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|
#ifndef Z64PLAYER_H
#define Z64PLAYER_H
#include "stdbool.h"
#include "alignment.h"
#include "PR/os.h"
#include "z64actor.h"
#include "z64interface.h"
#include "z64item.h"
#include "z64light.h"
#include "face_change.h"
struct Player;
struct PlayState;
#define PLAYER_GET_BG_CAM_INDEX(thisx) ((thisx)->params & 0xFF)
#define PLAYER_GET_START_MODE(thisx) (((thisx)->params & 0xF00) >> 8)
typedef enum PlayerStartMode {
/* 0x0 */ PLAYER_START_MODE_NOTHING, // Update is empty and draw function is NULL, nothing occurs. Useful in cutscenes, for example.
/* 0x1 */ PLAYER_START_MODE_TIME_TRAVEL, // OoT Leftover. Arriving from time travel. Automatically adjusts by age.
/* 0x2 */ PLAYER_START_MODE_BLUE_WARP, // Arriving from a blue warp.
/* 0x3 */ PLAYER_START_MODE_DOOR, // Unused. Use a door immediately if one is nearby. If no door is in usable range, a softlock occurs.
/* 0x4 */ PLAYER_START_MODE_GROTTO, // Arriving from a grotto, launched upward from the ground.
/* 0x5 */ PLAYER_START_MODE_WARP_SONG, // OoT Leftover. Arriving from a warp song.
/* 0x6 */ PLAYER_START_MODE_OWL, // Arriving from an Owl Save or Song of Soaring (both overworld and dungeon warps).
/* 0x7 */ PLAYER_START_MODE_KNOCKED_OVER, // Knocked over on the ground and flashing red.
/* 0x8 */ PLAYER_START_MODE_8,
/* 0x9 */ PLAYER_START_MODE_9,
/* 0xA */ PLAYER_START_MODE_A,
/* 0xB */ PLAYER_START_MODE_B,
/* 0xC */ PLAYER_START_MODE_TELESCOPE,
/* 0xD */ PLAYER_START_MODE_D,
/* 0xE */ PLAYER_START_MODE_E,
/* 0xF */ PLAYER_START_MODE_F,
/* 0x10 */ PLAYER_START_MODE_MAX // Note: By default, this param has 4 bits allocated. The max value is 16.
} PlayerStartMode;
#define PLAYER_PARAMS(startBgCamIndex, startMode) ((startBgCamIndex & 0xFF) | ((startMode & 0xF) << 8))
typedef enum PlayerShield {
/* 0 */ PLAYER_SHIELD_NONE,
/* 1 */ PLAYER_SHIELD_HEROS_SHIELD,
/* 2 */ PLAYER_SHIELD_MIRROR_SHIELD,
/* 3 */ PLAYER_SHIELD_MAX
} PlayerShield;
typedef enum PlayerBoots {
/* 0 */ PLAYER_BOOTS_FIERCE_DEITY,
/* 1 */ PLAYER_BOOTS_HYLIAN,
/* 2 */ PLAYER_BOOTS_GIANT,
/* 3 */ PLAYER_BOOTS_DEKU,
/* 4 */ PLAYER_BOOTS_ZORA_LAND,
/* 5 */ PLAYER_BOOTS_ZORA_UNDERWATER,
/* 6 */ PLAYER_BOOTS_GORON,
/* 7 */ PLAYER_BOOTS_7,
/* 8 */ PLAYER_BOOTS_MAX
} PlayerBoots;
typedef enum PlayerStrength {
/* 0 */ PLAYER_STRENGTH_DEKU,
/* 1 */ PLAYER_STRENGTH_HUMAN,
/* 2 */ PLAYER_STRENGTH_ZORA,
/* 3 */ PLAYER_STRENGTH_GORON,
/* 4 */ PLAYER_STRENGTH_MAX
} PlayerStrength;
typedef enum PlayerTransformation {
/* 0 */ PLAYER_FORM_FIERCE_DEITY,
/* 1 */ PLAYER_FORM_GORON,
/* 2 */ PLAYER_FORM_ZORA,
/* 3 */ PLAYER_FORM_DEKU,
/* 4 */ PLAYER_FORM_HUMAN,
/* 5 */ PLAYER_FORM_MAX
} PlayerTransformation;
typedef enum {
/* 0 */ PLAYER_ENV_HAZARD_NONE,
/* 1 */ PLAYER_ENV_HAZARD_HOTROOM,
/* 2 */ PLAYER_ENV_HAZARD_UNDERWATER_FLOOR,
/* 3 */ PLAYER_ENV_HAZARD_SWIMMING,
/* 4 */ PLAYER_ENV_HAZARD_UNDERWATER_FREE
} PlayerEnvHazard;
typedef enum PlayerIdleType {
/* -0x1 */ PLAYER_IDLE_CRIT_HEALTH = -1,
/* 0x0 */ PLAYER_IDLE_DEFAULT,
/* 0x1 */ PLAYER_IDLE_FIDGET
} PlayerIdleType;
/*
* Current known usages for PLAYER_IA_MINUS1:
* 1. With TalkExchange requests, used to continue a current conversation after a textbox is closed
* 2. In `func_80123810` as a return value representing the offer is declined or invalid
* 3. Used as an item action to return the previously held item after player is done shielding
*/
typedef enum PlayerItemAction {
/* -1 */ PLAYER_IA_MINUS1 = -1, // TODO: determine usages with more player docs, possibly split into separate values (see known usages above)
/* 0x00 */ PLAYER_IA_NONE,
/* 0x01 */ PLAYER_IA_LAST_USED,
/* 0x02 */ PLAYER_IA_FISHING_ROD,
/* 0x03 */ PLAYER_IA_SWORD_MIN,
/* 0x03 */ PLAYER_IA_SWORD_KOKIRI = PLAYER_IA_SWORD_MIN,
/* 0x04 */ PLAYER_IA_SWORD_RAZOR,
/* 0x05 */ PLAYER_IA_SWORD_GILDED,
/* 0x06 */ PLAYER_IA_SWORD_TWO_HANDED,
/* 0x07 */ PLAYER_IA_DEKU_STICK,
/* 0x08 */ PLAYER_IA_ZORA_BOOMERANG,
/* 0x09 */ PLAYER_IA_BOW,
/* 0x0A */ PLAYER_IA_BOW_FIRE,
/* 0x0B */ PLAYER_IA_BOW_ICE,
/* 0x0C */ PLAYER_IA_BOW_LIGHT,
/* 0x0D */ PLAYER_IA_HOOKSHOT,
/* 0x0E */ PLAYER_IA_EXPLOSIVE_MIN,
/* 0x0E */ PLAYER_IA_BOMB = PLAYER_IA_EXPLOSIVE_MIN,
/* 0x0F */ PLAYER_IA_POWDER_KEG,
/* 0x10 */ PLAYER_IA_BOMBCHU,
/* 0x11 */ PLAYER_IA_11,
/* 0x12 */ PLAYER_IA_DEKU_NUT,
/* 0x13 */ PLAYER_IA_PICTOGRAPH_BOX,
/* 0x14 */ PLAYER_IA_OCARINA,
/* 0x15 */ PLAYER_IA_BOTTLE_MIN,
/* 0x15 */ PLAYER_IA_BOTTLE_EMPTY = PLAYER_IA_BOTTLE_MIN,
/* 0x16 */ PLAYER_IA_BOTTLE_FISH,
/* 0x17 */ PLAYER_IA_BOTTLE_SPRING_WATER,
/* 0x18 */ PLAYER_IA_BOTTLE_HOT_SPRING_WATER,
/* 0x19 */ PLAYER_IA_BOTTLE_ZORA_EGG,
/* 0x1A */ PLAYER_IA_BOTTLE_DEKU_PRINCESS,
/* 0x1B */ PLAYER_IA_BOTTLE_GOLD_DUST,
/* 0x1C */ PLAYER_IA_BOTTLE_1C,
/* 0x1D */ PLAYER_IA_BOTTLE_SEAHORSE,
/* 0x1E */ PLAYER_IA_BOTTLE_MUSHROOM,
/* 0x1F */ PLAYER_IA_BOTTLE_HYLIAN_LOACH,
/* 0x20 */ PLAYER_IA_BOTTLE_BUG,
/* 0x21 */ PLAYER_IA_BOTTLE_POE,
/* 0x22 */ PLAYER_IA_BOTTLE_BIG_POE,
/* 0x23 */ PLAYER_IA_BOTTLE_POTION_RED,
/* 0x24 */ PLAYER_IA_BOTTLE_POTION_BLUE,
/* 0x25 */ PLAYER_IA_BOTTLE_POTION_GREEN,
/* 0x26 */ PLAYER_IA_BOTTLE_MILK,
/* 0x27 */ PLAYER_IA_BOTTLE_MILK_HALF,
/* 0x28 */ PLAYER_IA_BOTTLE_CHATEAU,
/* 0x29 */ PLAYER_IA_BOTTLE_FAIRY,
/* 0x2A */ PLAYER_IA_MOONS_TEAR,
/* 0x2B */ PLAYER_IA_DEED_LAND,
/* 0x2C */ PLAYER_IA_ROOM_KEY,
/* 0x2D */ PLAYER_IA_LETTER_TO_KAFEI,
/* 0x2E */ PLAYER_IA_MAGIC_BEANS,
/* 0x2F */ PLAYER_IA_DEED_SWAMP,
/* 0x30 */ PLAYER_IA_DEED_MOUNTAIN,
/* 0x31 */ PLAYER_IA_DEED_OCEAN,
/* 0x32 */ PLAYER_IA_32,
/* 0x33 */ PLAYER_IA_LETTER_MAMA,
/* 0x34 */ PLAYER_IA_34,
/* 0x35 */ PLAYER_IA_35,
/* 0x36 */ PLAYER_IA_PENDANT_OF_MEMORIES,
/* 0x37 */ PLAYER_IA_37,
/* 0x38 */ PLAYER_IA_38,
/* 0x39 */ PLAYER_IA_39,
/* 0x3A */ PLAYER_IA_MASK_MIN,
/* 0x3A */ PLAYER_IA_MASK_TRUTH = PLAYER_IA_MASK_MIN,
/* 0x3B */ PLAYER_IA_MASK_KAFEIS_MASK,
/* 0x3C */ PLAYER_IA_MASK_ALL_NIGHT,
/* 0x3D */ PLAYER_IA_MASK_BUNNY,
/* 0x3E */ PLAYER_IA_MASK_KEATON,
/* 0x3F */ PLAYER_IA_MASK_GARO,
/* 0x40 */ PLAYER_IA_MASK_ROMANI,
/* 0x41 */ PLAYER_IA_MASK_CIRCUS_LEADER,
/* 0x42 */ PLAYER_IA_MASK_POSTMAN,
/* 0x43 */ PLAYER_IA_MASK_COUPLE,
/* 0x44 */ PLAYER_IA_MASK_GREAT_FAIRY,
/* 0x45 */ PLAYER_IA_MASK_GIBDO,
/* 0x46 */ PLAYER_IA_MASK_DON_GERO,
/* 0x47 */ PLAYER_IA_MASK_KAMARO,
/* 0x48 */ PLAYER_IA_MASK_CAPTAIN,
/* 0x49 */ PLAYER_IA_MASK_STONE,
/* 0x4A */ PLAYER_IA_MASK_BREMEN,
/* 0x4B */ PLAYER_IA_MASK_BLAST,
/* 0x4C */ PLAYER_IA_MASK_SCENTS,
/* 0x4D */ PLAYER_IA_MASK_GIANT,
/* 0x4E */ PLAYER_IA_MASK_TRANSFORMATION_MIN,
/* 0x4E */ PLAYER_IA_MASK_FIERCE_DEITY = PLAYER_IA_MASK_TRANSFORMATION_MIN,
/* 0x4F */ PLAYER_IA_MASK_GORON,
/* 0x50 */ PLAYER_IA_MASK_ZORA,
/* 0x51 */ PLAYER_IA_MASK_DEKU,
/* 0x51 */ PLAYER_IA_MASK_MAX = PLAYER_IA_MASK_DEKU,
/* 0x52 */ PLAYER_IA_LENS_OF_TRUTH,
/* 0x53 */ PLAYER_IA_MAX
} PlayerItemAction;
// Relies on B swords related item actions to be contiguous
#define GET_B_SWORD_FROM_IA(itemAction) ((itemAction) - PLAYER_IA_SWORD_MIN + 1)
typedef enum PlayerBButtonSword {
/* 0 */ PLAYER_B_SWORD_NONE,
/* 1 */ PLAYER_B_SWORD_KOKIRI = GET_B_SWORD_FROM_IA(PLAYER_IA_SWORD_KOKIRI),
/* 2 */ PLAYER_B_SWORD_RAZOR = GET_B_SWORD_FROM_IA(PLAYER_IA_SWORD_RAZOR),
/* 3 */ PLAYER_B_SWORD_GILDED = GET_B_SWORD_FROM_IA(PLAYER_IA_SWORD_GILDED),
/* 4 */ PLAYER_B_SWORD_MAX
} PlayerBButtonSword;
// Relies on melee weapon related item actions to be contiguous
#define GET_MELEE_WEAPON_FROM_IA(itemAction) ((itemAction) - PLAYER_IA_SWORD_MIN + 1)
typedef enum PlayerMeleeWeapon {
/* 0 */ PLAYER_MELEEWEAPON_NONE,
/* 1 */ PLAYER_MELEEWEAPON_SWORD_KOKIRI = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_SWORD_KOKIRI),
/* 2 */ PLAYER_MELEEWEAPON_SWORD_RAZOR = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_SWORD_RAZOR),
/* 3 */ PLAYER_MELEEWEAPON_SWORD_GILDED = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_SWORD_GILDED),
/* 4 */ PLAYER_MELEEWEAPON_SWORD_TWO_HANDED = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_SWORD_TWO_HANDED),
/* 5 */ PLAYER_MELEEWEAPON_DEKU_STICK = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_DEKU_STICK),
/* 6 */ PLAYER_MELEEWEAPON_ZORA_BOOMERANG = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_ZORA_BOOMERANG),
/* 7 */ PLAYER_MELEEWEAPON_MAX
} PlayerMeleeWeapon;
// Relies on mask item actions to be contiguous
#define GET_MASK_FROM_IA(itemAction) ((itemAction) - (PLAYER_IA_MASK_MIN - 1))
#define GET_IA_FROM_MASK(mask) ((mask) + (PLAYER_IA_MASK_MIN - 1))
typedef enum PlayerMask {
/* 0x00 */ PLAYER_MASK_NONE,
/* 0x01 */ PLAYER_MASK_TRUTH = GET_MASK_FROM_IA(PLAYER_IA_MASK_TRUTH),
/* 0x02 */ PLAYER_MASK_KAFEIS_MASK = GET_MASK_FROM_IA(PLAYER_IA_MASK_KAFEIS_MASK),
/* 0x03 */ PLAYER_MASK_ALL_NIGHT = GET_MASK_FROM_IA(PLAYER_IA_MASK_ALL_NIGHT),
/* 0x04 */ PLAYER_MASK_BUNNY = GET_MASK_FROM_IA(PLAYER_IA_MASK_BUNNY),
/* 0x05 */ PLAYER_MASK_KEATON = GET_MASK_FROM_IA(PLAYER_IA_MASK_KEATON),
/* 0x06 */ PLAYER_MASK_GARO = GET_MASK_FROM_IA(PLAYER_IA_MASK_GARO),
/* 0x07 */ PLAYER_MASK_ROMANI = GET_MASK_FROM_IA(PLAYER_IA_MASK_ROMANI),
/* 0x08 */ PLAYER_MASK_CIRCUS_LEADER = GET_MASK_FROM_IA(PLAYER_IA_MASK_CIRCUS_LEADER),
/* 0x09 */ PLAYER_MASK_POSTMAN = GET_MASK_FROM_IA(PLAYER_IA_MASK_POSTMAN),
/* 0x0A */ PLAYER_MASK_COUPLE = GET_MASK_FROM_IA(PLAYER_IA_MASK_COUPLE),
/* 0x0B */ PLAYER_MASK_GREAT_FAIRY = GET_MASK_FROM_IA(PLAYER_IA_MASK_GREAT_FAIRY),
/* 0x0C */ PLAYER_MASK_GIBDO = GET_MASK_FROM_IA(PLAYER_IA_MASK_GIBDO),
/* 0x0D */ PLAYER_MASK_DON_GERO = GET_MASK_FROM_IA(PLAYER_IA_MASK_DON_GERO),
/* 0x0E */ PLAYER_MASK_KAMARO = GET_MASK_FROM_IA(PLAYER_IA_MASK_KAMARO),
/* 0x0F */ PLAYER_MASK_CAPTAIN = GET_MASK_FROM_IA(PLAYER_IA_MASK_CAPTAIN),
/* 0x10 */ PLAYER_MASK_STONE = GET_MASK_FROM_IA(PLAYER_IA_MASK_STONE),
/* 0x11 */ PLAYER_MASK_BREMEN = GET_MASK_FROM_IA(PLAYER_IA_MASK_BREMEN),
/* 0x12 */ PLAYER_MASK_BLAST = GET_MASK_FROM_IA(PLAYER_IA_MASK_BLAST),
/* 0x13 */ PLAYER_MASK_SCENTS = GET_MASK_FROM_IA(PLAYER_IA_MASK_SCENTS),
/* 0x14 */ PLAYER_MASK_GIANT = GET_MASK_FROM_IA(PLAYER_IA_MASK_GIANT),
/* 0x15 */ PLAYER_MASK_FIERCE_DEITY = GET_MASK_FROM_IA(PLAYER_IA_MASK_FIERCE_DEITY),
/* 0x16 */ PLAYER_MASK_GORON = GET_MASK_FROM_IA(PLAYER_IA_MASK_GORON),
/* 0x17 */ PLAYER_MASK_ZORA = GET_MASK_FROM_IA(PLAYER_IA_MASK_ZORA),
/* 0x18 */ PLAYER_MASK_DEKU = GET_MASK_FROM_IA(PLAYER_IA_MASK_DEKU),
/* 0x19 */ PLAYER_MASK_MAX
} PlayerMask;
// Relies on bottle-related item actions to be contiguous
#define GET_BOTTLE_FROM_IA(itemAction) ((itemAction) - PLAYER_IA_BOTTLE_MIN)
typedef enum PlayerBottle {
/* -1 */ PLAYER_BOTTLE_NONE = -1,
/* 0 */ PLAYER_BOTTLE_EMPTY = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_EMPTY),
/* 1 */ PLAYER_BOTTLE_FISH = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_FISH),
/* 2 */ PLAYER_BOTTLE_SPRING_WATER = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_SPRING_WATER),
/* 3 */ PLAYER_BOTTLE_HOT_SPRING_WATER = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_HOT_SPRING_WATER),
/* 4 */ PLAYER_BOTTLE_ZORA_EGG = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_ZORA_EGG),
/* 5 */ PLAYER_BOTTLE_DEKU_PRINCESS = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_DEKU_PRINCESS),
/* 6 */ PLAYER_BOTTLE_GOLD_DUST = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_GOLD_DUST),
/* 7 */ PLAYER_BOTTLE_1C = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_1C),
/* 8 */ PLAYER_BOTTLE_SEAHORSE = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_SEAHORSE),
/* 9 */ PLAYER_BOTTLE_MUSHROOM = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_MUSHROOM),
/* 10 */ PLAYER_BOTTLE_HYLIAN_LOACH = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_HYLIAN_LOACH),
/* 11 */ PLAYER_BOTTLE_BUG = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_BUG),
/* 12 */ PLAYER_BOTTLE_POE = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_POE),
/* 13 */ PLAYER_BOTTLE_BIG_POE = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_BIG_POE),
/* 14 */ PLAYER_BOTTLE_POTION_RED = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_POTION_RED),
/* 15 */ PLAYER_BOTTLE_POTION_BLUE = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_POTION_BLUE),
/* 16 */ PLAYER_BOTTLE_POTION_GREEN = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_POTION_GREEN),
/* 17 */ PLAYER_BOTTLE_MILK = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_MILK),
/* 18 */ PLAYER_BOTTLE_MILK_HALF = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_MILK_HALF),
/* 19 */ PLAYER_BOTTLE_CHATEAU = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_CHATEAU),
/* 20 */ PLAYER_BOTTLE_FAIRY = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_FAIRY),
/* 21 */ PLAYER_BOTTLE_MAX
} PlayerBottle;
// Relies on explosive-related item actions to be contiguous
#define GET_EXPLOSIVE_FROM_IA(itemAction) ((itemAction) - PLAYER_IA_EXPLOSIVE_MIN)
typedef enum PlayerExplosive {
/* -1 */ PLAYER_EXPLOSIVE_NONE = -1,
/* 0 */ PLAYER_EXPLOSIVE_BOMB = GET_EXPLOSIVE_FROM_IA(PLAYER_IA_BOMB),
/* 1 */ PLAYER_EXPLOSIVE_POWDER_KEG = GET_EXPLOSIVE_FROM_IA(PLAYER_IA_POWDER_KEG),
/* 2 */ PLAYER_EXPLOSIVE_BOMBCHU = GET_EXPLOSIVE_FROM_IA(PLAYER_IA_BOMBCHU),
/* 3 */ PLAYER_EXPLOSIVE_MAX
} PlayerExplosive;
// Relies on sword item actions to be contiguous
#define GET_SWORD_FROM_IA(itemAction) ((itemAction) - PLAYER_IA_SWORD_MIN)
typedef enum PlayerSword {
/* -1 */ PLAYER_SWORD_NONE = -1,
/* 0 */ PLAYER_SWORD_KOKIRI = GET_SWORD_FROM_IA(PLAYER_IA_SWORD_KOKIRI),
/* 1 */ PLAYER_SWORD_RAZOR = GET_SWORD_FROM_IA(PLAYER_IA_SWORD_RAZOR),
/* 2 */ PLAYER_SWORD_GILDED = GET_SWORD_FROM_IA(PLAYER_IA_SWORD_GILDED),
/* 3 */ PLAYER_SWORD_TWO_HANDED = GET_SWORD_FROM_IA(PLAYER_IA_SWORD_TWO_HANDED),
/* 4 */ PLAYER_SWORD_MAX
} PlayerSword;
typedef enum PlayerMeleeWeaponAnimation {
/* 0 */ PLAYER_MWA_FORWARD_SLASH_1H, // Vertical one-handed slash
/* 1 */ PLAYER_MWA_FORWARD_SLASH_2H, // Vertical two-handed slash
/* 2 */ PLAYER_MWA_FORWARD_COMBO_1H, // Third vertical one-handed slash
/* 3 */ PLAYER_MWA_FORWARD_COMBO_2H, // Third vertical two-handed slash
/* 4 */ PLAYER_MWA_RIGHT_SLASH_1H, // Horizontal one-handed slash
/* 5 */ PLAYER_MWA_RIGHT_SLASH_2H, // Horizontal two-handed slash
/* 6 */ PLAYER_MWA_RIGHT_COMBO_1H, // Third horizontal one-handed slash
/* 7 */ PLAYER_MWA_RIGHT_COMBO_2H, // Third horizontal two-handed slash
/* 8 */ PLAYER_MWA_LEFT_SLASH_1H, // Targeted one-handed rightwalk slash
/* 9 */ PLAYER_MWA_LEFT_SLASH_2H, // Targeted two-handed rightwalk slash
/* 10 */ PLAYER_MWA_LEFT_COMBO_1H, // Third targeted one-handed rightwalk slash
/* 11 */ PLAYER_MWA_LEFT_COMBO_2H, // Third targeted two-handed rightwalk slash
/* 12 */ PLAYER_MWA_STAB_1H, // Crouch stab/targeted one-handed stab
/* 13 */ PLAYER_MWA_STAB_2H, // Targeted two-handed stab
/* 14 */ PLAYER_MWA_STAB_COMBO_1H, // Third targeted one-handed stab
/* 15 */ PLAYER_MWA_STAB_COMBO_2H, // Third targeted two-handed stab
// These animations result in double damage
/* 16 */ PLAYER_MWA_FLIPSLASH_START, // unused
/* 17 */ PLAYER_MWA_JUMPSLASH_START, // Start of jumpslash
/* 18 */ PLAYER_MWA_ZORA_JUMPKICK_START, // Start of Zora jump attack
/* 19 */ PLAYER_MWA_FLIPSLASH_FINISH, // unused
/* 20 */ PLAYER_MWA_JUMPSLASH_FINISH, // End of jumpslash
/* 21 */ PLAYER_MWA_ZORA_JUMPKICK_FINISH, // End of Zora jump attack
/* 22 */ PLAYER_MWA_BACKSLASH_RIGHT, // unused
/* 23 */ PLAYER_MWA_BACKSLASH_LEFT, // unused
/* 24 */ PLAYER_MWA_GORON_PUNCH_LEFT, // Goron punch
/* 25 */ PLAYER_MWA_GORON_PUNCH_RIGHT, // Second Goron punch
/* 26 */ PLAYER_MWA_GORON_PUNCH_BUTT, // Goron butt punch
/* 27 */ PLAYER_MWA_ZORA_PUNCH_LEFT, // Zora punch
/* 28 */ PLAYER_MWA_ZORA_PUNCH_COMBO, // Second Zora punch
/* 29 */ PLAYER_MWA_ZORA_PUNCH_KICK, // Zora kick
/* 30 */ PLAYER_MWA_SPIN_ATTACK_1H, // Half-charged one-handed spin
/* 31 */ PLAYER_MWA_SPIN_ATTACK_2H, // Half-charged two-handed spin
/* 32 */ PLAYER_MWA_BIG_SPIN_1H, // Fully-charged one-handed spin
/* 33 */ PLAYER_MWA_BIG_SPIN_2H, // Fully-charged two-handed spin
/* 34 */ PLAYER_MWA_MAX
} PlayerMeleeWeaponAnimation;
typedef enum PlayerMeleeWeaponState {
/* -1 */ PLAYER_MELEE_WEAPON_STATE_MINUS_1 = -1,
/* 0 */ PLAYER_MELEE_WEAPON_STATE_0,
/* 1 */ PLAYER_MELEE_WEAPON_STATE_1
} PlayerMeleeWeaponState;
typedef enum PlayerDoorType {
/* -1 */ PLAYER_DOORTYPE_TALKING = -1, // Displays a message instead of opening
/* 0 */ PLAYER_DOORTYPE_NONE,
/* 1 */ PLAYER_DOORTYPE_HANDLE,
/* 2 */ PLAYER_DOORTYPE_SLIDING,
/* 3 */ PLAYER_DOORTYPE_FAKE, // Unused? OoT leftover (?)
/* 4 */ PLAYER_DOORTYPE_STAIRCASE,
/* 5 */ PLAYER_DOORTYPE_PROXIMITY
} PlayerDoorType;
// Some player animations are played at this reduced speed, for reasons yet unclear.
// Perhaps to compress animation data?
// This is called "adjusted" for now.
// z_en_horse also has many instances of this adjusted speed
#define PLAYER_ANIM_ADJUSTED_SPEED (2.0f / 3.0f)
#define PLAYER_ANIM_NORMAL_SPEED (3.0f / 3.0f)
typedef enum PlayerAnimType {
/* 0 */ PLAYER_ANIMTYPE_DEFAULT, // DEFAULT
/* 1 */ PLAYER_ANIMTYPE_1,
/* 2 */ PLAYER_ANIMTYPE_2, // Shield but no sword?
/* 3 */ PLAYER_ANIMTYPE_3, // Two hand weapon
/* 4 */ PLAYER_ANIMTYPE_4,
/* 5 */ PLAYER_ANIMTYPE_5,
/* 6 */ PLAYER_ANIMTYPE_MAX
} PlayerAnimType;
typedef enum PlayerAnimGroup {
/* 0 */ PLAYER_ANIMGROUP_wait, // STANDING_IDLE
/* 1 */ PLAYER_ANIMGROUP_walk, // WALKING
/* 2 */ PLAYER_ANIMGROUP_run, // RUNNING
/* 3 */ PLAYER_ANIMGROUP_damage_run,
/* 4 */ PLAYER_ANIMGROUP_waitL,
/* 5 */ PLAYER_ANIMGROUP_waitR, // Z-Targeting ?
/* 6 */ PLAYER_ANIMGROUP_wait2waitR, // Start or finishing some animation
/* 7 */ PLAYER_ANIMGROUP_normal2fighter, // DRAW_MELEE_WEAPON
/* 8 */ PLAYER_ANIMGROUP_doorA_free, // OPEN_DOOR_LEFT_FIERCE_DEITY
/* 9 */ PLAYER_ANIMGROUP_doorA, // OPEN_DOOR_LEFT_HUMAN
/* 10 */ PLAYER_ANIMGROUP_doorB_free, // OPEN_DOOR_RIGHT_FIERCE_DEITY
/* 11 */ PLAYER_ANIMGROUP_doorB, // OPEN_DOOR_RIGHT_HUMAN
/* 12 */ PLAYER_ANIMGROUP_carryB, // GRABBING
/* 13 */ PLAYER_ANIMGROUP_landing, // FALLING/LANDING?
/* 14 */ PLAYER_ANIMGROUP_short_landing, // landing from short distances?
/* 15 */ PLAYER_ANIMGROUP_landing_roll, // ROLLING
/* 16 */ PLAYER_ANIMGROUP_hip_down, // BONK/BONKING
/* 17 */ PLAYER_ANIMGROUP_walk_endL,
/* 18 */ PLAYER_ANIMGROUP_walk_endR,
/* 19 */ PLAYER_ANIMGROUP_defense, // START_SHIELDING
/* 20 */ PLAYER_ANIMGROUP_defense_wait, // SHIELDING
/* 21 */ PLAYER_ANIMGROUP_defense_end, // STOP_SHIELDING/END_SHIELDING
/* 22 */ PLAYER_ANIMGROUP_side_walk, // SLOW_SIDE_WALK?
/* 23 */ PLAYER_ANIMGROUP_side_walkL, // SIDE_WALK
/* 24 */ PLAYER_ANIMGROUP_side_walkR, // SIDE_WALK_RIGHT
/* 25 */ PLAYER_ANIMGROUP_45_turn,
/* 26 */ PLAYER_ANIMGROUP_waitL2wait,
/* 27 */ PLAYER_ANIMGROUP_waitR2wait,
/* 28 */ PLAYER_ANIMGROUP_throw, // THROWING
/* 29 */ PLAYER_ANIMGROUP_put, // PUT_DOWN_OBJECT?
/* 30 */ PLAYER_ANIMGROUP_back_walk, // back walking slow?
/* 31 */ PLAYER_ANIMGROUP_check,
/* 32 */ PLAYER_ANIMGROUP_check_wait,
/* 33 */ PLAYER_ANIMGROUP_check_end,
/* 34 */ PLAYER_ANIMGROUP_pull_start, // PULLING_START
/* 35 */ PLAYER_ANIMGROUP_pulling, // PULLING
/* 36 */ PLAYER_ANIMGROUP_pull_end, // PULLING_END
/* 37 */ PLAYER_ANIMGROUP_fall_up, // climbing from a ledge?
/* 38 */ PLAYER_ANIMGROUP_jump_climb_hold, // ledge
/* 39 */ PLAYER_ANIMGROUP_jump_climb_wait, // ledge
/* 40 */ PLAYER_ANIMGROUP_jump_climb_up, // climbing from a ledge
/* 41 */ PLAYER_ANIMGROUP_down_slope_slip_end,
/* 42 */ PLAYER_ANIMGROUP_up_slope_slip_end,
/* 43 */ PLAYER_ANIMGROUP_nwait,
/* 44 */ PLAYER_ANIMGROUP_MAX
} PlayerAnimGroup;
typedef enum PlayerModelType {
// left hand
/* 0 */ PLAYER_MODELTYPE_LH_OPEN,
/* 1 */ PLAYER_MODELTYPE_LH_CLOSED,
/* 2 */ PLAYER_MODELTYPE_LH_ONE_HAND_SWORD,
/* 3 */ PLAYER_MODELTYPE_LH_TWO_HAND_SWORD,
/* 4 */ PLAYER_MODELTYPE_LH_4,
/* 5 */ PLAYER_MODELTYPE_LH_BOTTLE,
// right hand
/* 6 */ PLAYER_MODELTYPE_RH_OPEN,
/* 7 */ PLAYER_MODELTYPE_RH_CLOSED,
/* 8 */ PLAYER_MODELTYPE_RH_SHIELD,
/* 9 */ PLAYER_MODELTYPE_RH_BOW,
/* 10 */ PLAYER_MODELTYPE_RH_INSTRUMENT,
/* 11 */ PLAYER_MODELTYPE_RH_HOOKSHOT,
// sheath
/* 12 */ PLAYER_MODELTYPE_SHEATH_12,
/* 13 */ PLAYER_MODELTYPE_SHEATH_13,
/* 14 */ PLAYER_MODELTYPE_SHEATH_14,
/* 15 */ PLAYER_MODELTYPE_SHEATH_15,
// waist
/* 16 */ PLAYER_MODELTYPE_WAIST,
/* 17 */ PLAYER_MODELTYPE_17, // NULL?
/* 18 */ PLAYER_MODELTYPE_MAX,
/* 255 */ PLAYER_MODELTYPE_RH_FF = 0xFF // disable shield collider, cutscene-specific
} PlayerModelType;
typedef struct PlayerModelIndices {
/* 0x0 */ u8 modelAnimType; // PlayerAnimType enum
/* 0x1 */ u8 leftHandType; // PlayerModelType enum
/* 0x2 */ u8 rightHandType; // PlayerModelType enum
/* 0x3 */ u8 sheathType; // PlayerModelType enum
/* 0x4 */ u8 waistType; // PlayerModelType enum
} PlayerModelIndices; // size = 0x5
typedef enum PlayerModelGroup {
/* 0 */ PLAYER_MODELGROUP_0,
/* 1 */ PLAYER_MODELGROUP_1,
/* 2 */ PLAYER_MODELGROUP_ONE_HAND_SWORD,
/* 3 */ PLAYER_MODELGROUP_DEFAULT, // non-specific models, for items that don't have particular link models
/* 4 */ PLAYER_MODELGROUP_4,
/* 5 */ PLAYER_MODELGROUP_TWO_HAND_SWORD,
/* 6 */ PLAYER_MODELGROUP_BOW,
/* 7 */ PLAYER_MODELGROUP_EXPLOSIVES,
/* 8 */ PLAYER_MODELGROUP_8,
/* 9 */ PLAYER_MODELGROUP_HOOKSHOT,
/* 10 */ PLAYER_MODELGROUP_DEKU_STICK,
/* 11 */ PLAYER_MODELGROUP_INSTRUMENT,
/* 12 */ PLAYER_MODELGROUP_BOTTLE,
/* 13 */ PLAYER_MODELGROUP_13,
/* 14 */ PLAYER_MODELGROUP_ZORA_BOOMERANG,
/* 15 */ PLAYER_MODELGROUP_MAX
} PlayerModelGroup;
typedef struct PlayerFaceIndices {
/* 0x0 */ u8 eyeIndex;
/* 0x1 */ u8 mouthIndex;
} PlayerFaceIndices; // size = 0x2
typedef enum PlayerEyes {
/* 0 */ PLAYER_EYES_OPEN,
/* 1 */ PLAYER_EYES_HALF,
/* 2 */ PLAYER_EYES_CLOSED,
/* 3 */ PLAYER_EYES_RIGHT,
/* 4 */ PLAYER_EYES_LEFT,
/* 5 */ PLAYER_EYES_UP,
/* 6 */ PLAYER_EYES_DOWN,
/* 7 */ PLAYER_EYES_WINCING, // For Goron, this is a surprised eye
/* 8 */ PLAYER_EYES_MAX
} PlayerEyes;
typedef enum PlayerMouth {
/* 0 */ PLAYER_MOUTH_CLOSED,
/* 1 */ PLAYER_MOUTH_HALF,
/* 2 */ PLAYER_MOUTH_OPEN,
/* 3 */ PLAYER_MOUTH_SMILE,
/* 4 */ PLAYER_MOUTH_MAX
} PlayerMouth;
typedef enum PlayerFace {
/* 0 */ PLAYER_FACE_NEUTRAL,
/* 1 */ PLAYER_FACE_NEUTRAL_BLINKING_HALF,
/* 2 */ PLAYER_FACE_NEUTRAL_BLINKING_CLOSED,
/* 3 */ PLAYER_FACE_NEUTRAL_2,
/* 4 */ PLAYER_FACE_NEUTRAL_BLINKING_HALF_2,
/* 5 */ PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2,
/* 6 */ PLAYER_FACE_LOOK_LEFT,
/* 7 */ PLAYER_FACE_SURPRISED,
/* 8 */ PLAYER_FACE_HURT,
/* 9 */ PLAYER_FACE_GASP,
/* 10 */ PLAYER_FACE_LOOK_RIGHT,
/* 11 */ PLAYER_FACE_LOOK_LEFT_2,
/* 12 */ PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN,
/* 13 */ PLAYER_FACE_OPENING,
/* 14 */ PLAYER_FACE_EYES_AND_MOUTH_OPEN,
/* 15 */ PLAYER_FACE_SMILE,
/* 16 */ PLAYER_FACE_MAX
} PlayerFace;
typedef enum PlayerLimb {
/* 0x00 */ PLAYER_LIMB_NONE,
/* 0x01 */ PLAYER_LIMB_ROOT,
/* 0x02 */ PLAYER_LIMB_WAIST,
/* 0x03 */ PLAYER_LIMB_LOWER_ROOT,
/* 0x04 */ PLAYER_LIMB_RIGHT_THIGH,
/* 0x05 */ PLAYER_LIMB_RIGHT_SHIN,
/* 0x06 */ PLAYER_LIMB_RIGHT_FOOT,
/* 0x07 */ PLAYER_LIMB_LEFT_THIGH,
/* 0x08 */ PLAYER_LIMB_LEFT_SHIN,
/* 0x09 */ PLAYER_LIMB_LEFT_FOOT,
/* 0x0A */ PLAYER_LIMB_UPPER_ROOT,
/* 0x0B */ PLAYER_LIMB_HEAD,
/* 0x0C */ PLAYER_LIMB_HAT,
/* 0x0D */ PLAYER_LIMB_COLLAR,
/* 0x0E */ PLAYER_LIMB_LEFT_SHOULDER,
/* 0x0F */ PLAYER_LIMB_LEFT_FOREARM,
/* 0x10 */ PLAYER_LIMB_LEFT_HAND,
/* 0x11 */ PLAYER_LIMB_RIGHT_SHOULDER,
/* 0x12 */ PLAYER_LIMB_RIGHT_FOREARM,
/* 0x13 */ PLAYER_LIMB_RIGHT_HAND,
/* 0x14 */ PLAYER_LIMB_SHEATH,
/* 0x15 */ PLAYER_LIMB_TORSO,
/* 0x16 */ PLAYER_LIMB_MAX
} PlayerLimb;
typedef enum PlayerBodyPart {
/* 0x00 */ PLAYER_BODYPART_WAIST, // PLAYER_LIMB_WAIST
/* 0x01 */ PLAYER_BODYPART_RIGHT_THIGH, // PLAYER_LIMB_RIGHT_THIGH
/* 0x02 */ PLAYER_BODYPART_RIGHT_SHIN, // PLAYER_LIMB_RIGHT_SHIN
/* 0x03 */ PLAYER_BODYPART_RIGHT_FOOT, // PLAYER_LIMB_RIGHT_FOOT
/* 0x04 */ PLAYER_BODYPART_LEFT_THIGH, // PLAYER_LIMB_LEFT_THIGH
/* 0x05 */ PLAYER_BODYPART_LEFT_SHIN, // PLAYER_LIMB_LEFT_SHIN
/* 0x06 */ PLAYER_BODYPART_LEFT_FOOT, // PLAYER_LIMB_LEFT_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_LEFT_SHOULDER, // PLAYER_LIMB_LEFT_SHOULDER
/* 0x0B */ PLAYER_BODYPART_LEFT_FOREARM, // PLAYER_LIMB_LEFT_FOREARM
/* 0x0C */ PLAYER_BODYPART_LEFT_HAND, // PLAYER_LIMB_LEFT_HAND
/* 0x0D */ PLAYER_BODYPART_RIGHT_SHOULDER, // PLAYER_LIMB_R_SHOULDER
/* 0x0E */ PLAYER_BODYPART_RIGHT_FOREARM, // PLAYER_LIMB_R_FOREARM
/* 0x0F */ PLAYER_BODYPART_RIGHT_HAND, // PLAYER_LIMB_R_HAND
/* 0x10 */ PLAYER_BODYPART_SHEATH, // PLAYER_LIMB_SHEATH
/* 0x11 */ PLAYER_BODYPART_TORSO, // PLAYER_LIMB_TORSO
/* 0x12 */ PLAYER_BODYPART_MAX
} PlayerBodyPart;
typedef struct PlayerAnimationFrame {
/* 0x000 */ Vec3s frameTable[PLAYER_LIMB_MAX];
/* 0x108 */ s16 appearanceInfo; // bitpack containing the face and hands info
} PlayerAnimationFrame; // size = 0x10A
#define PLAYER_LIMB_BUF_SIZE (ALIGN16(sizeof(PlayerAnimationFrame)) + 0xF)
#define GET_APPEARANCE_FROM_JOINT_TABLE(jointTable) (((PlayerAnimationFrame *)(jointTable))->appearanceInfo)
#define GET_EYE_INDEX_FROM_JOINT_TABLE(jointTable) ((GET_APPEARANCE_FROM_JOINT_TABLE(jointTable) & 0xF) - 1)
#define GET_MOUTH_INDEX_FROM_JOINT_TABLE(jointTable) (((GET_APPEARANCE_FROM_JOINT_TABLE(jointTable) >> 4) & 0xF) - 1)
// Note the returned value from this macro needs to be shifted
#define GET_LEFT_HAND_INDEX_FROM_JOINT_TABLE(jointTable) (GET_APPEARANCE_FROM_JOINT_TABLE(jointTable) & 0xF000)
#define GET_RIGHT_HAND_INDEX_FROM_JOINT_TABLE(jointTable) (GET_APPEARANCE_FROM_JOINT_TABLE(jointTable) & 0x0F00)
typedef enum PlayerLedgeClimbType {
/* 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;
#define LEDGE_DIST_MAX 399.96002f
typedef enum PlayerStickDirection {
/* -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;
// TODO: less dumb name
#define SFX_VOICE_BANK_SIZE 0x20
typedef struct PlayerAgeProperties {
/* 0x00 */ f32 ceilingCheckHeight;
/* 0x04 */ f32 shadowScale;
/* 0x08 */ f32 unk_08;
/* 0x0C */ f32 unk_0C;
/* 0x10 */ f32 unk_10;
/* 0x14 */ f32 unk_14; // compared to yDistToLedge
/* 0x18 */ f32 unk_18; // compared to yDistToLedge
/* 0x1C */ f32 unk_1C; // compared to yDistToLedge
/* 0x20 */ f32 unk_20; // unused?
/* 0x24 */ f32 unk_24; // water stuff // depthInWater
/* 0x28 */ f32 unk_28; // water stuff // depthInWater
/* 0x2C */ f32 unk_2C; // water stuff // depthInWater
/* 0x30 */ f32 unk_30; // water stuff // depthInWater
/* 0x34 */ f32 unk_34; // height?
/* 0x38 */ f32 wallCheckRadius;
/* 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[4];
/* 0x92 */ u16 voiceSfxIdOffset;
/* 0x94 */ u16 surfaceSfxIdOffset;
/* 0x98 */ f32 unk_98;
/* 0x9C */ f32 unk_9C;
/* 0xA0 */ PlayerAnimationHeader* openChestAnim;
/* 0xA4 */ PlayerAnimationHeader* timeTravelStartAnim; // OoT leftovers to interact with the Master Sword
/* 0xA8 */ PlayerAnimationHeader* timeTravelEndAnim; // OoT leftovers to interact with the Master Sword
/* 0xAC */ PlayerAnimationHeader* unk_AC;
/* 0xB0 */ PlayerAnimationHeader* unk_B0;
/* 0xB4 */ PlayerAnimationHeader* unk_B4[4];
/* 0xC4 */ PlayerAnimationHeader* unk_C4[2];
/* 0xCC */ PlayerAnimationHeader* unk_CC[2];
/* 0xD4 */ PlayerAnimationHeader* unk_D4[2];
} PlayerAgeProperties; // size = 0xDC
typedef struct {
/* 0x00 */ s32 active;
/* 0x04 */ Vec3f tip;
/* 0x10 */ Vec3f base;
} WeaponInfo; // size = 0x1C
typedef struct {
/* 0x00 */ u8 unk_00;
/* 0x01 */ u8 alpha;
/* 0x04 */ MtxF mf;
} struct_80122D44_arg1_unk_04; // size = 0x44
typedef struct {
/* 0x00 */ u8 unk_00;
/* 0x01 */ s8 unk_01;
/* 0x02 */ char unk_02[2]; // probably alignment padding
/* 0x04 */ struct_80122D44_arg1_unk_04 unk_04[4];
} struct_80122D44_arg1; // size >= 0x114
typedef struct PlayerOverrideInputEntry {
/* 0x0 */ s8 numPoints;
/* 0x1 */ s8 curPoint;
/* 0x4 */ Vec3s* targetPosList;
} PlayerOverrideInputEntry; // size = 0x8
typedef enum PlayerCsAction {
/* -1 */ PLAYER_CSACTION_NEG1 = -1, // Specific to Kafei, any negative number works
/* 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_END,
/* 0x07 */ PLAYER_CSACTION_WAIT,
/* 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, // Strangled by Wallmaster
/* 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, // Halt!
/* 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, // Look side-to-side with chin down
/* 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, // Give a big nod of approval
/* 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, // Look side-to-side with chin up
/* 0x52 */ PLAYER_CSACTION_82, // Close eyes and sway body in circles
/* 0x53 */ PLAYER_CSACTION_83,
/* 0x54 */ PLAYER_CSACTION_84, // Sucked by the moon
/* 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_103,
/* 0x68 */ PLAYER_CSACTION_104,
/* 0x69 */ PLAYER_CSACTION_105,
/* 0x6A */ PLAYER_CSACTION_106,
/* 0x6B */ PLAYER_CSACTION_107,
/* 0x6C */ PLAYER_CSACTION_108,
/* 0x6D */ PLAYER_CSACTION_109,
/* 0x6E */ PLAYER_CSACTION_110,
/* 0x6F */ PLAYER_CSACTION_111,
/* 0x70 */ PLAYER_CSACTION_112,
/* 0x71 */ PLAYER_CSACTION_113,
/* 0x72 */ PLAYER_CSACTION_114,
/* 0x73 */ PLAYER_CSACTION_115,
/* 0x74 */ PLAYER_CSACTION_116,
/* 0x75 */ PLAYER_CSACTION_117,
/* 0x76 */ PLAYER_CSACTION_118,
/* 0x77 */ PLAYER_CSACTION_119,
/* 0x78 */ PLAYER_CSACTION_120,
/* 0x79 */ PLAYER_CSACTION_121,
#if MM_VERSION >= N64_US
/* 0x7A */ PLAYER_CSACTION_122,
#endif
/* 0x7B */ PLAYER_CSACTION_123,
/* 0x7C */ PLAYER_CSACTION_124,
/* 0x7D */ PLAYER_CSACTION_125,
/* 0x7E */ PLAYER_CSACTION_126,
/* 0x7F */ PLAYER_CSACTION_127,
/* 0x80 */ PLAYER_CSACTION_128,
/* 0x81 */ PLAYER_CSACTION_129,
/* 0x82 */ PLAYER_CSACTION_130,
/* 0x83 */ PLAYER_CSACTION_131,
/* 0x84 */ PLAYER_CSACTION_132,
/* 0x85 */ PLAYER_CSACTION_133,
/* 0x86 */ PLAYER_CSACTION_134,
/* 0x87 */ PLAYER_CSACTION_135,
/* 0x88 */ PLAYER_CSACTION_136,
/* 0x89 */ PLAYER_CSACTION_137,
/* 0x8A */ PLAYER_CSACTION_138,
/* 0x8B */ PLAYER_CSACTION_139,
/* 0x8C */ PLAYER_CSACTION_MAX
} PlayerCsAction;
typedef enum PlayerCueId {
/* 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_78,
/* 0x4F */ PLAYER_CUEID_79,
/* 0x50 */ PLAYER_CUEID_80,
/* 0x51 */ PLAYER_CUEID_81,
/* 0x52 */ PLAYER_CUEID_82,
/* 0x53 */ PLAYER_CUEID_83,
/* 0x54 */ PLAYER_CUEID_84,
/* 0x55 */ PLAYER_CUEID_85,
/* 0x56 */ PLAYER_CUEID_86,
/* 0x57 */ PLAYER_CUEID_87,
/* 0x58 */ PLAYER_CUEID_88,
/* 0x59 */ PLAYER_CUEID_89,
/* 0x5A */ PLAYER_CUEID_90,
/* 0x5B */ PLAYER_CUEID_91,
/* 0x5C */ PLAYER_CUEID_MAX
} PlayerCueId;
//
#define PLAYER_STATE1_1 (1 << 0)
//
#define PLAYER_STATE1_2 (1 << 1)
// Climbing ledge
#define PLAYER_STATE1_4 (1 << 2)
//
#define PLAYER_STATE1_8 (1 << 3)
// Zora electric shield
#define PLAYER_STATE1_10 (1 << 4)
//
#define PLAYER_STATE1_20 (1 << 5)
// Currently talking to an actor. This includes item exchanges.
#define PLAYER_STATE1_TALKING (1 << 6)
// Player has died. Note that this gets set when the death cutscene has started, after landing from the air.
// This also gets set when either deku/zora forms touches lava floor, or goron form enters water and the scene resets.
#define PLAYER_STATE1_DEAD (1 << 7)
//
#define PLAYER_STATE1_100 (1 << 8)
//
#define PLAYER_STATE1_200 (1 << 9)
//
#define PLAYER_STATE1_400 (1 << 10)
// Currently carrying an actor
#define PLAYER_STATE1_CARRYING_ACTOR (1 << 11)
// Currently charging a spin attack (by holding down the B button)
#define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12)
//
#define PLAYER_STATE1_2000 (1 << 13)
//
#define PLAYER_STATE1_4000 (1 << 14)
// Either lock-on or parallel is active. This flag is never checked for and is practically unused.
#define PLAYER_STATE1_Z_TARGETING (1 << 15)
// Currently focusing on a friendly actor. Includes friendly lock-on, talking, and more. Usually does not include hostile actor lock-on, see `PLAYER_STATE3_HOSTILE_LOCK_ON`.
#define PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS (1 << 16)
// "Parallel" mode, Z-Target without an actor lock-on
#define PLAYER_STATE1_PARALLEL (1 << 17)
//
#define PLAYER_STATE1_40000 (1 << 18)
//
#define PLAYER_STATE1_80000 (1 << 19)
//
#define PLAYER_STATE1_100000 (1 << 20)
//
#define PLAYER_STATE1_200000 (1 << 21)
//
#define PLAYER_STATE1_400000 (1 << 22)
//
#define PLAYER_STATE1_800000 (1 << 23)
// Currently using the zora boomerang. This includes all phases (aiming, throwing, and catching).
#define PLAYER_STATE1_USING_ZORA_BOOMERANG (1 << 24)
// Zora boomerang has been thrown and is flying in the air
#define PLAYER_STATE1_ZORA_BOOMERANG_THROWN (1 << 25)
//
#define PLAYER_STATE1_4000000 (1 << 26)
// Swimming?
#define PLAYER_STATE1_8000000 (1 << 27)
//
#define PLAYER_STATE1_10000000 (1 << 28)
// Time is stopped but Link & NPC animations continue
#define PLAYER_STATE1_20000000 (1 << 29)
// Lock-on was released automatically, for example by leaving the lock-on leash range
#define PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE (1 << 30)
// Related to exit a grotto
#define PLAYER_STATE1_80000000 (1 << 31)
//
#define PLAYER_STATE2_1 (1 << 0)
// Can accept a talk offer. "Speak" or "Check" is shown on the A button.
#define PLAYER_STATE2_CAN_ACCEPT_TALK_OFFER (1 << 1)
//
#define PLAYER_STATE2_4 (1 << 2)
//
#define PLAYER_STATE2_8 (1 << 3)
//
#define PLAYER_STATE2_10 (1 << 4)
//
#define PLAYER_STATE2_20 (1 << 5)
//
#define PLAYER_STATE2_40 (1 << 6)
//
#define PLAYER_STATE2_80 (1 << 7)
//
#define PLAYER_STATE2_100 (1 << 8)
//
#define PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND (1 << 9)
//
#define PLAYER_STATE2_400 (1 << 10)
// Diving
#define PLAYER_STATE2_800 (1 << 11)
//
#define PLAYER_STATE2_1000 (1 << 12)
// Actor lock-on is active, specifically with Switch Targeting. Hold Targeting checks the state of the Z button instead of this flag.
#define PLAYER_STATE2_LOCK_ON_WITH_SWITCH (1 << 13)
//
#define PLAYER_STATE2_4000 (1 << 14)
//
#define PLAYER_STATE2_8000 (1 << 15)
//
#define PLAYER_STATE2_10000 (1 << 16)
// A non-magic spin attack
#define PLAYER_STATE2_20000 (1 << 17)
//
#define PLAYER_STATE2_40000 (1 << 18)
//
#define PLAYER_STATE2_80000 (1 << 19)
//
#define PLAYER_STATE2_100000 (1 << 20)
//
#define PLAYER_STATE2_200000 (1 << 21)
//
#define PLAYER_STATE2_400000 (1 << 22)
//
#define PLAYER_STATE2_800000 (1 << 23)
//
#define PLAYER_STATE2_1000000 (1 << 24)
//
#define PLAYER_STATE2_2000000 (1 << 25)
//
#define PLAYER_STATE2_4000000 (1 << 26)
// Playing the ocarina
#define PLAYER_STATE2_USING_OCARINA (1 << 27)
// Playing a fidget idle animation (under typical circumstances, see `Player_ChooseNextIdleAnim` for more info)
#define PLAYER_STATE2_IDLE_FIDGET (1 << 28)
// Disable drawing player
#define PLAYER_STATE2_20000000 (1 << 29)
// Lunge: small forward boost at the end of certain attack animations
#define PLAYER_STATE2_40000000 (1 << 30)
// Void-out
#define PLAYER_STATE2_80000000 (1 << 31)
// Ignores collision with floor?
#define PLAYER_STATE3_1 (1 << 0)
//
#define PLAYER_STATE3_2 (1 << 1)
//
#define PLAYER_STATE3_4 (1 << 2)
//
#define PLAYER_STATE3_8 (1 << 3)
//
#define PLAYER_STATE3_10 (1 << 4)
//
#define PLAYER_STATE3_20 (1 << 5)
//
#define PLAYER_STATE3_40 (1 << 6)
// Flying in the air with the hookshot as it pulls Player toward its destination
#define PLAYER_STATE3_FLYING_WITH_HOOKSHOT (1 << 7)
// Deku flower dive
#define PLAYER_STATE3_100 (1 << 8)
//
#define PLAYER_STATE3_200 (1 << 9)
//
#define PLAYER_STATE3_400 (1 << 10)
//
#define PLAYER_STATE3_800 (1 << 11)
// goron curled
#define PLAYER_STATE3_1000 (1 << 12)
//
#define PLAYER_STATE3_2000 (1 << 13)
//
#define PLAYER_STATE3_4000 (1 << 14)
// Swimming Zora
#define PLAYER_STATE3_8000 (1 << 15)
//
#define PLAYER_STATE3_10000 (1 << 16)
//
#define PLAYER_STATE3_20000 (1 << 17)
// Related to form Deku
#define PLAYER_STATE3_40000 (1 << 18)
//
#define PLAYER_STATE3_80000 (1 << 19)
//
#define PLAYER_STATE3_100000 (1 << 20)
// Deku hopping?
#define PLAYER_STATE3_200000 (1 << 21)
//
#define PLAYER_STATE3_400000 (1 << 22)
// A Zora boomerang has been caught this frame
#define PLAYER_STATE3_ZORA_BOOMERANG_CAUGHT (1 << 23)
//
#define PLAYER_STATE3_1000000 (1 << 24)
//
#define PLAYER_STATE3_2000000 (1 << 25)
//
#define PLAYER_STATE3_4000000 (1 << 26)
//
#define PLAYER_STATE3_8000000 (1 << 27)
//
#define PLAYER_STATE3_10000000 (1 << 28)
// breman mask march?
#define PLAYER_STATE3_20000000 (1 << 29)
// Item change process has begun
#define PLAYER_STATE3_START_CHANGING_HELD_ITEM (1 << 30)
// Currently locked onto a hostile actor. Triggers a "battle" variant of many actions.
#define PLAYER_STATE3_HOSTILE_LOCK_ON (1 << 31)
typedef enum PlayerUnkAA5 {
/* 0 */ PLAYER_UNKAA5_0,
/* 1 */ PLAYER_UNKAA5_1,
/* 2 */ PLAYER_UNKAA5_2,
/* 3 */ PLAYER_UNKAA5_3,
/* 4 */ PLAYER_UNKAA5_4,
/* 5 */ PLAYER_UNKAA5_5
} PlayerUnkAA5;
typedef void (*PlayerActionFunc)(struct Player* this, struct PlayState* play);
typedef s32 (*PlayerUpperActionFunc)(struct Player* this, struct PlayState* play);
typedef void (*AfterPutAwayFunc)(struct PlayState* play, struct Player* this);
#define UNKAA6_ROT_FOCUS_X (1 << 0)
#define UNKAA6_ROT_FOCUS_Y (1 << 1)
#define UNKAA6_ROT_FOCUS_Z (1 << 2)
#define UNKAA6_ROT_HEAD_X (1 << 3)
#define UNKAA6_ROT_HEAD_Y (1 << 4)
#define UNKAA6_ROT_HEAD_Z (1 << 5)
#define UNKAA6_ROT_UPPER_X (1 << 6)
#define UNKAA6_ROT_UPPER_Y (1 << 7)
#define UNKAA6_ROT_UPPER_Z (1 << 8)
typedef struct Player {
/* 0x000 */ Actor actor;
/* 0x144 */ s8 currentShield;
/* 0x145 */ s8 currentBoots;
/* 0x146 */ s8 heldItemButton;
/* 0x147 */ s8 heldItemAction; // PlayerItemAction enum
/* 0x148 */ u8 heldItemId; // ItemId enum
/* 0x149 */ s8 prevBoots;
/* 0x14A */ s8 itemAction; // PlayerItemAction enum
/* 0x14B */ u8 transformation; // PlayerTransformation enum
/* 0x14C */ u8 modelGroup; // PlayerModelGroup enum
/* 0x14D */ u8 nextModelGroup;
/* 0x14E */ s8 itemChangeType; // ItemChangeType enum
/* 0x14F */ u8 modelAnimType; // PlayerAnimType enum
/* 0x150 */ u8 leftHandType;
/* 0x151 */ u8 rightHandType;
/* 0x152 */ u8 sheathType;
/* 0x153 */ u8 currentMask; // PlayerMask enum
/* 0x154 */ s8 unk_154; // EquipSlot enum // Last pressed equip slot?
/* 0x155 */ u8 prevMask;
/* 0x158 */ Gfx** rightHandDLists;
/* 0x15C */ Gfx** leftHandDLists;
/* 0x160 */ Gfx** sheathDLists;
/* 0x164 */ Gfx** waistDLists;
/* 0x168 */ UNK_TYPE1 unk_168[0x4C];
/* 0x1B4 */ s16 unk_1B4;
/* 0x1B6 */ UNK_TYPE1 unk_1B6[0x2];
/* 0x1B8 */ u8 giObjectLoading;
/* 0x1BC */ DmaRequest giObjectDmaRequest;
/* 0x1DC */ OSMesgQueue giObjectLoadQueue;
/* 0x1F4 */ OSMesg giObjectLoadMsg;
/* 0x1F8 */ void* giObjectSegment;
/* 0x1FC */ u8 maskObjectLoadState;
/* 0x1FD */ s8 maskId;
/* 0x200 */ DmaRequest maskDmaRequest;
/* 0x220 */ OSMesgQueue maskObjectLoadQueue;
/* 0x238 */ OSMesg maskObjectLoadMsg;
/* 0x23C */ void* maskObjectSegment;
/* 0x240 */ SkelAnime skelAnime;
/* 0x284 */ SkelAnime skelAnimeUpper;
/* 0x2C8 */ SkelAnime unk_2C8;
/* 0x30C */ Vec3s jointTable[5];
/* 0x32A */ Vec3s morphTable[5];
/* 0x348 */ FaceChange faceChange;
/* 0x34C */ Actor* heldActor;
/* 0x350 */ PosRot leftHandWorld;
/* 0x364 */ Actor* rightHandActor;
/* 0x368 */ PosRot rightHandWorld;
/* 0x37C */ s8 doorType; // PlayerDoorType enum
/* 0x37D */ s8 doorDirection;
/* 0x37E */ s8 doorTimer;
/* 0x37F */ s8 doorNext; // used with spiral staircase
/* 0x380 */ Actor* doorActor;
/* 0x384 */ s16 getItemId; // GetItemId enum
/* 0x386 */ u16 getItemDirection;
/* 0x388 */ Actor* interactRangeActor;
/* 0x38C */ s8 mountSide;
/* 0x390 */ Actor* rideActor;
/* 0x394 */ u8 csAction; // PlayerCsAction enum
/* 0x395 */ u8 prevCsAction; // PlayerCsAction enum
/* 0x396 */ u8 cueId; // PlayerCueId enum
/* 0x397 */ u8 unk_397; // PlayerDoorType enum
/* 0x398 */ Actor* csActor; // Actor involved in a `csAction`. Typically the actor that invoked the cutscene.
/* 0x39C */ UNK_TYPE1 unk_39C[0x4];
/* 0x3A0 */ Vec3f unk_3A0;
/* 0x3AC */ Vec3f unk_3AC;
/* 0x3B8 */ u16 unk_3B8;
/* 0x3BA */ union {
s16 haltActorsDuringCsAction; // If true, halt actors belonging to certain categories during a `csAction`
s16 doorBgCamIndex; // `BgCamIndex` used during a sliding door and spiral staircase cutscenes
} cv; // "Cutscene Variable": context dependent variable that has different meanings depending on what function is called
/* 0x3BC */ s16 subCamId;
/* 0x3C0 */ Vec3f unk_3C0;
/* 0x3CC */ s16 unk_3CC;
/* 0x3CE */ s8 unk_3CE;
/* 0x3CF */ u8 unk_3CF;
/* 0x3D0 */ struct_80122D44_arg1 unk_3D0;
/* 0x4E4 */ UNK_TYPE1 unk_4E4[0x20];
/* 0x504 */ LightNode* lightNode;
/* 0x508 */ LightInfo lightInfo;
/* 0x518 */ ColliderCylinder cylinder;
/* 0x564 */ ColliderQuad meleeWeaponQuads[2];
/* 0x664 */ ColliderQuad shieldQuad;
/* 0x6E4 */ ColliderCylinder shieldCylinder;
/* 0x730 */ Actor* focusActor; // Actor that Player and the camera are looking at; Used for lock-on, talking, and more
/* 0x734 */ UNK_TYPE1 unk_734[0x4];
/* 0x738 */ s32 zTargetActiveTimer; // Non-zero values indicate Z-Targeting should update; Values under 5 indicate lock-on is releasing
/* 0x73C */ s32 meleeWeaponEffectIndex[3];
/* 0x748 */ PlayerActionFunc actionFunc;
/* 0x74C */ u8 jointTableBuffer[PLAYER_LIMB_BUF_SIZE];
/* 0x7EB */ u8 morphTableBuffer[PLAYER_LIMB_BUF_SIZE];
/* 0x88A */ u8 blendTableBuffer[PLAYER_LIMB_BUF_SIZE];
/* 0x929 */ u8 jointTableUpperBuffer[PLAYER_LIMB_BUF_SIZE];
/* 0x9C8 */ u8 morphTableUpperBuffer[PLAYER_LIMB_BUF_SIZE];
/* 0xA68 */ PlayerAgeProperties* ageProperties; // repurposed as "transformation properties"?
/* 0xA6C */ u32 stateFlags1;
/* 0xA70 */ u32 stateFlags2;
/* 0xA74 */ u32 stateFlags3;
/* 0xA78 */ Actor* autoLockOnActor; // Actor that is locked onto automatically without player input; see `Player_SetAutoLockOnActor`
/* 0xA7C */ Actor* zoraBoomerangActor; // Defaults to the left zora boomerang, but will switch to right if only the left boomerang is caught.
/* 0xA80 */ Actor* tatlActor;
/* 0xA84 */ s16 tatlTextId;
/* 0xA86 */ s8 csId;
/* 0xA87 */ s8 exchangeItemAction; // PlayerItemAction enum
/* 0xA88 */ Actor* talkActor;
/* 0xA8C */ f32 talkActorDistance;
/* 0xA90 */ Actor* ocarinaInteractionActor;
/* 0xA94 */ f32 ocarinaInteractionDistance;
/* 0xA98 */ UNK_TYPE1 unk_A98[0x4];
/* 0xA9C */ f32 secretRumbleCharge; // builds per frame until discharges with a rumble request
/* 0xAA0 */ f32 closestSecretDistSq; // Used to augment `secretRumbleCharge`. Cleared every frame
/* 0xAA4 */ s8 idleType;
/* 0xAA5 */ u8 unk_AA5; // PlayerUnkAA5 enum
/* 0xAA6 */ u16 unk_AA6_rotFlags; // See `UNKAA6_ROT_` macros. If its flag isn't set, a rot steps to 0.
/* 0xAA8 */ s16 upperLimbYawSecondary;
/* 0xAAA */ s16 unk_AAA;
/* 0xAAC */ Vec3s headLimbRot;
/* 0xAB2 */ Vec3s upperLimbRot;
/* 0xAB8 */ f32 unk_AB8;
/* 0xABC */ f32 unk_ABC;
/* 0xAC0 */ f32 unk_AC0;
/* 0xAC4 */ PlayerUpperActionFunc upperActionFunc; // Upper body/item action functions
/* 0xAC8 */ f32 skelAnimeUpperBlendWeight;
/* 0xACC */ s16 unk_ACC;
/* 0xACE */ s8 unk_ACE;
/* 0xACF */ u8 putAwayCooldownTimer; // Frames to wait before showing "Put Away" on A
/* 0xAD0 */ f32 speedXZ; // Controls horizontal speed, used for `actor.speed`. Current or target value depending on context.
/* 0xAD4 */ s16 yaw; // General yaw value, used both for world and shape rotation. Current or target value depending on context.
/* 0xAD6 */ s16 parallelYaw; // yaw in "parallel" mode, Z-Target without an actor lock-on
/* 0xAD8 */ u16 underwaterTimer;
/* 0xADA */ s8 meleeWeaponAnimation;
/* 0xADB */ s8 meleeWeaponState;
/* 0xADC */ s8 unk_ADC;
/* 0xADD */ s8 unk_ADD; // Some sort of combo counter
/* 0xADE */ u8 controlStickDataIndex; // cycles between 0 - 3. Used to index `controlStickSpinAngles` and `controlStickDirections`
/* 0xADF */ s8 controlStickSpinAngles[4]; // Stores a modified version of the control stick angle for the last 4 frames. Used for checking spins.
/* 0xAE3 */ s8 controlStickDirections[4]; // Stores the control stick direction (relative to shape yaw) for the last 4 frames. See `PlayerStickDirection`.
/* 0xAE7 */ union {
s8 actionVar1;
s8 startedAnim; // Player_Action_TimeTravelEnd: Started playing the animation that was previously frozen
s8 facingUpSlope; // Player_Action_SlideOnSlope: Facing uphill when sliding on a slope
} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
/* 0xAE8 */ union {
s16 actionVar2;
s16 fallDamageStunTimer; // Player_Action_Idle: Prevents any movement and shakes model up and down quickly to indicate fall damage stun
s16 animDelayTimer; // Player_Action_TimeTravelEnd: Delays playing animation until finished counting down
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
} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
/* 0xAEC */ f32 unk_AEC;
/* 0xAF0 */ union {
Vec3f unk_AF0[2];
f32 arr_AF0[6];
};
/* 0xB08 */ f32 unk_B08;
/* 0xB0C */ f32 unk_B0C;
/* 0xB10 */ f32 unk_B10[6];
/* 0xB28 */ s16 unk_B28; // Burning stick timer?
/* 0xB2A */ s8 getItemDrawIdPlusOne;
/* 0xB2B */ s8 unk_B2B;
/* 0xB2C */ f32 windSpeed;
/* 0xB30 */ s16 windAngleX;
/* 0xB32 */ s16 windAngleY;
/* 0xB34 */ f32 unk_B34;
/* 0xB38 */ f32 unk_B38;
/* 0xB3C */ f32 unk_B3C;
/* 0xB40 */ f32 unk_B40;
/* 0xB44 */ f32 unk_B44;
/* 0xB48 */ f32 unk_B48;
/* 0xB4C */ s16 unk_B4C;
/* 0xB4E */ s16 turnRate; // Amount angle is changed every frame when turning in place
/* 0xB50 */ f32 unk_B50;
/* 0xB54 */ f32 yDistToLedge; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground if found
/* 0xB58 */ f32 distToInteractWall; // xyz distance to the interact wall
/* 0xB5C */ u8 ledgeClimbType; // see PlayerLedgeClimbType enum
/* 0xB5D */ u8 ledgeClimbDelayTimer;
/* 0xB5E */ u8 textboxBtnCooldownTimer; // Prevents usage of A/B/C-up when counting down
/* 0xB5F */ u8 unk_B5F;
/* 0xB60 */ u16 blastMaskTimer;
/* 0xB62 */ s16 unk_B62;
/* 0xB64 */ u8 unk_B64;
/* 0xB65 */ u8 bodyShockTimer;
/* 0xB66 */ u8 unk_B66;
/* 0xB67 */ u8 remainingHopsCounter; // Deku hopping on water
/* 0xB68 */ s16 fallStartHeight; // last truncated Y position before falling
/* 0xB6A */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down)
/* 0xB6C */ s16 floorPitch; // angle of the floor slope in the direction of current world yaw (positive for ascending slope)
/* 0xB6E */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful
/* 0xB70 */ s16 unk_B70;
/* 0xB72 */ u16 floorSfxOffset;
/* 0xB74 */ u8 unk_B74;
/* 0xB75 */ u8 unk_B75;
/* 0xB76 */ s16 unk_B76;
/* 0xB78 */ f32 unk_B78;
/* 0xB7C */ f32 unk_B7C;
/* 0xB80 */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
/* 0xB84 */ s16 pushedYaw; // Yaw of direction in which player is being pushed
/* 0xB86 */ s16 unk_B86[2]; // unknown length
/* 0xB8A */ s16 unk_B8A;
/* 0xB8C */ s16 unk_B8C;
/* 0xB8E */ s16 unk_B8E;
/* 0xB90 */ s16 unk_B90;
/* 0xB92 */ s16 unk_B92;
/* 0xB94 */ s16 unk_B94;
/* 0xB96 */ s16 unk_B96;
/* 0xB98 */ WeaponInfo meleeWeaponInfo[3];
/* 0xBEC */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
/* 0xCC4 */ MtxF leftHandMf;
/* 0xD04 */ MtxF shieldMf;
/* 0xD44 */ u8 bodyIsBurning;
/* 0xD45 */ u8 bodyFlameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
/* 0xD57 */ u8 unk_D57;
/* 0xD58 */ AfterPutAwayFunc afterPutAwayFunc; // See `Player_SetupWaitForPutAway` and `Player_Action_WaitForPutAway`
/* 0xD5C */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
/* 0xD5D */ u8 floorTypeTimer; // Unused remnant of OoT
/* 0xD5E */ u8 floorProperty; // FloorProperty enum
/* 0xD5F */ u8 prevFloorType; // Unused remnant of OoT
/* 0xD60 */ f32 prevControlStickMagnitude;
/* 0xD64 */ s16 prevControlStickAngle;
/* 0xD66 */ u16 prevFloorSfxOffset;
/* 0xD68 */ s16 unk_D68;
/* 0xD6A */ s8 unk_D6A;
/* 0xD6B */ u8 unk_D6B;
/* 0xD6C */ Vec3f unk_D6C; // previous body part 0 position
} Player; // size = 0xD78
// z_player_call.c functions
void PlayerCall_Init(Actor* thisx, struct PlayState* play);
void PlayerCall_Destroy(Actor* thisx, struct PlayState* play);
void PlayerCall_Update(Actor* thisx, struct PlayState* play);
void PlayerCall_Draw(Actor* thisx, struct PlayState* play);
// z_actor.c functions
f32 Player_GetHeight(Player* player);
f32 Player_GetRunSpeedLimit(Player* player);
bool func_800B7118(Player* player);
bool func_800B7128(Player* player);
bool func_800B715C(struct PlayState* play);
void Player_SetCameraHorseSetting(struct PlayState* play, Player* player);
void Player_MountHorse(struct PlayState* play, Player* player, Actor* horse);
s32 Player_SetCsAction(struct PlayState* play, Actor* csActor, u8 csAction);
s32 Player_SetCsActionWithHaltedActors(struct PlayState* play, Actor* csActor, u8 csAction);
s32 Player_IsFacingActor(Actor* actor, s16 maxAngleDiff, struct PlayState* play);
PlayerItemAction Player_GetExchangeItemAction(struct PlayState* play);
void func_800B8D10(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, s32 arg5, u32 arg6);
void func_800B8D50(struct PlayState* play, Actor* actor, f32 arg2, s16 yaw, f32 arg4, u32 arg5);
void func_800B8D98(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
void func_800B8DD4(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
void func_800B8E1C(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
void Player_PlaySfx(Player* player, u16 sfxId);
// z_player_lib.c
s32 func_801226E0(struct PlayState* play, s32 arg1);
s32 Player_InitOverrideInput(struct PlayState* play, PlayerOverrideInputEntry* inputEntry, u32 numPoints, Vec3s* targetPosList);
s32 Player_UpdateOverrideInput(struct PlayState* play, PlayerOverrideInputEntry* inputEntry, f32 distXZRange);
void func_80122868(struct PlayState* play, Player* player);
void func_801229A0(struct PlayState* play, Player* player);
void Player_DoNothing(Actor* thisx, struct PlayState* play);
void func_801229FC(Player* player);
void func_80122BA4(struct PlayState* play, struct_80122D44_arg1* arg1, s32 arg2, s32 alpha);
void func_80122C20(struct PlayState* play, struct_80122D44_arg1* arg1);
void func_80122D44(struct PlayState* play, struct_80122D44_arg1* arg1);
u8 Player_MaskIdToItemId(s32 maskIdMinusOne);
s32 Player_GetCurMaskItemId(struct PlayState* play);
void func_80122F28(Player* player);
bool Player_IsBackJumping(struct PlayState* play);
bool Player_IsSideJumping(struct PlayState* play);
void func_8012300C(struct PlayState* play, s32 arg1);
void func_8012301C(Actor* thisx, struct PlayState* play2);
void func_80123140(struct PlayState* play, Player* player);
bool Player_InBlockingCsMode(struct PlayState* play, Player* player);
bool Player_InCsMode(struct PlayState* play);
bool Player_CheckHostileLockOn(Player* player);
bool Player_FriendlyLockOnOrParallel(Player* player);
bool func_80123448(struct PlayState* play);
bool Player_IsGoronOrDeku(Player* player);
bool func_801234D4(struct PlayState* play);
bool func_80123590(struct PlayState* play, Actor* actor);
ItemId Player_GetItemOnButton(struct PlayState* play, Player* player, EquipSlot slot);
PlayerItemAction func_80123810(struct PlayState* play);
PlayerModelGroup Player_ActionToModelGroup(Player* player, PlayerItemAction itemAction);
void Player_SetModelsForHoldingShield(Player* player);
void Player_SetModels(Player* player, PlayerModelGroup modelGroup);
void Player_SetModelGroup(Player* player, PlayerModelGroup modelGroup);
void func_80123C58(Player* player);
void Player_SetEquipmentData(struct PlayState* play, Player* player);
void Player_UpdateBottleHeld(struct PlayState* play, Player* player, ItemId itemId, PlayerItemAction itemAction);
void Player_ReleaseLockOn(Player* player);
void Player_ClearZTargeting(Player* player);
void Player_SetAutoLockOnActor(struct PlayState* play, Actor* actor);
s32 Player_SetBButtonAmmo(struct PlayState* play, s32 ammo);
bool Player_IsBurningStickInRange(struct PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);
u8 Player_GetStrength(void);
s32 Player_GetMask(struct PlayState* play);
void Player_RemoveMask(struct PlayState* play);
bool Player_HasMirrorShieldEquipped(struct PlayState* play);
bool Player_IsHoldingMirrorShield(struct PlayState* play);
bool Player_IsHoldingHookshot(Player* player);
bool func_801240DC(Player* player);
PlayerBButtonSword Player_BButtonSwordFromIA(Player* player, PlayerItemAction itemAction);
PlayerBButtonSword Player_GetHeldBButtonSword(Player* player);
PlayerMeleeWeapon Player_MeleeWeaponFromIA(PlayerItemAction itemAction);
PlayerMeleeWeapon Player_GetMeleeWeaponHeld(Player* player);
s32 Player_IsHoldingTwoHandedWeapon(Player* player);
PlayerBottle Player_BottleFromIA(Player* player, PlayerItemAction itemAction);
PlayerBottle Player_GetBottleHeld(Player* Player);
PlayerExplosive Player_ExplosiveFromIA(Player* player, PlayerItemAction itemAction);
PlayerExplosive Player_GetExplosiveHeld(Player* player);
PlayerSword Player_SwordFromIA(Player* player, PlayerItemAction itemAction);
bool func_801242B4(Player* player);
s32 Player_GetEnvironmentalHazard(struct PlayState* play);
void Player_UpdateBunnyEars(Player* player);
void func_80124618(struct_80124618 arg0[], f32 curFrame, Vec3f* arg2);
void Player_DrawImpl(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, PlayerTransformation playerForm, s32 boots, s32 face, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor);
void func_80125318(Vec3f* arg0, Vec3s* arg1);
void Player_DrawZoraShield(struct PlayState* play, Player* player);
void func_80125500(struct PlayState* play, Player* player, s32 limbIndex, Vec3f* pos, Vec3s* rot);
s32 Player_OverrideLimbDrawGameplayDefault(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
s32 Player_OverrideLimbDrawGameplayFirstPerson(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
s32 Player_OverrideLimbDrawGameplayCrawling(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx);
s32 func_80126440(struct PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase);
void Player_DrawGetItem(struct PlayState* play, Player* player);
void func_80126B8C(struct PlayState* play, Player* player);
s32 func_80127438(struct PlayState* play, Player* player, s32 currentMask);
s32 func_80128640(struct PlayState* play, Player* player, Gfx* dList);
void Player_SetFeetPos(struct PlayState* play, Player* player, s32 limbIndex);
void Player_PostLimbDrawGameplay(struct PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot, Actor* actor);
extern FlexSkeletonHeader* gPlayerSkeletons[PLAYER_FORM_MAX];
extern PlayerModelIndices gPlayerModelTypes[];
extern struct_80124618 D_801C03A0[];
extern struct_80124618 D_801C0490[];
extern Gfx gCullBackDList[];
extern Gfx gCullFrontDList[];
// object_table.c
extern s16 gPlayerFormObjectIds[PLAYER_FORM_MAX];
#endif
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