mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-22 17:32:19 -05:00
99260acaf1
* Use PlayState instead of GlobalContext - GlobalContext -> PlayState - globalCtx -> play - GlobalCtx -> PlayState - globalContext -> playState * Find and replace Gameplay_ with Play_ * Correct some misnamed argument cases
257 lines
7.7 KiB
C
257 lines
7.7 KiB
C
#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 == false) {
|
|
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 == false) {
|
|
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 == false) {
|
|
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);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < SHIELD_PARTICLE_COUNT; i++) {
|
|
if (sEffectContext.shieldParticles[i].status.active) {
|
|
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"
|
|
}
|