botw/src/Game/Actor/actPlayerCreateMgr.cpp

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], &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