forked from snesrev/zelda3
-
Notifications
You must be signed in to change notification settings - Fork 0
/
sprite.h
325 lines (273 loc) · 10.9 KB
/
sprite.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
#pragma once
#include "types.h"
#include "variables.h"
struct PrepOamCoordsRet {
uint16 x, y;
uint8 r4;
uint8 flags;
};
struct SpriteHitBox {
uint8 r0_xlo;
uint8 r8_xhi;
uint8 r1_ylo;
uint8 r9_yhi;
uint8 r2, r3;
uint8 r4_spr_xlo;
uint8 r10_spr_xhi;
uint8 r5_spr_ylo;
uint8 r11_spr_yhi;
uint8 r6_spr_xsize;
uint8 r7_spr_ysize;
};
struct SpriteSpawnInfo {
uint16 r0_x;
uint16 r2_y;
uint8 r4_z;
uint16 r5_overlord_x;
uint16 r7_overlord_y;
};
extern const uint8 kAbsorbBigKey[2];
struct DrawMultipleData {
int8 x, y;
uint16 char_flags;
uint8 ext;
};
enum {
kCheckDamageFromPlayer_Carry = 1,
kCheckDamageFromPlayer_Ne = 2,
};
static inline uint8 ClampYForOam(uint16 y) {
return (uint16)(y + 0x10) < 0x100 ? y : 0xf0;
}
extern const uint8 kAbsorptionSfx[15];
extern const uint8 kSpriteInit_BumpDamage[243];
extern const uint16 kSinusLookupTable[256];
extern const uint8 kThrowableScenery_Flags[9];
extern const uint8 kWishPond2_OamFlags[76];
uint16 Sprite_GetX(int k);
uint16 Sprite_GetY(int k);
void Sprite_SetX(int k, uint16 x);
void Sprite_SetY(int k, uint16 y);
void Sprite_ApproachTargetSpeed(int k, uint8 x, uint8 y);
void SpriteAddXY(int k, int xv, int yv);
void Sprite_MoveXYZ(int k);
void Sprite_Invert_XY_Speeds(int k);
int Sprite_SpawnSimpleSparkleGarnishEx(int k, uint16 x, uint16 y, int limit);
uint16 Garnish_GetX(int k);
uint16 Garnish_GetY(int k);
void Garnish_SparkleCommon(int k, uint8 shift);
void Garnish_DustCommon(int k, uint8 shift);
void SpriteModule_Explode(int k);
void SpriteDeath_MainEx(int k, bool second_entry);
void SpriteModule_Burn(int k);
void Sprite_HitTimer31(int k);
void SpriteStunned_MainEx(int k, bool second_entry);
void Ancilla_SpawnFallingPrize(uint8 item);
bool Sprite_CheckDamageToAndFromLink(int k);
uint8 Sprite_CheckTileCollision(int k);
bool Sprite_TrackBodyToHead(int k);
void Sprite_DrawMultiple(int k, const DrawMultipleData *src, int n, PrepOamCoordsRet *info);
void Sprite_DrawMultiplePlayerDeferred(int k, const DrawMultipleData *src, int n, PrepOamCoordsRet *info);
int Sprite_ShowSolicitedMessage(int k, uint16 msg);
int Sprite_ShowMessageOnContact(int k, uint16 msg);
void Sprite_ShowMessageUnconditional(uint16 msg);
bool Sprite_TutorialGuard_ShowMessageOnContact(int k, uint16 msg);
void Sprite_ShowMessageMinimal();
void Prepare_ApplyRumbleToSprites();
void Sprite_SpawnImmediatelySmashedTerrain(uint8 what, uint16 x, uint16 y);
void Sprite_SpawnThrowableTerrain(uint8 what, uint16 x, uint16 y);
int Sprite_SpawnThrowableTerrain_silently(uint8 what, uint16 x, uint16 y);
void Sprite_SpawnSecret(int k);
void Sprite_Main();
void Oam_ResetRegionBases();
void Sprite_TimersAndOam(int k);
void Sprite_Get16BitCoords(int k);
void Sprite_ExecuteSingle(int k);
void Sprite_inactiveSprite(int k);
void SpriteModule_Fall1(int k);
void SpriteModule_Drown(int k);
void Sprite_DrawDistress_custom(uint16 xin, uint16 yin, uint8 time);
void Sprite_CheckIfLifted_permissive(int k);
void Entity_ApplyRumbleToSprites(SpriteHitBox *hb);
void Sprite_ZeroVelocity_XY(int k);
bool Sprite_HandleDraggingByAncilla(int k);
bool Sprite_ReturnIfPhasingOut(int k);
void Sprite_CheckAbsorptionByPlayer(int k);
void Sprite_HandleAbsorptionByPlayer(int k);
bool SpriteDraw_AbsorbableTransient(int k, bool transient);
void Sprite_DrawNumberedAbsorbable(int k, int a);
void Sprite_BounceOffWall(int k);
void Sprite_InvertSpeed_XY(int k);
bool Sprite_ReturnIfInactive(int k);
bool Sprite_ReturnIfPaused(int k);
void SpriteDraw_SingleLarge(int k);
void Sprite_PrepAndDrawSingleLargeNoPrep(int k, PrepOamCoordsRet *info);
void SpriteDraw_Shadow_custom(int k, PrepOamCoordsRet *info, uint8 a);
void SpriteDraw_Shadow(int k, PrepOamCoordsRet *oam);
void SpriteDraw_SingleSmall(int k);
void Sprite_DrawThinAndTall(int k);
void SpriteModule_Carried(int k);
void CarriedSprite_CheckForThrow(int k);
void SpriteModule_Stunned(int k);
void ThrownSprite_TileAndSpriteInteraction(int k);
void Sprite_Func8(int k);
void Sprite_Func22(int k);
void ThrowableScenery_InteractWithSpritesAndTiles(int k);
void ThrownSprite_CheckDamageToSprites(int k);
void ThrownSprite_CheckDamageToSingleSprite(int k, int j);
void Sprite_ApplyRicochet(int k);
void ThrowableScenery_TransmuteIfValid(int k);
void ThrowableScenery_TransmuteToDebris(int k);
void Sprite_ScheduleForBreakage(int k);
void Sprite_HalveSpeed_XY(int k);
void Sprite_SpawnLeapingFish(int k);
void SpriteStunned_Main_Func1(int k);
void SpriteModule_Poof(int k);
void Sprite_PrepOamCoord(int k, PrepOamCoordsRet *ret);
bool Sprite_PrepOamCoordOrDoubleRet(int k, PrepOamCoordsRet *ret);
void Sprite_CheckTileCollision2(int k);
void Sprite_CheckTileCollisionSingleLayer(int k);
void Sprite_CheckForTileInDirection_horizontal(int k, int yy);
void Sprite_CheckForTileInDirection_vertical(int k, int yy);
void SpriteFall_AdjustPosition(int k);
bool Sprite_CheckTileInDirection(int k, int yy);
bool Sprite_CheckTileProperty(int k, int j);
uint8 GetTileAttribute(uint8 floor, uint16 *x, uint16 y);
uint8 Sprite_GetTileAttribute(int k, uint16 *x, uint16 y);
bool Entity_CheckSlopedTileCollision(uint16 x, uint16 y);
void Sprite_MoveXY(int k);
void Sprite_MoveX(int k);
void Sprite_MoveY(int k);
void Sprite_MoveZ(int k);
ProjectSpeedRet Sprite_ProjectSpeedTowardsLink(int k, uint8 vel);
void Sprite_ApplySpeedTowardsLink(int k, uint8 vel);
ProjectSpeedRet Sprite_ProjectSpeedTowardsLocation(int k, uint16 x, uint16 y, uint8 vel);
uint8 Sprite_DirectionToFaceLink(int k, PointU8 *coords_out);
PairU8 Sprite_IsRightOfLink(int k);
PairU8 Sprite_IsBelowLink(int k);
PairU8 Sprite_IsRightOfLocation(int k, uint16 x);
PairU8 Sprite_IsBelowLocation(int k, uint16 y);
uint8 Sprite_DirectionToFaceLocation(int k, uint16 x, uint16 y);
void Guard_ParrySwordAttacks(int k);
void Sprite_AttemptZapDamage(int k);
void Ancilla_CheckDamageToSprite_preset(int k, int a);
void Sprite_Func15(int k, int a);
void Sprite_CalculateSwordDamage(int k);
void Sprite_ApplyCalculatedDamage(int k, int a);
void AgahnimBalls_DamageAgahnim(int k, uint8 dmg, uint8 r0_hit_timer);
void Sprite_Func18(int k, uint8 new_type);
void Sprite_MiniMoldorm_Recoil(int k);
void Sprite_Func3(int k);
bool Sprite_CheckDamageToLink(int k);
bool Sprite_CheckDamageToPlayer_1(int k);
bool Sprite_CheckDamageToLink_same_layer(int k);
bool Sprite_CheckDamageToLink_ignore_layer(int k);
bool Sprite_SetupHitBox00(int k);
bool Sprite_ReturnIfLifted(int k);
bool Sprite_ReturnIfLiftedPermissive(int k);
uint8 Sprite_CheckDamageFromLink(int k);
void Sprite_AttemptDamageToLinkWithCollisionCheck(int k);
void Sprite_AttemptDamageToLinkPlusRecoil(int k);
void Player_SetupActionHitBox(SpriteHitBox *hb);
void Sprite_DoHitBoxesFast(int k, SpriteHitBox *hb);
void Sprite_ApplyRecoilToLink(int k, uint8 vel);
void Link_PlaceWeaponTink();
void Sprite_PlaceWeaponTink(int k);
void Sprite_PlaceRupulseSpark_2(int k);
void Link_SetupHitBox_conditional(SpriteHitBox *hb);
void Link_SetupHitBox(SpriteHitBox *hb);
void Sprite_SetupHitBox(int k, SpriteHitBox *hb);
bool CheckIfHitBoxesOverlap(SpriteHitBox *hb);
void Oam_AllocateDeferToPlayer(int k);
void SpriteModule_Die(int k);
void Sprite_DoTheDeath(int k);
void ForcePrizeDrop(int k, uint8 prize, uint8 slot);
void PrepareEnemyDrop(int k, uint8 item);
void SpriteDeath_Func4(int k);
void SpriteDeath_DrawPoof(int k);
void SpriteModule_Fall2(int k);
void SpriteDraw_FallingHelmaBeetle(int k);
void SpriteDraw_FallingHumanoid(int k);
void Sprite_CorrectOamEntries(int k, int n, uint8 islarge);
bool Sprite_ReturnIfRecoiling(int k);
bool Sprite_CheckIfLinkIsBusy();
void Sprite_SetSpawnedCoordinates(int k, SpriteSpawnInfo *info);
bool Sprite_CheckIfScreenIsClear();
bool Sprite_CheckIfRoomIsClear();
bool Sprite_CheckIfOverlordsClear();
void Sprite_InitializeMirrorPortal();
void Sprite_InitializeSlots();
void Garnish_ExecuteUpperSlots();
void Garnish_ExecuteLowerSlots();
void Garnish_ExecuteSingle(int k);
void Garnish15_ArrghusSplash(int k);
void Garnish13_PyramidDebris(int k);
void Garnish11_WitheringGanonBatFlame(int k);
void Garnish10_GanonBatFlame(int k);
void Garnish0C_TrinexxIceBreath(int k);
void Garnish14_KakKidDashDust(int k);
void Garnish_WaterTrail(int k);
void Garnish0A_CannonSmoke(int k);
void Garnish09_LightningTrail(int k);
void Garnish_CheckPlayerCollision(int k, int x, int y);
void Garnish07_BabasuFlash(int k);
void Garnish08_KholdstareTrail(int k);
void Garnish06_ZoroTrail(int k);
void Garnish12_Sparkle(int k);
void Garnish_SimpleSparkle(int k);
void Garnish0E_TrinexxFireBreath(int k);
void Garnish0F_BlindLaserTrail(int k);
void Garnish04_LaserTrail(int k);
bool Garnish_ReturnIfPrepFails(int k, Point16U *pt);
void Garnish03_FallingTile(int k);
void Garnish01_FireSnakeTail(int k);
void Garnish02_MothulaBeamTrail(int k);
void Dungeon_ResetSprites();
void Dungeon_CacheTransSprites();
void Sprite_DisableAll();
void Dungeon_LoadSprites();
void Sprite_ManuallySetDeathFlagUW(int k);
int Dungeon_LoadSingleSprite(int k, const uint8 *src);
void Dungeon_LoadSingleOverlord(const uint8 *src);
void Sprite_ResetAll();
void Sprite_ResetAll_noDisable();
void Sprite_ReloadAll_Overworld();
void Sprite_OverworldReloadAll_justLoad();
void Overworld_LoadSprites();
void Sprite_ActivateAllProxima();
void Sprite_ProximityActivation();
void Sprite_ActivateWhenProximal();
void Sprite_ActivateWhenProximalBig();
void Sprite_Overworld_ProximityMotivatedLoad(uint16 x, uint16 y);
void Overworld_LoadProximaSpriteIfAlive(uint16 blk);
void SpriteExplode_SpawnEA(int k);
void Sprite_KillFriends();
void Garnish16_ThrownItemDebris(int k);
void ScatterDebris_Draw(int k, Point16U pt);
void Sprite_KillSelf(int k);
void SpritePrep_LoadProperties(int k);
void SpritePrep_LoadPalette(int k);
void SpritePrep_ResetProperties(int k);
uint8 Oam_AllocateFromRegionA(uint8 num);
uint8 Oam_AllocateFromRegionB(uint8 num);
uint8 Oam_AllocateFromRegionC(uint8 num);
uint8 Oam_AllocateFromRegionD(uint8 num);
uint8 Oam_AllocateFromRegionE(uint8 num);
uint8 Oam_AllocateFromRegionF(uint8 num);
uint8 Oam_GetBufferPosition(uint8 num, uint8 y);
void Sprite_NullifyHookshotDrag();
void Overworld_SubstituteAlternateSecret();
void Sprite_ApplyConveyor(int k, int j);
uint8 Sprite_BounceFromTileCollision(int k);
void ExecuteCachedSprites();
void UncacheAndExecuteSprite(int k);
uint8 Sprite_ConvertVelocityToAngle(uint8 x, uint8 y);
int Sprite_SpawnDynamically(int k, uint8 what, SpriteSpawnInfo *info);
int Sprite_SpawnDynamicallyEx(int k, uint8 what, SpriteSpawnInfo *info, int j);
void SpriteFall_Draw(int k, PrepOamCoordsRet *info);
void Sprite_GarnishSpawn_Sparkle_limited(int k, uint16 x, uint16 y);
int Sprite_GarnishSpawn_Sparkle(int k, uint16 x, uint16 y);
void Sprite_BehaveAsBarrier(int k);
void Sprite_HaltAllMovement();
int ReleaseFairy();
void Sprite_DrawRippleIfInWater(int k);