Try to figure out how this virtual state thing works

This commit is contained in:
robojumper 2024-11-10 21:20:43 +01:00
parent fefe3af58f
commit 3a45e6536a
6 changed files with 116 additions and 1 deletions

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@ -45,6 +45,14 @@ d/a/e/d_a_e_base.cpp:
.text start:0x8002F300 end:0x80030CB0
.ctors start:0x804DB664 end:0x804DB668
d/a/npc/d_a_npc.cpp:
.text start:0x80030CB0 end:0x8003F718
.ctors start:0x804DB668 end:0x804DB66C
d/a/npc/d_a_ordinary_npc.cpp:
.text start:0x800462D0 end:0x8004D810
.ctors start:0x804DB66C end:0x804DB670
d/d_ac_npc_kyui.cpp:
.text start:0x8004D810 end:0x80050800
.ctors start:0x804DB670 end:0x804DB674

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@ -338,6 +338,8 @@ config.libs = [
Object(NonMatching, "d/a/d_a_base.cpp"),
Object(NonMatching, "d/a/d_a_item.cpp"),
Object(NonMatching, "d/a/obj/d_a_obj_base.cpp"),
Object(NonMatching, "d/a/npc/d_a_npc.cpp"),
Object(NonMatching, "d/a/npc/d_a_ordinary_npc.cpp"),
Object(NonMatching, "d/a/obj/d_a_obj_bomb.cpp"),
Object(NonMatching, "d/a/obj/d_a_obj_arrow.cpp"),
Object(NonMatching, "d/a/obj/d_a_obj_boomerang.cpp"),

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@ -2,12 +2,75 @@
#define D_A_NPC_H
#include "d/a/obj/d_a_obj_base.h"
#include "s/s_FStateID.hpp"
#include "s/s_FStateMgr.hpp"
#include "s/s_StateID.hpp"
#include "s/s_StateMethodUsr_FI.hpp"
// Virtual states!
template <typename T>
class sVFStateID_c : public sFStateID_c<T> {
public:
typedef void (T::*stateFunc)();
sVFStateID_c(sStateID_c *superState, const char *name, stateFunc initialize, stateFunc execute, stateFunc finalize)
: sFStateID_c<T>(name, initialize, execute, finalize), mpSuperState(superState) {}
virtual unsigned int number() const {
return getRootState()->numberBase();
}
const sVFStateID_c<T> *getRootState() const {
if (!mpSuperState->isNull()) {
return static_cast<const sVFStateID_c<T> *>(mpSuperState)->getRootState();
}
return this;
}
unsigned int numberBase() const {
return sStateID_c::number();
}
private:
sStateID_c *mpSuperState;
};
#define STATE_VIRTUAL_FUNC_DECLARE(class, name) \
virtual void initializeState_##name(); \
virtual void executeState_##name(); \
virtual void finalizeState_##name(); \
static sVFStateID_c<class> StateID_##name
#define STATE_VIRTUAL_OVERRIDE_FUNC_DECLARE(class, super_class, name) \
virtual void initializeState_##name() override; \
virtual void executeState_##name() override; \
virtual void finalizeState_##name() override; \
static sVFStateID_c<class> StateID_##name; \
#define STATE_VIRTUAL_DEFINE(class, name) \
sStateID_c *getDefaultSuperState_##class##name() { \
return &sStateID::null; \
} \
sVFStateID_c<class> class ::StateID_##name( \
getDefaultSuperState_##class##name(), #class "::StateID_" #name, &class ::initializeState_##name, \
&class ::executeState_##name, &class ::finalizeState_##name \
)
#define STATE_VIRTUAL_MGR_DECLARE(class_name) sFStateMgr_c<class_name, sStateMethodUsr_FI_c> mStateMgr;
// This is the NPC base. Most npcs actually use dAcOrdinaryNpc, but this just is a simpler one?
// Ghidra: ActorNpcBase
// size: 0x6e4
// official name
class dAcNpc_c : public dAcObjBase_c {};
class dAcNpc_c : public dAcObjBase_c {
public:
dAcNpc_c();
STATE_VIRTUAL_FUNC_DECLARE(dAcNpc_c, Wait);
STATE_VIRTUAL_FUNC_DECLARE(dAcNpc_c, Demo);
STATE_VIRTUAL_MGR_DECLARE(dAcNpc_c);
};
#endif

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@ -0,0 +1,11 @@
#ifndef D_A_ORDINARY_NPC_H
#define D_A_ORDINARY_NPC_H
#include "d/a/npc/d_a_npc.h"
class dAcOrdinaryNpc_c : public dAcNpc_c {
public:
STATE_VIRTUAL_FUNC_DECLARE(dAcOrdinaryNpc_c, Pain);
};
#endif

26
src/d/a/npc/d_a_npc.cpp Normal file
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@ -0,0 +1,26 @@
#include "d/a/npc/d_a_npc.h"
#include "s/s_StateID.hpp"
fLiMgBa_c NPC_ACTOR_LIST;
STATE_VIRTUAL_DEFINE(dAcNpc_c, Wait);
STATE_VIRTUAL_DEFINE(dAcNpc_c, Demo);
extern nw4r::ut::Color sColors[] = {
nw4r::ut::Color(0xEF, 0x30, 0x27, 0xFF),
nw4r::ut::Color(0, 0, 0, 0xFF),
nw4r::ut::Color(0xEF, 0x30, 0x27, 0),
nw4r::ut::Color(0xFF, 0xFF, 0xFF, 0),
nw4r::ut::Color(0xFE, 0xF8, 0x9D, 0xFF),
nw4r::ut::Color(0x88, 0x63, 0x36, 0x80),
nw4r::ut::Color(0x4F, 0x46, 0x33, 0xFF),
nw4r::ut::Color(0xD8, 0xC5, 0x8D, 0xFF),
nw4r::ut::Color(0x95, 0x69, 0x3B, 0xFF),
nw4r::ut::Color(0x50, 0x46, 0x32, 0),
nw4r::ut::Color(0xD8, 0xC5, 0x8D, 0),
nw4r::ut::Color(0x96, 0x69, 0x3C, 0),
nw4r::ut::Color(0, 0, 0, 0),
};
dAcNpc_c::dAcNpc_c() : mStateMgr(*this, sStateID::null) {}

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@ -0,0 +1,5 @@
#include "d/a/npc/d_a_ordinary_npc.h"
#include "d/a/npc/d_a_npc.h"
#include "s/s_StateID.hpp"
STATE_VIRTUAL_DEFINE(dAcOrdinaryNpc_c, Pain);