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
+4 -3
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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);
+67
View File
@@ -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
+10
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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