Files
SpaghettiKart/src/engine/courses/SherbetLand.cpp
T
MegaMech de9c5d5101 Implement SpawnParams struct (#536)
* 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>
2025-11-09 19:07:44 -07:00

254 lines
10 KiB
C++

#include <libultraship.h>
#include <libultra/gbi.h>
#include <vector>
#include <memory>
#include "SherbetLand.h"
#include "World.h"
#include "engine/actors/Finishline.h"
#include "engine/objects/BombKart.h"
#include "assets/sherbet_land_data.h"
#include "engine/objects/Penguin.h"
extern "C" {
#include "main.h"
#include "camera.h"
#include "course_offsets.h"
#include "code_800029B0.h"
#include "render_courses.h"
#include "code_8006E9C0.h"
#include "code_80057C60.h"
#include "defines.h"
#include "math_util.h"
#include "external.h"
#include "code_80005FD0.h"
#include "spawn_players.h"
#include "render_objects.h"
#include "assets/common_data.h"
#include "save.h"
#include "replays.h"
#include "actors.h"
#include "collision.h"
#include "memory.h"
#include "course.h"
extern const char *sherbet_land_dls[];
extern const char *sherbet_land_dls_2[];
}
const course_texture sherbet_land_textures[] = {
{ gTexture643B3C, 0x0798, 0x0800, 0x0 }, { gTexture66D024, 0x04EA, 0x0800, 0x0 },
{ gTexture678118, 0x0314, 0x0800, 0x0 }, { gTextureSignWoodRedArrow, 0x04E1, 0x1000, 0x0 },
{ gTexture678CC8, 0x058E, 0x0800, 0x0 }, { gTexture67842C, 0x050E, 0x0800, 0x0 },
{ gTexture67893C, 0x038B, 0x0800, 0x0 }, { gTexture651984, 0x019C, 0x0800, 0x0 },
{ gTexture651428, 0x055B, 0x0800, 0x0 }, { gTexture662924, 0x0110, 0x0800, 0x0 },
{ 0x00000000, 0x0000, 0x0000, 0x0 },
};
SherbetLand::SherbetLand() {
this->vtx = d_course_sherbet_land_vertex;
this->gfx = d_course_sherbet_land_packed_dls;
this->gfxSize = 1803;
Props.textures = sherbet_land_textures;
Props.Minimap.Texture = minimap_sherbet_land;
Props.Minimap.Width = ResourceGetTexWidthByName(Props.Minimap.Texture);
Props.Minimap.Height = ResourceGetTexHeightByName(Props.Minimap.Texture);
Props.Minimap.Pos[0].X = 262;
Props.Minimap.Pos[0].Y = 170;
Props.Minimap.PlayerX = 52;
Props.Minimap.PlayerY = 33;
Props.Minimap.PlayerScaleFactor = 0.015f;
Props.Minimap.FinishlineX = 0;
Props.Minimap.FinishlineY = 0;
Props.Minimap.Colour = {72, 100, 255};
ResizeMinimap(&Props.Minimap);
Props.SetText(Props.Name, "sherbet land", sizeof(Props.Name));
Props.SetText(Props.DebugName, "sherbet", sizeof(Props.DebugName));
Props.SetText(Props.CourseLength, "756m", sizeof(Props.CourseLength));
Props.LakituTowType = (s32)OLakitu::LakituTowType::ICE;
Props.AIBehaviour = D_0D009280;
Props.AIMaximumSeparation = 50.0f;
Props.AIMinimumSeparation = 0.3f;
Props.AISteeringSensitivity = 53;
Props.NearPersp = 9.0f;
Props.FarPersp = 4500.0f;
Props.PathSizes = {0x2BC, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0};
Props.CurveTargetSpeed[0] = 4.1666665f;
Props.CurveTargetSpeed[1] = 5.5833334f;
Props.CurveTargetSpeed[2] = 6.1666665f;
Props.CurveTargetSpeed[3] = 6.75f;
Props.NormalTargetSpeed[0] = 3.75f;
Props.NormalTargetSpeed[1] = 5.1666665f;
Props.NormalTargetSpeed[2] = 5.75f;
Props.NormalTargetSpeed[3] = 6.3333334f;
Props.D_0D0096B8[0] = 3.3333332f;
Props.D_0D0096B8[1] = 3.9166667f;
Props.D_0D0096B8[2] = 4.5f;
Props.D_0D0096B8[3] = 5.0833334f;
Props.OffTrackTargetSpeed[0] = 3.75f;
Props.OffTrackTargetSpeed[1] = 5.1666665f;
Props.OffTrackTargetSpeed[2] = 5.75f;
Props.OffTrackTargetSpeed[3] = 6.3333334f;
Props.PathTable[0] = (TrackPathPoint*)LOAD_ASSET_RAW(d_course_sherbet_land_unknown_waypoints);
Props.PathTable[1] = NULL;
Props.PathTable[2] = NULL;
Props.PathTable[3] = NULL;
Props.PathTable2[0] = (TrackPathPoint*)LOAD_ASSET_RAW(d_course_sherbet_land_track_waypoints);
Props.PathTable2[1] = NULL;
Props.PathTable2[2] = NULL;
Props.PathTable2[3] = NULL;
Props.CloudTexture = (u8*) gTextureExhaust1;
Props.Clouds = gSherbetLandClouds;
Props.CloudList = gSherbetLandClouds;
Props.Skybox.TopRight = {128, 184, 248};
Props.Skybox.BottomRight = {216, 232, 248};
Props.Skybox.BottomLeft = {216, 232, 248};
Props.Skybox.TopLeft = {128, 184, 248};
Props.Skybox.FloorTopRight = {216, 232, 248};
Props.Skybox.FloorBottomRight = {128, 184, 248};
Props.Skybox.FloorBottomLeft = {128, 184, 248};
Props.Skybox.FloorTopLeft = {216, 232, 248};
Props.Sequence = MusicSeq::MUSIC_SEQ_FRAPPE_SNOWLAND;
Props.WaterLevel = -18.0f;
for (size_t i = 0; i < 72; i++) {
replace_segmented_textures_with_o2r_textures((Gfx*) sherbet_land_dls[i], Props.textures);
}
for (size_t i = 0; i < 72; i++) {
replace_segmented_textures_with_o2r_textures((Gfx*) sherbet_land_dls_2[i], Props.textures);
}
}
void SherbetLand::Load() {
Course::Load();
parse_course_displaylists((TrackSections*)LOAD_ASSET_RAW(d_course_sherbet_land_addr));
func_80295C6C();
// d_course_sherbet_land_packed_dl_1EB8
find_vtx_and_set_colours(segmented_gfx_to_virtual((void*)0x07001EB8), 180, 255, 255, 255);
// d_course_sherbet_land_packed_dl_2308
find_vtx_and_set_colours(segmented_gfx_to_virtual((void*)0x07002308), 150, 255, 255, 255);
}
f32 SherbetLand::GetWaterLevel(FVector pos, Collision* collision) {
if ((get_surface_type(collision->meshIndexZX) & 0xFF) == SNOW) {
return (f32) (gCourseMinY - 0xA);
}
return Props.WaterLevel;
}
void SherbetLand::BeginPlay() {
spawn_all_item_boxes((struct ActorSpawnData*)LOAD_ASSET_RAW(d_course_sherbet_land_item_box_spawns));
// Multiplayer does not spawn the big penguin... It does now!
// if (gPlayerCountSelection1 == 1) {
OPenguin::Spawn(FVector(-383.0f, 2.0f, -690.0f), 0, 0, 0.0f, OPenguin::PenguinType::EMPEROR, OPenguin::Behaviour::STRUT);
// }
OPenguin::Spawn(FVector(-2960.0f, -80.0f, 1521.0f), 0x150, 0, 100.0f, OPenguin::PenguinType::ADULT, OPenguin::Behaviour::CIRCLE);
OPenguin::Spawn(FVector(-2960.0f, -80.0f, 1521.0f), 0x150, 0, 100.0f, OPenguin::PenguinType::ADULT, OPenguin::Behaviour::CIRCLE);
OPenguin::Spawn(FVector(-2490.0f, -80.0f, 1612.0f), 0x100, 0, 80.0f, OPenguin::PenguinType::ADULT, OPenguin::Behaviour::CIRCLE);
OPenguin::Spawn(FVector(-2490.0f, -80.0f, 1612.0f), 0x100, 0, 80.0f, OPenguin::PenguinType::ADULT, OPenguin::Behaviour::CIRCLE);
OPenguin::Spawn(FVector(-2098.0f, -80.0f, 1624.0f), 0xFF00, 0, 80.0f, OPenguin::PenguinType::ADULT, OPenguin::Behaviour::CIRCLE);
OPenguin::Spawn(FVector(-2098.0f, -80.0f, 1624.0f), 0xFF00, 0, 80.0f, OPenguin::PenguinType::ADULT, OPenguin::Behaviour::CIRCLE);
OPenguin::Spawn(FVector(-2080.0f, -80.0f, 1171.0f), 0x150, 0, 80.0f, OPenguin::PenguinType::ADULT, OPenguin::Behaviour::CIRCLE);
OPenguin::Spawn(FVector(-2080.0f, -80.0f, 1171.0f), 0x150, 0, 80.0f, OPenguin::PenguinType::ADULT, OPenguin::Behaviour::CIRCLE);
if (gGamestate == CREDITS_SEQUENCE) {
OPenguin::Spawn(FVector(380.0f, 0.0f, -535.0f), 0x9000, -0x4000, 0.0f, OPenguin::PenguinType::CREDITS, OPenguin::Behaviour::SLIDE3);
} else {
OPenguin::Spawn(FVector(146.0f, 0.0f, -380.0f), 0x9000, -0x4000, 0.0f, OPenguin::PenguinType::CHICK, OPenguin::Behaviour::SLIDE3);
}
OPenguin::Spawn(FVector(380.0f, 0.0f, -766.0f), 0x5000, 0x8000, 0.0f, OPenguin::PenguinType::CHICK, OPenguin::Behaviour::SLIDE4);
OPenguin::Spawn(FVector(-2300.0f, 0.0f, -210.0f), 0xC000, 0x8000, 0.0f, OPenguin::PenguinType::CHICK, OPenguin::Behaviour::SLIDE6);
OPenguin::Spawn(FVector(-2500.0f, 0.0f, -250.0f), 0x4000, 0x8000, 0.0f, OPenguin::PenguinType::CHICK, OPenguin::Behaviour::SLIDE6);
OPenguin::Spawn(FVector(-535.0f, 0.0f, 875.0f), 0x8000, -0x4000, 0.0f, OPenguin::PenguinType::CHICK, OPenguin::Behaviour::SLIDE6);
OPenguin::Spawn(FVector(-250.0f, 0.0f, 953.0f), 0x9000, -0x4000, 0.0f, OPenguin::PenguinType::CHICK, OPenguin::Behaviour::SLIDE6);
if (gGamestate != CREDITS_SEQUENCE) {
if (gModeSelection == VERSUS) {
OBombKart::Spawn(0, 50, 3, 0.8333333f);
OBombKart::Spawn(0, 100, 1, 0.8333333f);
OBombKart::Spawn(0, 150, 3, 0.8333333f);
OBombKart::Spawn(0, 200, 1, 0.8333333f);
OBombKart::Spawn(0, 250, 3, 0.8333333f);
OBombKart::Spawn(0, 0, 0, 0.8333333f);
OBombKart::Spawn(0, 0, 0, 0.8333333f);
}
}
}
void SherbetLand::UpdateCourseObjects() {
if (gGamestate != CREDITS_SEQUENCE) {
func_800842C8();
}
}
void SherbetLand::RenderCourseObjects(s32 cameraId) {
if (gGamestate != CREDITS_SEQUENCE) {
func_80052E30(cameraId);
}
}
void SherbetLand::Render(struct UnkStruct_800DC5EC* arg0) {
gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEI, G_CC_MODULATEI);
gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2);
render_course_segments(sherbet_land_dls, arg0);
}
void SherbetLand::RenderCredits() {
gSPDisplayList(gDisplayListHead++, (Gfx*)(d_course_sherbet_land_dl_9AE8));
}
void SherbetLand::DrawWater(struct UnkStruct_800DC5EC* screen, uint16_t pathCounter, uint16_t cameraRot, uint16_t playerDirection) {
Mat4 matrix;
gDPPipeSync(gDisplayListHead++);
gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
gDPSetBlendMask(gDisplayListHead++, 0xFF);
gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIA, G_CC_MODULATEIA);
gDPSetTextureFilter(gDisplayListHead++, G_TF_BILERP);
gDPSetTexturePersp(gDisplayListHead++, G_TP_PERSP);
mtxf_identity(matrix);
render_set_position(matrix, 0);
render_course_segments(sherbet_land_dls_2, screen);
gDPSetAlphaCompare(gDisplayListHead++, G_AC_NONE);
if ((func_80290C20(screen->camera) == 1) && (get_water_level(screen->player) < screen->player->pos[1])) {
gSPSetGeometryMode(gDisplayListHead++, G_ZBUFFER);
gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE);
gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2);
// d_course_sherbet_land_packed_dl_2B48
gSPDisplayList(gDisplayListHead++, segmented_gfx_to_virtual((void*)0x07002B48));
}
gDPPipeSync(gDisplayListHead++);
}
void SherbetLand::CreditsSpawnActors() {
// d_course_sherbet_land_packed_dl_1EB8
find_vtx_and_set_colours(segmented_gfx_to_virtual((void*)0x07001EB8), 180, 0xFF, 0xFF, 0xFF);
// d_course_sherbet_land_packed_dl_2308
find_vtx_and_set_colours(segmented_gfx_to_virtual((void*)0x07002308), 150, 0xFF, 0xFF, 0xFF);
}