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# ifndef Z64PLAYER_H
# define Z64PLAYER_H
# include "z64actor.h"
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# include "alignment.h"
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# include "soh/Enhancements/item-tables/ItemTableTypes.h"
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struct Player ;
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes #1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix #1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes #1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
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extern GetItemEntry sGetItemTable [ 195 ] ;
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typedef enum {
/* 0 */ PLAYER_SWORD_NONE ,
/* 1 */ PLAYER_SWORD_KOKIRI ,
/* 2 */ PLAYER_SWORD_MASTER ,
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/* 3 */ PLAYER_SWORD_BIGGORON ,
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/* 4 */ PLAYER_SWORD_MAX
} PlayerSword ;
typedef enum {
/* 0x00 */ PLAYER_SHIELD_NONE ,
/* 0x01 */ PLAYER_SHIELD_DEKU ,
/* 0x02 */ PLAYER_SHIELD_HYLIAN ,
/* 0x03 */ PLAYER_SHIELD_MIRROR ,
/* 0x04 */ PLAYER_SHIELD_MAX
} PlayerShield ;
typedef enum {
/* 0x00 */ PLAYER_TUNIC_KOKIRI ,
/* 0x01 */ PLAYER_TUNIC_GORON ,
/* 0x02 */ PLAYER_TUNIC_ZORA ,
/* 0x03 */ PLAYER_TUNIC_MAX
} PlayerTunic ;
typedef enum {
/* 0x00 */ PLAYER_BOOTS_KOKIRI ,
/* 0x01 */ PLAYER_BOOTS_IRON ,
/* 0x02 */ PLAYER_BOOTS_HOVER ,
/* Values below are only relevant when setting regs in Player_SetBootData */
/* 0x03 */ PLAYER_BOOTS_INDOOR ,
/* 0x04 */ PLAYER_BOOTS_IRON_UNDERWATER ,
/* 0x05 */ PLAYER_BOOTS_KOKIRI_CHILD ,
/* 0x06 */ PLAYER_BOOTS_MAX
} PlayerBoots ;
typedef enum {
/* 0x00 */ PLAYER_STR_NONE ,
/* 0x01 */ PLAYER_STR_BRACELET ,
/* 0x02 */ PLAYER_STR_SILVER_G ,
/* 0x03 */ PLAYER_STR_GOLD_G ,
/* 0x04 */ PLAYER_STR_MAX
} PlayerStrength ;
typedef enum {
/* 0x00 */ PLAYER_MASK_NONE ,
/* 0x01 */ PLAYER_MASK_KEATON ,
/* 0x02 */ PLAYER_MASK_SKULL ,
/* 0x03 */ PLAYER_MASK_SPOOKY ,
/* 0x04 */ PLAYER_MASK_BUNNY ,
/* 0x05 */ PLAYER_MASK_GORON ,
/* 0x06 */ PLAYER_MASK_ZORA ,
/* 0x07 */ PLAYER_MASK_GERUDO ,
/* 0x08 */ PLAYER_MASK_TRUTH ,
/* 0x09 */ PLAYER_MASK_MAX
} PlayerMask ;
typedef enum {
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/* 0x00 */ PLAYER_IA_NONE ,
/* 0x01 */ PLAYER_IA_LAST_USED ,
/* 0x02 */ PLAYER_IA_FISHING_POLE ,
/* 0x03 */ PLAYER_IA_SWORD_MASTER ,
/* 0x04 */ PLAYER_IA_SWORD_KOKIRI ,
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/* 0x05 */ PLAYER_IA_SWORD_BIGGORON ,
/* 0x06 */ PLAYER_IA_DEKU_STICK ,
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/* 0x07 */ PLAYER_IA_HAMMER ,
/* 0x08 */ PLAYER_IA_BOW ,
/* 0x09 */ PLAYER_IA_BOW_FIRE ,
/* 0x0A */ PLAYER_IA_BOW_ICE ,
/* 0x0B */ PLAYER_IA_BOW_LIGHT ,
/* 0x0C */ PLAYER_IA_BOW_0C ,
/* 0x0D */ PLAYER_IA_BOW_0D ,
/* 0x0E */ PLAYER_IA_BOW_0E ,
/* 0x0F */ PLAYER_IA_SLINGSHOT ,
/* 0x10 */ PLAYER_IA_HOOKSHOT ,
/* 0x11 */ PLAYER_IA_LONGSHOT ,
/* 0x12 */ PLAYER_IA_BOMB ,
/* 0x13 */ PLAYER_IA_BOMBCHU ,
/* 0x14 */ PLAYER_IA_BOOMERANG ,
/* 0x15 */ PLAYER_IA_MAGIC_SPELL_15 ,
/* 0x16 */ PLAYER_IA_MAGIC_SPELL_16 ,
/* 0x17 */ PLAYER_IA_MAGIC_SPELL_17 ,
/* 0x18 */ PLAYER_IA_FARORES_WIND ,
/* 0x19 */ PLAYER_IA_NAYRUS_LOVE ,
/* 0x1A */ PLAYER_IA_DINS_FIRE ,
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/* 0x1B */ PLAYER_IA_DEKU_NUT ,
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/* 0x1C */ PLAYER_IA_OCARINA_FAIRY ,
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/* 0x1D */ PLAYER_IA_OCARINA_OF_TIME ,
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/* 0x1E */ PLAYER_IA_BOTTLE ,
/* 0x1F */ PLAYER_IA_BOTTLE_FISH ,
/* 0x20 */ PLAYER_IA_BOTTLE_FIRE ,
/* 0x21 */ PLAYER_IA_BOTTLE_BUG ,
/* 0x22 */ PLAYER_IA_BOTTLE_POE ,
/* 0x23 */ PLAYER_IA_BOTTLE_BIG_POE ,
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/* 0x24 */ PLAYER_IA_BOTTLE_RUTOS_LETTER ,
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/* 0x25 */ PLAYER_IA_BOTTLE_POTION_RED ,
/* 0x26 */ PLAYER_IA_BOTTLE_POTION_BLUE ,
/* 0x27 */ PLAYER_IA_BOTTLE_POTION_GREEN ,
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/* 0x28 */ PLAYER_IA_BOTTLE_MILK_FULL ,
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/* 0x29 */ PLAYER_IA_BOTTLE_MILK_HALF ,
/* 0x2A */ PLAYER_IA_BOTTLE_FAIRY ,
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/* 0x2B */ PLAYER_IA_ZELDAS_LETTER ,
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/* 0x2C */ PLAYER_IA_WEIRD_EGG ,
/* 0x2D */ PLAYER_IA_CHICKEN ,
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/* 0x2E */ PLAYER_IA_MAGIC_BEAN ,
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/* 0x2F */ PLAYER_IA_POCKET_EGG ,
/* 0x30 */ PLAYER_IA_POCKET_CUCCO ,
/* 0x31 */ PLAYER_IA_COJIRO ,
/* 0x32 */ PLAYER_IA_ODD_MUSHROOM ,
/* 0x33 */ PLAYER_IA_ODD_POTION ,
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/* 0x34 */ PLAYER_IA_POACHERS_SAW ,
/* 0x35 */ PLAYER_IA_BROKEN_GORONS_SWORD ,
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/* 0x36 */ PLAYER_IA_PRESCRIPTION ,
/* 0x37 */ PLAYER_IA_FROG ,
/* 0x38 */ PLAYER_IA_EYEDROPS ,
/* 0x39 */ PLAYER_IA_CLAIM_CHECK ,
/* 0x3A */ PLAYER_IA_MASK_KEATON ,
/* 0x3B */ PLAYER_IA_MASK_SKULL ,
/* 0x3C */ PLAYER_IA_MASK_SPOOKY ,
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/* 0x3D */ PLAYER_IA_MASK_BUNNY_HOOD ,
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/* 0x3E */ PLAYER_IA_MASK_GORON ,
/* 0x3F */ PLAYER_IA_MASK_ZORA ,
/* 0x40 */ PLAYER_IA_MASK_GERUDO ,
/* 0x41 */ PLAYER_IA_MASK_TRUTH ,
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/* 0x42 */ PLAYER_IA_LENS_OF_TRUTH ,
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/* 0x4C */ PLAYER_IA_MAX
} PlayerItemAction ;
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typedef enum {
/* 0x00 */ PLAYER_LIMB_NONE ,
/* 0x01 */ PLAYER_LIMB_ROOT ,
/* 0x02 */ PLAYER_LIMB_WAIST ,
/* 0x03 */ PLAYER_LIMB_LOWER ,
/* 0x04 */ PLAYER_LIMB_R_THIGH ,
/* 0x05 */ PLAYER_LIMB_R_SHIN ,
/* 0x06 */ PLAYER_LIMB_R_FOOT ,
/* 0x07 */ PLAYER_LIMB_L_THIGH ,
/* 0x08 */ PLAYER_LIMB_L_SHIN ,
/* 0x09 */ PLAYER_LIMB_L_FOOT ,
/* 0x0A */ PLAYER_LIMB_UPPER ,
/* 0x0B */ PLAYER_LIMB_HEAD ,
/* 0x0C */ PLAYER_LIMB_HAT ,
/* 0x0D */ PLAYER_LIMB_COLLAR ,
/* 0x0E */ PLAYER_LIMB_L_SHOULDER ,
/* 0x0F */ PLAYER_LIMB_L_FOREARM ,
/* 0x10 */ PLAYER_LIMB_L_HAND ,
/* 0x11 */ PLAYER_LIMB_R_SHOULDER ,
/* 0x12 */ PLAYER_LIMB_R_FOREARM ,
/* 0x13 */ PLAYER_LIMB_R_HAND ,
/* 0x14 */ PLAYER_LIMB_SHEATH ,
/* 0x15 */ PLAYER_LIMB_TORSO ,
/* 0x16 */ PLAYER_LIMB_MAX
} PlayerLimb ;
typedef enum {
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/* 0x00 */ PLAYER_BODYPART_WAIST , // PLAYER_LIMB_WAIST
/* 0x01 */ PLAYER_BODYPART_R_THIGH , // PLAYER_LIMB_R_THIGH
/* 0x02 */ PLAYER_BODYPART_R_SHIN , // PLAYER_LIMB_R_SHIN
/* 0x03 */ PLAYER_BODYPART_R_FOOT , // PLAYER_LIMB_R_FOOT
/* 0x04 */ PLAYER_BODYPART_L_THIGH , // PLAYER_LIMB_L_THIGH
/* 0x05 */ PLAYER_BODYPART_L_SHIN , // PLAYER_LIMB_L_SHIN
/* 0x06 */ PLAYER_BODYPART_L_FOOT , // PLAYER_LIMB_L_FOOT
/* 0x07 */ PLAYER_BODYPART_HEAD , // PLAYER_LIMB_HEAD
/* 0x08 */ PLAYER_BODYPART_HAT , // PLAYER_LIMB_HAT
/* 0x09 */ PLAYER_BODYPART_COLLAR , // PLAYER_LIMB_COLLAR
/* 0x0A */ PLAYER_BODYPART_L_SHOULDER , // PLAYER_LIMB_L_SHOULDER
/* 0x0B */ PLAYER_BODYPART_L_FOREARM , // PLAYER_LIMB_L_FOREARM
/* 0x0C */ PLAYER_BODYPART_L_HAND , // PLAYER_LIMB_L_HAND
/* 0x0D */ PLAYER_BODYPART_R_SHOULDER , // PLAYER_LIMB_R_SHOULDER
/* 0x0E */ PLAYER_BODYPART_R_FOREARM , // PLAYER_LIMB_R_FOREARM
/* 0x0F */ PLAYER_BODYPART_R_HAND , // PLAYER_LIMB_R_HAND
/* 0x10 */ PLAYER_BODYPART_SHEATH , // PLAYER_LIMB_SHEATH
/* 0x11 */ PLAYER_BODYPART_TORSO , // PLAYER_LIMB_TORSO
/* 0x12 */ PLAYER_BODYPART_MAX
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} PlayerBodyPart ;
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typedef enum {
/* 0 */ PLAYER_MWA_FORWARD_SLASH_1H ,
/* 1 */ PLAYER_MWA_FORWARD_SLASH_2H ,
/* 2 */ PLAYER_MWA_FORWARD_COMBO_1H ,
/* 3 */ P LAYER_MWA_FORWARD_COMBO_2H ,
/* 4 */ PLAYER_MWA_RIGHT_SLASH_1H ,
/* 5 */ PLAYER_MWA_RIGHT_SLASH_2H ,
/* 6 */ PLAYER_MWA_RIGHT_COMBO_1H ,
/* 7 */ PLAYER_MWA_RIGHT_COMBO_2H ,
/* 8 */ PLAYER_MWA_LEFT_SLASH_1H ,
/* 9 */ PLAYER_MWA_LEFT_SLASH_2H ,
/* 10 */ PLAYER_MWA_LEFT_COMBO_1H ,
/* 11 */ PLAYER_MWA_LEFT_COMBO_2H ,
/* 12 */ PLAYER_MWA_STAB_1H ,
/* 13 */ PLAYER_MWA_STAB_2H ,
/* 14 */ PLAYER_MWA_STAB_COMBO_1H ,
/* 15 */ PLAYER_MWA_STAB_COMBO_2H ,
/* 16 */ PLAYER_MWA_FLIPSLASH_START ,
/* 17 */ PLAYER_MWA_JUMPSLASH_START ,
/* 18 */ PLAYER_MWA_FLIPSLASH_FINISH ,
/* 19 */ PLAYER_MWA_JUMPSLASH_FINISH ,
/* 20 */ PLAYER_MWA_BACKSLASH_RIGHT ,
/* 21 */ PLAYER_MWA_BACKSLASH_LEFT ,
/* 22 */ PLAYER_MWA_HAMMER_FORWARD ,
/* 23 */ PLAYER_MWA_HAMMER_SIDE ,
/* 24 */ PLAYER_MWA_SPIN_ATTACK_1H ,
/* 25 */ PLAYER_MWA_SPIN_ATTACK_2H ,
/* 26 */ PLAYER_MWA_BIG_SPIN_1H ,
/* 27 */ PLAYER_MWA_BIG_SPIN_2H ,
/* 28 */ PLAYER_MWA_MAX
} PlayerMeleeWeaponAnimation ;
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typedef enum {
/* -1 */ PLAYER_DOORTYPE_AJAR = - 1 ,
/* 0 */ PLAYER_DOORTYPE_NONE ,
/* 1 */ PLAYER_DOORTYPE_HANDLE ,
/* 2 */ PLAYER_DOORTYPE_SLIDING ,
/* 3 */ PLAYER_DOORTYPE_FAKE
} PlayerDoorType ;
typedef enum {
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/* 0x00 */ PLAYER_MODELGROUP_0 , // unused (except with the `Player_OverrideLimbDrawPause` bug)
/* 0x01 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD , // kokiri/master sword, shield not in hand
/* 0x02 */ PLAYER_MODELGROUP_SWORD , // kokiri/master sword and possibly shield
/* 0x03 */ PLAYER_MODELGROUP_DEFAULT , // non-specific models, for items that don't have particular link models
/* 0x04 */ PLAYER_MODELGROUP_4 , // unused, same as PLAYER_MODELGROUP_DEFAULT
/* 0x05 */ PLAYER_MODELGROUP_BGS , // biggoron sword
/* 0x06 */ PLAYER_MODELGROUP_BOW_SLINGSHOT , // bow/slingshot
/* 0x07 */ PLAYER_MODELGROUP_EXPLOSIVES , // bombs, bombchus, same as PLAYER_MODELGROUP_DEFAULT
/* 0x08 */ PLAYER_MODELGROUP_BOOMERANG ,
/* 0x09 */ PLAYER_MODELGROUP_HOOKSHOT ,
/* 0x0A */ PLAYER_MODELGROUP_10 , // stick/fishing pole (which are drawn separately)
/* 0x0B */ PLAYER_MODELGROUP_HAMMER ,
/* 0x0C */ PLAYER_MODELGROUP_OCARINA , // ocarina
/* 0x0D */ PLAYER_MODELGROUP_OOT , // ocarina of time
/* 0x0E */ PLAYER_MODELGROUP_BOTTLE , // bottles (drawn separately)
/* 0x0F */ PLAYER_MODELGROUP_15 , // "last used"
/* 0x10 */ PLAYER_MODELGROUP_MAX
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} PlayerModelGroup ;
typedef enum {
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/* 0x00 */ PLAYER_MODELGROUPENTRY_ANIM ,
/* 0x01 */ PLAYER_MODELGROUPENTRY_LEFT_HAND ,
/* 0x02 */ PLAYER_MODELGROUPENTRY_RIGHT_HAND ,
/* 0x03 */ PLAYER_MODELGROUPENTRY_SHEATH ,
/* 0x04 */ PLAYER_MODELGROUPENTRY_WAIST ,
/* 0x05 */ PLAYER_MODELGROUPENTRY_MAX
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} PlayerModelGroupEntry ;
typedef enum {
// left hand
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/* 0x00 */ PLAYER_MODELTYPE_LH_OPEN , // empty open hand
/* 0x01 */ PLAYER_MODELTYPE_LH_CLOSED , // empty closed hand
/* 0x02 */ PLAYER_MODELTYPE_LH_SWORD , // holding kokiri/master sword
/* 0x03 */ PLAYER_MODELTYPE_LH_SWORD_2 , // unused, same as PLAYER_MODELTYPE_LH_SWORD
/* 0x04 */ PLAYER_MODELTYPE_LH_BGS , // holding bgs/broken giant knife (child: master sword)
/* 0x05 */ PLAYER_MODELTYPE_LH_HAMMER , // holding hammer (child: empty hand)
/* 0x06 */ PLAYER_MODELTYPE_LH_BOOMERANG , // holding boomerang (adult: empty hand)
/* 0x07 */ PLAYER_MODELTYPE_LH_BOTTLE , // holding bottle (bottle drawn separately)
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// right hand
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/* 0x08 */ PLAYER_MODELTYPE_RH_OPEN , // empty open hand
/* 0x09 */ PLAYER_MODELTYPE_RH_CLOSED , // empty closed hand
/* 0x0A */ PLAYER_MODELTYPE_RH_SHIELD , // holding a shield (including no shield)
/* 0x0B */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT , // holding bow/slingshot
/* 0x0C */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2 , // unused, same as PLAYER_MODELTYPE_RH_BOW_SLINGSHOT
/* 0x0D */ PLAYER_MODELTYPE_RH_OCARINA , // holding ocarina (child: fairy ocarina, adult: OoT)
/* 0x0E */ PLAYER_MODELTYPE_RH_OOT , // holding OoT
/* 0x0F */ PLAYER_MODELTYPE_RH_HOOKSHOT , // holding hookshot (child: empty hand)
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// sheath
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/* 0x10 */ PLAYER_MODELTYPE_SHEATH_16 , // sheathed kokiri/master sword?
/* 0x11 */ PLAYER_MODELTYPE_SHEATH_17 , // empty sheath?
/* 0x12 */ PLAYER_MODELTYPE_SHEATH_18 , // sword sheathed and shield on back?
/* 0x13 */ PLAYER_MODELTYPE_SHEATH_19 , // empty sheath and shield on back?
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// waist
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/* 0x14 */ PLAYER_MODELTYPE_WAIST ,
/* 0x15 */ PLAYER_MODELTYPE_MAX ,
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/* 0xFF */ PLAYER_MODELTYPE_RH_FF = 0xFF // disable shield collider, cutscene-specific
} PlayerModelType ;
typedef enum {
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/* 0x00 */ PLAYER_ANIMTYPE_0 ,
/* 0x01 */ PLAYER_ANIMTYPE_1 ,
/* 0x02 */ PLAYER_ANIMTYPE_2 ,
/* 0x03 */ PLAYER_ANIMTYPE_3 ,
/* 0x04 */ PLAYER_ANIMTYPE_4 ,
/* 0x05 */ PLAYER_ANIMTYPE_5 ,
/* 0x06 */ PLAYER_ANIMTYPE_MAX
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} PlayerAnimType ;
typedef enum {
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/* 0x00 */ PLAYER_ANIMGROUP_wait ,
/* 0x01 */ PLAYER_ANIMGROUP_walk ,
/* 0x02 */ PLAYER_ANIMGROUP_run ,
/* 0x03 */ PLAYER_ANIMGROUP_damage_run ,
/* 0x04 */ PLAYER_ANIMGROUP_heavy_run ,
/* 0x05 */ PLAYER_ANIMGROUP_waitL ,
/* 0x06 */ PLAYER_ANIMGROUP_waitR ,
/* 0x07 */ PLAYER_ANIMGROUP_wait2waitR ,
/* 0x08 */ PLAYER_ANIMGROUP_normal2fighter ,
/* 0x09 */ PLAYER_ANIMGROUP_doorA_free ,
/* 0x0A */ PLAYER_ANIMGROUP_doorA ,
/* 0x0B */ PLAYER_ANIMGROUP_doorB_free ,
/* 0x0C */ PLAYER_ANIMGROUP_doorB ,
/* 0x0D */ PLAYER_ANIMGROUP_carryB ,
/* 0x0E */ PLAYER_ANIMGROUP_landing ,
/* 0x0F */ PLAYER_ANIMGROUP_short_landing ,
/* 0x10 */ PLAYER_ANIMGROUP_landing_roll ,
/* 0x11 */ PLAYER_ANIMGROUP_hip_down ,
/* 0x12 */ PLAYER_ANIMGROUP_walk_endL ,
/* 0x13 */ PLAYER_ANIMGROUP_walk_endR ,
/* 0x14 */ PLAYER_ANIMGROUP_defense ,
/* 0x15 */ PLAYER_ANIMGROUP_defense_wait ,
/* 0x16 */ PLAYER_ANIMGROUP_defense_end ,
/* 0x17 */ PLAYER_ANIMGROUP_side_walk ,
/* 0x18 */ PLAYER_ANIMGROUP_side_walkL ,
/* 0x19 */ PLAYER_ANIMGROUP_side_walkR ,
/* 0x1A */ PLAYER_ANIMGROUP_45_turn ,
/* 0x1B */ PLAYER_ANIMGROUP_waitL2wait ,
/* 0x1C */ PLAYER_ANIMGROUP_waitR2wait ,
/* 0x1D */ PLAYER_ANIMGROUP_throw ,
/* 0x1E */ PLAYER_ANIMGROUP_put ,
/* 0x1F */ PLAYER_ANIMGROUP_back_walk ,
/* 0x20 */ PLAYER_ANIMGROUP_check ,
/* 0x21 */ PLAYER_ANIMGROUP_check_wait ,
/* 0x22 */ PLAYER_ANIMGROUP_check_end ,
/* 0x23 */ PLAYER_ANIMGROUP_pull_start ,
/* 0x24 */ PLAYER_ANIMGROUP_pulling ,
/* 0x25 */ PLAYER_ANIMGROUP_pull_end ,
/* 0x26 */ PLAYER_ANIMGROUP_fall_up ,
/* 0x27 */ PLAYER_ANIMGROUP_jump_climb_hold ,
/* 0x28 */ PLAYER_ANIMGROUP_jump_climb_wait ,
/* 0x29 */ PLAYER_ANIMGROUP_jump_climb_up ,
/* 0x2A */ PLAYER_ANIMGROUP_down_slope_slip_end ,
/* 0x2B */ PLAYER_ANIMGROUP_up_slope_slip_end ,
/* 0x2C */ PLAYER_ANIMGROUP_nwait ,
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/* 0x2D */ PLAYER_ANIMGROUP_MAX
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} PlayerAnimGroup ;
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# define LIMB_BUF_COUNT(limbCount) ((ALIGN16((limbCount) * sizeof(Vec3s)) + sizeof(Vec3s) - 1) / sizeof(Vec3s))
# define PLAYER_LIMB_BUF_COUNT LIMB_BUF_COUNT(PLAYER_LIMB_MAX)
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typedef struct {
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/* 0x00 */ f32 ceilingCheckHeight ;
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/* 0x04 */ f32 unk_04 ;
/* 0x08 */ f32 unk_08 ;
/* 0x0C */ f32 unk_0C ;
/* 0x10 */ f32 unk_10 ;
/* 0x14 */ f32 unk_14 ;
/* 0x18 */ f32 unk_18 ;
/* 0x1C */ f32 unk_1C ;
/* 0x20 */ f32 unk_20 ;
/* 0x24 */ f32 unk_24 ;
/* 0x28 */ f32 unk_28 ;
/* 0x2C */ f32 unk_2C ;
/* 0x30 */ f32 unk_30 ;
/* 0x34 */ f32 unk_34 ;
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/* 0x38 */ f32 wallCheckRadius ;
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/* 0x3C */ f32 unk_3C ;
/* 0x40 */ f32 unk_40 ;
/* 0x44 */ Vec3s unk_44 ;
/* 0x4A */ Vec3s unk_4A [ 4 ] ;
/* 0x62 */ Vec3s unk_62 [ 4 ] ;
/* 0x7A */ Vec3s unk_7A [ 2 ] ;
/* 0x86 */ Vec3s unk_86 [ 2 ] ;
/* 0x92 */ u16 unk_92 ;
/* 0x94 */ u16 unk_94 ;
/* 0x98 */ LinkAnimationHeader * unk_98 ;
/* 0x9C */ LinkAnimationHeader * unk_9C ;
/* 0xA0 */ LinkAnimationHeader * unk_A0 ;
/* 0xA4 */ LinkAnimationHeader * unk_A4 ;
/* 0xA8 */ LinkAnimationHeader * unk_A8 ;
/* 0xAC */ LinkAnimationHeader * unk_AC [ 4 ] ;
/* 0xBC */ LinkAnimationHeader * unk_BC [ 2 ] ;
/* 0xC4 */ LinkAnimationHeader * unk_C4 [ 2 ] ;
/* 0xCC */ LinkAnimationHeader * unk_CC [ 2 ] ;
} PlayerAgeProperties ; // size = 0xD4
typedef struct {
/* 0x00 */ s32 active ;
/* 0x04 */ Vec3f tip ;
/* 0x10 */ Vec3f base ;
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} WeaponInfo ; // size = 0x1C
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// #region SOH [General]
// Supporting pendingFlag
// Upstream TODO: Rename these to be more obviously SoH specific
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typedef enum {
FLAG_NONE ,
FLAG_SCENE_SWITCH ,
FLAG_SCENE_TREASURE ,
FLAG_SCENE_CLEAR ,
FLAG_SCENE_COLLECTIBLE ,
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FLAG_EVENT_CHECK_INF ,
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FLAG_ITEM_GET_INF ,
FLAG_INF_TABLE ,
FLAG_EVENT_INF ,
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FLAG_RANDOMIZER_INF ,
FLAG_GS_TOKEN ,
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} FlagType ;
typedef struct {
/* 0x00 */ s32 flagID ; // which flag to set when Player_SetPendingFlag is called
/* 0x04 */ FlagType flagType ; // type of flag to set when Player_SetPendingFlag is called
} PendingFlag ; // size = 0x06
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// #endregion
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# define PLAYER_STATE1_LOADING (1 << 0) //Transitioning to a new scene
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# define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1)
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# define PLAYER_STATE1_HOOKSHOT_FALLING (1 << 2)
# define PLAYER_STATE1_ITEM_IN_HAND (1 << 3)
# define PLAYER_STATE1_ENEMY_TARGET (1 << 4)
# define PLAYER_STATE1_INPUT_DISABLED (1 << 5)
# define PLAYER_STATE1_TEXT_ON_SCREEN (1 << 6)
# define PLAYER_STATE1_DEAD (1 << 7)
# define PLAYER_STATE1_START_PUTAWAY (1 << 8)
# define PLAYER_STATE1_READY_TO_FIRE (1 << 9)
# define PLAYER_STATE1_GETTING_ITEM (1 << 10)
# define PLAYER_STATE1_ITEM_OVER_HEAD (1 << 11)
# define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12)
# define PLAYER_STATE1_HANGING_OFF_LEDGE (1 << 13)
# define PLAYER_STATE1_CLIMBING_LEDGE (1 << 14)
# define PLAYER_STATE1_TARGETING (1 << 15)
# define PLAYER_STATE1_TARGET_LOCKED (1 << 16)
# define PLAYER_STATE1_TARGET_NOTHING (1 << 17)
# define PLAYER_STATE1_JUMPING (1 << 18)
# define PLAYER_STATE1_FREEFALL (1 << 19)
# define PLAYER_STATE1_FIRST_PERSON (1 << 20)
# define PLAYER_STATE1_CLIMBING_LADDER (1 << 21)
# define PLAYER_STATE1_SHIELDING (1 << 22)
# define PLAYER_STATE1_ON_HORSE (1 << 23)
# define PLAYER_STATE1_BOOMERANG_IN_HAND (1 << 24)
# define PLAYER_STATE1_THREW_BOOMERANG (1 << 25)
# define PLAYER_STATE1_DAMAGED (1 << 26)
# define PLAYER_STATE1_IN_WATER (1 << 27)
# define PLAYER_STATE1_IN_ITEM_CS (1 << 28)
# define PLAYER_STATE1_IN_CUTSCENE (1 << 29)
# define PLAYER_STATE1_30 (1 << 30) //Unknown, potentially target related?
# define PLAYER_STATE1_FLOOR_DISABLED (1 << 31) //Used for grottos
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# define PLAYER_STATE2_DO_ACTION_GRAB (1 << 0)
# define PLAYER_STATE2_SPEAK_OR_CHECK (1 << 1)
# define PLAYER_STATE2_DO_ACTION_CLIMB (1 << 2)
# define PLAYER_STATE2_FOOTSTEP (1 << 3)
# define PLAYER_STATE2_MOVING_DYNAPOLY (1 << 4)
# define PLAYER_STATE2_DISABLE_ROTATION_Z_TARGET (1 << 5)
# define PLAYER_STATE2_DISABLE_ROTATION_ALWAYS (1 << 6)
# define PLAYER_STATE2_GRABBED_BY_ENEMY (1 << 7)
# define PLAYER_STATE2_GRABBING_DYNAPOLY (1 << 8)
# define PLAYER_STATE2_SPAWN_DUST (1 << 9)
# define PLAYER_STATE2_UNDERWATER (1 << 10)
# define PLAYER_STATE2_DIVING (1 << 11)
# define PLAYER_STATE2_STATIONARY_LADDER (1 << 12)
# define PLAYER_STATE2_SWITCH_TARGETING (1 << 13)
# define PLAYER_STATE2_FROZEN (1 << 14)
# define PLAYER_STATE2_PAUSE_MOST_UPDATING (1 << 15)
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# define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Turns on the "Enter On A" DoAction
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# define PLAYER_STATE2_SPIN_ATTACKING (1 << 17) //w/o magic
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# define PLAYER_STATE2_CRAWLING (1 << 18) // Crawling through a crawlspace
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# define PLAYER_STATE2_HOPPING (1 << 19) //Sidehop/backflip
# define PLAYER_STATE2_NAVI_OUT (1 << 20)
# define PLAYER_STATE2_NAVI_ALERT (1 << 21)
# define PLAYER_STATE2_DO_ACTION_DOWN (1 << 22)
# define PLAYER_STATE2_NEAR_OCARINA_ACTOR (1 << 23)
# define PLAYER_STATE2_ATTEMPT_PLAY_FOR_ACTOR (1 << 24)
# define PLAYER_STATE2_PLAY_FOR_ACTOR (1 << 25)
# define PLAYER_STATE2_REFLECTION (1 << 26) //Handles Dark Link's Reflection
# define PLAYER_STATE2_OCARINA_PLAYING (1 << 27)
# define PLAYER_STATE2_IDLING (1 << 28)
# define PLAYER_STATE2_DISABLE_DRAW (1 << 29)
# define PLAYER_STATE2_SWORD_LUNGE (1 << 30)
# define PLAYER_STATE2_FORCED_VOID_OUT (1 << 31)
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# define PLAYER_STATE3_IGNORE_CEILING_FLOOR_WATER (1 << 0)
# define PLAYER_STATE3_MIDAIR (1 << 1)
# define PLAYER_STATE3_PAUSE_ACTION_FUNC (1 << 2)
# define PLAYER_STATE3_FINISHED_ATTACKING (1 << 3)
# define PLAYER_STATE3_CHECK_FLOOR_WATER_COLLISION (1 << 4)
# define PLAYER_STATE3_FORCE_PULL_OCARINA (1 << 5)
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# define PLAYER_STATE3_RESTORE_NAYRUS_LOVE (1 << 6) // Set by ocarina effects actors when destroyed to signal Nayru's Love may be restored (see `ACTOROVL_ALLOC_ABSOLUTE`)
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# define PLAYER_STATE3_HOOKSHOT_TRAVELLING (1 << 7) //Travelling to target
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typedef void ( * PlayerActionFunc ) ( struct Player * , struct PlayState * ) ;
typedef s32 ( * UpperActionFunc ) ( struct Player * , struct PlayState * ) ;
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typedef void ( * PlayerFuncA74 ) ( struct PlayState * , struct Player * ) ;
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typedef struct Player {
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/* 0x0000 */ Actor actor ;
/* 0x014C */ s8 currentTunic ; // current tunic from `PlayerTunic`
/* 0x014D */ s8 currentSwordItemId ;
/* 0x014E */ s8 currentShield ; // current shield from `PlayerShield`
/* 0x014F */ s8 currentBoots ; // current boots from `PlayerBoots`
/* 0x0150 */ s8 heldItemButton ; // Button index for the item currently used
/* 0x0151 */ s8 heldItemAction ; // Item action for the item currently used
/* 0x0152 */ u8 heldItemId ; // Item id for the item currently used
/* 0x0153 */ s8 prevBoots ; // previous boots from `PlayerBoots`
/* 0x0154 */ s8 itemAction ; // the difference between this and heldItemAction is unclear
/* 0x0155 */ char unk_155 [ 0x003 ] ;
/* 0x0158 */ u8 modelGroup ;
/* 0x0159 */ u8 nextModelGroup ;
/* 0x015A */ s8 itemChangeType ;
/* 0x015B */ u8 modelAnimType ;
/* 0x015C */ u8 leftHandType ;
/* 0x015D */ u8 rightHandType ;
/* 0x015E */ u8 sheathType ;
/* 0x015F */ u8 currentMask ; // current mask equipped from `PlayerMask`
/* 0x0160 */ Gfx * * rightHandDLists ;
/* 0x0164 */ Gfx * * leftHandDLists ;
/* 0x0168 */ Gfx * * sheathDLists ;
/* 0x016C */ Gfx * * waistDLists ;
/* 0x0170 */ u8 giObjectLoading ;
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/* 0x0174 */ DmaRequest giObjectDmaRequest ;
/* 0x0194 */ OSMesgQueue giObjectLoadQueue ;
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/* 0x01AC */ OSMesg giObjectLoadMsg ;
/* 0x01B0 */ void * giObjectSegment ; // also used for title card textures
/* 0x01B4 */ SkelAnime skelAnime ;
/* 0x01F8 */ Vec3s jointTable [ PLAYER_LIMB_BUF_COUNT ] ;
/* 0x0288 */ Vec3s morphTable [ PLAYER_LIMB_BUF_COUNT ] ;
/* 0x0318 */ Vec3s blendTable [ PLAYER_LIMB_BUF_COUNT ] ;
/* 0x03A8 */ s16 unk_3A8 [ 2 ] ;
/* 0x03AC */ Actor * heldActor ;
/* 0x03B0 */ Vec3f leftHandPos ;
/* 0x03BC */ Vec3s unk_3BC ;
/* 0x03C4 */ Actor * unk_3C4 ;
/* 0x03C8 */ Vec3f unk_3C8 ;
/* 0x03D4 */ char unk_3D4 [ 0x058 ] ;
/* 0x042C */ s8 doorType ;
/* 0x042D */ s8 doorDirection ;
/* 0x042E */ s16 doorTimer ;
/* 0x0430 */ Actor * doorActor ;
/* 0x0434 */ s16 getItemId ; // Upstream TODO: Document why this is s16 while it's s8 upstream
/* 0x0436 */ u16 getItemDirection ;
/* 0x0438 */ Actor * interactRangeActor ;
/* 0x043C */ s8 mountSide ;
/* 0x043D */ char unk_43D [ 0x003 ] ;
/* 0x0440 */ Actor * rideActor ;
/* 0x0444 */ u8 csAction ;
/* 0x0445 */ u8 prevCsAction ;
/* 0x0446 */ u8 cueId ;
/* 0x0447 */ u8 unk_447 ;
/* 0x0448 */ Actor * csActor ; // Actor involved in a `csAction`. Typically the actor that invoked the cutscene.
/* 0x044C */ char unk_44C [ 0x004 ] ;
/* 0x0450 */ Vec3f unk_450 ;
/* 0x045C */ Vec3f unk_45C ;
/* 0x0468 */ char unk_468 [ 0x002 ] ;
/* 0x046A */ s16 doorBgCamIndex ;
/* 0x046C */ s16 subCamId ;
/* 0x046E */ char unk_46E [ 0x02A ] ;
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/* 0x0498 */ ColliderCylinder cylinder ;
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/* 0x04E4 */ ColliderQuad meleeWeaponQuads [ 2 ] ;
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/* 0x05E4 */ ColliderQuad shieldQuad ;
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/* 0x0664 */ Actor * unk_664 ;
/* 0x0668 */ char unk_668 [ 0x004 ] ;
/* 0x066C */ s32 unk_66C ;
/* 0x0670 */ s32 meleeWeaponEffectIndex ;
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/* 0x0674 */ PlayerActionFunc actionFunc ;
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/* 0x0678 */ PlayerAgeProperties * ageProperties ;
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/* 0x067C */ u32 stateFlags1 ;
/* 0x0680 */ u32 stateFlags2 ;
/* 0x0684 */ Actor * unk_684 ;
/* 0x0688 */ Actor * boomerangActor ;
/* 0x068C */ Actor * naviActor ;
/* 0x0690 */ s16 naviTextId ;
/* 0x0692 */ u8 stateFlags3 ;
/* 0x0693 */ s8 exchangeItemId ;
/* 0x0694 */ Actor * targetActor ;
/* 0x0698 */ f32 targetActorDistance ;
/* 0x069C */ char unk_69C [ 0x004 ] ;
/* 0x06A0 */ f32 unk_6A0 ;
/* 0x06A4 */ f32 closestSecretDistSq ;
/* 0x06A8 */ Actor * unk_6A8 ;
/* 0x06AC */ s8 unk_6AC ;
/* 0x06AD */ u8 unk_6AD ;
/* 0x06AE */ u16 unk_6AE ;
/* 0x06B0 */ s16 unk_6B0 ;
/* 0x06B2 */ char unk_6B4 [ 0x004 ] ;
/* 0x06B6 */ s16 unk_6B6 ;
/* 0x06B8 */ s16 unk_6B8 ;
/* 0x06BA */ s16 unk_6BA ;
/* 0x06BC */ s16 unk_6BC ;
/* 0x06BE */ s16 unk_6BE ;
/* 0x06C0 */ s16 unk_6C0 ;
/* 0x06C2 */ s16 unk_6C2 ;
/* 0x06C4 */ f32 unk_6C4 ;
/* 0x06C8 */ SkelAnime upperSkelAnime ;
/* 0x070C */ Vec3s upperJointTable [ PLAYER_LIMB_BUF_COUNT ] ;
/* 0x079C */ Vec3s upperMorphTable [ PLAYER_LIMB_BUF_COUNT ] ;
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/* 0x082C */ UpperActionFunc upperActionFunc ;
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/* 0x0830 */ f32 upperAnimBlendWeight ;
/* 0x0834 */ s16 unk_834 ;
/* 0x0836 */ s8 unk_836 ;
/* 0x0837 */ u8 unk_837 ;
/* 0x0838 */ f32 linearVelocity ;
/* 0x083C */ s16 yaw ; // General yaw value, used both for world and shape rotation. Current or target value depending on context.
/* 0x083E */ s16 zTargetYaw ; // yaw relating to Z targeting/"parallel" mode
/* 0x0840 */ u16 underwaterTimer ;
/* 0x0842 */ s8 meleeWeaponAnimation ;
/* 0x0843 */ s8 meleeWeaponState ;
/* 0x0844 */ s8 unk_844 ;
/* 0x0845 */ u8 unk_845 ;
/* 0x0846 */ u8 unk_846 ;
/* 0x0847 */ s8 unk_847 [ 4 ] ;
/* 0x084B */ s8 unk_84B [ 4 ] ;
/* 0x084F */ union {
s8 actionVar1 ;
} av1 ; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
/* 0x0850 */ union {
s16 actionVar2 ;
} av2 ; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
/* 0x0854 */ f32 unk_854 ;
/* 0x0858 */ f32 unk_858 ;
/* 0x085C */ f32 unk_85C ; // stick length among other things
/* 0x0860 */ s16 unk_860 ; // stick flame timer among other things
/* 0x0862 */ s16 unk_862 ; // get item draw ID + 1
/* 0x0864 */ f32 unk_864 ;
/* 0x0868 */ f32 unk_868 ;
/* 0x086C */ f32 unk_86C ;
/* 0x0870 */ f32 unk_870 ;
/* 0x0874 */ f32 unk_874 ;
/* 0x0878 */ f32 unk_878 ;
/* 0x087C */ s16 unk_87C ;
/* 0x087E */ s16 unk_87E ;
/* 0x0880 */ f32 unk_880 ;
/* 0x0884 */ f32 yDistToLedge ; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found
/* 0x0888 */ f32 distToInteractWall ; // xyz distance to the interact wall
/* 0x088C */ u8 ledgeClimbType ;
/* 0x088D */ u8 ledgeClimbDelayTimer ;
/* 0x088E */ u8 unk_88E ;
/* 0x088F */ u8 unk_88F ;
/* 0x0890 */ u8 unk_890 ;
/* 0x0891 */ u8 bodyShockTimer ;
/* 0x0892 */ u8 unk_892 ;
/* 0x0893 */ u8 hoverBootsTimer ;
/* 0x0894 */ s16 fallStartHeight ; // last truncated Y position before falling
/* 0x0896 */ s16 fallDistance ; // truncated Y distance the player has fallen so far (positive is down)
/* 0x0898 */ s16 floorPitch ; // angle of the floor slope in the direction of current world yaw (positive for ascending slope)
/* 0x089A */ s16 floorPitchAlt ; // the calculation for this value is bugged and doesn't represent anything meaningful
/* 0x089C */ s16 unk_89C ;
/* 0x089E */ u16 floorSfxOffset ;
/* 0x08A0 */ u8 unk_8A0 ;
/* 0x08A1 */ u8 unk_8A1 ;
/* 0x08A2 */ s16 unk_8A2 ;
/* 0x08A4 */ f32 unk_8A4 ;
/* 0x08A8 */ f32 unk_8A8 ;
/* 0x08AC */ f32 pushedSpeed ; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
/* 0x08B0 */ s16 pushedYaw ; // Yaw direction of player being pushed
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/* 0x08B4 */ WeaponInfo meleeWeaponInfo [ 3 ] ;
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/* 0x0908 */ Vec3f bodyPartsPos [ PLAYER_BODYPART_MAX ] ;
/* 0x09E0 */ MtxF mf_9E0 ;
/* 0x0A20 */ MtxF shieldMf ;
/* 0x0A60 */ u8 bodyIsBurning ;
/* 0x0A61 */ u8 bodyFlameTimers [ PLAYER_BODYPART_MAX ] ; // one flame per body part
/* 0x0A73 */ u8 unk_A73 ;
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/* 0x0A74 */ PlayerFuncA74 func_A74 ;
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/* 0x0A78 */ s8 invincibilityTimer ; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
/* 0x0A79 */ u8 floorTypeTimer ; // counts up every frame the current floor type is the same as the last frame
/* 0x0A7A */ u8 floorProperty ;
/* 0x0A7B */ u8 prevFloorType ;
/* 0x0A7C */ f32 prevControlStickMagnitude ;
/* 0x0A80 */ s16 prevControlStickAngle ;
/* 0x0A82 */ u16 prevFloorSfxOffset ;
/* 0x0A84 */ s16 unk_A84 ;
/* 0x0A86 */ s8 unk_A86 ;
/* 0x0A87 */ u8 unk_A87 ;
/* 0x0A88 */ Vec3f unk_A88 ; // previous body part 0 position
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// #region SOH [General]
// Upstream TODO: Rename these to be more obviously SoH specific
/* */ PendingFlag pendingFlag ;
/* */ GetItemEntry getItemEntry ;
// #endregion
// #region SOH [Enhancements]
// Upstream TODO: Rename this to make it more obvious it is apart of an enhancement
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/* */ u8 boomerangQuickRecall ; // Has the player pressed the boomerang button while it's in the air still?
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// #endregion
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u8 ivanFloating ;
u8 ivanDamageMultiplier ;
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} Player ; // size = 0xA94
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testing out item replacement (#416)
* skip learning song of storms
* don't set flag when getting goron tunic as child
* Initiates prelude check when master sword unloads.
Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.
* Stops Shadow Temple lore prompts from appearing in rando.
* Skips cutscene of royal tomb explosion in rando.
Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.
* Improves visual of exploding gravestone.
* Adds some comments explaining the rando differences
* Skip ruto text box in jabu blue warp
For rando
* skip intro cutscene in dodongo's cavern
* load spoiler files on boot, fix spoilerfile existing check when making new saves
* name entry dropped spoiler logic
* make sure to actually init the cvar
* no chime on load
* uncomment
* Skip ganondrof cutscene
Skip to scream part of the death animation, skipping the text boxes etc. For rando
* Update z_boss_ganondrof.c
* skip owl flight cutscenes in rando
* Fixes skipped text so it only applies to shadow temple.
Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.
* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.
* TEST: Text for item
* Adding ganon flavor text
* ADD: AMMO Count
* format ganon text/hint text
* Autoskip the tower cutscene if settings call for tower collapse.
* ganon hint text logic
* Improved prelude after time travel fix
* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.
* this is all i did
* not the cleanest code ever but it's working
* ADD: GS Count
* ADD: Wallter (crash for now)
* TWEAK: Wallet check
* FIX: Use DrawItem instread of DrawUpgrade... b-baka!
* Fixes some vanilla bugs introduced by rando code.
* Added cutscene skip for zelda escaping
Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger
* ADD: X Spacing + Placeholders for song
* ADD: default case for items
* TWEAK: Spacing
* FIX: Light Arrow
* ADD: Ammo Option
* use groups instead
* ADD: More spacing logic
* songs and names
* TWEAK: Color on wallet
* colors
* Added flags cutscene before nabooru fight
* ADD: ChromaKey text
* First attempt skip cs after nabooru defeat
* Better implementation for specific rando cutscene skips
* use pulseaudio defaults
* spaces/tabs
* move color push/pop to stop crash
* make the colors work again
* the real bottle fix
* pulseaudio values tuned for n64 audio at 44.1khz
* update tlength
* remove one hardcoded samplerate
* Cleaned up and fixed zelda escape skip
The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.
* Revert one line to match original
nothing functional
* another hint line that breaks autonewline logic
* don't autospawn epona if we don't have the song/ocarina
* Trying to use iron knuckle death effects
not working yet
* Streamlined OoT cutscene skip for future additions
Also cleaned up if statement in general
* Made if statement more readable
Also added clarity for what cutscene was skipped
* Fixed typo in comment
* Janky nabooru defeat cs skip
* altar text formatting (gonna need help shortening some of the french ones)
* more altar text formatting
* english altar text formatting complete
* make gtg blocking guard check for card not bridge
* FIX: Typo!
* FIX: Uppercases
* FIX: Typo
* TWEAK: Alter + some names
* TWEAK: More caps!
* ADD: Missing string
TWEAK more uppercases and namefixe
s
* Hide nabooru death by covering her in flames
* bandaid fix for death crash issue
* Twinrova defeat cs skip
Skips the animation and manually calls the function to show the "beam" around the sisters
* fix crash
* fix caps to match
* fix great fairy reward mashing/shielding issue
* TWEAK : Typo clé to Clé
* TWEAK: Some Altar hints
TWEAK: Some capitals
* TWEAK: Unmatching text + some cap again
* TWEAK: More tweaks
* fix build
* remove extra json.hpp, add hint
* Update randomizer_item_tracker.cpp
* TWEAK: Double Defense with RedParticles instead of white
* make sure we don't optimize out the check to ensure a spoilerfile exists
* vanilla ganon boss key hint formatting
* TWEAK: FR- better way of the hero text
* fix
* and again
* Initializes dungeonsDone items in gSaveContext to 0.
* Replaces sizeof calculation with a NUM_DUNGEONS constant.
* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.
* More airtight fix for Saria's Gift on the Bridge.
* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.
* Invalidate text box icon before drawing
* Fixes the case where Saria's gift is an Ice Trap.
We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.
* Initial commit
Might need changing when we change the settings in the future
* Fixes Door of Time opening cutscene after warping with prelude.
* Initial waterfall skip
Very rudimentary way of doing things but it seems to work so :shrug:
* inital rework
* fixed default rotation for 2D sprites
* fix tab/space issues
* 3d drops rando merge fix again
* Allows Impa to appear in the Lullaby check post drawbridge escape.
* Changes Ganon's Trials Count setting to a checkbox
The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.
* Sets all Ganon's Trials to incomplete in new saves.
Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131
* fix castle guards when oot throw cutscene has already played in rando
* Properly removes the beams when trials are cleared.
* Removes Question Mark from Skip Ganon's Trials UI.
* Adds a todo comment about when to change back to slider.
* make deku seeds check for bullet bag
* Various tweaks
TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe
* upgrade ocarina on both child and adult equips
* FIX: Jabu Item
* update equipped hookshot/longshot when obtained as other age
* add hint
* don't give the bgs check without the claim check
* Skips Darunia Cutscene in Fire Temple
* Added a TODO note about not skipping the cutscene.
There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.
* remove todo
* restore fast ocarina option in imgui that was lost in merge
* Fixes grey screen issue + tooltip for 2 handed shield
* update to use dg instead of g for textures in item tracker
* TWEAK: Default color for cosmetic RAND button was not the corect one
* fix texture crash, remove unused item tracker code
* don't open mask shop until we get zelda's letter
* Update README.md
* Prevents "correct" chime under incorrect conditions.
* Fixes typo in conditional and adds "bonk" sound effect.
"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.
* remove modify dpad equips toggle, replace with checks for dpad menu
* remove extra check
* add ability to hold c-up to assign to dpad when dpad menuing is enabled
* disable d-pad navigation on item menu when holding c-up to equip
* dpad+c-up stuff for equipment menu
* ADD: Checbox for songs colors
* TWEAK: RandoColors for normal songs
* kind of quick and dirty but it works
* TWEAK: Clarity of the tooltip
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
# endif