split headers z_en_item00.h, z_en_a_keep.h, z64draw.h (#1897)

This commit is contained in:
mzxrules
2026-08-30 09:56:09 -04:00
committed by GitHub
parent ff5b97216d
commit 49afa18da0
97 changed files with 206 additions and 90 deletions
-9
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@@ -3,19 +3,10 @@
#include "z64.h"
Actor* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, u32 params);
Actor* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s32 params);
void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnPos, s16 params);
s32 func_800A8150(s32 index);
s32 func_800A817C(s32 index);
bool Item_CanDropBigFairy(PlayState* play, s32 index, s32 collectibleFlag);
// Ideally these two prototypes would be in z64actor.h, but they use PlayerItemAction which would require including z64player.h there.
s32 Actor_OfferTalkExchange(Actor* actor, struct PlayState* play, f32 xzRange, f32 yRange, PlayerItemAction exchangeItemAction);
s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, struct PlayState* play, f32 radius, PlayerItemAction exchangeItemAction);
void GetItem_Draw(PlayState* play, s16 drawId);
void Room_Noop(PlayState* play, Room* room, Input* input, s32 arg3);
void Room_Init(PlayState* play, RoomContext* roomCtx);
size_t Room_SetupFirstRoom(PlayState* play, RoomContext* roomCtx);
+3 -79
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@@ -76,9 +76,9 @@ typedef struct {
#define BGCHECKFLAG_GROUND_STRICT (1 << 7) // Similar to BGCHECKFLAG_GROUND but with no velocity check and is cleared every frame
#define BGCHECKFLAG_CRUSHED (1 << 8) // Crushed between a floor and ceiling (triggers a void for player)
#define BGCHECKFLAG_PLAYER_WALL_INTERACT (1 << 9) // Only set/used by player, related to interacting with walls
#define BGCHECKFLAG_PLAYER_400 (1 << 10) //
#define BGCHECKFLAG_PLAYER_800 (1 << 11) //
#define BGCHECKFLAG_PLAYER_1000 (1 << 12) //
#define BGCHECKFLAG_PLAYER_400 (1 << 10) //
#define BGCHECKFLAG_PLAYER_800 (1 << 11) //
#define BGCHECKFLAG_PLAYER_1000 (1 << 12) //
// Flags for Actor_UpdateBgCheckInfo
#define UPDBGCHECKINFO_FLAG_1 (1 << 0) // check wall
@@ -179,82 +179,6 @@ typedef struct DynaPolyActor {
/* 0x158 */ u8 interactFlags;
} DynaPolyActor; // size = 0x15C
typedef enum Item00Type {
/* 0x00 */ ITEM00_RUPEE_GREEN,
/* 0x01 */ ITEM00_RUPEE_BLUE,
/* 0x02 */ ITEM00_RUPEE_RED,
/* 0x03 */ ITEM00_RECOVERY_HEART,
/* 0x04 */ ITEM00_BOMBS_A,
/* 0x05 */ ITEM00_ARROWS_10,
/* 0x06 */ ITEM00_HEART_PIECE,
/* 0x07 */ ITEM00_HEART_CONTAINER,
/* 0x08 */ ITEM00_ARROWS_30,
/* 0x09 */ ITEM00_ARROWS_40,
/* 0x0A */ ITEM00_ARROWS_50,
/* 0x0B */ ITEM00_BOMBS_B,
/* 0x0C */ ITEM00_DEKU_NUTS_1,
/* 0x0D */ ITEM00_DEKU_STICK,
/* 0x0E */ ITEM00_MAGIC_JAR_BIG,
/* 0x0F */ ITEM00_MAGIC_JAR_SMALL,
/* 0x10 */ ITEM00_MASK,
/* 0x11 */ ITEM00_SMALL_KEY,
/* 0x12 */ ITEM00_FLEXIBLE,
/* 0x13 */ ITEM00_RUPEE_HUGE,
/* 0x14 */ ITEM00_RUPEE_PURPLE,
/* 0x15 */ ITEM00_3_HEARTS,
/* 0x16 */ ITEM00_SHIELD_HERO,
/* 0x17 */ ITEM00_DEKU_NUTS_10,
/* 0x18 */ ITEM00_NOTHING,
/* 0x19 */ ITEM00_BOMBS_0,
/* 0x1A */ ITEM00_BIG_FAIRY,
/* 0x1B */ ITEM00_MAP,
/* 0x1C */ ITEM00_COMPASS,
/* 0x1D */ ITEM00_MUSHROOM_CLOUD,
/* 0xFF */ ITEM00_NO_DROP = -1
} Item00Type;
struct EnItem00;
typedef void (*EnItem00ActionFunc)(struct EnItem00*, struct PlayState*);
#define ENITEM00_GET_8000(thisx) ((thisx)->params & 0x8000)
#define ENITEM00_GET_7F00(thisx) (((thisx)->params & 0x7F00) >> 8)
typedef struct EnItem00 {
/* 0x000 */ Actor actor;
/* 0x144 */ EnItem00ActionFunc actionFunc;
/* 0x148 */ s16 collectibleFlag;
/* 0x14A */ s16 getItemId;
/* 0x14C */ s16 unk14C;
/* 0x14E */ s16 unk14E;
/* 0x150 */ s16 unk150;
/* 0x152 */ s16 unk152;
/* 0x154 */ f32 unk154;
/* 0x158 */ ColliderCylinder collider;
/* 0x1A4 */ s8 unk1A4;
} EnItem00; // size = 0x1A8
struct EnAObj;
typedef void (*EnAObjActionFunc)(struct EnAObj*, struct PlayState*);
typedef struct EnAObj {
/* 0x000 */ Actor actor;
/* 0x144 */ EnAObjActionFunc actionFunc;
/* 0x148 */ ColliderCylinder collision;
} EnAObj; // size = 0x194
typedef enum {
/* 0 */ AOBJ_SIGNPOST_OBLONG,
/* 1 */ AOBJ_SIGNPOST_ARROW
} AObjType;
#define AOBJ_GET_TEXTID(thisx) ((((thisx)->params >> 8) & 0xFF) | 0x300)
#define AOBJ_GET_TYPE(thisx) (((thisx)->params & 0xFF) - 9)
#define AOBJ_PARAMS(textId, type) ((((textId - 0x300) & 0xFF) << 8) | (type + 9))
typedef enum {
/* 0x00 */ ACTORCAT_SWITCH,
/* 0x01 */ ACTORCAT_BG,
+8
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@@ -0,0 +1,8 @@
#ifndef Z64_DRAW_H
#define Z64_DRAW_H
#include "ultra64.h"
void GetItem_Draw(struct PlayState* play, s16 drawId);
#endif
+28
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@@ -0,0 +1,28 @@
#ifndef Z_EN_A_KEEP_H
#define Z_EN_A_KEEP_H
#include "z64actor.h"
#include "z64collision_check.h"
struct EnAObj;
struct PlayState;
typedef void (*EnAObjActionFunc)(struct EnAObj*, struct PlayState*);
typedef struct EnAObj {
/* 0x000 */ Actor actor;
/* 0x144 */ EnAObjActionFunc actionFunc;
/* 0x148 */ ColliderCylinder collision;
} EnAObj; // size = 0x194
typedef enum {
/* 0 */ AOBJ_SIGNPOST_OBLONG,
/* 1 */ AOBJ_SIGNPOST_ARROW
} AObjType;
#define AOBJ_GET_TEXTID(thisx) ((((thisx)->params >> 8) & 0xFF) | 0x300)
#define AOBJ_GET_TYPE(thisx) (((thisx)->params & 0xFF) - 9)
#define AOBJ_PARAMS(textId, type) ((((textId - 0x300) & 0xFF) << 8) | (type + 9))
#endif
+70
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@@ -0,0 +1,70 @@
#ifndef Z_EN_ITEM00_H
#define Z_EN_ITEM00_H
#include "ultra64.h"
#include "z64actor.h"
typedef enum Item00Type {
/* 0x00 */ ITEM00_RUPEE_GREEN,
/* 0x01 */ ITEM00_RUPEE_BLUE,
/* 0x02 */ ITEM00_RUPEE_RED,
/* 0x03 */ ITEM00_RECOVERY_HEART,
/* 0x04 */ ITEM00_BOMBS_A,
/* 0x05 */ ITEM00_ARROWS_10,
/* 0x06 */ ITEM00_HEART_PIECE,
/* 0x07 */ ITEM00_HEART_CONTAINER,
/* 0x08 */ ITEM00_ARROWS_30,
/* 0x09 */ ITEM00_ARROWS_40,
/* 0x0A */ ITEM00_ARROWS_50,
/* 0x0B */ ITEM00_BOMBS_B,
/* 0x0C */ ITEM00_DEKU_NUTS_1,
/* 0x0D */ ITEM00_DEKU_STICK,
/* 0x0E */ ITEM00_MAGIC_JAR_BIG,
/* 0x0F */ ITEM00_MAGIC_JAR_SMALL,
/* 0x10 */ ITEM00_MASK,
/* 0x11 */ ITEM00_SMALL_KEY,
/* 0x12 */ ITEM00_FLEXIBLE,
/* 0x13 */ ITEM00_RUPEE_HUGE,
/* 0x14 */ ITEM00_RUPEE_PURPLE,
/* 0x15 */ ITEM00_3_HEARTS,
/* 0x16 */ ITEM00_SHIELD_HERO,
/* 0x17 */ ITEM00_DEKU_NUTS_10,
/* 0x18 */ ITEM00_NOTHING,
/* 0x19 */ ITEM00_BOMBS_0,
/* 0x1A */ ITEM00_BIG_FAIRY,
/* 0x1B */ ITEM00_MAP,
/* 0x1C */ ITEM00_COMPASS,
/* 0x1D */ ITEM00_MUSHROOM_CLOUD,
/* 0xFF */ ITEM00_NO_DROP = -1
} Item00Type;
struct EnItem00;
typedef void (*EnItem00ActionFunc)(struct EnItem00*, struct PlayState*);
#define ENITEM00_GET_8000(thisx) ((thisx)->params & 0x8000)
#define ENITEM00_GET_7F00(thisx) (((thisx)->params & 0x7F00) >> 8)
typedef struct EnItem00 {
/* 0x000 */ Actor actor;
/* 0x144 */ EnItem00ActionFunc actionFunc;
/* 0x148 */ s16 collectibleFlag;
/* 0x14A */ s16 getItemId;
/* 0x14C */ s16 unk14C;
/* 0x14E */ s16 unk14E;
/* 0x150 */ s16 unk150;
/* 0x152 */ s16 unk152;
/* 0x154 */ f32 unk154;
/* 0x158 */ ColliderCylinder collider;
/* 0x1A4 */ s8 unk1A4;
} EnItem00; // size = 0x1A8
Actor* Item_DropCollectible(struct PlayState* play, Vec3f* spawnPos, u32 params);
Actor* Item_DropCollectible2(struct PlayState* play, Vec3f* spawnPos, s32 params);
void Item_DropCollectibleRandom(struct PlayState* play, Actor* fromActor, Vec3f* spawnPos, s16 params);
s32 func_800A8150(s32 index);
s32 func_800A817C(s32 index);
bool Item_CanDropBigFairy(struct PlayState* play, s32 index, s32 collectibleFlag);
#endif