#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) { (*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) { 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) { 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) { 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 = { // clang-format off &eMH_init, &eMH_ct, &eMH_mv, &eMH_dw, eEC_IGNORE_DEATH, eEC_NO_CHILD_ID, eEC_IGNORE_DEATH_DIST, // clang-format on }; 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 &eMHK_init, &eMHK_ct, &eMHK_mv, &eMHK_dw, eEC_IGNORE_DEATH, eEC_NO_CHILD_ID, eEC_IGNORE_DEATH_DIST, // 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) { (*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) { 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) { (*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) { 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 = { // clang-format off &eMHL_init, &eMHL_ct, &eMHL_mv, &eMHL_dw, 195, eEC_NO_CHILD_ID, eEC_IGNORE_DEATH_DIST, // clang-format on };