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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
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