Files
ac-decomp/src/ef_coin.c
T
2024-03-12 04:29:39 -04:00

189 lines
6.2 KiB
C

#include "ef_effect_control.h"
#include "m_common_data.h"
#include "m_rcp.h"
#include "sys_matrix.h"
static void eCoin_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void eCoin_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void eCoin_mv(eEC_Effect_c* effect, GAME* game);
static void eCoin_dw(eEC_Effect_c* effect, GAME* game);
eEC_PROFILE_c iam_ef_coin = {
// clang-format off
&eCoin_init,
&eCoin_ct,
&eCoin_mv,
&eCoin_dw,
eEC_IGNORE_DEATH,
eEC_NO_CHILD_ID,
eEC_IGNORE_DEATH_DIST,
// clang-format on
};
static void eCoin_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
(*eEC_CLIP->make_effect_proc)(eEC_EFFECT_COIN, pos, NULL, game, NULL, item_name, prio, arg0, arg1);
}
static f32 eCoin_GetFountainHeight(void) {
int bx;
int bz;
if (mFI_BlockKind2BkNum(&bx, &bz, mRF_BLOCKKIND_SHRINE)) {
return 40.0f + mFI_BkNum2BaseHeight(bx, bz);
} else {
return 150.0f;
}
}
static void eCoin_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
s16 rng = RANDOM(10) & 1;
f32 dir;
s16 angle;
if (rng == 1) {
dir = RANDOM_F(768.0f);
} else {
dir = -fqrand() * 1024.0f;
}
angle = (int)dir + DEG2SHORT_ANGLE(192.65625f);
effect->position.x += 9.0f;
effect->position.y += 11.0f;
effect->position.z -= 15.0f;
effect->timer = 100;
effect->effect_specific[0] = FALSE;
effect->effect_specific[1] = RANDOM_F(65535);
effect->effect_specific[2] = RANDOM_F(65535);
effect->effect_specific[3] = RANDOM_F(65535);
effect->effect_specific[4] = 0;
effect->velocity.x = sin_s(angle) * 0.77f;
effect->velocity.y = 5.5f;
effect->velocity.z = cos_s(angle) * 0.77f;
effect->acceleration.x = 0.0f;
effect->acceleration.y = -0.2f;
effect->acceleration.z = 0.0f;
effect->offset.x = 14.0f + eCoin_GetFountainHeight() - 3.0f;
effect->offset.y = effect->offset.x - 4.5f;
sAdo_OngenTrgStart(0x466, &effect->position);
effect->effect_specific[5] = RANDOM(100) & 1; // 0 = gold coin, 1 = silver coin
}
static void eCoin_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);
if (effect->effect_specific[0] == FALSE) {
eEC_CLIP->set_continious_env_proc(effect, 100, 100);
effect->effect_specific[1] += DEG2SHORT_ANGLE(21.093750f);
effect->effect_specific[2] += DEG2SHORT_ANGLE(18.281250f);
effect->effect_specific[3] += DEG2SHORT_ANGLE(19.687500f);
if (effect->position.y <= effect->offset.x) {
xyz_t pos = effect->position;
pos.y = effect->offset.x;
effect->position.y = effect->offset.x;
sAdo_OngenTrgStart(0x467, &effect->position);
effect->effect_specific[0] = TRUE;
eEC_CLIP->effect_make_proc(eEC_EFFECT_TURI_MIZU, pos, effect->prio, 0, game, (u16)effect->item_name, 0, 0);
effect->effect_specific[1] = 0;
effect->effect_specific[2] = 0;
effect->effect_specific[3] = 0;
effect->acceleration.x = 0.0f;
effect->acceleration.y = 0.0f;
effect->acceleration.z = 0.0f;
effect->velocity.x = 0.0f;
effect->velocity.y = -0.14f;
effect->velocity.z = 0.0f;
effect->timer = 300;
}
} else if (effect->position.y <= effect->offset.y) {
effect->position.y = effect->offset.y;
effect->velocity.x = 0.0f;
effect->velocity.y = 0.0f;
effect->velocity.z = 0.0f;
effect->effect_specific[1] = 0;
effect->effect_specific[2] = 0;
effect->effect_specific[3] = 0;
} else {
effect->effect_specific[4] += DEG2SHORT_ANGLE(7.031250f);
effect->effect_specific[1] = sin_s(effect->effect_specific[4]) * 2048.0f;
effect->effect_specific[3] = cos_s(effect->effect_specific[4]) * 2048.0f;
effect->effect_specific[2] = 0;
}
}
static u16 ef_coin_gold_pal[16] ATTRIBUTE_ALIGN(32) = {
#include "assets/ef_coin_gold_pal.inc"
};
static u16 ef_coin_silver_pal[16] ATTRIBUTE_ALIGN(32) = {
#include "assets/ef_coin_silver_pal.inc"
};
static u16* eCoin_pal_table[2] = { ef_coin_gold_pal, ef_coin_silver_pal };
extern Gfx ef_coin_model[];
extern Gfx ef_coin_modelT[];
static void eCoin_dw(eEC_Effect_c* effect, GAME* game) {
GAME_PLAY* play = (GAME_PLAY*)game;
if (effect->effect_specific[0] == FALSE) {
_texture_z_light_fog_prim(game->graph);
Setpos_HiliteReflect_init(&effect->position, play);
OPEN_DISP(game->graph);
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
Matrix_RotateX(effect->effect_specific[1], 1);
Matrix_RotateY(effect->effect_specific[2], 1);
Matrix_RotateZ(effect->effect_specific[3], 1);
Matrix_scale(0.01f, 0.01f, 0.01f, 1);
gSPSegment(NEXT_POLY_OPA_DISP, G_MWO_SEGMENT_8, eCoin_pal_table[effect->effect_specific[5] & 1]);
gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_OPA_DISP, ef_coin_model);
CLOSE_DISP(game->graph);
} else {
u8 alpha = (int)eEC_CLIP->calc_adjust_proc(300 - effect->timer, 0, 300, 180.0f, 0.0f);
_texture_z_light_fog_prim_xlu(game->graph);
Setpos_HiliteReflect_xlu_init(&effect->position, play);
OPEN_DISP(game->graph);
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
Matrix_RotateX(effect->effect_specific[1], 1);
Matrix_RotateY(effect->effect_specific[2], 1);
Matrix_RotateZ(effect->effect_specific[3], 1);
Matrix_scale(0.01f, 0.01f, 0.01f, 1);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, 255, 255, alpha);
gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_8, eCoin_pal_table[effect->effect_specific[5] & 1]);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_coin_modelT);
CLOSE_DISP(game->graph);
}
}