#ifndef _BOARD_PLAYER_H #define _BOARD_PLAYER_H #include "math.h" #include "board_unsplit.h" #include "dolphin/os/OSFastCast.h" #include "game/gamework_data.h" #include "game/gamework.h" #include "game/window.h" #include "game/object.h" #include "game/process.h" #include "game/hsfman.h" #include "game/gamework_data.h" #include "game/board/main.h" #include "game/board/space.h" extern s16 boardPlayerMdl[4]; static inline s32 BoardPlayerHandicapGet(s32 player) { return GWPlayer[player].handicap; } static inline s32 BoardPlayerGetCurrIdx() { return GWSystem.player_curr; } static inline PlayerState *BoardPlayerGet(s32 player) { return &GWPlayer[player]; } static inline PlayerState *BoardPlayerGetCurr() { return &GWPlayer[BoardPlayerGetCurrIdx()]; } static inline s16 BoardPlayerModelGet(s32 player) { PlayerState *player_ptr = BoardPlayerGet(player); return boardPlayerMdl[player_ptr->player_idx]; } static inline s16 BoardPlayerModelGetCurr() { PlayerState *player = BoardPlayerGetCurr(); return boardPlayerMdl[player->player_idx]; } s32 BoardRollTypeGet(void); void BoardRollTypeSet(s32 type); s32 BoardPlayerGetCharMess(s32 player); char* BoardPlayerGetCharName(s32 player); s32 BoardPlayerIsAllCom(void); void BoardPlayerInit(void); void BoardPlayerModelInit(void); void BoardPlayerModelKill(void); void BoardPlayerLayerSet(s32, s32); void BoardPlayerCameraSet(s32, u16); void fn_80062A40(s32, f32); void BoardPlayerExistCheck(s32, s32); s32 BoardPlayerItemAdd(s32, s32); s32 BoardPlayerItemRemove(s32, s32); s32 BoardPlayerItemFind(s32, s32); s32 BoardPlayerItemCount(s32); void BoardPlayerCornerPosSet(s32 arg0); void BoardPlayerCornerPosGet(s32, Vec*); void BoardPlayerAmbSet(s32, f32, f32, f32); void BoardPlayerMtxSet(s32, Mtx*); void BoardPlayerPosSetV(s32, Vec*); void BoardPlayerPosSet(s32, f32, f32, f32); void BoardPlayerPosGet(s32, Vec*); void BoardPlayerRotSetV(s32, Vec*); void BoardPlayerRotSet(s32, f32, f32, f32); void BoardPlayerRotGet(s32, Vec*); void BoardPlayerRotYSet(s32, f32); f32 BoardPlayerRotYGet(s32); void BoardPlayerScaleSetV(s32, Vec*); void BoardPlayerScaleSet(s32, f32, f32, f32); s16 BoardPlayerCurrMotionGet(s32); s32 BoardPlayerMotionCreate(s32, s32); void BoardPlayerMotionKill(s32, s32); s32 BoardPlayerMotionEndCheck(s32); void BoardPlayerMotionEndWait(s32); void BoardPlayerMotionStart(s32, s32, s32); void BoardPlayerMotionShiftSet(s32, s32, f32, f32, u32); void BoardPlayerMotionSpeedSet(s32, f32); void BoardPlayerMotionTimeSet(s32, f32); f32 BoardPlayerMotionTimeGet(s32); f32 BoardPlayerMotionMaxTimeGet(s32); void BoardPlayerMotionTimeRangeSet(s32, f32, f32); void BoardPlayerModelAttrSet(s32, s32); void BoardPlayerModelAttrReset(s32, s32); void BoardPlayerCoinsSet(s32, s32); s32 BoardPlayerCoinsGet(s32); void BoardPlayerCoinsAdd(s32, s32); void BoardPlayerStarsAdd(s32, s32); void BoardPlayerSizeSet(s32, s32); s32 BoardPlayerSizeGet(s32); s32 BoardPlayerSameTeamFind(s32); s32 BoardPlayerTeamFind(s32); s32 BoardPlayerRankCalc(s32); void BoardPlayerPreTurnHookSet(s32, s32 (*)()); void BoardPlayerPostTurnHookSet(s32, s32 (*)()); void BoardPlayerTurnExec(s32); void BoardPlayerTurnRollExec(s32); void BoardPlayerTurnMoveExec(s32); void BoardPlayerPostTurnHookExec(s32); void BoardPlayerSizeRestore(s32); void BoardPlayerZoomRestore(s32); void BoardJunctionMaskSet(s32); void BoardJunctionMaskReset(s32); void BoardJunctionMaskZero(void); void InitJunction(s32, s32, f32); void BoardPlayerMoveTo(s32, s32); //... s32 BoardPlayerAutoSizeGet(s32); void BoardPlayerAutoSizeSet(s32, s32); void BoardPlayerCopyMat(s32); void BoardBowserSuitKill(s32); void SetRollPlayerSize(s32); void BoardDiceDigit2DUpdateEnable(s32); void BoardRotateDiceNumbers(s32); s32 DoSparkSpace(s32, s16*); s32 MegaPlayerPassFunc(s32, s16); s32 BoardPlayerAnimBlendCheck(s32); #endif