Player Docs: Action Interrupt (#1707)

* action interrupt function

* PR Review
This commit is contained in:
engineer124
2024-10-16 12:27:55 +11:00
committed by GitHub
parent 86d8dc6a9f
commit 5587769b14
2 changed files with 64 additions and 29 deletions
+63 -28
View File
@@ -5208,21 +5208,46 @@ s32 Player_TryActionChangeList(PlayState* play, Player* this, s8* actionChangeLi
return false;
}
s32 func_808331FC(PlayState* play, Player* this, SkelAnime* skelAnime, f32 frame) {
if ((skelAnime->endFrame - frame) <= skelAnime->curFrame) {
typedef enum PlayerActionInterruptResult {
/* -1 */ PLAYER_INTERRUPT_NONE = -1,
/* 0 */ PLAYER_INTERRUPT_NEW_ACTION,
/* 1 */ PLAYER_INTERRUPT_MOVE
} PlayerActionInterruptResult;
/**
* An Action Interrupt allows for ending an action early, toward the end of an animation.
*
* First, `sPlayerActionChangeList7` will be checked to see if any of those actions should be used.
* It should be noted that the `updateUpperBody` argument passed to `Player_TryActionChangeList`
* is `true`. This means that an item can be used during the interrupt window.
*
* If no actions from the Action Change List are used, then the control stick is checked to see if
* any movement should occur.
*
* Note that while this function can set up a new action with `sPlayerActionChangeList7`, this function
* will not set up an appropriate action for moving.
* It is the callers responsibility to react accordingly to `PLAYER_INTERRUPT_MOVE`.
*
* @param frameRange The number of frames, from the end of the current animation, where an interrupt can occur.
* @return The interrupt result. See `PlayerActionInterruptResult`.
*/
PlayerActionInterruptResult Player_TryActionInterrupt(PlayState* play, Player* this, SkelAnime* skelAnime,
f32 frameRange) {
if ((skelAnime->endFrame - frameRange) <= skelAnime->curFrame) {
f32 speedTarget;
s16 yawTarget;
if (Player_TryActionChangeList(play, this, sPlayerActionChangeList7, true)) {
return 0;
return PLAYER_INTERRUPT_NEW_ACTION;
}
if (sUpperBodyIsBusy ||
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play)) {
return 1;
return PLAYER_INTERRUPT_MOVE;
}
}
return -1;
return PLAYER_INTERRUPT_NONE;
}
void func_808332A0(PlayState* play, Player* this, s32 magicCost, s32 isSwordBeam) {
@@ -14567,15 +14592,18 @@ void Player_Action_19(Player* this, PlayState* play) {
if (this->av1.actionVar1 == 0) {
sUpperBodyIsBusy = Player_UpdateUpperBody(this, play);
if ((Player_UpperAction_3 == this->upperActionFunc) ||
(func_808331FC(play, this, &this->skelAnimeUpper, 4.0f) > 0)) {
(Player_TryActionInterrupt(play, this, &this->skelAnimeUpper, 4.0f) >= PLAYER_INTERRUPT_MOVE)) {
Player_SetAction(play, this, Player_Action_2, 1);
}
} else {
s32 temp_v0;
PlayerActionInterruptResult interruptResult;
this->stateFlags1 |= PLAYER_STATE1_400000;
temp_v0 = func_808331FC(play, this, &this->skelAnime, 4.0f);
if ((temp_v0 != 0) && ((temp_v0 > 0) || PlayerAnimation_Update(play, &this->skelAnime))) {
interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 4.0f);
if ((interruptResult != PLAYER_INTERRUPT_NEW_ACTION) &&
((interruptResult >= PLAYER_INTERRUPT_MOVE) || PlayerAnimation_Update(play, &this->skelAnime))) {
PlayerAnimationHeader* anim;
f32 endFrame;
@@ -14590,12 +14618,14 @@ void Player_Action_19(Player* this, PlayState* play) {
}
void Player_Action_20(Player* this, PlayState* play) {
s32 temp_v0;
PlayerActionInterruptResult interruptResult;
func_80832F24(this);
temp_v0 = func_808331FC(play, this, &this->skelAnime, 16.0f);
if (temp_v0 != 0) {
if (PlayerAnimation_Update(play, &this->skelAnime) || (temp_v0 > 0)) {
interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 16.0f);
if (interruptResult != PLAYER_INTERRUPT_NEW_ACTION) {
if (PlayerAnimation_Update(play, &this->skelAnime) || (interruptResult >= PLAYER_INTERRUPT_MOVE)) {
func_80836988(this, play);
}
}
@@ -14682,10 +14712,10 @@ void Player_Action_23(Player* this, PlayState* play) {
if (this->stateFlags1 & PLAYER_STATE1_20000000) {
PlayerAnimation_Update(play, &this->skelAnime);
} else {
s32 temp_v0 = func_808331FC(play, this, &this->skelAnime, 16.0f);
PlayerActionInterruptResult interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 16.0f);
if (temp_v0 != 0) {
if (PlayerAnimation_Update(play, &this->skelAnime) || (temp_v0 > 0)) {
if (interruptResult != PLAYER_INTERRUPT_NEW_ACTION) {
if (PlayerAnimation_Update(play, &this->skelAnime) || (interruptResult >= PLAYER_INTERRUPT_MOVE)) {
func_80836988(this, play);
}
}
@@ -14871,12 +14901,14 @@ void Player_Action_26(Player* this, PlayState* play) {
}
if (this->av2.actionVar2 != 0) {
s32 temp_v0;
PlayerActionInterruptResult interruptResult;
Math_StepToF(&this->linearVelocity, 0.0f, 2.0f);
temp_v0 = func_808331FC(play, this, &this->skelAnime, 5.0f);
if (temp_v0 != 0) {
if ((temp_v0 > 0) || animFinished) {
interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 5.0f);
if (interruptResult != PLAYER_INTERRUPT_NEW_ACTION) {
if ((interruptResult >= PLAYER_INTERRUPT_MOVE) || animFinished) {
func_80836A5C(this, play);
}
}
@@ -15139,7 +15171,7 @@ void Player_Action_32(Player* this, PlayState* play) {
void Player_Action_33(Player* this, PlayState* play) {
s32 animFinished;
f32 frame;
s32 temp_v0;
PlayerActionInterruptResult interruptResult;
this->stateFlags2 |= PLAYER_STATE2_20;
animFinished = PlayerAnimation_Update(play, &this->skelAnime);
@@ -15164,12 +15196,14 @@ void Player_Action_33(Player* this, PlayState* play) {
this->av2.actionVar2 = -1;
}
} else {
temp_v0 = func_808331FC(play, this, &this->skelAnime, 4.0f);
if (temp_v0 == 0) {
interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 4.0f);
if (interruptResult == PLAYER_INTERRUPT_NEW_ACTION) {
this->stateFlags1 &= ~(PLAYER_STATE1_4 | PLAYER_STATE1_4000 | PLAYER_STATE1_40000);
return;
}
if (animFinished || (temp_v0 > 0)) {
if (animFinished || (interruptResult >= PLAYER_INTERRUPT_MOVE)) {
func_80839E74(this, play);
this->stateFlags1 &= ~(PLAYER_STATE1_4 | PLAYER_STATE1_4000 | PLAYER_STATE1_40000);
this->unk_ABC = 0.0f;
@@ -16040,14 +16074,15 @@ AnimSfxEntry D_8085D67C[] = {
};
void Player_Action_51(Player* this, PlayState* play) {
s32 temp_v0;
PlayerActionInterruptResult interruptResult;
this->stateFlags2 |= PLAYER_STATE2_40;
temp_v0 = func_808331FC(play, this, &this->skelAnime, 4.0f);
if (temp_v0 == 0) {
interruptResult = Player_TryActionInterrupt(play, this, &this->skelAnime, 4.0f);
if (interruptResult == PLAYER_INTERRUPT_NEW_ACTION) {
this->stateFlags1 &= ~PLAYER_STATE1_200000;
} else if ((temp_v0 > 0) || PlayerAnimation_Update(play, &this->skelAnime)) {
} else if ((interruptResult >= PLAYER_INTERRUPT_MOVE) || PlayerAnimation_Update(play, &this->skelAnime)) {
func_80839E74(this, play);
this->stateFlags1 &= ~PLAYER_STATE1_200000;
} else {
+1 -1
View File
@@ -4384,7 +4384,7 @@
0x80832F24:("func_80832F24",),
0x80832F78:("Player_GetMovementSpeedAndYaw",),
0x80833058:("Player_TryActionChangeList",),
0x808331FC:("func_808331FC",),
0x808331FC:("Player_TryActionInterrupt",),
0x808332A0:("func_808332A0",),
0x808333CC:("func_808333CC",),
0x808334D4:("func_808334D4",),