mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-06-19 14:30:33 -04:00
140 lines
4.4 KiB
C
140 lines
4.4 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 eNight13Moon_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eNight13Moon_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eNight13Moon_mv(eEC_Effect_c* effect, GAME* game);
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static void eNight13Moon_dw(eEC_Effect_c* effect, GAME* game);
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eEC_PROFILE_c iam_ef_night13_moon = {
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// clang-format off
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&eNight13Moon_init,
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&eNight13Moon_ct,
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&eNight13Moon_mv,
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&eNight13Moon_dw,
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80,
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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 int eNight13Moon_GetPoolBlockCenter(xyz_t* center_pos) {
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xyz_t base = { 0.0f, 0.0f, 0.0f };
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int bx = 0;
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int bz = 0;
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*center_pos = base;
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if (mFI_BlockKind2BkNum(&bx, &bz, mRF_BLOCKKIND_POOL) && mFI_BkNum2WposXZ(&base.x, &base.z, bx, bz)) {
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center_pos->x = base.x + mFI_BK_WORLDSIZE_HALF_X_F;
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center_pos->z = base.z + mFI_BK_WORLDSIZE_HALF_Z_F;
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center_pos->y = mFI_BkNum2BaseHeight(bx, bz) + 19.0f;
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return TRUE;
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}
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return FALSE;
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}
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static xyz_t eNight13Moon_GetNowMoonPos(xyz_t center_pos) {
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f32 right_x = center_pos.x + 100.0f;
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lbRTC_time_c rtc_time = Common_Get(time.rtc_time);
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xyz_t pos = { 0.0f, 0.0f, 0.0f };
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if (rtc_time.hour >= 18 && rtc_time.hour < 21) {
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f32 sec = (rtc_time.min * 60.0f + rtc_time.sec) * (1.0f / 54.0f);
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pos.x = right_x - (rtc_time.hour - 18) * 66.666666f;
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pos.x -= sec;
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} else if (rtc_time.hour < 18) {
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pos.x = right_x;
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} else {
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pos.x = center_pos.x - 100.0f;
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}
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pos.z = center_pos.z;
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pos.y = center_pos.y;
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return pos;
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}
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static void eNight13Moon_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_NIGHT13_MOON, pos, NULL, game, NULL, item_name, prio, 0, 0);
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}
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static void eNight13Moon_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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xyz_t pos = { 0.0f, 0.0f, 0.0f };
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effect->effect_specific[3] = 0;
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effect->effect_specific[0] = 0;
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effect->effect_specific[1] = 0;
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effect->effect_specific[2] = 0;
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effect->offset.x = 0.0f;
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effect->offset.y = 0.0f;
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effect->offset.z = 0.0f;
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if (eNight13Moon_GetPoolBlockCenter(&pos)) {
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effect->timer = 20000;
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effect->effect_specific[3] = 1;
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} else {
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effect->timer = 0;
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}
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effect->acceleration = pos;
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effect->position = eNight13Moon_GetNowMoonPos(effect->acceleration);
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}
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static void eNight13Moon_mv(eEC_Effect_c* effect, GAME* game) {
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f32 sin = sin_s(effect->effect_specific[2]);
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if (effect->effect_specific[3] == 0 && effect->timer == 0) {
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xyz_t pos;
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if (eNight13Moon_GetPoolBlockCenter(&pos)) {
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effect->effect_specific[3] = 1;
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effect->acceleration = pos;
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}
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}
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effect->effect_specific[0] += 150;
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effect->effect_specific[1] -= 100;
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effect->effect_specific[2] += 256;
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eEC_CLIP->set_continious_env_proc(effect, 20000, 20000);
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effect->position = eNight13Moon_GetNowMoonPos(effect->acceleration);
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effect->offset.x = 1.5f * sin;
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effect->offset.z = -1.5f * sin;
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}
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extern EVW_ANIME_DATA ef_moon01_01_evw_anime;
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extern Gfx ef_moon01_01_modelT[];
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static void eNight13Moon_dw(eEC_Effect_c* effect, GAME* game) {
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GAME_PLAY* play = (GAME_PLAY*)game;
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if (eEC_CLIP->check_lookat_block_proc(effect->position) || effect->state == eEC_STATE_FINISHED) {
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s16 angle0 = effect->effect_specific[0];
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s16 angle1 = effect->effect_specific[1];
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OPEN_DISP(game->graph);
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_texture_z_light_fog_prim_xlu(game->graph);
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Matrix_translate(effect->position.x + effect->offset.x, effect->position.y + effect->offset.y, effect->position.z + effect->offset.z, 0);
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Matrix_RotateY(-angle0, 1);
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Matrix_scale(1.075f, 1.0f, 1.0f, 1);
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Matrix_RotateY(angle0, 1);
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Matrix_RotateY(-angle1, 1);
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Matrix_scale(1.0f, 1.0f, 1.075f, 1);
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Matrix_RotateY(angle1, 1);
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Matrix_scale(0.049f, 1.0f, 0.049f, 1);
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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, 40, 255, 255, 100, 170);
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Evw_Anime_Set(play, &ef_moon01_01_evw_anime);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_moon01_01_modelT);
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CLOSE_DISP(game->graph);
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}
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}
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