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[headers] Create zelda_arena.h, move protos to z64effect.h, and misc fixups (#2248)

* [headers] Create z64malloc.h, move protos to z64effect.h, and misc fixups

* zelda_arena.h

* bss

* bss2

* bss3

* bss
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Dragorn421 2024-10-01 08:46:56 +02:00 committed by GitHub
parent bdc11c2894
commit 47c6c36dc3
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GPG key ID: B5690EEEBB952194
12 changed files with 233 additions and 210 deletions

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@ -37,180 +37,7 @@ void LogUtils_ResetHungup(void);
EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params);
EnItem00* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s16 params);
void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnPos, s16 params);
void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
void EffectBlure_AddSpace(EffectBlure* this);
void EffectBlure_Init1(void* thisx, void* initParamsx);
void EffectBlure_Init2(void* thisx, void* initParamsx);
void EffectBlure_Destroy(void* thisx);
s32 EffectBlure_Update(void* thisx);
void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx);
void EffectShieldParticle_Init(void* thisx, void* initParamsx);
void EffectShieldParticle_Destroy(void* thisx);
s32 EffectShieldParticle_Update(void* thisx);
void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx);
void EffectSpark_Init(void* thisx, void* initParamsx);
void EffectSpark_Destroy(void* thisx);
s32 EffectSpark_Update(void* thisx);
void EffectSpark_Draw(void* thisx, GraphicsContext* gfxCtx);
void func_80026230(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
void func_80026400(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
void func_80026608(PlayState* play);
void func_80026690(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
void func_80026860(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
void func_80026A6C(PlayState* play);
PlayState* Effect_GetPlayState(void);
void* Effect_GetByIndex(s32 index);
void Effect_InitContext(PlayState* play);
void Effect_Add(PlayState* play, s32* pIndex, s32 type, u8 arg3, u8 arg4, void* initParams);
void Effect_DrawAll(GraphicsContext* gfxCtx);
void Effect_UpdateAll(PlayState* play);
void Effect_Delete(PlayState* play, s32 index);
void Effect_DeleteAll(PlayState* play);
void EffectSs_InitInfo(PlayState* play, s32 tableSize);
void EffectSs_ClearAll(PlayState* play);
void EffectSs_Delete(EffectSs* effectSs);
void EffectSs_Reset(EffectSs* effectSs);
void EffectSs_Insert(PlayState* play, EffectSs* effectSs);
void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams);
void EffectSs_UpdateAll(PlayState* play);
void EffectSs_DrawAll(PlayState* play);
s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv);
s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight);
u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight);
void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, void* texture);
void EffectSsDust_Spawn(PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life,
u8 updateMode);
void func_8002829C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep);
void func_80028304(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep);
void func_8002836C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
void func_800283D4(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
void func_8002843C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
void func_800284A4(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep);
void func_80028510(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor, s16 scale, s16 scaleStep);
void func_8002857C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
void func_800285EC(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
void func_8002865C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
void func_800286CC(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
void func_8002873C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s16 life);
void func_800287AC(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s16 life);
void func_8002881C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor);
void func_80028858(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
Color_RGBA8* envColor);
void func_80028990(PlayState* play, f32 randScale, Vec3f* srcPos);
void func_80028A54(PlayState* play, f32 randScale, Vec3f* srcPos);
void EffectSsKiraKira_SpawnSmallYellow(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
void EffectSsKiraKira_SpawnSmall(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor);
void EffectSsKiraKira_SpawnDispersed(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
void EffectSsKiraKira_SpawnFocused(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
void EffectSsBomb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
void EffectSsBomb2_SpawnFade(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
void EffectSsBomb2_SpawnLayered(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
s16 scaleStep);
void EffectSsBlast_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* innerColor,
Color_RGBA8* outerColor, s16 scale, s16 scaleStep, s16 scaleStepDecay, s16 life);
void EffectSsBlast_SpawnWhiteShockwaveSetScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
s16 scaleStep, s16 life);
void EffectSsBlast_SpawnShockwaveSetColor(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* innerColor, Color_RGBA8* outerColor, s16 life);
void EffectSsBlast_SpawnWhiteShockwave(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
void EffectSsGSpk_SpawnAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
void EffectSsGSpk_SpawnNoAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
void EffectSsGSpk_SpawnFuse(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
void EffectSsGSpk_SpawnRandColor(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
s16 scale, s16 scaleStep);
void EffectSsGSpk_SpawnSmall(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor);
void EffectSsDFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s16 alpha, s16 fadeDelay, s32 life);
void EffectSsDFire_SpawnFixedScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 alpha,
s16 fadeDelay);
void EffectSsBubble_Spawn(PlayState* play, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale,
f32 scale);
void EffectSsGRipple_Spawn(PlayState* play, Vec3f* pos, s16 radius, s16 radiusMax, s16 life);
void EffectSsGSplash_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
s16 type, s16 scale);
void EffectSsGMagma_Spawn(PlayState* play, Vec3f* pos);
void EffectSsGFire_Spawn(PlayState* play, Vec3f* pos);
void EffectSsLightning_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
s16 scale, s16 yaw, s16 life, s16 numBolts);
void EffectSsDtBubble_SpawnColorProfile(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
s16 life, s16 colorProfile, s16 randXZ);
void EffectSsDtBubble_SpawnCustomColor(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 life, s16 randXZ);
void EffectSsHahen_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16 scale,
s16 objId, s16 life, Gfx* dList);
void EffectSsHahen_SpawnBurst(PlayState* play, Vec3f* pos, f32 burstScale, s16 unused, s16 scale,
s16 randScaleRange, s16 count, s16 objId, s16 life, Gfx* dList);
void EffectSsStick_Spawn(PlayState* play, Vec3f* pos, s16 yaw);
void EffectSsSibuki_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 moveDelay,
s16 direction, s16 scale);
void EffectSsSibuki_SpawnBurst(PlayState* play, Vec3f* pos);
void EffectSsSibuki2_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
void EffectSsGMagma2_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
s16 updateRate, s16 drawMode, s16 scale);
void EffectSsStone1_Spawn(PlayState* play, Vec3f* pos, s32 arg2);
void EffectSsHitMark_Spawn(PlayState* play, s32 type, s16 scale, Vec3f* pos);
void EffectSsHitMark_SpawnFixedScale(PlayState* play, s32 type, Vec3f* pos);
void EffectSsHitMark_SpawnCustomScale(PlayState* play, s32 type, s16 scale, Vec3f* pos);
void EffectSsFhgFlash_SpawnLightBall(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
u8 param);
void EffectSsFhgFlash_SpawnShock(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, u8 param);
void EffectSsKFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type);
void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused,
s16* linkDetected);
void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5,
s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx,
s16 objId, Gfx* dList);
void EffectSsIcePiece_Spawn(PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, s32 life);
void EffectSsIcePiece_SpawnBurst(PlayState* play, Vec3f* refPos, f32 scale);
void EffectSsEnIce_SpawnFlyingVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 primR, s16 primG, s16 primB,
s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
void EffectSsEnIce_SpawnFlyingVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 primR, s16 primG, s16 primB,
s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
void EffectSsEnIce_Spawn(PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life);
void EffectSsFireTail_Spawn(PlayState* play, Actor* actor, Vec3f* pos, f32 scale, Vec3f* arg4, s16 arg5,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 bodyPart, s32 life);
void EffectSsFireTail_SpawnFlame(PlayState* play, Actor* actor, Vec3f* pos, f32 arg3, s16 bodyPart,
f32 colorIntensity);
void EffectSsFireTail_SpawnFlameOnPlayer(PlayState* play, f32 scale, s16 bodyPart, f32 colorIntensity);
void EffectSsEnFire_SpawnVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, s16 arg4, s16 flags, s16 bodyPart);
void EffectSsEnFire_SpawnVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 scale, s16 arg4, s16 flags, s16 bodyPart);
void EffectSsExtra_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scoreIdx);
void EffectSsFCircle_Spawn(PlayState* play, Actor* actor, Vec3f* pos, s16 radius, s16 height);
void EffectSsDeadDb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, s16 unused,
s32 arg14, s16 playSfx);
void EffectSsDeadDd_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s16 primR, s16 primG, s16 primB, s16 alpha, s16 envR, s16 envG, s16 envB, s16 alphaStep,
s32 life);
void EffectSsDeadDd_SpawnRandYellow(PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, f32 randPosScale,
s32 randIter, s32 life);
void EffectSsDeadDs_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
s16 alpha, s32 life);
void EffectSsDeadDs_SpawnStationary(PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, s16 alpha,
s32 life);
void EffectSsDeadSound_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u16 sfxId,
s16 lowerPriority, s16 repeatMode, s32 life);
void EffectSsDeadSound_SpawnStationary(PlayState* play, Vec3f* pos, u16 sfxId, s16 lowerPriority,
s16 repeatMode, s32 life);
void EffectSsIceSmoke_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
void FlagSet_Update(PlayState* play);
void Overlay_LoadGameState(GameStateOverlay* overlayEntry);
void Overlay_FreeGameState(GameStateOverlay* overlayEntry);
@ -264,24 +91,6 @@ void Health_DrawMeter(PlayState* play);
void Health_UpdateBeatingHeart(PlayState* play);
u32 Health_IsCritical(void);
void* ZeldaArena_Malloc(u32 size);
void* ZeldaArena_MallocR(u32 size);
void* ZeldaArena_Realloc(void* ptr, u32 newSize);
void ZeldaArena_Free(void* ptr);
void* ZeldaArena_Calloc(u32 num, u32 size);
void ZeldaArena_GetSizes(u32* outMaxFree, u32* outFree, u32* outAlloc);
void ZeldaArena_Check(void);
void ZeldaArena_Init(void* start, u32 size);
void ZeldaArena_Cleanup(void);
s32 ZeldaArena_IsInitialized(void);
#if OOT_DEBUG
void ZeldaArena_CheckPointer(void* ptr, u32 size, const char* name, const char* action);
void* ZeldaArena_MallocDebug(u32 size, const char* file, int line);
void* ZeldaArena_MallocRDebug(u32 size, const char* file, int line);
void* ZeldaArena_ReallocDebug(void* ptr, u32 newSize, const char* file, int line);
void ZeldaArena_FreeDebug(void* ptr, const char* file, int line);
void ZeldaArena_Display(void);
#endif
void MapMark_Init(PlayState* play);
void MapMark_ClearPointers(PlayState* play);
void MapMark_Draw(PlayState* play);
@ -475,8 +284,6 @@ void SysCfb_Init(s32 n64dd);
void* SysCfb_GetFbPtr(s32 idx);
void* SysCfb_GetFbEnd(void);
void Math3D_DrawSphere(PlayState* play, Sphere16* sph);
void Math3D_DrawCylinder(PlayState* play, Cylinder16* cyl);
u64* SysUcode_GetUCodeBoot(void);
size_t SysUcode_GetUCodeBootSize(void);
u64* SysUcode_GetUCode(void);