SuperMarioOdysseyOnline/include/rs/util.hpp

89 lines
3.0 KiB
C++

#pragma once
#include "game/GameData/GameDataFile.h"
#include "game/Info/QuestInfoHolder.h"
#include "game/Player/PlayerActorBase.h"
#include "sead/math/seadVector.h"
#include "al/util.hpp"
#include "al/sensor/SensorMsg.h"
#include "game/Player/PlayerActorHakoniwa.h"
#include "al/area/ChangeStageInfo.h"
namespace rs {
bool updateNormalStateExcludeGraphics(al::Scene*);
void updateEffectSystemEnv(al::Scene *);
bool isModeE3Rom(void);
bool isModeE3LiveRom(void);
bool tryCalcMapNorthDir(sead::Vector3f *, al::IUseSceneObjHolder const*);
void invalidateQuest(QuestInfo const *info);
QuestInfoHolder *getQuestInfoHolder(al::IUseSceneObjHolder const*);
char16_t* getWorldCoinCollectPictureFont(al::LayoutActor const*);
bool calcOnGroundNormalOrGravityDir(sead::Vector3f*, al::LiveActor const*, IUsePlayerCollision const*);
void buyCap(al::IUseSceneObjHolder const *, char const*);
void buyCloth(al::IUseSceneObjHolder const *, char const*);
ChangeStageInfo *createChangeStageInfo(al::LiveActor const *actor, char const *changeStageID, char const *changeStageName, bool, int scenarioNo, ChangeStageInfo::SubScenarioType type);
ChangeStageInfo *createChangeStageInfo(al::LiveActor const*, al::PlacementInfo const&, char const*, char const*, bool, int, ChangeStageInfo::SubScenarioType);
ChangeStageInfo *createChangeStageInfo(const al::LiveActor *, const al::PlacementInfo *);
bool isPlayerDamageStopDemo(const al::LiveActor *);
PlayerActorBase * getPlayerActor(const al::Scene *);
void get2DAreaPos(sead::Vector3<f32> *, al::AreaObj const *);
bool isInChangeStageArea(PlayerActorHakoniwa const*, sead::Vector3f const *);
bool isPlayerOnGround(const al::LiveActor *);
void faceToCamera(al::LiveActor *actor);
bool isPlayerActiveMarioAmiiboInvincible(al::LiveActor *);
bool isMsgPlayerAndCapObjHipDropAll(al::SensorMsg const *);
bool isMsgPlayerDamage(al::SensorMsg const *);
bool isMsgShineGet(al::SensorMsg const *);
void saveCoinStack(al::LiveActor const* actor, al::PlacementId const* placement, int stackCount);
bool isActiveDemo(al::LiveActor const *);
bool isActiveDemoWithPlayer(al::Scene const *);
bool isActiveDemoWithPlayerKeepCarry(al::Scene const *);
bool isActiveDemoWithPlayerUseCoin(al::Scene const *);
bool isActiveDemoShineGet(al::Scene const *);
bool isActiveDemoWarp(al::Scene const *);
bool isActiveDemoScenarioCamera(al::Scene const *);
bool isActiveDemoTalk(al::Scene const *);
void recoveryPlayerOxygen(const al::LiveActor *);
bool is2D(IUseDimension const *);
void calcGroundNormalOrGravityDir(sead::Vector3f *result, al::LiveActor const *actor, IUsePlayerCollision const *col);
void calcPlayerFrontDir(sead::Vector3f* result, al::LiveActor const*);
int getStageShineAnimFrame(al::LiveActor const*, char const*);
const char* getStageShineArchiveName(al::LiveActor const*, char const*);
const char* getStageShineEmptyArchiveName(al::LiveActor const*, char const*);
}