mm/src/code/z_effect_soft_sprite_old_in...

1033 lines
38 KiB
C

#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 <arg2>
*
* 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);
}