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Document Viewpoints and Scene Cam Types (#1285)

* Document bgCamData

* More changes and cleanup

* More docs

* Clarify comments

* PR Feedback, rename bgcheck functions

* remove fallthrough cleanup (other pr that deals with that)

* PR Suggestions

* bug report

* bgCamDataIndexBeforeUnderwater

* PR/Discord Discussions

* Missed some

* sync function header args

* Another suggestion

* cleanup

* Comments

* Indoor BgCamData

* Change bgCamData to s16 for now

* PR suggestions

* the

* use "info"

* Missed a suggestion

* Update and sync docs

* More docs

* Even more docs

* Revert macro

* Add comment

* Better comments

* More cleanup

* Better Cam Scene Docs

* Small change

* Market -> Pivot

* "only"

* swap

* Better comment

* Another comment

* to

* Implement suggestions from discord

* Discord Discussion

* Revert bgCamFuncData to Vec3s

* cleanup

* Remaining cleanup

* docs cleanup

* format

* More docs

* Improve notes

* Cleanup

* Change enum

* PR Suggestions

* Improve comment

* Rephrase

* Implement discussion from discord

* Discord discussion

* fixed to locked

* Update comments

* Few more comments

* Update include/z64.h

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>

* Update include/z64camera.h

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>

* Better comments

* PR Suggestions

* rm numbers

* Update src/code/z_play.c

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
This commit is contained in:
engineer124 2022-06-20 20:31:53 -04:00 committed by GitHub
parent 6d52684020
commit d88a23f4a0
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GPG key ID: 4AEE18F83AFDEB23
19 changed files with 105 additions and 60 deletions

View file

@ -15,33 +15,42 @@ u64 D_801614D0[0xA00];
void Play_SpawnScene(PlayState* this, s32 sceneNum, s32 spawn);
void func_800BC450(PlayState* this) {
Camera_ChangeBgCamIndex(GET_ACTIVE_CAM(this), this->unk_1242B - 1);
void Play_ChangeViewpointBgCamIndex(PlayState* this) {
Camera_ChangeBgCamIndex(GET_ACTIVE_CAM(this), this->viewpoint - 1);
}
void func_800BC490(PlayState* this, s16 point) {
ASSERT(point == 1 || point == 2, "point == 1 || point == 2", "../z_play.c", 2160);
void Play_SetViewpoint(PlayState* this, s16 viewpoint) {
ASSERT(viewpoint == VIEWPOINT_LOCKED || viewpoint == VIEWPOINT_PIVOT, "point == 1 || point == 2", "../z_play.c",
2160);
this->unk_1242B = point;
this->viewpoint = viewpoint;
if ((YREG(15) != 0x10) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
Audio_PlaySoundGeneral((point == 1) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
if ((R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) && (gSaveContext.cutsceneIndex < 0xFFF0)) {
// Play a sfx when the player toggles the camera
Audio_PlaySoundGeneral((viewpoint == VIEWPOINT_LOCKED) ? NA_SE_SY_CAMERA_ZOOM_DOWN : NA_SE_SY_CAMERA_ZOOM_UP,
&gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
}
func_800BC450(this);
Play_ChangeViewpointBgCamIndex(this);
}
s32 func_800BC56C(PlayState* this, s16 arg1) {
return (arg1 == this->unk_1242B);
/**
* @return true if the currently set viewpoint is the same as the one provided in the argument
*/
s32 Play_CheckViewpoint(PlayState* this, s16 viewpoint) {
return (viewpoint == this->viewpoint);
}
// original name: "Game_play_shop_pr_vr_switch_set"
void func_800BC590(PlayState* this) {
/**
* If the scene is a shop, set the viewpoint that will set the bgCamIndex
* to toggle the camera into a "browsing item selection" setting.
*/
void Play_SetShopBrowsingViewpoint(PlayState* this) {
osSyncPrintf("Game_play_shop_pr_vr_switch_set()\n");
if (YREG(15) == 0x10) {
this->unk_1242B = 2;
if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) {
this->viewpoint = VIEWPOINT_PIVOT;
}
}
@ -394,12 +403,12 @@ void Play_Init(GameState* thisx) {
Camera_ChangeBgCamIndex(&this->mainCamera, playerStartBgCamIndex);
}
if (YREG(15) == 32) {
this->unk_1242B = 2;
} else if (YREG(15) == 16) {
this->unk_1242B = 1;
if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT) {
this->viewpoint = VIEWPOINT_PIVOT;
} else if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) {
this->viewpoint = VIEWPOINT_LOCKED;
} else {
this->unk_1242B = 0;
this->viewpoint = VIEWPOINT_NONE;
}
Interface_SetSceneRestrictions(this);
@ -943,7 +952,7 @@ void Play_Update(PlayState* this) {
LOG_NUM("1", 1, "../z_play.c", 3677);
}
if (this->unk_1242B != 0) {
if (this->viewpoint != VIEWPOINT_NONE) {
if (CHECK_BTN_ALL(input[0].press.button, BTN_CUP)) {
if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugState != 0)) {
// "Changing viewpoint is prohibited due to the kaleidoscope"
@ -951,14 +960,16 @@ void Play_Update(PlayState* this) {
} else if (Player_InCsMode(this)) {
// "Changing viewpoint is prohibited during the cutscene"
osSyncPrintf(VT_FGCOL(CYAN) "デモ中につき視点変更を禁止しております\n" VT_RST);
} else if (YREG(15) == 0x10) {
} else if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT) {
Audio_PlaySoundGeneral(NA_SE_SY_ERROR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
func_800BC490(this, this->unk_1242B ^ 3);
// C-Up toggle for houses, move between pivot camera and fixed camera
// Toggle viewpoint between VIEWPOINT_LOCKED and VIEWPOINT_PIVOT
Play_SetViewpoint(this, this->viewpoint ^ (VIEWPOINT_LOCKED ^ VIEWPOINT_PIVOT));
}
}
func_800BC450(this);
Play_ChangeViewpointBgCamIndex(this);
}
if (1 && HREG(63)) {
@ -1488,7 +1499,7 @@ void Play_InitScene(PlayState* this, s32 spawn) {
LightContext_Init(this, &this->lightCtx);
TransitionActor_InitContext(&this->state, &this->transiActorCtx);
func_80096FD4(this, &this->roomCtx.curRoom);
YREG(15) = 0;
R_SCENE_CAM_TYPE = SCENE_CAM_TYPE_DEFAULT;
gSaveContext.worldMapArea = 0;
Scene_ExecuteCommands(this, this->sceneSegment);
Play_InitEnvironment(this, this->skyboxId);
@ -1807,9 +1818,12 @@ void Play_TriggerRespawn(PlayState* this) {
Play_LoadToLastEntrance(this);
}
s32 func_800C0CB8(PlayState* this) {
return (this->roomCtx.curRoom.meshHeader->base.type != MESH_HEADER_TYPE_1) && (YREG(15) != 0x20) &&
(YREG(15) != 0x30) && (YREG(15) != 0x40) && (this->sceneNum != SCENE_HAIRAL_NIWA);
s32 Play_CamIsNotFixed(PlayState* this) {
// SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT was probably intended to be in this condition,
// but the scene mesh header handles all shop cases regardless
return (this->roomCtx.curRoom.meshHeader->base.type != MESH_HEADER_TYPE_1) &&
(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT) && (R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED) &&
(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_MARKET) && (this->sceneNum != SCENE_HAIRAL_NIWA);
}
s32 FrameAdvance_IsEnabled(PlayState* this) {