#include "Boos.h" #include "World.h" #include "CoreMath.h" extern "C" { #include "render_objects.h" #include "update_objects.h" #include "assets/banshee_boardwalk_data.h" #include "assets/common_data.h" #include "assets/boo_frames.h" #include "assets/other_textures.h" #include "math_util.h" #include "math_util_2.h" #include "code_80086E70.h" #include "code_80057C60.h" #include "code_800029B0.h" #include "code_80005FD0.h" #include "menus.h" #include "race_logic.h" #include "external.h" } size_t OBoos::_count = 0; OBoos::OBoos(size_t numBoos, const IPathSpan& leftBoundary, const IPathSpan& active, const IPathSpan& rightBoundary) { // Max five boos allowed due to limited splines // D_800E5D9C if (numBoos > 10) { printf("Boos.cpp: Only 10 boos allowed.\n"); numBoos = 10; } _indices.resize(numBoos, 0); // Generate objects for (size_t i = 0; i < numBoos; i++) { find_unused_obj_index(&_indices[i]); } _numBoos = numBoos; _leftBoundary = leftBoundary; _active = active; _rightBoundary = rightBoundary; } void OBoos::Tick() { u16 temp_t4; s32 objectIndex; Player* player; Camera* camera; Object* object; OBoos::func_8007CA70(); for (size_t i = 0; i < _numBoos; i++) { objectIndex = _indices[i]; //indexObjectList3[i]; object = &gObjectList[objectIndex]; if (object->state != 0) { func_8007C684(objectIndex); func_8008B78C(objectIndex); player = &gPlayerOne[object->unk_0D1]; camera = &camera1[object->unk_0D1]; temp_t4 = (0x8000 - camera->rot[1]); object->pos[0] = player->pos[0] + (coss(temp_t4) * (object->origin_pos[0] + object->offset[0])) - (sins(temp_t4) * (object->origin_pos[2] + object->offset[2])); object->pos[1] = 6.5 + player->unk_074 + object->origin_pos[1] + object->offset[1]; object->pos[2] = player->pos[2] + (sins(temp_t4) * (object->origin_pos[0] + object->offset[0])) + (coss(temp_t4) * (object->origin_pos[2] + object->offset[2])); OBoos::func_8007C550(objectIndex); if (is_obj_flag_status_active(objectIndex, 0x00000080) != 0) { object->vertex = D_800E44B0; } else { object->vertex = D_800E4470; } } } } void OBoos::Draw(s32 cameraId) { u32 temp_s2; s32 objectIndex; for (size_t i = 0; i < _numBoos; i++) { objectIndex = _indices[i]; //indexObjectList3[i]; if (gObjectList[objectIndex].state >= 2) { temp_s2 = func_8008A364(objectIndex, cameraId, 0x4000U, 0x00000320); if (CVarGetInteger("gNoCulling", 0) == 1) { temp_s2 = MIN(temp_s2, 0x15F91U); } if (is_obj_flag_status_active(objectIndex, VISIBLE) != 0) { func_800523B8(objectIndex, cameraId, temp_s2); } } } } void OBoos::func_800523B8(s32 objectIndex, s32 arg1, u32 arg2) { UNUSED s32 pad[2]; Object* object; Camera* camera = &camera1[arg1]; object = &gObjectList[objectIndex]; object->orientation[1] = func_800418AC(object->pos[0], object->pos[2], camera->pos); func_800484BC(object->pos, object->orientation, object->sizeScaling, object->primAlpha, (u8*) object->activeTLUT, (u8*)object->activeTexture, object->vertex, 0x00000030, 0x00000028, 0x00000030, 0x00000028); if ((is_obj_flag_status_active(objectIndex, 0x00000020) != 0) && (arg2 < 0x15F91U)) { func_8004A630(&D_8018C830, object->pos, 0.4f); } } void OBoos::func_8007CA70(void) { // wtf is up with this pointer? Its such a dumb way of going about things u16* point; if (_isActive == false) { _playerId = OBoos::func_8007C9F8(); point = &gNearestWaypointByPlayerId[_playerId]; if ((*point > _active.Start) && (*point < _active.End)) { // First group entrance OBoos::BooStart(0, _playerId); } } if (_isActive == true) { point = &gNearestWaypointByPlayerId[_playerId]; if ((*point > _leftBoundary.Start) && (*point < _leftBoundary.End)) { // First group exit reverse direction OBoos::BooExit(0); } if ((*point > _rightBoundary.Start) && (*point < _rightBoundary.End)) { // First group exit OBoos::BooExit(0); } } } void OBoos::func_8007C5B4(s32 objectIndex) { Object* object; init_texture_object(objectIndex, (u8*)d_course_banshee_boardwalk_boo_tlut, gTextureGhosts, 48, 40); object = &gObjectList[objectIndex]; object->pos[0] = 0.0f; object->pos[1] = 0.0f; object->pos[2] = 0.0f; set_object_flag(objectIndex, 0x00000020); object_next_state(objectIndex); object->primAlpha = 0; func_80073844(objectIndex); object->sizeScaling = 0.15f; object->unk_034 = 1.0f; func_80073FD4(objectIndex); func_80086EF0(objectIndex); set_object_flag(objectIndex, 0x00000800); object->orientation[0] = 0; object->orientation[2] = 0x8000; } void OBoos::func_8007C684(s32 objectIndex) { switch (gObjectList[objectIndex].state) { case 0: break; case 1: OBoos::func_8007C5B4(objectIndex); break; } if (gObjectList[objectIndex].state >= 2) { switch (gObjectList[objectIndex].unk_0DC) { case 0: break; case 1: func_80073998(objectIndex, &gObjectList[objectIndex].primAlpha, 0, 0x00000050, 2, 1, 0); break; case 2: func_80073CB0(objectIndex, &gObjectList[objectIndex].primAlpha, 0x00000050, 0x00000078, 1, 0, -1); break; case 3: func_80073DC0(objectIndex, &gObjectList[objectIndex].primAlpha, 0, 2); break; case 4: func_80072428(objectIndex); func_80086F60(objectIndex); func_80073884(objectIndex); break; } func_80073514(objectIndex); } } void OBoos::func_8007C4A4(s32 objectIndex) { u16 var_t9; var_t9 = gObjectList[objectIndex].direction_angle[1] * 0x24 / 0x10000; if (var_t9 < 0x13) { clear_object_flag(objectIndex, 0x80); gObjectList[objectIndex].textureListIndex = var_t9; } else { set_object_flag(objectIndex, 0x80); gObjectList[objectIndex].textureListIndex = 0x24 - var_t9; } } void OBoos::func_8007C550(s32 objectIndex) { gObjectList[objectIndex].direction_angle[1] = func_800417B4(gObjectList[objectIndex].direction_angle[1], atan2s(gObjectList[objectIndex].velocity[0], gObjectList[objectIndex].velocity[2])); OBoos::func_8007C4A4(objectIndex); } s32 OBoos::func_8007C9F8(void) { s32 ret; s32 first, second; if (gPlayerCount == 1) { ret = 0; } else { if (gPlayerCount == 2) { if (gModeSelection == 0) { first = gGPCurrentRaceRankByPlayerId[0]; second = gGPCurrentRaceRankByPlayerId[1]; if (first < second) { ret = 0; } else { ret = 1; } } else { ret = gGPCurrentRacePlayerIdByRank[0]; } } else { ret = gGPCurrentRacePlayerIdByRank[0]; } } return ret; } void OBoos::BooStart(s32 group, s32 playerId) { s32 objectIndex; s16 temp_s1_2; s16 temp_s4; s16 temp_s5; SplineData* spline; for (size_t i = 0; i < _numBoos; i++) { objectIndex = _indices[i]; // indexObjectList3[group + i]; init_object(objectIndex, 1); gObjectList[objectIndex].unk_0D1 = playerId; temp_s1_2 = random_int(0x003CU) - 0x1E; temp_s4 = random_int(0x0014U) - 0xA; temp_s5 = random_int(0x0050U) - 0x28; random_int(0x1000U); spline = D_800E5D9C[i]; gObjectList[objectIndex].spline = spline; gObjectList[objectIndex].origin_pos[0] = (f32) temp_s1_2; gObjectList[objectIndex].origin_pos[1] = (f32) temp_s4; gObjectList[objectIndex].origin_pos[2] = (f32) temp_s5; } func_800C9060(playerId, 0x1900705AU); _isActive = true; } void OBoos::BooExit(s32 group) { s32 objectIndex; for (size_t i = 0; i < _numBoos; i++) { objectIndex = _indices[i]; //indexObjectList3[group + temp_a0]; gObjectList[objectIndex].unk_0DC += 1; } _isActive = false; }