uking/ui: Implement getWeaponStats

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Léo Lam 2021-01-22 18:06:22 +01:00
parent 5280254ef1
commit 39856b1a7d
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3 changed files with 71 additions and 3 deletions

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@ -61697,8 +61697,8 @@
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@ -1,9 +1,11 @@
#include "Game/UI/uiUtils.h" #include "Game/UI/uiUtils.h"
#include "Game/Actor/actWeapon.h" #include "Game/Actor/actWeapon.h"
#include "Game/DLC/aoc2.h" #include "Game/DLC/aoc2.h"
#include "Game/Damage/dmgInfoManager.h"
#include "Game/UI/uiPauseMenuDataMgr.h" #include "Game/UI/uiPauseMenuDataMgr.h"
#include "KingSystem/ActorSystem/actInfoCommon.h" #include "KingSystem/ActorSystem/actInfoCommon.h"
#include "KingSystem/ActorSystem/actInfoData.h" #include "KingSystem/ActorSystem/actInfoData.h"
#include "KingSystem/GameData/gdtCommonFlagsUtils.h"
#include "KingSystem/Utils/Byaml/Byaml.h" #include "KingSystem/Utils/Byaml/Byaml.h"
namespace uking::ui { namespace uking::ui {
@ -35,6 +37,69 @@ int getItemHitPointRecover(const sead::SafeString& name) {
return value; return value;
} }
void getWeaponStats(const PouchItem& item, WeaponStats* stats) {
stats->durability = item.getValue();
auto& modifier = stats->modifier;
modifier.fromItem(item);
auto* info = ksys::act::InfoData::instance();
if (!info)
return;
if (item.getType() == PouchItemType::Shield) {
stats->power = ksys::act::getWeaponCommonGuardPower(info, item.getName().cstr());
stats->power += modifier.flags.isOn(act::WeaponModifier::AddGuard) ? modifier.value : 0;
} else if (isMasterSwordItem(item)) {
int power = 0;
if (item.getValue() > 0) {
const bool is_true_form = dmg::DamageInfoMgr::instance()->isTrueFormMasterSword();
auto* info_ = ksys::act::InfoData::instance();
const char* name = item.getName().cstr();
if (is_true_form) {
power = ksys::act::getMasterSwordTrueFormAttackPower(info_, name);
} else {
const auto attack = ksys::act::getAttackPower(info_, name);
power = ksys::gdt::getFlag_MasterSword_Add_Power() + attack;
}
}
stats->power = power;
} else if (isOneHitObliteratorActorName(item.getName())) {
stats->power = dmg::DamageInfoMgr::instance()->isOneHitObliteratorActive() ? 99999 : 1;
} else {
stats->power =
ksys::act::getAttackPower(ksys::act::InfoData::instance(), item.getName().cstr());
}
stats->power += modifier.flags.isOn(act::WeaponModifier::AddAtk) ? modifier.value : 0;
if (item.getType() == PouchItemType::Bow) {
if (modifier.flags.isOn(act::WeaponModifier::AddSpreadFire))
stats->bow_add_value = modifier.value;
else
stats->bow_add_value = getBowActorInfoAddValue(item.getName());
}
}
int getBowActorInfoAddValue(const sead::SafeString& name) {
auto* info = ksys::act::InfoData::instance();
al::ByamlIter iter;
if (!info)
return 0;
if (!info->getActorIter(&iter, name.cstr()))
return 0;
if (ksys::act::getBowIsLeadShot(iter))
return ksys::act::getBowLeadShotNum(iter);
if (ksys::act::getBowIsRapidFire(iter))
return ksys::act::getBowRapidFireNum(iter);
return 1;
}
int getWeaponInventoryLife(const sead::SafeString& name) { int getWeaponInventoryLife(const sead::SafeString& name) {
auto* info = ksys::act::InfoData::instance(); auto* info = ksys::act::InfoData::instance();
if (!info) if (!info)

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@ -21,11 +21,14 @@ bool isMasterSwordItem(const PouchItem& item);
int getItemHitPointRecover(const sead::SafeString& name); int getItemHitPointRecover(const sead::SafeString& name);
void getWeaponStats(const PouchItem& item, WeaponStats* stats); void getWeaponStats(const PouchItem& item, WeaponStats* stats);
int getBowActorInfoAddValue(const sead::SafeString& name);
int getWeaponInventoryLife(const sead::SafeString& name); int getWeaponInventoryLife(const sead::SafeString& name);
bool isMasterSwordActorName(const sead::SafeString& name); bool isMasterSwordActorName(const sead::SafeString& name);
// TODO: move this to another translation unit (TBD) // 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); int getItemGeneralLife(const char* name);
// TODO: move this to yet another translation unit (TBD but not the same one as the above) // TODO: move this to yet another translation unit (TBD but not the same one as the above)