#include "dynos.cpp.h" extern "C" { #include "object_fields.h" #include "game/level_update.h" #include "game/object_list_processor.h" #include "pc/configfile.h" #include "pc/lua/utils/smlua_anim_utils.h" } // // Update animations // // Retrieve the current Mario's animation index static s32 RetrieveCurrentMarioAnimationIndex(u32 aPlayerIndex) { struct MarioAnimDmaRelatedThing *_AnimDmaTable = gMarioStates[aPlayerIndex].animation->animDmaTable; for (s32 i = 0; i != (s32) _AnimDmaTable->count; ++i) { void *_AnimAddr = _AnimDmaTable->srcAddr + _AnimDmaTable->anim[i].offset; if (_AnimAddr == gMarioStates[aPlayerIndex].animation->currentAnimAddr) { return i; } } return -1; } // Retrieve the current animation index // As we don't know the length of the table, let's hope that we'll always find the animation... static s32 RetrieveCurrentAnimationIndex(struct Object *aObject) { if (!aObject->oAnimations || !aObject->header.gfx.animInfo.curAnim || smlua_anim_util_get_current_animation_name(aObject)) { return -1; } struct AnimationTable* animations = aObject->oAnimations; for (s32 i = 0; i < animations->count; ++i) { if (animations->anims[i] == aObject->header.gfx.animInfo.curAnim) { return i; } } return -1; } // Must be called twice, before and after geo_set_animation_globals void DynOS_Anim_Swap(void *aPtr) { static Animation *pDefaultAnimation = NULL; static Animation sGfxDataAnimation; // Does the object has a model? struct Object *_Object = (struct Object *) aPtr; if (!_Object->header.gfx.sharedChild) { return; } // Swap the current animation with the one from the Gfx data if (!pDefaultAnimation) { pDefaultAnimation = _Object->header.gfx.animInfo.curAnim; // ActorGfx data ActorGfx* _ActorGfx = DynOS_Actor_GetActorGfx(_Object->header.gfx.sharedChild); if (!_ActorGfx) { return; } // GfxData GfxData* _GfxData = _ActorGfx->mGfxData; if (!_GfxData) { return; } // Animation table if (_GfxData->mAnimationTable.Empty()) { return; } // Animation index s32 _AnimIndex = -1; for (u32 i = 0; i < MAX_PLAYERS; i++) { if (gMarioStates[i].marioObj == NULL) { continue; } if (_Object == gMarioStates[i].marioObj) { _AnimIndex = RetrieveCurrentMarioAnimationIndex(i); } } if (_AnimIndex == -1) { _AnimIndex = RetrieveCurrentAnimationIndex(_Object); } if (_AnimIndex == -1) { return; } if (_AnimIndex >= _GfxData->mAnimationTable.Count()) { return; } // Animation data const AnimData *_AnimData = (const AnimData *) _GfxData->mAnimationTable[_AnimIndex].second; if (_AnimData) { sGfxDataAnimation.flags = _AnimData->mFlags; sGfxDataAnimation.animYTransDivisor = _AnimData->mUnk02; sGfxDataAnimation.startFrame = _AnimData->mUnk04; sGfxDataAnimation.loopStart = _AnimData->mUnk06; sGfxDataAnimation.loopEnd = _AnimData->mUnk08; sGfxDataAnimation.unusedBoneCount = _AnimData->mUnk0A.second; sGfxDataAnimation.values = _AnimData->mValues.second.begin(); sGfxDataAnimation.index = _AnimData->mIndex.second.begin(); sGfxDataAnimation.valuesLength = _AnimData->mValues.second.Count(); sGfxDataAnimation.indexLength = _AnimData->mIndex.second.Count(); sGfxDataAnimation.length = _AnimData->mLength; _Object->header.gfx.animInfo.curAnim = &sGfxDataAnimation; } // Restore the default animation } else { _Object->header.gfx.animInfo.curAnim = pDefaultAnimation; pDefaultAnimation = NULL; } }