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Quake & Distortion Cleanup (#1102)
* quake cleanup * cleanup * more cleanup * remove cast * q comes before r... * unname goron function, leave it to another PR * PR Suggestions
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+3
-34
@@ -745,8 +745,8 @@ s16 Actor_TestFloorInDirection(Actor* actor, PlayState* play, f32 distance, s16
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s32 Actor_IsTargeted(PlayState* play, Actor* actor);
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s32 Actor_OtherIsTargeted(PlayState* play, Actor* actor);
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void func_800BC620(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play);
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void func_800BC770(PlayState* play, s16 y, s16 countdown);
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void func_800BC7D8(PlayState* play, s16 y, s16 countdown, s16 speed);
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void Actor_AddQuake(PlayState* play, s16 verticalMag, s16 countdown);
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void Actor_AddQuakeWithSpeed(PlayState* play, s16 verticalMag, s16 countdown, s16 speed);
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void func_800BC848(Actor* actor, PlayState* play, s16 y, s16 countdown);
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void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type);
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void Actor_SetColorFilter(Actor* actor, u16 colorFlag, u16 colorIntensityMax, u16 xluFlag, u16 duration);
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@@ -923,7 +923,7 @@ u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId)
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u32 SurfaceType_IsHookshotSurface(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_GetConveyorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 func_800C9DDC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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@@ -1958,37 +1958,6 @@ s32 func_80128640(PlayState* play, Player* player, Gfx* dlist);
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void func_80128B74(PlayState* play, Player* player, s32 limbIndex);
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void func_80128BD0(PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot, Actor* actor);
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f32 Quake_Random(void);
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void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 verticalPertubation, f32 horizontalPertubation);
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s16 Quake_Callback1(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback5(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback6(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback3(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback2(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback4(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_GetFreeIndex(void);
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QuakeRequest* Quake_AddImpl(Camera* camera, u32 callbackIdx);
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void Quake_Remove(QuakeRequest* req);
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QuakeRequest* Quake_GetRequest(s16 idx);
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u32 Quake_SetValue(s16 idx, s16 valueType, s16 value);
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u32 Quake_SetSpeed(s16 idx, s16 value);
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u32 Quake_SetCountdown(s16 idx, s16 value);
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s16 Quake_GetCountdown(s16 idx);
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u32 Quake_SetQuakeValues(s16 idx, s16 verticalMag, s16 horizontalMag, s16 zoom, s16 rollOffset);
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u32 Quake_SetQuakeValues2(s16 idx, s16 isShakePerpendicular, Vec3s shakePlaneOffset);
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void Quake_Init(void);
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s16 Quake_Add(Camera* camera, u32 callbackIdx);
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u32 Quake_RemoveFromIdx(s16 idx);
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s16 Quake_Calc(Camera* camera, QuakeCamCalc* camData);
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void Distortion_Init(PlayState* play);
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void Distortion_SetCountdown(s16 countdown);
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s16 Distortion_GetCountdown(void);
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s16 Distortion_GetType(void);
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void Distortion_SetType(s32 type);
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void Distortion_ClearType(s32 type);
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s32 Distortion_GetUnderwaterCurrentSpeed(Player* player);
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void Distortion_Update(void);
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s32 Quake_NumActiveQuakes(void);
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Gfx* Gfx_SetFog(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 n, s32 f);
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Gfx* Gfx_SetFogWithSync(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 n, s32 f);
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Gfx* Gfx_SetFog2(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 n, s32 f);
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@@ -896,63 +896,6 @@ typedef s32 (*ColChkLineFunc)(PlayState*, CollisionCheckContext*, Collider*, Vec
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typedef void(*room_draw_func)(PlayState* play, Room* room, u32 flags);
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typedef struct {
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/* 0x00 */ Vec3f atOffset;
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/* 0x0C */ Vec3f eyeOffset;
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/* 0x18 */ s16 rollOffset;
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/* 0x1A */ s16 zoom;
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} ShakeInfo; // size = 0x1C
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typedef struct {
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/* 0x00 */ s16 randIdx;
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/* 0x02 */ s16 countdownMax;
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/* 0x04 */ Camera* camera;
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/* 0x08 */ u32 callbackIdx;
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/* 0x0C */ s16 verticalMag;
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/* 0x0E */ s16 horizontalMag;
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/* 0x10 */ s16 zoom;
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/* 0x12 */ s16 rollOffset;
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/* 0x14 */ Vec3s shakePlaneOffset; // angle deviations from shaking in the perpendicular plane
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/* 0x1A */ s16 speed;
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/* 0x1C */ s16 isShakePerpendicular;
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/* 0x1E */ s16 countdown;
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/* 0x20 */ s16 camId;
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} QuakeRequest; // size = 0x24
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typedef struct {
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/* 0x00 */ Vec3f atOffset;
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/* 0x0C */ Vec3f eyeOffset;
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/* 0x18 */ s16 rollOffset;
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/* 0x1A */ s16 zoom;
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/* 0x1C */ f32 max; // Set to scaled max data of struct (mag for Vec3f), never used
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} QuakeCamCalc; // size = 0x20
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typedef s16 (*QuakeCallbackFunc)(QuakeRequest*, ShakeInfo*);
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#define QUAKE_SPEED (1 << 0)
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#define QUAKE_VERTICAL_MAG (1 << 1)
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#define QUAKE_HORIZONTAL_MAG (1 << 2)
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#define QUAKE_ZOOM (1 << 3)
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#define QUAKE_ROLL_OFFSET (1 << 4)
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#define QUAKE_SHAKE_PLANE_OFFSET_X (1 << 5)
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#define QUAKE_SHAKE_PLANE_OFFSET_Y (1 << 6)
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#define QUAKE_SHAKE_PLANE_OFFSET_Z (1 << 7)
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#define QUAKE_COUNTDOWN (1 << 8)
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#define QUAKE_IS_SHAKE_PERPENDICULAR (1 << 9)
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typedef struct {
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/* 0x0 */ PlayState* play;
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/* 0x4 */ s32 type; // bitfield, highest set bit determines type
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/* 0x8 */ s16 countdown;
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/* 0xA */ s16 state;
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} DistortionContext; // size = 0xC
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typedef enum {
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/* 0 */ DISTORTION_INACTIVE,
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/* 1 */ DISTORTION_ACTIVE,
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/* 2 */ DISTORTION_SETUP
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} DistortionState;
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typedef struct {
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/* 0x000 */ u8 controllers; // bit 0 is set if controller 1 is plugged in, etc.
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/* 0x001 */ UNK_TYPE1 pad1[0x13];
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@@ -56,11 +56,6 @@ struct DynaPolyActor;
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// CollisionContext flags
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#define BGCHECK_FLAG_REVERSE_CONVEYOR_FLOW 1
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typedef enum {
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/* 0 */ CONVEYOR_WATER,
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/* 1 */ CONVEYOR_FLOOR
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} ConveyorType;
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typedef struct {
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/* 0x0 */ Vec3s pos;
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} BgVertex; // size = 0x6
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@@ -0,0 +1,69 @@
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#ifndef Z64QUAKE_H
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#define Z64QUAKE_H
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#include "z64math.h"
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struct PlayState;
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struct Camera;
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typedef struct {
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/* 0x00 */ Vec3f atOffset;
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/* 0x0C */ Vec3f eyeOffset;
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/* 0x18 */ s16 rollOffset;
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/* 0x1A */ s16 zoom;
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/* 0x1C */ f32 max; // Set to scaled max data of struct (mag for Vec3f), never used
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} QuakeCamCalc; // size = 0x20
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#define QUAKE_SPEED (1 << 0)
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#define QUAKE_VERTICAL_MAG (1 << 1)
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#define QUAKE_HORIZONTAL_MAG (1 << 2)
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#define QUAKE_ZOOM (1 << 3)
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#define QUAKE_ROLL_OFFSET (1 << 4)
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#define QUAKE_SHAKE_PLANE_OFFSET_X (1 << 5)
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#define QUAKE_SHAKE_PLANE_OFFSET_Y (1 << 6)
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#define QUAKE_SHAKE_PLANE_OFFSET_Z (1 << 7)
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#define QUAKE_COUNTDOWN (1 << 8)
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#define QUAKE_IS_SHAKE_PERPENDICULAR (1 << 9)
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typedef enum {
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/* 1 */ QUAKE_TYPE_1 = 1,
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/* 2 */ QUAKE_TYPE_2,
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/* 3 */ QUAKE_TYPE_3,
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/* 4 */ QUAKE_TYPE_4,
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/* 5 */ QUAKE_TYPE_5,
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/* 6 */ QUAKE_TYPE_6
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} QuakeType;
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u32 Quake_SetValue(s16 quakeIndex, s16 valueType, s16 value);
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u32 Quake_SetSpeed(s16 quakeIndex, s16 speed);
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u32 Quake_SetCountdown(s16 quakeIndex, s16 countdown);
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s16 Quake_GetCountdown(s16 quakeIndex);
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u32 Quake_SetQuakeValues(s16 quakeIndex, s16 verticalMag, s16 horizontalMag, s16 zoom, s16 rollOffset);
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u32 Quake_SetQuakeValues2(s16 quakeIndex, s16 isShakePerpendicular, Vec3s shakePlaneOffset);
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s16 Quake_Add(Camera* camera, u32 type);
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s16 Quake_Calc(Camera* camera, QuakeCamCalc* camData);
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u32 Quake_Remove(s16 quakeIndex);
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s32 Quake_NumActiveQuakes(void);
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void Quake_Init(void);
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#define DISTORTION_TYPE_0 (1 << 0)
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#define DISTORTION_TYPE_2 (1 << 2)
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#define DISTORTION_TYPE_3 (1 << 3)
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#define DISTORTION_TYPE_4 (1 << 4)
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#define DISTORTION_TYPE_5 (1 << 5)
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#define DISTORTION_TYPE_6 (1 << 6)
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#define DISTORTION_TYPE_7 (1 << 7)
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#define DISTORTION_TYPE_8 (1 << 8)
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#define DISTORTION_TYPE_9 (1 << 9)
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#define DISTORTION_TYPE_A (1 << 10)
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#define DISTORTION_TYPE_B (1 << 11)
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void Distortion_SetCountdown(s16 countdown);
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s16 Distortion_GetCountdown(void);
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s16 Distortion_GetType(void);
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void Distortion_SetType(s32 type);
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void Distortion_ClearType(s32 type);
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void Distortion_Init(PlayState* play);
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void Distortion_Update(void);
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#endif
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