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https://github.com/ACreTeam/ac-decomp
synced 2026-06-24 15:43:14 -04:00
Implement & link ef_mizutama
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+1
-1
@@ -1293,7 +1293,7 @@ config.libs = [
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Object(Matching, "effect/ef_lovelove2.c"),
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Object(Matching, "effect/ef_lovelove_heart.c"),
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Object(Matching, "effect/ef_make_hem.c"),
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Object(NonMatching, "effect/ef_mizutama.c"),
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Object(Matching, "effect/ef_mizutama.c"),
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Object(NonMatching, "effect/ef_motiyuge.c"),
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Object(Matching, "effect/ef_muka.c"),
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Object(Matching, "effect/ef_naku.c"),
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+115
-4
@@ -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 eMizutama_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eMizutama_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eMizutama_mv(eEC_Effect_c* effect, GAME* game);
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@@ -17,18 +21,125 @@ eEC_PROFILE_c iam_ef_mizutama = {
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// clang-format on
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};
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typedef struct {
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f32 rng_y;
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f32 base_y;
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f32 base_z;
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f32 relative_z;
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} eMizutama_spd_data_c;
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static void eMizutama_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_MIZUTAMA, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
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}
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static void eMizutama_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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// @ 8057c630
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static eMizutama_spd_data_c mzt_spd_data[6] = {
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{2.0f, 1.5f, 1.5f, 2.0f},
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{1.75f, 2.0f, 1.5f, 1.75f},
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{1.75f, 2.0f, 1.5f, 2.25f},
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{1.25f, 1.35f, 2.5f, 0.0f},
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{1.5f, 3.0f, 1.0f, 0.0f},
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{2.0f, 3.0f, 1.0f, 0.0f},
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};
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// @ 8057c690
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static s16 mizutama_vec_angle[11] = {
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0x0000, 0x071C, 0x2EEE, 0x1555, 0xE71D, 0xD99A, 0x5555, 0x4000,
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0xC71D, 0xA667, 0xC000
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};
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s16* angle_p = (s16*)ct_arg;
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s16 angle = *angle_p;
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effect->timer = 50;
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effect->effect_specific[2] = ((u16)effect->arg1 >> 12) & 0xF;
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effect->effect_specific[3] = effect->arg1 & 0x0FFF;
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effect->effect_specific[0] = 0;
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effect->effect_specific[1] = 1;
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effect->scale.x = effect->scale.y = effect->scale.z = 0.008f;
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effect->acceleration.x = 0.0f;
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effect->acceleration.y = -0.375f;
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effect->acceleration.z = 0.0f;
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effect->velocity.y = mzt_spd_data[effect->effect_specific[2]].base_y + RANDOM_F(mzt_spd_data[effect->effect_specific[2]].rng_y);
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effect->velocity.z = mzt_spd_data[effect->effect_specific[2]].base_z;
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angle = *angle_p + mizutama_vec_angle[effect->effect_specific[3]];
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eEC_CLIP->vector_rotate_y_proc(&effect->velocity, SHORT2RAD_ANGLE2(angle));
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effect->velocity.x += sin_s(*angle_p) * mzt_spd_data[effect->effect_specific[2]].relative_z;
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effect->velocity.z += cos_s(*angle_p) * mzt_spd_data[effect->effect_specific[2]].relative_z;
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effect->position.x += RANDOM2_F(6.0f);
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effect->position.z += RANDOM2_F(6.0f);
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effect->offset.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, effect->position, 0.0f);
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effect->offset.y += 3.0f;
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}
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static void eMizutama_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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if (effect->effect_specific[0] == 0) {
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effect->offset.z = effect->offset.y;
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effect->offset.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, effect->position, 0.0f);
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effect->offset.y += 3.0f;
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effect->offset.x = effect->position.y;
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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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}
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if ((effect->position.y <= effect->offset.y && effect->offset.x > effect->offset.y) || (effect->offset.y > effect->offset.x && effect->offset.z <= effect->offset.x)) {
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if (effect->position.y - effect->offset.y > effect->velocity.y) {
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if (effect->effect_specific[0] == 0) {
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u32 attr = mCoBG_Wpos2Attribute(effect->position, NULL);
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if (mCoBG_CheckWaterAttribute(attr)) {
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xyz_t pos = effect->position;
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pos.y = mCoBG_GetWaterHeight_File(effect->position, __FILE__, 214);
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pos.z += 14.0f;
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eEC_CLIP->effect_make_proc(eEC_EFFECT_TURI_HAMON, pos, effect->prio, 0, game, effect->item_name, 2, 0);
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}
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}
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effect->position.y = effect->offset.y;
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}
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if (effect->effect_specific[1] == 1) {
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if (effect->effect_specific[0] < 6) {
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effect->effect_specific[0]++;
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effect->effect_specific[1] = 0;
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} else {
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effect->timer = 0;
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}
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} else {
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effect->effect_specific[1] = 1;
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}
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}
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}
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extern u8 ef_koke_suiteki01_0_int_i4[];
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extern u8 ef_koke_suiteki01_1_int_i4[];
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extern u8 ef_koke_suiteki01_2_int_i4[];
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extern u8 ef_koke_suiteki01_3_int_i4[];
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extern Gfx ef_koke_suiteki01_00_modelT[];
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static void eMizutama_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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static u8* mizutama_tex_tbl[] = {
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ef_koke_suiteki01_0_int_i4, ef_koke_suiteki01_1_int_i4, ef_koke_suiteki01_2_int_i4, ef_koke_suiteki01_3_int_i4,
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};
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s16 idx = CLAMP(effect->effect_specific[0] >> 1, 0, 3);
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effect->scale.x = eEC_CLIP->calc_adjust_proc(effect->timer, 0, 40, 0.004f, 0.008f);
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effect->scale.y = effect->scale.z = effect->scale.x;
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_texture_z_light_fog_prim_xlu(game->graph);
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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, mizutama_tex_tbl[idx]);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_koke_suiteki01_00_modelT);
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CLOSE_DISP(game->graph);
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}
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