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Document autoLockOnActor (#2212)

* document autoLockOnActor

* format.py

* backtick

* grammar

* comment adjustments

* word

* letter
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fig02 2024-09-21 14:49:45 -04:00 committed by GitHub
parent 5178011b64
commit 05b908d0eb
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6 changed files with 43 additions and 13 deletions

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@ -803,7 +803,7 @@ void Player_SetEquipmentData(PlayState* play, Player* this);
void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 itemAction);
void func_8008EDF0(Player* this);
void func_8008EE08(Player* this);
void func_8008EEAC(PlayState* play, Actor* actor);
void Player_SetAutoLockOnActor(PlayState* play, Actor* actor);
s32 func_8008EF44(PlayState* play, s32 ammo);
int Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);
s32 Player_GetStrength(void);

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@ -803,7 +803,7 @@ typedef struct Player {
/* 0x0678 */ PlayerAgeProperties* ageProperties;
/* 0x067C */ u32 stateFlags1;
/* 0x0680 */ u32 stateFlags2;
/* 0x0684 */ Actor* unk_684;
/* 0x0684 */ Actor* autoLockOnActor; // Actor that is locked onto automatically without player input; see `Player_SetAutoLockOnActor`
/* 0x0688 */ Actor* boomerangActor;
/* 0x068C */ Actor* naviActor;
/* 0x0690 */ s16 naviTextId;

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@ -742,12 +742,26 @@ void func_8008EE08(Player* this) {
func_8008EDF0(this);
}
void func_8008EEAC(PlayState* play, Actor* actor) {
/**
* Sets the "auto lock-on actor" to lock onto an actor without Player's input.
* This function will first release any existing lock-on or (try to) release parallel.
*
* When using Switch Targeting, it is not possible to carry an auto lock-on actor into a normal
* lock-on when the auto lock-on is finished.
* This is because the `PLAYER_STATE2_LOCK_ON_WITH_SWITCH` flag is never set with an auto lock-on.
* With Hold Targeting it is possible to keep the auto lock-on going by keeping the Z button held down.
*
* The auto lock-on is considered "friendly" even if the actor is actually hostile. If the auto lock-on is hostile,
* Player's battle response will not occur (if he is actionable) and the camera behaves differently.
* When transitioning from auto lock-on to normal lock-on (with Hold Targeting) there will be a noticeable change
* when it switches from "friendly" mode to "hostile" mode.
*/
void Player_SetAutoLockOnActor(PlayState* play, Actor* actor) {
Player* this = GET_PLAYER(play);
func_8008EE08(this);
this->focusActor = actor;
this->unk_684 = actor;
this->autoLockOnActor = actor;
this->stateFlags1 |= PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS;
Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, actor);
Camera_RequestMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_Z_TARGET_FRIENDLY);

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@ -233,7 +233,7 @@ void EnDh_Wait(EnDh* this, PlayState* play) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0x7D0, 0);
SkelAnime_Update(&this->skelAnime);
if (this->actor.params != ENDH_START_ATTACK_BOMB) {
func_8008EEAC(play, &this->actor);
Player_SetAutoLockOnActor(play, &this->actor);
}
}
}

View file

@ -361,8 +361,17 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) {
if (this->playerStunWaitTimer == 0) {
if (!(this->rdFlags & 0x80)) {
player->actor.freezeTimer = 40;
func_8008EEAC(play, &this->actor);
GET_PLAYER(play)->unk_684 = &this->actor;
// `player->actor.freezeTimer` gets set above which will prevent Player from updating.
// Because of this, he cannot update things related to Z-Targeting.
// If Player can't update, `player->zTargetActiveTimer` won't update, which means
// the Attention system will not be notified of a new actor lock-on occuring.
// So, no reticle will appear. But the camera will still focus on the actor.
Player_SetAutoLockOnActor(play, &this->actor);
// This is redundant, `autoLockOnActor` gets set by `Player_SetAutoLockOnActor` above
GET_PLAYER(play)->autoLockOnActor = &this->actor;
Rumble_Request(this->actor.xzDistToPlayer, 255, 20, 150);
}
@ -606,7 +615,9 @@ void EnRd_AttemptPlayerFreeze(EnRd* this, PlayState* play) {
if (!(this->rdFlags & 0x80)) {
player->actor.freezeTimer = 60;
Rumble_Request(this->actor.xzDistToPlayer, 255, 20, 150);
func_8008EEAC(play, &this->actor);
// The same note mentioned with this function call in `EnRd_WalkToPlayer` applies here too
Player_SetAutoLockOnActor(play, &this->actor);
}
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_AIM);

View file

@ -3612,7 +3612,8 @@ void func_80836BEC(Player* this, PlayState* play) {
(this->stateFlags3 & PLAYER_STATE3_FLYING_WITH_HOOKSHOT)) {
// Don't allow Z-Targeting in various states
this->zTargetActiveTimer = 0;
} else if (zButtonHeld || (this->stateFlags2 & PLAYER_STATE2_LOCK_ON_WITH_SWITCH) || (this->unk_684 != NULL)) {
} else if (zButtonHeld || (this->stateFlags2 & PLAYER_STATE2_LOCK_ON_WITH_SWITCH) ||
(this->autoLockOnActor != NULL)) {
// While a lock-on is active, decrement the timer and hold it at 5.
// Values under 5 indicate a lock-on has ended and will make the reticle release.
// See usage toward the end of `Actor_UpdateAll`.
@ -3698,15 +3699,19 @@ void func_80836BEC(Player* this, PlayState* play) {
}
if (this->focusActor != NULL) {
if ((this->actor.category == ACTORCAT_PLAYER) && (this->focusActor != this->unk_684) &&
if ((this->actor.category == ACTORCAT_PLAYER) && (this->focusActor != this->autoLockOnActor) &&
Attention_ShouldReleaseLockOn(this->focusActor, this, ignoreLeash)) {
func_8008EDF0(this);
this->stateFlags1 |= PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE;
} else if (this->focusActor != NULL) {
this->focusActor->attentionPriority = 40;
}
} else if (this->unk_684 != NULL) {
this->focusActor = this->unk_684;
} else if (this->autoLockOnActor != NULL) {
// Becaue of the previous if condition above, `autoLockOnActor` does not take precedence
// over `focusActor` if it already exists.
// However, `autoLockOnActor` is expected to be set with `Player_SetAutoLockOnActor`
// which will release any existing lock-on before setting the new one.
this->focusActor = this->autoLockOnActor;
}
}
@ -11495,7 +11500,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
this->doorType = PLAYER_DOORTYPE_NONE;
this->unk_8A1 = 0;
this->unk_684 = NULL;
this->autoLockOnActor = NULL;
phi_f12 =
((this->bodyPartsPos[PLAYER_BODYPART_L_FOOT].y + this->bodyPartsPos[PLAYER_BODYPART_R_FOOT].y) * 0.5f) +