mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-06-18 23:56:45 -04:00
548ccf0063
* Create Cloud.cpp * Create Cloud.h * Fix the cloud * Cleanup * More cleanup * Update Track.h * Refactor SkyboxCloud position calculations * Update SkyboxStar.cpp * Update SkyboxStar.cpp * Refactor SkyboxStar.cpp by removing redundant code * Update SkyboxCloud.cpp * Refactor SkyboxSnow.cpp by reordering includes * Update SkyboxCloud.h * Refactor SkyboxStar.h for improved formatting * Impl skyboxcloud * Update comment * update comment * Work now * Fully impl Sky * Fix define * Fix args
165 lines
4.5 KiB
C
165 lines
4.5 KiB
C
#ifndef CODE_800029B0_H
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#define CODE_800029B0_H
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#include <macros.h>
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#include <libultraship.h>
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#include <actor_types.h>
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#include "camera.h"
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/**
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* To include in C++, you must include libultraship.h
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* and place this file in extern "C"
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*/
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typedef struct {
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/* 0x00 */ struct Controller* controllers; // gControllers ptr 800F6910
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/* 0x04 */ Camera* camera; // The active camera
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/* */ Camera* raceCamera;
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/* */ Camera* lookBehindCamera; // The lookBehind camera
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Camera* freeCamera;
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/* */ Camera* pendingCamera; // The camera to switch too next frame
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/* 0x08 */ Player* player; // Player ptr 800F6990
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/* 0x0C */ s32* unkC; // unk struct?
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/* 0x10 */ Vp viewport;
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/* 0x20 */ s32 pad[2];
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/* 0x28 */ s16 cameraHeight;
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/* 0x2A */ s16 unk;
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/* 0x2C */ s16 screenWidth;
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/* 0x2E */ s16 screenHeight;
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/* 0x30 */ s16 screenStartX;
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/* 0x32 */ s16 screenStartY;
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/* 0x34 */ s16 unk3C;
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/* 0x36 */ s16 playerDirection;
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/* 0x38 */ s16 pathCounter;
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/* 0x3A */ s16 unk42;
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/* 0x3C */ s32 pad2;
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} ScreenContext;
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/* Function Prototypes */
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void func_800029B0(void);
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void setup_race(void);
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void setup_editor(void);
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void func_80002DAC(void);
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void clear_nmi_buffer(void);
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void credits_spawn_actors(void);
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extern s16 gCurrentCourseId; // D_800DC5A0
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extern uintptr_t gCurrentlyLoadedTrackAddr;
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extern u16 D_800DC5A8;
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extern s32 D_800DC5AC;
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extern u16 D_800DC5B0;
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extern bool bDrawSkybox;
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extern u16 D_800DC5B8;
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extern bool bFog;
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extern u16 gIsInQuitToMenuTransition;
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extern u16 gQuitToMenuTransitionCounter;
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extern u16 D_800DC5C8;
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extern u16 D_800DC5CC;
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extern s32 D_800DC5D0;
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extern s32 D_800DC5D4;
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extern s32 D_800DC5D8;
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extern s32 D_800DC5DC;
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extern s32 D_800DC5E0;
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// This is tracking which credit "state" we're in, decides which credits are shown (and probably other stuff)
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extern u16 D_800DC5E4;
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extern s32 gPlayerWinningIndex;
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extern ScreenContext gScreenContexts[4];
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extern ScreenContext* gScreenOneCtx;
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extern ScreenContext* gScreenTwoCtx;
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extern ScreenContext* gScreenThreeCtx;
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extern ScreenContext* gScreenFourCtx;
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extern u16 gIsGamePaused;
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extern u8* pAppNmiBuffer;
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extern s32 gIsMirrorMode; // D_800DC604
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extern void set_mirror_mode(s32 mirror);
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extern s16 gCreditsCourseId;
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extern s16 gPlaceItemBoxes;
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extern Vec3f gVtxStretch;
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extern CollisionTriangle* gCollisionMesh;
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extern u16* gCollisionIndices;
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extern u16 gCollisionMeshCount;
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extern u16 gNumCollisionTriangles;
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extern u32 D_8015F58C;
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extern Vec3f D_8015F590;
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extern s32 D_8015F59C;
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extern s32 D_8015F5A0;
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extern s32 D_8015F5A4;
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extern Vtx* vtxBuffer[];
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extern s16 gTrackMaxX;
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extern s16 gTrackMinX;
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extern s16 gTrackMaxY;
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extern s16 gTrackMinY;
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extern s16 gTrackMaxZ;
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extern s16 gTrackMinZ;
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extern s16 D_8015F6F4;
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extern s16 D_8015F6F6;
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extern u16 D_8015F6F8;
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extern s16 D_8015F6FA;
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extern s16 D_8015F6FC;
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extern u16 gNumSpawnedShells;
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extern u16 D_8015F700;
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extern u16 D_8015F702;
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extern f32 D_8015F704;
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extern Vec3f D_8015F708;
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extern UNUSED u32 D_8015F718[3];
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extern size_t gFreeMemorySize;
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extern uintptr_t gNextFreeMemoryAddress;
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extern uintptr_t gHeapEndPtr;
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/**
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* This repoints gNextFreeMemoryAddress to the point in the memory pool just after a track was loaded.
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* This allows players to retry or reset a track without reloading the whole track.
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* Memory allocated after track load is not zeroed or reset. But should get overwritten by future allocations.
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*
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* This is a relatively unsafe way to architect a memory pool as old memory could accidentally be used if future allocations do not zero or fully overwrite their free memory.
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*/
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extern uintptr_t gFreeMemoryCourseAnchor;
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extern uintptr_t gFreeMemoryResetAnchor;
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extern Vec3f D_8015F738;
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extern Vec3f D_8015F748;
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extern Vec3f D_8015F758;
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extern Vec3f D_8015F768;
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extern Vec3f D_8015F778;
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extern f32 gTrackDirection;
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extern s32 gNumScreens;
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extern s32 D_8015F790[];
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extern u16 D_8015F890;
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extern u16 D_8015F892;
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extern u16 D_8015F894;
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extern f32 gTimePlayerLastTouchedFinishLine[];
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extern u8* gNmiUnknown1;
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extern u8* gNmiUnknown2;
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extern u8* gNmiUnknown3;
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extern u8* gNmiUnknown4;
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extern u8* gNmiUnknown5;
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extern u8* gNmiUnknown6;
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extern Vec3f D_8015F8D0;
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extern s32 D_8015F8DC;
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extern s32 D_8015F8E0;
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extern f32 gWaterLevel;
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extern f32 gWaterVelocity;
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extern s16 gPlayerPositionLUT[]; // Player index at each position
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extern u16 gNumPermanentActors;
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extern UNUSED u8 D_80162578[];
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extern s16 gDebugPathCount;
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extern s16 sIsController1Unplugged;
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extern struct RGBA8 gFogColour;
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extern uintptr_t D_801625F8;
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extern f32 D_801625FC;
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#endif
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