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oot/src/code/z_player_lib.c

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2020-03-17 04:31:30 +00:00
#include <ultra64.h>
#include <global.h>
typedef struct {
/* 0x00 */ u8 flag;
/* 0x02 */ u16 textId;
} TextTriggerEntry; // size = 0x04
typedef struct {
/* 0x00 */ void* dList;
/* 0x04 */ Vec3f pos;
} BowStringData; // size = 0x10
SkeletonHeader* gPlayerSkelHeaders[] = { 0x060377F4, 0x0602CF6C };
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,
};
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[] = {
0x060226E0, 0x06014320, 0x06027690, 0x06016620, 0x060226E0, 0x06014440, 0x06027690, 0x06016740,
0x06022970, 0x06014320, 0x06027918, 0x06016620, 0x060241C0, 0x06014320, 0x06028B40, 0x06016620,
};
Gfx* D_80125D28[] = {
0x06023160, 0x06015248, 0x06027F00, 0x06017360, 0x06023160, 0x06014D68, 0x06027F00, 0x06016EE8,
0x06020A78, 0x060148A8, 0x06025FB8, 0x06016A98, 0x060211B8, 0x06015248, 0x060264F0, 0x06017360,
};
Gfx* D_80125D68[] = {
NULL, NULL, NULL, NULL, NULL, 0x06022688, NULL, 0x06022688,
};
Gfx* D_80125D88[] = {
0x060249D8, 0x06015408, 0x06028150, 0x06017500, 0x060249D8, 0x06015010, 0x06028150, 0x06017150,
0x06020E70, 0x06014B40, 0x060262B8, 0x06016CF8, 0x060216B0, 0x06015408, 0x06026910, 0x06017500,
NULL, NULL, NULL, NULL, 0x060249D8, 0x06022688, 0x060249D8, 0x06022688,
};
Gfx* D_80125DE8[] = {
0x060238C8, 0x06015540, 0x060286B8, 0x06015540, 0x06023D50, 0x06015540, 0x060291E8, 0x06015540,
};
Gfx* D_80125E08[] = {
0x06021AA8,
0x06013CB0,
0x06026C58,
0x06016280,
};
Gfx* D_80125E18[] = {
0x06021CE8,
0x06013E18,
0x06026DF0,
0x060163C0,
};
Gfx* D_80125E28[] = {
0x06021F78,
0x06013F38,
0x06027078,
0x06017630,
};
Gfx* D_80125E38[] = {
0x06021F78,
0x06013F38,
0x06027078,
0x06017630,
};
Gfx* D_80125E48[] = {
0x06022498,
0x060141C0,
0x060274F8,
0x060164E0,
};
Gfx* D_80125E58[] = {
0x060226E0,
0x06014320,
0x06027690,
0x06016620,
};
Gfx* D_80125E68[] = {
0x06022DA8,
0x06015DF0,
0x06027B88,
0x06017D38,
};
Gfx* D_80125E78[] = {
0x06023160,
0x06015248,
0x06027F00,
0x06017360,
};
Gfx* D_80125E88[] = {
0x060249D8,
0x06015408,
0x06028150,
0x06017500,
};
Gfx* D_80125E98[] = {
0x06035330,
0x060202A8,
0x0602F530,
0x0601AEC8,
};
Gfx* D_80125EA8[] = {
0x06022DA8,
0x06015DF0,
0x06027B88,
0x06017D38,
};
Gfx* D_80125EB8[] = {
0x06024698,
0x06015BA8,
0x06028F58,
0x06017AF0,
};
Gfx* D_80125EC8[] = {
0x06024698,
0x06015958,
0x06028F58,
0x060178A0,
};
Gfx* D_80125ED8[] = {
0x06024D70,
0x060141C0,
0x06024D70,
0x060164E0,
};
Gfx* D_80125EE8[] = {
0x060233E0,
0x06013CB0,
0x06028288,
0x06016280,
};
Gfx* D_80125EF8[] = {
0x06021AA8,
0x06014660,
0x06026C58,
0x06016908,
};
Gfx* D_80125F08[] = {
0x06024B58,
0x06015FD0,
0x06024B58,
0x06015FD0,
};
Gfx* D_80125F18[] = {
0x06029918,
NULL,
};
Gfx* D_80125F20[] = {
0x06029C20,
NULL,
};
Gfx* D_80125F28[] = {
0x06036E58,
0x06021AE8,
};
Gfx* D_80125F30[] = {
0x06029FA0,
NULL,
};
Gfx* D_80125F38[] = {
0x0602A248,
0x06018048,
};
// 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_NORMAL) {
if (LINK_IS_CHILD) {
currentBoots = PLAYER_BOOTS_NORMAL_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;
}
}
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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));
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}
s32 Player_InCsMode(GlobalContext* globalCtx) {
Player* this = PLAYER;
return Player_InBlockingCsMode(globalCtx, this) || (this->unk_6AD == 4);
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}
s32 func_8008E9C4(Player* this) {
return (this->stateFlags1 & 0x10);
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}
s32 Player_IsChildWithHylianShield(Player* this) {
return LINK_IS_CHILD && (this->currentShield == PLAYER_SHIELD_HYLIAN);
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}
s32 Player_ActionToModelGroup(Player* this, s32 actionParam) {
s32 modelGroup = sActionModelGroups[actionParam];
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if ((modelGroup == 2) && Player_IsChildWithHylianShield(this)) {
return 1;
} else {
return modelGroup;
}
}
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void Player_SetModelsForHoldingShield(Player* this) {
if ((this->stateFlags1 & 0x400000) &&
((this->itemActionParam < 0) || (this->itemActionParam == this->heldItemActionParam))) {
if (!Player_HoldsTwoHandedWeapon(this) && !Player_IsChildWithHylianShield(this)) {
this->rightHandType = 10;
this->rightHandDLists = &sPlayerDListGroups[10][(void)0, gSaveContext.linkAge];
if (this->sheathType == 18) {
this->sheathType = 16;
} else if (this->sheathType == 19) {
this->sheathType = 17;
}
this->sheathDLists = &sPlayerDListGroups[this->sheathType][(void)0, 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]][(void)0, gSaveContext.linkAge];
this->rightHandDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][2]][(void)0, gSaveContext.linkAge];
this->sheathDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][3]][(void)0, gSaveContext.linkAge];
this->waistDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][4]][(void)0, 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;
}
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Player_SetModels(this, modelGroup);
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}
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->currentSword = B_BTN_ITEM;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemActionParam));
Player_SetBootData(globalCtx, this);
}
}
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void Player_UpdateBottleHeld(GlobalContext* globalCtx, Player* this, s32 item, s32 actionParam) {
Inventory_UpdateBottleItem(globalCtx, item, this->heldItemButton);
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if (item != ITEM_BOTTLE) {
this->heldItemId = item;
this->heldItemActionParam = actionParam;
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}
this->itemActionParam = actionParam;
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}
void func_8008EDF0(Player* this) {
this->unk_664 = NULL;
this->stateFlags2 &= ~0x2000;
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}
void func_8008EE08(Player* this) {
if ((this->actor.bgCheckFlags & 1) || (this->stateFlags1 & 0x8A00000) ||
(!(this->stateFlags1 & 0xC0000) && ((this->actor.posRot.pos.y - this->actor.groundY) < 100.0f))) {
this->stateFlags1 &= ~0x400F8000;
} else if (!(this->stateFlags1 & 0x2C0000)) {
this->stateFlags1 |= 0x80000;
}
func_8008EDF0(this);
}
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void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) {
Player* this = PLAYER;
func_8008EE08(this);
this->unk_664 = actor;
this->unk_684 = actor;
this->stateFlags1 |= 0x10000;
Camera_SetParam(Gameplay_GetCamera(globalCtx, 0), 8, actor);
func_8005A444(Gameplay_GetCamera(globalCtx, 0), 2);
}
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s32 func_8008EF30(GlobalContext* globalCtx) {
Player* this = PLAYER;
return (this->stateFlags1 & 0x800000);
}
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s32 func_8008EF44(GlobalContext* globalCtx, s32 ammo) {
globalCtx->unk_11E5C = ammo + 1;
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return 1;
}
s32 Player_IsBurningStickInRange(GlobalContext* globalCtx, Vec3f* pos, f32 xzRange, f32 yRange) {
Player* this = PLAYER;
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);
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if (LINK_IS_ADULT) {
return strengthUpgrade;
} else if (strengthUpgrade != 0) {
return PLAYER_STR_BRACELET;
} else {
return PLAYER_STR_NONE;
}
}
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u8 Player_GetMask(GlobalContext* globalCtx) {
Player* this = PLAYER;
return this->currentMask;
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}
Player* Player_UnsetMask(GlobalContext* globalCtx) {
Player* this = PLAYER;
this->currentMask = PLAYER_MASK_NONE;
return this;
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}
s32 Player_HasMirrorShieldEquipped(GlobalContext* globalCtx) {
Player* this = PLAYER;
return (this->currentShield == PLAYER_SHIELD_MIRROR);
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}
s32 Player_HasMirrorShieldSetToDraw(GlobalContext* globalCtx) {
Player* this = PLAYER;
return (this->rightHandType == 10) && (this->currentShield == PLAYER_SHIELD_MIRROR);
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}
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;
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}
}
s32 Player_HoldsHookshot(Player* this) {
return (this->heldItemActionParam == PLAYER_AP_HOOKSHOT) || (this->heldItemActionParam == PLAYER_AP_LONGSHOT);
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}
s32 func_8008F128(Player* this) {
return Player_HoldsHookshot(this) && (this->heldActor == NULL);
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}
s32 Player_ActionToSword(s32 actionParam) {
s32 sword = actionParam - PLAYER_AP_FISHING_POLE;
if ((sword > 0) && (sword < 6)) {
return sword;
} else {
return 0;
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}
}
s32 Player_GetSwordHeld(Player* this) {
return Player_ActionToSword(this->heldItemActionParam);
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}
s32 Player_HoldsTwoHandedWeapon(Player* this) {
if ((this->heldItemActionParam >= PLAYER_AP_SWORD_BGS) && (this->heldItemActionParam <= PLAYER_AP_HAMMER)) {
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return 1;
} else {
return 0;
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}
}
s32 Player_HoldsBrokenKnife(Player* this) {
return (this->heldItemActionParam == PLAYER_AP_SWORD_BGS) && (gSaveContext.swordHealth <= 0.0f);
}
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s32 Player_ActionToBottle(Player* this, s32 actionParam) {
s32 bottle = actionParam - PLAYER_AP_BOTTLE;
if ((bottle >= 0) && (bottle < 13)) {
return bottle;
} else {
return -1;
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}
}
s32 Player_GetBottleHeld(Player* this) {
return Player_ActionToBottle(this, this->heldItemActionParam);
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}
s32 Player_ActionToExplosive(Player* this, s32 actionParam) {
s32 explosive = actionParam - PLAYER_AP_BOMB;
if ((explosive >= 0) && (explosive < 2)) {
return explosive;
} else {
return -1;
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}
}
s32 Player_GetExplosiveHeld(Player* this) {
return Player_ActionToExplosive(this, this->heldItemActionParam);
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}
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;
}
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s32 func_8008F2F8(GlobalContext* globalCtx) {
Player* this = PLAYER;
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 (0) {}
if ((triggerEntry->flag != 0) && !(gSaveContext.textTriggerFlags & triggerEntry->flag) &&
(((var == 0) && (this->currentTunic != PLAYER_TUNIC_GORON)) ||
(((var == 1) || (var == 3)) && (this->currentBoots == PLAYER_BOOTS_IRON) &&
(this->currentTunic != PLAYER_TUNIC_ZORA)))) {
func_8010B680(globalCtx, triggerEntry->textId, NULL);
gSaveContext.textTriggerFlags |= triggerEntry->flag;
}
}
return var + 1;
}
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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 },
};
u8* sEyeTextures[] = {
0x06000000, 0x06000800, 0x06001000, 0x06001800, 0x06002000, 0x06002800, 0x06003000, 0x06003800,
};
u8* sMouthTextures[] = {
0x06004000,
0x06004400,
0x06004800,
0x06004C00,
};
Color_RGB8 sTunicColors[] = {
{ 30, 105, 27 },
{ 100, 20, 0 },
{ 0, 60, 100 },
};
Color_RGB8 sGauntletColors[] = {
{ 255, 255, 255 },
{ 254, 207, 15 },
};
Gfx* sBootDListGroups[][2] = {
{ 0x06025918, 0x06025A60 },
{ 0x06025BA8, 0x06025DB0 },
};
void func_8008F470(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount, s32 lod,
s32 tunic, s32 boots, s32 face, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw,
void* arg) {
Color_RGB8* color;
s32 eyeIndex = (limbDrawTable[22].x & 0xF) - 1;
s32 mouthIndex = (limbDrawTable[22].x >> 4) - 1;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 1721);
if (eyeIndex < 0) {
eyeIndex = sEyeMouthIndexes[face][0];
}
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gSPSegment(oGfxCtx->polyOpa.p++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[eyeIndex]));
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if (mouthIndex < 0) {
mouthIndex = sEyeMouthIndexes[face][1];
}
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gSPSegment(oGfxCtx->polyOpa.p++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[mouthIndex]));
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color = &sTunicColors[tunic];
gDPSetEnvColor(oGfxCtx->polyOpa.p++, color->r, color->g, color->b, 0);
sDListsLodOffset = lod * 2;
SkelAnime_LodDrawSV(globalCtx, skeleton, limbDrawTable, dListCount, overrideLimbDraw, postLimbDraw, arg, lod);
if ((overrideLimbDraw != func_800902F0) && (overrideLimbDraw != func_80090440) && (gSaveContext.gameMode != 3)) {
if (LINK_IS_ADULT) {
s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);
if (strengthUpgrade >= PLAYER_STR_SILVER_G) {
gDPPipeSync(oGfxCtx->polyOpa.p++);
color = &sGauntletColors[strengthUpgrade - PLAYER_STR_SILVER_G];
gDPSetEnvColor(oGfxCtx->polyOpa.p++, color->r, color->g, color->b, 0);
gSPDisplayList(oGfxCtx->polyOpa.p++, D_06025218);
gSPDisplayList(oGfxCtx->polyOpa.p++, D_06025598);
gSPDisplayList(oGfxCtx->polyOpa.p++, (D_80160014 == 0) ? D_060252D8 : D_06025438);
gSPDisplayList(oGfxCtx->polyOpa.p++, (D_80160018 == 8) ? D_06025658 : D_060257B8);
}
if (boots != 0) {
Gfx** bootDLists = sBootDListGroups[boots - 1];
gSPDisplayList(oGfxCtx->polyOpa.p++, bootDLists[0]);
gSPDisplayList(oGfxCtx->polyOpa.p++, bootDLists[1]);
}
} else {
if (Player_GetStrength() > PLAYER_STR_NONE) {
gSPDisplayList(oGfxCtx->polyOpa.p++, D_06016118);
}
}
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 1803);
}
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[] = { 170.0415955f, 48.30249786f };
f32 D_80126060[] = { 10.019104f, -19.92510223f };
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;
UNK_TYPE 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[(void)0, gSaveContext.linkAge];
sp78 = D_80126060[(void)0, gSaveContext.linkAge];
sp74 = D_80126068[(void)0, gSaveContext.linkAge] - this->unk_6C4;
Matrix_Push();
Matrix_JointPosition(pos, rot);
Matrix_MultVec3f(&D_8012602C, &spA4);
Matrix_JointPosition(&D_80126038[(void)0, gSaveContext.linkAge], &skelAnime->limbDrawTbl[shinLimbIndex]);
Matrix_Translate(D_80126050[(void)0, gSaveContext.linkAge], 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_MultVec3f(&D_8012602C, &sp98);
Matrix_MultVec3f(&D_80126070, &footprintPos);
Matrix_Pull();
footprintPos.y += 15.0f;
sp80 = func_8003C9A4(&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_atan2f(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_atan2f(sp58, sp60);
temp1 = (M_PI - (Math_atan2f(sp5C, sp58) + ((M_PI / 2) - sp50))) * 10430.378f;
temp1 = temp1 - skelAnime->limbDrawTbl[shinLimbIndex].z;
if ((s16)(ABS(skelAnime->limbDrawTbl[shinLimbIndex].x) + ABS(skelAnime->limbDrawTbl[shinLimbIndex].y)) <
0) {
temp1 += 0x8000;
}
temp2 = (sp50 - sp54) * 10430.378f;
rot->z -= temp2;
skelAnime->limbDrawTbl[thighLimbIndex].z = skelAnime->limbDrawTbl[thighLimbIndex].z - temp2;
skelAnime->limbDrawTbl[shinLimbIndex].z = skelAnime->limbDrawTbl[shinLimbIndex].z + temp1;
skelAnime->limbDrawTbl[footLimbIndex].z = skelAnime->limbDrawTbl[footLimbIndex].z + temp2 - temp1;
temp3 = func_80041D4C(&globalCtx->colCtx, sp88, sp84);
if ((temp3 >= 2) && (temp3 < 4) && !func_80042108(&globalCtx->colCtx, sp88, sp84)) {
footprintPos.y = sp80;
EffectSsGFire_Spawn(globalCtx, &footprintPos);
}
}
}
}
s32 func_8008FCC8(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor) {
Player* this = (Player*)actor;
if (limbIndex == PLAYER_LIMB_ROOT) {
D_80160014 = this->leftHandType;
D_80160018 = this->rightHandType;
D_80160000 = &this->swordInfo[2].base;
if (LINK_IS_CHILD) {
if (!(this->skelAnime.flags & 4) || (this->skelAnime.flags & 1)) {
pos->x *= 0.64f;
pos->z *= 0.64f;
}
if (!(this->skelAnime.flags & 4) || (this->skelAnime.flags & 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 / 32768), MTXMODE_APPLY);
Matrix_RotateRPY(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(0.10546118f, MTXMODE_APPLY);
Matrix_RotateY(this->unk_6B0 * (M_PI / 32768), MTXMODE_APPLY);
}
if (this->unk_6BE != 0) {
Matrix_RotateY(this->unk_6BE * (M_PI / 32768), MTXMODE_APPLY);
}
if (this->unk_6BC != 0) {
Matrix_RotateX(this->unk_6BC * (M_PI / 32768), MTXMODE_APPLY);
}
if (this->unk_6C0 != 0) {
Matrix_RotateZ(this->unk_6C0 * (M_PI / 32768), 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 0;
} else {
return 0;
}
}
return 0;
}
2020-03-17 04:31:30 +00:00
s32 func_80090014(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor) {
Player* this = (Player*)actor;
if (func_8008FCC8(globalCtx, limbIndex, dList, pos, rot, actor) == 0) {
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 = 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 = 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_CHILD) && (this->currentShield < PLAYER_SHIELD_HYLIAN) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) {
dLists += 16;
}
} else if ((LINK_IS_CHILD) && ((this->sheathType == 16) || (this->sheathType == 17)) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) {
dLists = D_80125D68;
}
*dList = dLists[sDListsLodOffset];
} else if (limbIndex == PLAYER_LIMB_WAIST) {
*dList = this->waistDLists[sDListsLodOffset];
}
}
return 0;
}
2020-03-17 04:31:30 +00:00
s32 func_800902F0(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor) {
Player* this = (Player*)actor;
if (func_8008FCC8(globalCtx, limbIndex, dList, pos, rot, actor) == 0) {
if (this->unk_6AD != 2) {
*dList = NULL;
} else if (limbIndex == PLAYER_LIMB_L_FOREARM) {
*dList = D_80125F18[(void)0, gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_L_HAND) {
*dList = D_80125F20[(void)0, gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_SHOULDER) {
*dList = D_80125F28[(void)0, gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_FOREARM) {
*dList = D_80125F30[(void)0, gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
*dList = Player_HoldsHookshot(this) ? D_0602A738 : D_80125F38[(void)0, gSaveContext.linkAge];
} else {
*dList = NULL;
}
}
return 0;
}
s32 func_80090440(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor) {
if (func_8008FCC8(globalCtx, limbIndex, dList, pos, rot, actor) == 0) {
*dList = NULL;
}
return 0;
}
u8 func_80090480(GlobalContext* globalCtx, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip,
Vec3f* newBase) {
if (weaponInfo->active == 0) {
if (collider != NULL) {
Collider_QuadSetAT(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_QuadSetAT(globalCtx, &collider->base);
}
return 0;
} else {
if (collider != NULL) {
func_80062734(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;
}
}
2020-03-17 04:31:30 +00:00
void func_80090604(GlobalContext* globalCtx, Player* this, ColliderQuad* collider, Vec3f* quadSrc) {
static u8 shieldColTypes[PLAYER_SHIELD_MAX] = {
COLTYPE_METAL_SHIELD,
COLTYPE_WOODEN_SHIELD,
COLTYPE_METAL_SHIELD,
COLTYPE_METAL_SHIELD,
};
if (this->stateFlags1 & 0x400000) {
Vec3f quadDest[4];
this->shieldQuad.base.type = 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]);
func_80062734(collider, &quadDest[0], &quadDest[1], &quadDest[2], &quadDest[3]);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &collider->base);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &collider->base);
}
}
2020-03-17 04:31:30 +00:00
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]);
}
}
2020-03-17 04:31:30 +00:00
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, "../z_player_lib.c", 2401);
gSegments[6] = VIRTUAL_TO_PHYSICAL(this->giObjectSegment);
gSPSegment(oGfxCtx->polyOpa.p++, 0x06, this->giObjectSegment);
gSPSegment(oGfxCtx->polyXlu.p++, 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_RotateRPY(0, globalCtx->gameplayFrames * 1000, 0, MTXMODE_APPLY);
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
func_800694A0(globalCtx, drawIdPlusOne - 1);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2421);
}
2020-03-17 04:31:30 +00:00
void Player_DrawGetItem(GlobalContext* globalCtx, Player* this) {
if (!this->giObjectLoading || !osRecvMesg(&this->giObjectLoadQueue, NULL, OS_MESG_NOBLOCK)) {
this->giObjectLoading = false;
Player_DrawGetItemImpl(globalCtx, this, &sGetItemRefPos, ABS(this->unk_862));
}
}
2020-03-17 04:31:30 +00:00
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]);
}
2020-03-17 04:31:30 +00:00
void func_80090AFC(GlobalContext* globalCtx, Player* this, f32 arg2) {
static Vec3f D_801260C8 = { -500.0f, -100.0f, 0.0f };
f32 sp9C;
f32 sp98;
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 (1) {}
if (func_8003E188(&globalCtx->colCtx, &sp8C, &sp80, &sp74, &sp9C, 1, 1, 1, 1, &sp98) != 0) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2572);
oGfxCtx->overlay.p = Gfx_CallSetupDL(oGfxCtx->overlay.p, 0x07);
z_skin_matrix.c decompiled (1 non matching, 1 non equivalent) (#243) * func_800A7BE4 and func_800A7C20 done - func_800A7BE4 copy of "Math_Vec3f_ToVec3s" in z_lib.c - func_800A7C20 copy of "Math_Vec3s_ToVec3f" in z_lib.c * done func_800A7A24 * func_800A76A4 done * func_800A6E10 done * func_800A6EF4 done * func_800A6FA0 done * func_800A72FC done * Deleted z_skin_matrix.data.s and updated spec * func_800A730C done * func_800A735C done * func_800A7E70 done, func_800A7C60 matching but I'm not happy with it (weird types in function params) * Corrections. func_800A7C60 in skin_matrix done, Matrix_MtxFToMtx in sys_matrix done. * func_800A7EC0 nonmatching * func_800A8030 nonmatching but VERY close (two registers swapped) * func_800A8030 done * updating comments * func_800A7704 done * func_800A7894 done * halfway through deciphering mips_to_c for func_800A73E0 * func_800A73E0 functional but non-matching (saved register differences and probably regalloc) * Renaming some arguments and rewriting comments * Renamed files across whole project and deleted asm nonmatchings * ran format.sh * fixed function name * fixing multiplcation order in SkinMatrix_MtxFMtxFMult * Corrections in SkinMatrix_MtxFMtxFMult * Formatting changes after review * Changes as per code review * fixing rename error * fixing rename error * rename fixes * fixing function rename error * ran ./format.sh * last couple of changes as per code review * renamed SetScaling -> SetScale * Skin_Matrix_Invert -> SkinMatrix_Invert * Renaming and fixing debug message print * Renamed argument "mf" to more specific "clear" in SkinMatrix_GetClear * renamed again to "mfp" * snake case to camel case changes
2020-08-08 15:23:16 +00:00
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->mf_11D60, &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(oGfxCtx->overlay.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_player_lib.c", 2587),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(oGfxCtx->overlay.p++, 0x06, globalCtx->objectCtx.status[this->actor.objBankIndex].segment);
gSPDisplayList(oGfxCtx->overlay.p++, D_0602CB48);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2592);
}
}
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[] = { 0x0602AD58, 0x06018478 };
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[] = {
{ 0x0602B108, { 0.0f, -360.4f, 0.0f } }, // bow
{ 0x060221A8, { 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 },
};
#ifdef NON_MATCHING
// regalloc differences
void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* actor) {
Player* this = (Player*)actor;
if (*dList != NULL) {
Matrix_MultVec3f(&D_8012602C, D_80160000);
}
if (limbIndex == PLAYER_LIMB_L_HAND) {
MtxF sp14C;
Actor* hookedActor; // sp+0x148
Math_Vec3f_Copy(&this->leftHandPos, D_80160000);
if (this->itemActionParam == PLAYER_AP_STICK) {
Vec3f sp124[3];
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2633);
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_RotateRPY(-0x8000, 0, 0x4000, MTXMODE_APPLY);
Matrix_Scale(1.0f, this->unk_85C, 1.0f, MTXMODE_APPLY);
gSPMatrix(oGfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_player_lib.c", 2653),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(oGfxCtx->polyOpa.p++, D_06006CC0);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2656);
} 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)]; // sp+0xE0
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2710);
gSPMatrix(oGfxCtx->polyXlu.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_player_lib.c", 2712),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(oGfxCtx->polyXlu.p++, bottleColor->r, bottleColor->g, bottleColor->b, 0);
gSPDisplayList(oGfxCtx->polyXlu.p++, sBottleDLists[gSaveContext.linkAge]);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2717);
}
if (this->actor.scale.y >= 0.0f) {
if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) {
if (this->stateFlags1 & 0x200) {
Matrix_MultVec3f(&D_80126128, &hookedActor->posRot.pos);
Matrix_RotateRPY(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
Matrix_Get(&sp14C);
func_800D20CC(&sp14C, &hookedActor->posRot.rot, 0);
hookedActor->shape.rot = hookedActor->posRot.rot;
} else if (this->stateFlags1 & 0x800) {
Vec3s spB8;
Matrix_Get(&sp14C);
func_800D20CC(&sp14C, &spB8, 0);
if (hookedActor->flags & 0x20000) {
hookedActor->posRot.rot.x = hookedActor->shape.rot.x = spB8.x - this->unk_3BC.x;
} else {
hookedActor->posRot.rot.y = hookedActor->shape.rot.y =
this->actor.shape.rot.y + this->unk_3BC.y;
}
}
} else {
Matrix_Get(&this->mf_9E0);
func_800D20CC(&this->mf_9E0, &this->unk_3BC, 0);
}
}
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
Actor* heldActor = this->heldActor; // sp+0xB4
if (this->rightHandType == 0xFF) {
Matrix_Get(&this->shieldMf);
} else if ((this->rightHandType == 11) || (this->rightHandType == 12)) {
BowStringData* stringData = &sBowStringData[gSaveContext.linkAge]; // sp+0xB0
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2783);
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_CHILD) {
Matrix_RotateZ(this->unk_858 * -0.2f, MTXMODE_APPLY);
}
gSPMatrix(oGfxCtx->polyXlu.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_player_lib.c", 2804),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(oGfxCtx->polyXlu.p++, stringData->dList);
Matrix_Pull();
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2809);
} 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->posRot.pos);
Matrix_RotateRPY(0, -0x4000, -0x4000, MTXMODE_APPLY);
Matrix_Get(&sp44);
func_800D20CC(&sp44, &heldActor->posRot.rot, 0);
heldActor->shape.rot = heldActor->posRot.rot;
if (func_8002DD78(this) != 0) {
Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
func_80090AFC(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->posRot.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_JointPosition(&D_801261CC, &D_801261D8);
Matrix_Get(&this->shieldMf);
}
} else if (limbIndex == PLAYER_LIMB_HEAD) {
Matrix_MultVec3f(&D_801260D4, &this->actor.posRot2.pos);
} else {
Vec3f* vec = &D_801261E0[gSaveContext.linkAge];
func_8002BDB0(&this->actor, limbIndex, PLAYER_LIMB_L_FOOT, vec, PLAYER_LIMB_R_FOOT, vec);
}
}
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80090D20.s")
#endif
2020-03-17 04:31:30 +00:00
u32 func_80091738(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime) {
s16 linkObjectId;
u32 size;
void* ptr;
linkObjectId = gLinkObjectIds[(void)0, gSaveContext.linkAge];
size = gObjectTable[OBJECT_GAMEPLAY_KEEP].vromEnd - gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart;
ptr = segment + 0x3800;
DmaMgr_SendRequest1(ptr, gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart, size, "../z_player_lib.c", 2982);
size = gObjectTable[linkObjectId].vromEnd - gObjectTable[linkObjectId].vromStart;
ptr = segment + 0x8800;
DmaMgr_SendRequest1(ptr, gObjectTable[linkObjectId].vromStart, size, "../z_player_lib.c", 2988);
ptr = (void*)ALIGN16((u32)ptr + size);
gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800);
gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800);
SkelAnime_InitLinkAnimetion(globalCtx, skelAnime, gPlayerSkelHeaders[(void)0, gSaveContext.linkAge], &D_04003238, 9,
ptr, ptr, PLAYER_LIMB_MAX);
return size + 0x8890;
}
u8 D_801261F8[] = { 2, 2, 5 };
s32 func_80091880(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* pos, Vec3s* rot, void* arg) {
u8* ptr = arg;
u8 modelGroup = D_801261F8[ptr[0] - 1];
s32 type;
s32 dListOffset = 0;
Gfx** dLists;
if ((modelGroup == 2) && LINK_IS_CHILD && (ptr[1] == 2)) {
modelGroup = 1;
}
if (limbIndex == PLAYER_LIMB_L_HAND) {
type = gPlayerModelTypes[modelGroup][1];
D_80160014 = type;
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] * 4;
}
} else if (limbIndex == PLAYER_LIMB_SHEATH) {
type = gPlayerModelTypes[modelGroup][3];
if ((type == 18) || (type == 19)) {
dListOffset = ptr[1] * 4;
}
} else if (limbIndex == PLAYER_LIMB_WAIST) {
type = gPlayerModelTypes[modelGroup][4];
} else {
return 0;
}
dLists = &sPlayerDListGroups[type][(void)0, gSaveContext.linkAge];
*dList = dLists[dListOffset];
return 0;
}
void func_80091A24(GlobalContext* globalCtx, void* seg04, void* seg06, struct_80091A24_arg3* arg3, 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;
u16 perspNorm;
Mtx* perspMtx;
Mtx* lookAtMtx;
2020-03-17 04:31:30 +00:00
perspMtx = Graph_Alloc(globalCtx->state.gfxCtx, sizeof(Mtx));
lookAtMtx = Graph_Alloc(globalCtx->state.gfxCtx, sizeof(Mtx));
2020-03-17 04:31:30 +00:00
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 3129);
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{ s32 pad[2]; }
2020-03-17 04:31:30 +00:00
opaRef = oGfxCtx->polyOpa.p;
oGfxCtx->polyOpa.p++;
xluRef = oGfxCtx->polyXlu.p;
oGfxCtx->polyXlu.p++;
gSPDisplayList(oGfxCtx->work.p++, oGfxCtx->polyOpa.p);
gSPDisplayList(oGfxCtx->work.p++, oGfxCtx->polyXlu.p);
gSPSegment(oGfxCtx->polyOpa.p++, 0x00, NULL);
gDPPipeSync(oGfxCtx->polyOpa.p++);
gSPLoadGeometryMode(oGfxCtx->polyOpa.p++, 0);
gSPTexture(oGfxCtx->polyOpa.p++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF);
gDPSetCombineMode(oGfxCtx->polyOpa.p++, G_CC_SHADE, G_CC_SHADE);
gDPSetOtherMode(oGfxCtx->polyOpa.p++,
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(oGfxCtx->polyOpa.p++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
gDPSetScissorFrac(oGfxCtx->polyOpa.p++, G_SC_NON_INTERLACE, 0, 0, width * 4.0f, height * 4.0f);
gSPClipRatio(oGfxCtx->polyOpa.p++, FRUSTRATIO_1);
gDPSetColorImage(oGfxCtx->polyOpa.p++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, img2);
gDPSetCycleType(oGfxCtx->polyOpa.p++, G_CYC_FILL);
gDPSetRenderMode(oGfxCtx->polyOpa.p++, G_RM_NOOP, G_RM_NOOP2);
gDPSetFillColor(oGfxCtx->polyOpa.p++, (GPACK_RGBA5551(255, 255, 240, 0) << 16) | GPACK_RGBA5551(255, 255, 240, 0));
gDPFillRectangle(oGfxCtx->polyOpa.p++, 0, 0, width - 1, height - 1);
gDPPipeSync(oGfxCtx->polyOpa.p++);
gDPSetColorImage(oGfxCtx->polyOpa.p++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, img1);
gDPSetCycleType(oGfxCtx->polyOpa.p++, G_CYC_FILL);
gDPSetRenderMode(oGfxCtx->polyOpa.p++, G_RM_NOOP, G_RM_NOOP2);
gDPSetFillColor(oGfxCtx->polyOpa.p++, (GPACK_RGBA5551(0, 0, 0, 1) << 16) | GPACK_RGBA5551(0, 0, 0, 1));
gDPFillRectangle(oGfxCtx->polyOpa.p++, 0, 0, width - 1, height - 1);
gDPPipeSync(oGfxCtx->polyOpa.p++);
gDPSetDepthImage(oGfxCtx->polyOpa.p++, img2);
viewport.vp.vscale[0] = viewport.vp.vtrans[0] = width * 2;
viewport.vp.vscale[1] = viewport.vp.vtrans[1] = height * 2;
gSPViewport(oGfxCtx->polyOpa.p++, &viewport);
guPerspective(perspMtx, &perspNorm, fovy, (f32)width / (f32)height, 10.0f, 4000.0f, 1.0f);
gSPPerspNormalize(oGfxCtx->polyOpa.p++, perspNorm);
gSPMatrix(oGfxCtx->polyOpa.p++, 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(oGfxCtx->polyOpa.p++, lookAtMtx, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
sp12C[0] = sword;
sp12C[1] = shield;
func_800D1694(pos->x, pos->y, pos->z, rot);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPSegment(oGfxCtx->polyOpa.p++, 0x04, seg04);
gSPSegment(oGfxCtx->polyOpa.p++, 0x06, seg06);
gSPSetLights1(oGfxCtx->polyOpa.p++, lights1);
func_80093C80(globalCtx);
oGfxCtx->polyOpa.p = Gfx_SetFog2(oGfxCtx->polyOpa.p++, 0, 0, 0, 0, 997, 1000);
func_8002EABC(pos, &globalCtx->view.eye, &lightDir, globalCtx->state.gfxCtx);
gSPSegment(oGfxCtx->polyOpa.p++, 0x0C, gCullBackDList);
func_8008F470(globalCtx, arg3->skeleton, arg3->limbDrawTable, arg3->dListCount, 0, tunic, boots, 0, func_80091880,
NULL, &sp12C);
gSPEndDisplayList(oGfxCtx->polyOpa.p++);
gSPEndDisplayList(oGfxCtx->polyXlu.p++);
gSPBranchList(opaRef, oGfxCtx->polyOpa.p);
gSPBranchList(xluRef, oGfxCtx->polyXlu.p);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 3288);
}
void func_8009214C(GlobalContext* globalCtx, u8* segment, struct_80091A24_arg3* arg2, Vec3f* pos, Vec3s* rot, f32 scale,
s32 sword, s32 tunic, s32 shield, s32 boots) {
static Vec3f eye = { 0.0f, 0.0f, -400.0f };
static Vec3f at = { 0.0f, 0.0f, 0.0f };
Vec3s* destTable;
Vec3s* srcTable;
s32 i;
gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800);
gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800);
if (LINK_IS_CHILD) {
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 = SEGMENTED_TO_VIRTUAL(srcTable);
destTable = arg2->limbDrawTable;
for (i = 0; i < arg2->limbCount; i++) {
*destTable++ = *srcTable++;
}
func_80091A24(globalCtx, segment + 0x3800, segment + 0x8800, arg2, pos, rot, scale, sword, tunic, shield, boots, 64,
112, &eye, &at, 60.0f, globalCtx->state.gfxCtx->curFrameBuffer,
globalCtx->state.gfxCtx->curFrameBuffer + 0x1C00);
}