mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-06-04 10:49:12 -04:00
288 lines
8.2 KiB
C++
288 lines
8.2 KiB
C++
#include <libultraship.h>
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#include "World.h"
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#include "Cup.h"
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#include "courses/Course.h"
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#include "objects/BombKart.h"
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#include "TrainCrossing.h"
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#include <memory>
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#include "objects/Object.h"
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#include "port/Game.h"
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#include "editor/GameObject.h"
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extern "C" {
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#include "camera.h"
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#include "objects.h"
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#include "main.h"
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#include "defines.h"
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#include "audio/external.h"
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#include "menus.h"
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#include "common_data.h"
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#include "mario_raceway_data.h"
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}
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World::World() {}
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Course* CurrentCourse;
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Cup* CurrentCup;
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void World::AddCourse(Course* course) {
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gWorldInstance.Courses.push_back(course);
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}
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void World::AddCup(Cup* cup) {
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Cups.push_back(cup);
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}
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void World::SetCourseFromCup() {
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CurrentCourse = CurrentCup->GetCourse();
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}
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TrainCrossing* World::AddCrossing(Vec3f position, u32 waypointMin, u32 waypointMax, f32 approachRadius, f32 exitRadius) {
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auto crossing = std::make_shared<TrainCrossing>(position, waypointMin, waypointMax, approachRadius, exitRadius);
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Crossings.push_back(crossing);
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return crossing.get();
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}
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u32 World::GetCupIndex() {
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return this->CupIndex;
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}
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u32 World::NextCup() {
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s32 hack = 1;
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// Do not display battle mode on GP, TT, or VS
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if (gModeSelection != BATTLE) {
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hack = 2;
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}
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if (CupIndex < Cups.size() - hack) {
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CupIndex++;
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CurrentCup = Cups[CupIndex];
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CurrentCup->CursorPosition = 0;
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reset_cycle_flash_menu();
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play_sound2(SOUND_MENU_CURSOR_MOVE);
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return CupIndex;
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}
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return Cups.size() - hack;
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}
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u32 World::PreviousCup() {
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if (CupIndex > 0) {
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CupIndex--;
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CurrentCup = Cups[CupIndex];
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CurrentCup->CursorPosition = 0;
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reset_cycle_flash_menu();
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play_sound2(SOUND_MENU_CURSOR_MOVE);
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return CupIndex;
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}
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return 0;
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}
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void World::SetCupIndex(size_t index) {
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CupIndex = index;
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}
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void World::SetCup(Cup* cup) {
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if (cup) {
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CurrentCup = cup;
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CurrentCup->CursorPosition = 0;
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}
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}
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void World::SetCourse(const char* name) {
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//! @todo Use content dictionary instead
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for (size_t i = 0; i < Courses.size(); i++) {
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if (strcmp(Courses[i]->Props.Name, name) == 0) {
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CurrentCourse = Courses[i];
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break;
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}
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}
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std::runtime_error("SetCourse() Course name not found in Courses list");
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}
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void World::NextCourse() {
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if (CourseIndex < Courses.size() - 1) {
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CourseIndex++;
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} else {
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CourseIndex = 0;
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}
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gWorldInstance.CurrentCourse = Courses[CourseIndex];
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}
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void World::PreviousCourse() {
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if (CourseIndex > 0) {
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CourseIndex--;
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} else {
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CourseIndex = Courses.size() - 1;
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}
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gWorldInstance.CurrentCourse = Courses[CourseIndex];
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}
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AActor* World::AddActor(AActor* actor) {
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Actors.push_back(actor);
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if (actor->Model != NULL) {
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gEditor.AddObject(actor->Name, (FVector*) &actor->Pos, (IRotator*)&actor->Rot, &actor->Scale,
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(Gfx*) LOAD_ASSET_RAW(actor->Model), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT,
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0.0f, (int32_t*) &actor->Type, 0);
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} else {
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gEditor.AddObject(actor->Name, (FVector*) &actor->Pos, (IRotator*)&actor->Rot, &actor->Scale, nullptr, 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*)&actor->Type, 0);
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}
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return Actors.back();
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}
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struct Actor* World::AddBaseActor() {
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Actors.push_back(new AActor());
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AActor* actor = Actors.back();
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// Skip C++ vtable to access variables in C
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return reinterpret_cast<struct Actor*>(reinterpret_cast<char*>(Actors.back()) + sizeof(void*));
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}
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void World::AddEditorObject(Actor* actor, const char* name) {
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if (actor->model != NULL) {
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gEditor.AddObject(name, (FVector*) &actor->pos, (IRotator*)&actor->rot, nullptr, (Gfx*)LOAD_ASSET_RAW(actor->model), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*)&actor->type, 0);
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} else {
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gEditor.AddObject(name, (FVector*) &actor->pos, (IRotator*)&actor->rot, nullptr, nullptr, 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*)&actor->type, 0);
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}
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}
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/**
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* Converts a C struct Actor* to its C++ AActor class
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*/
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AActor* World::ConvertActorToAActor(Actor* actor) {
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// Move the ptr back so that it points at the vtable.
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// Which is the initial item in the class, or in other words
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// Point to the class.
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return reinterpret_cast<AActor*>((char*)actor - sizeof(void*));
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}
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/**
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* Converts a C++ AActor class to a C Actor* struct.
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*/
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Actor* World::ConvertAActorToActor(AActor* actor) {
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// Move the ptr forward past the vtable.
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// This allows C to access the class variables like a normal Actor* struct.
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return reinterpret_cast<Actor*>((char*)actor + sizeof(void*));
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}
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AActor* World::GetActor(size_t index) {
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return Actors[index];
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}
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void World::TickActors() {
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// This only ticks modded actors
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for (AActor* actor : Actors) {
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if (actor->IsMod()) {
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actor->Tick();
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}
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}
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}
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StaticMeshActor* World::AddStaticMeshActor(std::string name, FVector pos, IRotator rot, FVector scale, std::string model, int32_t* collision) {
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StaticMeshActors.push_back(new StaticMeshActor(name, pos, rot, scale, model, collision));
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auto actor = StaticMeshActors.back();
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auto gameObj = gEditor.AddObject(actor->Name.c_str(), &actor->Pos, &actor->Rot, &actor->Scale, (Gfx*) LOAD_ASSET_RAW(actor->Model.c_str()), 1.0f,
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Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*) &actor->bPendingDestroy, (int32_t) true);
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return actor;
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}
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void World::DrawStaticMeshActors() {
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for (const auto& actor: StaticMeshActors) {
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actor->Draw();
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}
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}
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void World::DeleteStaticMeshActors() {
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for (auto it = StaticMeshActors.begin(); it != StaticMeshActors.end();) {
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if ((*it)->bPendingDestroy) {
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delete *it; // Deallocate memory for the actor
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it = StaticMeshActors.erase(it); // Remove the pointer from the vector
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} else {
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++it; // Only increment the iterator if we didn't erase an element
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}
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}
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}
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OObject* World::AddObject(OObject* object) {
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Objects.push_back(object);
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if (object->_objectIndex != -1) {
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Object* cObj = &gObjectList[object->_objectIndex];
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if (cObj->model != NULL) {
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gEditor.AddObject(object->Name, (FVector*) &cObj->origin_pos[0], (IRotator*)&cObj->orientation, nullptr, (Gfx*)LOAD_ASSET_RAW(cObj->model), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, &object->_objectIndex, -1);
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} else {
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gEditor.AddObject(object->Name, (FVector*) &cObj->origin_pos[0], (IRotator*)&cObj->orientation, nullptr, nullptr, 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, &object->_objectIndex, -1);
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}
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}
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return Objects.back();
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}
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void World::TickObjects() {
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for (const auto& object : Objects) {
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object->Tick();
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}
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}
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// Some objects such as lakitu are ticked in process_game_tick.
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// This is a fallback to support those objects. Probably don't use this.
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void World::TickObjects60fps() {
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for (const auto& object : Objects) {
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object->Tick60fps();
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}
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}
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ParticleEmitter* World::AddEmitter(ParticleEmitter* emitter) {
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Emitters.push_back(emitter);
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return Emitters.back();
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}
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void World::DrawObjects(s32 cameraId) {
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for (const auto& object : Objects) {
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object->Draw(cameraId);
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}
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}
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void World::TickParticles() {
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for (const auto& emitter : Emitters) {
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emitter->Tick();
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}
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}
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void World::DrawParticles(s32 cameraId) {
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for (const auto& emitter : Emitters) {
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emitter->Draw(cameraId);
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}
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}
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// Sets OObjects or AActors static member variables back to default values
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void World::Reset() {
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for (const auto& object : Objects) {
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object->Reset();
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}
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}
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Object* World::GetObjectByIndex(size_t index) {
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//if (index < this->Objects.size()) {
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// Assuming GameActor::a is accessible, use reinterpret_cast if needed
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// return reinterpret_cast<Object*>(&this->Objects[index]->o);
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//}
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return nullptr; // Or handle the error as needed
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}
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void World::ClearWorld(void) {
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World::DeleteStaticMeshActors();
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CM_CleanWorld();
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// for (size_t i = 0; i < ARRAY_COUNT(gCollisionMesh); i++) {
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// }
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// gCollisionMesh
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// Paths
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}
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