Files
ac-decomp/src/effect/ef_lovelove2.c
T
2025-05-27 13:35:21 +02:00

73 lines
2.4 KiB
C

#include "ef_effect_control.h"
#include "m_common_data.h"
extern Gfx ef_lovelove02_00_modelT[];
static void eLL2_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eLL2_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eLL2_mv(eEC_Effect_c* effect, GAME* game);
static void eLL2_dw(eEC_Effect_c* effect, GAME* game);
eEC_PROFILE_c iam_ef_lovelove2 = {
// clang-format off
&eLL2_init,
&eLL2_ct,
&eLL2_mv,
&eLL2_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_DEFAULT_DEATH_DIST,
// clang-format on
};
static void eLL2_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
pos.y += 16.0f;
eEC_CLIP->make_effect_proc(eEC_EFFECT_LOVELOVE2, pos, NULL, game, &angle, item_name, prio, 0, 0);
}
static void eLL2_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
effect->effect_specific[0] = *(s16*)ct_arg;
effect->timer = 112;
effect->scale = ZeroVec;
effect->offset = ZeroVec;
effect->effect_specific[1] = 0;
effect->acceleration = ZeroVec;
sAdo_OngenTrgStart(0x118, &effect->position);
}
static void eLL2_mv(eEC_Effect_c* effect, GAME* game) {
s16 timer = 112 - effect->timer;
effect->effect_specific[1] += DEG2SHORT_ANGLE(10.55f);
effect->position.y += eEC_CLIP->calc_adjust_proc(timer, 0, 28, 1.0f, 0.1f);
}
static void eLL2_dw(eEC_Effect_c* effect, GAME* game) {
f32 temp1, temp2, temp3;
u8 alpha;
xyz_t* scale = &effect->scale;
s16 timer = 112 - effect->timer;
s16 angle = effect->effect_specific[1];
f32 sin = sin_s(angle);
f32 cos = cos_s(angle);
temp1 = eEC_CLIP->calc_adjust_proc(timer, 0, 30, 0.003f, 0.014f);
temp2 = eEC_CLIP->calc_adjust_proc(timer, 0, 30, 1.0125f, 0.6375f);
temp3 = eEC_CLIP->calc_adjust_proc(timer, 0, 30, 0.037499964f, 0.412499964f);
alpha = (s8)eEC_CLIP->calc_adjust_proc(timer, 96, 112, 255.0f, 0.0f);
scale->x = temp1 * (temp3 + ((sin + 1.0f) * 0.5f * (temp2 - temp3)));
scale->y = temp1 * (temp3 + ((cos + 1.0f) * 0.5f * (temp2 - temp3)));
scale->z = temp1;
OPEN_DISP(game->graph);
eEC_CLIP->auto_matrix_xlu_offset_proc(game, &effect->position, scale, &effect->offset);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, alpha);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_lovelove02_00_modelT);
CLOSE_DISP(game->graph);
}