mirror of https://github.com/zeldaret/botw.git
61 lines
2.0 KiB
C++
61 lines
2.0 KiB
C++
#pragma once
|
|
|
|
#include <prim/seadSafeString.h>
|
|
#include "Game/Actor/actWeapon.h"
|
|
|
|
namespace uking::act {
|
|
enum class CreateEquipmentSlot : u8;
|
|
}
|
|
|
|
namespace uking::ui {
|
|
|
|
enum class EquipmentSlot;
|
|
enum class PouchItemType;
|
|
class PouchItem;
|
|
|
|
struct WeaponStats {
|
|
int durability{};
|
|
/// Attack power (for offensive weapons) or guard power (for shields).
|
|
int power{};
|
|
act::WeaponModifierInfo modifier{};
|
|
/// Bow modifier value ("add value") or 0 for weapons that are not bows.
|
|
int bow_add_value{};
|
|
};
|
|
|
|
bool isMasterSwordItem(const PouchItem& item);
|
|
|
|
int getItemHitPointRecover(const sead::SafeString& name);
|
|
|
|
void getWeaponStats(const PouchItem& item, WeaponStats* stats);
|
|
int getBowActorInfoAddValue(const sead::SafeString& name);
|
|
|
|
int getWeaponInventoryLife(const sead::SafeString& name);
|
|
bool isMasterSwordActorName(const sead::SafeString& name);
|
|
|
|
// TODO: move these to another translation unit (TBD)
|
|
// Do not implement until the location is figured out
|
|
bool isOneHitObliteratorActorName(const sead::SafeString& name);
|
|
int getItemGeneralLife(const char* name);
|
|
|
|
// TODO: move this to yet another translation unit (TBD but not the same one as the above)
|
|
void addItemForDebug(const sead::SafeString& name, int value);
|
|
|
|
void setShowCheckPoint(s32 icon_type, const sead::SafeString& counter_name);
|
|
void setShowFlyDistance(const sead::SafeString& distance);
|
|
void setShowGolfCount(const sead::SafeString& counter_name);
|
|
void setShowRaceResult(s32 result_type);
|
|
|
|
int countCookResultsCheck(const sead::SafeString& name, s32 effect_type);
|
|
int countCookResultsAllOk(const sead::SafeString& name);
|
|
int getItemValue(const sead::SafeString& name);
|
|
|
|
// TODO: move these to another translation unit (TBD)
|
|
// Do not implement until the location is figured out
|
|
void applyScreenFade(float progress);
|
|
|
|
act::CreateEquipmentSlot getCreateEquipmentSlot(ui::PouchItemType type);
|
|
ui::EquipmentSlot getEquipmentSlot(act::CreateEquipmentSlot slot);
|
|
bool createEquipmentFromItem(const ui::PouchItem* item, const sead::SafeString& caller);
|
|
|
|
} // namespace uking::ui
|