mm/src/code/z_effect_soft_sprite.c

286 lines
8.2 KiB
C

#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;
}