Merge pull request #479 from Norgesnerd/master

Implement & link ef_uranai, ef_lovelove
This commit is contained in:
Cuyler36
2025-05-25 13:11:57 -04:00
committed by GitHub
3 changed files with 71 additions and 10 deletions
+2 -2
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@@ -1289,7 +1289,7 @@ config.libs = [
Object(NonMatching, "effect/ef_kpun.c"),
Object(Matching, "effect/ef_kyousou_onpu.c"),
Object(Matching, "effect/ef_lamp_light.c"),
Object(NonMatching, "effect/ef_lovelove.c"),
Object(Matching, "effect/ef_lovelove.c"),
Object(NonMatching, "effect/ef_lovelove2.c"),
Object(NonMatching, "effect/ef_lovelove_heart.c"),
Object(Matching, "effect/ef_make_hem.c"),
@@ -1350,7 +1350,7 @@ config.libs = [
Object(NonMatching, "effect/ef_turi_suiteki.c"),
Object(NonMatching, "effect/ef_turn_asimoto.c"),
Object(NonMatching, "effect/ef_turn_footprint.c"),
Object(NonMatching, "effect/ef_uranai.c"),
Object(Matching, "effect/ef_uranai.c"),
Object(Matching, "effect/ef_wait_asimoto.c"),
Object(Matching, "effect/ef_walk_asimoto.c"),
Object(Matching, "effect/ef_warau.c"),
+19 -4
View File
@@ -1,5 +1,7 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
static void eLove_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eLove_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eLove_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +20,30 @@ eEC_PROFILE_c iam_ef_lovelove = {
};
static void eLove_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
pos.y -= 10.0f;
eEC_CLIP->make_effect_proc(eEC_EFFECT_LOVELOVE, pos, NULL, game, NULL, item_name, prio, 0, 0);
}
static void eLove_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->timer = 52;
}
static void eLove_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
s32 prio;
u16 name;
eEC_CLIP->set_continious_env_proc(effect, 52, 102);
sAdo_OngenPos((u32)effect, 14, &effect->position);
if ((effect->timer & 7) == 0) {
name = effect->item_name;
prio = effect->prio;
if ((eEC_CLIP != NULL)) {
eEC_CLIP->effect_make_proc(eEC_EFFECT_LOVELOVE_HEART, effect->position, prio, 0, game, name, 0, 0);
}
}
}
static void eLove_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
return;
}
+50 -4
View File
@@ -1,5 +1,11 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
#include "m_rcp.h"
extern Gfx ef_uranai01_00_modelT[];
extern EVW_ANIME_DATA ef_uranai01_00_evw_anime;
static void eUranai_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eUranai_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eUranai_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +24,57 @@ eEC_PROFILE_c iam_ef_uranai = {
};
static void eUranai_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
eEC_CLIP->make_effect_proc(eEC_EFFECT_URANAI, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
}
static void eUranai_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->scale.x = 0.01f;
effect->scale.y = 0.01f;
effect->scale.z = 0.01f;
effect->offset = ZeroVec;
effect->timer = 80;
sAdo_OngenTrgStart(NA_SE_AXE_BALL_HIT, &effect->position);
}
static void eUranai_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
if (effect->timer >= 70) {
effect->scale.x = 0.01f;
effect->scale.y = 0.01f;
effect->scale.z = 0.01f;
} else {
effect->scale.x = eEC_CLIP->calc_adjust_proc(effect->timer, 0, 70, 0.0139999999f, 0.01f);
effect->scale.y = eEC_CLIP->calc_adjust_proc(effect->timer, 0, 70, 0.012f, 0.01f);
effect->scale.z = 0.01f;
}
}
static void eUranai_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
u8 r, g, b, a;
GRAPH* graph;
GAME_PLAY* play = (GAME_PLAY*)game;
if (effect->timer >= 70) {
r = 255;
g = 0;
b = 100;
a = (s8)eEC_CLIP->calc_adjust_proc(effect->timer, 70, 80, 255.0f, 0.0f);
} else {
r = 255;
g = 0;
b = (s8)eEC_CLIP->calc_adjust_proc(effect->timer, 0, 70, 255.0f, 100.0f);
a = (s8)eEC_CLIP->calc_adjust_proc(effect->timer, 0, 70, 0.0f, 255.0f);
}
graph = game->graph;
_texture_z_light_fog_prim_xlu(graph);
Evw_Anime_Set(play, &ef_uranai01_00_evw_anime);
OPEN_DISP(graph);
eEC_CLIP->auto_matrix_xlu_offset_proc(game, &effect->position, &effect->scale, &effect->offset);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, r, g, b, a);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_uranai01_00_modelT);
CLOSE_DISP(graph);
}