#ifndef _FUNCTIONS_H_ #define _FUNCTIONS_H_ #include "ultra64.h" #include "common.h" #include "map.h" #include "enums.h" #include "stdlib/stdarg.h" #include "libc/xstdio.h" f32 fabsf(f32 f); f64 fabs(f64 f); f32 cosine(s16 arg0); void nuBoot(void); void boot_idle(void* data); void boot_main(void* data); void is_debug_init(void); void is_debug_panic(const char* message, char* file, s32 line); f32 signF(f32 val); s32 func_8002ACDC(void); void load_obfuscation_shims(void); void* heap_malloc(s32 size); void* _heap_malloc(HeapNode* head, u32 size); void* _heap_malloc_tail(HeapNode* head, u32 size); u32 _heap_free(HeapNode* heapNodeList, void* addrToFree); void* _heap_realloc(HeapNode* heapNodeList, void* addr, u32 newSize); HeapNode* _heap_create(HeapNode* addr, u32 size); u32 dma_copy(Addr romStart, Addr romEnd, void* vramDest); f32 rand_float(void); void copy_matrix(Matrix4f src, Matrix4f dest); s8 set_global_byte(s32 index, s32 value); s32 get_global_byte(s32 index); s32 set_global_flag(s32 index); s32 clear_global_flag(s32 index); s32 get_global_flag(s32 index); s8 set_area_byte(s32 index, s32 value); s32 get_area_byte(s32 index); s32 set_area_flag(s32 index); s32 clear_area_flag(s32 index); s32 get_area_flag(s32 index); Shadow* get_shadow_by_index(s32 index); s32 get_time_freeze_mode(void); void render_player_model(void); s16 get_game_mode(void); s32 is_picking_up_item(void); f32 integrate_gravity(void); void gravity_use_fall_parms(void); f32 get_clamped_angle_diff(f32, f32); b32 startup_fade_screen_in(s16 subtractAlpha); b32 startup_fade_screen_out(s16 addAlpha); void startup_fade_screen_update(void); u32 get_entity_type(s32 arg0); Entity* get_entity_by_index(s32 index); s32 create_entity(EntityBlueprint* bp, ...); void entity_shattering_idle(Entity* entity); void show_damage_fx(Actor* actor, f32 x, f32 y, f32 z, s32 damage); s32 entity_raycast_down(f32*, f32*, f32*, f32*, f32*, f32*); void step_game_loop(void); s32 resume_all_group(s32 groupFlags); f32 length2D(f32 x, f32 y); void player_input_to_move_vector(f32* angle, f32* magnitude); void game_input_to_move_vector(f32* x, f32* y); void exec_ShakeCamX(s32 arg0, s32 arg1, s32 arg2, f32 arg3); void exec_ShakeCam1(s32 arg0, s32 arg1, s32 arg2); f32 func_800E5348(void); void draw_number(s32 value, s32 x, s32 y, s32 variableWidthChars, s32 palette, s32 opacity, u16 style); void set_entity_model_flags(s32 idx, s32 newFlags); void clear_entity_model_flags(s32 idx, s32 newFlags); void exec_entity_model_commandlist(s32 idx); RenderTask* queue_render_task(RenderTask* task); s32 create_mesh_animator(s16* animPos, s16* animBuffer); void load_mesh_animator_tree(s32 index, StaticAnimatorNode** tree); void setup_pause_menu_tab(MenuWindowBP* bpArray, s32 arraySize); s32 draw_ci_image_with_clipping(IMG_PTR raster, s32 width, s32 height, s32 fmt, s32 bitDepth, PAL_PTR palette, s16 posX, s16 posY, u16 clipULx, u16 clipULy, u16 clipLRx, u16 clipRLy, u8 opacity); void render_frame(s32 flag); void clear_windows(void); void update_window_hierarchy(s32 windowIndex, u8 arg1); void get_msg_properties(s32 msgID, s32* height, s32* width, s32* maxLineChars, s32* numLines, s32* maxLinesPerPage, s32* arg6, u16 charset); void replace_window_update(s32 idx, s8 arg1, WindowUpdateFunc pendingFunc); void decode_yay0(void* src, void* dst); s32 ai_check_player_dist(Enemy* enemy, s32 arg1, f32 arg2, f32 arg3); //pause void pause_init(void); void pause_handle_input(s32 buttonsPressed, s32 buttonsHeld); void pause_cleanup(void); // file menu stuff void filemenu_init(s32); void filemenu_cleanup(void); void filemenu_update(void); s32 func_80244BC4(void); void filemenu_set_selected(MenuPanel* menu, s32 col, s32 row); void filemenu_set_cursor_alpha(s32 arg0); void filemenu_set_cursor_goal_pos(s32 windowIndex, s32 posX, s32 posY); u8* filemenu_get_menu_message(s32 idx); void gfx_task_background(void); void update_enemy_shadows(void); void update_hero_shadows(void); // append gfx funcs void appendGfx_background_texture(void); void appendGfx_enemy_actor(void*); void appendGfx_enemy_actor_blur(void*); void appendGfx_enemy_actor_reflection(void*); void appendGfx_partner_actor(void*); void appendGfx_partner_actor_blur(void*); void appendGfx_partner_actor_reflection(void*); void appendGfx_player_actor(void*); void appendGfx_player_actor_blur(Actor*); void appendGfx_player_actor_reflection(void*); void force_disable_actor_blur(Actor*); void player_handle_floor_collider_type(s32 colliderID); f32 player_fall_distance(void); void func_800E4AD8(s32 arg0); f32 player_check_collision_below(f32, s32* colliderID); s32 can_trigger_loading_zone(void); void update_damage_popups(void); void show_action_rating(s32, Actor*, f32, f32, f32); s32 render_with_adjusted_palettes(s32, ActorPart*, s32, Matrix4f, s32); HeapNode* general_heap_create(void); void* general_heap_malloc(s32 size); s32 general_heap_free(void* data); s32 integer_log(s32 number, u32 base); void set_battle_stage(s32); void load_battle(s32); void entity_Shadow_init(Shadow* entity); void entity_SaveBlock_idle(Entity* entity); void entity_SaveBlock_pause_game(void); void entity_SaveBlock_resume_game(void); void entity_SaveBlock_save_data(void); void entity_SaveBlock_show_tutorial_message(Entity* entity); void entity_SaveBlock_wait_for_close_tutorial(Entity* entity); void entity_SaveBlock_show_choice_message(void); void entity_SaveBlock_show_result_message(void); void entity_SaveBlock_wait_for_close_result(Entity* entity); void entity_SaveBlock_wait_for_close_choice(Entity* entity); void entity_SaveBlock_init(Entity* entity); void entity_GreenStompSwitch_idle(Entity* entity); void entity_GreenStompSwitch_retract(Entity* entity); void entity_GreenStompSwitch_extend(Entity* entity); void entity_HugeBlueSwitch_idle(Entity* entity); void entity_small_switch_idle(Entity* entity); void entity_RedSwitch_wait_and_reset(Entity* entity); void entity_base_switch_anim_init(Entity* entity); s32 entity_RedSwitch_animate_scale(Entity* entity); void entity_base_switch_start_bound_script(Entity* entity); void entity_base_switch_animate_scale(Entity* entity); void entity_base_switch_init(Entity* entity); f32 entity_block_hit_init_scale(Entity* entity); void entity_block_hit_animate_scale(Entity* entity); s32 entity_block_handle_collision(Entity* entity); void entity_BlueSwitch_init(Entity* entity); void entity_HugeBlueSwitch_init(Entity* entity); s32 dispatch_damage_event_actor_0(Actor* actor, s32 damageAmount, s32 event); // Text MessagePrintState* msg_get_printer_for_msg(s32 msgID, s32* a1); s32 msg_printer_load_msg(s32 msgID, MessagePrintState* printer); void msg_printer_set_origin_pos(MessagePrintState* msgPrintState, s32 x, s32 y); void get_screen_coords(s32 camID, f32 x, f32 y, f32 z, s32* screenX, s32* screenY, s32* screenZ); void parent_collider_to_model(s16 colliderID, s16 modelIndex); void clone_model(u16 srcModelID, u16 newModelID); struct Model* get_model_from_list_index(s32 listIndex); s32 create_model_animator(s16* animPos); s32 get_model_list_index_from_tree_index(s32 treeIndex); s32 get_transform_group_index(s32); void get_model_center_and_size(u16 modelID, f32* centerX, f32* centerY, f32* centerZ, f32* sizeX, f32* sizeY, f32* sizeZ); s32 collision_main_above(void); void collision_lava_reset_check_additional_overlaps(void); s32 player_test_lateral_overlap(s32, PlayerStatus*, f32*, f32*, f32*, f32, f32); Npc* peach_make_disguise_npc(s32 peachDisguise); void peach_set_disguise_anim(AnimID); s32 draw_box(s32 flags, WindowStyle windowStyle, s32 posX, s32 posY, s32 posZ, s32 width, s32 height, u8 opacity, u8 darkening, f32 scaleX, f32 scaleY, f32 rotX, f32 rotY, f32 rotZ, void (*fpDrawContents)(s32, s32, s32, s32, s32, s32, s32), void* drawContentsArg0, Matrix4f rotScaleMtx, s32 translateX, s32 translateY, Matrix4f outMtx); s32 get_msg_width(s32 msgID, u16 charset); s32 partner_can_open_world_menus(void); s32 disable_player_static_collisions(void); s32 disable_player_input(void); void func_80027088(s32); void set_time_freeze_mode(s32); s32 get_map_IDs_by_name(const char* mapName, s16* areaID, s16* mapID); void transform_point(Matrix4f mtx, f32 inX, f32 inY, f32 inZ, f32 inS, f32* outX, f32* outY, f32* outZ, f32* outW); void try_player_footstep_sounds(s32 arg0); void phys_update_interact_collider(void); void phys_reset_spin_history(void); s32 phys_adjust_cam_on_landing(void); s32 phys_should_player_be_sliding(void); void phys_init_integrator_for_current_state(void); void phys_player_land(void); void phys_main_collision_below(void); void phys_peach_update(void); void check_input_spin(void); b32 npc_test_move_simple_without_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32); void update_collider_transform(s16 colliderID); void get_collider_center(s32 colliderID, f32* x, f32* y, f32* z); s32 is_another_trigger_bound(Trigger*, EvtScript* script); Trigger* create_trigger(TriggerBlueprint* def); s32 evt_trigger_on_activate_exec_script(Trigger* trigger); Trigger* get_trigger_by_id(s32 triggerID); Actor* get_actor(s32 actorID); ActorPart* get_actor_part(Actor* actor, s32 partID); s32 add_coins(s32 amt); s32 is_partner_ability_active(s32); s32 count_power_plus(s32); s32 phys_can_player_interact(void); void ai_enemy_play_sound(Npc* npc, s32 arg1, s32 arg2); HitID player_test_move_without_slipping(PlayerStatus*, f32*, f32*, f32*, f32, f32, s32*); HitID player_test_move_with_slipping(PlayerStatus* playerStatus, f32* posX, f32* posY, f32* posZ, f32 speed, f32 heading); s32 evt_get_variable(Evt* script, Bytecode var); s32 evt_set_variable(Evt* script, Bytecode var, s32 value); f32 evt_get_float_variable(Evt* script, Bytecode var); f32 evt_set_float_variable(Evt* script, Bytecode var, f32 value); s32 evt_get_variable_index(Evt* script, s32 var); void set_script_timescale(Evt* script, f32 timescale); f32 sin_deg(f32 x); f32 cos_deg(f32 x); f32 sin_rad(f32 x); f32 cos_rad(f32 x); s32 round(f32); f32 atan2(f32 startX, f32 startZ, f32 endX, f32 endZ); f32 clamp_angle(f32 theta); s32 sign(s32 value); b32 check_player_action_debug(void); s32 battle_heap_create(void); s32 test_ray_zones(f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX, f32* hitY, f32* hitZ, f32* hitDepth, f32* nx, f32* ny, f32* nz); s32 test_ray_colliders(s32 ignoreFlags, f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX, f32* hitY, f32* hitZ, f32* hitDepth, f32* hitNx, f32* hitNy, f32* hitNz); /// Test a general ray from a given starting position and direction against all entities. /// If one is hit, returns the position and normal of the hit and the length along the ray on the output params. /// All output params are invalid when a value of `NO_COLLIDER` is returned. /// @param startX origin x position of the ray /// @param startY origin y position of the ray /// @param startZ origin z position of the ray /// @param dirX normalized x direction of the ray /// @param dirY normalized y direction of the ray /// @param dirZ normalized z direction of the ray /// @param[out] hitX normalized x position of the hit /// @param[out] hitY normalized y position of the hit /// @param[out] hitZ normalized z position of the hit /// @param[in,out] hitDepth as input, maximum length of the ray; as output, distance along the ray of the hit /// @param[out] hitNx x normal direction of the hit /// @param[out] hitNy y normal direction of the hit /// @param[out] hitNz z normal direction of the hit /// @returns entity index or `NO_COLLIDER` is none is hit s32 test_ray_entities(f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32* hitX, f32* hitY, f32* hitZ, f32* hitDepth, f32* hitNx, f32* hitNy, f32* hitNz); void mem_clear(void* data, s32 numBytes); void startup_set_fade_screen_color(s16 color); void startup_set_fade_screen_alpha(s16 alpha); f32 get_xz_dist_to_player(f32, f32); void func_800E06C0(s32); void close_status_bar(void); Evt* func_802C39F8(Evt* parentScript, Bytecode* nextLine, s32 newState); Evt* start_child_script(Evt* parentScript, EvtScript* source, s32 initialState); Evt* restart_script(Evt* script); void clear_virtual_entity_list(void); void reset_model_animators(void); void init_virtual_entity_list(void); void init_model_animators(void); void play_model_animation(s32, s16*); s32 heap_free(void* ptr); void load_battle_hit_asset(const char* hitName); void load_data_for_models(struct ModelNode* model, s32 romOffset, s32 size); void load_player_actor(void); void btl_state_update_normal_start(void); void btl_state_draw_normal_start(void); void btl_state_update_begin_turn(void); void btl_state_draw_begin_turn(void); void btl_state_update_begin_player_turn(void); void btl_state_draw_begin_player_turn(void); void btl_state_update_switch_to_player(void); void btl_state_draw_switch_to_player(void); void btl_state_update_begin_partner_turn(void); void btl_state_draw_begin_partner_turn(void); void btl_state_update_switch_to_partner(void); void btl_state_draw_switch_to_partner(void); void btl_state_update_9(void); void btl_state_draw_9(void); void btl_state_update_prepare_menu(void); void btl_state_draw_prepare_menu(void); void btl_state_update_end_turn(void); void btl_state_draw_end_turn(void); void btl_state_update_1C(void); void btl_state_draw_1C(void); void btl_state_update_victory(void); void btl_state_draw_victory(void); void btl_state_update_end_training_battle(void); void btl_state_draw_end_training_battle(void); void btl_state_update_end_battle(void); void btl_state_draw_end_battle(void); void btl_state_update_defend(void); void btl_state_draw_defend(void); void btl_state_update_run_away(void); void btl_state_draw_run_away(void); void btl_state_update_defeat(void); void btl_state_draw_defeat(void); void btl_state_update_change_partner(void); void btl_state_draw_change_partner(void); void btl_state_update_player_move(void); void btl_state_draw_player_move(void); void btl_state_update_end_player_turn(void); void btl_state_update_partner_move(void); void btl_state_draw_end_player_turn(void); void btl_state_draw_partner_move(void); void btl_state_update_end_partner_turn(void); void btl_state_draw_end_partner_turn(void); void btl_state_update_next_enemy(void); void btl_state_draw_next_enemy(void); void btl_state_update_enemy_move(void); void btl_state_draw_enemy_move(void); void btl_state_update_first_strike(void); void btl_state_draw_first_stike(void); void btl_state_update_partner_striking_first(void); void btl_state_draw_partner_striking_first(void); void btl_state_update_enemy_striking_first(void); void btl_state_draw_enemy_striking_first(void); void btl_state_update_end_demo_battle(void); void btl_state_draw_end_demo_battle(void); void btl_state_update_player_menu(void); void btl_state_draw_player_menu(void); void btl_state_update_partner_menu(void); void btl_state_draw_partner_menu(void); void btl_state_update_peach_menu(void); void btl_state_draw_peach_menu(void); void btl_state_update_twink_menu(void); void btl_state_draw_twink_menu(void); void btl_state_update_select_target(void); void btl_state_draw_select_target(void); void btl_state_update_22(void); void btl_state_draw_22(void); void btl_state_update_celebration(void); void btl_draw_upgrade_windows(s32); void btl_state_draw_celebration(void); void btl_bonk_cleanup(void); void set_actor_anim_by_ref(Actor*, ActorPart*, AnimID); void update_action_ratings(void); void update_health_bars(void); s32 btl_cam_is_moving_done(void); void btl_popup_messages_update(void); void btl_popup_messages_draw_world_geometry(void); void func_80255FD8(void); void set_actor_glow_pal(Actor* actor, s32 arg1); void btl_set_popup_duration(s32 duration); void switch_to_partner(s32 arg0); s8 get_current_partner_id(void); void delete_trigger(Trigger* toDelete); void kill_script_by_ID(s32 id); void set_script_priority(Evt* script, s32 priority); void set_script_group(Evt* script, s32 groupFlags); void suspend_group_others(Evt* script, s32 groupFlags); void resume_group_others(Evt* script, s32 groupFlags); s32 suspend_all_script(s32 id); s32 resume_all_script(s32 id); s32 create_shadow_type(s32 type, f32 x, f32 y, f32 z); s32 is_point_within_region(s32 shape, f32 pointX, f32 pointY, f32 centerX, f32 centerY, f32 sizeX, f32 sizeZ); PlayerData* get_player_data(void); b32 npc_raycast_down_around(s32, f32*, f32*, f32*, f32*, f32, f32); b32 npc_raycast_down_sides(s32 ignoreFlags, f32* posX, f32* posY, f32* posZ, f32* hitDepth); s32 npc_raycast_up(s32, f32*, f32*, f32*, f32*); HitID npc_raycast_up_corners(s32 ignoreFlags, f32* posX, f32* posY, f32* posZ, f32* hitDepth, f32 yaw, f32 radius); s32 player_raycast_up_corners(PlayerStatus*, f32*, f32*, f32*, f32*, f32); HitID player_raycast_below_cam_relative(PlayerStatus* playerStatus, f32* outX, f32* outY, f32* outZ, f32* outLength, f32* hitRx, f32* hitRz, f32* hitDirX, f32* hitDirZ); b32 npc_test_move_taller_with_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32); b32 npc_test_move_simple_with_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32); s32 npc_test_move_complex_with_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32); // Partner EvtScript* partner_get_enter_map_script(void); void partner_handle_before_battle(void); void partner_walking_update_player_tracking(Npc* partner); void partner_walking_update_motion(Npc* partner); void enable_partner_ai(void); void partner_walking_enable(Npc* partner, s32 val); void partner_flying_enable(Npc* partner, s32 val); void partner_flying_update_player_tracking(Npc* partner); s32 partner_is_flying(void); void partner_flying_update_motion(Npc* partner); void partner_clear_player_tracking(Npc* partner); void partner_set_tether_distance(f32); void btl_delete_player_actor(Actor* player); s32 cancel_message(MessagePrintState* msgPrintState); void set_message_images(MessageImageData* images); void kill_all_scripts(void); s32 does_script_exist(s32 id); s32 does_script_exist_by_ref(Evt* script); Evt* start_script(EvtScript* source, s32 priority, s32 initialState); Evt* start_script_in_group(EvtScript* source, u8 priority, u8 initialState, u8 groupFlags); f32 get_player_normal_yaw(void); void set_standard_shadow_scale(Shadow* shadow, f32 scale); void set_npc_shadow_scale(Shadow* shadow, f32 height, f32 npcRadius); void set_npc_animation(Npc* npc, u32 animID); void set_peach_shadow_scale(Shadow* shadow, f32 scale); s32 is_block_on_ground(Entity* block); void set_actor_anim(s32 actorID, s32 partID, AnimID animID); void set_actor_anim_rate(s32 actorID, s32 partID, f32 rate); void mdl_group_set_visibility(u16, s32, s32); void init_enter_world_shared(void); s16 update_enter_map_screen_overlay(s16* progress); s16 update_exit_map_screen_overlay(s16* progress); void set_screen_overlay_params_front(u8, f32); void set_screen_overlay_params_back(u8, f32); void set_screen_overlay_alpha(s32, f32); void get_screen_overlay_params(s32, u8* type, f32* zoom); void set_screen_overlay_color(s32, u8, u8, u8); void set_screen_overlay_center(s32, s32, s32, s32); s32 rand_int(s32); void sort_items(void); s32 is_ability_active(s32 arg0); s32 is_starting_conversation(void); f32 update_lerp(s32 easing, f32 start, f32 end, s32 elapsed, s32 duration); void sin_cos_deg(f32 rad, f32* outSinTheta, f32* outCosTheta); void set_main_pan_u(s32 texPannerID, s32 value); void set_main_pan_v(s32 texPannerID, s32 value); void set_aux_pan_u(s32 texPannerID, s32 value); void set_aux_pan_v(s32 texPannerID, s32 value); void enable_world_fog(void); void set_world_fog_dist(s32 start, s32 end); void set_world_fog_color(s32 r, s32 g, s32 b, s32 a); s32 is_world_fog_enabled(void); void get_world_fog_color(s32* r, s32* g, s32* b, s32* a); void enable_entity_fog(void); void set_entity_fog_dist(s32 start, s32 end); void set_entity_fog_color(s32 r, s32 g, s32 b, s32 a); struct ModelTransformGroup* get_transform_group(s32 index); void mdl_make_transform_group(u16 modelID); void enable_transform_group(u16 modelID); void disable_transform_group(u16 modelID); void set_map_transition_effect(ScreenTransition); void set_tex_panner(struct Model* model, s32 texPannerID); void set_custom_gfx(s32 customGfxIndex, Gfx* pre, Gfx* post); s32 make_item_entity(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 angle, s32 pickupVar); s32 make_item_entity_delayed(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 pickupVar); void set_item_entity_position(s32 itemEntityIndex, f32 x, f32 y, f32 z); ItemEntity* get_item_entity(s32 itemEntityIndex); s32 make_item_entity_nodelay(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupVar); void set_item_entity_flags(s32 itemEntityIndex, s32 flag); void clear_item_entity_flags(s32 index, s32 flags); s32 create_worker_frontUI(void (*updateFunc)(void), void (*drawFunc)(void)); Worker* get_worker(s32 idx); Trigger* bind_trigger_1(EvtScript* script, s32 flags, s32 triggerFlagIndex, s32 triggerVar0, s32 triggerVar1, s32 priority); void set_cam_viewport(s16 id, s16 x, s16 y, s16 width, s16 height); void disable_player_shadow(void); void move_player(s32 duration, f32 heading, f32 speed); s32 enable_player_input(void); s32 enable_player_static_collisions(void); b32 check_input_jump(void); b32 check_input_hammer(void); Npc* resolve_npc(Evt* script, s32 npcIdOrPtr); void enable_npc_blur(Npc* npc); void disable_npc_blur(Npc* npc); void enable_partner_blur(void); void disable_partner_blur(void); void partner_initialize_data(void); f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by); f32 dist3D(f32 ax, f32 ay, f32 az, f32 bx, f32 by, f32 bz); void add_vec2D_polar(f32* x, f32* y, f32 r, f32 theta); //TODO -- remove these and use audio/public.h instead enum AuResult bgm_set_track_volumes(s32 playerIndex, s16 trackVolSet); enum AuResult bgm_clear_track_volumes(s32 playerIndex, s16 trackVolSet); enum AuResult bgm_set_variation(s32 playerIndex, s16 arg1); void bgm_quiet_max_volume(void); void bgm_reset_max_volume(void); void bgm_reset_volume(void); s32 bgm_init_music_players(void); s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume); void bgm_set_battle_song(s32, s32); void bgm_push_battle_song(void); s32 bgm_adjust_proximity(s32 playerIndex, s32 arg1, s16 arg2); void func_801491E4(Matrix4f mtx, s32, s32, s32, s32, s32 alpha); s32 func_8014A964(s32 playerIndex, s32 songID, s32 variation, s32 fadeInTime, s16 arg4, s16 arg5); #include "audio/public.h" void basic_window_update(s32 windowIndex, s32* flags, s32* posX, s32* posY, s32* posZ, f32* scaleX, f32* scaleY, f32* rotX, f32* rotY, f32* rotZ, s32* darkening, s32* opacity); void basic_hidden_window_update(s32 windowIndex, s32* flags, s32* posX, s32* posY, s32* posZ, f32* scaleX, f32* scaleY, f32* rotX, f32* rotY, f32* rotZ, s32* darkening, s32* opacity); void create_current_pos_target_list(Actor* actor); void create_home_target_list(Actor* actor); void set_actor_yaw(s32 actorID, s32 yaw); void set_part_yaw(s32 actorID, s32 partID, s32 value); void add_part_decoration(ActorPart* part, s32 decorationIndex, s32 decorationType); void add_actor_decoration(Actor* actor, s32 decorationIndex, s32 decorationType); void remove_part_decoration(ActorPart* part, s32 decorationIndex); void remove_actor_decoration(Actor* actor, s32 decorationIndex); s32 player_team_is_ability_active(Actor* actor, s32 ability); void create_part_shadow(s32 actorID, s32 partID); void remove_part_shadow(s32 actorID, s32 partID); void create_part_shadow_by_ref(s32 arg0, ActorPart* part); void spawn_drops(Enemy* enemy); void set_part_pal_adjustment(ActorPart*, s32); char* int_to_string(s32, char*, s32); Evt* get_script_by_index(s32 index); Evt* get_script_by_id(s32 id); s32 partner_test_enemy_collision(Npc* enemy); s32 get_lava_reset_pos(f32* x, f32* y, f32* z); void start_rumble(s32, s32); void update_locomotion_state(void); void start_rumble_type(u32); void start_falling(void); void start_bounce_a(void); void start_bounce_b(void); void update_input(void); void update_max_rumble_duration(void); void mdl_reset_transform_flags(void); void update_workers(void); void update_triggers(void); void update_scripts(void); void update_messages(void); void update_entities(void); void func_80138198(void); void bgm_update_music_settings(void); s32 func_8014AD40(void); void update_ambient_sounds(void); void update_windows(void); void player_render_interact_prompts(void); void func_802C3EE4(void); void render_screen_overlay_backUI(void); void render_workers_backUI(void); void render_effects_UI(void); void render_window_root(void); void render_messages(void); void render_workers_frontUI(void); void render_screen_overlay_frontUI(void); void render_curtains(void); void fio_init_flash(void); void func_80028838(void); void clear_screen_overlays(void); void bgm_reset_sequence_players(void); void reset_ambient_sounds(void); void poll_rumble(void); void bgm_pop_song(void); void bgm_push_song(s32 songID, s32 variation); void bgm_pop_battle_song(void); s32 play_ambient_sounds(s32 fadeInTime, s32 fadeOutTime); s32 get_fortress_key_count(void); s32 subtract_fortress_keys(s32 amt); s32 add_star_points(s32 amt); s32 add_star_pieces(s32 amt); s32 make_item_entity_at_player(s32 itemID, s32 arg1, s32 pickupMsgFlags); void set_action_state(s32 actionState); s32 get_collider_flags(s32 colliderID); void suggest_player_anim_always_forward(AnimID anim); void suggest_player_anim_allow_backward(AnimID anim); void subtract_hp(s32 amt); void draw_status_ui(void); void open_status_bar_slowly(void); void suspend_all_group(s32 groupFlags); void kill_script(Evt* instanceToKill); void exec_entity_commandlist(Entity* entity); void show_start_recovery_shimmer(f32 x, f32 y, f32 z, s32 arg3); void show_recovery_shimmer(f32 x, f32 y, f32 z, s32 arg3); void show_next_damage_popup(f32 x, f32 y, f32 z, s32 damageAmount, s32); void add_xz_vec3f(Vec3f* vector, f32 speed, f32 angleDeg); void add_xz_vec3f_copy1(Vec3f* vector, f32 speed, f32 angleDeg); void add_xz_vec3f_copy2(Vec3f* vector, f32 speed, f32 angleDeg); void play_movement_dust_effects(s32 var0, f32 xPos, f32 yPos, f32 zPos, f32 angleDeg); void draw_prev_frame_buffer_at_screen_pos(s32, s32, s32, s32, f32); void func_8013A4D0(void); void btl_draw_ui(void); void btl_restore_world_cameras(void); void btl_popup_messages_draw_ui(void); void btl_cam_set_target_pos(f32, f32, f32); void btl_cam_unfreeze(void); void deduct_current_move_fp(void); void load_partner_actor(void); void dispatch_event_partner(s32); void dispatch_event_player(s32); s32 btl_are_all_enemies_defeated(void); s32 btl_check_enemies_defeated(void); s32 btl_check_player_defeated(void); void btl_show_battle_message(s32 messageIndex, s32 duration); void btl_update_ko_status(void); void reset_actor_turn_info(void); void startup_draw_prim_rect(s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a); void startup_draw_prim_rect_COPY(s16 left, s16 top, s16 right, s16 bottom, u16 r, u16 g, u16 b, u16 a); void btl_draw_prim_quad(u8 r, u8 g, u8 b, u8 a, u16 left, u16 top, u16 arg6, u16 arg7); void reset_all_actor_sounds(Actor*); void decrement_status_bar_disabled(void); void increment_status_bar_disabled(void); void btl_delete_actor(Actor* actor); void create_status_debuff(s32, s32); void create_status_static(s32, s32); void create_status_transparent(s32, s32); void remove_status_chill_out(s32); void remove_status_debuff(s32); void remove_status_icon_boost_hammer(s32); void remove_status_icon_boost_jump(s32); void remove_status_icon_boost_partner(s32); void remove_status_icon_danger(s32); void remove_status_icon_peril(s32); void remove_status_icon_surprise(s32); void remove_status_static(s32); void remove_status_transparent(s32); void remove_all_status_icons(s32); s32 create_status_icon_set(void); s32 find_item(s32); void enable_background_wave(void); void set_map_change_fade_rate(s16); void load_map_by_IDs(s16 areaID, s16 mapID, s16 loadType); // State funcs void state_init_startup(void); void state_step_startup(void); void state_drawUI_startup(void); void state_init_logos(void); void state_step_logos(void); void state_drawUI_logos(void); void state_init_title_screen(void); void state_step_title_screen(void); void state_drawUI_title_screen(void); void state_init_enter_demo(void); void state_step_enter_world(void); void state_init_change_map(void); void state_step_change_map(void); void state_drawUI_change_map(void); void state_init_game_over(void); void state_step_game_over(void); void state_drawUI_game_over(void); void state_init_enter_world(void); void state_drawUI_enter_world(void); void state_init_world(void); void state_step_world(void); void state_drawUI_world(void); void state_init_battle(void); void state_step_battle(void); void state_drawUI_battle(void); void state_init_end_battle(void); void state_step_end_battle(void); void state_drawUI_end_battle(void); void state_init_pause(void); void state_step_pause(void); void state_drawUI_pause(void); void state_init_unpause(void); void state_step_unpause(void); void state_drawUI_unpause(void); void state_init_language_select(void); void state_step_language_select(void); void state_drawUI_language_select(void); void state_init_exit_language_select(void); void state_step_exit_language_select(void); void state_drawUI_exit_language_select(void); void state_init_file_select(void); void state_step_file_select(void); void state_drawUI_file_select(void); void state_init_exit_file_select(void); void state_step_exit_file_select(void); void state_drawUI_exit_file_select(void); void state_init_intro(void); void state_step_intro(void); void state_drawUI_intro(void); void state_init_demo(void); void state_step_demo(void); void state_drawUI_demo(void); void btl_set_player_idle_anims(void); void shim_create_audio_system_obfuscated(void); void shim_load_engine_data_obfuscated(void); void shim_general_heap_create_obfuscated(void); void shim_battle_heap_create_obfuscated(void); void appendGfx_ispy_icon(void); void interact_inspect_setup(void); void interact_speech_setup(void); void pulse_stone_notification_setup(void); void appendGfx_speech_bubble(void); void appendGfx_pulse_stone_icon(void); void ispy_notification_setup(void); void initialize_curtains(void); void update_curtains(void); // render_curtains void set_curtain_scale_goal(f32 scale); void set_curtain_scale(f32 scale); void set_curtain_draw_callback(UNK_FUN_PTR(callback)); void set_curtain_fade_goal(f32 fade); void set_curtain_fade(f32 fade); void crash_screen_init(void); void crash_screen_set_draw_info(u16* frameBufPtr, s16 width, s16 height); void basic_ai_wander_init(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory); void basic_ai_wander(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory); void basic_ai_loiter(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory); void basic_ai_found_player_jump_init(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory); void basic_ai_found_player_jump(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory); void basic_ai_chase_init(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory); void basic_ai_chase(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory); void basic_ai_lose_player(Evt* script, MobileAISettings* npcAISettings, EnemyDetectVolume* territory); void basic_ai_suspend(Evt* script); // This legally allows all functions to be pointers without warnings. // Perhaps the void arg functions can be changed later to remove this need. typedef union { void (*func1)(Evt*, s32); void (*func2)(void); } WorldArgs TRANSPARENT_UNION; s32 create_worker_world(WorldArgs, WorldArgs); void init_entity_models(void); f32 phys_get_spin_history(s32 lag, s32* x, s32* y, s32* z); void imgfx_update(u32, ImgFXType, s32, s32, s32, s32, s32); s32 imgfx_appendGfx_component(s32, ImgFXTexture*, u32, Matrix4f); void imgfx_update_cache(void); s32 imgfx_get_free_instances(s32); void free_worker(s32); s32 ai_check_fwd_collisions(Npc* npc, f32 arg1, f32* arg2, f32* arg3, f32* arg4, f32* arg5); void basic_ai_loiter_init(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolume* territory); void PatrolAI_LoiterInit(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolume* territory); s32 func_80263230(Actor*, Actor*); void set_part_glow_pal(ActorPart*, s32); void clear_actor_static_pal_adjustments(Actor*); void set_actor_flash_mode(Actor* actor, s32 arg1); void remove_player_buffs(s32); s32 is_actor_health_bar_visible(Actor*); void sin_cos_rad(f32 rad, f32* outSinTheta, f32* outCosTheta); void load_font(s32 font); #if VERSION_IQUE void load_font_data(Addr offset, u32 size, void* dest); #else void load_font_data(Addr offset, u16 size, void* dest); #endif void* load_asset_by_name(const char* assetName, u32* decompressedSize); Gfx* mdl_get_copied_gfx(s32 copyIndex); void mdl_get_copied_vertices(s32 copyIndex, Vtx** firstVertex, Vtx** copiedVertices, s32* numCopied); void mdl_draw_hidden_panel_surface(Gfx** arg0, u16 treeIndex); s32 is_point_visible(f32 x, f32 y, f32 z, s32 depthQueryID, f32* screenX, f32* screenY); void set_screen_overlay_center_worldpos(s32 idx, s32 posIdx, s32 x, s32 y, s32 z); void* mdl_get_next_texture_address(s32); s32 cancel_current_message(void); void draw_msg(s32 msgID, s32 posX, s32 posY, s32 opacity, s32 palette, u8 style); void mdl_get_shroud_tint_params(u8* r, u8* g, u8* b, u8* a); s32 entity_base_block_idle(Entity* entity); void add_star_power(s32 amt); s32 recover_hp(s32 amt); s32 recover_fp(s32 amt); s32 entity_can_collide_with_jumping_player(Entity* entity); void entity_base_block_init(Entity* entity); s32 entity_start_script(Entity* entity); void init_item_entity_list(void); void init_script_list(void); void init_entity_data(void); void init_trigger_list(void); void partner_init_after_battle(s32 arg0); void load_map_script_lib(void); void remove_item_entity_by_index(s32 index); void set_entity_commandlist(Entity* entity, s32* entityScript); s32 is_player_dismounted(void); void func_800EF300(void); void func_800EF314(void); void func_800EF43C(void); void func_800EF3E4(void); void enable_player_shadow(void); s32 get_msg_lines(s32 messageID); void set_window_properties(s32 panelID, s32 posX, s32 posY, s32 width, s32 height, u8, void* drawContents, void* drawContentsArg, s8 parent); void set_window_update(s32 panelID, s32); void set_windows_visible(s32 groupIdx); void partner_disable_input(void); void partner_set_goal_pos(s32 x, s32 z); void close_message(MessagePrintState* msgPrintState); void show_foreground_models_unchecked(void); void hide_foreground_models_unchecked(void); void show_foreground_models(void); void hide_foreground_models(void); void btl_set_state(s32 battleState); void draw_entity_model_A(s32, Mtx*); void draw_entity_model_B(s32, Mtx*, s32, Vec3s*); void draw_entity_model_C(s32, Mtx*); void draw_entity_model_D(s32, Mtx*, s32, Vec3s*); void draw_entity_model_E(s32, Mtx*); void free_entity_model_by_index(s32 idx); void btl_cam_use_preset(s32); void btl_cam_set_params(s16, s16, s16, s16, s32, s32, s32, s32); void btl_cam_set_zoffset(s16); void btl_cam_target_actor(s32); void btl_cam_set_zoom(s16); void btl_cam_move(s16); void func_8024E60C(void); void initialize_battle(void); void dispatch_event_actor(Actor*, s32); s32 dispatch_damage_event_actor_1(Actor* actor, s32 damageAmount, s32 event); void reset_battle_status(void); void btl_show_variable_battle_message(s32, s32, s32); s32 btl_is_popup_displayed(void); void btl_cam_use_preset_immediately(s32); s32 inflict_status(Actor*, s32, s32); s32 try_inflict_status(Actor*, s32, s32); s32 inflict_status_set_duration(Actor* actor, s32 statusTypeKey, s32 statusDurationKey, s32 duration); void mdl_set_all_tint_type(s32); void load_model_animator_tree(s32, StaticAnimatorNode**); s32 inflict_partner_ko(Actor* target, s32 statusTypeKey, s32 duration); s32 get_defense(Actor* actor, s32* defenseTable, s32 elementFlags); void btl_popup_messages_init(void); void remove_all_effects(void); void update_effects(void); void update_cameras(void); void clear_render_tasks(void); void clear_worker_list(void); void clear_printers(void); void clear_item_entity_data(void); void clear_player_data(void); void phys_update_jump(void); void phys_update_falling(void); void check_input_midair_jump(void); void collision_check_player_overlaps(void); void update_player_input(void); void phys_update_action_state(void); void collision_main_lateral(void); void handle_floor_behavior(void); void check_input_open_menus(void); void check_input_status_bar(void); void update_player(void); void enforce_hpfp_limits(void); s32 should_collider_allow_interact(s32); void show_coin_counter(void); s32 add_item(s32 itemID); s32 add_badge(s32 itemID); void hide_coin_counter_immediately(void); void hide_popup_menu(void); void destroy_popup_menu(void); void reset_player_status(void); void player_reset_data(void); void partner_reset_data(void); s32 has_valid_conversation_npc(void); s32 func_800E06D8(void); void func_800E01DC(void); void collision_lateral_peach(void); void func_800E5520(void); void clear_world_menus(void); void setup_status_bar_for_battle(void); void enable_status_bar_input(void); void disable_status_bar_input(void); b32 can_control_status_bar(void); void status_bar_respond_to_changes(void); void status_bar_always_show_on(void); void status_bar_always_show_off(void); void func_800F0C9C(void); void func_800F0CB0(s32, f32, f32, f32); void func_800F0D5C(void); void func_800F0D80(void); void func_800F102C(void); s32 get_item_count(void); s32 get_stored_empty_count(void); s32 get_stored_count(void); s32 get_item_empty_count(void); void shop_open_item_select_popup(s32 mode); void hide_coin_counter(void); void set_message_text_var(s32 msgID, s32 index); void set_message_int_var(s32 value, s32 index); s32 store_item(s32 itemID); void open_status_bar_quickly(void); void show_immune_bonk(f32 x, f32 y, f32 z, s32, s32, s32); void show_primary_damage_popup(f32 x, f32 y, f32 z, s32 attack, s32 a); s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion); void disable_actor_blur(Actor*); void reset_actor_blur(Actor*); void enable_actor_blur(Actor*); void apply_shock_effect(Actor*); void part_glow_off(s32, ActorPart*, s32 yaw, b32 arg3); void part_flash_off(b32 isNpcSprite, ActorPart* part, s32 yaw, b32 isReflection); void part_flash_on(b32 isNpcSprite, ActorPart* part, s32 yaw, b32 isReflection); void _add_part_decoration(ActorPart*); void _remove_part_decoration(ActorPart* part, s32 decorationIndex); void remove_part_decor_none(ActorPart*, s32); void remove_part_decor_golden_flames(ActorPart*, s32); void remove_part_decor_sweat(ActorPart*, s32); void remove_part_decor_seeing_stars(ActorPart*, s32); void remove_part_decor_red_flames(ActorPart*, s32); void remove_part_decor_smoky_trail(ActorPart*, s32); void remove_part_decor_fiery_trail(ActorPart*, s32); void remove_part_decor_whirlwind(ActorPart*, s32); void remove_part_decor_steam(ActorPart*, s32); void remove_part_decor_sparkles(ActorPart*, s32); void remove_part_decor_bowser_aura(ActorPart*, s32); void remove_part_decor_radiating_stars(ActorPart*, s32); void status_bar_ignore_changes(void); void imgfx_release_instance(u32); void set_script_flags(Evt* script, s32 flags); void clear_script_flags(Evt* script, s32 flags); void disable_player_blur(void); void enable_player_blur(void); void reset_player_blur(void); void force_disable_player_blur(void); void force_disable_player_blur_immediately(void); void func_8023E104(void); void func_8023E11C(void); void set_goal_pos_to_part(ActorState* state, s32 actorID, s32 partID); void init_encounters_ui(void); void initialize_collision(void); void render_entities(void); void render_player(void); void render_workers_world(void); void render_effects_world(void); s32 get_asset_offset(char*, s32*); void initialize_status_bar(void); void status_bar_start_blinking_fp(void); s32 is_status_bar_visible(void); void status_bar_start_blinking_starpoints(void); void status_bar_stop_blinking_starpoints(void); void status_bar_start_blinking_hp(void); void status_bar_start_blinking_sp(void); void status_bar_stop_blinking_fp(void); void status_bar_stop_blinking_hp(void); void status_bar_stop_blinking_sp(void); void status_bar_start_blinking_sp_bars(s32 numBarsToBlink); void status_bar_draw_number(s32 iconID, s32 x, s32 y, s32 value, s32 numDigits); void status_bar_draw_stat(s32 id, s32 x, s32 y, s32, s32); void set_background_size(s16, s16, s16, s16); void set_background(BackgroundHeader*); void set_max_star_power(s8); void sync_status_bar(void); void create_cameras_a(void); void func_80045AC0(void); void func_8005AF84(void); void npc_follow_init(Npc*, s32, FollowAnims*, f32, f32, s32, s32); void npc_update_npc_tracking(Npc*); void npc_follow_npc(Npc*); void create_encounters(void); void update_encounters_neutral(void); void update_encounters_pre_battle(void); void update_encounters_conversation(void); void update_encounters_post_battle(void); void load_map_bg(char* optAssetName); void reset_background_settings(void); void func_80138188(void); void func_80266970(Actor*); void show_actor_health_bar(Actor*); void hide_actor_health_bar(Actor*); void clear_part_pal_adjustment(ActorPart*); void calculate_camera_yinterp_rate(void); void load_tattle_flags(s32); s32 use_consumable(s32 invSlot); void remove_consumable(void); void delete_shadow(s32); void partner_reset_tether_distance(void); void save_tattle_flags(s32); void update_merlee_messages(void); void draw_merlee_messages(void); void show_merlee_message(s16, s16); s32 is_merlee_message_done(void); void close_action_command_instruction_popup(void); void draw_encounters_conversation(void); void draw_encounters_post_battle(void); void draw_encounters_pre_battle(void); void draw_encounters_neutral(void); void show_first_strike_message(void); void entity_upgrade_block_hide_content(s32); s32 lookup_defense(s32*, s32); s32 lookup_status_chance(s32*, s32); void peach_check_for_parasol_input(void); void peach_sync_disguise_npc(void); s32 check_conversation_trigger(void); void clear_player_status(void); void clear_entity_models(void); void bind_entity_model_setupGfx(s32 idx, void* setupGfxCallbackArg0, void (*fpSetupGfxCallback)(void*)); void clear_animator_list(void); void clear_model_data(void); void init_sprite_shading_data(void); void clear_sprite_shading_data(void); void clear_character_set(void); void clear_trigger_data(void); void clear_script_list(void); void clear_entity_data(b32); void clear_effect_data(void); void clear_saved_variables(void); void clear_area_flags(void); f32 get_player_normal_pitch(void); void partner_kill_ability_script(void); void func_800EF3D4(s32); void mdl_update_transform_matrices(void); void mdl_group_set_custom_gfx(u16, s32, s32, b32); void backup_map_collision_data(void); void reset_status_bar(void); void btl_save_world_cameras(void); void load_battle_section(void); void btl_update(void); void update_item_entities(void); void iterate_models(void); void restore_map_collision_data(void); void mdl_load_all_textures(struct ModelNode* model, s32 romOffset, s32 size); void mdl_calculate_model_sizes(void); #endif