#include #include #include #include #include "BlockFort.h" #include "GameObject.h" #include "World.h" #include "engine/vehicles/OBombKart.h" #include "assets/block_fort_data.h" extern "C" { #include "main.h" #include "camera.h" #include "course_offsets.h" #include "code_800029B0.h" #include "render_courses.h" #include "code_8006E9C0.h" #include "code_80057C60.h" #include "defines.h" #include "math_util.h" #include "external.h" #include "code_80005FD0.h" #include "spawn_players.h" #include "render_objects.h" #include "assets/common_data.h" #include "save.h" #include "staff_ghosts.h" #include "actors.h" #include "collision.h" #include "memory.h" extern const char *block_fort_dls[]; extern s16 currentScreenSection; } BlockFort::BlockFort() { this->vtx = d_course_block_fort_vertex; this->gfx = d_course_block_fort_packed_dls; this->gfxSize = 699; this->textures = block_fort_textures; Props.MinimapTexture = gTextureCourseOutlineBlockFort; Props.D_800E5548[0] = 64; Props.D_800E5548[1] = 64; Props.Name = "block fort"; Props.DebugName = "block"; Props.CourseLength = ""; Props.AIBehaviour = D_0D008F18; Props.AIMaximumSeparation = -1.0f; Props.AIMinimumSeparation = 0.1f; Props.SomePtr = D_800DCAF4; Props.AISteeringSensitivity = 53; Props.NearPersp = 2.0f; Props.FarPersp = 2700.0f; Props.PathSizes = {1, 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; // no clouds Props.CloudList = NULL; Props.MinimapFinishlineX = 0; Props.MinimapFinishlineY = 0; Props.Skybox.TopRight = {128, 184, 248}; Props.Skybox.BottomRight = {216, 232, 248}; Props.Skybox.BottomLeft = {216, 232, 248}; Props.Skybox.TopLeft = {128, 184, 248}; Props.Skybox.FloorTopRight = {216, 232, 248}; Props.Skybox.FloorBottomRight = {0, 0, 0}; Props.Skybox.FloorBottomLeft = {0, 0, 0}; Props.Skybox.FloorTopLeft = {216, 232, 248}; Props.Sequence = MusicSeq::MUSIC_SEQ_CHOCO_MOUNTAIN; } void BlockFort::Load() { Course::Load(); generate_collision_mesh_with_default_section_id((Gfx*) segmented_gfx_to_virtual((void*)0x070015C0), 1); func_80295C6C(); D_8015F8E4 = gCourseMinY - 10.0f; } void BlockFort::LoadTextures() { } void BlockFort::SpawnActors() { spawn_all_item_boxes((ActorSpawnData*)LOAD_ASSET_RAW(d_course_block_fort_item_box_spawns)); } void BlockFort::SpawnVehicles() { if (gModeSelection == VERSUS) { Vec3f pos = {0, 0, 0}; gWorldInstance.AddBombKart(pos, &D_80164550[0][20], 20, 0, 1.0f); gWorldInstance.AddBombKart(pos, &D_80164550[0][40], 40, 0, 1.0f); gWorldInstance.AddBombKart(pos, &D_80164550[0][60], 60, 0, 1.0f); gWorldInstance.AddBombKart(pos, &D_80164550[0][80], 80, 0, 1.0f); gWorldInstance.AddBombKart(pos, &D_80164550[0][100], 100, 0, 1.0f); gWorldInstance.AddBombKart(pos, &D_80164550[0][120], 120, 0, 1.0f); gWorldInstance.AddBombKart(pos, &D_80164550[0][140], 140, 0, 1.0f); } } // Likely sets minimap boundaries void BlockFort::MinimapSettings() { D_8018D2A0 = 0.0335f; D_8018D2E0 = 32; D_8018D2E8 = 32; } void BlockFort::InitCourseObjects() {} void BlockFort::SomeSounds() {} void BlockFort::WhatDoesThisDo(Player* player, int8_t playerId) {} void BlockFort::WhatDoesThisDoAI(Player* player, int8_t playerId) {} // Positions the finishline on the minimap void BlockFort::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 BlockFort::Render(struct UnkStruct_800DC5EC* arg0) { func_802B5D64(D_800DC610, D_802B87D4, 0, 1); gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON); gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH); gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING); // d_course_block_fort_packed_dl_15C0 gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x070015C0))); } void BlockFort::RenderCredits() {} void BlockFort::Collision() {} void BlockFort::Waypoints(Player* player, int8_t playerId) { player->nearestWaypointId = 0; } void BlockFort::Destroy() { }