PauseMenuDataMgr createPlayerEquipment

This commit is contained in:
Pistonight
2025-05-01 01:07:12 -07:00
parent 5bb38fb36b
commit cd19e8cd96
7 changed files with 258 additions and 14 deletions
+2
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@@ -1,4 +1,6 @@
target_sources(uking PRIVATE
actCreatePlayerEquipActorMgr.cpp
actCreatePlayerEquipActorMgr.h
actDragon.cpp
actDragon.h
actWeapon.cpp
@@ -0,0 +1,121 @@
#include "Game/Actor/actCreatePlayerEquipActorMgr.h"
#include <prim/seadStringBuilder.h>
#include "Game/Actor/actWeapon.h"
#include "Game/UI/uiPauseMenuDataMgr.h"
#include "KingSystem/ActorSystem/actInfoCommon.h"
#include "KingSystem/ActorSystem/actInfoData.h"
namespace uking::act {
SEAD_SINGLETON_DISPOSER_IMPL(CreatePlayerEquipActorMgr)
void CreatePlayerEquipActorMgr::requestCreateDefaultArmor(s32 slot,
const sead::SafeString& caller) {
switch (slot) {
case (int)CreateEquipmentSlot::ArmorHead:
doRequestCreateArmor(3, "Armor_Default_Head", -1, caller);
break;
case (int)CreateEquipmentSlot::ArmorUpper:
doRequestCreateArmor(4, "Armor_Default_Upper", -1, caller);
break;
case (int)CreateEquipmentSlot::ArmorLower:
doRequestCreateArmor(5, "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);
doRequestCreateArmor((int)CreateEquipmentSlot::ArmorHead, s, dye_color, caller);
}
bool needsArmorHeadB(const sead::SafeString& armor_head_name,
const sead::SafeString& armor_upper_name) {
if (armor_upper_name.isEmpty()) {
return false;
}
if (!ksys::act::InfoData::instance() ||
ksys::act::getArmorHeadMantleType(ksys::act::InfoData::instance(),
armor_head_name.cstr()) != 2) {
return false;
}
if (!ksys::act::InfoData::instance() ||
ksys::act::getArmorUpperUseMantleType(ksys::act::InfoData::instance(),
armor_upper_name.cstr()) == 0) {
return false;
}
return true;
}
CreateEquipmentSlot getCreateEquipmentSlot(ui::PouchItemType type) {
switch (type) {
case ui::PouchItemType::Sword:
return CreateEquipmentSlot::WeaponSword;
case ui::PouchItemType::Bow:
return CreateEquipmentSlot::WeaponBow;
case ui::PouchItemType::Shield:
return CreateEquipmentSlot::WeaponShield;
case ui::PouchItemType::ArmorHead:
return CreateEquipmentSlot::ArmorHead;
case ui::PouchItemType::ArmorUpper:
return CreateEquipmentSlot::ArmorUpper;
case ui::PouchItemType::ArmorLower:
return CreateEquipmentSlot::ArmorLower;
default:
return CreateEquipmentSlot::Length;
}
}
ui::EquipmentSlot getEquipmentSlot(CreateEquipmentSlot slot) {
switch (slot) {
case CreateEquipmentSlot::WeaponSword:
return ui::EquipmentSlot::WeaponRight;
case CreateEquipmentSlot::WeaponShield:
return ui::EquipmentSlot::WeaponLeft;
case CreateEquipmentSlot::WeaponBow:
return ui::EquipmentSlot::WeaponBow;
case CreateEquipmentSlot::ArmorHead:
return ui::EquipmentSlot::ArmorHead;
case CreateEquipmentSlot::ArmorUpper:
return ui::EquipmentSlot::ArmorUpper;
case 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 = CreatePlayerEquipActorMgr::instance();
if (!mgr) {
return false;
}
auto type = item->getType();
auto slot = getCreateEquipmentSlot(type);
int slot_idx = (int)slot;
if (slot <= CreateEquipmentSlot::WeaponBow) {
WeaponModifierInfo modifier(*item);
mgr->doRequestCreateWeapon(slot_idx, item->getName(), item->getValue(), &modifier, caller);
return true;
}
if (slot <= CreateEquipmentSlot::ArmorLower) {
mgr->doRequestCreateArmor(slot_idx, item->getName(), item->getValue(), caller);
return true;
}
return false;
}
} // namespace uking::act
@@ -0,0 +1,51 @@
#pragma once
#include <heap/seadDisposer.h>
#include <prim/seadSafeString.h>
namespace uking::ui {
class PouchItem;
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,
};
class CreatePlayerEquipActorMgr {
SEAD_SINGLETON_DISPOSER(CreatePlayerEquipActorMgr)
CreatePlayerEquipActorMgr();
virtual ~CreatePlayerEquipActorMgr();
public:
// TODO 0x71006669F8
void doRequestCreateWeapon(int slot_idx, const sead::SafeString& name, int value,
const WeaponModifierInfo* modifier, const sead::SafeString& caller);
// TODO 0x7100666CF8
void doRequestCreateArmor(int slot_idx, 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);
};
bool needsArmorHeadB(const sead::SafeString& armor_head_name,
const sead::SafeString& armor_upper_name);
CreateEquipmentSlot getCreateEquipmentSlot(ui::PouchItemType type);
ui::EquipmentSlot getEquipmentSlot(CreateEquipmentSlot slot);
bool createEquipmentFromItem(const ui::PouchItem* item, const sead::SafeString& caller);
} // namespace uking::act
+67 -1
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@@ -4,6 +4,7 @@
#include <limits>
#include <math/seadMathCalcCommon.h>
#include <prim/seadScopedLock.h>
#include "Game/Actor/actCreatePlayerEquipActorMgr.h"
#include "Game/Actor/actWeapon.h"
#include "Game/Cooking/cookManager.h"
#include "Game/DLC/aocManager.h"
@@ -1269,6 +1270,71 @@ int PauseMenuDataMgr::getItemCount(const sead::SafeString& name, bool count_equi
return count;
}
void PauseMenuDataMgr::createPlayerEquipment() {
constexpr const char* Caller = "PauseMenuDataMgr_FromSaveData";
const auto lock = sead::makeScopedLock(mCritSection);
auto* create_mgr = act::CreatePlayerEquipActorMgr::instance();
if (!create_mgr) {
return;
}
std::array<PouchItem*, (u64)act::CreateEquipmentSlot::Length> equipment_items{};
const auto& items = getItems();
PouchItem* item = items.isEmpty() ? nullptr : items.nth(0);
bool need_head_b = false;
if (item) {
for (; item; item = items.next(item)) {
auto type = item->getType();
if (type > PouchItemType::Material) {
break;
}
if (item->isInInventory() && item->isEquipped()) {
u64 slot = (u64)act::getCreateEquipmentSlot(type);
if (slot < equipment_items.size()) {
equipment_items[slot] = item;
}
}
}
const auto* head = equipment_items[(u64)act::CreateEquipmentSlot::ArmorHead];
if (head && equipment_items[(u64)act::CreateEquipmentSlot::ArmorUpper]) {
need_head_b = act::needsArmorHeadB(
head->getName(),
equipment_items[(u64)act::CreateEquipmentSlot::ArmorUpper]->getName());
}
}
auto* player = ksys::act::PlayerInfo::instance()->getPlayer();
s32 slot = 0; // <- this is required to match
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);
} else {
create_mgr->requestCreateArmorHeadB(equipment_items[i]->getName(),
equipment_items[i]->getValue(), Caller);
}
continue;
}
if (i > (u64)act::CreateEquipmentSlot::WeaponBow) {
create_mgr->requestCreateDefaultArmor(slot, Caller);
continue;
}
if (player) {
auto equipment_slot = getEquipmentSlot((act::CreateEquipmentSlot)i);
player->switchEquipment(getDefaultEquipment(equipment_slot), 30);
}
#ifdef MATCHING_HACK_NX_CLANG
asm(""); // force no unroll
#endif
}
}
void PauseMenuDataMgr::setEquippedWeaponItemValue(s32 value, PouchItemType type) {
if (isPouchItemNotWeapon(type))
return;
@@ -1294,7 +1360,7 @@ void PauseMenuDataMgr::setEquippedWeaponItemValue(s32 value, PouchItemType type)
const sead::SafeString& PauseMenuDataMgr::getDefaultEquipment(EquipmentSlot idx) const {
if (idx != EquipmentSlot::WeaponArrow &&
u32(idx) < u32(sValues.default_equipment_names.size())) {
return sValues.default_equipment_names(u32(idx));
return sValues.default_equipment_names(s32(idx));
}
return sead::SafeString::cEmptyString;
}
+3
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@@ -34,6 +34,8 @@ struct CookItem;
namespace uking::ui {
enum class CreateEquipmentSlot : u8;
constexpr int NumSwordsMax = 20;
constexpr int NumBowsMax = 14;
constexpr int NumArrowItemsMax = 6;
@@ -118,6 +120,7 @@ enum class EquipmentSlot {
ArmorHead = 4,
ArmorUpper = 5,
ArmorLower = 6,
Invalid = -1,
};
enum class ItemUse {