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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link ef_dash_asimoto
This commit is contained in:
@@ -1119,6 +1119,10 @@ ef_coin.c:
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.text: [0x80608060, 0x806087EC]
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.rodata: [0x8064BE48, 0x8064BEA0]
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.data: [0x806D20C0, 0x806D2128]
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ef_dash_asimoto.c:
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.text: [0x806087EC, 0x80609030]
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.rodata: [0x8064BEA0, 0x8064BEB8]
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.data: [0x806D2128, 0x806D21B0]
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ef_flash.c:
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.text: [0x8060B7B4, 0x8060BCB0]
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.rodata: [0x8064C078, 0x8064C0B0]
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+165
-5
@@ -1,5 +1,7 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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static void eDashAsimoto_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eDashAsimoto_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eDashAsimoto_mv(eEC_Effect_c* effect, GAME* game);
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@@ -17,18 +19,176 @@ eEC_PROFILE_c iam_ef_dash_asimoto = {
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// clang-format on
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};
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static void eDashAsimoto_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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static xyz_t eDahsAsimoto_GetMakeOffset(xyz_t pos, s16 angle_y) {
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xyz_t base_ofs = { 0.0f, 0.0f, 10.0f };
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sMath_RotateY(&base_ofs, SHORTANGLE2RAD(angle_y));
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xyz_t_add(&pos, &base_ofs, &pos);
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return pos;
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}
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static void eDashAsimoto_Hanabira_Make(eEC_Effect_c* effect, GAME* game) {
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mActor_name_t* item_p = mFI_GetUnitFG(effect->position);
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if (item_p != NULL && *item_p >= FLOWER_PANSIES0 && *item_p <= FLOWER_TULIP2) {
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int i;
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for (i = 0; i < 2; i++) {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_HANABIRA, effect->position, effect->prio, 0, game, effect->item_name,
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*item_p - FLOWER_PANSIES0, 0);
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}
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}
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}
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static void eDashAsimoto_RainDay(eEC_Effect_c* effect, GAME* game) {
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xyz_t pos = effect->position;
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xyz_t bush_pos;
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xyz_t ofs;
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int i;
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ofs = eDahsAsimoto_GetMakeOffset(pos, effect->effect_specific[0]);
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bush_pos = ofs;
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switch (effect->arg0) {
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case mCoBG_ATTRIBUTE_BUSH:
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i = 2;
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do {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_BUSH_HAPPA, bush_pos, effect->prio, effect->effect_specific[0],
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game, effect->item_name, effect->arg0, 1);
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} while (i-- != 0);
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break;
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case mCoBG_ATTRIBUTE_FLOOR:
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break;
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case mCoBG_ATTRIBUTE_WAVE:
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eEC_CLIP->effect_make_proc(eEC_EFFECT_SIBUKI, effect->position, effect->prio, effect->effect_specific[0],
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game, effect->item_name, effect->arg0, 1);
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break;
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default:
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eEC_CLIP->effect_make_proc(eEC_EFFECT_SIBUKI, effect->position, effect->prio, effect->effect_specific[0],
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game, effect->item_name, effect->arg0, 0);
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break;
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}
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}
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static void eDashAsimoto_FineDay(eEC_Effect_c* effect, GAME* game) {
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xyz_t pos = effect->position;
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xyz_t bush_pos;
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xyz_t ofs;
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int season;
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int i;
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ofs = eDahsAsimoto_GetMakeOffset(pos, effect->effect_specific[0]);
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bush_pos = ofs;
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season = Common_Get(time.season);
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switch (season) {
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case mTM_SEASON_WINTER: {
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switch (effect->arg0) {
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case mCoBG_ATTRIBUTE_GRASS0:
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case mCoBG_ATTRIBUTE_GRASS1:
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case mCoBG_ATTRIBUTE_GRASS2:
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case mCoBG_ATTRIBUTE_GRASS3:
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eEC_CLIP->effect_make_proc(eEC_EFFECT_YUKIHANE, effect->position, effect->prio,
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effect->effect_specific[0], game, effect->item_name, effect->arg0,
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effect->arg1);
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break;
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case mCoBG_ATTRIBUTE_BUSH:
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i = 2;
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do {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_BUSH_HAPPA, bush_pos, effect->prio,
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effect->effect_specific[0], game, effect->item_name, effect->arg0,
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1);
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} while (i-- != 0);
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i = 2;
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do {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_BUSH_YUKI, bush_pos, effect->prio,
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effect->effect_specific[0], game, effect->item_name, effect->arg0,
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0);
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} while (i-- != 0);
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break;
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case mCoBG_ATTRIBUTE_FLOOR:
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break;
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case mCoBG_ATTRIBUTE_SAND:
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eEC_CLIP->effect_make_proc(eEC_EFFECT_SANDSPLASH, effect->position, effect->prio,
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effect->effect_specific[0], game, effect->item_name, effect->arg0, 0);
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break;
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case mCoBG_ATTRIBUTE_WAVE:
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eEC_CLIP->effect_make_proc(eEC_EFFECT_SIBUKI, effect->position, effect->prio,
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effect->effect_specific[0], game, effect->item_name, effect->arg0, 1);
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break;
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default:
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eEC_CLIP->effect_make_proc(eEC_EFFECT_DUST, effect->position, effect->prio,
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effect->effect_specific[0], game, effect->item_name, effect->arg0, 8);
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break;
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}
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break;
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}
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default: {
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switch (effect->arg0) {
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case mCoBG_ATTRIBUTE_BUSH:
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i = 2;
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do {
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eEC_CLIP->effect_make_proc(eEC_EFFECT_BUSH_HAPPA, bush_pos, effect->prio,
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effect->effect_specific[0], game, effect->item_name, effect->arg0,
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1);
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} while (i-- != 0);
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break;
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case mCoBG_ATTRIBUTE_FLOOR:
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break;
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case mCoBG_ATTRIBUTE_SAND:
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eEC_CLIP->effect_make_proc(eEC_EFFECT_SANDSPLASH, effect->position, effect->prio,
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effect->effect_specific[0], game, effect->item_name, effect->arg0, 0);
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break;
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case mCoBG_ATTRIBUTE_WAVE:
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eEC_CLIP->effect_make_proc(eEC_EFFECT_SIBUKI, effect->position, effect->prio,
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effect->effect_specific[0], game, effect->item_name, effect->arg0, 1);
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break;
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default:
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eEC_CLIP->effect_make_proc(eEC_EFFECT_DUST, effect->position, effect->prio,
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effect->effect_specific[0], game, effect->item_name, effect->arg0, 8);
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break;
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}
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break;
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}
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}
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}
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static void eDashAsimoto_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
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eEC_CLIP->make_effect_proc(eEC_EFFECT_DASH_ASIMOTO, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
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}
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typedef void (*eDashAsimoto_PROC)(eEC_Effect_c*, GAME*);
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static void eDashAsimoto_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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// clang-format off
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static eDashAsimoto_PROC asimoto_func_table[mEnv_WEATHER_NUM] = {
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&eDashAsimoto_FineDay,
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&eDashAsimoto_RainDay,
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&eDashAsimoto_FineDay,
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&eDashAsimoto_FineDay,
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/* @BUG - the step effect process func for 'leaves' weather is left as NULL */
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#ifdef BUGFIXES
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&eDashAsimoto_FineDay,
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#else
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NULL,
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#endif
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};
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// clang-format on
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s16 weather = mEnv_NowWeather();
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s16* angle_p = (s16*)ct_arg;
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effect->timer = 0;
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eDashAsimoto_Hanabira_Make(effect, game);
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effect->effect_specific[0] = *angle_p;
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(*asimoto_func_table[weather])(effect, game);
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}
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static void eDashAsimoto_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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// empty
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}
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static void eDashAsimoto_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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// empty
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}
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