mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-31 17:01:39 -04:00
155 lines
5.1 KiB
C
155 lines
5.1 KiB
C
#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "sys_matrix.h"
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#include "m_rcp.h"
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static void eKL_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eKL_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eKL_mv(eEC_Effect_c* effect, GAME* game);
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static void eKL_dw(eEC_Effect_c* effect, GAME* game);
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eEC_PROFILE_c iam_ef_killer = {
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// clang-format off
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&eKL_init,
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&eKL_ct,
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&eKL_mv,
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&eKL_dw,
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eEC_IGNORE_DEATH,
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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 void eKL_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_KILLER, pos, NULL, game, NULL, item_name, prio, angle, arg1);
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}
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static void eKL_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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static xyz_t xyz0 = { 0.0f, 0.0f, 0.0f };
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effect->acceleration = xyz0;
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effect->velocity = xyz0;
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effect->velocity.x = sin_s(effect->arg0) * 2.0f;
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effect->velocity.z = cos_s(effect->arg0) * 2.0f;
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effect->timer = 360;
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switch (Save_Get(scene_no)) {
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case SCENE_MY_ROOM_S:
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effect->offset.x = 40.0f;
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effect->offset.z = 40.0f;
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effect->offset.y = 200.0f;
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effect->scale.x = 360.0f;
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break;
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case SCENE_NPC_HOUSE:
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case SCENE_MY_ROOM_M:
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case SCENE_MY_ROOM_LL2:
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case SCENE_COTTAGE_NPC:
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effect->offset.x = 40.0f;
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effect->offset.z = 40.0f;
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effect->offset.y = 280.0f;
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effect->scale.x = 440.0f;
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break;
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case SCENE_MY_ROOM_L:
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case SCENE_MY_ROOM_LL1:
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case SCENE_MY_ROOM_BASEMENT_S:
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case SCENE_MY_ROOM_BASEMENT_M:
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case SCENE_MY_ROOM_BASEMENT_L:
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case SCENE_MY_ROOM_BASEMENT_LL1:
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case SCENE_COTTAGE_MY:
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effect->offset.x = 40.0f;
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effect->offset.z = 40.0f;
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effect->offset.y = 360.0f;
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effect->scale.x = 520.0f;
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break;
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default:
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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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effect->scale.x = 0.0f;
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break;
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}
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{
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if (ABS(effect->arg0 & 0xFFFF) <= 15) {
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if (ABS(effect->position.z - effect->scale.x) <= 21.0f) {
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effect->timer = 0;
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return;
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}
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} else if (ABS((effect->arg0 & 0xFFFF) - (u16)DEG2SHORT_ANGLE(90.0f)) <= 15) {
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if (ABS(effect->position.x - effect->offset.y) <= 21.0f) {
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effect->timer = 0;
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return;
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}
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} else if (ABS((effect->arg0 & 0xFFFF) - (u16)DEG2SHORT_ANGLE(180.0f)) <= 15) {
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if (ABS(effect->position.z - effect->offset.z) <= 21.0f) {
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effect->timer = 0;
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return;
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}
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} else if (ABS((effect->arg0 & 0xFFFF) - (u16)DEG2SHORT_ANGLE(270.0f)) <= 15) {
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if (ABS(effect->position.x - effect->offset.x) <= 21.0f) {
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effect->timer = 0;
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return;
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}
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} else {
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return;
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}
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sAdo_OngenTrgStart(0x44F, &effect->position);
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effect->effect_specific[0] = 0;
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}
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}
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static void eKL_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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if (effect->position.x < effect->offset.x || effect->position.z < effect->offset.z ||
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effect->position.x > effect->offset.y || effect->position.z > effect->scale.x) {
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effect->timer = 0;
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effect->scale.z = 0.0f;
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} else {
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f32 dist = 1000.0f;
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if (ABS(effect->position.x - effect->offset.x) < 16.0f) {
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dist = ABS(effect->position.x - effect->offset.x);
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} else if (ABS(effect->position.z - effect->offset.z) < 16.0f) {
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dist = ABS(effect->position.z - effect->offset.z);
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} else if (ABS(effect->position.x - effect->offset.y) < 16.0f) {
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dist = ABS(effect->position.x - effect->offset.y);
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} else if (ABS(effect->position.z - effect->scale.x) < 16.0f) {
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dist = ABS(effect->position.z - effect->scale.x);
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}
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if (dist < 20.0f) {
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effect->scale.z = dist / 16.0f;
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if (effect->effect_specific[0] == 0) {
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effect->velocity.x *= 0.5f;
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effect->velocity.z *= 0.5f;
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effect->effect_specific[0] = 1;
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}
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} else {
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effect->scale.z = 1.0f;
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}
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}
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}
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extern Gfx act_killer_model[];
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static void eKL_dw(eEC_Effect_c* effect, GAME* game) {
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GAME_PLAY* play = (GAME_PLAY*)game;
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Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
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Matrix_RotateY(effect->arg0, 1);
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Matrix_scale(0.01f, 0.01f, effect->scale.z * 0.01f, 1);
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_texture_z_light_fog_prim(game->graph);
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OPEN_DISP(game->graph);
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gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(NEXT_POLY_OPA_DISP, act_killer_model);
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CLOSE_DISP(game->graph);
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}
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