diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index bf2851ccb3..830a8c4113 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -1117,7 +1117,7 @@ static LinkAnimationHeader* D_80853D4C[][3] = { &gPlayerAnim_link_fighter_Rside_jump_endR }, }; -static LinkAnimationHeader* D_80853D7C[][2] = { +static LinkAnimationHeader* sIdleAnimations[][2] = { { &gPlayerAnim_link_normal_wait_typeA_20f, &gPlayerAnim_link_normal_waitF_typeA_20f }, { &gPlayerAnim_link_normal_wait_typeC_20f, &gPlayerAnim_link_normal_waitF_typeC_20f }, { &gPlayerAnim_link_normal_wait_typeB_20f, &gPlayerAnim_link_normal_waitF_typeB_20f }, @@ -1134,23 +1134,23 @@ static LinkAnimationHeader* D_80853D7C[][2] = { { &gPlayerAnim_link_wait_itemD2_20f, &gPlayerAnim_link_wait_itemD2_20f } }; -static AnimSfxEntry D_80853DEC[] = { +static AnimSfxEntry sIdleSneezeSfx[] = { { NA_SE_VO_LI_SNEEZE, -ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 8) }, }; -static AnimSfxEntry D_80853DF0[] = { +static AnimSfxEntry sIdleSweatSfx[] = { { NA_SE_VO_LI_SWEAT, -ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 18) }, }; -static AnimSfxEntry D_80853DF4[] = { +static AnimSfxEntry sIdleHeat1Sfx[] = { { NA_SE_VO_LI_BREATH_REST, -ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 13) }, }; -static AnimSfxEntry D_80853DF8[] = { +static AnimSfxEntry sIdleHeat2Sfx[] = { { NA_SE_VO_LI_BREATH_REST, -ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 10) }, }; -static AnimSfxEntry D_80853DFC[] = { +static AnimSfxEntry sIdleBeltSfx[] = { { 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) }, @@ -1158,41 +1158,80 @@ static AnimSfxEntry D_80853DFC[] = { { NA_SE_PL_CALM_HIT, -ANIMSFX_DATA(ANIMSFX_TYPE_GENERAL, 60) }, }; -static AnimSfxEntry D_80853E10[] = { +static AnimSfxEntry sIdleFootTappingSfx[] = { { 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 D_80853E28[] = { +static AnimSfxEntry sIdleShieldPostureSfx[] = { { 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 D_80853E34[] = { +static AnimSfxEntry sIdleUnknownSfx[] = { { 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 D_80853E44[] = { +static AnimSfxEntry sIdleSwordThrustSfx[] = { { 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 D_80853E4C[] = { +static AnimSfxEntry sIdleRelaxSfx[] = { { NA_SE_VO_LI_RELAX, -ANIMSFX_DATA(ANIMSFX_TYPE_VOICE, 20) }, }; -static AnimSfxEntry* D_80853E50[] = { - D_80853DEC, D_80853DF0, D_80853DF4, D_80853DF8, D_80853DFC, D_80853E10, - D_80853E28, D_80853E34, D_80853E44, D_80853E4C, NULL, +typedef enum { + /* 0x0 */ IDLE_ANIMATION_SFX_NONE, + /* 0x1 */ IDLE_ANIMATION_SFX_SNEEZE, + /* 0x2 */ IDLE_ANIMATION_SFX_SWEAT, + /* 0x3 */ IDLE_ANIMATION_SFX_HEAT_1, + /* 0x4 */ IDLE_ANIMATION_SFX_HEAT_2, + /* 0x5 */ IDLE_ANIMATION_SFX_BELT, + /* 0x6 */ IDLE_ANIMATION_SFX_FOOT_TAPPING, + /* 0x7 */ IDLE_ANIMATION_SFX_SHIELD_POSTURE, + /* 0x8 */ IDLE_ANIMATION_SFX_UNKNOWN, + /* 0x9 */ IDLE_ANIMATION_SFX_SWORD_THRUST, + /* 0xA */ IDLE_ANIMATION_SFX_RELAX, + /* 0xB */ IDLE_ANIMATION_SFX_MAX +} IdleAnimationSfxIndex; + +static AnimSfxEntry* sIdleSfxEntries[] = { + sIdleSneezeSfx, // IDLE_ANIMATION_SFX_SNEEZE + sIdleSweatSfx, // IDLE_ANIMATION_SFX_SWEAT + sIdleHeat1Sfx, // IDLE_ANIMATION_SFX_HEAT_1 + sIdleHeat2Sfx, // IDLE_ANIMATION_SFX_HEAT_2 + sIdleBeltSfx, // IDLE_ANIMATION_SFX_BELT + sIdleFootTappingSfx, // IDLE_ANIMATION_SFX_FOOT_TAPPING + sIdleShieldPostureSfx, // IDLE_ANIMATION_SFX_SHIELD_POSTURE + sIdleUnknownSfx, // IDLE_ANIMATION_SFX_UNKNOWN + sIdleSwordThrustSfx, // IDLE_ANIMATION_SFX_SWORD_THRUST + sIdleRelaxSfx, // IDLE_ANIMATION_SFX_RELAX + NULL, // IDLE_ANIMATION_SFX_MAX }; -static u8 D_80853E7C[] = { - 0, 0, 1, 1, 2, 2, 2, 2, 10, 10, 10, 10, 10, 10, 3, 3, 4, 4, 8, 8, 5, 5, 6, 6, 7, 7, 9, 9, 0, +/** + * The indices in this array correspond 1 to 1 with the entries of sIdleAnimations. + * There is also an extra IDLE_ANIMATION_SFX_NONE at the end that doesn't correspond to any animation. + * + * @see sIdleAnimations for all the animations that correspond to this array + */ +static u8 sIdleSfxEntryIndices[] = { + IDLE_ANIMATION_SFX_NONE, IDLE_ANIMATION_SFX_NONE, IDLE_ANIMATION_SFX_SNEEZE, + IDLE_ANIMATION_SFX_SNEEZE, IDLE_ANIMATION_SFX_SWEAT, IDLE_ANIMATION_SFX_SWEAT, + IDLE_ANIMATION_SFX_SWEAT, IDLE_ANIMATION_SFX_SWEAT, IDLE_ANIMATION_SFX_RELAX, + IDLE_ANIMATION_SFX_RELAX, IDLE_ANIMATION_SFX_RELAX, IDLE_ANIMATION_SFX_RELAX, + IDLE_ANIMATION_SFX_RELAX, IDLE_ANIMATION_SFX_RELAX, IDLE_ANIMATION_SFX_HEAT_1, + IDLE_ANIMATION_SFX_HEAT_1, IDLE_ANIMATION_SFX_HEAT_2, IDLE_ANIMATION_SFX_HEAT_2, + IDLE_ANIMATION_SFX_UNKNOWN, IDLE_ANIMATION_SFX_UNKNOWN, IDLE_ANIMATION_SFX_BELT, + IDLE_ANIMATION_SFX_BELT, IDLE_ANIMATION_SFX_FOOT_TAPPING, IDLE_ANIMATION_SFX_FOOT_TAPPING, + IDLE_ANIMATION_SFX_SHIELD_POSTURE, IDLE_ANIMATION_SFX_SHIELD_POSTURE, IDLE_ANIMATION_SFX_SWORD_THRUST, + IDLE_ANIMATION_SFX_SWORD_THRUST, IDLE_ANIMATION_SFX_NONE, }; // Used to map item IDs to item actions @@ -2078,16 +2117,16 @@ void func_808332F4(Player* this, PlayState* play) { this->unk_862 = ABS(giEntry->gi); } -LinkAnimationHeader* func_80833338(Player* this) { +LinkAnimationHeader* Player_GetIdleAnimationForCurrentModelAnimType(Player* this) { return GET_PLAYER_ANIM(PLAYER_ANIMGROUP_wait, this->modelAnimType); } s32 func_80833350(Player* this) { - if (func_80833338(this) != this->skelAnime.animation) { + if (Player_GetIdleAnimationForCurrentModelAnimType(this) != this->skelAnime.animation) { LinkAnimationHeader** entry; s32 i; - for (i = 0, entry = &D_80853D7C[0][0]; i < 28; i++, entry++) { + for (i = 0, entry = &sIdleAnimations[0][0]; i < 28; i++, entry++) { if (this->skelAnime.animation == *entry) { return i + 1; } @@ -2098,9 +2137,9 @@ s32 func_80833350(Player* this) { return -1; } -void func_808333FC(Player* this, s32 arg1) { - if (D_80853E7C[arg1] != 0) { - Player_ProcessAnimSfxList(this, D_80853E50[D_80853E7C[arg1] - 1]); +void Player_ProcessIdleAnimSfxList(Player* this, s32 arg1) { + if (sIdleSfxEntryIndices[arg1] != IDLE_ANIMATION_SFX_NONE) { + Player_ProcessAnimSfxList(this, sIdleSfxEntries[sIdleSfxEntryIndices[arg1] - 1]); } } @@ -2751,7 +2790,7 @@ s32 Player_UpperAction_ChangeHeldItem(Player* this, PlayState* play) { if (func_80833350(this) != 0) { Player_WaitToFinishItemChange(play, this); - Player_AnimPlayOnce(play, this, func_80833338(this)); + Player_AnimPlayOnce(play, this, Player_GetIdleAnimationForCurrentModelAnimType(this)); this->unk_6AC = 0; } else { Player_WaitToFinishItemChange(play, this); @@ -4776,7 +4815,7 @@ void func_80838E70(PlayState* play, Player* this, f32 arg2, s16 arg3) { this->unk_450.x = (Math_SinS(arg3) * arg2) + this->actor.world.pos.x; this->unk_450.z = (Math_CosS(arg3) * arg2) + this->actor.world.pos.z; - Player_AnimPlayOnce(play, this, func_80833338(this)); + Player_AnimPlayOnce(play, this, Player_GetIdleAnimationForCurrentModelAnimType(this)); } void func_80838F18(PlayState* play, Player* this) { @@ -5096,7 +5135,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) { if (this->doorTimer != 0) { this->av2.actionVar2 = 0; - Player_AnimChangeOnceMorph(play, this, func_80833338(this)); + Player_AnimChangeOnceMorph(play, this, Player_GetIdleAnimationForCurrentModelAnimType(this)); this->skelAnime.endFrame = 0.0f; } else { this->speedXZ = 0.1f; @@ -5238,7 +5277,7 @@ void func_80839E88(Player* this, PlayState* play) { void func_80839F30(Player* this, PlayState* play) { Player_SetupAction(play, this, Player_Action_808407CC, 1); - Player_AnimChangeOnceMorph(play, this, func_80833338(this)); + Player_AnimChangeOnceMorph(play, this, Player_GetIdleAnimationForCurrentModelAnimType(this)); this->yaw = this->actor.shape.rot.y; } @@ -5713,7 +5752,7 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) { } else { Player_SetupAction(play, this, Player_Action_8085063C, 1); this->stateFlags1 |= PLAYER_STATE1_28 | PLAYER_STATE1_29; - Player_AnimPlayOnce(play, this, func_80833338(this)); + Player_AnimPlayOnce(play, this, Player_GetIdleAnimationForCurrentModelAnimType(this)); func_80835EA4(play, 4); } @@ -6091,7 +6130,7 @@ void func_8083C0B8(Player* this, PlayState* play) { void func_8083C0E8(Player* this, PlayState* play) { Player_SetupAction(play, this, Player_Action_80840BC8, 1); - Player_AnimPlayOnce(play, this, func_80833338(this)); + Player_AnimPlayOnce(play, this, Player_GetIdleAnimationForCurrentModelAnimType(this)); this->yaw = this->actor.shape.rot.y; } @@ -7736,7 +7775,7 @@ void Player_Action_808407CC(Player* this, PlayState* play) { if (LinkAnimation_Update(play, &this->skelAnime)) { func_80832DBC(this); - Player_AnimPlayOnce(play, this, func_80833338(this)); + Player_AnimPlayOnce(play, this, Player_GetIdleAnimationForCurrentModelAnimType(this)); } func_8083721C(this); @@ -7801,11 +7840,11 @@ void func_808409CC(PlayState* play, Player* this) { if ((this->focusActor != NULL) || (!(heathIsCritical = Health_IsCritical()) && ((this->unk_6AC = (this->unk_6AC + 1) & 1) != 0))) { this->stateFlags2 &= ~PLAYER_STATE2_28; - anim = func_80833338(this); + anim = Player_GetIdleAnimationForCurrentModelAnimType(this); } else { this->stateFlags2 |= PLAYER_STATE2_28; if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) { - anim = func_80833338(this); + anim = Player_GetIdleAnimationForCurrentModelAnimType(this); } else { sp38 = play->roomCtx.curRoom.behaviorType2; if (heathIsCritical) { @@ -7827,9 +7866,9 @@ void func_808409CC(PlayState* play, Player* this) { } } } - animPtr = &D_80853D7C[sp38][0]; + animPtr = &sIdleAnimations[sp38][0]; if (this->modelAnimType != PLAYER_ANIMTYPE_1) { - animPtr = &D_80853D7C[sp38][1]; + animPtr = &sIdleAnimations[sp38][1]; } anim = *animPtr; } @@ -7840,17 +7879,14 @@ void func_808409CC(PlayState* play, Player* this) { } void Player_Action_80840BC8(Player* this, PlayState* play) { - s32 sp44; - s32 sp40; + s32 idleAnimationToChangeToPlusOne = func_80833350(this); + s32 sp40 = LinkAnimation_Update(play, &this->skelAnime); f32 speedTarget; s16 yawTarget; s16 temp; - sp44 = func_80833350(this); - sp40 = LinkAnimation_Update(play, &this->skelAnime); - - if (sp44 > 0) { - func_808333FC(this, sp44 - 1); + if (idleAnimationToChangeToPlusOne > 0) { + Player_ProcessIdleAnimSfxList(this, idleAnimationToChangeToPlusOne - 1); } if (sp40 != 0) { @@ -7895,7 +7931,7 @@ void Player_Action_80840BC8(Player* this, PlayState* play) { Math_ScaledStepToS(&this->actor.shape.rot.y, yawTarget, 1200); this->yaw = this->actor.shape.rot.y; - if (func_80833338(this) == this->skelAnime.animation) { + if (Player_GetIdleAnimationForCurrentModelAnimType(this) == this->skelAnime.animation) { func_8083DC54(this, play); } } @@ -8214,8 +8250,8 @@ void Player_Action_80841BA8(Player* this, PlayState* play) { LinkAnimation_Update(play, &this->skelAnime); if (Player_HoldsTwoHandedWeapon(this)) { - AnimTaskQueue_AddLoadPlayerFrame(play, func_80833338(this), 0, this->skelAnime.limbCount, - this->skelAnime.morphTable); + AnimTaskQueue_AddLoadPlayerFrame(play, Player_GetIdleAnimationForCurrentModelAnimType(this), 0, + this->skelAnime.limbCount, this->skelAnime.morphTable); AnimTaskQueue_AddCopyUsingMap(play, this->skelAnime.limbCount, this->skelAnime.jointTable, this->skelAnime.morphTable, sUpperBodyLimbCopyMap); } @@ -10146,8 +10182,8 @@ void Player_InitCommon(Player* this, PlayState* play, FlexSkeletonHeader* skelHe SkelAnime_InitLink(play, &this->skelAnime, skelHeader, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_wait, this->modelAnimType), 9, this->jointTable, this->morphTable, PLAYER_LIMB_MAX); this->skelAnime.baseTransl = sSkeletonBaseTransl; - SkelAnime_InitLink(play, &this->upperSkelAnime, skelHeader, func_80833338(this), 9, this->upperJointTable, - this->upperMorphTable, PLAYER_LIMB_MAX); + SkelAnime_InitLink(play, &this->upperSkelAnime, skelHeader, Player_GetIdleAnimationForCurrentModelAnimType(this), 9, + this->upperJointTable, this->upperMorphTable, PLAYER_LIMB_MAX); this->upperSkelAnime.baseTransl = sSkeletonBaseTransl; Effect_Add(play, &this->meleeWeaponEffectIndex, EFFECT_BLURE2, 0, 0, &D_8085470C); @@ -11997,7 +12033,7 @@ s32 func_8084B3CC(PlayState* play, Player* this) { } this->stateFlags1 |= PLAYER_STATE1_20; - Player_AnimPlayOnce(play, this, func_80833338(this)); + Player_AnimPlayOnce(play, this, Player_GetIdleAnimationForCurrentModelAnimType(this)); Player_ZeroSpeedXZ(this); func_8083B010(this); return 1; @@ -12064,7 +12100,7 @@ void Player_Action_8084B530(Player* this, PlayState* play) { if ((this->talkActor->category == ACTORCAT_NPC) && (this->heldItemAction != PLAYER_IA_FISHING_POLE)) { Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_normal_talk_free); } else { - Player_AnimPlayLoop(play, this, func_80833338(this)); + Player_AnimPlayLoop(play, this, Player_GetIdleAnimationForCurrentModelAnimType(this)); } } else { Player_AnimPlayLoopAdjusted(play, this, &gPlayerAnim_link_normal_talk_free_wait); @@ -15525,7 +15561,7 @@ s32 Player_TryCsAction(PlayState* play, Actor* actor, s32 csAction) { void func_80853080(Player* this, PlayState* play) { Player_SetupAction(play, this, Player_Action_80840BC8, 1); - Player_AnimChangeOnceMorph(play, this, func_80833338(this)); + Player_AnimChangeOnceMorph(play, this, Player_GetIdleAnimationForCurrentModelAnimType(this)); this->yaw = this->actor.shape.rot.y; } @@ -15583,7 +15619,7 @@ void func_80853148(PlayState* play, Actor* actor) { if ((actor != this->naviActor) && (actor->xzDistToPlayer < 40.0f)) { Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_normal_backspace); } else { - Player_AnimPlayLoop(play, this, func_80833338(this)); + Player_AnimPlayLoop(play, this, Player_GetIdleAnimationForCurrentModelAnimType(this)); } } } else {