mirror of https://github.com/zeldaret/mm.git
302 lines
8.6 KiB
C
302 lines
8.6 KiB
C
#include "z64effect_ss.h"
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#include "tha.h"
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#include "libu64/loadfragment.h"
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#include "zelda_arena.h"
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#include "global.h"
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void EffectSs_Reset(EffectSs* effectSs);
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EffectSsInfo sEffectSsInfo = { NULL, 0, 0 };
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void EffectSs_InitInfo(PlayState* play, s32 tableSize) {
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u32 i;
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EffectSs* effectSs;
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EffectSsOverlay* overlay;
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sEffectSsInfo.table = (EffectSs*)THA_AllocTailAlign16(&play->state.tha, tableSize * sizeof(EffectSs));
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sEffectSsInfo.searchStartIndex = 0;
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sEffectSsInfo.tableSize = tableSize;
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for (effectSs = &sEffectSsInfo.table[0]; effectSs < &sEffectSsInfo.table[sEffectSsInfo.tableSize]; effectSs++) {
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EffectSs_Reset(effectSs);
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}
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overlay = &gEffectSsOverlayTable[0];
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for (i = 0; i < EFFECT_SS_TYPE_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_ClearAll(PlayState* play) {
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u32 i;
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EffectSs* effectSs;
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EffectSsOverlay* overlay;
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void* addr;
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sEffectSsInfo.table = NULL;
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sEffectSsInfo.searchStartIndex = 0;
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sEffectSsInfo.tableSize = 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 (effectSs = &sEffectSsInfo.table[0]; effectSs < &sEffectSsInfo.table[sEffectSsInfo.tableSize]; effectSs++) {
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EffectSs_Delete(effectSs);
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}
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// Free memory from loaded effectSs overlays
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overlay = &gEffectSsOverlayTable[0];
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for (i = 0; i < EFFECT_SS_TYPE_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(void) {
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return sEffectSsInfo.table;
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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_Reset(effectSs);
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}
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void EffectSs_Reset(EffectSs* effectSs) {
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u32 i;
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effectSs->type = EFFECT_SS_TYPE_MAX;
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effectSs->accel.x = effectSs->accel.y = effectSs->accel.z = 0;
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effectSs->velocity.x = effectSs->velocity.y = effectSs->velocity.z = 0;
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effectSs->vec.x = effectSs->vec.y = effectSs->vec.z = 0;
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effectSs->pos.x = effectSs->pos.y = effectSs->pos.z = 0;
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effectSs->life = -1;
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effectSs->flags = 0;
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effectSs->priority = 128;
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effectSs->draw = NULL;
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effectSs->update = NULL;
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effectSs->gfx = NULL;
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effectSs->actor = NULL;
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for (i = 0; i < ARRAY_COUNT(effectSs->regs); i++) {
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effectSs->regs[i] = 0;
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}
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}
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s32 EffectSs_FindSlot(s32 priority, s32* index) {
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s32 foundFree;
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s32 i;
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if (sEffectSsInfo.searchStartIndex >= sEffectSsInfo.tableSize) {
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sEffectSsInfo.searchStartIndex = 0;
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}
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// Search for a unused entry
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i = sEffectSsInfo.searchStartIndex;
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foundFree = false;
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while (true) {
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if (sEffectSsInfo.table[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.tableSize) {
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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.searchStartIndex) {
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break;
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}
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}
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if (foundFree == true) {
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*index = i;
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return 0;
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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.searchStartIndex;
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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.table[i].priority) &&
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!((priority == sEffectSsInfo.table[i].priority) && (sEffectSsInfo.table[i].flags & 1))) {
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break;
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}
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i++;
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if (i >= sEffectSsInfo.tableSize) {
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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.searchStartIndex) {
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return 1;
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}
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}
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*index = i;
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return 0;
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}
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void EffectSs_Insert(PlayState* play, EffectSs* effectSs) {
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s32 index;
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if (FrameAdvance_IsEnabled(play) != true) {
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if (EffectSs_FindSlot(effectSs->priority, &index) == 0) {
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sEffectSsInfo.searchStartIndex = index + 1;
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sEffectSsInfo.table[index] = *effectSs;
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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 = &gEffectSsOverlayTable[type];
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EffectSsProfile* profile;
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if (EffectSs_FindSlot(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.searchStartIndex = 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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profile = overlayEntry->profile;
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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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profile = (void*)(uintptr_t)((overlayEntry->profile != NULL)
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? (void*)((uintptr_t)overlayEntry->profile -
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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 (profile->init == NULL) {
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return;
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}
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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.table[index]);
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sEffectSsInfo.table[index].type = type;
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sEffectSsInfo.table[index].priority = priority;
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if (profile->init(play, index, &sEffectSsInfo.table[index], initData) == 0) {
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EffectSs_Reset(&sEffectSsInfo.table[index]);
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}
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}
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void EffectSs_Update(PlayState* play, s32 index) {
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EffectSs* effectSs = &sEffectSsInfo.table[index];
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if (effectSs->update != NULL) {
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effectSs->velocity.x += effectSs->accel.x;
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effectSs->velocity.y += effectSs->accel.y;
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effectSs->velocity.z += effectSs->accel.z;
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effectSs->pos.x += effectSs->velocity.x;
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effectSs->pos.y += effectSs->velocity.y;
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effectSs->pos.z += effectSs->velocity.z;
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effectSs->update(play, index, effectSs);
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}
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}
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void EffectSs_UpdateAll(PlayState* play) {
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s32 i;
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for (i = 0; i < sEffectSsInfo.tableSize; i++) {
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if (sEffectSsInfo.table[i].life > -1) {
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sEffectSsInfo.table[i].life--;
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if (sEffectSsInfo.table[i].life < 0) {
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EffectSs_Delete(&sEffectSsInfo.table[i]);
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}
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}
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if (sEffectSsInfo.table[i].life > -1) {
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EffectSs_Update(play, i);
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}
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}
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}
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void EffectSs_Draw(PlayState* play, s32 index) {
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EffectSs* effectSs = &sEffectSsInfo.table[index];
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if (effectSs->draw != NULL) {
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effectSs->draw(play, index, effectSs);
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}
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}
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void EffectSs_DrawAll(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.tableSize; i++) {
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if (sEffectSsInfo.table[i].life > -1) {
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if ((sEffectSsInfo.table[i].pos.x > BGCHECK_Y_MAX) || (sEffectSsInfo.table[i].pos.x < BGCHECK_Y_MIN) ||
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(sEffectSsInfo.table[i].pos.y > BGCHECK_Y_MAX) || (sEffectSsInfo.table[i].pos.y < BGCHECK_Y_MIN) ||
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(sEffectSsInfo.table[i].pos.z > BGCHECK_Y_MAX) || (sEffectSsInfo.table[i].pos.z < BGCHECK_Y_MIN)) {
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EffectSs_Delete(&sEffectSsInfo.table[i]);
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} else {
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EffectSs_Draw(play, i);
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}
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}
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}
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}
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/**
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* Lerp from `a` (weightInv == inf) to `b` (weightInv == 1 or 0).
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*/
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s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv) {
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s16 ret = (weightInv == 0) ? b : (a + (s32)((b - a) / (f32)weightInv));
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return ret;
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}
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/**
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* Lerp from `a` (weight == 0) to `b` (weight == 1).
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*/
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s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight) {
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return (b - a) * weight + a;
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}
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/**
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* Lerp from `a` (weight == 0) to `b` (weight == 1).
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*/
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u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight) {
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return weight * ((f32)b - (f32)a) + a;
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}
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