mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-21 19:45:10 +00:00
0d71c6c12f
This removes the old animation system which would create 16 copies of the animation table, so this should use less memory. Made m->animation->targetAnim always be a pointer to the actual animation in gMarioAnims, so mods can grab the pointer and reuse it. added get_mario_vanilla_animation to Lua, which lets a mod get any of mario's built in animations from its index.
116 lines
4 KiB
C++
116 lines
4 KiB
C++
#include "dynos.cpp.h"
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extern "C" {
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#include "object_fields.h"
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#include "game/level_update.h"
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#include "game/object_list_processor.h"
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#include "pc/configfile.h"
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#include "pc/lua/utils/smlua_anim_utils.h"
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}
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//
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// Update animations
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//
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// Retrieve the current Mario's animation index
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static s32 RetrieveCurrentMarioAnimationIndex(u32 aPlayerIndex) {
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static struct MarioAnimDmaRelatedThing *_MarioAnims = (struct MarioAnimDmaRelatedThing *) gMarioAnims;
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for (s32 i = 0; i != (s32) _MarioAnims->count; ++i) {
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void *_AnimAddr = gMarioAnims + _MarioAnims->anim[i].offset;
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if (_AnimAddr == gMarioStates[aPlayerIndex].animation->currentAnimAddr) {
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return i;
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}
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}
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return -1;
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}
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// Retrieve the current animation index
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// As we don't know the length of the table, let's hope that we'll always find the animation...
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static s32 RetrieveCurrentAnimationIndex(struct Object *aObject) {
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if (!aObject->oAnimations || !aObject->header.gfx.animInfo.curAnim || smlua_anim_util_get_current_animation_name(aObject)) {
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return -1;
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}
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struct AnimationTable* animations = aObject->oAnimations;
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for (s32 i = 0; i < animations->count; ++i) {
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if (animations->anims[i] == aObject->header.gfx.animInfo.curAnim) {
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return i;
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}
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}
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return -1;
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}
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// Must be called twice, before and after geo_set_animation_globals
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void DynOS_Anim_Swap(void *aPtr) {
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if (!aPtr) { return; }
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static Animation *pDefaultAnimation = NULL;
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static Animation sGfxDataAnimation;
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// Does the object have a model?
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struct Object *_Object = (struct Object *) aPtr;
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if (!_Object->header.gfx.sharedChild || !_Object->header.gfx.animInfo.curAnim) {
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return;
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}
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// Swap the current animation with the one from the Gfx data
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if (!pDefaultAnimation) {
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pDefaultAnimation = _Object->header.gfx.animInfo.curAnim;
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// ActorGfx data
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ActorGfx* _ActorGfx = DynOS_Actor_GetActorGfx(_Object->header.gfx.sharedChild);
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if (!_ActorGfx) {
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return;
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}
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// GfxData
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GfxData* _GfxData = _ActorGfx->mGfxData;
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if (!_GfxData) {
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return;
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}
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// Animation table
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if (_GfxData->mAnimationTable.Empty()) {
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return;
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}
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// Animation index
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s32 _AnimIndex = -1;
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for (u32 i = 0; i < MAX_PLAYERS; i++) {
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if (gMarioStates[i].marioObj == NULL) { continue; }
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if (_Object == gMarioStates[i].marioObj) {
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_AnimIndex = RetrieveCurrentMarioAnimationIndex(i);
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break;
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}
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}
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if (_AnimIndex == -1) {
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_AnimIndex = RetrieveCurrentAnimationIndex(_Object);
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}
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if (_AnimIndex == -1) {
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return;
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}
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if (_AnimIndex >= _GfxData->mAnimationTable.Count()) {
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return;
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}
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// Animation data
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const AnimData *_AnimData = (const AnimData *) _GfxData->mAnimationTable[_AnimIndex].second;
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if (_AnimData) {
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sGfxDataAnimation.flags = _AnimData->mFlags;
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sGfxDataAnimation.animYTransDivisor = _AnimData->mUnk02;
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sGfxDataAnimation.startFrame = _AnimData->mUnk04;
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sGfxDataAnimation.loopStart = _AnimData->mUnk06;
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sGfxDataAnimation.loopEnd = _AnimData->mUnk08;
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sGfxDataAnimation.unusedBoneCount = _AnimData->mUnk0A.second;
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sGfxDataAnimation.values = (u16*)_AnimData->mValues.second.begin();
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sGfxDataAnimation.index = (u16*)_AnimData->mIndex.second.begin();
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sGfxDataAnimation.valuesLength = _AnimData->mValues.second.Count();
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sGfxDataAnimation.indexLength = _AnimData->mIndex.second.Count();
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sGfxDataAnimation.length = _AnimData->mLength;
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_Object->header.gfx.animInfo.curAnim = &sGfxDataAnimation;
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}
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// Restore the default animation
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} else {
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_Object->header.gfx.animInfo.curAnim = pDefaultAnimation;
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pDefaultAnimation = NULL;
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}
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}
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