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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link ef_tamaire
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+1
-1
@@ -1337,7 +1337,7 @@ config.libs = [
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Object(NonMatching, "effect/ef_taberu.c"),
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Object(Matching, "effect/ef_takurami.c"),
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Object(Matching, "effect/ef_takurami_kira.c"),
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Object(NonMatching, "effect/ef_tamaire.c"),
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Object(Matching, "effect/ef_tamaire.c"),
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Object(Matching, "effect/ef_tape.c"),
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Object(Matching, "effect/ef_tent_lamp.c"),
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Object(NonMatching, "effect/ef_tumble.c"),
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+136
-4
@@ -1,5 +1,15 @@
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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 Gfx ef_tamaire_shadow_modelT[];
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extern Gfx ef_tamaire01_r_modelT[];
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extern Gfx ef_tamaire01_w_modelT[];
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static Gfx* tamaire_model[] = { ef_tamaire01_r_modelT, ef_tamaire01_w_modelT };
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static void eTamaire_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eTamaire_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eTamaire_mv(eEC_Effect_c* effect, GAME* game);
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@@ -18,17 +28,139 @@ eEC_PROFILE_c iam_ef_tamaire = {
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};
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static void eTamaire_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_TAMAIRE, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
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}
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static void eTamaire_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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s16 angle = *(s16*)ct_arg;
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effect->timer = 200;
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effect->scale.x = effect->scale.y = effect->scale.z = 0.005f;
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effect->velocity.x = cos_s(effect->arg1) * sin_s(angle);
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effect->velocity.y = sin_s(effect->arg1);
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effect->velocity.z = cos_s(effect->arg1) * cos_s(angle);
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xyz_t_mult_v(&effect->velocity, RANDOM_F(1.5f) + 4.9f);
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effect->acceleration = ZeroVec;
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effect->acceleration.y = -0.15f;
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effect->offset.y = effect->offset.z = mCoBG_GetBgY_AngleS_FromWpos(NULL, effect->position, 0.0f) + 3.0f;
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effect->offset.x = effect->position.y;
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effect->effect_specific[0] = qrand();
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effect->effect_specific[1] = DEG2SHORT_ANGLE(RANDOM2_F(7.5f) + 2.5f);
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effect->effect_specific[2] = 0;
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if (effect->arg0 != 0) {
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effect->arg0 = 1;
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}
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sAdo_OngenTrgStart(0x152, &effect->position);
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}
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static void eTamaire_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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mActor_name_t* item_p;
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xyz_t pos;
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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->offset.z = effect->offset.y;
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effect->offset.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, effect->position, 0.0f) + 3.0f;
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if (effect->position.y < effect->offset.y) {
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if (effect->offset.y > effect->offset.z) {
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effect->position.x -= effect->velocity.x;
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effect->position.z -= effect->velocity.z;
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effect->velocity.x *= -RANDOM_F(0.8f);
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effect->velocity.y *= -0.5f;
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effect->velocity.z *= -RANDOM_F(0.8f);
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effect->offset.y = effect->offset.z;
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sAdo_OngenTrgStart(0x153, &effect->position);
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} else {
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item_p = mFI_GetUnitFG(effect->position);
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if ((item_p != NULL) && (*item_p == DUMMY_TURI)) {
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mFI_Wpos2UtCenterWpos(&pos, effect->position);
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pos.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(effect->position, 0.0f) + 60.0f;
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add_calc2(&effect->position.x, pos.x, CALC_EASE(0.5f), 1.0f);
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add_calc2(&effect->position.y, pos.y, CALC_EASE(0.5f), 0.5f);
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add_calc2(&effect->position.z, pos.z, CALC_EASE(0.5f), 1.0f);
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add_calc0(&effect->velocity.x, CALC_EASE(0.5f), 0.25f);
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add_calc0(&effect->velocity.y, CALC_EASE(0.5f), 0.25f);
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add_calc0(&effect->velocity.z, CALC_EASE(0.5f), 0.25f);
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effect->position.y = MAX(pos.y, effect->position.y);
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if ((effect->effect_specific[2] & 2) == 0) {
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sAdo_OngenTrgStart(0x154, &effect->position);
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effect->effect_specific[2] |= 2;
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}
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effect->effect_specific[2] |= 1;
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if (search_position_distance(&effect->position, &pos) < 1.0f) {
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effect->timer = 0;
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}
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} else {
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effect->position.y = effect->offset.y;
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effect->velocity.y *= -0.5f;
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effect->velocity.x *= 0.5f;
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effect->velocity.z *= 0.5f;
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effect->effect_specific[1] >>= 1;
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if (effect->velocity.y > 2.0f) {
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sAdo_OngenTrgStart(0x155, &effect->position);
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}
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}
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}
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}
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effect->effect_specific[0] += effect->effect_specific[1];
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effect->scale.y = (ABS(effect->velocity.y) * 0.1f + 0.9f) * 0.005f;
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}
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static void eTamaire_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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GAME_PLAY* play = (GAME_PLAY*)game;
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GRAPH* graph;
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f32 adjust, alpha, temp;
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u8 shadow_alpha;
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adjust = eEC_CLIP->calc_adjust_proc(effect->timer, 0, 20, 0.0f, 1.0f);
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temp = ((effect->offset.y - effect->position.y + 300.0f) / 300.0f) * 0.5f;
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temp = (temp < 0.0f ? 0.0f : temp);
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temp = (temp > 0.5f ? 0.5f : temp) * play->kankyo.shadow_alpha;
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shadow_alpha = (int)(adjust * temp);
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alpha = adjust * 255.0f;
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graph = game->graph;
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OPEN_DISP(graph);
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_texture_z_light_fog_prim_xlu(graph);
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if ((effect->effect_specific[2] & 1) == 0) {
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Matrix_translate(effect->position.x, effect->offset.y - 3.0f, effect->position.z, FALSE);
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Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, TRUE);
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gDPSetPrimColor(NEXT_SHADOW_DISP, 0, 255, 0, 0, 0, shadow_alpha);
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gSPMatrix(NEXT_SHADOW_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(NEXT_SHADOW_DISP, ef_tamaire_shadow_modelT);
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}
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Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE);
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Matrix_mult(&play->billboard_matrix, TRUE);
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Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, TRUE);
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Matrix_RotateZ(effect->effect_specific[0], TRUE);
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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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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, (int)alpha);
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gSPDisplayList(NEXT_POLY_XLU_DISP, tamaire_model[effect->arg0]);
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CLOSE_DISP(graph);
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}
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