bool Ecosystem::LevelSensor::scaleWeapon(const sead::SafeString& weapon_to_look_up, // 基礎武器
WeaponModifier required_modifier, // 預設至少加這麼多
const char** weapon_to_use_name, // 回傳的武器寫在這裡
WeaponModifier* modifier_to_use, // 回傳的加成寫在這裡
void* unknown)
{
// some checks using 'unknown' here which seems to be a pointer to the actor
for (weapon_table : this->byml["weapon"]) {
// find the first weapon entry for which the player has enough points
// with the specified name and modifier
// 不同的武器系列儲存在不同的 table 裡,要枚舉 table 再枚舉 table 裡的細項
i = -1; // 應該是 index,但是 -1 代表尚未找到
for (j = 0; j < weapon_table["actors"].size; ++j) { // 枚舉含有加成訊息的武器
entry = weapon_table["actors"][j];
float points_for_next_transition = entry["value"]; // 這個加成過的武器所需的經驗值
if (this->weapon_points > points_for_next_transition && // 你的經驗值夠
weapon_to_look_up == entry["name"] && // 武器的名字是對的
convert_to_modifier(entry["plus"]) == required_modifier) { // 加成的方向跟程度是對的
i = j;
break; // 找到一個了(但是可能還有更多)
}
}
if (i == -1)
continue; // 找不到就試下一個
do { // 已知找到一個的情況下,試圖找更多
entry = weapon_table["actors"][i];
// not_rank_up means there is no link between weapons;
// this table is just used to look up modifiers.
// so go down the list until there are no more entries for the requested weapon
// or until we reach a modifier that requires more points.
if (weapon_table["not_rank_up"] && entry["name"] != weapon_to_look_up)
break; // ???這個 table 裡的武器不能升級,或是 entry 是 null (boundary check)
// otherwise, just go down the list until we reach the end or a weapon which
// requires more points. this will possibly upgrade the weapon (e.g. Knight -> Royal).
if (this->weapon_points <= entry["value"])
break; // 枚舉到經驗值最高又符合條件的才停
++i;
} while (i < weapon_table["actors"].size);
*weapon_to_use_name = entry["name"];
*modifier_to_use = convert_to_modifier(entry["plus"]);
return true; // 有找到
}
return false; // cannot scale up // 沒找到
}