#include #include #include #include #include "BansheeBoardwalk.h" #include "World.h" #include "engine/actors/Finishline.h" #include "engine/objects/BombKart.h" #include "engine/objects/CheepCheep.h" #include "engine/objects/TrashBin.h" #include "engine/objects/Bat.h" #include "engine/objects/Boos.h" #include "assets/banshee_boardwalk_data.h" #include "assets/boo_frames.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 "replays.h" #include "actors.h" #include "collision.h" #include "memory.h" #include "course.h" extern const char *banshee_boardwalk_dls[]; } const course_texture banshee_boardwalk_textures[] = { { gTexture6447C4, 0x0106, 0x0800, 0x0 }, { gTexture676FB0, 0x0525, 0x0800, 0x0 }, { gTexture643B3C, 0x0798, 0x0800, 0x0 }, { gTexture64BB60, 0x0169, 0x0800, 0x0 }, { gTexture64BCCC, 0x0450, 0x0800, 0x0 }, { gTexture64FBF4, 0x0274, 0x0800, 0x0 }, { gTexture651B20, 0x041D, 0x0800, 0x0 }, { gTexture66262C, 0x02F7, 0x0800, 0x0 }, { gTexture668728, 0x01F5, 0x0800, 0x0 }, { gTexture66A3DC, 0x07C5, 0x0800, 0x0 }, { gTexture66CA98, 0x02C9, 0x0800, 0x0 }, { gTexture66CD64, 0x02C0, 0x0800, 0x0 }, { gTexture66D698, 0x0370, 0x0800, 0x0 }, { gTexture66E608, 0x05E8, 0x0800, 0x0 }, { gTexture67B388, 0x03D2, 0x0800, 0x0 }, { gTextureSignWelcome0, 0x0A2E, 0x1000, 0x0 }, { gTextureSignWelcome1, 0x0A0A, 0x1000, 0x0 }, { gTextureSignWoodenBack0, 0x06EF, 0x1000, 0x0 }, { gTextureSignWoodenBack1, 0x06D1, 0x1000, 0x0 }, { gTextureSignWoodRedArrow, 0x04E1, 0x1000, 0x0 }, { gTexture68D940, 0x057D, 0x0800, 0x0 }, { gTexture685AC0, 0x07CC, 0x1000, 0x0 }, { 0x00000000, 0x0000, 0x0000, 0x0 }, }; BansheeBoardwalk::BansheeBoardwalk() { this->vtx = d_course_banshee_boardwalk_vertex; this->gfx = d_course_banshee_boardwalk_packed_dls; this->gfxSize = 3689; Props.textures = banshee_boardwalk_textures; Props.Minimap.Texture = minimap_banshee_boardwalk; Props.Minimap.Width = ResourceGetTexWidthByName(Props.Minimap.Texture); Props.Minimap.Height = ResourceGetTexHeightByName(Props.Minimap.Texture); Props.Minimap.Pos[0].X = 262; Props.Minimap.Pos[0].Y = 170; Props.Minimap.PlayerX = 55; Props.Minimap.PlayerY = 39; Props.Minimap.PlayerScaleFactor = 0.016f; Props.Minimap.FinishlineX = 0; Props.Minimap.FinishlineY = 0; ResizeMinimap(&Props.Minimap); Id = "mk:banshee_boardwalk"; Props.SetText(Props.Name, "banshee boardwalk", sizeof(Props.Name)); Props.SetText(Props.DebugName, "ghost", sizeof(Props.DebugName)); Props.SetText(Props.CourseLength, "747m", sizeof(Props.CourseLength)); Props.AIBehaviour = D_0D009058; Props.AIMaximumSeparation = 40.0f; Props.AIMinimumSeparation = 0.4f; Props.AISteeringSensitivity = 53; Props.NearPersp = 2.0f; Props.FarPersp = 2700.0f; Props.PathSizes = { 0x2EE, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0 }; Props.CurveTargetSpeed[0] = 4.1666665f; Props.CurveTargetSpeed[1] = 5.5833334f; Props.CurveTargetSpeed[2] = 6.1666665f; Props.CurveTargetSpeed[3] = 6.75f; Props.NormalTargetSpeed[0] = 3.75f; Props.NormalTargetSpeed[1] = 5.1666665f; Props.NormalTargetSpeed[2] = 5.75f; Props.NormalTargetSpeed[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.OffTrackTargetSpeed[0] = 3.75f; Props.OffTrackTargetSpeed[1] = 5.1666665f; Props.OffTrackTargetSpeed[2] = 5.75f; Props.OffTrackTargetSpeed[3] = 6.3333334f; Props.PathTable[0] = (TrackPathPoint*) LOAD_ASSET_RAW(d_course_banshee_boardwalk_unknown_waypoints); Props.PathTable[1] = NULL; Props.PathTable[2] = NULL; Props.PathTable[3] = NULL; Props.PathTable2[0] = (TrackPathPoint*) LOAD_ASSET_RAW(d_course_banshee_boardwalk_track_waypoints); Props.PathTable2[1] = NULL; Props.PathTable2[2] = NULL; Props.PathTable2[3] = NULL; Props.Clouds = NULL; // no clouds Props.CloudList = NULL; Props.Skybox.TopRight = { 0, 0, 0 }; Props.Skybox.BottomRight = { 0, 0, 0 }; Props.Skybox.BottomLeft = { 0, 0, 0 }; Props.Skybox.TopLeft = { 0, 0, 0 }; Props.Skybox.FloorTopRight = { 0, 0, 0 }; Props.Skybox.FloorBottomRight = { 0, 0, 0 }; Props.Skybox.FloorBottomLeft = { 0, 0, 0 }; Props.Skybox.FloorTopLeft = { 0, 0, 0 }; Props.Sequence = MusicSeq::MUSIC_SEQ_BANSHEE_BOARDWALK; Props.WaterLevel = -80.0f; for (size_t i = 0; i < 100; i++) { replace_segmented_textures_with_o2r_textures((Gfx*) banshee_boardwalk_dls[i], Props.textures); } } void BansheeBoardwalk::Load() { Course::Load(); D_800DC5BC = 1; D_801625EC = 0; D_801625F4 = 0; D_801625F0 = 0; parse_course_displaylists((TrackSections*)LOAD_ASSET_RAW(d_course_banshee_boardwalk_track_sections)); func_80295C6C(); find_vtx_and_set_colours(segmented_gfx_to_virtual((void*)0x07000878), 128, 0, 0, 0); } void BansheeBoardwalk::LoadTextures() { } void BansheeBoardwalk::BeginPlay() { spawn_all_item_boxes((struct ActorSpawnData*)LOAD_ASSET_RAW(d_course_banshee_boardwalk_item_box_spawns)); gWorldInstance.AddObject(new OCheepCheep(FVector(xOrientation * -1650.0, -200.0f, -1650.0f), OCheepCheep::CheepType::RACE, IPathSpan(160, 170))); OTrashBin::Behaviour bhv; if (gModeSelection == TIME_TRIALS) { bhv = OTrashBin::Behaviour::STATIC; } else { bhv = OTrashBin::Behaviour::MUNCHING; } if (gIsMirrorMode) { gWorldInstance.AddObject(new OTrashBin(FVector(1765.0f, 45.0f, 195.0f), IRotator(0, 180, 0), 1.0f, bhv)); } else { gWorldInstance.AddObject(new OTrashBin(FVector(-1765.0f, 45.0f, 70.0f), IRotator(0, 0, 0), 1.0f, bhv)); } if ((gGamestate != CREDITS_SEQUENCE) && (gModeSelection != TIME_TRIALS)) { gWorldInstance.AddObject(new OBat(FVector(0,0,0), IRotator(0, 0, 90))); gWorldInstance.AddObject(new OBoos(5, IPathSpan(180, 190), IPathSpan(200, 210), IPathSpan(280, 290))); gWorldInstance.AddObject(new OBoos(5, IPathSpan(490, 500), IPathSpan(510, 520), IPathSpan(620, 630))); } if (gModeSelection == VERSUS) { FVector pos = { 0, 0, 0 }; gWorldInstance.AddObject(new OBombKart(pos, &gTrackPaths[0][110], 110, 3, 0.8333333f)); gWorldInstance.AddObject(new OBombKart(pos, &gTrackPaths[0][190], 190, 1, 0.8333333f)); gWorldInstance.AddObject(new OBombKart(pos, &gTrackPaths[0][250], 250, 3, 0.8333333f)); gWorldInstance.AddObject(new OBombKart(pos, &gTrackPaths[0][475], 475, 1, 0.8333333f)); gWorldInstance.AddObject(new OBombKart(pos, &gTrackPaths[0][610], 610, 3, 0.8333333f)); gWorldInstance.AddObject(new OBombKart(pos, &gTrackPaths[0][0], 0, 0, 0.8333333f)); gWorldInstance.AddObject(new OBombKart(pos, &gTrackPaths[0][0], 0, 0, 0.8333333f)); } } void BansheeBoardwalk::InitCourseObjects() { size_t objectId = 0; if (gGamestate != CREDITS_SEQUENCE) { init_object(indexObjectList1[2], 0); } } void BansheeBoardwalk::UpdateCourseObjects() { if (gGamestate != CREDITS_SEQUENCE) { func_8007E4C4(); if (gModeSelection != TIME_TRIALS) { // update_bat(); } // wrapper_update_boos(); } } void BansheeBoardwalk::RenderCourseObjects(s32 cameraId) { if (gGamestate != CREDITS_SEQUENCE) { // render_object_bat(cameraId); // render_object_boos(cameraId); } } void BansheeBoardwalk::SomeSounds() { } void BansheeBoardwalk::WhatDoesThisDo(Player* player, int8_t playerId) { if (((s16) gNearestPathPointByPlayerId[playerId] >= 0x180) && ((s16) gNearestPathPointByPlayerId[playerId] < 0x1E1)) { if (D_80165300[playerId] != 1) { func_800CA288(playerId, 0x41); } D_80165300[playerId] = 1; } else { if (D_80165300[playerId] != 0) { func_800CA2B8(playerId); D_80165300[playerId] = 0; } } } void BansheeBoardwalk::WhatDoesThisDoAI(Player* player, int8_t playerId) { if (((s16) gNearestPathPointByPlayerId[playerId] >= 0x180) && ((s16) gNearestPathPointByPlayerId[playerId] < 0x1E1)) { if (D_80165300[playerId] != 1) { func_800CA2E4(playerId, 0x41); } D_80165300[playerId] = 1; } else { if (D_80165300[playerId] != 0) { func_800CA30C(playerId); D_80165300[playerId] = 0; } } } void BansheeBoardwalk::Render(struct UnkStruct_800DC5EC* arg0) { Camera* camera = arg0->camera; Mat4 spCC; UNUSED s32 pad[6]; Vec3f spA8; UNUSED s32 pad2[6]; gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON); gDPSetCombineMode(gDisplayListHead++, G_CC_DECALRGBA, G_CC_DECALRGBA); // d_course_banshee_boardwalk_packed_dl_7228 gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast(0x07007228))); gSPFogPosition(gDisplayListHead++, D_802B87B0, D_802B87B4); gDPPipeSync(gDisplayListHead++); gSPClearGeometryMode(gDisplayListHead++, G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD); gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING); gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH); gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON); gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIA, G_CC_MODULATEIA); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2); gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING); // d_course_banshee_boardwalk_packed_dl_5CD0 gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast(0x07005CD0))); // d_course_banshee_boardwalk_packed_dl_4E60 gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast(0x07004E60))); // d_course_banshee_boardwalk_packed_dl_69B0 gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast(0x070069B0))); render_course_segments(banshee_boardwalk_dls, arg0); gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK); gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIA, G_CC_MODULATEIA); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_TEX_EDGE, G_RM_AA_ZB_TEX_EDGE2); gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING); gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_SHADING_SMOOTH); // d_course_banshee_boardwalk_packed_dl_580 gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast(0x07000580))); // d_course_banshee_boardwalk_packed_dl_60 gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast(0x07000060))); // d_course_banshee_boardwalk_packed_dl_540 gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast(0x07000540))); if (camera->pos[1] < -20.0f) { // d_course_banshee_boardwalk_packed_dl_6310 gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast(0x07006310))); } spA8[0] = camera->pos[0]; spA8[1] = -82.0f; spA8[2] = camera->pos[2]; mtxf_translate(spCC, spA8); render_set_position(spCC, 0); gSPDisplayList(gDisplayListHead++, (Gfx*) d_course_banshee_boardwalk_dl_B278); gDPPipeSync(gDisplayListHead++); } void BansheeBoardwalk::RenderCredits() { gSPDisplayList(gDisplayListHead++, (Gfx*) (d_course_banshee_boardwalk_dl_B308)); } void BansheeBoardwalk::ScrollingTextures() { D_802B87BC++; if (D_802B87BC >= 0x100) { D_802B87BC = 0; } find_and_set_tile_size((uintptr_t) LOAD_ASSET_RAW(d_course_banshee_boardwalk_dl_B278), 0, D_802B87BC); } void BansheeBoardwalk::Waypoints(Player* player, int8_t playerId) { s16 waypoint = gNearestPathPointByPlayerId[playerId]; if ((waypoint >= 0x12C) && (waypoint < 0x13C)) { player->nearestPathPointId = 0x12CU; } else { player->nearestPathPointId = gNearestPathPointByPlayerId[playerId]; if (player->nearestPathPointId < 0) { player->nearestPathPointId = gPathCountByPathIndex[0] + player->nearestPathPointId; } } } void BansheeBoardwalk::DrawWater(struct UnkStruct_800DC5EC* screen, uint16_t pathCounter, uint16_t cameraRot, uint16_t playerDirection) { gDPPipeSync(gDisplayListHead++); gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON); gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_XLU_INTER, G_RM_NOOP2); gDPSetBlendMask(gDisplayListHead++, 0xFF); gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIA, G_CC_MODULATEIA); // d_course_banshee_boardwalk_packed_dl_878 gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual((void*) 0x07000878)); gDPSetAlphaCompare(gDisplayListHead++, G_AC_NONE); gDPPipeSync(gDisplayListHead++); } void BansheeBoardwalk::CreditsSpawnActors() { find_vtx_and_set_colours(segmented_gfx_to_virtual((void*) 0x07000878), 0x32, 0, 0, 0); } void BansheeBoardwalk::Destroy() { }