Files
SpaghettiKart/src/engine/objects/Lakitu.cpp
T
MegaMech 44db9bab77 Add Interpolation (#204)
* initial work

* more work

* progress

* Fixed slow fps

* Add Lywx changes

* Interp Works

* Test default tick/logic update

* Added missing include (#202)

* Added missing include

* More missing includes

---------

Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>

* test

* Revert "test"

This reverts commit 1a810d74cc.

* Interp Item box

* Actually interpolate item box

* fix clouds

* interp player?

* Test 2

* Fix mistake

* tag and fix item boxes

* tag fake item box and whatever func_800696CC is

* these aren't needed

* tag karts

* Slightly better falling rocks(still needs work)

* Tag Smoke and Dust

* Removed unneeded code from falling_rock

* tag whatever func_80051ABC is

* add missing rotate x coord

* GrandPrixBallon/kart shadow

* Green shells tag, and added comments I neglected to add before.

* doesn't compile on win

* Fixes

* Disabled camera interpolation

* Balloons fixes

* progress

* set_transform_matrix compiles

* Compile setTransformMatrix

* More transforms interp

* Add more interps

* matrix

* Matrix multi interp

* Fix interpolation camera bug

* Missing includes needed for Linux.

* Excluded access to HM64 Labs on Switch.

* interpolation tags for various objects

* Bowser castle statue flame interpolated.

* tag hedgehogs

* cloud interpolation

* Interpolated smoke particles from shells

* cloud interpolation refactor

* Interpolated snowflakes

* Interpolated penguins, also added comment tags to places I missed.

* tag Snowman interpolation

* Interpolated player reflection(sherbet land)

* Forgot to uncomment stuff while testing

* better tag

* tag leaves

* Set the default FPS to 30

* tag hud

* Fixed "Match Refresh Rate" option

* adjust draw distance

* remove innecessary rock tag

* rag rocks

* better tag

* Tagged player rank placement in HUD

* Tagged Bat, Boos, and TrashBin(Banshee Boardwalk objects)

* Refactor render_screens and fix editor raycast

* better object interpolation

* shift is not needed here

* fix tag

* fix tags

* mole comments

* comment

* Changed how shell flames are interpolated.

* interpolated ended scene fireworks.

* Tagged star particles in the ending scene

* Shell flames handled better.

* this isn't needed

* Fix multiplayer cameras

* Fixed loading battle maps.

* Tagged battle balloons

* Some fixes for battle mode

* No longer needed changes toAFinishline with the changes mega made.

* Tag finishline

* fix to make it compile with cmake 3.31

* changed mtxf_multiplication() to fix vert explosion in Desert & DK parkway.(provided by Coco.)

* fix memory leaks, avoid invalidate texture (#207)

* Fixed macos

* More stupid fixes

* update with main and update torch and lus and enable action on this branch

* Update FrameInterpolation.h

* Update FrameInterpolation.cpp

* fix some memory leak

* Update torch

* Update torch

* update torch and lus

* reduce texture import

* don't use fork of torch and lus

* Update torch

* Update torch

---------

Co-authored-by: Lywx <kiritodev01@gmail.com>

* Refactor World::Courses to unique_ptr (#211)

* wip course unique ptr

* Track unique_ptr : This probably compiles

* Finish impl Courses as unique_ptr

* Fix error

* Fixes

* More fixes

* Cleanup

* Remove old vars

---------

Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>

* particle boat and train

* fix player particle interpolation

* add modify interpolation target fps in menu

* fix windows

* Update libultraship

* Fix logo interp

* Interp SetTextMatrix

* Fix freecam camera

* Clarify comment

* Clarify func

* fix linux compilation

* Update Thwomp.cpp

* Update Thwomp.h

* Update render.inc.c

* Update render.inc.c

* Update gbiMacro.c

* interp falling rock shadow

* Revert change that has no explanation

* Update code_80057C60.c

* Update code_80057C60.c

* Update GrandPrixBalloons.cpp

* Update Lakitu.cpp

* Update framebuffer_effects.c

* Update render_courses.c

---------

Co-authored-by: Sonic Dreamcaster <alejandro.asenjo88@gmail.com>
Co-authored-by: KiritoDv <kiritodev01@gmail.com>
Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
Co-authored-by: coco875 <59367621+coco875@users.noreply.github.com>
Co-authored-by: coco875 <pereira.jannin@gmail.com>
2025-06-07 21:38:12 -06:00

862 lines
31 KiB
C++

#include <libultraship.h>
#include <libultra/gbi.h>
#include "Lakitu.h"
#include <vector>
#include "port/interpolation/FrameInterpolation.h"
#include "port/Game.h"
extern "C" {
#include "macros.h"
#include "main.h"
#include "actors.h"
#include "math_util.h"
#include "math_util_2.h"
#include "sounds.h"
#include "update_objects.h"
#include "render_player.h"
#include "external.h"
#include "bomb_kart.h"
#include "collision.h"
#include "code_80086E70.h"
#include "render_objects.h"
#include "code_80057C60.h"
#include "defines.h"
#include "code_80005FD0.h"
#include "collision.h"
#include "assets/bowsers_castle_data.h"
#include "ceremony_and_credits.h"
#include "objects.h"
#include "update_objects.h"
#include "render_objects.h"
#include "course_offsets.h"
#include "data/some_data.h"
#include "race_logic.h"
#include "effects.h"
#include "memory.h"
extern s8 gPlayerCount;
}
OLakitu::OLakitu(s32 playerId, LakituType type) {
Name = "Lakitu";
_playerId = playerId;
init_object(gIndexLakituList[playerId], (s32)type);
}
void OLakitu::Activate(LakituType type) {
init_object(gIndexLakituList[_playerId], (s32)type);
}
void OLakitu::Tick() {
OLakitu::func_8007AA44(_playerId);
}
void OLakitu::Tick60fps() { // update_object_lakitu
s32 playerId = _playerId;
s32 objectIndex = gIndexLakituList[playerId];
switch (gObjectList[objectIndex].unk_0D8) {
case 0:
break;
case 1:
OLakitu::update_object_lakitu_starter(objectIndex, playerId);
func_8008BFFC(objectIndex);
break;
case 2:
OLakitu::update_object_lakitu_checkered_flag(objectIndex, playerId);
func_8008BFFC(objectIndex);
break;
case 3:
OLakitu::update_object_lakitu_fishing(objectIndex, playerId);
break;
case 4:
OLakitu::update_object_lakitu_second_lap(objectIndex, playerId);
func_8008BFFC(objectIndex);
break;
case 5:
OLakitu::update_object_lakitu_final_lap(objectIndex, playerId);
func_8008BFFC(objectIndex);
break;
case 6:
OLakitu::update_object_lakitu_reverse(objectIndex, playerId);
func_8008BFFC(objectIndex);
break;
case 7:
OLakitu::update_object_lakitu_fishing2(objectIndex, playerId);
break;
}
}
void OLakitu::Draw(s32 cameraId) {
UNUSED s32 stackPadding;
Camera* camera;
f32 var_f0;
f32 var_f2;
s32 objectIndex;
Object* object;
FrameInterpolation_RecordOpenChild("Lakitu",(uintptr_t) this);
objectIndex = gIndexLakituList[cameraId];
camera = &camera1[cameraId];
if (is_obj_flag_status_active(objectIndex, 0x00000010) != 0) {
object = &gObjectList[objectIndex];
object->orientation[0] = 0;
object->orientation[1] = func_800418AC(object->pos[0], object->pos[2], camera->pos);
object->orientation[2] = 0x8000;
if (func_80072354(objectIndex, 2) != 0) {
draw_2d_texture_at(object->pos, object->orientation, object->sizeScaling, (u8*) object->activeTLUT,
(u8*)object->activeTexture, object->vertex, (s32) object->textureWidth,
(s32) object->textureHeight, (s32) object->textureWidth,
(s32) object->textureHeight / 2);
} else {
func_800485C4(object->pos, object->orientation, object->sizeScaling, (s32) object->primAlpha,
(u8*) object->activeTLUT, (u8*)object->activeTexture, object->vertex, (s32) object->textureWidth,
(s32) object->textureHeight, (s32) object->textureWidth, (s32) object->textureHeight / 2);
}
if (gScreenModeSelection == SCREEN_MODE_1P) {
var_f0 = object->pos[0] - camera->pos[0];
var_f2 = object->pos[2] - camera->pos[2];
if (var_f0 < 0.0f) {
var_f0 = -var_f0;
}
if (var_f2 < 0.0f) {
var_f2 = -var_f2;
}
if ((var_f0 + var_f2) <= 200.0) {
func_8004A630(&D_8018C0B0[cameraId], object->pos, 0.35f);
}
}
}
FrameInterpolation_RecordCloseChild();
}
void OLakitu::func_80079114(s32 objectIndex, s32 playerId, s32 arg2) {
s32 a;
if (gObjectList[objectIndex].state >= 2) {
if ((u8) gObjectList[objectIndex].unk_0D8 == 1) {
if (playerId == 0) {
func_80074894(objectIndex, gLakituTexturePtr);
return;
}
a = gIndexLakituList[0];
gObjectList[objectIndex].activeTLUT = gObjectList[a].activeTLUT;
gObjectList[objectIndex].activeTexture = gObjectList[a].activeTexture;
if (0) {}
return;
}
switch (arg2) {
case 0:
func_800748F4(objectIndex, gLakituTexturePtr);
break;
case 1:
func_800748C4(objectIndex, gLakituTexturePtr);
break;
case 2:
func_80074894(objectIndex, gLakituTexturePtr);
break;
}
}
}
void OLakitu::func_800791F0(s32 objectIndex, s32 playerId) {
Player* player = &gPlayerOne[playerId];
if ((gObjectList[objectIndex].unk_0D8 != 3) && (gObjectList[objectIndex].unk_0D8 != 7)) {
func_800722CC(objectIndex, 1);
if (CM_GetProps()->LakituTowType == LakituTowType::ICE) {
player->unk_0CA &= 0xFFEF;
}
}
if (CM_GetProps()->LakituTowType == LakituTowType::ICE) {
func_800722CC(objectIndex, 0x00000010);
player->unk_0CA &= 0xFFDF;
}
func_800C9018(playerId, SOUND_ARG_LOAD(0x01, 0x00, 0xFA, 0x28));
}
static const char* sLakituTextures[] = {
gTextureLakituNoLights1, gTextureLakituNoLights2, gTextureLakituNoLights3, gTextureLakituNoLights4,
gTextureLakituNoLights5, gTextureLakituNoLights6, gTextureLakituNoLights7, gTextureLakituNoLights8,
gTextureLakituRedLights01, gTextureLakituRedLights02, gTextureLakituRedLights03, gTextureLakituRedLights04,
gTextureLakituRedLights05, gTextureLakituRedLights06, gTextureLakituRedLights07, gTextureLakituRedLights08,
gTextureLakituRedLights09, gTextureLakituRedLights10, gTextureLakituRedLights11, gTextureLakituRedLights12,
gTextureLakituRedLights13, gTextureLakituRedLights14, gTextureLakituRedLights15, gTextureLakituRedLights16,
gTextureLakituBlueLight1, gTextureLakituBlueLight2, gTextureLakituBlueLight3, gTextureLakituBlueLight4,
gTextureLakituBlueLight5, gTextureLakituBlueLight6, gTextureLakituBlueLight7, gTextureLakituBlueLight8,
};
void OLakitu::init_obj_lakitu_starter_and_checkered_flag(s32 objectIndex, s32 playerId) {
if (playerId == 0) {
D_801656F0 = 0;
D_8018D168 = 0;
}
// u8 *tlut = (u8 *) LOAD_ASSET_RAW(common_tlut_lakitu_countdown);
// u8 *lights = (u8 *) LOAD_ASSET_RAW(gTextureLakituNoLights1);
init_texture_object(
objectIndex,
(u8*) load_lakitu_tlut_x64(common_tlut_lakitu_countdown, ARRAY_COUNT(common_tlut_lakitu_countdown)),
sLakituTextures, 56, (u16) 72);
Vtx* vtx = (Vtx*) LOAD_ASSET_RAW(common_vtx_lakitu);
gObjectList[objectIndex].vertex = vtx;
gObjectList[objectIndex].sizeScaling = 0.15f;
clear_object_flag(objectIndex, 0x00000010);
object_next_state(objectIndex);
gObjectList[objectIndex].unk_048 = D_8018D180;
}
void OLakitu::update_object_lakitu_starter(s32 objectIndex, s32 arg1) {
UNUSED s32 pad;
switch (gObjectList[objectIndex].state) {
case 0:
break;
case 1:
OLakitu::init_obj_lakitu_starter_and_checkered_flag(objectIndex, arg1);
break;
case 2:
set_and_run_timer_object(objectIndex, gObjectList[objectIndex].unk_048);
if ((gObjectList[objectIndex].timer == 0x00000055) && (gPlayerCount == 3) && (arg1 == 0)) {
D_8018D168 = 1;
}
break;
case 3:
set_object_flag(objectIndex, 0x00000010);
func_80086F10(objectIndex, 1, &D_800E67B8); // set a spline
object_next_state(objectIndex);
break;
case 4:
if ((set_and_run_timer_object(objectIndex, 0x0000001E) != false) && (gPlayerCount != 3) && (arg1 == 0)) {
D_8018D168 = 1;
}
break;
case 5:
set_and_run_timer_object(objectIndex, 0x0000001E);
break;
case 6:
func_80072E54(objectIndex, 1, 7, 1, 2, 0);
break;
case 7:
if (set_and_run_timer_object(objectIndex, 0x00000014) != 0) {
gObjectList[objectIndex].tlutList += 0x200;
if (arg1 == 0) {
play_sound2(SOUND_ACTION_COUNTDOWN_LIGHT);
}
}
break;
case 8:
func_80072E54(objectIndex, 8, 0x0000000F, 1, 6, 0);
break;
case 9:
if ((set_and_run_timer_object(objectIndex, 8) != 0) && (arg1 == 0)) {
play_sound2(SOUND_ACTION_COUNTDOWN_LIGHT);
}
break;
case 10:
if ((func_80072E54(objectIndex, 0x00000010, 0x00000017, 1, 6, 0) != 0) && (arg1 == 0)) {
D_801656F0 = 1;
}
break;
case 11:
if (set_and_run_timer_object(objectIndex, 8) != 0) {
gObjectList[objectIndex].tlutList += 0x200;
if (arg1 == 0) {
play_sound2(SOUND_ACTION_GREEN_LIGHT);
}
}
break;
case 12:
func_80072E54(objectIndex, 0x00000018, 0x0000001B, 1, 6, 0);
break;
case 13:
if (arg1 == 0) {
OLakitu::func_800729EC(objectIndex);
D_8018D160 = 1;
break;
}
object_next_state(objectIndex);
break;
case 14:
set_and_run_timer_object(objectIndex, 0x00000078);
break;
case 15:
func_80072428(objectIndex);
break;
}
}
void OLakitu::func_800729EC(s32 objectIndex) {
u32 temp_v1 = 1;
s32 i;
start_race();
object_next_state(objectIndex);
D_8018D2BC = 1;
D_8018D2A4 = 1;
if (!IsYoshiValley()) {
for (i = 0; i < gPlayerCount; i++) {
playerHUD[i].unk_81 = temp_v1;
}
}
func_8005AB20();
}
static const char* sLakituCheckeredList[] = {
gTextureLakituCheckeredFlag01, gTextureLakituCheckeredFlag02, gTextureLakituCheckeredFlag03,
gTextureLakituCheckeredFlag04, gTextureLakituCheckeredFlag05, gTextureLakituCheckeredFlag06,
gTextureLakituCheckeredFlag07, gTextureLakituCheckeredFlag08, gTextureLakituCheckeredFlag09,
gTextureLakituCheckeredFlag10, gTextureLakituCheckeredFlag11, gTextureLakituCheckeredFlag12,
gTextureLakituCheckeredFlag13, gTextureLakituCheckeredFlag14, gTextureLakituCheckeredFlag15,
gTextureLakituCheckeredFlag16, gTextureLakituCheckeredFlag17, gTextureLakituCheckeredFlag18,
gTextureLakituCheckeredFlag19, gTextureLakituCheckeredFlag20, gTextureLakituCheckeredFlag21,
gTextureLakituCheckeredFlag22, gTextureLakituCheckeredFlag23, gTextureLakituCheckeredFlag24,
gTextureLakituCheckeredFlag25, gTextureLakituCheckeredFlag26, gTextureLakituCheckeredFlag27,
gTextureLakituCheckeredFlag28, gTextureLakituCheckeredFlag29, gTextureLakituCheckeredFlag30,
gTextureLakituCheckeredFlag31, gTextureLakituCheckeredFlag32
};
void OLakitu::init_obj_lakitu_checkered_flag(s32 objectIndex, s32 playerIndex) {
Object* object;
OLakitu::func_800791F0(objectIndex, playerIndex);
u8* tex = (u8*) LOAD_ASSET_RAW(common_tlut_lakitu_checkered_flag);
Vtx* vtx = (Vtx*) LOAD_ASSET_RAW(common_vtx_also_lakitu);
init_texture_object(objectIndex, (u8*) tex, sLakituCheckeredList, 0x48U, (u16) 0x00000038);
object = &gObjectList[objectIndex];
object->activeTexture = *gObjectList[objectIndex].textureList;
object->vertex = vtx;
object->pos[2] = 5000.0f;
object->pos[1] = 5000.0f;
object->pos[0] = 5000.0f;
object->sizeScaling = 0.15f;
func_80086F10(objectIndex, 2, &D_800E6834);
clear_object_flag(objectIndex, 0x00000010);
object_next_state(objectIndex);
}
void OLakitu::update_object_lakitu_checkered_flag(s32 objectIndex, s32 playerIndex) {
switch (gObjectList[objectIndex].state) {
case 0:
break;
case 1:
OLakitu::init_obj_lakitu_checkered_flag(objectIndex, playerIndex);
break;
case 2:
set_object_flag(objectIndex, 0x00000010);
object_next_state(objectIndex);
break;
case 3:
func_80072E54(objectIndex, 0, 0x0000001F, 1, 2, -1);
break;
case 4:
func_80072428(objectIndex);
break;
}
}
void OLakitu::func_800797AC(s32 playerId) {
s32 objectIndex;
Player* player;
objectIndex = gIndexLakituList[playerId];
player = &gPlayerOne[playerId];
//if ((IsSherbetLand()) && (player->unk_0CA & 1)) {
if ((CM_GetProps()->LakituTowType == LakituTowType::ICE) && (player->unk_0CA & 1)) {
init_object(objectIndex, 7);
player->unk_0CA |= 0x10;
} else {
init_object(objectIndex, 3);
}
func_800722A4(objectIndex, 1);
}
void OLakitu::func_80079860(s32 playerId) {
s32 objectIndex;
Player* player;
objectIndex = gIndexLakituList[playerId];
player = &gPlayerOne[playerId];
if ((func_80072354(objectIndex, 1) != 0) &&
(((func_802ABDF4(player->collision.meshIndexZX) != 0) && (player->collision.surfaceDistance[2] <= 3.0f)) ||
(player->unk_0CA & 1) || ((player->surfaceType == OUT_OF_BOUNDS) && !(player->effects & 8)))) {
func_80090778(player);
OLakitu::func_800797AC(playerId);
}
}
void OLakitu::func_8007993C(s32 objectIndex, Player* player) {
if (player->unk_0CA & 4) {
func_800722A4(objectIndex, 2);
gObjectList[objectIndex].primAlpha = player->unk_0C6;
return;
}
func_800722CC(objectIndex, 2);
}
static const char* sLakituFishingTextures[] = { gTextureLakituFishing1, gTextureLakituFishing2, gTextureLakituFishing3,
gTextureLakituFishing4 };
void OLakitu::init_obj_lakitu_red_flag_fishing(s32 objectIndex, s32 arg1) {
u8* tlut = (u8*) LOAD_ASSET_RAW(common_tlut_lakitu_fishing);
Vtx* vtx = (Vtx*) LOAD_ASSET_RAW(D_0D005F30);
OLakitu::func_800791F0(objectIndex, arg1);
init_texture_object(objectIndex, tlut, sLakituFishingTextures, 0x38U, (u16) 0x00000048);
gObjectList[objectIndex].vertex = vtx;
gObjectList[objectIndex].sizeScaling = 0.15f;
func_80086E70(objectIndex);
clear_object_flag(objectIndex, 0x00000010);
func_80073720(objectIndex);
object_next_state(objectIndex);
func_800C8F80((u8) arg1, 0x0100FA28);
}
void OLakitu::func_80079A5C(s32 objectIndex, UNUSED Player* player) {
switch (gObjectList[objectIndex].unk_0AE) {
case 0:
break;
case 1:
gObjectList[objectIndex].origin_pos[2] = 0.0f;
gObjectList[objectIndex].origin_pos[1] = 0.0f;
gObjectList[objectIndex].origin_pos[0] = 0.0f;
gObjectList[objectIndex].offset[2] = 0.0f;
gObjectList[objectIndex].offset[0] = 0.0f;
gObjectList[objectIndex].offset[1] = 80.0f;
func_80086FD4(objectIndex);
break;
case 2:
if (f32_step_down_towards(&gObjectList[objectIndex].offset[1], 5.0f, 1.0f) != 0) {
func_80086F60(objectIndex);
}
break;
case 3:
if (f32_step_up_towards(&gObjectList[objectIndex].offset[1], 100.0f, 1.0f) != 0) {
func_80086F60(objectIndex);
}
break;
}
}
void OLakitu::update_object_lakitu_fishing(s32 objectIndex, s32 playerId) {
Player* player = &gPlayerOne[playerId];
switch (gObjectList[objectIndex].state) { /* switch 1; irregular */
case 0: /* switch 1 */
break;
case 1: /* switch 1 */
OLakitu::init_obj_lakitu_red_flag_fishing(objectIndex, playerId);
break;
case 2: /* switch 1 */
set_object_flag(objectIndex, 0x00000010);
func_800736E0(objectIndex);
object_next_state(objectIndex);
break;
case 3: /* switch 1 */
func_800730BC(objectIndex, 0, 3, 1, 2, -1);
break;
}
switch (gObjectList[objectIndex].unk_0D6) {
case 0:
break;
case 1:
if (func_80086FA4(objectIndex) != 0) {
func_80073654(objectIndex);
}
break;
case 2:
func_80090868(player);
func_80073654(objectIndex);
break;
case 3:
if (!(player->unk_0CA & 2)) {
func_80086EAC(objectIndex, 0, 3);
func_80073654(objectIndex);
}
break;
case 4:
if (func_80086FA4(objectIndex) != 0) {
func_80073654(objectIndex);
}
break;
case 5:
func_800722CC(objectIndex, 1);
func_800C9018((u8) playerId, SOUND_ARG_LOAD(0x01, 0x00, 0xFA, 0x28));
func_80072428(objectIndex);
func_80073720(objectIndex);
break;
}
if (gObjectList[objectIndex].state >= 2) {
OLakitu::func_8007993C(objectIndex, player);
}
OLakitu::func_80079A5C(objectIndex, player);
}
void OLakitu::update_object_lakitu_fishing2(s32 objectIndex, s32 playerId) {
Player* player = &gPlayerOne[playerId];
switch (gObjectList[objectIndex].state) { /* switch 1; irregular */
case 0: /* switch 1 */
break;
case 1: /* switch 1 */
OLakitu::init_obj_lakitu_red_flag_fishing(objectIndex, playerId);
break;
case 2: /* switch 1 */
set_object_flag(objectIndex, 0x00000010);
func_800736E0(objectIndex);
player->unk_0CA |= 0x80;
object_next_state(objectIndex);
break;
case 3: /* switch 1 */
func_800730BC(objectIndex, 0, 3, 1, 2, -1);
break;
}
switch (gObjectList[objectIndex].unk_0D6) {
case 1:
if (func_80086FA4(objectIndex) != 0) {
func_800C9060((u8) playerId, 0x1900A055U);
func_80073654(objectIndex);
}
break;
case 2:
func_80090868(player);
func_800722A4(objectIndex, 4);
func_80073654(objectIndex);
break;
case 3:
if ((player->surfaceType == ICE) && !(player->unk_0CA & 1) &&
((f64) player->collision.surfaceDistance[2] <= 30.0)) {
func_800722A4(objectIndex, 8);
}
if (!(player->unk_0CA & 2)) {
func_80086EAC(objectIndex, 0, 3);
func_80073654(objectIndex);
}
break;
case 4:
func_8007375C(objectIndex, 0x0000001E);
break;
case 5:
player->unk_0CA &= 0xFF7F;
func_800722A4(objectIndex, 0x00000010);
func_800722A4(objectIndex, 0x00000020);
func_800722CC(objectIndex, 4);
func_800722CC(objectIndex, 8);
func_80073654(objectIndex);
func_800C9060((u8) playerId, 0x1900A056U);
break;
case 6:
if (func_8007375C(objectIndex, 0x000000A0) != 0) {
func_800722CC(objectIndex, 0x00000010);
player->unk_0CA &= 0xFFEF;
player->unk_0CA |= 0x20;
}
break;
case 7:
func_8007375C(objectIndex, 0x0000003C);
break;
case 8:
func_80073720(objectIndex);
func_80072428(objectIndex);
player->unk_0CA &= 0xFFDF;
func_800722CC(objectIndex, 1);
func_800C9018((u8) playerId, SOUND_ARG_LOAD(0x01, 0x00, 0xFA, 0x28));
break;
}
if (gObjectList[objectIndex].state >= 2) {
OLakitu::func_8007993C(objectIndex, player);
}
OLakitu::func_80079A5C(objectIndex, player);
}
static const char* sLakituSecondLapTextures[] = {
gTextureLakituSecondLap01, gTextureLakituSecondLap02, gTextureLakituSecondLap03, gTextureLakituSecondLap04,
gTextureLakituSecondLap05, gTextureLakituSecondLap06, gTextureLakituSecondLap07, gTextureLakituSecondLap08,
gTextureLakituSecondLap09, gTextureLakituSecondLap10, gTextureLakituSecondLap11, gTextureLakituSecondLap12,
gTextureLakituSecondLap13, gTextureLakituSecondLap14, gTextureLakituSecondLap15, gTextureLakituSecondLap16
};
void OLakitu::func_8007A060(s32 objectIndex, s32 playerIndex) {
Object* object;
OLakitu::func_800791F0(objectIndex, playerIndex);
u8* tlut = (u8*) LOAD_ASSET_RAW(common_tlut_lakitu_second_lap);
Vtx* vtx = (Vtx*) LOAD_ASSET_RAW(common_vtx_also_lakitu);
init_texture_object(objectIndex, tlut, sLakituSecondLapTextures, 0x48U, (u16) 0x00000038);
object = &gObjectList[objectIndex];
object->activeTexture = *gObjectList[objectIndex].textureList;
object->vertex = vtx;
object->pos[2] = 5000.0f;
object->pos[1] = 5000.0f;
object->pos[0] = 5000.0f;
object->sizeScaling = 0.15f;
clear_object_flag(objectIndex, 0x00000010);
func_80086F10(objectIndex, 5, &D_800E694C);
object_next_state(objectIndex);
}
void OLakitu::update_object_lakitu_second_lap(s32 objectIndex, s32 playerIndex) {
switch (gObjectList[objectIndex].state) {
case 0:
break;
case 1:
OLakitu::func_8007A060(objectIndex, playerIndex);
break;
case 2:
set_object_flag(objectIndex, 0x00000010);
object_next_state(objectIndex);
break;
case 3:
set_and_run_timer_object(objectIndex, 0x00000014);
break;
case 4:
func_80072E54(objectIndex, 0, 0x0000000F, 1, 2, 1);
break;
case 5:
set_and_run_timer_object(objectIndex, 0x0000003C);
break;
case 6:
func_80072F88(objectIndex, 0x0000000F, 0, 1, 2, 1);
break;
case 7:
if (gObjectList[objectIndex].unk_0AE == 0) {
func_80072428(objectIndex);
}
break;
}
}
static const char* sLakituFinalLapTextures[] = {
gTextureLakituFinalLap01, gTextureLakituFinalLap02, gTextureLakituFinalLap03, gTextureLakituFinalLap04,
gTextureLakituFinalLap05, gTextureLakituFinalLap06, gTextureLakituFinalLap07, gTextureLakituFinalLap08,
gTextureLakituFinalLap09, gTextureLakituFinalLap10, gTextureLakituFinalLap11, gTextureLakituFinalLap12,
gTextureLakituFinalLap13, gTextureLakituFinalLap14, gTextureLakituFinalLap15, gTextureLakituFinalLap16,
};
void OLakitu::func_8007A228(s32 objectIndex, s32 playerIndex) {
Object* object;
OLakitu::func_800791F0(objectIndex, playerIndex);
u8* tlut = (u8*) LOAD_ASSET_RAW(common_tlut_lakitu_final_lap);
Vtx* vtx = (Vtx*) LOAD_ASSET_RAW(common_vtx_also_lakitu);
init_texture_object(objectIndex, tlut, sLakituFinalLapTextures, 0x48U, (u16) 0x00000038);
object = &gObjectList[objectIndex];
object->activeTexture = *gObjectList[objectIndex].textureList;
object->vertex = vtx;
object->pos[2] = 5000.0f;
object->pos[1] = 5000.0f;
object->pos[0] = 5000.0f;
object->sizeScaling = 0.15f;
clear_object_flag(objectIndex, 0x00000010);
func_80086F10(objectIndex, 5, &D_800E694C);
object_next_state(objectIndex);
}
void OLakitu::update_object_lakitu_final_lap(s32 objectIndex, s32 playerIndex) {
switch (gObjectList[objectIndex].state) {
case 0:
break;
case 1:
OLakitu::func_8007A228(objectIndex, playerIndex);
break;
case 2:
set_object_flag(objectIndex, 0x00000010);
object_next_state(objectIndex);
break;
case 3:
set_and_run_timer_object(objectIndex, 0x00000014);
break;
case 4:
func_80072E54(objectIndex, 0, 0x0000000F, 1, 2, 1);
break;
case 5:
set_and_run_timer_object(objectIndex, 0x0000003C);
break;
case 6:
func_80072F88(objectIndex, 0x0000000F, 0, 1, 2, 1);
break;
case 7:
if (gObjectList[objectIndex].unk_0AE == 0) {
func_80072428(objectIndex);
}
break;
}
}
static const char* sLakituReverseTextures[] = {
gTextureLakituReverse01, gTextureLakituReverse02, gTextureLakituReverse03, gTextureLakituReverse04,
gTextureLakituReverse05, gTextureLakituReverse06, gTextureLakituReverse07, gTextureLakituReverse08,
gTextureLakituReverse09, gTextureLakituReverse10, gTextureLakituReverse11, gTextureLakituReverse12,
gTextureLakituReverse13, gTextureLakituReverse14, gTextureLakituReverse15, gTextureLakituReverse16
};
void OLakitu::func_8007A3F0(s32 objectIndex, s32 arg1) {
f32 var = 5000.0f;
OLakitu::func_800791F0(objectIndex, arg1);
u8* tlut = (u8*) LOAD_ASSET_RAW(common_tlut_lakitu_reverse);
Vtx* vtx = (Vtx*) LOAD_ASSET_RAW(common_vtx_also_lakitu);
init_texture_object(objectIndex, tlut, sLakituReverseTextures, 72, (u16) 56);
gObjectList[objectIndex].activeTexture = *gObjectList[objectIndex].textureList;
gObjectList[objectIndex].vertex = vtx;
gObjectList[objectIndex].pos[2] = var;
gObjectList[objectIndex].pos[1] = var;
gObjectList[objectIndex].pos[0] = var;
gObjectList[objectIndex].sizeScaling = 0.15f;
clear_object_flag(objectIndex, 0x00000010);
func_80086F10(objectIndex, 6, &D_800E69B0);
gObjectList[objectIndex].unk_0D6 = 0;
object_next_state(objectIndex);
func_800C8F80((u8) arg1, 0x0100FA28);
}
void OLakitu::update_object_lakitu_reverse(s32 objectIndex, s32 playerId) {
Player* sp2C = &gPlayerOne[playerId];
switch (gObjectList[objectIndex].state) {
case 0:
break;
case 1:
OLakitu::func_8007A3F0(objectIndex, playerId);
break;
case 2:
set_object_flag(objectIndex, 0x00000010);
gObjectList[objectIndex].unk_0D6 = 1;
object_next_state(objectIndex);
break;
case 3:
func_800730BC(objectIndex, 0, 0x0000000F, 1, 2, -1);
break;
case 4:
func_80072428(objectIndex);
break;
}
switch (gObjectList[objectIndex].unk_0D6) {
case 1:
if ((gObjectList[objectIndex].state >= 3) && (!(sp2C->effects & 0x400000))) {
func_80086F10(objectIndex, 6, &D_800E69F4);
gObjectList[objectIndex].unk_0D6 = 2;
gObjectList[objectIndex].unk_04C = 0x00000050;
func_800C9018((u8) playerId, SOUND_ARG_LOAD(0x01, 0x00, 0xFA, 0x28));
return;
}
return;
case 2:
gObjectList[objectIndex].unk_04C--;
if (gObjectList[objectIndex].unk_04C == 0) {
object_next_state(objectIndex);
gObjectList[objectIndex].unk_0D6 = 0;
}
break;
}
}
void OLakitu::func_8007A66C(s32 objectIndex) {
Player* player = &gPlayers[_playerId];
Camera* camera = &cameras[_playerId];
u16 rot = 0x8000 - camera->rot[1];
gObjectList[objectIndex].pos[0] =
(player->pos[0] +
(coss(rot) * (gObjectList[objectIndex].origin_pos[0] + gObjectList[objectIndex].offset[0]))) -
(sins(rot) * (gObjectList[objectIndex].origin_pos[2] + gObjectList[objectIndex].offset[2]));
gObjectList[objectIndex].pos[1] =
player->unk_074 + gObjectList[objectIndex].origin_pos[1] + gObjectList[objectIndex].offset[1];
gObjectList[objectIndex].pos[2] =
(player->pos[2] +
(sins(rot) * (gObjectList[objectIndex].origin_pos[0] + gObjectList[objectIndex].offset[0]))) +
(coss(rot) * (gObjectList[objectIndex].origin_pos[2] + gObjectList[objectIndex].offset[2]));
}
void OLakitu::func_8007A778(s32 objectIndex) {
Player* player = &gPlayers[_playerId];
Camera* camera = &cameras[_playerId];
u16 rot = 0x8000 - camera->rot[1];
gObjectList[objectIndex].pos[0] =
(player->pos[0] +
(coss(rot) * (gObjectList[objectIndex].origin_pos[0] + gObjectList[objectIndex].offset[0]))) -
(sins(rot) * (gObjectList[objectIndex].origin_pos[2] + gObjectList[objectIndex].offset[2]));
gObjectList[objectIndex].pos[1] =
player->pos[1] + gObjectList[objectIndex].origin_pos[1] + gObjectList[objectIndex].offset[1];
gObjectList[objectIndex].pos[2] =
(player->pos[2] +
(sins(rot) * (gObjectList[objectIndex].origin_pos[0] + gObjectList[objectIndex].offset[0]))) +
(coss(rot) * (gObjectList[objectIndex].origin_pos[2] + gObjectList[objectIndex].offset[2]));
}
void OLakitu::func_8007A88C(s32 playerId) {
s32 objectIndex;
Player* player;
objectIndex = gIndexLakituList[playerId];
player = &gPlayerOne[playerId];
if ((gObjectList[objectIndex].state == 0) && (player->effects & 0x400000)) {
//func_800790E4(playerId);
init_object(gIndexLakituList[playerId], 6);
}
}
void OLakitu::func_8007A910(s32 arg0) {
if (D_801657B4 == 0) {
OLakitu::func_8007A88C(arg0);
}
func_80079860(arg0);
}
// animate lakitu?
void OLakitu::func_8007AA44(s32 playerId) {
s32 objectIndex;
OLakitu::func_8007A910(playerId);
objectIndex = gIndexLakituList[playerId];
gLakituTexturePtr = (const char**)&gLakituTextureBuffer[playerId];
switch (gObjectList[objectIndex].unk_0D8) {
case 1:
OLakitu::func_80079114(objectIndex, playerId, 2);
OLakitu::func_8007A66C(objectIndex);
break;
case 2:
OLakitu::func_80079114(objectIndex, playerId, 0);
OLakitu::func_8007A66C(objectIndex);
break;
case 3:
OLakitu::func_80079114(objectIndex, playerId, 0);
OLakitu::func_8007A778(objectIndex);
break;
case 4:
OLakitu::func_80079114(objectIndex, playerId, 0);
OLakitu::func_8007A66C(objectIndex);
break;
case 5:
OLakitu::func_80079114(objectIndex, playerId, 0);
OLakitu::func_8007A66C(objectIndex);
break;
case 6:
OLakitu::func_80079114(objectIndex, playerId, 0);
OLakitu::func_8007A66C(objectIndex);
break;
case 7:
OLakitu::func_80079114(objectIndex, playerId, 0);
OLakitu::func_8007A778(objectIndex);
break;
case 0:
default:
break;
}
}