Cleaned up character sound/anim lookup code

This commit is contained in:
MysterD 2023-10-27 18:59:00 -07:00
parent 27b799055c
commit b002061609
8 changed files with 346 additions and 540 deletions

View file

@ -133,11 +133,48 @@ total_fields = 0
############################################################################
def promote_block(before_block, after_block):
inside = 1
idx = -1
for character in after_block:
idx += 1
if character == '{':
inside += 1
elif character == '}':
inside -= 1
if inside <= 0:
break
if inside == 0 and idx > -1 and after_block[idx+1] == ';':
return before_block + after_block[:idx] + after_block[idx+2:]
return None
def strip_anonymous_blocks(body):
while 'union {' in body:
before_union = body.split('union {', 1)[0]
after_union = body.split('union {', 1)[-1]
promoted = promote_block(before_union, after_union)
if promoted == None:
break
body = promoted
while 'struct {' in body:
before_union = body.split('struct {', 1)[0]
after_union = body.split('struct {', 1)[-1]
promoted = promote_block(before_union, after_union)
if promoted == None:
break
body = promoted
return body
def strip_internal_blocks(body):
# strip internal structs/enums/etc
tmp = body
body = ''
inside = 0
stripped = ''
for character in tmp:
if character == '{':
body += '{ ... }'
@ -145,6 +182,8 @@ def strip_internal_blocks(body):
if inside == 0:
body += character
else:
stripped += character
if character == '}':
inside -= 1
@ -199,6 +238,7 @@ def parse_struct(struct_str):
struct['identifier'] = identifier
body = struct_str.split('{', 1)[1].rsplit('}', 1)[0]
body = strip_anonymous_blocks(body)
body = strip_internal_blocks(body)
struct['fields'] = []

View file

@ -4700,6 +4700,9 @@ CHAR_ANIM_FORWARD_SPINNING_FLIP = 207
--- @type CharacterAnimID
CHAR_ANIM_TRIPLE_JUMP_FLY = 208
--- @type CharacterAnimID
CHAR_ANIM_MAX = 209
--- @class MarioAnimID
--- @type MarioAnimID

View file

@ -1644,6 +1644,7 @@
| CHAR_ANIM_RETURN_FROM_STAR_DANCE | 206 |
| CHAR_ANIM_FORWARD_SPINNING_FLIP | 207 |
| CHAR_ANIM_TRIPLE_JUMP_FLY | 208 |
| CHAR_ANIM_MAX | 209 |
### [enum MarioAnimID](#MarioAnimID)
| Identifier | Value |

View file

@ -431,7 +431,8 @@ enum CharacterAnimID
/* 0xCD */ CHAR_ANIM_STAR_DANCE,
/* 0xCE */ CHAR_ANIM_RETURN_FROM_STAR_DANCE,
/* 0xCF */ CHAR_ANIM_FORWARD_SPINNING_FLIP,
/* 0xD0 */ CHAR_ANIM_TRIPLE_JUMP_FLY
/* 0xD0 */ CHAR_ANIM_TRIPLE_JUMP_FLY,
CHAR_ANIM_MAX // MUST BE LAST
};
#endif // MARIO_ANIMATION_IDS_H

View file

@ -1527,53 +1527,9 @@ static s32 get_character_sound(struct MarioState* m, enum CharacterSound charact
}
struct Character* character = ((m == NULL || m->character == NULL) ? &gCharacters[CT_MARIO] : m->character);
switch (characterSound) {
case CHAR_SOUND_YAH_WAH_HOO: return character->soundYahWahHoo;
case CHAR_SOUND_HOOHOO: return character->soundHoohoo;
case CHAR_SOUND_YAHOO: return character->soundYahoo;
case CHAR_SOUND_UH: return character->soundUh;
case CHAR_SOUND_HRMM: return character->soundHrmm;
case CHAR_SOUND_WAH2: return character->soundWah2;
case CHAR_SOUND_WHOA: return character->soundWhoa;
case CHAR_SOUND_EEUH: return character->soundEeuh;
case CHAR_SOUND_ATTACKED: return character->soundAttacked;
case CHAR_SOUND_OOOF: return character->soundOoof;
case CHAR_SOUND_OOOF2: return character->soundOoof2;
case CHAR_SOUND_HERE_WE_GO: return character->soundHereWeGo;
case CHAR_SOUND_YAWNING: return character->soundYawning;
case CHAR_SOUND_SNORING1: return character->soundSnoring1;
case CHAR_SOUND_SNORING2: return character->soundSnoring2;
case CHAR_SOUND_WAAAOOOW: return character->soundWaaaooow;
case CHAR_SOUND_HAHA: return character->soundHaha;
case CHAR_SOUND_HAHA_2: return character->soundHaha_2;
case CHAR_SOUND_UH2: return character->soundUh2;
case CHAR_SOUND_UH2_2: return character->soundUh2_2;
case CHAR_SOUND_ON_FIRE: return character->soundOnFire;
case CHAR_SOUND_DYING: return character->soundDying;
case CHAR_SOUND_PANTING_COLD: return character->soundPantingCold;
case CHAR_SOUND_PANTING: return character->soundPanting;
case CHAR_SOUND_COUGHING1: return character->soundCoughing1;
case CHAR_SOUND_COUGHING2: return character->soundCoughing2;
case CHAR_SOUND_COUGHING3: return character->soundCoughing3;
case CHAR_SOUND_PUNCH_YAH: return character->soundPunchYah;
case CHAR_SOUND_PUNCH_HOO: return character->soundPunchHoo;
case CHAR_SOUND_MAMA_MIA: return character->soundMamaMia;
case CHAR_SOUND_GROUND_POUND_WAH: return character->soundGroundPoundWah;
case CHAR_SOUND_DROWNING: return character->soundDrowning;
case CHAR_SOUND_PUNCH_WAH: return character->soundPunchWah;
case CHAR_SOUND_YAHOO_WAHA_YIPPEE: return character->soundYahooWahaYippee;
case CHAR_SOUND_DOH: return character->soundDoh;
case CHAR_SOUND_GAME_OVER: return character->soundGameOver;
case CHAR_SOUND_HELLO: return character->soundHello;
case CHAR_SOUND_PRESS_START_TO_PLAY: return character->soundPressStartToPlay;
case CHAR_SOUND_TWIRL_BOUNCE: return character->soundTwirlBounce;
case CHAR_SOUND_SNORING3: return character->soundSnoring3;
case CHAR_SOUND_SO_LONGA_BOWSER: return character->soundSoLongaBowser;
case CHAR_SOUND_IMA_TIRED: return character->soundImaTired;
case CHAR_SOUND_LETS_A_GO: return character->soundLetsAGo;
case CHAR_SOUND_OKEY_DOKEY: return character->soundOkeyDokey;
default: return 0;
}
if (characterSound < 0 || characterSound >= CHAR_SOUND_MAX) { return 0; }
return character->sounds[characterSound];
}
static void play_character_sound_internal(struct MarioState *m, enum CharacterSound characterSound, u32 offset, u32 flags) {
@ -1655,216 +1611,6 @@ s32 get_character_anim(struct MarioState* m, enum CharacterAnimID characterAnim)
if (m == NULL || m->marioObj == NULL) { return 0; }
struct Character* character = ((m == NULL || m->character == NULL) ? &gCharacters[CT_MARIO] : m->character);
switch (characterAnim) {
case CHAR_ANIM_SLOW_LEDGE_GRAB: return character->animSlowLedgeGrab;
case CHAR_ANIM_FALL_OVER_BACKWARDS: return character->animFallOverBackwards;
case CHAR_ANIM_BACKWARD_AIR_KB: return character->animBackwardAirKb;
case CHAR_ANIM_DYING_ON_BACK: return character->animDyingOnBack;
case CHAR_ANIM_BACKFLIP: return character->animBackflip;
case CHAR_ANIM_CLIMB_UP_POLE: return character->animClimbUpPole;
case CHAR_ANIM_GRAB_POLE_SHORT: return character->animGrabPoleShort;
case CHAR_ANIM_GRAB_POLE_SWING_PART1: return character->animGrabPoleSwingPart1;
case CHAR_ANIM_GRAB_POLE_SWING_PART2: return character->animGrabPoleSwingPart2;
case CHAR_ANIM_HANDSTAND_IDLE: return character->animHandstandIdle;
case CHAR_ANIM_HANDSTAND_JUMP: return character->animHandstandJump;
case CHAR_ANIM_START_HANDSTAND: return character->animStartHandstand;
case CHAR_ANIM_RETURN_FROM_HANDSTAND: return character->animReturnFromHandstand;
case CHAR_ANIM_IDLE_ON_POLE: return character->animIdleOnPole;
case CHAR_ANIM_A_POSE: return character->animAPose;
case CHAR_ANIM_SKID_ON_GROUND: return character->animSkidOnGround;
case CHAR_ANIM_STOP_SKID: return character->animStopSkid;
case CHAR_ANIM_CROUCH_FROM_FAST_LONGJUMP: return character->animCrouchFromFastLongjump;
case CHAR_ANIM_CROUCH_FROM_SLOW_LONGJUMP: return character->animCrouchFromSlowLongjump;
case CHAR_ANIM_FAST_LONGJUMP: return character->animFastLongjump;
case CHAR_ANIM_SLOW_LONGJUMP: return character->animSlowLongjump;
case CHAR_ANIM_AIRBORNE_ON_STOMACH: return character->animAirborneOnStomach;
case CHAR_ANIM_WALK_WITH_LIGHT_OBJ: return character->animWalkWithLightObj;
case CHAR_ANIM_RUN_WITH_LIGHT_OBJ: return character->animRunWithLightObj;
case CHAR_ANIM_SLOW_WALK_WITH_LIGHT_OBJ: return character->animSlowWalkWithLightObj;
case CHAR_ANIM_SHIVERING_WARMING_HAND: return character->animShiveringWarmingHand;
case CHAR_ANIM_SHIVERING_RETURN_TO_IDLE: return character->animShiveringReturnToIdle;
case CHAR_ANIM_SHIVERING: return character->animShivering;
case CHAR_ANIM_CLIMB_DOWN_LEDGE: return character->animClimbDownLedge;
case CHAR_ANIM_CREDITS_WAVING: return character->animCreditsWaving;
case CHAR_ANIM_CREDITS_LOOK_UP: return character->animCreditsLookUp;
case CHAR_ANIM_CREDITS_RETURN_FROM_LOOK_UP: return character->animCreditsReturnFromLookUp;
case CHAR_ANIM_CREDITS_RAISE_HAND: return character->animCreditsRaiseHand;
case CHAR_ANIM_CREDITS_LOWER_HAND: return character->animCreditsLowerHand;
case CHAR_ANIM_CREDITS_TAKE_OFF_CAP: return character->animCreditsTakeOffCap;
case CHAR_ANIM_CREDITS_START_WALK_LOOK_UP: return character->animCreditsStartWalkLookUp;
case CHAR_ANIM_CREDITS_LOOK_BACK_THEN_RUN: return character->animCreditsLookBackThenRun;
case CHAR_ANIM_FINAL_BOWSER_RAISE_HAND_SPIN: return character->animFinalBowserRaiseHandSpin;
case CHAR_ANIM_FINAL_BOWSER_WING_CAP_TAKE_OFF: return character->animFinalBowserWingCapTakeOff;
case CHAR_ANIM_CREDITS_PEACE_SIGN: return character->animCreditsPeaceSign;
case CHAR_ANIM_STAND_UP_FROM_LAVA_BOOST: return character->animStandUpFromLavaBoost;
case CHAR_ANIM_FIRE_LAVA_BURN: return character->animFireLavaBurn;
case CHAR_ANIM_WING_CAP_FLY: return character->animWingCapFly;
case CHAR_ANIM_HANG_ON_OWL: return character->animHangOnOwl;
case CHAR_ANIM_LAND_ON_STOMACH: return character->animLandOnStomach;
case CHAR_ANIM_AIR_FORWARD_KB: return character->animAirForwardKb;
case CHAR_ANIM_DYING_ON_STOMACH: return character->animDyingOnStomach;
case CHAR_ANIM_SUFFOCATING: return character->animSuffocating;
case CHAR_ANIM_COUGHING: return character->animCoughing;
case CHAR_ANIM_THROW_CATCH_KEY: return character->animThrowCatchKey;
case CHAR_ANIM_DYING_FALL_OVER: return character->animDyingFallOver;
case CHAR_ANIM_IDLE_ON_LEDGE: return character->animIdleOnLedge;
case CHAR_ANIM_FAST_LEDGE_GRAB: return character->animFastLedgeGrab;
case CHAR_ANIM_HANG_ON_CEILING: return character->animHangOnCeiling;
case CHAR_ANIM_PUT_CAP_ON: return character->animPutCapOn;
case CHAR_ANIM_TAKE_CAP_OFF_THEN_ON: return character->animTakeCapOffThenOn;
case CHAR_ANIM_QUICKLY_PUT_CAP_ON: return character->animQuicklyPutCapOn;
case CHAR_ANIM_HEAD_STUCK_IN_GROUND: return character->animHeadStuckInGround;
case CHAR_ANIM_GROUND_POUND_LANDING: return character->animGroundPoundLanding;
case CHAR_ANIM_TRIPLE_JUMP_GROUND_POUND: return character->animTripleJumpGroundPound;
case CHAR_ANIM_START_GROUND_POUND: return character->animStartGroundPound;
case CHAR_ANIM_GROUND_POUND: return character->animGroundPound;
case CHAR_ANIM_BOTTOM_STUCK_IN_GROUND: return character->animBottomStuckInGround;
case CHAR_ANIM_IDLE_WITH_LIGHT_OBJ: return character->animIdleWithLightObj;
case CHAR_ANIM_JUMP_LAND_WITH_LIGHT_OBJ: return character->animJumpLandWithLightObj;
case CHAR_ANIM_JUMP_WITH_LIGHT_OBJ: return character->animJumpWithLightObj;
case CHAR_ANIM_FALL_LAND_WITH_LIGHT_OBJ: return character->animFallLandWithLightObj;
case CHAR_ANIM_FALL_WITH_LIGHT_OBJ: return character->animFallWithLightObj;
case CHAR_ANIM_FALL_FROM_SLIDING_WITH_LIGHT_OBJ: return character->animFallFromSlidingWithLightObj;
case CHAR_ANIM_SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ: return character->animSlidingOnBottomWithLightObj;
case CHAR_ANIM_STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ:return character->animStandUpFromSlidingWithLightObj;
case CHAR_ANIM_RIDING_SHELL: return character->animRidingShell;
case CHAR_ANIM_WALKING: return character->animWalking;
case CHAR_ANIM_FORWARD_FLIP: return character->animForwardFlip;
case CHAR_ANIM_JUMP_RIDING_SHELL: return character->animJumpRidingShell;
case CHAR_ANIM_LAND_FROM_DOUBLE_JUMP: return character->animLandFromDoubleJump;
case CHAR_ANIM_DOUBLE_JUMP_FALL: return character->animDoubleJumpFall;
case CHAR_ANIM_SINGLE_JUMP: return character->animSingleJump;
case CHAR_ANIM_LAND_FROM_SINGLE_JUMP: return character->animLandFromSingleJump;
case CHAR_ANIM_AIR_KICK: return character->animAirKick;
case CHAR_ANIM_DOUBLE_JUMP_RISE: return character->animDoubleJumpRise;
case CHAR_ANIM_START_FORWARD_SPINNING: return character->animStartForwardSpinning;
case CHAR_ANIM_THROW_LIGHT_OBJECT: return character->animThrowLightObject;
case CHAR_ANIM_FALL_FROM_SLIDE_KICK: return character->animFallFromSlideKick;
case CHAR_ANIM_BEND_KNESS_RIDING_SHELL: return character->animBendKnessRidingShell;
case CHAR_ANIM_LEGS_STUCK_IN_GROUND: return character->animLegsStuckInGround;
case CHAR_ANIM_GENERAL_FALL: return character->animGeneralFall;
case CHAR_ANIM_GENERAL_LAND: return character->animGeneralLand;
case CHAR_ANIM_BEING_GRABBED: return character->animBeingGrabbed;
case CHAR_ANIM_GRAB_HEAVY_OBJECT: return character->animGrabHeavyObject;
case CHAR_ANIM_SLOW_LAND_FROM_DIVE: return character->animSlowLandFromDive;
case CHAR_ANIM_FLY_FROM_CANNON: return character->animFlyFromCannon;
case CHAR_ANIM_MOVE_ON_WIRE_NET_RIGHT: return character->animMoveOnWireNetRight;
case CHAR_ANIM_MOVE_ON_WIRE_NET_LEFT: return character->animMoveOnWireNetLeft;
case CHAR_ANIM_MISSING_CAP: return character->animMissingCap;
case CHAR_ANIM_PULL_DOOR_WALK_IN: return character->animPullDoorWalkIn;
case CHAR_ANIM_PUSH_DOOR_WALK_IN: return character->animPushDoorWalkIn;
case CHAR_ANIM_UNLOCK_DOOR: return character->animUnlockDoor;
case CHAR_ANIM_START_REACH_POCKET: return character->animStartReachPocket;
case CHAR_ANIM_REACH_POCKET: return character->animReachPocket;
case CHAR_ANIM_STOP_REACH_POCKET: return character->animStopReachPocket;
case CHAR_ANIM_GROUND_THROW: return character->animGroundThrow;
case CHAR_ANIM_GROUND_KICK: return character->animGroundKick;
case CHAR_ANIM_FIRST_PUNCH: return character->animFirstPunch;
case CHAR_ANIM_SECOND_PUNCH: return character->animSecondPunch;
case CHAR_ANIM_FIRST_PUNCH_FAST: return character->animFirstPunchFast;
case CHAR_ANIM_SECOND_PUNCH_FAST: return character->animSecondPunchFast;
case CHAR_ANIM_PICK_UP_LIGHT_OBJ: return character->animPickUpLightObj;
case CHAR_ANIM_PUSHING: return character->animPushing;
case CHAR_ANIM_START_RIDING_SHELL: return character->animStartRidingShell;
case CHAR_ANIM_PLACE_LIGHT_OBJ: return character->animPlaceLightObj;
case CHAR_ANIM_FORWARD_SPINNING: return character->animForwardSpinning;
case CHAR_ANIM_BACKWARD_SPINNING: return character->animBackwardSpinning;
case CHAR_ANIM_BREAKDANCE: return character->animBreakdance;
case CHAR_ANIM_RUNNING: return character->animRunning;
case CHAR_ANIM_RUNNING_UNUSED: return character->animRunningUnused;
case CHAR_ANIM_SOFT_BACK_KB: return character->animSoftBackKb;
case CHAR_ANIM_SOFT_FRONT_KB: return character->animSoftFrontKb;
case CHAR_ANIM_DYING_IN_QUICKSAND: return character->animDyingInQuicksand;
case CHAR_ANIM_IDLE_IN_QUICKSAND: return character->animIdleInQuicksand;
case CHAR_ANIM_MOVE_IN_QUICKSAND: return character->animMoveInQuicksand;
case CHAR_ANIM_ELECTROCUTION: return character->animElectrocution;
case CHAR_ANIM_SHOCKED: return character->animShocked;
case CHAR_ANIM_BACKWARD_KB: return character->animBackwardKb;
case CHAR_ANIM_FORWARD_KB: return character->animForwardKb;
case CHAR_ANIM_IDLE_HEAVY_OBJ: return character->animIdleHeavyObj;
case CHAR_ANIM_STAND_AGAINST_WALL: return character->animStandAgainstWall;
case CHAR_ANIM_SIDESTEP_LEFT: return character->animSidestepLeft;
case CHAR_ANIM_SIDESTEP_RIGHT: return character->animSidestepRight;
case CHAR_ANIM_START_SLEEP_IDLE: return character->animStartSleepIdle;
case CHAR_ANIM_START_SLEEP_SCRATCH: return character->animStartSleepScratch;
case CHAR_ANIM_START_SLEEP_YAWN: return character->animStartSleepYawn;
case CHAR_ANIM_START_SLEEP_SITTING: return character->animStartSleepSitting;
case CHAR_ANIM_SLEEP_IDLE: return character->animSleepIdle;
case CHAR_ANIM_SLEEP_START_LYING: return character->animSleepStartLying;
case CHAR_ANIM_SLEEP_LYING: return character->animSleepLying;
case CHAR_ANIM_DIVE: return character->animDive;
case CHAR_ANIM_SLIDE_DIVE: return character->animSlideDive;
case CHAR_ANIM_GROUND_BONK: return character->animGroundBonk;
case CHAR_ANIM_STOP_SLIDE_LIGHT_OBJ: return character->animStopSlideLightObj;
case CHAR_ANIM_SLIDE_KICK: return character->animSlideKick;
case CHAR_ANIM_CROUCH_FROM_SLIDE_KICK: return character->animCrouchFromSlideKick;
case CHAR_ANIM_SLIDE_MOTIONLESS: return character->animSlideMotionless;
case CHAR_ANIM_STOP_SLIDE: return character->animStopSlide;
case CHAR_ANIM_FALL_FROM_SLIDE: return character->animFallFromSlide;
case CHAR_ANIM_SLIDE: return character->animSlide;
case CHAR_ANIM_TIPTOE: return character->animTiptoe;
case CHAR_ANIM_TWIRL_LAND: return character->animTwirlLand;
case CHAR_ANIM_TWIRL: return character->animTwirl;
case CHAR_ANIM_START_TWIRL: return character->animStartTwirl;
case CHAR_ANIM_STOP_CROUCHING: return character->animStopCrouching;
case CHAR_ANIM_START_CROUCHING: return character->animStartCrouching;
case CHAR_ANIM_CROUCHING: return character->animCrouching;
case CHAR_ANIM_CRAWLING: return character->animCrawling;
case CHAR_ANIM_STOP_CRAWLING: return character->animStopCrawling;
case CHAR_ANIM_START_CRAWLING: return character->animStartCrawling;
case CHAR_ANIM_SUMMON_STAR: return character->animSummonStar;
case CHAR_ANIM_RETURN_STAR_APPROACH_DOOR: return character->animReturnStarApproachDoor;
case CHAR_ANIM_BACKWARDS_WATER_KB: return character->animBackwardsWaterKb;
case CHAR_ANIM_SWIM_WITH_OBJ_PART1: return character->animSwimWithObjPart1;
case CHAR_ANIM_SWIM_WITH_OBJ_PART2: return character->animSwimWithObjPart2;
case CHAR_ANIM_FLUTTERKICK_WITH_OBJ: return character->animFlutterkickWithObj;
case CHAR_ANIM_WATER_ACTION_END_WITH_OBJ: return character->animWaterActionEndWithObj;
case CHAR_ANIM_STOP_GRAB_OBJ_WATER: return character->animStopGrabObjWater;
case CHAR_ANIM_WATER_IDLE_WITH_OBJ: return character->animWaterIdleWithObj;
case CHAR_ANIM_DROWNING_PART1: return character->animDrowningPart1;
case CHAR_ANIM_DROWNING_PART2: return character->animDrowningPart2;
case CHAR_ANIM_WATER_DYING: return character->animWaterDying;
case CHAR_ANIM_WATER_FORWARD_KB: return character->animWaterForwardKb;
case CHAR_ANIM_FALL_FROM_WATER: return character->animFallFromWater;
case CHAR_ANIM_SWIM_PART1: return character->animSwimPart1;
case CHAR_ANIM_SWIM_PART2: return character->animSwimPart2;
case CHAR_ANIM_FLUTTERKICK: return character->animFlutterkick;
case CHAR_ANIM_WATER_ACTION_END: return character->animWaterActionEnd;
case CHAR_ANIM_WATER_PICK_UP_OBJ: return character->animWaterPickUpObj;
case CHAR_ANIM_WATER_GRAB_OBJ_PART2: return character->animWaterGrabObjPart2;
case CHAR_ANIM_WATER_GRAB_OBJ_PART1: return character->animWaterGrabObjPart1;
case CHAR_ANIM_WATER_THROW_OBJ: return character->animWaterThrowObj;
case CHAR_ANIM_WATER_IDLE: return character->animWaterIdle;
case CHAR_ANIM_WATER_STAR_DANCE: return character->animWaterStarDance;
case CHAR_ANIM_RETURN_FROM_WATER_STAR_DANCE: return character->animReturnFromWaterStarDance;
case CHAR_ANIM_GRAB_BOWSER: return character->animGrabBowser;
case CHAR_ANIM_SWINGING_BOWSER: return character->animSwingingBowser;
case CHAR_ANIM_RELEASE_BOWSER: return character->animReleaseBowser;
case CHAR_ANIM_HOLDING_BOWSER: return character->animHoldingBowser;
case CHAR_ANIM_HEAVY_THROW: return character->animHeavyThrow;
case CHAR_ANIM_WALK_PANTING: return character->animWalkPanting;
case CHAR_ANIM_WALK_WITH_HEAVY_OBJ: return character->animWalkWithHeavyObj;
case CHAR_ANIM_TURNING_PART1: return character->animTurningPart1;
case CHAR_ANIM_TURNING_PART2: return character->animTurningPart2;
case CHAR_ANIM_SLIDEFLIP_LAND: return character->animSlideflipLand;
case CHAR_ANIM_SLIDEFLIP: return character->animSlideflip;
case CHAR_ANIM_TRIPLE_JUMP_LAND: return character->animTripleJumpLand;
case CHAR_ANIM_TRIPLE_JUMP: return character->animTripleJump;
case CHAR_ANIM_FIRST_PERSON: return character->animFirstPerson;
case CHAR_ANIM_IDLE_HEAD_LEFT: return character->animIdleHeadLeft;
case CHAR_ANIM_IDLE_HEAD_RIGHT: return character->animIdleHeadRight;
case CHAR_ANIM_IDLE_HEAD_CENTER: return character->animIdleHeadCenter;
case CHAR_ANIM_HANDSTAND_LEFT: return character->animHandstandLeft;
case CHAR_ANIM_HANDSTAND_RIGHT: return character->animHandstandRight;
case CHAR_ANIM_WAKE_FROM_SLEEP: return character->animWakeFromSleep;
case CHAR_ANIM_WAKE_FROM_LYING: return character->animWakeFromLying;
case CHAR_ANIM_START_TIPTOE: return character->animStartTiptoe;
case CHAR_ANIM_SLIDEJUMP: return character->animSlidejump;
case CHAR_ANIM_START_WALLKICK: return character->animStartWallkick;
case CHAR_ANIM_STAR_DANCE: return character->animStarDance;
case CHAR_ANIM_RETURN_FROM_STAR_DANCE: return character->animReturnFromStarDance;
case CHAR_ANIM_FORWARD_SPINNING_FLIP: return character->animForwardSpinningFlip;
case CHAR_ANIM_TRIPLE_JUMP_FLY: return character->animTripleJumpFly;
default: return 0;
}
if (characterAnim < 0 || characterAnim >= CHAR_ANIM_MAX) { return 0; }
return character->anims[characterAnim];
}

View file

@ -33,6 +33,54 @@ enum CharacterType {
CT_MAX
};
enum CharacterSound {
CHAR_SOUND_YAH_WAH_HOO,
CHAR_SOUND_HOOHOO,
CHAR_SOUND_YAHOO,
CHAR_SOUND_UH,
CHAR_SOUND_HRMM,
CHAR_SOUND_WAH2,
CHAR_SOUND_WHOA,
CHAR_SOUND_EEUH,
CHAR_SOUND_ATTACKED,
CHAR_SOUND_OOOF,
CHAR_SOUND_OOOF2,
CHAR_SOUND_HERE_WE_GO,
CHAR_SOUND_YAWNING,
CHAR_SOUND_SNORING1,
CHAR_SOUND_SNORING2,
CHAR_SOUND_WAAAOOOW,
CHAR_SOUND_HAHA,
CHAR_SOUND_HAHA_2,
CHAR_SOUND_UH2,
CHAR_SOUND_UH2_2,
CHAR_SOUND_ON_FIRE,
CHAR_SOUND_DYING,
CHAR_SOUND_PANTING_COLD,
CHAR_SOUND_PANTING,
CHAR_SOUND_COUGHING1,
CHAR_SOUND_COUGHING2,
CHAR_SOUND_COUGHING3,
CHAR_SOUND_PUNCH_YAH,
CHAR_SOUND_PUNCH_HOO,
CHAR_SOUND_MAMA_MIA,
CHAR_SOUND_GROUND_POUND_WAH,
CHAR_SOUND_DROWNING,
CHAR_SOUND_PUNCH_WAH,
CHAR_SOUND_YAHOO_WAHA_YIPPEE,
CHAR_SOUND_DOH,
CHAR_SOUND_GAME_OVER,
CHAR_SOUND_HELLO,
CHAR_SOUND_PRESS_START_TO_PLAY,
CHAR_SOUND_TWIRL_BOUNCE,
CHAR_SOUND_SNORING3,
CHAR_SOUND_SO_LONGA_BOWSER,
CHAR_SOUND_IMA_TIRED,
CHAR_SOUND_LETS_A_GO,
CHAR_SOUND_OKEY_DOKEY,
CHAR_SOUND_MAX // MUST BE LAST
};
struct Character {
enum CharacterType type;
char* name;
@ -54,6 +102,9 @@ struct Character {
f32 animOffsetFeet;
f32 animOffsetHand;
// anims
union {
struct {
/* 0x00 */s32 animSlowLedgeGrab;
/* 0x01 */s32 animFallOverBackwards;
/* 0x02 */s32 animBackwardAirKb;
@ -263,8 +314,14 @@ struct Character {
/* 0xce */s32 animReturnFromStarDance;
/* 0xcf */s32 animForwardSpinningFlip;
/* 0xd0 */s32 animTripleJumpFly;
};
s32 anims[CHAR_ANIM_MAX];
};
// sounds
f32 soundFreqScale;
union {
struct {
s32 soundYahWahHoo;
s32 soundHoohoo;
s32 soundYahoo;
@ -309,54 +366,9 @@ struct Character {
s32 soundImaTired;
s32 soundLetsAGo;
s32 soundOkeyDokey;
};
enum CharacterSound {
CHAR_SOUND_YAH_WAH_HOO,
CHAR_SOUND_HOOHOO,
CHAR_SOUND_YAHOO,
CHAR_SOUND_UH,
CHAR_SOUND_HRMM,
CHAR_SOUND_WAH2,
CHAR_SOUND_WHOA,
CHAR_SOUND_EEUH,
CHAR_SOUND_ATTACKED,
CHAR_SOUND_OOOF,
CHAR_SOUND_OOOF2,
CHAR_SOUND_HERE_WE_GO,
CHAR_SOUND_YAWNING,
CHAR_SOUND_SNORING1,
CHAR_SOUND_SNORING2,
CHAR_SOUND_WAAAOOOW,
CHAR_SOUND_HAHA,
CHAR_SOUND_HAHA_2,
CHAR_SOUND_UH2,
CHAR_SOUND_UH2_2,
CHAR_SOUND_ON_FIRE,
CHAR_SOUND_DYING,
CHAR_SOUND_PANTING_COLD,
CHAR_SOUND_PANTING,
CHAR_SOUND_COUGHING1,
CHAR_SOUND_COUGHING2,
CHAR_SOUND_COUGHING3,
CHAR_SOUND_PUNCH_YAH,
CHAR_SOUND_PUNCH_HOO,
CHAR_SOUND_MAMA_MIA,
CHAR_SOUND_GROUND_POUND_WAH,
CHAR_SOUND_DROWNING,
CHAR_SOUND_PUNCH_WAH,
CHAR_SOUND_YAHOO_WAHA_YIPPEE,
CHAR_SOUND_DOH,
CHAR_SOUND_GAME_OVER,
CHAR_SOUND_HELLO,
CHAR_SOUND_PRESS_START_TO_PLAY,
CHAR_SOUND_TWIRL_BOUNCE,
CHAR_SOUND_SNORING3,
CHAR_SOUND_SO_LONGA_BOWSER,
CHAR_SOUND_IMA_TIRED,
CHAR_SOUND_LETS_A_GO,
CHAR_SOUND_OKEY_DOKEY,
CHAR_SOUND_MAX // MUST BE LAST
};
s32 sounds[CHAR_SOUND_MAX];
};
};
struct MarioState;

View file

@ -537,6 +537,7 @@ static struct LuaObjectField sCharacterFields[LUA_CHARACTER_FIELD_COUNT] = {
{ "animWaterStarDance", LVT_S32, offsetof(struct Character, animWaterStarDance), true, LOT_NONE },
{ "animWaterThrowObj", LVT_S32, offsetof(struct Character, animWaterThrowObj), true, LOT_NONE },
{ "animWingCapFly", LVT_S32, offsetof(struct Character, animWingCapFly), true, LOT_NONE },
// { "anims", LOT_???, offsetof(struct Character, anims), true, LOT_??? }, <--- UNIMPLEMENTED
{ "cameraHudHead", LVT_U32, offsetof(struct Character, cameraHudHead), true, LOT_NONE },
// { "capEnemyDecalGfx", LVT_???, offsetof(struct Character, capEnemyDecalGfx), true, LOT_??? }, <--- UNIMPLEMENTED
// { "capEnemyGfx", LVT_???, offsetof(struct Character, capEnemyGfx), true, LOT_??? }, <--- UNIMPLEMENTED
@ -594,6 +595,7 @@ static struct LuaObjectField sCharacterFields[LUA_CHARACTER_FIELD_COUNT] = {
{ "soundYahoo", LVT_S32, offsetof(struct Character, soundYahoo), true, LOT_NONE },
{ "soundYahooWahaYippee", LVT_S32, offsetof(struct Character, soundYahooWahaYippee), true, LOT_NONE },
{ "soundYawning", LVT_S32, offsetof(struct Character, soundYawning), true, LOT_NONE },
// { "sounds", LOT_???, offsetof(struct Character, sounds), true, LOT_??? }, <--- UNIMPLEMENTED
{ "torsoRotMult", LVT_F32, offsetof(struct Character, torsoRotMult), true, LOT_NONE },
{ "type", LVT_S32, offsetof(struct Character, type), true, LOT_NONE },
};

View file

@ -1983,6 +1983,7 @@ char gSmluaConstants[] = ""
"CHAR_ANIM_RETURN_FROM_STAR_DANCE = 206\n"
"CHAR_ANIM_FORWARD_SPINNING_FLIP = 207\n"
"CHAR_ANIM_TRIPLE_JUMP_FLY = 208\n"
"CHAR_ANIM_MAX = 209\n"
"MARIO_EYES_BLINK = 0\n"
"MARIO_EYES_OPEN = 1\n"
"MARIO_EYES_HALF_CLOSED = 2\n"