#include "global.h" #include "objects/gameplay_keep/gameplay_keep.h" #include "objects/gameplay_field_keep/gameplay_field_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" #include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/randomizer/draw.h" #include 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[] = { PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NONE PLAYER_MODELGROUP_15, // PLAYER_IA_LAST_USED PLAYER_MODELGROUP_10, // PLAYER_IA_FISHING_POLE PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_MASTER PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_KOKIRI PLAYER_MODELGROUP_BGS, // PLAYER_IA_SWORD_BIGGORON PLAYER_MODELGROUP_10, // PLAYER_IA_DEKU_STICK PLAYER_MODELGROUP_HAMMER, // PLAYER_IA_HAMMER PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_FIRE PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_ICE PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_LIGHT PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0C PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0D PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0E PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_SLINGSHOT PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_HOOKSHOT PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_LONGSHOT PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMB PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMBCHU PLAYER_MODELGROUP_BOOMERANG, // PLAYER_IA_BOOMERANG PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_15 PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_16 PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_MAGIC_SPELL_17 PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FARORES_WIND PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NAYRUS_LOVE PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DINS_FIRE PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DEKU_NUT PLAYER_MODELGROUP_OCARINA, // PLAYER_IA_OCARINA_FAIRY PLAYER_MODELGROUP_OOT, // PLAYER_IA_OCARINA_OF_TIME PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FISH PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FIRE PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BUG PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POE PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BIG_POE PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_RUTOS_LETTER PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_RED PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_BLUE PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_GREEN PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_FULL PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_HALF PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FAIRY PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ZELDAS_LETTER PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_WEIRD_EGG PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CHICKEN PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_BEAN PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_EGG PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_CUCCO PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_COJIRO PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_MUSHROOM PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_POTION PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POACHERS_SAW PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BROKEN_GORONS_SWORD PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_PRESCRIPTION PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FROG PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_EYEDROPS PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CLAIM_CHECK PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_KEATON PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SKULL PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SPOOKY PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_BUNNY_HOOD PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GORON PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_ZORA PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GERUDO PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_TRUTH PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_LENS_OF_TRUTH PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_SHIELD_DEKU PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_SHIELD_HYLIAN PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_SHIELD_MIRROR PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_TUNIC_KOKIRI PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_TUNIC_GORON PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_TUNIC_ZORA PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BOOTS_KOKIRI PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BOOTS_IRON PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BOOTS_HOVER }; 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[PLAYER_MODELGROUP_MAX][PLAYER_MODELGROUPENTRY_MAX] = { /* PLAYER_MODELGROUP_0 */ { PLAYER_ANIMTYPE_2, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_SHIELD, PLAYER_MODELTYPE_SHEATH_16, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD */ { PLAYER_ANIMTYPE_1, PLAYER_MODELTYPE_LH_SWORD, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_19, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_SWORD */ { PLAYER_ANIMTYPE_1, PLAYER_MODELTYPE_LH_SWORD, PLAYER_MODELTYPE_RH_SHIELD, PLAYER_MODELTYPE_SHEATH_17, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_DEFAULT */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_4 */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_BGS */ { PLAYER_ANIMTYPE_3, PLAYER_MODELTYPE_LH_BGS, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_19, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_BOW_SLINGSHOT */ { PLAYER_ANIMTYPE_4, PLAYER_MODELTYPE_LH_CLOSED, PLAYER_MODELTYPE_RH_BOW_SLINGSHOT, PLAYER_MODELTYPE_SHEATH_18, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_EXPLOSIVES */ { PLAYER_ANIMTYPE_5, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_BOOMERANG */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_BOOMERANG, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_HOOKSHOT */ { PLAYER_ANIMTYPE_4, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_HOOKSHOT, PLAYER_MODELTYPE_SHEATH_18, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_10 */ { PLAYER_ANIMTYPE_3, PLAYER_MODELTYPE_LH_CLOSED, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_18, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_HAMMER */ { PLAYER_ANIMTYPE_3, PLAYER_MODELTYPE_LH_HAMMER, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_18, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_OCARINA */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OCARINA, PLAYER_MODELTYPE_SHEATH_18, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_OOT */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OOT, PLAYER_MODELTYPE_SHEATH_18, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_BOTTLE */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_BOTTLE, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18, PLAYER_MODELTYPE_WAIST }, /* PLAYER_MODELGROUP_15 */ { PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_SWORD, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_19, PLAYER_MODELTYPE_WAIST }, }; Gfx* sPlayerRightHandShieldDLs[PLAYER_SHIELD_MAX * 4] = { // PLAYER_SHIELD_NONE gLinkAdultRightHandClosedNearDL, gLinkChildRightHandClosedNearDL, gLinkAdultRightHandClosedFarDL, gLinkChildRightHandClosedFarDL, // PLAYER_SHIELD_DEKU gLinkAdultRightHandClosedNearDL, gLinkChildRightFistAndDekuShieldNearDL, gLinkAdultRightHandClosedFarDL, gLinkChildRightFistAndDekuShieldFarDL, // PLAYER_SHIELD_HYLIAN gLinkAdultRightHandHoldingHylianShieldNearDL, gLinkChildRightHandClosedNearDL, gLinkAdultRightHandHoldingHylianShieldFarDL, gLinkChildRightHandClosedFarDL, // PLAYER_SHIELD_MIRROR gLinkAdultRightHandHoldingMirrorShieldNearDL, gLinkChildRightHandClosedNearDL, gLinkAdultRightHandHoldingMirrorShieldFarDL, gLinkChildRightHandClosedFarDL, }; Gfx* sSheathWithSwordDLs[(PLAYER_SHIELD_MAX + 2) * 4] = { // PLAYER_SHIELD_NONE gLinkAdultMasterSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL, gLinkAdultMasterSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL, // PLAYER_SHIELD_DEKU gLinkAdultMasterSwordAndSheathNearDL, gLinkChildDekuShieldSwordAndSheathNearDL, gLinkAdultMasterSwordAndSheathFarDL, gLinkChildDekuShieldSwordAndSheathFarDL, // PLAYER_SHIELD_HYLIAN gLinkAdultHylianShieldSwordAndSheathNearDL, gLinkChildHylianShieldSwordAndSheathNearDL, gLinkAdultHylianShieldSwordAndSheathFarDL, gLinkChildHylianShieldSwordAndSheathFarDL, // PLAYER_SHIELD_MIRROR gLinkAdultMirrorShieldSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL, gLinkAdultMirrorShieldSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL, // PLAYER_SHIELD_NONE (child, no sword) NULL, NULL, NULL, NULL, // PLAYER_SHIELD_DEKU (child, no sword) NULL, gLinkChildDekuShieldWithMatrixDL, NULL, gLinkChildDekuShieldWithMatrixDL, }; Gfx* sSheathWithoutSwordDLs[(PLAYER_SHIELD_MAX + 2) * 4] = { // PLAYER_SHIELD_NONE gLinkAdultSheathNearDL, gLinkChildSheathNearDL, gLinkAdultSheathFarDL, gLinkChildSheathFarDL, // PLAYER_SHIELD_DEKU gLinkAdultSheathNearDL, gLinkChildDekuShieldAndSheathNearDL, gLinkAdultSheathFarDL, gLinkChildDekuShieldAndSheathFarDL, // PLAYER_SHIELD_HYLIAN gLinkAdultHylianShieldAndSheathNearDL, gLinkChildHylianShieldAndSheathNearDL, gLinkAdultHylianShieldAndSheathFarDL, gLinkChildHylianShieldAndSheathFarDL, // PLAYER_SHIELD_MIRROR gLinkAdultMirrorShieldAndSheathNearDL, gLinkChildSheathNearDL, gLinkAdultMirrorShieldAndSheathFarDL, gLinkChildSheathFarDL, // PLAYER_SHIELD_NONE (child, no sword) NULL, NULL, NULL, NULL, // PLAYER_SHIELD_DEKU (child, no sword) gLinkAdultSheathNearDL, gLinkChildDekuShieldWithMatrixDL, gLinkAdultSheathNearDL, gLinkChildDekuShieldWithMatrixDL, }; Gfx* gPlayerLeftHandBgsDLs[] = { // Biggoron Sword gLinkAdultLeftHandHoldingBgsNearDL, gLinkChildLeftHandHoldingMasterSwordDL, gLinkAdultLeftHandHoldingBgsFarDL, gLinkChildLeftHandHoldingMasterSwordDL, // Broken Giant's Knife gLinkAdultHandHoldingBrokenGiantsKnifeDL, gLinkChildLeftHandHoldingMasterSwordDL, gLinkAdultHandHoldingBrokenGiantsKnifeFarDL, gLinkChildLeftHandHoldingMasterSwordDL, }; Gfx* gPlayerLeftHandOpenDLs[] = { gLinkAdultLeftHandNearDL, gLinkChildLeftHandNearDL, gLinkAdultLeftHandFarDL, gLinkChildLeftHandFarDL, }; Gfx* gPlayerLeftHandClosedDLs[] = { gLinkAdultLeftHandClosedNearDL, gLinkChildLeftFistNearDL, gLinkAdultLeftHandClosedFarDL, gLinkChildLeftFistFarDL, }; Gfx* sPlayerLeftHandSwordDLs2[] = { gLinkAdultLeftHandHoldingMasterSwordNearDL, gLinkChildLeftFistAndKokiriSwordNearDL, gLinkAdultLeftHandHoldingMasterSwordFarDL, gLinkChildLeftFistAndKokiriSwordFarDL, }; Gfx* sPlayerLeftHandSwordDLs[] = { gLinkAdultLeftHandHoldingMasterSwordNearDL, gLinkChildLeftFistAndKokiriSwordNearDL, gLinkAdultLeftHandHoldingMasterSwordFarDL, gLinkChildLeftFistAndKokiriSwordFarDL, }; Gfx* sPlayerRightHandOpenDLs[] = { gLinkAdultRightHandNearDL, gLinkChildRightHandNearDL, gLinkAdultRightHandFarDL, gLinkChildRightHandFarDL, }; Gfx* sPlayerRightHandClosedDLs[] = { gLinkAdultRightHandClosedNearDL, gLinkChildRightHandClosedNearDL, gLinkAdultRightHandClosedFarDL, gLinkChildRightHandClosedFarDL, }; Gfx* sPlayerRightHandBowSlingshotDLs[] = { gLinkAdultRightHandHoldingBowNearDL, gLinkChildRightHandHoldingSlingshotNearDL, gLinkAdultRightHandHoldingBowFarDL, gLinkChildRightHandHoldingSlingshotFarDL, }; Gfx* sSwordAndSheathDLs[] = { gLinkAdultMasterSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL, gLinkAdultMasterSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL, }; Gfx* sSheathDLs[] = { gLinkAdultSheathNearDL, gLinkChildSheathNearDL, gLinkAdultSheathFarDL, gLinkChildSheathFarDL, }; Gfx* sPlayerWaistDLs[] = { gLinkAdultWaistNearDL, gLinkChildWaistNearDL, gLinkAdultWaistFarDL, gLinkChildWaistFarDL, }; Gfx* sPlayerRightHandBowSlingshotDLs2[] = { gLinkAdultRightHandHoldingBowNearDL, gLinkChildRightHandHoldingSlingshotNearDL, gLinkAdultRightHandHoldingBowFarDL, gLinkChildRightHandHoldingSlingshotFarDL, }; Gfx* sPlayerRightHandOcarinaDLs[] = { gLinkAdultRightHandHoldingOotNearDL, gLinkChildRightHandHoldingFairyOcarinaNearDL, gLinkAdultRightHandHoldingOotFarDL, gLinkChildRightHandHoldingFairyOcarinaFarDL, }; Gfx* sPlayerRightHandOotDLs[] = { gLinkAdultRightHandHoldingOotNearDL, gLinkChildRightHandAndOotNearDL, gLinkAdultRightHandHoldingOotFarDL, gLinkChildRightHandHoldingOOTFarDL, }; Gfx* sPlayerRightHandHookshotDLs[] = { gLinkAdultRightHandHoldingHookshotNearDL, gLinkChildRightHandNearDL, gLinkAdultRightHandHoldingHookshotNearDL, // The 'far' display list exists but is not used gLinkChildRightHandFarDL, }; Gfx* sPlayerLeftHandHammerDLs[] = { gLinkAdultLeftHandHoldingHammerNearDL, gLinkChildLeftHandNearDL, gLinkAdultLeftHandHoldingHammerFarDL, gLinkChildLeftHandFarDL, }; Gfx* gPlayerLeftHandBoomerangDLs[] = { gLinkAdultLeftHandNearDL, gLinkChildLeftFistAndBoomerangNearDL, gLinkAdultLeftHandFarDL, gLinkChildLeftFistAndBoomerangFarDL, }; Gfx* sPlayerLeftHandBottleDLs[] = { gLinkAdultLeftHandOutNearDL, gLinkChildLeftHandUpNearDL, gLinkAdultLeftHandOutNearDL, gLinkChildLeftHandUpNearDL, }; Gfx* sFirstPersonLeftForearmDLs[] = { gLinkAdultRightArmOutNearDL, NULL, }; Gfx* sFirstPersonLeftHandDLs[] = { gLinkAdultRightHandOutNearDL, NULL, }; Gfx* sFirstPersonRightShoulderDLs[] = { gLinkAdultRightShoulderNearDL, gLinkChildRightShoulderNearDL, }; Gfx* sFirstPersonForearmDLs[] = { gLinkAdultLeftArmOutNearDL, NULL, }; Gfx* sFirstPersonRightHandHoldingWeaponDLs[] = { gLinkAdultRightHandHoldingBowFirstPersonDL, gLinkChildRightArmStretchedSlingshotDL, }; // Indexed by model types (left hand, right hand, sheath or waist) Gfx** sPlayerDListGroups[PLAYER_MODELTYPE_MAX] = { gPlayerLeftHandOpenDLs, // PLAYER_MODELTYPE_LH_OPEN gPlayerLeftHandClosedDLs, // PLAYER_MODELTYPE_LH_CLOSED sPlayerLeftHandSwordDLs, // PLAYER_MODELTYPE_LH_SWORD sPlayerLeftHandSwordDLs2, // PLAYER_MODELTYPE_LH_SWORD_2 gPlayerLeftHandBgsDLs, // PLAYER_MODELTYPE_LH_BGS sPlayerLeftHandHammerDLs, // PLAYER_MODELTYPE_LH_HAMMER gPlayerLeftHandBoomerangDLs, // PLAYER_MODELTYPE_LH_BOOMERANG sPlayerLeftHandBottleDLs, // PLAYER_MODELTYPE_LH_BOTTLE sPlayerRightHandOpenDLs, // PLAYER_MODELTYPE_RH_OPEN sPlayerRightHandClosedDLs, // PLAYER_MODELTYPE_RH_CLOSED sPlayerRightHandShieldDLs, // PLAYER_MODELTYPE_RH_SHIELD sPlayerRightHandBowSlingshotDLs, // PLAYER_MODELTYPE_RH_BOW_SLINGSHOT sPlayerRightHandBowSlingshotDLs2, // PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2 sPlayerRightHandOcarinaDLs, // PLAYER_MODELTYPE_RH_OCARINA sPlayerRightHandOotDLs, // PLAYER_MODELTYPE_RH_OOT sPlayerRightHandHookshotDLs, // PLAYER_MODELTYPE_RH_HOOKSHOT sSwordAndSheathDLs, // PLAYER_MODELTYPE_SHEATH_16 sSheathDLs, // PLAYER_MODELTYPE_SHEATH_17 sSheathWithSwordDLs, // PLAYER_MODELTYPE_SHEATH_18 sSheathWithoutSwordDLs, // PLAYER_MODELTYPE_SHEATH_19 sPlayerWaistDLs, // PLAYER_MODELTYPE_WAIST }; Gfx gCullBackDList[] = { gsSPSetGeometryMode(G_CULL_BACK), gsSPEndDisplayList(), }; Gfx gCullFrontDList[] = { gsSPSetGeometryMode(G_CULL_FRONT), gsSPEndDisplayList(), }; Vec3f* D_80160000; s32 sDListsLodOffset; Vec3f sGetItemRefPos; s32 sLeftHandType; s32 sRightHandType; void Player_SetBootData(PlayState* play, 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 (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_2) { REG(45) = 500; } } // Custom method used to determine if we're using a custom model for link uint8_t Player_IsCustomLinkModel() { return (LINK_IS_ADULT && ResourceGetIsCustomByName(gLinkAdultSkel)) || (LINK_IS_CHILD && ResourceGetIsCustomByName(gLinkChildSkel)); } s32 Player_InBlockingCsMode(PlayState* play, Player* this) { return (this->stateFlags1 & 0x20000080) || (this->csMode != 0) || (play->sceneLoadFlag == 0x14) || (this->stateFlags1 & 1) || (this->stateFlags3 & 0x80) || ((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0)); } s32 Player_InCsMode(PlayState* play) { Player* this = GET_PLAYER(play); return Player_InBlockingCsMode(play, 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 == PLAYER_MODELGROUP_SWORD) && Player_IsChildWithHylianShield(this)) { // child, using kokiri sword with hylian shield equipped return PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD; } else { return modelGroup; } } void Player_SetModelsForHoldingShield(Player* this) { if ((this->stateFlags1 & 0x400000) && ((this->itemAction < 0) || (this->itemAction == this->heldItemAction))) { if ((CVarGetInteger("gShieldTwoHanded", 0) && (this->heldItemAction != PLAYER_IA_DEKU_STICK) || !Player_HoldsTwoHandedWeapon(this)) && !Player_IsChildWithHylianShield(this)) { this->rightHandType = PLAYER_MODELTYPE_RH_SHIELD; this->rightHandDLists = &sPlayerDListGroups[PLAYER_MODELTYPE_RH_SHIELD][gSaveContext.linkAge]; if (this->sheathType == PLAYER_MODELTYPE_SHEATH_18) { this->sheathType = PLAYER_MODELTYPE_SHEATH_16; } else if (this->sheathType == PLAYER_MODELTYPE_SHEATH_19) { this->sheathType = PLAYER_MODELTYPE_SHEATH_17; } this->sheathDLists = &sPlayerDListGroups[this->sheathType][gSaveContext.linkAge]; this->modelAnimType = PLAYER_ANIMTYPE_2; this->itemAction = -1; } } } void Player_SetModels(Player* this, s32 modelGroup) { // Left hand this->leftHandType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_LEFT_HAND]; this->leftHandDLists = &sPlayerDListGroups[this->leftHandType][gSaveContext.linkAge]; // Right hand this->rightHandType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_RIGHT_HAND]; this->rightHandDLists = &sPlayerDListGroups[this->rightHandType][gSaveContext.linkAge]; if (CVarGetInteger("gBowSlingShotAmmoFix", 0) && this->rightHandType == 11) { // If holding Bow/Slingshot this->rightHandDLists = &sPlayerDListGroups[this->rightHandType][Player_HoldsSlingshot(this)]; } // Sheath this->sheathType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_SHEATH]; this->sheathDLists = &sPlayerDListGroups[this->sheathType][gSaveContext.linkAge]; // Waist this->waistDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][4]][gSaveContext.linkAge]; Player_SetModelsForHoldingShield(this); } void Player_SetModelGroup(Player* this, s32 modelGroup) { this->modelGroup = modelGroup; if (modelGroup == PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD) { this->modelAnimType = PLAYER_ANIMTYPE_0; } else { this->modelAnimType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_ANIM]; } if ((this->modelAnimType < PLAYER_ANIMTYPE_3) && (this->currentShield == PLAYER_SHIELD_NONE)) { this->modelAnimType = PLAYER_ANIMTYPE_0; } Player_SetModels(this, modelGroup); } void func_8008EC70(Player* this) { this->itemAction = this->heldItemAction; Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemAction)); this->unk_6AD = 0; } void Player_SetEquipmentData(PlayState* play, Player* this) { if (this->csMode != 0x56) { this->currentShield = SHIELD_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD)); this->currentTunic = TUNIC_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC)); this->currentBoots = BOOTS_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS)); this->currentSwordItemId = B_BTN_ITEM; Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemAction)); Player_SetBootData(play, this); } } void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 actionParam) { Inventory_UpdateBottleItem(play, item, this->heldItemButton); if (item != ITEM_BOTTLE) { this->heldItemId = item; this->heldItemAction = actionParam; } this->itemAction = 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(PlayState* play, Actor* actor) { Player* this = GET_PLAYER(play); func_8008EE08(this); this->unk_664 = actor; this->unk_684 = actor; this->stateFlags1 |= 0x10000; Camera_SetParam(Play_GetCamera(play, 0), 8, actor); Camera_ChangeMode(Play_GetCamera(play, 0), 2); } s32 func_8008EF30(PlayState* play) { Player* this = GET_PLAYER(play); return (this->stateFlags1 & 0x800000); } s32 func_8008EF44(PlayState* play, s32 ammo) { play->shootingGalleryStatus = ammo + 1; return 1; } s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) { Player* this = GET_PLAYER(play); Vec3f diff; s32 pad; if ((this->heldItemAction == PLAYER_IA_DEKU_STICK) && (this->unk_860 != 0)) { Math_Vec3f_Diff(&this->meleeWeaponInfo[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 (CVarGetInteger("gTimelessEquipment", 0) || LINK_IS_ADULT) { return strengthUpgrade; } else if (strengthUpgrade != 0) { return PLAYER_STR_BRACELET; } else { return PLAYER_STR_NONE; } } u8 Player_GetMask(PlayState* play) { Player* this = GET_PLAYER(play); return this->currentMask; } Player* Player_UnsetMask(PlayState* play) { Player* this = GET_PLAYER(play); this->currentMask = PLAYER_MASK_NONE; return this; } s32 Player_HasMirrorShieldEquipped(PlayState* play) { Player* this = GET_PLAYER(play); return (this->currentShield == PLAYER_SHIELD_MIRROR); } s32 Player_HasMirrorShieldSetToDraw(PlayState* play) { Player* this = GET_PLAYER(play); return (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) && (this->currentShield == PLAYER_SHIELD_MIRROR); } s32 Player_ActionToMagicSpell(Player* this, s32 actionParam) { s32 magicSpell = actionParam - PLAYER_IA_MAGIC_SPELL_15; if ((magicSpell >= 0) && (magicSpell < 6)) { return magicSpell; } else { return -1; } } s32 Player_HoldsHookshot(Player* this) { return (this->heldItemAction == PLAYER_IA_HOOKSHOT) || (this->heldItemAction == PLAYER_IA_LONGSHOT); } s32 Player_HoldsBow(Player* this) { switch(this->heldItemAction){ case PLAYER_IA_BOW: case PLAYER_IA_BOW_FIRE: case PLAYER_IA_BOW_ICE: case PLAYER_IA_BOW_LIGHT: return true; default: return false; } } s32 Player_HoldsSlingshot(Player* this) { return this->heldItemAction == PLAYER_IA_SLINGSHOT; } s32 func_8008F128(Player* this) { return Player_HoldsHookshot(this) && (this->heldActor == NULL); } s32 Player_ActionToMeleeWeapon(s32 actionParam) { s32 sword = actionParam - PLAYER_IA_FISHING_POLE; if ((sword > 0) && (sword < 6)) { return sword; } else { return 0; } } s32 Player_GetMeleeWeaponHeld(Player* this) { return Player_ActionToMeleeWeapon(this->heldItemAction); } s32 Player_HoldsTwoHandedWeapon(Player* this) { if ((this->heldItemAction >= PLAYER_IA_SWORD_BIGGORON) && (this->heldItemAction <= PLAYER_IA_HAMMER)) { return 1; } else { return 0; } } s32 Player_HoldsBrokenKnife(Player* this) { return (this->heldItemAction == PLAYER_IA_SWORD_BIGGORON) && (gSaveContext.swordHealth <= 0.0f); } s32 Player_ActionToBottle(Player* this, s32 actionParam) { s32 bottle = actionParam - PLAYER_IA_BOTTLE; if ((bottle >= 0) && (bottle < 13)) { return bottle; } else { return -1; } } s32 Player_GetBottleHeld(Player* this) { return Player_ActionToBottle(this, this->heldItemAction); } s32 Player_ActionToExplosive(Player* this, s32 actionParam) { s32 explosive = actionParam - PLAYER_IA_BOMB; if ((explosive >= 0) && (explosive < 2)) { return explosive; } else { return -1; } } s32 Player_GetExplosiveHeld(Player* this) { return Player_ActionToExplosive(this, this->heldItemAction); } s32 func_8008F2BC(Player* this, s32 actionParam) { s32 sword = 0; if (actionParam != PLAYER_IA_LAST_USED) { sword = actionParam - PLAYER_IA_SWORD_MASTER; if ((sword < 0) || (sword >= 3)) { goto return_neg; } } return sword; return_neg: return -1; } s32 Player_GetEnvironmentalHazard(PlayState* play) { Player* this = GET_PLAYER(play); TextTriggerEntry* triggerEntry; s32 var; if (play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_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(play)) { triggerEntry = &sTextTriggers[var]; if ((triggerEntry->flag != 0) && !(gSaveContext.textTriggerFlags & triggerEntry->flag) && (((var == 0) && (this->currentTunic != PLAYER_TUNIC_GORON && CVarGetInteger("gSuperTunic", 0) == 0 && CVarGetInteger("gDisableTunicWarningText", 0) == 0)) || (((var == 1) || (var == 3)) && (this->currentBoots == PLAYER_BOOTS_IRON) && (this->currentTunic != PLAYER_TUNIC_ZORA && CVarGetInteger("gSuperTunic", 0) == 0 && CVarGetInteger("gDisableTunicWarningText", 0) == 0)))) { Message_StartTextbox(play, 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 }, // PLAYER_BOOTS_IRON { gLinkAdultLeftHoverBootDL, gLinkAdultRightHoverBootDL }, // PLAYER_BOOTS_HOVER }; void Player_DrawImpl(PlayState* play, 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(play->state.gfxCtx); 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 Color_RGB8 sTemp; color = &sTunicColors[tunic]; if (tunic == PLAYER_TUNIC_KOKIRI && CVarGetInteger("gCosmetics.Link_KokiriTunic.Changed", 0)) { sTemp = CVarGetColor24("gCosmetics.Link_KokiriTunic.Value", sTunicColors[PLAYER_TUNIC_KOKIRI]); color = &sTemp; } else if (tunic == PLAYER_TUNIC_GORON && CVarGetInteger("gCosmetics.Link_GoronTunic.Changed", 0)) { sTemp = CVarGetColor24("gCosmetics.Link_GoronTunic.Value", sTunicColors[PLAYER_TUNIC_GORON]); color = &sTemp; } else if (tunic == PLAYER_TUNIC_ZORA && CVarGetInteger("gCosmetics.Link_ZoraTunic.Changed", 0)) { sTemp = CVarGetColor24("gCosmetics.Link_ZoraTunic.Value", sTunicColors[PLAYER_TUNIC_ZORA]); color = &sTemp; } gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0); // If we have a custom link model, always use the most detailed LOD if (Player_IsCustomLinkModel()) { lod = 0; } sDListsLodOffset = lod * 2; SkelAnime_DrawFlexLod(play, skeleton, jointTable, dListCount, overrideLimbDraw, postLimbDraw, data, lod); if (((CVarGetInteger("gFPSGauntlets", 0) && LINK_IS_ADULT) || (overrideLimbDraw != Player_OverrideLimbDrawGameplayFirstPerson)) && (overrideLimbDraw != Player_OverrideLimbDrawGameplayCrawling) && (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]; if (strengthUpgrade == PLAYER_STR_SILVER_G && CVarGetInteger("gCosmetics.Gloves_SilverGauntlets.Changed", 0)) { sTemp = CVarGetColor24("gCosmetics.Gloves_SilverGauntlets.Value", sGauntletColors[PLAYER_STR_SILVER_G - 2]); color = &sTemp; } else if (strengthUpgrade == PLAYER_STR_GOLD_G && CVarGetInteger("gCosmetics.Gloves_GoldenGauntlets.Changed", 0)) { sTemp = CVarGetColor24("gCosmetics.Gloves_GoldenGauntlets.Value", sGauntletColors[PLAYER_STR_GOLD_G - 2]); color = &sTemp; } 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++, (sLeftHandType == PLAYER_MODELTYPE_LH_OPEN) ? gLinkAdultLeftGauntletPlate2DL : gLinkAdultLeftGauntletPlate3DL); gSPDisplayList(POLY_OPA_DISP++, (sRightHandType == PLAYER_MODELTYPE_RH_OPEN) ? 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(play->state.gfxCtx); } Vec3f sZeroVec = { 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(PlayState* play, 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->itemAction) < 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(&sZeroVec, &spA4); Matrix_TranslateRotateZYX(&D_80126038[gSaveContext.linkAge], &skelAnime->jointTable[shinLimbIndex]); Matrix_Translate(D_80126050[gSaveContext.linkAge], 0.0f, 0.0f, MTXMODE_APPLY); Matrix_MultVec3f(&sZeroVec, &sp98); Matrix_MultVec3f(&D_80126070, &footprintPos); Matrix_Pop(); footprintPos.y += 15.0f; sp80 = BgCheck_EntityRaycastFloor4(&play->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(&play->colCtx, sp88, sp84); if ((temp3 >= 2) && (temp3 < 4) && !SurfaceType_IsWallDamage(&play->colCtx, sp88, sp84)) { footprintPos.y = sp80; EffectSsGFire_Spawn(play, &footprintPos); } } } } s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { Player* this = (Player*)thisx; if (limbIndex == PLAYER_LIMB_ROOT) { sLeftHandType = this->leftHandType; sRightHandType = this->rightHandType; D_80160000 = &this->meleeWeaponInfo[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) { if (CVarGetInteger("gCosmetics.Link_HeadScale.Changed", 0)) { f32 scale = CVarGetFloat("gCosmetics.Link_HeadScale.Value", 1.0f); Matrix_Scale(scale, scale, scale, MTXMODE_APPLY); if (scale > 1.2f) { Matrix_Translate(-((LINK_IS_ADULT ? 320.0f : 200.0f) * scale), 0.0f, 0.0f, MTXMODE_APPLY); } else if (scale < 1.0f) { Matrix_Translate((LINK_IS_ADULT ? 3600.0f : 2900.0f) * ABS(scale - 1.0f), 0.0f, 0.0f, MTXMODE_APPLY); } } rot->x += this->unk_6BA; rot->y -= this->unk_6B8; rot->z += this->unk_6B6; } else if (limbIndex == PLAYER_LIMB_L_HAND) { if (CVarGetInteger("gCosmetics.Link_SwordScale.Changed", 0)) { f32 scale = CVarGetFloat("gCosmetics.Link_SwordScale.Value", 1.0f); Matrix_Scale(scale, scale, scale, MTXMODE_APPLY); Matrix_Translate(-((LINK_IS_ADULT ? 320.0f : 200.0f) * scale), 0.0f, 0.0f, MTXMODE_APPLY); } } 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(play, 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(play, 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 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { Player* this = (Player*)thisx; if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) { if (limbIndex == PLAYER_LIMB_L_HAND) { Gfx** dLists = this->leftHandDLists; if ((sLeftHandType == PLAYER_MODELTYPE_LH_BGS) && (gSaveContext.swordHealth <= 0.0f)) { dLists += 4; } else if ((sLeftHandType == PLAYER_MODELTYPE_LH_BOOMERANG) && (this->stateFlags1 & 0x2000000)) { dLists = &gPlayerLeftHandOpenDLs[gSaveContext.linkAge]; sLeftHandType = 0; } else if ((this->leftHandType == PLAYER_MODELTYPE_LH_OPEN) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) { dLists = &gPlayerLeftHandClosedDLs[gSaveContext.linkAge]; sLeftHandType = PLAYER_MODELTYPE_LH_CLOSED; } *dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]); } else if (limbIndex == PLAYER_LIMB_R_HAND) { Gfx** dLists = this->rightHandDLists; if (sRightHandType == PLAYER_MODELTYPE_RH_SHIELD) { dLists += this->currentShield * 4; } else if ((this->rightHandType == PLAYER_MODELTYPE_RH_OPEN) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) { dLists = &sPlayerRightHandClosedDLs[gSaveContext.linkAge]; sRightHandType = PLAYER_MODELTYPE_RH_CLOSED; } *dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]); } else if (limbIndex == PLAYER_LIMB_SHEATH) { Gfx** dLists = this->sheathDLists; if ((this->sheathType == PLAYER_MODELTYPE_SHEATH_18) || (this->sheathType == PLAYER_MODELTYPE_SHEATH_19)) { dLists += this->currentShield * 4; if (!LINK_IS_ADULT && (this->currentShield < PLAYER_SHIELD_HYLIAN) && (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) { dLists += PLAYER_SHIELD_MAX * 4; } } else if (!LINK_IS_ADULT && ((this->sheathType == PLAYER_MODELTYPE_SHEATH_16) || (this->sheathType == PLAYER_MODELTYPE_SHEATH_17)) && (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) { dLists = &sSheathWithSwordDLs[PLAYER_SHIELD_MAX * 4]; } if (dLists[sDListsLodOffset] != NULL) { *dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]); } else { *dList = NULL; } } else if (limbIndex == PLAYER_LIMB_WAIST) { if (!Player_IsCustomLinkModel()) { *dList = ResourceMgr_LoadGfxByName( this->waistDLists[sDListsLodOffset]); // NOTE: This needs to be disabled when using custom // characters - they're not going to have LODs anyways... } } } if (GameInteractor_InvisibleLinkActive()) { this->actor.shape.shadowDraw = NULL; *dList = NULL; } return false; } s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { Player* this = (Player*)thisx; if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) { if (this->unk_6AD != 2) { *dList = NULL; } else if (limbIndex == PLAYER_LIMB_L_FOREARM) { *dList = sFirstPersonLeftForearmDLs[gSaveContext.linkAge]; } else if (limbIndex == PLAYER_LIMB_L_HAND) { s32 handOutDlIndex = gSaveContext.linkAge; if (CVarGetInteger("gBowSlingShotAmmoFix", 0) && LINK_IS_ADULT && Player_HoldsSlingshot(this)) { handOutDlIndex = 1; } *dList = sFirstPersonLeftHandDLs[handOutDlIndex]; } else if (limbIndex == PLAYER_LIMB_R_SHOULDER) { *dList = sFirstPersonRightShoulderDLs[gSaveContext.linkAge]; } else if (limbIndex == PLAYER_LIMB_R_FOREARM) { *dList = sFirstPersonForearmDLs[gSaveContext.linkAge]; } else if (limbIndex == PLAYER_LIMB_R_HAND) { s32 firstPersonWeaponIndex = gSaveContext.linkAge; if (CVarGetInteger("gBowSlingShotAmmoFix", 0)) { if (Player_HoldsBow(this)) { firstPersonWeaponIndex = 0; } else if (Player_HoldsSlingshot(this)) { firstPersonWeaponIndex = 1; } } *dList = Player_HoldsHookshot(this) ? gLinkAdultRightHandHoldingHookshotFarDL : sFirstPersonRightHandHoldingWeaponDLs[firstPersonWeaponIndex]; } else { *dList = NULL; } } return false; } s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) { *dList = NULL; } return false; } u8 func_80090480(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase) { if (weaponInfo->active == 0) { if (collider != NULL) { Collider_ResetQuadAT(play, &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(play, &collider->base); } return 0; } else { if (collider != NULL) { Collider_SetQuadVertices(collider, newBase, newTip, &weaponInfo->base, &weaponInfo->tip); CollisionCheck_SetAT(play, &play->colChkCtx, &collider->base); } Math_Vec3f_Copy(&weaponInfo->base, newBase); Math_Vec3f_Copy(&weaponInfo->tip, newTip); weaponInfo->active = 1; return 1; } } void Player_UpdateShieldCollider(PlayState* play, 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(play, &play->colChkCtx, &collider->base); CollisionCheck_SetAT(play, &play->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(PlayState* play, 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(play, NULL, &this->meleeWeaponInfo[0], &newTipPos[0], &newBasePos[0]) && !(this->stateFlags1 & 0x400000)) { EffectBlure_AddVertex(Effect_GetByIndex(this->meleeWeaponEffectIndex), &this->meleeWeaponInfo[0].tip, &this->meleeWeaponInfo[0].base); } if ((this->meleeWeaponState > 0) && ((this->meleeWeaponAnimation < 0x18) || (this->stateFlags2 & 0x20000))) { func_80090480(play, &this->meleeWeaponQuads[0], &this->meleeWeaponInfo[1], &newTipPos[1], &newBasePos[1]); func_80090480(play, &this->meleeWeaponQuads[1], &this->meleeWeaponInfo[2], &newTipPos[2], &newBasePos[2]); } } void Player_DrawGetItemIceTrap(PlayState* play, Player* this, Vec3f* refPos, s32 drawIdPlusOne, f32 height) { OPEN_DISPS(play->state.gfxCtx); if (CVarGetInteger("gLetItSnow", 0)) { Gfx_SetupDL_25Opa(play->state.gfxCtx); Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY); gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); gDPSetGrayscaleColor(POLY_OPA_DISP++, 75, 75, 75, 255); gSPGrayscale(POLY_OPA_DISP++, true); gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gSilverRockDL); gSPGrayscale(POLY_OPA_DISP++, false); } else { if (iceTrapScale < 0.01) { iceTrapScale += 0.001f; } else if (iceTrapScale < 0.8f) { iceTrapScale += 0.2f; } gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (0 - play->gameplayFrames) % 128, 32, 32, 1, 0, (play->gameplayFrames * -2) % 128, 32, 32)); Matrix_Translate(0.0f, -40.0f, 0.0f, MTXMODE_APPLY); Matrix_Scale(iceTrapScale, iceTrapScale, iceTrapScale, MTXMODE_APPLY); gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, 255); gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment3DL); // Reset matrix for the fake item model because we're animating the size of the ice block around it before this. 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, play->gameplayFrames * 1000, 0, MTXMODE_APPLY); Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY); // Draw fake item model. GetItem_Draw(play, drawIdPlusOne - 1); } CLOSE_DISPS(play->state.gfxCtx); } void Player_DrawGetItemImpl(PlayState* play, Player* this, Vec3f* refPos, s32 drawIdPlusOne) { f32 height = (this->exchangeItemId != EXCH_ITEM_NONE) ? 6.0f : 14.0f; OPEN_DISPS(play->state.gfxCtx); 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, play->gameplayFrames * 1000, 0, MTXMODE_APPLY); Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY); if (this->getItemEntry.modIndex == MOD_RANDOMIZER && this->getItemEntry.getItemId == RG_ICE_TRAP) { Player_DrawGetItemIceTrap(play, this, refPos, drawIdPlusOne, height); } else if (this->getItemEntry.modIndex == MOD_RANDOMIZER && this->getItemEntry.getItemId == RG_TRIFORCE_PIECE) { Randomizer_DrawTriforcePieceGI(play, this->getItemEntry); } else if (this->getItemEntry.drawFunc != NULL) { this->getItemEntry.drawFunc(play, &this->getItemEntry); } else { GetItem_Draw(play, drawIdPlusOne - 1); } CLOSE_DISPS(play->state.gfxCtx); } void Player_DrawGetItem(PlayState* play, Player* this) { //if (!this->giObjectLoading || !osRecvMesg(&this->giObjectLoadQueue, NULL, OS_MESG_NOBLOCK)) // OTRTODO: Do something about osRecvMesg here... { this->giObjectLoading = false; Player_DrawGetItemImpl(play, 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(PlayState* play, Player* this, f32 hookshotRange) { static Vec3f D_801260C8 = { -500.0f, -100.0f, 0.0f }; CollisionPoly* colPoly; s32 bgId; Vec3f hookshotStart; Vec3f hookshotEnd; Vec3f firstHit; Vec3f sp68; f32 sp64; D_801260C8.z = 0.0f; Matrix_MultVec3f(&D_801260C8, &hookshotStart); D_801260C8.z = hookshotRange; Matrix_MultVec3f(&D_801260C8, &hookshotEnd); if (BgCheck_AnyLineTest3(&play->colCtx, &hookshotStart, &hookshotEnd, &firstHit, &colPoly, 1, 1, 1, 1, &bgId)) { OPEN_DISPS(play->state.gfxCtx); WORLD_OVERLAY_DISP = Gfx_SetupDL(WORLD_OVERLAY_DISP, 0x07); SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &firstHit, &sp68, &sp64); const f32 sp60 = (sp64 < 200.0f) ? 0.08f : (sp64 / 200.0f) * 0.08f; Matrix_Translate(firstHit.x, firstHit.y, firstHit.z, MTXMODE_NEW); Matrix_Scale(sp60, sp60, sp60, MTXMODE_APPLY); gSPMatrix(WORLD_OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPMatrix(WORLD_OVERLAY_DISP++, SEG_ADDR(1, 0), G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW); gSPTexture(WORLD_OVERLAY_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON); gDPLoadTextureBlock(WORLD_OVERLAY_DISP++, gLinkAdultHookshotReticleTex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 64, 0, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD); if (SurfaceType_IsHookshotSurface(&play->colCtx, colPoly, bgId) && CVarGetInteger("gHookshotableReticle", false)) { const Color_RGBA8 defaultColor = { .r = 0, .g = 255, .b = 0, .a = 255 }; const Color_RGBA8 color = CVarGetColor("gCosmetics.HookshotReticle_Target.Value", defaultColor); gDPSetPrimColor(WORLD_OVERLAY_DISP++, 0, 0, color.r, color.g, color.b, color.a); } else { const Color_RGBA8 defaultColor = { .r = 255, .g = 0, .b = 0, .a = 255 }; const Color_RGBA8 color = CVarGetColor("gCosmetics.HookshotReticle_NonTarget.Value", defaultColor); gDPSetPrimColor(WORLD_OVERLAY_DISP++, 0, 0, color.r, color.g, color.b, color.a); } gSPVertex(WORLD_OVERLAY_DISP++, (uintptr_t)gLinkAdultHookshotReticleVtx, 3, 0); gSP1Triangle(WORLD_OVERLAY_DISP++, 0, 1, 2, 0); CLOSE_DISPS(play->state.gfxCtx); } } Vec3f D_801260D4 = { 1100.0f, -700.0f, 0.0f }; f32 sMeleeWeaponLengths[] = { 0.0f, 4000.0f, 3000.0f, 5500.0f, 0.0f, 2500.0f, }; f32 sSwordTypes[] = { 0, 5, 4, 6, 0, 8, }; 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 sLeftHandArrowVec3 = { 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 sRightHandLimbModelShieldQuadVertices[] = { { -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 sSheathLimbModelShieldQuadVertices[] = { { -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 sSheathLimbModelShieldOnBackPos = { 630.0f, 100.0f, -30.0f }; Vec3s sSheathLimbModelShieldOnBackZyxRot = { 0, 0, 0x7FFF }; Vec3f sLeftRightFootLimbModelFootPos[] = { { 200.0f, 300.0f, 0.0f }, { 200.0f, 200.0f, 0.0f }, }; // OTRTODO: Figure out why this value works/what this value should be // This was originally obtained by working down from FLT_MAX until the math // started working out properly #define RETICLE_MAX 3.402823466e+12f void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { Player* this = (Player*)thisx; if (*dList != NULL) { Matrix_MultVec3f(&sZeroVec, D_80160000); } if (limbIndex == PLAYER_LIMB_L_HAND) { MtxF sp14C; Actor* hookedActor; Math_Vec3f_Copy(&this->leftHandPos, D_80160000); if (this->itemAction == PLAYER_IA_DEKU_STICK) { Vec3f sp124[3]; OPEN_DISPS(play->state.gfxCtx); if (this->actor.scale.y >= 0.0f) { D_80126080.x = this->unk_85C * 5000.0f; func_80090A28(this, sp124); if (this->meleeWeaponState != 0) { EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex), 7); // stick sword type func_800906D4(play, this, sp124); } else { Math_Vec3f_Copy(&this->meleeWeaponInfo[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(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_OPA_DISP++, gLinkChildLinkDekuStickDL); CLOSE_DISPS(play->state.gfxCtx); } else if ((this->actor.scale.y >= 0.0f) && (this->meleeWeaponState != 0)) { Vec3f spE4[3]; if (Player_HoldsBrokenKnife(this)) { D_80126080.x = 1500.0f; } else { D_80126080.x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(this)]; EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex), sSwordTypes[Player_GetMeleeWeaponHeld(this)]); } func_80090A28(this, spE4); func_800906D4(play, this, spE4); } else if ((*dList != NULL) && (this->leftHandType == PLAYER_MODELTYPE_LH_BOTTLE)) { Color_RGB8* bottleColor = &sBottleColors[Player_ActionToBottle(this, this->itemAction)]; OPEN_DISPS(play->state.gfxCtx); gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gDPSetEnvColor(POLY_XLU_DISP++, bottleColor->r, bottleColor->g, bottleColor->b, 0); gSPDisplayList(POLY_XLU_DISP++, sBottleDLists[(gSaveContext.linkAge)]); CLOSE_DISPS(play->state.gfxCtx); } if (this->actor.scale.y >= 0.0f) { if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) { if (this->stateFlags1 & 0x200) { Matrix_MultVec3f(&sLeftHandArrowVec3, &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_PILLAR_PICKUP) { 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 == PLAYER_MODELTYPE_RH_FF) { Matrix_Get(&this->shieldMf); } else if ((this->rightHandType == PLAYER_MODELTYPE_RH_BOW_SLINGSHOT) || (this->rightHandType == PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2)) { s32 stringModelToUse = gSaveContext.linkAge; if(CVarGetInteger("gBowSlingShotAmmoFix", 0)){ stringModelToUse = Player_HoldsSlingshot(this); } BowStringData* stringData = &sBowStringData[stringModelToUse]; OPEN_DISPS(play->state.gfxCtx); 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(&sZeroVec, &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(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_XLU_DISP++, stringData->dList); Matrix_Pop(); CLOSE_DISPS(play->state.gfxCtx); } else if ((this->actor.scale.y >= 0.0f) && (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD)) { Matrix_Get(&this->shieldMf); Player_UpdateShieldCollider(play, this, &this->shieldQuad, sRightHandLimbModelShieldQuadVertices); } if (this->actor.scale.y >= 0.0f) { if ((this->heldItemAction == PLAYER_IA_HOOKSHOT) || (this->heldItemAction == PLAYER_IA_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( play, this, ((this->heldItemAction == PLAYER_IA_HOOKSHOT) ? 38600.0f : 77600.0f) * CVarGetFloat("gCheatHookshotReachMultiplier", 1.0f)); } } } else if (CVarGetInteger("gBowReticle", 0) && ( (this->heldItemAction == PLAYER_IA_BOW_FIRE) || (this->heldItemAction == PLAYER_IA_BOW_ICE) || (this->heldItemAction == PLAYER_IA_BOW_LIGHT) || (this->heldItemAction == PLAYER_IA_BOW) || (this->heldItemAction == PLAYER_IA_SLINGSHOT))) { if (heldActor != NULL) { MtxF sp44; s32 pad; Matrix_RotateZYX(0, -15216, -17496, MTXMODE_APPLY); Matrix_Get(&sp44); if (func_8002DD78(this) != 0) { Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY); Player_DrawHookshotReticle(play, this, RETICLE_MAX); } } } 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 != PLAYER_MODELTYPE_RH_SHIELD) && (this->rightHandType != PLAYER_MODELTYPE_RH_FF)) { if (Player_IsChildWithHylianShield(this)) { Player_UpdateShieldCollider(play, this, &this->shieldQuad, sSheathLimbModelShieldQuadVertices); } Matrix_TranslateRotateZYX(&sSheathLimbModelShieldOnBackPos, &sSheathLimbModelShieldOnBackZyxRot); Matrix_Get(&this->shieldMf); } } else if (limbIndex == PLAYER_LIMB_HEAD) { Matrix_MultVec3f(&D_801260D4, &this->actor.focus.pos); } else { Vec3f* vec = &sLeftRightFootLimbModelFootPos[(gSaveContext.linkAge)]; Actor_SetFeetPos(&this->actor, limbIndex, PLAYER_LIMB_L_FOOT, vec, PLAYER_LIMB_R_FOOT, vec); } } } u32 func_80091738(PlayState* play, 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, __FILE__, __LINE__); size = gObjectTable[linkObjectId].vromEnd - gObjectTable[linkObjectId].vromStart; ptr = segment + 0x8800; DmaMgr_SendRequest1(ptr, gObjectTable[linkObjectId].vromStart, size, __FILE__, __LINE__); ptr = (void*)ALIGN16((intptr_t)ptr + size); gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800); gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800); SkelAnime_InitLink(play, skelAnime, gPlayerSkelHeaders[gSaveContext.linkAge], &gPlayerAnim_link_normal_wait, 9, ptr, ptr, PLAYER_LIMB_MAX); return size + 0x8800 + 0x90; } u8 sPauseModelGroupBySword[] = { PLAYER_MODELGROUP_SWORD, // PLAYER_SWORD_KOKIRI PLAYER_MODELGROUP_SWORD, // PLAYER_SWORD_MASTER PLAYER_MODELGROUP_BGS, // PLAYER_SWORD_BIGGORON }; s32 Player_OverrideLimbDrawPause(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* arg) { u8* playerSwordAndShield = arg; // SOH: Ensure positive value from playerSwordAndShield[] to avoid OOB array access. // This can occur in the case where playerSwordAndShield[0] is PLAYER_SWORD_NONE u8 modelGroup = sPauseModelGroupBySword[playerSwordAndShield[0] > 0 ? playerSwordAndShield[0] - PLAYER_SWORD_KOKIRI : 0]; s32 type; s32 dListOffset = 0; Gfx** dLists; size_t ptrSize = sizeof(uint32_t); if ((modelGroup == PLAYER_MODELGROUP_SWORD) && !LINK_IS_ADULT && (playerSwordAndShield[1] == PLAYER_SHIELD_HYLIAN)) { modelGroup = PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD; } if (limbIndex == PLAYER_LIMB_L_HAND) { type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_LEFT_HAND]; sLeftHandType = type; // SOH: Handle unexpected swordless case. Previously OOB array access is avoided, but we want the // hand model-type to be set to open (otherwise it is set to holding sword model-type) if (playerSwordAndShield[0] == PLAYER_SWORD_NONE) { type = PLAYER_MODELTYPE_LH_OPEN; } if ((type == PLAYER_MODELTYPE_LH_BGS) && (gSaveContext.swordHealth <= 0.0f)) { dListOffset = 4; } } else if (limbIndex == PLAYER_LIMB_R_HAND) { type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_RIGHT_HAND]; sRightHandType = type; if (type == PLAYER_MODELTYPE_RH_SHIELD) { dListOffset = playerSwordAndShield[1] * ptrSize; } } else if (limbIndex == PLAYER_LIMB_SHEATH) { type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_SHEATH]; if ((type == PLAYER_MODELTYPE_SHEATH_18) || (type == PLAYER_MODELTYPE_SHEATH_19)) { dListOffset = playerSwordAndShield[1] * ptrSize; } else if (type == PLAYER_MODELTYPE_SHEATH_16 && CVarGetInteger("gPauseLiveLink", 0)) { //if (playerSwordAndShield[0] == 1) //dListOffset = 4; } } else if (limbIndex == PLAYER_LIMB_WAIST) { type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_WAIST]; if (Player_IsCustomLinkModel()) { return 0; } } else { return 0; } dLists = &sPlayerDListGroups[type][gSaveContext.linkAge]; *dList = dLists[dListOffset]; return 0; } #include void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play); void Pause_DrawTriforceSpot(PlayState* play, 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, play); rotation += 0x03E8; } void Player_DrawPauseImpl(PlayState* play, 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 playerSwordAndShield[2]; Gfx* opaRef; Gfx* xluRef; Gfx* kalRef; u16 perspNorm; Mtx* perspMtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx)); Mtx* lookAtMtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx)); OPEN_DISPS(play->state.gfxCtx); 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); playerSwordAndShield[0] = sword; playerSwordAndShield[1] = shield; Matrix_SetTranslateRotateYXZ(pos->x - ((CVarGetInteger("gPauseLiveLink", 0) && LINK_AGE_IN_YEARS == YEARS_ADULT) ? 25 : 0), pos->y - (CVarGetInteger("gPauseTriforce", 0) ? 16 : 0), pos->z, rot); Matrix_Scale(scale * (CVarGetInteger("gMirroredWorld", 0) ? -1 : 1), scale, scale, MTXMODE_APPLY); gSPSegment(POLY_OPA_DISP++, 0x04, seg04); gSPSegment(POLY_OPA_DISP++, 0x06, seg06); gSPSetLights1(POLY_OPA_DISP++, lights1); func_80093C80(play); POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP++, 0, 0, 0, 0, 997, 1000); func_8002EABC(pos, &play->view.eye, &lightDir, play->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList); Player_DrawImpl(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0, Player_OverrideLimbDrawPause, NULL, &playerSwordAndShield); if (CVarGetInteger("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 * (CVarGetInteger("gMirroredWorld", 0) ? -1 : 1), scale * 1, scale * 1, MTXMODE_APPLY); Gfx* ohNo = POLY_XLU_DISP; POLY_XLU_DISP = POLY_OPA_DISP; Pause_DrawTriforceSpot(play, 1); POLY_OPA_DISP = POLY_XLU_DISP; POLY_XLU_DISP = ohNo; } POLY_OPA_DISP = Play_SetFog(play, POLY_OPA_DISP++); CLOSE_DISPS(play->state.gfxCtx); } 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 Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots) { Input* p1Input = &play->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 = CVarGetInteger("gPauseLiveLink", 0); MinFrameCount = CVarGetInteger("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_link_normal_wait, gPlayerAnim_link_fighter_wait_long, gPlayerAnim_link_normal_wait_free, gPlayerAnim_link_normal_wait_free }, // Idle { gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f }, // Idle look around { gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f }, // Idle Belt { gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f }, // Idle shield adjust { gPlayerAnim_link_wait_itemD1_20f, gPlayerAnim_link_wait_itemD2_20f, gPlayerAnim_link_wait_itemD1_20f, gPlayerAnim_link_wait_itemD1_20f }, // Idle test sword { gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f }, // Idle yawn { gPlayerAnim_link_anchor_waitR, gPlayerAnim_link_fighter_waitR_long, gPlayerAnim_link_anchor_waitR, gPlayerAnim_link_anchor_waitR }, // Battle Stance { gPlayerAnim_link_normal_walk_free, gPlayerAnim_link_fighter_walk_long, gPlayerAnim_link_normal_walk_free, gPlayerAnim_link_normal_walk_free }, // Walking (No shield) { gPlayerAnim_link_normal_walk, gPlayerAnim_link_fighter_walk_long, gPlayerAnim_link_normal_walk, gPlayerAnim_link_normal_walk }, // Walking (Holding shield) { gPlayerAnim_link_normal_run, gPlayerAnim_link_fighter_run_long, gPlayerAnim_link_normal_run, gPlayerAnim_link_normal_run }, // Running (No shield) { gPlayerAnim_link_normal_run_free, gPlayerAnim_link_fighter_run_long, gPlayerAnim_link_normal_run_free, gPlayerAnim_link_normal_run_free }, // Running (Holding shield) { gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait }, // Hand on hip { gPlayerAnim_link_fighter_power_kiru_wait, gPlayerAnim_link_fighter_Lpower_kiru_wait, gPlayerAnim_link_fighter_power_kiru_wait, gPlayerAnim_link_fighter_power_kiru_wait }, // Spin Charge { gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait }, // Look at hand }; s16 AnimArraySize = ARRAY_COUNT(PauseMenuAnimSet); if (CVarGetInteger("gPauseLiveLink", 0) || CVarGetInteger("gPauseTriforce", 0)) { uintptr_t anim = 0; // Initialise anim if (CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) >= EQUIP_VALUE_SWORD_BIGGORON) { EquipedStance = 1; } else if (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SWORD_NONE) { EquipedStance = 2; } else if (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SWORD_MASTER && 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 == 17) { // Apply Random function s16 SwitchAtFrame = 0; s16 CurAnimDuration = 0; s16 LastAnim; if (FrameCountSinceLastAnim == 0) { // When opening Kaleido this will be passed one time SelectedAnim = (rand() % (6 - 1 + 1)) + 1; 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) { LastAnim = SelectedAnim; if (LastAnim==1) { if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) != EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) != EQUIP_VALUE_SHIELD_NONE)) { // if the player has a sword and shield equipped if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_DEKU)) { // if he's an adult or a kid with the deku shield SelectedAnim = (rand() % (6 - 2 + 1)) + 2; // select any 5 animations that aren't the default standing anim } else { //else if he's a child with a shield that isn't the deku shield s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations if (randval==4) { //if its the shield anim SelectedAnim==6; // set to yawn anim } else { SelectedAnim=randval; } } } else if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) != EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_NONE)) { // if the player has a sword equipped but no shield s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations if (randval==4) { //if its the shield anim SelectedAnim==6; // set to yawn anim } else { SelectedAnim=randval; } } else if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) != EQUIP_VALUE_SHIELD_NONE)) { //if the player has a shield equipped but no sword if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_DEKU)) {// if he's an adult or a kid with the deku shield s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations if (randval==5) { //if its the sword anim SelectedAnim==6; // set to yawn anim } else { SelectedAnim=randval; } } else { s16 randval = (rand() % (4 - 2 + 1)) + 2; // 3 animations if (randval==4) { //if its the shield anim SelectedAnim==6; // set to yawn anim } else { SelectedAnim=randval; } } } else if ((CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_NONE)) { // if the player has no sword or shield equipped s16 randval = (rand() % (4 - 2 + 1)) + 2; // 3 animations if (randval==4) { //if its the shield anim SelectedAnim==6; // set to yawn anim } else { SelectedAnim=randval; } } } else { SelectedAnim = 1; } if (SelectedAnim == 0) { // prevent loading 0 that would result to a crash. Also makes sure default idle is every other anim 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_link_wait_itemD2_20f; // Use for biggoron sword? if (CVarGetInteger("gPauseTriforce", 0)) { anim = gPlayerAnim_link_magic_kaze2; sword = 0; shield = 0; } if (skelAnime->animation != anim) { LinkAnimation_Change(play, skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(anim), ANIMMODE_LOOP, -6.0f); } LinkAnimation_Update(play, 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 = gLinkPauseChildDekuShieldJointTable; } else { srcTable = gLinkPauseChildJointTable; } } else { if (sword == PLAYER_SWORD_BIGGORON) { srcTable = gLinkPauseAdultBgsJointTable; } else if (shield != PLAYER_SHIELD_NONE) { srcTable = gLinkPauseAdultShieldJointTable; } else { srcTable = gLinkPauseAdultJointTable; } } srcTable = ResourceMgr_LoadArrayByNameAsVec3s(srcTable); destTable = skelAnime->jointTable; for (i = 0; i < skelAnime->limbCount; i++) { *destTable++ = *srcTable++; } } Player_DrawPauseImpl(play, segment + 0x3800, segment + 0x8800, skelAnime, pos, rot, scale, sword, tunic, shield, boots, 64, 112, &eye, &at, 60.0f, play->state.gfxCtx->curFrameBuffer, play->state.gfxCtx->curFrameBuffer + 0x1C00); }