Code_800E8EA0 Docs (#832)

* Start

* Add notes from OOT

* D_801D0D50 -> gDbgCamEnabled

* Rotation Functions

* Text function

* RotateBack -> RotateForward

* Flags functions

* Document rotation func returns

* Remove comment from play

* Rename play function, add notes about Flags, add notes about focus

* Update notes a little

* Update src/code/code_800E8EA0.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Fix apostrophes

* Bring over OoT changes

* TurnTo -> Track in SubS systesm

* format and remove OoT specific comment

* Remove old comments

* namefixer

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
Derek Hensley
2022-06-19 17:16:30 -07:00
committed by GitHub
parent 6d371502e1
commit 37d3934e2c
57 changed files with 323 additions and 279 deletions
+97 -56
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@@ -1,107 +1,148 @@
#include "global.h"
void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 textId) {
void Actor_ContinueText(GlobalContext* globalCtx, Actor* actor, u16 textId) {
func_80151938(globalCtx, textId);
actor->textId = textId;
}
s32 nop_800E8ED0(UNK_TYPE4 param_1) {
return 0;
/**
* EventCheckInf does not exist, so this always returns false
*/
s32 Flags_GetEventChkInf(s32 flag) {
return false;
}
void nop_800E8EE0(UNK_TYPE4 param_1) {
/**
* EventCheckInf does not exist, so this does nothing
*/
void Flags_SetEventChkInf(s32 flag) {
}
s32 nop_800E8EEC(UNK_TYPE4 param_1) {
return 0;
/**
* InfTable does not exist, so this always returns false
*/
s32 Flags_GetInfTable(s32 flag) {
return false;
}
void nop_800E8EFC(UNK_TYPE4 param_1) {
/**
* InfTable does not exist, so this does nothing
*/
void Flags_SetInfTable(s32 flag) {
}
s32 func_800E8F08(Vec3s* param_1, Vec3s* param_2) {
Math_SmoothStepToS(&param_1->y, 0, 6, 6200, 100);
Math_SmoothStepToS(&param_1->x, 0, 6, 6200, 100);
Math_SmoothStepToS(&param_2->y, 0, 6, 6200, 100);
Math_SmoothStepToS(&param_2->x, 0, 6, 6200, 100);
return 1;
s32 Actor_TrackNone(Vec3s* headRot, Vec3s* torsoRot) {
Math_SmoothStepToS(&headRot->y, 0, 6, 0x1838, 0x64);
Math_SmoothStepToS(&headRot->x, 0, 6, 0x1838, 0x64);
Math_SmoothStepToS(&torsoRot->y, 0, 6, 0x1838, 0x64);
Math_SmoothStepToS(&torsoRot->x, 0, 6, 0x1838, 0x64);
return true;
}
s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4) {
s32 Actor_TrackPoint(Actor* actor, Vec3f* target, Vec3s* headRot, Vec3s* torsoRot) {
s16 targetPitch;
s16 targetYaw;
s16 yawDiffFromTarget;
s16 yawDiff;
targetPitch = Math_Vec3f_Pitch(&actor->focus.pos, param_2);
targetYaw = Math_Vec3f_Yaw(&actor->focus.pos, param_2) - actor->world.rot.y;
targetPitch = Math_Vec3f_Pitch(&actor->focus.pos, target);
targetYaw = Math_Vec3f_Yaw(&actor->focus.pos, target) - actor->world.rot.y;
Math_SmoothStepToS(&param_3->x, targetPitch, 6, 2000, 1);
param_3->x = CLAMP(param_3->x, -6000, 6000);
Math_SmoothStepToS(&headRot->x, targetPitch, 6, 0x7D0, 1);
headRot->x = CLAMP(headRot->x, -0x1770, 0x1770);
yawDiffFromTarget = Math_SmoothStepToS(&param_3->y, targetYaw, 6, 2000, 1);
param_3->y = CLAMP(param_3->y, -8000, 8000);
yawDiff = Math_SmoothStepToS(&headRot->y, targetYaw, 6, 0x7D0, 1);
headRot->y = CLAMP(headRot->y, -0x1F40, 0x1F40);
if (yawDiffFromTarget != 0) {
if (ABS_ALT(param_3->y) < 8000) {
return 0;
}
if ((yawDiff != 0) && (ABS_ALT(headRot->y) < 0x1F40)) {
return false;
}
Math_SmoothStepToS(&param_4->y, targetYaw - param_3->y, 4, 2000, 1);
param_4->y = CLAMP(param_4->y, -12000, 12000);
Math_SmoothStepToS(&torsoRot->y, targetYaw - headRot->y, 4, 0x7D0, 1);
torsoRot->y = CLAMP(torsoRot->y, -0x2EE0, 0x2EE0);
return 1;
return true;
}
s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) {
/**
* Same as Actor_TrackPlayer, except use the actor's world position as the focus point, with the height
* specified.
*
* @param play
* @param actor
* @param headRot the computed actor's head's rotation step
* @param torsoRot the computed actor's torso's rotation step
* @param focusHeight the height of the focus point relative to their world position
*
* @return true if rotated towards player, false if rotations were stepped back to zero.
*
* @note same note as Actor_TrackPlayer
*/
s32 Actor_TrackPlayerSetFocusHeight(GlobalContext* globalCtx, Actor* actor, Vec3s* headRot, Vec3s* torsoRot,
f32 focusHeight) {
Player* player = GET_PLAYER(globalCtx);
s16 sVar3;
Vec3f local_14;
s16 yaw;
Vec3f target;
actor->focus.pos = actor->world.pos;
actor->focus.pos.y += param_5;
actor->focus.pos.y += focusHeight;
if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) {
sVar3 = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
if (sVar3 >= 0x4300) {
func_800E8F08(param_3, param_4);
return 0;
if (!((globalCtx->csCtx.state != 0) || gDbgCamEnabled)) {
yaw = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
if (yaw >= 0x4300) {
Actor_TrackNone(headRot, torsoRot);
return false;
}
}
if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) {
local_14 = globalCtx->view.eye;
if ((globalCtx->csCtx.state != 0) || gDbgCamEnabled) {
target = globalCtx->view.eye;
} else {
local_14 = player->actor.focus.pos;
target = player->actor.focus.pos;
}
func_800E8FA4(actor, &local_14, param_3, param_4);
Actor_TrackPoint(actor, &target, headRot, torsoRot);
return 1;
return true;
}
s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) {
/**
* Computes the necessary HeadRot and TorsoRot steps to be added to the normal rotation to smoothly turn an actors's
* head and torso towards the player if within a certain yaw, else smoothly returns the rotations back to zero.
* Also sets the focus position with the specified point.
*
* @param play
* @param actor
* @param headRot the computed actor's head's rotation step
* @param torsoRot the computed actor's torso's rotation step
* @param focusPos the point to set as the actor's focus position
*
* @return true if rotated towards player, false if rotations were stepped back to zero.
*
* @note if in a cutscene or debug camera is enabled, the computed rotation will instead turn towards the view eye no
* matter the yaw.
*/
s32 Actor_TrackPlayer(GlobalContext* globalCtx, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, Vec3f focusPos) {
Player* player = GET_PLAYER(globalCtx);
s16 sVar3;
Vec3f local_14;
s16 yaw;
Vec3f target;
actor->focus.pos = param_5;
actor->focus.pos = focusPos;
if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) {
sVar3 = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
if (sVar3 >= 0x4300) {
func_800E8F08(param_3, param_4);
return 0;
if (!((globalCtx->csCtx.state != 0) || gDbgCamEnabled)) {
yaw = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
if (yaw >= 0x4300) {
Actor_TrackNone(headRot, torsoRot);
return false;
}
}
if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) {
local_14 = globalCtx->view.eye;
if ((globalCtx->csCtx.state != 0) || gDbgCamEnabled) {
target = globalCtx->view.eye;
} else {
local_14 = player->actor.focus.pos;
target = player->actor.focus.pos;
}
func_800E8FA4(actor, &local_14, param_3, param_4);
Actor_TrackPoint(actor, &target, headRot, torsoRot);
return 1;
return true;
}
+1 -1
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@@ -4281,7 +4281,7 @@ s16 func_800BDB6C(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) {
Player* player = GET_PLAYER(globalCtx);
f32 phi_f2;
if ((globalCtx->csCtx.state != 0) || (D_801D0D50 != 0)) {
if ((globalCtx->csCtx.state != 0) || gDbgCamEnabled) {
phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &globalCtx->view.eye) * 0.25f;
} else {
phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
+1 -1
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@@ -917,7 +917,7 @@ s32 Cutscene_Command_Camera(GlobalContext* globalCtx, u8* cmd) {
bcopy(cmd, &sp1C, sizeof(s32));
cmd += sizeof(s32);
if (func_8016A168() == 0) {
if (!Play_IsDebugCamEnabled()) {
func_80161998(cmd, &sCutsceneCameraInfo);
}
return sp1C + sizeof(s32);
+2 -4
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@@ -309,10 +309,8 @@ s32 Play_IsUnderwater(GlobalContext* globalCtx, Vec3f* pos) {
}
}
// z_demo and EnTest4
// This data appears to be a boolean. It is only set by Play_Init.
s32 func_8016A168(void) {
return D_801D0D50;
s32 Play_IsDebugCamEnabled(void) {
return gDbgCamEnabled;
}
// A mapping from playerActorCsIds to sGlobalCamDataSettings indices.
+24 -25
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@@ -1010,7 +1010,7 @@ void SubS_DrawShadowTex(Actor* actor, GameState* gameState, u8* tex) {
* @param[in] stepMin the minimun step in degrees
* @param[in] stepMax the maximum step in degrees
*/
s16 SubS_ComputeTurnToPointRot(s16* rot, s16 rotMax, s16 target, f32 slowness, f32 stepMin, f32 stepMax) {
s16 SubS_ComputeTrackPointRot(s16* rot, s16 rotMax, s16 target, f32 slowness, f32 stepMin, f32 stepMax) {
s16 prevRot = *rot;
f32 step;
f32 prevRotStep;
@@ -1046,42 +1046,42 @@ s16 SubS_ComputeTurnToPointRot(s16* rot, s16 rotMax, s16 target, f32 slowness, f
/**
* Computes the necessary HeadRot and TorsoRot to smoothly turn an actors's head and torso to a point
*
* @param[in] point the point to turn to
* @param[in] target the point to turn to
* @param[in] focusPos the actor's focus postion
* @param[in] shapeRot the actor's shape rotation
* @param[in,out] turnTarget the intermediate target step that headRot and torsoRot step towards
* @param[in,out] trackTarget the intermediate target step that headRot and torsoRot step towards
* @param[in,out] headRot the computed head rotation
* @param[in,out] torsoRot the computed torso rotation
* @param[in] options various options to adjust how the actor turns, see SubS_ComputeTurnToPointRot()
* @param[in] options various options to adjust how the actor turns, see SubS_ComputeTrackPointRot()
*/
s32 SubS_TurnToPoint(Vec3f* point, Vec3f* focusPos, Vec3s* shapeRot, Vec3s* turnTarget, Vec3s* headRot, Vec3s* torsoRot,
TurnOptionsSet* options) {
s32 SubS_TrackPoint(Vec3f* target, Vec3f* focusPos, Vec3s* shapeRot, Vec3s* trackTarget, Vec3s* headRot,
Vec3s* torsoRot, TrackOptionsSet* options) {
s16 pitch;
s16 yaw;
s16 pad;
s16 targetY;
f32 diffX = point->x - focusPos->x;
f32 diffX = target->x - focusPos->x;
s16 targetX;
f32 diffZ = point->z - focusPos->z;
f32 diffZ = target->z - focusPos->z;
yaw = Math_FAtan2F(diffZ, diffX);
pitch = Math_FAtan2F(sqrtf(SQ(diffX) + SQ(diffZ)), point->y - focusPos->y);
Math_SmoothStepToS(&turnTarget->x, pitch, 4, 0x2710, 0);
Math_SmoothStepToS(&turnTarget->y, yaw, 4, 0x2710, 0);
pitch = Math_FAtan2F(sqrtf(SQ(diffX) + SQ(diffZ)), target->y - focusPos->y);
Math_SmoothStepToS(&trackTarget->x, pitch, 4, 0x2710, 0);
Math_SmoothStepToS(&trackTarget->y, yaw, 4, 0x2710, 0);
targetX =
SubS_ComputeTurnToPointRot(&headRot->x, options->headRotX.rotMax, turnTarget->x, options->headRotX.slowness,
options->headRotX.rotStepMin, options->headRotX.rotStepMax);
SubS_ComputeTrackPointRot(&headRot->x, options->headRotX.rotMax, trackTarget->x, options->headRotX.slowness,
options->headRotX.rotStepMin, options->headRotX.rotStepMax);
//! @bug: torsoRotX uses headRotX slowness
SubS_ComputeTurnToPointRot(&torsoRot->x, options->torsoRotX.rotMax, targetX, options->headRotX.slowness,
options->torsoRotX.rotStepMin, options->torsoRotX.rotStepMax);
SubS_ComputeTrackPointRot(&torsoRot->x, options->torsoRotX.rotMax, targetX, options->headRotX.slowness,
options->torsoRotX.rotStepMin, options->torsoRotX.rotStepMax);
targetY = turnTarget->y - shapeRot->y;
SubS_ComputeTurnToPointRot(&headRot->y, options->headRotY.rotMax, targetY - torsoRot->y, options->headRotY.slowness,
options->headRotY.rotStepMin, options->headRotY.rotStepMax);
SubS_ComputeTurnToPointRot(&torsoRot->y, options->torsoRotY.rotMax, targetY - headRot->y,
options->torsoRotY.slowness, options->torsoRotY.rotStepMin,
options->torsoRotY.rotStepMax);
targetY = trackTarget->y - shapeRot->y;
SubS_ComputeTrackPointRot(&headRot->y, options->headRotY.rotMax, targetY - torsoRot->y, options->headRotY.slowness,
options->headRotY.rotStepMin, options->headRotY.rotStepMax);
SubS_ComputeTrackPointRot(&torsoRot->y, options->torsoRotY.rotMax, targetY - headRot->y,
options->torsoRotY.slowness, options->torsoRotY.rotStepMin,
options->torsoRotY.rotStepMax);
return true;
}
@@ -1438,7 +1438,6 @@ s32 SubS_FillCutscenesList(Actor* actor, s16 cutscenes[], s16 numCutscenes) {
* @param[out] plane the computed plane
*
* @note the unit input vector is expected to already be normalized (only uses are with the z unit vector)
*
*/
void SubS_ConstructPlane(Vec3f* point, Vec3f* unitVec, Vec3s* rot, Plane* plane) {
f32 sin;
@@ -1561,9 +1560,9 @@ s32 func_8013E8F8(Actor* actor, GlobalContext* globalCtx, f32 xzRange, f32 yRang
* @param[in] torsoZRotStepMax the max torso's Z rotation step
* @param[in] torsoXRotStepMax the max torso's X rotation step
*/
s32 SubS_TurnToPointStep(Vec3f* worldPos, Vec3f* focusPos, s16 shapeYRot, Vec3f* yawTarget, Vec3f* pitchTarget,
s16* headZRotStep, s16* headXRotStep, s16* torsoZRotStep, s16* torsoXRotStep,
u16 headZRotStepMax, u16 headXRotStepMax, u16 torsoZRotStepMax, u16 torsoXRotStepMax) {
s32 SubS_TrackPointStep(Vec3f* worldPos, Vec3f* focusPos, s16 shapeYRot, Vec3f* yawTarget, Vec3f* pitchTarget,
s16* headZRotStep, s16* headXRotStep, s16* torsoZRotStep, s16* torsoXRotStep,
u16 headZRotStepMax, u16 headXRotStepMax, u16 torsoZRotStepMax, u16 torsoXRotStepMax) {
s16 yaw = Math_Vec3f_Yaw(worldPos, yawTarget) - shapeYRot;
s16 pad;
s16 pad2;