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path: root/src/Game/Actor/actCreatePlayerEquipActorMgr.cpp
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#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