Shipwright/soh/include/z64player.h
Pepe20129 7319e4db57
More player documentation from decomp (#3819)
* FallImpactInfo & AnimSfx stuff

* IA function naming & Player_UseItem

* ActionChange

* Speed modes

* Fix build

* Misc cleanup

* Name Player_Action funcs

* PlayerAgeProperties

* Most of the Player struct

* Update z_player.c

---------

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2024-02-15 20:44:46 -06:00

687 lines
27 KiB
C

#ifndef Z64PLAYER_H
#define Z64PLAYER_H
#include "z64actor.h"
#include "alignment.h"
#include "soh/Enhancements/item-tables/ItemTableTypes.h"
struct Player;
extern GetItemEntry sGetItemTable[195];
typedef enum {
/* 0 */ PLAYER_SWORD_NONE,
/* 1 */ PLAYER_SWORD_KOKIRI,
/* 2 */ PLAYER_SWORD_MASTER,
/* 3 */ PLAYER_SWORD_BIGGORON,
/* 4 */ PLAYER_SWORD_MAX
} PlayerSword;
typedef enum {
/* 0x00 */ PLAYER_SHIELD_NONE,
/* 0x01 */ PLAYER_SHIELD_DEKU,
/* 0x02 */ PLAYER_SHIELD_HYLIAN,
/* 0x03 */ PLAYER_SHIELD_MIRROR,
/* 0x04 */ PLAYER_SHIELD_MAX
} PlayerShield;
typedef enum {
/* 0x00 */ PLAYER_TUNIC_KOKIRI,
/* 0x01 */ PLAYER_TUNIC_GORON,
/* 0x02 */ PLAYER_TUNIC_ZORA,
/* 0x03 */ PLAYER_TUNIC_MAX
} PlayerTunic;
typedef enum {
/* 0x00 */ PLAYER_BOOTS_KOKIRI,
/* 0x01 */ PLAYER_BOOTS_IRON,
/* 0x02 */ PLAYER_BOOTS_HOVER,
/* Values below are only relevant when setting regs in Player_SetBootData */
/* 0x03 */ PLAYER_BOOTS_INDOOR,
/* 0x04 */ PLAYER_BOOTS_IRON_UNDERWATER,
/* 0x05 */ PLAYER_BOOTS_KOKIRI_CHILD,
/* 0x06 */ PLAYER_BOOTS_MAX
} PlayerBoots;
typedef enum {
/* 0x00 */ PLAYER_STR_NONE,
/* 0x01 */ PLAYER_STR_BRACELET,
/* 0x02 */ PLAYER_STR_SILVER_G,
/* 0x03 */ PLAYER_STR_GOLD_G,
/* 0x04 */ PLAYER_STR_MAX
} PlayerStrength;
typedef enum {
/* 0x00 */ PLAYER_MASK_NONE,
/* 0x01 */ PLAYER_MASK_KEATON,
/* 0x02 */ PLAYER_MASK_SKULL,
/* 0x03 */ PLAYER_MASK_SPOOKY,
/* 0x04 */ PLAYER_MASK_BUNNY,
/* 0x05 */ PLAYER_MASK_GORON,
/* 0x06 */ PLAYER_MASK_ZORA,
/* 0x07 */ PLAYER_MASK_GERUDO,
/* 0x08 */ PLAYER_MASK_TRUTH,
/* 0x09 */ PLAYER_MASK_MAX
} PlayerMask;
typedef enum {
/* 0x00 */ PLAYER_IA_NONE,
/* 0x01 */ PLAYER_IA_LAST_USED,
/* 0x02 */ PLAYER_IA_FISHING_POLE,
/* 0x03 */ PLAYER_IA_SWORD_MASTER,
/* 0x04 */ PLAYER_IA_SWORD_KOKIRI,
/* 0x05 */ PLAYER_IA_SWORD_BIGGORON,
/* 0x06 */ PLAYER_IA_DEKU_STICK,
/* 0x07 */ PLAYER_IA_HAMMER,
/* 0x08 */ PLAYER_IA_BOW,
/* 0x09 */ PLAYER_IA_BOW_FIRE,
/* 0x0A */ PLAYER_IA_BOW_ICE,
/* 0x0B */ PLAYER_IA_BOW_LIGHT,
/* 0x0C */ PLAYER_IA_BOW_0C,
/* 0x0D */ PLAYER_IA_BOW_0D,
/* 0x0E */ PLAYER_IA_BOW_0E,
/* 0x0F */ PLAYER_IA_SLINGSHOT,
/* 0x10 */ PLAYER_IA_HOOKSHOT,
/* 0x11 */ PLAYER_IA_LONGSHOT,
/* 0x12 */ PLAYER_IA_BOMB,
/* 0x13 */ PLAYER_IA_BOMBCHU,
/* 0x14 */ PLAYER_IA_BOOMERANG,
/* 0x15 */ PLAYER_IA_MAGIC_SPELL_15,
/* 0x16 */ PLAYER_IA_MAGIC_SPELL_16,
/* 0x17 */ PLAYER_IA_MAGIC_SPELL_17,
/* 0x18 */ PLAYER_IA_FARORES_WIND,
/* 0x19 */ PLAYER_IA_NAYRUS_LOVE,
/* 0x1A */ PLAYER_IA_DINS_FIRE,
/* 0x1B */ PLAYER_IA_DEKU_NUT,
/* 0x1C */ PLAYER_IA_OCARINA_FAIRY,
/* 0x1D */ PLAYER_IA_OCARINA_OF_TIME,
/* 0x1E */ PLAYER_IA_BOTTLE,
/* 0x1F */ PLAYER_IA_BOTTLE_FISH,
/* 0x20 */ PLAYER_IA_BOTTLE_FIRE,
/* 0x21 */ PLAYER_IA_BOTTLE_BUG,
/* 0x22 */ PLAYER_IA_BOTTLE_POE,
/* 0x23 */ PLAYER_IA_BOTTLE_BIG_POE,
/* 0x24 */ PLAYER_IA_BOTTLE_RUTOS_LETTER,
/* 0x25 */ PLAYER_IA_BOTTLE_POTION_RED,
/* 0x26 */ PLAYER_IA_BOTTLE_POTION_BLUE,
/* 0x27 */ PLAYER_IA_BOTTLE_POTION_GREEN,
/* 0x28 */ PLAYER_IA_BOTTLE_MILK_FULL,
/* 0x29 */ PLAYER_IA_BOTTLE_MILK_HALF,
/* 0x2A */ PLAYER_IA_BOTTLE_FAIRY,
/* 0x2B */ PLAYER_IA_ZELDAS_LETTER,
/* 0x2C */ PLAYER_IA_WEIRD_EGG,
/* 0x2D */ PLAYER_IA_CHICKEN,
/* 0x2E */ PLAYER_IA_MAGIC_BEAN,
/* 0x2F */ PLAYER_IA_POCKET_EGG,
/* 0x30 */ PLAYER_IA_POCKET_CUCCO,
/* 0x31 */ PLAYER_IA_COJIRO,
/* 0x32 */ PLAYER_IA_ODD_MUSHROOM,
/* 0x33 */ PLAYER_IA_ODD_POTION,
/* 0x34 */ PLAYER_IA_POACHERS_SAW,
/* 0x35 */ PLAYER_IA_BROKEN_GORONS_SWORD,
/* 0x36 */ PLAYER_IA_PRESCRIPTION,
/* 0x37 */ PLAYER_IA_FROG,
/* 0x38 */ PLAYER_IA_EYEDROPS,
/* 0x39 */ PLAYER_IA_CLAIM_CHECK,
/* 0x3A */ PLAYER_IA_MASK_KEATON,
/* 0x3B */ PLAYER_IA_MASK_SKULL,
/* 0x3C */ PLAYER_IA_MASK_SPOOKY,
/* 0x3D */ PLAYER_IA_MASK_BUNNY_HOOD,
/* 0x3E */ PLAYER_IA_MASK_GORON,
/* 0x3F */ PLAYER_IA_MASK_ZORA,
/* 0x40 */ PLAYER_IA_MASK_GERUDO,
/* 0x41 */ PLAYER_IA_MASK_TRUTH,
/* 0x42 */ PLAYER_IA_LENS_OF_TRUTH,
/* 0x4C */ PLAYER_IA_MAX
} PlayerItemAction;
typedef enum {
/* 0x00 */ PLAYER_LIMB_NONE,
/* 0x01 */ PLAYER_LIMB_ROOT,
/* 0x02 */ PLAYER_LIMB_WAIST,
/* 0x03 */ PLAYER_LIMB_LOWER,
/* 0x04 */ PLAYER_LIMB_R_THIGH,
/* 0x05 */ PLAYER_LIMB_R_SHIN,
/* 0x06 */ PLAYER_LIMB_R_FOOT,
/* 0x07 */ PLAYER_LIMB_L_THIGH,
/* 0x08 */ PLAYER_LIMB_L_SHIN,
/* 0x09 */ PLAYER_LIMB_L_FOOT,
/* 0x0A */ PLAYER_LIMB_UPPER,
/* 0x0B */ PLAYER_LIMB_HEAD,
/* 0x0C */ PLAYER_LIMB_HAT,
/* 0x0D */ PLAYER_LIMB_COLLAR,
/* 0x0E */ PLAYER_LIMB_L_SHOULDER,
/* 0x0F */ PLAYER_LIMB_L_FOREARM,
/* 0x10 */ PLAYER_LIMB_L_HAND,
/* 0x11 */ PLAYER_LIMB_R_SHOULDER,
/* 0x12 */ PLAYER_LIMB_R_FOREARM,
/* 0x13 */ PLAYER_LIMB_R_HAND,
/* 0x14 */ PLAYER_LIMB_SHEATH,
/* 0x15 */ PLAYER_LIMB_TORSO,
/* 0x16 */ PLAYER_LIMB_MAX
} PlayerLimb;
typedef enum {
/* 0x00 */ PLAYER_BODYPART_WAIST, // PLAYER_LIMB_WAIST
/* 0x01 */ PLAYER_BODYPART_R_THIGH, // PLAYER_LIMB_R_THIGH
/* 0x02 */ PLAYER_BODYPART_R_SHIN, // PLAYER_LIMB_R_SHIN
/* 0x03 */ PLAYER_BODYPART_R_FOOT, // PLAYER_LIMB_R_FOOT
/* 0x04 */ PLAYER_BODYPART_L_THIGH, // PLAYER_LIMB_L_THIGH
/* 0x05 */ PLAYER_BODYPART_L_SHIN, // PLAYER_LIMB_L_SHIN
/* 0x06 */ PLAYER_BODYPART_L_FOOT, // PLAYER_LIMB_L_FOOT
/* 0x07 */ PLAYER_BODYPART_HEAD, // PLAYER_LIMB_HEAD
/* 0x08 */ PLAYER_BODYPART_HAT, // PLAYER_LIMB_HAT
/* 0x09 */ PLAYER_BODYPART_COLLAR, // PLAYER_LIMB_COLLAR
/* 0x0A */ PLAYER_BODYPART_L_SHOULDER, // PLAYER_LIMB_L_SHOULDER
/* 0x0B */ PLAYER_BODYPART_L_FOREARM, // PLAYER_LIMB_L_FOREARM
/* 0x0C */ PLAYER_BODYPART_L_HAND, // PLAYER_LIMB_L_HAND
/* 0x0D */ PLAYER_BODYPART_R_SHOULDER, // PLAYER_LIMB_R_SHOULDER
/* 0x0E */ PLAYER_BODYPART_R_FOREARM, // PLAYER_LIMB_R_FOREARM
/* 0x0F */ PLAYER_BODYPART_R_HAND, // PLAYER_LIMB_R_HAND
/* 0x10 */ PLAYER_BODYPART_SHEATH, // PLAYER_LIMB_SHEATH
/* 0x11 */ PLAYER_BODYPART_TORSO, // PLAYER_LIMB_TORSO
/* 0x12 */ PLAYER_BODYPART_MAX
} PlayerBodyPart;
typedef enum {
/* 0 */ PLAYER_MWA_FORWARD_SLASH_1H,
/* 1 */ PLAYER_MWA_FORWARD_SLASH_2H,
/* 2 */ PLAYER_MWA_FORWARD_COMBO_1H,
/* 3 */ PLAYER_MWA_FORWARD_COMBO_2H,
/* 4 */ PLAYER_MWA_RIGHT_SLASH_1H,
/* 5 */ PLAYER_MWA_RIGHT_SLASH_2H,
/* 6 */ PLAYER_MWA_RIGHT_COMBO_1H,
/* 7 */ PLAYER_MWA_RIGHT_COMBO_2H,
/* 8 */ PLAYER_MWA_LEFT_SLASH_1H,
/* 9 */ PLAYER_MWA_LEFT_SLASH_2H,
/* 10 */ PLAYER_MWA_LEFT_COMBO_1H,
/* 11 */ PLAYER_MWA_LEFT_COMBO_2H,
/* 12 */ PLAYER_MWA_STAB_1H,
/* 13 */ PLAYER_MWA_STAB_2H,
/* 14 */ PLAYER_MWA_STAB_COMBO_1H,
/* 15 */ PLAYER_MWA_STAB_COMBO_2H,
/* 16 */ PLAYER_MWA_FLIPSLASH_START,
/* 17 */ PLAYER_MWA_JUMPSLASH_START,
/* 18 */ PLAYER_MWA_FLIPSLASH_FINISH,
/* 19 */ PLAYER_MWA_JUMPSLASH_FINISH,
/* 20 */ PLAYER_MWA_BACKSLASH_RIGHT,
/* 21 */ PLAYER_MWA_BACKSLASH_LEFT,
/* 22 */ PLAYER_MWA_HAMMER_FORWARD,
/* 23 */ PLAYER_MWA_HAMMER_SIDE,
/* 24 */ PLAYER_MWA_SPIN_ATTACK_1H,
/* 25 */ PLAYER_MWA_SPIN_ATTACK_2H,
/* 26 */ PLAYER_MWA_BIG_SPIN_1H,
/* 27 */ PLAYER_MWA_BIG_SPIN_2H,
/* 28 */ PLAYER_MWA_MAX
} PlayerMeleeWeaponAnimation;
typedef enum {
/* -1 */ PLAYER_DOORTYPE_AJAR = -1,
/* 0 */ PLAYER_DOORTYPE_NONE,
/* 1 */ PLAYER_DOORTYPE_HANDLE,
/* 2 */ PLAYER_DOORTYPE_SLIDING,
/* 3 */ PLAYER_DOORTYPE_FAKE
} PlayerDoorType;
typedef enum {
/* 0x00 */ PLAYER_MODELGROUP_0, // unused (except with the `Player_OverrideLimbDrawPause` bug)
/* 0x01 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD, // kokiri/master sword, shield not in hand
/* 0x02 */ PLAYER_MODELGROUP_SWORD, // kokiri/master sword and possibly shield
/* 0x03 */ PLAYER_MODELGROUP_DEFAULT, // non-specific models, for items that don't have particular link models
/* 0x04 */ PLAYER_MODELGROUP_4, // unused, same as PLAYER_MODELGROUP_DEFAULT
/* 0x05 */ PLAYER_MODELGROUP_BGS, // biggoron sword
/* 0x06 */ PLAYER_MODELGROUP_BOW_SLINGSHOT, // bow/slingshot
/* 0x07 */ PLAYER_MODELGROUP_EXPLOSIVES, // bombs, bombchus, same as PLAYER_MODELGROUP_DEFAULT
/* 0x08 */ PLAYER_MODELGROUP_BOOMERANG,
/* 0x09 */ PLAYER_MODELGROUP_HOOKSHOT,
/* 0x0A */ PLAYER_MODELGROUP_10, // stick/fishing pole (which are drawn separately)
/* 0x0B */ PLAYER_MODELGROUP_HAMMER,
/* 0x0C */ PLAYER_MODELGROUP_OCARINA, // ocarina
/* 0x0D */ PLAYER_MODELGROUP_OOT, // ocarina of time
/* 0x0E */ PLAYER_MODELGROUP_BOTTLE, // bottles (drawn separately)
/* 0x0F */ PLAYER_MODELGROUP_15, // "last used"
/* 0x10 */ PLAYER_MODELGROUP_MAX
} PlayerModelGroup;
typedef enum {
/* 0x00 */ PLAYER_MODELGROUPENTRY_ANIM,
/* 0x01 */ PLAYER_MODELGROUPENTRY_LEFT_HAND,
/* 0x02 */ PLAYER_MODELGROUPENTRY_RIGHT_HAND,
/* 0x03 */ PLAYER_MODELGROUPENTRY_SHEATH,
/* 0x04 */ PLAYER_MODELGROUPENTRY_WAIST,
/* 0x05 */ PLAYER_MODELGROUPENTRY_MAX
} PlayerModelGroupEntry;
typedef enum {
// left hand
/* 0x00 */ PLAYER_MODELTYPE_LH_OPEN, // empty open hand
/* 0x01 */ PLAYER_MODELTYPE_LH_CLOSED, // empty closed hand
/* 0x02 */ PLAYER_MODELTYPE_LH_SWORD, // holding kokiri/master sword
/* 0x03 */ PLAYER_MODELTYPE_LH_SWORD_2, // unused, same as PLAYER_MODELTYPE_LH_SWORD
/* 0x04 */ PLAYER_MODELTYPE_LH_BGS, // holding bgs/broken giant knife (child: master sword)
/* 0x05 */ PLAYER_MODELTYPE_LH_HAMMER, // holding hammer (child: empty hand)
/* 0x06 */ PLAYER_MODELTYPE_LH_BOOMERANG, // holding boomerang (adult: empty hand)
/* 0x07 */ PLAYER_MODELTYPE_LH_BOTTLE, // holding bottle (bottle drawn separately)
// right hand
/* 0x08 */ PLAYER_MODELTYPE_RH_OPEN, // empty open hand
/* 0x09 */ PLAYER_MODELTYPE_RH_CLOSED, // empty closed hand
/* 0x0A */ PLAYER_MODELTYPE_RH_SHIELD, // holding a shield (including no shield)
/* 0x0B */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT, // holding bow/slingshot
/* 0x0C */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2, // unused, same as PLAYER_MODELTYPE_RH_BOW_SLINGSHOT
/* 0x0D */ PLAYER_MODELTYPE_RH_OCARINA, // holding ocarina (child: fairy ocarina, adult: OoT)
/* 0x0E */ PLAYER_MODELTYPE_RH_OOT, // holding OoT
/* 0x0F */ PLAYER_MODELTYPE_RH_HOOKSHOT, // holding hookshot (child: empty hand)
// sheath
/* 0x10 */ PLAYER_MODELTYPE_SHEATH_16, // sheathed kokiri/master sword?
/* 0x11 */ PLAYER_MODELTYPE_SHEATH_17, // empty sheath?
/* 0x12 */ PLAYER_MODELTYPE_SHEATH_18, // sword sheathed and shield on back?
/* 0x13 */ PLAYER_MODELTYPE_SHEATH_19, // empty sheath and shield on back?
// waist
/* 0x14 */ PLAYER_MODELTYPE_WAIST,
/* 0x15 */ PLAYER_MODELTYPE_MAX,
/* 0xFF */ PLAYER_MODELTYPE_RH_FF = 0xFF // disable shield collider, cutscene-specific
} PlayerModelType;
typedef enum {
/* 0x00 */ PLAYER_ANIMTYPE_0,
/* 0x01 */ PLAYER_ANIMTYPE_1,
/* 0x02 */ PLAYER_ANIMTYPE_2,
/* 0x03 */ PLAYER_ANIMTYPE_3,
/* 0x04 */ PLAYER_ANIMTYPE_4,
/* 0x05 */ PLAYER_ANIMTYPE_5,
/* 0x06 */ PLAYER_ANIMTYPE_MAX
} PlayerAnimType;
typedef enum {
/* 0x00 */ PLAYER_ANIMGROUP_wait,
/* 0x01 */ PLAYER_ANIMGROUP_walk,
/* 0x02 */ PLAYER_ANIMGROUP_run,
/* 0x03 */ PLAYER_ANIMGROUP_damage_run,
/* 0x04 */ PLAYER_ANIMGROUP_heavy_run,
/* 0x05 */ PLAYER_ANIMGROUP_waitL,
/* 0x06 */ PLAYER_ANIMGROUP_waitR,
/* 0x07 */ PLAYER_ANIMGROUP_wait2waitR,
/* 0x08 */ PLAYER_ANIMGROUP_normal2fighter,
/* 0x09 */ PLAYER_ANIMGROUP_doorA_free,
/* 0x0A */ PLAYER_ANIMGROUP_doorA,
/* 0x0B */ PLAYER_ANIMGROUP_doorB_free,
/* 0x0C */ PLAYER_ANIMGROUP_doorB,
/* 0x0D */ PLAYER_ANIMGROUP_carryB,
/* 0x0E */ PLAYER_ANIMGROUP_landing,
/* 0x0F */ PLAYER_ANIMGROUP_short_landing,
/* 0x10 */ PLAYER_ANIMGROUP_landing_roll,
/* 0x11 */ PLAYER_ANIMGROUP_hip_down,
/* 0x12 */ PLAYER_ANIMGROUP_walk_endL,
/* 0x13 */ PLAYER_ANIMGROUP_walk_endR,
/* 0x14 */ PLAYER_ANIMGROUP_defense,
/* 0x15 */ PLAYER_ANIMGROUP_defense_wait,
/* 0x16 */ PLAYER_ANIMGROUP_defense_end,
/* 0x17 */ PLAYER_ANIMGROUP_side_walk,
/* 0x18 */ PLAYER_ANIMGROUP_side_walkL,
/* 0x19 */ PLAYER_ANIMGROUP_side_walkR,
/* 0x1A */ PLAYER_ANIMGROUP_45_turn,
/* 0x1B */ PLAYER_ANIMGROUP_waitL2wait,
/* 0x1C */ PLAYER_ANIMGROUP_waitR2wait,
/* 0x1D */ PLAYER_ANIMGROUP_throw,
/* 0x1E */ PLAYER_ANIMGROUP_put,
/* 0x1F */ PLAYER_ANIMGROUP_back_walk,
/* 0x20 */ PLAYER_ANIMGROUP_check,
/* 0x21 */ PLAYER_ANIMGROUP_check_wait,
/* 0x22 */ PLAYER_ANIMGROUP_check_end,
/* 0x23 */ PLAYER_ANIMGROUP_pull_start,
/* 0x24 */ PLAYER_ANIMGROUP_pulling,
/* 0x25 */ PLAYER_ANIMGROUP_pull_end,
/* 0x26 */ PLAYER_ANIMGROUP_fall_up,
/* 0x27 */ PLAYER_ANIMGROUP_jump_climb_hold,
/* 0x28 */ PLAYER_ANIMGROUP_jump_climb_wait,
/* 0x29 */ PLAYER_ANIMGROUP_jump_climb_up,
/* 0x2A */ PLAYER_ANIMGROUP_down_slope_slip_end,
/* 0x2B */ PLAYER_ANIMGROUP_up_slope_slip_end,
/* 0x2C */ PLAYER_ANIMGROUP_nwait,
/* 0x2D */ PLAYER_ANIMGROUP_MAX
} PlayerAnimGroup;
#define LIMB_BUF_COUNT(limbCount) ((ALIGN16((limbCount) * sizeof(Vec3s)) + sizeof(Vec3s) - 1) / sizeof(Vec3s))
#define PLAYER_LIMB_BUF_COUNT LIMB_BUF_COUNT(PLAYER_LIMB_MAX)
typedef struct {
/* 0x00 */ f32 ceilingCheckHeight;
/* 0x04 */ f32 unk_04;
/* 0x08 */ f32 unk_08;
/* 0x0C */ f32 unk_0C;
/* 0x10 */ f32 unk_10;
/* 0x14 */ f32 unk_14;
/* 0x18 */ f32 unk_18;
/* 0x1C */ f32 unk_1C;
/* 0x20 */ f32 unk_20;
/* 0x24 */ f32 unk_24;
/* 0x28 */ f32 unk_28;
/* 0x2C */ f32 unk_2C;
/* 0x30 */ f32 unk_30;
/* 0x34 */ f32 unk_34;
/* 0x38 */ f32 wallCheckRadius;
/* 0x3C */ f32 unk_3C;
/* 0x40 */ f32 unk_40;
/* 0x44 */ Vec3s unk_44;
/* 0x4A */ Vec3s unk_4A[4];
/* 0x62 */ Vec3s unk_62[4];
/* 0x7A */ Vec3s unk_7A[2];
/* 0x86 */ Vec3s unk_86[2];
/* 0x92 */ u16 unk_92;
/* 0x94 */ u16 unk_94;
/* 0x98 */ LinkAnimationHeader* unk_98;
/* 0x9C */ LinkAnimationHeader* unk_9C;
/* 0xA0 */ LinkAnimationHeader* unk_A0;
/* 0xA4 */ LinkAnimationHeader* unk_A4;
/* 0xA8 */ LinkAnimationHeader* unk_A8;
/* 0xAC */ LinkAnimationHeader* unk_AC[4];
/* 0xBC */ LinkAnimationHeader* unk_BC[2];
/* 0xC4 */ LinkAnimationHeader* unk_C4[2];
/* 0xCC */ LinkAnimationHeader* unk_CC[2];
} PlayerAgeProperties; // size = 0xD4
typedef struct {
/* 0x00 */ s32 active;
/* 0x04 */ Vec3f tip;
/* 0x10 */ Vec3f base;
} WeaponInfo; // size = 0x1C
// #region SOH [General]
// Supporting pendingFlag
// Upstream TODO: Rename these to be more obviously SoH specific
typedef enum {
FLAG_NONE,
FLAG_SCENE_SWITCH,
FLAG_SCENE_TREASURE,
FLAG_SCENE_CLEAR,
FLAG_SCENE_COLLECTIBLE,
FLAG_EVENT_CHECK_INF,
FLAG_ITEM_GET_INF,
FLAG_INF_TABLE,
FLAG_EVENT_INF,
FLAG_RANDOMIZER_INF,
FLAG_GS_TOKEN,
} FlagType;
typedef struct {
/* 0x00 */ s32 flagID; // which flag to set when Player_SetPendingFlag is called
/* 0x04 */ FlagType flagType; // type of flag to set when Player_SetPendingFlag is called
} PendingFlag; // size = 0x06
// #endregion
#define PLAYER_STATE1_LOADING (1 << 0) //Transitioning to a new scene
#define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1)
#define PLAYER_STATE1_HOOKSHOT_FALLING (1 << 2)
#define PLAYER_STATE1_ITEM_IN_HAND (1 << 3)
#define PLAYER_STATE1_ENEMY_TARGET (1 << 4)
#define PLAYER_STATE1_INPUT_DISABLED (1 << 5)
#define PLAYER_STATE1_TEXT_ON_SCREEN (1 << 6)
#define PLAYER_STATE1_DEAD (1 << 7)
#define PLAYER_STATE1_START_PUTAWAY (1 << 8)
#define PLAYER_STATE1_READY_TO_FIRE (1 << 9)
#define PLAYER_STATE1_GETTING_ITEM (1 << 10)
#define PLAYER_STATE1_ITEM_OVER_HEAD (1 << 11)
#define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12)
#define PLAYER_STATE1_HANGING_OFF_LEDGE (1 << 13)
#define PLAYER_STATE1_CLIMBING_LEDGE (1 << 14)
#define PLAYER_STATE1_TARGETING (1 << 15)
#define PLAYER_STATE1_TARGET_LOCKED (1 << 16)
#define PLAYER_STATE1_TARGET_NOTHING (1 << 17)
#define PLAYER_STATE1_JUMPING (1 << 18)
#define PLAYER_STATE1_FREEFALL (1 << 19)
#define PLAYER_STATE1_FIRST_PERSON (1 << 20)
#define PLAYER_STATE1_CLIMBING_LADDER (1 << 21)
#define PLAYER_STATE1_SHIELDING (1 << 22)
#define PLAYER_STATE1_ON_HORSE (1 << 23)
#define PLAYER_STATE1_BOOMERANG_IN_HAND (1 << 24)
#define PLAYER_STATE1_THREW_BOOMERANG (1 << 25)
#define PLAYER_STATE1_DAMAGED (1 << 26)
#define PLAYER_STATE1_IN_WATER (1 << 27)
#define PLAYER_STATE1_IN_ITEM_CS (1 << 28)
#define PLAYER_STATE1_IN_CUTSCENE (1 << 29)
#define PLAYER_STATE1_30 (1 << 30) //Unknown, potentially target related?
#define PLAYER_STATE1_FLOOR_DISABLED (1 << 31) //Used for grottos
#define PLAYER_STATE2_DO_ACTION_GRAB (1 << 0)
#define PLAYER_STATE2_SPEAK_OR_CHECK (1 << 1)
#define PLAYER_STATE2_DO_ACTION_CLIMB (1 << 2)
#define PLAYER_STATE2_FOOTSTEP (1 << 3)
#define PLAYER_STATE2_MOVING_DYNAPOLY (1 << 4)
#define PLAYER_STATE2_DISABLE_ROTATION_Z_TARGET (1 << 5)
#define PLAYER_STATE2_DISABLE_ROTATION_ALWAYS (1 << 6)
#define PLAYER_STATE2_GRABBED_BY_ENEMY (1 << 7)
#define PLAYER_STATE2_GRABBING_DYNAPOLY (1 << 8)
#define PLAYER_STATE2_SPAWN_DUST (1 << 9)
#define PLAYER_STATE2_UNDERWATER (1 << 10)
#define PLAYER_STATE2_DIVING (1 << 11)
#define PLAYER_STATE2_STATIONARY_LADDER (1 << 12)
#define PLAYER_STATE2_SWITCH_TARGETING (1 << 13)
#define PLAYER_STATE2_FROZEN (1 << 14)
#define PLAYER_STATE2_PAUSE_MOST_UPDATING (1 << 15)
#define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Turns on the "Enter On A" DoAction
#define PLAYER_STATE2_SPIN_ATTACKING (1 << 17) //w/o magic
#define PLAYER_STATE2_CRAWLING (1 << 18) // Crawling through a crawlspace
#define PLAYER_STATE2_HOPPING (1 << 19) //Sidehop/backflip
#define PLAYER_STATE2_NAVI_OUT (1 << 20)
#define PLAYER_STATE2_NAVI_ALERT (1 << 21)
#define PLAYER_STATE2_DO_ACTION_DOWN (1 << 22)
#define PLAYER_STATE2_NEAR_OCARINA_ACTOR (1 << 23)
#define PLAYER_STATE2_ATTEMPT_PLAY_FOR_ACTOR (1 << 24)
#define PLAYER_STATE2_PLAY_FOR_ACTOR (1 << 25)
#define PLAYER_STATE2_REFLECTION (1 << 26) //Handles Dark Link's Reflection
#define PLAYER_STATE2_OCARINA_PLAYING (1 << 27)
#define PLAYER_STATE2_IDLING (1 << 28)
#define PLAYER_STATE2_DISABLE_DRAW (1 << 29)
#define PLAYER_STATE2_SWORD_LUNGE (1 << 30)
#define PLAYER_STATE2_FORCED_VOID_OUT (1 << 31)
#define PLAYER_STATE3_IGNORE_CEILING_FLOOR_WATER (1 << 0)
#define PLAYER_STATE3_MIDAIR (1 << 1)
#define PLAYER_STATE3_PAUSE_ACTION_FUNC (1 << 2)
#define PLAYER_STATE3_FINISHED_ATTACKING (1 << 3)
#define PLAYER_STATE3_CHECK_FLOOR_WATER_COLLISION (1 << 4)
#define PLAYER_STATE3_FORCE_PULL_OCARINA (1 << 5)
#define PLAYER_STATE3_RESTORE_NAYRUS_LOVE (1 << 6) // Set by ocarina effects actors when destroyed to signal Nayru's Love may be restored (see `ACTOROVL_ALLOC_ABSOLUTE`)
#define PLAYER_STATE3_HOOKSHOT_TRAVELLING (1 << 7) //Travelling to target
typedef void (*PlayerActionFunc)(struct Player*, struct PlayState*);
typedef s32 (*UpperActionFunc)(struct Player*, struct PlayState*);
typedef void (*PlayerFuncA74)(struct PlayState*, struct Player*);
typedef struct Player {
/* 0x0000 */ Actor actor;
/* 0x014C */ s8 currentTunic; // current tunic from `PlayerTunic`
/* 0x014D */ s8 currentSwordItemId;
/* 0x014E */ s8 currentShield; // current shield from `PlayerShield`
/* 0x014F */ s8 currentBoots; // current boots from `PlayerBoots`
/* 0x0150 */ s8 heldItemButton; // Button index for the item currently used
/* 0x0151 */ s8 heldItemAction; // Item action for the item currently used
/* 0x0152 */ u8 heldItemId; // Item id for the item currently used
/* 0x0153 */ s8 prevBoots; // previous boots from `PlayerBoots`
/* 0x0154 */ s8 itemAction; // the difference between this and heldItemAction is unclear
/* 0x0155 */ char unk_155[0x003];
/* 0x0158 */ u8 modelGroup;
/* 0x0159 */ u8 nextModelGroup;
/* 0x015A */ s8 itemChangeType;
/* 0x015B */ u8 modelAnimType;
/* 0x015C */ u8 leftHandType;
/* 0x015D */ u8 rightHandType;
/* 0x015E */ u8 sheathType;
/* 0x015F */ u8 currentMask; // current mask equipped from `PlayerMask`
/* 0x0160 */ Gfx** rightHandDLists;
/* 0x0164 */ Gfx** leftHandDLists;
/* 0x0168 */ Gfx** sheathDLists;
/* 0x016C */ Gfx** waistDLists;
/* 0x0170 */ u8 giObjectLoading;
/* 0x0174 */ DmaRequest giObjectDmaRequest;
/* 0x0194 */ OSMesgQueue giObjectLoadQueue;
/* 0x01AC */ OSMesg giObjectLoadMsg;
/* 0x01B0 */ void* giObjectSegment; // also used for title card textures
/* 0x01B4 */ SkelAnime skelAnime;
/* 0x01F8 */ Vec3s jointTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0288 */ Vec3s morphTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0318 */ Vec3s blendTable[PLAYER_LIMB_BUF_COUNT];
/* 0x03A8 */ s16 unk_3A8[2];
/* 0x03AC */ Actor* heldActor;
/* 0x03B0 */ Vec3f leftHandPos;
/* 0x03BC */ Vec3s unk_3BC;
/* 0x03C4 */ Actor* unk_3C4;
/* 0x03C8 */ Vec3f unk_3C8;
/* 0x03D4 */ char unk_3D4[0x058];
/* 0x042C */ s8 doorType;
/* 0x042D */ s8 doorDirection;
/* 0x042E */ s16 doorTimer;
/* 0x0430 */ Actor* doorActor;
/* 0x0434 */ s16 getItemId; // Upstream TODO: Document why this is s16 while it's s8 upstream
/* 0x0436 */ u16 getItemDirection;
/* 0x0438 */ Actor* interactRangeActor;
/* 0x043C */ s8 mountSide;
/* 0x043D */ char unk_43D[0x003];
/* 0x0440 */ Actor* rideActor;
/* 0x0444 */ u8 csAction;
/* 0x0445 */ u8 prevCsAction;
/* 0x0446 */ u8 cueId;
/* 0x0447 */ u8 unk_447;
/* 0x0448 */ Actor* csActor; // Actor involved in a `csAction`. Typically the actor that invoked the cutscene.
/* 0x044C */ char unk_44C[0x004];
/* 0x0450 */ Vec3f unk_450;
/* 0x045C */ Vec3f unk_45C;
/* 0x0468 */ char unk_468[0x002];
/* 0x046A */ s16 doorBgCamIndex;
/* 0x046C */ s16 subCamId;
/* 0x046E */ char unk_46E[0x02A];
/* 0x0498 */ ColliderCylinder cylinder;
/* 0x04E4 */ ColliderQuad meleeWeaponQuads[2];
/* 0x05E4 */ ColliderQuad shieldQuad;
/* 0x0664 */ Actor* unk_664;
/* 0x0668 */ char unk_668[0x004];
/* 0x066C */ s32 unk_66C;
/* 0x0670 */ s32 meleeWeaponEffectIndex;
/* 0x0674 */ PlayerActionFunc actionFunc;
/* 0x0678 */ PlayerAgeProperties* ageProperties;
/* 0x067C */ u32 stateFlags1;
/* 0x0680 */ u32 stateFlags2;
/* 0x0684 */ Actor* unk_684;
/* 0x0688 */ Actor* boomerangActor;
/* 0x068C */ Actor* naviActor;
/* 0x0690 */ s16 naviTextId;
/* 0x0692 */ u8 stateFlags3;
/* 0x0693 */ s8 exchangeItemId;
/* 0x0694 */ Actor* targetActor;
/* 0x0698 */ f32 targetActorDistance;
/* 0x069C */ char unk_69C[0x004];
/* 0x06A0 */ f32 unk_6A0;
/* 0x06A4 */ f32 closestSecretDistSq;
/* 0x06A8 */ Actor* unk_6A8;
/* 0x06AC */ s8 unk_6AC;
/* 0x06AD */ u8 unk_6AD;
/* 0x06AE */ u16 unk_6AE;
/* 0x06B0 */ s16 unk_6B0;
/* 0x06B2 */ char unk_6B4[0x004];
/* 0x06B6 */ s16 unk_6B6;
/* 0x06B8 */ s16 unk_6B8;
/* 0x06BA */ s16 unk_6BA;
/* 0x06BC */ s16 unk_6BC;
/* 0x06BE */ s16 unk_6BE;
/* 0x06C0 */ s16 unk_6C0;
/* 0x06C2 */ s16 unk_6C2;
/* 0x06C4 */ f32 unk_6C4;
/* 0x06C8 */ SkelAnime upperSkelAnime;
/* 0x070C */ Vec3s upperJointTable[PLAYER_LIMB_BUF_COUNT];
/* 0x079C */ Vec3s upperMorphTable[PLAYER_LIMB_BUF_COUNT];
/* 0x082C */ UpperActionFunc upperActionFunc;
/* 0x0830 */ f32 upperAnimBlendWeight;
/* 0x0834 */ s16 unk_834;
/* 0x0836 */ s8 unk_836;
/* 0x0837 */ u8 unk_837;
/* 0x0838 */ f32 linearVelocity;
/* 0x083C */ s16 yaw; // General yaw value, used both for world and shape rotation. Current or target value depending on context.
/* 0x083E */ s16 zTargetYaw; // yaw relating to Z targeting/"parallel" mode
/* 0x0840 */ u16 underwaterTimer;
/* 0x0842 */ s8 meleeWeaponAnimation;
/* 0x0843 */ s8 meleeWeaponState;
/* 0x0844 */ s8 unk_844;
/* 0x0845 */ u8 unk_845;
/* 0x0846 */ u8 unk_846;
/* 0x0847 */ s8 unk_847[4];
/* 0x084B */ s8 unk_84B[4];
/* 0x084F */ union {
s8 actionVar1;
} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
/* 0x0850 */ union {
s16 actionVar2;
} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
/* 0x0854 */ f32 unk_854;
/* 0x0858 */ f32 unk_858;
/* 0x085C */ f32 unk_85C; // stick length among other things
/* 0x0860 */ s16 unk_860; // stick flame timer among other things
/* 0x0862 */ s16 unk_862; // get item draw ID + 1
/* 0x0864 */ f32 unk_864;
/* 0x0868 */ f32 unk_868;
/* 0x086C */ f32 unk_86C;
/* 0x0870 */ f32 unk_870;
/* 0x0874 */ f32 unk_874;
/* 0x0878 */ f32 unk_878;
/* 0x087C */ s16 unk_87C;
/* 0x087E */ s16 unk_87E;
/* 0x0880 */ f32 unk_880;
/* 0x0884 */ f32 yDistToLedge; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found
/* 0x0888 */ f32 distToInteractWall; // xyz distance to the interact wall
/* 0x088C */ u8 ledgeClimbType;
/* 0x088D */ u8 ledgeClimbDelayTimer;
/* 0x088E */ u8 unk_88E;
/* 0x088F */ u8 unk_88F;
/* 0x0890 */ u8 unk_890;
/* 0x0891 */ u8 bodyShockTimer;
/* 0x0892 */ u8 unk_892;
/* 0x0893 */ u8 hoverBootsTimer;
/* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling
/* 0x0896 */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down)
/* 0x0898 */ s16 floorPitch; // angle of the floor slope in the direction of current world yaw (positive for ascending slope)
/* 0x089A */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful
/* 0x089C */ s16 unk_89C;
/* 0x089E */ u16 floorSfxOffset;
/* 0x08A0 */ u8 unk_8A0;
/* 0x08A1 */ u8 unk_8A1;
/* 0x08A2 */ s16 unk_8A2;
/* 0x08A4 */ f32 unk_8A4;
/* 0x08A8 */ f32 unk_8A8;
/* 0x08AC */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
/* 0x08B0 */ s16 pushedYaw; // Yaw direction of player being pushed
/* 0x08B4 */ WeaponInfo meleeWeaponInfo[3];
/* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
/* 0x09E0 */ MtxF mf_9E0;
/* 0x0A20 */ MtxF shieldMf;
/* 0x0A60 */ u8 bodyIsBurning;
/* 0x0A61 */ u8 bodyFlameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
/* 0x0A73 */ u8 unk_A73;
/* 0x0A74 */ PlayerFuncA74 func_A74;
/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
/* 0x0A79 */ u8 floorTypeTimer; // counts up every frame the current floor type is the same as the last frame
/* 0x0A7A */ u8 floorProperty;
/* 0x0A7B */ u8 prevFloorType;
/* 0x0A7C */ f32 prevControlStickMagnitude;
/* 0x0A80 */ s16 prevControlStickAngle;
/* 0x0A82 */ u16 prevFloorSfxOffset;
/* 0x0A84 */ s16 unk_A84;
/* 0x0A86 */ s8 unk_A86;
/* 0x0A87 */ u8 unk_A87;
/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
// #region SOH [General]
// Upstream TODO: Rename these to be more obviously SoH specific
/* */ PendingFlag pendingFlag;
/* */ GetItemEntry getItemEntry;
// #endregion
// #region SOH [Enhancements]
// Upstream TODO: Rename this to make it more obvious it is apart of an enhancement
/* */ u8 boomerangQuickRecall; // Has the player pressed the boomerang button while it's in the air still?
// #endregion
u8 ivanFloating;
u8 ivanDamageMultiplier;
} Player; // size = 0xA94
#endif