mirror of
https://github.com/ACreTeam/ac-decomp
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77 lines
2.9 KiB
C
77 lines
2.9 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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#include "m_debug.h"
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#define EFFECT_LIFETIME 56
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static void eHA_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eHA_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eHA_mv(eEC_Effect_c* effect, GAME* game);
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static void eHA_dw(eEC_Effect_c* effect, GAME* game);
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extern Gfx ef_ha01_00_modelT[];
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eEC_PROFILE_c iam_ef_ha = {
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// clang-format off
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&eHA_init,
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&eHA_ct,
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&eHA_mv,
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&eHA_dw,
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eEC_IGNORE_DEATH,
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eEC_NO_CHILD_ID,
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eEC_DEFAULT_DEATH_DIST,
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// clang-format on
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};
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s16 eHA_angle_z_data[] = { DEG2SHORT_ANGLE2(45.f), DEG2SHORT_ANGLE2(315.f) };
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static void eHA_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_HA, pos, NULL, game, &angle, item_name, prio, 0, 0);
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}
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static void eHA_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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GAME_PLAY* play = (GAME_PLAY*)game;
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s16* ang_p = (s16*)ct_arg;
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u16 angle = *ang_p - (s16)((s16)getCamera2AngleY(play) + DEG2SHORT_ANGLE2(180));
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effect->scale.x = 0.0067f;
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effect->scale.y = 0.0067f;
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effect->scale.z = 0.0067f;
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effect->timer = EFFECT_LIFETIME;
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effect->offset.y += 12.f;
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if (angle >= (u16)DEG2SHORT_ANGLE2(180)) {
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effect->effect_specific[0] = 0;
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effect->offset.x += -16.f;
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} else {
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effect->effect_specific[0] = 1;
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effect->offset.x += 16.f;
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}
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}
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static void eHA_mv(eEC_Effect_c* effect, GAME* game) {
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if (effect->timer == EFFECT_LIFETIME) {
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sAdo_OngenTrgStart(NA_SE_2C, &effect->position);
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}
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}
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static void eHA_dw(eEC_Effect_c* effect, GAME* game) {
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GAME_PLAY* play = (GAME_PLAY*)game;
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s16 v = effect->effect_specific[0];
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int opacity = (u8)eEC_CLIP->calc_adjust_proc(EFFECT_LIFETIME - effect->timer, 24, EFFECT_LIFETIME, 255.f, 0.f);
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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->position.y, effect->position.z, FALSE);
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Matrix_mult(&play->billboard_matrix, TRUE);
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Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y + GETREG(MYKREG, 0x19),
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effect->offset.z + GETREG(MYKREG, 0x1a), TRUE);
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Matrix_RotateZ(eHA_angle_z_data[v], TRUE);
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Matrix_scale(effect->scale.x * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
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effect->scale.y * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
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effect->scale.z * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), TRUE);
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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, 128, 255, 255, 255, opacity);
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gDPSetEnvColor(NEXT_POLY_XLU_DISP, 0, 0, 255, 255);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_ha01_00_modelT);
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CLOSE_DISP(game->graph);
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}
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