From a599d7d54819d5644cbc5f19a29d8a6da37e4d8a Mon Sep 17 00:00:00 2001 From: fig02 Date: Tue, 25 Jun 2024 15:50:01 -0400 Subject: [PATCH] Rename ANIM_FLAG_PLAYER_7 to ANIM_FLAG_OVERRIDE_MOVEMENT (#1969) * rename and add comments * format * override movement * format * rework comments * Remove whitespace at end of lines --------- Co-authored-by: Dragorn421 --- include/z64animation.h | 13 ++++- .../actors/ovl_player_actor/z_player.c | 55 +++++++++++-------- 2 files changed, 42 insertions(+), 26 deletions(-) diff --git a/include/z64animation.h b/include/z64animation.h index 2be8a5a21d..2365db14bc 100644 --- a/include/z64animation.h +++ b/include/z64animation.h @@ -99,6 +99,11 @@ typedef enum { // Enables the movement of an actor in the Y-axis based on the current animation. // This only has an effect if the "Actor Move" Anim Task is in use. +// +// This animation-driven movement does not replace "normal" movement from other sources +// such as speed/velocity and collisions. The actor should stop updating other sources of movement +// as required if they are preventing the animation from playing as intended. +// An option is to implement and use `ANIM_FLAG_OVERRIDE_MOVEMENT`. #define ANIM_FLAG_UPDATE_Y (1 << 1) // (player-only) Related to scaling an animation from/to child/adult @@ -110,8 +115,12 @@ typedef enum { // #define ANIM_FLAG_NO_MOVE (1 << 4) -// (player-only) -#define ANIM_FLAG_PLAYER_7 (1 << 7) +// Disables "normal" movement from sources like speed/velocity and collisions, which allows the +// animation to have full control over the actor's movement. +// +// Note that individual actors are responsible for implementing the functionality of this flag. +// In practice, Player is the only actor who implements this flag. +#define ANIM_FLAG_OVERRIDE_MOVEMENT (1 << 7) typedef struct SkelAnime { /* 0x00 */ u8 limbCount; // Number of limbs in the skeleton diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index c4eea92ed4..c397d8ea5f 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -2984,7 +2984,7 @@ s32 func_80835588(Player* this, PlayState* play) { void func_808355DC(Player* this) { this->stateFlags1 |= PLAYER_STATE1_17; - if (!(this->skelAnime.moveFlags & ANIM_FLAG_PLAYER_7) && + if (!(this->skelAnime.moveFlags & ANIM_FLAG_OVERRIDE_MOVEMENT) && (this->actor.bgCheckFlags & BGCHECKFLAG_PLAYER_WALL_INTERACT) && (sShapeYawToTouchedWall < 0x2000)) { this->yaw = this->actor.shape.rot.y = this->actor.wallYaw + 0x8000; } @@ -3400,7 +3400,7 @@ s32 Player_UpdateUpperBody(Player* this, PlayState* play) { Player_AnimPlayOnce(play, this, &gPlayerAnim_link_hook_fly_start); Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE | - ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_NO_MOVE | ANIM_FLAG_OVERRIDE_MOVEMENT); func_80832224(this); this->yaw = this->actor.shape.rot.y; this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; @@ -5056,7 +5056,8 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) { func_80832224(this); Player_AnimReplaceApplyFlags(play, this, ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | - ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | + ANIM_FLAG_OVERRIDE_MOVEMENT); // If this door is the second half of a double door (spawned as child) if (doorActor->parent != NULL) { @@ -5367,7 +5368,8 @@ s32 func_8083A6AC(Player* this, PlayState* play) { this->stateFlags1 |= PLAYER_STATE1_21; Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_2 | - ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | + ANIM_FLAG_OVERRIDE_MOVEMENT); this->av2.actionVar2 = -1; this->av1.actionVar1 = sp50; @@ -5412,7 +5414,7 @@ void func_8083AA10(Player* this, PlayState* play) { return; } - if (!(this->stateFlags3 & PLAYER_STATE3_1) && !(this->skelAnime.moveFlags & ANIM_FLAG_PLAYER_7) && + if (!(this->stateFlags3 & PLAYER_STATE3_1) && !(this->skelAnime.moveFlags & ANIM_FLAG_OVERRIDE_MOVEMENT) && (Player_Action_8084411C != this->actionFunc) && (Player_Action_80844A44 != this->actionFunc)) { if ((sPrevFloorProperty == FLOOR_PROPERTY_7) || (this->meleeWeaponState != 0)) { @@ -6722,7 +6724,7 @@ s32 Player_ActionChange_3(Player* this, PlayState* play) { Player_AnimPlayOnce(play, this, D_80854578[temp].anim); Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE | - ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_NO_MOVE | ANIM_FLAG_OVERRIDE_MOVEMENT); this->actor.parent = this->rideActor; func_80832224(this); @@ -6891,7 +6893,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) { Player_AnimReplaceApplyFlags(play, this, ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | - ANIM_FLAG_PLAYER_7); + ANIM_FLAG_OVERRIDE_MOVEMENT); chest->unk_1F4 = 1; Camera_RequestSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_SLOW_CHEST_CS); } else { @@ -7069,7 +7071,8 @@ s32 func_8083EC18(Player* this, PlayState* play, u32 wallFlags) { Player_AnimPlayOnce(play, this, anim); Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_2 | - ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | + ANIM_FLAG_OVERRIDE_MOVEMENT); return true; } @@ -7150,7 +7153,7 @@ s32 Player_TryEnteringCrawlspace(Player* this, PlayState* play, u32 interactWall Player_AnimPlayOnce(play, this, &gPlayerAnim_link_child_tunnel_start); Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | - ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_NO_MOVE | ANIM_FLAG_OVERRIDE_MOVEMENT); return true; } @@ -7240,7 +7243,7 @@ s32 Player_TryLeavingCrawlspace(Player* this, PlayState* play) { Player_AnimPlayOnce(play, this, &gPlayerAnim_link_child_tunnel_end); Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | - ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_NO_MOVE | ANIM_FLAG_OVERRIDE_MOVEMENT); OnePointCutscene_Init(play, 9601, 999, NULL, CAM_ID_MAIN); } else { // Leaving a crawlspace backwards @@ -7250,7 +7253,7 @@ s32 Player_TryLeavingCrawlspace(Player* this, PlayState* play) { 0.0f); Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | - ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_NO_MOVE | ANIM_FLAG_OVERRIDE_MOVEMENT); OnePointCutscene_Init(play, 9602, 999, NULL, CAM_ID_MAIN); } @@ -9969,7 +9972,7 @@ void func_808467D4(PlayState* play, Player* this) { 0.0f); Player_AnimReplaceApplyFlags(play, this, ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | - ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_OVERRIDE_MOVEMENT); if (LINK_IS_ADULT) { func_80846720(play, this, 0); } @@ -9980,7 +9983,7 @@ void func_808468A8(PlayState* play, Player* this) { Player_SetupAction(play, this, Player_Action_8084F9A0, 0); Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE | - ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_NO_MOVE | ANIM_FLAG_OVERRIDE_MOVEMENT); } void func_808468E8(PlayState* play, Player* this) { @@ -11136,7 +11139,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { Player_AnimPlayOnce(play, this, &gPlayerAnim_link_uma_wait_1); Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | ANIM_FLAG_PLAYER_SETMOVE | - ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_NO_MOVE | ANIM_FLAG_OVERRIDE_MOVEMENT); this->av2.actionVar2 = 99; } @@ -11161,7 +11164,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { func_8084FF7C(this); } - if (!(this->skelAnime.moveFlags & ANIM_FLAG_PLAYER_7)) { + if (!(this->skelAnime.moveFlags & ANIM_FLAG_OVERRIDE_MOVEMENT)) { if (((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (sFloorType == FLOOR_TYPE_5) && (this->currentBoots != PLAYER_BOOTS_IRON)) || ((this->currentBoots == PLAYER_BOOTS_HOVER) && @@ -14546,7 +14549,8 @@ void func_808510D4(PlayState* play, Player* this, void* anim) { void func_808510F4(PlayState* play, Player* this, void* anim) { Player_AnimReplacePlayOnce(play, this, anim, - ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | + ANIM_FLAG_OVERRIDE_MOVEMENT); } void func_80851114(PlayState* play, Player* this, void* anim) { @@ -14555,7 +14559,8 @@ void func_80851114(PlayState* play, Player* this, void* anim) { void func_80851134(PlayState* play, Player* this, void* anim) { Player_AnimReplacePlayLoop(play, this, anim, - ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | + ANIM_FLAG_OVERRIDE_MOVEMENT); } void func_80851154(PlayState* play, Player* this, void* anim) { @@ -14802,7 +14807,7 @@ void func_808519EC(PlayState* play, Player* this, CsCmdActorCue* cue) { Player_AnimPlayOnceAdjusted(play, this, this->ageProperties->unk_9C); Player_AnimReplaceApplyFlags(play, this, ANIM_REPLACE_APPLY_FLAG_9 | ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_UPDATE_Y | - ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_OVERRIDE_MOVEMENT); } static struct_808551A4 D_808551A4[] = { @@ -14913,12 +14918,13 @@ void func_80851E28(PlayState* play, Player* this, CsCmdActorCue* cue) { void func_80851E64(PlayState* play, Player* this, CsCmdActorCue* cue) { Player_AnimReplacePlayOnceAdjusted(play, this, &gPlayerAnim_link_swimer_swim_get, - ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | ANIM_FLAG_OVERRIDE_MOVEMENT); } void func_80851E90(PlayState* play, Player* this, CsCmdActorCue* cue) { Player_AnimReplacePlayOnce(play, this, &gPlayerAnim_clink_op3_negaeri, - ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | + ANIM_FLAG_OVERRIDE_MOVEMENT); func_80832698(this, NA_SE_VO_LI_GROAN); } @@ -14926,7 +14932,7 @@ void func_80851ECC(PlayState* play, Player* this, CsCmdActorCue* cue) { if (LinkAnimation_Update(play, &this->skelAnime)) { Player_AnimReplacePlayLoop(play, this, &gPlayerAnim_clink_op3_wait2, ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | - ANIM_FLAG_PLAYER_7); + ANIM_FLAG_OVERRIDE_MOVEMENT); } } @@ -14954,7 +14960,7 @@ void func_80851FB0(PlayState* play, Player* this, CsCmdActorCue* cue) { if (LinkAnimation_Update(play, &this->skelAnime)) { Player_AnimReplacePlayLoop(play, this, &gPlayerAnim_clink_op3_wait3, ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | - ANIM_FLAG_PLAYER_7); + ANIM_FLAG_OVERRIDE_MOVEMENT); this->av2.actionVar2 = 1; } else if (this->av2.actionVar2 == 0) { Player_ProcessAnimSfxList(this, D_808551BC); @@ -14979,7 +14985,7 @@ void func_80852048(PlayState* play, Player* this, CsCmdActorCue* cue) { void func_80852080(PlayState* play, Player* this, CsCmdActorCue* cue) { Player_AnimReplacePlayOnceAdjusted(play, this, &gPlayerAnim_clink_demo_futtobi, ANIM_FLAG_UPDATE_XZ | ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE | - ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + ANIM_FLAG_NO_MOVE | ANIM_FLAG_OVERRIDE_MOVEMENT); func_80832698(this, NA_SE_VO_LI_FALL_L); } @@ -15027,7 +15033,8 @@ void func_80852234(PlayState* play, Player* this, CsCmdActorCue* cue) { } void func_8085225C(PlayState* play, Player* this, CsCmdActorCue* cue) { - Player_AnimReplaceApplyFlags(play, this, ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | ANIM_FLAG_PLAYER_7); + Player_AnimReplaceApplyFlags(play, this, + ANIM_FLAG_PLAYER_SETMOVE | ANIM_FLAG_NO_MOVE | ANIM_FLAG_OVERRIDE_MOVEMENT); } void func_80852280(PlayState* play, Player* this, CsCmdActorCue* cue) {