Shipwright/soh/include/z64player.h
Christopher Leggett 168e84498f
Rework Get Item Table to be more flexible for adding custom items (#1050)
* Adds ItemTableManager class.

* Implements new getItem table in game.

* Adds rando item table and way to differentiate tables in GetItemEntry.

* Adds rough ability to differentiate between rando and vanilla items.merge stashed changes from before develop-zhora merge

* Change ItemTableID to be uint16_t so we can use ModIndex for it.

* Should fix switch build

* Should fix switch build pt 2

* Adds new files to CMakeLists.

* Implements fixes for competing getItem calls.

* Correctly renders freestanding items

Particle effects are probably broken, need to fix them still, I pretty
much know how I would do that.

* Fixed Particle effects in the new getItem system.

* Fixes item fanfares

* Partially fixes Ice Traps

Obtaining a freestanding Ice Trap causes link to slide forward
and receiving one from an NPC plays the sound effect and damage
animation but doesn't freeze link.

* Some more partial ice trap fixing that wasn't pushed earlier

* Removes unused function override

* Replaces ::find with ::at and adds exception handling

* Removes some commented out code.

* Refactors rando's GetItemEntry array into two arrays.

One array is for the vanilla items that don't have GetItemEntries in
vanilla, the other is for rando exclusive items. They are stored in
separate arrays before getting added to the table so that we can apply
different modIndexes. The items in the first table have are handled
by the vanilla Item_Give, and the second table needed a custom
`Randomizer_Item_Give` function.

* Renames, relocates, and implements ModIndex enum.

* Removes now unused ItemIDs and GetItemIDs

Also makes all the necessary changes to other code that was still
using them indirectly through the GI to GID map that was removed.
There's quite a lot of changes here and I haven't had time to test them
yet.

* Re-implements GIMESSAGE_UNTRANSLATED as macro

* Removes commented out function.

* Throws exception if an invalid itemID is used

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943694857

* Removes ARRAY_SIZE in favor of ARRAY_COUNT

ARRAY_COUNT already exists in `macros.h`, I just didn't find it before.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943153833

* Inverts CheckContainsRandoItem to CheckContainsVanillaItem.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940895135

* Cleanup, bugfixes, removing the `- 1`s from `z_player.c`

* Fixes some funky formatting that got committed earlier.

* Adds else if to added fanfare sound cases.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940112924 and https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940113492

* Extends GetItemEntry to include getItemId

Also adapts some existing calls for both the entry and the id to only
get the entry.

* Extends GetItemEntry to include GID.

This allows for using it later when drawing freestanding items.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943168136

* Rando-specific items use new textId again.

This got lost when merging develop-zhora in because I didn't have custom
messages merged when I started this.

* Sets global modIndex to MOD_NONE on scene load

Fixes a crash when buying items in shops due to them
not triggering the rando code that normally sets these items.
May have also been crashing vanilla playthroughs.

* Realized I had the bgm conditions wrong.

* Fixes "static drops" (i.e. sticks from withered babas)

* Fixes LACS/Prelude situation... again.

* Fixes too many arguments error.

Not sure why this didn't fail to build on Windows before.

* Fixes Link's Pocket items.

* Simplifies sram init for rando-specific items

* Fixes issues with approaching bottleable items.

* Fixes Ruto's Letter.

It was accidentally getting classified as a rando item.

* Should re-fix freestanding ice traps

* Makes freestanding items set player->getItemEntry.

This prevents freestanding items from setting the global modIndex.
This is part of a larger transition that needs to happen to switch
to setting getItemEntries for all of the rando items. This prevents
some things that set getItemId of GI_MAX from granting a Fire Medallion
when the global modIndex is MOD_RANDOMIZER.

* Makes sure we aren't using getItemEntry when not randoed.

* Replace Randomizer_GetRandomizedItemId with Randomizer_GetRandomizedItem and Randomizer_GetItemIdFromKnownCheck with Randomizer_GetItemFromKnownCheck

* Introduce some new methods and migrate most actors to them

* Fixes ocarina game skull kids to set player->getItemEntry

* Sets `z_en_box.c` to set `player->getItemEntry`

* Fix logical errors and migrate most of the rest of the rando checks to GiveItemEntryFromActor

* Use GiveItemEntryFromActorWithFixedRange in item00

* Fixes Anju to set player->getItemEntry.

* Add a few missing cases

* Additional fix for Skull Kid

* Fixes vanilla ice traps and randomized ice smoke

* Fixes rendering of treasure chest game items.

* Removes unused `Randomizer_GetItemIdFromGetItemId`.

* Cleans up an if statement for item00.

* Cleans up another if statement in item00

* This should fix a bug with the Gerudo Archery minigame.

I wasn't able to get the bug to happen after making this change.

* Documents our new GiveItemEntry fuctions.

* Uses more descriptive type name for ItemIDs for creating custom messages.

* Fixes potential issue with if statement.

* Fixes missed type change.

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-08-23 20:11:38 -04:00

636 lines
24 KiB
C

#ifndef Z64PLAYER_H
#define Z64PLAYER_H
#include "z64actor.h"
#include "soh/Enhancements/item-tables/ItemTableTypes.h"
struct Player;
typedef enum {
/* 0 */ PLAYER_SWORD_NONE,
/* 1 */ PLAYER_SWORD_KOKIRI,
/* 2 */ PLAYER_SWORD_MASTER,
/* 3 */ PLAYER_SWORD_BGS,
/* 4 */ PLAYER_SWORD_MAX
} PlayerSword;
typedef enum {
/* 0x00 */ PLAYER_SHIELD_NONE,
/* 0x01 */ PLAYER_SHIELD_DEKU,
/* 0x02 */ PLAYER_SHIELD_HYLIAN,
/* 0x03 */ PLAYER_SHIELD_MIRROR,
/* 0x04 */ PLAYER_SHIELD_MAX
} PlayerShield;
typedef enum {
/* 0x00 */ PLAYER_TUNIC_KOKIRI,
/* 0x01 */ PLAYER_TUNIC_GORON,
/* 0x02 */ PLAYER_TUNIC_ZORA,
/* 0x03 */ PLAYER_TUNIC_MAX
} PlayerTunic;
typedef enum {
/* 0x00 */ PLAYER_BOOTS_KOKIRI,
/* 0x01 */ PLAYER_BOOTS_IRON,
/* 0x02 */ PLAYER_BOOTS_HOVER,
/* Values below are only relevant when setting regs in Player_SetBootData */
/* 0x03 */ PLAYER_BOOTS_INDOOR,
/* 0x04 */ PLAYER_BOOTS_IRON_UNDERWATER,
/* 0x05 */ PLAYER_BOOTS_KOKIRI_CHILD,
/* 0x06 */ PLAYER_BOOTS_MAX
} PlayerBoots;
typedef enum {
/* 0x00 */ PLAYER_STR_NONE,
/* 0x01 */ PLAYER_STR_BRACELET,
/* 0x02 */ PLAYER_STR_SILVER_G,
/* 0x03 */ PLAYER_STR_GOLD_G,
/* 0x04 */ PLAYER_STR_MAX
} PlayerStrength;
typedef enum {
/* 0x00 */ PLAYER_MASK_NONE,
/* 0x01 */ PLAYER_MASK_KEATON,
/* 0x02 */ PLAYER_MASK_SKULL,
/* 0x03 */ PLAYER_MASK_SPOOKY,
/* 0x04 */ PLAYER_MASK_BUNNY,
/* 0x05 */ PLAYER_MASK_GORON,
/* 0x06 */ PLAYER_MASK_ZORA,
/* 0x07 */ PLAYER_MASK_GERUDO,
/* 0x08 */ PLAYER_MASK_TRUTH,
/* 0x09 */ PLAYER_MASK_MAX
} PlayerMask;
typedef enum {
/* 0x00 */ PLAYER_AP_NONE,
/* 0x01 */ PLAYER_AP_LAST_USED,
/* 0x02 */ PLAYER_AP_FISHING_POLE,
/* 0x03 */ PLAYER_AP_SWORD_MASTER,
/* 0x04 */ PLAYER_AP_SWORD_KOKIRI,
/* 0x05 */ PLAYER_AP_SWORD_BGS,
/* 0x06 */ PLAYER_AP_STICK,
/* 0x07 */ PLAYER_AP_HAMMER,
/* 0x08 */ PLAYER_AP_BOW,
/* 0x09 */ PLAYER_AP_BOW_FIRE,
/* 0x0A */ PLAYER_AP_BOW_ICE,
/* 0x0B */ PLAYER_AP_BOW_LIGHT,
/* 0x0C */ PLAYER_AP_BOW_0C,
/* 0x0D */ PLAYER_AP_BOW_0D,
/* 0x0E */ PLAYER_AP_BOW_0E,
/* 0x0F */ PLAYER_AP_SLINGSHOT,
/* 0x10 */ PLAYER_AP_HOOKSHOT,
/* 0x11 */ PLAYER_AP_LONGSHOT,
/* 0x12 */ PLAYER_AP_BOMB,
/* 0x13 */ PLAYER_AP_BOMBCHU,
/* 0x14 */ PLAYER_AP_BOOMERANG,
/* 0x15 */ PLAYER_AP_MAGIC_SPELL_15,
/* 0x16 */ PLAYER_AP_MAGIC_SPELL_16,
/* 0x17 */ PLAYER_AP_MAGIC_SPELL_17,
/* 0x18 */ PLAYER_AP_FARORES_WIND,
/* 0x19 */ PLAYER_AP_NAYRUS_LOVE,
/* 0x1A */ PLAYER_AP_DINS_FIRE,
/* 0x1B */ PLAYER_AP_NUT,
/* 0x1C */ PLAYER_AP_OCARINA_FAIRY,
/* 0x1D */ PLAYER_AP_OCARINA_TIME,
/* 0x1E */ PLAYER_AP_BOTTLE,
/* 0x1F */ PLAYER_AP_BOTTLE_FISH,
/* 0x20 */ PLAYER_AP_BOTTLE_FIRE,
/* 0x21 */ PLAYER_AP_BOTTLE_BUG,
/* 0x22 */ PLAYER_AP_BOTTLE_POE,
/* 0x23 */ PLAYER_AP_BOTTLE_BIG_POE,
/* 0x24 */ PLAYER_AP_BOTTLE_LETTER,
/* 0x25 */ PLAYER_AP_BOTTLE_POTION_RED,
/* 0x26 */ PLAYER_AP_BOTTLE_POTION_BLUE,
/* 0x27 */ PLAYER_AP_BOTTLE_POTION_GREEN,
/* 0x28 */ PLAYER_AP_BOTTLE_MILK,
/* 0x29 */ PLAYER_AP_BOTTLE_MILK_HALF,
/* 0x2A */ PLAYER_AP_BOTTLE_FAIRY,
/* 0x2B */ PLAYER_AP_LETTER_ZELDA,
/* 0x2C */ PLAYER_AP_WEIRD_EGG,
/* 0x2D */ PLAYER_AP_CHICKEN,
/* 0x2E */ PLAYER_AP_BEAN,
/* 0x2F */ PLAYER_AP_POCKET_EGG,
/* 0x30 */ PLAYER_AP_POCKET_CUCCO,
/* 0x31 */ PLAYER_AP_COJIRO,
/* 0x32 */ PLAYER_AP_ODD_MUSHROOM,
/* 0x33 */ PLAYER_AP_ODD_POTION,
/* 0x34 */ PLAYER_AP_SAW,
/* 0x35 */ PLAYER_AP_SWORD_BROKEN,
/* 0x36 */ PLAYER_AP_PRESCRIPTION,
/* 0x37 */ PLAYER_AP_FROG,
/* 0x38 */ PLAYER_AP_EYEDROPS,
/* 0x39 */ PLAYER_AP_CLAIM_CHECK,
/* 0x3A */ PLAYER_AP_MASK_KEATON,
/* 0x3B */ PLAYER_AP_MASK_SKULL,
/* 0x3C */ PLAYER_AP_MASK_SPOOKY,
/* 0x3D */ PLAYER_AP_MASK_BUNNY,
/* 0x3E */ PLAYER_AP_MASK_GORON,
/* 0x3F */ PLAYER_AP_MASK_ZORA,
/* 0x40 */ PLAYER_AP_MASK_GERUDO,
/* 0x41 */ PLAYER_AP_MASK_TRUTH,
/* 0x42 */ PLAYER_AP_LENS,
/* 0x43 */ PLAYER_AP_SHIELD_DEKU,
/* 0x44 */ PLAYER_AP_SHIELD_HYLIAN,
/* 0x45 */ PLAYER_AP_SHIELD_MIRROR,
/* 0x46 */ PLAYER_AP_TUNIC_KOKIRI,
/* 0x47 */ PLAYER_AP_TUNIC_GORON,
/* 0x48 */ PLAYER_AP_TUNIC_ZORA,
/* 0x49 */ PLAYER_AP_BOOTS_KOKIRI,
/* 0x4A */ PLAYER_AP_BOOTS_IRON,
/* 0x4B */ PLAYER_AP_BOOTS_HOVER,
/* 0x4C */ PLAYER_AP_MAX
} PlayerActionParam;
typedef enum {
/* 0x00 */ PLAYER_LIMB_NONE,
/* 0x01 */ PLAYER_LIMB_ROOT,
/* 0x02 */ PLAYER_LIMB_WAIST,
/* 0x03 */ PLAYER_LIMB_LOWER,
/* 0x04 */ PLAYER_LIMB_R_THIGH,
/* 0x05 */ PLAYER_LIMB_R_SHIN,
/* 0x06 */ PLAYER_LIMB_R_FOOT,
/* 0x07 */ PLAYER_LIMB_L_THIGH,
/* 0x08 */ PLAYER_LIMB_L_SHIN,
/* 0x09 */ PLAYER_LIMB_L_FOOT,
/* 0x0A */ PLAYER_LIMB_UPPER,
/* 0x0B */ PLAYER_LIMB_HEAD,
/* 0x0C */ PLAYER_LIMB_HAT,
/* 0x0D */ PLAYER_LIMB_COLLAR,
/* 0x0E */ PLAYER_LIMB_L_SHOULDER,
/* 0x0F */ PLAYER_LIMB_L_FOREARM,
/* 0x10 */ PLAYER_LIMB_L_HAND,
/* 0x11 */ PLAYER_LIMB_R_SHOULDER,
/* 0x12 */ PLAYER_LIMB_R_FOREARM,
/* 0x13 */ PLAYER_LIMB_R_HAND,
/* 0x14 */ PLAYER_LIMB_SHEATH,
/* 0x15 */ PLAYER_LIMB_TORSO,
/* 0x16 */ PLAYER_LIMB_MAX
} PlayerLimb;
typedef enum {
/* 0 */ PLAYER_BODYPART_WAIST, // PLAYER_LIMB_WAIST
/* 1 */ PLAYER_BODYPART_R_THIGH, // PLAYER_LIMB_R_THIGH
/* 2 */ PLAYER_BODYPART_R_SHIN, // PLAYER_LIMB_R_SHIN
/* 3 */ PLAYER_BODYPART_R_FOOT, // PLAYER_LIMB_R_FOOT
/* 4 */ PLAYER_BODYPART_L_THIGH, // PLAYER_LIMB_L_THIGH
/* 5 */ PLAYER_BODYPART_L_SHIN, // PLAYER_LIMB_L_SHIN
/* 6 */ PLAYER_BODYPART_L_FOOT, // PLAYER_LIMB_L_FOOT
/* 7 */ PLAYER_BODYPART_HEAD, // PLAYER_LIMB_HEAD
/* 8 */ PLAYER_BODYPART_HAT, // PLAYER_LIMB_HAT
/* 9 */ PLAYER_BODYPART_COLLAR, // PLAYER_LIMB_COLLAR
/* 10 */ PLAYER_BODYPART_L_SHOULDER, // PLAYER_LIMB_L_SHOULDER
/* 11 */ PLAYER_BODYPART_L_FOREARM, // PLAYER_LIMB_L_FOREARM
/* 12 */ PLAYER_BODYPART_L_HAND, // PLAYER_LIMB_L_HAND
/* 13 */ PLAYER_BODYPART_R_SHOULDER, // PLAYER_LIMB_R_SHOULDER
/* 14 */ PLAYER_BODYPART_R_FOREARM, // PLAYER_LIMB_R_FOREARM
/* 15 */ PLAYER_BODYPART_R_HAND, // PLAYER_LIMB_R_HAND
/* 16 */ PLAYER_BODYPART_SHEATH, // PLAYER_LIMB_SHEATH
/* 17 */ PLAYER_BODYPART_TORSO, // PLAYER_LIMB_TORSO
/* 18 */ PLAYER_BODYPART_MAX
} PlayerBodyPart;
typedef enum {
/* -1 */ PLAYER_DOORTYPE_AJAR = -1,
/* 0 */ PLAYER_DOORTYPE_NONE,
/* 1 */ PLAYER_DOORTYPE_HANDLE,
/* 2 */ PLAYER_DOORTYPE_SLIDING,
/* 3 */ PLAYER_DOORTYPE_FAKE
} PlayerDoorType;
typedef enum {
/* 0 */ PLAYER_MODELGROUP_0, // unused (except with the `Player_OverrideLimbDrawPause` bug)
/* 1 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD, // kokiri/master sword, shield not in hand
/* 2 */ PLAYER_MODELGROUP_SWORD, // kokiri/master sword and possibly shield
/* 3 */ PLAYER_MODELGROUP_DEFAULT, // non-specific models, for items that don't have particular link models
/* 4 */ PLAYER_MODELGROUP_4, // unused, same as PLAYER_MODELGROUP_DEFAULT
/* 5 */ PLAYER_MODELGROUP_BGS, // biggoron sword
/* 6 */ PLAYER_MODELGROUP_BOW_SLINGSHOT, // bow/slingshot
/* 7 */ PLAYER_MODELGROUP_EXPLOSIVES, // bombs, bombchus, same as PLAYER_MODELGROUP_DEFAULT
/* 8 */ PLAYER_MODELGROUP_BOOMERANG,
/* 9 */ PLAYER_MODELGROUP_HOOKSHOT,
/* 10 */ PLAYER_MODELGROUP_10, // stick/fishing pole (which are drawn separately)
/* 11 */ PLAYER_MODELGROUP_HAMMER,
/* 12 */ PLAYER_MODELGROUP_OCARINA, // ocarina
/* 13 */ PLAYER_MODELGROUP_OOT, // ocarina of time
/* 14 */ PLAYER_MODELGROUP_BOTTLE, // bottles (drawn separately)
/* 15 */ PLAYER_MODELGROUP_15, // "last used"
/* 16 */ PLAYER_MODELGROUP_MAX
} PlayerModelGroup;
typedef enum {
/* 0 */ PLAYER_MODELGROUPENTRY_ANIM,
/* 1 */ PLAYER_MODELGROUPENTRY_LEFT_HAND,
/* 2 */ PLAYER_MODELGROUPENTRY_RIGHT_HAND,
/* 3 */ PLAYER_MODELGROUPENTRY_SHEATH,
/* 4 */ PLAYER_MODELGROUPENTRY_WAIST,
/* 5 */ PLAYER_MODELGROUPENTRY_MAX
} PlayerModelGroupEntry;
typedef enum {
// left hand
/* 0 */ PLAYER_MODELTYPE_LH_OPEN, // empty open hand
/* 1 */ PLAYER_MODELTYPE_LH_CLOSED, // empty closed hand
/* 2 */ PLAYER_MODELTYPE_LH_SWORD, // holding kokiri/master sword
/* 3 */ PLAYER_MODELTYPE_3, // unused, same as PLAYER_MODELTYPE_LH_SWORD
/* 4 */ PLAYER_MODELTYPE_LH_BGS, // holding bgs/broken giant knife (child: master sword)
/* 5 */ PLAYER_MODELTYPE_LH_HAMMER, // holding hammer (child: empty hand)
/* 6 */ PLAYER_MODELTYPE_LH_BOOMERANG, // holding boomerang (adult: empty hand)
/* 7 */ PLAYER_MODELTYPE_LH_BOTTLE, // holding bottle (bottle drawn separately)
// right hand
/* 8 */ PLAYER_MODELTYPE_RH_OPEN, // empty open hand
/* 9 */ PLAYER_MODELTYPE_RH_CLOSED, // empty closed hand
/* 10 */ PLAYER_MODELTYPE_RH_SHIELD, // holding a shield (including no shield)
/* 11 */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT, // holding bow/slingshot
/* 12 */ PLAYER_MODELTYPE_12, // unused, same as PLAYER_MODELTYPE_RH_BOW_SLINGSHOT
/* 13 */ PLAYER_MODELTYPE_RH_OCARINA, // holding ocarina (child: fairy ocarina, adult: OoT)
/* 14 */ PLAYER_MODELTYPE_RH_OOT, // holding OoT
/* 15 */ PLAYER_MODELTYPE_RH_HOOKSHOT, // holding hookshot (child: empty hand)
// sheath
/* 16 */ PLAYER_MODELTYPE_SHEATH_16, // sheathed kokiri/master sword?
/* 17 */ PLAYER_MODELTYPE_SHEATH_17, // empty sheath?
/* 18 */ PLAYER_MODELTYPE_SHEATH_18, // sword sheathed and shield on back?
/* 19 */ PLAYER_MODELTYPE_SHEATH_19, // empty sheath and shield on back?
// waist
/* 20 */ PLAYER_MODELTYPE_WAIST,
/* 21 */ PLAYER_MODELTYPE_MAX,
/* 0xFF */ PLAYER_MODELTYPE_RH_FF = 0xFF // disable shield collider, cutscene-specific
} PlayerModelType;
typedef enum {
/* 0 */ PLAYER_ANIMTYPE_0,
/* 1 */ PLAYER_ANIMTYPE_1,
/* 2 */ PLAYER_ANIMTYPE_2,
/* 3 */ PLAYER_ANIMTYPE_3,
/* 4 */ PLAYER_ANIMTYPE_4,
/* 5 */ PLAYER_ANIMTYPE_5,
/* 6 */ PLAYER_ANIMTYPE_MAX
} PlayerAnimType;
typedef enum {
/* 0 */ PLAYER_ANIMGROUP_0,
/* 1 */ PLAYER_ANIMGROUP_1,
/* 2 */ PLAYER_ANIMGROUP_2,
/* 3 */ PLAYER_ANIMGROUP_3,
/* 4 */ PLAYER_ANIMGROUP_4,
/* 5 */ PLAYER_ANIMGROUP_5,
/* 6 */ PLAYER_ANIMGROUP_6,
/* 7 */ PLAYER_ANIMGROUP_7,
/* 8 */ PLAYER_ANIMGROUP_8,
/* 9 */ PLAYER_ANIMGROUP_9,
/* 10 */ PLAYER_ANIMGROUP_10,
/* 11 */ PLAYER_ANIMGROUP_11,
/* 12 */ PLAYER_ANIMGROUP_12,
/* 13 */ PLAYER_ANIMGROUP_13,
/* 14 */ PLAYER_ANIMGROUP_14,
/* 15 */ PLAYER_ANIMGROUP_15,
/* 16 */ PLAYER_ANIMGROUP_16,
/* 17 */ PLAYER_ANIMGROUP_17,
/* 18 */ PLAYER_ANIMGROUP_18,
/* 19 */ PLAYER_ANIMGROUP_19,
/* 20 */ PLAYER_ANIMGROUP_20,
/* 21 */ PLAYER_ANIMGROUP_21,
/* 22 */ PLAYER_ANIMGROUP_22,
/* 23 */ PLAYER_ANIMGROUP_23,
/* 24 */ PLAYER_ANIMGROUP_24,
/* 25 */ PLAYER_ANIMGROUP_25,
/* 26 */ PLAYER_ANIMGROUP_26,
/* 27 */ PLAYER_ANIMGROUP_27,
/* 28 */ PLAYER_ANIMGROUP_28,
/* 29 */ PLAYER_ANIMGROUP_29,
/* 30 */ PLAYER_ANIMGROUP_30,
/* 31 */ PLAYER_ANIMGROUP_31,
/* 32 */ PLAYER_ANIMGROUP_32,
/* 33 */ PLAYER_ANIMGROUP_33,
/* 34 */ PLAYER_ANIMGROUP_34,
/* 35 */ PLAYER_ANIMGROUP_35,
/* 36 */ PLAYER_ANIMGROUP_36,
/* 37 */ PLAYER_ANIMGROUP_37,
/* 38 */ PLAYER_ANIMGROUP_38,
/* 39 */ PLAYER_ANIMGROUP_39,
/* 40 */ PLAYER_ANIMGROUP_40,
/* 41 */ PLAYER_ANIMGROUP_41,
/* 42 */ PLAYER_ANIMGROUP_42,
/* 43 */ PLAYER_ANIMGROUP_43,
/* 44 */ PLAYER_ANIMGROUP_44,
/* 45 */ PLAYER_ANIMGROUP_MAX
} PlayerAnimGroup;
#define PLAYER_LIMB_BUF_COUNT PLAYER_LIMB_MAX + 2 // 2 extra entries in limb buffers?
typedef struct {
/* 0x00 */ f32 unk_00;
/* 0x04 */ f32 unk_04;
/* 0x08 */ f32 unk_08;
/* 0x0C */ f32 unk_0C;
/* 0x10 */ f32 unk_10;
/* 0x14 */ f32 unk_14;
/* 0x18 */ f32 unk_18;
/* 0x1C */ f32 unk_1C;
/* 0x20 */ f32 unk_20;
/* 0x24 */ f32 unk_24;
/* 0x28 */ f32 unk_28;
/* 0x2C */ f32 unk_2C;
/* 0x30 */ f32 unk_30;
/* 0x34 */ f32 unk_34;
/* 0x38 */ f32 unk_38;
/* 0x3C */ f32 unk_3C;
/* 0x40 */ f32 unk_40;
/* 0x44 */ Vec3s unk_44;
/* 0x4A */ Vec3s unk_4A[4];
/* 0x62 */ Vec3s unk_62[4];
/* 0x7A */ Vec3s unk_7A[2];
/* 0x86 */ Vec3s unk_86[2];
/* 0x92 */ u16 unk_92;
/* 0x94 */ u16 unk_94;
/* 0x98 */ LinkAnimationHeader* unk_98;
/* 0x9C */ LinkAnimationHeader* unk_9C;
/* 0xA0 */ LinkAnimationHeader* unk_A0;
/* 0xA4 */ LinkAnimationHeader* unk_A4;
/* 0xA8 */ LinkAnimationHeader* unk_A8;
/* 0xAC */ LinkAnimationHeader* unk_AC[4];
/* 0xBC */ LinkAnimationHeader* unk_BC[2];
/* 0xC4 */ LinkAnimationHeader* unk_C4[2];
/* 0xCC */ LinkAnimationHeader* unk_CC[2];
} PlayerAgeProperties; // size = 0xD4
typedef struct {
/* 0x00 */ s32 active;
/* 0x04 */ Vec3f tip;
/* 0x10 */ Vec3f base;
} WeaponInfo; // size = 0x1C
typedef enum {
FLAG_NONE,
FLAG_SCENE_SWITCH,
FLAG_SCENE_TREASURE,
FLAG_SCENE_CLEAR,
FLAG_SCENE_COLLECTIBLE,
FLAG_EVENT_CHECK_INF,
} FlagType;
typedef struct {
/* 0x00 */ s32 flagID; // which flag to set when Player_SetPendingFlag is called
/* 0x04 */ FlagType flagType; // type of flag to set when Player_SetPendingFlag is called
} PendingFlag; // size = 0x06
#define PLAYER_STATE1_0 (1 << 0)
#define PLAYER_STATE1_1 (1 << 1)
#define PLAYER_STATE1_2 (1 << 2)
#define PLAYER_STATE1_3 (1 << 3)
#define PLAYER_STATE1_4 (1 << 4)
#define PLAYER_STATE1_5 (1 << 5)
#define PLAYER_STATE1_6 (1 << 6)
#define PLAYER_STATE1_7 (1 << 7)
#define PLAYER_STATE1_8 (1 << 8)
#define PLAYER_STATE1_9 (1 << 9)
#define PLAYER_STATE1_10 (1 << 10)
#define PLAYER_STATE1_11 (1 << 11)
#define PLAYER_STATE1_12 (1 << 12)
#define PLAYER_STATE1_13 (1 << 13)
#define PLAYER_STATE1_14 (1 << 14)
#define PLAYER_STATE1_15 (1 << 15)
#define PLAYER_STATE1_16 (1 << 16)
#define PLAYER_STATE1_17 (1 << 17)
#define PLAYER_STATE1_18 (1 << 18)
#define PLAYER_STATE1_19 (1 << 19)
#define PLAYER_STATE1_20 (1 << 20)
#define PLAYER_STATE1_21 (1 << 21)
#define PLAYER_STATE1_22 (1 << 22)
#define PLAYER_STATE1_23 (1 << 23)
#define PLAYER_STATE1_24 (1 << 24)
#define PLAYER_STATE1_25 (1 << 25)
#define PLAYER_STATE1_26 (1 << 26)
#define PLAYER_STATE1_27 (1 << 27)
#define PLAYER_STATE1_28 (1 << 28)
#define PLAYER_STATE1_29 (1 << 29)
#define PLAYER_STATE1_30 (1 << 30)
#define PLAYER_STATE1_31 (1 << 31)
#define PLAYER_STATE2_0 (1 << 0)
#define PLAYER_STATE2_1 (1 << 1)
#define PLAYER_STATE2_2 (1 << 2)
#define PLAYER_STATE2_3 (1 << 3)
#define PLAYER_STATE2_4 (1 << 4)
#define PLAYER_STATE2_5 (1 << 5)
#define PLAYER_STATE2_6 (1 << 6)
#define PLAYER_STATE2_7 (1 << 7)
#define PLAYER_STATE2_8 (1 << 8)
#define PLAYER_STATE2_9 (1 << 9)
#define PLAYER_STATE2_10 (1 << 10)
#define PLAYER_STATE2_11 (1 << 11)
#define PLAYER_STATE2_12 (1 << 12)
#define PLAYER_STATE2_13 (1 << 13)
#define PLAYER_STATE2_14 (1 << 14)
#define PLAYER_STATE2_15 (1 << 15)
#define PLAYER_STATE2_16 (1 << 16)
#define PLAYER_STATE2_17 (1 << 17)
#define PLAYER_STATE2_18 (1 << 18)
#define PLAYER_STATE2_19 (1 << 19)
#define PLAYER_STATE2_20 (1 << 20)
#define PLAYER_STATE2_21 (1 << 21)
#define PLAYER_STATE2_22 (1 << 22)
#define PLAYER_STATE2_23 (1 << 23)
#define PLAYER_STATE2_24 (1 << 24)
#define PLAYER_STATE2_25 (1 << 25)
#define PLAYER_STATE2_26 (1 << 26)
#define PLAYER_STATE2_27 (1 << 27)
#define PLAYER_STATE2_28 (1 << 28)
#define PLAYER_STATE2_29 (1 << 29)
#define PLAYER_STATE2_30 (1 << 30)
#define PLAYER_STATE2_31 (1 << 31)
#define PLAYER_STATE3_0 (1 << 0)
#define PLAYER_STATE3_1 (1 << 1)
#define PLAYER_STATE3_2 (1 << 2)
#define PLAYER_STATE3_3 (1 << 3)
#define PLAYER_STATE3_4 (1 << 4)
#define PLAYER_STATE3_5 (1 << 5)
#define PLAYER_STATE3_6 (1 << 6)
#define PLAYER_STATE3_7 (1 << 7)
typedef void (*PlayerFunc674)(struct Player*, struct GlobalContext*);
typedef s32(*PlayerFunc82C)(struct Player*, struct GlobalContext*);
typedef void (*PlayerFuncA74)(struct GlobalContext*, struct Player*);
typedef struct Player {
/* 0x0000 */ Actor actor;
/* 0x014C */ s8 currentTunic; // current tunic from `PlayerTunic`
/* 0x014D */ s8 currentSwordItem; // current sword Item ID
/* 0x014E */ s8 currentShield; // current shield from `PlayerShield`
/* 0x014F */ s8 currentBoots; // current boots from `PlayerBoots`
/* 0x0150 */ s8 heldItemButton; // Button index for the item currently used
/* 0x0151 */ s8 heldItemActionParam; // Action param for the item currently used
/* 0x0152 */ u8 heldItemId; // Item id for the item currently used
/* 0x0153 */ s8 prevBoots; // previous boots from `PlayerBoots`
/* 0x0154 */ s8 itemActionParam; // the difference between this and heldItemActionParam is unclear
/* 0x0155 */ char unk_155[0x003];
/* 0x0158 */ u8 modelGroup;
/* 0x0159 */ u8 nextModelGroup;
/* 0x015A */ s8 unk_15A;
/* 0x015B */ u8 modelAnimType;
/* 0x015C */ u8 leftHandType;
/* 0x015D */ u8 rightHandType;
/* 0x015E */ u8 sheathType;
/* 0x015F */ u8 currentMask; // current mask equipped from `PlayerMask`
/* 0x0160 */ Gfx** rightHandDLists;
/* 0x0164 */ Gfx** leftHandDLists;
/* 0x0168 */ Gfx** sheathDLists;
/* 0x016C */ Gfx** waistDLists;
/* 0x0170 */ u8 giObjectLoading;
/* 0x0174 */ DmaRequest giObjectDmaRequest;
/* 0x0194 */ OSMesgQueue giObjectLoadQueue;
/* 0x01AC */ OSMesg giObjectLoadMsg;
/* 0x01B0 */ void* giObjectSegment; // also used for title card textures
/* 0x01B4 */ SkelAnime skelAnime;
/* 0x01F8 */ Vec3s jointTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0288 */ Vec3s morphTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0318 */ Vec3s blendTable[PLAYER_LIMB_BUF_COUNT];
/* 0x03A8 */ s16 unk_3A8[2];
/* 0x03AC */ Actor* heldActor;
/* 0x03B0 */ Vec3f leftHandPos;
/* 0x03BC */ Vec3s unk_3BC;
/* 0x03C4 */ Actor* unk_3C4;
/* 0x03C8 */ Vec3f unk_3C8;
/* 0x03D4 */ char unk_3D4[0x058];
/* 0x042C */ s8 doorType;
/* 0x042D */ s8 doorDirection;
/* 0x042E */ s16 doorTimer;
/* 0x0430 */ Actor* doorActor;
/* 0x0434 */ s16 getItemId;
/* 0x0436 */ u16 getItemDirection;
/* 0x0438 */ Actor* interactRangeActor;
/* 0x043C */ s8 mountSide;
/* 0x043D */ char unk_43D[0x003];
/* 0x0440 */ Actor* rideActor;
/* 0x0444 */ u8 csMode;
/* 0x0445 */ u8 prevCsMode;
/* 0x0446 */ u8 unk_446;
/* 0x0447 */ u8 unk_447;
/* 0x0448 */ Actor* unk_448;
/* 0x044C */ char unk_44C[0x004];
/* 0x0450 */ Vec3f unk_450;
/* 0x045C */ Vec3f unk_45C;
/* 0x0468 */ char unk_468[0x002];
/* 0x046A */ s16 unk_46A;
/* 0x046C */ s16 unk_46C;
/* 0x046E */ char unk_46E[0x02A];
/* 0x0498 */ ColliderCylinder cylinder;
/* 0x04E4 */ ColliderQuad swordQuads[2];
/* 0x05E4 */ ColliderQuad shieldQuad;
/* 0x0664 */ Actor* unk_664;
/* 0x0668 */ char unk_668[0x004];
/* 0x066C */ s32 unk_66C;
/* 0x0670 */ s32 swordEffectIndex;
/* 0x0674 */ PlayerFunc674 func_674;
/* 0x0678 */ PlayerAgeProperties* ageProperties;
/* 0x067C */ u32 stateFlags1;
/* 0x0680 */ u32 stateFlags2;
/* 0x0684 */ Actor* unk_684;
/* 0x0688 */ Actor* boomerangActor;
/* 0x068C */ Actor* naviActor;
/* 0x0690 */ s16 naviTextId;
/* 0x0692 */ u8 stateFlags3;
/* 0x0693 */ s8 exchangeItemId;
/* 0x0694 */ Actor* targetActor;
/* 0x0698 */ f32 targetActorDistance;
/* 0x069C */ char unk_69C[0x004];
/* 0x06A0 */ f32 unk_6A0;
/* 0x06A4 */ f32 unk_6A4;
/* 0x06A8 */ Actor* unk_6A8;
/* 0x06AC */ s8 unk_6AC;
/* 0x06AD */ u8 unk_6AD;
/* 0x06AE */ u16 unk_6AE;
/* 0x06B0 */ s16 unk_6B0;
/* 0x06B2 */ char unk_6B4[0x004];
/* 0x06B6 */ s16 unk_6B6;
/* 0x06B8 */ s16 unk_6B8;
/* 0x06BA */ s16 unk_6BA;
/* 0x06BC */ s16 unk_6BC;
/* 0x06BE */ s16 unk_6BE;
/* 0x06C0 */ s16 unk_6C0;
/* 0x06C2 */ s16 unk_6C2;
/* 0x06C4 */ f32 unk_6C4;
/* 0x06C8 */ SkelAnime skelAnime2;
/* 0x070C */ Vec3s jointTable2[PLAYER_LIMB_BUF_COUNT];
/* 0x079C */ Vec3s morphTable2[PLAYER_LIMB_BUF_COUNT];
/* 0x082C */ PlayerFunc82C func_82C;
/* 0x0830 */ f32 unk_830;
/* 0x0834 */ s16 unk_834;
/* 0x0836 */ s8 unk_836;
/* 0x0837 */ u8 unk_837;
/* 0x0838 */ f32 linearVelocity;
/* 0x083C */ s16 currentYaw;
/* 0x083E */ s16 targetYaw;
/* 0x0840 */ u16 unk_840;
/* 0x0842 */ s8 swordAnimation;
/* 0x0843 */ s8 swordState;
/* 0x0844 */ s8 unk_844;
/* 0x0845 */ u8 unk_845;
/* 0x0846 */ u8 unk_846;
/* 0x0847 */ s8 unk_847[4];
/* 0x084B */ s8 unk_84B[4];
/* 0x084F */ s8 unk_84F;
/* 0x0850 */ s16 unk_850; // multipurpose timer
/* 0x0854 */ f32 unk_854;
/* 0x0858 */ f32 unk_858;
/* 0x085C */ f32 unk_85C; // stick length among other things
/* 0x0860 */ s16 unk_860; // stick flame timer among other things
/* 0x0862 */ s8 unk_862; // get item draw ID + 1
/* 0x0864 */ f32 unk_864;
/* 0x0868 */ f32 unk_868;
/* 0x086C */ f32 unk_86C;
/* 0x0870 */ f32 unk_870;
/* 0x0874 */ f32 unk_874;
/* 0x0878 */ f32 unk_878;
/* 0x087C */ s16 unk_87C;
/* 0x087E */ s16 unk_87E;
/* 0x0880 */ f32 unk_880;
/* 0x0884 */ f32 wallHeight; // height used to determine whether link can climb or grab a ledge at the top
/* 0x0888 */ f32 wallDistance; // distance to the colliding wall plane
/* 0x088C */ u8 unk_88C;
/* 0x088D */ u8 unk_88D;
/* 0x088E */ u8 unk_88E;
/* 0x088F */ u8 unk_88F;
/* 0x0890 */ u8 unk_890;
/* 0x0891 */ u8 shockTimer;
/* 0x0892 */ u8 unk_892;
/* 0x0893 */ u8 hoverBootsTimer;
/* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling
/* 0x0896 */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down)
/* 0x0898 */ s16 unk_898;
/* 0x089A */ s16 unk_89A;
/* 0x089C */ s16 unk_89C;
/* 0x089E */ u16 unk_89E;
/* 0x08A0 */ u8 unk_8A0;
/* 0x08A1 */ u8 unk_8A1;
/* 0x08A2 */ s16 unk_8A2;
/* 0x08A4 */ f32 unk_8A4;
/* 0x08A8 */ f32 unk_8A8;
/* 0x08AC */ f32 windSpeed;
/* 0x08B0 */ s16 windDirection;
/* 0x08B4 */ WeaponInfo swordInfo[3];
/* 0x0908 */ Vec3f bodyPartsPos[18];
/* 0x09E0 */ MtxF mf_9E0;
/* 0x0A20 */ MtxF shieldMf;
/* 0x0A60 */ u8 isBurning;
/* 0x0A61 */ u8 flameTimers[18]; // one flame per body part
/* 0x0A73 */ u8 unk_A73;
/* 0x0A74 */ PlayerFuncA74 func_A74;
/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
/* 0x0A79 */ u8 unk_A79;
/* 0x0A7A */ u8 unk_A7A;
/* 0x0A7B */ u8 unk_A7B;
/* 0x0A7C */ f32 unk_A7C;
/* 0x0A80 */ s16 unk_A80;
/* 0x0A82 */ u16 unk_A82;
/* 0x0A84 */ s16 unk_A84;
/* 0x0A86 */ s8 unk_A86;
/* 0x0A87 */ u8 unk_A87;
/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
/* 0x0A94 */ PendingFlag pendingFlag;
/* 0x0AA0 */ u8 boomerangQuickRecall; // Has the player pressed the boomerang button while it's in the air still?
/* 0x0AA1 */ GetItemEntry getItemEntry;
} Player; // size = 0xAA9
#endif