#include "ef_effect_control.h" #include "m_common_data.h" #include "m_rcp.h" #include "sys_matrix.h" #include "m_debug.h" #define EFFECT_LIFETIME 56 static void eHA_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1); static void eHA_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg); static void eHA_mv(eEC_Effect_c* effect, GAME* game); static void eHA_dw(eEC_Effect_c* effect, GAME* game); extern Gfx ef_ha01_00_modelT[]; eEC_PROFILE_c iam_ef_ha = { // clang-format off &eHA_init, &eHA_ct, &eHA_mv, &eHA_dw, eEC_IGNORE_DEATH, eEC_NO_CHILD_ID, eEC_DEFAULT_DEATH_DIST, // clang-format on }; s16 eHA_angle_z_data[] = { DEG2SHORT_ANGLE2(45.f), DEG2SHORT_ANGLE2(315.f) }; static void eHA_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) { eEC_CLIP->make_effect_proc(eEC_EFFECT_HA, pos, NULL, game, &angle, item_name, prio, 0, 0); } static void eHA_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { GAME_PLAY* play = (GAME_PLAY*)game; s16* ang_p = (s16*)ct_arg; u16 angle = *ang_p - (s16)((s16)getCamera2AngleY(play) + DEG2SHORT_ANGLE2(180)); effect->scale.x = 0.0067f; effect->scale.y = 0.0067f; effect->scale.z = 0.0067f; effect->timer = EFFECT_LIFETIME; effect->offset.y += 12.f; if (angle >= (u16)DEG2SHORT_ANGLE2(180)) { effect->effect_specific[0] = 0; effect->offset.x += -16.f; } else { effect->effect_specific[0] = 1; effect->offset.x += 16.f; } } static void eHA_mv(eEC_Effect_c* effect, GAME* game) { if (effect->timer == EFFECT_LIFETIME) { sAdo_OngenTrgStart(NA_SE_2C, &effect->position); } } static void eHA_dw(eEC_Effect_c* effect, GAME* game) { GAME_PLAY* play = (GAME_PLAY*)game; s16 v = effect->effect_specific[0]; int opacity = (u8)eEC_CLIP->calc_adjust_proc(EFFECT_LIFETIME - effect->timer, 24, EFFECT_LIFETIME, 255.f, 0.f); OPEN_DISP(game->graph); _texture_z_light_fog_prim_xlu(game->graph); Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE); Matrix_mult(&play->billboard_matrix, TRUE); Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y + GETREG(MYKREG, 0x19), effect->offset.z + GETREG(MYKREG, 0x1a), TRUE); Matrix_RotateZ(eHA_angle_z_data[v], TRUE); Matrix_scale(effect->scale.x * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), effect->scale.y * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), effect->scale.z * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), TRUE); 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, opacity); gDPSetEnvColor(NEXT_POLY_XLU_DISP, 0, 0, 255, 255); gSPDisplayList(NEXT_POLY_XLU_DISP, ef_ha01_00_modelT); CLOSE_DISP(game->graph); }