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ActionChange -> ActionHandler (#2219)

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fig02 2024-09-25 10:58:27 -04:00 committed by GitHub
parent 5ed5f196d9
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@ -2764,7 +2764,7 @@ s32 func_8083499C(Player* this, PlayState* play) {
}
/**
* The actual sword weapon is not handled here. See `Player_ActionChange_7` for melee weapon usage.
* The actual sword weapon is not handled here. See `Player_ActionHandler_7` for melee weapon usage.
* This upper body action allows for shielding or changing held items while a sword is in hand.
*/
s32 Player_UpperAction_Sword(Player* this, PlayState* play) {
@ -3921,134 +3921,140 @@ s32 Player_GetMovementSpeedAndYaw(Player* this, f32* outSpeedTarget, s16* outYaw
}
}
typedef enum ActionChangeIndex {
/* 0 */ PLAYER_ACTION_CHG_0,
/* 1 */ PLAYER_ACTION_CHG_1,
/* 2 */ PLAYER_ACTION_CHG_2,
/* 3 */ PLAYER_ACTION_CHG_3,
/* 4 */ PLAYER_ACTION_CHG_4,
/* 5 */ PLAYER_ACTION_CHG_5,
/* 6 */ PLAYER_ACTION_CHG_6,
/* 7 */ PLAYER_ACTION_CHG_7,
/* 8 */ PLAYER_ACTION_CHG_8,
/* 9 */ PLAYER_ACTION_CHG_9,
/* 10 */ PLAYER_ACTION_CHG_10,
/* 11 */ PLAYER_ACTION_CHG_11,
/* 12 */ PLAYER_ACTION_CHG_12,
/* 13 */ PLAYER_ACTION_CHG_13
} ActionChangeIndex;
typedef enum ActionHandlerIndex {
/* 0 */ PLAYER_ACTION_HANDLER_0,
/* 1 */ PLAYER_ACTION_HANDLER_1,
/* 2 */ PLAYER_ACTION_HANDLER_2,
/* 3 */ PLAYER_ACTION_HANDLER_3,
/* 4 */ PLAYER_ACTION_HANDLER_4,
/* 5 */ PLAYER_ACTION_HANDLER_5,
/* 6 */ PLAYER_ACTION_HANDLER_6,
/* 7 */ PLAYER_ACTION_HANDLER_7,
/* 8 */ PLAYER_ACTION_HANDLER_8,
/* 9 */ PLAYER_ACTION_HANDLER_9,
/* 10 */ PLAYER_ACTION_HANDLER_10,
/* 11 */ PLAYER_ACTION_HANDLER_11,
/* 12 */ PLAYER_ACTION_HANDLER_12,
/* 13 */ PLAYER_ACTION_HANDLER_13
} ActionHandlerIndex;
static s8 sActionChangeList1[] = {
PLAYER_ACTION_CHG_13, PLAYER_ACTION_CHG_2, PLAYER_ACTION_CHG_4, PLAYER_ACTION_CHG_9,
PLAYER_ACTION_CHG_10, PLAYER_ACTION_CHG_11, PLAYER_ACTION_CHG_8, -PLAYER_ACTION_CHG_7,
static s8 sActionHandlerList1[] = {
PLAYER_ACTION_HANDLER_13, PLAYER_ACTION_HANDLER_2, PLAYER_ACTION_HANDLER_4, PLAYER_ACTION_HANDLER_9,
PLAYER_ACTION_HANDLER_10, PLAYER_ACTION_HANDLER_11, PLAYER_ACTION_HANDLER_8, -PLAYER_ACTION_HANDLER_7,
};
static s8 sActionChangeList2[] = {
PLAYER_ACTION_CHG_13, PLAYER_ACTION_CHG_1, PLAYER_ACTION_CHG_2, PLAYER_ACTION_CHG_5,
PLAYER_ACTION_CHG_3, PLAYER_ACTION_CHG_4, PLAYER_ACTION_CHG_9, PLAYER_ACTION_CHG_10,
PLAYER_ACTION_CHG_11, PLAYER_ACTION_CHG_7, PLAYER_ACTION_CHG_8, -PLAYER_ACTION_CHG_6,
static s8 sActionHandlerList2[] = {
PLAYER_ACTION_HANDLER_13, PLAYER_ACTION_HANDLER_1, PLAYER_ACTION_HANDLER_2, PLAYER_ACTION_HANDLER_5,
PLAYER_ACTION_HANDLER_3, PLAYER_ACTION_HANDLER_4, PLAYER_ACTION_HANDLER_9, PLAYER_ACTION_HANDLER_10,
PLAYER_ACTION_HANDLER_11, PLAYER_ACTION_HANDLER_7, PLAYER_ACTION_HANDLER_8, -PLAYER_ACTION_HANDLER_6,
};
static s8 sActionChangeList3[] = {
PLAYER_ACTION_CHG_13, PLAYER_ACTION_CHG_1, PLAYER_ACTION_CHG_2, PLAYER_ACTION_CHG_3,
PLAYER_ACTION_CHG_4, PLAYER_ACTION_CHG_9, PLAYER_ACTION_CHG_10, PLAYER_ACTION_CHG_11,
PLAYER_ACTION_CHG_8, PLAYER_ACTION_CHG_7, -PLAYER_ACTION_CHG_6,
static s8 sActionHandlerList3[] = {
PLAYER_ACTION_HANDLER_13, PLAYER_ACTION_HANDLER_1, PLAYER_ACTION_HANDLER_2, PLAYER_ACTION_HANDLER_3,
PLAYER_ACTION_HANDLER_4, PLAYER_ACTION_HANDLER_9, PLAYER_ACTION_HANDLER_10, PLAYER_ACTION_HANDLER_11,
PLAYER_ACTION_HANDLER_8, PLAYER_ACTION_HANDLER_7, -PLAYER_ACTION_HANDLER_6,
};
static s8 sActionChangeList4[] = {
PLAYER_ACTION_CHG_13, PLAYER_ACTION_CHG_2, PLAYER_ACTION_CHG_4, PLAYER_ACTION_CHG_9,
PLAYER_ACTION_CHG_10, PLAYER_ACTION_CHG_11, PLAYER_ACTION_CHG_8, -PLAYER_ACTION_CHG_7,
static s8 sActionHandlerList4[] = {
PLAYER_ACTION_HANDLER_13, PLAYER_ACTION_HANDLER_2, PLAYER_ACTION_HANDLER_4, PLAYER_ACTION_HANDLER_9,
PLAYER_ACTION_HANDLER_10, PLAYER_ACTION_HANDLER_11, PLAYER_ACTION_HANDLER_8, -PLAYER_ACTION_HANDLER_7,
};
static s8 sActionChangeList5[] = {
PLAYER_ACTION_CHG_13, PLAYER_ACTION_CHG_2, PLAYER_ACTION_CHG_4, PLAYER_ACTION_CHG_9, PLAYER_ACTION_CHG_10,
PLAYER_ACTION_CHG_11, PLAYER_ACTION_CHG_12, PLAYER_ACTION_CHG_8, -PLAYER_ACTION_CHG_7,
static s8 sActionHandlerList5[] = {
PLAYER_ACTION_HANDLER_13, PLAYER_ACTION_HANDLER_2, PLAYER_ACTION_HANDLER_4,
PLAYER_ACTION_HANDLER_9, PLAYER_ACTION_HANDLER_10, PLAYER_ACTION_HANDLER_11,
PLAYER_ACTION_HANDLER_12, PLAYER_ACTION_HANDLER_8, -PLAYER_ACTION_HANDLER_7,
};
static s8 sActionChangeList6[] = {
-PLAYER_ACTION_CHG_7,
static s8 sActionHandlerList6[] = {
-PLAYER_ACTION_HANDLER_7,
};
static s8 sActionChangeList7[] = {
PLAYER_ACTION_CHG_0, PLAYER_ACTION_CHG_11, PLAYER_ACTION_CHG_1, PLAYER_ACTION_CHG_2,
PLAYER_ACTION_CHG_3, PLAYER_ACTION_CHG_5, PLAYER_ACTION_CHG_4, PLAYER_ACTION_CHG_9,
PLAYER_ACTION_CHG_8, PLAYER_ACTION_CHG_7, -PLAYER_ACTION_CHG_6,
static s8 sActionHandlerList7[] = {
PLAYER_ACTION_HANDLER_0, PLAYER_ACTION_HANDLER_11, PLAYER_ACTION_HANDLER_1, PLAYER_ACTION_HANDLER_2,
PLAYER_ACTION_HANDLER_3, PLAYER_ACTION_HANDLER_5, PLAYER_ACTION_HANDLER_4, PLAYER_ACTION_HANDLER_9,
PLAYER_ACTION_HANDLER_8, PLAYER_ACTION_HANDLER_7, -PLAYER_ACTION_HANDLER_6,
};
static s8 sActionChangeList8[] = {
PLAYER_ACTION_CHG_0, PLAYER_ACTION_CHG_11, PLAYER_ACTION_CHG_1, PLAYER_ACTION_CHG_2,
PLAYER_ACTION_CHG_3, PLAYER_ACTION_CHG_12, PLAYER_ACTION_CHG_5, PLAYER_ACTION_CHG_4,
PLAYER_ACTION_CHG_9, PLAYER_ACTION_CHG_8, PLAYER_ACTION_CHG_7, -PLAYER_ACTION_CHG_6,
static s8 sActionHandlerList8[] = {
PLAYER_ACTION_HANDLER_0, PLAYER_ACTION_HANDLER_11, PLAYER_ACTION_HANDLER_1, PLAYER_ACTION_HANDLER_2,
PLAYER_ACTION_HANDLER_3, PLAYER_ACTION_HANDLER_12, PLAYER_ACTION_HANDLER_5, PLAYER_ACTION_HANDLER_4,
PLAYER_ACTION_HANDLER_9, PLAYER_ACTION_HANDLER_8, PLAYER_ACTION_HANDLER_7, -PLAYER_ACTION_HANDLER_6,
};
static s8 sActionChangeList9[] = {
PLAYER_ACTION_CHG_13, PLAYER_ACTION_CHG_1, PLAYER_ACTION_CHG_2, PLAYER_ACTION_CHG_3, PLAYER_ACTION_CHG_12,
PLAYER_ACTION_CHG_5, PLAYER_ACTION_CHG_4, PLAYER_ACTION_CHG_9, PLAYER_ACTION_CHG_10, PLAYER_ACTION_CHG_11,
PLAYER_ACTION_CHG_8, PLAYER_ACTION_CHG_7, -PLAYER_ACTION_CHG_6,
static s8 sActionHandlerList9[] = {
PLAYER_ACTION_HANDLER_13, PLAYER_ACTION_HANDLER_1, PLAYER_ACTION_HANDLER_2, PLAYER_ACTION_HANDLER_3,
PLAYER_ACTION_HANDLER_12, PLAYER_ACTION_HANDLER_5, PLAYER_ACTION_HANDLER_4, PLAYER_ACTION_HANDLER_9,
PLAYER_ACTION_HANDLER_10, PLAYER_ACTION_HANDLER_11, PLAYER_ACTION_HANDLER_8, PLAYER_ACTION_HANDLER_7,
-PLAYER_ACTION_HANDLER_6,
};
static s8 sActionChangeList10[] = {
PLAYER_ACTION_CHG_10,
PLAYER_ACTION_CHG_8,
-PLAYER_ACTION_CHG_7,
static s8 sActionHandlerList10[] = {
PLAYER_ACTION_HANDLER_10,
PLAYER_ACTION_HANDLER_8,
-PLAYER_ACTION_HANDLER_7,
};
static s8 sActionChangeList11[] = {
PLAYER_ACTION_CHG_0,
PLAYER_ACTION_CHG_12,
PLAYER_ACTION_CHG_5,
-PLAYER_ACTION_CHG_4,
static s8 sActionHandlerList11[] = {
PLAYER_ACTION_HANDLER_0,
PLAYER_ACTION_HANDLER_12,
PLAYER_ACTION_HANDLER_5,
-PLAYER_ACTION_HANDLER_4,
};
s32 Player_ActionChange_0(Player* this, PlayState* play);
s32 Player_ActionChange_1(Player* this, PlayState* play);
s32 Player_ActionChange_2(Player* this, PlayState* play);
s32 Player_ActionChange_3(Player* this, PlayState* play);
s32 Player_ActionChange_4(Player* this, PlayState* play);
s32 Player_ActionChange_5(Player* this, PlayState* play);
s32 Player_ActionChange_6(Player* this, PlayState* play);
s32 Player_ActionChange_7(Player* this, PlayState* play);
s32 Player_ActionChange_8(Player* this, PlayState* play);
s32 Player_ActionChange_9(Player* this, PlayState* play);
s32 Player_ActionChange_10(Player* this, PlayState* play);
s32 Player_ActionChange_11(Player* this, PlayState* play);
s32 Player_ActionChange_12(Player* this, PlayState* play);
s32 Player_ActionChange_13(Player* this, PlayState* play);
s32 Player_ActionHandler_0(Player* this, PlayState* play);
s32 Player_ActionHandler_1(Player* this, PlayState* play);
s32 Player_ActionHandler_2(Player* this, PlayState* play);
s32 Player_ActionHandler_3(Player* this, PlayState* play);
s32 Player_ActionHandler_4(Player* this, PlayState* play);
s32 Player_ActionHandler_5(Player* this, PlayState* play);
s32 Player_ActionHandler_6(Player* this, PlayState* play);
s32 Player_ActionHandler_7(Player* this, PlayState* play);
s32 Player_ActionHandler_8(Player* this, PlayState* play);
s32 Player_ActionHandler_9(Player* this, PlayState* play);
s32 Player_ActionHandler_10(Player* this, PlayState* play);
s32 Player_ActionHandler_11(Player* this, PlayState* play);
s32 Player_ActionHandler_12(Player* this, PlayState* play);
s32 Player_ActionHandler_13(Player* this, PlayState* play);
static s32 (*sActionChangeFuncs[])(Player* this, PlayState* play) = {
/* PLAYER_ACTION_CHG_0 */ Player_ActionChange_0,
/* PLAYER_ACTION_CHG_1 */ Player_ActionChange_1,
/* PLAYER_ACTION_CHG_2 */ Player_ActionChange_2,
/* PLAYER_ACTION_CHG_3 */ Player_ActionChange_3,
/* PLAYER_ACTION_CHG_4 */ Player_ActionChange_4,
/* PLAYER_ACTION_CHG_5 */ Player_ActionChange_5,
/* PLAYER_ACTION_CHG_6 */ Player_ActionChange_6,
/* PLAYER_ACTION_CHG_7 */ Player_ActionChange_7,
/* PLAYER_ACTION_CHG_8 */ Player_ActionChange_8,
/* PLAYER_ACTION_CHG_9 */ Player_ActionChange_9,
/* PLAYER_ACTION_CHG_10 */ Player_ActionChange_10,
/* PLAYER_ACTION_CHG_11 */ Player_ActionChange_11,
/* PLAYER_ACTION_CHG_12 */ Player_ActionChange_12,
/* PLAYER_ACTION_CHG_13 */ Player_ActionChange_13,
static s32 (*sActionHandlerFuncs[])(Player* this, PlayState* play) = {
Player_ActionHandler_0, // PLAYER_ACTION_HANDLER_0
Player_ActionHandler_1, // PLAYER_ACTION_HANDLER_1
Player_ActionHandler_2, // PLAYER_ACTION_HANDLER_2
Player_ActionHandler_3, // PLAYER_ACTION_HANDLER_3
Player_ActionHandler_4, // PLAYER_ACTION_HANDLER_4
Player_ActionHandler_5, // PLAYER_ACTION_HANDLER_5
Player_ActionHandler_6, // PLAYER_ACTION_HANDLER_6
Player_ActionHandler_7, // PLAYER_ACTION_HANDLER_7
Player_ActionHandler_8, // PLAYER_ACTION_HANDLER_8
Player_ActionHandler_9, // PLAYER_ACTION_HANDLER_9
Player_ActionHandler_10, // PLAYER_ACTION_HANDLER_10
Player_ActionHandler_11, // PLAYER_ACTION_HANDLER_11
Player_ActionHandler_12, // PLAYER_ACTION_HANDLER_12
Player_ActionHandler_13, // PLAYER_ACTION_HANDLER_13
};
/**
* This function processes "Action Change Lists", which run various functions that
* check if it is appropriate to change to a new action.
* This function processes "Action Handler Lists".
*
* Action Change Lists are a list of indices for the `sActionChangeFuncs` array.
* The functions are ran in order until one of them returns true, or the end of the list is reached.
* An Action Change index having a negative value indicates that it is the last member in the list.
* An Action Handler is a function that "listens" for certain conditions or the right time
* to change to a certain action. These can include actions triggered manually by the player
* or actions that happen automatically, given some other condition(s).
*
* Because these lists are processed sequentially, the order of the indices in the list determines its priority.
* Action Handler Lists are a list of indices for the `sActionHandlerFuncs` array.
* The Action Handlers are ran in order until one of them returns true, or the end of the list is reached.
* An Action Handler index having a negative value indicates that it is the last member in the list.
*
* If the `updateUpperBody` argument is true, Player's upper body will update before the Action Change List
* is processed. This allows for Item Action functions to run.
* Because these lists are processed sequentially, the order of the indices in the list
* determines an Action Handler's priority.
*
* If the `updateUpperBody` argument is true, Player's upper body will update before the Action Handler List
* is processed. This allows for Item Action functions to run, for example.
*
* @return true if a new action has been chosen
*
*/
s32 Player_TryActionChangeList(PlayState* play, Player* this, s8* actionChangeList, s32 updateUpperBody) {
s32 Player_TryActionHandlerList(PlayState* play, Player* this, s8* actionHandlerList, s32 updateUpperBody) {
s32 i;
if (!(this->stateFlags1 & (PLAYER_STATE1_0 | PLAYER_STATE1_DEAD | PLAYER_STATE1_29))) {
@ -4067,16 +4073,16 @@ s32 Player_TryActionChangeList(PlayState* play, Player* this, s8* actionChangeLi
if (!(this->stateFlags1 & PLAYER_STATE1_START_CHANGING_HELD_ITEM) &&
(Player_UpperAction_ChangeHeldItem != this->upperActionFunc)) {
// Process all entries in the Action Change List with a positive index
while (*actionChangeList >= 0) {
if (sActionChangeFuncs[*actionChangeList](this, play)) {
// Process all entries in the Action Handler List with a positive index
while (*actionHandlerList >= 0) {
if (sActionHandlerFuncs[*actionHandlerList](this, play)) {
return true;
}
actionChangeList++;
actionHandlerList++;
}
// Try the last entry in the list. Negate the index to make it positive again.
if (sActionChangeFuncs[-(*actionChangeList)](this, play)) {
if (sActionHandlerFuncs[-(*actionHandlerList)](this, play)) {
return true;
}
}
@ -4094,14 +4100,14 @@ typedef enum PlayerActionInterruptResult {
/**
* An Action Interrupt allows for ending an action early, toward the end of an animation.
*
* First, `sActionChangeList7` will be checked to see if any of those actions should be used.
* It should be noted that the `updateUpperBody` argument passed to `Player_TryActionChangeList`
* First, `sActionHandlerList7` will be checked to see if any of those actions should be used.
* It should be noted that the `updateUpperBody` argument passed to `Player_TryActionHandlerList`
* is `true`. This means that an item can be used during the interrupt window.
*
* If no actions from the Action Change List are used, then the control stick is checked to see if
* If no actions from the Action Handler List are used, then the control stick is checked to see if
* any movement should occur.
*
* Note that while this function can set up a new action with `sActionChangeList7`, this function
* Note that while this function can set up a new action with `sActionHandlerList7`, this function
* will not set up an appropriate action for moving.
* It is the callers responsibility to react accordingly to `PLAYER_INTERRUPT_MOVE`.
*
@ -4113,7 +4119,7 @@ s32 Player_TryActionInterrupt(PlayState* play, Player* this, SkelAnime* skelAnim
s16 yawTarget;
if ((skelAnime->endFrame - frameRange) <= skelAnime->curFrame) {
if (Player_TryActionChangeList(play, this, sActionChangeList7, true)) {
if (Player_TryActionHandlerList(play, this, sActionHandlerList7, true)) {
return PLAYER_INTERRUPT_NEW_ACTION;
}
@ -4765,7 +4771,7 @@ void func_808389E8(Player* this, LinkAnimationHeader* anim, f32 arg2, PlayState*
func_80838940(this, anim, arg2, play, NA_SE_VO_LI_SWORD_N);
}
s32 Player_ActionChange_12(Player* this, PlayState* play) {
s32 Player_ActionHandler_12(Player* this, PlayState* play) {
s32 sp3C;
LinkAnimationHeader* anim;
f32 sp34;
@ -5134,7 +5140,7 @@ s32 Player_PosVsWallLineTest(PlayState* play, Player* this, Vec3f* offset, Colli
return BgCheck_EntityLineTest1(&play->colCtx, &posA, &posB, posResult, wallPoly, true, false, false, true, bgId);
}
s32 Player_ActionChange_1(Player* this, PlayState* play) {
s32 Player_ActionHandler_1(Player* this, PlayState* play) {
Actor* attachedActor;
s32 pad3;
s32 doorDirection;
@ -5789,7 +5795,7 @@ static LinkAnimationHeader* D_80854548[] = {
&gPlayerAnim_link_normal_take_out,
};
s32 Player_ActionChange_13(Player* this, PlayState* play) {
s32 Player_ActionHandler_13(Player* this, PlayState* play) {
s32 sp2C;
s32 sp28;
GetItemEntry* giEntry;
@ -5935,7 +5941,7 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) {
return 0;
}
s32 Player_ActionChange_4(Player* this, PlayState* play) {
s32 Player_ActionHandler_4(Player* this, PlayState* play) {
Actor* sp34 = this->talkActor;
Actor* sp30 = this->focusActor;
Actor* sp2C = NULL;
@ -6020,9 +6026,9 @@ s32 func_8083B8F4(Player* this, PlayState* play) {
return 0;
}
s32 Player_ActionChange_0(Player* this, PlayState* play) {
s32 Player_ActionHandler_0(Player* this, PlayState* play) {
if (this->unk_6AD != 0) {
Player_ActionChange_13(this, play);
Player_ActionHandler_13(this, play);
return 1;
}
@ -6112,7 +6118,7 @@ void func_8083BCD0(Player* this, PlayState* play, s32 controlStickDirection) {
Player_PlaySfx(this, ((controlStickDirection << 0xE) == 0x8000) ? NA_SE_PL_ROLL : NA_SE_PL_SKIP);
}
s32 Player_ActionChange_10(Player* this, PlayState* play) {
s32 Player_ActionHandler_10(Player* this, PlayState* play) {
s32 controlStickDirection;
if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) &&
@ -6205,7 +6211,7 @@ void func_8083C148(Player* this, PlayState* play) {
this->stateFlags1 &= ~(PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_20);
}
s32 Player_ActionChange_6(Player* this, PlayState* play) {
s32 Player_ActionHandler_6(Player* this, PlayState* play) {
if (!Player_UpdateHostileLockOn(this) && !sUpperBodyIsBusy && !(this->stateFlags1 & PLAYER_STATE1_23) &&
CHECK_BTN_ALL(sControlInput->press.button, BTN_A)) {
if (func_8083BC7C(this, play)) {
@ -6221,7 +6227,7 @@ s32 Player_ActionChange_6(Player* this, PlayState* play) {
return 0;
}
s32 Player_ActionChange_11(Player* this, PlayState* play) {
s32 Player_ActionHandler_11(Player* this, PlayState* play) {
LinkAnimationHeader* anim;
f32 frame;
@ -6290,7 +6296,7 @@ void func_8083C50C(Player* this) {
}
}
s32 Player_ActionChange_8(Player* this, PlayState* play) {
s32 Player_ActionHandler_8(Player* this, PlayState* play) {
if (CHECK_BTN_ALL(sControlInput->cur.button, BTN_B)) {
if (!(this->stateFlags1 & PLAYER_STATE1_22) && (Player_GetMeleeWeaponHeld(this) != 0) && (this->unk_844 == 1) &&
(this->heldItemAction != PLAYER_IA_DEKU_STICK)) {
@ -6880,7 +6886,7 @@ static struct_80854578 D_80854578[] = {
{ &gPlayerAnim_link_uma_right_up, -34.16f, 7.91f },
};
s32 Player_ActionChange_3(Player* this, PlayState* play) {
s32 Player_ActionHandler_3(Player* this, PlayState* play) {
EnHorse* rideActor = (EnHorse*)this->rideActor;
if ((rideActor != NULL) && CHECK_BTN_ALL(sControlInput->press.button, BTN_A)) {
@ -7017,7 +7023,7 @@ void func_8083E4C4(PlayState* play, Player* this, GetItemEntry* giEntry) {
#define DEBUG_iREG_67 0
#endif
s32 Player_ActionChange_2(Player* this, PlayState* play) {
s32 Player_ActionHandler_2(Player* this, PlayState* play) {
Actor* interactedActor;
if (DEBUG_iREG_67 ||
@ -7149,7 +7155,7 @@ s32 func_8083EAF0(Player* this, Actor* actor) {
return 1;
}
s32 Player_ActionChange_9(Player* this, PlayState* play) {
s32 Player_ActionHandler_9(Player* this, PlayState* play) {
if ((this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && (this->heldActor != NULL) &&
CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_CLEFT | BTN_CDOWN | BTN_CRIGHT)) {
if (!func_80835644(play, this, this->heldActor)) {
@ -7476,7 +7482,7 @@ void func_8083F72C(Player* this, LinkAnimationHeader* anim, PlayState* play) {
this->actor.shape.rot.y = this->yaw = this->actor.wallYaw + 0x8000;
}
s32 Player_ActionChange_5(Player* this, PlayState* play) {
s32 Player_ActionHandler_5(Player* this, PlayState* play) {
DynaPolyActor* wallPolyActor;
if (!(this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) &&
@ -7768,7 +7774,7 @@ void Player_Action_80840450(Player* this, PlayState* play) {
func_8083721C(this);
if (!Player_TryActionChangeList(play, this, sActionChangeList1, true)) {
if (!Player_TryActionHandlerList(play, this, sActionHandlerList1, true)) {
if (!Player_UpdateHostileLockOn(this) &&
(!Player_FriendlyLockOnOrParallel(this) || (func_80834B5C != this->upperActionFunc))) {
func_8083CF10(this, play);
@ -7835,7 +7841,7 @@ void Player_Action_808407CC(Player* this, PlayState* play) {
func_8083721C(this);
if (!Player_TryActionChangeList(play, this, sActionChangeList2, true)) {
if (!Player_TryActionHandlerList(play, this, sActionHandlerList2, true)) {
if (Player_UpdateHostileLockOn(this)) {
func_8083CEAC(this, play);
return;
@ -7960,7 +7966,7 @@ void Player_Action_80840BC8(Player* this, PlayState* play) {
func_8083721C(this);
if (this->av2.actionVar2 == 0) {
if (!Player_TryActionChangeList(play, this, sActionChangeList7, true)) {
if (!Player_TryActionHandlerList(play, this, sActionHandlerList7, true)) {
if (Player_UpdateHostileLockOn(this)) {
func_8083CEAC(this, play);
return;
@ -8033,7 +8039,7 @@ void Player_Action_80840DE4(Player* this, PlayState* play) {
Player_PlaySteppingSfx(this, this->speedXZ);
}
if (!Player_TryActionChangeList(play, this, sActionChangeList3, true)) {
if (!Player_TryActionHandlerList(play, this, sActionHandlerList3, true)) {
if (Player_UpdateHostileLockOn(this)) {
func_8083CEAC(this, play);
return;
@ -8156,7 +8162,7 @@ void Player_Action_808414F8(Player* this, PlayState* play) {
func_80841138(this, play);
if (!Player_TryActionChangeList(play, this, sActionChangeList4, true)) {
if (!Player_TryActionHandlerList(play, this, sActionHandlerList4, true)) {
if (!Player_IsZTargetingWithHostileUpdate(this)) {
func_8083C8DC(this, play, this->yaw);
return;
@ -8201,7 +8207,7 @@ void Player_Action_8084170C(Player* this, PlayState* play) {
sp34 = LinkAnimation_Update(play, &this->skelAnime);
func_8083721C(this);
if (!Player_TryActionChangeList(play, this, sActionChangeList4, true)) {
if (!Player_TryActionHandlerList(play, this, sActionHandlerList4, true)) {
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play);
if (this->speedXZ == 0.0f) {
@ -8221,7 +8227,7 @@ void Player_Action_808417FC(Player* this, PlayState* play) {
sp1C = LinkAnimation_Update(play, &this->skelAnime);
if (!Player_TryActionChangeList(play, this, sActionChangeList4, true)) {
if (!Player_TryActionHandlerList(play, this, sActionHandlerList4, true)) {
if (sp1C != 0) {
func_80839F30(this, play);
}
@ -8248,7 +8254,7 @@ void Player_Action_8084193C(Player* this, PlayState* play) {
func_80841860(play, this);
if (!Player_TryActionChangeList(play, this, sActionChangeList5, true)) {
if (!Player_TryActionHandlerList(play, this, sActionHandlerList5, true)) {
if (!Player_IsZTargetingWithHostileUpdate(this)) {
func_8083C858(this, play);
return;
@ -8313,7 +8319,7 @@ void Player_Action_80841BA8(Player* this, PlayState* play) {
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play);
if (!Player_TryActionChangeList(play, this, sActionChangeList6, true)) {
if (!Player_TryActionHandlerList(play, this, sActionHandlerList6, true)) {
if (speedTarget != 0.0f) {
this->actor.shape.rot.y = yawTarget;
func_8083C858(this, play);
@ -8431,7 +8437,7 @@ void Player_Action_80842180(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_5;
func_80841EE4(this, play);
if (!Player_TryActionChangeList(play, this, sActionChangeList8, true)) {
if (!Player_TryActionHandlerList(play, this, sActionHandlerList8, true)) {
if (Player_IsZTargetingWithHostileUpdate(this)) {
func_8083C858(this, play);
return;
@ -8457,7 +8463,7 @@ void Player_Action_8084227C(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_5;
func_80841EE4(this, play);
if (!Player_TryActionChangeList(play, this, sActionChangeList9, true)) {
if (!Player_TryActionHandlerList(play, this, sActionHandlerList9, true)) {
if (!Player_IsZTargetingWithHostileUpdate(this)) {
func_8083C858(this, play);
return;
@ -8490,7 +8496,7 @@ void Player_Action_808423EC(Player* this, PlayState* play) {
sp34 = LinkAnimation_Update(play, &this->skelAnime);
if (!Player_TryActionChangeList(play, this, sActionChangeList5, true)) {
if (!Player_TryActionHandlerList(play, this, sActionHandlerList5, true)) {
if (!Player_IsZTargetingWithHostileUpdate(this)) {
func_8083C858(this, play);
return;
@ -8522,7 +8528,7 @@ void Player_Action_8084251C(Player* this, PlayState* play) {
func_8083721C(this);
if (!Player_TryActionChangeList(play, this, sActionChangeList10, true)) {
if (!Player_TryActionHandlerList(play, this, sActionHandlerList10, true)) {
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play);
if (this->speedXZ == 0.0f) {
@ -8569,7 +8575,7 @@ void Player_Action_8084279C(Player* this, PlayState* play) {
func_80832CB0(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_check_wait, this->modelAnimType));
if (DECR(this->av2.actionVar2) == 0) {
if (!Player_ActionChange_13(this, play)) {
if (!Player_ActionHandler_13(this, play)) {
func_8083A098(this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_check_end, this->modelAnimType), play);
}
@ -8601,7 +8607,8 @@ s32 func_808428D8(Player* this, PlayState* play) {
}
int func_80842964(Player* this, PlayState* play) {
return Player_ActionChange_13(this, play) || Player_ActionChange_4(this, play) || Player_ActionChange_2(this, play);
return Player_ActionHandler_13(this, play) || Player_ActionHandler_4(this, play) ||
Player_ActionHandler_2(this, play);
}
void Player_RequestQuake(PlayState* play, s32 speed, s32 y, s32 duration) {
@ -8847,7 +8854,7 @@ void Player_Action_80843188(Player* this, PlayState* play) {
this->av1.actionVar1 = 0;
}
} else if (!func_80842964(this, play)) {
if (Player_ActionChange_11(this, play)) {
if (Player_ActionHandler_11(this, play)) {
func_808428D8(this, play);
} else {
this->stateFlags1 &= ~PLAYER_STATE1_22;
@ -9356,7 +9363,7 @@ void Player_Action_80844708(Player* this, PlayState* play) {
}
}
if ((this->skelAnime.curFrame < 15.0f) || !Player_ActionChange_7(this, play)) {
if ((this->skelAnime.curFrame < 15.0f) || !Player_ActionHandler_7(this, play)) {
if (this->skelAnime.curFrame >= 20.0f) {
func_8083A060(this, play);
return;
@ -9823,7 +9830,7 @@ s32 func_80845C68(PlayState* play, s32 arg1) {
}
void Player_Action_80845CA4(Player* this, PlayState* play) {
if (!Player_ActionChange_13(this, play)) {
if (!Player_ActionHandler_13(this, play)) {
if (this->av2.actionVar2 == 0) {
LinkAnimation_Update(play, &this->skelAnime);
@ -9870,7 +9877,7 @@ void Player_Action_80845CA4(Player* this, PlayState* play) {
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
func_80845C68(play, gSaveContext.respawn[RESPAWN_MODE_DOWN].data);
if (!Player_ActionChange_4(this, play)) {
if (!Player_ActionHandler_4(this, play)) {
func_8083CF5C(this, play);
}
}
@ -9942,7 +9949,7 @@ static AnimSfxEntry D_8085461C[] = {
void Player_Action_80846120(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime) && (this->av2.actionVar2++ > 20)) {
if (!Player_ActionChange_13(this, play)) {
if (!Player_ActionHandler_13(this, play)) {
func_8083A098(this, &gPlayerAnim_link_normal_heavy_carry_end, play);
}
} else if (LinkAnimation_OnFrame(&this->skelAnime, 41.0f)) {
@ -12110,7 +12117,7 @@ s32 func_8084B4D4(PlayState* play, Player* this) {
this->stateFlags3 &= ~PLAYER_STATE3_5;
func_8084B498(this);
this->unk_6AD = 4;
Player_ActionChange_13(this, play);
Player_ActionHandler_13(this, play);
return 1;
}
@ -12131,7 +12138,7 @@ void Player_Action_8084B530(Player* this, PlayState* play) {
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
if (!func_8084B4D4(play, this) && !func_8084B3CC(play, this) && !Player_StartCsAction(play, this)) {
if ((this->talkActor != this->interactRangeActor) || !Player_ActionChange_2(this, play)) {
if ((this->talkActor != this->interactRangeActor) || !Player_ActionHandler_2(this, play)) {
if (this->stateFlags1 & PLAYER_STATE1_23) {
s32 sp24 = this->av2.actionVar2;
func_8083A360(play, this);
@ -12877,8 +12884,8 @@ void Player_Action_8084CC98(Player* this, PlayState* play) {
this->yaw = this->actor.shape.rot.y = rideActor->actor.shape.rot.y;
if ((this->csAction != PLAYER_CSACTION_NONE) ||
(!func_8083224C(play) && ((rideActor->actor.speed != 0.0f) || !Player_ActionChange_4(this, play)) &&
!Player_ActionChange_6(this, play))) {
(!func_8083224C(play) && ((rideActor->actor.speed != 0.0f) || !Player_ActionHandler_4(this, play)) &&
!Player_ActionHandler_6(this, play))) {
if (!sUpperBodyIsBusy) {
if (this->av1.actionVar1 != 0) {
if (LinkAnimation_Update(play, &this->upperSkelAnime)) {
@ -12935,7 +12942,7 @@ void Player_Action_8084CC98(Player* this, PlayState* play) {
}
if ((this->csAction != PLAYER_CSACTION_NONE) ||
(!func_8084C9BC(this, play) && !Player_ActionChange_13(this, play))) {
(!func_8084C9BC(this, play) && !Player_ActionHandler_13(this, play))) {
if (this->focusActor != NULL) {
if (func_8002DD78(this) != 0) {
this->unk_6BE = func_8083DB98(this, 1) - this->actor.shape.rot.y;
@ -13017,7 +13024,7 @@ void Player_Action_8084D610(Player* this, PlayState* play) {
func_80832CB0(play, this, &gPlayerAnim_link_swimer_swim_wait);
func_8084B000(this);
if (!func_8083224C(play) && !Player_TryActionChangeList(play, this, sActionChangeList11, true) &&
if (!func_8083224C(play) && !Player_TryActionHandlerList(play, this, sActionHandlerList11, true) &&
!func_8083D12C(play, this, sControlInput)) {
f32 speedTarget;
s16 yawTarget;
@ -13057,7 +13064,7 @@ void Player_Action_8084D610(Player* this, PlayState* play) {
}
void Player_Action_8084D7C4(Player* this, PlayState* play) {
if (!Player_ActionChange_13(this, play)) {
if (!Player_ActionHandler_13(this, play)) {
this->stateFlags2 |= PLAYER_STATE2_5;
func_8084B158(play, this, NULL, this->speedXZ);
@ -13079,7 +13086,7 @@ void Player_Action_8084D84C(Player* this, PlayState* play) {
func_8084B158(play, this, sControlInput, this->speedXZ);
func_8084B000(this);
if (!Player_TryActionChangeList(play, this, sActionChangeList11, true) &&
if (!Player_TryActionHandlerList(play, this, sActionHandlerList11, true) &&
!func_8083D12C(play, this, sControlInput)) {
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play);
@ -13139,7 +13146,7 @@ void Player_Action_8084DAB4(Player* this, PlayState* play) {
func_8084B158(play, this, sControlInput, this->speedXZ);
func_8084B000(this);
if (!Player_TryActionChangeList(play, this, sActionChangeList11, true) &&
if (!Player_TryActionHandlerList(play, this, sActionHandlerList11, true) &&
!func_8083D12C(play, this, sControlInput)) {
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_LINEAR, play);
@ -13171,7 +13178,7 @@ void Player_Action_8084DC48(Player* this, PlayState* play) {
this->actor.gravity = 0.0f;
Player_UpdateUpperBody(this, play);
if (!Player_ActionChange_13(this, play)) {
if (!Player_ActionHandler_13(this, play)) {
if (this->currentBoots == PLAYER_BOOTS_IRON) {
func_80838F18(play, this);
return;
@ -13193,7 +13200,7 @@ void Player_Action_8084DC48(Player* this, PlayState* play) {
func_8084B158(play, this, sControlInput, this->actor.velocity.y);
this->unk_6C2 = 16000;
if (CHECK_BTN_ALL(sControlInput->cur.button, BTN_A) && !Player_ActionChange_2(this, play) &&
if (CHECK_BTN_ALL(sControlInput->cur.button, BTN_A) && !Player_ActionHandler_2(this, play) &&
!(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) &&
(this->actor.depthInWater < D_80854784[CUR_UPG_VALUE(UPG_SCALE)])) {
func_8084DBC4(play, this, -2.0f);
@ -13369,7 +13376,7 @@ void Player_Action_8084E3C4(Player* this, PlayState* play) {
this->talkActor = this->naviActor;
this->naviActor->textId = -this->naviTextId;
func_80853148(play, this->talkActor);
} else if (!Player_ActionChange_13(this, play)) {
} else if (!Player_ActionHandler_13(this, play)) {
func_8083A098(this, &gPlayerAnim_link_normal_okarina_end, play);
}
@ -13794,7 +13801,7 @@ void Player_Action_8084F390(Player* this, PlayState* play) {
func_8084269C(play, this);
func_800F4138(&this->actor.projectedPos, NA_SE_PL_SLIP_LEVEL - SFX_FLAG, this->actor.speed);
if (Player_ActionChange_13(this, play) == 0) {
if (Player_ActionHandler_13(this, play) == 0) {
floorPoly = this->actor.floorPoly;
if (floorPoly == NULL) {
@ -13921,7 +13928,7 @@ void Player_Action_8084F88C(Player* this, PlayState* play) {
}
void Player_Action_8084F9A0(Player* this, PlayState* play) {
Player_ActionChange_1(this, play);
Player_ActionHandler_1(this, play);
}
void Player_Action_8084F9C0(Player* this, PlayState* play) {
@ -14143,7 +14150,7 @@ void Player_UpdateBunnyEars(Player* this) {
}
}
s32 Player_ActionChange_7(Player* this, PlayState* play) {
s32 Player_ActionHandler_7(Player* this, PlayState* play) {
if (func_8083C6B8(play, this) == 0) {
if (func_8083BB20(this) != 0) {
s32 sp24 = func_80837818(this);
@ -14187,7 +14194,7 @@ void Player_Action_808502D0(Player* this, PlayState* play) {
func_8083C50C(this);
if (LinkAnimation_Update(play, &this->skelAnime)) {
if (!Player_ActionChange_7(this, play)) {
if (!Player_ActionHandler_7(this, play)) {
u8 sp43 = this->skelAnime.movementFlags;
LinkAnimationHeader* sp3C;
@ -14889,7 +14896,7 @@ void func_808514C0(PlayState* play, Player* this, CsCmdActorCue* cue) {
}
if ((this->interactRangeActor != NULL) && (this->interactRangeActor->textId == 0xFFFF)) {
Player_ActionChange_2(this, play);
Player_ActionHandler_2(this, play);
}
}
@ -15450,8 +15457,8 @@ void func_80852944(PlayState* play, Player* this, CsCmdActorCue* cue) {
func_80832340(play, this);
} else {
func_8083C148(this, play);
if (!Player_ActionChange_4(this, play)) {
Player_ActionChange_2(this, play);
if (!Player_ActionHandler_4(this, play)) {
Player_ActionHandler_2(this, play);
}
}