Files
SpaghettiKart/src/code_800029B0.h
T
MegaMech b934e98fc3 Refactor Track Class To Instantiate On Track Load (#587)
* Initial Commit

* First compilation of Registry template

* Further changes

* wip changes

* Impl TrackBrowser and Registry Info

* Remove const from TInfo

* Prep GetWorld

* Name refactor

* Refactor gWorldInstance to GetWorld()

* wip

* Should work now

* Data menu work again

* Fix editor staying open after program close

* Rename LoadLevel to LoadTrackDataFromJson

* More changes

* Add statue

* Add search to content browser using tags

* Fix statue pos and register tags

* Fix actor loading

* Fix delete all bug which deleted cameras

* reduce some boiler plate in actor and object

* Remove unused rulesets

* Search bar for all tabs

* fix data screen

* fix actor spawning

* temp editor fix

* Clean up

* improve extra mode transformation

* fix podium crash

* Fix editor clicking

* Fix editor clicking 2

* fix extra in custom track

* Fix FI for three actors

* Fix divide by zero error

* Ids managed by Registry

* Add scary comment

---------

Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
Co-authored-by: coco875 <pereira.jannin@gmail.com>
2025-12-13 11:50:28 -07:00

161 lines
4.5 KiB
C

#ifndef CODE_800029B0_H
#define CODE_800029B0_H
#include <macros.h>
#include <libultraship.h>
#include <actor_types.h>
#include "camera.h"
#include "engine/CoreMath.h"
typedef struct {
/* 0x00 */ struct Controller* controllers; // gControllers ptr 800F6910
/* 0x04 */ Camera* camera; // The active camera
/* */ Camera* raceCamera;
/* */ Camera* lookBehindCamera; // The lookBehind camera
Camera* freeCamera;
/* */ Camera* pendingCamera; // The camera to switch too next frame
/* 0x08 */ Player* player; // Player ptr 800F6990
/* 0x0C */ s32* unkC; // unk struct?
/* 0x10 */ Vp viewport;
/* 0x20 */ s32 pad[2];
/* 0x28 */ s16 cameraHeight;
/* 0x2A */ s16 unk;
/* 0x2C */ s16 screenWidth;
/* 0x2E */ s16 screenHeight;
/* 0x30 */ s16 screenStartX;
/* 0x32 */ s16 screenStartY;
/* 0x34 */ s16 unk3C;
/* 0x36 */ s16 playerDirection;
/* 0x38 */ s16 pathCounter;
/* 0x3A */ s16 unk42;
/* 0x3C */ s32 pad2;
} ScreenContext;
/* Function Prototypes */
void func_800029B0(void);
void setup_race(void);
void setup_editor(void);
void func_80002DAC(void);
void clear_nmi_buffer(void);
void credits_spawn_actors(void);
extern s16 gCurrentCourseId; // D_800DC5A0
extern uintptr_t gCurrentlyLoadedTrackAddr;
extern u16 D_800DC5A8;
extern s32 D_800DC5AC;
extern u16 D_800DC5B0;
extern u16 D_800DC5B4;
extern u16 D_800DC5B8;
extern bool bFog;
extern u16 gIsInQuitToMenuTransition;
extern u16 gQuitToMenuTransitionCounter;
extern u16 D_800DC5C8;
extern u16 D_800DC5CC;
extern s32 D_800DC5D0;
extern s32 D_800DC5D4;
extern s32 D_800DC5D8;
extern s32 D_800DC5DC;
extern s32 D_800DC5E0;
// This is tracking which credit "state" we're in, decides which credits are shown (and probably other stuff)
extern u16 D_800DC5E4;
extern s32 gPlayerWinningIndex;
extern ScreenContext gScreenContexts[4];
extern ScreenContext* gScreenOneCtx;
extern ScreenContext* gScreenTwoCtx;
extern ScreenContext* gScreenThreeCtx;
extern ScreenContext* gScreenFourCtx;
extern u16 gIsGamePaused;
extern u8* pAppNmiBuffer;
extern s32 gIsMirrorMode; // D_800DC604
extern void set_mirror_mode(s32 mirror);
extern s16 gCreditsCourseId;
extern s16 gPlaceItemBoxes;
extern Vec3f gVtxStretch;
extern CollisionTriangle* gCollisionMesh;
extern u16* gCollisionIndices;
extern u16 gCollisionMeshCount;
extern u16 gNumCollisionTriangles;
extern u32 D_8015F58C;
extern Vec3f D_8015F590;
extern s32 D_8015F59C;
extern s32 D_8015F5A0;
extern s32 D_8015F5A4;
extern Vtx* vtxBuffer[];
extern s16 gTrackMaxX;
extern s16 gTrackMinX;
extern s16 gTrackMaxY;
extern s16 gTrackMinY;
extern s16 gTrackMaxZ;
extern s16 gTrackMinZ;
extern s16 D_8015F6F4;
extern s16 D_8015F6F6;
extern u16 D_8015F6F8;
extern s16 D_8015F6FA;
extern s16 D_8015F6FC;
extern u16 gNumSpawnedShells;
extern u16 D_8015F700;
extern u16 D_8015F702;
extern f32 D_8015F704;
extern Vec3f D_8015F708;
extern UNUSED u32 D_8015F718[3];
extern size_t gFreeMemorySize;
extern uintptr_t gNextFreeMemoryAddress;
extern uintptr_t gHeapEndPtr;
/**
* This repoints gNextFreeMemoryAddress to the point in the memory pool just after a track was loaded.
* This allows players to retry or reset a track without reloading the whole track.
* Memory allocated after track load is not zeroed or reset. But should get overwritten by future allocations.
*
* 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.
*/
extern uintptr_t gFreeMemoryCourseAnchor;
extern uintptr_t gFreeMemoryResetAnchor;
extern Vec3f D_8015F738;
extern Vec3f D_8015F748;
extern Vec3f D_8015F758;
extern Vec3f D_8015F768;
extern Vec3f D_8015F778;
extern f32 gTrackDirection;
extern s32 gNumScreens;
extern s32 D_8015F790[];
extern u16 D_8015F890;
extern u16 D_8015F892;
extern u16 D_8015F894;
extern f32 gTimePlayerLastTouchedFinishLine[];
extern u8* gNmiUnknown1;
extern u8* gNmiUnknown2;
extern u8* gNmiUnknown3;
extern u8* gNmiUnknown4;
extern u8* gNmiUnknown5;
extern u8* gNmiUnknown6;
extern Vec3f D_8015F8D0;
extern s32 D_8015F8DC;
extern s32 D_8015F8E0;
extern f32 gWaterLevel;
extern f32 gWaterVelocity;
extern s16 gPlayerPositionLUT[]; // Player index at each position
extern u16 gNumPermanentActors;
extern UNUSED u8 D_80162578[];
extern s16 gDebugPathCount;
extern s16 sIsController1Unplugged;
extern struct RGBA8 gFogColour;
extern uintptr_t D_801625F8;
extern f32 D_801625FC;
#endif