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https://github.com/ACreTeam/ac-decomp
synced 2026-05-31 08:51:31 -04:00
Implement & link ef_steam
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+1
-1
@@ -1328,7 +1328,7 @@ config.libs = [
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Object(Matching, "effect/ef_slip.c"),
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Object(Matching, "effect/ef_slip_footprint.c"),
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Object(NonMatching, "effect/ef_soba_yuge.c"),
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Object(NonMatching, "effect/ef_steam.c"),
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Object(Matching, "effect/ef_steam.c"),
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Object(Matching, "effect/ef_string.c"),
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Object(Matching, "effect/ef_suisou_awa.c"),
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Object(Matching, "effect/ef_swing_axe.c"),
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+79
-4
@@ -1,5 +1,49 @@
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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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extern u8 ef_dust01_0[];
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extern u8 ef_dust01_1[];
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extern u8 ef_dust01_2[];
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extern u8 ef_dust01_3[];
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// @ 8057cb90
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static u8* Steam_tex_tbl[4] = {
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ef_dust01_0, ef_dust01_1, ef_dust01_2, ef_dust01_3
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};
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typedef struct {
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u8 tex0;
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u8 tex1;
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} eSteam_tex_c;
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// @ 8057cba0
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static eSteam_tex_c Steam_tex_indx[15] = {
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{0x00, 0x01},
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{0x00, 0x01},
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{0x00, 0x01},
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{0x00, 0x01},
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{0x02, 0x01},
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{0x02, 0x01},
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{0x02, 0x01},
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{0x02, 0x01},
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{0x02, 0x03},
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{0x02, 0x03},
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{0x02, 0x03},
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{0x02, 0x03},
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{0x03, 0x03},
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{0x03, 0x03},
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{0x03, 0x03},
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};
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// @ 8057cbc0
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static u8 Steam_plod_tbl[15] = {
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0x00, 0x40, 0x80, 0xC0, 0xFF, 0xC0, 0x80, 0x40,
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0x00, 0x40, 0x80, 0xC0, 0xFF, 0xFF, 0xFF
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};
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static void eSteam_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eSteam_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eSteam_mv(eEC_Effect_c* effect, GAME* game);
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@@ -18,17 +62,48 @@ eEC_PROFILE_c iam_ef_steam = {
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};
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static void eSteam_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_STEAM, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
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}
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static void eSteam_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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s16* angle_p = (s16*)ct_arg;
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f32 speed = RANDOM_F(1.0f) + 0.5f;
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effect->scale.x = 0.005f;
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effect->offset.x = 0.02f;
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effect->velocity.y = -RANDOM_F(3.0f) - 1.5f;
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effect->velocity.x = sin_s(*angle_p) * speed;
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effect->velocity.z = cos_s(*angle_p) * speed;
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effect->acceleration.y = 0.125f;
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effect->timer = 30;
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}
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static void eSteam_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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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.x *= sqrtf(0.8f);
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effect->velocity.y *= sqrtf(0.8f);
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effect->velocity.z *= sqrtf(0.8f);
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}
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extern Gfx ef_dust01_modelT[];
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static void eSteam_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 counter = 30 - effect->timer;
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s16 idx = CLAMP(counter >> 1, 0, 14);
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int tex0 = Steam_tex_indx[idx].tex0;
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int tex1 = Steam_tex_indx[idx].tex1;
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effect->scale.x = eEC_CLIP->calc_adjust_proc(counter, 0, 30, 0.005f, effect->offset.x);
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effect->scale.y = effect->scale.z = effect->scale.x;
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OPEN_DISP(game->graph);
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eEC_CLIP->auto_matrix_xlu_proc(game, &effect->position, &effect->scale);
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gSPSegment(NEXT_POLY_XLU_DISP, ANIME_1_TXT_SEG, Steam_tex_tbl[tex0]);
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gSPSegment(NEXT_POLY_XLU_DISP, ANIME_2_TXT_SEG, Steam_tex_tbl[tex1]);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, Steam_plod_tbl[idx], 255, 255, 255, 255);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_dust01_modelT);
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CLOSE_DISP(game->graph);
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}
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