Implement & link ef_otikomi

This commit is contained in:
Norgesnerd
2025-06-15 00:14:45 +02:00
parent 9660c18903
commit 634129da57
2 changed files with 106 additions and 5 deletions
+1 -1
View File
@@ -1304,7 +1304,7 @@ config.libs = [
Object(Matching, "effect/ef_night13_moon.c"),
Object(Matching, "effect/ef_night15_moon.c"),
Object(Matching, "effect/ef_ongen.c"),
Object(NonMatching, "effect/ef_otikomi.c"),
Object(Matching, "effect/ef_otikomi.c"),
Object(Matching, "effect/ef_otosiana.c"),
Object(Matching, "effect/ef_pun.c"),
Object(Matching, "effect/ef_pun_sekimen.c"),
+105 -4
View File
@@ -1,5 +1,13 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
#include "m_debug.h"
#include "m_rcp.h"
#include "sys_matrix.h"
extern Gfx ef_doyon01_00_modelT[];
extern Gfx ef_otikomi_us2_model[];
static void eOMN_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eOMN_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eOMN_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +26,110 @@ eEC_PROFILE_c iam_ef_otikomi = {
};
static void eOMN_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
static xyz_t offset = { 0.0f, 0.0f, 19.0f };
eEC_CLIP->make_effect_proc(eEC_EFFECT_OTIKOMI, pos, &offset, game, NULL, item_name, prio, 0, 0);
}
static void eOMN_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->timer = 22;
effect->effect_specific[0] = 0;
effect->effect_specific[1] = 0;
effect->acceleration.x = 10000.0f;
effect->velocity.x = 0.4f;
effect->velocity.y = 0.0f;
effect->velocity.z = 0.0f;
effect->position.y += 17.0f;
}
static void eOMN_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
float vel;
effect->effect_specific[0] += DEG2SHORT_ANGLE2(2.29f);
effect->effect_specific[1] += (int)effect->acceleration.x;
vel = effect->velocity.x * sin_s(effect->effect_specific[1]);
effect->velocity.y = 1.0f - vel;
effect->velocity.z = 1.0f + vel;
add_calc(&effect->velocity.x, 0.025f, 0.022f, 0.1f, 0.001f);
add_calc(&effect->acceleration.x, 2000.0f, 0.022f, 6000.0f, 0.01f);
eEC_CLIP->set_continious_env_proc(effect, 22, 100);
}
static void eOMN_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
Gfx* gfx;
s16 timer;
u8 alpha, alpha2;
f32 scale_m, scale_y;
GAME_PLAY* play = (GAME_PLAY*)game;
gfx = two_tex_scroll_dolphin(game->graph, 0, 0, 0, 16, 16, 1, 0, play->game_frame * 25, 64, 32);
switch (effect->state) {
case eEC_STATE_NORMAL:
timer = 22 - effect->timer;
scale_m = eEC_CLIP->calc_adjust_proc(timer, 0, 10, 0.0f, 0.01f);
scale_y = eEC_CLIP->calc_adjust_proc(timer, 10, 21, 0.0f, 0.0135f);
alpha = 255;
alpha2 = 100;
sAdo_OngenPos((u32)effect, 0x59, &effect->position);
break;
case eEC_STATE_CONTINUOUS:
sAdo_OngenPos((u32)effect, 0x59, &effect->position);
scale_m = 0.01f;
alpha = 255;
scale_y = 0.0135f;
alpha2 = 100;
break;
default:
timer = 10 - effect->timer;
scale_m = 0.01f;
scale_y = 0.0135f;
alpha = (int)eEC_CLIP->calc_adjust_proc(timer, 0, 9, 255.0f, 0.0f);
alpha2 = (int)eEC_CLIP->calc_adjust_proc(timer, 0, 9, 100.0f, 0.0f);
break;
}
_texture_z_light_fog_prim_xlu(game->graph);
OPEN_DISP(game->graph);
Matrix_translate(effect->position.x, effect->position.y + 4.0f, effect->position.z, FALSE);
Matrix_mult(&play->billboard_matrix, TRUE);
Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y + GETREG(MYKREG, 0x19),
effect->offset.z + 2.0f + GETREG(MYKREG, 0x1a), TRUE);
if (GETREG(MYKREG, 0)) {
Matrix_RotateZ(-effect->effect_specific[0], TRUE);
Matrix_scale(scale_m * 1.025f, scale_m, scale_m, TRUE);
Matrix_RotateZ(effect->effect_specific[0], TRUE);
} else {
Matrix_scale(0.01f, 0.01f, 0.01f, TRUE);
}
Matrix_scale(effect->velocity.z * 1.3f, effect->velocity.y, 1.0f, TRUE);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 40, 30, 40, alpha);
gDPSetEnvColor(NEXT_POLY_XLU_DISP, 100, 100, 255, 255);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_doyon01_00_modelT);
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE);
Matrix_mult(&play->billboard_matrix, TRUE);
Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y + GETREG(MYKREG, 0x19),
effect->offset.z + GETREG(MYKREG, 0x1a), TRUE);
Matrix_scale(0.015f, scale_y, 0.01f, TRUE);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 0, 255, 255, alpha2);
gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_9, gfx);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_otikomi_us2_model);
CLOSE_DISP(game->graph);
}