mirror of https://github.com/zeldaret/botw.git
322 lines
11 KiB
C++
322 lines
11 KiB
C++
#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], ¶ms, 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
|