link ef_hanabi_yanagi

This commit is contained in:
roeming
2025-06-01 16:37:40 -04:00
parent e9685df604
commit 1ee1660c40
2 changed files with 85 additions and 5 deletions
+1 -1
View File
@@ -1265,7 +1265,7 @@ config.libs = [
Object(Matching, "effect/ef_hanabi_hoshi.c"),
Object(Matching, "effect/ef_hanabi_set.c"),
Object(Matching, "effect/ef_hanabi_switch.c"),
Object(NonMatching, "effect/ef_hanabi_yanagi.c"),
Object(Matching, "effect/ef_hanabi_yanagi.c"),
Object(NonMatching, "effect/ef_hanabira.c"),
Object(Matching, "effect/ef_hanatiri.c"),
Object(Matching, "effect/ef_hirameki_den.c"),
+84 -4
View File
@@ -1,10 +1,17 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
#include "m_rcp.h"
#include "sys_matrix.h"
#include "m_debug.h"
static void eHanabiYanagi_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eHanabiYanagi_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eHanabiYanagi_mv(eEC_Effect_c* effect, GAME* game);
static void eHanabiYanagi_dw(eEC_Effect_c* effect, GAME* game);
#define EFFECT_LIFETIME 110
#define CALC_EASE(x) (1.0f - sqrtf(1.0f - (x)))
eEC_PROFILE_c iam_ef_hanabi_yanagi = {
// clang-format off
&eHanabiYanagi_init,
@@ -18,17 +25,90 @@ eEC_PROFILE_c iam_ef_hanabi_yanagi = {
};
static void eHanabiYanagi_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_HANABI_YANAGI, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
}
static void eHanabiYanagi_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->timer = EFFECT_LIFETIME;
effect->scale.x = 0.01f;
effect->scale.y = 0.01f;
effect->scale.z = 0.01f;
effect->effect_specific[0] = 0;
effect->effect_specific[1] = 0;
effect->effect_specific[2] = 0;
effect->offset.x = 0.f;
effect->offset.y = 0.f;
effect->offset.z = 0.f;
}
static void eHanabiYanagi_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
s16 alive_frames = EFFECT_LIFETIME - effect->timer;
effect->effect_specific[0] += 0x300;
effect->effect_specific[1] += 0x100;
effect->effect_specific[2] += 0x80;
effect->offset.x = sin_s(effect->effect_specific[2]) * 2.f;
effect->offset.z = cos_s(-effect->effect_specific[2]) * 2.f;
add_calc2(&effect->scale.x, 0.06f, CALC_EASE(0.2f), 5.f);
if (alive_frames == 10) {
rgba_t resultColor;
static rgba_t yanagi_light = { 90, 90, 45, 255 };
eEC_CLIP->decide_light_power_proc(&resultColor, yanagi_light, effect->position, game, 2.f, 0.f, 480.f);
if (effect->arg0) {
// `resultColor.r *= (4.f/3.f);` does not match
resultColor.r = resultColor.r * (4.f / 3.f);
resultColor.g = resultColor.g * (4.f / 3.f);
resultColor.b = resultColor.b * (4.f / 3.f);
}
eEC_CLIP->regist_effect_light(resultColor, 20, 50, TRUE);
}
if (alive_frames == 72) {
xyz_t p = effect->position;
p.y += 200.f;
sAdo_OngenTrgStart(NA_SE_HANABI3, &p);
}
}
eEC_morph_data_c eHanabiYanagi_morph_data_out[] = {
{ 0, 0, FALSE, 255.f, 255.f }, { 34, 54, TRUE, 255.f, 200.f }, { 34, 54, TRUE, 50.f, 100.f },
{ 34, 54, TRUE, 150.f, 0.f }, { 5, 34, TRUE, 0.f, 255.f }, { 0, 0, FALSE, 255.f, 255.f },
{ 0, 0, FALSE, 0.f, 0.f }, { 0, 0, FALSE, 200.f, 200.f }, { 0, 0, FALSE, 255.f, 255.f },
};
eEC_morph_data_c eHanabiYanagi_morph_data_in[] = {
{ 0, 0, FALSE, 255.f, 255.f }, { 34, 49, TRUE, 255.f, 200.f }, { 34, 49, TRUE, 50.f, 100.f },
{ 34, 49, TRUE, 180.f, 0.f }, { 5, 34, TRUE, 0.f, 255.f }, { 0, 0, FALSE, 255.f, 255.f },
{ 0, 0, FALSE, 0.f, 0.f }, { 0, 0, FALSE, 200.f, 200.f }, { 0, 0, FALSE, 255.f, 255.f },
};
extern Gfx ef_hanabi_y_00_modelT[];
static void eHanabiYanagi_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
u8 res1[9];
u8 res2[9];
s16 now_timer = EFFECT_LIFETIME - effect->timer;
f32 v2;
f32 v = (sin_s(effect->effect_specific[0]) + 1.f) * 0.5f * 0.14000005f + 0.93f;
eEC_CLIP->morph_combine_proc(res1, eHanabiYanagi_morph_data_out, now_timer);
eEC_CLIP->morph_combine_proc(res2, eHanabiYanagi_morph_data_in, now_timer);
v2 = effect->scale.x + eEC_CLIP->calc_adjust_proc(now_timer, 0, EFFECT_LIFETIME - 1, 0.f, 0.01);
OPEN_DISP(game->graph);
_texture_z_light_fog_prim_xlu(game->graph);
Matrix_translate(effect->position.x + effect->offset.x, effect->position.y + effect->offset.y,
effect->position.z + effect->offset.z, FALSE);
Matrix_RotateX(DEG2SHORT_ANGLE2(270), TRUE);
Matrix_RotateZ(-effect->effect_specific[1], TRUE);
Matrix_scale(v, 1.f, 1.f, TRUE);
Matrix_RotateZ(effect->effect_specific[1], TRUE);
Matrix_push();
Matrix_scale(v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), 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, res1[4], res1[0], res1[1], res1[2], res1[3]);
gDPSetEnvColor(NEXT_POLY_XLU_DISP, res1[5], res1[6], res1[7], res1[8]);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_hanabi_y_00_modelT);
Matrix_pull();
Matrix_scale(v2 * 0.6f, v2 * 0.6f, v2 * 0.6f, TRUE);
gDPPipeSync(NEXT_POLY_XLU_DISP);
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, res2[4], res2[0], res2[1], res2[2], res2[3]);
gDPSetEnvColor(NEXT_POLY_XLU_DISP, res2[5], res2[6], res2[7], res2[8]);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_hanabi_y_00_modelT);
CLOSE_DISP(game->graph);
}