#ifndef Z64PLAYER_H #define Z64PLAYER_H #include "z64actor.h" #include "alignment.h" #include "soh/Enhancements/item-tables/ItemTableTypes.h" struct Player; extern GetItemEntry sGetItemTable[195]; typedef enum { /* 0 */ PLAYER_SWORD_NONE, /* 1 */ PLAYER_SWORD_KOKIRI, /* 2 */ PLAYER_SWORD_MASTER, /* 3 */ PLAYER_SWORD_BIGGORON, /* 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 { /* 0x00 */ PLAYER_IA_NONE, /* 0x01 */ PLAYER_IA_LAST_USED, /* 0x02 */ PLAYER_IA_FISHING_POLE, /* 0x03 */ PLAYER_IA_SWORD_MASTER, /* 0x04 */ PLAYER_IA_SWORD_KOKIRI, /* 0x05 */ PLAYER_IA_SWORD_BIGGORON, /* 0x06 */ PLAYER_IA_DEKU_STICK, /* 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, /* 0x1B */ PLAYER_IA_DEKU_NUT, /* 0x1C */ PLAYER_IA_OCARINA_FAIRY, /* 0x1D */ PLAYER_IA_OCARINA_OF_TIME, /* 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, /* 0x24 */ PLAYER_IA_BOTTLE_RUTOS_LETTER, /* 0x25 */ PLAYER_IA_BOTTLE_POTION_RED, /* 0x26 */ PLAYER_IA_BOTTLE_POTION_BLUE, /* 0x27 */ PLAYER_IA_BOTTLE_POTION_GREEN, /* 0x28 */ PLAYER_IA_BOTTLE_MILK_FULL, /* 0x29 */ PLAYER_IA_BOTTLE_MILK_HALF, /* 0x2A */ PLAYER_IA_BOTTLE_FAIRY, /* 0x2B */ PLAYER_IA_ZELDAS_LETTER, /* 0x2C */ PLAYER_IA_WEIRD_EGG, /* 0x2D */ PLAYER_IA_CHICKEN, /* 0x2E */ PLAYER_IA_MAGIC_BEAN, /* 0x2F */ PLAYER_IA_POCKET_EGG, /* 0x30 */ PLAYER_IA_POCKET_CUCCO, /* 0x31 */ PLAYER_IA_COJIRO, /* 0x32 */ PLAYER_IA_ODD_MUSHROOM, /* 0x33 */ PLAYER_IA_ODD_POTION, /* 0x34 */ PLAYER_IA_POACHERS_SAW, /* 0x35 */ PLAYER_IA_BROKEN_GORONS_SWORD, /* 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, /* 0x3D */ PLAYER_IA_MASK_BUNNY_HOOD, /* 0x3E */ PLAYER_IA_MASK_GORON, /* 0x3F */ PLAYER_IA_MASK_ZORA, /* 0x40 */ PLAYER_IA_MASK_GERUDO, /* 0x41 */ PLAYER_IA_MASK_TRUTH, /* 0x42 */ PLAYER_IA_LENS_OF_TRUTH, /* 0x4C */ PLAYER_IA_MAX } PlayerItemAction; 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 { /* 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 } PlayerBodyPart; typedef enum { /* 0 */ PLAYER_MWA_FORWARD_SLASH_1H, /* 1 */ PLAYER_MWA_FORWARD_SLASH_2H, /* 2 */ PLAYER_MWA_FORWARD_COMBO_1H, /* 3 */ PLAYER_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; 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 { /* 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 } PlayerModelGroup; typedef enum { /* 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 } PlayerModelGroupEntry; typedef enum { // left hand /* 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) // right hand /* 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) // sheath /* 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? // waist /* 0x14 */ PLAYER_MODELTYPE_WAIST, /* 0x15 */ PLAYER_MODELTYPE_MAX, /* 0xFF */ PLAYER_MODELTYPE_RH_FF = 0xFF // disable shield collider, cutscene-specific } PlayerModelType; typedef enum { /* 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 } PlayerAnimType; typedef enum { /* 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, /* 0x2D */ PLAYER_ANIMGROUP_MAX } PlayerAnimGroup; #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) typedef struct { /* 0x00 */ f32 ceilingCheckHeight; /* 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; /* 0x38 */ f32 wallCheckRadius; /* 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; } WeaponInfo; // size = 0x1C // #region SOH [General] // Supporting pendingFlag // Upstream TODO: Rename these to be more obviously SoH specific typedef enum { FLAG_NONE, FLAG_SCENE_SWITCH, FLAG_SCENE_TREASURE, FLAG_SCENE_CLEAR, FLAG_SCENE_COLLECTIBLE, FLAG_EVENT_CHECK_INF, FLAG_ITEM_GET_INF, FLAG_INF_TABLE, FLAG_EVENT_INF, FLAG_RANDOMIZER_INF, FLAG_GS_TOKEN, } 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 // #endregion #define PLAYER_STATE1_LOADING (1 << 0) //Transitioning to a new scene #define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1) #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 #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) #define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Turns on the "Enter On A" DoAction #define PLAYER_STATE2_SPIN_ATTACKING (1 << 17) //w/o magic #define PLAYER_STATE2_CRAWLING (1 << 18) // Crawling through a crawlspace #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) #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) #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`) #define PLAYER_STATE3_HOOKSHOT_TRAVELLING (1 << 7) //Travelling to target typedef void (*PlayerActionFunc)(struct Player*, struct PlayState*); typedef s32 (*UpperActionFunc)(struct Player*, struct PlayState*); typedef void (*PlayerFuncA74)(struct PlayState*, struct Player*); typedef struct Player { /* 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; /* 0x0174 */ DmaRequest giObjectDmaRequest; /* 0x0194 */ OSMesgQueue giObjectLoadQueue; /* 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]; /* 0x0498 */ ColliderCylinder cylinder; /* 0x04E4 */ ColliderQuad meleeWeaponQuads[2]; /* 0x05E4 */ ColliderQuad shieldQuad; /* 0x0664 */ Actor* unk_664; /* 0x0668 */ char unk_668[0x004]; /* 0x066C */ s32 unk_66C; /* 0x0670 */ s32 meleeWeaponEffectIndex; /* 0x0674 */ PlayerActionFunc actionFunc; /* 0x0678 */ PlayerAgeProperties* ageProperties; /* 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]; /* 0x082C */ UpperActionFunc upperActionFunc; /* 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 /* 0x08B4 */ WeaponInfo meleeWeaponInfo[3]; /* 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; /* 0x0A74 */ PlayerFuncA74 func_A74; /* 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 // #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 /* */ u8 boomerangQuickRecall; // Has the player pressed the boomerang button while it's in the air still? // #endregion u8 ivanFloating; u8 ivanDamageMultiplier; } Player; // size = 0xA94 #endif