sm64pc/src/game/camera.h

776 lines
30 KiB
C

#ifndef _CAMERA_H
#define _CAMERA_H
#include "types.h"
#include "area.h"
#include "engine/geo_layout.h"
#include "engine/graph_node.h"
#include "level_table.h"
/**
* @file camera.h
* Constants, defines, and structs used by the camera system.
* @see camera.inc.c
*/
#define ABS(x) ((x) > 0.f ? (x) : -(x))
#define ABS2(x) ((x) >= 0.f ? (x) : -(x))
/**
* Converts an angle in degrees to sm64's s16 angle units. For example, DEGREES(90) == 0x4000
* This should be used mainly to make camera code clearer at first glance.
*/
#define DEGREES(x) (x * 0x10000 / 360)
#define LEVEL_AREA_INDEX(levelNum, areaNum) ((levelNum << 4) + areaNum)
/**
* Helper macro for defining which areas of a level should zoom out the camera when the game is paused.
* Because a mask is used by two levels, the pattern will repeat when more than 4 areas are used by a level.
*/
#define ZOOMOUT_AREA_MASK(level1Area1, level1Area2, level1Area3, level1Area4, \
level2Area1, level2Area2, level2Area3, level2Area4) \
((level2Area4) << 7 | \
(level2Area3) << 6 | \
(level2Area2) << 5 | \
(level2Area1) << 4 | \
(level1Area4) << 3 | \
(level1Area3) << 2 | \
(level1Area2) << 1 | \
(level1Area1) << 0)
#define AREA_BBH LEVEL_AREA_INDEX(LEVEL_BBH, 1)
#define AREA_CCM_OUTSIDE LEVEL_AREA_INDEX(LEVEL_CCM, 1)
#define AREA_CCM_SLIDE LEVEL_AREA_INDEX(LEVEL_CCM, 2)
#define AREA_CASTLE_LOBBY LEVEL_AREA_INDEX(LEVEL_CASTLE, 1)
#define AREA_CASTLE_TIPPY LEVEL_AREA_INDEX(LEVEL_CASTLE, 2)
#define AREA_CASTLE_BASEMENT LEVEL_AREA_INDEX(LEVEL_CASTLE, 3)
#define AREA_HMC LEVEL_AREA_INDEX(LEVEL_HMC, 1)
#define AREA_SSL_OUTSIDE LEVEL_AREA_INDEX(LEVEL_SSL, 1)
#define AREA_SSL_PYRAMID LEVEL_AREA_INDEX(LEVEL_SSL, 2)
#define AREA_SSL_EYEROK LEVEL_AREA_INDEX(LEVEL_SSL, 3)
#define AREA_BOB LEVEL_AREA_INDEX(LEVEL_BOB, 1)
#define AREA_SL_OUTSIDE LEVEL_AREA_INDEX(LEVEL_SL, 1)
#define AREA_SL_IGLOO LEVEL_AREA_INDEX(LEVEL_SL, 2)
#define AREA_WDW_MAIN LEVEL_AREA_INDEX(LEVEL_WDW, 1)
#define AREA_WDW_TOWN LEVEL_AREA_INDEX(LEVEL_WDW, 2)
#define AREA_JRB_MAIN LEVEL_AREA_INDEX(LEVEL_JRB, 1)
#define AREA_JRB_SHIP LEVEL_AREA_INDEX(LEVEL_JRB, 2)
#define AREA_THI_HUGE LEVEL_AREA_INDEX(LEVEL_THI, 1)
#define AREA_THI_TINY LEVEL_AREA_INDEX(LEVEL_THI, 2)
#define AREA_THI_WIGGLER LEVEL_AREA_INDEX(LEVEL_THI, 3)
#define AREA_TTC LEVEL_AREA_INDEX(LEVEL_TTC, 1)
#define AREA_RR LEVEL_AREA_INDEX(LEVEL_RR, 1)
#define AREA_CASTLE_GROUNDS LEVEL_AREA_INDEX(LEVEL_CASTLE_GROUNDS, 1)
#define AREA_BITDW LEVEL_AREA_INDEX(LEVEL_BITDW, 1)
#define AREA_VCUTM LEVEL_AREA_INDEX(LEVEL_VCUTM, 1)
#define AREA_BITFS LEVEL_AREA_INDEX(LEVEL_BITFS, 1)
#define AREA_SA LEVEL_AREA_INDEX(LEVEL_SA, 1)
#define AREA_BITS LEVEL_AREA_INDEX(LEVEL_BITS, 1)
#define AREA_LLL_OUTSIDE LEVEL_AREA_INDEX(LEVEL_LLL, 1)
#define AREA_LLL_VOLCANO LEVEL_AREA_INDEX(LEVEL_LLL, 2)
#define AREA_DDD_WHIRLPOOL LEVEL_AREA_INDEX(LEVEL_DDD, 1)
#define AREA_DDD_SUB LEVEL_AREA_INDEX(LEVEL_DDD, 2)
#define AREA_WF LEVEL_AREA_INDEX(LEVEL_WF, 1)
#define AREA_ENDING LEVEL_AREA_INDEX(LEVEL_ENDING, 1)
#define AREA_COURTYARD LEVEL_AREA_INDEX(LEVEL_CASTLE_COURTYARD, 1)
#define AREA_PSS LEVEL_AREA_INDEX(LEVEL_PSS, 1)
#define AREA_COTMC LEVEL_AREA_INDEX(LEVEL_COTMC, 1)
#define AREA_TOTWC LEVEL_AREA_INDEX(LEVEL_TOTWC, 1)
#define AREA_BOWSER_1 LEVEL_AREA_INDEX(LEVEL_BOWSER_1, 1)
#define AREA_WMOTR LEVEL_AREA_INDEX(LEVEL_WMOTR, 1)
#define AREA_BOWSER_2 LEVEL_AREA_INDEX(LEVEL_BOWSER_2, 1)
#define AREA_BOWSER_3 LEVEL_AREA_INDEX(LEVEL_BOWSER_3, 1)
#define AREA_TTM_OUTSIDE LEVEL_AREA_INDEX(LEVEL_TTM, 1)
#define CAM_MODE_MARIO_ACTIVE 0x01
#define CAM_MODE_LAKITU_WAS_ZOOMED_OUT 0x02
#define CAM_MODE_MARIO_SELECTED 0x04
#define CAM_SELECTION_MARIO 1
#define CAM_SELECTION_FIXED 2
#define CAM_ANGLE_MARIO 1
#define CAM_ANGLE_LAKITU 2
#define CAMERA_MODE_NONE 0x00
#define CAMERA_MODE_RADIAL 0x01
#define CAMERA_MODE_OUTWARD_RADIAL 0x02
#define CAMERA_MODE_BEHIND_MARIO 0x03
#define CAMERA_MODE_CLOSE 0x04 // Inside Castle / Big Boo's Haunt
#define CAMERA_MODE_C_UP 0x06
#define CAMERA_MODE_WATER_SURFACE 0x08
#define CAMERA_MODE_SLIDE_HOOT 0x09
#define CAMERA_MODE_INSIDE_CANNON 0x0A
#define CAMERA_MODE_BOSS_FIGHT 0x0B
#define CAMERA_MODE_PARALLEL_TRACKING 0x0C
#define CAMERA_MODE_FIXED 0x0D
#define CAMERA_MODE_8_DIRECTIONS 0x0E // AKA Parallel Camera, Bowser Courses & Rainbow Road
#define CAMERA_MODE_FREE_ROAM 0x10
#define CAMERA_MODE_SPIRAL_STAIRS 0x11
#ifdef BETTERCAMERA
#define CAMERA_MODE_NEWCAM 0x12
#endif
#define CAM_MOVE_RETURN_TO_MIDDLE 0x0001
#define CAM_MOVE_ZOOMED_OUT 0x0002
#define CAM_MOVE_ROTATE_RIGHT 0x0004
#define CAM_MOVE_ROTATE_LEFT 0x0008
#define CAM_MOVE_ENTERED_ROTATE_SURFACE 0x0010
#define CAM_MOVE_METAL_BELOW_WATER 0x0020
#define CAM_MOVE_FIX_IN_PLACE 0x0040
#define CAM_MOVE_UNKNOWN_8 0x0080
#define CAM_MOVING_INTO_MODE 0x0100
#define CAM_MOVE_STARTED_EXITING_C_UP 0x0200
#define CAM_MOVE_UNKNOWN_11 0x0400
#define CAM_MOVE_INIT_CAMERA 0x0800
#define CAM_MOVE_ALREADY_ZOOMED_OUT 0x1000
#define CAM_MOVE_C_UP_MODE 0x2000
#define CAM_MOVE_SUBMERGED 0x4000
#define CAM_MOVE_PAUSE_SCREEN 0x8000
#define CAM_MOVE_ROTATE /**/ (CAM_MOVE_ROTATE_RIGHT | CAM_MOVE_ROTATE_LEFT | CAM_MOVE_RETURN_TO_MIDDLE)
/// These flags force the camera to move a certain way
#define CAM_MOVE_RESTRICT /**/ (CAM_MOVE_ENTERED_ROTATE_SURFACE | CAM_MOVE_METAL_BELOW_WATER | CAM_MOVE_FIX_IN_PLACE | CAM_MOVE_UNKNOWN_8)
#define CAM_SOUND_C_UP_PLAYED 0x01
#define CAM_SOUND_MARIO_ACTIVE 0x02
#define CAM_SOUND_NORMAL_ACTIVE 0x04
#define CAM_SOUND_UNUSED_SELECT_MARIO 0x08
#define CAM_SOUND_UNUSED_SELECT_FIXED 0x10
#define CAM_SOUND_FIXED_ACTIVE 0x20
#define CAM_FLAG_SMOOTH_MOVEMENT 0x0001
#define CAM_FLAG_BLOCK_SMOOTH_MOVEMENT 0x0002
#define CAM_FLAG_FRAME_AFTER_CAM_INIT 0x0004
#define CAM_FLAG_CHANGED_PARTRACK_INDEX 0x0008
#define CAM_FLAG_CCM_SLIDE_SHORTCUT 0x0010
#define CAM_FLAG_CAM_NEAR_WALL 0x0020
#define CAM_FLAG_SLEEPING 0x0040
#define CAM_FLAG_UNUSED_7 0x0080
#define CAM_FLAG_UNUSED_8 0x0100
#define CAM_FLAG_COLLIDED_WITH_WALL 0x0200
#define CAM_FLAG_START_TRANSITION 0x0400
#define CAM_FLAG_TRANSITION_OUT_OF_C_UP 0x0800
#define CAM_FLAG_BLOCK_AREA_PROCESSING 0x1000
#define CAM_FLAG_UNUSED_13 0x2000
#define CAM_FLAG_UNUSED_CUTSCENE_ACTIVE 0x4000
#define CAM_FLAG_BEHIND_MARIO_POST_DOOR 0x8000
#define CAM_STATUS_NONE 0
#define CAM_STATUS_MARIO 1 << 0
#define CAM_STATUS_LAKITU 1 << 1
#define CAM_STATUS_FIXED 1 << 2
#define CAM_STATUS_C_DOWN 1 << 3
#define CAM_STATUS_C_UP 1 << 4
#define CAM_STATUS_MODE_GROUP (CAM_STATUS_MARIO | CAM_STATUS_LAKITU | CAM_STATUS_FIXED)
#define CAM_STATUS_C_MODE_GROUP (CAM_STATUS_C_DOWN | CAM_STATUS_C_UP)
#define SHAKE_ATTACK 1
#define SHAKE_GROUND_POUND 2
#define SHAKE_SMALL_DAMAGE 3
#define SHAKE_MED_DAMAGE 4
#define SHAKE_LARGE_DAMAGE 5
#define SHAKE_HIT_FROM_BELOW 8
#define SHAKE_FALL_DAMAGE 9
#define SHAKE_SHOCK 10
#define SHAKE_ENV_EXPLOSION 1
#define SHAKE_ENV_BOWSER_THROW_BOUNCE 2
#define SHAKE_ENV_BOWSER_JUMP 3
#define SHAKE_ENV_UNUSED_5 5
#define SHAKE_ENV_UNUSED_6 6
#define SHAKE_ENV_UNUSED_7 7
#define SHAKE_ENV_PYRAMID_EXPLODE 8
#define SHAKE_ENV_JRB_SHIP_DRAIN 9
#define SHAKE_ENV_FALLING_BITS_PLAT 10
#define SHAKE_FOV_SMALL 1
#define SHAKE_FOV_UNUSED 2
#define SHAKE_FOV_MEDIUM 3
#define SHAKE_FOV_LARGE 4
#define SHAKE_POS_SMALL 1
#define SHAKE_POS_MEDIUM 2
#define SHAKE_POS_LARGE 3
#define SHAKE_POS_BOWLING_BALL 4
#define CUTSCENE_DOOR_PULL 130
#define CUTSCENE_DOOR_PUSH 131
#define CUTSCENE_ENTER_CANNON 133
#define CUTSCENE_ENTER_PAINTING 134
#define CUTSCENE_DEATH_EXIT 135
#define CUTSCENE_DOOR_WARP 139
#define CUTSCENE_DOOR_PULL_MODE 140
#define CUTSCENE_DOOR_PUSH_MODE 141
#define CUTSCENE_INTRO_PEACH 142
#define CUTSCENE_DANCE_ROTATE 143
#define CUTSCENE_ENTER_BOWSER_ARENA 144
#define CUTSCENE_0F_UNUSED 145 // Never activated, stub cutscene functions
#define CUTSCENE_UNUSED_EXIT 147 // Never activated
#define CUTSCENE_SLIDING_DOORS_OPEN 149
#define CUTSCENE_PREPARE_CANNON 150
#define CUTSCENE_UNLOCK_KEY_DOOR 151
#define CUTSCENE_STANDING_DEATH 152
#define CUTSCENE_DEATH_ON_STOMACH 153
#define CUTSCENE_DEATH_ON_BACK 154
#define CUTSCENE_QUICKSAND_DEATH 155
#define CUTSCENE_SUFFOCATION_DEATH 156
#define CUTSCENE_EXIT_BOWSER_SUCC 157
#define CUTSCENE_EXIT_BOWSER_DEATH 158 // Never activated
#define CUTSCENE_WATER_DEATH 159 // Not in cutscene switch
#define CUTSCENE_EXIT_PAINTING_SUCC 160
#define CUTSCENE_CAP_SWITCH_PRESS 161
#define CUTSCENE_DIALOG 162
#define CUTSCENE_RACE_DIALOG 163
#define CUTSCENE_ENTER_PYRAMID_TOP 164
#define CUTSCENE_DANCE_FLY_AWAY 165
#define CUTSCENE_DANCE_CLOSEUP 166
#define CUTSCENE_KEY_DANCE 167
#define CUTSCENE_SSL_PYRAMID_EXPLODE 168 // Never activated
#define CUTSCENE_EXIT_SPECIAL_SUCC 169
#define CUTSCENE_NONPAINTING_DEATH 170
#define CUTSCENE_READ_MESSAGE 171
#define CUTSCENE_ENDING 172
#define CUTSCENE_STAR_SPAWN 173
#define CUTSCENE_GRAND_STAR 174
#define CUTSCENE_DANCE_DEFAULT 175
#define CUTSCENE_RED_COIN_STAR_SPAWN 176
#define CUTSCENE_END_WAVING 177
#define CUTSCENE_CREDITS 178
#define CUTSCENE_EXIT_WATERFALL 179
#define CUTSCENE_EXIT_FALL_WMOTR 180
#define CUTSCENE_ENTER_POOL 181
/**
* Stop the cutscene.
*/
#define CUTSCENE_STOP 0x8000
/**
* Play the current cutscene shot indefinitely (until canceled).
*/
#define CUTSCENE_LOOP 0x7FFF
#define HAND_CAM_SHAKE_OFF 0
#define HAND_CAM_SHAKE_CUTSCENE 1
#define HAND_CAM_SHAKE_UNUSED 2
#define HAND_CAM_SHAKE_HANG_OWL 3
#define HAND_CAM_SHAKE_HIGH 4
#define HAND_CAM_SHAKE_STAR_DANCE 5
#define HAND_CAM_SHAKE_LOW 6
#define DOOR_DEFAULT 0
#define DOOR_LEAVING_SPECIAL 1
#define DOOR_ENTER_LOBBY 2
// Might rename these to reflect what they are used for instead "SET_45" etc.
#define CAM_FOV_SET_45 1
#define CAM_FOV_DEFAULT 2
#define CAM_FOV_APP_45 4
#define CAM_FOV_SET_30 5
#define CAM_FOV_APP_20 6
#define CAM_FOV_BBH 7
#define CAM_FOV_APP_80 9
#define CAM_FOV_APP_30 10
#define CAM_FOV_APP_60 11
#define CAM_FOV_ZOOM_30 12
#define CAM_FOV_SET_29 13
#define CAM_EVENT_CANNON 1
#define CAM_EVENT_SHOT_FROM_CANNON 2
#define CAM_EVENT_UNUSED_3 3
#define CAM_EVENT_BOWSER_INIT 4
#define CAM_EVENT_DOOR_WARP 5
#define CAM_EVENT_DOOR 6
#define CAM_EVENT_BOWSER_JUMP 7
#define CAM_EVENT_BOWSER_THROW_BOUNCE 8
#define CAM_EVENT_START_INTRO 9
#define CAM_EVENT_START_GRAND_STAR 10
#define CAM_EVENT_START_ENDING 11
#define CAM_EVENT_START_END_WAVING 12
#define CAM_EVENT_START_CREDITS 13
/**
* A copy of player information that is relevant to the camera.
*/
struct PlayerCameraState
{
/**
* Mario's action on this frame.
*/
/*0x00*/ u32 action;
/*0x04*/ Vec3f pos;
/*0x10*/ Vec3s faceAngle;
/*0x16*/ Vec3s headRotation;
/*0x1C*/ s16 unused;
/**
* Set to nonzero when an event, such as entering a door, starting the credits, or throwing bowser,
* has happened on this frame.
*/
/*0x1E*/ s16 cameraEvent;
/*0x20*/ struct Object *usedObj;
};
/**
* Struct containing info that is used when transition_next_state() is called. Stores the intermediate
* distances and angular displacements from lakitu's goal position and focus.
*/
struct TransitionInfo
{
/*0x00*/ s16 posPitch;
/*0x02*/ s16 posYaw;
/*0x04*/ f32 posDist;
/*0x08*/ s16 focPitch;
/*0x0A*/ s16 focYaw;
/*0x0C*/ f32 focDist;
/*0x10*/ s32 framesLeft;
/*0x14*/ Vec3f marioPos;
/*0x20*/ u8 pad; // for the structs to align, there has to be an extra unused variable here. type is unknown.
};
/**
* A point that's used in a spline, controls the direction to move the camera in
* during the shake effect.
*/
struct HandheldShakePoint
{
/*0x00*/ s8 index; // only set to -1
/*0x04 (aligned)*/ u32 pad;
/*0x08*/ Vec3s point;
}; // size = 0x10
// These are the same type, but the name that is used depends on context.
/**
* A function that is called by CameraTriggers and cutscene shots.
* These are concurrent: multiple CameraEvents can occur on the same frame.
*/
typedef BAD_RETURN(s32) (*CameraEvent)(struct Camera *c);
/**
* The same type as a CameraEvent, but because these are generally longer, and happen in sequential
* order, they're are called "shots," a term taken from cinematography.
*
* To further tell the difference: CutsceneShots usually call multiple CameraEvents at once, but only
* one CutsceneShot is ever called on a given frame.
*/
typedef CameraEvent CutsceneShot;
/**
* Defines a bounding box which activates an event while mario is inside
*/
struct CameraTrigger
{
/**
* The area this should be checked in, or -1 if it should run in every area of the level.
*
* Triggers with area set to -1 are run by default, they don't care if mario is inside their bounds.
* However, they are only active if mario is not already inside an area-specific trigger's
* boundaries.
*/
s8 area;
/// A function that gets called while Mario is in the trigger bounds
CameraEvent event;
// The (x,y,z) position of the center of the bounding box
s16 centerX;
s16 centerY;
s16 centerZ;
// The max displacement in x, y, and z from the center for a point to be considered inside the
// bounding box
s16 boundsX;
s16 boundsY;
s16 boundsZ;
/// This angle rotates mario's offset from the box's origin, before it is checked for being inside.
s16 boundsYaw;
};
/**
* A camera shot that is active for a number of frames.
* Together, a sequence of shots makes up a cutscene.
*/
struct Cutscene
{
/// The function that gets called.
CutsceneShot shot;
/// How long the shot lasts.
s16 duration;
};
/**
* Info for the camera's field of view and the FOV shake effect.
*/
struct CameraFOVStatus
{
/// The current function being used to set the camera's field of view (before any fov shake is applied).
/*0x00*/ u8 fovFunc;
/// The current field of view in degrees
/*0x04*/ f32 fov;
// Fields used by shake_camera_fov()
/// The amount to change the current fov by in the fov shake effect.
/*0x08*/ f32 fovOffset;
/// A bool set in fov_default() but unused otherwise
/*0x0C*/ u32 unusedIsSleeping;
/// The range in degrees to shake fov
/*0x10*/ f32 shakeAmplitude;
/// Used to calculate fovOffset, the phase through the shake's period.
/*0x14*/ s16 shakePhase;
/// How much to progress through the shake period
/*0x16*/ s16 shakeSpeed;
/// How much to decrease shakeAmplitude each frame.
/*0x18*/ s16 decay;
};
/**
* Information for a control point in a spline segment.
*/
struct CutsceneSplinePoint
{
/* The index of this point in the spline. Ignored except for -1, which ends the spline.
An index of -1 should come four points after the start of the last segment. */
s8 index;
/* Roughly controls the number of frames it takes to progress through the spline segment.
See move_point_along_spline() in camera.c */
u8 speed;
Vec3s point;
};
/**
* Struct containing the nearest floor and ceiling to the player, as well as the previous floor and
* ceilng. It also stores their distances from the player's position.
*/
struct PlayerGeometry
{
/*0x00*/ struct Surface *currFloor;
/*0x04*/ f32 currFloorHeight;
/*0x08*/ s16 currFloorType;
/*0x0C*/ struct Surface *currCeil;
/*0x10*/ s16 currCeilType;
/*0x14*/ f32 currCeilHeight;
/*0x18*/ struct Surface *prevFloor;
/*0x1C*/ f32 prevFloorHeight;
/*0x20*/ s16 prevFloorType;
/*0x24*/ struct Surface *prevCeil;
/*0x28*/ f32 prevCeilHeight;
/*0x2C*/ s16 prevCeilType;
/// Unused, but recalculated every frame
/*0x30*/ f32 waterHeight;
};
/**
* Point used in transitioning between camera modes and C-Up.
*/
struct LinearTransitionPoint
{
Vec3f focus;
Vec3f pos;
f32 dist;
s16 pitch;
s16 yaw;
};
/**
* Info about transitioning between camera modes.
*/
struct ModeTransitionInfo
{
s16 newMode;
s16 lastMode;
s16 max;
s16 frame;
struct LinearTransitionPoint transitionStart;
struct LinearTransitionPoint transitionEnd;
};
/**
* A point in a path used by update_parallel_tracking_camera
*/
struct ParallelTrackingPoint
{
/// Whether this point is the start of a path
s16 startOfPath;
/// Point used to define a line segment to follow
Vec3f pos;
/// The distance mario can move along the line before the camera should move
f32 distThresh;
/// The percentage that the camera should move from the line to mario
f32 zoom;
};
/**
* Stores the camera's info
*/
struct CameraStoredInfo
{
/*0x00*/ Vec3f pos;
/*0x0C*/ Vec3f focus;
/*0x18*/ f32 panDist;
/*0x1C*/ f32 cannonYOffset;
};
/**
* Struct used to store cutscene info, like the camera's target position/focus.
*
* See the sCutsceneVars[] array in camera.c for more details.
*/
struct CutsceneVariable
{
/// Perhaps an index
s32 unused1;
Vec3f point;
Vec3f unusedPoint;
Vec3s angle;
/// Perhaps a boolean or an extra angle
s16 unused2;
};
/**
* The main camera struct. Gets updated by the active camera mode and the current level/area. In
* update_lakitu, its pos and focus are used to calculate lakitu's next position and focus, which are
* then used to render the game.
*/
struct Camera
{
/*0x00*/ u8 mode; // What type of mode the camera uses (see defines above)
/*0x01*/ u8 defMode;
/**
* Determines what direction mario moves in when the analog stick is moved.
*
* @warning This is NOT the camera's xz-rotation in world space. This is the angle calculated from the
* camera's focus TO the camera's position, instead of the other way around like it should
* be. It's effectively the opposite of the camera's actual yaw. Use
* vec3f_get_dist_and_angle() if you need the camera's yaw.
*/
/*0x02*/ s16 yaw;
/*0x04*/ Vec3f focus;
/*0x10*/ Vec3f pos;
/*0x1C*/ Vec3f unusedVec1;
/// The x coordinate of the "center" of the area. The camera will rotate around this point.
/// For example, this is what makes the camera rotate around the hill in BoB
/*0x28*/ f32 areaCenX;
/// The z coordinate of the "center" of the area. The camera will rotate around this point.
/// For example, this is what makes the camera rotate around the hill in BoB
/*0x2C*/ f32 areaCenZ;
/*0x30*/ u8 cutscene;
/*0x31*/ u8 filler31[0x8];
/*0x3A*/ s16 nextYaw;
/*0x3C*/ u8 filler3C[0x28];
/*0x64*/ u8 doorStatus;
/// The y coordinate of the "center" of the area. Unlike areaCenX and areaCenZ, this is only used
/// when paused. See zoom_out_if_paused_and_outside
/*0x68*/ f32 areaCenY;
};
/**
* A struct containing info pertaining to lakitu, such as his position and focus, and what
* camera-related effects are happening to him, like camera shakes.
*
* This struct's pos and foc are what is actually used to render the game.
*
* @see update_lakitu()
*/
struct LakituState
{
/**
* Lakitu's position, which (when CAM_FLAG_SMOOTH_MOVEMENT is set), approaches his goalPos every frame.
*/
/*0x00*/ Vec3f curFocus;
/**
* Lakitu's focus, which (when CAM_FLAG_SMOOTH_MOVEMENT is set), approaches his goalFocus every frame.
*/
/*0x0C*/ Vec3f curPos;
/**
* The focus point that lakitu turns towards every frame.
* If CAM_FLAG_SMOOTH_MOVEMENT is unset, this is the same as curFocus.
*/
/*0x18*/ Vec3f goalFocus;
/**
* The point that lakitu flies towards every frame.
* If CAM_FLAG_SMOOTH_MOVEMENT is unset, this is the same as curPos.
*/
/*0x24*/ Vec3f goalPos;
/*0x30*/ u8 filler30[12]; // extra unused Vec3f?
/// Copy of the active camera mode
/*0x3C*/ u8 mode;
/// Copy of the default camera mode
/*0x3D*/ u8 defMode;
/*0x3E*/ u8 filler3E[10];
/*0x48*/ f32 focusDistance; // unused
/*0x4C*/ s16 oldPitch; // unused
/*0x4E*/ s16 oldYaw; // unused
/*0x50*/ s16 oldRoll; // unused
/// The angular offsets added to lakitu's pitch, yaw, and roll
/*0x52*/ Vec3s shakeMagnitude;
// shake pitch, yaw, and roll phase: The progression through the camera shake (a cosine wave).
// shake pitch, yaw, and roll vel: The speed of the camera shake
// shake pitch, yaw, and roll decay: The shake's deceleration.
/*0x58*/ s16 shakePitchPhase;
/*0x5A*/ s16 shakePitchVel;
/*0x5C*/ s16 shakePitchDecay;
/*0x60*/ Vec3f unusedVec1;
/*0x6C*/ Vec3s unusedVec2;
/*0x72*/ u8 filler72[8];
/// Used to rotate the screen when rendering.
/*0x7A*/ s16 roll;
/// Copy of the camera's yaw
/*0x7C*/ s16 yaw;
/// Copy of the camera's next yaw
/*0x7E*/ s16 nextYaw;
/// The actual focus point the game uses to render.
/*0x80*/ Vec3f focus;
/// The actual position the game is rendered from.
/*0x8C*/ Vec3f pos;
// Shake variables: See above description
/*0x98*/ s16 shakeRollPhase;
/*0x9A*/ s16 shakeRollVel;
/*0x9C*/ s16 shakeRollDecay;
/*0x9E*/ s16 shakeYawPhase;
/*0xA0*/ s16 shakeYawVel;
/*0xA2*/ s16 shakeYawDecay;
// focH,Vspeed: how fast lakitu turns towards his goalFocus.
/// By default HSpeed is 0.8, so lakitu turns 80% of the horz distance to his goal each frame.
/*0xA4*/ f32 focHSpeed;
/// By default VSpeed is 0.3, so lakitu turns 30% of the vert distance to his goal each frame.
/*0xA8*/ f32 focVSpeed;
// posH,Vspeed: How fast lakitu flies towards his goalPos.
/// By default they are 0.3, so lakitu will fly 30% of the way towards his goal each frame.
/*0xAC*/ f32 posHSpeed;
/*0xB0*/ f32 posVSpeed;
/// The roll offset applied during part of the key dance cutscene
/*0xB4*/ s16 keyDanceRoll;
/// Mario's action from the previous frame. Only used to determine if mario just finished a dive.
/*0xB8*/ u32 lastFrameAction;
/*0xBC*/ s16 unused;
};
// bss order hack to not affect BSS order. if possible, remove me, but it will be hard to match otherwise
#ifndef INCLUDED_FROM_CAMERA_C
// BSS
extern s16 sSelectionFlags;
extern s16 sCameraSideCFlags;
extern s16 sCameraSoundFlags;
extern u16 sCButtonsPressed;
extern struct PlayerCameraState gPlayerCameraState[2];
extern struct LakituState gLakituState;
extern s16 gCameraMovementFlags;
extern s32 gObjCutsceneDone;
extern struct Camera *gCamera;
#endif
extern struct Object *gCutsceneFocus;
extern struct Object *gSecondCameraFocus;
// TODO: sort all of this extremely messy shit out after the split
extern void set_camera_shake_from_hit(s16);
extern void set_environmental_camera_shake(s16);
extern void set_camera_shake_from_point(s16, f32, f32, f32);
extern void move_mario_head_c_up(struct Camera *); // static (ASM)
extern void transition_next_state(UNUSED struct Camera *c, s16 frames);
extern void set_camera_mode(struct Camera *, s16, s16);
extern void update_camera(struct Camera *);
extern void reset_camera(struct Camera *);
extern void init_camera(struct Camera *);
extern void select_mario_cam_mode(void);
extern Gfx *geo_camera_main(s32 callContext, struct GraphNode *g, void *context);
extern void stub_camera_2(struct Camera *);
extern void stub_camera_3(struct Camera *);
extern void vec3f_sub(Vec3f dst, Vec3f src);
extern void object_pos_to_vec3f(Vec3f, struct Object *);
extern void vec3f_to_object_pos(struct Object *, Vec3f); // static (ASM)
extern s32 move_point_along_spline(Vec3f, struct CutsceneSplinePoint[], s16 *, f32 *);
extern s32 cam_select_alt_mode(s32 angle);
extern s32 set_cam_angle(s32);
extern void set_handheld_shake(u8);
extern void shake_camera_handheld(Vec3f, Vec3f);
extern s32 find_c_buttons_pressed(u16, u16, u16);
extern s32 update_camera_hud_status(struct Camera *);
extern s32 collide_with_walls(Vec3f, f32, f32);
extern s32 clamp_pitch(Vec3f a, Vec3f b, s16 c, s16 d);
extern s32 is_within_100_units_of_mario(f32, f32, f32);
extern s32 set_or_approach_f32_asymptotic(f32 *, f32, f32);
extern s32 approach_f32_asymptotic_bool(f32 *current, f32 target, f32 multiplier);
extern f32 approach_f32_asymptotic(f32 current, f32 target, f32 multiplier); // static (ASM)
extern s32 approach_s16_asymptotic_bool(s16 *current, s16 target, s16 multiplier);
extern s32 approach_s16_asymptotic(s16 current, s16 target, s16 multiplier); // static (ASM)
extern void approach_vec3f_asymptotic(Vec3f current, Vec3f target, f32 xMul, f32 yMul, f32 zMul); // static (ASM)
extern void set_or_approach_vec3f_asymptotic(Vec3f dst, Vec3f goal, f32 xMul, f32 yMul, f32 zMul); // postdefined
extern s32 camera_approach_s16_symmetric_bool(s16 *current, s16 target, s16 increment);
extern s32 set_or_approach_s16_symmetric(s16 *current, s16 target, s16 increment); // postdefined
extern s32 camera_approach_f32_symmetric_bool(f32 *current, f32 target, f32 increment);
extern f32 camera_approach_f32_symmetric(f32 value, f32 target, f32 increment);
extern void random_vec3s(Vec3s dst, s16 xRange, s16 yRange, s16 zRange); // postdefined
extern s32 clamp_positions_and_find_yaw(Vec3f, Vec3f, f32, f32, f32, f32);
extern s32 is_range_behind_surface(Vec3f from, Vec3f to, struct Surface *surf, s16 range, s16 surfType);
extern void scale_along_line(Vec3f dest, Vec3f from, Vec3f to, f32 scale);
extern s16 calculate_pitch(Vec3f from, Vec3f to);
extern s16 calculate_yaw(Vec3f from, Vec3f to);
extern void calculate_angles(Vec3f from, Vec3f to, s16 *pitch, s16 *yaw);
extern f32 calc_abs_dist(Vec3f a, Vec3f b);
extern f32 calc_hor_dist(Vec3f a, Vec3f b);
extern void rotate_in_xz(Vec3f dst, Vec3f src, s16 yaw);
extern void rotate_in_yz(Vec3f dst, Vec3f src, s16 pitch);
extern void set_camera_pitch_shake(s16 mag, s16 pitchMagInc, s16 pitchInc);
extern void set_camera_yaw_shake(s16 mag, s16 yawMagInc, s16 yawInc);
extern void set_camera_roll_shake(s16 mag, s16 rollMagInc, s16 rollInc);
extern void set_pitch_shake_from_point(s16 mag, s16 pitchMagInc, s16 pitchInc, f32 maxDist, f32 posX, f32 posY, f32 posZ);
extern void shake_camera_pitch(); // postdefined
extern void shake_camera_yaw(); // postdefined
extern void shake_camera_roll(s16 *); // postdefined
extern s32 offset_yaw_outward_radial(struct Camera *a, s16 b);
extern void play_camera_buzz_if_cdown(void);
extern void play_camera_buzz_if_cbutton(void);
extern void play_camera_buzz_if_c_sideways(void);
extern void play_sound_cbutton_up(void);
extern void play_sound_cbutton_down(void);
extern void play_sound_cbutton_side(void);
extern void play_sound_button_change_blocked(void); // postdefined
extern void play_sound_rbutton_changed(void); // postdefined
extern void play_sound_if_cam_switched_to_lakitu_or_mario(void); // postdefined
extern s32 radial_camera_input(struct Camera *a, f32 b);
extern s32 trigger_cutscene_dialog(s32);
extern void handle_c_button_movement(struct Camera *);
extern void start_cutscene(struct Camera *a, u8 cutscene); // postdefined
extern u8 get_cutscene_from_mario_status(); // postdefined
extern void warp_camera(f32 displacementX, f32 displacementY, f32 displacementZ);
extern void approach_camera_height(struct Camera *c, f32 goal, f32 inc);
extern void offset_rotated(Vec3f dst, Vec3f from, Vec3f to, Vec3s rotation);
s16 next_lakitu_state(Vec3f newPos, Vec3f newFoc, Vec3f curPos, Vec3f curFoc, Vec3f oldPos, Vec3f oldFoc, s16 yaw); // postdefined
extern void set_fixed_cam_axis_sa_lobby(s16 preset); // postdefined
extern s16 camera_course_processing(struct Camera *); // postdefined
extern void resolve_geometry_collisions(Vec3f, Vec3f);
extern s32 rotate_camera_around_walls(struct Camera *, Vec3f, s16 *, s16);
extern void find_mario_floor_and_ceil(struct PlayerGeometry *); // postdefined
extern u8 start_object_cutscene_without_focus(u8);
extern s16 cutscene_object_with_dialog(u8 cutsceneTable, struct Object *, s16);
extern s16 cutscene_object_without_dialog(u8, struct Object *);
extern s16 cutscene_object(u8 cutscene, struct Object *o);
extern void play_cutscene(struct Camera *c);
extern s32 cutscene_event(CameraEvent event, struct Camera * c, s16 start, s16 end);
extern s32 cutscene_spawn_obj(s32 phase, s16 frame);
extern void set_fov_shake(s16 amplitude, s16 decay, s16 shakeSpeed);
extern void set_fov_function(u8 func);
extern void cutscene_set_fov_shake_preset(u8 preset);
extern void set_fov_shake_from_point_preset(u8 preset, f32 posX, f32 posY, f32 posZ);
extern void obj_rotate_towards_point(struct Object *, Vec3f, s16, s16, s16, s16);
extern Gfx *geo_camera_fov(s32 callContext, struct GraphNode *g, UNUSED void *context);
#endif /* _CAMERA_H */