papermario/src/effects.c
Ethan Roseman dfff7bce1a
squirt effect done, 0 warnings, undefined_syms cleanup, wip (#922)
* warnings & WIP

* 0 warnings

* squirt_appendGfx && gfx data (squirt effect dun)

* undefined_syms cleanup

* clean

* don't die when no warnings
2023-01-25 23:06:57 +09:00

486 lines
20 KiB
C

#include "common.h"
#include "effects.h"
#include "effects_internal.h"
#include "ld_addrs.h"
typedef s32 TlbEntry[0x1000 / 4];
typedef TlbEntry TlbMappablePage[15];
extern TlbMappablePage D_80197000;
#define EFFECT_LOADED 1
extern EffectGraphics gEffectGraphicsData[15];
extern EffectInstance* gEffectInstances[96];
extern s32 D_801A6000;
#define FX_ENTRY(name, gfx_name) { \
name##_main, effect_##name##_ROM_START, effect_##name##_ROM_END, effect_##name##_VRAM, gfx_name##_ROM_START, \
gfx_name##_ROM_END \
}
// TODO remove once everyone is named
#define FX_ENTRY_NUMBERED(name, gfx_name) { \
fx_##name##_main, effect_effect_##name##_ROM_START, effect_effect_##name##_ROM_END, effect_effect_##name##_VRAM, \
gfx_name##_ROM_START, gfx_name##_ROM_END \
} \
EffectTableEntry gEffectTable[] = {
/* 0x00 */ {},
/* 0x01 */ FX_ENTRY(big_smoke_puff, effect_gfx_big_smoke_puff),
/* 0x02 */ {},
/* 0x03 */ {},
/* 0x04 */ {},
/* 0x05 */ {},
/* 0x06 */ FX_ENTRY(landing_dust, effect_gfx_landing_dust),
/* 0x07 */ FX_ENTRY(walking_dust, effect_gfx_landing_dust),
/* 0x08 */ FX_ENTRY(flower_splash, effect_gfx_flower_splash_trail),
/* 0x09 */ FX_ENTRY(flower_trail, effect_gfx_flower_splash_trail),
/* 0x0A */ FX_ENTRY(cloud_puff, effect_gfx_cloud_puff_trail),
/* 0x0B */ FX_ENTRY(cloud_trail, effect_gfx_cloud_puff_trail),
/* 0x0C */ FX_ENTRY(footprint, effect_gfx_footprint),
/* 0x0D */ FX_ENTRY(floating_flower, effect_gfx_floating_flower),
/* 0x0E */ FX_ENTRY(snowflake, effect_gfx_snowflake),
/* 0x0F */ FX_ENTRY(star, effect_gfx_star),
/* 0x10 */ FX_ENTRY(emote, effect_gfx_emote),
/* 0x11 */ FX_ENTRY(sparkles, effect_gfx_sparkles),
/* 0x12 */ FX_ENTRY(shape_spell, effect_gfx_shape_spell),
/* 0x13 */ FX_ENTRY(gather_energy_pink, effect_gfx_gather_energy_pink),
/* 0x14 */ FX_ENTRY(drop_leaves, effect_gfx_drop_leaves),
/* 0x15 */ FX_ENTRY(dust, effect_gfx_dust),
/* 0x16 */ FX_ENTRY(shattering_stones, effect_gfx_shattering_stones),
/* 0x17 */ FX_ENTRY(smoke_ring, effect_gfx_landing_dust),
/* 0x18 */ FX_ENTRY(damage_stars, effect_gfx_damage_stars),
/* 0x19 */ FX_ENTRY(explosion, effect_gfx_explosion),
/* 0x1A */ FX_ENTRY(lens_flare, effect_gfx_lens_flare),
/* 0x1B */ FX_ENTRY(got_item_outline, effect_gfx_got_item_outline),
/* 0x1C */ FX_ENTRY(spiky_white_aura, effect_gfx_spiky_white_aura),
/* 0x1D */ FX_ENTRY(smoke_impact, effect_gfx_landing_dust),
/* 0x1E */ FX_ENTRY(damage_indicator, effect_gfx_damage_indicator),
/* 0x1F */ FX_ENTRY(purple_ring, effect_gfx_purple_ring),
/* 0x20 */ FX_ENTRY(flame, effect_gfx_flame),
/* 0x21 */ FX_ENTRY(stars_burst, effect_gfx_damage_stars),
/* 0x22 */ FX_ENTRY(stars_shimmer, effect_gfx_sparkles),
/* 0x23 */ FX_ENTRY(rising_bubble, effect_gfx_rising_bubble),
/* 0x24 */ FX_ENTRY(ring_blast, effect_gfx_ring_blast),
/* 0x25 */ FX_ENTRY(shockwave, effect_gfx_shockwave),
/* 0x26 */ FX_ENTRY(music_note, effect_gfx_music_note),
/* 0x27 */ FX_ENTRY(smoke_burst, effect_gfx_landing_dust),
/* 0x28 */ FX_ENTRY(sweat, effect_gfx_sweat),
/* 0x29 */ FX_ENTRY(sleep_bubble, effect_gfx_sleep_bubble),
/* 0x2A */ {},
/* 0x2B */ FX_ENTRY(windy_leaves, effect_gfx_drop_leaves),
/* 0x2C */ FX_ENTRY(falling_leaves, effect_gfx_falling_leaves),
/* 0x2D */ FX_ENTRY(stars_spread, effect_gfx_stars_spread),
/* 0x2E */ FX_ENTRY(steam_burst, effect_gfx_steam_burst),
/* 0x2F */ FX_ENTRY(stars_orbiting, effect_gfx_stars_orbiting),
/* 0x30 */ FX_ENTRY(big_snowflakes, effect_gfx_big_snowflakes),
/* 0x31 */ FX_ENTRY(debuff, effect_gfx_debuff),
/* 0x32 */ FX_ENTRY(green_impact, effect_gfx_green_impact),
/* 0x33 */ FX_ENTRY(radial_shimmer, effect_gfx_radial_shimmer),
/* 0x34 */ FX_ENTRY(ending_decals, effect_gfx_ending_decals),
/* 0x35 */ FX_ENTRY(light_rays, effect_gfx_light_rays),
/* 0x36 */ FX_ENTRY(lightning, effect_gfx_lightning),
/* 0x37 */ FX_ENTRY(fire_breath, effect_gfx_fire_breath),
/* 0x38 */ FX_ENTRY(shimmer_burst, effect_gfx_sparkles),
/* 0x39 */ FX_ENTRY(energy_shockwave, effect_gfx_energy_shockwave),
/* 0x3A */ FX_ENTRY(shimmer_wave, effect_gfx_sparkles),
/* 0x3B */ FX_ENTRY(aura, effect_gfx_aura),
/* 0x3C */ FX_ENTRY(bulb_glow, effect_gfx_bulb_glow),
/* 0x3D */ FX_ENTRY_NUMBERED(3D, effect_gfx_effect_3D),
/* 0x3E */ FX_ENTRY(blast, effect_gfx_blast),
/* 0x3F */ FX_ENTRY(fire_flower, effect_gfx_fire_flower),
/* 0x40 */ FX_ENTRY(recover, effect_gfx_recover),
/* 0x41 */ FX_ENTRY(disable_x, effect_gfx_disable_x),
/* 0x42 */ FX_ENTRY(bombette_breaking, effect_gfx_blast),
/* 0x43 */ FX_ENTRY(firework, effect_gfx_firework),
/* 0x44 */ FX_ENTRY(confetti, effect_gfx_confetti),
/* 0x45 */ FX_ENTRY(snowfall, effect_gfx_snowfall),
/* 0x46 */ FX_ENTRY_NUMBERED(46, effect_gfx_effect_46),
/* 0x47 */ FX_ENTRY(gather_magic, effect_gfx_gather_magic),
/* 0x48 */ FX_ENTRY(attack_result_text, effect_gfx_attack_result_text),
/* 0x49 */ FX_ENTRY(small_gold_sparkle, effect_gfx_small_gold_sparkle),
/* 0x4A */ FX_ENTRY(flashing_box_shockwave, effect_gfx_flashing_box_shockwave),
/* 0x4B */ FX_ENTRY(balloon, effect_gfx_balloon),
/* 0x4C */ FX_ENTRY(floating_rock, effect_gfx_floating_rock),
/* 0x4D */ FX_ENTRY(chomp_drop, effect_gfx_chomp_drop),
/* 0x4E */ FX_ENTRY(quizmo_stage, effect_gfx_quizmo_stage),
/* 0x4F */ FX_ENTRY(radiating_energy_orb, effect_gfx_radiating_energy_orb),
/* 0x50 */ FX_ENTRY(quizmo_answer, effect_gfx_quizmo_answer),
/* 0x51 */ FX_ENTRY(motion_blur_flame, _3A33D0),
/* 0x52 */ FX_ENTRY(energy_orb_wave, effect_gfx_energy_orb_wave),
/* 0x53 */ FX_ENTRY(merlin_house_stars, effect_gfx_merlin_house_stars),
/* 0x54 */ FX_ENTRY(quizmo_audience, effect_gfx_quizmo_audience),
/* 0x55 */ FX_ENTRY(butterflies, effect_gfx_butterflies),
/* 0x56 */ FX_ENTRY(stat_change, effect_gfx_stat_change),
/* 0x57 */ FX_ENTRY(snaking_static, effect_gfx_snaking_static),
/* 0x58 */ FX_ENTRY(thunderbolt_ring, effect_gfx_thunderbolt_ring),
/* 0x59 */ FX_ENTRY(squirt, effect_gfx_squirt),
/* 0x5A */ FX_ENTRY(water_block, effect_gfx_water_block),
/* 0x5B */ FX_ENTRY(waterfall, effect_gfx_waterfall),
/* 0x5C */ FX_ENTRY(water_fountain, effect_gfx_water_fountain),
/* 0x5D */ FX_ENTRY(underwater, _3B9A70),
/* 0x5E */ FX_ENTRY(lightning_bolt, effect_gfx_lightning_bolt),
/* 0x5F */ FX_ENTRY(water_splash, effect_gfx_water_splash),
/* 0x60 */ FX_ENTRY(snowman_doll, effect_gfx_snowman_doll),
/* 0x61 */ FX_ENTRY(fright_jar, effect_gfx_fright_jar),
/* 0x62 */ FX_ENTRY(stop_watch, effect_gfx_stop_watch),
/* 0x63 */ FX_ENTRY_NUMBERED(63, effect_gfx_effect_63),
/* 0x64 */ FX_ENTRY(throw_spiny, effect_gfx_throw_spiny),
/* 0x65 */ FX_ENTRY_NUMBERED(65, effect_gfx_effect_65),
/* 0x66 */ FX_ENTRY(tubba_heart_attack, effect_gfx_tubba_heart_attack),
/* 0x67 */ FX_ENTRY(whirlwind, effect_gfx_whirlwind),
/* 0x68 */ FX_ENTRY(red_impact, effect_gfx_shockwave),
/* 0x69 */ FX_ENTRY(floating_cloud_puff, effect_gfx_floating_cloud_puff),
/* 0x6A */ {},
/* 0x6B */ FX_ENTRY(energy_in_out, effect_gfx_energy_in_out),
/* 0x6C */ FX_ENTRY(tattle_window, effect_gfx_tattle_window),
/* 0x6D */ FX_ENTRY(shiny_flare, effect_gfx_shiny_flare),
/* 0x6E */ FX_ENTRY(huff_puff_breath, effect_gfx_huff_puff_breath),
/* 0x6F */ FX_ENTRY(cold_breath, effect_gfx_cold_breath),
/* 0x70 */ FX_ENTRY(embers, effect_gfx_embers),
/* 0x71 */ FX_ENTRY(hieroglyphs, effect_gfx_hieroglyphs),
/* 0x72 */ FX_ENTRY(misc_particles, effect_gfx_misc_particles),
/* 0x73 */ FX_ENTRY(static_status, effect_gfx_static_status),
/* 0x74 */ FX_ENTRY(moving_cloud, effect_gfx_moving_cloud),
/* 0x75 */ FX_ENTRY_NUMBERED(75, effect_gfx_effect_75),
/* 0x76 */ {},
/* 0x77 */ FX_ENTRY(firework_rocket, effect_gfx_firework_rocket),
/* 0x78 */ FX_ENTRY(peach_star_beam, effect_gfx_peach_star_beam),
/* 0x79 */ FX_ENTRY(chapter_change, effect_gfx_chapter_change),
/* 0x7A */ FX_ENTRY(ice_shard, effect_gfx_ice_shard),
/* 0x7B */ FX_ENTRY(spirit_card, effect_gfx_spirit_card),
/* 0x7C */ FX_ENTRY(lil_oink, effect_gfx_lil_oink),
/* 0x7D */ FX_ENTRY(something_rotating, effect_gfx_spirit_card),
/* 0x7E */ FX_ENTRY(breaking_junk, effect_gfx_breaking_junk),
/* 0x7F */ FX_ENTRY(partner_buff, effect_gfx_partner_buff),
/* 0x80 */ FX_ENTRY(quizmo_assistant, effect_gfx_quizmo_assistant),
/* 0x81 */ FX_ENTRY(ice_pillar, effect_gfx_ice_pillar),
/* 0x82 */ FX_ENTRY(sun, effect_gfx_sun),
/* 0x83 */ FX_ENTRY(star_spirits_energy, effect_gfx_star_spirits_energy),
/* 0x84 */ FX_ENTRY(pink_sparkles, effect_gfx_sparkles),
/* 0x85 */ FX_ENTRY(star_outline, effect_gfx_star_outline),
/* 0x86 */ FX_ENTRY_NUMBERED(86, effect_gfx_effect_86),
};
s32 D_8007FEB8[] = {
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000008, 0x00000005, 0x00000003, 0x00000004,
0x0000000D, 0x0000003C, 0x00000000, 0x00000200, 0x00000000, 0x00000000,
0x00000003, 0x00000000,
};
/// Used for unbound function points in effect structs.
void stub_effect_delegate(EffectInstance* effect) {
}
void set_effect_pos_offset(EffectInstance* effect, f32 x, f32 y, f32 z) {
s32* data = effect->data.any;
((f32*)data)[1] = x;
((f32*)data)[2] = y;
((f32*)data)[3] = z;
}
void clear_effect_data(void) {
s32 i;
for (i = 0; i < ARRAY_COUNT(gEffectGraphicsData); i++) {
gEffectGraphicsData[i].flags = 0;
}
for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) {
gEffectInstances[i] = 0;
}
osUnmapTLBAll();
osMapTLB(0x10, NULL, _325AD0_VRAM, (s32)&D_801A6000 & 0xFFFFFF, -1, -1);
dma_copy(_325AD0_ROM_START, _325AD0_ROM_END, _325AD0_VRAM);
}
void func_80059D48(void) {
}
void update_effects(void) {
if (!(gOverrideFlags & (GLOBAL_OVERRIDES_800 | GLOBAL_OVERRIDES_400))) {
EffectGraphics* effectGraphics;
s32 i;
for (i = 0, effectGraphics = gEffectGraphicsData; i < ARRAY_COUNT(gEffectGraphicsData); i++, effectGraphics++) {
if (effectGraphics->flags & FX_GRAPHICS_ENABLED) {
if (!(effectGraphics->flags & FX_GRAPHICS_FLAG_2)) {
effectGraphics->flags |= FX_GRAPHICS_FLAG_2;
effectGraphics->freeDelay = 3;
}
}
}
for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) {
EffectInstance* effectInstance = gEffectInstances[i];
if (effectInstance != NULL && (effectInstance->flags & EFFECT_INSTANCE_FLAG_1)) {
effectInstance->graphics->flags &= ~FX_GRAPHICS_FLAG_2;
if (gGameStatusPtr->isBattle) {
if (effectInstance->flags & EFFECT_INSTANCE_FLAG_4) {
effectInstance->graphics->update(effectInstance);
effectInstance->flags |= EFFECT_INSTANCE_FLAG_8;
}
} else {
if (!(effectInstance->flags & EFFECT_INSTANCE_FLAG_4)) {
effectInstance->graphics->update(effectInstance);
effectInstance->flags |= EFFECT_INSTANCE_FLAG_8;
}
}
}
}
for (i = 0, effectGraphics = gEffectGraphicsData; i < ARRAY_COUNT(gEffectGraphicsData); i++, effectGraphics++) {
if (effectGraphics->flags & FX_GRAPHICS_ENABLED) {
if (effectGraphics->flags & FX_GRAPHICS_FLAG_2) {
if (effectGraphics->freeDelay != 0) {
effectGraphics->freeDelay--;
} else {
if (effectGraphics->data != NULL) {
general_heap_free(effectGraphics->data);
effectGraphics->data = NULL;
}
effectGraphics->flags = FX_GRAPHICS_DISABLED;
osUnmapTLB(i);
}
}
}
}
}
}
void render_effects_world(void) {
s32 i;
for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) {
if (gEffectInstances[i] != NULL && gEffectInstances[i]->flags & 1 && gEffectInstances[i]->flags & 8) {
if (gGameStatusPtr->isBattle) {
if (gEffectInstances[i]->flags & 4) {
gEffectInstances[i]->graphics->renderWorld(gEffectInstances[i]);
}
} else {
if (!(gEffectInstances[i]->flags & 4)) {
gEffectInstances[i]->graphics->renderWorld(gEffectInstances[i]);
}
}
}
}
}
void render_effects_UI(void) {
s32 cond = TRUE;
s32 i;
for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) {
EffectInstance* effectInstance = gEffectInstances[i];
if (effectInstance != NULL) {
if (effectInstance->flags & EFFECT_INSTANCE_FLAG_1) {
if (effectInstance->flags & EFFECT_INSTANCE_FLAG_8) {
void (*renderUI)(EffectInstance* effect);
if (gGameStatusPtr->isBattle && !(effectInstance->flags & EFFECT_INSTANCE_FLAG_4)) {
continue;
}
if (!gGameStatusPtr->isBattle && effectInstance->flags & EFFECT_INSTANCE_FLAG_4) {
continue;
}
renderUI = effectInstance->graphics->renderUI;
if (renderUI != stub_effect_delegate) {
if (cond) {
Camera* camera = &gCameras[gCurrentCameraID];
gDPPipeSync(gMasterGfxPos++);
gSPViewport(gMasterGfxPos++, &camera->vp);
gSPClearGeometryMode(gMasterGfxPos++, G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG |
G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD |
G_SHADING_SMOOTH | G_CLIPPING | 0x40F9FA);
gSPSetGeometryMode(gMasterGfxPos++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH);
gDPSetScissor(gMasterGfxPos++, G_SC_NON_INTERLACE,
camera->viewportStartX,
camera->viewportStartY,
camera->viewportStartX + camera->viewportW,
camera->viewportStartY + camera->viewportH);
gSPClipRatio(gMasterGfxPos++, FRUSTRATIO_2);
cond = FALSE;
if (!(camera->flags & CAMERA_FLAG_ORTHO)) {
gSPPerspNormalize(gMasterGfxPos++, camera->perspNorm);
gSPMatrix(gMasterGfxPos++, &gDisplayContext->camPerspMatrix[gCurrentCameraID],
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
}
}
renderUI(effectInstance);
}
}
}
}
}
}
EffectInstance* create_effect_instance(EffectBlueprint* effectBp) {
EffectInstance* newEffectInst;
EffectGraphics* curEffect;
s32 i;
// Search for an unused instance
for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) {
if (gEffectInstances[i] == NULL) {
break;
}
}
ASSERT(i < ARRAY_COUNT(gEffectInstances));
// Allocate space for the new instance
gEffectInstances[i] = newEffectInst = general_heap_malloc(sizeof(*newEffectInst));
ASSERT(newEffectInst != NULL);
curEffect = &gEffectGraphicsData[0];
newEffectInst->effectIndex = effectBp->effectID;
newEffectInst->flags = 1;
// Look for a loaded effect of the proper index
for (i = 0; i < ARRAY_COUNT(gEffectGraphicsData); i++) {
if ((curEffect->flags & EFFECT_LOADED) && (curEffect->effectIndex == effectBp->effectID)) {
break;
}
curEffect++;
}
ASSERT(i < ARRAY_COUNT(gEffectGraphicsData));
// If this is the first new instance of the effect, initialize the function pointers
if (curEffect->instanceCounter == 0) {
curEffect->update = effectBp->update;
if (curEffect->update == NULL) {
curEffect->renderWorld = stub_effect_delegate;
}
curEffect->renderWorld = effectBp->renderWorld;
if (curEffect->renderUI == NULL) {
curEffect->renderUI = stub_effect_delegate;
}
curEffect->renderUI = effectBp->unk_14;
if (curEffect->renderUI == NULL) {
curEffect->renderUI = stub_effect_delegate;
}
}
curEffect->instanceCounter++;
newEffectInst->graphics = curEffect;
if (effectBp->init != NULL) {
effectBp->init(newEffectInst);
}
if (gGameStatusPtr->isBattle) {
newEffectInst->flags |= 4;
}
return newEffectInst;
}
void remove_effect(EffectInstance* effectInstance) {
s32 i;
for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) {
if (gEffectInstances[i] == effectInstance) {
break;
}
}
ASSERT(i < ARRAY_COUNT(gEffectInstances));
if (effectInstance->data.any == NULL) {
general_heap_free(effectInstance);
gEffectInstances[i] = NULL;
} else {
general_heap_free(effectInstance->data.any);
general_heap_free(effectInstance);
gEffectInstances[i] = NULL;
}
}
void remove_all_effects(void) {
s32 i;
for (i = 0; i < ARRAY_COUNT(gEffectInstances); i++) {
EffectInstance* effect = gEffectInstances[i];
if (effect != NULL && effect->flags & 4) {
if (effect->data.any != NULL) {
general_heap_free(effect->data.any);
}
general_heap_free(effect);
gEffectInstances[i] = NULL;
}
}
}
s32 load_effect(s32 effectIndex) {
EffectTableEntry* effectEntry = &gEffectTable[effectIndex];
EffectGraphics* curEffect;
TlbMappablePage* tlbMappablePages;
s32 i;
// Look for a loaded effect matching the desired index
for (i = 0, curEffect = &gEffectGraphicsData[0]; i < ARRAY_COUNT(gEffectGraphicsData); i++) {
if (curEffect->flags & EFFECT_LOADED && curEffect->effectIndex == effectIndex) {
break;
}
curEffect++;
}
// If an effect was found within the table, initialize it and return
if (i < ARRAY_COUNT(gEffectGraphicsData)) {
curEffect->effectIndex = effectIndex;
curEffect->instanceCounter = 0;
curEffect->flags = EFFECT_LOADED;
return 1;
}
// If a loaded effect wasn't found, look for the first empty space
for (i = 0, curEffect = &gEffectGraphicsData[0]; i < ARRAY_COUNT(gEffectGraphicsData); i++) {
if (!(curEffect->flags & EFFECT_LOADED)) {
break;
}
curEffect++;
}
// If no empty space was found, panic
ASSERT(i < ARRAY_COUNT(gEffectGraphicsData));
// Map space for the effect
tlbMappablePages = &D_80197000;
osMapTLB(i, 0, effectEntry->dmaDest, (s32)((*tlbMappablePages)[i]) & 0xFFFFFF, -1, -1);
// Copy the effect into the newly mapped space
dma_copy(effectEntry->dmaStart, effectEntry->dmaEnd, effectEntry->dmaDest);
// If there's extra data the effect normally loads, allocate space and copy into the new space
if (effectEntry->graphicsDmaStart != NULL) {
void* effectDataBuf = general_heap_malloc(effectEntry->graphicsDmaEnd - effectEntry->graphicsDmaStart);
curEffect->data = effectDataBuf;
ASSERT(effectDataBuf != NULL);
dma_copy(effectEntry->graphicsDmaStart, effectEntry->graphicsDmaEnd, curEffect->data);
}
// Initialize the newly loaded effect data
curEffect->effectIndex = effectIndex;
curEffect->instanceCounter = 0;
curEffect->flags = EFFECT_LOADED;
return 1;
}