mirror of
https://github.com/zeldaret/botw
synced 2026-07-08 21:55:02 -04:00
CreatePlayerEquipActorMgr
This commit is contained in:
@@ -1,8 +1,12 @@
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target_sources(uking PRIVATE
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actCreatePlayerEquipActorMgr.cpp
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actCreatePlayerEquipActorMgr.h
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actDragon.cpp
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actDragon.h
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actPlayerCreateMgr.cpp
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actPlayerCreateMgr.h
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actPlayerCreateTrace.cpp
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actPlayerCreateTrace.h
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actPlayerCreateUtils.cpp
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actPlayerCreateUtils.h
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actWeapon.cpp
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actWeapon.h
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)
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@@ -1,121 +0,0 @@
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#include "Game/Actor/actCreatePlayerEquipActorMgr.h"
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#include <prim/seadStringBuilder.h>
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#include "Game/Actor/actWeapon.h"
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#include "Game/UI/uiPauseMenuDataMgr.h"
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#include "KingSystem/ActorSystem/actInfoCommon.h"
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#include "KingSystem/ActorSystem/actInfoData.h"
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namespace uking::act {
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SEAD_SINGLETON_DISPOSER_IMPL(CreatePlayerEquipActorMgr)
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void CreatePlayerEquipActorMgr::requestCreateDefaultArmor(s32 slot,
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const sead::SafeString& caller) {
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switch (slot) {
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case (int)CreateEquipmentSlot::ArmorHead:
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doRequestCreateArmor(3, "Armor_Default_Head", -1, caller);
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break;
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case (int)CreateEquipmentSlot::ArmorUpper:
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doRequestCreateArmor(4, "Armor_Default_Upper", -1, caller);
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break;
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case (int)CreateEquipmentSlot::ArmorLower:
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doRequestCreateArmor(5, "Armor_Default_Lower", -1, caller);
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break;
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default:
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break;
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}
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}
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void CreatePlayerEquipActorMgr::requestCreateArmorHeadB(const sead::SafeString& name, int dye_color,
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const sead::SafeString& caller) {
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sead::FixedStringBuilder<0x40> s;
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s.copy(name.cstr());
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s.append("_B", -1);
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doRequestCreateArmor((int)CreateEquipmentSlot::ArmorHead, s, dye_color, caller);
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}
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bool needsArmorHeadB(const sead::SafeString& armor_head_name,
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const sead::SafeString& armor_upper_name) {
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if (armor_upper_name.isEmpty()) {
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return false;
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}
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if (!ksys::act::InfoData::instance() ||
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ksys::act::getArmorHeadMantleType(ksys::act::InfoData::instance(),
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armor_head_name.cstr()) != 2) {
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return false;
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}
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if (!ksys::act::InfoData::instance() ||
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ksys::act::getArmorUpperUseMantleType(ksys::act::InfoData::instance(),
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armor_upper_name.cstr()) == 0) {
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return false;
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}
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return true;
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}
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CreateEquipmentSlot getCreateEquipmentSlot(ui::PouchItemType type) {
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switch (type) {
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case ui::PouchItemType::Sword:
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return CreateEquipmentSlot::WeaponSword;
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case ui::PouchItemType::Bow:
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return CreateEquipmentSlot::WeaponBow;
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case ui::PouchItemType::Shield:
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return CreateEquipmentSlot::WeaponShield;
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case ui::PouchItemType::ArmorHead:
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return CreateEquipmentSlot::ArmorHead;
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case ui::PouchItemType::ArmorUpper:
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return CreateEquipmentSlot::ArmorUpper;
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case ui::PouchItemType::ArmorLower:
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return CreateEquipmentSlot::ArmorLower;
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default:
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return CreateEquipmentSlot::Length;
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}
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}
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ui::EquipmentSlot getEquipmentSlot(CreateEquipmentSlot slot) {
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switch (slot) {
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case CreateEquipmentSlot::WeaponSword:
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return ui::EquipmentSlot::WeaponRight;
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case CreateEquipmentSlot::WeaponShield:
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return ui::EquipmentSlot::WeaponLeft;
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case CreateEquipmentSlot::WeaponBow:
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return ui::EquipmentSlot::WeaponBow;
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case CreateEquipmentSlot::ArmorHead:
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return ui::EquipmentSlot::ArmorHead;
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case CreateEquipmentSlot::ArmorUpper:
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return ui::EquipmentSlot::ArmorUpper;
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case CreateEquipmentSlot::ArmorLower:
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return ui::EquipmentSlot::ArmorLower;
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default:
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return ui::EquipmentSlot::Invalid;
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}
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}
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bool createEquipmentFromItem(const ui::PouchItem* item, const sead::SafeString& caller) {
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if (!item) {
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return false;
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}
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auto* mgr = CreatePlayerEquipActorMgr::instance();
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if (!mgr) {
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return false;
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}
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auto type = item->getType();
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auto slot = getCreateEquipmentSlot(type);
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int slot_idx = (int)slot;
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if (slot <= CreateEquipmentSlot::WeaponBow) {
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WeaponModifierInfo modifier(*item);
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mgr->doRequestCreateWeapon(slot_idx, item->getName(), item->getValue(), &modifier, caller);
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return true;
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}
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if (slot <= CreateEquipmentSlot::ArmorLower) {
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mgr->doRequestCreateArmor(slot_idx, item->getName(), item->getValue(), caller);
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return true;
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}
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return false;
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}
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} // namespace uking::act
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@@ -1,51 +0,0 @@
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#pragma once
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#include <heap/seadDisposer.h>
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#include <prim/seadSafeString.h>
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namespace uking::ui {
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class PouchItem;
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enum class PouchItemType;
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enum class EquipmentSlot;
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} // namespace uking::ui
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namespace uking::act {
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struct WeaponModifierInfo;
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enum class CreateEquipmentSlot : u8 {
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WeaponSword = 0,
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WeaponShield = 1,
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WeaponBow = 2,
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ArmorHead = 3,
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ArmorUpper = 4,
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ArmorLower = 5,
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Length = 6,
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};
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class CreatePlayerEquipActorMgr {
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SEAD_SINGLETON_DISPOSER(CreatePlayerEquipActorMgr)
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CreatePlayerEquipActorMgr();
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virtual ~CreatePlayerEquipActorMgr();
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public:
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// TODO 0x71006669F8
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void doRequestCreateWeapon(int slot_idx, const sead::SafeString& name, int value,
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const WeaponModifierInfo* modifier, const sead::SafeString& caller);
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// TODO 0x7100666CF8
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void doRequestCreateArmor(int slot_idx, const sead::SafeString& name, int dye_color,
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const sead::SafeString& caller);
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void requestCreateDefaultArmor(s32 slot_idx, const sead::SafeString& caller);
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void requestCreateArmorHeadB(const sead::SafeString& name, int dye_color,
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const sead::SafeString& caller);
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};
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bool needsArmorHeadB(const sead::SafeString& armor_head_name,
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const sead::SafeString& armor_upper_name);
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CreateEquipmentSlot getCreateEquipmentSlot(ui::PouchItemType type);
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ui::EquipmentSlot getEquipmentSlot(CreateEquipmentSlot slot);
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bool createEquipmentFromItem(const ui::PouchItem* item, const sead::SafeString& caller);
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} // namespace uking::act
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@@ -0,0 +1,321 @@
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#include "Game/Actor/actPlayerCreateMgr.h"
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#include <prim/seadRuntimeTypeInfo.h>
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#include <prim/seadStringBuilder.h>
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#include "Game/Actor/actPlayerCreateUtils.h"
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#include "Game/Actor/actWeapon.h"
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#include "Game/UI/uiPauseMenuDataMgr.h"
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#include "KingSystem/ActorSystem/Profiles/actPlayerBase.h"
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#include "KingSystem/ActorSystem/Profiles/actWeaponBase.h"
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#include "KingSystem/ActorSystem/actActorConstDataAccess.h"
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#include "KingSystem/ActorSystem/actActorCreator.h"
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#include "KingSystem/ActorSystem/actActorHeapUtil.h"
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#include "KingSystem/ActorSystem/actActorLinkConstDataAccess.h"
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#include "KingSystem/ActorSystem/actInfoCommon.h"
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#include "KingSystem/ActorSystem/actInfoData.h"
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#include "KingSystem/ActorSystem/actInstParamPack.h"
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#include "KingSystem/ActorSystem/actPlayerInfo.h"
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#include "KingSystem/GameData/gdtCommonFlagsUtils.h"
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namespace uking::act {
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void PlayerCreateDebugStub::init() {
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struct MsgStub {
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sead::SafeString msg;
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u64 unused{};
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} stub{};
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stub.msg = "読み込み中デバッグボード"; // Loading Debug Board
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_0 = 3;
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mDebugStatus = "◎読み込み中◎"; // Loading
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_18 = 0.9;
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_1c = 0;
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mColor20 = {1.0f, 1.0f, 1.0f, 1.0f};
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mColor30 = {0.2f, 0.2f, 0.2f, 1.0f};
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_40.set(1.8, 0);
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_48.set(198.638428, 34.742115);
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mColor50 = {0.0f, 0.8f, 0.8f, 0.3f};
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_60 = 0;
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_68 = 0;
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_70 = 0;
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_78 = {-506.679992, -256.519989, 0};
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mColor84 = {0.0f, 0.0f, 0.0f, 1.0f};
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}
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SEAD_SINGLETON_DISPOSER_IMPL(CreatePlayerEquipActorMgr)
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CreatePlayerEquipActorMgr::CreatePlayerEquipActorMgr() {
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mTracer.init("CreatePlayerEquipActorMgr");
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}
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CreatePlayerEquipActorMgr::~CreatePlayerEquipActorMgr() {
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mTracer.finish();
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}
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void CreatePlayerEquipActorMgr::init() {
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mDebugStub.init();
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}
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// NON_MATCHING single reorder
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void CreatePlayerEquipActorMgr::postCalc() {
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if (mIsLoading.isZero()) {
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// nothing is loading
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return;
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}
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auto* handle = &mProcHandles[0];
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for (s32 i = 0; i < (s32)CreateEquipmentSlot::Length; ++i, ++handle) {
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if (!isSlotLoading(i)) {
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continue;
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}
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if (handle->hasProcCreationFailed()) {
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handle->isProcCreationCancelled();
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handle->deleteProc();
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mEntries[i].reset();
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mIsLoading.resetBit(i);
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continue;
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}
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if (handle->isProcReady()) {
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if (isArmorCreateEquipmentSlot(i)) {
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auto* actor = sead::DynamicCast<ksys::act::Actor>(handle->releaseAndWakeProc());
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mEntries[i].mProcLink.acquire(actor, false);
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}
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mEntries[i].mStatus = EntryStatus::Ready;
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}
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}
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}
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void CreatePlayerEquipActorMgr::resetAll() {
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for (s32 i = 0; i < (s32)CreateEquipmentSlot::Length; ++i) {
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reset(i);
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}
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mIsLoading.makeAllZero();
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}
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void CreatePlayerEquipActorMgr::reset(s32 slot_idx) {
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auto& handle = mProcHandles[slot_idx];
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if (handle.isAllocatedOrFailed()) {
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handle.deleteProc();
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}
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mIsLoading.resetBit(slot_idx);
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mEntries[slot_idx].reset();
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}
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bool CreatePlayerEquipActorMgr::areAllWeaponActorsReady() const {
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if (mIsLoading.isZero()) {
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return true;
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}
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auto* handle = &mProcHandles[0];
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for (u32 i = 0; i < (u32)CreateEquipmentSlot::Length; ++i, ++handle) {
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if (isSlotLoading((s32)i)) {
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return false;
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}
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auto* weapon = sead::DynamicCast<ksys::act::WeaponBase>(handle->getProc());
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if (weapon && !weapon->areExtraActorsReady()) {
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return false;
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}
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}
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return true;
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}
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bool CreatePlayerEquipActorMgr::isEquipmentProcReady(s32 slot_idx) const {
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const auto& entry = mEntries[slot_idx];
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if (entry.mStatus != EntryStatus::Ready) {
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return false;
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}
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const auto& handle = mProcHandles[slot_idx];
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if (handle.isAllocatedOrFailed()) {
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return handle.isProcReady();
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}
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return false;
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}
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ksys::act::Actor* CreatePlayerEquipActorMgr::tryGetEquipmentActor(s32 slot_idx) {
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if (mEntries[slot_idx].mStatus != EntryStatus::Ready) {
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return nullptr;
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}
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auto& handle = mProcHandles[slot_idx];
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if (handle.isAllocatedOrFailed()) {
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if (handle.isProcReady()) {
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auto* actor = sead::DynamicCast<ksys::act::Actor>(handle.releaseAndWakeProc());
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mEntries[slot_idx].mProcLink.acquire(actor, false);
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}
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}
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auto* actor =
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sead::DynamicCast<ksys::act::Actor>(mEntries[slot_idx].mProcLink.getProc(nullptr, nullptr));
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mEntries[slot_idx].reset();
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return actor;
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}
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void CreatePlayerEquipActorMgr::requestCreateWeapon(s32 slot_idx, const sead::SafeString& name,
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int value, const WeaponModifierInfo* modifier,
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const sead::SafeString& caller) {
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auto scope = mTracer.trace()->makeScope("requestCreateWeapon", caller, 1);
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deleteLoadingProc(slot_idx);
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auto* player = ksys::act::PlayerInfo::instance()->getPlayer();
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sead::Matrix34f pos;
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pos.makeT(player->getMtx().getTranslation());
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requestCreateWeaponByRawLife(name.cstr(), pos, 1.0,
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ksys::act::ActorHeapUtil::instance()->getBaseProcHeap(),
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&mProcHandles[slot_idx], value, false, modifier, 2, 2);
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onSlotLoadingRequested(slot_idx, name);
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}
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void CreatePlayerEquipActorMgr::requestCreateWeapon(const sead::SafeString& name, int value,
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const WeaponModifierInfo* modifier,
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const sead::SafeString& caller) {
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auto scope = mTracer.trace()->makeScope("requestCreateWeapon", caller, 1);
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auto* info_data = ksys::act::InfoData::instance();
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if (!info_data) {
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return;
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}
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const char* profile_raw;
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if (!info_data->getActorProfile(&profile_raw, name.cstr())) {
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return;
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}
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sead::SafeString profile = profile_raw;
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auto slot = CreateEquipmentSlot::WeaponSword;
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if (profile == "WeaponBow") {
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slot = CreateEquipmentSlot::WeaponBow;
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} else if (profile == "WeaponShield") {
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slot = CreateEquipmentSlot::WeaponShield;
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}
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requestCreateWeapon((s32)slot, name, value, modifier, caller);
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}
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// TODO: initialized in sInitArmorStrings (0x7100E2D0F0)
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// find a better place to put these
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// NOLINTNEXTLINE(misc-use-internal-linkage) doesn't match with static
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sead::SafeString ArmorDyeColor; // "ArmorDyeColor"
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// NOLINTNEXTLINE(misc-use-internal-linkage) doesn't match with static
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sead::SafeString EnableDynamicColorChange; // "EnableDynamicColorChange"
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void CreatePlayerEquipActorMgr::requestCreateArmor(s32 slot_idx, const sead::SafeString& name,
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int dye_color, const sead::SafeString& caller) {
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auto scope = mTracer.trace()->makeScope("requestCreateArmor", caller, 1);
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deleteLoadingProc(slot_idx);
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ksys::act::InstParamPack params;
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bool is_dye = ksys::act::InfoData::instance()->hasTag(name.cstr(), ksys::act::tags::ArmorDye);
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if (is_dye) {
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params->add(dye_color, ArmorDyeColor);
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if (ksys::gdt::getFlag_ColorChange_EnablePreview()) {
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params->add(true, EnableDynamicColorChange);
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}
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}
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{
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ksys::act::ActorConstDataAccess access;
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ksys::act::acquireActor(&ksys::act::PlayerInfo::instance()->getPlayerLink(), &access);
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sead::Vector3f pos;
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access.getActorMtx().getTranslation(pos);
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params->addPosition(pos);
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params->addResourceLane(2);
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ksys::act::ActorCreator::instance()->requestCreateActor(
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name.cstr(), ksys::act::ActorHeapUtil::instance()->getBaseProcHeap(),
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&mProcHandles[slot_idx], ¶ms, nullptr, 2);
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}
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onSlotLoadingRequested(slot_idx, name);
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}
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void CreatePlayerEquipActorMgr::requestCreateArmor(const sead::SafeString& name, int dye_color,
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const sead::SafeString& caller) {
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auto scope = mTracer.trace()->makeScope("requestCreateArmor", caller, 1);
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auto* info_data = ksys::act::InfoData::instance();
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if (!info_data) {
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return;
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}
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const char* profile_raw;
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if (!info_data->getActorProfile(&profile_raw, name.cstr())) {
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return;
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}
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sead::SafeString profile = profile_raw;
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auto slot = CreateEquipmentSlot::ArmorHead;
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if (profile == "Armor_Upper") {
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slot = CreateEquipmentSlot::ArmorUpper;
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} else if (profile == "Armor_Lower") {
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slot = CreateEquipmentSlot::ArmorLower;
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}
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requestCreateArmor((s32)slot, name, dye_color, caller);
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}
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void CreatePlayerEquipActorMgr::requestCreateDefaultArmor(s32 slot,
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const sead::SafeString& caller) {
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switch (slot) {
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case (s32)CreateEquipmentSlot::ArmorHead:
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requestCreateArmor(slot, "Armor_Default_Head", -1, caller);
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break;
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case (s32)CreateEquipmentSlot::ArmorUpper:
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requestCreateArmor(slot, "Armor_Default_Upper", -1, caller);
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break;
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case (s32)CreateEquipmentSlot::ArmorLower:
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requestCreateArmor(slot, "Armor_Default_Lower", -1, caller);
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break;
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default:
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break;
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||||
}
|
||||
}
|
||||
|
||||
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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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,
|
||||
¶ms, task_lane_id);
|
||||
}
|
||||
|
||||
} // namespace uking::act
|
||||
@@ -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
|
||||
@@ -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);
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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, ¶ms, nullptr,
|
||||
task_lane_id);
|
||||
}
|
||||
|
||||
} // namespace ksys::act
|
||||
@@ -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
|
||||
@@ -12,7 +12,6 @@
|
||||
namespace ksys::map {
|
||||
class MubinIter;
|
||||
class Object;
|
||||
;
|
||||
} // namespace ksys::map
|
||||
|
||||
namespace ksys::act {
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -26,6 +26,7 @@ public:
|
||||
bool isProcReady() const;
|
||||
bool hasProcCreationFailed() const;
|
||||
bool isProcCreationCancelled() const;
|
||||
bool isAllocatedOrFailed() const { return mUnit || mFailed; }
|
||||
|
||||
void deleteProcIfFailed();
|
||||
void deleteProc();
|
||||
|
||||
@@ -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; }
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user