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https://github.com/zeldaret/oot.git
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Player: Name all Start Modes (#2302)
* name some start modes
* document blue warp mode
* Revert "document blue warp mode"
This reverts commit d4071a8123
.
* name movement modes
* fix door mode comment, it is not broken
* Player_PutSwordInHand
* typo
* how the hell did that happen
* add sword clarification
This commit is contained in:
parent
ae1a1adcf1
commit
e0e0e93644
@ -10,23 +10,23 @@ struct Player;
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#define PLAYER_GET_START_MODE(thisx) PARAMS_GET_S(thisx->params, 8, 4)
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typedef enum PlayerStartMode {
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/* 0 */ PLAYER_START_MODE_0,
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/* 1 */ PLAYER_START_MODE_1,
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/* 2 */ PLAYER_START_MODE_2,
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/* 3 */ PLAYER_START_MODE_3,
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/* 4 */ PLAYER_START_MODE_4,
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/* 5 */ PLAYER_START_MODE_5,
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/* 6 */ PLAYER_START_MODE_6,
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/* 7 */ PLAYER_START_MODE_7,
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/* 8 */ PLAYER_START_MODE_UNUSED_8, // Unused, behaves the same as PLAYER_START_MODE_14
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/* 9 */ PLAYER_START_MODE_UNUSED_9, // Unused, behaves the same as PLAYER_START_MODE_14
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/* 10 */ PLAYER_START_MODE_UNUSED_10, // Unused, behaves the same as PLAYER_START_MODE_14
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/* 11 */ PLAYER_START_MODE_UNUSED_11, // Unused, behaves the same as PLAYER_START_MODE_14
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/* 12 */ PLAYER_START_MODE_UNUSED_12, // Unused, behaves the same as PLAYER_START_MODE_14
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/* 13 */ PLAYER_START_MODE_13,
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/* 14 */ PLAYER_START_MODE_14,
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/* 15 */ PLAYER_START_MODE_15,
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/* 16 */ PLAYER_START_MODE_MAX
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/* 0 */ PLAYER_START_MODE_NOTHING, // Update is empty and draw function is NULL, nothing occurs. Useful in cutscenes, for example.
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/* 1 */ PLAYER_START_MODE_TIME_TRAVEL, // Arriving from time travel. Automatically adjusts by age.
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/* 2 */ PLAYER_START_MODE_BLUE_WARP, // Arriving from a blue warp.
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/* 3 */ PLAYER_START_MODE_DOOR, // Unused. Use a door immediately if one is nearby. If no door is in usable range, a softlock occurs.
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/* 4 */ PLAYER_START_MODE_GROTTO, // Arriving from a grotto, launched upward from the ground.
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/* 5 */ PLAYER_START_MODE_WARP_SONG, // Arriving from a warp song.
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/* 6 */ PLAYER_START_MODE_FARORES_WIND, // Arriving from a Farores Wind warp.
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/* 7 */ PLAYER_START_MODE_KNOCKED_OVER, // Knocked over on the ground and flashing red.
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/* 8 */ PLAYER_START_MODE_UNUSED_8, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW.
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/* 9 */ PLAYER_START_MODE_UNUSED_9, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW.
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/* 10 */ PLAYER_START_MODE_UNUSED_10, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW.
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/* 11 */ PLAYER_START_MODE_UNUSED_11, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW.
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/* 12 */ PLAYER_START_MODE_UNUSED_12, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW.
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/* 13 */ PLAYER_START_MODE_IDLE, // Idle standing still, or swim if in water.
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/* 14 */ PLAYER_START_MODE_MOVE_FORWARD_SLOW, // Take a few steps forward at a slow speed (2.0f), or swim if in water.
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/* 15 */ PLAYER_START_MODE_MOVE_FORWARD, // Take a few steps forward, using the speed from the last exit (gSaveContext.entranceSpeed), or swim if in water.
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/* 16 */ PLAYER_START_MODE_MAX // Note: By default, this param has 4 bits allocated. The max value is 16.
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} PlayerStartMode;
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typedef enum PlayerSword {
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@ -153,17 +153,6 @@ s32 func_80835C08(Player* this, PlayState* play);
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void Player_UseItem(PlayState* play, Player* this, s32 item);
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void func_80839F90(Player* this, PlayState* play);
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s32 func_8083C61C(PlayState* play, Player* this);
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void Player_StartMode13(PlayState* play, Player* this);
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void Player_StartMode14(PlayState* play, Player* this);
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void Player_StartMode15(PlayState* play, Player* this);
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void Player_StartMode0(PlayState* play, Player* this);
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void Player_StartMode2(PlayState* play, Player* this);
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void Player_StartMode1(PlayState* play, Player* this);
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void Player_StartMode3(PlayState* play, Player* this);
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void Player_StartMode4(PlayState* play, Player* this);
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void Player_StartMode7(PlayState* play, Player* this);
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void Player_StartMode5(PlayState* play, Player* this);
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void Player_StartMode6(PlayState* play, Player* this);
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void Player_UpdateCommon(Player* this, PlayState* play, Input* input);
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void func_8084FF7C(Player* this);
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void Player_UpdateBunnyEars(Player* this);
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@ -6658,7 +6647,7 @@ void func_8083C8DC(Player* this, PlayState* play, s16 arg2) {
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func_8083C858(this, play);
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}
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s32 func_8083C910(PlayState* play, Player* this, f32 arg2) {
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s32 Player_SetStartingMovement(PlayState* play, Player* this, f32 arg2) {
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WaterBox* sp2C;
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f32 sp28;
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@ -6682,29 +6671,31 @@ s32 func_8083C910(PlayState* play, Player* this, f32 arg2) {
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return 1;
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}
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void Player_StartMode13(PlayState* play, Player* this) {
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if (func_8083C910(play, this, 180.0f)) {
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void Player_StartMode_Idle(PlayState* play, Player* this) {
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if (Player_SetStartingMovement(play, this, 180.0f)) {
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this->av2.actionVar2 = -20;
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}
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}
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void Player_StartMode14(PlayState* play, Player* this) {
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void Player_StartMode_MoveForwardSlow(PlayState* play, Player* this) {
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this->speedXZ = 2.0f;
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gSaveContext.entranceSpeed = 2.0f;
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if (func_8083C910(play, this, 120.0f)) {
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if (Player_SetStartingMovement(play, this, 120.0f)) {
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this->av2.actionVar2 = -15;
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}
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}
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void Player_StartMode15(PlayState* play, Player* this) {
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void Player_StartMode_MoveForward(PlayState* play, Player* this) {
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if (gSaveContext.entranceSpeed < 0.1f) {
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gSaveContext.entranceSpeed = 0.1f;
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}
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this->speedXZ = gSaveContext.entranceSpeed;
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if (func_8083C910(play, this, 800.0f)) {
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if (Player_SetStartingMovement(play, this, 800.0f)) {
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this->av2.actionVar2 = -80 / this->speedXZ;
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if (this->av2.actionVar2 < -20) {
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this->av2.actionVar2 = -20;
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}
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@ -10501,72 +10492,85 @@ static ColliderQuadInit D_808546A0 = {
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{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
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};
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void func_8084663C(Actor* thisx, PlayState* play) {
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void Player_DoNothing(Actor* thisx, PlayState* play) {
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}
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void Player_StartMode0(PlayState* play, Player* this) {
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this->actor.update = func_8084663C;
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void Player_StartMode_Nothing(PlayState* play, Player* this) {
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this->actor.update = Player_DoNothing;
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this->actor.draw = NULL;
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}
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void Player_StartMode2(PlayState* play, Player* this) {
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void Player_StartMode_BlueWarp(PlayState* play, Player* this) {
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Player_SetupAction(play, this, Player_Action_8084F710, 0);
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if ((play->sceneId == SCENE_LAKE_HYLIA) && IS_CUTSCENE_LAYER) {
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this->av1.actionVar1 = 1;
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}
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this->stateFlags1 |= PLAYER_STATE1_29;
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LinkAnimation_Change(play, &this->skelAnime, &gPlayerAnim_link_okarina_warp_goal, 2.0f / 3.0f, 0.0f, 24.0f,
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ANIMMODE_ONCE, 0.0f);
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this->actor.world.pos.y += 800.0f;
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}
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static u8 D_808546F0[] = { ITEM_SWORD_MASTER, ITEM_SWORD_KOKIRI };
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void func_80846720(PlayState* play, Player* this, s32 arg2) {
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s32 item = D_808546F0[(void)0, gSaveContext.save.linkAge];
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s32 itemAction = sItemActions[item];
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/**
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* Put the sword item in hand. If `playSfx` is true, the sword unsheathing sound will play.
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* Kokiri Sword or Master Sword is used depending on age.
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*
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* Note: This will not play an animation, the sword instantly appears in hand.
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* It is expected that this function is called while an appropriate animation
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* is already playing, for example in a cutscene.
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*/
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void Player_PutSwordInHand(PlayState* play, Player* this, s32 playSfx) {
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static u8 sSwordItemIds[] = { ITEM_SWORD_MASTER, ITEM_SWORD_KOKIRI };
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s32 swordItemId = sSwordItemIds[(void)0, gSaveContext.save.linkAge];
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s32 swordItemAction = sItemActions[swordItemId];
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Player_DestroyHookshot(this);
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Player_DetachHeldActor(play, this);
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this->heldItemId = item;
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this->nextModelGroup = Player_ActionToModelGroup(this, itemAction);
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this->heldItemId = swordItemId;
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this->nextModelGroup = Player_ActionToModelGroup(this, swordItemAction);
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Player_InitItemAction(play, this, itemAction);
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Player_InitItemAction(play, this, swordItemAction);
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func_80834644(play, this);
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if (arg2 != 0) {
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if (playSfx) {
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Player_PlaySfx(this, NA_SE_IT_SWORD_PICKOUT);
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}
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}
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static Vec3f D_808546F4 = { -1.0f, 69.0f, 20.0f };
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void Player_StartMode_TimeTravel(PlayState* play, Player* this) {
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static Vec3f sPedestalPos = { -1.0f, 69.0f, 20.0f };
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void Player_StartMode1(PlayState* play, Player* this) {
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Player_SetupAction(play, this, Player_Action_8084E9AC, 0);
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this->stateFlags1 |= PLAYER_STATE1_29;
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Math_Vec3f_Copy(&this->actor.world.pos, &D_808546F4);
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Math_Vec3f_Copy(&this->actor.world.pos, &sPedestalPos);
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this->yaw = this->actor.shape.rot.y = -0x8000;
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LinkAnimation_Change(play, &this->skelAnime, this->ageProperties->unk_A0, 2.0f / 3.0f, 0.0f, 0.0f, ANIMMODE_ONCE,
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0.0f);
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Player_StartAnimMovement(play, this,
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PLAYER_ANIM_MOVEMENT_RESET_BY_AGE | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y |
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ANIM_FLAG_DISABLE_CHILD_ROOT_ADJUSTMENT | ANIM_FLAG_ENABLE_MOVEMENT |
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ANIM_FLAG_OVERRIDE_MOVEMENT);
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if (LINK_IS_ADULT) {
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func_80846720(play, this, 0);
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Player_PutSwordInHand(play, this, false);
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}
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this->av2.actionVar2 = 20;
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}
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void Player_StartMode3(PlayState* play, Player* this) {
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void Player_StartMode_Door(PlayState* play, Player* this) {
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Player_SetupAction(play, this, Player_Action_8084F9A0, 0);
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Player_StartAnimMovement(play, this,
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ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_ENABLE_MOVEMENT |
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ANIM_FLAG_ADJUST_STARTING_POS | ANIM_FLAG_OVERRIDE_MOVEMENT);
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}
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void Player_StartMode4(PlayState* play, Player* this) {
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void Player_StartMode_Grotto(PlayState* play, Player* this) {
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func_808389E8(this, &gPlayerAnim_link_normal_jump, 12.0f, play);
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Player_SetupAction(play, this, Player_Action_8084F9C0, 0);
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this->stateFlags1 |= PLAYER_STATE1_29;
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@ -10574,11 +10578,11 @@ void Player_StartMode4(PlayState* play, Player* this) {
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OnePointCutscene_Init(play, 5110, 40, &this->actor, CAM_ID_MAIN);
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}
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void Player_StartMode7(PlayState* play, Player* this) {
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void Player_StartMode_KnockedOver(PlayState* play, Player* this) {
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func_80837C0C(play, this, PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE, 2.0f, 2.0f, this->actor.shape.rot.y + 0x8000, 0);
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}
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void Player_StartMode5(PlayState* play, Player* this) {
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void Player_StartMode_WarpSong(PlayState* play, Player* this) {
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Player_SetupAction(play, this, Player_Action_8084F698, 0);
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this->actor.draw = NULL;
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this->stateFlags1 |= PLAYER_STATE1_29;
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@ -10591,7 +10595,7 @@ Actor* Player_SpawnMagicSpell(PlayState* play, Player* this, s32 spell) {
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
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}
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void Player_StartMode6(PlayState* play, Player* this) {
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void Player_StartMode_FaroresWind(PlayState* play, Player* this) {
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this->actor.draw = NULL;
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Player_SetupAction(play, this, Player_Action_8085076C, 0);
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this->stateFlags1 |= PLAYER_STATE1_29;
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@ -10637,22 +10641,22 @@ void Player_InitCommon(Player* this, PlayState* play, FlexSkeletonHeader* skelHe
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}
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static void (*sStartModeFuncs[PLAYER_START_MODE_MAX])(PlayState* play, Player* this) = {
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Player_StartMode0, // PLAYER_START_MODE_0
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Player_StartMode1, // PLAYER_START_MODE_1
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Player_StartMode2, // PLAYER_START_MODE_2
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Player_StartMode3, // PLAYER_START_MODE_3
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Player_StartMode4, // PLAYER_START_MODE_4
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Player_StartMode5, // PLAYER_START_MODE_5
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Player_StartMode6, // PLAYER_START_MODE_6
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Player_StartMode7, // PLAYER_START_MODE_7
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Player_StartMode14, // PLAYER_START_MODE_UNUSED_8
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Player_StartMode14, // PLAYER_START_MODE_UNUSED_9
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Player_StartMode14, // PLAYER_START_MODE_UNUSED_10
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Player_StartMode14, // PLAYER_START_MODE_UNUSED_11
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Player_StartMode14, // PLAYER_START_MODE_UNUSED_12
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Player_StartMode13, // PLAYER_START_MODE_13
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Player_StartMode14, // PLAYER_START_MODE_14
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Player_StartMode15, // PLAYER_START_MODE_15
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Player_StartMode_Nothing, // PLAYER_START_MODE_NOTHING
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Player_StartMode_TimeTravel, // PLAYER_START_MODE_TIME_TRAVEL
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Player_StartMode_BlueWarp, // PLAYER_START_MODE_BLUE_WARP
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Player_StartMode_Door, // PLAYER_START_MODE_DOOR
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Player_StartMode_Grotto, // PLAYER_START_MODE_GROTTO
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Player_StartMode_WarpSong, // PLAYER_START_MODE_WARP_SONG
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Player_StartMode_FaroresWind, // PLAYER_START_MODE_FARORES_WIND
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Player_StartMode_KnockedOver, // PLAYER_START_MODE_KNOCKED_OVER
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Player_StartMode_MoveForwardSlow, // PLAYER_START_MODE_UNUSED_8
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Player_StartMode_MoveForwardSlow, // PLAYER_START_MODE_UNUSED_9
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Player_StartMode_MoveForwardSlow, // PLAYER_START_MODE_UNUSED_10
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Player_StartMode_MoveForwardSlow, // PLAYER_START_MODE_UNUSED_11
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Player_StartMode_MoveForwardSlow, // PLAYER_START_MODE_UNUSED_12
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Player_StartMode_Idle, // PLAYER_START_MODE_IDLE
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Player_StartMode_MoveForwardSlow, // PLAYER_START_MODE_MOVE_FORWARD_SLOW
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Player_StartMode_MoveForward, // PLAYER_START_MODE_MOVE_FORWARD
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};
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void Player_Init(Actor* thisx, PlayState* play2) {
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@ -10754,15 +10758,15 @@ void Player_Init(Actor* thisx, PlayState* play2) {
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startMode = PLAYER_GET_START_MODE(thisx);
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if ((startMode == PLAYER_START_MODE_5) || (startMode == PLAYER_START_MODE_6)) {
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if ((startMode == PLAYER_START_MODE_WARP_SONG) || (startMode == PLAYER_START_MODE_FARORES_WIND)) {
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if (gSaveContext.save.cutsceneIndex >= 0xFFF0) {
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startMode = PLAYER_START_MODE_13;
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startMode = PLAYER_START_MODE_IDLE;
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}
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}
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sStartModeFuncs[startMode](play, this);
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if (startMode != PLAYER_START_MODE_0) {
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if (startMode != PLAYER_START_MODE_NOTHING) {
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if ((gSaveContext.gameMode == GAMEMODE_NORMAL) || (gSaveContext.gameMode == GAMEMODE_END_CREDITS)) {
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static Vec3f sNaviSpawnPosOffset = { 0.0f, 50.0f, 0.0f };
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@ -15551,7 +15555,7 @@ void func_80851D80(PlayState* play, Player* this, CsCmdActorCue* cue) {
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LinkAnimation_Update(play, &this->skelAnime);
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if (LinkAnimation_OnFrame(&this->skelAnime, 6.0f)) {
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func_80846720(play, this, 0);
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Player_PutSwordInHand(play, this, false);
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} else {
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Player_ProcessAnimSfxList(this, D_808551B8);
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}
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@ -15707,7 +15711,7 @@ void func_80852298(PlayState* play, Player* this, CsCmdActorCue* cue) {
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this->av2.actionVar2 = 1;
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} else if (this->av2.actionVar2 == 0) {
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if (LinkAnimation_OnFrame(&this->skelAnime, 10.0f)) {
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func_80846720(play, this, 1);
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Player_PutSwordInHand(play, this, true);
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}
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}
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}
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@ -15809,7 +15813,7 @@ void func_808525C0(PlayState* play, Player* this, CsCmdActorCue* cue) {
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}
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void func_80852608(PlayState* play, Player* this, CsCmdActorCue* cue) {
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func_80846720(play, this, 0);
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Player_PutSwordInHand(play, this, false);
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Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_demo_return_to_past);
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}
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@ -15869,7 +15873,7 @@ void func_8085283C(PlayState* play, Player* this, CsCmdActorCue* cue) {
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func_80852944(play, this, cue);
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} else if (this->av2.actionVar2 == 0) {
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Item_Give(play, ITEM_SWORD_MASTER);
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func_80846720(play, this, 0);
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Player_PutSwordInHand(play, this, false);
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} else {
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func_8084E988(this);
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}
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@ -15881,7 +15885,7 @@ void func_808528C8(PlayState* play, Player* this, CsCmdActorCue* cue) {
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}
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if (this->heldItemAction != PLAYER_IA_SWORD_MASTER) {
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func_80846720(play, this, 1);
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Player_PutSwordInHand(play, this, true);
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}
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}
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