Implement & link ef_kikuzu, 95% foresta

This commit is contained in:
Cuyler36
2025-06-08 02:32:32 -04:00
parent 4fe0534b26
commit f5221d7575
2 changed files with 68 additions and 5 deletions
+1 -1
View File
@@ -1282,7 +1282,7 @@ config.libs = [
Object(NonMatching, "effect/ef_kaze_happa.c"),
Object(Matching, "effect/ef_kigae.c"),
Object(Matching, "effect/ef_kigae_light.c"),
Object(NonMatching, "effect/ef_kikuzu.c"),
Object(Matching, "effect/ef_kikuzu.c"),
Object(Matching, "effect/ef_killer.c"),
Object(NonMatching, "effect/ef_kisha_kemuri.c"),
Object(NonMatching, "effect/ef_konpu.c"),
+67 -4
View File
@@ -1,5 +1,9 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
#include "sys_matrix.h"
#include "m_rcp.h"
static void eKikuzu_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eKikuzu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eKikuzu_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +22,76 @@ eEC_PROFILE_c iam_ef_kikuzu = {
};
static void eKikuzu_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
eEC_CLIP->make_effect_proc(eEC_EFFECT_KIKUZU, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
}
static void eKikuzu_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
f32 z = RANDOM_F(1.75f) + 0.5f;
f32 y = RANDOM_F(4.0f) + 1.5f;
s16* angle_p = (s16*)ct_arg;
s16 angle = *angle_p + DEG2SHORT_ANGLE(180.0f) + RANDOM(DEG2SHORT_ANGLE2(80.0f));
effect->timer = RANDOM(10) * 2 + 60;
effect->scale.x = effect->scale.y = effect->scale.z = RANDOM2_F(0.002f) + 0.004f;
effect->position.x += RANDOM2_F(10.0f);
effect->position.y += RANDOM2_F(10.0f);
effect->position.z += RANDOM2_F(10.0f);
effect->offset.x = effect->position.y;
effect->offset.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, effect->position, 0.0f);
effect->offset.y += 3.0f;
effect->velocity.x = sin_s(angle) * z;
effect->velocity.z = cos_s(angle) * z;
effect->velocity.y = y;
effect->acceleration.y = -0.25f;
effect->effect_specific[0] = qrand();
effect->effect_specific[2] = qrand();
effect->effect_specific[1] = qrand() & 0x1FFF;
effect->effect_specific[3] = qrand() & 0x1FFF;
}
static void eKikuzu_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
effect->offset.x = effect->position.y;
effect->offset.z = effect->offset.y;
effect->offset.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, effect->position, 0.0f);
xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
xyz_t_add(&effect->position, &effect->velocity, &effect->position);
effect->effect_specific[0] += effect->effect_specific[1];
effect->effect_specific[2] += effect->effect_specific[3];
if (effect->position.y < effect->offset.y && effect->offset.x >= effect->offset.y && effect->velocity.y < 0.0f) {
effect->position.y = effect->offset.y;
effect->velocity.x *= 0.6f;
effect->velocity.y *= -0.6f;
effect->velocity.z *= 0.6f;
effect->effect_specific[1] >>= 1;
effect->effect_specific[3] >>= 1;
}
if (effect->position.y < effect->offset.y && effect->position.y >= effect->offset.z) {
effect->position.x -= effect->velocity.x;
effect->position.y -= effect->velocity.y;
effect->position.z -= effect->velocity.z;
effect->velocity.x *= -0.6f;
effect->velocity.z *= -0.6f;
}
}
extern Gfx ef_kikuzu01_00_modelT[];
static void eKikuzu_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
u8 a = (int)eEC_CLIP->calc_adjust_proc(effect->timer, 0, 16, 0.0f, 255.0f);
_texture_z_light_fog_prim_xlu(game->graph);
OPEN_DISP(game->graph);
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
Matrix_RotateX(effect->effect_specific[0], 1);
Matrix_RotateZ(effect->effect_specific[2], 1);
Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, 1);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 200, a);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_kikuzu01_00_modelT);
CLOSE_DISP(game->graph);
}