papermario/include/effects_internal.h
Spencer Vaughn fec4a513ac
Matched effects funcs (#818)
* thunderbolt_ring: Matched update and main

* snowfall_main: Matched

* shiny_flare_main: Matched

* shiny_flare_update: Matched

* thunderbolt_ring_update: clean up

* rising_bubble_main: matched

* ring_blast: Matched main and update

* quizmo_stage: Matched main and update

* ring_blast_main: Fixed warning message

* PR_818: PR clean up
2022-10-12 21:39:03 +09:00

169 lines
8.0 KiB
C

#ifndef _EFFECTS_INTERNAL_H_
#define _EFFECTS_INTERNAL_H_
#include "effects.h"
s32 func_E0200000(s32);
s32 func_E0200044(s32, s32);
EffectInstance* shim_create_effect_instance(EffectBlueprint* effectBp);
s32 shim_load_effect(s32 effectIndex);
void shim_remove_effect(EffectInstance*);
s32 shim_rand_int(s32);
void* shim_general_heap_malloc(s32 size);
RenderTask* shim_queue_render_task(RenderTask* task);
float shim_sqrtf(float value);
f32 shim_atan2(f32 startX, f32 startZ, f32 endX, f32 endZ);
f32 shim_sin_deg(f32 x);
f32 shim_cos_deg(f32 x);
f32 shim_clamp_angle(f32 theta);
void shim_get_background_color_blend(u8* r, u8* g, u8* b, u8* a);
void shim_guMtxF2L(float mf[4][4], Mtx *m);
void shim_guMtxCatF(float m[4][4], float n[4][4], float r[4][4]);
void shim_guScaleF(float mf[4][4], float x, float y, float z);
void shim_guRotateF(float mf[4][4], float a, float x, float y, float z);
void shim_guTranslate(Mtx *m, float x, float y, float z);
void shim_guTranslateF(float mf[4][4], float x, float y, float z);
void shim_guPerspectiveF(f32 mf[4][4], u16* perspNorm, f32 fovy, f32 aspect, f32 near, f32 far, f32 scale);
void shim_guPositionF(float mf[4][4], float r, float p, float h, float s, float x, float y, float z);
void shim_guOrthoF(float mf[4][4], float l, float r, float b, float t, float n, float f, float scale);
void shim_mem_clear(void* data, s32 numBytes);
void shim_transform_point(Matrix4f mtx, f32 inX, f32 inY, f32 inZ, f32 inS, f32* outX, f32* outY, f32* outZ, f32* outS);
s32 shim_npc_raycast_down_sides(s32, f32*, f32*, f32*, f32*);
void shim_sfx_play_sound_at_position(s32 soundID, s32 value2, f32 posX, f32 posY, f32 posZ);
void shim_mdl_draw_hidden_panel_surface(Gfx**, u16 treeIndex);
// the actual signature is going to be wrong, but it doesn't matter
// TODO remove when every effect's main is sorted out
#define FX_MAIN(name) void name(void);
void big_smoke_puff_main(f32 x, f32 y, f32 z);
void landing_dust_main(s32 type, f32 x, f32 y, f32 z, f32);
void walking_dust_main(s32, f32, f32, f32, f32, f32);
void flower_splash_main(f32, f32, f32, f32);
void flower_trail_main(s32, f32, f32, f32, f32, f32);
void cloud_puff_main(f32, f32, f32, f32);
void cloud_trail_main(s32, f32, f32, f32);
void footprint_main(f32, f32, f32, f32, f32, f32, f32, f32);
void floating_flower_main(s32, f32, f32, f32, s32);
void snowflake_main(f32, f32, f32, s32, s32);
EffectInstance* star_main(s32, f32, f32, f32, f32, f32, f32, f32);
void emote_main(s32, Npc*, f32, f32, f32, f32, f32, s32, EffectInstance**);
FX_MAIN(sparkles_main);
EffectInstance* shape_spell_main(s32, f32, f32, f32, f32, f32, f32, s32);
void gather_energy_pink_main(s32, f32, f32, f32, f32, s32);
void drop_leaves_main(s32, f32, f32, f32, s32);
EffectInstance* dust_main(s32, f32, f32, f32, s32);
FX_MAIN(shattering_stones_main);
FX_MAIN(smoke_ring_main);
FX_MAIN(damage_stars_main);
FX_MAIN(explosion_main);
FX_MAIN(lens_flare_main);
void got_item_outline_main(s32, f32, f32, f32, f32, EffectInstance**);
FX_MAIN(spiky_white_aura_main);
FX_MAIN(smoke_impact_main);
void damage_indicator_main(s32, f32, f32, f32, f32, f32, s32, EffectInstance**);
FX_MAIN(purple_ring_main);
FX_MAIN(flame_main);
void stars_burst_main(s32, f32, f32, f32, f32, f32, s32);
FX_MAIN(stars_shimmer_main);
void rising_bubble_main(s32, f32, f32, f32, f32);
void ring_blast_main(s32, f32, f32, f32, f32, s32);
void shockwave_main(s32, f32, f32, f32);
void music_note_main(s32, f32, f32, f32);
void smoke_burst_main(s32, f32, f32, f32, f32, s32);
void sweat_main(s32, f32, f32, f32, f32, f32, s32);
void sleep_bubble_main(s32, f32, f32, f32, f32, f32, EffectInstance**);
FX_MAIN(windy_leaves_main);
void falling_leaves_main(s32, f32, f32, f32);
void stars_spread_main(s16, f32, f32, f32, s32, s32);
FX_MAIN(steam_burst_main);
FX_MAIN(stars_orbiting_main);
void big_snowflakes_main(s32, f32, f32, f32);
EffectInstance* debuff_main(s32, f32, f32, f32);
EffectInstance* green_impact_main(s32, f32, f32, f32, f32);
FX_MAIN(radial_shimmer_main);
void ending_decals_main(s32, f32, f32, f32, f32, EffectInstance**);
void light_rays_main(s32, f32, f32, f32, f32, EffectInstance**);
EffectInstance* lightning_main(s32, f32, f32, f32, f32, f32);
EffectInstance* fire_breath_main(s32, f32, f32, f32, f32, f32, f32, s32, s32, s32);
FX_MAIN(shimmer_burst_main);
void energy_shockwave_main(s32, f32, f32, f32, f32, s32);
EffectInstance* shimmer_wave_main(s32, f32, f32, f32, f32, f32, s32, s32);
void aura_main(s32, f32, f32, f32, f32, EffectInstance**);
void bulb_glow_main(s32, f32, f32, f32, f32, EffectInstance**);
void fx_3D_main(s32, f32, f32, f32, f32, f32, f32, s32, EffectInstance**);
void blast_main(s32, f32, f32, f32, f32, s32);
EffectInstance* fire_flower_main(s32, f32, f32, f32, s32);
EffectInstance* recover_main(s32, f32, f32, f32, s32);
EffectInstance* disable_x_main(s32, f32, f32, f32, s32);
EffectInstance* bombette_breaking_main(s32, s32, s32, f32, s32, s32);
FX_MAIN(firework_main);
FX_MAIN(confetti_main);
EffectInstance* snowfall_main(s32, s32);
FX_MAIN(fx_46_main);
EffectInstance* gather_magic_main(s32, f32, f32, f32, f32, s32);
EffectInstance* attack_result_text_main(s32, f32, f32, f32, f32, s32);
EffectInstance* small_gold_sparkle_main(s32, f32, f32, f32, f32);
EffectInstance* flashing_box_shockwave_main(s32, f32, f32, f32, f32, f32);
EffectInstance* balloon_main(s32, f32, f32, f32, f32, s32);
EffectInstance* floating_rock_main(s32, f32, f32, f32, f32, f32, f32, f32, s32);
EffectInstance* chomp_drop_main(s32, f32, f32, f32, f32, s32, f32, s32, f32, s32);
EffectInstance* quizmo_stage_main(s32, f32, f32, f32);
FX_MAIN(radiating_energy_orb_main);
FX_MAIN(quizmo_answer_main);
FX_MAIN(motion_blur_flame_main);
EffectInstance* energy_orb_wave_main(s32, f32, f32, f32, f32, s32);
FX_MAIN(merlin_house_stars_main);
FX_MAIN(quizmo_audience_main);
EffectInstance* butterflies_main(s32, f32, f32, f32);
EffectInstance* stat_change_main(s32, f32, f32, f32, f32, s32);
EffectInstance* snaking_static_main(s32, f32, f32, f32, f32, s32);
EffectInstance* thunderbolt_ring_main(s32, f32, f32, f32, f32, s32);
FX_MAIN(squirt_main);
FX_MAIN(water_block_main);
FX_MAIN(waterfall_main);
FX_MAIN(water_fountain_main);
FX_MAIN(underwater_main);
EffectInstance* lightning_bolt_main(s32, f32, f32, f32, f32, f32, f32, f32, s32);
FX_MAIN(water_splash_main);
FX_MAIN(snowman_doll_main);
EffectInstance* fright_jar_main(s32, f32, f32, f32, f32, s32);
FX_MAIN(stop_watch_main);
EffectInstance* fx_63_main(s32, f32, f32, f32, f32, f32, f32, f32, s32, s32);
EffectInstance* throw_spiny_main(s32, f32, f32, f32, f32, f32, f32, f32, s32);
EffectInstance* fx_65_main(s32, f32, f32, f32, f32, s32);
FX_MAIN(tubba_heart_attack_main);
FX_MAIN(whirlwind_main);
EffectInstance* red_impact_main(s32, f32, f32, f32, f32);
EffectInstance* floating_cloud_puff_main(s32, f32, f32, f32, f32, s32);
FX_MAIN(energy_in_out_main);
EffectInstance* tattle_window_main(s32, f32, f32, f32, f32, s32);
EffectInstance* shiny_flare_main(s32, f32, f32, f32, f32);
EffectInstance* huff_puff_breath_main(s32, f32, f32, f32, f32, f32, f32, s32);
EffectInstance* cold_breath_main(s32, f32, f32, f32, f32, s32);
EffectInstance* embers_main(s32, f32, f32, f32, f32, f32, f32, s32, s32, f32, f32);
EffectInstance* hieroglyphs_main(s32, f32, f32, f32, f32, s32);
FX_MAIN(misc_particles_main);
FX_MAIN(static_status_main);
FX_MAIN(moving_cloud_main);
EffectInstance* fx_75_main(s32, f32, f32, f32, f32, s32);
EffectInstance* firework_rocket_main(s32, f32, f32, f32, f32, f32, f32, f32, s32);
EffectInstance* peach_star_beam_main(s32, f32, f32, f32, f32, s32);
EffectInstance* chapter_change_main(s32, f32, f32, f32, f32, s32);
FX_MAIN(ice_shard_main);
FX_MAIN(spirit_card_main);
EffectInstance* lil_oink_main(void);
FX_MAIN(something_rotating_main);
EffectInstance* breaking_junk_main(s32, f32, f32, f32, f32, s32);
EffectInstance* partner_buff_main(s32, f32, f32, f32, f32, s32);
FX_MAIN(quizmo_assistant_main);
FX_MAIN(ice_pillar_main);
EffectInstance* sun_main(s32, f32, f32, f32, f32, s32);
FX_MAIN(star_spirits_energy_main);
FX_MAIN(pink_sparkles_main);
FX_MAIN(star_outline_main);
EffectInstance* fx_86_main(s32, f32, f32, f32, f32, s32);
#endif