NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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dGameCom Namespace Reference

Description

A collection of various functions used throughout the game.

Name stands for Game Common.

Enumerations

enum  GAME_STOP_e {
  GAME_STOP_PAUSE = BIT_FLAG(0) ,
  GAME_STOP_WARNING = BIT_FLAG(1) ,
  GAME_STOP_OTASUKE_PAUSE = BIT_FLAG(2) ,
  GAME_STOP_HOME_MENU = BIT_FLAG(3) ,
  GAME_STOP_ANY = -1
}
 The game stopping conditions. More...
 

Functions

u32 getRandomSeed ()
 Gets a seed used for randomness.
 
bool isGameStop (ulong flag)
 Determines if gameplay is currently stopped for the specified reason(s).
 
void clearGameStop ()
 Resets the game stop state.
 
void SetSoftLight_Player (m3d::bmdl_c &, int)
 Sets the soft light effect for players.
 
void SetSoftLight_Map (m3d::bmdl_c &, int)
 Sets the soft light effect for map actors.
 
void SetSoftLight_Boss (m3d::bmdl_c &, int)
 Sets the soft light effect for bosses.
 
void SetSoftLight_Enemy (m3d::bmdl_c &, int)
 Sets the soft light effect for enemies.
 
void SetSoftLight_MapObj (m3d::bmdl_c &, int)
 Sets the soft light effect for map objects.
 
void SetSoftLight_Item (m3d::bmdl_c &, int)
 Sets the soft light effect for items.
 
void showFukidashi (int playerId, int fukidashiAction)
 Displays the given action prompt to the given player.
 
void hideFukidashiTemporarily (int playerId, int fukidashiAction, int param3)
 Temporarily hides the given action prompt for the given player.
 
void hideFukidashiForLevel (int playerId, int fukidashiAction, int param3)
 Hides the given action prompt for the given player for the rest of the current level.
 
void hideFukidashiForSession (int playerId, int fukidashiAction)
 Hides the given action prompt for the given player for the rest of the current session.
 
void CreateSmallScore (const mVec3_c &, int, int, bool)
 
u8 GetAspectRatio ()
 
bool PlayerEnterCheck (int)
 
void Player1upColor (LytTextBox_c *, int)
 
void getGlbPosToLyt (mVec3_c &)
 
bool someCheck (mVec3_c *a, mBoundBox *b)
 
bool checkRectangleOverlap (mVec3_c *, mVec3_c *, mVec3_c *, mVec3_c *, float)
 
void updateSelectCursor (nw4r::lyt::Picture *pic, int index, bool useSpecialDraw)
 
float getDispCenterY ()
 

Enumeration Type Documentation

◆ GAME_STOP_e

The game stopping conditions.

Enumerator
GAME_STOP_PAUSE 

The pause menu is open.

GAME_STOP_WARNING 

An error occurred.

GAME_STOP_OTASUKE_PAUSE 

The pause menu is open during super guide/hint movie playback.

GAME_STOP_HOME_MENU 

The Home Menu is open.

GAME_STOP_ANY 

The game is stopped for any unspecified reason.

Definition at line 24 of file d_game_com.hpp.

Function Documentation

◆ getRandomSeed()

u32 dGameCom::getRandomSeed ( )

Gets a seed used for randomness.

◆ isGameStop()

bool dGameCom::isGameStop ( ulong flag)

Determines if gameplay is currently stopped for the specified reason(s).

Parameters
flagThe pause reasons. Value is a GAME_STOP_e.

◆ clearGameStop()

void dGameCom::clearGameStop ( )

Resets the game stop state.

◆ SetSoftLight_Player()

void dGameCom::SetSoftLight_Player ( m3d::bmdl_c & ,
int  )

Sets the soft light effect for players.

◆ SetSoftLight_Map()

void dGameCom::SetSoftLight_Map ( m3d::bmdl_c & ,
int  )

Sets the soft light effect for map actors.

◆ SetSoftLight_Boss()

void dGameCom::SetSoftLight_Boss ( m3d::bmdl_c & ,
int  )

Sets the soft light effect for bosses.

◆ SetSoftLight_Enemy()

void dGameCom::SetSoftLight_Enemy ( m3d::bmdl_c & ,
int  )

Sets the soft light effect for enemies.

◆ SetSoftLight_MapObj()

void dGameCom::SetSoftLight_MapObj ( m3d::bmdl_c & ,
int  )

Sets the soft light effect for map objects.

◆ SetSoftLight_Item()

void dGameCom::SetSoftLight_Item ( m3d::bmdl_c & ,
int  )

Sets the soft light effect for items.

◆ showFukidashi()

void dGameCom::showFukidashi ( int playerId,
int fukidashiAction )

Displays the given action prompt to the given player.

Parameters
playerIdThe player to display the action prompt to.
fukidashiActionThe action prompt to display.

◆ hideFukidashiTemporarily()

void dGameCom::hideFukidashiTemporarily ( int playerId,
int fukidashiAction,
int param3 )

Temporarily hides the given action prompt for the given player.

Parameters
playerIdThe player to hide the action prompt for.
fukidashiActionThe action prompt type to be hidden.
param3Unknown.

◆ hideFukidashiForLevel()

void dGameCom::hideFukidashiForLevel ( int playerId,
int fukidashiAction,
int param3 )

Hides the given action prompt for the given player for the rest of the current level.

Parameters
playerIdThe player to hide the action prompt for.
fukidashiActionThe action prompt type to be hidden.
param3Unknown.

◆ hideFukidashiForSession()

void dGameCom::hideFukidashiForSession ( int playerId,
int fukidashiAction )

Hides the given action prompt for the given player for the rest of the current session.

The action prompt remains hidden until the player returns to the main menu.

Parameters
playerIdThe player to hide the action prompt for.
fukidashiActionThe action prompt type to be hidden.

◆ someCheck()

bool dGameCom::someCheck ( mVec3_c * a,
mBoundBox * b )

◆ checkRectangleOverlap()

bool dGameCom::checkRectangleOverlap ( mVec3_c * ,
mVec3_c * ,
mVec3_c * ,
mVec3_c * ,
float  )

◆ updateSelectCursor()

void dGameCom::updateSelectCursor ( nw4r::lyt::Picture * pic,
int index,
bool useSpecialDraw )