Files
ac-decomp/src/ef_yukihane.c
T
2024-03-12 04:53:17 -04:00

84 lines
2.9 KiB
C

#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);
}