#include "ef_effect_control.h" #include "m_common_data.h" #include "sys_matrix.h" #include "m_rcp.h" static void eKL_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1); static void eKL_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg); static void eKL_mv(eEC_Effect_c* effect, GAME* game); static void eKL_dw(eEC_Effect_c* effect, GAME* game); eEC_PROFILE_c iam_ef_killer = { // clang-format off &eKL_init, &eKL_ct, &eKL_mv, &eKL_dw, eEC_IGNORE_DEATH, eEC_NO_CHILD_ID, eEC_IGNORE_DEATH_DIST, // clang-format on }; static void eKL_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) { (*eEC_CLIP->make_effect_proc)(eEC_EFFECT_KILLER, pos, NULL, game, NULL, item_name, prio, angle, arg1); } static void eKL_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { static xyz_t xyz0 = { 0.0f, 0.0f, 0.0f }; effect->acceleration = xyz0; effect->velocity = xyz0; effect->velocity.x = sin_s(effect->arg0) * 2.0f; effect->velocity.z = cos_s(effect->arg0) * 2.0f; effect->timer = 360; switch (Save_Get(scene_no)) { case SCENE_MY_ROOM_S: effect->offset.x = 40.0f; effect->offset.z = 40.0f; effect->offset.y = 200.0f; effect->scale.x = 360.0f; break; case SCENE_NPC_HOUSE: case SCENE_MY_ROOM_M: case SCENE_MY_ROOM_LL2: case SCENE_COTTAGE_NPC: effect->offset.x = 40.0f; effect->offset.z = 40.0f; effect->offset.y = 280.0f; effect->scale.x = 440.0f; break; case SCENE_MY_ROOM_L: case SCENE_MY_ROOM_LL1: case SCENE_MY_ROOM_BASEMENT_S: case SCENE_MY_ROOM_BASEMENT_M: case SCENE_MY_ROOM_BASEMENT_L: case SCENE_MY_ROOM_BASEMENT_LL1: case SCENE_COTTAGE_MY: effect->offset.x = 40.0f; effect->offset.z = 40.0f; effect->offset.y = 360.0f; effect->scale.x = 520.0f; break; default: effect->offset.x = 0.0f; effect->offset.y = 0.0f; effect->offset.z = 0.0f; effect->scale.x = 0.0f; break; } { if (ABS(effect->arg0 & 0xFFFF) <= 15) { if (ABS(effect->position.z - effect->scale.x) <= 21.0f) { effect->timer = 0; return; } } else if (ABS((effect->arg0 & 0xFFFF) - (u16)DEG2SHORT_ANGLE(90.0f)) <= 15) { if (ABS(effect->position.x - effect->offset.y) <= 21.0f) { effect->timer = 0; return; } } else if (ABS((effect->arg0 & 0xFFFF) - (u16)DEG2SHORT_ANGLE(180.0f)) <= 15) { if (ABS(effect->position.z - effect->offset.z) <= 21.0f) { effect->timer = 0; return; } } else if (ABS((effect->arg0 & 0xFFFF) - (u16)DEG2SHORT_ANGLE(270.0f)) <= 15) { if (ABS(effect->position.x - effect->offset.x) <= 21.0f) { effect->timer = 0; return; } } else { return; } sAdo_OngenTrgStart(0x44F, &effect->position); effect->effect_specific[0] = 0; } } static void eKL_mv(eEC_Effect_c* effect, GAME* game) { xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity); xyz_t_add(&effect->position, &effect->velocity, &effect->position); if (effect->position.x < effect->offset.x || effect->position.z < effect->offset.z || effect->position.x > effect->offset.y || effect->position.z > effect->scale.x) { effect->timer = 0; effect->scale.z = 0.0f; } else { f32 dist = 1000.0f; if (ABS(effect->position.x - effect->offset.x) < 16.0f) { dist = ABS(effect->position.x - effect->offset.x); } else if (ABS(effect->position.z - effect->offset.z) < 16.0f) { dist = ABS(effect->position.z - effect->offset.z); } else if (ABS(effect->position.x - effect->offset.y) < 16.0f) { dist = ABS(effect->position.x - effect->offset.y); } else if (ABS(effect->position.z - effect->scale.x) < 16.0f) { dist = ABS(effect->position.z - effect->scale.x); } if (dist < 20.0f) { effect->scale.z = dist / 16.0f; if (effect->effect_specific[0] == 0) { effect->velocity.x *= 0.5f; effect->velocity.z *= 0.5f; effect->effect_specific[0] = 1; } } else { effect->scale.z = 1.0f; } } } extern Gfx act_killer_model[]; static void eKL_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_RotateY(effect->arg0, 1); Matrix_scale(0.01f, 0.01f, effect->scale.z * 0.01f, 1); _texture_z_light_fog_prim(game->graph); OPEN_DISP(game->graph); gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(NEXT_POLY_OPA_DISP, act_killer_model); CLOSE_DISP(game->graph); }