ref: 6cb8957e44a7fdae43822cf282eaa375241beaf1
dir: /sprite.h/
#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 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); 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 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 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);