#ifndef Z64CUTSCENE_COMMANDS_H #define Z64CUTSCENE_COMMANDS_H #include "command_macros_base.h" #include "z64cutscene.h" /** * Cutscene scripts are arrays of `CutsceneData` words, including bit-packed integers and floats. * * Most command macros have unused arguments. This is to account for the vanilla assets setting specific values * that don't end up being used by any code. They can safely be set to anything, as they aren't used in the * implementation. * * It is believed the original tool used for cutscenes handled most commands the same way, using similar * fields, and the code would have accessed them using common structs. Given this, the unused values observed in vanilla * assets may appear to map to a variable that makes sense, even if it doesn't end up being used in the code. It * probably isn't garbage data. * * This codebase goes with specialized structs and macros to make it easier to follow the code. * Note this common struct design is still partially reflected in all commands having a `startFrame` and `endFrame`, * when sometimes only the `startFrame` matters (as documented). */ #ifdef __GNUC__ #define CMD_F(a) {.f = (a)} #else #define CMD_F(a) {(a)} #endif /** * Marks the beginning of a cutscene script. */ #define CS_BEGIN_CUTSCENE(totalEntries, frameCount) CMD_W(totalEntries), CMD_W(frameCount) /** * Defines data for `CutsceneCameraPoint`, which can be used with any of the `eye` or `at` camera commands. */ #define CS_CAM_POINT(continueFlag, roll, frame, viewAngle, xPos, yPos, zPos, unused) \ CMD_BBH(continueFlag, roll, frame), CMD_F(viewAngle), CMD_HH(xPos, yPos), CMD_HH(zPos, unused) /** * Declares a list of camera `eye` points that form a spline. * The points of the spline are interpolated over time to create smooth camera movements. */ #define CS_CAM_EYE_SPLINE(startFrame, endFrame) \ CS_CMD_CAM_EYE_SPLINE, CMD_HH(0x0001, startFrame), CMD_HH(endFrame, 0x0000) /** * Declares a list of camera `at` points that form a spline. * The points of the spline are interpolated over time to create smooth camera movements. */ #define CS_CAM_AT_SPLINE(startFrame, endFrame) \ CS_CMD_CAM_AT_SPLINE, CMD_HH(0x0001, startFrame), CMD_HH(endFrame, 0x0000) /** * Declares a list of camera `eye` points that form a spline. * The points of the spline are interpolated over time to create smooth camera movements. * The points are relative to the player's position and yaw. */ #define CS_CAM_EYE_SPLINE_REL_TO_PLAYER(startFrame, endFrame) \ CS_CMD_CAM_EYE_SPLINE_REL_TO_PLAYER, CMD_HH(0x0001, startFrame), CMD_HH(endFrame, 0x0000) /** * Declares a list of camera `at` points that form a spline. * The points of the spline are interpolated over time to create smooth camera movements. * The points are relative to the player's position and yaw. */ #define CS_CAM_AT_SPLINE_REL_TO_PLAYER(startFrame, endFrame) \ CS_CMD_CAM_AT_SPLINE_REL_TO_PLAYER, CMD_HH(0x0001, startFrame), CMD_HH(endFrame, 0x0000) /** * Declares a single `eye` point that will be set on the specified frame, without any interpolation. * Should only contain a single point, not a list. * This feature is not used in the final game and lacks polish, it is recommended to use splines in all cases. */ #define CS_CAM_EYE(startFrame, endFrame) \ CS_CMD_CAM_EYE, CMD_HH(0x0001, startFrame), CMD_HH(endFrame, 0x0000) /** * Declares a single `at` point that will be set on the specified frame, without any interpolation. * Should only contain a single point, not a list. * This feature is not used in the final game and lacks polish, it is recommended to use splines in all cases. */ #define CS_CAM_AT(startFrame, endFrame) \ CS_CMD_CAM_AT, CMD_HH(0x0001, startFrame), CMD_HH(endFrame, 0x0000) /** * Declares a list of `CS_MISC` entries. */ #define CS_MISC_LIST(entries) \ CS_CMD_MISC, CMD_W(entries) /** * Various miscellaneous commands. * @see `CutsceneMiscType` enum for the different types of commands. * @note setting `endFrame` to same value as `startFrame` will not behave as expected. * For commands that only need to last one frame, set `endFrame` to `startFrame + 1`. */ #define CS_MISC(type, startFrame, endFrame, unused0, unused1, unused2, unused3, unused4, unused5, unused6, unused7, unused8, unused9, unused10) \ CMD_HH(type, startFrame), CMD_HH(endFrame, unused0), \ CMD_W(unused1), CMD_W(unused2), CMD_W(unused3), CMD_W(unused4), CMD_W(unused5), \ CMD_W(unused6), CMD_W(unused7), CMD_W(unused8), CMD_W(unused9), CMD_W(unused10) /** * Declares a list of `CS_LIGHT_SETTING` entries. */ #define CS_LIGHT_SETTING_LIST(entries) \ CS_CMD_LIGHT_SETTING, CMD_W(entries) /** * Changes the environment lights to the specified setting. * The lighting change will take place immediately with no blending. * @note `endFrame` is not used in the implementation of the command, so its value does not matter */ #define CS_LIGHT_SETTING(lightSetting, startFrame, endFrame, unused0, unused1, unused2, unused3, unused4, unused5, unused6, unused7) \ CMD_BBH(0, (lightSetting + 1), startFrame), CMD_HH(endFrame, unused0), \ CMD_W(unused1), CMD_W(unused2), CMD_W(unused3), CMD_W(unused4), CMD_W(unused5), \ CMD_W(unused6), CMD_W(unused7), 0x00000000, 0x00000000, 0x00000000 /** * Declares a list of `CS_RUMBLE_CONTROLLER` entries. */ #define CS_RUMBLE_CONTROLLER_LIST(entries) \ CS_CMD_RUMBLE_CONTROLLER, CMD_W(entries) /** * Rumble the controller. * @note `endFrame` is not used in the implementation of the command, so its value does not matter */ #define CS_RUMBLE_CONTROLLER(unused0, startFrame, endFrame, sourceStrength, duration, decreaseRate, unused1, unused2) \ CMD_HH(unused0, startFrame), CMD_HBB(endFrame, sourceStrength, duration), CMD_BBH(decreaseRate, unused1, unused2) /** * Declares a list of `CS_ACTOR_CUE` entries. */ #define CS_ACTOR_CUE_LIST(cmdType, entries) \ CMD_W(cmdType), CMD_W(entries) /** * Defines a cue that an actor can listen for. * The actor can choose whether or not to use the position and rotation data supplied to it. * The cue `id` is a number that has an actor-specific meaning. */ #define CS_ACTOR_CUE(id, startFrame, endFrame, rotX, rotY, rotZ, startX, startY, startZ, endX, endY, endZ, unused0, unused1, unused2) \ CMD_HH(id, startFrame), CMD_HH(endFrame, rotX), CMD_HH(rotY, rotZ), \ CMD_W(startX), CMD_W(startY), CMD_W(startZ), \ CMD_W(endX), CMD_W(endY), CMD_W(endZ), \ CMD_F(unused0), CMD_F(unused1), CMD_F(unused2) /** * Declares a list of `CS_PLAYER_CUE` entries. */ #define CS_PLAYER_CUE_LIST(entries) \ CS_CMD_PLAYER_CUE, CMD_W(entries) /** * A player cue is the same as `CS_ACTOR_CUE` but is specifically for player. */ #define CS_PLAYER_CUE(id, startFrame, endFrame, rotX, rotY, rotZ, startX, startY, startZ, endX, endY, endZ, unused0, unused1, unused2) \ CS_ACTOR_CUE(id, startFrame, endFrame, rotX, rotY, rotZ, startX, startY, startZ, endX, endY, endZ, unused0, unused1, unused2) /** * Declares a list of `CS_TEXT_*` entries. */ #define CS_TEXT_LIST(entries) \ CS_CMD_TEXT, CMD_W(entries) /** * Starts a textbox at the specified time. * For `CS_TEXT_OCARINA_ACTION`, `textId` is used as an ocarina action. * For a choice textbox, `altTextId1` is the top text id to branch to and `altTextId2` is the bottom. */ #define CS_TEXT(textId, startFrame, endFrame, type, altTextId1, altTextId2) \ CMD_HH(textId, startFrame), CMD_HH(endFrame, type), CMD_HH(altTextId1, altTextId2) #define CS_TEXT_NONE(startFrame, endFrame) \ CS_TEXT(CS_TEXT_ID_NONE, startFrame, endFrame, 0xFFFF, CS_TEXT_ID_NONE, CS_TEXT_ID_NONE) #define CS_TEXT_OCARINA_ACTION(ocarinaAction, startFrame, endFrame, messageId) \ CS_TEXT(ocarinaAction, startFrame, endFrame, CS_TEXT_OCARINA_ACTION, messageId, CS_TEXT_ID_NONE) /** * Controls various types of screen transitions. * @see `CutsceneTransitionType` for type options. */ #define CS_TRANSITION(type, startFrame, endFrame) \ CS_CMD_TRANSITION, 0x00000001, CMD_HH(type, startFrame), CMD_HH(endFrame, endFrame) /** * Declares a list of `CS_START_SEQ` entries. */ #define CS_START_SEQ_LIST(entries) \ CS_CMD_START_SEQ, CMD_W(entries) /** * Starts a sequence at the specified time. * @note `endFrame` is not used in the implementation of the command, so its value does not matter */ #define CS_START_SEQ(seqId, startFrame, endFrame, unused0, unused1, unused2, unused3, unused4, unused5, unused6, unused7) \ CMD_HH((seqId + 1), startFrame), CMD_HH(endFrame, unused0), \ CMD_W(unused1), CMD_W(unused2), CMD_W(unused3), CMD_W(unused4), CMD_W(unused5), \ CMD_W(unused6), CMD_W(unused7), 0x00000000, 0x00000000, 0x00000000 /** * Declares a list of `CS_STOP_SEQ` entries. */ #define CS_STOP_SEQ_LIST(entries) \ CS_CMD_STOP_SEQ, CMD_W(entries) /** * Stops a sequence at the specified time. * @note `endFrame` is not used in the implementation of the command, so its value does not matter */ #define CS_STOP_SEQ(seqId, startFrame, endFrame, unused0, unused1, unused2, unused3, unused4, unused5, unused6, unused7) \ CMD_HH((seqId + 1), startFrame), CMD_HH(endFrame, unused0), \ CMD_W(unused1), CMD_W(unused2), CMD_W(unused3), CMD_W(unused4), CMD_W(unused5), \ CMD_W(unused6), CMD_W(unused7), 0x00000000, 0x00000000, 0x00000000 /** * Declares a list of `CS_FADE_OUT_SEQ` entries. */ #define CS_FADE_OUT_SEQ_LIST(entries) \ CS_CMD_FADE_OUT_SEQ, CMD_W(entries) /** * Fade out the sequence that is playing on the specified sequence player, over the specified frame range. * @see `CutsceneFadeOutSeqPlayer` */ #define CS_FADE_OUT_SEQ(seqPlayer, startFrame, endFrame, unused0, unused1, unused2, unused3, unused4, unused5, unused6, unused7) \ CMD_HH(seqPlayer, startFrame), CMD_HH(endFrame, unused0), \ CMD_W(unused1), CMD_W(unused2), CMD_W(unused3), CMD_W(unused4), CMD_W(unused5), \ CMD_W(unused6), CMD_W(unused7), 0x00000000, 0x00000000, 0x00000000 /** * Declares a list of `CS_TIME` entries. */ #define CS_TIME_LIST(entries) \ CS_CMD_TIME, CMD_W(entries) /** * Sets the time of day. * Both the day time and skybox time are set by this command. * @note `endFrame` is not used in the implementation of the command, so its value does not matter */ #define CS_TIME(unused0, startFrame, endFrame, hour, min) \ CMD_HH(unused0, startFrame), CMD_HBB(endFrame, hour, min), CMD_W(0) /** * Sends the player to a new destination. * `destination` maps to a custom block of code that must implement the scene transition on its own. * This custom code can also do other tasks like changing age, setting flags, or any other setup that is needed * before going to the next destination. * * @see `CutsceneDestination` * @note `endFrame` is not used in the implementation of the command, so its value does not matter */ #define CS_DESTINATION(destination, startFrame, endFrame) \ CS_CMD_DESTINATION, 1, CMD_HH(destination, startFrame), CMD_HH(endFrame, endFrame) /** * Marks the end of a cutscene script. */ #define CS_END() 0xFFFFFFFF, 0x00000000 // most instances of this look like unimplemented actor cues. // after confirming this, can probably switch those over and delete this #define CS_UNK_DATA_LIST(cmdType, entries) CMD_W(cmdType), CMD_W(entries) #define CS_UNK_DATA(unk1, unk2, unk3, unk4, unk5, unk6, unk7, unk8, unk9, unk10, unk11, unk12) \ CMD_W(unk1), CMD_W(unk2), CMD_W(unk3), CMD_W(unk4), CMD_W(unk5), CMD_W(unk6), \ CMD_W(unk7), CMD_W(unk8), CMD_W(unk9), CMD_W(unk10), CMD_W(unk11), CMD_W(unk12) // TODO: Fix ZAPD and delete these #define CS_CAM_POS_LIST CS_CAM_EYE_SPLINE #define CS_CAM_POS CS_CAM_POINT #define CS_CAM_FOCUS_POINT_LIST CS_CAM_AT_SPLINE #define CS_CAM_FOCUS_POINT CS_CAM_POINT #define CS_CAM_POS_PLAYER_LIST CS_CAM_EYE_SPLINE_REL_TO_PLAYER #define CS_CAM_POS_PLAYER CS_CAM_POINT #define CS_CAM_FOCUS_POINT_PLAYER_LIST CS_CAM_AT_SPLINE_REL_TO_PLAYER #define CS_CAM_FOCUS_POINT_PLAYER CS_CAM_POINT #define CS_NPC_ACTION_LIST CS_ACTOR_CUE_LIST #define CS_NPC_ACTION CS_ACTOR_CUE #define CS_PLAYER_ACTION_LIST CS_PLAYER_CUE_LIST #define CS_PLAYER_ACTION CS_PLAYER_CUE #define CS_LIGHTING_LIST CS_LIGHT_SETTING_LIST #define CS_CMD_09_LIST CS_RUMBLE_CONTROLLER_LIST #define CS_CMD_09 CS_RUMBLE_CONTROLLER #define CS_TEXT_DISPLAY_TEXTBOX CS_TEXT #define CS_TEXT_LEARN_SONG CS_TEXT_OCARINA_ACTION #define CS_SCENE_TRANS_FX CS_TRANSITION #define CS_PLAY_BGM_LIST CS_START_SEQ_LIST #define CS_STOP_BGM_LIST CS_STOP_SEQ_LIST #define CS_FADE_BGM_LIST CS_FADE_OUT_SEQ_LIST #define CS_FADE_BGM CS_FADE_OUT_SEQ #define CS_TERMINATOR CS_DESTINATION #define CS_PLAY_BGM(seqId, startFrame, endFrame, unused0, unused1, unused2, unused3, unused4, unused5, unused6, unused7) \ CS_START_SEQ((seqId)-1, startFrame, endFrame, unused0, unused1, unused2, unused3, unused4, unused5, unused6, unused7) #define CS_STOP_BGM(seqId, frame, unused0, unused1, unused2, unused3, unused4, unused5, unused6, unused7, unused8) \ CS_STOP_SEQ((seqId)-1, frame, unused0, unused1, unused2, unused3, unused4, unused5, unused6, unused7, unused8) #define CS_LIGHTING(lightSetting, frame, unused0, unused1, unused2, unused3, unused4, unused5, unused6, unused7, unused8) \ CS_LIGHT_SETTING((lightSetting)-1, frame, unused0, unused1, unused2, unused3, unused4, unused5, unused6, unused7, unused8) #endif