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author | Treeki <treeki@gmail.com> | 2011-07-10 22:06:08 +0200 |
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committer | Treeki <treeki@gmail.com> | 2011-07-10 22:06:08 +0200 |
commit | 4161c5d1c46436e3b942d707da1b40317e87180e (patch) | |
tree | 7266831f88805ff0fa5f0517e64d8ec2dd8cbb73 /include/game.h | |
parent | 54cbbfb69c8a9562d89f05967ae38011327e8da0 (diff) | |
download | kamek-4161c5d1c46436e3b942d707da1b40317e87180e.tar.gz kamek-4161c5d1c46436e3b942d707da1b40317e87180e.zip |
custom blocks, states and static initialisers. fuck yeah
Diffstat (limited to 'include/game.h')
-rwxr-xr-x | include/game.h | 83 |
1 files changed, 75 insertions, 8 deletions
diff --git a/include/game.h b/include/game.h index 4927345..ff2e2de 100755 --- a/include/game.h +++ b/include/game.h @@ -1,11 +1,14 @@ #ifndef __KAMEK_GAME_H
#define __KAMEK_GAME_H
+//#define offsetof(type, member) ((__std(size_t)) &(((type *) 0)->member))
+
#include <common.h>
#include <rvl/mtx.h>
#include <rvl/GXEnum.h>
#include <rvl/vifuncs.h>
#include <rvl/arc.h>
+#define offsetof(type, member) ((u32) &(((type *) 0)->member))
extern "C" {
@@ -974,6 +977,66 @@ public: };
+#include <statelib.h>
+
+class dActorState_c;
+class dActorMultiState_c;
+
+
+class AcStateMgrBase {
+public:
+ virtual ~AcStateMgrBase();
+
+ u32 cls1, cls2, cls3;
+ dActorMultiState_c *owner;
+ u32 unkZero;
+
+ StateMgr<dActorMultiState_c> manager;
+
+ // All these are passed straight through to the manager
+ virtual void _vfC();
+ virtual void _vf10();
+ virtual void _vf14();
+ virtual void _vf18();
+ virtual void _vf1C();
+ virtual void _vf20();
+ virtual void _vf24();
+ virtual void _vf28();
+ virtual void _vf2C();
+};
+
+class AcStateMgr : public AcStateMgrBase {
+public:
+ ~AcStateMgr();
+};
+
+class MultiStateMgrBase {
+public:
+ virtual ~MultiStateMgrBase();
+
+ AcStateMgr s1, s2;
+ AcStateMgr *ptrToStateMgr;
+
+ virtual void _vfC(); // calls vfC on ptrToStateMgr
+ virtual void execute(); // calls vf10 on ptrToStateMgr
+ virtual void _vf14(); // if (isSecondStateMgr()) { disableSecond(); } else { ptrToStateMgr->_vf14(); }
+ virtual void setState(StateBase *state); // calls vf18 on ptrToStateMgr
+ virtual void _vf1C(); // calls vf1C on ptrToStateMgr
+ virtual void _vf20(); // calls vf20 on ptrToStateMgr
+ virtual void _vf24(); // calls vf24 on ptrToStateMgr
+ virtual StateBase *getCurrentState(); // calls vf28 on ptrToStateMgr
+ virtual void _vf2C(); // calls vf2C on ptrToStateMgr
+ virtual void enableSecond(); // sets ptrToStateMgr to s2, calls vf18 on it
+ virtual void disableSecond(); // if (isSecondStateMgr()) { ptrToStateMgr->vf14(); ptrToStateMgr = &s1; }
+ virtual bool isSecondStateMgr();
+ virtual void _vf3C(); // calls vf28 on s1
+};
+
+class MultiStateMgr : public MultiStateMgrBase {
+public:
+ // what the fuck does this do
+ ~MultiStateMgr();
+};
struct LinkListEntry {
@@ -1169,7 +1232,7 @@ public: u8 direction;
u8 currentZoneID;
u8 _34A, _34B;
- u32 _350, _354, _358, _35C, _360;
+ u32 _34C, _350, _354, _358, _35C, _360;
u8 _364, _365, _366, _367;
u32 _368;
u8 _36C, _36D;
@@ -1248,13 +1311,9 @@ class dActorMultiState_c : public dStageActor_c { public:
~dActorMultiState_c();
- // fuck all of this. I'll just use a data blob here
- // because I don't feel like reimplementing the State stuff in C++
- // right now.
-
- u8 stateClassesAndStuff[0x410 - 0x394];
+ MultiStateMgr acState;
- virtual void doStateChange(void *state); // might return bool? overridden by dEn_c
+ virtual void doStateChange(StateBase *state); // might return bool? overridden by dEn_c
virtual void _vfD8(); // nullsub ??
virtual void _vfDC(); // nullsub ??
virtual void _vfE0(); // nullsub ??
@@ -1306,7 +1365,7 @@ public: void _vfCC(Vec2 *p);
void _vfD0(Vec2 *p);
- void doStateChange(void *state); // might return bool, dunno
+ void doStateChange(StateBase *state); // might return bool, dunno
// Now here's where the fun starts.
@@ -1450,6 +1509,7 @@ public: // Regular methods
void blockInit(float initialY);
void blockUpdate();
+ u8 blockResult();
virtual void calledWhenUpMoveBegins();
virtual void calledWhenDownMoveBegins();
@@ -1490,6 +1550,13 @@ public: static void *OPhysicsCallback2;
static void *OPhysicsCallback3;
+ static State<daEnBlockMain_c> StateID_UpMove;
+ static State<daEnBlockMain_c> StateID_DownMove;
+ static State<daEnBlockMain_c> StateID_DownMoveEnd;
+ static State<daEnBlockMain_c> StateID_UpMove_Diff;
+ static State<daEnBlockMain_c> StateID_DownMove_Diff;
+ static State<daEnBlockMain_c> StateID_DownMove_DiffEnd;
+
~daEnBlockMain_c();
};
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