diff --git a/include/z64player.h b/include/z64player.h index 913b53ec19..78de9e8ca5 100644 --- a/include/z64player.h +++ b/include/z64player.h @@ -717,7 +717,7 @@ typedef struct { typedef void (*PlayerActionFunc)(struct Player*, struct PlayState*); typedef s32 (*UpperActionFunc)(struct Player*, struct PlayState*); -typedef void (*PlayerFuncA74)(struct PlayState*, struct Player*); +typedef void (*AfterPutAwayFunc)(struct PlayState*, struct Player*); typedef struct Player { /* 0x0000 */ Actor actor; @@ -892,7 +892,7 @@ typedef struct Player { /* 0x0A60 */ u8 bodyIsBurning; /* 0x0A61 */ u8 bodyFlameTimers[PLAYER_BODYPART_MAX]; // one flame per body part /* 0x0A73 */ u8 unk_A73; - /* 0x0A74 */ PlayerFuncA74 func_A74; + /* 0x0A74 */ AfterPutAwayFunc afterPutAwayFunc; // See `Player_SetupWaitForPutAway` and `Player_Action_WaitForPutAway` /* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame) /* 0x0A79 */ u8 floorTypeTimer; // counts up every frame the current floor type is the same as the last frame /* 0x0A7A */ u8 floorProperty; diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index fd2cc36c48..3f10abec80 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -292,7 +292,7 @@ void Player_Action_80844E68(Player* this, PlayState* play); void Player_Action_80845000(Player* this, PlayState* play); void Player_Action_80845308(Player* this, PlayState* play); void Player_Action_80845668(Player* this, PlayState* play); -void Player_Action_808458D0(Player* this, PlayState* play); +void Player_Action_WaitForPutAway(Player* this, PlayState* play); void Player_Action_80845CA4(Player* this, PlayState* play); void Player_Action_80845EF8(Player* this, PlayState* play); void Player_Action_80846050(Player* this, PlayState* play); @@ -1719,12 +1719,16 @@ void func_80832440(PlayState* play, Player* this) { this->unk_845 = this->unk_844 = 0; } -s32 func_80832528(PlayState* play, Player* this) { +/** + * Puts away item currently in hand, if holding any. + * @return true if an item needs to be put away, false if not. + */ +s32 Player_PutAwayHeldItem(PlayState* play, Player* this) { if (this->heldItemAction >= PLAYER_IA_FISHING_POLE) { Player_UseItem(play, this, ITEM_NONE); - return 1; + return true; } else { - return 0; + return false; } } @@ -2216,7 +2220,7 @@ void Player_InitExplosiveIA(PlayState* play, Player* this) { Actor* spawnedActor; if (this->stateFlags1 & PLAYER_STATE1_11) { - func_80832528(play, this); + Player_PutAwayHeldItem(play, this); return; } @@ -3360,7 +3364,7 @@ void func_80836448(PlayState* play, Player* this, LinkAnimationHeader* anim) { } int Player_CanUpdateItems(Player* this) { - return (!(Player_Action_808458D0 == this->actionFunc) || + return (!(Player_Action_WaitForPutAway == this->actionFunc) || ((this->stateFlags1 & PLAYER_STATE1_START_CHANGING_HELD_ITEM) && ((this->heldItemId == ITEM_SWORD_CS) || (this->heldItemId == ITEM_NONE)))) && (!(Player_UpperAction_ChangeHeldItem == this->upperActionFunc) || @@ -3414,11 +3418,21 @@ s32 Player_UpdateUpperBody(Player* this, PlayState* play) { return 1; } -s32 func_80836898(PlayState* play, Player* this, PlayerFuncA74 func) { - this->func_A74 = func; - Player_SetupAction(play, this, Player_Action_808458D0, 0); +/** + * Sets up `Player_Action_WaitForPutAway`, which will allow the held item put away process + * to complete before moving on to a new action. + * + * The function provided by the `afterPutAwayFunc` argument will run after the put away is complete. + * This function is expected to set a new action and move execution away from `Player_Action_WaitForPutAway`. + * + * @return From `Player_PutAwayHeldItem`: true if an item needs to be put away, false if not. + */ +s32 Player_SetupWaitForPutAway(PlayState* play, Player* this, AfterPutAwayFunc afterPutAwayFunc) { + this->afterPutAwayFunc = afterPutAwayFunc; + Player_SetupAction(play, this, Player_Action_WaitForPutAway, 0); this->stateFlags2 |= PLAYER_STATE2_6; - return func_80832528(play, this); + + return Player_PutAwayHeldItem(play, this); } void func_808368EC(Player* this, PlayState* play) { @@ -4946,7 +4960,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) { } Player_SetupAction(play, this, Player_Action_80845EF8, 0); - func_80832528(play, this); + Player_PutAwayHeldItem(play, this); if (doorDirection < 0) { this->actor.shape.rot.y = doorActor->shape.rot.y; @@ -5272,7 +5286,7 @@ s32 func_8083A6AC(Player* this, PlayState* play) { sp50 ? &gPlayerAnim_link_normal_Fclimb_startB : &gPlayerAnim_link_normal_fall); if (sp50) { - func_80836898(play, this, func_8083A3B0); + Player_SetupWaitForPutAway(play, this, func_8083A3B0); this->yaw += 0x8000; this->actor.shape.rot.y = this->yaw; @@ -6604,7 +6618,7 @@ s32 Player_ActionChange_3(Player* this, PlayState* play) { sp38 = Math_CosS(rideActor->actor.shape.rot.y); sp34 = Math_SinS(rideActor->actor.shape.rot.y); - func_80836898(play, this, func_8083A360); + Player_SetupWaitForPutAway(play, this, func_8083A360); this->stateFlags1 |= PLAYER_STATE1_23; this->actor.bgCheckFlags &= ~BGCHECKFLAG_WATER; @@ -6756,7 +6770,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) { func_8083AE40(this, giEntry->objectId); if (!(this->stateFlags2 & PLAYER_STATE2_10) || (this->currentBoots == PLAYER_BOOTS_IRON)) { - func_80836898(play, this, func_8083A434); + Player_SetupWaitForPutAway(play, this, func_8083A434); Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_demo_get_itemB); func_80835EA4(play, 9); } @@ -6783,7 +6797,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) { } } - func_80836898(play, this, func_8083A434); + Player_SetupWaitForPutAway(play, this, func_8083A434); this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_11 | PLAYER_STATE1_29; func_8083AE40(this, giEntry->objectId); this->actor.world.pos.x = @@ -6817,7 +6831,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) { this->itemAction = PLAYER_IA_NONE; this->modelAnimType = PLAYER_ANIMTYPE_0; this->heldItemAction = this->itemAction; - func_80836898(play, this, func_8083A0F4); + Player_SetupWaitForPutAway(play, this, func_8083A0F4); if (sp24 == PLAYER_IA_SWORD_MASTER) { this->nextModelGroup = Player_ActionToModelGroup(this, PLAYER_IA_SWORD_CS); @@ -6833,7 +6847,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) { return 0; } - func_80836898(play, this, func_8083A0F4); + Player_SetupWaitForPutAway(play, this, func_8083A0F4); } func_80832224(this); @@ -6945,7 +6959,7 @@ s32 func_8083EC18(Player* this, PlayState* play, u32 wallFlags) { f32 sp34 = this->distToInteractWall; LinkAnimationHeader* anim; - func_80836898(play, this, func_8083A3B0); + Player_SetupWaitForPutAway(play, this, func_8083A3B0); this->stateFlags1 |= PLAYER_STATE1_21; this->stateFlags1 &= ~PLAYER_STATE1_27; @@ -7048,7 +7062,7 @@ s32 Player_TryEnteringCrawlspace(Player* this, PlayState* play, u32 interactWall f32 wallPolyNormalZ = COLPOLY_GET_NORMAL(wallPoly->normal.z); f32 distToInteractWall = this->distToInteractWall; - func_80836898(play, this, func_8083A40C); + Player_SetupWaitForPutAway(play, this, func_8083A40C); this->stateFlags2 |= PLAYER_STATE2_CRAWLING; this->actor.shape.rot.y = this->yaw = this->actor.wallYaw + 0x8000; this->actor.world.pos.x = xVertex1 + (distToInteractWall * wallPolyNormalX); @@ -7173,7 +7187,7 @@ s32 Player_TryLeavingCrawlspace(Player* this, PlayState* play) { } void func_8083F72C(Player* this, LinkAnimationHeader* anim, PlayState* play) { - if (!func_80836898(play, this, func_8083A388)) { + if (!Player_SetupWaitForPutAway(play, this, func_8083A388)) { Player_SetupAction(play, this, Player_Action_8084B78C, 0); } @@ -7210,7 +7224,7 @@ s32 Player_ActionChange_5(Player* this, PlayState* play) { return 0; } - func_80836898(play, this, func_8083A0F4); + Player_SetupWaitForPutAway(play, this, func_8083A0F4); this->stateFlags1 |= PLAYER_STATE1_11; this->interactRangeActor = &wallPolyActor->actor; this->getItemId = GI_NONE; @@ -9420,13 +9434,30 @@ void Player_Action_80845668(Player* this, PlayState* play) { } } -void Player_Action_808458D0(Player* this, PlayState* play) { +/** + * Allow the held item put away process to complete before running `afterPutAwayFunc` + */ +void Player_Action_WaitForPutAway(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_5 | PLAYER_STATE2_6; LinkAnimation_Update(play, &this->skelAnime); + // Wait for the held item put away process to complete. + // Determining if the put away process is complete is a bit complicated: + // `Player_UpdateUpperBody` will only return false if the current UpperAction returns false. + // The UpperAction responsible for putting away items, `Player_UpperAction_ChangeHeldItem`, constantly + // returns true until the item change is done. False won't be returned until the item change is done, and a new + // UpperAction is running and can return false itself. + // Note that this implementation allows for delaying indefinitely by, for example, holding shield + // during the item put away. The shield UpperAction will return true while shielding and targeting. + // Meaning, `afterPutAwayFunc` will be delayed until the player decides to let go of shield. + // This quirk can contribute to the possibility of other bugs manifesting. + // + // The other conditions listed will force the put away delay function to run instantly if carrying an actor. + // This is necessary because the UpperAction for carrying actors will always return true while holding + // the actor, so `!Player_UpdateUpperBody` could never pass. if (((this->stateFlags1 & PLAYER_STATE1_11) && (this->heldActor != NULL) && (this->getItemId == GI_NONE)) || !Player_UpdateUpperBody(this, play)) { - this->func_A74(play, this); + this->afterPutAwayFunc(play, this); } } @@ -15289,7 +15320,7 @@ void func_80853148(PlayState* play, Actor* actor) { if (actor->textId == 0xFFFF) { Player_SetCsActionWithHaltedActors(play, actor, PLAYER_CSACTION_1); actor->flags |= ACTOR_FLAG_TALK; - func_80832528(play, this); + Player_PutAwayHeldItem(play, this); } else { if (this->actor.flags & ACTOR_FLAG_TALK) { this->actor.textId = 0; @@ -15301,13 +15332,13 @@ void func_80853148(PlayState* play, Actor* actor) { if (this->stateFlags1 & PLAYER_STATE1_23) { s32 sp24 = this->av2.actionVar2; - func_80832528(play, this); + Player_PutAwayHeldItem(play, this); func_8083A2F8(play, this); this->av2.actionVar2 = sp24; } else { if (func_808332B8(this)) { - func_80836898(play, this, func_8083A2F8); + Player_SetupWaitForPutAway(play, this, func_8083A2F8); Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim_wait); } else if ((actor->category != ACTORCAT_NPC) || (this->heldItemAction == PLAYER_IA_FISHING_POLE)) { func_8083A2F8(play, this); @@ -15320,7 +15351,7 @@ void func_80853148(PlayState* play, Actor* actor) { } } } else { - func_80836898(play, this, func_8083A2F8); + Player_SetupWaitForPutAway(play, this, func_8083A2F8); Player_AnimPlayOnceAdjusted(play, this, (actor->xzDistToPlayer < 40.0f) ? &gPlayerAnim_link_normal_backspace : &gPlayerAnim_link_normal_talk_free); diff --git a/tools/disasm/gc-eu-mq/functions.txt b/tools/disasm/gc-eu-mq/functions.txt index fef42f92c3..92646c223d 100644 --- a/tools/disasm/gc-eu-mq/functions.txt +++ b/tools/disasm/gc-eu-mq/functions.txt @@ -3265,7 +3265,7 @@ func_80832318 = 0x8082EDB4; // type:func func_80832340 = 0x8082EDE0; // type:func Player_DetachHeldActor = 0x8082EE50; // type:func func_80832440 = 0x8082EEDC; // type:func -func_80832528 = 0x8082EFC4; // type:func +Player_PutAwayHeldItem = 0x8082EFC4; // type:func func_80832564 = 0x8082F000; // type:func func_80832594 = 0x8082F038; // type:func func_80832630 = 0x8082F0D8; // type:func @@ -3386,7 +3386,7 @@ Player_UseItem = 0x80832AE4; // type:func func_80836448 = 0x80832FEC; // type:func Player_CanUpdateItems = 0x8083316C; // type:func Player_UpdateUpperBody = 0x80833218; // type:func -func_80836898 = 0x80833440; // type:func +Player_SetupWaitForPutAway = 0x80833440; // type:func func_808368EC = 0x80833498; // type:func func_808369C8 = 0x80833574; // type:func func_80836AB8 = 0x80833660; // type:func @@ -3593,7 +3593,7 @@ Player_Action_80844E68 = 0x80841AB8; // type:func Player_Action_80845000 = 0x80841C50; // type:func Player_Action_80845308 = 0x80841F58; // type:func Player_Action_80845668 = 0x808422B8; // type:func -Player_Action_808458D0 = 0x80842524; // type:func +Player_Action_WaitForPutAway = 0x80842524; // type:func func_80845964 = 0x808425B8; // type:func func_80845BA0 = 0x808427FC; // type:func func_80845C68 = 0x808428C8; // type:func