#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" }