sm64

A Super Mario 64 decompilation
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mario.h (2922B)


      1 #ifndef MARIO_H
      2 #define MARIO_H
      3 
      4 #include <PR/ultratypes.h>
      5 
      6 #include "macros.h"
      7 #include "types.h"
      8 
      9 s32 is_anim_at_end(struct MarioState *m);
     10 s32 is_anim_past_end(struct MarioState *m);
     11 s16 set_mario_animation(struct MarioState *m, s32 targetAnimID);
     12 s16 set_mario_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel);
     13 void set_anim_to_frame(struct MarioState *m, s16 animFrame);
     14 s32 is_anim_past_frame(struct MarioState *m, s16 animFrame);
     15 s16 find_mario_anim_flags_and_translation(struct Object *o, s32 yaw, Vec3s translation);
     16 void update_mario_pos_for_anim(struct MarioState *m);
     17 s16 return_mario_anim_y_translation(struct MarioState *m);
     18 void play_sound_if_no_flag(struct MarioState *m, u32 soundBits, u32 flags);
     19 void play_mario_jump_sound(struct MarioState *m);
     20 void adjust_sound_for_speed(struct MarioState *m);
     21 void play_sound_and_spawn_particles(struct MarioState *m, u32 soundBits, u32 waveParticleType);
     22 void play_mario_action_sound(struct MarioState *m, u32 soundBits, u32 waveParticleType);
     23 void play_mario_landing_sound(struct MarioState *m, u32 soundBits);
     24 void play_mario_landing_sound_once(struct MarioState *m, u32 soundBits);
     25 void play_mario_heavy_landing_sound(struct MarioState *m, u32 soundBits);
     26 void play_mario_heavy_landing_sound_once(struct MarioState *m, u32 soundBits);
     27 void play_mario_sound(struct MarioState *m, s32 primarySoundBits, s32 scondarySoundBits);
     28 void mario_set_forward_vel(struct MarioState *m, f32 speed);
     29 s32 mario_get_floor_class(struct MarioState *m);
     30 u32 mario_get_terrain_sound_addend(struct MarioState *m);
     31 struct Surface *resolve_and_return_wall_collisions(Vec3f pos, f32 offset, f32 radius);
     32 f32 vec3f_find_ceil(Vec3f pos, f32 height, struct Surface **ceil);
     33 s32 mario_facing_downhill(struct MarioState *m, s32 turnYaw);
     34 u32 mario_floor_is_slippery(struct MarioState *m);
     35 s32 mario_floor_is_slope(struct MarioState *m);
     36 s32 mario_floor_is_steep(struct MarioState *m);
     37 f32 find_floor_height_relative_polar(struct MarioState *m, s16 angleFromMario, f32 distFromMario);
     38 s16 find_floor_slope(struct MarioState *m, s16 yawOffset);
     39 void update_mario_sound_and_camera(struct MarioState *m);
     40 void set_steep_jump_action(struct MarioState *m);
     41 u32 set_mario_action(struct MarioState *, u32 action, u32 actionArg);
     42 s32 set_jump_from_landing(struct MarioState *m);
     43 s32 set_jumping_action(struct MarioState *m, u32 action, u32 actionArg);
     44 s32 drop_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg);
     45 s32 hurt_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg, s16 hurtCounter);
     46 s32 check_common_action_exits(struct MarioState *m);
     47 s32 check_common_hold_action_exits(struct MarioState *m);
     48 s32 transition_submerged_to_walking(struct MarioState *m);
     49 s32 set_water_plunge_action(struct MarioState *m);
     50 s32 execute_mario_action(UNUSED struct Object *o);
     51 void init_mario(void);
     52 void init_mario_from_save_file(void);
     53 
     54 #endif // MARIO_H