From 8ae8770db8f1c3548e1b2da26c5da72a40c32d33 Mon Sep 17 00:00:00 2001 From: briaguya <70942617+briaguya-ai@users.noreply.github.com> Date: Mon, 3 Feb 2025 15:58:49 -0800 Subject: [PATCH] pull in `startMode` docs (#4988) --- soh/include/z64player.h | 23 +++++ .../actors/ovl_player_actor/z_player.c | 91 ++++++++++--------- 2 files changed, 69 insertions(+), 45 deletions(-) diff --git a/soh/include/z64player.h b/soh/include/z64player.h index 6f00eb3ef..a00d86557 100644 --- a/soh/include/z64player.h +++ b/soh/include/z64player.h @@ -7,6 +7,29 @@ struct Player; +// Determines behavior when spawning. See `PlayerStartMode`. +#define PLAYER_GET_START_MODE(thisx) (thisx->params & 0xF00) >> 8 + +typedef enum PlayerStartMode { + /* 0 */ PLAYER_START_MODE_NOTHING, // Update is empty and draw function is NULL, nothing occurs. Useful in cutscenes, for example. + /* 1 */ PLAYER_START_MODE_TIME_TRAVEL, // Arriving from time travel. Automatically adjusts by age. + /* 2 */ PLAYER_START_MODE_BLUE_WARP, // Arriving from a blue warp. + /* 3 */ PLAYER_START_MODE_DOOR, // Unused. Use a door immediately if one is nearby. If no door is in usable range, a softlock occurs. + /* 4 */ PLAYER_START_MODE_GROTTO, // Arriving from a grotto, launched upward from the ground. + /* 5 */ PLAYER_START_MODE_WARP_SONG, // Arriving from a warp song. + /* 6 */ PLAYER_START_MODE_FARORES_WIND, // Arriving from a Farores Wind warp. + /* 7 */ PLAYER_START_MODE_KNOCKED_OVER, // Knocked over on the ground and flashing red. + /* 8 */ PLAYER_START_MODE_UNUSED_8, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW. + /* 9 */ PLAYER_START_MODE_UNUSED_9, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW. + /* 10 */ PLAYER_START_MODE_UNUSED_10, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW. + /* 11 */ PLAYER_START_MODE_UNUSED_11, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW. + /* 12 */ PLAYER_START_MODE_UNUSED_12, // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW. + /* 13 */ PLAYER_START_MODE_IDLE, // Idle standing still, or swim if in water. + /* 14 */ PLAYER_START_MODE_MOVE_FORWARD_SLOW, // Take a few steps forward at a slow speed (2.0f), or swim if in water. + /* 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. + /* 16 */ PLAYER_START_MODE_MAX // Note: By default, this param has 4 bits allocated. The max value is 16. +} PlayerStartMode; + typedef enum PlayerSword { /* 0 */ PLAYER_SWORD_NONE, /* 1 */ PLAYER_SWORD_KOKIRI, diff --git a/soh/src/overlays/actors/ovl_player_actor/z_player.c b/soh/src/overlays/actors/ovl_player_actor/z_player.c index 762814076..34bee2f6f 100644 --- a/soh/src/overlays/actors/ovl_player_actor/z_player.c +++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c @@ -157,17 +157,17 @@ s32 func_80835C08(Player* this, PlayState* play); void Player_UseItem(PlayState* play, Player* this, s32 item); void func_80839F90(Player* this, PlayState* play); s32 func_8083C61C(PlayState* play, Player* this); -void func_8083CA20(PlayState* play, Player* this); -void func_8083CA54(PlayState* play, Player* this); -void func_8083CA9C(PlayState* play, Player* this); -void func_80846648(PlayState* play, Player* this); -void func_80846660(PlayState* play, Player* this); -void func_808467D4(PlayState* play, Player* this); -void func_808468A8(PlayState* play, Player* this); -void func_808468E8(PlayState* play, Player* this); -void func_80846978(PlayState* play, Player* this); -void func_808469BC(PlayState* play, Player* this); -void func_80846A68(PlayState* play, Player* this); +void Player_StartMode_Idle(PlayState* play, Player* this); +void Player_StartMode_MoveForwardSlow(PlayState* play, Player* this); +void Player_StartMode_MoveForward(PlayState* play, Player* this); +void Player_StartMode_Nothing(PlayState* play, Player* this); +void Player_StartMode_BlueWarp(PlayState* play, Player* this); +void Player_StartMode_TimeTravel(PlayState* play, Player* this); +void Player_StartMode_Door(PlayState* play, Player* this); +void Player_StartMode_Grotto(PlayState* play, Player* this); +void Player_StartMode_KnockedOver(PlayState* play, Player* this); +void Player_StartMode_WarpSong(PlayState* play, Player* this); +void Player_StartMode_FaroresWind(PlayState* play, Player* this); void Player_UpdateCommon(Player* this, PlayState* play, Input* input); void func_8084FF7C(Player* this); void Player_UpdateBunnyEars(Player* this); @@ -6618,13 +6618,13 @@ s32 func_8083C910(PlayState* play, Player* this, f32 arg2) { return 1; } -void func_8083CA20(PlayState* play, Player* this) { +void Player_StartMode_Idle(PlayState* play, Player* this) { if (func_8083C910(play, this, 180.0f)) { this->av2.actionVar2 = -20; } } -void func_8083CA54(PlayState* play, Player* this) { +void Player_StartMode_MoveForwardSlow(PlayState* play, Player* this) { this->linearVelocity = 2.0f; gSaveContext.entranceSpeed = 2.0f; if (func_8083C910(play, this, 120.0f)) { @@ -6632,7 +6632,7 @@ void func_8083CA54(PlayState* play, Player* this) { } } -void func_8083CA9C(PlayState* play, Player* this) { +void Player_StartMode_MoveForward(PlayState* play, Player* this) { if (gSaveContext.entranceSpeed < 0.1f) { gSaveContext.entranceSpeed = 0.1f; } @@ -10614,12 +10614,12 @@ static ColliderQuadInit D_808546A0 = { void func_8084663C(Actor* thisx, PlayState* play) { } -void func_80846648(PlayState* play, Player* this) { +void Player_StartMode_Nothing(PlayState* play, Player* this) { this->actor.update = func_8084663C; this->actor.draw = NULL; } -void func_80846660(PlayState* play, Player* this) { +void Player_StartMode_BlueWarp(PlayState* play, Player* this) { Player_SetupAction(play, this, Player_Action_8084F710, 0); if ((play->sceneNum == SCENE_LAKE_HYLIA) && (gSaveContext.sceneSetupIndex >= 4)) { this->av1.actionVar1 = 1; @@ -10652,7 +10652,7 @@ void func_80846720(PlayState* play, Player* this, s32 arg2) { static Vec3f D_808546F4 = { -1.0f, 69.0f, 20.0f }; -void func_808467D4(PlayState* play, Player* this) { +void Player_StartMode_TimeTravel(PlayState* play, Player* this) { Player_SetupAction(play, this, Player_Action_8084E9AC, 0); this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE; Math_Vec3f_Copy(&this->actor.world.pos, &D_808546F4); @@ -10666,12 +10666,12 @@ void func_808467D4(PlayState* play, Player* this) { this->av2.actionVar2 = 20; } -void func_808468A8(PlayState* play, Player* this) { +void Player_StartMode_Door(PlayState* play, Player* this) { Player_SetupAction(play, this, Player_Action_8084F9A0, 0); Player_StartAnimMovement(play, this, 0x9B); } -void func_808468E8(PlayState* play, Player* this) { +void Player_StartMode_Grotto(PlayState* play, Player* this) { func_808389E8(this, &gPlayerAnim_link_normal_jump, 12.0f, play); Player_SetupAction(play, this, Player_Action_8084F9C0, 0); this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE; @@ -10679,11 +10679,11 @@ void func_808468E8(PlayState* play, Player* this) { OnePointCutscene_Init(play, 5110, 40, &this->actor, MAIN_CAM); } -void func_80846978(PlayState* play, Player* this) { +void Player_StartMode_KnockedOver(PlayState* play, Player* this) { func_80837C0C(play, this, PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE, 2.0f, 2.0f, this->actor.shape.rot.y + 0x8000, 0); } -void func_808469BC(PlayState* play, Player* this) { +void Player_StartMode_WarpSong(PlayState* play, Player* this) { Player_SetupAction(play, this, Player_Action_8084F698, 0); this->actor.draw = NULL; this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE; @@ -10696,7 +10696,7 @@ Actor* Player_SpawnMagicSpell(PlayState* play, Player* this, s32 spell) { this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0, true); } -void func_80846A68(PlayState* play, Player* this) { +void Player_StartMode_FaroresWind(PlayState* play, Player* this) { this->actor.draw = NULL; Player_SetupAction(play, this, Player_Action_8085076C, 0); this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE; @@ -10743,23 +10743,23 @@ void Player_InitCommon(Player* this, PlayState* play, FlexSkeletonHeader* skelHe this->ivanDamageMultiplier = 1; } -static void (*D_80854738[])(PlayState* play, Player* this) = { - /* 0x0 */ func_80846648, - /* 0x1 */ func_808467D4, // From time travel - /* 0x2 */ func_80846660, - /* 0x3 */ func_808468A8, - /* 0x4 */ func_808468E8, - /* 0x5 */ func_808469BC, - /* 0x6 */ func_80846A68, - /* 0x7 */ func_80846978, - /* 0x8 */ func_8083CA54, - /* 0x9 */ func_8083CA54, - /* 0xA */ func_8083CA54, - /* 0xB */ func_8083CA54, - /* 0xC */ func_8083CA54, - /* 0xD */ func_8083CA20, - /* 0xE */ func_8083CA54, - /* 0xF */ func_8083CA9C, +static void (*sStartModeFuncs[PLAYER_START_MODE_MAX])(PlayState* play, Player* this) = { + Player_StartMode_Nothing, // PLAYER_START_MODE_NOTHING + Player_StartMode_TimeTravel, // PLAYER_START_MODE_TIME_TRAVEL + Player_StartMode_BlueWarp, // PLAYER_START_MODE_BLUE_WARP + Player_StartMode_Door, // PLAYER_START_MODE_DOOR + Player_StartMode_Grotto, // PLAYER_START_MODE_GROTTO + Player_StartMode_WarpSong, // PLAYER_START_MODE_WARP_SONG + Player_StartMode_FaroresWind, // PLAYER_START_MODE_FARORES_WIND + Player_StartMode_KnockedOver, // PLAYER_START_MODE_KNOCKED_OVER + Player_StartMode_MoveForwardSlow, // PLAYER_START_MODE_UNUSED_8 + Player_StartMode_MoveForwardSlow, // PLAYER_START_MODE_UNUSED_9 + Player_StartMode_MoveForwardSlow, // PLAYER_START_MODE_UNUSED_10 + Player_StartMode_MoveForwardSlow, // PLAYER_START_MODE_UNUSED_11 + Player_StartMode_MoveForwardSlow, // PLAYER_START_MODE_UNUSED_12 + Player_StartMode_Idle, // PLAYER_START_MODE_IDLE + Player_StartMode_MoveForwardSlow, // PLAYER_START_MODE_MOVE_FORWARD_SLOW + Player_StartMode_MoveForward, // PLAYER_START_MODE_MOVE_FORWARD }; static Vec3f D_80854778 = { 0.0f, 50.0f, 0.0f }; @@ -10769,7 +10769,7 @@ void Player_Init(Actor* thisx, PlayState* play2) { PlayState* play = play2; SceneTableEntry* scene = play->loadedScene; u32 titleFileSize; - s32 initMode; + s32 startMode; s32 respawnFlag; s32 respawnMode; @@ -10858,16 +10858,17 @@ void Player_Init(Actor* thisx, PlayState* play2) { gSaveContext.infTable[26] |= gBitFlags[play->sceneNum]; } - initMode = (thisx->params & 0xF00) >> 8; - if ((initMode == 5) || (initMode == 6)) { + startMode = PLAYER_GET_START_MODE(thisx); + + if ((startMode == PLAYER_START_MODE_WARP_SONG) || (startMode == PLAYER_START_MODE_FARORES_WIND)) { if (gSaveContext.cutsceneIndex >= 0xFFF0) { - initMode = 13; + startMode = PLAYER_START_MODE_IDLE; } } - D_80854738[initMode](play, this); + sStartModeFuncs[startMode](play, this); - if (initMode != 0) { + if (startMode != PLAYER_START_MODE_NOTHING) { if ((gSaveContext.gameMode == 0) || (gSaveContext.gameMode == 3)) { this->naviActor = Player_SpawnFairy(play, this, &thisx->world.pos, &D_80854778, FAIRY_NAVI); if (gSaveContext.dogParams != 0) {