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authorMegaMech <MegaMech@users.noreply.github.com>2025-05-14 18:30:32 -0600
committerGitHub <noreply@github.com>2025-05-14 18:30:32 -0600
commit32632cacdb316d7f2d3b6ecdb634f0ef9aebadf0 (patch)
treed374a84675fc0f49100c275aa34828bc9db538f8 /src/engine/courses/Skyscraper.cpp
parent70f049cb6c326dede27e0ba7e88ac0d67b7651a4 (diff)
Impl new intro (#193)
* Update menus * Update CMakeLists.txt * Add Ship * Impl hm ship actors * Update HM course * Impl new intro * Finish intro scene * Rename * Start Editor Work * raycast works * Fix ScreenRayTrace in widescreen * Basic Actor Picking * wip * Editor use vtx collision * gizmo work * otr works for object picking * Impl objects for editor * actor init * Update * Add all axis move (freemove) * Docking Windows works here * Setup imgui layout for editor * Editor Snap to Ground works * Basic Scene Explorer Works * Editor get actor names * Impl editor object names * impl Editor Play and Pause buttons * Editor translate works while paused * Fix freecam lighting * Added adjustable track properties to editor * Editor matrix, icons, rotation, impl light * Setup Track Properties 1 * Editor tooling wip * Load modded o2rs * Don't enable hud if editor is enabled * Updates * SceneManager nearly working * Fix mario kart 64 intro logo sizing * Fix Rotator * Finish new matrix translation code * Cleanup headers * Cleanup * Cleanup 2 * Cleanup 3 * Prevent divize by zero crash * Add visible circle for translate in all axis * Editor scaling/rot works properly now * Scale All_Axis evenly * Fixes to includes to work on Linux. * Removed overfilled arguments in gfx_create_framebuffer() * Added missing function definitions to Game.h * Editor sun face the camera * Add rotation model to gizmo * Add new handles * Failed attempt at transforming collision * Impl water volume * Import fast64 paths * water surface * Scene Setup 1 * Custom Track O2R almost working needs testing * Custom Track Load path O2r * Render custom track. Wip collision * Add missing function * Debug Spawning Custom O2R Track * Import courses working now * Fix memory leak * Remove New Track Button * Engine.cpp more consistent with sf64 * Fix Editor Enable Button * Editor Accurate mouse click drag objects * Editor selects closest object and cleanup * Gizmo rot and scale collision working * Remove constexpr from IRotator * Impl properties for location/rot/scale * Better Properties display, swap rot handles * Fix content browser dock and editor now disabled by default * Remove GameInfoWindow, Multiplayer Button, and FPS Slider * Disable Editor when its disabled * Add new logo to hm intro * Fix pause menu item box cursor * Remove minimap from Course::from_json and to_json * Impl Import Minimap * Fix custom minimap rendering * minimap uses extension .png * Refactor minimap * Freecam only for player 1 * GrandPrix Balloons work in custom track * Track Id is now std::string and outside of Props * Moved editor assets to be included in ship.o2r * Fixed GenerateO2R to package the correct folder and save to the correct filename * Linux specific changes. * Added "#include <stdio.h>" that required them * Changed how the "ship.o2r" file is loaded to allow it to load the file from within appimages. * Changed the Linuxdeploy version to avoid errors later when the Github Actions creates appimages(same fix applied to other ports.) * Revert "Moved editor assets to be included in ship.o2r" This reverts commit 05704c01f761baa67a83e357d9765f5c6b5e3fdb. * Added back files(this time without LUS changes) * Changed workflow file to use correct filename for assets file. * Missed a few spots in the workflow file. * Added .desktop file and made corrections to the main workflow. * Added the rest of upstream CMakeLists.txt * disabled USE_NETWORKING * New InverseMatrix * Renamed both .o2r files to be more accurate to its contents. * Reverted CmakeList.txt --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com> Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
Diffstat (limited to 'src/engine/courses/Skyscraper.cpp')
-rw-r--r--src/engine/courses/Skyscraper.cpp45
1 files changed, 18 insertions, 27 deletions
diff --git a/src/engine/courses/Skyscraper.cpp b/src/engine/courses/Skyscraper.cpp
index abf622ae2..4c165a787 100644
--- a/src/engine/courses/Skyscraper.cpp
+++ b/src/engine/courses/Skyscraper.cpp
@@ -64,16 +64,24 @@ Skyscraper::Skyscraper() {
this->gfx = d_course_skyscraper_packed_dls;
this->gfxSize = 548;
Props.textures = skyscraper_textures;
- Props.MinimapTexture = gTextureCourseOutlineSkyscraper;
- Props.MinimapDimensions = IVector2D(ResourceGetTexWidthByName(Props.MinimapTexture), ResourceGetTexHeightByName(Props.MinimapTexture));
+ Props.Minimap.Texture = gTextureCourseOutlineSkyscraper;
+ Props.Minimap.Width = ResourceGetTexWidthByName(Props.Minimap.Texture);
+ Props.Minimap.Height = ResourceGetTexHeightByName(Props.Minimap.Texture);
+ Props.Minimap.Pos[0].X = 257;
+ Props.Minimap.Pos[0].Y = 170;
+ Props.Minimap.PlayerX = 32;
+ Props.Minimap.PlayerY = 32;
+ Props.Minimap.PlayerScaleFactor = 0.0445f;
+ Props.Minimap.FinishlineX = 0;
+ Props.Minimap.FinishlineY = 0;
+
+ Props.SetText(Props.Name, "skyscraper", sizeof(Props.Name));
+ Props.SetText(Props.DebugName, "skyscraper", sizeof(Props.DebugName));
+ Props.SetText(Props.CourseLength, "", sizeof(Props.CourseLength));
- Props.Name = "skyscraper";
- Props.DebugName = "skyscraper";
- Props.CourseLength = "";
Props.AIBehaviour = D_0D008F18;
Props.AIMaximumSeparation = -1.0f;
Props.AIMinimumSeparation = 0.5f;
- Props.SomePtr = D_800DCAF4;
Props.AISteeringSensitivity = 53;
Props.NearPersp = 2.0f;
@@ -113,8 +121,6 @@ Skyscraper::Skyscraper() {
Props.Clouds = NULL; // no clouds
Props.CloudList = NULL;
- Props.MinimapFinishlineX = 0;
- Props.MinimapFinishlineY = 0;
Props.Skybox.TopRight = {0, 0, 0};
Props.Skybox.BottomRight = {0, 0, 0};
@@ -125,6 +131,8 @@ Skyscraper::Skyscraper() {
Props.Skybox.FloorBottomLeft = {0, 0, 0};
Props.Skybox.FloorTopLeft = {0, 0, 0};
Props.Sequence = MusicSeq::MUSIC_SEQ_BATTLE_ARENAS;
+
+ Props.WaterLevel = -480.0f;
}
void Skyscraper::Load() {
@@ -135,8 +143,6 @@ void Skyscraper::Load() {
// d_course_skyscraper_packed_dl_258
generate_collision_mesh_with_default_section_id((Gfx*) segmented_gfx_to_virtual((void*)0x07000258), 1);
func_80295C6C();
-
- D_8015F8E4 = -480.0f;
}
void Skyscraper::LoadTextures() {
@@ -146,7 +152,7 @@ void Skyscraper::BeginPlay() {
spawn_all_item_boxes((ActorSpawnData*)LOAD_ASSET_RAW(d_course_skyscraper_item_box_spawns));
if (gModeSelection == VERSUS) {
- Vec3f pos = {0, 0, 0};
+ FVector pos = { 0, 0, 0 };
gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][20], 20, 0, 1.0f));
gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][40], 40, 0, 1.0f));
@@ -158,13 +164,6 @@ void Skyscraper::BeginPlay() {
}
}
-// Likely sets minimap boundaries
-void Skyscraper::MinimapSettings() {
- D_8018D2A0 = 0.0445f;
- D_8018D2E0 = 32;
- D_8018D2E8 = 32;
-}
-
void Skyscraper::InitCourseObjects() {}
void Skyscraper::SomeSounds() {}
@@ -173,14 +172,8 @@ void Skyscraper::WhatDoesThisDo(Player* player, int8_t playerId) {}
void Skyscraper::WhatDoesThisDoAI(Player* player, int8_t playerId) {}
-// Positions the finishline on the minimap
-void Skyscraper::MinimapFinishlinePosition() {
- //! todo: Place hard-coded values here.
- draw_hud_2d_texture_8x8(this->Props.MinimapFinishlineX, this->Props.MinimapFinishlineY, (u8*) common_texture_minimap_finish_line);
-}
-
void Skyscraper::Render(struct UnkStruct_800DC5EC* arg0) {
- func_802B5D64(D_800DC610, D_802B87D4, 0, 1);
+ set_track_light_direction(D_800DC610, D_802B87D4, 0, 1);
gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
@@ -204,8 +197,6 @@ void Skyscraper::Render(struct UnkStruct_800DC5EC* arg0) {
void Skyscraper::RenderCredits() {}
-void Skyscraper::Collision() {}
-
void Skyscraper::Waypoints(Player* player, int8_t playerId) {
player->nearestWaypointId = 0;
}