Implement some commonly used ActorConstDataAccess functions

This commit is contained in:
Léo Lam
2020-12-31 18:54:37 +01:00
parent 3f9172043c
commit cb19f53a48
8 changed files with 490 additions and 54 deletions
@@ -2,6 +2,7 @@ target_sources(uking PRIVATE
Profiles/actRopeBase.cpp
Profiles/actRopeBase.h
actActor.cpp
actActor.h
actActorCaptureMgr.cpp
actActorCaptureMgr.h
+10
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@@ -0,0 +1,10 @@
#include "KingSystem/ActorSystem/actActor.h"
#include "KingSystem/ActorSystem/actActorParam.h"
namespace ksys::act {
const sead::SafeString& Actor::getProfile() const {
return mActorParam->getProfile();
}
} // namespace ksys::act
+33 -2
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@@ -1,11 +1,17 @@
#pragma once
#include <math/seadMatrix.h>
#include <math/seadVector.h>
#include <prim/seadTypedBitFlag.h>
#include "KingSystem/ActorSystem/actBaseProc.h"
#include "KingSystem/Map/mapMubinIter.h"
namespace ksys {
namespace map {
class Object;
} // namespace map
namespace act {
namespace ai {
@@ -23,15 +29,38 @@ public:
_4 = 4,
};
enum class ActorFlag {
_18 = 0x18,
_25 = 0x25,
_2b = 0x2b,
};
enum class DeleteType {
_1 = 1,
_2 = 2,
_3 = 3,
};
Actor(); // FIXME
~Actor() override;
SEAD_RTTI_OVERRIDE(Actor, BaseProc)
const sead::SafeString& getProfile() const;
const char* getUniqueName() const;
ai::RootAi* getRootAi() const { return mRootAi; }
const ActorParam* getParam() const { return mActorParam; }
map::Object* getMapObject() const { return mMapObject; }
const map::MubinIter& getMapObjIter() const { return mMapObjIter; }
bool checkFlag(ActorFlag flag) const;
bool deleteEx(DeleteType type, DeleteReason reason, bool* ok = nullptr);
void setProperties(int x, const sead::Matrix34f& mtx, const sead::Vector3f& vel,
const sead::Vector3f& ang_vel, const sead::Vector3f& scale,
bool is_life_infinite, int i, int life) const;
virtual s32 getMaxLife();
virtual LifeRecoverInfo* getLifeRecoverInfo();
@@ -54,9 +83,11 @@ protected:
/* 0x578 */ u8 TEMP_0x578[0x648 - 0x578];
/* 0x648 */ map::MubinIter mMapObjIter;
/* 0x658 */ u8 TEMP_0x650[0x710 - 0x658];
// The name could be incorrect.
/* ..... */ // The name could be incorrect.
/* 0x710 */ sead::TypedBitFlag<StasisFlag> mStasisFlags;
/* 0x714 */ u8 TEMP_0x714[0x838 - 0x714]; // FIXME
/* 0x714 */ u8 TEMP_0x714[0x7c8 - 0x714]; // FIXME
/* 0x7c8 */ map::Object* mMapObject;
/* 0x7d0 */ u8 TEMP_0x7d0[0x838 - 0x7d0];
};
KSYS_CHECK_SIZE_NX150(Actor, 0x838);
@@ -1,6 +1,16 @@
#include "KingSystem/ActorSystem/actActorConstDataAccess.h"
#include <prim/seadRuntimeTypeInfo.h>
#include "KingSystem/ActorSystem/actActor.h"
#include "KingSystem/ActorSystem/actActorParam.h"
#include "KingSystem/ActorSystem/actActorUtil.h"
#include "KingSystem/ActorSystem/actAiRoot.h"
#include "KingSystem/Map/mapObject.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectAttack.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectEnemy.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectHorseTargetedInfo.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectLiftable.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectSystem.h"
#include "KingSystem/Resource/resResourceGParamList.h"
namespace ksys::act {
@@ -10,6 +20,10 @@ static BaseProc* getProcIfActor(BaseProc* proc) {
return nullptr;
}
inline Actor* ActorConstDataAccess::getActor() const {
return static_cast<Actor*>(getProcIfActor(mProc));
}
bool ActorConstDataAccess::acquireActor(const ActorLinkConstDataAccess& other) {
return acquire(getProcIfActor(other.mProc));
}
@@ -19,11 +33,11 @@ bool ActorConstDataAccess::hasProc(BaseProc* proc) const {
}
bool ActorConstDataAccess::hasProc(const BaseProcLink& link) const {
return link.hasProcById(getProcIfActor(mProc));
return link.hasProcById(getActor());
}
bool ActorConstDataAccess::linkAcquire(BaseProcLink* link) const {
auto* proc = getProcIfActor(mProc);
auto* proc = getActor();
if (proc)
return link->acquire(proc, false);
@@ -32,7 +46,7 @@ bool ActorConstDataAccess::linkAcquire(BaseProcLink* link) const {
}
bool ActorConstDataAccess::linkAcquireImmediately(BaseProcLink* link) const {
auto* proc = getProcIfActor(mProc);
auto* proc = getActor();
if (proc)
return link->acquire(proc, true);
@@ -40,6 +54,27 @@ bool ActorConstDataAccess::linkAcquireImmediately(BaseProcLink* link) const {
return false;
}
bool ActorConstDataAccess::isPlayerProfile() const {
return act::isPlayerProfile(getActor());
}
bool ActorConstDataAccess::isWeaponProfile() const {
return act::isWeaponProfile(getActor());
}
bool ActorConstDataAccess::isNPCProfile() const {
return act::isNPCProfile(getActor());
}
bool ActorConstDataAccess::isEnemyProfile() const {
return act::isEnemyProfile(getActor());
}
const sead::SafeString& ActorConstDataAccess::getProfile() const {
auto* actor = getActor();
return actor && actor->getParam() ? actor->getProfile() : sead::SafeString::cEmptyString;
}
void ActorConstDataAccess::debugLog(s32, const sead::SafeString&) const {
// Intentionally left empty.
}
@@ -51,15 +86,57 @@ const sead::SafeString& ActorConstDataAccess::getName() const {
return proc->getName();
}
const sead::SafeString& ActorConstDataAccess::getLiftType() const {
auto* actor = getActor();
if (!actor)
return sead::SafeString::cEmptyString;
return actor->getParam()->getRes().mGParamList->getLiftable()->mLiftType.ref();
}
bool ActorConstDataAccess::isDisableFreezeLift() const {
auto* actor = getActor();
if (!actor)
return false;
return actor->getParam()->getRes().mGParamList->getLiftable()->mDisableFreezeLift.ref();
}
bool ActorConstDataAccess::isDisableBurnLift() const {
auto* actor = getActor();
if (!actor)
return false;
return actor->getParam()->getRes().mGParamList->getLiftable()->mDisableBurnLift.ref();
}
bool ActorConstDataAccess::hasTag(const char* tag) const {
auto* actor = getActor();
if (!actor)
return false;
return actor->getParam()->getRes().mActorLink->hasTag(tag);
}
bool ActorConstDataAccess::hasTag(u32 tag) const {
auto* actor = getActor();
if (!actor)
return false;
return actor->getParam()->getRes().mActorLink->hasTag(tag);
}
const char* ActorConstDataAccess::getUniqueName() const {
auto* actor = getActor();
if (!actor)
return nullptr;
return actor->getUniqueName();
}
u32 ActorConstDataAccess::getId() const {
auto* proc = getProcIfActor(mProc);
auto* proc = getActor();
if (!proc)
return 0xffffffff;
return proc->getId();
}
bool ActorConstDataAccess::acquireConnectedCalcParent(ActorLinkConstDataAccess* accessor) const {
auto* proc = getProcIfActor(mProc);
auto* proc = getActor();
if (!proc)
return false;
@@ -68,7 +145,7 @@ bool ActorConstDataAccess::acquireConnectedCalcParent(ActorLinkConstDataAccess*
}
bool ActorConstDataAccess::acquireConnectedCalcChild(ActorLinkConstDataAccess* accessor) const {
auto* proc = getProcIfActor(mProc);
auto* proc = getActor();
if (!proc)
return false;
@@ -77,10 +154,258 @@ bool ActorConstDataAccess::acquireConnectedCalcChild(ActorLinkConstDataAccess* a
}
bool ActorConstDataAccess::hasConnectedCalcParent() const {
auto* proc = getProcIfActor(mProc);
auto* proc = getActor();
return proc && sead::DynamicCast<Actor>(proc->getConnectedCalcParent()) != nullptr;
}
bool ActorConstDataAccess::checkFlag2B() const {
auto* actor = getActor();
if (!actor)
return false;
return actor->checkFlag(Actor::ActorFlag::_2b);
}
bool ActorConstDataAccess::deleteLater(BaseProc::DeleteReason reason) const {
auto* actor = getActor();
if (!actor)
return false;
return actor->deleteLater(reason);
}
bool ActorConstDataAccess::deleteEx(BaseProc::DeleteReason reason) const {
auto* actor = getActor();
if (!actor)
return false;
return actor->deleteEx(Actor::DeleteType::_1, reason);
}
bool ActorConstDataAccess::sleep(BaseProc::SleepWakeReason reason) const {
auto* actor = getActor();
if (!actor)
return false;
actor->sleep(reason);
return true;
}
bool ActorConstDataAccess::wakeUp(BaseProc::SleepWakeReason reason) const {
auto* actor = getActor();
if (!actor)
return false;
actor->wakeUp(reason);
return true;
}
bool ActorConstDataAccess::setProperties(int x, const sead::Matrix34f& mtx,
const sead::Vector3f& vel, const sead::Vector3f& ang_vel,
const sead::Vector3f& scale, bool is_life_infinite, int i,
int life) const {
auto* actor = getActor();
if (!actor)
return false;
actor->setProperties(x, mtx, vel, ang_vel, scale, is_life_infinite, i, life);
return true;
}
bool ActorConstDataAccess::setProperties(const sead::Matrix34f& mtx, const sead::Vector3f& vel,
const sead::Vector3f& ang_vel, const sead::Vector3f& scale,
bool is_life_infinite, int i, int life) const {
return setProperties(0, mtx, vel, ang_vel, scale, is_life_infinite, i, life);
}
bool ActorConstDataAccess::isStateSleep() const {
auto* actor = getActor();
return actor && actor->isSleep();
}
bool ActorConstDataAccess::isStateCalc() const {
auto* actor = getActor();
return actor && actor->isCalc();
}
bool ActorConstDataAccess::isDeletedOrDeleting() const {
auto* actor = getActor();
return actor && actor->isDeletedOrDeleting();
}
res::GParamList* ActorConstDataAccess::getGParamList() const {
auto* actor = getActor();
if (!actor)
return nullptr;
return actor->getParam()->getRes().mGParamList;
}
res::Shop* ActorConstDataAccess::getShopData() const {
auto* actor = getActor();
if (!actor)
return nullptr;
return actor->getParam()->getRes().mShopData;
}
const sead::SafeString& ActorConstDataAccess::getAttackSpHitActor() const {
auto* actor = getActor();
if (!actor)
return sead::SafeString::cEmptyString;
return actor->getParam()->getRes().mGParamList->getAttack()->mSpHitActor.ref();
}
const sead::SafeString& ActorConstDataAccess::getAttackSpHitTag() const {
auto* actor = getActor();
if (!actor)
return sead::SafeString::cEmptyString;
return actor->getParam()->getRes().mGParamList->getAttack()->mSpHitTag.ref();
}
const sead::SafeString& ActorConstDataAccess::getAttackWeakHitTag() const {
auto* actor = getActor();
if (!actor)
return sead::SafeString::cEmptyString;
return actor->getParam()->getRes().mGParamList->getAttack()->mSpWeakHitActor.ref();
}
f32 ActorConstDataAccess::getAttackSpHitRatio() const {
auto* actor = getActor();
if (!actor)
return 1.0f;
return actor->getParam()->getRes().mGParamList->getAttack()->mSpHitRatio.ref();
}
s32 ActorConstDataAccess::getAttackPower() const {
auto* actor = getActor();
if (!actor)
return 0;
return actor->getParam()->getRes().mGParamList->getAttack()->mPower.ref();
}
map::ObjectLinkData* ActorConstDataAccess::getMapObjectLinkData() const {
auto* actor = getActor();
if (!actor)
return nullptr;
auto* object = actor->getMapObject();
if (!object)
return nullptr;
return object->getLinkData();
}
map::Object* ActorConstDataAccess::getMapObject() const {
auto* actor = getActor();
if (!actor)
return nullptr;
return actor->getMapObject();
}
s32 ActorConstDataAccess::getEnemyRank() const {
auto* actor = getActor();
if (!actor)
return 0;
auto* gparam = actor->getParam()->getRes().mGParamList;
if (!gparam || !gparam->getEnemy())
return 0;
return gparam->getEnemy()->mRank.ref();
}
bool ActorConstDataAccess::getSameGroupActorName(sead::SafeString* name) const {
auto* actor = getActor();
if (!actor) {
*name = sead::SafeString::cEmptyString;
return false;
}
auto* gparam = actor->getParam()->getRes().mGParamList;
if (!gparam || !gparam->getSystem()) {
*name = actor->getName();
return false;
}
const auto& group_name = gparam->getSystem()->mSameGroupActorName.ref();
if (group_name.isEmpty()) {
*name = actor->getName();
return false;
}
*name = group_name;
return true;
}
bool ActorConstDataAccess::checkFlag18() const {
auto* actor = getActor();
return actor && actor->checkFlag(Actor::ActorFlag::_18);
}
bool ActorConstDataAccess::isPlayerTheConnectedParent() const {
auto* actor = getActor();
if (!actor)
return false;
auto* parent = sead::DynamicCast<Actor>(actor->getConnectedCalcParent());
if (!parent)
return false;
return parent->getProfile() == "Player";
}
void ActorConstDataAccess::setThisActorAsParent(BaseProc* child, bool delete_parent_on_delete) {
auto* actor = getActor();
if (!actor)
return;
child->setConnectedCalcParent(actor, delete_parent_on_delete);
}
void ActorConstDataAccess::setThisActorAsChild(BaseProc* parent, bool delete_child_on_delete) {
auto* actor = getActor();
if (!actor)
return;
parent->setConnectedCalcChild(actor, delete_child_on_delete);
}
bool ActorConstDataAccess::isFlyingBalloon() const {
auto* actor = getActor();
if (!actor)
return false;
bool* value;
return actor->getRootAi()->getAITreeVariable(&value, "IsFlyingBalloon") && *value;
}
u32 ActorConstDataAccess::getBalloonHungActorBaseProcID() const {
auto* actor = getActor();
if (!actor)
return -1;
int* value;
if (!actor->getRootAi()->getAITreeVariable(&value, "BalloonHungActorBaseProcID"))
return -1;
return *value;
}
bool ActorConstDataAccess::checkFlag25() const {
auto* actor = getActor();
return actor && actor->checkFlag(Actor::ActorFlag::_25);
}
f32 ActorConstDataAccess::getHorseMoveRadius() const {
auto* actor = getActor();
if (!actor)
return -1.0;
return actor->getParam()->getRes().mGParamList->getHorseTargetedInfo()->mHorseMoveRadius.ref();
}
f32 ActorConstDataAccess::getHorseAvoidOffset() const {
auto* actor = getActor();
if (!actor)
return -1.0;
return actor->getParam()->getRes().mGParamList->getHorseTargetedInfo()->mHorseAvoidOffset.ref();
}
bool ActorConstDataAccess::horseTargetedIsCircularMoveAlways() const {
auto* actor = getActor();
if (!actor)
return false;
auto* gparam = actor->getParam()->getRes().mGParamList;
return gparam->getHorseTargetedInfo()->mIsCircularMoveAlways.ref();
}
bool acquireActor(BaseProcLink* link, ActorConstDataAccess* accessor) {
return link->getProcInContext([accessor](BaseProc* proc, bool valid) {
if (!proc) {
@@ -1,13 +1,27 @@
#pragma once
#include <math/seadMatrix.h>
#include <math/seadVector.h>
#include <prim/seadRuntimeTypeInfo.h>
#include "KingSystem/ActorSystem/actActorLinkConstDataAccess.h"
#include "KingSystem/ActorSystem/actBaseProc.h"
#include "KingSystem/ActorSystem/actBaseProcLink.h"
#include "KingSystem/Utils/Types.h"
namespace ksys::map {
class Object;
class ObjectLinkData;
} // namespace ksys::map
namespace ksys::res {
class GParamList;
class Shop;
} // namespace ksys::res
namespace ksys::act {
class Actor;
class ActorConstDataAccess : public ActorLinkConstDataAccess {
public:
ActorConstDataAccess() = default;
@@ -34,23 +48,77 @@ public:
void debugLog(s32, const sead::SafeString& method_name) const;
bool isPlayerProfile() const;
bool isWeaponProfile() const;
bool isNPCProfile() const;
bool isEnemyProfile() const;
const sead::SafeString& getProfile() const;
const sead::SafeString& getName() const;
const sead::SafeString& getLiftType() const;
bool isDisableFreezeLift() const;
bool isDisableBurnLift() const;
bool hasTag(const char* tag) const;
bool hasTag(u32 tag) const;
const char* getUniqueName() const;
u32 getId() const;
bool acquireConnectedCalcParent(ActorLinkConstDataAccess* accessor) const;
bool acquireConnectedCalcChild(ActorLinkConstDataAccess* accessor) const;
bool hasConnectedCalcParent() const;
bool checkFlag2B() const;
bool deleteLater(BaseProc::DeleteReason reason) const;
bool fadeOutDelete(BaseProc::DeleteReason reason) const;
bool deleteEx(BaseProc::DeleteReason reason) const;
bool sleep(BaseProc::SleepWakeReason reason) const;
bool wakeUp(BaseProc::SleepWakeReason reason) const;
bool setProperties(int x, const sead::Matrix34f& mtx, const sead::Vector3f& vel,
const sead::Vector3f& ang_vel, const sead::Vector3f& scale,
bool is_life_infinite, int i, int life) const;
bool setProperties(const sead::Matrix34f& mtx, const sead::Vector3f& vel,
const sead::Vector3f& ang_vel, const sead::Vector3f& scale,
bool is_life_infinite, int i, int life) const;
bool isStateSleep() const;
bool isStateCalc() const;
bool isDeletedOrDeleting() const;
res::GParamList* getGParamList() const;
res::Shop* getShopData() const;
const sead::SafeString& getAttackSpHitActor() const;
const sead::SafeString& getAttackSpHitTag() const;
const sead::SafeString& getAttackWeakHitTag() const;
f32 getAttackSpHitRatio() const;
s32 getAttackPower() const;
map::ObjectLinkData* getMapObjectLinkData() const;
map::Object* getMapObject() const;
s32 getEnemyRank() const;
bool getSameGroupActorName(sead::SafeString* name) const;
bool checkFlag18() const;
bool isPlayerTheConnectedParent() const;
void setThisActorAsParent(BaseProc* child, bool delete_parent_on_delete);
void setThisActorAsChild(BaseProc* parent, bool delete_child_on_delete);
bool isAttClientEnabled(const sead::SafeString& client) const;
bool isFlyingBalloon() const;
u32 getBalloonHungActorBaseProcID() const;
bool checkFlag25() const;
f32 getHorseMoveRadius() const;
f32 getHorseAvoidOffset() const;
bool horseTargetedIsCircularMoveAlways() const;
private:
Actor* getActor() const;
u8 _10 = 0;
};
KSYS_CHECK_SIZE_NX150(ActorConstDataAccess, 0x18);
@@ -46,7 +46,7 @@ bool ActorLimiter::List::addActor(BaseProc* proc, bool allow_evicting_old_actors
acquireActor(&target_node->proc_link, &acc);
}
acc.fadeOutDelete(BaseProc::DeleteReason::_15);
acc.deleteEx(BaseProc::DeleteReason::_15);
}
if (target_node == nullptr)
+1
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@@ -90,6 +90,7 @@ public:
State getState() const { return mState; }
bool isInit() const { return mState == State::Init; }
bool isCalc() const { return mState == State::Calc; }
bool isSleep() const { return mState == State::Sleep; }
bool isDeletedOrDeleting() const {
return mState == State::Delete || mStateFlags.isOn(StateFlags::RequestDelete);
}