mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
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101 lines
5 KiB
C++
101 lines
5 KiB
C++
#pragma once
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#include <basis/seadTypes.h>
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#include <math/seadVector.h>
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#include <prim/seadSafeString.h>
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namespace al {
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class EventFlowNode;
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class EventFlowEventData;
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class SceneEventFlowMsg;
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class LiveActor;
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class EventFlowExecutor;
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class IUseEventFlowData;
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class EventFlowRequestInfo {
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public:
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EventFlowRequestInfo();
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void reset();
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void requestDemoAction(const char*);
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void requestDemoCamera(const char*);
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};
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bool isNodeName(const EventFlowNode*, const char*);
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const char16* getScareMessage(const EventFlowNode*);
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void startEventCamera(EventFlowNode*, const char*, s32);
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void startEventAnimCamera(EventFlowNode*, const char*, const char*, s32);
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void endEventCamera(EventFlowNode*, const char*, s32, bool);
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bool tryEndEventCameraIfPlaying(EventFlowNode*, const char*, s32, bool);
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bool isEndInterpoleEventCamera(const EventFlowNode*, const char*);
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bool isPlayingEventAnimCamera(const EventFlowNode*, const char*);
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void requestDemoAction(EventFlowNode*, const char*, bool);
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void requestPlayerDemoAction(EventFlowNode*, const char*);
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bool isEndDemoAction(const EventFlowNode*);
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void setDemoTalkAction(EventFlowNode*, const char*);
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void resetDemoTalkAction(EventFlowNode*);
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void requestDemoCamera(EventFlowNode*, const char*);
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bool isEndRequestDemoCamera(const EventFlowNode*);
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bool isHideDemoPlayer(const EventFlowNode*);
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void requestHideDemoPlayer(EventFlowNode*);
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void requestShowDemoPlayer(EventFlowNode*);
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void calcPlayerWatchTrans(sead::Vector3f*, const EventFlowNode*);
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void requestCommandCloseTalkMessageLayout(EventFlowNode*);
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bool isActive(const EventFlowExecutor*);
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bool isScare(const IUseEventFlowData*);
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bool tryGetScareEnemyPos(sead::Vector3f*, const IUseEventFlowData*);
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void invalidateUiCollisionCheck(EventFlowExecutor*);
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void onExistLookAtJointCtrl(EventFlowExecutor*);
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void setTalkSubActorName(EventFlowExecutor*, const char*);
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void resetTalkSubActorName(EventFlowExecutor*);
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void startEventAction(LiveActor*, const IUseEventFlowData*, const char*);
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void makeEventActionName(sead::BufferedSafeStringBase<char>*, const IUseEventFlowData*,
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const char*);
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void startEventActionAtRandomFrame(LiveActor*, const IUseEventFlowData*, const char*);
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bool tryStartEventActionIfNotPlaying(LiveActor*, const IUseEventFlowData*, const char*);
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bool isPlayingEventAction(const LiveActor*, const IUseEventFlowData*, const char*);
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bool isExistEventAction(const LiveActor*, const IUseEventFlowData*, const char*);
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bool isOneTimeEventAction(const LiveActor*, const IUseEventFlowData*, const char*);
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f32 getEventActionFrameMax(const LiveActor*, const IUseEventFlowData*, const char*);
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f32 getParamMoveSpeed(const IUseEventFlowData*);
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f32 getParamTurnSpeedDegree(const IUseEventFlowData*);
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const sead::Vector3f& getRecordActorFront(const IUseEventFlowData*);
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void recordActorFront(IUseEventFlowData*, const sead::Vector3f&);
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bool checkInsideTerritoryPos(const IUseEventFlowData*, const LiveActor*, const sead::Vector3f&,
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f32);
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bool checkInsideEmotionTerritoryPos(const IUseEventFlowData*, const LiveActor*,
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const sead::Vector3f&);
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bool checkInsideEmotionLowPriorityTerritoryPos(const IUseEventFlowData*, const LiveActor*,
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const sead::Vector3f&);
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bool checkInsideTalkTerritoryPos(const IUseEventFlowData*, const LiveActor*, const sead::Vector3f&);
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void calcBalloonOffset(sead::Vector3f*, const IUseEventFlowData*, const LiveActor*);
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void setBalloonLocalOffset(EventFlowExecutor*, const sead::Vector3f&);
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f32 getBalloonCollisionCheckOffsetRadius(const IUseEventFlowData*);
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bool isDisableOpenBalloonByOrderGroup(const LiveActor*, const IUseEventFlowData*);
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bool isEnableForceOpenBalloonByOrderGroup(const LiveActor*, const IUseEventFlowData*);
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bool isWaitAtPointMovement(const EventFlowExecutor*);
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bool isStopMovement(const IUseEventFlowData*);
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bool isRequestEventDemoAction(const EventFlowExecutor*);
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bool isPlayingEventDemoAction(const EventFlowExecutor*);
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const char* getEventDemoActionName(const EventFlowExecutor*);
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bool isExistEventDemoTalkAction(const EventFlowExecutor*);
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const char* getEventDemoTalkActionName(const EventFlowExecutor*);
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bool isResetEventDemoPlayerDynamics(const EventFlowExecutor*);
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void startEventDemoAction(EventFlowExecutor*);
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void endEventDemoAction(EventFlowExecutor*);
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bool isRequestEventDemoCamera(const EventFlowExecutor*);
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const char* getEventDemoCameraAnimName(const EventFlowExecutor*);
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void clearEventDemoCameraRequest(EventFlowExecutor*);
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bool isHideDemoPlayer(const EventFlowExecutor*);
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bool isExistEventEntry(const EventFlowExecutor*, const char*);
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bool isCurrentEventEntry(const EventFlowExecutor*, const char*);
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bool isEventName(const EventFlowEventData*, const char*, ...);
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const char* getEventName(const EventFlowEventData*);
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bool getEventDataParamString(const EventFlowEventData*, const char*);
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bool isEventDataParamBool(const EventFlowEventData*, const char*);
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} // namespace al
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namespace alEventFlowFunction {
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bool isReceiveCommandCloseTalkMessageLayout(const al::SceneEventFlowMsg*);
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void clearSceneEventFlowMsg(al::SceneEventFlowMsg*);
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} // namespace alEventFlowFunction
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