Files
SpaghettiKart/src/engine/courses/BlockFort.cpp
T

173 lines
5.1 KiB
C++

#include <libultraship.h>
#include <libultra/gbi.h>
#include <vector>
#include <memory>
#include "BlockFort.h"
#include "GameObject.h"
#include "World.h"
#include "engine/vehicles/OBombKart.h"
#include "assets/block_fort_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 *block_fort_dls[];
extern s16 currentScreenSection;
}
BlockFort::BlockFort() {
this->vtx = d_course_block_fort_vertex;
this->gfx = d_course_block_fort_packed_dls;
this->gfxSize = 699;
this->textures = block_fort_textures;
Props.MinimapTexture = gTextureCourseOutlineBlockFort;
Props.D_800E5548[0] = 64;
Props.D_800E5548[1] = 64;
Props.Name = "block fort";
Props.DebugName = "block";
Props.CourseLength = "";
Props.AIBehaviour = D_0D008F18;
Props.AIMaximumSeparation = -1.0f;
Props.AIMinimumSeparation = 0.1f;
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 = {128, 184, 248};
Props.Skybox.BottomRight = {216, 232, 248};
Props.Skybox.BottomLeft = {216, 232, 248};
Props.Skybox.TopLeft = {128, 184, 248};
Props.Skybox.FloorTopRight = {216, 232, 248};
Props.Skybox.FloorBottomRight = {0, 0, 0};
Props.Skybox.FloorBottomLeft = {0, 0, 0};
Props.Skybox.FloorTopLeft = {216, 232, 248};
Props.Sequence = MusicSeq::MUSIC_SEQ_CHOCO_MOUNTAIN;
}
void BlockFort::Load() {
Course::Load();
generate_collision_mesh_with_default_section_id((Gfx*) segmented_gfx_to_virtual((void*)0x070015C0), 1);
func_80295C6C();
D_8015F8E4 = gCourseMinY - 10.0f;
}
void BlockFort::LoadTextures() {
}
void BlockFort::SpawnActors() {
spawn_all_item_boxes((ActorSpawnData*)LOAD_ASSET_RAW(d_course_block_fort_item_box_spawns));
}
void BlockFort::SpawnVehicles() {
if (gModeSelection == VERSUS) {
Vec3f pos = {0, 0, 0};
gWorldInstance.AddBombKart(pos, &D_80164550[0][20], 20, 0, 1.0f);
gWorldInstance.AddBombKart(pos, &D_80164550[0][40], 40, 0, 1.0f);
gWorldInstance.AddBombKart(pos, &D_80164550[0][60], 60, 0, 1.0f);
gWorldInstance.AddBombKart(pos, &D_80164550[0][80], 80, 0, 1.0f);
gWorldInstance.AddBombKart(pos, &D_80164550[0][100], 100, 0, 1.0f);
gWorldInstance.AddBombKart(pos, &D_80164550[0][120], 120, 0, 1.0f);
gWorldInstance.AddBombKart(pos, &D_80164550[0][140], 140, 0, 1.0f);
}
}
// Likely sets minimap boundaries
void BlockFort::MinimapSettings() {
D_8018D2A0 = 0.0335f;
D_8018D2E0 = 32;
D_8018D2E8 = 32;
}
void BlockFort::InitCourseObjects() {}
void BlockFort::SomeSounds() {}
void BlockFort::WhatDoesThisDo(Player* player, int8_t playerId) {}
void BlockFort::WhatDoesThisDoAI(Player* player, int8_t playerId) {}
// Positions the finishline on the minimap
void BlockFort::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 BlockFort::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_block_fort_packed_dl_15C0
gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x070015C0)));
}
void BlockFort::RenderCredits() {}
void BlockFort::Collision() {}
void BlockFort::Waypoints(Player* player, int8_t playerId) {
player->nearestWaypointId = 0;
}
void BlockFort::Destroy() { }