#ifndef _FUNCTIONS_H_ #define _FUNCTIONS_H_ #include "ultra64.h" #include "common.h" #include "map.h" #include "enums.h" f32 fabsf(f32 f); f32 sqrtf(f32 f); f64 sqrt(f64 d); f32 cosine(s16 arg0); s32 strcmp(const char* str1, const char* str2); void nuBoot(void); void boot_idle(void); void boot_main(void); void osCleanupThread(void); f32 signF(f32 val); void* heap_malloc(s32 size); HeapNode* _heap_create(s32* addr, u32 size); s32 dma_copy(Addr romStart, Addr romEnd, void* vramDest); 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(); s16 get_game_mode(void); f32 integrate_gravity(void); f32 get_clamped_angle_diff(f32, f32); s32 intro_logos_fade_out(s16 addAlpha); void _render_transition_stencil(s32, f32, s32); u32 get_entity_type(s32 arg0); Entity* get_entity_by_index(s32 index); s32 create_entity(StaticEntityData*, s32, s32, s32, s32, s32); void entity_shattering_idle(Entity* entity); void func_802666E4(Actor* actor, f32 arg1, f32 arg2, f32 arg3, s16); 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 exec_ShakeCamX(s32 arg0, s32 arg1, s32 arg2, f32 arg3); f32 func_800E5348(void); void transform_point(Matrix4f mtx, f32, f32, f32, f32, f32*, f32*, f32*, f32*); void draw_number(s32 value, s32 x, s32 y, s32 arg3, s32 palette, s32 opacity, s32 style); void set_hud_element_scale(s32 index, f32 scale); 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); RenderTaskEntry* queue_render_task(RenderTask* task); // append gfx funcs void func_80257B28(s32); void func_8025595C(Actor*); void func_80257B68(Actor*); void func_80257B48(s32); void func_8025599C(s32); void func_80257B88(void); void func_80257DA4(void); void func_80254C50(void); void func_80258E14(void); f32 func_800E34D8(void); f32 player_check_collision_below(f32, s32* colliderID); s32 can_trigger_loading_zone(void); void func_802667F0(s32, Actor*, f32, f32, f32); void* general_heap_malloc(s32 size); s32 general_heap_free(s32 size); 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); // todo remove once we have libultra's def extern void guOrtho(Mtx *m, float l, float r, float b, float t, float n, float f, float scale); // Text MessagePrintState* msg_get_printer_for_string(s32 stringID, s32* a1); void get_screen_coords(Cam camID, f32 x, f32 y, f32 z, s32* screenX, s32* screenY, s32* screenZ); void parent_collider_to_model(s32 colliderID, s16 modelIndex); void clone_model(u16 srcModelID, u16 newModelID); 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 player_test_lateral_overlap(s32, PlayerStatus*, f32*, f32*, f32*, f32, f32); Npc* peach_make_disguise_npc(s32 peachDisguise); void draw_box(s32 flags, s32 windowStyle, s32 posX, s32 posY, s32 posZ, s32 width, s32 height, s32 opacity, s32 darkening, f32 scaleX, f32 scaleY, f32 rotX, f32 rotY, f32 rotZ, void (*fpDrawContents)(s32), s32 drawContentsArg0, Matrix4f rotScaleMtx, s32 translateX, s32 translateY, Matrix4f* outMtx); s32 get_string_width(s32 stringID, 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 create_popup_menu(void*); 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_trigger_bound(Trigger*, Bytecode* script); Trigger* create_trigger(TriggerDefinition* def); s32 _bound_script_trigger_handler(Trigger* trigger); Trigger* get_trigger_by_id(s32 triggerID); Actor* get_actor(ActorID actorID); ActorPart* get_actor_part(Actor* actor, s32 partIndex); s32 add_coins(s32 amt); void ai_enemy_play_sound(Npc* npc, s32 arg1, s32 arg2); s32 player_test_move_without_slipping(PlayerStatus*, f32*, f32*, f32*, s32, f32, s32*); s32 get_variable(ScriptInstance* script, Bytecode var); s32 set_variable(ScriptInstance* script, Bytecode var, s32 value); f32 get_float_variable(ScriptInstance* script, Bytecode var); f32 set_float_variable(ScriptInstance* script, Bytecode var, f32 value); void set_script_timescale(ScriptInstance* 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); void func_800561A4(s32); s32 osGetId(); s32 battle_heap_create(void); void filemenu_init(s32); s32 test_ray_zones(f32, f32, f32, f32*, f32*, f32*, f32*, f32*, f32*, f32*); void mem_clear(s8* data, s32 numBytes); HudElement* create_hud_element(s32* iconIndex); void set_hud_element_render_pos(s32 iconIndex, s32 posX, s32 posY); void intro_logos_set_fade_color(s16 color); void intro_logos_set_fade_alpha(s16 alpha); void set_game_mode(s16 idx); void fx_walk(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5); void fx_emote(s32, Npc*, f32, f32, f32, f32, f32, s32, s32*); f32 get_xz_dist_to_player(f32, f32); void func_800E06C0(s32); void close_status_menu(void); void btl_state_update_switch_to_partner(void); Shadow* 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); // Pause s32 pause_interp_vertical_scroll(s32 deltaBefore); void pause_draw_rect(s32 ulx, s32 uly, s32 lrx, s32 lry, s32 tileDescriptor, s32 uls, s32 ult, s32 dsdx, s32 dtdy); s32 npc_raycast_down_ahead(s32, f32*, f32*, f32*, f32*, f32, f32); s32 npc_raycast_down_sides(s32, 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); Npc* get_npc_by_index(s32 listIndex); // 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(ScriptInstance* script); ScriptInstance* start_script(Script* source, s32 priority, s32 initialState); ScriptInstance* start_script_in_group(Script* 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_rate(ActorID actorID, s32 partIndex, f32 rate); void func_8011B7C0(u16, s32, s32); AnimatedMesh* get_animator_by_index(s32 arg0); void set_screen_overlay_params_front(u8, f32); void set_screen_overlay_params_back(s32, f32); void set_screen_overlay_alpha(s32, f32); void get_screen_overlay_params(s32, f32*, f32*); s32 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); f32 update_lerp(Easing easing, f32 start, f32 end, s32 elapsed, s32 duration); void sin_cos_deg(f32 rad, f32* outSinTheta, f32* outCosTheta); 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); 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, ItemSpawnMode 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); 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); Npc* get_npc_safe(NpcID npcId); Npc* get_npc_unsafe(NpcID npcId); Npc* resolve_npc(ScriptInstance* script, NpcID npcIdOrPtr); void set_npc_yaw(Npc* npcPtr, f32 angle); void npc_move_heading(Npc* npc, f32 speed, f32 yaw); 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); s32 sfx_play_sound_at_position(s32 soundID, s32 value2, f32 posX, f32 posY, f32 posZ); s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume); void func_801497FC(s32 arg0); s32 func_8014AA54(s32 playerIndex, s32 arg1, s16 arg2); s32 basic_window_update(void); s32 basic_hidden_window_update(void); void player_create_target_list(Actor* actor); void enemy_create_target_list(Actor* actor); void set_actor_yaw(ActorID actorID, s32 yaw); void set_part_yaw(ActorID actorID, s32 partIndex, s32 value); ActorPart* get_actor_part(Actor* actor, s32 partIndex); void add_part_decoration(ActorPart* part, s32 decorationIndex, DecorationID decorationType); void add_actor_decoration(Actor* actor, s32 decorationIndex, DecorationID 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, Ability ability); void create_part_shadow(ActorID actorID, s32 partIndex); void remove_part_shadow(ActorID actorID, s32 partIndex); void create_part_shadow_by_ref(UNK_TYPE arg0, ActorPart* part); // arg0 unused ScriptInstance* get_script_by_index(s32 index); void set_action_state(s32 actionState); s32 get_collider_type_by_id(s32 colliderID); void suggest_player_anim_setUnkFlag(s32 arg0); void subtract_hp(s32 amt); void open_status_menu_long(void); void suspend_all_group(s32 groupFlags); void kill_script(ScriptInstance* 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 play_movement_dust_effects(s32 var0, f32 xPos, f32 yPos, f32 zPos, f32 angleDeg); void func_80138D88(s32, s32, s32, s32, f32); // 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_drawUI_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_step_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 func_802B2078(void); extern f32 gCurtainScale; extern f32 gCurtainScaleGoal; extern f32 gCurtainFade; extern f32 gCurtainFadeGoal; extern UNK_FUN_PTR(gCurtainDrawCallback); void spr_update_player_sprite(s32, s32, f32); 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); // Dead functions: Npc* func_8003E4BC(NpcID npcId); // get_npc_safe Npc* func_8003E534(NpcID npcId); // get_npc_safe void func_80077BD0(s32, s32, s32, s32, s32, s32); void dead_playFX_11(s32, f32, f32, f32, f32); s32 dead_get_variable(ScriptInstance* script, Bytecode var); f32 dead_get_float_variable(ScriptInstance* script, Bytecode var); s32 dead_set_variable(ScriptInstance* script, Bytecode var, s32 value); f32 dead_set_float_variable(ScriptInstance* script, Bytecode var, f32 value); f32 dead_cos_rad(f32 x); f32 dead_atan2(f32 startX, f32 startZ, f32 endX, f32 endZ); s32 create_generic_entity_world(void (*updateFunc)(void), void (*drawFunc)(void)); EntityModel* get_entity_model(s32 idx); f32 phys_get_spin_history(s32 lag, s32* x, s32* y, s32* z); 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(ScriptInstance* script, NpcAISettings* aiSettings, EnemyTerritoryThing* territory); s32* spr_get_npc_palettes(u16 arg0); void spr_draw_player_sprite(s32 arg0, s32 arg1, s32 arg2, s32 arg3, s32 arg4); void spr_draw_npc_sprite(s32 arg0, s32 arg1, s32 arg2, s32 arg3, Matrix4f* arg4); void guRotateRPYF(float mf[4][4], f32 x, f32 y, f32 z); s32 spr_update_sprite(s32 arg0, s32 arg1, f32 arg2); s32 npc_raycast_down_ahead(s32, f32*, f32*, f32*, f32*, f32, f32); void sin_cos_rad(f32 rad, f32* outSinTheta, f32* outCosTheta); void* load_asset_by_name(const char* assetName, u32* decompressedSize); EffectInstance* func_8005A2BC(EffectBlueprint* effectBp); void remove_effect(EffectInstance* arg0); s32 load_effect(s32 effectIndex); void mdl_draw_hidden_panel_surface(Gfx** arg0, u16 treeIndex); s32 func_8011CFBC(void); s32 set_screen_overlay_center_worldpos(void); s32 mdl_get_next_texture_address(void); void draw_string(s32 stringID, s32 posX, s32 posY, s32 opacity, s32 palette, s32 style); void get_background_color_blend(u8* r, u8* g, u8* b, u8* a); #endif