Files
ac-decomp/src/effect/ef_bush_yuki.c
T
Luke Street 1b0b96665a Migrate to dtk-template
Co-authored-by: NWPlayer123 <NWPlayer123@users.noreply.github.com>
2024-10-28 19:18:21 -06:00

77 lines
2.3 KiB
C

#include "ef_effect_control.h"
#include "m_common_data.h"
#include "m_rcp.h"
extern Gfx ef_w_yabu01_00_modelT[];
static void eBushYuki_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eBushYuki_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eBushYuki_mv(eEC_Effect_c* effect, GAME* game);
static void eBushYuki_dw(eEC_Effect_c* effect, GAME* game);
eEC_PROFILE_c iam_ef_bush_yuki = {
// clang-format off
&eBushYuki_init,
&eBushYuki_ct,
&eBushYuki_mv,
&eBushYuki_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
static void eBushYuki_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
eEC_CLIP->make_effect_proc(eEC_EFFECT_BUSH_YUKI, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
}
static void eBushYuki_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
f32 y = 1.5f + (RANDOM_F(1.5f));
f32 initialPos = -3.0f + (6.0f * fqrand());
effect->timer = 60;
effect->position.x += initialPos;
effect->position.y += initialPos;
eEC_CLIP->random_first_speed_proc(&effect->velocity,y,45.0f,45.0f);
if (effect->arg1 == 1) {
effect->velocity.x = RANDOM2_F(2.0f);
effect->velocity.y = fqrand();
effect->velocity.z = fqrand();
}
effect->scale.x = 0.005f;
effect->scale.y = 0.005f;
effect->scale.z = 0.005f;
effect->acceleration.x = 0.0f;
effect->acceleration.y = -0.125f;
effect->acceleration.z = 0.0f;
}
void eBushYuki_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);
}
static void eBushYuki_dw(eEC_Effect_c* effect, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
GRAPH* graph;
u8 alpha = (int)eEC_CLIP->calc_adjust_proc(60 - effect->timer, 32, 60, 200.0f, 0.0f);
graph = game->graph;
_texture_z_light_fog_prim_xlu(game->graph);
eEC_CLIP->auto_matrix_xlu_proc(game, &effect->position, &effect->scale);
OPEN_DISP(graph);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 40, 40, 40, alpha);
gSPDisplayList(NEXT_POLY_XLU_DISP,ef_w_yabu01_00_modelT);
CLOSE_DISP(graph);
}