mirror of https://github.com/zeldaret/tmc.git
107 lines
3.7 KiB
C
107 lines
3.7 KiB
C
#ifndef FUNCTIONS_H
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#define FUNCTIONS_H
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#include "global.h"
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#include "entity.h"
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#include "manager.h"
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#include "physics.h"
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#include "player.h"
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#include "room.h"
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#include "structures.h"
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#include "script.h"
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#include "map.h"
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// Identified - to be sorted into header files
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extern u32 CheckRegionOnScreen(u32, u32, u32, u32);
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extern void CopyOAM(void);
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extern void CreateLavaDrownFX(Entity*);
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extern Entity* CreateGroundItem(Entity*, u32, u32);
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extern Entity* CreateGroundItemWithFlags(Entity*, u32, u32, u32);
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extern void CreatePitFallFX(Entity*);
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extern void CreateMagicSparkles(u32, u32, u32);
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extern void CreateMinishEntrance(u32 tile);
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extern u32 CreateRandomItemDrop(Entity*, u32);
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extern void DrawDirect(u32 spriteIndex, u32 frameIndex);
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extern void DrawEntities(void);
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extern void FlushSprites(void);
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extern u32 GetTileIndex(u32 tilePos, u32 layer);
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extern u32 GiveItem(u32, u32);
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extern bool32 LoadFixedGFX(Entity*, u32);
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extern void LoadResources(void);
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extern bool32 LoadSwapGFX(Entity*, u16, u32);
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extern void MenuFadeIn(u32, u32);
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extern void SetDirtTile(u32);
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/**
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* @brief Sets multiple tiles at once
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*
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* @param tileData [u16 tileIndex, s16 positionOffset], ends with 0xffff
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* @param basePosition the position the offsets in tileData are based on
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* @param layer the tile layer
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*/
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extern void SetMultipleTiles(const TileData* tileData, u32 basePosition, u32 layer);
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extern void TryLoadPrologueHyruleTown(void);
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extern void UnloadGFXSlots(Entity*);
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extern void UnloadOBJPalette(Entity*);
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extern void UpdateDisplayControls(void);
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extern void ClearBgAnimations(void);
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extern void SetBGDefaults(void);
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// Unidentified
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extern s32 sub_080012DC(Entity*);
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extern void sub_08001318(Entity*);
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extern void LinearMoveDirectionOLD(Entity*, u32, u32);
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extern void sub_080028E0(Entity*);
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extern u32 sub_080040A2(Entity*);
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extern u32 sub_080040D8(Entity*, u8*, s32, s32);
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extern void SnapToTile(Entity*);
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extern u32 sub_0800419C(Entity*, Entity*, u32, u32);
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extern u32 sub_080041DC(Entity*, u32, u32);
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extern void sub_080042BA(Entity*, u32);
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extern void sub_080042D0(Entity*, u32, u16);
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extern void CreateDrownFX(Entity*);
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extern u32 sub_0800445C(Entity*);
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extern void sub_080044AE(Entity*, u32, u32);
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extern u32 BounceUpdate(Entity*, u32);
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extern void sub_0800451C(Entity*);
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extern void sub_08004542(Entity*);
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extern void sub_080085B0(Entity*);
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extern u16* DoTileInteraction(Entity*, u32, u32, u32);
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extern void UpdateCollisionLayer(Entity*);
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extern u32 sub_0801766C(Entity*);
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extern void sub_0801AFE4(void);
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extern void UpdateUIElements(void);
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extern void sub_0801E104(void);
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extern void sub_08030118(u32);
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extern void sub_0803C0AC(Entity*);
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extern void EnemyDisableRespawn(Entity*);
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extern u32 sub_0804A024(Entity*, u32, u32);
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extern u32 IsMinishItem(u32);
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extern void DisableRandomDrops();
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extern void EnableRandomDrops(void);
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extern s32 sub_08056338(void);
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extern void sub_080575C8(u32);
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extern void sub_08057688(void);
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extern void sub_080580B0(u32);
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extern void sub_08058324(u32);
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extern void sub_08059278(void);
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extern void LoadStaticBackground(u32);
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extern void sub_0805BC4C(void);
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extern void sub_0805EC60(Entity*);
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extern void InitPlayerMacro(PlayerMacroEntry*);
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extern u32* sub_0805F25C(u32);
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extern void sub_0805F8E4(u32 r0, WStruct* r1);
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extern void sub_0806D0B0(Entity*);
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extern bool32 sub_080806BC(u32, u32, u32, u32);
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extern void sub_0808091C(const ScreenTransitionData* screenTransition, u32 transitionType);
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extern void sub_080809D4(void);
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extern void sub_08080CB4(Entity*);
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extern u32 sub_0808288C(Entity*, u32, u32, u32);
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extern bool32 sub_08083734(Entity*, u32);
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extern void sub_08095C48(Entity*);
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extern void sub_080A57F4(void);
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extern void sub_080A71C4(u32, u32, u32, u32);
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extern void sub_080ADD70(void);
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extern void sub_080AF284(void);
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#endif // FUNCTIONS_H
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