diff --git a/config/rel_slices.yml b/config/rel_slices.yml index 1780ae9e..b9a5c457 100644 --- a/config/rel_slices.yml +++ b/config/rel_slices.yml @@ -891,6 +891,10 @@ ac_weather_leaf.c: .text: [0x8060420C, 0x806048B8] .rodata: [0x8064BBE8, 0x8064BC40] .data: [0x806D1E28, 0x806D1E48] +ef_make_hem.c: + .text: [0x806162B0, 0x8061710C] + .rodata: [0x8064C818, 0x8064C860] + .data: [0x806D3160, 0x806D31B8] m_select.c: .text: [0x80627F88, 0x80629CA8] .rodata: [0x8064D1B0, 0x8064D1B8] @@ -931,12 +935,12 @@ audio.c: .rodata: [0x8064D340, 0x8064D360] .data: [0x806D4CB0, 0x806D4D40] .bss: [0x8148DA78, 0x8148DA7C] -ac_weather_fine.c: - .data: [0x806D1DA0, 0x806D1DB8] f_furniture.c: .text: [0x8062E96C, 0x80641254] .rodata: [0x8064D360, 0x8064D4D0] .data: [0x806D4D40, 0x806E02A0] +ac_weather_fine.c: + .data: [0x806D1DA0, 0x806D1DB8] # dataobject.obj files diff --git a/include/ef_effect_control.h b/include/ef_effect_control.h index dc64db24..99124fef 100644 --- a/include/ef_effect_control.h +++ b/include/ef_effect_control.h @@ -151,6 +151,8 @@ enum effect_type { eEC_EFFECT_NUM }; +typedef struct effect_profile_s eEC_PROFILE_c; + extern eEC_PROFILE_c iam_ef_ami_mizu; extern eEC_PROFILE_c iam_ef_anahikari; extern eEC_PROFILE_c iam_ef_ase; @@ -287,6 +289,14 @@ enum { eEC_LIGHT_COLOR_NUM }; +enum { + eEC_STATE_NORMAL, // playing + eEC_STATE_CONTINUOUS, // continuously playing + eEC_STATE_FINISHED, // finished playing + + eEC_STATE_NUM +}; + typedef struct effect_s eEC_Effect_c; struct effect_s { @@ -312,7 +322,7 @@ typedef void (*eEC_EFFECT_CT_PROC)(eEC_Effect_c*, GAME*, void*); typedef void (*eEC_EFFECT_MOVE_PROC)(eEC_Effect_c*, GAME*); typedef void (*eEC_EFFECT_DRAW_PROC)(eEC_Effect_c*, GAME*); -typedef struct effect_profile_s { +struct effect_profile_s { eEC_EFFECT_INIT_PROC init_proc; eEC_EFFECT_CT_PROC ct_proc; eEC_EFFECT_MOVE_PROC move_proc; @@ -320,7 +330,7 @@ typedef struct effect_profile_s { s16 n_frames; s16 child_effect_id; f32 max_dist; -} eEC_PROFILE_c; +}; typedef struct morph_data_s { u8 start_frame; @@ -350,7 +360,7 @@ typedef void (*eEC_SETCONTINIOUSENV_PROC)(eEC_Effect_c* effect, s16 unused, s16 typedef f32 (*eEC_CALCADJUST_PROC)(s16 now_timer, s16 start_timer, s16 end_timer, f32 start_val, f32 end_val); typedef void (*eEC_AUTOMATRIXXLU_PROC)(GAME* game, xyz_t* pos, xyz_t* scale); typedef void (*eEC_AUTOMATRIXXLU_OFFSET_PROC)(GAME* game, xyz_t* pos, xyz_t* scale, xyz_t* offset); -typedef eEC_Effect_c* (*eEC_MAKEEFFECT_PROC)(s16 effect_id, xyz_t* pos, xyz_t* ofs, GAME* game, void* ct_arg, +typedef eEC_Effect_c* (*eEC_MAKEEFFECT_PROC)(s16 effect_id, xyz_t pos, xyz_t* ofs, GAME* game, void* ct_arg, u16 item_name, int prio, s16 arg0, s16 arg1); typedef void (*eEC_MORPHCOMBINE_PROC)(u8* result, eEC_morph_data_c* morph_data, s16 now_timer); typedef void (*eEC_REGISTEFFECTLIGHT_PROC)(rgba_t color, s16 max_frames, s16 n_frames, int shadow_flag); @@ -406,8 +416,13 @@ struct effect_control_s { eEC_EffectControl_Clip_c clip; }; +extern int eMH_special_point_light_num; + extern ACTOR_PROFILE Effect_Control_Profile; +/* NOTE: you must include 'm_common_data.h' to use this macro */ +#define eEC_CLIP (Common_Get(clip).effect_clip) + #ifdef __cplusplus } #endif diff --git a/src/ef_make_hem.c b/src/ef_make_hem.c index db4a2d27..45aba1a3 100644 --- a/src/ef_make_hem.c +++ b/src/ef_make_hem.c @@ -1,19 +1,134 @@ #include "ef_effect_control.h" +#include "m_common_data.h" +#include "m_debug.h" +#include "sys_matrix.h" +#include "m_rcp.h" + +#define eHM_TIMER 2000 + static void eMH_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_MAKE_HEM, pos, NULL, game, NULL, item_name, prio, arg0, arg1); } static void eMH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { - // TODO + effect->timer = eHM_TIMER; + effect->scale.x = 0.0f; + effect->scale.y = 0.0f; + effect->scale.z = 0.0f; + + if (effect->arg0 == 1) { + effect->position.y += 30.0f; + } else { + effect->position.y += 20.0f; + } + + if (effect->arg0 == 1) { + int* const point_light_num = &eMH_special_point_light_num; + + if (*point_light_num == -1) { + xyz_t pos = effect->position; + + pos.z += 20.0f; + *point_light_num = mEnv_ReservePointLight((GAME_PLAY*)game, &pos, 0, 0, 0, GETREG(MYKREG, 0) + 100); + } + + (*eEC_CLIP->effect_make_proc)(eEC_EFFECT_MAKE_HEM_LIGHT, effect->position, 2, 0, game, RSV_NO, 0, 0); + sAdo_OngenTrgStart(0x468, &effect->position); + } else { + (*eEC_CLIP->effect_kill_proc)(eEC_EFFECT_MAKE_HEM_LIGHT, RSV_NO); + sAdo_OngenTrgStart(0x469, &effect->position); + } } static void eMH_mv(eEC_Effect_c* effect, GAME* game) { - // TODO + f32 default_col = 255.0f; + s16 elapsed_time = eHM_TIMER - effect->timer; + f32 light_intensity; + u8 col; + int i; + + if (elapsed_time <= 120) { + if (effect->arg0 == 1) { + light_intensity = (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 0, 120, 0.0f, 1.0f); + } else { + light_intensity = 1.0f; + } + + effect->effect_specific[0] = (int)(255.0f * (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 0, 120, 0.0f, 1.0f)); + } else if (elapsed_time <= 150) { + light_intensity = 1.0f; + effect->effect_specific[0] = (int)default_col; + + if (elapsed_time == 150) { + if (Common_Get(hem_visible) == FALSE) { + Common_Set(hem_visible, TRUE); + } else { + Common_Set(hem_visible, FALSE); + } + + /* Spawn 16 twinkle effects at random points around the central effect */ + for (i = 0; i < 16; i++) { + xyz_t pos = effect->position; + s16 rnd_angle = RANDOM_F(66536.0f); // lol nice typo here.. should be 65536.0f + f32 z = 20.0f * cos_s(rnd_angle); + f32 x = 20.0f * sin_s(rnd_angle); + f32 y = -10.0f + RANDOM_F(25.0f); + + pos.x += x; + pos.y += y; + pos.z += z; + + (*eEC_CLIP->effect_make_proc)(eEC_EFFECT_MAKE_HEM_KIRA, pos, 2, 0, game, RSV_NO, 0, 0); + } + } + } else { + if (effect->arg0 == 1) { + light_intensity = 1.0f; + } else { + light_intensity = (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 151, 195, 1.0f, 0.0f); + } + + effect->effect_specific[0] = (int)(255.0f * (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 151, 195, 1.0f, 0.0f)); + + if (elapsed_time == 196) { + effect->timer = 0; + + if (effect->arg0 == 0) { + int* const point_light_num = &eMH_special_point_light_num; + + if (*point_light_num != -1) { + *point_light_num = mEnv_CancelReservedPointLight(*point_light_num, (GAME_PLAY*)game); + } + } + } + } + + add_calc(&effect->scale.x, 0.575f, 0.05f, 0.1f, 0.001f); + col = (int)(255.0f * light_intensity); + mEnv_OperateReservedPointLight_Color(eMH_special_point_light_num, col, col, col); } +extern Gfx ef_sphere_light_model[]; + static void eMH_dw(eEC_Effect_c* effect, GAME* game) { - // TODO + GAME_PLAY* play = (GAME_PLAY*)game; + xyz_t* pos = &effect->position; + u8 alpha = effect->effect_specific[0]; + f32 scale = effect->scale.x * 0.01f; + + Setpos_HiliteReflect_xlu_init(pos, play); + Matrix_translate(pos->x, pos->y, pos->z, 0); + Matrix_scale(scale, scale, scale, 1); + _texture_z_light_fog_prim(game->graph); + + OPEN_DISP(game->graph); + + gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, alpha); + 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_sphere_light_model); + + CLOSE_DISP(game->graph); } eEC_PROFILE_c iam_ef_make_hem = { @@ -28,21 +143,10 @@ eEC_PROFILE_c iam_ef_make_hem = { // clang-format on }; -static void eMHK_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) { - // TODO -} - -static void eMHK_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { - // TODO -} - -static void eMHK_mv(eEC_Effect_c* effect, GAME* game) { - // TODO -} - -static void eMHK_dw(eEC_Effect_c* effect, GAME* game) { - // TODO -} +static void eMHK_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1); +static void eMHK_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg); +static void eMHK_mv(eEC_Effect_c* effect, GAME* game); +static void eMHK_dw(eEC_Effect_c* effect, GAME* game); eEC_PROFILE_c iam_ef_make_hem_kira = { // clang-format off @@ -56,20 +160,133 @@ eEC_PROFILE_c iam_ef_make_hem_kira = { // clang-format on }; +static void eMHK_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) { + (*eEC_CLIP->make_effect_proc)(eEC_EFFECT_MAKE_HEM_KIRA, pos, NULL, game, NULL, item_name, prio, arg0, arg1); +} + +static void eMHK_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { + static xyz_t xyz0 = { 0.0f, 0.0f, 0.0f }; + + effect->timer = 500.0f; + + effect->acceleration = xyz0; + effect->velocity = xyz0; + effect->scale = xyz0; + + effect->velocity.y = -(RANDOM_F(0.1f) + 0.2f); + effect->effect_specific[0] = RANDOM(32); +} + +static void eMHK_mv(eEC_Effect_c* effect, GAME* game) { + s16 elapsed_time = (effect->timer + effect->effect_specific[0]) & 15; + f32 scale; + + xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity); + xyz_t_add(&effect->position, &effect->velocity, &effect->position); + + /* Shrink then scale */ + if (elapsed_time <= 7) { + scale = (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 0, 7, 0.0f, 0.0064999999f); + } else { + scale = (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 8, 15, 0.0064999999f, 0.0f); + } + + effect->scale.x = scale; + effect->scale.y = scale; + effect->scale.z = scale; + + if (elapsed_time == 0) { + f32 bg_y = mCoBG_GetBgY_OnlyCenter_FromWpos2(effect->position, 0.0f); + + if (effect->position.y < bg_y) { + effect->timer = 0; + } + } +} + +extern Gfx ef_takurami01_normal_render_mode[]; +extern Gfx ef_takurami01_kira_modelT[]; + +static void eMHK_dw(eEC_Effect_c* effect, GAME* game) { + GAME_PLAY* play = (GAME_PLAY*)game; + + Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0); + Matrix_mult(&play->billboard_matrix, 1); + Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, 1); + _texture_z_light_fog_prim_xlu(game->graph); + + OPEN_DISP(game->graph); + + 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, 255, 255, 255, 255, 200); + gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_8, ef_takurami01_normal_render_mode); + gSPDisplayList(NEXT_POLY_XLU_DISP, ef_takurami01_kira_modelT); + + CLOSE_DISP(game->graph); +} + static void eMHL_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_MAKE_HEM_LIGHT, pos, NULL, game, NULL, item_name, prio, arg0, arg1); } static void eMHL_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { - // TODO + effect->timer = 195; + effect->effect_specific[0] = 0; + effect->position.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(effect->position, 0.0f); } static void eMHL_mv(eEC_Effect_c* effect, GAME* game) { - // TODO + (*eEC_CLIP->set_continious_env_proc)(effect, 195, 195); + + switch (effect->state) { + case eEC_STATE_NORMAL: { + s16 elapsed_time = 195 - effect->timer; + + if (elapsed_time < 120) { + effect->effect_specific[0] = (int)(*eEC_CLIP->calc_adjust_proc)(elapsed_time, 0, 119, 170.0f, 0.0f); + } else if (elapsed_time < 150) { + effect->effect_specific[0] = 0; + } else { + effect->effect_specific[0] = (int)(*eEC_CLIP->calc_adjust_proc)(elapsed_time, 151, 175, 0.0f, 50.0f); + } + break; + } + + case eEC_STATE_FINISHED: { + s16 elapsed_time = 195 - effect->timer; + + if (elapsed_time < 120) { + effect->effect_specific[0] = (int)(*eEC_CLIP->calc_adjust_proc)(elapsed_time, 0, 119, 50.0f, 0.0f); + } else if (elapsed_time < 150) { + effect->effect_specific[0] = 0; + } else { + effect->effect_specific[0] = (int)(*eEC_CLIP->calc_adjust_proc)(elapsed_time, 151, 195, 0.0f, 170.0f); + } + break; + } + + default: + effect->effect_specific[0] = 50; + } } +extern Gfx ef_circle_light_model[]; + static void eMHL_dw(eEC_Effect_c* effect, GAME* game) { - // TODO + u8 alpha = effect->effect_specific[0]; + + Matrix_translate(effect->position.x, effect->position.y + 0.1f, effect->position.z, 0); + Matrix_scale(0.01f, 0.01f, 0.01f, 1); + _texture_z_light_fog_prim_shadow(game->graph); + + OPEN_DISP(game->graph); + + gSPMatrix(NEXT_SHADOW_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + gDPSetPrimColor(NEXT_SHADOW_DISP, 0, 0, 255, 255, 220, alpha); + gDPSetEnvColor(NEXT_SHADOW_DISP, 255, 255, 255, 100); + gSPDisplayList(NEXT_SHADOW_DISP, ef_circle_light_model); + + CLOSE_DISP(game->graph); } eEC_PROFILE_c iam_ef_make_hem_light = {