#include #include "World.h" #include "Cup.h" #include "courses/Course.h" #include "objects/BombKart.h" #include "TrainCrossing.h" #include #include "objects/Object.h" #include "port/Game.h" #include "editor/GameObject.h" extern "C" { #include "camera.h" #include "objects.h" #include "main.h" #include "defines.h" #include "audio/external.h" #include "menus.h" #include "common_data.h" #include "mario_raceway_data.h" } World::World() {} Course* CurrentCourse; Cup* CurrentCup; void World::AddCourse(Course* course) { gWorldInstance.Courses.push_back(course); } void World::AddCup(Cup* cup) { Cups.push_back(cup); } void World::SetCourseFromCup() { CurrentCourse = CurrentCup->GetCourse(); } TrainCrossing* World::AddCrossing(Vec3f position, u32 waypointMin, u32 waypointMax, f32 approachRadius, f32 exitRadius) { auto crossing = std::make_shared(position, waypointMin, waypointMax, approachRadius, exitRadius); Crossings.push_back(crossing); return crossing.get(); } u32 World::GetCupIndex() { return this->CupIndex; } u32 World::NextCup() { s32 hack = 1; // Do not display battle mode on GP, TT, or VS if (gModeSelection != BATTLE) { hack = 2; } if (CupIndex < Cups.size() - hack) { CupIndex++; CurrentCup = Cups[CupIndex]; CurrentCup->CursorPosition = 0; reset_cycle_flash_menu(); play_sound2(SOUND_MENU_CURSOR_MOVE); return CupIndex; } return Cups.size() - hack; } u32 World::PreviousCup() { if (CupIndex > 0) { CupIndex--; CurrentCup = Cups[CupIndex]; CurrentCup->CursorPosition = 0; reset_cycle_flash_menu(); play_sound2(SOUND_MENU_CURSOR_MOVE); return CupIndex; } return 0; } void World::SetCupIndex(size_t index) { CupIndex = index; } void World::SetCup(Cup* cup) { if (cup) { CurrentCup = cup; CurrentCup->CursorPosition = 0; } } void World::SetCourse(const char* name) { //! @todo Use content dictionary instead for (size_t i = 0; i < Courses.size(); i++) { if (strcmp(Courses[i]->Props.Name, name) == 0) { CurrentCourse = Courses[i]; break; } } std::runtime_error("SetCourse() Course name not found in Courses list"); } void World::NextCourse() { if (CourseIndex < Courses.size() - 1) { CourseIndex++; } else { CourseIndex = 0; } gWorldInstance.CurrentCourse = Courses[CourseIndex]; } void World::PreviousCourse() { if (CourseIndex > 0) { CourseIndex--; } else { CourseIndex = Courses.size() - 1; } gWorldInstance.CurrentCourse = Courses[CourseIndex]; } AActor* World::AddActor(AActor* actor) { Actors.push_back(actor); if (actor->Model != NULL) { gEditor.AddObject(actor->Name, (FVector*) &actor->Pos, (IRotator*)&actor->Rot, &actor->Scale, (Gfx*) LOAD_ASSET_RAW(actor->Model), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*) &actor->Type, 0); } else { gEditor.AddObject(actor->Name, (FVector*) &actor->Pos, (IRotator*)&actor->Rot, &actor->Scale, nullptr, 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*)&actor->Type, 0); } return Actors.back(); } struct Actor* World::AddBaseActor() { Actors.push_back(new AActor()); AActor* actor = Actors.back(); // Skip C++ vtable to access variables in C return reinterpret_cast(reinterpret_cast(Actors.back()) + sizeof(void*)); } void World::AddEditorObject(Actor* actor, const char* name) { if (actor->model != NULL) { gEditor.AddObject(name, (FVector*) &actor->pos, (IRotator*)&actor->rot, nullptr, (Gfx*)LOAD_ASSET_RAW(actor->model), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*)&actor->type, 0); } else { gEditor.AddObject(name, (FVector*) &actor->pos, (IRotator*)&actor->rot, nullptr, nullptr, 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*)&actor->type, 0); } } /** * Converts a C struct Actor* to its C++ AActor class */ AActor* World::ConvertActorToAActor(Actor* actor) { // Move the ptr back so that it points at the vtable. // Which is the initial item in the class, or in other words // Point to the class. return reinterpret_cast((char*)actor - sizeof(void*)); } /** * Converts a C++ AActor class to a C Actor* struct. */ Actor* World::ConvertAActorToActor(AActor* actor) { // Move the ptr forward past the vtable. // This allows C to access the class variables like a normal Actor* struct. return reinterpret_cast((char*)actor + sizeof(void*)); } AActor* World::GetActor(size_t index) { return Actors[index]; } void World::TickActors() { // This only ticks modded actors for (AActor* actor : Actors) { if (actor->IsMod()) { actor->Tick(); } } } StaticMeshActor* World::AddStaticMeshActor(std::string name, FVector pos, IRotator rot, FVector scale, std::string model, int32_t* collision) { StaticMeshActors.push_back(new StaticMeshActor(name, pos, rot, scale, model, collision)); auto actor = StaticMeshActors.back(); auto gameObj = gEditor.AddObject(actor->Name.c_str(), &actor->Pos, &actor->Rot, &actor->Scale, (Gfx*) LOAD_ASSET_RAW(actor->Model.c_str()), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*) &actor->bPendingDestroy, (int32_t) true); return actor; } void World::DrawStaticMeshActors() { for (const auto& actor: StaticMeshActors) { actor->Draw(); } } void World::DeleteStaticMeshActors() { for (auto it = StaticMeshActors.begin(); it != StaticMeshActors.end();) { if ((*it)->bPendingDestroy) { delete *it; // Deallocate memory for the actor it = StaticMeshActors.erase(it); // Remove the pointer from the vector } else { ++it; // Only increment the iterator if we didn't erase an element } } } OObject* World::AddObject(OObject* object) { Objects.push_back(object); if (object->_objectIndex != -1) { Object* cObj = &gObjectList[object->_objectIndex]; if (cObj->model != NULL) { gEditor.AddObject(object->Name, (FVector*) &cObj->origin_pos[0], (IRotator*)&cObj->orientation, nullptr, (Gfx*)LOAD_ASSET_RAW(cObj->model), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, &object->_objectIndex, -1); } else { gEditor.AddObject(object->Name, (FVector*) &cObj->origin_pos[0], (IRotator*)&cObj->orientation, nullptr, nullptr, 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, &object->_objectIndex, -1); } } return Objects.back(); } void World::TickObjects() { for (const auto& object : Objects) { object->Tick(); } } // Some objects such as lakitu are ticked in process_game_tick. // This is a fallback to support those objects. Probably don't use this. void World::TickObjects60fps() { for (const auto& object : Objects) { object->Tick60fps(); } } ParticleEmitter* World::AddEmitter(ParticleEmitter* emitter) { Emitters.push_back(emitter); return Emitters.back(); } void World::DrawObjects(s32 cameraId) { for (const auto& object : Objects) { object->Draw(cameraId); } } void World::TickParticles() { for (const auto& emitter : Emitters) { emitter->Tick(); } } void World::DrawParticles(s32 cameraId) { for (const auto& emitter : Emitters) { emitter->Draw(cameraId); } } // Sets OObjects or AActors static member variables back to default values void World::Reset() { for (const auto& object : Objects) { object->Reset(); } } Object* World::GetObjectByIndex(size_t index) { //if (index < this->Objects.size()) { // Assuming GameActor::a is accessible, use reinterpret_cast if needed // return reinterpret_cast(&this->Objects[index]->o); //} return nullptr; // Or handle the error as needed } void World::ClearWorld(void) { World::DeleteStaticMeshActors(); CM_CleanWorld(); // for (size_t i = 0; i < ARRAY_COUNT(gCollisionMesh); i++) { // } // gCollisionMesh // Paths }