#include "ef_effect_control.h" #include "m_common_data.h" static void eDashAsimoto_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1); static void eDashAsimoto_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg); static void eDashAsimoto_mv(eEC_Effect_c* effect, GAME* game); static void eDashAsimoto_dw(eEC_Effect_c* effect, GAME* game); eEC_PROFILE_c iam_ef_dash_asimoto = { // clang-format off &eDashAsimoto_init, &eDashAsimoto_ct, &eDashAsimoto_mv, &eDashAsimoto_dw, eEC_IGNORE_DEATH, eEC_NO_CHILD_ID, eEC_DEFAULT_DEATH_DIST, // clang-format on }; static xyz_t eDahsAsimoto_GetMakeOffset(xyz_t pos, s16 angle_y) { xyz_t base_ofs = { 0.0f, 0.0f, 10.0f }; sMath_RotateY(&base_ofs, SHORTANGLE2RAD(angle_y)); xyz_t_add(&pos, &base_ofs, &pos); return pos; } static void eDashAsimoto_Hanabira_Make(eEC_Effect_c* effect, GAME* game) { mActor_name_t* item_p = mFI_GetUnitFG(effect->position); if (item_p != NULL && *item_p >= FLOWER_PANSIES0 && *item_p <= FLOWER_TULIP2) { int i; for (i = 0; i < 2; i++) { eEC_CLIP->effect_make_proc(eEC_EFFECT_HANABIRA, effect->position, effect->prio, 0, game, effect->item_name, *item_p - FLOWER_PANSIES0, 0); } } } static void eDashAsimoto_RainDay(eEC_Effect_c* effect, GAME* game) { xyz_t pos = effect->position; xyz_t bush_pos; xyz_t ofs; int i; ofs = eDahsAsimoto_GetMakeOffset(pos, effect->effect_specific[0]); bush_pos = ofs; switch (effect->arg0) { case mCoBG_ATTRIBUTE_BUSH: i = 2; do { eEC_CLIP->effect_make_proc(eEC_EFFECT_BUSH_HAPPA, bush_pos, effect->prio, effect->effect_specific[0], game, effect->item_name, effect->arg0, 1); } while (i-- != 0); break; case mCoBG_ATTRIBUTE_FLOOR: break; case mCoBG_ATTRIBUTE_WAVE: eEC_CLIP->effect_make_proc(eEC_EFFECT_SIBUKI, effect->position, effect->prio, effect->effect_specific[0], game, effect->item_name, effect->arg0, 1); break; default: eEC_CLIP->effect_make_proc(eEC_EFFECT_SIBUKI, effect->position, effect->prio, effect->effect_specific[0], game, effect->item_name, effect->arg0, 0); break; } } static void eDashAsimoto_FineDay(eEC_Effect_c* effect, GAME* game) { xyz_t pos = effect->position; xyz_t bush_pos; xyz_t ofs; int season; int i; ofs = eDahsAsimoto_GetMakeOffset(pos, effect->effect_specific[0]); bush_pos = ofs; season = Common_Get(time.season); switch (season) { case mTM_SEASON_WINTER: { switch (effect->arg0) { case mCoBG_ATTRIBUTE_GRASS0: case mCoBG_ATTRIBUTE_GRASS1: case mCoBG_ATTRIBUTE_GRASS2: case mCoBG_ATTRIBUTE_GRASS3: eEC_CLIP->effect_make_proc(eEC_EFFECT_YUKIHANE, effect->position, effect->prio, effect->effect_specific[0], game, effect->item_name, effect->arg0, effect->arg1); break; case mCoBG_ATTRIBUTE_BUSH: i = 2; do { eEC_CLIP->effect_make_proc(eEC_EFFECT_BUSH_HAPPA, bush_pos, effect->prio, effect->effect_specific[0], game, effect->item_name, effect->arg0, 1); } while (i-- != 0); i = 2; do { eEC_CLIP->effect_make_proc(eEC_EFFECT_BUSH_YUKI, bush_pos, effect->prio, effect->effect_specific[0], game, effect->item_name, effect->arg0, 0); } while (i-- != 0); break; case mCoBG_ATTRIBUTE_FLOOR: break; case mCoBG_ATTRIBUTE_SAND: eEC_CLIP->effect_make_proc(eEC_EFFECT_SANDSPLASH, effect->position, effect->prio, effect->effect_specific[0], game, effect->item_name, effect->arg0, 0); break; case mCoBG_ATTRIBUTE_WAVE: eEC_CLIP->effect_make_proc(eEC_EFFECT_SIBUKI, effect->position, effect->prio, effect->effect_specific[0], game, effect->item_name, effect->arg0, 1); break; default: eEC_CLIP->effect_make_proc(eEC_EFFECT_DUST, effect->position, effect->prio, effect->effect_specific[0], game, effect->item_name, effect->arg0, 8); break; } break; } default: { switch (effect->arg0) { case mCoBG_ATTRIBUTE_BUSH: i = 2; do { eEC_CLIP->effect_make_proc(eEC_EFFECT_BUSH_HAPPA, bush_pos, effect->prio, effect->effect_specific[0], game, effect->item_name, effect->arg0, 1); } while (i-- != 0); break; case mCoBG_ATTRIBUTE_FLOOR: break; case mCoBG_ATTRIBUTE_SAND: eEC_CLIP->effect_make_proc(eEC_EFFECT_SANDSPLASH, effect->position, effect->prio, effect->effect_specific[0], game, effect->item_name, effect->arg0, 0); break; case mCoBG_ATTRIBUTE_WAVE: eEC_CLIP->effect_make_proc(eEC_EFFECT_SIBUKI, effect->position, effect->prio, effect->effect_specific[0], game, effect->item_name, effect->arg0, 1); break; default: eEC_CLIP->effect_make_proc(eEC_EFFECT_DUST, effect->position, effect->prio, effect->effect_specific[0], game, effect->item_name, effect->arg0, 8); break; } break; } } } static void eDashAsimoto_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) { eEC_CLIP->make_effect_proc(eEC_EFFECT_DASH_ASIMOTO, pos, NULL, game, &angle, item_name, prio, arg0, arg1); } typedef void (*eDashAsimoto_PROC)(eEC_Effect_c*, GAME*); static void eDashAsimoto_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { // clang-format off static eDashAsimoto_PROC asimoto_func_table[mEnv_WEATHER_NUM] = { &eDashAsimoto_FineDay, &eDashAsimoto_RainDay, &eDashAsimoto_FineDay, &eDashAsimoto_FineDay, /* @BUG - the step effect process func for 'leaves' weather is left as NULL */ #ifdef BUGFIXES &eDashAsimoto_FineDay, #else NULL, #endif }; // clang-format on s16 weather = mEnv_NowWeather(); s16* angle_p = (s16*)ct_arg; effect->timer = 0; eDashAsimoto_Hanabira_Make(effect, game); effect->effect_specific[0] = *angle_p; (*asimoto_func_table[weather])(effect, game); } static void eDashAsimoto_mv(eEC_Effect_c* effect, GAME* game) { // empty } static void eDashAsimoto_dw(eEC_Effect_c* effect, GAME* game) { // empty }