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https://github.com/isledecomp/isle-portable.git
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* Add multiplayer extension * Fix animation system to work when host is outside ISLE world - Move TickHostSessions outside m_inIsleWorld gate so the host can coordinate animations from any world - Load animation catalog early in HandleCreate so the host can coordinate before entering the ISLE world - Use network-reported positions for remote player location detection instead of requiring spawned ROIs - Always erase sessions at launch — the host's job ends when the animation starts; clients play and complete independently - Replace BroadcastAnimComplete with locally-driven completion callbacks: host generates eventId at launch, clients cache completion JSON at start time, fire it when ScenePlayer finishes - Make StopAnimation only do local cleanup (stop playback, cancel own interest, reset coordinator) without destroying the session host, so other players' sessions survive world transitions - Broadcast state=0 in ResetAnimationState for full teardown paths (shutdown, reconnect, host migration) so clients aren't left with stale session state * Fix use-after-free crash in ScenePlayer when remote player disconnects mid-animation When a remote player's ROI is destroyed (disconnect, timeout, or respawn), notify all active ScenePlayer instances to null out dangling references before the ROI is freed. The animation engine already handles null ROI map entries gracefully, so playback continues for remaining participants. * Fix crash when performer's child ROIs are left dangling in ScenePlayer NotifyROIDestroyed now walks the parent chain to also invalidate child ROIs of the destroyed performer (head, limbs, etc.) that were placed into the roiMap by BuildROIMap. The ancestor walk happens once; all other fields are cleaned with simple pointer equality. * Allow spectator to play click animation during scene playback * Make PTATCAM track spectator ROI instead of camera in ScenePlayer * Only regenerate emscripten version files when git state changes Replace add_custom_target(ALL) with add_custom_command(OUTPUT) so the version script only runs when .git/HEAD or the current branch ref file changes, instead of on every build. * Fix ROI name collision causing dangling pointers in NPC locomotion roiMaps When ScenePlayer created cloned NPC ROIs for cooperative animations, it renamed them to match the original character name and added them to the ViewManager. This created a name collision: two ROIs with the same name. The original game's AppendROIToScene searches by name and stops at the first match, so if a locomotion BuildROIMap ran while the clone existed, it could capture pointers to the clone's child ROIs. When the clone was later destroyed (CleanupProps), those roiMap entries became dangling pointers, crashing in AnimateWithTransform at roi.h:151 (SetVisibility). Fix: use the alias mechanism (already supported by AnimUtils::BuildROIMap) instead of renaming clones. Also unify all ROI name generation behind a shared counter to prevent character manager key collisions.
207 lines
6.3 KiB
C++
207 lines
6.3 KiB
C++
#ifndef ISLE_H
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#define ISLE_H
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#include "actionsfwd.h"
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#include "extensions/fwd.h"
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#include "legogamestate.h"
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#include "legonamedplane.h"
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#include "legostate.h"
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#include "legoworld.h"
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#include "radio.h"
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class Ambulance;
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class Bike;
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class DuneBuggy;
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class Helicopter;
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class Jetski;
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class JukeBoxEntity;
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class LegoNamedTexture;
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class Motocycle;
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class LegoPathStructNotificationParam;
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class Pizza;
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class Pizzeria;
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class RaceCar;
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class SkateBoard;
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class TowTrack;
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// VTABLE: LEGO1 0x100d7028
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// VTABLE: BETA10 0x101b9d40
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// SIZE 0x26c
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class Act1State : public LegoState {
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public:
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enum ElevatorFloor {
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c_floor1 = 1,
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c_floor2,
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c_floor3
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};
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enum {
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e_none = 0,
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e_initial = 1,
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e_elevator = 2,
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e_pizza = 3,
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e_helicopter = 4,
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e_transitionToJetski = 5,
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e_transitionToRacecar = 6,
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e_transitionToTowtrack = 7,
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e_towtrack = 8,
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e_transitionToAmbulance = 9,
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e_ambulance = 10,
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e_jukebox = 11,
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};
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Act1State();
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// FUNCTION: LEGO1 0x100338a0
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// FUNCTION: BETA10 0x10036040
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const char* ClassName() const override // vtable+0x0c
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{
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// STRING: LEGO1 0x100f0154
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return "Act1State";
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}
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// FUNCTION: LEGO1 0x100338b0
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MxBool IsA(const char* p_name) const override // vtable+0x10
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{
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return !strcmp(p_name, Act1State::ClassName()) || LegoState::IsA(p_name);
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}
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MxBool Reset() override; // vtable+0x18
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MxResult Serialize(LegoStorage* p_storage) override; // vtable+0x1c
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void PlayCptClickDialogue();
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void StopCptClickDialogue();
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void RemoveActors();
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void PlaceActors();
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MxU32 GetState() { return m_state; }
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ElevatorFloor GetElevatorFloor() { return (ElevatorFloor) m_elevFloor; }
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MxBool IsSpawnInInfocenter() { return m_spawnInInfocenter; }
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void SetState(MxU32 p_state) { m_state = p_state; }
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void SetElevatorFloor(ElevatorFloor p_elevFloor) { m_elevFloor = p_elevFloor; }
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void SetSpawnInInfocenter(MxBool p_spawnInInfocenter) { m_spawnInInfocenter = p_spawnInInfocenter; }
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// SYNTHETIC: LEGO1 0x10033960
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// Act1State::`scalar deleting destructor'
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// TODO: Most likely getters/setters are not used according to BETA.
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Playlist m_cptClickDialogue; // 0x008
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IsleScript::Script m_currentCptClickDialogue; // 0x014
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MxU32 m_state; // 0x018
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MxS16 m_elevFloor; // 0x01c
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MxBool m_playingFloor2Animation; // 0x01e
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MxBool m_switchedToArea; // 0x01f
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MxBool m_planeActive; // 0x020
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MxBool m_spawnInInfocenter; // 0x021
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MxBool m_playedExitExplanation; // 0x022
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undefined m_unk0x023; // 0x023
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LegoNamedPlane m_motocyclePlane; // 0x024
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LegoNamedPlane m_bikePlane; // 0x070
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LegoNamedPlane m_skateboardPlane; // 0x0bc
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LegoNamedPlane m_helicopterPlane; // 0x108
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LegoNamedTexture* m_helicopterWindshield; // 0x154
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LegoNamedTexture* m_helicopterJetLeft; // 0x158
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LegoNamedTexture* m_helicopterJetRight; // 0x15c
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Helicopter* m_helicopter; // 0x160
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LegoNamedPlane m_jetskiPlane; // 0x164
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LegoNamedTexture* m_jetskiFront; // 0x1b0
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LegoNamedTexture* m_jetskiWindshield; // 0x1b4
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Jetski* m_jetski; // 0x1b8
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LegoNamedPlane m_dunebuggyPlane; // 0x1bc
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LegoNamedTexture* m_dunebuggyFront; // 0x208
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DuneBuggy* m_dunebuggy; // 0x20c
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LegoNamedPlane m_racecarPlane; // 0x210
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LegoNamedTexture* m_racecarFront; // 0x25c
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LegoNamedTexture* m_racecarBack; // 0x260
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LegoNamedTexture* m_racecarTail; // 0x264
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RaceCar* m_racecar; // 0x268
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};
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// VTABLE: LEGO1 0x100d6fb8
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// VTABLE: BETA10 0x101b9cc8
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// SIZE 0x140
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class Isle : public LegoWorld {
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public:
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enum {
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c_playCamAnims = 0x20,
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c_playMusic = 0x40
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};
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Isle();
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~Isle() override;
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MxLong Notify(MxParam& p_param) override; // vtable+0x04
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// FUNCTION: LEGO1 0x10030900
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MxBool WaitForTransition() override { return TRUE; } // vtable+0x5c
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// FUNCTION: LEGO1 0x10030910
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// FUNCTION: BETA10 0x10035d70
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const char* ClassName() const override // vtable+0x0c
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{
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// STRING: LEGO1 0x100f0458
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return "Isle";
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}
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// FUNCTION: LEGO1 0x10030920
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MxBool IsA(const char* p_name) const override // vtable+0x10
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{
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return !strcmp(p_name, Isle::ClassName()) || LegoWorld::IsA(p_name);
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}
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MxResult Create(MxDSAction& p_dsAction) override; // vtable+0x18
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void ReadyWorld() override; // vtable+0x50
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void Add(MxCore* p_object) override; // vtable+0x58
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void VTable0x60() override; // vtable+0x60
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MxBool Escape() override; // vtable+0x64
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void Enable(MxBool p_enable) override; // vtable+0x68
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virtual void RemoveVehicle(LegoPathActor* p_actor); // vtable+0x6c
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void SetDestLocation(LegoGameState::Area p_destLocation) { m_destLocation = p_destLocation; }
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MxBool HasHelicopter() { return m_helicopter != NULL; }
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void SwitchToInfocenter();
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friend class Act1State;
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friend class Multiplayer::WorldStateSync;
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// SYNTHETIC: LEGO1 0x10030a30
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// Isle::`scalar deleting destructor'
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protected:
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MxLong HandleEndAction(MxEndActionNotificationParam& p_param);
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MxLong HandleControl(LegoControlManagerNotificationParam& p_param);
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MxLong HandlePathStruct(LegoPathStructNotificationParam& p_param);
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MxLong HandleTransitionEnd();
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void HandleElevatorEndAction();
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void UpdateGlobe();
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void CheckAreaExiting();
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void CreateState();
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void TransitionToOverlay(
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IsleScript::Script p_script,
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JukeboxScript::Script p_music,
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const char* p_cameraLocation,
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MxBool p_setCamera
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);
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Act1State* m_act1state; // 0xf8
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Pizza* m_pizza; // 0xfc
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Pizzeria* m_pizzeria; // 0x100
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TowTrack* m_towtrack; // 0x104
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Ambulance* m_ambulance; // 0x108
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JukeBoxEntity* m_jukebox; // 0x10c
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Helicopter* m_helicopter; // 0x110
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Bike* m_bike; // 0x114
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DuneBuggy* m_dunebuggy; // 0x118
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Motocycle* m_motocycle; // 0x11c
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SkateBoard* m_skateboard; // 0x120
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RaceCar* m_racecar; // 0x124
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Jetski* m_jetski; // 0x128
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Radio m_radio; // 0x12c
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LegoGameState::Area m_destLocation; // 0x13c
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};
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#endif // ISLE_H
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