Implement & link ef_situren

This commit is contained in:
Norgesnerd
2025-06-15 16:59:57 +02:00
parent ed41b6180f
commit 6838a77062
2 changed files with 79 additions and 5 deletions
+1 -1
View File
@@ -1324,7 +1324,7 @@ config.libs = [
Object(Matching, "effect/ef_siawase_hana_ch.c"),
Object(Matching, "effect/ef_siawase_hikari.c"),
Object(Matching, "effect/ef_sibuki.c"),
Object(NonMatching, "effect/ef_situren.c"),
Object(Matching, "effect/ef_situren.c"),
Object(NonMatching, "effect/ef_slip.c"),
Object(NonMatching, "effect/ef_slip_footprint.c"),
Object(NonMatching, "effect/ef_soba_yuge.c"),
+78 -4
View File
@@ -1,5 +1,18 @@
#include "audio.h"
#include "ef_effect_control.h"
#include "graph.h"
#include "libu64/u64types.h"
#include "m_common_data.h"
#include "m_lib.h"
#include "m_rcp.h"
#include "sys_math3d.h"
#include "sys_matrix.h"
extern Gfx ef_situren01_00_modelT[];
extern Gfx ef_situren01_01_modelT[];
extern Gfx ef_situren01_02_modelT[];
static void eSN_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eSN_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eSN_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +31,78 @@ eEC_PROFILE_c iam_ef_situren = {
};
static void eSN_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
xyz_t vec = { 0.0f, 10.0f, 7.0f };
sMath_RotateY(&vec, SHORT2RAD_ANGLE2(angle));
pos.x += vec.x;
pos.y += vec.y;
pos.z += vec.z;
eEC_CLIP->make_effect_proc(eEC_EFFECT_SITUREN, pos, NULL, game, NULL, item_name, prio, 0, 0);
}
static void eSN_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->timer = 128;
effect->scale = ZeroVec;
effect->offset = ZeroVec;
effect->effect_specific[0] = 0;
sAdo_OngenTrgStart(0x13d, &effect->position);
}
static void eSN_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
s16 timer = 128 - effect->timer;
effect->effect_specific[0] += DEG2SHORT_ANGLE2(30.94f);
if (timer < 8) {
effect->position.y += 1.6f;
}
}
static void eSN_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
Gfx* gfx;
s16 angle, timer;
f32 s, c, temp1, temp2, temp3;
u8 alpha;
angle = effect->effect_specific[0];
timer = 128 - effect->timer;
s = sin_s(angle);
c = cos_s(angle);
temp1 = eEC_CLIP->calc_adjust_proc(timer, 0, 6, 0.0f, 0.0075f);
temp2 = eEC_CLIP->calc_adjust_proc(timer, 0, 42, 1.4f, 1.0f);
temp3 = eEC_CLIP->calc_adjust_proc(timer, 0, 42, 0.6f, 1.0f);
alpha = (int)eEC_CLIP->calc_adjust_proc(timer, 108, 128, 255.0f, 0.0f);
effect->scale.x = temp1 * (temp3 + ((s + 1.0f) * 0.5f * (temp2 - temp3)));
effect->scale.y = temp1 * (temp3 + ((c + 1.0f) * 0.5f * (temp2 - temp3)));
effect->scale.z = 0.0075f;
if (timer == 60) {
gfx = ef_situren01_01_modelT;
} else if (timer > 60) {
gfx = ef_situren01_02_modelT;
} else {
gfx = ef_situren01_00_modelT;
}
OPEN_DISP(game->graph);
_texture_z_light_fog_prim_xlu(game->graph);
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE);
Matrix_mult(&((GAME_PLAY*)game)->billboard_matrix, TRUE);
Matrix_translate(effect->offset.x, effect->offset.y, effect->offset.z, TRUE);
Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, 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, 255, 200, 255, alpha);
gSPDisplayList(NEXT_POLY_XLU_DISP, gfx);
CLOSE_DISP(game->graph);
}