mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-06-08 12:28:35 -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>
179 lines
5.5 KiB
C++
179 lines
5.5 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 "Skyscraper.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/skyscraper_data.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 *skyscraper_dls[];
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extern s16 currentScreenSection;
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}
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Skyscraper::Skyscraper() {
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this->vtx = d_course_skyscraper_vertex;
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this->gfx = d_course_skyscraper_packed_dls;
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this->gfxSize = 548;
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this->textures = skyscraper_textures;
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Props.MinimapTexture = gTextureCourseOutlineSkyscraper;
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Props.D_800E5548[0] = 64;
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Props.D_800E5548[1] = 64;
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Props.Name = "skyscraper";
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Props.DebugName = "skyscraper";
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Props.CourseLength = "";
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Props.AIBehaviour = D_0D008F18;
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Props.AIMaximumSeparation = -1.0f;
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Props.AIMinimumSeparation = 0.5f;
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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 = {1, 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] = NULL;
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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] = NULL;
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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 Skyscraper::LoadTextures() {
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}
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void Skyscraper::SpawnActors() {}
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void Skyscraper::Init() { }
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// Likely sets minimap boundaries
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void Skyscraper::MinimapSettings() {
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D_8018D2A0 = 0.0445f;
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D_8018D2E0 = 32;
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D_8018D2E8 = 32;
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}
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void Skyscraper::InitCourseObjects() {}
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void Skyscraper::SomeSounds() {}
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void Skyscraper::WhatDoesThisDo(Player* player, int8_t playerId) {}
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void Skyscraper::WhatDoesThisDoAI(Player* player, int8_t playerId) {}
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void Skyscraper::SpawnBombKarts() {}
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// Positions the finishline on the minimap
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void Skyscraper::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 Skyscraper::SetStaffGhost() {}
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void Skyscraper::BeginPlay() { }
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void Skyscraper::Render(struct UnkStruct_800DC5EC* arg0) {
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func_802B5D64(D_800DC610, D_802B87D4, 0, 1);
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gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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// d_course_skyscraper_packed_dl_FE8
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gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x07000FE8)));
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// d_course_skyscraper_packed_dl_C60
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gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x07000C60)));
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// d_course_skyscraper_packed_dl_B70
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gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x07000B70)));
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// d_course_skyscraper_packed_dl_6B8
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gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x070006B8)));
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// d_course_skyscraper_packed_dl_570
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gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x07000570)));
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gSPClearGeometryMode(gDisplayListHead++, G_CULL_BACK);
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// d_course_skyscraper_packed_dl_10C8
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gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x070010C8)));
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gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK);
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// d_course_skyscraper_packed_dl_258
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gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x07000258)));
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}
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void Skyscraper::RenderCredits() {}
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void Skyscraper::Collision() {}
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void Skyscraper::GenerateCollision() {
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// d_course_skyscraper_packed_dl_1110
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generate_collision_mesh_with_default_section_id((Gfx*) segmented_gfx_to_virtual((void*)0x07001110), 1);
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// d_course_skyscraper_packed_dl_258
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generate_collision_mesh_with_default_section_id((Gfx*) segmented_gfx_to_virtual((void*)0x07000258), 1);
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func_80295C6C();
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D_8015F8E4 = -480.0f;
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}
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void Skyscraper::Waypoints(Player* player, int8_t playerId) {
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player->nearestWaypointId = 0;
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}
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void Skyscraper::Destroy() { }
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