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# ifndef Z64PLAYER_H
# define Z64PLAYER_H
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# include "z64actor.h"
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# include "alignment.h"
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# include "face_change.h"
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struct Player ;
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# define PLAYER_GET_START_MODE(thisx) PARAMS_GET_S(thisx->params, 8, 4)
typedef enum PlayerStartMode {
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/* 0 */ PLAYER_START_MODE_NOTHING , // Update is empty and draw function is NULL, nothing occurs. Useful in cutscenes, for example.
/* 1 */ PLAYER_START_MODE_TIME_TRAVEL , // Arriving from time travel. Automatically adjusts by age.
/* 2 */ PLAYER_START_MODE_BLUE_WARP , // Arriving from a blue warp.
/* 3 */ PLAYER_START_MODE_DOOR , // Unused. Use a door immediately if one is nearby. If no door is in usable range, a softlock occurs.
/* 4 */ PLAYER_START_MODE_GROTTO , // Arriving from a grotto, launched upward from the ground.
/* 5 */ PLAYER_START_MODE_WARP_SONG , // Arriving from a warp song.
/* 6 */ PLAYER_START_MODE_FARORES_WIND , // Arriving from a Farores Wind warp.
/* 7 */ PLAYER_START_MODE_KNOCKED_OVER , // Knocked over on the ground and flashing red.
/* 8 */ PLAYER_START_MODE_UNUSED_8 , // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW.
/* 9 */ PLAYER_START_MODE_UNUSED_9 , // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW.
/* 10 */ PLAYER_START_MODE_UNUSED_10 , // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW.
/* 11 */ PLAYER_START_MODE_UNUSED_11 , // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW.
/* 12 */ PLAYER_START_MODE_UNUSED_12 , // Unused, behaves the same as PLAYER_START_MODE_MOVE_FORWARD_SLOW.
/* 13 */ PLAYER_START_MODE_IDLE , // Idle standing still, or swim if in water.
/* 14 */ PLAYER_START_MODE_MOVE_FORWARD_SLOW , // Take a few steps forward at a slow speed (2.0f), or swim if in water.
/* 15 */ PLAYER_START_MODE_MOVE_FORWARD , // Take a few steps forward, using the speed from the last exit (gSaveContext.entranceSpeed), or swim if in water.
/* 16 */ PLAYER_START_MODE_MAX // Note: By default, this param has 4 bits allocated. The max value is 16.
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} PlayerStartMode ;
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typedef enum PlayerSword {
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/* 0 */ PLAYER_SWORD_NONE ,
/* 1 */ PLAYER_SWORD_KOKIRI ,
/* 2 */ PLAYER_SWORD_MASTER ,
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/* 3 */ PLAYER_SWORD_BIGGORON ,
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/* 4 */ PLAYER_SWORD_MAX
} PlayerSword ;
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typedef enum PlayerShield {
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/* 0x00 */ PLAYER_SHIELD_NONE ,
/* 0x01 */ PLAYER_SHIELD_DEKU ,
/* 0x02 */ PLAYER_SHIELD_HYLIAN ,
/* 0x03 */ PLAYER_SHIELD_MIRROR ,
/* 0x04 */ PLAYER_SHIELD_MAX
} PlayerShield ;
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typedef enum PlayerTunic {
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/* 0x00 */ PLAYER_TUNIC_KOKIRI ,
/* 0x01 */ PLAYER_TUNIC_GORON ,
/* 0x02 */ PLAYER_TUNIC_ZORA ,
/* 0x03 */ PLAYER_TUNIC_MAX
} PlayerTunic ;
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typedef enum PlayerBoots {
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/* 0x00 */ PLAYER_BOOTS_KOKIRI ,
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/* 0x01 */ PLAYER_BOOTS_IRON ,
/* 0x02 */ PLAYER_BOOTS_HOVER ,
/* Values below are only relevant when setting regs in Player_SetBootData */
/* 0x03 */ PLAYER_BOOTS_INDOOR ,
/* 0x04 */ PLAYER_BOOTS_IRON_UNDERWATER ,
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/* 0x05 */ PLAYER_BOOTS_KOKIRI_CHILD ,
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/* 0x06 */ PLAYER_BOOTS_MAX
} PlayerBoots ;
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typedef enum PlayerStrength {
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/* 0x00 */ PLAYER_STR_NONE ,
/* 0x01 */ PLAYER_STR_BRACELET ,
/* 0x02 */ PLAYER_STR_SILVER_G ,
/* 0x03 */ PLAYER_STR_GOLD_G ,
/* 0x04 */ PLAYER_STR_MAX
} PlayerStrength ;
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typedef enum PlayerMask {
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/* 0x00 */ PLAYER_MASK_NONE ,
/* 0x01 */ PLAYER_MASK_KEATON ,
/* 0x02 */ PLAYER_MASK_SKULL ,
/* 0x03 */ PLAYER_MASK_SPOOKY ,
/* 0x04 */ PLAYER_MASK_BUNNY ,
/* 0x05 */ PLAYER_MASK_GORON ,
/* 0x06 */ PLAYER_MASK_ZORA ,
/* 0x07 */ PLAYER_MASK_GERUDO ,
/* 0x08 */ PLAYER_MASK_TRUTH ,
/* 0x09 */ PLAYER_MASK_MAX
} PlayerMask ;
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typedef enum PlayerEnvHazard {
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/* 0x0 */ PLAYER_ENV_HAZARD_NONE ,
/* 0x1 */ PLAYER_ENV_HAZARD_HOTROOM ,
/* 0x2 */ PLAYER_ENV_HAZARD_UNDERWATER_FLOOR ,
/* 0x3 */ PLAYER_ENV_HAZARD_SWIMMING ,
/* 0x4 */ PLAYER_ENV_HAZARD_UNDERWATER_FREE
} PlayerEnvHazard ;
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typedef enum PlayerIdleType {
/* -0x1 */ PLAYER_IDLE_CRIT_HEALTH = - 1 ,
/* 0x0 */ PLAYER_IDLE_DEFAULT ,
/* 0x1 */ PLAYER_IDLE_FIDGET
} PlayerIdleType ;
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typedef enum PlayerItemAction {
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/* 0x00 */ PLAYER_IA_NONE ,
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/* 0x01 */ PLAYER_IA_SWORD_CS , // Hold sword without shield in hand. The sword is not usable.
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/* 0x02 */ PLAYER_IA_FISHING_POLE ,
/* 0x03 */ PLAYER_IA_SWORD_MASTER ,
/* 0x04 */ PLAYER_IA_SWORD_KOKIRI ,
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/* 0x05 */ PLAYER_IA_SWORD_BIGGORON ,
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/* 0x06 */ PLAYER_IA_DEKU_STICK ,
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/* 0x07 */ PLAYER_IA_HAMMER ,
/* 0x08 */ PLAYER_IA_BOW ,
/* 0x09 */ PLAYER_IA_BOW_FIRE ,
/* 0x0A */ PLAYER_IA_BOW_ICE ,
/* 0x0B */ PLAYER_IA_BOW_LIGHT ,
/* 0x0C */ PLAYER_IA_BOW_0C ,
/* 0x0D */ PLAYER_IA_BOW_0D ,
/* 0x0E */ PLAYER_IA_BOW_0E ,
/* 0x0F */ PLAYER_IA_SLINGSHOT ,
/* 0x10 */ PLAYER_IA_HOOKSHOT ,
/* 0x11 */ PLAYER_IA_LONGSHOT ,
/* 0x12 */ PLAYER_IA_BOMB ,
/* 0x13 */ PLAYER_IA_BOMBCHU ,
/* 0x14 */ PLAYER_IA_BOOMERANG ,
/* 0x15 */ PLAYER_IA_MAGIC_SPELL_15 ,
/* 0x16 */ PLAYER_IA_MAGIC_SPELL_16 ,
/* 0x17 */ PLAYER_IA_MAGIC_SPELL_17 ,
/* 0x18 */ PLAYER_IA_FARORES_WIND ,
/* 0x19 */ PLAYER_IA_NAYRUS_LOVE ,
/* 0x1A */ PLAYER_IA_DINS_FIRE ,
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/* 0x1B */ PLAYER_IA_DEKU_NUT ,
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/* 0x1C */ PLAYER_IA_OCARINA_FAIRY ,
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/* 0x1D */ PLAYER_IA_OCARINA_OF_TIME ,
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/* 0x1E */ PLAYER_IA_BOTTLE ,
/* 0x1F */ PLAYER_IA_BOTTLE_FISH ,
/* 0x20 */ PLAYER_IA_BOTTLE_FIRE ,
/* 0x21 */ PLAYER_IA_BOTTLE_BUG ,
/* 0x22 */ PLAYER_IA_BOTTLE_POE ,
/* 0x23 */ PLAYER_IA_BOTTLE_BIG_POE ,
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/* 0x24 */ PLAYER_IA_BOTTLE_RUTOS_LETTER ,
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/* 0x25 */ PLAYER_IA_BOTTLE_POTION_RED ,
/* 0x26 */ PLAYER_IA_BOTTLE_POTION_BLUE ,
/* 0x27 */ PLAYER_IA_BOTTLE_POTION_GREEN ,
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/* 0x28 */ PLAYER_IA_BOTTLE_MILK_FULL ,
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/* 0x29 */ PLAYER_IA_BOTTLE_MILK_HALF ,
/* 0x2A */ PLAYER_IA_BOTTLE_FAIRY ,
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/* 0x2B */ PLAYER_IA_ZELDAS_LETTER ,
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/* 0x2C */ PLAYER_IA_WEIRD_EGG ,
/* 0x2D */ PLAYER_IA_CHICKEN ,
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/* 0x2E */ PLAYER_IA_MAGIC_BEAN ,
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/* 0x2F */ PLAYER_IA_POCKET_EGG ,
/* 0x30 */ PLAYER_IA_POCKET_CUCCO ,
/* 0x31 */ PLAYER_IA_COJIRO ,
/* 0x32 */ PLAYER_IA_ODD_MUSHROOM ,
/* 0x33 */ PLAYER_IA_ODD_POTION ,
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/* 0x34 */ PLAYER_IA_POACHERS_SAW ,
/* 0x35 */ PLAYER_IA_BROKEN_GORONS_SWORD ,
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/* 0x36 */ PLAYER_IA_PRESCRIPTION ,
/* 0x37 */ PLAYER_IA_FROG ,
/* 0x38 */ PLAYER_IA_EYEDROPS ,
/* 0x39 */ PLAYER_IA_CLAIM_CHECK ,
/* 0x3A */ PLAYER_IA_MASK_KEATON ,
/* 0x3B */ PLAYER_IA_MASK_SKULL ,
/* 0x3C */ PLAYER_IA_MASK_SPOOKY ,
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/* 0x3D */ PLAYER_IA_MASK_BUNNY_HOOD ,
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/* 0x3E */ PLAYER_IA_MASK_GORON ,
/* 0x3F */ PLAYER_IA_MASK_ZORA ,
/* 0x40 */ PLAYER_IA_MASK_GERUDO ,
/* 0x41 */ PLAYER_IA_MASK_TRUTH ,
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/* 0x42 */ PLAYER_IA_LENS_OF_TRUTH ,
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/* 0x43 */ PLAYER_IA_MAX
} PlayerItemAction ;
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typedef enum PlayerLimb {
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/* 0x00 */ PLAYER_LIMB_NONE ,
/* 0x01 */ PLAYER_LIMB_ROOT ,
/* 0x02 */ PLAYER_LIMB_WAIST ,
/* 0x03 */ PLAYER_LIMB_LOWER ,
/* 0x04 */ PLAYER_LIMB_R_THIGH ,
/* 0x05 */ PLAYER_LIMB_R_SHIN ,
/* 0x06 */ PLAYER_LIMB_R_FOOT ,
/* 0x07 */ PLAYER_LIMB_L_THIGH ,
/* 0x08 */ PLAYER_LIMB_L_SHIN ,
/* 0x09 */ PLAYER_LIMB_L_FOOT ,
/* 0x0A */ PLAYER_LIMB_UPPER ,
/* 0x0B */ PLAYER_LIMB_HEAD ,
/* 0x0C */ PLAYER_LIMB_HAT ,
/* 0x0D */ PLAYER_LIMB_COLLAR ,
/* 0x0E */ PLAYER_LIMB_L_SHOULDER ,
/* 0x0F */ PLAYER_LIMB_L_FOREARM ,
/* 0x10 */ PLAYER_LIMB_L_HAND ,
/* 0x11 */ PLAYER_LIMB_R_SHOULDER ,
/* 0x12 */ PLAYER_LIMB_R_FOREARM ,
/* 0x13 */ PLAYER_LIMB_R_HAND ,
/* 0x14 */ PLAYER_LIMB_SHEATH ,
/* 0x15 */ PLAYER_LIMB_TORSO ,
/* 0x16 */ PLAYER_LIMB_MAX
} PlayerLimb ;
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typedef enum PlayerBodyPart {
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/* 0x00 */ PLAYER_BODYPART_WAIST , // PLAYER_LIMB_WAIST
/* 0x01 */ PLAYER_BODYPART_R_THIGH , // PLAYER_LIMB_R_THIGH
/* 0x02 */ PLAYER_BODYPART_R_SHIN , // PLAYER_LIMB_R_SHIN
/* 0x03 */ PLAYER_BODYPART_R_FOOT , // PLAYER_LIMB_R_FOOT
/* 0x04 */ PLAYER_BODYPART_L_THIGH , // PLAYER_LIMB_L_THIGH
/* 0x05 */ PLAYER_BODYPART_L_SHIN , // PLAYER_LIMB_L_SHIN
/* 0x06 */ PLAYER_BODYPART_L_FOOT , // PLAYER_LIMB_L_FOOT
/* 0x07 */ PLAYER_BODYPART_HEAD , // PLAYER_LIMB_HEAD
/* 0x08 */ PLAYER_BODYPART_HAT , // PLAYER_LIMB_HAT
/* 0x09 */ PLAYER_BODYPART_COLLAR , // PLAYER_LIMB_COLLAR
/* 0x0A */ PLAYER_BODYPART_L_SHOULDER , // PLAYER_LIMB_L_SHOULDER
/* 0x0B */ PLAYER_BODYPART_L_FOREARM , // PLAYER_LIMB_L_FOREARM
/* 0x0C */ PLAYER_BODYPART_L_HAND , // PLAYER_LIMB_L_HAND
/* 0x0D */ PLAYER_BODYPART_R_SHOULDER , // PLAYER_LIMB_R_SHOULDER
/* 0x0E */ PLAYER_BODYPART_R_FOREARM , // PLAYER_LIMB_R_FOREARM
/* 0x0F */ PLAYER_BODYPART_R_HAND , // PLAYER_LIMB_R_HAND
/* 0x10 */ PLAYER_BODYPART_SHEATH , // PLAYER_LIMB_SHEATH
/* 0x11 */ PLAYER_BODYPART_TORSO , // PLAYER_LIMB_TORSO
/* 0x12 */ PLAYER_BODYPART_MAX
} PlayerBodyPart ;
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typedef enum PlayerMeleeWeaponAnimation {
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/* 0 */ PLAYER_MWA_FORWARD_SLASH_1H ,
/* 1 */ PLAYER_MWA_FORWARD_SLASH_2H ,
/* 2 */ PLAYER_MWA_FORWARD_COMBO_1H ,
/* 3 */ PLAYER_MWA_FORWARD_COMBO_2H ,
/* 4 */ PLAYER_MWA_RIGHT_SLASH_1H ,
/* 5 */ PLAYER_MWA_RIGHT_SLASH_2H ,
/* 6 */ PLAYER_MWA_RIGHT_COMBO_1H ,
/* 7 */ PLAYER_MWA_RIGHT_COMBO_2H ,
/* 8 */ PLAYER_MWA_LEFT_SLASH_1H ,
/* 9 */ PLAYER_MWA_LEFT_SLASH_2H ,
/* 10 */ PLAYER_MWA_LEFT_COMBO_1H ,
/* 11 */ PLAYER_MWA_LEFT_COMBO_2H ,
/* 12 */ PLAYER_MWA_STAB_1H ,
/* 13 */ PLAYER_MWA_STAB_2H ,
/* 14 */ PLAYER_MWA_STAB_COMBO_1H ,
/* 15 */ PLAYER_MWA_STAB_COMBO_2H ,
/* 16 */ PLAYER_MWA_FLIPSLASH_START ,
/* 17 */ PLAYER_MWA_JUMPSLASH_START ,
/* 18 */ PLAYER_MWA_FLIPSLASH_FINISH ,
/* 19 */ PLAYER_MWA_JUMPSLASH_FINISH ,
/* 20 */ PLAYER_MWA_BACKSLASH_RIGHT ,
/* 21 */ PLAYER_MWA_BACKSLASH_LEFT ,
/* 22 */ PLAYER_MWA_HAMMER_FORWARD ,
/* 23 */ PLAYER_MWA_HAMMER_SIDE ,
/* 24 */ PLAYER_MWA_SPIN_ATTACK_1H ,
/* 25 */ PLAYER_MWA_SPIN_ATTACK_2H ,
/* 26 */ PLAYER_MWA_BIG_SPIN_1H ,
/* 27 */ PLAYER_MWA_BIG_SPIN_2H ,
/* 28 */ PLAYER_MWA_MAX
} PlayerMeleeWeaponAnimation ;
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typedef enum PlayerDoorType {
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/* -1 */ PLAYER_DOORTYPE_AJAR = - 1 ,
/* 0 */ PLAYER_DOORTYPE_NONE ,
/* 1 */ PLAYER_DOORTYPE_HANDLE ,
/* 2 */ PLAYER_DOORTYPE_SLIDING ,
/* 3 */ PLAYER_DOORTYPE_FAKE
} PlayerDoorType ;
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typedef enum PlayerFacePart {
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/* 0 */ PLAYER_FACEPART_EYES ,
/* 1 */ PLAYER_FACEPART_MOUTH ,
/* 2 */ PLAYER_FACEPART_MAX
} PlayerFacePart ;
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typedef enum PlayerEyes {
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/* 0 */ PLAYER_EYES_OPEN ,
/* 1 */ PLAYER_EYES_HALF ,
/* 2 */ PLAYER_EYES_CLOSED ,
/* 3 */ PLAYER_EYES_LEFT ,
/* 4 */ PLAYER_EYES_RIGHT ,
/* 5 */ PLAYER_EYES_WIDE ,
/* 6 */ PLAYER_EYES_DOWN ,
/* 7 */ PLAYER_EYES_WINCING ,
/* 8 */ PLAYER_EYES_MAX
} PlayerEyes ;
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typedef enum PlayerMouth {
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/* 0 */ PLAYER_MOUTH_CLOSED ,
/* 1 */ PLAYER_MOUTH_HALF ,
/* 2 */ PLAYER_MOUTH_OPEN ,
/* 3 */ PLAYER_MOUTH_SMILE ,
/* 4 */ PLAYER_MOUTH_MAX
} PlayerMouth ;
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typedef enum PlayerFace {
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/* 0 */ PLAYER_FACE_NEUTRAL , // eyes open and mouth closed
/* 1 */ PLAYER_FACE_NEUTRAL_BLINKING_HALF , // eyes half open and mouth closed
/* 2 */ PLAYER_FACE_NEUTRAL_BLINKING_CLOSED , // eyes and mouth closed
/* 3 */ PLAYER_FACE_NEUTRAL_2 , // same as `PLAYER_FACE_NEUTRAL`
/* 4 */ PLAYER_FACE_NEUTRAL_BLINKING_HALF_2 , // same as `PLAYER_FACE_NEUTRAL_BLINKING_HALF`
/* 5 */ PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2 , // same as `PLAYER_FACE_NEUTRAL_BLINKING_CLOSED`
/* 6 */ PLAYER_FACE_LOOK_RIGHT , // eyes looking right and mouth closed
/* 7 */ PLAYER_FACE_SURPRISED , // wide eyes and grimacing mouth
/* 8 */ PLAYER_FACE_HURT , // eyes wincing in pain and mouth open
/* 9 */ PLAYER_FACE_GASP , // eyes and mouth open
/* 10 */ PLAYER_FACE_LOOK_LEFT , // eyes looking left and mouth closed
/* 11 */ PLAYER_FACE_LOOK_RIGHT_2 , // duplicate of `PLAYER_FACE_LOOK_RIGHT`
/* 12 */ PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN , // eyes closed and mouth open
/* 13 */ PLAYER_FACE_OPENING , // eyes and mouth both halfway open
/* 14 */ PLAYER_FACE_EYES_AND_MOUTH_OPEN , // eyes and mouth open
/* 15 */ PLAYER_FACE_NEUTRAL_3 , // same as `PLAYER_FACE_NEUTRAL` and `PLAYER_FACE_NEUTRAL_2`
/* 16 */ PLAYER_FACE_MAX
} PlayerFace ;
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typedef enum PlayerModelGroup {
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/* 0x00 */ PLAYER_MODELGROUP_0 , // unused (except for a bug in `Player_OverrideLimbDrawPause`)
/* 0x01 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD , //hold sword only. used for holding sword only as child link with hylian shield equipped
/* 0x02 */ PLAYER_MODELGROUP_SWORD_AND_SHIELD , // hold sword and shield or just sword if no shield is equipped
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/* 0x03 */ PLAYER_MODELGROUP_DEFAULT , // non-specific models, for items that don't have particular link models
/* 0x04 */ PLAYER_MODELGROUP_4 , // unused, same as PLAYER_MODELGROUP_DEFAULT
/* 0x05 */ PLAYER_MODELGROUP_BGS , // biggoron sword
/* 0x06 */ PLAYER_MODELGROUP_BOW_SLINGSHOT , // bow/slingshot
/* 0x07 */ PLAYER_MODELGROUP_EXPLOSIVES , // bombs, bombchus, same as PLAYER_MODELGROUP_DEFAULT
/* 0x08 */ PLAYER_MODELGROUP_BOOMERANG ,
/* 0x09 */ PLAYER_MODELGROUP_HOOKSHOT ,
/* 0x0A */ PLAYER_MODELGROUP_10 , // stick/fishing pole (which are drawn separately)
/* 0x0B */ PLAYER_MODELGROUP_HAMMER ,
/* 0x0C */ PLAYER_MODELGROUP_OCARINA , // ocarina
/* 0x0D */ PLAYER_MODELGROUP_OOT , // ocarina of time
/* 0x0E */ PLAYER_MODELGROUP_BOTTLE , // bottles (drawn separately)
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/* 0x0F */ PLAYER_MODELGROUP_SWORD , // hold sword and no shield, even if one is equipped
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/* 0x10 */ PLAYER_MODELGROUP_MAX
} PlayerModelGroup ;
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typedef enum PlayerModelGroupEntry {
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/* 0x00 */ PLAYER_MODELGROUPENTRY_ANIM ,
/* 0x01 */ PLAYER_MODELGROUPENTRY_LEFT_HAND ,
/* 0x02 */ PLAYER_MODELGROUPENTRY_RIGHT_HAND ,
/* 0x03 */ PLAYER_MODELGROUPENTRY_SHEATH ,
/* 0x04 */ PLAYER_MODELGROUPENTRY_WAIST ,
/* 0x05 */ PLAYER_MODELGROUPENTRY_MAX
} PlayerModelGroupEntry ;
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typedef enum PlayerModelType {
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// left hand
/* 0x00 */ PLAYER_MODELTYPE_LH_OPEN , // empty open hand
/* 0x01 */ PLAYER_MODELTYPE_LH_CLOSED , // empty closed hand
/* 0x02 */ PLAYER_MODELTYPE_LH_SWORD , // holding kokiri/master sword
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/* 0x03 */ PLAYER_MODELTYPE_LH_SWORD_2 , // unused, same as PLAYER_MODELTYPE_LH_SWORD
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/* 0x04 */ PLAYER_MODELTYPE_LH_BGS , // holding bgs/broken giant knife (child: master sword)
/* 0x05 */ PLAYER_MODELTYPE_LH_HAMMER , // holding hammer (child: empty hand)
/* 0x06 */ PLAYER_MODELTYPE_LH_BOOMERANG , // holding boomerang (adult: empty hand)
/* 0x07 */ PLAYER_MODELTYPE_LH_BOTTLE , // holding bottle (bottle drawn separately)
// right hand
/* 0x08 */ PLAYER_MODELTYPE_RH_OPEN , // empty open hand
/* 0x09 */ PLAYER_MODELTYPE_RH_CLOSED , // empty closed hand
/* 0x0A */ PLAYER_MODELTYPE_RH_SHIELD , // holding a shield (including no shield)
/* 0x0B */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT , // holding bow/slingshot
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/* 0x0C */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2 , // unused, same as PLAYER_MODELTYPE_RH_BOW_SLINGSHOT
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/* 0x0D */ PLAYER_MODELTYPE_RH_OCARINA , // holding ocarina (child: fairy ocarina, adult: OoT)
/* 0x0E */ PLAYER_MODELTYPE_RH_OOT , // holding OoT
/* 0x0F */ PLAYER_MODELTYPE_RH_HOOKSHOT , // holding hookshot (child: empty hand)
// sheath
/* 0x10 */ PLAYER_MODELTYPE_SHEATH_16 , // sheathed kokiri/master sword?
/* 0x11 */ PLAYER_MODELTYPE_SHEATH_17 , // empty sheath?
/* 0x12 */ PLAYER_MODELTYPE_SHEATH_18 , // sword sheathed and shield on back?
/* 0x13 */ PLAYER_MODELTYPE_SHEATH_19 , // empty sheath and shield on back?
// waist
/* 0x14 */ PLAYER_MODELTYPE_WAIST ,
/* 0x15 */ PLAYER_MODELTYPE_MAX ,
/* 0xFF */ PLAYER_MODELTYPE_RH_FF = 0xFF // disable shield collider, cutscene-specific
} PlayerModelType ;
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typedef enum PlayerAnimType {
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/* 0x00 */ PLAYER_ANIMTYPE_0 ,
/* 0x01 */ PLAYER_ANIMTYPE_1 ,
/* 0x02 */ PLAYER_ANIMTYPE_2 ,
/* 0x03 */ PLAYER_ANIMTYPE_3 ,
/* 0x04 */ PLAYER_ANIMTYPE_4 ,
/* 0x05 */ PLAYER_ANIMTYPE_5 ,
/* 0x06 */ PLAYER_ANIMTYPE_MAX
} PlayerAnimType ;
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/**
* Temporary names , derived from original animation names in ` D_80853914 `
*/
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typedef enum PlayerAnimGroup {
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/* 0x00 */ PLAYER_ANIMGROUP_wait ,
/* 0x01 */ PLAYER_ANIMGROUP_walk ,
/* 0x02 */ PLAYER_ANIMGROUP_run ,
/* 0x03 */ PLAYER_ANIMGROUP_damage_run ,
/* 0x04 */ PLAYER_ANIMGROUP_heavy_run ,
/* 0x05 */ PLAYER_ANIMGROUP_waitL ,
/* 0x06 */ PLAYER_ANIMGROUP_waitR ,
/* 0x07 */ PLAYER_ANIMGROUP_wait2waitR ,
/* 0x08 */ PLAYER_ANIMGROUP_normal2fighter ,
/* 0x09 */ PLAYER_ANIMGROUP_doorA_free ,
/* 0x0A */ PLAYER_ANIMGROUP_doorA ,
/* 0x0B */ PLAYER_ANIMGROUP_doorB_free ,
/* 0x0C */ PLAYER_ANIMGROUP_doorB ,
/* 0x0D */ PLAYER_ANIMGROUP_carryB ,
/* 0x0E */ PLAYER_ANIMGROUP_landing ,
/* 0x0F */ PLAYER_ANIMGROUP_short_landing ,
/* 0x10 */ PLAYER_ANIMGROUP_landing_roll ,
/* 0x11 */ PLAYER_ANIMGROUP_hip_down ,
/* 0x12 */ PLAYER_ANIMGROUP_walk_endL ,
/* 0x13 */ PLAYER_ANIMGROUP_walk_endR ,
/* 0x14 */ PLAYER_ANIMGROUP_defense ,
/* 0x15 */ PLAYER_ANIMGROUP_defense_wait ,
/* 0x16 */ PLAYER_ANIMGROUP_defense_end ,
/* 0x17 */ PLAYER_ANIMGROUP_side_walk ,
/* 0x18 */ PLAYER_ANIMGROUP_side_walkL ,
/* 0x19 */ PLAYER_ANIMGROUP_side_walkR ,
/* 0x1A */ PLAYER_ANIMGROUP_45_turn ,
/* 0x1B */ PLAYER_ANIMGROUP_waitL2wait ,
/* 0x1C */ PLAYER_ANIMGROUP_waitR2wait ,
/* 0x1D */ PLAYER_ANIMGROUP_throw ,
/* 0x1E */ PLAYER_ANIMGROUP_put ,
/* 0x1F */ PLAYER_ANIMGROUP_back_walk ,
/* 0x20 */ PLAYER_ANIMGROUP_check ,
/* 0x21 */ PLAYER_ANIMGROUP_check_wait ,
/* 0x22 */ PLAYER_ANIMGROUP_check_end ,
/* 0x23 */ PLAYER_ANIMGROUP_pull_start ,
/* 0x24 */ PLAYER_ANIMGROUP_pulling ,
/* 0x25 */ PLAYER_ANIMGROUP_pull_end ,
/* 0x26 */ PLAYER_ANIMGROUP_fall_up ,
/* 0x27 */ PLAYER_ANIMGROUP_jump_climb_hold ,
/* 0x28 */ PLAYER_ANIMGROUP_jump_climb_wait ,
/* 0x29 */ PLAYER_ANIMGROUP_jump_climb_up ,
/* 0x2A */ PLAYER_ANIMGROUP_down_slope_slip_end ,
/* 0x2B */ PLAYER_ANIMGROUP_up_slope_slip_end ,
/* 0x2C */ PLAYER_ANIMGROUP_nwait ,
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/* 0x2D */ PLAYER_ANIMGROUP_MAX
} PlayerAnimGroup ;
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# define LIMB_BUF_COUNT(limbCount) ((ALIGN16((limbCount) * sizeof(Vec3s)) + sizeof(Vec3s) - 1) / sizeof(Vec3s))
# define PLAYER_LIMB_BUF_COUNT LIMB_BUF_COUNT(PLAYER_LIMB_MAX)
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typedef enum PlayerCsAction {
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/* 0x00 */ PLAYER_CSACTION_NONE ,
/* 0x01 */ PLAYER_CSACTION_1 ,
/* 0x02 */ PLAYER_CSACTION_2 ,
/* 0x03 */ PLAYER_CSACTION_3 ,
/* 0x04 */ PLAYER_CSACTION_4 ,
/* 0x05 */ PLAYER_CSACTION_5 ,
/* 0x06 */ PLAYER_CSACTION_6 ,
/* 0x07 */ PLAYER_CSACTION_7 ,
/* 0x08 */ PLAYER_CSACTION_8 ,
/* 0x09 */ PLAYER_CSACTION_9 ,
/* 0x0A */ PLAYER_CSACTION_10 ,
/* 0x0B */ PLAYER_CSACTION_11 ,
/* 0x0C */ PLAYER_CSACTION_12 ,
/* 0x0D */ PLAYER_CSACTION_13 ,
/* 0x0E */ PLAYER_CSACTION_14 ,
/* 0x0F */ PLAYER_CSACTION_15 ,
/* 0x10 */ PLAYER_CSACTION_16 ,
/* 0x11 */ PLAYER_CSACTION_17 ,
/* 0x12 */ PLAYER_CSACTION_18 ,
/* 0x13 */ PLAYER_CSACTION_19 ,
/* 0x14 */ PLAYER_CSACTION_20 ,
/* 0x15 */ PLAYER_CSACTION_21 ,
/* 0x16 */ PLAYER_CSACTION_22 ,
/* 0x17 */ PLAYER_CSACTION_23 ,
/* 0x18 */ PLAYER_CSACTION_24 ,
/* 0x19 */ PLAYER_CSACTION_25 ,
/* 0x1A */ PLAYER_CSACTION_26 ,
/* 0x1B */ PLAYER_CSACTION_27 ,
/* 0x1C */ PLAYER_CSACTION_28 ,
/* 0x1D */ PLAYER_CSACTION_29 ,
/* 0x1E */ PLAYER_CSACTION_30 ,
/* 0x1F */ PLAYER_CSACTION_31 ,
/* 0x20 */ PLAYER_CSACTION_32 ,
/* 0x21 */ PLAYER_CSACTION_33 ,
/* 0x22 */ PLAYER_CSACTION_34 ,
/* 0x23 */ PLAYER_CSACTION_35 ,
/* 0x24 */ PLAYER_CSACTION_36 ,
/* 0x25 */ PLAYER_CSACTION_37 ,
/* 0x26 */ PLAYER_CSACTION_38 ,
/* 0x27 */ PLAYER_CSACTION_39 ,
/* 0x28 */ PLAYER_CSACTION_40 ,
/* 0x29 */ PLAYER_CSACTION_41 ,
/* 0x2A */ PLAYER_CSACTION_42 ,
/* 0x2B */ PLAYER_CSACTION_43 ,
/* 0x2C */ PLAYER_CSACTION_44 ,
/* 0x2D */ PLAYER_CSACTION_45 ,
/* 0x2E */ PLAYER_CSACTION_46 ,
/* 0x2F */ PLAYER_CSACTION_47 ,
/* 0x30 */ PLAYER_CSACTION_48 ,
/* 0x31 */ PLAYER_CSACTION_49 ,
/* 0x32 */ PLAYER_CSACTION_50 ,
/* 0x33 */ PLAYER_CSACTION_51 ,
/* 0x34 */ PLAYER_CSACTION_52 ,
/* 0x35 */ PLAYER_CSACTION_53 ,
/* 0x36 */ PLAYER_CSACTION_54 ,
/* 0x37 */ PLAYER_CSACTION_55 ,
/* 0x38 */ PLAYER_CSACTION_56 ,
/* 0x39 */ PLAYER_CSACTION_57 ,
/* 0x3A */ PLAYER_CSACTION_58 ,
/* 0x3B */ PLAYER_CSACTION_59 ,
/* 0x3C */ PLAYER_CSACTION_60 ,
/* 0x3D */ PLAYER_CSACTION_61 ,
/* 0x3E */ PLAYER_CSACTION_62 ,
/* 0x3F */ PLAYER_CSACTION_63 ,
/* 0x40 */ PLAYER_CSACTION_64 ,
/* 0x41 */ PLAYER_CSACTION_65 ,
/* 0x42 */ PLAYER_CSACTION_66 ,
/* 0x43 */ PLAYER_CSACTION_67 ,
/* 0x44 */ PLAYER_CSACTION_68 ,
/* 0x45 */ PLAYER_CSACTION_69 ,
/* 0x46 */ PLAYER_CSACTION_70 ,
/* 0x47 */ PLAYER_CSACTION_71 ,
/* 0x48 */ PLAYER_CSACTION_72 ,
/* 0x49 */ PLAYER_CSACTION_73 ,
/* 0x4A */ PLAYER_CSACTION_74 ,
/* 0x4B */ PLAYER_CSACTION_75 ,
/* 0x4C */ PLAYER_CSACTION_76 ,
/* 0x4D */ PLAYER_CSACTION_77 ,
/* 0x4E */ PLAYER_CSACTION_78 ,
/* 0x4F */ PLAYER_CSACTION_79 ,
/* 0x50 */ PLAYER_CSACTION_80 ,
/* 0x51 */ PLAYER_CSACTION_81 ,
/* 0x52 */ PLAYER_CSACTION_82 ,
/* 0x53 */ PLAYER_CSACTION_83 ,
/* 0x54 */ PLAYER_CSACTION_84 ,
/* 0x55 */ PLAYER_CSACTION_85 ,
/* 0x56 */ PLAYER_CSACTION_86 ,
/* 0x57 */ PLAYER_CSACTION_87 ,
/* 0x58 */ PLAYER_CSACTION_88 ,
/* 0x59 */ PLAYER_CSACTION_89 ,
/* 0x5A */ PLAYER_CSACTION_90 ,
/* 0x5B */ PLAYER_CSACTION_91 ,
/* 0x5C */ PLAYER_CSACTION_92 ,
/* 0x5D */ PLAYER_CSACTION_93 ,
/* 0x5E */ PLAYER_CSACTION_94 ,
/* 0x5F */ PLAYER_CSACTION_95 ,
/* 0x60 */ PLAYER_CSACTION_96 ,
/* 0x61 */ PLAYER_CSACTION_97 ,
/* 0x62 */ PLAYER_CSACTION_98 ,
/* 0x63 */ PLAYER_CSACTION_99 ,
/* 0x64 */ PLAYER_CSACTION_100 ,
/* 0x65 */ PLAYER_CSACTION_101 ,
/* 0x66 */ PLAYER_CSACTION_102 ,
/* 0x67 */ PLAYER_CSACTION_MAX
} PlayerCsAction ;
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typedef enum PlayerCueId {
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/* 0x00 */ PLAYER_CUEID_NONE ,
/* 0x01 */ PLAYER_CUEID_1 ,
/* 0x02 */ PLAYER_CUEID_2 ,
/* 0x03 */ PLAYER_CUEID_3 ,
/* 0x04 */ PLAYER_CUEID_4 ,
/* 0x05 */ PLAYER_CUEID_5 ,
/* 0x06 */ PLAYER_CUEID_6 ,
/* 0x07 */ PLAYER_CUEID_7 ,
/* 0x08 */ PLAYER_CUEID_8 ,
/* 0x09 */ PLAYER_CUEID_9 ,
/* 0x0A */ PLAYER_CUEID_10 ,
/* 0x0B */ PLAYER_CUEID_11 ,
/* 0x0C */ PLAYER_CUEID_12 ,
/* 0x0D */ PLAYER_CUEID_13 ,
/* 0x0E */ PLAYER_CUEID_14 ,
/* 0x0F */ PLAYER_CUEID_15 ,
/* 0x10 */ PLAYER_CUEID_16 ,
/* 0x11 */ PLAYER_CUEID_17 ,
/* 0x12 */ PLAYER_CUEID_18 ,
/* 0x13 */ PLAYER_CUEID_19 ,
/* 0x14 */ PLAYER_CUEID_20 ,
/* 0x15 */ PLAYER_CUEID_21 ,
/* 0x16 */ PLAYER_CUEID_22 ,
/* 0x17 */ PLAYER_CUEID_23 ,
/* 0x18 */ PLAYER_CUEID_24 ,
/* 0x19 */ PLAYER_CUEID_25 ,
/* 0x1A */ PLAYER_CUEID_26 ,
/* 0x1B */ PLAYER_CUEID_27 ,
/* 0x1C */ PLAYER_CUEID_28 ,
/* 0x1D */ PLAYER_CUEID_29 ,
/* 0x1E */ PLAYER_CUEID_30 ,
/* 0x1F */ PLAYER_CUEID_31 ,
/* 0x20 */ PLAYER_CUEID_32 ,
/* 0x21 */ PLAYER_CUEID_33 ,
/* 0x22 */ PLAYER_CUEID_34 ,
/* 0x23 */ PLAYER_CUEID_35 ,
/* 0x24 */ PLAYER_CUEID_36 ,
/* 0x25 */ PLAYER_CUEID_37 ,
/* 0x26 */ PLAYER_CUEID_38 ,
/* 0x27 */ PLAYER_CUEID_39 ,
/* 0x28 */ PLAYER_CUEID_40 ,
/* 0x29 */ PLAYER_CUEID_41 ,
/* 0x2A */ PLAYER_CUEID_42 ,
/* 0x2B */ PLAYER_CUEID_43 ,
/* 0x2C */ PLAYER_CUEID_44 ,
/* 0x2D */ PLAYER_CUEID_45 ,
/* 0x2E */ PLAYER_CUEID_46 ,
/* 0x2F */ PLAYER_CUEID_47 ,
/* 0x30 */ PLAYER_CUEID_48 ,
/* 0x31 */ PLAYER_CUEID_49 ,
/* 0x32 */ PLAYER_CUEID_50 ,
/* 0x33 */ PLAYER_CUEID_51 ,
/* 0x34 */ PLAYER_CUEID_52 ,
/* 0x35 */ PLAYER_CUEID_53 ,
/* 0x36 */ PLAYER_CUEID_54 ,
/* 0x37 */ PLAYER_CUEID_55 ,
/* 0x38 */ PLAYER_CUEID_56 ,
/* 0x39 */ PLAYER_CUEID_57 ,
/* 0x3A */ PLAYER_CUEID_58 ,
/* 0x3B */ PLAYER_CUEID_59 ,
/* 0x3C */ PLAYER_CUEID_60 ,
/* 0x3D */ PLAYER_CUEID_61 ,
/* 0x3E */ PLAYER_CUEID_62 ,
/* 0x3F */ PLAYER_CUEID_63 ,
/* 0x40 */ PLAYER_CUEID_64 ,
/* 0x41 */ PLAYER_CUEID_65 ,
/* 0x42 */ PLAYER_CUEID_66 ,
/* 0x43 */ PLAYER_CUEID_67 ,
/* 0x44 */ PLAYER_CUEID_68 ,
/* 0x45 */ PLAYER_CUEID_69 ,
/* 0x46 */ PLAYER_CUEID_70 ,
/* 0x47 */ PLAYER_CUEID_71 ,
/* 0x48 */ PLAYER_CUEID_72 ,
/* 0x49 */ PLAYER_CUEID_73 ,
/* 0x4A */ PLAYER_CUEID_74 ,
/* 0x4B */ PLAYER_CUEID_75 ,
/* 0x4C */ PLAYER_CUEID_76 ,
/* 0x4D */ PLAYER_CUEID_77 ,
/* 0x4E */ PLAYER_CUEID_MAX
} PlayerCueId ;
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typedef enum PlayerLedgeClimbType {
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/* 0 */ PLAYER_LEDGE_CLIMB_NONE ,
/* 1 */ PLAYER_LEDGE_CLIMB_1 ,
/* 2 */ PLAYER_LEDGE_CLIMB_2 ,
/* 3 */ PLAYER_LEDGE_CLIMB_3 ,
/* 4 */ PLAYER_LEDGE_CLIMB_4
} PlayerLedgeClimbType ;
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typedef enum PlayerStickDirection {
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/* -1 */ PLAYER_STICK_DIR_NONE = - 1 ,
/* 0 */ PLAYER_STICK_DIR_FORWARD ,
/* 1 */ PLAYER_STICK_DIR_LEFT ,
/* 2 */ PLAYER_STICK_DIR_BACKWARD ,
/* 3 */ PLAYER_STICK_DIR_RIGHT
} PlayerStickDirection ;
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typedef enum {
/* 0 */ PLAYER_KNOCKBACK_NONE , // No knockback
/* 1 */ PLAYER_KNOCKBACK_SMALL , // A small hop, remains standing up
/* 2 */ PLAYER_KNOCKBACK_LARGE , // Sent flying in the air and lands laying down on the floor
/* 3 */ PLAYER_KNOCKBACK_LARGE_SHOCK // Same as`PLAYER_KNOCKBACK_LARGE` with a shock effect
} PlayerKnockbackType ;
typedef enum {
/* 0 */ PLAYER_HIT_RESPONSE_NONE ,
/* 1 */ PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE ,
/* 2 */ PLAYER_HIT_RESPONSE_KNOCKBACK_SMALL ,
/* 3 */ PLAYER_HIT_RESPONSE_ICE_TRAP ,
/* 4 */ PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK
} PlayerDamageResponseType ;
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typedef struct PlayerAgeProperties {
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/* 0x00 */ f32 ceilingCheckHeight ;
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/* 0x04 */ f32 unk_04 ;
/* 0x08 */ f32 unk_08 ;
/* 0x0C */ f32 unk_0C ;
/* 0x10 */ f32 unk_10 ;
/* 0x14 */ f32 unk_14 ;
/* 0x18 */ f32 unk_18 ;
/* 0x1C */ f32 unk_1C ;
/* 0x20 */ f32 unk_20 ;
/* 0x24 */ f32 unk_24 ;
/* 0x28 */ f32 unk_28 ;
/* 0x2C */ f32 unk_2C ;
/* 0x30 */ f32 unk_30 ;
/* 0x34 */ f32 unk_34 ;
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/* 0x38 */ f32 wallCheckRadius ;
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/* 0x3C */ f32 unk_3C ;
/* 0x40 */ f32 unk_40 ;
/* 0x44 */ Vec3s unk_44 ;
/* 0x4A */ Vec3s unk_4A [ 4 ] ;
/* 0x62 */ Vec3s unk_62 [ 4 ] ;
/* 0x7A */ Vec3s unk_7A [ 2 ] ;
/* 0x86 */ Vec3s unk_86 [ 2 ] ;
/* 0x92 */ u16 unk_92 ;
/* 0x94 */ u16 unk_94 ;
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/* 0x98 */ LinkAnimationHeader * unk_98 ;
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/* 0x9C */ LinkAnimationHeader * timeTravelStartAnim ;
/* 0xA0 */ LinkAnimationHeader * timeTravelEndAnim ;
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/* 0xA4 */ LinkAnimationHeader * unk_A4 ;
/* 0xA8 */ LinkAnimationHeader * unk_A8 ;
/* 0xAC */ LinkAnimationHeader * unk_AC [ 4 ] ;
/* 0xBC */ LinkAnimationHeader * unk_BC [ 2 ] ;
/* 0xC4 */ LinkAnimationHeader * unk_C4 [ 2 ] ;
/* 0xCC */ LinkAnimationHeader * unk_CC [ 2 ] ;
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} PlayerAgeProperties ; // size = 0xD4
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typedef struct WeaponInfo {
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/* 0x00 */ s32 active ;
/* 0x04 */ Vec3f tip ;
/* 0x10 */ Vec3f base ;
} WeaponInfo ; // size = 0x1C
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# define LEDGE_DIST_MAX 399.96002f
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# define PLAYER_STATE1_0 (1 << 0)
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# define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1) // Bottle is swung; Bottle is active and can catch things
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# define PLAYER_STATE1_2 (1 << 2)
# define PLAYER_STATE1_3 (1 << 3)
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# define PLAYER_STATE1_HOSTILE_LOCK_ON (1 << 4) // Currently locked onto a hostile actor. Triggers a "battle" variant of many actions.
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# define PLAYER_STATE1_5 (1 << 5)
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# define PLAYER_STATE1_TALKING (1 << 6) // Currently talking to an actor. This includes item exchanges.
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# define PLAYER_STATE1_DEAD (1 << 7) // Player has died. Note that this gets set when the death cutscene has started, after landing from the air.
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# define PLAYER_STATE1_START_CHANGING_HELD_ITEM (1 << 8) // Item change process has begun
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# define PLAYER_STATE1_9 (1 << 9)
# define PLAYER_STATE1_10 (1 << 10)
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# define PLAYER_STATE1_CARRYING_ACTOR (1 << 11) // Currently carrying an actor
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# define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12) // Currently charing a spin attack (by holding down the B button)
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# define PLAYER_STATE1_13 (1 << 13)
# define PLAYER_STATE1_14 (1 << 14)
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# define PLAYER_STATE1_Z_TARGETING (1 << 15) // Either lock-on or parallel is active. This flag is never checked for and is practically unused.
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# define PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS (1 << 16) // Currently focusing on a friendly actor. Includes friendly lock-on, talking, and more. Usually does not include hostile actor lock-on, see `PLAYER_STATE1_HOSTILE_LOCK_ON`.
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# define PLAYER_STATE1_PARALLEL (1 << 17) // "Parallel" mode, Z-Target without an actor lock-on
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# define PLAYER_STATE1_18 (1 << 18)
# define PLAYER_STATE1_19 (1 << 19)
# define PLAYER_STATE1_20 (1 << 20)
# define PLAYER_STATE1_21 (1 << 21)
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# define PLAYER_STATE1_SHIELDING (1 << 22) // Shielding in any form (regular, hylian shield as child, "shielding" with a two handed sword, etc.)
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# define PLAYER_STATE1_23 (1 << 23)
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# define PLAYER_STATE1_USING_BOOMERANG (1 << 24) // Currently using the boomerang. This includes all phases (aiming, throwing, and catching).
# define PLAYER_STATE1_BOOMERANG_THROWN (1 << 25) // Boomerang has been thrown and is flying in the air
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# define PLAYER_STATE1_26 (1 << 26)
# define PLAYER_STATE1_27 (1 << 27)
# define PLAYER_STATE1_28 (1 << 28)
# define PLAYER_STATE1_29 (1 << 29)
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# define PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE (1 << 30) // Lock-on was released automatically, for example by leaving the lock-on leash range
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# define PLAYER_STATE1_31 (1 << 31)
# define PLAYER_STATE2_0 (1 << 0)
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# define PLAYER_STATE2_CAN_ACCEPT_TALK_OFFER (1 << 1) // Can accept a talk offer. "Speak" or "Check" is shown on the A button.
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# define PLAYER_STATE2_2 (1 << 2)
# define PLAYER_STATE2_3 (1 << 3)
# define PLAYER_STATE2_4 (1 << 4)
# define PLAYER_STATE2_5 (1 << 5)
# define PLAYER_STATE2_6 (1 << 6)
# define PLAYER_STATE2_7 (1 << 7)
# define PLAYER_STATE2_8 (1 << 8)
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# define PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND (1 << 9) // Forces sand footstep sounds regardless of current floor type
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# define PLAYER_STATE2_10 (1 << 10)
# define PLAYER_STATE2_11 (1 << 11)
# define PLAYER_STATE2_12 (1 << 12)
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# define PLAYER_STATE2_LOCK_ON_WITH_SWITCH (1 << 13) // Actor lock-on is active, specifically with Switch Targeting. Hold Targeting checks the state of the Z button instead of this flag.
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# define PLAYER_STATE2_14 (1 << 14)
# define PLAYER_STATE2_15 (1 << 15)
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# define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Sets the "Enter On A" DoAction
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# define PLAYER_STATE2_17 (1 << 17)
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# define PLAYER_STATE2_CRAWLING (1 << 18) // Crawling through a crawlspace
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# define PLAYER_STATE2_19 (1 << 19)
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# define PLAYER_STATE2_NAVI_ACTIVE (1 << 20) // Navi is visible and active. Could be hovering idle near Link or hovering over other actors.
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# define PLAYER_STATE2_21 (1 << 21)
# define PLAYER_STATE2_22 (1 << 22)
# define PLAYER_STATE2_23 (1 << 23)
# define PLAYER_STATE2_24 (1 << 24)
# define PLAYER_STATE2_25 (1 << 25)
# define PLAYER_STATE2_26 (1 << 26)
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# define PLAYER_STATE2_USING_OCARINA (1 << 27) // Playing the ocarina or warping out from an ocarina warp song
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# define PLAYER_STATE2_IDLE_FIDGET (1 << 28) // Playing a fidget idle animation (under typical circumstances, see `Player_ChooseNextIdleAnim` for more info)
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# define PLAYER_STATE2_29 (1 << 29)
# define PLAYER_STATE2_30 (1 << 30)
# define PLAYER_STATE2_31 (1 << 31)
# define PLAYER_STATE3_0 (1 << 0)
# define PLAYER_STATE3_1 (1 << 1)
# define PLAYER_STATE3_2 (1 << 2)
# define PLAYER_STATE3_3 (1 << 3)
# define PLAYER_STATE3_4 (1 << 4)
# define PLAYER_STATE3_5 (1 << 5)
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# define PLAYER_STATE3_RESTORE_NAYRUS_LOVE (1 << 6) // Set by ocarina effects actors when destroyed to signal Nayru's Love may be restored (see `ACTOROVL_ALLOC_ABSOLUTE`)
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# define PLAYER_STATE3_FLYING_WITH_HOOKSHOT (1 << 7) // Flying in the air with the hookshot as it pulls Player toward its destination
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typedef void ( * PlayerActionFunc ) ( struct Player * , struct PlayState * ) ;
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typedef s32 ( * UpperActionFunc ) ( struct Player * , struct PlayState * ) ;
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typedef void ( * AfterPutAwayFunc ) ( struct PlayState * , struct Player * ) ;
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# define UNK6AE_ROT_FOCUS_X (1 << 0)
# define UNK6AE_ROT_FOCUS_Y (1 << 1)
# define UNK6AE_ROT_FOCUS_Z (1 << 2)
# define UNK6AE_ROT_HEAD_X (1 << 3)
# define UNK6AE_ROT_HEAD_Y (1 << 4)
# define UNK6AE_ROT_HEAD_Z (1 << 5)
# define UNK6AE_ROT_UPPER_X (1 << 6)
# define UNK6AE_ROT_UPPER_Y (1 << 7)
# define UNK6AE_ROT_UPPER_Z (1 << 8)
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typedef struct Player {
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/* 0x0000 */ Actor actor ;
/* 0x014C */ s8 currentTunic ; // current tunic from `PlayerTunic`
/* 0x014D */ s8 currentSwordItemId ;
/* 0x014E */ s8 currentShield ; // current shield from `PlayerShield`
/* 0x014F */ s8 currentBoots ; // current boots from `PlayerBoots`
/* 0x0150 */ s8 heldItemButton ; // Button index for the item currently used
/* 0x0151 */ s8 heldItemAction ; // Item action for the item currently used
/* 0x0152 */ u8 heldItemId ; // Item id for the item currently used
/* 0x0153 */ s8 prevBoots ; // previous boots from `PlayerBoots`
/* 0x0154 */ s8 itemAction ; // the difference between this and heldItemAction is unclear
/* 0x0155 */ char unk_155 [ 0x003 ] ;
/* 0x0158 */ u8 modelGroup ;
/* 0x0159 */ u8 nextModelGroup ;
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/* 0x015A */ s8 itemChangeType ;
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/* 0x015B */ u8 modelAnimType ;
/* 0x015C */ u8 leftHandType ;
/* 0x015D */ u8 rightHandType ;
/* 0x015E */ u8 sheathType ;
/* 0x015F */ u8 currentMask ; // current mask equipped from `PlayerMask`
/* 0x0160 */ Gfx * * rightHandDLists ;
/* 0x0164 */ Gfx * * leftHandDLists ;
/* 0x0168 */ Gfx * * sheathDLists ;
/* 0x016C */ Gfx * * waistDLists ;
/* 0x0170 */ u8 giObjectLoading ;
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/* 0x0174 */ DmaRequest giObjectDmaRequest ;
/* 0x0194 */ OSMesgQueue giObjectLoadQueue ;
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/* 0x01AC */ OSMesg giObjectLoadMsg ;
/* 0x01B0 */ void * giObjectSegment ; // also used for title card textures
/* 0x01B4 */ SkelAnime skelAnime ;
/* 0x01F8 */ Vec3s jointTable [ PLAYER_LIMB_BUF_COUNT ] ;
/* 0x0288 */ Vec3s morphTable [ PLAYER_LIMB_BUF_COUNT ] ;
/* 0x0318 */ Vec3s blendTable [ PLAYER_LIMB_BUF_COUNT ] ;
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/* 0x03A8 */ FaceChange faceChange ;
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/* 0x03AC */ Actor * heldActor ;
/* 0x03B0 */ Vec3f leftHandPos ;
/* 0x03BC */ Vec3s unk_3BC ;
/* 0x03C4 */ Actor * unk_3C4 ;
/* 0x03C8 */ Vec3f unk_3C8 ;
/* 0x03D4 */ char unk_3D4 [ 0x058 ] ;
/* 0x042C */ s8 doorType ;
/* 0x042D */ s8 doorDirection ;
/* 0x042E */ s16 doorTimer ;
/* 0x0430 */ Actor * doorActor ;
/* 0x0434 */ s8 getItemId ;
/* 0x0436 */ u16 getItemDirection ;
/* 0x0438 */ Actor * interactRangeActor ;
/* 0x043C */ s8 mountSide ;
/* 0x043D */ char unk_43D [ 0x003 ] ;
/* 0x0440 */ Actor * rideActor ;
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/* 0x0444 */ u8 csAction ;
/* 0x0445 */ u8 prevCsAction ;
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/* 0x0446 */ u8 cueId ;
/* 0x0447 */ u8 unk_447 ;
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/* 0x0448 */ Actor * csActor ; // Actor involved in a `csAction`. Typically the actor that invoked the cutscene.
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/* 0x044C */ char unk_44C [ 0x004 ] ;
/* 0x0450 */ Vec3f unk_450 ;
/* 0x045C */ Vec3f unk_45C ;
/* 0x0468 */ char unk_468 [ 0x002 ] ;
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/* 0x046A */ union {
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s16 haltActorsDuringCsAction ; // If true, halt actors belonging to certain categories during a `csAction`
s16 slidingDoorBgCamIndex ; // `BgCamIndex` used during a sliding door cutscene
} cv ; // "Cutscene Variable": context dependent variable that has different meanings depending on what function is called
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/* 0x046C */ s16 subCamId ;
/* 0x046E */ char unk_46E [ 0x02A ] ;
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/* 0x0498 */ ColliderCylinder cylinder ;
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/* 0x04E4 */ ColliderQuad meleeWeaponQuads [ 2 ] ;
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/* 0x05E4 */ ColliderQuad shieldQuad ;
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/* 0x0664 */ Actor * focusActor ; // Actor that Player and the camera are looking at; Used for lock-on, talking, and more
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/* 0x0668 */ char unk_668 [ 0x004 ] ;
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/* 0x066C */ s32 zTargetActiveTimer ; // Non-zero values indicate Z-Targeting should update; Values under 5 indicate lock-on is releasing
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/* 0x0670 */ s32 meleeWeaponEffectIndex ;
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/* 0x0674 */ PlayerActionFunc actionFunc ;
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/* 0x0678 */ PlayerAgeProperties * ageProperties ;
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/* 0x067C */ u32 stateFlags1 ;
/* 0x0680 */ u32 stateFlags2 ;
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/* 0x0684 */ Actor * autoLockOnActor ; // Actor that is locked onto automatically without player input; see `Player_SetAutoLockOnActor`
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/* 0x0688 */ Actor * boomerangActor ;
/* 0x068C */ Actor * naviActor ;
/* 0x0690 */ s16 naviTextId ;
/* 0x0692 */ u8 stateFlags3 ;
/* 0x0693 */ s8 exchangeItemId ;
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/* 0x0694 */ Actor * talkActor ; // Actor offering to talk, or currently talking to, depending on context
/* 0x0698 */ f32 talkActorDistance ; // xz distance away from `talkActor`
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/* 0x069C */ char unk_69C [ 0x004 ] ;
/* 0x06A0 */ f32 unk_6A0 ;
/* 0x06A4 */ f32 closestSecretDistSq ;
/* 0x06A8 */ Actor * unk_6A8 ;
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/* 0x06AC */ s8 idleType ;
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/* 0x06AD */ u8 unk_6AD ;
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/* 0x06AE */ u16 unk_6AE_rotFlags ; // See `UNK6AE_ROT_` macros. If its flag isn't set, a rot steps to 0.
/* 0x06B0 */ s16 upperLimbYawSecondary ;
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/* 0x06B2 */ char unk_6B4 [ 0x004 ] ;
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/* 0x06B6 */ Vec3s headLimbRot ;
/* 0x06BC */ Vec3s upperLimbRot ;
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/* 0x06C2 */ s16 unk_6C2 ;
/* 0x06C4 */ f32 unk_6C4 ;
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/* 0x06C8 */ SkelAnime upperSkelAnime ;
/* 0x070C */ Vec3s upperJointTable [ PLAYER_LIMB_BUF_COUNT ] ;
/* 0x079C */ Vec3s upperMorphTable [ PLAYER_LIMB_BUF_COUNT ] ;
/* 0x082C */ UpperActionFunc upperActionFunc ;
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/* 0x0830 */ f32 upperAnimInterpWeight ;
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/* 0x0834 */ s16 unk_834 ;
/* 0x0836 */ s8 unk_836 ;
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/* 0x0837 */ u8 putAwayCooldownTimer ;
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/* 0x0838 */ f32 speedXZ ; // Controls horizontal speed, used for `actor.speed`. Current or target value depending on context.
/* 0x083C */ s16 yaw ; // General yaw value, used both for world and shape rotation. Current or target value depending on context.
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/* 0x083E */ s16 parallelYaw ; // yaw in "parallel" mode, Z-Target without an actor lock-on
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/* 0x0840 */ u16 underwaterTimer ;
/* 0x0842 */ s8 meleeWeaponAnimation ;
/* 0x0843 */ s8 meleeWeaponState ;
/* 0x0844 */ s8 unk_844 ;
/* 0x0845 */ u8 unk_845 ;
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/* 0x0846 */ u8 controlStickDataIndex ; // cycles between 0 - 3. Used to index `controlStickSpinAngles` and `controlStickDirections`
/* 0x0847 */ s8 controlStickSpinAngles [ 4 ] ; // Stores a modified version of the control stick angle for the last 4 frames. Used for checking spins.
/* 0x084B */ s8 controlStickDirections [ 4 ] ; // Stores the control stick direction (relative to shape yaw) for the last 4 frames. See `PlayerStickDirection`.
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/* 0x084F */ union {
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s8 actionVar1 ;
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s8 startedAnim ; // Player_Action_EndTimeTravel: Started playing the animation that was previously frozen
s8 facingUpSlope ; // Player_Action_SlideOnSlope: Facing uphill when sliding on a slope
s8 isLakeHyliaCs ; // Player_Action_BlueWarpArrive: In Lake Hylia CS after Water Temple. Floating down is delayed until a specific point in the cutscene.
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s8 bottleCatchType ; // Player_Action_SwingBottle: entry type for `sBottleCatchInfo`, corresponds to actor caught in a bottle
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} av1 ; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
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/* 0x0850 */ union {
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s16 actionVar2 ;
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s16 fallDamageStunTimer ; // Player_Action_Idle: Prevents any movement and shakes model up and down quickly to indicate fall damage stun
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s16 bonked ; // Player_Action_Roll: Set to true after bonking into a wall or an actor
s16 animDelayTimer ; // Player_Action_EndTimeTravel: Delays playing animation until finished counting down
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s16 startedTextbox ; // Player_Action_SwingBottle: set to true when the textbox is started
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s16 inWater ; // Player_Action_SwingBottle: True if a bottle is swung in water. Used to determine which bottle swing animation to use.
s16 csDelayTimer ; // Player_Action_WaitForCutscene: Number of frames to wait before responding to a cutscene
s16 playedLandingSfx ; // Player_Action_BlueWarpArrive: Played sfx when landing on the ground
s16 appearTimer ; // Player_Action_FaroresWindArrive: Counts up, appear at 20 frames (1 second)
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} av2 ; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
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/* 0x0854 */ f32 unk_854 ;
/* 0x0858 */ f32 unk_858 ;
/* 0x085C */ f32 unk_85C ; // stick length among other things
/* 0x0860 */ s16 unk_860 ; // stick flame timer among other things
/* 0x0862 */ s8 unk_862 ; // get item draw ID + 1
/* 0x0864 */ f32 unk_864 ;
/* 0x0868 */ f32 unk_868 ;
/* 0x086C */ f32 unk_86C ;
/* 0x0870 */ f32 unk_870 ;
/* 0x0874 */ f32 unk_874 ;
/* 0x0878 */ f32 unk_878 ;
/* 0x087C */ s16 unk_87C ;
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/* 0x087E */ s16 turnRate ; // Amount angle is changed every frame when turning in place
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/* 0x0880 */ f32 unk_880 ;
/* 0x0884 */ f32 yDistToLedge ; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found
/* 0x0888 */ f32 distToInteractWall ; // xyz distance to the interact wall
/* 0x088C */ u8 ledgeClimbType ;
/* 0x088D */ u8 ledgeClimbDelayTimer ;
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/* 0x088E */ u8 textboxBtnCooldownTimer ; // Prevents usage of A/B/C-up when counting down
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/* 0x088F */ u8 damageFlickerAnimCounter ; // Used to flicker Link after taking damage
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/* 0x0890 */ u8 unk_890 ;
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/* 0x0891 */ u8 bodyShockTimer ;
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/* 0x0892 */ u8 unk_892 ;
/* 0x0893 */ u8 hoverBootsTimer ;
/* 0x0894 */ s16 fallStartHeight ; // last truncated Y position before falling
/* 0x0896 */ s16 fallDistance ; // truncated Y distance the player has fallen so far (positive is down)
/* 0x0898 */ s16 floorPitch ; // angle of the floor slope in the direction of current world yaw (positive for ascending slope)
/* 0x089A */ s16 floorPitchAlt ; // the calculation for this value is bugged and doesn't represent anything meaningful
/* 0x089C */ s16 unk_89C ;
/* 0x089E */ u16 floorSfxOffset ;
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/* 0x08A0 */ u8 knockbackDamage ;
/* 0x08A1 */ u8 knockbackType ;
/* 0x08A2 */ s16 knockbackRot ;
/* 0x08A4 */ f32 knockbackSpeed ;
/* 0x08A8 */ f32 knockbackYVelocity ;
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/* 0x08AC */ f32 pushedSpeed ; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
/* 0x08B0 */ s16 pushedYaw ; // Yaw direction of player being pushed
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/* 0x08B4 */ WeaponInfo meleeWeaponInfo [ 3 ] ;
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/* 0x0908 */ Vec3f bodyPartsPos [ PLAYER_BODYPART_MAX ] ;
/* 0x09E0 */ MtxF mf_9E0 ;
/* 0x0A20 */ MtxF shieldMf ;
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/* 0x0A60 */ u8 bodyIsBurning ;
/* 0x0A61 */ u8 bodyFlameTimers [ PLAYER_BODYPART_MAX ] ; // one flame per body part
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/* 0x0A73 */ u8 unk_A73 ;
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/* 0x0A74 */ AfterPutAwayFunc afterPutAwayFunc ; // See `Player_SetupWaitForPutAway` and `Player_Action_WaitForPutAway`
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/* 0x0A78 */ s8 invincibilityTimer ; // prevents damage when nonzero. Positive values are intangibility, negative are invulnerability
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/* 0x0A79 */ u8 floorTypeTimer ; // counts up every frame the current floor type is the same as the last frame
/* 0x0A7A */ u8 floorProperty ;
/* 0x0A7B */ u8 prevFloorType ;
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/* 0x0A7C */ f32 prevControlStickMagnitude ;
/* 0x0A80 */ s16 prevControlStickAngle ;
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/* 0x0A82 */ u16 prevFloorSfxOffset ;
/* 0x0A84 */ s16 unk_A84 ;
/* 0x0A86 */ s8 unk_A86 ;
/* 0x0A87 */ u8 unk_A87 ;
/* 0x0A88 */ Vec3f unk_A88 ; // previous body part 0 position
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} Player ; // size = 0xA94
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// z_player_lib.c
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void Player_SetBootData ( struct PlayState * play , Player * this ) ;
int Player_InBlockingCsMode ( struct PlayState * play , Player * this ) ;
int Player_InCsMode ( struct PlayState * play ) ;
s32 Player_CheckHostileLockOn ( Player * this ) ;
int Player_IsChildWithHylianShield ( Player * this ) ;
s32 Player_ActionToModelGroup ( Player * this , s32 itemAction ) ;
void Player_SetModelsForHoldingShield ( Player * this ) ;
void Player_SetModels ( Player * this , s32 modelGroup ) ;
void Player_SetModelGroup ( Player * this , s32 modelGroup ) ;
void func_8008EC70 ( Player * this ) ;
void Player_SetEquipmentData ( struct PlayState * play , Player * this ) ;
void Player_UpdateBottleHeld ( struct PlayState * play , Player * this , s32 item , s32 itemAction ) ;
void Player_ReleaseLockOn ( Player * this ) ;
void Player_ClearZTargeting ( Player * this ) ;
void Player_SetAutoLockOnActor ( struct PlayState * play , Actor * actor ) ;
s32 func_8008EF44 ( struct PlayState * play , s32 ammo ) ;
int Player_IsBurningStickInRange ( struct PlayState * play , Vec3f * pos , f32 xzRange , f32 yRange ) ;
s32 Player_GetStrength ( void ) ;
u8 Player_GetMask ( struct PlayState * play ) ;
Player * Player_UnsetMask ( struct PlayState * play ) ;
s32 Player_HasMirrorShieldEquipped ( struct PlayState * play ) ;
int Player_HasMirrorShieldSetToDraw ( struct PlayState * play ) ;
s32 Player_ActionToMagicSpell ( Player * this , s32 itemAction ) ;
int Player_HoldsHookshot ( Player * this ) ;
int func_8008F128 ( Player * this ) ;
s32 Player_ActionToMeleeWeapon ( s32 itemAction ) ;
s32 Player_GetMeleeWeaponHeld ( Player * this ) ;
s32 Player_HoldsTwoHandedWeapon ( Player * this ) ;
int Player_HoldsBrokenKnife ( Player * this ) ;
s32 Player_ActionToBottle ( Player * this , s32 itemAction ) ;
s32 Player_GetBottleHeld ( Player * this ) ;
s32 Player_ActionToExplosive ( Player * this , s32 itemAction ) ;
s32 Player_GetExplosiveHeld ( Player * this ) ;
s32 func_8008F2BC ( Player * this , s32 itemAction ) ;
s32 Player_GetEnvironmentalHazard ( struct PlayState * play ) ;
void Player_DrawImpl ( struct PlayState * play , void * * skeleton , Vec3s * jointTable , s32 dListCount , s32 lod , s32 tunic ,
s32 boots , s32 face , OverrideLimbDrawOpa overrideLimbDraw , PostLimbDrawOpa postLimbDraw ,
void * data ) ;
s32 Player_OverrideLimbDrawGameplayCommon ( struct PlayState * play , s32 limbIndex , Gfx * * dList , Vec3f * pos , Vec3s * rot ,
void * thisx ) ;
s32 Player_OverrideLimbDrawGameplayDefault ( struct PlayState * play , s32 limbIndex , Gfx * * dList , Vec3f * pos , Vec3s * rot ,
void * thisx ) ;
s32 Player_OverrideLimbDrawGameplayFirstPerson ( struct PlayState * play , s32 limbIndex , Gfx * * dList , Vec3f * pos ,
Vec3s * rot , void * thisx ) ;
s32 Player_OverrideLimbDrawGameplayCrawling ( struct PlayState * play , s32 limbIndex , Gfx * * dList , Vec3f * pos , Vec3s * rot ,
void * thisx ) ;
u8 func_80090480 ( struct PlayState * play , ColliderQuad * collider , WeaponInfo * weaponInfo , Vec3f * newTip , Vec3f * newBase ) ;
void Player_DrawGetItem ( struct PlayState * play , Player * this ) ;
void Player_PostLimbDrawGameplay ( struct PlayState * play , s32 limbIndex , Gfx * * dList , Vec3s * rot , void * thisx ) ;
u32 Player_InitPauseDrawData ( struct PlayState * play , u8 * segment , SkelAnime * skelAnime ) ;
void Player_DrawPause ( struct PlayState * play , u8 * segment , SkelAnime * skelAnime , Vec3f * pos , Vec3s * rot , f32 scale ,
s32 sword , s32 tunic , s32 shield , s32 boots ) ;
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// z_player_lib.c
extern FlexSkeletonHeader * gPlayerSkelHeaders [ 2 ] ;
extern u8 gPlayerModelTypes [ PLAYER_MODELGROUP_MAX ] [ PLAYER_MODELGROUPENTRY_MAX ] ;
extern Gfx * gPlayerLeftHandBgsDLs [ ] ;
extern Gfx * gPlayerLeftHandOpenDLs [ ] ;
extern Gfx * gPlayerLeftHandClosedDLs [ ] ;
extern Gfx * gPlayerLeftHandBoomerangDLs [ ] ;
extern Gfx gCullBackDList [ ] ;
extern Gfx gCullFrontDList [ ] ;
// object_table.c
extern s16 gLinkObjectIds [ 2 ] ;
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# endif