mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-06-08 04:17:41 -04:00
a0862b6a15
* Train works * Fix minimap * Fix highway * Fix * Refactor train and boat * Update * Implement Trucks * Fix tanker * Finish implementing vehicles * Fix animations * Fix spawn players * Fix spawn players * Fix loading custom data --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
312 lines
11 KiB
C++
312 lines
11 KiB
C++
#include <libultraship.h>
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#include <libultra/gbi.h>
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#include <vector>
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#include <memory>
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#include "BansheeBoardwalk.h"
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#include "GameObject.h"
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#include "World.h"
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#include "BombKart.h"
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#include "assets/banshee_boardwalk_data.h"
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#include "assets/boo_frames.h"
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extern "C" {
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#include "main.h"
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#include "camera.h"
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#include "course_offsets.h"
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#include "code_800029B0.h"
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#include "render_courses.h"
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#include "code_8006E9C0.h"
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#include "code_80057C60.h"
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#include "defines.h"
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#include "math_util.h"
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#include "external.h"
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#include "code_80005FD0.h"
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#include "spawn_players.h"
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#include "render_objects.h"
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#include "assets/common_data.h"
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#include "save.h"
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#include "staff_ghosts.h"
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#include "actors.h"
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#include "collision.h"
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#include "memory.h"
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extern const char *banshee_boardwalk_dls[];
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}
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BansheeBoardwalk::BansheeBoardwalk() {
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this->vtx = d_course_banshee_boardwalk_vertex;
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this->gfx = d_course_banshee_boardwalk_packed_dls;
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this->gfxSize = 3689;
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this->textures = banshee_boardwalk_textures;
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Props.MinimapTexture = gTextureCourseOutlineBansheeBoardwalk;
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Props.D_800E5548[0] = 64;
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Props.D_800E5548[1] = 64;
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Props.Id = "mk:banshee_boardwalk";
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Props.Name = "banshee boardwalk";
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Props.DebugName = "ghost";
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Props.CourseLength = "747m";
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Props.AIBehaviour = D_0D009058;
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Props.AIMaximumSeparation = 40.0f;
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Props.AIMinimumSeparation = 0.4f;
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Props.SomePtr = D_800DCAF4;
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Props.AISteeringSensitivity = 53;
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Props.NearPersp = 2.0f;
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Props.FarPersp = 2700.0f;
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Props.PathSizes = {0x2EE, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0};
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Props.D_0D009418[0] = 4.1666665f;
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Props.D_0D009418[1] = 5.5833334f;
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Props.D_0D009418[2] = 6.1666665f;
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Props.D_0D009418[3] = 6.75f;
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Props.D_0D009568[0] = 3.75f;
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Props.D_0D009568[1] = 5.1666665f;
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Props.D_0D009568[2] = 5.75f;
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Props.D_0D009568[3] = 6.3333334f;
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Props.D_0D0096B8[0] = 3.3333332f;
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Props.D_0D0096B8[1] = 3.9166667f;
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Props.D_0D0096B8[2] = 4.5f;
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Props.D_0D0096B8[3] = 5.0833334f;
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Props.D_0D009808[0] = 3.75f;
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Props.D_0D009808[1] = 5.1666665f;
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Props.D_0D009808[2] = 5.75f;
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Props.D_0D009808[3] = 6.3333334f;
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Props.PathTable[0] = (TrackWaypoint*)LOAD_ASSET_RAW(d_course_banshee_boardwalk_unknown_waypoints);
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Props.PathTable[1] = NULL;
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Props.PathTable[2] = NULL;
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Props.PathTable[3] = NULL;
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Props.PathTable2[0] = (TrackWaypoint*)LOAD_ASSET_RAW(d_course_banshee_boardwalk_track_waypoints);
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Props.PathTable2[1] = NULL;
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Props.PathTable2[2] = NULL;
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Props.PathTable2[3] = NULL;
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Props.Clouds = NULL; // no clouds
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Props.CloudList = NULL;
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Props.MinimapFinishlineX = 0;
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Props.MinimapFinishlineY = 0;
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Props.Skybox.TopRight = {0, 0, 0};
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Props.Skybox.BottomRight = {0, 0, 0};
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Props.Skybox.BottomLeft = {0, 0, 0};
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Props.Skybox.TopLeft = {0, 0, 0};
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Props.Skybox.FloorTopRight = {0, 0, 0};
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Props.Skybox.FloorBottomRight = {0, 0, 0};
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Props.Skybox.FloorBottomLeft = {0, 0, 0};
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Props.Skybox.FloorTopLeft = {0, 0, 0};
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}
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void BansheeBoardwalk::LoadTextures() {
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}
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void BansheeBoardwalk::SpawnActors() {
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spawn_all_item_boxes((struct ActorSpawnData*)LOAD_ASSET_RAW(d_course_banshee_boardwalk_item_box_spawns));
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}
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void BansheeBoardwalk::Init() { }
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// Likely sets minimap boundaries
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void BansheeBoardwalk::MinimapSettings() {
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D_80165880 = dma_textures((const char*)gTextureGhosts, 0x4CC2, 0xD980);
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D_8018D2A0 = 0.016f;
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D_8018D2C0[0] = 0x0106;
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D_8018D2E0 = 55;
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D_8018D2E8 = 39;
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}
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const char* sBoardwalkTexList[] = { gTextureBat1, gTextureBat2, gTextureBat3, gTextureBat4 };
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void BansheeBoardwalk::InitCourseObjects() {
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size_t objectId = 0;
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if (gGamestate != CREDITS_SEQUENCE) {
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objectId = indexObjectList1[0];
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init_texture_object(objectId, (uint8_t*)d_course_banshee_boardwalk_bat_tlut, sBoardwalkTexList, 0x20U,
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(u16) 0x00000040);
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gObjectList[objectId].orientation[0] = 0;
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gObjectList[objectId].orientation[1] = 0;
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gObjectList[objectId].orientation[2] = 0x8000;
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init_object(indexObjectList1[1], 0);
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init_object(indexObjectList1[2], 0);
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}
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}
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void BansheeBoardwalk::UpdateCourseObjects() {
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if (gGamestate != CREDITS_SEQUENCE) {
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update_trash_bin();
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func_8007E4C4();
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if (gModeSelection != TIME_TRIALS) {
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update_bat();
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}
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wrapper_update_boos();
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update_cheep_cheep(0);
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}
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}
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void BansheeBoardwalk::RenderCourseObjects(s32 cameraId) {
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if (gGamestate != CREDITS_SEQUENCE) {
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render_object_trash_bin(cameraId);
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render_object_bat(cameraId);
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func_8005217C(cameraId);
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render_object_boos(cameraId);
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}
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}
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void BansheeBoardwalk::SomeSounds() {
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}
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void BansheeBoardwalk::WhatDoesThisDo(Player* player, int8_t playerId) {
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if (((s16) gNearestWaypointByPlayerId[playerId] >= 0x180) &&
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((s16) gNearestWaypointByPlayerId[playerId] < 0x1E1)) {
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if (D_80165300[playerId] != 1) {
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func_800CA288(playerId, 0x41);
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}
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D_80165300[playerId] = 1;
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} else {
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if (D_80165300[playerId] != 0) {
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func_800CA2B8(playerId);
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D_80165300[playerId] = 0;
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}
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}
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}
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void BansheeBoardwalk::WhatDoesThisDoAI(Player* player, int8_t playerId) {
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if (((s16) gNearestWaypointByPlayerId[playerId] >= 0x180) &&
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((s16) gNearestWaypointByPlayerId[playerId] < 0x1E1)) {
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if (D_80165300[playerId] != 1) {
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func_800CA2E4(playerId, 0x41);
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}
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D_80165300[playerId] = 1;
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} else {
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if (D_80165300[playerId] != 0) {
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func_800CA30C(playerId);
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D_80165300[playerId] = 0;
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}
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}
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}
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void BansheeBoardwalk::SpawnBombKarts() {
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gWorldInstance.SpawnObject(std::make_unique<OBombKart>(140, 3, 0.8333333, 0, 0, 0, 0));
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gWorldInstance.SpawnObject(std::make_unique<OBombKart>(165, 1, 0.8333333, 0, 0, 0, 0));
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gWorldInstance.SpawnObject(std::make_unique<OBombKart>(330, 3, 0.8333333, 0, 0, 0, 0));
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gWorldInstance.SpawnObject(std::make_unique<OBombKart>(550, 1, 0.8333333, 0, 0, 0, 0));
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gWorldInstance.SpawnObject(std::make_unique<OBombKart>(595, 3, 0.8333333, 0, 0, 0, 0));
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gWorldInstance.SpawnObject(std::make_unique<OBombKart>(0, 0, 0.8333333, 0, 0, 0, 0));
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gWorldInstance.SpawnObject(std::make_unique<OBombKart>(0, 0, 0.8333333, 0, 0, 0, 0));
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}
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// Positions the finishline on the minimap
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void BansheeBoardwalk::MinimapFinishlinePosition() {
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//! todo: Place hard-coded values here.
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draw_hud_2d_texture_8x8(this->Props.MinimapFinishlineX, this->Props.MinimapFinishlineY, (u8*) common_texture_minimap_finish_line);
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}
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void BansheeBoardwalk::SetStaffGhost() {
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}
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void BansheeBoardwalk::BeginPlay() { }
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void BansheeBoardwalk::Render(struct UnkStruct_800DC5EC* arg0) {
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Camera* camera = arg0->camera;
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Mat4 spCC;
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UNUSED s32 pad[6];
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Vec3f spA8;
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UNUSED s32 pad2[6];
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gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPSetCombineMode(gDisplayListHead++, G_CC_DECALRGBA, G_CC_DECALRGBA);
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// d_course_banshee_boardwalk_packed_dl_7228
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07007228)));
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gSPFogPosition(gDisplayListHead++, D_802B87B0, D_802B87B4);
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gDPPipeSync(gDisplayListHead++);
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gSPClearGeometryMode(gDisplayListHead++,
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G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH);
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gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIA, G_CC_MODULATEIA);
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gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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// d_course_banshee_boardwalk_packed_dl_5CD0
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07005CD0)));
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// d_course_banshee_boardwalk_packed_dl_4E60
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07004E60)));
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// d_course_banshee_boardwalk_packed_dl_69B0
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x070069B0)));
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render_course_segments(banshee_boardwalk_dls, arg0);
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gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK);
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gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIA, G_CC_MODULATEIA);
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gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_TEX_EDGE, G_RM_AA_ZB_TEX_EDGE2);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_SHADING_SMOOTH);
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// d_course_banshee_boardwalk_packed_dl_580
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07000580)));
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// d_course_banshee_boardwalk_packed_dl_60
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07000060)));
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// d_course_banshee_boardwalk_packed_dl_540
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07000540)));
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if (camera->pos[1] < -20.0f) {
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// d_course_banshee_boardwalk_packed_dl_6310
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gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07006310)));
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}
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spA8[0] = camera->pos[0];
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spA8[1] = -82.0f;
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spA8[2] = camera->pos[2];
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mtxf_translate(spCC, spA8);
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render_set_position(spCC, 0);
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gSPDisplayList(gDisplayListHead++, (Gfx*)d_course_banshee_boardwalk_dl_B278);
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gDPPipeSync(gDisplayListHead++);
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}
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void BansheeBoardwalk::RenderCredits() {
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gSPDisplayList(gDisplayListHead++, (Gfx*)(d_course_banshee_boardwalk_dl_B308));
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}
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void BansheeBoardwalk::Collision() {}
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void BansheeBoardwalk::GenerateCollision() {
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D_800DC5BC = 1;
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D_801625EC = 0;
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D_801625F4 = 0;
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D_801625F0 = 0;
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parse_course_displaylists((TrackSectionsI*)LOAD_ASSET_RAW(d_course_banshee_boardwalk_track_sections));
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func_80295C6C();
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find_vtx_and_set_colours(segmented_gfx_to_virtual(reinterpret_cast<void*>(0x07000878)), 128, 0, 0, 0);
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D_8015F8E4 = -80.0f;
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}
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void BansheeBoardwalk::Water() {
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D_802B87BC++;
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if (D_802B87BC >= 0x100) {
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D_802B87BC = 0;
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}
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find_and_set_tile_size((uintptr_t) LOAD_ASSET_RAW(d_course_banshee_boardwalk_dl_B278), 0, D_802B87BC);
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}
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void BansheeBoardwalk::Waypoints(Player* player, int8_t playerId) {
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s16 waypoint = gNearestWaypointByPlayerId[playerId];
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if ((waypoint >= 0x12C) && (waypoint < 0x13C)) {
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player->nearestWaypointId = 0x12CU;
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} else {
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player->nearestWaypointId = gNearestWaypointByPlayerId[playerId];
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if (player->nearestWaypointId < 0) {
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player->nearestWaypointId = gWaypointCountByPathIndex[0] + player->nearestWaypointId;
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}
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}
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}
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void BansheeBoardwalk::Destroy() { }
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