mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
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160 lines
4.8 KiB
C++
160 lines
4.8 KiB
C++
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#pragma once
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#include <string>
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#include <cstring>
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#include "types.h"
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#include "sead/math/seadVector.h"
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#include "sead/math/seadQuat.hpp"
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#include "al/util.hpp"
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#include "logger.hpp"
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#include "puppets/PuppetInfo.h"
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#include "game/GameData/GameDataFunction.h"
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bool isPartOf(const char* w1, const char* w2);
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int indexOf(char *w1, char c1);
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void logVector(const char* vectorName, sead::Vector3f vector);
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void logQuat(const char *quatName, sead::Quatf quat);
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sead::Vector3f QuatToEuler(sead::Quatf *quat);
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float vecMagnitude(sead::Vector3f const &input);
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float quatAngle(sead::Quatf const &q1, sead::Quatf &q2);
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bool isInCostumeList(const char *costumeName);
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const char *tryGetPuppetCapName(PuppetInfo *info);
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const char* tryGetPuppetBodyName(PuppetInfo* info);
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const char* tryConvertName(const char* className);
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void killMainPlayer(al::LiveActor* actor);
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void killMainPlayer(PlayerActorHakoniwa* mainPlayer);
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__attribute__((used)) static const char* costumeNames[] = {
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"Mario",
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"Mario64",
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"Mario64Metal",
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"MarioAloha",
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"MarioArmor",
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"MarioBone",
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"MarioClown",
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"MarioColorClassic",
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"MarioColorGold",
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"MarioColorLuigi",
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"MarioColorWaluigi",
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"MarioColorWario",
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"MarioCook",
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"MarioDiddyKong",
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"MarioDoctor",
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"MarioExplorer",
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"MarioFootball",
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"MarioGolf",
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"MarioGunman",
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"MarioHakama",
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"MarioHappi",
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"MarioKing",
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"MarioKoopa",
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"MarioMaker",
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"MarioMechanic",
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"MarioNew3DS",
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"MarioPainter",
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"MarioPeach",
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"MarioPilot",
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"MarioPirate",
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"MarioPoncho",
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"MarioPrimitiveMan",
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"MarioSailor",
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"MarioScientist",
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"MarioShopman",
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"MarioSnowSuit",
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"MarioSpaceSuit",
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"MarioSuit",
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"MarioSwimwear",
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"MarioTailCoat",
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"MarioTuxedo",
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"MarioUnderwear"
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};
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// full costume list from 1.3
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// attribute otherwise the build log is spammed with unused warnings
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// __attribute__((used)) static const char* costumeNames[] = {
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// "Mario", "Mario3D", "Mario64", "Mario64Metal", "MarioAloha", "MarioArmor",
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// // "MarioArmorWestern", // DLC
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// "MarioBandman",
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// // "MarioBatter", // DLC
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// "MarioBone", "MarioCaptain", "MarioClown", "MarioColorClassic", "MarioColorGold",
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// "MarioColorLuigi", "MarioColorWaluigi", "MarioColorWario",
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// // "MarioConductor", // DLC
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// "MarioCook", "MarioDiddyKong", "MarioDoctor", "MarioDot", "MarioDot3d", "MarioExplorer",
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// "MarioFootball", "MarioGolf", "MarioGunman", "MarioHakama", "MarioHappi",
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// // "MarioHariet", // DLC
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// // "MarioHigh",
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// "MarioKing", "MarioKoopa", "MarioMaker", "MarioMechanic", "MarioNew3DS", "MarioPainter",
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// "MarioPeach", "MarioPilot", "MarioPirate", "MarioPoncho", "MarioPrimitiveMan", "MarioRacer",
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// //"MarioRango", // DLC
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// //"MarioRsv", // DLC
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// "MarioSailor", "MarioSanta",
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// // "MarioSatellite", // DLC
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// "MarioScientist", "MarioShopman", "MarioSnowSuit", "MarioSpaceSuit",
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// // "MarioSpewart", // DLC
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// "MarioSuit",
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// // "MarioSunshine", // DLC
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// "MarioSwimwear",
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// // "MarioTopper", // DLC
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// "MarioTuxedo",
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// // "MarioZombie" // DLC
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// };
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struct HackActorName {
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const char *className;
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const char *hackName;
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};
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// attribute otherwise the build log is spammed with unused warnings
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__attribute__((used)) static HackActorName classHackNames[] = {
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{"SenobiGeneratePoint", "Senobi"},
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{"KuriboPossessed", "Kuribo"},
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{"KillerLauncher", "Killer"},
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{"KillerLauncherMagnum", "KillerMagnum"},
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{"FireBrosPossessed", "FireBros"},
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{"HammerBrosPossessed", "HammerBros"},
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{"ElectricWire", "ElectricWireMover"},
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{"TRexSleep", "TRex"},
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{"TRexPatrol", "TRex"},
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{"WanwanBig", "Wanwan"}, // FIXME: this will make chain chomp captures always be the small
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// variant for syncing
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{"Koopa","KoopaHack"}
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};
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struct Transform
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{
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sead::Vector3f *position;
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sead::Quatf *rotation;
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};
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// From Boss Room Unity Example
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class VisualUtils
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{
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public:
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/*
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* @brief Smoothly interpolates towards the parent transform.
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* @param moveTransform The transform to interpolate
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* @param targetTransform The transform to interpolate towards.
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* @param timeDelta Time in seconds that has elapsed, for purposes of interpolation.
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* @param closingSpeed The closing speed in m/s. This is updated by SmoothMove every time it is called, and will drop to 0 whenever the moveTransform has "caught up".
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* @param maxAngularSpeed The max angular speed to to rotate at, in degrees/s.
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*/
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static float SmoothMove(Transform moveTransform, Transform targetTransform, float timeDelta,
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float closingSpeed, float maxAngularSpeed);
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constexpr static const float k_MinSmoothSpeed = 0.1f;
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constexpr static const float k_TargetCatchupTime = 0.2f;
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};
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