#include #include #include #include #include "MarioRaceway.h" #include "GameObject.h" #include "World.h" #include "engine/actors/AFinishline.h" #include "engine/vehicles/OBombKart.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 "mario_raceway_data.h" #include "collision.h" #include "memory.h" #include "courses/staff_ghost_data.h" extern const char *mario_raceway_dls[]; } MarioRaceway::MarioRaceway() { this->vtx = d_course_mario_raceway_vertex; this->gfx = d_course_mario_raceway_packed_dls; this->gfxSize = 3367; this->textures = mario_raceway_textures; Props.MinimapTexture = gTextureCourseOutlineMarioRaceway; Props.D_800E5548[0] = 64; Props.D_800E5548[1] = 64; Props.Id = "mk:mario_raceway"; Props.Name = "Mario Raceway"; Props.DebugName = "m circuit"; Props.CourseLength = "567m"; Props.AIBehaviour = D_0D008F28; Props.AIMaximumSeparation = 50.0f; Props.AIMinimumSeparation = 0.3f; Props.SomePtr = D_800DCB34; Props.AISteeringSensitivity = 48; Props.NearPersp = 9.0f; Props.FarPersp = 4500.0f; 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] = (TrackWaypoint*)LOAD_ASSET_RAW(d_course_mario_raceway_unknown_waypoints); Props.PathTable[1] = NULL; Props.PathTable[2] = NULL; Props.PathTable[3] = NULL; Props.PathTable2[0] = (TrackWaypoint*)LOAD_ASSET_RAW(d_course_mario_raceway_track_waypoints); Props.PathTable2[1] = NULL; Props.PathTable2[2] = NULL; Props.PathTable2[3] = NULL; Props.Clouds = gKalimariDesertClouds; Props.CloudList = gLuigiRacewayClouds; Props.MinimapFinishlineX = 0; Props.MinimapFinishlineY = 0; Props.Skybox.TopRight = {0, 184, 248}; Props.Skybox.BottomRight = {216, 232, 248}; Props.Skybox.BottomLeft = {216, 232, 248}; Props.Skybox.TopLeft = {0, 184, 248}; Props.Skybox.FloorTopRight = {0, 0, 0}; Props.Skybox.FloorBottomRight = {0, 0, 0}; Props.Skybox.FloorBottomLeft = {0, 0, 0}; Props.Skybox.FloorTopLeft = {0, 0, 0}; } void MarioRaceway::Load() { Course::Load(); generate_collision_mesh_with_defaults(segmented_gfx_to_virtual((void*)0x07001140)); // Generate pipe collision mesh if (gScreenModeSelection == SCREEN_MODE_1P) { // d_course_mario_raceway_packed_dl_8E8 generate_collision_mesh_with_defaults(segmented_gfx_to_virtual((void*)0x070008E8)); } else { if (CVarGetInteger("gDisableLod", 0) == true) { generate_collision_mesh_with_defaults(segmented_gfx_to_virtual((void*)0x070008E8)); } else { // d_course_mario_raceway_packed_dl_2D68 generate_collision_mesh_with_defaults(segmented_gfx_to_virtual((void*)0x07002D68)); } } parse_course_displaylists((TrackSectionsI*)LOAD_ASSET_RAW(d_course_mario_raceway_addr)); func_80295C6C(); D_8015F8E4 = gCourseMinY - 10.0f; } void MarioRaceway::LoadTextures() { dma_textures(gTextureTrees1, 0x0000035BU, 0x00000800U); D_802BA058 = dma_textures(gTexturePiranhaPlant1, 0x000003E8U, 0x00000800U); dma_textures(gTexturePiranhaPlant2, 0x000003E8U, 0x00000800U); dma_textures(gTexturePiranhaPlant3, 0x000003E8U, 0x00000800U); dma_textures(gTexturePiranhaPlant4, 0x000003E8U, 0x00000800U); dma_textures(gTexturePiranhaPlant5, 0x000003E8U, 0x00000800U); dma_textures(gTexturePiranhaPlant6, 0x000003E8U, 0x00000800U); dma_textures(gTexturePiranhaPlant7, 0x000003E8U, 0x00000800U); dma_textures(gTexturePiranhaPlant8, 0x000003E8U, 0x00000800U); dma_textures(gTexturePiranhaPlant9, 0x000003E8U, 0x00000800U); } void MarioRaceway::SpawnActors() { struct Actor* actor; Vec3f position; Vec3f velocity = { 0.0f, 0.0f, 0.0f }; Vec3s rotation = { 0, 0, 0 }; gWorldInstance.AddActor(new AFinishline()); spawn_foliage((struct ActorSpawnData*)LOAD_ASSET_RAW(d_course_mario_raceway_tree_spawns)); spawn_piranha_plants((struct ActorSpawnData*)LOAD_ASSET_RAW(d_course_mario_raceway_piranha_plant_spawns)); spawn_all_item_boxes((struct ActorSpawnData*)LOAD_ASSET_RAW(d_course_mario_raceway_item_box_spawns)); vec3f_set(position, 150.0f, 40.0f, -1300.0f); position[0] *= gCourseDirection; add_actor_to_empty_slot(position, rotation, velocity, ACTOR_MARIO_SIGN); vec3f_set(position, 2520.0f, 0.0f, 1240.0f); position[0] *= gCourseDirection; add_actor_to_empty_slot(position, rotation, velocity, ACTOR_MARIO_SIGN); } void MarioRaceway::SpawnVehicles() { if (gModeSelection == VERSUS) { Vec3f pos = {0, 0, 0}; gWorldInstance.AddBombKart(pos, &D_80164550[0][40], 40, 3, 0.8333333f); gWorldInstance.AddBombKart(pos, &D_80164550[0][100], 100, 3, 0.8333333f); gWorldInstance.AddBombKart(pos, &D_80164550[0][265], 265, 3, 0.8333333f); gWorldInstance.AddBombKart(pos, &D_80164550[0][285], 285, 1, 0.8333333f); gWorldInstance.AddBombKart(pos, &D_80164550[0][420], 420, 1, 0.8333333f); gWorldInstance.AddBombKart(pos, &D_80164550[0][0], 0, 0, 0.8333333f); gWorldInstance.AddBombKart(pos, &D_80164550[0][0], 0, 0, 0.8333333f); } } // Likely sets minimap boundaries void MarioRaceway::MinimapSettings() { D_8018D220 = reinterpret_cast(dma_textures(gTextureExhaust5, 0x443, 0x1000)); D_8018D2A0 = 0.022f; D_8018D2E0 = 6; D_8018D2E8 = 28; D_8018D2C0[0] = 260; D_8018D2D8[0] = 170; D_80165718 = 0; D_80165720 = 5; D_80165728 = -240; } void MarioRaceway::InitCourseObjects() { if (gGamestate != CREDITS_SEQUENCE) { if (gModeSelection == GRAND_PRIX) { func_80070714(); } for (size_t i = 0; i < D_80165738; i++) { find_unused_obj_index(&gObjectParticle3[i]); init_object(gObjectParticle3[i], 0); } } } void MarioRaceway::SomeSounds() { vec3f_set(D_8015F748, -223.0f, 94.0f, -155.0f); func_800C9D80(D_8015F748, D_802B91C8, 0x5103700B); } void MarioRaceway::WhatDoesThisDo(Player* player, int8_t playerId) { if (((s16) gNearestWaypointByPlayerId[playerId] >= 0x19B) && ((s16) gNearestWaypointByPlayerId[playerId] < 0x1B9)) { if (D_80165300[playerId] != 1) { func_800CA288(playerId, 0x55); } D_80165300[playerId] = 1; } else { if (D_80165300[playerId] != 0) { func_800CA2B8(playerId); D_80165300[playerId] = 0; } } } void MarioRaceway::WhatDoesThisDoAI(Player* player, int8_t playerId) { if (((s16) gNearestWaypointByPlayerId[playerId] >= 0x19B) && ((s16) gNearestWaypointByPlayerId[playerId] < 0x1B9)) { if (D_80165300[playerId] != 1) { func_800CA2E4(playerId, 0x55); } D_80165300[playerId] = 1; } else { if (D_80165300[playerId] != 0) { func_800CA30C(playerId); D_80165300[playerId] = 0; } } } // Positions the finishline on the minimap void MarioRaceway::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 MarioRaceway::SetStaffGhost() { u32 temp_v0 = func_800B4E24(0) & 0xfffff; if (temp_v0 <= 9000) { D_80162DD6 = 0; D_80162DF4 = 0; } else { D_80162DD6 = 1; D_80162DF4 = 1; } D_80162DC4 = d_mario_raceway_staff_ghost; D_80162DE4 = 0; } void MarioRaceway::Render(struct UnkStruct_800DC5EC* arg0) { u16 sp22 = arg0->pathCounter; u16 temp_t0 = arg0->playerDirection; gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING); if (func_80290C20(arg0->camera) == 1) { gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2); // d_course_mario_raceway_packed_dl_3050 gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual(reinterpret_cast(0x07003050)))); } gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING); gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIA, G_CC_MODULATEIA); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2); gDPPipeSync(gDisplayListHead++); gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON); switch (sp22) { case 1: case 2: case 17: if ((temp_t0 == 2) || (temp_t0 == 1)) { render_mario_raceway_pipe(); } break; case 3: if (temp_t0 != 0) { render_mario_raceway_pipe(); } break; case 4: if (temp_t0 == 0) { func_80291198(); } else { if (temp_t0 == 1) { func_80291198(); } render_mario_raceway_pipe(); } break; case 5: case 6: if ((temp_t0 == 2) || (temp_t0 == 3)) { render_mario_raceway_pipe(); } else { func_80291198(); } break; case 7: func_80291198(); if ((temp_t0 == 2) || (temp_t0 == 3)) { render_mario_raceway_pipe(); } break; case 8: case 9: if (temp_t0 != 1) { render_mario_raceway_pipe(); } /* fallthrough */ case 10: if (temp_t0 != 2) { func_80291198(); } break; case 11: if (temp_t0 == 0) { render_mario_raceway_pipe(); func_80291198(); } else if (temp_t0 == 3) { render_mario_raceway_pipe(); } break; case 12: if ((temp_t0 == 0) || (temp_t0 == 3)) { render_mario_raceway_pipe(); } break; case 13: case 14: if (temp_t0 != 1) { case 15: case 16: render_mario_raceway_pipe(); } break; } gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIA, G_CC_MODULATEIA); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2); gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual(reinterpret_cast(0x07003508)))); gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual(reinterpret_cast(0x07003240)))); gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual(reinterpret_cast(0x070014A0)))); render_course_segments(mario_raceway_dls, arg0); gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIDECALA, G_CC_MODULATEIDECALA); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_TEX_EDGE, G_RM_AA_ZB_TEX_EDGE2); gSPClearGeometryMode(gDisplayListHead++, G_CULL_BACK); gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual(reinterpret_cast(0x07000450)))); gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual(reinterpret_cast(0x07000240)))); gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK); gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual(reinterpret_cast(0x070000E0)))); gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual(reinterpret_cast(0x07000160)))); } void MarioRaceway::RenderCredits() { gSPDisplayList(gDisplayListHead++, (Gfx*)(d_course_mario_raceway_dl_9348)); } void MarioRaceway::Collision() {} void MarioRaceway::CreditsSpawnActors() { dma_textures(gTextureTrees1, 0x35B, 0x800); spawn_foliage((struct ActorSpawnData*)LOAD_ASSET_RAW(d_course_mario_raceway_tree_spawns)); } void MarioRaceway::Destroy() { }