mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-28 16:00:45 -04:00
1b0b96665a
Co-authored-by: NWPlayer123 <NWPlayer123@users.noreply.github.com>
303 lines
9.7 KiB
C
303 lines
9.7 KiB
C
#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_debug.h"
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#include "sys_matrix.h"
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#include "m_rcp.h"
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#define eHM_TIMER 2000
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static void eMH_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
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(*eEC_CLIP->make_effect_proc)(eEC_EFFECT_MAKE_HEM, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
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}
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static void eMH_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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effect->timer = eHM_TIMER;
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effect->scale.x = 0.0f;
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effect->scale.y = 0.0f;
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effect->scale.z = 0.0f;
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if (effect->arg0 == 1) {
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effect->position.y += 30.0f;
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} else {
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effect->position.y += 20.0f;
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}
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if (effect->arg0 == 1) {
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int* const point_light_num = &eMH_special_point_light_num;
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if (*point_light_num == -1) {
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xyz_t pos = effect->position;
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pos.z += 20.0f;
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*point_light_num = mEnv_ReservePointLight((GAME_PLAY*)game, &pos, 0, 0, 0, GETREG(MYKREG, 0) + 100);
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}
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(*eEC_CLIP->effect_make_proc)(eEC_EFFECT_MAKE_HEM_LIGHT, effect->position, 2, 0, game, RSV_NO, 0, 0);
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sAdo_OngenTrgStart(0x468, &effect->position);
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} else {
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(*eEC_CLIP->effect_kill_proc)(eEC_EFFECT_MAKE_HEM_LIGHT, RSV_NO);
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sAdo_OngenTrgStart(0x469, &effect->position);
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}
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}
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static void eMH_mv(eEC_Effect_c* effect, GAME* game) {
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f32 default_col = 255.0f;
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s16 elapsed_time = eHM_TIMER - effect->timer;
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f32 light_intensity;
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u8 col;
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int i;
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if (elapsed_time <= 120) {
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if (effect->arg0 == 1) {
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light_intensity = (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 0, 120, 0.0f, 1.0f);
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} else {
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light_intensity = 1.0f;
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}
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effect->effect_specific[0] = (int)(255.0f * (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 0, 120, 0.0f, 1.0f));
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} else if (elapsed_time <= 150) {
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light_intensity = 1.0f;
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effect->effect_specific[0] = (int)default_col;
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if (elapsed_time == 150) {
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if (Common_Get(hem_visible) == FALSE) {
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Common_Set(hem_visible, TRUE);
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} else {
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Common_Set(hem_visible, FALSE);
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}
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/* Spawn 16 twinkle effects at random points around the central effect */
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for (i = 0; i < 16; i++) {
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xyz_t pos = effect->position;
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s16 rnd_angle = RANDOM_F(66536.0f); // lol nice typo here.. should be 65536.0f
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f32 z = 20.0f * cos_s(rnd_angle);
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f32 x = 20.0f * sin_s(rnd_angle);
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f32 y = -10.0f + RANDOM_F(25.0f);
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pos.x += x;
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pos.y += y;
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pos.z += z;
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(*eEC_CLIP->effect_make_proc)(eEC_EFFECT_MAKE_HEM_KIRA, pos, 2, 0, game, RSV_NO, 0, 0);
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}
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}
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} else {
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if (effect->arg0 == 1) {
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light_intensity = 1.0f;
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} else {
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light_intensity = (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 151, 195, 1.0f, 0.0f);
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}
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effect->effect_specific[0] = (int)(255.0f * (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 151, 195, 1.0f, 0.0f));
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if (elapsed_time == 196) {
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effect->timer = 0;
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if (effect->arg0 == 0) {
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int* const point_light_num = &eMH_special_point_light_num;
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if (*point_light_num != -1) {
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*point_light_num = mEnv_CancelReservedPointLight(*point_light_num, (GAME_PLAY*)game);
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}
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}
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}
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}
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add_calc(&effect->scale.x, 0.575f, 0.05f, 0.1f, 0.001f);
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col = (int)(255.0f * light_intensity);
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mEnv_OperateReservedPointLight_Color(eMH_special_point_light_num, col, col, col);
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}
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extern Gfx ef_sphere_light_model[];
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static void eMH_dw(eEC_Effect_c* effect, GAME* game) {
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GAME_PLAY* play = (GAME_PLAY*)game;
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xyz_t* pos = &effect->position;
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u8 alpha = effect->effect_specific[0];
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f32 scale = effect->scale.x * 0.01f;
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Setpos_HiliteReflect_xlu_init(pos, play);
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Matrix_translate(pos->x, pos->y, pos->z, 0);
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Matrix_scale(scale, scale, scale, 1);
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_texture_z_light_fog_prim(game->graph);
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OPEN_DISP(game->graph);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, alpha);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_sphere_light_model);
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CLOSE_DISP(game->graph);
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}
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eEC_PROFILE_c iam_ef_make_hem = {
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// clang-format off
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&eMH_init,
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&eMH_ct,
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&eMH_mv,
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&eMH_dw,
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eEC_IGNORE_DEATH,
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eEC_NO_CHILD_ID,
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eEC_IGNORE_DEATH_DIST,
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// clang-format on
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};
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static void eMHK_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eMHK_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eMHK_mv(eEC_Effect_c* effect, GAME* game);
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static void eMHK_dw(eEC_Effect_c* effect, GAME* game);
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eEC_PROFILE_c iam_ef_make_hem_kira = {
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// clang-format off
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&eMHK_init,
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&eMHK_ct,
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&eMHK_mv,
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&eMHK_dw,
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eEC_IGNORE_DEATH,
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eEC_NO_CHILD_ID,
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eEC_IGNORE_DEATH_DIST,
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// clang-format on
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};
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static void eMHK_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
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(*eEC_CLIP->make_effect_proc)(eEC_EFFECT_MAKE_HEM_KIRA, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
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}
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static void eMHK_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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static xyz_t xyz0 = { 0.0f, 0.0f, 0.0f };
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effect->timer = 500.0f;
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effect->acceleration = xyz0;
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effect->velocity = xyz0;
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effect->scale = xyz0;
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effect->velocity.y = -(RANDOM_F(0.1f) + 0.2f);
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effect->effect_specific[0] = RANDOM(32);
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}
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static void eMHK_mv(eEC_Effect_c* effect, GAME* game) {
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s16 elapsed_time = (effect->timer + effect->effect_specific[0]) & 15;
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f32 scale;
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xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
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xyz_t_add(&effect->position, &effect->velocity, &effect->position);
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/* Shrink then scale */
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if (elapsed_time <= 7) {
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scale = (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 0, 7, 0.0f, 0.0064999999f);
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} else {
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scale = (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 8, 15, 0.0064999999f, 0.0f);
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}
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effect->scale.x = scale;
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effect->scale.y = scale;
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effect->scale.z = scale;
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if (elapsed_time == 0) {
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f32 bg_y = mCoBG_GetBgY_OnlyCenter_FromWpos2(effect->position, 0.0f);
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if (effect->position.y < bg_y) {
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effect->timer = 0;
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}
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}
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}
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extern Gfx ef_takurami01_normal_render_mode[];
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extern Gfx ef_takurami01_kira_modelT[];
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static void eMHK_dw(eEC_Effect_c* effect, GAME* game) {
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GAME_PLAY* play = (GAME_PLAY*)game;
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Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
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Matrix_mult(&play->billboard_matrix, 1);
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Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, 1);
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_texture_z_light_fog_prim_xlu(game->graph);
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OPEN_DISP(game->graph);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, 200);
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gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_8, ef_takurami01_normal_render_mode);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_takurami01_kira_modelT);
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CLOSE_DISP(game->graph);
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}
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static void eMHL_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
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(*eEC_CLIP->make_effect_proc)(eEC_EFFECT_MAKE_HEM_LIGHT, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
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}
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static void eMHL_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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effect->timer = 195;
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effect->effect_specific[0] = 0;
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effect->position.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(effect->position, 0.0f);
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}
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static void eMHL_mv(eEC_Effect_c* effect, GAME* game) {
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(*eEC_CLIP->set_continious_env_proc)(effect, 195, 195);
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switch (effect->state) {
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case eEC_STATE_NORMAL: {
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s16 elapsed_time = 195 - effect->timer;
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if (elapsed_time < 120) {
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effect->effect_specific[0] = (int)(*eEC_CLIP->calc_adjust_proc)(elapsed_time, 0, 119, 170.0f, 0.0f);
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} else if (elapsed_time < 150) {
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effect->effect_specific[0] = 0;
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} else {
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effect->effect_specific[0] = (int)(*eEC_CLIP->calc_adjust_proc)(elapsed_time, 151, 175, 0.0f, 50.0f);
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}
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break;
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}
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case eEC_STATE_FINISHED: {
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s16 elapsed_time = 195 - effect->timer;
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if (elapsed_time < 120) {
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effect->effect_specific[0] = (int)(*eEC_CLIP->calc_adjust_proc)(elapsed_time, 0, 119, 50.0f, 0.0f);
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} else if (elapsed_time < 150) {
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effect->effect_specific[0] = 0;
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} else {
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effect->effect_specific[0] = (int)(*eEC_CLIP->calc_adjust_proc)(elapsed_time, 151, 195, 0.0f, 170.0f);
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}
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break;
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}
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default:
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effect->effect_specific[0] = 50;
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}
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}
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extern Gfx ef_circle_light_model[];
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static void eMHL_dw(eEC_Effect_c* effect, GAME* game) {
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u8 alpha = effect->effect_specific[0];
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Matrix_translate(effect->position.x, effect->position.y + 0.1f, effect->position.z, 0);
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Matrix_scale(0.01f, 0.01f, 0.01f, 1);
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_texture_z_light_fog_prim_shadow(game->graph);
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OPEN_DISP(game->graph);
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gSPMatrix(NEXT_SHADOW_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(NEXT_SHADOW_DISP, 0, 0, 255, 255, 220, alpha);
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gDPSetEnvColor(NEXT_SHADOW_DISP, 255, 255, 255, 100);
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gSPDisplayList(NEXT_SHADOW_DISP, ef_circle_light_model);
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CLOSE_DISP(game->graph);
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}
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eEC_PROFILE_c iam_ef_make_hem_light = {
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// clang-format off
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&eMHL_init,
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&eMHL_ct,
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&eMHL_mv,
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&eMHL_dw,
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195,
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eEC_NO_CHILD_ID,
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eEC_IGNORE_DEATH_DIST,
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// clang-format on
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};
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