Cutscene Documentation (z_eventmgr.c OK) (#1164)

* begin cutscene docs

* more docs

* more docs

* z_eventmgr.c OK

Co-authored-by: Thar0 <Thar0@users.noreply.github.com>

* cutscene camera

* commands WIP

* more docs

* merge master

* csId, oof

* more cleanup

* more docs, csCam

* more cleanup

* more docs

* more

* cleanup functions.h

* better misc cmd docs

* apply discord discussions

* small adjustment

* more cleanup

* more docs

* more cleanup

* more cs cam docs

* small fix

* cmd cleanup

* small cleanup

* better match, thanks anon

* remove last return

* PR suggestions, small cleanup

* next PR review

* rm internal funcs from functions.h

* more PR

* add comment

* csCam interp typedef handler

* cleanup, scene cmd

* missed an enum use

* ActorCutscene -> CutsceneManager, PR Suggestions

* more PR Suggestions

* more actorCutscene cleanup

* R_USE_DEBUG_CUTSCENE

* more small docs

* move functions to cutscene.h

* PlayerCsId

* fix bss

* missed some function headers

* more scene cleanup

* more scene cleanup

* missed one

* CS_SPAWN_FLAGS

* wrong usage of macro

* more cleanup

* name last cs transition types

* IsNext bool

* update namefixer

* fix namefixer

* more cleanup

* add comment

* fixed enums for motion blur

* consistent cutscene lists

* cutscene entry func consistent

* PR Suggestion

* fig review

* fix additionalCsId name in actor

* more pr review

* bss

---------

Co-authored-by: Thar0 <Thar0@users.noreply.github.com>
Co-authored-by: angie <angheloalf95@gmail.com>
This commit is contained in:
engineer124
2023-04-19 13:52:00 -04:00
committed by GitHub
co-authored by Thar0 angie
parent 543c38ae06
commit 9d25fad407
390 changed files with 7327 additions and 5600 deletions
+13 -13
View File
@@ -1371,7 +1371,7 @@ void func_800B722C(GameState* gameState, Player* player) {
s32 func_800B724C(PlayState* play, Actor* actor, u8 csMode) {
Player* player = GET_PLAYER(play);
if ((player->csMode == PLAYER_CSMODE_5) || ((csMode == PLAYER_CSMODE_6) && (player->csMode == PLAYER_CSMODE_0))) {
if ((player->csMode == PLAYER_CSMODE_5) || ((csMode == PLAYER_CSMODE_END) && (player->csMode == PLAYER_CSMODE_0))) {
return false;
}
@@ -1880,7 +1880,7 @@ s32 func_800B8500(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, Player
player->talkActorDistance = actor->xzDistToPlayer;
player->exchangeItemId = exchangeItemId;
ActorCutscene_SetIntentToPlay(0x7C);
CutsceneManager_Queue(CS_ID_GLOBAL_TALK);
return true;
}
@@ -2048,7 +2048,7 @@ s32 Actor_OfferGetItem(Actor* actor, PlayState* play, GetItemId getItemId, f32 x
player->getItemDirection = absYawDiff;
if ((getItemId > GI_NONE) && (getItemId < GI_MAX)) {
ActorCutscene_SetIntentToPlay(play->playerActorCsIds[1]);
CutsceneManager_Queue(play->playerCsIds[PLAYER_CS_ID_ITEM_GET]);
}
return true;
@@ -2123,7 +2123,7 @@ s32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide) {
PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_100000 | PLAYER_STATE1_200000))) {
player->rideActor = horse;
player->mountSide = mountSide;
ActorCutscene_SetIntentToPlay(0x7C);
CutsceneManager_Queue(CS_ID_GLOBAL_TALK);
return true;
}
@@ -3126,8 +3126,8 @@ void Actor_FreeOverlay(ActorOverlay* entry) {
Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ, s16 rotX,
s16 rotY, s16 rotZ, s32 params) {
return Actor_SpawnAsChildAndCutscene(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params, -1,
HALFDAYBIT_ALL, NULL);
return Actor_SpawnAsChildAndCutscene(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params,
CS_ID_NONE, HALFDAYBIT_ALL, NULL);
}
ActorInit* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) {
@@ -3171,7 +3171,7 @@ ActorInit* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) {
}
Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s16 index, f32 x, f32 y, f32 z, s16 rotX,
s16 rotY, s16 rotZ, s32 params, u32 cutscene, u32 halfDaysBits, Actor* parent) {
s16 rotY, s16 rotZ, s32 params, u32 csId, u32 halfDaysBits, Actor* parent) {
s32 pad;
Actor* actor;
ActorInit* actorInit;
@@ -3237,10 +3237,10 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
actor->home.rot.y = rotY;
actor->home.rot.z = rotZ;
actor->params = params & 0xFFFF;
actor->cutscene = (cutscene & 0x7F);
actor->csId = csId & 0x7F;
if (actor->cutscene == 0x7F) {
actor->cutscene = -1;
if (actor->csId == 0x7F) {
actor->csId = CS_ID_NONE;
}
if (halfDaysBits != 0) {
@@ -3263,8 +3263,8 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play, s16 actorId, f32 posX, f32 posY,
f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s32 params) {
return Actor_SpawnAsChildAndCutscene(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params, -1,
parent->halfDaysBits, parent);
return Actor_SpawnAsChildAndCutscene(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params,
CS_ID_NONE, parent->halfDaysBits, parent);
}
void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
@@ -4404,7 +4404,7 @@ s16 func_800BDB6C(Actor* actor, PlayState* play, s16 arg2, f32 arg3) {
Player* player = GET_PLAYER(play);
f32 phi_f2;
if ((play->csCtx.state != CS_STATE_0) || gDbgCamEnabled) {
if ((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) {
phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
} else {
phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);