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https://github.com/ACreTeam/ac-decomp
synced 2026-08-04 00:39:06 -04:00
match ef_hanabi_botan2
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+1
-1
@@ -1260,7 +1260,7 @@ config.libs = [
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Object(Matching, "effect/ef_halloween.c"),
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Object(Matching, "effect/ef_halloween_smoke.c"),
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Object(Matching, "effect/ef_hanabi_botan1.c"),
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Object(NonMatching, "effect/ef_hanabi_botan2.c"),
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Object(Matching, "effect/ef_hanabi_botan2.c"),
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Object(Matching, "effect/ef_hanabi_dummy.c"),
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Object(NonMatching, "effect/ef_hanabi_hoshi.c"),
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Object(NonMatching, "effect/ef_hanabi_set.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 eHanabiBotan2_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eHanabiBotan2_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eHanabiBotan2_mv(eEC_Effect_c* effect, GAME* game);
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static void eHanabiBotan2_dw(eEC_Effect_c* effect, GAME* game);
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#define EFFECT_LIFETIME 110
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#define CALC_EASE(x) (1.0f - sqrtf(1.0f - (x)))
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eEC_PROFILE_c iam_ef_hanabi_botan2 = {
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// clang-format off
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&eHanabiBotan2_init,
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@@ -18,17 +25,94 @@ eEC_PROFILE_c iam_ef_hanabi_botan2 = {
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};
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static void eHanabiBotan2_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_HANABI_BOTAN2, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
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}
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static void eHanabiBotan2_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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effect->timer = EFFECT_LIFETIME;
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effect->scale.x = 0.01f;
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effect->scale.y = 0.01f;
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effect->scale.z = 0.01f;
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effect->effect_specific[0] = 0;
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effect->effect_specific[1] = 0;
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effect->effect_specific[2] = 0;
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effect->offset.x = 0.f;
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effect->offset.y = 0.f;
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effect->offset.z = 0.f;
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effect->effect_specific[3] = (u16)(RANDOM_F(10.f)) & 1;
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}
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static void eHanabiBotan2_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 timer = EFFECT_LIFETIME - effect->timer;
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effect->effect_specific[0] += 0x300;
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effect->effect_specific[1] += 0x100;
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effect->effect_specific[2] += 0x80;
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effect->offset.x = sin_s(effect->effect_specific[1]) * 2.f;
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effect->offset.z = sin_s(-effect->effect_specific[1]) * 2.f;
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add_calc2(&effect->scale.x, 0.08, CALC_EASE(0.2f), 5.f);
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effect->scale.y = effect->scale.x;
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effect->scale.z = effect->scale.x;
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if (timer == 10) {
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rgba_t resultColor;
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static rgba_t botan2_light = { 60, 15, 90, 255 };
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eEC_CLIP->decide_light_power_proc(&resultColor, botan2_light, effect->position, game, 2.f, 0.f, 480.f);
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if (effect->arg0) {
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resultColor.r = resultColor.r * (4.f / 3.f);
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resultColor.g = resultColor.g * (4.f / 3.f);
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resultColor.b = resultColor.b * (4.f / 3.f);
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}
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eEC_CLIP->regist_effect_light(resultColor, 20, 50, TRUE);
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}
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if (timer == 72) {
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xyz_t p = effect->position;
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p.y += 200.f;
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sAdo_OngenTrgStart(NA_SE_HANABI1, &p);
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}
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}
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eEC_morph_data_c eHanabiBotan2_morph_data_out[] = {
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{ 34, 44, TRUE, 255.f, 0.f }, { 0, 0, FALSE, 255.f, 255.f }, { 0, 0, FALSE, 255.f, 255.f },
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{ 44, 54, TRUE, 150.f, 0.f }, { 9, 34, TRUE, 0.f, 255.f }, { 9, 34, TRUE, 255.f, 0.f },
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{ 0, 0, FALSE, 0.f, 0.f }, { 0, 0, FALSE, 255.f, 255.f }, { 0, 0, FALSE, 255.f, 255.f },
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};
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eEC_morph_data_c eHanabiBotan2_morph_data_in[] = {
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{ 0, 0, FALSE, 255.f, 255.f }, { 0, 0, FALSE, 255.f, 255.f }, { 0, 0, FALSE, 0.f, 0.f },
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{ 44, 54, TRUE, 150.f, 0.f }, { 14, 34, TRUE, 0.f, 255.f }, { 0, 0, FALSE, 255.f, 255.f },
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{ 0, 0, FALSE, 0.f, 0.f }, { 14, 34, TRUE, 0.f, 255.f }, { 0, 0, FALSE, 255.f, 255.f },
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};
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extern Gfx ef_hanabi_b_00_modelT[];
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static void eHanabiBotan2_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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u8 res1[9];
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u8 res2[9];
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s16 now_timer = EFFECT_LIFETIME - effect->timer;
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f32 v2;
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f32 v = (sin_s(effect->effect_specific[0]) + 1.f) * 0.5f * 0.14000005f + 0.93f;
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v2 = effect->scale.x + eEC_CLIP->calc_adjust_proc(now_timer, 0, EFFECT_LIFETIME - 1, 0.f, 0.01);
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eEC_CLIP->morph_combine_proc(res1, eHanabiBotan2_morph_data_out, now_timer);
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eEC_CLIP->morph_combine_proc(res2, eHanabiBotan2_morph_data_in, now_timer);
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OPEN_DISP(game->graph);
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_texture_z_light_fog_prim_xlu(game->graph);
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Matrix_translate(effect->position.x + effect->offset.x, effect->position.y + effect->offset.y,
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effect->position.z + effect->offset.z, FALSE);
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Matrix_RotateX(DEG2SHORT_ANGLE2(270), TRUE);
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Matrix_RotateZ(-effect->effect_specific[1], TRUE);
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Matrix_scale(v, 1.f, 1.f, TRUE);
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Matrix_RotateZ(effect->effect_specific[1], TRUE);
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Matrix_push();
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Matrix_scale(v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
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v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), TRUE);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, res1[4], res1[0], res1[1], res1[2], res1[3]);
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gDPSetEnvColor(NEXT_POLY_XLU_DISP, res1[5], res1[6], res1[7], res1[8]);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_hanabi_b_00_modelT);
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Matrix_pull();
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Matrix_scale(v2 * 0.6f, v2 * 0.6f, v2 * 0.6f, TRUE);
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gDPPipeSync(NEXT_POLY_XLU_DISP);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, res2[4], res2[0], res2[1], res2[2], res2[3]);
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gDPSetEnvColor(NEXT_POLY_XLU_DISP, res2[5], res2[6], res2[7], res2[8]);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_hanabi_b_00_modelT);
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CLOSE_DISP(game->graph);
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}
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