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z_player_lib.c
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2108 lines (1794 loc) · 85.6 KB
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#include "libc64/math64.h"
#include "gfx.h"
#include "gfx_setupdl.h"
#include "regs.h"
#include "segmented_address.h"
#include "sys_matrix.h"
#include "versions.h"
#include "z_lib.h"
#include "draw.h"
#include "effect.h"
#include "play_state.h"
#include "player.h"
#include "save.h"
#include "skin_matrix.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_link_boy/object_link_boy.h"
#include "assets/objects/object_link_child/object_link_child.h"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 pal-1.0:0" \
"pal-1.1:0"
typedef struct BowSlingshotStringData {
/* 0x00 */ Gfx* dList;
/* 0x04 */ Vec3f pos;
} BowSlingshotStringData; // size = 0x10
FlexSkeletonHeader* gPlayerSkelHeaders[] = { &gLinkAdultSkel, &gLinkChildSkel };
s16 sBootData[PLAYER_BOOTS_MAX][17] = {
// PLAYER_BOOTS_KOKIRI
{
200, // REG(19)
FRAMERATE_CONST(1000, 1200), // REG(30)
FRAMERATE_CONST(300, 360), // REG(32)
700, // REG(34)
FRAMERATE_CONST(550, 660), // REG(35)
FRAMERATE_CONST(270, 324), // REG(36)
600, // REG(37)
FRAMERATE_CONST(350, 420), // REG(38)
800, // R_DECELERATE_RATE
600, // R_RUN_SPEED_LIMIT
-100, // REG(68)
600, // REG(69)
590, // IREG(66)
750, // IREG(67)
125, // IREG(68)
200, // IREG(69)
FRAMERATE_CONST(130, 156), // MREG(95)
},
// PLAYER_BOOTS_IRON
{
200, // REG(19)
FRAMERATE_CONST(1000, 1200), // REG(30)
FRAMERATE_CONST(300, 360), // REG(32)
700, // REG(34)
FRAMERATE_CONST(550, 660), // REG(35)
FRAMERATE_CONST(270, 324), // REG(36)
1000, // REG(37)
FRAMERATE_CONST(0, 0), // REG(38)
800, // R_DECELERATE_RATE
300, // R_RUN_SPEED_LIMIT
-160, // REG(68)
600, // REG(69)
590, // IREG(66)
750, // IREG(67)
125, // IREG(68)
200, // IREG(69)
FRAMERATE_CONST(130, 156), // MREG(95)
},
// PLAYER_BOOTS_HOVER
{
200, // REG(19)
FRAMERATE_CONST(1000, 1200), // REG(30)
FRAMERATE_CONST(300, 360), // REG(32)
700, // REG(34)
FRAMERATE_CONST(550, 660), // REG(35)
FRAMERATE_CONST(270, 324), // REG(36)
600, // REG(37)
FRAMERATE_CONST(600, 720), // REG(38)
800, // R_DECELERATE_RATE
550, // R_RUN_SPEED_LIMIT
-100, // REG(68)
600, // REG(69)
540, // IREG(66)
270, // IREG(67)
25, // IREG(68)
0, // IREG(69)
FRAMERATE_CONST(130, 156), // MREG(95)
},
// PLAYER_BOOTS_INDOOR
{
200, // REG(19)
FRAMERATE_CONST(1000, 1200), // REG(30)
FRAMERATE_CONST(300, 360), // REG(32)
700, // REG(34)
FRAMERATE_CONST(380, 456), // REG(35)
FRAMERATE_CONST(400, 480), // REG(36)
0, // REG(37)
FRAMERATE_CONST(300, 360), // REG(38)
800, // R_DECELERATE_RATE
500, // R_RUN_SPEED_LIMIT
-100, // REG(68)
600, // REG(69)
590, // IREG(66)
750, // IREG(67)
125, // IREG(68)
200, // IREG(69)
FRAMERATE_CONST(130, 156), // MREG(95)
},
// PLAYER_BOOTS_IRON_UNDERWATER
{
80, // REG(19)
FRAMERATE_CONST(800, 960), // REG(30)
FRAMERATE_CONST(150, 180), // REG(32)
700, // REG(34)
FRAMERATE_CONST(480, 576), // REG(35)
FRAMERATE_CONST(270, 324), // REG(36)
600, // REG(37)
FRAMERATE_CONST(50, 60), // REG(38)
800, // R_DECELERATE_RATE
550, // R_RUN_SPEED_LIMIT
-40, // REG(68)
400, // REG(69)
540, // IREG(66)
270, // IREG(67)
25, // IREG(68)
0, // IREG(69)
FRAMERATE_CONST(80, 96), // MREG(95)
},
// PLAYER_BOOTS_KOKIRI_CHILD
{
200, // REG(19)
FRAMERATE_CONST(1000, 1200), // REG(30)
FRAMERATE_CONST(300, 360), // REG(32)
800, // REG(34)
FRAMERATE_CONST(500, 600), // REG(35)
FRAMERATE_CONST(400, 480), // REG(36)
800, // REG(37)
FRAMERATE_CONST(400, 480), // REG(38)
800, // R_DECELERATE_RATE
550, // R_RUN_SPEED_LIMIT
-100, // REG(68)
600, // REG(69)
540, // IREG(66)
750, // IREG(67)
125, // IREG(68)
400, // IREG(69)
FRAMERATE_CONST(200, 240), // MREG(95)
},
};
// Used to map item actions to model groups
u8 sActionModelGroups[PLAYER_IA_MAX] = {
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NONE
PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_CS
PLAYER_MODELGROUP_10, // PLAYER_IA_FISHING_POLE
PLAYER_MODELGROUP_SWORD_AND_SHIELD, // PLAYER_IA_SWORD_MASTER
PLAYER_MODELGROUP_SWORD_AND_SHIELD, // PLAYER_IA_SWORD_KOKIRI
PLAYER_MODELGROUP_BGS, // PLAYER_IA_SWORD_BIGGORON
PLAYER_MODELGROUP_10, // PLAYER_IA_DEKU_STICK
PLAYER_MODELGROUP_HAMMER, // PLAYER_IA_HAMMER
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_FIRE
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_ICE
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_LIGHT
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0C
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0D
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0E
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_SLINGSHOT
PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_HOOKSHOT
PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_LONGSHOT
PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMB
PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMBCHU
PLAYER_MODELGROUP_BOOMERANG, // PLAYER_IA_BOOMERANG
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_15
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_16
PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_MAGIC_SPELL_17
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FARORES_WIND
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NAYRUS_LOVE
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DINS_FIRE
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DEKU_NUT
PLAYER_MODELGROUP_OCARINA, // PLAYER_IA_OCARINA_FAIRY
PLAYER_MODELGROUP_OOT, // PLAYER_IA_OCARINA_OF_TIME
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FISH
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FIRE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BUG
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BIG_POE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_RUTOS_LETTER
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_RED
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_BLUE
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_GREEN
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_FULL
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_HALF
PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FAIRY
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ZELDAS_LETTER
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_WEIRD_EGG
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CHICKEN
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_BEAN
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_EGG
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_CUCCO
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_COJIRO
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_MUSHROOM
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_POTION
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POACHERS_SAW
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BROKEN_GORONS_SWORD
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_PRESCRIPTION
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FROG
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_EYEDROPS
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CLAIM_CHECK
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_KEATON
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SKULL
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SPOOKY
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_BUNNY_HOOD
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GORON
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_ZORA
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GERUDO
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_TRUTH
PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_LENS_OF_TRUTH
};
typedef struct EnvHazardTextTriggerEntry {
/* 0x0 */ u8 flag;
/* 0x2 */ u16 textId;
} EnvHazardTextTriggerEntry; // size = 0x4
EnvHazardTextTriggerEntry sEnvHazardTextTriggers[] = {
{ ENV_HAZARD_TEXT_TRIGGER_HOTROOM, 0x3040 }, // PLAYER_ENV_HAZARD_HOTROOM - 1
{ ENV_HAZARD_TEXT_TRIGGER_UNDERWATER, 0x401D }, // PLAYER_ENV_HAZARD_UNDERWATER_FLOOR - 1
{ 0, 0x0000 }, // PLAYER_ENV_HAZARD_SWIMMING - 1
{ ENV_HAZARD_TEXT_TRIGGER_UNDERWATER, 0x401D }, // PLAYER_ENV_HAZARD_UNDERWATER_FREE - 1
};
// Used to map model groups to model types for [animation, left hand, right hand, sheath, waist]
u8 gPlayerModelTypes[PLAYER_MODELGROUP_MAX][PLAYER_MODELGROUPENTRY_MAX] = {
/* PLAYER_MODELGROUP_0 */
{ PLAYER_ANIMTYPE_2, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_SHIELD, PLAYER_MODELTYPE_SHEATH_16,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD */
{ PLAYER_ANIMTYPE_1, PLAYER_MODELTYPE_LH_SWORD, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_19,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_SWORD_AND_SHIELD */
{ PLAYER_ANIMTYPE_1, PLAYER_MODELTYPE_LH_SWORD, PLAYER_MODELTYPE_RH_SHIELD, PLAYER_MODELTYPE_SHEATH_17,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_DEFAULT */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_4 */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_BGS */
{ PLAYER_ANIMTYPE_3, PLAYER_MODELTYPE_LH_BGS, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_19,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_BOW_SLINGSHOT */
{ PLAYER_ANIMTYPE_4, PLAYER_MODELTYPE_LH_CLOSED, PLAYER_MODELTYPE_RH_BOW_SLINGSHOT, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_EXPLOSIVES */
{ PLAYER_ANIMTYPE_5, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_BOOMERANG */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_BOOMERANG, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_HOOKSHOT */
{ PLAYER_ANIMTYPE_4, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_HOOKSHOT, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_10 */
{ PLAYER_ANIMTYPE_3, PLAYER_MODELTYPE_LH_CLOSED, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_HAMMER */
{ PLAYER_ANIMTYPE_3, PLAYER_MODELTYPE_LH_HAMMER, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_OCARINA */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OCARINA, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_OOT */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_OPEN, PLAYER_MODELTYPE_RH_OOT, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_BOTTLE */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_BOTTLE, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_SWORD */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_SWORD, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_19,
PLAYER_MODELTYPE_WAIST },
};
Gfx* sPlayerRightHandShieldDLs[PLAYER_SHIELD_MAX * 4] = {
// PLAYER_SHIELD_NONE
gLinkAdultRightHandClosedNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightHandClosedFarDL,
// PLAYER_SHIELD_DEKU
gLinkAdultRightHandClosedNearDL,
gLinkChildRightFistAndDekuShieldNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightFistAndDekuShieldFarDL,
// PLAYER_SHIELD_HYLIAN
gLinkAdultRightHandHoldingHylianShieldNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandHoldingHylianShieldFarDL,
gLinkChildRightHandClosedFarDL,
// PLAYER_SHIELD_MIRROR
gLinkAdultRightHandHoldingMirrorShieldNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandHoldingMirrorShieldFarDL,
gLinkChildRightHandClosedFarDL,
};
Gfx* D_80125D28[(PLAYER_SHIELD_MAX + 2) * 4] = {
// PLAYER_SHIELD_NONE
gLinkAdultMasterSwordAndSheathNearDL,
gLinkChildSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL,
gLinkChildSwordAndSheathFarDL,
// PLAYER_SHIELD_DEKU
gLinkAdultMasterSwordAndSheathNearDL,
gLinkChildDekuShieldSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL,
gLinkChildDekuShieldSwordAndSheathFarDL,
// PLAYER_SHIELD_HYLIAN
gLinkAdultHylianShieldSwordAndSheathNearDL,
gLinkChildHylianShieldSwordAndSheathNearDL,
gLinkAdultHylianShieldSwordAndSheathFarDL,
gLinkChildHylianShieldSwordAndSheathFarDL,
// PLAYER_SHIELD_MIRROR
gLinkAdultMirrorShieldSwordAndSheathNearDL,
gLinkChildSwordAndSheathNearDL,
gLinkAdultMirrorShieldSwordAndSheathFarDL,
gLinkChildSwordAndSheathFarDL,
// PLAYER_SHIELD_NONE (child, no sword)
NULL,
NULL,
NULL,
NULL,
// PLAYER_SHIELD_DEKU (child, no sword)
NULL,
gLinkChildDekuShieldWithMatrixDL,
NULL,
gLinkChildDekuShieldWithMatrixDL,
};
Gfx* D_80125D88[(PLAYER_SHIELD_MAX + 2) * 4] = {
// PLAYER_SHIELD_NONE
gLinkAdultSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildSheathFarDL,
// PLAYER_SHIELD_DEKU
gLinkAdultSheathNearDL,
gLinkChildDekuShieldAndSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildDekuShieldAndSheathFarDL,
// PLAYER_SHIELD_HYLIAN
gLinkAdultHylianShieldAndSheathNearDL,
gLinkChildHylianShieldAndSheathNearDL,
gLinkAdultHylianShieldAndSheathFarDL,
gLinkChildHylianShieldAndSheathFarDL,
// PLAYER_SHIELD_MIRROR
gLinkAdultMirrorShieldAndSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultMirrorShieldAndSheathFarDL,
gLinkChildSheathFarDL,
// PLAYER_SHIELD_NONE (child, no sword)
NULL,
NULL,
NULL,
NULL,
// PLAYER_SHIELD_DEKU (child, no sword)
gLinkAdultSheathNearDL,
gLinkChildDekuShieldWithMatrixDL,
gLinkAdultSheathNearDL,
gLinkChildDekuShieldWithMatrixDL,
};
Gfx* gPlayerLeftHandBgsDLs[] = {
// biggoron sword
gLinkAdultLeftHandHoldingBgsNearDL,
gLinkChildLeftHandHoldingMasterSwordDL,
gLinkAdultLeftHandHoldingBgsFarDL,
gLinkChildLeftHandHoldingMasterSwordDL,
// broken giant knife
gLinkAdultHandHoldingBrokenGiantsKnifeDL,
gLinkChildLeftHandHoldingMasterSwordDL,
gLinkAdultHandHoldingBrokenGiantsKnifeFarDL,
gLinkChildLeftHandHoldingMasterSwordDL,
};
Gfx* gPlayerLeftHandOpenDLs[] = {
gLinkAdultLeftHandNearDL,
gLinkChildLeftHandNearDL,
gLinkAdultLeftHandFarDL,
gLinkChildLeftHandFarDL,
};
Gfx* gPlayerLeftHandClosedDLs[] = {
gLinkAdultLeftHandClosedNearDL,
gLinkChildLeftFistNearDL,
gLinkAdultLeftHandClosedFarDL,
gLinkChildLeftFistFarDL,
};
// Identical to `sPlayerLeftHandSwordDLs` and unused
Gfx* sPlayerLeftHandSwordDLs2[] = {
gLinkAdultLeftHandHoldingMasterSwordNearDL,
gLinkChildLeftFistAndKokiriSwordNearDL,
gLinkAdultLeftHandHoldingMasterSwordFarDL,
gLinkChildLeftFistAndKokiriSwordFarDL,
};
Gfx* sPlayerLeftHandSwordDLs[] = {
gLinkAdultLeftHandHoldingMasterSwordNearDL,
gLinkChildLeftFistAndKokiriSwordNearDL,
gLinkAdultLeftHandHoldingMasterSwordFarDL,
gLinkChildLeftFistAndKokiriSwordFarDL,
};
Gfx* sPlayerRightHandOpenDLs[] = {
gLinkAdultRightHandNearDL,
gLinkChildRightHandNearDL,
gLinkAdultRightHandFarDL,
gLinkChildRightHandFarDL,
};
Gfx* sPlayerRightHandClosedDLs[] = {
gLinkAdultRightHandClosedNearDL,
gLinkChildRightHandClosedNearDL,
gLinkAdultRightHandClosedFarDL,
gLinkChildRightHandClosedFarDL,
};
Gfx* sPlayerRightHandBowSlingshotDLs[] = {
gLinkAdultRightHandHoldingBowNearDL,
gLinkChildRightHandHoldingSlingshotNearDL,
gLinkAdultRightHandHoldingBowFarDL,
gLinkChildRightHandHoldingSlingshotFarDL,
};
Gfx* D_80125E78[] = {
gLinkAdultMasterSwordAndSheathNearDL,
gLinkChildSwordAndSheathNearDL,
gLinkAdultMasterSwordAndSheathFarDL,
gLinkChildSwordAndSheathFarDL,
};
Gfx* D_80125E88[] = {
gLinkAdultSheathNearDL,
gLinkChildSheathNearDL,
gLinkAdultSheathFarDL,
gLinkChildSheathFarDL,
};
Gfx* sPlayerWaistDLs[] = {
gLinkAdultWaistNearDL,
gLinkChildWaistNearDL,
gLinkAdultWaistFarDL,
gLinkChildWaistFarDL,
};
// Identical to `sPlayerRightHandBowSlingshotDLs` and unused
Gfx* sPlayerRightHandBowSlingshotDLs2[] = {
gLinkAdultRightHandHoldingBowNearDL,
gLinkChildRightHandHoldingSlingshotNearDL,
gLinkAdultRightHandHoldingBowFarDL,
gLinkChildRightHandHoldingSlingshotFarDL,
};
Gfx* sPlayerRightHandOcarinaDLs[] = {
gLinkAdultRightHandHoldingOotNearDL,
gLinkChildRightHandHoldingFairyOcarinaNearDL,
gLinkAdultRightHandHoldingOotFarDL,
gLinkChildRightHandHoldingFairyOcarinaFarDL,
};
Gfx* sPlayerRightHandOotDLs[] = {
gLinkAdultRightHandHoldingOotNearDL,
gLinkChildRightHandAndOotNearDL,
gLinkAdultRightHandHoldingOotFarDL,
gLinkChildRightHandHoldingOOTFarDL,
};
Gfx* sPlayerRightHandHookshotDLs[] = {
gLinkAdultRightHandHoldingHookshotNearDL,
gLinkChildRightHandNearDL,
gLinkAdultRightHandHoldingHookshotNearDL, // The 'far' display list exists but is not used
gLinkChildRightHandFarDL,
};
Gfx* sPlayerLeftHandHammerDLs[] = {
gLinkAdultLeftHandHoldingHammerNearDL,
gLinkChildLeftHandNearDL,
gLinkAdultLeftHandHoldingHammerFarDL,
gLinkChildLeftHandFarDL,
};
Gfx* gPlayerLeftHandBoomerangDLs[] = {
gLinkAdultLeftHandNearDL,
gLinkChildLeftFistAndBoomerangNearDL,
gLinkAdultLeftHandFarDL,
gLinkChildLeftFistAndBoomerangFarDL,
};
Gfx* sPlayerLeftHandBottleDLs[] = {
gLinkAdultLeftHandOutNearDL,
gLinkChildLeftHandUpNearDL,
gLinkAdultLeftHandOutNearDL,
gLinkChildLeftHandUpNearDL,
};
Gfx* sFirstPersonLeftForearmDLs[] = {
gLinkAdultRightArmOutNearDL,
NULL,
};
Gfx* sFirstPersonLeftHandDLs[] = {
gLinkAdultRightHandOutNearDL,
NULL,
};
Gfx* sFirstPersonRightShoulderDLs[] = {
gLinkAdultRightShoulderNearDL,
gLinkChildRightShoulderNearDL,
};
Gfx* sFirstPersonForearmDLs[] = {
gLinkAdultLeftArmOutNearDL,
NULL,
};
Gfx* sFirstPersonRightHandHoldingWeaponDLs[] = {
gLinkAdultRightHandHoldingBowFirstPersonDL,
gLinkChildRightArmStretchedSlingshotDL,
};
// Indexed by model types (left hand, right hand, sheath or waist)
Gfx** sPlayerDListGroups[PLAYER_MODELTYPE_MAX] = {
gPlayerLeftHandOpenDLs, // PLAYER_MODELTYPE_LH_OPEN
gPlayerLeftHandClosedDLs, // PLAYER_MODELTYPE_LH_CLOSED
sPlayerLeftHandSwordDLs, // PLAYER_MODELTYPE_LH_SWORD
sPlayerLeftHandSwordDLs2, // PLAYER_MODELTYPE_LH_SWORD_2
gPlayerLeftHandBgsDLs, // PLAYER_MODELTYPE_LH_BGS
sPlayerLeftHandHammerDLs, // PLAYER_MODELTYPE_LH_HAMMER
gPlayerLeftHandBoomerangDLs, // PLAYER_MODELTYPE_LH_BOOMERANG
sPlayerLeftHandBottleDLs, // PLAYER_MODELTYPE_LH_BOTTLE
sPlayerRightHandOpenDLs, // PLAYER_MODELTYPE_RH_OPEN
sPlayerRightHandClosedDLs, // PLAYER_MODELTYPE_RH_CLOSED
sPlayerRightHandShieldDLs, // PLAYER_MODELTYPE_RH_SHIELD
sPlayerRightHandBowSlingshotDLs, // PLAYER_MODELTYPE_RH_BOW_SLINGSHOT
sPlayerRightHandBowSlingshotDLs2, // PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2
sPlayerRightHandOcarinaDLs, // PLAYER_MODELTYPE_RH_OCARINA
sPlayerRightHandOotDLs, // PLAYER_MODELTYPE_RH_OOT
sPlayerRightHandHookshotDLs, // PLAYER_MODELTYPE_RH_HOOKSHOT
D_80125E78, // PLAYER_MODELTYPE_SHEATH_16
D_80125E88, // PLAYER_MODELTYPE_SHEATH_17
D_80125D28, // PLAYER_MODELTYPE_SHEATH_18
D_80125D88, // PLAYER_MODELTYPE_SHEATH_19
sPlayerWaistDLs, // PLAYER_MODELTYPE_WAIST
};
Gfx gCullBackDList[] = {
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
Gfx gCullFrontDList[] = {
gsSPSetGeometryMode(G_CULL_FRONT),
gsSPEndDisplayList(),
};
Vec3f* sCurBodyPartPos;
s32 sDListsLodOffset;
Vec3f sGetItemRefPos;
s32 sLeftHandType;
s32 sRightHandType;
void Player_SetBootData(PlayState* play, Player* this) {
s32 currentBoots;
s16* bootRegs;
REG(27) = 2000;
REG(48) = 370;
currentBoots = this->currentBoots;
if (currentBoots == PLAYER_BOOTS_KOKIRI) {
if (!LINK_IS_ADULT) {
currentBoots = PLAYER_BOOTS_KOKIRI_CHILD;
}
} else if (currentBoots == PLAYER_BOOTS_IRON) {
if (this->stateFlags1 & PLAYER_STATE1_27) {
currentBoots = PLAYER_BOOTS_IRON_UNDERWATER;
}
REG(27) = 500;
REG(48) = 100;
}
bootRegs = sBootData[currentBoots];
REG(19) = bootRegs[0];
REG(30) = bootRegs[1];
REG(32) = bootRegs[2];
REG(34) = bootRegs[3];
REG(35) = bootRegs[4];
REG(36) = bootRegs[5];
REG(37) = bootRegs[6];
REG(38) = bootRegs[7];
R_DECELERATE_RATE = bootRegs[8];
R_RUN_SPEED_LIMIT = bootRegs[9];
REG(68) = bootRegs[10];
REG(69) = bootRegs[11];
IREG(66) = bootRegs[12];
IREG(67) = bootRegs[13];
IREG(68) = bootRegs[14];
IREG(69) = bootRegs[15];
MREG(95) = bootRegs[16];
if (play->roomCtx.curRoom.type == ROOM_TYPE_INDOORS) {
R_RUN_SPEED_LIMIT = 500;
}
}
int Player_InBlockingCsMode(PlayState* play, Player* this) {
return (this->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_29)) || (this->csAction != PLAYER_CSACTION_NONE) ||
(play->transitionTrigger == TRANS_TRIGGER_START) || (this->stateFlags1 & PLAYER_STATE1_0) ||
(this->stateFlags3 & PLAYER_STATE3_FLYING_WITH_HOOKSHOT) ||
((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0));
}
int Player_InCsMode(PlayState* play) {
Player* this = GET_PLAYER(play);
return Player_InBlockingCsMode(play, this) || (this->unk_6AD == 4);
}
/**
* Checks if Player is currently locked onto a hostile actor.
* `PLAYER_STATE1_HOSTILE_LOCK_ON` controls Player's "battle" response to hostile actors.
*
* Note that within Player, `Player_UpdateHostileLockOn` exists, which updates the flag and also returns the check.
* Player can use this function instead if the flag should be checked, but not updated.
*/
s32 Player_CheckHostileLockOn(Player* this) {
return (this->stateFlags1 & PLAYER_STATE1_HOSTILE_LOCK_ON);
}
int Player_IsChildWithHylianShield(Player* this) {
return gSaveContext.save.linkAge != LINK_AGE_ADULT && (this->currentShield == PLAYER_SHIELD_HYLIAN);
}
s32 Player_ActionToModelGroup(Player* this, s32 itemAction) {
s32 modelGroup = sActionModelGroups[itemAction];
if ((modelGroup == PLAYER_MODELGROUP_SWORD_AND_SHIELD) && Player_IsChildWithHylianShield(this)) {
// child, using kokiri sword with hylian shield equipped
return PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD;
} else {
return modelGroup;
}
}
void Player_SetModelsForHoldingShield(Player* this) {
if ((this->stateFlags1 & PLAYER_STATE1_SHIELDING) &&
((this->itemAction < 0) || (this->itemAction == this->heldItemAction))) {
if (!Player_HoldsTwoHandedWeapon(this) && !Player_IsChildWithHylianShield(this)) {
this->rightHandType = PLAYER_MODELTYPE_RH_SHIELD;
this->rightHandDLists =
sPlayerDListGroups[PLAYER_MODELTYPE_RH_SHIELD] + ((void)0, gSaveContext.save.linkAge);
if (this->sheathType == PLAYER_MODELTYPE_SHEATH_18) {
this->sheathType = PLAYER_MODELTYPE_SHEATH_16;
} else if (this->sheathType == PLAYER_MODELTYPE_SHEATH_19) {
this->sheathType = PLAYER_MODELTYPE_SHEATH_17;
}
this->sheathDLists = sPlayerDListGroups[this->sheathType] + ((void)0, gSaveContext.save.linkAge);
this->modelAnimType = PLAYER_ANIMTYPE_2;
this->itemAction = -1;
}
}
}
void Player_SetModels(Player* this, s32 modelGroup) {
this->leftHandType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_LEFT_HAND];
this->rightHandType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_RIGHT_HAND];
this->sheathType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_SHEATH];
this->leftHandDLists = sPlayerDListGroups[gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_LEFT_HAND]] +
((void)0, gSaveContext.save.linkAge);
this->rightHandDLists = sPlayerDListGroups[gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_RIGHT_HAND]] +
((void)0, gSaveContext.save.linkAge);
this->sheathDLists = sPlayerDListGroups[gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_SHEATH]] +
((void)0, gSaveContext.save.linkAge);
this->waistDLists = sPlayerDListGroups[gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_WAIST]] +
((void)0, gSaveContext.save.linkAge);
Player_SetModelsForHoldingShield(this);
}
void Player_SetModelGroup(Player* this, s32 modelGroup) {
this->modelGroup = modelGroup;
if (modelGroup == PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD) {
this->modelAnimType = PLAYER_ANIMTYPE_0;
} else {
this->modelAnimType = gPlayerModelTypes[modelGroup][PLAYER_MODELGROUPENTRY_ANIM];
}
if ((this->modelAnimType < PLAYER_ANIMTYPE_3) && (this->currentShield == PLAYER_SHIELD_NONE)) {
this->modelAnimType = PLAYER_ANIMTYPE_0;
}
Player_SetModels(this, modelGroup);
}
void func_8008EC70(Player* this) {
this->itemAction = this->heldItemAction;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemAction));
this->unk_6AD = 0;
}
void Player_SetEquipmentData(PlayState* play, Player* this) {
if (this->csAction != PLAYER_CSACTION_86) {
this->currentShield = SHIELD_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD));
this->currentTunic = TUNIC_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC));
this->currentBoots = BOOTS_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS));
this->currentSwordItemId = B_BTN_ITEM;
Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemAction));
Player_SetBootData(play, this);
}
}
void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 itemAction) {
Inventory_UpdateBottleItem(play, item, this->heldItemButton);
if (item != ITEM_BOTTLE_EMPTY) {
this->heldItemId = item;
this->heldItemAction = itemAction;
}
this->itemAction = itemAction;
}
void Player_ReleaseLockOn(Player* this) {
this->focusActor = NULL;
this->stateFlags2 &= ~PLAYER_STATE2_LOCK_ON_WITH_SWITCH;
}
/**
* This function aims to clear Z-Target related state when it isn't in use.
* It also handles setting a specific free fall related state that is interntwined with Z-Targeting.
* TODO: Learn more about this and give a name to PLAYER_STATE1_19
*/
void Player_ClearZTargeting(Player* this) {
if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
(this->stateFlags1 & (PLAYER_STATE1_21 | PLAYER_STATE1_23 | PLAYER_STATE1_27)) ||
(!(this->stateFlags1 & (PLAYER_STATE1_18 | PLAYER_STATE1_19)) &&
((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) {
this->stateFlags1 &= ~(PLAYER_STATE1_Z_TARGETING | PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS | PLAYER_STATE1_PARALLEL |
PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE);
} else if (!(this->stateFlags1 & (PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_21))) {
this->stateFlags1 |= PLAYER_STATE1_19;
}
Player_ReleaseLockOn(this);
}
/**
* Sets the "auto lock-on actor" to lock onto an actor without Player's input.
* This function will first release any existing lock-on or (try to) release parallel.
*
* When using Switch Targeting, it is not possible to carry an auto lock-on actor into a normal
* lock-on when the auto lock-on is finished.
* This is because the `PLAYER_STATE2_LOCK_ON_WITH_SWITCH` flag is never set with an auto lock-on.
* With Hold Targeting it is possible to keep the auto lock-on going by keeping the Z button held down.
*
* The auto lock-on is considered "friendly" even if the actor is actually hostile. If the auto lock-on is hostile,
* Player's battle response will not occur (if he is actionable) and the camera behaves differently.
* When transitioning from auto lock-on to normal lock-on (with Hold Targeting) there will be a noticeable change
* when it switches from "friendly" mode to "hostile" mode.
*/
void Player_SetAutoLockOnActor(PlayState* play, Actor* actor) {
Player* this = GET_PLAYER(play);
Player_ClearZTargeting(this);
this->focusActor = actor;
this->autoLockOnActor = actor;
this->stateFlags1 |= PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS;
Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, actor);
Camera_RequestMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_Z_TARGET_FRIENDLY);
}
s32 func_8008EF30(PlayState* play) {
Player* this = GET_PLAYER(play);
return (this->stateFlags1 & PLAYER_STATE1_23);
}
s32 func_8008EF44(PlayState* play, s32 ammo) {
play->shootingGalleryStatus = ammo + 1;
return 1;
}
int Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) {
Player* this = GET_PLAYER(play);
Vec3f diff;
s32 pad;
if ((this->heldItemAction == PLAYER_IA_DEKU_STICK) && (this->unk_860 != 0)) {
Math_Vec3f_Diff(MELEE_WEAPON_INFO_TIP(&this->meleeWeaponInfo[0]), 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(PlayState* play) {
Player* this = GET_PLAYER(play);
return this->currentMask;
}
Player* Player_UnsetMask(PlayState* play) {
Player* this = GET_PLAYER(play);
this->currentMask = PLAYER_MASK_NONE;
return this;
}
s32 Player_HasMirrorShieldEquipped(PlayState* play) {
Player* this = GET_PLAYER(play);
return (this->currentShield == PLAYER_SHIELD_MIRROR);
}
int Player_HasMirrorShieldSetToDraw(PlayState* play) {
Player* this = GET_PLAYER(play);
return (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) && (this->currentShield == PLAYER_SHIELD_MIRROR);
}
s32 Player_ActionToMagicSpell(Player* this, s32 itemAction) {
s32 magicSpell = itemAction - PLAYER_IA_MAGIC_SPELL_15;
if ((magicSpell >= 0) && (magicSpell < 6)) {
return magicSpell;
} else {
return -1;
}
}
int Player_HoldsHookshot(Player* this) {
return (this->heldItemAction == PLAYER_IA_HOOKSHOT) || (this->heldItemAction == PLAYER_IA_LONGSHOT);
}
int func_8008F128(Player* this) {
return Player_HoldsHookshot(this) && (this->heldActor == NULL);
}
s32 Player_ActionToMeleeWeapon(s32 itemAction) {
s32 meleeWeapon = itemAction - PLAYER_IA_FISHING_POLE;
if ((meleeWeapon > 0) && (meleeWeapon < 6)) {
return meleeWeapon;
} else {
return 0;
}
}
s32 Player_GetMeleeWeaponHeld(Player* this) {
return Player_ActionToMeleeWeapon(this->heldItemAction);
}
s32 Player_HoldsTwoHandedWeapon(Player* this) {
if ((this->heldItemAction >= PLAYER_IA_SWORD_BIGGORON) && (this->heldItemAction <= PLAYER_IA_HAMMER)) {
return 1;
} else {
return 0;
}
}
int Player_HoldsBrokenKnife(Player* this) {
return (this->heldItemAction == PLAYER_IA_SWORD_BIGGORON) &&
(gSaveContext.save.info.playerData.swordHealth <= 0.0f);
}
s32 Player_ActionToBottle(Player* this, s32 itemAction) {
s32 bottle = itemAction - PLAYER_IA_BOTTLE;
if ((bottle >= 0) && (bottle < 13)) {
return bottle;
} else {
return -1;
}
}
s32 Player_GetBottleHeld(Player* this) {
return Player_ActionToBottle(this, this->heldItemAction);
}
s32 Player_ActionToExplosive(Player* this, s32 itemAction) {
s32 explosive = itemAction - PLAYER_IA_BOMB;
if ((explosive >= 0) && (explosive < 2)) {
return explosive;
} else {
return -1;
}
}
s32 Player_GetExplosiveHeld(Player* this) {
return Player_ActionToExplosive(this, this->heldItemAction);
}
s32 func_8008F2BC(Player* this, s32 itemAction) {
s32 sword = 0;
if (itemAction != PLAYER_IA_SWORD_CS) {
sword = itemAction - PLAYER_IA_SWORD_MASTER;
if ((sword < 0) || (sword >= 3)) {
goto return_neg;
}
}
return sword;
return_neg:
return -1;
}
s32 Player_GetEnvironmentalHazard(PlayState* play) {
Player* this = GET_PLAYER(play);
EnvHazardTextTriggerEntry* triggerEntry;
s32 envHazard;
if (play->roomCtx.curRoom.environmentType == ROOM_ENV_HOT) { // Room is hot
envHazard = PLAYER_ENV_HAZARD_HOTROOM - 1;
} else if ((this->underwaterTimer > 80) &&
((this->currentBoots == PLAYER_BOOTS_IRON) || (this->underwaterTimer >= 300))) {
envHazard = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND))
? (PLAYER_ENV_HAZARD_UNDERWATER_FLOOR - 1)
: (PLAYER_ENV_HAZARD_UNDERWATER_FREE - 1);
} else if (this->stateFlags1 & PLAYER_STATE1_27) { // Swimming
envHazard = PLAYER_ENV_HAZARD_SWIMMING - 1;
} else {
return PLAYER_ENV_HAZARD_NONE;
}
triggerEntry = &sEnvHazardTextTriggers[envHazard];
if (!Player_InCsMode(play)) {
if ((triggerEntry->flag != 0) && !(gSaveContext.envHazardTextTriggerFlags & triggerEntry->flag) &&
(((envHazard == (PLAYER_ENV_HAZARD_HOTROOM - 1)) && (this->currentTunic != PLAYER_TUNIC_GORON)) ||
(((envHazard == (PLAYER_ENV_HAZARD_UNDERWATER_FLOOR - 1)) ||
(envHazard == (PLAYER_ENV_HAZARD_UNDERWATER_FREE - 1))) &&
(this->currentBoots == PLAYER_BOOTS_IRON) && (this->currentTunic != PLAYER_TUNIC_ZORA)))) {
Message_StartTextbox(play, triggerEntry->textId, NULL);
gSaveContext.envHazardTextTriggerFlags |= triggerEntry->flag;
}
}
return envHazard + 1;
}
PlayerFaceIndices sPlayerFaces[PLAYER_FACE_MAX] = {
// The first 6 faces defined must be default blinking faces. See relevant code in `Player_UpdateCommon`.
{ PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL
{ PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF
{ PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED
// This duplicate set of blinking faces is defined because Player will choose between the first and second set
// based on gameplayFrames. See relevant code in `Player_UpdateCommon`.
// This, in theory, allows for psuedo-random variance in the faces used. But in practice, duplicate faces are used.
{ PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_2
{ PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF_2
{ PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2
// The rest of these faces go unused. Face data encoded within animations handles all other faces.
{ PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT
{ PLAYER_EYES_WIDE, PLAYER_MOUTH_HALF }, // PLAYER_FACE_SURPRISED
{ PLAYER_EYES_WINCING, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_HURT
{ PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_GASP
{ PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT
{ PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT_2
{ PLAYER_EYES_CLOSED, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN
{ PLAYER_EYES_HALF, PLAYER_MOUTH_HALF }, // PLAYER_FACE_OPENING
{ PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_AND_MOUTH_OPEN
{ PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_3
};
/**
* Link's eyes and mouth textures are placed at the exact same place in adult and child Link's respective object files.