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Merge branch 'master' into doc_pause_menu

This commit is contained in:
Dragorn421 2022-12-19 11:18:54 +01:00
commit f8e8e58d00
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GPG key ID: 32B53D2D16FC4118
254 changed files with 2585 additions and 2399 deletions

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@ -411,7 +411,7 @@ void Play_Init(GameState* thisx) {
}
player = GET_PLAYER(this);
Camera_InitPlayerSettings(&this->mainCamera, player);
Camera_InitDataUsingPlayer(&this->mainCamera, player);
Camera_ChangeMode(&this->mainCamera, CAM_MODE_NORMAL);
playerStartBgCamIndex = player->actor.params & 0xFF;
@ -1469,28 +1469,28 @@ void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest) {
}
s16 Play_CreateSubCamera(PlayState* this) {
s16 i;
s16 camId;
for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) {
if (this->cameraPtrs[i] == NULL) {
for (camId = CAM_ID_SUB_FIRST; camId < NUM_CAMS; camId++) {
if (this->cameraPtrs[camId] == NULL) {
break;
}
}
if (i == NUM_CAMS) {
if (camId == NUM_CAMS) {
osSyncPrintf(VT_COL(RED, WHITE) "camera control: error: fulled sub camera system area\n" VT_RST);
return CAM_ID_NONE;
}
osSyncPrintf("camera control: " VT_BGCOL(CYAN) " " VT_COL(WHITE, BLUE) " create new sub camera [%d] " VT_BGCOL(
CYAN) " " VT_RST "\n",
i);
camId);
this->cameraPtrs[i] = &this->subCameras[i - CAM_ID_SUB_FIRST];
Camera_Init(this->cameraPtrs[i], &this->view, &this->colCtx, this);
this->cameraPtrs[i]->camId = i;
this->cameraPtrs[camId] = &this->subCameras[camId - CAM_ID_SUB_FIRST];
Camera_Init(this->cameraPtrs[camId], &this->view, &this->colCtx, this);
this->cameraPtrs[camId]->camId = camId;
return i;
return camId;
}
s16 Play_GetActiveCamId(PlayState* this) {
@ -1543,15 +1543,15 @@ Camera* Play_GetCamera(PlayState* this, s16 camId) {
return this->cameraPtrs[camIdx];
}
s32 Play_CameraSetAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
s32 ret = 0;
s32 Play_SetCameraAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
s32 successBits = 0;
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
Camera* camera = this->cameraPtrs[camIdx];
Player* player;
ret |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
ret <<= 1;
ret |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
successBits |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
successBits <<= 1;
successBits |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
@ -1566,20 +1566,20 @@ s32 Play_CameraSetAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
camera->atLERPStepScale = 0.01f;
return ret;
return successBits;
}
s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) {
s32 ret = 0;
s32 Play_SetCameraAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up) {
s32 successBits = 0;
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
Camera* camera = this->cameraPtrs[camIdx];
Player* player;
ret |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
ret <<= 1;
ret |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
ret <<= 1;
ret |= Camera_SetViewParam(camera, CAM_VIEW_UP, up);
successBits |= Camera_SetViewParam(camera, CAM_VIEW_AT, at);
successBits <<= 1;
successBits |= Camera_SetViewParam(camera, CAM_VIEW_EYE, eye);
successBits <<= 1;
successBits |= Camera_SetViewParam(camera, CAM_VIEW_UP, up);
camera->dist = Math3D_Vec3f_DistXYZ(at, eye);
@ -1594,14 +1594,14 @@ s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec
camera->atLERPStepScale = 0.01f;
return ret;
return successBits;
}
s32 Play_CameraSetFov(PlayState* this, s16 camId, f32 fov) {
s32 ret = Camera_SetViewParam(this->cameraPtrs[camId], CAM_VIEW_FOV, &fov) & 1;
s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov) {
s32 successBits = Camera_SetViewParam(this->cameraPtrs[camId], CAM_VIEW_FOV, &fov) & 1;
if (1) {}
return ret;
return successBits;
}
s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll) {
@ -1620,43 +1620,52 @@ void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId) {
Camera_Copy(this->cameraPtrs[destCamId1], this->cameraPtrs[srcCamId2]);
}
s32 func_800C0808(PlayState* this, s16 camId, Player* player, s16 setting) {
/**
* Initializes camera data centered around Player, and applies the requested setting.
*/
s32 Play_InitCameraDataUsingPlayer(PlayState* this, s16 camId, Player* player, s16 setting) {
Camera* camera;
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
camera = this->cameraPtrs[camIdx];
Camera_InitPlayerSettings(camera, player);
Camera_InitDataUsingPlayer(camera, player);
return Camera_ChangeSetting(camera, setting);
}
s32 Play_CameraChangeSetting(PlayState* this, s16 camId, s16 setting) {
s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting) {
return Camera_ChangeSetting(Play_GetCamera(this, camId), setting);
}
void func_800C08AC(PlayState* this, s16 camId, s16 arg2) {
/**
* Smoothly return control from a sub camera to the main camera by moving the subCamera's eye, at, fov through
* interpolation from the initial subCam viewParams to the target mainCam viewParams over `duration`.
* Setting the `duration` to 0 or less will instantly return control to the main camera.
* This will also clear every sub camera.
*/
void Play_ReturnToMainCam(PlayState* this, s16 camId, s16 duration) {
s16 camIdx = (camId == CAM_ID_NONE) ? this->activeCamId : camId;
s16 i;
s16 subCamId;
Play_ClearCamera(this, camIdx);
for (i = CAM_ID_SUB_FIRST; i < NUM_CAMS; i++) {
if (this->cameraPtrs[i] != NULL) {
for (subCamId = CAM_ID_SUB_FIRST; subCamId < NUM_CAMS; subCamId++) {
if (this->cameraPtrs[subCamId] != NULL) {
osSyncPrintf(
VT_COL(RED, WHITE) "camera control: error: return to main, other camera left. %d cleared!!\n" VT_RST,
i);
Play_ClearCamera(this, i);
subCamId);
Play_ClearCamera(this, subCamId);
}
}
if (arg2 <= 0) {
if (duration <= 0) {
Play_ChangeCameraStatus(this, CAM_ID_MAIN, CAM_STAT_ACTIVE);
this->cameraPtrs[CAM_ID_MAIN]->childCamId = this->cameraPtrs[CAM_ID_MAIN]->parentCamId = CAM_ID_MAIN;
} else {
OnePointCutscene_Init(this, 1020, arg2, NULL, CAM_ID_MAIN);
OnePointCutscene_Init(this, 1020, duration, NULL, CAM_ID_MAIN);
}
}
s16 Play_CameraGetUID(PlayState* this, s16 camId) {
s16 Play_GetCameraUID(PlayState* this, s16 camId) {
Camera* camera = this->cameraPtrs[camId];
if (camera != NULL) {
@ -1666,12 +1675,16 @@ s16 Play_CameraGetUID(PlayState* this, s16 camId) {
}
}
s16 func_800C09D8(PlayState* this, s16 camId, s16 arg2) {
// Unused, purpose is unclear (also unused and unclear in MM)
s16 func_800C09D8(PlayState* this, s16 camId, s16 uid) {
Camera* camera = this->cameraPtrs[camId];
if (camera != NULL) {
return 0;
} else if (camera->uid != arg2) {
}
//! @bug this code is only reached if `camera` is NULL.
if (camera->uid != uid) {
return 0;
} else if (camera->status != CAM_STAT_ACTIVE) {
return 2;