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https://github.com/ACreTeam/ac-decomp
synced 2026-06-02 01:30:03 -04:00
Implement & link ef_turn_footprint
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+1
-1
@@ -1349,7 +1349,7 @@ config.libs = [
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Object(Matching, "effect/ef_turi_mizu.c"),
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Object(Matching, "effect/ef_turi_suiteki.c"),
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Object(NonMatching, "effect/ef_turn_asimoto.c"),
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Object(NonMatching, "effect/ef_turn_footprint.c"),
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Object(Matching, "effect/ef_turn_footprint.c"),
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Object(Matching, "effect/ef_uranai.c"),
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Object(Matching, "effect/ef_wait_asimoto.c"),
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Object(Matching, "effect/ef_walk_asimoto.c"),
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@@ -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 eTurnFootPrint_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eTurnFootPrint_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eTurnFootPrint_mv(eEC_Effect_c* effect, GAME* game);
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@@ -17,18 +21,98 @@ eEC_PROFILE_c iam_ef_turn_footprint = {
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// clang-format on
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};
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typedef struct {
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s16 attr;
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s16 angle;
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} eTurnFootPrint_data_c;
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static void eTurnFootPrint_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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eTurnFootPrint_data_c data;
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data.attr = arg0;
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data.angle = angle;
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eEC_CLIP->make_effect_proc(eEC_EFFECT_TURN_FOOTPRINT, pos, NULL, game, &data, item_name, prio, 0, 0);
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}
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static xyz_t eTurnFootPrint_area_offset_data[3] = {
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{2.0f, 0.0f, -2.0f},
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{-2.0f, 0.0f, -2.0f},
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{0.0f, 0.0f, 2.0f},
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};
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static void eTurnFootPrint_GetAreaPos(xyz_t* pos, xyz_t src_pos, int area) {
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pos->x = src_pos.x + eTurnFootPrint_area_offset_data[area].x;
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pos->y = src_pos.y + eTurnFootPrint_area_offset_data[area].y;
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pos->z = src_pos.z + eTurnFootPrint_area_offset_data[area].z;
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}
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static void eTurnFootPrint_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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eTurnFootPrint_data_c* data = (eTurnFootPrint_data_c*)ct_arg;
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if ((Common_Get(time.season) == mTM_SEASON_WINTER || data->attr == mCoBG_ATTRIBUTE_SAND || data->attr == mCoBG_ATTRIBUTE_WAVE) &&
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((data->attr == mCoBG_ATTRIBUTE_GRASS0 || data->attr == mCoBG_ATTRIBUTE_GRASS1 || data->attr == mCoBG_ATTRIBUTE_GRASS2 || data->attr == mCoBG_ATTRIBUTE_GRASS3) || data->attr == mCoBG_ATTRIBUTE_SAND || data->attr == mCoBG_ATTRIBUTE_WAVE)) {
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int area;
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int angle_x_total = 0;
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int angle_y_total = 0;
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int angle_z_total = 0;
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effect->position.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, effect->position, 0.0f) + 2.0f;
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effect->effect_specific[2] = data->angle;
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for (area = 0; area < 3; area++) {
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xyz_t pos;
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s_xyz angle = { 0, 0, 0 };
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eTurnFootPrint_GetAreaPos(&pos, effect->position, area);
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mCoBG_GetBgY_AngleS_FromWpos(&angle, pos, 0.0f);
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angle_x_total += angle.x;
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angle_y_total += angle.y;
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angle_z_total += angle.z;
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}
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effect->effect_specific[0] = angle_x_total / 3;
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effect->effect_specific[1] = angle_z_total / 3;
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if (data->attr == mCoBG_ATTRIBUTE_SAND || data->attr == mCoBG_ATTRIBUTE_WAVE) {
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effect->effect_specific[3] = 1;
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} else {
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effect->effect_specific[3] = 0;
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}
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effect->timer = 160;
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} else {
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effect->timer = 0;
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}
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}
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static void eTurnFootPrint_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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// nothing
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}
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extern Gfx ef_turn_footprint_modelT[];
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static void eTurnFootPrint_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 counter = 160 - effect->timer;
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f32 scale = eEC_CLIP->calc_adjust_proc(counter, 2, 8, 0.0054375003f, 0.0072500003f);
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u8 a = (int)eEC_CLIP->calc_adjust_proc(counter, 118, 159, 150.0f, 0.0f);
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OPEN_DISP(game->graph);
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_texture_z_light_fog_prim_xlu(game->graph);
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Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
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Matrix_RotateX(effect->effect_specific[0], 1);
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Matrix_RotateY(effect->effect_specific[2], 1);
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Matrix_RotateZ(effect->effect_specific[1], 1);
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Matrix_scale(scale, 0.0072500003f, scale, 1);
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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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if (effect->effect_specific[3] != 0) {
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 70, 50, 50, a);
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} else {
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 0, 50, 100, a);
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}
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gDPSetEnvColor(NEXT_POLY_XLU_DISP, 255, 255, 255, 255);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_turn_footprint_modelT);
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CLOSE_DISP(game->graph);
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}
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