Implement & link evw_anime.c

This commit is contained in:
Cuyler36
2023-07-13 08:45:57 -04:00
parent e055bab3e6
commit 15498bfdc4
7 changed files with 420 additions and 12 deletions
+61 -6
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@@ -2,19 +2,74 @@
#define EVW_ANIME_H
#include "types.h"
#include "m_play_h.h"
#ifdef __cplusplus
extern "C"{
#endif
#define EVW_COLOR_BUF_MAX 50
typedef struct evw_anime_s{
s16 unk0;
s16 unk4;
void* data_p;
}EVW_ANIME_DATA;
enum {
EVW_ANIME_TYPE_SCROLL1,
EVW_ANIME_TYPE_SCROLL2,
EVW_ANIME_TYPE_COLREG_MANUAL,
EVW_ANIME_TYPE_COLREG_LINEAR,
EVW_ANIME_TYPE_COLREG_NONLINEAR,
EVW_ANIME_TYPE_TEXANIME,
void Evw_Anime_Set(GAME*, EVW_ANIME_DATA*);
EVW_ANIME_TYPE_NUM
};
typedef struct evw_anime_col_prim_s {
u8 r;
u8 g;
u8 b;
u8 a;
u8 l;
} EVW_ANIME_COL_PRIM;
typedef struct evw_anime_col_env_s {
u8 r;
u8 g;
u8 b;
u8 a;
} EVW_ANIME_COL_ENV;
typedef struct evw_anime_col_reg_s {
u16 frame_count; /* total frames in the animation */
u16 key_count; /* number of animation keyframes */
EVW_ANIME_COL_PRIM* prim_colors; /* list of primitive colors per-keyframe */
EVW_ANIME_COL_ENV* env_colors; /* list of environment colors per-keyframe */
u16* keyframes; /* list of keyframe frame indices */
} EVW_ANIME_COLREG;
typedef struct evw_anime_scroll_s {
s8 x; /* x (s) texture position */
s8 y; /* y (t) texture position */
u8 width; /* texture width */
u8 height; /* texture height */
} EVW_ANIME_SCROLL;
typedef struct evw_anime_texanime_s {
u16 frame_count; /* total frames in the animation */
u16 key_count; /* number of animation keyframes */
void** texture_tbl; /* list of each texture */
u8* animation_pattern; /* list of which texture to use per keyframe (runs at 30 FPS) */
u16* keyframes; /* list of keyframe frame indices */
} EVW_ANIME_TEXANIME;
typedef struct evw_anime_s {
s8 segment; /* Negative segments signal the end of the animation data array */
s16 type;
void* data_p;
} EVW_ANIME_DATA;
extern void Evw_Anime_Set(GAME_PLAY* play, EVW_ANIME_DATA* evw_anime_data);
#ifdef __cplusplus
}
+2
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@@ -112,6 +112,8 @@ typedef struct sound_source_info_s {
xyz_t wpos;
} mFI_sound_source_info_c;
extern int mFI_CheckFieldData();
extern mActor_name_t mFI_GetFieldId();
extern int mFI_GetClimate();
+39
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@@ -3,6 +3,7 @@
#include "types.h"
#include "m_actor_type.h"
#include "libforest/gbi_extensions.h"
#ifdef __cplusplus
extern "C" {
@@ -29,6 +30,8 @@ extern "C" {
#define BLOCKXZ_2_BLOCKIDX(x, z) ((z) * BLOCK_X_NUM + (x))
#define mFM_VISIBLE_BLOCK_NUM 4 /* number of visible blocks (nearest to the Player) */
/* sizeof(mFM_combination_c) == 2 */
typedef struct block_combination_s {
/* 0x00 */ u16 combination_type:14; /* acre type index */
@@ -47,6 +50,42 @@ typedef struct block_combo_s {
/* 0x05 */ u8 type;
} mFM_combo_info_c;
typedef struct field_display_list_info_s {
int block_x;
int block_z;
u8* display_list;
} mFM_field_draw_info_c;
typedef struct field_pal_s {
u16* earth_pal;
u16* cliff_pal;
u16* bush_pal;
u16* flower0_pal;
u16* flower1_pal;
u16* flower2_pal;
u16* grass_pal;
u16* tree_pal;
u16* cedar_tree_pal; // probably?
u16* palm_tree_pal;
u16* golden_tree_pal;
} mFM_field_pal_c;
typedef struct field_bg_info_s {
mFM_combination_c bg_id;
Gfx* oapque_gfx;
Gfx* translucent_gfx;
} mFM_bg_info_c;
typedef struct field_info_s {
mActor_name_t field_id;
u32 _04; // only set, never read?
mFM_field_draw_info_c bg_draw_info[mFM_VISIBLE_BLOCK_NUM];
u8* bg_display_list_p[mFM_VISIBLE_BLOCK_NUM];
mFM_field_pal_c field_palette;
} mFM_fdinfo_c;
extern u8* g_block_type_p;
extern int* g_block_kind_p;
+3 -1
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@@ -39,7 +39,9 @@ struct game_play_s {
/* 0x1FA4 */ u8 _1FA4[0x2008 - 0x1FA4];
/* 0x2008 */ int next_scene_no;
/* 0x200C */ MtxF matrix;
/* 0x204C */ u8 _204C[0x20D0-0x204C];
/* 0x204C */ u8 _204C[0x2090 - 0x204C];
/* 0x2090 */ u32 game_frame;
/* 0x2094 */ u8 _2094[0x20D0 - 0x2094];
/* 0x20D0 */ u8 fb_fade_type;
/* 0x20D1 */ u8 fb_wipe_type;
/* 0x20D2 */ u8 fb_mode;