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authorDerek Hensley <hensley.derek58@gmail.com>2022-09-24 10:31:20 -0700
committerGitHub <noreply@github.com>2022-09-24 14:31:20 -0300
commit77be902c25e0427fed6f7854ff080f391909ed8f (patch)
tree7d59353c4a122473d578ef5e69bc1edef91cef70 /src/overlays
parent1402db400813197ff3b2c461db2e3e37a66a5ee1 (diff)
Effect Bomb2 Ok (#1039)
* OK * PR
Diffstat (limited to 'src/overlays')
-rw-r--r--src/overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.c185
1 files changed, 175 insertions, 10 deletions
diff --git a/src/overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.c b/src/overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.c
index 7903deffa..d15151d49 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.c
@@ -1,30 +1,195 @@
/*
* File: z_eff_ss_bomb2.c
* Overlay: ovl_Effect_Ss_Bomb2
- * Description:
+ * Description: Bomb Blast
*/
#include "z_eff_ss_bomb2.h"
+#include "objects/gameplay_keep/gameplay_keep.h"
+
+#define rScale regs[0]
+#define rTexIndex regs[1]
+#define rPrimColorR regs[2]
+#define rPrimColorG regs[3]
+#define rPrimColorB regs[4]
+#define rPrimColorA regs[5]
+#define rEnvColorR regs[6]
+#define rEnvColorG regs[7]
+#define rEnvColorB regs[8]
+#define rScaleStep regs[9]
+#define rDepth regs[10]
#define PARAMS ((EffectSsBomb2InitParams*)initParamsx)
-s32 EffectSsBomb2_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
+u32 EffectSsBomb2_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
+void EffectSsBomb2_DrawFade(PlayState* play, u32 index, EffectSs* this);
+void EffectSsBomb2_DrawLayered(PlayState* play, u32 index, EffectSs* this);
void EffectSsBomb2_Update(PlayState* play, u32 index, EffectSs* this);
-void func_80978138(PlayState* play, u32 index, EffectSs* this);
-void func_80978304(PlayState* play, u32 index, EffectSs* this);
-#if 0
const EffectSsInit Effect_Ss_Bomb2_InitVars = {
EFFECT_SS_BOMB2,
EffectSsBomb2_Init,
};
-#endif
+static EffectSsDrawFunc sDrawFuncs[] = {
+ EffectSsBomb2_DrawFade,
+ EffectSsBomb2_DrawLayered,
+};
+
+static TexturePtr sTextures[] = {
+ gEffBombExplosion1Tex, gEffBombExplosion2Tex, gEffBombExplosion3Tex, gEffBombExplosion4Tex,
+ gEffBombExplosion5Tex, gEffBombExplosion6Tex, gEffBombExplosion7Tex, gEffBombExplosion8Tex,
+};
+
+static TexturePtr sLayeredTextures[] = {
+ gEffBombExplosion1Tex, gEffBombExplosion2Tex, gEffBombExplosion3Tex, gEffBombExplosion4Tex,
+ gEffBombExplosion5Tex, gEffBombExplosion6Tex, gEffBombExplosion7Tex, gEffBombExplosion8Tex,
+};
+
+u32 EffectSsBomb2_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx) {
+ EffectSsBomb2InitParams* initParams = PARAMS;
+
+ Math_Vec3f_Copy(&this->pos, &initParams->pos);
+ Math_Vec3f_Copy(&this->velocity, &initParams->velocity);
+ Math_Vec3f_Copy(&this->accel, &initParams->accel);
+ this->gfx = gEffBombExplosion1DL;
+ this->life = 24;
+ this->update = EffectSsBomb2_Update;
+ this->draw = sDrawFuncs[initParams->drawMode];
+ this->rScale = initParams->scale;
+ this->rScaleStep = initParams->scaleStep;
+ this->rPrimColorR = 255;
+ this->rPrimColorG = 255;
+ this->rPrimColorB = 255;
+ this->rPrimColorA = 255;
+ this->rEnvColorR = 0;
+ this->rEnvColorG = 0;
+ this->rEnvColorB = 200;
+
+ return 1;
+}
+
+// unused in the original game. looks like EffectSsBomb but with color
+void EffectSsBomb2_DrawFade(PlayState* play, u32 index, EffectSs* this) {
+ GraphicsContext* gfxCtx = play->state.gfxCtx;
+ MtxF mfTrans;
+ MtxF mfScale;
+ MtxF mfResult;
+ MtxF mfTransBillboard;
+ Mtx* mtx;
+ s32 pad;
+ f32 scale;
+
+ OPEN_DISPS(gfxCtx);
+
+ scale = this->rScale * 0.01f;
+ SkinMatrix_SetTranslate(&mfTrans, this->pos.x, this->pos.y, this->pos.z);
+ SkinMatrix_SetScale(&mfScale, scale, scale, 1.0f);
+ SkinMatrix_MtxFMtxFMult(&mfTrans, &play->billboardMtxF, &mfTransBillboard);
+ SkinMatrix_MtxFMtxFMult(&mfTransBillboard, &mfScale, &mfResult);
+
+ mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &mfResult);
+
+ if (mtx != NULL) {
+ gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+ func_8012C974(gfxCtx);
+ gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB,
+ this->rPrimColorA);
+ gDPSetEnvColor(POLY_XLU_DISP++, this->rEnvColorR, this->rEnvColorG, this->rEnvColorB, 0);
+ gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(sTextures[this->rTexIndex]));
+ gSPDisplayList(POLY_XLU_DISP++, this->gfx);
+ }
+
+ CLOSE_DISPS(gfxCtx);
+}
+
+void EffectSsBomb2_DrawLayered(PlayState* play, u32 index, EffectSs* this) {
+ GraphicsContext* gfxCtx = play->state.gfxCtx;
+ MtxF mfTrans;
+ MtxF mfScale;
+ MtxF mfResult;
+ MtxF mfTransBillboard;
+ MtxF mtx2F;
+ Mtx* mtx2;
+ Mtx* mtx;
+ s32 pad[3];
+ f32 scale;
+ f32 depth;
+ f32 layer2Scale = 0.925f;
+ s32 i;
+
+ OPEN_DISPS(gfxCtx);
+
+ depth = this->rDepth;
+ scale = this->rScale * 0.01f;
+ SkinMatrix_SetTranslate(&mfTrans, this->pos.x, this->pos.y, this->pos.z);
+ SkinMatrix_SetScale(&mfScale, scale, scale, 1.0f);
+ SkinMatrix_MtxFMtxFMult(&mfTrans, &play->billboardMtxF, &mfTransBillboard);
+ SkinMatrix_MtxFMtxFMult(&mfTransBillboard, &mfScale, &mfResult);
+
+ mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &mfResult);
+
+ if (mtx != NULL) {
+ gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+
+ mtx2 = SkinMatrix_MtxFToNewMtx(gfxCtx, &mfResult);
+
+ if (mtx2 != NULL) {
+ func_8012C974(gfxCtx);
+ gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB,
+ this->rPrimColorA);
+ gDPSetEnvColor(POLY_XLU_DISP++, this->rEnvColorR, this->rEnvColorG, this->rEnvColorB, 0);
+ gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(sLayeredTextures[this->rTexIndex]));
+ gSPDisplayList(POLY_XLU_DISP++, gEffBombExplosion2DL);
+ gSPDisplayList(POLY_XLU_DISP++, gEffBombExplosion3DL);
+
+ Matrix_MtxToMtxF(mtx2, &mtx2F);
+ Matrix_Put(&mtx2F);
+
+ for (i = 1; i >= 0; i--) {
+ Matrix_Translate(0.0f, 0.0f, depth, MTXMODE_APPLY);
+ Matrix_RotateZF((this->life * 0.02f) + 180.0f, MTXMODE_APPLY);
+ Matrix_Scale(layer2Scale, layer2Scale, layer2Scale, MTXMODE_APPLY);
+ gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
+ G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+ gSPDisplayList(POLY_XLU_DISP++, gEffBombExplosion3DL);
+ layer2Scale -= 0.15f;
+ }
+ }
+ }
+
+ CLOSE_DISPS(gfxCtx);
+}
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_Bomb2/EffectSsBomb2_Init.s")
+void EffectSsBomb2_Update(PlayState* play, u32 index, EffectSs* this) {
+ s32 divisor;
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_Bomb2/func_80978138.s")
+ this->rTexIndex = (23 - this->life) / 3;
+ this->rScale += this->rScaleStep;
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_Bomb2/func_80978304.s")
+ if (this->rScaleStep == 30) {
+ this->rDepth += 4;
+ } else {
+ this->rDepth += 2;
+ }
-#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_Bomb2/EffectSsBomb2_Update.s")
+ if ((this->life < 23) && (this->life > 13)) {
+ divisor = this->life - 13;
+ this->rPrimColorR = func_800B096C(this->rPrimColorR, 255, divisor);
+ this->rPrimColorG = func_800B096C(this->rPrimColorG, 255, divisor);
+ this->rPrimColorB = func_800B096C(this->rPrimColorB, 150, divisor);
+ this->rPrimColorA = func_800B096C(this->rPrimColorA, 255, divisor);
+ this->rEnvColorR = func_800B096C(this->rEnvColorR, 150, divisor);
+ this->rEnvColorG = func_800B096C(this->rEnvColorG, 0, divisor);
+ this->rEnvColorB = func_800B096C(this->rEnvColorB, 0, divisor);
+ } else if ((this->life < 14) && (this->life > -1)) {
+ divisor = this->life + 1;
+ this->rPrimColorR = func_800B096C(this->rPrimColorR, 50, divisor);
+ this->rPrimColorG = func_800B096C(this->rPrimColorG, 50, divisor);
+ this->rPrimColorB = func_800B096C(this->rPrimColorB, 50, divisor);
+ this->rPrimColorA = func_800B096C(this->rPrimColorA, 150, divisor);
+ this->rEnvColorR = func_800B096C(this->rEnvColorR, 10, divisor);
+ this->rEnvColorG = func_800B096C(this->rEnvColorG, 10, divisor);
+ this->rEnvColorB = func_800B096C(this->rEnvColorB, 10, divisor);
+ }
+}