Files
SpaghettiKart/src/engine/World.cpp
T
2025-05-22 07:04:45 -06:00

288 lines
8.2 KiB
C++

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