GameDataFunction namespace
#include <System/GameDataFunction.h>
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