mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-09-04 10:51:37 -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 "RainbowRoad.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/ChainChomp.h"
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#include "engine/objects/BombKart.h"
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#include "assets/rainbow_road_data.h"
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@@ -30,6 +30,7 @@ extern "C" {
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#include "actors.h"
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#include "collision.h"
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#include "memory.h"
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#include "course.h"
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extern const char *rainbow_road_dls[];
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}
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@@ -48,16 +49,24 @@ RainbowRoad::RainbowRoad() {
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this->gfx = d_course_rainbow_road_packed_dls;
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this->gfxSize = 5670;
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Props.textures = rainbow_road_textures;
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Props.MinimapTexture = gTextureCourseOutlineRainbowRoad;
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Props.MinimapDimensions = IVector2D(ResourceGetTexWidthByName(Props.MinimapTexture), ResourceGetTexHeightByName(Props.MinimapTexture));
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Props.Minimap.Texture = gTextureCourseOutlineRainbowRoad;
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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 = 261;
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Props.Minimap.Pos[0].Y = 166;
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Props.Minimap.PlayerX = 39;
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Props.Minimap.PlayerY = 55;
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Props.Minimap.PlayerScaleFactor = 0.0103f;
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Props.Minimap.FinishlineX = 0;
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Props.Minimap.FinishlineY = 0;
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Props.SetText(Props.Name, "rainbow road", sizeof(Props.Name));
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Props.SetText(Props.DebugName, "rainbow", sizeof(Props.DebugName));
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Props.SetText(Props.CourseLength, "2000m", sizeof(Props.CourseLength));
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Props.Name = "rainbow road";
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Props.DebugName = "rainbow";
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Props.CourseLength = "2000m";
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Props.AIBehaviour = D_0D0092C8;
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Props.AIMaximumSeparation = 50.0f;
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Props.AIMinimumSeparation = 0.4f;
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Props.SomePtr = D_800DCAF4;
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Props.AISteeringSensitivity = 38;
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Props.NearPersp = 2.0f;
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@@ -97,8 +106,6 @@ RainbowRoad::RainbowRoad() {
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Props.Clouds = gToadsTurnpikeRainbowRoadStars;
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Props.CloudList = gToadsTurnpikeRainbowRoadStars;
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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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@@ -109,15 +116,16 @@ RainbowRoad::RainbowRoad() {
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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_RAINBOW_ROAD;
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Props.WaterLevel = 0.0f;
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}
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void RainbowRoad::Load() {
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Course::Load();
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D_800DC5C8 = 1;
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parse_course_displaylists((TrackSectionsI*)LOAD_ASSET_RAW(d_course_rainbow_road_addr));
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parse_course_displaylists((TrackSections*)LOAD_ASSET_RAW(d_course_rainbow_road_addr));
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func_80295C6C();
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D_8015F8E4 = 0.0f;
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// d_course_rainbow_road_packed_dl_2068
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find_vtx_and_set_colours(segmented_gfx_to_virtual((void*)0x07002068), -0x6A, 255, 255, 255);
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// d_course_rainbow_road_packed_dl_1E18
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@@ -147,7 +155,7 @@ void RainbowRoad::BeginPlay() {
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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][50], 50, 3, 0.8333333f));
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gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][100], 100, 1, 0.8333333f));
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@@ -167,15 +175,6 @@ void RainbowRoad::UpdateClouds(s32 sp1C, Camera* camera) {
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update_stars(sp1C, camera, this->Props.CloudList);
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}
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// Likely sets minimap boundaries
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void RainbowRoad::MinimapSettings() {
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D_8018D2A0 = 0.0103f;
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D_8018D2C0[0] = 261;
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D_8018D2D8[0] = 166;
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D_8018D2E0 = 39;
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D_8018D2E8 = 55;
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}
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void RainbowRoad::InitCourseObjects() {
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if (gGamestate != CREDITS_SEQUENCE) {
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size_t i;
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@@ -206,12 +205,6 @@ void RainbowRoad::WhatDoesThisDo(Player* player, int8_t playerId) {}
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void RainbowRoad::WhatDoesThisDoAI(Player* player, int8_t playerId) {}
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// Positions the finishline on the minimap
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void RainbowRoad::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 RainbowRoad::Render(struct UnkStruct_800DC5EC* arg0) {
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gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
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@@ -224,8 +217,6 @@ void RainbowRoad::RenderCredits() {
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gSPDisplayList(gDisplayListHead++, (Gfx*)(d_course_rainbow_road_dl_16220));
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}
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void RainbowRoad::Collision() {}
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void RainbowRoad::Waypoints(Player* player, int8_t playerId) {
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player->nearestWaypointId = gCopyNearestWaypointByPlayerId[playerId];
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}
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