Fully implement InfoCenterEntity::VTable0x50

This commit is contained in:
Joshua Peisach 2024-03-29 13:06:11 -04:00
parent 341a1ec570
commit 6dc7c67f29
No known key found for this signature in database
GPG Key ID: 41C3D4189AFEDB5A
3 changed files with 22 additions and 6 deletions

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@ -19,6 +19,8 @@ class LegoAct2 : public LegoWorld {
MxBool VTable0x64() override; // vtable+0x64
void Enable(MxBool p_enable) override; // vtable+0x68
inline void SetUnknown0x1150(undefined4 p_unk0x1150) { m_unk0x1150 = p_unk0x1150; }
// SYNTHETIC: LEGO1 0x1004fe20
// LegoAct2::`scalar deleting destructor'

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@ -28,6 +28,7 @@ class LegoAct2State : public LegoState {
// LegoAct2State::`scalar deleting destructor'
inline undefined4 GetUnknown0x08() { return m_unk0x08; }
inline void SetUnknown0x0C(undefined4 p_unk0x0c) { m_unk0x0c = p_unk0x0c; }
private:
undefined4 m_unk0x08; // 0x08

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@ -2,11 +2,13 @@
#include "act1state.h"
#include "act2main_actions.h"
#include "act3.h"
#include "act3_actions.h"
#include "act3state.h"
#include "isle.h"
#include "isle_actions.h"
#include "islepathactor.h"
#include "legoact2.h"
#include "legoact2state.h"
#include "legoanimationmanager.h"
#include "legogamestate.h"
@ -22,6 +24,11 @@ DECOMP_SIZE_ASSERT(InfoCenterEntity, 0x68)
MxLong InfoCenterEntity::VTable0x50(MxParam& p_param)
{
Isle* isle;
LegoAct2* act2;
Act3* act3;
Act1State* act1state;
LegoAct2State* act2state;
switch (GameState()->GetCurrentAct()) {
case LegoGameState::Act::e_act1:
if (CurrentActor()->GetActorId() != GameState()->GetActorId()) {
@ -30,17 +37,23 @@ MxLong InfoCenterEntity::VTable0x50(MxParam& p_param)
isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle);
isle->FUN_10033350();
isle->SetDestLocation(LegoGameState::Area::e_infomain);
// Act1State* act1state = (Act1State*) GameState()->GetState("Act1State");
act1state = (Act1State*) GameState()->GetState("Act1State");
act1state->SetUnknown18(0);
break;
case LegoGameState::Act::e_act2:
isle = (Isle*) FindWorld(*g_act2mainScript, Act2mainScript::c__Act2Main);
// FIXME: something eles goes here
// LegoAct2State* act2state = (LegoAct2State*) GameState()->GetState("LegoAct2State");
act2 = (LegoAct2*) FindWorld(*g_act2mainScript, Act2mainScript::c__Act2Main);
act2->SetUnknown0x1150(2);
act2state = (LegoAct2State*) GameState()->GetState("LegoAct2State");
if(act2state) {
act2state->SetUnknown0x0C(0);
}
break;
case LegoGameState::Act::e_act3:
isle = (Isle*) FindWorld(*g_act3Script, Act3Script::c__Act3);
// TODO: something with the lists
act3 = (Act3*) FindWorld(*g_act3Script, Act3Script::c__Act3);
act3->SetUnkown4270(2);
break;
}