CreatePlayerEquipActorMgr

This commit is contained in:
Pistonight 2025-05-03 21:27:10 -07:00
parent f18a3f4f94
commit 3d92031404
23 changed files with 787 additions and 214 deletions

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@ -39992,36 +39992,36 @@ Address,Quality,Size,Name
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@ -46811,7 +46811,7 @@ Address,Quality,Size,Name
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@ -1 +1 @@
Subproject commit d8b55c018d2249a6c993b2db09620b774015d9d0
Subproject commit 66ab5f8b9c751a1def1aed69fd573cd0bda01739

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@ -1,8 +1,12 @@
target_sources(uking PRIVATE
actCreatePlayerEquipActorMgr.cpp
actCreatePlayerEquipActorMgr.h
actDragon.cpp
actDragon.h
actPlayerCreateMgr.cpp
actPlayerCreateMgr.h
actPlayerCreateTrace.cpp
actPlayerCreateTrace.h
actPlayerCreateUtils.cpp
actPlayerCreateUtils.h
actWeapon.cpp
actWeapon.h
)

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@ -1,121 +0,0 @@
#include "Game/Actor/actCreatePlayerEquipActorMgr.h"
#include <prim/seadStringBuilder.h>
#include "Game/Actor/actWeapon.h"
#include "Game/UI/uiPauseMenuDataMgr.h"
#include "KingSystem/ActorSystem/actInfoCommon.h"
#include "KingSystem/ActorSystem/actInfoData.h"
namespace uking::act {
SEAD_SINGLETON_DISPOSER_IMPL(CreatePlayerEquipActorMgr)
void CreatePlayerEquipActorMgr::requestCreateDefaultArmor(s32 slot,
const sead::SafeString& caller) {
switch (slot) {
case (int)CreateEquipmentSlot::ArmorHead:
doRequestCreateArmor(3, "Armor_Default_Head", -1, caller);
break;
case (int)CreateEquipmentSlot::ArmorUpper:
doRequestCreateArmor(4, "Armor_Default_Upper", -1, caller);
break;
case (int)CreateEquipmentSlot::ArmorLower:
doRequestCreateArmor(5, "Armor_Default_Lower", -1, caller);
break;
default:
break;
}
}
void CreatePlayerEquipActorMgr::requestCreateArmorHeadB(const sead::SafeString& name, int dye_color,
const sead::SafeString& caller) {
sead::FixedStringBuilder<0x40> s;
s.copy(name.cstr());
s.append("_B", -1);
doRequestCreateArmor((int)CreateEquipmentSlot::ArmorHead, s, dye_color, caller);
}
bool needsArmorHeadB(const sead::SafeString& armor_head_name,
const sead::SafeString& armor_upper_name) {
if (armor_upper_name.isEmpty()) {
return false;
}
if (!ksys::act::InfoData::instance() ||
ksys::act::getArmorHeadMantleType(ksys::act::InfoData::instance(),
armor_head_name.cstr()) != 2) {
return false;
}
if (!ksys::act::InfoData::instance() ||
ksys::act::getArmorUpperUseMantleType(ksys::act::InfoData::instance(),
armor_upper_name.cstr()) == 0) {
return false;
}
return true;
}
CreateEquipmentSlot getCreateEquipmentSlot(ui::PouchItemType type) {
switch (type) {
case ui::PouchItemType::Sword:
return CreateEquipmentSlot::WeaponSword;
case ui::PouchItemType::Bow:
return CreateEquipmentSlot::WeaponBow;
case ui::PouchItemType::Shield:
return CreateEquipmentSlot::WeaponShield;
case ui::PouchItemType::ArmorHead:
return CreateEquipmentSlot::ArmorHead;
case ui::PouchItemType::ArmorUpper:
return CreateEquipmentSlot::ArmorUpper;
case ui::PouchItemType::ArmorLower:
return CreateEquipmentSlot::ArmorLower;
default:
return CreateEquipmentSlot::Length;
}
}
ui::EquipmentSlot getEquipmentSlot(CreateEquipmentSlot slot) {
switch (slot) {
case CreateEquipmentSlot::WeaponSword:
return ui::EquipmentSlot::WeaponRight;
case CreateEquipmentSlot::WeaponShield:
return ui::EquipmentSlot::WeaponLeft;
case CreateEquipmentSlot::WeaponBow:
return ui::EquipmentSlot::WeaponBow;
case CreateEquipmentSlot::ArmorHead:
return ui::EquipmentSlot::ArmorHead;
case CreateEquipmentSlot::ArmorUpper:
return ui::EquipmentSlot::ArmorUpper;
case CreateEquipmentSlot::ArmorLower:
return ui::EquipmentSlot::ArmorLower;
default:
return ui::EquipmentSlot::Invalid;
}
}
bool createEquipmentFromItem(const ui::PouchItem* item, const sead::SafeString& caller) {
if (!item) {
return false;
}
auto* mgr = CreatePlayerEquipActorMgr::instance();
if (!mgr) {
return false;
}
auto type = item->getType();
auto slot = getCreateEquipmentSlot(type);
int slot_idx = (int)slot;
if (slot <= CreateEquipmentSlot::WeaponBow) {
WeaponModifierInfo modifier(*item);
mgr->doRequestCreateWeapon(slot_idx, item->getName(), item->getValue(), &modifier, caller);
return true;
}
if (slot <= CreateEquipmentSlot::ArmorLower) {
mgr->doRequestCreateArmor(slot_idx, item->getName(), item->getValue(), caller);
return true;
}
return false;
}
} // namespace uking::act

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@ -1,51 +0,0 @@
#pragma once
#include <heap/seadDisposer.h>
#include <prim/seadSafeString.h>
namespace uking::ui {
class PouchItem;
enum class PouchItemType;
enum class EquipmentSlot;
} // namespace uking::ui
namespace uking::act {
struct WeaponModifierInfo;
enum class CreateEquipmentSlot : u8 {
WeaponSword = 0,
WeaponShield = 1,
WeaponBow = 2,
ArmorHead = 3,
ArmorUpper = 4,
ArmorLower = 5,
Length = 6,
};
class CreatePlayerEquipActorMgr {
SEAD_SINGLETON_DISPOSER(CreatePlayerEquipActorMgr)
CreatePlayerEquipActorMgr();
virtual ~CreatePlayerEquipActorMgr();
public:
// TODO 0x71006669F8
void doRequestCreateWeapon(int slot_idx, const sead::SafeString& name, int value,
const WeaponModifierInfo* modifier, const sead::SafeString& caller);
// TODO 0x7100666CF8
void doRequestCreateArmor(int slot_idx, const sead::SafeString& name, int dye_color,
const sead::SafeString& caller);
void requestCreateDefaultArmor(s32 slot_idx, const sead::SafeString& caller);
void requestCreateArmorHeadB(const sead::SafeString& name, int dye_color,
const sead::SafeString& caller);
};
bool needsArmorHeadB(const sead::SafeString& armor_head_name,
const sead::SafeString& armor_upper_name);
CreateEquipmentSlot getCreateEquipmentSlot(ui::PouchItemType type);
ui::EquipmentSlot getEquipmentSlot(CreateEquipmentSlot slot);
bool createEquipmentFromItem(const ui::PouchItem* item, const sead::SafeString& caller);
} // namespace uking::act

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@ -0,0 +1,321 @@
#include "Game/Actor/actPlayerCreateMgr.h"
#include <prim/seadRuntimeTypeInfo.h>
#include <prim/seadStringBuilder.h>
#include "Game/Actor/actPlayerCreateUtils.h"
#include "Game/Actor/actWeapon.h"
#include "Game/UI/uiPauseMenuDataMgr.h"
#include "KingSystem/ActorSystem/Profiles/actPlayerBase.h"
#include "KingSystem/ActorSystem/Profiles/actWeaponBase.h"
#include "KingSystem/ActorSystem/actActorConstDataAccess.h"
#include "KingSystem/ActorSystem/actActorCreator.h"
#include "KingSystem/ActorSystem/actActorHeapUtil.h"
#include "KingSystem/ActorSystem/actActorLinkConstDataAccess.h"
#include "KingSystem/ActorSystem/actInfoCommon.h"
#include "KingSystem/ActorSystem/actInfoData.h"
#include "KingSystem/ActorSystem/actInstParamPack.h"
#include "KingSystem/ActorSystem/actPlayerInfo.h"
#include "KingSystem/GameData/gdtCommonFlagsUtils.h"
namespace uking::act {
void PlayerCreateDebugStub::init() {
struct MsgStub {
sead::SafeString msg;
u64 unused{};
} stub{};
stub.msg = "読み込み中デバッグボード"; // Loading Debug Board
_0 = 3;
mDebugStatus = "◎読み込み中◎"; // Loading
_18 = 0.9;
_1c = 0;
mColor20 = {1.0f, 1.0f, 1.0f, 1.0f};
mColor30 = {0.2f, 0.2f, 0.2f, 1.0f};
_40.set(1.8, 0);
_48.set(198.638428, 34.742115);
mColor50 = {0.0f, 0.8f, 0.8f, 0.3f};
_60 = 0;
_68 = 0;
_70 = 0;
_78 = {-506.679992, -256.519989, 0};
mColor84 = {0.0f, 0.0f, 0.0f, 1.0f};
}
SEAD_SINGLETON_DISPOSER_IMPL(CreatePlayerEquipActorMgr)
CreatePlayerEquipActorMgr::CreatePlayerEquipActorMgr() {
mTracer.init("CreatePlayerEquipActorMgr");
}
CreatePlayerEquipActorMgr::~CreatePlayerEquipActorMgr() {
mTracer.finish();
}
void CreatePlayerEquipActorMgr::init() {
mDebugStub.init();
}
// NON_MATCHING single reorder
void CreatePlayerEquipActorMgr::postCalc() {
if (mIsLoading.isZero()) {
// nothing is loading
return;
}
auto* handle = &mProcHandles[0];
for (s32 i = 0; i < (s32)CreateEquipmentSlot::Length; ++i, ++handle) {
if (!isSlotLoading(i)) {
continue;
}
if (handle->hasProcCreationFailed()) {
handle->isProcCreationCancelled();
handle->deleteProc();
mEntries[i].reset();
mIsLoading.resetBit(i);
continue;
}
if (handle->isProcReady()) {
if (isArmorCreateEquipmentSlot(i)) {
auto* actor = sead::DynamicCast<ksys::act::Actor>(handle->releaseAndWakeProc());
mEntries[i].mProcLink.acquire(actor, false);
}
mEntries[i].mStatus = EntryStatus::Ready;
}
}
}
void CreatePlayerEquipActorMgr::resetAll() {
for (s32 i = 0; i < (s32)CreateEquipmentSlot::Length; ++i) {
reset(i);
}
mIsLoading.makeAllZero();
}
void CreatePlayerEquipActorMgr::reset(s32 slot_idx) {
auto& handle = mProcHandles[slot_idx];
if (handle.isAllocatedOrFailed()) {
handle.deleteProc();
}
mIsLoading.resetBit(slot_idx);
mEntries[slot_idx].reset();
}
bool CreatePlayerEquipActorMgr::areAllWeaponActorsReady() const {
if (mIsLoading.isZero()) {
return true;
}
auto* handle = &mProcHandles[0];
for (u32 i = 0; i < (u32)CreateEquipmentSlot::Length; ++i, ++handle) {
if (isSlotLoading((s32)i)) {
return false;
}
auto* weapon = sead::DynamicCast<ksys::act::WeaponBase>(handle->getProc());
if (weapon && !weapon->areExtraActorsReady()) {
return false;
}
}
return true;
}
bool CreatePlayerEquipActorMgr::isEquipmentProcReady(s32 slot_idx) const {
const auto& entry = mEntries[slot_idx];
if (entry.mStatus != EntryStatus::Ready) {
return false;
}
const auto& handle = mProcHandles[slot_idx];
if (handle.isAllocatedOrFailed()) {
return handle.isProcReady();
}
return false;
}
ksys::act::Actor* CreatePlayerEquipActorMgr::tryGetEquipmentActor(s32 slot_idx) {
if (mEntries[slot_idx].mStatus != EntryStatus::Ready) {
return nullptr;
}
auto& handle = mProcHandles[slot_idx];
if (handle.isAllocatedOrFailed()) {
if (handle.isProcReady()) {
auto* actor = sead::DynamicCast<ksys::act::Actor>(handle.releaseAndWakeProc());
mEntries[slot_idx].mProcLink.acquire(actor, false);
}
}
auto* actor =
sead::DynamicCast<ksys::act::Actor>(mEntries[slot_idx].mProcLink.getProc(nullptr, nullptr));
mEntries[slot_idx].reset();
return actor;
}
void CreatePlayerEquipActorMgr::requestCreateWeapon(s32 slot_idx, const sead::SafeString& name,
int value, const WeaponModifierInfo* modifier,
const sead::SafeString& caller) {
auto scope = mTracer.trace()->makeScope("requestCreateWeapon", caller, 1);
deleteLoadingProc(slot_idx);
auto* player = ksys::act::PlayerInfo::instance()->getPlayer();
sead::Matrix34f pos;
pos.makeT(player->getMtx().getTranslation());
requestCreateWeaponByRawLife(name.cstr(), pos, 1.0,
ksys::act::ActorHeapUtil::instance()->getBaseProcHeap(),
&mProcHandles[slot_idx], value, false, modifier, 2, 2);
onSlotLoadingRequested(slot_idx, name);
}
void CreatePlayerEquipActorMgr::requestCreateWeapon(const sead::SafeString& name, int value,
const WeaponModifierInfo* modifier,
const sead::SafeString& caller) {
auto scope = mTracer.trace()->makeScope("requestCreateWeapon", caller, 1);
auto* info_data = ksys::act::InfoData::instance();
if (!info_data) {
return;
}
const char* profile_raw;
if (!info_data->getActorProfile(&profile_raw, name.cstr())) {
return;
}
sead::SafeString profile = profile_raw;
auto slot = CreateEquipmentSlot::WeaponSword;
if (profile == "WeaponBow") {
slot = CreateEquipmentSlot::WeaponBow;
} else if (profile == "WeaponShield") {
slot = CreateEquipmentSlot::WeaponShield;
}
requestCreateWeapon((s32)slot, name, value, modifier, caller);
}
// TODO: initialized in sInitArmorStrings (0x7100E2D0F0)
// find a better place to put these
// NOLINTNEXTLINE(misc-use-internal-linkage) doesn't match with static
sead::SafeString ArmorDyeColor; // "ArmorDyeColor"
// NOLINTNEXTLINE(misc-use-internal-linkage) doesn't match with static
sead::SafeString EnableDynamicColorChange; // "EnableDynamicColorChange"
void CreatePlayerEquipActorMgr::requestCreateArmor(s32 slot_idx, const sead::SafeString& name,
int dye_color, const sead::SafeString& caller) {
auto scope = mTracer.trace()->makeScope("requestCreateArmor", caller, 1);
deleteLoadingProc(slot_idx);
ksys::act::InstParamPack params;
bool is_dye = ksys::act::InfoData::instance()->hasTag(name.cstr(), ksys::act::tags::ArmorDye);
if (is_dye) {
params->add(dye_color, ArmorDyeColor);
if (ksys::gdt::getFlag_ColorChange_EnablePreview()) {
params->add(true, EnableDynamicColorChange);
}
}
{
ksys::act::ActorConstDataAccess access;
ksys::act::acquireActor(&ksys::act::PlayerInfo::instance()->getPlayerLink(), &access);
sead::Vector3f pos;
access.getActorMtx().getTranslation(pos);
params->addPosition(pos);
params->addResourceLane(2);
ksys::act::ActorCreator::instance()->requestCreateActor(
name.cstr(), ksys::act::ActorHeapUtil::instance()->getBaseProcHeap(),
&mProcHandles[slot_idx], &params, nullptr, 2);
}
onSlotLoadingRequested(slot_idx, name);
}
void CreatePlayerEquipActorMgr::requestCreateArmor(const sead::SafeString& name, int dye_color,
const sead::SafeString& caller) {
auto scope = mTracer.trace()->makeScope("requestCreateArmor", caller, 1);
auto* info_data = ksys::act::InfoData::instance();
if (!info_data) {
return;
}
const char* profile_raw;
if (!info_data->getActorProfile(&profile_raw, name.cstr())) {
return;
}
sead::SafeString profile = profile_raw;
auto slot = CreateEquipmentSlot::ArmorHead;
if (profile == "Armor_Upper") {
slot = CreateEquipmentSlot::ArmorUpper;
} else if (profile == "Armor_Lower") {
slot = CreateEquipmentSlot::ArmorLower;
}
requestCreateArmor((s32)slot, name, dye_color, caller);
}
void CreatePlayerEquipActorMgr::requestCreateDefaultArmor(s32 slot,
const sead::SafeString& caller) {
switch (slot) {
case (s32)CreateEquipmentSlot::ArmorHead:
requestCreateArmor(slot, "Armor_Default_Head", -1, caller);
break;
case (s32)CreateEquipmentSlot::ArmorUpper:
requestCreateArmor(slot, "Armor_Default_Upper", -1, caller);
break;
case (s32)CreateEquipmentSlot::ArmorLower:
requestCreateArmor(slot, "Armor_Default_Lower", -1, caller);
break;
default:
break;
}
}
void CreatePlayerEquipActorMgr::requestCreateArmorHeadB(const sead::SafeString& name, int dye_color,
const sead::SafeString& caller) {
sead::FixedStringBuilder<0x40> s;
s.copy(name.cstr());
s.append("_B", -1);
requestCreateArmor((s32)CreateEquipmentSlot::ArmorHead, s, dye_color, caller);
}
bool CreatePlayerEquipActorMgr::isSlotLoading(s32 slot_idx) const {
return mIsLoading.isOnBit(slot_idx) && mEntries[slot_idx].mStatus == EntryStatus::Loading;
}
void CreatePlayerEquipActorMgr::deleteLoadingProc(s32 slot_idx) {
if (mIsLoading.isOnBit(slot_idx)) {
mProcHandles[slot_idx].deleteProc();
}
}
void CreatePlayerEquipActorMgr::onSlotLoadingRequested(s32 slot_idx, const sead::SafeString& name) {
if (mProcHandles[slot_idx].isAllocatedOrFailed()) {
auto& entry = mEntries[slot_idx];
entry.mActorName.copy(name.cstr());
mIsLoading.setBit(slot_idx);
entry.mStatus = EntryStatus::Loading;
}
}
bool needsArmorHeadB(const sead::SafeString& armor_head_name,
const sead::SafeString& armor_upper_name) {
if (armor_upper_name.isEmpty()) {
return false;
}
return isArmorHeadMantleType2(armor_head_name) &&
isArmorUpperNotUseMantleType0(armor_upper_name);
}
bool isArmorHeadMantleType2(const sead::SafeString& armor_head_name) {
if (!ksys::act::InfoData::instance()) {
return false;
}
return ksys::act::getArmorHeadMantleType(ksys::act::InfoData::instance(),
armor_head_name.cstr()) == 2;
}
bool isArmorUpperNotUseMantleType0(const sead::SafeString& armor_upper_name) {
if (!ksys::act::InfoData::instance()) {
return false;
}
return ksys::act::getArmorUpperUseMantleType(ksys::act::InfoData::instance(),
armor_upper_name.cstr()) != 0;
}
} // namespace uking::act

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@ -0,0 +1,151 @@
#pragma once
#include <container/seadSafeArray.h>
#include <gfx/seadColor.h>
#include <heap/seadDisposer.h>
#include <math/seadMatrix.h>
#include <prim/seadBitFlag.h>
#include <prim/seadSafeString.h>
#include <prim/seadStringBuilder.h>
#include "Game/Actor/actPlayerCreateTrace.h"
#include "KingSystem/ActorSystem/actBaseProcHandle.h"
#include "KingSystem/ActorSystem/actBaseProcLink.h"
#include "KingSystem/System/StringBoard.h"
#include "KingSystem/Utils/Types.h"
namespace ksys::act {
class InstParamPack;
class Actor;
} // namespace ksys::act
namespace uking::ui {
enum class PouchItemType;
enum class EquipmentSlot;
} // namespace uking::ui
namespace uking::act {
struct WeaponModifierInfo;
enum class CreateEquipmentSlot : u8 {
WeaponSword = 0,
WeaponShield = 1,
WeaponBow = 2,
ArmorHead = 3,
ArmorUpper = 4,
ArmorLower = 5,
Length = 6,
};
inline bool isArmorCreateEquipmentSlot(s32 slot) {
return slot == (s32)CreateEquipmentSlot::ArmorHead ||
slot == (s32)CreateEquipmentSlot::ArmorUpper ||
slot == (s32)CreateEquipmentSlot::ArmorLower;
}
// Used in both CreatePlayerEquipActorMgr and CreatePlayerTrashActorMgr,
// but stubbed out other than constructor and init
class PlayerCreateDebugStub {
public:
void init();
private:
s32 _0 = 3;
sead::SafeString mDebugStatus;
f32 _18 = 1;
u32 _1c = 0;
sead::Color4f mColor20 = sead::Color4f::cBlack;
sead::Color4f mColor30 = sead::Color4f::cBlack;
sead::Vector2f _40{0, 0};
sead::Vector2f _48{1, 1};
sead::Color4f mColor50 = sead::Color4f::cBlue;
u64 _60 = 0;
u64 _68 = 0;
u64 _70 = 0;
sead::Vector3f _78{0, 0, 0};
sead::Color4f mColor84 = sead::Color4f::cBlack;
};
KSYS_CHECK_SIZE_NX150(PlayerCreateDebugStub, 0x98);
class CreatePlayerEquipActorMgr {
SEAD_SINGLETON_DISPOSER(CreatePlayerEquipActorMgr)
CreatePlayerEquipActorMgr();
virtual ~CreatePlayerEquipActorMgr();
public:
void init();
void postCalc();
void resetAll();
void reset(s32 slot_idx);
bool areAllWeaponActorsReady() const;
bool isEquipmentProcReady(s32 slot_idx) const;
ksys::act::Actor* tryGetEquipmentActor(s32 slot_idx);
void requestCreateWeapon(s32 slot_idx, const sead::SafeString& name, int value,
const WeaponModifierInfo* modifier, const sead::SafeString& caller);
void requestCreateWeapon(const sead::SafeString& name, int value,
const WeaponModifierInfo* modifier, const sead::SafeString& caller);
void requestCreateArmor(s32 slot_idx, const sead::SafeString& name, int dye_color,
const sead::SafeString& caller);
void requestCreateArmor(const sead::SafeString& name, int dye_color,
const sead::SafeString& caller);
void requestCreateDefaultArmor(s32 slot_idx, const sead::SafeString& caller);
void requestCreateArmorHeadB(const sead::SafeString& name, int dye_color,
const sead::SafeString& caller);
private:
enum class EntryStatus : s32 { Idle = 0, Loading = 1, Ready = 2 };
template <typename T>
class Slots {
private:
sead::SafeArray<T, (s32)CreateEquipmentSlot::Length> mArray;
public:
T& operator[](s32 idx) { return mArray[idx]; }
const T& operator[](s32 idx) const { return mArray[idx]; }
s32 size() const { return mArray.size(); }
};
class Entry {
friend class CreatePlayerEquipActorMgr;
sead::FixedStringBuilder<64> mActorName;
EntryStatus mStatus = EntryStatus::Idle;
ksys::act::BaseProcLink mProcLink;
void reset() {
mActorName.clear();
mStatus = EntryStatus::Idle;
mProcLink.reset();
}
};
KSYS_CHECK_SIZE_NX150(Entry, 0x68);
// inlined helpers
bool isSlotLoading(s32 slot_idx) const;
void deleteLoadingProc(s32 slot_idx);
void onSlotLoadingRequested(s32 slot_idx, const sead::SafeString& name);
Slots<ksys::act::BaseProcHandle> mProcHandles{};
sead::BitFlag8 mIsLoading;
PlayerCreateTracer mTracer;
Slots<Entry> mEntries{};
// stubbed in release builds
ksys::StringBoard mStringBoard;
u64 _310 = 0;
PlayerCreateDebugStub mDebugStub;
};
KSYS_CHECK_SIZE_NX150(CreatePlayerEquipActorMgr, 0x3B0);
// TODO
class CreatePlayerTrachActorMgr {};
bool needsArmorHeadB(const sead::SafeString& armor_head_name,
const sead::SafeString& armor_upper_name);
bool isArmorHeadMantleType2(const sead::SafeString& armor_head_name);
bool isArmorUpperNotUseMantleType0(const sead::SafeString& armor_upper_name);
} // namespace uking::act

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@ -0,0 +1,22 @@
#include "Game/Actor/actPlayerCreateTrace.h"
namespace uking::act {
PlayerCreateTraceScope::PlayerCreateTraceScope(PlayerCreateTrace* trace,
const sead::SafeString& name,
const sead::SafeString& caller, s32 level) {
mTrace = trace;
}
PlayerCreateTraceScope::~PlayerCreateTraceScope() {
// force D1 to be non-trivial
;
}
PlayerCreateTrace* PlayerCreateTrace::make(const sead::SafeString& name, s32 level) {
return nullptr;
}
void PlayerCreateTracer::finish() {}
} // namespace uking::act

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@ -0,0 +1,49 @@
#pragma once
#include <prim/seadSafeString.h>
#include "KingSystem/Utils/Types.h"
namespace uking::act {
// This is used in CreatePlayerEquipActorMgr and CreatePlayerTrashActorMgr
// and nowhere else. It's completely stubbed out, so the implementation is purely by usage-based
// guess
// This exists because makeScope doesn't match
// when made an inlined function in PlayerCreateTracer
// i.e. tracer.trace()->makeScope() matches but not tracer.makeScope()
class PlayerCreateTrace;
class PlayerCreateTraceScope {
public:
PlayerCreateTraceScope(PlayerCreateTrace* trace, const sead::SafeString& name,
const sead::SafeString& caller, s32 level);
virtual ~PlayerCreateTraceScope();
private:
PlayerCreateTrace* mTrace = nullptr;
};
KSYS_CHECK_SIZE_NX150(PlayerCreateTraceScope, 0x10);
class PlayerCreateTrace {
public:
PlayerCreateTraceScope makeScope(const sead::SafeString& name, const sead::SafeString& caller,
s32 level) {
return {this, name, caller, level};
}
static PlayerCreateTrace* make(const sead::SafeString& name, s32 level);
};
class PlayerCreateTracer {
public:
void init(const sead::SafeString& name) { mTrace = PlayerCreateTrace::make(name, 0); }
void finish();
PlayerCreateTrace* trace() { return mTrace; }
private:
PlayerCreateTrace* mTrace = nullptr;
};
KSYS_CHECK_SIZE_NX150(PlayerCreateTracer, 0x8);
} // namespace uking::act

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@ -0,0 +1,25 @@
#include "Game/Actor/actPlayerCreateUtils.h"
#include "Game/Actor/actPlayerCreateMgr.h"
#include "Game/Actor/actWeapon.h"
#include "Game/UI/uiPauseMenuDataMgr.h"
#include "KingSystem/ActorSystem/Profiles/actWeaponBase.h"
namespace uking::act {
void requestCreateWeaponByRawLife(const char* actor_class, const sead::Matrix34f& matrix, f32 scale,
sead::Heap* heap, ksys::act::BaseProcHandle* handle, s32 life,
bool is_player_put, const WeaponModifierInfo* modifier,
s32 task_lane_id, s32 res_lane_id) {
ksys::act::InstParamPack params;
params->add(is_player_put, "IsPlayerPut");
if (modifier) {
modifier->addModifierParams(params);
}
params->add(true, "IsWeaponCreateByRawLife");
params->addResourceLane(res_lane_id);
ksys::act::WeaponBase::requestCreateWeaponActor(actor_class, matrix, scale, heap, handle, life,
&params, task_lane_id);
}
} // namespace uking::act

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@ -0,0 +1,28 @@
#pragma once
#include <math/seadMatrix.h>
#include <prim/seadSafeString.h>
namespace sead {
class Heap;
}
namespace ksys::act {
class BaseProcHandle;
class InstParamPack;
} // namespace ksys::act
namespace uking::ui {
class PouchItem;
} // namespace uking::ui
namespace uking::act {
enum class CreateEquipmentSlot : u8;
struct WeaponModifierInfo;
void requestCreateWeaponByRawLife(const char* actor_class, const sead::Matrix34f& matrix, f32 scale,
sead::Heap* heap, ksys::act::BaseProcHandle* handle, s32 life,
bool is_player_put, const WeaponModifierInfo* modifier,
s32 task_lane_id, s32 res_lane_id);
} // namespace uking::act

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@ -4,7 +4,8 @@
#include <limits>
#include <math/seadMathCalcCommon.h>
#include <prim/seadScopedLock.h>
#include "Game/Actor/actCreatePlayerEquipActorMgr.h"
#include "Game/Actor/actPlayerCreateMgr.h"
#include "Game/Actor/actPlayerCreateUtils.h"
#include "Game/Actor/actWeapon.h"
#include "Game/Cooking/cookManager.h"
#include "Game/DLC/aocManager.h"
@ -1481,7 +1482,7 @@ void PauseMenuDataMgr::createPlayerEquipment() {
break;
}
if (item->isInInventory() && item->isEquipped()) {
u64 slot = (u64)act::getCreateEquipmentSlot(type);
u64 slot = (u64)getCreateEquipmentSlot(type);
if (slot < equipment_items.size()) {
equipment_items[slot] = item;
}
@ -1501,7 +1502,7 @@ void PauseMenuDataMgr::createPlayerEquipment() {
for (u64 i = 0; i != equipment_items.size(); slot = s32(++i)) {
if (equipment_items[i]) {
if (!need_head_b || i != (u64)act::CreateEquipmentSlot::ArmorHead) {
act::createEquipmentFromItem(equipment_items[i], Caller);
createEquipmentFromItem(equipment_items[i], Caller);
} else {
create_mgr->requestCreateArmorHeadB(equipment_items[i]->getName(),
equipment_items[i]->getValue(), Caller);

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@ -1,4 +1,5 @@
#include "Game/UI/uiUtils.h"
#include "Game/Actor/actPlayerCreateMgr.h"
#include "Game/Actor/actWeapon.h"
#include "Game/DLC/aocHardModeManager.h"
#include "Game/Damage/dmgInfoManager.h"
@ -114,4 +115,70 @@ bool isMasterSwordActorName(const sead::SafeString& name) {
return name == "Weapon_Sword_070";
}
act::CreateEquipmentSlot getCreateEquipmentSlot(ui::PouchItemType type) {
switch (type) {
case ui::PouchItemType::Sword:
return act::CreateEquipmentSlot::WeaponSword;
case ui::PouchItemType::Bow:
return act::CreateEquipmentSlot::WeaponBow;
case ui::PouchItemType::Shield:
return act::CreateEquipmentSlot::WeaponShield;
case ui::PouchItemType::ArmorHead:
return act::CreateEquipmentSlot::ArmorHead;
case ui::PouchItemType::ArmorUpper:
return act::CreateEquipmentSlot::ArmorUpper;
case ui::PouchItemType::ArmorLower:
return act::CreateEquipmentSlot::ArmorLower;
default:
return act::CreateEquipmentSlot::Length;
}
}
ui::EquipmentSlot getEquipmentSlot(act::CreateEquipmentSlot slot) {
switch (slot) {
case act::CreateEquipmentSlot::WeaponSword:
return ui::EquipmentSlot::WeaponRight;
case act::CreateEquipmentSlot::WeaponShield:
return ui::EquipmentSlot::WeaponLeft;
case act::CreateEquipmentSlot::WeaponBow:
return ui::EquipmentSlot::WeaponBow;
case act::CreateEquipmentSlot::ArmorHead:
return ui::EquipmentSlot::ArmorHead;
case act::CreateEquipmentSlot::ArmorUpper:
return ui::EquipmentSlot::ArmorUpper;
case act::CreateEquipmentSlot::ArmorLower:
return ui::EquipmentSlot::ArmorLower;
default:
return ui::EquipmentSlot::Invalid;
}
}
bool createEquipmentFromItem(const ui::PouchItem* item, const sead::SafeString& caller) {
if (!item) {
return false;
}
auto* mgr = act::CreatePlayerEquipActorMgr::instance();
if (!mgr) {
return false;
}
auto type = item->getType();
auto slot = getCreateEquipmentSlot(type);
int slot_idx = (int)slot;
if (slot <= act::CreateEquipmentSlot::WeaponBow) {
act::WeaponModifierInfo modifier(*item);
mgr->requestCreateWeapon(slot_idx, item->getName(), item->getValue(), &modifier, caller);
return true;
}
if (slot <= act::CreateEquipmentSlot::ArmorLower) {
mgr->requestCreateArmor(slot_idx, item->getName(), item->getValue(), caller);
return true;
}
return false;
}
} // namespace uking::ui

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@ -3,8 +3,14 @@
#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 {
@ -47,4 +53,8 @@ int getItemValue(const sead::SafeString& name);
// 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

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@ -20,6 +20,8 @@ target_sources(uking PRIVATE
Profiles/actPlayerBase.h
Profiles/actRopeBase.cpp
Profiles/actRopeBase.h
Profiles/actWeaponBase.cpp
Profiles/actWeaponBase.h
actActor.cpp
actActor.h

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@ -0,0 +1,23 @@
#include "KingSystem/ActorSystem/Profiles/actWeaponBase.h"
#include "KingSystem/ActorSystem/actActorCreator.h"
#include "KingSystem/ActorSystem/actInstParamPack.h"
namespace ksys::act {
void WeaponBase::requestCreateWeaponActor(const char* actor, const sead::Matrix34f& matrix,
f32 scale, sead::Heap* heap,
ksys::act::BaseProcHandle* handle, s32 life,
ksys::act::InstParamPack* params_in, s32 task_lane_id) {
ksys::act::InstParamPack params;
if (params_in) {
params = *params_in;
}
ksys::act::ActorCreator::addScale(params, scale);
params->add(life, "Life");
params->addMatrix(matrix);
ksys::act::ActorCreator::instance()->requestCreateActor(actor, heap, handle, &params, nullptr,
task_lane_id);
}
} // namespace ksys::act

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@ -0,0 +1,21 @@
#pragma once
#include "KingSystem/ActorSystem/actActor.h"
namespace ksys::act {
class BaseProcHandle;
class InstParamPack;
// TODO
class WeaponBase : public Actor {
public:
bool areExtraActorsReady() const;
static void requestCreateWeaponActor(const char* actor, const sead::Matrix34f& matrix,
f32 scale, sead::Heap* heap,
ksys::act::BaseProcHandle* handle, s32 life,
ksys::act::InstParamPack* params, s32 task_lane_id);
};
} // namespace ksys::act

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@ -12,7 +12,6 @@
namespace ksys::map {
class MubinIter;
class Object;
;
} // namespace ksys::map
namespace ksys::act {

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@ -1,4 +1,6 @@
#include "KingSystem/ActorSystem/actActorLinkConstDataAccess.h"
#include <prim/seadRuntimeTypeInfo.h>
#include "KingSystem/ActorSystem/actActor.h"
#include "KingSystem/ActorSystem/actBaseProc.h"
#include "KingSystem/ActorSystem/actBaseProcMgr.h"
#include "KingSystem/Utils/Debug.h"
@ -25,6 +27,19 @@ bool ActorLinkConstDataAccess::acquire(BaseProc* proc) {
return proc && proc->acquire(*this);
}
const Actor* ActorLinkConstDataAccess::getActor() const {
if (!mProc)
return nullptr;
return sead::DynamicCast<Actor>(mProc);
}
const sead::Matrix34f& ActorLinkConstDataAccess::getActorMtx() {
const Actor* actor = getActor();
if (actor)
return actor->getMtx();
return sead::Matrix34f::ident;
}
bool acquireProc(ActorLinkConstDataAccess* accessor, BaseProc* proc, const sead::SafeString& from,
s32) {
bool acquired = false;

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@ -1,12 +1,14 @@
#pragma once
#include <basis/seadTypes.h>
#include <math/seadMatrix.h>
#include <prim/seadSafeString.h>
namespace ksys {
struct MesTransceiverId;
namespace act {
class Actor;
class BaseProc;
/// Provides read-only access to actor data for safe, multi-threaded access.
@ -37,6 +39,8 @@ public:
bool hasProc() const { return mProc != nullptr; }
const MesTransceiverId* getMessageTransceiverId() const;
const Actor* getActor() const;
const sead::Matrix34f& getActorMtx();
protected:
friend class ActorConstDataAccess;

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@ -26,6 +26,7 @@ public:
bool isProcReady() const;
bool hasProcCreationFailed() const;
bool isProcCreationCancelled() const;
bool isAllocatedOrFailed() const { return mUnit || mFailed; }
void deleteProcIfFailed();
void deleteProc();

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@ -147,6 +147,7 @@ public:
InstParamPack() = default;
virtual ~InstParamPack() = default;
InstParamPack& operator=(const InstParamPack& other) = default;
Buffer& getBuffer() { return mBuffer; }
const Buffer& getBuffer() const { return mBuffer; }

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@ -22,6 +22,7 @@ class PlayerInfo : public PlayerInfoBase {
~PlayerInfo() override;
public:
BaseProcLink& getPlayerLink() { return mPlayerLink; }
bool init();
void setAndAcquirePlayer(PlayerBase* player); // requires PlayerOrEnemy and PlayerBase
void resetPlayer(PlayerBase* player);