CFESEditPlayer.cpp 70 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. void test111(){
  73. m_iHairStylePosition[0]=rand();
  74. m_iHairStylePosition[1]=rand();
  75. m_iHairStylePosition[2]=rand();
  76. m_iHairStylePosition[3]=rand();
  77. m_iHairStylePosition[4]=rand();
  78. m_iHairStylePosition[5]=rand();
  79. m_iHairStylePosition[6]=rand();
  80. m_iHairStylePosition[7]=rand();
  81. m_iHairStylePosition[8]=rand();
  82. m_iHairStylePosition[9]=rand();
  83. m_iHairStylePosition[10]=rand();
  84. m_iHairStylePosition[11]=rand();
  85. m_iHairStylePosition[12]=rand();
  86. m_iHairStylePosition[13]=rand();
  87. m_iHairStylePosition[14]=rand();
  88. m_iHairStylePosition[15]=rand();
  89. m_iHairStylePosition[16]=rand();
  90. m_iHairStylePosition[17]=rand();
  91. m_iHairStylePosition[18]=rand();
  92. m_iHairStylePosition[19]=rand();
  93. }
  94. //-------------------------------------------------------------------------------------------------
  95. // 00128200 //^_^
  96. //单元测试等级:目测游戏表现
  97. //测试内容:启动游戏到第6关传球射门
  98. //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
  99. //测试分支: 无
  100. CFESEditPlayer::~CFESEditPlayer() {
  101. }
  102. //-------------------------------------------------------------------------------------------------
  103. // 00129A5C //^_^
  104. //单元测试等级:目测游戏表现
  105. //测试内容:启动游戏到第6关传球射门
  106. //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
  107. //测试分支: 无
  108. typedef void (*CFESEditPlayer_CancelChanges)();
  109. void CFESEditPlayer::CancelChanges() {
  110. CFESEditPlayer::ms_bCancelChanges = true;
  111. }
  112. //-------------------------------------------------------------------------------------------------
  113. // 00128118 //^_-
  114. //单元测试等级:目测游戏表现
  115. //测试内容:启动游戏到第6关传球射门
  116. //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
  117. //测试分支: 无
  118. CFESEditPlayer::CFESEditPlayer(void) {
  119. this->field_12C = 0;
  120. this->m_p3DPlayer_98 = 0;
  121. this->m_tTextures_9C.pCTeam_0 = 0;
  122. this->m_tTextures_9C.filed_4 = -1;
  123. this->m_tTextures_9C.pTexture_8 = 0;
  124. this->m_tTextures_9C.pTexture_C = 0;
  125. this->m_tTextures_9C.pTexture_10 = 0;
  126. this->m_tTextures_9C.pTexture_14 = 0;
  127. s_vCamTarget[5].float_4 = 1.100000023841858; // 40
  128. s_vCamTarget[5].float_8 = 0; // 44
  129. s_vCamTarget[2].float_8 = 0; // 20
  130. s_vCamTarget[3].float_0 = 0; // 24
  131. s_vCamTarget[3].float_4 = 0; // 28
  132. s_vCamTarget[3].float_8 = 0; // 2C
  133. s_vCamTarget[4].float_0 = 0; // 30
  134. s_vCamTarget[4].float_4 = 1.5; // 34
  135. s_vCamTarget[4].float_8 = 0; // 38
  136. s_vCamTarget[5].float_0 = 0; // 3C
  137. s_vCamTarget[0].float_0 = 0; // 0
  138. s_vCamTarget[0].float_4 = 1; // 4
  139. s_vCamTarget[0].float_8 = 0; // 8
  140. s_vCamTarget[1].float_0 = 0; // C
  141. s_vCamTarget[1].float_4 = 1.7000000476837158; // 10
  142. s_vCamTarget[1].float_8 = 0; // 14
  143. s_vCamTarget[2].float_0 = 0; // 18
  144. s_vCamTarget[2].float_4 = 1.7000000476837158; // 1C
  145. this->field_B4 = 0;
  146. this->field_B8 = 0;
  147. this->field_BC = 0;
  148. this->field_C0 = 0;
  149. this->field_C4 = 1;
  150. this->field_C8 = 1;
  151. this->field_CC = 1;
  152. this->field_154 = -1;
  153. this->field_158 = -1;
  154. this->field_15C = 0;
  155. GFXCAMERA_UpdateMatrices();
  156. }
  157. //-------------------------------------------------------------------------------------------------
  158. // 00129C54 //^_-
  159. //单元测试等级:目测游戏表现
  160. //测试内容:启动游戏到第6关传球射门
  161. //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
  162. //测试分支: 无
  163. void CFESEditPlayer::CheckUnlocked(int i1, int i2) {
  164. // 00129C54
  165. int r1_i = i1;
  166. int lr_i = 32 - i2;
  167. // int r3_i = i2 - 32;
  168. uint64 r6r5_ull = CStoryProfile::m_tData.field_210[i1];
  169. uint32 r5_ui = (r6r5_ull >> 32u);
  170. uint32 r6_ui = r6r5_ull;
  171. uint r12 = 1;
  172. int r4_i = (1u >> lr_i);
  173. // 00129C66
  174. if (i2 >= 32) {
  175. // 00129C78
  176. r4_i = (1u << (uint)(i2 - 32));
  177. }
  178. int r3_i = r5_ui & r4_i;
  179. r5_ui = r12 << (uint)i2;
  180. /*
  181. * 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?
  182. * 原始汇编:IT GE
  183. MOVGE R5, #0
  184. 自己汇编:IT GT
  185. MOVGT R4, #0
  186. */
  187. // 00129C84
  188. if (i2 >= 32) {
  189. // 00129C86
  190. r5_ui = 0;
  191. }
  192. int r6_i = r6_ui & r5_ui;
  193. r3_i = r3_i | r6_i;
  194. // 00129C8A
  195. if (r3_i != 0) {
  196. // 00129C8E
  197. this->field_154 = -1;
  198. this->field_158 = -1;
  199. r1_i = 0;
  200. } else {
  201. // loc_129C9A
  202. this->field_154 = r1_i;
  203. this->field_158 = i2;
  204. r1_i = STY_tConfig.PlayerCustomisationNumber_54D4[r1_i][i2];
  205. }
  206. // loc_129CB2
  207. CUIMsgShopButton* r2_pMsgShopButton = this->m_pMsgShopButton_130;
  208. this->field_15C = r1_i;
  209. if (r2_pMsgShopButton != 0) {
  210. // 00129CC2
  211. r2_pMsgShopButton->SetCost(r1_i);
  212. }
  213. // locret_129CC6
  214. return;
  215. }
  216. //-------------------------------------------------------------------------------------------------
  217. // 00129514 //^_^
  218. //单元测试等级:目测游戏表现
  219. //测试内容:启动游戏到第6关传球射门
  220. //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
  221. //测试分支: 无
  222. int CFESEditPlayer::ApplyToProfile() {
  223. // 00129514
  224. int r6_i = this->field_B4;
  225. int r0_i = MP_cMyProfile.GetHairStyle();
  226. // 0012952A
  227. if (r6_i == r0_i) {
  228. // 0012952E
  229. r6_i = this->field_B8;
  230. r0_i = MP_cMyProfile.GetFacialHair();
  231. // 00129538
  232. if (r6_i == r0_i) {
  233. // 0012953C
  234. r6_i = this->field_BC;
  235. r0_i = MP_cMyProfile.GetHairColour();
  236. // 00129546
  237. if (r6_i == r0_i) {
  238. // 0012954A
  239. r6_i = this->field_C0;
  240. r0_i = MP_cMyProfile.GetBootColour();
  241. // 00129554
  242. if (r6_i == r0_i) {
  243. // 00129558
  244. r6_i = this->field_C4;
  245. r0_i = MP_cMyProfile.GetShirtLength();
  246. // 00129562
  247. if (r6_i == r0_i) {
  248. // 00129566
  249. r6_i = this->field_C8;
  250. r0_i = MP_cMyProfile.GetBodyType();
  251. // 00129570
  252. if (r6_i == r0_i) {
  253. // 00129576
  254. r6_i = this->field_CC;
  255. r0_i = MP_cMyProfile.GetShirtNumber();
  256. // 0012957E
  257. if (r6_i == r0_i) {
  258. // 00129582
  259. const wchar_t* r1_pwc = MP_cMyProfile.GetPlayerName();
  260. if (xstrcmp(this->m_pName_D0, r1_pwc) == 0) {
  261. // loc_129646
  262. return 0;
  263. }
  264. }
  265. // loc_129596
  266. }
  267. // loc_129596
  268. }
  269. // loc_129596
  270. }
  271. // loc_129596
  272. }
  273. // loc_129596
  274. }
  275. // loc_129596
  276. }
  277. // loc_129596
  278. MP_cMyProfile.SetHairStyle(this->field_B4);
  279. MP_cMyProfile.SetFacialHair(this->field_B8);
  280. MP_cMyProfile.SetHairColour(this->field_BC);
  281. MP_cMyProfile.SetBootColour(this->field_C0);
  282. MP_cMyProfile.SetShirtLength(this->field_C4);
  283. MP_cMyProfile.SetBodyType(this->field_C8);
  284. MP_cMyProfile.SetShirtNumber(this->field_CC);
  285. const wchar_t* r1_pwc = CFESEditPlayer::ms_pKeyboard->GetString();
  286. wchar_t var_32[17];
  287. xstrlcpy(var_32, r1_pwc, 17);
  288. r1_pwc = MP_cMyProfile.GetPlayerName();
  289. r0_i = xstrcmp(this->m_pName_D0, r1_pwc);
  290. // 00129606
  291. if (r0_i != 0) {
  292. // 0012960A
  293. r0_i = CFESEditPlayer::HaveEasterEggName(this->m_pName_D0);
  294. // 0012960E
  295. if (r0_i != 0) {
  296. // 00129612
  297. r1_pwc = MP_cMyProfile.GetPlayerName();
  298. xstrlcpy(this->m_pName_D0, r1_pwc, 17);
  299. this->SetupPlayer();
  300. } else {
  301. // loc_129628
  302. FESU_WordsStartWithCapital(this->m_pName_D0);
  303. MP_cMyProfile.SetPlayerName(this->m_pName_D0);
  304. }
  305. }
  306. // loc_129636
  307. CStoryCore::m_tStageManager.InitTeams();
  308. return 1;
  309. }
  310. //-------------------------------------------------------------------------------------------------
  311. // 00129658 //^_^
  312. //单元测试等级:目测游戏表现
  313. //测试内容:启动游戏到第6关传球射门
  314. //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
  315. //测试分支: 无
  316. void CFESEditPlayer::Exit() {
  317. // 00129658
  318. FREE_RenderShutdown();
  319. // 00129668
  320. if (CFESEditPlayer::ms_pKeyboard != 0) {
  321. // 0012966E
  322. delete CFESEditPlayer::ms_pKeyboard;
  323. CFESEditPlayer::ms_pKeyboard = NULL;
  324. }
  325. // loc_129676
  326. if (this->m_p3DPlayer_98 != 0) {
  327. // 00129676
  328. this->m_p3DPlayer_98->Shutdown();
  329. // 00129684
  330. if (this->m_p3DPlayer_98 != NULL) {
  331. // 00129686
  332. delete this->m_p3DPlayer_98;
  333. }
  334. // loc_12968E
  335. this->m_p3DPlayer_98 = 0;
  336. }
  337. // loc_129694
  338. if (this->m_pHeroScene_160 != 0) {
  339. // 0012969A
  340. delete this->m_pHeroScene_160;
  341. this->m_pHeroScene_160 = 0;
  342. }
  343. // loc_1296A8
  344. CGfxKits::FreeKitTeamTextures(&this->m_tTextures_9C);
  345. int r1_i = this->field_164;
  346. int r0_i = r1_i + 1;
  347. // 001296B4
  348. if (r0_i != 0) {
  349. // 001296B8
  350. FTT_pTex->ReleaseTexture(r1_i);
  351. this->field_164 = -1;
  352. }
  353. // locret_1296CC
  354. }
  355. //-------------------------------------------------------------------------------------------------
  356. // 001297B8 //^_-
  357. //单元测试等级:目测游戏表现
  358. //测试内容:启动游戏到第6关传球射门
  359. //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
  360. //测试分支: 无
  361. int CFESEditPlayer::HaveEasterEggName(wchar_t* pwc1) {
  362. // 001297B8
  363. char var_31[17];
  364. UnicodeToUTF8(var_31, pwc1, 17);
  365. uint r0_i = FTTHash(var_31);
  366. uint r6_i = r0_i ^ 0x3A8F05C5;
  367. int r4_i = 0;
  368. // loc_129816
  369. while (r4_i <= 2) {
  370. // loc_1297FC
  371. r0_i = STY_tConfig.EEListRecordc_677c[r4_i].name;
  372. // 00129800
  373. if (r0_i == r6_i) {
  374. // 00129804
  375. int r5_i = STY_tConfig.EEListRecordc_677c[r4_i].ID;
  376. r0_i = MP_cMyProfile.EasterEggAlreadyFound(r5_i);
  377. // 00129810
  378. if (r0_i == 0) {
  379. // loc_12981E
  380. MP_cMyProfile.FoundEasterEgg(r5_i);
  381. r0_i = STY_tConfig.EEListRecordc_677c[r4_i].Credits;
  382. CCurrency::AddCredits(r0_i, false, 0, true, true, false);
  383. return r4_i;
  384. }
  385. }
  386. // loc_129812
  387. r4_i++;
  388. }
  389. // 0012981A
  390. r4_i = 0;
  391. return r4_i;
  392. }
  393. //-------------------------------------------------------------------------------------------------
  394. // 00128210 //^_-
  395. //单元测试等级:目测游戏表现
  396. //测试内容:启动游戏到第6关传球射门
  397. //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
  398. //测试分支: 无
  399. void CFESEditPlayer::Init(void) {
  400. // 0012821C
  401. if (CFE::m_eLastFlowDirection != 2) {
  402. // 0012821E
  403. FREE_RenderInit();
  404. this->field_F4 = -1;
  405. this->field_F8 = 0;
  406. this->vector32_FC = s_vCamTarget[0];
  407. this->field_108 = s_fCamDist[0];
  408. this->field_10C = s_fCamRot[0];
  409. this->field_110 = s_fCamTilt[0];
  410. this->vector32_114.float_0 = 0;
  411. this->vector32_114.float_4 = 0;
  412. this->vector32_114.float_8 = 0;
  413. this->field_120 = 0;
  414. this->field_124 = 0;
  415. // 4B7B56 - 0x4B7B40 = 16
  416. int r6_i = CStoryProfile::m_tData.field_16.filed_0;
  417. int r5_i = CStoryProfile::m_tData.field_16.filed_2;
  418. TStorySeason* r0_season = CStoryCore::STORY_GetSeason(r5_i);
  419. int r1_i = r0_season->StageCount_d0;
  420. int r0_i = r1_i * r5_i + r6_i;
  421. // 00128288
  422. if (r0_season->StageCount_d0 != r6_i) {
  423. // 00128290
  424. r0_i = r0_i + 1;
  425. }
  426. // 00128292
  427. CStoryCore::SetupStage(r0_i);
  428. CStoryCore::m_cProfile.ApplyUserPlayer(&this->m_tPlayerInfo_14);
  429. this->RevertToProfile();
  430. CFEKeyboard* r0_keyboard = new CFEKeyboard(0, this->m_pName_D0,
  431. EKeyboardType_0, -1, 1);
  432. CFESEditPlayer::ms_pKeyboard = r0_keyboard;
  433. CFESEditPlayer::ms_pKeyboard->SetMaxNumChars(17);
  434. CFESEditPlayer::ms_pKeyboard->HideTextField();
  435. CGfxKits::LoadKitTeamTextures(&tGame.CTeam_2C60[0], &this->m_tTextures_9C, g_tGlobalTexLoadOptions.mTexLoadOptions_4, 0x200);
  436. CGfxKits::BeginBuildKit(0);
  437. CFTTTexture* r0_texutre = CGfxKits::GetTexture(this->field_164, &this->m_tTextures_9C, 1, EKitTextureType_0, NULL);
  438. CGfxKits::EndBuildKit();
  439. this->m_p3DPlayer_98 = NULL;
  440. this->SetupPlayer();
  441. this->SetupEditMode(-1);
  442. this->m_pHeroScene_160 = new CFEHeroScene(this->field_164);
  443. }
  444. // locret_128344
  445. }
  446. //-------------------------------------------------------------------------------------------------
  447. // 0012A0A0 //^_-
  448. //单元测试等级:目测游戏表现
  449. //测试内容:启动游戏到第6关传球射门
  450. //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
  451. //测试分支: 无
  452. void CFESEditPlayer::PreRender3D(void) {
  453. this->SetupCamera(true);
  454. CPlayerShader::s_tInstance.SetCinematic(EPlayerShader_Cinematic_2);
  455. // 0x3FA00000, 0x3ECCCCCD, 0x40000000, 0x3FE00000
  456. CFTTVector32x4 var_28;
  457. var_28.my[0] = 1.25;
  458. var_28.my[1] = 0.4000000059604645;
  459. var_28.my[2] = 2;
  460. var_28.my[3] = 1.75;
  461. CPlayerShader::s_tInstance.SetCinematicLightingCloth(var_28);
  462. // 0x40000000, 0x3F19999A, 0x3F800000, 0x3F800000
  463. var_28.my[0] = 2;
  464. var_28.my[1] = 0.6000000238418579;
  465. var_28.my[2] = 1;
  466. var_28.my[3] = 1;
  467. CPlayerShader::s_tInstance.SetCinematicLightingSkin(var_28);
  468. CPlayerShader::s_tInstance.SetQuality(EPlayerShader_Quality_2);
  469. CGfxCharacter* var_2C = this->m_p3DPlayer_98->pGfxCharacter_0;
  470. CFTTVector32 var_38;
  471. var_38.float_0 = -0.5;
  472. var_38.float_4 = 0.699999988079071;
  473. var_38.float_8 = -0.30000001192092896;
  474. CFTTVector32 vector32_28 = Normalize(var_38);
  475. this->m_p3DPlayer_98->RenderSetup();
  476. CGfxShadowMapManager::ms_pManager->MapPlayer(&var_2C, &this->m_p3DPlayer_98,
  477. 1, vector32_28, 0);
  478. this->m_p3DPlayer_98->PreRender();
  479. CFTTCamera::SetViewport(CFE::s_fUniformWidth, CFE::s_fUniformHeight, 0);
  480. this->SetupCamera(true);
  481. this->m_pHeroScene_160->PreRender(*this); //->m_tPostProcessRender_10
  482. CPlayerShader::s_tInstance.SetCinematic(EPlayerShader_Cinematic_0);
  483. CPlayerShader::s_tInstance.SetQuality(GFXSPEC_pSpecification->ePlayerLightingQuality_44);
  484. }
  485. //-------------------------------------------------------------------------------------------------
  486. // 001296D8 //^_^
  487. //单元测试等级:目测游戏表现
  488. //测试内容:启动游戏到第6关传球射门
  489. //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
  490. //测试分支: 001296D8
  491. void CFESEditPlayer::ProcessPlayer(void) {
  492. // 001296D8
  493. CFE3DPlayer* r5_player = this->m_p3DPlayer_98;
  494. r5_player->tPlayer_10.SetPos(0, 0, 0);
  495. float s16_f = r5_player->tPlayer_10.ballPosPrev_4.point_0.dy_4;
  496. float s18_f = r5_player->tPlayer_10.ballPosPrev_4.dz_8;
  497. float s20_f = r5_player->tPlayer_10.ballPosPrev_4.point_0.dx_0;
  498. this->m_p3DPlayer_98->SetScale(1);
  499. float s2_f = -3.0518e-5;
  500. float s0_f = 3.0518e-5;
  501. float s4_f = 2.0e-2;
  502. s2_f = s20_f * s2_f;
  503. s4_f = s4_f + s18_f * s0_f;
  504. s0_f = s16_f * s0_f;
  505. this->m_p3DPlayer_98->SetPos(s2_f, s4_f, s0_f, SCR_HEI, -1);
  506. s2_f = 3.1416;
  507. s0_f = r5_player->tPlayer_10.u_0.s_2_0.s_2 + 0x3000;
  508. // s0_f = s0_f*3.1416;
  509. s0_f = (float)((float)s0_f * s2_f);
  510. s2_f = 0.00012207f;
  511. s0_f = s0_f * s2_f;
  512. this->m_p3DPlayer_98->SetYRot(s0_f);
  513. this->m_p3DPlayer_98->UpdateBlinking();
  514. this->m_p3DPlayer_98->Process();
  515. }
  516. //-------------------------------------------------------------------------------------------------
  517. // 00129EC4 //^_^
  518. //单元测试等级:目测游戏表现
  519. //测试内容:启动游戏到第6关传球射门
  520. //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
  521. //测试分支: 无
  522. void CFESEditPlayer::Render2D(void) {
  523. this->m_pUITileManager_4->Render();
  524. }
  525. //-------------------------------------------------------------------------------------------------
  526. // 0012A314 //^_^
  527. //单元测试等级:目测游戏表现
  528. //测试内容:启动游戏到第6关传球射门
  529. //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
  530. //测试分支: 无
  531. void CFESEditPlayer::Render2DHUD(void) {
  532. // 0012A314
  533. this->m_pUITileManager_4->RenderHUD();
  534. // 0012A326
  535. if (this->ms_pKeyboard != NULL) {
  536. // 0012A328
  537. this->ms_pKeyboard->Render();
  538. }
  539. // loc_12A32C
  540. this->m_pHeroScene_160->RenderHUD();
  541. }
  542. //-------------------------------------------------------------------------------------------------
  543. // 0012A1DC //^_^
  544. //单元测试等级:目测游戏表现
  545. //测试内容:启动游戏到第6关传球射门
  546. //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
  547. //测试分支: 无
  548. void CFESEditPlayer::Render3D(void) {
  549. GFXRENDER_pPostProcess->Render(*this);
  550. }
  551. //-------------------------------------------------------------------------------------------------
  552. // 00128374 //^_^
  553. //单元测试等级:目测游戏表现
  554. //测试内容:启动游戏到第6关传球射门
  555. //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
  556. //测试分支: 无
  557. void CFESEditPlayer::RevertToProfile(void) {
  558. xstrlcpy(this->m_pName_D0, this->m_tPlayerInfo_14.field_24, 17);
  559. this->field_B4 = MP_cMyProfile.GetHairStyle();
  560. this->field_B8 = MP_cMyProfile.GetFacialHair();
  561. this->field_BC = MP_cMyProfile.GetHairColour();
  562. this->field_C0 = MP_cMyProfile.GetBootColour();
  563. this->field_C4 = MP_cMyProfile.GetShirtLength();
  564. this->field_C8 = MP_cMyProfile.GetBodyType();
  565. this->field_CC = MP_cMyProfile.GetShirtNumber();
  566. }
  567. //-------------------------------------------------------------------------------------------------
  568. // 00128904 //^_^
  569. //单元测试等级:目测游戏表现
  570. //测试内容:启动游戏到第6关传球射门
  571. //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
  572. //测试分支: 无
  573. void CFESEditPlayer::SetUpdateMovement(void) {
  574. // 00128904
  575. float s10_f = 2.0e1;
  576. int r1_i = this->field_F8;
  577. float s4_f = this->field_108;
  578. float s0_f = this->vector32_FC.float_0;
  579. float s2_f = this->vector32_FC.float_4;
  580. float s6_f = this->vector32_FC.float_8;
  581. float s8_f = s_fCamDist[r1_i];
  582. s4_f = s8_f - s4_f;
  583. // int r2_i = r1_i*3;
  584. s4_f = s4_f / s10_f;
  585. s8_f = s_vCamTarget[r1_i].float_0;
  586. float s12_f = s_vCamTarget[r1_i].float_4;
  587. float s14_f = s_vCamTarget[r1_i].float_8;
  588. this->field_120 = s4_f;
  589. s2_f = s12_f - s2_f;
  590. s4_f = s_fCamRot[r1_i];
  591. s0_f = s8_f - s0_f;
  592. s4_f = s4_f - s6_f;
  593. s6_f = this->field_110;
  594. s2_f = s2_f / s10_f;
  595. s4_f = s4_f / s10_f;
  596. this->field_124 = s4_f;
  597. s4_f = s_fCamTilt[r1_i];
  598. r1_i = 0;
  599. s0_f = s0_f / s10_f;
  600. s4_f = s4_f - s6_f;
  601. this->vector32_114.float_4 = s2_f;
  602. this->vector32_114.float_0 = s0_f;
  603. s4_f = s4_f / s10_f;
  604. this->field_128 = s4_f;
  605. s0_f = this->vector32_FC.float_8;
  606. this->field_12C = r1_i;
  607. s0_f = s14_f - s0_f;
  608. s0_f = s0_f / s10_f;
  609. this->vector32_114.float_8 = s0_f;
  610. }
  611. //-------------------------------------------------------------------------------------------------
  612. // 001289CC //^_^
  613. //单元测试等级:目测游戏表现
  614. //测试内容:启动游戏到第6关传球射门
  615. //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
  616. //测试分支: 无
  617. void CFESEditPlayer::SetupHighlight(void) {
  618. switch (this->field_F4) {
  619. case 1: {
  620. // loc_1289E0
  621. int r1_i = 0;
  622. int v = r1_i;
  623. // loc_128A04
  624. while (r1_i <= 63) {
  625. // loc_1289F2
  626. if (this->field_CC == STY_tConfig.PlayerCustomisationShirtNumbers_59E8[r1_i]) {
  627. // loc_128A0A
  628. v = r1_i;
  629. break;
  630. }
  631. r1_i++;
  632. }
  633. // loc_128A0A
  634. return CUITileItemSelector::SetHighlightSelection(v);
  635. break;
  636. }
  637. default: {
  638. // def_1289D6
  639. return CUITileItemSelector::SetHighlightSelection(-1);
  640. }
  641. case 2: {
  642. // loc_128A1C
  643. return CUITileItemSelector::SetHighlightSelection(this->field_B4);
  644. }
  645. case 3: {
  646. // loc_128A24
  647. return CUITileItemSelector::SetHighlightSelection(this->field_BC);
  648. }
  649. case 4: {
  650. // loc_128A2C
  651. return CUITileItemSelector::SetHighlightSelection(this->field_B8);
  652. }
  653. case 5: {
  654. // loc_128A34
  655. int r1_i = this->field_C4;
  656. int r0_i = this->field_C8;
  657. r0_i = r0_i * 3;
  658. r0_i = r0_i + r1_i;
  659. return CUITileItemSelector::SetHighlightSelection(r0_i);
  660. }
  661. case 6: {
  662. // loc_128A42
  663. return CUITileItemSelector::SetHighlightSelection(this->field_C0);
  664. }
  665. }
  666. return;
  667. }
  668. //-------------------------------------------------------------------------------------------------
  669. // 001283D8 //^_^
  670. //单元测试等级:目测游戏表现
  671. //测试内容:启动游戏到第6关传球射门
  672. //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
  673. //测试分支: 无
  674. void CFESEditPlayer::SetupPlayer(void) {
  675. int r0_i = MP_cMyProfile.GetSkinColour();
  676. int r1_i = this->field_B4;
  677. int r2_i = this->field_B8;
  678. int r3_i = this->field_BC;
  679. int r7_i = this->field_C0;
  680. int r6_i = this->field_C4;
  681. int r5_i = this->field_C8;
  682. int r12_i = this->field_CC;
  683. this->m_tPlayerInfo_14.field_4F = r0_i;
  684. this->m_tPlayerInfo_14.field_4E = r1_i;
  685. this->m_tPlayerInfo_14.field_4C = r2_i;
  686. this->m_tPlayerInfo_14.field_4D = r3_i;
  687. this->m_tPlayerInfo_14.field_81 = r7_i;
  688. this->m_tPlayerInfo_14.field_60 = r6_i;
  689. this->m_tPlayerInfo_14.field_61 = r5_i;
  690. this->m_tPlayerInfo_14.shirtNum_5F = r12_i;
  691. xstrlcpy(this->m_tPlayerInfo_14.field_24, this->m_pName_D0, 17);
  692. if (this->m_p3DPlayer_98 != NULL) {
  693. this->m_p3DPlayer_98->UpdatePlayerAtlas(&this->m_tPlayerInfo_14, 0);
  694. } else {
  695. // loc_128438
  696. r7_i = CStoryCore::m_tStageManager.IsInternational(CStoryCore::m_tStageManager.tStoryStage_0.t_0.TournamentType_70);
  697. CFE3DPlayer* r6_p3dPlayer = new CFE3DPlayer;
  698. this->m_p3DPlayer_98 = r6_p3dPlayer;
  699. if (r7_i != 0) {
  700. r0_i = CStoryCore::GetNationalTeam();
  701. } else {
  702. // loc_128466
  703. r0_i = CStoryCore::GetClubTeam();
  704. }
  705. r6_p3dPlayer->Init(r0_i, 0, &this->m_tPlayerInfo_14, EPlayerKitID_0,
  706. 0, &this->m_tTextures_9C, 2);
  707. CPlayer* r5_player = &this->m_p3DPlayer_98->tPlayer_10;
  708. r5_player->SetAnim(27);
  709. r5_player->Update();
  710. r5_player->SetRot(0, true);
  711. }
  712. // loc_1284A6
  713. this->SetupHighlight();
  714. }
  715. //-------------------------------------------------------------------------------------------------
  716. // 0012907C //^_-
  717. //单元测试等级:目测游戏表现
  718. //测试内容:启动游戏到第6关传球射门
  719. //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
  720. //测试分支: 无
  721. void CFESEditPlayer::SetupEditMode_SLEEVELENGTH(void) {
  722. // 0012907C
  723. int r7_i = 0;
  724. this->field_F8 = 0;
  725. // loc_129160
  726. while (r7_i != 6) {
  727. // loc_1290C0
  728. int r9_i = SCR_WID;
  729. int r8_i = SCR_SAFE_BOTTOM;
  730. int r10_i = CUITileManager::UITILE_ADBAR_H;
  731. char var_128[256];
  732. snprintf(var_128, 256, "shirt%i.png", r7_i);
  733. CUITileItemSelector* r4_selector = new CUITileItemSelector(96, 96, -8355712,
  734. var_128, EUITileAction_62,
  735. dword_2FE1F0[r7_i]);
  736. int r0_i = ((uint)r7_i * 128) & 0x80u;
  737. r0_i = r0_i + r8_i;
  738. r0_i = r0_i - r10_i / 2;
  739. int r1_i = ((uint)r7_i * 64) & 0xFFFFFF80u;
  740. r0_i = r0_i - 304;
  741. r1_i = r1_i + r9_i / 2;
  742. r1_i = r1_i - 128;
  743. float s0_f = r1_i;
  744. float s2_f = r0_i;
  745. this->m_pUITileManager_4->AddTile(s0_f,
  746. s2_f,
  747. r4_selector, 1, -1, EHUDPosition_0);
  748. r7_i++;
  749. }
  750. }
  751. //-------------------------------------------------------------------------------------------------
  752. // 00128A84
  753. void CFESEditPlayer::SetupEditMode_NUMBER(void) {
  754. int r1_i = 5;
  755. // var1dc = r0
  756. this->field_F8 = 5;
  757. int r10_i = 0;
  758. float s16_f = -2.8e2;
  759. // r3 = STY_tConfig
  760. // var1e0 = adbar
  761. // var1e4 = safe
  762. // var1e8 = scr_wid
  763. // var1ec = ai
  764. // loc_128BF0
  765. while (r10_i < STY_tConfig.PlayerCustomisationNumberCount_59D4[0]) {
  766. // loc_128AC6
  767. wchar_t var_B0[64];
  768. int r9_i = CUITileManager::UITILE_ADBAR_H;
  769. int r5_i = SCR_SAFE_BOTTOM;
  770. int r4_i = SCR_WID;
  771. xsnprintf(var_B0, 64, L"%i", STY_tConfig.PlayerCustomisationShirtNumbers_59E8[r10_i]);
  772. TUITBText var_1D8(var_B0, -1, 0, 1.25, EFontAlign_2,
  773. 32, 12, 55, 55, 0);
  774. r1_i = 63;
  775. // 1f8 = r1,r10
  776. r1_i = 128;
  777. wchar_t var_320[64];
  778. int i = 0;
  779. while (1) {
  780. var_320[i] = var_1D8.wbuf_0[i];
  781. r1_i = r1_i - 4;
  782. if (r1_i == 0) {
  783. break;
  784. }
  785. i++;
  786. }
  787. CUITileItemSelector* r7_selector = new CUITileItemSelector(64, 64, -12566464, var_1D8, EUITileAction_63, r10_i);
  788. r1_i = r10_i & 0x7;
  789. float r3_f = -1;
  790. r4_i = 1;
  791. int r0_i = SCR_WID / 2;
  792. r1_i = r1_i * 5;
  793. float s0_f = r0_i;
  794. r0_i = r10_i >> 3u;
  795. r1_i = r1_i << 4;
  796. r0_i = r0_i * 5;
  797. float s2_f = r1_i;
  798. r0_i = r5_i + r0_i * 16;
  799. r0_i = r0_i - r9_i / 2;
  800. r0_i = r0_i - 0x1D8;
  801. float s4_f = r0_i;
  802. s0_f = s0_f + s16_f;
  803. s0_f = s0_f + s2_f;
  804. this->m_pUITileManager_4->AddTile(s0_f, s4_f, r7_selector, r4_i, r3_f,
  805. EHUDPosition_0);
  806. r1_i = 32 - r10_i;
  807. int r2_i = r10_i - 32;
  808. r1_i = (uint)r4_i >> (uint)r1_i;
  809. uint64 r0r3_ull = CStoryProfile::m_tData.field_210[0];
  810. if (r2_i >= 0) {
  811. r1_i = (uint)r4_i << (uint)r2_i;
  812. }
  813. r2_i = (uint)r4_i << (uint)r10_i;
  814. r1_i = r1_i & (r0r3_ull >> 32u);
  815. if (r2_i >= 0) {
  816. r2_i = 0;
  817. }
  818. r0_i = r0r3_ull & r2_i;
  819. r0_i = r0_i | r1_i;
  820. if (r0_i == 0) {
  821. r0_i = STY_tConfig.PlayerCustomisationNumber_54D4[0][r10_i];
  822. // r7_selector->358 = r0
  823. r7_selector->i_1A0 = r0_i;
  824. }
  825. // loc_128BEA
  826. r10_i++;
  827. }
  828. }
  829. //-------------------------------------------------------------------------------------------------
  830. // 00128A50 //^_^
  831. //单元测试等级:目测游戏表现
  832. //测试内容:启动游戏到第6关传球射门
  833. //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
  834. //测试分支: 无
  835. void CFESEditPlayer::SetupEditMode_NAME(void) {
  836. // 00128A50
  837. this->field_F8 = 4;
  838. CFESEditPlayer::ms_pKeyboard->HideTextField();
  839. CFESEditPlayer::ms_pKeyboard->SetString(this->m_pName_D0);
  840. CFESEditPlayer::ms_pKeyboard->Show();
  841. this->field_150 = false;
  842. }
  843. //-------------------------------------------------------------------------------------------------
  844. // 00128798 //^_^
  845. //单元测试等级:目测游戏表现
  846. //测试内容:启动游戏到第6关传球射门
  847. //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
  848. //测试分支: 无
  849. CUITileItemSelector* CFESEditPlayer::GetCustomiseTile(int i1) {
  850. // 00128798
  851. int r5_i = i1;
  852. int r4_i = -15177552;
  853. switch (r5_i) {
  854. case 0: {
  855. // loc_1287BA
  856. char var_98[128];
  857. strlcpy(var_98, "shirtname.png", 128);
  858. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  859. 96, 96, -15177552, var_98, EUITileAction_55, 0);
  860. return r0_pTitleItemSelector;
  861. break;
  862. }
  863. default: {
  864. // def_1287AE
  865. char var_98[128];
  866. strlcpy(var_98, "boot.png", 128);
  867. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  868. 96, 96, -15177552, var_98, EUITileAction_55, r5_i);
  869. return r0_pTitleItemSelector;
  870. break;
  871. }
  872. case 1: {
  873. // loc_128804
  874. char var_98[128];
  875. strlcpy(var_98, "shirtnum.png", 128);
  876. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  877. 96, 96, -15177552, var_98, EUITileAction_55, 1);
  878. return r0_pTitleItemSelector;
  879. break;
  880. }
  881. case 2: {
  882. // loc_128822
  883. char var_98[128];
  884. snprintf(var_98, 128, "H%i.png", 6);
  885. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  886. 96, 96, -15177552, var_98, EUITileAction_55, 2);
  887. return r0_pTitleItemSelector;
  888. break;
  889. }
  890. case 3: {
  891. // loc_128842
  892. char var_98[128];
  893. strlcpy(var_98, "haircol.png", 128);
  894. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  895. 96, 96, -15177552, var_98, EUITileAction_55, 3);
  896. return r0_pTitleItemSelector;
  897. break;
  898. }
  899. case 4: {
  900. // loc_128860
  901. char var_98[128];
  902. snprintf(var_98, 128, "B%i.png", 5);
  903. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  904. 96, 96, -15177552, var_98, EUITileAction_55, 4);
  905. return r0_pTitleItemSelector;
  906. break;
  907. }
  908. case 5: {
  909. // loc_128880
  910. char var_98[128];
  911. strlcpy(var_98, "sleevelength.png", 128);
  912. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  913. 96, 96, -15177552, var_98, EUITileAction_55, 5);
  914. return r0_pTitleItemSelector;
  915. break;
  916. }
  917. case 6: {
  918. // loc_12889E
  919. char var_98[128];
  920. strlcpy(var_98, "boot.png", 128);
  921. CUITileItemSelector* r0_pTitleItemSelector = new CUITileItemSelector(
  922. 96, 96, -15177552, var_98, EUITileAction_55, 6);
  923. return r0_pTitleItemSelector;
  924. break;
  925. }
  926. }
  927. // 001288D6
  928. }
  929. //-------------------------------------------------------------------------------------------------
  930. // 00128DBC //^_-
  931. //单元测试等级:目测游戏表现
  932. //测试内容:启动游戏到第6关传球射门
  933. //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
  934. //测试分支: 无
  935. void CFESEditPlayer::SetupEditMode_HAIRCOLOUR(void) {
  936. this->field_F8 = 1;
  937. int r11_i = 0;
  938. // loc_128EDA
  939. while (r11_i != 8) {
  940. // loc_128E0C
  941. int r4_i = SCR_WID;
  942. int r9_i = SCR_SAFE_BOTTOM;
  943. int r8_i = CUITileManager::UITILE_ADBAR_H;
  944. int r7_i = m_iHairColourPosition[r11_i];
  945. CUITileItemSelector* r5_pTileItemSelector =
  946. new CUITileItemSelector(96, 96, s_uHairColours[r7_i],
  947. EUITileAction_60, r7_i);
  948. /*
  949. * 此处应该被转换成等价操作
  950. * 原始汇编: MOV R0, #0xFFFFFF80
  951. AND.W R0, R0, R11,LSL#5 ...
  952. ADD.W R11, R11, #1
  953. * 自己汇编: BIC.W R0, R10, #0x7F
  954. ADD R0, R6 ...
  955. ADD.W R10, R10, #0x20
  956. */
  957. // int r0_i = -128;
  958. int r0_i = ((uint)r11_i * 32u) & 0xFFFFFF80;
  959. int r2_i = ((uint)r11_i * 128u) & 0x180;
  960. r0_i = r0_i + r9_i;
  961. r0_i = r0_i - r8_i / 2;
  962. r0_i = r0_i - 304;
  963. int r1_i = r2_i + r4_i / 2;
  964. r1_i = r1_i - 192;
  965. CUITileManager* r0_pTitleManager = this->m_pUITileManager_4;
  966. r0_pTitleManager->AddTile(r1_i, r0_i, r5_pTileItemSelector,
  967. true, -1, EHUDPosition_0);
  968. r0_i = 32 - r7_i;
  969. r1_i = r7_i - 32;
  970. r0_i = 1u << r0_i;
  971. uint64 r2r3_ull = CStoryProfile::m_tData.field_210[2];
  972. // 00128EA8
  973. if (r7_i - 32 >= 0) {
  974. // 00128EAC
  975. r0_i = 1u << r1_i;
  976. }
  977. r1_i = 1u << m_iHairColourPosition[r11_i];
  978. r0_i = r0_i & (r2r3_ull >> 32u);
  979. // 00128EB8
  980. if (r7_i - 32 >= 0) {
  981. // 00128EBA
  982. r1_i = 0;
  983. }
  984. r1_i = r1_i & r2r3_ull;
  985. r0_i = r0_i | r1_i;
  986. // 00128EBE
  987. if (r0_i == 0) {
  988. // 00128EC2
  989. r5_pTileItemSelector->m_i_358 = STY_tConfig.PlayerCustomisationNumber_54D4[2][m_iHairColourPosition[r11_i]];
  990. }
  991. // loc_128ED2
  992. r11_i++;
  993. }
  994. // 00128EE0
  995. }
  996. //-------------------------------------------------------------------------------------------------
  997. // 00128C40 //^_-
  998. //单元测试等级:目测游戏表现
  999. //测试内容:启动游戏到第6关传球射门
  1000. //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
  1001. //测试分支: 无
  1002. void CFESEditPlayer::SetupEditMode_HAIRSTYLE(void) {
  1003. // 00128C40
  1004. uint r6_i = 1;
  1005. uchar r11_i = 0;
  1006. this->field_F8 = 1;
  1007. // loc_128D7A
  1008. while (r11_i != 20) {
  1009. // loc_128C86
  1010. int r8_i = SCR_WID;
  1011. int r10_i = SCR_SAFE_BOTTOM;
  1012. int r9_i = CUITileManager::UITILE_ADBAR_H;
  1013. int r7_i = m_iHairStylePosition[r11_i];
  1014. char var_128[256];
  1015. snprintf(var_128, 256, "H%i.png", r7_i);
  1016. CUITileItemSelector* r4_pTileItemSelector =
  1017. new CUITileItemSelector(80, 80, -8355712, var_128, EUITileAction_58, r7_i);
  1018. uint r0_i = r11_i / 5u;
  1019. int r1_i = r0_i * 3;
  1020. r0_i = r0_i * 5;
  1021. char r0_c = r11_i - r0_i;
  1022. r1_i = r10_i + r1_i * 32;
  1023. r1_i = r1_i - r9_i / 2;
  1024. r0_i = (uint)r0_c << 7u;
  1025. r0_i = r0_i + r8_i / 2;
  1026. r0_i = r0_i - 256;
  1027. float s0_f = r0_i;
  1028. r0_i = r1_i - 432;
  1029. float s2_f = r0_i;
  1030. this->m_pUITileManager_4->AddTile(s0_f, s2_f, r4_pTileItemSelector,
  1031. r6_i, -1, EHUDPosition_0);
  1032. r1_i = 32 - r7_i;
  1033. int r2_i = r7_i - 32;
  1034. r1_i = r6_i >> r1_i;
  1035. uint* pr0r3 = (uint*)&CStoryProfile::m_tData.field_210[1];
  1036. /*
  1037. * 此处原汇编比较的是r2,自己这边比较的是r7
  1038. * 原始汇编:CMP R2, #0
  1039. * 自己汇编:CMP R7, #0x1F
  1040. */
  1041. if (r2_i >= 0) {
  1042. r1_i = (uint)r6_i << (uint)r2_i;
  1043. }
  1044. r2_i = r6_i << (uint)r7_i;
  1045. r1_i = r1_i & (pr0r3[1]);
  1046. if (r7_i >= 0x20) {
  1047. r2_i = 0;
  1048. }
  1049. r0_i = pr0r3[0] & r2_i;
  1050. r0_i = r0_i | r1_i;
  1051. if (r0_i == 0) {
  1052. r4_pTileItemSelector->m_i_358 = STY_tConfig.PlayerCustomisationNumber_54D4[1][r7_i];
  1053. }
  1054. // loc_128D76
  1055. r11_i++;
  1056. }
  1057. }
  1058. //-------------------------------------------------------------------------------------------------
  1059. // 00128F08 //^_-
  1060. //单元测试等级:目测游戏表现
  1061. //测试内容:启动游戏到第6关传球射门
  1062. //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
  1063. //测试分支: loc_129032,loc_12903A,0012901E,loc_129032,loc_12903A,00129040
  1064. void CFESEditPlayer::SetupEditMode_FACIALHAIR(void) {
  1065. // 00128F08
  1066. int r10_i = 0;
  1067. this->field_F8 = 2;
  1068. // loc_12903A
  1069. while (r10_i != 8) {
  1070. // loc_12903A
  1071. int r7_i = m_iFacialHairPosition[r10_i];
  1072. int r8_i = SCR_WID;
  1073. int r5_i = SCR_SAFE_BOTTOM;
  1074. int r6_i = CUITileManager::UITILE_ADBAR_H;
  1075. char var_128[256];
  1076. snprintf(var_128, 256, "B%i.png", r7_i);
  1077. CUITileItemSelector* r4_pTileItemSelector =
  1078. new CUITileItemSelector(96, 96, -8355712,
  1079. var_128, EUITileAction_59, r7_i);
  1080. int r2_i = (r10_i * 128) & 0x180;
  1081. // int r0_i =-128;
  1082. int r0_i = (r10_i * 32) & 0xFFFFFF80;
  1083. r0_i = r0_i + r5_i;
  1084. r0_i = r0_i - r6_i / 2;
  1085. r0_i = r0_i - 304;
  1086. int r1_i = r2_i + r8_i / 2;
  1087. r1_i = r1_i - 192;
  1088. bool r5_b = 1u;
  1089. this->m_pUITileManager_4->AddTile(r1_i, r0_i, r4_pTileItemSelector,
  1090. r5_b, -1, EHUDPosition_0);
  1091. r1_i = 32 - r7_i;
  1092. r2_i = r7_i - 32;
  1093. r1_i = r5_b >> (uint)r1_i;
  1094. /*
  1095. * 此处原汇编比较的是r2,自己这边比较的是r7
  1096. * 原始汇编:CMP R2, #0
  1097. * 自己汇编:CMP R7, #0x1F
  1098. */
  1099. // 00128FFE
  1100. if (r7_i - 32 >= 0) {
  1101. // 00129008
  1102. r1_i = r5_b << (uint)r2_i;
  1103. }
  1104. r2_i = r5_b << (uint)r7_i;
  1105. r1_i = r1_i & (CStoryProfile::m_tData.field_210[3] >> 32u);
  1106. if (r7_i - 32 >= 0) {
  1107. // 00129016
  1108. r2_i = 0;
  1109. }
  1110. r0_i = CStoryProfile::m_tData.field_210[3] & r2_i;
  1111. r0_i = r0_i | r1_i;
  1112. if (r0_i == 0) {
  1113. // 0012901E
  1114. r4_pTileItemSelector->m_i_358 = STY_tConfig.PlayerCustomisationNumber_54D4[3][r7_i];
  1115. }
  1116. // loc_129032
  1117. r10_i++;
  1118. }
  1119. // 00129040
  1120. }
  1121. //-------------------------------------------------------------------------------------------------
  1122. // 00129198 //^_-
  1123. //单元测试等级:目测游戏表现
  1124. //测试内容:启动游戏,换鞋
  1125. //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
  1126. //测试分支: loc_1291E2,00129298,loc_1292AC,001292BA
  1127. void CFESEditPlayer::SetupEditMode_BOOTS(void) {
  1128. // 00129198
  1129. uint r11_i = 1;
  1130. int r8_i = 0;
  1131. this->field_F8 = 3;
  1132. // loc_1292B4
  1133. while (r8_i != 12) {
  1134. // loc_1291E2
  1135. int r4_i = m_iBootsColour[r8_i];
  1136. int r7_i = SCR_WID;
  1137. int r9_i = SCR_SAFE_BOTTOM;
  1138. int r6_i = CUITileManager::UITILE_ADBAR_H;
  1139. CUITileItemSelector* r5_pTileItemSelector =
  1140. new CUITileItemSelector(96, 96, unk_2FE208[r4_i],
  1141. EUITileAction_61, r4_i);
  1142. int r0_i = (r8_i * 32) & 0xFFFFFF80;
  1143. int r2_i = (r8_i * 128) & 0x180;
  1144. r0_i = r0_i + r9_i;
  1145. r0_i = r0_i - r6_i / 2;
  1146. r0_i = r0_i - 432;
  1147. int r1_i = r2_i + r7_i / 2;
  1148. r1_i = r1_i - 192;
  1149. this->m_pUITileManager_4->AddTile(r1_i, r0_i, r5_pTileItemSelector,
  1150. r11_i, -1, EHUDPosition_0);
  1151. r0_i = 32 - r4_i;
  1152. r1_i = r4_i - 32;
  1153. r0_i = (uint)r11_i >> r0_i;
  1154. uint64 r2r3_ull = CStoryProfile::m_tData.field_210[4];
  1155. // 0012927E
  1156. if (r4_i - 32 >= 0) {
  1157. // 00129282
  1158. r0_i = r11_i << (uint)r1_i;
  1159. }
  1160. r1_i = r11_i << r4_i;
  1161. r0_i = r0_i & (r2r3_ull >> 32u);
  1162. if (r4_i - 32 >= 0) {
  1163. // 00129290
  1164. r1_i = 0;
  1165. }
  1166. r1_i = r1_i & r2r3_ull;
  1167. r0_i = r0_i | r1_i;
  1168. // 00129294
  1169. if (r0_i == 0) {
  1170. // 00129298
  1171. r5_pTileItemSelector->m_i_358 = STY_tConfig.PlayerCustomisationNumber_54D4[4][r4_i];
  1172. }
  1173. // loc_1292AC
  1174. r8_i++;
  1175. }
  1176. // 001292BA
  1177. }
  1178. //-------------------------------------------------------------------------------------------------
  1179. // 00129A6C //^_-
  1180. //单元测试等级:目测游戏表现
  1181. //测试内容:启动游戏到第6关传球射门
  1182. //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
  1183. //测试分支: 无
  1184. void CFESEditPlayer::Process() {
  1185. // 00129A6C
  1186. GFXRENDER_Set60FPSDesirable();
  1187. int var_18;
  1188. int r5_i = this->m_pUITileManager_4->Process(0, &var_18);
  1189. // 00129A82
  1190. if (r5_i != 1) {
  1191. this->ProcessPlayer();
  1192. // 00129A90
  1193. if (r5_i == 13 || CFESEditPlayer::ms_bCancelChanges != 0) {
  1194. // loc_129A9C
  1195. this->RevertToProfile();
  1196. this->SetupEditMode(-1);
  1197. this->SetupPlayer();
  1198. SNDFE_PlaySFX(3, 0, 1);
  1199. CFESEditPlayer::ms_bCancelChanges = 0;
  1200. }
  1201. // loc_129AC2
  1202. if (r5_i == 14) {
  1203. // 00129AC6
  1204. int r0_i = this->field_154;
  1205. r0_i = r0_i + 1;
  1206. // 00129ACA
  1207. if (r0_i != 0) {
  1208. // 00129ACE
  1209. wchar_t* r5_pwc = LOCstring(6190);
  1210. int r1_i = this->field_154;
  1211. r0_i = m_iUnlockText[r1_i];
  1212. wchar_t* r3_pwc = LOCstring(r0_i);
  1213. wchar_t var_118[128];
  1214. xsnprintf(var_118, 128, r5_pwc, r3_pwc, this->field_15C);
  1215. CMessageBoxHandler::NewMessageBox(CFESEditPlayer::ConfirmUnlockCB,
  1216. this, EMessageBoxType_1,
  1217. var_118, 0, 0, 128, 1, 1, 0, 0, 0, 1, 1);
  1218. // loc_129B8A
  1219. this->ProcessEditMode(14);
  1220. // def_129B3C
  1221. this->UpdatePosition();
  1222. this->field_12C++;
  1223. return;
  1224. }
  1225. // loc_129B5A
  1226. } else {
  1227. // loc_129B2A
  1228. this->ProcessEditMode(r5_i);
  1229. switch (r5_i) {
  1230. case 58: {
  1231. // loc_129B46
  1232. this->field_B4 = var_18;
  1233. this->SetupPlayer();
  1234. this->CheckUnlocked(1, var_18);
  1235. SNDFE_PlaySFX(7, 0, 1);
  1236. this->UpdatePosition();
  1237. this->field_12C++;
  1238. return;
  1239. break;
  1240. }
  1241. case 59: {
  1242. // loc_129B94
  1243. this->field_B8 = var_18;
  1244. this->SetupPlayer();
  1245. this->CheckUnlocked(3, var_18);
  1246. SNDFE_PlaySFX(7, 0, 1);
  1247. this->UpdatePosition();
  1248. this->field_12C++;
  1249. return;
  1250. break;
  1251. }
  1252. case 60: {
  1253. // loc_129BA8
  1254. this->field_BC = var_18;
  1255. this->SetupPlayer();
  1256. this->CheckUnlocked(2, var_18);
  1257. SNDFE_PlaySFX(7, 0, 1);
  1258. this->UpdatePosition();
  1259. this->field_12C++;
  1260. return;
  1261. break;
  1262. }
  1263. case 61: {
  1264. // loc_129BBC
  1265. this->field_C0 = var_18;
  1266. this->SetupPlayer();
  1267. this->CheckUnlocked(4, var_18);
  1268. SNDFE_PlaySFX(7, 0, 1);
  1269. this->UpdatePosition();
  1270. this->field_12C++;
  1271. return;
  1272. break;
  1273. }
  1274. case 62: {
  1275. // loc_129BD0
  1276. int r0_i = var_18 / 3;
  1277. int r1_i = r0_i + r0_i * 2;
  1278. this->field_C4 = var_18 - r1_i;
  1279. this->field_C8 = r0_i;
  1280. this->SetupPlayer();
  1281. this->field_154 = -1;
  1282. this->field_158 = -1;
  1283. this->field_15C = 0;
  1284. SNDFE_PlaySFX(7, 0, 1);
  1285. this->UpdatePosition();
  1286. this->field_12C++;
  1287. return;
  1288. break;
  1289. }
  1290. case 63: {
  1291. // loc_129BFA
  1292. this->field_CC = STY_tConfig.PlayerCustomisationShirtNumbers_59E8[var_18];
  1293. this->SetupPlayer();
  1294. this->CheckUnlocked(0, var_18);
  1295. SNDFE_PlaySFX(7, 0, 1);
  1296. this->UpdatePosition();
  1297. this->field_12C++;
  1298. return;
  1299. break;
  1300. }
  1301. default: {
  1302. // def_129B3C
  1303. this->UpdatePosition();
  1304. this->field_12C++;
  1305. return;
  1306. }
  1307. }
  1308. }
  1309. // loc_129B5A
  1310. this->ApplyToProfile();
  1311. this->SetupEditMode(-1);
  1312. this->SetupPlayer();
  1313. SNDFE_PlaySFX(1, 0, 1);
  1314. SYSCORE_DeleteFile("profileHead.png", 1);
  1315. CFTTTextureCache::EmptyCache();
  1316. // loc_129B8A
  1317. this->ProcessEditMode(14);
  1318. this->UpdatePosition();
  1319. this->field_12C++;
  1320. return;
  1321. }
  1322. // loc_129C3C
  1323. }
  1324. //-------------------------------------------------------------------------------------------------
  1325. // 00129CD0 //^_-
  1326. //单元测试等级:目测游戏表现
  1327. //测试内容:启动游戏到第6关传球射门
  1328. //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
  1329. //测试分支: 无
  1330. void CFESEditPlayer::RenderLines(void) {
  1331. // 00129CD0
  1332. int r0_i = this->field_F4;
  1333. r0_i = r0_i + 1;
  1334. if (r0_i == 0) {
  1335. CFTTVector32 var_74;
  1336. CFTTCamera::GetPosition(var_74);
  1337. CFTTVector32 var_80;
  1338. CFTTCamera::GetForwardDirection(var_80);
  1339. TPoint3D var_8C;
  1340. CFTTVector32 var_98;
  1341. // loc_129E98
  1342. for (int r8_i = 0; r8_i != 7; r8_i++) {
  1343. // loc_129D1E
  1344. CUITileItemSelector* r11_i = this->m_pTileItemSelectors_134[r8_i];
  1345. // oc_129D1E
  1346. this->m_p3DPlayer_98->tPlayer_10.GetBonePosition(
  1347. unk_2FE238[r8_i], &var_8C);
  1348. float s0_f = var_8C.point_0.dx_0;
  1349. float s2_f = var_8C.point_0.dy_4;
  1350. float s4_f = unk_2FE254[r8_i] + var_8C.dz_8;
  1351. var_8C.dz_8 = unk_2FE254[r8_i] + var_8C.dz_8;
  1352. float s22_f = s0_f * (float)-3.0518e-5 - var_74.float_0;
  1353. float s28_f = var_80.float_0;
  1354. float s30_f = var_80.float_4;
  1355. float s26_f = s2_f * (float)3.0518e-5 - var_74.float_8;
  1356. float s17_f = var_80.float_8;
  1357. float s24_f = s4_f * (float)3.0518e-5 - var_74.float_4;
  1358. var_98.float_0 = s22_f;
  1359. var_98.float_8 = s26_f;
  1360. var_98.float_4 = s24_f;
  1361. CFTTVector32 var_A4 = Normalize(var_98);
  1362. s0_f = s24_f * s30_f;
  1363. CFTTVector32 var_B0;
  1364. s2_f = unk_2FE270[r8_i];
  1365. TPoint var_B8;
  1366. s0_f = s0_f + s22_f * s28_f;
  1367. s0_f = s0_f + s26_f * s17_f;
  1368. s22_f = s2_f + s0_f;
  1369. s0_f = (var_74.float_8 + (float)s22_f * var_A4.float_8) * (float)3.2768e4;
  1370. s2_f = -(var_74.float_0 + (float)s22_f * var_A4.float_0) * (float)3.2768e4;
  1371. s4_f = (var_74.float_4 + (float)s22_f * var_A4.float_4) * (float)3.2768e4;
  1372. var_8C.point_0.dx_0 = s2_f;
  1373. var_8C.point_0.dy_4 = s0_f;
  1374. var_8C.dz_8 = s4_f;
  1375. s0_f = r11_i->f_130;
  1376. s2_f = r11_i->f_134;
  1377. var_B8.dx_0 = s0_f;
  1378. var_B8.dy_4 = s2_f;
  1379. GFXCAMERA_ScreenToWorldRay(&var_B8,
  1380. var_98, var_B0);
  1381. TPoint3D var_C4;
  1382. 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;
  1383. s0_f = s22_f / s2_f;
  1384. s4_f = var_B0.float_0 * s0_f;
  1385. s2_f = var_B0.float_8 * s0_f;
  1386. s0_f = var_B0.float_4 * s0_f;
  1387. var_C4.point_0.dx_0 = -(s4_f + var_98.float_0) * (float)3.2768e4;
  1388. var_C4.point_0.dy_4 = (s2_f + var_98.float_8) * (float)3.2768e4;
  1389. var_C4.dz_8 = (s0_f + var_98.float_4) * (float)3.2768e4;
  1390. var_B0.float_0 = s4_f;
  1391. var_B0.float_4 = s0_f;
  1392. var_B0.float_8 = s2_f;
  1393. FREE_RenderEditPlayerLine(var_C4, var_8C);
  1394. }
  1395. }
  1396. // loc_129EA0
  1397. }
  1398. //-------------------------------------------------------------------------------------------------
  1399. // 0012A1F4 //^_-
  1400. //单元测试等级:目测游戏表现
  1401. //测试内容:启动游戏到第6关传球射门
  1402. //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
  1403. //测试分支: 无
  1404. void CFESEditPlayer::RenderScene(EGfxRenderPass e1) {
  1405. // 0012A1F4
  1406. this->SetupCamera(0);
  1407. g_pGraphicsDevice->setDepthTest(EFTTDepthTest_8, 1);
  1408. // 0012A216
  1409. if (e1 == EGfxRenderPass_2) {
  1410. // 0012A21A
  1411. GFXRENDER_pPostProcess->ReflectCamera();
  1412. GFXPLAYER_pBatch->Begin();
  1413. this->m_p3DPlayer_98->Render(1, EEnvMapOverride_3);
  1414. GFXPLAYER_pBatch->End();
  1415. this->m_pHeroScene_160->RenderEnvironment(1);
  1416. } else {
  1417. // loc_12A250
  1418. this->m_pHeroScene_160->RenderEnvironment(0);
  1419. GFXPLAYER_pBatch->Begin();
  1420. this->m_p3DPlayer_98->Render(1, EEnvMapOverride_3);
  1421. GFXPLAYER_pBatch->End();
  1422. }
  1423. // loc_12A278
  1424. g_pGraphicsDevice->setDepthTest(EFTTDepthTest_8, 1);
  1425. GFXPLAYER_pBatch->Flush(1, 1, 0);
  1426. GFXPLAYER_pBatch->Flush(2, 1, 0);
  1427. GFXPLAYER_pBatch->Flush(5, 1, 0);
  1428. GFXPLAYER_pBatch->Flush(0, 1, 0);
  1429. CGfxPlayer::RenderPlayerAlphaTested(1);
  1430. CGfxPlayer::RenderPlayerTranslucent(1);
  1431. GFXPLAYER_pBatch->Flush(-1, 1, 0);
  1432. // 0012A2D6
  1433. /*
  1434. * 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
  1435. * 原始汇编:CMP R5, #1
  1436. BEQ locret_12A2E4
  1437. * 自己汇编:CMP R5, #1
  1438. BNE loc_12D46
  1439. */
  1440. if (e1 != EGfxRenderPass_1) {
  1441. // 0012A2DA
  1442. this->m_pHeroScene_160->RenderGlows();
  1443. // 0012A2E2
  1444. if (e1 == EGfxRenderPass_0) {
  1445. // 0012A2E8
  1446. this->RenderLines();
  1447. // return;
  1448. }
  1449. }
  1450. // locret_12A2E4
  1451. // return;
  1452. }
  1453. //-------------------------------------------------------------------------------------------------
  1454. // 00129ECC //^_-
  1455. //单元测试等级:目测游戏表现
  1456. //测试内容:启动游戏到第6关传球射门
  1457. //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
  1458. //测试分支: 无
  1459. void CFESEditPlayer::SetupCamera(bool b1) {
  1460. // 00129ECC
  1461. float r4_f = 0;
  1462. CFTTVector32 var_24;
  1463. var_24.float_4 = 1;
  1464. var_24.float_0 = 0;
  1465. var_24.float_8 = 0;
  1466. CFTTVector32 var_30;
  1467. CFTTVector32 var_40;
  1468. CFTTVector32 var_50;
  1469. TPoint3D tPoint3D_90;
  1470. float d16_low = this->vector32_FC.float_0;
  1471. float d16_high = this->vector32_FC.float_4;
  1472. float r0_f = this->vector32_FC.float_8;
  1473. var_40.float_8 = r0_f;
  1474. var_40.float_0 = d16_low;
  1475. var_40.float_4 = d16_high;
  1476. this->m_p3DPlayer_98->tPlayer_10.GetBonePosition(2, &tPoint3D_90);
  1477. float s6_f = tPoint3D_90.point_0.dx_0;
  1478. float s2_f = tPoint3D_90.point_0.dy_4;
  1479. float s4_f = tPoint3D_90.dz_8;
  1480. float s0_f = -1.72;
  1481. int r0_i = this->field_F8;
  1482. s0_f = s0_f + s4_f * (float)3.0518e-5;
  1483. s4_f = s6_f * (float)-3.0518e-5;
  1484. s2_f = s2_f * (float)3.0518e-5;
  1485. // 00129F28
  1486. if (r0_i == 3) {
  1487. // 00129F2A
  1488. s2_f = s2_f * (float)1.5e-1;
  1489. s0_f = s0_f * (float)1.5e-1;
  1490. s4_f = s4_f * (float)1.5e-1;
  1491. }
  1492. float s8_f = var_40.float_4;
  1493. s6_f = var_40.float_0;
  1494. float s10_f = var_40.float_8;
  1495. s4_f = s4_f + s6_f;
  1496. s0_f = s0_f + s8_f;
  1497. s2_f = s2_f + s10_f;
  1498. var_40.float_0 = s4_f;
  1499. var_40.float_4 = s0_f;
  1500. var_40.float_8 = s2_f;
  1501. var_50.float_0 = var_40.float_0;
  1502. var_50.float_4 = var_40.float_4;
  1503. var_50.float_8 = -this->field_108;
  1504. CFTTMatrix32 var_90 = MakeXRotationMatrix32(this->field_110);
  1505. VectorMatrixMultiply(&var_50, &var_90);
  1506. CFTTMatrix32 var_D0 = MakeYRotationMatrix32(this->field_10C);
  1507. VectorMatrixMultiply(&var_30, &var_50, &var_D0);
  1508. CFTTCamera::SetPosition(var_30);
  1509. CFTTCamera::LookAt(var_40, &var_24);
  1510. CFTTCamera::SetFOV(0.7062374949455261);
  1511. CFTTCamera::SetNearAndFarPlanes(0.5, 100);
  1512. CFTTCamera::ApplyCameraSettings();
  1513. GFXCAMERA_fYOffset = r4_f;
  1514. /*
  1515. * 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,
  1516. * 也拆分写能不同形式,但也不是可以完全一致。伤脑筋
  1517. */
  1518. GFXCAMERA_vPos = var_30;
  1519. GFXCAMERA_vTarget = var_40;
  1520. s2_f = (float)(var_40.float_4 - var_30.float_4) * (var_40.float_4 - var_30.float_4) +
  1521. (float)(var_40.float_8 - var_30.float_8) * (var_40.float_8 - var_30.float_8) +
  1522. (float)(var_40.float_0 - var_30.float_0) * (var_40.float_0 - var_30.float_0);
  1523. // 00129FD0
  1524. if (b1) {
  1525. // 0012A000
  1526. GFXCAMERA_UpdateMatrices();
  1527. }
  1528. s0_f = sqrtf(s2_f);
  1529. s0_f = s0_f * (float)6.0e-1;
  1530. s2_f = s0_f + s0_f;
  1531. GFXRENDER_pPostProcess->SetDOFValues(1, s0_f, s2_f, true, 4);
  1532. }
  1533. //-------------------------------------------------------------------------------------------------
  1534. // 001284C0 //^_-
  1535. //单元测试等级:目测游戏表现
  1536. //测试内容:启动游戏,换服饰
  1537. //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
  1538. //测试分支: 001284CC,001284D2,0012851A,loc_1285E4,loc_128638,0012869E
  1539. void CFESEditPlayer::SetupEditMode(int i1) {
  1540. // 001284CC
  1541. if (i1 >= -1) {
  1542. // 001284D2
  1543. this->field_F4 = i1;
  1544. }
  1545. CFESEditPlayer::ms_pKeyboard->Hide();
  1546. int r7_i = 1;
  1547. this->m_pUITileManager_4->Reset(1);
  1548. this->m_pUITileManager_4->uy_13D = 0;
  1549. this->m_pUITileManager_4->b_13E = false;
  1550. int r0_i = this->field_F4;
  1551. this->m_pMsgShopButton_130 = 0;
  1552. this->m_pTileItemSelectors_134[0] = 0;
  1553. this->m_pTileItemSelectors_134[1] = 0;
  1554. this->m_pTileItemSelectors_134[2] = 0;
  1555. this->m_pTileItemSelectors_134[3] = 0;
  1556. this->m_pTileItemSelectors_134[4] = 0;
  1557. this->m_pTileItemSelectors_134[5] = 0;
  1558. this->m_pTileItemSelectors_134[6] = 0;
  1559. r0_i = r0_i + 1;
  1560. // 0012851A
  1561. if (r0_i != 0) {
  1562. // 0012851E
  1563. int r6_i = 1;
  1564. SNDFE_PlaySFX(1, 0, 1);
  1565. this->m_pUITileManager_4->ull_90 =
  1566. this->m_pUITileManager_4->ull_90 & 0xFFFFFFFFFFFFFFFD;
  1567. // 00128540
  1568. if (this->field_F4 != 0) {
  1569. // 00128546
  1570. this->m_pUITileManager_4->ull_90 =
  1571. this->m_pUITileManager_4->ull_90 | 0x2000;
  1572. this->m_pUITileManager_4->ull_98 =
  1573. this->m_pUITileManager_4->ull_98 & 0xFFFFFFFFFFFFDFFF;
  1574. CUIMsgShopButton* r5_pMsgShopButton = new CUIMsgShopButton(
  1575. 116, 76);
  1576. r7_i = 2;
  1577. this->m_pMsgShopButton_130 = r5_pMsgShopButton;
  1578. r0_i = SCR_WID;
  1579. int r1_i = SCR_SAFE_BOTTOM;
  1580. r0_i = r0_i - 66;
  1581. float s0_f = r0_i;
  1582. r0_i = r1_i - 46;
  1583. float s2_f = r0_i;
  1584. this->m_pUITileManager_4->AddTile(
  1585. s0_f, s2_f, r5_pMsgShopButton, r6_i, -1, EHUDPosition_2);
  1586. r0_i = this->field_F4;
  1587. r1_i = -1;
  1588. this->field_154 = -1;
  1589. switch (r0_i) {
  1590. case 0: {
  1591. // loc_128700
  1592. this->SetupEditMode_NAME();
  1593. // def_1285D0
  1594. this->SetupHighlight();
  1595. this->SetUpdateMovement();
  1596. return;
  1597. break;
  1598. }
  1599. case 1: {
  1600. // 001285DC
  1601. this->SetupEditMode_NUMBER();
  1602. // def_1285D0
  1603. this->SetupHighlight();
  1604. this->SetUpdateMovement();
  1605. return;
  1606. break;
  1607. }
  1608. case 2: {
  1609. // loc_12871E
  1610. this->SetupEditMode_HAIRSTYLE();
  1611. // def_1285D0
  1612. this->SetupHighlight();
  1613. this->SetUpdateMovement();
  1614. return;
  1615. break;
  1616. }
  1617. case 3: {
  1618. // loc_128726
  1619. this->SetupEditMode_HAIRCOLOUR();
  1620. // def_1285D0
  1621. this->SetupHighlight();
  1622. this->SetUpdateMovement();
  1623. return;
  1624. break;
  1625. }
  1626. case 4: {
  1627. // loc_12872E
  1628. this->SetupEditMode_FACIALHAIR();
  1629. // def_1285D0
  1630. this->SetupHighlight();
  1631. this->SetUpdateMovement();
  1632. return;
  1633. break;
  1634. }
  1635. case 5: {
  1636. // loc_128736
  1637. this->SetupEditMode_SLEEVELENGTH();
  1638. // def_1285D0
  1639. this->SetupHighlight();
  1640. this->SetUpdateMovement();
  1641. return;
  1642. break;
  1643. }
  1644. case 6: {
  1645. // loc_12873E
  1646. this->SetupEditMode_BOOTS();
  1647. // def_1285D0
  1648. this->SetupHighlight();
  1649. this->SetUpdateMovement();
  1650. return;
  1651. break;
  1652. }
  1653. default: {
  1654. // def_1285D0
  1655. this->SetupHighlight();
  1656. this->SetUpdateMovement();
  1657. return;
  1658. break;
  1659. }
  1660. }
  1661. }
  1662. // loc_1286F8
  1663. } else {
  1664. // loc_1285E4
  1665. float s16_f = 1.0;
  1666. int r5_i = 0;
  1667. float var_70[14];
  1668. var_70[0] = -0.699999988079071;
  1669. var_70[1] = -0.30000001192092896;
  1670. var_70[2] = -0.699999988079071;
  1671. var_70[3] = -5.877471754111438e-39;
  1672. var_70[4] = -0.699999988079071;
  1673. var_70[5] = -0.6000000238418579;
  1674. var_70[6] = 0.699999988079071;
  1675. var_70[7] = -0.6000000238418579;
  1676. float s18_f = 5.0e-1;
  1677. var_70[8] = 0.699999988079071;
  1678. var_70[9] = -0.30000001192092896;
  1679. var_70[10] = 0.699999988079071;
  1680. var_70[11] = 0;
  1681. var_70[13] = 0.699999988079071;
  1682. var_70[12] = 0.6000000238418579;
  1683. float r11_f = -1;
  1684. // loc_12869A
  1685. while (r5_i != 7) {
  1686. // loc_128638
  1687. CUITileItemSelector* r3_pUITitleItemSelector = CFESEditPlayer::GetCustomiseTile(r5_i);
  1688. this->m_pTileItemSelectors_134[r5_i] = r3_pUITitleItemSelector;
  1689. float s0_f = var_70[r5_i * 2];
  1690. float s2_f = var_70[r5_i * 2 + 1];
  1691. float s4_f = SCR_WID;
  1692. s0_f = s0_f + s16_f;
  1693. float s6_f = SCR_HEI;
  1694. s2_f = s2_f + s16_f;
  1695. s0_f = s0_f * s4_f;
  1696. s2_f = s2_f * s6_f;
  1697. s0_f = s0_f * s18_f;
  1698. s2_f = s2_f * s18_f;
  1699. int var_80 = r7_i;
  1700. r7_i = 1;
  1701. this->m_pUITileManager_4->AddTile(
  1702. s0_f, s2_f, r3_pUITitleItemSelector,
  1703. var_80, -1, EHUDPosition_0);
  1704. r5_i++;
  1705. }
  1706. // 0012869E
  1707. this->field_F8 = 0;
  1708. this->SetUpdateMovement();
  1709. this->m_pUITileManager_4->ull_90 =
  1710. this->m_pUITileManager_4->ull_90 & (uint64)0xFFFFFFFFFFFFDFFF;
  1711. this->m_pUITileManager_4->ull_90 =
  1712. this->m_pUITileManager_4->ull_90 & (uint64)0xFFFFFFFFFFFFBFFF;
  1713. this->m_pUITileManager_4->ull_98 =
  1714. this->m_pUITileManager_4->ull_98 & (uint64)0xFFFFFFFFFFFFFFFD;
  1715. this->m_pUITileManager_4->ull_90 = this->m_pUITileManager_4->ull_90 | 0x2;
  1716. this->SetupHighlight();
  1717. return;
  1718. }
  1719. // loc_1286F8
  1720. this->field_154 = -1;
  1721. // loc_128700
  1722. this->SetupEditMode_NAME();
  1723. // def_1285D0
  1724. this->SetupHighlight();
  1725. this->SetUpdateMovement();
  1726. return;
  1727. }
  1728. //-------------------------------------------------------------------------------------------------
  1729. // 00191AB0 //^_-
  1730. //单元测试等级:目测游戏表现
  1731. //测试内容:启动游戏到第6关传球射门
  1732. //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
  1733. //测试分支: 00191AB0
  1734. void AddBoard(CFTTVector32* pVector0,
  1735. CFTTVector32* pVector1,
  1736. float* pf2,
  1737. int& i3,
  1738. ushort* pus4,
  1739. int& i5,
  1740. int i6,
  1741. int i7,
  1742. int i8,
  1743. int i9,
  1744. float& f10,
  1745. float f11) {
  1746. // 00191AB0
  1747. CFTTVector32 var_74;
  1748. CFTTVector32 var_80;
  1749. CFTTVector32 var_8C;
  1750. CFTTVector32 var_98;
  1751. float s26_f = 0.0;
  1752. float s24_f = f11;
  1753. int r0_i = i3;
  1754. float r11_f = 0;
  1755. float s16_f = (float)i6 * (float)-0.000030518;
  1756. float s18_f = (float)i8 * (float)-0.000030518;
  1757. int var_9C = i3;
  1758. float s20_f = (float)i7 * (float)0.000030518;
  1759. var_80.float_4 = r11_f;
  1760. float s22_f = (float)i9 * (float)0.000030518;
  1761. float s0_f = s26_f;
  1762. float s28_f = s18_f - s16_f;
  1763. float s30_f = s22_f - s20_f;
  1764. s0_f = s0_f + s28_f * s28_f;
  1765. var_80.float_0 = s28_f;
  1766. var_80.float_8 = s30_f;
  1767. s0_f = s0_f + s30_f * s30_f;
  1768. float s2_f = sqrtf(s0_f);
  1769. // loc_191B54
  1770. s0_f = s2_f * s24_f;
  1771. s0_f = s0_f + s0_f;
  1772. float r8_f = XMATH_RoundFloatToNearestInt(s0_f);
  1773. var_74 = Normalize(var_80);
  1774. s0_f = -s30_f;
  1775. s30_f = var_74.float_0;
  1776. float s17_f = var_74.float_4;
  1777. float s19_f = var_74.float_8;
  1778. var_74.float_4 = r11_f;
  1779. var_74.float_0 = s0_f;
  1780. var_74.float_8 = s28_f;
  1781. var_8C = Normalize(var_74);
  1782. float s23_f = var_8C.float_4;
  1783. float s25_f = var_8C.float_8;
  1784. s2_f = (float)s23_f * (float)0.0625;
  1785. s28_f = (float)s17_f * (float)0.5;
  1786. s17_f = var_8C.float_0;
  1787. s30_f = (float)s30_f * (float)0.5;
  1788. s19_f = (float)s19_f * (float)0.5;
  1789. float s4_f = (float)s17_f * (float)0.0625;
  1790. s0_f = (float)s25_f * (float)0.0625;
  1791. s2_f = (float)s2_f * (float)0.5;
  1792. float s6_f = s23_f - s28_f;
  1793. float s8_f = s17_f - s30_f;
  1794. float s10_f = s25_f - s19_f;
  1795. s4_f = (float)s4_f * (float)0.5;
  1796. s0_f = (float)s0_f * (float)0.5;
  1797. var_74.float_4 = s2_f;
  1798. s6_f = (float)s6_f + (float)0.5;
  1799. s8_f = s8_f + s26_f;
  1800. s10_f = s10_f + s26_f;
  1801. var_74.float_0 = s4_f;
  1802. var_74.float_8 = s0_f;
  1803. var_98.float_4 = s6_f;
  1804. var_98.float_0 = s8_f;
  1805. var_98.float_8 = s10_f;
  1806. var_8C = Normalize(var_98);
  1807. s2_f = s30_f + s17_f;
  1808. s0_f = s28_f + s23_f;
  1809. s4_f = s19_f + s25_f;
  1810. s28_f = var_8C.float_0;
  1811. s30_f = var_8C.float_4;
  1812. s17_f = var_8C.float_8;
  1813. s2_f = s2_f + s26_f;
  1814. s0_f = s0_f + 0.5;
  1815. s4_f = s4_f + s26_f;
  1816. var_98.float_4 = s0_f;
  1817. var_98.float_0 = s2_f;
  1818. var_98.float_8 = s4_f;
  1819. var_8C = Normalize(var_98);
  1820. r0_i = i3;
  1821. // s6_f = r8_f;
  1822. float r1_f = (float)f10;
  1823. s8_f = (float)-s30_f;
  1824. s0_f = var_8C.float_0;
  1825. s24_f = (float)f10 + (float)r8_f * (float)0.5;
  1826. s2_f = var_8C.float_4;
  1827. // s6_f = (float)- s28_f;
  1828. s4_f = var_8C.float_8;
  1829. s10_f = (float)-s17_f;
  1830. /*
  1831. * 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
  1832. * 原始汇编: LDR R1, [R4] ...
  1833. * ADDS R0, R1, #1
  1834. * STR R0, [R4]
  1835. * 自已汇编: MOVS R1, #4 ...
  1836. * MOVS R1, #8
  1837. */
  1838. pf2[r0_i * 2] = f10;
  1839. float s12_f = -s4_f;
  1840. int r1_i = i3;
  1841. float s14_f = -s2_f;
  1842. float s1_f = -s0_f;
  1843. r0_i = r1_i + 1;
  1844. i3 = r0_i;
  1845. float s5_f = s18_f + s26_f;
  1846. pf2[r1_i * 2 + 1] = r11_f;
  1847. r1_i = i3;
  1848. pf2[r1_i * 2] = s24_f;
  1849. r1_i = i3;
  1850. int r2_i = r1_i + 1;
  1851. i3 = r2_i;
  1852. pf2[r1_i * 2 + 1] = r11_f;
  1853. r1_i = i3;
  1854. pf2[r1_i * 2] = s24_f;
  1855. r1_i = i3;
  1856. r2_i = r1_i + 1;
  1857. i3 = r2_i;
  1858. pf2[r1_i * 2 + 1] = 1.0;
  1859. r1_i = i3;
  1860. float r3_f = f10;
  1861. pf2[r1_i * 2] = r3_f;
  1862. r1_i = i3;
  1863. int 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. r3_i = r1_i + 1;
  1870. i3 = r3_i;
  1871. pf2[r1_i * 2 + 1] = r11_f;
  1872. r1_i = i3;
  1873. r3_f = f10;
  1874. pf2[r1_i * 2] = r3_f;
  1875. r1_i = i3;
  1876. r3_i = r1_i + 1;
  1877. i3 = r3_i;
  1878. pf2[r1_i * 2 + 1] = r11_f;
  1879. r1_i = i3;
  1880. r3_f = f10;
  1881. pf2[r1_i * 2] = r3_f;
  1882. r1_i = i3;
  1883. r3_i = r1_i + 1;
  1884. i3 = r3_i;
  1885. pf2[r1_i * 2 + 1] = 1.0;
  1886. r1_i = i3;
  1887. pf2[r1_i * 2] = s24_f;
  1888. // r1_i = i3;
  1889. r1_i = var_9C;
  1890. r0_i = r1_i + 1;
  1891. pf2[i3 * 2 + 1] = 1.0;
  1892. i3 = r0_i;
  1893. pVector1[r1_i].float_0 = -s28_f;
  1894. pVector1[r1_i].float_4 = -s30_f;
  1895. pVector1[r1_i].float_8 = -s17_f;
  1896. r2_i = i3;
  1897. r3_i = r2_i + 1;
  1898. i3 = r3_i;
  1899. pVector1[r2_i].float_0 = -s28_f;
  1900. pVector1[r2_i].float_4 = -s30_f;
  1901. pVector1[r2_i].float_8 = -s17_f;
  1902. r2_i = i3;
  1903. r3_i = r2_i + 1;
  1904. i3 = r3_i;
  1905. pVector1[r2_i].float_0 = -s0_f;
  1906. pVector1[r2_i].float_4 = -s2_f;
  1907. pVector1[r2_i].float_8 = -s4_f;
  1908. s12_f = s22_f + s26_f;
  1909. r2_i = i3;
  1910. r3_i = r2_i + 1;
  1911. i3 = r3_i;
  1912. pVector1[r2_i].float_0 = -s28_f;
  1913. s6_f = s16_f + s26_f;
  1914. pVector1[r2_i].float_4 = -s30_f;
  1915. s8_f = s20_f + s26_f;
  1916. pVector1[r2_i].float_8 = -s17_f;
  1917. r2_i = i3;
  1918. s10_f = 6.7664e-1;
  1919. r3_i = r2_i + 1;
  1920. i3 = r3_i;
  1921. pVector1[r2_i].float_0 = s28_f;
  1922. pVector1[r2_i].float_4 = s30_f;
  1923. pVector1[r2_i].float_8 = s17_f;
  1924. r2_i = i3;
  1925. r3_i = r2_i + 1;
  1926. i3 = r3_i;
  1927. pVector1[r2_i].float_0 = s0_f;
  1928. pVector1[r2_i].float_4 = s2_f;
  1929. pVector1[r2_i].float_8 = s4_f;
  1930. r2_i = i3;
  1931. r3_i = r2_i + 1;
  1932. i3 = r3_i;
  1933. pVector1[r2_i].float_0 = s0_f;
  1934. pVector1[r2_i].float_4 = s2_f;
  1935. pVector1[r2_i].float_8 = s4_f;
  1936. r2_i = i3;
  1937. r3_i = r2_i + 1;
  1938. i3 = r3_i;
  1939. pVector1[r2_i].float_0 = s28_f;
  1940. pVector1[r2_i].float_4 = s30_f;
  1941. pVector1[r2_i].float_8 = s17_f;
  1942. s0_f = var_74.float_0;
  1943. s4_f = var_74.float_8;
  1944. s2_f = var_74.float_4;
  1945. float s3_f = s6_f - s0_f;
  1946. s14_f = s8_f - s4_f;
  1947. i3 = r0_i;
  1948. s1_f = s10_f - s2_f;
  1949. float s7_f = s12_f - s4_f;
  1950. float s9_f = s5_f - s0_f;
  1951. s8_f = s8_f + s4_f;
  1952. s10_f = s2_f + s10_f;
  1953. pVector0[r1_i].float_0 = s3_f;
  1954. s3_f = s22_f - s4_f;
  1955. s6_f = s6_f + s0_f;
  1956. pVector0[r1_i].float_4 = s1_f;
  1957. s12_f = s12_f + s4_f;
  1958. pVector0[r1_i].float_8 = s14_f;
  1959. r0_i = i3;
  1960. s14_f = 9.9792e-3;
  1961. r1_i = r0_i + 1;
  1962. i3 = r1_i;
  1963. pVector0[r0_i].float_0 = s9_f;
  1964. s9_f = s18_f - s0_f;
  1965. pVector0[r0_i].float_4 = s1_f;
  1966. s1_f = s20_f - s4_f;
  1967. pVector0[r0_i].float_8 = s7_f;
  1968. s7_f = s14_f - s2_f;
  1969. r0_i = i3;
  1970. s2_f = s2_f + s14_f;
  1971. r1_i = r0_i + 1;
  1972. i3 = r1_i;
  1973. pVector0[r0_i].float_0 = s9_f;
  1974. pVector0[r0_i].float_4 = s7_f;
  1975. pVector0[r0_i].float_8 = s3_f;
  1976. s3_f = s16_f - s0_f;
  1977. r0_i = i3;
  1978. r1_i = r0_i + 1;
  1979. i3 = r1_i;
  1980. pVector0[r0_i].float_0 = s3_f;
  1981. pVector0[r0_i].float_4 = s7_f;
  1982. pVector0[r0_i].float_8 = s1_f;
  1983. r0_i = i3;
  1984. r1_i = r0_i + 1;
  1985. i3 = r1_i;
  1986. pVector0[r0_i].float_0 = s6_f;
  1987. s6_f = s22_f + s4_f;
  1988. pVector0[r0_i].float_4 = s10_f;
  1989. s4_f = s20_f + s4_f;
  1990. pVector0[r0_i].float_8 = s8_f;
  1991. s8_f = s5_f + s0_f;
  1992. r0_i = i3;
  1993. r1_i = r0_i + 1;
  1994. i3 = r1_i;
  1995. pVector0[r0_i].float_0 = s8_f;
  1996. s8_f = s18_f + s0_f;
  1997. pVector0[r0_i].float_4 = s10_f;
  1998. s0_f = s16_f - s0_f;
  1999. pVector0[r0_i].float_8 = s12_f;
  2000. r0_i = i3;
  2001. r1_i = r0_i + 1;
  2002. i3 = r1_i;
  2003. pVector0[r0_i].float_0 = s8_f;
  2004. pVector0[r0_i].float_4 = s2_f;
  2005. pVector0[r0_i].float_8 = s6_f;
  2006. r0_i = i3;
  2007. r1_i = r0_i + 1;
  2008. i3 = r1_i;
  2009. pVector0[r0_i].float_0 = s0_f;
  2010. pVector0[r0_i].float_4 = s2_f;
  2011. pVector0[r0_i].float_8 = s4_f;
  2012. f10 = s24_f;
  2013. }
  2014. //-------------------------------------------------------------------------------------------------
  2015. // 001292E0 //^_^
  2016. //单元测试等级:目测游戏表现
  2017. //测试内容:启动游戏到第6关传球射门
  2018. //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
  2019. //测试分支: 无
  2020. void CFESEditPlayer::ProcessEditMode(int i1) {
  2021. // 001292E6
  2022. switch (this->field_F4) {
  2023. case -1: {
  2024. // loc_1292F4
  2025. this->m_p3DPlayer_98->field_20C = 0;
  2026. // 001292FA
  2027. if (i1 == 55) {
  2028. // 00129308
  2029. switch (this->m_pUITileManager_4->field_A4) {
  2030. case 0: {
  2031. // loc_12931A
  2032. this->SetupEditMode(0);
  2033. break;
  2034. }
  2035. case 1: {
  2036. // loc_129332
  2037. this->SetupEditMode(1);
  2038. break;
  2039. }
  2040. case 2: {
  2041. // loc_129338
  2042. this->SetupEditMode(2);
  2043. break;
  2044. }
  2045. case 3: {
  2046. // loc_12933E
  2047. this->SetupEditMode(3);
  2048. break;
  2049. }
  2050. case 4: {
  2051. // loc_129344
  2052. this->SetupEditMode(4);
  2053. break;
  2054. }
  2055. case 5: {
  2056. // loc_12934A
  2057. this->SetupEditMode(5);
  2058. break;
  2059. }
  2060. case 6: {
  2061. // loc_129350
  2062. this->SetupEditMode(6);
  2063. break;
  2064. }
  2065. }
  2066. // def_1292EA
  2067. }
  2068. // def_1292EA
  2069. break;
  2070. }
  2071. case 0: {
  2072. // loc_129322
  2073. this->ProcessEditMode_NAME();
  2074. break;
  2075. }
  2076. case 2: {
  2077. // loc_129326
  2078. this->ProcessEditMode_HAIRSTYLE();
  2079. break;
  2080. }
  2081. case 3: {
  2082. // loc_12932A
  2083. this->ProcessEditMode_HAIRCOLOUR();
  2084. break;
  2085. }
  2086. case 4: {
  2087. // loc_12932E
  2088. this->ProcessEditMode_FACIALHAIR();
  2089. break;
  2090. }
  2091. default: {
  2092. // def_1292EA
  2093. break;
  2094. }
  2095. }
  2096. }
  2097. //-------------------------------------------------------------------------------------------------
  2098. // 00129860 //^_^
  2099. //单元测试等级:目测游戏表现
  2100. //测试内容:启动游戏到第6关传球射门
  2101. //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
  2102. //测试分支: 无
  2103. void CFESEditPlayer::UpdatePosition() {
  2104. // 00129868
  2105. if (this->field_12C <= 19) {
  2106. // 0012986C
  2107. this->vector32_FC += this->vector32_114;
  2108. float s0_f = this->field_108;
  2109. float s6_f = this->field_120;
  2110. float s2_f = this->field_10C;
  2111. float s8_f = this->field_124;
  2112. s0_f = s0_f +s6_f;
  2113. float s4_f = this->field_110;
  2114. float s10_f = this->field_128;
  2115. s2_f = s2_f +s8_f ;
  2116. s4_f = s4_f +s10_f;
  2117. this->field_108 = s0_f;
  2118. this->field_10C = s2_f;
  2119. this->field_110 = s4_f;
  2120. }
  2121. // loc_1298A8
  2122. int r1_i = this->field_F8;
  2123. CFE3DPlayer* r2_p3DPlayer = this->m_p3DPlayer_98;
  2124. uint r0_i = r2_p3DPlayer->tPlayer_10.u_0.s_2_0.s_2;
  2125. int r4_i = s_iPlayerRot[r1_i];
  2126. r1_i = r4_i + 0x2000;
  2127. r0_i = r1_i - r0_i;
  2128. r0_i = r0_i & 0x3FFF;
  2129. r1_i = 0x2000 - r0_i;
  2130. // 001298D0
  2131. if ((uint)r0_i >= 0x2000) {
  2132. // 001298D6
  2133. r1_i = r0_i - 0x2000;
  2134. }
  2135. // 001298DA
  2136. if (r1_i > 0x1800) {
  2137. // loc_1298FA
  2138. r1_i = 17;
  2139. // loc_1298FA
  2140. r2_p3DPlayer->tPlayer_10.SetAnim(r1_i);
  2141. } else {
  2142. // loc_1298E6
  2143. if (r1_i >= 3414) {
  2144. // 001298EE
  2145. if (r0_i > 0x2000) {
  2146. // 001298F6
  2147. r1_i = 13;
  2148. r2_p3DPlayer->tPlayer_10.SetAnim(r1_i);
  2149. } else {
  2150. // 001298F4
  2151. r1_i = 14;
  2152. r2_p3DPlayer->tPlayer_10.SetAnim(r1_i);
  2153. }
  2154. // loc_1298FA
  2155. // r2_p3DPlayer->tPlayer_10.SetAnim(r1_i);
  2156. }
  2157. }
  2158. // loc_1298FE
  2159. r2_p3DPlayer->tPlayer_10.SetFace(r4_i);
  2160. return;
  2161. }
  2162. //-------------------------------------------------------------------------------------------------
  2163. // 00129944 //^_^
  2164. //单元测试等级:目测游戏表现
  2165. //测试内容:启动游戏到第6关传球射门
  2166. //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
  2167. //测试分支: 无
  2168. void CFESEditPlayer::ConfirmUnlockCB(int i0, void* p1) {
  2169. CFESEditPlayer* r4_player = (CFESEditPlayer*)p1;
  2170. // 00129948
  2171. if (i0 != 0) {
  2172. // 0012994A
  2173. return;
  2174. }
  2175. // loc_12994C
  2176. int r1_i = r4_player->field_15C;
  2177. // 00129958
  2178. if (r1_i > CCurrency::s_iCredits) {
  2179. // 00129964
  2180. CFESShopHelper::ms_eTrigger = 4;
  2181. return CFE::ShowShop(true);
  2182. }
  2183. // loc_129970
  2184. r4_player->CompleteUnlock();
  2185. r4_player->ApplyToProfile();
  2186. MP_cMyProfile.Save(ESaveMode_1);
  2187. r4_player->SetupEditMode(-1);
  2188. return;
  2189. }
  2190. //-------------------------------------------------------------------------------------------------
  2191. // 001299C0
  2192. void CFESEditPlayer::CompleteUnlock() {
  2193. int r3_i = this->field_158;
  2194. wchar_t var_28[8];
  2195. xsnprintf(var_28, 8, L"%i", r3_i);
  2196. int r8_i = this->field_154;
  2197. int r0_i = this->field_158;
  2198. int r1_i = 32 - r0_i;
  2199. int r2_i = 1;
  2200. r3_i = r0_i - 32;
  2201. r1_i = (uint)r2_i >> (uint)r1_i;
  2202. if (r0_i >= 32) {
  2203. r1_i = (uint)r2_i << (uint)r1_i;
  2204. }
  2205. r0_i = (uint)r2_i << (uint)r0_i;
  2206. uint64 r5r7_ull = CStoryProfile::m_tData.field_210[r8_i];
  2207. r1_i = r1_i | r5r7_ull;
  2208. if (r0_i >= 32) {
  2209. r0_i = 0;
  2210. }
  2211. r0_i = r0_i | (r5r7_ull >> 32u);
  2212. CStoryProfile::m_tData.field_210[r8_i] = ((uint64)r1_i << 32u) | r0_i;
  2213. CCurrency::SubtractCredits(this->field_15C, ETrigger_4, false);
  2214. this->field_158 = -1;
  2215. SNDFE_PlaySFX(8, 0, 1);
  2216. r0_i = r8_i - 1;
  2217. if (r0_i <= 2) {
  2218. SYSCORE_DeleteFile("profileHead.png", true);
  2219. CFTTTextureCache::EmptyCache();
  2220. }
  2221. // locret_129A4A
  2222. return;
  2223. }
  2224. //-------------------------------------------------------------------------------------------------
  2225. //00129358
  2226. void CFESEditPlayer::ProcessEditMode_NAME() {
  2227. LOGX("ProcessEditMode_NAME %p",this);
  2228. }
  2229. //-------------------------------------------------------------------------------------------------
  2230. //0012944C
  2231. void CFESEditPlayer::ProcessEditMode_NUMBER() {
  2232. LOGX("ProcessEditMode_NUMBER %p",this);
  2233. }
  2234. //-------------------------------------------------------------------------------------------------
  2235. //0012944E
  2236. void CFESEditPlayer::ProcessEditMode_HAIRSTYLE() {
  2237. LOGX("ProcessEditMode_HAIRSTYLE %p",this);
  2238. }
  2239. //-------------------------------------------------------------------------------------------------
  2240. //0012946E
  2241. void CFESEditPlayer::ProcessEditMode_HAIRCOLOUR() {
  2242. LOGX("ProcessEditMode_HAIRCOLOUR %p",this);
  2243. }
  2244. //-------------------------------------------------------------------------------------------------
  2245. //0012948E
  2246. void CFESEditPlayer::ProcessEditMode_FACIALHAIR() {
  2247. LOGX("ProcessEditMode_FACIALHAIR %p",this);
  2248. }
  2249. //-------------------------------------------------------------------------------------------------
  2250. //001294AE
  2251. void CFESEditPlayer::ProcessEditMode_SLEEVELENGTH() {
  2252. LOGX("ProcessEditMode_SLEEVELENGTH %p",this);
  2253. }
  2254. //-------------------------------------------------------------------------------------------------
  2255. //001294B0
  2256. void CFESEditPlayer::ProcessEditMode_BOOTS() {
  2257. LOGX("ProcessEditMode_BOOTS %p",this);
  2258. }