[modding] Course Mod Support (#104)

* Course Manager

* Course

* Test

* Render

* That escalated quickly

* update

* properties

* Properties

* test

* Fix compile

* Add World

* skycolours

* Skybox Colours done

* Cleanup

* test

* Game runs again

* update

* Game run again

* Cup Works

* continue

* Add Courses

* clouds

* changes

* fixes

* update

* Fix compile

* update

* A few changes

* More Updates

* More refactors

* Fixes

* Fix ai behaviour

* Changes

* Fix courses

* test course test not working

* CUSTOM

* TestCourse works kinda

* fixes

* test course works

* cleanup

---------

Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
This commit is contained in:
MegaMech
2024-10-05 15:31:31 -06:00
committed by GitHub
parent 447fd8b290
commit 75297759ee
122 changed files with 12025 additions and 3626 deletions
+227
View File
@@ -0,0 +1,227 @@
#include <libultraship.h>
#include "Course.h"
#include "MarioRaceway.h"
#include "ChocoMountain.h"
extern "C" {
#include "main.h"
#include "memory.h"
#include "common_structs.h"
#include "course_offsets.h"
#include "some_data.h"
#include "code_8006E9C0.h"
#include "code_8003DC40.h"
#include "assets/common_data.h"
#include "render_objects.h"
#include "save.h"
#include "staff_ghosts.h"
#include "Engine.h"
extern StaffGhost* d_mario_raceway_staff_ghost;
}
Course::Course() {
// Props.Name = "Course Name";
// Props.DebugName = "CName";
// Props.CourseLength = "567m";
// Props.Cup = FLOWER_CUP;
// Props.CupIndex = 3;
Props.AIBehaviour = D_0D008F28;
Props.AIMaximumSeparation = 50.0f;
Props.AIMinimumSeparation = 0.3f;
Props.SomePtr = D_800DCB34;
Props.AISteeringSensitivity = 48;
Props.NearPersp = 3.0f;
Props.FarPersp = 6800.0f;
Props.PathSizes = {600, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0};
Props.D_0D009418[0] = 4.1666665f;
Props.D_0D009418[1] = 5.5833334f;
Props.D_0D009418[2] = 6.1666665f;
Props.D_0D009418[3] = 6.75f;
Props.D_0D009568[0] = 3.75f;
Props.D_0D009568[1] = 5.1666665f;
Props.D_0D009568[2] = 5.75f;
Props.D_0D009568[3] = 6.3333334f;
Props.D_0D0096B8[0] = 3.3333332f;
Props.D_0D0096B8[1] = 3.9166667f;
Props.D_0D0096B8[2] = 4.5f;
Props.D_0D0096B8[3] = 5.0833334f;
Props.D_0D009808[0] = 3.75f;
Props.D_0D009808[1] = 5.1666665f;
Props.D_0D009808[2] = 5.75f;
Props.D_0D009808[3] = 6.3333334f;
Props.PathTable[0] = NULL;
Props.PathTable[1] = NULL;
Props.PathTable[2] = NULL;
Props.PathTable[3] = NULL;
Props.PathTable2[0] = NULL;
Props.PathTable2[1] = NULL;
Props.PathTable2[2] = NULL;
Props.PathTable2[3] = NULL;
Props.Clouds = NULL;
Props.CloudList = NULL;
Props.MinimapFinishlineX = 0;
Props.MinimapFinishlineY = 0;
}
void Course::Load(Vtx* vtx, Gfx* gfx) {
gSegmentTable[4] = reinterpret_cast<uintptr_t>(&vtx[0]);
gSegmentTable[7] = reinterpret_cast<uintptr_t>(&gfx[0]);
}
void Course::Load() {
size_t vtxSize = (ResourceGetSizeByName(this->vtx) / sizeof(CourseVtx)) * sizeof(Vtx);
size_t texSegSize;
// Convert course vtx to vtx
Vtx* vtx = reinterpret_cast<Vtx*>(allocate_memory(vtxSize));
gSegmentTable[4] = reinterpret_cast<uintptr_t>(&vtx[0]);
printf("\nVtxsize: 0x%X\n\n",vtxSize);
func_802A86A8(reinterpret_cast<CourseVtx*>(LOAD_ASSET_RAW(this->vtx)), vtx, vtxSize / sizeof(Vtx));
// Load and allocate memory for course textures
const course_texture* asset = this->textures;
u8* freeMemory = NULL;
u8* texture = NULL;
size_t size = 0;
texSegSize = 0;
while (asset->addr) {
size = ResourceGetTexSizeByName(asset->addr);
freeMemory = (u8*) allocate_memory(size);
texture = reinterpret_cast<u8*>(LOAD_ASSET_RAW(asset->addr));
if (texture) {
if (asset == &textures[0]) {
gSegmentTable[5] = reinterpret_cast<uintptr_t>(&freeMemory[0]);
}
memcpy(freeMemory, texture, size);
texSegSize += size;
// printf("Texture Addr: 0x%llX, size 0x%X\n", &freeMemory[0], size);
}
asset++;
}
// Extract packed DLs
u8* packed = reinterpret_cast<u8*>(LOAD_ASSET_RAW(this->gfx));
Gfx* gfx = (Gfx*) allocate_memory(sizeof(Gfx) * this->gfxSize); // Size of unpacked DLs
assert(gfx != NULL);
gSegmentTable[7] = reinterpret_cast<uintptr_t>(&gfx[0]);
displaylist_unpack(reinterpret_cast<uintptr_t *>(gfx), reinterpret_cast<uintptr_t>(packed), 0);
}
void Course::LoadTextures() { }
void Course::SpawnActors() {
}
void Course::Init() {
}
void Course::InitClouds() {
if (this->Props.Clouds) {
init_clouds(this->Props.Clouds);
}
}
void Course::UpdateClouds(s32 arg0, Camera* camera) {
s32 cloudIndex;
s32 objectIndex;
CloudData* cloud;
if (this->Props.CloudList) {
for (cloudIndex = 0; cloudIndex < D_8018D1F0; cloudIndex++) {
cloud = &this->Props.CloudList[cloudIndex];
objectIndex = D_8018CC80[arg0 + cloudIndex];
func_800788F8(objectIndex, cloud->rotY, camera);
}
}
}
void Course::SomeCollisionThing(Player *player, Vec3f arg1, Vec3f arg2, Vec3f arg3, f32* arg4, f32* arg5, f32* arg6, f32* arg7) {
func_8003E048(player, arg1, arg2, arg3, arg4, arg5, arg6, arg7);
}
void Course::MinimapSettings() {
}
void Course::InitCourseObjects() {
}
void Course::UpdateCourseObjects() {
}
void Course::RenderCourseObjects(s32 cameraId) {
}
// Implemented for the first cup of each course plus Koopa Beach
void Course::SomeSounds() {
}
void Course::SetCourseVtxColours() {
}
void Course::WhatDoesThisDo(Player* player, int8_t playerId) {
}
void Course::WhatDoesThisDoAI(Player* player, int8_t playerId) {
}
// Positions the finishline on the minimap
void Course::MinimapFinishlinePosition() {
//! todo: Place hard-coded values here.
draw_hud_2d_texture_8x8(this->Props.MinimapFinishlineX, this->Props.MinimapFinishlineY, (u8*) common_texture_minimap_finish_line);
}
void Course::SetStaffGhost() {
D_80162DD6 = 1;
D_80162DF4 = 1;
}
void Course::SpawnBombKarts() {
// GetWorld()->SpawnBombKarts();
}
World* Course::GetWorld() {
return nullptr;
//&gWorldInstance;
}
void Course::Waypoints(Player* player, int8_t playerId) {
player->nearestWaypointId = gNearestWaypointByPlayerId[playerId];
if (player->nearestWaypointId < 0) {
player->nearestWaypointId = gWaypointCountByPathIndex[0] + player->nearestWaypointId;
}
}
void Course::SpawnVehicles() {}
void Course::UpdateVehicles() {}
void Course::BeginPlay() {}
void Course::Render(struct UnkStruct_800DC5EC* arg0) {}
void Course::RenderCredits() {}
void Course::Collision() {}
void Course::GenerateCollision() {}
void Course::Water() {}
void Course::Destroy() { }
Course* currentCourse = nullptr;