#include #include #include #include #include "Skyscraper.h" #include "GameObject.h" #include "World.h" #include "BombKart.h" #include "assets/skyscraper_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 *skyscraper_dls[]; extern s16 currentScreenSection; } Skyscraper::Skyscraper() { this->vtx = d_course_skyscraper_vertex; this->gfx = d_course_skyscraper_packed_dls; this->gfxSize = 548; this->textures = skyscraper_textures; Props.MinimapTexture = gTextureCourseOutlineSkyscraper; Props.D_800E5548[0] = 64; Props.D_800E5548[1] = 64; Props.Name = "skyscraper"; Props.DebugName = "skyscraper"; Props.CourseLength = ""; Props.AIBehaviour = D_0D008F18; Props.AIMaximumSeparation = -1.0f; Props.AIMinimumSeparation = 0.5f; 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 = {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}; } void Skyscraper::LoadTextures() { } void Skyscraper::SpawnActors() {} void Skyscraper::Init() { } // Likely sets minimap boundaries void Skyscraper::MinimapSettings() { D_8018D2A0 = 0.0445f; D_8018D2E0 = 32; D_8018D2E8 = 32; } void Skyscraper::InitCourseObjects() {} void Skyscraper::SomeSounds() {} void Skyscraper::WhatDoesThisDo(Player* player, int8_t playerId) {} void Skyscraper::WhatDoesThisDoAI(Player* player, int8_t playerId) {} void Skyscraper::SpawnBombKarts() {} // Positions the finishline on the minimap void Skyscraper::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 Skyscraper::SetStaffGhost() {} void Skyscraper::BeginPlay() { } void Skyscraper::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_skyscraper_packed_dl_FE8 gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x07000FE8))); // d_course_skyscraper_packed_dl_C60 gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x07000C60))); // d_course_skyscraper_packed_dl_B70 gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x07000B70))); // d_course_skyscraper_packed_dl_6B8 gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x070006B8))); // d_course_skyscraper_packed_dl_570 gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x07000570))); gSPClearGeometryMode(gDisplayListHead++, G_CULL_BACK); // d_course_skyscraper_packed_dl_10C8 gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x070010C8))); gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK); // d_course_skyscraper_packed_dl_258 gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x07000258))); } void Skyscraper::RenderCredits() {} void Skyscraper::Collision() {} void Skyscraper::GenerateCollision() { // d_course_skyscraper_packed_dl_1110 generate_collision_mesh_with_default_section_id((Gfx*) segmented_gfx_to_virtual((void*)0x07001110), 1); // d_course_skyscraper_packed_dl_258 generate_collision_mesh_with_default_section_id((Gfx*) segmented_gfx_to_virtual((void*)0x07000258), 1); func_80295C6C(); D_8015F8E4 = -480.0f; } void Skyscraper::Waypoints(Player* player, int8_t playerId) { player->nearestWaypointId = 0; } void Skyscraper::Destroy() { }