mirror of
https://github.com/ACreTeam/ac-decomp
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100 lines
3.5 KiB
C
100 lines
3.5 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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extern Gfx ef_star01_00_modelT[];
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static void eImpact_Star_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eImpact_Star_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eImpact_Star_mv(eEC_Effect_c* effect, GAME* game);
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static void eImpact_Star_dw(eEC_Effect_c* effect, GAME* game);
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eEC_PROFILE_c iam_ef_impact_star = {
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// clang-format off
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&eImpact_Star_init,
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&eImpact_Star_ct,
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&eImpact_Star_mv,
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&eImpact_Star_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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static void eImpact_Star_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_IMPACT_STAR, pos, NULL, game, &angle, item_name, prio, arg0, arg1);
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}
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static void eImpact_Star_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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f32 mul;
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s16* angle_y_p = (s16*)ct_arg;
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if (effect->arg1 == 0) {
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s16 angle_y = *angle_y_p;
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s16 angle_x = DEG2SHORT_ANGLE2(-70.0f);
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mul = 6.0f + (f32)RANDOM_F(0.0f);
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angle_y += DEG2SHORT_ANGLE2(RANDOM_F(20.0f));
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angle_x += DEG2SHORT_ANGLE2(RANDOM_F(20.0f));
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effect->scale.x = 0.01f;
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effect->offset.x = 0.01f;
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effect->offset.y = 0.004f;
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effect->velocity.y = mul * cos_s(angle_x);
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effect->velocity.x = mul * sin_s(angle_x) * sin_s(angle_y);
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effect->velocity.z = mul * sin_s(angle_x) * cos_s(angle_y);
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} else {
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s16 angle_y = *angle_y_p + DEG2SHORT_ANGLE2(10.0f);
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s16 angle_x = DEG2SHORT_ANGLE2(-60.0f);
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mul = 6.0f + (f32)RANDOM_F(0.0f);
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angle_y += -DEG2SHORT_ANGLE2(RANDOM_F(20.0f));
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angle_x += -DEG2SHORT_ANGLE2(RANDOM_F(20.0f));
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effect->scale.x = 0.012f;
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effect->offset.x = 0.012f;
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effect->offset.y = 0.006f;
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effect->velocity.y = mul * cos_s(angle_x);
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effect->velocity.x = mul * sin_s(angle_x) * sin_s(angle_y);
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effect->velocity.z = mul * sin_s(angle_x) * cos_s(angle_y);
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}
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effect->effect_specific[0] = qrand();
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effect->timer = 40;
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}
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static void eImpact_Star_mv(eEC_Effect_c* effect, GAME* game) {
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xyz_t_add(&effect->velocity, &effect->acceleration, &effect->velocity);
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xyz_t_add(&effect->position, &effect->velocity, &effect->position);
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effect->velocity.x *= sqrtf(0.85f);
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effect->velocity.y *= sqrtf(0.85f);
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effect->velocity.z *= sqrtf(0.85f);
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}
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static void eImpact_Star_dw(eEC_Effect_c* effect, GAME* game) {
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GAME_PLAY* play = (GAME_PLAY*)game;
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u8 alpha = (int)eEC_CLIP->calc_adjust_proc(effect->timer,0,10, 0.0f, 255.0f);
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effect->scale.x = eEC_CLIP->calc_adjust_proc(effect->timer, 26, 40, effect->offset.y, effect->offset.x);
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effect->scale.y= effect->scale.z= effect->scale.x;
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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, 0);
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Matrix_mult(&play->billboard_matrix, 1);
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Matrix_RotateZ(effect->effect_specific[0], 1);
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Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, 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, 255, 255, 255, 100, alpha);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_star01_00_modelT);
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CLOSE_DISP(game->graph);
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}
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