mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-11-29 22:53:05 +00:00
175 lines
No EOL
6.1 KiB
C++
175 lines
No EOL
6.1 KiB
C++
/**
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* @file GameDataFunction.h
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* @brief Holds static functions for getting / storage save data.
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*/
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#pragma once
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#include <al/LiveActor/LiveActor.h>
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#include "GameDataHolderAccessor.h"
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#include "GameDataHolderWriter.h"
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#include "al/area/ChangeStageInfo.h"
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#include "game/GameData/GameDataFile.h"
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class GameDataFunction
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{
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public:
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// sets the current worn costume
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static void wearCostume(GameDataHolderWriter, char const *);
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// sets the current worn cap
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static void wearCap(GameDataHolderWriter, char const*);
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// remove cappy
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static void disableCapByPlacement(al::LiveActor const*);
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// restarts current stage
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static void restartStage(GameDataHolderWriter);
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// restarts current stage
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static void missAndRestartStage(GameDataHolderWriter);
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// attempts to change the current stage the player is in
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static bool tryChangeNextStage(GameDataHolderWriter, ChangeStageInfo const *);
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// gets prev save file's current world id
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static s32 getPrevWorldId(GameDataHolderAccessor);
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// gets current save file's current world id
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static s32 getCurrentWorldId(GameDataHolderAccessor);
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// gets next save file's current world id
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static s32 getNextWorldId(GameDataHolderAccessor);
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// gets current save file's current stage scenario no
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static u8 getScenarioNo(al::LiveActor const*);
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static s32 calcNextScenarioNo(GameDataHolderAccessor);
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// gets the current scenario No of the specified kingdom
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static s32 getWorldScenarioNo(GameDataHolderAccessor, int);
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static char* getCurrentStageName(GameDataHolderAccessor);
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static char* getMainStageName(GameDataHolderAccessor, int);
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static char* getNextStageName(GameDataHolderAccessor);
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static s32 getCurrentShineNum(GameDataHolderAccessor);
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// gets total moons collected on a specified save file (-1 for current save)
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static s32 getTotalShineNum(GameDataHolderAccessor, int);
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// gets the total amount of moons available in a kingdom
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static s32 getWorldTotalShineNum(GameDataHolderAccessor, int);
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// checks save file if shine is collected in kingdom index
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static bool isGotShine(GameDataHolderAccessor, int, int);
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// checks save file if shine is collected by shine index only (0 through 725)
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static bool isGotShine(GameDataHolderAccessor, int);
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// checks save file if shine is collected using the shines ShineInfo
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static bool isGotShine(GameDataHolderAccessor, ShineInfo const*);
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// checks save file if shine is collected using the shines stage and obj ID
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static bool isGotShine(GameDataHolderAccessor, const char *stageName, const char *objID);
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// Gets Index for X Kingdom
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static s32 getWorldIndexWaterfall(void);
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static s32 getWorldIndexMoon(void);
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// gets the current level of the Odyssey
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static int getHomeLevel(GameDataHolderAccessor);
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// checks if cappy is enabled
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static bool isEnableCap(GameDataHolderAccessor);
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// enables cappy if not enabled already
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static void enableCap(GameDataHolderWriter);
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// kills the player
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static void killPlayer(GameDataHolderWriter);
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// damages the player
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static void damagePlayer(GameDataHolderWriter);
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// upgrades the odyssey
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static void upHomeLevel(GameDataHolderWriter);
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// Saves shine if obtained
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static void setGotShine(GameDataHolderWriter, ShineInfo const*);
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//unlocks a kingdom based off index
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static void unlockWorld(GameDataHolderWriter, int);
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//sets the scenario of the specified kingdom
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static void setMainScenarioNo(GameDataHolderWriter, int scenarioNo);
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// checks if the opening cutscene needs to play
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static bool isPlayDemoOpening(GameDataHolderAccessor);
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// checks if odyssey is/needs a repair
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static bool isRepairHome(GameDataHolderAccessor);
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static void repairHome(GameDataHolderWriter);
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// checks if odyssey is crashed
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static bool isCrashHome(GameDataHolderAccessor);
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static void crashHome(GameDataHolderWriter);
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// checks if odyssey is activated
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static bool isActivateHome(GameDataHolderAccessor);
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static void activateHome(GameDataHolderWriter);
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// checks if the odyssey has launched for the first time.
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static bool isLaunchHome(GameDataHolderAccessor);
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static void launchHome(GameDataHolderWriter);
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static bool isHomeShipStage(GameDataHolder const *);
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// used during the event that enables the odyssey to be used (enables the globe for the odyssey)
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static void talkCapNearHomeInWaterfall(al::LiveActor const*);
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// gives the player a life up heart
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static void getLifeMaxUpItem(al::LiveActor const *);
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// gets current coin count
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static s32 getCoinNum(GameDataHolderAccessor);
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// gets current purple coin count
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static s32 getCoinCollectNum(GameDataHolderAccessor);
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// saves an objects Stage Name, Object ID, and custom value to the save file
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static void saveObjS32(GameDataHolderWriter, al::PlacementId const*, int);
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// gets the value stored in the unique obj info that matches placement id and curstage
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static bool tryFindSaveObjS32Value(int *value, GameDataHolderAccessor accessor, al::PlacementId const* objId);
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// subtracts the supplied int value from the current coin count
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static void subCoin(GameDataHolderWriter, int value);
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static bool isUnlockedWorld(GameDataHolderAccessor, int);
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static bool isUnlockedNextWorld(GameDataHolderAccessor);
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static bool isUnlockedAllWorld(GameDataHolderAccessor);
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static bool isUnlockedCurrentWorld(GameDataHolderAccessor);
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static bool isUnlockWorld(int);
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static bool isUnlockFirstForest(void);
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static bool isUnlockFirstSea(void);
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};
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namespace CustomGameDataFunction {
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static GameDataFile::HintInfo* getHintInfoByUniqueID(GameDataHolderAccessor accessor, int uid) {
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return accessor.mData->mGameDataFile->findShine(uid);
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}
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static const GameDataFile::HintInfo* getHintInfoByIndex(GameDataHolderAccessor accessor, int index) {
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return &accessor.mData->mGameDataFile->mShineHintList[index];
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}
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static const GameDataFile::HintInfo* getHintInfoByIndex(al::LiveActor* actor, int index) {
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GameDataHolderAccessor accessor(actor);
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return getHintInfoByIndex(accessor, index);
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}
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} |