sm64/include/ext/cfile.ext

299 lines
15 KiB
Plaintext

extern int WallCheck(float *wX,float *wY,float *wZ,float offsetY,float r);
extern int mcBGWallCheck(BGWallCheckRecord *wall);
extern float mcBGRoofCheck(float px, float py, float pz,BGCheckData **bgdata);
extern float s_bgcheck(StrategyRecord *stp);
extern float GroundCheck(float px, float py, float pz,Plane **hitplane);
extern float BGcheck(float px,float py,float pz);
extern float mcMoveGroundCheck(float px, float py, float pz,BGCheckData **bgcheck_data);
extern float mcBGGroundCheck(float px, float py, float pz,BGCheckData **bgdata) ;
extern float mcWaterCheck(float wx,float wz);
extern float mcGasCheck(float wx,float wz);
extern void mcDebugBGlist(float x,float z);
extern int mcR_PlaneCheck(int flag,float *wx,float *wy,float *wz,float r,BGCheckData **bgdata,float *planeY);
extern void mcAllocBGList(void);
extern void mcInitBGCheck(short sceneNo,short *funlike_bgdata,char *areainfo,short *taginfo);
extern void mcInitMoveBGList(void);
extern void stInitMoveBG(void);
extern void stMainMoveBG(void);
extern void mbgPlayer_1(void);
extern void ReadPlayerPos(float *px,float *py,float *pz);
extern void WritePlayerPos(float px,float py,float pz);
extern void matrix_offset(int flag,StrategyRecord *mbg_stratp);
extern void mbgPlayer_2(void);
extern void mbgReset(void);
extern void InitCoin(void);
extern void ExecCoin(void);
extern void InitCourse(void);
extern void InitDoor(void);
extern void ExecDoor(void);
extern void InitLinklist(Linklist *root,Linklist *free,Linklist *buff,int pointersize,int maxsize);
extern Linklist *MakeLinklist(Linklist *root,Linklist *free);
extern StrategyRecord *MakeStratLinklist(StrategyList *root,StrategyList *free);
extern void RemoveLinklist(Linklist *free,Linklist *node);
extern void RemoveStratLinklist(StrategyList *free,StrategyList *node);
extern void InitStrategyFreeList(void);
extern void InitStrategyList(StrategyList *slist);
extern void RemoveStrategyList(StrategyRecord *stratp);
extern StrategyRecord *MakeStrategyNode(StrategyList *root);
extern StrategyRecord *MakeStrategy(Path *localpath);
extern void RemoveShape(StrategyRecord *stratp);
extern StrategyRecord *s_enemyhit(StrategyRecord *stratp);
extern void HitCheckOBJ(void);
extern void s_enemysound(EnemySoundRecord *enemysound);
extern void obj_remove_sound(unsigned long SOUNDDATA);
extern void objsound_level(unsigned long SOUNDDATA);
extern void objsound(unsigned long SOUNDDATA);
extern int se_calc_vol(float dist);
extern int se_calc_vol2(float dist);
extern unsigned short Randomd(void);
extern float Randomf(void);
extern int RandomSign(void);
extern void InitPathSystem(void);
extern void s_pathentry(void);
extern void s_playermove(void);
extern void st_ramsave(StrategyRecord *stp,unsigned char bit);
extern void RemoveStrategy(int screenNo,int actorID);
extern void SetStrategy(int screenNo,ActorPtr actor);
extern void InitStrategy(void);
extern void ExecStrategy(int screenNo);
extern unsigned long CtrlHand(int code,MapNode *node, void *data);
extern unsigned long AlphaControl(int code, MapNode *node, void *data);
extern unsigned long ControlShapeAnime(int code, MapNode *node);
extern unsigned long ControlSwitchMap(int code,MapNode *node);
extern void s_calc_skeleton_glbpos(AffineMtx mtx,StrategyRecord *stratp);
extern void s_copy_scale_matrix(StrategyRecord *stp,AffineMtx *mdst,AffineMtx *msrc);
extern void s_calc_skeleton_glbmtx(AffineMtx *mc,AffineMtx *ma,AffineMtx *mb);
extern void s_modechange(StrategyRecord *obj,void *pathdata);
extern float s_distanceXZ_obj2obj(StrategyRecord *obj1,StrategyRecord *obj2);
extern float s_distance_obj2obj(StrategyRecord *obj1,StrategyRecord *obj2);
extern float s_chase_speedF(float limit, float accel);
extern int s_chase_speed(float *speed,float limit, float accel);
extern float s_chase_position(float mypos, float targetpos,float limit);
extern short s_chase_angle(short myangle,short targetangle,short limit);
extern int s_chase_angleY( short targetangle,short speed );
extern short s_calc_targetangle(StrategyRecord *myobj,StrategyRecord *targetobj);
extern short s_chase_obj_angle(StrategyRecord *myobj,StrategyRecord *targetobj,short idx_angle,short limit);
extern void s_set_skeleton(StrategyRecord *stratp,short sx,short sy,short sz);
extern void s_set_world(StrategyRecord *stratp,short wx,short wy,short wz);
extern void s_set_angle(StrategyRecord *stratp,short ax,short ay,short az);
extern StrategyRecord *s_makeobj_absolute(StrategyRecord *mother,short name,int shape,unsigned long *pathpointer,short wx,short wy,short wz,short ax,short ay,short az) ;
extern StrategyRecord *s_makeobj_relative(StrategyRecord *mother,int shape,unsigned long *pathpointer,short sx,short sy,short sz,short ax,short ay,short az) ;
extern StrategyRecord *s_makeobj_mother(StrategyRecord *mother,int shape,unsigned long *pathpointer) ;
extern StrategyRecord *s_makeobj_initdata(StrategyRecord *mother,MoveInitRecord *move);
extern StrategyRecord *s_makeobj(StrategyRecord *mother,short name,int shape,unsigned long *pathpointer);
extern StrategyRecord *s_makeobj_nowpos(StrategyRecord *mother,int shape,unsigned long *pathpointer);
extern StrategyRecord *s_makeobj_effect(short oy,float scale,StrategyRecord *mother,int shape,unsigned long *pathpointer);
extern StrategyRecord *s_makeobj_nowpos_scale(StrategyRecord *mother,int shape,unsigned long *pathpointer,float scale);
extern void s_set_childpos(StrategyRecord *child);
extern StrategyRecord *s_makeobj_chain(short mode,short ox,short oy,short oz,StrategyRecord *mother,int shape,unsigned long *pathpointer);
extern StrategyRecord *s_makeobj_chain_scale(short mode,short ox,short oy,short oz,float scale,StrategyRecord *mother,int shape,unsigned long *pathpointer);
extern void s_calc_speedXYZ(void);
extern void s_copy_animeposY(StrategyRecord *dist,StrategyRecord *source);
extern void s_copy_worldXYZ_angleXYZ(StrategyRecord *dist,StrategyRecord *source);
extern void s_copy_worldXYZ(StrategyRecord *dist,StrategyRecord *source);
extern void s_copy_angleXYZ(StrategyRecord *dist,StrategyRecord *source);
extern void s_copy_worldXYZmappos(StrategyRecord *stratp);
extern void s_set_animation(StrategyRecord *stratp,int animeNo);
extern void stRotatePoint(AffineMtx matrix,float *dst,float *src);
extern void stBackPoint(AffineMtx matrix,float *dst,float *src);
extern void s_scale_matrix(StrategyRecord *stratp);
extern void s_copy_scale(StrategyRecord *dist,StrategyRecord *source);
extern void stSetScale(StrategyRecord *stratp,float sx,float sy, float sz);
extern void s_scale(StrategyRecord *stratp,float scale);
extern void s_set_scale(float scale);
extern void stSetSkelAnimeNumber(int animeNo);
extern void s_set_skelanimeNo(int animeNo);
extern void s_set_skelanime_speed(int animeNo,float speed);
extern void s_set_skeletonobj(StrategyRecord *stratp,void *animePtr,int animeNo);
extern void s_shapedispON(StrategyRecord *stratp);
extern void s_shapeON(void);
extern void s_shapedispOFF(StrategyRecord *stratp);
extern void s_shapeOFF(void);
extern void s_shape_disp(void);
extern void s_shape_hide(void);
extern void s_posoffset_mother(StrategyRecord *p,float ox,float oy,float oz);
extern void s_set_catchOFF(float ox,float oy,float oz);
extern void s_throw_object(void);
extern void s_drop_object(void);
extern void s_copy_animeangle(StrategyRecord *stratp);
extern int s_check_enemytype(Path *localpath);
extern StrategyRecord *s_find_obj(Path *pathname) ;
extern float s_distance_nearobj(Path *pathname) ;
extern StrategyRecord *s_search_nearobject(Path *pathname,float *dist);
extern StrategyRecord *s_get_effectobj(void);
extern int s_count_effect(void);
extern int s_count_obj(Path *pathname);
extern StrategyRecord *s_search_catch_enemy(Path *pathname,float dist);
extern void s_modereset(void);
extern void s_set_newmode(int mode);
extern void s_chase_playerspeed(float min_limitspeed, float param);
extern int s_wait_anime(void);
extern int s_stop_animeend(void);
extern int s_check_animeend(void);
extern int s_check_animeend_2(void);
extern int s_check_animenumber(int check_frame);
extern int s_check_animenumber_speed(int check_frame,int speed);
extern int s_check_animetable(short *table);
extern int s_check_playerjump(void);
extern int s_check_playercatch(void);
extern void s_set_jumpstart(float jump_speed,int animeNo);
extern void s_mode_catch(int anime,int mode);
extern void s_mode_throw(float speedF,float speedY,int mode);
extern void s_mode_drop(void);
extern void s_change_shape(int shapeNo);
extern void s_mail_to_player(int data);
extern int s_mail_check(long data);
extern void s_remove_obj(StrategyRecord *stratp);
extern void s_allOFF(void);
extern void s_hitOFF(void);
extern void s_hitON(void);
extern void s_hitON_obj(StrategyRecord *stp);
extern void s_groundcheck(void);
extern BGCheckData *s_groundcheck_ptr(void);
extern void calc_friction(float *work,float friction);
extern void s_calc_friction(float friction);
extern int s_calc_enemyspeedXZ(float ang,int flag);
extern void s_calc_speedY(float g,float bound,float uki);
extern void s_moveobj(void);
extern int s_bitcheck_clear(long *flag, unsigned long bitdata);
extern void s_wall_revise(float offsetY,float r);
extern short s_calc_dangle(short angle1,short angle2);
extern void s_calc_FspeedON(void);
extern void s_calc_YspeedON(void);
extern void s_calcobj_speedF(void);
extern float s_chase_set_speedY(float pos1,float pos2,float lim,float add);
extern int s_hitcheck(StrategyRecord *my,StrategyRecord *you);
extern void s_change_pathname(Path *path);
extern void s_rename_pathname(StrategyRecord *stp,Path *path);
extern int s_check_pathname(Path *path);
extern int s_test_pathname(StrategyRecord *stp,Path *path);
extern float s_calc_playerscope(void);
extern float s_calc_enemyscope(void);
extern int s_check_enemyscopeR(float R);
extern int s_check_enemyscope(float Xmin,float Xmax,float Zmin,float Zmax);
extern void s_copy_initpos(void);
extern void s_reset_posspeed(void);
extern void s_effect_updown(float data);
extern void s_set_camerainfo(StrategyRecord *stratp,int status );
extern void s_set_playerinfo(StrategyRecord *stratp,int status, float dist);
extern void s_softspritemodeON(StrategyRecord *stratp);
extern void s_sethitbox(float Rdata,float Hdata);
extern void s_setdamagebox(float Rdata,float Hdata);
extern void s_make_escape_coin(StrategyRecord *stratp,int count,float speedY,short random);
extern void s_makecoin(StrategyRecord *stratp,int count,float speedY);
extern void s_makecoin_playerpos(void);
extern float s_check_areaY(void);
extern int s_anime_percent(void);
extern int s_wallcheck(void);
extern void s_enemybgcheck_main(short ang);
extern void s_enemybgcheck(void);
extern void s_enemymove(short angdata);
extern int s_maparea_check(void);
extern void s_optionmove_XZ(void);
extern void s_optionmove_F(void);
extern void s_calc_relpos(StrategyRecord *dst,StrategyRecord *src,float ox,float oy,float oz);
extern short s_calc_returnangle(void);
extern void s_copy_mapwork(StrategyRecord *dst,StrategyRecord *src);
extern void s_rotate_vertex(StrategyRecord *stratp,short stw_dst,short stw_src);
extern void s_create_matrix(StrategyRecord *stratp,short stw_pos,short stw_ang);
extern void s_set_objmatrix(StrategyRecord *stratp);
extern void s_calc_relative(StrategyRecord *child);
extern void s_remove_relative(StrategyRecord *stratp);
extern void s_move_angle(void);
extern void s_move_animeangle(void);
extern void s_anglesame(void);
extern int s_road_move(int flag);
extern void s_clear_delayrecord(DelayRecord *delay);
extern float s_random_f(float s1);
extern void s_random_scale(StrategyRecord *stp,float s1,float s2);
extern void s_random_XYZ_offset(StrategyRecord *stp,float offset);
extern void s_random_XZ_offset(StrategyRecord *stp,float offset);
extern void s_calc_skyspeed(StrategyRecord *stratp);
extern void s_3Dmove(void);
extern short s_wall_rebound(void);
extern void s_makeeffect_chiri(EffectRecord *effect);
extern void s_set_hitparam(StrategyRecord *stp,HitCheckRecord *hitdata);
extern long s_sign_d(long data);
extern float s_abs_f(float data);
extern long s_abs_d(long data);
extern int s_flash_shape(int timestart,int count);
extern int s_checkplayer_hipaatack(void);
extern void s_kemuri(void);
extern void s_kemuri_sound(unsigned long sound);
extern void s_player_slideout(float R);
extern void s_player_slideout_RH(float R,float H);
extern void s_samplesmoke_main(void);
extern void s_scaleY_anime(void);
extern char s_datamove_init(void *data);
extern char s_datamove_next(void);
extern short s_calc_searchangle(StrategyRecord *obj1,StrategyRecord *obj2);
extern void s_scale_timezoom(int flag,int count,float start,float end);
extern void s_debug_position(void);
extern void s_debug_angle(void);
extern int s_rideon_player(void);
extern int s_buruburu(int count,int offset);
extern int s_gatan(int timer);
extern void s_modejmp( void *jmpaddr[] );
extern StrategyRecord *s_make_enemystar_entry(int flag,int offsetYpos);
extern void s_make_enemystar(void);
extern int s_index_bit(int index);
extern int s_enemy_areaout(void);
extern int s_check_playerslow(int work);
extern int s_check_chartable(char data,char *table);
extern void s_areainitial(void);
extern void s_areastage_init(void);
extern void s_areastage_main(void);
extern int s_hit_remove_enemy(HitCheckRecord *hit,unsigned long sound,int count);
extern void s_burn_remove(float scale,int flag);
extern void s_set_shapeinfo(StrategyRecord *stp,short *funlike);
extern void s_wallreverse(void);
extern int s_erase_height(float data);
extern unsigned long CtrlCoord(int code,MapNode *node, void *data);
extern unsigned long dbCtrlCoord(int code,MapNode *node, void *data);
extern int s_check_shapehide(StrategyRecord *stp);
extern void s_begin_demomode(void);
extern void s_end_demomode(void);
extern void s_begin_enemydemo(unsigned long data);
extern void s_end_enemydemo(unsigned long data);
extern int s_hitcheck_message_entry(float R,float H,short dangle);
extern int s_hitcheck_message(float R,float H);
extern int s_call_enemydemo(int type,int flag,int messageNo,int cameraNo);
extern int s_call_talkdemo(int type,int flag,int cameraNo,int messageNo);
extern int s_check_shapename(unsigned short shapeNo);
extern void s_set_mtxmode(void);
extern int s_boxcheck(short x1,short x2,short z1,short z2);
extern void s_call_Viewshake(int mode);
extern int s_fire_hitcheck(StrategyRecord *stp);
extern int s_block_hitcheck(void);
extern void s_copy_actorcode(StrategyRecord *dst,StrategyRecord *src);
extern int s_setanime_start(int anime,int startframe);
extern int s_setanime_endcheck(int anime);
extern int s_setanime_endstop(int anime);
extern int s_check_playercarry(void);
extern int key_gacha(void);
extern void s_walk_sound(int d1,int d2,unsigned long data);
extern void s_demobegin(void);
extern void s_demoend(void);
extern int s_pl_hitcheck(void);
extern void s_make_bluecoin(void);
extern void sv2_enemyset_star(float x,float y,float z,float offset);
extern OSTime dbCPUTimeStart(void);
extern OSTime dbCPUTimeCount(OSTime starttime);
extern void dbPrintInit(dbPrintRecord *dprint,short startX,short startY,short minY,short maxY,short h );
extern void dbPrintEntry(dbPrintRecord *dprint,const char *message,int data);
extern void dbPrintOffset(int offsetX,int offsetY);
extern void dbErrPrint(const char *message,int data);
extern void dbPrint(const char *message,int data);
extern void dbPrintInfo(const char *message,int data);
extern void dbPrintTitle(const char *message,int data);
extern void db_auto_repeat(void);
extern void dbResetInit(void);
extern void dbPlayInit(void);
extern void db_control_yjeditor(void);
extern void dbPlayMain(void);
extern void dbPlayExit(void);
extern void s_playerdebug(void);
extern void s_debug(void);
extern void db_disp_movestat(void);
extern void db_hittest(HitCheckRecord *hit);