mirror of
https://github.com/pmret/papermario.git
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d31e0b8936
* a couplez * func & data cleaning * sig * move data and fix nonmatching * Finish 17D6A0 * Don't use backticks in progress.py * func_8025995C and clean * 2 sprite funcs and cleanup * 3 sprite funcs * gather_magic_main * 3 sprite funcs * more sprite work and cleanup * sprite funcs * more clean * UnkFloatFunc005 * warnings * cleaning and os stuff * 2 more funcs + warnings * yaml work, move map data metadata to separate yml file * apply_transform_to_children * cleaningz * PR comment
151 lines
4.2 KiB
C
151 lines
4.2 KiB
C
#ifndef _SPRITE_H_
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#define _SPRITE_H_
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#include "common.h"
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typedef struct SpriteComponent {
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/* 0x00 */ s32 initialized;
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/* 0x04 */ s32 unk_04;
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/* 0x08 */ s16** readPos;
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/* 0x0C */ f32 waitTime;
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/* 0x10 */ s32 loopCounter;
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/* 0x14 */ s32 currentRaster;
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/* 0x18 */ s32 currentPalette;
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/* 0x1C */ Vec3f posOffset;
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/* 0x28 */ Vec3f compPos;
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/* 0x34 */ Vec3i rotation;
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/* 0x40 */ Vec3f scale;
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/* 0x4C */ s32 unk_4C;
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} SpriteComponent; // size = 0x50
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typedef struct PlayerCurrentAnimInfo {
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/* 0x00 */ SpriteComponent** componentList;
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/* 0x04 */ s32 animID;
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/* 0x08 */ s32 unk_08;
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} PlayerCurrentAnimInfo; // size = 0xC
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typedef struct SpriteAnimComponent {
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/* 0x00 */ s16** cmdList;
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/* 0x04 */ s16 cmdListSize;
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/* 0x08 */ Vec3s compOffset;
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} SpriteAnimComponent; // size = 0xC
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// TODO: consider moving to 101b90_len_8f0 (sprite_cache)
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typedef struct SpriteRasterCacheEntry {
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/* 0x00 */ void* image;
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/* 0x04 */ u8 width;
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/* 0x05 */ u8 height;
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/* 0x06 */ s8 palette;
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/* 0x07 */ s8 quadCacheIndex;
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} SpriteRasterCacheEntry; // size = 0x8
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typedef struct SpriteHeader {
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/* 0x00 */ SpriteRasterCacheEntry* rasterList;
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/* 0x04 */ s16** paletteList;
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/* 0x08 */ s32 maxComponents;
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/* 0x0C */ s32 colorVariants;
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/* 0x10 */ SpriteAnimComponent** animListStart;
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} SpriteHeader; // size = 0x14
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typedef struct SpriteInstance {
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/* 0x00 */ s32 spriteIndex;
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/* 0x04 */ SpriteComponent** componentList;
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/* 0x08 */ SpriteHeader* spriteData;
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/* 0x0C */ s32 currentAnimID;
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/* 0x10 */ s32 unk_10;
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} SpriteInstance; // size = 0x14
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typedef struct PlayerSpriteSet {
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/// Number of cache entries.
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/* 0x00 */ s32 cacheSize;
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/// Maximum raster size.
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/* 0x04 */ s32 rasterSize;
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/// Flags saying which rasters to load into the cache in spr_init_sprites(), with each bit corresponding to the Nth
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/// raster (with LSB = raster 0).
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/* 0x08 */ s32 initiallyLoaded;
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} PlayerSpriteSet; // size = 0xC
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/// Sprite data header.
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typedef struct SpriteAnimData {
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/* 0x00 */ SpriteRasterCacheEntry** rastersOffset;
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/* 0x04 */ u16** palettesOffset;
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/* 0x08 */ s32 maxComponents;
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/* 0x0C */ s32 colorVariations;
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} SpriteAnimData; // size = 0x10
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typedef struct UnkSpriteThing {
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/* 0x00 */ char unk_00[0x6];
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/* 0x06 */ Vec3s unk_06;
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} UnkSpriteThing; // size = ??
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typedef struct Quad {
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Vtx v[4];
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} Quad; // size = 0x40
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extern Quad spr_defaultQuad;
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extern Vp D_802DF3D0;
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extern Vp D_802DF3E0;
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extern Gfx D_802DF3F0[];
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extern Gfx D_802DF428[];
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extern Gfx D_802DF460[];
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extern Gfx D_802DF490[];
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extern f32 spr_animUpdateTimeScale;
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extern PlayerSpriteSet spr_playerSpriteSets[7];
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void fold_init(void);
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void spr_init_sprites(s32 playerSpriteSet);
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void spr_render_init(void);
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void spr_update_player_raster_cache(void);
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s32 spr_update_player_sprite(s32 arg0, s32 arg1, f32 arg2);
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s32 spr_draw_player_sprite(s32 spriteInstanceID, s32 yaw, s32 arg2, s16** paletteList, Matrix4f mtx);
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s32 func_802DDEC4(s32 arg0);
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void func_802DDEE4(s32, s32, s32, s32, s32, s32, s32, s32);
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void func_802DDFF8(s32, s32, s32, s32, s32, s32, s32);
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void* spr_get_player_raster(s32 rasterIndex, s32 playerSpriteID);
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void spr_get_player_raster_info(SpriteRasterInfo* out, s32 playerSpriteID, s32 rasterIndex);
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u16** spr_get_player_palettes(s32 spriteIndex);
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/// @param animID - Set MSB for tail allocation (i.e. `0x80XXYYZZ`)
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s32 spr_load_npc_sprite(s32 animID, s32* extraAnimList);
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s32 spr_update_sprite(s32 spriteInstanceID, s32 animID, f32 timeScale);
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s32 spr_draw_npc_sprite(s32 spriteInstanceID, s32 yaw, s32 arg2, s16** paletteList, Matrix4f mtx);
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s32 func_802DE5C8(s32 arg0);
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s32 spr_free_sprite(s32 spriteInstanceID);
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s32 func_802DE748(s32, s32); // TODO
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s32 func_802DE780(s32, s32, s32, s32, s32, s32, s32, s32);
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s32 func_802DE894(s32 arg0, s32 arg1, s32 arg2, s32 arg3, s32 arg4, s32 arg5, s32 arg6);
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//s32 func_802DE8DC(); // TODO
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s32 spr_get_npc_raster_info(SpriteRasterInfo* out, s32 npcSpriteID, s32 rasterIndex);
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u16** spr_get_npc_palettes(s32 npcSpriteID);
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s32 spr_get_npc_color_variations(s32 npcSpriteID);
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void render_shaded_sprite(Matrix4f mtx, s32 uls, s32 ult, s32 lrs, s32 lrt, s32 alpha, s32);
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SpriteAnimData* spr_load_sprite(s32 idx, s32 arg1, s32 arg2);
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#endif
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