#include "global.h" #include "z64load.h" EffectSsInfo sEffectSsInfo = { NULL, 0, 0 }; void EffectSS_Init(PlayState* play, s32 numEntries) { u32 i; EffectSs* effectsSs; EffectSsOverlay* overlay; sEffectSsInfo.data_table = (EffectSs*)THA_AllocTailAlign16(&play->state.heap, numEntries * sizeof(EffectSs)); sEffectSsInfo.searchIndex = 0; sEffectSsInfo.size = numEntries; for (effectsSs = &sEffectSsInfo.data_table[0]; effectsSs < &sEffectSsInfo.data_table[sEffectSsInfo.size]; effectsSs++) { EffectSS_ResetEntry(effectsSs); } overlay = &gParticleOverlayTable[0]; for (i = 0; i < EFFECT_SS_MAX; i++) { overlay->loadedRamAddr = NULL; overlay++; } } void EffectSS_Clear(PlayState* play) { u32 i; EffectSs* effectsSs; EffectSsOverlay* overlay; void* addr; sEffectSsInfo.data_table = NULL; sEffectSsInfo.searchIndex = 0; sEffectSsInfo.size = 0; //! @bug: Effects left in the table are not properly deleted, as data_table was just set to NULL and size to 0 for (effectsSs = &sEffectSsInfo.data_table[0]; effectsSs < &sEffectSsInfo.data_table[sEffectSsInfo.size]; effectsSs++) { EffectSS_Delete(effectsSs); } // Free memory from loaded particle overlays overlay = &gParticleOverlayTable[0]; for (i = 0; i < EFFECT_SS_MAX; i++) { addr = overlay->loadedRamAddr; if (addr != NULL) { ZeldaArena_Free(addr); } overlay->loadedRamAddr = NULL; overlay++; } } EffectSs* EffectSS_GetTable() { return sEffectSsInfo.data_table; } void EffectSS_Delete(EffectSs* effectSs) { if (effectSs->flags & 2) { AudioSfx_StopByPos(&effectSs->pos); } if (effectSs->flags & 4) { AudioSfx_StopByPos(&effectSs->vec); } EffectSS_ResetEntry(effectSs); } void EffectSS_ResetEntry(EffectSs* particle) { u32 i; particle->type = EFFECT_SS_MAX; particle->accel.x = particle->accel.y = particle->accel.z = 0; particle->velocity.x = particle->velocity.y = particle->velocity.z = 0; particle->vec.x = particle->vec.y = particle->vec.z = 0; particle->pos.x = particle->pos.y = particle->pos.z = 0; particle->life = -1; particle->flags = 0; particle->priority = 128; particle->draw = NULL; particle->update = NULL; particle->gfx = NULL; particle->actor = NULL; for (i = 0; i < ARRAY_COUNT(particle->regs); i++) { particle->regs[i] = 0; } } s32 EffectSS_FindFreeSpace(s32 priority, s32* tableEntry) { s32 foundFree; s32 i; if (sEffectSsInfo.searchIndex >= sEffectSsInfo.size) { sEffectSsInfo.searchIndex = 0; } // Search for a unused entry i = sEffectSsInfo.searchIndex; foundFree = false; while (true) { if (sEffectSsInfo.data_table[i].life == -1) { foundFree = true; break; } i++; if (i >= sEffectSsInfo.size) { i = 0; // Loop around the whole table } // After a full loop, break out if (i == sEffectSsInfo.searchIndex) { break; } } if (foundFree == true) { *tableEntry = i; return false; } // If all slots are in use, search for a slot with a lower priority // Note that a lower priority is representend by a higher value i = sEffectSsInfo.searchIndex; while (true) { // Equal priority should only be considered "lower" if flag 0 is set if ((priority <= sEffectSsInfo.data_table[i].priority) && !((priority == sEffectSsInfo.data_table[i].priority) && (sEffectSsInfo.data_table[i].flags & 1))) { break; } i++; if (i >= sEffectSsInfo.size) { i = 0; // Loop around the whole table } // After a full loop, return 1 to indicate that we failed to find a suitable slot if (i == sEffectSsInfo.searchIndex) { return true; } } *tableEntry = i; return false; } void EffectSS_Copy(PlayState* play, EffectSs* effectsSs) { s32 index; if (FrameAdvance_IsEnabled(&play->state) != true) { if (EffectSS_FindFreeSpace(effectsSs->priority, &index) == 0) { sEffectSsInfo.searchIndex = index + 1; sEffectSsInfo.data_table[index] = *effectsSs; } } } void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) { s32 index; u32 overlaySize; EffectSsOverlay* entry = &gParticleOverlayTable[type]; EffectSsInit* initInfo; if (EffectSS_FindFreeSpace(priority, &index) != 0) { // Abort because we couldn't find a suitable slot to add this effect in return; } sEffectSsInfo.searchIndex = index + 1; overlaySize = VRAM_PTR_SIZE(entry); if (entry->vramStart == NULL) { initInfo = entry->initInfo; } else { if (entry->loadedRamAddr == NULL) { entry->loadedRamAddr = ZeldaArena_MallocR(overlaySize); if (entry->loadedRamAddr == NULL) { return; } Load2_LoadOverlay(entry->vromStart, entry->vromEnd, entry->vramStart, entry->vramEnd, entry->loadedRamAddr); } initInfo = (uintptr_t)((entry->initInfo != NULL) ? (void*)((uintptr_t)entry->initInfo - (intptr_t)OVERLAY_RELOCATION_OFFSET(entry)) : NULL); } if (initInfo->init != NULL) { // Delete the previous effect in the slot, in case the slot wasn't free EffectSS_Delete(&sEffectSsInfo.data_table[index]); sEffectSsInfo.data_table[index].type = type; sEffectSsInfo.data_table[index].priority = priority; if (initInfo->init(play, index, &sEffectSsInfo.data_table[index], initData) == 0) { EffectSS_ResetEntry(&sEffectSsInfo.data_table[index]); } } } void EffectSS_UpdateParticle(PlayState* play, s32 index) { EffectSs* particle = &sEffectSsInfo.data_table[index]; if (particle->update != NULL) { particle->velocity.x += particle->accel.x; particle->velocity.y += particle->accel.y; particle->velocity.z += particle->accel.z; particle->pos.x += particle->velocity.x; particle->pos.y += particle->velocity.y; particle->pos.z += particle->velocity.z; particle->update(play, index, particle); } } void EffectSS_UpdateAllParticles(PlayState* play) { s32 i; for (i = 0; i < sEffectSsInfo.size; i++) { if (sEffectSsInfo.data_table[i].life > -1) { sEffectSsInfo.data_table[i].life--; if (sEffectSsInfo.data_table[i].life < 0) { EffectSS_Delete(&sEffectSsInfo.data_table[i]); } } if (sEffectSsInfo.data_table[i].life > -1) { EffectSS_UpdateParticle(play, i); } } } void EffectSS_DrawParticle(PlayState* play, s32 index) { EffectSs* entry = &sEffectSsInfo.data_table[index]; if (entry->draw != NULL) { entry->draw(play, index, entry); } } void EffectSS_DrawAllParticles(PlayState* play) { Lights* lights = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx); s32 i; Lights_BindAll(lights, play->lightCtx.listHead, NULL, play); Lights_Draw(lights, play->state.gfxCtx); for (i = 0; i < sEffectSsInfo.size; i++) { if (sEffectSsInfo.data_table[i].life > -1) { if ((sEffectSsInfo.data_table[i].pos.x > BGCHECK_Y_MAX) || (sEffectSsInfo.data_table[i].pos.x < BGCHECK_Y_MIN) || (sEffectSsInfo.data_table[i].pos.y > BGCHECK_Y_MAX) || (sEffectSsInfo.data_table[i].pos.y < BGCHECK_Y_MIN) || (sEffectSsInfo.data_table[i].pos.z > BGCHECK_Y_MAX) || (sEffectSsInfo.data_table[i].pos.z < BGCHECK_Y_MIN)) { EffectSS_Delete(&sEffectSsInfo.data_table[i]); } else { EffectSS_DrawParticle(play, i); } } } } s16 func_800B096C(s16 arg0, s16 arg1, s32 arg2) { s16 ret = (arg2 == 0) ? arg1 : arg0 + (s32)((arg1 - arg0) / (f32)arg2); return ret; } s16 func_800B09D0(s16 arg0, s16 arg1, f32 arg2) { return arg2 * (arg1 - arg0) + arg0; } u8 func_800B0A24(u8 arg0, u8 arg1, f32 arg2) { return arg2 * ((f32)arg1 - (f32)arg0) + arg0; }