mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-07-04 13:30:59 -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>
295 lines
11 KiB
C++
295 lines
11 KiB
C++
|
|
#include <libultraship.h>
|
|
#include <libultra/gbi.h>
|
|
#include "Train.h"
|
|
#include <vector>
|
|
|
|
extern "C" {
|
|
#include "macros.h"
|
|
#include "main.h"
|
|
#include "defines.h"
|
|
#include "code_80005FD0.h"
|
|
#include "vehicles.h"
|
|
#include "actors.h"
|
|
#include "math_util.h"
|
|
#include "sounds.h"
|
|
#include "update_objects.h"
|
|
#include "waypoints.h"
|
|
#include "code_80057C60.h"
|
|
#include "math_util_2.h"
|
|
#include "render_objects.h"
|
|
#include "assets/common_data.h"
|
|
// #include "common_structs.h"
|
|
}
|
|
|
|
ATrain::ATrain(size_t idx, size_t numCarriages, f32 speed, uint32_t waypoint) {
|
|
u16 waypointOffset;
|
|
TrainCarStuff* ptr1;
|
|
Path2D* pos;
|
|
|
|
Index = idx;
|
|
Speed = speed;
|
|
|
|
// Set to the default value
|
|
std::fill(SmokeParticles, SmokeParticles + 128, NULL_OBJECT_ID);
|
|
|
|
for (size_t i = 0; i < numCarriages; i++) {
|
|
PassengerCars.push_back(TrainCarStuff());
|
|
}
|
|
|
|
// outputs 160 or 392 depending on the train.
|
|
// Wraps the value around to always output a valid waypoint.
|
|
waypointOffset = waypoint;
|
|
|
|
// 120.0f is about the maximum usable value
|
|
for (size_t i = 0; i < PassengerCars.size(); i++) {
|
|
waypointOffset += 4;
|
|
ptr1 = &PassengerCars[i];
|
|
pos = &gVehicle2DWaypoint[waypointOffset];
|
|
set_vehicle_pos_waypoint(ptr1, pos, waypointOffset);
|
|
}
|
|
// Smaller offset for the tender
|
|
waypointOffset += 3;
|
|
pos = &gVehicle2DWaypoint[waypointOffset];
|
|
set_vehicle_pos_waypoint(&this->Tender, pos, waypointOffset);
|
|
waypointOffset += 4;
|
|
pos = &gVehicle2DWaypoint[waypointOffset];
|
|
set_vehicle_pos_waypoint(&Locomotive, pos, waypointOffset);
|
|
|
|
// Only use locomotive unless overwritten below.
|
|
NumCars = LOCOMOTIVE_ONLY;
|
|
|
|
// Spawn all rolling stock in single player mode.
|
|
switch (gScreenModeSelection) {
|
|
case SCREEN_MODE_1P: // single player
|
|
Tender.isActive = 1;
|
|
|
|
// clang-format off
|
|
// Same line required for matching...
|
|
for (size_t i = 0; i < numCarriages; i++) { PassengerCars[i].isActive = 1; }
|
|
// clang-format on
|
|
|
|
NumCars = NUM_TENDERS + numCarriages;
|
|
break;
|
|
|
|
// Spawn locomotive, tender, and one passenger car in versus 2/3 player mode.
|
|
case SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL: // multiplayer fall-through
|
|
case SCREEN_MODE_2P_SPLITSCREEN_VERTICAL:
|
|
if (gModeSelection != GRAND_PRIX) {
|
|
Tender.isActive = 1;
|
|
PassengerCars[4].isActive = 1;
|
|
NumCars = NUM_TENDERS + NUM_2P_PASSENGER_CARS;
|
|
}
|
|
break;
|
|
}
|
|
|
|
AnotherSmokeTimer = 0;
|
|
}
|
|
|
|
void ATrain::Spawn() {
|
|
TrainCarStuff* tempLocomotive;
|
|
TrainCarStuff* tempTender;
|
|
TrainCarStuff* tempPassengerCar;
|
|
Vec3s trainCarRot;
|
|
s16 trainCarYRot;
|
|
f32 origXPos;
|
|
f32 origZPos;
|
|
|
|
tempLocomotive = &Locomotive;
|
|
origXPos = tempLocomotive->position[0];
|
|
origZPos = tempLocomotive->position[2];
|
|
trainCarYRot = update_vehicle_following_waypoint(
|
|
tempLocomotive->position, (s16*) &tempLocomotive->waypointIndex, Speed);
|
|
tempLocomotive->velocity[0] = tempLocomotive->position[0] - origXPos;
|
|
tempLocomotive->velocity[2] = tempLocomotive->position[2] - origZPos;
|
|
vec3s_set(trainCarRot, 0, trainCarYRot, 0);
|
|
tempLocomotive->actorIndex = add_actor_to_empty_slot(tempLocomotive->position, trainCarRot,
|
|
tempLocomotive->velocity, ACTOR_TRAIN_ENGINE);
|
|
|
|
tempTender = &Tender;
|
|
if (tempTender->isActive == 1) {
|
|
origXPos = tempTender->position[0];
|
|
origZPos = tempTender->position[2];
|
|
trainCarYRot = update_vehicle_following_waypoint(
|
|
tempTender->position, (s16*) &tempTender->waypointIndex, Speed);
|
|
tempTender->velocity[0] = tempTender->position[0] - origXPos;
|
|
tempTender->velocity[2] = tempTender->position[2] - origZPos;
|
|
vec3s_set(trainCarRot, 0, trainCarYRot, 0);
|
|
tempTender->actorIndex = add_actor_to_empty_slot(tempTender->position, trainCarRot,
|
|
tempTender->velocity, ACTOR_TRAIN_TENDER);
|
|
}
|
|
|
|
for (size_t i = 0; i < PassengerCars.size(); i++) {
|
|
tempPassengerCar = &PassengerCars[i];
|
|
if (tempPassengerCar->isActive == 1) {
|
|
origXPos = tempPassengerCar->position[0];
|
|
origZPos = tempPassengerCar->position[2];
|
|
trainCarYRot = update_vehicle_following_waypoint(tempPassengerCar->position,
|
|
(s16*) &tempPassengerCar->waypointIndex,
|
|
Speed);
|
|
tempPassengerCar->velocity[0] = tempPassengerCar->position[0] - origXPos;
|
|
tempPassengerCar->velocity[2] = tempPassengerCar->position[2] - origZPos;
|
|
vec3s_set(trainCarRot, 0, trainCarYRot, 0);
|
|
tempPassengerCar->actorIndex =
|
|
add_actor_to_empty_slot(tempPassengerCar->position, trainCarRot, tempPassengerCar->velocity,
|
|
ACTOR_TRAIN_PASSENGER_CAR);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ATrain::BeginPlay() {
|
|
}
|
|
|
|
void ATrain::SyncComponents(TrainCarStuff* trainCar, s16 orientationY) {
|
|
struct TrainCar* trainCarActor;
|
|
|
|
//! @todo: Change actorIndex to ptr to TrainCar actor
|
|
trainCarActor = (struct TrainCar*) &gActorList[trainCar->actorIndex];
|
|
trainCarActor->pos[0] = trainCar->position[0];
|
|
trainCarActor->pos[1] = trainCar->position[1];
|
|
trainCarActor->pos[2] = trainCar->position[2];
|
|
if (gIsMirrorMode != 0) {
|
|
trainCarActor->rot[1] = -orientationY;
|
|
} else {
|
|
trainCarActor->rot[1] = orientationY;
|
|
}
|
|
trainCarActor->velocity[0] = trainCar->velocity[0];
|
|
trainCarActor->velocity[2] = trainCar->velocity[2];
|
|
}
|
|
|
|
void ATrain::Tick() {
|
|
f32 temp_f20;
|
|
TrainCarStuff* car;
|
|
u16 oldWaypointIndex;
|
|
s16 orientationYUpdate;
|
|
f32 temp_f22;
|
|
s32 j;
|
|
Vec3f smokePos;
|
|
|
|
AnotherSmokeTimer += 1;
|
|
|
|
oldWaypointIndex = (u16) Locomotive.waypointIndex;
|
|
|
|
temp_f20 = Locomotive.position[0];
|
|
temp_f22 = Locomotive.position[2];
|
|
|
|
orientationYUpdate = update_vehicle_following_waypoint(
|
|
Locomotive.position, (s16*) &Locomotive.waypointIndex, Speed);
|
|
|
|
Locomotive.velocity[0] = Locomotive.position[0] - temp_f20;
|
|
Locomotive.velocity[2] = Locomotive.position[2] - temp_f22;
|
|
|
|
sync_train_components(&Locomotive, orientationYUpdate);
|
|
|
|
if ((oldWaypointIndex != Locomotive.waypointIndex) &&
|
|
((Locomotive.waypointIndex == 0x00BE) ||
|
|
(Locomotive.waypointIndex == 0x0140))) { // play crossing bell sound
|
|
func_800C98B8(Locomotive.position, Locomotive.velocity,
|
|
SOUND_ARG_LOAD(0x19, 0x01, 0x80, 0x0E));
|
|
} else if (random_int(100) == 0) { // play train whistle sound
|
|
func_800C98B8(Locomotive.position, Locomotive.velocity,
|
|
SOUND_ARG_LOAD(0x19, 0x01, 0x80, 0x0D));
|
|
}
|
|
|
|
SomeFlags = set_vehicle_render_distance_flags(
|
|
Locomotive.position, TRAIN_SMOKE_RENDER_DISTANCE, SomeFlags);
|
|
// Renders locomotive smoke on all screens if any player is within range.
|
|
if ((((s16) AnotherSmokeTimer % 5) == 0) && (SomeFlags != 0)) {
|
|
smokePos[0] = Locomotive.position[0];
|
|
smokePos[1] = (f32) ((f64) Locomotive.position[1] + 65.0);
|
|
smokePos[2] = (f32) ((f64) Locomotive.position[2] + 25.0);
|
|
adjust_position_by_angle(smokePos, Locomotive.position, orientationYUpdate);
|
|
//spawn_train_smoke(Index, smokePos, 1.1f);
|
|
printf("\nSMOKE HERE: %d\n\n", Index);
|
|
AddSmoke(Index, smokePos, 1.1f);
|
|
}
|
|
|
|
car = &Tender;
|
|
|
|
if (car->isActive == 1) {
|
|
temp_f20 = car->position[0];
|
|
temp_f22 = car->position[2];
|
|
orientationYUpdate =
|
|
update_vehicle_following_waypoint(car->position, (s16*) &car->waypointIndex, Speed);
|
|
car->velocity[0] = car->position[0] - temp_f20;
|
|
car->velocity[2] = car->position[2] - temp_f22;
|
|
sync_train_components(car, orientationYUpdate);
|
|
}
|
|
|
|
for (j = 0; j < PassengerCars.size(); j++) {
|
|
car = &PassengerCars[j];
|
|
if (car->isActive == 1) {
|
|
temp_f20 = car->position[0];
|
|
temp_f22 = car->position[2];
|
|
|
|
orientationYUpdate =
|
|
update_vehicle_following_waypoint(car->position, (s16*) &car->waypointIndex, Speed);
|
|
car->velocity[0] = car->position[0] - temp_f20;
|
|
car->velocity[2] = car->position[2] - temp_f22;
|
|
sync_train_components(car, orientationYUpdate);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ATrain::Collision(s32 playerId, Player* player) {
|
|
TrainCarStuff* trainCar;
|
|
f32 playerPosX;
|
|
f32 playerPosZ;
|
|
f32 x_dist;
|
|
f32 z_dist;
|
|
s32 trainIndex;
|
|
|
|
if (D_801631E0[playerId] != 1) {
|
|
if (!(player->effects & 0x01000000)) {
|
|
playerPosX = player->pos[0];
|
|
playerPosZ = player->pos[2];
|
|
trainCar = &Locomotive;
|
|
x_dist = playerPosX - trainCar->position[0];
|
|
z_dist = playerPosZ - trainCar->position[2];
|
|
if ((x_dist > -100.0) && (x_dist < 100.0)) {
|
|
if ((z_dist > -100.0) && (z_dist < 100.0)) {
|
|
if (func_80006018(trainCar->position[0], trainCar->position[2], trainCar->velocity[0],
|
|
trainCar->velocity[2], 60.0f, 20.0f, playerPosX, playerPosZ) == 1) {
|
|
player->soundEffects |= REVERSE_SOUND_EFFECT;
|
|
}
|
|
trainCar = &Tender;
|
|
if (trainCar->isActive == 1) {
|
|
if (func_80006018(trainCar->position[0], trainCar->position[2], trainCar->velocity[0],
|
|
trainCar->velocity[2], 30.0f, 20.0f, playerPosX, playerPosZ) == 1) {
|
|
player->soundEffects |= REVERSE_SOUND_EFFECT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (size_t i = 0; i < PassengerCars.size(); i++) {
|
|
trainCar = &PassengerCars[i];
|
|
x_dist = playerPosX - trainCar->position[0];
|
|
z_dist = playerPosZ - trainCar->position[2];
|
|
if (trainCar->isActive == 1) {
|
|
if ((x_dist > -100.0) && (x_dist < 100.0)) {
|
|
if ((z_dist > -100.0) && (z_dist < 100.0)) {
|
|
if (func_80006018(trainCar->position[0], trainCar->position[2], trainCar->velocity[0],
|
|
trainCar->velocity[2], 30.0f, 20.0f, playerPosX, playerPosZ) == 1) {
|
|
player->soundEffects |= REVERSE_SOUND_EFFECT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void ATrain::Draw(s32 playerId) {
|
|
}
|
|
|
|
s32 ATrain::AddSmoke(s32 trainIndex, Vec3f pos, f32 velocity) {
|
|
s32 objectIndex = add_unused_obj_index(SmokeParticles, &NextParticlePtr, gObjectParticle2_SIZE);
|
|
if (objectIndex != NULL_OBJECT_ID) {
|
|
init_train_smoke(objectIndex, pos, velocity);
|
|
}
|
|
return objectIndex;
|
|
}
|