mirror of https://github.com/sm64pc/sm64pc.git
535 lines
18 KiB
C
535 lines
18 KiB
C
#include <ultra64.h>
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#include "sm64.h"
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#include "game_init.h"
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#include "memory.h"
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#include "ingame_menu.h"
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#include "envfx_snow.h"
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#include "envfx_bubbles.h"
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#include "engine/surface_collision.h"
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#include "engine/math_util.h"
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#include "engine/behavior_script.h"
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#include "audio/external.h"
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#include "obj_behaviors.h"
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/**
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* This file contains the function that handles 'environment effects',
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* which are particle effects related to the level type that, unlike
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* object-based particle effects, are rendered more efficiently by manually
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* generating display lists instead of drawing each particle separately.
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* This file implements snow effects, while in 'envfx_bubbles.c' the
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* implementation for flowers (unused), lava bubbles and jetstream bubbles
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* can be found.
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* The main entry point for envfx is at the bottom of this file, which is
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* called from geo_envfx_main in level_geo.c
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*/
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// Might be duplicate
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struct SnowFlakeVertex {
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s16 x;
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s16 y;
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s16 z;
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};
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struct EnvFxParticle *gEnvFxBuffer;
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Vec3i gSnowCylinderLastPos;
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s16 gSnowParticleCount;
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s16 gSnowParticleMaxCount;
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/* DATA */
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s8 gEnvFxMode = 0;
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UNUSED s32 D_80330644 = 0;
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/// Template for a snow particle triangle
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Vtx gSnowTempVtx[3] = { { { { -5, 5, 0 }, 0, { 0, 0 }, { 0x7F, 0x7F, 0x7F, 0xFF } } },
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{ { { -5, -5, 0 }, 0, { 0, 960 }, { 0x7F, 0x7F, 0x7F, 0xFF } } },
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{ { { 5, 5, 0 }, 0, { 960, 0 }, { 0x7F, 0x7F, 0x7F, 0xFF } } } };
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// Change these to make snowflakes smaller or bigger
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struct SnowFlakeVertex gSnowFlakeVertex1 = { -5, 5, 0 };
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struct SnowFlakeVertex gSnowFlakeVertex2 = { -5, -5, 0 };
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struct SnowFlakeVertex gSnowFlakeVertex3 = { 5, 5, 0 };
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extern void *tiny_bubble_dl_0B006AB0;
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extern void *tiny_bubble_dl_0B006A50;
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extern void *tiny_bubble_dl_0B006CD8;
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/**
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* Initialize snow particles by allocating a buffer for storing their state
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* and setting a start amount.
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*/
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s32 envfx_init_snow(s32 mode) {
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switch (mode) {
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case ENVFX_MODE_NONE:
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return 0;
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case ENVFX_SNOW_NORMAL:
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gSnowParticleMaxCount = 140;
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gSnowParticleCount = 5;
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break;
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case ENVFX_SNOW_WATER:
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gSnowParticleMaxCount = 30;
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gSnowParticleCount = 30;
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break;
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case ENVFX_SNOW_BLIZZARD:
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gSnowParticleMaxCount = 140;
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gSnowParticleCount = 140;
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break;
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}
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gEnvFxBuffer = mem_pool_alloc(gEffectsMemoryPool, gSnowParticleMaxCount * sizeof(struct EnvFxParticle));
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if (!gEnvFxBuffer) {
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return 0;
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}
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bzero(gEnvFxBuffer, gSnowParticleMaxCount * sizeof(struct EnvFxParticle));
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gEnvFxMode = mode;
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return 1;
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}
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/**
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* Update the amount of snow particles on screen.
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* Normal snow starts with few flakes and slowly increases to the maximum.
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* For water snow, this is dependent on how deep underwater you are.
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* Blizzard snows starts at the maximum amount and doesn't change.
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*/
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void envfx_update_snowflake_count(s32 mode, Vec3s marioPos) {
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s32 timer = gGlobalTimer;
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f32 waterLevel;
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switch (mode) {
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case ENVFX_SNOW_NORMAL:
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if (gSnowParticleMaxCount > gSnowParticleCount) {
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if ((timer & 0x3F) == 0) {
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gSnowParticleCount += 5;
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}
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}
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break;
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case ENVFX_SNOW_WATER:
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waterLevel = find_water_level(marioPos[0], marioPos[2]);
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gSnowParticleCount =
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(((s32)((waterLevel - 400.f - (f32) marioPos[1]) * 1.0e-3) << 0x10) >> 0x10) * 5;
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if (gSnowParticleCount < 0) {
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gSnowParticleCount = 0;
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}
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if (gSnowParticleCount > gSnowParticleMaxCount) {
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gSnowParticleCount = gSnowParticleMaxCount;
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}
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break;
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case ENVFX_SNOW_BLIZZARD:
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break;
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}
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}
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/**
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* Deallocate the buffer storing snow particles and set the environment effect
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* to none.
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*/
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void envfx_cleanup_snow(void *snowParticleArray) {
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if (gEnvFxMode) {
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if (snowParticleArray) {
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mem_pool_free(gEffectsMemoryPool, snowParticleArray);
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}
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gEnvFxMode = ENVFX_MODE_NONE;
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}
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}
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/**
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* Given two points, return the vector from one to the other represented
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* as euler angles and a length
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*/
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void orbit_from_positions(Vec3s from, Vec3s to, s16 *radius, s16 *pitch, s16 *yaw) {
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f32 dx = to[0] - from[0];
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f32 dy = to[1] - from[1];
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f32 dz = to[2] - from[2];
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*radius = (s16) sqrtf(dx * dx + dy * dy + dz * dz);
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*pitch = atan2s(sqrtf(dx * dx + dz * dz), dy);
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*yaw = atan2s(dz, dx);
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}
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/**
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* Calculate the 'result' vector as the position of the 'origin' vector
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* with a vector added represented by radius, pitch and yaw.
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*/
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void pos_from_orbit(Vec3s origin, Vec3s result, s16 radius, s16 pitch, s16 yaw) {
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result[0] = origin[0] + radius * coss(pitch) * sins(yaw);
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result[1] = origin[1] + radius * sins(pitch);
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result[2] = origin[2] + radius * coss(pitch) * coss(yaw);
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}
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/**
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* Check whether the snowflake with the given index is inside view, where
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* 'view' is a cylinder of radius 300 and height 400 centered at the input
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* x, y and z.
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*/
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s32 envfx_is_snowflake_alive(s32 index, s32 snowCylinderX, s32 snowCylinderY, s32 snowCylinderZ) {
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s32 x = (gEnvFxBuffer + index)->xPos;
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s32 y = (gEnvFxBuffer + index)->yPos;
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s32 z = (gEnvFxBuffer + index)->zPos;
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if (sqr(x - snowCylinderX) + sqr(z - snowCylinderZ) > sqr(300)) {
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return 0;
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}
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if ((y < snowCylinderY - 201) || (snowCylinderY + 201 < y)) {
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return 0;
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}
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return 1;
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}
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/**
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* Update the position of each snowflake. Snowflakes wiggle by having a
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* random value added to their position each frame. If snowflakes get out
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* of view (where view = a small cylinder in front of the camera) their
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* position is reset to somewhere in view.
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* Since the cylinder of snow is so close to the camera, snow flakes would
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* move out of view very quickly when the camera moves. To mitigate this,
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* a portion of the difference between the previous and current snowCylinder
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* position is added to snowflakes to keep them in view for longer. That's
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* why the snow looks a bit off in 3d, it's a lot closer than you'd think
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* but appears to be further by means of hacky position updates. This might
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* have been done because larger, further away snowflakes are occluded easily
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* by level geometry, wasting many particles.
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*/
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void envfx_update_snow_normal(s32 snowCylinderX, s32 snowCylinderY, s32 snowCylinderZ) {
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s32 i;
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s32 deltaX = snowCylinderX - gSnowCylinderLastPos[0];
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s32 deltaY = snowCylinderY - gSnowCylinderLastPos[1];
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s32 deltaZ = snowCylinderZ - gSnowCylinderLastPos[2];
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for (i = 0; i < gSnowParticleCount; i++) {
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(gEnvFxBuffer + i)->isAlive =
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envfx_is_snowflake_alive(i, snowCylinderX, snowCylinderY, snowCylinderZ);
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if ((gEnvFxBuffer + i)->isAlive == 0) {
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(gEnvFxBuffer + i)->xPos =
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400.0f * random_float() - 200.0f + snowCylinderX + (s16)(deltaX * 2);
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(gEnvFxBuffer + i)->zPos =
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400.0f * random_float() - 200.0f + snowCylinderZ + (s16)(deltaZ * 2);
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(gEnvFxBuffer + i)->yPos = 200.0f * random_float() + snowCylinderY;
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(gEnvFxBuffer + i)->isAlive = 1;
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} else {
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(gEnvFxBuffer + i)->xPos += random_float() * 2 - 1.0f + (s16)(deltaX / 1.2);
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(gEnvFxBuffer + i)->yPos -= 2 -(s16)(deltaY * 0.8);
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(gEnvFxBuffer + i)->zPos += random_float() * 2 - 1.0f + (s16)(deltaZ / 1.2);
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}
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}
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gSnowCylinderLastPos[0] = snowCylinderX;
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gSnowCylinderLastPos[1] = snowCylinderY;
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gSnowCylinderLastPos[2] = snowCylinderZ;
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}
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/**
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* Unused function. Basically a copy-paste of envfx_update_snow_normal,
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* but an extra 20 units is added to each snowflake x and snowflakes can
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* respawn in y-range [-200, 200] instead of [0, 200] relative to snowCylinderY
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* They also fall a bit faster (with vertical speed -5 instead of -2).
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*/
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void envfx_update_snow_blizzard(s32 snowCylinderX, s32 snowCylinderY, s32 snowCylinderZ) {
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s32 i;
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s32 deltaX = snowCylinderX - gSnowCylinderLastPos[0];
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s32 deltaY = snowCylinderY - gSnowCylinderLastPos[1];
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s32 deltaZ = snowCylinderZ - gSnowCylinderLastPos[2];
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for (i = 0; i < gSnowParticleCount; i++) {
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(gEnvFxBuffer + i)->isAlive =
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envfx_is_snowflake_alive(i, snowCylinderX, snowCylinderY, snowCylinderZ);
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if ((gEnvFxBuffer + i)->isAlive == 0) {
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(gEnvFxBuffer + i)->xPos =
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400.0f * random_float() - 200.0f + snowCylinderX + (s16)(deltaX * 2);
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(gEnvFxBuffer + i)->zPos =
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400.0f * random_float() - 200.0f + snowCylinderZ + (s16)(deltaZ * 2);
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(gEnvFxBuffer + i)->yPos = 400.0f * random_float() - 200.0f + snowCylinderY;
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(gEnvFxBuffer + i)->isAlive = 1;
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} else {
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(gEnvFxBuffer + i)->xPos += random_float() * 2 - 1.0f + (s16)(deltaX / 1.2) + 20.0f;
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(gEnvFxBuffer + i)->yPos -= 5 -(s16)(deltaY * 0.8);
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(gEnvFxBuffer + i)->zPos += random_float() * 2 - 1.0f + (s16)(deltaZ / 1.2);
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}
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}
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gSnowCylinderLastPos[0] = snowCylinderX;
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gSnowCylinderLastPos[1] = snowCylinderY;
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gSnowCylinderLastPos[2] = snowCylinderZ;
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}
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/*! Unused function. Checks whether a position is laterally within 3000 units
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* to the point (x: 3380, z: -520). Considering there is an unused blizzard
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* snow mode, this could have been used to check whether Mario is in a
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* 'blizzard area'. In Cool Cool Mountain and Snowman's Land the area lies
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* near the starting point and doesn't seem meaningfull. Notably, the point is
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* close to the entrance of SL, so maybe there were plans for an extra hint to
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* find it. The radius of 3000 units is quite large for that though, covering
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* more than half of the mirror room.
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*/
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static s32 is_in_mystery_snow_area(s32 x, UNUSED s32 y, s32 z) {
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if (sqr(x - 3380) + sqr(z + 520) < sqr(3000)) {
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return 1;
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}
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return 0;
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}
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/**
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* Update the position of underwater snow particles. Since they are stationary,
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* they merely jump back into view when they are out of view.
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*/
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void envfx_update_snow_water(s32 snowCylinderX, s32 snowCylinderY, s32 snowCylinderZ) {
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s32 i;
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for (i = 0; i < gSnowParticleCount; i++) {
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(gEnvFxBuffer + i)->isAlive =
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envfx_is_snowflake_alive(i, snowCylinderX, snowCylinderY, snowCylinderZ);
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if ((gEnvFxBuffer + i)->isAlive == 0) {
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(gEnvFxBuffer + i)->xPos = 400.0f * random_float() - 200.0f + snowCylinderX;
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(gEnvFxBuffer + i)->zPos = 400.0f * random_float() - 200.0f + snowCylinderZ;
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(gEnvFxBuffer + i)->yPos = 400.0f * random_float() - 200.0f + snowCylinderY;
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(gEnvFxBuffer + i)->isAlive = 1;
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}
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}
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}
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/**
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* Rotates the input vertices according to the give pitch and yaw. This
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* is needed for billboarding of particles.
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*/
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void rotate_triangle_vertices(Vec3s vertex1, Vec3s vertex2, Vec3s vertex3, s16 pitch, s16 yaw) {
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f32 cosPitch = coss(pitch);
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f32 sinPitch = sins(pitch);
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f32 cosMYaw = coss(-yaw);
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f32 sinMYaw = sins(-yaw);
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Vec3f v1, v2, v3;
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v1[0] = vertex1[0];
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v1[1] = vertex1[1];
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v1[2] = vertex1[2];
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v2[0] = vertex2[0];
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v2[1] = vertex2[1];
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v2[2] = vertex2[2];
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v3[0] = vertex3[0];
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v3[1] = vertex3[1];
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v3[2] = vertex3[2];
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vertex1[0] = v1[0] * cosMYaw + v1[1] * (sinPitch * sinMYaw) + v1[2] * (-sinMYaw * cosPitch);
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vertex1[1] = v1[1] * cosPitch + v1[2] * sinPitch;
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vertex1[2] = v1[0] * sinMYaw + v1[1] * (-sinPitch * cosMYaw) + v1[2] * (cosPitch * cosMYaw);
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vertex2[0] = v2[0] * cosMYaw + v2[1] * (sinPitch * sinMYaw) + v2[2] * (-sinMYaw * cosPitch);
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vertex2[1] = v2[1] * cosPitch + v2[2] * sinPitch;
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vertex2[2] = v2[0] * sinMYaw + v2[1] * (-sinPitch * cosMYaw) + v2[2] * (cosPitch * cosMYaw);
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vertex3[0] = v3[0] * cosMYaw + v3[1] * (sinPitch * sinMYaw) + v3[2] * (-sinMYaw * cosPitch);
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vertex3[1] = v3[1] * cosPitch + v3[2] * sinPitch;
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vertex3[2] = v3[0] * sinMYaw + v3[1] * (-sinPitch * cosMYaw) + v3[2] * (cosPitch * cosMYaw);
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}
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/**
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* Append 15 vertices to 'gfx', which is enough for 5 snowflakes starting at
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* 'index' in the buffer. The 3 input vertices represent the roated triangle
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* around (0,0,0) that will be translated to snowflake positions to draw the
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* snowflake image.
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*
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* TODO: (Scrub C)
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*/
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void append_snowflake_vertex_buffer(Gfx *gfx, s32 index, Vec3s vertex1, Vec3s vertex2, Vec3s vertex3) {
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s32 i = 0;
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Vtx *vertBuf = (Vtx *) alloc_display_list(15 * sizeof(Vtx));
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#ifdef VERSION_EU
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Vtx *p;
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#endif
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if (vertBuf == NULL) {
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return;
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}
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for (i = 0; i < 15; i += 3) {
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vertBuf[i] = gSnowTempVtx[0];
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#ifdef VERSION_EU
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p = vertBuf;
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p += i;
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p[0].v.ob[0] = gEnvFxBuffer[index + i / 3].xPos + vertex1[0];
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p[0].v.ob[1] = gEnvFxBuffer[index + i / 3].yPos + vertex1[1];
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p[0].v.ob[2] = gEnvFxBuffer[index + i / 3].zPos + vertex1[2];
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#else
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vertBuf[i].v.ob[0] = gEnvFxBuffer[index + i / 3].xPos + vertex1[0];
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vertBuf[i].v.ob[1] = gEnvFxBuffer[index + i / 3].yPos + vertex1[1];
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vertBuf[i].v.ob[2] = gEnvFxBuffer[index + i / 3].zPos + vertex1[2];
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#endif
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vertBuf[i + 1] = gSnowTempVtx[1];
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#ifdef VERSION_EU
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p = vertBuf;
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p += i;
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p[1].v.ob[0] = gEnvFxBuffer[index + i / 3].xPos + vertex2[0];
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p[1].v.ob[1] = gEnvFxBuffer[index + i / 3].yPos + vertex2[1];
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p[1].v.ob[2] = gEnvFxBuffer[index + i / 3].zPos + vertex2[2];
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#else
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vertBuf[i + 1].v.ob[0] = gEnvFxBuffer[index + i / 3].xPos + vertex2[0];
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vertBuf[i + 1].v.ob[1] = gEnvFxBuffer[index + i / 3].yPos + vertex2[1];
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vertBuf[i + 1].v.ob[2] = gEnvFxBuffer[index + i / 3].zPos + vertex2[2];
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#endif
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vertBuf[i + 2] = gSnowTempVtx[2];
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#ifdef VERSION_EU
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p = vertBuf;
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p += i;
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p[2].v.ob[0] = gEnvFxBuffer[index + i / 3].xPos + vertex3[0];
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p[2].v.ob[1] = gEnvFxBuffer[index + i / 3].yPos + vertex3[1];
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p[2].v.ob[2] = gEnvFxBuffer[index + i / 3].zPos + vertex3[2];
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#else
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vertBuf[i + 2].v.ob[0] = gEnvFxBuffer[index + i / 3].xPos + vertex3[0];
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vertBuf[i + 2].v.ob[1] = gEnvFxBuffer[index + i / 3].yPos + vertex3[1];
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vertBuf[i + 2].v.ob[2] = gEnvFxBuffer[index + i / 3].zPos + vertex3[2];
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#endif
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}
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gSPVertex(gfx, VIRTUAL_TO_PHYSICAL(vertBuf), 15, 0);
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}
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/**
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* Updates positions of snow particles and returns a pointer to a display list
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* drawing all snowflakes.
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*/
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Gfx *envfx_update_snow(s32 snowMode, Vec3s marioPos, Vec3s camFrom, Vec3s camTo) {
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s32 i;
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s16 radius, pitch, yaw;
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Vec3s snowCylinderPos;
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struct SnowFlakeVertex vertex1, vertex2, vertex3;
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Gfx *gfxStart;
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Gfx *gfx;
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vertex1 = gSnowFlakeVertex1;
|
|
vertex2 = gSnowFlakeVertex2;
|
|
vertex3 = gSnowFlakeVertex3;
|
|
|
|
gfxStart = (Gfx *) alloc_display_list((gSnowParticleCount * 6 + 3) * sizeof(Gfx));
|
|
gfx = gfxStart;
|
|
|
|
if (gfxStart == NULL) {
|
|
return NULL;
|
|
}
|
|
|
|
envfx_update_snowflake_count(snowMode, marioPos);
|
|
|
|
// Note: to and from are inverted here, so the resulting vector goes towards the camera
|
|
orbit_from_positions(camTo, camFrom, &radius, &pitch, &yaw);
|
|
|
|
switch (snowMode) {
|
|
case ENVFX_SNOW_NORMAL:
|
|
// ensure the snow cylinder is no further than 250 units in front
|
|
// of the camera, and no closer than 1 unit.
|
|
if (radius > 250) {
|
|
radius -= 250;
|
|
} else {
|
|
radius = 1;
|
|
}
|
|
|
|
pos_from_orbit(camTo, snowCylinderPos, radius, pitch, yaw);
|
|
envfx_update_snow_normal(snowCylinderPos[0], snowCylinderPos[1], snowCylinderPos[2]);
|
|
break;
|
|
|
|
case ENVFX_SNOW_WATER:
|
|
if (radius > 500) {
|
|
radius -= 500;
|
|
} else {
|
|
radius = 1;
|
|
}
|
|
|
|
pos_from_orbit(camTo, snowCylinderPos, radius, pitch, yaw);
|
|
envfx_update_snow_water(snowCylinderPos[0], snowCylinderPos[1], snowCylinderPos[2]);
|
|
break;
|
|
case ENVFX_SNOW_BLIZZARD:
|
|
if (radius > 250) {
|
|
radius -= 250;
|
|
} else {
|
|
radius = 1;
|
|
}
|
|
|
|
pos_from_orbit(camTo, snowCylinderPos, radius, pitch, yaw);
|
|
envfx_update_snow_blizzard(snowCylinderPos[0], snowCylinderPos[1], snowCylinderPos[2]);
|
|
break;
|
|
}
|
|
|
|
rotate_triangle_vertices((s16 *) &vertex1, (s16 *) &vertex2, (s16 *) &vertex3, pitch, yaw);
|
|
|
|
if (snowMode == ENVFX_SNOW_NORMAL || snowMode == ENVFX_SNOW_BLIZZARD) {
|
|
gSPDisplayList(gfx++, &tiny_bubble_dl_0B006A50); // snowflake with gray edge
|
|
} else if (snowMode == ENVFX_SNOW_WATER) {
|
|
gSPDisplayList(gfx++, &tiny_bubble_dl_0B006CD8); // snowflake with blue edge
|
|
}
|
|
|
|
for (i = 0; i < gSnowParticleCount; i += 5) {
|
|
append_snowflake_vertex_buffer(gfx++, i, (s16 *) &vertex1, (s16 *) &vertex2, (s16 *) &vertex3);
|
|
|
|
gSP1Triangle(gfx++, 0, 1, 2, 0);
|
|
gSP1Triangle(gfx++, 3, 4, 5, 0);
|
|
gSP1Triangle(gfx++, 6, 7, 8, 0);
|
|
gSP1Triangle(gfx++, 9, 10, 11, 0);
|
|
gSP1Triangle(gfx++, 12, 13, 14, 0);
|
|
}
|
|
|
|
gSPDisplayList(gfx++, &tiny_bubble_dl_0B006AB0) gSPEndDisplayList(gfx++);
|
|
|
|
return gfxStart;
|
|
}
|
|
|
|
/**
|
|
* Updates the environment effects (snow, flowers, bubbles)
|
|
* and returns a display list drawing them.
|
|
*/
|
|
Gfx *envfx_update_particles(s32 mode, Vec3s marioPos, Vec3s camTo, Vec3s camFrom) {
|
|
Gfx *gfx;
|
|
|
|
if (get_dialog_id() != -1) {
|
|
return NULL;
|
|
}
|
|
|
|
if (gEnvFxMode != 0 && mode != gEnvFxMode) {
|
|
mode = 0;
|
|
}
|
|
|
|
if (mode >= ENVFX_BUBBLE_START) {
|
|
gfx = envfx_update_bubbles(mode, marioPos, camTo, camFrom);
|
|
return gfx;
|
|
}
|
|
|
|
if (gEnvFxMode == 0 && envfx_init_snow(mode) == 0) {
|
|
return NULL;
|
|
}
|
|
|
|
switch (mode) {
|
|
case ENVFX_MODE_NONE:
|
|
envfx_cleanup_snow(gEnvFxBuffer);
|
|
return NULL;
|
|
|
|
case ENVFX_SNOW_NORMAL:
|
|
gfx = envfx_update_snow(1, marioPos, camFrom, camTo);
|
|
break;
|
|
|
|
case ENVFX_SNOW_WATER:
|
|
gfx = envfx_update_snow(2, marioPos, camFrom, camTo);
|
|
break;
|
|
|
|
case ENVFX_SNOW_BLIZZARD:
|
|
gfx = envfx_update_snow(3, marioPos, camFrom, camTo);
|
|
break;
|
|
|
|
default:
|
|
return NULL;
|
|
}
|
|
|
|
return gfx;
|
|
}
|