Shipwright/soh/src/code/z_player_lib.c

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#include "global.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_link_boy/object_link_boy.h"
#include "objects/object_link_child/object_link_child.h"
#include "objects/object_triforce_spot/object_triforce_spot.h"
#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
typedef struct {
/* 0x00 */ u8 flag;
/* 0x02 */ u16 textId;
} TextTriggerEntry; // size = 0x04
typedef struct {
/* 0x00 */ void* dList;
/* 0x04 */ Vec3f pos;
} BowStringData; // size = 0x10
FlexSkeletonHeader* gPlayerSkelHeaders[] = { &gLinkAdultSkel, &gLinkChildSkel };
s16 sBootData[PLAYER_BOOTS_MAX][17] = {
{ 200, 1000, 300, 700, 550, 270, 600, 350, 800, 600, -100, 600, 590, 750, 125, 200, 130 },
{ 200, 1000, 300, 700, 550, 270, 1000, 0, 800, 300, -160, 600, 590, 750, 125, 200, 130 },
{ 200, 1000, 300, 700, 550, 270, 600, 600, 800, 550, -100, 600, 540, 270, 25, 0, 130 },
{ 200, 1000, 300, 700, 380, 400, 0, 300, 800, 500, -100, 600, 590, 750, 125, 200, 130 },
{ 80, 800, 150, 700, 480, 270, 600, 50, 800, 550, -40, 400, 540, 270, 25, 0, 80 },
{ 200, 1000, 300, 800, 500, 400, 800, 400, 800, 550, -100, 600, 540, 750, 125, 400, 200 },
};
// Used to map action params to model groups
u8 sActionModelGroups[] = {
3, 15, 10, 2, 2, 5, 10, 11, 6, 6, 6, 6, 6, 6, 6, 6, 9, 9, 7, 7, 8, 3, 3, 6, 3, 3, 3, 3, 12, 13, 14, 14, 14, 14,
2022-05-15 15:26:54 -04:00
14, 14, 14, 14, 14, 14, 14, 14, 14, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
3, 3, 3, 3, 3, 3, 3, 3
};
TextTriggerEntry sTextTriggers[] = {
{ 1, 0x3040 },
{ 2, 0x401D },
{ 0, 0x0000 },
{ 2, 0x401D },
};
// Used to map model groups to model types for [animation, left hand, right hand, sheath, waist]
u8 gPlayerModelTypes[][5] = {
{ 2, 0, 10, 16, 20 }, { 1, 2, 9, 19, 20 }, { 1, 2, 10, 17, 20 }, { 0, 0, 8, 18, 20 },
{ 0, 0, 8, 18, 20 }, { 3, 4, 9, 19, 20 }, { 4, 1, 11, 18, 20 }, { 5, 0, 8, 18, 20 },
{ 0, 6, 8, 18, 20 }, { 4, 0, 15, 18, 20 }, { 3, 1, 9, 18, 20 }, { 3, 5, 9, 18, 20 },
{ 0, 0, 13, 18, 20 }, { 0, 0, 14, 18, 20 }, { 0, 7, 8, 18, 20 }, { 0, 2, 8, 19, 20 },
};
Gfx* D_80125CE8[] = {
gLinkAdultRightHandClosedNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightHandClosedFarDL,
gLinkAdultRightHandClosedNearDL,
gLinkChildRightFistAndDekuShieldNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightFistAndDekuShieldFarDL,
gLinkAdultRightHandHoldingHylianShieldNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandHoldingHylianShieldFarDL,
gLinkChildRightHandClosedFarDL,
gLinkAdultRightHandHoldingMirrorShieldNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandHoldingMirrorShieldFarDL,
gLinkChildRightHandClosedFarDL,
};
Gfx* D_80125D28[] = {
gLinkAdultMasterSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL,
gLinkAdultMasterSwordAndSheathNearDL, gLinkChildDekuShieldSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL, gLinkChildDekuShieldSwordAndSheathFarDL,
gLinkAdultHylianShieldSwordAndSheathNearDL, gLinkChildHylianShieldSwordAndSheathNearDL,
gLinkAdultHylianShieldSwordAndSheathFarDL, gLinkChildHylianShieldSwordAndSheathFarDL,
gLinkAdultMirrorShieldSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL,
gLinkAdultMirrorShieldSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL,
NULL, NULL,
NULL, NULL,
NULL, gLinkChildDekuShieldWithMatrixDL,
NULL, gLinkChildDekuShieldWithMatrixDL,
};
Gfx* D_80125D88[] = {
gLinkAdultSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildSheathFarDL,
gLinkAdultSheathNearDL,
gLinkChildDekuShieldAndSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildDekuShieldAndSheathFarDL,
gLinkAdultHylianShieldAndSheathNearDL,
gLinkChildHylianShieldAndSheathNearDL,
gLinkAdultHylianShieldAndSheathFarDL,
gLinkChildHylianShieldAndSheathFarDL,
gLinkAdultMirrorShieldAndSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultMirrorShieldAndSheathFarDL,
gLinkChildSheathFarDL,
NULL,
NULL,
NULL,
NULL,
gLinkAdultSheathNearDL,
gLinkChildDekuShieldWithMatrixDL,
gLinkAdultSheathNearDL,
gLinkChildDekuShieldWithMatrixDL,
};
Gfx* D_80125DE8[] = {
gLinkAdultLeftHandHoldingBgsNearDL, gLinkChildLeftHandHoldingMasterSwordDL,
gLinkAdultLeftHandHoldingBgsFarDL, gLinkChildLeftHandHoldingMasterSwordDL,
gLinkAdultHandHoldingBrokenGiantsKnifeDL, gLinkChildLeftHandHoldingMasterSwordDL,
gLinkAdultHandHoldingBrokenGiantsKnifeFarDL, gLinkChildLeftHandHoldingMasterSwordDL,
};
Gfx* D_80125E08[] = {
gLinkAdultLeftHandNearDL,
gLinkChildLeftHandNearDL,
gLinkAdultLeftHandFarDL,
gLinkChildLeftHandFarDL,
};
Gfx* D_80125E18[] = {
gLinkAdultLeftHandClosedNearDL,
gLinkChildLeftFistNearDL,
gLinkAdultLeftHandClosedFarDL,
gLinkChildLeftFistFarDL,
};
Gfx* D_80125E28[] = {
gLinkAdultLeftHandHoldingMasterSwordNearDL,
gLinkChildLeftFistAndKokiriSwordNearDL,
gLinkAdultLeftHandHoldingMasterSwordFarDL,
gLinkChildLeftFistAndKokiriSwordFarDL,
};
Gfx* D_80125E38[] = {
gLinkAdultLeftHandHoldingMasterSwordNearDL,
gLinkChildLeftFistAndKokiriSwordNearDL,
gLinkAdultLeftHandHoldingMasterSwordFarDL,
gLinkChildLeftFistAndKokiriSwordFarDL,
};
Gfx* D_80125E48[] = {
gLinkAdultRightHandNearDL,
gLinkChildRightHandNearDL,
gLinkAdultRightHandFarDL,
gLinkChildRightHandFarDL,
};
Gfx* D_80125E58[] = {
gLinkAdultRightHandClosedNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightHandClosedFarDL,
};
Gfx* D_80125E68[] = {
gLinkAdultRightHandHoldingBowNearDL,
gLinkChildRightHandHoldingSlingshotNearDL,
gLinkAdultRightHandHoldingBowFarDL,
gLinkChildRightHandHoldingSlingshotFarDL,
};
Gfx* D_80125E78[] = {
gLinkAdultMasterSwordAndSheathNearDL,
gLinkChildSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL,
gLinkChildSwordAndSheathFarDL,
};
Gfx* D_80125E88[] = {
gLinkAdultSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildSheathFarDL,
};
Gfx* D_80125E98[] = {
gLinkAdultWaistNearDL,
gLinkChildWaistNearDL,
gLinkAdultWaistFarDL,
gLinkChildWaistFarDL,
};
Gfx* D_80125EA8[] = {
gLinkAdultRightHandHoldingBowNearDL,
gLinkChildRightHandHoldingSlingshotNearDL,
gLinkAdultRightHandHoldingBowFarDL,
gLinkChildRightHandHoldingSlingshotFarDL,
};
Gfx* D_80125EB8[] = {
gLinkAdultRightHandHoldingOotNearDL,
gLinkChildRightHandHoldingFairyOcarinaNearDL,
gLinkAdultRightHandHoldingOotFarDL,
gLinkChildRightHandHoldingFairyOcarinaFarDL,
};
Gfx* D_80125EC8[] = {
gLinkAdultRightHandHoldingOotNearDL,
gLinkChildRightHandAndOotNearDL,
gLinkAdultRightHandHoldingOotFarDL,
gLinkChildRightHandHoldingOOTFarDL,
};
Gfx* D_80125ED8[] = {
gLinkAdultRightHandHoldingHookshotNearDL,
gLinkChildRightHandNearDL,
gLinkAdultRightHandHoldingHookshotNearDL, // The 'far' display list exists but is not used
gLinkChildRightHandFarDL,
};
Gfx* D_80125EE8[] = {
gLinkAdultLeftHandHoldingHammerNearDL,
gLinkChildLeftHandNearDL,
gLinkAdultLeftHandHoldingHammerFarDL,
gLinkChildLeftHandFarDL,
};
Gfx* D_80125EF8[] = {
gLinkAdultLeftHandNearDL,
gLinkChildLeftFistAndBoomerangNearDL,
gLinkAdultLeftHandFarDL,
gLinkChildLeftFistAndBoomerangFarDL,
};
Gfx* D_80125F08[] = {
gLinkAdultLeftHandOutNearDL,
gLinkChildLeftHandUpNearDL,
gLinkAdultLeftHandOutNearDL,
gLinkChildLeftHandUpNearDL,
};
Gfx* sArmOutDLs[] = {
gLinkAdultRightArmOutNearDL,
NULL,
};
Gfx* sHandOutDLs[] = {
gLinkAdultRightHandOutNearDL,
NULL,
};
Gfx* sRightShoulderNearDLs[] = {
gLinkAdultRightShoulderNearDL,
gLinkChildRightShoulderNearDL,
};
Gfx* D_80125F30[] = {
gLinkAdultLeftArmOutNearDL,
NULL,
};
Gfx* sHoldingFirstPersonWeaponDLs[] = {
gLinkAdultRightHandHoldingBowFirstPersonDL,
gLinkChildRightArmStretchedSlingshotDL,
};
// Indexed by model types (left hand, right hand, sheath or waist)
Gfx** sPlayerDListGroups[] = {
D_80125E08, D_80125E18, D_80125E38, D_80125E28, D_80125DE8, D_80125EE8, D_80125EF8,
D_80125F08, D_80125E48, D_80125E58, D_80125CE8, D_80125E68, D_80125EA8, D_80125EB8,
D_80125EC8, D_80125ED8, D_80125E78, D_80125E88, D_80125D28, D_80125D88, D_80125E98,
};
Gfx gCullBackDList[] = {
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
Gfx gCullFrontDList[] = {
gsSPSetGeometryMode(G_CULL_FRONT),
gsSPEndDisplayList(),
};
Vec3f* D_80160000;
s32 sDListsLodOffset;
Vec3f sGetItemRefPos;
s32 D_80160014;
s32 D_80160018;
void Player_SetBootData(GlobalContext* globalCtx, Player* this) {
s32 currentBoots;
s16* bootRegs;
REG(27) = 2000;
REG(48) = 370;
currentBoots = this->currentBoots;
if (currentBoots == PLAYER_BOOTS_KOKIRI) {
if (!LINK_IS_ADULT) {
currentBoots = PLAYER_BOOTS_KOKIRI_CHILD;
}
} else if (currentBoots == PLAYER_BOOTS_IRON) {
if (this->stateFlags1 & 0x8000000) {
currentBoots = PLAYER_BOOTS_IRON_UNDERWATER;
}
REG(27) = 500;
REG(48) = 100;
}
bootRegs = sBootData[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(43) = bootRegs[8];
REG(45) = bootRegs[9];
REG(68) = bootRegs[10];
REG(69) = bootRegs[11];
IREG(66) = bootRegs[12];
IREG(67) = bootRegs[13];
IREG(68) = bootRegs[14];
IREG(69) = bootRegs[15];
MREG(95) = bootRegs[16];
if (globalCtx->roomCtx.curRoom.unk_03 == 2) {
REG(45) = 500;
}
}
s32 Player_InBlockingCsMode(GlobalContext* globalCtx, Player* this) {
return (this->stateFlags1 & 0x20000080) || (this->csMode != 0) || (globalCtx->sceneLoadFlag == 0x14) ||
(this->stateFlags1 & 1) || (this->stateFlags3 & 0x80) ||
((gSaveContext.unk_13F0 != 0) && (Player_ActionToMagicSpell(this, this->itemActionParam) >= 0));
}
s32 Player_InCsMode(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
return Player_InBlockingCsMode(globalCtx, this) || (this->unk_6AD == 4);
}
s32 func_8008E9C4(Player* this) {
return (this->stateFlags1 & 0x10);
}
s32 Player_IsChildWithHylianShield(Player* this) {
return gSaveContext.linkAge != 0 && (this->currentShield == PLAYER_SHIELD_HYLIAN);
}
s32 Player_ActionToModelGroup(Player* this, s32 actionParam) {
s32 modelGroup = sActionModelGroups[actionParam];
if ((modelGroup == 2) && Player_IsChildWithHylianShield(this)) {
return 1;
} else {
return modelGroup;
}
}
void Player_SetModelsForHoldingShield(Player* this) {
if ((this->stateFlags1 & 0x400000) &&
((this->itemActionParam < 0) || (this->itemActionParam == this->heldItemActionParam))) {
if (!Player_HoldsTwoHandedWeapon(this) && !Player_IsChildWithHylianShield(this)) {
this->rightHandType = 10;
this->rightHandDLists = &sPlayerDListGroups[10][gSaveContext.linkAge];
if (this->sheathType == 18) {
this->sheathType = 16;
} else if (this->sheathType == 19) {
this->sheathType = 17;
}
this->sheathDLists = &sPlayerDListGroups[this->sheathType][gSaveContext.linkAge];
this->modelAnimType = 2;
this->itemActionParam = -1;
}
}
}
void Player_SetModels(Player* this, s32 modelGroup) {
this->leftHandType = gPlayerModelTypes[modelGroup][1];
this->rightHandType = gPlayerModelTypes[modelGroup][2];
this->sheathType = gPlayerModelTypes[modelGroup][3];
this->leftHandDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][1]][gSaveContext.linkAge];
this->rightHandDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][2]][gSaveContext.linkAge];
this->sheathDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][3]][gSaveContext.linkAge];
this->waistDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][4]][gSaveContext.linkAge];
Player_SetModelsForHoldingShield(this);
}
void Player_SetModelGroup(Player* this, s32 modelGroup) {
this->modelGroup = modelGroup;
if (modelGroup == 1) {
this->modelAnimType = 0;
} else {
this->modelAnimType = gPlayerModelTypes[modelGroup][0];
}
if ((this->modelAnimType < 3) && (this->currentShield == PLAYER_SHIELD_NONE)) {
this->modelAnimType = 0;
}
Player_SetModels(this, modelGroup);
}
void func_8008EC70(Player* this) {
this->itemActionParam = this->heldItemActionParam;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemActionParam));
this->unk_6AD = 0;
}
void Player_SetEquipmentData(GlobalContext* globalCtx, Player* this) {
if (this->csMode != 0x56) {
this->currentShield = CUR_EQUIP_VALUE(EQUIP_SHIELD);
this->currentTunic = CUR_EQUIP_VALUE(EQUIP_TUNIC) - 1;
this->currentBoots = CUR_EQUIP_VALUE(EQUIP_BOOTS) - 1;
this->currentSwordItem = B_BTN_ITEM;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemActionParam));
Player_SetBootData(globalCtx, this);
}
}
void Player_UpdateBottleHeld(GlobalContext* globalCtx, Player* this, s32 item, s32 actionParam) {
Inventory_UpdateBottleItem(globalCtx, item, this->heldItemButton);
if (item != ITEM_BOTTLE) {
this->heldItemId = item;
this->heldItemActionParam = actionParam;
}
this->itemActionParam = actionParam;
}
void func_8008EDF0(Player* this) {
this->unk_664 = NULL;
this->stateFlags2 &= ~0x2000;
}
void func_8008EE08(Player* this) {
if ((this->actor.bgCheckFlags & 1) || (this->stateFlags1 & 0x8A00000) ||
(!(this->stateFlags1 & 0xC0000) && ((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) {
this->stateFlags1 &= ~0x400F8000;
} else if (!(this->stateFlags1 & 0x2C0000)) {
this->stateFlags1 |= 0x80000;
}
func_8008EDF0(this);
}
void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) {
Player* this = GET_PLAYER(globalCtx);
func_8008EE08(this);
this->unk_664 = actor;
this->unk_684 = actor;
this->stateFlags1 |= 0x10000;
Camera_SetParam(Gameplay_GetCamera(globalCtx, 0), 8, actor);
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, 0), 2);
}
s32 func_8008EF30(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
return (this->stateFlags1 & 0x800000);
}
s32 func_8008EF44(GlobalContext* globalCtx, s32 ammo) {
globalCtx->shootingGalleryStatus = ammo + 1;
return 1;
}
s32 Player_IsBurningStickInRange(GlobalContext* globalCtx, Vec3f* pos, f32 xzRange, f32 yRange) {
Player* this = GET_PLAYER(globalCtx);
Vec3f diff;
s32 pad;
if ((this->heldItemActionParam == PLAYER_AP_STICK) && (this->unk_860 != 0)) {
Math_Vec3f_Diff(&this->swordInfo[0].tip, pos, &diff);
return ((SQ(diff.x) + SQ(diff.z)) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange);
} else {
return false;
}
}
s32 Player_GetStrength(void) {
s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);
if (LINK_IS_ADULT) {
return strengthUpgrade;
} else if (strengthUpgrade != 0) {
return PLAYER_STR_BRACELET;
} else {
return PLAYER_STR_NONE;
}
}
u8 Player_GetMask(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
return this->currentMask;
}
Player* Player_UnsetMask(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
this->currentMask = PLAYER_MASK_NONE;
return this;
}
s32 Player_HasMirrorShieldEquipped(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
return (this->currentShield == PLAYER_SHIELD_MIRROR);
}
s32 Player_HasMirrorShieldSetToDraw(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
return (this->rightHandType == 10) && (this->currentShield == PLAYER_SHIELD_MIRROR);
}
s32 Player_ActionToMagicSpell(Player* this, s32 actionParam) {
s32 magicSpell = actionParam - PLAYER_AP_MAGIC_SPELL_15;
if ((magicSpell >= 0) && (magicSpell < 6)) {
return magicSpell;
} else {
return -1;
}
}
s32 Player_HoldsHookshot(Player* this) {
return (this->heldItemActionParam == PLAYER_AP_HOOKSHOT) || (this->heldItemActionParam == PLAYER_AP_LONGSHOT);
}
s32 func_8008F128(Player* this) {
return Player_HoldsHookshot(this) && (this->heldActor == NULL);
}
s32 Player_ActionToSword(s32 actionParam) {
s32 sword = actionParam - PLAYER_AP_FISHING_POLE;
if ((sword > 0) && (sword < 6)) {
return sword;
} else {
return 0;
}
}
s32 Player_GetSwordHeld(Player* this) {
return Player_ActionToSword(this->heldItemActionParam);
}
s32 Player_HoldsTwoHandedWeapon(Player* this) {
if ((this->heldItemActionParam >= PLAYER_AP_SWORD_BGS) && (this->heldItemActionParam <= PLAYER_AP_HAMMER)) {
return 1;
} else {
return 0;
}
}
s32 Player_HoldsBrokenKnife(Player* this) {
return (this->heldItemActionParam == PLAYER_AP_SWORD_BGS) && (gSaveContext.swordHealth <= 0.0f);
}
s32 Player_ActionToBottle(Player* this, s32 actionParam) {
s32 bottle = actionParam - PLAYER_AP_BOTTLE;
if ((bottle >= 0) && (bottle < 13)) {
return bottle;
} else {
return -1;
}
}
s32 Player_GetBottleHeld(Player* this) {
return Player_ActionToBottle(this, this->heldItemActionParam);
}
s32 Player_ActionToExplosive(Player* this, s32 actionParam) {
s32 explosive = actionParam - PLAYER_AP_BOMB;
if ((explosive >= 0) && (explosive < 2)) {
return explosive;
} else {
return -1;
}
}
s32 Player_GetExplosiveHeld(Player* this) {
return Player_ActionToExplosive(this, this->heldItemActionParam);
}
s32 func_8008F2BC(Player* this, s32 actionParam) {
s32 sword = 0;
if (actionParam != PLAYER_AP_LAST_USED) {
sword = actionParam - PLAYER_AP_SWORD_MASTER;
if ((sword < 0) || (sword >= 3)) {
goto return_neg;
}
}
return sword;
return_neg:
return -1;
}
s32 func_8008F2F8(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
TextTriggerEntry* triggerEntry;
s32 var;
if (globalCtx->roomCtx.curRoom.unk_02 == 3) { // Room is hot
var = 0;
} else if ((this->unk_840 > 80) &&
((this->currentBoots == PLAYER_BOOTS_IRON) || (this->unk_840 >= 300))) { // Deep underwater
var = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & 1)) ? 1 : 3;
} else if (this->stateFlags1 & 0x8000000) { // Swimming
var = 2;
} else {
return 0;
}
// Trigger general textboxes under certain conditions, like "It's so hot in here!"
if (!Player_InCsMode(globalCtx)) {
triggerEntry = &sTextTriggers[var];
if (0) {}
if ((triggerEntry->flag != 0) && !(gSaveContext.textTriggerFlags & triggerEntry->flag) &&
2022-03-27 21:18:05 -04:00
(((var == 0) && (this->currentTunic != PLAYER_TUNIC_GORON && CVar_GetS32("gSuperTunic", 0) == 0)) ||
(((var == 1) || (var == 3)) && (this->currentBoots == PLAYER_BOOTS_IRON) &&
2022-03-27 21:18:05 -04:00
(this->currentTunic != PLAYER_TUNIC_ZORA && CVar_GetS32("gSuperTunic", 0) == 0)))) {
Message_StartTextbox(globalCtx, triggerEntry->textId, NULL);
gSaveContext.textTriggerFlags |= triggerEntry->flag;
}
}
return var + 1;
}
u8 sEyeMouthIndexes[][2] = {
{ 0, 0 }, { 1, 0 }, { 2, 0 }, { 0, 0 }, { 1, 0 }, { 2, 0 }, { 4, 0 }, { 5, 1 },
{ 7, 2 }, { 0, 2 }, { 3, 0 }, { 4, 0 }, { 2, 2 }, { 1, 1 }, { 0, 2 }, { 0, 0 },
};
/**
* Link's eye and mouth textures are placed at the exact same place in adult and child Link's respective object files.
* This allows the array to only contain the symbols for one file and have it apply to both. This is a problem for
* shiftability, and changes will need to be made in the code to account for this in a modding scenario. The symbols
* from adult Link's object are used here.
*/
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
//TODO: Formatting
void* sEyeTextures[2][8] = {
{ gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex },
{ gLinkChildEyesOpenTex, gLinkChildEyesHalfTex, gLinkChildEyesClosedfTex, gLinkChildEyesRollLeftTex,
gLinkChildEyesRollRightTex, gLinkChildEyesShockTex, gLinkChildEyesUnk1Tex, gLinkChildEyesUnk2Tex },
};
#else
void* sEyeTextures[] = {
gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex,
};
#endif
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
void* sMouthTextures[2][4] = {
{
gLinkAdultMouth1Tex,
gLinkAdultMouth2Tex,
gLinkAdultMouth3Tex,
gLinkAdultMouth4Tex,
},
{
gLinkChildMouth1Tex,
gLinkChildMouth2Tex,
gLinkChildMouth3Tex,
gLinkChildMouth4Tex,
},
};
#else
void* sMouthTextures[] = {
gLinkAdultMouth1Tex,
gLinkAdultMouth2Tex,
gLinkAdultMouth3Tex,
gLinkAdultMouth4Tex,
};
#endif
Color_RGB8 sTunicColors[] = {
{ 30, 105, 27 },
{ 100, 20, 0 },
{ 0, 60, 100 },
};
Color_RGB8 sGauntletColors[] = {
{ 255, 255, 255 },
{ 254, 207, 15 },
};
Gfx* sBootDListGroups[][2] = {
{ gLinkAdultLeftIronBootDL, gLinkAdultRightIronBootDL },
{ gLinkAdultLeftHoverBootDL, gLinkAdultRightHoverBootDL },
};
void func_8008F470(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic,
s32 boots, s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
void* data) {
Color_RGB8* color;
s32 eyeIndex = (jointTable[22].x & 0xF) - 1;
s32 mouthIndex = (jointTable[22].x >> 4) - 1;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 1721);
if (eyeIndex < 0) {
eyeIndex = sEyeMouthIndexes[face][0];
}
if (eyeIndex > 7)
eyeIndex = 7;
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[gSaveContext.linkAge][eyeIndex]));
#else
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[eyeIndex]));
#endif
if (mouthIndex < 0) {
mouthIndex = sEyeMouthIndexes[face][1];
}
if (mouthIndex > 3)
mouthIndex = 3;
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[gSaveContext.linkAge][mouthIndex]));
#else
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[eyeIndex]));
#endif
2022-05-11 15:10:44 -04:00
Color_RGB8 sTemp;
Color_RGB8 sOriginalTunicColors[] = {
{ 30, 105, 27 },
{ 100, 20, 0 },
{ 0, 60, 100 },
};
2022-05-11 15:10:44 -04:00
color = &sTemp;
if (tunic == PLAYER_TUNIC_KOKIRI && CVar_GetS32("gUseTunicsCol",0)) {
color->r = CVar_GetS32("gTunic_Kokiri_R", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
color->g = CVar_GetS32("gTunic_Kokiri_G", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
color->b = CVar_GetS32("gTunic_Kokiri_B", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
} else if (tunic == PLAYER_TUNIC_GORON && CVar_GetS32("gUseTunicsCol",0)) {
color->r = CVar_GetS32("gTunic_Goron_R", sTunicColors[PLAYER_TUNIC_GORON].r);
color->g = CVar_GetS32("gTunic_Goron_G", sTunicColors[PLAYER_TUNIC_GORON].g);
color->b = CVar_GetS32("gTunic_Goron_B", sTunicColors[PLAYER_TUNIC_GORON].b);
} else if (tunic == PLAYER_TUNIC_ZORA && CVar_GetS32("gUseTunicsCol",0)) {
color->r = CVar_GetS32("gTunic_Zora_R", sTunicColors[PLAYER_TUNIC_ZORA].r);
color->g = CVar_GetS32("gTunic_Zora_G", sTunicColors[PLAYER_TUNIC_ZORA].g);
color->b = CVar_GetS32("gTunic_Zora_B", sTunicColors[PLAYER_TUNIC_ZORA].b);
} else if (!CVar_GetS32("gUseTunicsCol",0)){
if (tunic >= 3) {
color->r = sOriginalTunicColors[0].r;
color->g = sOriginalTunicColors[0].g;
color->b = sOriginalTunicColors[0].b;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
} else {
color->r = sOriginalTunicColors[tunic].r;
color->g = sOriginalTunicColors[tunic].g;
color->b = sOriginalTunicColors[tunic].b;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
}
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
sDListsLodOffset = lod * 2;
SkelAnime_DrawFlexLod(globalCtx, skeleton, jointTable, dListCount, overrideLimbDraw, postLimbDraw, data, lod);
if ((overrideLimbDraw != func_800902F0) && (overrideLimbDraw != func_80090440) && (gSaveContext.gameMode != 3)) {
if (LINK_IS_ADULT) {
s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);
if (strengthUpgrade >= 2) { // silver or gold gauntlets
gDPPipeSync(POLY_OPA_DISP++);
color = &sGauntletColors[strengthUpgrade - 2];
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultLeftGauntletPlate1DL);
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultRightGauntletPlate1DL);
gSPDisplayList(POLY_OPA_DISP++,
(D_80160014 == 0) ? gLinkAdultLeftGauntletPlate2DL : gLinkAdultLeftGauntletPlate3DL);
gSPDisplayList(POLY_OPA_DISP++,
(D_80160018 == 8) ? gLinkAdultRightGauntletPlate2DL : gLinkAdultRightGauntletPlate3DL);
}
if (boots != 0) {
Gfx** bootDLists = sBootDListGroups[boots - 1];
gSPDisplayList(POLY_OPA_DISP++, bootDLists[0]);
gSPDisplayList(POLY_OPA_DISP++, bootDLists[1]);
}
} else {
if (Player_GetStrength() > PLAYER_STR_NONE) {
gSPDisplayList(POLY_OPA_DISP++, gLinkChildGoronBraceletDL);
}
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 1803);
}
Vec3f D_8012602C = { 0.0f, 0.0f, 0.0f };
Vec3f D_80126038[] = {
{ 1304.0f, 0.0f, 0.0f },
{ 695.0f, 0.0f, 0.0f },
};
f32 D_80126050[] = { 1265.0f, 826.0f };
f32 D_80126058[] = { SQ(13.04f), SQ(6.95f) };
f32 D_80126060[] = { 10.019104f, -19.925102f };
f32 D_80126068[] = { 5.0f, 3.0f };
Vec3f D_80126070 = { 0.0f, -300.0f, 0.0f };
void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot,
s32 thighLimbIndex, s32 shinLimbIndex, s32 footLimbIndex) {
Vec3f spA4;
Vec3f sp98;
Vec3f footprintPos;
CollisionPoly* sp88;
s32 sp84;
f32 sp80;
f32 sp7C;
f32 sp78;
f32 sp74;
f32 sp70;
f32 sp6C;
f32 sp68;
f32 sp64;
f32 sp60;
f32 sp5C;
f32 sp58;
f32 sp54;
f32 sp50;
s16 temp1;
s16 temp2;
s32 temp3;
if ((this->actor.scale.y >= 0.0f) && !(this->stateFlags1 & 0x80) &&
(Player_ActionToMagicSpell(this, this->itemActionParam) < 0)) {
s32 pad;
sp7C = D_80126058[gSaveContext.linkAge];
sp78 = D_80126060[gSaveContext.linkAge];
sp74 = D_80126068[gSaveContext.linkAge] - this->unk_6C4;
Matrix_Push();
Matrix_TranslateRotateZYX(pos, rot);
Matrix_MultVec3f(&D_8012602C, &spA4);
Matrix_TranslateRotateZYX(&D_80126038[gSaveContext.linkAge], &skelAnime->jointTable[shinLimbIndex]);
Matrix_Translate(D_80126050[gSaveContext.linkAge], 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_MultVec3f(&D_8012602C, &sp98);
Matrix_MultVec3f(&D_80126070, &footprintPos);
Matrix_Pop();
footprintPos.y += 15.0f;
sp80 = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &sp88, &sp84, &this->actor, &footprintPos) + sp74;
if (sp98.y < sp80) {
sp70 = sp98.x - spA4.x;
sp6C = sp98.y - spA4.y;
sp68 = sp98.z - spA4.z;
sp64 = sqrtf(SQ(sp70) + SQ(sp6C) + SQ(sp68));
sp60 = (SQ(sp64) + sp78) / (2.0f * sp64);
sp58 = sp7C - SQ(sp60);
sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58);
sp54 = Math_FAtan2F(sp58, sp60);
sp6C = sp80 - spA4.y;
sp64 = sqrtf(SQ(sp70) + SQ(sp6C) + SQ(sp68));
sp60 = (SQ(sp64) + sp78) / (2.0f * sp64);
sp5C = sp64 - sp60;
sp58 = sp7C - SQ(sp60);
sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58);
sp50 = Math_FAtan2F(sp58, sp60);
temp1 = (M_PI - (Math_FAtan2F(sp5C, sp58) + ((M_PI / 2) - sp50))) * (0x8000 / M_PI);
temp1 = temp1 - skelAnime->jointTable[shinLimbIndex].z;
if ((s16)(ABS(skelAnime->jointTable[shinLimbIndex].x) + ABS(skelAnime->jointTable[shinLimbIndex].y)) < 0) {
temp1 += 0x8000;
}
temp2 = (sp50 - sp54) * (0x8000 / M_PI);
rot->z -= temp2;
skelAnime->jointTable[thighLimbIndex].z = skelAnime->jointTable[thighLimbIndex].z - temp2;
skelAnime->jointTable[shinLimbIndex].z = skelAnime->jointTable[shinLimbIndex].z + temp1;
skelAnime->jointTable[footLimbIndex].z = skelAnime->jointTable[footLimbIndex].z + temp2 - temp1;
temp3 = func_80041D4C(&globalCtx->colCtx, sp88, sp84);
if ((temp3 >= 2) && (temp3 < 4) && !SurfaceType_IsWallDamage(&globalCtx->colCtx, sp88, sp84)) {
footprintPos.y = sp80;
EffectSsGFire_Spawn(globalCtx, &footprintPos);
}
}
}
}
s32 func_8008FCC8(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
Player* this = (Player*)thisx;
if (limbIndex == PLAYER_LIMB_ROOT) {
D_80160014 = this->leftHandType;
D_80160018 = this->rightHandType;
D_80160000 = &this->swordInfo[2].base;
if (!LINK_IS_ADULT) {
if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 1)) {
pos->x *= 0.64f;
pos->z *= 0.64f;
}
if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 2)) {
pos->y *= 0.64f;
}
}
pos->y -= this->unk_6C4;
if (this->unk_6C2 != 0) {
Matrix_Translate(pos->x, ((Math_CosS(this->unk_6C2) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY);
Matrix_RotateX(this->unk_6C2 * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
pos->x = pos->y = pos->z = 0.0f;
rot->x = rot->y = rot->z = 0;
}
} else {
if (*dList != NULL) {
D_80160000++;
}
if (limbIndex == PLAYER_LIMB_HEAD) {
rot->x += this->unk_6BA;
rot->y -= this->unk_6B8;
rot->z += this->unk_6B6;
} else if (limbIndex == PLAYER_LIMB_UPPER) {
if (this->unk_6B0 != 0) {
Matrix_RotateZ(0x44C * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateY(this->unk_6B0 * (M_PI / 0x8000), MTXMODE_APPLY);
}
if (this->unk_6BE != 0) {
Matrix_RotateY(this->unk_6BE * (M_PI / 0x8000), MTXMODE_APPLY);
}
if (this->unk_6BC != 0) {
Matrix_RotateX(this->unk_6BC * (M_PI / 0x8000), MTXMODE_APPLY);
}
if (this->unk_6C0 != 0) {
Matrix_RotateZ(this->unk_6C0 * (M_PI / 0x8000), MTXMODE_APPLY);
}
} else if (limbIndex == PLAYER_LIMB_L_THIGH) {
func_8008F87C(globalCtx, this, &this->skelAnime, pos, rot, PLAYER_LIMB_L_THIGH, PLAYER_LIMB_L_SHIN,
PLAYER_LIMB_L_FOOT);
} else if (limbIndex == PLAYER_LIMB_R_THIGH) {
func_8008F87C(globalCtx, this, &this->skelAnime, pos, rot, PLAYER_LIMB_R_THIGH, PLAYER_LIMB_R_SHIN,
PLAYER_LIMB_R_FOOT);
return false;
} else {
return false;
}
}
return false;
}
s32 func_80090014(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
Player* this = (Player*)thisx;
if (!func_8008FCC8(globalCtx, limbIndex, dList, pos, rot, thisx)) {
if (limbIndex == PLAYER_LIMB_L_HAND) {
Gfx** dLists = this->leftHandDLists;
if ((D_80160014 == 4) && (gSaveContext.swordHealth <= 0.0f)) {
dLists += 4;
} else if ((D_80160014 == 6) && (this->stateFlags1 & 0x2000000)) {
dLists = &D_80125E08[gSaveContext.linkAge];
D_80160014 = 0;
} else if ((this->leftHandType == 0) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) {
dLists = &D_80125E18[gSaveContext.linkAge];
D_80160014 = 1;
}
*dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]);
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
Gfx** dLists = this->rightHandDLists;
if (D_80160018 == 10) {
dLists += this->currentShield * 4;
} else if ((this->rightHandType == 8) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) {
dLists = &D_80125E58[gSaveContext.linkAge];
D_80160018 = 9;
}
*dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]);
} else if (limbIndex == PLAYER_LIMB_SHEATH) {
Gfx** dLists = this->sheathDLists;
if ((this->sheathType == 18) || (this->sheathType == 19)) {
dLists += this->currentShield * 4;
if (!LINK_IS_ADULT && (this->currentShield < PLAYER_SHIELD_HYLIAN) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) {
dLists += 16;
}
} else if (!LINK_IS_ADULT && ((this->sheathType == 16) || (this->sheathType == 17)) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) {
dLists = &D_80125D28[16];
}
if (dLists[sDListsLodOffset] != NULL) {
*dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]);
} else {
*dList = NULL;
}
} else if (limbIndex == PLAYER_LIMB_WAIST) {
*dList = ResourceMgr_LoadGfxByName(this->waistDLists[sDListsLodOffset]);
}
}
return false;
}
s32 func_800902F0(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
Player* this = (Player*)thisx;
if (!func_8008FCC8(globalCtx, limbIndex, dList, pos, rot, thisx)) {
if (this->unk_6AD != 2) {
*dList = NULL;
} else if (limbIndex == PLAYER_LIMB_L_FOREARM) {
*dList = sArmOutDLs[gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_L_HAND) {
*dList = sHandOutDLs[gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_SHOULDER) {
*dList = sRightShoulderNearDLs[gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_FOREARM) {
*dList = D_80125F30[gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
*dList = Player_HoldsHookshot(this) ? gLinkAdultRightHandHoldingHookshotFarDL
: sHoldingFirstPersonWeaponDLs[gSaveContext.linkAge];
} else {
*dList = NULL;
}
}
return false;
}
s32 func_80090440(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
if (!func_8008FCC8(globalCtx, limbIndex, dList, pos, rot, thisx)) {
*dList = NULL;
}
return false;
}
u8 func_80090480(GlobalContext* globalCtx, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip,
Vec3f* newBase) {
if (weaponInfo->active == 0) {
if (collider != NULL) {
Collider_ResetQuadAT(globalCtx, &collider->base);
}
Math_Vec3f_Copy(&weaponInfo->tip, newTip);
Math_Vec3f_Copy(&weaponInfo->base, newBase);
weaponInfo->active = 1;
return 1;
} else if ((weaponInfo->tip.x == newTip->x) && (weaponInfo->tip.y == newTip->y) &&
(weaponInfo->tip.z == newTip->z) && (weaponInfo->base.x == newBase->x) &&
(weaponInfo->base.y == newBase->y) && (weaponInfo->base.z == newBase->z)) {
if (collider != NULL) {
Collider_ResetQuadAT(globalCtx, &collider->base);
}
return 0;
} else {
if (collider != NULL) {
Collider_SetQuadVertices(collider, newBase, newTip, &weaponInfo->base, &weaponInfo->tip);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &collider->base);
}
Math_Vec3f_Copy(&weaponInfo->base, newBase);
Math_Vec3f_Copy(&weaponInfo->tip, newTip);
weaponInfo->active = 1;
return 1;
}
}
void func_80090604(GlobalContext* globalCtx, Player* this, ColliderQuad* collider, Vec3f* quadSrc) {
static u8 shieldColTypes[PLAYER_SHIELD_MAX] = {
COLTYPE_METAL,
COLTYPE_WOOD,
COLTYPE_METAL,
COLTYPE_METAL,
};
if (this->stateFlags1 & 0x400000) {
Vec3f quadDest[4];
this->shieldQuad.base.colType = shieldColTypes[this->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(globalCtx, &globalCtx->colChkCtx, &collider->base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &collider->base);
}
}
Vec3f D_80126080 = { 5000.0f, 400.0f, 0.0f };
Vec3f D_8012608C = { 5000.0f, -400.0f, 1000.0f };
Vec3f D_80126098 = { 5000.0f, 1400.0f, -1000.0f };
Vec3f D_801260A4[3] = {
{ 0.0f, 400.0f, 0.0f },
{ 0.0f, 1400.0f, -1000.0f },
{ 0.0f, -400.0f, 1000.0f },
};
void func_800906D4(GlobalContext* globalCtx, Player* this, Vec3f* newTipPos) {
Vec3f newBasePos[3];
Matrix_MultVec3f(&D_801260A4[0], &newBasePos[0]);
Matrix_MultVec3f(&D_801260A4[1], &newBasePos[1]);
Matrix_MultVec3f(&D_801260A4[2], &newBasePos[2]);
if (func_80090480(globalCtx, NULL, &this->swordInfo[0], &newTipPos[0], &newBasePos[0]) &&
!(this->stateFlags1 & 0x400000)) {
EffectBlure_AddVertex(Effect_GetByIndex(this->swordEffectIndex), &this->swordInfo[0].tip,
&this->swordInfo[0].base);
}
if ((this->swordState > 0) && ((this->swordAnimation < 0x18) || (this->stateFlags2 & 0x20000))) {
func_80090480(globalCtx, &this->swordQuads[0], &this->swordInfo[1], &newTipPos[1], &newBasePos[1]);
func_80090480(globalCtx, &this->swordQuads[1], &this->swordInfo[2], &newTipPos[2], &newBasePos[2]);
}
}
void Player_DrawGetItemImpl(GlobalContext* globalCtx, Player* this, Vec3f* refPos, s32 drawIdPlusOne) {
f32 height = (this->exchangeItemId != EXCH_ITEM_NONE) ? 6.0f : 14.0f;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2401);
gSegments[6] = VIRTUAL_TO_PHYSICAL(this->giObjectSegment);
gSPSegment(POLY_OPA_DISP++, 0x06, this->giObjectSegment);
gSPSegment(POLY_XLU_DISP++, 0x06, this->giObjectSegment);
Matrix_Translate(refPos->x + (3.3f * Math_SinS(this->actor.shape.rot.y)), refPos->y + height,
refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_CosS(this->actor.shape.rot.y)), MTXMODE_NEW);
Matrix_RotateZYX(0, globalCtx->gameplayFrames * 1000, 0, MTXMODE_APPLY);
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
GetItem_Draw(globalCtx, drawIdPlusOne - 1);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2421);
}
void Player_DrawGetItem(GlobalContext* globalCtx, Player* this) {
//if (!this->giObjectLoading || !osRecvMesg(&this->giObjectLoadQueue, NULL, OS_MESG_NOBLOCK)) // OTRTODO: Do something about osRecvMesg here...
{
this->giObjectLoading = false;
Player_DrawGetItemImpl(globalCtx, this, &sGetItemRefPos, ABS(this->unk_862));
}
}
void func_80090A28(Player* this, Vec3f* vecs) {
D_8012608C.x = D_80126080.x;
if (this->unk_845 >= 3) {
this->unk_845 += 1;
D_8012608C.x *= 1.0f + ((9 - this->unk_845) * 0.1f);
}
D_8012608C.x += 1200.0f;
D_80126098.x = D_8012608C.x;
Matrix_MultVec3f(&D_80126080, &vecs[0]);
Matrix_MultVec3f(&D_8012608C, &vecs[1]);
Matrix_MultVec3f(&D_80126098, &vecs[2]);
}
void Player_DrawHookshotReticle(GlobalContext* globalCtx, Player* this, f32 arg2) {
static Vec3f D_801260C8 = { -500.0f, -100.0f, 0.0f };
CollisionPoly* sp9C;
s32 bgId;
Vec3f sp8C;
Vec3f sp80;
Vec3f sp74;
Vec3f sp68;
f32 sp64;
f32 sp60;
D_801260C8.z = 0.0f;
Matrix_MultVec3f(&D_801260C8, &sp8C);
D_801260C8.z = arg2;
Matrix_MultVec3f(&D_801260C8, &sp80);
if (1) {}
if (BgCheck_AnyLineTest3(&globalCtx->colCtx, &sp8C, &sp80, &sp74, &sp9C, 1, 1, 1, 1, &bgId)) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2572);
WORLD_OVERLAY_DISP = Gfx_CallSetupDL(WORLD_OVERLAY_DISP, 0x07);
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, &sp74, &sp68, &sp64);
sp60 = (sp64 < 200.0f) ? 0.08f : (sp64 / 200.0f) * 0.08f;
Matrix_Translate(sp74.x, sp74.y, sp74.z, MTXMODE_NEW);
Matrix_Scale(sp60, sp60, sp60, MTXMODE_APPLY);
gSPMatrix(WORLD_OVERLAY_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_player_lib.c", 2587),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(WORLD_OVERLAY_DISP++, 0x06, globalCtx->objectCtx.status[this->actor.objBankIndex].segment);
gSPDisplayList(WORLD_OVERLAY_DISP++, gLinkAdultHookshotReticleDL);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2592);
}
}
Vec3f D_801260D4 = { 1100.0f, -700.0f, 0.0f };
f32 sSwordLengths[] = {
0.0f, 4000.0f, 3000.0f, 5500.0f, 0.0f, 2500.0f,
};
Gfx* sBottleDLists[] = { gLinkAdultBottleDL, gLinkChildBottleDL };
Color_RGB8 sBottleColors[] = {
{ 255, 255, 255 }, { 80, 80, 255 }, { 255, 100, 255 }, { 0, 0, 255 }, { 255, 0, 255 },
{ 255, 0, 255 }, { 200, 200, 100 }, { 255, 0, 0 }, { 0, 0, 255 }, { 0, 255, 0 },
{ 255, 255, 255 }, { 255, 255, 255 }, { 80, 80, 255 },
};
Vec3f D_80126128 = { 398.0f, 1419.0f, 244.0f };
BowStringData sBowStringData[] = {
{ gLinkAdultBowStringDL, { 0.0f, -360.4f, 0.0f } }, // bow
{ gLinkChildSlinghotStringDL, { 606.0f, 236.0f, 0.0f } }, // slingshot
};
Vec3f D_80126154[] = {
{ -4500.0f, -3000.0f, -600.0f },
{ 1500.0f, -3000.0f, -600.0f },
{ -4500.0f, 3000.0f, -600.0f },
{ 1500.0f, 3000.0f, -600.0f },
};
Vec3f D_80126184 = { 100.0f, 1500.0f, 0.0f };
Vec3f D_80126190 = { 100.0f, 1640.0f, 0.0f };
Vec3f D_8012619C[] = {
{ -3000.0f, -3000.0f, -900.0f },
{ 3000.0f, -3000.0f, -900.0f },
{ -3000.0f, 3000.0f, -900.0f },
{ 3000.0f, 3000.0f, -900.0f },
};
Vec3f D_801261CC = { 630.0f, 100.0f, -30.0f };
Vec3s D_801261D8 = { 0, 0, 0x7FFF };
Vec3f D_801261E0[] = {
{ 200.0f, 300.0f, 0.0f },
{ 200.0f, 200.0f, 0.0f },
};
void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
Player* this = (Player*)thisx;
if (*dList != NULL) {
Matrix_MultVec3f(&D_8012602C, D_80160000);
}
if (limbIndex == PLAYER_LIMB_L_HAND) {
MtxF sp14C;
Actor* hookedActor;
Math_Vec3f_Copy(&this->leftHandPos, D_80160000);
if (this->itemActionParam == PLAYER_AP_STICK) {
Vec3f sp124[3];
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2633);
if (this->actor.scale.y >= 0.0f) {
D_80126080.x = this->unk_85C * 5000.0f;
func_80090A28(this, sp124);
if (this->swordState != 0) {
func_800906D4(globalCtx, this, sp124);
} else {
Math_Vec3f_Copy(&this->swordInfo[0].tip, &sp124[0]);
}
}
Matrix_Translate(-428.26f, 267.2f, -33.82f, MTXMODE_APPLY);
Matrix_RotateZYX(-0x8000, 0, 0x4000, MTXMODE_APPLY);
Matrix_Scale(1.0f, this->unk_85C, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_player_lib.c", 2653),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gLinkChildLinkDekuStickDL);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2656);
} else if ((this->actor.scale.y >= 0.0f) && (this->swordState != 0)) {
Vec3f spE4[3];
if (Player_HoldsBrokenKnife(this)) {
D_80126080.x = 1500.0f;
} else {
D_80126080.x = sSwordLengths[Player_GetSwordHeld(this)];
}
func_80090A28(this, spE4);
func_800906D4(globalCtx, this, spE4);
} else if ((*dList != NULL) && (this->leftHandType == 7)) {
Color_RGB8* bottleColor = &sBottleColors[Player_ActionToBottle(this, this->itemActionParam)];
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2710);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_player_lib.c", 2712),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(POLY_XLU_DISP++, bottleColor->r, bottleColor->g, bottleColor->b, 0);
gSPDisplayList(POLY_XLU_DISP++, sBottleDLists[(gSaveContext.linkAge)]);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2717);
}
if (this->actor.scale.y >= 0.0f) {
if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) {
if (this->stateFlags1 & 0x200) {
Matrix_MultVec3f(&D_80126128, &hookedActor->world.pos);
Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
Matrix_Get(&sp14C);
Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0);
hookedActor->shape.rot = hookedActor->world.rot;
} else if (this->stateFlags1 & 0x800) {
Vec3s spB8;
Matrix_Get(&sp14C);
Matrix_MtxFToYXZRotS(&sp14C, &spB8, 0);
if (hookedActor->flags & ACTOR_FLAG_17) {
hookedActor->world.rot.x = hookedActor->shape.rot.x = spB8.x - this->unk_3BC.x;
} else {
hookedActor->world.rot.y = hookedActor->shape.rot.y = this->actor.shape.rot.y + this->unk_3BC.y;
}
}
} else {
Matrix_Get(&this->mf_9E0);
Matrix_MtxFToYXZRotS(&this->mf_9E0, &this->unk_3BC, 0);
}
}
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
Actor* heldActor = this->heldActor;
if (this->rightHandType == 0xFF) {
Matrix_Get(&this->shieldMf);
} else if ((this->rightHandType == 11) || (this->rightHandType == 12)) {
BowStringData* stringData = &sBowStringData[gSaveContext.linkAge];
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2783);
Matrix_Push();
Matrix_Translate(stringData->pos.x, stringData->pos.y, stringData->pos.z, MTXMODE_APPLY);
if ((this->stateFlags1 & 0x200) && (this->unk_860 >= 0) && (this->unk_834 <= 10)) {
Vec3f sp90;
f32 distXYZ;
Matrix_MultVec3f(&D_8012602C, &sp90);
distXYZ = Math_Vec3f_DistXYZ(D_80160000, &sp90);
this->unk_858 = distXYZ - 3.0f;
if (distXYZ < 3.0f) {
this->unk_858 = 0.0f;
} else {
this->unk_858 *= 1.6f;
if (this->unk_858 > 1.0f) {
this->unk_858 = 1.0f;
}
}
this->unk_85C = -0.5f;
}
Matrix_Scale(1.0f, this->unk_858, 1.0f, MTXMODE_APPLY);
if (!LINK_IS_ADULT) {
Matrix_RotateZ(this->unk_858 * -0.2f, MTXMODE_APPLY);
}
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_player_lib.c", 2804),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, stringData->dList);
Matrix_Pop();
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2809);
} else if ((this->actor.scale.y >= 0.0f) && (this->rightHandType == 10)) {
Matrix_Get(&this->shieldMf);
func_80090604(globalCtx, this, &this->shieldQuad, D_80126154);
}
if (this->actor.scale.y >= 0.0f) {
if ((this->heldItemActionParam == PLAYER_AP_HOOKSHOT) ||
(this->heldItemActionParam == PLAYER_AP_LONGSHOT)) {
Matrix_MultVec3f(&D_80126184, &this->unk_3C8);
if (heldActor != NULL) {
MtxF sp44;
s32 pad;
Matrix_MultVec3f(&D_80126190, &heldActor->world.pos);
Matrix_RotateZYX(0, -0x4000, -0x4000, MTXMODE_APPLY);
Matrix_Get(&sp44);
Matrix_MtxFToYXZRotS(&sp44, &heldActor->world.rot, 0);
heldActor->shape.rot = heldActor->world.rot;
if (func_8002DD78(this) != 0) {
Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
Player_DrawHookshotReticle(
globalCtx, this, (this->heldItemActionParam == PLAYER_AP_HOOKSHOT) ? 38600.0f : 77600.0f);
}
}
}
if ((this->unk_862 != 0) || ((func_8002DD6C(this) == 0) && (heldActor != NULL))) {
if (!(this->stateFlags1 & 0x400) && (this->unk_862 != 0) && (this->exchangeItemId != EXCH_ITEM_NONE)) {
Math_Vec3f_Copy(&sGetItemRefPos, &this->leftHandPos);
} else {
sGetItemRefPos.x = (this->bodyPartsPos[15].x + this->leftHandPos.x) * 0.5f;
sGetItemRefPos.y = (this->bodyPartsPos[15].y + this->leftHandPos.y) * 0.5f;
sGetItemRefPos.z = (this->bodyPartsPos[15].z + this->leftHandPos.z) * 0.5f;
}
if (this->unk_862 == 0) {
Math_Vec3f_Copy(&heldActor->world.pos, &sGetItemRefPos);
}
}
}
} else if (this->actor.scale.y >= 0.0f) {
if (limbIndex == PLAYER_LIMB_SHEATH) {
if ((this->rightHandType != 10) && (this->rightHandType != 0xFF)) {
if (Player_IsChildWithHylianShield(this)) {
func_80090604(globalCtx, this, &this->shieldQuad, D_8012619C);
}
Matrix_TranslateRotateZYX(&D_801261CC, &D_801261D8);
Matrix_Get(&this->shieldMf);
}
} else if (limbIndex == PLAYER_LIMB_HEAD) {
Matrix_MultVec3f(&D_801260D4, &this->actor.focus.pos);
} else {
Vec3f* vec = &D_801261E0[(gSaveContext.linkAge)];
Actor_SetFeetPos(&this->actor, limbIndex, PLAYER_LIMB_L_FOOT, vec, PLAYER_LIMB_R_FOOT, vec);
}
}
}
u32 func_80091738(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime) {
s16 linkObjectId = gLinkObjectIds[gSaveContext.linkAge];
size_t size;
void* ptr;
size = gObjectTable[OBJECT_GAMEPLAY_KEEP].vromEnd - gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart;
ptr = segment + 0x3800;
DmaMgr_SendRequest1(ptr, gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart, size, "../z_player_lib.c", 2982);
size = gObjectTable[linkObjectId].vromEnd - gObjectTable[linkObjectId].vromStart;
ptr = segment + 0x8800;
DmaMgr_SendRequest1(ptr, gObjectTable[linkObjectId].vromStart, size, "../z_player_lib.c", 2988);
ptr = (void*)ALIGN16((intptr_t)ptr + size);
gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800);
gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800);
SkelAnime_InitLink(globalCtx, skelAnime, gPlayerSkelHeaders[gSaveContext.linkAge], &gPlayerAnim_003238, 9,
ptr, ptr, PLAYER_LIMB_MAX);
return size + 0x8800 + 0x90;
}
u8 D_801261F8[] = { 2, 2, 5 };
s32 func_80091880(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* arg) {
u8* ptr = arg;
u8 modelGroup = D_801261F8[ptr[0] > 0 ? ptr[0] - 1 : 0];
s32 type;
s32 dListOffset = 0;
Gfx** dLists;
size_t ptrSize = sizeof(uint32_t);
if ((modelGroup == 2) && !LINK_IS_ADULT && (ptr[1] == 2)) {
modelGroup = 1;
}
if (limbIndex == PLAYER_LIMB_L_HAND) {
type = gPlayerModelTypes[modelGroup][1];
D_80160014 = type;
if (ptr[0] == 0)
type = 0;
if ((type == 4) && (gSaveContext.swordHealth <= 0.0f)) {
dListOffset = 4;
}
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
type = gPlayerModelTypes[modelGroup][2];
D_80160018 = type;
if (type == 10) {
dListOffset = ptr[1] * ptrSize;
}
} else if (limbIndex == PLAYER_LIMB_SHEATH) {
type = gPlayerModelTypes[modelGroup][3];
if ((type == 18) || (type == 19)) {
dListOffset = ptr[1] * ptrSize;
} else if (type == 16 && CVar_GetS32("gPauseLiveLink", 0)) {
//if (ptr[0] == 1)
//dListOffset = 4;
}
} else if (limbIndex == PLAYER_LIMB_WAIST) {
type = gPlayerModelTypes[modelGroup][4];
} else {
return 0;
}
dLists = &sPlayerDListGroups[type][gSaveContext.linkAge];
*dList = dLists[dListOffset];
return 0;
}
#include <overlays/actors/ovl_Demo_Effect/z_demo_effect.h>
void Pause_DrawTriforceSpot(GlobalContext* globalCtx, s32 showLightColumn) {
static DemoEffect triforce;
static s16 rotation = 0;
triforce.triforceSpot.crystalLightOpacity = 244;
triforce.triforceSpot.triforceSpotOpacity = 249;
triforce.triforceSpot.lightColumnOpacity = showLightColumn ? 244 : 0;
triforce.triforceSpot.rotation = rotation;
DemoEffect_DrawTriforceSpot(&triforce, globalCtx);
rotation += 0x03E8;
}
void func_80091A24(GlobalContext* globalCtx, void* seg04, void* seg06, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot,
f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots, s32 width, s32 height, Vec3f* eye, Vec3f* at,
f32 fovy, void* img1, void* img2) {
static Vp viewport = { 128, 224, 511, 0, 128, 224, 511, 0 };
static Lights1 lights1 = gdSPDefLights1(80, 80, 80, 255, 255, 255, 84, 84, 172);
static Vec3f lightDir = { 89.8f, 0.0f, 89.8f };
u8 sp12C[2];
Gfx* opaRef;
Gfx* xluRef;
Gfx* kalRef;
u16 perspNorm;
Mtx* perspMtx = Graph_Alloc(globalCtx->state.gfxCtx, sizeof(Mtx));
Mtx* lookAtMtx = Graph_Alloc(globalCtx->state.gfxCtx, sizeof(Mtx));
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 3129);
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gDPPipeSync(POLY_OPA_DISP++);
gSPLoadGeometryMode(POLY_OPA_DISP++, 0);
gSPTexture(POLY_OPA_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_SHADE, G_CC_SHADE);
gDPSetOtherMode(POLY_OPA_DISP++,
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_PERSP | G_CYC_FILL | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
gSPLoadGeometryMode(POLY_OPA_DISP++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
gDPSetScissor(POLY_OPA_DISP++, G_SC_NON_INTERLACE, 0, 0, width, height);
gSPClipRatio(POLY_OPA_DISP++, FRUSTRATIO_1);
viewport.vp.vscale[0] = viewport.vp.vtrans[0] = width * 2;
viewport.vp.vscale[1] = viewport.vp.vtrans[1] = height * 2;
gSPViewport(POLY_OPA_DISP++, &viewport);
guPerspective(perspMtx, &perspNorm, fovy, (f32)width / (f32)height, 10.0f, 4000.0f, 1.0f);
gSPPerspNormalize(POLY_OPA_DISP++, perspNorm);
gSPMatrix(POLY_OPA_DISP++, perspMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
guLookAt(lookAtMtx, eye->x, eye->y, eye->z, at->x, at->y, at->z, 0.0f, 1.0f, 0.0f);
gSPMatrix(POLY_OPA_DISP++, lookAtMtx, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
sp12C[0] = sword;
sp12C[1] = shield;
Matrix_SetTranslateRotateYXZ(pos->x - ((CVar_GetS32("gPauseLiveLink", 0) && LINK_AGE_IN_YEARS == YEARS_ADULT) ? 25 : 0),
pos->y - (CVar_GetS32("gPauseTriforce", 0) ? 16 : 0), pos->z, rot);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPSegment(POLY_OPA_DISP++, 0x04, seg04);
gSPSegment(POLY_OPA_DISP++, 0x06, seg06);
gSPSetLights1(POLY_OPA_DISP++, lights1);
func_80093C80(globalCtx);
POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP++, 0, 0, 0, 0, 997, 1000);
func_8002EABC(pos, &globalCtx->view.eye, &lightDir, globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList);
func_8008F470(globalCtx, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0,
func_80091880, NULL, &sp12C);
if (CVar_GetS32("gPauseTriforce", 0)) {
Matrix_SetTranslateRotateYXZ(pos->x - (LINK_AGE_IN_YEARS == YEARS_ADULT ? 25 : 0),
pos->y + 280 + (LINK_AGE_IN_YEARS == YEARS_ADULT ? 48 : 0), pos->z, rot);
Matrix_Scale(scale * 1, scale * 1, scale * 1, MTXMODE_APPLY);
Gfx* ohNo = POLY_XLU_DISP;
POLY_XLU_DISP = POLY_OPA_DISP;
Pause_DrawTriforceSpot(globalCtx, 1);
POLY_OPA_DISP = POLY_XLU_DISP;
POLY_XLU_DISP = ohNo;
}
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP++);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 3288);
}
uintptr_t SelectedAnim = 0; // Current Animaiton on the menu
s16 EquipedStance; // Link's current mode (Two handed, One handed...)
s16 FrameCountSinceLastAnim = 0; // Time since last animation
s16 MinFrameCount; // Frame to wait before checking if we need to change the animation
void func_8009214C(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale,
s32 sword, s32 tunic, s32 shield, s32 boots) {
Input* p1Input = &globalCtx->state.input[0];
Vec3f eye = { 0.0f, 0.0f, -400.0f };
Vec3f at = { 0.0f, 0.0f, 0.0f };
Vec3s* destTable;
Vec3s* srcTable;
s32 i;
bool canswitchrnd = false;
s16 SelectedMode = CVar_GetS32("gPauseLiveLink", 1);
MinFrameCount = CVar_GetS32("gMinFrameCount", 200);
gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800);
gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800);
uintptr_t* PauseMenuAnimSet[15][4] = {
{ 0, 0, 0, 0 }, // 0 = none
// IDLE // Two Handed // No shield // Kid Hylian Shield
{ gPlayerAnim_003238, gPlayerAnim_002BE0, gPlayerAnim_003240, gPlayerAnim_003240 }, // Idle
{ gPlayerAnim_003200, gPlayerAnim_003200, gPlayerAnim_003200, gPlayerAnim_003200 }, // Idle look around
{ gPlayerAnim_0033E0, gPlayerAnim_0033E0, gPlayerAnim_0033E0, gPlayerAnim_0033E0 }, // Idle Belt
{ gPlayerAnim_003418, gPlayerAnim_003418, gPlayerAnim_003418, gPlayerAnim_003418 }, // Idle shield adjust
{ gPlayerAnim_003420, gPlayerAnim_003428, gPlayerAnim_003420, gPlayerAnim_003420 }, // Idle test sword
{ gPlayerAnim_0033F0, gPlayerAnim_0033F0, gPlayerAnim_0033F0, gPlayerAnim_0033F0 }, // Idle yawn
{ gPlayerAnim_0025D0, gPlayerAnim_002BD0, gPlayerAnim_0025D0, gPlayerAnim_0025D0 }, // Battle Stance
{ gPlayerAnim_003290, gPlayerAnim_002BF8, gPlayerAnim_003290, gPlayerAnim_003290 }, // Walking (No shield)
{ gPlayerAnim_003268, gPlayerAnim_002BF8, gPlayerAnim_003268, gPlayerAnim_003268 }, // Walking (Holding shield)
{ gPlayerAnim_003138, gPlayerAnim_002B40, gPlayerAnim_003138, gPlayerAnim_003138 }, // Running (No shield)
{ gPlayerAnim_003140, gPlayerAnim_002B40, gPlayerAnim_003140, gPlayerAnim_003140 }, // Running (Holding shield)
{ gPlayerAnim_0031A8, gPlayerAnim_0031A8, gPlayerAnim_0031A8, gPlayerAnim_0031A8 }, // Hand on hip
{ gPlayerAnim_002AF0, gPlayerAnim_002928, gPlayerAnim_002AF0, gPlayerAnim_002AF0 }, // Spin Charge
{ gPlayerAnim_002820, gPlayerAnim_002820, gPlayerAnim_002820, gPlayerAnim_002820 }, // Look at hand
};
s16 AnimArraySize = ARRAY_COUNT(PauseMenuAnimSet);
if (CVar_GetS32("gPauseLiveLink", !0) || CVar_GetS32("gPauseTriforce", 0)) {
uintptr_t anim = 0; // Initialise anim
if (CUR_EQUIP_VALUE(EQUIP_SWORD) >= 3) {
EquipedStance = 1;
} else if (CUR_EQUIP_VALUE(EQUIP_SHIELD) == 0) {
EquipedStance = 2;
} else if (CUR_EQUIP_VALUE(EQUIP_SHIELD) == 2 && LINK_AGE_IN_YEARS == YEARS_CHILD) {
EquipedStance = 3;
} else {
// Link is idle so revert to 0
EquipedStance = 0;
}
if (SelectedMode == 16) {
// Apply Random function
s16 SwitchAtFrame = 0;
s16 CurAnimDuration = 0;
if (FrameCountSinceLastAnim == 0) {
// When opening Kaleido this will be passed one time
SelectedAnim = rand() % (AnimArraySize - 0);
if (SelectedAnim == 0) {
// prevent loading 0 that would result to a crash.
SelectedAnim = 1;
}
} else if (FrameCountSinceLastAnim >= 1) {
SwitchAtFrame = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
CurAnimDuration = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
if (SwitchAtFrame < MinFrameCount) {
// Animation frame count is lower than minimal wait time then we wait for another round.
// This will be looped to always add current animation time if that still lower than minimum time
while (SwitchAtFrame < MinFrameCount) {
SwitchAtFrame = SwitchAtFrame + CurAnimDuration;
}
} else if (CurAnimDuration >= MinFrameCount) {
// Since we have more (or same) animation time than min duration we set the wait time to animation
// time.
SwitchAtFrame = CurAnimDuration;
}
if (FrameCountSinceLastAnim >= SwitchAtFrame) {
SelectedAnim = rand() % (AnimArraySize - 0);
if (SelectedAnim == 0) {
// prevent loading 0 that would result to a crash.
SelectedAnim = 1;
}
FrameCountSinceLastAnim = 1;
}
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
}
FrameCountSinceLastAnim++;
} else if (SelectedMode == 15) {
// When opening Kaleido this will be passed one time
if (FrameCountSinceLastAnim < 1) {
SelectedAnim = rand() % (AnimArraySize - 0);
FrameCountSinceLastAnim++;
if (SelectedAnim == 0) {
// prevent loading 0 that would result to a crash.
SelectedAnim = 1;
}
FrameCountSinceLastAnim = 1;
}
if (CHECK_BTN_ALL(p1Input->press.button, BTN_B) || CHECK_BTN_ALL(p1Input->press.button, BTN_START)) {
FrameCountSinceLastAnim = 0;
}
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
} else if (SelectedMode < 16) {
// Not random so we place our CVar as SelectedAnim
SelectedAnim = SelectedMode;
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
}
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
//anim = gPlayerAnim_003428; // Use for biggoron sword?
if (CVar_GetS32("gPauseTriforce", 0)) {
anim = gPlayerAnim_002D00;
sword = 0;
shield = 0;
}
if (skelAnime->animation != anim) {
LinkAnimation_Change(globalCtx, skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(anim), ANIMMODE_LOOP,
-6.0f);
}
LinkAnimation_Update(globalCtx, skelAnime);
if (!LINK_IS_ADULT) {
// Link is placed too far up by default when animating
at.y += 60;
}
} else {
if (!LINK_IS_ADULT) {
if (shield == PLAYER_SHIELD_DEKU) {
srcTable = D_040020D0;
} else {
srcTable = D_04002040;
}
} else {
if (sword == 3) {
srcTable = D_04002160;
} else if (shield != PLAYER_SHIELD_NONE) {
srcTable = D_04002280;
} else {
srcTable = D_040021F0;
}
}
srcTable = ResourceMgr_LoadArrayByNameAsVec3s(srcTable);
destTable = skelAnime->jointTable;
for (i = 0; i < skelAnime->limbCount; i++) {
*destTable++ = *srcTable++;
}
}
func_80091A24(globalCtx, segment + 0x3800, segment + 0x8800, skelAnime, pos, rot, scale, sword, tunic, shield,
boots, 64, 112, &eye, &at, 60.0f, globalCtx->state.gfxCtx->curFrameBuffer,
globalCtx->state.gfxCtx->curFrameBuffer + 0x1C00);
}