#ifndef Z64EFFECT_SS_H #define Z64EFFECT_SS_H #include "ultra64.h" #include "stdint.h" #include "color.h" #include "z64dma.h" #include "z64eff_ss_dead.h" #include "z64math.h" struct Actor; struct PlayState; struct EffectSs; /* G Effect Regs */ #define rgTexIndex regs[0] #define rgScale regs[1] #define rgTexIndexStep regs[2] #define rgPrimColorR regs[3] #define rgPrimColorG regs[4] #define rgPrimColorB regs[5] #define rgPrimColorA regs[6] #define rgEnvColorR regs[7] #define rgEnvColorG regs[8] #define rgEnvColorB regs[9] #define rgEnvColorA regs[10] #define rgObjectSlot regs[11] typedef u32 (*EffectSsInitFunc)(struct PlayState* play, u32 index, struct EffectSs* effectSs, void* initParams); typedef void(*EffectSsUpdateFunc)(struct PlayState* play, u32 index, struct EffectSs* particle); typedef void(*EffectSsDrawFunc)(struct PlayState* play, u32 index, struct EffectSs* particle); typedef struct EffectSsProfile { /* 0x0 */ u32 type; /* 0x4 */ EffectSsInitFunc init; } EffectSsProfile; // size = 0x8 typedef struct EffectSsOverlay { /* 0x00 */ RomFile file; /* 0x08 */ void* vramStart; /* 0x0C */ void* vramEnd; /* 0x10 */ void* loadedRamAddr; /* 0x14 */ EffectSsProfile* profile; /* 0x18 */ u8 unk18; // Always 1? } EffectSsOverlay; // size = 0x1C typedef struct EffectSs { /* 0x00 */ Vec3f pos; /* 0x0C */ Vec3f velocity; /* 0x18 */ Vec3f accel; /* 0x24 */ EffectSsUpdateFunc update; /* 0x28 */ EffectSsDrawFunc draw; /* 0x2C */ Vec3f vec; /* 0x38 */ void* gfx; /* 0x3C */ struct Actor* actor; /* 0x40 */ s16 regs[13]; // These are particle-specific /* 0x5A */ u16 flags; // bit 0: set if this entry is not considered free on a priority tie bit 1: ? bit 2: ? /* 0x5C */ s16 life; // -1 means this entry is free /* 0x5E */ u8 priority; // Lower number mean higher priority /* 0x5F */ u8 type; } EffectSs; // size = 0x60 typedef struct EffectSsInfo { /* 0x0 */ EffectSs* table; // "data_table" from debug assert /* 0x4 */ s32 searchStartIndex; /* 0x8 */ s32 tableSize; } EffectSsInfo; // size = 0xC #define DEFINE_EFFECT_SS(_name, enumValue) enumValue, #define DEFINE_EFFECT_SS_UNSET(enumValue) enumValue, typedef enum EffectSsType { #include "tables/effect_ss_table.h" /* 0x27 */ EFFECT_SS_TYPE_MAX } EffectSsType; #undef DEFINE_EFFECT_SS #undef DEFINE_EFFECT_SS_UNSET void EffectSs_InitInfo(struct PlayState* play, s32 tableSize); void EffectSs_ClearAll(struct PlayState* play); EffectSs* EffectSs_GetTable(void); void EffectSs_Delete(EffectSs* effectSs); void EffectSs_Insert(struct PlayState* play, EffectSs* effectSs); void EffectSs_Spawn(struct PlayState* play, s32 type, s32 priority, void* initData); void EffectSs_UpdateAll(struct PlayState* play); void EffectSs_DrawAll(struct PlayState* play); s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv); s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight); u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight); void EffectSs_DrawGEffect(struct PlayState* play, EffectSs* this, void* texture); void EffectSsDust_Spawn(struct PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life, u8 updateMode); void func_800B0DE0(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep); void func_800B0E48(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep); void func_800B0EB0(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life); void func_800B0F18(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life); void func_800B0F80(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life); void func_800B0FE8(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep); void func_800B1054(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep); void func_800B10C0(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel); void func_800B1130(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel); void func_800B11A0(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep); void func_800B1210(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep); void func_800B1280(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life); void func_800B12F0(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life); void func_800B1360(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor); void func_800B139C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor); void func_800B14D4(struct PlayState* play, f32 randScale, Vec3f* srcPos); void func_800B1598(struct PlayState* play, f32 randScale, Vec3f* srcPos); void EffectSsKirakira_SpawnSmallYellow(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel); void EffectSsKirakira_SpawnSmall(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor); void EffectSsKirakira_SpawnDispersed(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life); void EffectSsKirakira_SpawnFocused(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life); void EffectSsBomb2_SpawnFade(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel); void EffectSsBomb2_SpawnLayered(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep); void EffectSsBlast_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 scaleStepDecay, s16 life); void EffectSsBlast_SpawnWhiteCustomScale(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life); void EffectSsBlast_SpawnShockwave(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 life); void EffectSsBlast_SpawnWhiteShockwave(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel); void EffectSsGSpk_SpawnAccel(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep); void EffectSsGSpk_SpawnNoAccel(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep); void EffectSsGSpk_SpawnFuse(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel); void EffectSsGSpk_SpawnRandColor(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep); void EffectSsGSpk_SpawnSmall(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor); void EffectSsDFire_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 alpha, s16 alphaStep, s16 fadeDelay, s32 life); void EffectSsBubble_Spawn(struct PlayState* play, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale, f32 scale); void EffectSsGRipple_Spawn(struct PlayState* play, Vec3f* pos, s16 radius, s16 radiusMax, s16 life); void EffectSsGSplash_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 scale); void EffectSsGFire_Spawn(struct PlayState* play, Vec3f* pos); void EffectSsLightning_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 yaw, s16 life, s16 numBolts); void EffectSsDtBubble_SpawnColorProfile(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 life, s16 colorProfile, s16 randXZ); void EffectSsDtBubble_SpawnCustomColor(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 life, s16 randXZ); void EffectSsHahen_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 flags, s16 scale, s16 objectId, s16 life, Gfx* dList); void EffectSsHahen_SpawnBurst(struct PlayState* play, Vec3f* pos, f32 burstScale, s16 flags, s16 scale, s16 randScaleRange, s16 count, s16 objectId, s16 life, Gfx* dList); void func_800B2364(struct PlayState* play, Vec3f* pos, Gfx* dList); void EffectSsStick_Spawn(struct PlayState* play, Vec3f* pos, s16 yaw); void EffectSsSibuki_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 moveDelay, s16 direction, s16 scale); void EffectSsSibuki_SpawnBurst(struct PlayState* play, Vec3f* pos); void EffectSsStone1_Spawn(struct PlayState* play, Vec3f* pos, s32 reg0); void EffectSsHitmark_SpawnFixedScale(struct PlayState* play, s32 type, Vec3f* pos); void EffectSsHitmark_SpawnCustomScale(struct PlayState* play, s32 type, s16 scale, Vec3f* pos); void EffectSsFhgFlash_SpawnShock(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 scale, u8 params); void EffectSsKFire_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type); void EffectSsSolderSrchBall_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16* playerDetected, s16 flags); void EffectSsKakera_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5, s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx, s16 objectId, Gfx* dList); void EffectSsIcePiece_Spawn(struct PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, s32 life); void EffectSsIcePiece_SpawnBurst(struct PlayState* play, Vec3f* refPos, f32 scale); void func_800B2B44(struct PlayState* play, struct Actor* actor, Vec3f* pos, f32 scale); void func_800B2B7C(struct PlayState* play, struct Actor* actor, Vec3s* arg2, f32 scale); void EffectSsEnIce_Spawn(struct PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life); void EffectSsFireTail_Spawn(struct PlayState* play, struct Actor* actor, Vec3f* pos, f32 scale, Vec3f* arg4, s16 arg5, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 bodyPart, s32 life); void EffectSsFireTail_SpawnFlame(struct PlayState* play, struct Actor* actor, Vec3f* pos, f32 arg3, s16 bodyPart, f32 colorIntensity); void EffectSsFireTail_SpawnFlameOnPlayer(struct PlayState* play, f32 scale, s16 bodyPart, f32 colorIntensity); void EffectSsEnFire_SpawnVec3f(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 scale, s16 params, s16 flags, s16 bodyPart); void EffectSsEnFire_SpawnVec3s(struct PlayState* play, struct Actor* actor, Vec3s* pos, s16 scale, s16 params, s16 flags, s16 bodyPart); void EffectSsExtra_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scoreIndex); void EffectSsDeadDb_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* prim, Color_RGBA8* env, s16 scale, s16 scaleStep, s32 life); void func_800B3030(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s32 colorIndex); void EffectSsDeadDd_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* prim, Color_RGBA8* env, s16 scale, s16 scaleStep, s16 alphaStep, s32 life); void EffectSsDeadDs_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 alpha, s32 life); void func_800B31BC(struct PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, s16 alpha, s32 life); void EffectSsIceSmoke_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale); void EffectSsIceBlock_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale); extern EffectSsOverlay gEffectSsOverlayTable[EFFECT_SS_TYPE_MAX]; #endif