CFESEditPlayer.cpp 69 KB

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  1. #include "CFESEditPlayer.h"
  2. #include "CBall.h"
  3. #include "CBallProj.h"
  4. #include "CFE.h"
  5. #include "CFE3DPlayer.h"
  6. #include "CFEKeyboard.h"
  7. #include "CFESShopHelper.h"
  8. #include "CFTTCamera.h"
  9. #include "CFTTTextureCache.h"
  10. #include "CFTTTextureManager.h"
  11. #include "CGFXSpec.h"
  12. #include "CGfxCharacter.h"
  13. #include "CGfxPlayer.h"
  14. #include "CGfxPostProcess.h"
  15. #include "CGfxShadowMapManager.h"
  16. #include "CGfxSubBoard.h"
  17. #include "CGraphicsTexLoadOptions.h"
  18. #include "CMessageBoxHandler.h"
  19. #include "CPlayerManager.h"
  20. #include "CPlayerShader.h"
  21. #include "CStageManager.h"
  22. #include "CStoryCore.h"
  23. #include "CUIMsgShopButton.h"
  24. #include "CUITileItemSelector.h"
  25. #include "FESU.h"
  26. #include "FREE.h"
  27. #include "GFXCAMERA.h"
  28. #include "GFXRENDER.h"
  29. #include "GM.h"
  30. #include "GU.h"
  31. #include "LOCstring.h"
  32. #include "Matrix.h"
  33. #include "SNDFE.h"
  34. #include "SYSCORE.h"
  35. #include "TStoryConfig.h"
  36. #include "CFTTBatchModelManager.h"
  37. #include "memctrl.h"
  38. CFTTVector32 s_vCamTarget[6]; // 00350770
  39. float s_fCamDist[6] = {3.75, 1.5, 1.5, 1.75, 1.5, 2.0}; // 003362E4
  40. float s_fCamTilt[6] = {0.08, 0.08, 0.08, 0.3, 0.08, 0.08}; // 00336314
  41. float s_fCamRot[6] = {0.3, 0.75, 0.3, 0.3, 0.3, 0.3}; // 003362FC
  42. bool CFESEditPlayer::ms_bCancelChanges; // 003507BC
  43. CFEKeyboard* CFESEditPlayer::ms_pKeyboard; // 003507B8
  44. // 003363E0
  45. int m_iHairColourPosition[] = {0, 2, 1, 4, 3, 5, 6, 7};
  46. // 00336390
  47. int m_iHairStylePosition[] = {0, 2, 5, 6, 10, 12, 18, 19, 1, 3,
  48. 13, 7, 9, 17, 11, 4, 14, 15, 16};
  49. // 00336400
  50. int m_iFacialHairPosition[] = {1, 6, 3, 2, 7, 4, 5};
  51. // 00336420
  52. int m_iBootsColour[] = {0, 9, 11, 1, 10, 6, 2, 7, 3, 5, 8, 4};
  53. // 0033637C
  54. int m_iUnlockText[] = {0x85, 0x133, 0x131, 0x134, 0x132};
  55. static uint unk_2FE208[13] = {0xFF000000, 0xFFFFFFFF, 0xFFDBA83F, 0xFFED1F24,
  56. 0xFF0E70A1, 0xFFFD2357, 0xFFE2F41F, 0xFFE2F41F,
  57. 0xFFFA5D1A, 0xFF34287A, 0xFF4F2819, 0xFF73E407,
  58. 0xFF737373};
  59. // 002FE238
  60. static int unk_2FE238[] = {20, 20, 2, 2, 2, 9, 13};
  61. // 002FE254
  62. static int unk_2FE254[] = {0, -8192, 6553, 6553, 2048, 0, 32};
  63. // 002FE270
  64. static float unk_2FE270[] = {0.10000000149011612f,
  65. 0.10000000149011612f,
  66. 0.20000000298023224f,
  67. 0.20000000298023224f,
  68. 0.10000000149011612f,
  69. 0.10000000149011612f,
  70. 0.0f};
  71. static const int dword_2FE1F0[6] = {1, 2, 4, 5, 7, 8};
  72. // 0033632C
  73. int s_iPlayerRot[6] = {0, 0, 0, 0, 0x2000, 0x2000};
  74. //-------------------------------------------------------------------------------------------------
  75. // 00128200 //^_^
  76. //单元测试等级:目测游戏表现
  77. //测试内容:启动游戏到第6关传球射门
  78. //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
  79. //测试分支: 无
  80. CFESEditPlayer::~CFESEditPlayer() {}
  81. //-------------------------------------------------------------------------------------------------
  82. // 00129A5C //^_^
  83. //单元测试等级:目测游戏表现
  84. //测试内容:启动游戏到第6关传球射门
  85. //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
  86. //测试分支: 无
  87. typedef void (*CFESEditPlayer_CancelChanges)();
  88. void CFESEditPlayer::CancelChanges() {
  89. CFESEditPlayer::ms_bCancelChanges = true;
  90. }
  91. //-------------------------------------------------------------------------------------------------
  92. // 00128118 //^_-
  93. //单元测试等级:目测游戏表现
  94. //测试内容:启动游戏到第6关传球射门
  95. //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
  96. //测试分支: 无
  97. CFESEditPlayer::CFESEditPlayer(void) {
  98. this->field_12C = 0;
  99. this->m_p3DPlayer_98 = 0;
  100. this->m_tTextures_9C.pCTeam_0 = 0;
  101. this->m_tTextures_9C.filed_4 = -1;
  102. this->m_tTextures_9C.pTexture_8 = 0;
  103. this->m_tTextures_9C.pTexture_C = 0;
  104. this->m_tTextures_9C.pTexture_10 = 0;
  105. this->m_tTextures_9C.pTexture_14 = 0;
  106. s_vCamTarget[5].float_4 = 1.100000023841858; // 40
  107. s_vCamTarget[5].float_8 = 0; // 44
  108. s_vCamTarget[2].float_8 = 0; // 20
  109. s_vCamTarget[3].float_0 = 0; // 24
  110. s_vCamTarget[3].float_4 = 0; // 28
  111. s_vCamTarget[3].float_8 = 0; // 2C
  112. s_vCamTarget[4].float_0 = 0; // 30
  113. s_vCamTarget[4].float_4 = 1.5; // 34
  114. s_vCamTarget[4].float_8 = 0; // 38
  115. s_vCamTarget[5].float_0 = 0; // 3C
  116. s_vCamTarget[0].float_0 = 0; // 0
  117. s_vCamTarget[0].float_4 = 1; // 4
  118. s_vCamTarget[0].float_8 = 0; // 8
  119. s_vCamTarget[1].float_0 = 0; // C
  120. s_vCamTarget[1].float_4 = 1.7000000476837158; // 10
  121. s_vCamTarget[1].float_8 = 0; // 14
  122. s_vCamTarget[2].float_0 = 0; // 18
  123. s_vCamTarget[2].float_4 = 1.7000000476837158; // 1C
  124. this->field_B4 = 0;
  125. this->field_B8 = 0;
  126. this->field_BC = 0;
  127. this->field_C0 = 0;
  128. this->field_C4 = 1;
  129. this->field_C8 = 1;
  130. this->field_CC = 1;
  131. this->field_154 = -1;
  132. this->field_158 = -1;
  133. this->field_15C = 0;
  134. GFXCAMERA_UpdateMatrices();
  135. }
  136. //-------------------------------------------------------------------------------------------------
  137. // 00129C54 //^_-
  138. //单元测试等级:目测游戏表现
  139. //测试内容:启动游戏到第6关传球射门
  140. //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
  141. //测试分支: 无
  142. void CFESEditPlayer::CheckUnlocked(int i1, int i2) {
  143. // 00129C54
  144. int r1_i = i1;
  145. int lr_i = 32 - i2;
  146. // int r3_i = i2 - 32;
  147. uint64 r6r5_ull = CStoryProfile::m_tData.field_210[i1];
  148. uint32 r5_ui = (r6r5_ull >> 32u);
  149. uint32 r6_ui = r6r5_ull;
  150. uint r12 = 1;
  151. int r4_i = (1u >> lr_i);
  152. // 00129C66
  153. if (i2 >= 32) {
  154. // 00129C78
  155. r4_i = (1u << (uint)(i2 - 32));
  156. }
  157. int r3_i = r5_ui & r4_i;
  158. r5_ui = r12 << (uint)i2;
  159. /*
  160. * 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?
  161. * 原始汇编:IT GE
  162. MOVGE R5, #0
  163. 自己汇编:IT GT
  164. MOVGT R4, #0
  165. */
  166. // 00129C84
  167. if (i2 >= 32) {
  168. // 00129C86
  169. r5_ui = 0;
  170. }
  171. int r6_i = r6_ui & r5_ui;
  172. r3_i = r3_i | r6_i;
  173. // 00129C8A
  174. if (r3_i != 0) {
  175. // 00129C8E
  176. this->field_154 = -1;
  177. this->field_158 = -1;
  178. r1_i = 0;
  179. } else {
  180. // loc_129C9A
  181. this->field_154 = r1_i;
  182. this->field_158 = i2;
  183. r1_i = STY_tConfig.PlayerCustomisationNumber_54D4[r1_i][i2];
  184. }
  185. // loc_129CB2
  186. CUIMsgShopButton* r2_pMsgShopButton = this->m_pMsgShopButton_130;
  187. this->field_15C = r1_i;
  188. if (r2_pMsgShopButton != 0) {
  189. // 00129CC2
  190. r2_pMsgShopButton->SetCost(r1_i);
  191. }
  192. // locret_129CC6
  193. return;
  194. }
  195. //-------------------------------------------------------------------------------------------------
  196. // 00129514 //^_^
  197. //单元测试等级:目测游戏表现
  198. //测试内容:启动游戏到第6关传球射门
  199. //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
  200. //测试分支: 无
  201. int CFESEditPlayer::ApplyToProfile() {
  202. // 00129514
  203. int r6_i = this->field_B4;
  204. int r0_i = MP_cMyProfile.GetHairStyle();
  205. // 0012952A
  206. if (r6_i == r0_i) {
  207. // 0012952E
  208. r6_i = this->field_B8;
  209. r0_i = MP_cMyProfile.GetFacialHair();
  210. // 00129538
  211. if (r6_i == r0_i) {
  212. // 0012953C
  213. r6_i = this->field_BC;
  214. r0_i = MP_cMyProfile.GetHairColour();
  215. // 00129546
  216. if (r6_i == r0_i) {
  217. // 0012954A
  218. r6_i = this->field_C0;
  219. r0_i = MP_cMyProfile.GetBootColour();
  220. // 00129554
  221. if (r6_i == r0_i) {
  222. // 00129558
  223. r6_i = this->field_C4;
  224. r0_i = MP_cMyProfile.GetShirtLength();
  225. // 00129562
  226. if (r6_i == r0_i) {
  227. // 00129566
  228. r6_i = this->field_C8;
  229. r0_i = MP_cMyProfile.GetBodyType();
  230. // 00129570
  231. if (r6_i == r0_i) {
  232. // 00129576
  233. r6_i = this->field_CC;
  234. r0_i = MP_cMyProfile.GetShirtNumber();
  235. // 0012957E
  236. if (r6_i == r0_i) {
  237. // 00129582
  238. const wchar_t* r1_pwc = MP_cMyProfile.GetPlayerName();
  239. if (xstrcmp(this->m_pName_D0, r1_pwc) == 0) {
  240. // loc_129646
  241. return 0;
  242. }
  243. }
  244. // loc_129596
  245. }
  246. // loc_129596
  247. }
  248. // loc_129596
  249. }
  250. // loc_129596
  251. }
  252. // loc_129596
  253. }
  254. // loc_129596
  255. }
  256. // loc_129596
  257. MP_cMyProfile.SetHairStyle(this->field_B4);
  258. MP_cMyProfile.SetFacialHair(this->field_B8);
  259. MP_cMyProfile.SetHairColour(this->field_BC);
  260. MP_cMyProfile.SetBootColour(this->field_C0);
  261. MP_cMyProfile.SetShirtLength(this->field_C4);
  262. MP_cMyProfile.SetBodyType(this->field_C8);
  263. MP_cMyProfile.SetShirtNumber(this->field_CC);
  264. const wchar_t* r1_pwc = CFESEditPlayer::ms_pKeyboard->GetString();
  265. wchar_t var_32[17];
  266. xstrlcpy(var_32, r1_pwc, 17);
  267. r1_pwc = MP_cMyProfile.GetPlayerName();
  268. r0_i = xstrcmp(this->m_pName_D0, r1_pwc);
  269. // 00129606
  270. if (r0_i != 0) {
  271. // 0012960A
  272. r0_i = CFESEditPlayer::HaveEasterEggName(this->m_pName_D0);
  273. // 0012960E
  274. if (r0_i != 0) {
  275. // 00129612
  276. r1_pwc = MP_cMyProfile.GetPlayerName();
  277. xstrlcpy(this->m_pName_D0, r1_pwc, 17);
  278. this->SetupPlayer();
  279. } else {
  280. // loc_129628
  281. FESU_WordsStartWithCapital(this->m_pName_D0);
  282. MP_cMyProfile.SetPlayerName(this->m_pName_D0);
  283. }
  284. }
  285. // loc_129636
  286. CStoryCore::m_tStageManager.InitTeams();
  287. return 1;
  288. }
  289. //-------------------------------------------------------------------------------------------------
  290. // 00129658 //^_^
  291. //单元测试等级:目测游戏表现
  292. //测试内容:启动游戏到第6关传球射门
  293. //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
  294. //测试分支: 无
  295. void CFESEditPlayer::Exit() {
  296. // 00129658
  297. FREE_RenderShutdown();
  298. // 00129668
  299. if (CFESEditPlayer::ms_pKeyboard != 0) {
  300. // 0012966E
  301. delete CFESEditPlayer::ms_pKeyboard;
  302. CFESEditPlayer::ms_pKeyboard = NULL;
  303. }
  304. // loc_129676
  305. if (this->m_p3DPlayer_98 != 0) {
  306. // 00129676
  307. this->m_p3DPlayer_98->Shutdown();
  308. // 00129684
  309. if (this->m_p3DPlayer_98 != NULL) {
  310. // 00129686
  311. delete this->m_p3DPlayer_98;
  312. }
  313. // loc_12968E
  314. this->m_p3DPlayer_98 = 0;
  315. }
  316. // loc_129694
  317. if (this->m_pHeroScene_160 != 0) {
  318. // 0012969A
  319. delete this->m_pHeroScene_160;
  320. this->m_pHeroScene_160 = 0;
  321. }
  322. // loc_1296A8
  323. CGfxKits::FreeKitTeamTextures(&this->m_tTextures_9C);
  324. int r1_i = this->field_164;
  325. int r0_i = r1_i + 1;
  326. // 001296B4
  327. if (r0_i != 0) {
  328. // 001296B8
  329. FTT_pTex->ReleaseTexture(r1_i);
  330. this->field_164 = -1;
  331. }
  332. // locret_1296CC
  333. }
  334. //-------------------------------------------------------------------------------------------------
  335. // 001297B8 //^_-
  336. //单元测试等级:目测游戏表现
  337. //测试内容:启动游戏到第6关传球射门
  338. //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
  339. //测试分支: 无
  340. int CFESEditPlayer::HaveEasterEggName(wchar_t* pwc1) {
  341. // 001297B8
  342. char var_31[17];
  343. UnicodeToUTF8(var_31, pwc1, 17);
  344. uint r0_i = FTTHash(var_31);
  345. uint r6_i = r0_i ^ 0x3A8F05C5;
  346. int r4_i = 0;
  347. // loc_129816
  348. while (r4_i <= 2) {
  349. // loc_1297FC
  350. r0_i = STY_tConfig.EEListRecordc_677c[r4_i].name;
  351. // 00129800
  352. if (r0_i == r6_i) {
  353. // 00129804
  354. int r5_i = STY_tConfig.EEListRecordc_677c[r4_i].ID;
  355. r0_i = MP_cMyProfile.EasterEggAlreadyFound(r5_i);
  356. // 00129810
  357. if (r0_i == 0) {
  358. // loc_12981E
  359. MP_cMyProfile.FoundEasterEgg(r5_i);
  360. r0_i = STY_tConfig.EEListRecordc_677c[r4_i].Credits;
  361. CCurrency::AddCredits(r0_i, false, 0, true, true, false);
  362. return r4_i;
  363. }
  364. }
  365. // loc_129812
  366. r4_i++;
  367. }
  368. // 0012981A
  369. r4_i = 0;
  370. return r4_i;
  371. }
  372. //-------------------------------------------------------------------------------------------------
  373. // 00128210 //^_-
  374. //单元测试等级:目测游戏表现
  375. //测试内容:启动游戏到第6关传球射门
  376. //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
  377. //测试分支: 无
  378. void CFESEditPlayer::Init(void) {
  379. // 0012821C
  380. if (CFE::m_eLastFlowDirection != 2) {
  381. // 0012821E
  382. FREE_RenderInit();
  383. this->editPlayerPos_F4 = -1;
  384. this->field_F8 = 0;
  385. this->vector32_FC = s_vCamTarget[0];
  386. this->field_108 = s_fCamDist[0];
  387. this->field_10C = s_fCamRot[0];
  388. this->field_110 = s_fCamTilt[0];
  389. this->vector32_114.float_0 = 0;
  390. this->vector32_114.float_4 = 0;
  391. this->vector32_114.float_8 = 0;
  392. this->field_120 = 0;
  393. this->field_124 = 0;
  394. // 4B7B56 - 0x4B7B40 = 16
  395. int r6_i = CStoryProfile::m_tData.field_16.filed_0;
  396. int r5_i = CStoryProfile::m_tData.field_16.filed_2;
  397. TStorySeason* r0_season = CStoryCore::STORY_GetSeason(r5_i);
  398. int r1_i = r0_season->StageCount_d0;
  399. int r0_i = r1_i * r5_i + r6_i;
  400. // 00128288
  401. if (r0_season->StageCount_d0 != r6_i) {
  402. // 00128290
  403. r0_i = r0_i + 1;
  404. }
  405. // 00128292
  406. CStoryCore::SetupStage(r0_i);
  407. CStoryCore::m_cProfile.ApplyUserPlayer(&this->m_tPlayerInfo_14);
  408. this->RevertToProfile();
  409. CFEKeyboard* r0_keyboard =
  410. new CFEKeyboard(0, this->m_pName_D0, EKeyboardType_0, -1, 1);
  411. CFESEditPlayer::ms_pKeyboard = r0_keyboard;
  412. CFESEditPlayer::ms_pKeyboard->SetMaxNumChars(17);
  413. CFESEditPlayer::ms_pKeyboard->HideTextField();
  414. CGfxKits::LoadKitTeamTextures(&tGame.CTeam_2C60[0], &this->m_tTextures_9C,
  415. g_tGlobalTexLoadOptions.mTexLoadOptions_4,
  416. 0x200);
  417. CGfxKits::BeginBuildKit(0);
  418. CFTTTexture* r0_texutre = CGfxKits::GetTexture(
  419. this->field_164, &this->m_tTextures_9C, 1, EKitTextureType_0, NULL);
  420. CGfxKits::EndBuildKit();
  421. this->m_p3DPlayer_98 = NULL;
  422. this->SetupPlayer();
  423. this->SetupEditMode(-1);
  424. this->m_pHeroScene_160 = new CFEHeroScene(this->field_164);
  425. }
  426. // locret_128344
  427. }
  428. //-------------------------------------------------------------------------------------------------
  429. // 0012A0A0 //^_-
  430. //单元测试等级:目测游戏表现
  431. //测试内容:启动游戏到第6关传球射门
  432. //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
  433. //测试分支: 无
  434. void CFESEditPlayer::PreRender3D(void) {
  435. this->SetupCamera(true);
  436. CPlayerShader::s_tInstance.SetCinematic(EPlayerShader_Cinematic_2);
  437. // 0x3FA00000, 0x3ECCCCCD, 0x40000000, 0x3FE00000
  438. CFTTVector32x4 var_28;
  439. var_28.my[0] = 1.25;
  440. var_28.my[1] = 0.4000000059604645;
  441. var_28.my[2] = 2;
  442. var_28.my[3] = 1.75;
  443. CPlayerShader::s_tInstance.SetCinematicLightingCloth(var_28);
  444. // 0x40000000, 0x3F19999A, 0x3F800000, 0x3F800000
  445. var_28.my[0] = 2;
  446. var_28.my[1] = 0.6000000238418579;
  447. var_28.my[2] = 1;
  448. var_28.my[3] = 1;
  449. CPlayerShader::s_tInstance.SetCinematicLightingSkin(var_28);
  450. CPlayerShader::s_tInstance.SetQuality(EPlayerShader_Quality_2);
  451. CGfxCharacter* var_2C = this->m_p3DPlayer_98->pGfxCharacter_0;
  452. CFTTVector32 var_38;
  453. var_38.float_0 = -0.5;
  454. var_38.float_4 = 0.699999988079071;
  455. var_38.float_8 = -0.30000001192092896;
  456. CFTTVector32 vector32_28 = Normalize(var_38);
  457. this->m_p3DPlayer_98->RenderSetup();
  458. CGfxShadowMapManager::ms_pManager->MapPlayer(&var_2C, &this->m_p3DPlayer_98,
  459. 1, vector32_28, 0);
  460. this->m_p3DPlayer_98->PreRender();
  461. CFTTCamera::SetViewport(CFE::s_fUniformWidth, CFE::s_fUniformHeight, 0);
  462. this->SetupCamera(true);
  463. this->m_pHeroScene_160->PreRender(*this); //->m_tPostProcessRender_10
  464. CPlayerShader::s_tInstance.SetCinematic(EPlayerShader_Cinematic_0);
  465. CPlayerShader::s_tInstance.SetQuality(
  466. GFXSPEC_pSpecification->ePlayerLightingQuality_44);
  467. }
  468. //-------------------------------------------------------------------------------------------------
  469. // 001296D8 //^_^
  470. //单元测试等级:目测游戏表现
  471. //测试内容:启动游戏到第6关传球射门
  472. //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
  473. //测试分支: 001296D8
  474. void CFESEditPlayer::ProcessPlayer(void) {
  475. // 001296D8
  476. CFE3DPlayer* r5_player = this->m_p3DPlayer_98;
  477. r5_player->tPlayer_10.SetPos(0, 0, 0);
  478. float s16_f = r5_player->tPlayer_10.ballPosPrev_4.point_0.dy_4;
  479. float s18_f = r5_player->tPlayer_10.ballPosPrev_4.dz_8;
  480. float s20_f = r5_player->tPlayer_10.ballPosPrev_4.point_0.dx_0;
  481. this->m_p3DPlayer_98->SetScale(1);
  482. float s2_f = -3.0518e-5;
  483. float s0_f = 3.0518e-5;
  484. float s4_f = 2.0e-2;
  485. s2_f = s20_f * s2_f;
  486. s4_f = s4_f + s18_f * s0_f;
  487. s0_f = s16_f * s0_f;
  488. this->m_p3DPlayer_98->SetPos(s2_f, s4_f, s0_f, SCR_HEI, -1);
  489. s2_f = 3.1416;
  490. s0_f = r5_player->tPlayer_10.u_0.s_2_0.s_2 + 0x3000;
  491. // s0_f = s0_f*3.1416;
  492. s0_f = (float)((float)s0_f * s2_f);
  493. s2_f = 0.00012207f;
  494. s0_f = s0_f * s2_f;
  495. this->m_p3DPlayer_98->SetYRot(s0_f);
  496. this->m_p3DPlayer_98->UpdateBlinking();
  497. this->m_p3DPlayer_98->Process();
  498. }
  499. //-------------------------------------------------------------------------------------------------
  500. // 00129EC4 //^_^
  501. //单元测试等级:目测游戏表现
  502. //测试内容:启动游戏到第6关传球射门
  503. //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
  504. //测试分支: 无
  505. void CFESEditPlayer::Render2D(void) { this->m_pUITileManager_4->Render(); }
  506. //-------------------------------------------------------------------------------------------------
  507. // 0012A314 //^_^
  508. //单元测试等级:目测游戏表现
  509. //测试内容:启动游戏到第6关传球射门
  510. //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
  511. //测试分支: 无
  512. void CFESEditPlayer::Render2DHUD(void) {
  513. // 0012A314
  514. this->m_pUITileManager_4->RenderHUD();
  515. // 0012A326
  516. if (this->ms_pKeyboard != NULL) {
  517. // 0012A328
  518. this->ms_pKeyboard->Render();
  519. }
  520. // loc_12A32C
  521. this->m_pHeroScene_160->RenderHUD();
  522. }
  523. //-------------------------------------------------------------------------------------------------
  524. // 0012A1DC //^_^
  525. //单元测试等级:目测游戏表现
  526. //测试内容:启动游戏到第6关传球射门
  527. //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
  528. //测试分支: 无
  529. void CFESEditPlayer::Render3D(void) { GFXRENDER_pPostProcess->Render(*this); }
  530. //-------------------------------------------------------------------------------------------------
  531. // 00128374 //^_^
  532. //单元测试等级:目测游戏表现
  533. //测试内容:启动游戏到第6关传球射门
  534. //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
  535. //测试分支: 无
  536. void CFESEditPlayer::RevertToProfile(void) {
  537. xstrlcpy(this->m_pName_D0, this->m_tPlayerInfo_14.field_24, 17);
  538. this->field_B4 = MP_cMyProfile.GetHairStyle();
  539. this->field_B8 = MP_cMyProfile.GetFacialHair();
  540. this->field_BC = MP_cMyProfile.GetHairColour();
  541. this->field_C0 = MP_cMyProfile.GetBootColour();
  542. this->field_C4 = MP_cMyProfile.GetShirtLength();
  543. this->field_C8 = MP_cMyProfile.GetBodyType();
  544. this->field_CC = MP_cMyProfile.GetShirtNumber();
  545. }
  546. //-------------------------------------------------------------------------------------------------
  547. // 00128904 //^_^
  548. //单元测试等级:目测游戏表现
  549. //测试内容:启动游戏到第6关传球射门
  550. //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
  551. //测试分支: 无
  552. void CFESEditPlayer::SetUpdateMovement(void) {
  553. // 00128904
  554. float s10_f = 2.0e1;
  555. int r1_i = this->field_F8;
  556. float s4_f = this->field_108;
  557. float s0_f = this->vector32_FC.float_0;
  558. float s2_f = this->vector32_FC.float_4;
  559. float s6_f = this->vector32_FC.float_8;
  560. float s8_f = s_fCamDist[r1_i];
  561. s4_f = s8_f - s4_f;
  562. // int r2_i = r1_i*3;
  563. s4_f = s4_f / s10_f;
  564. s8_f = s_vCamTarget[r1_i].float_0;
  565. float s12_f = s_vCamTarget[r1_i].float_4;
  566. float s14_f = s_vCamTarget[r1_i].float_8;
  567. this->field_120 = s4_f;
  568. s2_f = s12_f - s2_f;
  569. s4_f = s_fCamRot[r1_i];
  570. s0_f = s8_f - s0_f;
  571. s4_f = s4_f - s6_f;
  572. s6_f = this->field_110;
  573. s2_f = s2_f / s10_f;
  574. s4_f = s4_f / s10_f;
  575. this->field_124 = s4_f;
  576. s4_f = s_fCamTilt[r1_i];
  577. r1_i = 0;
  578. s0_f = s0_f / s10_f;
  579. s4_f = s4_f - s6_f;
  580. this->vector32_114.float_4 = s2_f;
  581. this->vector32_114.float_0 = s0_f;
  582. s4_f = s4_f / s10_f;
  583. this->field_128 = s4_f;
  584. s0_f = this->vector32_FC.float_8;
  585. this->field_12C = r1_i;
  586. s0_f = s14_f - s0_f;
  587. s0_f = s0_f / s10_f;
  588. this->vector32_114.float_8 = s0_f;
  589. }
  590. //-------------------------------------------------------------------------------------------------
  591. // 001289CC //^_^
  592. //单元测试等级:目测游戏表现
  593. //测试内容:启动游戏到第6关传球射门
  594. //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
  595. //测试分支: 无
  596. void CFESEditPlayer::SetupHighlight(void) {
  597. switch (this->editPlayerPos_F4) {
  598. case 1: {
  599. // loc_1289E0
  600. int r1_i = 0;
  601. int v = r1_i;
  602. // loc_128A04
  603. while (r1_i <= 63) {
  604. // loc_1289F2
  605. if (this->field_CC ==
  606. STY_tConfig.PlayerCustomisationShirtNumbers_59E8[r1_i]) {
  607. // loc_128A0A
  608. v = r1_i;
  609. break;
  610. }
  611. r1_i++;
  612. }
  613. // loc_128A0A
  614. return CUITileItemSelector::SetHighlightSelection(v);
  615. break;
  616. }
  617. default: {
  618. // def_1289D6
  619. return CUITileItemSelector::SetHighlightSelection(-1);
  620. }
  621. case 2: {
  622. // loc_128A1C
  623. return CUITileItemSelector::SetHighlightSelection(this->field_B4);
  624. }
  625. case 3: {
  626. // loc_128A24
  627. return CUITileItemSelector::SetHighlightSelection(this->field_BC);
  628. }
  629. case 4: {
  630. // loc_128A2C
  631. return CUITileItemSelector::SetHighlightSelection(this->field_B8);
  632. }
  633. case 5: {
  634. // loc_128A34
  635. int r1_i = this->field_C4;
  636. int r0_i = this->field_C8;
  637. r0_i = r0_i * 3;
  638. r0_i = r0_i + r1_i;
  639. return CUITileItemSelector::SetHighlightSelection(r0_i);
  640. }
  641. case 6: {
  642. // loc_128A42
  643. return CUITileItemSelector::SetHighlightSelection(this->field_C0);
  644. }
  645. }
  646. return;
  647. }
  648. //-------------------------------------------------------------------------------------------------
  649. // 001283D8 //^_^
  650. //单元测试等级:目测游戏表现
  651. //测试内容:启动游戏到第6关传球射门
  652. //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
  653. //测试分支: 无
  654. void CFESEditPlayer::SetupPlayer(void) {
  655. int r0_i = MP_cMyProfile.GetSkinColour();
  656. int r1_i = this->field_B4;
  657. int r2_i = this->field_B8;
  658. int r3_i = this->field_BC;
  659. int r7_i = this->field_C0;
  660. int r6_i = this->field_C4;
  661. int r5_i = this->field_C8;
  662. int r12_i = this->field_CC;
  663. this->m_tPlayerInfo_14.field_4F = r0_i;
  664. this->m_tPlayerInfo_14.field_4E = r1_i;
  665. this->m_tPlayerInfo_14.field_4C = r2_i;
  666. this->m_tPlayerInfo_14.field_4D = r3_i;
  667. this->m_tPlayerInfo_14.field_81 = r7_i;
  668. this->m_tPlayerInfo_14.field_60 = r6_i;
  669. this->m_tPlayerInfo_14.field_61 = r5_i;
  670. this->m_tPlayerInfo_14.shirtNum_5F = r12_i;
  671. xstrlcpy(this->m_tPlayerInfo_14.field_24, this->m_pName_D0, 17);
  672. if (this->m_p3DPlayer_98 != NULL) {
  673. this->m_p3DPlayer_98->UpdatePlayerAtlas(&this->m_tPlayerInfo_14, 0);
  674. } else {
  675. // loc_128438
  676. r7_i = CStoryCore::m_tStageManager.IsInternational(
  677. CStoryCore::m_tStageManager.tStoryStage_0.t_0.TournamentType_70);
  678. CFE3DPlayer* r6_p3dPlayer = new CFE3DPlayer;
  679. this->m_p3DPlayer_98 = r6_p3dPlayer;
  680. if (r7_i != 0) {
  681. r0_i = CStoryCore::GetNationalTeam();
  682. } else {
  683. // loc_128466
  684. r0_i = CStoryCore::GetClubTeam();
  685. }
  686. r6_p3dPlayer->Init(r0_i, 0, &this->m_tPlayerInfo_14, EPlayerKitID_0, 0,
  687. &this->m_tTextures_9C, 2);
  688. CPlayer* r5_player = &this->m_p3DPlayer_98->tPlayer_10;
  689. r5_player->SetAnim(27);
  690. r5_player->Update();
  691. r5_player->SetRot(0, true);
  692. }
  693. // loc_1284A6
  694. this->SetupHighlight();
  695. }
  696. //-------------------------------------------------------------------------------------------------
  697. // 0012907C //^_-
  698. //单元测试等级:目测游戏表现
  699. //测试内容:启动游戏到第6关传球射门
  700. //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
  701. //测试分支: 无
  702. void CFESEditPlayer::SetupEditMode_SLEEVELENGTH(void) {
  703. // 0012907C
  704. int r7_i = 0;
  705. this->field_F8 = 0;
  706. // loc_129160
  707. while (r7_i != 6) {
  708. // loc_1290C0
  709. int r9_i = SCR_WID;
  710. int r8_i = SCR_SAFE_BOTTOM;
  711. int r10_i = CUITileManager::UITILE_ADBAR_H;
  712. char var_128[256];
  713. snprintf(var_128, 256, "shirt%i.png", r7_i);
  714. CUITileItemSelector* r4_selector = new CUITileItemSelector(
  715. 96, 96, -8355712, var_128, EUITileAction_62, dword_2FE1F0[r7_i]);
  716. int r0_i = ((uint)r7_i * 128) & 0x80u;
  717. r0_i = r0_i + r8_i;
  718. r0_i = r0_i - r10_i / 2;
  719. int r1_i = ((uint)r7_i * 64) & 0xFFFFFF80u;
  720. r0_i = r0_i - 304;
  721. r1_i = r1_i + r9_i / 2;
  722. r1_i = r1_i - 128;
  723. float s0_f = r1_i;
  724. float s2_f = r0_i;
  725. this->m_pUITileManager_4->AddTile(s0_f, s2_f, r4_selector, 1, -1,
  726. EHUDPosition_0);
  727. r7_i++;
  728. }
  729. }
  730. //-------------------------------------------------------------------------------------------------
  731. // 00128A84
  732. void CFESEditPlayer::SetupEditMode_NUMBER(void) {
  733. // var1dc = r0
  734. this->field_F8 = 5;
  735. int r10_i = 0;
  736. float s16_f = -280.0f;
  737. // r3 = STY_tConfig
  738. // var1e0 = adbar
  739. // var1e4 = safe
  740. // var1e8 = scr_wid
  741. // var1ec = ai
  742. // loc_128BF0
  743. int r1_i;
  744. while (r10_i < STY_tConfig.PlayerCustomisationNumberCount_59D4[0]) {
  745. // loc_128AC6
  746. wchar_t var_B0[64];
  747. int r9_i = CUITileManager::UITILE_ADBAR_H;
  748. int r5_i = SCR_SAFE_BOTTOM;
  749. int r4_i = SCR_WID;
  750. xsnprintf(var_B0, 64, L"%i",
  751. STY_tConfig.PlayerCustomisationShirtNumbers_59E8[r10_i]);
  752. LOGE("STY_tConfig.PlayerCustomisationShirtNumbers_59E8[r10_i]=%x",STY_tConfig.PlayerCustomisationShirtNumbers_59E8[r10_i]);
  753. TUITBText var_1D8(var_B0, -1, 0, 1.25, EFontAlign_2, 32, 12, 0, 55, 0);
  754. // r1_i = 63;
  755. // 1f8 = r1,r10
  756. CUITileItemSelector* r7_selector = new CUITileItemSelector(
  757. 64, 64, -12566464, var_1D8, EUITileAction_63, r10_i);
  758. r1_i = r10_i & 0x7;
  759. float r3_f = -1;
  760. r4_i = 1;
  761. int r0_i = SCR_WID / 2;
  762. r1_i = r1_i * 5;
  763. float s0_f = r0_i;
  764. r0_i = (uint)r10_i >> 3u;
  765. r1_i = (uint)r1_i << 4;
  766. r0_i = r0_i * 5;
  767. float s2_f = r1_i;
  768. r0_i = r5_i + r0_i * 16;
  769. r0_i = r0_i - r9_i / 2;
  770. r0_i = r0_i - 0x1D8;
  771. float s4_f = r0_i;
  772. s0_f = s0_f + s16_f;
  773. s0_f = s0_f + s2_f;
  774. this->m_pUITileManager_4->AddTile(s0_f, s4_f, r7_selector, r4_i, r3_f,
  775. EHUDPosition_0);
  776. r1_i = 32 - r10_i;
  777. int r2_i = r10_i - 32;
  778. r1_i = (uint)r4_i >> (uint)r1_i;
  779. int* pr0r3 = (int*)&CStoryProfile::m_tData.field_210[0];
  780. if (r2_i >= 0) {
  781. r1_i = (uint)r4_i << (uint)r2_i;
  782. }
  783. r2_i = (uint)r4_i << (uint)r10_i;
  784. r1_i = r1_i & pr0r3[1];
  785. if (r10_i >= 0x0) {
  786. r2_i = 0;
  787. }
  788. r0_i = pr0r3[0] & r2_i;
  789. r0_i = r0_i | r1_i;
  790. if (r0_i == 0) {
  791. r0_i = STY_tConfig.PlayerCustomisationNumber_54D4[0][r10_i];
  792. // r7_selector->358 = r0
  793. r7_selector->m_i_358=r0_i;
  794. }
  795. // loc_128BEA
  796. r10_i++;
  797. }
  798. }
  799. //-------------------------------------------------------------------------------------------------
  800. // 00128A50 //^_^
  801. //单元测试等级:目测游戏表现
  802. //测试内容:启动游戏到第6关传球射门
  803. //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
  804. //测试分支: 无
  805. void CFESEditPlayer::SetupEditMode_NAME(void) {
  806. // 00128A50
  807. this->field_F8 = 4;
  808. CFESEditPlayer::ms_pKeyboard->HideTextField();
  809. CFESEditPlayer::ms_pKeyboard->SetString(this->m_pName_D0);
  810. CFESEditPlayer::ms_pKeyboard->Show();
  811. this->field_150 = false;
  812. }
  813. //-------------------------------------------------------------------------------------------------
  814. // 00128798 //^_^
  815. //单元测试等级:目测游戏表现
  816. //测试内容:启动游戏到第6关传球射门
  817. //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
  818. //测试分支: 无
  819. CUITileItemSelector* CFESEditPlayer::GetCustomiseTile(int i1) {
  820. // 00128798
  821. int r5_i = i1;
  822. int r4_i = -15177552;
  823. switch (r5_i) {
  824. case 0: {
  825. // loc_1287BA
  826. char var_98[128];
  827. strlcpy(var_98, "shirtname.png", 128);
  828. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  829. 96, 96, -15177552, var_98, EUITileAction_55, 0);
  830. return r0_pTitleItemSelector;
  831. break;
  832. }
  833. default: {
  834. // def_1287AE
  835. char var_98[128];
  836. strlcpy(var_98, "boot.png", 128);
  837. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  838. 96, 96, -15177552, var_98, EUITileAction_55, r5_i);
  839. return r0_pTitleItemSelector;
  840. break;
  841. }
  842. case 1: {
  843. // loc_128804
  844. char var_98[128];
  845. strlcpy(var_98, "shirtnum.png", 128);
  846. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  847. 96, 96, -15177552, var_98, EUITileAction_55, 1);
  848. return r0_pTitleItemSelector;
  849. break;
  850. }
  851. case 2: {
  852. // loc_128822
  853. char var_98[128];
  854. snprintf(var_98, 128, "H%i.png", 6);
  855. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  856. 96, 96, -15177552, var_98, EUITileAction_55, 2);
  857. return r0_pTitleItemSelector;
  858. break;
  859. }
  860. case 3: {
  861. // loc_128842
  862. char var_98[128];
  863. strlcpy(var_98, "haircol.png", 128);
  864. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  865. 96, 96, -15177552, var_98, EUITileAction_55, 3);
  866. return r0_pTitleItemSelector;
  867. break;
  868. }
  869. case 4: {
  870. // loc_128860
  871. char var_98[128];
  872. snprintf(var_98, 128, "B%i.png", 5);
  873. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  874. 96, 96, -15177552, var_98, EUITileAction_55, 4);
  875. return r0_pTitleItemSelector;
  876. break;
  877. }
  878. case 5: {
  879. // loc_128880
  880. char var_98[128];
  881. strlcpy(var_98, "sleevelength.png", 128);
  882. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  883. 96, 96, -15177552, var_98, EUITileAction_55, 5);
  884. return r0_pTitleItemSelector;
  885. break;
  886. }
  887. case 6: {
  888. // loc_12889E
  889. char var_98[128];
  890. strlcpy(var_98, "boot.png", 128);
  891. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  892. 96, 96, -15177552, var_98, EUITileAction_55, 6);
  893. return r0_pTitleItemSelector;
  894. break;
  895. }
  896. }
  897. // 001288D6
  898. }
  899. //-------------------------------------------------------------------------------------------------
  900. // 00128DBC //^_-
  901. //单元测试等级:目测游戏表现
  902. //测试内容:启动游戏到第6关传球射门
  903. //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
  904. //测试分支: 无
  905. void CFESEditPlayer::SetupEditMode_HAIRCOLOUR(void) {
  906. this->field_F8 = 1;
  907. int r11_i = 0;
  908. // loc_128EDA
  909. while (r11_i != 8) {
  910. // loc_128E0C
  911. int r4_i = SCR_WID;
  912. int r9_i = SCR_SAFE_BOTTOM;
  913. int r8_i = CUITileManager::UITILE_ADBAR_H;
  914. int r7_i = m_iHairColourPosition[r11_i];
  915. CUITileItemSelector* r5_pTileItemSelector = new CUITileItemSelector(
  916. 96, 96, s_uHairColours[r7_i], EUITileAction_60, r7_i);
  917. /*
  918. * 此处应该被转换成等价操作
  919. * 原始汇编: MOV R0, #0xFFFFFF80
  920. AND.W R0, R0, R11,LSL#5 ...
  921. ADD.W R11, R11, #1
  922. * 自己汇编: BIC.W R0, R10, #0x7F
  923. ADD R0, R6 ...
  924. ADD.W R10, R10, #0x20
  925. */
  926. // int r0_i = -128;
  927. int r0_i = ((uint)r11_i * 32u) & 0xFFFFFF80;
  928. int r2_i = ((uint)r11_i * 128u) & 0x180;
  929. r0_i = r0_i + r9_i;
  930. r0_i = r0_i - r8_i / 2;
  931. r0_i = r0_i - 304;
  932. int r1_i = r2_i + r4_i / 2;
  933. r1_i = r1_i - 192;
  934. CUITileManager* r0_pTitleManager = this->m_pUITileManager_4;
  935. r0_pTitleManager->AddTile(r1_i, r0_i, r5_pTileItemSelector, true, -1,
  936. EHUDPosition_0);
  937. r0_i = 32 - r7_i;
  938. r1_i = r7_i - 32;
  939. r0_i = 1u << r0_i;
  940. uint64 r2r3_ull = CStoryProfile::m_tData.field_210[2];
  941. // 00128EA8
  942. if (r7_i - 32 >= 0) {
  943. // 00128EAC
  944. r0_i = 1u << r1_i;
  945. }
  946. r1_i = 1u << m_iHairColourPosition[r11_i];
  947. r0_i = r0_i & (r2r3_ull >> 32u);
  948. // 00128EB8
  949. if (r7_i - 32 >= 0) {
  950. // 00128EBA
  951. r1_i = 0;
  952. }
  953. r1_i = r1_i & r2r3_ull;
  954. r0_i = r0_i | r1_i;
  955. // 00128EBE
  956. if (r0_i == 0) {
  957. // 00128EC2
  958. r5_pTileItemSelector->m_i_358 =
  959. STY_tConfig
  960. .PlayerCustomisationNumber_54D4[2][m_iHairColourPosition[r11_i]];
  961. }
  962. // loc_128ED2
  963. r11_i++;
  964. }
  965. // 00128EE0
  966. }
  967. //-------------------------------------------------------------------------------------------------
  968. // 00128C40 //^_-
  969. //单元测试等级:目测游戏表现
  970. //测试内容:启动游戏到第6关传球射门
  971. //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
  972. //测试分支: 无
  973. void CFESEditPlayer::SetupEditMode_HAIRSTYLE(void) {
  974. // 00128C40
  975. uint r6_i = 1;
  976. uchar r11_i = 0;
  977. this->field_F8 = 1;
  978. // loc_128D7A
  979. while (r11_i != 20) {
  980. // loc_128C86
  981. int r8_i = SCR_WID;
  982. int r10_i = SCR_SAFE_BOTTOM;
  983. int r9_i = CUITileManager::UITILE_ADBAR_H;
  984. int r7_i = m_iHairStylePosition[r11_i];
  985. char var_128[256];
  986. snprintf(var_128, 256, "H%i.png", r7_i);
  987. CUITileItemSelector* r4_pTileItemSelector = new CUITileItemSelector(
  988. 80, 80, -8355712, var_128, EUITileAction_58, r7_i);
  989. uint r0_i = r11_i / 5u;
  990. int r1_i = r0_i * 3;
  991. r0_i = r0_i * 5;
  992. char r0_c = r11_i - r0_i;
  993. r1_i = r10_i + r1_i * 32;
  994. r1_i = r1_i - r9_i / 2;
  995. r0_i = (uint)r0_c << 7u;
  996. r0_i = r0_i + r8_i / 2;
  997. r0_i = r0_i - 256;
  998. float s0_f = r0_i;
  999. r0_i = r1_i - 432;
  1000. float s2_f = r0_i;
  1001. this->m_pUITileManager_4->AddTile(s0_f, s2_f, r4_pTileItemSelector, r6_i,
  1002. -1, EHUDPosition_0);
  1003. r1_i = 32 - r7_i;
  1004. int r2_i = r7_i - 32;
  1005. r1_i = r6_i >> r1_i;
  1006. uint* pr0r3 = (uint*)&CStoryProfile::m_tData.field_210[1];
  1007. /*
  1008. * 此处原汇编比较的是r2,自己这边比较的是r7
  1009. * 原始汇编:CMP R2, #0
  1010. * 自己汇编:CMP R7, #0x1F
  1011. */
  1012. if (r2_i >= 0) {
  1013. r1_i = (uint)r6_i << (uint)r2_i;
  1014. }
  1015. r2_i = r6_i << (uint)r7_i;
  1016. r1_i = r1_i & (pr0r3[1]);
  1017. if (r7_i >= 0x20) {
  1018. r2_i = 0;
  1019. }
  1020. r0_i = pr0r3[0] & r2_i;
  1021. r0_i = r0_i | r1_i;
  1022. if (r0_i == 0) {
  1023. r4_pTileItemSelector->m_i_358 =
  1024. STY_tConfig.PlayerCustomisationNumber_54D4[1][r7_i];
  1025. }
  1026. // loc_128D76
  1027. r11_i++;
  1028. }
  1029. }
  1030. //-------------------------------------------------------------------------------------------------
  1031. // 00128F08 //^_-
  1032. //单元测试等级:目测游戏表现
  1033. //测试内容:启动游戏到第6关传球射门
  1034. //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
  1035. //测试分支: loc_129032,loc_12903A,0012901E,loc_129032,loc_12903A,00129040
  1036. void CFESEditPlayer::SetupEditMode_FACIALHAIR(void) {
  1037. // 00128F08
  1038. int r10_i = 0;
  1039. this->field_F8 = 2;
  1040. // loc_12903A
  1041. while (r10_i != 8) {
  1042. // loc_12903A
  1043. int r7_i = m_iFacialHairPosition[r10_i];
  1044. int r8_i = SCR_WID;
  1045. int r5_i = SCR_SAFE_BOTTOM;
  1046. int r6_i = CUITileManager::UITILE_ADBAR_H;
  1047. char var_128[256];
  1048. snprintf(var_128, 256, "B%i.png", r7_i);
  1049. CUITileItemSelector* r4_pTileItemSelector = new CUITileItemSelector(
  1050. 96, 96, -8355712, var_128, EUITileAction_59, r7_i);
  1051. int r2_i = (r10_i * 128) & 0x180;
  1052. // int r0_i =-128;
  1053. int r0_i = (r10_i * 32) & 0xFFFFFF80;
  1054. r0_i = r0_i + r5_i;
  1055. r0_i = r0_i - r6_i / 2;
  1056. r0_i = r0_i - 304;
  1057. int r1_i = r2_i + r8_i / 2;
  1058. r1_i = r1_i - 192;
  1059. bool r5_b = 1u;
  1060. this->m_pUITileManager_4->AddTile(r1_i, r0_i, r4_pTileItemSelector, r5_b,
  1061. -1, EHUDPosition_0);
  1062. r1_i = 32 - r7_i;
  1063. r2_i = r7_i - 32;
  1064. r1_i = r5_b >> (uint)r1_i;
  1065. /*
  1066. * 此处原汇编比较的是r2,自己这边比较的是r7
  1067. * 原始汇编:CMP R2, #0
  1068. * 自己汇编:CMP R7, #0x1F
  1069. */
  1070. // 00128FFE
  1071. if (r7_i - 32 >= 0) {
  1072. // 00129008
  1073. r1_i = r5_b << (uint)r2_i;
  1074. }
  1075. r2_i = r5_b << (uint)r7_i;
  1076. r1_i = r1_i & (CStoryProfile::m_tData.field_210[3] >> 32u);
  1077. if (r7_i - 32 >= 0) {
  1078. // 00129016
  1079. r2_i = 0;
  1080. }
  1081. r0_i = CStoryProfile::m_tData.field_210[3] & r2_i;
  1082. r0_i = r0_i | r1_i;
  1083. if (r0_i == 0) {
  1084. // 0012901E
  1085. r4_pTileItemSelector->m_i_358 =
  1086. STY_tConfig.PlayerCustomisationNumber_54D4[3][r7_i];
  1087. }
  1088. // loc_129032
  1089. r10_i++;
  1090. }
  1091. // 00129040
  1092. }
  1093. //-------------------------------------------------------------------------------------------------
  1094. // 00129198 //^_-
  1095. //单元测试等级:目测游戏表现
  1096. //测试内容:启动游戏,换鞋
  1097. //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
  1098. //测试分支: loc_1291E2,00129298,loc_1292AC,001292BA
  1099. void CFESEditPlayer::SetupEditMode_BOOTS(void) {
  1100. // 00129198
  1101. uint r11_i = 1;
  1102. int r8_i = 0;
  1103. this->field_F8 = 3;
  1104. // loc_1292B4
  1105. while (r8_i != 12) {
  1106. // loc_1291E2
  1107. int r4_i = m_iBootsColour[r8_i];
  1108. int r7_i = SCR_WID;
  1109. int r9_i = SCR_SAFE_BOTTOM;
  1110. int r6_i = CUITileManager::UITILE_ADBAR_H;
  1111. CUITileItemSelector* r5_pTileItemSelector = new CUITileItemSelector(
  1112. 96, 96, unk_2FE208[r4_i], EUITileAction_61, r4_i);
  1113. int r0_i = (r8_i * 32) & 0xFFFFFF80;
  1114. int r2_i = (r8_i * 128) & 0x180;
  1115. r0_i = r0_i + r9_i;
  1116. r0_i = r0_i - r6_i / 2;
  1117. r0_i = r0_i - 432;
  1118. int r1_i = r2_i + r7_i / 2;
  1119. r1_i = r1_i - 192;
  1120. this->m_pUITileManager_4->AddTile(r1_i, r0_i, r5_pTileItemSelector, r11_i,
  1121. -1, EHUDPosition_0);
  1122. r0_i = 32 - r4_i;
  1123. r1_i = r4_i - 32;
  1124. r0_i = (uint)r11_i >> r0_i;
  1125. uint64 r2r3_ull = CStoryProfile::m_tData.field_210[4];
  1126. // 0012927E
  1127. if (r4_i - 32 >= 0) {
  1128. // 00129282
  1129. r0_i = r11_i << (uint)r1_i;
  1130. }
  1131. r1_i = r11_i << r4_i;
  1132. r0_i = r0_i & (r2r3_ull >> 32u);
  1133. if (r4_i - 32 >= 0) {
  1134. // 00129290
  1135. r1_i = 0;
  1136. }
  1137. r1_i = r1_i & r2r3_ull;
  1138. r0_i = r0_i | r1_i;
  1139. // 00129294
  1140. if (r0_i == 0) {
  1141. // 00129298
  1142. r5_pTileItemSelector->m_i_358 =
  1143. STY_tConfig.PlayerCustomisationNumber_54D4[4][r4_i];
  1144. }
  1145. // loc_1292AC
  1146. r8_i++;
  1147. }
  1148. // 001292BA
  1149. }
  1150. //-------------------------------------------------------------------------------------------------
  1151. // 00129A6C //^_-
  1152. //单元测试等级:目测游戏表现
  1153. //测试内容:启动游戏到第6关传球射门
  1154. //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
  1155. //测试分支: 无
  1156. void CFESEditPlayer::Process() {
  1157. // 00129A6C
  1158. GFXRENDER_Set60FPSDesirable();
  1159. int var_18;
  1160. int r5_i = this->m_pUITileManager_4->Process(0, &var_18);
  1161. // 00129A82
  1162. if (r5_i != 1) {
  1163. this->ProcessPlayer();
  1164. // 00129A90
  1165. if (r5_i == 13 || CFESEditPlayer::ms_bCancelChanges != 0) {
  1166. // loc_129A9C
  1167. this->RevertToProfile();
  1168. this->SetupEditMode(-1);
  1169. this->SetupPlayer();
  1170. SNDFE_PlaySFX(3, 0, 1);
  1171. CFESEditPlayer::ms_bCancelChanges = 0;
  1172. }
  1173. // loc_129AC2
  1174. if (r5_i == 14) {
  1175. // 00129AC6
  1176. int r0_i = this->field_154;
  1177. r0_i = r0_i + 1;
  1178. // 00129ACA
  1179. if (r0_i != 0) {
  1180. // 00129ACE
  1181. wchar_t* r5_pwc = LOCstring(6190);
  1182. int r1_i = this->field_154;
  1183. r0_i = m_iUnlockText[r1_i];
  1184. wchar_t* r3_pwc = LOCstring(r0_i);
  1185. wchar_t var_118[128];
  1186. xsnprintf(var_118, 128, r5_pwc, r3_pwc, this->field_15C);
  1187. CMessageBoxHandler::NewMessageBox(CFESEditPlayer::ConfirmUnlockCB, this,
  1188. EMessageBoxType_1, var_118, 0, 0, 128,
  1189. 1, 1, 0, 0, 0, 1, 1);
  1190. // loc_129B8A
  1191. this->ProcessEditMode(14);
  1192. // def_129B3C
  1193. this->UpdatePosition();
  1194. this->field_12C++;
  1195. return;
  1196. }
  1197. // loc_129B5A
  1198. } else {
  1199. // loc_129B2A
  1200. this->ProcessEditMode(r5_i);
  1201. switch (r5_i) {
  1202. case 58: {
  1203. // loc_129B46
  1204. this->field_B4 = var_18;
  1205. this->SetupPlayer();
  1206. this->CheckUnlocked(1, var_18);
  1207. SNDFE_PlaySFX(7, 0, 1);
  1208. this->UpdatePosition();
  1209. this->field_12C++;
  1210. return;
  1211. break;
  1212. }
  1213. case 59: {
  1214. // loc_129B94
  1215. this->field_B8 = var_18;
  1216. this->SetupPlayer();
  1217. this->CheckUnlocked(3, var_18);
  1218. SNDFE_PlaySFX(7, 0, 1);
  1219. this->UpdatePosition();
  1220. this->field_12C++;
  1221. return;
  1222. break;
  1223. }
  1224. case 60: {
  1225. // loc_129BA8
  1226. this->field_BC = var_18;
  1227. this->SetupPlayer();
  1228. this->CheckUnlocked(2, var_18);
  1229. SNDFE_PlaySFX(7, 0, 1);
  1230. this->UpdatePosition();
  1231. this->field_12C++;
  1232. return;
  1233. break;
  1234. }
  1235. case 61: {
  1236. // loc_129BBC
  1237. this->field_C0 = var_18;
  1238. this->SetupPlayer();
  1239. this->CheckUnlocked(4, var_18);
  1240. SNDFE_PlaySFX(7, 0, 1);
  1241. this->UpdatePosition();
  1242. this->field_12C++;
  1243. return;
  1244. break;
  1245. }
  1246. case 62: {
  1247. // loc_129BD0
  1248. int r0_i = var_18 / 3;
  1249. int r1_i = r0_i + r0_i * 2;
  1250. this->field_C4 = var_18 - r1_i;
  1251. this->field_C8 = r0_i;
  1252. this->SetupPlayer();
  1253. this->field_154 = -1;
  1254. this->field_158 = -1;
  1255. this->field_15C = 0;
  1256. SNDFE_PlaySFX(7, 0, 1);
  1257. this->UpdatePosition();
  1258. this->field_12C++;
  1259. return;
  1260. break;
  1261. }
  1262. case 63: {
  1263. // loc_129BFA
  1264. this->field_CC =
  1265. STY_tConfig.PlayerCustomisationShirtNumbers_59E8[var_18];
  1266. this->SetupPlayer();
  1267. this->CheckUnlocked(0, var_18);
  1268. SNDFE_PlaySFX(7, 0, 1);
  1269. this->UpdatePosition();
  1270. this->field_12C++;
  1271. return;
  1272. break;
  1273. }
  1274. default: {
  1275. // def_129B3C
  1276. this->UpdatePosition();
  1277. this->field_12C++;
  1278. return;
  1279. }
  1280. }
  1281. }
  1282. // loc_129B5A
  1283. this->ApplyToProfile();
  1284. this->SetupEditMode(-1);
  1285. this->SetupPlayer();
  1286. SNDFE_PlaySFX(1, 0, 1);
  1287. SYSCORE_DeleteFile("profileHead.png", 1);
  1288. CFTTTextureCache::EmptyCache();
  1289. // loc_129B8A
  1290. this->ProcessEditMode(14);
  1291. this->UpdatePosition();
  1292. this->field_12C++;
  1293. return;
  1294. }
  1295. // loc_129C3C
  1296. }
  1297. //-------------------------------------------------------------------------------------------------
  1298. // 00129CD0 //^_-
  1299. //单元测试等级:目测游戏表现
  1300. //测试内容:启动游戏到第6关传球射门
  1301. //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
  1302. //测试分支: 无
  1303. void CFESEditPlayer::RenderLines(void) {
  1304. // 00129CD0
  1305. int r0_i = this->editPlayerPos_F4;
  1306. r0_i = r0_i + 1;
  1307. if (r0_i == 0) {
  1308. CFTTVector32 var_74;
  1309. CFTTCamera::GetPosition(var_74);
  1310. CFTTVector32 var_80;
  1311. CFTTCamera::GetForwardDirection(var_80);
  1312. TPoint3D var_8C;
  1313. CFTTVector32 var_98;
  1314. // loc_129E98
  1315. for (int r8_i = 0; r8_i != 7; r8_i++) {
  1316. // loc_129D1E
  1317. CUITileItemSelector* r11_i = this->m_pTileItemSelectors_134[r8_i];
  1318. // oc_129D1E
  1319. this->m_p3DPlayer_98->tPlayer_10.GetBonePosition(unk_2FE238[r8_i],
  1320. &var_8C);
  1321. float s0_f = var_8C.point_0.dx_0;
  1322. float s2_f = var_8C.point_0.dy_4;
  1323. float s4_f = unk_2FE254[r8_i] + var_8C.dz_8;
  1324. var_8C.dz_8 = unk_2FE254[r8_i] + var_8C.dz_8;
  1325. float s22_f = s0_f * (float)-3.0518e-5 - var_74.float_0;
  1326. float s28_f = var_80.float_0;
  1327. float s30_f = var_80.float_4;
  1328. float s26_f = s2_f * (float)3.0518e-5 - var_74.float_8;
  1329. float s17_f = var_80.float_8;
  1330. float s24_f = s4_f * (float)3.0518e-5 - var_74.float_4;
  1331. var_98.float_0 = s22_f;
  1332. var_98.float_8 = s26_f;
  1333. var_98.float_4 = s24_f;
  1334. CFTTVector32 var_A4 = Normalize(var_98);
  1335. s0_f = s24_f * s30_f;
  1336. CFTTVector32 var_B0;
  1337. s2_f = unk_2FE270[r8_i];
  1338. TPoint var_B8;
  1339. s0_f = s0_f + s22_f * s28_f;
  1340. s0_f = s0_f + s26_f * s17_f;
  1341. s22_f = s2_f + s0_f;
  1342. s0_f = (var_74.float_8 + (float)s22_f * var_A4.float_8) * (float)3.2768e4;
  1343. s2_f =
  1344. -(var_74.float_0 + (float)s22_f * var_A4.float_0) * (float)3.2768e4;
  1345. s4_f = (var_74.float_4 + (float)s22_f * var_A4.float_4) * (float)3.2768e4;
  1346. var_8C.point_0.dx_0 = s2_f;
  1347. var_8C.point_0.dy_4 = s0_f;
  1348. var_8C.dz_8 = s4_f;
  1349. s0_f = r11_i->f_130;
  1350. s2_f = r11_i->f_134;
  1351. var_B8.dx_0 = s0_f;
  1352. var_B8.dy_4 = s2_f;
  1353. GFXCAMERA_ScreenToWorldRay(&var_B8, var_98, var_B0);
  1354. TPoint3D var_C4;
  1355. s2_f = (float)var_B0.float_0 * var_80.float_0 +
  1356. (float)var_B0.float_4 * var_80.float_4 +
  1357. (float)var_B0.float_8 * var_80.float_8;
  1358. s0_f = s22_f / s2_f;
  1359. s4_f = var_B0.float_0 * s0_f;
  1360. s2_f = var_B0.float_8 * s0_f;
  1361. s0_f = var_B0.float_4 * s0_f;
  1362. var_C4.point_0.dx_0 = -(s4_f + var_98.float_0) * (float)3.2768e4;
  1363. var_C4.point_0.dy_4 = (s2_f + var_98.float_8) * (float)3.2768e4;
  1364. var_C4.dz_8 = (s0_f + var_98.float_4) * (float)3.2768e4;
  1365. var_B0.float_0 = s4_f;
  1366. var_B0.float_4 = s0_f;
  1367. var_B0.float_8 = s2_f;
  1368. FREE_RenderEditPlayerLine(var_C4, var_8C);
  1369. }
  1370. }
  1371. // loc_129EA0
  1372. }
  1373. //-------------------------------------------------------------------------------------------------
  1374. // 0012A1F4 //^_-
  1375. //单元测试等级:目测游戏表现
  1376. //测试内容:启动游戏到第6关传球射门
  1377. //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
  1378. //测试分支: 无
  1379. void CFESEditPlayer::RenderScene(EGfxRenderPass e1) {
  1380. // 0012A1F4
  1381. this->SetupCamera(0);
  1382. g_pGraphicsDevice->setDepthTest(EFTTDepthTest_8, 1);
  1383. // 0012A216
  1384. if (e1 == EGfxRenderPass_2) {
  1385. // 0012A21A
  1386. GFXRENDER_pPostProcess->ReflectCamera();
  1387. GFXPLAYER_pBatch->Begin();
  1388. this->m_p3DPlayer_98->Render(1, EEnvMapOverride_3);
  1389. GFXPLAYER_pBatch->End();
  1390. this->m_pHeroScene_160->RenderEnvironment(1);
  1391. } else {
  1392. // loc_12A250
  1393. this->m_pHeroScene_160->RenderEnvironment(0);
  1394. GFXPLAYER_pBatch->Begin();
  1395. this->m_p3DPlayer_98->Render(1, EEnvMapOverride_3);
  1396. GFXPLAYER_pBatch->End();
  1397. }
  1398. // loc_12A278
  1399. g_pGraphicsDevice->setDepthTest(EFTTDepthTest_8, 1);
  1400. GFXPLAYER_pBatch->Flush(1, 1, 0);
  1401. GFXPLAYER_pBatch->Flush(2, 1, 0);
  1402. GFXPLAYER_pBatch->Flush(5, 1, 0);
  1403. GFXPLAYER_pBatch->Flush(0, 1, 0);
  1404. CGfxPlayer::RenderPlayerAlphaTested(1);
  1405. CGfxPlayer::RenderPlayerTranslucent(1);
  1406. GFXPLAYER_pBatch->Flush(-1, 1, 0);
  1407. // 0012A2D6
  1408. /*
  1409. * 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
  1410. * 原始汇编:CMP R5, #1
  1411. BEQ locret_12A2E4
  1412. * 自己汇编:CMP R5, #1
  1413. BNE loc_12D46
  1414. */
  1415. if (e1 != EGfxRenderPass_1) {
  1416. // 0012A2DA
  1417. this->m_pHeroScene_160->RenderGlows();
  1418. // 0012A2E2
  1419. if (e1 == EGfxRenderPass_0) {
  1420. // 0012A2E8
  1421. this->RenderLines();
  1422. // return;
  1423. }
  1424. }
  1425. // locret_12A2E4
  1426. // return;
  1427. }
  1428. //-------------------------------------------------------------------------------------------------
  1429. // 00129ECC //^_-
  1430. //单元测试等级:目测游戏表现
  1431. //测试内容:启动游戏到第6关传球射门
  1432. //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
  1433. //测试分支: 无
  1434. void CFESEditPlayer::SetupCamera(bool b1) {
  1435. // 00129ECC
  1436. float r4_f = 0;
  1437. CFTTVector32 var_24;
  1438. var_24.float_4 = 1;
  1439. var_24.float_0 = 0;
  1440. var_24.float_8 = 0;
  1441. CFTTVector32 var_30;
  1442. CFTTVector32 var_40;
  1443. CFTTVector32 var_50;
  1444. TPoint3D tPoint3D_90;
  1445. float d16_low = this->vector32_FC.float_0;
  1446. float d16_high = this->vector32_FC.float_4;
  1447. float r0_f = this->vector32_FC.float_8;
  1448. var_40.float_8 = r0_f;
  1449. var_40.float_0 = d16_low;
  1450. var_40.float_4 = d16_high;
  1451. this->m_p3DPlayer_98->tPlayer_10.GetBonePosition(2, &tPoint3D_90);
  1452. float s6_f = tPoint3D_90.point_0.dx_0;
  1453. float s2_f = tPoint3D_90.point_0.dy_4;
  1454. float s4_f = tPoint3D_90.dz_8;
  1455. float s0_f = -1.72;
  1456. int r0_i = this->field_F8;
  1457. s0_f = s0_f + s4_f * (float)3.0518e-5;
  1458. s4_f = s6_f * (float)-3.0518e-5;
  1459. s2_f = s2_f * (float)3.0518e-5;
  1460. // 00129F28
  1461. if (r0_i == 3) {
  1462. // 00129F2A
  1463. s2_f = s2_f * (float)1.5e-1;
  1464. s0_f = s0_f * (float)1.5e-1;
  1465. s4_f = s4_f * (float)1.5e-1;
  1466. }
  1467. float s8_f = var_40.float_4;
  1468. s6_f = var_40.float_0;
  1469. float s10_f = var_40.float_8;
  1470. s4_f = s4_f + s6_f;
  1471. s0_f = s0_f + s8_f;
  1472. s2_f = s2_f + s10_f;
  1473. var_40.float_0 = s4_f;
  1474. var_40.float_4 = s0_f;
  1475. var_40.float_8 = s2_f;
  1476. var_50.float_0 = var_40.float_0;
  1477. var_50.float_4 = var_40.float_4;
  1478. var_50.float_8 = -this->field_108;
  1479. CFTTMatrix32 var_90 = MakeXRotationMatrix32(this->field_110);
  1480. VectorMatrixMultiply(&var_50, &var_90);
  1481. CFTTMatrix32 var_D0 = MakeYRotationMatrix32(this->field_10C);
  1482. VectorMatrixMultiply(&var_30, &var_50, &var_D0);
  1483. CFTTCamera::SetPosition(var_30);
  1484. CFTTCamera::LookAt(var_40, &var_24);
  1485. CFTTCamera::SetFOV(0.7062374949455261);
  1486. CFTTCamera::SetNearAndFarPlanes(0.5, 100);
  1487. CFTTCamera::ApplyCameraSettings();
  1488. GFXCAMERA_fYOffset = r4_f;
  1489. /*
  1490. * 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,
  1491. * R5,很难掌握为什么, 也拆分写能不同形式,但也不是可以完全一致。伤脑筋
  1492. */
  1493. GFXCAMERA_vPos = var_30;
  1494. GFXCAMERA_vTarget = var_40;
  1495. s2_f = (float)(var_40.float_4 - var_30.float_4) *
  1496. (var_40.float_4 - var_30.float_4) +
  1497. (float)(var_40.float_8 - var_30.float_8) *
  1498. (var_40.float_8 - var_30.float_8) +
  1499. (float)(var_40.float_0 - var_30.float_0) *
  1500. (var_40.float_0 - var_30.float_0);
  1501. // 00129FD0
  1502. if (b1) {
  1503. // 0012A000
  1504. GFXCAMERA_UpdateMatrices();
  1505. }
  1506. s0_f = sqrtf(s2_f);
  1507. s0_f = s0_f * (float)6.0e-1;
  1508. s2_f = s0_f + s0_f;
  1509. GFXRENDER_pPostProcess->SetDOFValues(1, s0_f, s2_f, true, 4);
  1510. }
  1511. //-------------------------------------------------------------------------------------------------
  1512. // 001284C0 //^_-
  1513. //单元测试等级:目测游戏表现
  1514. //测试内容:启动游戏,换服饰
  1515. //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
  1516. //测试分支: 001284CC,001284D2,0012851A,loc_1285E4,loc_128638,0012869E
  1517. void CFESEditPlayer::SetupEditMode(int i1) {
  1518. // 001284CC
  1519. if (i1 >= -1) {
  1520. // 001284D2
  1521. this->editPlayerPos_F4 = i1;
  1522. }
  1523. CFESEditPlayer::ms_pKeyboard->Hide();
  1524. int r7_i = 1;
  1525. this->m_pUITileManager_4->Reset(1);
  1526. this->m_pUITileManager_4->uy_13D = 0;
  1527. this->m_pUITileManager_4->b_13E = false;
  1528. this->m_pUITileManager_4->b_13F = false;
  1529. int r0_i = this->editPlayerPos_F4;
  1530. this->m_pMsgShopButton_130 = 0;
  1531. this->m_pTileItemSelectors_134[0] = 0;
  1532. this->m_pTileItemSelectors_134[1] = 0;
  1533. this->m_pTileItemSelectors_134[2] = 0;
  1534. this->m_pTileItemSelectors_134[3] = 0;
  1535. this->m_pTileItemSelectors_134[4] = 0;
  1536. this->m_pTileItemSelectors_134[5] = 0;
  1537. this->m_pTileItemSelectors_134[6] = 0;
  1538. r0_i = r0_i + 1;
  1539. // 0012851A
  1540. if (r0_i != 0) {
  1541. // 0012851E
  1542. int r6_i = 1;
  1543. SNDFE_PlaySFX(1, 0, 1);
  1544. this->m_pUITileManager_4->ull_90 =
  1545. this->m_pUITileManager_4->ull_90 & (~2);
  1546. // 00128540
  1547. if (this->editPlayerPos_F4 != 0) {
  1548. // 00128546
  1549. this->m_pUITileManager_4->ull_90 =
  1550. this->m_pUITileManager_4->ull_90 | 0x2000;
  1551. this->m_pUITileManager_4->ull_98 =
  1552. this->m_pUITileManager_4->ull_98 & 0xFFFFFFFFFFFFDFFF;
  1553. //!!!注意 CUIMsgShopButton 修改注意去更新
  1554. CUIMsgShopButton* r5_pMsgShopButton = new CUIMsgShopButton(116, 76);
  1555. r7_i = 2;
  1556. this->m_pMsgShopButton_130 = r5_pMsgShopButton;
  1557. r0_i = SCR_WID;
  1558. int r1_i = SCR_SAFE_BOTTOM;
  1559. r0_i = r0_i - 66;
  1560. float s0_f = r0_i;
  1561. r0_i = r1_i - 46;
  1562. float s2_f = r0_i;
  1563. this->m_pUITileManager_4->AddTile(s0_f, s2_f, r5_pMsgShopButton, r6_i, -1,
  1564. EHUDPosition_2);
  1565. r0_i = this->editPlayerPos_F4;
  1566. r1_i = -1;
  1567. this->field_154 = -1;
  1568. switch (r0_i) {
  1569. case 0: {
  1570. // loc_128700
  1571. this->SetupEditMode_NAME();
  1572. // def_1285D0
  1573. this->SetupHighlight();
  1574. this->SetUpdateMovement();
  1575. return;
  1576. break;
  1577. }
  1578. case 1: {
  1579. // 001285DC
  1580. this->SetupEditMode_NUMBER();
  1581. // def_1285D0
  1582. this->SetupHighlight();
  1583. this->SetUpdateMovement();
  1584. return;
  1585. break;
  1586. }
  1587. case 2: {
  1588. // loc_12871E
  1589. this->SetupEditMode_HAIRSTYLE();
  1590. // def_1285D0
  1591. this->SetupHighlight();
  1592. this->SetUpdateMovement();
  1593. return;
  1594. break;
  1595. }
  1596. case 3: {
  1597. // loc_128726
  1598. this->SetupEditMode_HAIRCOLOUR();
  1599. // def_1285D0
  1600. this->SetupHighlight();
  1601. this->SetUpdateMovement();
  1602. return;
  1603. break;
  1604. }
  1605. case 4: {
  1606. // loc_12872E
  1607. this->SetupEditMode_FACIALHAIR();
  1608. // def_1285D0
  1609. this->SetupHighlight();
  1610. this->SetUpdateMovement();
  1611. return;
  1612. break;
  1613. }
  1614. case 5: {
  1615. // loc_128736
  1616. this->SetupEditMode_SLEEVELENGTH();
  1617. // def_1285D0
  1618. this->SetupHighlight();
  1619. this->SetUpdateMovement();
  1620. return;
  1621. break;
  1622. }
  1623. case 6: {
  1624. // loc_12873E
  1625. this->SetupEditMode_BOOTS();
  1626. // def_1285D0
  1627. this->SetupHighlight();
  1628. this->SetUpdateMovement();
  1629. return;
  1630. break;
  1631. }
  1632. default: {
  1633. // def_1285D0
  1634. this->SetupHighlight();
  1635. this->SetUpdateMovement();
  1636. return;
  1637. break;
  1638. }
  1639. }
  1640. }
  1641. // loc_1286F8
  1642. } else {
  1643. // loc_1285E4
  1644. float s16_f = 1.0f;
  1645. int r5_i = 0;
  1646. float var_70[14];
  1647. var_70[0] = -0.699999988079071;
  1648. var_70[1] = -0.30000001192092896;
  1649. var_70[2] = -0.699999988079071;
  1650. var_70[3] = -0.0f;
  1651. var_70[4] = -0.699999988079071;
  1652. var_70[5] = -0.6000000238418579;
  1653. var_70[6] = 0.699999988079071;
  1654. var_70[7] = -0.6000000238418579;
  1655. float s18_f = 5.0e-1;
  1656. var_70[8] = 0.699999988079071;
  1657. var_70[9] = -0.30000001192092896;
  1658. var_70[10] = 0.699999988079071;
  1659. var_70[11] = 0;
  1660. var_70[13] = 0.699999988079071;
  1661. var_70[12] = 0.6000000238418579;
  1662. float r11_f = -1;
  1663. // loc_12869A
  1664. while (r5_i != 7) {
  1665. // loc_128638
  1666. CUITileItemSelector* r3_pUITitleItemSelector =
  1667. 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(s0_f, s2_f, r3_pUITitleItemSelector,
  1682. 1, -1, EHUDPosition_0);
  1683. r5_i++;
  1684. }
  1685. // 0012869E
  1686. this->field_F8 = 0;
  1687. this->SetUpdateMovement();
  1688. this->m_pUITileManager_4->ull_90 =
  1689. this->m_pUITileManager_4->ull_90 &0xFFFFFFFFFFFFDFFF;
  1690. this->m_pUITileManager_4->ull_90 =
  1691. this->m_pUITileManager_4->ull_90 & (~0x4000u);
  1692. this->m_pUITileManager_4->ull_98 =
  1693. this->m_pUITileManager_4->ull_98 & (~2);
  1694. this->m_pUITileManager_4->ull_90 = this->m_pUITileManager_4->ull_90 | 0x2;
  1695. this->SetupHighlight();
  1696. return;
  1697. }
  1698. // loc_1286F8
  1699. this->field_154 = -1;
  1700. // loc_128700
  1701. this->SetupEditMode_NAME();
  1702. // def_1285D0
  1703. this->SetupHighlight();
  1704. this->SetUpdateMovement();
  1705. return;
  1706. }
  1707. //-------------------------------------------------------------------------------------------------
  1708. // 00191AB0 //^_-
  1709. //单元测试等级:目测游戏表现
  1710. //测试内容:启动游戏到第6关传球射门
  1711. //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
  1712. //测试分支: 00191AB0
  1713. void AddBoard(CFTTVector32* pVector0, CFTTVector32* pVector1, float* pf2,
  1714. int& i3, ushort* pus4, int& i5, int i6, int i7, int i8, int i9,
  1715. float& f10, float f11) {
  1716. // 00191AB0
  1717. CFTTVector32 var_74;
  1718. CFTTVector32 var_80;
  1719. CFTTVector32 var_8C;
  1720. CFTTVector32 var_98;
  1721. float s26_f = 0.0;
  1722. float s24_f = f11;
  1723. int r0_i = i3;
  1724. float r11_f = 0;
  1725. float s16_f = (float)i6 * (float)-0.000030518;
  1726. float s18_f = (float)i8 * (float)-0.000030518;
  1727. int var_9C = i3;
  1728. float s20_f = (float)i7 * (float)0.000030518;
  1729. var_80.float_4 = r11_f;
  1730. float s22_f = (float)i9 * (float)0.000030518;
  1731. float s0_f = s26_f;
  1732. float s28_f = s18_f - s16_f;
  1733. float s30_f = s22_f - s20_f;
  1734. s0_f = s0_f + s28_f * s28_f;
  1735. var_80.float_0 = s28_f;
  1736. var_80.float_8 = s30_f;
  1737. s0_f = s0_f + s30_f * s30_f;
  1738. float s2_f = sqrtf(s0_f);
  1739. // loc_191B54
  1740. s0_f = s2_f * s24_f;
  1741. s0_f = s0_f + s0_f;
  1742. float r8_f = XMATH_RoundFloatToNearestInt(s0_f);
  1743. var_74 = Normalize(var_80);
  1744. s0_f = -s30_f;
  1745. s30_f = var_74.float_0;
  1746. float s17_f = var_74.float_4;
  1747. float s19_f = var_74.float_8;
  1748. var_74.float_4 = r11_f;
  1749. var_74.float_0 = s0_f;
  1750. var_74.float_8 = s28_f;
  1751. var_8C = Normalize(var_74);
  1752. float s23_f = var_8C.float_4;
  1753. float s25_f = var_8C.float_8;
  1754. s2_f = (float)s23_f * (float)0.0625;
  1755. s28_f = (float)s17_f * (float)0.5;
  1756. s17_f = var_8C.float_0;
  1757. s30_f = (float)s30_f * (float)0.5;
  1758. s19_f = (float)s19_f * (float)0.5;
  1759. float s4_f = (float)s17_f * (float)0.0625;
  1760. s0_f = (float)s25_f * (float)0.0625;
  1761. s2_f = (float)s2_f * (float)0.5;
  1762. float s6_f = s23_f - s28_f;
  1763. float s8_f = s17_f - s30_f;
  1764. float s10_f = s25_f - s19_f;
  1765. s4_f = (float)s4_f * (float)0.5;
  1766. s0_f = (float)s0_f * (float)0.5;
  1767. var_74.float_4 = s2_f;
  1768. s6_f = (float)s6_f + (float)0.5;
  1769. s8_f = s8_f + s26_f;
  1770. s10_f = s10_f + s26_f;
  1771. var_74.float_0 = s4_f;
  1772. var_74.float_8 = s0_f;
  1773. var_98.float_4 = s6_f;
  1774. var_98.float_0 = s8_f;
  1775. var_98.float_8 = s10_f;
  1776. var_8C = Normalize(var_98);
  1777. s2_f = s30_f + s17_f;
  1778. s0_f = s28_f + s23_f;
  1779. s4_f = s19_f + s25_f;
  1780. s28_f = var_8C.float_0;
  1781. s30_f = var_8C.float_4;
  1782. s17_f = var_8C.float_8;
  1783. s2_f = s2_f + s26_f;
  1784. s0_f = s0_f + 0.5;
  1785. s4_f = s4_f + s26_f;
  1786. var_98.float_4 = s0_f;
  1787. var_98.float_0 = s2_f;
  1788. var_98.float_8 = s4_f;
  1789. var_8C = Normalize(var_98);
  1790. r0_i = i3;
  1791. // s6_f = r8_f;
  1792. float r1_f = (float)f10;
  1793. s8_f = (float)-s30_f;
  1794. s0_f = var_8C.float_0;
  1795. s24_f = (float)f10 + (float)r8_f * (float)0.5;
  1796. s2_f = var_8C.float_4;
  1797. // s6_f = (float)- s28_f;
  1798. s4_f = var_8C.float_8;
  1799. s10_f = (float)-s17_f;
  1800. /*
  1801. * 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
  1802. * 原始汇编: LDR R1, [R4] ...
  1803. * ADDS R0, R1, #1
  1804. * STR R0, [R4]
  1805. * 自已汇编: MOVS R1, #4 ...
  1806. * MOVS R1, #8
  1807. */
  1808. pf2[r0_i * 2] = f10;
  1809. float s12_f = -s4_f;
  1810. int r1_i = i3;
  1811. float s14_f = -s2_f;
  1812. float s1_f = -s0_f;
  1813. r0_i = r1_i + 1;
  1814. i3 = r0_i;
  1815. float s5_f = s18_f + s26_f;
  1816. pf2[r1_i * 2 + 1] = r11_f;
  1817. r1_i = i3;
  1818. pf2[r1_i * 2] = s24_f;
  1819. r1_i = i3;
  1820. int r2_i = r1_i + 1;
  1821. i3 = r2_i;
  1822. pf2[r1_i * 2 + 1] = r11_f;
  1823. r1_i = i3;
  1824. pf2[r1_i * 2] = s24_f;
  1825. r1_i = i3;
  1826. r2_i = r1_i + 1;
  1827. i3 = r2_i;
  1828. pf2[r1_i * 2 + 1] = 1.0;
  1829. r1_i = i3;
  1830. float r3_f = f10;
  1831. pf2[r1_i * 2] = r3_f;
  1832. r1_i = i3;
  1833. int r3_i = r1_i + 1;
  1834. i3 = r3_i;
  1835. pf2[r1_i * 2 + 1] = 1.0;
  1836. r1_i = i3;
  1837. pf2[r1_i * 2] = s24_f;
  1838. r1_i = i3;
  1839. r3_i = r1_i + 1;
  1840. i3 = r3_i;
  1841. pf2[r1_i * 2 + 1] = r11_f;
  1842. r1_i = i3;
  1843. r3_f = f10;
  1844. pf2[r1_i * 2] = r3_f;
  1845. r1_i = i3;
  1846. r3_i = r1_i + 1;
  1847. i3 = r3_i;
  1848. pf2[r1_i * 2 + 1] = r11_f;
  1849. r1_i = i3;
  1850. r3_f = f10;
  1851. pf2[r1_i * 2] = r3_f;
  1852. r1_i = i3;
  1853. r3_i = r1_i + 1;
  1854. i3 = r3_i;
  1855. pf2[r1_i * 2 + 1] = 1.0;
  1856. r1_i = i3;
  1857. pf2[r1_i * 2] = s24_f;
  1858. // r1_i = i3;
  1859. r1_i = var_9C;
  1860. r0_i = r1_i + 1;
  1861. pf2[i3 * 2 + 1] = 1.0;
  1862. i3 = r0_i;
  1863. pVector1[r1_i].float_0 = -s28_f;
  1864. pVector1[r1_i].float_4 = -s30_f;
  1865. pVector1[r1_i].float_8 = -s17_f;
  1866. r2_i = i3;
  1867. r3_i = r2_i + 1;
  1868. i3 = r3_i;
  1869. pVector1[r2_i].float_0 = -s28_f;
  1870. pVector1[r2_i].float_4 = -s30_f;
  1871. pVector1[r2_i].float_8 = -s17_f;
  1872. r2_i = i3;
  1873. r3_i = r2_i + 1;
  1874. i3 = r3_i;
  1875. pVector1[r2_i].float_0 = -s0_f;
  1876. pVector1[r2_i].float_4 = -s2_f;
  1877. pVector1[r2_i].float_8 = -s4_f;
  1878. s12_f = s22_f + s26_f;
  1879. r2_i = i3;
  1880. r3_i = r2_i + 1;
  1881. i3 = r3_i;
  1882. pVector1[r2_i].float_0 = -s28_f;
  1883. s6_f = s16_f + s26_f;
  1884. pVector1[r2_i].float_4 = -s30_f;
  1885. s8_f = s20_f + s26_f;
  1886. pVector1[r2_i].float_8 = -s17_f;
  1887. r2_i = i3;
  1888. s10_f = 6.7664e-1;
  1889. r3_i = r2_i + 1;
  1890. i3 = r3_i;
  1891. pVector1[r2_i].float_0 = s28_f;
  1892. pVector1[r2_i].float_4 = s30_f;
  1893. pVector1[r2_i].float_8 = s17_f;
  1894. r2_i = i3;
  1895. r3_i = r2_i + 1;
  1896. i3 = r3_i;
  1897. pVector1[r2_i].float_0 = s0_f;
  1898. pVector1[r2_i].float_4 = s2_f;
  1899. pVector1[r2_i].float_8 = s4_f;
  1900. r2_i = i3;
  1901. r3_i = r2_i + 1;
  1902. i3 = r3_i;
  1903. pVector1[r2_i].float_0 = s0_f;
  1904. pVector1[r2_i].float_4 = s2_f;
  1905. pVector1[r2_i].float_8 = s4_f;
  1906. r2_i = i3;
  1907. r3_i = r2_i + 1;
  1908. i3 = r3_i;
  1909. pVector1[r2_i].float_0 = s28_f;
  1910. pVector1[r2_i].float_4 = s30_f;
  1911. pVector1[r2_i].float_8 = s17_f;
  1912. s0_f = var_74.float_0;
  1913. s4_f = var_74.float_8;
  1914. s2_f = var_74.float_4;
  1915. float s3_f = s6_f - s0_f;
  1916. s14_f = s8_f - s4_f;
  1917. i3 = r0_i;
  1918. s1_f = s10_f - s2_f;
  1919. float s7_f = s12_f - s4_f;
  1920. float s9_f = s5_f - s0_f;
  1921. s8_f = s8_f + s4_f;
  1922. s10_f = s2_f + s10_f;
  1923. pVector0[r1_i].float_0 = s3_f;
  1924. s3_f = s22_f - s4_f;
  1925. s6_f = s6_f + s0_f;
  1926. pVector0[r1_i].float_4 = s1_f;
  1927. s12_f = s12_f + s4_f;
  1928. pVector0[r1_i].float_8 = s14_f;
  1929. r0_i = i3;
  1930. s14_f = 9.9792e-3;
  1931. r1_i = r0_i + 1;
  1932. i3 = r1_i;
  1933. pVector0[r0_i].float_0 = s9_f;
  1934. s9_f = s18_f - s0_f;
  1935. pVector0[r0_i].float_4 = s1_f;
  1936. s1_f = s20_f - s4_f;
  1937. pVector0[r0_i].float_8 = s7_f;
  1938. s7_f = s14_f - s2_f;
  1939. r0_i = i3;
  1940. s2_f = s2_f + s14_f;
  1941. r1_i = r0_i + 1;
  1942. i3 = r1_i;
  1943. pVector0[r0_i].float_0 = s9_f;
  1944. pVector0[r0_i].float_4 = s7_f;
  1945. pVector0[r0_i].float_8 = s3_f;
  1946. s3_f = s16_f - s0_f;
  1947. r0_i = i3;
  1948. r1_i = r0_i + 1;
  1949. i3 = r1_i;
  1950. pVector0[r0_i].float_0 = s3_f;
  1951. pVector0[r0_i].float_4 = s7_f;
  1952. pVector0[r0_i].float_8 = s1_f;
  1953. r0_i = i3;
  1954. r1_i = r0_i + 1;
  1955. i3 = r1_i;
  1956. pVector0[r0_i].float_0 = s6_f;
  1957. s6_f = s22_f + s4_f;
  1958. pVector0[r0_i].float_4 = s10_f;
  1959. s4_f = s20_f + s4_f;
  1960. pVector0[r0_i].float_8 = s8_f;
  1961. s8_f = s5_f + s0_f;
  1962. r0_i = i3;
  1963. r1_i = r0_i + 1;
  1964. i3 = r1_i;
  1965. pVector0[r0_i].float_0 = s8_f;
  1966. s8_f = s18_f + s0_f;
  1967. pVector0[r0_i].float_4 = s10_f;
  1968. s0_f = s16_f - s0_f;
  1969. pVector0[r0_i].float_8 = s12_f;
  1970. r0_i = i3;
  1971. r1_i = r0_i + 1;
  1972. i3 = r1_i;
  1973. pVector0[r0_i].float_0 = s8_f;
  1974. pVector0[r0_i].float_4 = s2_f;
  1975. pVector0[r0_i].float_8 = s6_f;
  1976. r0_i = i3;
  1977. r1_i = r0_i + 1;
  1978. i3 = r1_i;
  1979. pVector0[r0_i].float_0 = s0_f;
  1980. pVector0[r0_i].float_4 = s2_f;
  1981. pVector0[r0_i].float_8 = s4_f;
  1982. f10 = s24_f;
  1983. }
  1984. //-------------------------------------------------------------------------------------------------
  1985. // 001292E0 //^_^
  1986. //单元测试等级:目测游戏表现
  1987. //测试内容:启动游戏到第6关传球射门
  1988. //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
  1989. //测试分支: 无
  1990. void CFESEditPlayer::ProcessEditMode(int i1) {
  1991. // 001292E6
  1992. switch (this->editPlayerPos_F4) {
  1993. case -1: {
  1994. // loc_1292F4
  1995. this->m_p3DPlayer_98->field_20C = 0;
  1996. // 001292FA
  1997. if (i1 == 55) {
  1998. // 00129308
  1999. switch (this->m_pUITileManager_4->field_A4) {
  2000. case 0: {
  2001. // loc_12931A
  2002. this->SetupEditMode(0);
  2003. break;
  2004. }
  2005. case 1: {
  2006. // loc_129332
  2007. this->SetupEditMode(1);
  2008. break;
  2009. }
  2010. case 2: {
  2011. // loc_129338
  2012. this->SetupEditMode(2);
  2013. break;
  2014. }
  2015. case 3: {
  2016. // loc_12933E
  2017. this->SetupEditMode(3);
  2018. break;
  2019. }
  2020. case 4: {
  2021. // loc_129344
  2022. this->SetupEditMode(4);
  2023. break;
  2024. }
  2025. case 5: {
  2026. // loc_12934A
  2027. this->SetupEditMode(5);
  2028. break;
  2029. }
  2030. case 6: {
  2031. // loc_129350
  2032. this->SetupEditMode(6);
  2033. break;
  2034. }
  2035. }
  2036. // def_1292EA
  2037. }
  2038. // def_1292EA
  2039. break;
  2040. }
  2041. case 0: {
  2042. // loc_129322
  2043. this->ProcessEditMode_NAME();
  2044. break;
  2045. }
  2046. case 2: {
  2047. // loc_129326
  2048. this->ProcessEditMode_HAIRSTYLE();
  2049. break;
  2050. }
  2051. case 3: {
  2052. // loc_12932A
  2053. this->ProcessEditMode_HAIRCOLOUR();
  2054. break;
  2055. }
  2056. case 4: {
  2057. // loc_12932E
  2058. this->ProcessEditMode_FACIALHAIR();
  2059. break;
  2060. }
  2061. default: {
  2062. // def_1292EA
  2063. break;
  2064. }
  2065. }
  2066. }
  2067. //-------------------------------------------------------------------------------------------------
  2068. // 00129860 //^_^
  2069. //单元测试等级:目测游戏表现
  2070. //测试内容:启动游戏到第6关传球射门
  2071. //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
  2072. //测试分支: 无
  2073. void CFESEditPlayer::UpdatePosition() {
  2074. // 00129868
  2075. if (this->field_12C <= 19) {
  2076. // 0012986C
  2077. this->vector32_FC += this->vector32_114;
  2078. float s0_f = this->field_108;
  2079. float s6_f = this->field_120;
  2080. float s2_f = this->field_10C;
  2081. float s8_f = this->field_124;
  2082. s0_f = s0_f + s6_f;
  2083. float s4_f = this->field_110;
  2084. float s10_f = this->field_128;
  2085. s2_f = s2_f + s8_f;
  2086. s4_f = s4_f + s10_f;
  2087. this->field_108 = s0_f;
  2088. this->field_10C = s2_f;
  2089. this->field_110 = s4_f;
  2090. }
  2091. // loc_1298A8
  2092. int r1_i = this->field_F8;
  2093. CFE3DPlayer* r2_p3DPlayer = this->m_p3DPlayer_98;
  2094. uint r0_i = r2_p3DPlayer->tPlayer_10.u_0.s_2_0.s_2;
  2095. int r4_i = s_iPlayerRot[r1_i];
  2096. r1_i = r4_i + 0x2000;
  2097. r0_i = r1_i - r0_i;
  2098. r0_i = r0_i & 0x3FFF;
  2099. r1_i = 0x2000 - r0_i;
  2100. // 001298D0
  2101. if ((uint)r0_i >= 0x2000) {
  2102. // 001298D6
  2103. r1_i = r0_i - 0x2000;
  2104. }
  2105. // 001298DA
  2106. if (r1_i > 0x1800) {
  2107. // loc_1298FA
  2108. r1_i = 17;
  2109. // loc_1298FA
  2110. r2_p3DPlayer->tPlayer_10.SetAnim(r1_i);
  2111. } else {
  2112. // loc_1298E6
  2113. if (r1_i >= 3414) {
  2114. // 001298EE
  2115. if (r0_i > 0x2000) {
  2116. // 001298F6
  2117. r1_i = 13;
  2118. r2_p3DPlayer->tPlayer_10.SetAnim(r1_i);
  2119. } else {
  2120. // 001298F4
  2121. r1_i = 14;
  2122. r2_p3DPlayer->tPlayer_10.SetAnim(r1_i);
  2123. }
  2124. // loc_1298FA
  2125. // r2_p3DPlayer->tPlayer_10.SetAnim(r1_i);
  2126. }
  2127. }
  2128. // loc_1298FE
  2129. r2_p3DPlayer->tPlayer_10.SetFace(r4_i);
  2130. return;
  2131. }
  2132. //-------------------------------------------------------------------------------------------------
  2133. // 00129944 //^_^
  2134. //单元测试等级:目测游戏表现
  2135. //测试内容:启动游戏到第6关传球射门
  2136. //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
  2137. //测试分支: 无
  2138. void CFESEditPlayer::ConfirmUnlockCB(int i0, void* p1) {
  2139. CFESEditPlayer* r4_player = (CFESEditPlayer*)p1;
  2140. // 00129948
  2141. if (i0 != 0) {
  2142. // 0012994A
  2143. return;
  2144. }
  2145. // loc_12994C
  2146. int r1_i = r4_player->field_15C;
  2147. // 00129958
  2148. if (r1_i > CCurrency::s_iCredits) {
  2149. // 00129964
  2150. CFESShopHelper::ms_eTrigger = 4;
  2151. return CFE::ShowShop(true);
  2152. }
  2153. // loc_129970
  2154. r4_player->CompleteUnlock();
  2155. r4_player->ApplyToProfile();
  2156. MP_cMyProfile.Save(ESaveMode_1);
  2157. r4_player->SetupEditMode(-1);
  2158. return;
  2159. }
  2160. //-------------------------------------------------------------------------------------------------
  2161. // 001299C0
  2162. void CFESEditPlayer::CompleteUnlock() {
  2163. int r3_i = this->field_158;
  2164. wchar_t var_28[8];
  2165. xsnprintf(var_28, 8, L"%i", r3_i);
  2166. int r8_i = this->field_154;
  2167. int r0_i = this->field_158;
  2168. int r1_i = 32 - r0_i;
  2169. int r2_i = 1;
  2170. r3_i = r0_i - 32;
  2171. r1_i = (uint)r2_i >> (uint)r1_i;
  2172. if (r0_i >= 32) {
  2173. r1_i = (uint)r2_i << (uint)r1_i;
  2174. }
  2175. r0_i = (uint)r2_i << (uint)r0_i;
  2176. uint64 r5r7_ull = CStoryProfile::m_tData.field_210[r8_i];
  2177. r1_i = r1_i | r5r7_ull;
  2178. if (r0_i >= 32) {
  2179. r0_i = 0;
  2180. }
  2181. r0_i = r0_i | (r5r7_ull >> 32u);
  2182. CStoryProfile::m_tData.field_210[r8_i] = ((uint64)r1_i << 32u) | r0_i;
  2183. CCurrency::SubtractCredits(this->field_15C, ETrigger_4, false);
  2184. this->field_158 = -1;
  2185. SNDFE_PlaySFX(8, 0, 1);
  2186. r0_i = r8_i - 1;
  2187. if (r0_i <= 2) {
  2188. SYSCORE_DeleteFile("profileHead.png", true);
  2189. CFTTTextureCache::EmptyCache();
  2190. }
  2191. // locret_129A4A
  2192. return;
  2193. }
  2194. //-------------------------------------------------------------------------------------------------
  2195. // 00129358
  2196. void CFESEditPlayer::ProcessEditMode_NAME() {
  2197. LOGX("ProcessEditMode_NAME %p", this);
  2198. }
  2199. //-------------------------------------------------------------------------------------------------
  2200. // 0012944C
  2201. void CFESEditPlayer::ProcessEditMode_NUMBER() {
  2202. LOGX("ProcessEditMode_NUMBER %p", this);
  2203. }
  2204. //-------------------------------------------------------------------------------------------------
  2205. // 0012944E
  2206. void CFESEditPlayer::ProcessEditMode_HAIRSTYLE() {
  2207. LOGX("ProcessEditMode_HAIRSTYLE %p", this);
  2208. }
  2209. //-------------------------------------------------------------------------------------------------
  2210. // 0012946E
  2211. void CFESEditPlayer::ProcessEditMode_HAIRCOLOUR() {
  2212. LOGX("ProcessEditMode_HAIRCOLOUR %p", this);
  2213. }
  2214. //-------------------------------------------------------------------------------------------------
  2215. // 0012948E
  2216. void CFESEditPlayer::ProcessEditMode_FACIALHAIR() {
  2217. LOGX("ProcessEditMode_FACIALHAIR %p", this);
  2218. }
  2219. //-------------------------------------------------------------------------------------------------
  2220. // 001294AE
  2221. void CFESEditPlayer::ProcessEditMode_SLEEVELENGTH() {
  2222. LOGX("ProcessEditMode_SLEEVELENGTH %p", this);
  2223. }
  2224. //-------------------------------------------------------------------------------------------------
  2225. // 001294B0
  2226. void CFESEditPlayer::ProcessEditMode_BOOTS() {
  2227. LOGX("ProcessEditMode_BOOTS %p", this);
  2228. }