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* Add names to all typedef'd structs, unions, and enums * wtf vs code * Use a better regex
45 lines
1.5 KiB
C
45 lines
1.5 KiB
C
#ifndef QUAKE_H
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#define QUAKE_H
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#include "z64camera.h"
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#include "z64math.h"
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typedef struct ShakeInfo {
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/* 0x00 */ Vec3f atOffset;
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/* 0x0C */ Vec3f eyeOffset;
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/* 0x18 */ s16 upPitchOffset; // gives a "roll" effect by offsetting the Up vector
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/* 0x1A */ s16 upYawOffset; // gives a "roll" effect by offsetting the Up vector
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/* 0x1C */ s16 fovOffset; // binary angle
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/* 0x20 */ f32 maxOffset;
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} ShakeInfo; // size = 0x24
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typedef enum QuakeType {
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/* 0 */ QUAKE_TYPE_NONE,
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/* 1 */ QUAKE_TYPE_1, // Periodic, sustaining, random X perturbations
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/* 2 */ QUAKE_TYPE_2, // Aperiodic, sustaining, random X perturbations
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/* 3 */ QUAKE_TYPE_3, // Periodic, decaying
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/* 4 */ QUAKE_TYPE_4, // Aperiodic, decaying, random X perturbations
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/* 5 */ QUAKE_TYPE_5, // Periodic, sustaining
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/* 6 */ QUAKE_TYPE_6 // See below
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} QuakeType;
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// Quake type 6 is Jump-Periodic, sustaining, random X perturbations,
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// resets period every 16 frames (jumps, similar to sawtooth),
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// continues indefinitely i.e. does not terminate when the timer reaches 0
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// must be manually removed
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s16 Quake_Request(Camera* camera, u32 type);
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u32 Quake_SetSpeed(s16 index, s16 speed);
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u32 Quake_SetPerturbations(s16 index, s16 y, s16 x, s16 fov, s16 roll);
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u32 Quake_SetDuration(s16 index, s16 duration);
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u32 Quake_SetOrientation(s16 index, s16 isRelativeToScreen, Vec3s orientation);
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s16 Quake_GetTimeLeft(s16 index);
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u32 Quake_RemoveRequest(s16 index);
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void Quake_Init(void);
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s16 Quake_Update(Camera* camera, ShakeInfo* camShake);
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#endif
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