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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 14:41:38 -04:00
Implement & link ef_konpu
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+1
-1
@@ -1285,7 +1285,7 @@ config.libs = [
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Object(Matching, "effect/ef_kikuzu.c"),
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Object(Matching, "effect/ef_killer.c"),
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Object(Matching, "effect/ef_kisha_kemuri.c"),
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Object(NonMatching, "effect/ef_konpu.c"),
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Object(Matching, "effect/ef_konpu.c"),
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Object(NonMatching, "effect/ef_kpun.c"),
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Object(Matching, "effect/ef_kyousou_onpu.c"),
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Object(Matching, "effect/ef_lamp_light.c"),
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+127
-4
@@ -1,5 +1,19 @@
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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_onpu01_00_modelT[];
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extern Gfx ef_onpu01_01_modelT[];
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extern Gfx ef_onpu01_02_modelT[];
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static Gfx* eKONP_model_table[] = {
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ef_onpu01_00_modelT,
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ef_onpu01_01_modelT,
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ef_onpu01_02_modelT,
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};
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static void eKONP_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eKONP_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eKONP_mv(eEC_Effect_c* effect, GAME* game);
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@@ -17,18 +31,127 @@ eEC_PROFILE_c iam_ef_konpu = {
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// clang-format on
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};
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typedef struct {
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s16 angle;
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} eKONP_dt_c;
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static void eKONP_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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eKONP_dt_c data;
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data.angle = angle;
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eEC_CLIP->make_effect_proc(eEC_EFFECT_KONPU, pos, NULL, game, &data, item_name, prio, arg0, arg1);
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}
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static void eKONP_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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static xyz_t default_start_offset = { 0.0f, 6.0f, 13.0f };
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eKONP_dt_c* data = (eKONP_dt_c*)ct_arg;
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xyz_t start_ofs = default_start_offset;
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f32 speed;
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effect->timer = 72;
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effect->effect_specific[0] = RANDOM(3);
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effect->effect_specific[1] = data->angle;
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effect->effect_specific[2] = 0;
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effect->effect_specific[3] = RANDOM(5);
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effect->effect_specific[4] = RAD2SHORT_ANGLE2(DEG2RAD(RANDOM_F(60.0f) - 30.0f));
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if (effect->arg0 == 0) {
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eEC_CLIP->random_first_speed_proc(&effect->velocity, 0.435f, 30.0f, 30.0f);
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effect->acceleration.x = 0.0f;
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effect->acceleration.y = 0.006f;
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effect->acceleration.z = 0.0f;
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} else {
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s16 angle_x = DEG2SHORT_ANGLE2(RANDOM2_F(30.0f));
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s16 angle_z = DEG2SHORT_ANGLE2(RANDOM2_F(30.0f));
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if (effect->arg0 == 1) {
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speed = (RANDOM_F(4.0f) + 8.0f) * 0.5f;
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} else {
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speed = (RANDOM_F(2.0f) + 8.0f) * 0.5f;
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}
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effect->velocity.x = speed * sin_s(angle_z);
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effect->velocity.y = speed * cos_s(angle_z) * cos_s(angle_x);
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effect->velocity.z = speed * cos_s(angle_z) * sin_s(angle_x);
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effect->acceleration = ZeroVec;
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}
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if (effect->arg0 == 1) {
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sMath_RotateX(&effect->velocity, DEG2RAD(25.0f));
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sMath_RotateY(&effect->velocity, SHORT2RAD_ANGLE2(effect->effect_specific[1]));
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} else {
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sAdo_OngenTrgStart(NA_SE_43F, &effect->position);
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}
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sMath_RotateY(&start_ofs, SHORT2RAD_ANGLE2(effect->effect_specific[1]));
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if (effect->arg0 == 0) {
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effect->position.x += start_ofs.x;
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effect->position.y += start_ofs.y;
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effect->position.z += start_ofs.z;
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}
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effect->scale.x = 0.00156f;
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effect->scale.y = 0.00156f;
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effect->scale.z = 0.00156f;
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}
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static void eKONP_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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effect->effect_specific[2] += DEG2SHORT_ANGLE2(11.25f)-1;
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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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if (effect->arg0 != 0) {
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xyz_t_mult_v(&effect->velocity, sqrtf(0.8f));
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}
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}
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// @ 8057c438
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static rgba_t eKONP_prim_color_data[5] = {
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{0xFF, 0xFF, 0x00, 0xFF},
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{0xFF, 0x96, 0xFF, 0xFF},
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{0x00, 0xFF, 0x00, 0xFF},
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{0x64, 0x78, 0xFF, 0xFF},
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{0xFF, 0x64, 0x32, 0xFF},
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};
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// @ 8057c44c
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static rgba_t eKONP_env_color_data[5] = {
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{0x64, 0x32, 0x00, 0xFF},
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{0x96, 0x00, 0x96, 0xFF},
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{0x00, 0x46, 0x00, 0xFF},
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{0x00, 0x00, 0xC8, 0xFF},
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{0x96, 0x00, 0x00, 0xFF},
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};
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static void eKONP_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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s16 idx = effect->effect_specific[0];
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s16 counter = 72 - effect->timer;
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s16 angle = effect->effect_specific[2];
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s16 color_idx = effect->effect_specific[3];
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f32 sin_x = sin_s(angle);
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f32 sin_y = sin_s(DIFF_SHORT_ANGLE(angle, DEG2SHORT_ANGLE2(-180.0f)));
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f32 scale = eEC_CLIP->calc_adjust_proc(counter, 0, 18, 0.00156f, 0.0078f);
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f32 max_stretch = eEC_CLIP->calc_adjust_proc(counter, 0, 30, 1.3499999f, 0.85f);
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f32 min_stretch = eEC_CLIP->calc_adjust_proc(counter, 0, 30, 0.050000012f, 0.54999995f);
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u8 a = (int)eEC_CLIP->calc_adjust_proc(counter, 60, 72, 255.0f, 0.0f);
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effect->scale.x = scale * (min_stretch + ((sin_x + 1.0f) * 0.5f * (max_stretch - min_stretch)));
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effect->scale.y = scale * (min_stretch + ((sin_y + 1.0f) * 0.5f * (max_stretch - min_stretch)));
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effect->scale.z = scale;
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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, 0);
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Matrix_mult(&play->billboard_matrix, 1);
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Matrix_RotateZ(effect->effect_specific[4], 1);
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Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, 1);
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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, eKONP_prim_color_data[color_idx].r, eKONP_prim_color_data[color_idx].g, eKONP_prim_color_data[color_idx].b, a);
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gDPSetEnvColor(NEXT_POLY_XLU_DISP, eKONP_env_color_data[color_idx].r, eKONP_env_color_data[color_idx].g, eKONP_env_color_data[color_idx].b, 255);
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gSPDisplayList(NEXT_POLY_XLU_DISP, eKONP_model_table[idx]);
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CLOSE_DISP(game->graph);
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}
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