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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Implement & link ef_yukidaruma
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@@ -915,6 +915,10 @@ ef_tent_lamp.c:
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.text: [0x80622304, 0x8062260C]
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.rodata: [0x8064CF10, 0x8064CF38]
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.data: [0x806D3910, 0x806D3928]
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ef_yukidaruma.c:
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.text: [0x80627914, 0x80627CB8]
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.rodata: [0x8064D180, 0x8064D190]
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.data: [0x806D3CA8, 0x806D3CD0]
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ef_yukihane.c:
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.text: [0x80627CB8, 0x80627F88]
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.rodata: [0x8064D190, 0x8064D1B0]
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+56
-4
@@ -1,5 +1,16 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "sys_matrix.h"
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#include "m_rcp.h"
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#include "m_debug.h"
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extern Gfx ef_daruma01_00_model[];
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extern Gfx ef_daruma01_01_model[];
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extern Gfx ef_daruma01_02_model[];
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static Gfx* ef_yukidaruma_model_tbl[] = { ef_daruma01_00_model, ef_daruma01_01_model, ef_daruma01_02_model };
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static void eYukidaruma_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eYukidaruma_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eYukidaruma_mv(eEC_Effect_c* effect, GAME* game);
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@@ -18,17 +29,58 @@ eEC_PROFILE_c iam_ef_yukidaruma = {
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};
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static void eYukidaruma_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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int count = arg0 > 66 ? 8 : 3;
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int i;
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while ((s16)count-- != 0) {
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xyz_t sub_pos = pos;
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sub_pos.x += fqrand2() * 20.0f;
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sub_pos.y += fqrand2() * 20.0f;
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sub_pos.z += fqrand2() * 20.0f;
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eEC_CLIP->effect_make_proc(eEC_EFFECT_YUKIDAMA, sub_pos, prio, 0, game, item_name, 0, 0x4000 | count);
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}
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eEC_CLIP->make_effect_proc(eEC_EFFECT_YUKIDARUMA, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
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}
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static void eYukidaruma_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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effect->timer = 20;
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effect->offset.x = eEC_CLIP->calc_adjust_proc(effect->arg0, 0, 100, 0.01f, 0.03f);
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effect->scale.x = effect->scale.y = effect->scale.z = effect->offset.x;
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}
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static void eYukidaruma_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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// nothing
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}
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static void eYukidaruma_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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int frame = (20 - effect->timer) >> 1;
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int model = frame / 3;
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OPEN_DISP(game->graph);
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_texture_z_light_fog_prim_xlu(game->graph);
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if (model < ARRAY_COUNT(ef_yukidaruma_model_tbl)) {
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Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
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Matrix_scale(effect->offset.x, effect->offset.x, effect->offset.x, 1);
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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, 128, 255, 255, 255, 255);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_yukidaruma_model_tbl[model]);
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}
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if (frame == 3 || frame == 6 || frame == 9) {
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Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
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Matrix_scale(effect->offset.x, effect->offset.x, effect->offset.x, 1);
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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, 128, 255, 255, 255, 120);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_yukidaruma_model_tbl[model - 1]);
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}
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CLOSE_DISP(game->graph);
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}
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