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