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https://github.com/ACreTeam/ac-decomp
synced 2026-05-25 23:15:08 -04:00
also match ef_goki
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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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