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Z-Targeting Loose Ends (#2217)

* Z-Targeting loose ends

* format

* add stateflag comment

* typo

* unname PLAYER_STATE1_19 for now

* tweak parallel comment

* one more tweak
This commit is contained in:
fig02 2024-09-24 05:00:38 -04:00 committed by GitHub
parent 52a1c2f969
commit 3cea46a6c1
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4 changed files with 44 additions and 16 deletions

View file

@ -611,8 +611,8 @@ void Player_SetModelGroup(Player* this, s32 modelGroup);
void func_8008EC70(Player* this); void func_8008EC70(Player* this);
void Player_SetEquipmentData(PlayState* play, Player* this); void Player_SetEquipmentData(PlayState* play, Player* this);
void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 itemAction); void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 itemAction);
void func_8008EDF0(Player* this); void Player_ReleaseLockOn(Player* this);
void func_8008EE08(Player* this); void Player_ClearZTargeting(Player* this);
void Player_SetAutoLockOnActor(PlayState* play, Actor* actor); void Player_SetAutoLockOnActor(PlayState* play, Actor* actor);
s32 func_8008EF44(PlayState* play, s32 ammo); s32 func_8008EF44(PlayState* play, s32 ammo);
int Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange); int Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);

View file

@ -2461,7 +2461,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
if ((actor != NULL) && (actor->update == NULL)) { if ((actor != NULL) && (actor->update == NULL)) {
actor = NULL; actor = NULL;
func_8008EDF0(player); Player_ReleaseLockOn(player);
} }
if ((actor == NULL) || (player->zTargetActiveTimer < 5)) { if ((actor == NULL) || (player->zTargetActiveTimer < 5)) {
@ -3207,7 +3207,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
ACTOR_DEBUG_PRINTF(T("アクタークラス削除 [%s]\n", "Actor class deleted [%s]\n"), name); ACTOR_DEBUG_PRINTF(T("アクタークラス削除 [%s]\n", "Actor class deleted [%s]\n"), name);
if ((player != NULL) && (actor == player->focusActor)) { if ((player != NULL) && (actor == player->focusActor)) {
func_8008EDF0(player); Player_ReleaseLockOn(player);
Camera_RequestMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL); Camera_RequestMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL);
} }

View file

@ -723,12 +723,17 @@ void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 itemAc
this->itemAction = itemAction; this->itemAction = itemAction;
} }
void func_8008EDF0(Player* this) { void Player_ReleaseLockOn(Player* this) {
this->focusActor = NULL; this->focusActor = NULL;
this->stateFlags2 &= ~PLAYER_STATE2_LOCK_ON_WITH_SWITCH; this->stateFlags2 &= ~PLAYER_STATE2_LOCK_ON_WITH_SWITCH;
} }
void func_8008EE08(Player* this) { /**
* This function aims to clear Z-Target related state when it isn't in use.
* It also handles setting a specific free fall related state that is interntwined with Z-Targeting.
* TODO: Learn more about this and give a name to PLAYER_STATE1_19
*/
void Player_ClearZTargeting(Player* this) {
if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
(this->stateFlags1 & (PLAYER_STATE1_21 | PLAYER_STATE1_23 | PLAYER_STATE1_27)) || (this->stateFlags1 & (PLAYER_STATE1_21 | PLAYER_STATE1_23 | PLAYER_STATE1_27)) ||
(!(this->stateFlags1 & (PLAYER_STATE1_18 | PLAYER_STATE1_19)) && (!(this->stateFlags1 & (PLAYER_STATE1_18 | PLAYER_STATE1_19)) &&
@ -739,7 +744,7 @@ void func_8008EE08(Player* this) {
this->stateFlags1 |= PLAYER_STATE1_19; this->stateFlags1 |= PLAYER_STATE1_19;
} }
func_8008EDF0(this); Player_ReleaseLockOn(this);
} }
/** /**
@ -759,7 +764,7 @@ void func_8008EE08(Player* this) {
void Player_SetAutoLockOnActor(PlayState* play, Actor* actor) { void Player_SetAutoLockOnActor(PlayState* play, Actor* actor) {
Player* this = GET_PLAYER(play); Player* this = GET_PLAYER(play);
func_8008EE08(this); Player_ClearZTargeting(this);
this->focusActor = actor; this->focusActor = actor;
this->autoLockOnActor = actor; this->autoLockOnActor = actor;
this->stateFlags1 |= PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS; this->stateFlags1 |= PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS;

View file

@ -2368,7 +2368,7 @@ void func_80833A20(Player* this, s32 newMeleeWeaponState) {
* This is why the function name states `FriendlyLockOn` instead of `FriendlyActorFocus`. * This is why the function name states `FriendlyLockOn` instead of `FriendlyActorFocus`.
* *
* There is a special case that allows hostile actors to be treated as "friendly" if Player is carrying another actor * There is a special case that allows hostile actors to be treated as "friendly" if Player is carrying another actor
* See relevant code in `func_80836BEC` for more details. * See relevant code in `Player_UpdateZTargeting` for more details.
* *
* Additionally, `PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE` will be set very briefly in some conditions when * Additionally, `PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE` will be set very briefly in some conditions when
* a lock-on is forced to release. In these niche cases, this function will apply to both friendly and hostile actors. * a lock-on is forced to release. In these niche cases, this function will apply to both friendly and hostile actors.
@ -3633,8 +3633,30 @@ s32 func_80836AB8(Player* this, s32 arg1) {
return var; return var;
} }
// Player_UpdateZTargeting /**
void func_80836BEC(Player* this, PlayState* play) { * Updates state related to Z-Targeting.
*
* Z-Targeting is an umbrella term for two main states:
* - Actor Lock-on: Player has locked onto an actor, a reticle appears, both Player and the camera focus on the actor.
* - Parallel: Player and the camera keep facing the same angle from when Z was pressed. Can snap to walls.
* This state occurs when there are no actors available to lock onto.
*
* First this function updates `zTargetActiveTimer`. For most Z-Target related states to update, this
* timer has to have a non-zero value. Additionally, the timer must have a value of 5 or greater
* for the Attention system to recognize that an actor lock-on is active.
*
* Following this, a next lock-on actor is chosen. If there is currently no actor lock-on active, the actor
* Navi is hovering over will be chosen. If there is an active lock-on, the next available
* lock-on will be the actor with an arrow hovering above it.
*
* If the above regarding actor lock-on does not occur, then Z-Parallel can begin.
*
* Lastly, the function handles updating general "actor focus" state. This applies to non Z-Target states
* like talking to an actor. If the current focus actor is not considered "hostile", then
* `PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS` can be set. This flag being set will trigger `Player_UpdateCamAndSeqModes`
* to make the camera focus on the current focus actor.
*/
void Player_UpdateZTargeting(Player* this, PlayState* play) {
s32 ignoreLeash = false; s32 ignoreLeash = false;
s32 zButtonHeld = CHECK_BTN_ALL(sControlInput->cur.button, BTN_Z); s32 zButtonHeld = CHECK_BTN_ALL(sControlInput->cur.button, BTN_Z);
Actor* nextLockOnActor; Actor* nextLockOnActor;
@ -3724,7 +3746,7 @@ void func_80836BEC(Player* this, PlayState* play) {
this->stateFlags2 &= ~(PLAYER_STATE2_1 | PLAYER_STATE2_21); this->stateFlags2 &= ~(PLAYER_STATE2_1 | PLAYER_STATE2_21);
} else { } else {
if (!usingHoldTargeting) { if (!usingHoldTargeting) {
func_8008EDF0(this); Player_ReleaseLockOn(this);
} }
} }
@ -3740,7 +3762,7 @@ void func_80836BEC(Player* this, PlayState* play) {
if (this->focusActor != NULL) { if (this->focusActor != NULL) {
if ((this->actor.category == ACTORCAT_PLAYER) && (this->focusActor != this->autoLockOnActor) && if ((this->actor.category == ACTORCAT_PLAYER) && (this->focusActor != this->autoLockOnActor) &&
Attention_ShouldReleaseLockOn(this->focusActor, this, ignoreLeash)) { Attention_ShouldReleaseLockOn(this->focusActor, this, ignoreLeash)) {
func_8008EDF0(this); Player_ReleaseLockOn(this);
this->stateFlags1 |= PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE; this->stateFlags1 |= PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE;
} else if (this->focusActor != NULL) { } else if (this->focusActor != NULL) {
this->focusActor->attentionPriority = 40; this->focusActor->attentionPriority = 40;
@ -3770,11 +3792,11 @@ void func_80836BEC(Player* this, PlayState* play) {
if (this->stateFlags1 & PLAYER_STATE1_PARALLEL) { if (this->stateFlags1 & PLAYER_STATE1_PARALLEL) {
this->stateFlags2 &= ~PLAYER_STATE2_LOCK_ON_WITH_SWITCH; this->stateFlags2 &= ~PLAYER_STATE2_LOCK_ON_WITH_SWITCH;
} else { } else {
func_8008EE08(this); Player_ClearZTargeting(this);
} }
} }
} else { } else {
func_8008EE08(this); Player_ClearZTargeting(this);
} }
} }
@ -11262,7 +11284,8 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
} }
Player_UpdateInterface(play, this); Player_UpdateInterface(play, this);
func_80836BEC(this, play);
Player_UpdateZTargeting(this, play);
if ((this->heldItemAction == PLAYER_IA_DEKU_STICK) && (this->unk_860 != 0)) { if ((this->heldItemAction == PLAYER_IA_DEKU_STICK) && (this->unk_860 != 0)) {
Player_UpdateBurningDekuStick(play, this); Player_UpdateBurningDekuStick(play, this);