Implement & link ef_yukidaruma

This commit is contained in:
Cuyler36
2024-03-12 05:31:43 -04:00
parent f193267eba
commit da9e2fb036
2 changed files with 60 additions and 4 deletions
+4
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@@ -915,6 +915,10 @@ ef_tent_lamp.c:
.text: [0x80622304, 0x8062260C]
.rodata: [0x8064CF10, 0x8064CF38]
.data: [0x806D3910, 0x806D3928]
ef_yukidaruma.c:
.text: [0x80627914, 0x80627CB8]
.rodata: [0x8064D180, 0x8064D190]
.data: [0x806D3CA8, 0x806D3CD0]
ef_yukihane.c:
.text: [0x80627CB8, 0x80627F88]
.rodata: [0x8064D190, 0x8064D1B0]
+56 -4
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@@ -1,5 +1,16 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
#include "sys_matrix.h"
#include "m_rcp.h"
#include "m_debug.h"
extern Gfx ef_daruma01_00_model[];
extern Gfx ef_daruma01_01_model[];
extern Gfx ef_daruma01_02_model[];
static Gfx* ef_yukidaruma_model_tbl[] = { ef_daruma01_00_model, ef_daruma01_01_model, ef_daruma01_02_model };
static void eYukidaruma_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eYukidaruma_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eYukidaruma_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +29,58 @@ eEC_PROFILE_c iam_ef_yukidaruma = {
};
static void eYukidaruma_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
int count = arg0 > 66 ? 8 : 3;
int i;
while ((s16)count-- != 0) {
xyz_t sub_pos = pos;
sub_pos.x += fqrand2() * 20.0f;
sub_pos.y += fqrand2() * 20.0f;
sub_pos.z += fqrand2() * 20.0f;
eEC_CLIP->effect_make_proc(eEC_EFFECT_YUKIDAMA, sub_pos, prio, 0, game, item_name, 0, 0x4000 | count);
}
eEC_CLIP->make_effect_proc(eEC_EFFECT_YUKIDARUMA, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
}
static void eYukidaruma_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->timer = 20;
effect->offset.x = eEC_CLIP->calc_adjust_proc(effect->arg0, 0, 100, 0.01f, 0.03f);
effect->scale.x = effect->scale.y = effect->scale.z = effect->offset.x;
}
static void eYukidaruma_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
// nothing
}
static void eYukidaruma_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
int frame = (20 - effect->timer) >> 1;
int model = frame / 3;
OPEN_DISP(game->graph);
_texture_z_light_fog_prim_xlu(game->graph);
if (model < ARRAY_COUNT(ef_yukidaruma_model_tbl)) {
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
Matrix_scale(effect->offset.x, effect->offset.x, effect->offset.x, 1);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, 255, 255, 255);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_yukidaruma_model_tbl[model]);
}
if (frame == 3 || frame == 6 || frame == 9) {
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
Matrix_scale(effect->offset.x, effect->offset.x, effect->offset.x, 1);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, 255, 255, 120);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_yukidaruma_model_tbl[model - 1]);
}
CLOSE_DISP(game->graph);
}