Implement & link ef_shooting

This commit is contained in:
Norgesnerd
2025-06-13 01:43:49 +02:00
parent f0b94b905b
commit 25c9e2ccc5
2 changed files with 47 additions and 5 deletions
+1 -1
View File
@@ -1317,7 +1317,7 @@ config.libs = [
Object(Matching, "effect/ef_room_sunshine_posthouse.c"),
Object(NonMatching, "effect/ef_sandsplash.c"),
Object(NonMatching, "effect/ef_shock.c"),
Object(NonMatching, "effect/ef_shooting.c"),
Object(Matching, "effect/ef_shooting.c"),
Object(Matching, "effect/ef_shooting_kira.c"),
Object(NonMatching, "effect/ef_shooting_set.c"),
Object(NonMatching, "effect/ef_siawase_hana.c"),
+46 -4
View File
@@ -1,5 +1,12 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
#include "m_debug.h"
#include "m_rcp.h"
#include "sys_matrix.h"
extern Gfx ef_nagare01_modelT[];
static void eShooting_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eShooting_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eShooting_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +25,52 @@ eEC_PROFILE_c iam_ef_shooting = {
};
static void eShooting_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_SHOOTING, pos, NULL, game, NULL, item_name, prio, arg0, angle);
}
static void eShooting_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->timer = 320;
effect->effect_specific[0] = RANDOM_F(30.0f) + 70.0f;
effect->effect_specific[1] = 0;
}
static void eShooting_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
s16 timer = 320 - effect->timer;
effect->effect_specific[1] += 256;
if (timer == (GETREG(MYKREG, 6) + 76)) {
eEC_CLIP->effect_make_proc(eEC_EFFECT_SHOOTING_KIRA, effect->position, effect->prio, effect->arg1, game,
(u16)effect->item_name, effect->effect_specific[0], 0);
}
}
static Gfx* eShooting_GetTwoTileGfx(int x, int y, GAME* game) {
return two_tex_scroll_dolphin(game->graph, 0, x, y, 8, 256, 1, 0, 0, 8, 32);
}
static void eShooting_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
GRAPH* graph;
f32 scale_z = effect->effect_specific[0] * 0.01f;
s16 timer = 320 - effect->timer;
Gfx* two_tile = eShooting_GetTwoTileGfx(0, -((timer - 120) * 6), game);
graph = game->graph;
OPEN_DISP(graph);
_texture_z_light_fog_prim_xlu(graph);
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE);
Matrix_RotateY(-effect->effect_specific[1], TRUE);
Matrix_scale(1.035f, 1.0f, 1.0f, TRUE);
Matrix_RotateY(effect->effect_specific[1], TRUE);
Matrix_RotateY(effect->arg1, TRUE);
Matrix_scale(0.01f, 0.01f, 0.01f * scale_z, TRUE);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_9, two_tile);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_nagare01_modelT);
CLOSE_DISP(graph);
}