link ef_kagu_happa

This commit is contained in:
roeming
2025-06-01 18:24:08 -04:00
parent bf33a8f713
commit 394aea505e
3 changed files with 51 additions and 6 deletions
+1 -1
View File
@@ -1272,7 +1272,7 @@ config.libs = [
Object(Matching, "effect/ef_hirameki_hikari.c"),
Object(Matching, "effect/ef_ikigire.c"),
Object(Matching, "effect/ef_impact_star.c"),
Object(NonMatching, "effect/ef_kagu_happa.c"),
Object(Matching, "effect/ef_kagu_happa.c"),
Object(NonMatching, "effect/ef_kamifubuki.c"),
Object(Matching, "effect/ef_kangaeru.c"),
Object(Matching, "effect/ef_kantanhu.c"),
-1
View File
@@ -10,7 +10,6 @@ static void eHanabiBotan1_mv(eEC_Effect_c* effect, GAME* game);
static void eHanabiBotan1_dw(eEC_Effect_c* effect, GAME* game);
#define CALC_EASE(x) (1.0f - sqrtf(1.0f - (x)))
#define EFFECT_LIFETIME 110
eEC_PROFILE_c iam_ef_hanabi_botan1 = {
+50 -4
View File
@@ -1,10 +1,19 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
#include "m_malloc.h"
#include "m_rcp.h"
#include "sys_matrix.h"
#include "m_debug.h"
#include "m_player_lib.h"
static void eKagu_Happa_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eKagu_Happa_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eKagu_Happa_mv(eEC_Effect_c* effect, GAME* game);
static void eKagu_Happa_dw(eEC_Effect_c* effect, GAME* game);
#define CALC_EASE(x) (1.0f - sqrtf(1.0f - (x)))
#define EFFECT_LIFETIME 36
eEC_PROFILE_c iam_ef_kagu_happa = {
// clang-format off
&eKagu_Happa_init,
@@ -18,17 +27,54 @@ eEC_PROFILE_c iam_ef_kagu_happa = {
};
static void eKagu_Happa_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_KAGU_HAPPA, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
}
static void eKagu_Happa_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game);
effect->offset = effect->position;
effect->position = player->actor_class.world.position;
effect->position.y += 20.f;
effect->position.x += sin_s(player->actor_class.world.angle.y) * 10.f;
effect->position.z += cos_s(player->actor_class.world.angle.y) * 10.f;
effect->acceleration = effect->position;
effect->scale = ZeroVec;
effect->timer = EFFECT_LIFETIME;
effect->effect_specific[0] = 0;
}
static void eKagu_Happa_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
effect->position.x =
eEC_CLIP->calc_adjust_proc(effect->timer, 8, EFFECT_LIFETIME, effect->offset.x, effect->acceleration.x);
effect->position.y =
eEC_CLIP->calc_adjust_proc(effect->timer, 8, EFFECT_LIFETIME, effect->offset.y, effect->acceleration.y);
effect->position.z = eEC_CLIP->calc_adjust_proc(effect->timer, 8, 0x1c, effect->offset.z, effect->acceleration.z);
add_calc(&effect->scale.x, 0.01f, CALC_EASE(0.25f), 0.0015f, 5e-5f);
effect->scale.y = effect->scale.z = effect->scale.x;
if (effect->timer > 10) {
effect->position.y += ((effect->timer - 14.f) - 4.f) * (-10.f / 98.f) * ((effect->timer - 14.f) - 4.f) + 20.f;
effect->effect_specific[0] += 0x924;
} else if (effect->timer == 2) {
effect->position.y += 5.f;
eEC_CLIP->effect_make_proc(1, effect->position, effect->prio, 0, game, effect->item_name, 0, 3);
}
}
static void eKagu_Happa_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
s16 s = sin_s(effect->effect_specific[0]) * 5120.f;
GAME_PLAY* play = (GAME_PLAY*)game;
OPEN_DISP(game->graph);
_texture_z_light_fog_prim(game->graph);
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE);
if (!effect->arg0) {
Matrix_RotateZ(s, TRUE);
Matrix_mult(&play->billboard_matrix, TRUE);
}
Matrix_scale(effect->scale.x * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
effect->scale.y * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
effect->scale.z * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), TRUE);
gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_OPA_DISP, aMR_IconNo2Gfx1(effect->arg0));
gSPDisplayList(NEXT_POLY_OPA_DISP, aMR_IconNo2Gfx2(effect->arg0));
CLOSE_DISP(game->graph);
}