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d0cb5d9be4
* ActorProfile * EffectSsProfile * TransitionProfile * variables.txt
172 lines
12 KiB
C
172 lines
12 KiB
C
#ifndef Z64EFFECT_SS_H
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#define Z64EFFECT_SS_H
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#include "ultra64.h"
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#include "stdint.h"
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#include "color.h"
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#include "z64dma.h"
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#include "z64eff_ss_dead.h"
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#include "z64math.h"
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struct Actor;
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struct PlayState;
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struct EffectSs;
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/* G Effect Regs */
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#define rgTexIndex regs[0]
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#define rgScale regs[1]
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#define rgTexIndexStep regs[2]
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#define rgPrimColorR regs[3]
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#define rgPrimColorG regs[4]
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#define rgPrimColorB regs[5]
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#define rgPrimColorA regs[6]
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#define rgEnvColorR regs[7]
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#define rgEnvColorG regs[8]
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#define rgEnvColorB regs[9]
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#define rgEnvColorA regs[10]
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#define rgObjectSlot regs[11]
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typedef u32 (*EffectSsInitFunc)(struct PlayState* play, u32 index, struct EffectSs* effectSs, void* initParams);
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typedef void(*EffectSsUpdateFunc)(struct PlayState* play, u32 index, struct EffectSs* particle);
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typedef void(*EffectSsDrawFunc)(struct PlayState* play, u32 index, struct EffectSs* particle);
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typedef struct EffectSsProfile {
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/* 0x0 */ u32 type;
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/* 0x4 */ EffectSsInitFunc init;
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} EffectSsProfile; // size = 0x8
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typedef struct EffectSsOverlay {
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/* 0x00 */ RomFile file;
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/* 0x08 */ void* vramStart;
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/* 0x0C */ void* vramEnd;
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/* 0x10 */ void* loadedRamAddr;
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/* 0x14 */ EffectSsProfile* profile;
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/* 0x18 */ u8 unk18; // Always 1?
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} EffectSsOverlay; // size = 0x1C
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typedef struct EffectSs {
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/* 0x00 */ Vec3f pos;
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/* 0x0C */ Vec3f velocity;
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/* 0x18 */ Vec3f accel;
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/* 0x24 */ EffectSsUpdateFunc update;
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/* 0x28 */ EffectSsDrawFunc draw;
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/* 0x2C */ Vec3f vec;
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/* 0x38 */ void* gfx;
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/* 0x3C */ struct Actor* actor;
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/* 0x40 */ s16 regs[13]; // These are particle-specific
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/* 0x5A */ u16 flags; // bit 0: set if this entry is not considered free on a priority tie bit 1: ? bit 2: ?
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/* 0x5C */ s16 life; // -1 means this entry is free
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/* 0x5E */ u8 priority; // Lower number mean higher priority
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/* 0x5F */ u8 type;
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} EffectSs; // size = 0x60
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typedef struct EffectSsInfo {
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/* 0x0 */ EffectSs* dataTable; // "data_table" from debug assert
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/* 0x4 */ s32 searchIndex;
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/* 0x8 */ s32 size;
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} EffectSsInfo; // size = 0xC
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#define DEFINE_EFFECT_SS(_name, enumValue) enumValue,
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#define DEFINE_EFFECT_SS_UNSET(enumValue) enumValue,
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typedef enum EffectSsType {
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#include "tables/effect_ss_table.h"
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/* 0x27 */ EFFECT_SS_MAX
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} EffectSsType;
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#undef DEFINE_EFFECT_SS
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#undef DEFINE_EFFECT_SS_UNSET
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void EffectSS_Init(struct PlayState* play, s32 numEntries);
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void EffectSS_Clear(struct PlayState* play);
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EffectSs* EffectSS_GetTable(void);
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void EffectSS_Delete(EffectSs* effectSs);
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void EffectSS_Copy(struct PlayState* play, EffectSs* effectsSs);
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void EffectSs_Spawn(struct PlayState* play, s32 type, s32 priority, void* initData);
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void EffectSS_UpdateAllParticles(struct PlayState* play);
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void EffectSS_DrawAllParticles(struct PlayState* play);
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s16 func_800B096C(s16 arg0, s16 arg1, s32 arg2);
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s16 func_800B09D0(s16 arg0, s16 arg1, f32 arg2);
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u8 func_800B0A24(u8 arg0, u8 arg1, f32 arg2);
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void EffectSs_DrawGEffect(struct PlayState* play, EffectSs* this, void* texture);
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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);
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void func_800B0DE0(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_800B0E48(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_800B0EB0(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_800B0F18(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_800B0F80(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_800B0FE8(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_800B1054(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_800B10C0(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void func_800B1130(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void func_800B11A0(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
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void func_800B1210(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
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void func_800B1280(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life);
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void func_800B12F0(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life);
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void func_800B1360(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor);
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void func_800B139C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor);
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void func_800B14D4(struct PlayState* play, f32 randScale, Vec3f* srcPos);
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void func_800B1598(struct PlayState* play, f32 randScale, Vec3f* srcPos);
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void EffectSsKirakira_SpawnSmallYellow(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsKirakira_SpawnSmall(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor);
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void EffectSsKirakira_SpawnDispersed(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
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void EffectSsKirakira_SpawnFocused(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
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void EffectSsBomb2_SpawnFade(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsBomb2_SpawnLayered(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
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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);
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void EffectSsBlast_SpawnWhiteCustomScale(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 life);
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void EffectSsBlast_SpawnShockwave(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 life);
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void EffectSsBlast_SpawnWhiteShockwave(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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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);
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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);
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void EffectSsGSpk_SpawnFuse(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsGSpk_SpawnRandColor(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
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void EffectSsGSpk_SpawnSmall(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor);
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void EffectSsDFire_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 alpha, s16 alphaStep, s16 fadeDelay, s32 life);
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void EffectSsBubble_Spawn(struct PlayState* play, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale, f32 scale);
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void EffectSsGRipple_Spawn(struct PlayState* play, Vec3f* pos, s16 radius, s16 radiusMax, s16 life);
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void EffectSsGSplash_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 scale);
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void EffectSsGFire_Spawn(struct PlayState* play, Vec3f* pos);
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void EffectSsLightning_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 yaw, s16 life, s16 numBolts);
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void EffectSsDtBubble_SpawnColorProfile(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 life, s16 colorProfile, s16 randXZ);
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void EffectSsDtBubble_SpawnCustomColor(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 life, s16 randXZ);
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void EffectSsHahen_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 flags, s16 scale, s16 objectId, s16 life, Gfx* dList);
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void EffectSsHahen_SpawnBurst(struct PlayState* play, Vec3f* pos, f32 burstScale, s16 flags, s16 scale, s16 randScaleRange, s16 count, s16 objectId, s16 life, Gfx* dList);
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void func_800B2364(struct PlayState* play, Vec3f* pos, Gfx* dList);
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void EffectSsStick_Spawn(struct PlayState* play, Vec3f* pos, s16 yaw);
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void EffectSsSibuki_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 moveDelay, s16 direction, s16 scale);
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void EffectSsSibuki_SpawnBurst(struct PlayState* play, Vec3f* pos);
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void EffectSsStone1_Spawn(struct PlayState* play, Vec3f* pos, s32 reg0);
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void EffectSsHitmark_SpawnFixedScale(struct PlayState* play, s32 type, Vec3f* pos);
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void EffectSsHitmark_SpawnCustomScale(struct PlayState* play, s32 type, s16 scale, Vec3f* pos);
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void EffectSsFhgFlash_SpawnShock(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 scale, u8 params);
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void EffectSsKFire_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type);
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void EffectSsSolderSrchBall_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16* playerDetected, s16 flags);
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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);
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void EffectSsIcePiece_Spawn(struct PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, s32 life);
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void EffectSsIcePiece_SpawnBurst(struct PlayState* play, Vec3f* refPos, f32 scale);
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void func_800B2B44(struct PlayState* play, struct Actor* actor, Vec3f* pos, f32 scale);
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void func_800B2B7C(struct PlayState* play, struct Actor* actor, Vec3s* arg2, f32 scale);
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void EffectSsEnIce_Spawn(struct PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life);
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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);
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void EffectSsFireTail_SpawnFlame(struct PlayState* play, struct Actor* actor, Vec3f* pos, f32 arg3, s16 bodyPart, f32 colorIntensity);
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void EffectSsFireTail_SpawnFlameOnPlayer(struct PlayState* play, f32 scale, s16 bodyPart, f32 colorIntensity);
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void EffectSsEnFire_SpawnVec3f(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 scale, s16 params, s16 flags, s16 bodyPart);
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void EffectSsEnFire_SpawnVec3s(struct PlayState* play, struct Actor* actor, Vec3s* pos, s16 scale, s16 params, s16 flags, s16 bodyPart);
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void EffectSsExtra_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scoreIndex);
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void EffectSsDeadDb_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* prim, Color_RGBA8* env, s16 scale, s16 scaleStep, s32 life);
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void func_800B3030(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s32 colorIndex);
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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);
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void EffectSsDeadDs_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, s16 alpha, s32 life);
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void func_800B31BC(struct PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, s16 alpha, s32 life);
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void EffectSsIceSmoke_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
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void EffectSsIceBlock_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
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extern EffectSsOverlay gParticleOverlayTable[EFFECT_SS_MAX];
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#endif
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