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authorLéo Lam <leo@leolam.fr>2026-09-28 03:39:31 +0200
committerLéo Lam <leo@leolam.fr>2026-10-11 04:53:08 +0200
commit419f8f46bb40763d9602e4f975a033194281c5f5 (patch)
treebdd44d13360e6d6c5422c1f269aa7af84d7075a2 /src/Game/UI
parentbdf141cf2d4919bb08de69d8a0c6cb4b6dd3e4ef (diff)
ksys/act: split IDamageManager out of DamageManagerBase
DamageManagerBase's root base class (previously DamageManagerBase_UnknownBase1) holds the damage callback list, and its code is linked among the ActorSystem objects rather than with the Game/Actor/Damage files. It appears to be an engine-side abstract base, so let's move it to KingSystem/ActorSystem as ksys::act::IDamageManager (unofficial name, following the ksys IManager/Manager pattern and Actor::getDamageMgr), together with DamageCallback and Struct20Base, and have Actor::getDamageMgr return it. DamageManagerBase now overrides its getters and inherits addDamageCallback/removeDamageCallback from it. The rest of the damage code stays in Game/Actor/Damage but is regrouped to match link order: Struct20::combineMaybe moves into actDamageManagerBase.cpp, Struct20::reset becomes inline and dmgStruct20.cpp becomes actDamageMgr.cpp. The uking::dmg namespace is merged into uking::act, so the files there take the act prefix too, and dmgInfoManager becomes actDamageInfoMgr after the class it holds. (AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
Diffstat (limited to 'src/Game/UI')
-rw-r--r--src/Game/UI/uiUtils.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/Game/UI/uiUtils.cpp b/src/Game/UI/uiUtils.cpp
index 3d4e4979..839f3336 100644
--- a/src/Game/UI/uiUtils.cpp
+++ b/src/Game/UI/uiUtils.cpp
@@ -1,6 +1,6 @@
#include "Game/UI/uiUtils.h"
#include "Game/AOC/aocHardModeManager.h"
-#include "Game/Actor/Damage/dmgInfoManager.h"
+#include "Game/Actor/Damage/actDamageInfoMgr.h"
#include "Game/Actor/actPlayerCreateMgr.h"
#include "Game/Actor/actWeapon.h"
#include "Game/UI/uiPauseMenuDataMgr.h"
@@ -56,7 +56,7 @@ void getWeaponStats(const PouchItem& item, WeaponStats* stats) {
} else if (isMasterSwordItem(item)) {
int power = 0;
if (item.getValue() > 0) {
- const bool is_true_form = dmg::DamageInfoMgr::instance()->isTrueFormMasterSword();
+ const bool is_true_form = act::DamageInfoMgr::instance()->isTrueFormMasterSword();
auto* info_ = ksys::act::InfoData::instance();
const char* name = item.getName().cstr();
if (is_true_form) {
@@ -69,7 +69,7 @@ void getWeaponStats(const PouchItem& item, WeaponStats* stats) {
stats->power = power;
} else if (isOneHitObliteratorActorName(item.getName())) {
- stats->power = dmg::DamageInfoMgr::instance()->isOneHitObliteratorActive() ? 99999 : 1;
+ stats->power = act::DamageInfoMgr::instance()->isOneHitObliteratorActive() ? 99999 : 1;
} else {
stats->power =
ksys::act::getAttackPower(ksys::act::InfoData::instance(), item.getName().cstr());