Shipwright/soh/src/code/z_effect_soft_sprite_old_in...

1187 lines
44 KiB
C

#include "global.h"
#include "overlays/effects/ovl_Effect_Ss_Dust/z_eff_ss_dust.h"
#include "overlays/effects/ovl_Effect_Ss_KiraKira/z_eff_ss_kirakira.h"
#include "overlays/effects/ovl_Effect_Ss_Bomb/z_eff_ss_bomb.h"
#include "overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.h"
#include "overlays/effects/ovl_Effect_Ss_Blast/z_eff_ss_blast.h"
#include "overlays/effects/ovl_Effect_Ss_G_Spk/z_eff_ss_g_spk.h"
#include "overlays/effects/ovl_Effect_Ss_D_Fire/z_eff_ss_d_fire.h"
#include "overlays/effects/ovl_Effect_Ss_Bubble/z_eff_ss_bubble.h"
#include "overlays/effects/ovl_Effect_Ss_G_Ripple/z_eff_ss_g_ripple.h"
#include "overlays/effects/ovl_Effect_Ss_G_Splash/z_eff_ss_g_splash.h"
#include "overlays/effects/ovl_Effect_Ss_G_Magma/z_eff_ss_g_magma.h"
#include "overlays/effects/ovl_Effect_Ss_G_Fire/z_eff_ss_g_fire.h"
#include "overlays/effects/ovl_Effect_Ss_Lightning/z_eff_ss_lightning.h"
#include "overlays/effects/ovl_Effect_Ss_Dt_Bubble/z_eff_ss_dt_bubble.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#include "overlays/effects/ovl_Effect_Ss_Stick/z_eff_ss_stick.h"
#include "overlays/effects/ovl_Effect_Ss_Sibuki/z_eff_ss_sibuki.h"
#include "overlays/effects/ovl_Effect_Ss_Sibuki2/z_eff_ss_sibuki2.h"
#include "overlays/effects/ovl_Effect_Ss_G_Magma2/z_eff_ss_g_magma2.h"
#include "overlays/effects/ovl_Effect_Ss_Stone1/z_eff_ss_stone1.h"
#include "overlays/effects/ovl_Effect_Ss_HitMark/z_eff_ss_hitmark.h"
#include "overlays/effects/ovl_Effect_Ss_Fhg_Flash/z_eff_ss_fhg_flash.h"
#include "overlays/effects/ovl_Effect_Ss_K_Fire/z_eff_ss_k_fire.h"
#include "overlays/effects/ovl_Effect_Ss_Solder_Srch_Ball/z_eff_ss_solder_srch_ball.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "overlays/effects/ovl_Effect_Ss_Ice_Piece/z_eff_ss_ice_piece.h"
#include "overlays/effects/ovl_Effect_Ss_En_Ice/z_eff_ss_en_ice.h"
#include "overlays/effects/ovl_Effect_Ss_Fire_Tail/z_eff_ss_fire_tail.h"
#include "overlays/effects/ovl_Effect_Ss_En_Fire/z_eff_ss_en_fire.h"
#include "overlays/effects/ovl_Effect_Ss_Extra/z_eff_ss_extra.h"
#include "overlays/effects/ovl_Effect_Ss_Fcircle/z_eff_ss_fcircle.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_Dead_Sound/z_eff_ss_dead_sound.h"
#include "overlays/effects/ovl_Effect_Ss_Ice_Smoke/z_eff_ss_ice_smoke.h"
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
// effects that use this draw function are responsible for making sure their regs line up with the usage here
void EffectSs_DrawGEffect(GlobalContext* globalCtx, EffectSs* this, void* texture) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
f32 scale;
MtxF mfTrans;
MtxF mfScale;
MtxF mfResult;
MtxF mfTrans11DA0;
s32 pad1;
Mtx* mtx;
void* object = globalCtx->objectCtx.status[this->rgObjBankIdx].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, &globalCtx->billboardMtxF, &mfTrans11DA0);
SkinMatrix_MtxFMtxFMult(&mfTrans11DA0, &mfScale, &mfResult);
gSegments[6] = VIRTUAL_TO_PHYSICAL(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, SEGMENTED_TO_VIRTUAL(texture));
func_80094C50(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(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_DUST, 128, &initParams);
}
void func_8002829C(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep) {
EffectSsDust_Spawn(globalCtx, 0, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, 0);
}
void func_80028304(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep) {
EffectSsDust_Spawn(globalCtx, 1, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, 0);
}
void func_8002836C(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life) {
EffectSsDust_Spawn(globalCtx, 0, pos, velocity, accel, primColor, envColor, scale, scaleStep, life, 0);
}
void func_800283D4(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life) {
EffectSsDust_Spawn(globalCtx, 1, pos, velocity, accel, primColor, envColor, scale, scaleStep, life, 0);
}
void func_8002843C(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life) {
EffectSsDust_Spawn(globalCtx, 2, pos, velocity, accel, primColor, envColor, scale, scaleStep, life, 0);
}
// unused
void func_800284A4(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep) {
EffectSsDust_Spawn(globalCtx, 0, pos, velocity, accel, primColor, envColor, scale, scaleStep, 10, 1);
}
// unused
void func_80028510(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep) {
EffectSsDust_Spawn(globalCtx, 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_8002857C(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel) {
EffectSsDust_Spawn(globalCtx, 4, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, 100, 5, 10, 0);
}
// unused
void func_800285EC(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel) {
EffectSsDust_Spawn(globalCtx, 5, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, 100, 5, 10, 0);
}
void func_8002865C(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep) {
EffectSsDust_Spawn(globalCtx, 4, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, scale, scaleStep, 10, 0);
}
void func_800286CC(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep) {
EffectSsDust_Spawn(globalCtx, 5, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, scale, scaleStep, 10, 0);
}
void func_8002873C(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s16 life) {
EffectSsDust_Spawn(globalCtx, 4, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, scale, scaleStep, life, 0);
}
void func_800287AC(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s16 life) {
EffectSsDust_Spawn(globalCtx, 5, pos, velocity, accel, &sDustBrownPrim, &sDustBrownEnv, scale, scaleStep, life, 0);
}
// unused
void func_8002881C(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor) {
func_8002829C(globalCtx, pos, velocity, accel, primColor, envColor, 100, 5);
}
// unused
void func_80028858(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor) {
func_80028304(globalCtx, pos, velocity, accel, primColor, envColor, 100, 5);
}
void func_80028894(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_80028990(GlobalContext* globalCtx, f32 randScale, Vec3f* srcPos) {
s32 i;
Vec3f pos;
Vec3f velocity;
Vec3f accel;
for (i = 0; i < 20; i++) {
func_80028894(srcPos, randScale, &pos, &velocity, &accel);
func_8002873C(globalCtx, &pos, &velocity, &accel, 100, 30, 7);
}
}
void func_80028A54(GlobalContext* globalCtx, f32 randScale, Vec3f* srcPos) {
s32 i;
Vec3f pos;
Vec3f velocity;
Vec3f accel;
for (i = 0; i < 20; i++) {
func_80028894(srcPos, randScale, &pos, &velocity, &accel);
func_800287AC(globalCtx, &pos, &velocity, &accel, 100, 30, 7);
}
}
// EffectSsKiraKira Spawn Functions
void EffectSsKiraKira_SpawnSmallYellow(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel) {
Color_RGBA8 primColor = { 255, 255, 200, 255 };
Color_RGBA8 envColor = { 255, 200, 0, 0 };
EffectSsKiraKira_SpawnDispersed(globalCtx, pos, velocity, accel, &primColor, &envColor, 1000, 16);
}
void EffectSsKiraKira_SpawnSmall(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor) {
EffectSsKiraKira_SpawnDispersed(globalCtx, pos, velocity, accel, primColor, envColor, 1000, 16);
}
void EffectSsKiraKira_SpawnDispersed(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_KIRAKIRA, 128, &initParams);
}
void EffectSsKiraKira_SpawnFocused(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_KIRAKIRA, 128, &initParams);
}
// EffectSsBomb Spawn Functions
// unused
void EffectSsBomb_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel) {
EffectSsBombInitParams initParams;
Math_Vec3f_Copy(&initParams.pos, pos);
Math_Vec3f_Copy(&initParams.velocity, velocity);
Math_Vec3f_Copy(&initParams.accel, accel);
EffectSs_Spawn(globalCtx, EFFECT_SS_BOMB, 128, &initParams);
}
// EffectSsBomb2 Spawn Functions
// unused
void EffectSsBomb2_SpawnFade(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_BOMB2, 10, &initParams);
}
void EffectSsBomb2_SpawnLayered(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_BOMB2, 10, &initParams);
}
// EffectSsBlast Spawn Functions
void EffectSsBlast_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 sclaeStepDecay, s16 life) {
EffectSsBlastParams 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(globalCtx, EFFECT_SS_BLAST, 128, &initParams);
}
void EffectSsBlast_SpawnWhiteCustomScale(GlobalContext* globalCtx, 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(globalCtx, pos, velocity, accel, &primColor, &envColor, scale, scaleStep, 35, life);
}
void EffectSsBlast_SpawnShockwave(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 life) {
EffectSsBlast_Spawn(globalCtx, pos, velocity, accel, primColor, envColor, 100, 375, 35, life);
}
void EffectSsBlast_SpawnWhiteShockwave(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel) {
static Color_RGBA8 primColor = { 255, 255, 255, 255 };
static Color_RGBA8 envColor = { 200, 200, 200, 0 };
EffectSsBlast_SpawnShockwave(globalCtx, pos, velocity, accel, &primColor, &envColor, 10);
}
// EffectSsGSpk Spawn Functions
void EffectSsGSpk_SpawnAccel(GlobalContext* globalCtx, 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 = 0;
EffectSs_Spawn(globalCtx, EFFECT_SS_G_SPK, 128, &initParams);
}
// unused
void EffectSsGSpk_SpawnNoAccel(GlobalContext* globalCtx, 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 = 1;
EffectSs_Spawn(globalCtx, EFFECT_SS_G_SPK, 128, &initParams);
}
void EffectSsGSpk_SpawnFuse(GlobalContext* globalCtx, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel) {
Color_RGBA8 primColor = { 255, 255, 150, 255 };
Color_RGBA8 envColor = { 255, 0, 0, 0 };
EffectSsGSpk_SpawnSmall(globalCtx, actor, pos, velocity, accel, &primColor, &envColor);
}
// unused
void EffectSsGSpk_SpawnRandColor(GlobalContext* globalCtx, 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(globalCtx, actor, pos, velocity, accel, &primColor, &envColor, scale, scaleStep);
}
void EffectSsGSpk_SpawnSmall(GlobalContext* globalCtx, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor) {
EffectSsGSpk_SpawnAccel(globalCtx, actor, pos, velocity, accel, primColor, envColor, 100, 5);
}
// EffectSsDFire Spawn Functions
void EffectSsDFire_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s16 alpha, s16 fadeDelay, 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.life = life;
EffectSs_Spawn(globalCtx, EFFECT_SS_D_FIRE, 128, &initParams);
}
void EffectSsDFire_SpawnFixedScale(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 alpha,
s16 fadeDelay) {
EffectSsDFire_Spawn(globalCtx, pos, velocity, accel, 100, 35, alpha, fadeDelay, 8);
}
// EffectSsBubble Spawn Functions
void EffectSsBubble_Spawn(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_BUBBLE, 128, &initParams);
}
// EffectSsGRipple Spawn Functions
void EffectSsGRipple_Spawn(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_G_RIPPLE, 128, &initParams);
}
// EffectSsGSplash Spawn Functions
void EffectSsGSplash_Spawn(GlobalContext* globalCtx, 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 = true;
} else {
initParams.customColor = false;
}
EffectSs_Spawn(globalCtx, EFFECT_SS_G_SPLASH, 128, &initParams);
}
// EffectSsGMagma Spawn Functions
void EffectSsGMagma_Spawn(GlobalContext* globalCtx, Vec3f* pos) {
EffectSsGMagmaInitParams initParams;
Math_Vec3f_Copy(&initParams.pos, pos);
EffectSs_Spawn(globalCtx, EFFECT_SS_G_MAGMA, 128, &initParams);
}
// EffectSsGFire Spawn Functions
void EffectSsGFire_Spawn(GlobalContext* globalCtx, Vec3f* pos) {
EffectSsGFireInitParams initParams;
Math_Vec3f_Copy(&initParams.pos, pos);
EffectSs_Spawn(globalCtx, EFFECT_SS_G_FIRE, 128, &initParams);
}
// EffectSsLightning Spawn Functions
void EffectSsLightning_Spawn(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_LIGHTNING, 128, &initParams);
}
// EffectSsDtBubble Spawn Functions
void EffectSsDtBubble_SpawnColorProfile(GlobalContext* globalCtx, 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 = false;
initParams.colorProfile = colorProfile;
initParams.scale = scale;
initParams.life = life;
initParams.randXZ = randXZ;
EffectSs_Spawn(globalCtx, EFFECT_SS_DT_BUBBLE, 128, &initParams);
}
void EffectSsDtBubble_SpawnCustomColor(GlobalContext* globalCtx, 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 = true;
EffectSs_Spawn(globalCtx, EFFECT_SS_DT_BUBBLE, 128, &initParams);
}
// EffectSsHahen Spawn Functions
/**
* Spawn a single fragment
*
* 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_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, 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.unused = unused;
initParams.scale = scale;
initParams.objId = objId;
initParams.life = life;
EffectSs_Spawn(globalCtx, 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(GlobalContext* globalCtx, Vec3f* pos, f32 burstScale, s16 unused, 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(globalCtx, pos, &velocity, &accel, unused, Rand_S16Offset(scale, randScaleRange), objId,
life, dList);
}
}
// EffectSsStick Spawn Functions
/**
* As child, spawn a broken stick fragment
* As adult, spawn a broken sword fragment
*/
void EffectSsStick_Spawn(GlobalContext* globalCtx, Vec3f* pos, s16 yaw) {
EffectSsStickInitParams initParams;
initParams.pos = *pos;
initParams.yaw = yaw;
EffectSs_Spawn(globalCtx, EFFECT_SS_STICK, 128, &initParams);
}
// EffectSsSibuki Spawn Functions
void EffectSsSibuki_Spawn(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_SIBUKI, 128, &initParams);
}
void EffectSsSibuki_SpawnBurst(GlobalContext* globalCtx, Vec3f* pos) {
s16 i;
Vec3f unusedZeroVec1 = { 0.0f, 0.0f, 0.0f };
Vec3f unusedZeroVec2 = { 0.0f, 0.0f, 0.0f };
Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
s16 randDirection = Rand_ZeroOne() * 1.99f;
for (i = 0; i < KREG(19) + 30; i++) {
EffectSsSibuki_Spawn(globalCtx, pos, &zeroVec, &zeroVec, i / (KREG(27) + 6), randDirection, KREG(18) + 40);
}
}
// EffectSsSibuki2 Spawn Functions
// unused
void EffectSsSibuki2_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale) {
EffectSsSibuki2InitParams initParams;
Math_Vec3f_Copy(&initParams.pos, pos);
Math_Vec3f_Copy(&initParams.velocity, velocity);
Math_Vec3f_Copy(&initParams.accel, accel);
initParams.scale = scale;
EffectSs_Spawn(globalCtx, EFFECT_SS_SIBUKI2, 128, &initParams);
}
// EffectSsGMagma2 Spawn Functions
void EffectSsGMagma2_Spawn(GlobalContext* globalCtx, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
s16 updateRate, s16 drawMode, s16 scale) {
EffectSsGMagma2InitParams initParams;
Math_Vec3f_Copy(&initParams.pos, pos);
Color_RGBA8_Copy(&initParams.primColor, primColor);
Color_RGBA8_Copy(&initParams.envColor, envColor);
initParams.updateRate = updateRate;
initParams.drawMode = drawMode;
initParams.scale = scale;
EffectSs_Spawn(globalCtx, EFFECT_SS_G_MAGMA2, 128, &initParams);
}
// EffectSsStone1 Spawn Functions
void EffectSsStone1_Spawn(GlobalContext* globalCtx, Vec3f* pos, s32 arg2) {
EffectSsStone1InitParams initParams;
initParams.pos = *pos;
initParams.unk_C = arg2;
EffectSs_Spawn(globalCtx, EFFECT_SS_STONE1, 128, &initParams);
}
// EffectSsHitMark Spawn Functions
void EffectSsHitMark_Spawn(GlobalContext* globalCtx, s32 type, s16 scale, Vec3f* pos) {
EffectSsHitMarkInitParams initParams;
initParams.type = type;
initParams.scale = scale;
Math_Vec3f_Copy(&initParams.pos, pos);
EffectSs_Spawn(globalCtx, EFFECT_SS_HITMARK, 128, &initParams);
}
void EffectSsHitMark_SpawnFixedScale(GlobalContext* globalCtx, s32 type, Vec3f* pos) {
EffectSsHitMark_Spawn(globalCtx, type, 300, pos);
}
void EffectSsHitMark_SpawnCustomScale(GlobalContext* globalCtx, s32 type, s16 scale, Vec3f* pos) {
EffectSsHitMark_Spawn(globalCtx, type, scale, pos);
}
// EffectSsFhgFlash Spawn Functions
/**
* Spawn a light ball effect
*
* param changes the color of the ball. Refer to FhgFlashLightBallParam for the options.
* Note: this type requires OBJECT_FHG to be loaded
*/
void EffectSsFhgFlash_SpawnLightBall(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
u8 param) {
EffectSsFhgFlashInitParams initParams;
Math_Vec3f_Copy(&initParams.pos, pos);
Math_Vec3f_Copy(&initParams.velocity, velocity);
Math_Vec3f_Copy(&initParams.accel, accel);
initParams.scale = scale;
initParams.param = param;
initParams.type = FHGFLASH_LIGHTBALL;
EffectSs_Spawn(globalCtx, EFFECT_SS_FHG_FLASH, 128, &initParams);
}
/**
* 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: spawn at one of Phantom Ganon's body parts, chosen at random
*/
void EffectSsFhgFlash_SpawnShock(GlobalContext* globalCtx, Actor* actor, Vec3f* pos, s16 scale, u8 param) {
EffectSsFhgFlashInitParams initParams;
initParams.actor = actor;
Math_Vec3f_Copy(&initParams.pos, pos);
initParams.scale = scale;
initParams.param = param;
initParams.type = FHGFLASH_SHOCK;
EffectSs_Spawn(globalCtx, EFFECT_SS_FHG_FLASH, 128, &initParams);
}
// EffectSsKFire Spawn Functions
void EffectSsKFire_Spawn(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_K_FIRE, 128, &initParams);
}
// EffectSsSolderSrchBall Spawn Functions
void EffectSsSolderSrchBall_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused,
s16* linkDetected) {
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;
EffectSs_Spawn(globalCtx, EFFECT_SS_SOLDER_SRCH_BALL, 128, &initParams);
}
// EffectSsKakera Spawn Functions
void EffectSsKakera_Spawn(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_KAKERA, 101, &initParams);
}
// EffectSsIcePiece Spawn Functions
void EffectSsIcePiece_Spawn(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_ICE_PIECE, 128, &initParams);
}
void EffectSsIcePiece_SpawnBurst(GlobalContext* globalCtx, 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 },
}; // 17.320474 is approximately 10 * sqrt(3)
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(globalCtx, &pos, (Rand_ZeroFloat(1.0f) + 0.5f) * ((scale * 1.3f) * 100.0f), &velocity,
&accel, 25);
}
}
// EffectSsEnIce Spawn Functions
void EffectSsEnIce_SpawnFlyingVec3f(GlobalContext* globalCtx, Actor* actor, Vec3f* pos, s16 primR, s16 primG, s16 primB,
s16 primA, s16 envR, s16 envG, s16 envB, f32 scale) {
EffectSsEnIceInitParams initParams;
initParams.actor = actor;
Math_Vec3f_Copy(&initParams.pos, pos);
initParams.type = 0;
initParams.primColor.r = primR;
initParams.primColor.g = primG;
initParams.primColor.b = primB;
initParams.primColor.a = primA;
initParams.envColor.r = envR;
initParams.envColor.g = envG;
initParams.envColor.b = envB;
initParams.scale = scale;
if (actor != NULL) {
Audio_PlayActorSound2(actor, NA_SE_PL_FREEZE_S);
}
EffectSs_Spawn(globalCtx, EFFECT_SS_EN_ICE, 80, &initParams);
}
void EffectSsEnIce_SpawnFlyingVec3s(GlobalContext* globalCtx, Actor* actor, Vec3s* pos, s16 primR, s16 primG, s16 primB,
s16 primA, s16 envR, s16 envG, s16 envB, f32 scale) {
EffectSsEnIceInitParams initParams;
initParams.actor = actor;
initParams.pos.x = pos->x;
initParams.pos.y = pos->y;
initParams.pos.z = pos->z;
initParams.primColor.r = primR;
initParams.primColor.g = primG;
initParams.primColor.b = primB;
initParams.primColor.a = primA;
initParams.envColor.r = envR;
initParams.envColor.g = envG;
initParams.envColor.b = envB;
initParams.type = 0;
initParams.scale = scale;
if (actor != NULL) {
Audio_PlayActorSound2(actor, NA_SE_PL_FREEZE_S);
}
EffectSs_Spawn(globalCtx, EFFECT_SS_EN_ICE, 80, &initParams);
}
void EffectSsEnIce_Spawn(GlobalContext* globalCtx, 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 = 1;
EffectSs_Spawn(globalCtx, EFFECT_SS_EN_ICE, 128, &initParams);
}
// EffectSsFireTail Spawn Functions
void EffectSsFireTail_Spawn(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_FIRE_TAIL, 128, &initParams);
}
void EffectSsFireTail_SpawnFlame(GlobalContext* globalCtx, 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(globalCtx, actor, pos, arg3, &actor->velocity, 15, &primColor, &envColor,
(colorIntensity == 1.0f) ? 0 : 1, bodyPart, 1);
}
void EffectSsFireTail_SpawnFlameOnPlayer(GlobalContext* globalCtx, f32 scale, s16 bodyPart, f32 colorIntensity) {
Player* player = GET_PLAYER(globalCtx);
EffectSsFireTail_SpawnFlame(globalCtx, &player->actor, &player->bodyPartsPos[bodyPart], scale, bodyPart,
colorIntensity);
}
// EffectSsEnFire Spawn Functions
// note: if bodyPart is greater than -1 the actor MUST have a table of Vec3f positions at offset 0x14C in the instance
void EffectSsEnFire_SpawnVec3f(GlobalContext* globalCtx, Actor* actor, Vec3f* pos, s16 scale, s16 arg4, s16 flags,
s16 bodyPart) {
EffectSsEnFireInitParams initParams;
Math_Vec3f_Copy(&initParams.pos, pos);
initParams.actor = actor;
initParams.scale = scale;
initParams.unk_12 = arg4;
initParams.flags = flags;
initParams.bodyPart = bodyPart;
if (actor != NULL) {
Audio_PlayActorSound2(actor, NA_SE_EV_FLAME_IGNITION);
}
EffectSs_Spawn(globalCtx, EFFECT_SS_EN_FIRE, 128, &initParams);
}
// note: if bodyPart is greater than -1 the actor MUST have a table of Vec3s positions at offset 0x14C in the instance
void EffectSsEnFire_SpawnVec3s(GlobalContext* globalCtx, Actor* actor, Vec3s* pos, s16 scale, s16 arg4, 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.unk_12 = arg4;
initParams.flags = flags | 0x8000;
initParams.bodyPart = bodyPart;
if (actor != NULL) {
Audio_PlayActorSound2(actor, NA_SE_EV_FLAME_IGNITION);
}
EffectSs_Spawn(globalCtx, EFFECT_SS_EN_FIRE, 128, &initParams);
}
// EffectSsExtra Spawn Functions
void EffectSsExtra_Spawn(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_EXTRA, 100, &initParams);
}
// EffectSsFCircle Spawn Functions
void EffectSsFCircle_Spawn(GlobalContext* globalCtx, Actor* actor, Vec3f* pos, s16 radius, s16 height) {
EffectSsFcircleInitParams initParams;
Math_Vec3f_Copy(&initParams.pos, pos);
initParams.actor = actor;
initParams.radius = radius;
initParams.height = height;
EffectSs_Spawn(globalCtx, EFFECT_SS_FCIRCLE, 128, &initParams);
}
// EffectSsDeadDb Spawn Functions
void EffectSsDeadDb_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, s16 unused,
s32 arg14, s16 playSound) {
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 = primR;
initParams.primColor.g = primG;
initParams.primColor.b = primB;
initParams.primColor.a = primA;
initParams.envColor.r = envR;
initParams.envColor.g = envG;
initParams.envColor.b = envB;
initParams.unused = unused;
initParams.unk_34 = arg14;
initParams.playSound = playSound;
EffectSs_Spawn(globalCtx, EFFECT_SS_DEAD_DB, 120, &initParams);
}
// EffectSsDeadDd Spawn Functions
void EffectSsDeadDd_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s16 primR, s16 primG, s16 primB, s16 alpha, s16 envR, s16 envG, s16 envB, 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.type = 0;
initParams.scaleStep = scaleStep;
initParams.primColor.r = primR;
initParams.primColor.g = primG;
initParams.primColor.b = primB;
initParams.alpha = alpha;
initParams.envColor.r = envR;
initParams.envColor.g = envG;
initParams.envColor.b = envB;
initParams.alphaStep = alphaStep;
initParams.life = life;
EffectSs_Spawn(globalCtx, EFFECT_SS_DEAD_DD, 120, &initParams);
}
// unused
void EffectSsDeadDd_SpawnRandYellow(GlobalContext* globalCtx, Vec3f* pos, s16 scale, s16 scaleStep, f32 randPosScale,
s32 randIter, s32 life) {
EffectSsDeadDdInitParams initParams;
Math_Vec3f_Copy(&initParams.pos, pos);
initParams.scale = scale;
initParams.scaleStep = scaleStep;
initParams.randPosScale = randPosScale;
initParams.randIter = randIter;
initParams.life = life;
initParams.type = 1;
EffectSs_Spawn(globalCtx, EFFECT_SS_DEAD_DD, 120, &initParams);
}
// EffectSsDeadDs Spawn Functions
void EffectSsDeadDs_Spawn(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_DEAD_DS, 100, &initParams);
}
void EffectSsDeadDs_SpawnStationary(GlobalContext* globalCtx, Vec3f* pos, s16 scale, s16 scaleStep, s16 alpha,
s32 life) {
EffectSsDeadDs_Spawn(globalCtx, pos, &sZeroVec, &sZeroVec, scale, scaleStep, alpha, life);
}
// EffectSsDeadSound Spawn Functions
void EffectSsDeadSound_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u16 sfxId,
s16 lowerPriority, s16 repeatMode, s32 life) {
EffectSsDeadSoundInitParams initParams;
Math_Vec3f_Copy(&initParams.pos, pos);
Math_Vec3f_Copy(&initParams.velocity, velocity);
Math_Vec3f_Copy(&initParams.accel, accel);
initParams.sfxId = sfxId;
initParams.lowerPriority = lowerPriority;
initParams.repeatMode = repeatMode;
initParams.life = life;
if (!lowerPriority) {
EffectSs_Spawn(globalCtx, EFFECT_SS_DEAD_SOUND, 100, &initParams);
} else {
EffectSs_Spawn(globalCtx, EFFECT_SS_DEAD_SOUND, 127, &initParams);
}
}
void EffectSsDeadSound_SpawnStationary(GlobalContext* globalCtx, Vec3f* pos, u16 sfxId, s16 lowerPriority,
s16 repeatMode, s32 life) {
EffectSsDeadSound_Spawn(globalCtx, pos, &sZeroVec, &sZeroVec, sfxId, lowerPriority, repeatMode, life);
}
// EffectSsIceSmoke Spawn Functions
/**
* Spawn an Ice Smoke effect
*
* Note: this effect requires OBJECT_FZ to be loaded
*/
void EffectSsIceSmoke_Spawn(GlobalContext* globalCtx, 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(globalCtx, EFFECT_SS_ICE_SMOKE, 128, &initParams);
}