mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-05-27 08:11:09 -04:00
de9c5d5101
* Impl SpawnParams * Added json submodule * Update json * Update * Works * Remove comment * Works refactor * Snowman and thwomp working * Impl hot air balloon * More progress * All OObjects are done * cleanup * Refactor 2Dpath to normal path * Update nlohmann json & fix compile * Rest of actors * MORE CHANGES * Finish actors * Done PR, some fix to collision viewer * Impl falling rocks * Add const * wip editor refactor * Property work * continue * Overridable editor properties * Actor saving/loading works now * Fix light alignment * Clarification * Impl penguin * params impl signs * properties impl falling rock * More property impls * impl air balloon * Add spawnParams to OObject Translate * Snowman translate better * impl hedgehog properly * properties impl trophy * thwomp progress * Finish impl properties * Fix compile * Fix cursor collisions * Move registered actors * Rename pathPoint XYZ to xyz * Fix editor pause bug * Clean up * Review comments * Remove SpawnParams struct from actor classes * Rename * Player Label First Iteration * Work now * Working 3d text * Fix boo bug * Finish AText actor * Fix spawnparams compile * Register AText * Finish Text Actor * Fix thwomp interpolation * Fix compile * Fix crab and hedgehog * Fix loading flagpole * Fix Hot Air Balloon * Turn zbuffer on for AText * Update --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
158 lines
4.3 KiB
C
158 lines
4.3 KiB
C
#ifndef CODE_800029B0_H
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#define CODE_800029B0_H
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#include <macros.h>
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#include <libultraship.h>
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#include <actor_types.h>
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#include "camera.h"
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struct UnkStruct_800DC5EC {
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/* 0x00 */ struct Controller* controllers; // gControllers ptr 800F6910
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/* 0x04 */ Camera* camera; // Player camera ptr
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/* 0x08 */ Player* player; // Player ptr 800F6990
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/* 0x0C */ s32* unkC; // unk struct?
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/* 0x10 */ Vp viewport;
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/* 0x20 */ s32 pad[2];
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/* 0x28 */ s16 cameraHeight;
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/* 0x2A */ s16 unk;
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/* 0x2C */ s16 screenWidth;
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/* 0x2E */ s16 screenHeight;
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/* 0x30 */ s16 screenStartX;
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/* 0x32 */ s16 screenStartY;
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/* 0x34 */ s16 unk3C;
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/* 0x36 */ s16 playerDirection;
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/* 0x38 */ s16 pathCounter;
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/* 0x3A */ s16 unk42;
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/* 0x3C */ s32 pad2;
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}; // size = 0x40
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/* Function Prototypes */
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void func_800029B0(void);
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void setup_race(void);
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void setup_editor(void);
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void func_80002DAC(void);
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void clear_nmi_buffer(void);
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void credits_spawn_actors(void);
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extern s16 gCurrentCourseId; // D_800DC5A0
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extern s16 gCurrentlyLoadedCourseId;
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extern u16 D_800DC5A8;
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extern s32 D_800DC5AC;
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extern u16 D_800DC5B0;
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extern u16 D_800DC5B4;
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extern u16 D_800DC5B8;
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extern u16 D_800DC5BC;
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extern u16 gIsInQuitToMenuTransition;
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extern u16 gQuitToMenuTransitionCounter;
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extern u16 D_800DC5C8;
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extern u16 D_800DC5CC;
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extern s32 D_800DC5D0;
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extern s32 D_800DC5D4;
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extern s32 D_800DC5D8;
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extern s32 D_800DC5DC;
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extern s32 D_800DC5E0;
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// This is tracking which credit "state" we're in, decides which credits are shown (and probably other stuff)
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extern u16 D_800DC5E4;
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extern s32 gPlayerWinningIndex;
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extern struct UnkStruct_800DC5EC D_8015F480[4];
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extern struct UnkStruct_800DC5EC* D_800DC5EC;
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extern struct UnkStruct_800DC5EC* D_800DC5F0;
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extern struct UnkStruct_800DC5EC* D_800DC5F4;
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extern struct UnkStruct_800DC5EC* D_800DC5F8;
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extern u16 gIsGamePaused;
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extern bool gIsEditorPaused;
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extern u8* pAppNmiBuffer;
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extern s32 gIsMirrorMode; // D_800DC604
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extern s16 gCreditsCourseId;
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extern s16 gPlaceItemBoxes;
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extern Vec3f gVtxStretch;
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extern CollisionTriangle* gCollisionMesh;
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extern u16* gCollisionIndices;
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extern u16 gCollisionMeshCount;
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extern u16 gNumCollisionTriangles;
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extern u32 D_8015F58C;
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extern Vec3f D_8015F590;
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extern s32 D_8015F59C;
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extern s32 D_8015F5A0;
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extern s32 D_8015F5A4;
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extern Vtx* vtxBuffer[];
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extern s16 gCourseMaxX;
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extern s16 gCourseMinX;
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extern s16 gCourseMaxY;
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extern s16 gCourseMinY;
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extern s16 gCourseMaxZ;
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extern s16 gCourseMinZ;
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extern s16 D_8015F6F4;
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extern s16 D_8015F6F6;
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extern u16 D_8015F6F8;
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extern s16 D_8015F6FA;
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extern s16 D_8015F6FC;
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extern u16 gNumSpawnedShells;
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extern u16 D_8015F700;
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extern u16 D_8015F702;
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extern f32 D_8015F704;
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extern Vec3f D_8015F708;
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extern UNUSED u32 D_8015F718[3];
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extern size_t gFreeMemorySize;
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extern uintptr_t gNextFreeMemoryAddress;
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extern uintptr_t gHeapEndPtr;
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/**
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* This repoints gNextFreeMemoryAddress to the point in the memory pool just after a course was loaded.
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* This allows players to retry or reset a course without reloading the whole course.
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* Memory allocated after course load is not zeroed or reset. But should get overwritten by future allocations.
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*
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* This is a relatively unsafe way to architect a memory pool as old memory could accidentally be used if future allocations do not zero or fully overwrite their free memory.
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*/
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extern uintptr_t gFreeMemoryCourseAnchor;
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extern uintptr_t gFreeMemoryResetAnchor;
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extern Vec3f D_8015F738;
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extern Vec3f D_8015F748;
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extern Vec3f D_8015F758;
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extern Vec3f D_8015F768;
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extern Vec3f D_8015F778;
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extern f32 gCourseDirection;
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extern s32 gNumScreens;
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extern s32 D_8015F790[];
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extern u16 D_8015F890;
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extern u16 D_8015F892;
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extern u16 D_8015F894;
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extern f32 gTimePlayerLastTouchedFinishLine[];
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extern u8* gNmiUnknown1;
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extern u8* gNmiUnknown2;
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extern u8* gNmiUnknown3;
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extern u8* gNmiUnknown4;
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extern u8* gNmiUnknown5;
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extern u8* gNmiUnknown6;
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extern Vec3f D_8015F8D0;
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extern s32 D_8015F8DC;
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extern s32 D_8015F8E0;
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extern f32 gWaterLevel;
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extern f32 gWaterVelocity;
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extern s16 gPlayerPositionLUT[]; // Player index at each position
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extern u16 gNumPermanentActors;
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extern UNUSED u8 D_80162578[];
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extern s16 gDebugPathCount;
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extern s16 sIsController1Unplugged;
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extern s32 D_801625EC;
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extern s32 D_801625F0;
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extern s32 D_801625F4;
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extern uintptr_t D_801625F8;
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extern f32 D_801625FC;
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#endif
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