SMG-Decomp
A decompilation of Super Mario Galaxy 1
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LightFunction.cpp
1#include "Game/AreaObj/LightArea.hpp"
2#include "Game/Map/LightFunction.hpp"
3#include "Game/Map/LightDirector.hpp"
4#include "Game/Scene/SceneObjHolder.hpp"
5#include "Game/Util.hpp"
6#include <cstdio>
7#include <cstring>
8
9void LightFunction::initLightData() {
10 reinterpret_cast<LightDirector*>(MR::getSceneObjHolder()->getObj(SceneObj_LightDirector))->initData();
11}
12
13ResourceHolder* LightFunction::loadLightArchive() {
14 char buf[0x100];
15 snprintf(buf, 0x100, "LightData.arc");
16 return MR::createAndAddResourceHolder(buf);
17}
18
19// LightFunction::createLightDataParser
20// LightFunction::createZoneDataParser
21
22void LightFunction::getAreaLightLightData(JMapInfo *pInfo, int idx, AreaLightInfo *pLightInfo) {
23 MR::getCsvDataStr(&pLightInfo->mAreaLightName, pInfo, "AreaLightName", idx);
24 MR::getCsvDataS32(&pLightInfo->mInterpolate, pInfo, "Interpolate", idx);
25 getDataActorLightInfo(pInfo, idx, &pLightInfo->mPlayerLight, "Player");
26 getDataActorLightInfo(pInfo, idx, &pLightInfo->mStrongLight, "Strong");
27 getDataActorLightInfo(pInfo, idx, &pLightInfo->mWeakLight, "Weak");
28 getDataActorLightInfo(pInfo, idx, &pLightInfo->mPlanetLight, "Planet");
29 MR::getCsvDataBool(&pLightInfo->mFix, pInfo, "Fix", idx);
30}