mirror of https://github.com/zeldaret/mm.git
296 lines
8.6 KiB
C
296 lines
8.6 KiB
C
#include "z64effect_ss.h"
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#include "tha.h"
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#include "loadfragment.h"
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#include "z64malloc.h"
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#include "global.h"
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void EffectSS_ResetEntry(EffectSs* particle);
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EffectSsInfo sEffectSsInfo = { NULL, 0, 0 };
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void EffectSS_Init(PlayState* play, s32 numEntries) {
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u32 i;
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EffectSs* effectsSs;
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EffectSsOverlay* overlay;
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sEffectSsInfo.dataTable = (EffectSs*)THA_AllocTailAlign16(&play->state.tha, numEntries * sizeof(EffectSs));
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sEffectSsInfo.searchIndex = 0;
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sEffectSsInfo.size = numEntries;
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for (effectsSs = &sEffectSsInfo.dataTable[0]; effectsSs < &sEffectSsInfo.dataTable[sEffectSsInfo.size];
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effectsSs++) {
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EffectSS_ResetEntry(effectsSs);
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}
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overlay = &gParticleOverlayTable[0];
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for (i = 0; i < EFFECT_SS_MAX; i++) {
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overlay->loadedRamAddr = NULL;
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overlay++;
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}
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}
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void EffectSS_Clear(PlayState* play) {
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u32 i;
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EffectSs* effectsSs;
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EffectSsOverlay* overlay;
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void* addr;
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sEffectSsInfo.dataTable = NULL;
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sEffectSsInfo.searchIndex = 0;
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sEffectSsInfo.size = 0;
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//! @bug: Effects left in the table are not properly deleted, as dataTable was just set to NULL and size to 0
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for (effectsSs = &sEffectSsInfo.dataTable[0]; effectsSs < &sEffectSsInfo.dataTable[sEffectSsInfo.size];
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effectsSs++) {
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EffectSS_Delete(effectsSs);
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}
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// Free memory from loaded particle overlays
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overlay = &gParticleOverlayTable[0];
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for (i = 0; i < EFFECT_SS_MAX; i++) {
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addr = overlay->loadedRamAddr;
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if (addr != NULL) {
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ZeldaArena_Free(addr);
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}
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overlay->loadedRamAddr = NULL;
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overlay++;
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}
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}
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EffectSs* EffectSS_GetTable() {
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return sEffectSsInfo.dataTable;
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}
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void EffectSS_Delete(EffectSs* effectSs) {
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if (effectSs->flags & 2) {
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AudioSfx_StopByPos(&effectSs->pos);
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}
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if (effectSs->flags & 4) {
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AudioSfx_StopByPos(&effectSs->vec);
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}
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EffectSS_ResetEntry(effectSs);
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}
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void EffectSS_ResetEntry(EffectSs* particle) {
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u32 i;
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particle->type = EFFECT_SS_MAX;
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particle->accel.x = particle->accel.y = particle->accel.z = 0;
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particle->velocity.x = particle->velocity.y = particle->velocity.z = 0;
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particle->vec.x = particle->vec.y = particle->vec.z = 0;
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particle->pos.x = particle->pos.y = particle->pos.z = 0;
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particle->life = -1;
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particle->flags = 0;
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particle->priority = 128;
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particle->draw = NULL;
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particle->update = NULL;
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particle->gfx = NULL;
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particle->actor = NULL;
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for (i = 0; i < ARRAY_COUNT(particle->regs); i++) {
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particle->regs[i] = 0;
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}
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}
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s32 EffectSS_FindFreeSpace(s32 priority, s32* tableEntry) {
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s32 foundFree;
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s32 i;
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if (sEffectSsInfo.searchIndex >= sEffectSsInfo.size) {
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sEffectSsInfo.searchIndex = 0;
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}
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// Search for a unused entry
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i = sEffectSsInfo.searchIndex;
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foundFree = false;
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while (true) {
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if (sEffectSsInfo.dataTable[i].life == -1) {
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foundFree = true;
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break;
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}
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i++;
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if (i >= sEffectSsInfo.size) {
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i = 0; // Loop around the whole table
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}
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// After a full loop, break out
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if (i == sEffectSsInfo.searchIndex) {
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break;
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}
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}
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if (foundFree == true) {
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*tableEntry = i;
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return false;
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}
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// If all slots are in use, search for a slot with a lower priority
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// Note that a lower priority is representend by a higher value
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i = sEffectSsInfo.searchIndex;
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while (true) {
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// Equal priority should only be considered "lower" if flag 0 is set
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if ((priority <= sEffectSsInfo.dataTable[i].priority) &&
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!((priority == sEffectSsInfo.dataTable[i].priority) && (sEffectSsInfo.dataTable[i].flags & 1))) {
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break;
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}
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i++;
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if (i >= sEffectSsInfo.size) {
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i = 0; // Loop around the whole table
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}
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// After a full loop, return 1 to indicate that we failed to find a suitable slot
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if (i == sEffectSsInfo.searchIndex) {
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return true;
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}
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}
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*tableEntry = i;
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return false;
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}
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void EffectSS_Copy(PlayState* play, EffectSs* effectsSs) {
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s32 index;
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if (FrameAdvance_IsEnabled(play) != true) {
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if (EffectSS_FindFreeSpace(effectsSs->priority, &index) == 0) {
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sEffectSsInfo.searchIndex = index + 1;
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sEffectSsInfo.dataTable[index] = *effectsSs;
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}
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}
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}
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void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) {
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s32 index;
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u32 overlaySize;
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EffectSsOverlay* overlayEntry = &gParticleOverlayTable[type];
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EffectSsInit* initInfo;
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if (EffectSS_FindFreeSpace(priority, &index) != 0) {
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// Abort because we couldn't find a suitable slot to add this effect in
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return;
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}
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sEffectSsInfo.searchIndex = index + 1;
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overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart;
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if (overlayEntry->vramStart == NULL) {
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initInfo = overlayEntry->initInfo;
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} else {
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if (overlayEntry->loadedRamAddr == NULL) {
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overlayEntry->loadedRamAddr = ZeldaArena_MallocR(overlaySize);
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if (overlayEntry->loadedRamAddr == NULL) {
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return;
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}
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Overlay_Load(overlayEntry->file.vromStart, overlayEntry->file.vromEnd, overlayEntry->vramStart,
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overlayEntry->vramEnd, overlayEntry->loadedRamAddr);
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}
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initInfo = (void*)(uintptr_t)((overlayEntry->initInfo != NULL)
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? (void*)((uintptr_t)overlayEntry->initInfo -
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(intptr_t)((uintptr_t)overlayEntry->vramStart -
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(uintptr_t)overlayEntry->loadedRamAddr))
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: NULL);
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}
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if (initInfo->init != NULL) {
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// Delete the previous effect in the slot, in case the slot wasn't free
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EffectSS_Delete(&sEffectSsInfo.dataTable[index]);
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sEffectSsInfo.dataTable[index].type = type;
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sEffectSsInfo.dataTable[index].priority = priority;
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if (initInfo->init(play, index, &sEffectSsInfo.dataTable[index], initData) == 0) {
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EffectSS_ResetEntry(&sEffectSsInfo.dataTable[index]);
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}
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}
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}
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void EffectSS_UpdateParticle(PlayState* play, s32 index) {
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EffectSs* particle = &sEffectSsInfo.dataTable[index];
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if (particle->update != NULL) {
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particle->velocity.x += particle->accel.x;
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particle->velocity.y += particle->accel.y;
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particle->velocity.z += particle->accel.z;
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particle->pos.x += particle->velocity.x;
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particle->pos.y += particle->velocity.y;
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particle->pos.z += particle->velocity.z;
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particle->update(play, index, particle);
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}
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}
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void EffectSS_UpdateAllParticles(PlayState* play) {
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s32 i;
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for (i = 0; i < sEffectSsInfo.size; i++) {
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if (sEffectSsInfo.dataTable[i].life > -1) {
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sEffectSsInfo.dataTable[i].life--;
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if (sEffectSsInfo.dataTable[i].life < 0) {
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EffectSS_Delete(&sEffectSsInfo.dataTable[i]);
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}
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}
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if (sEffectSsInfo.dataTable[i].life > -1) {
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EffectSS_UpdateParticle(play, i);
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}
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}
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}
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void EffectSS_DrawParticle(PlayState* play, s32 index) {
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EffectSs* entry = &sEffectSsInfo.dataTable[index];
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if (entry->draw != NULL) {
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entry->draw(play, index, entry);
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}
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}
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void EffectSS_DrawAllParticles(PlayState* play) {
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Lights* lights = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx);
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s32 i;
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Lights_BindAll(lights, play->lightCtx.listHead, NULL, play);
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Lights_Draw(lights, play->state.gfxCtx);
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for (i = 0; i < sEffectSsInfo.size; i++) {
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if (sEffectSsInfo.dataTable[i].life > -1) {
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if ((sEffectSsInfo.dataTable[i].pos.x > BGCHECK_Y_MAX) ||
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(sEffectSsInfo.dataTable[i].pos.x < BGCHECK_Y_MIN) ||
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(sEffectSsInfo.dataTable[i].pos.y > BGCHECK_Y_MAX) ||
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(sEffectSsInfo.dataTable[i].pos.y < BGCHECK_Y_MIN) ||
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(sEffectSsInfo.dataTable[i].pos.z > BGCHECK_Y_MAX) ||
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(sEffectSsInfo.dataTable[i].pos.z < BGCHECK_Y_MIN)) {
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EffectSS_Delete(&sEffectSsInfo.dataTable[i]);
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} else {
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EffectSS_DrawParticle(play, i);
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}
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}
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}
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}
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s16 func_800B096C(s16 arg0, s16 arg1, s32 arg2) {
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s16 ret = (arg2 == 0) ? arg1 : arg0 + (s32)((arg1 - arg0) / (f32)arg2);
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return ret;
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}
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s16 func_800B09D0(s16 arg0, s16 arg1, f32 arg2) {
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return arg2 * (arg1 - arg0) + arg0;
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}
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u8 func_800B0A24(u8 arg0, u8 arg1, f32 arg2) {
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return arg2 * ((f32)arg1 - (f32)arg0) + arg0;
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}
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