#ifndef _FUNCTIONS_H_ #define _FUNCTIONS_H_ #include "ultra64.h" #include "common.h" #include "map.h" #include "enums.h" #include "stdlib/stdarg.h" f32 fabsf(f32 f); f64 fabs(f64 f); f32 cosine(s16 arg0); s32 strcmp(const char* str1, const char* str2); void nuBoot(void); void boot_idle(void); void boot_main(void); f32 signF(f32 val); void* heap_malloc(s32 size); void* _heap_malloc(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); s32 dma_copy(Addr romStart, Addr romEnd, void* vramDest); void copy_matrix(Matrix4f src, Matrix4f dest); s32 _Printf(PrintCallback pfn, char* arg, const char* fmt, va_list ap); s32 get_global_byte(s32 index); s32 get_global_flag(s32 index); s32 get_area_byte(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); s32 intro_logos_fade_in(s16 subtractAlpha); s32 intro_logos_fade_out(s16 addAlpha); void intro_logos_update_fade(void); u32 get_entity_type(s32 arg0); Entity* get_entity_by_index(s32 index); s32 create_entity(EntityBlueprint*, s32, s32, s32, s32, ...); void entity_shattering_idle(Entity* entity); void func_802666E4(Actor* actor, f32 x, f32 y, f32 z, s32 damage); 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 arg3, s32 palette, s32 opacity, s32 style); void set_entity_model_render_command_list(s32 idx, u32* commandList); 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); s32 load_entity_model(s32* cmdList); RenderTask* queue_render_task(RenderTask* task); void setup_pause_menu_tab(MenuWindowBP* bpArray, s32 arraySize); s32 draw_ci_image_with_clipping(s32* raster, s32 width, s32 height, s32 fmt, s32 bitDepth, s32* 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, s32 charset); void replace_window_update(s32 idx, s8 arg1, WindowUpdateFunc pendingFunc); void decode_yay0(void* src, void* dst); //pause void pause_init(void); void pause_handle_input(s32 buttonsPressed, s32 buttonsHeld); void pause_cleanup(void); // file menu stuff void filemenu_set_cursor_goal_pos(s32 windowIndex, s32 posX, s32 posY); s8* filemenu_get_menu_message(s32 idx); void filemenu_draw_message(s8*, s32 posX, s32 posY, s32 alpha, s32 color, s32 flags); void update_enemy_shadows(void); void update_hero_shadows(void); // append gfx funcs void func_80257B28(void*); void func_8025595C(void*); void func_80257B68(void*); void func_80257B48(void*); void func_8025599C(void*); void func_80257B88(void*); void func_80257DA4(void*); void func_80254C50(Actor*); void func_80258E14(void*); void func_80254610(Actor*); f32 func_800E34D8(void); void func_800E4AD8(s32 arg0); f32 player_check_collision_below(f32, s32* colliderID); s32 can_trigger_loading_zone(void); void func_80266684(void); void func_802667F0(s32, Actor*, f32, f32, f32); void func_802591EC(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_formation(s32); 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); 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 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); s32 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(s32); 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), void* drawContentsArg0, Matrix4f rotScaleMtx, s32 translateX, s32 translateY, f32 (*outMtx)[4]); s32 get_msg_width(s32 msgID, u16 charset); s32 partner_player_can_pause(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 get_dpad_input_radial(f32* angle, f32* magnitude); void transform_point(Matrix4f mtx, f32 inX, f32 inY, f32 inZ, f32 inS, f32* outX, f32* outY, f32* outZ, f32* outS); void try_player_footstep_sounds(s32 arg0); void phys_update_interact_collider(void); void phys_adjust_cam_on_landing(void); void phys_init_integrator_for_current_state(void); void phys_player_land(void); void phys_main_collision_below(void); void create_popup_menu(PopupMenu*); s32 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 partIndex); s32 add_coins(s32 amt); s32 is_partner_ability_active(s32); s32 phys_can_player_interact(void); void ai_enemy_play_sound(Npc* npc, s32 arg1, s32 arg2); s32 player_test_move_without_slipping(PlayerStatus*, f32*, f32*, f32*, f32, f32, s32*); s32 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); 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); s32 func_80055448(s32); s32 func_80055464(s32, s32); s32 func_800E0208(void); s32 battle_heap_create(void); void filemenu_init(s32); 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); 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 intro_logos_set_fade_color(s16 color); void intro_logos_set_fade_alpha(s16 alpha); void set_game_mode(s16 idx); f32 get_xz_dist_to_player(f32, f32); void func_800E06C0(s32); void close_status_menu(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); s32 heap_free(void* ptr); 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 func_80242FE0(void); void func_80243910(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_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 func_8024F7C8(void); void func_80266978(void); void func_80266B14(void); s32 func_8024E584(void); void func_8024EE48(void); void func_8024EEA8(void); void func_80255FD8(void); void func_80266EE8(Actor* actor, s32 arg1); void btl_set_popup_duration(s32 duration); void switch_to_partner(s32 arg0); 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); s32 npc_raycast_down_around(s32, f32*, f32*, f32*, f32*, f32, f32); s32 npc_raycast_down_sides(s32, f32*, f32*, f32*, f32*); s32 player_raycast_below_cam_relative(PlayerStatus*, f32*, f32*, f32*, f32*, f32*, f32*, f32*, f32*); s32 npc_test_move_taller_with_slipping(s32, f32*, f32*, f32*, f32, f32, f32, f32); s32 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 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 set_background_color_blend(u8 r, u8 g, u8 b, u8 a); void partner_set_tether_distance(f32); 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_peach_shadow_scale(Shadow* shadow, f32 scale); void set_animation(s32 actorID, s32, s32 animationIndex); void set_animation_rate(s32 actorID, s32 partIndex, f32 rate); void func_8011B7C0(u16, s32, s32); ModelAnimator* get_animator_by_index(s32 arg0); 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*, f32*); 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); 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); s32 make_item_entity(s32 itemID, f32 x, f32 y, f32 z, s32 itemSpawnMode, s32 pickupDelay, s32 facingAngleSign, 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); s32 create_generic_entity_frontUI(void (*updateFunc)(void), void (*drawFunc)(void)); DynamicEntity* get_generic_entity(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); s32 check_input_jump(void); s32 check_input_hammer(void); Npc* resolve_npc(Evt* script, s32 npcIdOrPtr); void enable_npc_blur(Npc* npc); void disable_npc_blur(Npc* npc); 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); s32 sfx_adjust_env_sound_pos(s32 soundID, s32 arg1, f32 arg2, f32 arg3, f32 arg4); void sfx_play_sound(s32 soundID); void sfx_play_sound_at_position(s32 soundID, s32 value2, f32 posX, f32 posY, f32 posZ); void sfx_play_sound_at_player(s32 soundID, s32 arg0); void sfx_play_sound_at_npc(s32 soundID, s32 arg1, s32 npcID); 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); void func_801497FC(s32 arg0); s32 func_8014AA54(s32 playerIndex, s32 arg1, s16 arg2); 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 player_create_target_list(Actor* actor); void enemy_create_target_list(Actor* actor); void set_actor_yaw(s32 actorID, s32 yaw); void set_part_yaw(s32 actorID, s32 partIndex, 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 partIndex); void remove_part_shadow(s32 actorID, s32 partIndex); void create_part_shadow_by_ref(s32 arg0, ActorPart* part); void func_80266D6C(ActorPart*, s32); char* int_to_string(s32, char*, s32); Evt* get_script_by_index(s32 index); s32 get_lava_reset_pos(f32* x, f32* y, f32* z); void start_rumble(s32, s32); void start_falling(void); void set_action_state(s32 actionState); s32 get_collider_type_by_id(s32 colliderID); void suggest_player_anim_setUnkFlag(s32 arg0); void suggest_player_anim_clearUnkFlag(s32 arg0); void subtract_hp(s32 amt); void open_status_menu_long(void); void suspend_all_group(s32 groupFlags); void kill_script(Evt* instanceToKill); void exec_entity_commandlist(Entity* entity); void sfx_reset_door_sounds(void); void func_802D7460(f32 x, f32 y, f32 z, s32 arg3); void func_802D74C0(f32 x, f32 y, f32 z, s32 arg3); void show_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 play_movement_dust_effects(s32 var0, f32 xPos, f32 yPos, f32 zPos, f32 angleDeg); void func_80138D88(s32, s32, s32, s32, f32); void func_8013A4D0(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_player_defeated(void); void btl_show_battle_message(s32, s32); void btl_update_ko_status(void); void reset_actor_turn_info(void); void reset_all_actor_sounds(Actor*); void decrement_status_menu_disabled(void); void increment_status_menu_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); // 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 func_80036430(void); void func_8003646C(void); void func_80036640(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 game_mode_set_fpDrawAuxUI(s32 i, void (*fn)(void)); void func_802B2078(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 func_800495A0(Evt* script, NpcAISettings* npcAISettings, EnemyTerritoryThing* territory); void func_800496B8(Evt* script, NpcAISettings* npcAISettings, EnemyTerritoryThing* territory); void func_80049C04(Evt* script, NpcAISettings* npcAISettings, EnemyTerritoryThing* territory); void func_80049E3C(Evt* script, NpcAISettings* npcAISettings, EnemyTerritoryThing* territory); void func_80049ECC(Evt* script, NpcAISettings* npcAISettings, EnemyTerritoryThing* territory); void func_80049F7C(Evt* script, NpcAISettings* npcAISettings, EnemyTerritoryThing* territory); void func_8004A124(Evt* script, NpcAISettings* npcAISettings, EnemyTerritoryThing* territory); void func_8004A3E8(Evt* script, NpcAISettings* npcAISettings, EnemyTerritoryThing* territory); void func_8004A73C(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_generic_entity_world(WorldArgs, WorldArgs); EntityModel* get_entity_model(s32 idx); f32 phys_get_spin_history(s32 lag, s32* x, s32* y, s32* z); void fold_update(u32, s32, s32, s32, s32, s32, s32); s32 func_8013A704(s32); void free_generic_entity(s32); void sfx_get_spatialized_sound_params(f32 arg0, f32 arg1, f32 arg2, s16* arg3, s16* arg4, s32 arg5); void sfx_play_sound_with_params(s32 arg0, u8 arg1, u8 arg2, s16 arg3); s32 func_8004A784(Npc* npc, f32 arg1, f32* arg2, f32* arg3, f32* arg4, f32* arg5); void base_UnkNpcAIFunc1(Evt* script, NpcAISettings* aiSettings, EnemyTerritoryThing* territory); void UnkNpcAIFunc1(Evt* script, NpcAISettings* aiSettings, EnemyTerritoryThing* territory); s32 func_80263230(Actor*, Actor*); void func_80266EA8(ActorPart*, s32); void func_80266E40(Actor*); void func_80267018(Actor* actor, s32 arg1); void remove_player_buffs(s32); s32 is_actor_hp_bar_visible(Actor*); void sin_cos_rad(f32 rad, f32* outSinTheta, f32* outCosTheta); void load_font(s32 font); void* load_asset_by_name(const char* assetName, u32* decompressedSize); void mdl_draw_hidden_panel_surface(Gfx** arg0, u16 treeIndex); s32 func_8011CFBC(void); void set_screen_overlay_center_worldpos(s32 idx, s32 posIdx, s32 x, s32 y, s32 z); s32 mdl_get_next_texture_address(s32); void draw_msg(s32 msgID, s32 posX, s32 posY, s32 opacity, s32 palette, u8 style); void get_background_color_blend(u8* r, u8* g, u8* b, u8* a); s8 set_global_byte(s32 index, s32 value); s32 entity_base_block_idle(Entity* entity); s32 recover_hp(s32 amt); s32 recover_fp(s32 amt); void entity_set_render_script(Entity* entity, u32* commandList); s32 entity_can_collide_with_jumping_player(Entity* entity); s32 set_global_flag(s32 index); void entity_base_block_init(Entity* entity); s32 entity_start_script(Entity* entity); void remove_item_entity_by_index(s32 index); void set_entity_commandlist(Entity* entity, s32* entityScript); void func_800EF3E4(void); void func_80268858(void); void func_80269118(void); s32 func_80268224(s32); void func_80149A6C(s32, s32); void func_800EF300(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, WindowUpdateFunc); void snd_stop_sound(s32 soundID); void snd_start_sound_with_shift(s32 soundID, u8 volume, u8 pan, s16 pitchShift); void snd_adjust_sound_with_shift(s32 soundID, u8 volume, u8 pan, s16 pitchShift); void sfx_adjust_env_sound_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift); void sfx_stop_sound(s32 soundID); void partner_disable_input(void); void func_80268798(s32, s32, s32, s32); void func_8026880C(s32, s32, s32); void func_802687E4(s32 arg0, s32 arg1, s32 arg2, s32 arg3, s32 arg4); 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_E(s32, Mtx*); void draw_entity_model_A(s32, Mtx*); void free_entity_model_by_index(s32 idx); void func_8024E40C(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 dispatch_event_actor(Actor*, s32); s32 dispatch_damage_event_actor_1(Actor* actor, s32 damageAmount, s32 event); void btl_show_variable_battle_message(s32, s32, s32); s32 btl_is_popup_displayed(void); void func_8024E3D8(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_fog_mode(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 func_8024EDC0(void); void update_effects(void); void update_cameras(void); void clear_render_tasks(void); void clear_generic_entity_list(void); void clear_printers(void); void clear_item_entity_data(void); void clear_player_data(void); void enforce_hpfp_limits(void); s32 should_collider_allow_interact(s32); void func_800E98EC(void); void func_800E9900(void); void show_coin_counter(void); s32 add_item(s32 itemID); s32 add_badge(s32 itemID); void func_800E96C8(void); void hide_popup_menu(void); void destroy_popup_menu(void); void func_800E98C4(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_msg(s32 msgID, s32 index); void set_message_value(s32 value, s32 index); s32 store_item(s32 itemID); void open_status_menu_short(void); void func_8024EFE0(f32 x, f32 y, f32 z, s32, s32, s32); void func_802664DC(f32 x, f32 y, f32 z, s32 attack, s32 a); s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion); s32 calc_partner_test_enemy(void); void disable_actor_blur(Actor*); void reset_actor_blur(Actor*); void enable_actor_blur(Actor*); void func_80251474(Actor*); s32 func_8025C8A0(s32, ActorPart*); void func_8025CD28(s32, ActorPart*); void func_8025CEC8(ActorPart*); void _remove_part_decoration(ActorPart* part, s32 decorationIndex); void func_8025D158(ActorPart*, s32); void func_8025D290(ActorPart*, s32); void func_8025D3C4(ActorPart*, s32); void func_8025D4A0(ActorPart*, s32); void func_8025D620(ActorPart*, s32); void func_8025D6FC(ActorPart*, s32); void func_8025D810(ActorPart*, s32); void func_8025D8EC(ActorPart*, s32); void func_8025DA60(ActorPart*, s32); void func_8025DBC8(ActorPart*, s32); void func_8025DD40(ActorPart*, s32); void func_8025DE88(ActorPart*, s32); void func_800E9894(void); void func_8013A854(u32); void disable_player_blur(void); void enable_player_blur(void); void func_80254950(void); void func_802549A0(void); void func_802549C0(void); void set_goal_pos_to_part(ActorState* state, s32 actorID, s32 partIndex); void init_encounters_ui(void); void initialize_collision(void); void render_entities(void); void render_player(void); void render_generic_entities_world(void); void render_effects_world(void); s32 get_asset_offset(char*, s32*); void initialize_status_menu(void); void status_menu_start_blinking_fp(void); void status_menu_start_blinking_hp(void); void status_menu_start_blinking_sp(void); void status_menu_stop_blinking_fp(void); void status_menu_stop_blinking_hp(void); void status_menu_stop_blinking_sp(void); void set_background_size(s16, s16, s16, s16); void read_background_size(BackgroundHeader*); void set_max_SP(s8); void sync_status_menu(void); void create_cameras_a(void); void func_80045AC0(void); 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 func_80266ADC(Actor*); void func_80266AF8(Actor*); void func_80266E14(ActorPart*); void func_80268770(s32, s32, s32); void func_80268C9C(void); s32 check_block_input(s32 buttonMask); void func_802B6CF0_E2B3A0(void); void func_80269160(void); void func_800E24F8(void); void load_tattle_flags(s32); void remove_consumable(void); void delete_shadow(s32); void repartner_set_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 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 clear_animator_list(void); void clear_model_data(void); void clear_sprite_shading_data(void); void clear_character_set(void); void clear_game_modes(void); void clear_trigger_data(void); void clear_script_list(void); void clear_entity_data(s32); void clear_effect_data(void); void clear_area_flags(void); #endif