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https://github.com/ACreTeam/ac-decomp
synced 2026-05-29 08:12:54 -04:00
link ef_hanabira
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+1
-1
@@ -1266,7 +1266,7 @@ config.libs = [
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Object(Matching, "effect/ef_hanabi_set.c"),
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Object(Matching, "effect/ef_hanabi_switch.c"),
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Object(Matching, "effect/ef_hanabi_yanagi.c"),
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Object(NonMatching, "effect/ef_hanabira.c"),
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Object(Matching, "effect/ef_hanabira.c"),
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Object(Matching, "effect/ef_hanatiri.c"),
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Object(Matching, "effect/ef_hirameki_den.c"),
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Object(Matching, "effect/ef_hirameki_hikari.c"),
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@@ -1,10 +1,17 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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#include "m_debug.h"
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static void eHanabira_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eHanabira_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eHanabira_mv(eEC_Effect_c* effect, GAME* game);
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static void eHanabira_dw(eEC_Effect_c* effect, GAME* game);
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#define EFFECT_LIFETIME 60
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extern Gfx ef_hana01_pa_a_modelT[], ef_hana01_co_a_modelT[], ef_hana01_tu_a_modelT[], ef_hana01_ha_a_modelT[];
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Gfx* ef_hanabira_model_tbl[] = { ef_hana01_pa_a_modelT, ef_hana01_co_a_modelT, ef_hana01_tu_a_modelT,
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ef_hana01_ha_a_modelT };
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eEC_PROFILE_c iam_ef_hanabira = {
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// clang-format off
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&eHanabira_init,
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@@ -18,17 +25,78 @@ eEC_PROFILE_c iam_ef_hanabira = {
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};
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static void eHanabira_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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eEC_CLIP->make_effect_proc(eEC_EFFECT_HANABIRA, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
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}
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static void eHanabira_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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f32 v;
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effect->effect_specific[0] = effect->arg0 / 3;
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effect->effect_specific[1] = effect->arg0 % 3;
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effect->timer = EFFECT_LIFETIME;
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v = RANDOM_F(0.5f) + 3.f;
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if (effect->arg1 == 2 || effect->arg1 == 3 || effect->arg1 == 1) {
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v *= 1.5f;
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}
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eEC_CLIP->random_first_speed_proc(&effect->velocity, v, 32.f, 32.f);
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effect->acceleration.x = 0.f;
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effect->acceleration.y = -effect->velocity.y * 0.05f;
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effect->acceleration.z = 0.f;
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effect->offset = ZeroVec;
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effect->effect_specific[4] = qrand();
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effect->effect_specific[2] = qrand();
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effect->effect_specific[3] = qrand();
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effect->scale.x = effect->scale.y = effect->scale.z = 0.009f;
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effect->effect_specific[5] = FALSE;
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}
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static void eHanabira_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
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xyz_t_add(&effect->position, &effect->velocity, &effect->position);
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if (effect->effect_specific[5] == FALSE) {
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effect->effect_specific[4] += 0xa00;
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effect->effect_specific[2] += 0x280;
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effect->effect_specific[3] += 0x280;
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if (effect->velocity.y <= 0.f) {
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effect->effect_specific[5] = TRUE;
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effect->acceleration.y = -0.05f;
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}
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} else {
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f32 s = sin_s(effect->effect_specific[4]) * 2.f;
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effect->offset.x = s;
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effect->offset.y = 0.f;
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effect->offset.z = -s;
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effect->effect_specific[4] += 0xa00;
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effect->effect_specific[2] += 0x662;
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effect->effect_specific[3] += 0x662;
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}
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}
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static void eHanabira_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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Mtx* m = GRAPH_ALLOC(game->graph, 0x40);
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int v = (u8)eEC_CLIP->calc_adjust_proc(effect->timer, 0, 20, 0.f, 255.f);
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OPEN_DISP(game->graph);
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_texture_z_light_fog_prim_xlu(game->graph);
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suMtxMakeSRT_ZXY(m, effect->scale.x * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
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effect->scale.y * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
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effect->scale.z * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), effect->effect_specific[2], 0,
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effect->effect_specific[3], effect->position.x + effect->offset.x,
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effect->position.y + effect->offset.y, effect->position.z + effect->offset.z);
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switch (effect->effect_specific[1]) {
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case 0: {
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gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_8, g_fdinfo->field_palette.flower0_pal);
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} break;
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case 1: {
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gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_8, g_fdinfo->field_palette.flower1_pal);
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} break;
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default: {
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gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_8, g_fdinfo->field_palette.flower2_pal);
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} break;
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}
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gSPMatrix(NEXT_POLY_XLU_DISP, m, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, v);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_hanabira_model_tbl[effect->effect_specific[0]]);
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CLOSE_DISP(game->graph);
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}
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