Shipwright/soh/src/code/z_onepointdemo.c

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C
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#include "global.h"
#include "vt.h"
#include "overlays/actors/ovl_En_Sw/z_en_sw.h"
static s16 sDisableAttention = false;
static s16 sUnused = -1;
2022-05-12 13:28:24 -04:00
s32 sPrevFrameCs1100 = -4096;
2022-05-12 13:28:24 -04:00
#include "z_onepointdemo_data.inc"
void OnePointCutscene_AddVecSphToVec3f(Vec3f* dst, Vec3f* src, VecSph* vecSph) {
Vec3f out;
Vec3f vec;
OLib_VecSphGeoToVec3f(&vec, vecSph);
out.x = src->x + vec.x;
out.y = src->y + vec.y;
out.z = src->z + vec.z;
if (dst) {}
*dst = out;
}
s16 OnePointCutscene_Vec3fYaw(Vec3f* vec1, Vec3f* vec2) {
return DEGF_TO_BINANG(RADF_TO_DEGF(Math_FAtan2F(vec2->x - vec1->x, vec2->z - vec1->z)));
}
void OnePointCutscene_Vec3sToVec3f(Vec3f* src, Vec3s* dst) {
dst->x = src->x;
dst->y = src->y;
dst->z = src->z;
}
s32 OnePointCutscene_BgCheckLineTest(CollisionContext* colCtx, Vec3f* vec1, Vec3f* vec2) {
Vec3f posResult;
s32 bgId;
CollisionPoly* outPoly = NULL;
return BgCheck_CameraLineTest1(colCtx, vec1, vec2, &posResult, &outPoly, true, true, true, false, &bgId);
}
f32 OnePointCutscene_RaycastFloor(CollisionContext* colCtx, Vec3f* pos) {
CollisionPoly* outPoly;
s32 bgId;
return BgCheck_EntityRaycastFloor3(colCtx, &outPoly, &bgId, pos);
}
void OnePointCutscene_SetCsCamPoints(Camera* camera, s16 actionParameters, s16 initTimer, CutsceneCameraPoint* atPoints,
CutsceneCameraPoint* eyePoints) {
OnePointCsCamera* onePointCamData = (OnePointCsCamera*)&camera->paramData;
onePointCamData->atPoints = atPoints;
onePointCamData->eyePoints = eyePoints;
onePointCamData->actionParameters = actionParameters;
onePointCamData->initTimer = initTimer;
}
s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 camIdx, s16 csId, Actor* actor, s16 timer) {
Camera* csCam = globalCtx->cameraPtrs[camIdx];
Camera* childCam = globalCtx->cameraPtrs[csCam->childCamIdx];
Camera* mainCam = globalCtx->cameraPtrs[MAIN_CAM];
Player* player = mainCam->player;
VecSph spD0;
s32 i;
Vec3f spC0;
Vec3f spB4;
PosRot spA0;
PosRot sp8C;
f32 tempRand;
Unique9OnePointCs* csInfo = ONEPOINT_CS_INFO(csCam);
switch (csId) {
case 1020:
if (timer < 20) {
timer = 20;
}
D_801208EC[0].atTargetInit = globalCtx->view.lookAt;
D_801208EC[0].eyeTargetInit = globalCtx->view.eye;
D_801208EC[0].fovTargetInit = globalCtx->view.fovy;
D_801208EC[1].atTargetInit = mainCam->at;
D_801208EC[1].eyeTargetInit = mainCam->eye;
D_801208EC[1].fovTargetInit = mainCam->fov;
D_801208EC[1].timerInit = timer - 1;
csCam->timer = timer + 1;
D_801208EC[1].lerpStepScale = 1.0f / (0.5f * timer);
csInfo->keyFrames = D_801208EC;
csInfo->keyFrameCnt = 3;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 1030:
D_80120964[0].atTargetInit = globalCtx->view.lookAt;
D_80120964[0].eyeTargetInit = globalCtx->view.eye;
D_80120964[0].fovTargetInit = globalCtx->view.fovy;
OLib_Vec3fDiffToVecSphGeo(&spD0, &mainCam->at, &mainCam->eye);
D_80120964[1].eyeTargetInit.y = BINANG_TO_DEGF(spD0.yaw);
D_80120964[1].timerInit = timer - 1;
csInfo->keyFrames = D_80120964;
csInfo->keyFrameCnt = 2;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 5000:
D_801209B4[0].atTargetInit = D_801209B4[1].atTargetInit = globalCtx->view.lookAt;
D_801209B4[0].eyeTargetInit = globalCtx->view.eye;
D_801209B4[0].fovTargetInit = D_801209B4[2].fovTargetInit = globalCtx->view.fovy;
OLib_Vec3fDiffToVecSphGeo(&spD0, &actor->focus.pos, &mainCam->at);
spD0.r = mainCam->dist;
OnePointCutscene_AddVecSphToVec3f(&D_801209B4[1].eyeTargetInit, &D_801209B4[1].atTargetInit, &spD0);
D_801209B4[1].atTargetInit.y += 20.0f;
csInfo->keyFrames = D_801209B4;
csInfo->keyFrameCnt = 4;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 5010:
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_ATTENTION);
Gameplay_CameraSetAtEye(globalCtx, camIdx, &mainCam->at, &mainCam->eye);
csCam->roll = 0;
break;
case 9500:
csInfo->keyFrames = D_80120A54;
csInfo->keyFrameCnt = 3;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 2260:
D_80120ACC[0].atTargetInit.x = D_80120ACC[2].atTargetInit.x =
((mainCam->globalCtx->state.frames & 1) ? -10.0f : 10.0f) + (Rand_ZeroOne() * 8.0f);
D_80120ACC[0].eyeTargetInit.x = D_80120ACC[2].eyeTargetInit.x =
((mainCam->globalCtx->state.frames & 1) ? 20.0f : -20.0f) + (Rand_ZeroOne() * 5.0f);
csInfo->keyFrames = D_80120ACC;
csInfo->keyFrameCnt = 5;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 2270:
csInfo->keyFrames = D_80120B94;
csInfo->keyFrameCnt = 11;
for (i = 0; i < csInfo->keyFrameCnt - 3; i++) {
if (D_80120B94[i].actionFlags != 0x8F) {
D_80120B94[i].atTargetInit.x = Rand_ZeroOne() * 5.0f;
D_80120B94[i].atTargetInit.z = (Rand_ZeroOne() * 30.0f) + 10.0f;
D_80120B94[i].eyeTargetInit.x = (Rand_ZeroOne() * 100.0f) + 20.0f;
D_80120B94[i].eyeTargetInit.z = (Rand_ZeroOne() * 80.0f) + 50.0f;
}
}
D_80120B94[camIdx - 1].eyeTargetInit.y =
((mainCam->globalCtx->state.frames & 1) ? 3.0f : -3.0f) + Rand_ZeroOne();
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
i = Quake_Add(csCam, 5);
Quake_SetSpeed(i, 400);
Quake_SetQuakeValues(i, 4, 5, 40, 0x3C);
Quake_SetCountdown(i, 1600);
break;
case 2280:
csInfo->keyFrames = D_80120D4C;
csInfo->keyFrameCnt = 7;
for (i = 0; i < csInfo->keyFrameCnt - 3; i++) {
if (D_80120D4C[i].actionFlags != 0x8F) {
D_80120D4C[i].atTargetInit.x = Rand_ZeroOne() * 20.0f;
D_80120D4C[i].atTargetInit.z = (Rand_ZeroOne() * 40.0f) + 10.0f;
D_80120D4C[i].eyeTargetInit.x = (Rand_ZeroOne() * 40.0f) + 60.0f;
D_80120D4C[i].eyeTargetInit.z = (Rand_ZeroOne() * 40.0f) + 80.0f;
}
}
D_80120D4C[camIdx - 1].eyeTargetInit.y =
((mainCam->globalCtx->state.frames & 1) ? 3.0f : -3.0f) + Rand_ZeroOne();
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
i = Quake_Add(csCam, 5);
Quake_SetSpeed(i, 400);
Quake_SetQuakeValues(i, 2, 3, 200, 0x32);
Quake_SetCountdown(i, 9999);
break;
case 2220:
csInfo->keyFrames = D_80120E64;
csInfo->keyFrameCnt = 8;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
i = Quake_Add(csCam, 5);
Quake_SetSpeed(i, 400);
Quake_SetQuakeValues(i, 2, 2, 50, 0);
Quake_SetCountdown(i, 280);
break;
case 2230:
if (player->actor.world.pos.z < 1000.0f) {
D_80120FA4[0].eyeTargetInit.x = -D_80120FA4[0].eyeTargetInit.x;
D_80120FA4[2].eyeTargetInit.x = -D_80120FA4[2].eyeTargetInit.x;
}
csInfo->keyFrames = D_80120FA4;
csInfo->keyFrameCnt = 6;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 2340:
csInfo->keyFrames = D_80121094;
csInfo->keyFrameCnt = 3;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
i = Quake_Add(csCam, 5);
Quake_SetSpeed(i, 400);
Quake_SetQuakeValues(i, 2, 2, 50, 0);
Quake_SetCountdown(i, 60);
break;
case 2350:
csInfo->keyFrames = D_8012110C;
csInfo->keyFrameCnt = 3;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 2200: {
s16 sp82;
s16 sp80;
s16 sp7E;
s16 sp7C;
Actor_GetScreenPos(globalCtx, &player->actor, &sp82, &sp7E);
Actor_GetScreenPos(globalCtx, actor, &sp80, &sp7C);
if ((sp82 > 0) && (sp82 < 320) && (sp7E > 0) && (sp7E < 240) && (sp80 > 0) && (sp80 < 320) && (sp7C > 0) &&
(sp7C < 240) &&
!OnePointCutscene_BgCheckLineTest(&globalCtx->colCtx, &actor->focus.pos, &player->actor.focus.pos)) {
D_80121184[0].atTargetInit.x = (globalCtx->view.lookAt.x + actor->focus.pos.x) * 0.5f;
D_80121184[0].atTargetInit.y = (globalCtx->view.lookAt.y + actor->focus.pos.y) * 0.5f;
D_80121184[0].atTargetInit.z = (globalCtx->view.lookAt.z + actor->focus.pos.z) * 0.5f;
D_80121184[0].eyeTargetInit = globalCtx->view.eye;
D_80121184[0].eyeTargetInit.y = player->actor.focus.pos.y + 20.0f;
D_80121184[0].fovTargetInit = mainCam->fov * 0.75f;
csInfo->keyFrames = D_80121184;
csInfo->keyFrameCnt = 2;
} else {
D_801211D4[0].atTargetInit.x = actor->focus.pos.x;
D_801211D4[0].atTargetInit.y = actor->focus.pos.y - 5.0f;
D_801211D4[0].atTargetInit.z = actor->focus.pos.z;
spC0 = ((EnSw*)actor)->unk_364;
osSyncPrintf("%s(%d): xyz_t: %s (%f %f %f)\n", __FILE__, __LINE__, "&cp", spC0.x, spC0.y,
spC0.z);
D_801211D4[0].eyeTargetInit.x = (actor->focus.pos.x + (120.0f * spC0.x)) - (Rand_ZeroOne() * 20.0f);
D_801211D4[0].eyeTargetInit.y = actor->focus.pos.y + (120.0f * spC0.y) + 20.0f;
D_801211D4[0].eyeTargetInit.z = (actor->focus.pos.z + (120.0f * spC0.z)) - (Rand_ZeroOne() * 20.0f);
csInfo->keyFrames = D_801211D4;
csInfo->keyFrameCnt = 2;
}
Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_UNK3);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
} break;
case 2290: {
Actor* rideActor = player->rideActor;
func_8002DF54(globalCtx, NULL, 8);
if (rideActor != NULL) {
rideActor->freezeTimer = 180;
}
csInfo->keyFrames = D_80121224;
csInfo->keyFrameCnt = 6;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
} break;
case 5120:
func_8002DF54(globalCtx, NULL, 8);
csInfo->keyFrames = D_80121314;
csInfo->keyFrameCnt = 1;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4510:
D_8012133C[0].eyeTargetInit = actor->world.pos;
D_8012133C[0].eyeTargetInit.y = player->actor.world.pos.y + 40.0f;
func_8002DF54(globalCtx, NULL, 8);
csInfo->keyFrames = D_8012133C;
csInfo->keyFrameCnt = 3;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4500:
Actor_GetFocus(&spA0, actor);
spC0 = spA0.pos;
spC0.y = OnePointCutscene_RaycastFloor(&globalCtx->colCtx, &spC0) + 40.0f;
spD0.r = 150.0f;
spD0.yaw = spA0.rot.y;
spD0.pitch = 0x3E8;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, camIdx, &spC0, &spB4);
func_8002DF54(globalCtx, NULL, 8);
csCam->roll = 0;
csCam->fov = 50.0f;
if (csCam->childCamIdx != SUBCAM_FREE) {
OnePointCutscene_EndCutscene(globalCtx, csCam->childCamIdx);
}
break;
case 2210:
OLib_Vec3fDiffToVecSphGeo(&spD0, &player->actor.world.pos, &actor->world.pos);
D_801213B4[0].eyeTargetInit.y = D_801213B4[1].eyeTargetInit.y = D_801213B4[2].eyeTargetInit.y =
D_801213B4[2].atTargetInit.y = BINANG_TO_DEGF(spD0.yaw);
if (Rand_ZeroOne() < 0.0f) {
D_801213B4[3].eyeTargetInit.x = -D_801213B4[3].eyeTargetInit.x;
}
func_8002DF54(globalCtx, NULL, 8);
csInfo->keyFrames = D_801213B4;
csInfo->keyFrameCnt = 5;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 1010:
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, camIdx, &childCam->at, &childCam->eye);
Gameplay_CameraSetFov(globalCtx, camIdx, childCam->fov);
Gameplay_SetCameraRoll(globalCtx, camIdx, childCam->roll);
break;
case 9601:
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_CS_3);
Gameplay_CameraChangeSetting(globalCtx, MAIN_CAM, mainCam->prevSetting);
OnePointCutscene_SetCsCamPoints(csCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120398);
break;
case 9602:
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_CS_3);
Gameplay_CameraChangeSetting(globalCtx, MAIN_CAM, mainCam->prevSetting);
OnePointCutscene_SetCsCamPoints(csCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120434);
break;
case 4175:
csInfo->keyFrames = D_8012147C;
csInfo->keyFrameCnt = 4;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4180:
spC0.x = -1881.0f;
spC0.y = 766.0f;
spC0.z = -330.0f;
spB4.x = -1979.0f;
spB4.y = 703.0f;
spB4.z = -269.0f;
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, camIdx, &spC0, &spB4);
csCam->roll = 6;
csCam->fov = 75.0f;
func_8002DF54(globalCtx, NULL, 8);
break;
case 3040:
func_8002DF54(globalCtx, NULL, 8);
D_8012151C[0].timerInit = timer - 1;
csInfo->keyFrames = D_8012151C;
csInfo->keyFrameCnt = 2;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 3020:
D_8012156C[1].timerInit = timer - 1;
if (mainCam->globalCtx->state.frames & 1) {
D_8012156C[0].atTargetInit.x = -D_8012156C[0].atTargetInit.x;
D_8012156C[0].eyeTargetInit.x = -D_8012156C[0].eyeTargetInit.x;
D_8012156C[1].atTargetInit.x = -D_8012156C[1].atTargetInit.x;
D_8012156C[1].eyeTargetInit.x = -D_8012156C[1].eyeTargetInit.x;
}
tempRand = Rand_ZeroOne() * 15.0f;
D_8012156C[0].eyeTargetInit.x += tempRand;
D_8012156C[1].eyeTargetInit.x += tempRand;
csInfo->keyFrames = D_8012156C;
csInfo->keyFrameCnt = 2;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
func_8002DF54(globalCtx, NULL, 8);
break;
case 3010:
D_801215BC[0].timerInit = timer;
csInfo->keyFrames = D_801215BC;
csInfo->keyFrameCnt = 1;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 3070:
csInfo->keyFrames = D_801215E4;
csInfo->keyFrameCnt = 10;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
i = Quake_Add(csCam, 3);
Quake_SetSpeed(i, 22000);
Quake_SetQuakeValues(i, 2, 0, 200, 0);
Quake_SetCountdown(i, 10);
break;
case 3080:
csInfo->keyFrames = D_80121774;
csInfo->keyFrameCnt = 4;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 3090:
func_8002DF54(globalCtx, NULL, 8);
csInfo->keyFrames = D_80121814;
csInfo->keyFrameCnt = 4;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 3100:
VEC_SET(spB4, 0.0f, -280.0f, -1400.0f);
Actor_GetFocus(&spA0, actor);
spC0 = spA0.pos;
func_800C0808(globalCtx, camIdx, player, CAM_SET_PIVOT_VERTICAL);
Gameplay_CameraSetAtEye(globalCtx, camIdx, &spC0, &spB4);
csCam->roll = 0;
csCam->fov = 70.0f;
func_8002DF54(globalCtx, NULL, 8);
break;
case 3380:
case 3065:
csInfo->keyFrames = D_801218B4;
csInfo->keyFrameCnt = 2;
func_8002DF54(globalCtx, NULL, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
i = Quake_Add(csCam, 1);
Quake_SetSpeed(i, 24000);
Quake_SetQuakeValues(i, 2, 0, 0, 0);
Quake_SetCountdown(i, 160);
break;
case 3060:
csInfo->keyFrames = D_80121904;
csInfo->keyFrameCnt = 2;
func_8002DF54(globalCtx, NULL, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 3050:
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_CS_3);
func_8002DF54(globalCtx, &player->actor, 5);
OnePointCutscene_SetCsCamPoints(csCam, D_80120304 | 0x2000, D_80120300, D_8012013C, D_8012021C);
func_80078884(NA_SE_SY_CORRECT_CHIME);
OnePointCutscene_Vec3sToVec3f(&mainCam->at, &D_8012013C[D_801202FC - 2].pos);
OnePointCutscene_Vec3sToVec3f(&mainCam->eye, &D_8012021C[D_801202FC - 2].pos);
D_8012013C[D_801202FC - 3].pos.x +=
(D_8012013C[D_801202FC - 2].pos.x - D_8012013C[D_801202FC - 3].pos.x) / 2;
D_8012013C[D_801202FC - 3].pos.y +=
(D_8012013C[D_801202FC - 2].pos.y - D_8012013C[D_801202FC - 3].pos.y) / 2;
D_8012013C[D_801202FC - 3].pos.z +=
(D_8012013C[D_801202FC - 2].pos.z - D_8012013C[D_801202FC - 3].pos.z) / 2;
D_8012021C[D_801202FC - 3].pos.x +=
(D_8012021C[D_801202FC - 2].pos.x - D_8012021C[D_801202FC - 3].pos.x) / 2;
D_8012021C[D_801202FC - 3].pos.y +=
(D_8012021C[D_801202FC - 2].pos.y - D_8012021C[D_801202FC - 3].pos.y) / 2;
D_8012021C[D_801202FC - 3].pos.z +=
(D_8012021C[D_801202FC - 2].pos.z - D_8012021C[D_801202FC - 3].pos.z) / 2;
i = Quake_Add(mainCam, 3);
Quake_SetSpeed(i, 30000);
Quake_SetQuakeValues(i, 2, 1, 1, 0);
Quake_SetCountdown(i, 200);
break;
case 3120:
csInfo->keyFrames = D_80121954[-(timer + 101)];
csCam->timer = 100;
csCam->unk_14C |= 2;
csInfo->keyFrameCnt = 2;
func_8002DF54(globalCtx, NULL, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 3130:
csInfo->keyFrames = D_80121A44;
csInfo->keyFrameCnt = 12;
func_8002DF54(globalCtx, NULL, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
csCam->unk_14C |= 2;
break;
case 3140:
D_80121C24[0].atTargetInit = globalCtx->view.lookAt;
D_80121C24[0].eyeTargetInit = globalCtx->view.eye;
D_80121C24[0].fovTargetInit = globalCtx->view.fovy;
csInfo->keyFrames = D_80121C24;
csInfo->keyFrameCnt = 7;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 3150:
spC0.x = 1890.0f;
spC0.y = 886.0f;
spC0.z = -1432.0f;
spB4.x = 1729.0f;
spB4.y = 995.0f;
spB4.z = -1405.0f;
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, camIdx, &spC0, &spB4);
csCam->roll = 0x50;
csCam->fov = 55.0f;
func_8002DF38(globalCtx, &player->actor, 8);
break;
case 3170:
Actor_GetWorld(&spA0, actor);
spC0 = spA0.pos;
spD0.pitch = -0x5DC;
spC0.y += 50.0f;
spD0.r = 250.0f;
Actor_GetWorld(&spA0, &player->actor);
spD0.yaw = OnePointCutscene_Vec3fYaw(&spC0, &spA0.pos) - 0x7D0;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, camIdx, &spC0, &spB4);
Gameplay_CopyCamera(globalCtx, MAIN_CAM, camIdx);
csCam->roll = -1;
csCam->fov = 55.0f;
func_8002DF38(globalCtx, actor, 1);
break;
case 3160:
Actor_GetWorld(&spA0, actor);
spC0 = spA0.pos;
spD0.pitch = 0;
spD0.yaw = spA0.rot.y;
spD0.r = 150.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, camIdx, &spC0, &spB4);
csCam->roll = 0;
csCam->fov = 55.0f;
func_8002DF38(globalCtx, &player->actor, 8);
break;
case 3180:
Actor_GetWorldPosShapeRot(&spA0, actor);
spC0 = spA0.pos;
spC0.y += 120.0f;
spD0.r = 300.0f;
spD0.yaw = spA0.rot.y;
spD0.pitch = -0xAF0;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, camIdx, &spC0, &spB4);
csCam->roll = 0;
csCam->fov = 60.0f;
func_8002DF38(globalCtx, actor, 1);
break;
case 3190:
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_FOREST_DEFEAT_POE);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
func_8002DF38(globalCtx, actor, 0xC);
break;
case 3230:
spC0.x = 120.0f;
spC0.y = 265.0f;
spC0.z = -1570.0f;
spB4.x = 80.0f;
spB4.y = 445.0f;
spB4.z = -1425.0f;
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, camIdx, &spC0, &spB4);
csCam->roll = 0x1E;
csCam->fov = 75.0f;
func_8002DF38(globalCtx, &player->actor, 8);
Actor_GetWorldPosShapeRot(&spA0, actor);
Actor_GetFocus(&sp8C, &player->actor);
spC0.x = sp8C.pos.x;
spC0.y = sp8C.pos.y + 70.0f;
spC0.z = sp8C.pos.z;
OLib_Vec3fDiffToVecSphGeo(&spD0, &spA0.pos, &sp8C.pos);
spD0.pitch = 0x5DC;
spD0.r = 120.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraSetAtEye(globalCtx, MAIN_CAM, &spC0, &spB4);
i = Quake_Add(csCam, 3);
Quake_SetSpeed(i, 22000);
Quake_SetQuakeValues(i, 1, 0, 0, 0);
Quake_SetCountdown(i, 90);
break;
case 6010:
Actor_GetWorld(&spA0, actor);
spC0 = spA0.pos;
spD0.pitch = 0;
spC0.y += 70.0f;
spD0.yaw = spA0.rot.y + 0x7FFF;
spD0.r = 300.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, camIdx, &spC0, &spB4);
csCam->roll = 0;
csCam->fov = 45.0f;
func_8002DF38(globalCtx, &player->actor, 8);
break;
case 3220:
Actor_GetFocus(&spA0, actor);
spC0 = spA0.pos;
func_800C0808(globalCtx, camIdx, player, CAM_SET_PIVOT_VERTICAL);
Actor_GetWorld(&spA0, &player->actor);
OLib_Vec3fDiffToVecSphGeo(&spD0, &spC0, &spA0.pos);
spD0.yaw += 0x3E8;
spD0.r = 400.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
spB4.y = spA0.pos.y + 60.0f;
Gameplay_CameraSetAtEye(globalCtx, camIdx, &spC0, &spB4);
csCam->roll = 0;
csCam->fov = 75.0f;
player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spD0.yaw + 0x7FFF;
func_8002DF54(globalCtx, NULL, 8);
break;
case 3240:
D_80121D3C[2].timerInit = timer - 5;
csInfo->keyFrames = D_80121D3C;
csInfo->keyFrameCnt = 3;
func_8002DF54(globalCtx, NULL, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 6001:
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_CS_3);
func_8002DF54(globalCtx, NULL, 8);
Actor_GetWorld(&spA0, actor);
if (spA0.pos.z > -750.0f) {
OnePointCutscene_SetCsCamPoints(csCam, D_801208E8, D_801208E4, D_801206A0, D_80120820);
} else {
OnePointCutscene_SetCsCamPoints(csCam, D_801208E8, D_801208E4, D_801206A0, D_80120760);
}
i = Quake_Add(csCam, 1);
Quake_SetSpeed(i, 32000);
Quake_SetQuakeValues(i, 0, 0, 20, 0);
Quake_SetCountdown(i, D_801208E4 - 10);
break;
case 3400:
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_CS_3);
func_8002DF38(globalCtx, &player->actor, 8);
OnePointCutscene_SetCsCamPoints(csCam, D_8012069C | 0x2000, D_80120698, D_801204D4, D_801205B4);
OnePointCutscene_Vec3sToVec3f(&mainCam->eye, &D_801205B4[D_80120694 - 2].pos);
OnePointCutscene_Vec3sToVec3f(&mainCam->at, &D_801204D4[D_80120694 - 2].pos);
i = Quake_Add(csCam, 1);
Quake_SetSpeed(i, 0x4E20);
Quake_SetQuakeValues(i, 1, 0, 50, 0);
Quake_SetCountdown(i, D_80120698 - 20);
break;
case 3390:
player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = -0x3FD9;
csInfo->keyFrames = D_80121DB4;
csInfo->keyFrameCnt = 9;
func_8002DF54(globalCtx, NULL, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 3310:
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_FIRE_STAIRCASE);
func_8002DF54(globalCtx, NULL, 8);
Gameplay_CopyCamera(globalCtx, camIdx, MAIN_CAM);
i = Quake_Add(csCam, 1);
Quake_SetSpeed(i, 32000);
Quake_SetQuakeValues(i, 2, 0, 0, 0);
Quake_SetCountdown(i, timer);
break;
case 3290:
D_80121F1C[0].atTargetInit = globalCtx->view.lookAt;
D_80121F1C[0].eyeTargetInit = globalCtx->view.eye;
D_80121F1C[0].fovTargetInit = globalCtx->view.fovy;
Actor_GetFocus(&spA0, actor);
player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spA0.rot.y;
csInfo->keyFrames = D_80121F1C;
csInfo->keyFrameCnt = 4;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
i = Quake_Add(csCam, 3);
Quake_SetSpeed(i, 12000);
Quake_SetQuakeValues(i, 0, 0, 1000, 0);
Quake_SetCountdown(i, 5);
break;
case 3340:
D_80121FBC[0].atTargetInit = globalCtx->view.lookAt;
D_80121FBC[0].eyeTargetInit = globalCtx->view.eye;
D_80121FBC[0].fovTargetInit = globalCtx->view.fovy;
csInfo->keyFrames = D_80121FBC;
csInfo->keyFrameCnt = 4;
func_8002DF54(globalCtx, NULL, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
i = Quake_Add(csCam, 3);
Quake_SetSpeed(i, 12000);
Quake_SetQuakeValues(i, 0, 0, 1000, 0);
Quake_SetCountdown(i, 5);
break;
case 3360:
csInfo->keyFrames = D_8012205C;
csInfo->keyFrameCnt = 3;
func_8002DF38(globalCtx, &player->actor, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 3350:
D_801220D4[0].atTargetInit = globalCtx->view.lookAt;
D_801220D4[0].eyeTargetInit = globalCtx->view.eye;
D_801220D4[0].fovTargetInit = globalCtx->view.fovy;
if (actor->world.pos.x > 0.0f) {
D_801220D4[1].rollTargetInit = -D_801220D4[1].rollTargetInit;
D_801220D4[2].rollTargetInit = -D_801220D4[2].rollTargetInit;
D_801220D4[1].atTargetInit.x = -D_801220D4[1].atTargetInit.x;
D_801220D4[1].atTargetInit.y = 50.0f;
D_801220D4[1].eyeTargetInit.y = 80.0f;
D_801220D4[1].eyeTargetInit.x = -D_801220D4[1].eyeTargetInit.x;
}
func_8002DF54(globalCtx, NULL, 8);
csInfo->keyFrames = D_801220D4;
csInfo->keyFrameCnt = 5;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 3330:
csInfo->keyFrames = D_8012219C;
csInfo->keyFrameCnt = 7;
func_8002DF38(globalCtx, &player->actor, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 3410:
csInfo->keyFrames = D_801222B4;
csInfo->keyFrameCnt = 5;
func_8002DF54(globalCtx, NULL, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
i = Quake_Add(csCam, 1);
Quake_SetSpeed(i, 32000);
Quake_SetQuakeValues(i, 4, 0, 0, 0);
Quake_SetCountdown(i, 20);
break;
case 3450:
csInfo->keyFrames = D_8012237C;
csInfo->keyFrameCnt = 2;
func_8002DF38(globalCtx, &player->actor, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
i = Quake_Add(csCam, 1);
Quake_SetSpeed(i, 32000);
Quake_SetQuakeValues(i, 2, 0, 0, 0);
Quake_SetCountdown(i, 10);
break;
case 3440:
csInfo->keyFrames = D_801223CC;
csInfo->keyFrameCnt = 6;
func_8002DF54(globalCtx, NULL, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
player->stateFlags1 |= 0x20000000;
player->actor.freezeTimer = 90;
i = Quake_Add(csCam, 1);
Quake_SetSpeed(i, 32000);
Quake_SetQuakeValues(i, 2, 0, 0, 0);
Quake_SetCountdown(i, 10);
break;
case 3430:
csInfo->keyFrames = D_801224BC;
csInfo->keyFrameCnt = 7;
func_8002DF54(globalCtx, NULL, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
i = Quake_Add(csCam, 1);
Quake_SetSpeed(i, 32000);
Quake_SetQuakeValues(i, 1, 0, 10, 0);
Quake_SetCountdown(i, 20);
break;
case 4100:
csInfo->keyFrames = D_801225D4;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
// RANDO: Waterfall opening cutscene skips to the end of the cutscene data earlier by doing this
if (!(gSaveContext.n64ddFlag)) {
csInfo->keyFrameCnt = 5;
} else {
csInfo->keyFrameCnt = 2;
}
player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = 0x3FFC;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
func_8002DF54(globalCtx, NULL, 8);
break;
case 4110:
csInfo->keyFrames = D_8012269C;
csInfo->keyFrameCnt = 3;
func_8002DF38(globalCtx, &player->actor, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4120:
func_8002DF54(globalCtx, NULL, 8);
D_80122714[1].timerInit = 80;
csInfo->keyFrames = D_80122714;
csInfo->keyFrameCnt = 4;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4140:
csInfo->keyFrames = D_801227B4;
csInfo->keyFrameCnt = 6;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
break;
case 4150:
csInfo->keyFrames = D_801228A4;
csInfo->keyFrameCnt = 5;
func_8002DF54(globalCtx, NULL, 8);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4160:
csInfo->keyFrames = D_8012296C;
csInfo->keyFrameCnt = 4;
func_8002DF54(globalCtx, NULL, 8);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4170:
csInfo->keyFrames = D_80122A0C;
csInfo->keyFrameCnt = 2;
func_8002DF54(globalCtx, NULL, 8);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4190:
csInfo->keyFrames = D_80122A5C;
csInfo->keyFrameCnt = 8;
func_8002DF38(globalCtx, &player->actor, 8);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4200:
csInfo->keyFrames = D_80122B9C;
csInfo->keyFrameCnt = 3;
func_8002DF38(globalCtx, &player->actor, 8);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4210:
player->actor.freezeTimer = timer;
csInfo->keyFrames = D_80122C14;
csInfo->keyFrameCnt = 1;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
i = Quake_Add(csCam, 3);
Quake_SetSpeed(i, 12000);
Quake_SetQuakeValues(i, 0, 1, 100, 0);
Quake_SetCountdown(i, timer - 80);
break;
case 4220:
csInfo->keyFrames = (player->actor.world.pos.z < -15.0f) ? D_80122C3C : D_80122C64;
csInfo->keyFrameCnt = 1;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
func_8002DF38(globalCtx, &player->actor, 1);
i = Quake_Add(csCam, 3);
Quake_SetSpeed(i, 12000);
Quake_SetQuakeValues(i, 0, 1, 10, 0);
Quake_SetCountdown(i, timer - 10);
break;
case 4221:
csInfo->keyFrames = D_80122C8C;
csInfo->keyFrameCnt = 1;
func_8002DF54(globalCtx, NULL, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 3260:
func_8002DF54(globalCtx, NULL, 8);
D_80122CB4[1].timerInit = timer - 5;
csInfo->keyFrames = D_80122CB4;
csInfo->keyFrameCnt = 2;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 3261:
func_8002DF54(globalCtx, NULL, 8);
D_80122D04[1].timerInit = timer - 10;
csInfo->keyFrames = D_80122D04;
csInfo->keyFrameCnt = 2;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 8010:
csInfo->keyFrames = D_80122D54;
csInfo->keyFrameCnt = 3;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 8002:
csInfo->keyFrames = D_80122DCC;
csInfo->keyFrameCnt = 3;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 8700:
Actor_GetFocus(&spA0, actor);
Actor_GetFocus(&sp8C, &player->actor);
D_80122E44[timer & 1][0].atTargetInit.y = ((spA0.pos.y - sp8C.pos.y) / 10.0f) + 90.0f;
D_80122E44[timer & 1][5].atTargetInit = mainCam->at;
csInfo->keyFrames = D_80122E44[timer & 1];
csInfo->keyFrameCnt = 7;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 1100: {
s32 tempDiff = globalCtx->state.frames - sPrevFrameCs1100;
if ((tempDiff > 3600) || (tempDiff < -3600)) {
csInfo->keyFrames = D_80123074;
csInfo->keyFrameCnt = 5;
} else {
if (globalCtx->state.frames & 1) {
D_8012313C[0].rollTargetInit = -D_8012313C[0].rollTargetInit;
D_8012313C[0].atTargetInit.y = -D_8012313C[0].atTargetInit.y;
D_8012313C[0].eyeTargetInit.y = -D_8012313C[0].eyeTargetInit.y;
D_8012313C[1].atTargetInit.y = -D_8012313C[1].atTargetInit.y;
}
csInfo->keyFrames = D_8012313C;
csInfo->keyFrameCnt = 3;
}
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
sPrevFrameCs1100 = globalCtx->state.frames;
} break;
case 9806:
csCam->timer = -99;
if (func_800C0CB8(globalCtx)) {
func_800C0808(globalCtx, camIdx, player, CAM_SET_TURN_AROUND);
csCam->data2 = 0xC;
} else {
Gameplay_CopyCamera(globalCtx, camIdx, MAIN_CAM);
Gameplay_CameraChangeSetting(globalCtx, camIdx, CAM_SET_FREE2);
}
break;
case 9908:
if (func_800C0CB8(globalCtx)) {
D_801231B4[0].eyeTargetInit.z = D_801231B4[1].eyeTargetInit.z = !LINK_IS_ADULT ? 100.0f : 120.0f;
if (player->stateFlags1 & 0x08000000) {
D_801231B4[2].atTargetInit.z = 0.0f;
}
Actor_GetWorldPosShapeRot(&spA0, &player->actor);
OLib_Vec3fDiffToVecSphGeo(&spD0, &spA0.pos, &mainCam->at);
spD0.yaw -= spA0.rot.y;
OLib_VecSphGeoToVec3f(&D_801231B4[3].atTargetInit, &spD0);
OLib_Vec3fDiffToVecSphGeo(&spD0, &spA0.pos, &mainCam->eye);
spD0.yaw -= spA0.rot.y;
OLib_VecSphGeoToVec3f(&D_801231B4[3].eyeTargetInit, &spD0);
D_801231B4[3].fovTargetInit = mainCam->fov;
D_801231B4[3].timerInit = timer - 50;
csInfo->keyFrames = D_801231B4;
csInfo->keyFrameCnt = 4;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
} else {
D_80123254[1].timerInit = timer - 1;
D_80123254[0].fovTargetInit = mainCam->fov;
D_80123254[0].atTargetInit = D_80123254[1].atTargetInit = mainCam->at;
D_80123254[0].eyeTargetInit = D_80123254[1].eyeTargetInit = mainCam->eye;
csInfo->keyFrames = D_80123254;
csInfo->keyFrameCnt = 2;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
}
break;
case 1000:
D_801232A4[0].atTargetInit = globalCtx->view.lookAt;
D_801232A4[0].eyeTargetInit = globalCtx->view.eye;
D_801232A4[0].fovTargetInit = globalCtx->view.fovy;
csInfo->keyFrames = D_801232A4;
csInfo->keyFrameCnt = 1;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 8603:
csInfo->keyFrames = D_801232CC;
csInfo->keyFrameCnt = 5;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 8604:
csInfo->keyFrames = D_80123394;
csInfo->keyFrameCnt = 5;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4000:
csInfo->keyFrames = D_8012345C;
csInfo->keyFrameCnt = 4;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4010:
csInfo->keyFrames = D_801234FC;
csInfo->keyFrameCnt = 5;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4011:
csInfo->keyFrames = D_801235C4;
csInfo->keyFrameCnt = 5;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4020:
if (CVar_GetS32("gFasterHeavyBlockLift", 0)) {
D_8012368C[0].timerInit *= (1.0f / 3.0f);
D_8012368C[1].timerInit *= (1.0f / 3.0f);
D_8012368C[2].timerInit *= (1.0f / 3.0f);
D_8012368C[3].timerInit *= (1.0f / 3.0f);
}
csInfo->keyFrames = D_8012368C;
csInfo->keyFrameCnt = 4;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4021:
if (CVar_GetS32("gFasterHeavyBlockLift", 0)) {
D_8012372C[0].timerInit *= (1.0f / 3.0f);
D_8012372C[1].timerInit *= (1.0f / 3.0f);
D_8012372C[2].timerInit *= (1.0f / 3.0f);
D_8012372C[3].timerInit *= (1.0f / 3.0f);
}
csInfo->keyFrames = D_8012372C;
csInfo->keyFrameCnt = 4;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 4022:
if (CVar_GetS32("gFasterHeavyBlockLift", 0)) {
D_801237CC[0].timerInit *= (1.0f / 3.0f);
D_801237CC[1].timerInit *= (1.0f / 3.0f);
D_801237CC[2].timerInit *= (1.0f / 3.0f);
D_801237CC[3].timerInit *= (1.0f / 3.0f);
D_801237CC[4].timerInit *= (1.0f / 3.0f);
}
csCam->timer = D_801237CC[0].timerInit + D_801237CC[3].timerInit + D_801237CC[1].timerInit +
D_801237CC[2].timerInit + D_801237CC[4].timerInit;
csInfo->keyFrames = D_801237CC;
csInfo->keyFrameCnt = 5;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 9703:
D_80123894[0].atTargetInit = globalCtx->view.lookAt;
D_80123894[0].eyeTargetInit = globalCtx->view.eye;
D_80123894[0].fovTargetInit = globalCtx->view.fovy;
if (LINK_IS_ADULT) {
D_80123894[1].atTargetInit.y = 60.0f;
D_80123894[1].eyeTargetInit.y = 52.0f;
}
csInfo->keyFrames = D_80123894;
csInfo->keyFrameCnt = 3;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 9704:
D_8012390C[0].atTargetInit = globalCtx->view.lookAt;
D_8012390C[0].eyeTargetInit = globalCtx->view.eye;
D_8012390C[0].fovTargetInit = globalCtx->view.fovy;
csInfo->keyFrames = D_8012390C;
csInfo->keyFrameCnt = 2;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 9705:
D_8012395C[0].atTargetInit = globalCtx->view.lookAt;
D_8012395C[0].eyeTargetInit = globalCtx->view.eye;
D_8012395C[0].fovTargetInit = globalCtx->view.fovy;
csInfo->keyFrames = D_8012395C;
csInfo->keyFrameCnt = 3;
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
break;
case 5110:
D_801239D4[1].timerInit = 10;
csInfo->keyFrames = D_801239D4;
csInfo->keyFrameCnt = 3;
func_800C0808(globalCtx, camIdx, (Player*)actor, CAM_SET_CS_C);
break;
default:
osSyncPrintf(VT_COL(RED, WHITE) "onepointdemo camera: demo number not found !! (%d)\n" VT_RST, csId);
break;
}
return 0;
}
s16 OnePointCutscene_SetAsChild(GlobalContext* globalCtx, s16 newCamIdx, s16 parentCamIdx) {
s16 prevCamIdx = globalCtx->cameraPtrs[parentCamIdx]->childCamIdx;
globalCtx->cameraPtrs[newCamIdx]->parentCamIdx = parentCamIdx;
globalCtx->cameraPtrs[parentCamIdx]->childCamIdx = newCamIdx;
return prevCamIdx;
}
/**
* Removes a cutscene camera from the list. Returns the parent cam if the removed camera is active, otherwise returns
* SUBCAM_NONE
*/
s32 OnePointCutscene_RemoveCamera(GlobalContext* globalCtx, s16 camIdx) {
Camera* camera = globalCtx->cameraPtrs[camIdx];
s32 nextCamIdx;
if (camera->thisIdx == CHILD_CAM(camera)->parentCamIdx) {
CHILD_CAM(camera)->parentCamIdx = camera->parentCamIdx;
}
if (camera->thisIdx == PARENT_CAM(camera)->childCamIdx) {
PARENT_CAM(camera)->childCamIdx = camera->childCamIdx;
}
nextCamIdx = (globalCtx->activeCamera == camIdx) ? camera->parentCamIdx : SUBCAM_NONE;
camera->parentCamIdx = MAIN_CAM;
camera->childCamIdx = camera->parentCamIdx;
camera->timer = -1;
Gameplay_ClearCamera(camera->globalCtx, camera->thisIdx);
return nextCamIdx;
}
#define vChildCamIdx temp2
#define vCsStatus temp1
#define vCurCamIdx temp2
#define vNextCamIdx temp1
/**
* Creates a cutscene subcamera with the specified ID, duration, and targeted actor. The camera is placed into the
* cutscene queue in front of the specified camera, then all lower priority demos in front of it are removed from the
* queue.
*/
s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor* actor, s16 parentCamIdx) {
s16 temp1;
s16 temp2;
s16 csCamIdx;
Camera* csCam;
if (parentCamIdx == SUBCAM_ACTIVE) {
parentCamIdx = globalCtx->activeCamera;
}
csCamIdx = Gameplay_CreateSubCamera(globalCtx);
if (csCamIdx == SUBCAM_NONE) {
osSyncPrintf(VT_COL(RED, WHITE) "onepoint demo: error: too many cameras ... give up! type=%d\n" VT_RST, csId);
return SUBCAM_NONE;
}
// Inserts the cutscene camera into the cutscene queue in front of parentCam
vChildCamIdx = globalCtx->cameraPtrs[parentCamIdx]->childCamIdx;
vCsStatus = CAM_STAT_ACTIVE;
if (vChildCamIdx >= SUBCAM_FIRST) {
OnePointCutscene_SetAsChild(globalCtx, vChildCamIdx, csCamIdx);
vCsStatus = CAM_STAT_WAIT;
} else {
Interface_ChangeAlpha(2);
}
OnePointCutscene_SetAsChild(globalCtx, csCamIdx, parentCamIdx);
csCam = globalCtx->cameraPtrs[csCamIdx];
csCam->timer = timer;
csCam->target = actor;
csCam->at = globalCtx->view.lookAt;
csCam->eye = globalCtx->view.eye;
csCam->fov = globalCtx->view.fovy;
csCam->csId = csId;
if (parentCamIdx == MAIN_CAM) {
Gameplay_ChangeCameraStatus(globalCtx, parentCamIdx, CAM_STAT_UNK3);
} else {
Gameplay_ChangeCameraStatus(globalCtx, parentCamIdx, CAM_STAT_WAIT);
}
OnePointCutscene_SetInfo(globalCtx, csCamIdx, csId, actor, timer);
Gameplay_ChangeCameraStatus(globalCtx, csCamIdx, vCsStatus);
// Removes all lower priority cutscenes in front of this cutscene from the queue.
vCurCamIdx = csCamIdx;
vNextCamIdx = globalCtx->cameraPtrs[csCamIdx]->childCamIdx;
while (vNextCamIdx >= SUBCAM_FIRST) {
s16 nextCsId = globalCtx->cameraPtrs[vNextCamIdx]->csId;
s16 thisCsId = globalCtx->cameraPtrs[csCamIdx]->csId;
if ((nextCsId / 100) < (thisCsId / 100)) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "onepointdemo camera[%d]: killed 'coz low priority (%d < %d)\n" VT_RST,
vNextCamIdx, nextCsId, thisCsId);
if (globalCtx->cameraPtrs[vNextCamIdx]->csId != 5010) {
if ((vNextCamIdx = OnePointCutscene_RemoveCamera(globalCtx, vNextCamIdx)) != SUBCAM_NONE) {
Gameplay_ChangeCameraStatus(globalCtx, vNextCamIdx, CAM_STAT_ACTIVE);
}
} else {
vCurCamIdx = vNextCamIdx;
OnePointCutscene_EndCutscene(globalCtx, vNextCamIdx);
}
} else {
vCurCamIdx = vNextCamIdx;
}
vNextCamIdx = globalCtx->cameraPtrs[vCurCamIdx]->childCamIdx;
}
return csCamIdx;
}
/**
* Ends the cutscene in camIdx by setting its timer to 0. For attention cutscenes, it is set to 5 instead.
*/
s16 OnePointCutscene_EndCutscene(GlobalContext* globalCtx, s16 camIdx) {
if (camIdx == SUBCAM_ACTIVE) {
camIdx = globalCtx->activeCamera;
}
if (globalCtx->cameraPtrs[camIdx] != NULL) {
osSyncPrintf("onepointdemo camera[%d]: delete timer=%d next=%d\n", camIdx, globalCtx->cameraPtrs[camIdx]->timer,
globalCtx->cameraPtrs[camIdx]->parentCamIdx);
if (globalCtx->cameraPtrs[camIdx]->csId == 5010) {
globalCtx->cameraPtrs[camIdx]->timer = 5;
} else {
globalCtx->cameraPtrs[camIdx]->timer = 0;
}
}
return camIdx;
}
#define vTargetCat temp1
#define vParentCamIdx temp1
#define vLastHigherCat temp2
#define vCsCamIdx temp2
/**
* Adds an attention cutscene to the cutscene queue.
*/
s32 OnePointCutscene_Attention(GlobalContext* globalCtx, Actor* actor) {
Camera* parentCam;
s32 temp1;
s32 temp2;
s32 timer;
if (sDisableAttention) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "actor attention demo camera: canceled by other camera\n" VT_RST);
return SUBCAM_NONE;
}
sUnused = -1;
parentCam = globalCtx->cameraPtrs[MAIN_CAM];
if (parentCam->mode == CAM_MODE_FOLLOWBOOMERANG) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "actor attention demo camera: change mode BOOKEEPON -> NORMAL\n" VT_RST);
Camera_ChangeMode(parentCam, CAM_MODE_NORMAL);
}
// Finds the camera of the first actor attention demo with a lower category actor, or the first non-attention demo
// after at least one attention demo.
vLastHigherCat = -1;
while (parentCam->childCamIdx != SUBCAM_FREE) {
parentCam = globalCtx->cameraPtrs[parentCam->childCamIdx];
if (parentCam == NULL) {
break;
} else if (parentCam->setting != CAM_SET_CS_ATTENTION) {
if (vLastHigherCat == -1) {
continue;
} else {
break;
}
} else {
vTargetCat = parentCam->target->category;
if (actor->category > vTargetCat) {
break;
}
vLastHigherCat = vTargetCat;
}
}
// Actorcat is only undefined if the actor is in a higher category than all other attention cutscenes. In this case,
// it goes in the first position of the list. Otherwise, it goes in the index found in the loop.
vParentCamIdx = (vLastHigherCat == -1) ? MAIN_CAM : parentCam->thisIdx;
switch (actor->category) {
case ACTORCAT_SWITCH:
case ACTORCAT_BG:
case ACTORCAT_PLAYER:
case ACTORCAT_PROP:
case ACTORCAT_DOOR:
timer = 30;
break;
case ACTORCAT_NPC:
case ACTORCAT_ITEMACTION:
case ACTORCAT_CHEST:
timer = 100;
break;
case ACTORCAT_EXPLOSIVE:
case ACTORCAT_ENEMY:
case ACTORCAT_MISC:
case ACTORCAT_BOSS:
default:
osSyncPrintf(VT_COL(YELLOW, BLACK) "actor attention demo camera: %d: unkown part of actor %d\n" VT_RST,
globalCtx->state.frames, actor->category);
timer = 30;
break;
}
osSyncPrintf(VT_FGCOL(CYAN) "%06u:" VT_RST " actor attention demo camera: request %d ", globalCtx->state.frames,
actor->category);
// If the previous attention cutscene has an actor in the same category, skip this actor.
if (actor->category == vLastHigherCat) {
osSyncPrintf("" VT_FGCOL(PURPLE) "×" VT_RST " (%d)\n", actor->id);
return SUBCAM_NONE;
}
osSyncPrintf("" VT_FGCOL(BLUE) "" VT_RST " (%d)\n", actor->id);
vCsCamIdx = OnePointCutscene_Init(globalCtx, 5010, timer, actor, vParentCamIdx);
if (vCsCamIdx == SUBCAM_NONE) {
osSyncPrintf(VT_COL(RED, WHITE) "actor attention demo: give up! \n" VT_RST, actor->id);
return SUBCAM_NONE;
} else {
s32* data = (s32*)&globalCtx->cameraPtrs[vCsCamIdx]->data1;
*data = NA_SE_SY_CORRECT_CHIME;
return vCsCamIdx;
}
}
/**
* Adds an attention cutscene to the cutscene queue with the specified sound effect
*/
s32 OnePointCutscene_AttentionSetSfx(GlobalContext* globalCtx, Actor* actor, s32 sfxId) {
s32 csCamIdx = OnePointCutscene_Attention(globalCtx, actor);
if (csCamIdx != SUBCAM_NONE) {
s32* data = (s32*)&globalCtx->cameraPtrs[csCamIdx]->data1;
*data = sfxId;
}
return csCamIdx;
}
// unused
void OnePointCutscene_EnableAttention() {
sDisableAttention = false;
}
// unused
void OnePointCutscene_DisableAttention() {
sDisableAttention = true;
}
s32 OnePointCutscene_CheckForCategory(GlobalContext* globalCtx, s32 category) {
Camera* parentCam = globalCtx->cameraPtrs[MAIN_CAM];
while (parentCam->childCamIdx != SUBCAM_FREE) {
parentCam = globalCtx->cameraPtrs[parentCam->childCamIdx];
if ((parentCam == NULL) || (parentCam->setting != CAM_SET_CS_ATTENTION)) {
break;
} else if (category == parentCam->target->category) {
return true;
}
}
return false;
}
// unused, also empty.
void OnePointCutscene_Noop(GlobalContext* globalCtx, s32 arg1) {
}