Shipwright/soh/include/z64player.h
briaguya 2b78bea475
Randomizer v2 (#1065)
* Revert changes to GetItemFromGet

* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.

* Enum + combo box

* Add obtainability checks correctly

* combobox title rename + no number tracking

* Fix repeatable purchases and bottles rendering incorrectly

* Move shopsanity option in GUI

* Struct instead of ImVec + basic comportment for all case

* Attempt to fix odd build issue

* Cast randoGet for ganons boss key

* Remove redundancy in KD room

* Update logic Cvar names

* Fix Ganons Trials coming from old save files. Fixes #1365

* Fixes crash when entering Ganon's Castle lobby on linux.

* Makes `Item_Give` safe to use with a NULL globalCtx.

This should allow it's use for giving items to Link's Pocket
during rando save initialization.

* Converts Song from Impa to use `Item_Give`

* Adds more options for Link's starting item.

* Removes unneeded `GiveLinkItem` functions.

* and make it build

* bring back new rando dropdown

* gSaveContext access in GameMenuBar.cpp

* Implement Skip Scarecrow's Song

* Reimplement progressive Bombchus

* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes #1390

* Fixes Link starting with BGS

* Persist item tracker notes

* Adjust Hooks include

* Use SohImGui::RequestCvarSaveOnNextTick

* Fix issues from LUS refactor

* Fix for overriding deku scrub messages

* Fix mistake from merge

oops

* Restore checkboxes to enhancements menu

These got lost in the merge

* Update location access logic

Including MQ locations in Spirit and GC now

* Implement rando bombchu drops

* Missing break

* Simplify mudwall collision check

There was no need to have a second collider specifically for Ice Arrow hits

* Update settings.cpp

* Simplify mudwall collision check

* Restore checkboxes in menu

Accidentally lost these during merge

* Clean up bool

* Update logic Cvar name

* Fixed capacity on ammmo tracking

* Fix for beans obtainability

* Hook into file delete and clear notes

* Incorporate magic arrows in rando settings

* Update tooltip

To inform the player that they might have to reload the room if they're enabling this for the first time.

* Update tooltip

* Add line break in tooltip

* Tooltip wording + line break

* tweak on main logic

* All color logic for all types

* Fix: changes to please new LUS

* Ensure itemTrackerNotes vector is not fully empty

* Implement's Tycoon Wallet.

* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options

* small tweaks and rename

* always display XX/YY when in ammo/capacity mode

* Move all merchant messages to be generated on file load

* added hovertext for the number display

* Swap german and french translations for shop messages

* Set key colors to be on by default

* Add another flag to skip mask shop

* Fix Sold Out bug

* Fix gerudo keys, add disabled checkbox

* tooltip line break

* Add trials required and merchant prices to save file instead of loading from active spoiler log

* Remove trialsRequired persisting in save manager

* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.

* Fix issue when merchantPrices is empty

* Fix for a single zeroed merchantPrice entry

* Fix #1417

* Implements items selling out and fixes issues with purchasing some items.

* Fixes order of operations so Rupees will be spent.

* Fixes sold out items not getting overwritten by the randomized info.

* Clarify var names and comments

Also preserve chain platform cutscene in spirit based on Link's position

* Remove !=0 from cvar check

* Clarify var names and comments

* Rename randomizerMerchantPrices to merchantPrices

* Handle shop items in SaveManager

* Fix merge mistake

* Base whats in the bazaar shop on entranceIndex instead of age

* Tidy up chain platform cutscene check

* Fix merge error

Didn't mean to have Zhora changes in here yet

* Use 3drando item table for parsing spoiler names

* Use another nested method instead of one at the top level to fetch the table

* Add missing newline

* Remove log

* Respect custom draw functions

* Fix issues with rendering songs

* Fix localized item names for shopsanity

* Implements a larger array of Sprites for the Icon Hash.

* Uses the hash instead of seed for spoilerfile name and icons.

* Removes some unused functions and variables in `spoiler_log.cpp`

* Prevents leading 0s added to hash from being in file name

* Changes filename format to icon indexes separated by dashes

* Hopefully makes Jenkins happy

* Hopefully makes Jenkins happy

* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes #1071

* Add descriptions to save editor flags editor, and added randomizer flags (#1386)

* Add descriptions to save editor flags editor, and added randomizer flags

* Hide randomizer flags when not on a randomizer save

* Move flag descriptions to header file

* Update soh/soh/Enhancements/debugger/debugSaveEditor.h

* Update soh/soh/Enhancements/debugger/debugSaveEditor.h

* Fix merge error

* crash on pause menu on linux (only in appimage)
Fixes #1437

* Applies fix to Song from Impa as well.

* Allow buying tunics as child when shopsanity is on

* Fix for custom draw methods overriding sold out sign

* Simplify logic around shopsanity and fix some issues

* Fix dungeon reward stone rotation and add particles

* Fix some issues with ice traps

* Fix adult wallet having its own max capacity

* Fix amount of keys given for BotW

* format

* Use EnGirlAShopItem enum instead of raw hex values

* [#1434] Renders non-warp songs more consistently with warp songs

* A few changes around merchant messages

* Various changes from PR feedback

* Rando: Junk Hint missing french translation

* Typo

* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM

* Replace magic numbers in message handler

* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Fix BGS softlock for shopsanity

* Support tycoon wallet on tracker

* Revert "Fix BGS softlock for shopsanity"

This reverts commit 5fdb961ea4.

* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes

* Implements some necessary plumbing and resolves several Ice Trap Softlocks.

Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.

Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.

Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).

Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.

None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.

OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.

Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.

* fix bgs check in player

* move bgs logic for tokensanity into MOD_NONE check

* set bgs flag before `Item_Give`ing

* move bgs flag into `MOD_NONE` check in girla

* use existing check in `z_player`

* Adds comment explaining the decision to default ITEM_FROM_NPC.

* Rename pendingIceTraps to pendingIceTrapCount

* Adds some RANDOTODO comments about cleaning up a couple things.

* Merge branch 'develop-zhora' into ztornn

* manually restore changes to `z_player.c`

* Fix after some ice trap prepwork from earlier

* Actual fix

* Woops

* More rupee names

* Actually fix it

* Add back comment

* Fix Skip Scarecrow Song

* Fix ruto's letter and LH sun stick rendering

* Also fixes it for treasure chest game

* Tweak: Rando French Wallet

* ADD: French Tycoon

* Hide dungeon items/notes by default

* [#1301] Fix issue with UI not restoring after getting an item from biggoron

* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c

* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c

* Fix random crash that only affected one person for some reason

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00

639 lines
24 KiB
C

#ifndef Z64PLAYER_H
#define Z64PLAYER_H
#include "z64actor.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_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,
FLAG_RANDOMIZER_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
/* 0x0A95 */ PendingFlag pendingFlag;
/* 0x0AA1 */ u8 boomerangQuickRecall; // Has the player pressed the boomerang button while it's in the air still?
/* 0x0AA2 */ GetItemEntry getItemEntry;
} Player; // size = 0xAAA
#endif