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https://github.com/zeldaret/oot
synced 2026-06-03 18:36:34 -04:00
WeaponInfo docs (#1596)
* WeaponInfo docs * format * disasm metadata * merge fixup * Add MELEE_WEAPON_INFO_TIP and _BASE * format * Offset
This commit is contained in:
+65
-51
@@ -803,7 +803,7 @@ int Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 y
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s32 pad;
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if ((this->heldItemAction == PLAYER_IA_DEKU_STICK) && (this->unk_860 != 0)) {
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Math_Vec3f_Diff(&this->meleeWeaponInfo[0].tip, pos, &diff);
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Math_Vec3f_Diff(MELEE_WEAPON_INFO_TIP(&this->meleeWeaponInfo[0]), pos, &diff);
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return ((SQ(diff.x) + SQ(diff.z)) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange);
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} else {
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return false;
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@@ -1444,30 +1444,42 @@ s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx*
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return false;
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}
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u8 func_80090480(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase) {
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if (weaponInfo->active == 0) {
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/**
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* Handles colliders for player weapons, by creating a quad collider each frame between the weapon's previous position
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* and its new position.
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* This position is given as a pair, `newPosA` and `newPosB`, representing two ends of a line that can be thought of as
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* the active part of the weapon. Note that this line is not necessarily following the weapon's shape: for example
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* arrows use a line perpendicular to the shaft.
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* @param collider The quad collider to use for the weapon.
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* @param newPosA One end of the line. For melee weapons, this is the tip.
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* @param newPosB One end of the line. For melee weapons, this is the base.
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* @return true if the weapon is active at a new position.
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*/
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u8 Player_UpdateWeaponInfo(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newPosA,
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Vec3f* newPosB) {
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if (!weaponInfo->active) {
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if (collider != NULL) {
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Collider_ResetQuadAT(play, &collider->base);
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}
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Math_Vec3f_Copy(&weaponInfo->tip, newTip);
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Math_Vec3f_Copy(&weaponInfo->base, newBase);
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weaponInfo->active = 1;
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Math_Vec3f_Copy(&weaponInfo->posA, newPosA);
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Math_Vec3f_Copy(&weaponInfo->posB, newPosB);
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weaponInfo->active = true;
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return true;
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} else if ((weaponInfo->tip.x == newTip->x) && (weaponInfo->tip.y == newTip->y) &&
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(weaponInfo->tip.z == newTip->z) && (weaponInfo->base.x == newBase->x) &&
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(weaponInfo->base.y == newBase->y) && (weaponInfo->base.z == newBase->z)) {
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} else if ((weaponInfo->posA.x == newPosA->x) && (weaponInfo->posA.y == newPosA->y) &&
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(weaponInfo->posA.z == newPosA->z) && (weaponInfo->posB.x == newPosB->x) &&
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(weaponInfo->posB.y == newPosB->y) && (weaponInfo->posB.z == newPosB->z)) {
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if (collider != NULL) {
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Collider_ResetQuadAT(play, &collider->base);
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}
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return false;
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} else {
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if (collider != NULL) {
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Collider_SetQuadVertices(collider, newBase, newTip, &weaponInfo->base, &weaponInfo->tip);
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Collider_SetQuadVertices(collider, newPosB, newPosA, &weaponInfo->posB, &weaponInfo->posA);
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CollisionCheck_SetAT(play, &play->colChkCtx, &collider->base);
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}
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Math_Vec3f_Copy(&weaponInfo->base, newBase);
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Math_Vec3f_Copy(&weaponInfo->tip, newTip);
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weaponInfo->active = 1;
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Math_Vec3f_Copy(&weaponInfo->posB, newPosB);
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Math_Vec3f_Copy(&weaponInfo->posA, newPosA);
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weaponInfo->active = true;
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return true;
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}
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}
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@@ -1496,33 +1508,35 @@ void Player_UpdateShieldCollider(PlayState* play, Player* this, ColliderQuad* co
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}
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}
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Vec3f D_80126080 = { 5000.0f, 400.0f, 0.0f };
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Vec3f D_8012608C = { 5000.0f, -400.0f, 1000.0f };
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Vec3f D_80126098 = { 5000.0f, 1400.0f, -1000.0f };
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// Positions for the tip of melee weapons, in the left hand limb's own model space.
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Vec3f sMeleeWeaponTipOffsetFromLeftHand0 = { 5000.0f, 400.0f, 0.0f };
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Vec3f sMeleeWeaponTipOffsetFromLeftHand1 = { 5000.0f, -400.0f, 1000.0f };
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Vec3f sMeleeWeaponTipOffsetFromLeftHand2 = { 5000.0f, 1400.0f, -1000.0f };
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Vec3f D_801260A4[3] = {
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{ 0.0f, 400.0f, 0.0f },
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{ 0.0f, 1400.0f, -1000.0f },
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{ 0.0f, -400.0f, 1000.0f },
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};
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// Positions for the base of melee weapons, in the left hand limb's own model space.
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Vec3f sMeleeWeaponBaseOffsetFromLeftHand0 = { 0.0f, 400.0f, 0.0f };
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Vec3f sMeleeWeaponBaseOffsetFromLeftHand1 = { 0.0f, 1400.0f, -1000.0f };
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Vec3f sMeleeWeaponBaseOffsetFromLeftHand2 = { 0.0f, -400.0f, 1000.0f };
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void func_800906D4(PlayState* play, Player* this, Vec3f* newTipPos) {
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Vec3f newBasePos[3];
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void Player_UpdateMeleeWeaponInfo(PlayState* play, Player* this, Vec3f* newTipPositions) {
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Vec3f newBasePositions[3];
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Matrix_MultVec3f(&D_801260A4[0], &newBasePos[0]);
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Matrix_MultVec3f(&D_801260A4[1], &newBasePos[1]);
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Matrix_MultVec3f(&D_801260A4[2], &newBasePos[2]);
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Matrix_MultVec3f(&sMeleeWeaponBaseOffsetFromLeftHand0, &newBasePositions[0]);
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Matrix_MultVec3f(&sMeleeWeaponBaseOffsetFromLeftHand1, &newBasePositions[1]);
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Matrix_MultVec3f(&sMeleeWeaponBaseOffsetFromLeftHand2, &newBasePositions[2]);
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if (func_80090480(play, NULL, &this->meleeWeaponInfo[0], &newTipPos[0], &newBasePos[0]) &&
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if (Player_UpdateWeaponInfo(play, NULL, &this->meleeWeaponInfo[0], &newTipPositions[0], &newBasePositions[0]) &&
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!(this->stateFlags1 & PLAYER_STATE1_SHIELDING)) {
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EffectBlure_AddVertex(Effect_GetByIndex(this->meleeWeaponEffectIndex), &this->meleeWeaponInfo[0].tip,
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&this->meleeWeaponInfo[0].base);
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EffectBlure_AddVertex(Effect_GetByIndex(this->meleeWeaponEffectIndex), &this->meleeWeaponInfo[0].posA,
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&this->meleeWeaponInfo[0].posB);
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}
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if ((this->meleeWeaponState > 0) &&
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((this->meleeWeaponAnimation < PLAYER_MWA_SPIN_ATTACK_1H) || (this->stateFlags2 & PLAYER_STATE2_17))) {
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func_80090480(play, &this->meleeWeaponQuads[0], &this->meleeWeaponInfo[1], &newTipPos[1], &newBasePos[1]);
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func_80090480(play, &this->meleeWeaponQuads[1], &this->meleeWeaponInfo[2], &newTipPos[2], &newBasePos[2]);
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Player_UpdateWeaponInfo(play, &this->meleeWeaponQuads[0], &this->meleeWeaponInfo[1], &newTipPositions[1],
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&newBasePositions[1]);
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Player_UpdateWeaponInfo(play, &this->meleeWeaponQuads[1], &this->meleeWeaponInfo[2], &newTipPositions[2],
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&newBasePositions[2]);
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}
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}
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@@ -1553,20 +1567,20 @@ void Player_DrawGetItem(PlayState* play, Player* this) {
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}
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}
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void func_80090A28(Player* this, Vec3f* vecs) {
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D_8012608C.x = D_80126080.x;
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void Player_CalcMeleeWeaponTipPositions(Player* this, Vec3f* tipPositions) {
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sMeleeWeaponTipOffsetFromLeftHand1.x = sMeleeWeaponTipOffsetFromLeftHand0.x;
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if (this->unk_845 >= 3) {
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this->unk_845++;
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D_8012608C.x *= 1.0f + ((9 - this->unk_845) * 0.1f);
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sMeleeWeaponTipOffsetFromLeftHand1.x *= 1.0f + ((9 - this->unk_845) * 0.1f);
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}
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D_8012608C.x += 1200.0f;
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D_80126098.x = D_8012608C.x;
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sMeleeWeaponTipOffsetFromLeftHand1.x += 1200.0f;
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sMeleeWeaponTipOffsetFromLeftHand2.x = sMeleeWeaponTipOffsetFromLeftHand1.x;
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Matrix_MultVec3f(&D_80126080, &vecs[0]);
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Matrix_MultVec3f(&D_8012608C, &vecs[1]);
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Matrix_MultVec3f(&D_80126098, &vecs[2]);
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Matrix_MultVec3f(&sMeleeWeaponTipOffsetFromLeftHand0, &tipPositions[0]);
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Matrix_MultVec3f(&sMeleeWeaponTipOffsetFromLeftHand1, &tipPositions[1]);
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Matrix_MultVec3f(&sMeleeWeaponTipOffsetFromLeftHand2, &tipPositions[2]);
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}
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void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 arg2) {
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@@ -1608,7 +1622,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 arg2) {
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}
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// Coordinates of the player focus position, in the head limb's own model space.
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Vec3f sPlayerFocusHeadLimbModelPos = { 1100.0f, -700.0f, 0.0f };
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Vec3f sPlayerFocusOffsetFromHead = { 1100.0f, -700.0f, 0.0f };
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f32 sMeleeWeaponLengths[] = {
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0.0f, // not a melee weapon
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@@ -1651,17 +1665,17 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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Math_Vec3f_Copy(&this->leftHandPos, sCurBodyPartPos);
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if (this->itemAction == PLAYER_IA_DEKU_STICK) {
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Vec3f sp124[3];
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Vec3f tipPositions[3];
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OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2633);
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if (this->actor.scale.y >= 0.0f) {
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D_80126080.x = this->unk_85C * 5000.0f;
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func_80090A28(this, sp124);
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sMeleeWeaponTipOffsetFromLeftHand0.x = this->unk_85C * 5000.0f;
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Player_CalcMeleeWeaponTipPositions(this, tipPositions);
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if (this->meleeWeaponState != 0) {
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func_800906D4(play, this, sp124);
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Player_UpdateMeleeWeaponInfo(play, this, tipPositions);
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} else {
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Math_Vec3f_Copy(&this->meleeWeaponInfo[0].tip, &sp124[0]);
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Math_Vec3f_Copy(MELEE_WEAPON_INFO_TIP(&this->meleeWeaponInfo[0]), &tipPositions[0]);
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}
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}
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@@ -1674,16 +1688,16 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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CLOSE_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2656);
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} else if ((this->actor.scale.y >= 0.0f) && (this->meleeWeaponState != 0)) {
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Vec3f spE4[3];
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Vec3f tipPositions[3];
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if (Player_HoldsBrokenKnife(this)) {
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D_80126080.x = 1500.0f;
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sMeleeWeaponTipOffsetFromLeftHand0.x = 1500.0f;
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} else {
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D_80126080.x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(this)];
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sMeleeWeaponTipOffsetFromLeftHand0.x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(this)];
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}
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func_80090A28(this, spE4);
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func_800906D4(play, this, spE4);
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Player_CalcMeleeWeaponTipPositions(this, tipPositions);
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Player_UpdateMeleeWeaponInfo(play, this, tipPositions);
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} else if ((*dList != NULL) && (this->leftHandType == PLAYER_MODELTYPE_LH_BOTTLE)) {
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//! @bug When Player is actively using shield, the `itemAction` value will be set to -1.
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//! If shield is used at the same time a bottle is in hand, `Player_ActionToBottle` will
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@@ -1854,7 +1868,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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Matrix_Get(&this->shieldMf);
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}
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} else if (limbIndex == PLAYER_LIMB_HEAD) {
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Matrix_MultVec3f(&sPlayerFocusHeadLimbModelPos, &this->actor.focus.pos);
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Matrix_MultVec3f(&sPlayerFocusOffsetFromHead, &this->actor.focus.pos);
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} else {
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// Position of Link's foot, in the foot limb's own model space.
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static Vec3f sLeftRightFootLimbModelFootPos[] = {
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