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Player Docs: Begin "Start Mode" Documentation (#2301)
* set up start mode * note unused modes * fix bss
This commit is contained in:
parent
5881164453
commit
ae1a1adcf1
10 changed files with 86 additions and 57 deletions
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@ -7,6 +7,28 @@
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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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} PlayerStartMode;
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typedef enum PlayerSword {
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/* 0 */ PLAYER_SWORD_NONE,
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/* 1 */ PLAYER_SWORD_KOKIRI,
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@ -27,7 +27,7 @@
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#endif
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.2:92 pal-1.0:90 pal-1.1:90"
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"ntsc-1.2:88 pal-1.0:86 pal-1.1:86"
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StackEntry sDmaMgrStackInfo;
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OSMesgQueue sDmaMgrMsgQueue;
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@ -1,6 +1,6 @@
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#if PLATFORM_N64
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#pragma increment_block_number "ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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#pragma increment_block_number "ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
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#include "global.h"
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#include "fault.h"
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@ -8,7 +8,7 @@
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#include "stack.h"
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#include "terminal.h"
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#pragma increment_block_number "ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:96 pal-1.0:96 pal-1.1:96"
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#pragma increment_block_number "ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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typedef struct FaultMgr {
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OSThread thread;
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@ -8,7 +8,7 @@
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#define GFXPOOL_TAIL_MAGIC 0x5678
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
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"ntsc-1.0:160 ntsc-1.1:160 ntsc-1.2:160 pal-1.0:160 pal-1.1:160"
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/**
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* The time at which the previous `Graph_Update` ended.
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@ -24,7 +24,7 @@ extern struct IrqMgr gIrqMgr;
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#endif
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#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-jp:160 gc-jp-ce:160 gc-jp-mq:160 gc-us:160 gc-us-mq:160" \
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"ntsc-1.0:151 ntsc-1.1:151 ntsc-1.2:151 pal-1.0:149 pal-1.1:149"
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"ntsc-1.0:148 ntsc-1.1:148 ntsc-1.2:148 pal-1.0:146 pal-1.1:146"
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extern u8 _buffersSegmentEnd[];
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@ -3639,7 +3639,7 @@ s32 Camera_KeepOn3(Camera* camera) {
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}
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#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.0:93 ntsc-1.1:93 ntsc-1.2:93 pal-1.0:91 pal-1.1:91"
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"ntsc-1.0:90 ntsc-1.1:90 ntsc-1.2:90 pal-1.0:88 pal-1.1:88"
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s32 Camera_KeepOn4(Camera* camera) {
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static Vec3f D_8015BD50;
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@ -124,7 +124,7 @@ u16 gCamAtSplinePointsAppliedFrame;
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u16 gCamEyePointAppliedFrame;
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u16 gCamAtPointAppliedFrame;
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#pragma increment_block_number "gc-eu:188 gc-eu-mq:176 gc-jp:188 gc-jp-ce:188 gc-jp-mq:176 gc-us:188 gc-us-mq:176" \
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#pragma increment_block_number "gc-eu:186 gc-eu-mq:176 gc-jp:188 gc-jp-ce:188 gc-jp-mq:176 gc-us:188 gc-us-mq:176" \
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"ntsc-1.0:80 ntsc-1.1:80 ntsc-1.2:80 pal-1.0:80 pal-1.1:80"
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// Cam ID to return to when a scripted cutscene is finished
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@ -1,5 +1,5 @@
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#pragma increment_block_number "gc-eu:244 gc-eu-mq:244 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
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"ntsc-1.0:224 ntsc-1.1:224 ntsc-1.2:224 pal-1.0:252 pal-1.1:252"
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"ntsc-1.0:224 ntsc-1.1:224 ntsc-1.2:224 pal-1.0:248 pal-1.1:248"
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#include "global.h"
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#include "ultra64.h"
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@ -35,7 +35,7 @@
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#include "cic6105.h"
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#endif
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#pragma increment_block_number "gc-eu:180 gc-eu-mq:180 gc-jp:180 gc-jp-ce:180 gc-jp-mq:180 gc-us:180 gc-us-mq:180" \
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#pragma increment_block_number "gc-eu:177 gc-eu-mq:177 gc-jp:177 gc-jp-ce:177 gc-jp-mq:177 gc-us:177 gc-us-mq:177" \
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"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
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#define FLAGS ACTOR_FLAG_4
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@ -153,17 +153,17 @@ 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 func_8083CA20(PlayState* play, Player* this);
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void func_8083CA54(PlayState* play, Player* this);
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void func_8083CA9C(PlayState* play, Player* this);
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void func_80846648(PlayState* play, Player* this);
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void func_80846660(PlayState* play, Player* this);
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void func_808467D4(PlayState* play, Player* this);
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void func_808468A8(PlayState* play, Player* this);
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void func_808468E8(PlayState* play, Player* this);
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void func_80846978(PlayState* play, Player* this);
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void func_808469BC(PlayState* play, Player* this);
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void func_80846A68(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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@ -6682,13 +6682,13 @@ s32 func_8083C910(PlayState* play, Player* this, f32 arg2) {
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return 1;
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}
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void func_8083CA20(PlayState* play, Player* this) {
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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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this->av2.actionVar2 = -20;
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}
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}
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void func_8083CA54(PlayState* play, Player* this) {
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void Player_StartMode14(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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}
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}
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void func_8083CA9C(PlayState* play, Player* this) {
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void Player_StartMode15(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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@ -10504,12 +10504,12 @@ static ColliderQuadInit D_808546A0 = {
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void func_8084663C(Actor* thisx, PlayState* play) {
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}
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void func_80846648(PlayState* play, Player* this) {
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void Player_StartMode0(PlayState* play, Player* this) {
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this->actor.update = func_8084663C;
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this->actor.draw = NULL;
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}
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void func_80846660(PlayState* play, Player* this) {
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void Player_StartMode2(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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static Vec3f D_808546F4 = { -1.0f, 69.0f, 20.0f };
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void func_808467D4(PlayState* play, Player* this) {
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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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this->av2.actionVar2 = 20;
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}
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void func_808468A8(PlayState* play, Player* this) {
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void Player_StartMode3(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 func_808468E8(PlayState* play, Player* this) {
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void Player_StartMode4(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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OnePointCutscene_Init(play, 5110, 40, &this->actor, CAM_ID_MAIN);
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}
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void func_80846978(PlayState* play, Player* this) {
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void Player_StartMode7(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 func_808469BC(PlayState* play, Player* this) {
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void Player_StartMode5(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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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
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}
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void func_80846A68(PlayState* play, Player* this) {
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void Player_StartMode6(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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Collider_SetQuad(play, &this->shieldQuad, &this->actor, &D_808546A0);
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}
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static void (*D_80854738[])(PlayState* play, Player* this) = {
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/* 0x0 */ func_80846648,
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/* 0x1 */ func_808467D4, // From time travel
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/* 0x2 */ func_80846660,
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/* 0x3 */ func_808468A8,
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/* 0x4 */ func_808468E8,
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/* 0x5 */ func_808469BC,
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/* 0x6 */ func_80846A68,
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/* 0x7 */ func_80846978,
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/* 0x8 */ func_8083CA54,
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/* 0x9 */ func_8083CA54,
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/* 0xA */ func_8083CA54,
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/* 0xB */ func_8083CA54,
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/* 0xC */ func_8083CA54,
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/* 0xD */ func_8083CA20,
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/* 0xE */ func_8083CA54,
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/* 0xF */ func_8083CA9C,
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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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};
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static Vec3f D_80854778 = { 0.0f, 50.0f, 0.0f };
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void Player_Init(Actor* thisx, PlayState* play2) {
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Player* this = (Player*)thisx;
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PlayState* play = play2;
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SceneTableEntry* scene = play->loadedScene;
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u32 titleFileSize;
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s32 initMode;
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s32 startMode;
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s32 respawnFlag;
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s32 respawnMode;
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this->heldItemId = ITEM_NONE;
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Player_UseItem(play, this, ITEM_NONE);
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Player_SetEquipmentData(play, this);
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this->prevBoots = this->currentBoots;
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Player_InitCommon(this, play, gPlayerSkelHeaders[((void)0, gSaveContext.save.linkAge)]);
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// `giObjectSegment` is used for both "get item" objects and title cards. The maximum size for
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// get item objects is 0x2000 (see the assert in func_8083AE40), and the maximum size for
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// title cards is 0x1000 * LANGUAGE_MAX since each title card image includes all languages.
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if ((respawnFlag == 0) || (respawnFlag < -1)) {
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titleFileSize = scene->titleFile.vromEnd - scene->titleFile.vromStart;
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if ((titleFileSize != 0) && gSaveContext.showTitleCard) {
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if (!IS_CUTSCENE_LAYER &&
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(gEntranceTable[((void)0, gSaveContext.save.entranceIndex) + ((void)0, gSaveContext.sceneLayer)].field &
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@ -10736,6 +10738,7 @@ void Player_Init(Actor* thisx, PlayState* play2) {
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TitleCard_InitPlaceName(play, &play->actorCtx.titleCtx, this->giObjectSegment, 160, 120, 144, 24, 20);
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}
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}
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gSaveContext.showTitleCard = true;
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}
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@ -10749,18 +10752,22 @@ void Player_Init(Actor* thisx, PlayState* play2) {
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gSaveContext.save.info.infTable[INFTABLE_1AX_INDEX] |= gBitFlags[play->sceneId];
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}
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initMode = PARAMS_GET_S(thisx->params, 8, 4);
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if ((initMode == 5) || (initMode == 6)) {
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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 (gSaveContext.save.cutsceneIndex >= 0xFFF0) {
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initMode = 13;
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startMode = PLAYER_START_MODE_13;
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}
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}
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D_80854738[initMode](play, this);
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sStartModeFuncs[startMode](play, this);
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if (initMode != 0) {
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if (startMode != PLAYER_START_MODE_0) {
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if ((gSaveContext.gameMode == GAMEMODE_NORMAL) || (gSaveContext.gameMode == GAMEMODE_END_CREDITS)) {
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this->naviActor = Player_SpawnFairy(play, this, &thisx->world.pos, &D_80854778, FAIRY_NAVI);
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static Vec3f sNaviSpawnPosOffset = { 0.0f, 50.0f, 0.0f };
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this->naviActor = Player_SpawnFairy(play, this, &thisx->world.pos, &sNaviSpawnPosOffset, FAIRY_NAVI);
|
||||
|
||||
if (gSaveContext.dogParams != 0) {
|
||||
gSaveContext.dogParams |= 0x8000;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue