#include "legoroi.h" #include DECOMP_SIZE_ASSERT(LegoROI, 0x108) DECOMP_SIZE_ASSERT(TimeROI, 0x10c) // SIZE 0x14 typedef struct { const char* m_name; int m_red; int m_green; int m_blue; int m_unk0x10; } ROIColorAlias; // GLOBAL: LEGO1 0x100dbe28 const double g_normalizeByteToFloat = 1.0 / 255; // GLOBAL: LEGO1 0x101011b0 ROIColorAlias g_roiColorAliases[22] = { {"lego black", 0x21, 0x21, 0x21, 0}, {"lego black f", 0x21, 0x21, 0x21, 0}, {"lego black flat", 0x21, 0x21, 0x21, 0}, {"lego blue", 0x00, 0x54, 0x8c, 0}, {"lego blue flat", 0x00, 0x54, 0x8c, 0}, {"lego brown", 0x4a, 0x23, 0x1a, 0}, {"lego brown flt", 0x4a, 0x23, 0x1a, 0}, {"lego brown flat", 0x4a, 0x23, 0x1a, 0}, {"lego drk grey", 0x40, 0x40, 0x40, 0}, {"lego drk grey flt", 0x40, 0x40, 0x40, 0}, {"lego dk grey flt", 0x40, 0x40, 0x40, 0}, {"lego green", 0x00, 0x78, 0x2d, 0}, {"lego green flat", 0x00, 0x78, 0x2d, 0}, {"lego lt grey", 0x82, 0x82, 0x82, 0}, {"lego lt grey flt", 0x82, 0x82, 0x82, 0}, {"lego lt grey fla", 0x82, 0x82, 0x82, 0}, {"lego red", 0xcb, 0x12, 0x20, 0}, {"lego red flat", 0xcb, 0x12, 0x20, 0}, {"lego white", 0xfa, 0xfa, 0xfa, 0}, {"lego white flat", 0xfa, 0xfa, 0xfa, 0}, {"lego yellow", 0xff, 0xb9, 0x00, 0}, {"lego yellow flat", 0xff, 0xb9, 0x00, 0}, }; // GLOBAL: LEGO1 0x10101368 int g_roiConfig = 100; // GLOBAL: LEGO1 0x101013ac ROIHandler g_someHandlerFunction = NULL; // FUNCTION: LEGO1 0x100a46a0 void LegoROI::WrappedSetLocalTransform(Matrix4& p_transform) { SetLocalTransform(p_transform); } // STUB: LEGO1 0x100a46b0 void LegoROI::FUN_100a46b0(Matrix4& p_transform) { } // STUB: LEGO1 0x100a58f0 void LegoROI::FUN_100a58f0(Matrix4& p_transform) { } // FUNCTION: LEGO1 0x100a81c0 void LegoROI::configureLegoROI(int p_roiConfig) { g_roiConfig = p_roiConfig; } // FUNCTION: LEGO1 0x100a81d0 LegoROI::LegoROI(Tgl::Renderer* p_renderer) : ViewROI(p_renderer, NULL), m_unk0xe0(-1) { m_unk0xd4 = NULL; m_name = NULL; m_unk0x104 = NULL; } // FUNCTION: LEGO1 0x100a82d0 LegoROI::LegoROI(Tgl::Renderer* p_renderer, ViewLODList* p_lodList) : ViewROI(p_renderer, p_lodList), m_unk0xe0(-1) { m_unk0xd4 = NULL; m_name = NULL; m_unk0x104 = NULL; } // FUNCTION: LEGO1 0x100a83c0 LegoROI::~LegoROI() { if (comp) { CompoundObject::iterator iterator; for (iterator = comp->begin(); !(iterator == comp->end()); ++iterator) { ROI* child = *iterator; delete child; } delete comp; comp = 0; } if (m_name) { delete[] m_name; } } // STUB: LEGO1 0x100a84a0 LegoResult LegoROI::Read( OrientableROI* p_unk0xd4, Tgl::Renderer* p_renderer, ViewLODListManager* p_viewLODListManager, LegoTextureContainer* p_textureContainer, LegoStorage* p_storage ) { return SUCCESS; } // STUB: LEGO1 0x100a90f0 LegoResult LegoROI::SetFrame(LegoAnim* p_anim, LegoTime p_time) { return SUCCESS; } // FUNCTION: LEGO1 0x100a9a50 TimeROI::TimeROI(Tgl::Renderer* p_renderer, ViewLODList* p_lodList, int p_time) : LegoROI(p_renderer, p_lodList) { m_time = p_time; } // FUNCTION: LEGO1 0x100a9bf0 unsigned char LegoROI::CallTheHandlerFunction( char* p_param, float& p_red, float& p_green, float& p_blue, float& p_other ) { // TODO if (p_param == NULL) { return FALSE; } if (g_someHandlerFunction) { char buf[32]; if (g_someHandlerFunction(p_param, buf, 32)) { p_param = buf; } } return ColorAliasLookup(p_param, p_red, p_green, p_blue, p_other); } // FUNCTION: LEGO1 0x100a9c50 unsigned char LegoROI::ColorAliasLookup(char* p_param, float& p_red, float& p_green, float& p_blue, float& p_other) { // TODO: this seems awfully hacky for these devs. is there a dynamic way // to represent `the end of this array` that would improve this? unsigned int i = 0; do { if (strcmpi(g_roiColorAliases[i].m_name, p_param) == 0) { p_red = g_roiColorAliases[i].m_red * g_normalizeByteToFloat; p_green = g_roiColorAliases[i].m_green * g_normalizeByteToFloat; p_blue = g_roiColorAliases[i].m_blue * g_normalizeByteToFloat; p_other = g_roiColorAliases[i].m_unk0x10 * g_normalizeByteToFloat; return TRUE; } i++; } while ((int*) &g_roiColorAliases[i] < &g_roiConfig); return FALSE; } // FUNCTION: LEGO1 0x100a9d30 void LegoROI::SetSomeHandlerFunction(ROIHandler p_func) { g_someHandlerFunction = p_func; } // FUNCTION: LEGO1 0x100a9e10 void LegoROI::SetDisplayBB(int p_displayBB) { // Intentionally empty function } // FUNCTION: LEGO1 0x100aa340 float LegoROI::IntrinsicImportance() const { return .5; } // STUB: LEGO1 0x100aa350 void LegoROI::UpdateWorldBoundingVolumes() { // TODO }