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52 lines
2.3 KiB
C
52 lines
2.3 KiB
C
#ifndef GUARD_CP_UTILITY_H
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#define GUARD_CP_UTILITY_H
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s8 AiCompare(const u8* left, u8 op, u32 right);
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s8 AiFindTargetInReachByCharId(int uid, struct Vec2* out);
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s8 AiFindTargetInReachByClassId(int classId, struct Vec2* out);
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s8 AiFindTargetInReachByFunc(s8(*func)(struct Unit* unit), struct Vec2* out);
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s8 AiFindTargetInReachNeglectWallByFunc(s8(*func)(struct Unit* unit), struct Vec2* out);
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void AiRandomMove(void);
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s8 AiReachesByBirdsEyeDistance(struct Unit* unit, struct Unit* other, u16 item);
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s8 AiCouldReachByBirdsEyeDistance(struct Unit* unit, struct Unit* other, u16 item);
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s8 AiIsInShortList(const u16* list, u16 item);
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s8 AiIsInByteList(const u8* list, u8 item);
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s8 AiFindClosestTerrainPosition(const u8*, int, struct Vec2*);
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// ??? AiGetPositionRange(???);
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s8 AiFindClosestTerrainAdjacentPosition(const u8*, int, struct Vec2*);
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s8 AiFindClosestUnlockPosition(int, struct Vec2*, struct Vec2*);
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// ??? AiCountUnitsInRange(???);
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int AiCountEnemyUnitsInRange(void);
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// ??? AiCountAlliedUnitsInRange(???);
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// ??? AiCountNearbyUnits(???);
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int AiCountNearbyEnemyUnits(s16, s16);
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// ??? AiCountNearbyAlliedUnits(???);
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void FillMovementAndRangeMapForItem(struct Unit* unit, u16 item);
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// ??? AiMakeMoveRangeUnitPowerMaps(???);
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// ??? sub_803B678(???);
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s8 AiFindBestAdjacentPositionByFunc(int, int, u8(*)(int, int), struct Vec2*);
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int AiGetItemStealRank(u16 item);
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s8 AiGetUnitStealItemSlot(struct Unit* unit);
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s8 AiFindSafestReachableLocation(struct Unit*, struct Vec2*);
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s8 AiFindPillageLocation(struct Vec2* out, u8* outItemSlot);
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// ??? AiGetChestUnlockItemSlot(???);
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void AiTryMoveTowards(s16, s16, u8, u8, u8);
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void AiTryMoveTowardsNeglectWall(s16 x, s16 y, u8 action, u8 maxDanger, u8 unk);
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s8 AiGetUnitClosestValidPosition(struct Unit* unit, s16 x, s16 y, struct Vec2* out);
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u8 AiGetClassRank(u8 classId);
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s8 AiUnitWithCharIdExists(u16 uid);
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s8 AiIsWithinRectDistance(s16, s16, u8, u8, u8);
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s8 AiLocationIsPillageTarget(u8 x, u8 y);
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void SetupUnitInventoryAIFlags(void);
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// ??? SetupUnitStatusStaffAIFlags(???);
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// ??? SetupUnitHealStaffAIFlags(???);
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// ??? SaveNumberOfAlliedUnitsIn0To8Range(???);
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void CharStoreAI(struct Unit* unit, const struct UnitDefinition* uDef);
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s8 sub_803C284(struct Vec2* out);
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int sub_803C364(void);
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int sub_803C3B0(void);
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s8 sub_803C44C(struct Unit* unit);
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void sub_803C490(struct Unit*);
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#endif // GUARD_CP_UTILITY_H
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