#include "z64effect_ss.h" #include "tha.h" #include "libu64/loadfragment.h" #include "zelda_arena.h" #include "global.h" void EffectSs_Reset(EffectSs* effectSs); EffectSsInfo sEffectSsInfo = { NULL, 0, 0 }; void EffectSs_InitInfo(PlayState* play, s32 tableSize) { u32 i; EffectSs* effectSs; EffectSsOverlay* overlay; sEffectSsInfo.table = (EffectSs*)THA_AllocTailAlign16(&play->state.tha, tableSize * sizeof(EffectSs)); sEffectSsInfo.searchStartIndex = 0; sEffectSsInfo.tableSize = tableSize; for (effectSs = &sEffectSsInfo.table[0]; effectSs < &sEffectSsInfo.table[sEffectSsInfo.tableSize]; effectSs++) { EffectSs_Reset(effectSs); } overlay = &gEffectSsOverlayTable[0]; for (i = 0; i < EFFECT_SS_TYPE_MAX; i++) { overlay->loadedRamAddr = NULL; overlay++; } } void EffectSs_ClearAll(PlayState* play) { u32 i; EffectSs* effectSs; EffectSsOverlay* overlay; void* addr; sEffectSsInfo.table = NULL; sEffectSsInfo.searchStartIndex = 0; sEffectSsInfo.tableSize = 0; //! @bug: Effects left in the table are not properly deleted, as dataTable was just set to NULL and size to 0 for (effectSs = &sEffectSsInfo.table[0]; effectSs < &sEffectSsInfo.table[sEffectSsInfo.tableSize]; effectSs++) { EffectSs_Delete(effectSs); } // Free memory from loaded effectSs overlays overlay = &gEffectSsOverlayTable[0]; for (i = 0; i < EFFECT_SS_TYPE_MAX; i++) { addr = overlay->loadedRamAddr; if (addr != NULL) { ZeldaArena_Free(addr); } overlay->loadedRamAddr = NULL; overlay++; } } EffectSs* EffectSs_GetTable(void) { return sEffectSsInfo.table; } void EffectSs_Delete(EffectSs* effectSs) { if (effectSs->flags & 2) { AudioSfx_StopByPos(&effectSs->pos); } if (effectSs->flags & 4) { AudioSfx_StopByPos(&effectSs->vec); } EffectSs_Reset(effectSs); } void EffectSs_Reset(EffectSs* effectSs) { u32 i; effectSs->type = EFFECT_SS_TYPE_MAX; effectSs->accel.x = effectSs->accel.y = effectSs->accel.z = 0; effectSs->velocity.x = effectSs->velocity.y = effectSs->velocity.z = 0; effectSs->vec.x = effectSs->vec.y = effectSs->vec.z = 0; effectSs->pos.x = effectSs->pos.y = effectSs->pos.z = 0; effectSs->life = -1; effectSs->flags = 0; effectSs->priority = 128; effectSs->draw = NULL; effectSs->update = NULL; effectSs->gfx = NULL; effectSs->actor = NULL; for (i = 0; i < ARRAY_COUNT(effectSs->regs); i++) { effectSs->regs[i] = 0; } } s32 EffectSs_FindSlot(s32 priority, s32* index) { s32 foundFree; s32 i; if (sEffectSsInfo.searchStartIndex >= sEffectSsInfo.tableSize) { sEffectSsInfo.searchStartIndex = 0; } // Search for a unused entry i = sEffectSsInfo.searchStartIndex; foundFree = false; while (true) { if (sEffectSsInfo.table[i].life == -1) { foundFree = true; break; } i++; if (i >= sEffectSsInfo.tableSize) { i = 0; // Loop around the whole table } // After a full loop, break out if (i == sEffectSsInfo.searchStartIndex) { break; } } if (foundFree == true) { *index = i; return 0; } // 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.searchStartIndex; while (true) { // Equal priority should only be considered "lower" if flag 0 is set if ((priority <= sEffectSsInfo.table[i].priority) && !((priority == sEffectSsInfo.table[i].priority) && (sEffectSsInfo.table[i].flags & 1))) { break; } i++; if (i >= sEffectSsInfo.tableSize) { 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.searchStartIndex) { return 1; } } *index = i; return 0; } void EffectSs_Insert(PlayState* play, EffectSs* effectSs) { s32 index; if (FrameAdvance_IsEnabled(play) != true) { if (EffectSs_FindSlot(effectSs->priority, &index) == 0) { sEffectSsInfo.searchStartIndex = index + 1; sEffectSsInfo.table[index] = *effectSs; } } } void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) { s32 index; u32 overlaySize; EffectSsOverlay* overlayEntry = &gEffectSsOverlayTable[type]; EffectSsProfile* profile; if (EffectSs_FindSlot(priority, &index) != 0) { // Abort because we couldn't find a suitable slot to add this effect in return; } sEffectSsInfo.searchStartIndex = index + 1; overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart; if (overlayEntry->vramStart == NULL) { profile = overlayEntry->profile; } else { if (overlayEntry->loadedRamAddr == NULL) { overlayEntry->loadedRamAddr = ZeldaArena_MallocR(overlaySize); if (overlayEntry->loadedRamAddr == NULL) { return; } Overlay_Load(overlayEntry->file.vromStart, overlayEntry->file.vromEnd, overlayEntry->vramStart, overlayEntry->vramEnd, overlayEntry->loadedRamAddr); } profile = (void*)(uintptr_t)((overlayEntry->profile != NULL) ? (void*)((uintptr_t)overlayEntry->profile - (intptr_t)((uintptr_t)overlayEntry->vramStart - (uintptr_t)overlayEntry->loadedRamAddr)) : NULL); } if (profile->init == NULL) { return; } // Delete the previous effect in the slot, in case the slot wasn't free EffectSs_Delete(&sEffectSsInfo.table[index]); sEffectSsInfo.table[index].type = type; sEffectSsInfo.table[index].priority = priority; if (profile->init(play, index, &sEffectSsInfo.table[index], initData) == 0) { EffectSs_Reset(&sEffectSsInfo.table[index]); } } void EffectSs_Update(PlayState* play, s32 index) { EffectSs* effectSs = &sEffectSsInfo.table[index]; if (effectSs->update != NULL) { effectSs->velocity.x += effectSs->accel.x; effectSs->velocity.y += effectSs->accel.y; effectSs->velocity.z += effectSs->accel.z; effectSs->pos.x += effectSs->velocity.x; effectSs->pos.y += effectSs->velocity.y; effectSs->pos.z += effectSs->velocity.z; effectSs->update(play, index, effectSs); } } void EffectSs_UpdateAll(PlayState* play) { s32 i; for (i = 0; i < sEffectSsInfo.tableSize; i++) { if (sEffectSsInfo.table[i].life > -1) { sEffectSsInfo.table[i].life--; if (sEffectSsInfo.table[i].life < 0) { EffectSs_Delete(&sEffectSsInfo.table[i]); } } if (sEffectSsInfo.table[i].life > -1) { EffectSs_Update(play, i); } } } void EffectSs_Draw(PlayState* play, s32 index) { EffectSs* effectSs = &sEffectSsInfo.table[index]; if (effectSs->draw != NULL) { effectSs->draw(play, index, effectSs); } } void EffectSs_DrawAll(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.tableSize; i++) { if (sEffectSsInfo.table[i].life > -1) { if ((sEffectSsInfo.table[i].pos.x > BGCHECK_Y_MAX) || (sEffectSsInfo.table[i].pos.x < BGCHECK_Y_MIN) || (sEffectSsInfo.table[i].pos.y > BGCHECK_Y_MAX) || (sEffectSsInfo.table[i].pos.y < BGCHECK_Y_MIN) || (sEffectSsInfo.table[i].pos.z > BGCHECK_Y_MAX) || (sEffectSsInfo.table[i].pos.z < BGCHECK_Y_MIN)) { EffectSs_Delete(&sEffectSsInfo.table[i]); } else { EffectSs_Draw(play, i); } } } } /** * Lerp from `a` (weightInv == inf) to `b` (weightInv == 1 or 0). */ s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv) { s16 ret = (weightInv == 0) ? b : (a + (s32)((b - a) / (f32)weightInv)); return ret; } /** * Lerp from `a` (weight == 0) to `b` (weight == 1). */ s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight) { return (b - a) * weight + a; } /** * Lerp from `a` (weight == 0) to `b` (weight == 1). */ u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight) { return weight * ((f32)b - (f32)a) + a; }