#include "global.h" #include "objects/gameplay_keep/gameplay_keep.h" typedef struct { /* 0x00 */ u8 flag; /* 0x02 */ u16 textId; } TextTriggerEntry; // size = 0x04 typedef struct { /* 0x00 */ void* dList; /* 0x04 */ Vec3f pos; } BowStringData; // size = 0x10 FlexSkeletonHeader* gPlayerSkelHeaders[] = { 0x060377F4, 0x0602CF6C }; s16 sBootData[PLAYER_BOOTS_MAX][17] = { { 200, 1000, 300, 700, 550, 270, 600, 350, 800, 600, -100, 600, 590, 750, 125, 200, 130 }, { 200, 1000, 300, 700, 550, 270, 1000, 0, 800, 300, -160, 600, 590, 750, 125, 200, 130 }, { 200, 1000, 300, 700, 550, 270, 600, 600, 800, 550, -100, 600, 540, 270, 25, 0, 130 }, { 200, 1000, 300, 700, 380, 400, 0, 300, 800, 500, -100, 600, 590, 750, 125, 200, 130 }, { 80, 800, 150, 700, 480, 270, 600, 50, 800, 550, -40, 400, 540, 270, 25, 0, 80 }, { 200, 1000, 300, 800, 500, 400, 800, 400, 800, 550, -100, 600, 540, 750, 125, 400, 200 }, }; // Used to map action params to model groups u8 sActionModelGroups[] = { 3, 15, 10, 2, 2, 5, 10, 11, 6, 6, 6, 6, 6, 6, 6, 6, 9, 9, 7, 7, 8, 3, 3, 6, 3, 3, 3, 3, 12, 13, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, }; TextTriggerEntry sTextTriggers[] = { { 1, 0x3040 }, { 2, 0x401D }, { 0, 0x0000 }, { 2, 0x401D }, }; // Used to map model groups to model types for [animation, left hand, right hand, sheath, waist] u8 gPlayerModelTypes[][5] = { { 2, 0, 10, 16, 20 }, { 1, 2, 9, 19, 20 }, { 1, 2, 10, 17, 20 }, { 0, 0, 8, 18, 20 }, { 0, 0, 8, 18, 20 }, { 3, 4, 9, 19, 20 }, { 4, 1, 11, 18, 20 }, { 5, 0, 8, 18, 20 }, { 0, 6, 8, 18, 20 }, { 4, 0, 15, 18, 20 }, { 3, 1, 9, 18, 20 }, { 3, 5, 9, 18, 20 }, { 0, 0, 13, 18, 20 }, { 0, 0, 14, 18, 20 }, { 0, 7, 8, 18, 20 }, { 0, 2, 8, 19, 20 }, }; Gfx* D_80125CE8[] = { 0x060226E0, 0x06014320, 0x06027690, 0x06016620, 0x060226E0, 0x06014440, 0x06027690, 0x06016740, 0x06022970, 0x06014320, 0x06027918, 0x06016620, 0x060241C0, 0x06014320, 0x06028B40, 0x06016620, }; Gfx* D_80125D28[] = { 0x06023160, 0x06015248, 0x06027F00, 0x06017360, 0x06023160, 0x06014D68, 0x06027F00, 0x06016EE8, 0x06020A78, 0x060148A8, 0x06025FB8, 0x06016A98, 0x060211B8, 0x06015248, 0x060264F0, 0x06017360, }; Gfx* D_80125D68[] = { NULL, NULL, NULL, NULL, NULL, 0x06022688, NULL, 0x06022688, }; Gfx* D_80125D88[] = { 0x060249D8, 0x06015408, 0x06028150, 0x06017500, 0x060249D8, 0x06015010, 0x06028150, 0x06017150, 0x06020E70, 0x06014B40, 0x060262B8, 0x06016CF8, 0x060216B0, 0x06015408, 0x06026910, 0x06017500, NULL, NULL, NULL, NULL, 0x060249D8, 0x06022688, 0x060249D8, 0x06022688, }; Gfx* D_80125DE8[] = { 0x060238C8, 0x06015540, 0x060286B8, 0x06015540, 0x06023D50, 0x06015540, 0x060291E8, 0x06015540, }; Gfx* D_80125E08[] = { 0x06021AA8, 0x06013CB0, 0x06026C58, 0x06016280, }; Gfx* D_80125E18[] = { 0x06021CE8, 0x06013E18, 0x06026DF0, 0x060163C0, }; Gfx* D_80125E28[] = { 0x06021F78, 0x06013F38, 0x06027078, 0x06017630, }; Gfx* D_80125E38[] = { 0x06021F78, 0x06013F38, 0x06027078, 0x06017630, }; Gfx* D_80125E48[] = { 0x06022498, 0x060141C0, 0x060274F8, 0x060164E0, }; Gfx* D_80125E58[] = { 0x060226E0, 0x06014320, 0x06027690, 0x06016620, }; Gfx* D_80125E68[] = { 0x06022DA8, 0x06015DF0, 0x06027B88, 0x06017D38, }; Gfx* D_80125E78[] = { 0x06023160, 0x06015248, 0x06027F00, 0x06017360, }; Gfx* D_80125E88[] = { 0x060249D8, 0x06015408, 0x06028150, 0x06017500, }; Gfx* D_80125E98[] = { 0x06035330, 0x060202A8, 0x0602F530, 0x0601AEC8, }; Gfx* D_80125EA8[] = { 0x06022DA8, 0x06015DF0, 0x06027B88, 0x06017D38, }; Gfx* D_80125EB8[] = { 0x06024698, 0x06015BA8, 0x06028F58, 0x06017AF0, }; Gfx* D_80125EC8[] = { 0x06024698, 0x06015958, 0x06028F58, 0x060178A0, }; Gfx* D_80125ED8[] = { 0x06024D70, 0x060141C0, 0x06024D70, 0x060164E0, }; Gfx* D_80125EE8[] = { 0x060233E0, 0x06013CB0, 0x06028288, 0x06016280, }; Gfx* D_80125EF8[] = { 0x06021AA8, 0x06014660, 0x06026C58, 0x06016908, }; Gfx* D_80125F08[] = { 0x06024B58, 0x06015FD0, 0x06024B58, 0x06015FD0, }; Gfx* D_80125F18[] = { 0x06029918, NULL, }; Gfx* D_80125F20[] = { 0x06029C20, NULL, }; Gfx* D_80125F28[] = { 0x06036E58, 0x06021AE8, }; Gfx* D_80125F30[] = { 0x06029FA0, NULL, }; Gfx* D_80125F38[] = { 0x0602A248, 0x06018048, }; // Indexed by model types (left hand, right hand, sheath or waist) Gfx** sPlayerDListGroups[] = { D_80125E08, D_80125E18, D_80125E38, D_80125E28, D_80125DE8, D_80125EE8, D_80125EF8, D_80125F08, D_80125E48, D_80125E58, D_80125CE8, D_80125E68, D_80125EA8, D_80125EB8, D_80125EC8, D_80125ED8, D_80125E78, D_80125E88, D_80125D28, D_80125D88, D_80125E98, }; Gfx gCullBackDList[] = { gsSPSetGeometryMode(G_CULL_BACK), gsSPEndDisplayList(), }; Gfx gCullFrontDList[] = { gsSPSetGeometryMode(G_CULL_FRONT), gsSPEndDisplayList(), }; Vec3f* D_80160000; s32 sDListsLodOffset; Vec3f sGetItemRefPos; s32 D_80160014; s32 D_80160018; void Player_SetBootData(GlobalContext* globalCtx, Player* this) { s32 currentBoots; s16* bootRegs; REG(27) = 2000; REG(48) = 370; currentBoots = this->currentBoots; if (currentBoots == PLAYER_BOOTS_NORMAL) { if (LINK_IS_CHILD) { currentBoots = PLAYER_BOOTS_NORMAL_CHILD; } } else if (currentBoots == PLAYER_BOOTS_IRON) { if (this->stateFlags1 & 0x8000000) { currentBoots = PLAYER_BOOTS_IRON_UNDERWATER; } REG(27) = 500; REG(48) = 100; } bootRegs = sBootData[currentBoots]; REG(19) = bootRegs[0]; REG(30) = bootRegs[1]; REG(32) = bootRegs[2]; REG(34) = bootRegs[3]; REG(35) = bootRegs[4]; REG(36) = bootRegs[5]; REG(37) = bootRegs[6]; REG(38) = bootRegs[7]; REG(43) = bootRegs[8]; REG(45) = bootRegs[9]; REG(68) = bootRegs[10]; REG(69) = bootRegs[11]; IREG(66) = bootRegs[12]; IREG(67) = bootRegs[13]; IREG(68) = bootRegs[14]; IREG(69) = bootRegs[15]; MREG(95) = bootRegs[16]; if (globalCtx->roomCtx.curRoom.unk_03 == 2) { REG(45) = 500; } } s32 Player_InBlockingCsMode(GlobalContext* globalCtx, Player* this) { return (this->stateFlags1 & 0x20000080) || (this->csMode != 0) || (globalCtx->sceneLoadFlag == 0x14) || (this->stateFlags1 & 1) || (this->stateFlags3 & 0x80) || ((gSaveContext.unk_13F0 != 0) && (Player_ActionToMagicSpell(this, this->itemActionParam) >= 0)); } s32 Player_InCsMode(GlobalContext* globalCtx) { Player* this = PLAYER; return Player_InBlockingCsMode(globalCtx, this) || (this->unk_6AD == 4); } s32 func_8008E9C4(Player* this) { return (this->stateFlags1 & 0x10); } s32 Player_IsChildWithHylianShield(Player* this) { return LINK_IS_CHILD && (this->currentShield == PLAYER_SHIELD_HYLIAN); } s32 Player_ActionToModelGroup(Player* this, s32 actionParam) { s32 modelGroup = sActionModelGroups[actionParam]; if ((modelGroup == 2) && Player_IsChildWithHylianShield(this)) { return 1; } else { return modelGroup; } } void Player_SetModelsForHoldingShield(Player* this) { if ((this->stateFlags1 & 0x400000) && ((this->itemActionParam < 0) || (this->itemActionParam == this->heldItemActionParam))) { if (!Player_HoldsTwoHandedWeapon(this) && !Player_IsChildWithHylianShield(this)) { this->rightHandType = 10; this->rightHandDLists = &sPlayerDListGroups[10][(void)0, gSaveContext.linkAge]; if (this->sheathType == 18) { this->sheathType = 16; } else if (this->sheathType == 19) { this->sheathType = 17; } this->sheathDLists = &sPlayerDListGroups[this->sheathType][(void)0, gSaveContext.linkAge]; this->modelAnimType = 2; this->itemActionParam = -1; } } } void Player_SetModels(Player* this, s32 modelGroup) { this->leftHandType = gPlayerModelTypes[modelGroup][1]; this->rightHandType = gPlayerModelTypes[modelGroup][2]; this->sheathType = gPlayerModelTypes[modelGroup][3]; this->leftHandDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][1]][(void)0, gSaveContext.linkAge]; this->rightHandDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][2]][(void)0, gSaveContext.linkAge]; this->sheathDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][3]][(void)0, gSaveContext.linkAge]; this->waistDLists = &sPlayerDListGroups[gPlayerModelTypes[modelGroup][4]][(void)0, gSaveContext.linkAge]; Player_SetModelsForHoldingShield(this); } void Player_SetModelGroup(Player* this, s32 modelGroup) { this->modelGroup = modelGroup; if (modelGroup == 1) { this->modelAnimType = 0; } else { this->modelAnimType = gPlayerModelTypes[modelGroup][0]; } if ((this->modelAnimType < 3) && (this->currentShield == PLAYER_SHIELD_NONE)) { this->modelAnimType = 0; } Player_SetModels(this, modelGroup); } void func_8008EC70(Player* this) { this->itemActionParam = this->heldItemActionParam; Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemActionParam)); this->unk_6AD = 0; } void Player_SetEquipmentData(GlobalContext* globalCtx, Player* this) { if (this->csMode != 0x56) { this->currentShield = CUR_EQUIP_VALUE(EQUIP_SHIELD); this->currentTunic = CUR_EQUIP_VALUE(EQUIP_TUNIC) - 1; this->currentBoots = CUR_EQUIP_VALUE(EQUIP_BOOTS) - 1; this->currentSword = B_BTN_ITEM; Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemActionParam)); Player_SetBootData(globalCtx, this); } } void Player_UpdateBottleHeld(GlobalContext* globalCtx, Player* this, s32 item, s32 actionParam) { Inventory_UpdateBottleItem(globalCtx, item, this->heldItemButton); if (item != ITEM_BOTTLE) { this->heldItemId = item; this->heldItemActionParam = actionParam; } this->itemActionParam = actionParam; } void func_8008EDF0(Player* this) { this->unk_664 = NULL; this->stateFlags2 &= ~0x2000; } void func_8008EE08(Player* this) { if ((this->actor.bgCheckFlags & 1) || (this->stateFlags1 & 0x8A00000) || (!(this->stateFlags1 & 0xC0000) && ((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) { this->stateFlags1 &= ~0x400F8000; } else if (!(this->stateFlags1 & 0x2C0000)) { this->stateFlags1 |= 0x80000; } func_8008EDF0(this); } void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) { Player* this = PLAYER; func_8008EE08(this); this->unk_664 = actor; this->unk_684 = actor; this->stateFlags1 |= 0x10000; Camera_SetParam(Gameplay_GetCamera(globalCtx, 0), 8, actor); Camera_ChangeMode(Gameplay_GetCamera(globalCtx, 0), 2); } s32 func_8008EF30(GlobalContext* globalCtx) { Player* this = PLAYER; return (this->stateFlags1 & 0x800000); } s32 func_8008EF44(GlobalContext* globalCtx, s32 ammo) { globalCtx->shootingGalleryStatus = ammo + 1; return 1; } s32 Player_IsBurningStickInRange(GlobalContext* globalCtx, Vec3f* pos, f32 xzRange, f32 yRange) { Player* this = PLAYER; Vec3f diff; s32 pad; if ((this->heldItemActionParam == PLAYER_AP_STICK) && (this->unk_860 != 0)) { Math_Vec3f_Diff(&this->swordInfo[0].tip, pos, &diff); return ((SQ(diff.x) + SQ(diff.z)) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange); } else { return false; } } s32 Player_GetStrength(void) { s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH); if (LINK_IS_ADULT) { return strengthUpgrade; } else if (strengthUpgrade != 0) { return PLAYER_STR_BRACELET; } else { return PLAYER_STR_NONE; } } u8 Player_GetMask(GlobalContext* globalCtx) { Player* this = PLAYER; return this->currentMask; } Player* Player_UnsetMask(GlobalContext* globalCtx) { Player* this = PLAYER; this->currentMask = PLAYER_MASK_NONE; return this; } s32 Player_HasMirrorShieldEquipped(GlobalContext* globalCtx) { Player* this = PLAYER; return (this->currentShield == PLAYER_SHIELD_MIRROR); } s32 Player_HasMirrorShieldSetToDraw(GlobalContext* globalCtx) { Player* this = PLAYER; return (this->rightHandType == 10) && (this->currentShield == PLAYER_SHIELD_MIRROR); } 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; } } s32 Player_HoldsHookshot(Player* this) { return (this->heldItemActionParam == PLAYER_AP_HOOKSHOT) || (this->heldItemActionParam == PLAYER_AP_LONGSHOT); } s32 func_8008F128(Player* this) { return Player_HoldsHookshot(this) && (this->heldActor == NULL); } s32 Player_ActionToSword(s32 actionParam) { s32 sword = actionParam - PLAYER_AP_FISHING_POLE; if ((sword > 0) && (sword < 6)) { return sword; } else { return 0; } } s32 Player_GetSwordHeld(Player* this) { return Player_ActionToSword(this->heldItemActionParam); } s32 Player_HoldsTwoHandedWeapon(Player* this) { if ((this->heldItemActionParam >= PLAYER_AP_SWORD_BGS) && (this->heldItemActionParam <= PLAYER_AP_HAMMER)) { return 1; } else { return 0; } } s32 Player_HoldsBrokenKnife(Player* this) { return (this->heldItemActionParam == PLAYER_AP_SWORD_BGS) && (gSaveContext.swordHealth <= 0.0f); } s32 Player_ActionToBottle(Player* this, s32 actionParam) { s32 bottle = actionParam - PLAYER_AP_BOTTLE; if ((bottle >= 0) && (bottle < 13)) { return bottle; } else { return -1; } } s32 Player_GetBottleHeld(Player* this) { return Player_ActionToBottle(this, this->heldItemActionParam); } s32 Player_ActionToExplosive(Player* this, s32 actionParam) { s32 explosive = actionParam - PLAYER_AP_BOMB; if ((explosive >= 0) && (explosive < 2)) { return explosive; } else { return -1; } } s32 Player_GetExplosiveHeld(Player* this) { return Player_ActionToExplosive(this, this->heldItemActionParam); } 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; } s32 func_8008F2F8(GlobalContext* globalCtx) { Player* this = PLAYER; TextTriggerEntry* triggerEntry; s32 var; if (globalCtx->roomCtx.curRoom.unk_02 == 3) { // Room is hot var = 0; } else if ((this->unk_840 > 80) && ((this->currentBoots == PLAYER_BOOTS_IRON) || (this->unk_840 >= 300))) { // Deep underwater var = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & 1)) ? 1 : 3; } else if (this->stateFlags1 & 0x8000000) { // Swimming var = 2; } else { return 0; } // Trigger general textboxes under certain conditions, like "It's so hot in here!" if (!Player_InCsMode(globalCtx)) { triggerEntry = &sTextTriggers[var]; if (0) {} if ((triggerEntry->flag != 0) && !(gSaveContext.textTriggerFlags & triggerEntry->flag) && (((var == 0) && (this->currentTunic != PLAYER_TUNIC_GORON)) || (((var == 1) || (var == 3)) && (this->currentBoots == PLAYER_BOOTS_IRON) && (this->currentTunic != PLAYER_TUNIC_ZORA)))) { func_8010B680(globalCtx, triggerEntry->textId, NULL); gSaveContext.textTriggerFlags |= triggerEntry->flag; } } return var + 1; } u8 sEyeMouthIndexes[][2] = { { 0, 0 }, { 1, 0 }, { 2, 0 }, { 0, 0 }, { 1, 0 }, { 2, 0 }, { 4, 0 }, { 5, 1 }, { 7, 2 }, { 0, 2 }, { 3, 0 }, { 4, 0 }, { 2, 2 }, { 1, 1 }, { 0, 2 }, { 0, 0 }, }; u8* sEyeTextures[] = { 0x06000000, 0x06000800, 0x06001000, 0x06001800, 0x06002000, 0x06002800, 0x06003000, 0x06003800, }; u8* sMouthTextures[] = { 0x06004000, 0x06004400, 0x06004800, 0x06004C00, }; Color_RGB8 sTunicColors[] = { { 30, 105, 27 }, { 100, 20, 0 }, { 0, 60, 100 }, }; Color_RGB8 sGauntletColors[] = { { 255, 255, 255 }, { 254, 207, 15 }, }; Gfx* sBootDListGroups[][2] = { { 0x06025918, 0x06025A60 }, { 0x06025BA8, 0x06025DB0 }, }; void func_8008F470(GlobalContext* globalCtx, 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(globalCtx->state.gfxCtx, "../z_player_lib.c", 1721); if (eyeIndex < 0) { eyeIndex = sEyeMouthIndexes[face][0]; } gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[eyeIndex])); if (mouthIndex < 0) { mouthIndex = sEyeMouthIndexes[face][1]; } gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[mouthIndex])); color = &sTunicColors[tunic]; gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0); sDListsLodOffset = lod * 2; SkelAnime_DrawFlexLod(globalCtx, skeleton, jointTable, dListCount, overrideLimbDraw, postLimbDraw, data, lod); if ((overrideLimbDraw != func_800902F0) && (overrideLimbDraw != func_80090440) && (gSaveContext.gameMode != 3)) { if (LINK_IS_ADULT) { s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH); if (strengthUpgrade >= PLAYER_STR_SILVER_G) { gDPPipeSync(POLY_OPA_DISP++); color = &sGauntletColors[strengthUpgrade - PLAYER_STR_SILVER_G]; gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0); gSPDisplayList(POLY_OPA_DISP++, D_06025218); gSPDisplayList(POLY_OPA_DISP++, D_06025598); gSPDisplayList(POLY_OPA_DISP++, (D_80160014 == 0) ? D_060252D8 : D_06025438); gSPDisplayList(POLY_OPA_DISP++, (D_80160018 == 8) ? D_06025658 : D_060257B8); } if (boots != 0) { Gfx** bootDLists = sBootDListGroups[boots - 1]; gSPDisplayList(POLY_OPA_DISP++, bootDLists[0]); gSPDisplayList(POLY_OPA_DISP++, bootDLists[1]); } } else { if (Player_GetStrength() > PLAYER_STR_NONE) { gSPDisplayList(POLY_OPA_DISP++, D_06016118); } } } CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 1803); } Vec3f D_8012602C = { 0.0f, 0.0f, 0.0f }; Vec3f D_80126038[] = { { 1304.0f, 0.0f, 0.0f }, { 695.0f, 0.0f, 0.0f }, }; f32 D_80126050[] = { 1265.0f, 826.0f }; f32 D_80126058[] = { 170.0415955f, 48.30249786f }; f32 D_80126060[] = { 10.019104f, -19.92510223f }; f32 D_80126068[] = { 5.0f, 3.0f }; Vec3f D_80126070 = { 0.0f, -300.0f, 0.0f }; void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, s32 thighLimbIndex, s32 shinLimbIndex, s32 footLimbIndex) { Vec3f spA4; Vec3f sp98; Vec3f footprintPos; CollisionPoly* sp88; UNK_TYPE sp84; f32 sp80; f32 sp7C; f32 sp78; f32 sp74; f32 sp70; f32 sp6C; f32 sp68; f32 sp64; f32 sp60; f32 sp5C; f32 sp58; f32 sp54; f32 sp50; s16 temp1; s16 temp2; s32 temp3; if ((this->actor.scale.y >= 0.0f) && !(this->stateFlags1 & 0x80) && (Player_ActionToMagicSpell(this, this->itemActionParam) < 0)) { s32 pad; sp7C = D_80126058[(void)0, gSaveContext.linkAge]; sp78 = D_80126060[(void)0, gSaveContext.linkAge]; sp74 = D_80126068[(void)0, gSaveContext.linkAge] - this->unk_6C4; Matrix_Push(); Matrix_JointPosition(pos, rot); Matrix_MultVec3f(&D_8012602C, &spA4); Matrix_JointPosition(&D_80126038[(void)0, gSaveContext.linkAge], &skelAnime->jointTable[shinLimbIndex]); Matrix_Translate(D_80126050[(void)0, gSaveContext.linkAge], 0.0f, 0.0f, MTXMODE_APPLY); Matrix_MultVec3f(&D_8012602C, &sp98); Matrix_MultVec3f(&D_80126070, &footprintPos); Matrix_Pull(); footprintPos.y += 15.0f; sp80 = BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &sp88, &sp84, &this->actor, &footprintPos) + sp74; if (sp98.y < sp80) { sp70 = sp98.x - spA4.x; sp6C = sp98.y - spA4.y; sp68 = sp98.z - spA4.z; sp64 = sqrtf(SQ(sp70) + SQ(sp6C) + SQ(sp68)); sp60 = (SQ(sp64) + sp78) / (2.0f * sp64); sp58 = sp7C - SQ(sp60); sp58 = (sp7C < SQ(sp60)) ? 0.0f : sqrtf(sp58); sp54 = Math_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 = (M_PI - (Math_FAtan2F(sp5C, sp58) + ((M_PI / 2) - sp50))) * 10430.378f; temp1 = temp1 - skelAnime->jointTable[shinLimbIndex].z; if ((s16)(ABS(skelAnime->jointTable[shinLimbIndex].x) + ABS(skelAnime->jointTable[shinLimbIndex].y)) < 0) { temp1 += 0x8000; } temp2 = (sp50 - sp54) * 10430.378f; 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 = func_80041D4C(&globalCtx->colCtx, sp88, sp84); if ((temp3 >= 2) && (temp3 < 4) && !SurfaceType_IsWallDamage(&globalCtx->colCtx, sp88, sp84)) { footprintPos.y = sp80; EffectSsGFire_Spawn(globalCtx, &footprintPos); } } } } s32 func_8008FCC8(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { Player* this = (Player*)thisx; if (limbIndex == PLAYER_LIMB_ROOT) { D_80160014 = this->leftHandType; D_80160018 = this->rightHandType; D_80160000 = &this->swordInfo[2].base; if (LINK_IS_CHILD) { if (!(this->skelAnime.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(this->unk_6C2 * (M_PI / 32768), MTXMODE_APPLY); Matrix_RotateRPY(rot->x, rot->y, rot->z, MTXMODE_APPLY); pos->x = pos->y = pos->z = 0.0f; rot->x = rot->y = rot->z = 0; } } else { if (*dList != NULL) { D_80160000++; } if (limbIndex == PLAYER_LIMB_HEAD) { rot->x += this->unk_6BA; rot->y -= this->unk_6B8; rot->z += this->unk_6B6; } else if (limbIndex == PLAYER_LIMB_UPPER) { if (this->unk_6B0 != 0) { Matrix_RotateZ(0.10546118f, MTXMODE_APPLY); Matrix_RotateY(this->unk_6B0 * (M_PI / 32768), MTXMODE_APPLY); } if (this->unk_6BE != 0) { Matrix_RotateY(this->unk_6BE * (M_PI / 32768), MTXMODE_APPLY); } if (this->unk_6BC != 0) { Matrix_RotateX(this->unk_6BC * (M_PI / 32768), MTXMODE_APPLY); } if (this->unk_6C0 != 0) { Matrix_RotateZ(this->unk_6C0 * (M_PI / 32768), MTXMODE_APPLY); } } else if (limbIndex == PLAYER_LIMB_L_THIGH) { func_8008F87C(globalCtx, this, &this->skelAnime, pos, rot, PLAYER_LIMB_L_THIGH, PLAYER_LIMB_L_SHIN, PLAYER_LIMB_L_FOOT); } else if (limbIndex == PLAYER_LIMB_R_THIGH) { func_8008F87C(globalCtx, this, &this->skelAnime, pos, rot, PLAYER_LIMB_R_THIGH, PLAYER_LIMB_R_SHIN, PLAYER_LIMB_R_FOOT); return false; } else { return false; } } return false; } s32 func_80090014(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { Player* this = (Player*)thisx; if (!func_8008FCC8(globalCtx, limbIndex, dList, pos, rot, thisx)) { if (limbIndex == PLAYER_LIMB_L_HAND) { Gfx** dLists = this->leftHandDLists; if ((D_80160014 == 4) && (gSaveContext.swordHealth <= 0.0f)) { dLists += 4; } else if ((D_80160014 == 6) && (this->stateFlags1 & 0x2000000)) { dLists = &D_80125E08[gSaveContext.linkAge]; D_80160014 = 0; } else if ((this->leftHandType == 0) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) { dLists = &D_80125E18[gSaveContext.linkAge]; D_80160014 = 1; } *dList = dLists[sDListsLodOffset]; } else if (limbIndex == PLAYER_LIMB_R_HAND) { Gfx** dLists = this->rightHandDLists; if (D_80160018 == 10) { dLists += this->currentShield * 4; } else if ((this->rightHandType == 8) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) { dLists = &D_80125E58[gSaveContext.linkAge]; D_80160018 = 9; } *dList = dLists[sDListsLodOffset]; } else if (limbIndex == PLAYER_LIMB_SHEATH) { Gfx** dLists = this->sheathDLists; if ((this->sheathType == 18) || (this->sheathType == 19)) { dLists += this->currentShield * 4; if ((LINK_IS_CHILD) && (this->currentShield < PLAYER_SHIELD_HYLIAN) && (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) { dLists += 16; } } else if ((LINK_IS_CHILD) && ((this->sheathType == 16) || (this->sheathType == 17)) && (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI)) { dLists = D_80125D68; } *dList = dLists[sDListsLodOffset]; } else if (limbIndex == PLAYER_LIMB_WAIST) { *dList = this->waistDLists[sDListsLodOffset]; } } return false; } s32 func_800902F0(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { Player* this = (Player*)thisx; if (!func_8008FCC8(globalCtx, limbIndex, dList, pos, rot, thisx)) { if (this->unk_6AD != 2) { *dList = NULL; } else if (limbIndex == PLAYER_LIMB_L_FOREARM) { *dList = D_80125F18[(void)0, gSaveContext.linkAge]; } else if (limbIndex == PLAYER_LIMB_L_HAND) { *dList = D_80125F20[(void)0, gSaveContext.linkAge]; } else if (limbIndex == PLAYER_LIMB_R_SHOULDER) { *dList = D_80125F28[(void)0, gSaveContext.linkAge]; } else if (limbIndex == PLAYER_LIMB_R_FOREARM) { *dList = D_80125F30[(void)0, gSaveContext.linkAge]; } else if (limbIndex == PLAYER_LIMB_R_HAND) { *dList = Player_HoldsHookshot(this) ? D_0602A738 : D_80125F38[(void)0, gSaveContext.linkAge]; } else { *dList = NULL; } } return false; } s32 func_80090440(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) { if (!func_8008FCC8(globalCtx, limbIndex, dList, pos, rot, thisx)) { *dList = NULL; } return false; } u8 func_80090480(GlobalContext* globalCtx, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase) { if (weaponInfo->active == 0) { if (collider != NULL) { Collider_ResetQuadAT(globalCtx, &collider->base); } Math_Vec3f_Copy(&weaponInfo->tip, newTip); Math_Vec3f_Copy(&weaponInfo->base, newBase); weaponInfo->active = 1; return 1; } else if ((weaponInfo->tip.x == newTip->x) && (weaponInfo->tip.y == newTip->y) && (weaponInfo->tip.z == newTip->z) && (weaponInfo->base.x == newBase->x) && (weaponInfo->base.y == newBase->y) && (weaponInfo->base.z == newBase->z)) { if (collider != NULL) { Collider_ResetQuadAT(globalCtx, &collider->base); } return 0; } else { if (collider != NULL) { Collider_SetQuadVertices(collider, newBase, newTip, &weaponInfo->base, &weaponInfo->tip); CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &collider->base); } Math_Vec3f_Copy(&weaponInfo->base, newBase); Math_Vec3f_Copy(&weaponInfo->tip, newTip); weaponInfo->active = 1; return 1; } } void func_80090604(GlobalContext* globalCtx, Player* this, ColliderQuad* collider, Vec3f* quadSrc) { static u8 shieldColTypes[PLAYER_SHIELD_MAX] = { COLTYPE_METAL, COLTYPE_WOOD, COLTYPE_METAL, COLTYPE_METAL, }; if (this->stateFlags1 & 0x400000) { 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(globalCtx, &globalCtx->colChkCtx, &collider->base); CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &collider->base); } } Vec3f D_80126080 = { 5000.0f, 400.0f, 0.0f }; Vec3f D_8012608C = { 5000.0f, -400.0f, 1000.0f }; Vec3f D_80126098 = { 5000.0f, 1400.0f, -1000.0f }; Vec3f D_801260A4[3] = { { 0.0f, 400.0f, 0.0f }, { 0.0f, 1400.0f, -1000.0f }, { 0.0f, -400.0f, 1000.0f }, }; void func_800906D4(GlobalContext* globalCtx, Player* this, Vec3f* newTipPos) { Vec3f newBasePos[3]; Matrix_MultVec3f(&D_801260A4[0], &newBasePos[0]); Matrix_MultVec3f(&D_801260A4[1], &newBasePos[1]); Matrix_MultVec3f(&D_801260A4[2], &newBasePos[2]); if (func_80090480(globalCtx, NULL, &this->swordInfo[0], &newTipPos[0], &newBasePos[0]) && !(this->stateFlags1 & 0x400000)) { EffectBlure_AddVertex(Effect_GetByIndex(this->swordEffectIndex), &this->swordInfo[0].tip, &this->swordInfo[0].base); } if ((this->swordState > 0) && ((this->swordAnimation < 0x18) || (this->stateFlags2 & 0x20000))) { func_80090480(globalCtx, &this->swordQuads[0], &this->swordInfo[1], &newTipPos[1], &newBasePos[1]); func_80090480(globalCtx, &this->swordQuads[1], &this->swordInfo[2], &newTipPos[2], &newBasePos[2]); } } void Player_DrawGetItemImpl(GlobalContext* globalCtx, Player* this, Vec3f* refPos, s32 drawIdPlusOne) { f32 height = (this->exchangeItemId != EXCH_ITEM_NONE) ? 6.0f : 14.0f; OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2401); gSegments[6] = VIRTUAL_TO_PHYSICAL(this->giObjectSegment); gSPSegment(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_RotateRPY(0, globalCtx->gameplayFrames * 1000, 0, MTXMODE_APPLY); Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY); func_800694A0(globalCtx, drawIdPlusOne - 1); CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2421); } void Player_DrawGetItem(GlobalContext* globalCtx, Player* this) { if (!this->giObjectLoading || !osRecvMesg(&this->giObjectLoadQueue, NULL, OS_MESG_NOBLOCK)) { this->giObjectLoading = false; Player_DrawGetItemImpl(globalCtx, this, &sGetItemRefPos, ABS(this->unk_862)); } } 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]); } void func_80090AFC(GlobalContext* globalCtx, Player* this, f32 arg2) { static Vec3f D_801260C8 = { -500.0f, -100.0f, 0.0f }; CollisionPoly* sp9C; f32 sp98; Vec3f sp8C; Vec3f sp80; Vec3f sp74; Vec3f sp68; f32 sp64; f32 sp60; D_801260C8.z = 0.0f; Matrix_MultVec3f(&D_801260C8, &sp8C); D_801260C8.z = arg2; Matrix_MultVec3f(&D_801260C8, &sp80); if (1) {} if (BgCheck_AnyLineTest3(&globalCtx->colCtx, &sp8C, &sp80, &sp74, &sp9C, 1, 1, 1, 1, &sp98)) { OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2572); OVERLAY_DISP = Gfx_CallSetupDL(OVERLAY_DISP, 0x07); SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->mf_11D60, &sp74, &sp68, &sp64); sp60 = (sp64 < 200.0f) ? 0.08f : (sp64 / 200.0f) * 0.08f; Matrix_Translate(sp74.x, sp74.y, sp74.z, MTXMODE_NEW); Matrix_Scale(sp60, sp60, sp60, MTXMODE_APPLY); gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_player_lib.c", 2587), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPSegment(OVERLAY_DISP++, 0x06, globalCtx->objectCtx.status[this->actor.objBankIndex].segment); gSPDisplayList(OVERLAY_DISP++, D_0602CB48); CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2592); } } Vec3f D_801260D4 = { 1100.0f, -700.0f, 0.0f }; f32 sSwordLengths[] = { 0.0f, 4000.0f, 3000.0f, 5500.0f, 0.0f, 2500.0f, }; Gfx* sBottleDLists[] = { 0x0602AD58, 0x06018478 }; Color_RGB8 sBottleColors[] = { { 255, 255, 255 }, { 80, 80, 255 }, { 255, 100, 255 }, { 0, 0, 255 }, { 255, 0, 255 }, { 255, 0, 255 }, { 200, 200, 100 }, { 255, 0, 0 }, { 0, 0, 255 }, { 0, 255, 0 }, { 255, 255, 255 }, { 255, 255, 255 }, { 80, 80, 255 }, }; Vec3f D_80126128 = { 398.0f, 1419.0f, 244.0f }; BowStringData sBowStringData[] = { { 0x0602B108, { 0.0f, -360.4f, 0.0f } }, // bow { 0x060221A8, { 606.0f, 236.0f, 0.0f } }, // slingshot }; Vec3f D_80126154[] = { { -4500.0f, -3000.0f, -600.0f }, { 1500.0f, -3000.0f, -600.0f }, { -4500.0f, 3000.0f, -600.0f }, { 1500.0f, 3000.0f, -600.0f }, }; Vec3f D_80126184 = { 100.0f, 1500.0f, 0.0f }; Vec3f D_80126190 = { 100.0f, 1640.0f, 0.0f }; Vec3f D_8012619C[] = { { -3000.0f, -3000.0f, -900.0f }, { 3000.0f, -3000.0f, -900.0f }, { -3000.0f, 3000.0f, -900.0f }, { 3000.0f, 3000.0f, -900.0f }, }; Vec3f D_801261CC = { 630.0f, 100.0f, -30.0f }; Vec3s D_801261D8 = { 0, 0, 0x7FFF }; Vec3f D_801261E0[] = { { 200.0f, 300.0f, 0.0f }, { 200.0f, 200.0f, 0.0f }, }; void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) { Player* this = (Player*)thisx; if (*dList != NULL) { Matrix_MultVec3f(&D_8012602C, D_80160000); } if (limbIndex == PLAYER_LIMB_L_HAND) { MtxF sp14C; Actor* hookedActor; Math_Vec3f_Copy(&this->leftHandPos, D_80160000); if (this->itemActionParam == PLAYER_AP_STICK) { Vec3f sp124[3]; OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2633); if (this->actor.scale.y >= 0.0f) { D_80126080.x = this->unk_85C * 5000.0f; func_80090A28(this, sp124); if (this->swordState != 0) { func_800906D4(globalCtx, this, sp124); } else { Math_Vec3f_Copy(&this->swordInfo[0].tip, &sp124[0]); } } Matrix_Translate(-428.26f, 267.2f, -33.82f, MTXMODE_APPLY); Matrix_RotateRPY(-0x8000, 0, 0x4000, MTXMODE_APPLY); Matrix_Scale(1.0f, this->unk_85C, 1.0f, MTXMODE_APPLY); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_player_lib.c", 2653), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_OPA_DISP++, D_06006CC0); CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2656); } else if ((this->actor.scale.y >= 0.0f) && (this->swordState != 0)) { Vec3f spE4[3]; if (Player_HoldsBrokenKnife(this)) { D_80126080.x = 1500.0f; } else { D_80126080.x = sSwordLengths[Player_GetSwordHeld(this)]; } func_80090A28(this, spE4); func_800906D4(globalCtx, this, spE4); } else if ((*dList != NULL) && (this->leftHandType == 7)) { Color_RGB8* bottleColor = &sBottleColors[Player_ActionToBottle(this, this->itemActionParam)]; OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2710); gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->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[(0, gSaveContext.linkAge)]); CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2717); } if (this->actor.scale.y >= 0.0f) { if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) { if (this->stateFlags1 & 0x200) { Matrix_MultVec3f(&D_80126128, &hookedActor->world.pos); Matrix_RotateRPY(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY); Matrix_Get(&sp14C); func_800D20CC(&sp14C, &hookedActor->world.rot, 0); hookedActor->shape.rot = hookedActor->world.rot; } else if (this->stateFlags1 & 0x800) { Vec3s spB8; Matrix_Get(&sp14C); func_800D20CC(&sp14C, &spB8, 0); if (hookedActor->flags & 0x20000) { 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); func_800D20CC(&this->mf_9E0, &this->unk_3BC, 0); } } } else if (limbIndex == PLAYER_LIMB_R_HAND) { Actor* heldActor = this->heldActor; if (this->rightHandType == 0xFF) { Matrix_Get(&this->shieldMf); } else if ((this->rightHandType == 11) || (this->rightHandType == 12)) { BowStringData* stringData = &sBowStringData[gSaveContext.linkAge]; OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2783); Matrix_Push(); Matrix_Translate(stringData->pos.x, stringData->pos.y, stringData->pos.z, MTXMODE_APPLY); if ((this->stateFlags1 & 0x200) && (this->unk_860 >= 0) && (this->unk_834 <= 10)) { Vec3f sp90; f32 distXYZ; Matrix_MultVec3f(&D_8012602C, &sp90); distXYZ = Math_Vec3f_DistXYZ(D_80160000, &sp90); this->unk_858 = distXYZ - 3.0f; if (distXYZ < 3.0f) { this->unk_858 = 0.0f; } else { this->unk_858 *= 1.6f; if (this->unk_858 > 1.0f) { this->unk_858 = 1.0f; } } this->unk_85C = -0.5f; } Matrix_Scale(1.0f, this->unk_858, 1.0f, MTXMODE_APPLY); if (LINK_IS_CHILD) { Matrix_RotateZ(this->unk_858 * -0.2f, MTXMODE_APPLY); } gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_player_lib.c", 2804), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_XLU_DISP++, stringData->dList); Matrix_Pull(); CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 2809); } else if ((this->actor.scale.y >= 0.0f) && (this->rightHandType == 10)) { Matrix_Get(&this->shieldMf); func_80090604(globalCtx, this, &this->shieldQuad, D_80126154); } if (this->actor.scale.y >= 0.0f) { if ((this->heldItemActionParam == PLAYER_AP_HOOKSHOT) || (this->heldItemActionParam == PLAYER_AP_LONGSHOT)) { Matrix_MultVec3f(&D_80126184, &this->unk_3C8); if (heldActor != NULL) { MtxF sp44; s32 pad; Matrix_MultVec3f(&D_80126190, &heldActor->world.pos); Matrix_RotateRPY(0, -0x4000, -0x4000, MTXMODE_APPLY); Matrix_Get(&sp44); func_800D20CC(&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); func_80090AFC(globalCtx, this, (this->heldItemActionParam == PLAYER_AP_HOOKSHOT) ? 38600.0f : 77600.0f); } } } if ((this->unk_862 != 0) || ((func_8002DD6C(this) == 0) && (heldActor != NULL))) { if (!(this->stateFlags1 & 0x400) && (this->unk_862 != 0) && (this->exchangeItemId != EXCH_ITEM_NONE)) { Math_Vec3f_Copy(&sGetItemRefPos, &this->leftHandPos); } else { sGetItemRefPos.x = (this->bodyPartsPos[15].x + this->leftHandPos.x) * 0.5f; sGetItemRefPos.y = (this->bodyPartsPos[15].y + this->leftHandPos.y) * 0.5f; sGetItemRefPos.z = (this->bodyPartsPos[15].z + this->leftHandPos.z) * 0.5f; } if (this->unk_862 == 0) { Math_Vec3f_Copy(&heldActor->world.pos, &sGetItemRefPos); } } } } else if (this->actor.scale.y >= 0.0f) { if (limbIndex == PLAYER_LIMB_SHEATH) { if ((this->rightHandType != 10) && (this->rightHandType != 0xFF)) { if (Player_IsChildWithHylianShield(this)) { func_80090604(globalCtx, this, &this->shieldQuad, D_8012619C); } Matrix_JointPosition(&D_801261CC, &D_801261D8); Matrix_Get(&this->shieldMf); } } else if (limbIndex == PLAYER_LIMB_HEAD) { Matrix_MultVec3f(&D_801260D4, &this->actor.focus.pos); } else { Vec3f* vec = &D_801261E0[(0, gSaveContext.linkAge)]; Actor_SetFeetPos(&this->actor, limbIndex, PLAYER_LIMB_L_FOOT, vec, PLAYER_LIMB_R_FOOT, vec); } } } u32 func_80091738(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime) { s16 linkObjectId; u32 size; void* ptr; linkObjectId = gLinkObjectIds[(void)0, gSaveContext.linkAge]; size = gObjectTable[OBJECT_GAMEPLAY_KEEP].vromEnd - gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart; ptr = segment + 0x3800; DmaMgr_SendRequest1(ptr, gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart, size, "../z_player_lib.c", 2982); size = gObjectTable[linkObjectId].vromEnd - gObjectTable[linkObjectId].vromStart; ptr = segment + 0x8800; DmaMgr_SendRequest1(ptr, gObjectTable[linkObjectId].vromStart, size, "../z_player_lib.c", 2988); ptr = (void*)ALIGN16((u32)ptr + size); gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800); gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800); SkelAnime_InitLink(globalCtx, skelAnime, gPlayerSkelHeaders[(void)0, gSaveContext.linkAge], &gPlayer488Anim, 9, ptr, ptr, PLAYER_LIMB_MAX); return size + 0x8890; } u8 D_801261F8[] = { 2, 2, 5 }; s32 func_80091880(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* pos, Vec3s* rot, void* arg) { u8* ptr = arg; u8 modelGroup = D_801261F8[ptr[0] - 1]; s32 type; s32 dListOffset = 0; Gfx** dLists; if ((modelGroup == 2) && LINK_IS_CHILD && (ptr[1] == 2)) { modelGroup = 1; } if (limbIndex == PLAYER_LIMB_L_HAND) { type = gPlayerModelTypes[modelGroup][1]; D_80160014 = type; if ((type == 4) && (gSaveContext.swordHealth <= 0.0f)) { dListOffset = 4; } } else if (limbIndex == PLAYER_LIMB_R_HAND) { type = gPlayerModelTypes[modelGroup][2]; D_80160018 = type; if (type == 10) { dListOffset = ptr[1] * 4; } } else if (limbIndex == PLAYER_LIMB_SHEATH) { type = gPlayerModelTypes[modelGroup][3]; if ((type == 18) || (type == 19)) { dListOffset = ptr[1] * 4; } } else if (limbIndex == PLAYER_LIMB_WAIST) { type = gPlayerModelTypes[modelGroup][4]; } else { return 0; } dLists = &sPlayerDListGroups[type][(void)0, gSaveContext.linkAge]; *dList = dLists[dListOffset]; return 0; } void func_80091A24(GlobalContext* globalCtx, void* seg04, void* seg06, SkelAnime* arg3, Vec3f* pos, Vec3s* rot, f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots, s32 width, s32 height, Vec3f* eye, Vec3f* at, f32 fovy, void* img1, void* img2) { static Vp viewport = { 128, 224, 511, 0, 128, 224, 511, 0 }; static Lights1 lights1 = gdSPDefLights1(80, 80, 80, 255, 255, 255, 84, 84, 172); static Vec3f lightDir = { 89.8f, 0.0f, 89.8f }; u8 sp12C[2]; Gfx* opaRef; Gfx* xluRef; u16 perspNorm; Mtx* perspMtx; Mtx* lookAtMtx; perspMtx = Graph_Alloc(globalCtx->state.gfxCtx, sizeof(Mtx)); lookAtMtx = Graph_Alloc(globalCtx->state.gfxCtx, sizeof(Mtx)); OPEN_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 3129); { s32 pad[2]; } 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); gDPSetScissorFrac(POLY_OPA_DISP++, G_SC_NON_INTERLACE, 0, 0, width * 4.0f, height * 4.0f); gSPClipRatio(POLY_OPA_DISP++, FRUSTRATIO_1); gDPSetColorImage(POLY_OPA_DISP++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, img2); gDPSetCycleType(POLY_OPA_DISP++, G_CYC_FILL); gDPSetRenderMode(POLY_OPA_DISP++, G_RM_NOOP, G_RM_NOOP2); gDPSetFillColor(POLY_OPA_DISP++, (GPACK_RGBA5551(255, 255, 240, 0) << 16) | GPACK_RGBA5551(255, 255, 240, 0)); gDPFillRectangle(POLY_OPA_DISP++, 0, 0, width - 1, height - 1); gDPPipeSync(POLY_OPA_DISP++); gDPSetColorImage(POLY_OPA_DISP++, G_IM_FMT_RGBA, G_IM_SIZ_16b, width, img1); 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++); gDPSetDepthImage(POLY_OPA_DISP++, img2); viewport.vp.vscale[0] = viewport.vp.vtrans[0] = width * 2; viewport.vp.vscale[1] = viewport.vp.vtrans[1] = height * 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); sp12C[0] = sword; sp12C[1] = shield; func_800D1694(pos->x, pos->y, pos->z, rot); Matrix_Scale(scale, scale, scale, MTXMODE_APPLY); gSPSegment(POLY_OPA_DISP++, 0x04, seg04); gSPSegment(POLY_OPA_DISP++, 0x06, seg06); gSPSetLights1(POLY_OPA_DISP++, lights1); func_80093C80(globalCtx); POLY_OPA_DISP = Gfx_SetFog2(POLY_OPA_DISP++, 0, 0, 0, 0, 997, 1000); func_8002EABC(pos, &globalCtx->view.eye, &lightDir, globalCtx->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList); func_8008F470(globalCtx, arg3->skeleton, arg3->jointTable, arg3->dListCount, 0, tunic, boots, 0, func_80091880, NULL, &sp12C); gSPEndDisplayList(POLY_OPA_DISP++); gSPEndDisplayList(POLY_XLU_DISP++); gSPBranchList(opaRef, POLY_OPA_DISP); gSPBranchList(xluRef, POLY_XLU_DISP); CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_player_lib.c", 3288); } void func_8009214C(GlobalContext* globalCtx, u8* segment, SkelAnime* arg2, Vec3f* pos, Vec3s* rot, f32 scale, s32 sword, s32 tunic, s32 shield, s32 boots) { static Vec3f eye = { 0.0f, 0.0f, -400.0f }; static Vec3f at = { 0.0f, 0.0f, 0.0f }; Vec3s* destTable; Vec3s* srcTable; s32 i; gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800); gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800); if (LINK_IS_CHILD) { if (shield == PLAYER_SHIELD_DEKU) { srcTable = D_040020D0; } else { srcTable = D_04002040; } } else { if (sword == 3) { srcTable = D_04002160; } else if (shield != PLAYER_SHIELD_NONE) { srcTable = D_04002280; } else { srcTable = D_040021F0; } } srcTable = SEGMENTED_TO_VIRTUAL(srcTable); destTable = arg2->jointTable; for (i = 0; i < arg2->limbCount; i++) { *destTable++ = *srcTable++; } func_80091A24(globalCtx, segment + 0x3800, segment + 0x8800, arg2, pos, rot, scale, sword, tunic, shield, boots, 64, 112, &eye, &at, 60.0f, globalCtx->state.gfxCtx->curFrameBuffer, globalCtx->state.gfxCtx->curFrameBuffer + 0x1C00); }