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Document Crawlspaces (#1286)

* Crawlspace docs, first draft

* Add wall docs

* OnePointDemo, fix

* format

* More player docs

* Document bgCamData

* Magic docs WIP

* More docs, first round finished

* Better docs

* More renaming

* Simpler name

* Another small adjustment

* rm if(1)

* Better names again after in-game testing

* Change comments

* change comment

* Big rename based on all the suggestions

* Small touch-up

* More PR Suggestions

* RESTORE_IDLE -> RESET

* More docs

* Capitalization

* PR suggestions

* Make declaration consistent

* Health_ChangeBy (amount)

* cleanup

* Document bgCamData

* More changes and cleanup

* More docs

* Clarify comments

* PR Suggestions

* Missed one

* More PR Suggestions

* Change comment

* Add another clarity comment

* format

* PR Feedback, rename bgcheck functions

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

* PR Suggestions

* bug report

* sync with bgCamData PR

* small cleanup

* Another comment

* bgCamDataIndexBeforeUnderwater

* PR/Discord Discussions

* Missed some

* sync function header args

* Another suggestion

* cleanup

* Comments

* Change bgCamData to s16 for now

* PR suggestions

* the

* use "info"

* Missed a suggestion

* Discord Discussion

* Document playerFlag

* typo

* Revert bgCamFuncData to Vec3s

* format

* format

* First PR suggestion

* Some PR Suggestions, still need to test

* followup docs

* small cleanup

* target offset

* more PR

* forwardYaw

* crawlspace func/flag

* comment

* format

* Update include/z64player.h

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

* More PR Suggestions

* Update src/overlays/actors/ovl_player_actor/z_player.c

Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
This commit is contained in:
engineer124 2022-10-23 17:32:51 -04:00 committed by GitHub
parent 2cb423d9ec
commit e4c1a4b512
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GPG key ID: 4AEE18F83AFDEB23
13 changed files with 261 additions and 192 deletions

View file

@ -63,8 +63,8 @@ s32 D_80119D90[WALL_TYPE_MAX] = {
WALL_FLAG_0 | WALL_FLAG_1, // WALL_TYPE_2
WALL_FLAG_0 | WALL_FLAG_2, // WALL_TYPE_3
WALL_FLAG_3, // WALL_TYPE_4
WALL_FLAG_4, // WALL_TYPE_5
WALL_FLAG_5, // WALL_TYPE_6
WALL_FLAG_CRAWLSPACE_1, // WALL_TYPE_5
WALL_FLAG_CRAWLSPACE_2, // WALL_TYPE_6
WALL_FLAG_6, // WALL_TYPE_7
};

View file

@ -4372,21 +4372,25 @@ s32 Camera_Subj4(Camera* camera) {
Vec3f* at = &camera->at;
u16 crawlspaceNumPoints;
Vec3s* crawlspacePoints;
Vec3f sp98;
Vec3f sp8C;
f32 sp88;
s16 pad2;
f32 temp_f16;
PosRot sp6C;
VecGeo sp64;
VecGeo sp5C;
s16 temp_a0;
f32 tx;
Vec3f temp1;
Vec3f zoomAtTarget;
f32 temp2;
Player* player;
PosRot* playerPosRot = &camera->playerPosRot;
f32 eyeLerp;
PosRot playerPosRot;
VecGeo targetOffset;
VecGeo atEyeOffset;
s16 eyeToAtYaw;
s32 pad[2];
f32 temp;
Subj4ReadOnlyData* roData = &camera->paramData.subj4.roData;
Subj4ReadWriteData* rwData = &camera->paramData.subj4.rwData;
#define vCrawlSpaceBackPos temp1
#define vEyeTarget temp1
#define vPlayerDistToFront temp2
#define vZoomTimer temp2
if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
@ -4398,99 +4402,126 @@ s32 Camera_Subj4(Camera* camera) {
}
if (camera->play->view.unk_124 == 0) {
camera->play->view.unk_124 = (camera->camId | 0x50);
rwData->unk_24 = camera->xzSpeed;
camera->play->view.unk_124 = camera->camId | 0x50;
rwData->xzSpeed = camera->xzSpeed;
return true;
}
Actor_GetWorldPosShapeRot(&sp6C, &camera->player->actor);
Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor);
OLib_Vec3fDiffToVecGeo(&atEyeOffset, at, eye);
OLib_Vec3fDiffToVecGeo(&sp5C, at, eye);
sCameraInterfaceFlags = roData->interfaceFlags;
// Crawlspace setup (runs for only 1 frame)
if (camera->animState == 0) {
crawlspacePoints = (Vec3s*)Camera_GetBgCamFuncDataUnderPlayer(camera, &crawlspaceNumPoints);
Camera_Vec3sToVec3f(&rwData->unk_00.point, &crawlspacePoints[1]);
Camera_Vec3sToVec3f(&sp98, &crawlspacePoints[crawlspaceNumPoints - 2]);
// Second entry of crawlspacePoints contains the front position
Camera_Vec3sToVec3f(&rwData->crawlspaceLine.point, &crawlspacePoints[1]);
// Second last entry of crawlspacePoints contains the back position
Camera_Vec3sToVec3f(&vCrawlSpaceBackPos, &crawlspacePoints[crawlspaceNumPoints - 2]);
sp64.r = 10.0f;
// 0x238C ~ 50 degrees
sp64.pitch = 0x238C;
sp64.yaw = Camera_XZAngle(&sp98, &rwData->unk_00.point);
sp88 = OLib_Vec3fDist(&playerPosRot->pos, &rwData->unk_00.point);
if (OLib_Vec3fDist(&playerPosRot->pos, &sp98) < sp88) {
rwData->unk_00.dir.x = rwData->unk_00.point.x - sp98.x;
rwData->unk_00.dir.y = rwData->unk_00.point.y - sp98.y;
rwData->unk_00.dir.z = rwData->unk_00.point.z - sp98.z;
rwData->unk_00.point = sp98;
targetOffset.r = 10.0f;
targetOffset.pitch = 0x238C; // ~50 degrees
targetOffset.yaw = Camera_XZAngle(&vCrawlSpaceBackPos, &rwData->crawlspaceLine.point);
vPlayerDistToFront = OLib_Vec3fDist(&camera->playerPosRot.pos, &rwData->crawlspaceLine.point);
if (OLib_Vec3fDist(&camera->playerPosRot.pos, &vCrawlSpaceBackPos) < vPlayerDistToFront) {
// Player is entering the crawlspace from the back
rwData->crawlspaceLine.dir.x = rwData->crawlspaceLine.point.x - vCrawlSpaceBackPos.x;
rwData->crawlspaceLine.dir.y = rwData->crawlspaceLine.point.y - vCrawlSpaceBackPos.y;
rwData->crawlspaceLine.dir.z = rwData->crawlspaceLine.point.z - vCrawlSpaceBackPos.z;
rwData->crawlspaceLine.point = vCrawlSpaceBackPos;
} else {
rwData->unk_00.dir.x = sp98.x - rwData->unk_00.point.x;
rwData->unk_00.dir.y = sp98.y - rwData->unk_00.point.y;
rwData->unk_00.dir.z = sp98.z - rwData->unk_00.point.z;
sp64.yaw = sp64.yaw - 0x7FFF;
// Player is entering the crawlspace from the front
rwData->crawlspaceLine.dir.x = vCrawlSpaceBackPos.x - rwData->crawlspaceLine.point.x;
rwData->crawlspaceLine.dir.y = vCrawlSpaceBackPos.y - rwData->crawlspaceLine.point.y;
rwData->crawlspaceLine.dir.z = vCrawlSpaceBackPos.z - rwData->crawlspaceLine.point.z;
targetOffset.yaw -= 0x7FFF;
}
rwData->unk_30 = sp64.yaw;
rwData->unk_32 = 0xA;
rwData->unk_2C = 0;
rwData->unk_2E = false;
rwData->unk_28 = 0.0f;
rwData->forwardYaw = targetOffset.yaw;
rwData->zoomTimer = 10;
rwData->eyeLerpPhase = 0;
rwData->isSfxOff = false;
rwData->eyeLerp = 0.0f;
camera->animState++;
}
if (rwData->unk_32 != 0) {
sp64.r = 10.0f;
sp64.pitch = 0x238C;
sp64.yaw = rwData->unk_30;
Camera_AddVecGeoToVec3f(&sp8C, &sp6C.pos, &sp64);
sp88 = (rwData->unk_32 + 1.0f);
at->x += (sp8C.x - at->x) / sp88;
at->y += (sp8C.y - at->y) / sp88;
at->z += (sp8C.z - at->z) / sp88;
sp5C.r -= (sp5C.r / sp88);
sp5C.yaw = BINANG_LERPIMPINV(sp5C.yaw, (s16)(sp6C.rot.y - 0x7FFF), rwData->unk_32);
sp5C.pitch = BINANG_LERPIMPINV(sp5C.pitch, sp6C.rot.x, rwData->unk_32);
Camera_AddVecGeoToVec3f(eyeNext, at, &sp5C);
// Camera zooms in from third person to first person over 10 frames
if (rwData->zoomTimer != 0) {
targetOffset.r = 10.0f;
targetOffset.pitch = 0x238C; // ~50 degrees
targetOffset.yaw = rwData->forwardYaw;
Camera_AddVecGeoToVec3f(&zoomAtTarget, &playerPosRot.pos, &targetOffset);
vZoomTimer = rwData->zoomTimer + 1.0f;
at->x = F32_LERPIMPINV(at->x, zoomAtTarget.x, vZoomTimer);
at->y = F32_LERPIMPINV(at->y, zoomAtTarget.y, vZoomTimer);
at->z = F32_LERPIMPINV(at->z, zoomAtTarget.z, vZoomTimer);
atEyeOffset.r -= (atEyeOffset.r / vZoomTimer);
atEyeOffset.yaw = BINANG_LERPIMPINV(atEyeOffset.yaw, (s16)(playerPosRot.rot.y - 0x7FFF), rwData->zoomTimer);
atEyeOffset.pitch = BINANG_LERPIMPINV(atEyeOffset.pitch, playerPosRot.rot.x, rwData->zoomTimer);
Camera_AddVecGeoToVec3f(eyeNext, at, &atEyeOffset);
*eye = *eyeNext;
rwData->unk_32--;
return false;
} else if (rwData->unk_24 < 0.5f) {
rwData->zoomTimer--;
return false;
}
Actor_GetWorldPosShapeRot(&sp6C, &camera->player->actor);
Math3D_LineClosestToPoint(&rwData->unk_00, &sp6C.pos, eyeNext);
at->x = eyeNext->x + rwData->unk_00.dir.x;
at->y = eyeNext->y + rwData->unk_00.dir.y;
at->z = eyeNext->z + rwData->unk_00.dir.z;
if (rwData->xzSpeed < 0.5f) {
return false;
}
Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor);
Math3D_LineClosestToPoint(&rwData->crawlspaceLine, &playerPosRot.pos, eyeNext);
// *at is unused before getting overwritten later this function
at->x = eyeNext->x + rwData->crawlspaceLine.dir.x;
at->y = eyeNext->y + rwData->crawlspaceLine.dir.y;
at->z = eyeNext->z + rwData->crawlspaceLine.dir.z;
*eye = *eyeNext;
sp64.yaw = rwData->unk_30;
sp64.r = 5.0f;
sp64.pitch = 0x238C;
Camera_AddVecGeoToVec3f(&sp98, eyeNext, &sp64);
rwData->unk_2C += 0xBB8;
temp_f16 = Math_CosS(rwData->unk_2C);
eye->x += (sp98.x - eye->x) * fabsf(temp_f16);
eye->y += (sp98.y - eye->y) * fabsf(temp_f16);
eye->z += (sp98.z - eye->z) * fabsf(temp_f16);
if ((rwData->unk_28 < temp_f16) && !rwData->unk_2E) {
targetOffset.yaw = rwData->forwardYaw;
targetOffset.r = 5.0f;
targetOffset.pitch = 0x238C; // ~50 degrees
Camera_AddVecGeoToVec3f(&vEyeTarget, eyeNext, &targetOffset);
rwData->eyeLerpPhase += 0xBB8;
eyeLerp = Math_CosS(rwData->eyeLerpPhase);
// VEC3F_LERPIMPDST(eye, eye, &vEyeTarget, fabsf(eyeLerp))
eye->x += (vEyeTarget.x - eye->x) * fabsf(eyeLerp);
eye->y += (vEyeTarget.y - eye->y) * fabsf(eyeLerp);
eye->z += (vEyeTarget.z - eye->z) * fabsf(eyeLerp);
// When camera reaches the peak of offset and starts to move down
// && alternating cycles (sfx plays only every 2nd cycle)
if ((eyeLerp > rwData->eyeLerp) && !rwData->isSfxOff) {
player = camera->player;
rwData->unk_2E = true;
func_800F4010(&player->actor.projectedPos, player->unk_89E + 0x8B0, 4.0f);
} else if (rwData->unk_28 > temp_f16) {
rwData->unk_2E = false;
rwData->isSfxOff = true;
func_800F4010(&player->actor.projectedPos, NA_SE_PL_CRAWL + player->unk_89E, 4.0f);
} else if (eyeLerp < rwData->eyeLerp) {
rwData->isSfxOff = false;
}
rwData->unk_28 = temp_f16;
rwData->eyeLerp = eyeLerp;
camera->player->actor.world.pos = *eyeNext;
camera->player->actor.world.pos.y = camera->playerGroundY;
camera->player->actor.shape.rot.y = sp64.yaw;
temp_f16 = ((240.0f * temp_f16) * (rwData->unk_24 * 0.416667f));
temp_a0 = temp_f16 + rwData->unk_30;
at->x = eye->x + (Math_SinS(temp_a0) * 10.0f);
camera->player->actor.shape.rot.y = targetOffset.yaw;
eyeLerp = (240.0f * eyeLerp) * (rwData->xzSpeed * 0.416667f);
eyeToAtYaw = rwData->forwardYaw + eyeLerp;
at->x = eye->x + (Math_SinS(eyeToAtYaw) * 10.0f);
at->y = eye->y;
at->z = eye->z + (Math_CosS(temp_a0) * 10.0f);
at->z = eye->z + (Math_CosS(eyeToAtYaw) * 10.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
return 1;
return true;
}
s32 Camera_Subj0(Camera* camera) {

View file

@ -331,14 +331,18 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
Play_SetCameraRoll(play, subCamId, childCam->roll);
break;
case 9601:
// Leaving a crawlspace forwards
Play_CameraChangeSetting(play, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(play, CAM_ID_MAIN, mainCam->prevSetting);
OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120398);
OnePointCutscene_SetCsCamPoints(subCam, sCrawlspaceActionParam | 0x1000, sCrawlspaceTimer,
sCrawlspaceAtPoints, sCrawlspaceForwardsEyePoints);
break;
case 9602:
// Leaving a crawlspace backwards
Play_CameraChangeSetting(play, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(play, CAM_ID_MAIN, mainCam->prevSetting);
OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120434);
OnePointCutscene_SetCsCamPoints(subCam, sCrawlspaceActionParam | 0x1000, sCrawlspaceTimer,
sCrawlspaceAtPoints, sCrawlspaceBackwardsEyePoints);
break;
case 4175:
csInfo->keyFrames = D_8012147C;

View file

@ -29,24 +29,24 @@ static s16 D_801202FC = 13;
static s16 D_80120300 = 210;
static s16 D_80120304 = 0;
static CutsceneCameraPoint D_80120308[9] = {
static CutsceneCameraPoint sCrawlspaceAtPoints[9] = {
{ CS_CMD_CONTINUE, 0, 10, 40.0f, { 0, 4, 0 } }, { CS_CMD_CONTINUE, 0, 10, 40.000004f, { 0, 4, 0 } },
{ CS_CMD_CONTINUE, 0, 10, 50.0f, { 0, 9, 0 } }, { CS_CMD_CONTINUE, 0, 12, 55.0f, { 0, 12, 0 } },
{ CS_CMD_CONTINUE, 0, 15, 61.0f, { 0, 18, 0 } }, { CS_CMD_CONTINUE, 0, 20, 65.0f, { 0, 29, 0 } },
{ CS_CMD_CONTINUE, 0, 40, 60.0f, { 0, 34, 0 } }, { CS_CMD_STOP, 0, 40, 60.0f, { 0, 34, 0 } },
{ CS_CMD_STOP, 0, 10, 60.0f, { 0, 34, 0 } },
};
static CutsceneCameraPoint D_80120398[9] = {
static CutsceneCameraPoint sCrawlspaceForwardsEyePoints[9] = {
{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 9, 45 } }, { CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 8, 50 } },
{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 17, 58 } }, { CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 21, 78 } },
{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 46, 109 } }, { CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 58, 118 } },
{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 63, 119 } }, { CS_CMD_STOP, 0, 0, 60.0f, { 0, 62, 119 } },
{ CS_CMD_STOP, 0, 0, 60.0f, { 0, 62, 119 } },
};
static s16 D_80120428 = 9;
static s16 D_8012042C = 90;
static s16 D_80120430 = 1;
static CutsceneCameraPoint D_80120434[10] = {
static s16 sCrawlspaceUnused = 9;
static s16 sCrawlspaceTimer = 90;
static s16 sCrawlspaceActionParam = 1;
static CutsceneCameraPoint sCrawlspaceBackwardsEyePoints[10] = {
{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 9, -45 } }, { CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 9, -45 } },
{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 8, -50 } }, { CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 17, -58 } },
{ CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 21, -78 } }, { CS_CMD_CONTINUE, 0, 0, 60.0f, { 0, 46, -109 } },

View file

@ -759,7 +759,7 @@ void func_80083108(PlayState* play) {
}
Interface_ChangeAlpha(50);
} else if ((player->stateFlags1 & PLAYER_STATE1_21) || (player->stateFlags2 & PLAYER_STATE2_18)) {
} else if ((player->stateFlags1 & PLAYER_STATE1_21) || (player->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
if (gSaveContext.buttonStatus[0] != BTN_DISABLED) {
gSaveContext.buttonStatus[0] = BTN_DISABLED;
gSaveContext.buttonStatus[1] = BTN_DISABLED;
@ -2803,7 +2803,7 @@ void Interface_DrawItemButtons(PlayState* play) {
if ((gSaveContext.unk_13EA == 1) || (gSaveContext.unk_13EA == 2) || (gSaveContext.unk_13EA == 5)) {
temp = 0;
} else if ((player->stateFlags1 & PLAYER_STATE1_21) || (func_8008F2F8(play) == 4) ||
(player->stateFlags2 & PLAYER_STATE2_18)) {
(player->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
temp = 70;
} else {
temp = interfaceCtx->healthAlpha;

View file

@ -899,7 +899,7 @@ void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dL
SkelAnime_DrawFlexLod(play, skeleton, jointTable, dListCount, overrideLimbDraw, postLimbDraw, data, lod);
if ((overrideLimbDraw != Player_OverrideLimbDrawGameplayFirstPerson) &&
(overrideLimbDraw != Player_OverrideLimbDrawGameplay_80090440) &&
(overrideLimbDraw != Player_OverrideLimbDrawGameplayCrawling) &&
(gSaveContext.gameMode != GAMEMODE_END_CREDITS)) {
if (LINK_IS_ADULT) {
s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);
@ -1198,8 +1198,8 @@ s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, G
return false;
}
s32 Player_OverrideLimbDrawGameplay_80090440(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) {
*dList = NULL;
}