tmc/include/player.h

553 lines
15 KiB
C

#ifndef PLAYER_H
#define PLAYER_H
#include "global.h"
#include "entity.h"
enum PlayerActions {
PLAYER_INIT,
PLAYER_NORMAL,
PLAYER_DUMMY,
PLAYER_FALL,
PLAYER_JUMP,
PLAYER_PUSH,
PLAYER_BOUNCE,
PLAYER_08070E9C, // sub_080782C0, only when PLAYER_INPUT_1000 is newInput
PLAYER_ITEMGET,
PLAYER_MINISH,
PLAYER_MINISHDIE,
PLAYER_08071DB8,
PLAYER_EMPTYBOTTLE,
PLAYER_FROZEN,
PLAYER_0807204C,
PLAYER_ROOM_EXIT,
PLAYER_PULL,
PLAYER_LAVA,
PLAYER_WARP,
PLAYER_08072454,
PLAYER_DROWN,
PLAYER_USEPORTAL,
PLAYER_TALKEZLO,
PLAYER_ROOMTRANSITION,
PLAYER_ROLL,
PLAYER_080728AC,
PLAYER_INHOLE,
PLAYER_08072C9C,
PLAYER_SLEEP,
PLAYER_CLIMB,
PLAYER_USEENTRANCE,
PLAYER_PARACHUTE,
};
enum PlayerFrameState {
PL_STATE_IDLE,
PL_STATE_WALK,
PL_STATE_SWORD,
PL_STATE_GUSTJAR,
PL_STATE_HOLD,
PL_STATE_THROW,
PL_STATE_6,
PL_STATE_SWIM,
PL_STATE_PARACHUTE,
PL_STATE_ROLL,
PL_STATE_FALL,
PL_STATE_JUMP,
PL_STATE_C,
PL_STATE_D,
PL_STATE_USEPORTAL,
PL_STATE_F,
PL_STATE_TRAPPED,
PL_STATE_11,
PL_STATE_DIE,
PL_STATE_TALKEZLO,
PL_STATE_CAPE,
PL_STATE_ITEMGET,
PL_STATE_DROWN,
PL_STATE_HOLE,
PL_STATE_CLIMB,
PL_STATE_PUSH,
PL_STATE_PULL,
PL_STATE_SINKING,
PL_STATE_STAIRS,
PL_STATE_1D,
};
enum PlayerSpawnType {
PL_SPAWN_DEFAULT,
PL_SPAWN_MINISH,
PL_SPAWN_DROP,
PL_SPAWN_WALKING,
PL_SPAWN_STEP_IN,
PL_SPAWN_SLEEPING,
PL_SPAWN_DROP_MINISH,
PL_SPAWN_STAIRS_ASCEND,
PL_SPAWN_STAIRS_DESCEND,
PL_SPAWN_9,
PL_SPAWN_PARACHUTE_FORWARD,
PL_SPAWN_PARACHUTE_UP,
PL_SPAWN_FAST_TRAVEL,
};
typedef enum {
CONTROL_ENABLED,
CONTROL_1,
CONTROL_2,
CONTROL_DISABLED,
} PlayerControlMode;
typedef enum {
PL_BUSY = 0x1,
PL_FLAGS2 = 0x2,
PL_DROWNING = 0x4,
PL_NO_CAP = 0x8,
PL_CAPTURED = 0x10,
PL_USE_PORTAL = 0x20,
PL_HIDDEN = 0x40,
PL_MINISH = 0x80,
PL_DISABLE_ITEMS = 0x100,
PL_FALLING = 0x200,
PL_BURNING = 0x400,
PL_FROZEN = 0x800,
PL_IN_MINECART = 0x1000,
PL_DRUGGED = 0x4000,
PL_PIT_IS_EXIT = 0x8000,
PL_FLAGS10000 = 0x10000,
PL_GYORG_FIGHT = 0x20000,
PL_ROLLING = 0x40000,
PL_MOLDWORM_CAPTURED = 0x80000,
PL_IN_HOLE = 0x100000,
PL_MOLDWORM_RELEASED = 0x200000,
PL_CLONING = 0x400000,
PL_USE_LANTERN = 0x800000,
PL_PARACHUTE = 0x1000000,
PL_CONVEYOR_PUSHED = 0x2000000,
PL_ENTER_MINECART = 0x4000000,
PL_SWORD_THRUST = 0x8000000,
PL_USE_OCARINA = 0x10000000,
PL_CLIMBING = 0x20000000,
} PlayerFlags;
enum PlayerItemId {
PL_ITEM_NONE,
PL_ITEM_SWORD,
PL_ITEM_BOMB,
PL_ITEM_BOOMERANG,
PL_ITEM_BOW,
PL_ITEM_SHIELD,
PL_ITEM_LANTERN,
PL_ITEM_NULLED,
PL_ITEM_GUSTJAR,
PL_ITEM_PACCI_CANE,
PL_ITEM_A,
PL_ITEM_B,
PL_ITEM_DASH_SWORD,
PL_ITEM_CELL_OVERWRITE_SET,
PL_ITEM_BOTTLE,
PL_ITEM_SWORDBEAM,
PL_ITEM_GUST,
PL_ITEM_GUSTBIG,
PL_ITEM_PACCI_CANE_PROJECTILE,
PL_ITEM_HELD_OBJECT,
PL_ITEM_SPIRAL_BEAM,
PL_ITEM_FIREROD_PROJECTILE,
PL_ITEM_SWORDBEAM2,
PL_ITEM_NULLED2,
PL_ITEM_CELL_OVERWRITE_SET2,
};
typedef enum {
SURFACE_NORMAL,
SURFACE_PIT,
SURFACE_2,
SURFACE_3,
SURFACE_SLOPE_GNDGND_V,
SURFACE_SLOPE_GNDGND_H,
SURFACE_6,
SURFACE_7,
SURFACE_MINISH_DOOR_FRONT,
SURFACE_MINISH_DOOR_BACK,
SURFACE_A,
SURFACE_B,
SURFACE_SLOPE_GNDWATER,
SURFACE_D,
SURFACE_E,
SURFACE_F,
SURFACE_10,
SURFACE_SWAMP,
SURFACE_DOOR,
SURFACE_DOOR_13,
SURFACE_14,
SURFACE_CLONE_TILE,
SURFACE_16,
SURFACE_ICE,
SURFACE_SHALLOW_WATER,
SURFACE_WATER,
SURFACE_BUTTON,
SURFACE_1B,
SURFACE_1C,
SURFACE_1D, // nulled
SURFACE_LADDER,
SURFACE_1F, // nulled
SURFACE_20,
SURFACE_21,
SURFACE_22,
SURFACE_EDGE,
SURFACE_24,
SURFACE_DUST,
SURFACE_26,
SURFACE_HOLE,
SURFACE_LIGHT_GRADE,
SURFACE_29,
SURFACE_AUTO_LADDER,
SURFACE_CLIMB_WALL,
SURFACE_2C,
} SurfaceType;
typedef enum {
SKILL_NONE = 0,
SKILL_SPIN_ATTACK = 1,
SKILL_ROLL_ATTACK = 2,
SKILL_DASH_ATTACK = 4,
SKILL_ROCK_BREAKER = 8,
SKILL_SWORD_BEAM = 0x10,
SKILL_GREAT_SPIN = 0x20,
SKILL_DOWN_THRUST = 0x40,
SKILL_PERIL_BEAM = 0x80,
SKILL_FOURSWORD = 0x100,
SKILL_FAST_SPIN = 0x200,
SKILL_FAST_SPLIT = 0x400,
SKILL_LONG_SPIN = 0x800
} PlayerSkill;
typedef struct {
/*0x00*/ u8 action;
/*0x01*/ s8 preChargeTimer;
/*0x02*/ u8 swordType;
/*0x03*/ u8 unk_3;
/*0x04*/ s16 chargeTimer;
/*0x06*/ u8 unk_6[2];
} ChargeState;
typedef struct {
u16 flags;
u16 keys;
} PlayerMacroEntry;
typedef enum {
PLAYER_INPUT_1 = 0x1, // A
PLAYER_INPUT_2 = 0x2, // B
PLAYER_INPUT_8 = 0x8, // A sub_080782C0, sub_0807953C, PlayerUpdateSwimming, sub_08076518. ItemForSale_Action2
PLAYER_INPUT_10 = 0x10, // B sub_0807953C, ToggleDiving, sub_08076518, ItemForSale_Action2
PLAYER_INPUT_20 = 0x20, // R sub_0807953C
PLAYER_INPUT_40 = 0x40, // A CrenelBeanSprout_Action1
PLAYER_INPUT_80 =
0x80, // R sub_08073584, IsPreventedFromUsingItem, sub_080782C0, CrenelBeanSprout_Action1, ItemForSale_Action2
PLAYER_INPUT_RIGHT = 0x100,
PLAYER_INPUT_LEFT = 0x200,
PLAYER_INPUT_UP = 0x400,
PLAYER_INPUT_DOWN = 0x800,
PLAYER_INPUT_ANY_DIRECTION = 0xf00,
PLAYER_INPUT_1000 = 0x1000, // L, where is it set? sub_080782C0
PLAYER_INPUT_8000 = 0x8000, // R, IsTryingToPickupObject, sub_08076518
// TODO What is the result of u32 result = (s32) - (keys & 0x200) >> 0x1f & 0x1000;?
} PlayerInputState;
typedef struct {
/*0x90*/ u16 heldInput; /**< Input currently held @see PlayerInputState */
/*0x92*/ u16 newInput; /**< New input this frame @see PlayerInputState */
/*0x94*/ u32 field_0x94;
/*0x98*/ u16 playerMacroWaiting;
/*0x9a*/ u16 playerMacroHeldKeys;
/*0x9c*/ PlayerMacroEntry* playerMacro;
} PlayerInput;
typedef enum {
SWORD_MOVE_NONE,
SWORD_MOVE_SPIN,
SWORD_MOVE_ROLL,
SWORD_MOVE_DASH,
SWORD_MOVE_BREAK_POT,
SWORD_MOVE_FULL_BEAM,
SWORD_MOVE_GREAT_SPIN,
SWORD_MOVE_DOWN_THRUST,
SWORD_MOVE_LOW_BEAM,
} SwordMove;
typedef struct {
/*0x00*/ u8 prevAnim;
/*0x00*/ u8 grab_status;
/*0x02*/ u8 jump_status;
/*0x03*/ u8 shield_status;
/*0x04*/ u8 attack_status;
/*0x05*/ u8 heldObject;
/*0x06*/ u8 pushedObject; // hi bit is special, rest is used as a timer
/*0x07*/ u8 field_0x7;
/*0x08*/ u16 animation;
/*0x0a*/ u8 field_0xa;
/*0x0b*/ u8 keepFacing;
/*0x0c*/ u8 queued_action;
/*0x0d*/ u8 direction;
/*0x0e*/ u8 itemAnimPriority;
/*0x0f*/ u8 hurtBlinkSpeed;
/*0x10*/ u8 field_0x10;
/*0x11*/ u8 surfacePositionSameTimer;
/*0x12*/ u8 floor_type;
/*0x13*/ u8 floor_type_last;
/*0x14*/ u8 field_0x14;
/*0x15*/ u8 field_0x15;
/*0x16*/ u16 startPosX;
/*0x18*/ u16 startPosY;
/*0x1a*/ u8 mobility;
/*0x1b*/ u8 sword_state;
/*0x1c*/ u8 field_0x1c;
/*0x1d*/ u8 gustJarSpeed;
/*0x1e*/ u8 dash_state;
/*0x1f*/ u8 field_0x1f[3];
/*0x22*/ u16 tilePosition;
/*0x24*/ u16 tileType;
/*0x26*/ u8 swim_state; /**< Is the player swimming? 0x80 for diving */
/*0x27*/ u8 field_0x27[5];
/*0x2c*/ Entity* item;
/*0x30*/ u32 flags;
/*0x34*/ u8 field_0x34;
/*0x35*/ u8 field_0x35;
/*0x36*/ u8 field_0x36;
/*0x37*/ u8 surfaceTimer;
/*0x38*/ u8 field_0x38;
/*0x39*/ u8 field_0x39;
/*0x3a*/ u8 field_0x3a;
/*0x3b*/ u8 field_0x3b;
/*0x3c*/ u8 field_0x3c;
/*0x3d*/ u8 moleMittsState;
/*0x3e*/ u8 swordDamage : 2;
/* */ u8 filler14 : 6;
/*0x3f*/ s8 spriteOffsetY;
/*0x40*/ u32 path_memory[16];
/*0x80*/ u16 speed_modifier;
/*0x82*/ u8 field_0x82;
/*0x83*/ u8 playerPalette;
/*0x84*/ Entity* lilypad; /**< Last lilypad the player was standing on? */
/*0x88*/ u8 field_0x88;
/*0x89*/ u8 remainingDiveTime; /**< Frames that the player can continue to dive. */
/*0x8a*/ u8 field_0x8a;
/*0x8b*/ u8 controlMode;
/*0x8c*/ u16 vel_x;
/*0x8e*/ u16 vel_y;
/*0x90*/ PlayerInput playerInput;
/*0xa0*/ ChargeState chargeState;
/*0xa8*/ u8 framestate;
/*0xa9*/ u8 framestate_last;
/*0xaa*/ u8 attachedBeetleCount; /**< Count of the Beetles attached to the player. */
/*0xab*/ u8 lastSwordMove; /**< The last move that has been performed with the sword. @see SwordMove */
/*0xac*/ u16 skills; /**< Bitfield of skills @see PlayerSkill */
/*0xae*/ u8 pad[2];
} PlayerState;
typedef struct {
/*0x00*/ u8 walletType;
/*0x01*/ u8 heartPieces;
/*0x02*/ u8 health;
/*0x03*/ u8 maxHealth;
/*0x04*/ u8 bombCount;
/*0x05*/ u8 arrowCount;
/*0x06*/ u8 bombBagType;
/*0x07*/ u8 quiverType;
/*0x08*/ u8 filler[2];
/*0x0a*/ u8 charm;
/*0x0b*/ u8 picolyteType;
/*0x0c*/ u8 itemButtons[2];
/*0x0e*/ u8 bottles[4];
/*0x12*/ u8 effect;
/*0x13*/ u8 hasAllFigurines;
/*0x14*/ u8 filler3[4];
/*0x18*/ u16 rupees;
/*0x1a*/ u16 shells;
/*0x1c*/ u16 charmTimer;
/*0x1e*/ u16 picolyteTimer;
/*0x20*/ u16 effectTimer;
/*0x22*/ u8 filler4[6];
} Stats;
#define SLOT_A 0
#define SLOT_B 1
typedef struct {
/*0x0*/ u8 field_0x0;
/*0x1*/ u8 behaviorId;
/*0x2*/ u8 field_0x2[2];
/*0x4*/ u8 stateID;
/*0x5*/ u8 field_0x5;
/*0x6*/ u8 field_0x6;
/*0x7*/ u8 timer;
/*0x8*/ u8 subtimer;
/*0x9*/ u8 priority;
/*0xa*/ u8 playerAnimationState;
/*0xb*/ u8 direction;
/*0xc*/ u8 playerAnimIndex; /**< Stored animIndex of the player entity. */
/*0xd*/ u8 playerFrameDuration; /**< Stored frameDuration of the player entity. */
/*0xe*/ u8
playerFrame; /**< Stored frame of the player entity. But also used for general purpose in item behaviours? */
/*0xf*/ u8
animPriority; /**< In sub_08079064 the animIndex of the ItemBehavior with the max animPriority is selected. */
/*0x10*/ u16 animIndex;
/*0x12*/ u8 playerFrameIndex; /**< Stored frameIndex of the player entity. */
/*0x13*/ u8 field_0x13[5];
/*0x18*/ Entity* field_0x18;
} ItemBehavior;
extern void (*const gPlayerItemFunctions[])(Entity*);
typedef struct {
u16 size;
u16 iconStartTile;
} Wallet;
extern const Wallet gWalletSizes[];
extern const u8 gBombBagSizes[];
extern const u8 gQuiverSizes[];
extern Entity* gPlayerClones[];
extern PlayerState gPlayerState;
extern Entity gPlayerEntity;
void DoPlayerAction(Entity*);
bool32 CheckInitPauseMenu(void);
void SetPlayerControl(PlayerControlMode mode);
void ResetActiveItems(void);
void ResetPlayerVelocity(void);
void ResetPlayerAnimationAndAction(void);
void SetPlayerActionNormal(void);
void RespawnAsMinish(void);
Entity* CreatePlayerItem(u32, u32, u32, u32);
void ResolvePlayerAnimation(void);
void RegisterPlayerHitbox(void);
void UpdateFloorType(void);
void CreateEzloHint(u32, u32);
// game.c
/** @see Item */
/*EquipSlot*/ u32 IsItemEquipped(u32 itemId);
/** @see Item */
u32 GetInventoryValue(u32);
/** @see Item */
u32 SetInventoryValue(u32, u32);
s32 ModHealth(s32 delta);
void ModRupees(s32 delta);
void ModBombs(s32 delta);
// playerUtils.c
void DeleteClones(void);
void CreateItemEquippedAtSlot(/*EquipSlot*/ u32 equipSlot);
void PutAwayItems(void);
void sub_08079E58(s32 speed, u32 direction);
void RespawnPlayer(void);
SurfaceType GetSurfaceCalcType(Entity*, s32, s32);
void UpdatePlayerMovement(void);
void EnablePlayerDraw(Entity*);
void sub_080797EC(void);
void PlayerMinishSetNormalAndCollide(void);
u32 sub_08079B24(void);
void sub_08079708(Entity*);
void sub_08079744(Entity*);
void PlayerUpdateSwimming(Entity*);
u32 GetCollisionTileInFront(Entity*);
u32 sub_080797C4(void);
void CheckPlayerVelocity(void);
void sub_0807B068(Entity*);
u32 sub_0807A2F8(u32);
void UpdateActiveItems(/* PlayerEntity* */);
bool32 sub_0807A2B8(void);
u32 sub_08079550(void);
u32 sub_080782C0(void);
bool32 sub_080793E4(u32);
bool32 sub_08079C30(Entity*);
void ResetLantern(void);
bool32 CheckQueuedAction(void);
void UpdatePlayerSkills(void);
u32 sub_0807AC54(Entity*);
void sub_080792D8(void);
u32 sub_08078F74(Entity*);
void sub_0807879C(Entity*);
void sub_08078D60(void);
void PlayerSetNormalAndCollide(void);
bool32 PlayerTryDropObject(ItemBehavior* arg0, u32 unk);
void InitItemGetSequence(u32, u32, u32);
void sub_0807B7D8(u32, u32, u32);
void sub_08078850(Entity*, u32, u32, const void*);
void sub_08079D84(void);
u32 sub_0807953C(void);
void sub_0807BB68(const s16*, u32, u32);
void sub_0807B9B8(u32, u32, u32);
void sub_0807B7D8(u32, u32, u32);
void RestorePrevTileEntity(u32, u32);
void UpdateItemAnim(ItemBehavior*);
void PlayerCancelHoldItem(ItemBehavior*, u32);
void RegisterCarryEntity(Entity*);
void FreeCarryEntity(Entity*);
void PlayerDropHeldObject();
void PlayerResetStateFromFusion();
void DeleteItemBehavior(ItemBehavior*, u32);
void sub_08077D38(ItemBehavior*, u32);
void SetItemAnim(ItemBehavior* this, u32 animIndex);
void sub_08077E3C(ItemBehavior*, u32);
void sub_080751E8(u32, u32, void*);
void sub_08077B98(ItemBehavior*);
void sub_08077BB8(ItemBehavior*);
Entity* CreatePlayerItemIfNotExists(ItemBehavior*, u32);
Entity* FindPlayerItemForItem(ItemBehavior*, u32);
bool32 PlayerCanBeMoved(void);
bool32 sub_08077EC8(ItemBehavior*);
bool32 IsItemActive(ItemBehavior*);
bool32 IsItemActivatedThisFrame(ItemBehavior*);
bool32 IsItemActiveByInput(ItemBehavior*, PlayerInputState);
bool32 sub_08077FEC(u32);
void sub_08078180(void);
void sub_080784C8();
void sub_08078790(Entity*, u32);
void sub_080787CC(Entity*);
s32 sub_08078800(Entity*);
s32 sub_0807887C(Entity*, u32, u32);
void sub_080788E0(Entity*);
s32 sub_08078904();
void sub_08078AC0(u32, u32, u32);
void sub_08078B48(void);
void sub_08078E84(Entity*, Entity*);
void sub_08078FB0(Entity*);
void sub_080792BC(s32, u32, u32);
u32 sub_0807953C(void);
void sub_08079BD8(Entity*);
u32 sub_08079D48();
void sub_08079D84(void);
u32 sub_08079FC4(u32);
void UpdatePlayerPalette(void);
void sub_0807A5B8(u32);
void sub_0807A8D8(Entity*);
void sub_0807AA80(Entity*);
void sub_0807AABC(Entity*);
void PlayerSwimming(Entity*);
u32 GetSwordBeam();
void sub_0807B0C8(void);
bool32 sub_0807BD14(Entity*, u32);
Entity* CreatePlayerItemWithParent(ItemBehavior*, u32);
bool32 HasSwordEquipped();
u32 GetPlayerPalette(bool32 use);
void PlayerShrinkByRay(void);
// player.s
extern u32 PlayerCheckNEastTile();
extern u32* sub_08008790(Entity*, u32);
extern void UpdateIcePlayerVelocity(Entity*);
extern void sub_08008AC6(Entity*);
extern void sub_08008926(Entity*);
extern void sub_08008AC6(Entity*);
extern void sub_08008AA0(Entity*);
// zelda.c
void SetZeldaFollowTarget(Entity* target);
#define COPY_FLAG_FROM_TO(base, src, dest) (base) = ((base) & ~(dest)) | (((dest) * ((base) & (src))) / src)
#endif // PLAYER_H