From 8607995c8615fa1c82d706c4ca3ad99fcfaf2d31 Mon Sep 17 00:00:00 2001 From: Cuyler36 Date: Sat, 14 Jun 2025 08:08:20 -0400 Subject: [PATCH] Implement & link ef_kaze_happa --- configure.py | 2 +- src/effect/ef_kaze_happa.c | 112 +++++++++++++++++++++++++++++++++++-- 2 files changed, 109 insertions(+), 5 deletions(-) diff --git a/configure.py b/configure.py index 5712adb5..81baeb76 100644 --- a/configure.py +++ b/configure.py @@ -1279,7 +1279,7 @@ config.libs = [ Object(Matching, "effect/ef_kasamizu.c"), Object(Matching, "effect/ef_kasamizutama.c"), Object(Matching, "effect/ef_kaze.c"), - Object(NonMatching, "effect/ef_kaze_happa.c"), + Object(Matching, "effect/ef_kaze_happa.c"), Object(Matching, "effect/ef_kigae.c"), Object(Matching, "effect/ef_kigae_light.c"), Object(Matching, "effect/ef_kikuzu.c"), diff --git a/src/effect/ef_kaze_happa.c b/src/effect/ef_kaze_happa.c index 36d96306..662cbf20 100644 --- a/src/effect/ef_kaze_happa.c +++ b/src/effect/ef_kaze_happa.c @@ -1,5 +1,10 @@ #include "ef_effect_control.h" +#include "m_common_data.h" +#include "sys_matrix.h" +#include "m_rcp.h" +#include "m_debug.h" + static void eKZH_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1); static void eKZH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg); static void eKZH_mv(eEC_Effect_c* effect, GAME* game); @@ -17,18 +22,117 @@ eEC_PROFILE_c iam_ef_kaze_happa = { // clang-format on }; +typedef struct { + s16 angle; + int prio; +} eKZH_dt_c; + static void eKZH_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) { - // TODO + eKZH_dt_c data; + + data.angle = angle; + data.prio = prio; + eEC_CLIP->make_effect_proc(eEC_EFFECT_KAZE_HAPPA, pos, NULL, game, &data, item_name, prio, 0, 0); } static void eKZH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { - // TODO + eKZH_dt_c* data_p = (eKZH_dt_c*)ct_arg; + GAME_PLAY* play = (GAME_PLAY*)game; + + effect->timer = 60; + effect->effect_specific[0] = data_p->angle; + effect->effect_specific[2] = data_p->prio; + effect->effect_specific[3] = 0; + + effect->scale.x = 0.0048f; + effect->scale.y = 0.0048f; + effect->scale.z = 0.0048f; + + effect->acceleration.x = 0.0f; + effect->acceleration.y = 0.0f; + effect->acceleration.z = 0.0f; + + { + u16 angle = data_p->angle - DIFF_SHORT_ANGLE((s16)getCamera2AngleY(play), DEG2SHORT_ANGLE2(-180.0f)); + + if (angle >= DEG2SHORT_ANGLE2(90.0f) && angle <= DEG2SHORT_ANGLE2(270.0f)) { + effect->effect_specific[1] = 1; + effect->offset.x = 40.0f; + } else { + effect->effect_specific[1] = 0; + effect->offset.x = -40.0f; + } + } + + effect->offset.z = 15.0f; + effect->offset.y = 14.0f; } static void eKZH_mv(eEC_Effect_c* effect, GAME* game) { - // TODO + s16 counter = 60 - effect->timer; + f32 dir = 1.0f; + + if (effect->effect_specific[1] == 1) { + dir = -1.0f; + } + + if (counter < 20) { + effect->velocity.x += dir * 0.095f; + effect->velocity.y += -0.02875f; + } else if (counter >= 20 && counter < 40) { + f32 angle = eEC_CLIP->calc_adjust_proc(counter, 20, 39, 0.0f, 360.0f); + effect->effect_specific[3] = RAD2SHORT_ANGLE2(DEG2RAD(angle)); + } else if (counter >= 40) { + f32 angle = eEC_CLIP->calc_adjust_proc(counter, 40, 59, 360.0f, 450.0f); + effect->effect_specific[3] = RAD2SHORT_ANGLE2(DEG2RAD(angle)); + effect->velocity.x += dir * 0.095f; + effect->velocity.y += -0.02875f; + } + + xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity); + xyz_t_add(&effect->offset, &effect->velocity, &effect->offset); } +extern Gfx ef_kaze01_happa_modelT[]; + static void eKZH_dw(eEC_Effect_c* effect, GAME* game) { - // TODO + s16 counter = 60 - effect->timer; + GAME_PLAY* play = (GAME_PLAY*)game; + + if (counter >= 0) { + s16 counter2 = (counter - counter) + counter; // weird... idk what they did but it's necessary + f32 scale; + + if (counter2 <= 10) { + scale = eEC_CLIP->calc_adjust_proc(counter, 0, 10, 0.0f, 0.0048f); + } else if (counter2 <= 50) { + scale = 0.0048f; + } else { + scale = scale = eEC_CLIP->calc_adjust_proc(counter, 52, 60, 0.0048f, 0.0f); + } + + effect->scale.x = scale; + effect->scale.y = scale; + effect->scale.z = scale; + + OPEN_DISP(game->graph); + + _texture_z_light_fog_prim_xlu(game->graph); + Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0); + Matrix_mult(&play->billboard_matrix, 1); + Matrix_translate(effect->offset.x + GETREG(MYKREG, 24), effect->offset.y + GETREG(MYKREG, 25), effect->offset.z + GETREG(MYKREG, 26), 1); + + if (effect->effect_specific[1] == 0) { + Matrix_RotateZ(effect->effect_specific[3], 1); + } else { + Matrix_RotateZ(-effect->effect_specific[3], 1); + } + + Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, 1); + + gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + gSPDisplayList(NEXT_POLY_XLU_DISP, ef_kaze01_happa_modelT); + + CLOSE_DISP(game->graph); + } }