CFESEditPlayer.cpp 69 KB

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  1. #include "CFESEditPlayer.h"
  2. #include "GU.h"
  3. #include "GM.h"
  4. #include "XMATH.h"
  5. #include "CPlayerManager.h"
  6. #include "UNITROT.h"
  7. #include "CBallProj.h"
  8. #include "CBall.h"
  9. #include "GFXCAMERA.h"
  10. #include "CUIMsgShopButton.h"
  11. #include "FESU.h"
  12. #include "CStageManager.h"
  13. #include "CStoryCore.h"
  14. #include "FREE.h"
  15. #include "CFE3DPlayer.h"
  16. #include "CFTTTextureManager.h"
  17. #include "CFE.h"
  18. #include "CGraphicsTexLoadOptions.h"
  19. #include "CPlayerShader.h"
  20. #include "Matrix.h"
  21. #include "CGfxShadowMapManager.h"
  22. #include "CFTTCamera.h"
  23. #include "CGFXSpec.h"
  24. #include "GFXRENDER.h"
  25. #include "CUITileItemSelector.h"
  26. #include "SNDFE.h"
  27. #include "LOCstring.h"
  28. #include "CMessageBoxHandler.h"
  29. #include "SYSCORE.h"
  30. #include "CFTTTextureCache.h"
  31. #include "CGfxPostProcess.h"
  32. #include "CFTTBatchModelManager.h"
  33. #include "CGfxPlayer.h"
  34. #include "CGfxSubBoard.h"
  35. #include "TStoryConfig.h"
  36. #include "CFEKeyboard.h"
  37. #include "CGfxCharacter.h"
  38. #include "CFESShopHelper.h"
  39. #include "memctrl.h"
  40. CFTTVector32 s_vCamTarget[6]; // 00350770
  41. float s_fCamDist[6] = {3.75, 1.5, 1.5, 1.75, 1.5, 2.0}; // 003362E4
  42. float s_fCamTilt[6] = {0.08, 0.08, 0.08, 0.3, 0.08, 0.08}; // 00336314
  43. float s_fCamRot[6] = {0.3, 0.75, 0.3, 0.3, 0.3, 0.3}; // 003362FC
  44. bool CFESEditPlayer::ms_bCancelChanges; // 003507BC
  45. CFEKeyboard* CFESEditPlayer::ms_pKeyboard; // 003507B8
  46. // 003363E0
  47. int m_iHairColourPosition[] = {0, 2, 1, 4, 3, 5, 6, 7};
  48. // 00336390
  49. int m_iHairStylePosition[] = {0, 2, 5, 6, 10, 12, 18, 19, 1, 3, 13, 7, 9, 17, 11, 4, 14, 15, 16};
  50. // 00336400
  51. int m_iFacialHairPosition[] = {1, 6, 3, 2, 7, 4, 5};
  52. // 00336420
  53. int m_iBootsColour[] = {0, 9, 11, 1, 10, 6, 2, 7, 3, 5, 8, 4};
  54. // 0033637C
  55. int m_iUnlockText[] = {0x85, 0x133, 0x131, 0x134, 0x132};
  56. static uint unk_2FE208[13] = {0xFF000000, 0xFFFFFFFF, 0xFFDBA83F, 0xFFED1F24,
  57. 0xFF0E70A1, 0xFFFD2357, 0xFFE2F41F, 0xFFE2F41F,
  58. 0xFFFA5D1A, 0xFF34287A, 0xFF4F2819, 0xFF73E407,
  59. 0xFF737373};
  60. // 002FE238
  61. static int unk_2FE238[] = {20, 20, 2, 2, 2, 9, 13};
  62. // 002FE254
  63. static int unk_2FE254[] = {0, -8192, 6553, 6553, 2048, 0, 32};
  64. // 002FE270
  65. static float unk_2FE270[] = {0.10000000149011612f, 0.10000000149011612f,
  66. 0.20000000298023224f, 0.20000000298023224f,
  67. 0.10000000149011612f, 0.10000000149011612f,
  68. 0.0f};
  69. static const int dword_2FE1F0[6] = {1, 2, 4, 5, 7, 8};
  70. // 0033632C
  71. int s_iPlayerRot[6] = {0, 0, 0, 0, 0x2000, 0x2000};
  72. //-------------------------------------------------------------------------------------------------
  73. // 00128200 //^_^
  74. //单元测试等级:目测游戏表现
  75. //测试内容:启动游戏到第6关传球射门
  76. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  77. //测试分支: 无
  78. CFESEditPlayer::~CFESEditPlayer() {
  79. }
  80. //-------------------------------------------------------------------------------------------------
  81. // 00129A5C //^_^
  82. //单元测试等级:目测游戏表现
  83. //测试内容:启动游戏到第6关传球射门
  84. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  85. //测试分支: 无
  86. typedef void (*CFESEditPlayer_CancelChanges)();
  87. void CFESEditPlayer::CancelChanges() {
  88. CFESEditPlayer::ms_bCancelChanges = true;
  89. }
  90. //-------------------------------------------------------------------------------------------------
  91. // 00128118 //^_-
  92. //单元测试等级:目测游戏表现
  93. //测试内容:启动游戏到第6关传球射门
  94. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  95. //测试分支: 无
  96. CFESEditPlayer::CFESEditPlayer(void) {
  97. this->field_12C = 0;
  98. this->m_p3DPlayer_98 = 0;
  99. this->m_tTextures_9C.pCTeam_0 = 0;
  100. this->m_tTextures_9C.filed_4 = -1;
  101. this->m_tTextures_9C.pTexture_8 = 0;
  102. this->m_tTextures_9C.pTexture_C = 0;
  103. this->m_tTextures_9C.pTexture_10 = 0;
  104. this->m_tTextures_9C.pTexture_14 = 0;
  105. s_vCamTarget[5].float_4 = 1.100000023841858; // 40
  106. s_vCamTarget[5].float_8 = 0; // 44
  107. s_vCamTarget[2].float_8 = 0; // 20
  108. s_vCamTarget[3].float_0 = 0; // 24
  109. s_vCamTarget[3].float_4 = 0; // 28
  110. s_vCamTarget[3].float_8 = 0; // 2C
  111. s_vCamTarget[4].float_0 = 0; // 30
  112. s_vCamTarget[4].float_4 = 1.5; // 34
  113. s_vCamTarget[4].float_8 = 0; // 38
  114. s_vCamTarget[5].float_0 = 0; // 3C
  115. s_vCamTarget[0].float_0 = 0; // 0
  116. s_vCamTarget[0].float_4 = 1; // 4
  117. s_vCamTarget[0].float_8 = 0; // 8
  118. s_vCamTarget[1].float_0 = 0; // C
  119. s_vCamTarget[1].float_4 = 1.7000000476837158; // 10
  120. s_vCamTarget[1].float_8 = 0; // 14
  121. s_vCamTarget[2].float_0 = 0; // 18
  122. s_vCamTarget[2].float_4 = 1.7000000476837158; // 1C
  123. this->field_B4 = 0;
  124. this->field_B8 = 0;
  125. this->field_BC = 0;
  126. this->field_C0 = 0;
  127. this->field_C4 = 1;
  128. this->field_C8 = 1;
  129. this->field_CC = 1;
  130. this->field_154 = -1;
  131. this->field_158 = -1;
  132. this->field_15C = 0;
  133. GFXCAMERA_UpdateMatrices();
  134. }
  135. //-------------------------------------------------------------------------------------------------
  136. // 00129C54 //^_-
  137. //单元测试等级:目测游戏表现
  138. //测试内容:启动游戏到第6关传球射门
  139. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  140. //测试分支: 无
  141. void CFESEditPlayer::CheckUnlocked(int i1, int i2) {
  142. // 00129C54
  143. int r1_i = i1;
  144. int lr_i = 32 - i2;
  145. // int r3_i = i2 - 32;
  146. uint64 r6r5_ull = CStoryProfile::m_tData.field_210[i1];
  147. uint32 r5_ui = (r6r5_ull >> 32u);
  148. uint32 r6_ui = r6r5_ull;
  149. uint r12 = 1;
  150. int r4_i = (1u >> lr_i);
  151. // 00129C66
  152. if (i2 >= 32) {
  153. // 00129C78
  154. r4_i = (1u << (uint)(i2 - 32));
  155. }
  156. int r3_i = r5_ui & r4_i;
  157. r5_ui = r12 << (uint)i2;
  158. /*
  159. * 此处这个IT判断前几条代码没有发现CMP或者ADDS之类的开头,所以猜测是和上一个CMP一致(if( r3_i >= 0)),省略写法,是不是这样?
  160. * 原始汇编:IT GE
  161. MOVGE R5, #0
  162. 自己汇编:IT GT
  163. MOVGT R4, #0
  164. */
  165. // 00129C84
  166. if (i2 >= 32) {
  167. // 00129C86
  168. r5_ui = 0;
  169. }
  170. int r6_i = r6_ui & r5_ui;
  171. r3_i = r3_i | r6_i;
  172. // 00129C8A
  173. if (r3_i != 0) {
  174. // 00129C8E
  175. this->field_154 = -1;
  176. this->field_158 = -1;
  177. r1_i = 0;
  178. } else {
  179. // loc_129C9A
  180. this->field_154 = r1_i;
  181. this->field_158 = i2;
  182. r1_i = STY_tConfig.PlayerCustomisationNumber_54D4[r1_i][i2];
  183. }
  184. // loc_129CB2
  185. CUIMsgShopButton* r2_pMsgShopButton = this->m_pMsgShopButton_130;
  186. this->field_15C = r1_i;
  187. if (r2_pMsgShopButton != 0) {
  188. // 00129CC2
  189. r2_pMsgShopButton->SetCost(r1_i);
  190. }
  191. // locret_129CC6
  192. return;
  193. }
  194. //-------------------------------------------------------------------------------------------------
  195. // 00129514 //^_^
  196. //单元测试等级:目测游戏表现
  197. //测试内容:启动游戏到第6关传球射门
  198. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  199. //测试分支: 无
  200. int CFESEditPlayer::ApplyToProfile() {
  201. // 00129514
  202. int r6_i = this->field_B4;
  203. int r0_i = MP_cMyProfile.GetHairStyle();
  204. // 0012952A
  205. if (r6_i == r0_i) {
  206. // 0012952E
  207. r6_i = this->field_B8;
  208. r0_i = MP_cMyProfile.GetFacialHair();
  209. // 00129538
  210. if (r6_i == r0_i) {
  211. // 0012953C
  212. r6_i = this->field_BC;
  213. r0_i = MP_cMyProfile.GetHairColour();
  214. // 00129546
  215. if (r6_i == r0_i) {
  216. // 0012954A
  217. r6_i = this->field_C0;
  218. r0_i = MP_cMyProfile.GetBootColour();
  219. // 00129554
  220. if (r6_i == r0_i) {
  221. // 00129558
  222. r6_i = this->field_C4;
  223. r0_i = MP_cMyProfile.GetShirtLength();
  224. // 00129562
  225. if (r6_i == r0_i) {
  226. // 00129566
  227. r6_i = this->field_C8;
  228. r0_i = MP_cMyProfile.GetBodyType();
  229. // 00129570
  230. if (r6_i == r0_i) {
  231. // 00129576
  232. r6_i = this->field_CC;
  233. r0_i = MP_cMyProfile.GetShirtNumber();
  234. // 0012957E
  235. if (r6_i == r0_i) {
  236. // 00129582
  237. const wchar_t* r1_pwc = MP_cMyProfile.GetPlayerName();
  238. if (xstrcmp(this->m_pName_D0, r1_pwc) == 0) {
  239. // loc_129646
  240. return 0;
  241. }
  242. }
  243. // loc_129596
  244. }
  245. // loc_129596
  246. }
  247. // loc_129596
  248. }
  249. // loc_129596
  250. }
  251. // loc_129596
  252. }
  253. // loc_129596
  254. }
  255. // loc_129596
  256. MP_cMyProfile.SetHairStyle(this->field_B4);
  257. MP_cMyProfile.SetFacialHair(this->field_B8);
  258. MP_cMyProfile.SetHairColour(this->field_BC);
  259. MP_cMyProfile.SetBootColour(this->field_C0);
  260. MP_cMyProfile.SetShirtLength(this->field_C4);
  261. MP_cMyProfile.SetBodyType(this->field_C8);
  262. MP_cMyProfile.SetShirtNumber(this->field_CC);
  263. const wchar_t* r1_pwc = CFESEditPlayer::ms_pKeyboard->GetString();
  264. wchar_t var_32[17];
  265. xstrlcpy(var_32, r1_pwc, 17);
  266. r1_pwc = MP_cMyProfile.GetPlayerName();
  267. r0_i = xstrcmp(this->m_pName_D0, r1_pwc);
  268. // 00129606
  269. if (r0_i != 0) {
  270. // 0012960A
  271. r0_i = CFESEditPlayer::HaveEasterEggName(this->m_pName_D0);
  272. // 0012960E
  273. if (r0_i != 0) {
  274. // 00129612
  275. r1_pwc = MP_cMyProfile.GetPlayerName();
  276. xstrlcpy(this->m_pName_D0, r1_pwc, 17);
  277. this->SetupPlayer();
  278. } else {
  279. // loc_129628
  280. FESU_WordsStartWithCapital(this->m_pName_D0);
  281. MP_cMyProfile.SetPlayerName(this->m_pName_D0);
  282. }
  283. }
  284. // loc_129636
  285. CStoryCore::m_tStageManager.InitTeams();
  286. return 1;
  287. }
  288. //-------------------------------------------------------------------------------------------------
  289. // 00129658 //^_^
  290. //单元测试等级:目测游戏表现
  291. //测试内容:启动游戏到第6关传球射门
  292. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  293. //测试分支: 无
  294. void CFESEditPlayer::Exit() {
  295. // 00129658
  296. FREE_RenderShutdown();
  297. // 00129668
  298. if (CFESEditPlayer::ms_pKeyboard != 0) {
  299. // 0012966E
  300. delete CFESEditPlayer::ms_pKeyboard;
  301. CFESEditPlayer::ms_pKeyboard = NULL;
  302. }
  303. // loc_129676
  304. if (this->m_p3DPlayer_98 != 0) {
  305. // 00129676
  306. this->m_p3DPlayer_98->Shutdown();
  307. // 00129684
  308. if (this->m_p3DPlayer_98 != NULL) {
  309. // 00129686
  310. delete this->m_p3DPlayer_98;
  311. }
  312. // loc_12968E
  313. this->m_p3DPlayer_98 = 0;
  314. }
  315. // loc_129694
  316. if (this->m_pHeroScene_160 != 0) {
  317. // 0012969A
  318. delete this->m_pHeroScene_160;
  319. this->m_pHeroScene_160 = 0;
  320. }
  321. // loc_1296A8
  322. CGfxKits::FreeKitTeamTextures(&this->m_tTextures_9C);
  323. int r1_i = this->field_164;
  324. int r0_i = r1_i + 1;
  325. // 001296B4
  326. if (r0_i != 0) {
  327. // 001296B8
  328. FTT_pTex->ReleaseTexture(r1_i);
  329. this->field_164 = -1;
  330. }
  331. // locret_1296CC
  332. }
  333. //-------------------------------------------------------------------------------------------------
  334. // 001297B8 //^_-
  335. //单元测试等级:目测游戏表现
  336. //测试内容:启动游戏到第6关传球射门
  337. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  338. //测试分支: 无
  339. int CFESEditPlayer::HaveEasterEggName(wchar_t* pwc1) {
  340. // 001297B8
  341. char var_31[17];
  342. UnicodeToUTF8(var_31, pwc1, 17);
  343. uint r0_i = FTTHash(var_31);
  344. uint r6_i = r0_i ^ 0x3A8F05C5;
  345. int r4_i = 0;
  346. // loc_129816
  347. while (r4_i <= 2) {
  348. // loc_1297FC
  349. r0_i = STY_tConfig.EEListRecordc_677c[r4_i].name;
  350. // 00129800
  351. if (r0_i == r6_i) {
  352. // 00129804
  353. int r5_i = STY_tConfig.EEListRecordc_677c[r4_i].ID;
  354. r0_i = MP_cMyProfile.EasterEggAlreadyFound(r5_i);
  355. // 00129810
  356. if (r0_i == 0) {
  357. // loc_12981E
  358. MP_cMyProfile.FoundEasterEgg(r5_i);
  359. r0_i = STY_tConfig.EEListRecordc_677c[r4_i].Credits;
  360. CCurrency::AddCredits(r0_i, false, 0, true, true, false);
  361. return r4_i;
  362. }
  363. }
  364. // loc_129812
  365. r4_i++;
  366. }
  367. // 0012981A
  368. r4_i = 0;
  369. return r4_i;
  370. }
  371. //-------------------------------------------------------------------------------------------------
  372. // 00128210 //^_-
  373. //单元测试等级:目测游戏表现
  374. //测试内容:启动游戏到第6关传球射门
  375. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  376. //测试分支: 无
  377. void CFESEditPlayer::Init(void) {
  378. // 0012821C
  379. if (CFE::m_eLastFlowDirection != 2) {
  380. // 0012821E
  381. FREE_RenderInit();
  382. this->field_F4 = -1;
  383. this->field_F8 = 0;
  384. this->vector32_FC = s_vCamTarget[0];
  385. this->field_108 = s_fCamDist[0];
  386. this->field_10C = s_fCamRot[0];
  387. this->field_110 = s_fCamTilt[0];
  388. this->vector32_114.float_0 = 0;
  389. this->vector32_114.float_4 = 0;
  390. this->vector32_114.float_8 = 0;
  391. this->field_120 = 0;
  392. this->field_124 = 0;
  393. // 4B7B56 - 0x4B7B40 = 16
  394. int r6_i = CStoryProfile::m_tData.field_16.filed_0;
  395. int r5_i = CStoryProfile::m_tData.field_16.filed_2;
  396. TStorySeason* r0_season = CStoryCore::STORY_GetSeason(r5_i);
  397. int r1_i = r0_season->StageCount_d0;
  398. int r0_i = r1_i * r5_i + r6_i;
  399. // 00128288
  400. if (r0_season->StageCount_d0 != r6_i) {
  401. // 00128290
  402. r0_i = r0_i + 1;
  403. }
  404. // 00128292
  405. CStoryCore::SetupStage(r0_i);
  406. CStoryCore::m_cProfile.ApplyUserPlayer(&this->m_tPlayerInfo_14);
  407. this->RevertToProfile();
  408. CFEKeyboard* r0_keyboard = new CFEKeyboard(0, this->m_pName_D0,
  409. EKeyboardType_0, -1, 1);
  410. CFESEditPlayer::ms_pKeyboard = r0_keyboard;
  411. CFESEditPlayer::ms_pKeyboard->SetMaxNumChars(17);
  412. CFESEditPlayer::ms_pKeyboard->HideTextField();
  413. CGfxKits::LoadKitTeamTextures(&tGame.CTeam_2C60[0], &this->m_tTextures_9C, g_tGlobalTexLoadOptions.mTexLoadOptions_4, 0x200);
  414. CGfxKits::BeginBuildKit(0);
  415. CFTTTexture* r0_texutre = CGfxKits::GetTexture(this->field_164, &this->m_tTextures_9C, 1, EKitTextureType_0, NULL);
  416. CGfxKits::EndBuildKit();
  417. this->m_p3DPlayer_98 = NULL;
  418. this->SetupPlayer();
  419. this->SetupEditMode(-1);
  420. this->m_pHeroScene_160 = new CFEHeroScene(this->field_164);
  421. }
  422. // locret_128344
  423. }
  424. //-------------------------------------------------------------------------------------------------
  425. // 0012A0A0 //^_-
  426. //单元测试等级:目测游戏表现
  427. //测试内容:启动游戏到第6关传球射门
  428. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  429. //测试分支: 无
  430. void CFESEditPlayer::PreRender3D(void) {
  431. this->SetupCamera(true);
  432. CPlayerShader::s_tInstance.SetCinematic(EPlayerShader_Cinematic_2);
  433. // 0x3FA00000, 0x3ECCCCCD, 0x40000000, 0x3FE00000
  434. CFTTVector32x4 var_28;
  435. var_28.my[0] = 1.25;
  436. var_28.my[1] = 0.4000000059604645;
  437. var_28.my[2] = 2;
  438. var_28.my[3] = 1.75;
  439. CPlayerShader::s_tInstance.SetCinematicLightingCloth(var_28);
  440. // 0x40000000, 0x3F19999A, 0x3F800000, 0x3F800000
  441. var_28.my[0] = 2;
  442. var_28.my[1] = 0.6000000238418579;
  443. var_28.my[2] = 1;
  444. var_28.my[3] = 1;
  445. CPlayerShader::s_tInstance.SetCinematicLightingSkin(var_28);
  446. CPlayerShader::s_tInstance.SetQuality(EPlayerShader_Quality_2);
  447. CGfxCharacter* var_2C = this->m_p3DPlayer_98->pGfxCharacter_0;
  448. CFTTVector32 var_38;
  449. var_38.float_0 = -0.5;
  450. var_38.float_4 = 0.699999988079071;
  451. var_38.float_8 = -0.30000001192092896;
  452. CFTTVector32 vector32_28 = Normalize(var_38);
  453. this->m_p3DPlayer_98->RenderSetup();
  454. CGfxShadowMapManager::ms_pManager->MapPlayer(&var_2C, &this->m_p3DPlayer_98,
  455. 1, vector32_28, 0);
  456. this->m_p3DPlayer_98->PreRender();
  457. CFTTCamera::SetViewport(CFE::s_fUniformWidth, CFE::s_fUniformHeight, 0);
  458. this->SetupCamera(true);
  459. this->m_pHeroScene_160->PreRender(*this); //->m_tPostProcessRender_10
  460. CPlayerShader::s_tInstance.SetCinematic(EPlayerShader_Cinematic_0);
  461. CPlayerShader::s_tInstance.SetQuality(GFXSPEC_pSpecification->ePlayerLightingQuality_44);
  462. }
  463. //-------------------------------------------------------------------------------------------------
  464. // 001296D8 //^_^
  465. //单元测试等级:目测游戏表现
  466. //测试内容:启动游戏到第6关传球射门
  467. //测试结果: 游戏表现正常无崩溃且无明显变化,检测到日志输出
  468. //测试分支: 001296D8
  469. void CFESEditPlayer::ProcessPlayer(void) {
  470. // 001296D8
  471. CFE3DPlayer* r5_player = this->m_p3DPlayer_98;
  472. r5_player->tPlayer_10.SetPos(0, 0, 0);
  473. float s16_f = r5_player->tPlayer_10.ballPosPrev_4.point_0.dy_4;
  474. float s18_f = r5_player->tPlayer_10.ballPosPrev_4.dz_8;
  475. float s20_f = r5_player->tPlayer_10.ballPosPrev_4.point_0.dx_0;
  476. this->m_p3DPlayer_98->SetScale(1);
  477. float s2_f = -3.0518e-5;
  478. float s0_f = 3.0518e-5;
  479. float s4_f = 2.0e-2;
  480. s2_f = s20_f * s2_f;
  481. s4_f = s4_f + s18_f * s0_f;
  482. s0_f = s16_f * s0_f;
  483. this->m_p3DPlayer_98->SetPos(s2_f, s4_f, s0_f, SCR_HEI, -1);
  484. s2_f = 3.1416;
  485. s0_f = r5_player->tPlayer_10.u_0.s_2_0.s_2 + 0x3000;
  486. // s0_f = s0_f*3.1416;
  487. s0_f = (float)((float)s0_f * s2_f);
  488. s2_f = 0.00012207f;
  489. s0_f = s0_f * s2_f;
  490. this->m_p3DPlayer_98->SetYRot(s0_f);
  491. this->m_p3DPlayer_98->UpdateBlinking();
  492. this->m_p3DPlayer_98->Process();
  493. }
  494. //-------------------------------------------------------------------------------------------------
  495. // 00129EC4 //^_^
  496. //单元测试等级:目测游戏表现
  497. //测试内容:启动游戏到第6关传球射门
  498. //测试结果: 游戏表现正常无崩溃且无明显变化,检测到日志输出
  499. //测试分支: 无
  500. void CFESEditPlayer::Render2D(void) {
  501. this->m_pUITileManager_4->Render();
  502. }
  503. //-------------------------------------------------------------------------------------------------
  504. // 0012A314 //^_^
  505. //单元测试等级:目测游戏表现
  506. //测试内容:启动游戏到第6关传球射门
  507. //测试结果: 游戏表现正常无崩溃且无明显变化,检测到日志输出
  508. //测试分支: 无
  509. void CFESEditPlayer::Render2DHUD(void) {
  510. // 0012A314
  511. this->m_pUITileManager_4->RenderHUD();
  512. // 0012A326
  513. if (this->ms_pKeyboard != NULL) {
  514. // 0012A328
  515. this->ms_pKeyboard->Render();
  516. }
  517. // loc_12A32C
  518. this->m_pHeroScene_160->RenderHUD();
  519. }
  520. //-------------------------------------------------------------------------------------------------
  521. // 0012A1DC //^_^
  522. //单元测试等级:目测游戏表现
  523. //测试内容:启动游戏到第6关传球射门
  524. //测试结果: 游戏表现正常无崩溃且无明显变化,检测到日志输出
  525. //测试分支: 无
  526. void CFESEditPlayer::Render3D(void) {
  527. GFXRENDER_pPostProcess->Render(*this);
  528. }
  529. //-------------------------------------------------------------------------------------------------
  530. // 00128374 //^_^
  531. //单元测试等级:目测游戏表现
  532. //测试内容:启动游戏到第6关传球射门
  533. //测试结果: 游戏表现正常无崩溃且无明显变化,检测到日志输出
  534. //测试分支: 无
  535. void CFESEditPlayer::RevertToProfile(void) {
  536. xstrlcpy(this->m_pName_D0, this->m_tPlayerInfo_14.field_24, 17);
  537. this->field_B4 = MP_cMyProfile.GetHairStyle();
  538. this->field_B8 = MP_cMyProfile.GetFacialHair();
  539. this->field_BC = MP_cMyProfile.GetHairColour();
  540. this->field_C0 = MP_cMyProfile.GetBootColour();
  541. this->field_C4 = MP_cMyProfile.GetShirtLength();
  542. this->field_C8 = MP_cMyProfile.GetBodyType();
  543. this->field_CC = MP_cMyProfile.GetShirtNumber();
  544. }
  545. //-------------------------------------------------------------------------------------------------
  546. // 00128904 //^_^
  547. //单元测试等级:目测游戏表现
  548. //测试内容:启动游戏到第6关传球射门
  549. //测试结果: 游戏表现正常无崩溃且无明显变化,检测到日志输出
  550. //测试分支: 无
  551. void CFESEditPlayer::SetUpdateMovement(void) {
  552. // 00128904
  553. float s10_f = 2.0e1;
  554. int r1_i = this->field_F8;
  555. float s4_f = this->field_108;
  556. float s0_f = this->vector32_FC.float_0;
  557. float s2_f = this->vector32_FC.float_4;
  558. float s6_f = this->vector32_FC.float_8;
  559. float s8_f = s_fCamDist[r1_i];
  560. s4_f = s8_f - s4_f;
  561. // int r2_i = r1_i*3;
  562. s4_f = s4_f / s10_f;
  563. s8_f = s_vCamTarget[r1_i].float_0;
  564. float s12_f = s_vCamTarget[r1_i].float_4;
  565. float s14_f = s_vCamTarget[r1_i].float_8;
  566. this->field_120 = s4_f;
  567. s2_f = s12_f - s2_f;
  568. s4_f = s_fCamRot[r1_i];
  569. s0_f = s8_f - s0_f;
  570. s4_f = s4_f - s6_f;
  571. s6_f = this->field_110;
  572. s2_f = s2_f / s10_f;
  573. s4_f = s4_f / s10_f;
  574. this->field_124 = s4_f;
  575. s4_f = s_fCamTilt[r1_i];
  576. r1_i = 0;
  577. s0_f = s0_f / s10_f;
  578. s4_f = s4_f - s6_f;
  579. this->vector32_114.float_4 = s2_f;
  580. this->vector32_114.float_0 = s0_f;
  581. s4_f = s4_f / s10_f;
  582. this->field_128 = s4_f;
  583. s0_f = this->vector32_FC.float_8;
  584. this->field_12C = r1_i;
  585. s0_f = s14_f - s0_f;
  586. s0_f = s0_f / s10_f;
  587. this->vector32_114.float_8 = s0_f;
  588. }
  589. //-------------------------------------------------------------------------------------------------
  590. // 001289CC //^_^
  591. //单元测试等级:目测游戏表现
  592. //测试内容:启动游戏到第6关传球射门
  593. //测试结果: 游戏表现正常无崩溃且无明显变化,检测到日志输出
  594. //测试分支: 无
  595. void CFESEditPlayer::SetupHighlight(void) {
  596. switch (this->field_F4) {
  597. case 1: {
  598. // loc_1289E0
  599. int r1_i = 0;
  600. int v = r1_i;
  601. // loc_128A04
  602. while (r1_i <= 63) {
  603. // loc_1289F2
  604. if (this->field_CC == STY_tConfig.PlayerCustomisationShirtNumbers_59E8[r1_i]) {
  605. // loc_128A0A
  606. v = r1_i;
  607. break;
  608. }
  609. r1_i++;
  610. }
  611. // loc_128A0A
  612. return CUITileItemSelector::SetHighlightSelection(v);
  613. break;
  614. }
  615. default: {
  616. // def_1289D6
  617. return CUITileItemSelector::SetHighlightSelection(-1);
  618. }
  619. case 2: {
  620. // loc_128A1C
  621. return CUITileItemSelector::SetHighlightSelection(this->field_B4);
  622. }
  623. case 3: {
  624. // loc_128A24
  625. return CUITileItemSelector::SetHighlightSelection(this->field_BC);
  626. }
  627. case 4: {
  628. // loc_128A2C
  629. return CUITileItemSelector::SetHighlightSelection(this->field_B8);
  630. }
  631. case 5: {
  632. // loc_128A34
  633. int r1_i = this->field_C4;
  634. int r0_i = this->field_C8;
  635. r0_i = r0_i * 3;
  636. r0_i = r0_i + r1_i;
  637. return CUITileItemSelector::SetHighlightSelection(r0_i);
  638. }
  639. case 6: {
  640. // loc_128A42
  641. return CUITileItemSelector::SetHighlightSelection(this->field_C0);
  642. }
  643. }
  644. return;
  645. }
  646. //-------------------------------------------------------------------------------------------------
  647. // 001283D8 //^_^
  648. //单元测试等级:目测游戏表现
  649. //测试内容:启动游戏到第6关传球射门
  650. //测试结果: 游戏表现正常无崩溃且无明显变化,检测到日志输出
  651. //测试分支: 无
  652. void CFESEditPlayer::SetupPlayer(void) {
  653. int r0_i = MP_cMyProfile.GetSkinColour();
  654. int r1_i = this->field_B4;
  655. int r2_i = this->field_B8;
  656. int r3_i = this->field_BC;
  657. int r7_i = this->field_C0;
  658. int r6_i = this->field_C4;
  659. int r5_i = this->field_C8;
  660. int r12_i = this->field_CC;
  661. this->m_tPlayerInfo_14.field_4F = r0_i;
  662. this->m_tPlayerInfo_14.field_4E = r1_i;
  663. this->m_tPlayerInfo_14.field_4C = r2_i;
  664. this->m_tPlayerInfo_14.field_4D = r3_i;
  665. this->m_tPlayerInfo_14.field_81 = r7_i;
  666. this->m_tPlayerInfo_14.field_60 = r6_i;
  667. this->m_tPlayerInfo_14.field_61 = r5_i;
  668. this->m_tPlayerInfo_14.shirtNum_5F = r12_i;
  669. xstrlcpy(this->m_tPlayerInfo_14.field_24, this->m_pName_D0, 17);
  670. if (this->m_p3DPlayer_98 != NULL) {
  671. this->m_p3DPlayer_98->UpdatePlayerAtlas(&this->m_tPlayerInfo_14, 0);
  672. } else {
  673. // loc_128438
  674. r7_i = CStoryCore::m_tStageManager.IsInternational(CStoryCore::m_tStageManager.tStoryStage_0.t_0.TournamentType_70);
  675. CFE3DPlayer* r6_p3dPlayer = new CFE3DPlayer;
  676. this->m_p3DPlayer_98 = r6_p3dPlayer;
  677. if (r7_i != 0) {
  678. r0_i = CStoryCore::GetNationalTeam();
  679. } else {
  680. // loc_128466
  681. r0_i = CStoryCore::GetClubTeam();
  682. }
  683. r6_p3dPlayer->Init(r0_i, 0, &this->m_tPlayerInfo_14, EPlayerKitID_0,
  684. 0, &this->m_tTextures_9C, 2);
  685. CPlayer* r5_player = &this->m_p3DPlayer_98->tPlayer_10;
  686. r5_player->SetAnim(27);
  687. r5_player->Update();
  688. r5_player->SetRot(0, true);
  689. }
  690. // loc_1284A6
  691. this->SetupHighlight();
  692. }
  693. //-------------------------------------------------------------------------------------------------
  694. // 0012907C //^_-
  695. //单元测试等级:目测游戏表现
  696. //测试内容:启动游戏到第6关传球射门
  697. //测试结果: 游戏表现正常无崩溃且无明显变化,检测到日志输出
  698. //测试分支: 无
  699. void CFESEditPlayer::SetupEditMode_SLEEVELENGTH(void) {
  700. // 0012907C
  701. int r7_i = 0;
  702. this->field_F8 = 0;
  703. // loc_129160
  704. while (r7_i != 6) {
  705. // loc_1290C0
  706. int r9_i = SCR_WID;
  707. int r8_i = SCR_SAFE_BOTTOM;
  708. int r10_i = CUITileManager::UITILE_ADBAR_H;
  709. char var_128[256];
  710. snprintf(var_128, 256, "shirt%i.png", r7_i);
  711. CUITileItemSelector* r4_selector = new CUITileItemSelector(96, 96, -8355712,
  712. var_128, EUITileAction_62,
  713. dword_2FE1F0[r7_i]);
  714. int r0_i = ((uint)r7_i * 128) & 0x80u;
  715. r0_i = r0_i + r8_i;
  716. r0_i = r0_i - r10_i / 2;
  717. int r1_i = ((uint)r7_i * 64) & 0xFFFFFF80u;
  718. r0_i = r0_i - 304;
  719. r1_i = r1_i + r9_i / 2;
  720. r1_i = r1_i - 128;
  721. float s0_f = r1_i;
  722. float s2_f = r0_i;
  723. this->m_pUITileManager_4->AddTile(s0_f,
  724. s2_f,
  725. r4_selector, 1, -1, EHUDPosition_0);
  726. r7_i++;
  727. }
  728. }
  729. //-------------------------------------------------------------------------------------------------
  730. // 00128A84
  731. void CFESEditPlayer::SetupEditMode_NUMBER(void) {
  732. int r1_i = 5;
  733. // var1dc = r0
  734. this->field_F8 = 5;
  735. int r10_i = 0;
  736. float s16_f = -2.8e2;
  737. // r3 = STY_tConfig
  738. // var1e0 = adbar
  739. // var1e4 = safe
  740. // var1e8 = scr_wid
  741. // var1ec = ai
  742. // loc_128BF0
  743. while (r10_i < STY_tConfig.PlayerCustomisationNumberCount_59D4[0]) {
  744. // loc_128AC6
  745. wchar_t var_B0[64];
  746. int r9_i = CUITileManager::UITILE_ADBAR_H;
  747. int r5_i = SCR_SAFE_BOTTOM;
  748. int r4_i = SCR_WID;
  749. xsnprintf(var_B0, 64, L"%i", STY_tConfig.PlayerCustomisationShirtNumbers_59E8[r10_i]);
  750. TUITBText var_1D8(var_B0, -1, 0, 1.25, EFontAlign_2,
  751. 32, 12, 55, 55, 0);
  752. r1_i = 63;
  753. // 1f8 = r1,r10
  754. r1_i = 128;
  755. wchar_t var_320[64];
  756. int i = 0;
  757. while (1) {
  758. var_320[i] = var_1D8.wbuf_0[i];
  759. r1_i = r1_i - 4;
  760. if (r1_i == 0) {
  761. break;
  762. }
  763. i++;
  764. }
  765. CUITileItemSelector* r7_selector = new CUITileItemSelector(64, 64, -12566464, var_1D8, EUITileAction_63, r10_i);
  766. r1_i = r10_i & 0x7;
  767. float r3_f = -1;
  768. r4_i = 1;
  769. int r0_i = SCR_WID / 2;
  770. r1_i = r1_i * 5;
  771. float s0_f = r0_i;
  772. r0_i = r10_i >> 3u;
  773. r1_i = r1_i << 4;
  774. r0_i = r0_i * 5;
  775. float s2_f = r1_i;
  776. r0_i = r5_i + r0_i * 16;
  777. r0_i = r0_i - r9_i / 2;
  778. r0_i = r0_i - 0x1D8;
  779. float s4_f = r0_i;
  780. s0_f = s0_f + s16_f;
  781. s0_f = s0_f + s2_f;
  782. this->m_pUITileManager_4->AddTile(s0_f, s4_f, r7_selector, r4_i, r3_f,
  783. EHUDPosition_0);
  784. r1_i = 32 - r10_i;
  785. int r2_i = r10_i - 32;
  786. r1_i = (uint)r4_i >> (uint)r1_i;
  787. uint64 r0r3_ull = CStoryProfile::m_tData.field_210[0];
  788. if (r2_i >= 0) {
  789. r1_i = (uint)r4_i << (uint)r2_i;
  790. }
  791. r2_i = (uint)r4_i << (uint)r10_i;
  792. r1_i = r1_i & (r0r3_ull >> 32u);
  793. if (r2_i >= 0) {
  794. r2_i = 0;
  795. }
  796. r0_i = r0r3_ull & r2_i;
  797. r0_i = r0_i | r1_i;
  798. if (r0_i == 0) {
  799. r0_i = STY_tConfig.PlayerCustomisationNumber_54D4[0][r10_i];
  800. // r7_selector->358 = r0
  801. r7_selector->i_1A0 = r0_i;
  802. }
  803. // loc_128BEA
  804. r10_i++;
  805. }
  806. }
  807. //-------------------------------------------------------------------------------------------------
  808. // 00128A50 //^_^
  809. //单元测试等级:目测游戏表现
  810. //测试内容:启动游戏到第6关传球射门
  811. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  812. //测试分支: 无
  813. void CFESEditPlayer::SetupEditMode_NAME(void) {
  814. // 00128A50
  815. this->field_F8 = 4;
  816. CFESEditPlayer::ms_pKeyboard->HideTextField();
  817. CFESEditPlayer::ms_pKeyboard->SetString(this->m_pName_D0);
  818. CFESEditPlayer::ms_pKeyboard->Show();
  819. this->field_150 = false;
  820. }
  821. //-------------------------------------------------------------------------------------------------
  822. // 00128798 //^_^
  823. //单元测试等级:目测游戏表现
  824. //测试内容:启动游戏到第6关传球射门
  825. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  826. //测试分支: 无
  827. CUITileItemSelector* CFESEditPlayer::GetCustomiseTile(int i1) {
  828. // 00128798
  829. int r5_i = i1;
  830. int r4_i = -15177552;
  831. switch (r5_i) {
  832. case 0: {
  833. // loc_1287BA
  834. char var_98[128];
  835. strlcpy(var_98, "shirtname.png", 128);
  836. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  837. 96, 96, -15177552, var_98, EUITileAction_55, 0);
  838. return r0_pTitleItemSelector;
  839. break;
  840. }
  841. default: {
  842. // def_1287AE
  843. char var_98[128];
  844. strlcpy(var_98, "boot.png", 128);
  845. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  846. 96, 96, -15177552, var_98, EUITileAction_55, r5_i);
  847. return r0_pTitleItemSelector;
  848. break;
  849. }
  850. case 1: {
  851. // loc_128804
  852. char var_98[128];
  853. strlcpy(var_98, "shirtnum.png", 128);
  854. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  855. 96, 96, -15177552, var_98, EUITileAction_55, 1);
  856. return r0_pTitleItemSelector;
  857. break;
  858. }
  859. case 2: {
  860. // loc_128822
  861. char var_98[128];
  862. snprintf(var_98, 128, "H%i.png", 6);
  863. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  864. 96, 96, -15177552, var_98, EUITileAction_55, 2);
  865. return r0_pTitleItemSelector;
  866. break;
  867. }
  868. case 3: {
  869. // loc_128842
  870. char var_98[128];
  871. strlcpy(var_98, "haircol.png", 128);
  872. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  873. 96, 96, -15177552, var_98, EUITileAction_55, 3);
  874. return r0_pTitleItemSelector;
  875. break;
  876. }
  877. case 4: {
  878. // loc_128860
  879. char var_98[128];
  880. snprintf(var_98, 128, "B%i.png", 5);
  881. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  882. 96, 96, -15177552, var_98, EUITileAction_55, 4);
  883. return r0_pTitleItemSelector;
  884. break;
  885. }
  886. case 5: {
  887. // loc_128880
  888. char var_98[128];
  889. strlcpy(var_98, "sleevelength.png", 128);
  890. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  891. 96, 96, -15177552, var_98, EUITileAction_55, 5);
  892. return r0_pTitleItemSelector;
  893. break;
  894. }
  895. case 6: {
  896. // loc_12889E
  897. char var_98[128];
  898. strlcpy(var_98, "boot.png", 128);
  899. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  900. 96, 96, -15177552, var_98, EUITileAction_55, 6);
  901. return r0_pTitleItemSelector;
  902. break;
  903. }
  904. }
  905. // 001288D6
  906. }
  907. //-------------------------------------------------------------------------------------------------
  908. // 00128DBC //^_-
  909. //单元测试等级:目测游戏表现
  910. //测试内容:启动游戏到第6关传球射门
  911. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  912. //测试分支: 无
  913. void CFESEditPlayer::SetupEditMode_HAIRCOLOUR(void) {
  914. this->field_F8 = 1;
  915. int r11_i = 0;
  916. // loc_128EDA
  917. while (r11_i != 8) {
  918. // loc_128E0C
  919. int r4_i = SCR_WID;
  920. int r9_i = SCR_SAFE_BOTTOM;
  921. int r8_i = CUITileManager::UITILE_ADBAR_H;
  922. int r7_i = m_iHairColourPosition[r11_i];
  923. CUITileItemSelector* r5_pTileItemSelector =
  924. new CUITileItemSelector(96, 96, s_uHairColours[r7_i],
  925. EUITileAction_60, r7_i);
  926. /*
  927. * 此处应该被转换成等价操作
  928. * 原始汇编: MOV R0, #0xFFFFFF80
  929. AND.W R0, R0, R11,LSL#5 ...
  930. ADD.W R11, R11, #1
  931. * 自己汇编: BIC.W R0, R10, #0x7F
  932. ADD R0, R6 ...
  933. ADD.W R10, R10, #0x20
  934. */
  935. // int r0_i = -128;
  936. int r0_i = ((uint)r11_i * 32u) & 0xFFFFFF80;
  937. int r2_i = ((uint)r11_i * 128u) & 0x180;
  938. r0_i = r0_i + r9_i;
  939. r0_i = r0_i - r8_i / 2;
  940. r0_i = r0_i - 304;
  941. int r1_i = r2_i + r4_i / 2;
  942. r1_i = r1_i - 192;
  943. CUITileManager* r0_pTitleManager = this->m_pUITileManager_4;
  944. r0_pTitleManager->AddTile(r1_i, r0_i, r5_pTileItemSelector,
  945. true, -1, EHUDPosition_0);
  946. r0_i = 32 - r7_i;
  947. r1_i = r7_i - 32;
  948. r0_i = 1u << r0_i;
  949. uint64 r2r3_ull = CStoryProfile::m_tData.field_210[2];
  950. // 00128EA8
  951. if (r7_i - 32 >= 0) {
  952. // 00128EAC
  953. r0_i = 1u << r1_i;
  954. }
  955. r1_i = 1u << m_iHairColourPosition[r11_i];
  956. r0_i = r0_i & (r2r3_ull >> 32u);
  957. // 00128EB8
  958. if (r7_i - 32 >= 0) {
  959. // 00128EBA
  960. r1_i = 0;
  961. }
  962. r1_i = r1_i & r2r3_ull;
  963. r0_i = r0_i | r1_i;
  964. // 00128EBE
  965. if (r0_i == 0) {
  966. // 00128EC2
  967. r5_pTileItemSelector->m_i_358 = STY_tConfig.PlayerCustomisationNumber_54D4[2][m_iHairColourPosition[r11_i]];
  968. }
  969. // loc_128ED2
  970. r11_i++;
  971. }
  972. // 00128EE0
  973. }
  974. //-------------------------------------------------------------------------------------------------
  975. // 00128C40 //^_-
  976. //单元测试等级:目测游戏表现
  977. //测试内容:启动游戏到第6关传球射门
  978. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  979. //测试分支: 无
  980. void CFESEditPlayer::SetupEditMode_HAIRSTYLE(void) {
  981. // 00128C40
  982. uint r6_i = 1;
  983. char r11_i = 0;
  984. this->field_F8 = 1;
  985. // loc_128D7A
  986. while (r11_i != 20) {
  987. // loc_128C86
  988. int r8_i = SCR_WID;
  989. int r10_i = SCR_SAFE_BOTTOM;
  990. int r9_i = CUITileManager::UITILE_ADBAR_H;
  991. int r7_i = m_iHairStylePosition[r11_i];
  992. char var_128[256];
  993. snprintf(var_128, 256, "H%i.png", r7_i);
  994. CUITileItemSelector* r4_pTileItemSelector =
  995. new CUITileItemSelector(80, 80, -8355712, var_128, EUITileAction_58, r7_i);
  996. int r0_i = r11_i;
  997. r0_i = r11_i / 5u;
  998. int r1_i = r0_i * 3;
  999. r0_i = r0_i * 5;
  1000. char r0_c = r11_i - r0_i;
  1001. r1_i = r10_i + r1_i * 32;
  1002. r0_i = r0_c;
  1003. r1_i = r1_i - r9_i / 2;
  1004. r0_i = (uint)r0_i << 7u;
  1005. r0_i = r0_i + r8_i / 2;
  1006. r0_i = r0_i - 256;
  1007. float s0_f = r0_i;
  1008. r0_i = r1_i - 432;
  1009. float s2_f = r0_i;
  1010. this->m_pUITileManager_4->AddTile(s0_f, s2_f, r4_pTileItemSelector,
  1011. r6_i, -1, EHUDPosition_0);
  1012. r1_i = 32 - r7_i;
  1013. int r2_i = r7_i - 32;
  1014. r1_i = r6_i >> r1_i;
  1015. uint64 r0r3_ull = CStoryProfile::m_tData.field_210[1];
  1016. /*
  1017. * 此处原汇编比较的是r2,自己这边比较的是r7
  1018. * 原始汇编:CMP R2, #0
  1019. * 自己汇编:CMP R7, #0x1F
  1020. */
  1021. if (r2_i >= 0) {
  1022. r1_i = (uint)r6_i << (uint)r2_i;
  1023. }
  1024. r2_i = r6_i << (uint)r7_i;
  1025. r1_i = r1_i & (r0r3_ull >> 32u);
  1026. if (r2_i >= 0) {
  1027. r2_i = 0;
  1028. }
  1029. r0_i = r0r3_ull & r2_i;
  1030. r0_i = r0_i | r1_i;
  1031. if (r0_i == 0) {
  1032. r4_pTileItemSelector->m_i_358 = STY_tConfig.PlayerCustomisationNumber_54D4[1][r7_i];
  1033. }
  1034. // loc_128D76
  1035. r11_i++;
  1036. }
  1037. }
  1038. //-------------------------------------------------------------------------------------------------
  1039. // 00128F08 //^_-
  1040. //单元测试等级:目测游戏表现
  1041. //测试内容:启动游戏到第6关传球射门
  1042. //测试结果: 游戏表现正常无崩溃且无明显变化,检测到日志输出
  1043. //测试分支: loc_129032,loc_12903A,0012901E,loc_129032,loc_12903A,00129040
  1044. void CFESEditPlayer::SetupEditMode_FACIALHAIR(void) {
  1045. // 00128F08
  1046. int r10_i = 0;
  1047. this->field_F8 = 2;
  1048. // loc_12903A
  1049. while (r10_i != 8) {
  1050. // loc_12903A
  1051. int r7_i = m_iFacialHairPosition[r10_i];
  1052. int r8_i = SCR_WID;
  1053. int r5_i = SCR_SAFE_BOTTOM;
  1054. int r6_i = CUITileManager::UITILE_ADBAR_H;
  1055. char var_128[256];
  1056. snprintf(var_128, 256, "B%i.png", r7_i);
  1057. CUITileItemSelector* r4_pTileItemSelector =
  1058. new CUITileItemSelector(96, 96, -8355712,
  1059. var_128, EUITileAction_59, r7_i);
  1060. int r2_i = (r10_i * 128) & 0x180;
  1061. // int r0_i =-128;
  1062. int r0_i = (r10_i * 32) & 0xFFFFFF80;
  1063. r0_i = r0_i + r5_i;
  1064. r0_i = r0_i - r6_i / 2;
  1065. r0_i = r0_i - 304;
  1066. int r1_i = r2_i + r8_i / 2;
  1067. r1_i = r1_i - 192;
  1068. bool r5_b = 1u;
  1069. this->m_pUITileManager_4->AddTile(r1_i, r0_i, r4_pTileItemSelector,
  1070. r5_b, -1, EHUDPosition_0);
  1071. r1_i = 32 - r7_i;
  1072. r2_i = r7_i - 32;
  1073. r1_i = r5_b >> (uint)r1_i;
  1074. /*
  1075. * 此处原汇编比较的是r2,自己这边比较的是r7
  1076. * 原始汇编:CMP R2, #0
  1077. * 自己汇编:CMP R7, #0x1F
  1078. */
  1079. // 00128FFE
  1080. if (r7_i - 32 >= 0) {
  1081. // 00129008
  1082. r1_i = r5_b << (uint)r2_i;
  1083. }
  1084. r2_i = r5_b << (uint)r7_i;
  1085. r1_i = r1_i & (CStoryProfile::m_tData.field_210[3] >> 32u);
  1086. if (r7_i - 32 >= 0) {
  1087. // 00129016
  1088. r2_i = 0;
  1089. }
  1090. r0_i = CStoryProfile::m_tData.field_210[3] & r2_i;
  1091. r0_i = r0_i | r1_i;
  1092. if (r0_i == 0) {
  1093. // 0012901E
  1094. r4_pTileItemSelector->m_i_358 = STY_tConfig.PlayerCustomisationNumber_54D4[3][r7_i];
  1095. }
  1096. // loc_129032
  1097. r10_i++;
  1098. }
  1099. // 00129040
  1100. }
  1101. //-------------------------------------------------------------------------------------------------
  1102. // 00129198 //^_-
  1103. //单元测试等级:目测游戏表现
  1104. //测试内容:启动游戏,换鞋
  1105. //测试结果: 游戏表现正常无崩溃且无明显变化,检测到日志输出
  1106. //测试分支: loc_1291E2,00129298,loc_1292AC,001292BA
  1107. void CFESEditPlayer::SetupEditMode_BOOTS(void) {
  1108. // 00129198
  1109. uint r11_i = 1;
  1110. int r8_i = 0;
  1111. this->field_F8 = 3;
  1112. // loc_1292B4
  1113. while (r8_i != 12) {
  1114. // loc_1291E2
  1115. int r4_i = m_iBootsColour[r8_i];
  1116. int r7_i = SCR_WID;
  1117. int r9_i = SCR_SAFE_BOTTOM;
  1118. int r6_i = CUITileManager::UITILE_ADBAR_H;
  1119. CUITileItemSelector* r5_pTileItemSelector =
  1120. new CUITileItemSelector(96, 96, unk_2FE208[r4_i],
  1121. EUITileAction_61, r4_i);
  1122. int r0_i = (r8_i * 32) & 0xFFFFFF80;
  1123. int r2_i = (r8_i * 128) & 0x180;
  1124. r0_i = r0_i + r9_i;
  1125. r0_i = r0_i - r6_i / 2;
  1126. r0_i = r0_i - 432;
  1127. int r1_i = r2_i + r7_i / 2;
  1128. r1_i = r1_i - 192;
  1129. this->m_pUITileManager_4->AddTile(r1_i, r0_i, r5_pTileItemSelector,
  1130. r11_i, -1, EHUDPosition_0);
  1131. r0_i = 32 - r4_i;
  1132. r1_i = r4_i - 32;
  1133. r0_i = (uint)r11_i >> r0_i;
  1134. uint64 r2r3_ull = CStoryProfile::m_tData.field_210[4];
  1135. // 0012927E
  1136. if (r4_i - 32 >= 0) {
  1137. // 00129282
  1138. r0_i = r11_i << (uint)r1_i;
  1139. }
  1140. r1_i = r11_i << r4_i;
  1141. r0_i = r0_i & (r2r3_ull >> 32u);
  1142. if (r4_i - 32 >= 0) {
  1143. // 00129290
  1144. r1_i = 0;
  1145. }
  1146. r1_i = r1_i & r2r3_ull;
  1147. r0_i = r0_i | r1_i;
  1148. // 00129294
  1149. if (r0_i == 0) {
  1150. // 00129298
  1151. r5_pTileItemSelector->m_i_358 = STY_tConfig.PlayerCustomisationNumber_54D4[4][r4_i];
  1152. }
  1153. // loc_1292AC
  1154. r8_i++;
  1155. }
  1156. // 001292BA
  1157. }
  1158. //-------------------------------------------------------------------------------------------------
  1159. // 00129A6C //^_-
  1160. //单元测试等级:目测游戏表现
  1161. //测试内容:启动游戏到第6关传球射门
  1162. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  1163. //测试分支: 无
  1164. void CFESEditPlayer::Process() {
  1165. // 00129A6C
  1166. GFXRENDER_Set60FPSDesirable();
  1167. int var_18;
  1168. int r5_i = this->m_pUITileManager_4->Process(0, &var_18);
  1169. // 00129A82
  1170. if (r5_i != 1) {
  1171. this->ProcessPlayer();
  1172. // 00129A90
  1173. if (r5_i == 13 || CFESEditPlayer::ms_bCancelChanges != 0) {
  1174. // loc_129A9C
  1175. this->RevertToProfile();
  1176. this->SetupEditMode(-1);
  1177. this->SetupPlayer();
  1178. SNDFE_PlaySFX(3, 0, 1);
  1179. CFESEditPlayer::ms_bCancelChanges = 0;
  1180. }
  1181. // loc_129AC2
  1182. if (r5_i == 14) {
  1183. // 00129AC6
  1184. int r0_i = this->field_154;
  1185. r0_i = r0_i + 1;
  1186. // 00129ACA
  1187. if (r0_i != 0) {
  1188. // 00129ACE
  1189. wchar_t* r5_pwc = LOCstring(6190);
  1190. int r1_i = this->field_154;
  1191. r0_i = m_iUnlockText[r1_i];
  1192. wchar_t* r3_pwc = LOCstring(r0_i);
  1193. wchar_t var_118[128];
  1194. xsnprintf(var_118, 128, r5_pwc, r3_pwc, this->field_15C);
  1195. CMessageBoxHandler::NewMessageBox(CFESEditPlayer::ConfirmUnlockCB,
  1196. this, EMessageBoxType_1,
  1197. var_118, 0, 0, 128, 1, 1, 0, 0, 0, 1, 1);
  1198. // loc_129B8A
  1199. this->ProcessEditMode(14);
  1200. // def_129B3C
  1201. this->UpdatePosition();
  1202. this->field_12C++;
  1203. return;
  1204. }
  1205. // loc_129B5A
  1206. } else {
  1207. // loc_129B2A
  1208. this->ProcessEditMode(r5_i);
  1209. switch (r5_i) {
  1210. case 58: {
  1211. // loc_129B46
  1212. this->field_B4 = var_18;
  1213. this->SetupPlayer();
  1214. this->CheckUnlocked(1, var_18);
  1215. SNDFE_PlaySFX(7, 0, 1);
  1216. this->UpdatePosition();
  1217. this->field_12C++;
  1218. return;
  1219. break;
  1220. }
  1221. case 59: {
  1222. // loc_129B94
  1223. this->field_B8 = var_18;
  1224. this->SetupPlayer();
  1225. this->CheckUnlocked(3, var_18);
  1226. SNDFE_PlaySFX(7, 0, 1);
  1227. this->UpdatePosition();
  1228. this->field_12C++;
  1229. return;
  1230. break;
  1231. }
  1232. case 60: {
  1233. // loc_129BA8
  1234. this->field_BC = var_18;
  1235. this->SetupPlayer();
  1236. this->CheckUnlocked(2, var_18);
  1237. SNDFE_PlaySFX(7, 0, 1);
  1238. this->UpdatePosition();
  1239. this->field_12C++;
  1240. return;
  1241. break;
  1242. }
  1243. case 61: {
  1244. // loc_129BBC
  1245. this->field_C0 = var_18;
  1246. this->SetupPlayer();
  1247. this->CheckUnlocked(4, var_18);
  1248. SNDFE_PlaySFX(7, 0, 1);
  1249. this->UpdatePosition();
  1250. this->field_12C++;
  1251. return;
  1252. break;
  1253. }
  1254. case 62: {
  1255. // loc_129BD0
  1256. int r0_i = var_18 / 3;
  1257. int r1_i = r0_i + r0_i * 2;
  1258. this->field_C4 = var_18 - r1_i;
  1259. this->field_C8 = r0_i;
  1260. this->SetupPlayer();
  1261. this->field_154 = -1;
  1262. this->field_158 = -1;
  1263. this->field_15C = 0;
  1264. SNDFE_PlaySFX(7, 0, 1);
  1265. this->UpdatePosition();
  1266. this->field_12C++;
  1267. return;
  1268. break;
  1269. }
  1270. case 63: {
  1271. // loc_129BFA
  1272. this->field_CC = STY_tConfig.PlayerCustomisationShirtNumbers_59E8[var_18];
  1273. this->SetupPlayer();
  1274. this->CheckUnlocked(0, var_18);
  1275. SNDFE_PlaySFX(7, 0, 1);
  1276. this->UpdatePosition();
  1277. this->field_12C++;
  1278. return;
  1279. break;
  1280. }
  1281. default: {
  1282. // def_129B3C
  1283. this->UpdatePosition();
  1284. this->field_12C++;
  1285. return;
  1286. }
  1287. }
  1288. }
  1289. // loc_129B5A
  1290. this->ApplyToProfile();
  1291. this->SetupEditMode(-1);
  1292. this->SetupPlayer();
  1293. SNDFE_PlaySFX(1, 0, 1);
  1294. SYSCORE_DeleteFile("profileHead.png", 1);
  1295. CFTTTextureCache::EmptyCache();
  1296. // loc_129B8A
  1297. this->ProcessEditMode(14);
  1298. this->UpdatePosition();
  1299. this->field_12C++;
  1300. return;
  1301. }
  1302. // loc_129C3C
  1303. }
  1304. //-------------------------------------------------------------------------------------------------
  1305. // 00129CD0 //^_-
  1306. //单元测试等级:目测游戏表现
  1307. //测试内容:启动游戏到第6关传球射门
  1308. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  1309. //测试分支: 无
  1310. void CFESEditPlayer::RenderLines(void) {
  1311. // 00129CD0
  1312. int r0_i = this->field_F4;
  1313. r0_i = r0_i + 1;
  1314. if (r0_i == 0) {
  1315. CFTTVector32 var_74;
  1316. CFTTCamera::GetPosition(var_74);
  1317. CFTTVector32 var_80;
  1318. CFTTCamera::GetForwardDirection(var_80);
  1319. TPoint3D var_8C;
  1320. CFTTVector32 var_98;
  1321. // loc_129E98
  1322. for (int r8_i = 0; r8_i != 7; r8_i++) {
  1323. // loc_129D1E
  1324. CUITileItemSelector* r11_i = this->m_pTileItemSelectors_134[r8_i];
  1325. // oc_129D1E
  1326. this->m_p3DPlayer_98->tPlayer_10.GetBonePosition(
  1327. unk_2FE238[r8_i], &var_8C);
  1328. float s0_f = var_8C.point_0.dx_0;
  1329. float s2_f = var_8C.point_0.dy_4;
  1330. float s4_f = unk_2FE254[r8_i] + var_8C.dz_8;
  1331. var_8C.dz_8 = unk_2FE254[r8_i] + var_8C.dz_8;
  1332. float s22_f = s0_f * (float)-3.0518e-5 - var_74.float_0;
  1333. float s28_f = var_80.float_0;
  1334. float s30_f = var_80.float_4;
  1335. float s26_f = s2_f * (float)3.0518e-5 - var_74.float_8;
  1336. float s17_f = var_80.float_8;
  1337. float s24_f = s4_f * (float)3.0518e-5 - var_74.float_4;
  1338. var_98.float_0 = s22_f;
  1339. var_98.float_8 = s26_f;
  1340. var_98.float_4 = s24_f;
  1341. CFTTVector32 var_A4 = Normalize(var_98);
  1342. s0_f = s24_f * s30_f;
  1343. CFTTVector32 var_B0;
  1344. s2_f = unk_2FE270[r8_i];
  1345. TPoint var_B8;
  1346. s0_f = s0_f + s22_f * s28_f;
  1347. s0_f = s0_f + s26_f * s17_f;
  1348. s22_f = s2_f + s0_f;
  1349. s0_f = (var_74.float_8 + (float)s22_f * var_A4.float_8) * (float)3.2768e4;
  1350. s2_f = -(var_74.float_0 + (float)s22_f * var_A4.float_0) * (float)3.2768e4;
  1351. s4_f = (var_74.float_4 + (float)s22_f * var_A4.float_4) * (float)3.2768e4;
  1352. var_8C.point_0.dx_0 = s2_f;
  1353. var_8C.point_0.dy_4 = s0_f;
  1354. var_8C.dz_8 = s4_f;
  1355. s0_f = r11_i->f_130;
  1356. s2_f = r11_i->f_134;
  1357. var_B8.dx_0 = s0_f;
  1358. var_B8.dy_4 = s2_f;
  1359. GFXCAMERA_ScreenToWorldRay(&var_B8,
  1360. var_98, var_B0);
  1361. TPoint3D var_C4;
  1362. s2_f = (float)var_B0.float_0 * var_80.float_0 + (float)var_B0.float_4 * var_80.float_4 + (float)var_B0.float_8 * var_80.float_8;
  1363. s0_f = s22_f / s2_f;
  1364. s4_f = var_B0.float_0 * s0_f;
  1365. s2_f = var_B0.float_8 * s0_f;
  1366. s0_f = var_B0.float_4 * s0_f;
  1367. var_C4.point_0.dx_0 = -(s4_f + var_98.float_0) * (float)3.2768e4;
  1368. var_C4.point_0.dy_4 = (s2_f + var_98.float_8) * (float)3.2768e4;
  1369. var_C4.dz_8 = (s0_f + var_98.float_4) * (float)3.2768e4;
  1370. var_B0.float_0 = s4_f;
  1371. var_B0.float_4 = s0_f;
  1372. var_B0.float_8 = s2_f;
  1373. FREE_RenderEditPlayerLine(var_C4, var_8C);
  1374. }
  1375. }
  1376. // loc_129EA0
  1377. }
  1378. //-------------------------------------------------------------------------------------------------
  1379. // 0012A1F4 //^_-
  1380. //单元测试等级:目测游戏表现
  1381. //测试内容:启动游戏到第6关传球射门
  1382. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  1383. //测试分支: 无
  1384. void CFESEditPlayer::RenderScene(EGfxRenderPass e1) {
  1385. // 0012A1F4
  1386. this->SetupCamera(0);
  1387. g_pGraphicsDevice->setDepthTest(EFTTDepthTest_8, 1);
  1388. // 0012A216
  1389. if (e1 == EGfxRenderPass_2) {
  1390. // 0012A21A
  1391. GFXRENDER_pPostProcess->ReflectCamera();
  1392. GFXPLAYER_pBatch->Begin();
  1393. this->m_p3DPlayer_98->Render(1, EEnvMapOverride_3);
  1394. GFXPLAYER_pBatch->End();
  1395. this->m_pHeroScene_160->RenderEnvironment(1);
  1396. } else {
  1397. // loc_12A250
  1398. this->m_pHeroScene_160->RenderEnvironment(0);
  1399. GFXPLAYER_pBatch->Begin();
  1400. this->m_p3DPlayer_98->Render(1, EEnvMapOverride_3);
  1401. GFXPLAYER_pBatch->End();
  1402. }
  1403. // loc_12A278
  1404. g_pGraphicsDevice->setDepthTest(EFTTDepthTest_8, 1);
  1405. GFXPLAYER_pBatch->Flush(1, 1, 0);
  1406. GFXPLAYER_pBatch->Flush(2, 1, 0);
  1407. GFXPLAYER_pBatch->Flush(5, 1, 0);
  1408. GFXPLAYER_pBatch->Flush(0, 1, 0);
  1409. CGfxPlayer::RenderPlayerAlphaTested(1);
  1410. CGfxPlayer::RenderPlayerTranslucent(1);
  1411. GFXPLAYER_pBatch->Flush(-1, 1, 0);
  1412. // 0012A2D6
  1413. /*
  1414. * 此处分支顺序发生变化,与自己正好相反。经过反复观察,逻辑应该是一致的。差这么一点点,不太完美,但整不一致
  1415. * 原始汇编:CMP R5, #1
  1416. BEQ locret_12A2E4
  1417. * 自己汇编:CMP R5, #1
  1418. BNE loc_12D46
  1419. */
  1420. if (e1 != EGfxRenderPass_1) {
  1421. // 0012A2DA
  1422. this->m_pHeroScene_160->RenderGlows();
  1423. // 0012A2E2
  1424. if (e1 == EGfxRenderPass_0) {
  1425. // 0012A2E8
  1426. this->RenderLines();
  1427. // return;
  1428. }
  1429. }
  1430. // locret_12A2E4
  1431. // return;
  1432. }
  1433. //-------------------------------------------------------------------------------------------------
  1434. // 00129ECC //^_-
  1435. //单元测试等级:目测游戏表现
  1436. //测试内容:启动游戏到第6关传球射门
  1437. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  1438. //测试分支: 无
  1439. void CFESEditPlayer::SetupCamera(bool b1) {
  1440. // 00129ECC
  1441. float r4_f = 0;
  1442. CFTTVector32 var_24;
  1443. var_24.float_4 = 1;
  1444. var_24.float_0 = 0;
  1445. var_24.float_8 = 0;
  1446. CFTTVector32 var_30;
  1447. CFTTVector32 var_40;
  1448. CFTTVector32 var_50;
  1449. TPoint3D tPoint3D_90;
  1450. float d16_low = this->vector32_FC.float_0;
  1451. float d16_high = this->vector32_FC.float_4;
  1452. float r0_f = this->vector32_FC.float_8;
  1453. var_40.float_8 = r0_f;
  1454. var_40.float_0 = d16_low;
  1455. var_40.float_4 = d16_high;
  1456. this->m_p3DPlayer_98->tPlayer_10.GetBonePosition(2, &tPoint3D_90);
  1457. float s6_f = tPoint3D_90.point_0.dx_0;
  1458. float s2_f = tPoint3D_90.point_0.dy_4;
  1459. float s4_f = tPoint3D_90.dz_8;
  1460. float s0_f = -1.72;
  1461. int r0_i = this->field_F8;
  1462. s0_f = s0_f + s4_f * (float)3.0518e-5;
  1463. s4_f = s6_f * (float)-3.0518e-5;
  1464. s2_f = s2_f * (float)3.0518e-5;
  1465. // 00129F28
  1466. if (r0_i == 3) {
  1467. // 00129F2A
  1468. s2_f = s2_f * (float)1.5e-1;
  1469. s0_f = s0_f * (float)1.5e-1;
  1470. s4_f = s4_f * (float)1.5e-1;
  1471. }
  1472. float s8_f = var_40.float_4;
  1473. s6_f = var_40.float_0;
  1474. float s10_f = var_40.float_8;
  1475. s4_f = s4_f + s6_f;
  1476. s0_f = s0_f + s8_f;
  1477. s2_f = s2_f + s10_f;
  1478. var_40.float_0 = s4_f;
  1479. var_40.float_4 = s0_f;
  1480. var_40.float_8 = s2_f;
  1481. var_50.float_0 = var_40.float_0;
  1482. var_50.float_4 = var_40.float_4;
  1483. var_50.float_8 = -this->field_108;
  1484. CFTTMatrix32 var_90 = MakeXRotationMatrix32(this->field_110);
  1485. VectorMatrixMultiply(&var_50, &var_90);
  1486. CFTTMatrix32 var_D0 = MakeYRotationMatrix32(this->field_10C);
  1487. VectorMatrixMultiply(&var_30, &var_50, &var_D0);
  1488. CFTTCamera::SetPosition(var_30);
  1489. CFTTCamera::LookAt(var_40, &var_24);
  1490. CFTTCamera::SetFOV(0.7062374949455261);
  1491. CFTTCamera::SetNearAndFarPlanes(0.5, 100);
  1492. CFTTCamera::ApplyCameraSettings();
  1493. GFXCAMERA_fYOffset = r4_f;
  1494. /*
  1495. * 此处赋值的方式有点不一样,原始的有VLDR D16, 自已的是LDRD.W R0, R5,很难掌握为什么,
  1496. * 也拆分写能不同形式,但也不是可以完全一致。伤脑筋
  1497. */
  1498. GFXCAMERA_vPos = var_30;
  1499. GFXCAMERA_vTarget = var_40;
  1500. s2_f = (float)(var_40.float_4 - var_30.float_4) * (var_40.float_4 - var_30.float_4) +
  1501. (float)(var_40.float_8 - var_30.float_8) * (var_40.float_8 - var_30.float_8) +
  1502. (float)(var_40.float_0 - var_30.float_0) * (var_40.float_0 - var_30.float_0);
  1503. // 00129FD0
  1504. if (b1) {
  1505. // 0012A000
  1506. GFXCAMERA_UpdateMatrices();
  1507. }
  1508. s0_f = sqrtf(s2_f);
  1509. s0_f = s0_f * (float)6.0e-1;
  1510. s2_f = s0_f + s0_f;
  1511. GFXRENDER_pPostProcess->SetDOFValues(1, s0_f, s2_f, true, 4);
  1512. }
  1513. //-------------------------------------------------------------------------------------------------
  1514. // 001284C0 //^_-
  1515. //单元测试等级:目测游戏表现
  1516. //测试内容:启动游戏,换服饰
  1517. //测试结果: 游戏表现正常无崩溃且无明显变化,检测到日志输出
  1518. //测试分支: 001284CC,001284D2,0012851A,loc_1285E4,loc_128638,0012869E
  1519. void CFESEditPlayer::SetupEditMode(int i1) {
  1520. // 001284CC
  1521. if (i1 >= -1) {
  1522. // 001284D2
  1523. this->field_F4 = i1;
  1524. }
  1525. CFESEditPlayer::ms_pKeyboard->Hide();
  1526. int r7_i = 1;
  1527. this->m_pUITileManager_4->Reset(1);
  1528. this->m_pUITileManager_4->uy_13D = 0;
  1529. this->m_pUITileManager_4->b_13E = false;
  1530. int r0_i = this->field_F4;
  1531. this->m_pMsgShopButton_130 = 0;
  1532. this->m_pTileItemSelectors_134[0] = 0;
  1533. this->m_pTileItemSelectors_134[1] = 0;
  1534. this->m_pTileItemSelectors_134[2] = 0;
  1535. this->m_pTileItemSelectors_134[3] = 0;
  1536. this->m_pTileItemSelectors_134[4] = 0;
  1537. this->m_pTileItemSelectors_134[5] = 0;
  1538. this->m_pTileItemSelectors_134[6] = 0;
  1539. r0_i = r0_i + 1;
  1540. // 0012851A
  1541. if (r0_i != 0) {
  1542. // 0012851E
  1543. int r6_i = 1;
  1544. SNDFE_PlaySFX(1, 0, 1);
  1545. this->m_pUITileManager_4->ull_90 =
  1546. this->m_pUITileManager_4->ull_90 & 0xFFFFFFFFFFFFFFFD;
  1547. // 00128540
  1548. if (this->field_F4 != 0) {
  1549. // 00128546
  1550. this->m_pUITileManager_4->ull_90 =
  1551. this->m_pUITileManager_4->ull_90 | 0x2000;
  1552. this->m_pUITileManager_4->ull_98 =
  1553. this->m_pUITileManager_4->ull_98 & 0xFFFFFFFFFFFFDFFF;
  1554. CUIMsgShopButton* r5_pMsgShopButton = new CUIMsgShopButton(
  1555. 116, 76);
  1556. r7_i = 2;
  1557. this->m_pMsgShopButton_130 = r5_pMsgShopButton;
  1558. r0_i = SCR_WID;
  1559. int r1_i = SCR_SAFE_BOTTOM;
  1560. r0_i = r0_i - 66;
  1561. float s0_f = r0_i;
  1562. r0_i = r1_i - 46;
  1563. float s2_f = r0_i;
  1564. this->m_pUITileManager_4->AddTile(
  1565. s0_f, s2_f, r5_pMsgShopButton, r6_i, -1, EHUDPosition_2);
  1566. r0_i = this->field_F4;
  1567. r1_i = -1;
  1568. this->field_154 = -1;
  1569. switch (r0_i) {
  1570. case 0: {
  1571. // loc_128700
  1572. this->SetupEditMode_NAME();
  1573. // def_1285D0
  1574. this->SetupHighlight();
  1575. this->SetUpdateMovement();
  1576. return;
  1577. break;
  1578. }
  1579. case 1: {
  1580. // 001285DC
  1581. this->SetupEditMode_NUMBER();
  1582. // def_1285D0
  1583. this->SetupHighlight();
  1584. this->SetUpdateMovement();
  1585. return;
  1586. break;
  1587. }
  1588. case 2: {
  1589. // loc_12871E
  1590. this->SetupEditMode_HAIRSTYLE();
  1591. // def_1285D0
  1592. this->SetupHighlight();
  1593. this->SetUpdateMovement();
  1594. return;
  1595. break;
  1596. }
  1597. case 3: {
  1598. // loc_128726
  1599. this->SetupEditMode_HAIRCOLOUR();
  1600. // def_1285D0
  1601. this->SetupHighlight();
  1602. this->SetUpdateMovement();
  1603. return;
  1604. break;
  1605. }
  1606. case 4: {
  1607. // loc_12872E
  1608. this->SetupEditMode_FACIALHAIR();
  1609. // def_1285D0
  1610. this->SetupHighlight();
  1611. this->SetUpdateMovement();
  1612. return;
  1613. break;
  1614. }
  1615. case 5: {
  1616. // loc_128736
  1617. this->SetupEditMode_SLEEVELENGTH();
  1618. // def_1285D0
  1619. this->SetupHighlight();
  1620. this->SetUpdateMovement();
  1621. return;
  1622. break;
  1623. }
  1624. case 6: {
  1625. // loc_12873E
  1626. this->SetupEditMode_BOOTS();
  1627. // def_1285D0
  1628. this->SetupHighlight();
  1629. this->SetUpdateMovement();
  1630. return;
  1631. break;
  1632. }
  1633. default: {
  1634. // def_1285D0
  1635. this->SetupHighlight();
  1636. this->SetUpdateMovement();
  1637. return;
  1638. break;
  1639. }
  1640. }
  1641. }
  1642. // loc_1286F8
  1643. } else {
  1644. // loc_1285E4
  1645. float s16_f = 1.0;
  1646. int r5_i = 0;
  1647. float var_70[14];
  1648. var_70[0] = -0.699999988079071;
  1649. var_70[1] = -0.30000001192092896;
  1650. var_70[2] = -0.699999988079071;
  1651. var_70[3] = -5.877471754111438e-39;
  1652. var_70[4] = -0.699999988079071;
  1653. var_70[5] = -0.6000000238418579;
  1654. var_70[6] = 0.699999988079071;
  1655. var_70[7] = -0.6000000238418579;
  1656. float s18_f = 5.0e-1;
  1657. var_70[8] = 0.699999988079071;
  1658. var_70[9] = -0.30000001192092896;
  1659. var_70[10] = 0.699999988079071;
  1660. var_70[11] = 0;
  1661. var_70[13] = 0.699999988079071;
  1662. var_70[12] = 0.6000000238418579;
  1663. float r11_f = -1;
  1664. // loc_12869A
  1665. while (r5_i != 7) {
  1666. // loc_128638
  1667. CUITileItemSelector* r3_pUITitleItemSelector = CFESEditPlayer::GetCustomiseTile(r5_i);
  1668. this->m_pTileItemSelectors_134[r5_i] = r3_pUITitleItemSelector;
  1669. float s0_f = var_70[r5_i * 2];
  1670. float s2_f = var_70[r5_i * 2 + 1];
  1671. float s4_f = SCR_WID;
  1672. s0_f = s0_f + s16_f;
  1673. float s6_f = SCR_HEI;
  1674. s2_f = s2_f + s16_f;
  1675. s0_f = s0_f * s4_f;
  1676. s2_f = s2_f * s6_f;
  1677. s0_f = s0_f * s18_f;
  1678. s2_f = s2_f * s18_f;
  1679. int var_80 = r7_i;
  1680. r7_i = 1;
  1681. this->m_pUITileManager_4->AddTile(
  1682. s0_f, s2_f, r3_pUITitleItemSelector,
  1683. var_80, -1, EHUDPosition_0);
  1684. r5_i++;
  1685. }
  1686. // 0012869E
  1687. this->field_F8 = 0;
  1688. this->SetUpdateMovement();
  1689. this->m_pUITileManager_4->ull_90 =
  1690. this->m_pUITileManager_4->ull_90 & (uint64)0xFFFFFFFFFFFFDFFF;
  1691. this->m_pUITileManager_4->ull_90 =
  1692. this->m_pUITileManager_4->ull_90 & (uint64)0xFFFFFFFFFFFFBFFF;
  1693. this->m_pUITileManager_4->ull_98 =
  1694. this->m_pUITileManager_4->ull_98 & (uint64)0xFFFFFFFFFFFFFFFD;
  1695. this->m_pUITileManager_4->ull_90 = this->m_pUITileManager_4->ull_90 | 0x2;
  1696. this->SetupHighlight();
  1697. return;
  1698. }
  1699. // loc_1286F8
  1700. this->field_154 = -1;
  1701. // loc_128700
  1702. this->SetupEditMode_NAME();
  1703. // def_1285D0
  1704. this->SetupHighlight();
  1705. this->SetUpdateMovement();
  1706. return;
  1707. }
  1708. //-------------------------------------------------------------------------------------------------
  1709. // 00191AB0 //^_-
  1710. //单元测试等级:目测游戏表现
  1711. //测试内容:启动游戏到第6关传球射门
  1712. //测试结果: 游戏表现正常无崩溃且无明显变化,检测到日志输出
  1713. //测试分支: 00191AB0
  1714. void AddBoard(CFTTVector32* pVector0,
  1715. CFTTVector32* pVector1,
  1716. float* pf2,
  1717. int& i3,
  1718. ushort* pus4,
  1719. int& i5,
  1720. int i6,
  1721. int i7,
  1722. int i8,
  1723. int i9,
  1724. float& f10,
  1725. float f11) {
  1726. // 00191AB0
  1727. CFTTVector32 var_74;
  1728. CFTTVector32 var_80;
  1729. CFTTVector32 var_8C;
  1730. CFTTVector32 var_98;
  1731. float s26_f = 0.0;
  1732. float s24_f = f11;
  1733. int r0_i = i3;
  1734. float r11_f = 0;
  1735. float s16_f = (float)i6 * (float)-0.000030518;
  1736. float s18_f = (float)i8 * (float)-0.000030518;
  1737. int var_9C = i3;
  1738. float s20_f = (float)i7 * (float)0.000030518;
  1739. var_80.float_4 = r11_f;
  1740. float s22_f = (float)i9 * (float)0.000030518;
  1741. float s0_f = s26_f;
  1742. float s28_f = s18_f - s16_f;
  1743. float s30_f = s22_f - s20_f;
  1744. s0_f = s0_f + s28_f * s28_f;
  1745. var_80.float_0 = s28_f;
  1746. var_80.float_8 = s30_f;
  1747. s0_f = s0_f + s30_f * s30_f;
  1748. float s2_f = sqrtf(s0_f);
  1749. // loc_191B54
  1750. s0_f = s2_f * s24_f;
  1751. s0_f = s0_f + s0_f;
  1752. float r8_f = XMATH_RoundFloatToNearestInt(s0_f);
  1753. var_74 = Normalize(var_80);
  1754. s0_f = -s30_f;
  1755. s30_f = var_74.float_0;
  1756. float s17_f = var_74.float_4;
  1757. float s19_f = var_74.float_8;
  1758. var_74.float_4 = r11_f;
  1759. var_74.float_0 = s0_f;
  1760. var_74.float_8 = s28_f;
  1761. var_8C = Normalize(var_74);
  1762. float s23_f = var_8C.float_4;
  1763. float s25_f = var_8C.float_8;
  1764. s2_f = (float)s23_f * (float)0.0625;
  1765. s28_f = (float)s17_f * (float)0.5;
  1766. s17_f = var_8C.float_0;
  1767. s30_f = (float)s30_f * (float)0.5;
  1768. s19_f = (float)s19_f * (float)0.5;
  1769. float s4_f = (float)s17_f * (float)0.0625;
  1770. s0_f = (float)s25_f * (float)0.0625;
  1771. s2_f = (float)s2_f * (float)0.5;
  1772. float s6_f = s23_f - s28_f;
  1773. float s8_f = s17_f - s30_f;
  1774. float s10_f = s25_f - s19_f;
  1775. s4_f = (float)s4_f * (float)0.5;
  1776. s0_f = (float)s0_f * (float)0.5;
  1777. var_74.float_4 = s2_f;
  1778. s6_f = (float)s6_f + (float)0.5;
  1779. s8_f = s8_f + s26_f;
  1780. s10_f = s10_f + s26_f;
  1781. var_74.float_0 = s4_f;
  1782. var_74.float_8 = s0_f;
  1783. var_98.float_4 = s6_f;
  1784. var_98.float_0 = s8_f;
  1785. var_98.float_8 = s10_f;
  1786. var_8C = Normalize(var_98);
  1787. s2_f = s30_f + s17_f;
  1788. s0_f = s28_f + s23_f;
  1789. s4_f = s19_f + s25_f;
  1790. s28_f = var_8C.float_0;
  1791. s30_f = var_8C.float_4;
  1792. s17_f = var_8C.float_8;
  1793. s2_f = s2_f + s26_f;
  1794. s0_f = s0_f + 0.5;
  1795. s4_f = s4_f + s26_f;
  1796. var_98.float_4 = s0_f;
  1797. var_98.float_0 = s2_f;
  1798. var_98.float_8 = s4_f;
  1799. var_8C = Normalize(var_98);
  1800. r0_i = i3;
  1801. // s6_f = r8_f;
  1802. float r1_f = (float)f10;
  1803. s8_f = (float)-s30_f;
  1804. s0_f = var_8C.float_0;
  1805. s24_f = (float)f10 + (float)r8_f * (float)0.5;
  1806. s2_f = var_8C.float_4;
  1807. // s6_f = (float)- s28_f;
  1808. s4_f = var_8C.float_8;
  1809. s10_f = (float)-s17_f;
  1810. /*
  1811. * 此处原始汇编是通过i3++这种形式增加的,自己汇编被优化成了+4,+8,这种形式。整个看起来就变化比较大。不知道有没有办法控制
  1812. * 原始汇编: LDR R1, [R4] ...
  1813. * ADDS R0, R1, #1
  1814. * STR R0, [R4]
  1815. * 自已汇编: MOVS R1, #4 ...
  1816. * MOVS R1, #8
  1817. */
  1818. pf2[r0_i * 2] = f10;
  1819. float s12_f = -s4_f;
  1820. int r1_i = i3;
  1821. float s14_f = -s2_f;
  1822. float s1_f = -s0_f;
  1823. r0_i = r1_i + 1;
  1824. i3 = r0_i;
  1825. float s5_f = s18_f + s26_f;
  1826. pf2[r1_i * 2 + 1] = r11_f;
  1827. r1_i = i3;
  1828. pf2[r1_i * 2] = s24_f;
  1829. r1_i = i3;
  1830. int r2_i = r1_i + 1;
  1831. i3 = r2_i;
  1832. pf2[r1_i * 2 + 1] = r11_f;
  1833. r1_i = i3;
  1834. pf2[r1_i * 2] = s24_f;
  1835. r1_i = i3;
  1836. r2_i = r1_i + 1;
  1837. i3 = r2_i;
  1838. pf2[r1_i * 2 + 1] = 1.0;
  1839. r1_i = i3;
  1840. float r3_f = f10;
  1841. pf2[r1_i * 2] = r3_f;
  1842. r1_i = i3;
  1843. int r3_i = r1_i + 1;
  1844. i3 = r3_i;
  1845. pf2[r1_i * 2 + 1] = 1.0;
  1846. r1_i = i3;
  1847. pf2[r1_i * 2] = s24_f;
  1848. r1_i = i3;
  1849. r3_i = r1_i + 1;
  1850. i3 = r3_i;
  1851. pf2[r1_i * 2 + 1] = r11_f;
  1852. r1_i = i3;
  1853. r3_f = f10;
  1854. pf2[r1_i * 2] = r3_f;
  1855. r1_i = i3;
  1856. r3_i = r1_i + 1;
  1857. i3 = r3_i;
  1858. pf2[r1_i * 2 + 1] = r11_f;
  1859. r1_i = i3;
  1860. r3_f = f10;
  1861. pf2[r1_i * 2] = r3_f;
  1862. r1_i = i3;
  1863. r3_i = r1_i + 1;
  1864. i3 = r3_i;
  1865. pf2[r1_i * 2 + 1] = 1.0;
  1866. r1_i = i3;
  1867. pf2[r1_i * 2] = s24_f;
  1868. // r1_i = i3;
  1869. r1_i = var_9C;
  1870. r0_i = r1_i + 1;
  1871. pf2[i3 * 2 + 1] = 1.0;
  1872. i3 = r0_i;
  1873. pVector1[r1_i].float_0 = -s28_f;
  1874. pVector1[r1_i].float_4 = -s30_f;
  1875. pVector1[r1_i].float_8 = -s17_f;
  1876. r2_i = i3;
  1877. r3_i = r2_i + 1;
  1878. i3 = r3_i;
  1879. pVector1[r2_i].float_0 = -s28_f;
  1880. pVector1[r2_i].float_4 = -s30_f;
  1881. pVector1[r2_i].float_8 = -s17_f;
  1882. r2_i = i3;
  1883. r3_i = r2_i + 1;
  1884. i3 = r3_i;
  1885. pVector1[r2_i].float_0 = -s0_f;
  1886. pVector1[r2_i].float_4 = -s2_f;
  1887. pVector1[r2_i].float_8 = -s4_f;
  1888. s12_f = s22_f + s26_f;
  1889. r2_i = i3;
  1890. r3_i = r2_i + 1;
  1891. i3 = r3_i;
  1892. pVector1[r2_i].float_0 = -s28_f;
  1893. s6_f = s16_f + s26_f;
  1894. pVector1[r2_i].float_4 = -s30_f;
  1895. s8_f = s20_f + s26_f;
  1896. pVector1[r2_i].float_8 = -s17_f;
  1897. r2_i = i3;
  1898. s10_f = 6.7664e-1;
  1899. r3_i = r2_i + 1;
  1900. i3 = r3_i;
  1901. pVector1[r2_i].float_0 = s28_f;
  1902. pVector1[r2_i].float_4 = s30_f;
  1903. pVector1[r2_i].float_8 = s17_f;
  1904. r2_i = i3;
  1905. r3_i = r2_i + 1;
  1906. i3 = r3_i;
  1907. pVector1[r2_i].float_0 = s0_f;
  1908. pVector1[r2_i].float_4 = s2_f;
  1909. pVector1[r2_i].float_8 = s4_f;
  1910. r2_i = i3;
  1911. r3_i = r2_i + 1;
  1912. i3 = r3_i;
  1913. pVector1[r2_i].float_0 = s0_f;
  1914. pVector1[r2_i].float_4 = s2_f;
  1915. pVector1[r2_i].float_8 = s4_f;
  1916. r2_i = i3;
  1917. r3_i = r2_i + 1;
  1918. i3 = r3_i;
  1919. pVector1[r2_i].float_0 = s28_f;
  1920. pVector1[r2_i].float_4 = s30_f;
  1921. pVector1[r2_i].float_8 = s17_f;
  1922. s0_f = var_74.float_0;
  1923. s4_f = var_74.float_8;
  1924. s2_f = var_74.float_4;
  1925. float s3_f = s6_f - s0_f;
  1926. s14_f = s8_f - s4_f;
  1927. i3 = r0_i;
  1928. s1_f = s10_f - s2_f;
  1929. float s7_f = s12_f - s4_f;
  1930. float s9_f = s5_f - s0_f;
  1931. s8_f = s8_f + s4_f;
  1932. s10_f = s2_f + s10_f;
  1933. pVector0[r1_i].float_0 = s3_f;
  1934. s3_f = s22_f - s4_f;
  1935. s6_f = s6_f + s0_f;
  1936. pVector0[r1_i].float_4 = s1_f;
  1937. s12_f = s12_f + s4_f;
  1938. pVector0[r1_i].float_8 = s14_f;
  1939. r0_i = i3;
  1940. s14_f = 9.9792e-3;
  1941. r1_i = r0_i + 1;
  1942. i3 = r1_i;
  1943. pVector0[r0_i].float_0 = s9_f;
  1944. s9_f = s18_f - s0_f;
  1945. pVector0[r0_i].float_4 = s1_f;
  1946. s1_f = s20_f - s4_f;
  1947. pVector0[r0_i].float_8 = s7_f;
  1948. s7_f = s14_f - s2_f;
  1949. r0_i = i3;
  1950. s2_f = s2_f + s14_f;
  1951. r1_i = r0_i + 1;
  1952. i3 = r1_i;
  1953. pVector0[r0_i].float_0 = s9_f;
  1954. pVector0[r0_i].float_4 = s7_f;
  1955. pVector0[r0_i].float_8 = s3_f;
  1956. s3_f = s16_f - s0_f;
  1957. r0_i = i3;
  1958. r1_i = r0_i + 1;
  1959. i3 = r1_i;
  1960. pVector0[r0_i].float_0 = s3_f;
  1961. pVector0[r0_i].float_4 = s7_f;
  1962. pVector0[r0_i].float_8 = s1_f;
  1963. r0_i = i3;
  1964. r1_i = r0_i + 1;
  1965. i3 = r1_i;
  1966. pVector0[r0_i].float_0 = s6_f;
  1967. s6_f = s22_f + s4_f;
  1968. pVector0[r0_i].float_4 = s10_f;
  1969. s4_f = s20_f + s4_f;
  1970. pVector0[r0_i].float_8 = s8_f;
  1971. s8_f = s5_f + s0_f;
  1972. r0_i = i3;
  1973. r1_i = r0_i + 1;
  1974. i3 = r1_i;
  1975. pVector0[r0_i].float_0 = s8_f;
  1976. s8_f = s18_f + s0_f;
  1977. pVector0[r0_i].float_4 = s10_f;
  1978. s0_f = s16_f - s0_f;
  1979. pVector0[r0_i].float_8 = s12_f;
  1980. r0_i = i3;
  1981. r1_i = r0_i + 1;
  1982. i3 = r1_i;
  1983. pVector0[r0_i].float_0 = s8_f;
  1984. pVector0[r0_i].float_4 = s2_f;
  1985. pVector0[r0_i].float_8 = s6_f;
  1986. r0_i = i3;
  1987. r1_i = r0_i + 1;
  1988. i3 = r1_i;
  1989. pVector0[r0_i].float_0 = s0_f;
  1990. pVector0[r0_i].float_4 = s2_f;
  1991. pVector0[r0_i].float_8 = s4_f;
  1992. f10 = s24_f;
  1993. }
  1994. //-------------------------------------------------------------------------------------------------
  1995. // 001292E0 //^_^
  1996. //单元测试等级:目测游戏表现
  1997. //测试内容:启动游戏到第6关传球射门
  1998. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  1999. //测试分支: 无
  2000. void CFESEditPlayer::ProcessEditMode(int i1) {
  2001. // 001292E6
  2002. switch (this->field_F4) {
  2003. case -1: {
  2004. // loc_1292F4
  2005. this->m_p3DPlayer_98->field_20C = 0;
  2006. // 001292FA
  2007. if (i1 == 55) {
  2008. // 00129308
  2009. switch (this->m_pUITileManager_4->field_A4) {
  2010. case 0: {
  2011. // loc_12931A
  2012. this->SetupEditMode(0);
  2013. break;
  2014. }
  2015. case 1: {
  2016. // loc_129332
  2017. this->SetupEditMode(1);
  2018. break;
  2019. }
  2020. case 2: {
  2021. // loc_129338
  2022. this->SetupEditMode(2);
  2023. break;
  2024. }
  2025. case 3: {
  2026. // loc_12933E
  2027. this->SetupEditMode(3);
  2028. break;
  2029. }
  2030. case 4: {
  2031. // loc_129344
  2032. this->SetupEditMode(4);
  2033. break;
  2034. }
  2035. case 5: {
  2036. // loc_12934A
  2037. this->SetupEditMode(5);
  2038. break;
  2039. }
  2040. case 6: {
  2041. // loc_129350
  2042. this->SetupEditMode(6);
  2043. break;
  2044. }
  2045. }
  2046. // def_1292EA
  2047. }
  2048. // def_1292EA
  2049. break;
  2050. }
  2051. case 0: {
  2052. // loc_129322
  2053. this->ProcessEditMode_NAME();
  2054. break;
  2055. }
  2056. case 2: {
  2057. // loc_129326
  2058. this->ProcessEditMode_HAIRSTYLE();
  2059. break;
  2060. }
  2061. case 3: {
  2062. // loc_12932A
  2063. this->ProcessEditMode_HAIRCOLOUR();
  2064. break;
  2065. }
  2066. case 4: {
  2067. // loc_12932E
  2068. this->ProcessEditMode_FACIALHAIR();
  2069. break;
  2070. }
  2071. default: {
  2072. // def_1292EA
  2073. break;
  2074. }
  2075. }
  2076. }
  2077. //-------------------------------------------------------------------------------------------------
  2078. // 00129860 //^_^
  2079. //单元测试等级:目测游戏表现
  2080. //测试内容:启动游戏到第6关传球射门
  2081. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  2082. //测试分支: 无
  2083. void CFESEditPlayer::UpdatePosition() {
  2084. // 00129868
  2085. if (this->field_12C <= 19) {
  2086. // 0012986C
  2087. this->vector32_FC += this->vector32_114;
  2088. float s0_f = this->field_108;
  2089. float s6_f = this->field_120;
  2090. float s2_f = this->field_10C;
  2091. float s8_f = this->field_124;
  2092. s0_f = s0_f +s6_f;
  2093. float s4_f = this->field_110;
  2094. float s10_f = this->field_128;
  2095. s2_f = s2_f +s8_f ;
  2096. s4_f = s4_f +s10_f;
  2097. this->field_108 = s0_f;
  2098. this->field_10C = s2_f;
  2099. this->field_110 = s4_f;
  2100. }
  2101. // loc_1298A8
  2102. int r1_i = this->field_F8;
  2103. CFE3DPlayer* r2_p3DPlayer = this->m_p3DPlayer_98;
  2104. uint r0_i = r2_p3DPlayer->tPlayer_10.u_0.s_2_0.s_2;
  2105. int r4_i = s_iPlayerRot[r1_i];
  2106. r1_i = r4_i + 0x2000;
  2107. r0_i = r1_i - r0_i;
  2108. r0_i = r0_i & 0x3FFF;
  2109. r1_i = 0x2000 - r0_i;
  2110. // 001298D0
  2111. if ((uint)r0_i >= 0x2000) {
  2112. // 001298D6
  2113. r1_i = r0_i - 0x2000;
  2114. }
  2115. // 001298DA
  2116. if (r1_i > 0x1800) {
  2117. // loc_1298FA
  2118. r1_i = 17;
  2119. // loc_1298FA
  2120. r2_p3DPlayer->tPlayer_10.SetAnim(r1_i);
  2121. } else {
  2122. // loc_1298E6
  2123. if (r1_i >= 3414) {
  2124. // 001298EE
  2125. if (r0_i > 0x2000) {
  2126. // 001298F6
  2127. r1_i = 13;
  2128. r2_p3DPlayer->tPlayer_10.SetAnim(r1_i);
  2129. } else {
  2130. // 001298F4
  2131. r1_i = 14;
  2132. r2_p3DPlayer->tPlayer_10.SetAnim(r1_i);
  2133. }
  2134. // loc_1298FA
  2135. // r2_p3DPlayer->tPlayer_10.SetAnim(r1_i);
  2136. }
  2137. }
  2138. // loc_1298FE
  2139. r2_p3DPlayer->tPlayer_10.SetFace(r4_i);
  2140. return;
  2141. }
  2142. //-------------------------------------------------------------------------------------------------
  2143. // 00129944 //^_^
  2144. //单元测试等级:目测游戏表现
  2145. //测试内容:启动游戏到第6关传球射门
  2146. //测试结果: 游戏表现正常无崩溃且无明显变化,未检测到日志输出
  2147. //测试分支: 无
  2148. void CFESEditPlayer::ConfirmUnlockCB(int i0, void* p1) {
  2149. CFESEditPlayer* r4_player = (CFESEditPlayer*)p1;
  2150. // 00129948
  2151. if (i0 != 0) {
  2152. // 0012994A
  2153. return;
  2154. }
  2155. // loc_12994C
  2156. int r1_i = r4_player->field_15C;
  2157. // 00129958
  2158. if (r1_i > CCurrency::s_iCredits) {
  2159. // 00129964
  2160. CFESShopHelper::ms_eTrigger = 4;
  2161. return CFE::ShowShop(true);
  2162. }
  2163. // loc_129970
  2164. r4_player->CompleteUnlock();
  2165. r4_player->ApplyToProfile();
  2166. MP_cMyProfile.Save(ESaveMode_1);
  2167. r4_player->SetupEditMode(-1);
  2168. return;
  2169. }
  2170. //-------------------------------------------------------------------------------------------------
  2171. // 001299C0
  2172. void CFESEditPlayer::CompleteUnlock() {
  2173. int r3_i = this->field_158;
  2174. wchar_t var_28[8];
  2175. xsnprintf(var_28, 8, L"%i", r3_i);
  2176. int r8_i = this->field_154;
  2177. int r0_i = this->field_158;
  2178. int r1_i = 32 - r0_i;
  2179. int r2_i = 1;
  2180. r3_i = r0_i - 32;
  2181. r1_i = (uint)r2_i >> (uint)r1_i;
  2182. if (r0_i >= 32) {
  2183. r1_i = (uint)r2_i << (uint)r1_i;
  2184. }
  2185. r0_i = (uint)r2_i << (uint)r0_i;
  2186. uint64 r5r7_ull = CStoryProfile::m_tData.field_210[r8_i];
  2187. r1_i = r1_i | r5r7_ull;
  2188. if (r0_i >= 32) {
  2189. r0_i = 0;
  2190. }
  2191. r0_i = r0_i | (r5r7_ull >> 32u);
  2192. CStoryProfile::m_tData.field_210[r8_i] = ((uint64)r1_i << 32u) | r0_i;
  2193. CCurrency::SubtractCredits(this->field_15C, ETrigger_4, false);
  2194. this->field_158 = -1;
  2195. SNDFE_PlaySFX(8, 0, 1);
  2196. r0_i = r8_i - 1;
  2197. if (r0_i <= 2) {
  2198. SYSCORE_DeleteFile("profileHead.png", true);
  2199. CFTTTextureCache::EmptyCache();
  2200. }
  2201. // locret_129A4A
  2202. return;
  2203. }
  2204. //-------------------------------------------------------------------------------------------------
  2205. //00129358
  2206. void CFESEditPlayer::ProcessEditMode_NAME() {
  2207. LOGX("ProcessEditMode_NAME %p",this);
  2208. }
  2209. //-------------------------------------------------------------------------------------------------
  2210. //0012944C
  2211. void CFESEditPlayer::ProcessEditMode_NUMBER() {
  2212. LOGX("ProcessEditMode_NUMBER %p",this);
  2213. }
  2214. //-------------------------------------------------------------------------------------------------
  2215. //0012944E
  2216. void CFESEditPlayer::ProcessEditMode_HAIRSTYLE() {
  2217. LOGX("ProcessEditMode_HAIRSTYLE %p",this);
  2218. }
  2219. //-------------------------------------------------------------------------------------------------
  2220. //0012946E
  2221. void CFESEditPlayer::ProcessEditMode_HAIRCOLOUR() {
  2222. LOGX("ProcessEditMode_HAIRCOLOUR %p",this);
  2223. }
  2224. //-------------------------------------------------------------------------------------------------
  2225. //0012948E
  2226. void CFESEditPlayer::ProcessEditMode_FACIALHAIR() {
  2227. LOGX("ProcessEditMode_FACIALHAIR %p",this);
  2228. }
  2229. //-------------------------------------------------------------------------------------------------
  2230. //001294AE
  2231. void CFESEditPlayer::ProcessEditMode_SLEEVELENGTH() {
  2232. LOGX("ProcessEditMode_SLEEVELENGTH %p",this);
  2233. }
  2234. //-------------------------------------------------------------------------------------------------
  2235. //001294B0
  2236. void CFESEditPlayer::ProcessEditMode_BOOTS() {
  2237. LOGX("ProcessEditMode_BOOTS %p",this);
  2238. }