#include "global.h" #include "objects/gameplay_keep/gameplay_keep.h" #include "objects/object_link_boy/object_link_boy.h" #include "objects/object_link_goron/object_link_goron.h" #include "objects/object_link_zora/object_link_zora.h" #include "objects/object_link_nuts/object_link_nuts.h" #include "objects/object_link_child/object_link_child.h" #include "objects/object_mask_truth/object_mask_truth.h" #include "objects/object_mask_kerfay/object_mask_kerfay.h" #include "objects/object_mask_yofukasi/object_mask_yofukasi.h" #include "objects/object_mask_rabit/object_mask_rabit.h" #include "objects/object_mask_ki_tan/object_mask_ki_tan.h" #include "objects/object_mask_json/object_mask_json.h" #include "objects/object_mask_romerny/object_mask_romerny.h" #include "objects/object_mask_zacho/object_mask_zacho.h" #include "objects/object_mask_posthat/object_mask_posthat.h" #include "objects/object_mask_meoto/object_mask_meoto.h" #include "objects/object_mask_bigelf/object_mask_bigelf.h" #include "objects/object_mask_gibudo/object_mask_gibudo.h" #include "objects/object_mask_gero/object_mask_gero.h" #include "objects/object_mask_dancer/object_mask_dancer.h" #include "objects/object_mask_skj/object_mask_skj.h" #include "objects/object_mask_stone/object_mask_stone.h" #include "objects/object_mask_bree/object_mask_bree.h" #include "objects/object_mask_bakuretu/object_mask_bakuretu.h" #include "objects/object_mask_bu_san/object_mask_bu_san.h" #include "objects/object_mask_kyojin/object_mask_kyojin.h" #include "objects/object_mask_boy/object_mask_boy.h" #include "objects/object_mask_goron/object_mask_goron.h" #include "objects/object_mask_zora/object_mask_zora.h" #include "objects/object_mask_nuts/object_mask_nuts.h" void PlayerCall_Init(Actor* thisx, PlayState* play); void PlayerCall_Destroy(Actor* thisx, PlayState* play); void PlayerCall_Update(Actor* thisx, PlayState* play); void PlayerCall_Draw(Actor* thisx, PlayState* play); typedef struct { /* 0x00 */ Vec3f unk_00; /* 0x0C */ Vec3f unk_0C; /* 0x18 */ s16 unk_18; /* 0x1A */ s16 unk_1A; } struct_801F58B0; // size = 0x1C struct_801F58B0 D_801F58B0[3][3]; Vec3f D_801F59B0[2]; s32 D_801F59C8[2]; typedef struct { /* 0x0 */ s16 unk_0; /* 0x2 */ s16 unk_2; /* 0x4 */ s16 unk_4; /* 0x6 */ s16 unk_6; /* 0x8 */ s16 unk_8; } struct_801F59D0; // size = 0xA struct_801F59D0 D_801F59D0; Vec3f* D_801F59DC; s32 D_801F59E0; s32 D_801F59E4; Vec3f D_801F59E8; s32 D_801F59F4; s32 D_801F59F8; void func_80127B64(struct_801F58B0 arg0[], s32 count, Vec3f* arg2); s32 func_801226E0(PlayState* play, s32 arg1) { if (arg1 == 0) { Play_SetupRespawnPoint(&play->state, RESPAWN_MODE_DOWN, PLAYER_PARAMS(0xFF, PLAYER_INITMODE_B)); if (play->sceneId == SCENE_KAKUSIANA) { return 1; } } gSaveContext.respawn[RESPAWN_MODE_DOWN].data = 0; return arg1; } s32 func_80122744(PlayState* play, struct_80122744_arg1* arg1, u32 arg2, Vec3s* arg3) { arg1->unk_00 = arg2; arg1->unk_01 = 0; arg1->unk_04 = arg3; return 1; } s32 func_80122760(PlayState* play, struct_80122744_arg1* arg1, f32 arg2) { if (arg1->unk_01 < arg1->unk_00) { Player* player = GET_PLAYER(play); Vec3f sp30; s32 pad; s16 yaw; f32 distXZ; Math_Vec3s_ToVec3f(&sp30, &arg1->unk_04[arg1->unk_01]); yaw = Math_Vec3f_Yaw(&player->actor.world.pos, &sp30); func_800B6F20(play, &play->actorCtx.unk_26C, arg2, yaw); play->actorCtx.unk268 = 1; distXZ = Math_Vec3f_DistXZ(&player->actor.world.pos, &sp30); if ((fabsf(player->actor.world.pos.y - sp30.y) < 50.0f) && (distXZ < arg2)) { arg1->unk_01++; } return false; } return true; } void func_80122868(PlayState* play, Player* player) { OPEN_DISPS(play->state.gfxCtx); if (player->invincibilityTimer > 0) { s32 phi_v0 = 50 - player->invincibilityTimer; phi_v0 = CLAMP(phi_v0, 8, 40); player->unk_B5F += phi_v0; POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, 255, 0, 0, 0, 0, 4000 - (s32)(Math_CosS(player->unk_B5F << 8) * 2000.0f)); } else if (gSaveContext.jinxTimer != 0) { player->unk_B5F += 10; POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, 0, 0, 255, 0, 0, 4000 - (s32)(Math_CosS(player->unk_B5F << 8) * 2000.0f)); } CLOSE_DISPS(play->state.gfxCtx); } void func_801229A0(PlayState* play, Player* player) { OPEN_DISPS(play->state.gfxCtx); if ((gSaveContext.jinxTimer != 0) || (player->invincibilityTimer > 0)) { POLY_OPA_DISP = Play_SetFog(play, POLY_OPA_DISP); } CLOSE_DISPS(play->state.gfxCtx); } void func_801229EC(Actor* thisx, PlayState* play) { } s16 sMaskObjectIds[PLAYER_MASK_MAX - 1] = { OBJECT_MASK_TRUTH, OBJECT_MASK_KERFAY, OBJECT_MASK_YOFUKASI, OBJECT_MASK_RABIT, OBJECT_MASK_KI_TAN, OBJECT_MASK_JSON, OBJECT_MASK_ROMERNY, OBJECT_MASK_ZACHO, OBJECT_MASK_POSTHAT, OBJECT_MASK_MEOTO, OBJECT_MASK_BIGELF, OBJECT_MASK_GIBUDO, OBJECT_MASK_GERO, OBJECT_MASK_DANCER, OBJECT_MASK_SKJ, OBJECT_MASK_STONE, OBJECT_MASK_BREE, OBJECT_MASK_BAKURETU, OBJECT_MASK_BU_SAN, OBJECT_MASK_KYOJIN, OBJECT_MASK_BOY, OBJECT_MASK_GORON, OBJECT_MASK_ZORA, OBJECT_MASK_NUTS, }; // Load mask object? /** * Notes: * * player->maskObjectLoadState seems to be able to take 3 possible values * 0: The mask object is loaded. * 1: The mask object must be changed (and the DMA request has not been sent yet) * 2: Waiting for the DMA request to complete. */ void func_801229FC(Player* player) { if (player->maskObjectLoadState == 1) { s16 objectId = sMaskObjectIds[(u8)player->maskId - 1]; osCreateMesgQueue(&player->maskObjectLoadQueue, &player->maskObjectLoadMsg, 1); DmaMgr_SendRequestImpl(&player->maskDmaRequest, player->maskObjectSegment, gObjectTable[objectId].vromStart, gObjectTable[objectId].vromEnd - gObjectTable[objectId].vromStart, 0, &player->maskObjectLoadQueue, NULL); player->maskObjectLoadState++; } else if (player->maskObjectLoadState == 2) { if (osRecvMesg(&player->maskObjectLoadQueue, NULL, OS_MESG_NOBLOCK) == 0) { player->maskObjectLoadState = 0; if (player->currentMask == PLAYER_MASK_GREAT_FAIRY) { s32 i; for (i = 0; i < ARRAY_COUNT(D_801F58B0); i++) { func_80127B64(D_801F58B0[i], ARRAY_COUNT(D_801F58B0[i]), &player->bodyPartsPos[PLAYER_BODYPART_HEAD]); } } } } else if ((player->currentMask != PLAYER_MASK_NONE) && (player->currentMask != (u8)player->maskId)) { player->maskObjectLoadState = 1; player->maskId = player->currentMask; } else if (player->currentMask == PLAYER_MASK_CIRCUS_LEADER) { s32 i; for (i = 0; i < ARRAY_COUNT(D_801F59C8); i++) { D_801F59C8[i] += Rand_S16Offset(4, 23) + (s32)(fabsf(player->linearVelocity) * 50.0f); } } } void func_80122BA4(PlayState* play, struct_80122D44_arg1* arg1, s32 arg2, s32 alpha) { if (arg2 == arg1->unk_00) { s32 index; arg1->unk_01--; if (arg1->unk_01 < 0) { arg1->unk_01 = 3; } index = arg1->unk_01; arg1->unk_04[index].unk_00 = arg1->unk_00; arg1->unk_04[index].alpha = alpha; Matrix_Get(&arg1->unk_04[index].mf); arg1->unk_00 = 0; } } void func_80122C20(PlayState* play, struct_80122D44_arg1* arg1) { struct_80122D44_arg1_unk_04* temp_v1 = &arg1->unk_04[0]; s32 phi_a1; s32 i; for (i = 0; i < ARRAY_COUNT(arg1->unk_04); i++, temp_v1++) { // Can't be `temp_v1->alpha != 0` if (temp_v1->alpha) { phi_a1 = temp_v1->unk_00 == 3 ? (255 / 3) : (255 / 5); if (phi_a1 >= temp_v1->alpha) { temp_v1->alpha = 0; } else { temp_v1->alpha -= phi_a1; } } } } typedef struct { /* 0x0 */ Color_RGB8 color; /* 0x4 */ Gfx* dList; } struct_801BFDD0; // size = 0x08 struct_801BFDD0 D_801BFDD0[] = { { { 180, 200, 255 }, gLinkGoronCurledDL }, { { 155, 0, 0 }, gLinkGoronRollingSpikesAndEffectDL }, { { 255, 0, 0 }, gLinkGoronGoronPunchEffectDL }, }; void func_80122D44(PlayState* play, struct_80122D44_arg1* arg1) { struct_801BFDD0* temp_s3; struct_80122D44_arg1_unk_04* phi_s2 = arg1->unk_04; s32 phi_s6 = false; s32 i; OPEN_DISPS(play->state.gfxCtx); for (i = 0; i != ARRAY_COUNT(arg1->unk_04); i++) { if ((phi_s2->alpha != 0) && (phi_s2->alpha != 255)) { temp_s3 = &D_801BFDD0[phi_s2->unk_00 - 1]; Matrix_Put(&phi_s2->mf); gDPPipeSync(POLY_XLU_DISP++); if (!phi_s6 && phi_s2->unk_00 == 2) { AnimatedMat_DrawXlu(play, Lib_SegmentedToVirtual(&object_link_goron_Matanimheader_013138)); phi_s6 = true; } Scene_SetRenderModeXlu(play, 1, 2); gDPSetEnvColor(POLY_XLU_DISP++, temp_s3->color.r, temp_s3->color.g, temp_s3->color.b, phi_s2->alpha); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_XLU_DISP++, temp_s3->dList); } phi_s2++; } CLOSE_DISPS(play->state.gfxCtx); } u8 sMaskItemIds[PLAYER_MASK_MAX - 1] = { ITEM_MASK_TRUTH, // PLAYER_MASK_TRUTH ITEM_MASK_KAFEIS_MASK, // PLAYER_MASK_KAFEIS_MASK ITEM_MASK_ALL_NIGHT, // PLAYER_MASK_ALL_NIGHT ITEM_MASK_BUNNY, // PLAYER_MASK_BUNNY ITEM_MASK_KEATON, // PLAYER_MASK_KEATON ITEM_MASK_GARO, // PLAYER_MASK_GARO ITEM_MASK_ROMANI, // PLAYER_MASK_ROMANI ITEM_MASK_CIRCUS_LEADER, // PLAYER_MASK_CIRCUS_LEADER ITEM_MASK_POSTMAN, // PLAYER_MASK_POSTMAN ITEM_MASK_COUPLE, // PLAYER_MASK_COUPLE ITEM_MASK_GREAT_FAIRY, // PLAYER_MASK_GREAT_FAIRY ITEM_MASK_GIBDO, // PLAYER_MASK_GIBDO ITEM_MASK_DON_GERO, // PLAYER_MASK_DON_GERO ITEM_MASK_KAMARO, // PLAYER_MASK_KAMARO ITEM_MASK_CAPTAIN, // PLAYER_MASK_CAPTAIN ITEM_MASK_STONE, // PLAYER_MASK_STONE ITEM_MASK_BREMEN, // PLAYER_MASK_BREMEN ITEM_MASK_BLAST, // PLAYER_MASK_BLAST ITEM_MASK_SCENTS, // PLAYER_MASK_SCENTS ITEM_MASK_GIANT, // PLAYER_MASK_GIANT ITEM_MASK_FIERCE_DEITY, // PLAYER_MASK_FIERCE_DEITY ITEM_MASK_GORON, // PLAYER_MASK_GORON ITEM_MASK_ZORA, // PLAYER_MASK_ZORA ITEM_MASK_DEKU, // PLAYER_MASK_DEKU }; u8 Player_MaskIdToItemId(s32 maskIdMinusOne) { return sMaskItemIds[maskIdMinusOne]; } s32 Player_GetCurMaskItemId(PlayState* play) { Player* player = GET_PLAYER(play); if (player->currentMask != PLAYER_MASK_NONE) { return Player_MaskIdToItemId(player->currentMask - 1); } return ITEM_NONE; } void func_80122F28(Player* player) { if ((player->actor.category == ACTORCAT_PLAYER) && (!(player->stateFlags1 & (PLAYER_STATE1_400 | PLAYER_STATE1_800 | PLAYER_STATE1_200000 | PLAYER_STATE1_800000 | PLAYER_STATE1_20000000))) && (!(player->stateFlags2 & PLAYER_STATE2_1))) { if (player->doorType <= PLAYER_DOORTYPE_TALKING) { ActorCutscene_SetIntentToPlay(0x7C); } else { ActorCutscene_SetIntentToPlay(0x7D); } } } s32 func_80122F9C(PlayState* play) { Player* player = GET_PLAYER(play); return (player->stateFlags2 & PLAYER_STATE2_80000) && player->unk_AE7 == 2; } s32 func_80122FCC(PlayState* play) { Player* player = GET_PLAYER(play); return (player->stateFlags2 & PLAYER_STATE2_80000) && (player->unk_AE7 == 1 || player->unk_AE7 == 3); } void func_8012300C(PlayState* play, s32 arg1) { Player* player = GET_PLAYER(play); player->unk_B2B = arg1; } void func_8012301C(Actor* thisx, PlayState* play2) { PlayState* play = play2; Player* this = (Player*)thisx; this->unk_AE7++; if (this->unk_AE7 == 2) { s16 objectId = gPlayerFormObjectIndices[GET_PLAYER_FORM]; gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId = objectId; func_8012F73C(&play->objectCtx, this->actor.objBankIndex, objectId); this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, GAMEPLAY_KEEP); } else if (this->unk_AE7 >= 3) { s32 objBankIndex = Object_GetIndex(&play->objectCtx, gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId); if (Object_IsLoaded(&play->objectCtx, objBankIndex)) { this->actor.objBankIndex = objBankIndex; this->actor.shape.rot.z = GET_PLAYER_FORM + 1; this->actor.init = PlayerCall_Init; this->actor.update = PlayerCall_Update; this->actor.draw = PlayerCall_Draw; gSaveContext.save.equippedMask = PLAYER_MASK_NONE; } } } FlexSkeletonHeader* gPlayerSkeletons[PLAYER_FORM_MAX] = { &gLinkFierceDeitySkel, &gLinkGoronSkel, &gLinkZoraSkel, &gLinkDekuSkel, &gLinkHumanSkel, }; s16 D_801BFE14[][18] = { { 200, 666, 200, 700, 366, 200, 600, 175, 60, 800, 1000, -100, 600, 590, 800, 125, 300, 65 }, { 200, 1000, 300, 800, 500, 400, 800, 400, 120, 800, 550, -100, 600, 540, 750, 125, 400, 200 }, { 100, 1000, 300, 800, 250, 200, 800, 200, 90, 800, 350, -80, 600, 540, 750, 60, 200, 200 }, { 200, 1000, 300, 700, 550, 270, 600, 1000, 120, 800, 600, -100, 600, 590, 750, 125, 200, 130 }, { 200, 1000, 300, 700, 550, 270, 700, 300, 120, 800, 600, -100, 600, 590, 750, 125, 200, 130 }, { 200, 1000, 300, 700, 550, 270, 700, 300, 120, 800, 600, -100, 600, 590, 750, 125, 200, 130 }, { 200, 1000, 300, 700, 550, 270, 700, 200, 120, 800, 600, -140, 600, 590, 750, 125, 200, 130 }, { 80, 800, 150, 700, 480, 270, 600, 50, 120, 800, 300, -40, 400, 540, 270, 25, 0, 80 }, }; // OoT's Player_SetBootData void func_80123140(PlayState* play, Player* player) { s16* bootRegs; s32 currentBoots; f32 scale; if ((player->actor.id == ACTOR_PLAYER) && (player->transformation == PLAYER_FORM_FIERCE_DEITY)) { REG(27) = 1200; } else { REG(27) = 2000; } REG(48) = 370; currentBoots = player->currentBoots; if (currentBoots >= PLAYER_BOOTS_ZORA_UNDERWATER) { if (player->stateFlags1 & PLAYER_STATE1_8000000) { currentBoots++; } if (player->transformation == PLAYER_FORM_GORON) { REG(48) = 200; } } else if (currentBoots == PLAYER_BOOTS_GIANT) { REG(48) = 170; } bootRegs = D_801BFE14[currentBoots]; REG(19) = bootRegs[0]; REG(30) = bootRegs[1]; REG(32) = bootRegs[2]; REG(34) = bootRegs[3]; REG(35) = bootRegs[4]; REG(36) = bootRegs[5]; REG(37) = bootRegs[6]; REG(38) = bootRegs[7]; REG(39) = bootRegs[8]; REG(43) = bootRegs[9]; R_RUN_SPEED_LIMIT = bootRegs[10]; REG(68) = bootRegs[11]; REG(69) = bootRegs[12]; IREG(66) = bootRegs[13]; IREG(67) = bootRegs[14]; IREG(68) = bootRegs[15]; IREG(69) = bootRegs[16]; MREG(95) = bootRegs[17]; if (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_2) { R_RUN_SPEED_LIMIT = 500; } if ((player->actor.id == ACTOR_PLAYER) && (player->transformation == PLAYER_FORM_FIERCE_DEITY)) { scale = 0.015f; } else { scale = 0.01f; } Actor_SetScale(&player->actor, scale); } s32 Player_InBlockingCsMode(PlayState* play, Player* player) { return (player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_20000000)) || (player->csMode != PLAYER_CSMODE_0) || (play->transitionTrigger == TRANS_TRIGGER_START) || (play->transitionMode != TRANS_MODE_OFF) || (player->stateFlags1 & PLAYER_STATE1_1) || (player->stateFlags3 & PLAYER_STATE3_80) || (play->actorCtx.unk268 != 0); } s32 Player_InCsMode(PlayState* play) { Player* player = GET_PLAYER(play); return Player_InBlockingCsMode(play, player) || player->unk_AA5 == 5; } s32 func_80123420(Player* player) { return player->stateFlags3 & PLAYER_STATE3_80000000; } s32 func_80123434(Player* player) { return player->stateFlags1 & (PLAYER_STATE1_10000 | PLAYER_STATE1_20000 | PLAYER_STATE1_40000000); } // Unused s32 func_80123448(PlayState* play) { Player* player = GET_PLAYER(play); return (player->stateFlags1 & PLAYER_STATE1_400000) && (player->transformation != PLAYER_FORM_HUMAN || (!func_80123434(player) && player->targetedActor == NULL)); } // TODO: Player_IsGoronOrDeku is a temporary name until we have more info on this function. // Hypothesis: this function checks if the current form would crouch when he tries to use the shield s32 Player_IsGoronOrDeku(Player* player) { return player->transformation == PLAYER_FORM_GORON || player->transformation == PLAYER_FORM_DEKU; } s32 func_801234D4(PlayState* play) { Player* player = GET_PLAYER(play); return (player->stateFlags2 & PLAYER_STATE2_8) || (player->actor.speed != 0.0f) || ((player->transformation != PLAYER_FORM_ZORA) && (player->stateFlags1 & PLAYER_STATE1_8000000)) || ((player->transformation == PLAYER_FORM_ZORA) && (player->stateFlags1 & PLAYER_STATE1_8000000) && (!(player->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (player->currentBoots < PLAYER_BOOTS_ZORA_UNDERWATER))); } s32 func_80123590(PlayState* play, Actor* actor) { Player* player = GET_PLAYER(play); if ((player->stateFlags1 & PLAYER_STATE1_800) && (player->heldActor == actor)) { player->interactRangeActor = NULL; player->heldActor = NULL; player->actor.child = NULL; player->stateFlags1 &= ~PLAYER_STATE1_800; return true; } return false; } s32 func_801235DC(PlayState* play, f32 arg1, s16 arg2) { Player* player = GET_PLAYER(play); if (player->stateFlags3 & PLAYER_STATE3_1000) { player->unk_B08[0] = arg1; player->unk_B08[1] += arg1 * 0.05f; player->currentYaw = arg2; player->actor.home.rot.y = arg2; player->actor.shape.rot.y = arg2; player->unk_B8C = 4; player->invincibilityTimer = 20; return true; } return false; } ItemId func_8012364C(PlayState* play, Player* player, s32 arg2) { if (arg2 >= 4) { return ITEM_NONE; } if (arg2 == 0) { ItemId item = Inventory_GetBtnBItem(play); if (item >= ITEM_FD) { return item; } if ((player->currentMask == PLAYER_MASK_BLAST) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_EXPLODE)) { return ITEM_F0; } if ((player->currentMask == PLAYER_MASK_BREMEN) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_MARCH)) { return ITEM_F1; } if ((player->currentMask == PLAYER_MASK_KAMARO) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_DANCE)) { return ITEM_F2; } return item; } if (arg2 == 1) { return C_BTN_ITEM(EQUIP_SLOT_C_LEFT); } if (arg2 == 2) { return C_BTN_ITEM(EQUIP_SLOT_C_DOWN); } return C_BTN_ITEM(EQUIP_SLOT_C_RIGHT); } u16 sCItemButtons[] = { BTN_CLEFT, BTN_CDOWN, BTN_CRIGHT }; PlayerItemAction func_80123810(PlayState* play) { Player* player = GET_PLAYER(play); PlayerItemAction itemAction; ItemId itemId; s32 i; if (gSaveContext.save.unk_06 == 0) { if (CHECK_BTN_ANY(CONTROLLER1(&play->state)->press.button, BTN_A | BTN_B)) { play->interfaceCtx.unk_222 = 0; play->interfaceCtx.unk_224 = 0; Interface_SetHudVisibility(play->msgCtx.unk_120BC); return PLAYER_IA_MINUS1; } } else { gSaveContext.save.unk_06--; } for (i = 0; i < ARRAY_COUNT(sCItemButtons); i++) { if (CHECK_BTN_ALL(CONTROLLER1(&play->state)->press.button, sCItemButtons[i])) { i++; itemId = func_8012364C(play, player, i); play->interfaceCtx.unk_222 = 0; play->interfaceCtx.unk_224 = 0; Interface_SetHudVisibility(play->msgCtx.unk_120BC); if ((itemId >= ITEM_FD) || ((itemAction = play->unk_18794(play, player, itemId)) <= PLAYER_IA_MINUS1)) { play_sound(NA_SE_SY_ERROR); return PLAYER_IA_MINUS1; } else { s32 pad; player->heldItemButton = i; return itemAction; } } } return PLAYER_IA_NONE; } // Used to map item actions to model groups u8 sActionModelGroups[PLAYER_IA_MAX] = { PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NONE PLAYER_MODELGROUP_13, // PLAYER_IA_LAST_USED PLAYER_MODELGROUP_STICK, // PLAYER_IA_FISHING_ROD PLAYER_MODELGROUP_ONE_HAND_SWORD, // PLAYER_IA_SWORD_KOKIRI PLAYER_MODELGROUP_ONE_HAND_SWORD, // PLAYER_IA_SWORD_RAZOR PLAYER_MODELGROUP_ONE_HAND_SWORD, // PLAYER_IA_SWORD_GILDED PLAYER_MODELGROUP_TWO_HAND_SWORD, // PLAYER_IA_SWORD_GREAT_FAIRY PLAYER_MODELGROUP_STICK, // PLAYER_IA_STICK PLAYER_MODELGROUP_ZORA_FINS, // PLAYER_IA_ZORA_FINS PLAYER_MODELGROUP_BOW, // PLAYER_IA_BOW PLAYER_MODELGROUP_BOW, // PLAYER_IA_BOW_FIRE PLAYER_MODELGROUP_BOW, // PLAYER_IA_BOW_ICE PLAYER_MODELGROUP_BOW, // PLAYER_IA_BOW_LIGHT PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_HOOKSHOT PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMB PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_POWDER_KEG PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMBCHU PLAYER_MODELGROUP_8, // PLAYER_IA_11 PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NUT PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_PICTO_BOX PLAYER_MODELGROUP_INSTRUMENT, // PLAYER_IA_OCARINA PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FISH PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_SPRING_WATER PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_HOT_SPRING_WATER PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_ZORA_EGG PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_DEKU_PRINCESS PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_GOLD_DUST PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_1C PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_SEAHORSE PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MUSHROOM PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_HYLIAN_LOACH PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BUG PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POE PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BIG_POE PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_RED PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_BLUE PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_GREEN PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_HALF PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_CHATEAU PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FAIRY PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MOON_TEAR PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DEED_LAND PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ROOM_KEY PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_LETTER_TO_KAFEI PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_BEANS PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DEED_SWAMP PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DEED_MOUNTAIN PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DEED_OCEAN PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_32 PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_LETTER_MAMA PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_34 PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_35 PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_PENDANT_OF_MEMORIES PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_37 PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_38 PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_39 PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_TRUTH PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_KAFEIS_MASK PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_ALL_NIGHT PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_BUNNY PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_KEATON PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GARO PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_ROMANI PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_CIRCUS_LEADER PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_POSTMAN PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_COUPLE PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GREAT_FAIRY PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GIBDO PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_DON_GERO PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_KAMARO PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_CAPTAIN PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_STONE PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_BREMEN PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_BLAST PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SCENTS PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GIANT PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_FIERCE_DEITY PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GORON PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_ZORA PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_DEKU PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_LENS }; PlayerModelGroup Player_ActionToModelGroup(Player* player, PlayerItemAction itemAction) { PlayerModelGroup modelGroup = sActionModelGroups[itemAction]; if ((modelGroup == PLAYER_MODELGROUP_ONE_HAND_SWORD) && Player_IsGoronOrDeku(player)) { return PLAYER_MODELGROUP_1; } return modelGroup; } u8 D_801BFF90[PLAYER_FORM_MAX] = { PLAYER_BOOTS_FIERCE_DEITY, // PLAYER_FORM_FIERCE_DEITY PLAYER_BOOTS_GORON, // PLAYER_FORM_GORON PLAYER_BOOTS_ZORA_LAND, // PLAYER_FORM_ZORA PLAYER_BOOTS_DEKU, // PLAYER_FORM_DEKU PLAYER_BOOTS_HYLIAN, // PLAYER_FORM_HUMAN }; u8 sPlayerStrengths[PLAYER_FORM_MAX] = { PLAYER_STRENGTH_HUMAN, // PLAYER_FORM_FIERCE_DEITY PLAYER_STRENGTH_GORON, // PLAYER_FORM_GORON PLAYER_STRENGTH_ZORA, // PLAYER_FORM_ZORA PLAYER_STRENGTH_DEKU, // PLAYER_FORM_DEKU PLAYER_STRENGTH_HUMAN, // PLAYER_FORM_HUMAN }; typedef struct { /* 0x0 */ u8 flag; /* 0x2 */ u16 textId; } EnvHazardTextTriggerEntry; // size = 0x4 // These textIds are OoT remnants. The corresponding text entries are not present in this game, and so these don't point // to anything relevant. EnvHazardTextTriggerEntry sEnvHazardTextTriggers[] = { { ENV_HAZARD_TEXT_TRIGGER_HOTROOM, 0x26FC }, // PLAYER_ENV_HAZARD_HOTROOM - 1 { ENV_HAZARD_TEXT_TRIGGER_UNDERWATER, 0x26FD }, // PLAYER_ENV_HAZARD_UNDERWATER_FLOOR - 1 { 0, 0 }, // PLAYER_ENV_HAZARD_SWIMMING - 1 { ENV_HAZARD_TEXT_TRIGGER_UNDERWATER, 0x26FD }, // PLAYER_ENV_HAZARD_UNDERWATER_FREE - 1 }; PlayerModelIndices gPlayerModelTypes[PLAYER_MODELGROUP_MAX] = { /* PLAYER_MODELGROUP_0 */ { PLAYER_ANIMTYPE_2, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_SHIELD, PLAYER_MODELTYPE_SHEATH_12, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_1 */ { PLAYER_ANIMTYPE_1, PLAYER_MODELTYPE_LH_ONE_HAND_SWORD, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_15, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_ONE_HAND_SWORD */ { PLAYER_ANIMTYPE_1, PLAYER_MODELTYPE_LH_ONE_HAND_SWORD, PLAYER_MODELTYPE_RH_SHIELD, PLAYER_MODELTYPE_SHEATH_13, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_DEFAULT */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_14, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_4 */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_14, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_TWO_HAND_SWORD */ { PLAYER_ANIMTYPE_3, PLAYER_MODELTYPE_LH_TWO_HAND_SWORD, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_14, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_BOW */ { PLAYER_ANIMTYPE_4, PLAYER_MODELTYPE_LH_CLOSED, PLAYER_MODELTYPE_RH_BOW, PLAYER_MODELTYPE_SHEATH_14, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_EXPLOSIVES */ { PLAYER_ANIMTYPE_5, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_14, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_8 */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_4, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_14, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_HOOKSHOT */ { PLAYER_ANIMTYPE_4, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_HOOKSHOT, PLAYER_MODELTYPE_SHEATH_14, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_STICK */ { PLAYER_ANIMTYPE_3, PLAYER_MODELTYPE_LH_CLOSED, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_14, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_INSTRUMENT */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_INSTRUMENT, PLAYER_MODELTYPE_SHEATH_14, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_BOTTLE */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_BOTTLE, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_14, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_13 */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_ONE_HAND_SWORD, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_15, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_ZORA_FINS */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_CLOSED, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_14, PLAYER_MODELTYPE_WAIST }, }; /* DLists groups start */ // Note: Only the ones with size 2 * PLAYER_FORM_MAX Gfx* gPlayerWaistDLs[2 * PLAYER_FORM_MAX] = { gLinkFierceDeityWaistDL, gLinkFierceDeityWaistDL, gLinkGoronWaistDL, gLinkGoronWaistDL, gLinkZoraWaistDL, gLinkZoraWaistDL, gLinkDekuWaistDL, gLinkDekuWaistDL, gLinkHumanWaistDL, gLinkHumanWaistDL, }; Gfx* gPlayerHandHoldingShields[PLAYER_SHIELD_MAX - 1][2] = { { gLinkHumanRightHandHoldingHylianShieldDL, gLinkHumanRightHandHoldingHylianShieldDL }, { gLinkHumanRightHandHoldingMirrorShieldDL, gLinkHumanRightHandHoldingMirrorShieldDL }, }; Gfx* gPlayerSheath12DLs[2 * PLAYER_FORM_MAX] = { NULL, NULL, NULL, NULL, NULL, NULL, gLinkDekuSheathDL, gLinkDekuSheathDL, gLinkHumanSheathEmptyDL, gLinkHumanSheathEmptyDL, }; Gfx* gPlayerSheath13DLs[2 * PLAYER_FORM_MAX] = { NULL, NULL, NULL, NULL, NULL, NULL, gLinkDekuSheathDL, gLinkDekuSheathDL, gLinkHumanSheathEmptyDL, gLinkHumanSheathEmptyDL, }; Gfx* gPlayerSheath14DLs[2 * PLAYER_FORM_MAX] = { NULL, NULL, NULL, NULL, NULL, NULL, gLinkDekuSheathDL, gLinkDekuSheathDL, gLinkHumanSheathEmptyDL, gLinkHumanSheathEmptyDL, }; Gfx* gPlayerShields[][2] = { { gLinkHumanHylianShieldWithMtxDL, gLinkHumanHylianShieldWithMtxDL }, { gLinkHumanMirrorShieldWithMtxDL, gLinkHumanMirrorShieldWithMtxDL }, }; Gfx* gPlayerSheathedSwords[][2] = { { gLinkHumanSheathedKokiriSwordDL, gLinkHumanSheathedKokiriSwordDL }, { gLinkHumanSheathedRazorSwordDL, gLinkHumanSheathedRazorSwordDL }, { gLinkHumanSheathedGildedSwordDL, gLinkHumanSheathedGildedSwordDL }, }; Gfx* gPlayerSwordSheaths[][2] = { { gLinkHumanKokiriSwordSheathDL, gLinkHumanKokiriSwordSheathDL }, { gLinkHumanRazorSwordSheathDL, gLinkHumanRazorSwordSheathDL }, { gLinkHumanGildedSwordSheathDL, gLinkHumanGildedSwordSheathDL }, }; Gfx* gPlayerLeftHandTwoHandSwordDLs[2 * PLAYER_FORM_MAX] = { gLinkFierceDeityLeftHandHoldingSwordDL, gLinkFierceDeityLeftHandHoldingSwordDL, gLinkGoronLeftHandOpenDL, gLinkGoronLeftHandOpenDL, gLinkZoraLeftHandOpenDL, gLinkZoraLeftHandOpenDL, gLinkDekuLeftHandDL, gLinkDekuLeftHandDL, gLinkHumanLeftHandHoldingGreatFairysSwordDL, gLinkHumanLeftHandHoldingGreatFairysSwordDL, }; Gfx* gPlayerLeftHandOpenDLs[2 * PLAYER_FORM_MAX] = { gLinkFierceDeityLeftHandDL, gLinkFierceDeityLeftHandDL, gLinkGoronLeftHandOpenDL, gLinkGoronLeftHandOpenDL, gLinkZoraLeftHandOpenDL, gLinkZoraLeftHandOpenDL, gLinkDekuLeftHandDL, gLinkDekuLeftHandDL, gLinkHumanLeftHandOpenDL, gLinkHumanLeftHandOpenDL, }; Gfx* gPlayerLeftHandClosedDLs[2 * PLAYER_FORM_MAX] = { gLinkFierceDeityLeftHandDL, gLinkFierceDeityLeftHandDL, gLinkGoronLeftHandClosedDL, gLinkGoronLeftHandClosedDL, gLinkZoraLeftHandClosedDL, gLinkZoraLeftHandClosedDL, gLinkDekuLeftHandDL, gLinkDekuLeftHandDL, gLinkHumanLeftHandClosedDL, gLinkHumanLeftHandClosedDL, }; Gfx* gPlayerLeftHandOneHandSwordDLs[2 * PLAYER_FORM_MAX] = { gLinkFierceDeityLeftHandDL, gLinkFierceDeityLeftHandDL, gLinkGoronLeftHandOpenDL, gLinkGoronLeftHandOpenDL, gLinkZoraLeftHandClosedDL, gLinkZoraLeftHandClosedDL, gLinkDekuLeftHandDL, gLinkDekuLeftHandDL, gLinkHumanLeftHandHoldingKokiriSwordDL, gLinkHumanLeftHandHoldingKokiriSwordDL, }; Gfx* D_801C018C[][2] = { { gLinkHumanLeftHandHoldingKokiriSwordDL, gLinkHumanLeftHandHoldingKokiriSwordDL }, { gLinkHumanLeftHandHoldingRazorSwordDL, gLinkHumanLeftHandHoldingRazorSwordDL }, { gLinkHumanLeftHandHoldingGildedSwordDL, gLinkHumanLeftHandHoldingGildedSwordDL }, }; Gfx* gPlayerRightHandOpenDLs[2 * PLAYER_FORM_MAX] = { gLinkFierceDeityRightHandDL, gLinkFierceDeityRightHandDL, gLinkGoronRightHandOpenDL, gLinkGoronRightHandOpenDL, gLinkZoraRightHandOpenDL, gLinkZoraRightHandOpenDL, gLinkDekuRightHandDL, gLinkDekuRightHandDL, gLinkHumanRightHandOpenDL, gLinkHumanRightHandOpenDL, }; Gfx* gPlayerRightHandClosedDLs[2 * PLAYER_FORM_MAX] = { gLinkFierceDeityRightHandDL, gLinkFierceDeityRightHandDL, gLinkGoronRightHandClosedDL, gLinkGoronRightHandClosedDL, gLinkZoraRightHandClosedDL, gLinkZoraRightHandClosedDL, gLinkDekuRightHandDL, gLinkDekuRightHandDL, gLinkHumanRightHandClosedDL, gLinkHumanRightHandClosedDL, }; Gfx* gPlayerRightHandBowDLs[2 * PLAYER_FORM_MAX] = { gLinkFierceDeityRightHandDL, gLinkFierceDeityRightHandDL, gLinkGoronRightHandOpenDL, gLinkGoronRightHandOpenDL, gLinkZoraRightHandOpenDL, gLinkZoraRightHandOpenDL, gLinkDekuRightHandDL, gLinkDekuRightHandDL, gLinkHumanRightHandHoldingBowDL, gLinkHumanRightHandHoldingBowDL, }; Gfx* gPlayerRightHandInstrumentDLs[2 * PLAYER_FORM_MAX] = { gLinkFierceDeityRightHandDL, gLinkFierceDeityRightHandDL, gLinkGoronRightHandOpenDL, gLinkGoronRightHandOpenDL, gLinkZoraRightHandOpenDL, gLinkZoraRightHandOpenDL, gLinkDekuRightHandDL, gLinkDekuRightHandDL, gLinkHumanRightHandHoldingOcarinaDL, gLinkHumanRightHandHoldingOcarinaDL, }; Gfx* gPlayerRightHandHookshotDLs[2 * PLAYER_FORM_MAX] = { gLinkFierceDeityRightHandDL, gLinkFierceDeityRightHandDL, gLinkGoronRightHandOpenDL, gLinkGoronRightHandOpenDL, gLinkZoraRightHandOpenDL, gLinkZoraRightHandOpenDL, gLinkDekuRightHandDL, gLinkDekuRightHandDL, gLinkHumanRightHandHoldingHookshotDL, gLinkHumanRightHandHoldingHookshotDL, }; Gfx* gPlayerLeftHandBottleDLs[2 * PLAYER_FORM_MAX] = { gLinkFierceDeityLeftHandDL, gLinkFierceDeityLeftHandDL, gLinkGoronLeftHandHoldBottleDL, gLinkGoronLeftHandHoldBottleDL, gLinkZoraLeftHandHoldBottleDL, gLinkZoraLeftHandHoldBottleDL, gLinkDekuLeftHandDL, gLinkDekuLeftHandDL, gLinkHumanLeftHandHoldBottleDL, gLinkHumanLeftHandHoldBottleDL, }; /* DLists groups end */ Gfx* D_801C0294[PLAYER_FORM_MAX] = { gLinkFierceDeityLeftForearmDL, gLinkGoronLeftForearmDL, gLinkZoraLeftForearmDL, gLinkDekuLeftForearmDL, gLinkHumanLeftForearmDL, }; Gfx* D_801C02A8[PLAYER_FORM_MAX] = { gLinkFierceDeityLeftHandDL, gLinkGoronLeftHandOpenDL, gLinkZoraLeftHandClosedDL, gLinkDekuLeftHandDL, gLinkHumanLeftHandClosedDL, }; Gfx* D_801C02BC[PLAYER_FORM_MAX] = { gLinkFierceDeityRightShoulderDL, gLinkGoronRightShoulderDL, gLinkZoraRightShoulderDL, gLinkDekuRightShoulderDL, gLinkHumanRightShoulderDL, }; Gfx* D_801C02D0[PLAYER_FORM_MAX] = { gLinkFierceDeityRightHandDL, //! @bug This is in the middle of a texture in the link_goron object. It has the same offset as a link_nuts dlist 0x060038C0, gLinkZoraRightHandOpenDL, gLinkDekuRightHandDL, object_link_child_DL_018490, }; Gfx* D_801C02E4[PLAYER_FORM_MAX] = { gLinkFierceDeityRightHandDL, //! @bug This is in the middle of a texture in the link_goron object. It has the same offset as a link_nuts dlist 0x060038C0, gLinkZoraRightHandOpenDL, gLinkDekuRightHandDL, object_link_child_DL_017B40, }; // Indexed by model types (left hand, right hand, sheath or waist) Gfx** sPlayerDListGroups[PLAYER_MODELTYPE_MAX] = { gPlayerLeftHandOpenDLs, // PLAYER_MODELTYPE_LH_OPEN gPlayerLeftHandClosedDLs, // PLAYER_MODELTYPE_LH_CLOSED gPlayerLeftHandOneHandSwordDLs, // PLAYER_MODELTYPE_LH_ONE_HAND_SWORD gPlayerLeftHandTwoHandSwordDLs, // PLAYER_MODELTYPE_LH_TWO_HAND_SWORD gPlayerLeftHandOpenDLs, // PLAYER_MODELTYPE_LH_4 gPlayerLeftHandBottleDLs, // PLAYER_MODELTYPE_LH_BOTTLE gPlayerRightHandOpenDLs, // PLAYER_MODELTYPE_RH_OPEN gPlayerRightHandClosedDLs, // PLAYER_MODELTYPE_RH_CLOSED gPlayerRightHandClosedDLs, // PLAYER_MODELTYPE_RH_SHIELD gPlayerRightHandBowDLs, // PLAYER_MODELTYPE_RH_BOW gPlayerRightHandInstrumentDLs, // PLAYER_MODELTYPE_RH_INSTRUMENT gPlayerRightHandHookshotDLs, // PLAYER_MODELTYPE_RH_HOOKSHOT gPlayerSheath12DLs, // PLAYER_MODELTYPE_SHEATH_12 gPlayerSheath13DLs, // PLAYER_MODELTYPE_SHEATH_13 gPlayerSheath14DLs, // PLAYER_MODELTYPE_SHEATH_14 gPlayerSheath14DLs, // PLAYER_MODELTYPE_SHEATH_15 gPlayerWaistDLs, // PLAYER_MODELTYPE_WAIST NULL, // PLAYER_MODELTYPE_17 }; struct_80124618 D_801C0340[] = { { 0, { 0, 0, 0 } }, { 5, { 0, 0, 0 } }, { 7, { 100, 100, 100 } }, { 9, { 110, 110, 110 } }, { 11, { 100, 100, 100 } }, }; struct_80124618 D_801C0368[] = { { 0, { 0, 0, 0 } }, { 4, { 0, 0, 0 } }, { 6, { 120, 150, 60 } }, { 8, { 130, 80, 160 } }, { 9, { 100, 100, 100 } }, { 10, { 90, 100, 90 } }, { 11, { 100, 100, 100 } }, }; struct_80124618 D_801C03A0[] = { { 0, { 100, 100, 100 } }, { 2, { 120, 120, 120 } }, { 6, { 90, 90, 90 } }, { 7, { 93, 93, 93 } }, }; struct_80124618 D_801C03C0[] = { { 0, { 200, 100, 110 } }, { 2, { 90, 100, 100 } }, { 3, { 100, 100, 100 } }, { 7, { 100, 100, 100 } }, }; struct_80124618 D_801C03E0[] = { { 0, { 100, 100, 110 } }, { 2, { 60, 100, 80 } }, { 3, { 130, 105, 110 } }, { 7, { 130, 105, 110 } }, { 10, { 100, 100, 100 } }, { 19, { 100, 100, 100 } }, }; struct_80124618 D_801C0410[] = { { 0, { 0, 0, 0 } }, { 2, { 80, 110, 80 } }, { 3, { 100, 100, 100 } }, }; struct_80124618 D_801C0428[] = { { 0, { 0, 0, 0 } }, { 6, { 0, 0, 0 } }, { 7, { 60, 60, 50 } }, { 8, { 120, 130, 100 } }, { 9, { 100, 120, 80 } }, { 11, { 100, 100, 100 } }, { 13, { 100, 100, 100 } }, }; struct_80124618 D_801C0460[] = { { 0, { 100, 100, 100 } }, { 5, { 100, 100, 100 } }, { 7, { 100, 74, 80 } }, { 8, { 100, 180, 130 } }, { 10, { 100, 80, 80 } }, { 13, { 100, 100, 100 } }, }; struct_80124618 D_801C0490[] = { { 0, { 100, 100, 100 } }, { 1, { 100, 100, 100 } }, { 2, { 90, 100, 105 } }, { 4, { 110, 100, 100 } }, { 5, { 90, 100, 105 } }, { 6, { 100, 100, 100 } }, { 7, { 90, 100, 105 } }, { 8, { 100, 100, 100 } }, { 9, { 90, 100, 105 } }, { 10, { 100, 100, 100 } }, { 11, { 90, 100, 105 } }, { 12, { 110, 100, 100 } }, { 13, { 100, 100, 100 } }, { 14, { 90, 100, 105 } }, { 15, { 90, 100, 105 } }, { 17, { 100, 100, 100 } }, }; struct_80124618 D_801C0510[] = { { 0, { 100, 100, 100 } }, { 4, { 100, 100, 100 } }, { 5, { 90, 110, 100 } }, { 6, { 110, 105, 100 } }, { 8, { 100, 100, 100 } }, }; struct_80124618 D_801C0538[] = { { 0, { 100, 100, 100 } }, { 5, { 100, 100, 100 } }, { 6, { 0, 0, 0 } }, { 8, { 100, 100, 100 } }, { 14, { 100, 100, 100 } }, }; struct_80124618 D_801C0560[] = { { 0, { 100, 100, 100 } }, { 2, { 95, 95, 100 } }, { 3, { 105, 105, 100 } }, { 5, { 102, 102, 102 } }, }; struct_80124618 D_801C0580[] = { { 0, { 100, 100, 100 } }, { 9, { 100, 100, 100 } }, { 10, { 150, 150, 150 } }, { 12, { 0, 0, 0 } }, { 14, { 0, 0, 0 } }, }; struct_80124618 D_801C05A8[] = { { 0, { 100, 100, 100 } }, { 6, { 100, 100, 100 } }, { 7, { 0, 0, 0 } }, { 17, { 0, 0, 0 } }, }; struct_80124618 D_801C05C8[] = { { 0, { 0, 0, 0 } }, { 17, { 50, 50, 50 } }, }; struct_80124618 D_801C05D8[] = { { 0, { 0, 0, 0 } }, { 5, { 0, 0, 0 } }, { 9, { 100, 100, 100 } }, }; struct_80124618 D_801C05F0[] = { { 0, { 100, 100, 100 } }, { 5, { 100, 100, 100 } }, { 9, { 0, 0, 0 } }, }; struct_80124618 D_801C0608[] = { { 0, { 100, 100, 100 } }, { 10, { 100, 100, 100 } }, { 32, { 100, 115, 105 } }, { 58, { 100, 101, 100 } }, }; struct_80124618 D_801C0628[] = { { 0, { 100, 100, 100 } }, { 5, { 100, 100, 100 } }, { 15, { 100, 100, 105 } }, { 25, { 100, 100, 105 } }, { 34, { 100, 100, 100 } }, { 46, { 100, 100, 100 } }, { 57, { 100, 100, 105 } }, { 67, { 100, 100, 105 } }, { 76, { 100, 100, 100 } }, { 78, { 100, 100, 100 } }, }; struct_80124618 D_801C0678[] = { { 0, { 0, 0, 0 } }, { 6, { 0, 0, 0 } }, { 8, { 100, 100, 100 } }, { 11, { 100, 100, 100 } }, }; struct_80124618 D_801C0698[] = { { 0, { 0, 0, 0 } }, { 7, { 1120, 112, 112 } }, { 8, { 140, 168, 168 } }, { 11, { 140, 140, 140 } }, }; struct_80124618 D_801C06B8[] = { { 0, { 100, 100, 100 } }, { 7, { 100, 100, 100 } }, { 8, { 70, 30, 70 } }, { 10, { 0, 0, 0 } }, { 14, { 0, 0, 0 } }, }; struct_80124618 D_801C06E0[] = { { 0, { 140, 140, 140 } }, { 1, { 0, 0, 0 } }, { 14, { 0, 0, 0 } }, }; struct_80124618 D_801C06F8[] = { { 0, { 100, 100, 100 } }, { 5, { 100, 100, 100 } }, { 6, { 0, 0, 0 } }, { 10, { 0, 0, 0 } }, }; struct_80124618 D_801C0718[] = { { 0, { 140, 140, 140 } }, { 1, { 0, 0, 0 } }, { 10, { 0, 0, 0 } }, }; struct_80124618 D_801C0730[] = { { 0, { 100, 100, 100 } }, { 13, { 100, 100, 100 } }, }; struct_80124618 D_801C0740[] = { { 0, { 140, 140, 140 } }, { 13, { 140, 140, 140 } }, }; struct_80124618 D_801C0750[] = { { 0, { 100, 100, 100 } }, { 5, { 100, 100, 100 } }, { 6, { 200, 200, 200 } }, { 10, { 200, 200, 200 } }, { 11, { 100, 100, 100 } }, }; // alpha values u8 D_801C0778[] = { 0, 0, 0, 0, 0, 100, 200, 255, 255, 255, 200, 100, }; struct_80124618 D_801C0784[] = { { 0, { 100, 100, 100 } }, { 14, { 100, 100, 100 } }, { 15, { 200, 200, 200 } }, { 16, { 200, 200, 200 } }, { 18, { 100, 100, 100 } }, }; u8 D_801C07AC[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 200, 255, 255, 255, 200, 100, 0, }; void Player_SetModelsForHoldingShield(Player* player) { if (player->stateFlags1 & PLAYER_STATE1_400000) { if ((player->itemAction <= PLAYER_IA_MINUS1) || (player->itemAction == player->heldItemAction)) { if (!Player_IsHoldingTwoHandedWeapon(player)) { if (!Player_IsGoronOrDeku(player)) { D_801F59E0 = player->transformation * 2; player->rightHandType = PLAYER_MODELTYPE_RH_SHIELD; player->rightHandDLists = &sPlayerDListGroups[PLAYER_MODELTYPE_RH_SHIELD][D_801F59E0]; if (player->sheathType == PLAYER_MODELTYPE_SHEATH_14) { player->sheathType = PLAYER_MODELTYPE_SHEATH_12; } else if (player->sheathType == PLAYER_MODELTYPE_SHEATH_15) { player->sheathType = PLAYER_MODELTYPE_SHEATH_13; } player->sheathDLists = &sPlayerDListGroups[player->sheathType][D_801F59E0]; player->modelAnimType = PLAYER_ANIMTYPE_2; player->itemAction = PLAYER_IA_MINUS1; } } } } } void Player_SetModels(Player* player, PlayerModelGroup modelGroup) { PlayerModelIndices* playerModelTypes; D_801F59E0 = player->transformation * 2; player->leftHandType = gPlayerModelTypes[modelGroup].leftHandType; player->rightHandType = gPlayerModelTypes[modelGroup].rightHandType; player->sheathType = gPlayerModelTypes[modelGroup].sheathType; if (player->sheathType == PLAYER_MODELTYPE_SHEATH_14) { if (CUR_FORM_EQUIP(EQUIP_SLOT_B) == ITEM_NONE) { player->sheathType = PLAYER_MODELTYPE_SHEATH_15; } } playerModelTypes = &gPlayerModelTypes[modelGroup]; player->leftHandDLists = &sPlayerDListGroups[playerModelTypes->leftHandType][D_801F59E0]; player->rightHandDLists = &sPlayerDListGroups[playerModelTypes->rightHandType][D_801F59E0]; player->sheathDLists = &sPlayerDListGroups[playerModelTypes->sheathType][D_801F59E0]; player->waistDLists = &sPlayerDListGroups[playerModelTypes->waistType][D_801F59E0]; Player_SetModelsForHoldingShield(player); } void Player_SetModelGroup(Player* player, PlayerModelGroup modelGroup) { player->modelGroup = modelGroup; if (modelGroup == PLAYER_MODELGROUP_1) { player->modelAnimType = PLAYER_ANIMTYPE_0; } else { player->modelAnimType = gPlayerModelTypes[modelGroup].modelAnimType; } if (player->modelAnimType < PLAYER_ANIMTYPE_3) { if (((player->transformation != PLAYER_FORM_FIERCE_DEITY) && (player->transformation != PLAYER_FORM_HUMAN)) || (player->currentShield == PLAYER_SHIELD_NONE)) { player->modelAnimType = PLAYER_ANIMTYPE_0; } } Player_SetModels(player, modelGroup); } void func_80123C58(Player* player) { player->itemAction = player->heldItemAction; Player_SetModelGroup(player, Player_ActionToModelGroup(player, player->heldItemAction)); player->unk_AA5 = 0; } void Player_SetEquipmentData(PlayState* play, Player* player) { if (player->csMode != PLAYER_CSMODE_134) { player->currentShield = GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD); if ((player->transformation != PLAYER_FORM_ZORA) || (((player->currentBoots != PLAYER_BOOTS_ZORA_LAND)) && (player->currentBoots != PLAYER_BOOTS_ZORA_UNDERWATER))) { player->currentBoots = D_801BFF90[player->transformation]; } Player_SetModelGroup(player, Player_ActionToModelGroup(player, player->heldItemAction)); func_80123140(play, player); if (player->unk_B62 != 0) { player->unk_B62 = 1; } } } void Player_UpdateBottleHeld(PlayState* play, Player* player, ItemId itemId, PlayerItemAction itemAction) { Inventory_UpdateBottleItem(play, itemId, player->heldItemButton); if (itemId != ITEM_BOTTLE) { player->heldItemId = itemId; player->heldItemAction = itemAction; } player->itemAction = itemAction; } void func_80123DA4(Player* player) { player->targetedActor = NULL; player->stateFlags2 &= ~PLAYER_STATE2_2000; } void func_80123DC0(Player* player) { if ((player->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (player->stateFlags1 & (PLAYER_STATE1_200000 | PLAYER_STATE1_800000 | PLAYER_STATE1_8000000)) || (!(player->stateFlags1 & (PLAYER_STATE1_40000 | PLAYER_STATE1_80000)) && ((player->actor.world.pos.y - player->actor.floorHeight) < 100.0f))) { player->stateFlags1 &= ~(PLAYER_STATE1_8000 | PLAYER_STATE1_10000 | PLAYER_STATE1_20000 | PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_40000000); } else if (!(player->stateFlags1 & (PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_200000))) { player->stateFlags1 |= PLAYER_STATE1_80000; } else if ((player->stateFlags1 & PLAYER_STATE1_40000) && (player->transformation == PLAYER_FORM_DEKU)) { player->stateFlags1 &= ~(PLAYER_STATE1_8000 | PLAYER_STATE1_10000 | PLAYER_STATE1_20000 | PLAYER_STATE1_40000000); } func_80123DA4(player); } void func_80123E90(PlayState* play, Actor* actor) { Player* player = GET_PLAYER(play); func_80123DC0(player); player->targetedActor = actor; player->unk_A78 = actor; player->stateFlags1 |= PLAYER_STATE1_10000; Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, actor); Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET); } s32 func_80123F14(PlayState* play) { Player* player = GET_PLAYER(play); return player->stateFlags1 & PLAYER_STATE1_800000; } s32 func_80123F2C(PlayState* play, s32 ammo) { play->unk_1887C = ammo + 1; return 1; } s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) { Player* this = GET_PLAYER(play); Vec3f diff; s32 pad; if ((this->heldItemAction == PLAYER_IA_STICK) && (this->unk_B28 != 0)) { Math_Vec3f_Diff(&this->meleeWeaponInfo[0].tip, pos, &diff); return (SQXZ(diff) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange); } return false; } u8 Player_GetStrength(void) { return sPlayerStrengths[GET_PLAYER_FORM]; } u8 Player_GetMask(PlayState* play) { Player* player = GET_PLAYER(play); return player->currentMask; } // Unused void Player_RemoveMask(PlayState* play) { Player* player = GET_PLAYER(play); player->currentMask = PLAYER_MASK_NONE; } s32 Player_HasMirrorShieldEquipped(PlayState* play) { Player* player = GET_PLAYER(play); return (player->transformation == PLAYER_FORM_HUMAN) && (player->currentShield == PLAYER_SHIELD_MIRROR_SHIELD); } s32 Player_IsHoldingMirrorShield(PlayState* play) { Player* player = GET_PLAYER(play); return (player->transformation == PLAYER_FORM_HUMAN) && (player->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) && (player->currentShield == PLAYER_SHIELD_MIRROR_SHIELD); } s32 Player_IsHoldingHookshot(Player* player) { return player->heldItemAction == PLAYER_IA_HOOKSHOT; } s32 func_801240DC(Player* player) { return Player_IsHoldingHookshot(player) && (player->heldActor == NULL); } s32 func_80124110(Player* player, PlayerItemAction itemAction) { s32 temp_v0 = itemAction - PLAYER_IA_FISHING_ROD; if (player->transformation != PLAYER_FORM_GORON) { if (((itemAction - PLAYER_IA_FISHING_ROD) > (PLAYER_IA_FISHING_ROD - PLAYER_IA_FISHING_ROD)) && ((itemAction - PLAYER_IA_FISHING_ROD) < (PLAYER_IA_SWORD_GREAT_FAIRY - PLAYER_IA_FISHING_ROD))) { return temp_v0; } } return 0; } s32 func_80124148(Player* player) { return func_80124110(player, player->heldItemAction); } s32 Player_ActionToMeleeWeapon(PlayerItemAction itemAction) { s32 weapon = itemAction - (PLAYER_IA_SWORD_KOKIRI - 1); if ((weapon > 0) && (weapon <= (PLAYER_IA_ZORA_FINS - (PLAYER_IA_SWORD_KOKIRI - 1)))) { return weapon; } return 0; } s32 Player_GetMeleeWeaponHeld(Player* player) { return Player_ActionToMeleeWeapon(player->heldItemAction); } s32 Player_IsHoldingTwoHandedWeapon(Player* player) { // Relies on the itemActions for two-handed weapons being contiguous. if ((player->heldItemAction >= PLAYER_IA_SWORD_GREAT_FAIRY) && (player->heldItemAction <= PLAYER_IA_STICK)) { return true; } return false; } s32 Player_ActionToBottle(Player* player, PlayerItemAction itemAction) { s32 bottle = itemAction - PLAYER_IA_BOTTLE; // Relies on bottle-related item actions to be contiguous if ((bottle >= (PLAYER_IA_BOTTLE - PLAYER_IA_BOTTLE)) && (bottle <= (PLAYER_IA_BOTTLE_FAIRY - PLAYER_IA_BOTTLE))) { return bottle; } return -1; } s32 Player_GetBottleHeld(Player* Player) { return Player_ActionToBottle(Player, Player->heldItemAction); } s32 Player_ActionToExplosive(Player* player, PlayerItemAction itemAction) { s32 explosive = itemAction - PLAYER_IA_BOMB; // Relies on explosive-related item actions to be contiguous if ((explosive >= (PLAYER_IA_BOMB - PLAYER_IA_BOMB)) && (explosive <= (PLAYER_IA_BOMBCHU - PLAYER_IA_BOMB))) { return explosive; } return -1; } s32 Player_GetExplosiveHeld(Player* player) { return Player_ActionToExplosive(player, player->heldItemAction); } s32 Player_ActionToSword(Actor* actor, PlayerItemAction itemAction) { s32 sword = 0; //! FAKE: if ((itemAction == PLAYER_IA_LAST_USED) || ((sword = itemAction - PLAYER_IA_SWORD_KOKIRI, (sword >= PLAYER_IA_SWORD_KOKIRI - PLAYER_IA_SWORD_KOKIRI)) && (sword <= PLAYER_IA_SWORD_GREAT_FAIRY - PLAYER_IA_SWORD_KOKIRI))) { return sword; } return -1; } s32 func_801242B4(Player* player) { return (player->stateFlags1 & PLAYER_STATE1_8000000) && (player->currentBoots < PLAYER_BOOTS_ZORA_UNDERWATER); } s32 Player_GetEnvironmentalHazard(PlayState* play) { Player* player = GET_PLAYER(play); EnvHazardTextTriggerEntry* triggerEntry; s32 envHazard; if (play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_HOT) { envHazard = PLAYER_ENV_HAZARD_HOTROOM - 1; } else if ((player->transformation != PLAYER_FORM_ZORA) && (player->underwaterTimer > 80)) { envHazard = PLAYER_ENV_HAZARD_UNDERWATER_FREE - 1; } else if (player->stateFlags1 & PLAYER_STATE1_8000000) { if ((player->transformation == PLAYER_FORM_ZORA) && (player->currentBoots >= PLAYER_BOOTS_ZORA_UNDERWATER) && (player->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) { envHazard = PLAYER_ENV_HAZARD_UNDERWATER_FLOOR - 1; } else { envHazard = PLAYER_ENV_HAZARD_SWIMMING - 1; } } else { return PLAYER_ENV_HAZARD_NONE; } triggerEntry = &sEnvHazardTextTriggers[envHazard]; if (!Player_InCsMode(play)) { if ((triggerEntry->flag) && !(gSaveContext.envHazardTextTriggerFlags & triggerEntry->flag) && (envHazard == (PLAYER_ENV_HAZARD_HOTROOM - 1))) { Message_StartTextbox(play, triggerEntry->textId, NULL); gSaveContext.envHazardTextTriggerFlags |= triggerEntry->flag; } } return envHazard + 1; } void func_80124420(Player* player); #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80124420.s") void func_80124618(struct_80124618 arg0[], f32 curFrame, Vec3f* arg2) { s32 currentFrame = curFrame; f32 temp_f0; f32 temp_f14; f32 progress; s16 temp_v1; do { temp_v1 = arg0[1].unk_0; arg0++; } while (temp_v1 < currentFrame); temp_f0 = arg0[-1].unk_0; progress = (curFrame - temp_f0) / (temp_v1 - temp_f0); temp_f14 = arg0[-1].unk_2.x; arg2->x = LERPIMP(temp_f14, arg0->unk_2.x, progress) * 0.01f; temp_f14 = arg0[-1].unk_2.y; arg2->y = LERPIMP(temp_f14, arg0->unk_2.y, progress) * 0.01f; temp_f14 = arg0[-1].unk_2.z; arg2->z = LERPIMP(temp_f14, arg0->unk_2.z, progress) * 0.01f; } struct_80124618 D_801C07C0[] = { { 0, { 100, 100, 100 } }, { 10, { 100, 100, 100 } }, { 11, { 100, 120, 120 } }, { 12, { 100, 120, 120 } }, { 14, { 100, 100, 100 } }, { 19, { 100, 100, 100 } }, }; struct_80124618 D_801C07F0[] = { { 0, { 40, 60, 70 } }, { 3, { 40, 60, 70 } }, { 4, { 75, 90, 85 } }, { 5, { 110, 120, 100 } }, { 7, { 100, 100, 100 } }, { 8, { 100, 100, 100 } }, }; struct_80124618 D_801C0820[] = { { 0, { 100, 100, 100 } }, { 7, { 100, 100, 100 } }, { 12, { 40, 60, 70 } }, }; struct_80124618 D_801C0838[] = { { 0, { 40, 60, 70 } }, { 7, { 40, 60, 70 } }, { 12, { 100, 100, 100 } }, }; Gfx gCullBackDList[] = { gsSPSetGeometryMode(G_CULL_BACK), gsSPEndDisplayList(), }; Gfx gCullFrontDList[] = { gsSPSetGeometryMode(G_CULL_FRONT), gsSPEndDisplayList(), }; TexturePtr sPlayerEyesTextures[] = { gLinkHumanEyesOpenTex, gLinkHumanEyesHalfTex, gLinkHumanEyesClosedTex, gLinkHumanEyesRollRightTex, gLinkHumanEyesRollLeftTex, gLinkHumanEyesRollUpTex, gLinkHumanEyesRollDownTex, object_link_child_Tex_003800, }; TexturePtr sPlayerMouthTextures[] = { gLinkHumanMouthClosedTex, gLinkHumanMouthTeethTex, gLinkHumanMouthAngryTex, gLinkHumanMouthHappyTex, }; typedef struct PlayerFaceIndices { /* 0x00 */ u8 eyeIndex; /* 0x01 */ u8 mouthIndex; } PlayerFaceIndices; // size = 0x02 PlayerFaceIndices sPlayerFaces[] = { { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_0 { PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_1 { PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_2 { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_3 { PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_4 { PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_5 { PLAYER_EYES_ROLL_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_6 { PLAYER_EYES_ROLL_UP, PLAYER_MOUTH_TEETH }, // PLAYER_FACE_7 { PLAYER_EYES_7, PLAYER_MOUTH_ANGRY }, // PLAYER_FACE_8 { PLAYER_EYES_OPEN, PLAYER_MOUTH_ANGRY }, // PLAYER_FACE_9 { PLAYER_EYES_ROLL_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_10 { PLAYER_EYES_ROLL_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_11 { PLAYER_EYES_CLOSED, PLAYER_MOUTH_ANGRY }, // PLAYER_FACE_12 { PLAYER_EYES_HALF, PLAYER_MOUTH_TEETH }, // PLAYER_FACE_13 { PLAYER_EYES_OPEN, PLAYER_MOUTH_ANGRY }, // PLAYER_FACE_14 { PLAYER_EYES_OPEN, PLAYER_MOUTH_HAPPY }, // PLAYER_FACE_15 }; // Note the correct pointer to pass as the jointTable is the jointTable pointer from the SkelAnime struct, not the // buffer from the Player struct itself since that one may be misaligned. void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, PlayerTransformation playerForm, s32 boots, s32 face, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor) { s32 eyeIndex = (jointTable[22].x & 0xF) - 1; s32 mouthIndex = ((jointTable[22].x >> 4) & 0xF) - 1; Gfx* gfx; OPEN_DISPS(play->state.gfxCtx); gfx = POLY_OPA_DISP; if (eyeIndex < 0) { eyeIndex = sPlayerFaces[face].eyeIndex; } if (playerForm == PLAYER_FORM_GORON) { if ((eyeIndex >= PLAYER_EYES_ROLL_RIGHT) && (eyeIndex <= PLAYER_EYES_ROLL_DOWN)) { eyeIndex = PLAYER_EYES_OPEN; } else if (eyeIndex == PLAYER_EYES_7) { eyeIndex = PLAYER_EYES_ROLL_RIGHT; } } gSPSegment(&gfx[0], 0x08, Lib_SegmentedToVirtual(sPlayerEyesTextures[eyeIndex])); if (mouthIndex < 0) { mouthIndex = sPlayerFaces[face].mouthIndex; } gSPSegment(&gfx[1], 0x09, Lib_SegmentedToVirtual(sPlayerMouthTextures[mouthIndex])); POLY_OPA_DISP = &gfx[2]; D_801F59E0 = playerForm * 2; D_801F59E4 = lod; SkelAnime_DrawFlexLod(play, skeleton, jointTable, dListCount, overrideLimbDraw, postLimbDraw, actor, lod); CLOSE_DISPS(play->state.gfxCtx); } Vec3f D_801C08C0[PLAYER_FORM_MAX] = { { 1304.0f, 0.0f, 0.0f }, { 1156.0f, 0.0f, 0.0f }, { 1406.0f, 0.0f, 0.0f }, { 408.0f, 0.0f, 0.0f }, { 695.0f, 0.0f, 0.0f }, }; f32 D_801C08FC[PLAYER_FORM_MAX] = { 1265.0f, 1056.0f, 1506.0f, 359.0f, 826.0f, }; f32 D_801C0910[PLAYER_FORM_MAX] = { 170.0416f, 133.63359f, 197.68358f, 16.646399f, 48.302498f, }; f32 D_801C0924[PLAYER_FORM_MAX] = { 10.019104f, 22.120003f, -29.12001f, 3.7582989f, -19.925102f, }; f32 D_801C0938[PLAYER_FORM_MAX] = { 5.0f, 4.0f, 1.0f, 1.0f, 3.0f, }; #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80124870.s") void func_80124CC4(PlayState* play, Player* player, f32 arg2) { static Vec3f D_801C094C = { -500.0f, -100.0f, 0.0f }; CollisionPoly* poly; s32 bgId; Vec3f sp7C; Vec3f sp70; Vec3f pos; Vec3f sp58; f32 sp54; f32 scale; D_801C094C.z = 0.0f; Matrix_MultVec3f(&D_801C094C, &sp7C); D_801C094C.z = arg2; Matrix_MultVec3f(&D_801C094C, &sp70); if (BgCheck_AnyLineTest3(&play->colCtx, &sp7C, &sp70, &pos, &poly, true, true, true, true, &bgId)) { if (!func_800B90AC(play, &player->actor, poly, bgId, &pos) || BgCheck_ProjectileLineTest(&play->colCtx, &sp7C, &sp70, &pos, &poly, true, true, true, true, &bgId)) { OPEN_DISPS(play->state.gfxCtx); OVERLAY_DISP = Gfx_CallSetupDL(OVERLAY_DISP, 7); SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &sp58, &sp54); if (sp54 < 200.0f) { scale = 0.08f; } else { scale = (sp54 / 200.0f) * 0.08f; } Matrix_Translate(pos.x, pos.y, pos.z, MTXMODE_NEW); Matrix_Scale(scale, scale, scale, MTXMODE_APPLY); gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.status[player->actor.objBankIndex].segment); gSPDisplayList(OVERLAY_DISP++, gameplay_keep_DL_04F250); CLOSE_DISPS(play->state.gfxCtx); } } } s32 D_801C0958 = false; Gfx** D_801C095C[] = { gPlayerLeftHandClosedDLs, gPlayerLeftHandOpenDLs, }; Gfx** D_801C0964[] = { gPlayerRightHandClosedDLs, gPlayerRightHandOpenDLs, }; void func_80124F18(s16* arg0, f32* arg1, s16 arg2, f32 arg3, f32 arg4) { f32 phi_f12; if (*arg0 < arg2) { *arg1 += arg3; } else { *arg1 -= arg3; } *arg1 = CLAMP(*arg1, -arg4, arg4); *arg0 += (s16)*arg1; if (((arg2 - *arg0) * (s16)*arg1) < 0) { *arg0 = arg2; } } void func_80124FF0(f32 arg0, s16 arg1, Vec3f* arg2, s16 arg3, Vec3f* arg4, Vec3f* arg5, s16* arg6, f32* arg7, f32 arg8, s16 arg9, s16* arg10, f32* arg11, s32 arg12) { Vec3f sp44; f32 sp40; s16 temp_v0; s16 sp3C; f32 temp_f14; f32 sp34 = Math_CosS(arg1) * arg0; f32 sp30 = Math_SinS(arg1) * -arg0; arg5->x = (Math_SinS(arg3) * sp30) + arg2->x; arg5->y = arg2->y + sp34; arg5->z = (Math_CosS(arg3) * sp30) + arg2->z; Math_Vec3f_Diff(arg5, arg4, &sp44); sp40 = sqrtf(SQXZ(sp44)); sp3C = (sp40 <= 1.0f) ? arg3 : Math_Atan2S_XY(sp44.z, sp44.x); sp40 = (Math_CosS(sp3C - arg3) * sp40) + arg8; if (ABS_ALT(BINANG_SUB(sp3C, arg3)) > 0x4000) { sp3C = BINANG_ROT180(sp3C); } sp3C -= arg3; temp_v0 = Math_Atan2S_XY(sp44.y, sp40); temp_v0 = CLAMP(temp_v0, (s16)-arg9, arg9); //! FAKE: if (sp3C) {} func_80124F18(arg6, arg7, temp_v0, 20.0f, 2000.0f); } #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_801251C4.s") void func_80125318(Vec3f* arg0, Vec3s* arg1) { arg0->x = 0.0f; arg0->y = 0.0f; arg0->z = 0.0f; arg1->x = 0; arg1->y = 0; arg1->z = 0; } void func_80125340(void) { Matrix_Push(); D_801C0958 = true; } void func_8012536C(void) { if (D_801C0958) { Matrix_Pop(); D_801C0958 = false; } } void Player_DrawZoraShield(PlayState* play, Player* player) { u8* phi_a0; Vtx* vtx; Gfx* dList; f32 scale; s32 i; scale = player->unk_B62 * (10.0f / 51.0f); OPEN_DISPS(play->state.gfxCtx); AnimatedMat_DrawXlu(play, Lib_SegmentedToVirtual(&object_link_zora_Matanimheader_012A80)); Matrix_Scale(scale, scale, scale, MTXMODE_APPLY); // clang-format off vtx = Lib_SegmentedToVirtual(&object_link_zora_Vtx_011210); phi_a0 = Lib_SegmentedToVirtual(&object_link_zora_U8_011710); // clang-format on // ARRAY_COUNT(object_link_zora_Vtx_011210) for (i = 0; i < 80; i++) { // Editing the Vtxs in object itself vtx->v.cn[3] = (*phi_a0 * player->unk_B62) >> 8; vtx++; phi_a0++; } dList = POLY_XLU_DISP; gSPMatrix(&dList[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(&dList[1], object_link_zora_DL_011760); POLY_XLU_DISP = &dList[2]; CLOSE_DISPS(play->state.gfxCtx); } #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80125500.s") s32 func_80125580(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx); #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80125580.s") #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80125CE0.s") #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80125D4C.s") #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_801262C8.s") // unused s32 func_801263FC(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) { Player* player = (Player*)thisx; if (!func_80125580(play, limbIndex, dList, pos, rot, thisx)) { *dList = NULL; } return false; } #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80126440.s") u8 D_801C096C[PLAYER_SHIELD_MAX] = { COLTYPE_METAL, COLTYPE_METAL, COLTYPE_METAL, }; void func_801265C8(PlayState* play, Player* player, ColliderQuad* collider, Vec3f arg3[4]) { if (player->stateFlags1 & PLAYER_STATE1_400000) { Vec3f sp4C; Vec3f sp40; Vec3f sp34; Vec3f sp28; player->shieldQuad.base.colType = D_801C096C[player->currentShield]; Matrix_MultVec3f(&arg3[0], &sp28); Matrix_MultVec3f(&arg3[1], &sp34); Matrix_MultVec3f(&arg3[2], &sp40); Matrix_MultVec3f(&arg3[3], &sp4C); Collider_SetQuadVertices(collider, &sp28, &sp34, &sp40, &sp4C); CollisionCheck_SetAC(play, &play->colChkCtx, &collider->base); CollisionCheck_SetAT(play, &play->colChkCtx, &collider->base); } } Vec3f D_801C0970[] = { { 0.0f, 400.0f, 0.0f }, { 0.0f, 1400.0f, -1000.0f }, { 0.0f, -400.0f, 1000.0f }, }; Vec3f D_801C0994[] = { { 5000.0f, 400.0f, 0.0f }, { 5000.0f, -400.0f, 1000.0f }, { 5000.0f, 1400.0f, -1000.0f }, }; Vec3f D_801C09B8[] = { { 0.0f, 750.0f, 750.0f }, { 1500.0f, 1500.0f, 1500.0f }, { -2500.0f, -2000.0f, -3000.0f }, }; Vec3f D_801C09DC[] = { { 900.0f, 300.0f, 100.0f }, { 1300.0f, 700.0f, -300.0f }, { 500.0f, -100.0f, 500.0f }, }; Vec3f D_801C0A00[] = { { -2500.0f, 1400.0f, 1100.0f }, { -2900.0f, 1000.0f, 1500.0f }, { -2100.0f, 1800.0f, 700.0f }, }; Vec3f D_801C0A24[] = { { 0.0f, 0.0f, 0.0f }, { -800.0f, 800.0f, 800.0f }, { -800.0f, -800.0f, -800.0f }, }; Vec3f D_801C0A48[] = { { 2000.0f, 0.0f, 0.0f }, { 2800.0f, -800.0f, -800.0f }, { 2800.0f, 800.0f, 800.0f }, }; Vec3f D_801C0A6C[] = { { -400.0f, 800.0f, 0.0f }, { -5000.0f, -500.0f, -4000.0f }, { -5000.0f, 8000.0f, 4000.0f }, }; Vec3f D_801C0A90[] = { { -400.0f, 1800.0f, 0.0f }, { 5000.0f, 8000.0f, 4000.0f }, { 5000.0f, -500.0f, -4000.0f }, }; Gfx* D_801C0AB4[] = { object_link_zora_DL_00CC38, object_link_zora_DL_00CDA0, }; Gfx* D_801C0ABC[] = { object_link_zora_DL_010868, object_link_zora_DL_010978, }; Vec3f D_801C0AC4[] = { { 5400.0f, 1700.0f, 1800.0f }, { 5400.0f, 1700.0f, -1800.0f }, }; Vec3f D_801C0ADC[] = { { 5250.0f, 570.0f, 2400.0f }, { 5250.0f, 570.0f, -2400.0f }, }; struct_80124618* D_801C0AF4[] = { D_801C0678, D_801C0698, }; struct_80124618* D_801C0AFC[] = { D_801C06B8, D_801C06E0, }; struct_80124618* D_801C0B04[] = { D_801C06F8, D_801C0718, }; struct_80124618* D_801C0B0C[] = { D_801C0730, D_801C0740, }; Gfx* D_801C0B14[] = { object_link_nuts_DL_008760, object_link_nuts_DL_008660, }; u8 D_801C0B1C[] = { 0x0C, 0x0F, }; Gfx* D_801C0B20[] = { object_mask_truth_DL_0001A0, object_mask_kerfay_DL_000D40, object_mask_yofukasi_DL_000490, object_mask_rabit_DL_000610, object_mask_ki_tan_DL_0004A0, object_mask_json_DL_0004C0, object_mask_romerny_DL_0007A0, object_mask_zacho_DL_000700, object_mask_posthat_DL_000290, object_mask_meoto_DL_0005A0, object_mask_bigelf_DL_0016F0, object_mask_gibudo_DL_000250, gDonGeroMaskDL, object_mask_dancer_DL_000EF0, object_mask_skj_DL_0009F0, object_mask_stone_DL_000820, object_mask_bree_DL_0003C0, object_mask_bakuretu_DL_0005C0, object_mask_bu_san_DL_000710, object_mask_kyojin_DL_000380, gameplay_keep_DL_00B260, gameplay_keep_DL_005A10, gameplay_keep_DL_005360, gDekuMaskDL, object_mask_boy_DL_000900, object_mask_goron_DL_0014A0, object_mask_zora_DL_000DB0, object_mask_nuts_DL_001D90, }; Vec3f D_801C0B90[] = { { 950.0f, -800.0f, 300.0f }, { 950.0f, -800.0f, -300.0f }, }; #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_8012669C.s") void Player_DrawGetItemImpl(PlayState* play, Player* player, Vec3f* refPos, s32 drawIdPlusOne) { f32 sp34; if (player->stateFlags3 & PLAYER_STATE3_4000000) { sp34 = 6.0f; } else { sp34 = 14.0f; } OPEN_DISPS(play->state.gfxCtx); gSegments[6] = VIRTUAL_TO_PHYSICAL(player->giObjectSegment); gSPSegment(POLY_OPA_DISP++, 0x06, player->giObjectSegment); gSPSegment(POLY_XLU_DISP++, 0x06, player->giObjectSegment); Matrix_Translate((Math_SinS(player->actor.shape.rot.y) * 3.3f) + refPos->x, refPos->y + sp34, (Math_CosS(player->actor.shape.rot.y) * 3.3f) + refPos->z, MTXMODE_NEW); Matrix_RotateZYX(0, (play->gameplayFrames * 1000), 0, MTXMODE_APPLY); Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY); GetItem_Draw(play, drawIdPlusOne - 1); CLOSE_DISPS(play->state.gfxCtx); } void Player_DrawGetItem(PlayState* play, Player* player) { if (!player->giObjectLoading || (osRecvMesg(&player->giObjectLoadQueue, NULL, OS_MESG_NOBLOCK) == 0)) { Vec3f refPos; s32 drawIdPlusOne; player->giObjectLoading = false; if ((player->actor.id == ACTOR_EN_TEST3) || ((player->transformation == PLAYER_FORM_DEKU) && (player->stateFlags1 & PLAYER_STATE1_400))) { refPos.x = player->actor.world.pos.x; refPos.z = player->actor.world.pos.z; if (player->actor.id == ACTOR_EN_TEST3) { if (player->stateFlags1 & PLAYER_STATE1_400) { refPos.y = player->actor.world.pos.y + 30.0f; } else { refPos.x = player->bodyPartsPos[PLAYER_BODYPART_LEFT_HAND].x; refPos.y = player->bodyPartsPos[PLAYER_BODYPART_LEFT_HAND].y - 6.0f; refPos.z = player->bodyPartsPos[PLAYER_BODYPART_LEFT_HAND].z; } } else { refPos.y = player->actor.world.pos.y + 28.0f; } } else { Math_Vec3f_Copy(&refPos, &D_801F59E8); } drawIdPlusOne = ABS_ALT(player->getItemDrawId); Player_DrawGetItemImpl(play, player, &refPos, drawIdPlusOne); } } #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80126AB4.s") #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80126B8C.s") #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80126BD0.s") #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_801271B0.s") // Player_SetMaskSegment? s32 func_80127438(PlayState* play, Player* player, s32 currentMask) { if ((player->maskObjectLoadState == 0) && (currentMask == (u8)player->maskId)) { OPEN_DISPS(play->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x0A, player->maskObjectSegment); CLOSE_DISPS(play->state.gfxCtx); return true; } return false; } void func_80127488(PlayState* play, Player* player, u8 alpha) { OPEN_DISPS(play->state.gfxCtx); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, alpha); gSPDisplayList(POLY_XLU_DISP++, gLinkGoronGoronPunchEffectDL); func_80122BA4(play, &player->unk_3D0, 3, alpha); CLOSE_DISPS(play->state.gfxCtx); } void Player_DrawCouplesMask(PlayState* play, Player* player) { gSegments[0xA] = VIRTUAL_TO_PHYSICAL(player->maskObjectSegment); AnimatedMat_DrawOpa(play, Lib_SegmentedToVirtual(&object_mask_meoto_Matanimheader_001CD8)); } void Player_DrawCircusLeadersMask(PlayState* play, Actor* actor) { static Vec3f bubbleVelocity = { 0.0f, 0.0f, 0.0f }; static Vec3f bubbleAccel = { 0.0f, 0.0f, 0.0f }; Gfx* gfx; s32 i; OPEN_DISPS(play->state.gfxCtx); gfx = POLY_XLU_DISP; for (i = 0; i < ARRAY_COUNT(D_801C0B90); i++) { f32 scaleY = (D_801F59C8[i] / 400.0f) * 0.1f; Matrix_MultVec3f(&D_801C0B90[i], &D_801F59B0[i]); //! FAKE if (1) {} D_801F59B0[i].y += -10.0f * scaleY; if (D_801F59C8[i] < 0x190) { f32 scaleXZ = CLAMP_MAX(scaleY, 0.05f); Matrix_Push(); Matrix_Translate(D_801F59B0[i].x, D_801F59B0[i].y, D_801F59B0[i].z, MTXMODE_NEW); Matrix_Scale(scaleXZ, scaleY, scaleXZ, MTXMODE_APPLY); gSPMatrix(&gfx[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPSegment(&gfx[1], 0x08, VIRTUAL_TO_PHYSICAL(SEGMENTED_TO_VIRTUAL(gEffBubble1Tex))); gDPSetPrimColor(&gfx[2], 0, 0, 255, 255, 255, 255); gDPSetEnvColor(&gfx[3], 150, 150, 150, 0); gSPDisplayList(&gfx[4], gEffBubbleDL); gSPPopMatrix(&gfx[5], G_MTX_MODELVIEW); Matrix_Pop(); gfx = &gfx[6]; } else { Player* player = (Player*)actor; f32 temp_f0 = sqrtf(SQ(player->actor.velocity.x) + SQ(player->actor.velocity.z)); s16 phi_s0 = temp_f0 * 2000.0f; f32 temp_f20; bubbleVelocity.y = temp_f0 * 0.4f; bubbleAccel.y = -0.3f; if (phi_s0 > 0x3E80) { phi_s0 = 0x3E80; } phi_s0 = player->actor.focus.rot.y + ((i != 0) ? phi_s0 : -phi_s0); temp_f20 = temp_f0 * 0.2f; if (temp_f20 > 4.0f) { temp_f20 = 4.0f; } bubbleVelocity.x = -Math_SinS(phi_s0) * temp_f20; bubbleVelocity.z = -Math_CosS(phi_s0) * temp_f20; EffectSsDtBubble_SpawnColorProfile(play, &D_801F59B0[i], &bubbleVelocity, &bubbleAccel, 20, 20, 3, 0); D_801F59C8[i] -= 0x190; } } POLY_XLU_DISP = gfx; CLOSE_DISPS(play->state.gfxCtx); } void Player_DrawBlastMask(PlayState* play, Player* player) { static Gfx D_801C0BC0[] = { gsDPSetEnvColor(0, 0, 0, 255), gsSPEndDisplayList(), }; static Gfx D_801C0BD0[] = { gsDPSetRenderMode(AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL | G_RM_FOG_SHADE_A, AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL | GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)), gsSPEndDisplayList(), }; OPEN_DISPS(play->state.gfxCtx); if (player->unk_B60 != 0) { s32 alpha; gSegments[0xA] = VIRTUAL_TO_PHYSICAL(player->maskObjectSegment); AnimatedMat_DrawOpa(play, Lib_SegmentedToVirtual(&object_mask_bakuretu_Matanimheader_0011F8)); if (player->unk_B60 < 11) { alpha = (player->unk_B60 / 10.0f) * 255; } else { alpha = 255; } gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, (u8)alpha); gSPDisplayList(POLY_OPA_DISP++, object_mask_bakuretu_DL_000440); gSPSegment(POLY_OPA_DISP++, 0x09, D_801C0BD0); gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, (u8)(255 - alpha)); } else { gSPSegment(POLY_OPA_DISP++, 0x09, D_801C0BC0); } CLOSE_DISPS(play->state.gfxCtx); } Vec3f D_801C0BE0 = { 0.0f, 0.3f, 0.0f }; Vec3f D_801C0BEC = { 0.0f, -0.025f, 0.0f }; Color_RGBA8 D_801C0BF8 = { 250, 100, 100, 0 }; Color_RGBA8 D_801C0BFC = { 0, 0, 100, 0 }; Vec3f D_801C0C00 = { 0.0f, 20.0f, 0.0f }; Vec3f D_801C0C0C[] = { { 174.0f, -1269.0f, -1.0f }, { 401.0f, -729.0f, -701.0f }, { 401.0f, -729.0f, 699.0f }, }; Vec3f D_801C0C30[] = { { 74.0f, -1269.0f, -1.0f }, { 301.0f, -729.0f, -701.0f }, { 301.0f, -729.0f, 699.0f }, }; typedef struct { /* 0x00 */ f32 unk_00; /* 0x04 */ s16 unk_04; /* 0x06 */ s16 unk_06; /* 0x08 */ Vec3f unk_08; /* 0x14 */ f32 unk_14; /* 0x18 */ s16 unk_18; /* 0x1A */ s16 unk_1A; } struct_80128388_arg1; // size = 0x1C struct_80128388_arg1 D_801C0C54[] = { { 0.0f, 0x0000, 0x8000, { 0.0f, 0.0f, 0.0f }, 0.0f, 0x0000, 0x0000 }, { 16.8f, 0x0000, 0x0000, { 0.0f, 0.0f, 0.0f }, 20.0f, 0x1388, 0x1388 }, { 30.0f, 0x0000, 0x0000, { 0.0f, 0.0f, 0.0f }, 20.0f, 0x1F40, 0x2EE0 }, }; Color_RGB8 D_801C0CA8[] = { { 255, 255, 255 }, { 80, 80, 255 }, { 136, 192, 255 }, { 136, 192, 255 }, { 184, 232, 232 }, { 248, 200, 0 }, { 255, 180, 0 }, { 0, 128, 0 }, { 252, 238, 0 }, { 131, 0, 174 }, { 64, 64, 32 }, { 0, 0, 255 }, { 255, 0, 255 }, { 255, 0, 255 }, { 255, 0, 0 }, { 0, 0, 255 }, { 0, 200, 0 }, { 255, 255, 255 }, { 255, 255, 255 }, { 255, 255, 255 }, { 80, 80, 255 }, }; Vec3f D_801C0CE8[PLAYER_FORM_MAX] = { { 0.0f, 0.0f, 0.0f }, { 300.0f, 300.0f, -230.0f }, { 0.0f, 90.0f, -50.0f }, { 0.0f, 20.0f, -60.0f }, { 0.0f, 0.0f, 0.0f }, }; Vec3f D_801C0D24[PLAYER_FORM_MAX] = { { 200.0f, 300.0f, 0.0f }, { 200.0f, 200.0f, 0.0f }, { 200.0f, 300.0f, 0.0f }, { 200.0f, 150.0f, 0.0f }, { 200.0f, 200.0f, 0.0f }, }; Vec3f D_801C0D60 = { 398.0f, 1419.0f, 244.0f }; Vec3f D_801C0D6C = { 420.0f, 1210.0f, 380.0f }; f32 D_801C0D78[] = { 0.0f, // Player is not holding a melee weapon 3000.0f, // PLAYER_IA_SWORD_KOKIRI 3000.0f, // PLAYER_IA_SWORD_RAZOR 4000.0f, // PLAYER_IA_SWORD_GILDED 5500.0f, // PLAYER_IA_SWORD_GREAT_FAIRY -1.0f, // PLAYER_IA_STICK 2500.0f, // PLAYER_IA_ZORA_FINS }; Gfx* D_801C0D94 = object_link_child_DL_017818; f32 D_801C0D98 = -35.0f; f32 D_801C0D9C = -395.0f; f32 D_801C0DA0 = 0.0f; f32 D_801C0DA4 = 0.0f; Vec3f D_801C0DA8[4] = { { -4500.0f, -3000.0f, -600.0f }, { 1500.0f, -3000.0f, -600.0f }, { -4500.0f, 3000.0f, -600.0f }, { 1500.0f, 3000.0f, -600.0f }, }; Vec3f D_801C0DD8 = { 50.0f, 800.0f, 0.0f }; Vec3f D_801C0DE4 = { 50.0f, 850.0f, 0.0f }; Gfx* D_801C0DF0[] = { object_link_goron_DL_010590, object_link_goron_DL_010368, object_link_goron_DL_010140, object_link_goron_DL_00FF18, object_link_goron_DL_00FCF0, }; Vec2f D_801C0E04[PLAYER_FORM_MAX] = { { 140.0f, -130.0f }, { 0.0f, -200.0f }, { -160.0f, 0.0f }, { 220.0f, -200.0f }, { 0.0f, 0.0f }, }; Gfx* D_801C0E2C[] = { object_link_nuts_DL_007A28, object_link_nuts_DL_0077D0, object_link_nuts_DL_007548, object_link_nuts_DL_007900, object_link_nuts_DL_0076A0, }; Vec3f D_801C0E40[PLAYER_FORM_MAX] = { { 0.0f, 0.0f, 0.0f }, { -578.3f, -1100.9f, 0.0f }, { -189.5f, -594.87f, 0.0f }, { -570.0f, -812.0f, 0.0f }, { -230.0f, -520.0f, 0.0f }, }; Vec3f D_801C0E7C = { 1100.0f, -700.0f, 0.0f }; // unused Vec3f D_801C0E88 = { 1600.0f, -1700.0f, -70.0f }; Vec3f D_801C0E94 = { 1800.0f, -300.0f, 0.0f }; Vec3f D_801C0EA0 = { 1300.0f, -400.0f, 0.0f }; Vec3f D_801C0EAC = { 630.0f, 100.0f, -30.0f }; Vec3s D_801C0EB8 = { 0, 0, 0x7FFF }; #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/Player_DrawBunnyHood.s") #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80127B64.s") #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80127BE8.s") void func_80127DA4(PlayState* play, struct_801F58B0 arg1[], struct_80128388_arg1 arg2[], s32 arg3, Vec3f* arg4, Vec3f* arg5, u32* arg6); #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80127DA4.s") void func_80128388(struct_801F58B0 arg0[], struct_80128388_arg1 arg1[], s32 arg2, Mtx** arg3); #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80128388.s") void Player_DrawGreatFairysMask(PlayState* play, Player* player) { s32 pad; Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, 6 * sizeof(Mtx)); Vec3f sp84; Vec3f sp78; Vec3f* iter = D_801C0C0C; Vec3f* iter2 = D_801C0C30; u32 sp6C = play->gameplayFrames; s32 i; OPEN_DISPS(play->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x0B, mtx); Matrix_MultVec3f(&D_801C0C00, &D_801C0C54[1].unk_08); Math_Vec3f_Lerp(&player->bodyPartsPos[7], &player->bodyPartsPos[0], 0.2f, &D_801C0C54[2].unk_08); for (i = 0; i < ARRAY_COUNT(D_801C0C0C); i++) { Matrix_MultVec3f(iter, &sp84); Matrix_MultVec3f(iter2, &sp78); func_80127DA4(play, D_801F58B0[i], D_801C0C54, 3, &sp84, &sp78, &sp6C); sp6C += 11; Matrix_Push(); Matrix_Translate(iter->x, iter->y, iter->z, MTXMODE_APPLY); func_80128388(D_801F58B0[i], D_801C0C54, 3, &mtx); Matrix_Pop(); iter++; iter2++; } CLOSE_DISPS(play->state.gfxCtx); } #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80128640.s") #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80128B74.s") #pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80128BD0.s")