#include "global.h" #include "overlays/effects/ovl_Effect_En_Ice_Block/z_eff_en_ice_block.h" #include "overlays/effects/ovl_Effect_Ss_Blast/z_eff_ss_blast.h" #include "overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.h" #include "overlays/effects/ovl_Effect_Ss_Bubble/z_eff_ss_bubble.h" #include "overlays/effects/ovl_Effect_Ss_Dead_Db/z_eff_ss_dead_db.h" #include "overlays/effects/ovl_Effect_Ss_Dead_Dd/z_eff_ss_dead_dd.h" #include "overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.h" #include "overlays/effects/ovl_Effect_Ss_Dt_Bubble/z_eff_ss_dt_bubble.h" #include "overlays/effects/ovl_Effect_Ss_Dust/z_eff_ss_dust.h" #include "overlays/effects/ovl_Effect_Ss_D_Fire/z_eff_ss_d_fire.h" #include "overlays/effects/ovl_Effect_Ss_En_Fire/z_eff_ss_en_fire.h" #include "overlays/effects/ovl_Effect_Ss_En_Ice/z_eff_ss_en_ice.h" #include "overlays/effects/ovl_Effect_Ss_Extra/z_eff_ss_extra.h" #include "overlays/effects/ovl_Effect_Ss_Fhg_Flash/z_eff_ss_fhg_flash.h" #include "overlays/effects/ovl_Effect_Ss_Fire_Tail/z_eff_ss_fire_tail.h" #include "overlays/effects/ovl_Effect_Ss_G_Fire/z_eff_ss_g_fire.h" #include "overlays/effects/ovl_Effect_Ss_G_Ripple/z_eff_ss_g_ripple.h" #include "overlays/effects/ovl_Effect_Ss_G_Spk/z_eff_ss_g_spk.h" #include "overlays/effects/ovl_Effect_Ss_G_Splash/z_eff_ss_g_splash.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" #include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h" #include "overlays/effects/ovl_Effect_Ss_Ice_Piece/z_eff_ss_ice_piece.h" #include "overlays/effects/ovl_Effect_Ss_Ice_Smoke/z_eff_ss_ice_smoke.h" #include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h" #include "overlays/effects/ovl_Effect_Ss_Kirakira/z_eff_ss_kirakira.h" #include "overlays/effects/ovl_Effect_Ss_K_Fire/z_eff_ss_k_fire.h" #include "overlays/effects/ovl_Effect_Ss_Lightning/z_eff_ss_lightning.h" #include "overlays/effects/ovl_Effect_Ss_Sbn/z_eff_ss_sbn.h" #include "overlays/effects/ovl_Effect_Ss_Sibuki/z_eff_ss_sibuki.h" #include "overlays/effects/ovl_Effect_Ss_Solder_Srch_Ball/z_eff_ss_solder_srch_ball.h" #include "overlays/effects/ovl_Effect_Ss_Stick/z_eff_ss_stick.h" #include "overlays/effects/ovl_Effect_Ss_Stone1/z_eff_ss_stone1.h" void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, TexturePtr texture) { GraphicsContext* gfxCtx = play->state.gfxCtx; f32 scale; MtxF mfTrans; MtxF mfScale; MtxF mfResult; MtxF mfTrans11DA0; s32 pad1; Mtx* mtx; void* object = play->objectCtx.status[this->rgObjBankIndex].segment; OPEN_DISPS(gfxCtx); scale = this->rgScale * 0.0025f; SkinMatrix_SetTranslate(&mfTrans, this->pos.x, this->pos.y, this->pos.z); SkinMatrix_SetScale(&mfScale, scale, scale, scale); SkinMatrix_MtxFMtxFMult(&mfTrans, &play->billboardMtxF, &mfTrans11DA0); SkinMatrix_MtxFMtxFMult(&mfTrans11DA0, &mfScale, &mfResult); gSegments[0x06] = PHYSICAL_TO_VIRTUAL(object); gSPSegment(POLY_XLU_DISP++, 0x06, object); 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(texture)); func_8012C9BC(gfxCtx); gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, this->rgPrimColorR, this->rgPrimColorG, this->rgPrimColorB, this->rgPrimColorA); gDPSetEnvColor(POLY_XLU_DISP++, this->rgEnvColorR, this->rgEnvColorG, this->rgEnvColorB, this->rgEnvColorA); gSPDisplayList(POLY_XLU_DISP++, this->gfx); } CLOSE_DISPS(gfxCtx); } // EffectSsDust Spawn Functions void EffectSsDust_Spawn(PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life, u8 updateMode) { EffectSsDustInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.primColor = *primColor; initParams.envColor = *envColor; initParams.drawFlags = drawFlags; initParams.scale = scale; initParams.scaleStep = scaleStep; initParams.life = life; initParams.updateMode = updateMode; EffectSs_Spawn(play, EFFECT_SS_DUST, 128, &initParams); } void func_800B0DE0(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep) { EffectSsDust_Spawn(play, 0, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, 0); } void func_800B0E48(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep) { EffectSsDust_Spawn(play, 1, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, 0); } void func_800B0EB0(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life) { EffectSsDust_Spawn(play, 0, pos, velocity, accel, primColor, envColor, scale, scaleStep, life, 0); } void func_800B0F18(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life) { EffectSsDust_Spawn(play, 1, pos, velocity, accel, primColor, envColor, scale, scaleStep, life, 0); } void func_800B0F80(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life) { EffectSsDust_Spawn(play, 2, pos, velocity, accel, primColor, envColor, scale, scaleStep, life, 0); } void func_800B0FE8(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep) { EffectSsDust_Spawn(play, 0, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, 1); } void func_800B1054(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep) { EffectSsDust_Spawn(play, 1, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, 1); } static Color_RGBA8 sDustBrownPrim = { 170, 130, 90, 255 }; static Color_RGBA8 sDustBrownEnv = { 100, 60, 20, 255 }; void func_800B10C0(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel) { EffectSsDust_Spawn(play, 4, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, 100, 5, 10, 0); } void func_800B1130(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel) { EffectSsDust_Spawn(play, 5, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, 100, 5, 10, 0); } void func_800B11A0(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep) { EffectSsDust_Spawn(play, 4, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, scale, scaleStep, 10, 0); } void func_800B1210(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep) { EffectSsDust_Spawn(play, 5, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, scale, scaleStep, 10, 0); } void func_800B1280(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life) { EffectSsDust_Spawn(play, 4, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, scale, scaleStep, life, 0); } void func_800B12F0(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life) { EffectSsDust_Spawn(play, 5, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, scale, scaleStep, life, 0); } void func_800B1360(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor) { func_800B0DE0(play, pos, velocity, accel, primColor, envColor, 100, 5); } void func_800B139C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor) { func_800B0E48(play, pos, velocity, accel, primColor, envColor, 100, 5); } void func_800B13D8(Vec3f* srcPos, f32 randScale, Vec3f* newPos, Vec3f* velocity, Vec3f* accel) { s16 randAngle; f32 rand = Rand_ZeroOne() * randScale; randAngle = (Rand_ZeroOne() * 65536.0f); *newPos = *srcPos; newPos->x += Math_SinS(randAngle) * rand; newPos->z += Math_CosS(randAngle) * rand; velocity->y = 1.0f; velocity->x = Math_SinS(randAngle); velocity->z = Math_CosS(randAngle); accel->x = 0.0f; accel->y = 0.0f; accel->z = 0.0f; } void func_800B14D4(PlayState* play, f32 randScale, Vec3f* srcPos) { s32 i; Vec3f pos; Vec3f velocity; Vec3f accel; for (i = 0; i < 20; i++) { func_800B13D8(srcPos, randScale, &pos, &velocity, &accel); func_800B1280(play, &pos, &velocity, &accel, 100, 30, 7); } } void func_800B1598(PlayState* play, f32 randScale, Vec3f* srcPos) { s32 i; Vec3f pos; Vec3f velocity; Vec3f accel; for (i = 0; i < 20; i++) { func_800B13D8(srcPos, randScale, &pos, &velocity, &accel); func_800B12F0(play, &pos, &velocity, &accel, 100, 30, 7); } } void EffectSsKirakira_SpawnSmallYellow(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel) { Color_RGBA8 primColor = { 255, 255, 200, 255 }; Color_RGBA8 envColor = { 255, 200, 0, 0 }; EffectSsKirakira_SpawnDispersed(play, pos, velocity, accel, &primColor, &envColor, 1000, 16); } void EffectSsKirakira_SpawnSmall(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor) { EffectSsKirakira_SpawnDispersed(play, pos, velocity, accel, primColor, envColor, 1000, 16); } void EffectSsKirakira_SpawnDispersed(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life) { EffectSsKirakiraInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); initParams.velocity.y = ((Rand_ZeroOne() * initParams.velocity.y) + initParams.velocity.y) * 0.5f; Math_Vec3f_Copy(&initParams.accel, accel); initParams.accel.y = ((Rand_ZeroOne() * initParams.accel.y) + initParams.accel.y) * 0.5f; initParams.life = life; initParams.updateMode = 0; initParams.rotSpeed = 0x1518; initParams.yaw = Rand_ZeroOne() * 16384.0f; initParams.scale = scale; initParams.primColor = *primColor; initParams.envColor = *envColor; initParams.alphaStep = (-(255.0f / initParams.life)) + (-(255.0f / initParams.life)); EffectSs_Spawn(play, EFFECT_SS_KIRAKIRA, 128, &initParams); } void EffectSsKirakira_SpawnFocused(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life) { EffectSsKirakiraInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.life = life; initParams.updateMode = 1; initParams.rotSpeed = 0x1518; initParams.yaw = Rand_ZeroOne() * 16384.0f; initParams.scale = scale; Color_RGBA8_Copy(&initParams.primColor, primColor); Color_RGBA8_Copy(&initParams.envColor, envColor); initParams.alphaStep = (-(255.0f / initParams.life)) + (-(255.0f / initParams.life)); EffectSs_Spawn(play, EFFECT_SS_KIRAKIRA, 128, &initParams); } void EffectSsBomb2_SpawnFade(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel) { EffectSsBomb2InitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.scale = 100; initParams.scaleStep = 0; initParams.drawMode = 0; EffectSs_Spawn(play, EFFECT_SS_BOMB2, 10, &initParams); } void EffectSsBomb2_SpawnLayered(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep) { EffectSsBomb2InitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.scale = scale; initParams.scaleStep = scaleStep; initParams.drawMode = 1; EffectSs_Spawn(play, EFFECT_SS_BOMB2, 10, &initParams); } // EffectSsBlast Spawn Functions void EffectSsBlast_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 sclaeStepDecay, s16 life) { EffectSsBlastInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); Color_RGBA8_Copy(&initParams.primColor, primColor); Color_RGBA8_Copy(&initParams.envColor, envColor); initParams.scale = scale; initParams.scaleStep = scaleStep; initParams.sclaeStepDecay = sclaeStepDecay; initParams.life = life; EffectSs_Spawn(play, EFFECT_SS_BLAST, 128, &initParams); } void EffectSsBlast_SpawnWhiteCustomScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life) { static Color_RGBA8 primColor = { 255, 255, 255, 255 }; static Color_RGBA8 envColor = { 200, 200, 200, 0 }; EffectSsBlast_Spawn(play, pos, velocity, accel, &primColor, &envColor, scale, scaleStep, 35, life); } void EffectSsBlast_SpawnShockwave(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 life) { EffectSsBlast_Spawn(play, pos, velocity, accel, primColor, envColor, 100, 375, 35, life); } void EffectSsBlast_SpawnWhiteShockwave(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel) { static Color_RGBA8 primColor = { 255, 255, 255, 255 }; static Color_RGBA8 envColor = { 200, 200, 200, 0 }; EffectSsBlast_SpawnShockwave(play, pos, velocity, accel, &primColor, &envColor, 10); } // EffectSsGSpk Spawn Functions void EffectSsGSpk_SpawnAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep) { EffectSsGSpkInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); Color_RGBA8_Copy(&initParams.primColor, primColor); Color_RGBA8_Copy(&initParams.envColor, envColor); initParams.actor = actor; initParams.scale = scale; initParams.scaleStep = scaleStep; initParams.updateMode = GSPK_UPDATEMODE_NORMAL; EffectSs_Spawn(play, EFFECT_SS_G_SPK, 128, &initParams); } // unused void EffectSsGSpk_SpawnNoAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep) { EffectSsGSpkInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); Color_RGBA8_Copy(&initParams.primColor, primColor); Color_RGBA8_Copy(&initParams.envColor, envColor); initParams.actor = actor; initParams.scale = scale; initParams.scaleStep = scaleStep; initParams.updateMode = GSPK_UPDATEMODE_NO_ACCEL; EffectSs_Spawn(play, EFFECT_SS_G_SPK, 128, &initParams); } void EffectSsGSpk_SpawnFuse(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel) { Color_RGBA8 primColor = { 255, 255, 150, 255 }; Color_RGBA8 envColor = { 255, 0, 0, 0 }; EffectSsGSpk_SpawnSmall(play, actor, pos, velocity, accel, &primColor, &envColor); } // unused void EffectSsGSpk_SpawnRandColor(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep) { Color_RGBA8 primColor = { 255, 255, 150, 255 }; Color_RGBA8 envColor = { 255, 0, 0, 0 }; s32 randOffset = (Rand_ZeroOne() * 20.0f) - 10.0f; primColor.r += randOffset; primColor.g += randOffset; primColor.b += randOffset; primColor.a += randOffset; envColor.r += randOffset; envColor.g += randOffset; envColor.b += randOffset; envColor.a += randOffset; EffectSsGSpk_SpawnAccel(play, actor, pos, velocity, accel, &primColor, &envColor, scale, scaleStep); } void EffectSsGSpk_SpawnSmall(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor) { EffectSsGSpk_SpawnAccel(play, actor, pos, velocity, accel, primColor, envColor, 100, 5); } // EffectSsDFire Spawn Functions void EffectSsDFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 alpha, s16 fadeDelay, s16 arg8, s32 life) { EffectSsDFireInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.scale = scale; initParams.scaleStep = scaleStep; initParams.alpha = alpha; initParams.fadeDelay = fadeDelay; initParams.unk_2C = arg8; initParams.life = life; EffectSs_Spawn(play, EFFECT_SS_D_FIRE, 128, &initParams); } // EffectSsBubble Spawn Functions void EffectSsBubble_Spawn(PlayState* play, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale, f32 scale) { EffectSsBubbleInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); initParams.yPosOffset = yPosOffset; initParams.yPosRandScale = yPosRandScale; initParams.xzPosRandScale = xzPosRandScale; initParams.scale = scale; EffectSs_Spawn(play, EFFECT_SS_BUBBLE, 128, &initParams); } // EffectSsGRipple Spawn Functions void EffectSsGRipple_Spawn(PlayState* play, Vec3f* pos, s16 radius, s16 radiusMax, s16 life) { EffectSsGRippleInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); initParams.radius = radius; initParams.radiusMax = radiusMax; initParams.life = life; EffectSs_Spawn(play, EFFECT_SS_G_RIPPLE, 128, &initParams); } // EffectSsGSplash Spawn Functions void EffectSsGSplash_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 scale) { EffectSsGSplashInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); initParams.type = type; initParams.scale = scale; if (primColor != NULL) { initParams.primColor = *primColor; initParams.envColor = *envColor; initParams.customColor = 1; } else { initParams.customColor = 0; } EffectSs_Spawn(play, EFFECT_SS_G_SPLASH, 128, &initParams); } // EffectSsGFire Spawn Functions void EffectSsGFire_Spawn(PlayState* play, Vec3f* pos) { EffectSsGFireInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); EffectSs_Spawn(play, EFFECT_SS_G_FIRE, 128, &initParams); } // EffectSsLightning Spawn Functions void EffectSsLightning_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 yaw, s16 life, s16 numBolts) { EffectSsLightningInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Color_RGBA8_Copy(&initParams.primColor, primColor); Color_RGBA8_Copy(&initParams.envColor, envColor); initParams.scale = scale; initParams.yaw = yaw; initParams.life = life; initParams.numBolts = numBolts; EffectSs_Spawn(play, EFFECT_SS_LIGHTNING, 128, &initParams); } // EffectSsDtBubble Spawn Functions void EffectSsDtBubble_SpawnColorProfile(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 life, s16 colorProfile, s16 randXZ) { EffectSsDtBubbleInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.customColor = 0; initParams.colorProfile = colorProfile; initParams.scale = scale; initParams.life = life; initParams.randXZ = randXZ; EffectSs_Spawn(play, EFFECT_SS_DT_BUBBLE, 128, &initParams); } void EffectSsDtBubble_SpawnCustomColor(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 life, s16 randXZ) { EffectSsDtBubbleInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); Color_RGBA8_Copy(&initParams.primColor, primColor); Color_RGBA8_Copy(&initParams.envColor, envColor); initParams.scale = scale; initParams.life = life; initParams.randXZ = randXZ; initParams.customColor = 1; EffectSs_Spawn(play, EFFECT_SS_DT_BUBBLE, 128, &initParams); } // EffectSsHahen Spawn Functions /** * Spawn a single fragment * * * Notes: * - if a display list is not provided, an unknown default will be used as default * - the unused arg does not do anything, any value can be passed here * - due to how life is implemented it is capped at 200. Any value over 200 is accepted, but the fragment will * only live for 200 frames */ void EffectSsHahen_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 flags, s16 scale, s16 objId, s16 life, Gfx* dList) { EffectSsHahenInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.dList = dList; initParams.flags = flags; initParams.scale = scale; initParams.objId = objId; initParams.life = life; EffectSs_Spawn(play, EFFECT_SS_HAHEN, 128, &initParams); } /** * Spawn a burst of fragments, with the amount of fragments specifed by count and burst speed set by * * Notes: * - if a display list is not provided, D_0400C0D0 (wilted deku fragment) will be used as default * - the unused arg does not do anything, any value can be passed here * - due to how life is implemented it is capped at 200. Any value over 200 is accepted, but the fragment will * only live for 200 frames */ void EffectSsHahen_SpawnBurst(PlayState* play, Vec3f* pos, f32 burstScale, s16 flags, s16 scale, s16 randScaleRange, s16 count, s16 objId, s16 life, Gfx* dList) { s32 i; Vec3f velocity; Vec3f accel; accel.y = -0.07f * burstScale; accel.x = accel.z = 0.0f; for (i = 0; i < count; i++) { velocity.x = (Rand_ZeroOne() - 0.5f) * burstScale; velocity.z = (Rand_ZeroOne() - 0.5f) * burstScale; velocity.y = ((Rand_ZeroOne() * 0.5f) + 0.5f) * burstScale; EffectSsHahen_Spawn(play, pos, &velocity, &accel, flags, Rand_S16Offset(scale, randScaleRange), objId, life, dList); } } void func_800B2364(PlayState* play, Vec3f* pos, Gfx* dList) { Vec3f accel = { 0.0f, -2.0f, 0.0f }; EffectSsHahen_Spawn(play, pos, &gZeroVec3f, &accel, HAHEN_SMALL, 5, GAMEPLAY_KEEP, 10, dList); } // EffectSsStick Spawn Functions /** * As child, spawn a broken stick fragment * As adult, spawn a broken sword fragment */ void EffectSsStick_Spawn(PlayState* play, Vec3f* pos, s16 yaw) { EffectSsStickInitParams initParams; initParams.pos = *pos; initParams.yaw = yaw; EffectSs_Spawn(play, EFFECT_SS_STICK, 128, &initParams); } // EffectSsSibuki Spawn Functions void EffectSsSibuki_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 moveDelay, s16 direction, s16 scale) { EffectSsSibukiInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.moveDelay = moveDelay; initParams.direction = direction; initParams.scale = scale; EffectSs_Spawn(play, EFFECT_SS_SIBUKI, 128, &initParams); } void EffectSsSibuki_SpawnBurst(PlayState* play, Vec3f* pos) { s16 i; Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; s16 randDirection = Rand_ZeroOne() * 1.99f; for (i = 0; i < KREG(19) + 30; i++) { EffectSsSibuki_Spawn(play, pos, &zeroVec, &zeroVec, i / (KREG(27) + 6), randDirection, KREG(18) + 40); } } // EffectSsStone1 Spawn Functions void EffectSsStone1_Spawn(PlayState* play, Vec3f* pos, s32 reg0) { EffectSsStone1InitParams initParams; initParams.pos = *pos; initParams.reg0 = reg0; EffectSs_Spawn(play, EFFECT_SS_STONE1, 128, &initParams); } // EffectSsHitmark Spawn Functions void EffectSsHitmark_Spawn(PlayState* play, s32 type, s16 scale, Vec3f* pos) { EffectSsHitmarkInitParams initParams; initParams.type = type; initParams.scale = scale; Math_Vec3f_Copy(&initParams.pos, pos); EffectSs_Spawn(play, EFFECT_SS_HITMARK, 128, &initParams); } void EffectSsHitmark_SpawnFixedScale(PlayState* play, s32 type, Vec3f* pos) { EffectSsHitmark_Spawn(play, type, 300, pos); } void EffectSsHitmark_SpawnCustomScale(PlayState* play, s32 type, s16 scale, Vec3f* pos) { EffectSsHitmark_Spawn(play, type, scale, pos); } // EffectSsFhgFlash Spawn Functions /** * Spawn a shock effect * * param determines where the ligntning should go * 0: dont attach to any actor. spawns at the position specified by pos * 1: spawn at one of Player's body parts, chosen at random * 2 - 6: spawn at one of Goht's body parts */ void EffectSsFhgFlash_SpawnShock(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, u8 params) { EffectSsFhgFlashInitParams initParams; initParams.actor = actor; Math_Vec3f_Copy(&initParams.pos, pos); initParams.scale = scale; initParams.params = params; initParams.type = FHGFLASH_SHOCK; EffectSs_Spawn(play, EFFECT_SS_FHG_FLASH, 128, &initParams); } // EffectSsKFire Spawn Functions void EffectSsKFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type) { EffectSsKFireInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.scaleMax = scaleMax; initParams.type = type; EffectSs_Spawn(play, EFFECT_SS_K_FIRE, 128, &initParams); } // EffectSsSolderSrchBall Spawn Functions void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16* linkDetected, s16 drawFlag) { EffectSsSolderSrchBallInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.unused = unused; initParams.linkDetected = linkDetected; initParams.drawFlag = drawFlag; EffectSs_Spawn(play, EFFECT_SS_SOLDER_SRCH_BALL, 128, &initParams); } // EffectSsKakera Spawn Functions void EffectSsKakera_Spawn(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 objId, Gfx* dList) { EffectSsKakeraInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.unk_18, arg3); initParams.gravity = gravity; initParams.unk_26 = arg5; initParams.unk_28 = arg6; initParams.unk_2A = arg7; initParams.unk_2C = arg8; initParams.scale = scale; initParams.unk_30 = arg10; initParams.unk_32 = arg11; initParams.life = life; initParams.colorIdx = colorIdx; initParams.objId = objId; initParams.dList = dList; EffectSs_Spawn(play, EFFECT_SS_KAKERA, 101, &initParams); } // EffectSsIcePiece Spawn Functions void EffectSsIcePiece_Spawn(PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, s32 life) { EffectSsIcePieceInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.scale = scale; initParams.life = life; EffectSs_Spawn(play, EFFECT_SS_ICE_PIECE, 128, &initParams); } void EffectSsIcePiece_SpawnBurst(PlayState* play, Vec3f* refPos, f32 scale) { static Vec3f accel = { 0.0f, 0.0f, 0.0f }; static Vec3f vecScales[] = { { 0.0f, 70.0f, 0.0f }, { 0.0f, 45.0f, 20.0f }, { 17.320474f, 45.0f, 9.999695f }, { 17.320474f, 45.0f, -9.999695f }, { 0.0f, 45.0f, -20.0f }, { -17.320474f, 45.0f, -9.999695f }, { -17.320474f, 45.0f, 9.999695f }, { 0.0f, 20.0f, 20.0f }, { 17.320474f, 20.0f, -9.999695f }, { -17.320474f, 20.0f, -9.999695f }, }; s32 i; Vec3f velocity; Vec3f pos; f32 velocityScale; accel.y = -0.2f; for (i = 0; i < ARRAY_COUNT(vecScales); i++) { pos = *refPos; velocityScale = Rand_ZeroFloat(1.0f) + 0.5f; velocity.x = (vecScales[i].x * 0.18f) * velocityScale; velocity.y = (vecScales[i].y * 0.18f) * velocityScale; velocity.z = (vecScales[i].z * 0.18f) * velocityScale; pos.x += vecScales[i].x; pos.y += vecScales[i].y; pos.z += vecScales[i].z; EffectSsIcePiece_Spawn(play, &pos, (Rand_ZeroFloat(1.0f) + 0.5f) * ((scale * 1.3f) * 100.0f), &velocity, &accel, 25); } } // EffectSsEnIce Spawn Functions void EffectSsEnIce_SpawnFlying(PlayState* play, Actor* actor, Vec3f* pos, Color_RGBA8* prim, Color_RGBA8* env, f32 scale) { EffectSsEnIceInitParams initParams; initParams.actor = actor; Math_Vec3f_Copy(&initParams.pos, pos); Color_RGBA8_Copy(&initParams.primColor, prim); Color_RGBA8_Copy(&initParams.envColor, env); initParams.type = ENICE_TYPE_FLYING; initParams.scale = scale; if (actor != NULL) { Actor_PlaySfxAtPos(actor, NA_SE_PL_FREEZE_S); } EffectSs_Spawn(play, EFFECT_SS_EN_ICE, 80, &initParams); } void func_800B2B44(PlayState* play, Actor* actor, Vec3f* pos, f32 scale) { static Color_RGBA8 primColor = { 150, 150, 150, 250 }; static Color_RGBA8 envColor = { 235, 245, 255, 255 }; EffectSsEnIce_SpawnFlying(play, actor, pos, &primColor, &envColor, scale); } void func_800B2B7C(PlayState* play, Actor* actor, Vec3s* arg2, f32 scale) { Vec3f dest; Math_Vec3s_ToVec3f(&dest, arg2); func_800B2B44(play, actor, &dest, scale); } void EffectSsEnIce_Spawn(PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life) { EffectSsEnIceInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); Color_RGBA8_Copy(&initParams.primColor, primColor); Color_RGBA8_Copy(&initParams.envColor, envColor); initParams.scale = scale; initParams.life = life; initParams.type = ENICE_TYPE_NORMAL; EffectSs_Spawn(play, EFFECT_SS_EN_ICE, 128, &initParams); } // EffectSsFireTail Spawn Functions void EffectSsFireTail_Spawn(PlayState* play, Actor* actor, Vec3f* pos, f32 scale, Vec3f* arg4, s16 arg5, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 bodyPart, s32 life) { EffectSsFireTailInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.unk_14, arg4); Color_RGBA8_Copy(&initParams.primColor, primColor); Color_RGBA8_Copy(&initParams.envColor, envColor); initParams.unk_20 = arg5; initParams.actor = actor; initParams.scale = scale; initParams.type = type; initParams.bodyPart = bodyPart; initParams.life = life; EffectSs_Spawn(play, EFFECT_SS_FIRE_TAIL, 128, &initParams); } void EffectSsFireTail_SpawnFlame(PlayState* play, Actor* actor, Vec3f* pos, f32 arg3, s16 bodyPart, f32 colorIntensity) { static Color_RGBA8 primColor = { 255, 255, 0, 255 }; static Color_RGBA8 envColor = { 255, 0, 0, 255 }; primColor.g = (s32)(255.0f * colorIntensity); primColor.b = 0; envColor.g = 0; envColor.b = 0; primColor.r = envColor.r = (s32)(255.0f * colorIntensity); EffectSsFireTail_Spawn(play, actor, pos, arg3, &actor->velocity, 15, &primColor, &envColor, (colorIntensity == 1.0f) ? 0 : 1, bodyPart, 1); } void EffectSsFireTail_SpawnFlameOnPlayer(PlayState* play, f32 scale, s16 bodyPart, f32 colorIntensity) { Player* player = GET_PLAYER(play); EffectSsFireTail_SpawnFlame(play, &player->actor, &player->bodyPartsPos[bodyPart], scale, bodyPart, colorIntensity); } // EffectSsEnFire Spawn Functions void EffectSsEnFire_SpawnVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, s16 params, s16 flags, s16 bodyPart) { EffectSsEnFireInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); initParams.actor = actor; initParams.scale = scale; initParams.params = params; initParams.flags = flags; initParams.bodyPart = bodyPart; if (actor != NULL) { Actor_PlaySfxAtPos(actor, NA_SE_EV_FLAME_IGNITION); } EffectSs_Spawn(play, EFFECT_SS_EN_FIRE, 128, &initParams); } void EffectSsEnFire_SpawnVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 scale, s16 params, s16 flags, s16 bodyPart) { EffectSsEnFireInitParams initParams; initParams.pos.x = pos->x; initParams.pos.y = pos->y; initParams.pos.z = pos->z; initParams.actor = actor; initParams.scale = scale; initParams.params = params; initParams.flags = flags | ENFIRE_FLAGS_BODYPART_POS_VEC3S; initParams.bodyPart = bodyPart; if (actor != NULL) { Actor_PlaySfxAtPos(actor, NA_SE_EV_FLAME_IGNITION); } EffectSs_Spawn(play, EFFECT_SS_EN_FIRE, 128, &initParams); } // EffectSsExtra Spawn Functions void EffectSsExtra_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scoreIdx) { EffectSsExtraInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.scale = scale; initParams.scoreIdx = scoreIdx; EffectSs_Spawn(play, EFFECT_SS_EXTRA, 100, &initParams); } // EffectSsDeadDb Spawn Functions void EffectSsDeadDb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* prim, Color_RGBA8* env, s16 scale, s16 scaleStep, s32 unk) { EffectSsDeadDbInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.scale = scale; initParams.scaleStep = scaleStep; initParams.primColor.r = prim->r; initParams.primColor.g = prim->g; initParams.primColor.b = prim->b; initParams.primColor.a = prim->a; initParams.envColor.r = env->r; initParams.envColor.g = env->g; initParams.envColor.b = env->b; initParams.unk_30 = unk; EffectSs_Spawn(play, EFFECT_SS_DEAD_DB, 120, &initParams); } void func_800B3030(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s32 colorIndex) { static Color_RGBA8 primColor = { 255, 255, 255, 255 }; static Color_RGBA8 envColors[] = { { 255, 0, 0, 255 }, { 0, 255, 0, 255 }, { 0, 0, 255, 255 }, { 150, 150, 150, 255 }, }; EffectSsDeadDb_Spawn(play, pos, velocity, accel, &primColor, &envColors[colorIndex], scale, scaleStep, 9); } // EffectSsDeadDd Spawn Functions void EffectSsDeadDd_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* prim, Color_RGBA8* env, s16 scale, s16 scaleStep, s16 alphaStep, s32 life) { EffectSsDeadDdInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.scale = scale; initParams.scaleStep = scaleStep; initParams.primColor.r = prim->r; initParams.primColor.g = prim->g; initParams.primColor.b = prim->b; initParams.primColor.a = prim->a; initParams.envColor.r = env->r; initParams.envColor.g = env->g; initParams.envColor.b = env->b; initParams.type = 0; initParams.alphaStep = alphaStep; initParams.life = life; EffectSs_Spawn(play, EFFECT_SS_DEAD_DD, 120, &initParams); } // EffectSsDeadDs Spawn Functions void EffectSsDeadDs_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 alpha, s32 life) { EffectSsDeadDsInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.scale = scale; initParams.scaleStep = scaleStep; initParams.alpha = alpha; initParams.life = life; EffectSs_Spawn(play, EFFECT_SS_DEAD_DS, 100, &initParams); } void func_800B31BC(PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, s16 alpha, s32 life) { EffectSsDeadDs_Spawn(play, pos, &gZeroVec3f, &gZeroVec3f, scale, scaleStep, alpha, life); } // EffectSsIceSmoke Spawn Functions void EffectSsIceSmoke_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale) { EffectSsIceSmokeInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.scale = scale; EffectSs_Spawn(play, EFFECT_SS_ICE_SMOKE, 128, &initParams); } // EffectSsIceBlock Spawn Functions void EffectSsIceBlock_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale) { EffectEnIceBlockInitParams initParams; Math_Vec3f_Copy(&initParams.pos, pos); Math_Vec3f_Copy(&initParams.velocity, velocity); Math_Vec3f_Copy(&initParams.accel, accel); initParams.scale = scale; EffectSs_Spawn(play, EFFECT_EN_ICE_BLOCK, 128, &initParams); }