Add LegoVehicleBuildState

This commit is contained in:
Andrew Gutekanst 2023-10-16 00:53:54 -04:00
parent 37e75703d4
commit 744df3264b
3 changed files with 87 additions and 0 deletions

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@ -92,6 +92,7 @@ add_library(lego1 SHARED
LEGO1/legotexturepresenter.cpp
LEGO1/legoutil.cpp
LEGO1/legounksavedatawriter.cpp
LEGO1/legovehiclebuildstate.cpp
LEGO1/legovideomanager.cpp
LEGO1/legoworld.cpp
LEGO1/legoworldpresenter.cpp

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@ -0,0 +1,25 @@
#include "legovehiclebuildstate.h"
#include "decomp.h"
DECOMP_SIZE_ASSERT(LegoVehicleBuildState, 0x50); // 1000acd7
DECOMP_SIZE_ASSERT(LegoVehicleBuildState::UnkStruct, 0xc);
// OFFSET: LEGO1 0x10025f30
LegoVehicleBuildState::LegoVehicleBuildState(char* p_classType)
{
this->m_className = p_classType;
this->m_unk2 = 0;
this->m_unk3 = 0;
this->m_unk4 = 0;
this->m_placedPartCount = 0;
}
// OFFSET: LEGO1 10017c00
LegoVehicleBuildState::UnkStruct::UnkStruct()
{
m_unk1 = 0;
m_unk0 = 0;
m_unk2 = 0;
m_unk3 = 0;
}

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@ -0,0 +1,61 @@
#ifndef LEGOVEHICLEBUILDSTATE_H
#define LEGOVEHICLEBUILDSTATE_H
#include "legostate.h"
#include "mxstring.h"
#include "decomp.h"
#include "decomp.h"
// VTABLE 0x100d66e0
// SIZE 0x50 (from 1000acd7)
class LegoVehicleBuildState : public LegoState
{
public:
LegoVehicleBuildState(char* p_classType);
// OFFSET: LEGO1 0x10025ff0
inline virtual const char *ClassName() const override // vtable+0x0c
{
return this->m_className.GetData();
}
// OFFSET: LEGO1 0x10026000
inline virtual MxBool IsA(const char *p_name) const override // vtable+0x10
{
return !strcmp(p_name, this->m_className.GetData()) || LegoState::IsA(p_name);
}
public:
struct UnkStruct
{
undefined4 m_unk0;
undefined2 m_unk1;
undefined2 m_unk2;
undefined2 m_unk3;
undefined2 _padding;
UnkStruct();
};
private:
UnkStruct m_unk0[4]; // 0x08
// This can be one of the following:
// * LegoRaceCarBuildState
// * LegoCopterBuildState
// * LegoDuneCarBuildState
// * LegoJetskiBuildState
MxString m_className; // 0x38
// Known States:
// * 1 == enter(ing) build screen
// * 3 == cutscene/dialogue
// * 6 == exit(ing) build screen
MxU32 m_animationState; // 0x48
undefined m_unk2; // 0x4c
undefined m_unk3; // 0x4d
undefined m_unk4; // 0x4e
MxU8 m_placedPartCount; // 0x4f
};
#endif // LEGOVEHICLEBUILDSTATE_H