Game.cpp and World.cpp Cleanup (#159)

* Remove CProperties and delete dup Properties from World.h

* Improvement

* Fix compile

* Cleanup

* Document gRaceState

* wip cleanup

* compile

* Impl PlayerBombKart

* Rename CourseManager_ to CM_

* Finish renames m_ to CM_

* cleanup

* Remove extra printf

---------

Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
This commit is contained in:
MegaMech
2025-01-23 11:22:07 -07:00
committed by GitHub
parent 24ecfc3db4
commit 1f189dfa80
115 changed files with 1000 additions and 1306 deletions
+20 -21
View File
@@ -150,12 +150,31 @@ void DKJungle::LoadTextures() {
dma_textures(gTextureDksJungleParkwayKiwanoFruit3, 0x00000364U, 0x00000400U);
}
void DKJungle::SpawnActors() {
void DKJungle::BeginPlay() {
gWorldInstance.AddActor(new AFinishline());
spawn_all_item_boxes((struct ActorSpawnData*)LOAD_ASSET_RAW(d_course_dks_jungle_parkway_item_box_spawns));
init_kiwano_fruit();
func_80298D10();
generate_ferry_waypoints();
// The original game only ran vehicle logic every second frame.
// Thus the speed gets divided by two to set speed to match properly
gWorldInstance.AddActor(new ABoat((0.6666666f)/4, 0));
if (gModeSelection == VERSUS) {
Vec3f pos = {0, 0, 0};
gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][50], 50, 3, 0.8333333f));
gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][100], 100, 1, 0.8333333f));
gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][150], 150, 3, 0.8333333f));
gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][190], 190, 1, 0.8333333f));
gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][250], 250, 3, 0.8333333f));
gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][0], 0, 0, 0.8333333f));
gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][0], 0, 0, 0.8333333f));
}
}
// Likely sets minimap boundaries
@@ -273,26 +292,6 @@ void DKJungle::SomeCollisionThing(Player *player, Vec3f arg1, Vec3f arg2, Vec3f
func_8003F138(player, arg1, arg2, arg3, arg4, arg5, arg6, arg7);
}
void DKJungle::SpawnVehicles() {
generate_ferry_waypoints();
// The original game only ran vehicle logic every second frame.
// Thus the speed gets divided by two to set speed to match properly
gWorldInstance.AddVehicle(new ABoat((0.6666666f)/4, 0));
if (gModeSelection == VERSUS) {
Vec3f pos = {0, 0, 0};
gWorldInstance.AddBombKart(pos, &D_80164550[0][50], 50, 3, 0.8333333f);
gWorldInstance.AddBombKart(pos, &D_80164550[0][100], 100, 1, 0.8333333f);
gWorldInstance.AddBombKart(pos, &D_80164550[0][150], 150, 3, 0.8333333f);
gWorldInstance.AddBombKart(pos, &D_80164550[0][190], 190, 1, 0.8333333f);
gWorldInstance.AddBombKart(pos, &D_80164550[0][250], 250, 3, 0.8333333f);
gWorldInstance.AddBombKart(pos, &D_80164550[0][0], 0, 0, 0.8333333f);
gWorldInstance.AddBombKart(pos, &D_80164550[0][0], 0, 0, 0.8333333f);
}
}
void DKJungle::Waypoints(Player* player, int8_t playerId) {
s16 waypoint = gNearestWaypointByPlayerId[playerId];
if ((waypoint >= 0xB9) && (waypoint < 0x119)) {