#include "ef_effect_control.h" #include "m_common_data.h" #include "sys_matrix.h" #include "m_rcp.h" #include "m_debug.h" static void eYukihane_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1); static void eYukihane_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg); static void eYukihane_mv(eEC_Effect_c* effect, GAME* game); static void eYukihane_dw(eEC_Effect_c* effect, GAME* game); eEC_PROFILE_c iam_ef_yukihane = { // clang-format off &eYukihane_init, &eYukihane_ct, &eYukihane_mv, &eYukihane_dw, eEC_IGNORE_DEATH, eEC_NO_CHILD_ID, eEC_DEFAULT_DEATH_DIST, // clang-format on }; static void eYukihane_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) { eEC_CLIP->make_effect_proc(eEC_EFFECT_YUKIHANE, pos, NULL, game, NULL, item_name, prio, 0, 0); } static void eYukihane_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) { effect->timer = 16; effect->position.y += 0.5f; effect->scale.x = 0.008f; effect->scale.y = 0.008f; effect->scale.z = 0.008f; effect->velocity.x = 0.0f; effect->velocity.y = 0.5f; effect->velocity.z = 0.0f; effect->acceleration.x = 0.0f; effect->acceleration.y = -0.02f; effect->acceleration.z = 0.0f; } static void eYukihane_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); } extern u8 ef_yukihane01_0_inta_ia8[]; extern u8 ef_yukihane01_1_inta_ia8[]; extern u8 ef_yukihane01_2_inta_ia8[]; extern u8 ef_yukihane01_3_inta_ia8[]; static u8* eYukihane_pattern_table[] = { ef_yukihane01_0_inta_ia8, ef_yukihane01_0_inta_ia8, ef_yukihane01_1_inta_ia8, ef_yukihane01_1_inta_ia8, ef_yukihane01_2_inta_ia8, ef_yukihane01_2_inta_ia8, ef_yukihane01_3_inta_ia8, ef_yukihane01_3_inta_ia8, }; extern Gfx ef_yukihane01_00_modelT[]; static void eYukihane_dw(eEC_Effect_c* effect, GAME* game) { s16 elapsed_time = (s16)(16 - effect->timer) >> 1; s16 frame = elapsed_time < 0 ? 0 : (elapsed_time <= 7 ? elapsed_time : 7); f32 scale; OPEN_DISP(game->graph); _texture_z_light_fog_prim_xlu(game->graph); Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0); Matrix_RotateX(DEG2SHORT_ANGLE(-45.0f), 1); scale = 1.0f + ((f32)(int)GETREG(MYKREG, 27)) * 0.01f; Matrix_scale(effect->scale.x * scale, effect->scale.y * scale, effect->scale.z * scale, 1); gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_8, eYukihane_pattern_table[frame]); gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 130, 50, 80, 120, 230); gDPSetEnvColor(NEXT_POLY_XLU_DISP, 0, 0, 0, 255); gSPDisplayList(NEXT_POLY_XLU_DISP, ef_yukihane01_00_modelT); CLOSE_DISP(game->graph); }