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Player Docs: Action Interrupt (#1947)

* document action interrupt

* format

* new function comment

* format

* add a note about items

* format
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fig02 2024-04-19 11:01:04 -04:00 committed by GitHub
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@ -3917,21 +3917,44 @@ s32 Player_TryActionChangeList(PlayState* play, Player* this, s8* actionChangeLi
return false;
}
s32 func_808374A0(PlayState* play, Player* this, SkelAnime* skelAnime, f32 arg3) {
typedef enum {
/* -1 */ PLAYER_INTERRUPT_NONE = -1,
/* 0 */ PLAYER_INTERRUPT_NEW_ACTION,
/* 1 */ PLAYER_INTERRUPT_MOVE
} 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`
* 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
* any movement should occur.
*
* Note that while this function can set up a new action with `sActionChangeList7`, this function
* will not set up an appropriate action for moving.
* It is the callers responsibility to react accordingly to `PLAYER_INTERRUPT_MOVE`.
*
* @param frameRange The number of frames, from the end of the current animation, where an interrupt can occur.
* @return The interrupt result. See `PlayerActionInterruptResult`.
*/
s32 Player_TryActionInterrupt(PlayState* play, Player* this, SkelAnime* skelAnime, f32 frameRange) {
f32 speedTarget;
s16 yawTarget;
if ((skelAnime->endFrame - arg3) <= skelAnime->curFrame) {
if ((skelAnime->endFrame - frameRange) <= skelAnime->curFrame) {
if (Player_TryActionChangeList(play, this, sActionChangeList7, true)) {
return 0;
return PLAYER_INTERRUPT_NEW_ACTION;
}
if (Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play)) {
return 1;
return PLAYER_INTERRUPT_MOVE;
}
}
return -1;
return PLAYER_INTERRUPT_NONE;
}
void func_80837530(PlayState* play, Player* this, s32 arg2) {
@ -8631,7 +8654,7 @@ void Player_Action_80843188(Player* this, PlayState* play) {
}
void Player_Action_808435C4(Player* this, PlayState* play) {
s32 temp;
s32 interruptResult;
LinkAnimationHeader* anim;
f32 frames;
@ -8639,12 +8662,16 @@ void Player_Action_808435C4(Player* this, PlayState* play) {
if (this->av1.actionVar1 == 0) {
sUpperBodyIsBusy = Player_UpdateUpperBody(this, play);
if ((func_80834B5C == this->upperActionFunc) || (func_808374A0(play, this, &this->upperSkelAnime, 4.0f) > 0)) {
if ((func_80834B5C == this->upperActionFunc) ||
(Player_TryActionInterrupt(play, this, &this->upperSkelAnime, 4.0f) >= PLAYER_INTERRUPT_MOVE)) {
Player_SetupAction(play, this, Player_Action_80840450, 1);
}
} else {
temp = func_808374A0(play, this, &this->skelAnime, 4.0f);
if ((temp != 0) && ((temp > 0) || LinkAnimation_Update(play, &this->skelAnime))) {
interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 4.0f);
if ((interruptResult != PLAYER_INTERRUPT_NEW_ACTION) &&
((interruptResult >= PLAYER_INTERRUPT_MOVE) || LinkAnimation_Update(play, &this->skelAnime))) {
Player_SetupAction(play, this, Player_Action_80843188, 1);
this->stateFlags1 |= PLAYER_STATE1_22;
Player_SetModelsForHoldingShield(this);
@ -8656,12 +8683,14 @@ void Player_Action_808435C4(Player* this, PlayState* play) {
}
void Player_Action_8084370C(Player* this, PlayState* play) {
s32 sp1C;
s32 interruptResult;
func_8083721C(this);
sp1C = func_808374A0(play, this, &this->skelAnime, 16.0f);
if ((sp1C != 0) && (LinkAnimation_Update(play, &this->skelAnime) || (sp1C > 0))) {
interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 16.0f);
if ((interruptResult != PLAYER_INTERRUPT_NEW_ACTION) &&
(LinkAnimation_Update(play, &this->skelAnime) || (interruptResult >= PLAYER_INTERRUPT_MOVE))) {
func_80839F90(this, play);
}
}
@ -8741,7 +8770,7 @@ static AnimSfxEntry D_808545DC[] = {
};
void Player_Action_80843A38(Player* this, PlayState* play) {
s32 sp24;
s32 interruptResult;
this->stateFlags2 |= PLAYER_STATE2_5;
func_808382BC(this);
@ -8749,8 +8778,10 @@ void Player_Action_80843A38(Player* this, PlayState* play) {
if (this->stateFlags1 & PLAYER_STATE1_29) {
LinkAnimation_Update(play, &this->skelAnime);
} else {
sp24 = func_808374A0(play, this, &this->skelAnime, 16.0f);
if ((sp24 != 0) && (LinkAnimation_Update(play, &this->skelAnime) || (sp24 > 0))) {
interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 16.0f);
if ((interruptResult != PLAYER_INTERRUPT_NEW_ACTION) &&
(LinkAnimation_Update(play, &this->skelAnime) || (interruptResult >= PLAYER_INTERRUPT_MOVE))) {
func_80839F90(this, play);
}
}
@ -9039,7 +9070,7 @@ static AnimSfxEntry D_8085460C[] = {
void Player_Action_80844708(Player* this, PlayState* play) {
Actor* cylinderOc;
s32 temp;
s32 interruptResult;
s32 sp44;
DynaPolyActor* wallPolyActor;
s32 pad;
@ -9059,8 +9090,10 @@ void Player_Action_80844708(Player* this, PlayState* play) {
if (this->av2.actionVar2 != 0) {
Math_StepToF(&this->speedXZ, 0.0f, 2.0f);
temp = func_808374A0(play, this, &this->skelAnime, 5.0f);
if ((temp != 0) && ((temp > 0) || sp44)) {
interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 5.0f);
if ((interruptResult != PLAYER_INTERRUPT_NEW_ACTION) &&
((interruptResult >= PLAYER_INTERRUPT_MOVE) || sp44)) {
func_8083A060(this, play);
}
} else {
@ -9391,7 +9424,7 @@ void Player_Action_80845308(Player* this, PlayState* play) {
void Player_Action_80845668(Player* this, PlayState* play) {
s32 sp3C;
s32 temp2;
s32 interruptResult;
f32 temp3;
this->stateFlags2 |= PLAYER_STATE2_5;
@ -9421,14 +9454,14 @@ void Player_Action_80845668(Player* this, PlayState* play) {
this->av2.actionVar2 = -1;
}
} else {
temp2 = func_808374A0(play, this, &this->skelAnime, 4.0f);
interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 4.0f);
if (temp2 == 0) {
if (interruptResult == PLAYER_INTERRUPT_NEW_ACTION) {
this->stateFlags1 &= ~(PLAYER_STATE1_14 | PLAYER_STATE1_18);
return;
}
if ((sp3C != 0) || (temp2 > 0)) {
if ((sp3C != 0) || (interruptResult >= PLAYER_INTERRUPT_MOVE)) {
func_8083C0E8(this, play);
this->stateFlags1 &= ~(PLAYER_STATE1_14 | PLAYER_STATE1_18);
return;
@ -12256,7 +12289,7 @@ static AnimSfxEntry D_808548A8[] = {
};
void Player_Action_8084C5F8(Player* this, PlayState* play) {
s32 temp;
s32 interruptResult;
f32* sp38;
CollisionPoly* groundPoly;
s32 bgId;
@ -12264,14 +12297,14 @@ void Player_Action_8084C5F8(Player* this, PlayState* play) {
this->stateFlags2 |= PLAYER_STATE2_6;
temp = func_808374A0(play, this, &this->skelAnime, 4.0f);
interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 4.0f);
if (temp == 0) {
if (interruptResult == PLAYER_INTERRUPT_NEW_ACTION) {
this->stateFlags1 &= ~PLAYER_STATE1_21;
return;
}
if ((temp > 0) || LinkAnimation_Update(play, &this->skelAnime)) {
if ((interruptResult >= PLAYER_INTERRUPT_MOVE) || LinkAnimation_Update(play, &this->skelAnime)) {
func_8083C0E8(this, play);
this->stateFlags1 &= ~PLAYER_STATE1_21;
return;