sm64pc/src/game/envfx_snow.h

48 lines
1.6 KiB
C

#ifndef ENVFX_SNOW_H
#define ENVFX_SNOW_H
#include <ultra64.h>
#include "types.h"
#define ENVFX_MODE_NONE 0 // no effects
#define ENVFX_SNOW_NORMAL 1 // CCM, SL
#define ENVFX_SNOW_WATER 2 // Secret Aquarium, Sunken Ship
#define ENVFX_SNOW_BLIZZARD 3 // unused
#define ENVFX_BUBBLE_START 10 // Separates snow effects and flower/bubble effects
#define ENVFX_FLOWERS 11 // unused
#define ENVFX_LAVA_BUBBLES 12 // LLL, BitFS, Bowser 2
#define ENVFX_WHIRLPOOL_BUBBLES 13 // DDD
#define ENVFX_JETSTREAM_BUBBLES 14 // JRB, DDD (submarine area)
struct EnvFxParticle {
s8 isAlive;
//s8 filler01;
s16 animFrame; // lava bubbles and flowers have frame animations
s32 xPos;
s32 yPos;
s32 zPos;
s32 angleAndDist[2]; // for whirpools, [0] = angle from center, [1] = distance from center
s32 unusedBubbleVar; // set to zero for bubbles when respawning, never used elsewhere
s32 bubbleY; // for Bubbles, yPos is always set to this
s8 filler20[56 - 0x20];
};
extern s8 gEnvFxMode;
extern UNUSED s32 D_80330644;
extern struct SnowFlakeVertex gSnowFlakeVertex1;
extern struct SnowFlakeVertex gSnowFlakeVertex2;
extern struct SnowFlakeVertex gSnowFlakeVertex3;
extern struct EnvFxParticle *gEnvFxBuffer;
extern Vec3i gSnowCylinderLastPos;
extern s16 gSnowParticleCount;
extern s16 gSnowParticleMaxCount;
Gfx *envfx_update_particles(s32 snowMode, Vec3s marioPos, Vec3s camTo, Vec3s camFrom);
void orbit_from_positions(Vec3s from, Vec3s to, s16 *radius, s16 *pitch, s16 *yaw);
void rotate_triangle_vertices(Vec3s vertex1, Vec3s vertex2, Vec3s vertex3, s16 pitch, s16 yaw);
#endif // ENVFX_SNOW_H