mirror of https://github.com/zeldaret/tmc.git
553 lines
15 KiB
C
553 lines
15 KiB
C
#ifndef PLAYER_H
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#define PLAYER_H
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#include "global.h"
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#include "entity.h"
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enum PlayerActions {
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PLAYER_INIT,
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PLAYER_NORMAL,
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PLAYER_DUMMY,
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PLAYER_FALL,
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PLAYER_JUMP,
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PLAYER_PUSH,
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PLAYER_BOUNCE,
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PLAYER_08070E9C, // sub_080782C0, only when PLAYER_INPUT_1000 is newInput
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PLAYER_ITEMGET,
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PLAYER_MINISH,
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PLAYER_MINISHDIE,
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PLAYER_08071DB8,
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PLAYER_EMPTYBOTTLE,
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PLAYER_FROZEN,
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PLAYER_0807204C,
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PLAYER_ROOM_EXIT,
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PLAYER_PULL,
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PLAYER_LAVA,
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PLAYER_WARP,
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PLAYER_08072454,
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PLAYER_DROWN,
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PLAYER_USEPORTAL,
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PLAYER_TALKEZLO,
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PLAYER_ROOMTRANSITION,
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PLAYER_ROLL,
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PLAYER_080728AC,
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PLAYER_INHOLE,
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PLAYER_08072C9C,
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PLAYER_SLEEP,
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PLAYER_CLIMB,
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PLAYER_USEENTRANCE,
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PLAYER_PARACHUTE,
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};
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enum PlayerFrameState {
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PL_STATE_IDLE,
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PL_STATE_WALK,
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PL_STATE_SWORD,
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PL_STATE_GUSTJAR,
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PL_STATE_HOLD,
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PL_STATE_THROW,
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PL_STATE_6,
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PL_STATE_SWIM,
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PL_STATE_PARACHUTE,
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PL_STATE_ROLL,
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PL_STATE_FALL,
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PL_STATE_JUMP,
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PL_STATE_C,
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PL_STATE_D,
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PL_STATE_USEPORTAL,
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PL_STATE_F,
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PL_STATE_TRAPPED,
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PL_STATE_11,
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PL_STATE_DIE,
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PL_STATE_TALKEZLO,
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PL_STATE_CAPE,
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PL_STATE_ITEMGET,
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PL_STATE_DROWN,
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PL_STATE_HOLE,
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PL_STATE_CLIMB,
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PL_STATE_PUSH,
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PL_STATE_PULL,
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PL_STATE_SINKING,
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PL_STATE_STAIRS,
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PL_STATE_1D,
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};
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enum PlayerSpawnType {
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PL_SPAWN_DEFAULT,
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PL_SPAWN_MINISH,
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PL_SPAWN_DROP,
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PL_SPAWN_WALKING,
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PL_SPAWN_STEP_IN,
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PL_SPAWN_SLEEPING,
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PL_SPAWN_DROP_MINISH,
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PL_SPAWN_STAIRS_ASCEND,
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PL_SPAWN_STAIRS_DESCEND,
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PL_SPAWN_9,
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PL_SPAWN_PARACHUTE_FORWARD,
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PL_SPAWN_PARACHUTE_UP,
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PL_SPAWN_FAST_TRAVEL,
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};
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typedef enum {
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CONTROL_ENABLED,
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CONTROL_1,
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CONTROL_2,
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CONTROL_DISABLED,
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} PlayerControlMode;
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typedef enum {
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PL_BUSY = 0x1,
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PL_FLAGS2 = 0x2,
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PL_DROWNING = 0x4,
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PL_NO_CAP = 0x8,
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PL_CAPTURED = 0x10,
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PL_USE_PORTAL = 0x20,
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PL_HIDDEN = 0x40,
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PL_MINISH = 0x80,
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PL_DISABLE_ITEMS = 0x100,
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PL_FALLING = 0x200,
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PL_BURNING = 0x400,
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PL_FROZEN = 0x800,
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PL_IN_MINECART = 0x1000,
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PL_DRUGGED = 0x4000,
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PL_PIT_IS_EXIT = 0x8000,
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PL_FLAGS10000 = 0x10000,
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PL_GYORG_FIGHT = 0x20000,
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PL_ROLLING = 0x40000,
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PL_MOLDWORM_CAPTURED = 0x80000,
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PL_IN_HOLE = 0x100000,
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PL_MOLDWORM_RELEASED = 0x200000,
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PL_CLONING = 0x400000,
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PL_USE_LANTERN = 0x800000,
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PL_PARACHUTE = 0x1000000,
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PL_CONVEYOR_PUSHED = 0x2000000,
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PL_ENTER_MINECART = 0x4000000,
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PL_SWORD_THRUST = 0x8000000,
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PL_USE_OCARINA = 0x10000000,
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PL_CLIMBING = 0x20000000,
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} PlayerFlags;
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enum PlayerItemId {
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PL_ITEM_NONE,
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PL_ITEM_SWORD,
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PL_ITEM_BOMB,
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PL_ITEM_BOOMERANG,
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PL_ITEM_BOW,
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PL_ITEM_SHIELD,
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PL_ITEM_LANTERN,
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PL_ITEM_NULLED,
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PL_ITEM_GUSTJAR,
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PL_ITEM_PACCI_CANE,
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PL_ITEM_A,
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PL_ITEM_B,
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PL_ITEM_DASH_SWORD,
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PL_ITEM_CELL_OVERWRITE_SET,
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PL_ITEM_BOTTLE,
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PL_ITEM_SWORDBEAM,
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PL_ITEM_GUST,
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PL_ITEM_GUSTBIG,
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PL_ITEM_PACCI_CANE_PROJECTILE,
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PL_ITEM_HELD_OBJECT,
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PL_ITEM_SPIRAL_BEAM,
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PL_ITEM_FIREROD_PROJECTILE,
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PL_ITEM_SWORDBEAM2,
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PL_ITEM_NULLED2,
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PL_ITEM_CELL_OVERWRITE_SET2,
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};
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typedef enum {
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SURFACE_NORMAL,
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SURFACE_PIT,
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SURFACE_2,
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SURFACE_3,
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SURFACE_SLOPE_GNDGND_V,
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SURFACE_SLOPE_GNDGND_H,
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SURFACE_6,
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SURFACE_7,
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SURFACE_MINISH_DOOR_FRONT,
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SURFACE_MINISH_DOOR_BACK,
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SURFACE_A,
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SURFACE_B,
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SURFACE_SLOPE_GNDWATER,
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SURFACE_D,
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SURFACE_E,
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SURFACE_F,
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SURFACE_10,
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SURFACE_SWAMP,
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SURFACE_DOOR,
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SURFACE_DOOR_13,
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SURFACE_14,
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SURFACE_CLONE_TILE,
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SURFACE_16,
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SURFACE_ICE,
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SURFACE_SHALLOW_WATER,
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SURFACE_WATER,
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SURFACE_BUTTON,
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SURFACE_1B,
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SURFACE_1C,
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SURFACE_1D, // nulled
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SURFACE_LADDER,
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SURFACE_1F, // nulled
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SURFACE_20,
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SURFACE_21,
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SURFACE_22,
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SURFACE_EDGE,
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SURFACE_24,
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SURFACE_DUST,
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SURFACE_26,
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SURFACE_HOLE,
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SURFACE_LIGHT_GRADE,
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SURFACE_29,
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SURFACE_AUTO_LADDER,
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SURFACE_CLIMB_WALL,
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SURFACE_2C,
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} SurfaceType;
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typedef enum {
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SKILL_NONE = 0,
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SKILL_SPIN_ATTACK = 1,
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SKILL_ROLL_ATTACK = 2,
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SKILL_DASH_ATTACK = 4,
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SKILL_ROCK_BREAKER = 8,
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SKILL_SWORD_BEAM = 0x10,
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SKILL_GREAT_SPIN = 0x20,
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SKILL_DOWN_THRUST = 0x40,
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SKILL_PERIL_BEAM = 0x80,
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SKILL_FOURSWORD = 0x100,
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SKILL_FAST_SPIN = 0x200,
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SKILL_FAST_SPLIT = 0x400,
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SKILL_LONG_SPIN = 0x800
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} PlayerSkill;
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typedef struct {
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/*0x00*/ u8 action;
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/*0x01*/ s8 preChargeTimer;
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/*0x02*/ u8 swordType;
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/*0x03*/ u8 unk_3;
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/*0x04*/ s16 chargeTimer;
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/*0x06*/ u8 unk_6[2];
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} ChargeState;
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typedef struct {
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u16 flags;
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u16 keys;
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} PlayerMacroEntry;
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typedef enum {
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PLAYER_INPUT_1 = 0x1, // A
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PLAYER_INPUT_2 = 0x2, // B
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PLAYER_INPUT_8 = 0x8, // A sub_080782C0, sub_0807953C, PlayerUpdateSwimming, sub_08076518. ItemForSale_Action2
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PLAYER_INPUT_10 = 0x10, // B sub_0807953C, ToggleDiving, sub_08076518, ItemForSale_Action2
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PLAYER_INPUT_20 = 0x20, // R sub_0807953C
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PLAYER_INPUT_40 = 0x40, // A CrenelBeanSprout_Action1
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PLAYER_INPUT_80 =
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0x80, // R sub_08073584, IsPreventedFromUsingItem, sub_080782C0, CrenelBeanSprout_Action1, ItemForSale_Action2
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PLAYER_INPUT_RIGHT = 0x100,
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PLAYER_INPUT_LEFT = 0x200,
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PLAYER_INPUT_UP = 0x400,
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PLAYER_INPUT_DOWN = 0x800,
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PLAYER_INPUT_ANY_DIRECTION = 0xf00,
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PLAYER_INPUT_1000 = 0x1000, // L, where is it set? sub_080782C0
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PLAYER_INPUT_8000 = 0x8000, // R, IsTryingToPickupObject, sub_08076518
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// TODO What is the result of u32 result = (s32) - (keys & 0x200) >> 0x1f & 0x1000;?
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} PlayerInputState;
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typedef struct {
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/*0x90*/ u16 heldInput; /**< Input currently held @see PlayerInputState */
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/*0x92*/ u16 newInput; /**< New input this frame @see PlayerInputState */
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/*0x94*/ u32 field_0x94;
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/*0x98*/ u16 playerMacroWaiting;
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/*0x9a*/ u16 playerMacroHeldKeys;
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/*0x9c*/ PlayerMacroEntry* playerMacro;
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} PlayerInput;
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typedef enum {
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SWORD_MOVE_NONE,
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SWORD_MOVE_SPIN,
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SWORD_MOVE_ROLL,
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SWORD_MOVE_DASH,
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SWORD_MOVE_BREAK_POT,
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SWORD_MOVE_FULL_BEAM,
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SWORD_MOVE_GREAT_SPIN,
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SWORD_MOVE_DOWN_THRUST,
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SWORD_MOVE_LOW_BEAM,
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} SwordMove;
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typedef struct {
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/*0x00*/ u8 prevAnim;
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/*0x00*/ u8 grab_status;
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/*0x02*/ u8 jump_status;
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/*0x03*/ u8 shield_status;
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/*0x04*/ u8 attack_status;
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/*0x05*/ u8 heldObject;
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/*0x06*/ u8 pushedObject; // hi bit is special, rest is used as a timer
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/*0x07*/ u8 field_0x7;
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/*0x08*/ u16 animation;
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/*0x0a*/ u8 field_0xa;
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/*0x0b*/ u8 keepFacing;
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/*0x0c*/ u8 queued_action;
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/*0x0d*/ u8 direction;
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/*0x0e*/ u8 itemAnimPriority;
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/*0x0f*/ u8 hurtBlinkSpeed;
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/*0x10*/ u8 field_0x10;
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/*0x11*/ u8 surfacePositionSameTimer;
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/*0x12*/ u8 floor_type;
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/*0x13*/ u8 floor_type_last;
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/*0x14*/ u8 field_0x14;
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/*0x15*/ u8 field_0x15;
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/*0x16*/ u16 startPosX;
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/*0x18*/ u16 startPosY;
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/*0x1a*/ u8 mobility;
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/*0x1b*/ u8 sword_state;
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/*0x1c*/ u8 field_0x1c;
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/*0x1d*/ u8 gustJarSpeed;
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/*0x1e*/ u8 dash_state;
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/*0x1f*/ u8 field_0x1f[3];
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/*0x22*/ u16 tilePosition;
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/*0x24*/ u16 tileType;
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/*0x26*/ u8 swim_state; /**< Is the player swimming? 0x80 for diving */
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/*0x27*/ u8 field_0x27[5];
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/*0x2c*/ Entity* item;
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/*0x30*/ u32 flags;
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/*0x34*/ u8 field_0x34;
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/*0x35*/ u8 field_0x35;
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/*0x36*/ u8 field_0x36;
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/*0x37*/ u8 surfaceTimer;
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/*0x38*/ u8 field_0x38;
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/*0x39*/ u8 field_0x39;
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/*0x3a*/ u8 field_0x3a;
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/*0x3b*/ u8 field_0x3b;
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/*0x3c*/ u8 field_0x3c;
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/*0x3d*/ u8 moleMittsState;
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/*0x3e*/ u8 swordDamage : 2;
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/* */ u8 filler14 : 6;
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/*0x3f*/ s8 spriteOffsetY;
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/*0x40*/ u32 path_memory[16];
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/*0x80*/ u16 speed_modifier;
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/*0x82*/ u8 field_0x82;
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/*0x83*/ u8 playerPalette;
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/*0x84*/ Entity* lilypad; /**< Last lilypad the player was standing on? */
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/*0x88*/ u8 field_0x88;
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/*0x89*/ u8 remainingDiveTime; /**< Frames that the player can continue to dive. */
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/*0x8a*/ u8 field_0x8a;
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/*0x8b*/ u8 controlMode;
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/*0x8c*/ u16 vel_x;
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/*0x8e*/ u16 vel_y;
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/*0x90*/ PlayerInput playerInput;
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/*0xa0*/ ChargeState chargeState;
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/*0xa8*/ u8 framestate;
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/*0xa9*/ u8 framestate_last;
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/*0xaa*/ u8 attachedBeetleCount; /**< Count of the Beetles attached to the player. */
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/*0xab*/ u8 lastSwordMove; /**< The last move that has been performed with the sword. @see SwordMove */
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/*0xac*/ u16 skills; /**< Bitfield of skills @see PlayerSkill */
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/*0xae*/ u8 pad[2];
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} PlayerState;
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typedef struct {
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/*0x00*/ u8 walletType;
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/*0x01*/ u8 heartPieces;
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/*0x02*/ u8 health;
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/*0x03*/ u8 maxHealth;
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/*0x04*/ u8 bombCount;
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/*0x05*/ u8 arrowCount;
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/*0x06*/ u8 bombBagType;
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/*0x07*/ u8 quiverType;
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/*0x08*/ u8 filler[2];
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/*0x0a*/ u8 charm;
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/*0x0b*/ u8 picolyteType;
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/*0x0c*/ u8 itemButtons[2];
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/*0x0e*/ u8 bottles[4];
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/*0x12*/ u8 effect;
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/*0x13*/ u8 hasAllFigurines;
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/*0x14*/ u8 filler3[4];
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/*0x18*/ u16 rupees;
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/*0x1a*/ u16 shells;
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/*0x1c*/ u16 charmTimer;
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/*0x1e*/ u16 picolyteTimer;
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/*0x20*/ u16 effectTimer;
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/*0x22*/ u8 filler4[6];
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} Stats;
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#define SLOT_A 0
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#define SLOT_B 1
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typedef struct {
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/*0x0*/ u8 field_0x0;
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/*0x1*/ u8 behaviorId;
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/*0x2*/ u8 field_0x2[2];
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/*0x4*/ u8 stateID;
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/*0x5*/ u8 field_0x5;
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/*0x6*/ u8 field_0x6;
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/*0x7*/ u8 timer;
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/*0x8*/ u8 subtimer;
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/*0x9*/ u8 priority;
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/*0xa*/ u8 playerAnimationState;
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/*0xb*/ u8 direction;
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/*0xc*/ u8 playerAnimIndex; /**< Stored animIndex of the player entity. */
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/*0xd*/ u8 playerFrameDuration; /**< Stored frameDuration of the player entity. */
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/*0xe*/ u8
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playerFrame; /**< Stored frame of the player entity. But also used for general purpose in item behaviours? */
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/*0xf*/ u8
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animPriority; /**< In sub_08079064 the animIndex of the ItemBehavior with the max animPriority is selected. */
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/*0x10*/ u16 animIndex;
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/*0x12*/ u8 playerFrameIndex; /**< Stored frameIndex of the player entity. */
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/*0x13*/ u8 field_0x13[5];
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/*0x18*/ Entity* field_0x18;
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} ItemBehavior;
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extern void (*const gPlayerItemFunctions[])(Entity*);
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typedef struct {
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u16 size;
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u16 iconStartTile;
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} Wallet;
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extern const Wallet gWalletSizes[];
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extern const u8 gBombBagSizes[];
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extern const u8 gQuiverSizes[];
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extern Entity* gPlayerClones[];
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extern PlayerState gPlayerState;
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extern Entity gPlayerEntity;
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void DoPlayerAction(Entity*);
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bool32 CheckInitPauseMenu(void);
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void SetPlayerControl(PlayerControlMode mode);
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void ResetActiveItems(void);
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void ResetPlayerVelocity(void);
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void ResetPlayerAnimationAndAction(void);
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void SetPlayerActionNormal(void);
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void RespawnAsMinish(void);
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Entity* CreatePlayerItem(u32, u32, u32, u32);
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void ResolvePlayerAnimation(void);
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void RegisterPlayerHitbox(void);
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void UpdateFloorType(void);
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void CreateEzloHint(u32, u32);
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// game.c
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/** @see Item */
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/*EquipSlot*/ u32 IsItemEquipped(u32 itemId);
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/** @see Item */
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u32 GetInventoryValue(u32);
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/** @see Item */
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u32 SetInventoryValue(u32, u32);
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s32 ModHealth(s32 delta);
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void ModRupees(s32 delta);
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void ModBombs(s32 delta);
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// playerUtils.c
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void DeleteClones(void);
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void CreateItemEquippedAtSlot(/*EquipSlot*/ u32 equipSlot);
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void PutAwayItems(void);
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void sub_08079E58(s32 speed, u32 direction);
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void RespawnPlayer(void);
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SurfaceType GetSurfaceCalcType(Entity*, s32, s32);
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void UpdatePlayerMovement(void);
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void EnablePlayerDraw(Entity*);
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void sub_080797EC(void);
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void PlayerMinishSetNormalAndCollide(void);
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u32 sub_08079B24(void);
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void sub_08079708(Entity*);
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void sub_08079744(Entity*);
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void PlayerUpdateSwimming(Entity*);
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u32 GetCollisionTileInFront(Entity*);
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u32 sub_080797C4(void);
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void CheckPlayerVelocity(void);
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void sub_0807B068(Entity*);
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u32 sub_0807A2F8(u32);
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void UpdateActiveItems(/* PlayerEntity* */);
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bool32 sub_0807A2B8(void);
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u32 sub_08079550(void);
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u32 sub_080782C0(void);
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bool32 sub_080793E4(u32);
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bool32 sub_08079C30(Entity*);
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void ResetLantern(void);
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bool32 CheckQueuedAction(void);
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void UpdatePlayerSkills(void);
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u32 sub_0807AC54(Entity*);
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void sub_080792D8(void);
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u32 sub_08078F74(Entity*);
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void sub_0807879C(Entity*);
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void sub_08078D60(void);
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void PlayerSetNormalAndCollide(void);
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bool32 PlayerTryDropObject(ItemBehavior* arg0, u32 unk);
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void InitItemGetSequence(u32, u32, u32);
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void sub_0807B7D8(u32, u32, u32);
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void sub_08078850(Entity*, u32, u32, const void*);
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void sub_08079D84(void);
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u32 sub_0807953C(void);
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void sub_0807BB68(const s16*, u32, u32);
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void sub_0807B9B8(u32, u32, u32);
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void sub_0807B7D8(u32, u32, u32);
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void RestorePrevTileEntity(u32, u32);
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void UpdateItemAnim(ItemBehavior*);
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void PlayerCancelHoldItem(ItemBehavior*, u32);
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void RegisterCarryEntity(Entity*);
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void FreeCarryEntity(Entity*);
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void PlayerDropHeldObject();
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void PlayerResetStateFromFusion();
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void DeleteItemBehavior(ItemBehavior*, u32);
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void sub_08077D38(ItemBehavior*, u32);
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void SetItemAnim(ItemBehavior* this, u32 animIndex);
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void sub_08077E3C(ItemBehavior*, u32);
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void sub_080751E8(u32, u32, void*);
|
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void sub_08077B98(ItemBehavior*);
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void sub_08077BB8(ItemBehavior*);
|
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Entity* CreatePlayerItemIfNotExists(ItemBehavior*, u32);
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Entity* FindPlayerItemForItem(ItemBehavior*, u32);
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bool32 PlayerCanBeMoved(void);
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bool32 sub_08077EC8(ItemBehavior*);
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bool32 IsItemActive(ItemBehavior*);
|
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bool32 IsItemActivatedThisFrame(ItemBehavior*);
|
|
bool32 IsItemActiveByInput(ItemBehavior*, PlayerInputState);
|
|
bool32 sub_08077FEC(u32);
|
|
void sub_08078180(void);
|
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void sub_080784C8();
|
|
void sub_08078790(Entity*, u32);
|
|
void sub_080787CC(Entity*);
|
|
s32 sub_08078800(Entity*);
|
|
s32 sub_0807887C(Entity*, u32, u32);
|
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void sub_080788E0(Entity*);
|
|
s32 sub_08078904();
|
|
void sub_08078AC0(u32, u32, u32);
|
|
void sub_08078B48(void);
|
|
void sub_08078E84(Entity*, Entity*);
|
|
void sub_08078FB0(Entity*);
|
|
void sub_080792BC(s32, u32, u32);
|
|
u32 sub_0807953C(void);
|
|
void sub_08079BD8(Entity*);
|
|
u32 sub_08079D48();
|
|
void sub_08079D84(void);
|
|
u32 sub_08079FC4(u32);
|
|
void UpdatePlayerPalette(void);
|
|
void sub_0807A5B8(u32);
|
|
void sub_0807A8D8(Entity*);
|
|
void sub_0807AA80(Entity*);
|
|
void sub_0807AABC(Entity*);
|
|
void PlayerSwimming(Entity*);
|
|
u32 GetSwordBeam();
|
|
void sub_0807B0C8(void);
|
|
bool32 sub_0807BD14(Entity*, u32);
|
|
Entity* CreatePlayerItemWithParent(ItemBehavior*, u32);
|
|
bool32 HasSwordEquipped();
|
|
u32 GetPlayerPalette(bool32 use);
|
|
void PlayerShrinkByRay(void);
|
|
|
|
// player.s
|
|
extern u32 PlayerCheckNEastTile();
|
|
extern u32* sub_08008790(Entity*, u32);
|
|
extern void UpdateIcePlayerVelocity(Entity*);
|
|
extern void sub_08008AC6(Entity*);
|
|
extern void sub_08008926(Entity*);
|
|
extern void sub_08008AC6(Entity*);
|
|
extern void sub_08008AA0(Entity*);
|
|
|
|
// zelda.c
|
|
void SetZeldaFollowTarget(Entity* target);
|
|
|
|
#define COPY_FLAG_FROM_TO(base, src, dest) (base) = ((base) & ~(dest)) | (((dest) * ((base) & (src))) / src)
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|
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#endif // PLAYER_H
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