mm/src/code/z_player_lib.c

3862 lines
146 KiB
C

/**
* File: z_player_lib.c
* Description: Set of library functions to interact with the Player system
*/
#include "prevent_bss_reordering.h"
#include "global.h"
#include "objects/gameplay_keep/gameplay_keep.h"
// Assets for each player form
#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"
// Assets for each mask
#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"
// Assets for other actors
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
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];
#define D_801F59B0_LEN 2
Vec3f D_801F59B0[D_801F59B0_LEN];
s32 D_801F59C8[D_801F59B0_LEN];
typedef struct BunnyEarKinematics {
/* 0x0 */ Vec3s rot;
/* 0x6 */ Vec3s angVel;
} BunnyEarKinematics; // size = 0xC
BunnyEarKinematics sBunnyEarKinematics;
Vec3f* sPlayerCurBodyPartPos;
s32 D_801F59E0;
s32 sPlayerLod;
Vec3f sPlayerGetItemRefPos;
PlayerModelType sPlayerLeftHandType;
PlayerModelType sPlayerRightHandType;
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 Player_InitOverrideInput(PlayState* play, PlayerOverrideInputEntry* inputEntry, u32 numPoints,
Vec3s* targetPosList) {
inputEntry->numPoints = numPoints;
inputEntry->curPoint = 0;
inputEntry->targetPosList = targetPosList;
return 1;
}
s32 Player_UpdateOverrideInput(PlayState* play, PlayerOverrideInputEntry* inputEntry, f32 distXZRange) {
if (inputEntry->curPoint < inputEntry->numPoints) {
Player* player = GET_PLAYER(play);
Vec3f targetPos;
s32 pad;
s16 yaw;
f32 distXZ;
Math_Vec3s_ToVec3f(&targetPos, &inputEntry->targetPosList[inputEntry->curPoint]);
yaw = Math_Vec3f_Yaw(&player->actor.world.pos, &targetPos);
Actor_SetControlStickData(play, &play->actorCtx.overrideInput, distXZRange, yaw);
play->actorCtx.isOverrideInputOn = true;
distXZ = Math_Vec3f_DistXZ(&player->actor.world.pos, &targetPos);
if ((fabsf(player->actor.world.pos.y - targetPos.y) < 50.0f) && (distXZ < distXZRange)) {
inputEntry->curPoint++;
}
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);
}
// Update function
void func_801229EC(Actor* thisx, PlayState* play) {
}
s16 sMaskObjectIds[PLAYER_MASK_MAX - 1] = {
OBJECT_MASK_TRUTH, // PLAYER_MASK_TRUTH
OBJECT_MASK_KERFAY, // PLAYER_MASK_KAFEIS_MASK
OBJECT_MASK_YOFUKASI, // PLAYER_MASK_ALL_NIGHT
OBJECT_MASK_RABIT, // PLAYER_MASK_BUNNY
OBJECT_MASK_KI_TAN, // PLAYER_MASK_KEATON
OBJECT_MASK_JSON, // PLAYER_MASK_GARO
OBJECT_MASK_ROMERNY, // PLAYER_MASK_ROMANI
OBJECT_MASK_ZACHO, // PLAYER_MASK_CIRCUS_LEADER
OBJECT_MASK_POSTHAT, // PLAYER_MASK_POSTMAN
OBJECT_MASK_MEOTO, // PLAYER_MASK_COUPLE
OBJECT_MASK_BIGELF, // PLAYER_MASK_GREAT_FAIRY
OBJECT_MASK_GIBUDO, // PLAYER_MASK_GIBDO
OBJECT_MASK_GERO, // PLAYER_MASK_DON_GERO
OBJECT_MASK_DANCER, // PLAYER_MASK_KAMARO
OBJECT_MASK_SKJ, // PLAYER_MASK_CAPTAIN
OBJECT_MASK_STONE, // PLAYER_MASK_STONE
OBJECT_MASK_BREE, // PLAYER_MASK_BREMEN
OBJECT_MASK_BAKURETU, // PLAYER_MASK_BLAST
OBJECT_MASK_BU_SAN, // PLAYER_MASK_SCENTS
OBJECT_MASK_KYOJIN, // PLAYER_MASK_GIANT
OBJECT_MASK_BOY, // PLAYER_MASK_FIERCE_DEITY
OBJECT_MASK_GORON, // PLAYER_MASK_GORON
OBJECT_MASK_ZORA, // PLAYER_MASK_ZORA
OBJECT_MASK_NUTS, // PLAYER_MASK_DEKU
};
// 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_RequestAsync(&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 < D_801F59B0_LEN; 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 = 0x8
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) {
CutsceneManager_Queue(CS_ID_GLOBAL_TALK);
} else {
CutsceneManager_Queue(CS_ID_GLOBAL_DOOR);
}
}
}
bool func_80122F9C(PlayState* play) {
Player* player = GET_PLAYER(play);
return (player->stateFlags2 & PLAYER_STATE2_80000) && (player->av1.actionVar1 == 2);
}
bool func_80122FCC(PlayState* play) {
Player* player = GET_PLAYER(play);
return (player->stateFlags2 & PLAYER_STATE2_80000) &&
((player->av1.actionVar1 == 1) || (player->av1.actionVar1 == 3));
}
void func_8012300C(PlayState* play, s32 arg1) {
Player* player = GET_PLAYER(play);
player->unk_B2B = arg1;
}
// Update function
void func_8012301C(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Player* this = (Player*)thisx;
this->av1.actionVar1++;
if (this->av1.actionVar1 == 2) {
s16 objectId = gPlayerFormObjectIds[GET_PLAYER_FORM];
gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId = objectId;
func_8012F73C(&play->objectCtx, this->actor.objectSlot, objectId);
this->actor.objectSlot = Object_GetSlot(&play->objectCtx, GAMEPLAY_KEEP);
} else if (this->av1.actionVar1 >= 3) {
s32 objectSlot = Object_GetSlot(&play->objectCtx, gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId);
if (Object_IsLoaded(&play->objectCtx, objectSlot)) {
this->actor.objectSlot = objectSlot;
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[PLAYER_BOOTS_MAX][18] = {
// PLAYER_BOOTS_FIERCE_DEITY
{ 200, 666, 200, 700, 366, 200, 600, 175, 60, 800, 1000, -100, 600, 590, 800, 125, 300, 65 },
// PLAYER_BOOTS_HYLIAN
{ 200, 1000, 300, 800, 500, 400, 800, 400, 120, 800, 550, -100, 600, 540, 750, 125, 400, 200 },
// PLAYER_BOOTS_GIANT
{ 100, 1000, 300, 800, 250, 200, 800, 200, 90, 800, 350, -80, 600, 540, 750, 60, 200, 200 },
// PLAYER_BOOTS_DEKU
{ 200, 1000, 300, 700, 550, 270, 600, 1000, 120, 800, 600, -100, 600, 590, 750, 125, 200, 130 },
// PLAYER_BOOTS_ZORA_LAND
{ 200, 1000, 300, 700, 550, 270, 700, 300, 120, 800, 600, -100, 600, 590, 750, 125, 200, 130 },
// PLAYER_BOOTS_ZORA_UNDERWATER
{ 200, 1000, 300, 700, 550, 270, 700, 300, 120, 800, 600, -100, 600, 590, 750, 125, 200, 130 },
// PLAYER_BOOTS_GORON
{ 200, 1000, 300, 700, 550, 270, 700, 200, 120, 800, 600, -140, 600, 590, 750, 125, 200, 130 },
// PLAYER_BOOTS_7
{ 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;
PlayerBoots 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]; // gravity
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);
}
bool Player_InBlockingCsMode(PlayState* play, Player* player) {
return (player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_20000000)) ||
(player->csAction != PLAYER_CSACTION_NONE) || (play->transitionTrigger == TRANS_TRIGGER_START) ||
(play->transitionMode != TRANS_MODE_OFF) || (player->stateFlags1 & PLAYER_STATE1_1) ||
(player->stateFlags3 & PLAYER_STATE3_80) || play->actorCtx.isOverrideInputOn;
}
bool Player_InCsMode(PlayState* play) {
Player* player = GET_PLAYER(play);
return Player_InBlockingCsMode(play, player) || (player->unk_AA5 == PLAYER_UNKAA5_5);
}
bool func_80123420(Player* player) {
return player->stateFlags3 & PLAYER_STATE3_80000000;
}
bool func_80123434(Player* player) {
return player->stateFlags1 & (PLAYER_STATE1_10000 | PLAYER_STATE1_20000 | PLAYER_STATE1_40000000);
}
// Unused
bool func_80123448(PlayState* play) {
Player* player = GET_PLAYER(play);
return (player->stateFlags1 & PLAYER_STATE1_400000) &&
(player->transformation != PLAYER_FORM_HUMAN || (!func_80123434(player) && player->lockOnActor == 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
bool Player_IsGoronOrDeku(Player* player) {
return player->transformation == PLAYER_FORM_GORON || player->transformation == PLAYER_FORM_DEKU;
}
bool 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)));
}
bool 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 = arg1;
player->unk_B0C += 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 Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) {
if (slot >= EQUIP_SLOT_A) {
return ITEM_NONE;
}
if (slot == EQUIP_SLOT_B) {
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 (slot == EQUIP_SLOT_C_LEFT) {
return C_BTN_ITEM(EQUIP_SLOT_C_LEFT);
}
if (slot == EQUIP_SLOT_C_DOWN) {
return C_BTN_ITEM(EQUIP_SLOT_C_DOWN);
}
// EQUIP_SLOT_C_RIGHT
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.hudVisibility);
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 = Player_GetItemOnButton(play, player, i);
play->interfaceCtx.unk_222 = 0;
play->interfaceCtx.unk_224 = 0;
Interface_SetHudVisibility(play->msgCtx.hudVisibility);
if ((itemId >= ITEM_FD) || ((itemAction = play->unk_18794(play, player, itemId)) <= PLAYER_IA_MINUS1)) {
Audio_PlaySfx(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_DEKU_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_TWO_HANDED
PLAYER_MODELGROUP_DEKU_STICK, // PLAYER_IA_DEKU_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_DEKU_NUT
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_PICTOGRAPH_BOX
PLAYER_MODELGROUP_INSTRUMENT, // PLAYER_IA_OCARINA
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_EMPTY
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_MOONS_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_OF_TRUTH
};
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_DEFAULT, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_14,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_4 */
{ PLAYER_ANIMTYPE_DEFAULT, 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_DEFAULT, 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_DEKU_STICK */
{ PLAYER_ANIMTYPE_3, PLAYER_MODELTYPE_LH_CLOSED, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_14,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_INSTRUMENT */
{ PLAYER_ANIMTYPE_DEFAULT, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_INSTRUMENT, PLAYER_MODELTYPE_SHEATH_14,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_BOTTLE */
{ PLAYER_ANIMTYPE_DEFAULT, PLAYER_MODELTYPE_LH_BOTTLE, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_14,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_13 */
{ PLAYER_ANIMTYPE_DEFAULT, PLAYER_MODELTYPE_LH_ONE_HAND_SWORD, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_15,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_ZORA_FINS */
{ PLAYER_ANIMTYPE_DEFAULT, 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[2 * (PLAYER_SHIELD_MAX - 1)] = {
gLinkHumanRightHandHoldingHerosShieldDL,
gLinkHumanRightHandHoldingHerosShieldDL,
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[] = {
gLinkHumanHerosShieldWithMtxDL,
gLinkHumanHerosShieldWithMtxDL,
gLinkHumanMirrorShieldWithMtxDL,
gLinkHumanMirrorShieldWithMtxDL,
};
Gfx* gPlayerSheathedSwords[] = {
gLinkHumanSheathedKokiriSwordDL, gLinkHumanSheathedKokiriSwordDL, gLinkHumanSheathedRazorSwordDL,
gLinkHumanSheathedRazorSwordDL, gLinkHumanSheathedGildedSwordDL, gLinkHumanSheathedGildedSwordDL,
};
Gfx* gPlayerSwordSheaths[] = {
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[] = {
// EQUIP_VALUE_SWORD_KOKIRI
gLinkHumanLeftHandHoldingKokiriSwordDL,
gLinkHumanLeftHandHoldingKokiriSwordDL,
// EQUIP_VALUE_SWORD_RAZOR
gLinkHumanLeftHandHoldingRazorSwordDL,
gLinkHumanLeftHandHoldingRazorSwordDL,
// EQUIP_VALUE_SWORD_GILDED
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* sPlayerFirstPersonLeftForearmDLs[PLAYER_FORM_MAX] = {
gLinkFierceDeityLeftForearmDL, gLinkGoronLeftForearmDL, gLinkZoraLeftForearmDL,
gLinkDekuLeftForearmDL, gLinkHumanLeftForearmDL,
};
Gfx* sPlayerFirstPersonLeftHandDLs[PLAYER_FORM_MAX] = {
gLinkFierceDeityLeftHandDL, gLinkGoronLeftHandOpenDL, gLinkZoraLeftHandClosedDL,
gLinkDekuLeftHandDL, gLinkHumanLeftHandClosedDL,
};
Gfx* sPlayerFirstPersonRightShoulderDLs[PLAYER_FORM_MAX] = {
gLinkFierceDeityRightShoulderDL, gLinkGoronRightShoulderDL, gLinkZoraRightShoulderDL,
gLinkDekuRightShoulderDL, gLinkHumanRightShoulderDL,
};
Gfx* sPlayerFirstPersonRightHandDLs[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
(Gfx*)0x060038C0,
gLinkZoraRightHandOpenDL,
gLinkDekuRightHandDL,
object_link_child_DL_018490,
};
Gfx* sPlayerFirstPersonRightHandHookshotDLs[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
(Gfx*)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_DEFAULT;
} 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_DEFAULT;
}
}
Player_SetModels(player, modelGroup);
}
void func_80123C58(Player* player) {
player->itemAction = player->heldItemAction;
Player_SetModelGroup(player, Player_ActionToModelGroup(player, player->heldItemAction));
player->unk_AA5 = PLAYER_UNKAA5_0;
}
void Player_SetEquipmentData(PlayState* play, Player* player) {
if (player->csAction != PLAYER_CSACTION_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 Player_Untarget(Player* player) {
player->lockOnActor = 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);
}
Player_Untarget(player);
}
void func_80123E90(PlayState* play, Actor* actor) {
Player* player = GET_PLAYER(play);
func_80123DC0(player);
player->lockOnActor = 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);
}
bool 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;
}
bool Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) {
Player* player = GET_PLAYER(play);
Vec3f diff;
s32 pad;
if ((player->heldItemAction == PLAYER_IA_DEKU_STICK) && (player->unk_B28 != 0)) {
Math_Vec3f_Diff(&player->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;
}
bool Player_HasMirrorShieldEquipped(PlayState* play) {
Player* player = GET_PLAYER(play);
return (player->transformation == PLAYER_FORM_HUMAN) && (player->currentShield == PLAYER_SHIELD_MIRROR_SHIELD);
}
bool 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);
}
bool Player_IsHoldingHookshot(Player* player) {
return player->heldItemAction == PLAYER_IA_HOOKSHOT;
}
bool func_801240DC(Player* player) {
return Player_IsHoldingHookshot(player) && (player->heldActor == NULL);
}
PlayerBButtonSword Player_BButtonSwordFromIA(Player* player, PlayerItemAction itemAction) {
PlayerBButtonSword bButtonSword = GET_B_SWORD_FROM_IA(itemAction);
if (player->transformation != PLAYER_FORM_GORON) {
if ((GET_B_SWORD_FROM_IA(itemAction) > PLAYER_B_SWORD_NONE) &&
(GET_B_SWORD_FROM_IA(itemAction) < PLAYER_B_SWORD_MAX)) {
return bButtonSword;
}
}
return PLAYER_B_SWORD_NONE;
}
PlayerBButtonSword Player_GetHeldBButtonSword(Player* player) {
return Player_BButtonSwordFromIA(player, player->heldItemAction);
}
PlayerMeleeWeapon Player_MeleeWeaponFromIA(PlayerItemAction itemAction) {
PlayerMeleeWeapon weapon = GET_MELEE_WEAPON_FROM_IA(itemAction);
if ((weapon > PLAYER_MELEEWEAPON_NONE) && (weapon < PLAYER_MELEEWEAPON_MAX)) {
return weapon;
}
return PLAYER_MELEEWEAPON_NONE;
}
PlayerMeleeWeapon Player_GetMeleeWeaponHeld(Player* player) {
return Player_MeleeWeaponFromIA(player->heldItemAction);
}
s32 Player_IsHoldingTwoHandedWeapon(Player* player) {
// Relies on the itemActions for two-handed weapons being contiguous.
if ((player->heldItemAction >= PLAYER_IA_SWORD_TWO_HANDED) && (player->heldItemAction <= PLAYER_IA_DEKU_STICK)) {
return true;
}
return false;
}
PlayerBottle Player_BottleFromIA(Player* player, PlayerItemAction itemAction) {
PlayerBottle bottle = GET_BOTTLE_FROM_IA(itemAction);
if ((bottle > PLAYER_BOTTLE_NONE) && (bottle < PLAYER_BOTTLE_MAX)) {
return bottle;
}
return PLAYER_BOTTLE_NONE;
}
PlayerBottle Player_GetBottleHeld(Player* Player) {
return Player_BottleFromIA(Player, Player->heldItemAction);
}
PlayerExplosive Player_ExplosiveFromIA(Player* player, PlayerItemAction itemAction) {
PlayerExplosive explosive = GET_EXPLOSIVE_FROM_IA(itemAction);
if ((explosive > PLAYER_EXPLOSIVE_NONE) && (explosive < PLAYER_EXPLOSIVE_MAX)) {
return explosive;
}
return PLAYER_EXPLOSIVE_NONE;
}
PlayerExplosive Player_GetExplosiveHeld(Player* player) {
return Player_ExplosiveFromIA(player, player->heldItemAction);
}
// Note this function maps PLAYER_IA_LAST_USED to PLAYER_SWORD_KOKIRI
PlayerSword Player_SwordFromIA(Player* player, PlayerItemAction itemAction) {
PlayerSword sword = PLAYER_SWORD_KOKIRI;
//! FAKE:
if ((itemAction == PLAYER_IA_LAST_USED) ||
((sword = GET_SWORD_FROM_IA(itemAction), (sword > PLAYER_SWORD_NONE)) && (sword < PLAYER_SWORD_MAX))) {
return sword;
}
return PLAYER_SWORD_NONE;
}
bool 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 Player_UpdateBunnyEars(Player* player) {
Vec3s force;
s16 angle;
sBunnyEarKinematics.angVel.x -= sBunnyEarKinematics.angVel.x >> 3;
sBunnyEarKinematics.angVel.y -= sBunnyEarKinematics.angVel.y >> 3;
sBunnyEarKinematics.angVel.x += -sBunnyEarKinematics.rot.x >> 2;
sBunnyEarKinematics.angVel.y += -sBunnyEarKinematics.rot.y >> 2;
angle = player->actor.world.rot.y - player->actor.shape.rot.y;
force.x = (s32)(player->actor.speed * -200.0f * Math_CosS(angle) * (Rand_CenteredFloat(2.0f) + 10.0f)) & 0xFFFF;
force.y = (s32)(player->actor.speed * 100.0f * Math_SinS(angle) * (Rand_CenteredFloat(2.0f) + 10.0f)) & 0xFFFF;
sBunnyEarKinematics.angVel.x += force.x >> 2;
sBunnyEarKinematics.angVel.y += force.y >> 2;
if (sBunnyEarKinematics.angVel.x > 0x1770) {
sBunnyEarKinematics.angVel.x = 0x1770;
} else if (sBunnyEarKinematics.angVel.x < -0x1770) {
sBunnyEarKinematics.angVel.x = -0x1770;
}
if (sBunnyEarKinematics.angVel.y > 0x1770) {
sBunnyEarKinematics.angVel.y = 0x1770;
} else if (sBunnyEarKinematics.angVel.y < -0x1770) {
sBunnyEarKinematics.angVel.y = -0x1770;
}
sBunnyEarKinematics.rot.x += sBunnyEarKinematics.angVel.x;
sBunnyEarKinematics.rot.y += sBunnyEarKinematics.angVel.y;
if (sBunnyEarKinematics.rot.x < 0) {
sBunnyEarKinematics.rot.z = sBunnyEarKinematics.rot.x >> 1;
} else {
sBunnyEarKinematics.rot.z = 0;
}
}
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[PLAYER_EYES_MAX] = {
gLinkHumanEyesOpenTex, // PLAYER_EYES_OPEN
gLinkHumanEyesHalfTex, // PLAYER_EYES_HALF
gLinkHumanEyesClosedTex, // PLAYER_EYES_CLOSED
gLinkHumanEyesRollRightTex, // PLAYER_EYES_ROLL_RIGHT
gLinkHumanEyesRollLeftTex, // PLAYER_EYES_ROLL_LEFT
gLinkHumanEyesRollUpTex, // PLAYER_EYES_ROLL_UP
gLinkHumanEyesRollDownTex, // PLAYER_EYES_ROLL_DOWN
object_link_child_Tex_003800, // PLAYER_EYES_7
};
TexturePtr sPlayerMouthTextures[PLAYER_MOUTH_MAX] = {
gLinkHumanMouthClosedTex, // PLAYER_MOUTH_CLOSED
gLinkHumanMouthTeethTex, // PLAYER_MOUTH_TEETH
gLinkHumanMouthAngryTex, // PLAYER_MOUTH_ANGRY
gLinkHumanMouthHappyTex, // PLAYER_MOUTH_HAPPY
};
typedef struct PlayerFaceIndices {
/* 0x0 */ u8 eyeIndex;
/* 0x1 */ u8 mouthIndex;
} PlayerFaceIndices; // size = 0x2
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 = GET_EYE_INDEX_FROM_JOINT_TABLE(jointTable);
s32 mouthIndex = GET_MOUTH_INDEX_FROM_JOINT_TABLE(jointTable);
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;
sPlayerLod = 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 }, // PLAYER_FORM_FIERCE_DEITY
{ 1156.0f, 0.0f, 0.0f }, // PLAYER_FORM_GORON
{ 1406.0f, 0.0f, 0.0f }, // PLAYER_FORM_ZORA
{ 408.0f, 0.0f, 0.0f }, // PLAYER_FORM_DEKU
{ 695.0f, 0.0f, 0.0f }, // PLAYER_FORM_HUMAN
};
f32 D_801C08FC[PLAYER_FORM_MAX] = {
1265.0f, // PLAYER_FORM_FIERCE_DEITY
1056.0f, // PLAYER_FORM_GORON
1506.0f, // PLAYER_FORM_ZORA
359.0f, // PLAYER_FORM_DEKU
826.0f, // PLAYER_FORM_HUMAN
};
f32 D_801C0910[PLAYER_FORM_MAX] = {
170.0416f, // PLAYER_FORM_FIERCE_DEITY
133.63359f, // PLAYER_FORM_GORON
197.68358f, // PLAYER_FORM_ZORA
16.646399f, // PLAYER_FORM_DEKU
48.302498f, // PLAYER_FORM_HUMAN
};
f32 D_801C0924[PLAYER_FORM_MAX] = {
10.019104f, // PLAYER_FORM_FIERCE_DEITY
22.120003f, // PLAYER_FORM_GORON
-29.12001f, // PLAYER_FORM_ZORA
3.7582989f, // PLAYER_FORM_DEKU
-19.925102f, // PLAYER_FORM_HUMAN
};
f32 D_801C0938[PLAYER_FORM_MAX] = {
5.0f, // PLAYER_FORM_FIERCE_DEITY
4.0f, // PLAYER_FORM_GORON
1.0f, // PLAYER_FORM_ZORA
1.0f, // PLAYER_FORM_DEKU
3.0f, // PLAYER_FORM_HUMAN
};
/**
* Adjusts player's legs to slopes and spawns flames when running on lava
*/
void Player_AdjustSingleLeg(PlayState* play, Player* player, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot,
s32 thighLimbIndex, s32 shinLimbIndex, s32 footLimbIndex) {
CollisionPoly* poly;
s32 bgId;
f32 yIntersect;
Vec3f sp90;
Vec3f sp84;
Vec3f footprintPos;
f32 sp74;
f32 sp70;
f32 sp7C;
if ((player->stateFlags3 & PLAYER_STATE3_1) || !(player->actor.scale.y >= 0.0f) ||
(player->stateFlags1 & PLAYER_STATE1_80) || play->unk_18844) {
return;
}
sp74 = D_801C0910[player->transformation];
sp70 = D_801C0924[player->transformation];
sp7C = D_801C0938[player->transformation] - player->unk_AB8;
Matrix_Push();
Matrix_TranslateRotateZYX(pos, rot);
Matrix_MultZero(&sp90);
Matrix_TranslateRotateZYX(&D_801C08C0[player->transformation], &skelAnime->jointTable[shinLimbIndex]);
Matrix_Translate(D_801C08FC[player->transformation], 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_MultZero(&sp84);
Matrix_MultVecY(-300.0f, &footprintPos);
Matrix_Pop();
footprintPos.y += 15.0f;
yIntersect = BgCheck_EntityRaycastFloor3(&play->colCtx, &poly, &bgId, &footprintPos) + sp7C +
(player->unk_ABC * player->actor.scale.y);
if (sp84.y < yIntersect) {
f32 diffX = sp84.x - sp90.x;
f32 diffY = sp84.y - sp90.y;
f32 diffZ = sp84.z - sp90.z;
f32 distance;
f32 sp58;
f32 sp54;
f32 temp_f20;
f32 sp4C;
f32 sp48;
s16 temp_f8;
s32 temp_v0_4;
s16 phi_t1;
distance = sqrtf(SQ(diffX) + SQ(diffY) + SQ(diffZ));
sp58 = (SQ(distance) + sp70) / (2.0f * distance);
temp_f20 = sp74 - SQ(sp58);
temp_f20 = (temp_f20 < 0.0f) ? 0.0f : sqrtf(temp_f20);
sp4C = Math_FAtan2F(temp_f20, sp58);
distance = sqrtf(SQ(diffX) + SQ(yIntersect - sp90.y) + SQ(diffZ));
sp58 = (SQ(distance) + sp70) / (2.0f * distance);
sp54 = distance - sp58;
temp_f20 = sp74 - SQ(sp58);
temp_f20 = (temp_f20 < 0.0f) ? 0.0f : sqrtf(temp_f20);
sp48 = Math_FAtan2F(temp_f20, sp58);
phi_t1 = (M_PI - (Math_FAtan2F(sp54, temp_f20) + ((M_PI / 2.0f) - sp48))) * (0x8000 / M_PI);
phi_t1 = -skelAnime->jointTable[shinLimbIndex].z + phi_t1;
temp_f8 = (sp48 - sp4C) * (0x8000 / M_PI);
if ((s16)(ABS_ALT(skelAnime->jointTable[shinLimbIndex].x) + ABS_ALT(skelAnime->jointTable[shinLimbIndex].y)) <
0) {
phi_t1 = BINANG_ROT180(phi_t1);
}
rot->z -= temp_f8;
skelAnime->jointTable[thighLimbIndex].z -= temp_f8;
skelAnime->jointTable[shinLimbIndex].z += phi_t1;
skelAnime->jointTable[footLimbIndex].z = (skelAnime->jointTable[footLimbIndex].z + temp_f8) - phi_t1;
temp_v0_4 = SurfaceType_GetFloorType(&play->colCtx, poly, bgId);
if ((temp_v0_4 >= 2) && (temp_v0_4 < 4) && !SurfaceType_IsWallDamage(&play->colCtx, poly, bgId)) {
footprintPos.y = yIntersect;
EffectSsGFire_Spawn(play, &footprintPos);
}
}
}
void Player_DrawHookshotReticle(PlayState* play, Player* player, f32 hookshotDistance) {
static Vec3f D_801C094C = { -500.0f, -100.0f, 0.0f };
CollisionPoly* poly;
s32 bgId;
Vec3f sp7C;
Vec3f sp70;
Vec3f pos;
D_801C094C.z = 0.0f;
Matrix_MultVec3f(&D_801C094C, &sp7C);
D_801C094C.z = hookshotDistance;
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)) {
Vec3f sp58;
f32 sp54;
f32 scale;
OPEN_DISPS(play->state.gfxCtx);
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_7);
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &sp58, &sp54);
scale = (sp54 < 200.0f) ? 0.08f : (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.slots[player->actor.objectSlot].segment);
gSPDisplayList(OVERLAY_DISP++, gHookshotReticleDL);
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) {
if (*arg0 < arg2) {
*arg1 += arg3;
} else {
*arg1 -= arg3;
}
*arg1 = CLAMP(*arg1, -arg4, arg4);
*arg0 += TRUNCF_BINANG(*arg1);
if (((arg2 - *arg0) * TRUNCF_BINANG(*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);
}
void func_801251C4(Player* player, Vec3f* arg1) {
Vec3f sp4C;
Vec3f sp40;
sp4C.x = player->actor.world.pos.x;
sp4C.y = player->actor.world.pos.y + 60.0f;
sp4C.z = player->actor.world.pos.z;
func_80124FF0(-20.0f, player->unk_B8C, &sp4C, player->actor.shape.rot.y,
&player->bodyPartsPos[PLAYER_BODYPART_WAIST], arg1, &player->unk_B90, &player->unk_B10[0], 0.0f,
0x1F40, &player->unk_B92, &player->unk_B10[1], 0);
sp40.x =
(player->bodyPartsPos[PLAYER_BODYPART_LEFT_FOOT].x + player->bodyPartsPos[PLAYER_BODYPART_RIGHT_FOOT].x) / 2.0f;
sp40.y =
(player->bodyPartsPos[PLAYER_BODYPART_LEFT_FOOT].y + player->bodyPartsPos[PLAYER_BODYPART_RIGHT_FOOT].y) / 2.0f;
sp40.z =
(player->bodyPartsPos[PLAYER_BODYPART_LEFT_FOOT].z + player->bodyPartsPos[PLAYER_BODYPART_RIGHT_FOOT].z) / 2.0f;
func_80124FF0(-20.0f, player->unk_B90, arg1, (player->actor.shape.rot.y + player->unk_B92), &sp40, arg1,
&player->unk_B94, &player->unk_B10[2], -1.9f, 0x1F40, &player->unk_B96, &player->unk_B10[3], 0);
}
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* gfx;
f32 scale = player->unk_B62 * (10.0f / 51.0f);
s32 i;
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++;
}
gfx = POLY_XLU_DISP;
gSPMatrix(&gfx[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(&gfx[1], object_link_zora_DL_011760);
POLY_XLU_DISP = &gfx[2];
CLOSE_DISPS(play->state.gfxCtx);
}
void func_80125500(PlayState* play, Player* player, s32 limbIndex, Vec3f* pos, Vec3s* rot) {
if (limbIndex == PLAYER_LIMB_LEFT_THIGH) {
Player_AdjustSingleLeg(play, player, &player->skelAnime, pos, rot, PLAYER_LIMB_LEFT_THIGH,
PLAYER_LIMB_LEFT_SHIN, PLAYER_LIMB_LEFT_FOOT);
} else if (limbIndex == PLAYER_LIMB_RIGHT_THIGH) {
Player_AdjustSingleLeg(play, player, &player->skelAnime, pos, rot, PLAYER_LIMB_RIGHT_THIGH,
PLAYER_LIMB_RIGHT_SHIN, PLAYER_LIMB_RIGHT_FOOT);
}
}
s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Actor* thisx) {
s32 pad;
Player* player = (Player*)thisx;
if (limbIndex == PLAYER_LIMB_ROOT) {
sPlayerLeftHandType = player->leftHandType;
sPlayerRightHandType = player->rightHandType;
// `sPlayerCurBodyPartPos` is incremented before each usage, so it starts at index -1.
// What determines if a limb corresponds to a body part is whether or not it has a non-NULL `dList`.
// Note: The increment would not be done for the root limb, even if it had a non-NULL `dList`.
// So if the root limb had a non-NULL `dList` (which is not the case in vanilla),
// an out-of-bounds write to `bodyPartsPos` would occur.
sPlayerCurBodyPartPos = &player->bodyPartsPos[0] - 1;
if (player->transformation != PLAYER_FORM_FIERCE_DEITY) {
if (!(player->skelAnime.moveFlags & ANIM_FLAG_4) || (player->skelAnime.moveFlags & ANIM_FLAG_1)) {
pos->x *= player->ageProperties->unk_08;
pos->z *= player->ageProperties->unk_08;
}
if (!(player->skelAnime.moveFlags & ANIM_FLAG_4) || (player->skelAnime.moveFlags & ANIM_FLAG_UPDATE_Y)) {
pos->y *= player->ageProperties->unk_08;
}
}
pos->y -= player->unk_AB8;
if ((player->transformation == PLAYER_FORM_ZORA) && (player->stateFlags3 & PLAYER_STATE3_8000)) {
Matrix_Translate(pos->x, ((Math_CosS(player->unk_AAA) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY);
Matrix_RotateXS(player->unk_AAA, MTXMODE_APPLY);
if (player->unk_B62 != 0) {
Matrix_Push();
Matrix_RotateZS(player->unk_B8E, MTXMODE_APPLY);
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
Matrix_RotateXS(-0x8000, MTXMODE_APPLY);
Matrix_Translate(0.0f, 0.0f, -4000.0f, MTXMODE_APPLY);
Player_DrawZoraShield(play, player);
Matrix_Pop();
}
Matrix_RotateZS(player->unk_B86[1], MTXMODE_APPLY);
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
func_80125318(pos, rot);
} else if (player->stateFlags3 & PLAYER_STATE3_2000) {
Vec3f sp54;
func_801251C4(player, &sp54);
sp54.x -= player->actor.world.pos.x;
sp54.y -= player->actor.world.pos.y;
sp54.z -= player->actor.world.pos.z;
Matrix_Translate(pos->x + sp54.x, pos->y + sp54.y, pos->z + sp54.z, MTXMODE_APPLY);
Matrix_RotateXS(player->unk_B94, MTXMODE_APPLY);
Matrix_RotateZS(player->unk_B8E, MTXMODE_APPLY);
player->upperLimbRot.x = player->unk_B90 - player->unk_B94;
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
func_80125318(pos, rot);
} else if (player->unk_AAA != 0) {
Matrix_Translate(pos->x, ((Math_CosS(player->unk_AAA) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY);
Matrix_RotateXS(player->unk_AAA, MTXMODE_APPLY);
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
func_80125318(pos, rot);
}
} else {
if (*dList != NULL) {
sPlayerCurBodyPartPos++;
}
if (limbIndex == PLAYER_LIMB_HEAD) {
rot->x += player->headLimbRot.z;
rot->y -= player->headLimbRot.y;
rot->z += player->headLimbRot.x;
if (player->transformation == PLAYER_FORM_DEKU) {
EnArrow* bubble = NULL;
if (((player->skelAnime.animation == &gPlayerAnim_pn_drinkend)) ||
(player->skelAnimeUpper.animation == &gPlayerAnim_pn_tamahaki) ||
((player->stateFlags3 & PLAYER_STATE3_40) && ((bubble = (EnArrow*)player->heldActor) != NULL))) {
Matrix_TranslateRotateZYX(pos, rot);
func_80125340();
func_80125318(pos, rot);
if (bubble != NULL) {
s32 requiredScopeTemp[2];
player->unk_AF0[0].x = 1.0f - (bubble->bubble.unk_144 * 0.03f);
player->unk_AF0[0].y = 1.0f - (bubble->bubble.unk_144 * 0.01f);
player->unk_AF0[0].z = 1.0f - (bubble->bubble.unk_144 * 0.04f);
rot->z = bubble->bubble.unk_144 * 320.0f;
} else if (player->skelAnime.animation == &gPlayerAnim_pn_drinkend) {
func_80124618(D_801C03E0, player->skelAnime.curFrame, player->unk_AF0);
} else {
func_80124618(D_801C03C0, player->skelAnimeUpper.curFrame, player->unk_AF0);
}
Matrix_Scale(player->unk_AF0[0].x, player->unk_AF0[0].y, player->unk_AF0[0].z, MTXMODE_APPLY);
}
}
} else if (limbIndex == PLAYER_LIMB_TORSO) {
if ((player->skelAnime.animation == &gPlayerAnim_pg_gakkistart) ||
(player->skelAnime.animation == &gPlayerAnim_pg_wait) ||
(player->skelAnime.animation == &gPlayerAnim_pg_punchC) ||
(player->transformation == PLAYER_FORM_ZORA)) {
Matrix_TranslateRotateZYX(pos, rot);
if (player->transformation == PLAYER_FORM_GORON) {
func_80125340();
}
func_80125318(pos, rot);
if ((player->transformation != PLAYER_FORM_ZORA) ||
(player->skelAnime.animation == &gPlayerAnim_pz_wait)) {
struct_80124618* phi_a0 =
(player->skelAnime.animation == &gPlayerAnim_pz_wait)
? D_801C0608
: ((player->skelAnime.animation == &gPlayerAnim_pg_wait)
? D_801C0628
: ((player->skelAnime.animation == &gPlayerAnim_pg_punchC) ? D_801C07C0
: D_801C0460));
func_80124618(phi_a0, player->skelAnime.curFrame, player->unk_AF0);
} else {
player->unk_AF0[0].y = 1.0f;
}
if (player->transformation == PLAYER_FORM_ZORA) {
player->unk_AF0[0].y *= 1.0f + (0.29999995f * player->unk_B10[0]);
player->unk_AF0[0].x = 1.0f;
player->unk_AF0[0].z = 1.0f;
}
Matrix_Scale(player->unk_AF0[0].x, player->unk_AF0[0].y, player->unk_AF0[0].z, MTXMODE_APPLY);
}
} else if (limbIndex == PLAYER_LIMB_UPPER_ROOT) {
s16 rotX;
s16 rotZ = 0x44C;
if (player->unk_AA8 != 0) {
Matrix_RotateZS(rotZ, MTXMODE_APPLY);
Matrix_RotateYS(player->unk_AA8, MTXMODE_APPLY);
}
if (player->upperLimbRot.y != 0) {
Matrix_RotateYS(player->upperLimbRot.y, MTXMODE_APPLY);
}
rotX = player->upperLimbRot.x;
if ((player->transformation == PLAYER_FORM_DEKU) && (player->stateFlags3 & PLAYER_STATE3_40)) {
if (player->heldActor != NULL) {
rotX += TRUNCF_BINANG(((EnArrow*)(player->heldActor))->bubble.unk_144 * -470.0f);
}
}
Matrix_RotateXS(rotX, MTXMODE_APPLY);
if (player->upperLimbRot.z != 0) {
Matrix_RotateZS(player->upperLimbRot.z, MTXMODE_APPLY);
}
} else {
func_80125500(play, player, limbIndex, pos, rot);
}
}
return false;
}
void func_80125CE0(Player* player, struct_80124618* arg1, Vec3f* pos, Vec3s* rot) {
Matrix_TranslateRotateZYX(pos, rot);
func_80125318(pos, rot);
func_80124618(arg1, player->skelAnime.curFrame, player->unk_AF0);
Matrix_Scale(player->unk_AF0[0].x, player->unk_AF0[0].y, player->unk_AF0[0].z, MTXMODE_APPLY);
}
s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Actor* actor) {
Player* player = (Player*)actor;
if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, &player->actor)) {
if (limbIndex == PLAYER_LIMB_LEFT_HAND) {
Gfx** leftHandDLists = player->leftHandDLists;
EquipValueSword swordEquipValue;
if (player->stateFlags3 & PLAYER_STATE3_2000) {
rot->z -= player->unk_B8C;
} else if ((sPlayerLeftHandType == PLAYER_MODELTYPE_LH_4) &&
(player->stateFlags1 & PLAYER_STATE1_2000000)) {
leftHandDLists = &gPlayerLeftHandOpenDLs[D_801F59E0];
sPlayerLeftHandType = PLAYER_MODELTYPE_LH_OPEN;
} else if ((player->leftHandType == PLAYER_MODELTYPE_LH_OPEN) && (player->actor.speed > 2.0f) &&
!(player->stateFlags1 & PLAYER_STATE1_8000000)) {
leftHandDLists = &gPlayerLeftHandClosedDLs[D_801F59E0];
sPlayerLeftHandType = PLAYER_MODELTYPE_LH_CLOSED;
} else if ((player->leftHandType == PLAYER_MODELTYPE_LH_ONE_HAND_SWORD) &&
(player->transformation == PLAYER_FORM_HUMAN) &&
((swordEquipValue = GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD),
swordEquipValue != EQUIP_VALUE_SWORD_NONE))) {
leftHandDLists = &D_801C018C[2 * ((swordEquipValue - 1) ^ 0)];
} else {
s32 handIndex = GET_LEFT_HAND_INDEX_FROM_JOINT_TABLE(player->skelAnime.jointTable);
if (handIndex != 0) {
handIndex = (handIndex >> 12) - 1;
if (handIndex >= 2) {
handIndex = 0;
}
leftHandDLists = &D_801C095C[handIndex][D_801F59E0];
}
}
*dList = leftHandDLists[sPlayerLod];
if (player->transformation == PLAYER_FORM_GORON) {
if (player->skelAnime.animation == &gPlayerAnim_pg_punchA) {
func_80125CE0(player, D_801C0750, pos, rot);
}
} else if (player->transformation == PLAYER_FORM_ZORA) {
if ((player->stateFlags1 & PLAYER_STATE1_2) || (player->stateFlags1 & PLAYER_STATE1_400) ||
func_801242B4(player)) {
*dList = gLinkZoraLeftHandOpenDL;
} else {
s32 phi_a1 = (player->skelAnime.animation == &gPlayerAnim_pz_gakkistart) &&
(player->skelAnime.curFrame >= 6.0f);
if (phi_a1 || (player->skelAnime.animation == &gPlayerAnim_pz_gakkiplay)) {
*dList = object_link_zora_DL_00E2A0;
func_80125CE0(player, phi_a1 ? D_801C0538 : D_801C0560, pos, rot);
}
}
}
} else if (limbIndex == PLAYER_LIMB_RIGHT_HAND) {
if ((player->transformation == PLAYER_FORM_ZORA) &&
(((player->stateFlags1 & PLAYER_STATE1_2)) || (player->stateFlags1 & PLAYER_STATE1_400) ||
func_801242B4(player))) {
*dList = gLinkZoraRightHandOpenDL;
} else {
Gfx** rightHandDLists = player->rightHandDLists;
if (player->stateFlags3 & PLAYER_STATE3_2000) {
rot->z -= player->unk_B8C;
}
if (sPlayerRightHandType == PLAYER_MODELTYPE_RH_SHIELD) {
if (player->transformation == PLAYER_FORM_HUMAN) {
if (player->currentShield != PLAYER_SHIELD_NONE) {
//! FAKE
rightHandDLists = &gPlayerHandHoldingShields[2 * ((player->currentShield - 1) ^ 0)];
}
}
} else if ((player->rightHandType == PLAYER_MODELTYPE_RH_OPEN) && (player->actor.speed > 2.0f) &&
!(player->stateFlags1 & PLAYER_STATE1_8000000)) {
rightHandDLists = &gPlayerRightHandClosedDLs[D_801F59E0];
sPlayerRightHandType = PLAYER_MODELTYPE_RH_CLOSED;
} else {
s32 handIndex = GET_RIGHT_HAND_INDEX_FROM_JOINT_TABLE(player->skelAnime.jointTable);
if (handIndex != 0) {
handIndex = (handIndex >> 8) - 1;
rightHandDLists = &D_801C0964[handIndex][D_801F59E0];
}
}
*dList = rightHandDLists[sPlayerLod];
if (player->skelAnime.animation == &gPlayerAnim_pg_punchB) {
func_80125CE0(player, D_801C0784, pos, rot);
}
}
} else if (limbIndex == PLAYER_LIMB_SHEATH) {
Gfx** sheathDLists = player->sheathDLists;
if (player->transformation == PLAYER_FORM_HUMAN) {
EquipValueSword swordEquipValue = GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD);
if (swordEquipValue != EQUIP_VALUE_SWORD_NONE) {
if ((player->sheathType == PLAYER_MODELTYPE_SHEATH_14) ||
(player->sheathType == PLAYER_MODELTYPE_SHEATH_12)) {
sheathDLists = &gPlayerSheathedSwords[2 * ((swordEquipValue - 1) ^ 0)];
} else {
sheathDLists = &gPlayerSwordSheaths[2 * ((swordEquipValue - 1) ^ 0)];
}
}
}
*dList = sheathDLists[sPlayerLod];
} else if (limbIndex == PLAYER_LIMB_WAIST) {
*dList = player->waistDLists[sPlayerLod];
} else if (limbIndex == PLAYER_LIMB_HAT) {
if (player->transformation == PLAYER_FORM_ZORA) {
Matrix_Scale((player->unk_B10[0] * 1) + 1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
}
}
}
return false;
}
s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Actor* actor) {
Player* player = (Player*)actor;
if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, actor)) {
if (player->unk_AA5 != PLAYER_UNKAA5_3) {
*dList = NULL;
} else if (limbIndex == PLAYER_LIMB_LEFT_FOREARM) {
*dList = sPlayerFirstPersonLeftForearmDLs[player->transformation];
} else if (limbIndex == PLAYER_LIMB_LEFT_HAND) {
*dList = sPlayerFirstPersonLeftHandDLs[player->transformation];
} else if (limbIndex == PLAYER_LIMB_RIGHT_SHOULDER) {
*dList = sPlayerFirstPersonRightShoulderDLs[player->transformation];
} else if (limbIndex == PLAYER_LIMB_RIGHT_HAND) {
if (Player_IsHoldingHookshot(player)) {
*dList = sPlayerFirstPersonRightHandHookshotDLs[player->transformation];
} else {
*dList = sPlayerFirstPersonRightHandDLs[player->transformation];
}
} else {
*dList = NULL;
}
}
return false;
}
// Unused remnant of OoT
s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Actor* thisx) {
Player* player = (Player*)thisx;
if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) {
*dList = NULL;
}
return false;
}
s32 func_80126440(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase) {
if (!weaponInfo->active) {
if (collider != NULL) {
Collider_ResetQuadAT(play, &collider->base);
}
Math_Vec3f_Copy(&weaponInfo->tip, newTip);
Math_Vec3f_Copy(&weaponInfo->base, newBase);
weaponInfo->active = true;
return true;
}
if ((weaponInfo->tip.x == newTip->x) && (weaponInfo->tip.y == newTip->y) && (weaponInfo->tip.z == newTip->z)) {
if ((weaponInfo->base.x == newBase->x) && (weaponInfo->base.y == newBase->y) &&
(weaponInfo->base.z == newBase->z)) {
if (collider != NULL) {
Collider_ResetQuadAT(play, &collider->base);
}
return false;
}
}
if (collider != NULL) {
Collider_SetQuadVertices(collider, newBase, newTip, &weaponInfo->base, &weaponInfo->tip);
CollisionCheck_SetAT(play, &play->colChkCtx, &collider->base);
}
Math_Vec3f_Copy(&weaponInfo->base, newBase);
Math_Vec3f_Copy(&weaponInfo->tip, newTip);
weaponInfo->active = true;
return true;
}
u8 sPlayerShieldCollisionTypes[PLAYER_SHIELD_MAX] = {
COLTYPE_METAL, // PLAYER_SHIELD_NONE
COLTYPE_METAL, // PLAYER_SHIELD_HEROS_SHIELD
COLTYPE_METAL, // PLAYER_SHIELD_MIRROR_SHIELD
};
void Player_UpdateShieldCollider(PlayState* play, Player* player, ColliderQuad* collider, Vec3f quadSrc[4]) {
if (player->stateFlags1 & PLAYER_STATE1_400000) {
Vec3f quadDest[4];
player->shieldQuad.base.colType = sPlayerShieldCollisionTypes[player->currentShield];
Matrix_MultVec3f(&quadSrc[0], &quadDest[0]);
Matrix_MultVec3f(&quadSrc[1], &quadDest[1]);
Matrix_MultVec3f(&quadSrc[2], &quadDest[2]);
Matrix_MultVec3f(&quadSrc[3], &quadDest[3]);
Collider_SetQuadVertices(collider, &quadDest[0], &quadDest[1], &quadDest[2], &quadDest[3]);
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[] = {
PLAYER_BODYPART_LEFT_HAND,
PLAYER_BODYPART_RIGHT_HAND,
};
Gfx* D_801C0B20[] = {
object_mask_truth_DL_0001A0, // PLAYER_MASK_TRUTH
gKafeisMaskDL, // PLAYER_MASK_KAFEIS_MASK
object_mask_yofukasi_DL_000490, // PLAYER_MASK_ALL_NIGHT
object_mask_rabit_DL_000610, // PLAYER_MASK_BUNNY
object_mask_ki_tan_DL_0004A0, // PLAYER_MASK_KEATON
object_mask_json_DL_0004C0, // PLAYER_MASK_GARO
object_mask_romerny_DL_0007A0, // PLAYER_MASK_ROMANI
object_mask_zacho_DL_000700, // PLAYER_MASK_CIRCUS_LEADER
object_mask_posthat_DL_000290, // PLAYER_MASK_POSTMAN
object_mask_meoto_DL_0005A0, // PLAYER_MASK_COUPLE
object_mask_bigelf_DL_0016F0, // PLAYER_MASK_GREAT_FAIRY
object_mask_gibudo_DL_000250, // PLAYER_MASK_GIBDO
gDonGeroMaskDL, // PLAYER_MASK_DON_GERO
object_mask_dancer_DL_000EF0, // PLAYER_MASK_KAMARO
object_mask_skj_DL_0009F0, // PLAYER_MASK_CAPTAIN
object_mask_stone_DL_000820, // PLAYER_MASK_STONE
object_mask_bree_DL_0003C0, // PLAYER_MASK_BREMEN
object_mask_bakuretu_DL_0005C0, // PLAYER_MASK_BLAST
object_mask_bu_san_DL_000710, // PLAYER_MASK_SCENTS
object_mask_kyojin_DL_000380, // PLAYER_MASK_GIANT
gFierceDeityMaskDL, // PLAYER_MASK_FIERCE_DEITY
gGoronMaskDL, // PLAYER_MASK_GORON
gZoraMaskDL, // PLAYER_MASK_ZORA
gDekuMaskDL, // PLAYER_MASK_DEKU
object_mask_boy_DL_000900,
object_mask_goron_DL_0014A0,
object_mask_zora_DL_000DB0,
object_mask_nuts_DL_001D90,
};
Vec3f D_801C0B90[D_801F59B0_LEN] = {
{ 950.0f, -800.0f, 300.0f },
{ 950.0f, -800.0f, -300.0f },
};
void func_8012669C(PlayState* play, Player* player, Vec3f* arg2, Vec3f* arg3) {
Vec3f sp3C;
Vec3f sp30;
Matrix_MultVec3f(arg2, &sp3C);
Matrix_MultVec3f(arg3, &sp30);
if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if (func_80126440(play, NULL, &player->meleeWeaponInfo[0], &sp3C, &sp30) &&
(player->transformation != PLAYER_FORM_GORON) && !(player->stateFlags1 & PLAYER_STATE1_400000)) {
EffectBlure_AddVertex(Effect_GetByIndex(player->meleeWeaponEffectIndex[0]), &player->meleeWeaponInfo[0].tip,
&player->meleeWeaponInfo[0].base);
}
if ((player->meleeWeaponState >= PLAYER_MELEE_WEAPON_STATE_1) &&
((player->meleeWeaponAnimation < PLAYER_MWA_SPIN_ATTACK_1H) ||
(player->stateFlags2 & PLAYER_STATE2_20000))) {
Matrix_MultVec3f(&arg2[1], &sp3C);
Matrix_MultVec3f(&arg3[1], &sp30);
func_80126440(play, &player->meleeWeaponQuads[0], &player->meleeWeaponInfo[1], &sp3C, &sp30);
Matrix_MultVec3f(&arg2[2], &sp3C);
Matrix_MultVec3f(&arg3[2], &sp30);
func_80126440(play, &player->meleeWeaponQuads[1], &player->meleeWeaponInfo[2], &sp3C, &sp30);
}
} else {
Math_Vec3f_Copy(&player->meleeWeaponInfo[0].tip, &sp3C);
Math_Vec3f_Copy(&player->meleeWeaponInfo[0].base, &sp30);
}
}
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[0x06] = OS_K0_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, &sPlayerGetItemRefPos);
}
drawIdPlusOne = ABS_ALT(player->getItemDrawIdPlusOne);
Player_DrawGetItemImpl(play, player, &refPos, drawIdPlusOne);
}
}
void func_80126AB4(Player* player, Vec3f** arg1) {
if ((player->transformation == PLAYER_FORM_GORON) || (player->actor.id == ACTOR_EN_TEST3)) {
Math_Vec3f_Copy(&player->unk_AF0[1], &player->meleeWeaponInfo[0].base);
*arg1 = D_801C09B8;
return;
}
D_801C0994[1].x = D_801C0994[0].x;
if (player->unk_ADD >= 3) {
player->unk_ADD++;
D_801C0994[1].x *= 1.0f + ((9 - player->unk_ADD) * 0.1f);
}
D_801C0994[1].x += 1200.0f;
D_801C0994[2].x = D_801C0994[1].x;
*arg1 = D_801C0994;
}
void func_80126B8C(PlayState* play, Player* player) {
Vec3f* sp1C;
func_80126AB4(player, &sp1C);
func_8012669C(play, player, sp1C, D_801C0970);
}
// Zora boomerangs (?)
void func_80126BD0(PlayState* play, Player* player, s32 arg2) {
if ((player->transformation != PLAYER_FORM_ZORA) || (player->rightHandType == PLAYER_MODELTYPE_RH_HOOKSHOT)) {
return;
}
if ((arg2 != 0) && (player->stateFlags1 & PLAYER_STATE1_400000)) {
OPEN_DISPS(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_link_zora_DL_0110A8);
CLOSE_DISPS(play->state.gfxCtx);
} else {
Actor* boomerangActor = player->boomerangActor;
Vec3f sp58;
Vec3f sp4C;
if (player->stateFlags1 & PLAYER_STATE1_2000000) {
if (player->boomerangActor == NULL) {
return;
}
if ((player->boomerangActor->params == arg2) ||
(((boomerangActor->child != NULL)) && (boomerangActor->child->params == arg2))) {
return;
}
}
OPEN_DISPS(play->state.gfxCtx);
if ((player->skelAnime.animation != &gPlayerAnim_pz_gakkiplay) &&
(player->skelAnime.animation != &gPlayerAnim_pz_fishswim)) {
if (player->skelAnime.animation == &gPlayerAnim_pz_gakkistart) {
func_80124618(D_801C0580, player->skelAnime.curFrame, player->unk_AF0);
} else if (player->skelAnime.animation == &gPlayerAnim_pz_waterroll) {
func_80124618(D_801C05A8, player->skelAnime.curFrame, player->unk_AF0);
} else if (player->skelAnime.animation == &gPlayerAnim_pz_swimtowait) {
func_80124618(D_801C05D8, player->skelAnime.curFrame, player->unk_AF0);
} else if (player->skelAnime.animation == &gPlayerAnim_pz_bladeon) {
func_80124618(D_801C07F0, player->skelAnime.curFrame, player->unk_AF0);
} else if (player->skelAnime.animation == &gPlayerAnim_pz_jumpAT) {
func_80124618(D_801C0820, player->skelAnime.curFrame, player->unk_AF0);
} else if (player->skelAnime.animation == &gPlayerAnim_pz_jumpATend) {
func_80124618(D_801C0838, player->skelAnime.curFrame, player->unk_AF0);
} else if (player->heldItemAction == PLAYER_IA_ZORA_FINS) {
player->unk_AF0[0].x = 1.0f;
player->unk_AF0[0].y = 1.0f;
player->unk_AF0[0].z = 1.0f;
} else {
player->unk_AF0[0].x = 0.4f;
player->unk_AF0[0].y = 0.6f;
player->unk_AF0[0].z = 0.7f;
}
Matrix_Push();
Matrix_Scale(player->unk_AF0[0].x, player->unk_AF0[0].y, player->unk_AF0[0].z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, D_801C0AB4[arg2]);
if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if ((((player->meleeWeaponAnimation == PLAYER_MWA_ZORA_PUNCH_LEFT)) && (arg2 == 0)) ||
((player->meleeWeaponAnimation == PLAYER_MWA_ZORA_PUNCH_COMBO) && (arg2 != 0))) {
func_8012669C(play, player, D_801C0A00, D_801C09DC);
}
}
Matrix_Pop();
}
if (player->skelAnime.animation == &gPlayerAnim_pz_waterroll) {
func_80124618(D_801C05C8, player->skelAnime.curFrame, player->unk_AF0);
D_801C05F0[0].unk_2.x = 50;
D_801C05F0[0].unk_2.y = 50;
D_801C05F0[0].unk_2.z = 50;
D_801C05F0[1].unk_2 = D_801C05F0[0].unk_2;
} else if (player->skelAnime.animation == &gPlayerAnim_pz_swimtowait) {
func_80124618(D_801C05F0, player->skelAnime.curFrame, player->unk_AF0);
} else if (player->skelAnime.animation == &gPlayerAnim_pz_fishswim) {
player->unk_AF0[0].x = (ABS_ALT(player->unk_B8A) * 0.00003f) + 0.5f;
player->unk_AF0[0].y = player->unk_AF0[0].x;
player->unk_AF0[0].z = player->unk_AF0[0].x;
D_801C05F0[0].unk_2.x = (player->unk_AF0[0].x * 100.0f);
D_801C05F0[0].unk_2.y = D_801C05F0[0].unk_2.x;
D_801C05F0[0].unk_2.z = D_801C05F0[0].unk_2.x;
D_801C05F0[1].unk_2 = D_801C05F0[0].unk_2;
} else {
//! @bug Skips CLOSE_DISPS
return;
}
Matrix_Push();
Matrix_Scale(player->unk_AF0[0].x, player->unk_AF0[0].y, player->unk_AF0[0].z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, D_801C0ABC[arg2]);
Matrix_MultVec3f(&D_801C0AC4[arg2], &sp58);
Matrix_MultVec3f(&D_801C0ADC[arg2], &sp4C);
if (func_80126440(play, NULL, &player->meleeWeaponInfo[arg2], &sp58, &sp4C) &&
(player->stateFlags1 & PLAYER_STATE1_8000000)) {
EffectBlure_AddVertex(Effect_GetByIndex(player->meleeWeaponEffectIndex[arg2]),
&player->meleeWeaponInfo[arg2].tip, &player->meleeWeaponInfo[arg2].base);
}
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
}
}
s32 func_801271B0(PlayState* play, Player* player, s32 arg2) {
if (player->transformation == PLAYER_FORM_DEKU) {
if (((player->skelAnime.animation == &gPlayerAnim_pn_kakku)) ||
(player->skelAnime.animation == &gPlayerAnim_pn_kakkufinish) ||
(player->skelAnime.animation == &gPlayerAnim_pn_rakkafinish) ||
(player->skelAnime.animation == &gPlayerAnim_pn_batabata)) {
struct_80124618** sp3C = D_801C0AF4;
OPEN_DISPS(play->state.gfxCtx);
if (player->skelAnime.animation == &gPlayerAnim_pn_kakkufinish) {
sp3C = D_801C0AFC;
} else if (player->skelAnime.animation == &gPlayerAnim_pn_batabata) {
sp3C = D_801C0B0C;
} else if (player->skelAnime.animation == &gPlayerAnim_pn_rakkafinish) {
sp3C = D_801C0B04;
}
Matrix_Push();
Matrix_Translate(0.0f, 150.0f, 0.0f, MTXMODE_APPLY);
func_80124618(sp3C[0], player->skelAnime.curFrame, &player->unk_AF0[1]);
Matrix_Scale(player->unk_AF0[1].x, player->unk_AF0[1].y, player->unk_AF0[1].z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, D_801C0B14[arg2]);
Matrix_Translate(2150.0f, 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_RotateXS(player->unk_B8A, MTXMODE_APPLY);
func_80124618(sp3C[1], player->skelAnime.curFrame, &player->unk_AF0[1]);
Matrix_Scale(player->unk_AF0[1].x, player->unk_AF0[1].y, player->unk_AF0[1].z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// Close flower / Open flower
gSPDisplayList(POLY_OPA_DISP++,
player->actor.velocity.y < -6.0f ? gLinkDekuClosedFlowerDL : gLinkDekuOpenFlowerDL);
Matrix_MultZero(&player->bodyPartsPos[D_801C0B1C[arg2]]);
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
return true;
}
}
return false;
}
// 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[0x0A] = OS_K0_TO_PHYSICAL(player->maskObjectSegment);
AnimatedMat_DrawOpa(play, Lib_SegmentedToVirtual(&object_mask_meoto_Matanimheader_001CD8));
}
void Player_DrawCircusLeadersMask(PlayState* play, Player* player) {
static Vec3f sBubbleVelocity = { 0.0f, 0.0f, 0.0f };
static Vec3f sBubbleAccel = { 0.0f, 0.0f, 0.0f };
Gfx* gfx;
s32 i;
OPEN_DISPS(play->state.gfxCtx);
gfx = POLY_XLU_DISP;
for (i = 0; i < D_801F59B0_LEN; 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] < 400) {
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, OS_K0_TO_PHYSICAL(SEGMENTED_TO_K0(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 {
f32 speedXZ = sqrtf(SQ(player->actor.velocity.x) + SQ(player->actor.velocity.z));
s16 phi_s0 = speedXZ * 2000.0f;
f32 temp_f20;
sBubbleVelocity.y = speedXZ * 0.4f;
sBubbleAccel.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 = speedXZ * 0.2f;
temp_f20 = CLAMP_MAX(temp_f20, 4.0f);
sBubbleVelocity.x = -Math_SinS(phi_s0) * temp_f20;
sBubbleVelocity.z = -Math_CosS(phi_s0) * temp_f20;
EffectSsDtBubble_SpawnColorProfile(play, &D_801F59B0[i], &sBubbleVelocity, &sBubbleAccel, 20, 20, 3, 0);
D_801F59C8[i] -= 400;
}
}
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->blastMaskTimer != 0) {
s32 alpha;
gSegments[0x0A] = OS_K0_TO_PHYSICAL(player->maskObjectSegment);
AnimatedMat_DrawOpa(play, Lib_SegmentedToVirtual(&object_mask_bakuretu_Matanimheader_0011F8));
if (player->blastMaskTimer <= 10) {
alpha = (player->blastMaskTimer / 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 struct_80128388_arg1 {
/* 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 sPlayerBottleColors[PLAYER_BOTTLE_MAX] = {
{ 255, 255, 255 }, // PLAYER_BOTTLE_EMPTY
{ 80, 80, 255 }, // PLAYER_BOTTLE_FISH
{ 136, 192, 255 }, // PLAYER_BOTTLE_SPRING_WATER
{ 136, 192, 255 }, // PLAYER_BOTTLE_HOT_SPRING_WATER
{ 184, 232, 232 }, // PLAYER_BOTTLE_ZORA_EGG
{ 248, 200, 0 }, // PLAYER_BOTTLE_DEKU_PRINCESS
{ 255, 180, 0 }, // PLAYER_BOTTLE_GOLD_DUST
{ 0, 128, 0 }, // PLAYER_BOTTLE_1C
{ 252, 238, 0 }, // PLAYER_BOTTLE_SEAHORSE
{ 131, 0, 174 }, // PLAYER_BOTTLE_MUSHROOM
{ 64, 64, 32 }, // PLAYER_BOTTLE_HYLIAN_LOACH
{ 0, 0, 255 }, // PLAYER_BOTTLE_BUG
{ 255, 0, 255 }, // PLAYER_BOTTLE_POE
{ 255, 0, 255 }, // PLAYER_BOTTLE_BIG_POE
{ 255, 0, 0 }, // PLAYER_BOTTLE_POTION_RED
{ 0, 0, 255 }, // PLAYER_BOTTLE_POTION_BLUE
{ 0, 200, 0 }, // PLAYER_BOTTLE_POTION_GREEN
{ 255, 255, 255 }, // PLAYER_BOTTLE_MILK
{ 255, 255, 255 }, // PLAYER_BOTTLE_MILK_HALF
{ 255, 255, 255 }, // PLAYER_BOTTLE_CHATEAU
{ 80, 80, 255 }, // PLAYER_BOTTLE_FAIRY
};
Vec3f D_801C0CE8[PLAYER_FORM_MAX] = {
{ 0.0f, 0.0f, 0.0f }, // PLAYER_FORM_FIERCE_DEITY
{ 300.0f, 300.0f, -230.0f }, // PLAYER_FORM_GORON
{ 0.0f, 90.0f, -50.0f }, // PLAYER_FORM_ZORA
{ 0.0f, 20.0f, -60.0f }, // PLAYER_FORM_DEKU
{ 0.0f, 0.0f, 0.0f }, // PLAYER_FORM_HUMAN
};
void Player_DrawBunnyHood(PlayState* play) {
Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, 2 * sizeof(Mtx));
Vec3s earRot;
OPEN_DISPS(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x0B, mtx);
Matrix_Push();
earRot.x = sBunnyEarKinematics.rot.y + 0x3E2;
earRot.y = sBunnyEarKinematics.rot.z + 0xDBE;
earRot.z = sBunnyEarKinematics.rot.x - 0x348A;
Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, -240.0f, &earRot);
Matrix_ToMtx(mtx++);
earRot.x = sBunnyEarKinematics.rot.y - 0x3E2;
earRot.y = -sBunnyEarKinematics.rot.z - 0xDBE;
earRot.z = sBunnyEarKinematics.rot.x - 0x348A;
Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, 240.0f, &earRot);
Matrix_ToMtx(mtx);
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
}
void func_80127B64(struct_801F58B0 arg0[], s32 count, Vec3f* arg2) {
s32 i;
for (i = 0; i < count; i++, arg0++) {
Math_Vec3f_Copy(&arg0->unk_00, arg2);
Math_Vec3f_Copy(&arg0->unk_0C, &gZeroVec3f);
arg0->unk_18 = 0;
arg0->unk_1A = 0;
}
}
// Draws the Great Fairy's Mask particles when a stray fairy is in the room
void Player_DrawStrayFairyParticles(PlayState* play, Vec3f* arg1) {
Vec3f sp2C;
f32 sp28;
D_801C0BE0.y = Rand_ZeroFloat(0.07f) + -0.1f;
D_801C0BEC.y = Rand_ZeroFloat(0.1f) + 0.04f;
if (Rand_ZeroOne() < 0.5f) {
sp28 = -1.0f;
} else {
sp28 = 1.0f;
}
D_801C0BE0.x = (Rand_ZeroFloat(0.2f) + 0.1f) * sp28;
D_801C0BEC.x = 0.1f * sp28;
if (Rand_ZeroOne() < 0.5f) {
sp28 = -1.0f;
} else {
sp28 = 1.0f;
}
D_801C0BE0.z = (Rand_ZeroFloat(0.2f) + 0.1f) * sp28;
D_801C0BEC.z = 0.1f * sp28;
sp2C.x = arg1->x;
sp2C.y = Rand_ZeroFloat(15.0f) + arg1->y;
sp2C.z = arg1->z;
EffectSsKirakira_SpawnDispersed(play, &sp2C, &D_801C0BE0, &D_801C0BEC, &D_801C0BF8, &D_801C0BFC, -50, 11);
}
void func_80127DA4(PlayState* play, struct_801F58B0 arg1[], struct_80128388_arg1 arg2[], s32 arg3, Vec3f* arg4,
Vec3f* arg5, u32* arg6) {
struct_801F58B0* phi_s1 = &arg1[1];
Vec3f spB0;
Vec3f spA4;
f32 f22;
f32 f28;
f32 f24;
f32 f20;
f32 f0;
f32 sp8C = -1.0f;
s32 i;
s16 s0;
s16 s2;
Math_Vec3f_Copy(&arg1->unk_00, arg4);
Math_Vec3f_Diff(arg5, arg4, &spB0);
arg1->unk_18 = Math_Atan2S_XY(spB0.z, spB0.x);
arg1->unk_1A = Math_Atan2S_XY(sqrtf(SQXZ(spB0)), spB0.y);
i = 1;
arg2++;
while (i < arg3) {
if (play->actorCtx.flags & ACTORCTX_FLAG_3) {
if (*arg6 & 0x20) {
sp8C = -0.2f;
} else {
sp8C = 0.2f;
}
*arg6 += 0x16;
if (!(*arg6 & 1)) {
Player_DrawStrayFairyParticles(play, &phi_s1->unk_00);
}
}
Math_Vec3f_Sum(&phi_s1->unk_00, &phi_s1->unk_0C, &phi_s1->unk_00);
f0 = Math_Vec3f_DistXYZAndStoreDiff(&arg1->unk_00, &phi_s1->unk_00, &spB0);
f28 = f0 - arg2->unk_00;
if (f0 == 0.0f) {
spB0.x = 0.0f;
spB0.y = arg2->unk_00;
spB0.z = 0.0f;
}
f20 = sqrtf(SQXZ(spB0));
if (f20 > 4.0f) {
phi_s1->unk_18 = Math_Atan2S_XY(spB0.z, spB0.x);
s2 = phi_s1->unk_18 - arg1->unk_18;
if (ABS_ALT(s2) > 0x4000) {
phi_s1->unk_18 = (s16)(phi_s1->unk_18 + 0x8000);
f20 = -f20;
}
}
phi_s1->unk_1A = Math_Atan2S_XY(f20, spB0.y);
s2 = phi_s1->unk_18 - arg1->unk_18;
s2 = CLAMP(s2, -arg2->unk_18, arg2->unk_18);
phi_s1->unk_18 = arg1->unk_18 + s2;
s0 = phi_s1->unk_1A - arg1->unk_1A;
s0 = CLAMP(s0, -arg2->unk_1A, arg2->unk_1A);
phi_s1->unk_1A = arg1->unk_1A + s0;
f20 = Math_CosS(phi_s1->unk_1A) * arg2->unk_00;
spA4.x = Math_SinS(phi_s1->unk_18) * f20;
spA4.z = Math_CosS(phi_s1->unk_18) * f20;
spA4.y = Math_SinS(phi_s1->unk_1A) * arg2->unk_00;
Math_Vec3f_Sum(&arg1->unk_00, &spA4, &phi_s1->unk_00);
phi_s1->unk_0C.x *= 0.9f;
phi_s1->unk_0C.z *= 0.9f;
f22 = Math_CosS(s0) * f28;
f24 = Math_SinS(s0) * f28;
phi_s1->unk_0C.y += sp8C;
if (play->actorCtx.flags & ACTORCTX_FLAG_3) {
phi_s1->unk_0C.y = CLAMP(phi_s1->unk_0C.y, -0.8f, 0.8f);
} else {
phi_s1->unk_0C.y = phi_s1->unk_0C.y; // Set to itself
f20 = Math_SinS(arg1->unk_1A);
phi_s1->unk_0C.y += (((f22 * Math_CosS(arg1->unk_1A)) + (f24 * f20)) * 0.2f);
phi_s1->unk_0C.y = CLAMP(phi_s1->unk_0C.y, -2.0f, 4.0f);
}
f20 = (f24 * Math_CosS(arg1->unk_1A)) - (Math_SinS(arg1->unk_1A) * f22);
f22 = Math_CosS(s2) * f20;
f24 = Math_SinS(s2) * f20;
f20 = Math_SinS(arg1->unk_18);
phi_s1->unk_0C.x += (((f24 * Math_CosS(arg1->unk_18)) - (f22 * f20)) * 0.1f);
phi_s1->unk_0C.x = CLAMP(phi_s1->unk_0C.x, -4.0f, 4.0f);
f20 = Math_SinS(arg1->unk_18);
phi_s1->unk_0C.z += (((f22 * Math_CosS(arg1->unk_18)) + (f24 * f20)) * -0.1f);
phi_s1->unk_0C.z = CLAMP(phi_s1->unk_0C.z, -4.0f, 4.0f);
arg1++;
phi_s1++;
i++;
arg2++;
}
}
void func_80128388(struct_801F58B0 arg0[], struct_80128388_arg1 arg1[], s32 arg2, Mtx** arg3) {
struct_801F58B0* phi_s1 = &arg0[1];
Vec3f sp58;
Vec3s sp50;
s32 i;
sp58.y = 0.0f;
sp58.z = 0.0f;
sp50.x = 0;
for (i = 1; i < arg2; i++) {
sp58.x = arg1->unk_00 * 100.0f;
sp50.z = arg1->unk_06 + (s16)(phi_s1->unk_1A - arg0->unk_1A);
sp50.y = arg1->unk_04 + (s16)(phi_s1->unk_18 - arg0->unk_18);
Matrix_TranslateRotateZYX(&sp58, &sp50);
Matrix_ToMtx(*arg3);
(*arg3)++;
arg0++;
phi_s1++;
arg1++;
}
}
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[PLAYER_BODYPART_HEAD], &player->bodyPartsPos[PLAYER_BODYPART_WAIST], 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);
}
s32 func_80128640(PlayState* play, Player* player, Gfx* dList) {
s32 temp_v1 = player->skelAnime.animation == &gPlayerAnim_cl_maskoff;
f32 temp_f0;
if (temp_v1 ||
((player->currentMask != PLAYER_MASK_NONE) && (player->skelAnime.animation == &gPlayerAnim_cl_setmask) &&
(temp_f0 = player->skelAnime.curFrame - 8.0f, (temp_f0 >= 0.0f)) && (temp_f0 < 4.0f)) ||
(player->stateFlags2 & PLAYER_STATE2_1000000)) {
s32 mask;
if (temp_v1) {
mask = player->prevMask;
} else {
mask = player->currentMask;
}
if (func_80127438(play, player, mask)) {
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
Matrix_Translate(-323.67f, 412.15f, -969.96f, MTXMODE_APPLY);
Matrix_RotateZYX(-0x32BE, -0x50DE, -0x7717, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, D_801C0B20[mask - 1]);
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
}
} else if (player->itemAction == PLAYER_IA_DEKU_STICK) {
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
Matrix_Translate(-428.26f, 267.2f, -33.82f, MTXMODE_APPLY);
Matrix_RotateZYX(-0x8000, 0, 0x4000, MTXMODE_APPLY);
Matrix_Scale(1.0f, player->unk_B0C, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuStickDL);
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
} else if (player->leftHandType == PLAYER_MODELTYPE_LH_BOTTLE) {
PlayerBottle bottle = Player_BottleFromIA(player, player->itemAction);
Vec3f* temp_v1_2 = &D_801C0CE8[player->transformation];
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
Matrix_Translate(temp_v1_2->x, temp_v1_2->y, temp_v1_2->z, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// Note this does not check for PLAYER_BOTTLE_NONE, which would produce an OoB access on sPlayerBottleColors.
// Under normal circunstances it should not be a problem because of the previous
// `player->leftHandType == PLAYER_MODELTYPE_LH_BOTTLE` check
if (bottle != PLAYER_BOTTLE_EMPTY) {
Color_RGB8* bottleColor = &sPlayerBottleColors[bottle];
gDPSetEnvColor(POLY_XLU_DISP++, bottleColor->r, bottleColor->g, bottleColor->b, 0);
gSPDisplayList(POLY_XLU_DISP++, gBottleContentsDL);
}
gSPDisplayList(POLY_XLU_DISP++, gBottleGlassDL);
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
} else if (dList == object_link_zora_DL_00E2A0) { // zora guitar
s16 sp26 = Math_SinS(player->unk_B86[0]) * (ABS_ALT(player->upperLimbRot.x) * ((f32)(IREG(52) + 20)) / 100.0f);
s16 sp24 = Math_SinS(player->unk_B86[1]) * (ABS_ALT(player->upperLimbRot.y) * ((f32)(IREG(53) + 15)) / 100.0f);
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
Matrix_RotateXS(sp26, MTXMODE_APPLY);
Matrix_RotateYS(sp24, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_link_zora_DL_00E088); // hand
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
} else {
return false;
}
return true;
}
Vec3f sPlayerFootPos[PLAYER_FORM_MAX] = {
{ 200.0f, 300.0f, 0.0f }, // PLAYER_FORM_FIERCE_DEITY
{ 200.0f, 200.0f, 0.0f }, // PLAYER_FORM_GORON
{ 200.0f, 300.0f, 0.0f }, // PLAYER_FORM_ZORA
{ 200.0f, 150.0f, 0.0f }, // PLAYER_FORM_DEKU
{ 200.0f, 200.0f, 0.0f }, // PLAYER_FORM_HUMAN
};
void Player_SetFeetPos(PlayState* play, Player* player, s32 limbIndex) {
Vec3f* footPos = &sPlayerFootPos[player->transformation];
Actor_SetFeetPos(&player->actor, limbIndex, PLAYER_LIMB_LEFT_FOOT, footPos, PLAYER_LIMB_RIGHT_FOOT, footPos);
}
void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot, Actor* actor) {
Player* player = (Player*)actor;
if (*dList2 != NULL) {
Matrix_MultZero(sPlayerCurBodyPartPos);
}
if (limbIndex == PLAYER_LIMB_LEFT_HAND) {
Math_Vec3f_Copy(&player->leftHandWorld.pos, sPlayerCurBodyPartPos);
if ((*dList1 != NULL) && !func_801271B0(play, player, 0) && !func_80128640(play, player, *dList1) &&
(player->skelAnime.animation == &gPlayerAnim_pg_punchA)) {
func_80127488(play, player, D_801C0778[(s32)player->skelAnime.curFrame]);
}
if (player->actor.scale.y >= 0.0f) {
Actor* heldActor;
MtxF sp230;
if (!Player_IsHoldingHookshot(player) && ((heldActor = player->heldActor) != NULL)) {
if ((player->stateFlags3 & PLAYER_STATE3_40) && (player->transformation != PLAYER_FORM_DEKU)) {
static Vec3f D_801C0D60 = { 398.0f, 1419.0f, 244.0f };
static Vec3f D_801C0D6C = { 420.0f, 1210.0f, 380.0f };
Vec3s* temp_s1;
Vec3f* var_a0 = &D_801C0D60;
if (player->transformation == PLAYER_FORM_HUMAN) {
var_a0 = &D_801C0D6C;
}
Matrix_MultVec3f(var_a0, &heldActor->world.pos);
Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
Matrix_Get(&sp230);
temp_s1 = &heldActor->world.rot;
Matrix_MtxFToYXZRot(&sp230, temp_s1, false);
heldActor->shape.rot = *temp_s1;
} else if (player->stateFlags1 & PLAYER_STATE1_800) {
heldActor->world.rot.y = heldActor->shape.rot.y =
player->actor.shape.rot.y + player->leftHandWorld.rot.y;
}
} else {
static f32 sMeleeWeaponLengths[PLAYER_MELEEWEAPON_MAX] = {
0.0f, // PLAYER_MELEEWEAPON_NONE
3000.0f, // PLAYER_MELEEWEAPON_SWORD_KOKIRI
3000.0f, // PLAYER_MELEEWEAPON_SWORD_RAZOR
4000.0f, // PLAYER_MELEEWEAPON_SWORD_GILDED
5500.0f, // PLAYER_MELEEWEAPON_SWORD_TWO_HANDED
-1.0f, // PLAYER_MELEEWEAPON_DEKU_STICK
2500.0f, // PLAYER_MELEEWEAPON_ZORA_FINS
};
if ((player->transformation == PLAYER_FORM_FIERCE_DEITY) ||
((player->transformation != PLAYER_FORM_ZORA) &&
((player->itemAction == PLAYER_IA_DEKU_STICK) ||
((player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) &&
(player->meleeWeaponAnimation != PLAYER_MWA_GORON_PUNCH_RIGHT) &&
(player->meleeWeaponAnimation != PLAYER_MWA_GORON_PUNCH_BUTT))))) {
if (player->itemAction == PLAYER_IA_DEKU_STICK) {
D_801C0994->x = player->unk_B0C * 5000.0f;
} else {
D_801C0994->x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(player)];
}
func_80126B8C(play, player);
}
Matrix_Get(&player->leftHandMf);
Matrix_MtxFToYXZRot(&player->leftHandMf, &player->leftHandWorld.rot, false);
}
}
} else if (limbIndex == PLAYER_LIMB_RIGHT_HAND) {
Actor* heldActor = player->heldActor;
s32 pad;
if (*dList1 != NULL) {
if (player->rightHandType == PLAYER_MODELTYPE_RH_BOW) {
static Gfx* D_801C0D94 = object_link_child_DL_017818;
static Vec3f D_801C0D98 = { -35.0f, -395.0f, 0.0f };
// Unused
static s32 D_801C0DA4 = 0;
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
Matrix_Translate(D_801C0D98.x, D_801C0D98.y, D_801C0D98.z, MTXMODE_APPLY);
if ((player->stateFlags3 & PLAYER_STATE3_40) && (player->unk_B28 >= 0) && (player->unk_ACC < 0xB)) {
Vec3f sp20C;
f32 temp_fv0;
s32 pad2;
Matrix_MultZero(&sp20C);
temp_fv0 = Math_Vec3f_DistXYZ(sPlayerCurBodyPartPos, &sp20C);
player->unk_B08 = temp_fv0 - 3.0f;
if (temp_fv0 < 3.0f) {
player->unk_B08 = 0.0f;
} else {
player->unk_B08 *= 1.6f;
if (player->unk_B08 > 1.0f) {
player->unk_B08 = 1.0f;
}
}
player->unk_B0C = -0.5f;
}
Matrix_Scale(1.0f, player->unk_B08, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_801C0D94);
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
} else if (player->skelAnime.animation == &gPlayerAnim_pg_punchB) {
func_80127488(play, player, D_801C07AC[(s32)player->skelAnime.curFrame]);
} else {
func_801271B0(play, player, 1);
}
}
if (player->actor.scale.y >= 0.0f) {
if (player->rightHandType == PLAYER_MODELTYPE_RH_FF) {
Matrix_Get(&player->shieldMf);
} else if (player->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) {
// Coordinates of the shield quad collider vertices, in the right hand limb's own model space.
static Vec3f sRightHandLimbModelShieldQuadVertices[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 },
};
Matrix_Get(&player->shieldMf);
Player_UpdateShieldCollider(play, player, &player->shieldQuad, sRightHandLimbModelShieldQuadVertices);
} else if (player->rightHandType == PLAYER_MODELTYPE_RH_HOOKSHOT) {
static Vec3f D_801C0DD8 = { 50.0f, 800.0f, 0.0f };
Matrix_MultVec3f(&D_801C0DD8, &player->rightHandWorld.pos);
if (heldActor != NULL) {
static Vec3f D_801C0DE4 = { 50.0f, 850.0f, 0.0f };
MtxF sp1BC;
Matrix_MultVec3f(&D_801C0DE4, &heldActor->world.pos);
Matrix_RotateZYX(0, -0x4000, -0x4000, MTXMODE_APPLY);
Matrix_Get(&sp1BC);
Matrix_MtxFToYXZRot(&sp1BC, &heldActor->world.rot, false);
heldActor->shape.rot = heldActor->world.rot;
if (func_800B7128(player)) {
Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
Player_DrawHookshotReticle(play, player, 77600.0f);
}
}
} else if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if (player->meleeWeaponAnimation == PLAYER_MWA_GORON_PUNCH_RIGHT) {
func_80126B8C(play, player);
}
}
if ((player->getItemDrawIdPlusOne != (GID_NONE + 1)) ||
((func_800B7118(player) == 0) && (heldActor != NULL))) {
if (!(player->stateFlags1 & PLAYER_STATE1_400) && (player->getItemDrawIdPlusOne != (GID_NONE + 1)) &&
(player->exchangeItemAction != PLAYER_IA_NONE)) {
Math_Vec3f_Copy(&sPlayerGetItemRefPos, &player->leftHandWorld.pos);
} else {
sPlayerGetItemRefPos.x =
(player->bodyPartsPos[PLAYER_BODYPART_RIGHT_HAND].x + player->leftHandWorld.pos.x) * 0.5f;
sPlayerGetItemRefPos.y =
(player->bodyPartsPos[PLAYER_BODYPART_RIGHT_HAND].y + player->leftHandWorld.pos.y) * 0.5f;
sPlayerGetItemRefPos.z =
(player->bodyPartsPos[PLAYER_BODYPART_RIGHT_HAND].z + player->leftHandWorld.pos.z) * 0.5f;
}
if (player->getItemDrawIdPlusOne == (GID_NONE + 1)) {
Math_Vec3f_Copy(&heldActor->world.pos, &sPlayerGetItemRefPos);
}
}
}
} else if (limbIndex == PLAYER_LIMB_LEFT_FOREARM) {
func_80126BD0(play, player, 0);
} else if (limbIndex == PLAYER_LIMB_RIGHT_FOREARM) {
func_80126BD0(play, player, 1);
} else if (limbIndex == PLAYER_LIMB_TORSO) {
if (player->transformation == PLAYER_FORM_GORON) {
s32 temp_a0 = player->skelAnime.animation == &gPlayerAnim_pg_gakkistart;
s32 temp_v1_3 = player->skelAnime.animation == &gPlayerAnim_pg_gakkiwait;
if ((temp_a0 || temp_v1_3 || (player->skelAnime.animation == &gPlayerAnim_pg_gakkiplay))) {
static 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,
};
Vec3f sp178[ARRAY_COUNT(D_801C0DF0)];
s32 i;
OPEN_DISPS(play->state.gfxCtx);
if (temp_v1_3) {
f32* var_v0 = player->unk_B10;
for (i = 0; i < ARRAY_COUNT(sp178); i++, var_v0++) {
func_80124618(D_801C0510, *var_v0, &sp178[i]);
}
} else {
if (temp_a0 != 0) {
func_8012536C();
func_80124618(D_801C0428, player->skelAnime.curFrame, &player->unk_AF0[1]);
}
for (i = 0; i < ARRAY_COUNT(sp178); i++) {
Math_Vec3f_Copy(&sp178[i], &player->unk_AF0[1]);
}
}
Matrix_Push();
Matrix_Scale(player->unk_AF0[1].x, player->unk_AF0[1].y, player->unk_AF0[1].z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_link_goron_DL_00FC18);
Matrix_Pop();
for (i = 0; i < ARRAY_COUNT(sp178); i++) {
Matrix_Push();
Matrix_Scale(sp178[i].x, sp178[i].y, sp178[i].z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, D_801C0DF0[i]);
Matrix_Pop();
}
CLOSE_DISPS(play->state.gfxCtx);
}
}
} else if (limbIndex == PLAYER_LIMB_HEAD) {
//! FAKE
if (((*dList1 != NULL) && ((((void)0, player->currentMask)) != (((void)0, PLAYER_MASK_NONE)))) &&
(((player->transformation == PLAYER_FORM_HUMAN) &&
((player->skelAnime.animation != &gPlayerAnim_cl_setmask) || (player->skelAnime.curFrame >= 12.0f))) ||
((((player->transformation != PLAYER_FORM_HUMAN) && (player->currentMask >= PLAYER_MASK_FIERCE_DEITY)) &&
((player->transformation + PLAYER_MASK_FIERCE_DEITY) != player->currentMask)) &&
(player->skelAnime.curFrame >= 10.0f)))) {
if (func_80127438(play, player, player->currentMask)) {
s32 maskMinusOne = ((void)0, player->currentMask) - 1;
OPEN_DISPS(play->state.gfxCtx);
if (((void)0, player->currentMask) == PLAYER_MASK_COUPLE) {
Player_DrawCouplesMask(play, player);
} else if (((void)0, player->currentMask) == PLAYER_MASK_CIRCUS_LEADER) {
Player_DrawCircusLeadersMask(play, player);
} else if (((void)0, player->currentMask) == PLAYER_MASK_BLAST) {
Player_DrawBlastMask(play, player);
} else if (((void)0, player->currentMask) == PLAYER_MASK_BUNNY) {
Player_DrawBunnyHood(play);
} else if (((void)0, player->currentMask) == PLAYER_MASK_GREAT_FAIRY) {
Player_DrawGreatFairysMask(play, player);
} else if (((void)0, player->currentMask) >= PLAYER_MASK_FIERCE_DEITY) {
static Vec2f D_801C0E04[PLAYER_FORM_MAX] = {
{ 140.0f, -130.0f }, // PLAYER_FORM_FIERCE_DEITY
{ 0.0f, -200.0f }, // PLAYER_FORM_GORON
{ -160.0f, 0.0f }, // PLAYER_FORM_ZORA
{ 220.0f, -200.0f }, // PLAYER_FORM_DEKU
{ 0.0f, 0.0f }, // PLAYER_FORM_HUMAN
};
Vec2f* temp_s0_4 = &D_801C0E04[player->transformation];
Matrix_Push();
Matrix_Translate(temp_s0_4->x, temp_s0_4->z, 0.0f, MTXMODE_APPLY);
Matrix_Scale(1.0f, 1.0f - player->unk_B10[3], 1.0f - player->unk_B10[2], MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Matrix_Pop();
if (((player->skelAnime.animation == &gPlayerAnim_cl_setmask) &&
(player->skelAnime.curFrame >= 51.0f)) ||
(player->skelAnime.animation == &gPlayerAnim_cl_setmaskend)) {
maskMinusOne += 4;
}
}
gSPDisplayList(POLY_OPA_DISP++, D_801C0B20[maskMinusOne]);
CLOSE_DISPS(play->state.gfxCtx);
}
} else if (player->transformation == PLAYER_FORM_DEKU) {
if (player->skelAnime.animation == &gPlayerAnim_pn_gurd) {
OPEN_DISPS(play->state.gfxCtx);
func_80124618(D_801C0410, player->skelAnime.curFrame, player->unk_AF0);
Matrix_Push();
Matrix_Scale(player->unk_AF0[0].x, player->unk_AF0[0].y, player->unk_AF0[0].z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_link_nuts_DL_00A348);
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
} else {
s32 temp_v1_5 = player->skelAnime.animation == &gPlayerAnim_pn_gakkistart;
if (temp_v1_5 || (player->skelAnime.animation == &gPlayerAnim_pn_gakkiplay) ||
(player->skelAnime.animation == &gPlayerAnim_dl_kokeru)) {
static 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 spF0[ARRAY_COUNT(D_801C0E2C)];
s32 i;
f32* temp;
OPEN_DISPS(play->state.gfxCtx);
if (temp_v1_5) {
Vec3f spD4;
func_80124618(D_801C0340, player->skelAnime.curFrame, &spD4);
player->arr_AF0[0] = spD4.x;
func_80124618(D_801C0368, player->skelAnime.curFrame, spF0);
for (i = 0; i < ARRAY_COUNT(spF0) - 1; i++) {
Math_Vec3f_Copy(&spF0[i + 1], spF0);
}
temp = &player->arr_AF0[1];
for (i = 0; i < ARRAY_COUNT(spF0); i++) {
*temp = spF0[0].x;
temp++;
}
} else {
temp = &player->arr_AF0[1];
for (i = 0; i < ARRAY_COUNT(spF0); i++) {
spF0[i].x = *temp;
spF0[i].y = *temp;
spF0[i].z = *temp;
temp++;
}
}
Matrix_Push();
Matrix_Scale(player->arr_AF0[0], player->arr_AF0[0], player->arr_AF0[0], MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_link_nuts_DL_007390);
Matrix_Pop();
for (i = 0; i < ARRAY_COUNT(spF0); i++) {
Matrix_Push();
Matrix_Scale(spF0[i].x, spF0[i].y, spF0[i].z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
//! FAKE (yes, all of them are required)
// https://decomp.me/scratch/AdU3G
if (1) {}
if (1) {}
if (1) {}
if (1) {}
if (1) {}
if (1) {}
gSPDisplayList(POLY_OPA_DISP++, D_801C0E2C[i]);
Matrix_Pop();
}
CLOSE_DISPS(play->state.gfxCtx);
}
}
}
if ((player->stateFlags1 & (PLAYER_STATE1_2 | PLAYER_STATE1_100)) && (player->av2.actionVar2 != 0)) {
static Vec3f D_801C0E40[PLAYER_FORM_MAX] = {
{ 0.0f, 0.0f, 0.0f }, // PLAYER_FORM_FIERCE_DEITY
{ -578.3f, -1100.9f, 0.0f }, // PLAYER_FORM_GORON
{ -189.5f, -594.87f, 0.0f }, // PLAYER_FORM_ZORA
{ -570.0f, -812.0f, 0.0f }, // PLAYER_FORM_DEKU
{ -230.0f, -520.0f, 0.0f }, // PLAYER_FORM_HUMAN
};
Vec3f* temp_s0_7 = &D_801C0E40[player->transformation];
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
AnimatedMat_DrawXlu(play, Lib_SegmentedToVirtual(gameplay_keep_Matanimheader_054F18));
Matrix_Translate(temp_s0_7->x, temp_s0_7->y, 0.0f, MTXMODE_APPLY);
if (player->transformation == PLAYER_FORM_ZORA) {
Matrix_Scale(0.7f, 0.7f, 0.7f, MTXMODE_APPLY);
}
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 255, (u8)player->av2.actionVar2);
gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_054C90);
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx);
}
if (player->actor.scale.y >= 0.0f) {
static Vec3f sPlayerFocusHeadLimbModelPos = { 1100.0f, -700.0f, 0.0f };
static Vec3f D_801C0E88 = { 1600.0f, -1700.0f, -70.0f }; // unused
Actor* spA8 = NULL;
if (player->transformation != PLAYER_FORM_DEKU) {
Matrix_MultVec3f(&sPlayerFocusHeadLimbModelPos, &player->actor.focus.pos);
} else {
static Vec3f D_801C0E94 = { 1800.0f, -300.0f, 0.0f };
Matrix_MultVec3f(&sPlayerFocusHeadLimbModelPos, &player->actor.focus.pos);
Matrix_MultVec3f(&D_801C0E94, sPlayerCurBodyPartPos);
if ((player->skelAnime.animation == &gPlayerAnim_pn_drinkend) ||
(player->skelAnimeUpper.animation == &gPlayerAnim_pn_tamahaki) ||
((player->stateFlags3 & PLAYER_STATE3_40) && ((spA8 = player->heldActor) != NULL))) {
if (spA8 != NULL) {
static Vec3f D_801C0EA0 = { 1300.0f, -400.0f, 0.0f };
MtxF sp68;
Matrix_Push();
Matrix_MultVec3f(&D_801C0EA0, &spA8->world.pos);
Matrix_RotateZYX(0, 0x4000, 0, MTXMODE_APPLY);
Matrix_Get(&sp68);
Matrix_MtxFToYXZRot(&sp68, &spA8->world.rot, false);
spA8->shape.rot = spA8->world.rot;
Matrix_Pop();
}
}
}
}
} else if ((limbIndex == PLAYER_LIMB_HAT) && (player->stateFlags3 & PLAYER_STATE3_100000)) {
Vec3f sp5C;
Vec3f sp50;
Matrix_MultVecX(3000.0f, &sp5C);
Matrix_MultVecX(2300.0f, &sp50);
if (func_80126440(play, NULL, player->meleeWeaponInfo, &sp5C, &sp50)) {
EffectBlure_AddVertex(Effect_GetByIndex(player->meleeWeaponEffectIndex[0]), &player->meleeWeaponInfo[0].tip,
&player->meleeWeaponInfo[0].base);
}
} else if (limbIndex == PLAYER_LIMB_RIGHT_SHIN) {
if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if ((player->meleeWeaponAnimation == PLAYER_MWA_ZORA_PUNCH_KICK) ||
(player->meleeWeaponAnimation == PLAYER_MWA_ZORA_JUMPKICK_START) ||
(player->meleeWeaponAnimation == PLAYER_MWA_ZORA_JUMPKICK_FINISH)) {
func_8012669C(play, player, D_801C0A48, D_801C0A24);
}
}
} else if (limbIndex == PLAYER_LIMB_WAIST) {
if (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) {
if (player->meleeWeaponAnimation == PLAYER_MWA_GORON_PUNCH_BUTT) {
Math_Vec3f_Copy(&player->unk_AF0[1], &player->meleeWeaponInfo[0].base);
func_8012669C(play, player, D_801C0A90, D_801C0A6C);
}
}
} else if (limbIndex == PLAYER_LIMB_SHEATH) {
if ((*dList1 != NULL) && (player->transformation == PLAYER_FORM_HUMAN) &&
(player->currentShield != PLAYER_SHIELD_NONE) &&
((player->sheathType == PLAYER_MODELTYPE_SHEATH_14) ||
(player->sheathType == PLAYER_MODELTYPE_SHEATH_15))) {
OPEN_DISPS(play->state.gfxCtx);
gSPDisplayList(POLY_OPA_DISP++, gPlayerShields[2 * ((player->currentShield - 1) ^ 0)]);
CLOSE_DISPS(play->state.gfxCtx);
}
if (player->actor.scale.y >= 0.0f) {
if ((player->rightHandType != PLAYER_MODELTYPE_RH_SHIELD) &&
(player->rightHandType != PLAYER_MODELTYPE_RH_FF)) {
static Vec3f sSheathLimbModelShieldOnBackPos = { 630.0f, 100.0f, -30.0f };
static Vec3s sSheathLimbModelShieldOnBackZyxRot = { 0, 0, 0x7FFF };
Matrix_TranslateRotateZYX(&sSheathLimbModelShieldOnBackPos, &sSheathLimbModelShieldOnBackZyxRot);
Matrix_Get(&player->shieldMf);
}
}
} else if (player->actor.scale.y >= 0.0f) {
Player_SetFeetPos(play, player, limbIndex);
}
func_8012536C();
}