From 33251ccb511d3a96504fd1cd95cc7e955858bb28 Mon Sep 17 00:00:00 2001 From: fig02 Date: Wed, 9 Oct 2024 21:37:33 -0400 Subject: [PATCH] name action wrappers (#2261) --- .../actors/ovl_player_actor/z_player.c | 66 ++++++++++++------- 1 file changed, 42 insertions(+), 24 deletions(-) diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 10aa62442d..a8ec061289 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -3453,23 +3453,41 @@ s32 Player_SetupAction(PlayState* play, Player* this, PlayerActionFunc actionFun return 1; } -void func_80835DAC(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) { - s32 temp; +/** + * Calls `Player_SetupAction` to setup a new action, but takes extra measures to + * preserve AnimMovement while doing so. + */ +void Player_SetupActionPreserveAnimMovement(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) { + s32 savedMovementFlags; - temp = this->skelAnime.movementFlags; + savedMovementFlags = this->skelAnime.movementFlags; + + // Setting `skelAnime.movementFlags` to 0 will prevent `Player_FinishAnimMovement` from ending + // AnimMovement when `Player_SetupAction` is called. this->skelAnime.movementFlags = 0; + Player_SetupAction(play, this, actionFunc, flags); - this->skelAnime.movementFlags = temp; + this->skelAnime.movementFlags = savedMovementFlags; } -void func_80835DE4(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) { - s32 temp; +/** + * Calls `Player_SetupAction` to setup a new action, but takes extra measures to + * preserve the current itemAction while doing so. + * + * Note that `itemAction` must be PLAYER_IA_NONE or higher for the action change to take place. + */ +void Player_SetupActionPreserveItemAction(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) { + s32 savedItemAction; - if (this->itemAction >= 0) { - temp = this->itemAction; + if (this->itemAction >= PLAYER_IA_NONE) { + savedItemAction = this->itemAction; + + // Setting `itemAction` to `heldItemAction` will prevent `func_8008EC70` from running when + // `Player_SetupAction` is called. this->itemAction = this->heldItemAction; + Player_SetupAction(play, this, actionFunc, flags); - this->itemAction = temp; + this->itemAction = savedItemAction; Player_SetModels(this, Player_ActionToModelGroup(this, this->itemAction)); } } @@ -5617,7 +5635,7 @@ void func_8083A0F4(PlayState* play, Player* this) { } void func_8083A2F8(PlayState* play, Player* this) { - func_80835DAC(play, this, Player_Action_8084B530, 0); + Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084B530, 0); this->stateFlags1 |= PLAYER_STATE1_6 | PLAYER_STATE1_29; @@ -5628,7 +5646,7 @@ void func_8083A2F8(PlayState* play, Player* this) { } void func_8083A360(PlayState* play, Player* this) { - func_80835DAC(play, this, Player_Action_8084CC98, 0); + Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084CC98, 0); } void func_8083A388(PlayState* play, Player* this) { @@ -5639,7 +5657,7 @@ void func_8083A3B0(PlayState* play, Player* this) { s32 sp1C = this->av2.actionVar2; s32 sp18 = this->av1.actionVar1; - func_80835DAC(play, this, Player_Action_8084BF1C, 0); + Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084BF1C, 0); this->actor.velocity.y = 0.0f; this->av2.actionVar2 = sp1C; @@ -5647,11 +5665,11 @@ void func_8083A3B0(PlayState* play, Player* this) { } void func_8083A40C(PlayState* play, Player* this) { - func_80835DAC(play, this, Player_Action_8084C760, 0); + Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084C760, 0); } void func_8083A434(PlayState* play, Player* this) { - func_80835DAC(play, this, Player_Action_8084E6D4, 0); + Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084E6D4, 0); this->stateFlags1 |= PLAYER_STATE1_10 | PLAYER_STATE1_29; @@ -5922,7 +5940,7 @@ void func_8083AE40(Player* this, s16 objectId) { } void func_8083AF44(PlayState* play, Player* this, s32 magicSpell) { - func_80835DE4(play, this, Player_Action_808507F4, 0); + Player_SetupActionPreserveItemAction(play, this, Player_Action_808507F4, 0); this->av1.actionVar1 = magicSpell - 3; @@ -6025,7 +6043,7 @@ s32 Player_ActionHandler_13(Player* this, PlayState* play) { (this->exchangeItemId == EXCH_ITEM_BOTTLE_BLUE_FIRE))))))) { if ((play->actorCtx.titleCtx.delayTimer == 0) && (play->actorCtx.titleCtx.alpha == 0)) { - func_80835DE4(play, this, Player_Action_8084F104, 0); + Player_SetupActionPreserveItemAction(play, this, Player_Action_8084F104, 0); if (sp2C >= 0) { giEntry = &sGetItemTable[D_80854528[sp2C] - 1]; @@ -6052,7 +6070,7 @@ s32 Player_ActionHandler_13(Player* this, PlayState* play) { (this->itemAction == PLAYER_IA_MAGIC_BEAN))) { if (this->exchangeItemId == EXCH_ITEM_MAGIC_BEAN) { Inventory_ChangeAmmo(ITEM_MAGIC_BEAN, -1); - func_80835DE4(play, this, Player_Action_8084279C, 0); + Player_SetupActionPreserveItemAction(play, this, Player_Action_8084279C, 0); this->stateFlags1 |= PLAYER_STATE1_29; this->av2.actionVar2 = 0x50; this->av1.actionVar1 = -1; @@ -6087,20 +6105,20 @@ s32 Player_ActionHandler_13(Player* this, PlayState* play) { sp2C = Player_ActionToBottle(this, this->itemAction); if (sp2C >= 0) { if (sp2C == 0xC) { - func_80835DE4(play, this, Player_Action_8084EED8, 0); + Player_SetupActionPreserveItemAction(play, this, Player_Action_8084EED8, 0); Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_bottle_bug_out); func_80835EA4(play, 3); } else if ((sp2C > 0) && (sp2C < 4)) { - func_80835DE4(play, this, Player_Action_8084EFC0, 0); + Player_SetupActionPreserveItemAction(play, this, Player_Action_8084EFC0, 0); Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_bottle_fish_out); func_80835EA4(play, (sp2C == 1) ? 1 : 5); } else { - func_80835DE4(play, this, Player_Action_8084EAC0, 0); + Player_SetupActionPreserveItemAction(play, this, Player_Action_8084EAC0, 0); Player_AnimChangeOnceMorphAdjusted(play, this, &gPlayerAnim_link_bottle_drink_demo_start); func_80835EA4(play, 2); } } else { - func_80835DE4(play, this, Player_Action_8084E3C4, 0); + Player_SetupActionPreserveItemAction(play, this, Player_Action_8084E3C4, 0); Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_normal_okarina_start); this->stateFlags2 |= PLAYER_STATE2_27; func_80835EA4(play, (this->unk_6A8 != NULL) ? 0x5B : 0x5A); @@ -7540,7 +7558,7 @@ s32 func_8083EC18(Player* this, PlayState* play, u32 wallFlags) { } void func_8083F070(Player* this, LinkAnimationHeader* anim, PlayState* play) { - func_80835DAC(play, this, Player_Action_8084C5F8, 0); + Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084C5F8, 0); LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, (4.0f / 3.0f)); } @@ -8103,7 +8121,7 @@ void Player_Action_808407CC(Player* this, PlayState* play) { } if (!Player_FriendlyLockOnOrParallel(this)) { - func_80835DAC(play, this, Player_Action_80840BC8, 1); + Player_SetupActionPreserveAnimMovement(play, this, Player_Action_80840BC8, 1); this->yaw = this->actor.shape.rot.y; return; } @@ -13030,7 +13048,7 @@ s32 func_8084C9BC(Player* this, PlayState* play) { if (EN_HORSE_CHECK_1(rideActor) || (EN_HORSE_CHECK_4(rideActor) && CHECK_BTN_ALL(sControlInput->press.button, BTN_A))) { rideActor->actor.child = NULL; - func_80835DAC(play, this, Player_Action_8084D3E4, 0); + Player_SetupActionPreserveAnimMovement(play, this, Player_Action_8084D3E4, 0); this->unk_878 = sp34 - rideActor->actor.world.pos.y; Player_AnimPlayOnce(play, this, (this->mountSide < 0) ? &gPlayerAnim_link_uma_left_down