Effect Gspk OK (#939)

* OK

* cleanup

* newline
This commit is contained in:
Derek Hensley 2022-07-21 21:58:08 -07:00 committed by GitHub
parent 7732f5e96d
commit 64ea6665bd
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 136 additions and 17 deletions

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@ -1043,7 +1043,7 @@
<Texture Name="gameplay_keep_Tex_035FB0" OutName="tex_035FB0" Format="ia8" Width="32" Height="64" Offset="0x35FB0" />
<Texture Name="gEffWaterRippleTex" OutName="eff_water_ripple" Format="i8" Width="64" Height="64" Offset="0x367B0" />
<DList Name="gEffWaterRippleDL" Offset="0x377B0" />
<DList Name="gameplay_keep_DL_037850" Offset="0x37850" />
<DList Name="gEffSparkDL" Offset="0x37850" />
<Texture Name="gEffWaterSplash1Tex" OutName="eff_water_splash_1" Format="i8" Width="32" Height="40" Offset="0x378F0" />
<Texture Name="gEffWaterSplash2Tex" OutName="eff_water_splash_2" Format="i8" Width="32" Height="40" Offset="0x37DF0" />
<Texture Name="gEffWaterSplash3Tex" OutName="eff_water_splash_3" Format="i8" Width="32" Height="40" Offset="0x382F0" />

3
spec
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@ -1787,8 +1787,7 @@ beginseg
name "ovl_Effect_Ss_G_Spk"
compress
include "build/src/overlays/effects/ovl_Effect_Ss_G_Spk/z_eff_ss_g_spk.o"
include "build/data/ovl_Effect_Ss_G_Spk/ovl_Effect_Ss_G_Spk.data.o"
include "build/data/ovl_Effect_Ss_G_Spk/ovl_Effect_Ss_G_Spk.reloc.o"
include "build/src/overlays/effects/ovl_Effect_Ss_G_Spk/ovl_Effect_Ss_G_Spk_reloc.o"
endseg
beginseg

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@ -335,7 +335,7 @@ void EffectSsGSpk_SpawnAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* v
initParams.actor = actor;
initParams.scale = scale;
initParams.scaleStep = scaleStep;
initParams.updateMode = 0;
initParams.updateMode = GSPK_UPDATEMODE_NORMAL;
EffectSs_Spawn(play, EFFECT_SS_G_SPK, 128, &initParams);
}
@ -353,7 +353,7 @@ void EffectSsGSpk_SpawnNoAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f*
initParams.actor = actor;
initParams.scale = scale;
initParams.scaleStep = scaleStep;
initParams.updateMode = 1;
initParams.updateMode = GSPK_UPDATEMODE_NO_ACCEL;
EffectSs_Spawn(play, EFFECT_SS_G_SPK, 128, &initParams);
}

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@ -1,30 +1,145 @@
/*
* File: z_eff_ss_g_spk.c
* Overlay: ovl_Effect_Ss_G_Spk
* Description:
* Description: Sparks
*/
#include "z_eff_ss_g_spk.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define rPrimColorR regs[0]
#define rPrimColorG regs[1]
#define rPrimColorB regs[2]
#define rPrimColorA regs[3]
#define rEnvColorR regs[4]
#define rEnvColorG regs[5]
#define rEnvColorB regs[6]
#define rEnvColorA regs[7]
#define rTexIndex regs[8]
#define rScale regs[9]
#define rScaleStep regs[10]
#define PARAMS ((EffectSsGSpkInitParams*)initParamsx)
s32 EffectSsGSpk_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
void func_80978F40(PlayState* play, u32 index, EffectSs* this);
void func_80979068(PlayState* play, u32 index, EffectSs* this);
u32 EffectSsGSpk_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
void EffectSsGSpk_Update(PlayState* play, u32 index, EffectSs* this);
void EffectSsGSpk_UpdateNoAccel(PlayState* play, u32 index, EffectSs* this);
void EffectSsGSpk_Draw(PlayState* play, u32 index, EffectSs* this);
#if 0
const EffectSsInit Effect_Ss_G_Spk_InitVars = {
EFFECT_SS_G_SPK,
EffectSsGSpk_Init,
};
#endif
static TexturePtr sSparkTextures[] = {
gElectricSpark1Tex,
gElectricSpark2Tex,
gElectricSpark3Tex,
gElectricSpark4Tex,
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_G_Spk/EffectSsGSpk_Init.s")
u32 EffectSsGSpk_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx) {
EffectSsGSpkInitParams* initParams = PARAMS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_G_Spk/EffectSsGSpk_Draw.s")
Math_Vec3f_Copy(&this->pos, &initParams->pos);
Math_Vec3f_Copy(&this->velocity, &initParams->velocity);
Math_Vec3f_Copy(&this->accel, &initParams->accel);
this->gfx = gEffSparkDL;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_G_Spk/func_80978F40.s")
if (initParams->updateMode == GSPK_UPDATEMODE_NORMAL) {
this->life = 10;
this->vec.x = initParams->pos.x - initParams->actor->world.pos.x;
this->vec.y = initParams->pos.y - initParams->actor->world.pos.y;
this->vec.z = initParams->pos.z - initParams->actor->world.pos.z;
this->update = EffectSsGSpk_Update;
} else {
this->life = 5;
this->update = EffectSsGSpk_UpdateNoAccel;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_G_Spk/func_80979068.s")
this->draw = EffectSsGSpk_Draw;
this->rPrimColorR = initParams->primColor.r;
this->rPrimColorG = initParams->primColor.g;
this->rPrimColorB = initParams->primColor.b;
this->rPrimColorA = initParams->primColor.a;
this->rEnvColorR = initParams->envColor.r;
this->rEnvColorG = initParams->envColor.g;
this->rEnvColorB = initParams->envColor.b;
this->rEnvColorA = initParams->envColor.a;
this->rTexIndex = 0;
this->rScale = initParams->scale;
this->rScaleStep = initParams->scaleStep;
this->actor = initParams->actor;
return 1;
}
void EffectSsGSpk_Draw(PlayState* play, u32 index, EffectSs* this) {
s32 pad;
MtxF mfTrans;
MtxF mfScale;
MtxF mfResult;
MtxF mfTransBillboard;
Mtx* mtx;
f32 scale;
GraphicsContext* gfxCtx = play->state.gfxCtx;
OPEN_DISPS(gfxCtx);
scale = this->rScale * 0.0025f;
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);
gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(sSparkTextures[this->rTexIndex]));
func_8012C974(gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB, 255);
gDPSetEnvColor(POLY_XLU_DISP++, this->rEnvColorR, this->rEnvColorG, this->rEnvColorB, this->rEnvColorA);
gSPDisplayList(POLY_XLU_DISP++, this->gfx);
}
CLOSE_DISPS(gfxCtx);
}
void EffectSsGSpk_Update(PlayState* play, u32 index, EffectSs* this) {
this->accel.x = (Rand_ZeroOne() - 0.5f) * 3.0f;
this->accel.z = (Rand_ZeroOne() - 0.5f) * 3.0f;
if (this->actor != NULL) {
if ((this->actor->category == ACTORCAT_EXPLOSIVES) && (this->actor->update != NULL)) {
this->pos.x = this->actor->world.pos.x + this->vec.x;
this->pos.y = this->actor->world.pos.y + this->vec.y;
this->pos.z = this->actor->world.pos.z + this->vec.z;
if (this->actor->depthInWater >= 20.0f) {
this->life = 0;
}
}
}
this->vec.x += this->accel.x;
this->vec.z += this->accel.z;
this->rTexIndex++;
this->rTexIndex &= 3;
this->rScale += this->rScaleStep;
}
// this update mode is unused in the original game
// with this update mode, the sparks dont move randomly in the xz plane, appearing to be on top of each other
void EffectSsGSpk_UpdateNoAccel(PlayState* play, u32 index, EffectSs* this) {
if (this->actor != NULL) {
if ((this->actor->category == ACTORCAT_EXPLOSIVES) && (this->actor->update != NULL)) {
this->pos.x += (Math_SinS(this->actor->world.rot.y) * this->actor->speedXZ);
this->pos.z += (Math_CosS(this->actor->world.rot.y) * this->actor->speedXZ);
}
}
this->rTexIndex++;
this->rTexIndex &= 3;
this->rScale += this->rScaleStep;
}

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@ -3,6 +3,11 @@
#include "global.h"
typedef enum EffectSsGSpkUpdatemode {
/* 0 */ GSPK_UPDATEMODE_NORMAL,
/* 1 */ GSPK_UPDATEMODE_NO_ACCEL
} EffectSsGSpkUpdatemode;
typedef struct {
/* 0x00 */ Actor* actor;
/* 0x04 */ Vec3f pos;

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@ -8145,8 +8145,8 @@
0x80978B68:("EffectSsBlast_Update",),
0x80978C30:("EffectSsGSpk_Init",),
0x80978D70:("EffectSsGSpk_Draw",),
0x80978F40:("func_80978F40",),
0x80979068:("func_80979068",),
0x80978F40:("EffectSsGSpk_Update",),
0x80979068:("EffectSsGSpk_UpdateNoAccel",),
0x809791B0:("func_809791B0",),
0x80979228:("EffectSsDFire_Init",),
0x8097930C:("EffectSsDFire_Draw",),