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oot/src/code/z_player_lib.c

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#include "global.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_link_boy/object_link_boy.h"
#include "assets/objects/object_link_child/object_link_child.h"
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typedef struct {
/* 0x00 */ u8 flag;
/* 0x02 */ u16 textId;
} TextTriggerEntry; // size = 0x04
typedef struct {
/* 0x00 */ Gfx* dList;
/* 0x04 */ Vec3f pos;
} BowSlingshotStringData; // size = 0x10
FlexSkeletonHeader* gPlayerSkelHeaders[] = { &gLinkAdultSkel, &gLinkChildSkel };
s16 sBootData[PLAYER_BOOTS_MAX][17] = {
{ 200, 1000, 300, 700, 550, 270, 600, 350, 800, 600, -100, 600, 590, 750, 125, 200, 130 },
{ 200, 1000, 300, 700, 550, 270, 1000, 0, 800, 300, -160, 600, 590, 750, 125, 200, 130 },
{ 200, 1000, 300, 700, 550, 270, 600, 600, 800, 550, -100, 600, 540, 270, 25, 0, 130 },
{ 200, 1000, 300, 700, 380, 400, 0, 300, 800, 500, -100, 600, 590, 750, 125, 200, 130 },
{ 80, 800, 150, 700, 480, 270, 600, 50, 800, 550, -40, 400, 540, 270, 25, 0, 80 },
{ 200, 1000, 300, 800, 500, 400, 800, 400, 800, 550, -100, 600, 540, 750, 125, 400, 200 },
};
// Used to map action params to model groups
u8 sActionModelGroups[PLAYER_AP_MAX] = {
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_NONE
PLAYER_MODELGROUP_15, // PLAYER_AP_LAST_USED
PLAYER_MODELGROUP_10, // PLAYER_AP_FISHING_POLE
PLAYER_MODELGROUP_SWORD, // PLAYER_AP_SWORD_MASTER
PLAYER_MODELGROUP_SWORD, // PLAYER_AP_SWORD_KOKIRI
PLAYER_MODELGROUP_BGS, // PLAYER_AP_SWORD_BGS
PLAYER_MODELGROUP_10, // PLAYER_AP_STICK
PLAYER_MODELGROUP_HAMMER, // PLAYER_AP_HAMMER
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW_FIRE
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW_ICE
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW_LIGHT
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW_0C
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW_0D
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW_0E
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_SLINGSHOT
PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_AP_HOOKSHOT
PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_AP_LONGSHOT
PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_AP_BOMB
PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_AP_BOMBCHU
PLAYER_MODELGROUP_BOOMERANG, // PLAYER_AP_BOOMERANG
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MAGIC_SPELL_15
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MAGIC_SPELL_16
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_MAGIC_SPELL_17
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_FARORES_WIND
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_NAYRUS_LOVE
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_DINS_FIRE
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_NUT
PLAYER_MODELGROUP_OCARINA, // PLAYER_AP_OCARINA_FAIRY
PLAYER_MODELGROUP_OOT, // PLAYER_AP_OCARINA_TIME
PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_FISH
PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_FIRE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_BUG
PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_POE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_BIG_POE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_LETTER
PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_POTION_RED
PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_POTION_BLUE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_POTION_GREEN
PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_MILK
PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_MILK_HALF
PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_FAIRY
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_LETTER_ZELDA
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_WEIRD_EGG
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_CHICKEN
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_BEAN
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_POCKET_EGG
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_POCKET_CUCCO
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_COJIRO
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_ODD_MUSHROOM
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_ODD_POTION
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_SAW
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_SWORD_BROKEN
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_PRESCRIPTION
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_FROG
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_EYEDROPS
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_CLAIM_CHECK
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_KEATON
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_SKULL
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_SPOOKY
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_BUNNY
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_GORON
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_ZORA
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_GERUDO
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_TRUTH
PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_LENS
};
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[PLAYER_MODELGROUP_MAX][PLAYER_MODELGROUPENTRY_MAX] = {
/* PLAYER_MODELGROUP_0 */
{ PLAYER_ANIMTYPE_2, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_SHIELD, PLAYER_MODELTYPE_SHEATH_16,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD */
{ PLAYER_ANIMTYPE_1, PLAYER_MODELTYPE_LH_SWORD, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_19,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_SWORD */
{ PLAYER_ANIMTYPE_1, PLAYER_MODELTYPE_LH_SWORD, PLAYER_MODELTYPE_RH_SHIELD, PLAYER_MODELTYPE_SHEATH_17,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_DEFAULT */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_4 */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_BGS */
{ PLAYER_ANIMTYPE_3, PLAYER_MODELTYPE_LH_BGS, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_19,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_BOW_SLINGSHOT */
{ PLAYER_ANIMTYPE_4, PLAYER_MODELTYPE_LH_CLOSED, PLAYER_MODELTYPE_RH_BOW_SLINGSHOT, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_EXPLOSIVES */
{ PLAYER_ANIMTYPE_5, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_BOOMERANG */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_BOOMERANG, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_HOOKSHOT */
{ PLAYER_ANIMTYPE_4, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_HOOKSHOT, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_10 */
{ PLAYER_ANIMTYPE_3, PLAYER_MODELTYPE_LH_CLOSED, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_HAMMER */
{ PLAYER_ANIMTYPE_3, PLAYER_MODELTYPE_LH_HAMMER, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_OCARINA */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OCARINA, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_OOT */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OOT, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_BOTTLE */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_BOTTLE, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_15 */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_SWORD, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_19,
PLAYER_MODELTYPE_WAIST },
};
Gfx* sPlayerRightHandShieldDLs[PLAYER_SHIELD_MAX * 4] = {
// PLAYER_SHIELD_NONE
gLinkAdultRightHandClosedNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightHandClosedFarDL,
// PLAYER_SHIELD_DEKU
gLinkAdultRightHandClosedNearDL,
gLinkChildRightFistAndDekuShieldNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightFistAndDekuShieldFarDL,
// PLAYER_SHIELD_HYLIAN
gLinkAdultRightHandHoldingHylianShieldNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandHoldingHylianShieldFarDL,
gLinkChildRightHandClosedFarDL,
// PLAYER_SHIELD_MIRROR
gLinkAdultRightHandHoldingMirrorShieldNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandHoldingMirrorShieldFarDL,
gLinkChildRightHandClosedFarDL,
};
Gfx* D_80125D28[(PLAYER_SHIELD_MAX + 2) * 4] = {
// PLAYER_SHIELD_NONE
gLinkAdultMasterSwordAndSheathNearDL,
gLinkChildSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL,
gLinkChildSwordAndSheathFarDL,
// PLAYER_SHIELD_DEKU
gLinkAdultMasterSwordAndSheathNearDL,
gLinkChildDekuShieldSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL,
gLinkChildDekuShieldSwordAndSheathFarDL,
// PLAYER_SHIELD_HYLIAN
gLinkAdultHylianShieldSwordAndSheathNearDL,
gLinkChildHylianShieldSwordAndSheathNearDL,
gLinkAdultHylianShieldSwordAndSheathFarDL,
gLinkChildHylianShieldSwordAndSheathFarDL,
// PLAYER_SHIELD_MIRROR
gLinkAdultMirrorShieldSwordAndSheathNearDL,
gLinkChildSwordAndSheathNearDL,
gLinkAdultMirrorShieldSwordAndSheathFarDL,
gLinkChildSwordAndSheathFarDL,
// PLAYER_SHIELD_NONE (child, no sword)
NULL,
NULL,
NULL,
NULL,
// PLAYER_SHIELD_DEKU (child, no sword)
NULL,
gLinkChildDekuShieldWithMatrixDL,
NULL,
gLinkChildDekuShieldWithMatrixDL,
};
Gfx* D_80125D88[(PLAYER_SHIELD_MAX + 2) * 4] = {
// PLAYER_SHIELD_NONE
gLinkAdultSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildSheathFarDL,
// PLAYER_SHIELD_DEKU
gLinkAdultSheathNearDL,
gLinkChildDekuShieldAndSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildDekuShieldAndSheathFarDL,
// PLAYER_SHIELD_HYLIAN
gLinkAdultHylianShieldAndSheathNearDL,
gLinkChildHylianShieldAndSheathNearDL,
gLinkAdultHylianShieldAndSheathFarDL,
gLinkChildHylianShieldAndSheathFarDL,
// PLAYER_SHIELD_MIRROR
gLinkAdultMirrorShieldAndSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultMirrorShieldAndSheathFarDL,
gLinkChildSheathFarDL,
// PLAYER_SHIELD_NONE (child, no sword)
NULL,
NULL,
NULL,
NULL,
// PLAYER_SHIELD_DEKU (child, no sword)
gLinkAdultSheathNearDL,
gLinkChildDekuShieldWithMatrixDL,
gLinkAdultSheathNearDL,
gLinkChildDekuShieldWithMatrixDL,
};
Gfx* gPlayerLeftHandBgsDLs[] = {
// biggoron sword
gLinkAdultLeftHandHoldingBgsNearDL,
gLinkChildLeftHandHoldingMasterSwordDL,
gLinkAdultLeftHandHoldingBgsFarDL,
gLinkChildLeftHandHoldingMasterSwordDL,
// broken giant knife
gLinkAdultHandHoldingBrokenGiantsKnifeDL,
gLinkChildLeftHandHoldingMasterSwordDL,
gLinkAdultHandHoldingBrokenGiantsKnifeFarDL,
gLinkChildLeftHandHoldingMasterSwordDL,
};
Gfx* gPlayerLeftHandOpenDLs[] = {
gLinkAdultLeftHandNearDL,
gLinkChildLeftHandNearDL,
gLinkAdultLeftHandFarDL,
gLinkChildLeftHandFarDL,
};
Gfx* gPlayerLeftHandClosedDLs[] = {
gLinkAdultLeftHandClosedNearDL,
gLinkChildLeftFistNearDL,
gLinkAdultLeftHandClosedFarDL,
gLinkChildLeftFistFarDL,
};
// Identical to `sPlayerLeftHandSwordDLs` and unused
Gfx* sPlayerLeftHandSwordDLs2[] = {
gLinkAdultLeftHandHoldingMasterSwordNearDL,
gLinkChildLeftFistAndKokiriSwordNearDL,
gLinkAdultLeftHandHoldingMasterSwordFarDL,
gLinkChildLeftFistAndKokiriSwordFarDL,
};
Gfx* sPlayerLeftHandSwordDLs[] = {
gLinkAdultLeftHandHoldingMasterSwordNearDL,
gLinkChildLeftFistAndKokiriSwordNearDL,
gLinkAdultLeftHandHoldingMasterSwordFarDL,
gLinkChildLeftFistAndKokiriSwordFarDL,
};
Gfx* sPlayerRightHandOpenDLs[] = {
gLinkAdultRightHandNearDL,
gLinkChildRightHandNearDL,
gLinkAdultRightHandFarDL,
gLinkChildRightHandFarDL,
};
Gfx* sPlayerRightHandClosedDLs[] = {
gLinkAdultRightHandClosedNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightHandClosedFarDL,
};
Gfx* sPlayerRightHandBowSlingshotDLs[] = {
gLinkAdultRightHandHoldingBowNearDL,
gLinkChildRightHandHoldingSlingshotNearDL,
gLinkAdultRightHandHoldingBowFarDL,
gLinkChildRightHandHoldingSlingshotFarDL,
};
Gfx* D_80125E78[] = {
gLinkAdultMasterSwordAndSheathNearDL,
gLinkChildSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL,
gLinkChildSwordAndSheathFarDL,
};
Gfx* D_80125E88[] = {
gLinkAdultSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildSheathFarDL,
};
Gfx* sPlayerWaistDLs[] = {
gLinkAdultWaistNearDL,
gLinkChildWaistNearDL,
gLinkAdultWaistFarDL,
gLinkChildWaistFarDL,
};
// Identical to `sPlayerRightHandBowSlingshotDLs` and unused
Gfx* sPlayerRightHandBowSlingshotDLs2[] = {
gLinkAdultRightHandHoldingBowNearDL,
gLinkChildRightHandHoldingSlingshotNearDL,
gLinkAdultRightHandHoldingBowFarDL,
gLinkChildRightHandHoldingSlingshotFarDL,
};
Gfx* sPlayerRightHandOcarinaDLs[] = {
gLinkAdultRightHandHoldingOotNearDL,
gLinkChildRightHandHoldingFairyOcarinaNearDL,
gLinkAdultRightHandHoldingOotFarDL,
gLinkChildRightHandHoldingFairyOcarinaFarDL,
};
Gfx* sPlayerRightHandOotDLs[] = {
gLinkAdultRightHandHoldingOotNearDL,
gLinkChildRightHandAndOotNearDL,
gLinkAdultRightHandHoldingOotFarDL,
gLinkChildRightHandHoldingOOTFarDL,
};
Gfx* sPlayerRightHandHookshotDLs[] = {
gLinkAdultRightHandHoldingHookshotNearDL,
gLinkChildRightHandNearDL,
gLinkAdultRightHandHoldingHookshotNearDL, // The 'far' display list exists but is not used
gLinkChildRightHandFarDL,
};
Gfx* sPlayerLeftHandHammerDLs[] = {
gLinkAdultLeftHandHoldingHammerNearDL,
gLinkChildLeftHandNearDL,
gLinkAdultLeftHandHoldingHammerFarDL,
gLinkChildLeftHandFarDL,
};
Gfx* gPlayerLeftHandBoomerangDLs[] = {
gLinkAdultLeftHandNearDL,
gLinkChildLeftFistAndBoomerangNearDL,
gLinkAdultLeftHandFarDL,
gLinkChildLeftFistAndBoomerangFarDL,
};
Gfx* sPlayerLeftHandBottleDLs[] = {
gLinkAdultLeftHandOutNearDL,
gLinkChildLeftHandUpNearDL,
gLinkAdultLeftHandOutNearDL,
gLinkChildLeftHandUpNearDL,
};
Gfx* sFirstPersonLeftForearmDLs[] = {
gLinkAdultRightArmOutNearDL,
NULL,
};
Gfx* sFirstPersonLeftHandDLs[] = {
gLinkAdultRightHandOutNearDL,
NULL,
};
Gfx* sFirstPersonRightShoulderDLs[] = {
gLinkAdultRightShoulderNearDL,
gLinkChildRightShoulderNearDL,
};
Gfx* sFirstPersonForearmDLs[] = {
gLinkAdultLeftArmOutNearDL,
NULL,
};
Gfx* sFirstPersonRightHandHoldingWeaponDLs[] = {
gLinkAdultRightHandHoldingBowFirstPersonDL,
gLinkChildRightArmStretchedSlingshotDL,
};
// Indexed by model types (left hand, right hand, sheath or waist)
Gfx** sPlayerDListGroups[PLAYER_MODELTYPE_MAX] = {
gPlayerLeftHandOpenDLs, // PLAYER_MODELTYPE_LH_OPEN
gPlayerLeftHandClosedDLs, // PLAYER_MODELTYPE_LH_CLOSED
sPlayerLeftHandSwordDLs, // PLAYER_MODELTYPE_LH_SWORD
sPlayerLeftHandSwordDLs2, // PLAYER_MODELTYPE_LH_SWORD_2
gPlayerLeftHandBgsDLs, // PLAYER_MODELTYPE_LH_BGS
sPlayerLeftHandHammerDLs, // PLAYER_MODELTYPE_LH_HAMMER
gPlayerLeftHandBoomerangDLs, // PLAYER_MODELTYPE_LH_BOOMERANG
sPlayerLeftHandBottleDLs, // PLAYER_MODELTYPE_LH_BOTTLE
sPlayerRightHandOpenDLs, // PLAYER_MODELTYPE_RH_OPEN
sPlayerRightHandClosedDLs, // PLAYER_MODELTYPE_RH_CLOSED
sPlayerRightHandShieldDLs, // PLAYER_MODELTYPE_RH_SHIELD
sPlayerRightHandBowSlingshotDLs, // PLAYER_MODELTYPE_RH_BOW_SLINGSHOT
sPlayerRightHandBowSlingshotDLs2, // PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2
sPlayerRightHandOcarinaDLs, // PLAYER_MODELTYPE_RH_OCARINA
sPlayerRightHandOotDLs, // PLAYER_MODELTYPE_RH_OOT
sPlayerRightHandHookshotDLs, // PLAYER_MODELTYPE_RH_HOOKSHOT
D_80125E78, // PLAYER_MODELTYPE_SHEATH_16
D_80125E88, // PLAYER_MODELTYPE_SHEATH_17
D_80125D28, // PLAYER_MODELTYPE_SHEATH_18
D_80125D88, // PLAYER_MODELTYPE_SHEATH_19
sPlayerWaistDLs, // PLAYER_MODELTYPE_WAIST
};
Gfx gCullBackDList[] = {
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
Gfx gCullFrontDList[] = {
gsSPSetGeometryMode(G_CULL_FRONT),
gsSPEndDisplayList(),
};
Vec3f* sCurBodyPartPos;
s32 sDListsLodOffset;
Vec3f sGetItemRefPos;
s32 sLeftHandType;
s32 sRightHandType;
void Player_SetBootData(PlayState* play, Player* this) {
s32 currentBoots;
s16* bootRegs;
REG(27) = 2000;
REG(48) = 370;
currentBoots = this->currentBoots;
if (currentBoots == PLAYER_BOOTS_KOKIRI) {
if (!LINK_IS_ADULT) {
currentBoots = PLAYER_BOOTS_KOKIRI_CHILD;
}
} else if (currentBoots == PLAYER_BOOTS_IRON) {
if (this->stateFlags1 & PLAYER_STATE1_27) {
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 (play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_2) {
REG(45) = 500;
}
}
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s32 Player_InBlockingCsMode(PlayState* play, Player* this) {
return (this->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) || (this->csMode != 0) ||
(play->transitionTrigger == TRANS_TRIGGER_START) || (this->stateFlags1 & PLAYER_STATE1_0) ||
(this->stateFlags3 & PLAYER_STATE3_7) ||
((gSaveContext.magicState != MAGIC_STATE_IDLE) &&
(Player_ActionToMagicSpell(this, this->itemActionParam) >= 0));
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}
s32 Player_InCsMode(PlayState* play) {
Player* this = GET_PLAYER(play);
return Player_InBlockingCsMode(play, this) || (this->unk_6AD == 4);
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}
s32 func_8008E9C4(Player* this) {
return (this->stateFlags1 & PLAYER_STATE1_4);
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}
s32 Player_IsChildWithHylianShield(Player* this) {
return gSaveContext.linkAge != LINK_AGE_ADULT && (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 == PLAYER_MODELGROUP_SWORD) && Player_IsChildWithHylianShield(this)) {
// child, using kokiri sword with hylian shield equipped
return PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD;
} else {
return modelGroup;
}
}
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void Player_SetModelsForHoldingShield(Player* this) {
if ((this->stateFlags1 & PLAYER_STATE1_22) &&
((this->itemActionParam < 0) || (this->itemActionParam == this->heldItemActionParam))) {
if (!Player_HoldsTwoHandedWeapon(this) && !Player_IsChildWithHylianShield(this)) {
this->rightHandType = PLAYER_MODELTYPE_RH_SHIELD;
this->rightHandDLists = sPlayerDListGroups[PLAYER_MODELTYPE_RH_SHIELD] + ((void)0, gSaveContext.linkAge);
if (this->sheathType == PLAYER_MODELTYPE_SHEATH_18) {
this->sheathType = PLAYER_MODELTYPE_SHEATH_16;
} else if (this->sheathType == PLAYER_MODELTYPE_SHEATH_19) {
this->sheathType = PLAYER_MODELTYPE_SHEATH_17;
}
this->sheathDLists = sPlayerDListGroups[this->sheathType] + ((void)0, gSaveContext.linkAge);
this->modelAnimType = PLAYER_ANIMTYPE_2;
this->itemActionParam = -1;
}
}
}
void Player_SetModels(Player* this, s32 modelGroup) {
this->leftHandType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_LEFT_HAND];
this->rightHandType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_RIGHT_HAND];
this->sheathType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_SHEATH];
this->leftHandDLists = sPlayerDListGroups[gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_LEFT_HAND]] +
((void)0, gSaveContext.linkAge);
this->rightHandDLists = sPlayerDListGroups[gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_RIGHT_HAND]] +
((void)0, gSaveContext.linkAge);
this->sheathDLists = sPlayerDListGroups[gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_SHEATH]] +
((void)0, gSaveContext.linkAge);
this->waistDLists = sPlayerDListGroups[gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_WAIST]] +
((void)0, gSaveContext.linkAge);
Player_SetModelsForHoldingShield(this);
}
void Player_SetModelGroup(Player* this, s32 modelGroup) {
this->modelGroup = modelGroup;
if (modelGroup == PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD) {
this->modelAnimType = PLAYER_ANIMTYPE_0;
} else {
this->modelAnimType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_ANIM];
}
if ((this->modelAnimType < PLAYER_ANIMTYPE_3) && (this->currentShield == PLAYER_SHIELD_NONE)) {
this->modelAnimType = PLAYER_ANIMTYPE_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(PlayState* play, Player* this) {
if (this->csMode != 0x56) {
this->currentShield = SHIELD_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD));
this->currentTunic = TUNIC_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC));
this->currentBoots = BOOTS_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS));
this->currentSwordItemId = B_BTN_ITEM;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemActionParam));
Player_SetBootData(play, this);
}
}
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void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 actionParam) {
Inventory_UpdateBottleItem(play, item, this->heldItemButton);
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if (item != ITEM_BOTTLE) {
this->heldItemId = item;
this->heldItemActionParam = actionParam;
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}
this->itemActionParam = actionParam;
2020-03-17 04:31:30 +00:00
}
void func_8008EDF0(Player* this) {
this->unk_664 = NULL;
this->stateFlags2 &= ~PLAYER_STATE2_13;
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}
void func_8008EE08(Player* this) {
if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
(this->stateFlags1 & (PLAYER_STATE1_21 | PLAYER_STATE1_23 | PLAYER_STATE1_27)) ||
(!(this->stateFlags1 & (PLAYER_STATE1_18 | PLAYER_STATE1_19)) &&
((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) {
this->stateFlags1 &= ~(PLAYER_STATE1_15 | PLAYER_STATE1_16 | PLAYER_STATE1_17 | PLAYER_STATE1_18 |
PLAYER_STATE1_19 | PLAYER_STATE1_30);
} else if (!(this->stateFlags1 & (PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_21))) {
this->stateFlags1 |= PLAYER_STATE1_19;
}
func_8008EDF0(this);
}
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void func_8008EEAC(PlayState* play, Actor* actor) {
Player* this = GET_PLAYER(play);
func_8008EE08(this);
this->unk_664 = actor;
this->unk_684 = actor;
this->stateFlags1 |= PLAYER_STATE1_16;
Camera_SetParam(Play_GetCamera(play, CAM_ID_MAIN), 8, actor);
Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
}
s32 func_8008EF30(PlayState* play) {
Player* this = GET_PLAYER(play);
return (this->stateFlags1 & PLAYER_STATE1_23);
}
2020-03-17 04:31:30 +00:00
s32 func_8008EF44(PlayState* play, s32 ammo) {
play->shootingGalleryStatus = ammo + 1;
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return 1;
}
s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) {
Player* this = GET_PLAYER(play);
Vec3f diff;
s32 pad;
if ((this->heldItemActionParam == PLAYER_AP_STICK) && (this->unk_860 != 0)) {
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Math_Vec3f_Diff(&this->meleeWeaponInfo[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(PlayState* play) {
Player* this = GET_PLAYER(play);
return this->currentMask;
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}
Player* Player_UnsetMask(PlayState* play) {
Player* this = GET_PLAYER(play);
this->currentMask = PLAYER_MASK_NONE;
return this;
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}
s32 Player_HasMirrorShieldEquipped(PlayState* play) {
Player* this = GET_PLAYER(play);
return (this->currentShield == PLAYER_SHIELD_MIRROR);
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}
s32 Player_HasMirrorShieldSetToDraw(PlayState* play) {
Player* this = GET_PLAYER(play);
return (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) && (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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}
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s32 Player_ActionToMeleeWeapon(s32 actionParam) {
s32 meleeWeapon = actionParam - PLAYER_AP_FISHING_POLE;
if ((meleeWeapon > 0) && (meleeWeapon < 6)) {
return meleeWeapon;
} else {
return 0;
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}
}
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s32 Player_GetMeleeWeaponHeld(Player* this) {
return Player_ActionToMeleeWeapon(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(PlayState* play) {
Player* this = GET_PLAYER(play);
TextTriggerEntry* triggerEntry;
s32 var;
if (play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_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 & BGCHECKFLAG_GROUND)) ? 1 : 3;
} else if (this->stateFlags1 & PLAYER_STATE1_27) { // Swimming
var = 2;
} else {
return 0;
}
// Trigger general textboxes under certain conditions, like "It's so hot in here!"
if (!Player_InCsMode(play)) {
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)))) {
Message_StartTextbox(play, triggerEntry->textId, NULL);
gSaveContext.textTriggerFlags |= triggerEntry->flag;
}
}
return var + 1;
}
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u8 sEyeMouthIndices[][2] = {
{ 0, 0 }, { 1, 0 }, { 2, 0 }, { 0, 0 }, { 1, 0 }, { 2, 0 }, { 4, 0 }, { 5, 1 },
{ 7, 2 }, { 0, 2 }, { 3, 0 }, { 4, 0 }, { 2, 2 }, { 1, 1 }, { 0, 2 }, { 0, 0 },
};
/**
* Link's eye and mouth textures are placed at the exact same place in adult and child Link's respective object files.
* This allows the array to only contain the symbols for one file and have it apply to both. This is a problem for
* shiftability, and changes will need to be made in the code to account for this in a modding scenario. The symbols
* from adult Link's object are used here.
*/
#ifndef AVOID_UB
void* sEyeTextures[] = {
gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex,
};
void* sMouthTextures[] = {
gLinkAdultMouth1Tex,
gLinkAdultMouth2Tex,
gLinkAdultMouth3Tex,
gLinkAdultMouth4Tex,
};
#else
// Defining `AVOID_UB` will use a 2D array instead and properly use the child link pointers to allow for shifting.
void* sEyeTextures[][8] = {
{ gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex },
{ gLinkChildEyesOpenTex, gLinkChildEyesHalfTex, gLinkChildEyesClosedfTex, gLinkChildEyesRollLeftTex,
gLinkChildEyesRollRightTex, gLinkChildEyesShockTex, gLinkChildEyesUnk1Tex, gLinkChildEyesUnk2Tex },
};
void* sMouthTextures[][4] = {
{ gLinkAdultMouth1Tex, gLinkAdultMouth2Tex, gLinkAdultMouth3Tex, gLinkAdultMouth4Tex },
{ gLinkChildMouth1Tex, gLinkChildMouth2Tex, gLinkChildMouth3Tex, gLinkChildMouth4Tex },
};
#endif
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
Color_RGB8 sTunicColors[PLAYER_TUNIC_MAX] = {
{ 30, 105, 27 }, // PLAYER_TUNIC_KOKIRI
{ 100, 20, 0 }, // PLAYER_TUNIC_GORON
{ 0, 60, 100 }, // PLAYER_TUNIC_ZORA
};
Color_RGB8 sGauntletColors[] = {
{ 255, 255, 255 },
{ 254, 207, 15 },
};
Gfx* sBootDListGroups[][2] = {
{ gLinkAdultLeftIronBootDL, gLinkAdultRightIronBootDL }, // PLAYER_BOOTS_IRON
{ gLinkAdultLeftHoverBootDL, gLinkAdultRightHoverBootDL }, // PLAYER_BOOTS_HOVER
};
void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic, s32 boots,
s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* data) {
Color_RGB8* color;
s32 eyeIndex = (jointTable[22].x & 0xF) - 1;
s32 mouthIndex = (jointTable[22].x >> 4) - 1;
OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 1721);
if (eyeIndex < 0) {
eyeIndex = sEyeMouthIndices[face][0];
}
2020-03-17 04:31:30 +00:00
#ifndef AVOID_UB
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[eyeIndex]));
#else
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[gSaveContext.linkAge][eyeIndex]));
#endif
2020-03-17 04:31:30 +00:00
if (mouthIndex < 0) {
mouthIndex = sEyeMouthIndices[face][1];
}
2020-03-17 04:31:30 +00:00
#ifndef AVOID_UB
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[mouthIndex]));
#else
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[gSaveContext.linkAge][mouthIndex]));
#endif
2020-04-19 15:57:38 +00:00
color = &sTunicColors[tunic];
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
sDListsLodOffset = lod * 2;
SkelAnime_DrawFlexLod(play, skeleton, jointTable, dListCount, overrideLimbDraw, postLimbDraw, data, lod);
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
if ((overrideLimbDraw != Player_OverrideLimbDrawGameplayFirstPerson) &&
(overrideLimbDraw != Player_OverrideLimbDrawGameplay_80090440) &&
(gSaveContext.gameMode != GAMEMODE_END_CREDITS)) {
if (LINK_IS_ADULT) {
s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);
Fix/cleanup/rephrase miscellaneous stuff (#983) * Add parens around params usage in VEC_SET macro * Remove unnecessary space character in a xml * Use defines instead of magic values in head/tail magic comments * Use `OS_USEC_TO_CYCLES` to make a time look better in `Graph_TaskSet00` * `0x25800` -> `sizeof(u16[SCREEN_HEIGHT][SCREEN_WIDTH])` * `0x803DA800` -> `0x80400000 - frame buffer size` * Use `OS_VI_` defines instead of hex * Add empty line after some variable declarations * Remove unused `extern CutsceneData` in `z_bg_dy_yoseizo.c` * `Matrix_MtxFToYXZRotS` does not use `MTXMODE_` * Use `MTXMODE_` more * Remove `ASCII_TO_U32`, use `'IS64'` * Add explicit `!= NULL` in some ternaries * Use `INV_CONTENT`, `AMMO` macros more * Use `PLAYER_AP_` enum more to compare to `Player#heldItemActionParam` * Get rid of lowercase hex (outside libultra) * `gWindMill*` -> `gWindmill*` * Format and small fix enums in `z_boss_mo.h` * Use `CHECK_BTN_ANY` more * Fix xz/xy mistake in comment in tektite * Rephrase comments mentioning "the devs" in a more neutral way * Clean-up some objectively useless parens * Fix some negative values written as u16 instead of s16 in ichains * `SKJ_ACTON_` -> `SKJ_ACTION_` * Run formatter * Fix unk_ offset of `TransformUpdateIndex#unk_10` -> `unk_0E` * Remove comments using in-game text * Remove `U` suffix from integer literals * Revert "Remove `ASCII_TO_U32`, use `'IS64'`" This reverts commit c801337dde9fe5e8b7a7ecf85ad3629bf5b87aaf. * Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)` * Add empty line after decl x2 * Revert "Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)`" This reverts commit d80bdb32da449edc74e02b8ab3f5a2c532e74bdb. * Make `CUR_UPG_VALUE(UPG_STRENGTH)` compare to integers (eventually needs its own enum) * Only use `PLAYER_SHIELD_` enum with `Player#currentShield` * Only use `PLAYER_TUNIC_` enum with `Player#currentTunic`
2021-10-03 03:17:09 +00:00
if (strengthUpgrade >= 2) { // silver or gold gauntlets
gDPPipeSync(POLY_OPA_DISP++);
Fix/cleanup/rephrase miscellaneous stuff (#983) * Add parens around params usage in VEC_SET macro * Remove unnecessary space character in a xml * Use defines instead of magic values in head/tail magic comments * Use `OS_USEC_TO_CYCLES` to make a time look better in `Graph_TaskSet00` * `0x25800` -> `sizeof(u16[SCREEN_HEIGHT][SCREEN_WIDTH])` * `0x803DA800` -> `0x80400000 - frame buffer size` * Use `OS_VI_` defines instead of hex * Add empty line after some variable declarations * Remove unused `extern CutsceneData` in `z_bg_dy_yoseizo.c` * `Matrix_MtxFToYXZRotS` does not use `MTXMODE_` * Use `MTXMODE_` more * Remove `ASCII_TO_U32`, use `'IS64'` * Add explicit `!= NULL` in some ternaries * Use `INV_CONTENT`, `AMMO` macros more * Use `PLAYER_AP_` enum more to compare to `Player#heldItemActionParam` * Get rid of lowercase hex (outside libultra) * `gWindMill*` -> `gWindmill*` * Format and small fix enums in `z_boss_mo.h` * Use `CHECK_BTN_ANY` more * Fix xz/xy mistake in comment in tektite * Rephrase comments mentioning "the devs" in a more neutral way * Clean-up some objectively useless parens * Fix some negative values written as u16 instead of s16 in ichains * `SKJ_ACTON_` -> `SKJ_ACTION_` * Run formatter * Fix unk_ offset of `TransformUpdateIndex#unk_10` -> `unk_0E` * Remove comments using in-game text * Remove `U` suffix from integer literals * Revert "Remove `ASCII_TO_U32`, use `'IS64'`" This reverts commit c801337dde9fe5e8b7a7ecf85ad3629bf5b87aaf. * Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)` * Add empty line after decl x2 * Revert "Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)`" This reverts commit d80bdb32da449edc74e02b8ab3f5a2c532e74bdb. * Make `CUR_UPG_VALUE(UPG_STRENGTH)` compare to integers (eventually needs its own enum) * Only use `PLAYER_SHIELD_` enum with `Player#currentShield` * Only use `PLAYER_TUNIC_` enum with `Player#currentTunic`
2021-10-03 03:17:09 +00:00
color = &sGauntletColors[strengthUpgrade - 2];
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultLeftGauntletPlate1DL);
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultRightGauntletPlate1DL);
gSPDisplayList(POLY_OPA_DISP++, (sLeftHandType == PLAYER_MODELTYPE_LH_OPEN)
? gLinkAdultLeftGauntletPlate2DL
: gLinkAdultLeftGauntletPlate3DL);
gSPDisplayList(POLY_OPA_DISP++, (sRightHandType == PLAYER_MODELTYPE_RH_OPEN)
? gLinkAdultRightGauntletPlate2DL
: gLinkAdultRightGauntletPlate3DL);
}
if (boots != PLAYER_BOOTS_KOKIRI) {
Gfx** bootDLists = sBootDListGroups[boots - PLAYER_BOOTS_IRON];
Fix/cleanup/rephrase miscellaneous stuff (#983) * Add parens around params usage in VEC_SET macro * Remove unnecessary space character in a xml * Use defines instead of magic values in head/tail magic comments * Use `OS_USEC_TO_CYCLES` to make a time look better in `Graph_TaskSet00` * `0x25800` -> `sizeof(u16[SCREEN_HEIGHT][SCREEN_WIDTH])` * `0x803DA800` -> `0x80400000 - frame buffer size` * Use `OS_VI_` defines instead of hex * Add empty line after some variable declarations * Remove unused `extern CutsceneData` in `z_bg_dy_yoseizo.c` * `Matrix_MtxFToYXZRotS` does not use `MTXMODE_` * Use `MTXMODE_` more * Remove `ASCII_TO_U32`, use `'IS64'` * Add explicit `!= NULL` in some ternaries * Use `INV_CONTENT`, `AMMO` macros more * Use `PLAYER_AP_` enum more to compare to `Player#heldItemActionParam` * Get rid of lowercase hex (outside libultra) * `gWindMill*` -> `gWindmill*` * Format and small fix enums in `z_boss_mo.h` * Use `CHECK_BTN_ANY` more * Fix xz/xy mistake in comment in tektite * Rephrase comments mentioning "the devs" in a more neutral way * Clean-up some objectively useless parens * Fix some negative values written as u16 instead of s16 in ichains * `SKJ_ACTON_` -> `SKJ_ACTION_` * Run formatter * Fix unk_ offset of `TransformUpdateIndex#unk_10` -> `unk_0E` * Remove comments using in-game text * Remove `U` suffix from integer literals * Revert "Remove `ASCII_TO_U32`, use `'IS64'`" This reverts commit c801337dde9fe5e8b7a7ecf85ad3629bf5b87aaf. * Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)` * Add empty line after decl x2 * Revert "Use `PLAYER_STR_*` to compare to `CUR_UPG_VALUE(UPG_STRENGTH)`" This reverts commit d80bdb32da449edc74e02b8ab3f5a2c532e74bdb. * Make `CUR_UPG_VALUE(UPG_STRENGTH)` compare to integers (eventually needs its own enum) * Only use `PLAYER_SHIELD_` enum with `Player#currentShield` * Only use `PLAYER_TUNIC_` enum with `Player#currentTunic`
2021-10-03 03:17:09 +00:00
gSPDisplayList(POLY_OPA_DISP++, bootDLists[0]);
gSPDisplayList(POLY_OPA_DISP++, bootDLists[1]);
}
} else {
if (Player_GetStrength() > PLAYER_STR_NONE) {
gSPDisplayList(POLY_OPA_DISP++, gLinkChildGoronBraceletDL);
}
}
}
CLOSE_DISPS(play->state.gfxCtx, "../z_player_lib.c", 1803);
}
Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
Vec3f D_80126038[] = {
{ 1304.0f, 0.0f, 0.0f },
{ 695.0f, 0.0f, 0.0f },
};
f32 D_80126050[] = { 1265.0f, 826.0f };
f32 D_80126058[] = { SQ(13.04f), SQ(6.95f) };
f32 D_80126060[] = { 10.019104f, -19.925102f };
f32 D_80126068[] = { 5.0f, 3.0f };
Vec3f D_80126070 = { 0.0f, -300.0f, 0.0f };
void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, s32 thighLimbIndex,
s32 shinLimbIndex, s32 footLimbIndex) {
Vec3f spA4;
Vec3f sp98;
Vec3f footprintPos;
CollisionPoly* sp88;
s32 sp84;
f32 sp80;
f32 sp7C;
f32 sp78;
f32 sp74;
f32 sp70;
f32 sp6C;
f32 sp68;
f32 sp64;
f32 sp60;
f32 sp5C;
f32 sp58;
f32 sp54;
f32 sp50;
s16 temp1;
s16 temp2;
s32 temp3;
if ((this->actor.scale.y >= 0.0f) && !(this->stateFlags1 & PLAYER_STATE1_7) &&
(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_TranslateRotateZYX(pos, rot);
Matrix_MultVec3f(&sZeroVec, &spA4);
Matrix_TranslateRotateZYX(&D_80126038[(void)0, gSaveContext.linkAge], &skelAnime->jointTable[shinLimbIndex]);
Matrix_Translate(D_80126050[(void)0, gSaveContext.linkAge], 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_MultVec3f(&sZeroVec, &sp98);
Matrix_MultVec3f(&D_80126070, &footprintPos);
Matrix_Pop();
footprintPos.y += 15.0f;
sp80 = BgCheck_EntityRaycastDown4(&play->colCtx, &sp88, &sp84, &this->actor, &footprintPos) + sp74;
if (sp98.y < sp80) {
sp70 = sp98.x - spA4.x;
sp6C = sp98.y - spA4.y;
sp68 = sp98.z - spA4.z;
sp64 = sqrtf(SQ(sp70) + SQ(sp6C) + SQ(sp68));
sp60 = (SQ(sp64) + sp78) / (2.0f * sp64);
sp58 = sp7C - SQ(sp60);
sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58);
sp54 = Math_FAtan2F(sp58, sp60);
sp6C = sp80 - spA4.y;
sp64 = sqrtf(SQ(sp70) + SQ(sp6C) + SQ(sp68));
sp60 = (SQ(sp64) + sp78) / (2.0f * sp64);
sp5C = sp64 - sp60;
sp58 = sp7C - SQ(sp60);
sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58);
sp50 = Math_FAtan2F(sp58, sp60);
temp1 = RAD_TO_BINANG(M_PI - (Math_FAtan2F(sp5C, sp58) + ((M_PI / 2) - sp50)));
temp1 = temp1 - skelAnime->jointTable[shinLimbIndex].z;
if ((s16)(ABS(skelAnime->jointTable[shinLimbIndex].x) + ABS(skelAnime->jointTable[shinLimbIndex].y)) < 0) {
temp1 += 0x8000;
}
temp2 = RAD_TO_BINANG(sp50 - sp54);
rot->z -= temp2;
skelAnime->jointTable[thighLimbIndex].z = skelAnime->jointTable[thighLimbIndex].z - temp2;
skelAnime->jointTable[shinLimbIndex].z = skelAnime->jointTable[shinLimbIndex].z + temp1;
skelAnime->jointTable[footLimbIndex].z = skelAnime->jointTable[footLimbIndex].z + temp2 - temp1;
temp3 = SurfaceType_GetFloorType(&play->colCtx, sp88, sp84);
if ((temp3 >= FLOOR_TYPE_2) && (temp3 <= FLOOR_TYPE_3) && !func_80042108(&play->colCtx, sp88, sp84)) {
footprintPos.y = sp80;
EffectSsGFire_Spawn(play, &footprintPos);
}
}
}
}
s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
void* thisx) {
Player* this = (Player*)thisx;
if (limbIndex == PLAYER_LIMB_ROOT) {
sLeftHandType = this->leftHandType;
sRightHandType = this->rightHandType;
// `sCurBodyPartPos` is incremented before each usage, so it starts at index -1.
// What determines if a limb corresponds to a body part is whether or not it has a non-NULL `dList`.
// Note: The increment would not be done for the root limb, even if it had a non-NULL `dList`.
// So if the root limb had a non-NULL `dList` (which is not the case in vanilla),
// an out-of-bounds write to `bodyPartsPos` would occur.
sCurBodyPartPos = &this->bodyPartsPos[-1];
if (!LINK_IS_ADULT) {
if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 1)) {
pos->x *= 0.64f;
pos->z *= 0.64f;
}
if (!(this->skelAnime.moveFlags & 4) || (this->skelAnime.moveFlags & 2)) {
pos->y *= 0.64f;
}
}
pos->y -= this->unk_6C4;
if (this->unk_6C2 != 0) {
Matrix_Translate(pos->x, ((Math_CosS(this->unk_6C2) - 1.0f) * 200.0f) + pos->y, pos->z, MTXMODE_APPLY);
Matrix_RotateX(BINANG_TO_RAD(this->unk_6C2), MTXMODE_APPLY);
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
pos->x = pos->y = pos->z = 0.0f;
rot->x = rot->y = rot->z = 0;
}
} else {
if (*dList != NULL) {
sCurBodyPartPos++;
}
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(BINANG_TO_RAD(0x44C), MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD(this->unk_6B0), MTXMODE_APPLY);
}
if (this->unk_6BE != 0) {
Matrix_RotateY(BINANG_TO_RAD(this->unk_6BE), MTXMODE_APPLY);
}
if (this->unk_6BC != 0) {
Matrix_RotateX(BINANG_TO_RAD(this->unk_6BC), MTXMODE_APPLY);
}
if (this->unk_6C0 != 0) {
Matrix_RotateZ(BINANG_TO_RAD(this->unk_6C0), MTXMODE_APPLY);
}
} else if (limbIndex == PLAYER_LIMB_L_THIGH) {
func_8008F87C(play, 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(play, this, &this->skelAnime, pos, rot, PLAYER_LIMB_R_THIGH, PLAYER_LIMB_R_SHIN,
PLAYER_LIMB_R_FOOT);
} else {
return false;
}
}
return false;
}
2020-03-17 04:31:30 +00:00
s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
void* thisx) {
Player* this = (Player*)thisx;
if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) {
if (limbIndex == PLAYER_LIMB_L_HAND) {
Gfx** dLists = this->leftHandDLists;
if ((sLeftHandType == PLAYER_MODELTYPE_LH_BGS) && (gSaveContext.swordHealth <= 0.0f)) {
dLists += 4;
} else if ((sLeftHandType == PLAYER_MODELTYPE_LH_BOOMERANG) && (this->stateFlags1 & PLAYER_STATE1_25)) {
dLists = gPlayerLeftHandOpenDLs + gSaveContext.linkAge;
sLeftHandType = PLAYER_MODELTYPE_LH_OPEN;
} else if ((this->leftHandType == PLAYER_MODELTYPE_LH_OPEN) && (this->actor.speedXZ > 2.0f) &&
!(this->stateFlags1 & PLAYER_STATE1_27)) {
dLists = gPlayerLeftHandClosedDLs + gSaveContext.linkAge;
sLeftHandType = PLAYER_MODELTYPE_LH_CLOSED;
}
*dList = *(dLists + sDListsLodOffset);
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
Gfx** dLists = this->rightHandDLists;
if (sRightHandType == PLAYER_MODELTYPE_RH_SHIELD) {
dLists += this->currentShield * 4;
} else if ((this->rightHandType == PLAYER_MODELTYPE_RH_OPEN) && (this->actor.speedXZ > 2.0f) &&
!(this->stateFlags1 & PLAYER_STATE1_27)) {
dLists = sPlayerRightHandClosedDLs + gSaveContext.linkAge;
sRightHandType = PLAYER_MODELTYPE_RH_CLOSED;
}
*dList = *(dLists + sDListsLodOffset);
} else if (limbIndex == PLAYER_LIMB_SHEATH) {
Gfx** dLists = this->sheathDLists;
if ((this->sheathType == PLAYER_MODELTYPE_SHEATH_18) || (this->sheathType == PLAYER_MODELTYPE_SHEATH_19)) {
dLists += this->currentShield * 4;
if (!LINK_IS_ADULT && (this->currentShield < PLAYER_SHIELD_HYLIAN) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) {
dLists += PLAYER_SHIELD_MAX * 4;
}
} else if (!LINK_IS_ADULT &&
((this->sheathType == PLAYER_MODELTYPE_SHEATH_16) ||
(this->sheathType == PLAYER_MODELTYPE_SHEATH_17)) &&
(gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) {
dLists = D_80125D28 + PLAYER_SHIELD_MAX * 4;
}
*dList = *(dLists + sDListsLodOffset);
} else if (limbIndex == PLAYER_LIMB_WAIST) {
*dList = *(this->waistDLists + sDListsLodOffset);
}
}
return false;
}
2020-03-17 04:31:30 +00:00
s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
Player* this = (Player*)thisx;
if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) {
if (this->unk_6AD != 2) {
*dList = NULL;
} else if (limbIndex == PLAYER_LIMB_L_FOREARM) {
*dList = sFirstPersonLeftForearmDLs[(void)0, gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_L_HAND) {
*dList = sFirstPersonLeftHandDLs[(void)0, gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_SHOULDER) {
*dList = sFirstPersonRightShoulderDLs[(void)0, gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_FOREARM) {
*dList = sFirstPersonForearmDLs[(void)0, gSaveContext.linkAge];
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
*dList = Player_HoldsHookshot(this) ? gLinkAdultRightHandHoldingHookshotFarDL
: sFirstPersonRightHandHoldingWeaponDLs[(void)0, gSaveContext.linkAge];
} else {
*dList = NULL;
}
}
return false;
}
s32 Player_OverrideLimbDrawGameplay_80090440(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
void* thisx) {
if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, thisx)) {
*dList = NULL;
}
return false;
}
u8 func_80090480(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase) {
if (weaponInfo->active == 0) {
if (collider != NULL) {
Collider_ResetQuadAT(play, &collider->base);
}
Math_Vec3f_Copy(&weaponInfo->tip, newTip);
Math_Vec3f_Copy(&weaponInfo->base, newBase);
weaponInfo->active = 1;
return true;
} else if ((weaponInfo->tip.x == newTip->x) && (weaponInfo->tip.y == newTip->y) &&
(weaponInfo->tip.z == newTip->z) && (weaponInfo->base.x == newBase->x) &&
(weaponInfo->base.y == newBase->y) && (weaponInfo->base.z == newBase->z)) {
if (collider != NULL) {
Collider_ResetQuadAT(play, &collider->base);
}
return false;
} else {
if (collider != NULL) {
Collider_SetQuadVertices(collider, newBase, newTip, &weaponInfo->base, &weaponInfo->tip);
CollisionCheck_SetAT(play, &play->colChkCtx, &collider->base);
}
Math_Vec3f_Copy(&weaponInfo->base, newBase);
Math_Vec3f_Copy(&weaponInfo->tip, newTip);
weaponInfo->active = 1;
return true;
}
}
2020-03-17 04:31:30 +00:00
void Player_UpdateShieldCollider(PlayState* play, Player* this, ColliderQuad* collider, Vec3f* quadSrc) {
static u8 shieldColTypes[PLAYER_SHIELD_MAX] = {
COLTYPE_METAL,
COLTYPE_WOOD,
COLTYPE_METAL,
COLTYPE_METAL,
};
if (this->stateFlags1 & PLAYER_STATE1_22) {
Vec3f quadDest[4];
this->shieldQuad.base.colType = shieldColTypes[this->currentShield];
Matrix_MultVec3f(&quadSrc[0], &quadDest[0]);
Matrix_MultVec3f(&quadSrc[1], &quadDest[1]);
Matrix_MultVec3f(&quadSrc[2], &quadDest[2]);
Matrix_MultVec3f(&quadSrc[3], &quadDest[3]);
Collider_SetQuadVertices(collider, &quadDest[0], &quadDest[1], &quadDest[2], &quadDest[3]);
CollisionCheck_SetAC(play, &play->colChkCtx, &collider->base);
CollisionCheck_SetAT(play, &play->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(PlayState* play, 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(play, NULL, &this->meleeWeaponInfo[0], &newTipPos[0], &newBasePos[0]) &&
!(this->stateFlags1 & PLAYER_STATE1_22)) {
2022-02-20 23:45:12 +00:00
EffectBlure_AddVertex(Effect_GetByIndex(this->meleeWeaponEffectIndex), &this->meleeWeaponInfo[0].tip,
&this->meleeWeaponInfo[0].base);
}
2022-02-20 23:45:12 +00:00
if ((this->meleeWeaponState > 0) &&
((this->meleeWeaponAnimation < PLAYER_MWA_SPIN_ATTACK_1H) || (this->stateFlags2 & PLAYER_STATE2_17))) {
func_80090480(play, &this->meleeWeaponQuads[0], &this->meleeWeaponInfo[1], &newTipPos[1], &newBasePos[1]);
func_80090480(play, &this->meleeWeaponQuads[1], &this->meleeWeaponInfo[2], &newTipPos[2], &newBasePos[2]);
}
}
2020-03-17 04:31:30 +00:00
void Player_DrawGetItemImpl(PlayState* play, Player* this, Vec3f* refPos, s32 drawIdPlusOne) {
f32 height = (this->exchangeItemId != EXCH_ITEM_NONE) ? 6.0f : 14.0f;
OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2401);
gSegments[6] = VIRTUAL_TO_PHYSICAL(this->giObjectSegment);
gSPSegment(POLY_OPA_DISP++, 0x06, this->giObjectSegment);
gSPSegment(POLY_XLU_DISP++, 0x06, this->giObjectSegment);
Matrix_Translate(refPos->x + (3.3f * Math_SinS(this->actor.shape.rot.y)), refPos->y + height,
refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_CosS(this->actor.shape.rot.y)), MTXMODE_NEW);
Matrix_RotateZYX(0, play->gameplayFrames * 1000, 0, MTXMODE_APPLY);
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
GetItem_Draw(play, drawIdPlusOne - 1);
CLOSE_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2421);
}
2020-03-17 04:31:30 +00:00
void Player_DrawGetItem(PlayState* play, Player* this) {
if (!this->giObjectLoading || osRecvMesg(&this->giObjectLoadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
this->giObjectLoading = false;
Player_DrawGetItemImpl(play, 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 Player_DrawHookshotReticle(PlayState* play, Player* this, f32 arg2) {
static Vec3f D_801260C8 = { -500.0f, -100.0f, 0.0f };
CollisionPoly* sp9C;
s32 bgId;
Vec3f sp8C;
Vec3f sp80;
Vec3f sp74;
Vec3f sp68;
f32 sp64;
f32 sp60;
D_801260C8.z = 0.0f;
Matrix_MultVec3f(&D_801260C8, &sp8C);
D_801260C8.z = arg2;
Matrix_MultVec3f(&D_801260C8, &sp80);
if (1) {}
if (BgCheck_AnyLineTest3(&play->colCtx, &sp8C, &sp80, &sp74, &sp9C, 1, 1, 1, 1, &bgId)) {
OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2572);
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_7);
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &sp74, &sp68, &sp64);
sp60 = (sp64 < 200.0f) ? 0.08f : (sp64 / 200.0f) * 0.08f;
Matrix_Translate(sp74.x, sp74.y, sp74.z, MTXMODE_NEW);
Matrix_Scale(sp60, sp60, sp60, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player_lib.c", 2587),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.status[this->actor.objBankIndex].segment);
gSPDisplayList(OVERLAY_DISP++, gLinkAdultHookshotReticleDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2592);
}
}
// Coordinates of the player focus position, in the head limb's own model space.
Vec3f sPlayerFocusHeadLimbModelPos = { 1100.0f, -700.0f, 0.0f };
2022-02-20 23:45:12 +00:00
f32 sMeleeWeaponLengths[] = {
0.0f, // not a melee weapon
4000.0f, // Master Sword
3000.0f, // Kokiri Sword
5500.0f, // Biggoron's Sword
0.0f, // Deku Stick
2500.0f, // Hammer
};
Gfx* sBottleDLists[] = { gLinkAdultBottleDL, gLinkChildBottleDL };
Color_RGB8 sBottleColors[] = {
{ 255, 255, 255 }, // Empty
{ 80, 80, 255 }, // Fish
{ 255, 100, 255 }, // Fire
{ 0, 0, 255 }, // Bug
{ 255, 0, 255 }, // Poe
{ 255, 0, 255 }, // Big Poe
{ 200, 200, 100 }, // Letter
{ 255, 0, 0 }, // Red Potion
{ 0, 0, 255 }, // Blue Potion
{ 0, 255, 0 }, // Green Potion
{ 255, 255, 255 }, // Milk
{ 255, 255, 255 }, // Half Milk
{ 80, 80, 255 }, // Fairy
};
Vec3f D_80126128 = { 398.0f, 1419.0f, 244.0f };
BowSlingshotStringData sBowSlingshotStringData[] = {
{ gLinkAdultBowStringDL, { 0.0f, -360.4f, 0.0f } }, // Bow
{ gLinkChildSlinghotStringDL, { 606.0f, 236.0f, 0.0f } }, // Slingshot
};
// Coordinates of the shield quad collider vertices, in the right hand limb's own model space.
Vec3f sRightHandLimbModelShieldQuadVertices[] = {
{ -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 };
// Coordinates of the shield quad collider vertices, in the sheath limb's own model space.
Vec3f sSheathLimbModelShieldQuadVertices[] = {
{ -3000.0f, -3000.0f, -900.0f },
{ 3000.0f, -3000.0f, -900.0f },
{ -3000.0f, 3000.0f, -900.0f },
{ 3000.0f, 3000.0f, -900.0f },
};
// Position and rotation of the shield on Link's back, in the sheath limb's own model space.
Vec3f sSheathLimbModelShieldOnBackPos = { 630.0f, 100.0f, -30.0f };
Vec3s sSheathLimbModelShieldOnBackZyxRot = { 0, 0, 0x7FFF };
// Position of Link's foot, in the foot limb's own model space.
Vec3f sLeftRightFootLimbModelFootPos[] = {
{ 200.0f, 300.0f, 0.0f },
{ 200.0f, 200.0f, 0.0f },
};
void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
Player* this = (Player*)thisx;
if (*dList != NULL) {
Matrix_MultVec3f(&sZeroVec, sCurBodyPartPos);
}
if (limbIndex == PLAYER_LIMB_L_HAND) {
MtxF sp14C;
Actor* hookedActor;
Math_Vec3f_Copy(&this->leftHandPos, sCurBodyPartPos);
if (this->itemActionParam == PLAYER_AP_STICK) {
Vec3f sp124[3];
OPEN_DISPS(play->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);
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if (this->meleeWeaponState != 0) {
func_800906D4(play, this, sp124);
} else {
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Math_Vec3f_Copy(&this->meleeWeaponInfo[0].tip, &sp124[0]);
}
}
Matrix_Translate(-428.26f, 267.2f, -33.82f, MTXMODE_APPLY);
Matrix_RotateZYX(-0x8000, 0, 0x4000, MTXMODE_APPLY);
Matrix_Scale(1.0f, this->unk_85C, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player_lib.c", 2653),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gLinkChildLinkDekuStickDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2656);
2022-02-20 23:45:12 +00:00
} else if ((this->actor.scale.y >= 0.0f) && (this->meleeWeaponState != 0)) {
Vec3f spE4[3];
if (Player_HoldsBrokenKnife(this)) {
D_80126080.x = 1500.0f;
} else {
2022-02-20 23:45:12 +00:00
D_80126080.x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(this)];
}
func_80090A28(this, spE4);
func_800906D4(play, this, spE4);
} else if ((*dList != NULL) && (this->leftHandType == PLAYER_MODELTYPE_LH_BOTTLE)) {
Color_RGB8* bottleColor = &sBottleColors[Player_ActionToBottle(this, this->itemActionParam)];
OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2710);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player_lib.c", 2712),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(POLY_XLU_DISP++, bottleColor->r, bottleColor->g, bottleColor->b, 0);
gSPDisplayList(POLY_XLU_DISP++, sBottleDLists[((void)0, gSaveContext.linkAge)]);
CLOSE_DISPS(play->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 & PLAYER_STATE1_9) {
Matrix_MultVec3f(&D_80126128, &hookedActor->world.pos);
Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
Matrix_Get(&sp14C);
Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0);
hookedActor->shape.rot = hookedActor->world.rot;
} else if (this->stateFlags1 & PLAYER_STATE1_11) {
Vec3s spB8;
Matrix_Get(&sp14C);
Matrix_MtxFToYXZRotS(&sp14C, &spB8, 0);
if (hookedActor->flags & ACTOR_FLAG_17) {
hookedActor->world.rot.x = hookedActor->shape.rot.x = spB8.x - this->unk_3BC.x;
} else {
hookedActor->world.rot.y = hookedActor->shape.rot.y = this->actor.shape.rot.y + this->unk_3BC.y;
}
}
} else {
Matrix_Get(&this->mf_9E0);
Matrix_MtxFToYXZRotS(&this->mf_9E0, &this->unk_3BC, 0);
}
}
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
Actor* heldActor = this->heldActor;
if (this->rightHandType == PLAYER_MODELTYPE_RH_FF) {
Matrix_Get(&this->shieldMf);
} else if ((this->rightHandType == PLAYER_MODELTYPE_RH_BOW_SLINGSHOT) ||
(this->rightHandType == PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2)) {
BowSlingshotStringData* stringData = &sBowSlingshotStringData[gSaveContext.linkAge];
OPEN_DISPS(play->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 & PLAYER_STATE1_9) && (this->unk_860 >= 0) && (this->unk_834 <= 10)) {
Vec3f sp90;
f32 distXYZ;
Matrix_MultVec3f(&sZeroVec, &sp90);
distXYZ = Math_Vec3f_DistXYZ(sCurBodyPartPos, &sp90);
this->unk_858 = distXYZ - 3.0f;
if (distXYZ < 3.0f) {
this->unk_858 = 0.0f;
} else {
this->unk_858 *= 1.6f;
if (this->unk_858 > 1.0f) {
this->unk_858 = 1.0f;
}
}
this->unk_85C = -0.5f;
}
Matrix_Scale(1.0f, this->unk_858, 1.0f, MTXMODE_APPLY);
if (!LINK_IS_ADULT) {
Matrix_RotateZ(this->unk_858 * -0.2f, MTXMODE_APPLY);
}
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player_lib.c", 2804),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, stringData->dList);
Matrix_Pop();
CLOSE_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2809);
} else if ((this->actor.scale.y >= 0.0f) && (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD)) {
Matrix_Get(&this->shieldMf);
Player_UpdateShieldCollider(play, this, &this->shieldQuad, sRightHandLimbModelShieldQuadVertices);
}
if (this->actor.scale.y >= 0.0f) {
if ((this->heldItemActionParam == PLAYER_AP_HOOKSHOT) ||
(this->heldItemActionParam == PLAYER_AP_LONGSHOT)) {
Matrix_MultVec3f(&D_80126184, &this->unk_3C8);
if (heldActor != NULL) {
MtxF sp44;
s32 pad;
Matrix_MultVec3f(&D_80126190, &heldActor->world.pos);
Matrix_RotateZYX(0, -0x4000, -0x4000, MTXMODE_APPLY);
Matrix_Get(&sp44);
Matrix_MtxFToYXZRotS(&sp44, &heldActor->world.rot, 0);
heldActor->shape.rot = heldActor->world.rot;
if (func_8002DD78(this) != 0) {
Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
Player_DrawHookshotReticle(
play, this, (this->heldItemActionParam == PLAYER_AP_HOOKSHOT) ? 38600.0f : 77600.0f);
}
}
}
if ((this->unk_862 != 0) || ((func_8002DD6C(this) == 0) && (heldActor != NULL))) {
if (!(this->stateFlags1 & PLAYER_STATE1_10) && (this->unk_862 != 0) &&
(this->exchangeItemId != EXCH_ITEM_NONE)) {
Math_Vec3f_Copy(&sGetItemRefPos, &this->leftHandPos);
} else {
sGetItemRefPos.x = (this->bodyPartsPos[PLAYER_BODYPART_R_HAND].x + this->leftHandPos.x) * 0.5f;
sGetItemRefPos.y = (this->bodyPartsPos[PLAYER_BODYPART_R_HAND].y + this->leftHandPos.y) * 0.5f;
sGetItemRefPos.z = (this->bodyPartsPos[PLAYER_BODYPART_R_HAND].z + this->leftHandPos.z) * 0.5f;
}
if (this->unk_862 == 0) {
Math_Vec3f_Copy(&heldActor->world.pos, &sGetItemRefPos);
}
}
}
} else if (this->actor.scale.y >= 0.0f) {
if (limbIndex == PLAYER_LIMB_SHEATH) {
if ((this->rightHandType != PLAYER_MODELTYPE_RH_SHIELD) &&
(this->rightHandType != PLAYER_MODELTYPE_RH_FF)) {
if (Player_IsChildWithHylianShield(this)) {
Player_UpdateShieldCollider(play, this, &this->shieldQuad, sSheathLimbModelShieldQuadVertices);
}
Matrix_TranslateRotateZYX(&sSheathLimbModelShieldOnBackPos, &sSheathLimbModelShieldOnBackZyxRot);
Matrix_Get(&this->shieldMf);
}
} else if (limbIndex == PLAYER_LIMB_HEAD) {
Matrix_MultVec3f(&sPlayerFocusHeadLimbModelPos, &this->actor.focus.pos);
} else {
Vec3f* footPos = &sLeftRightFootLimbModelFootPos[((void)0, gSaveContext.linkAge)];
// The same model position is used for both feet,
// but the resulting world position will be different for each limb.
Actor_SetFeetPos(&this->actor, limbIndex, PLAYER_LIMB_L_FOOT, footPos, PLAYER_LIMB_R_FOOT, footPos);
}
}
}
2020-03-17 04:31:30 +00:00
u32 func_80091738(PlayState* play, u8* segment, SkelAnime* skelAnime) {
s16 linkObjectId = gLinkObjectIds[(void)0, gSaveContext.linkAge];
u32 size;
void* ptr;
size = gObjectTable[OBJECT_GAMEPLAY_KEEP].vromEnd - gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart;
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
ptr = segment + PAUSE_EQUIP_BUFFER_SIZE;
DmaMgr_SendRequest1(ptr, gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart, size, "../z_player_lib.c", 2982);
size = gObjectTable[linkObjectId].vromEnd - gObjectTable[linkObjectId].vromStart;
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
ptr = segment + PAUSE_EQUIP_BUFFER_SIZE + PAUSE_PLAYER_SEGMENT_GAMEPLAY_KEEP_BUFFER_SIZE;
DmaMgr_SendRequest1(ptr, gObjectTable[linkObjectId].vromStart, size, "../z_player_lib.c", 2988);
ptr = (void*)ALIGN16((u32)ptr + size);
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + PAUSE_EQUIP_BUFFER_SIZE);
gSegments[6] =
VIRTUAL_TO_PHYSICAL(segment + PAUSE_EQUIP_BUFFER_SIZE + PAUSE_PLAYER_SEGMENT_GAMEPLAY_KEEP_BUFFER_SIZE);
SkelAnime_InitLink(play, skelAnime, gPlayerSkelHeaders[(void)0, gSaveContext.linkAge], &gPlayerAnim_003238, 9, ptr,
ptr, PLAYER_LIMB_MAX);
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
return size + PAUSE_EQUIP_BUFFER_SIZE + PAUSE_PLAYER_SEGMENT_GAMEPLAY_KEEP_BUFFER_SIZE +
sizeof(Vec3s[PLAYER_LIMB_BUF_COUNT]);
}
u8 sPauseModelGroupBySword[] = {
PLAYER_MODELGROUP_SWORD, // PLAYER_SWORD_KOKIRI
PLAYER_MODELGROUP_SWORD, // PLAYER_SWORD_MASTER
PLAYER_MODELGROUP_BGS, // PLAYER_SWORD_BGS
};
s32 Player_OverrideLimbDrawPause(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* arg) {
u8* playerSwordAndShield = arg;
//! @bug `playerSwordAndShield[0]` can be 0 (`PLAYER_SWORD_NONE`), which indexes `sPauseModelGroupBySword[-1]`.
//! The result happens to be 0 (`PLAYER_MODELGROUP_0`) in vanilla, but weird values are likely to cause a crash.
u8 modelGroup = sPauseModelGroupBySword[playerSwordAndShield[0] - PLAYER_SWORD_KOKIRI];
s32 type;
s32 dListOffset = 0;
Gfx** dLists;
if ((modelGroup == PLAYER_MODELGROUP_SWORD) && !LINK_IS_ADULT &&
(playerSwordAndShield[1] == PLAYER_SHIELD_HYLIAN)) {
modelGroup = PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD;
}
if (limbIndex == PLAYER_LIMB_L_HAND) {
type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_LEFT_HAND];
sLeftHandType = type;
if ((type == PLAYER_MODELTYPE_LH_BGS) && (gSaveContext.swordHealth <= 0.0f)) {
dListOffset = 4;
}
} else if (limbIndex == PLAYER_LIMB_R_HAND) {
type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_RIGHT_HAND];
sRightHandType = type;
if (type == PLAYER_MODELTYPE_RH_SHIELD) {
dListOffset = playerSwordAndShield[1] * 4;
}
} else if (limbIndex == PLAYER_LIMB_SHEATH) {
type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_SHEATH];
if ((type == PLAYER_MODELTYPE_SHEATH_18) || (type == PLAYER_MODELTYPE_SHEATH_19)) {
dListOffset = playerSwordAndShield[1] * 4;
}
} else if (limbIndex == PLAYER_LIMB_WAIST) {
type = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_WAIST];
} else {
return false;
}
dLists = sPlayerDListGroups[type] + ((void)0, gSaveContext.linkAge);
*dList = *(dLists + dListOffset);
return false;
}
void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject, SkelAnime* skelAnime, Vec3f* pos,
Vec3s* rot, f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots, s32 width, s32 height,
Vec3f* eye, Vec3f* at, f32 fovy, void* colorFrameBuffer, void* depthFrameBuffer) {
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
// Note: the viewport x and y values are overwritten below, before usage
static Vp viewport = { (PAUSE_EQUIP_PLAYER_WIDTH / 2) << 2, (PAUSE_EQUIP_PLAYER_HEIGHT / 2) << 2, G_MAXZ / 2, 0,
(PAUSE_EQUIP_PLAYER_WIDTH / 2) << 2, (PAUSE_EQUIP_PLAYER_HEIGHT / 2) << 2, G_MAXZ / 2, 0 };
static Lights1 lights1 = gdSPDefLights1(80, 80, 80, 255, 255, 255, 84, 84, 172);
static Vec3f lightDir = { 89.8f, 0.0f, 89.8f };
u8 playerSwordAndShield[2];
Gfx* opaRef;
Gfx* xluRef;
u16 perspNorm;
Mtx* perspMtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx));
Mtx* lookAtMtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx));
2020-03-17 04:31:30 +00:00
OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 3129);
2020-03-17 04:31:30 +00:00
{ s32 pad[2]; }
2020-03-17 04:31:30 +00:00
opaRef = POLY_OPA_DISP;
POLY_OPA_DISP++;
xluRef = POLY_XLU_DISP;
POLY_XLU_DISP++;
gSPDisplayList(WORK_DISP++, POLY_OPA_DISP);
gSPDisplayList(WORK_DISP++, POLY_XLU_DISP);
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gDPPipeSync(POLY_OPA_DISP++);
gSPLoadGeometryMode(POLY_OPA_DISP++, 0);
gSPTexture(POLY_OPA_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_SHADE, G_CC_SHADE);
gDPSetOtherMode(POLY_OPA_DISP++,
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_PERSP | G_CYC_FILL | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
gSPLoadGeometryMode(POLY_OPA_DISP++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH);
gDPSetScissor(POLY_OPA_DISP++, G_SC_NON_INTERLACE, 0, 0, width, height);
gSPClipRatio(POLY_OPA_DISP++, FRUSTRATIO_1);
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
gDPSetColorImage(POLY_OPA_DISP++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, depthFrameBuffer);
gDPSetCycleType(POLY_OPA_DISP++, G_CYC_FILL);
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_NOOP, G_RM_NOOP2);
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
gDPSetFillColor(POLY_OPA_DISP++, (GPACK_ZDZ(G_MAXFBZ, 0) << 16) | GPACK_ZDZ(G_MAXFBZ, 0));
gDPFillRectangle(POLY_OPA_DISP++, 0, 0, width - 1, height - 1);
gDPPipeSync(POLY_OPA_DISP++);
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
gDPSetColorImage(POLY_OPA_DISP++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, colorFrameBuffer);
gDPSetCycleType(POLY_OPA_DISP++, G_CYC_FILL);
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_NOOP, G_RM_NOOP2);
gDPSetFillColor(POLY_OPA_DISP++, (GPACK_RGBA5551(0, 0, 0, 1) << 16) | GPACK_RGBA5551(0, 0, 0, 1));
gDPFillRectangle(POLY_OPA_DISP++, 0, 0, width - 1, height - 1);
gDPPipeSync(POLY_OPA_DISP++);
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
gDPSetDepthImage(POLY_OPA_DISP++, depthFrameBuffer);
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
viewport.vp.vscale[0] = viewport.vp.vtrans[0] = width * ((1 << 2) / 2);
viewport.vp.vscale[1] = viewport.vp.vtrans[1] = height * ((1 << 2) / 2);
gSPViewport(POLY_OPA_DISP++, &viewport);
guPerspective(perspMtx, &perspNorm, fovy, (f32)width / (f32)height, 10.0f, 4000.0f, 1.0f);
gSPPerspNormalize(POLY_OPA_DISP++, perspNorm);
gSPMatrix(POLY_OPA_DISP++, perspMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
guLookAt(lookAtMtx, eye->x, eye->y, eye->z, at->x, at->y, at->z, 0.0f, 1.0f, 0.0f);
gSPMatrix(POLY_OPA_DISP++, lookAtMtx, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
playerSwordAndShield[0] = sword;
playerSwordAndShield[1] = shield;
Matrix_SetTranslateRotateYXZ(pos->x, pos->y, pos->z, rot);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
gSPSegment(POLY_OPA_DISP++, 0x04, gameplayKeep);
gSPSegment(POLY_OPA_DISP++, 0x06, linkObject);
gSPSetLights1(POLY_OPA_DISP++, lights1);
func_80093C80(play);
POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP++, 0, 0, 0, 0, 997, 1000);
func_8002EABC(pos, &play->view.eye, &lightDir, play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList);
Player_DrawImpl(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0,
Player_OverrideLimbDrawPause, NULL, &playerSwordAndShield);
gSPEndDisplayList(POLY_OPA_DISP++);
gSPEndDisplayList(POLY_XLU_DISP++);
gSPBranchList(opaRef, POLY_OPA_DISP);
gSPBranchList(xluRef, POLY_XLU_DISP);
CLOSE_DISPS(play->state.gfxCtx, "../z_player_lib.c", 3288);
}
void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, 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;
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + PAUSE_EQUIP_BUFFER_SIZE);
gSegments[6] =
VIRTUAL_TO_PHYSICAL(segment + PAUSE_EQUIP_BUFFER_SIZE + PAUSE_PLAYER_SEGMENT_GAMEPLAY_KEEP_BUFFER_SIZE);
if (!LINK_IS_ADULT) {
if (shield == PLAYER_SHIELD_DEKU) {
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
srcTable = gLinkPauseChildDekuShieldJointTable;
} else {
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
srcTable = gLinkPauseChildJointTable;
}
} else {
if (sword == PLAYER_SWORD_BGS) {
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
srcTable = gLinkPauseAdultBgsJointTable;
} else if (shield != PLAYER_SHIELD_NONE) {
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
srcTable = gLinkPauseAdultShieldJointTable;
} else {
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
srcTable = gLinkPauseAdultJointTable;
}
}
srcTable = SEGMENTED_TO_VIRTUAL(srcTable);
destTable = skelAnime->jointTable;
for (i = 0; i < skelAnime->limbCount; i++) {
*destTable++ = *srcTable++;
}
Player_DrawPauseImpl(play, segment + PAUSE_EQUIP_BUFFER_SIZE,
Doc player drawing (#1098) * Introduce and use more enums and defines for equips and data involved in player drawing * `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_` * Improve doc on ItemEquips/Inventory's `equipment` field * Run formatter * Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes` * Name `PLAYER_MODELGROUPENTRY_*` from existing documentation * Partial doc on `PLAYER_MODELTYPE_*` * Some doc on `PLAYER_MODELGROUP_*` * Run formatter * Name and some doc/cleanup on the various player draw functions * Name symbols used for player position in pause menu * Name player override/post limb draw callbacks * `BOOTS_NORMAL` -> `BOOTS_KOKIRI` * `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE` * `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum * Make one constant more explicit * Document severe bug (not an issue by luck) * Some doc on `PLAYER_MODELTYPE_RH_FF` * Actually name most of `PlayerModelType` * Actually name most of `PlayerModelGroup` and improve comments * Make equipment in debug save data use equip enums * Name symbol for computing player's `bodyPartsPos` and fix struct access * Name right/left `HandType` symbols * Add `PlayerBodyPart` enum * Run formatter * Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing * Document `playerSegment` related usage * Run formatter * Revert player bodypart changes * Revert equips doc changes * Revert player model and anim data changes * Revert drawing-unrelated changes * Move `sTunicColors` tunic comments to after data
2022-03-13 00:06:43 +00:00
segment + PAUSE_EQUIP_BUFFER_SIZE + PAUSE_PLAYER_SEGMENT_GAMEPLAY_KEEP_BUFFER_SIZE, skelAnime,
pos, rot, scale, sword, tunic, shield, boots, PAUSE_EQUIP_PLAYER_WIDTH,
PAUSE_EQUIP_PLAYER_HEIGHT, &eye, &at, 60.0f, play->state.gfxCtx->curFrameBuffer,
play->state.gfxCtx->curFrameBuffer + (PAUSE_EQUIP_PLAYER_WIDTH * PAUSE_EQUIP_PLAYER_HEIGHT));
}