shithub: zelda3

ref: ec08202f3a7d95c4db1e384a51d12244fae9c23b
dir: /sprite.h/

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#pragma once
#include "types.h"
#include "variables.h"


typedef struct PrepOamCoordsRet {
  uint16 x, y;
  uint8 r4;
  uint8 flags;
} PrepOamCoordsRet;

typedef 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;
} SpriteHitBox;

typedef struct SpriteSpawnInfo {
  uint16 r0_x;
  uint16 r2_y;
  uint8 r4_z;
  uint16 r5_overlord_x;
  uint16 r7_overlord_y;
} SpriteSpawnInfo;

extern const uint8 kAbsorbBigKey[2];

typedef struct DrawMultipleData {
  int8 x, y;
  uint16 char_flags;
  uint8 ext;
} DrawMultipleData;


enum {
  kCheckDamageFromPlayer_Carry = 1,
  kCheckDamageFromPlayer_Ne = 2,
};

static inline void SetOamHelper0(OamEnt *oam, uint16 x, uint16 y, uint8 charnum, uint8 flags, uint8 big) {
  oam->x = x;
  oam->y = (uint16)(y + 0x10) < 0x100 ? y : 0xf0;
  oam->charnum = charnum;
  oam->flags = flags;
  bytewise_extended_oam[oam - oam_buf] = big | (x >> 8 & 1);
}

static inline void SetOamHelper1(OamEnt *oam, uint16 x, uint8 y, uint8 charnum, uint8 flags, uint8 big) {
  oam->x = x;
  oam->y = y;
  oam->charnum = charnum;
  oam->flags = flags;
  bytewise_extended_oam[oam - oam_buf] = big | (x >> 8 & 1);
}

static inline void SetOamPlain(OamEnt *oam, uint8 x, uint8 y, uint8 charnum, uint8 flags, uint8 big) {
  oam->x = x;
  oam->y = y;
  oam->charnum = charnum;
  oam->flags = flags;
  bytewise_extended_oam[oam - oam_buf] = big;
}



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);
int 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 Sprite_GiveDamage(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 Link_UpdateHitBoxWithSword(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);