Files
SpaghettiKart/src/port/Game.cpp
T
MegaMech cb3b447b53 Fix Lakitu in Time Trials (#657)
* Update Game.cpp

* Add functions for various quit transitions
2026-02-26 12:22:29 -07:00

996 lines
29 KiB
C++

#include <libultraship.h>
#include <typeinfo>
#include "Game.h"
#include "port/Engine.h"
#include <fast/Fast3dWindow.h>
#include <memory>
#include "engine/World.h"
#include "engine/AllTracks.h"
#include "engine/tracks/PodiumCeremony.h"
#include "engine/GarbageCollector.h"
#include "engine/TrainCrossing.h"
#include "engine/objects/BombKart.h"
#include "engine/objects/Lakitu.h"
#include "Smoke.h"
#include "engine/HM_Intro.h"
#include "engine/editor/Editor.h"
#include "engine/editor/SceneManager.h"
#include "engine/registry/RegisterContent.h"
#include "engine/cameras/GameCamera.h"
#include "engine/cameras/FreeCamera.h"
#include "engine/cameras/TourCamera.h"
#include "engine/cameras/LookBehindCamera.h"
#include "engine/TrackBrowser.h"
#include "engine/RandomItemTable.h"
#include "engine/sky/Sky.h"
#ifdef _WIN32
#include <locale.h>
#endif
extern "C" {
#include "main.h"
#include "audio/load.h"
#include "audio/external.h"
#include "render_courses.h"
#include "menus.h"
#include "update_objects.h"
#include "spawn_players.h"
#include "src/enhancements/collision_viewer.h"
#include "code_800029B0.h"
#include "code_80057C60.h"
// #include "engine/wasm.h"
}
extern "C" void Graphics_PushFrame(Gfx* pool) {
GameEngine::ProcessGfxCommands(pool);
}
// Create the world instance
static World sWorldInstance;
// Deferred cleaning when clearing all actors in the editor
bool bCleanWorld = false;
std::unique_ptr<Cup> gMushroomCup;
std::unique_ptr<Cup> gFlowerCup;
std::unique_ptr<Cup> gStarCup;
std::unique_ptr<Cup> gSpecialCup;
std::unique_ptr<Cup> gBattleCup;
HarbourMastersIntro gMenuIntro;
TrackEditor::Editor gEditor;
s32 gTrophyIndex = NULL_OBJECT_ID;
/** Spawner Registries **/
Registry<TrackInfo> gTrackRegistry;
Registry<ActorInfo, const SpawnParams&> gActorRegistry;
Registry<ItemInfo> gItemRegistry;
/** Data Registries **/
DataRegistry<RandomItemTable> gItemTableRegistry;
std::unique_ptr<TrackBrowser> gTrackBrowser;
std::unique_ptr<Sky> gSky;
World* GetWorld() {
return World::Instance;
}
void CustomEngineInit() {
// Close the editor because lus remembers if it was open
// This also turns off freecam
gEditor.Disable();
gSky = std::make_unique<Sky>();
RegisterTracks(gTrackRegistry);
gTrackBrowser = std::make_unique<TrackBrowser>(gTrackRegistry);
TrackBrowser::Instance->FindCustomTracks();
TrackBrowser::Instance->Refresh(gTrackRegistry);
gMushroomCup = std::make_unique<Cup>("mk:mushroom_cup", "Mushroom Cup", std::vector<std::string>{
"mk:luigi_raceway",
"mk:moo_moo_farm",
"mk:koopa_troopa_beach",
"mk:kalimari_desert"
});
gFlowerCup = std::make_unique<Cup>("mk:flower_cup", "Flower Cup", std::vector<std::string>{
"mk:toads_turnpike",
"mk:frappe_snowland",
"mk:choco_mountain",
"mk:mario_raceway"
});
gStarCup = std::make_unique<Cup>("mk:star_cup", "Star Cup", std::vector<std::string>{
"mk:wario_stadium",
"mk:sherbet_land",
"mk:royal_raceway",
"mk:bowsers_castle"
});
gSpecialCup = std::make_unique<Cup>("mk:special_cup", "Special Cup", std::vector<std::string>{
"mk:dk_jungle",
"mk:yoshi_valley",
"mk:banshee_boardwalk",
"mk:rainbow_road"
});
gBattleCup = std::make_unique<Cup>("mk:battle_cup", "Battle Cup", std::vector<std::string>{
"mk:big_donut",
"mk:block_fort",
"mk:double_deck",
"mk:skyscraper"
});
/* Validate Cup Track IDs */
gMushroomCup->ValidateTrackIds(gTrackRegistry);
gFlowerCup->ValidateTrackIds(gTrackRegistry);
gStarCup->ValidateTrackIds(gTrackRegistry);
gSpecialCup->ValidateTrackIds(gTrackRegistry);
gBattleCup->ValidateTrackIds(gTrackRegistry);
/* Instantiate Cups */
GetWorld()->AddCup(gMushroomCup.get());
GetWorld()->AddCup(gFlowerCup.get());
GetWorld()->AddCup(gStarCup.get());
GetWorld()->AddCup(gSpecialCup.get());
GetWorld()->AddCup(gBattleCup.get());
SetMarioRaceway();
printf("[Game] Registering Game Content...\n");
RegisterActors(gActorRegistry);
RegisterItems(gItemRegistry);
RegisterItemTables(gItemTableRegistry);
printf("[Game] Game Content Registered!\n");
}
void CustomEngineDestroy() {
gTrackRegistry.Clear();
gActorRegistry.Clear();
gMushroomCup.reset();
gFlowerCup.reset();
gStarCup.reset();
gSpecialCup.reset();
gBattleCup.reset();
}
extern "C" {
void HM_InitIntro() {
gMenuIntro.HM_InitIntro();
}
void HM_TickIntro() {
gMenuIntro.HM_TickIntro();
}
void HM_DrawIntro() {
gMenuIntro.HM_DrawIntro();
}
// Set default track; mario raceway
void SetMarioRaceway(void) {
SelectMarioRaceway();
GetWorld()->SetCurrentCup(gMushroomCup.get());
GetWorld()->GetCurrentCup()->CursorPosition = 3;
GetWorld()->CupIndex = 0;
}
u32 WorldNextCup(void) {
return GetWorld()->NextCup();
}
u32 WorldPreviousCup(void) {
return GetWorld()->PreviousCup();
}
void CM_SetCup(void* cup) {
GetWorld()->SetCurrentCup((Cup*) cup);
}
void* GetCup() {
return GetWorld()->GetCurrentCup();
}
u32 GetCupIndex(void) {
return GetWorld()->GetCupIndex();
}
void CM_SetCupIndex(size_t index) {
GetWorld()->SetCupIndex(index);
}
const char* GetCupName(void) {
return GetWorld()->GetCurrentCup()->Name;
}
void LoadTrack() {
GetWorld()->GetRaceManager().Load();
}
void CM_VehicleCollision(s32 playerId, Player* player) {
for (auto& actor : GetWorld()->Actors) {
if (actor) {
actor->VehicleCollision(playerId, player);
}
}
}
void CM_BombKartsWaypoint(s32 cameraId) {
for (auto& object : GetWorld()->Objects) {
if (auto* kart = dynamic_cast<OBombKart*>(object.get())) {
if (kart != nullptr) {
kart->Waypoint(cameraId);
}
}
}
}
void CM_DisplayBattleBombKart(s32 playerId, s32 primAlpha) {
if ((playerId < 0) || (playerId > 4)) {
return;
}
if (primAlpha == 0) {
GetWorld()->mPlayerBombKart[playerId].state = PlayerBombKart::PlayerBombKartState::DISABLED;
GetWorld()->mPlayerBombKart[playerId]._primAlpha = primAlpha;
} else {
GetWorld()->mPlayerBombKart[playerId].state = PlayerBombKart::PlayerBombKartState::ACTIVE;
GetWorld()->mPlayerBombKart[playerId]._primAlpha = primAlpha;
}
}
void CM_DrawBattleBombKarts(s32 cameraId) {
for (size_t i = 0; i < gPlayerCount; i++) {
GetWorld()->mPlayerBombKart[i].Draw(i, cameraId);
}
}
void CM_ClearVehicles(void) {
GetWorld()->Crossings.clear();
}
void CM_CrossingTrigger() {
for (auto& crossing : GetWorld()->Crossings) {
if (crossing) {
crossing->CrossingTrigger();
}
}
}
void CM_AICrossingBehaviour(s32 playerId) {
for (auto& crossing : GetWorld()->Crossings) {
if (crossing) {
crossing->AICrossingBehaviour(playerId);
}
}
}
s32 CM_GetCrossingOnTriggered(uintptr_t* crossing) {
TrainCrossing* ptr = (TrainCrossing*) crossing;
if (ptr) {
return ptr->OnTriggered;
}
}
/**
* Tracks are rendered in two ways
* 1) Track sections --> The scene is split into multiple sections and rendered piece by piece
* 2) Full scene --> The entire scene is rendered at once
*
* Custom tracks only use the Render() method, and they only render the full scene.
* They do not use DrawCredits() and they do not use track sections.
*/
void CM_DrawTrack(ScreenContext* screen) {
if (nullptr == GetWorld()->GetTrack()) {
return;
}
// Check if collision mesh rendering is enabled via CVar
if (CVarGetInteger("gRenderCollisionMesh", 0)) {
render_collision();
return;
}
// Custom tracks should never use DrawCredits();
if (GetWorld()->GetTrack()->IsMod()) {
switch(screen->camera->renderMode) {
default:
GetWorld()->GetTrack()->Draw(screen);
break;
case RENDER_COLLISION_MESH:
render_collision();
break;
}
} else {
switch(screen->camera->renderMode) {
case RENDER_FULL_SCENE:
if (gModeSelection == BATTLE) {
GetWorld()->GetTrack()->Draw(screen);
} else {
GetWorld()->GetTrack()->DrawCredits();
}
case RENDER_TRACK_SECTIONS:
GetWorld()->GetTrack()->Draw(screen);
break;
case RENDER_COLLISION_MESH:
render_collision();
break;
}
}
}
void CM_TickActors() {
if (GetWorld()->GetTrack()) {
GetWorld()->TickActors();
}
}
void CM_DrawActors(Camera* camera) {
//AActor* a = GetWorld()->ConvertActorToAActor(actor);
for (const auto& actor : GetWorld()->Actors) {
if (actor->IsMod()) {
actor->Draw(camera);
}
}
for (auto& camera : GetWorld()->Cameras) {
if (auto* tourCam = dynamic_cast<TourCamera*>(camera.get())) {
if (tourCam->IsActive()) {
tourCam->Draw();
}
}
}
}
void CM_DrawStaticMeshActors() {
GetWorld()->DrawStaticMeshActors();
}
void CM_BeginPlay() {
static bool tour = false;
auto track = GetWorld()->GetTrack();
GetWorld()->Actors.clear();
if (nullptr == track) {
return;
}
if (tour) {
// GetWorld()->Cameras[2]->SetActive(true);
// gScreenOneCtx->camera = GetWorld()->Cameras[2]->Get();
if (reinterpret_cast<TourCamera*>(GetWorld()->Cameras[2].get())->IsTourComplete()) {
tour = false;
gScreenOneCtx->pendingCamera = &cameras[0];
}
}
GetWorld()->GetRaceManager().PreInit();
GetWorld()->GetRaceManager().BeginPlay();
GetWorld()->GetRaceManager().PostInit();
}
Camera* CM_GetPlayerCamera(s32 playerIndex) {
for (auto& cam : GetWorld()->Cameras) {
// Make sure this is a player camera and not a different type of camera
if (typeid(*cam) == typeid(GameCamera)) {
Camera* camera = cam->Get();
if (camera->playerId == playerIndex) {
return camera;
}
}
}
return nullptr;
}
void CM_SetViewProjection(Camera* camera) {
for (auto& gameCamera : GetWorld()->Cameras) {
if (camera == gameCamera->Get()) {
gameCamera->SetViewProjection();
}
}
}
void CM_TickCameras() {
GetWorld()->TickCameras();
}
Camera* CM_AddCamera(Vec3f spawn, s16 rot, u32 mode) {
if (GetWorld()->Cameras.size() >= NUM_CAMERAS) {
printf("Reached the max number of cameras, %d\n", NUM_CAMERAS);
return nullptr;
}
GetWorld()->Cameras.push_back(std::make_unique<GameCamera>(FVector(spawn[0], spawn[1], spawn[2]), rot, mode));
return GetWorld()->Cameras.back()->Get();
}
Camera* CM_AddFreeCamera(Vec3f spawn, s16 rot, u32 mode) {
if (GetWorld()->Cameras.size() >= NUM_CAMERAS) {
printf("Reached the max number of cameras, %d\n", NUM_CAMERAS);
return nullptr;
}
GetWorld()->Cameras.push_back(std::make_unique<FreeCamera>(FVector(spawn[0], spawn[1], spawn[2]), rot, mode));
return GetWorld()->Cameras.back()->Get();
}
Camera* CM_AddTourCamera(Vec3f spawn, s16 rot, u32 mode) {
if (GetWorld()->Cameras.size() >= NUM_CAMERAS) {
// This is to prevent soft locking the game
printf("Reached the max number of cameras, %d\n", NUM_CAMERAS);
if (GetWorld()->GetTrack()->bTourEnabled) {
spawn_and_set_player_spawns();
}
return nullptr;
}
if (nullptr == GetWorld()->GetTrack()) {
// This is to prevent soft locking the game
if (GetWorld()->GetTrack()->bTourEnabled) {
spawn_and_set_player_spawns();
}
return nullptr;
}
if (GetWorld()->GetTrack()->TourShots.size() == 0) {
// This is to prevent soft locking the game
if (GetWorld()->GetTrack()->bTourEnabled) {
spawn_and_set_player_spawns();
}
return nullptr;
}
GetWorld()->Cameras.push_back(std::make_unique<TourCamera>(FVector(spawn[0], spawn[1], spawn[2]), rot, mode));
TourCamera* tour = static_cast<TourCamera*>(GetWorld()->Cameras.back().get());
tour->SetActive(true);
return tour->Get();
}
bool CM_IsTourEnabled() {
if (nullptr != GetWorld()->GetTrack()) {
if ((GetWorld()->GetTrack()->bTourEnabled) && (gTourComplete == false)) {
return true;
} else {
return false;
}
} else {
return false;
}
}
Camera* CM_AddLookBehindCamera(Vec3f spawn, s16 rot, u32 mode) {
if (GetWorld()->Cameras.size() >= NUM_CAMERAS) {
printf("Reached the max number of cameras, %d\n", NUM_CAMERAS);
return nullptr;
}
GetWorld()->Cameras.push_back(std::make_unique<LookBehindCamera>(FVector(spawn[0], spawn[1], spawn[2]), rot, mode));
return GetWorld()->Cameras.back()->Get();
}
void CM_AttachCamera(Camera* camera, s32 playerIdx) {
camera->playerId = playerIdx;
}
void CM_CameraSetActive(size_t idx, bool state) {
if (idx < GetWorld()->Cameras.size()) {
GetWorld()->Cameras[idx]->SetActive(state);
}
}
void CM_SetFreeCamera(bool state) {
for (auto& cam : GetWorld()->Cameras) {
if (cam->Get() == gScreenOneCtx->freeCamera) {
if (state) {
gScreenOneCtx->pendingCamera = gScreenOneCtx->freeCamera;
cam->SetActive(true);
} else {
if (nullptr != gScreenOneCtx->raceCamera) {
if (gGamestate == RACING) {
gScreenOneCtx->pendingCamera = gScreenOneCtx->raceCamera;
cam->SetActive(false);
} else {
cam->SetActive(false);
}
}
}
}
}
}
void CM_ActivateTourCamera(Camera* camera) {
for (auto& cam : GetWorld()->Cameras) {
if (cam->Get() == camera) {
cam->SetActive(true);
}
}
}
void CM_TickObjects() {
if (GetWorld()->GetTrack()) {
GetWorld()->TickObjects();
}
}
// A couple objects such as lakitu are ticked inside of process_game_tick which support 60fps.
// This is a fallback to support that.
void CM_TickObjects60fps() {
if (GetWorld()->GetTrack()) {
GetWorld()->TickObjects60fps();
}
}
void CM_DrawObjects(s32 cameraId) {
if (GetWorld()->GetTrack()) {
GetWorld()->DrawObjects(cameraId);
}
}
void CM_TickEditor() {
gEditor.Tick();
}
void CM_DrawEditor() {
gEditor.Draw();
}
void CM_TickParticles() {
if (GetWorld()->GetTrack()) {
GetWorld()->TickParticles();
}
}
void CM_DrawParticles(s32 cameraId) {
if (GetWorld()->GetTrack()) {
GetWorld()->DrawParticles(cameraId);
}
}
void CM_RaceDrawSky(ScreenContext* screen, s32 someId) {
// if (bDrawSkybox) {
if (CVarGetInteger("gDrawSky", true) == true) {
Sky::Instance->Draw(screen);
if (gGamestate != CREDITS_SEQUENCE) {
func_80057FC4(screen, someId); // DrawSkyActors
}
Sky::Instance->DrawFloor(screen);
}
}
void CM_Waypoints(Player* player, int8_t playerId) {
if (GetWorld()->GetTrack()) {
GetWorld()->GetTrack()->Waypoints(player, playerId);
}
}
void CM_SomeCollisionThing(Player* player, Vec3f arg1, Vec3f arg2, Vec3f arg3, f32* arg4, f32* arg5, f32* arg6,
f32* arg7) {
if (GetWorld()->GetTrack()) {
GetWorld()->GetTrack()->SomeCollisionThing(player, arg1, arg2, arg3, arg4, arg5, arg6, arg7);
}
}
void CM_InitTrackObjects() {
if (GetWorld()->GetTrack()) {
GetWorld()->GetTrack()->InitTrackObjects();
}
}
void CM_TickTrackObjects() {
if (GetWorld()->GetTrack()) {
GetWorld()->GetTrack()->TickTrackObjects();
}
TrainSmokeTick();
}
void CM_DrawTrackObjects(s32 cameraId) {
if (GetWorld()->GetTrack()) {
GetWorld()->GetTrack()->DrawTrackObjects(cameraId);
}
TrainSmokeDraw(cameraId);
}
void CM_SomeSounds() {
if (GetWorld()->GetTrack()) {
GetWorld()->GetTrack()->SomeSounds();
}
}
void CM_CreditsSpawnActors() {
if (GetWorld()->GetTrack()) {
GetWorld()->GetTrack()->CreditsSpawnActors();
}
}
void CM_WhatDoesThisDo(Player* player, int8_t playerId) {
if (GetWorld()->GetTrack()) {
GetWorld()->GetTrack()->WhatDoesThisDo(player, playerId);
}
}
void CM_WhatDoesThisDoAI(Player* player, int8_t playerId) {
if (GetWorld()->GetTrack()) {
GetWorld()->GetTrack()->WhatDoesThisDoAI(player, playerId);
}
}
void CM_SetStaffGhost() {
if (GetWorld()->GetTrack()) {
GetWorld()->GetTrack()->SetStaffGhost();
}
}
// This should only be used for checking if the track has changed
uintptr_t CM_GetTrack() {
return (uintptr_t) (void*) GetWorld()->GetTrack();
}
Properties* CM_GetProps() {
if (GetWorld()->GetTrack()) {
return &GetWorld()->GetTrack()->Props;
}
return NULL;
}
void CM_TickTrack() {
if (GetWorld()->GetTrack()) {
GetWorld()->GetTrack()->Tick();
}
}
void CM_DrawTransparency(ScreenContext* screen, uint16_t pathCounter, uint16_t cameraRot,
uint16_t playerDirection) {
if (GetWorld()->GetTrack()) {
GetWorld()->GetTrack()->DrawTransparency(screen, pathCounter, cameraRot, playerDirection);
}
}
/**
* This should only be ran once per track, otherwise animation/timings might become sped up.
*/
void CM_SpawnStarterLakitu() {
if ((gDemoMode) || (gGamestate == CREDITS_SEQUENCE)) {
return;
}
for (size_t i = 0; i < gPlayerCountSelection1; i++) {
// Retry does not respawn actors, therefore, re-use lakitu.
if (auto it = GetWorld()->Lakitus.find(i); it != GetWorld()->Lakitus.end()) {
if (it->second) {
it->second->Activate(OLakitu::STARTER);
}
continue; // Already exists, skip spawning
}
auto lakitu = std::make_unique<OLakitu>(i, OLakitu::LakituType::STARTER);
GetWorld()->Lakitus[i] = lakitu.get();
GetWorld()->AddObject(std::move(lakitu));
}
}
// Checkered flag lakitu
void CM_ActivateFinishLakitu(s32 playerId) {
if ((gDemoMode) || (gGamestate == CREDITS_SEQUENCE)) {
return;
}
GetWorld()->Lakitus[playerId]->Activate(OLakitu::LakituType::FINISH);
}
void CM_ActivateSecondLapLakitu(s32 playerId) {
if ((gDemoMode) || (gGamestate == CREDITS_SEQUENCE)) {
return;
}
GetWorld()->Lakitus[playerId]->Activate(OLakitu::LakituType::SECOND_LAP);
}
void CM_ActivateFinalLapLakitu(s32 playerId) {
if ((gDemoMode) || (gGamestate == CREDITS_SEQUENCE)) {
return;
}
GetWorld()->Lakitus[playerId]->Activate(OLakitu::LakituType::FINAL_LAP);
}
void CM_ActivateReverseLakitu(s32 playerId) {
if ((gDemoMode) || (gGamestate == CREDITS_SEQUENCE)) {
return;
}
GetWorld()->Lakitus[playerId]->Activate(OLakitu::LakituType::REVERSE);
}
size_t GetCupCursorPosition() {
return GetWorld()->GetCurrentCup()->CursorPosition;
}
void SetCupCursorPosition(size_t position) {
GetWorld()->GetCurrentCup()->SetTrack(position);
// GetWorld()->CurrentCup->CursorPosition = position;
}
size_t GetCupSize() {
return GetWorld()->GetCurrentCup()->GetSize();
}
void* GetTrack(void) {
return GetWorld()->GetTrack();
}
struct Actor* CM_GetActor(size_t index) {
if (index >= 0 && index < GetWorld()->Actors.size()) {
AActor* actor = GetWorld()->Actors[index].get();
return reinterpret_cast<struct Actor*>(reinterpret_cast<char*>(actor) + sizeof(void*));
} else {
throw std::runtime_error("GetActor() index out of bounds");
return NULL;
}
}
size_t CM_FindActorIndex(Actor* actor) {
// Move the ptr back to look at the vtable.
// This gets us the proper C++ class instead of just the variables used in C.
AActor* a = reinterpret_cast<AActor*>(reinterpret_cast<char*>(actor) - sizeof(void*));
auto& actors = GetWorld()->Actors;
auto it = std::find_if(actors.begin(), actors.end(), [a](const std::unique_ptr<AActor>& ptr) {
return ptr.get() == a;
});
if (it != actors.end()) {
return std::distance(actors.begin(), it);
}
printf("FindActorIndex() actor not found\n");
return -1;
}
void CM_DeleteActor(size_t index) {
auto& actors = GetWorld()->Actors;
if (index < actors.size()) {
actors.erase(actors.begin() + index);
}
}
/**
* Clean up actors and other game objects.
*/
void CM_CleanWorld(void) {
GetWorld()->CleanWorld();
}
void CM_CleanCameras(void) {
GetWorld()->Cameras.clear();
}
struct Actor* CM_AddBaseActor() {
return (struct Actor*) GetWorld()->AddBaseActor();
}
void CM_ActorBeginPlay(struct Actor* actor) {
GetWorld()->ActorBeginPlay(actor);
}
void CM_ActorGenerateCollision(struct Actor* actor) {
AActor* act = GetWorld()->ConvertActorToAActor(actor);
if ((nullptr != act->Model) && (act->Model[0] != '\0')) {
if (act->Triangles.size() == 0) {
TrackEditor::GenerateCollisionMesh(act, (Gfx*)LOAD_ASSET_RAW(act->Model), 1.0f);
}
}
}
void Editor_AddLight(s8* direction) {
static size_t i = 0;
gEditor.AddLight(("Light "+std::to_string(i)).c_str(), nullptr, direction);
i += 1;
}
void Editor_ClearMatrix() {
gEditor.ClearMatrixPool();
}
void Editor_CleanWorld() {
if (bCleanWorld) {
CM_CleanWorld();
bCleanWorld = false;
}
}
size_t CM_GetActorSize() {
return GetWorld()->Actors.size();
}
void CM_ActorCollision(Player* player, Actor* actor) {
AActor* a = GetWorld()->ConvertActorToAActor(actor);
if (a->IsMod()) {
a->Collision(player, a);
}
}
f32 CM_GetWaterLevel(Vec3f pos, Collision* collision) {
FVector fPos = {pos[0], pos[1], pos[2]};
return GetWorld()->GetTrack()->GetWaterLevel(fPos, collision);
}
// clang-format off
bool IsMarioRaceway() { return dynamic_cast<MarioRaceway*>(GetWorld()->GetTrack()) != nullptr; }
bool IsLuigiRaceway() { return dynamic_cast<LuigiRaceway*>(GetWorld()->GetTrack()) != nullptr; }
bool IsChocoMountain() { return dynamic_cast<ChocoMountain*>(GetWorld()->GetTrack()) != nullptr; }
bool IsBowsersCastle() { return dynamic_cast<BowsersCastle*>(GetWorld()->GetTrack()) != nullptr; }
bool IsBansheeBoardwalk() { return dynamic_cast<BansheeBoardwalk*>(GetWorld()->GetTrack()) != nullptr; }
bool IsYoshiValley() { return dynamic_cast<YoshiValley*>(GetWorld()->GetTrack()) != nullptr; }
bool IsFrappeSnowland() { return dynamic_cast<FrappeSnowland*>(GetWorld()->GetTrack()) != nullptr; }
bool IsKoopaTroopaBeach() { return dynamic_cast<KoopaTroopaBeach*>(GetWorld()->GetTrack()) != nullptr; }
bool IsRoyalRaceway() { return dynamic_cast<RoyalRaceway*>(GetWorld()->GetTrack()) != nullptr; }
bool IsMooMooFarm() { return dynamic_cast<MooMooFarm*>(GetWorld()->GetTrack()) != nullptr; }
bool IsToadsTurnpike() { return dynamic_cast<ToadsTurnpike*>(GetWorld()->GetTrack()) != nullptr; }
bool IsKalimariDesert() { return dynamic_cast<KalimariDesert*>(GetWorld()->GetTrack()) != nullptr; }
bool IsSherbetLand() { return dynamic_cast<SherbetLand*>(GetWorld()->GetTrack()) != nullptr; }
bool IsRainbowRoad() { return dynamic_cast<RainbowRoad*>(GetWorld()->GetTrack()) != nullptr; }
bool IsWarioStadium() { return dynamic_cast<WarioStadium*>(GetWorld()->GetTrack()) != nullptr; }
bool IsBlockFort() { return dynamic_cast<BlockFort*>(GetWorld()->GetTrack()) != nullptr; }
bool IsSkyscraper() { return dynamic_cast<Skyscraper*>(GetWorld()->GetTrack()) != nullptr; }
bool IsDoubleDeck() { return dynamic_cast<DoubleDeck*>(GetWorld()->GetTrack()) != nullptr; }
bool IsDkJungle() { return dynamic_cast<DKJungle*>(GetWorld()->GetTrack()) != nullptr; }
bool IsBigDonut() { return dynamic_cast<BigDonut*>(GetWorld()->GetTrack()) != nullptr; }
bool IsPodiumCeremony() { return dynamic_cast<PodiumCeremony*>(GetWorld()->GetTrack()) != nullptr; }
void SelectMarioRaceway() { GetWorld()->SetCurrentTrack(std::make_unique<MarioRaceway>()); }
void SelectLuigiRaceway() { GetWorld()->SetCurrentTrack(std::make_unique<LuigiRaceway>()); }
void SelectChocoMountain() { GetWorld()->SetCurrentTrack(std::make_unique<ChocoMountain>()); }
void SelectBowsersCastle() { GetWorld()->SetCurrentTrack(std::make_unique<BowsersCastle>()); }
void SelectBansheeBoardwalk() { GetWorld()->SetCurrentTrack(std::make_unique<BansheeBoardwalk>()); }
void SelectYoshiValley() { GetWorld()->SetCurrentTrack(std::make_unique<YoshiValley>()); }
void SelectFrappeSnowland() { GetWorld()->SetCurrentTrack(std::make_unique<FrappeSnowland>()); }
void SelectKoopaTroopaBeach() { GetWorld()->SetCurrentTrack(std::make_unique<KoopaTroopaBeach>()); }
void SelectRoyalRaceway() { GetWorld()->SetCurrentTrack(std::make_unique<RoyalRaceway>()); }
void SelectMooMooFarm() { GetWorld()->SetCurrentTrack(std::make_unique<MooMooFarm>()); }
void SelectToadsTurnpike() { GetWorld()->SetCurrentTrack(std::make_unique<ToadsTurnpike>()); }
void SelectKalimariDesert() { GetWorld()->SetCurrentTrack(std::make_unique<KalimariDesert>()); }
void SelectSherbetLand() { GetWorld()->SetCurrentTrack(std::make_unique<SherbetLand>()); }
void SelectRainbowRoad() { GetWorld()->SetCurrentTrack(std::make_unique<RainbowRoad>()); }
void SelectWarioStadium() { GetWorld()->SetCurrentTrack(std::make_unique<WarioStadium>()); }
void SelectBlockFort() { GetWorld()->SetCurrentTrack(std::make_unique<BlockFort>()); }
void SelectSkyscraper() { GetWorld()->SetCurrentTrack(std::make_unique<Skyscraper>()); }
void SelectDoubleDeck() { GetWorld()->SetCurrentTrack(std::make_unique<DoubleDeck>()); }
void SelectDkJungle() { GetWorld()->SetCurrentTrack(std::make_unique<DKJungle>()); }
void SelectBigDonut() { GetWorld()->SetCurrentTrack(std::make_unique<BigDonut>()); }
void SelectPodiumCeremony() { GetWorld()->SetCurrentTrack(std::make_unique<PodiumCeremony>()); }
// clang-format on
void* GetMushroomCup(void) {
return gMushroomCup.get();
}
void* GetFlowerCup(void) {
return gFlowerCup.get();
}
void* GetStarCup(void) {
return gStarCup.get();
}
void* GetSpecialCup(void) {
return gSpecialCup.get();
}
void* GetBattleCup(void) {
return gBattleCup.get();
}
// End of frame cleanup of actors, objects, etc.
void CM_RunGarbageCollector(void) {
RunGarbageCollector();
}
void CM_ResetAudio(void) {
if(HMAS_IsPlaying(HMAS_MUSIC)){
HMAS_AddEffect(HMAS_MUSIC, HMAS_EFFECT_VOLUME, HMAS_LINEAR, 10, 0);
HMAS_AddEffect(HMAS_MUSIC, HMAS_EFFECT_STOP, HMAS_INSTANT, 1, 0);
}
// Fade out music for all sequences and music player indexes 0, and 1
for (size_t soundId = 0; soundId < MUSIC_SEQ_MAX; soundId++) {
func_800C3448(0x10100000 | soundId);
func_800C3448(0x11100000 | soundId);
}
}
}
void push_frame() {
GameEngine::StartAudioFrame();
GameEngine::Instance->StartFrame();
thread5_iteration();
GameEngine::EndAudioFrame();
// thread5_game_loop();
// Graphics_ThreadUpdate();w
}
void CM_ThrowRuntimeError(const char* fmt, ...) {
char error_mesg[2048];
va_list args;
va_start(args, fmt);
vsnprintf(error_mesg, sizeof(error_mesg), fmt, args);
va_end(args);
const char* crash_desc = "\nSpaghettiKart has crashed! Please upload the logs to the support channel in Discord.";
strncat(error_mesg, crash_desc, sizeof(error_mesg) - strlen(error_mesg) - 1);
SPDLOG_ERROR(error_mesg);
SDL_ShowSimpleMessageBox(
SDL_MESSAGEBOX_ERROR,
"You dropped your plate of Spaghetti!",
error_mesg,
NULL
);
exit(EXIT_FAILURE);
}
#ifdef _WIN32
int SDL_main(int argc, char** argv) {
#else
#if defined(__cplusplus) && defined(PLATFORM_IOS)
extern "C"
#endif
int
main(int argc, char* argv[]) {
#endif
#ifdef _WIN32
// Allow non-ascii characters for Windows
setlocale(LC_ALL, ".UTF8");
#endif
// load_wasm();
GameEngine::Create();
audio_init();
sound_init();
CustomEngineInit();
switch(CVarGetInteger("gSkipIntro", 0)) {
case 0:
gMenuSelection = HARBOUR_MASTERS_MENU;
break;
case 1:
gMenuSelection = LOGO_INTRO_MENU;
break;
case 2:
gMenuSelection = START_MENU;
break;
case 3:
gMenuSelection = MAIN_MENU;
break;
}
// Debug mode override gSkipIntro
if (CVarGetInteger("gEnableDebugMode", 0) == true) {
gMenuSelection = START_MENU;
}
thread5_game_loop();
gEditor.Load();
while (WindowIsRunning()) {
push_frame();
}
CustomEngineDestroy();
// GameEngine::Instance->ProcessFrame(push_frame);
GameEngine::Instance->Destroy();
return 0;
}