diff --git a/include/functions.h b/include/functions.h index 32cc25e1c9..7c1e3a3444 100644 --- a/include/functions.h +++ b/include/functions.h @@ -628,12 +628,12 @@ s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionP void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest); void func_800418D0(CollisionContext* colCtx, PlayState* play); void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys); -u32 SurfaceType_GetCamDataIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); -u16 func_80041A4C(CollisionContext* colCtx, u32 camId, s32 bgId); -u16 SurfaceType_GetCameraSType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); -u16 SurfaceType_GetNumCameras(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); -Vec3s* func_80041C10(CollisionContext* colCtx, s32 camId, s32 bgId); -Vec3s* SurfaceType_GetCamPosData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); +u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); +u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId); +u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); +u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); +Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId); +Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 func_80041D4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); @@ -662,8 +662,8 @@ s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos, WaterBox** outWaterBox); s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox); -u32 WaterBox_GetCamDataIndex(CollisionContext* colCtx, WaterBox* waterBox); -u16 WaterBox_GetCameraSType(CollisionContext* colCtx, WaterBox* waterBox); +u32 WaterBox_GetBgCamIndex(CollisionContext* colCtx, WaterBox* waterBox); +u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox); u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox); s32 func_80042708(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* point, Vec3f* closestPoint); s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint); @@ -690,7 +690,7 @@ void Camera_Finish(Camera* camera); s32 Camera_ChangeMode(Camera* camera, s16 mode); s32 Camera_CheckValidMode(Camera* camera, s16 mode); s32 Camera_ChangeSetting(Camera* camera, s16 setting); -s32 Camera_ChangeDataIdx(Camera* camera, s32 camDataIdx); +s32 Camera_ChangeBgCamIndex(Camera* camera, s32 bgCamIndex); s16 Camera_GetInputDirYaw(Camera* camera); Vec3s* Camera_GetCamDir(Vec3s* dst, Camera* camera); s16 Camera_GetCamDirPitch(Camera* camera); @@ -703,7 +703,7 @@ s16 func_8005AD1C(Camera* camera, s16 arg1); s32 Camera_ResetAnim(Camera* camera); s32 Camera_SetCSParams(Camera* camera, CutsceneCameraPoint* atPoints, CutsceneCameraPoint* eyePoints, Player* player, s16 relativeToPlayer); -s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 camDataIdx, f32 arg3, s16 timer1, s16 timer2, +s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamIndex, f32 arg3, s16 timer1, s16 timer2, s16 timer3); s32 Camera_Copy(Camera* dstCamera, Camera* srcCamera); Vec3f* Camera_GetSkyboxOffset(Vec3f* dst, Camera* camera); diff --git a/include/z64bgcheck.h b/include/z64bgcheck.h index f79aee9b2a..2f6811ee21 100644 --- a/include/z64bgcheck.h +++ b/include/z64bgcheck.h @@ -52,10 +52,26 @@ typedef struct { } CollisionPoly; // size = 0x10 typedef struct { - /* 0x00 */ u16 cameraSType; - /* 0x02 */ s16 numCameras; - /* 0x04 */ Vec3s* camPosData; -} CamData; + /* 0x0 */ u16 setting; // camera setting described by CameraSettingType enum + /* 0x2 */ s16 count; // only used when `bgCamFuncData` is a list of points used for crawlspaces + /* 0x4 */ Vec3s* bgCamFuncData; // s16 data grouped in threes (ex. Vec3s), is usually of type `BgCamFuncData`, but can be a list of points of type `Vec3s` for crawlspaces +} BgCamInfo; // size = 0x8 + +typedef BgCamInfo CamData; // Todo: Zapd compatibility + +// The structure used for all instances of s16 data from `BgCamInfo` with the exception of crawlspaces. +// See `Camera_Subj4` for Vec3s data usage in crawlspaces +typedef struct { + /* 0x00 */ Vec3s pos; + /* 0x06 */ Vec3s rot; + /* 0x0C */ s16 fov; + /* 0x0E */ union { + s16 jfifId; + s16 timer; + s16 flags; + }; + /* 0x10 */ s16 unk_10; // unused +} BgCamFuncData; // size = 0x12 typedef struct { /* 0x00 */ s16 xMin; @@ -68,7 +84,7 @@ typedef struct { // 0x0008_0000 = ? // 0x0007_E000 = Room Index, 0x3F = all rooms // 0x0000_1F00 = Lighting Settings Index - // 0x0000_00FF = CamData index + // 0x0000_00FF = BgCam Index } WaterBox; // size = 0x10 typedef struct { @@ -86,7 +102,7 @@ typedef struct { /* 0x14 */ u16 numPolygons; /* 0x18 */ CollisionPoly* polyList; /* 0x1C */ SurfaceType* surfaceTypeList; - /* 0x20 */ CamData* cameraDataList; + /* 0x20 */ BgCamInfo* bgCamList; /* 0x24 */ u16 numWaterBoxes; /* 0x28 */ WaterBox* waterBoxes; } CollisionHeader; // original name: BGDataInfo diff --git a/include/z64camera.h b/include/z64camera.h index 5c7fa1f299..b65965c2ba 100644 --- a/include/z64camera.h +++ b/include/z64camera.h @@ -906,7 +906,7 @@ typedef struct { /* 0x00 */ PosRot eyePosRot; /* 0x14 */ char unk_14[0x8]; /* 0x1C */ s16 fov; - /* 0x1E */ s16 jfifId; + /* 0x1E */ s16 flags; } Data4ReadWriteData; // size = 0x20 typedef struct { @@ -976,7 +976,7 @@ typedef struct { typedef struct { /* 0x0 */ struct Actor* doorActor; - /* 0x4 */ s16 camDataIdx; + /* 0x4 */ s16 bgCamIndex; /* 0x6 */ s16 timer1; /* 0x8 */ s16 timer2; /* 0xA */ s16 timer3; @@ -1010,7 +1010,7 @@ typedef struct { typedef struct { /* 0x00 */ Vec3f initalPos; /* 0x0C */ s16 animTimer; - /* 0x10 */ InfiniteLine sceneCamPosPlayerLine; + /* 0x10 */ InfiniteLine eyeAndDirection; } Unique0ReadWriteData; // size = 0x28 typedef struct { @@ -1363,8 +1363,8 @@ typedef struct { /* 0x104 */ f32 playerGroundY; /* 0x108 */ Vec3f floorNorm; /* 0x114 */ f32 waterYPos; - /* 0x118 */ s32 waterPrevCamIdx; - /* 0x11C */ s32 waterPrevCamSetting; + /* 0x118 */ s32 bgCamIndexBeforeUnderwater; + /* 0x11C */ s32 waterCamSetting; /* 0x120 */ s32 waterQuakeId; /* 0x124 */ void* data0; /* 0x128 */ void* data1; @@ -1377,23 +1377,23 @@ typedef struct { /* 0x140 */ s16 status; /* 0x142 */ s16 setting; /* 0x144 */ s16 mode; - /* 0x146 */ s16 bgCheckId; - /* 0x148 */ s16 camDataIdx; + /* 0x146 */ s16 bgId; // bgId the camera is currently interacting with + /* 0x148 */ s16 bgCamIndex; /* 0x14A */ s16 unk_14A; /* 0x14C */ s16 unk_14C; /* 0x14E */ s16 childCamId; /* 0x150 */ s16 waterDistortionTimer; /* 0x152 */ s16 distortionFlags; /* 0x154 */ s16 prevSetting; - /* 0x156 */ s16 nextCamDataIdx; - /* 0x158 */ s16 nextBGCheckId; + /* 0x156 */ s16 nextBgCamIndex; + /* 0x158 */ s16 nextBgId; /* 0x15A */ s16 roll; /* 0x15C */ s16 paramFlags; /* 0x15E */ s16 animState; /* 0x160 */ s16 timer; /* 0x162 */ s16 parentCamId; /* 0x164 */ s16 camId; - /* 0x166 */ s16 prevCamDataIdx; + /* 0x166 */ s16 prevBgCamIndex; /* 0x168 */ s16 csId; /* 0x16A */ s16 unk_16A; } Camera; // size = 0x16C diff --git a/include/z64player.h b/include/z64player.h index ca28b06169..41d45034ce 100644 --- a/include/z64player.h +++ b/include/z64player.h @@ -521,7 +521,7 @@ typedef struct Player { /* 0x0450 */ Vec3f unk_450; /* 0x045C */ Vec3f unk_45C; /* 0x0468 */ char unk_468[0x002]; - /* 0x046A */ s16 unk_46A; + /* 0x046A */ s16 doorBgCamIndex; /* 0x046C */ s16 subCamId; /* 0x046E */ char unk_46E[0x02A]; /* 0x0498 */ ColliderCylinder cylinder; diff --git a/include/z64scene.h b/include/z64scene.h index 8b85035f2e..8260639a67 100644 --- a/include/z64scene.h +++ b/include/z64scene.h @@ -29,7 +29,7 @@ typedef struct { typedef struct { struct { s8 room; // Room to switch to - s8 effects; // How the camera reacts during the transition + s8 bgCamIndex; // How the camera reacts during the transition. See `Camera_ChangeDoorCam` } /* 0x00 */ sides[2]; // 0 = front, 1 = back /* 0x04 */ s16 id; /* 0x06 */ Vec3s pos; diff --git a/src/code/z_actor.c b/src/code/z_actor.c index f23baac959..aa038eb290 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1032,7 +1032,7 @@ s32 func_8002DF38(PlayState* play, Actor* actor, u8 csMode) { player->csMode = csMode; player->unk_448 = actor; - player->unk_46A = 0; + player->doorBgCamIndex = 0; return true; } @@ -1041,7 +1041,7 @@ s32 func_8002DF54(PlayState* play, Actor* actor, u8 csMode) { Player* player = GET_PLAYER(play); func_8002DF38(play, actor, csMode); - player->unk_46A = 1; + player->doorBgCamIndex = 1; return true; } diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c index c2d73cb479..6f1b53e0e2 100644 --- a/src/code/z_bgcheck.c +++ b/src/code/z_bgcheck.c @@ -3770,7 +3770,7 @@ void CollisionHeader_SegmentedToVirtual(CollisionHeader* colHeader) { colHeader->vtxList = SEGMENTED_TO_VIRTUAL(colHeader->vtxList); colHeader->polyList = SEGMENTED_TO_VIRTUAL(colHeader->polyList); colHeader->surfaceTypeList = SEGMENTED_TO_VIRTUAL(colHeader->surfaceTypeList); - colHeader->cameraDataList = SEGMENTED_TO_VIRTUAL(colHeader->cameraDataList); + colHeader->bgCamList = SEGMENTED_TO_VIRTUAL(colHeader->bgCamList); colHeader->waterBoxes = SEGMENTED_TO_VIRTUAL(colHeader->waterBoxes); } @@ -3821,137 +3821,152 @@ u32 SurfaceType_GetData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId, if (colHeader == NULL || poly == NULL) { return 0; } + surfaceTypes = colHeader->surfaceTypeList; if (surfaceTypes == SEGMENTED_TO_VIRTUAL(NULL)) { return 0; } + return surfaceTypes[poly->type].data[dataIdx]; } /** - * SurfaceType return CamData Index + * SurfaceType get index of bgCam */ -u32 SurfaceType_GetCamDataIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { - +u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { return SurfaceType_GetData(colCtx, poly, bgId, 0) & 0xFF; } /** - * CamData return cameraSType + * BgCam get setting of bgCam */ -u16 func_80041A4C(CollisionContext* colCtx, u32 camId, s32 bgId) { - u16 result; +u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId) { + u16 camSetting; CollisionHeader* colHeader; - CamData* camData; + BgCamInfo* bgCamList; colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); if (colHeader == NULL) { - return 0; + return CAM_SET_NONE; } - camData = colHeader->cameraDataList; - result = camData[camId].cameraSType; - return result; + + bgCamList = colHeader->bgCamList; + camSetting = bgCamList[bgCamIndex].setting; + + return camSetting; } /** - * SurfaceType return cameraSType + * BgCam Get the camera setting of bgCam */ -u16 SurfaceType_GetCameraSType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { +u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); - CamData* camData; + BgCamInfo* bgCamList; + SurfaceType* surfaceTypes; + + if (colHeader == NULL) { + return CAM_SET_NONE; + } + + bgCamList = colHeader->bgCamList; + if (bgCamList == SEGMENTED_TO_VIRTUAL(NULL)) { + return CAM_SET_NONE; + } + + surfaceTypes = colHeader->surfaceTypeList; + if (surfaceTypes == SEGMENTED_TO_VIRTUAL(NULL)) { + return CAM_SET_NONE; + } + + return BgCheck_GetBgCamSettingImpl(colCtx, SurfaceType_GetBgCamIndex(colCtx, poly, bgId), bgId); +} + +/** + * BgCam Get the total count of Vec3s data from bgCamFuncData + */ +u16 BgCheck_GetBgCamCountImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId) { + CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); + BgCamInfo* bgCamList; + + if (colHeader == NULL) { + return 0; + } + + bgCamList = colHeader->bgCamList; + if (bgCamList == SEGMENTED_TO_VIRTUAL(NULL)) { + return 0; + } + + return bgCamList[bgCamIndex].count; +} + +/** + * BgCam Get the total count of Vec3s data from bgCamFuncData + */ +u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { + CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); + BgCamInfo* bgCamList; SurfaceType* surfaceTypes; if (colHeader == NULL) { return 0; } - camData = colHeader->cameraDataList; - if (camData == SEGMENTED_TO_VIRTUAL(NULL)) { + + bgCamList = colHeader->bgCamList; + if (bgCamList == SEGMENTED_TO_VIRTUAL(NULL)) { return 0; } + surfaceTypes = colHeader->surfaceTypeList; if (surfaceTypes == SEGMENTED_TO_VIRTUAL(NULL)) { return 0; } - return func_80041A4C(colCtx, SurfaceType_GetCamDataIndex(colCtx, poly, bgId), bgId); + + return BgCheck_GetBgCamCountImpl(colCtx, SurfaceType_GetBgCamIndex(colCtx, poly, bgId), bgId); } /** - * CamData Get number of cameras + * BgCam Get Vec3s data from bgCamFuncData */ -u16 func_80041B24(CollisionContext* colCtx, u32 camId, s32 bgId) { +Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId) { CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); - CamData* camData; - - if (colHeader == NULL) { - return 0; - } - - camData = colHeader->cameraDataList; - if (camData == SEGMENTED_TO_VIRTUAL(NULL)) { - return 0; - } - return camData[camId].numCameras; -} - -/** - * SurfaceType Get number of cameras - */ -u16 SurfaceType_GetNumCameras(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { - CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); - CamData* camData; - SurfaceType* surfaceTypes; - - if (colHeader == NULL) { - return 0; - } - camData = colHeader->cameraDataList; - if (camData == SEGMENTED_TO_VIRTUAL(NULL)) { - return 0; - } - surfaceTypes = colHeader->surfaceTypeList; - if (surfaceTypes == SEGMENTED_TO_VIRTUAL(NULL)) { - return 0; - } - return func_80041B24(colCtx, SurfaceType_GetCamDataIndex(colCtx, poly, bgId), bgId); -} - -/** - * CamData Get camPosData - */ -Vec3s* func_80041C10(CollisionContext* colCtx, s32 camId, s32 bgId) { - CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); - CamData* cameraDataList; + BgCamInfo* bgCamList; if (colHeader == NULL) { return NULL; } - cameraDataList = colHeader->cameraDataList; - if (cameraDataList == SEGMENTED_TO_VIRTUAL(NULL)) { + + bgCamList = colHeader->bgCamList; + if (bgCamList == SEGMENTED_TO_VIRTUAL(NULL)) { return NULL; } - return (Vec3s*)SEGMENTED_TO_VIRTUAL(cameraDataList[camId].camPosData); + + return (Vec3s*)SEGMENTED_TO_VIRTUAL(bgCamList[bgCamIndex].bgCamFuncData); } /** - * SurfaceType Get camPosData + * BgCam Get Vec3s data from bgCamFuncData */ -Vec3s* SurfaceType_GetCamPosData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { +Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) { CollisionHeader* colHeader = BgCheck_GetCollisionHeader(colCtx, bgId); - CamData* camData; + BgCamInfo* bgCamList; SurfaceType* surfaceTypes; if (colHeader == NULL) { return NULL; } - camData = colHeader->cameraDataList; - if (camData == SEGMENTED_TO_VIRTUAL(NULL)) { + + bgCamList = colHeader->bgCamList; + if (bgCamList == SEGMENTED_TO_VIRTUAL(NULL)) { return NULL; } + surfaceTypes = colHeader->surfaceTypeList; if (surfaceTypes == SEGMENTED_TO_VIRTUAL(NULL)) { return NULL; } - return func_80041C10(colCtx, SurfaceType_GetCamDataIndex(colCtx, poly, bgId), bgId); + + return BgCheck_GetBgCamFuncDataImpl(colCtx, SurfaceType_GetBgCamIndex(colCtx, poly, bgId), bgId); } /** @@ -4263,26 +4278,26 @@ s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos, } /** - * WaterBox get CamData index + * WaterBox get BgCam index */ -u32 WaterBox_GetCamDataIndex(CollisionContext* colCtx, WaterBox* waterBox) { +u32 WaterBox_GetBgCamIndex(CollisionContext* colCtx, WaterBox* waterBox) { u32 prop = waterBox->properties >> 0; return prop & 0xFF; } /** - * WaterBox get CamData cameraSType + * WaterBox get BgCam setting */ -u16 WaterBox_GetCameraSType(CollisionContext* colCtx, WaterBox* waterBox) { - s32 camId = WaterBox_GetCamDataIndex(colCtx, waterBox); - CamData* camData = colCtx->colHeader->cameraDataList; +u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox) { + s32 bgCamIndex = WaterBox_GetBgCamIndex(colCtx, waterBox); + BgCamInfo* bgCamList = colCtx->colHeader->bgCamList; - if (camData == SEGMENTED_TO_VIRTUAL(NULL)) { - return 0; + if (bgCamList == SEGMENTED_TO_VIRTUAL(NULL)) { + return CAM_SET_NONE; } - return colCtx->colHeader->cameraDataList[camId].cameraSType; + return colCtx->colHeader->bgCamList[bgCamIndex].setting; } /** diff --git a/src/code/z_camera.c b/src/code/z_camera.c index 02b2aa9540..bcb99086c8 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -24,11 +24,6 @@ s32 Camera_UpdateWater(Camera* camera); // Load the next value and scale down from camera read-only data stored in CameraModeValue #define GET_NEXT_SCALED_RO_DATA(values) CAM_DATA_SCALED(GET_NEXT_RO_DATA(values)) -#define BGCAM_POS(v) ((v)[0]) -#define BGCAM_ROT(v) ((v)[1]) -#define BGCAM_FOV(v) ((v)[2].x) -#define BGCAM_JFIFID(v) ((v)[2].y) - #define FLG_ADJSLOPE (1 << 0) #define FLG_OFFGROUND (1 << 7) @@ -327,7 +322,7 @@ s32 func_80043F94(Camera* camera, Vec3f* from, CamColChk* to) { // line is from->to is touching the poly the player is on. to->norm = playerFloorNormF; to->poly = playerFloorPoly; - to->bgId = camera->bgCheckId; + to->bgId = camera->bgId; to->pos.x = to->norm.x + toNewPos.x; to->pos.y = to->norm.y + toNewPos.y; to->pos.z = to->norm.z + toNewPos.z; @@ -450,45 +445,45 @@ f32 Camera_GetFloorYLayer(Camera* camera, Vec3f* norm, Vec3f* pos, s32* bgId) { } /** - * Returns the CameraSettingType of the camera at index `camDataIdx` + * Returns the CameraSettingType of the camera at index `bgCamIndex` */ -s16 Camera_GetCamDataSetting(Camera* camera, s32 camDataIdx) { - return func_80041A4C(&camera->play->colCtx, camDataIdx, BGCHECK_SCENE); +s16 Camera_GetBgCamSetting(Camera* camera, s32 bgCamIndex) { + return BgCheck_GetBgCamSettingImpl(&camera->play->colCtx, bgCamIndex, BGCHECK_SCENE); } /** - * Returns the scene camera info for the current camera data index + * Returns the bgCamFuncData using the current bgCam index */ -Vec3s* Camera_GetCamBGData(Camera* camera) { - return func_80041C10(&camera->play->colCtx, camera->camDataIdx, BGCHECK_SCENE); +Vec3s* Camera_GetBgCamFuncData(Camera* camera) { + return BgCheck_GetBgCamFuncDataImpl(&camera->play->colCtx, camera->bgCamIndex, BGCHECK_SCENE); } /** - * Gets the scene's camera index for the poly `poly`, returns -1 if + * Gets the bgCam index for the poly `poly`, returns -1 if * there is no camera data for that poly. */ -s32 Camera_GetDataIdxForPoly(Camera* camera, s32* bgId, CollisionPoly* poly) { - s32 camDataIdx; +s32 Camera_GetBgCamIndex(Camera* camera, s32* bgId, CollisionPoly* poly) { + s32 bgCamIndex; PosRot playerPosRot; s32 ret; Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor); // unused. - camDataIdx = SurfaceType_GetCamDataIndex(&camera->play->colCtx, poly, *bgId); + bgCamIndex = SurfaceType_GetBgCamIndex(&camera->play->colCtx, poly, *bgId); - if (func_80041A4C(&camera->play->colCtx, camDataIdx, *bgId) == CAM_SET_NONE) { + if (BgCheck_GetBgCamSettingImpl(&camera->play->colCtx, bgCamIndex, *bgId) == CAM_SET_NONE) { ret = -1; } else { - ret = camDataIdx; + ret = bgCamIndex; } return ret; } /** - * Returns the scene camera info for the floor under the player. - * If there is no floor then there is no camera data, returns the number of - * pieces of data there are in `dataCnt` + * Returns the bgCamFuncData for the floor under the player. + * Also returns the number of pieces of data there are in `bgCamCount`. + * If there is no floor, then return NULL */ -Vec3s* Camera_GetCamBgDataUnderPlayer(Camera* camera, u16* dataCnt) { +Vec3s* Camera_GetBgCamFuncDataUnderPlayer(Camera* camera, u16* bgCamCount) { CollisionPoly* floorPoly; s32 pad; s32 bgId; @@ -496,12 +491,14 @@ Vec3s* Camera_GetCamBgDataUnderPlayer(Camera* camera, u16* dataCnt) { Actor_GetWorldPosShapeRot(&playerPosShape, &camera->player->actor); playerPosShape.pos.y += Player_GetHeight(camera->player); + if (BgCheck_EntityRaycastFloor3(&camera->play->colCtx, &floorPoly, &bgId, &playerPosShape.pos) == BGCHECK_Y_MIN) { // no floor return NULL; } - *dataCnt = SurfaceType_GetNumCameras(&camera->play->colCtx, floorPoly, bgId); - return SurfaceType_GetCamPosData(&camera->play->colCtx, floorPoly, bgId); + + *bgCamCount = BgCheck_GetBgCamCount(&camera->play->colCtx, floorPoly, bgId); + return BgCheck_GetBgCamFuncData(&camera->play->colCtx, floorPoly, bgId); } /** @@ -510,10 +507,10 @@ Vec3s* Camera_GetCamBgDataUnderPlayer(Camera* camera, u16* dataCnt) { * Returns -2 if there is no camera index for the water box. * Returns the camera data index otherwise. */ -s32 Camera_GetWaterBoxDataIdx(Camera* camera, f32* waterY) { +s32 Camera_GetWaterBoxBgCamIndex(Camera* camera, f32* waterY) { PosRot playerPosShape; WaterBox* waterBox; - s32 ret; + s32 bgCamIndex; Actor_GetWorldPosShapeRot(&playerPosShape, &camera->player->actor); *waterY = playerPosShape.pos.y; @@ -531,13 +528,15 @@ s32 Camera_GetWaterBoxDataIdx(Camera* camera, f32* waterY) { return -1; } - ret = WaterBox_GetCamDataIndex(&camera->play->colCtx, waterBox); - if ((ret <= 0) || (WaterBox_GetCameraSType(&camera->play->colCtx, waterBox) <= 0)) { + bgCamIndex = WaterBox_GetBgCamIndex(&camera->play->colCtx, waterBox); + + //! @bug bgCamIndex = 0 is a valid index, should be (bgCamIndex < 0) + if ((bgCamIndex <= 0) || (WaterBox_GetBgCamSetting(&camera->play->colCtx, waterBox) <= CAM_SET_NONE)) { // no camera data index, or no CameraSettingType return -2; } - return ret; + return bgCamIndex; } /** @@ -1673,7 +1672,7 @@ s32 Camera_Normal2(Camera* camera) { Normal2ReadOnlyData* roData = &camera->paramData.norm2.roData; Normal2ReadWriteData* rwData = &camera->paramData.norm2.rwData; s32 pad; - Vec3s* bgData; + BgCamFuncData* bgCamFuncData; f32 playerHeight; f32 yNormal; @@ -1710,16 +1709,16 @@ s32 Camera_Normal2(Camera* camera) { case 10: case 20: case 25: - bgData = Camera_GetCamBGData(camera); - Camera_Vec3sToVec3f(&rwData->unk_00, &BGCAM_POS(bgData)); - rwData->unk_20 = BGCAM_ROT(bgData).x; - rwData->unk_22 = BGCAM_ROT(bgData).y; + bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera); + Camera_Vec3sToVec3f(&rwData->unk_00, &bgCamFuncData->pos); + rwData->unk_20 = bgCamFuncData->rot.x; + rwData->unk_22 = bgCamFuncData->rot.y; rwData->unk_24 = playerPosRot->pos.y; - rwData->unk_1C = BGCAM_FOV(bgData) == -1 ? roData->unk_14 - : BGCAM_FOV(bgData) >= 0x169 ? CAM_DATA_SCALED(BGCAM_FOV(bgData)) - : BGCAM_FOV(bgData); + rwData->unk_1C = bgCamFuncData->fov == -1 ? roData->unk_14 + : bgCamFuncData->fov > 360 ? CAM_DATA_SCALED(bgCamFuncData->fov) + : bgCamFuncData->fov; - rwData->unk_28 = BGCAM_JFIFID(bgData) == -1 ? 0 : BGCAM_JFIFID(bgData); + rwData->unk_28 = bgCamFuncData->flags == -1 ? 0 : bgCamFuncData->flags; rwData->unk_18 = 0.0f; @@ -3770,11 +3769,11 @@ s32 Camera_KeepOn4(Camera* camera) { sCameraInterfaceFlags = 0; camera->unk_14C |= (0x4 | 0x2); camera->unk_14C &= ~8; - if (camera->prevCamDataIdx < 0) { + if (camera->prevBgCamIndex < 0) { Camera_ChangeSettingFlags(camera, camera->prevSetting, 2); } else { - Camera_ChangeDataIdx(camera, camera->prevCamDataIdx); - camera->prevCamDataIdx = -1; + Camera_ChangeBgCamIndex(camera, camera->prevBgCamIndex); + camera->prevBgCamIndex = -1; } } } @@ -3799,8 +3798,8 @@ s32 Camera_KeepOn0(Camera* camera) { KeepOn0ReadOnlyData* roData = &camera->paramData.keep0.roData; KeepOn0ReadWriteData* rwData = &camera->paramData.keep0.rwData; s32 pad; - Vec3s* sceneCamData; - UNUSED Vec3s sceneCamRot; + BgCamFuncData* bgCamFuncData; + UNUSED Vec3s bgCamRot; s16 fov; camera->unk_14C &= ~0x10; @@ -3816,13 +3815,14 @@ s32 Camera_KeepOn0(Camera* camera) { if (R_RELOAD_CAM_PARAMS) { Camera_CopyPREGToModeValues(camera); } - sceneCamData = Camera_GetCamBGData(camera); - Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData)); + + bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera); + Camera_Vec3sToVec3f(eyeNext, &bgCamFuncData->pos); *eye = *eyeNext; - sceneCamRot = BGCAM_ROT(sceneCamData); + bgCamRot = bgCamFuncData->rot; - fov = BGCAM_FOV(sceneCamData); + fov = bgCamFuncData->fov; if (fov == -1) { fov = 6000; } @@ -3872,7 +3872,7 @@ s32 Camera_Fixed1(Camera* camera) { VecSph eyeAtOffset; s32 pad2; Vec3f adjustedPos; - Vec3s* scenePosData; + BgCamFuncData* bgCamFuncData; Vec3f* eye = &camera->eye; Vec3f* at = &camera->at; PosRot* playerPosRot = &camera->playerPosRot; @@ -3882,10 +3882,11 @@ s32 Camera_Fixed1(Camera* camera) { if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) { CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values; - scenePosData = Camera_GetCamBGData(camera); - Camera_Vec3sToVec3f(&rwData->eyePosRotTarget.pos, &BGCAM_POS(scenePosData)); - rwData->eyePosRotTarget.rot = BGCAM_ROT(scenePosData); - rwData->fov = BGCAM_FOV(scenePosData); + bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera); + Camera_Vec3sToVec3f(&rwData->eyePosRotTarget.pos, &bgCamFuncData->pos); + rwData->eyePosRotTarget.rot = bgCamFuncData->rot; + rwData->fov = bgCamFuncData->fov; + roData->unk_00 = GET_NEXT_SCALED_RO_DATA(values) * playerHeight; roData->lerpStep = GET_NEXT_SCALED_RO_DATA(values); roData->fov = GET_NEXT_RO_DATA(values); @@ -3944,7 +3945,7 @@ s32 Camera_Fixed2(Camera* camera) { Vec3f atTarget; Vec3f posOffsetTarget; PosRot* playerPosRot = &camera->playerPosRot; - Vec3s* scenePosData; + BgCamFuncData* bgCamFuncData; Fixed2ReadOnlyData* roData = &camera->paramData.fixd2.roData; Fixed2ReadWriteData* rwData = &camera->paramData.fixd2.rwData; s32 pad; @@ -3963,11 +3964,12 @@ s32 Camera_Fixed2(Camera* camera) { roData->fov = GET_NEXT_RO_DATA(values); roData->interfaceFlags = GET_NEXT_RO_DATA(values); rwData->fov = roData->fov * 100.0f; - scenePosData = Camera_GetCamBGData(camera); - if (scenePosData != NULL) { - Camera_Vec3sToVec3f(&rwData->eye, &BGCAM_POS(scenePosData)); - if (BGCAM_FOV(scenePosData) != -1) { - rwData->fov = BGCAM_FOV(scenePosData); + + bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera); + if (bgCamFuncData != NULL) { + Camera_Vec3sToVec3f(&rwData->eye, &bgCamFuncData->pos); + if (bgCamFuncData->fov != -1) { + rwData->fov = bgCamFuncData->fov; } } else { rwData->eye = *eye; @@ -4023,13 +4025,13 @@ s32 Camera_Fixed3(Camera* camera) { Vec3f* at = &camera->at; Vec3f* eyeNext = &camera->eyeNext; VecSph atSph; - Vec3s* sceneCamData; + BgCamFuncData* bgCamFuncData; VecSph eyeAtOffset; Fixed3ReadOnlyData* roData = &camera->paramData.fixd3.roData; Fixed3ReadWriteData* rwData = &camera->paramData.fixd3.rwData; s32 pad; - sceneCamData = Camera_GetCamBGData(camera); + bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera); OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, eye, at); @@ -4037,11 +4039,11 @@ s32 Camera_Fixed3(Camera* camera) { CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values; roData->interfaceFlags = GET_NEXT_RO_DATA(values); - Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData)); + Camera_Vec3sToVec3f(eyeNext, &bgCamFuncData->pos); *eye = *eyeNext; - rwData->rot = BGCAM_ROT(sceneCamData); - rwData->fov = BGCAM_FOV(sceneCamData); - rwData->jfifId = BGCAM_JFIFID(sceneCamData); + rwData->rot = bgCamFuncData->rot; + rwData->fov = bgCamFuncData->fov; + rwData->jfifId = bgCamFuncData->jfifId; if (rwData->fov == -1) { rwData->fov = 6000; } @@ -4060,9 +4062,9 @@ s32 Camera_Fixed3(Camera* camera) { camera->animState++; } - if (BGCAM_JFIFID(sceneCamData) != rwData->jfifId) { + if (bgCamFuncData->jfifId != rwData->jfifId) { osSyncPrintf("camera: position change %d \n", rwData->jfifId); - rwData->jfifId = BGCAM_JFIFID(sceneCamData); + rwData->jfifId = bgCamFuncData->jfifId; rwData->updDirTimer = 5; } @@ -4100,13 +4102,14 @@ s32 Camera_Fixed4(Camera* camera) { VecSph atEyeNextOffset; VecSph atTargetEyeNextOffset; PosRot* playerPosRot = &camera->playerPosRot; - Vec3s* camPosData; + BgCamFuncData* bgCamFuncData; Vec3f* posOffset = &camera->posOffset; Fixed4ReadOnlyData* roData = &camera->paramData.fixd4.roData; Fixed4ReadWriteData* rwData = &camera->paramData.fixd4.rwData; f32 playerYOffset; playerYOffset = Player_GetHeight(camera->player); + if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) { CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values; f32 yNormal = ((1.0f + CAM_DATA_SCALED(OREG(46))) - (CAM_DATA_SCALED(OREG(46)) * (68.0f / playerYOffset))); @@ -4116,9 +4119,10 @@ s32 Camera_Fixed4(Camera* camera) { roData->followSpeed = GET_NEXT_SCALED_RO_DATA(values); roData->fov = GET_NEXT_RO_DATA(values); roData->interfaceFlags = GET_NEXT_RO_DATA(values); - camPosData = Camera_GetCamBGData(camera); - if (camPosData != NULL) { - Camera_Vec3sToVec3f(&rwData->eyeTarget, &BGCAM_POS(camPosData)); + + bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera); + if (bgCamFuncData != NULL) { + Camera_Vec3sToVec3f(&rwData->eyeTarget, &bgCamFuncData->pos); } else { rwData->eyeTarget = *eye; } @@ -4301,12 +4305,25 @@ s32 Camera_Subj3(Camera* camera) { return 1; } +/** + * Crawlspaces + * Moves the camera from third person to first person when entering a crawlspace + * While in the crawlspace, link remains fixed in a single direction + * The camera is what swings up and down while crawling forward or backwards + * + * Note: + * Subject 4 uses bgCamFuncData.data differently than other functions: + * All Vec3s data are points along the crawlspace + * The second point represents the entrance, and the second to last point represents the exit + * All other points are unused + * All instances of crawlspaces have 6 points, except for the Testroom scene which has 9 points + */ s32 Camera_Subj4(Camera* camera) { Vec3f* eye = &camera->eye; Vec3f* eyeNext = &camera->eyeNext; Vec3f* at = &camera->at; - u16 spAA; - Vec3s* spA4; + u16 crawlspaceNumPoints; + Vec3s* crawlspacePoints; Vec3f sp98; Vec3f sp8C; f32 sp88; @@ -4343,9 +4360,9 @@ s32 Camera_Subj4(Camera* camera) { OLib_Vec3fDiffToVecSphGeo(&sp5C, at, eye); sCameraInterfaceFlags = roData->interfaceFlags; if (camera->animState == 0) { - spA4 = Camera_GetCamBgDataUnderPlayer(camera, &spAA); - Camera_Vec3sToVec3f(&rwData->unk_00.point, &spA4[1]); - Camera_Vec3sToVec3f(&sp98, &spA4[spAA - 2]); + crawlspacePoints = (Vec3s*)Camera_GetBgCamFuncDataUnderPlayer(camera, &crawlspaceNumPoints); + Camera_Vec3sToVec3f(&rwData->unk_00.point, &crawlspacePoints[1]); + Camera_Vec3sToVec3f(&sp98, &crawlspacePoints[crawlspaceNumPoints - 2]); sp64.r = 10.0f; // 0x238C ~ 50 degrees @@ -4458,7 +4475,7 @@ s32 Camera_Data4(Camera* camera) { f32 yNormal; s16 fov; Vec3f* eyeNext = &camera->eyeNext; - Vec3s* sceneCamData; + BgCamFuncData* bgCamFuncData; Vec3f lookAt; CameraModeValue* values; Data4ReadWriteData* rwData = &camera->paramData.data4.rwData; @@ -4476,16 +4493,17 @@ s32 Camera_Data4(Camera* camera) { roData->yOffset = GET_NEXT_SCALED_RO_DATA(values) * playerHeight * yNormal; roData->fov = GET_NEXT_RO_DATA(values); roData->interfaceFlags = GET_NEXT_RO_DATA(values); - sceneCamData = Camera_GetCamBGData(camera); - Camera_Vec3sToVec3f(&rwData->eyePosRot.pos, &BGCAM_POS(sceneCamData)); - rwData->eyePosRot.rot = BGCAM_ROT(sceneCamData); - fov = BGCAM_FOV(sceneCamData); + + bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera); + Camera_Vec3sToVec3f(&rwData->eyePosRot.pos, &bgCamFuncData->pos); + rwData->eyePosRot.rot = bgCamFuncData->rot; + fov = bgCamFuncData->fov; rwData->fov = fov; if (fov != -1) { roData->fov = rwData->fov <= 360 ? rwData->fov : CAM_DATA_SCALED(rwData->fov); } - rwData->jfifId = BGCAM_JFIFID(sceneCamData); + rwData->flags = bgCamFuncData->flags; *eye = rwData->eyePosRot.pos; } @@ -4505,10 +4523,9 @@ s32 Camera_Data4(Camera* camera) { OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, eye, at); atOffset.r = eyeAtOffset.r; - atOffset.yaw = - (rwData->jfifId & 1) ? (CAM_DEG_TO_BINANG(camera->data2) + rwData->eyePosRot.rot.y) : eyeAtOffset.yaw; + atOffset.yaw = (rwData->flags & 1) ? (CAM_DEG_TO_BINANG(camera->data2) + rwData->eyePosRot.rot.y) : eyeAtOffset.yaw; atOffset.pitch = - (rwData->jfifId & 2) ? (CAM_DEG_TO_BINANG(camera->data3) + rwData->eyePosRot.rot.x) : eyeAtOffset.pitch; + (rwData->flags & 2) ? (CAM_DEG_TO_BINANG(camera->data3) + rwData->eyePosRot.rot.x) : eyeAtOffset.pitch; Camera_Vec3fVecSphGeoAdd(at, eye, &atOffset); @@ -4706,8 +4723,8 @@ s32 Camera_Unique3(Camera* camera) { VecSph sp60; f32 playerHeight; DoorParams* doorParams = &camera->paramData.doorParams; - Vec3s* temp_v0_2; - Vec3s sp4C; + BgCamFuncData* bgCamFuncData; + Vec3s bgCamRot; Unique3ReadWriteData* rwData = &camera->paramData.uniq3.rwData; Unique3ReadOnlyData* roData = &camera->paramData.uniq3.roData; Vec3f* at = &camera->at; @@ -4740,13 +4757,16 @@ s32 Camera_Unique3(Camera* camera) { if (doorParams->timer1-- > 0) { break; } - temp_v0_2 = Camera_GetCamBGData(camera); - Camera_Vec3sToVec3f(&camera->eyeNext, &BGCAM_POS(temp_v0_2)); + + bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera); + Camera_Vec3sToVec3f(&camera->eyeNext, &bgCamFuncData->pos); camera->eye = camera->eyeNext; - sp4C = BGCAM_ROT(temp_v0_2); + bgCamRot = bgCamFuncData->rot; + sp60.r = 100.0f; - sp60.yaw = sp4C.y; - sp60.pitch = -sp4C.x; + sp60.yaw = bgCamRot.y; + sp60.pitch = -bgCamRot.x; + Camera_Vec3fVecSphGeoAdd(at, &camera->eye, &sp60); camera->animState++; FALLTHROUGH; @@ -4825,8 +4845,8 @@ s32 Camera_Unique0(Camera* camera) { Player* player; Vec3f playerPosWithOffset; VecSph atPlayerOffset; - Vec3s* sceneCamData; - Vec3s sceneCamRot; + BgCamFuncData* bgCamFuncData; + Vec3s bgCamRot; PosRot* playerPosRot = &camera->playerPosRot; DoorParams* doorParams = &camera->paramData.doorParams; Unique0ReadOnlyData* roData = &camera->paramData.uniq0.roData; @@ -4854,24 +4874,25 @@ s32 Camera_Unique0(Camera* camera) { if (camera->animState == 0) { func_80043B60(camera); camera->unk_14C &= ~4; - sceneCamData = Camera_GetCamBGData(camera); - Camera_Vec3sToVec3f(&rwData->sceneCamPosPlayerLine.point, &BGCAM_POS(sceneCamData)); - *eye = camera->eyeNext = rwData->sceneCamPosPlayerLine.point; - sceneCamRot = BGCAM_ROT(sceneCamData); - fov = BGCAM_FOV(sceneCamData); + bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera); + Camera_Vec3sToVec3f(&rwData->eyeAndDirection.point, &bgCamFuncData->pos); + + *eye = camera->eyeNext = rwData->eyeAndDirection.point; + bgCamRot = bgCamFuncData->rot; + fov = bgCamFuncData->fov; if (fov != -1) { camera->fov = fov <= 360 ? fov : CAM_DATA_SCALED(fov); } - rwData->animTimer = BGCAM_JFIFID(sceneCamData); + rwData->animTimer = bgCamFuncData->timer; if (rwData->animTimer == -1) { rwData->animTimer = doorParams->timer1 + doorParams->timer2; } atPlayerOffset.r = OLib_Vec3fDist(&playerPosWithOffset, eye); - atPlayerOffset.yaw = sceneCamRot.y; - atPlayerOffset.pitch = -sceneCamRot.x; - OLib_VecSphGeoToVec3f(&rwData->sceneCamPosPlayerLine.dir, &atPlayerOffset); - Math3D_LineClosestToPoint(&rwData->sceneCamPosPlayerLine, &playerPosRot->pos, &camera->at); + atPlayerOffset.yaw = bgCamRot.y; + atPlayerOffset.pitch = -bgCamRot.x; + OLib_VecSphGeoToVec3f(&rwData->eyeAndDirection.dir, &atPlayerOffset); + Math3D_LineClosestToPoint(&rwData->eyeAndDirection, &playerPosRot->pos, &camera->at); rwData->initalPos = playerPosRot->pos; camera->animState++; } @@ -5000,8 +5021,8 @@ s32 Camera_Unique7(Camera* camera) { CameraModeValue* values; VecSph playerPosEyeOffset; s16 fov; - Vec3s* sceneCamData; - UNUSED Vec3s sceneCamRot; + BgCamFuncData* bgCamFuncData; + UNUSED Vec3s bgCamRot; Vec3f* at = &camera->at; PosRot* playerPosRot = &camera->playerPosRot; Vec3f* eye = &camera->eye; @@ -5017,16 +5038,16 @@ s32 Camera_Unique7(Camera* camera) { Camera_CopyPREGToModeValues(camera); } - sceneCamData = Camera_GetCamBGData(camera); + bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera); - Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData)); + Camera_Vec3sToVec3f(eyeNext, &bgCamFuncData->pos); *eye = *eyeNext; - sceneCamRot = BGCAM_ROT(sceneCamData); + bgCamRot = bgCamFuncData->rot; OLib_Vec3fDiffToVecSphGeo(&playerPosEyeOffset, eye, &playerPosRot->pos); // fov actually goes unused since it's hard set later on. - fov = BGCAM_FOV(sceneCamData); + fov = bgCamFuncData->fov; if (fov == -1) { fov = roData->fov * 100.0f; } @@ -5049,8 +5070,7 @@ s32 Camera_Unique7(Camera* camera) { // 0x7D0 ~ 10.98 degres. rwData->unk_00.x = Camera_LERPFloorS(playerPosEyeOffset.yaw, rwData->unk_00.x, 0.4f, 0x7D0); - playerPosEyeOffset.pitch = - -BGCAM_ROT(sceneCamData).x * Math_CosS(playerPosEyeOffset.yaw - BGCAM_ROT(sceneCamData).y); + playerPosEyeOffset.pitch = -bgCamFuncData->rot.x * Math_CosS(playerPosEyeOffset.yaw - bgCamFuncData->rot.y); Camera_Vec3fVecSphGeoAdd(at, eye, &playerPosEyeOffset); camera->unk_14C |= 0x400; return true; @@ -5825,11 +5845,11 @@ s32 Camera_Demo3(Camera* camera) { default: camera->unk_14C |= 0x14; camera->unk_14C &= ~8; - if (camera->prevCamDataIdx < 0) { + if (camera->prevBgCamIndex < 0) { Camera_ChangeSettingFlags(camera, camera->prevSetting, 2); } else { - Camera_ChangeDataIdx(camera, camera->prevCamDataIdx); - camera->prevCamDataIdx = -1; + Camera_ChangeBgCamIndex(camera, camera->prevBgCamIndex); + camera->prevBgCamIndex = -1; } sCameraInterfaceFlags = 0; skipeyeUpdate: @@ -6594,14 +6614,14 @@ s32 Camera_Special6(Camera* camera) { Vec3f* at = &camera->at; Vec3f* eyeNext = &camera->eyeNext; VecSph atOffset; - Vec3f sceneCamPos; + Vec3f bgCamPos; Vec3f eyePosCalc; Vec3f eyeAnim; Vec3f atAnim; VecSph eyeAtOffset; PosRot* playerPosRot = &camera->playerPosRot; - Vec3s* sceneCamData; - Vec3s sceneCamRot; + BgCamFuncData* bgCamFuncData; + Vec3s bgCamRot; s16 fov; f32 sp54; f32 timerF; @@ -6622,10 +6642,10 @@ s32 Camera_Special6(Camera* camera) { OLib_Vec3fDiffToVecSphGeo(&eyeAtOffset, eye, at); - sceneCamData = Camera_GetCamBGData(camera); - Camera_Vec3sToVec3f(&sceneCamPos, &BGCAM_POS(sceneCamData)); - sceneCamRot = BGCAM_ROT(sceneCamData); - fov = BGCAM_FOV(sceneCamData); + bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera); + Camera_Vec3sToVec3f(&bgCamPos, &bgCamFuncData->pos); + bgCamRot = bgCamFuncData->rot; + fov = bgCamFuncData->fov; if (fov == -1) { fov = 6000; } @@ -6636,15 +6656,14 @@ s32 Camera_Special6(Camera* camera) { sCameraInterfaceFlags = roData->interfaceFlags; - if (eyeNext->x != sceneCamPos.x || eyeNext->y != sceneCamPos.y || eyeNext->z != sceneCamPos.z || - camera->animState == 0) { + if (eyeNext->x != bgCamPos.x || eyeNext->y != bgCamPos.y || eyeNext->z != bgCamPos.z || camera->animState == 0) { // A change in the current scene's camera positon has been detected, // Change "screens" camera->player->actor.freezeTimer = 12; sCameraInterfaceFlags = (sCameraInterfaceFlags & 0xF0FF) | 0x300; rwData->initalPlayerY = playerPosRot->pos.y; rwData->animTimer = 12; - *eyeNext = sceneCamPos; + *eyeNext = bgCamPos; if (camera->animState == 0) { camera->animState++; } @@ -6662,8 +6681,8 @@ s32 Camera_Special6(Camera* camera) { // set the at point to be 100 units from the eye looking at the // direction specified in the scene's camera data. atOffset.r = 100.0f; - atOffset.yaw = sceneCamRot.y; - atOffset.pitch = -sceneCamRot.x; + atOffset.yaw = bgCamRot.y; + atOffset.pitch = -bgCamRot.x; Camera_Vec3fVecSphGeoAdd(&atAnim, &eyeAnim, &atOffset); timerDivisor = 1.0f / timerF; eye->x += (eyeAnim.x - eye->x) * timerDivisor; @@ -6686,8 +6705,8 @@ s32 Camera_Special6(Camera* camera) { // set the at point to be 100 units from the eye looking at the // direction specified in the scene's camera data. atOffset.r = 100.0f; - atOffset.yaw = sceneCamRot.y; - atOffset.pitch = -sceneCamRot.x; + atOffset.yaw = bgCamRot.y; + atOffset.pitch = -bgCamRot.x; Camera_Vec3fVecSphGeoAdd(at, eye, &atOffset); } return true; @@ -6714,7 +6733,7 @@ s32 Camera_Special9(Camera* camera) { Special9ReadOnlyData* roData = &camera->paramData.spec9.roData; Special9ReadWriteData* rwData = &camera->paramData.spec9.rwData; s32 pad4; - Vec3s* camPosData; + BgCamFuncData* bgCamFuncData; playerYOffset = Player_GetHeight(camera->player); camera->unk_14C &= ~0x10; @@ -6760,8 +6779,8 @@ s32 Camera_Special9(Camera* camera) { if (doorParams->timer1 <= 0) { camera->animState++; if (roData->interfaceFlags & 1) { - camPosData = Camera_GetCamBGData(camera); - Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(camPosData)); + bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera); + Camera_Vec3sToVec3f(eyeNext, &bgCamFuncData->pos); spAC = *eye = *eyeNext; } else { s16 yaw; @@ -6927,9 +6946,9 @@ void Camera_Init(Camera* camera, View* view, CollisionContext* colCtx, PlayState sCameraInterfaceAlpha = 0; camera->unk_14C = 0; camera->setting = camera->prevSetting = CAM_SET_FREE0; - camera->camDataIdx = camera->prevCamDataIdx = -1; + camera->bgCamIndex = camera->prevBgCamIndex = -1; camera->mode = 0; - camera->bgCheckId = BGCHECK_SCENE; + camera->bgId = BGCHECK_SCENE; camera->csId = 0x7FFF; camera->timer = -1; camera->unk_14C |= 0x4000; @@ -7016,11 +7035,11 @@ void Camera_InitPlayerSettings(Camera* camera, Player* player) { camera->up.x = upXZ; if (Camera_GetFloorYNorm(camera, &floorPos, at, &bgId) != BGCHECK_Y_MIN) { - camera->bgCheckId = bgId; + camera->bgId = bgId; } - camera->waterPrevCamIdx = -1; - camera->waterPrevCamSetting = -1; + camera->bgCamIndexBeforeUnderwater = -1; + camera->waterCamSetting = -1; camera->unk_14C |= 4; if (camera == &camera->play->mainCamera) { @@ -7032,7 +7051,7 @@ void Camera_InitPlayerSettings(Camera* camera, Player* player) { func_80057FC4(camera); camera->unk_14A = 0; camera->paramFlags = 0; - camera->nextCamDataIdx = -1; + camera->nextBgCamIndex = -1; camera->atLERPStepScale = 1.0f; Camera_CopyDataToRegs(camera, camera->mode); Camera_QRegInit(); @@ -7121,17 +7140,17 @@ void Camera_PrintSettings(Camera* camera) { sCameraFunctionNames[sCameraSettings[camera->setting].cameraModes[camera->mode].funcIdx]); i = 0; - if (camera->camDataIdx < 0) { + if (camera->bgCamIndex < 0) { sp50[i++] = '-'; } - //! @bug: this code was clearly meaning to print `abs(camera->camDataIdx)` as a + //! @bug: this code was clearly meaning to print `abs(camera->bgCamIndex)` as a //! one-or-two-digit number, instead of `i`. // "sp50[i++] = ..." matches here, but is undefined behavior due to conflicting // reads/writes between sequence points, triggering warnings. Work around by // putting i++ afterwards while on the same line. // clang-format off - if (camera->camDataIdx / 10 != 0) { + if (camera->bgCamIndex / 10 != 0) { sp50[i] = i / 10 + '0'; i++; } sp50[i] = i % 10 + '0'; i++; @@ -7151,8 +7170,8 @@ s32 Camera_UpdateWater(Camera* camera) { f32 waterY; s16 newQuakeId; s32 waterLightsIndex; - s32* waterPrevCamSetting = &camera->waterPrevCamSetting; - s16 waterCamIdx; + s32* waterCamSetting = &camera->waterCamSetting; + s16 waterBgCamIndex; s16* quakeId = (s16*)&camera->waterQuakeId; Player* player = camera->player; s16 prevBgId; @@ -7166,55 +7185,55 @@ s32 Camera_UpdateWater(Camera* camera) { Camera_ChangeSettingFlags(camera, CAM_SET_PIVOT_WATER_SURFACE, 6); camera->unk_14C |= (s16)0x8000; } else if (camera->unk_14C & (s16)0x8000) { - Camera_ChangeSettingFlags(camera, *waterPrevCamSetting, 6); + Camera_ChangeSettingFlags(camera, *waterCamSetting, 6); camera->unk_14C &= ~((s16)0x8000); } } if (!(camera->unk_14C & (s16)0x8000)) { - if (waterCamIdx = Camera_GetWaterBoxDataIdx(camera, &waterY), waterCamIdx == -2) { + if (waterBgCamIndex = Camera_GetWaterBoxBgCamIndex(camera, &waterY), waterBgCamIndex == -2) { // No camera data index if (!(camera->unk_14C & 0x200)) { camera->unk_14C |= 0x200; camera->waterYPos = waterY; - camera->waterPrevCamIdx = camera->camDataIdx; + camera->bgCamIndexBeforeUnderwater = camera->bgCamIndex; *quakeId = -1; } if (camera->playerGroundY != camera->playerPosRot.pos.y) { - prevBgId = camera->bgCheckId; - camera->bgCheckId = BGCHECK_SCENE; + prevBgId = camera->bgId; + camera->bgId = BGCHECK_SCENE; Camera_ChangeSettingFlags(camera, CAM_SET_NORMAL3, 2); - *waterPrevCamSetting = camera->setting; - camera->bgCheckId = prevBgId; - camera->camDataIdx = -2; + *waterCamSetting = camera->setting; + camera->bgId = prevBgId; + camera->bgCamIndex = -2; } - } else if (waterCamIdx != -1) { + } else if (waterBgCamIndex != -1) { // player is in a water box if (!(camera->unk_14C & 0x200)) { camera->unk_14C |= 0x200; camera->waterYPos = waterY; - camera->waterPrevCamIdx = camera->camDataIdx; + camera->bgCamIndexBeforeUnderwater = camera->bgCamIndex; *quakeId = -1; } if (camera->playerGroundY != camera->playerPosRot.pos.y) { - prevBgId = camera->bgCheckId; - camera->bgCheckId = BGCHECK_SCENE; - Camera_ChangeDataIdx(camera, waterCamIdx); - *waterPrevCamSetting = camera->setting; - camera->bgCheckId = prevBgId; + prevBgId = camera->bgId; + camera->bgId = BGCHECK_SCENE; + Camera_ChangeBgCamIndex(camera, waterBgCamIndex); + *waterCamSetting = camera->setting; + camera->bgId = prevBgId; } } else if (camera->unk_14C & 0x200) { // player is out of a water box. osSyncPrintf("camera: water: off\n"); camera->unk_14C &= ~0x200; - prevBgId = camera->bgCheckId; - camera->bgCheckId = BGCHECK_SCENE; - if (camera->waterPrevCamIdx < 0) { + prevBgId = camera->bgId; + camera->bgId = BGCHECK_SCENE; + if (camera->bgCamIndexBeforeUnderwater < 0) { func_80057FC4(camera); - camera->camDataIdx = -1; + camera->bgCamIndex = -1; } else { - Camera_ChangeDataIdx(camera, camera->waterPrevCamIdx); + Camera_ChangeBgCamIndex(camera, camera->bgCamIndexBeforeUnderwater); } - camera->bgCheckId = prevBgId; + camera->bgId = prevBgId; } } @@ -7401,7 +7420,7 @@ Vec3s Camera_Update(Camera* camera) { f32 playerGroundY; f32 playerXZSpeed; VecSph eyeAtAngle; - s16 camDataIdx; + s16 bgCamIndex; PosRot curPlayerPosRot; QuakeCamCalc quake; Player* player; @@ -7441,7 +7460,7 @@ Vec3s Camera_Update(Camera* camera) { camera->floorNorm.x = COLPOLY_GET_NORMAL(playerFloorPoly->normal.x); camera->floorNorm.y = COLPOLY_GET_NORMAL(playerFloorPoly->normal.y); camera->floorNorm.z = COLPOLY_GET_NORMAL(playerFloorPoly->normal.z); - camera->bgCheckId = bgId; + camera->bgId = bgId; camera->playerGroundY = playerGroundY; } else { // player is not above ground. @@ -7460,26 +7479,26 @@ Vec3s Camera_Update(Camera* camera) { } if (!(camera->unk_14C & 4)) { - camera->nextCamDataIdx = -1; + camera->nextBgCamIndex = -1; } if ((camera->unk_14C & 1) && (camera->unk_14C & 4) && !(camera->unk_14C & 0x400) && (!(camera->unk_14C & 0x200) || (player->currentBoots == PLAYER_BOOTS_IRON)) && (!(camera->unk_14C & (s16)0x8000)) && (playerGroundY != BGCHECK_Y_MIN)) { - camDataIdx = Camera_GetDataIdxForPoly(camera, &bgId, playerFloorPoly); - if (camDataIdx != -1) { - camera->nextBGCheckId = bgId; + bgCamIndex = Camera_GetBgCamIndex(camera, &bgId, playerFloorPoly); + if (bgCamIndex != -1) { + camera->nextBgId = bgId; if (bgId == BGCHECK_SCENE) { - camera->nextCamDataIdx = camDataIdx; + camera->nextBgCamIndex = bgCamIndex; } } } - if (camera->nextCamDataIdx != -1 && (fabsf(curPlayerPosRot.pos.y - playerGroundY) < 2.0f) && + if (camera->nextBgCamIndex != -1 && (fabsf(curPlayerPosRot.pos.y - playerGroundY) < 2.0f) && (!(camera->unk_14C & 0x200) || (player->currentBoots == PLAYER_BOOTS_IRON))) { - camera->bgCheckId = camera->nextBGCheckId; - Camera_ChangeDataIdx(camera, camera->nextCamDataIdx); - camera->nextCamDataIdx = -1; + camera->bgId = camera->nextBgId; + Camera_ChangeBgCamIndex(camera, camera->nextBgCamIndex); + camera->nextBgCamIndex = -1; } } } @@ -7566,7 +7585,7 @@ Vec3s Camera_Update(Camera* camera) { return camera->inputDir; } - // setting bgCheckId to the ret of Quake_Calc, and checking that + // setting bgId to the ret of Quake_Calc, and checking that // is required, it doesn't make too much sense though. if ((bgId = Quake_Calc(camera, &quake), bgId != 0) && (camera->setting != CAM_SET_TURN_AROUND)) { viewAt.x = camera->at.x + quake.atOffset.x; @@ -7874,13 +7893,13 @@ s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags) { if (flags & 8) { if (1) {} - camera->camDataIdx = camera->prevCamDataIdx; - camera->prevCamDataIdx = -1; + camera->bgCamIndex = camera->prevBgCamIndex; + camera->prevBgCamIndex = -1; } else if (!(flags & 4)) { if (!(sCameraSettings[camera->setting].unk_00 & 0x40000000)) { - camera->prevCamDataIdx = camera->camDataIdx; + camera->prevBgCamIndex = camera->bgCamIndex; } - camera->camDataIdx = -1; + camera->bgCamIndex = -1; } camera->setting = setting; @@ -7899,30 +7918,30 @@ s32 Camera_ChangeSetting(Camera* camera, s16 setting) { return Camera_ChangeSettingFlags(camera, setting, 0); } -s32 Camera_ChangeDataIdx(Camera* camera, s32 camDataIdx) { +s32 Camera_ChangeBgCamIndex(Camera* camera, s32 bgCamIndex) { s16 newCameraSetting; s16 settingChangeSuccessful; - if (camDataIdx == -1 || camDataIdx == camera->camDataIdx) { + if (bgCamIndex == -1 || bgCamIndex == camera->bgCamIndex) { camera->unk_14A |= 0x40; return -1; } if (!(camera->unk_14A & 0x40)) { - newCameraSetting = Camera_GetCamDataSetting(camera, camDataIdx); + newCameraSetting = Camera_GetBgCamSetting(camera, bgCamIndex); camera->unk_14A |= 0x40; settingChangeSuccessful = Camera_ChangeSettingFlags(camera, newCameraSetting, 5) >= 0; if (settingChangeSuccessful || sCameraSettings[camera->setting].unk_00 & 0x80000000) { - camera->camDataIdx = camDataIdx; + camera->bgCamIndex = bgCamIndex; camera->unk_14A |= 4; Camera_CopyDataToRegs(camera, camera->mode); } else if (settingChangeSuccessful < -1) { //! @bug: This is likely checking the wrong value. The actual return of Camera_ChangeSettingFlags or - // camDataIdx would make more sense. - osSyncPrintf(VT_COL(RED, WHITE) "camera: error: illegal camera ID (%d) !! (%d|%d|%d)\n" VT_RST, camDataIdx, - camera->camId, 0x32, newCameraSetting); + // bgCamIndex would make more sense. + osSyncPrintf(VT_COL(RED, WHITE) "camera: error: illegal camera ID (%d) !! (%d|%d|%d)\n" VT_RST, bgCamIndex, + camera->camId, BGCHECK_SCENE, newCameraSetting); } - return 0x80000000 | camDataIdx; + return 0x80000000 | bgCamIndex; } } @@ -8057,7 +8076,7 @@ s32 Camera_SetCSParams(Camera* camera, CutsceneCameraPoint* atPoints, CutsceneCa Actor_GetWorldPosShapeRot(&playerPosRot, &player->actor); camera->playerPosRot = playerPosRot; - camera->nextCamDataIdx = -1; + camera->nextBgCamIndex = -1; camera->xzSpeed = 0.0f; camera->speedRatio = 0.0f; } @@ -8075,7 +8094,12 @@ s16 func_8005AD1C(Camera* camera, s16 arg1) { return camera->unk_14C; } -s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 camDataIdx, f32 arg3, s16 timer1, s16 timer2, +/** + * A bgCamIndex of -99 will save the door params without changing the camera setting + * A bgCamIndex of -1 uses the default door camera setting (CAM_SET_DOORC) + * Otherwise, change the door camera setting by reading the bgCam indexed at bgCamIndex + */ +s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamIndex, f32 arg3, s16 timer1, s16 timer2, s16 timer3) { DoorParams* doorParams = &camera->paramData.doorParams; @@ -8087,27 +8111,27 @@ s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 camDataIdx, f32 a doorParams->timer1 = timer1; doorParams->timer2 = timer2; doorParams->timer3 = timer3; - doorParams->camDataIdx = camDataIdx; + doorParams->bgCamIndex = bgCamIndex; - if (camDataIdx == -99) { + if (bgCamIndex == -99) { Camera_CopyDataToRegs(camera, camera->mode); return -99; } - if (camDataIdx == -1) { + if (bgCamIndex == -1) { Camera_ChangeSetting(camera, CAM_SET_DOORC); osSyncPrintf(".... change default door camera (set %d)\n", CAM_SET_DOORC); } else { - s32 setting = Camera_GetCamDataSetting(camera, camDataIdx); + s32 setting = Camera_GetBgCamSetting(camera, bgCamIndex); camera->unk_14A |= 0x40; if (Camera_ChangeSetting(camera, setting) >= 0) { - camera->camDataIdx = camDataIdx; + camera->bgCamIndex = bgCamIndex; camera->unk_14A |= 4; } - osSyncPrintf("....change door camera ID %d (set %d)\n", camera->camDataIdx, camera->setting); + osSyncPrintf("....change door camera ID %d (set %d)\n", camera->bgCamIndex, camera->setting); } Camera_CopyDataToRegs(camera, camera->mode); diff --git a/src/code/z_play.c b/src/code/z_play.c index 21fbfd0d55..1804cecc36 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -16,7 +16,7 @@ u64 D_801614D0[0xA00]; void Play_SpawnScene(PlayState* this, s32 sceneNum, s32 spawn); void func_800BC450(PlayState* this) { - Camera_ChangeDataIdx(GET_ACTIVE_CAM(this), this->unk_1242B - 1); + Camera_ChangeBgCamIndex(GET_ACTIVE_CAM(this), this->unk_1242B - 1); } void func_800BC490(PlayState* this, s16 point) { @@ -201,7 +201,7 @@ void Play_Init(GameState* thisx) { u32 zAllocAligned; size_t zAllocSize; Player* player; - s32 playerStartCamId; + s32 playerStartBgCamIndex; s32 i; u8 tempSetupIndex; s32 pad[2]; @@ -388,10 +388,10 @@ void Play_Init(GameState* thisx) { Camera_InitPlayerSettings(&this->mainCamera, player); Camera_ChangeMode(&this->mainCamera, CAM_MODE_NORMAL); - playerStartCamId = player->actor.params & 0xFF; - if (playerStartCamId != 0xFF) { - osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartCamId); - Camera_ChangeDataIdx(&this->mainCamera, playerStartCamId); + playerStartBgCamIndex = player->actor.params & 0xFF; + if (playerStartBgCamIndex != 0xFF) { + osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartBgCamIndex); + Camera_ChangeBgCamIndex(&this->mainCamera, playerStartBgCamIndex); } if (YREG(15) == 32) { diff --git a/src/code/z_room.c b/src/code/z_room.c index 5cd56d40d0..c43450f624 100644 --- a/src/code/z_room.c +++ b/src/code/z_room.c @@ -362,32 +362,30 @@ void Room_Draw1Single(PlayState* play, Room* room, u32 flags) { BgImage* func_80096A74(MeshHeader1Multi* meshHeader1Multi, PlayState* play) { Camera* activeCam = GET_ACTIVE_CAM(play); - s32 camDataIdx; - s16 camDataIdx2; + s32 bgCamIndex = activeCam->bgCamIndex; + s16 jfifId; Player* player; BgImage* bgImage; s32 i; - camDataIdx = activeCam->camDataIdx; - // jfifid - camDataIdx2 = func_80041C10(&play->colCtx, camDataIdx, BGCHECK_SCENE)[2].y; - if (camDataIdx2 >= 0) { - camDataIdx = camDataIdx2; + jfifId = ((BgCamFuncData*)BgCheck_GetBgCamFuncDataImpl(&play->colCtx, bgCamIndex, BGCHECK_SCENE))->jfifId; + if (jfifId >= 0) { + bgCamIndex = jfifId; } player = GET_PLAYER(play); - player->actor.params = (player->actor.params & 0xFF00) | camDataIdx; + player->actor.params = (player->actor.params & 0xFF00) | bgCamIndex; bgImage = SEGMENTED_TO_VIRTUAL(meshHeader1Multi->list); for (i = 0; i < meshHeader1Multi->count; i++) { - if (bgImage->id == camDataIdx) { + if (bgImage->id == bgCamIndex) { return bgImage; } bgImage++; } // "z_room.c: Data consistent with camera id does not exist camid=%d" - osSyncPrintf(VT_COL(RED, WHITE) "z_room.c:カメラIDに一致するデータが存在しません camid=%d\n" VT_RST, camDataIdx); + osSyncPrintf(VT_COL(RED, WHITE) "z_room.c:カメラIDに一致するデータが存在しません camid=%d\n" VT_RST, bgCamIndex); LogUtils_HungupThread("../z_room.c", 726); return NULL; diff --git a/src/code/z_scene.c b/src/code/z_scene.c index 01e4b9a594..7bc15dd23f 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -210,7 +210,7 @@ void Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) { colHeader->vtxList = SEGMENTED_TO_VIRTUAL(colHeader->vtxList); colHeader->polyList = SEGMENTED_TO_VIRTUAL(colHeader->polyList); colHeader->surfaceTypeList = SEGMENTED_TO_VIRTUAL(colHeader->surfaceTypeList); - colHeader->cameraDataList = SEGMENTED_TO_VIRTUAL(colHeader->cameraDataList); + colHeader->bgCamList = SEGMENTED_TO_VIRTUAL(colHeader->bgCamList); colHeader->waterBoxes = SEGMENTED_TO_VIRTUAL(colHeader->waterBoxes); BgCheck_Allocate(&play->colCtx, play, colHeader); diff --git a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c index cf7cda1a5f..370edc3ae8 100644 --- a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c +++ b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c @@ -416,7 +416,8 @@ void func_80996C60(DoorShutter* this, PlayState* play) { DoorShutter_SetupAction(this, func_80997004); this->unk_16C = sp38; this->unk_170 = 0.0f; - Camera_ChangeDoorCam(play->cameraPtrs[CAM_ID_MAIN], &this->dyna.actor, player->unk_46A, 0.0f, 12, sp34, 10); + Camera_ChangeDoorCam(play->cameraPtrs[CAM_ID_MAIN], &this->dyna.actor, player->doorBgCamIndex, 0.0f, 12, sp34, + 10); } } diff --git a/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.c b/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.c index 3a72e12a15..0726839bb0 100644 --- a/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.c +++ b/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.c @@ -57,7 +57,7 @@ static Vec3f sRupeePositions[] = { { 0.0f, 0.0f, -30.0f }, { 55.0f, 0.0f, -30.0f }, { 55.0f, 0.0f, 30.0f }, { 55.0f, 0.0f, 90.0f }, }; -static s32 sCamDataIdxs[] = { +static s32 sBgCamIndices[] = { 7, 7, 2, 2, 2, 2, 3, 3, 4, 4, 5, 6, 4, 4, 5, 6, }; @@ -410,7 +410,7 @@ void EnHeishi1_Update(Actor* thisx, PlayState* play) { if (this->type != 5) { path = this->path * 2; - if ((sCamDataIdxs[path] == activeCam->camDataIdx) || (sCamDataIdxs[path + 1] == activeCam->camDataIdx)) { + if ((sBgCamIndices[path] == activeCam->bgCamIndex) || (sBgCamIndices[path + 1] == activeCam->bgCamIndex)) { if (!sPlayerIsCaught) { if ((this->actionFunc == EnHeishi1_Walk) || (this->actionFunc == EnHeishi1_Wait)) { Vec3f searchBallVel; diff --git a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c index 60be6d4643..0fb912f064 100644 --- a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c +++ b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c @@ -564,7 +564,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { if ((this->actor.colChkInfo.health == 0) && sDeathFlag) { this->csMode = 0x18; this->unk_448 = &player->actor; - this->unk_46A = 1; + this->doorBgCamIndex = 1; sDeathFlag = false; } if ((this->invincibilityTimer == 0) && (this->actor.colChkInfo.health != 0) && diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index e5976072fd..68e2fddda3 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -4372,9 +4372,9 @@ s32 func_80839800(Player* this, PlayState* play) { } if (doorShutter->dyna.actor.category == ACTORCAT_DOOR) { - this->unk_46A = play->transiActorCtx.list[(u16)doorShutter->dyna.actor.params >> 10] - .sides[(doorDirection > 0) ? 0 : 1] - .effects; + this->doorBgCamIndex = play->transiActorCtx.list[(u16)doorShutter->dyna.actor.params >> 10] + .sides[(doorDirection > 0) ? 0 : 1] + .bgCamIndex; Actor_DisableLens(play); } @@ -4446,7 +4446,7 @@ s32 func_80839800(Player* this, PlayState* play) { Camera_ChangeDoorCam(Play_GetCamera(play, CAM_ID_MAIN), doorActor, play->transiActorCtx.list[(u16)doorActor->params >> 10] .sides[(doorDirection > 0) ? 0 : 1] - .effects, + .bgCamIndex, 0, 38.0f * D_808535EC, 26.0f * D_808535EC, 10.0f * D_808535EC); } } @@ -4837,7 +4837,7 @@ s32 func_8083AD4C(PlayState* play, Player* this) { s32 func_8083ADD4(PlayState* play, Player* this) { if (this->unk_6AD == 3) { func_80835C58(play, this, func_80852E14, 0); - if (this->unk_46A != 0) { + if (this->doorBgCamIndex != 0) { this->stateFlags1 |= PLAYER_STATE1_29; } func_80832318(this);