#include #include #include #include #include "YoshiValley.h" #include "GameObject.h" #include "World.h" #include "engine/actors/AFinishline.h" #include "engine/vehicles/OBombKart.h" #include "assets/yoshi_valley_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 "staff_ghosts.h" #include "actors.h" #include "collision.h" #include "memory.h" extern const char *d_course_yoshi_valley_dl_list[]; } YoshiValley::YoshiValley() { this->vtx = d_course_yoshi_valley_vertex; this->gfx = d_course_yoshi_valley_packed_dls; this->gfxSize = 4140; this->textures = yoshi_valley_textures; Props.MinimapTexture = gTextureCourseOutlineYoshiValley; Props.D_800E5548[0] = 64; Props.D_800E5548[1] = 64; Props.Name = "yoshi valley"; Props.DebugName = "maze"; Props.CourseLength = "772m"; Props.AIBehaviour = D_0D0090B8; Props.AIMaximumSeparation = 35.0f; Props.AIMinimumSeparation = 0.0f; Props.SomePtr = D_800DCAF4; Props.AISteeringSensitivity = 53; Props.NearPersp = 9.0f; Props.FarPersp = 4500.0f; Props.PathSizes = {0x02B2, 0x02A8, 0x02B2, 0x0320, 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_yoshi_valley_unknown_waypoints); Props.PathTable[1] = (TrackWaypoint*)LOAD_ASSET_RAW(d_course_yoshi_valley_unknown_waypoints_2); Props.PathTable[2] = (TrackWaypoint*)LOAD_ASSET_RAW(d_course_yoshi_valley_unknown_waypoints_3); Props.PathTable[3] = (TrackWaypoint*)LOAD_ASSET_RAW(d_course_yoshi_valley_unknown_waypoints_4); Props.PathTable2[0] = (TrackWaypoint*)LOAD_ASSET_RAW(d_course_yoshi_valley_track_waypoints); Props.PathTable2[1] = (TrackWaypoint*)LOAD_ASSET_RAW(d_course_yoshi_valley_track_waypoints_2); Props.PathTable2[2] = (TrackWaypoint*)LOAD_ASSET_RAW(d_course_yoshi_valley_track_waypoints_3); Props.PathTable2[3] = (TrackWaypoint*)LOAD_ASSET_RAW(d_course_yoshi_valley_track_waypoints_4); Props.Clouds = gYoshiValleyMooMooFarmClouds; Props.CloudList = gYoshiValleyMooMooFarmClouds; Props.MinimapFinishlineX = 0; Props.MinimapFinishlineY = 0; Props.Skybox.TopRight = {113, 70, 255}; Props.Skybox.BottomRight = {255, 184, 99}; Props.Skybox.BottomLeft = {255, 184, 99}; Props.Skybox.TopLeft = {113, 70, 255}; Props.Skybox.FloorTopRight = {95, 40, 15}; Props.Skybox.FloorBottomRight = {0, 0, 0}; Props.Skybox.FloorBottomLeft = {0, 0, 0}; Props.Skybox.FloorTopLeft = {95, 40, 15}; } void YoshiValley::Load() { Course::Load(); Lights1 lights4 = gdSPDefLights1(100, 100, 100, 255, 254, 254, 0, 0, 120); func_802B5D64(&lights4, -0x38F0, 0x1C70, 1); parse_course_displaylists((TrackSectionsI*)LOAD_ASSET_RAW(d_course_yoshi_valley_addr)); func_80295C6C(); D_8015F8E4 = gCourseMinY - 10.0f; } void YoshiValley::LoadTextures() { dma_textures(gTextureTrees2, 0x000003E8U, 0x00000800U); } void YoshiValley::SpawnActors() { 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_yoshi_valley_tree_spawn)); spawn_all_item_boxes((struct ActorSpawnData*)LOAD_ASSET_RAW(d_course_yoshi_valley_item_box_spawns)); vec3f_set(position, -2300.0f, 0.0f, 634.0f); position[0] *= gCourseDirection; add_actor_to_empty_slot(position, rotation, velocity, ACTOR_YOSHI_EGG); } // Likely sets minimap boundaries void YoshiValley::MinimapSettings() { D_8018D220 = reinterpret_cast(dma_textures(gTextureExhaust0, 0x479, 0xC00)); D_8018D2A0 = 0.018f; D_8018D2E0 = 61; D_8018D2E8 = 38; } void YoshiValley::InitCourseObjects() { size_t objectId; size_t i; for (i = 0; i < NUM_YV_FLAG_POLES; i++) { init_object(indexObjectList1[i], 0); } if (gGamestate != CREDITS_SEQUENCE) { for (i = 0; i < NUM_HEDGEHOGS; i++) { objectId = indexObjectList2[i]; init_object(objectId, 0); gObjectList[objectId].pos[0] = gObjectList[objectId].origin_pos[0] = gHedgehogSpawns[i].pos[0] * xOrientation; gObjectList[objectId].pos[1] = gObjectList[objectId].surfaceHeight = gHedgehogSpawns[i].pos[1] + 6.0; gObjectList[objectId].pos[2] = gObjectList[objectId].origin_pos[2] = gHedgehogSpawns[i].pos[2]; gObjectList[objectId].unk_0D5 = gHedgehogSpawns[i].unk_06; gObjectList[objectId].unk_09C = gHedgehogPatrolPoints[i][0] * xOrientation; gObjectList[objectId].unk_09E = gHedgehogPatrolPoints[i][2]; } } } void YoshiValley::SpawnVehicles() { if (gModeSelection == VERSUS) { // Note that the waypoint values might be unused for Yoshi's Valley. Entered them because // the original data has values here. // Note that the Y height is calculated automatically to place the kart on the surface Vec3f pos = {-1533, 0, -682}; gWorldInstance.AddBombKart(pos, NULL, 0, 0, 0.8333333f); Vec3f pos2 = {-1565, 0, -619}; gWorldInstance.AddBombKart(pos2, NULL, 10, 0, 0.8333333f); Vec3f pos3 = {-1529, 0, -579}; gWorldInstance.AddBombKart(pos3, NULL, 20, 0, 0.8333333f); Vec3f pos4 = {-1588, 0, -534}; gWorldInstance.AddBombKart(pos4, NULL, 30, 0, 0.8333333f); Vec3f pos5 = {-1598, 0, -207}; gWorldInstance.AddBombKart(pos5, NULL, 40, 0, 0.8333333f); Vec3f pos6 = {-1646, 0, -147}; gWorldInstance.AddBombKart(pos6, NULL, 50, 0, 0.8333333f); Vec3f pos7 = {-2532, 0, -445}; gWorldInstance.AddBombKart(pos7, NULL, 60, 0, 0.8333333f); } } void YoshiValley::UpdateCourseObjects() { func_80083080(); if (gGamestate != CREDITS_SEQUENCE) { update_hedgehogs(); } } void YoshiValley::RenderCourseObjects(s32 cameraId) { func_80055228(cameraId); if (gGamestate != CREDITS_SEQUENCE) { render_object_hedgehogs(cameraId); } } void YoshiValley::SomeSounds() { } void YoshiValley::WhatDoesThisDo(Player* player, int8_t playerId) {} void YoshiValley::WhatDoesThisDoAI(Player* player, int8_t playerId) {} // Positions the finishline on the minimap void YoshiValley::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 YoshiValley::Render(struct UnkStruct_800DC5EC* arg0) { gDPPipeSync(gDisplayListHead++); gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEI, G_CC_MODULATEI); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2); gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING); render_course_segments(d_course_yoshi_valley_dl_list, arg0); gDPPipeSync(gDisplayListHead++); } void YoshiValley::RenderCredits() { gSPDisplayList(gDisplayListHead++, (Gfx*)(d_course_yoshi_valley_dl_18020)); } void YoshiValley::Collision() {} void YoshiValley::Waypoints(Player* player, int8_t playerId) { player->nearestWaypointId = gCopyNearestWaypointByPlayerId[playerId]; } void YoshiValley::ScrollingTextures() {} void YoshiValley::CreditsSpawnActors() { Vec3f position; Vec3f velocity = { 0, 0, 0 }; Vec3s rotation = { 0, 0, 0 }; vec3f_set(position, -2300.0f, 0.0f, 634.0f); position[0] *= gCourseDirection; add_actor_to_empty_slot(position, rotation, velocity, ACTOR_YOSHI_EGG); } void YoshiValley::Destroy() {}