIP->calc_adjust_proc(frames_alive, EFFECT_STAGE1, EFFECT_LIFETIME, GETREG(TAKREG, 0x36) + 80.f, 0.0f);
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}
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OPEN_DISP(game->graph);
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eEC_CLIP->auto_matrix_xlu_proc(game, &effect->position, &effect->scale);
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gSPSegment(NEXT_POLY_XLU_DISP, ANIME_1_TXT_SEG, eFuro_Yuge_texture_table[texIdx1]);
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gSPSegment(NEXT_POLY_XLU_DISP, ANIME_2_TXT_SEG, eFuro_Yuge_texture_table[texIdx2]);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, eFuro_Yuge_prim_f[half_timer], 255, 255, 255, opacity);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_dust01_modelT);
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CLOSE_DISP(game->graph);
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}
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+70
-6
@@ -1,12 +1,19 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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static void eGM_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eGM_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eGM_mv(eEC_Effect_c* effect, GAME* game);
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static void eGM_dw(eEC_Effect_c* effect, GAME* game);
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#define EFFECT_LIFETIME 72
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#define EFFECT_STAGE2 64
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#define EFFECT_STAGE1 50
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// clang-format off
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eEC_PROFILE_c iam_ef_gimonhu = {
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// clang-format off
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&eGM_init,
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&eGM_ct,
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&eGM_mv,
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@@ -14,21 +21,78 @@ eEC_PROFILE_c iam_ef_gimonhu = {
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eEC_IGNORE_DEATH,
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eEC_NO_CHILD_ID,
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eEC_DEFAULT_DEATH_DIST,
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// clang-format on
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};
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f32 eGM_scale_data[][2] = {
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{ 0.5f, 0.5f },
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{ 0.5f, 1.2f },
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{ 0.5f, 2.f },
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{ 1.2f, 1.4f },
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{ 2.f, 0.7f },
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{ 1.5f, 0.8f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f },
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{ 1.f, 1.f }
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};
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extern Gfx ef_gimonhu01_00_modelT[];
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// clang-format on
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static void eGM_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
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// TODO
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const float delta = 9.58738e-05f; // not sure about this constant, close to 1e-4, but not quite
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xyz_t p = { 0.f, 15.f, 7.f };
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sMath_RotateY(&p, angle * delta);
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pos.x += p.x;
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pos.y += p.y;
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eEC_CLIP->make_effect_proc(eEC_EFFECT_GIMONHU, pos, NULL, game, NULL, item_name, prio, 0, 0);
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}
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static void eGM_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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effect->timer = EFFECT_LIFETIME;
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effect->offset.x = effect->offset.y = effect->offset.z = 0.f;
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}
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static void eGM_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 currentFrame = EFFECT_LIFETIME - effect->timer;
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if (currentFrame == 0) {
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sAdo_OngenTrgStart(0X2F, &effect->position);
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}
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}
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static void eGM_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 frameIndex;
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s16 currentFrame = EFFECT_LIFETIME - effect->timer;
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int v = (u8)eEC_CLIP->calc_adjust_proc(currentFrame, EFFECT_STAGE2, EFFECT_LIFETIME, 255.f, 0.f);
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if (currentFrame > EFFECT_STAGE1) {
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currentFrame = EFFECT_STAGE1;
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}
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frameIndex = currentFrame >> 1;
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frameIndex = CLAMP(frameIndex, 0, EFFECT_STAGE1 / 2);
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effect->scale.x = eGM_scale_data[frameIndex][0] * 0.008f;
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effect->scale.y = eGM_scale_data[frameIndex][1] * 0.008f;
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effect->scale.z = 0.008f;
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OPEN_DISP(game->graph);
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_texture_z_light_fog_prim_xlu(game->graph);
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eEC_CLIP->auto_matrix_xlu_offset_proc(game, &effect->position, &effect->scale, &effect->offset);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, 255, 255, v);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_gimonhu01_00_modelT);
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CLOSE_DISP(game->graph);
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}
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+59
-4
@@ -1,10 +1,22 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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#include "m_debug.h"
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static void eGoki_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eGoki_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eGoki_mv(eEC_Effect_c* effect, GAME* game);
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static void eGoki_dw(eEC_Effect_c* effect, GAME* game);
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#define EFFECT_LIFETIME 190
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#define CALC_EASE(x) (1.0f - sqrtf(1.0f - (x)))
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#define CALC_EASE2(x) CALC_EASE(CALC_EASE(x))
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extern EVW_ANIME_DATA ef_goki01_01_evw_anime[];
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extern Gfx ef_goki01_01_modelT[];
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eEC_PROFILE_c iam_ef_goki = {
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// clang-format off
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&eGoki_init,
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@@ -18,17 +30,60 @@ eEC_PROFILE_c iam_ef_goki = {
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};
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static void eGoki_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
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// TODO
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eEC_CLIP->make_effect_proc(eEC_EFFECT_GOKI, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
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}
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static void eGoki_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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effect->timer = EFFECT_LIFETIME;
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effect->scale = ZeroVec;
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effect->velocity = ZeroVec;
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effect->acceleration = ZeroVec;
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effect->velocity.y = 2.25f;
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effect->acceleration.y = 0.075f;
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effect->effect_specific[0] = 0;
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effect->offset.y = 2.f;
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effect->offset.z = 2000.f;
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}
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static void eGoki_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 now_timer = effect->timer;
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if (effect->timer > 160) {
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effect->scale.x = eEC_CLIP->calc_adjust_proc(effect->timer, 0xa0, EFFECT_LIFETIME, 0.005f, 0.f);
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effect->scale.y = effect->scale.z = effect->scale.x;
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} else if (effect->timer < 60) {
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effect->scale.x = eEC_CLIP->calc_adjust_proc(effect->timer, 0, 0x3c, 0.f, 0.005f);
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effect->scale.y = eEC_CLIP->calc_adjust_proc(effect->timer, 0, 0x3c, 0.01f, 0.005f);
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}
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if (effect->timer < 80) {
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add_calc0(&effect->offset.y, CALC_EASE(0.06f), 0.5f);
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add_calc0(&effect->offset.z, CALC_EASE(0.06f), 50.f);
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}
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xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
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xyz_t_add(&effect->position, &effect->velocity, &effect->position);
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effect->velocity.y *= sqrtf(0.65f);
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effect->effect_specific[1] += 1000;
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effect->offset.x = effect->offset.y * sin_s(effect->effect_specific[1]);
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effect->effect_specific[0] = -effect->offset.z * cos_s(effect->effect_specific[1]);
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}
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static void eGoki_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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GAME_PLAY* play = (GAME_PLAY*)game;
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int opacity = (u8)eEC_CLIP->calc_adjust_proc(effect->timer, 0, 20, 100.f, 255.f);
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_texture_z_light_fog_prim_xlu(game->graph);
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OPEN_DISP(game->graph);
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Matrix_translate(effect->position.x + effect->offset.x, effect->position.y, effect->position.z, FALSE);
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Matrix_scale(effect->scale.x * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
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effect->scale.y * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
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effect->scale.z * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), TRUE);
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Matrix_mult(&play->billboard_matrix, TRUE);
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Matrix_RotateZ(effect->effect_specific[0], TRUE);
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Evw_Anime_Set(play, ef_goki01_01_evw_anime);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, opacity);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_goki01_01_modelT);
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CLOSE_DISP(game->graph);
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}
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