#ifndef M_LIB_H #define M_LIB_H #include "ultra64.h" #include "z64math.h" #include "overlays/gamestates/ovl_play/m_play.h" #include "color.h" #include "sys_math.h" typedef struct { u32 cont: 1; u32 type: 4; u32 offset: 11; s32 value: 16; } ValueSet; typedef void (*ValueSetProc)(u8*, ValueSet*); extern ValueSetProc D_80107B00_jp[]; void mem_copy(u8* dest, u8* src, size_t len); void mem_clear(u8* ptr, size_t len, u8 value); s32 mem_cmp(u8* ptr1, u8* ptr2, size_t len); f32 cos_s(s16 angle); f32 sin_s(s16 angle); s32 chase_angle(s16* pValue, s16 target, s16 step); s32 chase_s(s16* pValue, s16 target, s16 step); s32 chase_f(f32* pValue, f32 target, f32 step); s32 chase_angle2(s16* pValue, s16 limit, s16 step); s32 chase_s2(s16* pValue, s16 limit, s16 step); s32 chase_s3(s16* pValue, s16 target, s16 step); s32 chase_f2(f32* pValue, f32 limit, f32 step); s32 chase_f3(f32* pValue, f32 target, f32 incrStep, f32 decrStep); void inter_float(f32* pValue, f32 arg1, s32 stepCount); void stick_ratio_set(f32* magnitude, s16* angle, Input* input); s16 get_random_timer(s16 base, s16 range); s16 get_random_pattern_timer(s16 base, s16 stride, s16 range); void xyz_t_move(xyz_t* dest, xyz_t* src); void xyz_t_move_s_xyz(xyz_t* dest, s_xyz* src); void xyz_t_add(xyz_t* augend, xyz_t* addend, xyz_t* total); void xyz_t_sub(xyz_t* minuend, xyz_t* subtrahend, xyz_t* diff); void xyz_t_sub_ss(xyz_t* dest, s_xyz* minuend, s_xyz* subtrahend); void xyz_t_mult_v(xyz_t* multiplicand, f32 multiplier); f32 search_position_distance(xyz_t* subtrahend, xyz_t* minuend); f32 search_position_distance2(xyz_t* subtrahend, xyz_t* minuend, xyz_t* dest); f32 search_position_distanceXZ(xyz_t* subtrahend, xyz_t* minuend); f32 search_position_high(xyz_t* subtrahend, xyz_t* minuend); s16 search_position_angleY(xyz_t* subtrahend, xyz_t* minuend); s16 search_position_angleX(xyz_t* subtrahend, xyz_t* minuend); void ValueSet_process(u8* ptr, ValueSet* values); void ValueSet__s_char(u8* ptr, ValueSet* value_set); void ValueSet__u_char(u8* ptr, ValueSet* value_set); void ValueSet__s_short(u8* ptr, ValueSet* value_set); void ValueSet__u_short(u8* ptr, ValueSet* value_set); void ValueSet__s_int(u8* ptr, ValueSet* value_set); void ValueSet__u_int(u8* ptr, ValueSet* value_set); void ValueSet__float(u8* ptr, ValueSet* value_set); void ValueSet__float_x1000(u8* ptr, ValueSet* value_set); void ValueSet__xyz_t(u8* ptr, ValueSet* value_set); void ValueSet__xyz_t_x1000(u8* ptr, ValueSet* value_set); void ValueSet__s_xyz(u8* ptr, ValueSet* value_set); f32 add_calc(f32* pValue, f32 target, f32 fraction, f32 step, f32 minStep); void add_calc2(f32* pValue, f32 target, f32 fraction, f32 step); void add_calc0(f32* pValue, f32 fraction, f32 step); f32 add_calc_a(f32* pValue, f32 target, f32 fraction, f32 step, f32 minStep); s16 add_calc_short_angle2(s16* pValue, s16 target, f32 fraction, s16 step, s16 minStep); s16 add_calc_short_angle3(s16* pValue, s16 target, f32 fraction, s16 maxStep, s16 minStep); void adds(s16* pValue, s16 target, s16 scale, s16 maxStep); void rgba_t_move(Color_RGBA8* dest, Color_RGBA8* src); s32 none_proc1(); void none_proc2(Actor* actor, struct Game_Play* play); void Cheap_gfx_display(struct Game_Play* play, Gfx* dl); void Cheap_gfx_display_xlu(struct Game_Play* play, Gfx* dl); s32 _Game_play_isPause(struct Game_Play* play); void* Lib_SegmentedToVirtual(void* ptr); void* Lib_SegmentedToVirtualNull(void* ptr); void* PhysicalToVirtual(uintptr_t ptr); void* PhysicalToVirtualNull(uintptr_t ptr); f32 check_percent_abs(f32 x, f32 min, f32 max, f32 scale, s32 shiftMin); f32 get_percent_forAccelBrake(f32 x, f32 min, f32 max, f32 accelRange, f32 brakeRange); void Game_play_Projection_Trans(struct Game_Play* play, xyz_t* src, xyz_t* dst); f32 get_percent(s32 max, s32 min, s32 x); #endif