#include "common.h" #include "effects.h" #include "effects_internal.h" #include "ld_addrs.h" typedef s32 TlbEntry[0x1000 / 4]; typedef TlbEntry TlbMappablePage[15]; extern EffectGraphics gEffectGraphicsData[15]; extern EffectInstance* gEffectInstances[96]; extern TlbMappablePage D_80197000; extern Addr D_801A6000; #define FX_ENTRY(name, gfx_name) { \ name##_main, effect_##name##_ROM_START, effect_##name##_ROM_END, effect_##name##_VRAM, gfx_name##_ROM_START, \ gfx_name##_ROM_END \ } EffectTableEntry gEffectTable[] = { /* 0x00 */ {}, /* 0x01 */ FX_ENTRY(big_smoke_puff, effect_gfx_big_smoke_puff), /* 0x02 */ {}, /* 0x03 */ {}, /* 0x04 */ {}, /* 0x05 */ {}, /* 0x06 */ FX_ENTRY(landing_dust, effect_gfx_landing_dust), /* 0x07 */ FX_ENTRY(walking_dust, effect_gfx_landing_dust), /* 0x08 */ FX_ENTRY(flower_splash, effect_gfx_flower_splash_trail), /* 0x09 */ FX_ENTRY(flower_trail, effect_gfx_flower_splash_trail), /* 0x0A */ FX_ENTRY(cloud_puff, effect_gfx_cloud_puff_trail), /* 0x0B */ FX_ENTRY(cloud_trail, effect_gfx_cloud_puff_trail), /* 0x0C */ FX_ENTRY(footprint, effect_gfx_footprint), /* 0x0D */ FX_ENTRY(floating_flower, effect_gfx_floating_flower), /* 0x0E */ FX_ENTRY(snowflake, effect_gfx_snowflake), /* 0x0F */ FX_ENTRY(star, effect_gfx_star), /* 0x10 */ FX_ENTRY(emote, effect_gfx_emote), /* 0x11 */ FX_ENTRY(sparkles, effect_gfx_sparkles), /* 0x12 */ FX_ENTRY(shape_spell, effect_gfx_shape_spell), /* 0x13 */ FX_ENTRY(gather_energy_pink, effect_gfx_gather_energy_pink), /* 0x14 */ FX_ENTRY(drop_leaves, effect_gfx_drop_leaves), /* 0x15 */ FX_ENTRY(dust, effect_gfx_dust), /* 0x16 */ FX_ENTRY(shattering_stones, effect_gfx_shattering_stones), /* 0x17 */ FX_ENTRY(smoke_ring, effect_gfx_landing_dust), /* 0x18 */ FX_ENTRY(damage_stars, effect_gfx_damage_stars), /* 0x19 */ FX_ENTRY(explosion, effect_gfx_explosion), /* 0x1A */ FX_ENTRY(lens_flare, effect_gfx_lens_flare), /* 0x1B */ FX_ENTRY(got_item_outline, effect_gfx_got_item_outline), /* 0x1C */ FX_ENTRY(spiky_white_aura, effect_gfx_spiky_white_aura), /* 0x1D */ FX_ENTRY(smoke_impact, effect_gfx_landing_dust), /* 0x1E */ FX_ENTRY(damage_indicator, effect_gfx_damage_indicator), /* 0x1F */ FX_ENTRY(purple_ring, effect_gfx_purple_ring), /* 0x20 */ FX_ENTRY(flame, effect_gfx_flame), /* 0x21 */ FX_ENTRY(stars_burst, effect_gfx_damage_stars), /* 0x22 */ FX_ENTRY(stars_shimmer, effect_gfx_sparkles), /* 0x23 */ FX_ENTRY(rising_bubble, effect_gfx_rising_bubble), /* 0x24 */ FX_ENTRY(ring_blast, effect_gfx_ring_blast), /* 0x25 */ FX_ENTRY(shockwave, effect_gfx_shockwave), /* 0x26 */ FX_ENTRY(music_note, effect_gfx_music_note), /* 0x27 */ FX_ENTRY(smoke_burst, effect_gfx_landing_dust), /* 0x28 */ FX_ENTRY(sweat, effect_gfx_sweat), /* 0x29 */ FX_ENTRY(sleep_bubble, effect_gfx_sleep_bubble), /* 0x2A */ {}, /* 0x2B */ FX_ENTRY(windy_leaves, effect_gfx_drop_leaves), /* 0x2C */ FX_ENTRY(falling_leaves, effect_gfx_falling_leaves), /* 0x2D */ FX_ENTRY(stars_spread, effect_gfx_stars_spread), /* 0x2E */ FX_ENTRY(steam_burst, effect_gfx_steam_burst), /* 0x2F */ FX_ENTRY(stars_orbiting, effect_gfx_stars_orbiting), /* 0x30 */ FX_ENTRY(big_snowflakes, effect_gfx_big_snowflakes), /* 0x31 */ FX_ENTRY(debuff, effect_gfx_debuff), /* 0x32 */ FX_ENTRY(green_impact, effect_gfx_green_impact), /* 0x33 */ FX_ENTRY(radial_shimmer, effect_gfx_radial_shimmer), /* 0x34 */ FX_ENTRY(ending_decals, effect_gfx_ending_decals), /* 0x35 */ FX_ENTRY(light_rays, effect_gfx_light_rays), /* 0x36 */ FX_ENTRY(lightning, effect_gfx_lightning), /* 0x37 */ FX_ENTRY(fire_breath, effect_gfx_fire_breath), /* 0x38 */ FX_ENTRY(shimmer_burst, effect_gfx_sparkles), /* 0x39 */ FX_ENTRY(energy_shockwave, effect_gfx_energy_shockwave), /* 0x3A */ FX_ENTRY(shimmer_wave, effect_gfx_sparkles), /* 0x3B */ FX_ENTRY(aura, effect_gfx_aura), /* 0x3C */ FX_ENTRY(bulb_glow, effect_gfx_bulb_glow), /* 0x3D */ FX_ENTRY(effect_3D, effect_gfx_effect_3D), /* 0x3E */ FX_ENTRY(blast, effect_gfx_blast), /* 0x3F */ FX_ENTRY(fire_flower, effect_gfx_fire_flower), /* 0x40 */ FX_ENTRY(recover, effect_gfx_recover), /* 0x41 */ FX_ENTRY(disable_x, effect_gfx_disable_x), /* 0x42 */ FX_ENTRY(bombette_breaking, effect_gfx_blast), /* 0x43 */ FX_ENTRY(firework, effect_gfx_firework), /* 0x44 */ FX_ENTRY(confetti, effect_gfx_confetti), /* 0x45 */ FX_ENTRY(snowfall, effect_gfx_snowfall), /* 0x46 */ FX_ENTRY(effect_46, effect_gfx_effect_46), /* 0x47 */ FX_ENTRY(gather_magic, effect_gfx_gather_magic), /* 0x48 */ FX_ENTRY(attack_result_text, effect_gfx_attack_result_text), /* 0x49 */ FX_ENTRY(small_gold_sparkle, effect_gfx_small_gold_sparkle), /* 0x4A */ FX_ENTRY(flashing_box_shockwave, effect_gfx_flashing_box_shockwave), /* 0x4B */ FX_ENTRY(balloon, effect_gfx_balloon), /* 0x4C */ FX_ENTRY(floating_rock, effect_gfx_floating_rock), /* 0x4D */ FX_ENTRY(chomp_drop, effect_gfx_chomp_drop), /* 0x4E */ FX_ENTRY(quizmo_stage, effect_gfx_quizmo_stage), /* 0x4F */ FX_ENTRY(radiating_energy_orb, effect_gfx_radiating_energy_orb), /* 0x50 */ FX_ENTRY(quizmo_answer, effect_gfx_quizmo_answer), /* 0x51 */ FX_ENTRY(motion_blur_flame, effect_gfx_motion_blur_flame), /* 0x52 */ FX_ENTRY(energy_orb_wave, effect_gfx_energy_orb_wave), /* 0x53 */ FX_ENTRY(merlin_house_stars, effect_gfx_merlin_house_stars), /* 0x54 */ FX_ENTRY(quizmo_audience, effect_gfx_quizmo_audience), /* 0x55 */ FX_ENTRY(butterflies, effect_gfx_butterflies), /* 0x56 */ FX_ENTRY(stat_change, effect_gfx_stat_change), /* 0x57 */ FX_ENTRY(snaking_static, effect_gfx_snaking_static), /* 0x58 */ FX_ENTRY(thunderbolt_ring, effect_gfx_thunderbolt_ring), /* 0x59 */ FX_ENTRY(squirt, effect_gfx_squirt), /* 0x5A */ FX_ENTRY(water_block, effect_gfx_water_block), /* 0x5B */ FX_ENTRY(waterfall, effect_gfx_waterfall), /* 0x5C */ FX_ENTRY(water_fountain, effect_gfx_water_fountain), /* 0x5D */ FX_ENTRY(underwater, effect_gfx_underwater), /* 0x5E */ FX_ENTRY(lightning_bolt, effect_gfx_lightning_bolt), /* 0x5F */ FX_ENTRY(water_splash, effect_gfx_water_splash), /* 0x60 */ FX_ENTRY(snowman_doll, effect_gfx_snowman_doll), /* 0x61 */ FX_ENTRY(fright_jar, effect_gfx_fright_jar), /* 0x62 */ FX_ENTRY(stop_watch, effect_gfx_stop_watch), /* 0x63 */ FX_ENTRY(effect_63, effect_gfx_effect_63), /* 0x64 */ FX_ENTRY(throw_spiny, effect_gfx_throw_spiny), /* 0x65 */ FX_ENTRY(effect_65, effect_gfx_effect_65), /* 0x66 */ FX_ENTRY(tubba_heart_attack, effect_gfx_tubba_heart_attack), /* 0x67 */ FX_ENTRY(whirlwind, effect_gfx_whirlwind), /* 0x68 */ FX_ENTRY(red_impact, effect_gfx_shockwave), /* 0x69 */ FX_ENTRY(floating_cloud_puff, effect_gfx_floating_cloud_puff), /* 0x6A */ {}, /* 0x6B */ FX_ENTRY(energy_in_out, effect_gfx_energy_in_out), /* 0x6C */ FX_ENTRY(tattle_window, effect_gfx_tattle_window), /* 0x6D */ FX_ENTRY(shiny_flare, effect_gfx_shiny_flare), /* 0x6E */ FX_ENTRY(huff_puff_breath, effect_gfx_huff_puff_breath), /* 0x6F */ FX_ENTRY(cold_breath, effect_gfx_cold_breath), /* 0x70 */ FX_ENTRY(embers, effect_gfx_embers), /* 0x71 */ FX_ENTRY(hieroglyphs, effect_gfx_hieroglyphs), /* 0x72 */ FX_ENTRY(misc_particles, effect_gfx_misc_particles), /* 0x73 */ FX_ENTRY(static_status, effect_gfx_static_status), /* 0x74 */ FX_ENTRY(moving_cloud, effect_gfx_moving_cloud), /* 0x75 */ FX_ENTRY(effect_75, effect_gfx_effect_75), /* 0x76 */ {}, /* 0x77 */ FX_ENTRY(firework_rocket, effect_gfx_firework_rocket), /* 0x78 */ FX_ENTRY(peach_star_beam, effect_gfx_peach_star_beam), /* 0x79 */ FX_ENTRY(chapter_change, effect_gfx_chapter_change), /* 0x7A */ FX_ENTRY(ice_shard, effect_gfx_ice_shard), /* 0x7B */ FX_ENTRY(spirit_card, effect_gfx_spirit_card), /* 0x7C */ FX_ENTRY(lil_oink, effect_gfx_lil_oink), /* 0x7D */ FX_ENTRY(something_rotating, effect_gfx_spirit_card), /* 0x7E */ FX_ENTRY(breaking_junk, effect_gfx_breaking_junk), /* 0x7F */ FX_ENTRY(partner_buff, effect_gfx_partner_buff), /* 0x80 */ FX_ENTRY(quizmo_assistant, effect_gfx_quizmo_assistant), /* 0x81 */ FX_ENTRY(ice_pillar, effect_gfx_ice_pillar), /* 0x82 */ FX_ENTRY(sun, effect_gfx_sun), /* 0x83 */ FX_ENTRY(star_spirits_energy, effect_gfx_star_spirits_energy), /* 0x84 */ FX_ENTRY(pink_sparkles, effect_gfx_sparkles), /* 0x85 */ FX_ENTRY(star_outline, effect_gfx_star_outline), /* 0x86 */ FX_ENTRY(effect_86, effect_gfx_effect_86), }; s32 D_8007FEB8[] = { 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000008, 0x00000005, 0x00000003, 0x00000004, 0x0000000D, 0x0000003C, 0x00000000, 0x00000200, 0x00000000, 0x00000000, 0x00000003, 0x00000000, }; /// Used for unbound function points in effect structs. void stub_effect_delegate(EffectInstance* effect) { } void set_effect_pos_offset(EffectInstance* effect, f32 x, f32 y, f32 z) { s32* data = effect->data.any; ((f32*)data)[1] = x; ((f32*)data)[2] = y; ((f32*)data)[3] = z; } void clear_effect_data(void) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffectGraphicsData); i++) { gEffectGraphicsData[i].flags = 0; } for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) { gEffectInstances[i] = 0; } osUnmapTLBAll(); osMapTLB(0x10, NULL, _325AD0_VRAM, (s32)&D_801A6000 & 0xFFFFFF, -1, -1); dma_copy(_325AD0_ROM_START, _325AD0_ROM_END, _325AD0_VRAM); } void func_80059D48(void) { } void update_effects(void) { if (!(gOverrideFlags & (GLOBAL_OVERRIDES_800 | GLOBAL_OVERRIDES_400))) { EffectGraphics* effectGraphics; s32 i; // reset free delay for each EffectGraphics touched in previous update for (i = 0, effectGraphics = gEffectGraphicsData; i < ARRAY_COUNT(gEffectGraphicsData); i++, effectGraphics++) { if (effectGraphics->flags & FX_GRAPHICS_LOADED) { if (!(effectGraphics->flags & FX_GRAPHICS_CAN_FREE)) { effectGraphics->flags |= FX_GRAPHICS_CAN_FREE; effectGraphics->freeDelay = 3; } } } // update each EffectInstances for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) { EffectInstance* effectInstance = gEffectInstances[i]; if (effectInstance != NULL && (effectInstance->flags & FX_INSTANCE_FLAG_ENABLED)) { effectInstance->graphics->flags &= ~FX_GRAPHICS_CAN_FREE; if (gGameStatusPtr->isBattle) { if (effectInstance->flags & FX_INSTANCE_FLAG_BATTLE) { effectInstance->graphics->update(effectInstance); effectInstance->flags |= FX_INSTANCE_FLAG_HAS_UPDATED; } } else { if (!(effectInstance->flags & FX_INSTANCE_FLAG_BATTLE)) { effectInstance->graphics->update(effectInstance); effectInstance->flags |= FX_INSTANCE_FLAG_HAS_UPDATED; } } } } // free any EffectGraphics which haven't been used recently for (i = 0, effectGraphics = gEffectGraphicsData; i < ARRAY_COUNT(gEffectGraphicsData); i++, effectGraphics++) { if (effectGraphics->flags & FX_GRAPHICS_LOADED) { if (effectGraphics->flags & FX_GRAPHICS_CAN_FREE) { if (effectGraphics->freeDelay != 0) { effectGraphics->freeDelay--; } else { if (effectGraphics->data != NULL) { general_heap_free(effectGraphics->data); effectGraphics->data = NULL; } effectGraphics->flags = FX_GRAPHICS_DISABLED; osUnmapTLB(i); } } } } } } void render_effects_world(void) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) { EffectInstance* effectInstance = gEffectInstances[i]; if (effectInstance != NULL) { if (effectInstance->flags & FX_INSTANCE_FLAG_ENABLED) { if (effectInstance->flags & FX_INSTANCE_FLAG_HAS_UPDATED) { if (gGameStatusPtr->isBattle) { if (effectInstance->flags & FX_INSTANCE_FLAG_BATTLE) { effectInstance->graphics->renderWorld(effectInstance); } } else { if (!(effectInstance->flags & FX_INSTANCE_FLAG_BATTLE)) { effectInstance->graphics->renderWorld(effectInstance); } } } } } } } void render_effects_UI(void) { s32 cond = TRUE; s32 i; for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) { EffectInstance* effectInstance = gEffectInstances[i]; if (effectInstance != NULL) { if (effectInstance->flags & FX_INSTANCE_FLAG_ENABLED) { if (effectInstance->flags & FX_INSTANCE_FLAG_HAS_UPDATED) { void (*renderUI)(EffectInstance* effect); if (gGameStatusPtr->isBattle && !(effectInstance->flags & FX_INSTANCE_FLAG_BATTLE)) { continue; } if (!gGameStatusPtr->isBattle && effectInstance->flags & FX_INSTANCE_FLAG_BATTLE) { continue; } renderUI = effectInstance->graphics->renderUI; if (renderUI != stub_effect_delegate) { if (cond) { Camera* camera = &gCameras[gCurrentCameraID]; gDPPipeSync(gMainGfxPos++); gSPViewport(gMainGfxPos++, &camera->vp); gSPClearGeometryMode(gMainGfxPos++, G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH | G_CLIPPING | 0x40F9FA); gSPSetGeometryMode(gMainGfxPos++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH); gDPSetScissor(gMainGfxPos++, G_SC_NON_INTERLACE, camera->viewportStartX, camera->viewportStartY, camera->viewportStartX + camera->viewportW, camera->viewportStartY + camera->viewportH); gSPClipRatio(gMainGfxPos++, FRUSTRATIO_2); cond = FALSE; if (!(camera->flags & CAMERA_FLAG_ORTHO)) { gSPPerspNormalize(gMainGfxPos++, camera->perspNorm); gSPMatrix(gMainGfxPos++, &gDisplayContext->camPerspMatrix[gCurrentCameraID], G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); } } renderUI(effectInstance); } } } } } } EffectInstance* create_effect_instance(EffectBlueprint* effectBp) { EffectInstance* newEffectInst; EffectGraphics* effectGraphics; s32 i; // Search for an unused instance for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) { if (gEffectInstances[i] == NULL) { break; } } ASSERT(i < ARRAY_COUNT(gEffectInstances)); // Allocate space for the new instance gEffectInstances[i] = newEffectInst = general_heap_malloc(sizeof(*newEffectInst)); ASSERT(newEffectInst != NULL); effectGraphics = &gEffectGraphicsData[0]; newEffectInst->effectIndex = effectBp->effectID; newEffectInst->flags = FX_INSTANCE_FLAG_ENABLED; // Look for a loaded effect of the proper index for (i = 0; i < ARRAY_COUNT(gEffectGraphicsData); i++) { if ((effectGraphics->flags & FX_GRAPHICS_LOADED) && (effectGraphics->effectIndex == effectBp->effectID)) { break; } effectGraphics++; } ASSERT(i < ARRAY_COUNT(gEffectGraphicsData)); // If this is the first new instance of the effect, initialize the function pointers if (effectGraphics->instanceCounter == 0) { effectGraphics->update = effectBp->update; if (effectGraphics->update == NULL) { effectGraphics->renderWorld = stub_effect_delegate; } effectGraphics->renderWorld = effectBp->renderWorld; // @bug? null check for renderUI instead of renderWorld if (effectGraphics->renderUI == NULL) { effectGraphics->renderUI = stub_effect_delegate; } effectGraphics->renderUI = effectBp->renderUI; if (effectGraphics->renderUI == NULL) { effectGraphics->renderUI = stub_effect_delegate; } } effectGraphics->instanceCounter++; newEffectInst->graphics = effectGraphics; if (effectBp->init != NULL) { effectBp->init(newEffectInst); } if (gGameStatusPtr->isBattle) { newEffectInst->flags |= FX_INSTANCE_FLAG_BATTLE; } return newEffectInst; } void remove_effect(EffectInstance* effectInstance) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) { if (gEffectInstances[i] == effectInstance) { break; } } ASSERT(i < ARRAY_COUNT(gEffectInstances)); if (effectInstance->data.any == NULL) { general_heap_free(effectInstance); gEffectInstances[i] = NULL; } else { general_heap_free(effectInstance->data.any); general_heap_free(effectInstance); gEffectInstances[i] = NULL; } } void remove_all_effects(void) { s32 i; for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) { EffectInstance* effect = gEffectInstances[i]; if (effect != NULL && effect->flags & FX_INSTANCE_FLAG_BATTLE) { if (effect->data.any != NULL) { general_heap_free(effect->data.any); } general_heap_free(effect); gEffectInstances[i] = NULL; } } } s32 load_effect(s32 effectIndex) { EffectTableEntry* effectEntry = &gEffectTable[effectIndex]; EffectGraphics* effectGraphics; TlbMappablePage* tlbMappablePages; s32 i; // Look for a loaded effect matching the desired index for (i = 0, effectGraphics = &gEffectGraphicsData[0]; i < ARRAY_COUNT(gEffectGraphicsData); i++) { if (effectGraphics->flags & FX_GRAPHICS_LOADED && effectGraphics->effectIndex == effectIndex) { break; } effectGraphics++; } // If an effect was found within the table, initialize it and return if (i < ARRAY_COUNT(gEffectGraphicsData)) { effectGraphics->effectIndex = effectIndex; effectGraphics->instanceCounter = 0; effectGraphics->flags = FX_GRAPHICS_LOADED; return 1; } // If a loaded effect wasn't found, look for the first empty space for (i = 0, effectGraphics = &gEffectGraphicsData[0]; i < ARRAY_COUNT(gEffectGraphicsData); i++) { if (!(effectGraphics->flags & FX_GRAPHICS_LOADED)) { break; } effectGraphics++; } // If no empty space was found, panic ASSERT(i < ARRAY_COUNT(gEffectGraphicsData)); // Map space for the effect tlbMappablePages = &D_80197000; osMapTLB(i, 0, effectEntry->dmaDest, (s32)((*tlbMappablePages)[i]) & 0xFFFFFF, -1, -1); // Copy the effect into the newly mapped space dma_copy(effectEntry->dmaStart, effectEntry->dmaEnd, effectEntry->dmaDest); // If there's extra data the effect normally loads, allocate space and copy into the new space if (effectEntry->graphicsDmaStart != NULL) { void* effectDataBuf = general_heap_malloc(effectEntry->graphicsDmaEnd - effectEntry->graphicsDmaStart); effectGraphics->data = effectDataBuf; ASSERT(effectDataBuf != NULL); dma_copy(effectEntry->graphicsDmaStart, effectEntry->graphicsDmaEnd, effectGraphics->data); } // Initialize the newly loaded effect data effectGraphics->effectIndex = effectIndex; effectGraphics->instanceCounter = 0; effectGraphics->flags = FX_GRAPHICS_LOADED; return 1; }