Files
ac-decomp/include/m_player_lib.h
T
2023-12-13 18:19:42 -05:00

68 lines
3.7 KiB
C

#ifndef M_PLAYER_LIB_H
#define M_PLAYER_LIB_H
#include "types.h"
#include "m_player.h"
#include "m_private_h.h"
#ifdef __cplusplus
extern "C" {
#endif
extern void mPlib_Object_Exchange_keep_Player_dt(GAME_PLAY*);
extern PLAYER_ACTOR* get_player_actor_withoutCheck(GAME_PLAY* play);
extern void mPlib_SetData1_controller_data_for_title_demo(f32 stick_x, f32 stick_y, int btn_a, int btn_b);
extern void mPlib_SetData2_controller_data_for_title_demo(mActor_name_t tool);
extern void mPlib_Clear_controller_data_for_title_demo();
extern void mPlib_request_main_invade_type1(GAME_PLAY* play);
extern mActor_name_t mPlib_Get_itemNo_forWindow();
extern int mPlib_check_able_change_camera_normal_index();
extern void mPlib_request_main_refuse_type1(GAME_PLAY* play);
extern void mPlib_request_main_wait_type3(GAME_PLAY* play);
extern void mPlib_Set_able_force_speak_label(ACTOR* actor);
extern int mPlib_request_main_demo_walk_type1(GAME* game, f32 goal_x, f32 goal_z, f32 speed, int flag);
extern void mPlib_Set_goal_player_demo_walk(f32 goal_x, f32 goal_z, f32 speed);
extern void mPlib_Set_able_hand_all_item_in_demo(s8 enable);
extern void mPlib_change_player_cloth_info_lv2(Private_c* priv, mActor_name_t cloth_name);
extern int mPlib_Get_address_able_display();
extern int mPlib_get_player_actor_main_index(GAME* game);
extern int mPlib_check_player_actor_main_index_AllWade(GAME_PLAY* play);
extern int mPlib_request_main_demo_wait_type1(GAME_PLAY* play, int param_2, void* param_3);
extern int mPlib_request_main_talk_type1(GAME_PLAY* play, ACTOR* other_actor, int turn, int flag);
extern int mPlib_request_main_talk_end_type1(GAME_PLAY* play, int return_demo_wait, int return_get_golden_axe_demo);
extern int mPlib_request_main_door_type1(GAME* game, const xyz_t* pos, s16 angle_y, int door_type, void* door_label);
extern int mPlib_request_main_door_type2(GAME* game, const xyz_t* pos, s16 angle_y, int door_type, void* door_label);
extern int mPlib_strength_request_main_door_priority(GAME* game);
extern int mPlib_check_request_main_wade_priority(GAME* game);
extern int mPlib_check_request_main_demo_wade_priority(GAME* game);
extern int mPlib_check_request_main_demo_geton_boat_wade_priority(GAME* game);
extern int mPlib_check_request_main_door_type1_priority(GAME* game);
extern int mPlib_check_request_main_door_type2_priority(GAME* game);
extern int mPlib_check_request_main_outdoor_priority(GAME* game);
extern int mPlib_check_request_main_talk_type1_priority(GAME* game);
extern int mPlib_check_request_main_speak_type1_priority(GAME* game);
extern int mPlib_Check_able_force_speak_label(GAME* game, ACTOR* label);
extern int mPlib_able_submenu_type1(GAME* game);
extern void mPlib_request_main_demo_wait_from_submenu(ACTOR* force_speak_label);
extern void mPlib_Load_PlayerTexAndPallet(void* tex_p, void* pal_p, int idx);
extern void mPlib_request_main_give_from_submenu(mActor_name_t disp_item, int submenu_ovl, int present_flag, int counter_flag);
extern int mPlib_Check_tree_shaken_big(const xyz_t* pos);
extern int mPlib_Check_tree_shaken_little(const xyz_t* pos);
extern mPlayer_change_data_from_submenu_c* mPlib_Get_change_data_from_submenu_p();
extern void mPlib_Object_Exchange_keep_new_PlayerMdl(GAME_PLAY* play);
extern void mPlib_Object_Exchange_keep_new_PlayerTex(GAME_PLAY* play, int bank_id, int base_idx);
extern void mPlib_Object_Exchange_keep_new_PlayerFaceTex(GAME_PLAY* play);
extern void mPlib_Object_Exchange_keep_new_PlayerFacePallet(GAME_PLAY* play, int bank_id, int base_idx);
extern void mPlib_request_main_give_type1(GAME_PLAY* play, mActor_name_t item, int mode, int present, int on_surface);
#define GET_PLAYER_ACTOR(play) get_player_actor_withoutCheck(play)
#define GET_PLAYER_ACTOR_NOW() get_player_actor_withoutCheck((GAME_PLAY*)gamePT)
#ifdef __cplusplus
}
#endif
#endif