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https://github.com/ACreTeam/ac-decomp
synced 2026-06-10 20:28:20 -04:00
Implement & link ef_sandsplash
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+1
-1
@@ -1315,7 +1315,7 @@ config.libs = [
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Object(Matching, "effect/ef_room_sunshine_museum.c"),
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Object(Matching, "effect/ef_room_sunshine_police.c"),
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Object(Matching, "effect/ef_room_sunshine_posthouse.c"),
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Object(NonMatching, "effect/ef_sandsplash.c"),
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Object(Matching, "effect/ef_sandsplash.c"),
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Object(NonMatching, "effect/ef_shock.c"),
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Object(Matching, "effect/ef_shooting.c"),
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Object(Matching, "effect/ef_shooting_kira.c"),
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@@ -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_debug.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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static void eSandsplash_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eSandsplash_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eSandsplash_mv(eEC_Effect_c* effect, GAME* game);
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static void eSandsplash_dw(eEC_Effect_c* effect, GAME* game);
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extern Gfx ef_sunahane01_00_modelT[];
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extern u8 ef_sunahane01_0_inta_ia8[];
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extern u8 ef_sunahane01_1_inta_ia8[];
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extern u8 ef_sunahane01_2_inta_ia8[];
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extern u8 ef_sunahane01_3_inta_ia8[];
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eEC_PROFILE_c iam_ef_sandsplash = {
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// clang-format off
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&eSandsplash_init,
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@@ -17,18 +29,90 @@ eEC_PROFILE_c iam_ef_sandsplash = {
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// clang-format on
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};
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static u8* eSunahane_pattern_table[] = {
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ef_sunahane01_0_inta_ia8, ef_sunahane01_0_inta_ia8, ef_sunahane01_1_inta_ia8, ef_sunahane01_1_inta_ia8,
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ef_sunahane01_2_inta_ia8, ef_sunahane01_2_inta_ia8, ef_sunahane01_3_inta_ia8, ef_sunahane01_3_inta_ia8,
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};
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static void eSandsplash_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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pos.y -= 3.0f;
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pos.z += 5.0f;
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eEC_CLIP->make_effect_proc(eEC_EFFECT_SANDSPLASH, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
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}
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static void eSandsplash_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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effect->velocity.x = 0.0f;
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effect->velocity.y = 0.5f;
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effect->velocity.z = 0.0f;
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effect->acceleration.x = 0.0f;
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effect->acceleration.y = -0.01f;
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effect->acceleration.z = 0.0f;
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if (effect->arg0 == 2) {
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effect->velocity.x = sin_s(*(s16*)ct_arg);
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effect->velocity.z = cos_s(*(s16*)ct_arg);
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effect->acceleration = ZeroVec;
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effect->offset.x = 0.005f;
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effect->offset.y = 0.01f;
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} else if (effect->arg0 == 1) {
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effect->velocity.x = sin_s(*(s16*)ct_arg);
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effect->velocity.z = cos_s(*(s16*)ct_arg);
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effect->acceleration = ZeroVec;
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effect->acceleration.y = -0.075;
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effect->offset.x = 0.008f;
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effect->offset.y = 0.012999999f;
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} else if (effect->arg0 == 3) {
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effect->velocity.x = sin_s(*(s16*)ct_arg) * 0.25f;
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effect->velocity.z = cos_s(*(s16*)ct_arg);
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effect->velocity.y = 0.0f;
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effect->acceleration = ZeroVec;
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effect->acceleration.y = -0.05;
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effect->offset.x = 0.006f;
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effect->offset.y = 0.012f;
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} else {
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effect->offset.x = 0.005f;
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effect->offset.y = 0.01f;
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}
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effect->timer = 16;
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}
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static void eSandsplash_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->scale.x = eEC_CLIP->calc_adjust_proc(effect->timer, 0, 16, effect->offset.y, effect->offset.x);
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effect->scale.y = effect->scale.z = effect->scale.x;
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}
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static void eSandsplash_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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float scale;
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s16 idx = (16 - effect->timer) >> 1;
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idx = CLAMP(idx, 0, 7);
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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, FALSE);
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Matrix_RotateX(DEG2SHORT_ANGLE2(-45.0f), TRUE);
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scale = GETREG(MYKREG, 0x1b) * 0.01f + 1.0f;
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Matrix_scale(effect->scale.x * scale, effect->scale.y * scale, effect->scale.z * scale, TRUE);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 130, 20, 20, 20, 255);
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gDPSetEnvColor(NEXT_POLY_XLU_DISP, 205, 180, 140, 255);
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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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gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_8, eSunahane_pattern_table[idx]);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_sunahane01_00_modelT);
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CLOSE_DISP(game->graph);
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}
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