Add a z64play.h header (#1646)

* z64play.h

* Move macros, functions and variables to header

* cleanup

* Reduce needed headers on z_collision_check

* Change play functions to take PlayState

* Move `Actor_ProcessInitChain` to `ichain.h`

* format

* Update src/code/z_play.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Add macros.h to sys_math3d.c

* Rename SequenceContext to SceneSequences

---------

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
This commit is contained in:
Anghelo Carvajal
2024-06-25 15:17:03 -04:00
committed by GitHub
parent 0bb57352a5
commit 6541532abb
51 changed files with 558 additions and 508 deletions
-51
View File
@@ -264,57 +264,6 @@ void Inventory_IncrementSkullTokenCount(s16 sceneIndex);
s16 Inventory_GetSkullTokenCount(s16 sceneIndex);
void Inventory_SaveLotteryCodeGuess(PlayState* play);
void Play_SetMotionBlurAlpha(u32 alpha);
void Play_EnableMotionBlur(u32 alpha);
void Play_DisableMotionBlur(void);
void Play_SetMotionBlurPriorityAlpha(u32 alpha);
void Play_EnableMotionBlurPriority(u32 alpha);
void Play_DisableMotionBlurPriority(void);
void Play_TriggerPictoPhoto(void);
Gfx* Play_SetFog(PlayState* this, Gfx* gfx);
void Play_Destroy(GameState* thisx);
void Play_CompressI8ToI5(void* srcI8, void* destI5, size_t size);
void Play_DecompressI5ToI8(void* srcI5, void* destI8, size_t size);
void Play_Update(PlayState* this);
void Play_Draw(PlayState* this);
void Play_Main(GameState* thisx);
bool Play_InCsMode(PlayState* this);
f32 Play_GetFloorSurfaceImpl(PlayState* this, MtxF* mtx, CollisionPoly** poly, s32* bgId, Vec3f* pos);
void Play_GetFloorSurface(PlayState* this, MtxF* mtx, Vec3f* pos);
void* Play_LoadFile(PlayState* this, RomFile* entry);
void Play_InitEnvironment(PlayState* this, s16 skyboxId);
void Play_GetScreenPos(PlayState* this, Vec3f* worldPos, Vec3f* screenPos);
s16 Play_CreateSubCamera(PlayState* this);
s16 Play_GetActiveCamId(PlayState* this);
s32 Play_ChangeCameraStatus(PlayState* this, s16 camId, s16 status);
void Play_ClearCamera(PlayState* this, s16 camId);
Camera* Play_GetCamera(PlayState* this, s16 camId);
s32 Play_SetCameraAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye);
s32 Play_SetCameraAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov);
s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll);
void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId);
s32 func_80169A50(PlayState* this, s16 camId, Player* player, s16 setting);
s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting);
void func_80169AFC(PlayState* this, s16 camId, s16 timer);
u16 Play_GetActorCsCamSetting(PlayState* this, s32 csCamDataIndex);
Vec3s* Play_GetActorCsCamFuncData(PlayState* this, s32 csCamDataIndex);
s16 Play_GetOriginalSceneId(s16 sceneId);
void Play_SaveCycleSceneFlags(GameState* thisx);
void Play_SetRespawnData(GameState* thisx, s32 respawnMode, u16 entrance, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw);
void Play_SetupRespawnPoint(GameState* thisx, s32 respawnMode, s32 playerParams);
void func_80169EFC(GameState* thisx);
void func_80169F78(GameState* thisx);
void func_80169FDC(GameState* thisx);
s32 Play_CamIsNotFixed(GameState* thisx);
s32 FrameAdvance_IsEnabled(GameState* thisx);
s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw);
s32 Play_IsUnderwater(PlayState* this, Vec3f* pos);
s32 Play_IsDebugCamEnabled(void);
void Play_AssignPlayerCsIdsFromScene(GameState* thisx, s32 spawnCsId);
void Play_FillScreen(GameState* thisx, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha);
void Play_Init(GameState* thisx);
void Graph_FaultClient(void);
void Graph_InitTHGA(TwoHeadGfxArena* arena, Gfx* buffer, s32 size);
void Graph_SetNextGfxPool(GraphicsContext* gfxCtx);