diff --git a/soh/include/z64player.h b/soh/include/z64player.h index ff30cc170..73b5166e2 100644 --- a/soh/include/z64player.h +++ b/soh/include/z64player.h @@ -494,8 +494,8 @@ typedef struct { #define PLAYER_STATE3_RESTORE_NAYRUS_LOVE (1 << 6) // Set by ocarina effects actors when destroyed to signal Nayru's Love may be restored (see `ACTOROVL_ALLOC_ABSOLUTE`) #define PLAYER_STATE3_HOOKSHOT_TRAVELLING (1 << 7) //Travelling to target -typedef void (*PlayerFunc674)(struct Player*, struct PlayState*); -typedef s32 (*PlayerFunc82C)(struct Player*, struct PlayState*); +typedef void (*PlayerActionFunc)(struct Player*, struct PlayState*); +typedef s32 (*UpperActionFunc)(struct Player*, struct PlayState*); typedef void (*PlayerFuncA74)(struct PlayState*, struct Player*); typedef struct Player { @@ -512,7 +512,7 @@ typedef struct Player { /* 0x0155 */ char unk_155[0x003]; /* 0x0158 */ u8 modelGroup; /* 0x0159 */ u8 nextModelGroup; - /* 0x015A */ s8 unk_15A; + /* 0x015A */ s8 itemChangeType; /* 0x015B */ u8 modelAnimType; /* 0x015C */ u8 leftHandType; /* 0x015D */ u8 rightHandType; @@ -548,11 +548,11 @@ typedef struct Player { /* 0x043C */ s8 mountSide; /* 0x043D */ char unk_43D[0x003]; /* 0x0440 */ Actor* rideActor; - /* 0x0444 */ u8 csMode; - /* 0x0445 */ u8 prevCsMode; - /* 0x0446 */ u8 unk_446; + /* 0x0444 */ u8 csAction; + /* 0x0445 */ u8 prevCsAction; + /* 0x0446 */ u8 cueId; /* 0x0447 */ u8 unk_447; - /* 0x0448 */ Actor* unk_448; + /* 0x0448 */ Actor* csActor; /* 0x044C */ char unk_44C[0x004]; /* 0x0450 */ Vec3f unk_450; /* 0x045C */ Vec3f unk_45C; @@ -567,7 +567,7 @@ typedef struct Player { /* 0x0668 */ char unk_668[0x004]; /* 0x066C */ s32 unk_66C; /* 0x0670 */ s32 meleeWeaponEffectIndex; - /* 0x0674 */ PlayerFunc674 func_674; + /* 0x0674 */ PlayerActionFunc actionFunc; /* 0x0678 */ PlayerAgeProperties* ageProperties; /* 0x067C */ u32 stateFlags1; /* 0x0680 */ u32 stateFlags2; @@ -581,7 +581,7 @@ typedef struct Player { /* 0x0698 */ f32 targetActorDistance; /* 0x069C */ char unk_69C[0x004]; /* 0x06A0 */ f32 unk_6A0; - /* 0x06A4 */ f32 unk_6A4; + /* 0x06A4 */ f32 closestSecretDistSq; /* 0x06A8 */ Actor* unk_6A8; /* 0x06AC */ s8 unk_6AC; /* 0x06AD */ u8 unk_6AD; @@ -596,18 +596,18 @@ typedef struct Player { /* 0x06C0 */ s16 unk_6C0; /* 0x06C2 */ s16 unk_6C2; /* 0x06C4 */ f32 unk_6C4; - /* 0x06C8 */ SkelAnime skelAnime2; - /* 0x070C */ Vec3s jointTable2[PLAYER_LIMB_BUF_COUNT]; - /* 0x079C */ Vec3s morphTable2[PLAYER_LIMB_BUF_COUNT]; - /* 0x082C */ PlayerFunc82C func_82C; - /* 0x0830 */ f32 unk_830; + /* 0x06C8 */ SkelAnime upperSkelAnime; + /* 0x070C */ Vec3s upperJointTable[PLAYER_LIMB_BUF_COUNT]; + /* 0x079C */ Vec3s upperMorphTable[PLAYER_LIMB_BUF_COUNT]; + /* 0x082C */ UpperActionFunc upperActionFunc; + /* 0x0830 */ f32 upperAnimBlendWeight; /* 0x0834 */ s16 unk_834; /* 0x0836 */ s8 unk_836; /* 0x0837 */ u8 unk_837; /* 0x0838 */ f32 linearVelocity; /* 0x083C */ s16 currentYaw; /* 0x083E */ s16 targetYaw; - /* 0x0840 */ u16 unk_840; + /* 0x0840 */ u16 underwaterTimer; /* 0x0842 */ s8 meleeWeaponAnimation; /* 0x0843 */ s8 meleeWeaponState; /* 0x0844 */ s8 unk_844; @@ -631,8 +631,8 @@ typedef struct Player { /* 0x087C */ s16 unk_87C; /* 0x087E */ s16 unk_87E; /* 0x0880 */ f32 unk_880; - /* 0x0884 */ f32 wallHeight; // height used to determine whether link can climb or grab a ledge at the top - /* 0x0888 */ f32 wallDistance; // distance to the colliding wall plane + /* 0x0884 */ f32 yDistToLedge; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found + /* 0x0888 */ f32 distToInteractWall; // distance to the colliding wall plane /* 0x088C */ u8 unk_88C; /* 0x088D */ u8 unk_88D; /* 0x088E */ u8 unk_88E; @@ -643,17 +643,17 @@ typedef struct Player { /* 0x0893 */ u8 hoverBootsTimer; /* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling /* 0x0896 */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down) - /* 0x0898 */ s16 unk_898; - /* 0x089A */ s16 unk_89A; + /* 0x0898 */ s16 floorPitch; // angle of the floor slope in the direction of current world yaw (positive for ascending slope) + /* 0x089A */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful /* 0x089C */ s16 unk_89C; - /* 0x089E */ u16 unk_89E; + /* 0x089E */ u16 floorSfxOffset; /* 0x08A0 */ u8 unk_8A0; /* 0x08A1 */ u8 unk_8A1; /* 0x08A2 */ s16 unk_8A2; /* 0x08A4 */ f32 unk_8A4; /* 0x08A8 */ f32 unk_8A8; - /* 0x08AC */ f32 windSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces // Upstream TODO: pushedSpeed - /* 0x08B0 */ s16 windDirection; // Yaw direction of player being pushed // Upstream TODO: pushedYaw + /* 0x08AC */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces + /* 0x08B0 */ s16 pushedYaw; // Yaw direction of player being pushed /* 0x08B4 */ WeaponInfo meleeWeaponInfo[3]; /* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX]; /* 0x09E0 */ MtxF mf_9E0; diff --git a/soh/soh/Enhancements/debugger/debugSaveEditor.cpp b/soh/soh/Enhancements/debugger/debugSaveEditor.cpp index b357363ac..f90ab739c 100644 --- a/soh/soh/Enhancements/debugger/debugSaveEditor.cpp +++ b/soh/soh/Enhancements/debugger/debugSaveEditor.cpp @@ -1573,7 +1573,7 @@ void DrawPlayerTab() { ImGui::InputScalar("Y Velocity", ImGuiDataType_Float, &player->actor.velocity.y); UIWidgets::InsertHelpHoverText("Link's speed along the Y plane. Caps at -20"); - ImGui::InputScalar("Wall Height", ImGuiDataType_Float, &player->wallHeight); + ImGui::InputScalar("Wall Height", ImGuiDataType_Float, &player->yDistToLedge); UIWidgets::InsertHelpHoverText("Height used to determine whether Link can climb or grab a ledge at the top"); ImGui::InputScalar("Invincibility Timer", ImGuiDataType_S8, &player->invincibilityTimer); diff --git a/soh/soh/Enhancements/game-interactor/GameInteractor_RawAction.cpp b/soh/soh/Enhancements/game-interactor/GameInteractor_RawAction.cpp index 1bde59242..854b7dc11 100644 --- a/soh/soh/Enhancements/game-interactor/GameInteractor_RawAction.cpp +++ b/soh/soh/Enhancements/game-interactor/GameInteractor_RawAction.cpp @@ -520,7 +520,7 @@ void GameInteractor::RawAction::SetRandomWind(bool active) { if (active) { GameInteractor::State::RandomWindActive = 1; if (GameInteractor::State::RandomWindSecondsSinceLastDirectionChange == 0) { - player->windDirection = (rand() % 49152) - 32767; + player->pushedYaw = (rand() % 49152) - 32767; GameInteractor::State::RandomWindSecondsSinceLastDirectionChange = 5; } else { GameInteractor::State::RandomWindSecondsSinceLastDirectionChange--; @@ -528,8 +528,8 @@ void GameInteractor::RawAction::SetRandomWind(bool active) { } else { GameInteractor::State::RandomWindActive = 0; GameInteractor::State::RandomWindSecondsSinceLastDirectionChange = 0; - player->windSpeed = 0.0f; - player->windDirection = 0.0f; + player->pushedSpeed = 0.0f; + player->pushedYaw = 0.0f; } } diff --git a/soh/src/code/z_actor.c b/soh/src/code/z_actor.c index b032b9e2b..3b68f1211 100644 --- a/soh/src/code/z_actor.c +++ b/soh/src/code/z_actor.c @@ -1426,27 +1426,27 @@ void Actor_MountHorse(PlayState* play, Player* player, Actor* horse) { } s32 func_8002DEEC(Player* player) { - return (player->stateFlags1 & 0x20000080) || (player->csMode != 0); + return (player->stateFlags1 & 0x20000080) || (player->csAction != 0); } void func_8002DF18(PlayState* play, Player* player) { func_8006DC68(play, player); } -s32 func_8002DF38(PlayState* play, Actor* actor, u8 csMode) { +s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction) { Player* player = GET_PLAYER(play); - player->csMode = csMode; - player->unk_448 = actor; + player->csAction = csAction; + player->csActor = actor; player->doorBgCamIndex = 0; return true; } -s32 func_8002DF54(PlayState* play, Actor* actor, u8 csMode) { +s32 func_8002DF54(PlayState* play, Actor* actor, u8 csAction) { Player* player = GET_PLAYER(play); - func_8002DF38(play, actor, csMode); + func_8002DF38(play, actor, csAction); player->doorBgCamIndex = 1; return true; @@ -2121,8 +2121,8 @@ void func_8002F5C4(Actor* actorA, Actor* actorB, PlayState* play) { void func_8002F5F0(Actor* actor, PlayState* play) { Player* player = GET_PLAYER(play); - if (actor->xyzDistToPlayerSq < player->unk_6A4) { - player->unk_6A4 = actor->xyzDistToPlayerSq; + if (actor->xyzDistToPlayerSq < player->closestSecretDistSq) { + player->closestSecretDistSq = actor->xyzDistToPlayerSq; } } diff --git a/soh/src/code/z_camera.c b/soh/src/code/z_camera.c index e31a73dcf..ed8b9c8f4 100644 --- a/soh/src/code/z_camera.c +++ b/soh/src/code/z_camera.c @@ -4521,7 +4521,7 @@ s32 Camera_Subj4(Camera* camera) { if ((anim->unk_28 < temp_f16) && !anim->unk_2E) { player = camera->player; anim->unk_2E = true; - func_800F4010(&player->actor.projectedPos, player->unk_89E + 0x8B0, 4.0f); + func_800F4010(&player->actor.projectedPos, player->floorSfxOffset + 0x8B0, 4.0f); } else if (anim->unk_28 > temp_f16) { anim->unk_2E = false; } @@ -7732,7 +7732,7 @@ void Camera_Finish(Camera* camera) { player->actor.freezeTimer = 0; player->stateFlags1 &= ~0x20000000; - if (player->csMode != 0) { + if (player->csAction != 0) { func_8002DF54(camera->play, &player->actor, 7); osSyncPrintf("camera: player demo end!!\n"); } diff --git a/soh/src/code/z_player_lib.c b/soh/src/code/z_player_lib.c index d16fbadaf..b9a66c90e 100644 --- a/soh/src/code/z_player_lib.c +++ b/soh/src/code/z_player_lib.c @@ -573,7 +573,7 @@ uint8_t Player_IsCustomLinkModel() { } s32 Player_InBlockingCsMode(PlayState* play, Player* this) { - return (this->stateFlags1 & 0x20000080) || (this->csMode != 0) || (play->transitionTrigger == TRANS_TRIGGER_START) || + return (this->stateFlags1 & 0x20000080) || (this->csAction != 0) || (play->transitionTrigger == TRANS_TRIGGER_START) || (this->stateFlags1 & 1) || (this->stateFlags3 & 0x80) || ((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0)); } @@ -668,7 +668,7 @@ void func_8008EC70(Player* this) { } void Player_SetEquipmentData(PlayState* play, Player* this) { - if (this->csMode != 0x56) { + if (this->csAction != 0x56) { this->currentShield = SHIELD_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD)); this->currentTunic = TUNIC_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC)); this->currentBoots = BOOTS_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS)); @@ -893,8 +893,8 @@ s32 Player_GetEnvironmentalHazard(PlayState* play) { if (play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_3) { // Room is hot var = 0; - } else if ((this->unk_840 > 80) && - ((this->currentBoots == PLAYER_BOOTS_IRON) || (this->unk_840 >= 300))) { // Deep underwater + } else if ((this->underwaterTimer > 80) && + ((this->currentBoots == PLAYER_BOOTS_IRON) || (this->underwaterTimer >= 300))) { // Deep underwater var = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & 1)) ? 1 : 3; } else if (this->stateFlags1 & 0x8000000) { // Swimming var = 2; diff --git a/soh/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c b/soh/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c index fc7b36cb9..9bfce3603 100644 --- a/soh/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c +++ b/soh/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c @@ -438,8 +438,8 @@ void func_808809E4(BgHakaTrap* this, PlayState* play, s16 arg2) { if ((fabsf(sp18.x) < 70.0f) && (fabsf(sp18.y) < 100.0f) && (sp18.z < 500.0f) && (GET_PLAYER(play)->currentBoots != PLAYER_BOOTS_IRON)) { - player->windSpeed = ((500.0f - sp18.z) * 0.06f + 5.0f) * arg2 * (1.0f / 0x3A00) * (2.0f / 3.0f); - player->windDirection = this->dyna.actor.shape.rot.y; + player->pushedSpeed = ((500.0f - sp18.z) * 0.06f + 5.0f) * arg2 * (1.0f / 0x3A00) * (2.0f / 3.0f); + player->pushedYaw = this->dyna.actor.shape.rot.y; } } diff --git a/soh/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c b/soh/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c index e90e36e80..2d1b6fdca 100644 --- a/soh/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c +++ b/soh/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c @@ -970,7 +970,7 @@ void BossDodongo_Update(Actor* thisx, PlayState* play2) { magmaScale = ((s16)(Rand_ZeroOne() * 50)) - 50; } - if (player2->csMode >= 10) { + if (player2->csAction >= 10) { phi_s0_3 = -1; } diff --git a/soh/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c b/soh/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c index a8d992ca9..78534e851 100644 --- a/soh/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c +++ b/soh/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c @@ -854,7 +854,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { if (&this->actor == player->actor.parent) { player->unk_850 = 0x65; player->actor.parent = NULL; - player->csMode = 0; + player->csAction = 0; if (this->timers[0] == 0) { func_8002F6D4(play, &this->actor, 20.0f, this->actor.shape.rot.y + 0x8000, 10.0f, 0); } @@ -884,7 +884,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) { if (&this->actor == player->actor.parent) { player->unk_850 = 0x65; player->actor.parent = NULL; - player->csMode = 0; + player->csAction = 0; } Math_ApproachF(&this->tentRippleSize, 0.15f, 0.5f, 0.01); if (this->meltIndex < 41) { @@ -1806,7 +1806,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) { if (player->actor.parent != NULL) { player->unk_850 = 0x65; player->actor.parent = NULL; - player->csMode = 0; + player->csAction = 0; } } else { this->actor.colChkInfo.health = 1; @@ -1825,7 +1825,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) { if (player->actor.parent == &sMorphaTent1->actor) { player->unk_850 = 0x65; player->actor.parent = NULL; - player->csMode = 0; + player->csAction = 0; } } this->work[MO_TENT_ACTION_STATE] = MO_CORE_STUNNED; diff --git a/soh/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c b/soh/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c index 2d05c116c..48877526a 100644 --- a/soh/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c +++ b/soh/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c @@ -248,7 +248,7 @@ void EnEncount1_SpawnStalchildOrWolfos(EnEncount1* this, PlayState* play) { while ((this->curNumSpawn < this->maxCurSpawns && this->totalNumSpawn < this->maxTotalSpawns) || (CVarGetInteger("gRandomizedEnemies", 0) && enemyCount < 15)) { if (play->sceneNum == SCENE_HYRULE_FIELD) { - if ((player->unk_89E == 0) || (player->actor.floorBgId != BGCHECK_SCENE) || + if ((player->floorSfxOffset == 0) || (player->actor.floorBgId != BGCHECK_SCENE) || !(player->actor.bgCheckFlags & 1) || (player->stateFlags1 & 0x08000000)) { this->fieldSpawnTimer = 60; diff --git a/soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c b/soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c index 8780ab10c..51e3e1499 100644 --- a/soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c +++ b/soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c @@ -21,7 +21,7 @@ void EnPartner_Draw(Actor* thisx, PlayState* play); void EnPartner_SpawnSparkles(EnPartner* this, PlayState* play, s32 sparkleLife); void func_808328EC(Player* this, u16 sfxId); -void func_808429B4(PlayState* play, s32 speed, s32 y, s32 countdown); +void Player_RequestQuake(PlayState* play, s32 speed, s32 y, s32 countdown); s32 spawn_boomerang_ivan(EnPartner* this, PlayState* play); static InitChainEntry sInitChain[] = { @@ -278,7 +278,7 @@ void UseHammer(Actor* thisx, PlayState* play, u8 started) { static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; Vec3f shockwavePos = this->actor.world.pos; - func_808429B4(play, 27767, 7, 20); + Player_RequestQuake(play, 27767, 7, 20); Player_PlaySfx(&this->actor, NA_SE_IT_HAMMER_HIT); EffectSsBlast_SpawnWhiteShockwave(play, &shockwavePos, &zeroVec, &zeroVec); diff --git a/soh/src/overlays/actors/ovl_En_Siofuki/z_en_siofuki.c b/soh/src/overlays/actors/ovl_En_Siofuki/z_en_siofuki.c index 8d624559d..81138e23c 100644 --- a/soh/src/overlays/actors/ovl_En_Siofuki/z_en_siofuki.c +++ b/soh/src/overlays/actors/ovl_En_Siofuki/z_en_siofuki.c @@ -164,8 +164,8 @@ void func_80AFBE8C(EnSiofuki* this, PlayState* play) { Math_ApproachF(&this->appliedSpeed, this->targetAppliedSpeed, 1.0f, 0.1f); } - player->windDirection = this->appliedYaw; - player->windSpeed = this->appliedSpeed; + player->pushedYaw = this->appliedYaw; + player->pushedSpeed = this->appliedSpeed; } } else { if (this->applySpeed) { diff --git a/soh/src/overlays/actors/ovl_En_Stream/z_en_stream.c b/soh/src/overlays/actors/ovl_En_Stream/z_en_stream.c index 6706bef32..9d061ee47 100644 --- a/soh/src/overlays/actors/ovl_En_Stream/z_en_stream.c +++ b/soh/src/overlays/actors/ovl_En_Stream/z_en_stream.c @@ -92,11 +92,11 @@ void EnStream_SuckPlayer(EnStream* this, PlayState* play) { if (func_80B0B81C(&this->actor.world.pos, &player->actor.world.pos, &posDifference, this->actor.scale.y) != 0) { xzDist = sqrtf(SQ(posDifference.x) + SQ(posDifference.z)); yDistWithOffset = player->actor.world.pos.y - (this->actor.world.pos.y - 90.0f); - player->windDirection = Math_FAtan2F(-posDifference.x, -posDifference.z) * (0x8000 / M_PI); + player->pushedYaw = Math_FAtan2F(-posDifference.x, -posDifference.z) * (0x8000 / M_PI); if (xzDist > 3.0f) { - Math_SmoothStepToF(&player->windSpeed, 3.0f, 0.5f, xzDist, 0.0f); + Math_SmoothStepToF(&player->pushedSpeed, 3.0f, 0.5f, xzDist, 0.0f); } else { - player->windSpeed = 0.0f; + player->pushedSpeed = 0.0f; Math_SmoothStepToF(&player->actor.world.pos.x, this->actor.world.pos.x, 0.5f, 3.0f, 0.0f); Math_SmoothStepToF(&player->actor.world.pos.z, this->actor.world.pos.z, 0.5f, 3.0f, 0.0f); } diff --git a/soh/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c b/soh/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c index e83393899..bfc99a5b8 100644 --- a/soh/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c +++ b/soh/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c @@ -602,8 +602,8 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) { // Handles Dark Link being damaged if ((this->actor.colChkInfo.health == 0) && sDeathFlag) { - this->csMode = 0x18; - this->unk_448 = &player->actor; + this->csAction = 0x18; + this->csActor = &player->actor; this->doorBgCamIndex = 1; sDeathFlag = false; } diff --git a/soh/src/overlays/actors/ovl_player_actor/z_player.c b/soh/src/overlays/actors/ovl_player_actor/z_player.c index 4b1bbdcfe..fa63c23ea 100644 --- a/soh/src/overlays/actors/ovl_player_actor/z_player.c +++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c @@ -35,6 +35,10 @@ #include #include +// Some player animations are played at this reduced speed, for reasons yet unclear. +// This is called "adjusted" for now. +#define PLAYER_ANIM_ADJUSTED_SPEED (2.0f / 3.0f) + typedef enum { /* 0x00 */ KNOB_ANIM_ADULT_L, /* 0x01 */ KNOB_ANIM_CHILD_L, @@ -50,7 +54,7 @@ typedef struct { typedef struct { /* 0x00 */ s16 actorId; /* 0x02 */ u8 itemId; - /* 0x03 */ u8 actionParam; + /* 0x03 */ u8 itemAction; /* 0x04 */ u8 textId; } BottleCatchInfo; // size = 0x06 @@ -75,7 +79,7 @@ typedef struct { typedef struct { /* 0x00 */ u16 sfxId; /* 0x02 */ s16 field; -} struct_80832924; // size = 0x04 +} AnimSfxEntry; // size = 0x04 typedef struct { /* 0x00 */ u16 unk_00; @@ -84,8 +88,8 @@ typedef struct { typedef struct { /* 0x00 */ LinkAnimationHeader* anim; - /* 0x04 */ u8 unk_04; -} struct_808540F4; // size = 0x08 + /* 0x04 */ u8 changeFrame; +} ItemChangeInfo; // size = 0x08 typedef struct { /* 0x00 */ LinkAnimationHeader* unk_00; @@ -116,14 +120,6 @@ typedef struct { }; } struct_80854B18; // size = 0x08 -typedef struct { - /* 0x00 */ s16 unk_00; - /* 0x02 */ s16 unk_02; - /* 0x04 */ s16 unk_04; - /* 0x06 */ s16 unk_06; - /* 0x08 */ s16 unk_08; -} struct_80858AC8; // size = 0x0A - void func_80833770(PlayState* play, Player* this); void func_80833790(PlayState* play, Player* this); void func_8083379C(PlayState* play, Player* this); @@ -131,10 +127,10 @@ void func_8083377C(PlayState* play, Player* this); void func_808337D4(PlayState* play, Player* this); void func_80833910(PlayState* play, Player* this); void func_80833984(PlayState* play, Player* this); -void func_8083399C(PlayState* play, Player* this, s8 actionParam); +void Player_InitItemAction(PlayState* play, Player* this, s8 itemAction); s32 func_8083485C(Player* this, PlayState* play); s32 func_808349DC(Player* this, PlayState* play); -s32 func_80834A2C(Player* this, PlayState* play); +s32 Player_UpperAction_ChangeHeldItem(Player* this, PlayState* play); s32 func_80834B5C(Player* this, PlayState* play); s32 func_80834C74(Player* this, PlayState* play); s32 func_8083501C(Player* this, PlayState* play); @@ -149,7 +145,7 @@ s32 func_808359FC(Player* this, PlayState* play); // Throw boomerang s32 spawn_boomerang_ivan(EnPartner* this, PlayState* play); // Throw boomerang Ivan s32 func_80835B60(Player* this, PlayState* play); // Boomerang active s32 func_80835C08(Player* this, PlayState* play); -void func_80835F44(PlayState* play, Player* this, s32 item); +void Player_UseItem(PlayState* play, Player* this, s32 item); void func_80839F90(Player* this, PlayState* play); s32 func_80838A14(Player* this, PlayState* play); s32 func_80839800(Player* this, PlayState* play); @@ -347,7 +343,7 @@ void func_80852E14(Player* this, PlayState* play); s32 Player_IsDroppingFish(PlayState* play); s32 Player_StartFishing(PlayState* play); s32 func_80852F38(PlayState* play, Player* this); -s32 func_80852FFC(PlayState* play, Actor* actor, s32 csMode); +s32 Player_TryCsAction(PlayState* play, Actor* actor, s32 csAction); void func_80853080(Player* this, PlayState* play); s32 Player_InflictDamage(PlayState* play, s32 damage); s32 Player_InflictDamageModified(PlayState* play, s32 damage, u8 modified); @@ -356,12 +352,35 @@ void func_80853148(PlayState* play, Actor* actor); // .bss part 1 static s32 D_80858AA0; static s32 D_80858AA4; -static Vec3f D_80858AA8; +static Vec3f sInteractWallCheckResult; static Input* sControlInput; // .data -static u8 D_80853410[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; +static u8 sUpperBodyLimbCopyMap[PLAYER_LIMB_MAX] = { + false, // PLAYER_LIMB_NONE + false, // PLAYER_LIMB_ROOT + false, // PLAYER_LIMB_WAIST + false, // PLAYER_LIMB_LOWER + false, // PLAYER_LIMB_R_THIGH + false, // PLAYER_LIMB_R_SHIN + false, // PLAYER_LIMB_R_FOOT + false, // PLAYER_LIMB_L_THIGH + false, // PLAYER_LIMB_L_SHIN + false, // PLAYER_LIMB_L_FOOT + true, // PLAYER_LIMB_UPPER + true, // PLAYER_LIMB_HEAD + true, // PLAYER_LIMB_HAT + true, // PLAYER_LIMB_COLLAR + true, // PLAYER_LIMB_L_SHOULDER + true, // PLAYER_LIMB_L_FOREARM + true, // PLAYER_LIMB_L_HAND + true, // PLAYER_LIMB_R_SHOULDER + true, // PLAYER_LIMB_R_FOREARM + true, // PLAYER_LIMB_R_HAND + true, // PLAYER_LIMB_SHEATH + true // PLAYER_LIMB_TORSO +}; static PlayerAgeProperties sAgeProperties[] = { { @@ -471,24 +490,24 @@ static PlayerAgeProperties sAgeProperties[] = { }; static u32 D_808535D0 = false; -static f32 D_808535D4 = 0.0f; -static s16 D_808535D8 = 0; +static f32 sControlStickMagnitude = 0.0f; +static s16 sControlStickAngle = 0; static s16 D_808535DC = 0; static s32 D_808535E0 = 0; -static s32 D_808535E4 = 0; +static s32 sFloorType = 0; static f32 D_808535E8 = 1.0f; static f32 D_808535EC = 1.0f; -static u32 D_808535F0 = 0; -static u32 D_808535F4 = 0; -static s16 D_808535F8 = 0; -static s16 D_808535FC = 0; -static f32 D_80853600 = 0.0f; -static s32 D_80853604 = 0; -static s32 D_80853608 = 0; -static s32 D_8085360C = 0; -static s16 D_80853610 = 0; -static s32 D_80853614 = 0; // Held item button just pressed? -static s32 D_80853618 = 0; // Held item button currently down? +static u32 sTouchedWallFlags = 0; +static u32 sConveyorSpeed = 0; +static s16 sIsFloorConveyor = 0; +static s16 sConveyorYaw = 0; +static f32 sYDistToFloor = 0.0f; +static s32 sPrevFloorProperty = 0; +static s32 sShapeYawToTouchedWall = 0; +static s32 sWorldYawToTouchedWall = 0; +static s16 sFloorShapePitch = 0; +static s32 sUseHeldItem = false; // When true, the current held item is used. Is reset to false every frame. +static s32 sHeldItemButtonIsHeldDown = false; // Indicates if the button for the current held item is held down. static u16 D_8085361C[] = { NA_SE_VO_LI_SWEAT, @@ -497,6 +516,8 @@ static u16 D_8085361C[] = { NA_SE_VO_LI_FALL_L, }; +#define GET_PLAYER_ANIM(group, type) D_80853914[group][type] + static LinkAnimationHeader* D_80853914[PLAYER_ANIMGROUP_MAX][PLAYER_ANIMTYPE_MAX] = { /* PLAYER_ANIMGROUP_wait */ { @@ -933,54 +954,54 @@ static LinkAnimationHeader* D_80853D7C[][2] = { { &gPlayerAnim_link_wait_itemD2_20f, &gPlayerAnim_link_wait_itemD2_20f } }; -static struct_80832924 D_80853DEC[] = { +static AnimSfxEntry D_80853DEC[] = { { NA_SE_VO_LI_SNEEZE, -0x2008 }, }; -static struct_80832924 D_80853DF0[] = { +static AnimSfxEntry D_80853DF0[] = { { NA_SE_VO_LI_SWEAT, -0x2012 }, }; -static struct_80832924 D_80853DF4[] = { +static AnimSfxEntry D_80853DF4[] = { { NA_SE_VO_LI_BREATH_REST, -0x200D }, }; -static struct_80832924 D_80853DF8[] = { +static AnimSfxEntry D_80853DF8[] = { { NA_SE_VO_LI_BREATH_REST, -0x200A }, }; -static struct_80832924 D_80853DFC[] = { +static AnimSfxEntry D_80853DFC[] = { { NA_SE_PL_CALM_HIT, 0x82C }, { NA_SE_PL_CALM_HIT, 0x830 }, { NA_SE_PL_CALM_HIT, 0x834 }, { NA_SE_PL_CALM_HIT, 0x838 }, { NA_SE_PL_CALM_HIT, -0x83C }, }; -static struct_80832924 D_80853E10[] = { +static AnimSfxEntry D_80853E10[] = { { 0, 0x4019 }, { 0, 0x401E }, { 0, 0x402C }, { 0, 0x4030 }, { 0, 0x4034 }, { 0, -0x4038 }, }; -static struct_80832924 D_80853E28[] = { +static AnimSfxEntry D_80853E28[] = { { NA_SE_IT_SHIELD_POSTURE, 0x810 }, { NA_SE_IT_SHIELD_POSTURE, 0x814 }, { NA_SE_IT_SHIELD_POSTURE, -0x846 }, }; -static struct_80832924 D_80853E34[] = { +static AnimSfxEntry D_80853E34[] = { { NA_SE_IT_HAMMER_SWING, 0x80A }, { NA_SE_VO_LI_AUTO_JUMP, 0x200A }, { NA_SE_IT_SWORD_SWING, 0x816 }, { NA_SE_VO_LI_SWORD_N, -0x2016 }, }; -static struct_80832924 D_80853E44[] = { +static AnimSfxEntry D_80853E44[] = { { NA_SE_IT_SWORD_SWING, 0x827 }, { NA_SE_VO_LI_SWORD_N, -0x2027 }, }; -static struct_80832924 D_80853E4C[] = { +static AnimSfxEntry D_80853E4C[] = { { NA_SE_VO_LI_RELAX, -0x2014 }, }; -static struct_80832924* D_80853E50[] = { +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, }; @@ -989,162 +1010,293 @@ 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, }; -// Used to map item IDs to action params -static s8 sItemActionParams[] = { - PLAYER_IA_DEKU_STICK, - PLAYER_IA_DEKU_NUT, - PLAYER_IA_BOMB, - PLAYER_IA_BOW, - PLAYER_IA_BOW_FIRE, - PLAYER_IA_DINS_FIRE, - PLAYER_IA_SLINGSHOT, - PLAYER_IA_OCARINA_FAIRY, - PLAYER_IA_OCARINA_OF_TIME, - PLAYER_IA_BOMBCHU, - PLAYER_IA_HOOKSHOT, - PLAYER_IA_LONGSHOT, - PLAYER_IA_BOW_ICE, - PLAYER_IA_FARORES_WIND, - PLAYER_IA_BOOMERANG, - PLAYER_IA_LENS_OF_TRUTH, - PLAYER_IA_MAGIC_BEAN, - PLAYER_IA_HAMMER, - PLAYER_IA_BOW_LIGHT, - PLAYER_IA_NAYRUS_LOVE, - PLAYER_IA_BOTTLE, - PLAYER_IA_BOTTLE_POTION_RED, - PLAYER_IA_BOTTLE_POTION_GREEN, - PLAYER_IA_BOTTLE_POTION_BLUE, - PLAYER_IA_BOTTLE_FAIRY, - PLAYER_IA_BOTTLE_FISH, - PLAYER_IA_BOTTLE_MILK_FULL, - PLAYER_IA_BOTTLE_RUTOS_LETTER, - PLAYER_IA_BOTTLE_FIRE, - PLAYER_IA_BOTTLE_BUG, - PLAYER_IA_BOTTLE_BIG_POE, - PLAYER_IA_BOTTLE_MILK_HALF, - PLAYER_IA_BOTTLE_POE, - PLAYER_IA_WEIRD_EGG, - PLAYER_IA_CHICKEN, - PLAYER_IA_ZELDAS_LETTER, - PLAYER_IA_MASK_KEATON, - PLAYER_IA_MASK_SKULL, - PLAYER_IA_MASK_SPOOKY, - PLAYER_IA_MASK_BUNNY_HOOD, - PLAYER_IA_MASK_GORON, - PLAYER_IA_MASK_ZORA, - PLAYER_IA_MASK_GERUDO, - PLAYER_IA_MASK_TRUTH, - PLAYER_IA_SWORD_MASTER, - PLAYER_IA_POCKET_EGG, - PLAYER_IA_POCKET_CUCCO, - PLAYER_IA_COJIRO, - PLAYER_IA_ODD_MUSHROOM, - PLAYER_IA_ODD_POTION, - PLAYER_IA_POACHERS_SAW, - PLAYER_IA_BROKEN_GORONS_SWORD, - PLAYER_IA_PRESCRIPTION, - PLAYER_IA_FROG, - PLAYER_IA_EYEDROPS, - PLAYER_IA_CLAIM_CHECK, - PLAYER_IA_BOW_FIRE, - PLAYER_IA_BOW_ICE, - PLAYER_IA_BOW_LIGHT, - PLAYER_IA_SWORD_KOKIRI, - PLAYER_IA_SWORD_MASTER, - PLAYER_IA_SWORD_BIGGORON, - PLAYER_IA_SHIELD_DEKU, - PLAYER_IA_SHIELD_HYLIAN, - PLAYER_IA_SHIELD_MIRROR, - PLAYER_IA_TUNIC_KOKIRI, - PLAYER_IA_TUNIC_GORON, - PLAYER_IA_TUNIC_ZORA, - PLAYER_IA_BOOTS_KOKIRI, - PLAYER_IA_BOOTS_IRON, - PLAYER_IA_BOOTS_HOVER, +// Used to map item IDs to item actions +static s8 sItemActions[] = { + PLAYER_IA_DEKU_STICK, // ITEM_DEKU_STICK + PLAYER_IA_DEKU_NUT, // ITEM_DEKU_NUT + PLAYER_IA_BOMB, // ITEM_BOMB + PLAYER_IA_BOW, // ITEM_BOW + PLAYER_IA_BOW_FIRE, // ITEM_ARROW_FIRE + PLAYER_IA_DINS_FIRE, // ITEM_DINS_FIRE + PLAYER_IA_SLINGSHOT, // ITEM_SLINGSHOT + PLAYER_IA_OCARINA_FAIRY, // ITEM_OCARINA_FAIRY + PLAYER_IA_OCARINA_OF_TIME, // ITEM_OCARINA_OF_TIME + PLAYER_IA_BOMBCHU, // ITEM_BOMBCHU + PLAYER_IA_HOOKSHOT, // ITEM_HOOKSHOT + PLAYER_IA_LONGSHOT, // ITEM_LONGSHOT + PLAYER_IA_BOW_ICE, // ITEM_ARROW_ICE + PLAYER_IA_FARORES_WIND, // ITEM_FARORES_WIND + PLAYER_IA_BOOMERANG, // ITEM_BOOMERANG + PLAYER_IA_LENS_OF_TRUTH, // ITEM_LENS_OF_TRUTH + PLAYER_IA_MAGIC_BEAN, // ITEM_MAGIC_BEAN + PLAYER_IA_HAMMER, // ITEM_HAMMER + PLAYER_IA_BOW_LIGHT, // ITEM_ARROW_LIGHT + PLAYER_IA_NAYRUS_LOVE, // ITEM_NAYRUS_LOVE + PLAYER_IA_BOTTLE, // ITEM_BOTTLE_EMPTY + PLAYER_IA_BOTTLE_POTION_RED, // ITEM_BOTTLE_POTION_RED + PLAYER_IA_BOTTLE_POTION_GREEN, // ITEM_BOTTLE_POTION_GREEN + PLAYER_IA_BOTTLE_POTION_BLUE, // ITEM_BOTTLE_POTION_BLUE + PLAYER_IA_BOTTLE_FAIRY, // ITEM_BOTTLE_FAIRY + PLAYER_IA_BOTTLE_FISH, // ITEM_BOTTLE_FISH + PLAYER_IA_BOTTLE_MILK_FULL, // ITEM_BOTTLE_MILK_FULL + PLAYER_IA_BOTTLE_RUTOS_LETTER, // ITEM_BOTTLE_RUTOS_LETTER + PLAYER_IA_BOTTLE_FIRE, // ITEM_BOTTLE_BLUE_FIRE + PLAYER_IA_BOTTLE_BUG, // ITEM_BOTTLE_BUG + PLAYER_IA_BOTTLE_BIG_POE, // ITEM_BOTTLE_BIG_POE + PLAYER_IA_BOTTLE_MILK_HALF, // ITEM_BOTTLE_MILK_HALF + PLAYER_IA_BOTTLE_POE, // ITEM_BOTTLE_POE + PLAYER_IA_WEIRD_EGG, // ITEM_WEIRD_EGG + PLAYER_IA_CHICKEN, // ITEM_CHICKEN + PLAYER_IA_ZELDAS_LETTER, // ITEM_ZELDAS_LETTER + PLAYER_IA_MASK_KEATON, // ITEM_MASK_KEATON + PLAYER_IA_MASK_SKULL, // ITEM_MASK_SKULL + PLAYER_IA_MASK_SPOOKY, // ITEM_MASK_SPOOKY + PLAYER_IA_MASK_BUNNY_HOOD, // ITEM_MASK_BUNNY_HOOD + PLAYER_IA_MASK_GORON, // ITEM_MASK_GORON + PLAYER_IA_MASK_ZORA, // ITEM_MASK_ZORA + PLAYER_IA_MASK_GERUDO, // ITEM_MASK_GERUDO + PLAYER_IA_MASK_TRUTH, // ITEM_MASK_TRUTH + PLAYER_IA_SWORD_MASTER, // ITEM_SOLD_OUT + PLAYER_IA_POCKET_EGG, // ITEM_POCKET_EGG + PLAYER_IA_POCKET_CUCCO, // ITEM_POCKET_CUCCO + PLAYER_IA_COJIRO, // ITEM_COJIRO + PLAYER_IA_ODD_MUSHROOM, // ITEM_ODD_MUSHROOM + PLAYER_IA_ODD_POTION, // ITEM_ODD_POTION + PLAYER_IA_POACHERS_SAW, // ITEM_POACHERS_SAW + PLAYER_IA_BROKEN_GORONS_SWORD, // ITEM_BROKEN_GORONS_SWORD + PLAYER_IA_PRESCRIPTION, // ITEM_PRESCRIPTION + PLAYER_IA_FROG, // ITEM_EYEBALL_FROG + PLAYER_IA_EYEDROPS, // ITEM_EYE_DROPS + PLAYER_IA_CLAIM_CHECK, // ITEM_CLAIM_CHECK + PLAYER_IA_BOW_FIRE, // ITEM_BOW_FIRE + PLAYER_IA_BOW_ICE, // ITEM_BOW_ICE + PLAYER_IA_BOW_LIGHT, // ITEM_BOW_LIGHT + PLAYER_IA_SWORD_KOKIRI, // ITEM_SWORD_KOKIRI + PLAYER_IA_SWORD_MASTER, // ITEM_SWORD_MASTER + PLAYER_IA_SWORD_BIGGORON, // ITEM_SWORD_BIGGORON + PLAYER_IA_SHIELD_DEKU, // ITEM_SHIELD_DEKU + PLAYER_IA_SHIELD_HYLIAN, // ITEM_SHIELD_HYLIAN + PLAYER_IA_SHIELD_MIRROR, // ITEM_SHIELD_MIRROR + PLAYER_IA_TUNIC_KOKIRI, // ITEM_TUNIC_KOKIRI + PLAYER_IA_TUNIC_GORON, // ITEM_TUNIC_GORON + PLAYER_IA_TUNIC_ZORA, // ITEM_TUNIC_ZORA + PLAYER_IA_BOOTS_KOKIRI, // ITEM_BOOTS_KOKIRI + PLAYER_IA_BOOTS_IRON, // ITEM_BOOTS_IRON + PLAYER_IA_BOOTS_HOVER, // ITEM_BOOTS_HOVER }; static u8 sMaskMemory; u8 gWalkSpeedToggle1; u8 gWalkSpeedToggle2; -// Used to map action params to update functions -static s32 (*D_80853EDC[])(Player* this, PlayState* play) = { - func_8083485C, func_8083485C, func_8083485C, func_808349DC, func_808349DC, func_808349DC, func_8083485C, - func_8083485C, func_8083501C, func_8083501C, func_8083501C, func_8083501C, func_8083501C, func_8083501C, - func_8083501C, func_8083501C, func_8083501C, func_8083501C, func_808356E8, func_808356E8, func_80835800, - func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, - func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, - func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, - func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, - func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, - func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, - func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, - func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, func_8083485C, +static s32 (*sItemActionUpdateFuncs[])(Player* this, PlayState* play) = { + func_8083485C, // PLAYER_IA_NONE + func_8083485C, // PLAYER_IA_SWORD_CS + func_8083485C, // PLAYER_IA_FISHING_POLE + func_808349DC, // PLAYER_IA_SWORD_MASTER + func_808349DC, // PLAYER_IA_SWORD_KOKIRI + func_808349DC, // PLAYER_IA_SWORD_BIGGORON + func_8083485C, // PLAYER_IA_DEKU_STICK + func_8083485C, // PLAYER_IA_HAMMER + func_8083501C, // PLAYER_IA_BOW + func_8083501C, // PLAYER_IA_BOW_FIRE + func_8083501C, // PLAYER_IA_BOW_ICE + func_8083501C, // PLAYER_IA_BOW_LIGHT + func_8083501C, // PLAYER_IA_BOW_0C + func_8083501C, // PLAYER_IA_BOW_0D + func_8083501C, // PLAYER_IA_BOW_0E + func_8083501C, // PLAYER_IA_SLINGSHOT + func_8083501C, // PLAYER_IA_HOOKSHOT + func_8083501C, // PLAYER_IA_LONGSHOT + func_808356E8, // PLAYER_IA_BOMB + func_808356E8, // PLAYER_IA_BOMBCHU + func_80835800, // PLAYER_IA_BOOMERANG + func_8083485C, // PLAYER_IA_MAGIC_SPELL_15 + func_8083485C, // PLAYER_IA_MAGIC_SPELL_16 + func_8083485C, // PLAYER_IA_MAGIC_SPELL_17 + func_8083485C, // PLAYER_IA_FARORES_WIND + func_8083485C, // PLAYER_IA_NAYRUS_LOVE + func_8083485C, // PLAYER_IA_DINS_FIRE + func_8083485C, // PLAYER_IA_DEKU_NUT + func_8083485C, // PLAYER_IA_OCARINA_FAIRY + func_8083485C, // PLAYER_IA_OCARINA_OF_TIME + func_8083485C, // PLAYER_IA_BOTTLE + func_8083485C, // PLAYER_IA_BOTTLE_FISH + func_8083485C, // PLAYER_IA_BOTTLE_FIRE + func_8083485C, // PLAYER_IA_BOTTLE_BUG + func_8083485C, // PLAYER_IA_BOTTLE_POE + func_8083485C, // PLAYER_IA_BOTTLE_BIG_POE + func_8083485C, // PLAYER_IA_BOTTLE_RUTOS_LETTER + func_8083485C, // PLAYER_IA_BOTTLE_POTION_RED + func_8083485C, // PLAYER_IA_BOTTLE_POTION_BLUE + func_8083485C, // PLAYER_IA_BOTTLE_POTION_GREEN + func_8083485C, // PLAYER_IA_BOTTLE_MILK_FULL + func_8083485C, // PLAYER_IA_BOTTLE_MILK_HALF + func_8083485C, // PLAYER_IA_BOTTLE_FAIRY + func_8083485C, // PLAYER_IA_ZELDAS_LETTER + func_8083485C, // PLAYER_IA_WEIRD_EGG + func_8083485C, // PLAYER_IA_CHICKEN + func_8083485C, // PLAYER_IA_MAGIC_BEAN + func_8083485C, // PLAYER_IA_POCKET_EGG + func_8083485C, // PLAYER_IA_POCKET_CUCCO + func_8083485C, // PLAYER_IA_COJIRO + func_8083485C, // PLAYER_IA_ODD_MUSHROOM + func_8083485C, // PLAYER_IA_ODD_POTION + func_8083485C, // PLAYER_IA_POACHERS_SAW + func_8083485C, // PLAYER_IA_BROKEN_GORONS_SWORD + func_8083485C, // PLAYER_IA_PRESCRIPTION + func_8083485C, // PLAYER_IA_FROG + func_8083485C, // PLAYER_IA_EYEDROPS + func_8083485C, // PLAYER_IA_CLAIM_CHECK + func_8083485C, // PLAYER_IA_MASK_KEATON + func_8083485C, // PLAYER_IA_MASK_SKULL + func_8083485C, // PLAYER_IA_MASK_SPOOKY + func_8083485C, // PLAYER_IA_MASK_BUNNY_HOOD + func_8083485C, // PLAYER_IA_MASK_GORON + func_8083485C, // PLAYER_IA_MASK_ZORA + func_8083485C, // PLAYER_IA_MASK_GERUDO + func_8083485C, // PLAYER_IA_MASK_TRUTH + func_8083485C, // PLAYER_IA_LENS_OF_TRUTH + func_8083485C, // PLAYER_IA_SHIELD_DEKU + func_8083485C, // PLAYER_IA_SHIELD_HYLIAN + func_8083485C, // PLAYER_IA_SHIELD_MIRROR + func_8083485C, // PLAYER_IA_TUNIC_KOKIRI + func_8083485C, // PLAYER_IA_TUNIC_GORON + func_8083485C, // PLAYER_IA_TUNIC_ZORA + func_8083485C, // PLAYER_IA_BOOTS_KOKIRI + func_8083485C, // PLAYER_IA_BOOTS_IRON + func_8083485C, // PLAYER_IA_BOOTS_HOVER }; -static void (*D_80853FE8[])(PlayState* play, Player* this) = { - func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_8083377C, - func_80833790, func_8083379C, func_8083379C, func_8083379C, func_8083379C, func_8083379C, func_8083379C, - func_8083379C, func_8083379C, func_80833910, func_80833910, func_808337D4, func_808337D4, func_80833984, - func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, - func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, - func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, - func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, - func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, - func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, - func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, - func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, func_80833770, +static void (*sItemActionInitFuncs[])(PlayState* play, Player* this) = { + func_80833770, // PLAYER_IA_NONE + func_80833770, // PLAYER_IA_SWORD_CS + func_80833770, // PLAYER_IA_FISHING_POLE + func_80833770, // PLAYER_IA_SWORD_MASTER + func_80833770, // PLAYER_IA_SWORD_KOKIRI + func_80833770, // PLAYER_IA_SWORD_BIGGORON + func_8083377C, // PLAYER_IA_DEKU_STICK + func_80833790, // PLAYER_IA_HAMMER + func_8083379C, // PLAYER_IA_BOW + func_8083379C, // PLAYER_IA_BOW_FIRE + func_8083379C, // PLAYER_IA_BOW_ICE + func_8083379C, // PLAYER_IA_BOW_LIGHT + func_8083379C, // PLAYER_IA_BOW_0C + func_8083379C, // PLAYER_IA_BOW_0D + func_8083379C, // PLAYER_IA_BOW_0E + func_8083379C, // PLAYER_IA_SLINGSHOT + func_80833910, // PLAYER_IA_HOOKSHOT + func_80833910, // PLAYER_IA_LONGSHOT + func_808337D4, // PLAYER_IA_BOMB + func_808337D4, // PLAYER_IA_BOMBCHU + func_80833984, // PLAYER_IA_BOOMERANG + func_80833770, // PLAYER_IA_MAGIC_SPELL_15 + func_80833770, // PLAYER_IA_MAGIC_SPELL_16 + func_80833770, // PLAYER_IA_MAGIC_SPELL_17 + func_80833770, // PLAYER_IA_FARORES_WIND + func_80833770, // PLAYER_IA_NAYRUS_LOVE + func_80833770, // PLAYER_IA_DINS_FIRE + func_80833770, // PLAYER_IA_DEKU_NUT + func_80833770, // PLAYER_IA_OCARINA_FAIRY + func_80833770, // PLAYER_IA_OCARINA_OF_TIME + func_80833770, // PLAYER_IA_BOTTLE + func_80833770, // PLAYER_IA_BOTTLE_FISH + func_80833770, // PLAYER_IA_BOTTLE_FIRE + func_80833770, // PLAYER_IA_BOTTLE_BUG + func_80833770, // PLAYER_IA_BOTTLE_POE + func_80833770, // PLAYER_IA_BOTTLE_BIG_POE + func_80833770, // PLAYER_IA_BOTTLE_RUTOS_LETTER + func_80833770, // PLAYER_IA_BOTTLE_POTION_RED + func_80833770, // PLAYER_IA_BOTTLE_POTION_BLUE + func_80833770, // PLAYER_IA_BOTTLE_POTION_GREEN + func_80833770, // PLAYER_IA_BOTTLE_MILK_FULL + func_80833770, // PLAYER_IA_BOTTLE_MILK_HALF + func_80833770, // PLAYER_IA_BOTTLE_FAIRY + func_80833770, // PLAYER_IA_ZELDAS_LETTER + func_80833770, // PLAYER_IA_WEIRD_EGG + func_80833770, // PLAYER_IA_CHICKEN + func_80833770, // PLAYER_IA_MAGIC_BEAN + func_80833770, // PLAYER_IA_POCKET_EGG + func_80833770, // PLAYER_IA_POCKET_CUCCO + func_80833770, // PLAYER_IA_COJIRO + func_80833770, // PLAYER_IA_ODD_MUSHROOM + func_80833770, // PLAYER_IA_ODD_POTION + func_80833770, // PLAYER_IA_POACHERS_SAW + func_80833770, // PLAYER_IA_BROKEN_GORONS_SWORD + func_80833770, // PLAYER_IA_PRESCRIPTION + func_80833770, // PLAYER_IA_FROG + func_80833770, // PLAYER_IA_EYEDROPS + func_80833770, // PLAYER_IA_CLAIM_CHECK + func_80833770, // PLAYER_IA_MASK_KEATON + func_80833770, // PLAYER_IA_MASK_SKULL + func_80833770, // PLAYER_IA_MASK_SPOOKY + func_80833770, // PLAYER_IA_MASK_BUNNY_HOOD + func_80833770, // PLAYER_IA_MASK_GORON + func_80833770, // PLAYER_IA_MASK_ZORA + func_80833770, // PLAYER_IA_MASK_GERUDO + func_80833770, // PLAYER_IA_MASK_TRUTH + func_80833770, // PLAYER_IA_LENS_OF_TRUTH + func_80833770, // PLAYER_IA_SHIELD_DEKU + func_80833770, // PLAYER_IA_SHIELD_HYLIAN + func_80833770, // PLAYER_IA_SHIELD_MIRROR + func_80833770, // PLAYER_IA_TUNIC_KOKIRI + func_80833770, // PLAYER_IA_TUNIC_GORON + func_80833770, // PLAYER_IA_TUNIC_ZORA + func_80833770, // PLAYER_IA_BOOTS_KOKIRI + func_80833770, // PLAYER_IA_BOOTS_IRON + func_80833770, // PLAYER_IA_BOOTS_HOVER }; typedef enum { - /* 0 */ PLAYER_D_808540F4_0, - /* 1 */ PLAYER_D_808540F4_1, - /* 2 */ PLAYER_D_808540F4_2, - /* 3 */ PLAYER_D_808540F4_3, - /* 4 */ PLAYER_D_808540F4_4, - /* 5 */ PLAYER_D_808540F4_5, - /* 6 */ PLAYER_D_808540F4_6, - /* 7 */ PLAYER_D_808540F4_7, - /* 8 */ PLAYER_D_808540F4_8, - /* 9 */ PLAYER_D_808540F4_9, - /* 10 */ PLAYER_D_808540F4_10, - /* 11 */ PLAYER_D_808540F4_11, - /* 12 */ PLAYER_D_808540F4_12, - /* 13 */ PLAYER_D_808540F4_13, - /* 14 */ PLAYER_D_808540F4_MAX -} PlayerD_808540F4Index; + /* 0 */ PLAYER_ITEM_CHG_0, + /* 1 */ PLAYER_ITEM_CHG_1, + /* 2 */ PLAYER_ITEM_CHG_2, + /* 3 */ PLAYER_ITEM_CHG_3, + /* 4 */ PLAYER_ITEM_CHG_4, + /* 5 */ PLAYER_ITEM_CHG_5, + /* 6 */ PLAYER_ITEM_CHG_6, + /* 7 */ PLAYER_ITEM_CHG_7, + /* 8 */ PLAYER_ITEM_CHG_8, + /* 9 */ PLAYER_ITEM_CHG_9, + /* 10 */ PLAYER_ITEM_CHG_10, + /* 11 */ PLAYER_ITEM_CHG_11, + /* 12 */ PLAYER_ITEM_CHG_12, + /* 13 */ PLAYER_ITEM_CHG_13, + /* 14 */ PLAYER_ITEM_CHG_MAX +} ItemChangeType; -static struct_808540F4 D_808540F4[PLAYER_D_808540F4_MAX] = { - /* PLAYER_D_808540F4_0 */ { &gPlayerAnim_link_normal_free2free, 12 }, - /* PLAYER_D_808540F4_1 */ { &gPlayerAnim_link_normal_normal2fighter, 6 }, - /* PLAYER_D_808540F4_2 */ { &gPlayerAnim_link_hammer_normal2long, 8 }, - /* PLAYER_D_808540F4_3 */ { &gPlayerAnim_link_normal_normal2free, 8 }, - /* PLAYER_D_808540F4_4 */ { &gPlayerAnim_link_fighter_fighter2long, 8 }, - /* PLAYER_D_808540F4_5 */ { &gPlayerAnim_link_normal_fighter2free, 10 }, - /* PLAYER_D_808540F4_6 */ { &gPlayerAnim_link_hammer_long2free, 7 }, - /* PLAYER_D_808540F4_7 */ { &gPlayerAnim_link_hammer_long2long, 11 }, - /* PLAYER_D_808540F4_8 */ { &gPlayerAnim_link_normal_free2free, 12 }, - /* PLAYER_D_808540F4_9 */ { &gPlayerAnim_link_normal_normal2bom, 4 }, - /* PLAYER_D_808540F4_10 */ { &gPlayerAnim_link_normal_long2bom, 4 }, - /* PLAYER_D_808540F4_11 */ { &gPlayerAnim_link_normal_free2bom, 4 }, - /* PLAYER_D_808540F4_12 */ { &gPlayerAnim_link_anchor_anchor2fighter, 5 }, - /* PLAYER_D_808540F4_13 */ { &gPlayerAnim_link_normal_free2freeB, 13 }, +static ItemChangeInfo sItemChangeInfo[PLAYER_ITEM_CHG_MAX] = { + /* PLAYER_ITEM_CHG_0 */ { &gPlayerAnim_link_normal_free2free, 12 }, + /* PLAYER_ITEM_CHG_1 */ { &gPlayerAnim_link_normal_normal2fighter, 6 }, + /* PLAYER_ITEM_CHG_2 */ { &gPlayerAnim_link_hammer_normal2long, 8 }, + /* PLAYER_ITEM_CHG_3 */ { &gPlayerAnim_link_normal_normal2free, 8 }, + /* PLAYER_ITEM_CHG_4 */ { &gPlayerAnim_link_fighter_fighter2long, 8 }, + /* PLAYER_ITEM_CHG_5 */ { &gPlayerAnim_link_normal_fighter2free, 10 }, + /* PLAYER_ITEM_CHG_6 */ { &gPlayerAnim_link_hammer_long2free, 7 }, + /* PLAYER_ITEM_CHG_7 */ { &gPlayerAnim_link_hammer_long2long, 11 }, + /* PLAYER_ITEM_CHG_8 */ { &gPlayerAnim_link_normal_free2free, 12 }, + /* PLAYER_ITEM_CHG_9 */ { &gPlayerAnim_link_normal_normal2bom, 4 }, + /* PLAYER_ITEM_CHG_10 */ { &gPlayerAnim_link_normal_long2bom, 4 }, + /* PLAYER_ITEM_CHG_11 */ { &gPlayerAnim_link_normal_free2bom, 4 }, + /* PLAYER_ITEM_CHG_12 */ { &gPlayerAnim_link_anchor_anchor2fighter, 5 }, + /* PLAYER_ITEM_CHG_13 */ { &gPlayerAnim_link_normal_free2freeB, 13 }, }; -static s8 D_80854164[PLAYER_ANIMTYPE_MAX][PLAYER_ANIMTYPE_MAX] = { - { PLAYER_D_808540F4_8, -PLAYER_D_808540F4_5, -PLAYER_D_808540F4_3, -PLAYER_D_808540F4_6, PLAYER_D_808540F4_8, - PLAYER_D_808540F4_11 }, - { PLAYER_D_808540F4_5, PLAYER_D_808540F4_0, -PLAYER_D_808540F4_1, PLAYER_D_808540F4_4, PLAYER_D_808540F4_5, - PLAYER_D_808540F4_9 }, - { PLAYER_D_808540F4_3, PLAYER_D_808540F4_1, PLAYER_D_808540F4_0, PLAYER_D_808540F4_2, PLAYER_D_808540F4_3, - PLAYER_D_808540F4_9 }, - { PLAYER_D_808540F4_6, -PLAYER_D_808540F4_4, -PLAYER_D_808540F4_2, PLAYER_D_808540F4_7, PLAYER_D_808540F4_6, - PLAYER_D_808540F4_10 }, - { PLAYER_D_808540F4_8, -PLAYER_D_808540F4_5, -PLAYER_D_808540F4_3, -PLAYER_D_808540F4_6, PLAYER_D_808540F4_8, - PLAYER_D_808540F4_11 }, - { PLAYER_D_808540F4_8, -PLAYER_D_808540F4_5, -PLAYER_D_808540F4_3, -PLAYER_D_808540F4_6, PLAYER_D_808540F4_8, - PLAYER_D_808540F4_11 }, +// Maps the appropriate ItemChangeType based on current and next animtype. +// A negative type value means the corresponding animation should be played in reverse. +static s8 sItemChangeTypes[PLAYER_ANIMTYPE_MAX][PLAYER_ANIMTYPE_MAX] = { + { PLAYER_ITEM_CHG_8, -PLAYER_ITEM_CHG_5, -PLAYER_ITEM_CHG_3, -PLAYER_ITEM_CHG_6, PLAYER_ITEM_CHG_8, + PLAYER_ITEM_CHG_11 }, + { PLAYER_ITEM_CHG_5, PLAYER_ITEM_CHG_0, -PLAYER_ITEM_CHG_1, PLAYER_ITEM_CHG_4, PLAYER_ITEM_CHG_5, + PLAYER_ITEM_CHG_9 }, + { PLAYER_ITEM_CHG_3, PLAYER_ITEM_CHG_1, PLAYER_ITEM_CHG_0, PLAYER_ITEM_CHG_2, PLAYER_ITEM_CHG_3, + PLAYER_ITEM_CHG_9 }, + { PLAYER_ITEM_CHG_6, -PLAYER_ITEM_CHG_4, -PLAYER_ITEM_CHG_2, PLAYER_ITEM_CHG_7, PLAYER_ITEM_CHG_6, + PLAYER_ITEM_CHG_10 }, + { PLAYER_ITEM_CHG_8, -PLAYER_ITEM_CHG_5, -PLAYER_ITEM_CHG_3, -PLAYER_ITEM_CHG_6, PLAYER_ITEM_CHG_8, + PLAYER_ITEM_CHG_11 }, + { PLAYER_ITEM_CHG_8, -PLAYER_ITEM_CHG_5, -PLAYER_ITEM_CHG_3, -PLAYER_ITEM_CHG_6, PLAYER_ITEM_CHG_8, + PLAYER_ITEM_CHG_11 }, }; static ExplosiveInfo sExplosiveInfos[] = { @@ -1152,60 +1304,88 @@ static ExplosiveInfo sExplosiveInfos[] = { { ITEM_BOMBCHU, ACTOR_EN_BOM_CHU }, }; -static struct_80854190 D_80854190[] = { +static struct_80854190 D_80854190[PLAYER_MWA_MAX] = { + /* PLAYER_MWA_FORWARD_SLASH_1H */ { &gPlayerAnim_link_fighter_normal_kiru, &gPlayerAnim_link_fighter_normal_kiru_end, &gPlayerAnim_link_fighter_normal_kiru_endR, 1, 4 }, + /* PLAYER_MWA_FORWARD_SLASH_2H */ { &gPlayerAnim_link_fighter_Lnormal_kiru, &gPlayerAnim_link_fighter_Lnormal_kiru_end, &gPlayerAnim_link_anchor_Lnormal_kiru_endR, 1, 4 }, + /* PLAYER_MWA_FORWARD_COMBO_1H */ { &gPlayerAnim_link_fighter_normal_kiru_finsh, &gPlayerAnim_link_fighter_normal_kiru_finsh_end, &gPlayerAnim_link_anchor_normal_kiru_finsh_endR, 0, 5 }, + /* PLAYER_MWA_FORWARD_COMBO_2H */ { &gPlayerAnim_link_fighter_Lnormal_kiru_finsh, &gPlayerAnim_link_fighter_Lnormal_kiru_finsh_end, &gPlayerAnim_link_anchor_Lnormal_kiru_finsh_endR, 1, 7 }, + /* PLAYER_MWA_RIGHT_SLASH_1H */ { &gPlayerAnim_link_fighter_Lside_kiru, &gPlayerAnim_link_fighter_Lside_kiru_end, &gPlayerAnim_link_anchor_Lside_kiru_endR, 1, 4 }, + /* PLAYER_MWA_RIGHT_SLASH_2H */ { &gPlayerAnim_link_fighter_LLside_kiru, &gPlayerAnim_link_fighter_LLside_kiru_end, &gPlayerAnim_link_anchor_LLside_kiru_endL, 0, 5 }, + /* PLAYER_MWA_RIGHT_COMBO_1H */ { &gPlayerAnim_link_fighter_Lside_kiru_finsh, &gPlayerAnim_link_fighter_Lside_kiru_finsh_end, &gPlayerAnim_link_anchor_Lside_kiru_finsh_endR, 2, 8 }, + /* PLAYER_MWA_RIGHT_COMBO_2H */ { &gPlayerAnim_link_fighter_LLside_kiru_finsh, &gPlayerAnim_link_fighter_LLside_kiru_finsh_end, &gPlayerAnim_link_anchor_LLside_kiru_finsh_endR, 3, 8 }, + /* PLAYER_MWA_LEFT_SLASH_1H */ { &gPlayerAnim_link_fighter_Rside_kiru, &gPlayerAnim_link_fighter_Rside_kiru_end, &gPlayerAnim_link_anchor_Rside_kiru_endR, 0, 4 }, + /* PLAYER_MWA_LEFT_SLASH_2H */ { &gPlayerAnim_link_fighter_LRside_kiru, &gPlayerAnim_link_fighter_LRside_kiru_end, &gPlayerAnim_link_anchor_LRside_kiru_endR, 0, 5 }, + /* PLAYER_MWA_LEFT_COMBO_1H */ { &gPlayerAnim_link_fighter_Rside_kiru_finsh, &gPlayerAnim_link_fighter_Rside_kiru_finsh_end, &gPlayerAnim_link_anchor_Rside_kiru_finsh_endR, 0, 6 }, + /* PLAYER_MWA_LEFT_COMBO_2H */ { &gPlayerAnim_link_fighter_LRside_kiru_finsh, &gPlayerAnim_link_fighter_LRside_kiru_finsh_end, &gPlayerAnim_link_anchor_LRside_kiru_finsh_endL, 1, 5 }, + /* PLAYER_MWA_STAB_1H */ { &gPlayerAnim_link_fighter_pierce_kiru, &gPlayerAnim_link_fighter_pierce_kiru_end, &gPlayerAnim_link_anchor_pierce_kiru_endR, 0, 3 }, + /* PLAYER_MWA_STAB_2H */ { &gPlayerAnim_link_fighter_Lpierce_kiru, &gPlayerAnim_link_fighter_Lpierce_kiru_end, &gPlayerAnim_link_anchor_Lpierce_kiru_endL, 0, 3 }, + /* PLAYER_MWA_STAB_COMBO_1H */ { &gPlayerAnim_link_fighter_pierce_kiru_finsh, &gPlayerAnim_link_fighter_pierce_kiru_finsh_end, &gPlayerAnim_link_anchor_pierce_kiru_finsh_endR, 1, 9 }, + /* PLAYER_MWA_STAB_COMBO_2H */ { &gPlayerAnim_link_fighter_Lpierce_kiru_finsh, &gPlayerAnim_link_fighter_Lpierce_kiru_finsh_end, &gPlayerAnim_link_anchor_Lpierce_kiru_finsh_endR, 1, 8 }, + /* PLAYER_MWA_FLIPSLASH_START */ { &gPlayerAnim_link_fighter_jump_rollkiru, &gPlayerAnim_link_fighter_jump_kiru_finsh, &gPlayerAnim_link_fighter_jump_kiru_finsh, 1, 10 }, + /* PLAYER_MWA_JUMPSLASH_START */ { &gPlayerAnim_link_fighter_Lpower_jump_kiru, &gPlayerAnim_link_fighter_Lpower_jump_kiru_hit, &gPlayerAnim_link_fighter_Lpower_jump_kiru_hit, 1, 11 }, + /* PLAYER_MWA_FLIPSLASH_FINISH */ { &gPlayerAnim_link_fighter_jump_kiru_finsh, &gPlayerAnim_link_fighter_jump_kiru_finsh_end, &gPlayerAnim_link_fighter_jump_kiru_finsh_end, 1, 2 }, + /* PLAYER_MWA_JUMPSLASH_FINISH */ { &gPlayerAnim_link_fighter_Lpower_jump_kiru_hit, &gPlayerAnim_link_fighter_Lpower_jump_kiru_end, &gPlayerAnim_link_fighter_Lpower_jump_kiru_end, 1, 2 }, + /* PLAYER_MWA_BACKSLASH_RIGHT */ { &gPlayerAnim_link_fighter_turn_kiruR, &gPlayerAnim_link_fighter_turn_kiruR_end, &gPlayerAnim_link_fighter_turn_kiruR_end, 1, 5 }, + /* PLAYER_MWA_BACKSLASH_LEFT */ { &gPlayerAnim_link_fighter_turn_kiruL, &gPlayerAnim_link_fighter_turn_kiruL_end, &gPlayerAnim_link_fighter_turn_kiruL_end, 1, 4 }, + /* PLAYER_MWA_HAMMER_FORWARD */ { &gPlayerAnim_link_hammer_hit, &gPlayerAnim_link_hammer_hit_end, &gPlayerAnim_link_hammer_hit_endR, 3, 10 }, + /* PLAYER_MWA_HAMMER_SIDE */ { &gPlayerAnim_link_hammer_side_hit, &gPlayerAnim_link_hammer_side_hit_end, &gPlayerAnim_link_hammer_side_hit_endR, 2, 11 }, + /* PLAYER_MWA_SPIN_ATTACK_1H */ { &gPlayerAnim_link_fighter_rolling_kiru, &gPlayerAnim_link_fighter_rolling_kiru_end, &gPlayerAnim_link_anchor_rolling_kiru_endR, 0, 12 }, + /* PLAYER_MWA_SPIN_ATTACK_2H */ { &gPlayerAnim_link_fighter_Lrolling_kiru, &gPlayerAnim_link_fighter_Lrolling_kiru_end, &gPlayerAnim_link_anchor_Lrolling_kiru_endR, 0, 15 }, + /* PLAYER_MWA_BIG_SPIN_1H */ { &gPlayerAnim_link_fighter_Wrolling_kiru, &gPlayerAnim_link_fighter_Wrolling_kiru_end, &gPlayerAnim_link_anchor_rolling_kiru_endR, 0, 16 }, + /* PLAYER_MWA_BIG_SPIN_2H */ { &gPlayerAnim_link_fighter_Wrolling_kiru, &gPlayerAnim_link_fighter_Wrolling_kiru_end, &gPlayerAnim_link_anchor_Lrolling_kiru_endR, 0, 16 }, }; @@ -1240,10 +1420,10 @@ static LinkAnimationHeader* D_80854378[] = { &gPlayerAnim_link_fighter_Lpower_kiru_side_walk, }; -static u8 D_80854380[2] = { 0x18, 0x19 }; -static u8 D_80854384[2] = { 0x1A, 0x1B }; +static u8 D_80854380[2] = { PLAYER_MWA_SPIN_ATTACK_1H, PLAYER_MWA_SPIN_ATTACK_2H }; +static u8 D_80854384[2] = { PLAYER_MWA_BIG_SPIN_1H, PLAYER_MWA_BIG_SPIN_2H }; -static u16 D_80854388[] = { BTN_B, BTN_CLEFT, BTN_CDOWN, BTN_CRIGHT, BTN_DUP, BTN_DDOWN, BTN_DLEFT, BTN_DRIGHT }; +static u16 sItemButtons[] = { BTN_B, BTN_CLEFT, BTN_CDOWN, BTN_CRIGHT, BTN_DUP, BTN_DDOWN, BTN_DLEFT, BTN_DRIGHT }; static u8 sMagicSpellCosts[] = { 12, 24, 24, 12, 24, 12 }; @@ -1286,13 +1466,11 @@ static LinkAnimationHeader* D_808543D4[] = { &gPlayerAnim_link_hook_wait, }; -// return type can't be void due to regalloc in func_8084FCAC void Player_ZeroSpeedXZ(Player* this) { this->actor.speedXZ = 0.0f; this->linearVelocity = 0.0f; } -// return type can't be void due to regalloc in func_8083F72C void func_80832224(Player* this) { Player_ZeroSpeedXZ(this); this->unk_6AD = 0; @@ -1304,20 +1482,20 @@ s32 func_8083224C(PlayState* play) { return CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_PLAYER_TALKED_TO); } -void func_80832264(PlayState* play, Player* this, LinkAnimationHeader* anim) { +void Player_AnimPlayOnce(PlayState* play, Player* this, LinkAnimationHeader* anim) { LinkAnimation_PlayOnce(play, &this->skelAnime, anim); } -void func_80832284(PlayState* play, Player* this, LinkAnimationHeader* anim) { +void Player_AnimPlayLoop(PlayState* play, Player* this, LinkAnimationHeader* anim) { LinkAnimation_PlayLoop(play, &this->skelAnime, anim); } -void func_808322A4(PlayState* play, Player* this, LinkAnimationHeader* anim) { - LinkAnimation_PlayLoopSetSpeed(play, &this->skelAnime, anim, 2.0f / 3.0f); +void Player_AnimPlayLoopAdjusted(PlayState* play, Player* this, LinkAnimationHeader* anim) { + LinkAnimation_PlayLoopSetSpeed(play, &this->skelAnime, anim, PLAYER_ANIM_ADJUSTED_SPEED); } -void func_808322D0(PlayState* play, Player* this, LinkAnimationHeader* anim) { - LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, 2.0f / 3.0f); +void Player_AnimPlayOnceAdjusted(PlayState* play, Player* this, LinkAnimationHeader* anim) { + LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, PLAYER_ANIM_ADJUSTED_SPEED); } void func_808322FC(Player* this) { @@ -1332,11 +1510,11 @@ void func_80832318(Player* this) { } void func_80832340(PlayState* play, Player* this) { - Camera* camera; + Camera* subCam; if (this->subCamId != SUBCAM_NONE) { - camera = play->cameraPtrs[this->subCamId]; - if ((camera != NULL) && (camera->csId == 1100)) { + subCam = play->cameraPtrs[this->subCamId]; + if ((subCam != NULL) && (subCam->csId == 1100)) { OnePointCutscene_EndCutscene(play, this->subCamId); this->subCamId = SUBCAM_NONE; } @@ -1345,7 +1523,7 @@ void func_80832340(PlayState* play, Player* this) { this->stateFlags2 &= ~(PLAYER_STATE2_UNDERWATER | PLAYER_STATE2_DIVING); } -void func_808323B4(PlayState* play, Player* this) { +void Player_DetachHeldActor(PlayState* play, Player* this) { Actor* heldActor = this->heldActor; if ((heldActor != NULL) && !Player_HoldsHookshot(this)) { @@ -1357,7 +1535,7 @@ void func_808323B4(PlayState* play, Player* this) { } if (Player_GetExplosiveHeld(this) >= 0) { - func_8083399C(play, this, PLAYER_IA_NONE); + Player_InitItemAction(play, this, PLAYER_IA_NONE); this->heldItemId = ITEM_NONE_FE; } } @@ -1391,7 +1569,7 @@ void func_80832440(PlayState* play, Player* this) { s32 func_80832528(PlayState* play, Player* this) { if (this->heldItemAction >= PLAYER_IA_FISHING_POLE) { - func_80835F44(play, this, ITEM_NONE); + Player_UseItem(play, this, ITEM_NONE); return 1; } else { return 0; @@ -1400,13 +1578,13 @@ s32 func_80832528(PlayState* play, Player* this) { void func_80832564(PlayState* play, Player* this) { func_80832440(play, this); - func_808323B4(play, this); + Player_DetachHeldActor(play, this); } s32 func_80832594(Player* this, s32 arg1, s32 arg2) { - s16 temp = this->unk_A80 - D_808535D8; + s16 controlStickAngleDiff = this->unk_A80 - sControlStickAngle; - this->unk_850 += arg1 + (s16)(ABS(temp) * fabsf(D_808535D4) * 2.5415802156203426e-06f); + this->unk_850 += arg1 + (s16)(ABS(controlStickAngleDiff) * fabsf(sControlStickMagnitude) * 2.5415802156203426e-06f); if (CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B)) { this->unk_850 += 5; @@ -1421,15 +1599,15 @@ void func_80832630(PlayState* play) { } } -void Player_RequestRumble(Player* this, s32 arg1, s32 arg2, s32 arg3, s32 arg4) { +void Player_RequestRumble(Player* this, s32 sourceStrength, s32 duration, s32 decreaseRate, s32 distSq) { if (this->actor.category == ACTORCAT_PLAYER) { - func_800AA000(arg4, arg1, arg2, arg3); + func_800AA000(distSq, sourceStrength, duration, decreaseRate); } } void func_80832698(Player* this, u16 sfxId) { if (this->actor.category == ACTORCAT_PLAYER) { - Player_PlaySfx(&this->actor, sfxId + this->ageProperties->unk_92); + Player_PlaySfx(this, sfxId + this->ageProperties->unk_92); } else { func_800F4190(&this->actor.projectedPos, sfxId); } @@ -1446,19 +1624,19 @@ void func_808326F0(Player* this) { } u16 func_8083275C(Player* this, u16 sfxId) { - return sfxId + this->unk_89E; + return sfxId + this->floorSfxOffset; } void func_80832770(Player* this, u16 sfxId) { - Player_PlaySfx(&this->actor, func_8083275C(this, sfxId)); + Player_PlaySfx(this, func_8083275C(this, sfxId)); } u16 func_808327A4(Player* this, u16 sfxId) { - return sfxId + this->unk_89E + this->ageProperties->unk_94; + return sfxId + this->floorSfxOffset + this->ageProperties->unk_94; } void func_808327C4(Player* this, u16 sfxId) { - Player_PlaySfx(&this->actor, func_808327A4(this, sfxId)); + Player_PlaySfx(this, func_808327A4(this, sfxId)); } void func_808327F8(Player* this, f32 arg1) { @@ -1488,7 +1666,7 @@ void func_80832854(Player* this) { sfxId = func_808327A4(this, NA_SE_PL_JUMP); } - Player_PlaySfx(&this->actor, sfxId); + Player_PlaySfx(this, sfxId); } void func_808328A0(Player* this) { @@ -1500,93 +1678,103 @@ void func_808328A0(Player* this) { sfxId = func_808327A4(this, NA_SE_PL_LAND); } - Player_PlaySfx(&this->actor, sfxId); + Player_PlaySfx(this, sfxId); } void func_808328EC(Player* this, u16 sfxId) { - Player_PlaySfx(&this->actor, sfxId); + Player_PlaySfx(this, sfxId); this->stateFlags2 |= PLAYER_STATE2_FOOTSTEP; } -void func_80832924(Player* this, struct_80832924* entry) { - s32 data; - s32 flags; - u32 cont; +/** + * Process a list of `AnimSfx` entries. + * An `AnimSfx` entry contains a sound effect to play, a frame number that indicates + * when during an animation it should play, and a type value that indicates how it should be played back. + * + * The list will stop being processed after an entry that has a negative value for the `data` field. + * + * Some types do not make use of `sfxId`, the SFX function called will pick a sound on its own. + * The `sfxId` field is not used in this case and can be any value, but 0 is typically used. + * + * @param entry A pointer to the first entry of an `AnimSfx` list. + */ +void Player_ProcessAnimSfxList(Player* this, AnimSfxEntry* entry) { + s32 cont; s32 pad; do { - data = ABS(entry->field); - flags = data & 0x7800; - if (LinkAnimation_OnFrame(&this->skelAnime, fabsf(data & 0x7FF))) { - if (flags == 0x800) { - Player_PlaySfx(&this->actor, entry->sfxId); - } else if (flags == 0x1000) { + s32 absData = ABS(entry->field); + s32 type = absData & 0x7800; + if (LinkAnimation_OnFrame(&this->skelAnime, fabsf(absData & 0x7FF))) { + if (type == 0x800) { + Player_PlaySfx(this, entry->sfxId); + } else if (type == 0x1000) { func_80832770(this, entry->sfxId); - } else if (flags == 0x1800) { + } else if (type == 0x1800) { func_808327C4(this, entry->sfxId); - } else if (flags == 0x2000) { + } else if (type == 0x2000) { func_80832698(this, entry->sfxId); - } else if (flags == 0x2800) { + } else if (type == 0x2800) { func_808328A0(this); - } else if (flags == 0x3000) { + } else if (type == 0x3000) { func_808327F8(this, 6.0f); - } else if (flags == 0x3800) { + } else if (type == 0x3800) { func_80832854(this); - } else if (flags == 0x4000) { + } else if (type == 0x4000) { func_808327F8(this, 0.0f); - } else if (flags == 0x4800) { + } else if (type == 0x4800) { func_800F4010(&this->actor.projectedPos, this->ageProperties->unk_94 + NA_SE_PL_WALK_LADDER, 0.0f); } } - cont = (entry->field >= 0); + + cont = (entry->field >= 0); // stop processing if `data` is negative entry++; } while (cont); } -void func_80832B0C(PlayState* play, Player* this, LinkAnimationHeader* anim) { - LinkAnimation_Change(play, &this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(anim), ANIMMODE_ONCE, - -6.0f); +void Player_AnimChangeOnceMorph(PlayState* play, Player* this, LinkAnimationHeader* anim) { + LinkAnimation_Change(play, &this->skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(anim), ANIMMODE_ONCE, -6.0f); } -void func_80832B78(PlayState* play, Player* this, LinkAnimationHeader* anim) { - LinkAnimation_Change(play, &this->skelAnime, anim, 2.0f / 3.0f, 0.0f, Animation_GetLastFrame(anim), +void Player_AnimChangeOnceMorphAdjusted(PlayState* play, Player* this, LinkAnimationHeader* anim) { + LinkAnimation_Change(play, &this->skelAnime, anim, PLAYER_ANIM_ADJUSTED_SPEED, 0.0f, Animation_GetLastFrame(anim), ANIMMODE_ONCE, -6.0f); } -void func_80832BE8(PlayState* play, Player* this, LinkAnimationHeader* anim) { +void Player_AnimChangeLoopMorph(PlayState* play, Player* this, LinkAnimationHeader* anim) { LinkAnimation_Change(play, &this->skelAnime, anim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -6.0f); } -void func_80832C2C(PlayState* play, Player* this, LinkAnimationHeader* anim) { +void Player_AnimChangeFreeze(PlayState* play, Player* this, LinkAnimationHeader* anim) { LinkAnimation_Change(play, &this->skelAnime, anim, 1.0f, 0.0f, 0.0f, ANIMMODE_ONCE, 0.0f); } -void func_80832C6C(PlayState* play, Player* this, LinkAnimationHeader* anim) { +void Player_AnimChangeLoopSlowMorph(PlayState* play, Player* this, LinkAnimationHeader* anim) { LinkAnimation_Change(play, &this->skelAnime, anim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, -16.0f); } s32 func_80832CB0(PlayState* play, Player* this, LinkAnimationHeader* anim) { if (LinkAnimation_Update(play, &this->skelAnime)) { - func_80832284(play, this, anim); + Player_AnimPlayLoop(play, this, anim); return 1; } else { return 0; } } -void func_80832CFC(Player* this) { +void Player_SkelAnimeResetPrevTranslRot(Player* this) { this->skelAnime.prevTransl = this->skelAnime.baseTransl; this->skelAnime.prevRot = this->actor.shape.rot.y; } -void func_80832D20(Player* this) { - func_80832CFC(this); +void Player_SkelAnimeResetPrevTranslRotAgeScale(Player* this) { + Player_SkelAnimeResetPrevTranslRot(this); this->skelAnime.prevTransl.x *= this->ageProperties->unk_08; this->skelAnime.prevTransl.y *= this->ageProperties->unk_08; this->skelAnime.prevTransl.z *= this->ageProperties->unk_08; } -void func_80832DB0(Player* this) { +void Player_ZeroRootLimbYaw(Player* this) { this->skelAnime.jointTable[1].y = 0; } @@ -1602,7 +1790,7 @@ void func_80832DBC(Player* this) { } else { this->skelAnime.jointTable[0].y = this->skelAnime.baseTransl.y; } - func_80832CFC(this); + Player_SkelAnimeResetPrevTranslRot(this); this->skelAnime.moveFlags = 0; } } @@ -1633,11 +1821,14 @@ void func_80832E48(Player* this, s32 flags) { func_808322FC(this); } -void func_80832F54(PlayState* play, Player* this, s32 flags) { - if (flags & 0x200) { - func_80832D20(this); - } else if ((flags & 0x100) || (this->skelAnime.moveFlags != 0)) { - func_80832CFC(this); +#define ANIM_REPLACE_APPLY_FLAG_8 (1 << 8) +#define ANIM_REPLACE_APPLY_FLAG_9 (1 << 9) + +void Player_AnimReplaceApplyFlags(PlayState* play, Player* this, s32 flags) { + if (flags & ANIM_REPLACE_APPLY_FLAG_9) { + Player_SkelAnimeResetPrevTranslRotAgeScale(this); + } else if ((flags & ANIM_REPLACE_APPLY_FLAG_8) || (this->skelAnime.moveFlags != 0)) { + Player_SkelAnimeResetPrevTranslRot(this); } else { this->skelAnime.prevTransl = this->skelAnime.jointTable[0]; this->skelAnime.prevRot = this->actor.shape.rot.y; @@ -1648,58 +1839,58 @@ void func_80832F54(PlayState* play, Player* this, s32 flags) { AnimationContext_DisableQueue(play); } -void func_80832FFC(PlayState* play, Player* this, LinkAnimationHeader* anim, s32 flags, f32 playbackSpeed) { +void Player_AnimReplacePlayOnceSetSpeed(PlayState* play, Player* this, LinkAnimationHeader* anim, s32 flags, f32 playbackSpeed) { LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, playbackSpeed); - func_80832F54(play, this, flags); + Player_AnimReplaceApplyFlags(play, this, flags); } -void func_8083303C(PlayState* play, Player* this, LinkAnimationHeader* anim, s32 flags) { - func_80832FFC(play, this, anim, flags, 1.0f); +void Player_AnimReplacePlayOnce(PlayState* play, Player* this, LinkAnimationHeader* anim, s32 flags) { + Player_AnimReplacePlayOnceSetSpeed(play, this, anim, flags, 1.0f); } -void func_80833064(PlayState* play, Player* this, LinkAnimationHeader* anim, s32 flags) { - func_80832FFC(play, this, anim, flags, 2.0f / 3.0f); +void Player_AnimReplacePlayOnceAdjusted(PlayState* play, Player* this, LinkAnimationHeader* anim, s32 flags) { + Player_AnimReplacePlayOnceSetSpeed(play, this, anim, flags, PLAYER_ANIM_ADJUSTED_SPEED); } -void func_8083308C(PlayState* play, Player* this, LinkAnimationHeader* anim) { - func_80833064(play, this, anim, 0x1C); +void Player_AnimReplaceNormalPlayOnceAdjusted(PlayState* play, Player* this, LinkAnimationHeader* anim) { + Player_AnimReplacePlayOnceAdjusted(play, this, anim, 0x1C); } -void func_808330AC(PlayState* play, Player* this, LinkAnimationHeader* anim, s32 flags, f32 playbackSpeed) { +void Player_AnimReplacePlayLoopSetSpeed(PlayState* play, Player* this, LinkAnimationHeader* anim, s32 flags, f32 playbackSpeed) { LinkAnimation_PlayLoopSetSpeed(play, &this->skelAnime, anim, playbackSpeed); - func_80832F54(play, this, flags); + Player_AnimReplaceApplyFlags(play, this, flags); } -void func_808330EC(PlayState* play, Player* this, LinkAnimationHeader* anim, s32 flags) { - func_808330AC(play, this, anim, flags, 1.0f); +void Player_AnimReplacePlayLoop(PlayState* play, Player* this, LinkAnimationHeader* anim, s32 flags) { + Player_AnimReplacePlayLoopSetSpeed(play, this, anim, flags, 1.0f); } -void func_80833114(PlayState* play, Player* this, LinkAnimationHeader* anim, s32 flags) { - func_808330AC(play, this, anim, flags, 2.0f / 3.0f); +void Player_AnimReplacePlayLoopAdjusted(PlayState* play, Player* this, LinkAnimationHeader* anim, s32 flags) { + Player_AnimReplacePlayLoopSetSpeed(play, this, anim, flags, PLAYER_ANIM_ADJUSTED_SPEED); } -void func_8083313C(PlayState* play, Player* this, LinkAnimationHeader* anim) { - func_80833114(play, this, anim, 0x1C); +void Player_AnimReplaceNormalPlayLoopAdjusted(PlayState* play, Player* this, LinkAnimationHeader* anim) { + Player_AnimReplacePlayLoopAdjusted(play, this, anim, 0x1C); } -void func_8083315C(PlayState* play, Player* this) { +void Player_ProcessControlStick(PlayState* play, Player* this) { s8 phi_v1; s8 phi_v0; - this->unk_A7C = D_808535D4; - this->unk_A80 = D_808535D8; + this->unk_A7C = sControlStickMagnitude; + this->unk_A80 = sControlStickAngle; - func_80077D10(&D_808535D4, &D_808535D8, sControlInput); + func_80077D10(&sControlStickMagnitude, &sControlStickAngle, sControlInput); - D_808535DC = Camera_GetInputDirYaw(GET_ACTIVE_CAM(play)) + D_808535D8; + D_808535DC = Camera_GetInputDirYaw(GET_ACTIVE_CAM(play)) + sControlStickAngle; this->unk_846 = (this->unk_846 + 1) % 4; - if (D_808535D4 < 55.0f) { + if (sControlStickMagnitude < 55.0f) { phi_v0 = -1; phi_v1 = -1; } else { - phi_v1 = (u16)(D_808535D8 + 0x2000) >> 9; + phi_v1 = (u16)(sControlStickAngle + 0x2000) >> 9; phi_v0 = (u16)((s16)(D_808535DC - this->actor.shape.rot.y) + 0x2000) >> 14; } @@ -1731,7 +1922,7 @@ void func_808332F4(Player* this, PlayState* play) { } static LinkAnimationHeader* func_80833338(Player* this) { - return D_80853914[PLAYER_ANIMGROUP_wait][this->modelAnimType]; + return GET_PLAYER_ANIM(PLAYER_ANIMGROUP_wait, this->modelAnimType); } s32 func_80833350(Player* this) { @@ -1752,18 +1943,18 @@ s32 func_80833350(Player* this) { void func_808333FC(Player* this, s32 arg1) { if (D_80853E7C[arg1] != 0) { - func_80832924(this, D_80853E50[D_80853E7C[arg1] - 1]); + Player_ProcessAnimSfxList(this, D_80853E50[D_80853E7C[arg1] - 1]); } } LinkAnimationHeader* func_80833438(Player* this) { if (this->unk_890 != 0) { - return D_80853914[PLAYER_ANIMGROUP_damage_run][this->modelAnimType]; + return GET_PLAYER_ANIM(PLAYER_ANIMGROUP_damage_run, this->modelAnimType); } else if (!(this->stateFlags1 & (PLAYER_STATE1_IN_WATER | PLAYER_STATE1_IN_CUTSCENE)) && (this->currentBoots == PLAYER_BOOTS_IRON)) { - return D_80853914[PLAYER_ANIMGROUP_heavy_run][this->modelAnimType]; + return GET_PLAYER_ANIM(PLAYER_ANIMGROUP_heavy_run, this->modelAnimType); } else { - return D_80853914[PLAYER_ANIMGROUP_run][this->modelAnimType]; + return GET_PLAYER_ANIM(PLAYER_ANIMGROUP_run, this->modelAnimType); } } @@ -1775,7 +1966,7 @@ LinkAnimationHeader* func_808334E4(Player* this) { if (func_808334B4(this)) { return &gPlayerAnim_link_boom_throw_waitR; } else { - return D_80853914[PLAYER_ANIMGROUP_waitR][this->modelAnimType]; + return GET_PLAYER_ANIM(PLAYER_ANIMGROUP_waitR, this->modelAnimType); } } @@ -1783,7 +1974,7 @@ LinkAnimationHeader* func_80833528(Player* this) { if (func_808334B4(this)) { return &gPlayerAnim_link_boom_throw_waitL; } else { - return D_80853914[PLAYER_ANIMGROUP_waitL][this->modelAnimType]; + return GET_PLAYER_ANIM(PLAYER_ANIMGROUP_waitL, this->modelAnimType); } } @@ -1791,7 +1982,7 @@ LinkAnimationHeader* func_8083356C(Player* this) { if (func_8002DD78(this)) { return &gPlayerAnim_link_bow_side_walk; } else { - return D_80853914[PLAYER_ANIMGROUP_side_walk][this->modelAnimType]; + return GET_PLAYER_ANIM(PLAYER_ANIMGROUP_side_walk, this->modelAnimType); } } @@ -1799,7 +1990,7 @@ LinkAnimationHeader* func_808335B0(Player* this) { if (func_808334B4(this)) { return &gPlayerAnim_link_boom_throw_side_walkR; } else { - return D_80853914[PLAYER_ANIMGROUP_side_walkR][this->modelAnimType]; + return GET_PLAYER_ANIM(PLAYER_ANIMGROUP_side_walkR, this->modelAnimType); } } @@ -1807,37 +1998,35 @@ LinkAnimationHeader* func_808335F4(Player* this) { if (func_808334B4(this)) { return &gPlayerAnim_link_boom_throw_side_walkL; } else { - return D_80853914[PLAYER_ANIMGROUP_side_walkL][this->modelAnimType]; + return GET_PLAYER_ANIM(PLAYER_ANIMGROUP_side_walkL, this->modelAnimType); } } -void func_80833638(Player* this, PlayerFunc82C arg1) { - this->func_82C = arg1; +void Player_SetUpperActionFunc(Player* this, UpperActionFunc arg1) { + this->upperActionFunc = arg1; this->unk_836 = 0; - this->unk_830 = 0.0f; + this->upperAnimBlendWeight = 0.0f; func_808326F0(this); } -void func_80833664(PlayState* play, Player* this, s8 actionParam) { +void Player_InitItemActionWithAnim(PlayState* play, Player* this, s8 itemAction) { LinkAnimationHeader* current = this->skelAnime.animation; LinkAnimationHeader** iter = &D_80853914[0][this->modelAnimType]; - u32 i; + u32 animGroup; this->stateFlags1 &= ~(PLAYER_STATE1_ITEM_IN_HAND | PLAYER_STATE1_BOOMERANG_IN_HAND); - for (i = 0; i < ARRAY_COUNT(D_80853914); i++) { + for (animGroup = 0; animGroup < PLAYER_ANIMGROUP_MAX; animGroup++) { if (current == *iter) { break; } - iter += ARRAY_COUNT(D_80853914[0]); + iter += PLAYER_ANIMTYPE_MAX; } - func_8083399C(play, this, actionParam); + Player_InitItemAction(play, this, itemAction); - if (i < ARRAY_COUNT(D_80853914)) { - // fake match - // surely D_80853914 isn't a 1D array... unless? - this->skelAnime.animation = D_80853914[0][i * ARRAY_COUNT(D_80853914[0]) + this->modelAnimType]; + if (animGroup < PLAYER_ANIMGROUP_MAX) { + this->skelAnime.animation = GET_PLAYER_ANIM(animGroup, this->modelAnimType); } } @@ -1849,7 +2038,7 @@ s8 Player_ItemToItemAction(s32 item) { } else if (item == ITEM_FISHING_POLE) { return PLAYER_IA_FISHING_POLE; } else { - return sItemActionParams[item]; + return sItemActions[item]; } } @@ -1923,22 +2112,22 @@ void func_80833984(PlayState* play, Player* this) { this->stateFlags1 |= PLAYER_STATE1_BOOMERANG_IN_HAND; } -void func_8083399C(PlayState* play, Player* this, s8 actionParam) { +void Player_InitItemAction(PlayState* play, Player* this, s8 itemAction) { this->unk_860 = 0; this->unk_85C = 0.0f; this->unk_858 = 0.0f; - this->heldItemAction = this->itemAction = actionParam; + this->heldItemAction = this->itemAction = itemAction; this->modelGroup = this->nextModelGroup; this->stateFlags1 &= ~(PLAYER_STATE1_ITEM_IN_HAND | PLAYER_STATE1_BOOMERANG_IN_HAND); - D_80853FE8[actionParam](play, this); + sItemActionInitFuncs[itemAction](play, this); Player_SetModelGroup(this, this->modelGroup); } -void func_80833A20(Player* this, s32 newSwordState) { +void func_80833A20(Player* this, s32 newMeleeWeaponState) { u16 itemSfx; u16 voiceSfx; @@ -1952,7 +2141,7 @@ void func_80833A20(Player* this, s32 newSwordState) { voiceSfx = NA_SE_VO_LI_SWORD_N; if (this->heldItemAction == PLAYER_IA_HAMMER) { itemSfx = NA_SE_IT_HAMMER_SWING; - } else if (this->meleeWeaponAnimation >= 0x18) { + } else if (this->meleeWeaponAnimation >= PLAYER_MWA_SPIN_ATTACK_1H) { itemSfx = 0; voiceSfx = NA_SE_VO_LI_SWORD_L; } else if (this->unk_845 >= 3) { @@ -1964,7 +2153,8 @@ void func_80833A20(Player* this, s32 newSwordState) { func_808328EC(this, itemSfx); } - if ((this->meleeWeaponAnimation < 0x10) || (this->meleeWeaponAnimation >= 0x14)) { + if (!((this->meleeWeaponAnimation >= PLAYER_MWA_FLIPSLASH_START) && + (this->meleeWeaponAnimation <= PLAYER_MWA_JUMPSLASH_FINISH))) { func_80832698(this, voiceSfx); } @@ -1973,7 +2163,7 @@ void func_80833A20(Player* this, s32 newSwordState) { } } - this->meleeWeaponState = newSwordState; + this->meleeWeaponState = newMeleeWeaponState; } s32 func_80833B2C(Player* this) { @@ -2012,23 +2202,23 @@ void func_80833C3C(Player* this) { this->unk_870 = this->unk_874 = 0.0f; } -s32 func_80833C50(Player* this, s32 item) { +s32 Player_ItemIsInUse(Player* this, s32 item) { if ((item < ITEM_NONE_FE) && (Player_ItemToItemAction(item) == this->itemAction)) { - return 1; + return true; } else { - return 0; + return false; } } -s32 func_80833C98(s32 item1, s32 actionParam) { - if ((item1 < ITEM_NONE_FE) && (Player_ItemToItemAction(item1) == actionParam)) { - return 1; +s32 Player_ItemIsItemAction(s32 item1, s32 itemAction) { + if ((item1 < ITEM_NONE_FE) && (Player_ItemToItemAction(item1) == itemAction)) { + return true; } else { - return 0; + return false; } } -s32 func_80833CDC(PlayState* play, s32 index) { +s32 Player_GetItemOnButton(PlayState* play, s32 index) { if (index >= ((CVarGetInteger("gDpadEquips", 0) != 0) ? 8 : 4)) { return ITEM_NONE; } else if (play->bombchuBowlingStatus != 0) { @@ -2052,8 +2242,17 @@ s32 func_80833CDC(PlayState* play, s32 index) { } } -void func_80833DF8(Player* this, PlayState* play) { - s32 maskActionParam; +/** + * Handles the high level item usage and changing process based on the B and C buttons. + * + * Tasks include: + * - Put away a mask if it is not present on any C button + * - Put away an item if it is not present on the B button or any C button + * - Use an item on the B button or any C button if the corresponding button is pressed + * - Keep track of the current item button being held down + */ +void Player_ProcessItemButtons(Player* this, PlayState* play) { + s32 maskItemAction; s32 item; s32 i; @@ -2074,15 +2273,15 @@ void func_80833DF8(Player* this, PlayState* play) { func_808328EC(this, NA_SE_PL_CHANGE_ARMS); } } else { - maskActionParam = this->currentMask - 1 + PLAYER_IA_MASK_KEATON; + maskItemAction = this->currentMask - 1 + PLAYER_IA_MASK_KEATON; bool hasOnDpad = false; if (CVarGetInteger("gDpadEquips", 0) != 0) { for (int buttonIndex = 0; buttonIndex < 4; buttonIndex++) { - hasOnDpad |= func_80833C98(DPAD_ITEM(buttonIndex), maskActionParam); + hasOnDpad |= Player_ItemIsItemAction(DPAD_ITEM(buttonIndex), maskItemAction); } } - if (!func_80833C98(C_BTN_ITEM(0), maskActionParam) && !func_80833C98(C_BTN_ITEM(1), maskActionParam) && - !func_80833C98(C_BTN_ITEM(2), maskActionParam) && !hasOnDpad) { + if (!Player_ItemIsItemAction(C_BTN_ITEM(0), maskItemAction) && !Player_ItemIsItemAction(C_BTN_ITEM(1), maskItemAction) && + !Player_ItemIsItemAction(C_BTN_ITEM(2), maskItemAction) && !hasOnDpad) { this->currentMask = PLAYER_MASK_NONE; } } @@ -2093,101 +2292,105 @@ void func_80833DF8(Player* this, PlayState* play) { bool hasOnDpad = false; if (CVarGetInteger("gDpadEquips", 0) != 0) { for (int buttonIndex = 0; buttonIndex < 4; buttonIndex++) { - hasOnDpad |= func_80833C50(this, DPAD_ITEM(buttonIndex)); + hasOnDpad |= Player_ItemIsInUse(this, DPAD_ITEM(buttonIndex)); } } - if (!func_80833C50(this, B_BTN_ITEM) && !func_80833C50(this, C_BTN_ITEM(0)) && - !func_80833C50(this, C_BTN_ITEM(1)) && !func_80833C50(this, C_BTN_ITEM(2)) && !hasOnDpad) { - func_80835F44(play, this, ITEM_NONE); + if (!Player_ItemIsInUse(this, B_BTN_ITEM) && !Player_ItemIsInUse(this, C_BTN_ITEM(0)) && + !Player_ItemIsInUse(this, C_BTN_ITEM(1)) && !Player_ItemIsInUse(this, C_BTN_ITEM(2)) && !hasOnDpad) { + Player_UseItem(play, this, ITEM_NONE); return; } } - for (i = 0; i < ARRAY_COUNT(D_80854388); i++) { - if (CHECK_BTN_ALL(sControlInput->press.button, D_80854388[i])) { + for (i = 0; i < ARRAY_COUNT(sItemButtons); i++) { + if (CHECK_BTN_ALL(sControlInput->press.button, sItemButtons[i])) { break; } } - item = func_80833CDC(play, i); + item = Player_GetItemOnButton(play, i); + if (item >= ITEM_NONE_FE) { - for (i = 0; i < ARRAY_COUNT(D_80854388); i++) { - if (CHECK_BTN_ALL(sControlInput->cur.button, D_80854388[i])) { + for (i = 0; i < ARRAY_COUNT(sItemButtons); i++) { + if (CHECK_BTN_ALL(sControlInput->cur.button, sItemButtons[i])) { break; } } - item = func_80833CDC(play, i); + item = Player_GetItemOnButton(play, i); + if ((item < ITEM_NONE_FE) && (Player_ItemToItemAction(item) == this->heldItemAction)) { - D_80853618 = true; + sHeldItemButtonIsHeldDown = true; } } else { this->heldItemButton = i; - func_80835F44(play, this, item); + Player_UseItem(play, this, item); } } } -void func_808340DC(Player* this, PlayState* play) { +void Player_StartChangingHeldItem(Player* this, PlayState* play) { LinkAnimationHeader* anim; - f32 frameCount; + f32 endFrameTemp; f32 startFrame; f32 endFrame; f32 playSpeed; - s32 sp38; - s8 sp37; + s32 itemChangeType; + s8 heldItemAction; s32 nextAnimType; - sp37 = Player_ItemToItemAction(this->heldItemId); - func_80833638(this, func_80834A2C); + heldItemAction = Player_ItemToItemAction(this->heldItemId); + + Player_SetUpperActionFunc(this, Player_UpperAction_ChangeHeldItem); nextAnimType = gPlayerModelTypes[this->nextModelGroup][PLAYER_MODELGROUPENTRY_ANIM]; - sp38 = D_80854164[gPlayerModelTypes[this->modelGroup][PLAYER_MODELGROUPENTRY_ANIM]][nextAnimType]; - if ((sp37 == PLAYER_IA_BOTTLE) || (sp37 == PLAYER_IA_BOOMERANG) || - ((sp37 == PLAYER_IA_NONE) && + itemChangeType = sItemChangeTypes[gPlayerModelTypes[this->modelGroup][PLAYER_MODELGROUPENTRY_ANIM]][nextAnimType]; + + if ((heldItemAction == PLAYER_IA_BOTTLE) || (heldItemAction == PLAYER_IA_BOOMERANG) || + ((heldItemAction == PLAYER_IA_NONE) && ((this->heldItemAction == PLAYER_IA_BOTTLE) || (this->heldItemAction == PLAYER_IA_BOOMERANG)))) { - sp38 = (sp37 == PLAYER_IA_NONE) ? -PLAYER_D_808540F4_13 : PLAYER_D_808540F4_13; + itemChangeType = (heldItemAction == PLAYER_IA_NONE) ? -PLAYER_ITEM_CHG_13 : PLAYER_ITEM_CHG_13; } - this->unk_15A = ABS(sp38); + this->itemChangeType = ABS(itemChangeType); + anim = sItemChangeInfo[this->itemChangeType].anim; - anim = D_808540F4[this->unk_15A].anim; if ((anim == &gPlayerAnim_link_normal_fighter2free) && (this->currentShield == PLAYER_SHIELD_NONE)) { anim = &gPlayerAnim_link_normal_free2fighter_free; } - frameCount = Animation_GetLastFrame(anim); - endFrame = frameCount; + endFrameTemp = Animation_GetLastFrame(anim); + endFrame = endFrameTemp; - if (sp38 >= 0) { + if (itemChangeType >= 0) { playSpeed = 1.2f; startFrame = 0.0f; } else { endFrame = 0.0f; playSpeed = -1.2f; - startFrame = frameCount; + startFrame = endFrameTemp; } - if (sp37 != PLAYER_IA_NONE) { + if (heldItemAction != PLAYER_IA_NONE) { playSpeed *= 2.0f; } - LinkAnimation_Change(play, &this->skelAnime2, anim, playSpeed, startFrame, endFrame, ANIMMODE_ONCE, 0.0f); + LinkAnimation_Change(play, &this->upperSkelAnime, anim, playSpeed, startFrame, endFrame, ANIMMODE_ONCE, 0.0f); this->stateFlags1 &= ~PLAYER_STATE1_START_PUTAWAY; } -void func_80834298(Player* this, PlayState* play) { +void Player_UpdateItems(Player* this, PlayState* play) { if ((this->actor.category == ACTORCAT_PLAYER) && (CVarGetInteger("gQuickPutaway", 0) || !(this->stateFlags1 & PLAYER_STATE1_START_PUTAWAY)) && ((this->heldItemAction == this->itemAction) || (this->stateFlags1 & PLAYER_STATE1_SHIELDING)) && - (gSaveContext.health != 0) && (play->csCtx.state == CS_STATE_IDLE) && (this->csMode == 0) && + (gSaveContext.health != 0) && (play->csCtx.state == CS_STATE_IDLE) && (this->csAction == 0) && (play->shootingGalleryStatus == 0) && (play->activeCamera == MAIN_CAM) && (play->transitionTrigger != TRANS_TRIGGER_START) && (gSaveContext.timer1State != 10)) { - func_80833DF8(this, play); + Player_ProcessItemButtons(this, play); } if (this->stateFlags1 & PLAYER_STATE1_START_PUTAWAY) { - func_808340DC(this, play); + Player_StartChangingHeldItem(this, play); } } @@ -2228,13 +2431,13 @@ s32 func_8083442C(Player* this, PlayState* play) { (gSaveContext.magicState != MAGIC_STATE_IDLE)) { func_80078884(NA_SE_SY_ERROR); } else { - func_80833638(this, func_808351D4); + Player_SetUpperActionFunc(this, func_808351D4); this->stateFlags1 |= PLAYER_STATE1_READY_TO_FIRE; this->unk_834 = 14; if (this->unk_860 >= 0) { - Player_PlaySfx(&this->actor, D_80854398[ABS(this->unk_860) - 1]); + Player_PlaySfx(this, D_80854398[ABS(this->unk_860) - 1]); if (!Player_HoldsHookshot(this) && (func_80834380(play, this, &item, &arrowType) > 0)) { magicArrowType = arrowType - ARROW_FIRE; @@ -2258,7 +2461,7 @@ s32 func_8083442C(Player* this, PlayState* play) { return 0; } -void func_80834594(PlayState* play, Player* this) { +void Player_FinishItemChange(PlayState* play, Player* this) { if (this->heldItemAction != PLAYER_IA_NONE) { if (func_8008F2BC(this, this->heldItemAction) >= 0) { func_808328EC(this, NA_SE_IT_SWORD_PUTAWAY); @@ -2267,7 +2470,7 @@ void func_80834594(PlayState* play, Player* this) { } } - func_80835F44(play, this, this->heldItemId); + Player_UseItem(play, this, this->heldItemId); if (func_8008F2BC(this, this->heldItemAction) >= 0) { func_808328EC(this, NA_SE_IT_SWORD_PICKOUT); @@ -2277,20 +2480,20 @@ void func_80834594(PlayState* play, Player* this) { } void func_80834644(PlayState* play, Player* this) { - if (func_80834A2C == this->func_82C) { - func_80834594(play, this); + if (Player_UpperAction_ChangeHeldItem == this->upperActionFunc) { + Player_FinishItemChange(play, this); } - func_80833638(this, D_80853EDC[this->heldItemAction]); + Player_SetUpperActionFunc(this, sItemActionUpdateFuncs[this->heldItemAction]); this->unk_834 = 0; this->unk_6AC = 0; - func_808323B4(play, this); + Player_DetachHeldActor(play, this); this->stateFlags1 &= ~PLAYER_STATE1_START_PUTAWAY; } LinkAnimationHeader* func_808346C4(PlayState* play, Player* this) { - func_80833638(this, func_80834B5C); - func_808323B4(play, this); + Player_SetUpperActionFunc(this, func_80834B5C); + Player_DetachHeldActor(play, this); if (this->unk_870 < 0.5f) { return D_808543A4[Player_HoldsTwoHandedWeapon(this) && @@ -2312,8 +2515,8 @@ s32 func_80834758(PlayState* play, Player* this) { anim = func_808346C4(play, this); frame = Animation_GetLastFrame(anim); - LinkAnimation_Change(play, &this->skelAnime2, anim, 1.0f, frame, frame, ANIMMODE_ONCE, 0.0f); - Player_PlaySfx(&this->actor, NA_SE_IT_SHIELD_POSTURE); + LinkAnimation_Change(play, &this->upperSkelAnime, anim, 1.0f, frame, frame, ANIMMODE_ONCE, 0.0f); + Player_PlaySfx(this, NA_SE_IT_SHIELD_POSTURE); return 1; } else { @@ -2330,25 +2533,25 @@ s32 func_8083485C(Player* this, PlayState* play) { } void func_80834894(Player* this) { - func_80833638(this, func_80834C74); + Player_SetUpperActionFunc(this, func_80834C74); if (this->itemAction < 0) { func_8008EC70(this); } - Animation_Reverse(&this->skelAnime2); - Player_PlaySfx(&this->actor, NA_SE_IT_SHIELD_REMOVE); + Animation_Reverse(&this->upperSkelAnime); + Player_PlaySfx(this, NA_SE_IT_SHIELD_REMOVE); } -void func_808348EC(PlayState* play, Player* this) { - struct_808540F4* ptr = &D_808540F4[this->unk_15A]; - f32 frame; +void Player_WaitToFinishItemChange(PlayState* play, Player* this) { + ItemChangeInfo* itemChangeEntry = &sItemChangeInfo[this->itemChangeType]; + f32 changeFrame; - frame = ptr->unk_04; - frame = (this->skelAnime2.playSpeed < 0.0f) ? frame - 1.0f : frame; + changeFrame = itemChangeEntry->changeFrame; + changeFrame = (this->upperSkelAnime.playSpeed < 0.0f) ? changeFrame - 1.0f : changeFrame; - if (LinkAnimation_OnFrame(&this->skelAnime2, frame)) { - func_80834594(play, this); + if (LinkAnimation_OnFrame(&this->upperSkelAnime, changeFrame)) { + Player_FinishItemChange(play, this); } func_80833B54(this); @@ -2356,7 +2559,7 @@ void func_808348EC(PlayState* play, Player* this) { s32 func_8083499C(Player* this, PlayState* play) { if (this->stateFlags1 & PLAYER_STATE1_START_PUTAWAY) { - func_808340DC(this, play); + Player_StartChangingHeldItem(this, play); } else { return 0; } @@ -2372,31 +2575,31 @@ s32 func_808349DC(Player* this, PlayState* play) { } } -s32 func_80834A2C(Player* this, PlayState* play) { - if (LinkAnimation_Update(play, &this->skelAnime2) || +s32 Player_UpperAction_ChangeHeldItem(Player* this, PlayState* play) { + if (LinkAnimation_Update(play, &this->upperSkelAnime) || ((Player_ItemToItemAction(this->heldItemId) == this->heldItemAction) && - (D_80853614 = (D_80853614 || + (sUseHeldItem = (sUseHeldItem || ((this->modelAnimType != PLAYER_ANIMTYPE_3) && (play->shootingGalleryStatus == 0)))))) { - func_80833638(this, D_80853EDC[this->heldItemAction]); + Player_SetUpperActionFunc(this, sItemActionUpdateFuncs[this->heldItemAction]); this->unk_834 = 0; this->unk_6AC = 0; - D_80853618 = D_80853614; - return this->func_82C(this, play); + sHeldItemButtonIsHeldDown = sUseHeldItem; + return this->upperActionFunc(this, play); } if (func_80833350(this) != 0) { - func_808348EC(play, this); - func_80832264(play, this, func_80833338(this)); + Player_WaitToFinishItemChange(play, this); + Player_AnimPlayOnce(play, this, func_80833338(this)); this->unk_6AC = 0; } else { - func_808348EC(play, this); + Player_WaitToFinishItemChange(play, this); } return 1; } s32 func_80834B5C(Player* this, PlayState* play) { - LinkAnimation_Update(play, &this->skelAnime2); + LinkAnimation_Update(play, &this->upperSkelAnime); if (!CHECK_BTN_ALL(sControlInput->cur.button, BTN_R)) { func_80834894(this); @@ -2412,10 +2615,10 @@ s32 func_80834BD4(Player* this, PlayState* play) { LinkAnimationHeader* anim; f32 frame; - if (LinkAnimation_Update(play, &this->skelAnime2)) { + if (LinkAnimation_Update(play, &this->upperSkelAnime)) { anim = func_808346C4(play, this); frame = Animation_GetLastFrame(anim); - LinkAnimation_Change(play, &this->skelAnime2, anim, 1.0f, frame, frame, ANIMMODE_ONCE, 0.0f); + LinkAnimation_Change(play, &this->upperSkelAnime, anim, 1.0f, frame, frame, ANIMMODE_ONCE, 0.0f); } this->stateFlags1 |= PLAYER_STATE1_SHIELDING; @@ -2425,13 +2628,13 @@ s32 func_80834BD4(Player* this, PlayState* play) { } s32 func_80834C74(Player* this, PlayState* play) { - D_80853614 = D_80853618; + sUseHeldItem = sHeldItemButtonIsHeldDown; - if (D_80853614 || LinkAnimation_Update(play, &this->skelAnime2)) { - func_80833638(this, D_80853EDC[this->heldItemAction]); - LinkAnimation_PlayLoop(play, &this->skelAnime2, D_80853914[PLAYER_ANIMGROUP_wait][this->modelAnimType]); + if (sUseHeldItem || LinkAnimation_Update(play, &this->upperSkelAnime)) { + Player_SetUpperActionFunc(this, sItemActionUpdateFuncs[this->heldItemAction]); + LinkAnimation_PlayLoop(play, &this->upperSkelAnime, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_wait, this->modelAnimType)); this->unk_6AC = 0; - this->func_82C(this, play); + this->upperActionFunc(this, play); return 0; } @@ -2451,17 +2654,17 @@ s32 func_80834D2C(Player* this, PlayState* play) { } else { anim = &gPlayerAnim_link_hook_shot_ready; } - LinkAnimation_PlayOnce(play, &this->skelAnime2, anim); + LinkAnimation_PlayOnce(play, &this->upperSkelAnime, anim); } else { - func_80833638(this, func_80835884); + Player_SetUpperActionFunc(this, func_80835884); this->unk_834 = 10; - LinkAnimation_PlayOnce(play, &this->skelAnime2, &gPlayerAnim_link_boom_throw_wait2waitR); + LinkAnimation_PlayOnce(play, &this->upperSkelAnime, &gPlayerAnim_link_boom_throw_wait2waitR); } if (this->stateFlags1 & PLAYER_STATE1_ON_HORSE) { - func_80832284(play, this, &gPlayerAnim_link_uma_anim_walk); + Player_AnimPlayLoop(play, this, &gPlayerAnim_link_uma_anim_walk); } else if ((this->actor.bgCheckFlags & 1) && !func_80833B54(this)) { - func_80832284(play, this, D_80853914[PLAYER_ANIMGROUP_wait][this->modelAnimType]); + Player_AnimPlayLoop(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_wait, this->modelAnimType)); } return 1; @@ -2493,7 +2696,7 @@ s32 func_80834EB8(Player* this, PlayState* play) { s32 func_80834F2C(Player* this, PlayState* play) { if ((this->doorType == PLAYER_DOORTYPE_NONE) && !(this->stateFlags1 & PLAYER_STATE1_THREW_BOOMERANG)) { - if (D_80853614 || func_80834E44(play)) { + if (sUseHeldItem || func_80834E44(play)) { if (func_80834D2C(this, play)) { return func_80834EB8(this, play); } @@ -2508,7 +2711,7 @@ s32 func_80834FBC(Player* this) { if (this->heldActor == NULL) { this->heldActor = this->actor.child; Player_RequestRumble(this, 255, 10, 250, 0); - Player_PlaySfx(&this->actor, NA_SE_IT_HOOKSHOT_RECEIVE); + Player_PlaySfx(this, NA_SE_IT_HOOKSHOT_RECEIVE); } return 1; @@ -2589,10 +2792,10 @@ s32 func_808351D4(Player* this, PlayState* play) { if ((this->unk_836 == 0) && (func_80833350(this) == 0) && (this->skelAnime.animation == &gPlayerAnim_link_bow_side_walk)) { - LinkAnimation_PlayOnce(play, &this->skelAnime2, D_808543CC[sp2C]); + LinkAnimation_PlayOnce(play, &this->upperSkelAnime, D_808543CC[sp2C]); this->unk_836 = -1; - } else if (LinkAnimation_Update(play, &this->skelAnime2)) { - LinkAnimation_PlayLoop(play, &this->skelAnime2, D_808543D4[sp2C]); + } else if (LinkAnimation_Update(play, &this->upperSkelAnime)) { + LinkAnimation_PlayLoop(play, &this->upperSkelAnime, D_808543D4[sp2C]); this->unk_836 = 1; } else if (this->unk_836 == 1) { this->unk_836 = 2; @@ -2604,12 +2807,12 @@ s32 func_808351D4(Player* this, PlayState* play) { func_80834EB8(this, play); - if ((this->unk_836 > 0) && ((this->unk_860 < 0) || (!D_80853618 && !func_80834E7C(play)))) { - func_80833638(this, func_808353D8); + if ((this->unk_836 > 0) && ((this->unk_860 < 0) || (!sHeldItemButtonIsHeldDown && !func_80834E7C(play)))) { + Player_SetUpperActionFunc(this, func_808353D8); if (this->unk_860 >= 0) { if (sp2C == 0) { if (!func_808350A4(play, this)) { - Player_PlaySfx(&this->actor, D_808543DC[ABS(this->unk_860) - 1]); + Player_PlaySfx(this, D_808543DC[ABS(this->unk_860) - 1]); } } else if (this->actor.bgCheckFlags & 1) { func_808350A4(play, this); @@ -2625,21 +2828,21 @@ s32 func_808351D4(Player* this, PlayState* play) { } s32 func_808353D8(Player* this, PlayState* play) { - LinkAnimation_Update(play, &this->skelAnime2); + LinkAnimation_Update(play, &this->upperSkelAnime); if (Player_HoldsHookshot(this) && !func_80834FBC(this)) { return 1; } if (!func_80834758(play, this) && - (D_80853614 || ((this->unk_860 < 0) && D_80853618) || func_80834E44(play))) { + (sUseHeldItem || ((this->unk_860 < 0) && sHeldItemButtonIsHeldDown) || func_80834E44(play))) { this->unk_860 = ABS(this->unk_860); if (func_8083442C(this, play)) { if (Player_HoldsHookshot(this)) { this->unk_836 = 1; } else { - LinkAnimation_PlayOnce(play, &this->skelAnime2, &gPlayerAnim_link_bow_bow_shoot_next); + LinkAnimation_PlayOnce(play, &this->upperSkelAnime, &gPlayerAnim_link_bow_bow_shoot_next); } } } else { @@ -2655,10 +2858,10 @@ s32 func_808353D8(Player* this, PlayState* play) { } if (Player_HoldsHookshot(this)) { - func_80833638(this, func_8083501C); + Player_SetUpperActionFunc(this, func_8083501C); } else { - func_80833638(this, func_80835588); - LinkAnimation_PlayOnce(play, &this->skelAnime2, &gPlayerAnim_link_bow_bow_shoot_end); + Player_SetUpperActionFunc(this, func_80835588); + LinkAnimation_PlayOnce(play, &this->upperSkelAnime, &gPlayerAnim_link_bow_bow_shoot_end); } this->unk_834 = 0; @@ -2668,8 +2871,8 @@ s32 func_808353D8(Player* this, PlayState* play) { } s32 func_80835588(Player* this, PlayState* play) { - if (!(this->actor.bgCheckFlags & 1) || LinkAnimation_Update(play, &this->skelAnime2)) { - func_80833638(this, func_8083501C); + if (!(this->actor.bgCheckFlags & 1) || LinkAnimation_Update(play, &this->upperSkelAnime)) { + Player_SetUpperActionFunc(this, func_8083501C); } return 1; @@ -2678,7 +2881,7 @@ s32 func_80835588(Player* this, PlayState* play) { void func_808355DC(Player* this) { this->stateFlags1 |= PLAYER_STATE1_TARGET_NOTHING; - if (!(this->skelAnime.moveFlags & 0x80) && (this->actor.bgCheckFlags & 0x200) && (D_80853608 < 0x2000)) { + if (!(this->skelAnime.moveFlags & 0x80) && (this->actor.bgCheckFlags & 0x200) && (sShapeYawToTouchedWall < 0x2000)) { this->currentYaw = this->actor.shape.rot.y = this->actor.wallYaw + 0x8000; } @@ -2697,8 +2900,8 @@ s32 func_80835644(PlayState* play, Player* this, Actor* arg2) { void func_80835688(Player* this, PlayState* play) { if (!func_80835644(play, this, this->heldActor)) { - func_80833638(this, func_808356E8); - LinkAnimation_PlayLoop(play, &this->skelAnime2, &gPlayerAnim_link_normal_carryB_wait); + Player_SetUpperActionFunc(this, func_808356E8); + LinkAnimation_PlayLoop(play, &this->upperSkelAnime, &gPlayerAnim_link_normal_carryB_wait); } } @@ -2714,8 +2917,8 @@ s32 func_808356E8(Player* this, PlayState* play) { } if (this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) { - if (LinkAnimation_Update(play, &this->skelAnime2)) { - LinkAnimation_PlayLoop(play, &this->skelAnime2, &gPlayerAnim_link_normal_carryB_wait); + if (LinkAnimation_Update(play, &this->upperSkelAnime)) { + LinkAnimation_PlayLoop(play, &this->upperSkelAnime, &gPlayerAnim_link_normal_carryB_wait); } if ((heldActor->id == ACTOR_EN_NIW) && (this->actor.velocity.y <= 0.0f)) { @@ -2740,7 +2943,7 @@ s32 func_80835800(Player* this, PlayState* play) { } if (this->stateFlags1 & PLAYER_STATE1_THREW_BOOMERANG) { - func_80833638(this, func_80835B60); + Player_SetUpperActionFunc(this, func_80835B60); } else if (func_80834F2C(this, play)) { return 1; } @@ -2749,9 +2952,9 @@ s32 func_80835800(Player* this, PlayState* play) { } s32 func_80835884(Player* this, PlayState* play) { - if (LinkAnimation_Update(play, &this->skelAnime2)) { - func_80833638(this, func_808358F0); - LinkAnimation_PlayLoop(play, &this->skelAnime2, &gPlayerAnim_link_boom_throw_waitR); + if (LinkAnimation_Update(play, &this->upperSkelAnime)) { + Player_SetUpperActionFunc(this, func_808358F0); + LinkAnimation_PlayLoop(play, &this->upperSkelAnime, &gPlayerAnim_link_boom_throw_waitR); } func_80834EB8(this, play); @@ -2764,17 +2967,17 @@ s32 func_808358F0(Player* this, PlayState* play) { if ((func_808334E4(this) == animSeg) || (func_80833528(this) == animSeg) || (func_808335B0(this) == animSeg) || (func_808335F4(this) == animSeg)) { - AnimationContext_SetCopyAll(play, this->skelAnime.limbCount, this->skelAnime2.jointTable, + AnimationContext_SetCopyAll(play, this->skelAnime.limbCount, this->upperSkelAnime.jointTable, this->skelAnime.jointTable); } else { - LinkAnimation_Update(play, &this->skelAnime2); + LinkAnimation_Update(play, &this->upperSkelAnime); } func_80834EB8(this, play); - if (!D_80853618) { - func_80833638(this, func_808359FC); - LinkAnimation_PlayOnce(play, &this->skelAnime2, + if (!sHeldItemButtonIsHeldDown) { + Player_SetUpperActionFunc(this, func_808359FC); + LinkAnimation_PlayOnce(play, &this->upperSkelAnime, (this->unk_870 < 0.5f) ? &gPlayerAnim_link_boom_throwR : &gPlayerAnim_link_boom_throwL); } @@ -2782,10 +2985,10 @@ s32 func_808358F0(Player* this, PlayState* play) { } s32 func_808359FC(Player* this, PlayState* play) { - if (LinkAnimation_Update(play, &this->skelAnime2)) { - func_80833638(this, func_80835B60); + if (LinkAnimation_Update(play, &this->upperSkelAnime)) { + Player_SetUpperActionFunc(this, func_80835B60); this->unk_834 = 0; - } else if (LinkAnimation_OnFrame(&this->skelAnime2, 6.0f)) { + } else if (LinkAnimation_OnFrame(&this->upperSkelAnime, 6.0f)) { f32 posX = (Math_SinS(this->actor.shape.rot.y) * 10.0f) + this->actor.world.pos.x; f32 posZ = (Math_CosS(this->actor.shape.rot.y) * 10.0f) + this->actor.world.pos.z; s32 yaw = (this->unk_664 != NULL) ? this->actor.shape.rot.y + 14000 : this->actor.shape.rot.y; @@ -2802,7 +3005,7 @@ s32 func_808359FC(Player* this, PlayState* play) { func_808355DC(this); } this->unk_A73 = 4; - Player_PlaySfx(&this->actor, NA_SE_IT_BOOMERANG_THROW); + Player_PlaySfx(this, NA_SE_IT_BOOMERANG_THROW); func_80832698(this, NA_SE_VO_LI_SWORD_N); } } @@ -2837,15 +3040,15 @@ s32 func_80835B60(Player* this, PlayState* play) { } if (!(this->stateFlags1 & PLAYER_STATE1_THREW_BOOMERANG)) { - func_80833638(this, func_80835C08); - LinkAnimation_PlayOnce(play, &this->skelAnime2, &gPlayerAnim_link_boom_catch); + Player_SetUpperActionFunc(this, func_80835C08); + LinkAnimation_PlayOnce(play, &this->upperSkelAnime, &gPlayerAnim_link_boom_catch); func_808357E8(this, gPlayerLeftHandBoomerangDLs); Player_PlaySfx(&this->actor, NA_SE_PL_CATCH_BOOMERANG); func_80832698(this, NA_SE_VO_LI_SWORD_N); return 1; } - if (D_80853614 && CVarGetInteger("gFastBoomerang", 0)) { + if (sUseHeldItem && CVarGetInteger("gFastBoomerang", 0)) { this->boomerangQuickRecall = true; } @@ -2853,26 +3056,26 @@ s32 func_80835B60(Player* this, PlayState* play) { } s32 func_80835C08(Player* this, PlayState* play) { - if (!func_80835800(this, play) && LinkAnimation_Update(play, &this->skelAnime2)) { - func_80833638(this, func_80835800); + if (!func_80835800(this, play) && LinkAnimation_Update(play, &this->upperSkelAnime)) { + Player_SetUpperActionFunc(this, func_80835800); } return 1; } -s32 func_80835C58(PlayState* play, Player* this, PlayerFunc674 func, s32 flags) { - if (func == this->func_674) { +s32 Player_SetupAction(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) { + if (actionFunc == this->actionFunc) { return 0; } - if (func_8084E3C4 == this->func_674) { + if (func_8084E3C4 == this->actionFunc) { Audio_OcaSetInstrument(0); this->stateFlags2 &= ~(PLAYER_STATE2_ATTEMPT_PLAY_FOR_ACTOR | PLAYER_STATE2_PLAY_FOR_ACTOR); - } else if (func_808507F4 == this->func_674) { + } else if (func_808507F4 == this->actionFunc) { func_80832340(play, this); } - this->func_674 = func; + this->actionFunc = actionFunc; if ((this->itemAction != this->heldItemAction) && (!(flags & 1) || !(this->stateFlags1 & PLAYER_STATE1_SHIELDING))) { @@ -2885,34 +3088,38 @@ s32 func_80835C58(PlayState* play, Player* this, PlayerFunc674 func, s32 flags) } func_80832DBC(this); + this->stateFlags1 &= ~(PLAYER_STATE1_HOOKSHOT_FALLING | PLAYER_STATE1_TEXT_ON_SCREEN | PLAYER_STATE1_DAMAGED | PLAYER_STATE1_IN_ITEM_CS | PLAYER_STATE1_IN_CUTSCENE | PLAYER_STATE1_FLOOR_DISABLED); this->stateFlags2 &= ~(PLAYER_STATE2_HOPPING | PLAYER_STATE2_OCARINA_PLAYING | PLAYER_STATE2_IDLING); this->stateFlags3 &= ~(PLAYER_STATE3_MIDAIR | PLAYER_STATE3_FINISHED_ATTACKING | PLAYER_STATE3_HOOKSHOT_TRAVELLING); + this->unk_84F = 0; this->unk_850 = 0; + this->unk_6AC = 0; + func_808326F0(this); return 1; } -void func_80835DAC(PlayState* play, Player* this, PlayerFunc674 func, s32 flags) { +void func_80835DAC(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) { s32 temp; temp = this->skelAnime.moveFlags; this->skelAnime.moveFlags = 0; - func_80835C58(play, this, func, flags); + Player_SetupAction(play, this, actionFunc, flags); this->skelAnime.moveFlags = temp; } -void func_80835DE4(PlayState* play, Player* this, PlayerFunc674 func, s32 flags) { +void func_80835DE4(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 flags) { s32 temp; if (this->itemAction >= 0) { temp = this->itemAction; this->itemAction = this->heldItemAction; - func_80835C58(play, this, func, flags); + Player_SetupAction(play, this, actionFunc, flags); this->itemAction = temp; Player_SetModels(this, Player_ActionToModelGroup(this, this->itemAction)); } @@ -2933,7 +3140,7 @@ void func_80835EA4(PlayState* play, s32 arg1) { Camera_SetCameraData(Play_GetCamera(play, 0), 4, 0, 0, arg1, 0, 0); } -void func_80835EFC(Player* this) { +void Player_DestroyHookshot(Player* this) { if (Player_HoldsHookshot(this)) { Actor* heldActor = this->heldActor; @@ -2945,41 +3152,41 @@ void func_80835EFC(Player* this) { } } -void func_80835F44(PlayState* play, Player* this, s32 item) { - s8 actionParam; +void Player_UseItem(PlayState* play, Player* this, s32 item) { + s8 itemAction; s32 temp; s32 nextAnimType; - actionParam = Player_ItemToItemAction(item); + itemAction = Player_ItemToItemAction(item); if (((this->heldItemAction == this->itemAction) && - (!(this->stateFlags1 & PLAYER_STATE1_SHIELDING) || (Player_ActionToMeleeWeapon(actionParam) != 0) || - (actionParam == PLAYER_IA_NONE))) || + (!(this->stateFlags1 & PLAYER_STATE1_SHIELDING) || (Player_ActionToMeleeWeapon(itemAction) != 0) || + (itemAction == PLAYER_IA_NONE))) || ((this->itemAction < 0) && - ((Player_ActionToMeleeWeapon(actionParam) != 0) || (actionParam == PLAYER_IA_NONE)))) { + ((Player_ActionToMeleeWeapon(itemAction) != 0) || (itemAction == PLAYER_IA_NONE)))) { - if ((actionParam == PLAYER_IA_NONE) || !(this->stateFlags1 & PLAYER_STATE1_IN_WATER) || + if ((itemAction == PLAYER_IA_NONE) || !(this->stateFlags1 & PLAYER_STATE1_IN_WATER) || ((this->actor.bgCheckFlags & 1) && - ((actionParam == PLAYER_IA_HOOKSHOT) || (actionParam == PLAYER_IA_LONGSHOT))) || - ((actionParam >= PLAYER_IA_SHIELD_DEKU) && (actionParam <= PLAYER_IA_BOOTS_HOVER))) { + ((itemAction == PLAYER_IA_HOOKSHOT) || (itemAction == PLAYER_IA_LONGSHOT))) || + ((itemAction >= PLAYER_IA_SHIELD_DEKU) && (itemAction <= PLAYER_IA_BOOTS_HOVER))) { if ((play->bombchuBowlingStatus == 0) && - (((actionParam == PLAYER_IA_DEKU_STICK) && (AMMO(ITEM_STICK) == 0)) || - ((actionParam == PLAYER_IA_MAGIC_BEAN) && (AMMO(ITEM_BEAN) == 0)) || - (temp = Player_ActionToExplosive(this, actionParam), + (((itemAction == PLAYER_IA_DEKU_STICK) && (AMMO(ITEM_STICK) == 0)) || + ((itemAction == PLAYER_IA_MAGIC_BEAN) && (AMMO(ITEM_BEAN) == 0)) || + (temp = Player_ActionToExplosive(this, itemAction), ((temp >= 0) && ((AMMO(sExplosiveInfos[temp].itemId) == 0) || (play->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].length >= 3 && !CVarGetInteger("gRemoveExplosiveLimit", 0))))))) { func_80078884(NA_SE_SY_ERROR); return; } - if (actionParam >= PLAYER_IA_SHIELD_DEKU) { + if (itemAction >= PLAYER_IA_SHIELD_DEKU) { // Changing shields through action commands is unimplemented // Boots and tunics handled previously return; } - if (actionParam == PLAYER_IA_LENS_OF_TRUTH) { + if (itemAction == PLAYER_IA_LENS_OF_TRUTH) { if (Magic_RequestChange(play, 0, MAGIC_CONSUME_LENS)) { if (play->actorCtx.lensActive) { Actor_DisableLens(play); @@ -2993,7 +3200,7 @@ void func_80835F44(PlayState* play, Player* this, s32 item) { return; } - if (actionParam == PLAYER_IA_DEKU_NUT) { + if (itemAction == PLAYER_IA_DEKU_NUT) { if (AMMO(ITEM_NUT) != 0) { func_8083C61C(play, this); } else { @@ -3002,12 +3209,12 @@ void func_80835F44(PlayState* play, Player* this, s32 item) { return; } - temp = Player_ActionToMagicSpell(this, actionParam); + temp = Player_ActionToMagicSpell(this, itemAction); if (temp >= 0) { - if (((actionParam == PLAYER_IA_FARORES_WIND) && (gSaveContext.respawn[RESPAWN_MODE_TOP].data > 0)) || + if (((itemAction == PLAYER_IA_FARORES_WIND) && (gSaveContext.respawn[RESPAWN_MODE_TOP].data > 0)) || ((gSaveContext.magicCapacity != 0) && (gSaveContext.magicState == MAGIC_STATE_IDLE) && (gSaveContext.magic >= sMagicSpellCosts[temp]))) { - this->itemAction = actionParam; + this->itemAction = itemAction; this->unk_6AD = 4; } else { func_80078884(NA_SE_SY_ERROR); @@ -3015,50 +3222,51 @@ void func_80835F44(PlayState* play, Player* this, s32 item) { return; } - if (actionParam >= PLAYER_IA_MASK_KEATON) { + if (itemAction >= PLAYER_IA_MASK_KEATON) { if (this->currentMask != PLAYER_MASK_NONE) { this->currentMask = PLAYER_MASK_NONE; } else { - this->currentMask = actionParam - PLAYER_IA_MASK_KEATON + 1; + this->currentMask = itemAction - PLAYER_IA_MASK_KEATON + 1; } sMaskMemory = this->currentMask; func_808328EC(this, NA_SE_PL_CHANGE_ARMS); return; } - if (((actionParam >= PLAYER_IA_OCARINA_FAIRY) && (actionParam <= PLAYER_IA_OCARINA_OF_TIME)) || - (actionParam >= PLAYER_IA_BOTTLE_FISH)) { + if (((itemAction >= PLAYER_IA_OCARINA_FAIRY) && (itemAction <= PLAYER_IA_OCARINA_OF_TIME)) || + (itemAction >= PLAYER_IA_BOTTLE_FISH)) { if (!func_8008E9C4(this) || - ((actionParam >= PLAYER_IA_BOTTLE_POTION_RED) && (actionParam <= PLAYER_IA_BOTTLE_FAIRY))) { + ((itemAction >= PLAYER_IA_BOTTLE_POTION_RED) && (itemAction <= PLAYER_IA_BOTTLE_FAIRY))) { func_8002D53C(play, &play->actorCtx.titleCtx); this->unk_6AD = 4; - this->itemAction = actionParam; + this->itemAction = itemAction; } return; } - if ((actionParam != this->heldItemAction) || - ((this->heldActor == 0) && (Player_ActionToExplosive(this, actionParam) >= 0))) { - this->nextModelGroup = Player_ActionToModelGroup(this, actionParam); + if ((itemAction != this->heldItemAction) || + ((this->heldActor == 0) && (Player_ActionToExplosive(this, itemAction) >= 0))) { + this->nextModelGroup = Player_ActionToModelGroup(this, itemAction); nextAnimType = gPlayerModelTypes[this->nextModelGroup][PLAYER_MODELGROUPENTRY_ANIM]; - if ((this->heldItemAction >= 0) && (Player_ActionToMagicSpell(this, actionParam) < 0) && + if ((this->heldItemAction >= 0) && (Player_ActionToMagicSpell(this, itemAction) < 0) && (item != this->heldItemId) && - (D_80854164[gPlayerModelTypes[this->modelGroup][PLAYER_MODELGROUPENTRY_ANIM]][nextAnimType] != - PLAYER_D_808540F4_0) && + (sItemChangeTypes[gPlayerModelTypes[this->modelGroup][PLAYER_MODELGROUPENTRY_ANIM]][nextAnimType] != + PLAYER_ITEM_CHG_0) && (!CVarGetInteger("gSeparateArrows", 0) || - actionParam < PLAYER_IA_BOW || actionParam > PLAYER_IA_BOW_0E || + itemAction < PLAYER_IA_BOW || itemAction > PLAYER_IA_BOW_0E || this->heldItemAction < PLAYER_IA_BOW || this->heldItemAction > PLAYER_IA_BOW_0E)) { this->heldItemId = item; this->stateFlags1 |= PLAYER_STATE1_START_PUTAWAY; } else { - func_80835EFC(this); - func_808323B4(play, this); - func_80833664(play, this, actionParam); + // Init new held item for use + Player_DestroyHookshot(this); + Player_DetachHeldActor(play, this); + Player_InitItemActionWithAnim(play, this, itemAction); } return; } - D_80853614 = D_80853618 = true; + sUseHeldItem = sHeldItemButtonIsHeldDown = true; } } } @@ -3068,11 +3276,11 @@ void func_80836448(PlayState* play, Player* this, LinkAnimationHeader* anim) { func_80832564(play, this); - func_80835C58(play, this, cond ? func_8084E368 : func_80843CEC, 0); + Player_SetupAction(play, this, cond ? func_8084E368 : func_80843CEC, 0); this->stateFlags1 |= PLAYER_STATE1_DEAD; - func_80832264(play, this, anim); + Player_AnimPlayOnce(play, this, anim); if (anim == &gPlayerAnim_link_derth_rebirth) { this->skelAnime.endFrame = 84.0f; } @@ -3099,20 +3307,20 @@ void func_80836448(PlayState* play, Player* this, LinkAnimationHeader* anim) { } } -s32 func_808365C8(Player* this) { - return (!(func_808458D0 == this->func_674) || +s32 Player_CanUpdateItems(Player* this) { + return (!(func_808458D0 == this->actionFunc) || ((this->stateFlags1 & PLAYER_STATE1_START_PUTAWAY) && ((this->heldItemId == ITEM_LAST_USED) || (this->heldItemId == ITEM_NONE)))) && - (!(func_80834A2C == this->func_82C) || + (!(Player_UpperAction_ChangeHeldItem == this->upperActionFunc) || (Player_ItemToItemAction(this->heldItemId) == this->heldItemAction)); } -s32 func_80836670(Player* this, PlayState* play) { +s32 Player_UpdateUpperBody(Player* this, PlayState* play) { if (!(this->stateFlags1 & PLAYER_STATE1_ON_HORSE) && (this->actor.parent != NULL) && Player_HoldsHookshot(this)) { - func_80835C58(play, this, func_80850AEC, 1); + Player_SetupAction(play, this, func_80850AEC, 1); this->stateFlags3 |= PLAYER_STATE3_HOOKSHOT_TRAVELLING; - func_80832264(play, this, &gPlayerAnim_link_hook_fly_start); - func_80832F54(play, this, 0x9B); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_hook_fly_start); + Player_AnimReplaceApplyFlags(play, this, 0x9B); func_80832224(this); this->currentYaw = this->actor.shape.rot.y; this->actor.bgCheckFlags &= ~1; @@ -3122,31 +3330,31 @@ s32 func_80836670(Player* this, PlayState* play) { return 1; } - if (func_808365C8(this)) { - func_80834298(this, play); - if (func_8084E604 == this->func_674) { + if (Player_CanUpdateItems(this)) { + Player_UpdateItems(this, play); + if (func_8084E604 == this->actionFunc) { return 1; } } - if (!this->func_82C(this, play)) { + if (!this->upperActionFunc(this, play)) { return 0; } - if (this->unk_830 != 0.0f) { + if (this->upperAnimBlendWeight != 0.0f) { if ((func_80833350(this) == 0) || (this->linearVelocity != 0.0f)) { - AnimationContext_SetCopyFalse(play, this->skelAnime.limbCount, this->skelAnime2.jointTable, - this->skelAnime.jointTable, D_80853410); + AnimationContext_SetCopyFalse(play, this->skelAnime.limbCount, this->upperSkelAnime.jointTable, + this->skelAnime.jointTable, sUpperBodyLimbCopyMap); } - Math_StepToF(&this->unk_830, 0.0f, 0.25f); + Math_StepToF(&this->upperAnimBlendWeight, 0.0f, 0.25f); AnimationContext_SetInterp(play, this->skelAnime.limbCount, this->skelAnime.jointTable, - this->skelAnime2.jointTable, 1.0f - this->unk_830); + this->upperSkelAnime.jointTable, 1.0f - this->upperAnimBlendWeight); } else if ((func_80833350(this) == 0) || (this->linearVelocity != 0.0f)) { AnimationContext_SetCopyTrue(play, this->skelAnime.limbCount, this->skelAnime.jointTable, - this->skelAnime2.jointTable, D_80853410); + this->upperSkelAnime.jointTable, sUpperBodyLimbCopyMap); } else { AnimationContext_SetCopyAll(play, this->skelAnime.limbCount, this->skelAnime.jointTable, - this->skelAnime2.jointTable); + this->upperSkelAnime.jointTable); } return 1; @@ -3154,7 +3362,7 @@ s32 func_80836670(Player* this, PlayState* play) { s32 func_80836898(PlayState* play, Player* this, PlayerFuncA74 func) { this->func_A74 = func; - func_80835C58(play, this, func_808458D0, 0); + Player_SetupAction(play, this, func_808458D0, 0); this->stateFlags2 |= PLAYER_STATE2_DISABLE_ROTATION_ALWAYS; return func_80832528(play, this); } @@ -3234,7 +3442,7 @@ void func_80836BEC(Player* this, PlayState* play) { this->stateFlags1 &= ~PLAYER_STATE1_30; } - if ((play->csCtx.state != CS_STATE_IDLE) || (this->csMode != 0) || + if ((play->csCtx.state != CS_STATE_IDLE) || (this->csAction != 0) || (this->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_IN_CUTSCENE)) || (this->stateFlags3 & PLAYER_STATE3_HOOKSHOT_TRAVELLING)) { this->unk_66C = 0; } else if (zTrigPressed || (this->stateFlags2 & PLAYER_STATE2_SWITCH_TARGETING) || (this->unk_684 != NULL)) { @@ -3326,74 +3534,98 @@ void func_80836BEC(Player* this, PlayState* play) { } } -s32 func_80836FAC(PlayState* play, Player* this, f32* arg2, s16* arg3, f32 arg4) { - f32 temp_f2; - f32 temp_f0; - f32 temp_f14; - f32 temp_f12; +/** + * Calculates target speed and yaw based on input from the control stick. + * See `Player_GetMovementSpeedAndYaw` for detailed argument descriptions. + * + * @return true if the control stick has any magnitude, false otherwise. + */ +s32 Player_CalcSpeedAndYawFromControlStick(PlayState* play, Player* this, f32* outSpeedTarget, s16* outYawTarget, f32 speedMode) { + f32 temp; + f32 sinFloorPitch; + f32 floorPitchInfluence; + f32 speedCap; if ((this->unk_6AD != 0) || (play->transitionTrigger == TRANS_TRIGGER_START) || (this->stateFlags1 & PLAYER_STATE1_LOADING)) { - *arg2 = 0.0f; - *arg3 = this->actor.shape.rot.y; + *outSpeedTarget = 0.0f; + *outYawTarget = this->actor.shape.rot.y; } else { - *arg2 = D_808535D4; - *arg3 = D_808535D8; + *outSpeedTarget = sControlStickMagnitude; + *outYawTarget = sControlStickAngle; - if (arg4 != 0.0f) { - *arg2 -= 20.0f; - if (*arg2 < 0.0f) { - *arg2 = 0.0f; + if (speedMode != 0.0f) { + *outSpeedTarget -= 20.0f; + if (*outSpeedTarget < 0.0f) { + // If control stick magnitude is below 20, return zero speed. + *outSpeedTarget = 0.0f; } else { - temp_f2 = 1.0f - Math_CosS(*arg2 * 450.0f); - *arg2 = ((temp_f2 * temp_f2) * 30.0f) + 7.0f; + // Cosine of the control stick magnitude isn't exactly meaningful, but + // it happens to give a desirable curve for grounded movement speed relative + // to control stick magnitude. + temp = 1.0f - Math_CosS(*outSpeedTarget * 450.0f); + *outSpeedTarget = ((temp * temp) * 30.0f) + 7.0f; } } else { - *arg2 *= 0.8f; + // Speed increases linearly relative to control stick magnitude + *outSpeedTarget *= 0.8f; } - if (D_808535D4 != 0.0f) { - temp_f0 = Math_SinS(this->unk_898); - temp_f12 = this->unk_880; - temp_f14 = CLAMP(temp_f0, 0.0f, 0.6f); + if (sControlStickMagnitude != 0.0f) { + sinFloorPitch = Math_SinS(this->floorPitch); + speedCap = this->unk_880; + floorPitchInfluence = CLAMP(sinFloorPitch, 0.0f, 0.6f); if (this->unk_6C4 != 0.0f) { - temp_f12 = temp_f12 - (this->unk_6C4 * 0.008f); - if (temp_f12 < 2.0f) { - temp_f12 = 2.0f; + speedCap = speedCap - (this->unk_6C4 * 0.008f); + if (speedCap < 2.0f) { + speedCap = 2.0f; } } - *arg2 = (*arg2 * 0.14f) - (8.0f * temp_f14 * temp_f14); - *arg2 = CLAMP(*arg2, 0.0f, temp_f12); + *outSpeedTarget = (*outSpeedTarget * 0.14f) - (8.0f * floorPitchInfluence * floorPitchInfluence); + *outSpeedTarget = CLAMP(*outSpeedTarget, 0.0f, speedCap); - return 1; + return true; } } - return 0; + return false; } s32 func_8083721C(Player* this) { return Math_StepToF(&this->linearVelocity, 0.0f, REG(43) / 100.0f); } -s32 func_80837268(Player* this, f32* arg1, s16* arg2, f32 arg3, PlayState* play) { - if (!func_80836FAC(play, this, arg1, arg2, arg3)) { - *arg2 = this->actor.shape.rot.y; +/** + * Gets target speed and yaw values for movement based on control stick input. + * Control stick magnitude and angle are processed in `Player_CalcSpeedAndYawFromControlStick` to get target values. + * Additionally, this function does extra processing on the target yaw value if the control stick is neutral. + * + * @param outSpeedTarget a pointer to the variable that will hold the resulting target speed value + * @param outYawTarget a pointer to the variable that will hold the resulting target yaw value + * @param speedMode toggles between a linear and curved mode for the speed value + * + * @see Player_CalcSpeedAndYawFromControlStick for more information on the linear vs curved speed mode. + * + * @return true if the control stick has any magnitude, false otherwise. + */ +s32 Player_GetMovementSpeedAndYaw(Player* this, f32* outSpeedTarget, s16* outYawTarget, f32 speedMode, PlayState* play) { + if (!Player_CalcSpeedAndYawFromControlStick(play, this, outSpeedTarget, outYawTarget, speedMode)) { + *outYawTarget = this->actor.shape.rot.y; if (this->unk_664 != NULL) { if ((play->actorCtx.targetCtx.unk_4B != 0) && !(this->stateFlags2 & PLAYER_STATE2_DISABLE_ROTATION_ALWAYS)) { - *arg2 = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_664->focus.pos); - return 0; + *outYawTarget = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_664->focus.pos); + return false; } } else if (func_80833B2C(this)) { - *arg2 = this->targetYaw; + *outYawTarget = this->targetYaw; } - return 0; + return false; } else { - *arg2 += Camera_GetInputDirYaw(GET_ACTIVE_CAM(play)); - return 1; + *outYawTarget += Camera_GetInputDirYaw(GET_ACTIVE_CAM(play)); + return true; } } @@ -3414,37 +3646,53 @@ static s32 (*D_80854448[])(Player* this, PlayState* play) = { func_80850224, func_8083C544, func_8083EB44, func_8083BDBC, func_8083C2B0, func_80838A14, func_8083B040, }; -s32 func_80837348(PlayState* play, Player* this, s8* arg2, s32 arg3) { +/** + * This function processes "Action Change Lists", which run various functions that + * check if it is appropriate to change to a new action. + * + * 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. + * + * Because these lists are processed sequentially, the order of the indices in the list determines its priority. + * + * 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. + * + * @return true if a new action has been chosen + * + */ +s32 Player_TryActionChangeList(PlayState* play, Player* this, s8* actionChangeList, s32 updateUpperBody) { s32 i; if (!(this->stateFlags1 & (PLAYER_STATE1_LOADING | PLAYER_STATE1_DEAD | PLAYER_STATE1_IN_CUTSCENE))) { - if (arg3 != 0) { - D_808535E0 = func_80836670(this, play); - if (func_8084E604 == this->func_674) { - return 1; + if (updateUpperBody != 0) { + D_808535E0 = Player_UpdateUpperBody(this, play); + if (func_8084E604 == this->actionFunc) { + return true; } } if (func_8008F128(this)) { this->unk_6AE |= 0x41; - return 1; + return true; } - if (!(this->stateFlags1 & PLAYER_STATE1_START_PUTAWAY) && (func_80834A2C != this->func_82C)) { - while (*arg2 >= 0) { - if (D_80854448[*arg2](this, play)) { - return 1; + if (!(this->stateFlags1 & PLAYER_STATE1_START_PUTAWAY) && (Player_UpperAction_ChangeHeldItem != this->upperActionFunc)) { + while (*actionChangeList >= 0) { + if (D_80854448[*actionChangeList](this, play)) { + return true; } - arg2++; + actionChangeList++; } - if (D_80854448[-(*arg2)](this, play)) { - return 1; + if (D_80854448[-(*actionChangeList)](this, play)) { + return true; } } } - return 0; + return false; } s32 func_808374A0(PlayState* play, Player* this, SkelAnime* skelAnime, f32 arg3) { @@ -3452,11 +3700,11 @@ s32 func_808374A0(PlayState* play, Player* this, SkelAnime* skelAnime, f32 arg3) s16 sp22; if ((skelAnime->endFrame - arg3) <= skelAnime->curFrame) { - if (func_80837348(play, this, D_80854418, 1)) { + if (Player_TryActionChangeList(play, this, D_80854418, 1)) { return 0; } - if (func_80837268(this, &sp24, &sp22, 0.018f, play)) { + if (Player_GetMovementSpeedAndYaw(this, &sp24, &sp22, 0.018f, play)) { return 1; } } @@ -3520,25 +3768,35 @@ s32 func_808375D8(Player* this) { void func_80837704(PlayState* play, Player* this) { LinkAnimationHeader* anim; - if ((this->meleeWeaponAnimation >= 4) && (this->meleeWeaponAnimation < 8)) { + if ((this->meleeWeaponAnimation >= PLAYER_MWA_RIGHT_SLASH_1H) && + (this->meleeWeaponAnimation <= PLAYER_MWA_RIGHT_COMBO_2H)) { anim = D_80854358[Player_HoldsTwoHandedWeapon(this)]; } else { anim = D_80854350[Player_HoldsTwoHandedWeapon(this)]; } func_80832318(this); - LinkAnimation_Change(play, &this->skelAnime, anim, 1.0f, 8.0f, Animation_GetLastFrame(anim), ANIMMODE_ONCE, - -9.0f); + LinkAnimation_Change(play, &this->skelAnime, anim, 1.0f, 8.0f, Animation_GetLastFrame(anim), ANIMMODE_ONCE, -9.0f); func_80837530(play, this, 0x200); } void func_808377DC(PlayState* play, Player* this) { - func_80835C58(play, this, func_80844E68, 1); + Player_SetupAction(play, this, func_80844E68, 1); func_80837704(play, this); } -static s8 D_80854480[] = { 12, 4, 4, 8 }; -static s8 D_80854484[] = { 22, 23, 22, 23 }; +static s8 D_80854480[] = { + PLAYER_MWA_STAB_1H, + PLAYER_MWA_RIGHT_SLASH_1H, + PLAYER_MWA_RIGHT_SLASH_1H, + PLAYER_MWA_LEFT_SLASH_1H, +}; +static s8 D_80854484[] = { + PLAYER_MWA_HAMMER_FORWARD, + PLAYER_MWA_HAMMER_SIDE, + PLAYER_MWA_HAMMER_FORWARD, + PLAYER_MWA_HAMMER_SIDE, +}; s32 func_80837818(Player* this) { s32 sp1C = this->unk_84B[this->unk_846]; @@ -3552,25 +3810,25 @@ s32 func_80837818(Player* this) { this->unk_845 = 0; } else { if (func_808375D8(this)) { - sp18 = 24; + sp18 = PLAYER_MWA_SPIN_ATTACK_1H; } else { if (sp1C < 0) { if (func_80833BCC(this)) { - sp18 = 0; + sp18 = PLAYER_MWA_FORWARD_SLASH_1H; } else { - sp18 = 4; + sp18 = PLAYER_MWA_RIGHT_SLASH_1H; } } else { sp18 = D_80854480[sp1C]; - if (sp18 == 12) { + if (sp18 == PLAYER_MWA_STAB_1H) { this->stateFlags2 |= PLAYER_STATE2_SWORD_LUNGE; if (!func_80833BCC(this)) { - sp18 = 0; + sp18 = PLAYER_MWA_FORWARD_SLASH_1H; } } } if (this->heldItemAction == PLAYER_IA_DEKU_STICK) { - sp18 = 0; + sp18 = PLAYER_MWA_FORWARD_SLASH_1H; } } if (Player_HoldsTwoHandedWeapon(this)) { @@ -3581,10 +3839,10 @@ s32 func_80837818(Player* this) { return sp18; } -void func_80837918(Player* this, s32 quadIndex, u32 flags) { - this->meleeWeaponQuads[quadIndex].info.toucher.dmgFlags = flags; +void func_80837918(Player* this, s32 quadIndex, u32 dmgFlags) { + this->meleeWeaponQuads[quadIndex].info.toucher.dmgFlags = dmgFlags; - if (flags == 2) { + if (dmgFlags == 2) { this->meleeWeaponQuads[quadIndex].info.toucherFlags = TOUCH_ON | TOUCH_NEAREST | TOUCH_SFX_WOOD; } else { this->meleeWeaponQuads[quadIndex].info.toucherFlags = TOUCH_ON | TOUCH_NEAREST; @@ -3598,12 +3856,12 @@ static u32 D_80854488[][2] = { void func_80837948(PlayState* play, Player* this, s32 arg2) { s32 pad; - u32 flags; + u32 dmgFlags; s32 temp; - func_80835C58(play, this, func_808502D0, 0); + Player_SetupAction(play, this, func_808502D0, 0); this->unk_844 = 8; - if ((arg2 < 18) || (arg2 >= 20)) { + if (!((arg2 >= PLAYER_MWA_FLIPSLASH_FINISH) && (arg2 <= PLAYER_MWA_JUMPSLASH_FINISH))) { func_80832318(this); } @@ -3618,9 +3876,9 @@ void func_80837948(PlayState* play, Player* this, s32 arg2) { this->meleeWeaponAnimation = arg2; - func_808322D0(play, this, D_80854190[arg2].unk_00); - if ((arg2 != 16) && (arg2 != 17)) { - func_80832F54(play, this, 0x209); + Player_AnimPlayOnceAdjusted(play, this, D_80854190[arg2].unk_00); + if ((arg2 != PLAYER_MWA_FLIPSLASH_START) && (arg2 != PLAYER_MWA_JUMPSLASH_START)) { + Player_AnimReplaceApplyFlags(play, this, 0x209); } this->currentYaw = this->actor.shape.rot.y; @@ -3631,19 +3889,19 @@ void func_80837948(PlayState* play, Player* this, s32 arg2) { temp = Player_GetMeleeWeaponHeld(this) - 1; } - if ((arg2 >= 16) && (arg2 < 20)) { + if ((arg2 >= PLAYER_MWA_FLIPSLASH_START) && (arg2 <= PLAYER_MWA_JUMPSLASH_FINISH)) { if (CVarGetInteger("gRestoreQPA", 1) && temp == -1) { - flags = 0x16171617; + dmgFlags = 0x16171617; } else { - flags = D_80854488[temp][1]; + dmgFlags = D_80854488[temp][1]; } } else { - flags = D_80854488[temp][0]; + dmgFlags = D_80854488[temp][0]; } - func_80837918(this, 0, flags); - func_80837918(this, 1, flags); + func_80837918(this, 0, dmgFlags); + func_80837918(this, 1, dmgFlags); } void func_80837AE0(Player* this, s32 timer) { @@ -3683,8 +3941,8 @@ void func_80837B60(Player* this) { } void func_80837B9C(Player* this, PlayState* play) { - func_80835C58(play, this, func_8084411C, 0); - func_80832284(play, this, &gPlayerAnim_link_normal_landing_wait); + Player_SetupAction(play, this, func_8084411C, 0); + Player_AnimPlayLoop(play, this, &gPlayerAnim_link_normal_landing_wait); this->unk_850 = 1; if (this->unk_6AD != 3) { this->unk_6AD = 0; @@ -3698,7 +3956,7 @@ static LinkAnimationHeader* D_808544B0[] = { }; void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4, s16 arg5, s32 arg6) { - LinkAnimationHeader* sp2C = NULL; + LinkAnimationHeader* anim = NULL; LinkAnimationHeader** sp28; if (this->stateFlags1 & PLAYER_STATE1_HANGING_OFF_LEDGE) { @@ -3707,7 +3965,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4, this->unk_890 = 0; - Player_PlaySfx(&this->actor, NA_SE_PL_DAMAGE); + Player_PlaySfx(this, NA_SE_PL_DAMAGE); if (!func_80837B18(play, this, 0 - this->actor.colChkInfo.damage)) { this->stateFlags2 &= ~PLAYER_STATE2_GRABBED_BY_ENEMY; @@ -3720,39 +3978,39 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4, func_80837AE0(this, arg6); if (arg2 == 3) { - func_80835C58(play, this, func_8084FB10, 0); + Player_SetupAction(play, this, func_8084FB10, 0); - sp2C = &gPlayerAnim_link_normal_ice_down; + anim = &gPlayerAnim_link_normal_ice_down; func_80832224(this); Player_RequestRumble(this, 255, 10, 40, 0); - Player_PlaySfx(&this->actor, NA_SE_PL_FREEZE_S); + Player_PlaySfx(this, NA_SE_PL_FREEZE_S); func_80832698(this, NA_SE_VO_LI_FREEZE); } else if (arg2 == 4) { - func_80835C58(play, this, func_8084FBF4, 0); + Player_SetupAction(play, this, func_8084FBF4, 0); Player_RequestRumble(this, 255, 80, 150, 0); - func_808322A4(play, this, &gPlayerAnim_link_normal_electric_shock); + Player_AnimPlayLoopAdjusted(play, this, &gPlayerAnim_link_normal_electric_shock); func_80832224(this); this->unk_850 = 20; } else { arg5 -= this->actor.shape.rot.y; if (this->stateFlags1 & PLAYER_STATE1_IN_WATER) { - func_80835C58(play, this, func_8084E30C, 0); + Player_SetupAction(play, this, func_8084E30C, 0); Player_RequestRumble(this, 180, 20, 50, 0); this->linearVelocity = 4.0f; this->actor.velocity.y = 0.0f; - sp2C = &gPlayerAnim_link_swimer_swim_hit; + anim = &gPlayerAnim_link_swimer_swim_hit; func_80832698(this, NA_SE_VO_LI_DAMAGE_S); } else if ((arg2 == 1) || (arg2 == 2) || !(this->actor.bgCheckFlags & 1) || (this->stateFlags1 & (PLAYER_STATE1_HANGING_OFF_LEDGE | PLAYER_STATE1_CLIMBING_LEDGE | PLAYER_STATE1_CLIMBING_LADDER))) { - func_80835C58(play, this, func_8084377C, 0); + Player_SetupAction(play, this, func_8084377C, 0); this->stateFlags3 |= PLAYER_STATE3_MIDAIR; @@ -3766,7 +4024,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4, this->linearVelocity = 3.0f; this->actor.velocity.y = 6.0f; - func_80832C2C(play, this, D_80853914[PLAYER_ANIMGROUP_damage_run][this->modelAnimType]); + Player_AnimChangeFreeze(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_damage_run, this->modelAnimType)); func_80832698(this, NA_SE_VO_LI_DAMAGE_S); } else { this->actor.speedXZ = arg3; @@ -3774,9 +4032,9 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4, this->actor.velocity.y = arg4; if (ABS(arg5) > 0x4000) { - sp2C = &gPlayerAnim_link_normal_front_downA; + anim = &gPlayerAnim_link_normal_front_downA; } else { - sp2C = &gPlayerAnim_link_normal_back_downA; + anim = &gPlayerAnim_link_normal_back_downA; } if ((this->actor.category != ACTORCAT_PLAYER) && (this->actor.colChkInfo.health == 0)) { @@ -3798,7 +4056,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4, sp28 = D_808544B0; - func_80835C58(play, this, func_8084370C, 0); + Player_SetupAction(play, this, func_8084370C, 0); func_80833C3C(this); if (this->actor.colChkInfo.damage < 5) { @@ -3817,7 +4075,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4, sp28 += 1; } - sp2C = *sp28; + anim = *sp28; func_80832698(this, NA_SE_VO_LI_DAMAGE_S); } @@ -3834,8 +4092,8 @@ void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4, this->stateFlags1 |= PLAYER_STATE1_DAMAGED; - if (sp2C != NULL) { - func_808322D0(play, this, sp2C); + if (anim != NULL) { + Player_AnimPlayOnceAdjusted(play, this, anim); } } @@ -3866,7 +4124,7 @@ void func_8083821C(Player* this) { s32 i; // clang-format off - for (i = 0; i < 18; i++) { this->flameTimers[i] = Rand_S16Offset(0, 200); } + for (i = 0; i < PLAYER_BODYPART_MAX; i++) { this->flameTimers[i] = Rand_S16Offset(0, 200); } // clang-format on this->isBurning = true; @@ -3898,7 +4156,7 @@ s32 func_808382DC(Player* this, PlayState* play) { } else { sp68 = ((Player_GetHeight(this) - 8.0f) < (this->unk_6C4 * this->actor.scale.y)); - if (sp68 || (this->actor.bgCheckFlags & 0x100) || (D_808535E4 == 9) || (this->stateFlags2 & PLAYER_STATE2_FORCED_VOID_OUT)) { + if (sp68 || (this->actor.bgCheckFlags & 0x100) || (sFloorType == 9) || (this->stateFlags2 & PLAYER_STATE2_FORCED_VOID_OUT)) { func_80832698(this, NA_SE_VO_LI_DAMAGE_S); if (sp68) { @@ -3956,14 +4214,14 @@ s32 func_808382DC(Player* this, PlayState* play) { if (!Player_IsChildWithHylianShield(this)) { if (this->invincibilityTimer >= 0) { LinkAnimationHeader* anim; - s32 sp54 = func_80843188 == this->func_674; + s32 sp54 = func_80843188 == this->actionFunc; if (!func_808332B8(this)) { - func_80835C58(play, this, func_808435C4, 0); + Player_SetupAction(play, this, func_808435C4, 0); } if (!(this->unk_84F = sp54)) { - func_80833638(this, func_80834BD4); + Player_SetUpperActionFunc(this, func_80834BD4); if (this->unk_870 < 0.5f) { anim = D_808543BC[Player_HoldsTwoHandedWeapon(this) && @@ -3974,9 +4232,9 @@ s32 func_808382DC(Player* this, PlayState* play) { !(CVarGetInteger("gShieldTwoHanded", 0) && (this->heldItemAction != PLAYER_IA_DEKU_STICK))]; } - LinkAnimation_PlayOnce(play, &this->skelAnime2, anim); + LinkAnimation_PlayOnce(play, &this->upperSkelAnime, anim); } else { - func_80832264(play, this, + Player_AnimPlayOnce(play, this, D_808543C4[Player_HoldsTwoHandedWeapon(this) && !(CVarGetInteger("gShieldTwoHanded", 0) && (this->heldItemAction != PLAYER_IA_DEKU_STICK))]); @@ -3997,7 +4255,7 @@ s32 func_808382DC(Player* this, PlayState* play) { } if ((this->unk_A87 != 0) || (this->invincibilityTimer > 0) || (this->stateFlags1 & PLAYER_STATE1_DAMAGED) || - (this->csMode != 0) || (this->meleeWeaponQuads[0].base.atFlags & AT_HIT) || + (this->csAction != 0) || (this->meleeWeaponQuads[0].base.atFlags & AT_HIT) || (this->meleeWeaponQuads[1].base.atFlags & AT_HIT)) { return 0; } @@ -4028,7 +4286,7 @@ s32 func_808382DC(Player* this, PlayState* play) { return 0; } else { static u8 D_808544F4[] = { 120, 60 }; - s32 sp48 = func_80838144(D_808535E4); + s32 sp48 = func_80838144(sFloorType); if (((this->actor.wallPoly != NULL) && SurfaceType_IsWallDamage(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId)) || @@ -4051,10 +4309,10 @@ s32 func_808382DC(Player* this, PlayState* play) { } void func_80838940(Player* this, LinkAnimationHeader* anim, f32 arg2, PlayState* play, u16 sfxId) { - func_80835C58(play, this, func_8084411C, 1); + Player_SetupAction(play, this, func_8084411C, 1); if (anim != NULL) { - func_808322D0(play, this, anim); + Player_AnimPlayOnceAdjusted(play, this, anim); } this->actor.velocity.y = arg2 * D_808535E8; @@ -4073,31 +4331,31 @@ void func_808389E8(Player* this, LinkAnimationHeader* anim, f32 arg2, PlayState* s32 func_80838A14(Player* this, PlayState* play) { s32 sp3C; - LinkAnimationHeader* sp38; + LinkAnimationHeader* anim; f32 sp34; f32 temp; - f32 sp2C; - f32 sp28; + f32 wallPolyNormalX; + f32 wallPolyNormalZ; f32 sp24; if (!(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) && (this->unk_88C >= 2) && - (!(this->stateFlags1 & PLAYER_STATE1_IN_WATER) || (this->ageProperties->unk_14 > this->wallHeight))) { + (!(this->stateFlags1 & PLAYER_STATE1_IN_WATER) || (this->ageProperties->unk_14 > this->yDistToLedge))) { sp3C = 0; if (func_808332B8(this)) { if (this->actor.yDistToWater < 50.0f) { - if ((this->unk_88C < 2) || (this->wallHeight > this->ageProperties->unk_10)) { + if ((this->unk_88C < 2) || (this->yDistToLedge > this->ageProperties->unk_10)) { return 0; } } else if ((this->currentBoots != PLAYER_BOOTS_IRON) || (this->unk_88C > 2)) { return 0; } } else if (!(this->actor.bgCheckFlags & 1) || - ((this->ageProperties->unk_14 <= this->wallHeight) && (this->stateFlags1 & PLAYER_STATE1_IN_WATER))) { + ((this->ageProperties->unk_14 <= this->yDistToLedge) && (this->stateFlags1 & PLAYER_STATE1_IN_WATER))) { return 0; } - if ((this->actor.wallBgId != BGCHECK_SCENE) && (D_808535F0 & 0x40)) { + if ((this->actor.wallBgId != BGCHECK_SCENE) && (sTouchedWallFlags & 0x40)) { if (this->unk_88D >= 6) { this->stateFlags2 |= PLAYER_STATE2_DO_ACTION_CLIMB; if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A)) { @@ -4109,46 +4367,46 @@ s32 func_80838A14(Player* this, PlayState* play) { } if (sp3C != 0) { - func_80835C58(play, this, func_80845668, 0); + Player_SetupAction(play, this, func_80845668, 0); this->stateFlags1 |= PLAYER_STATE1_JUMPING; - sp34 = this->wallHeight; + sp34 = this->yDistToLedge; if (this->ageProperties->unk_14 <= sp34) { - sp38 = &gPlayerAnim_link_normal_250jump_start; + anim = &gPlayerAnim_link_normal_250jump_start; this->linearVelocity = 1.0f; } else { - sp2C = COLPOLY_GET_NORMAL(this->actor.wallPoly->normal.x); - sp28 = COLPOLY_GET_NORMAL(this->actor.wallPoly->normal.z); - sp24 = this->wallDistance + 0.5f; + wallPolyNormalX = COLPOLY_GET_NORMAL(this->actor.wallPoly->normal.x); + wallPolyNormalZ = COLPOLY_GET_NORMAL(this->actor.wallPoly->normal.z); + sp24 = this->distToInteractWall + 0.5f; this->stateFlags1 |= PLAYER_STATE1_CLIMBING_LEDGE; if (func_808332B8(this)) { - sp38 = &gPlayerAnim_link_swimer_swim_15step_up; + anim = &gPlayerAnim_link_swimer_swim_15step_up; sp34 -= (60.0f * this->ageProperties->unk_08); this->stateFlags1 &= ~PLAYER_STATE1_IN_WATER; } else if (this->ageProperties->unk_18 <= sp34) { - sp38 = &gPlayerAnim_link_normal_150step_up; + anim = &gPlayerAnim_link_normal_150step_up; sp34 -= (59.0f * this->ageProperties->unk_08); } else { - sp38 = &gPlayerAnim_link_normal_100step_up; + anim = &gPlayerAnim_link_normal_100step_up; sp34 -= (41.0f * this->ageProperties->unk_08); } this->actor.shape.yOffset -= sp34 * 100.0f; - this->actor.world.pos.x -= sp24 * sp2C; - this->actor.world.pos.y += this->wallHeight; - this->actor.world.pos.z -= sp24 * sp28; + this->actor.world.pos.x -= sp24 * wallPolyNormalX; + this->actor.world.pos.y += this->yDistToLedge; + this->actor.world.pos.z -= sp24 * wallPolyNormalZ; func_80832224(this); } this->actor.bgCheckFlags |= 1; - LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, sp38, 1.3f); + LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, 1.3f); AnimationContext_DisableQueue(play); this->actor.shape.rot.y = this->currentYaw = this->actor.wallYaw + 0x8000; @@ -4156,7 +4414,7 @@ s32 func_80838A14(Player* this, PlayState* play) { return 1; } } else if ((this->actor.bgCheckFlags & 1) && (this->unk_88C == 1) && (this->unk_88D >= 3)) { - temp = (this->wallHeight * 0.08f) + 5.5f; + temp = (this->yDistToLedge * 0.08f) + 5.5f; func_808389E8(this, &gPlayerAnim_link_normal_jump, temp, play); this->linearVelocity = 2.5f; @@ -4167,7 +4425,7 @@ s32 func_80838A14(Player* this, PlayState* play) { } void func_80838E70(PlayState* play, Player* this, f32 arg2, s16 arg3) { - func_80835C58(play, this, func_80845CA4, 0); + Player_SetupAction(play, this, func_80845CA4, 0); func_80832440(play, this); this->unk_84F = 1; @@ -4176,16 +4434,16 @@ 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; - func_80832264(play, this, func_80833338(this)); + Player_AnimPlayOnce(play, this, func_80833338(this)); } void func_80838F18(PlayState* play, Player* this) { - func_80835C58(play, this, func_8084D610, 0); - func_80832C6C(play, this, &gPlayerAnim_link_swimer_swim_wait); + Player_SetupAction(play, this, func_8084D610, 0); + Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim_wait); } void func_80838F5C(PlayState* play, Player* this) { - func_80835C58(play, this, func_8084F88C, 0); + Player_SetupAction(play, this, func_8084F88C, 0); this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE | PLAYER_STATE1_FLOOR_DISABLED; @@ -4195,7 +4453,7 @@ void func_80838F5C(PlayState* play, Player* this) { s32 func_80838FB8(PlayState* play, Player* this) { if ((play->transitionTrigger == TRANS_TRIGGER_OFF) && (this->stateFlags1 & PLAYER_STATE1_FLOOR_DISABLED)) { func_80838F5C(play, this); - func_80832284(play, this, &gPlayerAnim_link_normal_landing_wait); + Player_AnimPlayLoop(play, this, &gPlayerAnim_link_normal_landing_wait); func_80832698(this, NA_SE_VO_LI_FALL_S); func_800788CC(NA_SE_OC_SECRET_WARP_IN); return 1; @@ -4257,7 +4515,7 @@ u8 sReturnEntranceGroupIndices[] = { 0, // ENTR_RETURN_GREAT_FAIRYS_FOUNTAIN_MAGIC }; -s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId) { +s32 Player_HandleExitsAndVoids(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId) { s32 sp3C; s32 temp; s32 sp34; @@ -4267,15 +4525,15 @@ s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId) if (this->actor.category == ACTORCAT_PLAYER) { sp3C = 0; - if (!(this->stateFlags1 & PLAYER_STATE1_DEAD) && (play->transitionTrigger == TRANS_TRIGGER_OFF) && (this->csMode == 0) && + if (!(this->stateFlags1 & PLAYER_STATE1_DEAD) && (play->transitionTrigger == TRANS_TRIGGER_OFF) && (this->csAction == 0) && !(this->stateFlags1 & PLAYER_STATE1_LOADING) && (((poly != NULL) && (sp3C = SurfaceType_GetSceneExitIndex(&play->colCtx, poly, bgId), sp3C != 0)) || - (func_8083816C(D_808535E4) && (this->unk_A7A == 12)))) { + (func_8083816C(sFloorType) && (this->unk_A7A == 12)))) { sp34 = this->unk_A84 - (s32)this->actor.world.pos.y; if (!(this->stateFlags1 & (PLAYER_STATE1_ON_HORSE | PLAYER_STATE1_IN_WATER | PLAYER_STATE1_IN_CUTSCENE)) && - !(this->actor.bgCheckFlags & 1) && (sp34 < 100) && (D_80853600 > 100.0f)) { + !(this->actor.bgCheckFlags & 1) && (sp34 < 100) && (sYDistToFloor > 100.0f)) { return 0; } @@ -4341,8 +4599,8 @@ s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId) gSaveContext.entranceSpeed = linearVel; } - if (D_808535F4 != 0) { - yaw = D_808535FC; + if (sConveyorSpeed != 0) { + yaw = sConveyorYaw; } else { yaw = this->actor.world.rot.y; } @@ -4364,7 +4622,7 @@ s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId) if ((this->actor.world.pos.y < -4000.0f) || (((this->unk_A7A == 5) || (this->unk_A7A == 12)) && - ((D_80853600 < 100.0f) || (this->fallDistance > 400.0f) || + ((sYDistToFloor < 100.0f) || (this->fallDistance > 400.0f) || ((play->sceneNum != SCENE_SHADOW_TEMPLE) && (this->fallDistance > 200.0f)))) || ((play->sceneNum == SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR) && (this->fallDistance > 320.0f))) { @@ -4395,25 +4653,30 @@ s32 func_80839034(PlayState* play, Player* this, CollisionPoly* poly, u32 bgId) return 0; } -void func_808395DC(Player* this, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3) { +/** + * Gets a position relative to player's yaw. + * An offset is applied to the provided base position in the direction of shape y rotation. + * The resulting position is stored in `dest` + */ +void Player_GetRelativePosition(Player* this, Vec3f* base, Vec3f* offset, Vec3f* dest) { f32 cos = Math_CosS(this->actor.shape.rot.y); f32 sin = Math_SinS(this->actor.shape.rot.y); - arg3->x = arg1->x + ((arg2->x * cos) + (arg2->z * sin)); - arg3->y = arg1->y + arg2->y; - arg3->z = arg1->z + ((arg2->z * cos) - (arg2->x * sin)); + dest->x = base->x + ((offset->x * cos) + (offset->z * sin)); + dest->y = base->y + offset->y; + dest->z = base->z + ((offset->z * cos) - (offset->x * sin)); } Actor* Player_SpawnFairy(PlayState* play, Player* this, Vec3f* arg2, Vec3f* arg3, s32 type) { Vec3f pos; - func_808395DC(this, arg2, arg3, &pos); + Player_GetRelativePosition(this, arg2, arg3, &pos); return Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, pos.x, pos.y, pos.z, 0, 0, 0, type, true); } f32 func_808396F4(PlayState* play, Player* this, Vec3f* arg2, Vec3f* arg3, CollisionPoly** arg4, s32* arg5) { - func_808395DC(this, &this->actor.world.pos, arg2, arg3); + Player_GetRelativePosition(this, &this->actor.world.pos, arg2, arg3); return BgCheck_EntityRaycastFloor3(&play->colCtx, arg4, arg5, arg3); } @@ -4425,17 +4688,24 @@ f32 func_8083973C(PlayState* play, Player* this, Vec3f* arg2, Vec3f* arg3) { return func_808396F4(play, this, arg2, arg3, &sp24, &sp20); } -s32 func_80839768(PlayState* play, Player* this, Vec3f* arg2, CollisionPoly** arg3, s32* arg4, Vec3f* arg5) { - Vec3f sp44; - Vec3f sp38; +/** + * Checks if a line between the player's position and the provided `offset` intersect a wall. + * + * Point A of the line is at player's world position offset by the height provided in `offset`. + * Point B of the line is at player's world position offset by the entire `offset` vector. + * Point A and B are always at the same height, meaning this is a horizontal line test. + */ +s32 Player_PosVsWallLineTest(PlayState* play, Player* this, Vec3f* offset, CollisionPoly** wallPoly, s32* bgId, Vec3f* posResult) { + Vec3f posA; + Vec3f posB; - sp44.x = this->actor.world.pos.x; - sp44.y = this->actor.world.pos.y + arg2->y; - sp44.z = this->actor.world.pos.z; + posA.x = this->actor.world.pos.x; + posA.y = this->actor.world.pos.y + offset->y; + posA.z = this->actor.world.pos.z; - func_808395DC(this, &this->actor.world.pos, arg2, &sp38); + Player_GetRelativePosition(this, &this->actor.world.pos, offset, &posB); - return BgCheck_EntityLineTest1(&play->colCtx, &sp44, &sp38, arg5, arg3, true, false, false, true, arg4); + return BgCheck_EntityLineTest1(&play->colCtx, &posA, &posB, posResult, wallPoly, true, false, false, true, bgId); } s32 func_80839800(Player* this, PlayState* play) { @@ -4457,7 +4727,7 @@ s32 func_80839800(Player* this, PlayState* play) { (!(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) || ((this->heldActor != NULL) && (this->heldActor->id == ACTOR_EN_RU1)))) { // Disable doors in Boss Rush so the player can't leave the boss rooms backwards. - if ((CHECK_BTN_ALL(sControlInput->press.button, BTN_A) || (func_8084F9A0 == this->func_674)) && !IS_BOSS_RUSH) { + if ((CHECK_BTN_ALL(sControlInput->press.button, BTN_A) || (func_8084F9A0 == this->actionFunc)) && !IS_BOSS_RUSH) { doorActor = this->doorActor; if (this->doorType <= PLAYER_DOORTYPE_AJAR) { @@ -4499,7 +4769,7 @@ s32 func_80839800(Player* this, PlayState* play) { if (this->doorTimer != 0) { this->unk_850 = 0; - func_80832B0C(play, this, func_80833338(this)); + Player_AnimChangeOnceMorph(play, this, func_80833338(this)); this->skelAnime.endFrame = 0.0f; } else { this->linearVelocity = 0.1f; @@ -4522,16 +4792,16 @@ s32 func_80839800(Player* this, PlayState* play) { : (LINK_IS_ADULT ? KNOB_ANIM_ADULT_R : KNOB_ANIM_CHILD_R); if (door->animStyle == KNOB_ANIM_ADULT_L) { - sp5C = D_80853914[PLAYER_ANIMGROUP_doorA_free][this->modelAnimType]; + sp5C = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_doorA_free, this->modelAnimType); } else if (door->animStyle == KNOB_ANIM_CHILD_L) { - sp5C = D_80853914[PLAYER_ANIMGROUP_doorA][this->modelAnimType]; + sp5C = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_doorA, this->modelAnimType); } else if (door->animStyle == KNOB_ANIM_ADULT_R) { - sp5C = D_80853914[PLAYER_ANIMGROUP_doorB_free][this->modelAnimType]; + sp5C = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_doorB_free, this->modelAnimType); } else { - sp5C = D_80853914[PLAYER_ANIMGROUP_doorB][this->modelAnimType]; + sp5C = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_doorB, this->modelAnimType); } - func_80835C58(play, this, func_80845EF8, 0); + Player_SetupAction(play, this, func_80845EF8, 0); func_80832528(play, this); if (doorDirection < 0) { @@ -4553,7 +4823,7 @@ s32 func_80839800(Player* this, PlayState* play) { } func_80832224(this); - func_80832F54(play, this, 0x28F); + Player_AnimReplaceApplyFlags(play, this, 0x28F); if (doorActor->parent != NULL) { doorDirection = -doorDirection; @@ -4572,7 +4842,7 @@ s32 func_80839800(Player* this, PlayState* play) { BgCheck_EntityRaycastFloor1(&play->colCtx, &sp58, &sp4C); - if (func_80839034(play, this, sp58, BGCHECK_SCENE)) { + if (Player_HandleExitsAndVoids(play, this, sp58, BGCHECK_SCENE)) { gSaveContext.entranceSpeed = 2.0f; gSaveContext.entranceSound = NA_SE_OC_DOOR_OPEN; } @@ -4612,7 +4882,7 @@ s32 func_80839800(Player* this, PlayState* play) { void func_80839E88(Player* this, PlayState* play) { LinkAnimationHeader* anim; - func_80835C58(play, this, func_80840450, 1); + Player_SetupAction(play, this, func_80840450, 1); if (this->unk_870 < 0.5f) { anim = func_808334E4(this); @@ -4623,13 +4893,13 @@ void func_80839E88(Player* this, PlayState* play) { } this->unk_874 = this->unk_870; - func_80832284(play, this, anim); + Player_AnimPlayLoop(play, this, anim); this->currentYaw = this->actor.shape.rot.y; } void func_80839F30(Player* this, PlayState* play) { - func_80835C58(play, this, func_808407CC, 1); - func_80832B0C(play, this, func_80833338(this)); + Player_SetupAction(play, this, func_808407CC, 1); + Player_AnimChangeOnceMorph(play, this, func_80833338(this)); this->currentYaw = this->actor.shape.rot.y; } @@ -4644,17 +4914,17 @@ void func_80839F90(Player* this, PlayState* play) { } void func_80839FFC(Player* this, PlayState* play) { - PlayerFunc674 func; + PlayerActionFunc actionFunc; if (func_8008E9C4(this)) { - func = func_80840450; + actionFunc = func_80840450; } else if (func_80833B2C(this)) { - func = func_808407CC; + actionFunc = func_808407CC; } else { - func = func_80840BC8; + actionFunc = func_80840BC8; } - func_80835C58(play, this, func, 1); + Player_SetupAction(play, this, actionFunc, 1); } void func_8083A060(Player* this, PlayState* play) { @@ -4680,22 +4950,22 @@ void func_8083A0F4(PlayState* play, Player* this) { if (interactActorId == ACTOR_BG_TOKI_SWD) { this->interactRangeActor->parent = &this->actor; - func_80835C58(play, this, func_8084F608, 0); + Player_SetupAction(play, this, func_8084F608, 0); this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE; sMaskMemory = PLAYER_MASK_NONE; } else { LinkAnimationHeader* anim; if (interactActorId == ACTOR_BG_HEAVY_BLOCK) { - func_80835C58(play, this, func_80846120, 0); + Player_SetupAction(play, this, func_80846120, 0); this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE; anim = &gPlayerAnim_link_normal_heavy_carry; } else if ((interactActorId == ACTOR_EN_ISHI) && ((interactRangeActor->params & 0xF) == 1)) { - func_80835C58(play, this, func_80846260, 0); + Player_SetupAction(play, this, func_80846260, 0); anim = &gPlayerAnim_link_silver_carry; } else if (((interactActorId == ACTOR_EN_BOMBF) || (interactActorId == ACTOR_EN_KUSA)) && (Player_GetStrength() <= PLAYER_STR_NONE)) { - func_80835C58(play, this, func_80846408, 0); + Player_SetupAction(play, this, func_80846408, 0); this->actor.world.pos.x = (Math_SinS(interactRangeActor->yawTowardsPlayer) * 20.0f) + interactRangeActor->world.pos.x; this->actor.world.pos.z = @@ -4703,8 +4973,8 @@ void func_8083A0F4(PlayState* play, Player* this) { this->currentYaw = this->actor.shape.rot.y = interactRangeActor->yawTowardsPlayer + 0x8000; anim = &gPlayerAnim_link_normal_nocarry_free; } else { - func_80835C58(play, this, func_80846050, 0); - anim = D_80853914[PLAYER_ANIMGROUP_carryB][this->modelAnimType]; + Player_SetupAction(play, this, func_80846050, 0); + anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_carryB, this->modelAnimType); } // Same actor is used for small and large silver rocks, use actor params to identify large ones @@ -4737,7 +5007,7 @@ void func_8083A360(PlayState* play, Player* this) { } void func_8083A388(PlayState* play, Player* this) { - func_80835C58(play, this, func_8084B78C, 0); + Player_SetupAction(play, this, func_8084B78C, 0); } void func_8083A3B0(PlayState* play, Player* this) { @@ -4795,20 +5065,20 @@ s32 func_8083A4A8(Player* this, PlayState* play) { return 1; } -void func_8083A5C4(PlayState* play, Player* this, CollisionPoly* arg2, f32 arg3, LinkAnimationHeader* arg4) { - f32 sp24 = COLPOLY_GET_NORMAL(arg2->normal.x); - f32 sp20 = COLPOLY_GET_NORMAL(arg2->normal.z); +void func_8083A5C4(PlayState* play, Player* this, CollisionPoly* arg2, f32 arg3, LinkAnimationHeader* anim) { + f32 nx = COLPOLY_GET_NORMAL(arg2->normal.x); + f32 nz = COLPOLY_GET_NORMAL(arg2->normal.z); - func_80835C58(play, this, func_8084BBE4, 0); + Player_SetupAction(play, this, func_8084BBE4, 0); func_80832564(play, this); - func_80832264(play, this, arg4); + Player_AnimPlayOnce(play, this, anim); - this->actor.world.pos.x -= (arg3 + 1.0f) * sp24; - this->actor.world.pos.z -= (arg3 + 1.0f) * sp20; - this->actor.shape.rot.y = this->currentYaw = Math_Atan2S(sp20, sp24); + this->actor.world.pos.x -= (arg3 + 1.0f) * nx; + this->actor.world.pos.z -= (arg3 + 1.0f) * nz; + this->actor.shape.rot.y = this->currentYaw = Math_Atan2S(nz, nx); func_80832224(this); - func_80832CFC(this); + Player_SkelAnimeResetPrevTranslRot(this); } s32 func_8083A6AC(Player* this, PlayState* play) { @@ -4818,7 +5088,10 @@ s32 func_8083A6AC(Player* this, PlayState* play) { Vec3f sp68; f32 temp1; - if ((this->actor.yDistToWater < -80.0f) && (ABS(this->unk_898) < 2730) && (ABS(this->unk_89A) < 2730)) { + //! @bug `floorPitch` and `floorPitchAlt` are cleared to 0 before this function is called, because the player + //! left the ground. The angles will always be zero and therefore will always pass these checks. + //! The intention seems to be to prevent ledge hanging or vine grabbing when walking off of a steep enough slope. + if ((this->actor.yDistToWater < -80.0f) && (ABS(this->floorPitch) < 2730) && (ABS(this->floorPitchAlt) < 2730)) { sp74.x = this->actor.prevPos.x - this->actor.world.pos.x; sp74.z = this->actor.prevPos.z - this->actor.world.pos.z; @@ -4844,7 +5117,7 @@ s32 func_8083A6AC(Player* this, PlayState* play) { sp54 = Math3D_UDistPlaneToPos(nx, ny, nz, sp84->dist, &this->actor.world.pos); - sp50 = D_80853604 == 6; + sp50 = sPrevFloorProperty == 6; if (!sp50 && (func_80041DB8(&play->colCtx, sp84, sp80) & 8)) { sp50 = 1; } @@ -4859,7 +5132,7 @@ s32 func_8083A6AC(Player* this, PlayState* play) { this->actor.shape.rot.y = this->currentYaw; this->stateFlags1 |= PLAYER_STATE1_CLIMBING_LADDER; - func_80832F54(play, this, 0x9F); + Player_AnimReplaceApplyFlags(play, this, 0x9F); this->unk_850 = -1; this->unk_84F = sp50; @@ -4878,7 +5151,7 @@ s32 func_8083A6AC(Player* this, PlayState* play) { } void func_8083A9B8(Player* this, LinkAnimationHeader* anim, PlayState* play) { - func_80835C58(play, this, func_8084BDFC, 0); + Player_SetupAction(play, this, func_8084BDFC, 0); LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, 1.3f); } @@ -4897,16 +5170,16 @@ void func_8083AA10(Player* this, PlayState* play) { if (!(this->stateFlags1 & (PLAYER_STATE1_IN_WATER | PLAYER_STATE1_IN_CUTSCENE)) && !(this->actor.bgCheckFlags & 1)) { if (!func_80838FB8(play, this)) { - if (D_80853604 == 8) { + if (sPrevFloorProperty == 8) { this->actor.world.pos.x = this->actor.prevPos.x; this->actor.world.pos.z = this->actor.prevPos.z; return; } if (!(this->stateFlags3 & PLAYER_STATE3_MIDAIR) && !(this->skelAnime.moveFlags & 0x80) && - (func_8084411C != this->func_674) && (func_80844A44 != this->func_674)) { + (func_8084411C != this->actionFunc) && (func_80844A44 != this->actionFunc)) { - if ((D_80853604 == 7) || (this->meleeWeaponState != 0)) { + if ((sPrevFloorProperty == 7) || (this->meleeWeaponState != 0)) { Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.prevPos); Player_ZeroSpeedXZ(this); return; @@ -4914,22 +5187,22 @@ void func_8083AA10(Player* this, PlayState* play) { if (this->hoverBootsTimer != 0) { this->actor.velocity.y = 1.0f; - D_80853604 = 9; + sPrevFloorProperty = 9; return; } sp5C = (s16)(this->currentYaw - this->actor.shape.rot.y); - func_80835C58(play, this, func_8084411C, 1); + Player_SetupAction(play, this, func_8084411C, 1); func_80832440(play, this); - this->unk_89E = this->unk_A82; + this->floorSfxOffset = this->unk_A82; - if ((this->actor.bgCheckFlags & 4) && !(this->stateFlags1 & PLAYER_STATE1_IN_WATER) && (D_80853604 != 6) && - (D_80853604 != 9) && (D_80853600 > 20.0f) && (this->meleeWeaponState == 0) && (ABS(sp5C) < 0x2000) && + if ((this->actor.bgCheckFlags & 4) && !(this->stateFlags1 & PLAYER_STATE1_IN_WATER) && (sPrevFloorProperty != 6) && + (sPrevFloorProperty != 9) && (sYDistToFloor > 20.0f) && (this->meleeWeaponState == 0) && (ABS(sp5C) < 0x2000) && (this->linearVelocity > 3.0f)) { - if ((D_80853604 == 11) && !(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD)) { + if ((sPrevFloorProperty == 11) && !(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD)) { sp40 = func_808396F4(play, this, &D_8085451C, &sp44, &sp58, &sp54); sp3C = this->actor.world.pos.y; @@ -4937,7 +5210,7 @@ void func_8083AA10(Player* this, PlayState* play) { if (WaterBox_GetSurface1(play, &play->colCtx, sp44.x, sp44.z, &sp3C, &sp50) && ((sp3C - sp40) > 50.0f)) { func_808389E8(this, &gPlayerAnim_link_normal_run_jump_water_fall, 6.0f, play); - func_80835C58(play, this, func_80844A44, 0); + Player_SetupAction(play, this, func_80844A44, 0); return; } } @@ -4946,9 +5219,9 @@ void func_8083AA10(Player* this, PlayState* play) { return; } - if ((D_80853604 == 9) || (D_80853600 <= this->ageProperties->unk_34) || + if ((sPrevFloorProperty == 9) || (sYDistToFloor <= this->ageProperties->unk_34) || !func_8083A6AC(this, play)) { - func_80832284(play, this, &gPlayerAnim_link_normal_landing_wait); + Player_AnimPlayLoop(play, this, &gPlayerAnim_link_normal_landing_wait); return; } } @@ -4980,9 +5253,16 @@ s32 func_8083AD4C(PlayState* play, Player* this) { return Camera_ChangeMode(Play_GetCamera(play, 0), cameraMode); } -s32 func_8083ADD4(PlayState* play, Player* this) { +/** + * If appropriate, setup action for performing a `csAction` + * + * @return true if a `csAction` is started, false if not + */ +s32 Player_StartCsAction(PlayState* play, Player* this) { + // unk_6AD will get set to 3 in `Player_UpdateCommon` if `this->csAction` is non-zero + // (with a special case for `PLAYER_CSACTION_7`) if (this->unk_6AD == 3) { - func_80835C58(play, this, func_80852E14, 0); + Player_SetupAction(play, this, func_80852E14, 0); if (this->doorBgCamIndex != 0) { this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE; } @@ -5016,6 +5296,14 @@ void func_8083AF44(PlayState* play, Player* this, s32 magicSpell) { func_80835DE4(play, this, func_808507F4, 0); this->unk_84F = magicSpell - 3; + + //! @bug `MAGIC_CONSUME_WAIT_PREVIEW` is not guaranteed to succeed. + //! Ideally, the return value of `Magic_RequestChange` should be checked before allowing the process of + //! using a spell to continue. If the magic state change request fails, `gSaveContext.magicTarget` will + //! never be set correctly. + //! When `MAGIC_STATE_CONSUME_SETUP` is set in `Player_Action_808507F4`, magic will eventually be + //! consumed to a stale target value. If that stale target value is higher than the current + //! magic value, it will be consumed to zero. Magic_RequestChange(play, sMagicSpellCosts[magicSpell], MAGIC_CONSUME_WAIT_PREVIEW); u8 isFastFarores = CVarGetInteger("gFastFarores", 0) && this->itemAction == PLAYER_IA_FARORES_WIND; @@ -5064,16 +5352,16 @@ s32 func_8083B040(Player* this, PlayState* play) { if ((this->unk_6AD != 0) && (func_808332B8(this) || (this->actor.bgCheckFlags & 1) || (this->stateFlags1 & PLAYER_STATE1_ON_HORSE))) { - if (!func_8083ADD4(play, this)) { + if (!Player_StartCsAction(play, this)) { if (this->unk_6AD == 4) { sp2C = Player_ActionToMagicSpell(this, this->itemAction); if (sp2C >= 0) { if ((sp2C != 3) || (gSaveContext.respawn[RESPAWN_MODE_TOP].data <= 0)) { func_8083AF44(play, this, sp2C); } else { - func_80835C58(play, this, func_8085063C, 1); + Player_SetupAction(play, this, func_8085063C, 1); this->stateFlags1 |= PLAYER_STATE1_IN_ITEM_CS | PLAYER_STATE1_IN_CUTSCENE; - func_80832264(play, this, func_80833338(this)); + Player_AnimPlayOnce(play, this, func_80833338(this)); func_80835EA4(play, 4); } @@ -5142,9 +5430,9 @@ s32 func_8083B040(Player* this, PlayState* play) { this->exchangeItemId = sp2C; if (this->unk_84F < 0) { - func_80832B0C(play, this, D_80853914[PLAYER_ANIMGROUP_check][this->modelAnimType]); + Player_AnimChangeOnceMorph(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_check, this->modelAnimType)); } else { - func_80832264(play, this, D_80854548[this->unk_84F]); + Player_AnimPlayOnce(play, this, D_80854548[this->unk_84F]); } func_80832224(this); @@ -5156,20 +5444,20 @@ s32 func_8083B040(Player* this, PlayState* play) { if (sp2C >= 0) { if (sp2C == 0xC) { func_80835DE4(play, this, func_8084EED8, 0); - func_808322D0(play, this, &gPlayerAnim_link_bottle_bug_out); + Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_bottle_bug_out); func_80835EA4(play, 3); } else if ((sp2C > 0) && (sp2C < 4)) { func_80835DE4(play, this, func_8084EFC0, 0); - func_808322D0(play, this, &gPlayerAnim_link_bottle_fish_out); + Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_bottle_fish_out); func_80835EA4(play, (sp2C == 1) ? 1 : 5); } else { func_80835DE4(play, this, func_8084EAC0, 0); - func_80832B78(play, this, &gPlayerAnim_link_bottle_drink_demo_start); + Player_AnimChangeOnceMorphAdjusted(play, this, &gPlayerAnim_link_bottle_drink_demo_start); func_80835EA4(play, 2); } } else { func_80835DE4(play, this, func_8084E3C4, 0); - func_808322D0(play, this, &gPlayerAnim_link_normal_okarina_start); + Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_normal_okarina_start); this->stateFlags2 |= PLAYER_STATE2_OCARINA_PLAYING; func_80835EA4(play, (this->unk_6A8 != NULL) ? 0x5B : 0x5A); if (this->unk_6A8 != NULL) { @@ -5179,7 +5467,7 @@ s32 func_8083B040(Player* this, PlayState* play) { } } else if (func_8083AD4C(play, this)) { if (!(this->stateFlags1 & PLAYER_STATE1_ON_HORSE)) { - func_80835C58(play, this, func_8084B1D8, 1); + Player_SetupAction(play, this, func_8084B1D8, 1); this->unk_850 = 13; func_8083B010(this); } @@ -5312,7 +5600,7 @@ s32 func_8083B998(Player* this, PlayState* play) { void func_8083BA90(PlayState* play, Player* this, s32 arg2, f32 xzVelocity, f32 yVelocity) { func_80837948(play, this, arg2); - func_80835C58(play, this, func_80844AF4, 0); + Player_SetupAction(play, this, func_80844AF4, 0); this->stateFlags3 |= PLAYER_STATE3_MIDAIR; @@ -5329,7 +5617,7 @@ void func_8083BA90(PlayState* play, Player* this, s32 arg2, f32 xzVelocity, f32 s32 func_8083BB20(Player* this) { if (!(this->stateFlags1 & PLAYER_STATE1_SHIELDING) && (Player_GetMeleeWeaponHeld(this) != 0)) { - if (D_80853614 || + if (sUseHeldItem || ((this->actor.category != ACTORCAT_PLAYER) && CHECK_BTN_ALL(sControlInput->press.button, BTN_B))) { return 1; } @@ -5339,8 +5627,8 @@ s32 func_8083BB20(Player* this) { } s32 func_8083BBA0(Player* this, PlayState* play) { - if (func_8083BB20(this) && (D_808535E4 != 7)) { - func_8083BA90(play, this, 17, 3.0f, 4.5f); + if (func_8083BB20(this) && (sFloorType != 7)) { + func_8083BA90(play, this, PLAYER_MWA_JUMPSLASH_START, 3.0f, 4.5f); return 1; } @@ -5348,14 +5636,14 @@ s32 func_8083BBA0(Player* this, PlayState* play) { } void func_8083BC04(Player* this, PlayState* play) { - func_80835C58(play, this, func_80844708, 0); - LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, D_80853914[PLAYER_ANIMGROUP_landing_roll][this->modelAnimType], + Player_SetupAction(play, this, func_80844708, 0); + LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_landing_roll, this->modelAnimType), 1.25f * D_808535E8); gSaveContext.sohStats.count[COUNT_ROLLS]++; } s32 func_8083BC7C(Player* this, PlayState* play) { - if ((this->unk_84B[this->unk_846] == 0) && (D_808535E4 != 7)) { + if ((this->unk_84B[this->unk_846] == 0) && (sFloorType != 7)) { func_8083BC04(this, play); return 1; } @@ -5383,7 +5671,7 @@ s32 func_8083BDBC(Player* this, PlayState* play) { s32 sp2C; if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A) && - (play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) && (D_808535E4 != 7) && + (play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) && (sFloorType != 7) && (SurfaceType_GetSlope(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId) != 1)) { sp2C = this->unk_84B[this->unk_846]; @@ -5396,8 +5684,8 @@ s32 func_8083BDBC(Player* this, PlayState* play) { func_8083BC04(this, play); } } else { - if (Player_GetMeleeWeaponHeld(this) && func_808365C8(this)) { - func_8083BA90(play, this, 17, 5.0f, 5.0f); + if (Player_GetMeleeWeaponHeld(this) && Player_CanUpdateItems(this)) { + func_8083BA90(play, this, PLAYER_MWA_JUMPSLASH_START, 5.0f, 5.0f); } else { func_8083BC04(this, play); } @@ -5430,14 +5718,14 @@ void func_8083BF50(Player* this, PlayState* play) { } if (sp30 < 14.0f) { - anim = D_80853914[PLAYER_ANIMGROUP_walk_endL][this->modelAnimType]; + anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_walk_endL, this->modelAnimType); sp30 = 11.0f - sp30; if (sp30 < 0.0f) { sp30 = 1.375f * -sp30; } sp30 /= 11.0f; } else { - anim = D_80853914[PLAYER_ANIMGROUP_walk_endR][this->modelAnimType]; + anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_walk_endR, this->modelAnimType); sp30 = 26.0f - sp30; if (sp30 < 0.0f) { sp30 = 2 * -sp30; @@ -5456,8 +5744,8 @@ void func_8083C0B8(Player* this, PlayState* play) { } void func_8083C0E8(Player* this, PlayState* play) { - func_80835C58(play, this, func_80840BC8, 1); - func_80832264(play, this, func_80833338(this)); + Player_SetupAction(play, this, func_80840BC8, 1); + Player_AnimPlayOnce(play, this, func_80833338(this)); this->currentYaw = this->actor.shape.rot.y; } @@ -5484,7 +5772,7 @@ s32 func_8083C1DC(Player* this, PlayState* play) { return 1; } if ((this->unk_837 == 0) && (this->heldItemAction >= PLAYER_IA_SWORD_MASTER)) { - func_80835F44(play, this, ITEM_NONE); + Player_UseItem(play, this, ITEM_NONE); } else { this->stateFlags2 ^= PLAYER_STATE2_NAVI_OUT; } @@ -5502,14 +5790,14 @@ s32 func_8083C2B0(Player* this, PlayState* play) { (Player_IsChildWithHylianShield(this) || (!func_80833B2C(this) && (this->unk_664 == NULL)))) { func_80832318(this); - func_808323B4(play, this); + Player_DetachHeldActor(play, this); - if (func_80835C58(play, this, func_80843188, 0)) { + if (Player_SetupAction(play, this, func_80843188, 0)) { this->stateFlags1 |= PLAYER_STATE1_SHIELDING; if (!Player_IsChildWithHylianShield(this)) { Player_SetModelsForHoldingShield(this); - anim = D_80853914[PLAYER_ANIMGROUP_defense][this->modelAnimType]; + anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_defense, this->modelAnimType); } else { anim = &gPlayerAnim_clink_normal_defense_ALL; } @@ -5528,7 +5816,7 @@ s32 func_8083C2B0(Player* this, PlayState* play) { LinkAnimation_Change(play, &this->skelAnime, anim, 1.0f, frame, frame, ANIMMODE_ONCE, 0.0f); if (Player_IsChildWithHylianShield(this)) { - func_80832F54(play, this, 4); + Player_AnimReplaceApplyFlags(play, this, 4); } Player_PlaySfx(&this->actor, NA_SE_IT_SHIELD_POSTURE); @@ -5580,8 +5868,8 @@ s32 func_8083C544(Player* this, PlayState* play) { s32 func_8083C61C(PlayState* play, Player* this) { if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) && (this->actor.bgCheckFlags & 1) && (AMMO(ITEM_NUT) != 0)) { - func_80835C58(play, this, func_8084E604, 0); - func_80832264(play, this, &gPlayerAnim_link_normal_light_bom); + Player_SetupAction(play, this, func_8084E604, 0); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_light_bom); this->unk_6AD = 0; return 1; } @@ -5597,15 +5885,15 @@ static struct_80854554 D_80854554[] = { s32 func_8083C6B8(PlayState* play, Player* this) { Vec3f sp24; - if (D_80853614) { + if (sUseHeldItem) { if (Player_GetBottleHeld(this) >= 0) { - func_80835C58(play, this, func_8084ECA4, 0); + Player_SetupAction(play, this, func_8084ECA4, 0); if (this->actor.yDistToWater > 12.0f) { this->unk_850 = 1; } - func_808322D0(play, this, D_80854554[this->unk_850].unk_00); + Player_AnimPlayOnceAdjusted(play, this, D_80854554[this->unk_850].unk_00); Player_PlaySfx(&this->actor, NA_SE_IT_SWORD_SWING); func_80832698(this, NA_SE_VO_LI_AUTO_JUMP); @@ -5624,10 +5912,10 @@ s32 func_8083C6B8(PlayState* play, Player* this) { return 0; } - func_80835C58(play, this, func_80850C68, 0); + Player_SetupAction(play, this, func_80850C68, 0); this->unk_860 = 1; Player_ZeroSpeedXZ(this); - func_80832264(play, this, &gPlayerAnim_link_fishing_throw); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_fishing_throw); return 1; } else { return 0; @@ -5638,16 +5926,16 @@ s32 func_8083C6B8(PlayState* play, Player* this) { } void func_8083C858(Player* this, PlayState* play) { - PlayerFunc674 func; + PlayerActionFunc actionFunc; if (func_80833BCC(this)) { - func = func_8084227C; + actionFunc = func_8084227C; } else { - func = func_80842180; + actionFunc = func_80842180; } - func_80835C58(play, this, func, 1); - func_80832BE8(play, this, D_80853914[PLAYER_ANIMGROUP_run][this->modelAnimType]); + Player_SetupAction(play, this, actionFunc, 1); + Player_AnimChangeLoopMorph(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_run, this->modelAnimType)); this->unk_89C = 0; this->unk_864 = this->unk_868 = 0.0f; @@ -5667,8 +5955,8 @@ s32 func_8083C910(PlayState* play, Player* this, f32 arg2) { &sp2C) != 0) { sp28 -= this->actor.world.pos.y; if (this->ageProperties->unk_24 <= sp28) { - func_80835C58(play, this, func_8084D7C4, 0); - func_80832C6C(play, this, &gPlayerAnim_link_swimer_swim); + Player_SetupAction(play, this, func_8084D7C4, 0); + Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim); this->stateFlags1 |= PLAYER_STATE1_IN_WATER | PLAYER_STATE1_IN_CUTSCENE; this->unk_850 = 20; this->linearVelocity = 2.0f; @@ -5712,19 +6000,19 @@ void func_8083CA9C(PlayState* play, Player* this) { } void func_8083CB2C(Player* this, s16 yaw, PlayState* play) { - func_80835C58(play, this, func_808414F8, 1); + Player_SetupAction(play, this, func_808414F8, 1); LinkAnimation_CopyJointToMorph(play, &this->skelAnime); this->unk_864 = this->unk_868 = 0.0f; this->currentYaw = yaw; } void func_8083CB94(Player* this, PlayState* play) { - func_80835C58(play, this, func_80840DE4, 1); - func_80832BE8(play, this, D_80853914[PLAYER_ANIMGROUP_walk][this->modelAnimType]); + Player_SetupAction(play, this, func_80840DE4, 1); + Player_AnimChangeLoopMorph(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_walk, this->modelAnimType)); } void func_8083CBF0(Player* this, s16 yaw, PlayState* play) { - func_80835C58(play, this, func_808423EC, 1); + Player_SetupAction(play, this, func_808423EC, 1); LinkAnimation_Change(play, &this->skelAnime, &gPlayerAnim_link_anchor_back_walk, 2.2f, 0.0f, Animation_GetLastFrame(&gPlayerAnim_link_anchor_back_walk), ANIMMODE_ONCE, -6.0f); this->linearVelocity = 8.0f; @@ -5732,19 +6020,19 @@ void func_8083CBF0(Player* this, s16 yaw, PlayState* play) { } void func_8083CC9C(Player* this, PlayState* play) { - func_80835C58(play, this, func_8084193C, 1); - func_80832BE8(play, this, D_80853914[PLAYER_ANIMGROUP_side_walkR][this->modelAnimType]); + Player_SetupAction(play, this, func_8084193C, 1); + Player_AnimChangeLoopMorph(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_side_walkR, this->modelAnimType)); this->unk_868 = 0.0f; } void func_8083CD00(Player* this, PlayState* play) { - func_80835C58(play, this, func_8084251C, 1); + Player_SetupAction(play, this, func_8084251C, 1); LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, &gPlayerAnim_link_anchor_back_brake, 2.0f); } void func_8083CD54(PlayState* play, Player* this, s16 yaw) { this->currentYaw = yaw; - func_80835C58(play, this, func_80841BA8, 1); + Player_SetupAction(play, this, func_80841BA8, 1); this->unk_87E = 1200; this->unk_87E *= D_808535E8; LinkAnimation_Change(play, &this->skelAnime, D_80853914[PLAYER_ANIMGROUP_45_turn][this->modelAnimType], 1.0f, 0.0f, @@ -5754,21 +6042,21 @@ void func_8083CD54(PlayState* play, Player* this, s16 yaw) { void func_8083CE0C(Player* this, PlayState* play) { LinkAnimationHeader* anim; - func_80835C58(play, this, func_80840BC8, 1); + Player_SetupAction(play, this, func_80840BC8, 1); if (this->unk_870 < 0.5f) { anim = D_80853914[PLAYER_ANIMGROUP_waitR2wait][this->modelAnimType]; } else { anim = D_80853914[PLAYER_ANIMGROUP_waitL2wait][this->modelAnimType]; } - func_80832264(play, this, anim); + Player_AnimPlayOnce(play, this, anim); this->currentYaw = this->actor.shape.rot.y; } void func_8083CEAC(Player* this, PlayState* play) { - func_80835C58(play, this, func_80840450, 1); - func_80832B0C(play, this, D_80853914[PLAYER_ANIMGROUP_wait2waitR][this->modelAnimType]); + Player_SetupAction(play, this, func_80840450, 1); + Player_AnimChangeOnceMorph(play, this, D_80853914[PLAYER_ANIMGROUP_wait2waitR][this->modelAnimType]); this->unk_850 = 1; } @@ -5829,8 +6117,8 @@ s32 func_8083D12C(PlayState* play, Player* this, Input* arg2) { if ((arg2 == NULL) || (CHECK_BTN_ALL(arg2->press.button, BTN_A) && (ABS(this->unk_6C2) < 12000) && (this->currentBoots != PLAYER_BOOTS_IRON))) { - func_80835C58(play, this, func_8084DC48, 0); - func_80832264(play, this, &gPlayerAnim_link_swimer_swim_deep_start); + Player_SetupAction(play, this, func_8084DC48, 0); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_swimer_swim_deep_start); this->unk_6C2 = 0; this->stateFlags2 |= PLAYER_STATE2_UNDERWATER; @@ -5852,7 +6140,7 @@ s32 func_8083D12C(PlayState* play, Player* this, Input* arg2) { this->stateFlags2 &= ~PLAYER_STATE2_UNDERWATER; if (arg2 != NULL) { - func_80835C58(play, this, func_8084E1EC, 1); + Player_SetupAction(play, this, func_8084E1EC, 1); if (this->stateFlags1 & PLAYER_STATE1_GETTING_ITEM) { this->stateFlags1 |= PLAYER_STATE1_GETTING_ITEM | PLAYER_STATE1_ITEM_OVER_HEAD | PLAYER_STATE1_IN_CUTSCENE; @@ -5863,15 +6151,12 @@ s32 func_8083D12C(PlayState* play, Player* this, Input* arg2) { func_80832340(play, this); // Skip take breath animation on surface if Link didn't grab an item while underwater and the setting is enabled - if (CVarGetInteger("gSkipSwimDeepEndAnim", 0) && !(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD)) - { + if (CVarGetInteger("gSkipSwimDeepEndAnim", 0) && !(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD)) { auto lastAnimFrame = Animation_GetLastFrame(&gPlayerAnim_link_swimer_swim_deep_end); LinkAnimation_Change(play, &this->skelAnime, &gPlayerAnim_link_swimer_swim_deep_end, 1.0f, lastAnimFrame, lastAnimFrame, ANIMMODE_ONCE, -6.0f); - } - else - { - func_80832B0C(play, this, + } else { + Player_AnimChangeOnceMorph(play, this, (this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) ? &gPlayerAnim_link_swimer_swim_get : &gPlayerAnim_link_swimer_swim_deep_end); } @@ -5889,7 +6174,7 @@ s32 func_8083D12C(PlayState* play, Player* this, Input* arg2) { } void func_8083D330(PlayState* play, Player* this) { - func_80832284(play, this, &gPlayerAnim_link_swimer_swim); + Player_AnimPlayLoop(play, this, &gPlayerAnim_link_swimer_swim); this->unk_6C2 = 16000; this->unk_850 = 1; } @@ -5902,12 +6187,12 @@ void func_8083D36C(PlayState* play, Player* this) { this->stateFlags2 &= ~PLAYER_STATE2_UNDERWATER; func_8083D12C(play, this, 0); this->unk_84F = 1; - } else if (func_80844A44 == this->func_674) { - func_80835C58(play, this, func_8084DC48, 0); + } else if (func_80844A44 == this->actionFunc) { + Player_SetupAction(play, this, func_8084DC48, 0); func_8083D330(play, this); } else { - func_80835C58(play, this, func_8084D610, 1); - func_80832B0C(play, this, + Player_SetupAction(play, this, func_8084D610, 1); + Player_AnimChangeOnceMorph(play, this, (this->actor.bgCheckFlags & 1) ? &gPlayerAnim_link_swimer_wait2swim_wait : &gPlayerAnim_link_swimer_land2swim_wait); } @@ -5934,22 +6219,22 @@ void func_8083D36C(PlayState* play, Player* this) { void func_8083D53C(PlayState* play, Player* this) { if (this->actor.yDistToWater < this->ageProperties->unk_2C) { Audio_SetBaseFilter(0); - this->unk_840 = 0; + this->underwaterTimer = 0; } else { Audio_SetBaseFilter(0x20); - if (this->unk_840 < 300) { - this->unk_840++; + if (this->underwaterTimer < 300) { + this->underwaterTimer++; } } - if ((func_80845668 != this->func_674) && (func_8084BDFC != this->func_674)) { + if ((func_80845668 != this->actionFunc) && (func_8084BDFC != this->actionFunc)) { if (this->ageProperties->unk_2C < this->actor.yDistToWater) { if (!(this->stateFlags1 & PLAYER_STATE1_IN_WATER) || (!((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & 1)) && - (func_8084E30C != this->func_674) && (func_8084E368 != this->func_674) && - (func_8084D610 != this->func_674) && (func_8084D84C != this->func_674) && - (func_8084DAB4 != this->func_674) && (func_8084DC48 != this->func_674) && - (func_8084E1EC != this->func_674) && (func_8084D7C4 != this->func_674))) { + (func_8084E30C != this->actionFunc) && (func_8084E368 != this->actionFunc) && + (func_8084D610 != this->actionFunc) && (func_8084D84C != this->actionFunc) && + (func_8084DAB4 != this->actionFunc) && (func_8084DC48 != this->actionFunc) && + (func_8084E1EC != this->actionFunc) && (func_8084D7C4 != this->actionFunc))) { func_8083D36C(play, this); return; } @@ -5972,11 +6257,11 @@ void func_8083D6EC(PlayState* play, Player* this) { this->actor.minVelocityY = -20.0f; this->actor.gravity = REG(68) / 100.0f; - if (func_8083816C(D_808535E4)) { + if (func_8083816C(sFloorType)) { temp1 = fabsf(this->linearVelocity) * 20.0f; temp3 = 0.0f; - if (D_808535E4 == 4) { + if (sFloorType == 4) { if (this->unk_6C4 > 1300.0f) { temp2 = this->unk_6C4; } else { @@ -5991,7 +6276,7 @@ void func_8083D6EC(PlayState* play, Player* this) { temp2 = 20000.0f; if (this->currentBoots != PLAYER_BOOTS_HOVER) { temp1 += temp1; - } else if ((D_808535E4 == 7) || (this->currentBoots == PLAYER_BOOTS_IRON)) { + } else if ((sFloorType == 7) || (this->currentBoots == PLAYER_BOOTS_IRON)) { temp1 = 0; } } @@ -6093,7 +6378,7 @@ void func_8083DC54(Player* this, PlayState* play) { return; } - if (D_808535E4 == 11) { + if (sFloorType == 11) { Math_SmoothStepToS(&this->actor.focus.rot.x, -20000, 10, 4000, 800); } else { sp46 = 0; @@ -6220,8 +6505,8 @@ s32 func_8083E0FC(Player* this, PlayState* play) { this->currentYaw = this->actor.shape.rot.y = rideActor->actor.shape.rot.y; Actor_MountHorse(play, this, &rideActor->actor); - func_80832264(play, this, D_80854578[temp].anim); - func_80832F54(play, this, 0x9B); + Player_AnimPlayOnce(play, this, D_80854578[temp].anim); + Player_AnimReplaceApplyFlags(play, this, 0x9B); this->actor.parent = this->rideActor; func_80832224(this); Actor_DisableLens(play); @@ -6231,56 +6516,60 @@ s32 func_8083E0FC(Player* this, PlayState* play) { return 0; } -void func_8083E298(CollisionPoly* arg0, Vec3f* arg1, s16* arg2) { - arg1->x = COLPOLY_GET_NORMAL(arg0->normal.x); - arg1->y = COLPOLY_GET_NORMAL(arg0->normal.y); - arg1->z = COLPOLY_GET_NORMAL(arg0->normal.z); +void Player_GetSlopeDirection(CollisionPoly* floorPoly, Vec3f* slopeNormal, s16* downwardSlopeYaw) { + slopeNormal->x = COLPOLY_GET_NORMAL(floorPoly->normal.x); + slopeNormal->y = COLPOLY_GET_NORMAL(floorPoly->normal.y); + slopeNormal->z = COLPOLY_GET_NORMAL(floorPoly->normal.z); - *arg2 = Math_Atan2S(arg1->z, arg1->x); + *downwardSlopeYaw = Math_Atan2S(slopeNormal->z, slopeNormal->x); } -static LinkAnimationHeader* D_80854590[] = { - &gPlayerAnim_link_normal_down_slope_slip, - &gPlayerAnim_link_normal_up_slope_slip, -}; - -s32 func_8083E318(PlayState* play, Player* this, CollisionPoly* arg2) { +s32 Player_HandleSlopes(PlayState* play, Player* this, CollisionPoly* floorPoly) { + static LinkAnimationHeader* sSlopeSlipAnims[] = { + &gPlayerAnim_link_normal_down_slope_slip, + &gPlayerAnim_link_normal_up_slope_slip, + }; s32 pad; - s16 sp4A; - Vec3f sp3C; - s16 sp3A; - f32 temp1; - f32 temp2; - s16 temp3; + s16 playerVelYaw; + Vec3f slopeNormal; + s16 downwardSlopeYaw; + f32 slopeSlowdownSpeed; + f32 slopeSlowdownSpeedStep; + s16 velYawToDownwardSlope; - if (!Player_InBlockingCsMode(play, this) && (func_8084F390 != this->func_674) && - (SurfaceType_GetSlope(&play->colCtx, arg2, this->actor.floorBgId) == 1)) { - sp4A = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x); - func_8083E298(arg2, &sp3C, &sp3A); - temp3 = sp3A - sp4A; + if (!Player_InBlockingCsMode(play, this) && (func_8084F390 != this->actionFunc) && + (SurfaceType_GetSlope(&play->colCtx, floorPoly, this->actor.floorBgId) == 1)) { + playerVelYaw = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x); + Player_GetSlopeDirection(floorPoly, &slopeNormal, &downwardSlopeYaw); + velYawToDownwardSlope = downwardSlopeYaw - playerVelYaw; - if (ABS(temp3) > 16000) { - temp1 = (1.0f - sp3C.y) * 40.0f; - temp2 = (temp1 * temp1) * 0.015f; - if (temp2 < 1.2f) { - temp2 = 1.2f; + if (ABS(velYawToDownwardSlope) > 0x3E80) { // 87.9 degrees + // moving parallel or upwards on the slope, player does not slip but does slow down + slopeSlowdownSpeed = (1.0f - slopeNormal.y) * 40.0f; + slopeSlowdownSpeedStep = (slopeSlowdownSpeed * slopeSlowdownSpeed) * 0.015f; + + if (slopeSlowdownSpeedStep < 1.2f) { + slopeSlowdownSpeedStep = 1.2f; } - this->windDirection = sp3A; - Math_StepToF(&this->windSpeed, temp1, temp2); + + // slows down speed as player is climbing a slope + this->pushedYaw = downwardSlopeYaw; + Math_StepToF(&this->pushedSpeed, slopeSlowdownSpeed, slopeSlowdownSpeedStep); } else { - func_80835C58(play, this, func_8084F390, 0); + // moving downward on the slope, causing player to slip + Player_SetupAction(play, this, func_8084F390, 0); func_80832564(play, this); - if (D_80853610 >= 0) { + if (sFloorShapePitch >= 0) { this->unk_84F = 1; } - func_80832BE8(play, this, D_80854590[this->unk_84F]); + Player_AnimChangeLoopMorph(play, this, sSlopeSlipAnims[this->unk_84F]); this->linearVelocity = sqrtf(SQ(this->actor.velocity.x) + SQ(this->actor.velocity.z)); - this->currentYaw = sp4A; - return 1; + this->currentYaw = playerVelYaw; + return true; } } - return 0; + return false; } // unknown data (unused) @@ -6410,12 +6699,12 @@ s32 func_8083E5A8(Player* this, PlayState* play) { // Show cutscene when picking up a item. if (showItemCutscene && !skipItemCutscene && !skipItemCutsceneRando) { - func_808323B4(play, this); + Player_DetachHeldActor(play, this); func_8083AE40(this, giEntry.objectId); if (!(this->stateFlags2 & PLAYER_STATE2_UNDERWATER) || (this->currentBoots == PLAYER_BOOTS_IRON)) { func_80836898(play, this, func_8083A434); - func_808322D0(play, this, &gPlayerAnim_link_demo_get_itemB); + Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_demo_get_itemB); func_80835EA4(play, 9); } @@ -6463,12 +6752,12 @@ s32 func_8083E5A8(Player* this, PlayState* play) { if ((giEntry.itemId != ITEM_NONE) && (giEntry.gi >= 0) && (Item_CheckObtainability(giEntry.itemId) == ITEM_NONE)) { - func_808322D0(play, this, this->ageProperties->unk_98); - func_80832F54(play, this, 0x28F); + Player_AnimPlayOnceAdjusted(play, this, this->ageProperties->unk_98); + Player_AnimReplaceApplyFlags(play, this, 0x28F); chest->unk_1F4 = 1; Camera_ChangeSetting(Play_GetCamera(play, 0), CAM_SET_SLOW_CHEST_CS); } else { - func_80832264(play, this, &gPlayerAnim_link_normal_box_kick); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_box_kick); chest->unk_1F4 = -1; } @@ -6486,9 +6775,9 @@ s32 func_8083E5A8(Player* this, PlayState* play) { if (sp24 == PLAYER_IA_SWORD_MASTER) { this->nextModelGroup = Player_ActionToModelGroup(this, PLAYER_IA_LAST_USED); - func_8083399C(play, this, PLAYER_IA_LAST_USED); + Player_InitItemAction(play, this, PLAYER_IA_LAST_USED); } else { - func_80835F44(play, this, ITEM_LAST_USED); + Player_UseItem(play, this, ITEM_LAST_USED); } } else { s32 strength = Player_GetStrength(); @@ -6512,8 +6801,8 @@ s32 func_8083E5A8(Player* this, PlayState* play) { } void func_8083EA94(Player* this, PlayState* play) { - func_80835C58(play, this, func_80846578, 1); - func_80832264(play, this, D_80853914[PLAYER_ANIMGROUP_throw][this->modelAnimType]); + Player_SetupAction(play, this, func_80846578, 1); + Player_AnimPlayOnce(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_throw, this->modelAnimType)); } s32 func_8083EAF0(Player* this, Actor* actor) { @@ -6534,8 +6823,8 @@ s32 func_8083EB44(Player* this, PlayState* play) { CHECK_BTN_ANY(sControlInput->press.button, buttonsToCheck)) { if (!func_80835644(play, this, this->heldActor)) { if (!func_8083EAF0(this, this->heldActor)) { - func_80835C58(play, this, func_808464B0, 1); - func_80832264(play, this, D_80853914[PLAYER_ANIMGROUP_put][this->modelAnimType]); + Player_SetupAction(play, this, func_808464B0, 1); + Player_AnimPlayOnce(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_put, this->modelAnimType)); } else { func_8083EA94(this, play); } @@ -6546,16 +6835,16 @@ s32 func_8083EB44(Player* this, PlayState* play) { return 0; } -s32 func_8083EC18(Player* this, PlayState* play, u32 arg2) { - if (this->wallHeight >= 79.0f) { +s32 func_8083EC18(Player* this, PlayState* play, u32 wallFlags) { + if (this->yDistToLedge >= 79.0f) { if (!(this->stateFlags1 & PLAYER_STATE1_IN_WATER) || (this->currentBoots == PLAYER_BOOTS_IRON) || (this->actor.yDistToWater < this->ageProperties->unk_2C)) { - s32 sp8C = (arg2 & 8) ? 2 : 0; + s32 sp8C = (wallFlags & 8) ? 2 : 0; - if ((sp8C != 0) || (arg2 & 2) || + if ((sp8C != 0) || (wallFlags & 2) || func_80041E4C(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId)) { f32 phi_f20; - CollisionPoly* sp84 = this->actor.wallPoly; + CollisionPoly* wallPoly = this->actor.wallPoly; f32 sp80; f32 sp7C; f32 phi_f12; @@ -6573,7 +6862,7 @@ s32 func_8083EC18(Player* this, PlayState* play, u32 arg2) { Vec3f* sp44 = &sp50[0]; s32 pad; - CollisionPoly_GetVerticesByBgId(sp84, this->actor.wallBgId, &play->colCtx, sp50); + CollisionPoly_GetVerticesByBgId(wallPoly, this->actor.wallBgId, &play->colCtx, sp50); sp80 = phi_f12 = sp44->x; sp7C = phi_f14 = sp44->z; @@ -6600,8 +6889,8 @@ s32 func_8083EC18(Player* this, PlayState* play, u32 arg2) { sp80 = (sp80 + phi_f12) * 0.5f; sp7C = (sp7C + phi_f14) * 0.5f; - phi_f12 = ((this->actor.world.pos.x - sp80) * COLPOLY_GET_NORMAL(sp84->normal.z)) - - ((this->actor.world.pos.z - sp7C) * COLPOLY_GET_NORMAL(sp84->normal.x)); + phi_f12 = ((this->actor.world.pos.x - sp80) * COLPOLY_GET_NORMAL(wallPoly->normal.z)) - + ((this->actor.world.pos.z - sp7C) * COLPOLY_GET_NORMAL(wallPoly->normal.x)); sp48 = this->actor.world.pos.y - phi_f20; phi_f20 = ((f32)(s32)((sp48 / 15.000000223517418) + 0.5) * 15.000000223517418) - sp48; @@ -6609,50 +6898,50 @@ s32 func_8083EC18(Player* this, PlayState* play, u32 arg2) { } if (phi_f12 < 8.0f) { - f32 sp3C = COLPOLY_GET_NORMAL(sp84->normal.x); - f32 sp38 = COLPOLY_GET_NORMAL(sp84->normal.z); - f32 sp34 = this->wallDistance; - LinkAnimationHeader* sp30; + f32 wallPolyNormalX = COLPOLY_GET_NORMAL(wallPoly->normal.x); + f32 wallPolyNormalZ = COLPOLY_GET_NORMAL(wallPoly->normal.z); + f32 sp34 = this->distToInteractWall; + LinkAnimationHeader* anim; func_80836898(play, this, func_8083A3B0); this->stateFlags1 |= PLAYER_STATE1_CLIMBING_LADDER; this->stateFlags1 &= ~PLAYER_STATE1_IN_WATER; - if ((sp8C != 0) || (arg2 & 2)) { + if ((sp8C != 0) || (wallFlags & 2)) { if ((this->unk_84F = sp8C) != 0) { if (this->actor.bgCheckFlags & 1) { - sp30 = &gPlayerAnim_link_normal_Fclimb_startA; + anim = &gPlayerAnim_link_normal_Fclimb_startA; } else { - sp30 = &gPlayerAnim_link_normal_Fclimb_hold2upL; + anim = &gPlayerAnim_link_normal_Fclimb_hold2upL; } sp34 = (this->ageProperties->unk_38 - 1.0f) - sp34; } else { - sp30 = this->ageProperties->unk_A4; + anim = this->ageProperties->unk_A4; sp34 = sp34 - 1.0f; } this->unk_850 = -2; this->actor.world.pos.y += phi_f20; this->actor.shape.rot.y = this->currentYaw = this->actor.wallYaw + 0x8000; } else { - sp30 = this->ageProperties->unk_A8; + anim = this->ageProperties->unk_A8; this->unk_850 = -4; this->actor.shape.rot.y = this->currentYaw = this->actor.wallYaw; } - this->actor.world.pos.x = (sp34 * sp3C) + sp80; - this->actor.world.pos.z = (sp34 * sp38) + sp7C; + this->actor.world.pos.x = (sp34 * wallPolyNormalX) + sp80; + this->actor.world.pos.z = (sp34 * wallPolyNormalZ) + sp7C; func_80832224(this); Math_Vec3f_Copy(&this->actor.prevPos, &this->actor.world.pos); - func_80832264(play, this, sp30); - func_80832F54(play, this, 0x9F); + Player_AnimPlayOnce(play, this, anim); + Player_AnimReplaceApplyFlags(play, this, 0x9F); - return 1; + return true; } } } } - return 0; + return false; } void func_8083F070(Player* this, LinkAnimationHeader* anim, PlayState* play) { @@ -6660,67 +6949,78 @@ void func_8083F070(Player* this, LinkAnimationHeader* anim, PlayState* play) { LinkAnimation_PlayOnceSetSpeed(play, &this->skelAnime, anim, (4.0f / 3.0f)); } -s32 func_8083F0C8(Player* this, PlayState* play, u32 arg2) { +/** + * @return true if Player chooses to enter crawlspace + */ +s32 Player_TryEnteringCrawlspace(Player* this, PlayState* play, u32 interactWallFlags) { CollisionPoly* wallPoly; Vec3f wallVertices[3]; - f32 tempX; - f32 temp; - f32 tempZ; - f32 maxWallZ; + f32 xVertex1; + f32 xVertex2; + f32 zVertex1; + f32 zVertex2; s32 i; - if (!LINK_IS_ADULT && !(this->stateFlags1 & PLAYER_STATE1_IN_WATER) && (arg2 & 0x30)) { + if (!LINK_IS_ADULT && !(this->stateFlags1 & PLAYER_STATE1_IN_WATER) && (interactWallFlags & 0x30)) { wallPoly = this->actor.wallPoly; CollisionPoly_GetVerticesByBgId(wallPoly, this->actor.wallBgId, &play->colCtx, wallVertices); - // compute min and max x/z of wall vertices - tempX = temp = wallVertices[0].x; - tempZ = maxWallZ = wallVertices[0].z; + // Determines min and max vertices for x & z (edges of the crawlspace hole) + xVertex1 = xVertex2 = wallVertices[0].x; + zVertex1 = zVertex2 = wallVertices[0].z; for (i = 1; i < 3; i++) { - if (tempX > wallVertices[i].x) { - tempX = wallVertices[i].x; - } else if (temp < wallVertices[i].x) { - temp = wallVertices[i].x; + if (xVertex1 > wallVertices[i].x) { + // Update x min + xVertex1 = wallVertices[i].x; + } else if (xVertex2 < wallVertices[i].x) { + // Update x max + xVertex2 = wallVertices[i].x; } - if (tempZ > wallVertices[i].z) { - tempZ = wallVertices[i].z; - } else if (maxWallZ < wallVertices[i].z) { - maxWallZ = wallVertices[i].z; + if (zVertex1 > wallVertices[i].z) { + // Update z min + zVertex1 = wallVertices[i].z; + } else if (zVertex2 < wallVertices[i].z) { + // Update z max + zVertex2 = wallVertices[i].z; } } - // average min and max x/z of wall vertices - tempX = (tempX + temp) * 0.5f; - tempZ = (tempZ + maxWallZ) * 0.5f; + // XZ Center of the crawlspace hole + xVertex1 = (xVertex1 + xVertex2) * 0.5f; + zVertex1 = (zVertex1 + zVertex2) * 0.5f; - temp = ((this->actor.world.pos.x - tempX) * COLPOLY_GET_NORMAL(wallPoly->normal.z)) - - ((this->actor.world.pos.z - tempZ) * COLPOLY_GET_NORMAL(wallPoly->normal.x)); + // Perpendicular (sideways) XZ-Distance from player pos to crawlspace line + // Uses y-component of crossproduct formula for the distance from a point to a line + xVertex2 = ((this->actor.world.pos.x - xVertex1) * COLPOLY_GET_NORMAL(wallPoly->normal.z)) - + ((this->actor.world.pos.z - zVertex1) * COLPOLY_GET_NORMAL(wallPoly->normal.x)); - if (fabsf(temp) < 8.0f) { + if (fabsf(xVertex2) < 8.0f) { + // Give do-action prompt to "Enter on A" for the crawlspace this->stateFlags2 |= PLAYER_STATE2_DO_ACTION_ENTER; if (CHECK_BTN_ALL(sControlInput->press.button, BTN_A)) { + // Enter Crawlspace f32 wallPolyNormX = COLPOLY_GET_NORMAL(wallPoly->normal.x); f32 wallPolyNormZ = COLPOLY_GET_NORMAL(wallPoly->normal.z); - f32 wallDistance = this->wallDistance; + f32 distToInteractWall = this->distToInteractWall; func_80836898(play, this, func_8083A40C); this->stateFlags2 |= PLAYER_STATE2_CRAWLING; this->actor.shape.rot.y = this->currentYaw = this->actor.wallYaw + 0x8000; - this->actor.world.pos.x = tempX + (wallDistance * wallPolyNormX); - this->actor.world.pos.z = tempZ + (wallDistance * wallPolyNormZ); + this->actor.world.pos.x = xVertex1 + (distToInteractWall * wallPolyNormX); + this->actor.world.pos.z = zVertex1 + (distToInteractWall * wallPolyNormZ); func_80832224(this); this->actor.prevPos = this->actor.world.pos; - func_80832264(play, this, &gPlayerAnim_link_child_tunnel_start); - func_80832F54(play, this, 0x9D); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_child_tunnel_start); + Player_AnimReplaceApplyFlags(play, this, 0x9D); - return 1; + return true; } } } - return 0; + return false; } s32 func_8083F360(PlayState* play, Player* this, f32 arg1, f32 arg2, f32 arg3, f32 arg4) { @@ -6751,7 +7051,7 @@ s32 func_8083F360(PlayState* play, Player* this, f32 arg1, f32 arg2, f32 arg3, f this->actor.bgCheckFlags |= 0x200; this->actor.wallBgId = sp78; - D_808535F0 = func_80041DB8(&play->colCtx, wallPoly, sp78); + sTouchedWallFlags = func_80041DB8(&play->colCtx, wallPoly, sp78); temp1 = COLPOLY_GET_NORMAL(wallPoly->normal.x); temp2 = COLPOLY_GET_NORMAL(wallPoly->normal.z); @@ -6774,10 +7074,16 @@ s32 func_8083F524(PlayState* play, Player* this) { return func_8083F360(play, this, 26.0f, this->ageProperties->unk_38 + 5.0f, 30.0f, 0.0f); } -s32 func_8083F570(Player* this, PlayState* play) { +/** + * Two exit walls are placed at each end of the crawlspace, separate to the two entrance walls used to enter the + * crawlspace. These front and back exit walls are futher into the crawlspace than the front and + * back entrance walls. When player interacts with either of these two interior exit walls, start the leaving-crawlspace + * cutscene and return true. Else, return false + */ +s32 Player_TryLeavingCrawlspace(Player* this, PlayState* play) { s16 temp; - if ((this->linearVelocity != 0.0f) && (this->actor.bgCheckFlags & 8) && (D_808535F0 & 0x30)) { + if ((this->linearVelocity != 0.0f) && (this->actor.bgCheckFlags & 8) && (sTouchedWallFlags & 0x30)) { temp = this->actor.shape.rot.y - this->actor.wallYaw; if (this->linearVelocity < 0.0f) { @@ -6785,19 +7091,19 @@ s32 func_8083F570(Player* this, PlayState* play) { } if (ABS(temp) > 0x4000) { - func_80835C58(play, this, func_8084C81C, 0); + Player_SetupAction(play, this, func_8084C81C, 0); if (this->linearVelocity > 0.0f) { this->actor.shape.rot.y = this->actor.wallYaw + 0x8000; - func_80832264(play, this, &gPlayerAnim_link_child_tunnel_end); - func_80832F54(play, this, 0x9D); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_child_tunnel_end); + Player_AnimReplaceApplyFlags(play, this, 0x9D); OnePointCutscene_Init(play, 9601, 999, NULL, MAIN_CAM); } else { this->actor.shape.rot.y = this->actor.wallYaw; LinkAnimation_Change(play, &this->skelAnime, &gPlayerAnim_link_child_tunnel_start, -1.0f, Animation_GetLastFrame(&gPlayerAnim_link_child_tunnel_start), 0.0f, ANIMMODE_ONCE, 0.0f); - func_80832F54(play, this, 0x9D); + Player_AnimReplaceApplyFlags(play, this, 0x9D); OnePointCutscene_Init(play, 9602, 999, NULL, MAIN_CAM); } @@ -6813,10 +7119,10 @@ s32 func_8083F570(Player* this, PlayState* play) { void func_8083F72C(Player* this, LinkAnimationHeader* anim, PlayState* play) { if (!func_80836898(play, this, func_8083A388)) { - func_80835C58(play, this, func_8084B78C, 0); + Player_SetupAction(play, this, func_8084B78C, 0); } - func_80832264(play, this, anim); + Player_AnimPlayOnce(play, this, anim); func_80832224(this); this->actor.shape.rot.y = this->currentYaw = this->actor.wallYaw + 0x8000; @@ -6825,15 +7131,15 @@ void func_8083F72C(Player* this, LinkAnimationHeader* anim, PlayState* play) { s32 func_8083F7BC(Player* this, PlayState* play) { DynaPolyActor* wallPolyActor; - if (!(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) && (this->actor.bgCheckFlags & 0x200) && (D_80853608 < 0x3000)) { + if (!(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) && (this->actor.bgCheckFlags & 0x200) && (sShapeYawToTouchedWall < 0x3000)) { - if (((this->linearVelocity > 0.0f) && func_8083EC18(this, play, D_808535F0)) || - func_8083F0C8(this, play, D_808535F0)) { + if (((this->linearVelocity > 0.0f) && func_8083EC18(this, play, sTouchedWallFlags)) || + Player_TryEnteringCrawlspace(this, play, sTouchedWallFlags)) { return 1; } if (!func_808332B8(this) && ((this->linearVelocity == 0.0f) || !(this->stateFlags2 & PLAYER_STATE2_DO_ACTION_CLIMB)) && - (D_808535F0 & 0x40) && (this->actor.bgCheckFlags & 1) && (this->wallHeight >= 39.0f)) { + (sTouchedWallFlags & 0x40) && (this->actor.bgCheckFlags & 1) && (this->yDistToLedge >= 39.0f)) { this->stateFlags2 |= PLAYER_STATE2_DO_ACTION_GRAB; @@ -6892,21 +7198,21 @@ s32 func_8083F9D0(PlayState* play, Player* this) { } func_80839FFC(this, play); - func_80832264(play, this, &gPlayerAnim_link_normal_push_wait_end); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_push_wait_end); this->stateFlags2 &= ~PLAYER_STATE2_MOVING_DYNAPOLY; return 1; } void func_8083FAB8(Player* this, PlayState* play) { - func_80835C58(play, this, func_8084B898, 0); + Player_SetupAction(play, this, func_8084B898, 0); this->stateFlags2 |= PLAYER_STATE2_MOVING_DYNAPOLY; - func_80832264(play, this, &gPlayerAnim_link_normal_push_start); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_push_start); } void func_8083FB14(Player* this, PlayState* play) { - func_80835C58(play, this, func_8084B9E4, 0); + Player_SetupAction(play, this, func_8084B9E4, 0); this->stateFlags2 |= PLAYER_STATE2_MOVING_DYNAPOLY; - func_80832264(play, this, D_80853914[PLAYER_ANIMGROUP_pull_start][this->modelAnimType]); + Player_AnimPlayOnce(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_pull_start, this->modelAnimType)); } void func_8083FB7C(Player* this, PlayState* play) { @@ -6917,7 +7223,7 @@ void func_8083FB7C(Player* this, PlayState* play) { s32 func_8083FBC0(Player* this, PlayState* play) { if (!CHECK_BTN_ALL(sControlInput->press.button, BTN_A) && (this->actor.bgCheckFlags & 0x200) && - ((D_808535F0 & 8) || (D_808535F0 & 2) || + ((sTouchedWallFlags & 8) || (sTouchedWallFlags & 2) || func_80041E4C(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId))) { return 0; } @@ -7101,7 +7407,7 @@ void func_80840450(Player* this, PlayState* play) { if (this->unk_850 != 0) { if (LinkAnimation_Update(play, &this->skelAnime)) { func_80832DBC(this); - func_80832284(play, this, func_808334E4(this)); + Player_AnimPlayLoop(play, this, func_808334E4(this)); this->unk_850 = 0; this->stateFlags3 &= ~PLAYER_STATE3_FINISHED_ATTACKING; } @@ -7112,13 +7418,13 @@ void func_80840450(Player* this, PlayState* play) { func_8083721C(this); - if (!func_80837348(play, this, D_808543E0, 1)) { - if (!func_80833B54(this) && (!func_80833B2C(this) || (func_80834B5C != this->func_82C))) { + if (!Player_TryActionChangeList(play, this, D_808543E0, 1)) { + if (!func_80833B54(this) && (!func_80833B2C(this) || (func_80834B5C != this->upperActionFunc))) { func_8083CF10(this, play); return; } - func_80837268(this, &sp44, &sp42, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp44, &sp42, 0.0f, play); temp1 = func_8083FC68(this, sp44, sp42); @@ -7173,12 +7479,12 @@ void func_808407CC(Player* this, PlayState* play) { if (LinkAnimation_Update(play, &this->skelAnime)) { func_80832DBC(this); - func_80832264(play, this, func_80833338(this)); + Player_AnimPlayOnce(play, this, func_80833338(this)); } func_8083721C(this); - if (!func_80837348(play, this, D_808543E8, 1)) { + if (!Player_TryActionChangeList(play, this, D_808543E8, 1)) { if (func_80833B54(this)) { func_8083CEAC(this, play); return; @@ -7190,12 +7496,12 @@ void func_808407CC(Player* this, PlayState* play) { return; } - if (func_80834B5C == this->func_82C) { + if (func_80834B5C == this->upperActionFunc) { func_8083CEAC(this, play); return; } - func_80837268(this, &sp3C, &sp3A, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp3C, &sp3A, 0.0f, play); temp1 = func_8083FD78(this, &sp3C, &sp3A, play); @@ -7305,7 +7611,7 @@ void func_80840BC8(Player* this, PlayState* play) { func_8083721C(this); if (this->unk_850 == 0) { - if (!func_80837348(play, this, D_80854418, 1)) { + if (!Player_TryActionChangeList(play, this, D_80854418, 1)) { if (func_80833B54(this)) { func_8083CEAC(this, play); return; @@ -7316,7 +7622,7 @@ void func_80840BC8(Player* this, PlayState* play) { return; } - func_80837268(this, &sp3C, &sp3A, 0.018f, play); + Player_GetMovementSpeedAndYaw(this, &sp3C, &sp3A, 0.018f, play); if (sp3C != 0.0f) { func_8083C8DC(this, play, sp3A); @@ -7378,7 +7684,7 @@ void func_80840DE4(Player* this, PlayState* play) { func_808327F8(this, this->linearVelocity); } - if (!func_80837348(play, this, D_808543F4, 1)) { + if (!Player_TryActionChangeList(play, this, D_808543F4, 1)) { if (func_80833B54(this)) { func_8083CEAC(this, play); return; @@ -7389,7 +7695,7 @@ void func_80840DE4(Player* this, PlayState* play) { return; } - func_80837268(this, &sp44, &sp42, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp44, &sp42, 0.0f, play); temp1 = func_8083FD78(this, &sp44, &sp42, play); if (temp1 > 0) { @@ -7435,7 +7741,7 @@ void func_80841138(Player* this, PlayState* play) { if (this->unk_864 < 1.0f) { temp1 = R_UPDATE_RATE * 0.5f; func_8084029C(this, REG(35) / 1000.0f); - LinkAnimation_LoadToJoint(play, &this->skelAnime, D_80853914[PLAYER_ANIMGROUP_back_walk][this->modelAnimType], + LinkAnimation_LoadToJoint(play, &this->skelAnime, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_back_walk, this->modelAnimType), this->unk_868); this->unk_864 += 1 * temp1; if (this->unk_864 >= 1.0f) { @@ -7447,7 +7753,7 @@ void func_80841138(Player* this, PlayState* play) { if (temp2 < 0.0f) { temp1 = 1.0f; func_8084029C(this, (REG(35) / 1000.0f) + ((REG(36) / 1000.0f) * this->linearVelocity)); - LinkAnimation_LoadToJoint(play, &this->skelAnime, D_80853914[PLAYER_ANIMGROUP_back_walk][this->modelAnimType], + LinkAnimation_LoadToJoint(play, &this->skelAnime, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_back_walk, this->modelAnimType), this->unk_868); } else { temp1 = (REG(37) / 1000.0f) * temp2; @@ -7457,7 +7763,7 @@ void func_80841138(Player* this, PlayState* play) { temp1 = 1.0f; func_8084029C(this, 1.2f + ((REG(38) / 1000.0f) * temp2)); } - LinkAnimation_LoadToMorph(play, &this->skelAnime, D_80853914[PLAYER_ANIMGROUP_back_walk][this->modelAnimType], + LinkAnimation_LoadToMorph(play, &this->skelAnime, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_back_walk, this->modelAnimType), this->unk_868); LinkAnimation_LoadToJoint(play, &this->skelAnime, &gPlayerAnim_link_normal_back_run, this->unk_868 * (16.0f / 29.0f)); @@ -7470,8 +7776,8 @@ void func_80841138(Player* this, PlayState* play) { } void func_8084140C(Player* this, PlayState* play) { - func_80835C58(play, this, func_8084170C, 1); - func_80832B0C(play, this, &gPlayerAnim_link_normal_back_brake); + Player_SetupAction(play, this, func_8084170C, 1); + Player_AnimChangeOnceMorph(play, this, &gPlayerAnim_link_normal_back_brake); } s32 func_80841458(Player* this, f32* arg1, s16* arg2, PlayState* play) { @@ -7500,13 +7806,13 @@ void func_808414F8(Player* this, PlayState* play) { func_80841138(this, play); - if (!func_80837348(play, this, D_80854400, 1)) { + if (!Player_TryActionChangeList(play, this, D_80854400, 1)) { if (!func_80833C04(this)) { func_8083C8DC(this, play, this->currentYaw); return; } - func_80837268(this, &sp34, &sp32, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp34, &sp32, 0.0f, play); sp2C = func_8083FD78(this, &sp34, &sp32, play); if (sp2C >= 0) { @@ -7533,8 +7839,8 @@ void func_808414F8(Player* this, PlayState* play) { } void func_808416C0(Player* this, PlayState* play) { - func_80835C58(play, this, func_808417FC, 1); - func_80832264(play, this, &gPlayerAnim_link_normal_back_brake_end); + Player_SetupAction(play, this, func_808417FC, 1); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_back_brake_end); } void func_8084170C(Player* this, PlayState* play) { @@ -7545,8 +7851,8 @@ void func_8084170C(Player* this, PlayState* play) { sp34 = LinkAnimation_Update(play, &this->skelAnime); func_8083721C(this); - if (!func_80837348(play, this, D_80854400, 1)) { - func_80837268(this, &sp30, &sp2E, 0.0f, play); + if (!Player_TryActionChangeList(play, this, D_80854400, 1)) { + Player_GetMovementSpeedAndYaw(this, &sp30, &sp2E, 0.0f, play); if (this->linearVelocity == 0.0f) { this->currentYaw = this->actor.shape.rot.y; @@ -7565,7 +7871,7 @@ void func_808417FC(Player* this, PlayState* play) { sp1C = LinkAnimation_Update(play, &this->skelAnime); - if (!func_80837348(play, this, D_80854400, 1)) { + if (!Player_TryActionChangeList(play, this, D_80854400, 1)) { if (sp1C != 0) { func_80839F30(this, play); } @@ -7574,7 +7880,7 @@ void func_808417FC(Player* this, PlayState* play) { void func_80841860(PlayState* play, Player* this) { f32 frame; - // fake match? see func_80833664 + // fake match? see Player_InitItemActionWithAnim LinkAnimationHeader* sp38 = D_80853914[0][this->modelAnimType + PLAYER_ANIMGROUP_side_walkL * ARRAY_COUNT(D_80853914[0])]; LinkAnimationHeader* sp34 = D_80853914[0][this->modelAnimType + PLAYER_ANIMGROUP_side_walkR * ARRAY_COUNT(D_80853914[0])]; @@ -7595,13 +7901,13 @@ void func_8084193C(Player* this, PlayState* play) { func_80841860(play, this); - if (!func_80837348(play, this, D_80854408, 1)) { + if (!Player_TryActionChangeList(play, this, D_80854408, 1)) { if (!func_80833C04(this)) { func_8083C858(this, play); return; } - func_80837268(this, &sp3C, &sp3A, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp3C, &sp3A, 0.0f, play); if (func_80833B2C(this)) { temp1 = func_8083FD78(this, &sp3C, &sp3A, play); @@ -7660,12 +7966,12 @@ void func_80841BA8(Player* this, PlayState* play) { AnimationContext_SetLoadFrame(play, func_80833338(this), 0, this->skelAnime.limbCount, this->skelAnime.morphTable); AnimationContext_SetCopyTrue(play, this->skelAnime.limbCount, this->skelAnime.jointTable, - this->skelAnime.morphTable, D_80853410); + this->skelAnime.morphTable, sUpperBodyLimbCopyMap); } - func_80837268(this, &sp34, &sp32, 0.018f, play); + Player_GetMovementSpeedAndYaw(this, &sp34, &sp32, 0.018f, play); - if (!func_80837348(play, this, D_80854414, 1)) { + if (!Player_TryActionChangeList(play, this, D_80854414, 1)) { if (sp34 != 0.0f) { this->actor.shape.rot.y = sp32; func_8083C858(this, play); @@ -7682,20 +7988,20 @@ void func_80841CC4(Player* this, s32 arg1, PlayState* play) { s16 target; f32 rate; - if (ABS(D_80853610) < 3640) { + if (ABS(sFloorShapePitch) < 3640) { target = 0; } else { - target = CLAMP(D_80853610, -10922, 10922); + target = CLAMP(sFloorShapePitch, -10922, 10922); } Math_ScaledStepToS(&this->unk_89C, target, 400); if ((this->modelAnimType == PLAYER_ANIMTYPE_3) || ((this->unk_89C == 0) && (this->unk_6C4 <= 0.0f))) { if (arg1 == 0) { - LinkAnimation_LoadToJoint(play, &this->skelAnime, D_80853914[PLAYER_ANIMGROUP_walk][this->modelAnimType], + LinkAnimation_LoadToJoint(play, &this->skelAnime, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_walk, this->modelAnimType), this->unk_868); } else { - LinkAnimation_LoadToMorph(play, &this->skelAnime, D_80853914[PLAYER_ANIMGROUP_walk][this->modelAnimType], + LinkAnimation_LoadToMorph(play, &this->skelAnime, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_walk, this->modelAnimType), this->unk_868); } return; @@ -7721,10 +8027,10 @@ void func_80841CC4(Player* this, s32 arg1, PlayState* play) { } if (arg1 == 0) { - LinkAnimation_BlendToJoint(play, &this->skelAnime, D_80853914[PLAYER_ANIMGROUP_walk][this->modelAnimType], + LinkAnimation_BlendToJoint(play, &this->skelAnime, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_walk, this->modelAnimType), this->unk_868, anim, this->unk_868, rate, this->blendTable); } else { - LinkAnimation_BlendToMorph(play, &this->skelAnime, D_80853914[PLAYER_ANIMGROUP_walk][this->modelAnimType], + LinkAnimation_BlendToMorph(play, &this->skelAnime, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_walk, this->modelAnimType), this->unk_868, anim, this->unk_868, rate, this->blendTable); } } @@ -7737,7 +8043,7 @@ void func_80841EE4(Player* this, PlayState* play) { temp1 = R_UPDATE_RATE * 0.5f; func_8084029C(this, REG(35) / 1000.0f); - LinkAnimation_LoadToJoint(play, &this->skelAnime, D_80853914[PLAYER_ANIMGROUP_walk][this->modelAnimType], + LinkAnimation_LoadToJoint(play, &this->skelAnime, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_walk, this->modelAnimType), this->unk_868); this->unk_864 += 1 * temp1; @@ -7782,13 +8088,13 @@ void func_80842180(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_DISABLE_ROTATION_Z_TARGET; func_80841EE4(this, play); - if (!func_80837348(play, this, D_80854424, 1)) { + if (!Player_TryActionChangeList(play, this, D_80854424, 1)) { if (func_80833C04(this)) { func_8083C858(this, play); return; } - func_80837268(this, &sp2C, &sp2A, 0.018f, play); + Player_GetMovementSpeedAndYaw(this, &sp2C, &sp2A, 0.018f, play); if (!func_8083C484(this, &sp2C, &sp2A)) { int32_t giSpeedModifier = GameInteractor_RunSpeedModifier(); @@ -7837,13 +8143,13 @@ void func_8084227C(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_DISABLE_ROTATION_Z_TARGET; func_80841EE4(this, play); - if (!func_80837348(play, this, D_80854430, 1)) { + if (!Player_TryActionChangeList(play, this, D_80854430, 1)) { if (!func_80833C04(this)) { func_8083C858(this, play); return; } - func_80837268(this, &sp2C, &sp2A, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp2C, &sp2A, 0.0f, play); if (!func_8083C484(this, &sp2C, &sp2A)) { if ((func_80833B2C(this) && (sp2C != 0.0f) && (func_8083FD78(this, &sp2C, &sp2A, play) <= 0)) || @@ -7869,13 +8175,13 @@ void func_808423EC(Player* this, PlayState* play) { sp34 = LinkAnimation_Update(play, &this->skelAnime); - if (!func_80837348(play, this, D_80854408, 1)) { + if (!Player_TryActionChangeList(play, this, D_80854408, 1)) { if (!func_80833C04(this)) { func_8083C858(this, play); return; } - func_80837268(this, &sp30, &sp2E, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp30, &sp2E, 0.0f, play); if ((this->skelAnime.morphWeight == 0.0f) && (this->skelAnime.curFrame > 5.0f)) { func_8083721C(this); @@ -7901,8 +8207,8 @@ void func_8084251C(Player* this, PlayState* play) { func_8083721C(this); - if (!func_80837348(play, this, D_80854440, 1)) { - func_80837268(this, &sp30, &sp2E, 0.0f, play); + if (!Player_TryActionChangeList(play, this, D_80854440, 1)) { + Player_GetMovementSpeedAndYaw(this, &sp30, &sp2E, 0.0f, play); if (this->linearVelocity == 0.0f) { this->currentYaw = this->actor.shape.rot.y; @@ -7931,7 +8237,7 @@ static Vec3f D_808545C0 = { 0.0f, 0.0f, 0.0f }; s32 func_8084269C(PlayState* play, Player* this) { Vec3f sp2C; - if ((this->unk_89E == 0) || (this->unk_89E == 1)) { + if ((this->floorSfxOffset == 0) || (this->floorSfxOffset == 1)) { func_8084260C(&this->actor.shape.feetPos[FOOT_LEFT], &sp2C, this->actor.floorHeight - this->actor.shape.feetPos[FOOT_LEFT].y, 7.0f, 5.0f); func_800286CC(play, &sp2C, &D_808545B4, &D_808545C0, 50, 30); @@ -7945,11 +8251,11 @@ s32 func_8084269C(PlayState* play, Player* this) { } void func_8084279C(Player* this, PlayState* play) { - func_80832CB0(play, this, D_80853914[PLAYER_ANIMGROUP_check_wait][this->modelAnimType]); + func_80832CB0(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_check_wait, this->modelAnimType)); if (DECR(this->unk_850) == 0) { if (!func_8083B040(this, play)) { - func_8083A098(this, D_80853914[PLAYER_ANIMGROUP_check_end][this->modelAnimType], play); + func_8083A098(this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_check_end, this->modelAnimType), play); } this->actor.flags &= ~ACTOR_FLAG_PLAYER_TALKED_TO; @@ -7968,13 +8274,13 @@ s32 func_8084285C(Player* this, f32 arg1, f32 arg2, f32 arg3) { } s32 func_808428D8(Player* this, PlayState* play) { - if (Player_IsChildWithHylianShield(this) || !Player_GetMeleeWeaponHeld(this) || !D_80853614) { + if (Player_IsChildWithHylianShield(this) || !Player_GetMeleeWeaponHeld(this) || !sUseHeldItem) { return 0; } - func_80832264(play, this, &gPlayerAnim_link_normal_defense_kiru); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_defense_kiru); this->unk_84F = 1; - this->meleeWeaponAnimation = 0xC; + this->meleeWeaponAnimation = PLAYER_MWA_STAB_1H; this->currentYaw = this->actor.shape.rot.y + this->unk_6BE; if (!CVarGetInteger("gCrouchStabHammerFix", 0)) { @@ -8003,7 +8309,7 @@ s32 func_80842964(Player* this, PlayState* play) { return func_8083B040(this, play) || func_8083B644(this, play) || func_8083E5A8(this, play); } -void func_808429B4(PlayState* play, s32 speed, s32 y, s32 countdown) { +void Player_RequestQuake(PlayState* play, s32 speed, s32 y, s32 countdown) { s32 quakeIdx = Quake_Add(Play_GetCamera(play, 0), 3); Quake_SetSpeed(quakeIdx, speed); @@ -8012,7 +8318,7 @@ void func_808429B4(PlayState* play, s32 speed, s32 y, s32 countdown) { } void func_80842A28(PlayState* play, Player* this) { - func_808429B4(play, 27767, 7, 20); + Player_RequestQuake(play, 27767, 7, 20); play->actorCtx.unk_02 = 4; Player_RequestRumble(this, 255, 20, 150, 0); Player_PlaySfx(&this->actor, NA_SE_IT_HAMMER_HIT); @@ -8021,7 +8327,7 @@ void func_80842A28(PlayState* play, Player* this) { void func_80842A88(PlayState* play, Player* this) { if (CVarGetInteger("gDekuStickCheat", DEKU_STICK_NORMAL) == DEKU_STICK_NORMAL) { Inventory_ChangeAmmo(ITEM_STICK, -1); - func_80835F44(play, this, ITEM_NONE); + Player_UseItem(play, this, ITEM_NONE); } } @@ -8074,9 +8380,9 @@ void func_80842D20(PlayState* play, Player* this) { s32 pad; s32 sp28; - if (func_80843188 != this->func_674) { + if (func_80843188 != this->actionFunc) { func_80832440(play, this); - func_80835C58(play, this, func_808505DC, 0); + Player_SetupAction(play, this, func_808505DC, 0); if (func_8008E9C4(this)) { sp28 = 2; @@ -8084,7 +8390,7 @@ void func_80842D20(PlayState* play, Player* this) { sp28 = 0; } - func_808322D0(play, this, D_808545CC[Player_HoldsTwoHandedWeapon(this) + sp28]); + Player_AnimPlayOnceAdjusted(play, this, D_808545CC[Player_HoldsTwoHandedWeapon(this) + sp28]); } Player_RequestRumble(this, 180, 20, 100, 0); @@ -8103,7 +8409,7 @@ s32 func_80842DF4(PlayState* play, Player* this) { s32 sp48; if (this->meleeWeaponState > 0) { - if (this->meleeWeaponAnimation < 0x18) { + if (this->meleeWeaponAnimation < PLAYER_MWA_SPIN_ATTACK_1H) { if (!(this->meleeWeaponQuads[0].base.atFlags & AT_BOUNCED) && !(this->meleeWeaponQuads[1].base.atFlags & AT_BOUNCED)) { if (this->skelAnime.curFrame >= 2.0f) { @@ -8159,7 +8465,7 @@ s32 func_80842DF4(PlayState* play, Player* this) { temp1 = (this->meleeWeaponQuads[0].base.atFlags & AT_HIT) || (this->meleeWeaponQuads[1].base.atFlags & AT_HIT); if (temp1) { - if (this->meleeWeaponAnimation < 0x18) { + if (this->meleeWeaponAnimation < PLAYER_MWA_SPIN_ATTACK_1H) { Actor* at = this->meleeWeaponQuads[temp1 ? 1 : 0].base.at; if ((at != NULL) && (at->id != ACTOR_EN_KANBAN)) { @@ -8194,7 +8500,7 @@ void func_80843188(Player* this, PlayState* play) { if (LinkAnimation_Update(play, &this->skelAnime)) { if (!Player_IsChildWithHylianShield(this)) { - func_80832284(play, this, D_80853914[PLAYER_ANIMGROUP_defense_wait][this->modelAnimType]); + Player_AnimPlayLoop(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_defense_wait, this->modelAnimType)); } this->unk_850 = 1; this->unk_84F = 0; @@ -8202,7 +8508,7 @@ void func_80843188(Player* this, PlayState* play) { if (!Player_IsChildWithHylianShield(this)) { this->stateFlags1 |= PLAYER_STATE1_SHIELDING; - func_80836670(this, play); + Player_UpdateUpperBody(this, play); this->stateFlags1 &= ~PLAYER_STATE1_SHIELDING; } @@ -8257,12 +8563,12 @@ void func_80843188(Player* this, PlayState* play) { LinkAnimation_Change(play, &this->skelAnime, &gPlayerAnim_clink_normal_defense_ALL, 1.0f, Animation_GetLastFrame(&gPlayerAnim_clink_normal_defense_ALL), 0.0f, ANIMMODE_ONCE, 0.0f); - func_80832F54(play, this, 4); + Player_AnimReplaceApplyFlags(play, this, 4); } else { if (this->itemAction < 0) { func_8008EC70(this); } - func_8083A098(this, D_80853914[PLAYER_ANIMGROUP_defense_end][this->modelAnimType], play); + func_8083A098(this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_defense_end, this->modelAnimType), play); } Player_PlaySfx(&this->actor, NA_SE_IT_SHIELD_REMOVE); @@ -8287,17 +8593,17 @@ void func_808435C4(Player* this, PlayState* play) { func_8083721C(this); if (this->unk_84F == 0) { - D_808535E0 = func_80836670(this, play); - if ((func_80834B5C == this->func_82C) || (func_808374A0(play, this, &this->skelAnime2, 4.0f) > 0)) { - func_80835C58(play, this, func_80840450, 1); + D_808535E0 = Player_UpdateUpperBody(this, play); + if ((func_80834B5C == this->upperActionFunc) || (func_808374A0(play, this, &this->upperSkelAnime, 4.0f) > 0)) { + Player_SetupAction(play, this, func_80840450, 1); } } else { temp = func_808374A0(play, this, &this->skelAnime, 4.0f); if ((temp != 0) && ((temp > 0) || LinkAnimation_Update(play, &this->skelAnime))) { - func_80835C58(play, this, func_80843188, 1); + Player_SetupAction(play, this, func_80843188, 1); this->stateFlags1 |= PLAYER_STATE1_SHIELDING; Player_SetModelsForHoldingShield(this); - anim = D_80853914[PLAYER_ANIMGROUP_defense][this->modelAnimType]; + anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_defense, this->modelAnimType); frames = Animation_GetLastFrame(anim); LinkAnimation_Change(play, &this->skelAnime, anim, 1.0f, frames, frames, ANIMMODE_ONCE, 0.0f); } @@ -8347,11 +8653,11 @@ void func_8084377C(Player* this, PlayState* play) { if (this->stateFlags1 & PLAYER_STATE1_IN_CUTSCENE) { this->unk_850++; } else { - func_80835C58(play, this, func_80843954, 0); + Player_SetupAction(play, this, func_80843954, 0); this->stateFlags1 |= PLAYER_STATE1_DAMAGED; } - func_80832264(play, this, + Player_AnimPlayOnce(play, this, (this->currentYaw != this->actor.shape.rot.y) ? &gPlayerAnim_link_normal_front_downB : &gPlayerAnim_link_normal_back_downB); func_80832698(this, NA_SE_VO_LI_FREEZE); @@ -8373,18 +8679,18 @@ void func_80843954(Player* this, PlayState* play) { if (this->stateFlags1 & PLAYER_STATE1_IN_CUTSCENE) { this->unk_850++; } else { - func_80835C58(play, this, func_80843A38, 0); + Player_SetupAction(play, this, func_80843A38, 0); this->stateFlags1 |= PLAYER_STATE1_DAMAGED; } - func_808322D0(play, this, + Player_AnimPlayOnceAdjusted(play, this, (this->currentYaw != this->actor.shape.rot.y) ? &gPlayerAnim_link_normal_front_down_wake : &gPlayerAnim_link_normal_back_down_wake); this->currentYaw = this->actor.shape.rot.y; } } -static struct_80832924 D_808545DC[] = { +static AnimSfxEntry D_808545DC[] = { { 0, 0x4014 }, { 0, -0x401E }, }; @@ -8404,7 +8710,7 @@ void func_80843A38(Player* this, PlayState* play) { } } - func_80832924(this, D_808545DC); + Player_ProcessAnimSfxList(this, D_808545DC); } static Vec3f D_808545E4 = { 0.0f, 0.0f, 5.0f }; @@ -8456,7 +8762,7 @@ void func_80843AE8(PlayState* play, Player* this) { } } -static struct_80832924 D_808545F0[] = { +static AnimSfxEntry D_808545F0[] = { { NA_SE_PL_BOUND, 0x103C }, { 0, 0x408C }, { 0, 0x40A4 }, @@ -8465,8 +8771,8 @@ static struct_80832924 D_808545F0[] = { void func_80843CEC(Player* this, PlayState* play) { if (this->currentTunic != PLAYER_TUNIC_GORON && CVarGetInteger("gSuperTunic", 0) == 0) { - if ((play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_3) || (D_808535E4 == 9) || - ((func_80838144(D_808535E4) >= 0) && + if ((play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_3) || (sFloorType == 9) || + ((func_80838144(sFloorType) >= 0) && !SurfaceType_IsWallDamage(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId))) { func_8083821C(this); } @@ -8482,7 +8788,7 @@ void func_80843CEC(Player* this, PlayState* play) { } if (this->skelAnime.animation == &gPlayerAnim_link_derth_rebirth) { - func_80832924(this, D_808545F0); + Player_ProcessAnimSfxList(this, D_808545F0); } else if (this->skelAnime.animation == &gPlayerAnim_link_normal_electric_shock_end) { if (LinkAnimation_OnFrame(&this->skelAnime, 88.0f)) { func_80832770(this, NA_SE_PL_BOUND); @@ -8506,7 +8812,7 @@ static FallImpactInfo D_80854600[] = { s32 func_80843E64(PlayState* play, Player* this) { s32 sp34; - if ((D_808535E4 == 6) || (D_808535E4 == 9)) { + if ((sFloorType == 6) || (sFloorType == 9)) { sp34 = 0; } else { sp34 = this->fallDistance; @@ -8534,7 +8840,7 @@ s32 func_80843E64(PlayState* play, Player* this) { } func_80837AE0(this, 40); - func_808429B4(play, 32967, 2, 30); + Player_RequestQuake(play, 32967, 2, 30); Player_RequestRumble(this, impactInfo->unk_01, impactInfo->unk_02, impactInfo->unk_03, 0); Player_PlaySfx(&this->actor, NA_SE_PL_BODY_HIT); func_80832698(this, impactInfo->sfxId); @@ -8551,7 +8857,7 @@ s32 func_80843E64(PlayState* play, Player* this) { Player_RequestRumble(this, (u8)sp34, (u8)(sp34 * 0.1f), (u8)sp34, 0); - if (D_808535E4 == 6) { + if (sFloorType == 6) { func_80832698(this, NA_SE_VO_LI_CLIMB_END); } } @@ -8584,7 +8890,7 @@ void func_8084411C(Player* this, PlayState* play) { this->actor.gravity = -1.2f; } - func_80837268(this, &sp4C, &sp4A, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp4C, &sp4A, 0.0f, play); if (!(this->actor.bgCheckFlags & 1)) { if (this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) { @@ -8606,13 +8912,13 @@ void func_8084411C(Player* this, PlayState* play) { func_8083DFE0(this, &sp4C, &sp4A); } - func_80836670(this, play); + Player_UpdateUpperBody(this, play); if (((this->stateFlags2 & PLAYER_STATE2_HOPPING) && (this->unk_84F == 2)) || !func_8083BBA0(this, play)) { if (this->actor.velocity.y < 0.0f) { if (this->unk_850 >= 0) { if ((this->actor.bgCheckFlags & 8) || (this->unk_850 == 0) || (this->fallDistance > 0)) { - if ((D_80853600 > 800.0f) || (this->stateFlags1 & PLAYER_STATE1_HOOKSHOT_FALLING)) { + if ((sYDistToFloor > 800.0f) || (this->stateFlags1 & PLAYER_STATE1_HOOKSHOT_FALLING)) { func_80843E14(this, NA_SE_VO_LI_FALL_S); this->stateFlags1 &= ~PLAYER_STATE1_HOOKSHOT_FALLING; } @@ -8622,7 +8928,7 @@ void func_8084411C(Player* this, PlayState* play) { this->unk_850 = -1; } } else { - if ((this->unk_850 == -1) && (this->fallDistance > 120.0f) && (D_80853600 > 280.0f)) { + if ((this->unk_850 == -1) && (this->fallDistance > 120.0f) && (sYDistToFloor > 280.0f)) { this->unk_850 = -2; func_80843E14(this, NA_SE_VO_LI_FALL_L); } @@ -8630,10 +8936,10 @@ void func_8084411C(Player* this, PlayState* play) { if (!GameInteractor_GetDisableLedgeGrabsActive() && (this->actor.bgCheckFlags & 0x200) && !(this->stateFlags2 & PLAYER_STATE2_HOPPING) && !(this->stateFlags1 & (PLAYER_STATE1_ITEM_OVER_HEAD | PLAYER_STATE1_IN_WATER)) && (this->linearVelocity > 0.0f)) { - if ((this->wallHeight >= 150.0f) && (this->unk_84B[this->unk_846] == 0)) { - func_8083EC18(this, play, D_808535F0); - } else if ((this->unk_88C >= 2) && (this->wallHeight < 150.0f) && - (((this->actor.world.pos.y - this->actor.floorHeight) + this->wallHeight) > + if ((this->yDistToLedge >= 150.0f) && (this->unk_84B[this->unk_846] == 0)) { + func_8083EC18(this, play, sTouchedWallFlags); + } else if ((this->unk_88C >= 2) && (this->yDistToLedge < 150.0f) && + (((this->actor.world.pos.y - this->actor.floorHeight) + this->yDistToLedge) > (70.0f * this->ageProperties->unk_08))) { AnimationContext_DisableQueue(play); if (this->stateFlags1 & PLAYER_STATE1_HOOKSHOT_FALLING) { @@ -8641,9 +8947,9 @@ void func_8084411C(Player* this, PlayState* play) { } else { func_80832698(this, NA_SE_VO_LI_HANG); } - this->actor.world.pos.y += this->wallHeight; - func_8083A5C4(play, this, this->actor.wallPoly, this->wallDistance, - D_80853914[PLAYER_ANIMGROUP_jump_climb_hold][this->modelAnimType]); + this->actor.world.pos.y += this->yDistToLedge; + func_8083A5C4(play, this, this->actor.wallPoly, this->distToInteractWall, + GET_PLAYER_ANIM(PLAYER_ANIMGROUP_jump_climb_hold, this->modelAnimType)); this->actor.shape.rot.y = this->currentYaw += 0x8000; this->stateFlags1 |= PLAYER_STATE1_HANGING_OFF_LEDGE; } @@ -8652,7 +8958,7 @@ void func_8084411C(Player* this, PlayState* play) { } } } else { - LinkAnimationHeader* anim = D_80853914[PLAYER_ANIMGROUP_landing][this->modelAnimType]; + LinkAnimationHeader* anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_landing, this->modelAnimType); s32 sp3C; if (this->stateFlags2 & PLAYER_STATE2_HOPPING) { @@ -8667,7 +8973,7 @@ void func_8084411C(Player* this, PlayState* play) { anim = &gPlayerAnim_link_anchor_landingR; func_80833C3C(this); } else if (this->fallDistance <= 80) { - anim = D_80853914[PLAYER_ANIMGROUP_short_landing][this->modelAnimType]; + anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_short_landing, this->modelAnimType); } else if ((this->fallDistance < 800) && (this->unk_84B[this->unk_846] == 0) && !(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD)) { func_8083BC04(this, play); @@ -8677,7 +8983,7 @@ void func_8084411C(Player* this, PlayState* play) { sp3C = func_80843E64(play, this); if (sp3C > 0) { - func_8083A098(this, D_80853914[PLAYER_ANIMGROUP_landing][this->modelAnimType], play); + func_8083A098(this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_landing, this->modelAnimType), play); this->skelAnime.endFrame = 8.0f; if (sp3C == 1) { this->unk_850 = 10; @@ -8690,7 +8996,7 @@ void func_8084411C(Player* this, PlayState* play) { } } -static struct_80832924 D_8085460C[] = { +static AnimSfxEntry D_8085460C[] = { { NA_SE_VO_LI_SWORD_N, 0x2001 }, { NA_SE_PL_WALK_GROUND, 0x1806 }, { NA_SE_PL_ROLL, 0x806 }, @@ -8727,7 +9033,7 @@ void func_80844708(Player* this, PlayState* play) { f32 rand = Rand_ZeroOne(); uint8_t randomBonk = (rand <= .05) && GameInteractor_GetRandomBonksActive(); if (this->linearVelocity >= 7.0f) { - if (randomBonk || ((this->actor.bgCheckFlags & 0x200) && (D_8085360C < 0x2000)) || + if (randomBonk || ((this->actor.bgCheckFlags & 0x200) && (sWorldYawToTouchedWall < 0x2000)) || ((this->cylinder.base.ocFlags1 & OC1_HIT) && (cylinderOc = this->cylinder.base.oc, ((cylinderOc->id == ACTOR_EN_WOOD02) && @@ -8742,9 +9048,9 @@ void func_80844708(Player* this, PlayState* play) { } } - func_80832264(play, this, D_80853914[PLAYER_ANIMGROUP_hip_down][this->modelAnimType]); + Player_AnimPlayOnce(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_hip_down, this->modelAnimType)); this->linearVelocity = -this->linearVelocity; - func_808429B4(play, 33267, 3, 12); + Player_RequestQuake(play, 33267, 3, 12); Player_RequestRumble(this, 255, 20, 150, 0); Player_PlaySfx(&this->actor, NA_SE_PL_BODY_HIT); func_80832698(this, NA_SE_VO_LI_CLIMB_END); @@ -8761,7 +9067,7 @@ void func_80844708(Player* this, PlayState* play) { return; } - func_80837268(this, &sp38, &sp36, 0.018f, play); + Player_GetMovementSpeedAndYaw(this, &sp38, &sp36, 0.018f, play); sp38 *= 1.5f; if ((sp38 < 3.0f) || (this->unk_84B[this->unk_846] != 0)) { @@ -8774,7 +9080,7 @@ void func_80844708(Player* this, PlayState* play) { func_8002F8F0(&this->actor, NA_SE_PL_ROLL_DUST - SFX_FLAG); } - func_80832924(this, D_8085460C); + Player_ProcessAnimSfxList(this, D_8085460C); } } } @@ -8784,7 +9090,7 @@ void func_80844A44(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_DISABLE_ROTATION_Z_TARGET; if (LinkAnimation_Update(play, &this->skelAnime)) { - func_80832284(play, this, &gPlayerAnim_link_normal_run_jump_water_fall_wait); + Player_AnimPlayLoop(play, this, &gPlayerAnim_link_normal_run_jump_water_fall_wait); } Math_StepToF(&this->linearVelocity, 0.0f, 0.05f); @@ -8808,7 +9114,7 @@ void func_80844AF4(Player* this, PlayState* play) { func_8084285C(this, 6.0f, 7.0f, 99.0f); if (!(this->actor.bgCheckFlags & 1)) { - func_80837268(this, &sp2C, &sp2A, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp2C, &sp2A, 0.0f, play); func_8083DFE0(this, &sp2C, &this->currentYaw); return; } @@ -8825,7 +9131,7 @@ void func_80844AF4(Player* this, PlayState* play) { s32 func_80844BE4(Player* this, PlayState* play) { s32 temp; - if (func_8083ADD4(play, this)) { + if (Player_StartCsAction(play, this)) { this->stateFlags2 |= PLAYER_STATE2_SPIN_ATTACKING; } else { if (!CHECK_BTN_ALL(sControlInput->cur.button, BTN_B)) { @@ -8851,24 +9157,24 @@ s32 func_80844BE4(Player* this, PlayState* play) { } void func_80844CF8(Player* this, PlayState* play) { - func_80835C58(play, this, func_80845000, 1); + Player_SetupAction(play, this, func_80845000, 1); } void func_80844D30(Player* this, PlayState* play) { - func_80835C58(play, this, func_80845308, 1); + Player_SetupAction(play, this, func_80845308, 1); } void func_80844D68(Player* this, PlayState* play) { func_80839FFC(this, play); func_80832318(this); - func_80832B0C(play, this, D_80854368[Player_HoldsTwoHandedWeapon(this)]); + Player_AnimChangeOnceMorph(play, this, D_80854368[Player_HoldsTwoHandedWeapon(this)]); this->currentYaw = this->actor.shape.rot.y; } void func_80844DC8(Player* this, PlayState* play) { - func_80835C58(play, this, func_80844E68, 1); + Player_SetupAction(play, this, func_80844E68, 1); this->unk_868 = 0.0f; - func_80832284(play, this, D_80854360[Player_HoldsTwoHandedWeapon(this)]); + Player_AnimPlayLoop(play, this, D_80854360[Player_HoldsTwoHandedWeapon(this)]); this->unk_850 = 1; } @@ -8887,7 +9193,7 @@ void func_80844E68(Player* this, PlayState* play) { func_80832DBC(this); func_808355DC(this); this->stateFlags1 &= ~PLAYER_STATE1_TARGET_NOTHING; - func_80832284(play, this, D_80854360[Player_HoldsTwoHandedWeapon(this)]); + Player_AnimPlayLoop(play, this, D_80854360[Player_HoldsTwoHandedWeapon(this)]); this->unk_850 = -1; } @@ -8904,7 +9210,7 @@ void func_80844E68(Player* this, PlayState* play) { func_80844D68(this, play); } } else if (!func_80844BE4(this, play)) { - func_80837268(this, &sp34, &sp32, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp34, &sp32, 0.0f, play); temp = func_80840058(this, &sp34, &sp32, play); if (temp > 0) { @@ -8951,7 +9257,7 @@ void func_80845000(Player* this, PlayState* play) { if (!func_80842964(this, play) && !func_80844BE4(this, play)) { func_80844E3C(this); - func_80837268(this, &sp54, &sp52, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp54, &sp52, 0.0f, play); temp4 = func_80840058(this, &sp54, &sp52, play); @@ -9019,7 +9325,7 @@ void func_80845308(Player* this, PlayState* play) { if (!func_80842964(this, play) && !func_80844BE4(this, play)) { func_80844E3C(this); - func_80837268(this, &sp54, &sp52, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp54, &sp52, 0.0f, play); temp4 = func_80840058(this, &sp54, &sp52, play); @@ -9065,7 +9371,7 @@ void func_80845668(Player* this, PlayState* play) { this->linearVelocity = 1.0f; if (LinkAnimation_OnFrame(&this->skelAnime, 8.0f)) { - temp1 = this->wallHeight; + temp1 = this->yDistToLedge; if (temp1 > this->ageProperties->unk_0C) { temp1 = this->ageProperties->unk_0C; @@ -9132,7 +9438,7 @@ void func_808458D0(Player* this, PlayState* play) { LinkAnimation_Update(play, &this->skelAnime); if (((this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) && (this->heldActor != NULL) && (this->getItemId == GI_NONE)) || - !func_80836670(this, play)) { + !Player_UpdateUpperBody(this, play)) { this->func_A74(play, this); } } @@ -9178,18 +9484,18 @@ s32 func_80845964(PlayState* play, Player* this, CsCmdActorAction* arg2, f32 arg return 0; } -s32 func_80845BA0(PlayState* play, Player* arg1, f32* arg2, s32 arg3) { - f32 dx = arg1->unk_450.x - arg1->actor.world.pos.x; - f32 dz = arg1->unk_450.z - arg1->actor.world.pos.z; +s32 func_80845BA0(PlayState* play, Player* this, f32* arg2, s32 arg3) { + f32 dx = this->unk_450.x - this->actor.world.pos.x; + f32 dz = this->unk_450.z - this->actor.world.pos.z; s32 sp2C = sqrtf(SQ(dx) + SQ(dz)); - s16 yaw = Math_Vec3f_Yaw(&arg1->actor.world.pos, &arg1->unk_450); + s16 yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->unk_450); if (sp2C < arg3) { *arg2 = 0.0f; - yaw = arg1->actor.shape.rot.y; + yaw = this->actor.shape.rot.y; } - if (func_80845964(play, arg1, NULL, *arg2, yaw, 2)) { + if (func_80845964(play, this, NULL, *arg2, yaw, 2)) { return 0; } @@ -9236,9 +9542,9 @@ void func_80845CA4(Player* this, PlayState* play) { if (this->stateFlags1 & PLAYER_STATE1_LOADING) { sp34 = gSaveContext.entranceSpeed; - if (D_808535F4 != 0) { - this->unk_450.x = (Math_SinS(D_808535FC) * 400.0f) + this->actor.world.pos.x; - this->unk_450.z = (Math_CosS(D_808535FC) * 400.0f) + this->actor.world.pos.z; + if (sConveyorSpeed != 0) { + this->unk_450.x = (Math_SinS(sConveyorYaw) * 400.0f) + this->actor.world.pos.x; + this->unk_450.z = (Math_CosS(sConveyorYaw) * 400.0f) + this->actor.world.pos.z; } } else if (this->unk_850 < 0) { this->unk_850++; @@ -9263,7 +9569,7 @@ void func_80845CA4(Player* this, PlayState* play) { } if (this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) { - func_80836670(this, play); + Player_UpdateUpperBody(this, play); } } @@ -9273,7 +9579,7 @@ void func_80845EF8(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_DISABLE_ROTATION_Z_TARGET; sp2C = LinkAnimation_Update(play, &this->skelAnime); - func_80836670(this, play); + Player_UpdateUpperBody(this, play); if (sp2C) { if (this->unk_850 == 0) { @@ -9322,7 +9628,7 @@ void func_80846050(Player* this, PlayState* play) { Math_ScaledStepToS(&this->unk_3BC.y, 0, 4000); } -static struct_80832924 D_8085461C[] = { +static AnimSfxEntry D_8085461C[] = { { NA_SE_VO_LI_SWORD_L, 0x2031 }, { NA_SE_VO_LI_SWORD_N, -0x20E6 }, }; @@ -9356,18 +9662,18 @@ void func_80846120(Player* this, PlayState* play) { heldActor->velocity.y = Math_CosS(heldActor->shape.rot.x) * 40.0f; heldActor->gravity = -2.0f; heldActor->minVelocityY = -30.0f; - func_808323B4(play, this); + Player_DetachHeldActor(play, this); return; } - func_80832924(this, D_8085461C); + Player_ProcessAnimSfxList(this, D_8085461C); } void func_80846260(Player* this, PlayState* play) { func_8083721C(this); if (LinkAnimation_Update(play, &this->skelAnime)) { - func_80832284(play, this, &gPlayerAnim_link_silver_wait); + Player_AnimPlayLoop(play, this, &gPlayerAnim_link_silver_wait); this->unk_850 = 1; return; } @@ -9392,8 +9698,8 @@ void func_80846260(Player* this, PlayState* play) { } } else if (CHECK_BTN_ANY(sControlInput->press.button, buttonsToCheck)) { - func_80835C58(play, this, func_80846358, 1); - func_80832264(play, this, &gPlayerAnim_link_silver_throw); + Player_SetupAction(play, this, func_80846358, 1); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_silver_throw); } } @@ -9417,7 +9723,7 @@ void func_80846358(Player* this, PlayState* play) { void func_80846408(Player* this, PlayState* play) { if (LinkAnimation_Update(play, &this->skelAnime)) { - func_80832284(play, this, &gPlayerAnim_link_normal_nocarry_free_wait); + Player_AnimPlayLoop(play, this, &gPlayerAnim_link_normal_nocarry_free_wait); this->unk_850 = 15; return; } @@ -9461,7 +9767,7 @@ void func_80846578(Player* this, PlayState* play) { func_8083721C(this); if (LinkAnimation_Update(play, &this->skelAnime) || - ((this->skelAnime.curFrame >= 8.0f) && func_80837268(this, &sp34, &sp32, 0.018f, play))) { + ((this->skelAnime.curFrame >= 8.0f) && Player_GetMovementSpeedAndYaw(this, &sp34, &sp32, 0.018f, play))) { func_80839F90(this, play); return; } @@ -9540,7 +9846,7 @@ void func_80846648(PlayState* play, Player* this) { } void func_80846660(PlayState* play, Player* this) { - func_80835C58(play, this, func_8084F710, 0); + Player_SetupAction(play, this, func_8084F710, 0); if ((play->sceneNum == SCENE_LAKE_HYLIA) && (gSaveContext.sceneSetupIndex >= 4)) { this->unk_84F = 1; } @@ -9554,15 +9860,15 @@ static u8 D_808546F0[] = { ITEM_SWORD_MASTER, ITEM_SWORD_KOKIRI }; void func_80846720(PlayState* play, Player* this, s32 arg2) { s32 item = D_808546F0[(void)0, gSaveContext.linkAge]; - s32 actionParam = sItemActionParams[item]; + s32 itemAction = sItemActions[item]; - func_80835EFC(this); - func_808323B4(play, this); + Player_DestroyHookshot(this); + Player_DetachHeldActor(play, this); this->heldItemId = item; - this->nextModelGroup = Player_ActionToModelGroup(this, actionParam); + this->nextModelGroup = Player_ActionToModelGroup(this, itemAction); - func_8083399C(play, this, actionParam); + Player_InitItemAction(play, this, itemAction); func_80834644(play, this); if (arg2 != 0) { @@ -9573,13 +9879,13 @@ void func_80846720(PlayState* play, Player* this, s32 arg2) { static Vec3f D_808546F4 = { -1.0f, 69.0f, 20.0f }; void func_808467D4(PlayState* play, Player* this) { - func_80835C58(play, this, func_8084E9AC, 0); + Player_SetupAction(play, this, func_8084E9AC, 0); this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE; Math_Vec3f_Copy(&this->actor.world.pos, &D_808546F4); this->currentYaw = this->actor.shape.rot.y = -0x8000; LinkAnimation_Change(play, &this->skelAnime, this->ageProperties->unk_A0, 2.0f / 3.0f, 0.0f, 0.0f, ANIMMODE_ONCE, 0.0f); - func_80832F54(play, this, 0x28F); + Player_AnimReplaceApplyFlags(play, this, 0x28F); if (LINK_IS_ADULT) { func_80846720(play, this, 0); } @@ -9587,13 +9893,13 @@ void func_808467D4(PlayState* play, Player* this) { } void func_808468A8(PlayState* play, Player* this) { - func_80835C58(play, this, func_8084F9A0, 0); - func_80832F54(play, this, 0x9B); + Player_SetupAction(play, this, func_8084F9A0, 0); + Player_AnimReplaceApplyFlags(play, this, 0x9B); } void func_808468E8(PlayState* play, Player* this) { func_808389E8(this, &gPlayerAnim_link_normal_jump, 12.0f, play); - func_80835C58(play, this, func_8084F9C0, 0); + Player_SetupAction(play, this, func_8084F9C0, 0); this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE; this->fallStartHeight = this->actor.world.pos.y; OnePointCutscene_Init(play, 5110, 40, &this->actor, MAIN_CAM); @@ -9604,7 +9910,7 @@ void func_80846978(PlayState* play, Player* this) { } void func_808469BC(PlayState* play, Player* this) { - func_80835C58(play, this, func_8084F698, 0); + Player_SetupAction(play, this, func_8084F698, 0); this->actor.draw = NULL; this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE; } @@ -9618,7 +9924,7 @@ Actor* func_80846A00(PlayState* play, Player* this, s32 arg2) { void func_80846A68(PlayState* play, Player* this) { this->actor.draw = NULL; - func_80835C58(play, this, func_8085076C, 0); + Player_SetupAction(play, this, func_8085076C, 0); this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE; } @@ -9641,12 +9947,12 @@ void Player_InitCommon(Player* this, PlayState* play, FlexSkeletonHeader* skelHe this->currentYaw = this->actor.world.rot.y; func_80834644(play, this); - SkelAnime_InitLink(play, &this->skelAnime, skelHeader, D_80853914[PLAYER_ANIMGROUP_wait][this->modelAnimType], 9, + 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 = D_80854730; - SkelAnime_InitLink(play, &this->skelAnime2, skelHeader, func_80833338(this), 9, this->jointTable2, - this->morphTable2, PLAYER_LIMB_MAX); - this->skelAnime2.baseTransl = D_80854730; + SkelAnime_InitLink(play, &this->upperSkelAnime, skelHeader, func_80833338(this), 9, this->upperJointTable, + this->upperMorphTable, PLAYER_LIMB_MAX); + this->upperSkelAnime.baseTransl = D_80854730; Effect_Add(play, &this->meleeWeaponEffectIndex, EFFECT_BLURE2, 0, 0, &blureSword); ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFeet, this->ageProperties->unk_04); @@ -9692,7 +9998,7 @@ void Player_Init(Actor* thisx, PlayState* play2) { play->isPlayerDroppingFish = Player_IsDroppingFish; play->startPlayerFishing = Player_StartFishing; play->grabPlayer = func_80852F38; - play->startPlayerCutscene = func_80852FFC; + play->startPlayerCutscene = Player_TryCsAction; play->func_11D54 = func_80853080; play->damagePlayer = Player_InflictDamage; play->talkWithPlayer = func_80853148; @@ -9702,7 +10008,7 @@ void Player_Init(Actor* thisx, PlayState* play2) { this->itemAction = this->heldItemAction = -1; this->heldItemId = ITEM_NONE; - func_80835F44(play, this, ITEM_NONE); + Player_UseItem(play, this, ITEM_NONE); Player_SetEquipmentData(play, this); this->prevBoots = this->currentBoots; if (CVarGetInteger("gMMBunnyHood", BUNNY_HOOD_VANILLA) != BUNNY_HOOD_VANILLA) { @@ -9877,7 +10183,7 @@ void func_808473D4(PlayState* play, Player* this) { if (this->unk_860 == 2) { doAction = DO_ACTION_REEL; } - } else if ((func_8084E3C4 != this->func_674) && !(this->stateFlags2 & PLAYER_STATE2_CRAWLING)) { + } else if ((func_8084E3C4 != this->actionFunc) && !(this->stateFlags2 & PLAYER_STATE2_CRAWLING)) { if ((this->doorType != PLAYER_DOORTYPE_NONE) && (!(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) || ((heldActor != NULL) && (heldActor->id == ACTOR_EN_RU1)))) { @@ -9899,7 +10205,7 @@ void func_808473D4(PlayState* play, Player* this) { (!(this->stateFlags1 & PLAYER_STATE1_ON_HORSE) && (this->rideActor != NULL))) { doAction = DO_ACTION_CLIMB; } else if ((this->stateFlags1 & PLAYER_STATE1_ON_HORSE) && !EN_HORSE_CHECK_4((EnHorse*)this->rideActor) && - (func_8084D3E4 != this->func_674)) { + (func_8084D3E4 != this->actionFunc)) { if ((this->stateFlags2 & PLAYER_STATE2_SPEAK_OR_CHECK) && (this->targetActor != NULL)) { if (this->targetActor->category == ACTORCAT_NPC) { doAction = DO_ACTION_SPEAK; @@ -9942,7 +10248,7 @@ void func_808473D4(PlayState* play, Player* this) { !Player_IsChildWithHylianShield(this))) { if ((!(this->stateFlags1 & PLAYER_STATE1_CLIMBING_LEDGE) && (sp20 <= 0) && (func_8008E9C4(this) || - ((D_808535E4 != 7) && (func_80833B2C(this) || + ((sFloorType != 7) && (func_80833B2C(this) || ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_2) && !(this->stateFlags1 & PLAYER_STATE1_SHIELDING) && (sp20 == 0))))))) { doAction = DO_ACTION_ATTACK; @@ -9984,7 +10290,17 @@ void func_808473D4(PlayState* play, Player* this) { } } -s32 func_80847A78(Player* this) { +/** + * Updates state related to the Hover Boots. + * Handles a special case where the Hover Boots are able to activate when standing on certain floor types even if the + * player is standing on the ground. + * + * If the player is not on the ground, regardless of the usage of the Hover Boots, various floor related variables are + * reset. + * + * @return true if not on the ground, false otherwise. Note this is independent of the Hover Boots state. + */ +s32 Player_UpdateHoverBoots(Player* this) { s32 cond; if ((this->currentBoots == PLAYER_BOOTS_HOVER || @@ -9997,7 +10313,7 @@ s32 func_80847A78(Player* this) { cond = (this->currentBoots == PLAYER_BOOTS_HOVER || (CVarGetInteger("gIvanCoopModeEnabled", 0) && this->ivanFloating)) && - ((this->actor.yDistToWater >= 0.0f) || (func_80838144(D_808535E4) >= 0) || func_8083816C(D_808535E4)); + ((this->actor.yDistToWater >= 0.0f) || (func_80838144(sFloorType) >= 0) || func_8083816C(sFloorType)); if (cond && (this->actor.bgCheckFlags & 1) && (this->hoverBootsTimer != 0)) { this->actor.bgCheckFlags &= ~1; @@ -10010,149 +10326,162 @@ s32 func_80847A78(Player* this) { return 0; } - D_808535E4 = 0; - this->unk_898 = this->unk_89A = D_80853610 = 0; + sFloorType = 0; + this->floorPitch = this->floorPitchAlt = sFloorShapePitch = 0; return 1; } -static Vec3f D_80854798 = { 0.0f, 18.0f, 0.0f }; - -void func_80847BA0(PlayState* play, Player* this) { - u8 spC7 = 0; - CollisionPoly* spC0; - Vec3f spB4; +/** + * Peforms various tasks related to scene collision. + * + * This includes: + * - Update BgCheckInfo, parameters adjusted due to various state flags + * - Update floor type, floor property and floor sfx offset + * - Update conveyor, reverb and light settings according to the current floor poly + * - Handle exits and voids + * - Update information relating to the "interact wall" + * - Update information for ledge climbing + * - Update hover boots + * - Calculate floor poly angles + * + */ +void Player_ProcessSceneCollision(PlayState* play, Player* this) { + static Vec3f sInteractWallCheckOffset = { 0.0f, 18.0f, 0.0f }; + u8 nextLedgeClimbType = 0; + CollisionPoly* floorPoly; + Vec3f unusedWorldPos; f32 spB0; f32 spAC; - f32 spA8; - u32 spA4; + f32 ceilingCheckHeight; + u32 flags; - D_80853604 = this->unk_A7A; + sPrevFloorProperty = this->unk_A7A; if (this->stateFlags2 & PLAYER_STATE2_CRAWLING) { spB0 = 10.0f; spAC = 15.0f; - spA8 = 30.0f; + ceilingCheckHeight = 30.0f; } else { spB0 = this->ageProperties->unk_38; spAC = 26.0f; - spA8 = this->ageProperties->unk_00; + ceilingCheckHeight = this->ageProperties->unk_00; } if (this->stateFlags1 & (PLAYER_STATE1_IN_CUTSCENE | PLAYER_STATE1_FLOOR_DISABLED)) { if (this->stateFlags1 & PLAYER_STATE1_FLOOR_DISABLED) { this->actor.bgCheckFlags &= ~1; - spA4 = 0x38; + flags = 0x38; } else if ((this->stateFlags1 & PLAYER_STATE1_LOADING) && ((this->unk_A84 - (s32)this->actor.world.pos.y) >= 100)) { - spA4 = 0x39; + flags = 0x39; } else if (!(this->stateFlags1 & PLAYER_STATE1_LOADING) && - ((func_80845EF8 == this->func_674) || (func_80845CA4 == this->func_674))) { + ((func_80845EF8 == this->actionFunc) || (func_80845CA4 == this->actionFunc))) { this->actor.bgCheckFlags &= ~0x208; - spA4 = 0x3C; + flags = 0x3C; } else { - spA4 = 0x3F; + flags = 0x3F; } } else { - spA4 = 0x3F; + flags = 0x3F; } if (this->stateFlags3 & PLAYER_STATE3_IGNORE_CEILING_FLOOR_WATER) { - spA4 &= ~6; + flags &= ~6; } - if (spA4 & 4) { + if (flags & 4) { this->stateFlags3 |= PLAYER_STATE3_CHECK_FLOOR_WATER_COLLISION; } - Math_Vec3f_Copy(&spB4, &this->actor.world.pos); - Actor_UpdateBgCheckInfo(play, &this->actor, spAC, spB0, spA8, spA4); + Math_Vec3f_Copy(&unusedWorldPos, &this->actor.world.pos); + Actor_UpdateBgCheckInfo(play, &this->actor, spAC, spB0, ceilingCheckHeight, flags); if (this->actor.bgCheckFlags & 0x10) { this->actor.velocity.y = 0.0f; } - D_80853600 = this->actor.world.pos.y - this->actor.floorHeight; - D_808535F4 = 0; + sYDistToFloor = this->actor.world.pos.y - this->actor.floorHeight; + sConveyorSpeed = 0; - spC0 = this->actor.floorPoly; + floorPoly = this->actor.floorPoly; - if (spC0 != NULL) { - this->unk_A7A = func_80041EA4(&play->colCtx, spC0, this->actor.floorBgId); - this->unk_A82 = this->unk_89E; + if (floorPoly != NULL) { + this->unk_A7A = func_80041EA4(&play->colCtx, floorPoly, this->actor.floorBgId); + this->unk_A82 = this->floorSfxOffset; if (this->actor.bgCheckFlags & 0x20) { if (this->actor.yDistToWater < 20.0f) { - this->unk_89E = 4; + this->floorSfxOffset = 4; } else { - this->unk_89E = 5; + this->floorSfxOffset = 5; } } else { if (this->stateFlags2 & PLAYER_STATE2_SPAWN_DUST) { - this->unk_89E = 1; + this->floorSfxOffset = 1; } else { - this->unk_89E = SurfaceType_GetSfx(&play->colCtx, spC0, this->actor.floorBgId); + this->floorSfxOffset = SurfaceType_GetSfx(&play->colCtx, floorPoly, this->actor.floorBgId); } } if (this->actor.category == ACTORCAT_PLAYER) { - Audio_SetCodeReverb(SurfaceType_GetEcho(&play->colCtx, spC0, this->actor.floorBgId)); + Audio_SetCodeReverb(SurfaceType_GetEcho(&play->colCtx, floorPoly, this->actor.floorBgId)); if (this->actor.floorBgId == BGCHECK_SCENE) { func_80074CE8(play, - SurfaceType_GetLightSettingIndex(&play->colCtx, spC0, this->actor.floorBgId)); + SurfaceType_GetLightSettingIndex(&play->colCtx, floorPoly, this->actor.floorBgId)); } else { func_80043508(&play->colCtx, this->actor.floorBgId); } } - D_808535F4 = SurfaceType_GetConveyorSpeed(&play->colCtx, spC0, this->actor.floorBgId); - if (D_808535F4 != 0) { - D_808535F8 = SurfaceType_IsConveyor(&play->colCtx, spC0, this->actor.floorBgId); - if (((D_808535F8 == 0) && (this->actor.yDistToWater > 20.0f) && + sConveyorSpeed = SurfaceType_GetConveyorSpeed(&play->colCtx, floorPoly, this->actor.floorBgId); + if (sConveyorSpeed != 0) { + sIsFloorConveyor = SurfaceType_IsConveyor(&play->colCtx, floorPoly, this->actor.floorBgId); + if (((sIsFloorConveyor == 0) && (this->actor.yDistToWater > 20.0f) && (this->currentBoots != PLAYER_BOOTS_IRON)) || - ((D_808535F8 != 0) && (this->actor.bgCheckFlags & 1))) { - D_808535FC = SurfaceType_GetConveyorDirection(&play->colCtx, spC0, this->actor.floorBgId) << 10; + ((sIsFloorConveyor != 0) && (this->actor.bgCheckFlags & 1))) { + sConveyorYaw = SurfaceType_GetConveyorDirection(&play->colCtx, floorPoly, this->actor.floorBgId) << 10; } else { - D_808535F4 = 0; + sConveyorSpeed = 0; } } } - func_80839034(play, this, spC0, this->actor.floorBgId); + Player_HandleExitsAndVoids(play, this, floorPoly, this->actor.floorBgId); this->actor.bgCheckFlags &= ~0x200; if (this->actor.bgCheckFlags & 8) { - CollisionPoly* spA0; - s32 sp9C; - s16 sp9A; + CollisionPoly* wallPoly; + s32 wallBgId; + s16 yawDiff; s32 pad; - D_80854798.y = 18.0f; - D_80854798.z = this->ageProperties->unk_38 + 10.0f; + sInteractWallCheckOffset.y = 18.0f; + sInteractWallCheckOffset.z = this->ageProperties->unk_38 + 10.0f; if (!(this->stateFlags2 & PLAYER_STATE2_CRAWLING) && - func_80839768(play, this, &D_80854798, &spA0, &sp9C, &D_80858AA8)) { + Player_PosVsWallLineTest(play, this, &sInteractWallCheckOffset, &wallPoly, &wallBgId, &sInteractWallCheckResult)) { this->actor.bgCheckFlags |= 0x200; - if (this->actor.wallPoly != spA0) { - this->actor.wallPoly = spA0; - this->actor.wallBgId = sp9C; - this->actor.wallYaw = Math_Atan2S(spA0->normal.z, spA0->normal.x); + if (this->actor.wallPoly != wallPoly) { + this->actor.wallPoly = wallPoly; + this->actor.wallBgId = wallBgId; + this->actor.wallYaw = Math_Atan2S(wallPoly->normal.z, wallPoly->normal.x); } } - sp9A = this->actor.shape.rot.y - (s16)(this->actor.wallYaw + 0x8000); + yawDiff = this->actor.shape.rot.y - (s16)(this->actor.wallYaw + 0x8000); - D_808535F0 = func_80041DB8(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId); + sTouchedWallFlags = func_80041DB8(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId); if (CVarGetInteger("gFixVineFall", 0)) { /* This fixes the "started climbing a wall and then immediately fell off" bug. * The main idea is if a climbing wall is detected, double-check that it will * still be valid once climbing begins by doing a second raycast with a small * margin to make sure it still hits a climbable poly. Then update the flags - * in D_808535F0 again and proceed as normal. + * in sTouchedWallFlags again and proceed as normal. */ - if (D_808535F0 & 8) { + if (sTouchedWallFlags & 8) { Vec3f checkPosA; Vec3f checkPosB; f32 yawCos; @@ -10168,12 +10497,12 @@ void func_80847BA0(PlayState* play, Player* this) { * any possible wobble. The end result is the player has to be further than * some epsilon distance from the edge of the climbing poly to actually * start the climb. I divide it by 2 to make that epsilon slightly smaller, - * mainly for visuals. Using the full sp9A leaves a noticeable gap on + * mainly for visuals. Using the full yawDiff leaves a noticeable gap on * the edges that can't be climbed. But with the half distance it looks like * the player is climbing right on the edge, and still works. */ - yawCos = Math_CosS(this->actor.wallYaw - (sp9A / 2) + 0x8000); - yawSin = Math_SinS(this->actor.wallYaw - (sp9A / 2) + 0x8000); + yawCos = Math_CosS(this->actor.wallYaw - (yawDiff / 2) + 0x8000); + yawSin = Math_SinS(this->actor.wallYaw - (yawDiff / 2) + 0x8000); checkPosA.x = this->actor.world.pos.x + (-20.0f * yawSin); checkPosA.z = this->actor.world.pos.z + (-20.0f * yawCos); checkPosB.x = this->actor.world.pos.x + (50.0f * yawSin); @@ -10181,26 +10510,26 @@ void func_80847BA0(PlayState* play, Player* this) { checkPosB.y = checkPosA.y = this->actor.world.pos.y + 26.0f; hitWall = BgCheck_EntityLineTest1(&play->colCtx, &checkPosA, &checkPosB, - &D_80858AA8, &spA0, true, false, false, true, &sp9C); + &sInteractWallCheckResult, &wallPoly, true, false, false, true, &wallBgId); if (hitWall) { - this->actor.wallPoly = spA0; - this->actor.wallBgId = sp9C; - this->actor.wallYaw = Math_Atan2S(spA0->normal.z, spA0->normal.x); - sp9A = this->actor.shape.rot.y - (s16)(this->actor.wallYaw + 0x8000); + this->actor.wallPoly = wallPoly; + this->actor.wallBgId = wallBgId; + this->actor.wallYaw = Math_Atan2S(wallPoly->normal.z, wallPoly->normal.x); + yawDiff = this->actor.shape.rot.y - (s16)(this->actor.wallYaw + 0x8000); - D_808535F0 = func_80041DB8(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId); + sTouchedWallFlags = func_80041DB8(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId); } } } - D_80853608 = ABS(sp9A); + sShapeYawToTouchedWall = ABS(yawDiff); - sp9A = this->currentYaw - (s16)(this->actor.wallYaw + 0x8000); + yawDiff = this->currentYaw - (s16)(this->actor.wallYaw + 0x8000); - D_8085360C = ABS(sp9A); + sWorldYawToTouchedWall = ABS(yawDiff); - spB0 = D_8085360C * 0.00008f; + spB0 = sWorldYawToTouchedWall * 0.00008f; if (!(this->actor.bgCheckFlags & 1) || spB0 >= 1.0f) { this->unk_880 = R_RUN_SPEED_LIMIT / 100.0f; } else { @@ -10211,14 +10540,14 @@ void func_80847BA0(PlayState* play, Player* this) { } } - if ((this->actor.bgCheckFlags & 0x200) && (D_80853608 < 0x3000)) { + if ((this->actor.bgCheckFlags & 0x200) && (sShapeYawToTouchedWall < 0x3000)) { CollisionPoly* wallPoly = this->actor.wallPoly; if ((ABS(wallPoly->normal.y) < 600) || (CVarGetInteger("gClimbEverything", 0) != 0)) { f32 sp8C = COLPOLY_GET_NORMAL(wallPoly->normal.x); f32 sp88 = COLPOLY_GET_NORMAL(wallPoly->normal.y); f32 sp84 = COLPOLY_GET_NORMAL(wallPoly->normal.z); - f32 wallHeight; + f32 yDistToLedge; CollisionPoly* sp7C; CollisionPoly* sp78; s32 sp74; @@ -10227,42 +10556,42 @@ void func_80847BA0(PlayState* play, Player* this) { f32 sp60; s32 temp3; - this->wallDistance = Math3D_UDistPlaneToPos(sp8C, sp88, sp84, wallPoly->dist, &this->actor.world.pos); + this->distToInteractWall = Math3D_UDistPlaneToPos(sp8C, sp88, sp84, wallPoly->dist, &this->actor.world.pos); - spB0 = this->wallDistance + 10.0f; + spB0 = this->distToInteractWall + 10.0f; sp68.x = this->actor.world.pos.x - (spB0 * sp8C); sp68.z = this->actor.world.pos.z - (spB0 * sp84); sp68.y = this->actor.world.pos.y + this->ageProperties->unk_0C; sp64 = BgCheck_EntityRaycastFloor1(&play->colCtx, &sp7C, &sp68); - wallHeight = sp64 - this->actor.world.pos.y; - this->wallHeight = wallHeight; + yDistToLedge = sp64 - this->actor.world.pos.y; + this->yDistToLedge = yDistToLedge; - if ((this->wallHeight < 18.0f) || + if ((this->yDistToLedge < 18.0f) || BgCheck_EntityCheckCeiling(&play->colCtx, &sp60, &this->actor.world.pos, (sp64 - this->actor.world.pos.y) + 20.0f, &sp78, &sp74, &this->actor)) { - this->wallHeight = 399.96002f; + this->yDistToLedge = 399.96002f; } else { - D_80854798.y = (sp64 + 5.0f) - this->actor.world.pos.y; + sInteractWallCheckOffset.y = (sp64 + 5.0f) - this->actor.world.pos.y; - if (func_80839768(play, this, &D_80854798, &sp78, &sp74, &D_80858AA8) && + if (Player_PosVsWallLineTest(play, this, &sInteractWallCheckOffset, &sp78, &sp74, &sInteractWallCheckResult) && (temp3 = this->actor.wallYaw - Math_Atan2S(sp78->normal.z, sp78->normal.x), ABS(temp3) < 0x4000) && !func_80041E18(&play->colCtx, sp78, sp74)) { - this->wallHeight = 399.96002f; + this->yDistToLedge = 399.96002f; } else if (func_80041DE4(&play->colCtx, wallPoly, this->actor.wallBgId) == 0) { - if (this->ageProperties->unk_1C <= this->wallHeight) { + if (this->ageProperties->unk_1C <= this->yDistToLedge) { if (ABS(sp7C->normal.y) > 28000) { - if (this->ageProperties->unk_14 <= this->wallHeight) { - spC7 = 4; - } else if (this->ageProperties->unk_18 <= this->wallHeight) { - spC7 = 3; + if (this->ageProperties->unk_14 <= this->yDistToLedge) { + nextLedgeClimbType = 4; + } else if (this->ageProperties->unk_18 <= this->yDistToLedge) { + nextLedgeClimbType = 3; } else { - spC7 = 2; + nextLedgeClimbType = 2; } } } else { - spC7 = 1; + nextLedgeClimbType = 1; } } } @@ -10271,22 +10600,22 @@ void func_80847BA0(PlayState* play, Player* this) { } else { this->unk_880 = R_RUN_SPEED_LIMIT / 100.0f; this->unk_88D = 0; - this->wallHeight = 0.0f; + this->yDistToLedge = 0.0f; } - if (spC7 == this->unk_88C) { + if (nextLedgeClimbType == this->unk_88C) { if ((this->linearVelocity != 0.0f) && (this->unk_88D < 100)) { this->unk_88D++; } } else { - this->unk_88C = spC7; + this->unk_88C = nextLedgeClimbType; this->unk_88D = 0; } if (this->actor.bgCheckFlags & 1) { - D_808535E4 = func_80041D4C(&play->colCtx, spC0, this->actor.floorBgId); + sFloorType = func_80041D4C(&play->colCtx, floorPoly, this->actor.floorBgId); - if (!func_80847A78(this)) { + if (!Player_UpdateHoverBoots(this)) { f32 sp58; f32 sp54; f32 sp50; @@ -10299,31 +10628,31 @@ void func_80847BA0(PlayState* play, Player* this) { func_800434C8(&play->colCtx, this->actor.floorBgId); } - sp58 = COLPOLY_GET_NORMAL(spC0->normal.x); - sp54 = 1.0f / COLPOLY_GET_NORMAL(spC0->normal.y); - sp50 = COLPOLY_GET_NORMAL(spC0->normal.z); + sp58 = COLPOLY_GET_NORMAL(floorPoly->normal.x); + sp54 = 1.0f / COLPOLY_GET_NORMAL(floorPoly->normal.y); + sp50 = COLPOLY_GET_NORMAL(floorPoly->normal.z); sp4C = Math_SinS(this->currentYaw); sp44 = Math_CosS(this->currentYaw); - this->unk_898 = Math_Atan2S(1.0f, (-(sp58 * sp4C) - (sp50 * sp44)) * sp54); - this->unk_89A = Math_Atan2S(1.0f, (-(sp58 * sp44) - (sp50 * sp4C)) * sp54); + this->floorPitch = Math_Atan2S(1.0f, (-(sp58 * sp4C) - (sp50 * sp44)) * sp54); + this->floorPitchAlt = Math_Atan2S(1.0f, (-(sp58 * sp44) - (sp50 * sp4C)) * sp54); sp4C = Math_SinS(this->actor.shape.rot.y); sp44 = Math_CosS(this->actor.shape.rot.y); - D_80853610 = Math_Atan2S(1.0f, (-(sp58 * sp4C) - (sp50 * sp44)) * sp54); + sFloorShapePitch = Math_Atan2S(1.0f, (-(sp58 * sp4C) - (sp50 * sp44)) * sp54); - func_8083E318(play, this, spC0); + Player_HandleSlopes(play, this, floorPoly); } } else { - func_80847A78(this); + Player_UpdateHoverBoots(this); } - if (this->unk_A7B == D_808535E4) { + if (this->unk_A7B == sFloorType) { this->unk_A79++; } else { - this->unk_A7B = D_808535E4; + this->unk_A7B = sFloorType; this->unk_A79 = 0; } } @@ -10337,13 +10666,13 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) { if (this->actor.category == ACTORCAT_PLAYER) { seqMode = SEQ_MODE_DEFAULT; - if (this->csMode != 0) { + if (this->csAction != 0) { Camera_ChangeMode(Play_GetCamera(play, 0), CAM_MODE_NORMAL); } else if (!(this->stateFlags1 & PLAYER_STATE1_FIRST_PERSON)) { if ((this->actor.parent != NULL) && (this->stateFlags3 & PLAYER_STATE3_HOOKSHOT_TRAVELLING)) { camMode = CAM_MODE_HOOKSHOT; Camera_SetParam(Play_GetCamera(play, 0), 8, this->actor.parent); - } else if (func_8084377C == this->func_674) { + } else if (func_8084377C == this->actionFunc) { camMode = CAM_MODE_STILL; } else if (this->stateFlags2 & PLAYER_STATE2_GRABBING_DYNAPOLY) { camMode = CAM_MODE_PUSHPULL; @@ -10380,14 +10709,15 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) { camMode = CAM_MODE_TARGET; } } else if (this->stateFlags1 & (PLAYER_STATE1_JUMPING | PLAYER_STATE1_CLIMBING_LADDER)) { - if ((func_80845668 == this->func_674) || (this->stateFlags1 & PLAYER_STATE1_CLIMBING_LADDER)) { + if ((func_80845668 == this->actionFunc) || (this->stateFlags1 & PLAYER_STATE1_CLIMBING_LADDER)) { camMode = CAM_MODE_CLIMB; } else { camMode = CAM_MODE_JUMP; } } else if (this->stateFlags1 & PLAYER_STATE1_FREEFALL) { camMode = CAM_MODE_FREEFALL; - } else if ((this->meleeWeaponState != 0) && (this->meleeWeaponAnimation >= 0) && (this->meleeWeaponAnimation < 0x18)) { + } else if ((this->meleeWeaponState != 0) && (this->meleeWeaponAnimation >= PLAYER_MWA_FORWARD_SLASH_1H) && + (this->meleeWeaponAnimation < PLAYER_MWA_SPIN_ATTACK_1H)) { camMode = CAM_MODE_STILL; } else { camMode = CAM_MODE_NORMAL; @@ -10433,7 +10763,7 @@ void func_80848A04(PlayState* play, Player* this) { } if (this->unk_85C == 0.0f && CVarGetInteger("gDekuStickCheat", DEKU_STICK_NORMAL) == DEKU_STICK_NORMAL) { - func_80835F44(play, this, 0xFF); + Player_UseItem(play, this, 0xFF); return; } @@ -10549,7 +10879,7 @@ void func_80848C74(PlayState* play, Player* this) { void func_80848EF8(Player* this, PlayState* play) { if (CHECK_QUEST_ITEM(QUEST_STONE_OF_AGONY)) { - f32 temp = 200000.0f - (this->unk_6A4 * 5.0f); + f32 temp = 200000.0f - (this->closestSecretDistSq * 5.0f); if (temp < 0.0f) { temp = 0.0f; @@ -10671,19 +11001,19 @@ void Player_UseTunicBoots(Player* this, PlayState* play) { // Boots and tunics equip despite state s32 i; s32 item; - s32 actionParam; + s32 itemAction; if (!(this->stateFlags1 & PLAYER_STATE1_INPUT_DISABLED || this->stateFlags1 & PLAYER_STATE1_IN_ITEM_CS || this->stateFlags1 & PLAYER_STATE1_IN_CUTSCENE || this->stateFlags1 & PLAYER_STATE1_TEXT_ON_SCREEN || this->stateFlags2 & PLAYER_STATE2_OCARINA_PLAYING)) { - for (i = 0; i < ARRAY_COUNT(D_80854388); i++) { - if (CHECK_BTN_ALL(sControlInput->press.button, D_80854388[i])) { + for (i = 0; i < ARRAY_COUNT(sItemButtons); i++) { + if (CHECK_BTN_ALL(sControlInput->press.button, sItemButtons[i])) { break; } } - item = func_80833CDC(play, i); + item = Player_GetItemOnButton(play, i); if (item >= ITEM_TUNIC_KOKIRI && item <= ITEM_BOOTS_HOVER) { this->heldItemButton = i; - actionParam = Player_ItemToItemAction(item); - if (actionParam >= PLAYER_IA_BOOTS_KOKIRI) { - u16 bootsValue = actionParam - PLAYER_IA_BOOTS_KOKIRI + 1; + itemAction = Player_ItemToItemAction(item); + if (itemAction >= PLAYER_IA_BOOTS_KOKIRI) { + u16 bootsValue = itemAction - PLAYER_IA_BOOTS_KOKIRI + 1; if (CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS) == bootsValue) { Inventory_ChangeEquipment(EQUIP_TYPE_BOOTS, EQUIP_VALUE_BOOTS_KOKIRI); } else { @@ -10692,8 +11022,8 @@ void Player_UseTunicBoots(Player* this, PlayState* play) { Player_SetEquipmentData(play, this); func_808328EC(this, CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS) == EQUIP_VALUE_BOOTS_IRON ? NA_SE_PL_WALK_HEAVYBOOTS : NA_SE_PL_CHANGE_ARMS); - } else if (actionParam >= PLAYER_IA_TUNIC_KOKIRI) { - u16 tunicValue = actionParam - PLAYER_IA_TUNIC_KOKIRI + 1; + } else if (itemAction >= PLAYER_IA_TUNIC_KOKIRI) { + u16 tunicValue = itemAction - PLAYER_IA_TUNIC_KOKIRI + 1; if (CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC) == tunicValue) { Inventory_ChangeEquipment(EQUIP_TYPE_TUNIC, EQUIP_VALUE_TUNIC_KOKIRI); } else { @@ -10772,7 +11102,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { Actor_MoveForward(&this->actor); } - func_80847BA0(play, this); + Player_ProcessSceneCollision(play, this); } else { f32 temp_f0; f32 phi_f12; @@ -10801,8 +11131,8 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { this->actor.parent = this->rideActor; func_8083A360(play, this); this->stateFlags1 |= PLAYER_STATE1_ON_HORSE; - func_80832264(play, this, &gPlayerAnim_link_uma_wait_1); - func_80832F54(play, this, 0x9B); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_uma_wait_1); + Player_AnimReplaceApplyFlags(play, this, 0x9B); this->unk_850 = 99; } @@ -10828,7 +11158,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { } if (!(this->skelAnime.moveFlags & 0x80)) { - if (((this->actor.bgCheckFlags & 1) && (D_808535E4 == 5) && (this->currentBoots != PLAYER_BOOTS_IRON)) || + if (((this->actor.bgCheckFlags & 1) && (sFloorType == 5) && (this->currentBoots != PLAYER_BOOTS_IRON)) || ((this->currentBoots == PLAYER_BOOTS_HOVER || GameInteractor_GetSlipperyFloorActive()) && !(this->stateFlags1 & (PLAYER_STATE1_IN_WATER | PLAYER_STATE1_IN_CUTSCENE)))) { f32 sp70 = this->linearVelocity; @@ -10864,17 +11194,17 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { func_8002D868(&this->actor); - if ((this->windSpeed != 0.0f) && !Player_InCsMode(play) && + if ((this->pushedSpeed != 0.0f) && !Player_InCsMode(play) && !(this->stateFlags1 & (PLAYER_STATE1_HANGING_OFF_LEDGE | PLAYER_STATE1_CLIMBING_LEDGE | PLAYER_STATE1_CLIMBING_LADDER)) && - (func_80845668 != this->func_674) && (func_808507F4 != this->func_674)) { - this->actor.velocity.x += this->windSpeed * Math_SinS(this->windDirection); - this->actor.velocity.z += this->windSpeed * Math_CosS(this->windDirection); + (func_80845668 != this->actionFunc) && (func_808507F4 != this->actionFunc)) { + this->actor.velocity.x += this->pushedSpeed * Math_SinS(this->pushedYaw); + this->actor.velocity.z += this->pushedSpeed * Math_CosS(this->pushedYaw); } func_8002D7EC(&this->actor); - func_80847BA0(play, this); + Player_ProcessSceneCollision(play, this); } else { - D_808535E4 = 0; + sFloorType = 0; this->unk_A7A = 0; if (!(this->stateFlags1 & PLAYER_STATE1_LOADING) && (this->stateFlags1 & PLAYER_STATE1_ON_HORSE)) { @@ -10890,7 +11220,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { sp58 = rideActor->actor.floorBgId; } - if ((sp5C != NULL) && func_80839034(play, this, sp5C, sp58)) { + if ((sp5C != NULL) && Player_HandleExitsAndVoids(play, this, sp5C, sp58)) { if (DREG(25) != 0) { DREG(25) = 0; } else { @@ -10899,31 +11229,31 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { } } - D_808535F4 = 0; - this->windSpeed = 0.0f; + sConveyorSpeed = 0; + this->pushedSpeed = 0.0f; } - if ((D_808535F4 != 0) && (this->currentBoots != PLAYER_BOOTS_IRON)) { + if ((sConveyorSpeed != 0) && (this->currentBoots != PLAYER_BOOTS_IRON)) { f32 sp48; - D_808535F4--; + sConveyorSpeed--; - if (D_808535F8 == 0) { - sp48 = D_80854820[D_808535F4]; + if (sIsFloorConveyor == 0) { + sp48 = D_80854820[sConveyorSpeed]; if (!(this->stateFlags1 & PLAYER_STATE1_IN_WATER)) { sp48 *= 0.25f; } } else { - sp48 = D_8085482C[D_808535F4]; + sp48 = D_8085482C[sConveyorSpeed]; } - Math_StepToF(&this->windSpeed, sp48, sp48 * 0.1f); + Math_StepToF(&this->pushedSpeed, sp48, sp48 * 0.1f); - Math_ScaledStepToS(&this->windDirection, D_808535FC, + Math_ScaledStepToS(&this->pushedYaw, sConveyorYaw, ((this->stateFlags1 & PLAYER_STATE1_IN_WATER) ? 400.0f : 800.0f) * sp48); - } else if (this->windSpeed != 0.0f) { - Math_StepToF(&this->windSpeed, 0.0f, (this->stateFlags1 & PLAYER_STATE1_IN_WATER) ? 0.5f : 1.0f); + } else if (this->pushedSpeed != 0.0f) { + Math_StepToF(&this->pushedSpeed, 0.0f, (this->stateFlags1 & PLAYER_STATE1_IN_WATER) ? 0.5f : 1.0f); } if (!Player_InBlockingCsMode(play, this) && !(this->stateFlags2 & PLAYER_STATE2_CRAWLING)) { @@ -10950,7 +11280,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { } } - if ((play->csCtx.state != CS_STATE_IDLE) && (this->csMode != 6) && + if ((play->csCtx.state != CS_STATE_IDLE) && (this->csAction != 6) && !(this->stateFlags1 & PLAYER_STATE1_ON_HORSE) && !(this->stateFlags2 & PLAYER_STATE2_GRABBED_BY_ENEMY) && (this->actor.category == ACTORCAT_PLAYER)) { CsCmdActorAction* linkActionCsCmd = play->csCtx.linkAction; @@ -10958,22 +11288,22 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { if ((linkActionCsCmd != NULL) && (D_808547C4[linkActionCsCmd->action] != 0)) { func_8002DF54(play, NULL, 6); Player_ZeroSpeedXZ(this); - } else if ((this->csMode == 0) && !(this->stateFlags2 & PLAYER_STATE2_UNDERWATER) && + } else if ((this->csAction == 0) && !(this->stateFlags2 & PLAYER_STATE2_UNDERWATER) && (play->csCtx.state != CS_STATE_UNSKIPPABLE_INIT)) { func_8002DF54(play, NULL, 0x31); Player_ZeroSpeedXZ(this); } } - if (this->csMode != 0) { - if ((this->csMode != 7) || + if (this->csAction != 0) { + if ((this->csAction != 7) || !(this->stateFlags1 & (PLAYER_STATE1_HANGING_OFF_LEDGE | PLAYER_STATE1_CLIMBING_LEDGE | PLAYER_STATE1_CLIMBING_LADDER | PLAYER_STATE1_DAMAGED))) { this->unk_6AD = 3; - } else if (func_80852E14 != this->func_674) { + } else if (func_80852E14 != this->actionFunc) { func_80852944(play, this, NULL); } } else { - this->prevCsMode = 0; + this->prevCsAction = 0; } func_8083D6EC(play, this); @@ -10989,7 +11319,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { this->stateFlags3 &= ~PLAYER_STATE3_CHECK_FLOOR_WATER_COLLISION; func_80847298(this); - func_8083315C(play, this); + Player_ProcessControlStick(play, this); if (this->stateFlags1 & PLAYER_STATE1_IN_WATER) { D_808535E8 = 0.5f; @@ -10998,11 +11328,11 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { } D_808535EC = 1.0f / D_808535E8; - D_80853614 = D_80853618 = 0; + sUseHeldItem = sHeldItemButtonIsHeldDown = 0; D_80858AA4 = this->currentMask; if (!(this->stateFlags3 & PLAYER_STATE3_PAUSE_ACTION_FUNC)) { - this->func_674(this, play); + this->actionFunc(this, play); Player_UseTunicBoots(this, play); } @@ -11039,7 +11369,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { } this->stateFlags2 &= ~PLAYER_STATE2_NEAR_OCARINA_ACTOR; - this->unk_6A4 = FLT_MAX; + this->closestSecretDistSq = FLT_MAX; temp_f0 = this->actor.world.pos.y - this->actor.prevPos.y; @@ -11121,7 +11451,7 @@ void Player_Update(Actor* thisx, PlayState* play) { gSaveContext.dogParams = 0; } else { gSaveContext.dogParams &= 0x7FFF; - func_808395DC(this, &this->actor.world.pos, &D_80854838, &sDogSpawnPos); + Player_GetRelativePosition(this, &this->actor.world.pos, &D_80854838, &sDogSpawnPos); dogParams = gSaveContext.dogParams; dog = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_DOG, sDogSpawnPos.x, sDogSpawnPos.y, @@ -11138,7 +11468,7 @@ void Player_Update(Actor* thisx, PlayState* play) { } if ((this->heldActor != NULL) && (this->heldActor->update == NULL)) { - func_808323B4(play, this); + Player_DetachHeldActor(play, this); } if (this->stateFlags1 & (PLAYER_STATE1_INPUT_DISABLED | PLAYER_STATE1_IN_CUTSCENE)) { @@ -11226,7 +11556,7 @@ void Player_Update(Actor* thisx, PlayState* play) { if (GameInteractor_GetRandomWindActive()) { Player* player = GET_PLAYER(play); - player->windSpeed = 3.0f; + player->pushedSpeed = 3.0f; // Play fan sound (too annoying) //func_8002F974(&player->actor, NA_SE_EV_WIND_TRAP - SFX_FLAG); } @@ -11234,7 +11564,13 @@ void Player_Update(Actor* thisx, PlayState* play) { GameInteractor_ExecuteOnPlayerUpdate(); } -static struct_80858AC8 D_80858AC8; +typedef struct { + /* 0x0 */ Vec3s rot; + /* 0x6 */ Vec3s angVel; +} BunnyEarKinematics; // size = 0xC + +static BunnyEarKinematics sBunnyEarKinematics; + static Vec3s D_80858AD8[25]; static Gfx* sMaskDlists[PLAYER_MASK_MAX - 1] = { @@ -11244,8 +11580,7 @@ static Gfx* sMaskDlists[PLAYER_MASK_MAX - 1] = { static Vec3s D_80854864 = { 0, 0, 0 }; -void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList, - OverrideLimbDrawOpa overrideLimbDraw) { +void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList, OverrideLimbDrawOpa overrideLimbDraw) { static s32 D_8085486C = 255; OPEN_DISPS(play->state.gfxCtx); @@ -11260,25 +11595,27 @@ void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList, if ((overrideLimbDraw == Player_OverrideLimbDrawGameplayDefault) && (this->currentMask != PLAYER_MASK_NONE)) { // Fixes a bug in vanilla where ice traps are rendered extremely large while wearing a bunny hood if (CVarGetInteger("gFixIceTrapWithBunnyHood", 1)) Matrix_Push(); - Mtx* sp70 = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Mtx)); + Mtx* bunnyEarMtx = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Mtx)); if (this->currentMask == PLAYER_MASK_BUNNY) { - Vec3s sp68; + Vec3s earRot; FrameInterpolation_RecordActorPosRotMatrix(); - gSPSegment(POLY_OPA_DISP++, 0x0B, sp70); + gSPSegment(POLY_OPA_DISP++, 0x0B, bunnyEarMtx); - sp68.x = D_80858AC8.unk_02 + 0x3E2; - sp68.y = D_80858AC8.unk_04 + 0xDBE; - sp68.z = D_80858AC8.unk_00 - 0x348A; - Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f - CVarGetFloat("gCosmetics.BunnyHood_EarLength", 0.0f), -240.0f - CVarGetFloat("gCosmetics.BunnyHood_EarSpread", 0.0f), &sp68); - MATRIX_TOMTX(sp70++); + // Right ear + earRot.x = sBunnyEarKinematics.rot.y + 0x3E2; + earRot.y = sBunnyEarKinematics.rot.z + 0xDBE; + earRot.z = sBunnyEarKinematics.rot.x - 0x348A; + Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f - CVarGetFloat("gCosmetics.BunnyHood_EarLength", 0.0f), -240.0f - CVarGetFloat("gCosmetics.BunnyHood_EarSpread", 0.0f), &earRot); + MATRIX_TOMTX(bunnyEarMtx++); - sp68.x = D_80858AC8.unk_02 - 0x3E2; - sp68.y = -0xDBE - D_80858AC8.unk_04; - sp68.z = D_80858AC8.unk_00 - 0x348A; - Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f - CVarGetFloat("gCosmetics.BunnyHood_EarLength", 0.0f), 240.0f + CVarGetFloat("gCosmetics.BunnyHood_EarSpread", 0.0f), &sp68); - MATRIX_TOMTX(sp70); + // Left ear + earRot.x = sBunnyEarKinematics.rot.y - 0x3E2; + earRot.y = -0xDBE - sBunnyEarKinematics.rot.z; + earRot.z = sBunnyEarKinematics.rot.x - 0x348A; + Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f - CVarGetFloat("gCosmetics.BunnyHood_EarLength", 0.0f), 240.0f + CVarGetFloat("gCosmetics.BunnyHood_EarSpread", 0.0f), &earRot); + MATRIX_TOMTX(bunnyEarMtx); } @@ -11369,7 +11706,7 @@ void Player_Draw(Actor* thisx, PlayState* play2) { s32 lod; s32 pad; - if ((this->csMode != 0) || (func_8008E9C4(this) && 0) || (this->actor.projectedPos.z < 160.0f)) { + if ((this->csAction != 0) || (func_8008E9C4(this) && 0) || (this->actor.projectedPos.z < 160.0f)) { lod = 0; } else { lod = 1; @@ -11472,7 +11809,7 @@ void Player_Destroy(Actor* thisx, PlayState* play) { gSaveContext.linkAge = play->linkAgeOnLoad; ResourceMgr_UnregisterSkeleton(&this->skelAnime); - ResourceMgr_UnregisterSkeleton(&this->skelAnime2); + ResourceMgr_UnregisterSkeleton(&this->upperSkelAnime); } //first person manipulate player actor @@ -11630,14 +11967,14 @@ void func_8084B1D8(Player* this, PlayState* play) { } if ((this->unk_6AD == 2) && (func_8002DD6C(this) || func_808332E4(this))) { - func_80836670(this, play); + Player_UpdateUpperBody(this, play); } u16 buttonsToCheck = BTN_A | BTN_B | BTN_R | BTN_CUP | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN; if (CVarGetInteger("gDpadEquips", 0) != 0) { buttonsToCheck |= BTN_DUP | BTN_DDOWN | BTN_DLEFT | BTN_DRIGHT; } - if ((this->csMode != 0) || (this->unk_6AD == 0) || (this->unk_6AD >= 4) || func_80833B54(this) || + if ((this->csAction != 0) || (this->unk_6AD == 0) || (this->unk_6AD >= 4) || func_80833B54(this) || (this->unk_664 != NULL) || !func_8083AD4C(play, this) || (((this->unk_6AD == 2) && (CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_R) || func_80833B2C(this) || (!func_8002DD78(this) && !func_808334B4(this)))) || @@ -11658,7 +11995,7 @@ void func_8084B1D8(Player* this, PlayState* play) { s32 func_8084B3CC(PlayState* play, Player* this) { if (play->shootingGalleryStatus != 0) { func_80832564(play, this); - func_80835C58(play, this, func_8084FA54, 0); + Player_SetupAction(play, this, func_8084FA54, 0); if (!func_8002DD6C(this) || Player_HoldsHookshot(this)) { s32 projectileItemToUse = ITEM_BOW; @@ -11666,11 +12003,11 @@ s32 func_8084B3CC(PlayState* play, Player* this) { projectileItemToUse = LINK_IS_ADULT ? ITEM_BOW : ITEM_SLINGSHOT; } - func_80835F44(play, this, projectileItemToUse); + Player_UseItem(play, this, projectileItemToUse); } this->stateFlags1 |= PLAYER_STATE1_FIRST_PERSON; - func_80832264(play, this, func_80833338(this)); + Player_AnimPlayOnce(play, this, func_80833338(this)); Player_ZeroSpeedXZ(this); func_8083B010(this); return 1; @@ -11698,7 +12035,7 @@ s32 func_8084B4D4(PlayState* play, Player* this) { void func_8084B530(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_DISABLE_ROTATION_Z_TARGET; - func_80836670(this, play); + Player_UpdateUpperBody(this, play); if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) { this->actor.flags &= ~ACTOR_FLAG_PLAYER_TALKED_TO; @@ -11709,7 +12046,7 @@ void func_8084B530(Player* this, PlayState* play) { func_8005B1A4(Play_GetCamera(play, 0)); - if (!func_8084B4D4(play, this) && !func_8084B3CC(play, this) && !func_8083ADD4(play, this)) { + if (!func_8084B4D4(play, this) && !func_8084B3CC(play, this) && !Player_StartCsAction(play, this)) { if ((this->targetActor != this->interactRangeActor) || !func_8083E5A8(this, play)) { if (this->stateFlags1 & PLAYER_STATE1_ON_HORSE) { s32 sp24 = this->unk_850; @@ -11736,12 +12073,12 @@ void func_8084B530(Player* this, PlayState* play) { func_80832DBC(this); if ((this->targetActor->category == ACTORCAT_NPC) && (this->heldItemAction != PLAYER_IA_FISHING_POLE)) { - func_808322D0(play, this, &gPlayerAnim_link_normal_talk_free); + Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_normal_talk_free); } else { - func_80832284(play, this, func_80833338(this)); + Player_AnimPlayLoop(play, this, func_80833338(this)); } } else { - func_808322A4(play, this, &gPlayerAnim_link_normal_talk_free_wait); + Player_AnimPlayLoopAdjusted(play, this, &gPlayerAnim_link_normal_talk_free_wait); } } @@ -11760,7 +12097,7 @@ void func_8084B78C(Player* this, PlayState* play) { if (LinkAnimation_Update(play, &this->skelAnime)) { if (!func_8083F9D0(play, this)) { - func_80837268(this, &sp34, &sp32, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp34, &sp32, 0.0f, play); temp = func_8083FFB8(this, &sp34, &sp32); if (temp > 0) { func_8083FAB8(this, play); @@ -11781,7 +12118,7 @@ void func_8084B840(PlayState* play, Player* this, f32 arg2) { } } -static struct_80832924 D_80854870[] = { +static AnimSfxEntry D_80854870[] = { { NA_SE_PL_SLIP, 0x1003 }, { NA_SE_PL_SLIP, -0x1015 }, }; @@ -11801,11 +12138,11 @@ void func_8084B898(Player* this, PlayState* play) { } } - func_80832924(this, D_80854870); + Player_ProcessAnimSfxList(this, D_80854870); func_8083F524(play, this); if (!func_8083F9D0(play, this)) { - func_80837268(this, &sp34, &sp32, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp34, &sp32, 0.0f, play); temp = func_8083FFB8(this, &sp34, &sp32); if (temp < 0) { func_8083FB14(this, play); @@ -11822,7 +12159,7 @@ void func_8084B898(Player* this, PlayState* play) { } } -static struct_80832924 D_80854878[] = { +static AnimSfxEntry D_80854878[] = { { NA_SE_PL_SLIP, 0x1004 }, { NA_SE_PL_SLIP, -0x1018 }, }; @@ -11841,7 +12178,7 @@ void func_8084B9E4(Player* this, PlayState* play) { Vec3f sp44; Vec3f sp38; - anim = D_80853914[PLAYER_ANIMGROUP_pulling][this->modelAnimType]; + anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_pulling, this->modelAnimType); this->stateFlags2 |= PLAYER_STATE2_DO_ACTION_GRAB | PLAYER_STATE2_DISABLE_ROTATION_ALWAYS | PLAYER_STATE2_GRABBING_DYNAPOLY; if (func_80832CB0(play, this, anim)) { @@ -11852,19 +12189,19 @@ void func_8084B9E4(Player* this, PlayState* play) { func_80832698(this, NA_SE_VO_LI_PUSH); } } else { - func_80832924(this, D_80854878); + Player_ProcessAnimSfxList(this, D_80854878); } } func_8083F524(play, this); if (!func_8083F9D0(play, this)) { - func_80837268(this, &sp70, &sp6E, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp70, &sp6E, 0.0f, play); temp1 = func_8083FFB8(this, &sp70, &sp6E); if (temp1 > 0) { func_8083FAB8(this, play); } else if (temp1 == 0) { - func_8083F72C(this, D_80853914[PLAYER_ANIMGROUP_pull_end][this->modelAnimType], play); + func_8083F72C(this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_pull_end, this->modelAnimType), play); } else { this->stateFlags2 |= PLAYER_STATE2_MOVING_DYNAPOLY; } @@ -11896,7 +12233,7 @@ void func_8084BBE4(Player* this, PlayState* play) { if (LinkAnimation_Update(play, &this->skelAnime)) { // clang-format off - anim = (this->unk_84F > 0) ? &gPlayerAnim_link_normal_fall_wait : D_80853914[PLAYER_ANIMGROUP_jump_climb_wait][this->modelAnimType]; func_80832284(play, this, anim); + anim = (this->unk_84F > 0) ? &gPlayerAnim_link_normal_fall_wait : GET_PLAYER_ANIM(PLAYER_ANIMGROUP_jump_climb_wait, this->modelAnimType); Player_AnimPlayLoop(play, this, anim); // clang-format on } else if (this->unk_84F == 0) { if (this->skelAnime.animation == &gPlayerAnim_link_normal_fall) { @@ -11918,12 +12255,12 @@ void func_8084BBE4(Player* this, PlayState* play) { Math_ScaledStepToS(&this->actor.shape.rot.y, this->currentYaw, 0x800); if (this->unk_84F != 0) { - func_80837268(this, &sp3C, &sp3A, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp3C, &sp3A, 0.0f, play); if (this->unk_847[this->unk_846] >= 0) { if (this->unk_84F > 0) { - anim = D_80853914[PLAYER_ANIMGROUP_fall_up][this->modelAnimType]; + anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_fall_up, this->modelAnimType); } else { - anim = D_80853914[PLAYER_ANIMGROUP_jump_climb_up][this->modelAnimType]; + anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_jump_climb_up, this->modelAnimType); } func_8083A9B8(this, anim, play); return; @@ -12047,7 +12384,7 @@ void func_8084BF1C(Player* this, PlayState* play) { } } else { this->skelAnime.prevTransl = this->ageProperties->unk_4A[sp68]; - func_80832264(play, this, this->ageProperties->unk_AC[sp68]); + Player_AnimPlayOnce(play, this, this->ageProperties->unk_AC[sp68]); } } else { if ((this->actor.world.pos.y - this->actor.floorHeight) < 15.0f) { @@ -12075,7 +12412,7 @@ void func_8084BF1C(Player* this, PlayState* play) { if (CVarGetInteger("gMirroredWorld", 0) ? (sp80 < 0) : (sp80 > 0)) { this->skelAnime.prevTransl = this->ageProperties->unk_7A[this->unk_850]; - func_80832264(play, this, anim2); + Player_AnimPlayOnce(play, this, anim2); } else { this->skelAnime.prevTransl = this->ageProperties->unk_86[this->unk_850]; LinkAnimation_Change(play, &this->skelAnime, anim2, -1.0f, Animation_GetLastFrame(anim2), @@ -12109,7 +12446,7 @@ void func_8084BF1C(Player* this, PlayState* play) { static f32 D_80854898[] = { 10.0f, 20.0f }; static f32 D_808548A0[] = { 40.0f, 50.0f }; -static struct_80832924 D_808548A8[] = { +static AnimSfxEntry D_808548A8[] = { { NA_SE_PL_WALK_LADDER, 0x80A }, { NA_SE_PL_WALK_LADDER, 0x814 }, { NA_SE_PL_WALK_LADDER, -0x81E }, @@ -12140,7 +12477,7 @@ void func_8084C5F8(Player* this, PlayState* play) { sp38 = D_80854898; if (this->unk_850 != 0) { - func_80832924(this, D_808548A8); + Player_ProcessAnimSfxList(this, D_808548A8); sp38 = D_808548A0; } @@ -12149,13 +12486,13 @@ void func_8084C5F8(Player* this, PlayState* play) { sp24.y = this->actor.world.pos.y + 20.0f; sp24.z = this->actor.world.pos.z; if (BgCheck_EntityRaycastFloor3(&play->colCtx, &sp34, &sp30, &sp24) != 0.0f) { - this->unk_89E = func_80041F10(&play->colCtx, sp34, sp30); + this->floorSfxOffset = func_80041F10(&play->colCtx, sp34, sp30); func_808328A0(this); } } } -static struct_80832924 D_808548B4[] = { +static AnimSfxEntry D_808548B4[] = { { 0, 0x3028 }, { 0, 0x3030 }, { 0, 0x3038 }, { 0, 0x3040 }, { 0, 0x3048 }, { 0, 0x3050 }, { 0, 0x3058 }, { 0, 0x3060 }, { 0, -0x3068 }, }; @@ -12170,17 +12507,17 @@ void func_8084C760(Player* this, PlayState* play) { return; } - if (!func_8083F570(this, play)) { + if (!Player_TryLeavingCrawlspace(this, play)) { this->linearVelocity = sControlInput->rel.stick_y * 0.03f; } } return; } - func_80832924(this, D_808548B4); + Player_ProcessAnimSfxList(this, D_808548B4); } -static struct_80832924 D_808548D8[] = { +static AnimSfxEntry D_808548D8[] = { { 0, 0x300A }, { 0, 0x3012 }, { 0, 0x301A }, { 0, 0x3022 }, { 0, 0x3034 }, { 0, 0x303C }, { 0, 0x3044 }, { 0, 0x304C }, { 0, -0x3054 }, }; @@ -12194,7 +12531,7 @@ void func_8084C81C(Player* this, PlayState* play) { return; } - func_80832924(this, D_808548D8); + Player_ProcessAnimSfxList(this, D_808548D8); } static Vec3f D_808548FC[] = { @@ -12227,8 +12564,8 @@ s32 func_8084C89C(PlayState* play, Player* this, s32 arg2, f32* arg3) { *arg3 = func_8083973C(play, this, &D_808548FC[arg2], &sp40); return (sp4C < *arg3) && (*arg3 < sp50) && - !func_80839768(play, this, &D_80854914[arg2], &sp30, &sp2C, &sp34) && - !func_80839768(play, this, &D_8085492C[arg2], &sp30, &sp2C, &sp34); + !Player_PosVsWallLineTest(play, this, &D_80854914[arg2], &sp30, &sp2C, &sp34) && + !Player_PosVsWallLineTest(play, this, &D_8085492C[arg2], &sp30, &sp2C, &sp34); } s32 func_8084C9BC(Player* this, PlayState* play) { @@ -12258,7 +12595,7 @@ s32 func_8084C9BC(Player* this, PlayState* play) { rideActor->actor.child = NULL; func_80835DAC(play, this, func_8084D3E4, 0); this->unk_878 = sp34 - rideActor->actor.world.pos.y; - func_80832264(play, this, + Player_AnimPlayOnce(play, this, (this->mountSide < 0) ? &gPlayerAnim_link_uma_left_down : &gPlayerAnim_link_uma_right_down); return 1; @@ -12326,7 +12663,7 @@ static u8 D_80854998[2][2] = { static Vec3s D_8085499C = { -69, 7146, -266 }; -static struct_80832924 D_808549A4[] = { +static AnimSfxEntry D_808549A4[] = { { NA_SE_PL_CALM_HIT, 0x830 }, { NA_SE_PL_CALM_HIT, 0x83A }, { NA_SE_PL_CALM_HIT, 0x844 }, { NA_SE_PL_CALM_PAT, 0x85C }, { NA_SE_PL_CALM_PAT, 0x86E }, { NA_SE_PL_CALM_PAT, 0x87E }, { NA_SE_PL_CALM_PAT, 0x884 }, { NA_SE_PL_CALM_PAT, -0x888 }, @@ -12378,7 +12715,7 @@ void func_8084CC98(Player* this, PlayState* play) { } else if (rand < 0.2f) { temp = 1; } - func_80832264(play, this, D_8085498C[temp]); + Player_AnimPlayOnce(play, this, D_8085498C[temp]); } else { this->skelAnime.animation = D_80854944[this->unk_850 - 2]; Animation_SetMorph(play, &this->skelAnime, 8.0f); @@ -12391,11 +12728,11 @@ void func_8084CC98(Player* this, PlayState* play) { if (this->unk_850 == 1) { if ((D_808535E0 != 0) || func_8083224C(play)) { - func_80832264(play, this, &gPlayerAnim_link_uma_wait_3); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_uma_wait_3); } else if (LinkAnimation_Update(play, &this->skelAnime)) { this->unk_850 = 99; } else if (this->skelAnime.animation == &gPlayerAnim_link_uma_wait_1) { - func_80832924(this, D_808549A4); + Player_ProcessAnimSfxList(this, D_808549A4); } } else { this->skelAnime.curFrame = rideActor->curFrame; @@ -12405,14 +12742,14 @@ void func_8084CC98(Player* this, PlayState* play) { AnimationContext_SetCopyAll(play, this->skelAnime.limbCount, this->skelAnime.morphTable, this->skelAnime.jointTable); - if ((play->csCtx.state != CS_STATE_IDLE) || (this->csMode != 0)) { - if (this->csMode == 7) { - this->csMode = 0; + if ((play->csCtx.state != CS_STATE_IDLE) || (this->csAction != 0)) { + if (this->csAction == 7) { + this->csAction = 0; } this->unk_6AD = 0; this->unk_84F = 0; } else if ((this->unk_850 < 2) || (this->unk_850 >= 4)) { - D_808535E0 = func_80836670(this, play); + D_808535E0 = Player_UpdateUpperBody(this, play); if (D_808535E0 != 0) { this->unk_84F = 0; } @@ -12424,32 +12761,32 @@ void func_8084CC98(Player* this, PlayState* play) { this->currentYaw = this->actor.shape.rot.y = rideActor->actor.shape.rot.y; - if ((this->csMode != 0) || + if ((this->csAction != 0) || (!func_8083224C(play) && ((rideActor->actor.speedXZ != 0.0f) || !func_8083B644(this, play)) && !func_8083C1DC(this, play))) { if (D_808535E0 == 0) { if (this->unk_84F != 0) { - if (LinkAnimation_Update(play, &this->skelAnime2)) { + if (LinkAnimation_Update(play, &this->upperSkelAnime)) { rideActor->stateFlags &= ~ENHORSE_FLAG_8; this->unk_84F = 0; } - if (this->skelAnime2.animation == &gPlayerAnim_link_uma_stop_muti) { - if (LinkAnimation_OnFrame(&this->skelAnime2, 23.0f)) { + if (this->upperSkelAnime.animation == &gPlayerAnim_link_uma_stop_muti) { + if (LinkAnimation_OnFrame(&this->upperSkelAnime, 23.0f)) { Player_PlaySfx(&this->actor, NA_SE_IT_LASH); func_80832698(this, NA_SE_VO_LI_LASH); } AnimationContext_SetCopyAll(play, this->skelAnime.limbCount, this->skelAnime.jointTable, - this->skelAnime2.jointTable); + this->upperSkelAnime.jointTable); } else { - if (LinkAnimation_OnFrame(&this->skelAnime2, 10.0f)) { + if (LinkAnimation_OnFrame(&this->upperSkelAnime, 10.0f)) { Player_PlaySfx(&this->actor, NA_SE_IT_LASH); func_80832698(this, NA_SE_VO_LI_LASH); } AnimationContext_SetCopyTrue(play, this->skelAnime.limbCount, this->skelAnime.jointTable, - this->skelAnime2.jointTable, D_80853410); + this->upperSkelAnime.jointTable, sUpperBodyLimbCopyMap); } } else { LinkAnimationHeader* anim = NULL; @@ -12463,7 +12800,7 @@ void func_8084CC98(Player* this, PlayState* play) { } if (anim != NULL) { - LinkAnimation_PlayOnce(play, &this->skelAnime2, anim); + LinkAnimation_PlayOnce(play, &this->upperSkelAnime, anim); this->unk_84F = 1; } } @@ -12482,7 +12819,7 @@ void func_8084CC98(Player* this, PlayState* play) { return; } - if ((this->csMode != 0) || (!func_8084C9BC(this, play) && !func_8083B040(this, play))) { + if ((this->csAction != 0) || (!func_8084C9BC(this, play) && !func_8083B040(this, play))) { if (this->unk_664 != NULL) { if (func_8002DD78(this) != 0) { this->unk_6BE = func_8083DB98(this, 1) - this->actor.shape.rot.y; @@ -12504,7 +12841,7 @@ void func_8084CC98(Player* this, PlayState* play) { } } -static struct_80832924 D_808549C4[] = { +static AnimSfxEntry D_808549C4[] = { { 0, 0x2800 }, { NA_SE_PL_GET_OFF_HORSE, 0x80A }, { NA_SE_PL_SLIPDOWN, -0x819 }, @@ -12536,28 +12873,28 @@ void func_8084D3E4(Player* this, PlayState* play) { } else { D_808549C4[0].field = 0x281D; } - func_80832924(this, D_808549C4); + Player_ProcessAnimSfxList(this, D_808549C4); } } -static struct_80832924 D_808549D0[] = { +static AnimSfxEntry D_808549D0[] = { { NA_SE_PL_SWIM, -0x800 }, }; void func_8084D530(Player* this, f32* arg1, f32 arg2, s16 arg3) { func_8084AEEC(this, arg1, arg2, arg3); - func_80832924(this, D_808549D0); + Player_ProcessAnimSfxList(this, D_808549D0); } void func_8084D574(PlayState* play, Player* this, s16 arg2) { - func_80835C58(play, this, func_8084D84C, 0); + Player_SetupAction(play, this, func_8084D84C, 0); this->actor.shape.rot.y = this->currentYaw = arg2; - func_80832C6C(play, this, &gPlayerAnim_link_swimer_swim); + Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim); } void func_8084D5CC(PlayState* play, Player* this) { - func_80835C58(play, this, func_8084DAB4, 0); - func_80832C6C(play, this, &gPlayerAnim_link_swimer_swim); + Player_SetupAction(play, this, func_8084DAB4, 0); + Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim); } void func_8084D610(Player* this, PlayState* play) { @@ -12567,7 +12904,7 @@ void func_8084D610(Player* this, PlayState* play) { func_80832CB0(play, this, &gPlayerAnim_link_swimer_swim_wait); func_8084B000(this); - if (!func_8083224C(play) && !func_80837348(play, this, D_80854444, 1) && + if (!func_8083224C(play) && !Player_TryActionChangeList(play, this, D_80854444, 1) && !func_8083D12C(play, this, sControlInput)) { if (this->unk_6AD != 1) { this->unk_6AD = 0; @@ -12578,11 +12915,11 @@ void func_8084D610(Player* this, PlayState* play) { sp32 = this->actor.shape.rot.y; if (this->actor.bgCheckFlags & 1) { - func_8083A098(this, D_80853914[PLAYER_ANIMGROUP_short_landing][this->modelAnimType], play); + func_8083A098(this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_short_landing, this->modelAnimType), play); func_808328A0(this); } } else { - func_80837268(this, &sp34, &sp32, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp34, &sp32, 0.0f, play); if (sp34 != 0.0f) { s16 temp = this->actor.shape.rot.y - sp32; @@ -12626,8 +12963,8 @@ void func_8084D84C(Player* this, PlayState* play) { func_8084B158(play, this, sControlInput, this->linearVelocity); func_8084B000(this); - if (!func_80837348(play, this, D_80854444, 1) && !func_8083D12C(play, this, sControlInput)) { - func_80837268(this, &sp34, &sp32, 0.0f, play); + if (!Player_TryActionChangeList(play, this, D_80854444, 1) && !func_8083D12C(play, this, sControlInput)) { + Player_GetMovementSpeedAndYaw(this, &sp34, &sp32, 0.0f, play); temp = this->actor.shape.rot.y - sp32; if ((sp34 == 0.0f) || (ABS(temp) > 0x6000) || (this->currentBoots == PLAYER_BOOTS_IRON)) { @@ -12671,7 +13008,7 @@ s32 func_8084D980(PlayState* play, Player* this, f32* arg2, s16* arg3) { } if (anim != this->skelAnime.animation) { - func_80832C6C(play, this, anim); + Player_AnimChangeLoopSlowMorph(play, this, anim); return 1; } @@ -12685,8 +13022,8 @@ void func_8084DAB4(Player* this, PlayState* play) { func_8084B158(play, this, sControlInput, this->linearVelocity); func_8084B000(this); - if (!func_80837348(play, this, D_80854444, 1) && !func_8083D12C(play, this, sControlInput)) { - func_80837268(this, &sp2C, &sp2A, 0.0f, play); + if (!Player_TryActionChangeList(play, this, D_80854444, 1) && !func_8083D12C(play, this, sControlInput)) { + Player_GetMovementSpeedAndYaw(this, &sp2C, &sp2A, 0.0f, play); if (sp2C == 0.0f) { func_80838F18(play, this); @@ -12704,7 +13041,7 @@ void func_8084DBC4(PlayState* play, Player* this, f32 arg2) { f32 sp2C; s16 sp2A; - func_80837268(this, &sp2C, &sp2A, 0.0f, play); + Player_GetMovementSpeedAndYaw(this, &sp2C, &sp2A, 0.0f, play); func_8084AEEC(this, &this->linearVelocity, sp2C * 0.5f, sp2A); func_8084AEEC(this, &this->actor.velocity.y, arg2, this->currentYaw); } @@ -12714,7 +13051,7 @@ void func_8084DC48(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_DISABLE_ROTATION_Z_TARGET; this->actor.gravity = 0.0f; - func_80836670(this, play); + Player_UpdateUpperBody(this, play); if (!func_8083B040(this, play)) { if (this->currentBoots == PLAYER_BOOTS_IRON) { @@ -12743,7 +13080,7 @@ void func_8084DC48(Player* this, PlayState* play) { func_8084DBC4(play, this, -2.0f); } else { this->unk_84F++; - func_80832C6C(play, this, &gPlayerAnim_link_swimer_swim_wait); + Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim_wait); } } else if (this->unk_84F == 1) { LinkAnimation_Update(play, &this->skelAnime); @@ -12752,7 +13089,7 @@ void func_8084DC48(Player* this, PlayState* play) { if (this->unk_6C2 < 10000) { this->unk_84F++; this->unk_850 = this->actor.yDistToWater; - func_80832C6C(play, this, &gPlayerAnim_link_swimer_swim); + Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim); } } else if (!func_8083D12C(play, this, sControlInput)) { sp2C = (this->unk_850 * 0.018f) + 4.0f; @@ -12892,7 +13229,7 @@ s32 func_8084DFF4(PlayState* play, Player* this) { gSaveContext.nextCutsceneIndex = 0xFFF1; play->transitionType = TRANS_TYPE_SANDSTORM_END; this->stateFlags1 &= ~PLAYER_STATE1_IN_CUTSCENE; - func_80852FFC(play, NULL, 8); + Player_TryCsAction(play, NULL, 8); } // Set unk_862 to 0 early to not have the game draw non-custom colored models for a split second. @@ -12970,7 +13307,7 @@ static s16 sWarpSongEntrances[] = { void func_8084E3C4(Player* this, PlayState* play) { if (LinkAnimation_Update(play, &this->skelAnime)) { - func_808322A4(play, this, &gPlayerAnim_link_normal_okarina_swing); + Player_AnimPlayLoopAdjusted(play, this, &gPlayerAnim_link_normal_okarina_swing); this->unk_850 = 1; if (this->stateFlags2 & (PLAYER_STATE2_NEAR_OCARINA_ACTOR | PLAYER_STATE2_PLAY_FOR_ACTOR)) { this->stateFlags2 |= PLAYER_STATE2_ATTEMPT_PLAY_FOR_ACTOR; @@ -13004,10 +13341,10 @@ void func_8084E3C4(Player* this, PlayState* play) { gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams = 0x5FF; gSaveContext.respawn[RESPAWN_MODE_RETURN].data = play->msgCtx.lastPlayedSong; - this->csMode = 0; + this->csAction = 0; this->stateFlags1 &= ~PLAYER_STATE1_IN_CUTSCENE; - func_80852FFC(play, NULL, 8); + Player_TryCsAction(play, NULL, 8); play->mainCamera.unk_14C &= ~8; this->stateFlags1 |= PLAYER_STATE1_IN_ITEM_CS | PLAYER_STATE1_IN_CUTSCENE; @@ -13036,7 +13373,7 @@ void func_8084E604(Player* this, PlayState* play) { func_8083721C(this); } -static struct_80832924 D_808549E0[] = { +static AnimSfxEntry D_808549E0[] = { { 0, 0x3857 }, { NA_SE_VO_LI_CLIMB_END, 0x2057 }, { NA_SE_VO_LI_AUTO_JUMP, 0x2045 }, @@ -13092,9 +13429,9 @@ void func_8084E6D4(Player* this, PlayState* play) { } if (this->skelAnime.animation == &gPlayerAnim_link_normal_box_kick) { - func_808322D0(play, this, &gPlayerAnim_link_demo_get_itemB); + Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_demo_get_itemB); } else { - func_808322D0(play, this, &gPlayerAnim_link_demo_get_itemA); + Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_demo_get_itemA); } this->unk_850 = 2; @@ -13103,7 +13440,7 @@ void func_8084E6D4(Player* this, PlayState* play) { } else { if (this->unk_850 == 0) { if (!LINK_IS_ADULT) { - func_80832924(this, D_808549E0); + Player_ProcessAnimSfxList(this, D_808549E0); } return; } @@ -13118,15 +13455,15 @@ void func_8084E6D4(Player* this, PlayState* play) { } } -static struct_80832924 D_808549F0[] = { +static AnimSfxEntry D_808549F0[] = { { NA_SE_IT_MASTER_SWORD_SWING, -0x83C }, }; void func_8084E988(Player* this) { - func_80832924(this, D_808549F0); + Player_ProcessAnimSfxList(this, D_808549F0); } -static struct_80832924 D_808549F4[] = { +static AnimSfxEntry D_808549F4[] = { { NA_SE_VO_LI_AUTO_JUMP, 0x2005 }, { 0, -0x280F }, }; @@ -13148,7 +13485,7 @@ void func_8084E9AC(Player* this, PlayState* play) { } if (!LINK_IS_ADULT) { - func_80832924(this, D_808549F4); + Player_ProcessAnimSfxList(this, D_808549F4); } else { func_8084E988(this); } @@ -13266,7 +13603,7 @@ void func_8084EAC0(Player* this, PlayState* play) { } } - func_808322A4(play, this, &gPlayerAnim_link_bottle_drink_demo_wait); + Player_AnimPlayLoopAdjusted(play, this, &gPlayerAnim_link_bottle_drink_demo_wait); this->unk_850 = 1; return; } @@ -13275,7 +13612,7 @@ void func_8084EAC0(Player* this, PlayState* play) { func_8005B1A4(Play_GetCamera(play, 0)); } else if (this->unk_850 == 1) { if ((gSaveContext.healthAccumulator == 0) && (gSaveContext.magicState != MAGIC_STATE_FILL)) { - func_80832B78(play, this, &gPlayerAnim_link_bottle_drink_demo_end); + Player_AnimChangeOnceMorphAdjusted(play, this, &gPlayerAnim_link_bottle_drink_demo_end); this->unk_850 = 2; Player_UpdateBottleHeld(play, this, ITEM_BOTTLE, PLAYER_IA_BOTTLE); } @@ -13342,10 +13679,10 @@ void func_8084ECA4(Player* this, PlayState* play) { this->unk_84F = i + 1; this->unk_850 = 0; this->interactRangeActor->parent = &this->actor; - Player_UpdateBottleHeld(play, this, catchInfo->itemId, ABS(catchInfo->actionParam)); + Player_UpdateBottleHeld(play, this, catchInfo->itemId, ABS(catchInfo->itemAction)); if (!CVarGetInteger("gFastDrops", 0)) { this->stateFlags1 |= PLAYER_STATE1_IN_ITEM_CS | PLAYER_STATE1_IN_CUTSCENE; - func_808322D0(play, this, sp24->unk_04); + Player_AnimPlayOnceAdjusted(play, this, sp24->unk_04); func_80835EA4(play, 4); } } @@ -13355,6 +13692,9 @@ void func_8084ECA4(Player* this, PlayState* play) { } } + //! @bug If the animation is changed at any point above (such as by func_8083C0E8() or + //! Player_AnimPlayOnceAdjusted()), it will change the curFrame to 0. This causes this flag to be set for one frame, + //! at a time when it does not look like Player is swinging the bottle. if (this->skelAnime.curFrame <= 7.0f) { this->stateFlags1 |= PLAYER_STATE1_SWINGING_BOTTLE; } @@ -13394,7 +13734,7 @@ static BottleDropInfo D_80854A28[] = { { ACTOR_EN_INSECT, 2 }, }; -static struct_80832924 D_80854A34[] = { +static AnimSfxEntry D_80854A34[] = { { NA_SE_VO_LI_AUTO_JUMP, 0x2026 }, { NA_SE_EV_BOTTLE_CAP_OPEN, -0x828 }, }; @@ -13420,10 +13760,10 @@ void func_8084EFC0(Player* this, PlayState* play) { return; } - func_80832924(this, D_80854A34); + Player_ProcessAnimSfxList(this, D_80854A34); } -static struct_80832924 D_80854A3C[] = { +static AnimSfxEntry D_80854A3C[] = { { NA_SE_PL_PUT_OUT_ITEM, -0x81E }, }; @@ -13466,7 +13806,7 @@ void func_8084F104(Player* this, PlayState* play) { this->unk_862 = 0; if (this->unk_84F == 1) { - func_80832264(play, this, &gPlayerAnim_link_bottle_read_end); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_bottle_read_end); this->unk_850 = -1; } else { func_8083C0E8(this, play); @@ -13476,7 +13816,7 @@ void func_8084F104(Player* this, PlayState* play) { } } } else if (this->unk_850 >= 0) { - func_80832924(this, D_80854A3C); + Player_ProcessAnimSfxList(this, D_80854A3C); } if ((this->unk_84F == 0) && (this->unk_664 != NULL)) { @@ -13488,7 +13828,7 @@ void func_8084F308(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_DISABLE_ROTATION_Z_TARGET | PLAYER_STATE2_DISABLE_ROTATION_ALWAYS; if (LinkAnimation_Update(play, &this->skelAnime)) { - func_80832284(play, this, &gPlayerAnim_link_normal_re_dead_attack_wait); + Player_AnimPlayLoop(play, this, &gPlayerAnim_link_normal_re_dead_attack_wait); } if (func_80832594(this, 0, 100)) { @@ -13519,7 +13859,7 @@ void func_8084F390(Player* this, PlayState* play) { return; } - func_8083E298(floorPoly, &sp38, &sp46); + Player_GetSlopeDirection(floorPoly, &sp38, &sp46); sp44 = sp46; if (this->unk_84F != 0) { @@ -13547,9 +13887,9 @@ void func_8084F390(Player* this, PlayState* play) { if (Math_AsymStepToF(&this->linearVelocity, sp50, sp4C, sp48) && (sp50 == 0)) { LinkAnimationHeader* anim; if (this->unk_84F == 0) { - anim = D_80853914[PLAYER_ANIMGROUP_down_slope_slip_end][this->modelAnimType]; + anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_down_slope_slip_end, this->modelAnimType); } else { - anim = D_80853914[PLAYER_ANIMGROUP_up_slope_slip_end][this->modelAnimType]; + anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_up_slope_slip_end, this->modelAnimType); } func_8083A098(this, anim, play); } @@ -13560,15 +13900,15 @@ void func_8084F390(Player* this, PlayState* play) { } void func_8084F608(Player* this, PlayState* play) { - if ((DECR(this->unk_850) == 0) && func_8083ADD4(play, this)) { + if ((DECR(this->unk_850) == 0) && Player_StartCsAction(play, this)) { func_80852280(play, this, NULL); - func_80835C58(play, this, func_80852E14, 0); + Player_SetupAction(play, this, func_80852E14, 0); func_80852E14(this, play); } } void func_8084F698(Player* this, PlayState* play) { - func_80835C58(play, this, func_8084F608, 0); + Player_SetupAction(play, this, func_8084F608, 0); this->unk_850 = 40; Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_KANKYO, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0x10, true); } @@ -13579,7 +13919,7 @@ void func_8084F710(Player* this, PlayState* play) { if ((this->unk_84F != 0) && (play->csCtx.frames < 0x131)) { this->actor.gravity = 0.0f; this->actor.velocity.y = 0.0f; - } else if (D_80853600 < 150.0f) { + } else if (sYDistToFloor < 150.0f) { if (LinkAnimation_Update(play, &this->skelAnime)) { if (this->unk_850 == 0) { if (this->actor.bgCheckFlags & 1) { @@ -13588,7 +13928,7 @@ void func_8084F710(Player* this, PlayState* play) { this->unk_850 = 1; } } else { - if ((play->sceneNum == SCENE_KOKIRI_FOREST) && func_8083ADD4(play, this)) { + if ((play->sceneNum == SCENE_KOKIRI_FOREST) && Player_StartCsAction(play, this)) { return; } func_80853080(this, play); @@ -13597,7 +13937,7 @@ void func_8084F710(Player* this, PlayState* play) { Math_SmoothStepToF(&this->actor.velocity.y, 2.0f, 0.3f, 8.0f, 0.5f); } - if ((play->sceneNum == SCENE_CHAMBER_OF_THE_SAGES) && func_8083ADD4(play, this)) { + if ((play->sceneNum == SCENE_CHAMBER_OF_THE_SAGES) && Player_StartCsAction(play, this)) { return; } @@ -13661,7 +14001,7 @@ void func_8084FA54(Player* this, PlayState* play) { func_8083AD4C(play, this); LinkAnimation_Update(play, &this->skelAnime); - func_80836670(this, play); + Player_UpdateUpperBody(this, play); this->unk_6BE = func_8084ABD8(play, this, 1, 0) - this->actor.shape.rot.y; this->unk_6AE |= 0x80; @@ -13797,44 +14137,50 @@ void func_8084FF7C(Player* this) { } } +/** + * Updates the Bunny Hood's floppy ears' rotation and velocity. + */ void Player_UpdateBunnyEars(Player* this) { - s32 pad; - s16 sp2A; - s16 sp28; - s16 sp26; + Vec3s force; + s16 angle; - D_80858AC8.unk_06 -= D_80858AC8.unk_06 >> 3; - D_80858AC8.unk_08 -= D_80858AC8.unk_08 >> 3; - D_80858AC8.unk_06 += -D_80858AC8.unk_00 >> 2; - D_80858AC8.unk_08 += -D_80858AC8.unk_02 >> 2; + // Damping: decay by 1/8 the previous value each frame + sBunnyEarKinematics.angVel.x -= sBunnyEarKinematics.angVel.x >> 3; + sBunnyEarKinematics.angVel.y -= sBunnyEarKinematics.angVel.y >> 3; + + // Elastic restorative force + sBunnyEarKinematics.angVel.x += -sBunnyEarKinematics.rot.x >> 2; + sBunnyEarKinematics.angVel.y += -sBunnyEarKinematics.rot.y >> 2; - sp26 = this->actor.world.rot.y - this->actor.shape.rot.y; + // Forcing from motion relative to shape frame + angle = this->actor.world.rot.y - this->actor.shape.rot.y; + force.x = (s32)(this->actor.speedXZ * -200.0f * Math_CosS(angle) * (Rand_CenteredFloat(2.0f) + 10.0f)) & 0xFFFF; + force.y = (s32)(this->actor.speedXZ * 100.0f * Math_SinS(angle) * (Rand_CenteredFloat(2.0f) + 10.0f)) & 0xFFFF; - sp28 = (s32)(this->actor.speedXZ * -200.0f * Math_CosS(sp26) * (Rand_CenteredFloat(2.0f) + 10.0f)) & 0xFFFF; - sp2A = (s32)(this->actor.speedXZ * 100.0f * Math_SinS(sp26) * (Rand_CenteredFloat(2.0f) + 10.0f)) & 0xFFFF; + sBunnyEarKinematics.angVel.x += force.x >> 2; + sBunnyEarKinematics.angVel.y += force.y >> 2; - D_80858AC8.unk_06 += sp28 >> 2; - D_80858AC8.unk_08 += sp2A >> 2; - - if (D_80858AC8.unk_06 > 6000) { - D_80858AC8.unk_06 = 6000; - } else if (D_80858AC8.unk_06 < -6000) { - D_80858AC8.unk_06 = -6000; + // Clamp both angular velocities to [-6000, 6000] + if (sBunnyEarKinematics.angVel.x > 6000) { + sBunnyEarKinematics.angVel.x = 6000; + } else if (sBunnyEarKinematics.angVel.x < -6000) { + sBunnyEarKinematics.angVel.x = -6000; + } + if (sBunnyEarKinematics.angVel.y > 6000) { + sBunnyEarKinematics.angVel.y = 6000; + } else if (sBunnyEarKinematics.angVel.y < -6000) { + sBunnyEarKinematics.angVel.y = -6000; } - if (D_80858AC8.unk_08 > 6000) { - D_80858AC8.unk_08 = 6000; - } else if (D_80858AC8.unk_08 < -6000) { - D_80858AC8.unk_08 = -6000; - } + // Add angular velocity to rotations + sBunnyEarKinematics.rot.x += sBunnyEarKinematics.angVel.x; + sBunnyEarKinematics.rot.y += sBunnyEarKinematics.angVel.y; - D_80858AC8.unk_00 += D_80858AC8.unk_06; - D_80858AC8.unk_02 += D_80858AC8.unk_08; - - if (D_80858AC8.unk_00 < 0) { - D_80858AC8.unk_04 = D_80858AC8.unk_00 >> 1; + // swivel ears outwards if bending backwards + if (sBunnyEarKinematics.rot.x < 0) { + sBunnyEarKinematics.rot.z = sBunnyEarKinematics.rot.x >> 1; } else { - D_80858AC8.unk_04 = 0; + sBunnyEarKinematics.rot.z = 0; } } @@ -13845,7 +14191,7 @@ s32 func_80850224(Player* this, PlayState* play) { func_80837948(play, this, sp24); - if (sp24 >= 0x18) { + if (sp24 >= PLAYER_MWA_SPIN_ATTACK_1H) { this->stateFlags2 |= PLAYER_STATE2_SPIN_ATTACKING; func_80837530(play, this, 0); return 1; @@ -13906,7 +14252,8 @@ void func_808502D0(Player* this, PlayState* play) { this->stateFlags3 |= PLAYER_STATE3_FINISHED_ATTACKING; } } else if (this->heldItemAction == PLAYER_IA_HAMMER) { - if ((this->meleeWeaponAnimation == 0x16) || (this->meleeWeaponAnimation == 0x13)) { + if ((this->meleeWeaponAnimation == PLAYER_MWA_HAMMER_FORWARD) || + (this->meleeWeaponAnimation == PLAYER_MWA_JUMPSLASH_FINISH)) { static Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; Vec3f shockwavePos; f32 sp2C; @@ -13917,8 +14264,8 @@ void func_808502D0(Player* this, PlayState* play) { Math_ScaledStepToS(&this->actor.focus.rot.x, Math_Atan2S(45.0f, sp2C), 800); func_80836AB8(this, 1); - if ((((this->meleeWeaponAnimation == 0x16) && LinkAnimation_OnFrame(&this->skelAnime, 7.0f)) || - ((this->meleeWeaponAnimation == 0x13) && LinkAnimation_OnFrame(&this->skelAnime, 2.0f))) && + if ((((this->meleeWeaponAnimation == PLAYER_MWA_HAMMER_FORWARD) && LinkAnimation_OnFrame(&this->skelAnime, 7.0f)) || + ((this->meleeWeaponAnimation == PLAYER_MWA_JUMPSLASH_FINISH) && LinkAnimation_OnFrame(&this->skelAnime, 2.0f))) && (sp2C > -40.0f) && (sp2C < 40.0f)) { func_80842A28(play, this); EffectSsBlast_SpawnWhiteShockwave(play, &shockwavePos, &zeroVec, &zeroVec); @@ -13941,7 +14288,7 @@ void func_8085063C(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_DISABLE_ROTATION_Z_TARGET; LinkAnimation_Update(play, &this->skelAnime); - func_80836670(this, play); + Player_UpdateUpperBody(this, play); if (this->unk_850 == 0) { Message_StartTextbox(play, 0x3B, &this->actor); @@ -14008,13 +14355,13 @@ static LinkAnimationHeader* D_80854A70[] = { static u8 D_80854A7C[] = { 70, 10, 10 }; -static struct_80832924 D_80854A80[] = { +static AnimSfxEntry D_80854A80[] = { { NA_SE_PL_SKIP, 0x814 }, { NA_SE_VO_LI_SWORD_N, 0x2014 }, { 0, -0x301A }, }; -static struct_80832924 D_80854A8C[][2] = { +static AnimSfxEntry D_80854A8C[][2] = { { { 0, 0x4014 }, { NA_SE_VO_LI_MAGIC_FROL, -0x201E }, @@ -14080,9 +14427,9 @@ void func_808507F4(Player* this, PlayState* play) { } } else if (this->unk_84F >= 0) { if (this->unk_850 == 0) { - func_80832924(this, D_80854A80); + Player_ProcessAnimSfxList(this, D_80854A80); } else if (this->unk_850 == 1) { - func_80832924(this, D_80854A8C[this->unk_84F]); + Player_ProcessAnimSfxList(this, D_80854A8C[this->unk_84F]); if ((this->unk_84F == 2) && LinkAnimation_OnFrame(&this->skelAnime, 30.0f)) { this->stateFlags1 &= ~(PLAYER_STATE1_IN_ITEM_CS | PLAYER_STATE1_IN_CUTSCENE); } @@ -14103,14 +14450,14 @@ void func_80850AEC(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_DISABLE_ROTATION_Z_TARGET; if (LinkAnimation_Update(play, &this->skelAnime)) { - func_80832284(play, this, &gPlayerAnim_link_hook_fly_wait); + Player_AnimPlayLoop(play, this, &gPlayerAnim_link_hook_fly_wait); } Math_Vec3f_Sum(&this->actor.world.pos, &this->actor.velocity, &this->actor.world.pos); if (func_80834FBC(this)) { Math_Vec3f_Copy(&this->actor.prevPos, &this->actor.world.pos); - func_80847BA0(play, this); + Player_ProcessSceneCollision(play, this); temp = this->actor.world.pos.y - this->actor.floorHeight; if (temp > 20.0f) { @@ -14155,7 +14502,7 @@ void func_80850C68(Player* this, PlayState* play) { LinkAnimation_InterpJointMorph(play, &this->skelAnime, 0.5f); } else if (LinkAnimation_Update(play, &this->skelAnime)) { this->unk_860 = 2; - func_80832284(play, this, &gPlayerAnim_link_fishing_wait); + Player_AnimPlayLoop(play, this, &gPlayerAnim_link_fishing_wait); this->unk_850 = 1; } @@ -14164,8 +14511,8 @@ void func_80850C68(Player* this, PlayState* play) { if (this->unk_860 == 0) { func_80853080(this, play); } else if (this->unk_860 == 3) { - func_80835C58(play, this, func_80850E84, 0); - func_80832B0C(play, this, &gPlayerAnim_link_fishing_fish_catch); + Player_SetupAction(play, this, func_80850E84, 0); + Player_AnimChangeOnceMorph(play, this, &gPlayerAnim_link_fishing_fish_catch); } } @@ -14181,18 +14528,18 @@ static void (*D_80854AA4[])(PlayState*, Player*, void*) = { func_80851050, func_80851194, func_808511B4, func_80851248, func_808512E0, }; -static struct_80832924 D_80854AF0[] = { +static AnimSfxEntry D_80854AF0[] = { { 0, 0x2822 }, { NA_SE_PL_CALM_HIT, 0x82D }, { NA_SE_PL_CALM_HIT, 0x833 }, { NA_SE_PL_CALM_HIT, -0x840 }, }; -static struct_80832924 D_80854B00[] = { +static AnimSfxEntry D_80854B00[] = { { NA_SE_VO_LI_SURPRISE, 0x2003 }, { 0, 0x300F }, { 0, 0x3018 }, { 0, 0x301E }, { NA_SE_VO_LI_FALL_L, -0x201F }, }; -static struct_80832924 D_80854B14[] = { +static AnimSfxEntry D_80854B14[] = { { 0, -0x300A }, }; @@ -14408,22 +14755,22 @@ static struct_80854B18 D_80854E50[] = { { 12, &gPlayerAnim_demo_link_nwait }, }; -void func_80850ED8(PlayState* play, Player* this, LinkAnimationHeader* anim) { - func_80832DB0(this); - func_80832B0C(play, this, anim); +void Player_AnimChangeOnceMorphZeroRootYawSpeed(PlayState* play, Player* this, LinkAnimationHeader* anim) { + Player_ZeroRootLimbYaw(this); + Player_AnimChangeOnceMorph(play, this, anim); Player_ZeroSpeedXZ(this); } -void func_80850F1C(PlayState* play, Player* this, LinkAnimationHeader* anim) { - func_80832DB0(this); - LinkAnimation_Change(play, &this->skelAnime, anim, (2.0f / 3.0f), 0.0f, Animation_GetLastFrame(anim), +void Player_AnimChangeOnceMorphAdjustedZeroRootYawSpeed(PlayState* play, Player* this, LinkAnimationHeader* anim) { + Player_ZeroRootLimbYaw(this); + LinkAnimation_Change(play, &this->skelAnime, anim, PLAYER_ANIM_ADJUSTED_SPEED, 0.0f, Animation_GetLastFrame(anim), ANIMMODE_ONCE, -8.0f); Player_ZeroSpeedXZ(this); } -void func_80850F9C(PlayState* play, Player* this, LinkAnimationHeader* anim) { - func_80832DB0(this); - LinkAnimation_Change(play, &this->skelAnime, anim, (2.0f / 3.0f), 0.0f, 0.0f, ANIMMODE_LOOP, -8.0f); +void Player_AnimChangeLoopMorphAdjustedZeroRootYawSpeed(PlayState* play, Player* this, LinkAnimationHeader* anim) { + Player_ZeroRootLimbYaw(this); + LinkAnimation_Change(play, &this->skelAnime, anim, PLAYER_ANIM_ADJUSTED_SPEED, 0.0f, 0.0f, ANIMMODE_LOOP, -8.0f); Player_ZeroSpeedXZ(this); } @@ -14432,53 +14779,53 @@ void func_80851008(PlayState* play, Player* this, void* anim) { } void func_80851030(PlayState* play, Player* this, void* anim) { - func_80850ED8(play, this, anim); + Player_AnimChangeOnceMorphZeroRootYawSpeed(play, this, anim); } void func_80851050(PlayState* play, Player* this, void* anim) { - func_80832DB0(this); - func_80832C2C(play, this, anim); + Player_ZeroRootLimbYaw(this); + Player_AnimChangeFreeze(play, this, anim); Player_ZeroSpeedXZ(this); } void func_80851094(PlayState* play, Player* this, void* anim) { - func_80850F1C(play, this, anim); + Player_AnimChangeOnceMorphAdjustedZeroRootYawSpeed(play, this, anim); } void func_808510B4(PlayState* play, Player* this, void* anim) { - func_80850F9C(play, this, anim); + Player_AnimChangeLoopMorphAdjustedZeroRootYawSpeed(play, this, anim); } void func_808510D4(PlayState* play, Player* this, void* anim) { - func_8083308C(play, this, anim); + Player_AnimReplaceNormalPlayOnceAdjusted(play, this, anim); } void func_808510F4(PlayState* play, Player* this, void* anim) { - func_8083303C(play, this, anim, 0x9C); + Player_AnimReplacePlayOnce(play, this, anim, 0x9C); } void func_80851114(PlayState* play, Player* this, void* anim) { - func_8083313C(play, this, anim); + Player_AnimReplaceNormalPlayLoopAdjusted(play, this, anim); } void func_80851134(PlayState* play, Player* this, void* anim) { - func_808330EC(play, this, anim, 0x9C); + Player_AnimReplacePlayLoop(play, this, anim, 0x9C); } void func_80851154(PlayState* play, Player* this, void* anim) { - func_80832264(play, this, anim); + Player_AnimPlayOnce(play, this, anim); } void func_80851174(PlayState* play, Player* this, void* anim) { - func_80832284(play, this, anim); + Player_AnimPlayLoop(play, this, anim); } void func_80851194(PlayState* play, Player* this, void* anim) { - func_808322D0(play, this, anim); + Player_AnimPlayOnceAdjusted(play, this, anim); } void func_808511B4(PlayState* play, Player* this, void* anim) { - func_808322A4(play, this, anim); + Player_AnimPlayLoopAdjusted(play, this, anim); } void func_808511D4(PlayState* play, Player* this, void* anim) { @@ -14487,7 +14834,7 @@ void func_808511D4(PlayState* play, Player* this, void* anim) { void func_808511FC(PlayState* play, Player* this, void* anim) { if (LinkAnimation_Update(play, &this->skelAnime)) { - func_80850F9C(play, this, anim); + Player_AnimChangeLoopMorphAdjustedZeroRootYawSpeed(play, this, anim); this->unk_850 = 1; } } @@ -14495,28 +14842,28 @@ void func_808511FC(PlayState* play, Player* this, void* anim) { void func_80851248(PlayState* play, Player* this, void* anim) { if (LinkAnimation_Update(play, &this->skelAnime)) { func_80832DBC(this); - func_808322A4(play, this, anim); + Player_AnimPlayLoopAdjusted(play, this, anim); } } void func_80851294(PlayState* play, Player* this, void* anim) { if (LinkAnimation_Update(play, &this->skelAnime)) { - func_8083313C(play, this, anim); + Player_AnimReplaceNormalPlayLoopAdjusted(play, this, anim); this->unk_850 = 1; } } void func_808512E0(PlayState* play, Player* this, void* arg2) { LinkAnimation_Update(play, &this->skelAnime); - func_80832924(this, arg2); + Player_ProcessAnimSfxList(this, arg2); } void func_80851314(Player* this) { - if ((this->unk_448 == NULL) || (this->unk_448->update == NULL)) { - this->unk_448 = NULL; + if ((this->csActor == NULL) || (this->csActor->update == NULL)) { + this->csActor = NULL; } - this->unk_664 = this->unk_448; + this->unk_664 = this->csActor; if (this->unk_664 != NULL) { this->actor.shape.rot.y = func_8083DB98(this, 0); @@ -14528,7 +14875,7 @@ void func_80851368(PlayState* play, Player* this, CsCmdActorAction* arg2) { this->stateFlags2 |= PLAYER_STATE2_UNDERWATER; this->stateFlags1 &= ~(PLAYER_STATE1_JUMPING | PLAYER_STATE1_FREEFALL); - func_80832284(play, this, &gPlayerAnim_link_swimer_swim); + Player_AnimPlayLoop(play, this, &gPlayerAnim_link_swimer_swim); } void func_808513BC(PlayState* play, Player* this, CsCmdActorAction* arg2) { @@ -14547,9 +14894,9 @@ void func_808513BC(PlayState* play, Player* this, CsCmdActorAction* arg2) { if (LinkAnimation_Update(play, &this->skelAnime)) { if (this->unk_84F == 1) { - func_80832C6C(play, this, &gPlayerAnim_link_swimer_swim_wait); + Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim_wait); } else { - func_80832284(play, this, &gPlayerAnim_link_swimer_swim_wait); + Player_AnimPlayLoop(play, this, &gPlayerAnim_link_swimer_swim_wait); } } @@ -14568,7 +14915,7 @@ void func_808514C0(PlayState* play, Player* this, CsCmdActorAction* arg2) { LinkAnimation_Update(play, &this->skelAnime); if (func_8008F128(this) || (this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD)) { - func_80836670(this, play); + Player_UpdateUpperBody(this, play); return; } @@ -14589,12 +14936,12 @@ void func_808515A4(PlayState* play, Player* this, CsCmdActorAction* arg2) { return; } - anim = D_80853914[PLAYER_ANIMGROUP_nwait][this->modelAnimType]; + anim = GET_PLAYER_ANIM(PLAYER_ANIMGROUP_nwait, this->modelAnimType); - if ((this->unk_446 == 6) || (this->unk_446 == 0x2E)) { - func_80832264(play, this, anim); + if ((this->cueId == 6) || (this->cueId == 0x2E)) { + Player_AnimPlayOnce(play, this, anim); } else { - func_80832DB0(this); + Player_ZeroRootLimbYaw(this); LinkAnimation_Change(play, &this->skelAnime, anim, (2.0f / 3.0f), 0.0f, Animation_GetLastFrame(anim), ANIMMODE_LOOP, -4.0f); } @@ -14604,7 +14951,7 @@ void func_808515A4(PlayState* play, Player* this, CsCmdActorAction* arg2) { void func_80851688(PlayState* play, Player* this, CsCmdActorAction* arg2) { if (func_8084B3CC(play, this) == 0) { - if ((this->csMode == 0x31) && (play->csCtx.state == CS_STATE_IDLE)) { + if ((this->csAction == 0x31) && (play->csCtx.state == CS_STATE_IDLE)) { func_8002DF54(play, NULL, 7); return; } @@ -14617,19 +14964,19 @@ void func_80851688(PlayState* play, Player* this, CsCmdActorAction* arg2) { LinkAnimation_Update(play, &this->skelAnime); if (func_8008F128(this) || (this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD)) { - func_80836670(this, play); + Player_UpdateUpperBody(this, play); } } } -static struct_80832924 D_80855188[] = { +static AnimSfxEntry D_80855188[] = { { 0, 0x302A }, { 0, -0x3030 }, }; void func_80851750(PlayState* play, Player* this, CsCmdActorAction* arg2) { LinkAnimation_Update(play, &this->skelAnime); - func_80832924(this, D_80855188); + Player_ProcessAnimSfxList(this, D_80855188); } void func_80851788(PlayState* play, Player* this, CsCmdActorAction* arg2) { @@ -14664,7 +15011,7 @@ void func_80851828(PlayState* play, Player* this, CsCmdActorAction* arg2) { this->unk_850++; if (this->unk_850 > 20) { - this->csMode = 0xB; + this->csAction = 0xB; } } @@ -14677,7 +15024,7 @@ void func_8085190C(PlayState* play, Player* this, CsCmdActorAction* arg2) { if (this->unk_850 != 0) { if (LinkAnimation_Update(play, &this->skelAnime)) { - func_80832284(play, this, func_808334E4(this)); + Player_AnimPlayLoop(play, this, func_808334E4(this)); this->unk_850 = 0; } @@ -14706,8 +15053,8 @@ static Vec3f D_80855198 = { -1.0f, 70.0f, 20.0f }; void func_808519EC(PlayState* play, Player* this, CsCmdActorAction* arg2) { Math_Vec3f_Copy(&this->actor.world.pos, &D_80855198); this->actor.shape.rot.y = -0x8000; - func_808322D0(play, this, this->ageProperties->unk_9C); - func_80832F54(play, this, 0x28F); + Player_AnimPlayOnceAdjusted(play, this, this->ageProperties->unk_9C); + Player_AnimReplaceApplyFlags(play, this, 0x28F); } static struct_808551A4 D_808551A4[] = { @@ -14715,7 +15062,7 @@ static struct_808551A4 D_808551A4[] = { { NA_SE_IT_SWORD_STICK_STN, NA_SE_VO_LI_SWORD_N }, }; -static struct_80832924 D_808551AC[] = { +static AnimSfxEntry D_808551AC[] = { { 0, 0x401D }, { 0, -0x4027 }, }; @@ -14747,7 +15094,7 @@ void func_80851A50(PlayState* play, Player* this, CsCmdActorAction* arg2) { func_80832698(this, NA_SE_VO_LI_SWORD_L); } } else { - func_80832924(this, D_808551AC); + Player_ProcessAnimSfxList(this, D_808551AC); } } @@ -14756,7 +15103,7 @@ void func_80851B90(PlayState* play, Player* this, CsCmdActorAction* arg2) { ANIMMODE_ONCE, 0.0f); } -static struct_80832924 D_808551B4[] = { +static AnimSfxEntry D_808551B4[] = { { 0, -0x281E }, }; @@ -14770,13 +15117,13 @@ void func_80851BE8(PlayState* play, Player* this, CsCmdActorAction* arg2) { LinkAnimation_Change(play, &this->skelAnime, &gPlayerAnim_link_okarina_warp_goal, (2.0f / 3.0f), 10.0f, Animation_GetLastFrame(&gPlayerAnim_link_okarina_warp_goal), ANIMMODE_ONCE, -8.0f); } - func_80832924(this, D_808551B4); + Player_ProcessAnimSfxList(this, D_808551B4); } } void func_80851CA4(PlayState* play, Player* this, CsCmdActorAction* arg2) { if (LinkAnimation_Update(play, &this->skelAnime) && (this->unk_850 == 0) && (this->actor.bgCheckFlags & 1)) { - func_80832264(play, this, &gPlayerAnim_link_normal_back_downB); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_back_downB); this->unk_850 = 1; } @@ -14786,12 +15133,12 @@ void func_80851CA4(PlayState* play, Player* this, CsCmdActorAction* arg2) { } void func_80851D2C(PlayState* play, Player* this, CsCmdActorAction* arg2) { - func_80850F1C(play, this, &gPlayerAnim_link_normal_okarina_start); + Player_AnimChangeOnceMorphAdjustedZeroRootYawSpeed(play, this, &gPlayerAnim_link_normal_okarina_start); func_8084B498(this); Player_SetModels(this, Player_ActionToModelGroup(this, this->itemAction)); } -static struct_80832924 D_808551B8[] = { +static AnimSfxEntry D_808551B8[] = { { NA_SE_IT_SWORD_PICKOUT, -0x80C }, }; @@ -14801,7 +15148,7 @@ void func_80851D80(PlayState* play, Player* this, CsCmdActorAction* arg2) { if (LinkAnimation_OnFrame(&this->skelAnime, 6.0f)) { func_80846720(play, this, 0); } else { - func_80832924(this, D_808551B8); + Player_ProcessAnimSfxList(this, D_808551B8); } } @@ -14816,26 +15163,26 @@ void func_80851E28(PlayState* play, Player* this, CsCmdActorAction* arg2) { } void func_80851E64(PlayState* play, Player* this, CsCmdActorAction* arg2) { - func_80833064(play, this, &gPlayerAnim_link_swimer_swim_get, 0x98); + Player_AnimReplacePlayOnceAdjusted(play, this, &gPlayerAnim_link_swimer_swim_get, 0x98); } void func_80851E90(PlayState* play, Player* this, CsCmdActorAction* arg2) { - func_8083303C(play, this, &gPlayerAnim_clink_op3_negaeri, 0x9C); + Player_AnimReplacePlayOnce(play, this, &gPlayerAnim_clink_op3_negaeri, 0x9C); func_80832698(this, NA_SE_VO_LI_GROAN); } void func_80851ECC(PlayState* play, Player* this, CsCmdActorAction* arg2) { if (LinkAnimation_Update(play, &this->skelAnime)) { - func_808330EC(play, this, &gPlayerAnim_clink_op3_wait2, 0x9C); + Player_AnimReplacePlayLoop(play, this, &gPlayerAnim_clink_op3_wait2, 0x9C); } } -void func_80851F14(PlayState* play, Player* this, LinkAnimationHeader* anim, struct_80832924* arg3) { +void func_80851F14(PlayState* play, Player* this, LinkAnimationHeader* anim, AnimSfxEntry* arg3) { if (LinkAnimation_Update(play, &this->skelAnime)) { - func_808322A4(play, this, anim); + Player_AnimPlayLoopAdjusted(play, this, anim); this->unk_850 = 1; } else if (this->unk_850 == 0) { - func_80832924(this, arg3); + Player_ProcessAnimSfxList(this, arg3); } } @@ -14844,7 +15191,7 @@ void func_80851F84(PlayState* play, Player* this, CsCmdActorAction* arg2) { func_80851134(play, this, &gPlayerAnim_clink_op3_wait1); } -static struct_80832924 D_808551BC[] = { +static AnimSfxEntry D_808551BC[] = { { NA_SE_VO_LI_RELAX, 0x2023 }, { NA_SE_PL_SLIPDOWN, 0x8EC }, { NA_SE_PL_SLIPDOWN, -0x900 }, @@ -14852,17 +15199,17 @@ static struct_80832924 D_808551BC[] = { void func_80851FB0(PlayState* play, Player* this, CsCmdActorAction* arg2) { if (LinkAnimation_Update(play, &this->skelAnime)) { - func_808330EC(play, this, &gPlayerAnim_clink_op3_wait3, 0x9C); + Player_AnimReplacePlayLoop(play, this, &gPlayerAnim_clink_op3_wait3, 0x9C); this->unk_850 = 1; } else if (this->unk_850 == 0) { - func_80832924(this, D_808551BC); + Player_ProcessAnimSfxList(this, D_808551BC); if (LinkAnimation_OnFrame(&this->skelAnime, 240.0f)) { this->actor.shape.shadowDraw = ActorShadow_DrawFeet; } } } -static struct_80832924 D_808551C8[] = { +static AnimSfxEntry D_808551C8[] = { { NA_SE_PL_LAND_LADDER, 0x843 }, { 0, 0x4854 }, { 0, 0x485A }, @@ -14871,11 +15218,11 @@ static struct_80832924 D_808551C8[] = { void func_80852048(PlayState* play, Player* this, CsCmdActorAction* arg2) { LinkAnimation_Update(play, &this->skelAnime); - func_80832924(this, D_808551C8); + Player_ProcessAnimSfxList(this, D_808551C8); } void func_80852080(PlayState* play, Player* this, CsCmdActorAction* arg2) { - func_80833064(play, this, &gPlayerAnim_clink_demo_futtobi, 0x9D); + Player_AnimReplacePlayOnceAdjusted(play, this, &gPlayerAnim_clink_demo_futtobi, 0x9D); func_80832698(this, NA_SE_VO_LI_FALL_L); } @@ -14893,7 +15240,7 @@ void func_808520BC(PlayState* play, Player* this, CsCmdActorAction* arg2) { this->actor.world.pos.z = distZ * sp4 + startZ; } -static struct_80832924 D_808551D8[] = { +static AnimSfxEntry D_808551D8[] = { { NA_SE_PL_BOUND, 0x1014 }, { NA_SE_PL_BOUND, -0x101E }, }; @@ -14901,7 +15248,7 @@ static struct_80832924 D_808551D8[] = { void func_80852174(PlayState* play, Player* this, CsCmdActorAction* arg2) { func_808520BC(play, this, arg2); LinkAnimation_Update(play, &this->skelAnime); - func_80832924(this, D_808551D8); + Player_ProcessAnimSfxList(this, D_808551D8); } void func_808521B8(PlayState* play, Player* this, CsCmdActorAction* arg2) { @@ -14912,7 +15259,7 @@ void func_808521B8(PlayState* play, Player* this, CsCmdActorAction* arg2) { } void func_808521F4(PlayState* play, Player* this, CsCmdActorAction* arg2) { - func_80832B0C(play, this, D_80853914[PLAYER_ANIMGROUP_nwait][this->modelAnimType]); + Player_AnimChangeOnceMorph(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_nwait, this->modelAnimType)); Player_ZeroSpeedXZ(this); } @@ -14921,7 +15268,7 @@ void func_80852234(PlayState* play, Player* this, CsCmdActorAction* arg2) { } void func_8085225C(PlayState* play, Player* this, CsCmdActorAction* arg2) { - func_80832F54(play, this, 0x98); + Player_AnimReplaceApplyFlags(play, this, 0x98); } void func_80852280(PlayState* play, Player* this, CsCmdActorAction* arg2) { @@ -14930,7 +15277,7 @@ void func_80852280(PlayState* play, Player* this, CsCmdActorAction* arg2) { void func_80852298(PlayState* play, Player* this, CsCmdActorAction* arg2) { if (LinkAnimation_Update(play, &this->skelAnime)) { - func_8083313C(play, this, &gPlayerAnim_clink_demo_koutai_wait); + Player_AnimReplaceNormalPlayLoopAdjusted(play, this, &gPlayerAnim_clink_demo_koutai_wait); this->unk_850 = 1; } else if (this->unk_850 == 0) { if (LinkAnimation_OnFrame(&this->skelAnime, 10.0f)) { @@ -14939,7 +15286,7 @@ void func_80852298(PlayState* play, Player* this, CsCmdActorAction* arg2) { } } -static struct_80832924 D_808551E0[] = { +static AnimSfxEntry D_808551E0[] = { { 0, 0x300A }, { 0, -0x3018 }, }; @@ -14948,7 +15295,7 @@ void func_80852328(PlayState* play, Player* this, CsCmdActorAction* arg2) { func_80851F14(play, this, &gPlayerAnim_link_demo_furimuki2_wait, D_808551E0); } -static struct_80832924 D_808551E8[] = { +static AnimSfxEntry D_808551E8[] = { { 0, 0x400F }, { 0, -0x4023 }, }; @@ -14959,7 +15306,7 @@ void func_80852358(PlayState* play, Player* this, CsCmdActorAction* arg2) { void func_80852388(PlayState* play, Player* this, CsCmdActorAction* arg2) { if (LinkAnimation_Update(play, &this->skelAnime)) { - func_808322A4(play, this, &gPlayerAnim_demo_link_twait); + Player_AnimPlayLoopAdjusted(play, this, &gPlayerAnim_demo_link_twait); this->unk_850 = 1; } @@ -14970,14 +15317,14 @@ void func_80852388(PlayState* play, Player* this, CsCmdActorAction* arg2) { } } -void func_80852414(PlayState* play, Player* this, LinkAnimationHeader* anim, struct_80832924* arg3) { +void func_80852414(PlayState* play, Player* this, LinkAnimationHeader* anim, AnimSfxEntry* arg3) { func_80851294(play, this, anim); if (this->unk_850 == 0) { - func_80832924(this, arg3); + Player_ProcessAnimSfxList(this, arg3); } } -static struct_80832924 D_808551F0[] = { +static AnimSfxEntry D_808551F0[] = { { 0, 0x300F }, { 0, -0x3021 }, }; @@ -14986,7 +15333,7 @@ void func_80852450(PlayState* play, Player* this, CsCmdActorAction* arg2) { func_80852414(play, this, &gPlayerAnim_clink_demo_koutai_wait, D_808551F0); } -static struct_80832924 D_808551F8[] = { +static AnimSfxEntry D_808551F8[] = { { NA_SE_PL_KNOCK, -0x84E }, }; @@ -15019,7 +15366,7 @@ void func_80852564(PlayState* play, Player* this, CsCmdActorAction* arg2) { this->linearVelocity = 2.0f; this->actor.velocity.y = -1.0f; - func_80832264(play, this, &gPlayerAnim_link_normal_back_downA); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_back_downA); func_80832698(this, NA_SE_VO_LI_FALL_L); } @@ -15035,7 +15382,7 @@ void func_808525C0(PlayState* play, Player* this, CsCmdActorAction* arg2) { void func_80852608(PlayState* play, Player* this, CsCmdActorAction* arg2) { func_80846720(play, this, 0); - func_808322D0(play, this, &gPlayerAnim_link_demo_return_to_past); + Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_demo_return_to_past); } void func_80852648(PlayState* play, Player* this, CsCmdActorAction* arg2) { @@ -15131,7 +15478,7 @@ void func_80852944(PlayState* play, Player* this, CsCmdActorAction* arg2) { } } - this->csMode = 0; + this->csAction = 0; this->unk_6AD = 0; } @@ -15157,7 +15504,7 @@ void func_80852A54(PlayState* play, Player* this, CsCmdActorAction* arg2) { } this->skelAnime.moveFlags = 0; - func_80832DB0(this); + Player_ZeroRootLimbYaw(this); } void func_80852B4C(PlayState* play, Player* this, CsCmdActorAction* arg2, struct_80854B18* arg3) { @@ -15173,9 +15520,9 @@ void func_80852B4C(PlayState* play, Player* this, CsCmdActorAction* arg2, struct } } -void func_80852C0C(PlayState* play, Player* this, s32 csMode) { - if ((csMode != 1) && (csMode != 8) && (csMode != 0x31) && (csMode != 7)) { - func_808323B4(play, this); +void func_80852C0C(PlayState* play, Player* this, s32 csAction) { + if ((csAction != 1) && (csAction != 8) && (csAction != 0x31) && (csAction != 7)) { + Player_DetachHeldActor(play, this); } } @@ -15186,7 +15533,7 @@ void func_80852C50(PlayState* play, Player* this, CsCmdActorAction* arg2) { if (play->csCtx.state == CS_STATE_UNSKIPPABLE_INIT) { func_8002DF54(play, NULL, 7); - this->unk_446 = 0; + this->cueId = 0; Player_ZeroSpeedXZ(this); return; } @@ -15196,7 +15543,7 @@ void func_80852C50(PlayState* play, Player* this, CsCmdActorAction* arg2) { return; } - if (this->unk_446 != linkCsAction->action) { + if (this->cueId != linkCsAction->action) { sp24 = D_808547C4[linkCsAction->action]; if (sp24 >= 0) { if ((sp24 == 3) || (sp24 == 4)) { @@ -15215,10 +15562,10 @@ void func_80852C50(PlayState* play, Player* this, CsCmdActorAction* arg2) { this->unk_850 = 0; this->unk_84F = 0; - this->unk_446 = linkCsAction->action; + this->cueId = linkCsAction->action; } - sp24 = D_808547C4[this->unk_446]; + sp24 = D_808547C4[this->cueId]; func_80852B4C(play, this, linkCsAction, &D_80854E50[ABS(sp24)]); if (CVarGetInteger("gFixEyesOpenWhileSleeping", 0) && (play->csCtx.linkAction->action == 28 || play->csCtx.linkAction->action == 29)) { @@ -15227,30 +15574,30 @@ void func_80852C50(PlayState* play, Player* this, CsCmdActorAction* arg2) { } void func_80852E14(Player* this, PlayState* play) { - if (this->csMode != this->prevCsMode) { + if (this->csAction != this->prevCsAction) { D_80858AA0 = this->skelAnime.moveFlags; func_80832DBC(this); - this->prevCsMode = this->csMode; - osSyncPrintf("DEMO MODE=%d\n", this->csMode); - func_80852C0C(play, this, this->csMode); - func_80852B4C(play, this, NULL, &D_80854B18[this->csMode]); + this->prevCsAction = this->csAction; + osSyncPrintf("DEMO MODE=%d\n", this->csAction); + func_80852C0C(play, this, this->csAction); + func_80852B4C(play, this, NULL, &D_80854B18[this->csAction]); } - func_80852B4C(play, this, NULL, &D_80854E50[this->csMode]); + func_80852B4C(play, this, NULL, &D_80854E50[this->csAction]); } s32 Player_IsDroppingFish(PlayState* play) { Player* this = GET_PLAYER(play); - return (func_8084EFC0 == this->func_674) && (this->itemAction == PLAYER_IA_BOTTLE_FISH); + return (func_8084EFC0 == this->actionFunc) && (this->itemAction == PLAYER_IA_BOTTLE_FISH); } s32 Player_StartFishing(PlayState* play) { Player* this = GET_PLAYER(play); func_80832564(play, this); - func_80835F44(play, this, ITEM_FISHING_POLE); + Player_UseItem(play, this, ITEM_FISHING_POLE); return 1; } @@ -15258,8 +15605,8 @@ s32 func_80852F38(PlayState* play, Player* this) { if (!Player_InBlockingCsMode(play, this) && (this->invincibilityTimer >= 0) && !func_8008F128(this) && !(this->stateFlags3 & PLAYER_STATE3_HOOKSHOT_TRAVELLING)) { func_80832564(play, this); - func_80835C58(play, this, func_8084F308, 0); - func_80832264(play, this, &gPlayerAnim_link_normal_re_dead_attack); + Player_SetupAction(play, this, func_8084F308, 0); + Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_re_dead_attack); this->stateFlags2 |= PLAYER_STATE2_GRABBED_BY_ENEMY; func_80832224(this); func_80832698(this, NA_SE_VO_LI_HELD); @@ -15269,15 +15616,22 @@ s32 func_80852F38(PlayState* play, Player* this) { return false; } -// Sets up player cutscene -s32 func_80852FFC(PlayState* play, Actor* actor, s32 csMode) { +/** + * Tries to starts a cutscene action specified by `csAction`. + * A cutscene action will only start if player is not already in another form of cutscene. + * + * No actors will be halted over the duration of the cutscene action. + * + * @return true if successful starting a `csAction`, false if not + */ +s32 Player_TryCsAction(PlayState* play, Actor* actor, s32 csAction) { Player* this = GET_PLAYER(play); if (!Player_InBlockingCsMode(play, this)) { func_80832564(play, this); - func_80835C58(play, this, func_80852E14, 0); - this->csMode = csMode; - this->unk_448 = actor; + Player_SetupAction(play, this, func_80852E14, 0); + this->csAction = csAction; + this->csActor = actor; func_80832224(this); return 1; } @@ -15286,8 +15640,8 @@ s32 func_80852FFC(PlayState* play, Actor* actor, s32 csMode) { } void func_80853080(Player* this, PlayState* play) { - func_80835C58(play, this, func_80840BC8, 1); - func_80832B0C(play, this, func_80833338(this)); + Player_SetupAction(play, this, func_80840BC8, 1); + Player_AnimChangeOnceMorph(play, this, func_80833338(this)); this->currentYaw = this->actor.shape.rot.y; } @@ -15341,26 +15695,26 @@ void func_80853148(PlayState* play, Actor* actor) { } else { if (func_808332B8(this)) { func_80836898(play, this, func_8083A2F8); - func_80832C6C(play, this, &gPlayerAnim_link_swimer_swim_wait); + Player_AnimChangeLoopSlowMorph(play, this, &gPlayerAnim_link_swimer_swim_wait); } else if ((actor->category != ACTORCAT_NPC) || (this->heldItemAction == PLAYER_IA_FISHING_POLE)) { func_8083A2F8(play, this); if (!func_8008E9C4(this)) { if ((actor != this->naviActor) && (actor->xzDistToPlayer < 40.0f)) { - func_808322D0(play, this, &gPlayerAnim_link_normal_backspace); + Player_AnimPlayOnceAdjusted(play, this, &gPlayerAnim_link_normal_backspace); } else { - func_80832284(play, this, func_80833338(this)); + Player_AnimPlayLoop(play, this, func_80833338(this)); } } } else { func_80836898(play, this, func_8083A2F8); - func_808322D0(play, this, + Player_AnimPlayOnceAdjusted(play, this, (actor->xzDistToPlayer < 40.0f) ? &gPlayerAnim_link_normal_backspace : &gPlayerAnim_link_normal_talk_free); } if (this->skelAnime.animation == &gPlayerAnim_link_normal_backspace) { - func_80832F54(play, this, 0x19); + Player_AnimReplaceApplyFlags(play, this, 0x19); } func_80832224(this);