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Document Player Params (#2307)
* document player params * better bgcamindex comment * cant use -1 for condition * fix match * define for default bgcam * doesnt work * matches * better comment
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7 changed files with 41 additions and 14 deletions
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@ -759,6 +759,10 @@ typedef struct NpcInteractInfo {
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#define PARAMS_PACK(p, s, n) \
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(((p) & NBITS_TO_MASK(n)) << (s))
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// Moves the value `p` to bit position `s` for building actor parameters by OR-ing these together.
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#define PARAMS_PACK_NOMASK(p, s) \
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((p) << (s))
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// Generates a bitmask for bit position `s` of length `n`
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#define PARAMS_MAKE_MASK(s, n) PARAMS_GET_NOSHIFT(~0, s, n)
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@ -7,7 +7,19 @@
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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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#define PLAYER_PARAMS(startMode, startBgCamIndex) (PARAMS_PACK_NOMASK(startMode, 8) | PARAMS_PACK_NOMASK(startBgCamIndex, 0))
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// Determines behavior when spawning. See `PlayerStartMode`.
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#define PLAYER_GET_START_MODE(thisx) PARAMS_GET_S((thisx)->params, 8, 4)
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// Sets initial `bgCamIndex`, which determines camera behavior.
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// The value is used to index a list of `BgCamInfo` contained within the scene's collision data.
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// See `PLAYER_START_BG_CAM_DEFAULT` for what a value of -1 does.
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#define PLAYER_GET_START_BG_CAM_INDEX(thisx) PARAMS_GET_S((thisx)->params, 0, 8)
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// A value of -1 for `startBgCamIndex` indicates that default behavior should be used.
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// This means the `bgCamIndex` will be read from the current floor polygon.
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#define PLAYER_START_BG_CAM_DEFAULT ((u8)-1)
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typedef enum PlayerStartMode {
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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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@ -2186,7 +2186,8 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
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if (D_8015BC18 == 0.0f) {
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gSaveContext.respawn[RESPAWN_MODE_TOP] = gSaveContext.respawn[RESPAWN_MODE_DOWN];
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gSaveContext.respawn[RESPAWN_MODE_TOP].playerParams = 0x06FF;
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gSaveContext.respawn[RESPAWN_MODE_TOP].playerParams =
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PLAYER_PARAMS(PLAYER_START_MODE_FARORES_WIND, PLAYER_START_BG_CAM_DEFAULT);
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gSaveContext.respawn[RESPAWN_MODE_TOP].data = 40;
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}
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@ -483,8 +483,9 @@ void Play_Init(GameState* thisx) {
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Camera_InitDataUsingPlayer(&this->mainCamera, player);
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Camera_RequestMode(&this->mainCamera, CAM_MODE_NORMAL);
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playerStartBgCamIndex = PARAMS_GET_U(player->actor.params, 0, 8);
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if (playerStartBgCamIndex != 0xFF) {
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playerStartBgCamIndex = PLAYER_GET_START_BG_CAM_INDEX(&player->actor);
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if (playerStartBgCamIndex != PLAYER_START_BG_CAM_DEFAULT) {
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PRINTF("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartBgCamIndex);
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Camera_RequestBgCam(&this->mainCamera, playerStartBgCamIndex);
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}
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@ -1901,7 +1902,7 @@ void Play_LoadToLastEntrance(PlayState* this) {
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}
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void Play_TriggerRespawn(PlayState* this) {
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Play_SetupRespawnPoint(this, RESPAWN_MODE_DOWN, 0xDFF);
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Play_SetupRespawnPoint(this, RESPAWN_MODE_DOWN, PLAYER_PARAMS(PLAYER_START_MODE_IDLE, PLAYER_START_BG_CAM_DEFAULT));
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Play_LoadToLastEntrance(this);
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}
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@ -131,7 +131,8 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) {
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if ((this->actor.attentionRangeType != 0) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(player->stateFlags1 & PLAYER_STATE1_31) && (player->av1.actionVar1 == 0)) {
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destinationIdx = PARAMS_GET_U(this->actor.params, 12, 3) - 1;
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Play_SetupRespawnPoint(play, RESPAWN_MODE_RETURN, 0x4FF);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_RETURN,
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PLAYER_PARAMS(PLAYER_START_MODE_GROTTO, PLAYER_START_BG_CAM_DEFAULT));
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gSaveContext.respawn[RESPAWN_MODE_RETURN].pos.y = this->actor.world.pos.y;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].yaw = this->actor.home.rot.y;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].data = PARAMS_GET_U(this->actor.params, 0, 16);
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@ -821,7 +821,8 @@ void DoorShutter_SetupClosed(DoorShutter* this, PlayState* play) {
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play->roomCtx.activeBufPage ^= 1;
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}
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Room_FinishRoomChange(play, &play->roomCtx);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0x0EFF);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN,
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PLAYER_PARAMS(PLAYER_START_MODE_MOVE_FORWARD_SLOW, PLAYER_START_BG_CAM_DEFAULT));
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}
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this->isActive = false;
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this->dyna.actor.velocity.y = 0.0f;
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@ -4814,7 +4814,8 @@ s32 func_808382DC(Player* this, PlayState* play) {
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respawnInfo = &fallingSpikeTrapRespawn;
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}
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0xDFF);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN,
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PLAYER_PARAMS(PLAYER_START_MODE_IDLE, PLAYER_START_BG_CAM_DEFAULT));
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gSaveContext.respawn[RESPAWN_MODE_DOWN].pos = respawnInfo->pos;
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gSaveContext.respawn[RESPAWN_MODE_DOWN].yaw = respawnInfo->yaw;
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}
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@ -10185,7 +10186,8 @@ s32 func_80845BA0(PlayState* play, Player* this, f32* arg2, s32 arg3) {
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s32 func_80845C68(PlayState* play, s32 arg1) {
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if (arg1 == 0) {
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0xDFF);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN,
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PLAYER_PARAMS(PLAYER_START_MODE_IDLE, PLAYER_START_BG_CAM_DEFAULT));
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}
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gSaveContext.respawn[RESPAWN_MODE_DOWN].data = 0;
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return arg1;
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@ -10271,7 +10273,8 @@ void Player_Action_80845EF8(Player* this, PlayState* play) {
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Room_FinishRoomChange(play, &play->roomCtx);
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}
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Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0xDFF);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN,
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PLAYER_PARAMS(PLAYER_START_MODE_IDLE, PLAYER_START_BG_CAM_DEFAULT));
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}
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return;
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}
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@ -10750,7 +10753,8 @@ void Player_Init(Actor* thisx, PlayState* play2) {
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}
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if (func_80845C68(play, (respawnFlag == 2) ? 1 : 0) == 0) {
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gSaveContext.respawn[RESPAWN_MODE_DOWN].playerParams = PARAMS_GET_S(thisx->params, 0, 8) | 0xD00;
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gSaveContext.respawn[RESPAWN_MODE_DOWN].playerParams =
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PLAYER_PARAMS(PLAYER_START_MODE_IDLE, PLAYER_GET_START_BG_CAM_INDEX(thisx));
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}
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gSaveContext.respawn[RESPAWN_MODE_DOWN].data = 1;
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@ -13785,7 +13789,8 @@ void Player_Action_8084E3C4(Player* this, PlayState* play) {
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s32 pad;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].entranceIndex = sWarpSongEntrances[play->msgCtx.lastPlayedSong];
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gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams = 0x5FF;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams =
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PLAYER_PARAMS(PLAYER_START_MODE_WARP_SONG, PLAYER_START_BG_CAM_DEFAULT);
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gSaveContext.respawn[RESPAWN_MODE_RETURN].data = play->msgCtx.lastPlayedSong;
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this->csAction = PLAYER_CSACTION_NONE;
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@ -14806,13 +14811,15 @@ void Player_Action_808507F4(Player* this, PlayState* play) {
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if (this->av2.actionVar2 == 0) {
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gSaveContext.respawn[RESPAWN_MODE_TOP].data = 1;
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Play_SetupRespawnPoint(play, RESPAWN_MODE_TOP, 0x6FF);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_TOP,
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PLAYER_PARAMS(PLAYER_START_MODE_FARORES_WIND, PLAYER_START_BG_CAM_DEFAULT));
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gSaveContext.save.info.fw.set = 1;
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gSaveContext.save.info.fw.pos.x = gSaveContext.respawn[RESPAWN_MODE_DOWN].pos.x;
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gSaveContext.save.info.fw.pos.y = gSaveContext.respawn[RESPAWN_MODE_DOWN].pos.y;
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gSaveContext.save.info.fw.pos.z = gSaveContext.respawn[RESPAWN_MODE_DOWN].pos.z;
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gSaveContext.save.info.fw.yaw = gSaveContext.respawn[RESPAWN_MODE_DOWN].yaw;
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gSaveContext.save.info.fw.playerParams = 0x6FF;
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gSaveContext.save.info.fw.playerParams =
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PLAYER_PARAMS(PLAYER_START_MODE_FARORES_WIND, PLAYER_START_BG_CAM_DEFAULT);
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gSaveContext.save.info.fw.entranceIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex;
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gSaveContext.save.info.fw.roomIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].roomIndex;
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gSaveContext.save.info.fw.tempSwchFlags = gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwchFlags;
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