Implement & link ef_string

This commit is contained in:
Cuyler36
2025-06-16 09:37:54 -04:00
parent a2470ed9a1
commit 98679be2de
2 changed files with 50 additions and 5 deletions
+1 -1
View File
@@ -1329,7 +1329,7 @@ config.libs = [
Object(NonMatching, "effect/ef_slip_footprint.c"),
Object(NonMatching, "effect/ef_soba_yuge.c"),
Object(NonMatching, "effect/ef_steam.c"),
Object(NonMatching, "effect/ef_string.c"),
Object(Matching, "effect/ef_string.c"),
Object(Matching, "effect/ef_suisou_awa.c"),
Object(Matching, "effect/ef_swing_axe.c"),
Object(Matching, "effect/ef_swing_net.c"),
+49 -4
View File
@@ -1,5 +1,9 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
#include "m_font.h"
#include "main.h"
static void eString_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eString_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eString_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +22,58 @@ eEC_PROFILE_c iam_ef_string = {
};
static void eString_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_STRING, pos, NULL, game, &arg0, item_name, prio, 0, 0);
}
static void eString_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->timer = 20;
effect->effect_specific[0] = *(s16*)ct_arg;
}
static void eString_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
// nothing
}
typedef struct {
u8* message;
int message_len;
rgba_t color;
} eString_class_c;
// @ 8057cc00
static u8 eString_string1[10] = {
0x02, 0x03, 0x15, 0x04, 0x08, 0x14, 0x01, 0x96,
0xE9, 0x21
};
// @ 8057cc0c
static eString_class_c eString_string1_class = {eString_string1, sizeof(eString_string1), {0xFF, 0xC8, 0xC8, 0xC8}};
// @ 8057cc18
static u8 eString_string2[9] = {
0x0C, 0xF4, 0x15, 0x18, 0xCC, 0x12, 0x7D, 0x60,
0x21
};
// @ 8057cc24
static eString_class_c eString_string2_class = {eString_string2, sizeof(eString_string2), {0xFF, 0xC8, 0xC8, 0xC8}};
// @ 8057cc30
static eString_class_c* eString_string_table[2] = {
&eString_string1_class, &eString_string2_class
};
static void eString_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
if (effect->effect_specific[0] < 2) {
eString_class_c* string_p = eString_string_table[effect->effect_specific[0]];
u8* str_p = string_p->message;
int len = string_p->message_len;
f32 len_f = (f32)len;
f32 x = (SCREEN_WIDTH_F - len_f) * 0.5f;
rgba_t color = string_p->color;
mFont_SetMatrix(game->graph, mFont_MODE_FONT);
mFont_SetLineStrings_AndSpace(game, str_p, len, x, 162.0f, color.r, color.g, color.b, color.a, FALSE, TRUE, 0, 1.0f, 1.0f, mFont_MODE_FONT);
mFont_UnSetMatrix(game->graph, mFont_MODE_FONT);
}
}