diff --git a/configure.py b/configure.py index ff0a89a6..8bda1d96 100644 --- a/configure.py +++ b/configure.py @@ -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"), diff --git a/src/effect/ef_hanabi_yanagi.c b/src/effect/ef_hanabi_yanagi.c index 41bfe5bb..c5c3376b 100644 --- a/src/effect/ef_hanabi_yanagi.c +++ b/src/effect/ef_hanabi_yanagi.c @@ -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); }