EffectSs Sync (#1799)

* gEffectSsOverlayTable

* Sync with OoT docs
This commit is contained in:
Derek Hensley
2025-03-03 08:22:56 -08:00
committed by GitHub
parent fde2b78a92
commit b9c7cbcbf6
12 changed files with 237 additions and 231 deletions
+1 -1
View File
@@ -3187,7 +3187,7 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
}
Effect_DrawAll(play->state.gfxCtx);
EffectSS_DrawAllParticles(play);
EffectSs_DrawAll(play);
EffFootmark_Draw(play);
ref2 = POLY_XLU_DISP;
+48 -48
View File
@@ -310,9 +310,9 @@ void EffectBlure_GetComputedValues(EffectBlure* this, s32 index, f32 ratio, Vec3
switch (this->calcMode) {
case 1:
vec1->x = func_800B09D0(elem->p1.x, elem->p2.x, ratio);
vec1->y = func_800B09D0(elem->p1.y, elem->p2.y, ratio);
vec1->z = func_800B09D0(elem->p1.z, elem->p2.z, ratio);
vec1->x = EffectSs_LerpS16(elem->p1.x, elem->p2.x, ratio);
vec1->y = EffectSs_LerpS16(elem->p1.y, elem->p2.y, ratio);
vec1->z = EffectSs_LerpS16(elem->p1.z, elem->p2.z, ratio);
vec2->x = elem->p2.x;
vec2->y = elem->p2.y;
vec2->z = elem->p2.z;
@@ -322,19 +322,19 @@ void EffectBlure_GetComputedValues(EffectBlure* this, s32 index, f32 ratio, Vec3
vec1->x = elem->p1.x;
vec1->y = elem->p1.y;
vec1->z = elem->p1.z;
vec2->x = func_800B09D0(elem->p2.x, elem->p1.x, ratio);
vec2->y = func_800B09D0(elem->p2.y, elem->p1.y, ratio);
vec2->z = func_800B09D0(elem->p2.z, elem->p1.z, ratio);
vec2->x = EffectSs_LerpS16(elem->p2.x, elem->p1.x, ratio);
vec2->y = EffectSs_LerpS16(elem->p2.y, elem->p1.y, ratio);
vec2->z = EffectSs_LerpS16(elem->p2.z, elem->p1.z, ratio);
break;
case 3:
ratio *= 0.5f;
vec1->x = func_800B09D0(elem->p1.x, elem->p2.x, ratio);
vec1->y = func_800B09D0(elem->p1.y, elem->p2.y, ratio);
vec1->z = func_800B09D0(elem->p1.z, elem->p2.z, ratio);
vec2->x = func_800B09D0(elem->p2.x, elem->p1.x, ratio);
vec2->y = func_800B09D0(elem->p2.y, elem->p1.y, ratio);
vec2->z = func_800B09D0(elem->p2.z, elem->p1.z, ratio);
vec1->x = EffectSs_LerpS16(elem->p1.x, elem->p2.x, ratio);
vec1->y = EffectSs_LerpS16(elem->p1.y, elem->p2.y, ratio);
vec1->z = EffectSs_LerpS16(elem->p1.z, elem->p2.z, ratio);
vec2->x = EffectSs_LerpS16(elem->p2.x, elem->p1.x, ratio);
vec2->y = EffectSs_LerpS16(elem->p2.y, elem->p1.y, ratio);
vec2->z = EffectSs_LerpS16(elem->p2.z, elem->p1.z, ratio);
ratio *= 2.0f;
break;
@@ -370,14 +370,14 @@ void EffectBlure_GetComputedValues(EffectBlure* this, s32 index, f32 ratio, Vec3
color1->r = color1->g = color1->b = color1->a = 255;
color2->r = color2->g = color2->b = color2->a = 255;
} else {
color1->r = func_800B0A24(this->p1StartColor[0], this->p1EndColor[0], ratio);
color1->g = func_800B0A24(this->p1StartColor[1], this->p1EndColor[1], ratio);
color1->b = func_800B0A24(this->p1StartColor[2], this->p1EndColor[2], ratio);
color1->a = func_800B0A24(this->p1StartColor[3], this->p1EndColor[3], ratio);
color2->r = func_800B0A24(this->p2StartColor[0], this->p2EndColor[0], ratio);
color2->g = func_800B0A24(this->p2StartColor[1], this->p2EndColor[1], ratio);
color2->b = func_800B0A24(this->p2StartColor[2], this->p2EndColor[2], ratio);
color2->a = func_800B0A24(this->p2StartColor[3], this->p2EndColor[3], ratio);
color1->r = EffectSs_LerpU8(this->p1StartColor[0], this->p1EndColor[0], ratio);
color1->g = EffectSs_LerpU8(this->p1StartColor[1], this->p1EndColor[1], ratio);
color1->b = EffectSs_LerpU8(this->p1StartColor[2], this->p1EndColor[2], ratio);
color1->a = EffectSs_LerpU8(this->p1StartColor[3], this->p1EndColor[3], ratio);
color2->r = EffectSs_LerpU8(this->p2StartColor[0], this->p2EndColor[0], ratio);
color2->g = EffectSs_LerpU8(this->p2StartColor[1], this->p2EndColor[1], ratio);
color2->b = EffectSs_LerpU8(this->p2StartColor[2], this->p2EndColor[2], ratio);
color2->a = EffectSs_LerpU8(this->p2StartColor[3], this->p2EndColor[3], ratio);
}
}
@@ -620,18 +620,18 @@ void EffectBlure_DrawElemHermiteInterpolation(EffectBlure* this, EffectBlureElem
vtx[j1].v.ob[0] = Math_FNearbyIntF(sp158.x);
vtx[j1].v.ob[1] = Math_FNearbyIntF(sp158.y);
vtx[j1].v.ob[2] = Math_FNearbyIntF(sp158.z);
vtx[j1].v.cn[0] = func_800B0A24(sp1A4.r, sp19C.r, temp_f28);
vtx[j1].v.cn[1] = func_800B0A24(sp1A4.g, sp19C.g, temp_f28);
vtx[j1].v.cn[2] = func_800B0A24(sp1A4.b, sp19C.b, temp_f28);
vtx[j1].v.cn[3] = func_800B0A24(sp1A4.a, sp19C.a, temp_f28);
vtx[j1].v.cn[0] = EffectSs_LerpU8(sp1A4.r, sp19C.r, temp_f28);
vtx[j1].v.cn[1] = EffectSs_LerpU8(sp1A4.g, sp19C.g, temp_f28);
vtx[j1].v.cn[2] = EffectSs_LerpU8(sp1A4.b, sp19C.b, temp_f28);
vtx[j1].v.cn[3] = EffectSs_LerpU8(sp1A4.a, sp19C.a, temp_f28);
vtx[j2].v.ob[0] = Math_FNearbyIntF(sp14C.x);
vtx[j2].v.ob[1] = Math_FNearbyIntF(sp14C.y);
vtx[j2].v.ob[2] = Math_FNearbyIntF(sp14C.z);
vtx[j2].v.cn[0] = func_800B0A24(sp1A0.r, sp198.r, temp_f28);
vtx[j2].v.cn[1] = func_800B0A24(sp1A0.g, sp198.g, temp_f28);
vtx[j2].v.cn[2] = func_800B0A24(sp1A0.b, sp198.b, temp_f28);
vtx[j2].v.cn[3] = func_800B0A24(sp1A0.a, sp198.a, temp_f28);
vtx[j2].v.cn[0] = EffectSs_LerpU8(sp1A0.r, sp198.r, temp_f28);
vtx[j2].v.cn[1] = EffectSs_LerpU8(sp1A0.g, sp198.g, temp_f28);
vtx[j2].v.cn[2] = EffectSs_LerpU8(sp1A0.b, sp198.b, temp_f28);
vtx[j2].v.cn[3] = EffectSs_LerpU8(sp1A0.a, sp198.a, temp_f28);
}
gSPVertex(POLY_XLU_DISP++, vtx, 16, 0);
@@ -961,9 +961,9 @@ void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx) {
switch (this->calcMode) {
case 1:
vtx[j].v.ob[0] = func_800B09D0(elem->p1.x, elem->p2.x, ratio);
vtx[j].v.ob[1] = func_800B09D0(elem->p1.y, elem->p2.y, ratio);
vtx[j].v.ob[2] = func_800B09D0(elem->p1.z, elem->p2.z, ratio);
vtx[j].v.ob[0] = EffectSs_LerpS16(elem->p1.x, elem->p2.x, ratio);
vtx[j].v.ob[1] = EffectSs_LerpS16(elem->p1.y, elem->p2.y, ratio);
vtx[j].v.ob[2] = EffectSs_LerpS16(elem->p1.z, elem->p2.z, ratio);
vtx[j + 1].v.ob[0] = elem->p2.x;
vtx[j + 1].v.ob[1] = elem->p2.y;
vtx[j + 1].v.ob[2] = elem->p2.z;
@@ -973,19 +973,19 @@ void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx) {
vtx[j].v.ob[0] = elem->p1.x;
vtx[j].v.ob[1] = elem->p1.y;
vtx[j].v.ob[2] = elem->p1.z;
vtx[j + 1].v.ob[0] = func_800B09D0(elem->p2.x, elem->p1.x, ratio);
vtx[j + 1].v.ob[1] = func_800B09D0(elem->p2.y, elem->p1.y, ratio);
vtx[j + 1].v.ob[2] = func_800B09D0(elem->p2.z, elem->p1.z, ratio);
vtx[j + 1].v.ob[0] = EffectSs_LerpS16(elem->p2.x, elem->p1.x, ratio);
vtx[j + 1].v.ob[1] = EffectSs_LerpS16(elem->p2.y, elem->p1.y, ratio);
vtx[j + 1].v.ob[2] = EffectSs_LerpS16(elem->p2.z, elem->p1.z, ratio);
break;
case 3:
ratio *= 0.5f;
vtx[j].v.ob[0] = func_800B09D0(elem->p1.x, elem->p2.x, ratio);
vtx[j].v.ob[1] = func_800B09D0(elem->p1.y, elem->p2.y, ratio);
vtx[j].v.ob[2] = func_800B09D0(elem->p1.z, elem->p2.z, ratio);
vtx[j + 1].v.ob[0] = func_800B09D0(elem->p2.x, elem->p1.x, ratio);
vtx[j + 1].v.ob[1] = func_800B09D0(elem->p2.y, elem->p1.y, ratio);
vtx[j + 1].v.ob[2] = func_800B09D0(elem->p2.z, elem->p1.z, ratio);
vtx[j].v.ob[0] = EffectSs_LerpS16(elem->p1.x, elem->p2.x, ratio);
vtx[j].v.ob[1] = EffectSs_LerpS16(elem->p1.y, elem->p2.y, ratio);
vtx[j].v.ob[2] = EffectSs_LerpS16(elem->p1.z, elem->p2.z, ratio);
vtx[j + 1].v.ob[0] = EffectSs_LerpS16(elem->p2.x, elem->p1.x, ratio);
vtx[j + 1].v.ob[1] = EffectSs_LerpS16(elem->p2.y, elem->p1.y, ratio);
vtx[j + 1].v.ob[2] = EffectSs_LerpS16(elem->p2.z, elem->p1.z, ratio);
ratio *= 2.0f;
break;
@@ -1003,19 +1003,19 @@ void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx) {
vtx[j].v.flag = 0;
vtx[j].v.tc[0] = 0;
vtx[j].v.tc[1] = 0;
vtx[j].v.cn[0] = func_800B0A24(this->p1StartColor[0], this->p1EndColor[0], ratio);
vtx[j].v.cn[1] = func_800B0A24(this->p1StartColor[1], this->p1EndColor[1], ratio);
vtx[j].v.cn[2] = func_800B0A24(this->p1StartColor[2], this->p1EndColor[2], ratio);
vtx[j].v.cn[3] = func_800B0A24(this->p1StartColor[3], this->p1EndColor[3], ratio);
vtx[j].v.cn[0] = EffectSs_LerpU8(this->p1StartColor[0], this->p1EndColor[0], ratio);
vtx[j].v.cn[1] = EffectSs_LerpU8(this->p1StartColor[1], this->p1EndColor[1], ratio);
vtx[j].v.cn[2] = EffectSs_LerpU8(this->p1StartColor[2], this->p1EndColor[2], ratio);
vtx[j].v.cn[3] = EffectSs_LerpU8(this->p1StartColor[3], this->p1EndColor[3], ratio);
j++;
vtx[j].v.flag = 0;
vtx[j].v.tc[0] = 0;
vtx[j].v.tc[1] = 0;
vtx[j].v.cn[0] = func_800B0A24(this->p2StartColor[0], this->p2EndColor[0], ratio);
vtx[j].v.cn[1] = func_800B0A24(this->p2StartColor[1], this->p2EndColor[1], ratio);
vtx[j].v.cn[2] = func_800B0A24(this->p2StartColor[2], this->p2EndColor[2], ratio);
vtx[j].v.cn[3] = func_800B0A24(this->p2StartColor[3], this->p2EndColor[3], ratio);
vtx[j].v.cn[0] = EffectSs_LerpU8(this->p2StartColor[0], this->p2EndColor[0], ratio);
vtx[j].v.cn[1] = EffectSs_LerpU8(this->p2StartColor[1], this->p2EndColor[1], ratio);
vtx[j].v.cn[2] = EffectSs_LerpU8(this->p2StartColor[2], this->p2EndColor[2], ratio);
vtx[j].v.cn[3] = EffectSs_LerpU8(this->p2StartColor[3], this->p2EndColor[3], ratio);
j++;
}
}
+118 -112
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@@ -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;
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(particle->regs); i++) {
particle->regs[i] = 0;
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;
}
+1 -1
View File
@@ -20,7 +20,7 @@
#define DEFINE_EFFECT_SS_UNSET(_enumValue) { 0 },
EffectSsOverlay gParticleOverlayTable[EFFECT_SS_MAX] = {
EffectSsOverlay gEffectSsOverlayTable[EFFECT_SS_TYPE_MAX] = {
#include "tables/effect_ss_table.h"
};
+3 -3
View File
@@ -403,7 +403,7 @@ void Play_Destroy(GameState* thisx) {
this->unk_18E64 = NULL;
this->unk_18E68 = NULL;
Effect_DestroyAll(this);
EffectSS_Clear(this);
EffectSs_ClearAll(this);
CollisionCheck_DestroyContext(this, &this->colChkCtx);
if (gTransitionTileState == TRANS_TILE_READY) {
@@ -1006,7 +1006,7 @@ void Play_UpdateMain(PlayState* this) {
Cutscene_UpdateManual(this, &this->csCtx);
Cutscene_UpdateScripted(this, &this->csCtx);
Effect_UpdateAll(this);
EffectSS_UpdateAllParticles(this);
EffectSs_UpdateAll(this);
EffFootmark_Update(this);
}
} else {
@@ -2181,7 +2181,7 @@ void Play_Init(GameState* thisx) {
SoundSource_InitAll(this);
EffFootmark_Init(this);
Effect_Init(this);
EffectSS_Init(this, 100);
EffectSs_InitInfo(this, 100);
CollisionCheck_InitContext(this, &this->colChkCtx);
AnimTaskQueue_Reset(&this->animTaskQueue);
Cutscene_InitContext(this, &this->csCtx);
@@ -174,21 +174,21 @@ void EffectSsBomb2_Update(PlayState* play, u32 index, EffectSs* this) {
if ((this->life < 23) && (this->life > 13)) {
divisor = this->life - 13;
this->rPrimColorR = func_800B096C(this->rPrimColorR, 255, divisor);
this->rPrimColorG = func_800B096C(this->rPrimColorG, 255, divisor);
this->rPrimColorB = func_800B096C(this->rPrimColorB, 150, divisor);
this->rPrimColorA = func_800B096C(this->rPrimColorA, 255, divisor);
this->rEnvColorR = func_800B096C(this->rEnvColorR, 150, divisor);
this->rEnvColorG = func_800B096C(this->rEnvColorG, 0, divisor);
this->rEnvColorB = func_800B096C(this->rEnvColorB, 0, divisor);
this->rPrimColorR = EffectSs_LerpInv(this->rPrimColorR, 255, divisor);
this->rPrimColorG = EffectSs_LerpInv(this->rPrimColorG, 255, divisor);
this->rPrimColorB = EffectSs_LerpInv(this->rPrimColorB, 150, divisor);
this->rPrimColorA = EffectSs_LerpInv(this->rPrimColorA, 255, divisor);
this->rEnvColorR = EffectSs_LerpInv(this->rEnvColorR, 150, divisor);
this->rEnvColorG = EffectSs_LerpInv(this->rEnvColorG, 0, divisor);
this->rEnvColorB = EffectSs_LerpInv(this->rEnvColorB, 0, divisor);
} else if ((this->life < 14) && (this->life > -1)) {
divisor = this->life + 1;
this->rPrimColorR = func_800B096C(this->rPrimColorR, 50, divisor);
this->rPrimColorG = func_800B096C(this->rPrimColorG, 50, divisor);
this->rPrimColorB = func_800B096C(this->rPrimColorB, 50, divisor);
this->rPrimColorA = func_800B096C(this->rPrimColorA, 150, divisor);
this->rEnvColorR = func_800B096C(this->rEnvColorR, 10, divisor);
this->rEnvColorG = func_800B096C(this->rEnvColorG, 10, divisor);
this->rEnvColorB = func_800B096C(this->rEnvColorB, 10, divisor);
this->rPrimColorR = EffectSs_LerpInv(this->rPrimColorR, 50, divisor);
this->rPrimColorG = EffectSs_LerpInv(this->rPrimColorG, 50, divisor);
this->rPrimColorB = EffectSs_LerpInv(this->rPrimColorB, 50, divisor);
this->rPrimColorA = EffectSs_LerpInv(this->rPrimColorA, 150, divisor);
this->rEnvColorR = EffectSs_LerpInv(this->rEnvColorR, 10, divisor);
this->rEnvColorG = EffectSs_LerpInv(this->rEnvColorG, 10, divisor);
this->rEnvColorB = EffectSs_LerpInv(this->rEnvColorB, 10, divisor);
}
}
@@ -153,11 +153,11 @@ void EffectSsHitmark_Update(PlayState* play, u32 index, EffectSs* this) {
if (this->rTexIndex != 0) {
colorIndex = this->rType * 4 + 2;
this->rPrimColorR = func_800B096C(this->rPrimColorR, sColors[colorIndex].r, this->life + 1);
this->rPrimColorG = func_800B096C(this->rPrimColorG, sColors[colorIndex].g, this->life + 1);
this->rPrimColorB = func_800B096C(this->rPrimColorB, sColors[colorIndex].b, this->life + 1);
this->rEnvColorR = func_800B096C(this->rEnvColorR, sColors[colorIndex + 1].r, this->life + 1);
this->rEnvColorG = func_800B096C(this->rEnvColorG, sColors[colorIndex + 1].g, this->life + 1);
this->rEnvColorB = func_800B096C(this->rEnvColorB, sColors[colorIndex + 1].b, this->life + 1);
this->rPrimColorR = EffectSs_LerpInv(this->rPrimColorR, sColors[colorIndex].r, this->life + 1);
this->rPrimColorG = EffectSs_LerpInv(this->rPrimColorG, sColors[colorIndex].g, this->life + 1);
this->rPrimColorB = EffectSs_LerpInv(this->rPrimColorB, sColors[colorIndex].b, this->life + 1);
this->rEnvColorR = EffectSs_LerpInv(this->rEnvColorR, sColors[colorIndex + 1].r, this->life + 1);
this->rEnvColorG = EffectSs_LerpInv(this->rEnvColorG, sColors[colorIndex + 1].g, this->life + 1);
this->rEnvColorB = EffectSs_LerpInv(this->rEnvColorB, sColors[colorIndex + 1].b, this->life + 1);
}
}
@@ -73,14 +73,14 @@ u32 EffectSsLightning_Init(PlayState* play, u32 index, EffectSs* this, void* ini
void EffectSsLightning_NewLightning(PlayState* play, Vec3f* pos, s32 yaw, EffectSs* this) {
EffectSs newLightning;
EffectSS_Delete(&newLightning);
EffectSs_Delete(&newLightning);
newLightning = *this;
newLightning.pos = *pos;
newLightning.rNumBolts--;
newLightning.rYaw = yaw;
newLightning.life = newLightning.rLifespan;
EffectSS_Copy(play, &newLightning);
EffectSs_Insert(play, &newLightning);
}
void EffectSsLightning_Draw(PlayState* play, u32 index, EffectSs* this) {