mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-26 15:24:34 -04:00
149 lines
4.6 KiB
C
149 lines
4.6 KiB
C
#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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static void eFlash_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eFlash_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eFlash_mv(eEC_Effect_c* effect, GAME* game);
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static void eFlash_dw(eEC_Effect_c* effect, GAME* game);
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eEC_PROFILE_c iam_ef_flash = {
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// clang-format off
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&eFlash_init,
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&eFlash_ct,
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&eFlash_mv,
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&eFlash_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 eFlash_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_FLASH, pos, NULL, game, NULL, item_name, prio, arg0, angle);
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}
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static void eFlash_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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s16 flash_length = 3.0f + RANDOM_F(7.0f);
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s16 end_frame = flash_length >> 1;
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if (effect->arg0 == 1) {
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static rgba_t light_color = { 27, 27, 27, 255 };
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(*eEC_CLIP->regist_effect_light)(light_color, flash_length, end_frame, TRUE);
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}
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effect->timer = 5;
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effect->acceleration.x = 0.3f + RANDOM_F(0.7f);
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}
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static void eFlash_mv(eEC_Effect_c* effect, GAME* game) {
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s16 elapsed_time = 5 - effect->timer;
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f32 scale;
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if (elapsed_time <= 4) {
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scale = (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 0, 2, effect->acceleration.x * 0.005f, 0.01f);
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} else {
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scale = (*eEC_CLIP->calc_adjust_proc)(elapsed_time, 3, 4, effect->acceleration.x * 0.01f, 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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}
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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 eFlash_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 eFlashC_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eFlashC_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eFlashC_mv(eEC_Effect_c* effect, GAME* game);
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static void eFlashC_dw(eEC_Effect_c* effect, GAME* game);
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eEC_PROFILE_c iam_ef_flashC = {
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// clang-format off
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&eFlashC_init,
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&eFlashC_ct,
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&eFlashC_mv,
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&eFlashC_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 eFlashC_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_FLASHC, pos, NULL, game, NULL, item_name, prio, arg0, angle);
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}
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static void eFlashC_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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effect->timer = 240;
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effect->effect_specific[0] = 0;
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}
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static void eFlashC_mv(eEC_Effect_c* effect, GAME* game) {
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if ((effect->timer & 7) == 0) {
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int size;
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switch (Save_Get(scene_no)) {
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case SCENE_MY_ROOM_S:
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size = 4;
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break;
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case SCENE_NPC_HOUSE:
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case SCENE_MY_ROOM_M:
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case SCENE_MY_ROOM_LL2:
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case SCENE_COTTAGE_NPC:
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size = 6;
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break;
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case SCENE_MY_ROOM_L:
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case SCENE_MY_ROOM_LL1:
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case SCENE_MY_ROOM_BASEMENT_S:
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case SCENE_MY_ROOM_BASEMENT_M:
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case SCENE_MY_ROOM_BASEMENT_L:
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case SCENE_MY_ROOM_BASEMENT_LL1:
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case SCENE_COTTAGE_MY:
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size = 8;
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break;
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default:
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size = -1;
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break;
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}
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if (size != -1) {
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xyz_t pos;
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pos.z = 43.0f;
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pos.x = 40.0f + RANDOM_F(size) * 40.0f;
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pos.y = -10.0f + RANDOM_F(20.0f) + 75.0f;
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(*eEC_CLIP->effect_make_proc)(eEC_EFFECT_FLASH, pos, effect->prio, 0, game, (u16)effect->item_name,
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effect->effect_specific[0] & 1, 0);
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effect->effect_specific[0]++;
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}
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}
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}
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static void eFlashC_dw(eEC_Effect_c* effect, GAME* game) {
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// nothing
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}
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