Move player-related function declarations to z64player.h (#1480)

* Move player function declarations to z64player.h

* rename Actor_MountHorse to Player_MountHorse and similar functions

* whoops

* add missing includes

* format

* whoops
This commit is contained in:
Anghelo Carvajal
2023-11-21 12:13:29 -03:00
committed by GitHub
parent 76f81833b6
commit 2b4610670f
9 changed files with 134 additions and 122 deletions
+3 -93
View File
@@ -296,18 +296,9 @@ f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint);
void Actor_OffsetOfPointInActorCoords(Actor* actor, Vec3f* offset, Vec3f* point);
f32 Actor_HeightDiff(Actor* actor1, Actor* actor2);
void Actor_SetControlStickData(PlayState* play, Input* input, f32 controlStickMagnitude, s16 controlStickAngle);
f32 Player_GetHeight(Player* player);
f32 Player_GetRunSpeedLimit(Player* player);
bool func_800B7118(Player* player);
bool func_800B7128(Player* player);
bool func_800B715C(PlayState* play);
void Actor_SetCameraHorseSetting(PlayState* play, Player* player);
void Actor_MountHorse(PlayState* play, Player* player, Actor* horse);
s32 Player_SetCsAction(PlayState* play, Actor* csActor, u8 csAction);
s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* csActor, u8 csAction);
void func_800B72F8(DynaPolyActor* dyna, f32 extraPushForce, s16 yRotation);
s32 Player_IsFacingActor(Actor* actor, s16 maxAngleDiff, PlayState* play);
s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngleDiff);
s32 Actor_IsFacingPlayer(Actor* actor, s16 angle);
s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngleDiff);
@@ -331,7 +322,7 @@ s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 radius);
s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play);
s32 Actor_TextboxIsClosing(Actor* actor, PlayState* play);
s32 Actor_ChangeFocus(Actor* actor1, PlayState* play, Actor* actor2);
PlayerItemAction Player_GetExchangeItemAction(PlayState* play);
s32 func_800B8718(Actor* actor, GameState* gameState);
s32 func_800B874C(Actor* actor, PlayState* play, f32 xzRange, f32 yRange);
s32 func_800B8804(Actor* actor, PlayState* play, f32 xzRange);
@@ -349,12 +340,7 @@ void Actor_SetClosestSecretDistance(Actor* actor, PlayState* play);
s32 Actor_HasRider(PlayState* play, Actor* horse);
s32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide);
s32 Actor_HasNoRider(PlayState* play, Actor* horse);
void func_800B8D10(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6);
void func_800B8D50(PlayState* play, Actor* actor, f32 arg2, s16 yaw, f32 arg4, u32 arg5);
void func_800B8D98(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
void func_800B8DD4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
void func_800B8E1C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
void Player_PlaySfx(Player* player, u16 sfxId);
void Actor_PlaySfx(Actor* actor, u16 sfxId);
void Actor_PlaySfx_SurfaceBomb(PlayState* play, Actor* actor);
void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId);
@@ -766,82 +752,6 @@ Path* Path_GetByIndex(PlayState* play, s16 index, s16 indexNone);
f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
void Path_CopyLastPoint(Path* path, Vec3f* dest);
s32 func_801226E0(PlayState* play, s32 arg1);
s32 Player_InitOverrideInput(PlayState* play, PlayerOverrideInputEntry* inputEntry, u32 numPoints, Vec3s* targetPosList);
s32 Player_UpdateOverrideInput(PlayState* play, PlayerOverrideInputEntry* inputEntry, f32 distXZRange);
void func_80122868(PlayState* play, Player* player);
void func_801229A0(PlayState* play, Player* player);
void func_801229EC(Actor* thisx, PlayState* play);
void func_801229FC(Player* player);
void func_80122BA4(PlayState* play, struct_80122D44_arg1* arg1, s32 arg2, s32 alpha);
void func_80122C20(PlayState* play, struct_80122D44_arg1* arg1);
void func_80122D44(PlayState* play, struct_80122D44_arg1* arg1);
u8 Player_MaskIdToItemId(s32 maskIdMinusOne);
s32 Player_GetCurMaskItemId(PlayState* play);
void func_80122F28(Player* player);
bool func_80122F9C(PlayState* play);
bool func_80122FCC(PlayState* play);
void func_8012300C(PlayState* play, s32 arg1);
void func_8012301C(Actor* thisx, PlayState* play2);
void func_80123140(PlayState* play, Player* player);
bool Player_InBlockingCsMode(PlayState* play, Player* player);
bool Player_InCsMode(PlayState* play);
bool func_80123420(Player* player);
bool func_80123434(Player* player);
bool func_80123448(PlayState* play);
bool Player_IsGoronOrDeku(Player* player);
bool func_801234D4(PlayState* play);
bool func_80123590(PlayState* play, Actor* actor);
ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot);
PlayerItemAction func_80123810(PlayState* play);
PlayerModelGroup Player_ActionToModelGroup(Player* player, PlayerItemAction itemAction);
void Player_SetModelsForHoldingShield(Player* player);
void Player_SetModels(Player* player, PlayerModelGroup modelGroup);
void Player_SetModelGroup(Player* player, PlayerModelGroup modelGroup);
void func_80123C58(Player* player);
void Player_SetEquipmentData(PlayState* play, Player* player);
void Player_UpdateBottleHeld(PlayState* play, Player* player, ItemId itemId, PlayerItemAction itemAction);
void Player_Untarget(Player* player);
void func_80123DC0(Player* player);
void func_80123E90(PlayState* play, Actor* actor);
s32 func_80123F2C(PlayState* play, s32 ammo);
bool Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);
u8 Player_GetStrength(void);
u8 Player_GetMask(PlayState* play);
void Player_RemoveMask(PlayState* play);
bool Player_HasMirrorShieldEquipped(PlayState* play);
bool Player_IsHoldingMirrorShield(PlayState* play);
bool Player_IsHoldingHookshot(Player* player);
bool func_801240DC(Player* player);
PlayerBButtonSword Player_BButtonSwordFromIA(Player* player, PlayerItemAction itemAction);
PlayerBButtonSword Player_GetHeldBButtonSword(Player* player);
PlayerMeleeWeapon Player_MeleeWeaponFromIA(PlayerItemAction itemAction);
PlayerMeleeWeapon Player_GetMeleeWeaponHeld(Player* player);
s32 Player_IsHoldingTwoHandedWeapon(Player* player);
PlayerBottle Player_BottleFromIA(Player* player, PlayerItemAction itemAction);
PlayerBottle Player_GetBottleHeld(Player* Player);
PlayerExplosive Player_ExplosiveFromIA(Player* player, PlayerItemAction itemAction);
PlayerExplosive Player_GetExplosiveHeld(Player* player);
PlayerSword Player_SwordFromIA(Player* player, PlayerItemAction itemAction);
bool func_801242B4(Player* player);
s32 Player_GetEnvironmentalHazard(PlayState* play);
void Player_UpdateBunnyEars(Player* player);
void func_80124618(struct_80124618 arg0[], f32 curFrame, Vec3f* arg2);
void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, PlayerTransformation playerForm, s32 boots, s32 face, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor);
void func_80125318(Vec3f* arg0, Vec3s* arg1);
void Player_DrawZoraShield(PlayState* play, Player* player);
void func_80125500(PlayState* play, Player* player, s32 limbIndex, Vec3f* pos, Vec3s* rot);
s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx);
s32 func_80126440(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase);
void Player_DrawGetItem(PlayState* play, Player* player);
void func_80126B8C(PlayState* play, Player* player);
s32 func_80127438(PlayState* play, Player* player, s32 currentMask);
s32 func_80128640(PlayState* play, Player* player, Gfx* dlist);
void Player_SetFeetPos(PlayState* play, Player* player, s32 limbIndex);
void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot, Actor* actor);
void Room_Noop(PlayState* play, Room* room, Input* input, s32 arg3);
void Room_Init(PlayState* play, RoomContext* roomCtx);
size_t Room_AllocateAndLoad(PlayState* play, RoomContext* roomCtx);
+112
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@@ -4,8 +4,12 @@
#include "alignment.h"
#include "PR/os.h"
#include "z64actor.h"
#include "z64interface.h"
#include "z64item.h"
#include "z64light.h"
struct Player;
struct PlayState;
typedef enum PlayerShield {
/* 0 */ PLAYER_SHIELD_NONE,
@@ -1310,4 +1314,112 @@ typedef struct Player {
/* 0xD6C */ Vec3f unk_D6C; // previous body part 0 position
} Player; // size = 0xD78
// z_player_call.c functions
void PlayerCall_Init(Actor* thisx, struct PlayState* play);
void PlayerCall_Destroy(Actor* thisx, struct PlayState* play);
void PlayerCall_Update(Actor* thisx, struct PlayState* play);
void PlayerCall_Draw(Actor* thisx, struct PlayState* play);
// z_actor.c functions
f32 Player_GetHeight(Player* player);
f32 Player_GetRunSpeedLimit(Player* player);
bool func_800B7118(Player* player);
bool func_800B7128(Player* player);
bool func_800B715C(struct PlayState* play);
void Player_SetCameraHorseSetting(struct PlayState* play, Player* player);
void Player_MountHorse(struct PlayState* play, Player* player, Actor* horse);
s32 Player_SetCsAction(struct PlayState* play, Actor* csActor, u8 csAction);
s32 Player_SetCsActionWithHaltedActors(struct PlayState* play, Actor* csActor, u8 csAction);
s32 Player_IsFacingActor(Actor* actor, s16 maxAngleDiff, struct PlayState* play);
PlayerItemAction Player_GetExchangeItemAction(struct PlayState* play);
void func_800B8D10(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6);
void func_800B8D50(struct PlayState* play, Actor* actor, f32 arg2, s16 yaw, f32 arg4, u32 arg5);
void func_800B8D98(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
void func_800B8DD4(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
void func_800B8E1C(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
void Player_PlaySfx(Player* player, u16 sfxId);
// z_player_lib.c functions
s32 func_801226E0(struct PlayState* play, s32 arg1);
s32 Player_InitOverrideInput(struct PlayState* play, PlayerOverrideInputEntry* inputEntry, u32 numPoints, Vec3s* targetPosList);
s32 Player_UpdateOverrideInput(struct PlayState* play, PlayerOverrideInputEntry* inputEntry, f32 distXZRange);
void func_80122868(struct PlayState* play, Player* player);
void func_801229A0(struct PlayState* play, Player* player);
void func_801229EC(Actor* thisx, struct PlayState* play);
void func_801229FC(Player* player);
void func_80122BA4(struct PlayState* play, struct_80122D44_arg1* arg1, s32 arg2, s32 alpha);
void func_80122C20(struct PlayState* play, struct_80122D44_arg1* arg1);
void func_80122D44(struct PlayState* play, struct_80122D44_arg1* arg1);
u8 Player_MaskIdToItemId(s32 maskIdMinusOne);
s32 Player_GetCurMaskItemId(struct PlayState* play);
void func_80122F28(Player* player);
bool func_80122F9C(struct PlayState* play);
bool func_80122FCC(struct PlayState* play);
void func_8012300C(struct PlayState* play, s32 arg1);
void func_8012301C(Actor* thisx, struct PlayState* play2);
void func_80123140(struct PlayState* play, Player* player);
bool Player_InBlockingCsMode(struct PlayState* play, Player* player);
bool Player_InCsMode(struct PlayState* play);
bool func_80123420(Player* player);
bool func_80123434(Player* player);
bool func_80123448(struct PlayState* play);
bool Player_IsGoronOrDeku(Player* player);
bool func_801234D4(struct PlayState* play);
bool func_80123590(struct PlayState* play, Actor* actor);
ItemId Player_GetItemOnButton(struct PlayState* play, Player* player, EquipSlot slot);
PlayerItemAction func_80123810(struct PlayState* play);
PlayerModelGroup Player_ActionToModelGroup(Player* player, PlayerItemAction itemAction);
void Player_SetModelsForHoldingShield(Player* player);
void Player_SetModels(Player* player, PlayerModelGroup modelGroup);
void Player_SetModelGroup(Player* player, PlayerModelGroup modelGroup);
void func_80123C58(Player* player);
void Player_SetEquipmentData(struct PlayState* play, Player* player);
void Player_UpdateBottleHeld(struct PlayState* play, Player* player, ItemId itemId, PlayerItemAction itemAction);
void Player_Untarget(Player* player);
void func_80123DC0(Player* player);
void func_80123E90(struct PlayState* play, Actor* actor);
s32 func_80123F2C(struct PlayState* play, s32 ammo);
bool Player_IsBurningStickInRange(struct PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange);
u8 Player_GetStrength(void);
u8 Player_GetMask(struct PlayState* play);
void Player_RemoveMask(struct PlayState* play);
bool Player_HasMirrorShieldEquipped(struct PlayState* play);
bool Player_IsHoldingMirrorShield(struct PlayState* play);
bool Player_IsHoldingHookshot(Player* player);
bool func_801240DC(Player* player);
PlayerBButtonSword Player_BButtonSwordFromIA(Player* player, PlayerItemAction itemAction);
PlayerBButtonSword Player_GetHeldBButtonSword(Player* player);
PlayerMeleeWeapon Player_MeleeWeaponFromIA(PlayerItemAction itemAction);
PlayerMeleeWeapon Player_GetMeleeWeaponHeld(Player* player);
s32 Player_IsHoldingTwoHandedWeapon(Player* player);
PlayerBottle Player_BottleFromIA(Player* player, PlayerItemAction itemAction);
PlayerBottle Player_GetBottleHeld(Player* Player);
PlayerExplosive Player_ExplosiveFromIA(Player* player, PlayerItemAction itemAction);
PlayerExplosive Player_GetExplosiveHeld(Player* player);
PlayerSword Player_SwordFromIA(Player* player, PlayerItemAction itemAction);
bool func_801242B4(Player* player);
s32 Player_GetEnvironmentalHazard(struct PlayState* play);
void Player_UpdateBunnyEars(Player* player);
void func_80124618(struct_80124618 arg0[], f32 curFrame, Vec3f* arg2);
void Player_DrawImpl(struct PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, PlayerTransformation playerForm, s32 boots, s32 face, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor);
void func_80125318(Vec3f* arg0, Vec3s* arg1);
void Player_DrawZoraShield(struct PlayState* play, Player* player);
void func_80125500(struct PlayState* play, Player* player, s32 limbIndex, Vec3f* pos, Vec3s* rot);
s32 Player_OverrideLimbDrawGameplayDefault(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
s32 Player_OverrideLimbDrawGameplayFirstPerson(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
s32 Player_OverrideLimbDrawGameplayCrawling(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx);
s32 func_80126440(struct PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase);
void Player_DrawGetItem(struct PlayState* play, Player* player);
void func_80126B8C(struct PlayState* play, Player* player);
s32 func_80127438(struct PlayState* play, Player* player, s32 currentMask);
s32 func_80128640(struct PlayState* play, Player* player, Gfx* dlist);
void Player_SetFeetPos(struct PlayState* play, Player* player, s32 limbIndex);
void Player_PostLimbDrawGameplay(struct PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dList2, Vec3s* rot, Actor* actor);
#endif