mirror of
https://github.com/HarbourMasters/SpaghettiKart
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a1f0d32d66
* Update menus.c (#634) * Update common_data.yml (#635) * Renames for screenId and other changes (#636) * screenId renames * Rename surface map to collision mesh (#637) * Rename some stack vars (#638) * Fix syntax error (#639) * Rename some stack vars * Update collision.c * Collision Documentation (#640) * Collision related renames * update doxygen (#649) * change bool (#644) Co-authored-by: MegaMech <MegaMech@users.noreply.github.com> * Update (#642) * Delete trig_tables_bss.c (#650) * fix typo audio (#656) * fix typo src actor (#657) Co-authored-by: MegaMech <MegaMech@users.noreply.github.com> * fix typo include (#658) * fix course (#659) * fix typo debug (#660) * fix typo data (#661) * replace number with const (#665) * fix typo buffers (#655) * fix typo buffers * tweak ld file * rename to sMemoryPool * add a warning --------- * fix typo src (#654) * fix typo src * fix non matcing * Update code_80091750.c --------- * fix typo racing (#653) * fix typo racing * get it match * replace G_LINE3D to G_QUAD --------- * fix typo src (#652) * fix ending typo (#651) * Action more info when it doesn't match and fix first diff (#662) * Update linux-compile.yml * fix first-diff * Update first-diff.py --------- * document texture of kart (#663) * document texture of kart * change screenPlayerId to screenId * some documentation around object * Revert "some documentation around object" This reverts commit cbb39078e036bf2a417bed67359e910213acab28. * more rename --------- * Make evaluate_collision_players_palm_tree better (#667) This matches just the same as before, but using those two casts instead of shifts seems more likely to be accurate to the original source code Signed-off-by: Gabriel Ravier <gabravier@gmail.com> * add fedora instruciton (#666) * start documenting animation (#668) * start documenting animation * Update course_data.c * change comment * update libultra asm (#648) * update libultra asm * fix gcc __osThreadTail --------- * Document Vehicles (#641) * start doc collision * fix merge * finish rename fonction related to vehicle * document around waypoint of vehicle * make some modification * make some change and rename one * copy_ to oldPos * doc smoke ferry and train * some rename * fix some renaming * precise index * rename a funciton * simplify waypoint_vehicles * change some name * change some name * rename move_to_point_direction * fix some conflict * Update code_80005FD0.c * Update code_80005FD0.h --------- * Label a save info loop (#645) * save info * more gcc progress * fix a value and do a rename (#669) * update clang and add action (#664) * update clang and add action * try clang on course folder only * forget two file * Update course_displaylists.inc.c * forget few other file * Update course_vertices.inc.c * format all code while get it match * second pass * format other dir * disable clang format on bad ido code * fix some tabulation * revert format on tool dir * Update clang-format.yml * ignore gbi.h * add some read me instruction * fix error * format and fixing error * Update README.md --------- * Update linkonly_generator.py (#670) * format more file * update * fix compilation issue * remove course_metadata folder * re add course metadata folder * fix banshee bordwalk crash * fix windows eurk * Update CMakeLists.txt ---------
119 lines
4.4 KiB
C
119 lines
4.4 KiB
C
#ifndef VEHICLES_H
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#define VEHICLES_H
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#include <common_structs.h>
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#define NUM_1P_PASSENGER_CARS 4
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#define NUM_2P_PASSENGER_CARS 1
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#define NUM_PASSENGER_CAR_ENTRIES 5 // Max 16
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#define NUM_TENDERS 1
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#define NUM_TRAINS 2
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#define LOCOMOTIVE_ONLY 0
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#define NUM_CROSSINGS 2
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// This allows karts to jump the train despite the crossing being activated.
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// but still stop for the train once it's close
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#define FRAMES_SINCE_CROSSING_ACTIVATED 240
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#define NUM_CROSSINGS 2
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// This allows karts to jump the train despite the crossing being activated.
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// but still stop for the train once it's close
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#define FRAMES_SINCE_CROSSING_ACTIVATED 240
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// It seems like there's room for 2 Ferries, but only 1 is ever active
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#define NUM_ACTIVE_PADDLE_BOATS 1
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#define NUM_PADDLE_BOATS 2
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#define NUM_RACE_BOX_TRUCKS 7
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#define NUM_RACE_SCHOOL_BUSES 7
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#define NUM_RACE_TANKER_TRUCKS 7
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#define NUM_RACE_CARS 7
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#define NUM_TIME_TRIAL_BOX_TRUCKS (NUM_RACE_BOX_TRUCKS + 1)
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#define NUM_TIME_TRIAL_SCHOOL_BUSES (NUM_RACE_SCHOOL_BUSES + 1)
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#define NUM_TIME_TRIAL_TANKER_TRUCKS (NUM_RACE_TANKER_TRUCKS + 1)
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#define NUM_TIME_TRIAL_CARS (NUM_RACE_CARS + 1)
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#define TRAIN_SMOKE_RENDER_DISTANCE 2000.0f
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#define TRAIN_CROSSING_AI_DISTANCE 1000.0f
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#define BOAT_SMOKE_RENDER_DISTANCE 2000.0f
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#define RENDER_VEHICLE 1
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#define TRAIN_SMOKE_RENDER_DISTANCE 2000.0f
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#define TRAIN_CROSSING_AI_DISTANCE 1000.0f
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#define BOAT_SMOKE_RENDER_DISTANCE 2000.0f
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#define RENDER_VEHICLE 1
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typedef struct {
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/* 0x00 */ s16 isActive; // Only used for Tender and Passenger Cars, unused for Locomotives
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/* 0x02 */ s16 compilerPadding;
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/* 0x04 */ Vec3f position;
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/* 0x10 */ Vec3f velocity;
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/* 0x1C */ u16 waypointIndex;
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/* 0x1E */ s16 actorIndex;
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/* 0x20 */ s32 unused; // Not read or written. Could be padding?
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} TrainCarStuff; // size = 0x24;
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typedef struct {
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/* 0x000 */ TrainCarStuff locomotive;
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/* 0x024 */ TrainCarStuff tender;
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/* 0x048 */ TrainCarStuff passengerCars[NUM_PASSENGER_CAR_ENTRIES];
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/* 0x0FC */ f32 speed;
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/* 0x100 */ s32 someFlags;
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/* 0x104 */ s32 numCars; // Non-locomotive car count?
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/* 0x108 */ s32 unused; // Not read or written. Could be padding?
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} TrainStuff; // size = 0x10C
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typedef struct {
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/* 0x00 */ s16 isActive; // The paddle wheel boat only shows up if the number of players is < 3
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/* 0x02 */ // s16 compilerPadding;
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/* 0x04 */ Vec3f position; //
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/* 0x10 */ Vec3f velocity; //
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/* 0x1C */ u16 waypointIndex; //
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/* 0x1E */ s16 actorIndex; //
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/* 0x20 */ f32 speed; //
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/* 0x24 */ s16 rotY; // Only Y rotation is tracked in this struct
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/* 0x26 */ // s16 compilerPadding2;
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/**
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* Bit field that tracks whether a given human player is within a certain distance of the boat
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* Probably audio related
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**/
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/* 0x28 */ s32 someFlags;
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} PaddleBoatStuff; // size = 0x2C
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typedef struct {
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/* 0x00 */ s16 unused; // Gets set to 0, but doesn't seem to have any purpose
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/* 0x02 */ // s16 compilerPadding;
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/* 0x04 */ Vec3f position;
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/* 0x10 */ Vec3f velocity;
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/* 0x1C */ u16 waypointIndex;
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/* 0x1E */ s16 actorIndex;
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/* 0x20 */ f32 speed; //
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/* 0x24 */ f32 someMultiplierTheSequel; //
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/* 0x28 */ Vec3s rotation;
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/* 0x2E */ s16 someType; //
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/**
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* Each set of flags seems to be a bit field tracking whether a given human player
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* is within a certain distance of the vehicle. Likely related to audio stuff
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* Seems to turn on/off based on player distance from the vehicle
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**/
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/* 0x30 */ s8 someFlags; //
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/* 0x31 */ s8 someFlagsTheSequel; //
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/* 0x32 */ // s16 compilerPadding2;
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} VehicleStuff; // size = 0x34
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extern TrainStuff gTrainList[];
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// This is an array, maybe they intended to have multiple boats at some point in development?
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extern PaddleBoatStuff gPaddleBoats[];
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// Lists for different vehicles in Toad's Turnpike
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extern VehicleStuff gBoxTruckList[];
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extern VehicleStuff gSchoolBusList[];
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extern VehicleStuff gTankerTruckList[];
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extern VehicleStuff gCarList[];
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#endif
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