mirror of
https://github.com/zeldaret/oot.git
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fbf797f1e2
* [headers] Create gfxalloc.h, map.h, move protos to z64{actor,player,view}.h * oops * bss * comment on player_lib protos & format * format map.h * Move SCREEN_{WIDTH,HEIGHT} and SET_FULLSCREEN_VIEWPORT to z64view.h * bss * revert move screen_width/height * bss
551 lines
31 KiB
C
551 lines
31 KiB
C
#ifndef FUNCTIONS_H
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#define FUNCTIONS_H
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#include "z64.h"
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#include "macros.h"
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void bootproc(void);
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void Main_ThreadEntry(void* arg);
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void Idle_ThreadEntry(void* arg);
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void ViConfig_UpdateVi(u32 black);
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void ViConfig_UpdateBlack(void);
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void* Yaz0_FirstDMA(void);
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void* Yaz0_NextDMA(u8* curSrcPos);
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void Yaz0_DecompressImpl(u8* src, u8* dst);
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void Yaz0_Decompress(uintptr_t romStart, u8* dst, size_t size);
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void Locale_Init(void);
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void Locale_ResetRegion(void);
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#if OOT_DEBUG
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void isPrintfInit(void);
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#endif
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void rmonPrintf(const char* fmt, ...);
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#if OOT_DEBUG
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void* is_proutSyncPrintf(void* arg, const char* str, size_t count);
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NORETURN void func_80002384(const char* exp, const char* file, int line);
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#endif
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OSPiHandle* osDriveRomInit(void);
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void Mio0_Decompress(u8* src, u8* dst);
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#if OOT_DEBUG
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void LogUtils_LogHexDump(void* ptr, s32 size0);
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void LogUtils_CheckNullPointer(const char* exp, void* ptr, const char* file, int line);
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void LogUtils_CheckValidPointer(const char* exp, void* ptr, const char* file, int line);
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void LogUtils_LogThreadId(const char* name, int line);
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#endif
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void LogUtils_HungupThread(const char* name, int line);
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void LogUtils_ResetHungup(void);
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EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params);
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EnItem00* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s16 params);
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void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnPos, s16 params);
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void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
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void EffectBlure_AddSpace(EffectBlure* this);
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void EffectBlure_Init1(void* thisx, void* initParamsx);
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void EffectBlure_Init2(void* thisx, void* initParamsx);
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void EffectBlure_Destroy(void* thisx);
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s32 EffectBlure_Update(void* thisx);
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void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx);
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void EffectShieldParticle_Init(void* thisx, void* initParamsx);
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void EffectShieldParticle_Destroy(void* thisx);
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s32 EffectShieldParticle_Update(void* thisx);
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void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx);
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void EffectSpark_Init(void* thisx, void* initParamsx);
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void EffectSpark_Destroy(void* thisx);
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s32 EffectSpark_Update(void* thisx);
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void EffectSpark_Draw(void* thisx, GraphicsContext* gfxCtx);
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void func_80026230(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026400(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026608(PlayState* play);
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void func_80026690(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026860(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026A6C(PlayState* play);
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PlayState* Effect_GetPlayState(void);
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void* Effect_GetByIndex(s32 index);
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void Effect_InitContext(PlayState* play);
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void Effect_Add(PlayState* play, s32* pIndex, s32 type, u8 arg3, u8 arg4, void* initParams);
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void Effect_DrawAll(GraphicsContext* gfxCtx);
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void Effect_UpdateAll(PlayState* play);
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void Effect_Delete(PlayState* play, s32 index);
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void Effect_DeleteAll(PlayState* play);
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void EffectSs_InitInfo(PlayState* play, s32 tableSize);
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void EffectSs_ClearAll(PlayState* play);
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void EffectSs_Delete(EffectSs* effectSs);
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void EffectSs_Reset(EffectSs* effectSs);
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void EffectSs_Insert(PlayState* play, EffectSs* effectSs);
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void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams);
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void EffectSs_UpdateAll(PlayState* play);
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void EffectSs_DrawAll(PlayState* play);
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s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv);
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s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight);
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u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight);
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void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, void* texture);
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void EffectSsDust_Spawn(PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life,
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u8 updateMode);
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void func_8002829C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_80028304(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_8002836C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_800283D4(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_8002843C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_800284A4(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_80028510(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_8002857C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void func_800285EC(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void func_8002865C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
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void func_800286CC(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
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void func_8002873C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 life);
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void func_800287AC(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 life);
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void func_8002881C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor);
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void func_80028858(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor);
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void func_80028990(PlayState* play, f32 randScale, Vec3f* srcPos);
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void func_80028A54(PlayState* play, f32 randScale, Vec3f* srcPos);
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void EffectSsKiraKira_SpawnSmallYellow(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsKiraKira_SpawnSmall(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor);
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void EffectSsKiraKira_SpawnDispersed(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
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void EffectSsKiraKira_SpawnFocused(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
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void EffectSsBomb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsBomb2_SpawnFade(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsBomb2_SpawnLayered(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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s16 scaleStep);
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void EffectSsBlast_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* innerColor,
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Color_RGBA8* outerColor, s16 scale, s16 scaleStep, s16 scaleStepDecay, s16 life);
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void EffectSsBlast_SpawnWhiteShockwaveSetScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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s16 scaleStep, s16 life);
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void EffectSsBlast_SpawnShockwaveSetColor(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* innerColor, Color_RGBA8* outerColor, s16 life);
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void EffectSsBlast_SpawnWhiteShockwave(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsGSpk_SpawnAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void EffectSsGSpk_SpawnNoAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void EffectSsGSpk_SpawnFuse(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsGSpk_SpawnRandColor(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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s16 scale, s16 scaleStep);
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void EffectSsGSpk_SpawnSmall(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor);
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void EffectSsDFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 alpha, s16 fadeDelay, s32 life);
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void EffectSsDFire_SpawnFixedScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 alpha,
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s16 fadeDelay);
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void EffectSsBubble_Spawn(PlayState* play, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale,
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f32 scale);
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void EffectSsGRipple_Spawn(PlayState* play, Vec3f* pos, s16 radius, s16 radiusMax, s16 life);
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void EffectSsGSplash_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
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s16 type, s16 scale);
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void EffectSsGMagma_Spawn(PlayState* play, Vec3f* pos);
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void EffectSsGFire_Spawn(PlayState* play, Vec3f* pos);
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void EffectSsLightning_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
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s16 scale, s16 yaw, s16 life, s16 numBolts);
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void EffectSsDtBubble_SpawnColorProfile(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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s16 life, s16 colorProfile, s16 randXZ);
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void EffectSsDtBubble_SpawnCustomColor(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 life, s16 randXZ);
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void EffectSsHahen_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16 scale,
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s16 objId, s16 life, Gfx* dList);
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void EffectSsHahen_SpawnBurst(PlayState* play, Vec3f* pos, f32 burstScale, s16 unused, s16 scale,
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s16 randScaleRange, s16 count, s16 objId, s16 life, Gfx* dList);
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void EffectSsStick_Spawn(PlayState* play, Vec3f* pos, s16 yaw);
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void EffectSsSibuki_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 moveDelay,
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s16 direction, s16 scale);
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void EffectSsSibuki_SpawnBurst(PlayState* play, Vec3f* pos);
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void EffectSsSibuki2_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
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void EffectSsGMagma2_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
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s16 updateRate, s16 drawMode, s16 scale);
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void EffectSsStone1_Spawn(PlayState* play, Vec3f* pos, s32 arg2);
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void EffectSsHitMark_Spawn(PlayState* play, s32 type, s16 scale, Vec3f* pos);
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void EffectSsHitMark_SpawnFixedScale(PlayState* play, s32 type, Vec3f* pos);
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void EffectSsHitMark_SpawnCustomScale(PlayState* play, s32 type, s16 scale, Vec3f* pos);
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void EffectSsFhgFlash_SpawnLightBall(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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u8 param);
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void EffectSsFhgFlash_SpawnShock(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, u8 param);
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void EffectSsKFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type);
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void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused,
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s16* linkDetected);
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void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5,
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s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx,
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s16 objId, Gfx* dList);
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void EffectSsIcePiece_Spawn(PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, s32 life);
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void EffectSsIcePiece_SpawnBurst(PlayState* play, Vec3f* refPos, f32 scale);
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void EffectSsEnIce_SpawnFlyingVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 primR, s16 primG, s16 primB,
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s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
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void EffectSsEnIce_SpawnFlyingVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 primR, s16 primG, s16 primB,
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s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
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void EffectSsEnIce_Spawn(PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life);
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void EffectSsFireTail_Spawn(PlayState* play, Actor* actor, Vec3f* pos, f32 scale, Vec3f* arg4, s16 arg5,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 bodyPart, s32 life);
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void EffectSsFireTail_SpawnFlame(PlayState* play, Actor* actor, Vec3f* pos, f32 arg3, s16 bodyPart,
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f32 colorIntensity);
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void EffectSsFireTail_SpawnFlameOnPlayer(PlayState* play, f32 scale, s16 bodyPart, f32 colorIntensity);
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void EffectSsEnFire_SpawnVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, s16 arg4, s16 flags, s16 bodyPart);
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void EffectSsEnFire_SpawnVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 scale, s16 arg4, s16 flags, s16 bodyPart);
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void EffectSsExtra_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scoreIdx);
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void EffectSsFCircle_Spawn(PlayState* play, Actor* actor, Vec3f* pos, s16 radius, s16 height);
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void EffectSsDeadDb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, s16 unused,
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s32 arg14, s16 playSfx);
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void EffectSsDeadDd_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 primR, s16 primG, s16 primB, s16 alpha, s16 envR, s16 envG, s16 envB, s16 alphaStep,
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s32 life);
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void EffectSsDeadDd_SpawnRandYellow(PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, f32 randPosScale,
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s32 randIter, s32 life);
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void EffectSsDeadDs_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 alpha, s32 life);
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void EffectSsDeadDs_SpawnStationary(PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, s16 alpha,
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s32 life);
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void EffectSsDeadSound_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u16 sfxId,
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s16 lowerPriority, s16 repeatMode, s32 life);
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void EffectSsDeadSound_SpawnStationary(PlayState* play, Vec3f* pos, u16 sfxId, s16 lowerPriority,
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s16 repeatMode, s32 life);
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void EffectSsIceSmoke_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
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void FlagSet_Update(PlayState* play);
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void Overlay_LoadGameState(GameStateOverlay* overlayEntry);
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void Overlay_FreeGameState(GameStateOverlay* overlayEntry);
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void ActorOverlayTable_LogPrint(void);
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void ActorOverlayTable_Init(void);
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void ActorOverlayTable_Cleanup(void);
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void SaveContext_Init(void);
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s32 func_800635D0(s32);
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void Regs_Init(void);
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void DebugCamera_ScreenText(u8 x, u8 y, const char* text);
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void DebugCamera_ScreenTextColored(u8 x, u8 y, u8 colorIndex, const char* text);
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#if OOT_DEBUG
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void Regs_UpdateEditor(Input* input);
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#endif
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void Debug_DrawText(GraphicsContext* gfxCtx);
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void DebugDisplay_Init(void);
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DebugDispObject* DebugDisplay_AddObject(f32 posX, f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, f32 scaleX,
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f32 scaleY, f32 scaleZ, u8 red, u8 green, u8 blue, u8 alpha, s16 type,
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GraphicsContext* gfxCtx);
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void DebugDisplay_DrawObjects(PlayState* play);
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void* MemCpy(void* dest, const void* src, s32 len);
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void GetItem_Draw(PlayState* play, s16 drawId);
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u16 QuestHint_GetSariaTextId(PlayState* play);
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u16 QuestHint_GetNaviTextId(PlayState* play);
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u16 MaskReaction_GetTextId(PlayState* play, u32 maskReactionSet);
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void CutsceneFlags_UnsetAll(PlayState* play);
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void CutsceneFlags_Set(PlayState* play, s16 flag);
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void CutsceneFlags_Unset(PlayState* play, s16 flag);
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s32 CutsceneFlags_Get(PlayState* play, s16 flag);
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s32 func_8006CFC0(s32 sceneId);
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void func_8006D074(PlayState* play);
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void func_8006D0AC(PlayState* play);
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void func_8006D0EC(PlayState* play, Player* player);
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void func_8006D684(PlayState* play, Player* player);
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void func_8006DC68(PlayState* play, Player* player);
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void func_8006DD9C(Actor* actor, Vec3f* arg1, s16 arg2);
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s32 Kanji_OffsetFromShiftJIS(s32 character);
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void Font_LoadCharWide(Font* font, u16 character, u16 codePointIndex);
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void Font_LoadChar(Font* font, u8 character, u16 codePointIndex);
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void Font_LoadMessageBoxIcon(Font* font, u16 icon);
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void Font_LoadOrderedFont(Font* font);
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void Health_InitMeter(PlayState* play);
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void Health_UpdateMeter(PlayState* play);
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void Health_DrawMeter(PlayState* play);
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void Health_UpdateBeatingHeart(PlayState* play);
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u32 Health_IsCritical(void);
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void* ZeldaArena_Malloc(u32 size);
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void* ZeldaArena_MallocR(u32 size);
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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);
|
|
void PreNmiBuff_Init(PreNmiBuff* this);
|
|
void PreNmiBuff_SetReset(PreNmiBuff* this);
|
|
u32 PreNmiBuff_IsResetting(PreNmiBuff* this);
|
|
void Sched_FlushTaskQueue(void);
|
|
f32 OLib_Vec3fDist(Vec3f* a, Vec3f* b);
|
|
f32 OLib_Vec3fDistXZ(Vec3f* a, Vec3f* b);
|
|
f32 OLib_ClampMinDist(f32 val, f32 min);
|
|
f32 OLib_ClampMaxDist(f32 val, f32 max);
|
|
Vec3f OLib_Vec3fDistNormalize(Vec3f* a, Vec3f* b);
|
|
Vec3f OLib_VecGeoToVec3f(VecGeo* geo);
|
|
VecSph OLib_Vec3fToVecSph(Vec3f* vec);
|
|
VecGeo OLib_Vec3fToVecGeo(Vec3f* vec);
|
|
VecGeo OLib_Vec3fDiffToVecGeo(Vec3f* a, Vec3f* b);
|
|
Vec3f OLib_Vec3fDiffRad(Vec3f* a, Vec3f* b);
|
|
s16 OnePointCutscene_Init(PlayState* play, s16 csId, s16 timer, Actor* actor, s16 parentCamId);
|
|
s16 OnePointCutscene_EndCutscene(PlayState* play, s16 subCamId);
|
|
s32 OnePointCutscene_Attention(PlayState* play, Actor* actor);
|
|
s32 OnePointCutscene_AttentionSetSfx(PlayState* play, Actor* actor, s32 sfxId);
|
|
void OnePointCutscene_EnableAttention(void);
|
|
void OnePointCutscene_DisableAttention(void);
|
|
s32 OnePointCutscene_CheckForCategory(PlayState* play, s32 actorCategory);
|
|
void OnePointCutscene_Noop(PlayState* play, s32 arg1);
|
|
|
|
Path* Path_GetByIndex(PlayState* play, s16 index, s16 max);
|
|
f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
|
|
void Path_CopyLastPoint(Path* path, Vec3f* dest);
|
|
|
|
void PreNMI_Init(GameState* thisx);
|
|
|
|
void func_80095AA0(PlayState* play, Room* room, Input* input, s32 arg3);
|
|
void Room_DrawBackground2D(Gfx** gfxP, void* tex, void* tlut, u16 width, u16 height, u8 fmt, u8 siz, u16 tlutMode,
|
|
u16 tlutCount, f32 offsetX, f32 offsetY);
|
|
void Room_Init(PlayState* play, Room* room);
|
|
u32 Room_SetupFirstRoom(PlayState* play, RoomContext* roomCtx);
|
|
s32 Room_RequestNewRoom(PlayState* play, RoomContext* roomCtx, s32 roomNum);
|
|
s32 Room_ProcessRoomRequest(PlayState* play, RoomContext* roomCtx);
|
|
void Room_Draw(PlayState* play, Room* room, u32 flags);
|
|
void Room_FinishRoomChange(PlayState* play, RoomContext* roomCtx);
|
|
void Sample_Destroy(GameState* thisx);
|
|
void Sample_Init(GameState* thisx);
|
|
|
|
void Object_InitContext(PlayState* play, ObjectContext* objectCtx);
|
|
void Object_UpdateEntries(ObjectContext* objectCtx);
|
|
s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId);
|
|
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot);
|
|
void func_800981B8(ObjectContext* objectCtx);
|
|
s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd);
|
|
void Scene_ResetTransitionActorList(GameState* state, TransitionActorList* transitionActors);
|
|
void Scene_SetTransitionForNextEntrance(PlayState* play);
|
|
void Scene_Draw(PlayState* play);
|
|
|
|
void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* modifEntry, Vtx* vtxBuf, Vec3f* pos);
|
|
void Skin_DrawAnimatedLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags);
|
|
void Skin_DrawLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, Gfx* dlistOverride, s32 drawFlags);
|
|
void func_800A6330(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw, s32 setTranslation);
|
|
void func_800A6360(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
|
|
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation);
|
|
void func_800A6394(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
|
|
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6);
|
|
void func_800A63CC(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
|
|
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags);
|
|
void Skin_GetLimbPos(Skin* skin, s32 limbIndex, Vec3f* offset, Vec3f* dst);
|
|
void Skin_Init(PlayState* play, Skin* skin, SkeletonHeader* skeletonHeader, AnimationHeader* animationHeader);
|
|
void Skin_Free(PlayState* play, Skin* skin);
|
|
s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, Actor* actor, s32 setTranslation);
|
|
|
|
void Sram_InitNewSave(void);
|
|
void Sram_InitDebugSave(void);
|
|
void Sram_OpenSave(SramContext* sramCtx);
|
|
void Sram_WriteSave(SramContext* sramCtx);
|
|
void Sram_VerifyAndLoadAllSaves(FileSelectState* fileSelect, SramContext* sramCtx);
|
|
void Sram_InitSave(FileSelectState* fileSelect, SramContext* sramCtx);
|
|
void Sram_EraseSave(FileSelectState* fileSelect, SramContext* sramCtx);
|
|
void Sram_CopySave(FileSelectState* fileSelect, SramContext* sramCtx);
|
|
void Sram_WriteSramHeader(SramContext* sramCtx);
|
|
void Sram_InitSram(GameState* gameState, SramContext* sramCtx);
|
|
void Sram_Alloc(GameState* gameState, SramContext* sramCtx);
|
|
void Sram_Init(PlayState* play, SramContext* sramCtx);
|
|
void SsSram_Init(s32 addr, u8 handleType, u8 handleDomain, u8 handleLatency, u8 handlePageSize, u8 handleRelDuration,
|
|
u8 handlePulse, u32 handleSpeed);
|
|
void SsSram_Dma(void* dramAddr, size_t size, s32 direction);
|
|
void SsSram_ReadWrite(s32 addr, void* dramAddr, size_t size, s32 direction);
|
|
|
|
void ViMode_LogPrint(OSViMode* osViMode);
|
|
void ViMode_Configure(ViMode* viMode, s32 type, s32 tvType, s32 loRes, s32 antialiasOff, s32 modeN, s32 fb16Bit,
|
|
s32 width, s32 height, s32 leftAdjust, s32 rightAdjust, s32 upperAdjust, s32 lowerAdjust);
|
|
void ViMode_Save(ViMode* viMode);
|
|
void ViMode_Load(ViMode* viMode);
|
|
void ViMode_Init(ViMode* viMode);
|
|
void ViMode_Destroy(ViMode* viMode);
|
|
void ViMode_ConfigureFeatures(ViMode* viMode, s32 viFeatures);
|
|
void ViMode_Update(ViMode* viMode, Input* input);
|
|
void PlayerCall_InitFuncPtrs(void);
|
|
void TransitionTile_Destroy(TransitionTile* this);
|
|
TransitionTile* TransitionTile_Init(TransitionTile* this, s32 cols, s32 rows);
|
|
void TransitionTile_Draw(TransitionTile* this, Gfx** gfxP);
|
|
void TransitionTile_Update(TransitionTile* this);
|
|
void TransitionTriforce_Start(void* thisx);
|
|
void* TransitionTriforce_Init(void* thisx);
|
|
void TransitionTriforce_Destroy(void* thisx);
|
|
void TransitionTriforce_Update(void* thisx, s32 updateRate);
|
|
void TransitionTriforce_SetColor(void* thisx, u32 color);
|
|
void TransitionTriforce_SetType(void* thisx, s32 type);
|
|
void TransitionTriforce_Draw(void* thisx, Gfx** gfxP);
|
|
s32 TransitionTriforce_IsDone(void* thisx);
|
|
void TransitionWipe_Start(void* thisx);
|
|
void* TransitionWipe_Init(void* thisx);
|
|
void TransitionWipe_Destroy(void* thisx);
|
|
void TransitionWipe_Update(void* thisx, s32 updateRate);
|
|
void TransitionWipe_Draw(void* thisx, Gfx** gfxP);
|
|
s32 TransitionWipe_IsDone(void* thisx);
|
|
void TransitionWipe_SetType(void* thisx, s32 type);
|
|
void TransitionWipe_SetColor(void* thisx, u32 color);
|
|
void TransitionCircle_Start(void* thisx);
|
|
void* TransitionCircle_Init(void* thisx);
|
|
void TransitionCircle_Destroy(void* thisx);
|
|
void TransitionCircle_Update(void* thisx, s32 updateRate);
|
|
void TransitionCircle_Draw(void* thisx, Gfx** gfxP);
|
|
s32 TransitionCircle_IsDone(void* thisx);
|
|
void TransitionCircle_SetType(void* thisx, s32 type);
|
|
void TransitionCircle_SetColor(void* thisx, u32 color);
|
|
void TransitionCircle_SetUnkColor(void* thisx, u32 color);
|
|
void TransitionFade_Start(void* thisx);
|
|
void* TransitionFade_Init(void* thisx);
|
|
void TransitionFade_Destroy(void* thisx);
|
|
void TransitionFade_Update(void* thisx, s32 updateRate);
|
|
void TransitionFade_Draw(void* thisx, Gfx** gfxP);
|
|
s32 TransitionFade_IsDone(void* thisx);
|
|
void TransitionFade_SetColor(void* thisx, u32 color);
|
|
void TransitionFade_SetType(void* thisx, s32 type);
|
|
|
|
void DebugCamera_Init(DebugCam* debugCam, Camera* cameraPtr);
|
|
void DebugCamera_Enable(DebugCam* debugCam, Camera* cam);
|
|
void DebugCamera_Update(DebugCam* debugCam, Camera* cam);
|
|
void DebugCamera_Reset(Camera* cam, DebugCam* debugCam);
|
|
void func_800BB0A0(f32 u, Vec3f* pos, f32* roll, f32* viewAngle, f32* point0, f32* point1, f32* point2, f32* point3);
|
|
s32 func_800BB2B4(Vec3f* pos, f32* roll, f32* fov, CutsceneCameraPoint* point, s16* keyFrame, f32* curFrame);
|
|
|
|
s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw);
|
|
s32 func_800C0DB4(PlayState* this, Vec3f* pos);
|
|
void PreRender_SetValuesSave(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf, void* cvg);
|
|
void PreRender_Init(PreRender* this);
|
|
void PreRender_SetValues(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf);
|
|
void PreRender_Destroy(PreRender* this);
|
|
void func_800C170C(PreRender* this, Gfx** gfxP, void* buf, void* bufSave, u32 r, u32 g, u32 b, u32 a);
|
|
void func_800C1AE8(PreRender* this, Gfx** gfxP, void* fbuf, void* fbufSave);
|
|
void PreRender_SaveZBuffer(PreRender* this, Gfx** gfxP);
|
|
void PreRender_SaveFramebuffer(PreRender* this, Gfx** gfxP);
|
|
void PreRender_DrawCoverage(PreRender* this, Gfx** gfxP);
|
|
void PreRender_RestoreZBuffer(PreRender* this, Gfx** gfxP);
|
|
void func_800C213C(PreRender* this, Gfx** gfxP);
|
|
void PreRender_RestoreFramebuffer(PreRender* this, Gfx** gfxP);
|
|
void PreRender_CopyImageRegion(PreRender* this, Gfx** gfxP);
|
|
void PreRender_ApplyFilters(PreRender* this);
|
|
void GameState_SetFBFilter(Gfx** gfxP);
|
|
void GameState_Draw(GameState* gameState, GraphicsContext* gfxCtx);
|
|
void GameState_SetFrameBuffer(GraphicsContext* gfxCtx);
|
|
void GameState_ReqPadData(GameState* gameState);
|
|
void GameState_Update(GameState* gameState);
|
|
void GameState_InitArena(GameState* gameState, size_t size);
|
|
void GameState_Realloc(GameState* gameState, size_t size);
|
|
void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* gfxCtx);
|
|
void GameState_Destroy(GameState* gameState);
|
|
GameStateFunc GameState_GetInit(GameState* gameState);
|
|
u32 GameState_IsRunning(GameState* gameState);
|
|
#if OOT_DEBUG
|
|
void* GameState_Alloc(GameState* gameState, size_t size, const char* file, int line);
|
|
void* GameAlloc_MallocDebug(GameAlloc* this, u32 size, const char* file, int line);
|
|
#endif
|
|
void* GameAlloc_Malloc(GameAlloc* this, u32 size);
|
|
void GameAlloc_Free(GameAlloc* this, void* data);
|
|
void GameAlloc_Cleanup(GameAlloc* this);
|
|
void GameAlloc_Init(GameAlloc* this);
|
|
void Graph_InitTHGA(GraphicsContext* gfxCtx);
|
|
GameStateOverlay* Graph_GetNextGameState(GameState* gameState);
|
|
void Graph_Init(GraphicsContext* gfxCtx);
|
|
void Graph_Destroy(GraphicsContext* gfxCtx);
|
|
void Graph_TaskSet00(GraphicsContext* gfxCtx);
|
|
void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState);
|
|
void Graph_ThreadEntry(void*);
|
|
|
|
ListAlloc* ListAlloc_Init(ListAlloc* this);
|
|
void* ListAlloc_Alloc(ListAlloc* this, u32 size);
|
|
void ListAlloc_Free(ListAlloc* this, void* data);
|
|
void ListAlloc_FreeAll(ListAlloc* this);
|
|
void Main(void* arg);
|
|
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);
|
|
u64* SysUcode_GetUCodeData(void);
|
|
NORETURN void func_800D31A0(void);
|
|
void func_800D31F0(void);
|
|
void func_800D3210(void);
|
|
void* DebugArena_Malloc(u32 size);
|
|
void* DebugArena_MallocR(u32 size);
|
|
void* DebugArena_Realloc(void* ptr, u32 newSize);
|
|
void DebugArena_Free(void* ptr);
|
|
void* DebugArena_Calloc(u32 num, u32 size);
|
|
void DebugArena_GetSizes(u32* outMaxFree, u32* outFree, u32* outAlloc);
|
|
void DebugArena_Check(void);
|
|
void DebugArena_Init(void* start, u32 size);
|
|
void DebugArena_Cleanup(void);
|
|
s32 DebugArena_IsInitialized(void);
|
|
#if OOT_DEBUG
|
|
void DebugArena_CheckPointer(void* ptr, u32 size, const char* name, const char* action);
|
|
void* DebugArena_MallocDebug(u32 size, const char* file, int line);
|
|
void* DebugArena_MallocRDebug(u32 size, const char* file, int line);
|
|
void* DebugArena_ReallocDebug(void* ptr, u32 newSize, const char* file, int line);
|
|
void DebugArena_FreeDebug(void* ptr, const char* file, int line);
|
|
void DebugArena_Display(void);
|
|
#endif
|
|
|
|
void RcpUtils_PrintRegisterStatus(void);
|
|
void RcpUtils_Reset(void);
|
|
void* Overlay_AllocateAndLoad(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd);
|
|
void MtxConv_F2L(Mtx* m1, MtxF* m2);
|
|
void MtxConv_L2F(MtxF* m1, Mtx* m2);
|
|
void Overlay_Relocate(void* allocatedRamAddr, OverlayRelocationSection* ovlRelocs, void* vramStart);
|
|
size_t Overlay_Load(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd, void* allocatedRamAddr);
|
|
// ? func_800FC800(?);
|
|
// ? func_800FC83C(?);
|
|
// ? func_800FCAB4(?);
|
|
void SystemHeap_Init(void* start, u32 size);
|
|
void PadUtils_Init(Input* input);
|
|
void func_800FCB70(void);
|
|
void PadUtils_ResetPressRel(Input* input);
|
|
u32 PadUtils_CheckCurExact(Input* input, u16 value);
|
|
u32 PadUtils_CheckCur(Input* input, u16 key);
|
|
u32 PadUtils_CheckPressed(Input* input, u16 key);
|
|
u32 PadUtils_CheckReleased(Input* input, u16 key);
|
|
u16 PadUtils_GetCurButton(Input* input);
|
|
u16 PadUtils_GetPressButton(Input* input);
|
|
s8 PadUtils_GetCurX(Input* input);
|
|
s8 PadUtils_GetCurY(Input* input);
|
|
void PadUtils_SetRelXY(Input* input, s32 x, s32 y);
|
|
s8 PadUtils_GetRelXImpl(Input* input);
|
|
s8 PadUtils_GetRelYImpl(Input* input);
|
|
s8 PadUtils_GetRelX(Input* input);
|
|
s8 PadUtils_GetRelY(Input* input);
|
|
void PadUtils_UpdateRelXY(Input* input);
|
|
s32 PadSetup_Init(OSMesgQueue* mq, u8* outMask, OSContStatus* status);
|
|
|
|
f32 absf(f32);
|
|
|
|
void Regs_InitData(PlayState* play);
|
|
|
|
void Setup_Init(GameState* thisx);
|
|
void Setup_Destroy(GameState* thisx);
|
|
void ConsoleLogo_Init(GameState* thisx);
|
|
void ConsoleLogo_Destroy(GameState* thisx);
|
|
void MapSelect_Init(GameState* thisx);
|
|
void MapSelect_Destroy(GameState* thisx);
|
|
void TitleSetup_Init(GameState* thisx);
|
|
void TitleSetup_Destroy(GameState* thisx);
|
|
void FileSelect_Init(GameState* thisx);
|
|
void FileSelect_Destroy(GameState* thisx);
|
|
|
|
#endif
|