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#include "global.h"
EffectContext sEffectContext;
EffectInfo sEffectInfoTable[] = {
{
sizeof(EffectSpark),
EffectSpark_Init,
EffectSpark_Destroy,
EffectSpark_Update,
EffectSpark_Draw,
},
{
sizeof(EffectBlure),
EffectBlure_Init1,
EffectBlure_Destroy,
EffectBlure_Update,
EffectBlure_Draw,
},
{
sizeof(EffectBlure),
EffectBlure_Init2,
EffectBlure_Destroy,
EffectBlure_Update,
EffectBlure_Draw,
},
{
sizeof(EffectShieldParticle),
EffectShieldParticle_Init,
EffectShieldParticle_Destroy,
EffectShieldParticle_Update,
EffectShieldParticle_Draw,
},
};
PlayState* Effect_GetPlayState(void) {
return sEffectContext.play;
}
void* Effect_GetByIndex(s32 index) {
if (index == TOTAL_EFFECT_COUNT) {
return NULL;
}
if (index < SPARK_COUNT) {
if (sEffectContext.sparks[index].status.active == true) {
return &sEffectContext.sparks[index].effect;
} else {
return NULL;
}
}
index -= SPARK_COUNT;
if (index < BLURE_COUNT) {
if (sEffectContext.blures[index].status.active == true) {
return &sEffectContext.blures[index].effect;
} else {
return NULL;
}
}
index -= BLURE_COUNT;
if (index < SHIELD_PARTICLE_COUNT) {
if (sEffectContext.shieldParticles[index].status.active == true) {
return &sEffectContext.shieldParticles[index].effect;
} else {
return NULL;
}
}
return NULL;
}
void Effect_InitStatus(EffectStatus* status) {
status->active = false;
status->unk_01 = 0;
status->unk_02 = 0;
}
void Effect_InitContext(PlayState* play) {
s32 i;
for (i = 0; i < SPARK_COUNT; i++) {
Effect_InitStatus(&sEffectContext.sparks[i].status);
}
for (i = 0; i < BLURE_COUNT; i++) {
Effect_InitStatus(&sEffectContext.blures[i].status);
}
for (i = 0; i < SHIELD_PARTICLE_COUNT; i++) {
//! @bug This is supposed to initialize shieldParticles, not blures again
Effect_InitStatus(&sEffectContext.blures[i].status);
}
sEffectContext.play = play;
}
void Effect_Add(PlayState* play, s32* pIndex, s32 type, u8 arg3, u8 arg4, void* initParams) {
s32 i;
u32 slotFound;
void* effect = NULL;
EffectStatus* status = NULL;
*pIndex = TOTAL_EFFECT_COUNT;
if (FrameAdvance_IsEnabled(play) != true) {
slotFound = false;
switch (type) {
case EFFECT_SPARK:
for (i = 0; i < SPARK_COUNT; i++) {
if (!sEffectContext.sparks[i].status.active) {
slotFound = true;
*pIndex = i;
effect = &sEffectContext.sparks[i].effect;
status = &sEffectContext.sparks[i].status;
break;
}
}
break;
case EFFECT_BLURE1:
case EFFECT_BLURE2:
for (i = 0; i < BLURE_COUNT; i++) {
if (!sEffectContext.blures[i].status.active) {
slotFound = true;
*pIndex = i + SPARK_COUNT;
effect = &sEffectContext.blures[i].effect;
status = &sEffectContext.blures[i].status;
break;
}
}
break;
case EFFECT_SHIELD_PARTICLE:
for (i = 0; i < SHIELD_PARTICLE_COUNT; i++) {
if (!sEffectContext.shieldParticles[i].status.active) {
slotFound = true;
*pIndex = i + SPARK_COUNT + BLURE_COUNT;
effect = &sEffectContext.shieldParticles[i].effect;
status = &sEffectContext.shieldParticles[i].status;
break;
}
}
break;
}
if (!slotFound) {
// "EffectAdd(): I cannot secure it. Be careful. Type %d"
osSyncPrintf("EffectAdd():確保できません。注意してください。Type%d\n", type);
osSyncPrintf("エフェクト追加せずに終了します。\n"); // "Exit without adding the effect."
} else {
sEffectInfoTable[type].init(effect, initParams);
status->unk_02 = arg3;
status->unk_01 = arg4;
status->active = true;
}
}
}
void Effect_DrawAll(GraphicsContext* gfxCtx) {
s32 i;
for (i = 0; i < SPARK_COUNT; i++) {
if (sEffectContext.sparks[i].status.active) {
sEffectInfoTable[EFFECT_SPARK].draw(&sEffectContext.sparks[i].effect, gfxCtx);
}
}
for (i = 0; i < BLURE_COUNT; i++) {
if (sEffectContext.blures[i].status.active) {
sEffectInfoTable[EFFECT_BLURE1].draw(&sEffectContext.blures[i].effect, gfxCtx);
}
if (1) {} // Necessary to match
if (1) {}
}
for (i = 0; i < SHIELD_PARTICLE_COUNT; i++) {
if (sEffectContext.shieldParticles[i].status.active) {
if (gfxCtx) {} // Necessary to match
sEffectInfoTable[EFFECT_SHIELD_PARTICLE].draw(&sEffectContext.shieldParticles[i].effect, gfxCtx);
}
}
}
void Effect_UpdateAll(PlayState* play) {
s32 i;
for (i = 0; i < SPARK_COUNT; i++) {
if (sEffectContext.sparks[i].status.active) {
if (sEffectInfoTable[EFFECT_SPARK].update(&sEffectContext.sparks[i].effect) == 1) {
Effect_Delete(play, i);
}
}
}
for (i = 0; i < BLURE_COUNT; i++) {
if (sEffectContext.blures[i].status.active) {
if (sEffectInfoTable[EFFECT_BLURE1].update(&sEffectContext.blures[i].effect) == 1) {
Effect_Delete(play, i + SPARK_COUNT);
}
}
}
for (i = 0; i < SHIELD_PARTICLE_COUNT; i++) {
if (sEffectContext.shieldParticles[i].status.active) {
if (sEffectInfoTable[EFFECT_SHIELD_PARTICLE].update(&sEffectContext.shieldParticles[i].effect) == 1) {
Effect_Delete(play, i + SPARK_COUNT + BLURE_COUNT);
}
}
}
}
void Effect_Delete(PlayState* play, s32 index) {
if (index == TOTAL_EFFECT_COUNT) {
return;
}
if (index < SPARK_COUNT) {
sEffectContext.sparks[index].status.active = false;
sEffectInfoTable[EFFECT_SPARK].destroy(&sEffectContext.sparks[index].effect);
return;
}
index -= SPARK_COUNT;
if (index < BLURE_COUNT) {
sEffectContext.blures[index].status.active = false;
sEffectInfoTable[EFFECT_BLURE1].destroy(&sEffectContext.blures[index].effect);
return;
}
index -= BLURE_COUNT;
if (index < SHIELD_PARTICLE_COUNT) {
sEffectContext.shieldParticles[index].status.active = false;
sEffectInfoTable[EFFECT_SHIELD_PARTICLE].destroy(&sEffectContext.shieldParticles[index].effect);
return;
}
}
void Effect_DeleteAll(PlayState* play) {
s32 i;
osSyncPrintf("エフェクト総て解放\n"); // "All effect release"
for (i = 0; i < SPARK_COUNT; i++) {
sEffectContext.sparks[i].status.active = false;
sEffectInfoTable[EFFECT_SPARK].destroy(&sEffectContext.sparks[i].effect);
}
for (i = 0; i < BLURE_COUNT; i++) {
sEffectContext.blures[i].status.active = false;
sEffectInfoTable[EFFECT_BLURE1].destroy(&sEffectContext.blures[i].effect);
}
for (i = 0; i < SHIELD_PARTICLE_COUNT; i++) {
sEffectContext.shieldParticles[i].status.active = false;
sEffectInfoTable[EFFECT_SHIELD_PARTICLE].destroy(&sEffectContext.shieldParticles[i].effect);
}
osSyncPrintf("エフェクト総て解放 終了\n"); // "All effects release End"
}
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