mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-09-06 19:31:06 -04:00
Impl new intro (#193)
* Update menus
* Update CMakeLists.txt
* Add Ship
* Impl hm ship actors
* Update HM course
* Impl new intro
* Finish intro scene
* Rename
* Start Editor Work
* raycast works
* Fix ScreenRayTrace in widescreen
* Basic Actor Picking
* wip
* Editor use vtx collision
* gizmo work
* otr works for object picking
* Impl objects for editor
* actor init
* Update
* Add all axis move (freemove)
* Docking Windows works here
* Setup imgui layout for editor
* Editor Snap to Ground works
* Basic Scene Explorer Works
* Editor get actor names
* Impl editor object names
* impl Editor Play and Pause buttons
* Editor translate works while paused
* Fix freecam lighting
* Added adjustable track properties to editor
* Editor matrix, icons, rotation, impl light
* Setup Track Properties 1
* Editor tooling wip
* Load modded o2rs
* Don't enable hud if editor is enabled
* Updates
* SceneManager nearly working
* Fix mario kart 64 intro logo sizing
* Fix Rotator
* Finish new matrix translation code
* Cleanup headers
* Cleanup
* Cleanup 2
* Cleanup 3
* Prevent divize by zero crash
* Add visible circle for translate in all axis
* Editor scaling/rot works properly now
* Scale All_Axis evenly
* Fixes to includes to work on Linux.
* Removed overfilled arguments in gfx_create_framebuffer()
* Added missing function definitions to Game.h
* Editor sun face the camera
* Add rotation model to gizmo
* Add new handles
* Failed attempt at transforming collision
* Impl water volume
* Import fast64 paths
* water surface
* Scene Setup 1
* Custom Track O2R almost working needs testing
* Custom Track Load path O2r
* Render custom track. Wip collision
* Add missing function
* Debug Spawning Custom O2R Track
* Import courses working now
* Fix memory leak
* Remove New Track Button
* Engine.cpp more consistent with sf64
* Fix Editor Enable Button
* Editor Accurate mouse click drag objects
* Editor selects closest object and cleanup
* Gizmo rot and scale collision working
* Remove constexpr from IRotator
* Impl properties for location/rot/scale
* Better Properties display, swap rot handles
* Fix content browser dock and editor now disabled by default
* Remove GameInfoWindow, Multiplayer Button, and FPS Slider
* Disable Editor when its disabled
* Add new logo to hm intro
* Fix pause menu item box cursor
* Remove minimap from Course::from_json and to_json
* Impl Import Minimap
* Fix custom minimap rendering
* minimap uses extension .png
* Refactor minimap
* Freecam only for player 1
* GrandPrix Balloons work in custom track
* Track Id is now std::string and outside of Props
* Moved editor assets to be included in ship.o2r
* Fixed GenerateO2R to package the correct folder and save to the correct filename
* Linux specific changes.
* Added "#include <stdio.h>" that required them
* Changed how the "ship.o2r" file is loaded to allow it to load the file from within appimages.
* Changed the Linuxdeploy version to avoid errors later when the Github Actions creates appimages(same fix applied to other ports.)
* Revert "Moved editor assets to be included in ship.o2r"
This reverts commit 05704c01f7.
* Added back files(this time without LUS changes)
* Changed workflow file to use correct filename for assets file.
* Missed a few spots in the workflow file.
* Added .desktop file and made corrections to the main workflow.
* Added the rest of upstream CMakeLists.txt
* disabled USE_NETWORKING
* New InverseMatrix
* Renamed both .o2r files to be more accurate to its contents.
* Reverted CmakeList.txt
---------
Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
This commit is contained in:
@@ -5,7 +5,7 @@
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#include "BansheeBoardwalk.h"
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#include "World.h"
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#include "engine/actors/AFinishline.h"
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#include "engine/actors/Finishline.h"
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#include "engine/objects/BombKart.h"
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#include "engine/objects/CheepCheep.h"
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#include "engine/objects/TrashBin.h"
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@@ -35,6 +35,7 @@ extern "C" {
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#include "collision.h"
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#include "memory.h"
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#include "course_offsets.h"
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#include "course.h"
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extern const char *banshee_boardwalk_dls[];
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}
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@@ -69,17 +70,26 @@ BansheeBoardwalk::BansheeBoardwalk() {
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this->gfx = d_course_banshee_boardwalk_packed_dls;
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this->gfxSize = 3689;
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Props.textures = banshee_boardwalk_textures;
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Props.MinimapTexture = gTextureCourseOutlineBansheeBoardwalk;
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Props.MinimapDimensions = IVector2D(ResourceGetTexWidthByName(Props.MinimapTexture), ResourceGetTexHeightByName(Props.MinimapTexture));
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Props.Minimap.Texture = gTextureCourseOutlineBansheeBoardwalk;
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Props.Minimap.Width = ResourceGetTexWidthByName(Props.Minimap.Texture);
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Props.Minimap.Height = ResourceGetTexHeightByName(Props.Minimap.Texture);
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Props.Minimap.Pos[0].X = 262;
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Props.Minimap.Pos[0].Y = 170;
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Props.Minimap.PlayerX = 55;
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Props.Minimap.PlayerY = 39;
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Props.Minimap.PlayerScaleFactor = 0.016f;
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Props.Minimap.FinishlineX = 0;
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Props.Minimap.FinishlineY = 0;
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Id = "mk:banshee_boardwalk";
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Props.SetText(Props.Name, "banshee boardwalk", sizeof(Props.Name));
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Props.SetText(Props.DebugName, "ghost", sizeof(Props.DebugName));
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Props.SetText(Props.CourseLength, "747m", sizeof(Props.CourseLength));
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Props.Id = "mk:banshee_boardwalk";
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Props.Name = "banshee boardwalk";
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Props.DebugName = "ghost";
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Props.CourseLength = "747m";
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Props.AIBehaviour = D_0D009058;
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Props.AIMaximumSeparation = 40.0f;
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Props.AIMinimumSeparation = 0.4f;
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Props.SomePtr = D_800DCAF4;
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Props.AISteeringSensitivity = 53;
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Props.NearPersp = 2.0f;
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@@ -119,8 +129,6 @@ BansheeBoardwalk::BansheeBoardwalk() {
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Props.Clouds = NULL; // no clouds
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Props.CloudList = NULL;
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Props.MinimapFinishlineX = 0;
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Props.MinimapFinishlineY = 0;
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Props.Skybox.TopRight = {0, 0, 0};
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Props.Skybox.BottomRight = {0, 0, 0};
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@@ -131,6 +139,8 @@ BansheeBoardwalk::BansheeBoardwalk() {
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Props.Skybox.FloorBottomLeft = {0, 0, 0};
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Props.Skybox.FloorTopLeft = {0, 0, 0};
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Props.Sequence = MusicSeq::MUSIC_SEQ_BANSHEE_BOARDWALK;
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Props.WaterLevel = -80.0f;
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}
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void BansheeBoardwalk::Load() {
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@@ -140,10 +150,9 @@ void BansheeBoardwalk::Load() {
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D_801625EC = 0;
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D_801625F4 = 0;
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D_801625F0 = 0;
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parse_course_displaylists((TrackSectionsI*)LOAD_ASSET_RAW(d_course_banshee_boardwalk_track_sections));
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parse_course_displaylists((TrackSections*)LOAD_ASSET_RAW(d_course_banshee_boardwalk_track_sections));
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func_80295C6C();
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find_vtx_and_set_colours(segmented_gfx_to_virtual((void*)0x07000878), 128, 0, 0, 0);
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D_8015F8E4 = -80.0f;
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}
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void BansheeBoardwalk::LoadTextures() {
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@@ -163,19 +172,19 @@ void BansheeBoardwalk::BeginPlay() {
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}
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if (gIsMirrorMode) {
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gWorldInstance.AddObject(new OTrashBin(FVector(1765.0f, 45.0f, 195.0f), FRotation(0, 180.0f, 0), 1.0f, bhv));
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gWorldInstance.AddObject(new OTrashBin(FVector(1765.0f, 45.0f, 195.0f), IRotator(0, 180, 0), 1.0f, bhv));
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} else {
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gWorldInstance.AddObject(new OTrashBin(FVector(-1765.0f, 45.0f, 70.0f), FRotation(0, 0, 0), 1.0f, bhv));
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gWorldInstance.AddObject(new OTrashBin(FVector(-1765.0f, 45.0f, 70.0f), IRotator(0, 0, 0), 1.0f, bhv));
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}
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if ((gGamestate != CREDITS_SEQUENCE) && (gModeSelection != TIME_TRIALS)) {
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gWorldInstance.AddObject(new OBat(FVector(0,0,0), FRotation(0, 0, 90.0f)));
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gWorldInstance.AddObject(new OBat(FVector(0,0,0), IRotator(0, 0, 90)));
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gWorldInstance.AddObject(new OBoos(5, IPathSpan(180, 190), IPathSpan(200, 210), IPathSpan(280, 290)));
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gWorldInstance.AddObject(new OBoos(5, IPathSpan(490, 500), IPathSpan(510, 520), IPathSpan(620, 630)));
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}
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if (gModeSelection == VERSUS) {
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Vec3f pos = {0, 0, 0};
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FVector pos = { 0, 0, 0 };
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gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][110], 110, 3, 0.8333333f));
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gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][190], 190, 1, 0.8333333f));
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@@ -187,15 +196,6 @@ void BansheeBoardwalk::BeginPlay() {
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}
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}
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// Likely sets minimap boundaries
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void BansheeBoardwalk::MinimapSettings() {
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D_80165880 = dma_textures((const char*)gTextureGhosts, 0x4CC2, 0xD980);
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D_8018D2A0 = 0.016f;
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D_8018D2C0[0] = 0x0106;
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D_8018D2E0 = 55;
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D_8018D2E8 = 39;
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}
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void BansheeBoardwalk::InitCourseObjects() {
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size_t objectId = 0;
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if (gGamestate != CREDITS_SEQUENCE) {
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@@ -253,12 +253,6 @@ void BansheeBoardwalk::WhatDoesThisDoAI(Player* player, int8_t playerId) {
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}
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}
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// Positions the finishline on the minimap
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void BansheeBoardwalk::MinimapFinishlinePosition() {
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//! todo: Place hard-coded values here.
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draw_hud_2d_texture_8x8(this->Props.MinimapFinishlineX, this->Props.MinimapFinishlineY, (u8*) common_texture_minimap_finish_line);
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}
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void BansheeBoardwalk::Render(struct UnkStruct_800DC5EC* arg0) {
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Camera* camera = arg0->camera;
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Mat4 spCC;
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@@ -322,8 +316,6 @@ void BansheeBoardwalk::RenderCredits() {
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gSPDisplayList(gDisplayListHead++, (Gfx*)(d_course_banshee_boardwalk_dl_B308));
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}
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void BansheeBoardwalk::Collision() {}
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void BansheeBoardwalk::ScrollingTextures() {
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D_802B87BC++;
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