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https://github.com/isledecomp/isle.git
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more progress, not quite there yet
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@ -81,16 +81,19 @@ class Act1State : public LegoState {
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inline MxU32 GetUnknown18() { return m_unk0x018; }
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inline MxU32 GetUnknown18() { return m_unk0x018; }
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inline ElevatorFloor GetElevatorFloor() { return (ElevatorFloor) m_elevFloor; }
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inline ElevatorFloor GetElevatorFloor() { return (ElevatorFloor) m_elevFloor; }
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inline MxS16 GetUnknown21() { return m_unk0x021; }
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inline MxU8 GetUnknown21() { return m_unk0x021; }
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inline void SetUnknown18(MxU32 p_unk0x18) { m_unk0x018 = p_unk0x18; }
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inline void SetUnknown18(MxU32 p_unk0x18) { m_unk0x018 = p_unk0x18; }
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inline void SetElevatorFloor(ElevatorFloor p_elevFloor) { m_elevFloor = p_elevFloor; }
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inline void SetElevatorFloor(ElevatorFloor p_elevFloor) { m_elevFloor = p_elevFloor; }
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inline void SetUnknown21(MxS16 p_unk0x21) { m_unk0x021 = p_unk0x21; }
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inline void SetUnknown21(MxU8 p_unk0x21) { m_unk0x021 = p_unk0x21; }
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// SYNTHETIC: LEGO1 0x10033960
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// SYNTHETIC: LEGO1 0x10033960
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// Act1State::`scalar deleting destructor'
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// Act1State::`scalar deleting destructor'
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friend class Isle;
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friend class Isle;
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// I would very much prefer to use getters and setters, but that seems to mess up other code.
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// Maybe we need to add the right number of getters and setters?
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friend class SkateBoard;
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protected:
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protected:
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MxS32* m_unk0x008; // 0x008 FIXME: count for m_unk0x008
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MxS32* m_unk0x008; // 0x008 FIXME: count for m_unk0x008
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@ -1,6 +1,7 @@
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#ifndef SKATEBOARD_H
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#ifndef SKATEBOARD_H
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#define SKATEBOARD_H
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#define SKATEBOARD_H
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#include "act1state.h"
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#include "decomp.h"
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#include "decomp.h"
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#include "islepathactor.h"
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#include "islepathactor.h"
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@ -30,6 +31,8 @@ class SkateBoard : public IslePathActor {
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MxU32 VTable0xd4(LegoControlManagerEvent& p_param) override; // vtable+0xd4
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MxU32 VTable0xd4(LegoControlManagerEvent& p_param) override; // vtable+0xd4
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void VTable0xe4() override; // vtable+0xe4
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void VTable0xe4() override; // vtable+0xe4
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// not 100 % sure about the signature
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void FUN_10010270(undefined4 param_1);
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void FUN_10010510();
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void FUN_10010510();
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// SYNTHETIC: LEGO1 0x1000ff60
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// SYNTHETIC: LEGO1 0x1000ff60
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@ -37,7 +40,7 @@ class SkateBoard : public IslePathActor {
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private:
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private:
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undefined m_unk0x160; // 0x160
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undefined m_unk0x160; // 0x160
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undefined* m_unk0x164; // 0x164
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Act1State* m_act1state; // 0x164
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};
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};
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#endif // SKATEBOARD_H
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#endif // SKATEBOARD_H
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@ -1,6 +1,8 @@
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#include "skateboard.h"
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#include "skateboard.h"
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#include "act1state.h"
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#include "decomp.h"
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#include "decomp.h"
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#include "isle.h"
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#include "isle_actions.h"
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#include "isle_actions.h"
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#include "jukebox_actions.h"
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#include "jukebox_actions.h"
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#include "legoanimationmanager.h"
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#include "legoanimationmanager.h"
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@ -8,6 +10,7 @@
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#include "misc.h"
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#include "misc.h"
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#include "mxmisc.h"
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#include "mxmisc.h"
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#include "mxnotificationmanager.h"
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#include "mxnotificationmanager.h"
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#include "mxtransitionmanager.h"
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#include "pizza.h"
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#include "pizza.h"
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DECOMP_SIZE_ASSERT(SkateBoard, 0x168)
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DECOMP_SIZE_ASSERT(SkateBoard, 0x168)
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@ -52,7 +55,7 @@ MxResult SkateBoard::Create(MxDSAction& p_dsAction)
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void SkateBoard::VTable0xe4()
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void SkateBoard::VTable0xe4()
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{
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{
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// TODO: Work out what kind of structure this points to
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// TODO: Work out what kind of structure this points to
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if (*(int*) (m_unk0x164 + 0x18) == 3) {
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if (m_act1state->GetUnknown18() == 3) {
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Pizza* pizza = (Pizza*) CurrentWorld()->Find(*g_isleScript, IsleScript::c_Pizza_Actor);
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Pizza* pizza = (Pizza*) CurrentWorld()->Find(*g_isleScript, IsleScript::c_Pizza_Actor);
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pizza->FUN_10038380();
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pizza->FUN_10038380();
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pizza->FUN_100382b0();
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pizza->FUN_100382b0();
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@ -119,41 +122,39 @@ void SkateBoard::FUN_10010270(undefined4 param_1)
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if (!m_act1state) {
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if (!m_act1state) {
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this->m_act1state = (Act1State*) GameState()->CreateState("Act1State");
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this->m_act1state = (Act1State*) GameState()->CreateState("Act1State");
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}
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}
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pMVar3 = this->m_world->Find(*g_isleScript, IsleScript::c_SkatePizza_Bitmap);
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if (pMVar3 = this->m_world->Find(*g_isleScript, IsleScript::c_SkatePizza_Bitmap)) {
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if (pMVar3) {
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// I have no idea what this is. Need a call with vtable offset 0x54 and (likely) no argument.
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// I have no idea what this is. Need a call with vtable offset 0x54 and one 4 byte argument
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((LegoWorld*)pMVar3)->VTable0x54();
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((LegoWorld*)pMVar3)->VTable0x54();
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} else {
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} else {
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if (this->m_unk0x160 != '\0') {
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if (this->m_unk0x160 != '\0') {
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MxNotificationParam local_1c = MxNotificationParam(c_notificationType0, NULL);
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NotificationManager()->Send(this, MxNotificationParam(c_notificationType0, NULL));
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NotificationManager()->Send(this, local_1c);
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}
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}
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}
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}
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}
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}
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// FUNCTION: LEGO1 0x100104f0
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MxU32 SkateBoard::VTable0xd0()
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MxU32 SkateBoard::VTable0xd0()
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{
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{
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// TODO
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FUN_10010270(this->m_unk0x160);
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return 0;
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return 1;
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}
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}
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// FUNCTION: LEGO1 0x10010510
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// FUNCTION: LEGO1 0x10010510
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void SkateBoard::FUN_10010510()
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void SkateBoard::FUN_10010510()
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{
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{
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char *pcVar1;
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if (m_act1state->GetUnknown18() != 3) {
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PlayMusic(JukeboxScript::c_BeachBlvd_Music);
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if (*(int *)(m_unk0x164 + 0x18) != 3) {
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if (m_act1state->m_unk0x022 == '\0') {
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PlayMusic(JukeboxScript::c_BeachBlvd_Music);
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m_act1state->m_unk0x022 = 1;
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pcVar1 = (char *)(m_unk0x164 + 0x22);
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MxMatrix x = MxMatrix(CurrentActor()->GetROI()->GetLocal2World());
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if (*pcVar1 == '\0') {
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float xs = x[2][0] * 2.5;
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*pcVar1 = '\x01';
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float y = x[2][1] + 0.2;
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MxMatrix x = MxMatrix(CurrentActor()->GetROI()->GetLocal2World());
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float z = x[2][2] * 2.5;
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float xs = x[2][0] * 2.5;
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x.TranslateBy(&xs, &y, &z);
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float y = x[2][1] + 0.2;
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AnimationManager()
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float z = x[2][2] * 2.5;
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->FUN_10060dc0(IsleScript::c_sns008in_RunAnim, &x, '\x01', '\0', NULL, 0, TRUE, TRUE, '\x01');
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x.TranslateBy(&xs, &y, &z);
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}
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AnimationManager()->FUN_10060dc0(IsleScript::c_sns008in_RunAnim, &x,'\x01','\0',NULL,0,TRUE,TRUE,'\x01');
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}
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}
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return;
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}
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return;
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}
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}
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