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#include "z64effect_ss.h"
#include "tha.h"
#include "libu64/loadfragment.h"
#include "zelda_arena.h"
#include "global.h"
void EffectSs_Reset(EffectSs* effectSs);
EffectSsInfo sEffectSsInfo = { NULL, 0, 0 };
void EffectSs_InitInfo(PlayState* play, s32 tableSize) {
u32 i;
EffectSs* effectSs;
EffectSsOverlay* overlay;
sEffectSsInfo.table = (EffectSs*)THA_AllocTailAlign16(&play->state.tha, tableSize * sizeof(EffectSs));
sEffectSsInfo.searchStartIndex = 0;
sEffectSsInfo.tableSize = tableSize;
for (effectSs = &sEffectSsInfo.table[0]; effectSs < &sEffectSsInfo.table[sEffectSsInfo.tableSize]; effectSs++) {
EffectSs_Reset(effectSs);
}
overlay = &gEffectSsOverlayTable[0];
for (i = 0; i < EFFECT_SS_TYPE_MAX; i++) {
overlay->loadedRamAddr = NULL;
overlay++;
}
}
void EffectSs_ClearAll(PlayState* play) {
u32 i;
EffectSs* effectSs;
EffectSsOverlay* overlay;
void* addr;
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 (effectSs = &sEffectSsInfo.table[0]; effectSs < &sEffectSsInfo.table[sEffectSsInfo.tableSize]; effectSs++) {
EffectSs_Delete(effectSs);
}
// 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);
}
overlay->loadedRamAddr = NULL;
overlay++;
}
}
EffectSs* EffectSs_GetTable(void) {
return sEffectSsInfo.table;
}
void EffectSs_Delete(EffectSs* effectSs) {
if (effectSs->flags & 2) {
AudioSfx_StopByPos(&effectSs->pos);
}
if (effectSs->flags & 4) {
AudioSfx_StopByPos(&effectSs->vec);
}
EffectSs_Reset(effectSs);
}
void EffectSs_Reset(EffectSs* effectSs) {
u32 i;
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_FindSlot(s32 priority, s32* index) {
s32 foundFree;
s32 i;
if (sEffectSsInfo.searchStartIndex >= sEffectSsInfo.tableSize) {
sEffectSsInfo.searchStartIndex = 0;
}
// Search for a unused entry
i = sEffectSsInfo.searchStartIndex;
foundFree = false;
while (true) {
if (sEffectSsInfo.table[i].life == -1) {
foundFree = true;
break;
}
i++;
if (i >= sEffectSsInfo.tableSize) {
i = 0; // Loop around the whole table
}
// After a full loop, break out
if (i == sEffectSsInfo.searchStartIndex) {
break;
}
}
if (foundFree == true) {
*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.searchStartIndex;
while (true) {
// Equal priority should only be considered "lower" if flag 0 is set
if ((priority <= sEffectSsInfo.table[i].priority) &&
!((priority == sEffectSsInfo.table[i].priority) && (sEffectSsInfo.table[i].flags & 1))) {
break;
}
i++;
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.searchStartIndex) {
return 1;
}
}
*index = i;
return 0;
}
void EffectSs_Insert(PlayState* play, EffectSs* effectSs) {
s32 index;
if (FrameAdvance_IsEnabled(play) != true) {
if (EffectSs_FindSlot(effectSs->priority, &index) == 0) {
sEffectSsInfo.searchStartIndex = index + 1;
sEffectSsInfo.table[index] = *effectSs;
}
}
}
void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) {
s32 index;
u32 overlaySize;
EffectSsOverlay* overlayEntry = &gEffectSsOverlayTable[type];
EffectSsProfile* profile;
if (EffectSs_FindSlot(priority, &index) != 0) {
// Abort because we couldn't find a suitable slot to add this effect in
return;
}
sEffectSsInfo.searchStartIndex = index + 1;
overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart;
if (overlayEntry->vramStart == NULL) {
profile = overlayEntry->profile;
} else {
if (overlayEntry->loadedRamAddr == NULL) {
overlayEntry->loadedRamAddr = ZeldaArena_MallocR(overlaySize);
if (overlayEntry->loadedRamAddr == NULL) {
return;
}
Overlay_Load(overlayEntry->file.vromStart, overlayEntry->file.vromEnd, overlayEntry->vramStart,
overlayEntry->vramEnd, overlayEntry->loadedRamAddr);
}
profile = (void*)(uintptr_t)((overlayEntry->profile != NULL)
? (void*)((uintptr_t)overlayEntry->profile -
(intptr_t)((uintptr_t)overlayEntry->vramStart -
(uintptr_t)overlayEntry->loadedRamAddr))
: NULL);
}
if (profile->init == NULL) {
return;
}
// Delete the previous effect in the slot, in case the slot wasn't free
EffectSs_Delete(&sEffectSsInfo.table[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_Update(PlayState* play, s32 index) {
EffectSs* effectSs = &sEffectSsInfo.table[index];
if (effectSs->update != NULL) {
effectSs->velocity.x += effectSs->accel.x;
effectSs->velocity.y += effectSs->accel.y;
effectSs->velocity.z += effectSs->accel.z;
effectSs->pos.x += effectSs->velocity.x;
effectSs->pos.y += effectSs->velocity.y;
effectSs->pos.z += effectSs->velocity.z;
effectSs->update(play, index, effectSs);
}
}
void EffectSs_UpdateAll(PlayState* play) {
s32 i;
for (i = 0; i < sEffectSsInfo.tableSize; i++) {
if (sEffectSsInfo.table[i].life > -1) {
sEffectSsInfo.table[i].life--;
if (sEffectSsInfo.table[i].life < 0) {
EffectSs_Delete(&sEffectSsInfo.table[i]);
}
}
if (sEffectSsInfo.table[i].life > -1) {
EffectSs_Update(play, i);
}
}
}
void EffectSs_Draw(PlayState* play, s32 index) {
EffectSs* effectSs = &sEffectSsInfo.table[index];
if (effectSs->draw != NULL) {
effectSs->draw(play, index, effectSs);
}
}
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.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_Draw(play, i);
}
}
}
}
/**
* 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;
}
/**
* Lerp from `a` (weight == 0) to `b` (weight == 1).
*/
s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight) {
return (b - a) * weight + a;
}
/**
* 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;
}
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