diff options
| author | Anghelo Carvajal <angheloalf95@gmail.com> | 2023-11-21 12:13:29 -0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-11-21 12:13:29 -0300 |
| commit | 2b4610670fcd577d0684fdc912e8c81155845062 (patch) | |
| tree | 6f162899be4c16ae8ac2d0e17696ee932bc5792c /include | |
| parent | 76f81833b6ab5d62ca52d27c188e57da1b9707ee (diff) | |
Move player-related function declarations to `z64player.h` (#1480)
* Move player function declarations to z64player.h
* rename Actor_MountHorse to Player_MountHorse and similar functions
* whoops
* add missing includes
* format
* whoops
Diffstat (limited to 'include')
| -rw-r--r-- | include/functions.h | 96 | ||||
| -rw-r--r-- | include/z64player.h | 112 |
2 files changed, 115 insertions, 93 deletions
diff --git a/include/functions.h b/include/functions.h index ec4837487..754d35d2f 100644 --- a/include/functions.h +++ b/include/functions.h @@ -296,18 +296,9 @@ f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint); void Actor_OffsetOfPointInActorCoords(Actor* actor, Vec3f* offset, Vec3f* point); f32 Actor_HeightDiff(Actor* actor1, Actor* actor2); void Actor_SetControlStickData(PlayState* play, Input* input, f32 controlStickMagnitude, s16 controlStickAngle); -f32 Player_GetHeight(Player* player); -f32 Player_GetRunSpeedLimit(Player* player); -bool func_800B7118(Player* player); -bool func_800B7128(Player* player); -bool func_800B715C(PlayState* play); -void Actor_SetCameraHorseSetting(PlayState* play, Player* player); -void Actor_MountHorse(PlayState* play, Player* player, Actor* horse); -s32 Player_SetCsAction(PlayState* play, Actor* csActor, u8 csAction); -s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* csActor, u8 csAction); + void func_800B72F8(DynaPolyActor* dyna, f32 extraPushForce, s16 yRotation); -s32 Player_IsFacingActor(Actor* actor, s16 maxAngleDiff, PlayState* play); s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngleDiff); s32 Actor_IsFacingPlayer(Actor* actor, s16 angle); s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngleDiff); @@ -331,7 +322,7 @@ s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 radius); s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play); s32 Actor_TextboxIsClosing(Actor* actor, PlayState* play); s32 Actor_ChangeFocus(Actor* actor1, PlayState* play, Actor* actor2); -PlayerItemAction Player_GetExchangeItemAction(PlayState* play); + s32 func_800B8718(Actor* actor, GameState* gameState); s32 func_800B874C(Actor* actor, PlayState* play, f32 xzRange, f32 yRange); s32 func_800B8804(Actor* actor, PlayState* play, f32 xzRange); @@ -349,12 +340,7 @@ void Actor_SetClosestSecretDistance(Actor* actor, PlayState* play); s32 Actor_HasRider(PlayState* play, Actor* horse); s32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide); s32 Actor_HasNoRider(PlayState* play, Actor* horse); -void func_800B8D10(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6); -void func_800B8D50(PlayState* play, Actor* actor, f32 arg2, s16 yaw, f32 arg4, u32 arg5); -void func_800B8D98(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4); -void func_800B8DD4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5); -void func_800B8E1C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4); -void Player_PlaySfx(Player* player, u16 sfxId); + void Actor_PlaySfx(Actor* actor, u16 sfxId); void Actor_PlaySfx_SurfaceBomb(PlayState* play, Actor* actor); void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId); @@ -766,82 +752,6 @@ Path* Path_GetByIndex(PlayState* play, s16 index, s16 indexNone); f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw); void Path_CopyLastPoint(Path* path, Vec3f* dest); -s32 func_801226E0(PlayState* play, s32 arg1); -s32 Player_InitOverrideInput(PlayState* play, PlayerOverrideInputEntry* inputEntry, u32 numPoints, Vec3s* targetPosList); -s32 Player_UpdateOverrideInput(PlayState* play, PlayerOverrideInputEntry* inputEntry, f32 distXZRange); -void func_80122868(PlayState* play, Player* player); -void func_801229A0(PlayState* play, Player* player); -void func_801229EC(Actor* thisx, PlayState* play); -void func_801229FC(Player* player); -void func_80122BA4(PlayState* play, struct_80122D44_arg1* arg1, s32 arg2, s32 alpha); -void func_80122C20(PlayState* play, struct_80122D44_arg1* arg1); -void func_80122D44(PlayState* play, struct_80122D44_arg1* arg1); -u8 Player_MaskIdToItemId(s32 maskIdMinusOne); -s32 Player_GetCurMaskItemId(PlayState* play); -void func_80122F28(Player* player); -bool func_80122F9C(PlayState* play); -bool func_80122FCC(PlayState* play); -void func_8012300C(PlayState* play, s32 arg1); -void func_8012301C(Actor* thisx, PlayState* play2); -void func_80123140(PlayState* play, Player* player); -bool Player_InBlockingCsMode(PlayState* play, Player* player); -bool Player_InCsMode(PlayState* play); -bool func_80123420(Player* player); -bool func_80123434(Player* player); -bool func_80123448(PlayState* play); -bool Player_IsGoronOrDeku(Player* player); -bool func_801234D4(PlayState* play); -bool func_80123590(PlayState* play, Actor* actor); -ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot); -PlayerItemAction func_80123810(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(PlayState* play, Player* player); -void Player_UpdateBottleHeld(PlayState* play, Player* player, ItemId itemId, PlayerItemAction itemAction); -void Player_Untarget(Player* player); -void func_80123DC0(Player* player); -void func_80123E90(PlayState* play, Actor* actor); -s32 func_80123F2C(PlayState* play, s32 ammo); -bool Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange); -u8 Player_GetStrength(void); -u8 Player_GetMask(PlayState* play); -void Player_RemoveMask(PlayState* play); -bool Player_HasMirrorShieldEquipped(PlayState* play); -bool Player_IsHoldingMirrorShield(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(PlayState* play); -void Player_UpdateBunnyEars(Player* player); -void func_80124618(struct_80124618 arg0[], f32 curFrame, Vec3f* arg2); -void Player_DrawImpl(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(PlayState* play, Player* player); -void func_80125500(PlayState* play, Player* player, s32 limbIndex, Vec3f* pos, Vec3s* rot); -s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor); -s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor); -s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx); -s32 func_80126440(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase); -void Player_DrawGetItem(PlayState* play, Player* player); -void func_80126B8C(PlayState* play, Player* player); -s32 func_80127438(PlayState* play, Player* player, s32 currentMask); -s32 func_80128640(PlayState* play, Player* player, Gfx* dlist); -void Player_SetFeetPos(PlayState* play, Player* player, s32 limbIndex); -void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot, Actor* actor); - void Room_Noop(PlayState* play, Room* room, Input* input, s32 arg3); void Room_Init(PlayState* play, RoomContext* roomCtx); size_t Room_AllocateAndLoad(PlayState* play, RoomContext* roomCtx); diff --git a/include/z64player.h b/include/z64player.h index ba6470095..8a09e1395 100644 --- a/include/z64player.h +++ b/include/z64player.h @@ -4,8 +4,12 @@ #include "alignment.h" #include "PR/os.h" #include "z64actor.h" +#include "z64interface.h" +#include "z64item.h" +#include "z64light.h" struct Player; +struct PlayState; typedef enum PlayerShield { /* 0 */ PLAYER_SHIELD_NONE, @@ -1310,4 +1314,112 @@ typedef struct Player { /* 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, u32 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 functions + +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 func_801229EC(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 func_80122F9C(struct PlayState* play); +bool func_80122FCC(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 func_80123420(Player* player); +bool func_80123434(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_Untarget(Player* player); +void func_80123DC0(Player* player); +void func_80123E90(struct PlayState* play, Actor* actor); +s32 func_80123F2C(struct PlayState* play, s32 ammo); +bool Player_IsBurningStickInRange(struct PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange); +u8 Player_GetStrength(void); +u8 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); + #endif |
