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https://github.com/ACreTeam/ac-decomp
synced 2026-08-16 20:27:38 -04:00
Implement & link ef_shooting_set
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+1
-1
@@ -1319,7 +1319,7 @@ config.libs = [
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Object(NonMatching, "effect/ef_shock.c"),
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Object(Matching, "effect/ef_shooting.c"),
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Object(Matching, "effect/ef_shooting_kira.c"),
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Object(NonMatching, "effect/ef_shooting_set.c"),
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Object(Matching, "effect/ef_shooting_set.c"),
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Object(NonMatching, "effect/ef_siawase_hana.c"),
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Object(NonMatching, "effect/ef_siawase_hana_ch.c"),
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Object(NonMatching, "effect/ef_siawase_hikari.c"),
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@@ -1,5 +1,8 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_player_lib.h"
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static void eShootingSet_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eShootingSet_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eShootingSet_mv(eEC_Effect_c* effect, GAME* game);
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@@ -17,18 +20,114 @@ eEC_PROFILE_c iam_ef_shooting_set = {
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// clang-format on
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};
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static void eShootingSet_SearchNicePos(xyz_t* out_pos, GAME* game) {
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int bx, bz;
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xyz_t zero_vec = { 0.0f, 0.0f, 0.0f };
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xyz_t wpos = { 0.0f, 0.0f, 0.0f };
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*out_pos = zero_vec;
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if (mFI_BlockKind2BkNum(&bx, &bz, mRF_BLOCKKIND_POOL) && mFI_BkNum2WposXZ(&wpos.x, &wpos.z, bx, bz)) {
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out_pos->x = wpos.x + 320.0f;
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out_pos->y = mFI_BkNum2BaseHeight(bx, bz) + 20.0f;
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out_pos->z = wpos.z + 320.0f;
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}
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}
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static void eShootingSet_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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xyz_t out_pos;
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eShootingSet_SearchNicePos(&out_pos, game);
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eEC_CLIP->make_effect_proc(eEC_EFFECT_SHOOTING_SET, out_pos, NULL, game, NULL, item_name, prio, arg0, arg1);
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}
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static f32 eShooting_AdjustValue(int now, int start, int end, f32 start_val, f32 end_val) {
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if (start == end) {
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return start_val;
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}
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if (now <= start) {
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return start_val;
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}
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if (now >= end) {
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return end_val;
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}
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return start_val + (now - start) * ((end_val - start_val) / (end - start));
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}
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static s16 eShootingSet_GetFrame_MakeNextShooting() {
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s16 adjust;
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if ((Common_Get(time).now_sec < 64800) || (Common_Get(time).now_sec >= 75600)) {
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adjust = 600;
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} else if (Common_Get(time).now_sec < 70200) {
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adjust = eShooting_AdjustValue(Common_Get(time).now_sec, 64800, 70200, 600.0f, 120.0f);
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} else {
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adjust = eShooting_AdjustValue(Common_Get(time).now_sec, 70200, 75600, 120.0f, 600.0f);
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}
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return adjust + (RANDOM_F(120.0f) - 60.0f);
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}
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static void eShootingSet_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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effect->timer = 100;
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effect->effect_specific[0] = 0;
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effect->effect_specific[1] = eShootingSet_GetFrame_MakeNextShooting();
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}
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static void eShootingSet_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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f32 temp;
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s16 rng, rnd_angle;
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int angle;
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PLAYER_ACTOR* actor;
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xyz_t pos, pos2;
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eEC_CLIP->set_continious_env_proc(effect, 100, 100);
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if (mEv_CheckTitleDemo() != -9) {
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if (effect->effect_specific[0] >= effect->effect_specific[1]) {
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effect->effect_specific[0] = 0;
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effect->effect_specific[1] = eShootingSet_GetFrame_MakeNextShooting();
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if (eEC_CLIP->check_lookat_block_proc(effect->position)) {
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rng = RANDOM(10.0f) & 1;
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if (rng == 1) {
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angle = DEG2SHORT_ANGLE(315.0f) + (s16)RANDOM_F(6144.0f);
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} else {
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angle = DEG2SHORT_ANGLE(315.0f) - (s16)RANDOM_F(6144.0f);
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}
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pos = effect->position;
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actor = GET_PLAYER_ACTOR_GAME(game);
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temp = RANDOM_F(80.0f);
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rnd_angle = RANDOM_F(65535.0f);
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pos.x += actor->actor_class.world.position.x;
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pos.z += actor->actor_class.world.position.z;
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pos.x *= 0.5f;
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pos.z *= 0.5f;
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pos.x += temp * cos_s(rnd_angle);
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pos.z += temp * cos_s(rnd_angle);
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eEC_CLIP->effect_make_proc(eEC_EFFECT_SHOOTING, pos, effect->prio, angle, game, (u16)effect->item_name,
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0, 0);
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}
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}
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effect->effect_specific[0]++;
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if (eEC_CLIP->check_lookat_block_proc(effect->position)) {
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pos2 = effect->position;
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pos2.y += 200.0f;
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NPC_CLIP->set_attention_request_proc(aNPC_ATTENTION_TYPE_POSITION, NULL, &pos2);
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}
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}
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}
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static void eShootingSet_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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return;
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}
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