GameDataFunction namespace

Functions

auto isGameClear(GameDataHolderAccessor accessor) -> bool
auto getGameDataHolder(const al::IUseSceneObjHolder* holder) -> GameDataHolder*
auto getGameDataHolder(const al::SceneObjHolder* holder) -> GameDataHolder*
auto getGameDataHolder(al::GameDataHolderBase* holder) -> GameDataHolder*
auto getGameDataFile(GameDataHolderWriter writer) -> GameDataFile*
void setPlayingFileId(GameDataHolderWriter writer, s32 fileId)
void initializeData(GameDataHolderWriter writer, s32 fileId)
auto isPlayDemoOpening(GameDataHolderAccessor accessor) -> bool
void setRequireSave(GameDataHolderWriter writer)
void setRequireSaveFrame(GameDataHolderWriter writer)
auto getPlayTimeTotal(GameDataHolderAccessor accessor) -> u64
auto getPlayTimeAcrossFile(GameDataHolderAccessor accessor) -> u64
auto getSaveDataIdForPrepo(GameDataHolderAccessor accessor) -> s64
void startDemoStage(GameDataHolderWriter writer, const char* stageName)
auto tryChangeNextStage(GameDataHolderWriter writer, const ChangeStageInfo* stageInfo) -> bool
auto tryChangeNextStageWithStartRaceFlag(GameDataHolderWriter writer, const ChangeStageInfo* stageInfo) -> bool
auto tryChangeNextStageWithStartRaceYukimaru(GameDataHolderWriter writer, const ChangeStageInfo* stageInfo) -> bool
auto tryChangeNextStageWithDemoWorldWarp(GameDataHolderWriter writer, const char* stageName) -> bool
auto tryChangeNextStageWithWorldWarpHole(GameDataHolderWriter writer, const char* stageName) -> bool
void changeNextStageWithStartTimeBalloon(GameDataHolderWriter writer, s32 scenarioNo)
auto getCurrentStageName(GameDataHolderAccessor accessor) -> const char*
void changeNextStageWithEndTimeBalloon(GameDataHolderWriter writer)
void changeNextStageWithCloset(GameDataHolderWriter writer)
void findAreaAndChangeNextStage(GameDataHolderWriter writer, const al::LiveActor* actor, const sead::Vector3f* actorTrans)
void returnPrevStage(GameDataHolderWriter writer)
auto isTimeBalloonSequence(GameDataHolderAccessor accessor) -> bool
auto getNextStageName(GameDataHolderAccessor accessor) -> const char*
auto getCurrentStageName(GameDataHolderAccessor accessor, s32 fileId) -> const char*
auto isSeaOfTreeStage(GameDataHolderAccessor accessor) -> bool
auto getNextStageName(GameDataHolderAccessor accessor, s32 fileId) -> const char*
auto calcNextScenarioNo(GameDataHolderAccessor accessor) -> s32
void restartStage(GameDataHolderWriter writer)
void missAndRestartStage(GameDataHolderWriter writer)
auto isMissEndPrevStageForInit(GameDataHolderAccessor accessor) -> bool
auto isMissEndPrevStageForSceneDead(GameDataHolderAccessor accessor) -> bool
void reenterStage(GameDataHolderWriter writer)
auto getNextWorldId(GameDataHolderAccessor accessor) -> s32
auto getPrevWorldId(GameDataHolderAccessor accessor) -> s32
auto getWorldNumForNewReleaseShop(GameDataHolderAccessor accessor) -> s32
auto isAlreadyGoWorld(GameDataHolderAccessor accessor, s32 worldId) -> bool
auto getWorldDevelopName(GameDataHolderAccessor accessor, s32 worldId) -> const char*
auto getWorldIdForNewReleaseShop(GameDataHolderAccessor accessor, s32 worldId) -> s32
auto isForwardWorldWarpDemo(GameDataHolderAccessor accessor) -> bool
auto getWorldNum(GameDataHolderAccessor accessor) -> s32
auto isFirstTimeNextWorld(GameDataHolderAccessor accessor) -> bool
auto checkIsNewWorldInAlreadyGoWorld(GameDataHolderAccessor accessor) -> bool
auto getCurrentWorldIdNoDevelop(GameDataHolderAccessor accessor) -> s32
auto getScenarioNo(const al::LiveActor* actor) -> s32
auto getScenarioNo(const al::LayoutActor* layout) -> s32
auto getScenarioNoPlacement(GameDataHolderAccessor accessor) -> s32
auto isEqualScenario(const RiseMapPartsHolder*, s32 scenarioNo) -> bool
auto getMainQuestMin(const al::LiveActor* actor) -> s32
auto getCurrentWorldId(GameDataHolderAccessor accessor) -> s32
void clearStartId(GameDataHolderWriter writer)
void setCheckpointId(GameDataHolderWriter writer, const al::PlacementId* checkpointFlag)
void setRestartPointId(GameDataHolderWriter writer, const al::PlacementId* playerRestartInfo)
auto tryGetRestartPointIdString(GameDataHolderAccessor accessor) -> const char*
auto tryGetPlayerStartId(GameDataHolderAccessor accessor) -> const char*
auto isPlayerStartObj(const al::LiveActor* actor, const al::ActorInitInfo& initInfo) -> bool
auto isPlayerStartObj(const al::LiveActor* actor, const al::PlacementInfo& placementInfo) -> bool
auto isPlayerStartObj(const al::LiveActor* actor, const char* playerStartId) -> bool
auto isPlayerStartLinkedObj(const al::LiveActor* actor, const al::ActorInitInfo& initInfo, const char* linkName) -> bool
void setStartShine(const al::LiveActor* actor, const ShineInfo* shineInfo)
auto getStartShineNextIndex(GameDataHolderAccessor accessor) -> s32
auto isAlreadyShowExplainCheckpointFlag(GameDataHolderAccessor accessor) -> bool
auto isEnableShowExplainCheckpointFlag(GameDataHolderAccessor accessor) -> bool
void showExplainCheckpointFlag(GameDataHolderAccessor accessor)
void getLifeMaxUpItem(const al::LiveActor* actor)
auto getPlayerHitPoint(GameDataHolderAccessor accessor) -> s32
auto getPlayerHitPointMaxCurrent(GameDataHolderAccessor accessor) -> s32
auto getPlayerHitPointMaxNormal(GameDataHolderAccessor accessor) -> s32
auto isPlayerHitPointMax(GameDataHolderAccessor accessor) -> bool
auto isPlayerHitPointMaxWithItem(GameDataHolderAccessor accessor) -> bool
void recoveryPlayer(const al::LiveActor* actor)
void recoveryPlayerForDebug(const al::LiveActor* actor)
void recoveryPlayerMax(const al::LiveActor* actor)
void recoveryPlayerForSystem(const GameDataHolder* holder)
void recoveryPlayerMaxForSystem(const GameDataHolder* holder)
void initPlayerHitPointForSystem(const GameDataHolder* holder)
void damagePlayer(GameDataHolderWriter writer)
void killPlayer(GameDataHolderWriter writer)
auto isPlayerLifeZero(GameDataHolderAccessor accessor) -> bool
auto isGotShine(GameDataHolderAccessor accessor, const ShineInfo* shineInfo) -> bool
auto isGotShine(GameDataHolderAccessor accessor, const al::PlacementId* shine) -> bool
auto isGotShine(GameDataHolderAccessor accessor, const char* stageName, const char* objId) -> bool
auto isGotShine(GameDataHolderAccessor accessor, s32 shineIdx) -> bool
auto isGotShine(const Shine* shineActor) -> bool
void setGotShine(GameDataHolderWriter writer, const ShineInfo* shineInfo)
auto getGotShineNum(GameDataHolderAccessor accessor, s32 fileId = -1) -> s32
auto getLatestGetShineInfo(GameDataHolderAccessor accessor) -> ShineInfo*
auto getCurrentShineNum(GameDataHolderAccessor accessor) -> s32
auto getTotalShineNum(GameDataHolderAccessor accessor, s32 fileId = -1) -> s32
auto getTotalShopShineNum(GameDataHolderAccessor accessor, s32 fileId = -1) -> s32
auto tryGetNextMainScenarioLabel(sead::BufferedSafeStringBase<char>* scenarioName, sead::BufferedSafeStringBase<char>* stageName, const al::IUseSceneObjHolder* holder) -> bool
auto getMainScenarioNumMax(GameDataHolderAccessor accessor) -> s32
void setMainScenarioNo(GameDataHolderWriter writer, s32 worldId)
auto tryGetNextMainScenarioPos(sead::Vector3f*, GameDataHolderAccessor accessor) -> bool
auto isPlayScenarioCamera(GameDataHolderAccessor accessor, const QuestInfo* questInfo) -> bool
auto isPlayAlreadyScenarioStartCamera(GameDataHolderAccessor accessor, s32) -> bool
auto isEnterStageFirst(GameDataHolderAccessor accessor) -> bool
auto isNextMainShine(GameDataHolderAccessor accessor, s32 shineIdx) -> bool
auto isMainShine(GameDataHolderAccessor accessor, s32 shineIdx) -> bool
auto isLatestGetMainShine(GameDataHolderAccessor accessor, const ShineInfo* shineInfo) -> bool
auto tryFindLinkedShineIndex(const al::LiveActor* actor, const al::ActorInitInfo& initInfo) -> s32
auto tryFindLinkedShineIndex(const al::LiveActor* actor, const al::ActorInitInfo& initInfo, s32 linkIdx) -> s32
auto tryFindLinkedShineIndexByLinkName(const al::LiveActor* actor, const al::ActorInitInfo& initInfo, const char* linkName) -> s32
auto calcLinkedShineNum(const al::LiveActor* actor, const al::ActorInitInfo& initInfo) -> s32
auto tryFindShineIndex(const al::LiveActor* actor, const al::ActorInitInfo& initInfo) -> s32
auto tryFindShineIndex(const al::LiveActor* actor, const char* stageName, const char* objId) -> s32
auto tryFindShineUniqueId(const al::Scene* scene, const ShineInfo* shineInfo) -> s32
void disableHintByShineIndex(const al::LiveActor* actor, s32 shineIdx)
void enableHintByShineIndex(const al::LiveActor* actor, s32 shineIdx)
auto calcIsGetMainShineAll(const al::IUseSceneObjHolder* holder) -> bool
auto calcIsGetShineAllInWorld(GameDataHolderAccessor accessor, s32 worldId) -> bool
auto calcIsGetShineAllInAllWorld(GameDataHolderAccessor accessor) -> bool
auto tryFindAndInitShineInfoByOptionalId(ShineInfo* shineInfo, GameDataHolderAccessor accessor, const char* optionalId) -> bool
auto isGotLinkedShineBeforeInitActor(const al::ActorInitInfo& actorInitInfo, const char* linkName) -> bool
auto checkIsComplete(const al::IUseSceneObjHolder* holder, s32 fileId) -> bool
auto isExistInHackDictionary(GameDataHolderAccessor accessor, const char* hackName, s32 fileId) -> bool
auto getCollectedBgmNum(GameDataHolderAccessor accessor, s32 fileId) -> s32
auto getCollectedBgmMaxNum(GameDataHolderWriter writer) -> s32
auto isEnableOpenMoonRock(const al::LiveActor* actor) -> bool
void openMoonRock(const al::LiveActor* actor, const al::PlacementId* moonRock)
auto isOpenMoonRock(GameDataHolderAccessor accessor) -> bool
auto isEnableShowDemoOpenMoonRockFirst(GameDataHolderAccessor accessor) -> bool
auto isEnableShowDemoOpenMoonRockWorld(GameDataHolderAccessor accessor) -> bool
void showDemoOpenMoonRockFirst(GameDataHolderAccessor accessor)
void showDemoOpenMoonRockWorld(GameDataHolderAccessor accessor)
auto calcMoonRockTalkMessageIndex(GameDataHolderAccessor accessor) -> s32
void addMoonRockTalkMessageIndex(GameDataHolderWriter writer)
auto isAppearedMoonRockTalkMessage(GameDataHolderAccessor accessor) -> bool
void addPayShine(GameDataHolderWriter writer, s32 count)
void addPayShineCurrentAll(GameDataHolderWriter writer)
auto getPayShineNum(GameDataHolderAccessor accessor) -> s32
auto getPayShineNum(GameDataHolderAccessor accessor, s32 worldId) -> s32
auto getTotalPayShineNum(GameDataHolderAccessor accessor) -> s32
auto getTotalPayShineNumClamp(GameDataHolderAccessor accessor) -> s32
auto isPayShineAllInAllWorld(GameDataHolderAccessor accessor) -> bool
void addKey(GameDataHolderWriter writer, s32 count)
auto getKeyNum(GameDataHolderAccessor accessor) -> s32
auto getCurrentKeyNum(GameDataHolderAccessor accessor) -> s32
auto getOpenDoorLockNum(GameDataHolderAccessor accessor) -> s32
void openDoorLock(GameDataHolderWriter writer, const al::PlacementId* doorLock)
auto isOpenDoorLock(GameDataHolderAccessor accessor, const al::PlacementId* doorLock) -> bool
void setObjStarted(GameDataHolder* holder, const al::PlacementId* obj)
auto isObjStarted(const GameDataHolder* holder, const al::PlacementId* obj) -> bool
auto isObjStarted(GameDataHolderAccessor accessor, const char* stageName, const char* objId) -> bool
void saveObjS32(GameDataHolderWriter writer, const al::PlacementId* obj, s32 value)
auto tryFindSaveObjS32Value(s32* outValue, GameDataHolderAccessor accessor, const al::PlacementId* obj) -> bool
void onObjNoWriteSaveData(GameDataHolderWriter writer, const al::PlacementId* obj)
void offObjNoWriteSaveData(GameDataHolderWriter writer, const al::PlacementId* obj)
auto isOnObjNoWriteSaveData(GameDataHolderAccessor accessor, const al::PlacementId* obj) -> bool
void onObjNoWriteSaveDataResetMiniGame(GameDataHolderWriter writer, const al::PlacementId* obj)
void offObjNoWriteSaveDataResetMiniGame(GameDataHolderWriter writer, const al::PlacementId* obj)
auto isOnObjNoWriteSaveDataResetMiniGame(GameDataHolderAccessor accessor, const al::PlacementId* obj) -> bool
void onObjNoWriteSaveDataInSameScenario(GameDataHolder* holder, const al::PlacementId* obj)
auto isOnObjNoWriteSaveDataInSameScenario(const GameDataHolder* holder, const al::PlacementId* obj) -> bool
void setSessionEventProgress(GameDataHolderWriter writer, const SessionEventProgress& progress)
auto getSessionEventProgress(GameDataHolderAccessor accessor) -> const SessionEventProgress&
auto isPayCoinToSphinx(const al::LiveActor* actor) -> bool
void payCoinToSphinx(const al::LiveActor* actor)
auto isRemovedCapByJango(const al::LiveActor* actor) -> bool
auto isMainStage(GameDataHolderAccessor accessor) -> bool
auto isGetCapFromJango(const al::LiveActor* actor) -> bool
void removeCapByJango(const al::LiveActor* actor)
void getCapFromJango(const al::LiveActor* actor)
void addJangoCount(const al::LiveActor* actor)
auto getJangoCount(const al::LiveActor* actor) -> s32
auto isFirstWorldTravelingStatus(const WorldTravelingNpc* actor) -> bool
void saveWorldTravelingStatus(const WorldTravelingNpc* actor, const char* status)
auto getWorldTravelingStatus(const WorldTravelingNpc* actor) -> const char*
auto isRaceStart(GameDataHolderAccessor accessor) -> bool
auto isRaceStartFlag(GameDataHolderAccessor accessor) -> bool
auto isRaceStartYukimaru(GameDataHolderAccessor accessor) -> bool
auto isRaceStartYukimaruTutorial(GameDataHolderAccessor accessor) -> bool
auto isRaceWin(GameDataHolderAccessor accessor) -> bool
auto isRaceWin(GameDataHolderAccessor accessor, s32) -> bool
auto isRaceResultSecond(GameDataHolderAccessor accessor) -> bool
auto isRaceResultThird(GameDataHolderAccessor accessor) -> bool
auto isRaceLose(GameDataHolderAccessor accessor) -> bool
auto isRaceCancel(GameDataHolderAccessor accessor) -> bool
void winRace(GameDataHolderWriter writer)
void endRaceResultSecond(GameDataHolderWriter writer)
void endRaceResultThird(GameDataHolderWriter writer)
void loseRace(GameDataHolderWriter writer)
auto getRaceRivalLevel(const al::LiveActor* actor) -> s32
auto getRaceRivalLevel(const al::Scene* scene) -> s32
void setRaceRivalLevel(const al::LiveActor* actor, s32 level)
void setLastRaceRanking(GameDataHolderAccessor accessor, s32 ranking)
auto getLastRaceRanking(GameDataHolderWriter writer) -> s32
void incrementRaceLoseCount(const al::Scene* scene, s32 level)
auto getRaceLoseCount(const al::LiveActor*, s32 level) -> s32
void addCoinCollect(GameDataHolderWriter writer, const al::PlacementId* coinCollect)
void useCoinCollect(GameDataHolderWriter writer, s32 count)
auto isGotCoinCollect(GameDataHolderAccessor accessor, const al::ActorInitInfo& coinCollect) -> bool
auto getCoinCollectNum(GameDataHolderAccessor accessor) -> s32
auto getCoinCollectGotNum(GameDataHolderAccessor accessor) -> s32
auto getCoinCollectGotNum(GameDataHolderAccessor accessor, s32 worldId) -> s32
auto getCoinCollectNumMax(GameDataHolderAccessor accessor) -> s32
auto getCoinCollectNumMax(GameDataHolderAccessor accessor, s32 worldId) -> s32
auto tryFindExistCoinCollectStagePosExcludeHomeStageInCurrentWorld(sead::Vector3f* pos, const char**, GameDataHolderAccessor accessor) -> bool
auto getWorldScenarioNo(GameDataHolderAccessor accessor, s32 worldId) -> s32
void addCoin(GameDataHolderWriter writer, s32 count)
void subCoin(GameDataHolderWriter writer, s32 count)
auto getCoinNum(GameDataHolderAccessor accessor) -> s32
auto getTotalCoinNum(GameDataHolderAccessor accessor) -> s32
auto isAppearCourseName(GameDataHolderAccessor accessor) -> bool
void setStageHakoniwa(GameDataHolderWriter writer)
auto isEnableCheckpointWarp(GameDataHolderAccessor accessor) -> bool
void validateCheckpointWarp(GameDataHolderWriter writer)
void invalidateCheckpointWarp(GameDataHolderWriter writer)
auto getCheckpointNumMaxInWorld(GameDataHolderAccessor accessor) -> s32
auto getCheckpointTransInWorld(GameDataHolderAccessor accessor, s32 checkpointIdx) -> const sead::Vector3f&
auto getCheckpointObjIdInWorld(GameDataHolderAccessor accessor, s32 checkpointIdx) -> const char*
auto getCheckpointTransInWorld(GameDataHolderAccessor accessor, const char* objId) -> const sead::Vector3f&
auto isGotCheckpointInWorld(GameDataHolderAccessor accessor, s32 checkpointIdx) -> bool
auto isGotCheckpoint(GameDataHolderAccessor accessor, al::PlacementId* checkpoint) -> bool
auto calcGotCheckpointNumInWorld(GameDataHolderAccessor accessor) -> s32
void changeNextSceneByGotCheckpoint(GameDataHolderWriter writer, s32 checkpointIdx)
void changeNextSceneByHome(GameDataHolderWriter writer)
auto isWarpCheckpoint(GameDataHolderAccessor accessor) -> bool
auto getCheckpointWarpObjId(GameDataHolderAccessor accessor) -> const char*
void registerCheckpointTrans(GameDataHolderWriter writer, const al::PlacementId* checkpoint, const sead::Vector3f& trans)
auto isEnableUnlockHint(GameDataHolderAccessor accessor) -> bool
void unlockHint(GameDataHolderWriter writer)
void unlockHintAmiibo(GameDataHolderWriter writer)
auto calcHintNum(GameDataHolderAccessor accessor) -> s32
auto calcRestHintNum(GameDataHolderAccessor accessor) -> s32
auto checkExistHint(GameDataHolderAccessor accessor) -> bool
auto getHintNumMax(GameDataHolderAccessor accessor) -> s32
auto calcHintTrans(GameDataHolderAccessor accessor, s32 hintIdx) -> const sead::Vector3f&
auto getLatestHintTrans(GameDataHolderAccessor accessor) -> const sead::Vector3f&
auto checkLatestHintSeaOfTree(GameDataHolderAccessor accessor) -> bool
auto calcHintMoonRockNum(GameDataHolderAccessor accessor) -> s32
auto getHintMoonRockNumMax(GameDataHolderAccessor accessor) -> s32
auto calcHintMoonRockTrans(GameDataHolderAccessor accessor, s32 hintIdx) -> const sead::Vector3f&
void initializeHintList(GameDataHolderWriter writer)
auto calcHintTransMostEasy(GameDataHolderAccessor accessor) -> const sead::Vector3f&
auto calcHintTransMostNear(sead::Vector3f* trans, GameDataHolderAccessor accessor, const sead::Vector3f& pos) -> bool
auto checkHintSeaOfTree(GameDataHolderAccessor accessor, s32 hintIdx) -> bool
auto checkHintSeaOfTreeMoonRock(GameDataHolderAccessor accessor, s32 hintIdx) -> bool
auto findUnlockShineNum(bool* isGameClear, GameDataHolderAccessor accessor) -> s32
auto findUnlockShineNumByWorldId(bool* isGameClear, GameDataHolderAccessor accessor, s32 worldId) -> s32
auto isUnlockedWorld(GameDataHolderAccessor accessor, s32 worldId) -> bool
auto isUnlockedNextWorld(GameDataHolderAccessor accessor) -> bool
auto isUnlockedAllWorld(GameDataHolderAccessor accessor) -> bool
auto getWorldIndexSpecial2() -> s32
auto isUnlockedCurrentWorld(GameDataHolderAccessor accessor) -> bool
auto isCollectShineForNextWorldAndNotUnlockNextWorld(const al::LiveActor* actor) -> bool
auto getMainStageName(GameDataHolderAccessor accessor, s32 worldId) -> const char*
auto tryGetCurrentMainStageName(GameDataHolderAccessor accessor) -> const char*
auto tryGetWorldName(const al::LayoutActor* layout, s32 worldId) -> const char16*
auto tryGetWorldNameCurrent(const al::LayoutActor* layout) -> const char16*
auto tryGetRegionNameCurrent(const al::LayoutActor* layout) -> const char16*
auto getWorldDevelopNameCurrent(GameDataHolderAccessor accessor) -> const char*
auto getWorldScenarioNum(GameDataHolderAccessor accessor, s32 worldId) -> s32
auto findMainStageNameByDevelopName(GameDataHolderAccessor accessor, const char* developName) -> const char*
auto findWorldIdByDevelopName(GameDataHolderAccessor accessor, const char* developName) -> s32
auto tryFindWorldIdByMainStageName(const al::Scene* scene, const char* mainStageName) -> s32
auto tryFindWorldIdByMainStageName(const al::IUseSceneObjHolder* holder, const char* mainStageName) -> s32
auto checkEnableUnlockWorldSpecial1(const al::LiveActor* actor) -> bool
auto getWorldIndexSpecial1() -> s32
auto checkEnableUnlockWorldSpecial2(const al::LiveActor* actor) -> bool
auto tryGetWorldNameByFileId(const al::LayoutActor* layout, s32 fileId) -> const char16*
auto isNewSaveDataByFileId(const al::LayoutActor*, s32 fileId) -> bool
auto getLastUpdateFileTime(const al::LayoutActor*, s32 fileId) -> u64
void makeTextureSaveDataFileName(sead::BufferedSafeStringBase<char>* fileName, const nn::g3d::ResFile* textureSaveData, const GameDataHolder* holder, s32 fileId)
auto getWorldIndexPeach() -> s32
auto getWorldIndexCity() -> s32
auto isCityWorldCeremonyAll(s32 worldId, s32 scenarioNo) -> bool
auto getWorldIndexSea() -> s32
void unlockWorld(GameDataHolderWriter writer, s32 worldId)
auto getUnlockWorldIdForWorldMap(const al::LayoutActor* layout, s32 worldId) -> s32
auto getUnlockWorldIdForWorldMap(const al::LiveActor* actor, s32 worldId) -> s32
auto getUnlockWorldIdForWorldMap(const al::Scene* scene, s32 worldId) -> s32
auto getUnlockWorldIdForWorldMap(const GameDataHolder* holder, s32 worldId) -> s32
auto getUnlockWorldNumForWorldMap(const al::Scene* scene) -> s32
auto getUnlockWorldNumForWorldMap(const al::LiveActor* actor) -> s32
auto getUnlockWorldNumForWorldMap(const al::LayoutActor* layout) -> s32
auto calcNextLockedWorldIdForWorldMap(const al::LayoutActor* layout, s32 worldId) -> s32
auto calcNextLockedWorldIdForWorldMap(const al::Scene* scene, s32 worldId) -> s32
auto calcNextLockedWorldNumForWorldMap(const al::Scene* scene) -> s32
auto calcNextLockedWorldNumForWorldMap(const al::LayoutActor* layout) -> s32
auto getWorldIdForShineList(const al::LayoutActor* layout, s32 worldId) -> s32
auto calcWorldNumForShineList(const al::LayoutActor* layout) -> s32
auto getLatestUnlockWorldIdForShineTowerMeter(const al::LiveActor* actor) -> s32
auto isClearSandWorldScenario1(const al::Scene* scene) -> bool
auto isClearCityWorldScenario1(const al::Scene* scene) -> bool
auto isClearSkyWorldScenario1(const al::Scene* scene) -> bool
auto isCityWorldScenario2(const al::IUseSceneObjHolder* holder) -> bool
auto isWorldCity(GameDataHolderAccessor accessor) -> bool
auto calcNextWorldId(GameDataHolderAccessor accessor) -> s32
auto isPlayDemoWorldWarp(GameDataHolderAccessor accessor) -> bool
auto isPlayDemoWorldWarpHole(GameDataHolderAccessor accessor) -> bool
void noPlayDemoWorldWarp(GameDataHolderWriter writer)
auto isPlayDemoReturnToHome(GameDataHolderAccessor accessor) -> bool
void requestPlayDemoReturnToHome(GameDataHolderWriter writer)
auto isPlayDemoAwardSpecial(GameDataHolderAccessor accessor) -> bool
void requestPlayDemoAwardSpecial(GameDataHolderWriter writer)
auto isPlayDemoLavaErupt(GameDataHolderAccessor accessor) -> bool
auto isPlayDemoPlayerDownForBattleKoopaAfter(GameDataHolderAccessor accessor) -> bool
void disablePlayDemoPlayerDownForBattleKoopaAfter(GameDataHolderWriter writer)
void enteredStage(GameDataHolderWriter writer)
auto getCurrentCostumeTypeName(GameDataHolderAccessor accessor) -> const char*
auto getCurrentCapTypeName(GameDataHolderAccessor accessor) -> const char*
void wearCostume(GameDataHolderWriter writer, const char* costumeName)
void wearCap(GameDataHolderWriter writer, const char* capName)
void wearCostumeRandom(al::IUseSceneObjHolder* holder)
void wearCapRandom(al::IUseSceneObjHolder* holder)
void tryWearCostumeRandomIfEnable(al::IUseSceneObjHolder* holder)
auto isCostumeRandomMode(al::IUseSceneObjHolder* holder) -> bool
void tryWearCapRandomIfEnable(al::IUseSceneObjHolder* holder)
auto isCapRandomMode(al::IUseSceneObjHolder* holder) -> bool
void setCostumeRandomMode(al::IUseSceneObjHolder* holder)
void setCapRandomMode(al::IUseSceneObjHolder* holder)
void resetCostumeRandomMode(al::IUseSceneObjHolder* holder)
void resetCapRandomMode(al::IUseSceneObjHolder* holder)
auto getShopItemInfoList(GameDataHolderAccessor accessor) -> const sead::PtrArray<ShopItem::ItemInfo>&
auto isExistHackObjInfo(GameDataHolderAccessor accessor, const char* hackName) -> bool
auto getHackObjInfo(GameDataHolderAccessor accessor, const char* hackName) -> const HackObjInfo&
void addHackDictionary(GameDataHolderWriter writer, const char* hackName)
auto isExistInHackDictionary(GameDataHolderAccessor accessor, const char* hackName) -> bool
auto isShowHackTutorial(GameDataHolderAccessor accessor, const char* hackName, const char* suffix) -> bool
void setShowHackTutorial(GameDataHolderWriter writer, const char* hackName, const char* suffix)
auto isShowBindTutorial(GameDataHolderAccessor accessor, const BindInfo& bindInfo) -> bool
void setShowBindTutorial(GameDataHolderWriter writer, const BindInfo& bindInfo)
auto isGotShine(GameDataHolderAccessor accessor, s32 worldId, s32 shineIdx) -> bool
auto isOpenShineName(const al::LayoutActor* layout, s32 worldId, s32 shineIdx) -> bool
auto checkAchievementShine(const al::LayoutActor* layout, s32 worldId, s32 shineIdx) -> bool
auto calcShineNumInOneShine(const al::LayoutActor* layout, s32 worldId, s32 shineIdx) -> s32
auto tryFindShineMessage(const al::LayoutActor* layout, s32 worldId, s32 shineIdx) -> const char16*
auto tryFindShineMessage(const al::LiveActor* actor, const al::IUseMessageSystem* messageSystem, s32 worldId, s32 shineIdx) -> const char16*
auto findShineGetTime(const al::LayoutActor* layout, s32 worldId, s32 shineIdx) -> u64
auto checkMoonRockShineForShineList(const al::LayoutActor* layout, s32 worldId, s32 shineIdx) -> bool
auto checkUnlockHintByHintNpcForShineList(const al::LayoutActor* layout, s32 worldId, s32 shineIdx) -> bool
auto checkUnlockHintByAmiiboForShineList(const al::LayoutActor* layout, s32 worldId, s32 shineIdx) -> bool
auto checkShineSeaOfTreeForShineList(const al::LayoutActor* layout, s32 worldId, s32 shineIdx) -> bool
auto getWorldTotalShineNum(GameDataHolderAccessor accessor, s32 worldId) -> s32
auto getWorldTotalShineNumMax(GameDataHolderAccessor accessor, s32 worldId) -> s32
void findShineTrans(sead::Vector3f* trans, GameDataHolderAccessor accessor, s32 worldId, s32 shineIdx)
auto getHomeTrans(GameDataHolderAccessor accessor) -> const sead::Vector3f&
auto isExistHome(GameDataHolderAccessor accessor) -> bool
auto isActivateHome(GameDataHolderAccessor accessor) -> bool
auto getMiniGameNum(GameDataHolderAccessor accessor) -> s32
auto getMiniGameNumMax(GameDataHolderAccessor accessor) -> s32
auto getMiniGameTrans(GameDataHolderAccessor accessor, s32 miniGameIdx) -> const sead::Vector3f&
auto getMiniGameName(GameDataHolderAccessor accessor, s32 miniGameIdx) -> const char*
auto getRaceStartTrans(GameDataHolderAccessor accessor) -> const sead::Vector3f&
auto getRaceGoalTrans(GameDataHolderAccessor accessor) -> const sead::Vector3f&
auto getHintNpcTrans(GameDataHolderAccessor accessor) -> const sead::Vector3f&
auto getShopNpcTrans(GameDataHolderAccessor accessor, s32 shopNpcIdx) -> const sead::Vector3f&
auto isShopSellout(GameDataHolderAccessor accessor, s32 shopNpcIdx) -> bool
auto calcShopNum(GameDataHolderAccessor accessor) -> s32
auto getShopNpcIconNumMax(GameDataHolderAccessor accessor) -> s32
auto isExistRaceStartNpc(GameDataHolderAccessor accessor) -> bool
auto isExistHintNpc(GameDataHolderAccessor accessor) -> bool
auto getCurrentMapView(GameDataHolderAccessor accessor) -> const sead::Matrix34f&
auto isExistJango(GameDataHolderAccessor accessor) -> bool
auto getJangoTrans(GameDataHolderAccessor accessor) -> const sead::Vector3f&
auto isExistAmiiboNpc(GameDataHolderAccessor accessor) -> bool
auto getAmiiboNpcTrans(GameDataHolderAccessor accessor) -> const sead::Vector3f&
auto isInInvalidOpenMapStage(GameDataHolderAccessor accessor) -> bool
auto getStageMapPlayerPos(GameDataHolderAccessor accessor) -> const sead::Vector3f&
auto isExistTimeBalloonNpc(GameDataHolderAccessor accessor) -> bool
auto getTimeBalloonNpcTrans(GameDataHolderAccessor accessor) -> const sead::Vector3f&
auto isExistPoetter(GameDataHolderAccessor accessor) -> bool
auto getPoetterTrans(GameDataHolderAccessor accessor) -> const sead::Vector3f&
auto getMoonRockTrans(GameDataHolderAccessor accessor) -> const sead::Vector3f&
void setHomeTrans(const al::LiveActor* actor, const sead::Vector3f& trans)
void setRaceStartNpcTrans(const al::LiveActor* actor)
void setRaceStartTrans(const al::LiveActor* actor)
void setRaceGoalTrans(const al::LiveActor* actor)
void setHintNpcTrans(const al::LiveActor* actor)
void setJangoTrans(const al::LiveActor* actor)
void disableJangoTrans(const al::LiveActor* actor)
void setAmiiboNpcTrans(const al::LiveActor* actor)
void setShopNpcTrans(const al::LiveActor* actor, const char* storeName, s32 shopNpcIdx)
void setShopNpcTrans(GameDataHolderAccessor accessor, const al::PlacementInfo& placementInfo)
void setMiniGameInfo(GameDataHolderAccessor accessor, const al::PlacementInfo& placementInfo)
void setTimeBalloonTrans(GameDataHolderAccessor accessor, const sead::Vector3f& trans)
void setPoetterTrans(GameDataHolderAccessor accessor, const sead::Vector3f& trans)
void setStageMapPlayerPos(GameDataHolderWriter writer, const sead::Vector3f& trans)
void setMoonRockTrans(GameDataHolderWriter writer, const sead::Vector3f& trans)
auto getHomeLevel(GameDataHolderAccessor accessor) -> s32
void upHomeLevel(GameDataHolderWriter writer)
void activateHome(GameDataHolderWriter writer)
auto isLaunchHome(GameDataHolderAccessor accessor) -> bool
void launchHome(GameDataHolderWriter writer)
auto isCrashHome(GameDataHolderAccessor accessor) -> bool
void crashHome(GameDataHolderWriter writer)
auto isRepairHome(GameDataHolderAccessor accessor) -> bool
void repairHome(GameDataHolderWriter writer)
auto isBossAttackedHome(GameDataHolderAccessor accessor) -> bool
void bossAttackHome(GameDataHolderWriter writer)
auto isRepairHomeByCrashedBoss(GameDataHolderAccessor accessor) -> bool
void repairHomeByCrashedBoss(GameDataHolderWriter writer)
auto isFindKoopaNext(GameDataHolderAccessor accessor, s32 worldId) -> bool
auto isBossAttackedHomeNext(GameDataHolderAccessor accessor, s32 worldId) -> bool
auto isFindKoopa(GameDataHolderAccessor accessor) -> bool
void findKoopa(GameDataHolderWriter writer)
auto isEnableCap(GameDataHolderAccessor accessor) -> bool
auto isMeetCap(GameDataHolderAccessor accessor) -> bool
void enableCap(GameDataHolderWriter writer)
void disableCapByPlacement(const al::LiveActor* actor)
auto isTalkedCapNearHomeInWaterfall(const al::LiveActor* actor) -> bool
void talkCapNearHomeInWaterfall(const al::LiveActor* actor)
auto isFlagOnTalkMessageInfo(const al::IUseSceneObjHolder* holder, s32 talkMessageIdx) -> bool
void onFlagTalkMessageInfo(const al::IUseSceneObjHolder* holder, s32 talkMessageIdx)
auto getWorldIndexHat() -> s32
auto getWorldIndexWaterfall() -> s32
auto getWorldIndexSand() -> s32
auto getWorldIndexForest() -> s32
auto getWorldIndexLake() -> s32
auto getWorldIndexCloud() -> s32
auto getWorldIndexClash() -> s32
auto getWorldIndexSnow() -> s32
auto getWorldIndexLava() -> s32
auto getWorldIndexBoss() -> s32
auto getWorldIndexSky() -> s32
auto getWorldIndexMoon() -> s32
auto isWorldCap(GameDataHolderAccessor accessor) -> bool
auto isWorldWaterfall(GameDataHolderAccessor accessor) -> bool
auto isWorldSand(GameDataHolderAccessor accessor) -> bool
auto isWorldForest(GameDataHolderAccessor accessor) -> bool
auto isWorldLake(GameDataHolderAccessor accessor) -> bool
auto isWorldCloud(GameDataHolderAccessor accessor) -> bool
auto isWorldClash(GameDataHolderAccessor accessor) -> bool
auto isWorldSnow(GameDataHolderAccessor accessor) -> bool
auto isWorldSea(GameDataHolderAccessor accessor) -> bool
auto isWorldBoss(GameDataHolderAccessor accessor) -> bool
auto isWorldSky(GameDataHolderAccessor accessor) -> bool
auto isWorldMoon(GameDataHolderAccessor accessor) -> bool
auto isWorldPeach(GameDataHolderAccessor accessor) -> bool
auto isWorldSpecial1(GameDataHolderAccessor accessor) -> bool
auto isWorldSpecial2(GameDataHolderAccessor accessor) -> bool
auto isWorldTypeMoon(GameDataHolderAccessor accessor, s32 worldId) -> bool
auto isSnowMainScenario1(const al::IUseSceneObjHolder* holder) -> bool
auto isSnowMainScenario2(const al::IUseSceneObjHolder* holder) -> bool
auto isHomeShipStage(const GameDataHolder* holder) -> bool
auto getHomeShipStageName() -> const char*
auto isCityWorldCeremonyAgain(s32 worldId, s32 scenarioNo) -> bool
auto isGoToCeremonyFromInsideHomeShip(GameDataHolderAccessor accessor) -> bool
void registerScenarioStartCameraInfo(const ScenarioStartCamera* cameraInfo, s32, al::CameraTicket* ticket)
auto isEnableExplainAmiibo(GameDataHolderAccessor accessor) -> bool
void endExplainAmiibo(GameDataHolderWriter writer)
void startSearchHintByAmiibo(GameDataHolderWriter writer)
void endSearchHintByAmiibo(GameDataHolderWriter writer)
void setKidsModeOn(const al::Scene* scene)
void setKidsModeOff(const al::Scene* scene)
auto isCollectedBgm(GameDataHolderAccessor accessor, const char* resourceName, const char* situationName) -> bool
auto getCollectBgmByIndex(GameDataHolderAccessor accessor, s32 bgmIdx) -> const CollectBgm&
auto trySetCollectedBgm(GameDataHolderWriter writer, const char* resourceName, const char* situationName) -> bool
auto getCollectedBgmNum(GameDataHolderWriter writer) -> s32
void registerShineInfo(GameDataHolderAccessor accessor, const ShineInfo* shineInfo, const sead::Vector3f& trans)
void setHintTrans(GameDataHolderAccessor accessor, s32 shineIdx, const sead::Vector3f& trans)
void resetHintTrans(GameDataHolderAccessor accessor, s32 shineIdx)
auto isKoopaLv3(GameDataHolderAccessor accessor) -> bool