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Document Player_ChooseNextIdleAnim (#2262)

* document most of Player_ChooseNextIdleAnim

* finish documenting Player_ChooseNextIdleAnim

* capital letter

* dummy block numbers for the script

* fix bss

* bug comment

* SpeicalIdle -> Fidget, clean up related things

* fix rng chance comment

* normal -> default

* rework Player_CheckForIdleAnim

* swap idle anim defines

* remove COMMON_FIDGET

* add ARRAY_COUNT_2D

* change macro def
This commit is contained in:
fig02 2024-10-08 00:19:10 -04:00 committed by GitHub
parent 93f22fcc42
commit 7dd8f2b6ad
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GPG key ID: B5690EEEBB952194
14 changed files with 232 additions and 133 deletions

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@ -18,6 +18,7 @@
#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
#define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0]))
#define ARRAY_COUNT_2D(arr) (s32)(sizeof(arr) / sizeof(arr[0][0]))
#define PHYSICAL_TO_VIRTUAL(addr) (void*)((uintptr_t)(addr) + 0x80000000)
#define VIRTUAL_TO_PHYSICAL(addr) (uintptr_t)((u8*)(addr) - 0x80000000)

View file

@ -70,6 +70,12 @@ typedef enum PlayerEnvHazard {
/* 0x4 */ PLAYER_ENV_HAZARD_UNDERWATER_FREE
} PlayerEnvHazard;
typedef enum PlayerIdleType {
/* -0x1 */ PLAYER_IDLE_CRIT_HEALTH = -1,
/* 0x0 */ PLAYER_IDLE_DEFAULT,
/* 0x1 */ PLAYER_IDLE_FIDGET
} PlayerIdleType;
typedef enum PlayerItemAction {
/* 0x00 */ PLAYER_IA_NONE,
/* 0x01 */ PLAYER_IA_SWORD_CS, // Hold sword without shield in hand. The sword is not usable.
@ -724,7 +730,7 @@ typedef struct WeaponInfo {
#define PLAYER_STATE2_25 (1 << 25)
#define PLAYER_STATE2_26 (1 << 26)
#define PLAYER_STATE2_27 (1 << 27)
#define PLAYER_STATE2_28 (1 << 28)
#define PLAYER_STATE2_IDLE_FIDGET (1 << 28) // Playing a fidget idle animation (under typical circumstances, see `Player_ChooseNextIdleAnim` for more info)
#define PLAYER_STATE2_29 (1 << 29)
#define PLAYER_STATE2_30 (1 << 30)
#define PLAYER_STATE2_31 (1 << 31)
@ -830,7 +836,7 @@ typedef struct Player {
/* 0x06A0 */ f32 unk_6A0;
/* 0x06A4 */ f32 closestSecretDistSq;
/* 0x06A8 */ Actor* unk_6A8;
/* 0x06AC */ s8 unk_6AC;
/* 0x06AC */ s8 idleType;
/* 0x06AD */ u8 unk_6AD;
/* 0x06AE */ u16 unk_6AE;
/* 0x06B0 */ s16 unk_6B0;

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@ -27,7 +27,7 @@
#endif
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ntsc-1.2:94 pal-1.0:92 pal-1.1:92"
"ntsc-1.2:92 pal-1.0:90 pal-1.1:90"
StackEntry sDmaMgrStackInfo;
OSMesgQueue sDmaMgrMsgQueue;

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@ -23,7 +23,7 @@ extern struct IrqMgr gIrqMgr;
#endif
#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-jp:160 gc-jp-ce:160 gc-jp-mq:160 gc-us:160 gc-us-mq:160" \
"ntsc-1.2:154 pal-1.0:152 pal-1.1:152"
"ntsc-1.2:151 pal-1.0:149 pal-1.1:149"
extern u8 _buffersSegmentEnd[];

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@ -1,7 +1,7 @@
#include "global.h"
#include "terminal.h"
#pragma increment_block_number "ntsc-1.2:140"
#pragma increment_block_number "ntsc-1.2:136"
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);

View file

@ -3639,7 +3639,7 @@ s32 Camera_KeepOn3(Camera* camera) {
}
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ntsc-1.2:96 pal-1.0:94 pal-1.1:94"
"ntsc-1.2:93 pal-1.0:91 pal-1.1:91"
s32 Camera_KeepOn4(Camera* camera) {
static Vec3f D_8015BD50;

View file

@ -124,7 +124,7 @@ u16 gCamAtSplinePointsAppliedFrame;
u16 gCamEyePointAppliedFrame;
u16 gCamAtPointAppliedFrame;
#pragma increment_block_number "gc-eu:192 gc-eu-mq:176 gc-jp:192 gc-jp-ce:192 gc-jp-mq:176 gc-us:192 gc-us-mq:176" \
#pragma increment_block_number "gc-eu:188 gc-eu-mq:176 gc-jp:188 gc-jp-ce:188 gc-jp-mq:176 gc-us:188 gc-us-mq:176" \
"ntsc-1.2:80 pal-1.0:80 pal-1.1:80"
// Cam ID to return to when a scripted cutscene is finished

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@ -1,5 +1,5 @@
#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
"ntsc-1.2:0"
"ntsc-1.2:224 pal-1.0:224 pal-1.1:224"
#include "global.h"
#include "terminal.h"

View file

@ -1,5 +1,5 @@
#pragma increment_block_number "gc-eu:248 gc-eu-mq:248 gc-jp:240 gc-jp-ce:240 gc-jp-mq:240 gc-us:240 gc-us-mq:240" \
"ntsc-1.2:0 pal-1.0:252 pal-1.1:252"
#pragma increment_block_number "gc-eu:244 gc-eu-mq:244 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
"ntsc-1.2:224 pal-1.0:252 pal-1.1:252"
#include "global.h"
#include "ultra64.h"
@ -215,7 +215,7 @@ s16 sSunDepthTestX;
s16 sSunDepthTestY;
#pragma increment_block_number "gc-eu:240 gc-eu-mq:240 gc-jp:224 gc-jp-ce:224 gc-jp-mq:224 gc-us:224 gc-us-mq:224" \
"ntsc-1.2:216 pal-1.0:240 pal-1.1:240"
"ntsc-1.2:224 pal-1.0:240 pal-1.1:240"
LightNode* sNGameOverLightNode;
LightInfo sNGameOverLightInfo;

View file

@ -10,7 +10,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ntsc-1.2:128"
"ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_4 | ACTOR_FLAG_5)

View file

@ -6,6 +6,9 @@
#include "assets/objects/object_efc_star_field/object_efc_star_field.h"
#include "assets/objects/object_toki_objects/object_toki_objects.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ntsc-1.2:128"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void DemoKankyo_Init(Actor* thisx, PlayState* play);

View file

@ -1658,7 +1658,7 @@ void func_80AEE7C4(EnRu1* this, PlayState* play) {
*unk_370 = 0.0f;
} else {
player = GET_PLAYER(play);
if (player->stateFlags2 & PLAYER_STATE2_28) {
if (player->stateFlags2 & PLAYER_STATE2_IDLE_FIDGET) {
this->unk_370 += 1.0f;
if (this->action != 32) {
if (*unk_370 > 30.0f) {

View file

@ -35,7 +35,7 @@
#include "cic6105.h"
#endif
#pragma increment_block_number "gc-eu:183 gc-eu-mq:183 gc-jp:183 gc-jp-ce:183 gc-jp-mq:183 gc-us:183 gc-us-mq:183" \
#pragma increment_block_number "gc-eu:180 gc-eu-mq:180 gc-jp:180 gc-jp-ce:180 gc-jp-mq:180 gc-us:180 gc-us-mq:180" \
"ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#define FLAGS ACTOR_FLAG_4

View file

@ -1118,40 +1118,84 @@ static LinkAnimationHeader* D_80853D4C[][3] = {
&gPlayerAnim_link_fighter_Rside_jump_endR },
};
static LinkAnimationHeader* sSpecialIdleAnimations[][2] = {
typedef enum FidgetType {
/* 0x00 */ FIDGET_LOOK_AROUND,
/* 0x01 */ FIDGET_COLD,
/* 0x02 */ FIDGET_WARM,
/* 0x03 */ FIDGET_HOT, // same animations as FIDGET_WARM
/* 0x04 */ FIDGET_STRETCH_1,
/* 0x05 */ FIDGET_STRETCH_2, // same animations as FIDGET_STRETCH_1
/* 0x06 */ FIDGET_STRETCH_3, // same animations as FIDGET_STRETCH_1
/* 0x07 */ FIDGET_CRIT_HEALTH_START,
/* 0x08 */ FIDGET_CRIT_HEALTH_LOOP,
/* 0x09 */ FIDGET_SWORD_SWING,
/* 0x0A */ FIDGET_ADJUST_TUNIC,
/* 0x0B */ FIDGET_TAP_FEET,
/* 0x0C */ FIDGET_ADJUST_SHIELD,
/* 0x0D */ FIDGET_SWORD_SWING_TWO_HAND
} FidgetType;
static LinkAnimationHeader* sFidgetAnimations[][2] = {
// FIDGET_LOOK_AROUND
{ &gPlayerAnim_link_normal_wait_typeA_20f, &gPlayerAnim_link_normal_waitF_typeA_20f },
// FIDGET_COLD
{ &gPlayerAnim_link_normal_wait_typeC_20f, &gPlayerAnim_link_normal_waitF_typeC_20f },
// FIDGET_WARM
{ &gPlayerAnim_link_normal_wait_typeB_20f, &gPlayerAnim_link_normal_waitF_typeB_20f },
// FIDGET_HOT
{ &gPlayerAnim_link_normal_wait_typeB_20f, &gPlayerAnim_link_normal_waitF_typeB_20f },
// FIDGET_STRETCH_1
{ &gPlayerAnim_link_wait_typeD_20f, &gPlayerAnim_link_waitF_typeD_20f },
// FIDGET_STRETCH_2
{ &gPlayerAnim_link_wait_typeD_20f, &gPlayerAnim_link_waitF_typeD_20f },
// FIDGET_STRETCH_3
{ &gPlayerAnim_link_wait_typeD_20f, &gPlayerAnim_link_waitF_typeD_20f },
// FIDGET_CRIT_HEALTH_START
{ &gPlayerAnim_link_wait_heat1_20f, &gPlayerAnim_link_waitF_heat1_20f },
// FIDGET_CRIT_HEALTH_LOOP
{ &gPlayerAnim_link_wait_heat2_20f, &gPlayerAnim_link_waitF_heat2_20f },
// FIDGET_SWORD_SWING
{ &gPlayerAnim_link_wait_itemD1_20f, &gPlayerAnim_link_wait_itemD1_20f },
// FIDGET_ADJUST_TUNIC
{ &gPlayerAnim_link_wait_itemA_20f, &gPlayerAnim_link_waitF_itemA_20f },
// FIDGET_TAP_FEET
{ &gPlayerAnim_link_wait_itemB_20f, &gPlayerAnim_link_waitF_itemB_20f },
// FIDGET_ADJUST_SHIELD
{ &gPlayerAnim_link_wait_itemC_20f, &gPlayerAnim_link_wait_itemC_20f },
// FIDGET_SWORD_SWING_TWO_HAND
{ &gPlayerAnim_link_wait_itemD2_20f, &gPlayerAnim_link_wait_itemD2_20f }
};
static AnimSfxEntry sSpecialIdleAnimSfxSneeze[] = {
static AnimSfxEntry sFidgetAnimSfxSneeze[] = {
{ NA_SE_VO_LI_SNEEZE, -ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 8) },
};
static AnimSfxEntry sSpecialIdleAnimSfxSweat[] = {
static AnimSfxEntry sFidgetAnimSfxSweat[] = {
{ NA_SE_VO_LI_SWEAT, -ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 18) },
};
static AnimSfxEntry sSpecialIdleAnimSfxHeat1[] = {
static AnimSfxEntry sFidgetAnimSfxCritHealthStart[] = {
{ NA_SE_VO_LI_BREATH_REST, -ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 13) },
};
static AnimSfxEntry sSpecialIdleAnimSfxHeat2[] = {
static AnimSfxEntry sFidgetAnimSfxCritHealthLoop[] = {
{ NA_SE_VO_LI_BREATH_REST, -ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 10) },
};
static AnimSfxEntry sSpecialIdleAnimSfxBelt[] = {
static AnimSfxEntry sFidgetAnimSfxTunic[] = {
{ NA_SE_PL_CALM_HIT, ANIMSFX_DATA(ANIMSFX_TYPE_GENERAL, 44) },
{ NA_SE_PL_CALM_HIT, ANIMSFX_DATA(ANIMSFX_TYPE_GENERAL, 48) },
{ NA_SE_PL_CALM_HIT, ANIMSFX_DATA(ANIMSFX_TYPE_GENERAL, 52) },
@ -1159,96 +1203,96 @@ static AnimSfxEntry sSpecialIdleAnimSfxBelt[] = {
{ NA_SE_PL_CALM_HIT, -ANIMSFX_DATA(ANIMSFX_TYPE_GENERAL, 60) },
};
static AnimSfxEntry sSpecialIdleAnimSfxFootTap[] = {
static AnimSfxEntry sFidgetAnimSfxTapFeet[] = {
{ 0, ANIMSFX_DATA(ANIMSFX_TYPE_WALKING, 25) }, { 0, ANIMSFX_DATA(ANIMSFX_TYPE_WALKING, 30) },
{ 0, ANIMSFX_DATA(ANIMSFX_TYPE_WALKING, 44) }, { 0, ANIMSFX_DATA(ANIMSFX_TYPE_WALKING, 48) },
{ 0, ANIMSFX_DATA(ANIMSFX_TYPE_WALKING, 52) }, { 0, -ANIMSFX_DATA(ANIMSFX_TYPE_WALKING, 56) },
};
static AnimSfxEntry sSpecialIdleAnimSfxShield[] = {
static AnimSfxEntry sFidgetAnimSfxShield[] = {
{ NA_SE_IT_SHIELD_POSTURE, ANIMSFX_DATA(ANIMSFX_TYPE_GENERAL, 16) },
{ NA_SE_IT_SHIELD_POSTURE, ANIMSFX_DATA(ANIMSFX_TYPE_GENERAL, 20) },
{ NA_SE_IT_SHIELD_POSTURE, -ANIMSFX_DATA(ANIMSFX_TYPE_GENERAL, 70) },
};
static AnimSfxEntry sSpecialIdleAnimSfxSword1[] = {
static AnimSfxEntry sFidgetAnimSfxSword[] = {
{ NA_SE_IT_HAMMER_SWING, ANIMSFX_DATA(ANIMSFX_TYPE_GENERAL, 10) },
{ NA_SE_VO_LI_AUTO_JUMP, ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 10) },
{ NA_SE_IT_SWORD_SWING, ANIMSFX_DATA(ANIMSFX_TYPE_GENERAL, 22) },
{ NA_SE_VO_LI_SWORD_N, -ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 22) },
};
static AnimSfxEntry sSpecialIdleAnimSfxSword2[] = {
static AnimSfxEntry sFidgetAnimSfxSwordTwoHand[] = {
{ NA_SE_IT_SWORD_SWING, ANIMSFX_DATA(ANIMSFX_TYPE_GENERAL, 39) },
{ NA_SE_VO_LI_SWORD_N, -ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 39) },
};
static AnimSfxEntry sSpecialIdleAnimSfxRelax[] = {
static AnimSfxEntry sFidgetAnimSfxStretch[] = {
{ NA_SE_VO_LI_RELAX, -ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 20) },
};
typedef enum SpecialIdleAnimSfxType {
/* 0x0 */ SPECIAL_IDLE_ANIMSFX_NONE,
/* 0x1 */ SPECIAL_IDLE_ANIMSFX_SNEEZE,
/* 0x2 */ SPECIAL_IDLE_ANIMSFX_SWEAT,
/* 0x3 */ SPECIAL_IDLE_ANIMSFX_HEAT_1,
/* 0x4 */ SPECIAL_IDLE_ANIMSFX_HEAT_2,
/* 0x5 */ SPECIAL_IDLE_ANIMSFX_BELT,
/* 0x6 */ SPECIAL_IDLE_ANIMSFX_FOOT_TAP,
/* 0x7 */ SPECIAL_IDLE_ANIMSFX_SHIELD,
/* 0x8 */ SPECIAL_IDLE_ANIMSFX_SWORD_1,
/* 0x9 */ SPECIAL_IDLE_ANIMSFX_SWORD_2,
/* 0xA */ SPECIAL_IDLE_ANIMSFX_RELAX,
} SpecialIdleAnimSfxType;
typedef enum FidgetAnimSfxType {
/* 0x0 */ FIDGET_ANIMSFX_NONE,
/* 0x1 */ FIDGET_ANIMSFX_SNEEZE,
/* 0x2 */ FIDGET_ANIMSFX_SWEAT,
/* 0x3 */ FIDGET_ANIMSFX_CRIT_HEALTH_START,
/* 0x4 */ FIDGET_ANIMSFX_CRIT_HEALTH_LOOP,
/* 0x5 */ FIDGET_ANIMSFX_TUNIC,
/* 0x6 */ FIDGET_ANIMSFX_TAP_FEET,
/* 0x7 */ FIDGET_ANIMSFX_SHIELD,
/* 0x8 */ FIDGET_ANIMSFX_SWORD,
/* 0x9 */ FIDGET_ANIMSFX_SWORD_TWO_HAND,
/* 0xA */ FIDGET_ANIMSFX_STRETCH
} FidgetAnimSfxType;
static AnimSfxEntry* sSpecialIdleAnimSfxLists[] = {
sSpecialIdleAnimSfxSneeze, // SPECIAL_IDLE_ANIMSFX_SNEEZE
sSpecialIdleAnimSfxSweat, // SPECIAL_IDLE_ANIMSFX_SWEAT
sSpecialIdleAnimSfxHeat1, // SPECIAL_IDLE_ANIMSFX_HEAT_1
sSpecialIdleAnimSfxHeat2, // SPECIAL_IDLE_ANIMSFX_HEAT_2
sSpecialIdleAnimSfxBelt, // SPECIAL_IDLE_ANIMSFX_BELT
sSpecialIdleAnimSfxFootTap, // SPECIAL_IDLE_ANIMSFX_FOOT_TAP
sSpecialIdleAnimSfxShield, // SPECIAL_IDLE_ANIMSFX_SHIELD
sSpecialIdleAnimSfxSword1, // SPECIAL_IDLE_ANIMSFX_SWORD_1
sSpecialIdleAnimSfxSword2, // SPECIAL_IDLE_ANIMSFX_SWORD_2
sSpecialIdleAnimSfxRelax, // SPECIAL_IDLE_ANIMSFX_RELAX
NULL, // unused entry
static AnimSfxEntry* sFidgetAnimSfxLists[] = {
sFidgetAnimSfxSneeze, // FIDGET_ANIMSFX_SNEEZE
sFidgetAnimSfxSweat, // FIDGET_ANIMSFX_SWEAT
sFidgetAnimSfxCritHealthStart, // FIDGET_ANIMSFX_CRIT_HEALTH_START
sFidgetAnimSfxCritHealthLoop, // FIDGET_ANIMSFX_CRIT_HEALTH_LOOP
sFidgetAnimSfxTunic, // FIDGET_ANIMSFX_TUNIC
sFidgetAnimSfxTapFeet, // FIDGET_ANIMSFX_TAP_FEET
sFidgetAnimSfxShield, // FIDGET_ANIMSFX_SHIELD
sFidgetAnimSfxSword, // FIDGET_ANIMSFX_SWORD
sFidgetAnimSfxSwordTwoHand, // FIDGET_ANIMSFX_SWORD_TWO_HAND
sFidgetAnimSfxStretch, // FIDGET_ANIMSFX_STRETCH
NULL, // unused entry
};
/**
* The indices in this array correspond 1 to 1 with the entries of sSpecialIdleAnimations.
* There is also an extra SPECIAL_IDLE_ANIMSFX_NONE at the end that doesn't correspond to any animation.
* The indices in this array correspond 1 to 1 with the entries of sFidgetAnimations.
* There is also an extra FIDGET_ANIMSFX_NONE at the end that doesn't correspond to any animation.
*/
static u8 sSpecialIdleAnimSfxTypes[] = {
SPECIAL_IDLE_ANIMSFX_NONE, // used by gPlayerAnim_link_normal_wait_typeA_20f
SPECIAL_IDLE_ANIMSFX_NONE, // used by gPlayerAnim_link_normal_waitF_typeA_20f
SPECIAL_IDLE_ANIMSFX_SNEEZE, // used by gPlayerAnim_link_normal_wait_typeC_20f
SPECIAL_IDLE_ANIMSFX_SNEEZE, // used by gPlayerAnim_link_normal_waitF_typeC_20f
SPECIAL_IDLE_ANIMSFX_SWEAT, // used by gPlayerAnim_link_normal_wait_typeB_20f
SPECIAL_IDLE_ANIMSFX_SWEAT, // used by gPlayerAnim_link_normal_waitF_typeB_20f
SPECIAL_IDLE_ANIMSFX_SWEAT, // used by gPlayerAnim_link_normal_wait_typeB_20f
SPECIAL_IDLE_ANIMSFX_SWEAT, // used by gPlayerAnim_link_normal_waitF_typeB_20f
SPECIAL_IDLE_ANIMSFX_RELAX, // used by gPlayerAnim_link_wait_typeD_20f
SPECIAL_IDLE_ANIMSFX_RELAX, // used by gPlayerAnim_link_waitF_typeD_20f
SPECIAL_IDLE_ANIMSFX_RELAX, // used by gPlayerAnim_link_wait_typeD_20f
SPECIAL_IDLE_ANIMSFX_RELAX, // used by gPlayerAnim_link_waitF_typeD_20f
SPECIAL_IDLE_ANIMSFX_RELAX, // used by gPlayerAnim_link_wait_typeD_20f
SPECIAL_IDLE_ANIMSFX_RELAX, // used by gPlayerAnim_link_waitF_typeD_20f
SPECIAL_IDLE_ANIMSFX_HEAT_1, // used by gPlayerAnim_link_wait_heat1_20f
SPECIAL_IDLE_ANIMSFX_HEAT_1, // used by gPlayerAnim_link_waitF_heat1_20f
SPECIAL_IDLE_ANIMSFX_HEAT_2, // used by gPlayerAnim_link_wait_heat2_20f
SPECIAL_IDLE_ANIMSFX_HEAT_2, // used by gPlayerAnim_link_waitF_heat2_20f
SPECIAL_IDLE_ANIMSFX_SWORD_1, // used by gPlayerAnim_link_wait_itemD1_20f
SPECIAL_IDLE_ANIMSFX_SWORD_1, // used by gPlayerAnim_link_wait_itemD1_20f
SPECIAL_IDLE_ANIMSFX_BELT, // used by gPlayerAnim_link_wait_itemA_20f
SPECIAL_IDLE_ANIMSFX_BELT, // used by gPlayerAnim_link_waitF_itemA_20f
SPECIAL_IDLE_ANIMSFX_FOOT_TAP, // used by gPlayerAnim_link_wait_itemB_20f
SPECIAL_IDLE_ANIMSFX_FOOT_TAP, // used by gPlayerAnim_link_waitF_itemB_20f
SPECIAL_IDLE_ANIMSFX_SHIELD, // used by gPlayerAnim_link_wait_itemC_20f
SPECIAL_IDLE_ANIMSFX_SHIELD, // used by gPlayerAnim_link_wait_itemC_20f
SPECIAL_IDLE_ANIMSFX_SWORD_2, // used by gPlayerAnim_link_wait_itemD2_20f
SPECIAL_IDLE_ANIMSFX_SWORD_2, // used by gPlayerAnim_link_wait_itemD2_20f
SPECIAL_IDLE_ANIMSFX_NONE, // unused, doesnt correspond to any animation
static u8 sFidgetAnimSfxTypes[] = {
FIDGET_ANIMSFX_NONE, // FIDGET_LOOK_AROUND
FIDGET_ANIMSFX_NONE, // FIDGET_LOOK_AROUND (sword/shield in hand)
FIDGET_ANIMSFX_SNEEZE, // FIDGET_COLD
FIDGET_ANIMSFX_SNEEZE, // FIDGET_COLD (sword/shield in hand)
FIDGET_ANIMSFX_SWEAT, // FIDGET_WARM
FIDGET_ANIMSFX_SWEAT, // FIDGET_WARM (sword/shield in hand)
FIDGET_ANIMSFX_SWEAT, // FIDGET_HOT
FIDGET_ANIMSFX_SWEAT, // FIDGET_HOT (sword/shield in hand)
FIDGET_ANIMSFX_STRETCH, // FIDGET_STRETCH_1
FIDGET_ANIMSFX_STRETCH, // FIDGET_STRETCH_1 (sword/shield in hand)
FIDGET_ANIMSFX_STRETCH, // FIDGET_STRETCH_2
FIDGET_ANIMSFX_STRETCH, // FIDGET_STRETCH_2 (sword/shield in hand)
FIDGET_ANIMSFX_STRETCH, // FIDGET_STRETCH_3
FIDGET_ANIMSFX_STRETCH, // FIDGET_STRETCH_3 (sword/shield in hand)
FIDGET_ANIMSFX_CRIT_HEALTH_START, // FIDGET_CRIT_HEALTH_START
FIDGET_ANIMSFX_CRIT_HEALTH_START, // FIDGET_CRIT_HEALTH_START (sword/shield in hand)
FIDGET_ANIMSFX_CRIT_HEALTH_LOOP, // FIDGET_CRIT_HEALTH_LOOP
FIDGET_ANIMSFX_CRIT_HEALTH_LOOP, // FIDGET_CRIT_HEALTH_LOOP (sword/shield in hand)
FIDGET_ANIMSFX_SWORD, // FIDGET_SWORD_SWING
FIDGET_ANIMSFX_SWORD, // FIDGET_SWORD_SWING (sword/shield in hand)
FIDGET_ANIMSFX_TUNIC, // FIDGET_ADJUST_TUNIC
FIDGET_ANIMSFX_TUNIC, // FIDGET_ADJUST_TUNIC (sword/shield in hand)
FIDGET_ANIMSFX_TAP_FEET, // FIDGET_TAP_FEET
FIDGET_ANIMSFX_TAP_FEET, // FIDGET_TAP_FEET (sword/shield in hand)
FIDGET_ANIMSFX_SHIELD, // FIDGET_ADJUST_SHIELD
FIDGET_ANIMSFX_SHIELD, // FIDGET_ADJUST_SHIELD (sword/shield in hand)
FIDGET_ANIMSFX_SWORD_TWO_HAND, // FIDGET_SWORD_SWING_TWO_HAND
FIDGET_ANIMSFX_SWORD_TWO_HAND, // FIDGET_SWORD_SWING_TWO_HAND (sword/shield in hand)
FIDGET_ANIMSFX_NONE, // unused, doesnt correspond to any animation
};
// Used to map item IDs to item actions
@ -2192,41 +2236,49 @@ void func_808332F4(Player* this, PlayState* play) {
/**
* Get the appropriate Idle animation based on current `modelAnimType`.
* This is used as the "primary" idle animation.
* This is the default idle animation.
*
* For special idle animations (which for example, change based on environment)
* see `sSpecialIdleAnimations`.
* For fidget idle animations (which can for example, change based on environment)
* see `sFidgetAnimations`.
*/
LinkAnimationHeader* Player_GetIdleAnim(Player* this) {
return GET_PLAYER_ANIM(PLAYER_ANIMGROUP_wait, this->modelAnimType);
}
/**
* Checks if the current animation is a "special" idle animation.
* If it is, the index into `sSpecialIdleAnimations` is returned (plus one).
* If the current animation is a "primary" idle animation, -1 is returned.
* Return values for `Player_CheckForIdleAnim`
*/
#define IDLE_ANIM_DEFAULT -1
#define IDLE_ANIM_NONE 0
// Fidget idle anims are returned by index. See `sFidgetAnimations` and `FidgetType`.
/**
* Checks if the current animation is an idle animation.
* If the current animation is a fidget animation, the index into
* `sFidgetAnimations` is returned (plus one).
* If the current animation is a default idle animation, -1 is returned.
* Lastly if the current animation is neither of these, 0 is returned.
*/
s32 Player_CheckSpecialIdleAnim(Player* this) {
s32 Player_CheckForIdleAnim(Player* this) {
if (Player_GetIdleAnim(this) != this->skelAnime.animation) {
LinkAnimationHeader** specialAnim;
LinkAnimationHeader** fidgetAnim;
s32 i;
for (i = 0, specialAnim = &sSpecialIdleAnimations[0][0]; i < 28; i++, specialAnim++) {
if (this->skelAnime.animation == *specialAnim) {
for (i = 0, fidgetAnim = &sFidgetAnimations[0][0]; i < ARRAY_COUNT_2D(sFidgetAnimations); i++, fidgetAnim++) {
if (this->skelAnime.animation == *fidgetAnim) {
return i + 1;
}
}
return 0;
return IDLE_ANIM_NONE;
}
return -1;
return IDLE_ANIM_DEFAULT;
}
void Player_ProcessSpecialIdleAnimSfxList(Player* this, s32 specialIdleAnimIndex) {
if (sSpecialIdleAnimSfxTypes[specialIdleAnimIndex] != SPECIAL_IDLE_ANIMSFX_NONE) {
Player_ProcessAnimSfxList(this, sSpecialIdleAnimSfxLists[sSpecialIdleAnimSfxTypes[specialIdleAnimIndex] - 1]);
void Player_ProcessFidgetAnimSfxList(Player* this, s32 fidgetAnimIndex) {
if (sFidgetAnimSfxTypes[fidgetAnimIndex] != FIDGET_ANIMSFX_NONE) {
Player_ProcessAnimSfxList(this, sFidgetAnimSfxLists[sFidgetAnimSfxTypes[fidgetAnimIndex] - 1]);
}
}
@ -2792,7 +2844,7 @@ void func_80834644(PlayState* play, Player* this) {
Player_SetUpperActionFunc(this, sItemActionUpdateFuncs[this->heldItemAction]);
this->unk_834 = 0;
this->unk_6AC = 0;
this->idleType = PLAYER_IDLE_DEFAULT;
Player_DetachHeldActor(play, this);
this->stateFlags1 &= ~PLAYER_STATE1_START_CHANGING_HELD_ITEM;
}
@ -2890,16 +2942,16 @@ s32 Player_UpperAction_ChangeHeldItem(Player* this, PlayState* play) {
(sUseHeldItem || ((this->modelAnimType != PLAYER_ANIMTYPE_3) && (play->shootingGalleryStatus == 0)))))) {
Player_SetUpperActionFunc(this, sItemActionUpdateFuncs[this->heldItemAction]);
this->unk_834 = 0;
this->unk_6AC = 0;
this->idleType = PLAYER_IDLE_DEFAULT;
sHeldItemButtonIsHeldDown = sUseHeldItem;
return this->upperActionFunc(this, play);
}
if (Player_CheckSpecialIdleAnim(this) != 0) {
if (Player_CheckForIdleAnim(this) != IDLE_ANIM_NONE) {
Player_WaitToFinishItemChange(play, this);
Player_AnimPlayOnce(play, this, Player_GetIdleAnim(this));
this->unk_6AC = 0;
this->idleType = PLAYER_IDLE_DEFAULT;
} else {
Player_WaitToFinishItemChange(play, this);
}
@ -2943,7 +2995,7 @@ s32 func_80834C74(Player* this, PlayState* play) {
Player_SetUpperActionFunc(this, sItemActionUpdateFuncs[this->heldItemAction]);
LinkAnimation_PlayLoop(play, &this->upperSkelAnime,
GET_PLAYER_ANIM(PLAYER_ANIMGROUP_wait, this->modelAnimType));
this->unk_6AC = 0;
this->idleType = PLAYER_IDLE_DEFAULT;
this->upperActionFunc(this, play);
return false;
@ -3092,7 +3144,7 @@ s32 func_808351D4(Player* this, PlayState* play) {
Math_ScaledStepToS(&this->unk_6C0, 1200, 400);
this->unk_6AE |= 0x100;
if ((this->unk_836 == 0) && (Player_CheckSpecialIdleAnim(this) == 0) &&
if ((this->unk_836 == 0) && (Player_CheckForIdleAnim(this) == IDLE_ANIM_NONE) &&
(this->skelAnime.animation == &gPlayerAnim_link_bow_side_walk)) {
LinkAnimation_PlayOnce(play, &this->upperSkelAnime, D_808543CC[sp2C]);
this->unk_836 = -1;
@ -3388,13 +3440,13 @@ s32 Player_SetupAction(PlayState* play, Player* this, PlayerActionFunc actionFun
this->stateFlags1 &= ~(PLAYER_STATE1_2 | PLAYER_STATE1_6 | PLAYER_STATE1_26 | PLAYER_STATE1_28 | PLAYER_STATE1_29 |
PLAYER_STATE1_31);
this->stateFlags2 &= ~(PLAYER_STATE2_19 | PLAYER_STATE2_27 | PLAYER_STATE2_28);
this->stateFlags2 &= ~(PLAYER_STATE2_19 | PLAYER_STATE2_27 | PLAYER_STATE2_IDLE_FIDGET);
this->stateFlags3 &= ~(PLAYER_STATE3_1 | PLAYER_STATE3_3 | PLAYER_STATE3_FLYING_WITH_HOOKSHOT);
this->av1.actionVar1 = 0;
this->av2.actionVar2 = 0;
this->unk_6AC = 0;
this->idleType = PLAYER_IDLE_DEFAULT;
func_808326F0(this);
@ -3642,14 +3694,14 @@ s32 Player_UpdateUpperBody(Player* this, PlayState* play) {
if (this->upperAnimInterpWeight != 0.0f) {
// The functionality contained within this block of code is never used in practice
// because `upperAnimInterpWeight` is always 0.
if ((Player_CheckSpecialIdleAnim(this) == 0) || (this->speedXZ != 0.0f)) {
if ((Player_CheckForIdleAnim(this) == IDLE_ANIM_NONE) || (this->speedXZ != 0.0f)) {
AnimTaskQueue_AddCopyUsingMapInverted(play, this->skelAnime.limbCount, this->upperSkelAnime.jointTable,
this->skelAnime.jointTable, sUpperBodyLimbCopyMap);
}
Math_StepToF(&this->upperAnimInterpWeight, 0.0f, 0.25f);
AnimTaskQueue_AddInterp(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
this->upperSkelAnime.jointTable, 1.0f - this->upperAnimInterpWeight);
} else if ((Player_CheckSpecialIdleAnim(this) == 0) || (this->speedXZ != 0.0f)) {
} else if ((Player_CheckForIdleAnim(this) == IDLE_ANIM_NONE) || (this->speedXZ != 0.0f)) {
// Only copy the upper body animation to the upper body limbs in the main skeleton.
// Doing so allows the main skeleton to play its own animation for the lower body limbs.
AnimTaskQueue_AddCopyUsingMap(play, this->skelAnime.limbCount, this->skelAnime.jointTable,
@ -8071,47 +8123,84 @@ void Player_Action_808407CC(Player* this, PlayState* play) {
}
}
void func_808409CC(PlayState* play, Player* this) {
void Player_ChooseNextIdleAnim(PlayState* play, Player* this) {
LinkAnimationHeader* anim;
LinkAnimationHeader** animPtr;
LinkAnimationHeader** fidgetAnimPtr;
s32 heathIsCritical;
s32 sp38;
s32 sp34;
s32 fidgetType;
s32 commonType;
if ((this->focusActor != NULL) ||
(!(heathIsCritical = Health_IsCritical()) && ((this->unk_6AC = (this->unk_6AC + 1) & 1) != 0))) {
this->stateFlags2 &= ~PLAYER_STATE2_28;
(!(heathIsCritical = Health_IsCritical()) && ((this->idleType = (this->idleType + 1) & 1) != 0))) {
this->stateFlags2 &= ~PLAYER_STATE2_IDLE_FIDGET;
anim = Player_GetIdleAnim(this);
} else {
this->stateFlags2 |= PLAYER_STATE2_28;
this->stateFlags2 |= PLAYER_STATE2_IDLE_FIDGET;
if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
// Default idle animation will play if carrying an actor.
// Note that in this case, `PLAYER_STATE2_IDLE_FIDGET` is still set even though the
// animation that plays isn't a fidget animation.
anim = Player_GetIdleAnim(this);
} else {
sp38 = play->roomCtx.curRoom.behaviorType2;
// Pick fidget type based on room behavior.
// This may be changed below.
fidgetType = play->roomCtx.curRoom.behaviorType2;
if (heathIsCritical) {
if (this->unk_6AC >= 0) {
sp38 = 7;
this->unk_6AC = -1;
if (this->idleType >= PLAYER_IDLE_DEFAULT) {
fidgetType = FIDGET_CRIT_HEALTH_START;
// When health is critical, `idleType` will not be updated.
// It will stay as `PLAYER_IDLE_CRIT_HEALTH` until health is no longer critical.
this->idleType = PLAYER_IDLE_CRIT_HEALTH;
} else {
sp38 = 8;
// Keep looping the critical health animation until critical health ends
fidgetType = FIDGET_CRIT_HEALTH_LOOP;
}
} else {
sp34 = Rand_ZeroOne() * 5.0f;
if (sp34 < 4) {
if (((sp34 != 0) && (sp34 != 3)) || ((this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) &&
((sp34 == 3) || (Player_GetMeleeWeaponHeld2(this) != 0)))) {
if ((sp34 == 0) && Player_HoldsTwoHandedWeapon(this)) {
sp34 = 4;
commonType = Rand_ZeroOne() * 5;
// There is a 4/5 chance that a common fidget type will be considered.
// However it may get rejected by the conditions below.
// The type determined by `curRoom.behaviorType2` will be used if a common type is rejected.
if (commonType < 4) {
// `FIDGET_ADJUST_TUNIC` and `FIDGET_TAP_FEET` are accepted unconditionally.
// The sword and shield related common types have extra restrictions.
//
// Note that `FIDGET_SWORD_SWING` is the first common fidget type, which is why
// all operations are done relative to this type.
if (((commonType + FIDGET_SWORD_SWING != FIDGET_SWORD_SWING) &&
(commonType + FIDGET_SWORD_SWING != FIDGET_ADJUST_SHIELD)) ||
((this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) &&
((commonType + FIDGET_SWORD_SWING == FIDGET_ADJUST_SHIELD) ||
(Player_GetMeleeWeaponHeld2(this) != 0)))) {
//! @bug It is possible for `FIDGET_ADJUST_SHIELD` to be used even if
//! a shield is not currently equipped. This is because of how being shieldless
//! is implemented. There is no sword-only model type, only
//! `PLAYER_MODELGROUP_SWORD_AND_SHIELD` exists. Therefore, the right hand type will be
//! `PLAYER_MODELTYPE_RH_SHIELD` if sword is in hand, even if no shield is equipped.
if ((commonType + FIDGET_SWORD_SWING == FIDGET_SWORD_SWING) &&
Player_HoldsTwoHandedWeapon(this)) {
//! @bug This code is unreachable.
//! The check above groups the `Player_GetMeleeWeaponHeld2` check and
//! `PLAYER_MODELTYPE_RH_SHIELD` conditions together, meaning sword and shield must be
//! in hand. However shield is not in hand when using a two handed melee weapon.
commonType = FIDGET_SWORD_SWING_TWO_HAND - FIDGET_SWORD_SWING;
}
sp38 = sp34 + 9;
fidgetType = FIDGET_SWORD_SWING + commonType;
}
}
}
animPtr = &sSpecialIdleAnimations[sp38][0];
fidgetAnimPtr = &sFidgetAnimations[fidgetType][0];
if (this->modelAnimType != PLAYER_ANIMTYPE_1) {
animPtr = &sSpecialIdleAnimations[sp38][1];
fidgetAnimPtr = &sFidgetAnimations[fidgetType][1];
}
anim = *animPtr;
anim = *fidgetAnimPtr;
}
}
@ -8120,14 +8209,14 @@ void func_808409CC(PlayState* play, Player* this) {
}
void Player_Action_80840BC8(Player* this, PlayState* play) {
s32 specialIdleAnimIndex = Player_CheckSpecialIdleAnim(this);
s32 idleAnimResult = Player_CheckForIdleAnim(this);
s32 sp40 = LinkAnimation_Update(play, &this->skelAnime);
f32 speedTarget;
s16 yawTarget;
s16 temp;
if (specialIdleAnimIndex > 0) {
Player_ProcessSpecialIdleAnimSfxList(this, specialIdleAnimIndex - 1);
if (idleAnimResult > IDLE_ANIM_NONE) {
Player_ProcessFidgetAnimSfxList(this, idleAnimResult - 1);
}
if (sp40 != 0) {
@ -8139,7 +8228,7 @@ void Player_Action_80840BC8(Player* this, PlayState* play) {
(this->skelAnime.jointTable[0].y + ((this->av2.actionVar2 & 1) * 0x50)) - 0x28;
} else {
Player_FinishAnimMovement(this);
func_808409CC(play, this);
Player_ChooseNextIdleAnim(play, this);
}
}