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-rw-r--r--src/code/z_effect_soft_sprite.c232
1 files changed, 119 insertions, 113 deletions
diff --git a/src/code/z_effect_soft_sprite.c b/src/code/z_effect_soft_sprite.c
index 8fd5d2568..dedd91290 100644
--- a/src/code/z_effect_soft_sprite.c
+++ b/src/code/z_effect_soft_sprite.c
@@ -5,50 +5,48 @@
#include "zelda_arena.h"
#include "global.h"
-void EffectSS_ResetEntry(EffectSs* particle);
+void EffectSs_Reset(EffectSs* effectSs);
EffectSsInfo sEffectSsInfo = { NULL, 0, 0 };
-void EffectSS_Init(PlayState* play, s32 numEntries) {
+void EffectSs_InitInfo(PlayState* play, s32 tableSize) {
u32 i;
- EffectSs* effectsSs;
+ EffectSs* effectSs;
EffectSsOverlay* overlay;
- sEffectSsInfo.dataTable = (EffectSs*)THA_AllocTailAlign16(&play->state.tha, numEntries * sizeof(EffectSs));
- sEffectSsInfo.searchIndex = 0;
- sEffectSsInfo.size = numEntries;
+ sEffectSsInfo.table = (EffectSs*)THA_AllocTailAlign16(&play->state.tha, tableSize * sizeof(EffectSs));
+ sEffectSsInfo.searchStartIndex = 0;
+ sEffectSsInfo.tableSize = tableSize;
- for (effectsSs = &sEffectSsInfo.dataTable[0]; effectsSs < &sEffectSsInfo.dataTable[sEffectSsInfo.size];
- effectsSs++) {
- EffectSS_ResetEntry(effectsSs);
+ for (effectSs = &sEffectSsInfo.table[0]; effectSs < &sEffectSsInfo.table[sEffectSsInfo.tableSize]; effectSs++) {
+ EffectSs_Reset(effectSs);
}
- overlay = &gParticleOverlayTable[0];
- for (i = 0; i < EFFECT_SS_MAX; i++) {
+ overlay = &gEffectSsOverlayTable[0];
+ for (i = 0; i < EFFECT_SS_TYPE_MAX; i++) {
overlay->loadedRamAddr = NULL;
overlay++;
}
}
-void EffectSS_Clear(PlayState* play) {
+void EffectSs_ClearAll(PlayState* play) {
u32 i;
- EffectSs* effectsSs;
+ EffectSs* effectSs;
EffectSsOverlay* overlay;
void* addr;
- sEffectSsInfo.dataTable = NULL;
- sEffectSsInfo.searchIndex = 0;
- sEffectSsInfo.size = 0;
+ 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 (effectsSs = &sEffectSsInfo.dataTable[0]; effectsSs < &sEffectSsInfo.dataTable[sEffectSsInfo.size];
- effectsSs++) {
- EffectSS_Delete(effectsSs);
+ for (effectSs = &sEffectSsInfo.table[0]; effectSs < &sEffectSsInfo.table[sEffectSsInfo.tableSize]; effectSs++) {
+ EffectSs_Delete(effectSs);
}
- // Free memory from loaded particle overlays
- overlay = &gParticleOverlayTable[0];
- for (i = 0; i < EFFECT_SS_MAX; i++) {
+ // 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);
@@ -59,11 +57,11 @@ void EffectSS_Clear(PlayState* play) {
}
}
-EffectSs* EffectSS_GetTable() {
- return sEffectSsInfo.dataTable;
+EffectSs* EffectSs_GetTable(void) {
+ return sEffectSsInfo.table;
}
-void EffectSS_Delete(EffectSs* effectSs) {
+void EffectSs_Delete(EffectSs* effectSs) {
if (effectSs->flags & 2) {
AudioSfx_StopByPos(&effectSs->pos);
}
@@ -72,97 +70,97 @@ void EffectSS_Delete(EffectSs* effectSs) {
AudioSfx_StopByPos(&effectSs->vec);
}
- EffectSS_ResetEntry(effectSs);
+ EffectSs_Reset(effectSs);
}
-void EffectSS_ResetEntry(EffectSs* particle) {
+void EffectSs_Reset(EffectSs* effectSs) {
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;
+ 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_FindFreeSpace(s32 priority, s32* tableEntry) {
+s32 EffectSs_FindSlot(s32 priority, s32* index) {
s32 foundFree;
s32 i;
- if (sEffectSsInfo.searchIndex >= sEffectSsInfo.size) {
- sEffectSsInfo.searchIndex = 0;
+ if (sEffectSsInfo.searchStartIndex >= sEffectSsInfo.tableSize) {
+ sEffectSsInfo.searchStartIndex = 0;
}
// Search for a unused entry
- i = sEffectSsInfo.searchIndex;
+ i = sEffectSsInfo.searchStartIndex;
foundFree = false;
while (true) {
- if (sEffectSsInfo.dataTable[i].life == -1) {
+ if (sEffectSsInfo.table[i].life == -1) {
foundFree = true;
break;
}
i++;
- if (i >= sEffectSsInfo.size) {
+ if (i >= sEffectSsInfo.tableSize) {
i = 0; // Loop around the whole table
}
// After a full loop, break out
- if (i == sEffectSsInfo.searchIndex) {
+ if (i == sEffectSsInfo.searchStartIndex) {
break;
}
}
if (foundFree == true) {
- *tableEntry = i;
- return false;
+ *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.searchIndex;
+ i = sEffectSsInfo.searchStartIndex;
while (true) {
// Equal priority should only be considered "lower" if flag 0 is set
- if ((priority <= sEffectSsInfo.dataTable[i].priority) &&
- !((priority == sEffectSsInfo.dataTable[i].priority) && (sEffectSsInfo.dataTable[i].flags & 1))) {
+ if ((priority <= sEffectSsInfo.table[i].priority) &&
+ !((priority == sEffectSsInfo.table[i].priority) && (sEffectSsInfo.table[i].flags & 1))) {
break;
}
i++;
- if (i >= sEffectSsInfo.size) {
+ 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.searchIndex) {
- return true;
+ if (i == sEffectSsInfo.searchStartIndex) {
+ return 1;
}
}
- *tableEntry = i;
- return false;
+ *index = i;
+ return 0;
}
-void EffectSS_Copy(PlayState* play, EffectSs* effectsSs) {
+void EffectSs_Insert(PlayState* play, EffectSs* effectSs) {
s32 index;
if (FrameAdvance_IsEnabled(play) != true) {
- if (EffectSS_FindFreeSpace(effectsSs->priority, &index) == 0) {
- sEffectSsInfo.searchIndex = index + 1;
- sEffectSsInfo.dataTable[index] = *effectsSs;
+ if (EffectSs_FindSlot(effectSs->priority, &index) == 0) {
+ sEffectSsInfo.searchStartIndex = index + 1;
+ sEffectSsInfo.table[index] = *effectSs;
}
}
}
@@ -170,15 +168,15 @@ void EffectSS_Copy(PlayState* play, EffectSs* effectsSs) {
void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) {
s32 index;
u32 overlaySize;
- EffectSsOverlay* overlayEntry = &gParticleOverlayTable[type];
+ EffectSsOverlay* overlayEntry = &gEffectSsOverlayTable[type];
EffectSsProfile* profile;
- if (EffectSS_FindFreeSpace(priority, &index) != 0) {
+ if (EffectSs_FindSlot(priority, &index) != 0) {
// Abort because we couldn't find a suitable slot to add this effect in
return;
}
- sEffectSsInfo.searchIndex = index + 1;
+ sEffectSsInfo.searchStartIndex = index + 1;
overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart;
if (overlayEntry->vramStart == NULL) {
@@ -202,94 +200,102 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) {
: NULL);
}
- if (profile->init != NULL) {
- // Delete the previous effect in the slot, in case the slot wasn't free
- EffectSS_Delete(&sEffectSsInfo.dataTable[index]);
+ if (profile->init == NULL) {
+ return;
+ }
- sEffectSsInfo.dataTable[index].type = type;
- sEffectSsInfo.dataTable[index].priority = priority;
+ // Delete the previous effect in the slot, in case the slot wasn't free
+ EffectSs_Delete(&sEffectSsInfo.table[index]);
- if (profile->init(play, index, &sEffectSsInfo.dataTable[index], initData) == 0) {
- EffectSS_ResetEntry(&sEffectSsInfo.dataTable[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_UpdateParticle(PlayState* play, s32 index) {
- EffectSs* particle = &sEffectSsInfo.dataTable[index];
+void EffectSs_Update(PlayState* play, s32 index) {
+ EffectSs* effectSs = &sEffectSsInfo.table[index];
- if (particle->update != NULL) {
- particle->velocity.x += particle->accel.x;
- particle->velocity.y += particle->accel.y;
- particle->velocity.z += particle->accel.z;
+ if (effectSs->update != NULL) {
+ effectSs->velocity.x += effectSs->accel.x;
+ effectSs->velocity.y += effectSs->accel.y;
+ effectSs->velocity.z += effectSs->accel.z;
- particle->pos.x += particle->velocity.x;
- particle->pos.y += particle->velocity.y;
- particle->pos.z += particle->velocity.z;
+ effectSs->pos.x += effectSs->velocity.x;
+ effectSs->pos.y += effectSs->velocity.y;
+ effectSs->pos.z += effectSs->velocity.z;
- particle->update(play, index, particle);
+ effectSs->update(play, index, effectSs);
}
}
-void EffectSS_UpdateAllParticles(PlayState* play) {
+void EffectSs_UpdateAll(PlayState* play) {
s32 i;
- for (i = 0; i < sEffectSsInfo.size; i++) {
- if (sEffectSsInfo.dataTable[i].life > -1) {
- sEffectSsInfo.dataTable[i].life--;
+ for (i = 0; i < sEffectSsInfo.tableSize; i++) {
+ if (sEffectSsInfo.table[i].life > -1) {
+ sEffectSsInfo.table[i].life--;
- if (sEffectSsInfo.dataTable[i].life < 0) {
- EffectSS_Delete(&sEffectSsInfo.dataTable[i]);
+ if (sEffectSsInfo.table[i].life < 0) {
+ EffectSs_Delete(&sEffectSsInfo.table[i]);
}
}
- if (sEffectSsInfo.dataTable[i].life > -1) {
- EffectSS_UpdateParticle(play, i);
+ if (sEffectSsInfo.table[i].life > -1) {
+ EffectSs_Update(play, i);
}
}
}
-void EffectSS_DrawParticle(PlayState* play, s32 index) {
- EffectSs* entry = &sEffectSsInfo.dataTable[index];
+void EffectSs_Draw(PlayState* play, s32 index) {
+ EffectSs* effectSs = &sEffectSsInfo.table[index];
- if (entry->draw != NULL) {
- entry->draw(play, index, entry);
+ if (effectSs->draw != NULL) {
+ effectSs->draw(play, index, effectSs);
}
}
-void EffectSS_DrawAllParticles(PlayState* play) {
+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.size; i++) {
- if (sEffectSsInfo.dataTable[i].life > -1) {
- if ((sEffectSsInfo.dataTable[i].pos.x > BGCHECK_Y_MAX) ||
- (sEffectSsInfo.dataTable[i].pos.x < BGCHECK_Y_MIN) ||
- (sEffectSsInfo.dataTable[i].pos.y > BGCHECK_Y_MAX) ||
- (sEffectSsInfo.dataTable[i].pos.y < BGCHECK_Y_MIN) ||
- (sEffectSsInfo.dataTable[i].pos.z > BGCHECK_Y_MAX) ||
- (sEffectSsInfo.dataTable[i].pos.z < BGCHECK_Y_MIN)) {
- EffectSS_Delete(&sEffectSsInfo.dataTable[i]);
+ 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_DrawParticle(play, i);
+ EffectSs_Draw(play, i);
}
}
}
}
-s16 func_800B096C(s16 arg0, s16 arg1, s32 arg2) {
- s16 ret = (arg2 == 0) ? arg1 : arg0 + (s32)((arg1 - arg0) / (f32)arg2);
+/**
+ * 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;
}
-s16 func_800B09D0(s16 arg0, s16 arg1, f32 arg2) {
- return arg2 * (arg1 - arg0) + arg0;
+/**
+ * Lerp from `a` (weight == 0) to `b` (weight == 1).
+ */
+s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight) {
+ return (b - a) * weight + a;
}
-u8 func_800B0A24(u8 arg0, u8 arg1, f32 arg2) {
- return arg2 * ((f32)arg1 - (f32)arg0) + arg0;
+/**
+ * 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;
}