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https://github.com/ACreTeam/ac-decomp
synced 2026-06-06 02:58:21 -04:00
Implement & link ef_turn_asimoto
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+1
-1
@@ -1348,7 +1348,7 @@ config.libs = [
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Object(Matching, "effect/ef_turi_hane1.c"),
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Object(Matching, "effect/ef_turi_mizu.c"),
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Object(Matching, "effect/ef_turi_suiteki.c"),
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Object(NonMatching, "effect/ef_turn_asimoto.c"),
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Object(Matching, "effect/ef_turn_asimoto.c"),
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Object(Matching, "effect/ef_turn_footprint.c"),
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Object(Matching, "effect/ef_uranai.c"),
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Object(Matching, "effect/ef_wait_asimoto.c"),
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@@ -247,6 +247,7 @@ extern int mNT_check_unknown(mActor_name_t item_no);
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#define GET_NAME_ITEM1_CATEGORY(f) (((f) & 0x0F00) >> 8)
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#define IS_ITEM_FLOWER(item) ((item) >= FLOWER_LEAVES_PANSIES0 && (item) <= FLOWER_TULIP2)
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#define IS_ITEM_GROWN_FLOWER(item) ((item) >= FLOWER_PANSIES0 && (item) <= FLOWER_TULIP2)
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#define IS_ITEM_ALIVE_TREE(item) \
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(((item) >= TREE_SAPLING && (item) <= TREE_30000BELLS) || \
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((item) >= TREE_100BELLS_SAPLING && (item) <= TREE_PALM_FRUIT) || \
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@@ -1,5 +1,9 @@
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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 eTurnAsimoto_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eTurnAsimoto_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eTurnAsimoto_mv(eEC_Effect_c* effect, GAME* game);
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@@ -17,18 +21,122 @@ eEC_PROFILE_c iam_ef_turn_asimoto = {
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// clang-format on
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};
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static void eTurn_Hanabira_Make(eEC_Effect_c* effect, GAME* game) {
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mActor_name_t* fg_p = mFI_GetUnitFG(effect->position);
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mActor_name_t item;
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if (fg_p != NULL) {
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item = *fg_p;
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if (IS_ITEM_GROWN_FLOWER(item)) {
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xyz_t pos = effect->position;
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int i;
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s16 arg = item - FLOWER_PANSIES0;
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pos.x += sin_s(effect->effect_specific[0]) * 30.0f;
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pos.z += cos_s(effect->effect_specific[0]) * 30.0f;
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for (i = 0; i < 3; i++) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_HANABIRA, pos, effect->prio, 0, game, effect->item_name, arg, 4);
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}
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}
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}
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}
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// @cleanup - this is some really horrible code
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static void eTurnAsimoto_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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f32 sin = sin_s(angle);
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f32 cos = cos_s(angle);
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int i;
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if (eEC_CLIP != NULL) {
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u32 season = Common_Get(time.season);
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s16 now_weather = mEnv_NowWeather();
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if (arg0 == mCoBG_ATTRIBUTE_BUSH) {
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for (i = 0; i < 4; i++) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_BUSH_HAPPA, pos, prio, angle, game, item_name, arg0, 1);
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}
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if (season == mTM_SEASON_WINTER) {
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for (i = 0; i < 4; i++) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_BUSH_YUKI, pos, prio, angle, game, item_name, arg0, 0);
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}
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}
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} else if (arg0 == mCoBG_ATTRIBUTE_SAND) {
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pos.x += sin * 5.0f;
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pos.z += cos * 5.0f;
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eEC_CLIP->effect_make_proc(eEC_EFFECT_SANDSPLASH, pos, prio, angle, game, item_name, 2, 0);
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} else if (arg0 == mCoBG_ATTRIBUTE_WAVE) {
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pos.x += sin * 5.0f;
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pos.z += cos * 5.0f;
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pos.y += 5.0f;
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if (arg1 == 0) {
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for (i = 0; i < 5; i++) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_MIZUTAMA, pos, prio, angle, game, item_name, arg0, 0x1000 | i);
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}
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} else {
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for (i = 0; i < 5; i++) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_MIZUTAMA, pos, prio, angle, game, item_name, arg0, 0x2000 | i);
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}
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}
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} else if (season == mTM_SEASON_WINTER && (arg0 == mCoBG_ATTRIBUTE_GRASS0 || arg0 == mCoBG_ATTRIBUTE_GRASS1 || arg0 == mCoBG_ATTRIBUTE_GRASS2 || arg0 == mCoBG_ATTRIBUTE_GRASS3)) {
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pos.x += sin * 5.0f;
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pos.z += cos * 5.0f;
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pos.y += 5.0f;
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if (arg1 == 0) {
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for (i = 0; i < 5; i++) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_YUKIDAMA, pos, prio, angle, game, item_name, arg0, 0x1000 | i);
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}
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} else {
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for (i = 0; i < 5; i++) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_YUKIDAMA, pos, prio, angle, game, item_name, arg0, 0x2000 | i);
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}
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}
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} else if (arg0 != mCoBG_ATTRIBUTE_FLOOR) {
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if (now_weather == mEnv_WEATHER_RAIN) {
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pos.x += sin * 5.0f;
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pos.z += cos * 5.0f;
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pos.y += 5.0f;
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if (arg1 == 0) {
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for (i = 0; i < 5; i++) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_MIZUTAMA, pos, prio, angle, game, item_name, arg0, 0x1000 | i);
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}
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} else {
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for (i = 0; i < 5; i++) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_MIZUTAMA, pos, prio, angle, game, item_name, arg0, 0x2000 | i);
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}
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}
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} else {
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if (arg1 == 0) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_TUMBLE_DUST, pos, prio, angle, game, item_name, arg0, 5);
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eEC_CLIP->effect_make_proc(eEC_EFFECT_DUST, pos, prio, angle, game, item_name, arg0, 1);
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} else {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_TUMBLE_DUST, pos, prio, angle, game, item_name, arg0, 6);
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eEC_CLIP->effect_make_proc(eEC_EFFECT_DUST, pos, prio, angle, game, item_name, arg0, 2);
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}
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}
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}
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}
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eEC_CLIP->make_effect_proc(eEC_EFFECT_TURN_ASIMOTO, pos, NULL, game, &angle, item_name, prio, arg0, arg1);;
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}
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static void eTurnAsimoto_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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s16* angle_p = (s16*)ct_arg;
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effect->effect_specific[0] = *angle_p;
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eTurn_Hanabira_Make(effect, game);
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effect->timer = 0;
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}
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static void eTurnAsimoto_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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// nothing
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}
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static void eTurnAsimoto_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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// nothing
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}
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