mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-09-04 01:07:57 -04:00
Implement & link evw_anime.c
This commit is contained in:
@@ -161,13 +161,13 @@ u16 aTrainWindow_tree_pal_table[15][16]= {
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}
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};
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u8 aTrainWindow_out_cloud[4] = {
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0,254,
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64,64
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EVW_ANIME_SCROLL aTrainWindow_out_cloud = {
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0, -2,
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64, 64
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};
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EVW_ANIME_DATA aTrainWindow_evw_anime_data = {
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-512, 0, &aTrainWindow_out_cloud
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-2, EVW_ANIME_TYPE_SCROLL1, &aTrainWindow_out_cloud
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};
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static void Train_Window_Actor_ct(ACTOR*, GAME*);
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@@ -567,6 +567,7 @@ static void aTrainWindow_SetTreeTextureScroll(ACTOR* actor, GAME* game){
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}
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static void Train_Window_Actor_draw(ACTOR* actor, GAME* game){
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GAME_PLAY* play = (GAME_PLAY*)game;
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TRAIN_WINDOW_ACTOR* window = (TRAIN_WINDOW_ACTOR* )actor;
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GRAPH* graph = game->graph;
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@@ -585,7 +586,7 @@ static void Train_Window_Actor_draw(ACTOR* actor, GAME* game){
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if(window->draw_type(actor,game) != 0){
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aTrainWindow_SetLightPrimColorDetail(game, 0,0,0,127,255,(u8)window->xlu_alpha);
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gSPSegment(NOW_POLY_XLU_DISP++,10, window->current_pallete);
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Evw_Anime_Set(game, &aTrainWindow_evw_anime_data);
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Evw_Anime_Set(play, &aTrainWindow_evw_anime_data);
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aTrainWindow_SetLightPrimColorDetail(game,0,0,0,43,255,window->xlu_alpha);
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gSPDisplayList(NOW_POLY_OPA_DISP++,rom_train_out_tunnel_model);
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aTrainWindow_SetLightPrimColorDetail(game,0,0,0,127,255,window->xlu_alpha);
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+305
@@ -0,0 +1,305 @@
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#include "evw_anime.h"
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#include "m_play.h"
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#include "libforest/gbi_extensions.h"
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#include "m_rcp.h"
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static Gfx* evw_tex_scroll_set(GAME_PLAY* play, EVW_ANIME_SCROLL* scroll) {
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int scroll_x = scroll->x * play->game_frame;
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int scroll_y = scroll->y * play->game_frame;
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return tex_scroll2_dolphin(play->game.graph, scroll_x, -scroll_y, scroll->width, scroll->height);
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}
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static void evw_anime_scroll1(GAME_PLAY* play, int segment, void* evw_data) {
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EVW_ANIME_SCROLL* scroll = (EVW_ANIME_SCROLL*)evw_data;
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Gfx* scroll_gfx = evw_tex_scroll_set(play, scroll);
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GRAPH* g = play->game.graph;
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OPEN_DISP(g);
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gSPSegment(NOW_BG_OPA_DISP++, segment, scroll_gfx);
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gSPSegment(NOW_POLY_OPA_DISP++, segment, scroll_gfx);
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gSPSegment(NOW_POLY_XLU_DISP++, segment, scroll_gfx);
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CLOSE_DISP(g);
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}
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static Gfx* evw_two_tex_scroll_set(GAME_PLAY* play, EVW_ANIME_SCROLL* scrolls) {
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u32 frame = play->game_frame;
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int x0 = scrolls[0].x * frame;
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int y0 = scrolls[0].y * frame;
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int x1 = scrolls[1].x * frame;
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int y1 = scrolls[1].y * frame;
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return two_tex_scroll_dolphin(
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play->game.graph,
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0,
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x0, -y0, scrolls[0].width, scrolls[0].height,
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1,
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x1, -y1, scrolls[1].width, scrolls[1].height
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);
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}
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static void evw_anime_scroll2(GAME_PLAY* play, int segment, void* evw_data) {
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EVW_ANIME_SCROLL* scrolls = (EVW_ANIME_SCROLL*)evw_data;
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Gfx* scroll_gfx = evw_two_tex_scroll_set(play, scrolls);
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GRAPH* g = play->game.graph;
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OPEN_DISP(g);
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gSPSegment(NOW_BG_OPA_DISP++, segment, scroll_gfx);
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gSPSegment(NOW_POLY_OPA_DISP++, segment, scroll_gfx);
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gSPSegment(NOW_POLY_XLU_DISP++, segment, scroll_gfx);
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CLOSE_DISP(g);
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}
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static void evw_color_set(GAME_PLAY* play, int segment, EVW_ANIME_COL_PRIM* prim, EVW_ANIME_COL_ENV* env) {
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Gfx* col_gfx = GRAPH_ALLOC_TYPE(play->game.graph, Gfx, 3);
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/* Setup small display list for initializing color settings */
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gDPSetPrimColor(col_gfx + 0, 0, prim->l, prim->r, prim->g, prim->b, prim->a);
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gDPSetEnvColor(col_gfx + 1, env->r, env->g, env->b, env->a);
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gSPEndDisplayList(col_gfx + 2);
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OPEN_DISP(play->game.graph);
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/* Point the necessary Gfx buffers to our color display list */
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gSPSegment(NOW_BG_OPA_DISP++, segment, col_gfx);
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gSPSegment(NOW_POLY_OPA_DISP++, segment, col_gfx);
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gSPSegment(NOW_POLY_XLU_DISP++, segment, col_gfx);
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CLOSE_DISP(play->game.graph);
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}
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static void evw_anime_colreg_manual(GAME_PLAY* play, int segment, void* evw_data) {
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EVW_ANIME_COLREG* color_reg = (EVW_ANIME_COLREG*)evw_data;
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int frame_idx = play->game_frame % color_reg->frame_count;
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EVW_ANIME_COL_PRIM* prim = color_reg->prim_colors;
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EVW_ANIME_COL_ENV* env = color_reg->env_colors;
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prim += frame_idx;
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env += frame_idx;
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evw_color_set(play, segment, prim, env);
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}
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static int morf_calc(int now, int target, f32 rate) {
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return now + (int)(rate * (f32)(target - now));
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}
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static void evw_anime_colreg_linear(GAME_PLAY* play, int segment, void* evw_data) {
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EVW_ANIME_COLREG* color_reg = (EVW_ANIME_COLREG*)evw_data;
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EVW_ANIME_COL_PRIM* src_prim = color_reg->prim_colors;
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EVW_ANIME_COL_ENV* src_env = color_reg->env_colors;
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u16* keyframe = color_reg->keyframes;
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u32 game_frame = play->game_frame;
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int anime_frame = game_frame % color_reg->frame_count;
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int now_keyframe;
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int last_keyframe;
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int frame_idx = 1;
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int i;
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keyframe++;
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for (i = 1; i < color_reg->key_count; i++) {
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if (anime_frame < *keyframe) {
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break;
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}
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keyframe++;
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frame_idx++;
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}
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{
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EVW_ANIME_COL_PRIM inter_prim;
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EVW_ANIME_COL_ENV inter_env;
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int a;
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int b;
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now_keyframe = keyframe[0];
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last_keyframe = keyframe[-1];
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a = anime_frame - last_keyframe;
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b = now_keyframe - last_keyframe;
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src_prim += frame_idx;
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src_env += frame_idx;
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/* Interpolate primitive color */
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inter_prim.r = morf_calc(src_prim[-1].r, src_prim[0].r, (f32)a / (f32)b);
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inter_prim.g = morf_calc(src_prim[-1].g, src_prim[0].g, (f32)a / (f32)b);
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inter_prim.b = morf_calc(src_prim[-1].b, src_prim[0].b, (f32)a / (f32)b);
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inter_prim.a = morf_calc(src_prim[-1].a, src_prim[0].a, (f32)a / (f32)b);
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inter_prim.l = morf_calc(src_prim[-1].l, src_prim[0].l, (f32)a / (f32)b);
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/* Interpolate environment color */
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inter_env.r = morf_calc(src_env[-1].r, src_env[0].r, (f32)a / (f32)b);
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inter_env.g = morf_calc(src_env[-1].g, src_env[0].g, (f32)a / (f32)b);
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inter_env.b = morf_calc(src_env[-1].b, src_env[0].b, (f32)a / (f32)b);
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inter_env.a = morf_calc(src_env[-1].a, src_env[0].a, (f32)a / (f32)b);
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evw_color_set(play, segment, &inter_prim, &inter_env);
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}
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}
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// Ragrange is probably Lagrange
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static f32 RagrangeInt(int num_keyframes, f32* keyframes, f32* values, f32 now_frame) {
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f32 stack[EVW_COLOR_BUF_MAX];
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f32 res;
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f32 n;
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f32 m;
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int i;
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/* BUG: fixed stack buffer size but no input length validation. */
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for (i = 0; i < num_keyframes; i++) {
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int j;
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int k;
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n = keyframes[i];
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m = 1.0f;
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/* Adjust keyframe by difference between all previous keyframes and the current keyframe */
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for (j = 0; j < i; j++) {
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m *= n - keyframes[j];
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}
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for (k = j + 1; k < num_keyframes; k++) {
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m *= n - keyframes[k];
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}
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stack[i] = values[i] / m;
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}
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res = 0.0f;
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for (i = 0; i < num_keyframes; i++) {
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int j;
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int k;
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m = 1.0f;
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for (j = 0; j < i; j++) {
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m *= now_frame - keyframes[j];
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}
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for (k = j + 1; k < num_keyframes; k++) {
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m *= now_frame - keyframes[k];
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}
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res += m * stack[i];
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}
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return res;
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}
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static u8 RagrangeInt_Color(int num_keyframes, f32* keyframes, f32* values, f32 now_frame) {
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return (u8)(int)RagrangeInt(num_keyframes, keyframes, values, now_frame);
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}
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typedef struct {
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f32 keyframe_stack[EVW_COLOR_BUF_MAX];
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f32 prim_r_stack[EVW_COLOR_BUF_MAX];
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f32 prim_g_stack[EVW_COLOR_BUF_MAX];
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f32 prim_b_stack[EVW_COLOR_BUF_MAX];
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f32 prim_a_stack[EVW_COLOR_BUF_MAX];
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f32 prim_l_stack[EVW_COLOR_BUF_MAX];
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f32 env_r_stack[EVW_COLOR_BUF_MAX];
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f32 env_g_stack[EVW_COLOR_BUF_MAX];
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f32 env_b_stack[EVW_COLOR_BUF_MAX];
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f32 env_a_stack[EVW_COLOR_BUF_MAX];
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} EVW_ANIME_COLREG_F;
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static void evw_anime_colreg_nonlinear(GAME_PLAY* play, int segment, void* evw_data) {
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EVW_ANIME_COLREG* colreg = (EVW_ANIME_COLREG*)evw_data;
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EVW_ANIME_COL_PRIM* prim_p;
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EVW_ANIME_COL_ENV* env_p;
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EVW_ANIME_COL_PRIM* prim_src = colreg->prim_colors;
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EVW_ANIME_COL_ENV* env_src = colreg->env_colors;
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u16* keyframes = colreg->keyframes;
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f32 now_frame = play->game_frame % colreg->frame_count;
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int i;
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EVW_ANIME_COLREG_F colreg_float;
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/* BUG: fixed stack buffer size but no input length validation. */
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for (i = 0; i < colreg->key_count; i++) {
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colreg_float.keyframe_stack[i] = (int)keyframes[i];
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prim_p = &prim_src[i];
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env_p = &env_src[i];
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colreg_float.prim_r_stack[i] = (int)prim_p->r;
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colreg_float.prim_g_stack[i] = (int)prim_p->g;
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colreg_float.prim_b_stack[i] = (int)prim_p->b;
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colreg_float.prim_a_stack[i] = (int)prim_p->a;
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colreg_float.prim_l_stack[i] = (int)prim_p->l;
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colreg_float.env_r_stack[i] = (int)env_p->r;
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colreg_float.env_g_stack[i] = (int)env_p->g;
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colreg_float.env_b_stack[i] = (int)env_p->b;
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colreg_float.env_a_stack[i] = (int)env_p->a;
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}
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{
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EVW_ANIME_COL_PRIM nonlinear_prim;
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EVW_ANIME_COL_ENV nonlinear_env;
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nonlinear_prim.r = RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.prim_r_stack, now_frame);
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nonlinear_prim.g = RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.prim_g_stack, now_frame);
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nonlinear_prim.b = RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.prim_b_stack, now_frame);
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nonlinear_prim.a = RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.prim_a_stack, now_frame);
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nonlinear_prim.l = RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.prim_l_stack, now_frame);
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nonlinear_env.r = RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.env_r_stack, now_frame);
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nonlinear_env.g = RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.env_g_stack, now_frame);
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nonlinear_env.b = RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.env_b_stack, now_frame);
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nonlinear_env.a = RagrangeInt_Color(colreg->key_count, colreg_float.keyframe_stack, colreg_float.env_a_stack, now_frame);
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evw_color_set(play, segment, &nonlinear_prim, &nonlinear_env);
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}
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}
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static void evw_anime_texanime(GAME_PLAY* play, int segment, void* evw_data) {
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EVW_ANIME_TEXANIME* texanime = (EVW_ANIME_TEXANIME*)evw_data;
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GRAPH* g = play->game.graph;
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int frame = play->game_frame % (texanime->frame_count * 2); // 30fps pattern -> 60fps pattern
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void* tex_p = texanime->texture_tbl[texanime->animation_pattern[frame / 2]]; // 60fps pattern back to 30fps
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OPEN_DISP(g);
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gSPSegment(NOW_BG_OPA_DISP++, segment, tex_p);
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gSPSegment(NOW_POLY_OPA_DISP++, segment, tex_p);
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gSPSegment(NOW_POLY_XLU_DISP++, segment, tex_p);
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CLOSE_DISP(g);
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}
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typedef void (*EVW_ANIME_PROC)(GAME_PLAY*, int, void*);
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extern void Evw_Anime_Set(GAME_PLAY* play, EVW_ANIME_DATA* evw_anime_data) {
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static EVW_ANIME_PROC evw_anime_proc[EVW_ANIME_TYPE_NUM] = {
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&evw_anime_scroll1,
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&evw_anime_scroll2,
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&evw_anime_colreg_manual,
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&evw_anime_colreg_linear,
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&evw_anime_colreg_nonlinear,
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&evw_anime_texanime
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};
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if (evw_anime_data != NULL) {
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int segment = evw_anime_data->segment;
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if (segment != 0) {
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do {
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segment = evw_anime_data->segment;
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(*evw_anime_proc[evw_anime_data->type])(play, G_MWO_SEGMENT_7 + ABS(segment), evw_anime_data->data_p);
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evw_anime_data++;
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} while (segment >= 0);
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}
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}
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}
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