From 8665cafadffd499e86f405e380b6a037b6f601c4 Mon Sep 17 00:00:00 2001 From: roeming Date: Sun, 1 Jun 2025 15:14:56 -0400 Subject: [PATCH] link ef_hanabi_set --- configure.py | 2 +- src/effect/ef_hanabi_set.c | 142 +++++++++++++++++++++++++++++++++++-- 2 files changed, 139 insertions(+), 5 deletions(-) diff --git a/configure.py b/configure.py index 3bb908a9..9d26fa13 100644 --- a/configure.py +++ b/configure.py @@ -1263,7 +1263,7 @@ config.libs = [ Object(Matching, "effect/ef_hanabi_botan2.c"), Object(Matching, "effect/ef_hanabi_dummy.c"), Object(Matching, "effect/ef_hanabi_hoshi.c"), - Object(NonMatching, "effect/ef_hanabi_set.c"), + Object(Matching, "effect/ef_hanabi_set.c"), Object(NonMatching, "effect/ef_hanabi_switch.c"), Object(NonMatching, "effect/ef_hanabi_yanagi.c"), Object(NonMatching, "effect/ef_hanabira.c"), diff --git a/src/effect/ef_hanabi_set.c b/src/effect/ef_hanabi_set.c index f070053f..2fcb37a9 100644 --- a/src/effect/ef_hanabi_set.c +++ b/src/effect/ef_hanabi_set.c @@ -1,10 +1,14 @@ #include "ef_effect_control.h" +#include "m_common_data.h" +#include "m_player_lib.h" static void eHanabiSet_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1); static void eHanabiSet_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg); static void eHanabiSet_mv(eEC_Effect_c* effect, GAME* game); static void eHanabiSet_dw(eEC_Effect_c* effect, GAME* game); +#define EFFECT_LIFETIME 200 + eEC_PROFILE_c iam_ef_hanabi_set = { // clang-format off &eHanabiSet_init, @@ -17,18 +21,148 @@ eEC_PROFILE_c iam_ef_hanabi_set = { // clang-format on }; +typedef struct { + s16 frame; + s16 effect_id; +} eHanabiSet_sqdt; + +typedef struct { + eHanabiSet_sqdt* frame_effects; + int count; +} eHanabiSet_set; + +eHanabiSet_sqdt eHanabiSet_sqdt1[] = { { 0, eEC_EFFECT_HANABI_HOSHI }, + { 30, eEC_EFFECT_HANABI_HOSHI }, + { 50, eEC_EFFECT_HANABI_HOSHI }, + { 120, eEC_EFFECT_HANABI_BOTAN1 }, + { 190, eEC_EFFECT_HANABI_BOTAN1 } }; + +eHanabiSet_set eHanabiSet_set1 = { eHanabiSet_sqdt1, ARRAY_COUNT(eHanabiSet_sqdt1) }; + +eHanabiSet_sqdt eHanabiSet_sqdt2[] = { { 0, eEC_EFFECT_HANABI_BOTAN1 }, + { 50, eEC_EFFECT_HANABI_BOTAN1 }, + { 80, eEC_EFFECT_HANABI_BOTAN1 }, + { 140, eEC_EFFECT_HANABI_BOTAN2 }, + { 190, eEC_EFFECT_HANABI_BOTAN2 } }; + +eHanabiSet_set eHanabiSet_set2 = { eHanabiSet_sqdt2, ARRAY_COUNT(eHanabiSet_sqdt2) }; + +eHanabiSet_sqdt eHanabiSet_sqdt3[] = { { 0, eEC_EFFECT_HANABI_YANAGI }, + { 50, eEC_EFFECT_HANABI_YANAGI }, + { 80, eEC_EFFECT_HANABI_YANAGI }, + { 140, eEC_EFFECT_HANABI_BOTAN2 }, + { 190, eEC_EFFECT_HANABI_BOTAN2 } }; + +eHanabiSet_set eHanabiSet_set3 = { eHanabiSet_sqdt3, ARRAY_COUNT(eHanabiSet_sqdt3) }; + +eHanabiSet_sqdt eHanabiSet_sqdt4[] = { { 0, eEC_EFFECT_HANABI_HOSHI }, + { 50, eEC_EFFECT_HANABI_YANAGI }, + { 80, eEC_EFFECT_HANABI_YANAGI }, + { 140, eEC_EFFECT_HANABI_BOTAN1 }, + { 190, eEC_EFFECT_HANABI_BOTAN1 } }; + +eHanabiSet_set eHanabiSet_set4 = { eHanabiSet_sqdt4, ARRAY_COUNT(eHanabiSet_sqdt4) }; + +eHanabiSet_sqdt eHanabiSet_sqdt5[] = { { 0, eEC_EFFECT_HANABI_HOSHI }, { 20, eEC_EFFECT_HANABI_HOSHI }, + { 50, eEC_EFFECT_HANABI_BOTAN2 }, { 90, eEC_EFFECT_HANABI_BOTAN2 }, + { 140, eEC_EFFECT_HANABI_HOSHI }, { 160, eEC_EFFECT_HANABI_BOTAN1 }, + { 170, eEC_EFFECT_HANABI_BOTAN1 }, { 170, eEC_EFFECT_HANABI_BOTAN1 } }; + +eHanabiSet_set eHanabiSet_set5 = { eHanabiSet_sqdt5, ARRAY_COUNT(eHanabiSet_sqdt5) }; + +eHanabiSet_sqdt eHanabiSet_sqdt6[] = { { 0, eEC_EFFECT_HANABI_BOTAN1 }, { 20, eEC_EFFECT_HANABI_BOTAN2 }, + { 50, eEC_EFFECT_HANABI_BOTAN2 }, { 90, eEC_EFFECT_HANABI_YANAGI }, + { 140, eEC_EFFECT_HANABI_YANAGI }, { 160, eEC_EFFECT_HANABI_HOSHI }, + { 170, eEC_EFFECT_HANABI_BOTAN2 }, { 170, eEC_EFFECT_HANABI_BOTAN2 } }; + +eHanabiSet_set eHanabiSet_set6 = { eHanabiSet_sqdt6, ARRAY_COUNT(eHanabiSet_sqdt6) }; + +eHanabiSet_sqdt eHanabiSet_sqdt7[] = { { 0, eEC_EFFECT_HANABI_BOTAN2 }, { 20, eEC_EFFECT_HANABI_BOTAN2 }, + { 50, eEC_EFFECT_HANABI_HOSHI }, { 90, eEC_EFFECT_HANABI_HOSHI }, + { 140, eEC_EFFECT_HANABI_YANAGI }, { 160, eEC_EFFECT_HANABI_YANAGI }, + { 170, eEC_EFFECT_HANABI_YANAGI }, { 170, eEC_EFFECT_HANABI_YANAGI } }; + +eHanabiSet_set eHanabiSet_set7 = { eHanabiSet_sqdt7, ARRAY_COUNT(eHanabiSet_sqdt7) }; + +eHanabiSet_sqdt eHanabiSet_sqdt8[] = { { 0, eEC_EFFECT_HANABI_YANAGI }, { 10, eEC_EFFECT_HANABI_YANAGI }, + { 20, eEC_EFFECT_HANABI_YANAGI }, { 30, eEC_EFFECT_HANABI_YANAGI }, + { 140, eEC_EFFECT_HANABI_BOTAN2 }, { 160, eEC_EFFECT_HANABI_BOTAN2 }, + { 170, eEC_EFFECT_HANABI_BOTAN2 }, { 190, eEC_EFFECT_HANABI_BOTAN2 } }; + +eHanabiSet_set eHanabiSet_set8 = { eHanabiSet_sqdt8, ARRAY_COUNT(eHanabiSet_sqdt8) }; + +eHanabiSet_set* eHanabiSet_set_table[] = { &eHanabiSet_set1, &eHanabiSet_set2, &eHanabiSet_set3, &eHanabiSet_set4, + &eHanabiSet_set5, &eHanabiSet_set6, &eHanabiSet_set7, &eHanabiSet_set8 }; + +static void eHanabiSet_SearchNicePos(xyz_t* outPos, GAME* game) { + PLAYER_ACTOR* player = GET_PLAYER_ACTOR_GAME(game); + xyz_t zerovec = { 0.f, 0.f, 0.f }; + *outPos = zerovec; + if (player) { + xyz_t playerPos = player->actor_class.world.position; + xyz_t wpos = { 0.f, 0.f, 0.f }; + int bx, bz; + if (mFI_BlockKind2BkNum(&bx, &bz, mRF_BLOCKKIND_POOL) && mFI_BkNum2WposXZ(&wpos.x, &wpos.z, bx, bz)) { + wpos.x += 320.f; + wpos.y = 0.f; + wpos.z += 320.f; + outPos->x = (wpos.x + playerPos.x) * 0.5f; + outPos->y = mFI_BkNum2BaseHeight(bx, bz) + 20.f; + outPos->z = (wpos.z + playerPos.z) * 0.5f - 40.f; + } + } +} + static void eHanabiSet_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) { - // TODO + xyz_t outPos; + eHanabiSet_SearchNicePos(&outPos, game); + eEC_CLIP->make_effect_proc(eEC_EFFECT_HANABI_SET, outPos, NULL, game, NULL, item_name, prio, 0, 0); } static void eHanabiSet_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { - // TODO + int f = RANDOM(1000.f) % 4; + int hourEndMinusOne = mEv_get_end_time(mEv_EVENT_FIREWORKS_SHOW) - 1; + lbRTC_hour_t hour = Common_Get(time.rtc_time.hour); + effect->timer = EFFECT_LIFETIME; + if (hour > hourEndMinusOne && hour <= mEv_get_end_time(mEv_EVENT_FIREWORKS_SHOW)) { + effect->effect_specific[1] = TRUE; + effect->effect_specific[0] = f + 4; + } else { + effect->effect_specific[1] = FALSE; + effect->effect_specific[0] = f; + } } static void eHanabiSet_mv(eEC_Effect_c* effect, GAME* game) { - // TODO + s16 alive_frames = EFFECT_LIFETIME - effect->timer; + int idx = effect->effect_specific[0]; + eHanabiSet_set* set = eHanabiSet_set_table[idx]; + eHanabiSet_sqdt* frame_effect = set->frame_effects; + int i; + int count = set->count; + eHanabiSet_SearchNicePos(&effect->position, game); + for (i = 0; i < count; frame_effect++, i++) { + if (frame_effect->frame == alive_frames) { + xyz_t effect_position = effect->position; + int effect_id = frame_effect->effect_id; + int bx, bz; + s16 arg = 0; + if (effect->effect_specific[1] == 1) { + arg = 1; + } + effect_position.x += RANDOM_F(250.f) - 125.f; + effect_position.z += RANDOM_F(250.f) - 125.f; + mFI_Wpos2BlockNum(&bx, &bz, effect_position); + if (!eEC_CLIP->check_lookat_block_proc(effect->position) || + mFI_CheckBlockKind_OR(bx, bz, mRF_BLOCKKIND_SLOPE | mRF_BLOCKKIND_CLIFF)) { + effect_id = eEC_EFFECT_HANABI_DUMMY; + } + eEC_CLIP->effect_make_proc(effect_id, effect_position, effect->prio, 0, game, + (mActor_name_t)effect->item_name, arg, 0); + } + } } static void eHanabiSet_dw(eEC_Effect_c* effect, GAME* game) { - // TODO + return; }