Sly 1:LOCKG: Difference between revisions

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{{Infobox data structure
| image= File:Sly 1 SDC 3key unlocking.png
| sly1= y
| official= y
}}
'''LOCKG''' (likelyinternal short forname '''Lock GLOCK_GROUP'''oal) is a data structure in {{Sly 1}} that handles interaction between Sly and treasure key locks.
{{todo|Cleanup, add memory addresses, fix formatting}}
'''LOCKG''' (likely short for '''Lock G'''oal) is a data structure in {{Sly 1}} that handles interaction between Sly and treasure key locks.
 
{{Todo|Replace all the XXX placeholders throughout the article with the actual values}}
== Structure ==
 
The structure of a LOCKG is as follows:
== Fields ==
{{todo|Add struct fields table}}
 
The LOCKG struct has the following fields:
{{Struct top}}
{{Struct field||4|int|grfws|Bitfield OR'd with the grfws on the global {{Sly 1|GS}} struct when triggered}}
{{Struct field|offset=|size=4|type=struct SMA*|name=psma|description=The SMA activated when triggered}}
{{Struct field|offset=|size=4|type=struct SM*|name=psm|description='''Unknown''' SM pointer}}
{{Struct field||4|int|coidLock|Count of lock OIDs}}
{{Struct field||32|enum OID[8]|aoidLock|Array of lock OIDs}}
{{Struct field|offset=|size=4|type=int|name=cplock|description=Count of locks in the group}}
{{Struct field|offset=|size=32|type=LOCK*[8]|name=aplock|description=Array of lock pointers}}
{{Struct bottom}}
 
{{Investigate}}
 
== Implementation ==
[[File:Sly 1 SDC 3key unlocking.png|thumb|The cutscene after triggering a LOCKG in {{Sly 1|The Swamp's Dark Center}}]]
When the trigger volume associated with a LOCKG is triggered it sets off a sequence of events. It starts with the animation that spawns a [[KEY]] for each [[LOCK]] in the <code>apLock</code> array. Each key flies to its assigned lock and then despawns.
 
When the trigger volume associated with a LOCKG is triggered it sets off a sequence of events. It starts with the animation that spawns a [[{{Sly 1|KEY]]}} for each [[{{Sly 1:LOCK]]}} in the <code>apLockaplock</code> array. Each key flies to its assigned lock and then despawns.
At some point a message with ID 0xXXX{{check}} is sent to the [[JT (Sly 1)|JT]] struct. This message is processed by <code>HandleJtMessage</code>, which checks if the <code>ckey</code> on the current [[WS]] (World State) is greater than the <code>cpLock</code>{{check}} on the LOCKG (ie. it checks if you have enough keys to open the lock).
 
At some point a message with ID 0xXXX{{check}} is sent to the [[JT ({{Sly 1)|JT]]}} struct. This message is processed by <code>HandleJtMessage</code>, which checks if the <code>ckey</code> on the current [[{{Sly 1|WS]]|world (World State)state}} is greater than the <code>cpLockcppock</code>{{check}} on the LOCKG (iei.e. it checks if you have enough keys to open the lock).
If the check passes, it uses the LOCKG’s FWS as a bit mask to set the corresponding flag on the FWS of the current WS. It then unlocks the locks and sets the [[SMA]] goal based on the LOCKG’s <code>smaGoal</code> pointer. The SMA goal, which seems to be processed by [[Splice]], determines the outcome (ie. what happens as a result of the locks being opened).
 
If the check passes, it uses the LOCKG’s <code>LOCKG->FWS</code> as a bit maskbitmask to set the corresponding flag on the FWS of the current WS. It then unlocks the locks and sets the [[SMA]]{{Sly goal1|SMA}} based on the LOCKG’s <code>smaGoalLOCKG-> sma</code> pointer. The SMA goal, which seems to beis processed by [[{{Sly 1|Splice]],}} determinesto thetrigger outcomewhatever (ie.scripted whatevent happens as a result of the locks being opened)unlocked.
Once all locks complete their unlock [[ASEG|animation]], they are removed from from the game world along with the LOCKG itself.{{check}}
 
Once all locks complete their unlock [[{{Sly 1|ASEG|animation]]}}, theythe areassociated removedlocks fromdisappear from the game world along with the LOCKG itself.{{check}}
=== Example ===
 
In Prowling the Grounds, the LOCKG which handles unlocking the cannon is based at address 0xXXXXXX{{check}}. It’s <code>cpLock</code>{{check}} value is 7, meaning there are 7 locks in the <code>apLock</code> array, so when you approach the cannon it checks if you have 7 keys.
=== Example ===
 
In Prowling the Grounds, the LOCKG which handles unlocking the cannon is based at address 0xXXXXXX{{check}}. It’s <code>cpLockcplock</code>{{check}} value is 7, meaning there are 7 locks in the <code>apLockaplock</code> array, so when you approach the cannon it checks if you have 7 keys.
 
If the check fails, nothing happens. If the check passes, it sets the SMA goal to 0xXXXXXX{{check}}, which seems to handle removing the lid from the cannon.
 
== Notes ==
 
* The <code>apLockaplock</code> field is an array of 8 LOCK pointers. You can change these to point to any other entity in the level and they key will fly to and delete that entity instead. If you use this method to delete JT, the cutscene can’t complete and the game softlocks.
 
{{Navbox Sly 1}}