Shipwright/soh/src/code/z_player_lib.c
TheLegendOfLame 257cd92208 Adds new features to the Equipment menu Link (#806)
* All features are for the equipment menu:
Added ability to use the right stick for rotate Link enhancement.
Added ability to have analog control on rotating Link.
Added ability to zoom into Link with right stick.
Added ability to have Link do random animations Idle only.

* Added RotationSpeed as a multiplier rather than a hardcoded 2.5
    -Allows for more custom control
    -Also gives purpose for the slider to still be present w/ RStick

* Specifically for the RStick, divided RotationSpeed by 150
    -Even at RotationSpeed 1 it was way too fast

* Added logic to play animations based on what Link has equipped & his age
 - If has sword and shield, all animations
    - Unless he's a kid with the Hylian shield equipped
 - If has sword no shield, all anims but shield anim
 - If has shield no sword, all anims but sword anim
    - Unless he's a kid with the Hylian shield equipped
 - If he has no sword or shield equipped no sword or shield anims

* Casted RotationSpeed to float for RStick and divded by 600.0f
    - Did this instead of dividing by 150, as at RotationSpeed of 20
        the rotation was so fast it was almost nauseating.
        I noticed at RotationSpeed of 5, it was still very quick.
        Logically, another division of 4 was necessary.

* Changed the spacing
2022-07-25 19:07:34 -04:00

1906 lines
70 KiB
C

#include "global.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_link_boy/object_link_boy.h"
#include "objects/object_link_child/object_link_child.h"
#include "objects/object_triforce_spot/object_triforce_spot.h"
#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
typedef struct {
/* 0x00 */ u8 flag;
/* 0x02 */ u16 textId;
} TextTriggerEntry; // size = 0x04
typedef struct {
/* 0x00 */ void* dList;
/* 0x04 */ Vec3f pos;
} BowStringData; // size = 0x10
FlexSkeletonHeader* gPlayerSkelHeaders[] = { &gLinkAdultSkel, &gLinkChildSkel };
s16 sBootData[PLAYER_BOOTS_MAX][17] = {
{ 200, 1000, 300, 700, 550, 270, 600, 350, 800, 600, -100, 600, 590, 750, 125, 200, 130 },
{ 200, 1000, 300, 700, 550, 270, 1000, 0, 800, 300, -160, 600, 590, 750, 125, 200, 130 },
{ 200, 1000, 300, 700, 550, 270, 600, 600, 800, 550, -100, 600, 540, 270, 25, 0, 130 },
{ 200, 1000, 300, 700, 380, 400, 0, 300, 800, 500, -100, 600, 590, 750, 125, 200, 130 },
{ 80, 800, 150, 700, 480, 270, 600, 50, 800, 550, -40, 400, 540, 270, 25, 0, 80 },
{ 200, 1000, 300, 800, 500, 400, 800, 400, 800, 550, -100, 600, 540, 750, 125, 400, 200 },
};
// Used to map action params to model groups
u8 sActionModelGroups[] = {
3, 15, 10, 2, 2, 5, 10, 11, 6, 6, 6, 6, 6, 6, 6, 6, 9, 9, 7, 7, 8, 3, 3, 6, 3, 3, 3, 3, 12, 13, 14, 14, 14, 14,
14, 14, 14, 14, 14, 14, 14, 14, 14, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
3, 3, 3, 3, 3, 3, 3, 3
};
TextTriggerEntry sTextTriggers[] = {
{ 1, 0x3040 },
{ 2, 0x401D },
{ 0, 0x0000 },
{ 2, 0x401D },
};
// Used to map model groups to model types for [animation, left hand, right hand, sheath, waist]
u8 gPlayerModelTypes[][5] = {
{ 2, 0, 10, 16, 20 }, { 1, 2, 9, 19, 20 }, { 1, 2, 10, 17, 20 }, { 0, 0, 8, 18, 20 },
{ 0, 0, 8, 18, 20 }, { 3, 4, 9, 19, 20 }, { 4, 1, 11, 18, 20 }, { 5, 0, 8, 18, 20 },
{ 0, 6, 8, 18, 20 }, { 4, 0, 15, 18, 20 }, { 3, 1, 9, 18, 20 }, { 3, 5, 9, 18, 20 },
{ 0, 0, 13, 18, 20 }, { 0, 0, 14, 18, 20 }, { 0, 7, 8, 18, 20 }, { 0, 2, 8, 19, 20 },
};
Gfx* D_80125CE8[] = {
gLinkAdultRightHandClosedNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightHandClosedFarDL,
gLinkAdultRightHandClosedNearDL,
gLinkChildRightFistAndDekuShieldNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightFistAndDekuShieldFarDL,
gLinkAdultRightHandHoldingHylianShieldNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandHoldingHylianShieldFarDL,
gLinkChildRightHandClosedFarDL,
gLinkAdultRightHandHoldingMirrorShieldNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandHoldingMirrorShieldFarDL,
gLinkChildRightHandClosedFarDL,
};
Gfx* D_80125D28[] = {
gLinkAdultMasterSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL,
gLinkAdultMasterSwordAndSheathNearDL, gLinkChildDekuShieldSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL, gLinkChildDekuShieldSwordAndSheathFarDL,
gLinkAdultHylianShieldSwordAndSheathNearDL, gLinkChildHylianShieldSwordAndSheathNearDL,
gLinkAdultHylianShieldSwordAndSheathFarDL, gLinkChildHylianShieldSwordAndSheathFarDL,
gLinkAdultMirrorShieldSwordAndSheathNearDL, gLinkChildSwordAndSheathNearDL,
gLinkAdultMirrorShieldSwordAndSheathFarDL, gLinkChildSwordAndSheathFarDL,
NULL, NULL,
NULL, NULL,
NULL, gLinkChildDekuShieldWithMatrixDL,
NULL, gLinkChildDekuShieldWithMatrixDL,
};
Gfx* D_80125D88[] = {
gLinkAdultSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildSheathFarDL,
gLinkAdultSheathNearDL,
gLinkChildDekuShieldAndSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildDekuShieldAndSheathFarDL,
gLinkAdultHylianShieldAndSheathNearDL,
gLinkChildHylianShieldAndSheathNearDL,
gLinkAdultHylianShieldAndSheathFarDL,
gLinkChildHylianShieldAndSheathFarDL,
gLinkAdultMirrorShieldAndSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultMirrorShieldAndSheathFarDL,
gLinkChildSheathFarDL,
NULL,
NULL,
NULL,
NULL,
gLinkAdultSheathNearDL,
gLinkChildDekuShieldWithMatrixDL,
gLinkAdultSheathNearDL,
gLinkChildDekuShieldWithMatrixDL,
};
Gfx* D_80125DE8[] = {
gLinkAdultLeftHandHoldingBgsNearDL, gLinkChildLeftHandHoldingMasterSwordDL,
gLinkAdultLeftHandHoldingBgsFarDL, gLinkChildLeftHandHoldingMasterSwordDL,
gLinkAdultHandHoldingBrokenGiantsKnifeDL, gLinkChildLeftHandHoldingMasterSwordDL,
gLinkAdultHandHoldingBrokenGiantsKnifeFarDL, gLinkChildLeftHandHoldingMasterSwordDL,
};
Gfx* D_80125E08[] = {
gLinkAdultLeftHandNearDL,
gLinkChildLeftHandNearDL,
gLinkAdultLeftHandFarDL,
gLinkChildLeftHandFarDL,
};
Gfx* D_80125E18[] = {
gLinkAdultLeftHandClosedNearDL,
gLinkChildLeftFistNearDL,
gLinkAdultLeftHandClosedFarDL,
gLinkChildLeftFistFarDL,
};
Gfx* D_80125E28[] = {
gLinkAdultLeftHandHoldingMasterSwordNearDL,
gLinkChildLeftFistAndKokiriSwordNearDL,
gLinkAdultLeftHandHoldingMasterSwordFarDL,
gLinkChildLeftFistAndKokiriSwordFarDL,
};
Gfx* D_80125E38[] = {
gLinkAdultLeftHandHoldingMasterSwordNearDL,
gLinkChildLeftFistAndKokiriSwordNearDL,
gLinkAdultLeftHandHoldingMasterSwordFarDL,
gLinkChildLeftFistAndKokiriSwordFarDL,
};
Gfx* D_80125E48[] = {
gLinkAdultRightHandNearDL,
gLinkChildRightHandNearDL,
gLinkAdultRightHandFarDL,
gLinkChildRightHandFarDL,
};
Gfx* D_80125E58[] = {
gLinkAdultRightHandClosedNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightHandClosedFarDL,
};
Gfx* D_80125E68[] = {
gLinkAdultRightHandHoldingBowNearDL,
gLinkChildRightHandHoldingSlingshotNearDL,
gLinkAdultRightHandHoldingBowFarDL,
gLinkChildRightHandHoldingSlingshotFarDL,
};
Gfx* D_80125E78[] = {
gLinkAdultMasterSwordAndSheathNearDL,
gLinkChildSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL,
gLinkChildSwordAndSheathFarDL,
};
Gfx* D_80125E88[] = {
gLinkAdultSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildSheathFarDL,
};
Gfx* D_80125E98[] = {
gLinkAdultWaistNearDL,
gLinkChildWaistNearDL,
gLinkAdultWaistFarDL,
gLinkChildWaistFarDL,
};
Gfx* D_80125EA8[] = {
gLinkAdultRightHandHoldingBowNearDL,
gLinkChildRightHandHoldingSlingshotNearDL,
gLinkAdultRightHandHoldingBowFarDL,
gLinkChildRightHandHoldingSlingshotFarDL,
};
Gfx* D_80125EB8[] = {
gLinkAdultRightHandHoldingOotNearDL,
gLinkChildRightHandHoldingFairyOcarinaNearDL,
gLinkAdultRightHandHoldingOotFarDL,
gLinkChildRightHandHoldingFairyOcarinaFarDL,
};
Gfx* D_80125EC8[] = {
gLinkAdultRightHandHoldingOotNearDL,
gLinkChildRightHandAndOotNearDL,
gLinkAdultRightHandHoldingOotFarDL,
gLinkChildRightHandHoldingOOTFarDL,
};
Gfx* D_80125ED8[] = {
gLinkAdultRightHandHoldingHookshotNearDL,
gLinkChildRightHandNearDL,
gLinkAdultRightHandHoldingHookshotNearDL, // The 'far' display list exists but is not used
gLinkChildRightHandFarDL,
};
Gfx* D_80125EE8[] = {
gLinkAdultLeftHandHoldingHammerNearDL,
gLinkChildLeftHandNearDL,
gLinkAdultLeftHandHoldingHammerFarDL,
gLinkChildLeftHandFarDL,
};
Gfx* D_80125EF8[] = {
gLinkAdultLeftHandNearDL,
gLinkChildLeftFistAndBoomerangNearDL,
gLinkAdultLeftHandFarDL,
gLinkChildLeftFistAndBoomerangFarDL,
};
Gfx* D_80125F08[] = {
gLinkAdultLeftHandOutNearDL,
gLinkChildLeftHandUpNearDL,
gLinkAdultLeftHandOutNearDL,
gLinkChildLeftHandUpNearDL,
};
Gfx* sArmOutDLs[] = {
gLinkAdultRightArmOutNearDL,
NULL,
};
Gfx* sHandOutDLs[] = {
gLinkAdultRightHandOutNearDL,
NULL,
};
Gfx* sRightShoulderNearDLs[] = {
gLinkAdultRightShoulderNearDL,
gLinkChildRightShoulderNearDL,
};
Gfx* D_80125F30[] = {
gLinkAdultLeftArmOutNearDL,
NULL,
};
Gfx* sHoldingFirstPersonWeaponDLs[] = {
gLinkAdultRightHandHoldingBowFirstPersonDL,
gLinkChildRightArmStretchedSlingshotDL,
};
// Indexed by model types (left hand, right hand, sheath or waist)
Gfx** sPlayerDListGroups[] = {
D_80125E08, D_80125E18, D_80125E38, D_80125E28, D_80125DE8, D_80125EE8, D_80125EF8,
D_80125F08, D_80125E48, D_80125E58, D_80125CE8, D_80125E68, D_80125EA8, D_80125EB8,
D_80125EC8, D_80125ED8, D_80125E78, D_80125E88, D_80125D28, D_80125D88, D_80125E98,
};
Gfx gCullBackDList[] = {
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
Gfx gCullFrontDList[] = {
gsSPSetGeometryMode(G_CULL_FRONT),
gsSPEndDisplayList(),
};
Vec3f* D_80160000;
s32 sDListsLodOffset;
Vec3f sGetItemRefPos;
s32 D_80160014;
s32 D_80160018;
void Player_SetBootData(GlobalContext* globalCtx, Player* this) {
s32 currentBoots;
s16* bootRegs;
REG(27) = 2000;
REG(48) = 370;
currentBoots = this->currentBoots;
if (currentBoots == PLAYER_BOOTS_KOKIRI) {
if (!LINK_IS_ADULT) {
currentBoots = PLAYER_BOOTS_KOKIRI_CHILD;
}
} else if (currentBoots == PLAYER_BOOTS_IRON) {
if (this->stateFlags1 & 0x8000000) {
currentBoots = PLAYER_BOOTS_IRON_UNDERWATER;
}
REG(27) = 500;
REG(48) = 100;
}
bootRegs = sBootData[currentBoots];
REG(19) = bootRegs[0];
REG(30) = bootRegs[1];
REG(32) = bootRegs[2];
REG(34) = bootRegs[3];
REG(35) = bootRegs[4];
REG(36) = bootRegs[5];
REG(37) = bootRegs[6];
REG(38) = bootRegs[7];
REG(43) = bootRegs[8];
REG(45) = bootRegs[9];
REG(68) = bootRegs[10];
REG(69) = bootRegs[11];
IREG(66) = bootRegs[12];
IREG(67) = bootRegs[13];
IREG(68) = bootRegs[14];
IREG(69) = bootRegs[15];
MREG(95) = bootRegs[16];
if (globalCtx->roomCtx.curRoom.unk_03 == 2) {
REG(45) = 500;
}
}
s32 Player_InBlockingCsMode(GlobalContext* globalCtx, Player* this) {
return (this->stateFlags1 & 0x20000080) || (this->csMode != 0) || (globalCtx->sceneLoadFlag == 0x14) ||
(this->stateFlags1 & 1) || (this->stateFlags3 & 0x80) ||
((gSaveContext.unk_13F0 != 0) && (Player_ActionToMagicSpell(this, this->itemActionParam) >= 0));
}
s32 Player_InCsMode(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
return Player_InBlockingCsMode(globalCtx, this) || (this->unk_6AD == 4);
}
s32 func_8008E9C4(Player* this) {
return (this->stateFlags1 & 0x10);
}
s32 Player_IsChildWithHylianShield(Player* this) {
return gSaveContext.linkAge != 0 && (this->currentShield == PLAYER_SHIELD_HYLIAN);
}
s32 Player_ActionToModelGroup(Player* this, s32 actionParam) {
s32 modelGroup = sActionModelGroups[actionParam];
if ((modelGroup == 2) && Player_IsChildWithHylianShield(this)) {
return 1;
} else {
return modelGroup;
}
}
void Player_SetModelsForHoldingShield(Player* this) {
if ((this->stateFlags1 & 0x400000) &&
((this->itemActionParam < 0) || (this->itemActionParam == this->heldItemActionParam))) {
if ((CVar_GetS32("gShieldTwoHanded", 0) && (this->heldItemActionParam != PLAYER_AP_STICK) ||
!Player_HoldsTwoHandedWeapon(this)) && !Player_IsChildWithHylianShield(this)) {
this->rightHandType = 10;
this->rightHandDLists = &sPlayerDListGroups[10][gSaveContext.linkAge];
if (this->sheathType == 18) {
this->sheathType = 16;
} else if (this->sheathType == 19) {
this->sheathType = 17;
}
this->sheathDLists = &sPlayerDListGroups[this->sheathType][gSaveContext.linkAge];
this->modelAnimType = 2;
this->itemActionParam = -1;
}
}
}
void Player_SetModels(Player* this, s32 modelGroup) {
this->leftHandType = gPlayerModelTypes[modelGroup][1];
this->rightHandType = gPlayerModelTypes[modelGroup][2];
this->sheathType = gPlayerModelTypes[modelGroup][3];
this->leftHandDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][1]][gSaveContext.linkAge];
this->rightHandDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][2]][gSaveContext.linkAge];
this->sheathDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][3]][gSaveContext.linkAge];
this->waistDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][4]][gSaveContext.linkAge];
Player_SetModelsForHoldingShield(this);
}
void Player_SetModelGroup(Player* this, s32 modelGroup) {
this->modelGroup = modelGroup;
if (modelGroup == 1) {
this->modelAnimType = 0;
} else {
this->modelAnimType = gPlayerModelTypes[modelGroup][0];
}
if ((this->modelAnimType < 3) && (this->currentShield == PLAYER_SHIELD_NONE)) {
this->modelAnimType = 0;
}
Player_SetModels(this, modelGroup);
}
void func_8008EC70(Player* this) {
this->itemActionParam = this->heldItemActionParam;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemActionParam));
this->unk_6AD = 0;
}
void Player_SetEquipmentData(GlobalContext* globalCtx, Player* this) {
if (this->csMode != 0x56) {
this->currentShield = CUR_EQUIP_VALUE(EQUIP_SHIELD);
this->currentTunic = CUR_EQUIP_VALUE(EQUIP_TUNIC) - 1;
this->currentBoots = CUR_EQUIP_VALUE(EQUIP_BOOTS) - 1;
this->currentSwordItem = B_BTN_ITEM;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemActionParam));
Player_SetBootData(globalCtx, this);
}
}
void Player_UpdateBottleHeld(GlobalContext* globalCtx, Player* this, s32 item, s32 actionParam) {
Inventory_UpdateBottleItem(globalCtx, item, this->heldItemButton);
if (item != ITEM_BOTTLE) {
this->heldItemId = item;
this->heldItemActionParam = actionParam;
}
this->itemActionParam = actionParam;
}
void func_8008EDF0(Player* this) {
this->unk_664 = NULL;
this->stateFlags2 &= ~0x2000;
}
void func_8008EE08(Player* this) {
if ((this->actor.bgCheckFlags & 1) || (this->stateFlags1 & 0x8A00000) ||
(!(this->stateFlags1 & 0xC0000) && ((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) {
this->stateFlags1 &= ~0x400F8000;
} else if (!(this->stateFlags1 & 0x2C0000)) {
this->stateFlags1 |= 0x80000;
}
func_8008EDF0(this);
}
void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) {
Player* this = GET_PLAYER(globalCtx);
func_8008EE08(this);
this->unk_664 = actor;
this->unk_684 = actor;
this->stateFlags1 |= 0x10000;
Camera_SetParam(Gameplay_GetCamera(globalCtx, 0), 8, actor);
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, 0), 2);
}
s32 func_8008EF30(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
return (this->stateFlags1 & 0x800000);
}
s32 func_8008EF44(GlobalContext* globalCtx, s32 ammo) {
globalCtx->shootingGalleryStatus = ammo + 1;
return 1;
}
s32 Player_IsBurningStickInRange(GlobalContext* globalCtx, Vec3f* pos, f32 xzRange, f32 yRange) {
Player* this = GET_PLAYER(globalCtx);
Vec3f diff;
s32 pad;
if ((this->heldItemActionParam == PLAYER_AP_STICK) && (this->unk_860 != 0)) {
Math_Vec3f_Diff(&this->swordInfo[0].tip, pos, &diff);
return ((SQ(diff.x) + SQ(diff.z)) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange);
} else {
return false;
}
}
s32 Player_GetStrength(void) {
s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);
if (LINK_IS_ADULT) {
return strengthUpgrade;
} else if (strengthUpgrade != 0) {
return PLAYER_STR_BRACELET;
} else {
return PLAYER_STR_NONE;
}
}
u8 Player_GetMask(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
return this->currentMask;
}
Player* Player_UnsetMask(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
this->currentMask = PLAYER_MASK_NONE;
return this;
}
s32 Player_HasMirrorShieldEquipped(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
return (this->currentShield == PLAYER_SHIELD_MIRROR);
}
s32 Player_HasMirrorShieldSetToDraw(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
return (this->rightHandType == 10) && (this->currentShield == PLAYER_SHIELD_MIRROR);
}
s32 Player_ActionToMagicSpell(Player* this, s32 actionParam) {
s32 magicSpell = actionParam - PLAYER_AP_MAGIC_SPELL_15;
if ((magicSpell >= 0) && (magicSpell < 6)) {
return magicSpell;
} else {
return -1;
}
}
s32 Player_HoldsHookshot(Player* this) {
return (this->heldItemActionParam == PLAYER_AP_HOOKSHOT) || (this->heldItemActionParam == PLAYER_AP_LONGSHOT);
}
s32 func_8008F128(Player* this) {
return Player_HoldsHookshot(this) && (this->heldActor == NULL);
}
s32 Player_ActionToSword(s32 actionParam) {
s32 sword = actionParam - PLAYER_AP_FISHING_POLE;
if ((sword > 0) && (sword < 6)) {
return sword;
} else {
return 0;
}
}
s32 Player_GetSwordHeld(Player* this) {
return Player_ActionToSword(this->heldItemActionParam);
}
s32 Player_HoldsTwoHandedWeapon(Player* this) {
if ((this->heldItemActionParam >= PLAYER_AP_SWORD_BGS) && (this->heldItemActionParam <= PLAYER_AP_HAMMER)) {
return 1;
} else {
return 0;
}
}
s32 Player_HoldsBrokenKnife(Player* this) {
return (this->heldItemActionParam == PLAYER_AP_SWORD_BGS) && (gSaveContext.swordHealth <= 0.0f);
}
s32 Player_ActionToBottle(Player* this, s32 actionParam) {
s32 bottle = actionParam - PLAYER_AP_BOTTLE;
if ((bottle >= 0) && (bottle < 13)) {
return bottle;
} else {
return -1;
}
}
s32 Player_GetBottleHeld(Player* this) {
return Player_ActionToBottle(this, this->heldItemActionParam);
}
s32 Player_ActionToExplosive(Player* this, s32 actionParam) {
s32 explosive = actionParam - PLAYER_AP_BOMB;
if ((explosive >= 0) && (explosive < 2)) {
return explosive;
} else {
return -1;
}
}
s32 Player_GetExplosiveHeld(Player* this) {
return Player_ActionToExplosive(this, this->heldItemActionParam);
}
s32 func_8008F2BC(Player* this, s32 actionParam) {
s32 sword = 0;
if (actionParam != PLAYER_AP_LAST_USED) {
sword = actionParam - PLAYER_AP_SWORD_MASTER;
if ((sword < 0) || (sword >= 3)) {
goto return_neg;
}
}
return sword;
return_neg:
return -1;
}
s32 func_8008F2F8(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
TextTriggerEntry* triggerEntry;
s32 var;
if (globalCtx->roomCtx.curRoom.unk_02 == 3) { // Room is hot
var = 0;
} else if ((this->unk_840 > 80) &&
((this->currentBoots == PLAYER_BOOTS_IRON) || (this->unk_840 >= 300))) { // Deep underwater
var = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & 1)) ? 1 : 3;
} else if (this->stateFlags1 & 0x8000000) { // Swimming
var = 2;
} else {
return 0;
}
// Trigger general textboxes under certain conditions, like "It's so hot in here!"
if (!Player_InCsMode(globalCtx)) {
triggerEntry = &sTextTriggers[var];
if ((triggerEntry->flag != 0) && !(gSaveContext.textTriggerFlags & triggerEntry->flag) &&
(((var == 0) && (this->currentTunic != PLAYER_TUNIC_GORON && CVar_GetS32("gSuperTunic", 0) == 0)) ||
(((var == 1) || (var == 3)) && (this->currentBoots == PLAYER_BOOTS_IRON) &&
(this->currentTunic != PLAYER_TUNIC_ZORA && CVar_GetS32("gSuperTunic", 0) == 0)))) {
Message_StartTextbox(globalCtx, triggerEntry->textId, NULL);
gSaveContext.textTriggerFlags |= triggerEntry->flag;
}
}
return var + 1;
}
u8 sEyeMouthIndexes[][2] = {
{ 0, 0 }, { 1, 0 }, { 2, 0 }, { 0, 0 }, { 1, 0 }, { 2, 0 }, { 4, 0 }, { 5, 1 },
{ 7, 2 }, { 0, 2 }, { 3, 0 }, { 4, 0 }, { 2, 2 }, { 1, 1 }, { 0, 2 }, { 0, 0 },
};
/**
* Link's eye and mouth textures are placed at the exact same place in adult and child Link's respective object files.
* This allows the array to only contain the symbols for one file and have it apply to both. This is a problem for
* shiftability, and changes will need to be made in the code to account for this in a modding scenario. The symbols
* from adult Link's object are used here.
*/
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
//TODO: Formatting
void* sEyeTextures[2][8] = {
{ gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex },
{ gLinkChildEyesOpenTex, gLinkChildEyesHalfTex, gLinkChildEyesClosedfTex, gLinkChildEyesRollLeftTex,
gLinkChildEyesRollRightTex, gLinkChildEyesShockTex, gLinkChildEyesUnk1Tex, gLinkChildEyesUnk2Tex },
};
#else
void* sEyeTextures[] = {
gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex,
};
#endif
#if defined(MODDING) || defined(_MSC_VER) || defined(__GNUC__)
void* sMouthTextures[2][4] = {
{
gLinkAdultMouth1Tex,
gLinkAdultMouth2Tex,
gLinkAdultMouth3Tex,
gLinkAdultMouth4Tex,
},
{
gLinkChildMouth1Tex,
gLinkChildMouth2Tex,
gLinkChildMouth3Tex,
gLinkChildMouth4Tex,
},
};
#else
void* sMouthTextures[] = {
gLinkAdultMouth1Tex,
gLinkAdultMouth2Tex,
gLinkAdultMouth3Tex,
gLinkAdultMouth4Tex,
};
#endif
Color_RGB8 sTunicColors[] = {
{ 30, 105, 27 },
{ 100, 20, 0 },
{ 0, 60, 100 },
};
Color_RGB8 sGauntletColors[] = {
{ 255, 255, 255 },
{ 254, 207, 15 },
};
Gfx* sBootDListGroups[][2] = {
{ gLinkAdultLeftIronBootDL, gLinkAdultRightIronBootDL },
{ gLinkAdultLeftHoverBootDL, gLinkAdultRightHoverBootDL },
};
void func_8008F470(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic,
s32 boots, s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
void* data) {
Color_RGB8* color;
s32 eyeIndex = (jointTable[22].x & 0xF) - 1;
s32 mouthIndex = (jointTable[22].x >> 4) - 1;
OPEN_DISPS(globalCtx->state.gfxCtx);
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_RGB8 sOriginalTunicColors[] = {
{ 30, 105, 27 },
{ 100, 20, 0 },
{ 0, 60, 100 },
};
color = &sTemp;
if (tunic == PLAYER_TUNIC_KOKIRI && CVar_GetS32("gUseTunicsCol",0)) {
color->r = CVar_GetS32("gTunic_Kokiri_R", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
color->g = CVar_GetS32("gTunic_Kokiri_G", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
color->b = CVar_GetS32("gTunic_Kokiri_B", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
} else if (tunic == PLAYER_TUNIC_GORON && CVar_GetS32("gUseTunicsCol",0)) {
color->r = CVar_GetS32("gTunic_Goron_R", sTunicColors[PLAYER_TUNIC_GORON].r);
color->g = CVar_GetS32("gTunic_Goron_G", sTunicColors[PLAYER_TUNIC_GORON].g);
color->b = CVar_GetS32("gTunic_Goron_B", sTunicColors[PLAYER_TUNIC_GORON].b);
} else if (tunic == PLAYER_TUNIC_ZORA && CVar_GetS32("gUseTunicsCol",0)) {
color->r = CVar_GetS32("gTunic_Zora_R", sTunicColors[PLAYER_TUNIC_ZORA].r);
color->g = CVar_GetS32("gTunic_Zora_G", sTunicColors[PLAYER_TUNIC_ZORA].g);
color->b = CVar_GetS32("gTunic_Zora_B", sTunicColors[PLAYER_TUNIC_ZORA].b);
} else if (!CVar_GetS32("gUseTunicsCol",0)) {
if (tunic >= 3) {
color->r = sOriginalTunicColors[0].r;
color->g = sOriginalTunicColors[0].g;
color->b = sOriginalTunicColors[0].b;
} else {
color->r = sOriginalTunicColors[tunic].r;
color->g = sOriginalTunicColors[tunic].g;
color->b = sOriginalTunicColors[tunic].b;
}
}
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
sDListsLodOffset = lod * 2;
SkelAnime_DrawFlexLod(globalCtx, skeleton, jointTable, dListCount, overrideLimbDraw, postLimbDraw, data, lod);
if ((overrideLimbDraw != func_800902F0) && (overrideLimbDraw != func_80090440) && (gSaveContext.gameMode != 3)) {
if (LINK_IS_ADULT) {
s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);
if (strengthUpgrade >= 2) { // silver or gold gauntlets
gDPPipeSync(POLY_OPA_DISP++);
color = &sGauntletColors[strengthUpgrade - 2];
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultLeftGauntletPlate1DL);
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultRightGauntletPlate1DL);
gSPDisplayList(POLY_OPA_DISP++,
(D_80160014 == 0) ? gLinkAdultLeftGauntletPlate2DL : gLinkAdultLeftGauntletPlate3DL);
gSPDisplayList(POLY_OPA_DISP++,
(D_80160018 == 8) ? gLinkAdultRightGauntletPlate2DL : gLinkAdultRightGauntletPlate3DL);
}
if (boots != 0) {
Gfx** bootDLists = sBootDListGroups[boots - 1];
gSPDisplayList(POLY_OPA_DISP++, bootDLists[0]);
gSPDisplayList(POLY_OPA_DISP++, bootDLists[1]);
}
} else {
if (Player_GetStrength() > PLAYER_STR_NONE) {
gSPDisplayList(POLY_OPA_DISP++, gLinkChildGoronBraceletDL);
}
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
Vec3f D_8012602C = { 0.0f, 0.0f, 0.0f };
Vec3f D_80126038[] = {
{ 1304.0f, 0.0f, 0.0f },
{ 695.0f, 0.0f, 0.0f },
};
f32 D_80126050[] = { 1265.0f, 826.0f };
f32 D_80126058[] = { SQ(13.04f), SQ(6.95f) };
f32 D_80126060[] = { 10.019104f, -19.925102f };
f32 D_80126068[] = { 5.0f, 3.0f };
Vec3f D_80126070 = { 0.0f, -300.0f, 0.0f };
void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot,
s32 thighLimbIndex, s32 shinLimbIndex, s32 footLimbIndex) {
Vec3f spA4;
Vec3f sp98;
Vec3f footprintPos;
CollisionPoly* sp88;
s32 sp84;
f32 sp80;
f32 sp7C;
f32 sp78;
f32 sp74;
f32 sp70;
f32 sp6C;
f32 sp68;
f32 sp64;
f32 sp60;
f32 sp5C;
f32 sp58;
f32 sp54;
f32 sp50;
s16 temp1;
s16 temp2;
s32 temp3;
if ((this->actor.scale.y >= 0.0f) && !(this->stateFlags1 & 0x80) &&
(Player_ActionToMagicSpell(this, this->itemActionParam) < 0)) {
s32 pad;
sp7C = D_80126058[gSaveContext.linkAge];
sp78 = D_80126060[gSaveContext.linkAge];
sp74 = D_80126068[gSaveContext.linkAge] - this->unk_6C4;
Matrix_Push();
Matrix_TranslateRotateZYX(pos, rot);
Matrix_MultVec3f(&D_8012602C, &spA4);
Matrix_TranslateRotateZYX(&D_80126038[gSaveContext.linkAge], &skelAnime->jointTable[shinLimbIndex]);
Matrix_Translate(D_80126050[gSaveContext.linkAge], 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_MultVec3f(&D_8012602C, &sp98);
Matrix_MultVec3f(&D_80126070, &footprintPos);
Matrix_Pop();
footprintPos.y += 15.0f;
sp80 = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &sp88, &sp84, &this->actor, &footprintPos) + sp74;
if (sp98.y < sp80) {
sp70 = sp98.x - spA4.x;
sp6C = sp98.y - spA4.y;
sp68 = sp98.z - spA4.z;
sp64 = sqrtf(SQ(sp70) + SQ(sp6C) + SQ(sp68));
sp60 = (SQ(sp64) + sp78) / (2.0f * sp64);
sp58 = sp7C - SQ(sp60);
sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58);
sp54 = Math_FAtan2F(sp58, sp60);
sp6C = sp80 - spA4.y;
sp64 = sqrtf(SQ(sp70) + SQ(sp6C) + SQ(sp68));
sp60 = (SQ(sp64) + sp78) / (2.0f * sp64);
sp5C = sp64 - sp60;
sp58 = sp7C - SQ(sp60);
sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58);
sp50 = Math_FAtan2F(sp58, sp60);
temp1 = (M_PI - (Math_FAtan2F(sp5C, sp58) + ((M_PI / 2) - sp50))) * (0x8000 / M_PI);
temp1 = temp1 - skelAnime->jointTable[shinLimbIndex].z;
if ((s16)(ABS(skelAnime->jointTable[shinLimbIndex].x) + ABS(skelAnime->jointTable[shinLimbIndex].y)) < 0) {
temp1 += 0x8000;
}
temp2 = (sp50 - sp54) * (0x8000 / M_PI);
rot->z -= temp2;
skelAnime->jointTable[thighLimbIndex].z = skelAnime->jointTable[thighLimbIndex].z - temp2;
skelAnime->jointTable[shinLimbIndex].z = skelAnime->jointTable[shinLimbIndex].z + temp1;
skelAnime->jointTable[footLimbIndex].z = skelAnime->jointTable[footLimbIndex].z + temp2 - temp1;
temp3 = func_80041D4C(&globalCtx->colCtx, sp88, sp84);
if ((temp3 >= 2) && (temp3 < 4) && !SurfaceType_IsWallDamage(&globalCtx->colCtx, sp88, sp84)) {
footprintPos.y = sp80;
EffectSsGFire_Spawn(globalCtx, &footprintPos);
}
}
}
}
s32 func_8008FCC8(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
Player* this = (Player*)thisx;
if (limbIndex == PLAYER_LIMB_ROOT) {
D_80160014 = this->leftHandType;
D_80160018 = this->rightHandType;
D_80160000 = &this->swordInfo[2].base;
if (!LINK_IS_ADULT) {
if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 1)) {
pos->x *= 0.64f;
pos->z *= 0.64f;
}
if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 2)) {
pos->y *= 0.64f;
}
}
pos->y -= this->unk_6C4;
if (this->unk_6C2 != 0) {
Matrix_Translate(pos->x, ((Math_CosS(this->unk_6C2) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY);
Matrix_RotateX(this->unk_6C2 * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
pos->x = pos->y = pos->z = 0.0f;
rot->x = rot->y = rot->z = 0;
}
} else {
if (*dList != NULL) {
D_80160000++;
}
if (limbIndex == PLAYER_LIMB_HEAD) {
rot->x += this->unk_6BA;
rot->y -= this->unk_6B8;
rot->z += this->unk_6B6;
} else if (limbIndex == PLAYER_LIMB_UPPER) {
if (this->unk_6B0 != 0) {
Matrix_RotateZ(0x44C * (M_PI / 0x8000), MTXMODE_APPLY);
Matrix_RotateY(this->unk_6B0 * (M_PI / 0x8000), MTXMODE_APPLY);
}
if (this->unk_6BE != 0) {
Matrix_RotateY(this->unk_6BE * (M_PI / 0x8000), MTXMODE_APPLY);
}
if (this->unk_6BC != 0) {
Matrix_RotateX(this->unk_6BC * (M_PI / 0x8000), MTXMODE_APPLY);
}
if (this->unk_6C0 != 0) {
Matrix_RotateZ(this->unk_6C0 * (M_PI / 0x8000), MTXMODE_APPLY);
}
} else if (limbIndex == PLAYER_LIMB_L_THIGH) {
func_8008F87C(globalCtx, this, &this->skelAnime, pos, rot, PLAYER_LIMB_L_THIGH, PLAYER_LIMB_L_SHIN,
PLAYER_LIMB_L_FOOT);
} else if (limbIndex == PLAYER_LIMB_R_THIGH) {
func_8008F87C(globalCtx, this, &this->skelAnime, pos, rot, PLAYER_LIMB_R_THIGH, PLAYER_LIMB_R_SHIN,
PLAYER_LIMB_R_FOOT);
return false;
} else {
return false;
}
}
return false;
}
s32 func_80090014(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
Player* this = (Player*)thisx;
if (!func_8008FCC8(globalCtx, limbIndex, dList, pos, rot, thisx)) {
if (limbIndex == PLAYER_LIMB_L_HAND) {
Gfx** dLists = this->leftHandDLists;
if ((D_80160014 == 4) && (gSaveContext.swordHealth <= 0.0f)) {
dLists += 4;
} else if ((D_80160014 == 6) && (this->stateFlags1 & 0x2000000)) {
dLists = &D_80125E08[gSaveContext.linkAge];
D_80160014 = 0;
} else if ((this->leftHandType == 0) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) {
dLists = &D_80125E18[gSaveContext.linkAge];
D_80160014 = 1;
}
*dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]);
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
Gfx** dLists = this->rightHandDLists;
if (D_80160018 == 10) {
dLists += this->currentShield * 4;
} else if ((this->rightHandType == 8) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) {
dLists = &D_80125E58[gSaveContext.linkAge];
D_80160018 = 9;
}
*dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]);
} else if (limbIndex == PLAYER_LIMB_SHEATH) {
Gfx** dLists = this->sheathDLists;
if ((this->sheathType == 18) || (this->sheathType == 19)) {
dLists += this->currentShield * 4;
if (!LINK_IS_ADULT && (this->currentShield < PLAYER_SHIELD_HYLIAN) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) {
dLists += 16;
}
} else if (!LINK_IS_ADULT && ((this->sheathType == 16) || (this->sheathType == 17)) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) {
dLists = &D_80125D28[16];
}
if (dLists[sDListsLodOffset] != NULL) {
*dList = ResourceMgr_LoadGfxByName(dLists[sDListsLodOffset]);
} else {
*dList = NULL;
}
} else if (limbIndex == PLAYER_LIMB_WAIST) {
*dList = ResourceMgr_LoadGfxByName(this->waistDLists[sDListsLodOffset]);
}
}
return false;
}
s32 func_800902F0(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
Player* this = (Player*)thisx;
if (!func_8008FCC8(globalCtx, limbIndex, dList, pos, rot, thisx)) {
if (this->unk_6AD != 2) {
*dList = NULL;
} else if (limbIndex == PLAYER_LIMB_L_FOREARM) {
*dList = sArmOutDLs[gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_L_HAND) {
*dList = sHandOutDLs[gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_SHOULDER) {
*dList = sRightShoulderNearDLs[gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_FOREARM) {
*dList = D_80125F30[gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
*dList = Player_HoldsHookshot(this) ? gLinkAdultRightHandHoldingHookshotFarDL
: sHoldingFirstPersonWeaponDLs[gSaveContext.linkAge];
} else {
*dList = NULL;
}
}
return false;
}
s32 func_80090440(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
if (!func_8008FCC8(globalCtx, limbIndex, dList, pos, rot, thisx)) {
*dList = NULL;
}
return false;
}
u8 func_80090480(GlobalContext* globalCtx, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip,
Vec3f* newBase) {
if (weaponInfo->active == 0) {
if (collider != NULL) {
Collider_ResetQuadAT(globalCtx, &collider->base);
}
Math_Vec3f_Copy(&weaponInfo->tip, newTip);
Math_Vec3f_Copy(&weaponInfo->base, newBase);
weaponInfo->active = 1;
return 1;
} else if ((weaponInfo->tip.x == newTip->x) && (weaponInfo->tip.y == newTip->y) &&
(weaponInfo->tip.z == newTip->z) && (weaponInfo->base.x == newBase->x) &&
(weaponInfo->base.y == newBase->y) && (weaponInfo->base.z == newBase->z)) {
if (collider != NULL) {
Collider_ResetQuadAT(globalCtx, &collider->base);
}
return 0;
} else {
if (collider != NULL) {
Collider_SetQuadVertices(collider, newBase, newTip, &weaponInfo->base, &weaponInfo->tip);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &collider->base);
}
Math_Vec3f_Copy(&weaponInfo->base, newBase);
Math_Vec3f_Copy(&weaponInfo->tip, newTip);
weaponInfo->active = 1;
return 1;
}
}
void func_80090604(GlobalContext* globalCtx, Player* this, ColliderQuad* collider, Vec3f* quadSrc) {
static u8 shieldColTypes[PLAYER_SHIELD_MAX] = {
COLTYPE_METAL,
COLTYPE_WOOD,
COLTYPE_METAL,
COLTYPE_METAL,
};
if (this->stateFlags1 & 0x400000) {
Vec3f quadDest[4];
this->shieldQuad.base.colType = shieldColTypes[this->currentShield];
Matrix_MultVec3f(&quadSrc[0], &quadDest[0]);
Matrix_MultVec3f(&quadSrc[1], &quadDest[1]);
Matrix_MultVec3f(&quadSrc[2], &quadDest[2]);
Matrix_MultVec3f(&quadSrc[3], &quadDest[3]);
Collider_SetQuadVertices(collider, &quadDest[0], &quadDest[1], &quadDest[2], &quadDest[3]);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &collider->base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &collider->base);
}
}
Vec3f D_80126080 = { 5000.0f, 400.0f, 0.0f };
Vec3f D_8012608C = { 5000.0f, -400.0f, 1000.0f };
Vec3f D_80126098 = { 5000.0f, 1400.0f, -1000.0f };
Vec3f D_801260A4[3] = {
{ 0.0f, 400.0f, 0.0f },
{ 0.0f, 1400.0f, -1000.0f },
{ 0.0f, -400.0f, 1000.0f },
};
void func_800906D4(GlobalContext* globalCtx, Player* this, Vec3f* newTipPos) {
Vec3f newBasePos[3];
Matrix_MultVec3f(&D_801260A4[0], &newBasePos[0]);
Matrix_MultVec3f(&D_801260A4[1], &newBasePos[1]);
Matrix_MultVec3f(&D_801260A4[2], &newBasePos[2]);
if (func_80090480(globalCtx, NULL, &this->swordInfo[0], &newTipPos[0], &newBasePos[0]) &&
!(this->stateFlags1 & 0x400000)) {
EffectBlure_AddVertex(Effect_GetByIndex(this->swordEffectIndex), &this->swordInfo[0].tip,
&this->swordInfo[0].base);
}
if ((this->swordState > 0) && ((this->swordAnimation < 0x18) || (this->stateFlags2 & 0x20000))) {
func_80090480(globalCtx, &this->swordQuads[0], &this->swordInfo[1], &newTipPos[1], &newBasePos[1]);
func_80090480(globalCtx, &this->swordQuads[1], &this->swordInfo[2], &newTipPos[2], &newBasePos[2]);
}
}
void Player_DrawGetItemImpl(GlobalContext* globalCtx, Player* this, Vec3f* refPos, s32 drawIdPlusOne) {
f32 height = (this->exchangeItemId != EXCH_ITEM_NONE) ? 6.0f : 14.0f;
OPEN_DISPS(globalCtx->state.gfxCtx);
gSegments[6] = VIRTUAL_TO_PHYSICAL(this->giObjectSegment);
gSPSegment(POLY_OPA_DISP++, 0x06, this->giObjectSegment);
gSPSegment(POLY_XLU_DISP++, 0x06, this->giObjectSegment);
Matrix_Translate(refPos->x + (3.3f * Math_SinS(this->actor.shape.rot.y)), refPos->y + height,
refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_CosS(this->actor.shape.rot.y)), MTXMODE_NEW);
Matrix_RotateZYX(0, globalCtx->gameplayFrames * 1000, 0, MTXMODE_APPLY);
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
GetItem_Draw(globalCtx, drawIdPlusOne - 1);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void Player_DrawGetItem(GlobalContext* globalCtx, Player* this) {
//if (!this->giObjectLoading || !osRecvMesg(&this->giObjectLoadQueue, NULL, OS_MESG_NOBLOCK)) // OTRTODO: Do something about osRecvMesg here...
{
this->giObjectLoading = false;
Player_DrawGetItemImpl(globalCtx, this, &sGetItemRefPos, ABS(this->unk_862));
}
}
void func_80090A28(Player* this, Vec3f* vecs) {
D_8012608C.x = D_80126080.x;
if (this->unk_845 >= 3) {
this->unk_845 += 1;
D_8012608C.x *= 1.0f + ((9 - this->unk_845) * 0.1f);
}
D_8012608C.x += 1200.0f;
D_80126098.x = D_8012608C.x;
Matrix_MultVec3f(&D_80126080, &vecs[0]);
Matrix_MultVec3f(&D_8012608C, &vecs[1]);
Matrix_MultVec3f(&D_80126098, &vecs[2]);
}
void Player_DrawHookshotReticle(GlobalContext* globalCtx, Player* this, f32 arg2) {
static Vec3f D_801260C8 = { -500.0f, -100.0f, 0.0f };
CollisionPoly* sp9C;
s32 bgId;
Vec3f sp8C;
Vec3f sp80;
Vec3f sp74;
Vec3f sp68;
f32 sp64;
f32 sp60;
D_801260C8.z = 0.0f;
Matrix_MultVec3f(&D_801260C8, &sp8C);
D_801260C8.z = arg2;
Matrix_MultVec3f(&D_801260C8, &sp80);
if (BgCheck_AnyLineTest3(&globalCtx->colCtx, &sp8C, &sp80, &sp74, &sp9C, 1, 1, 1, 1, &bgId)) {
OPEN_DISPS(globalCtx->state.gfxCtx);
WORLD_OVERLAY_DISP = Gfx_CallSetupDL(WORLD_OVERLAY_DISP, 0x07);
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, &sp74, &sp68, &sp64);
sp60 = (sp64 < 200.0f) ? 0.08f : (sp64 / 200.0f) * 0.08f;
Matrix_Translate(sp74.x, sp74.y, sp74.z, MTXMODE_NEW);
Matrix_Scale(sp60, sp60, sp60, MTXMODE_APPLY);
gSPMatrix(WORLD_OVERLAY_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(WORLD_OVERLAY_DISP++, 0x06, globalCtx->objectCtx.status[this->actor.objBankIndex].segment);
gSPDisplayList(WORLD_OVERLAY_DISP++, gLinkAdultHookshotReticleDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}
Vec3f D_801260D4 = { 1100.0f, -700.0f, 0.0f };
f32 sSwordLengths[] = {
0.0f, 4000.0f, 3000.0f, 5500.0f, 0.0f, 2500.0f,
};
Gfx* sBottleDLists[] = { gLinkAdultBottleDL, gLinkChildBottleDL };
Color_RGB8 sBottleColors[] = {
{ 255, 255, 255 }, { 80, 80, 255 }, { 255, 100, 255 }, { 0, 0, 255 }, { 255, 0, 255 },
{ 255, 0, 255 }, { 200, 200, 100 }, { 255, 0, 0 }, { 0, 0, 255 }, { 0, 255, 0 },
{ 255, 255, 255 }, { 255, 255, 255 }, { 80, 80, 255 },
};
Vec3f D_80126128 = { 398.0f, 1419.0f, 244.0f };
BowStringData sBowStringData[] = {
{ gLinkAdultBowStringDL, { 0.0f, -360.4f, 0.0f } }, // bow
{ gLinkChildSlinghotStringDL, { 606.0f, 236.0f, 0.0f } }, // slingshot
};
Vec3f D_80126154[] = {
{ -4500.0f, -3000.0f, -600.0f },
{ 1500.0f, -3000.0f, -600.0f },
{ -4500.0f, 3000.0f, -600.0f },
{ 1500.0f, 3000.0f, -600.0f },
};
Vec3f D_80126184 = { 100.0f, 1500.0f, 0.0f };
Vec3f D_80126190 = { 100.0f, 1640.0f, 0.0f };
Vec3f D_8012619C[] = {
{ -3000.0f, -3000.0f, -900.0f },
{ 3000.0f, -3000.0f, -900.0f },
{ -3000.0f, 3000.0f, -900.0f },
{ 3000.0f, 3000.0f, -900.0f },
};
Vec3f D_801261CC = { 630.0f, 100.0f, -30.0f };
Vec3s D_801261D8 = { 0, 0, 0x7FFF };
Vec3f D_801261E0[] = {
{ 200.0f, 300.0f, 0.0f },
{ 200.0f, 200.0f, 0.0f },
};
void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
Player* this = (Player*)thisx;
if (*dList != NULL) {
Matrix_MultVec3f(&D_8012602C, D_80160000);
}
if (limbIndex == PLAYER_LIMB_L_HAND) {
MtxF sp14C;
Actor* hookedActor;
Math_Vec3f_Copy(&this->leftHandPos, D_80160000);
if (this->itemActionParam == PLAYER_AP_STICK) {
Vec3f sp124[3];
OPEN_DISPS(globalCtx->state.gfxCtx);
if (this->actor.scale.y >= 0.0f) {
D_80126080.x = this->unk_85C * 5000.0f;
func_80090A28(this, sp124);
if (this->swordState != 0) {
func_800906D4(globalCtx, this, sp124);
} else {
Math_Vec3f_Copy(&this->swordInfo[0].tip, &sp124[0]);
}
}
Matrix_Translate(-428.26f, 267.2f, -33.82f, MTXMODE_APPLY);
Matrix_RotateZYX(-0x8000, 0, 0x4000, MTXMODE_APPLY);
Matrix_Scale(1.0f, this->unk_85C, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gLinkChildLinkDekuStickDL);
CLOSE_DISPS(globalCtx->state.gfxCtx);
} else if ((this->actor.scale.y >= 0.0f) && (this->swordState != 0)) {
Vec3f spE4[3];
if (Player_HoldsBrokenKnife(this)) {
D_80126080.x = 1500.0f;
} else {
D_80126080.x = sSwordLengths[Player_GetSwordHeld(this)];
}
func_80090A28(this, spE4);
func_800906D4(globalCtx, this, spE4);
} else if ((*dList != NULL) && (this->leftHandType == 7)) {
Color_RGB8* bottleColor = &sBottleColors[Player_ActionToBottle(this, this->itemActionParam)];
OPEN_DISPS(globalCtx->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->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(globalCtx->state.gfxCtx);
}
if (this->actor.scale.y >= 0.0f) {
if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) {
if (this->stateFlags1 & 0x200) {
Matrix_MultVec3f(&D_80126128, &hookedActor->world.pos);
Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
Matrix_Get(&sp14C);
Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0);
hookedActor->shape.rot = hookedActor->world.rot;
} else if (this->stateFlags1 & 0x800) {
Vec3s spB8;
Matrix_Get(&sp14C);
Matrix_MtxFToYXZRotS(&sp14C, &spB8, 0);
if (hookedActor->flags & ACTOR_FLAG_17) {
hookedActor->world.rot.x = hookedActor->shape.rot.x = spB8.x - this->unk_3BC.x;
} else {
hookedActor->world.rot.y = hookedActor->shape.rot.y = this->actor.shape.rot.y + this->unk_3BC.y;
}
}
} else {
Matrix_Get(&this->mf_9E0);
Matrix_MtxFToYXZRotS(&this->mf_9E0, &this->unk_3BC, 0);
}
}
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
Actor* heldActor = this->heldActor;
if (this->rightHandType == 0xFF) {
Matrix_Get(&this->shieldMf);
} else if ((this->rightHandType == 11) || (this->rightHandType == 12)) {
BowStringData* stringData = &sBowStringData[gSaveContext.linkAge];
OPEN_DISPS(globalCtx->state.gfxCtx);
Matrix_Push();
Matrix_Translate(stringData->pos.x, stringData->pos.y, stringData->pos.z, MTXMODE_APPLY);
if ((this->stateFlags1 & 0x200) && (this->unk_860 >= 0) && (this->unk_834 <= 10)) {
Vec3f sp90;
f32 distXYZ;
Matrix_MultVec3f(&D_8012602C, &sp90);
distXYZ = Math_Vec3f_DistXYZ(D_80160000, &sp90);
this->unk_858 = distXYZ - 3.0f;
if (distXYZ < 3.0f) {
this->unk_858 = 0.0f;
} else {
this->unk_858 *= 1.6f;
if (this->unk_858 > 1.0f) {
this->unk_858 = 1.0f;
}
}
this->unk_85C = -0.5f;
}
Matrix_Scale(1.0f, this->unk_858, 1.0f, MTXMODE_APPLY);
if (!LINK_IS_ADULT) {
Matrix_RotateZ(this->unk_858 * -0.2f, MTXMODE_APPLY);
}
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, stringData->dList);
Matrix_Pop();
CLOSE_DISPS(globalCtx->state.gfxCtx);
} else if ((this->actor.scale.y >= 0.0f) && (this->rightHandType == 10)) {
Matrix_Get(&this->shieldMf);
func_80090604(globalCtx, this, &this->shieldQuad, D_80126154);
}
if (this->actor.scale.y >= 0.0f) {
if ((this->heldItemActionParam == PLAYER_AP_HOOKSHOT) ||
(this->heldItemActionParam == PLAYER_AP_LONGSHOT)) {
Matrix_MultVec3f(&D_80126184, &this->unk_3C8);
if (heldActor != NULL) {
MtxF sp44;
s32 pad;
Matrix_MultVec3f(&D_80126190, &heldActor->world.pos);
Matrix_RotateZYX(0, -0x4000, -0x4000, MTXMODE_APPLY);
Matrix_Get(&sp44);
Matrix_MtxFToYXZRotS(&sp44, &heldActor->world.rot, 0);
heldActor->shape.rot = heldActor->world.rot;
if (func_8002DD78(this) != 0) {
Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
Player_DrawHookshotReticle(
globalCtx, this, (this->heldItemActionParam == PLAYER_AP_HOOKSHOT) ? 38600.0f : 77600.0f);
}
}
}
if ((this->unk_862 != 0) || ((func_8002DD6C(this) == 0) && (heldActor != NULL))) {
if (!(this->stateFlags1 & 0x400) && (this->unk_862 != 0) && (this->exchangeItemId != EXCH_ITEM_NONE)) {
Math_Vec3f_Copy(&sGetItemRefPos, &this->leftHandPos);
} else {
sGetItemRefPos.x = (this->bodyPartsPos[15].x + this->leftHandPos.x) * 0.5f;
sGetItemRefPos.y = (this->bodyPartsPos[15].y + this->leftHandPos.y) * 0.5f;
sGetItemRefPos.z = (this->bodyPartsPos[15].z + this->leftHandPos.z) * 0.5f;
}
if (this->unk_862 == 0) {
Math_Vec3f_Copy(&heldActor->world.pos, &sGetItemRefPos);
}
}
}
} else if (this->actor.scale.y >= 0.0f) {
if (limbIndex == PLAYER_LIMB_SHEATH) {
if ((this->rightHandType != 10) && (this->rightHandType != 0xFF)) {
if (Player_IsChildWithHylianShield(this)) {
func_80090604(globalCtx, this, &this->shieldQuad, D_8012619C);
}
Matrix_TranslateRotateZYX(&D_801261CC, &D_801261D8);
Matrix_Get(&this->shieldMf);
}
} else if (limbIndex == PLAYER_LIMB_HEAD) {
Matrix_MultVec3f(&D_801260D4, &this->actor.focus.pos);
} else {
Vec3f* vec = &D_801261E0[(gSaveContext.linkAge)];
Actor_SetFeetPos(&this->actor, limbIndex, PLAYER_LIMB_L_FOOT, vec, PLAYER_LIMB_R_FOOT, vec);
}
}
}
u32 func_80091738(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime) {
s16 linkObjectId = gLinkObjectIds[gSaveContext.linkAge];
size_t size;
void* ptr;
size = gObjectTable[OBJECT_GAMEPLAY_KEEP].vromEnd - gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart;
ptr = segment + 0x3800;
DmaMgr_SendRequest1(ptr, gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart, size, __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(globalCtx, skelAnime, gPlayerSkelHeaders[gSaveContext.linkAge], &gPlayerAnim_003238, 9,
ptr, ptr, PLAYER_LIMB_MAX);
return size + 0x8800 + 0x90;
}
u8 D_801261F8[] = { 2, 2, 5 };
s32 func_80091880(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* arg) {
u8* ptr = arg;
u8 modelGroup = D_801261F8[ptr[0] > 0 ? ptr[0] - 1 : 0];
s32 type;
s32 dListOffset = 0;
Gfx** dLists;
size_t ptrSize = sizeof(uint32_t);
if ((modelGroup == 2) && !LINK_IS_ADULT && (ptr[1] == 2)) {
modelGroup = 1;
}
if (limbIndex == PLAYER_LIMB_L_HAND) {
type = gPlayerModelTypes[modelGroup][1];
D_80160014 = type;
if (ptr[0] == 0)
type = 0;
if ((type == 4) && (gSaveContext.swordHealth <= 0.0f)) {
dListOffset = 4;
}
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
type = gPlayerModelTypes[modelGroup][2];
D_80160018 = type;
if (type == 10) {
dListOffset = ptr[1] * ptrSize;
}
} else if (limbIndex == PLAYER_LIMB_SHEATH) {
type = gPlayerModelTypes[modelGroup][3];
if ((type == 18) || (type == 19)) {
dListOffset = ptr[1] * ptrSize;
} else if (type == 16 && CVar_GetS32("gPauseLiveLink", 0)) {
//if (ptr[0] == 1)
//dListOffset = 4;
}
} else if (limbIndex == PLAYER_LIMB_WAIST) {
type = gPlayerModelTypes[modelGroup][4];
} else {
return 0;
}
dLists = &sPlayerDListGroups[type][gSaveContext.linkAge];
*dList = dLists[dListOffset];
return 0;
}
#include <overlays/actors/ovl_Demo_Effect/z_demo_effect.h>
void Pause_DrawTriforceSpot(GlobalContext* globalCtx, s32 showLightColumn) {
static DemoEffect triforce;
static s16 rotation = 0;
triforce.triforceSpot.crystalLightOpacity = 244;
triforce.triforceSpot.triforceSpotOpacity = 249;
triforce.triforceSpot.lightColumnOpacity = showLightColumn ? 244 : 0;
triforce.triforceSpot.rotation = rotation;
DemoEffect_DrawTriforceSpot(&triforce, globalCtx);
rotation += 0x03E8;
}
void func_80091A24(GlobalContext* globalCtx, void* seg04, void* seg06, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot,
f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots, s32 width, s32 height, Vec3f* eye, Vec3f* at,
f32 fovy, void* img1, void* img2) {
static Vp viewport = { 128, 224, 511, 0, 128, 224, 511, 0 };
static Lights1 lights1 = gdSPDefLights1(80, 80, 80, 255, 255, 255, 84, 84, 172);
static Vec3f lightDir = { 89.8f, 0.0f, 89.8f };
u8 sp12C[2];
Gfx* opaRef;
Gfx* xluRef;
Gfx* kalRef;
u16 perspNorm;
Mtx* perspMtx = Graph_Alloc(globalCtx->state.gfxCtx, sizeof(Mtx));
Mtx* lookAtMtx = Graph_Alloc(globalCtx->state.gfxCtx, sizeof(Mtx));
OPEN_DISPS(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gDPPipeSync(POLY_OPA_DISP++);
gSPLoadGeometryMode(POLY_OPA_DISP++, 0);
gSPTexture(POLY_OPA_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_SHADE, G_CC_SHADE);
gDPSetOtherMode(POLY_OPA_DISP++,
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_PERSP | G_CYC_FILL | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
gSPLoadGeometryMode(POLY_OPA_DISP++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
gDPSetScissor(POLY_OPA_DISP++, G_SC_NON_INTERLACE, 0, 0, width, height);
gSPClipRatio(POLY_OPA_DISP++, FRUSTRATIO_1);
viewport.vp.vscale[0] = viewport.vp.vtrans[0] = width * 2;
viewport.vp.vscale[1] = viewport.vp.vtrans[1] = height * 2;
gSPViewport(POLY_OPA_DISP++, &viewport);
guPerspective(perspMtx, &perspNorm, fovy, (f32)width / (f32)height, 10.0f, 4000.0f, 1.0f);
gSPPerspNormalize(POLY_OPA_DISP++, perspNorm);
gSPMatrix(POLY_OPA_DISP++, perspMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
guLookAt(lookAtMtx, eye->x, eye->y, eye->z, at->x, at->y, at->z, 0.0f, 1.0f, 0.0f);
gSPMatrix(POLY_OPA_DISP++, lookAtMtx, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
sp12C[0] = sword;
sp12C[1] = shield;
Matrix_SetTranslateRotateYXZ(pos->x - ((CVar_GetS32("gPauseLiveLink", 0) && LINK_AGE_IN_YEARS == YEARS_ADULT) ? 25 : 0),
pos->y - (CVar_GetS32("gPauseTriforce", 0) ? 16 : 0), pos->z, rot);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPSegment(POLY_OPA_DISP++, 0x04, seg04);
gSPSegment(POLY_OPA_DISP++, 0x06, seg06);
gSPSetLights1(POLY_OPA_DISP++, lights1);
func_80093C80(globalCtx);
POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP++, 0, 0, 0, 0, 997, 1000);
func_8002EABC(pos, &globalCtx->view.eye, &lightDir, globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList);
func_8008F470(globalCtx, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0,
func_80091880, NULL, &sp12C);
if (CVar_GetS32("gPauseTriforce", 0)) {
Matrix_SetTranslateRotateYXZ(pos->x - (LINK_AGE_IN_YEARS == YEARS_ADULT ? 25 : 0),
pos->y + 280 + (LINK_AGE_IN_YEARS == YEARS_ADULT ? 48 : 0), pos->z, rot);
Matrix_Scale(scale * 1, scale * 1, scale * 1, MTXMODE_APPLY);
Gfx* ohNo = POLY_XLU_DISP;
POLY_XLU_DISP = POLY_OPA_DISP;
Pause_DrawTriforceSpot(globalCtx, 1);
POLY_OPA_DISP = POLY_XLU_DISP;
POLY_XLU_DISP = ohNo;
}
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP++);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
uintptr_t SelectedAnim = 0; // Current Animaiton on the menu
s16 EquipedStance; // Link's current mode (Two handed, One handed...)
s16 FrameCountSinceLastAnim = 0; // Time since last animation
s16 MinFrameCount; // Frame to wait before checking if we need to change the animation
void func_8009214C(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale,
s32 sword, s32 tunic, s32 shield, s32 boots) {
Input* p1Input = &globalCtx->state.input[0];
Vec3f eye = { 0.0f, 0.0f, -400.0f };
Vec3f at = { 0.0f, 0.0f, 0.0f };
Vec3s* destTable;
Vec3s* srcTable;
s32 i;
bool canswitchrnd = false;
s16 SelectedMode = CVar_GetS32("gPauseLiveLink", 0);
MinFrameCount = CVar_GetS32("gMinFrameCount", 200);
gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800);
gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800);
uintptr_t* PauseMenuAnimSet[15][4] = {
{ 0, 0, 0, 0 }, // 0 = none
// IDLE // Two Handed // No shield // Kid Hylian Shield
{ gPlayerAnim_003238, gPlayerAnim_002BE0, gPlayerAnim_003240, gPlayerAnim_003240 }, // Idle
{ gPlayerAnim_003200, gPlayerAnim_003200, gPlayerAnim_003200, gPlayerAnim_003200 }, // Idle look around
{ gPlayerAnim_0033E0, gPlayerAnim_0033E0, gPlayerAnim_0033E0, gPlayerAnim_0033E0 }, // Idle Belt
{ gPlayerAnim_003418, gPlayerAnim_003418, gPlayerAnim_003418, gPlayerAnim_003418 }, // Idle shield adjust
{ gPlayerAnim_003420, gPlayerAnim_003428, gPlayerAnim_003420, gPlayerAnim_003420 }, // Idle test sword
{ gPlayerAnim_0033F0, gPlayerAnim_0033F0, gPlayerAnim_0033F0, gPlayerAnim_0033F0 }, // Idle yawn
{ gPlayerAnim_0025D0, gPlayerAnim_002BD0, gPlayerAnim_0025D0, gPlayerAnim_0025D0 }, // Battle Stance
{ gPlayerAnim_003290, gPlayerAnim_002BF8, gPlayerAnim_003290, gPlayerAnim_003290 }, // Walking (No shield)
{ gPlayerAnim_003268, gPlayerAnim_002BF8, gPlayerAnim_003268, gPlayerAnim_003268 }, // Walking (Holding shield)
{ gPlayerAnim_003138, gPlayerAnim_002B40, gPlayerAnim_003138, gPlayerAnim_003138 }, // Running (No shield)
{ gPlayerAnim_003140, gPlayerAnim_002B40, gPlayerAnim_003140, gPlayerAnim_003140 }, // Running (Holding shield)
{ gPlayerAnim_0031A8, gPlayerAnim_0031A8, gPlayerAnim_0031A8, gPlayerAnim_0031A8 }, // Hand on hip
{ gPlayerAnim_002AF0, gPlayerAnim_002928, gPlayerAnim_002AF0, gPlayerAnim_002AF0 }, // Spin Charge
{ gPlayerAnim_002820, gPlayerAnim_002820, gPlayerAnim_002820, gPlayerAnim_002820 }, // Look at hand
};
s16 AnimArraySize = ARRAY_COUNT(PauseMenuAnimSet);
if (CVar_GetS32("gPauseLiveLink", 0) || CVar_GetS32("gPauseTriforce", 0)) {
uintptr_t anim = 0; // Initialise anim
if (CUR_EQUIP_VALUE(EQUIP_SWORD) >= 3) {
EquipedStance = 1;
} else if (CUR_EQUIP_VALUE(EQUIP_SHIELD) == 0) {
EquipedStance = 2;
} else if (CUR_EQUIP_VALUE(EQUIP_SHIELD) == 2 && LINK_AGE_IN_YEARS == YEARS_CHILD) {
EquipedStance = 3;
} else {
// Link is idle so revert to 0
EquipedStance = 0;
}
if (SelectedMode == 16) {
// Apply Random function
s16 SwitchAtFrame = 0;
s16 CurAnimDuration = 0;
if (FrameCountSinceLastAnim == 0) {
// When opening Kaleido this will be passed one time
SelectedAnim = rand() % (AnimArraySize - 0);
if (SelectedAnim == 0) {
// prevent loading 0 that would result to a crash.
SelectedAnim = 1;
}
} else if (FrameCountSinceLastAnim >= 1) {
SwitchAtFrame = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
CurAnimDuration = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
if (SwitchAtFrame < MinFrameCount) {
// Animation frame count is lower than minimal wait time then we wait for another round.
// This will be looped to always add current animation time if that still lower than minimum time
while (SwitchAtFrame < MinFrameCount) {
SwitchAtFrame = SwitchAtFrame + CurAnimDuration;
}
} else if (CurAnimDuration >= MinFrameCount) {
// Since we have more (or same) animation time than min duration we set the wait time to animation
// time.
SwitchAtFrame = CurAnimDuration;
}
if (FrameCountSinceLastAnim >= SwitchAtFrame) {
SelectedAnim = rand() % (AnimArraySize - 0);
if (SelectedAnim == 0) {
// prevent loading 0 that would result to a crash.
SelectedAnim = 1;
}
FrameCountSinceLastAnim = 1;
}
anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
}
FrameCountSinceLastAnim++;
} else if (SelectedMode == 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_SWORD)!=PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)!= PLAYER_SHIELD_NONE)) { // if the player has a sword and shield equipped
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_SHIELD) == PLAYER_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_SWORD) != PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)==PLAYER_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_SWORD) == PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)!=PLAYER_SHIELD_NONE)) { //if the player has a shield equipped but no sword
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_SHIELD) == PLAYER_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_SWORD) == PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)==PLAYER_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_003428; // Use for biggoron sword?
if (CVar_GetS32("gPauseTriforce", 0)) {
anim = gPlayerAnim_002D00;
sword = 0;
shield = 0;
}
if (skelAnime->animation != anim) {
LinkAnimation_Change(globalCtx, skelAnime, anim, 1.0f, 0.0f, Animation_GetLastFrame(anim), ANIMMODE_LOOP,
-6.0f);
}
LinkAnimation_Update(globalCtx, skelAnime);
if (!LINK_IS_ADULT) {
// Link is placed too far up by default when animating
at.y += 60;
}
} else {
if (!LINK_IS_ADULT) {
if (shield == PLAYER_SHIELD_DEKU) {
srcTable = D_040020D0;
} else {
srcTable = D_04002040;
}
} else {
if (sword == 3) {
srcTable = D_04002160;
} else if (shield != PLAYER_SHIELD_NONE) {
srcTable = D_04002280;
} else {
srcTable = D_040021F0;
}
}
srcTable = ResourceMgr_LoadArrayByNameAsVec3s(srcTable);
destTable = skelAnime->jointTable;
for (i = 0; i < skelAnime->limbCount; i++) {
*destTable++ = *srcTable++;
}
}
func_80091A24(globalCtx, segment + 0x3800, segment + 0x8800, skelAnime, pos, rot, scale, sword, tunic, shield,
boots, 64, 112, &eye, &at, 60.0f, globalCtx->state.gfxCtx->curFrameBuffer,
globalCtx->state.gfxCtx->curFrameBuffer + 0x1C00);
}