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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/port/Game.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/port/Game.cpp')
-rw-r--r--src/port/Game.cpp108
1 files changed, 92 insertions, 16 deletions
diff --git a/src/port/Game.cpp b/src/port/Game.cpp
index 35a0cdf83..483971a48 100644
--- a/src/port/Game.cpp
+++ b/src/port/Game.cpp
@@ -28,7 +28,7 @@
#include "engine/courses/BigDonut.h"
#include "engine/courses/Harbour.h"
#include "engine/courses/TestCourse.h"
-#include "engine/actors/AFinishline.h"
+#include "engine/actors/Finishline.h"
#include "engine/courses/PodiumCeremony.h"
@@ -43,6 +43,12 @@
#include "Smoke.h"
+#include "engine/HM_Intro.h"
+
+#include "engine/editor/Editor.h"
+#include "engine/editor/EditorMath.h"
+#include "engine/editor/SceneManager.h"
+
extern "C" {
#include "main.h"
#include "audio/load.h"
@@ -95,6 +101,10 @@ Cup* gBattleCup;
ModelLoader gModelLoader;
+HarbourMastersIntro gMenuIntro;
+
+Editor::Editor gEditor;
+
s32 gTrophyIndex = NULL;
void CustomEngineInit() {
@@ -190,6 +200,26 @@ void CustomEngineInit() {
extern "C" {
+void HM_InitIntro() {
+ gMenuIntro.HM_InitIntro();
+}
+
+void HM_TickIntro() {
+ gMenuIntro.HM_TickIntro();
+}
+
+void HM_DrawIntro() {
+ gMenuIntro.HM_DrawIntro();
+}
+
+void CM_SpawnFromLevelProps() {
+ // Spawning actors needs to be delayed to the correct time.
+ // And loadlevel needs to happen asap
+
+ //Editor::LoadLevel(nullptr);
+ // Editor::SpawnFromLevelProps();
+}
+
World* GetWorld(void) {
return &gWorldInstance;
}
@@ -324,7 +354,9 @@ void CM_RenderCourse(struct UnkStruct_800DC5EC* arg0) {
if (gWorldInstance.CurrentCourse->IsMod() == false) {
if ((CVarGetInteger("gFreecam", 0) == true)) {
// Render credits courses
- func_8029569C();
+ //gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
+ //gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH);
+ render_credits();
return;
}
}
@@ -353,16 +385,21 @@ void CM_DrawActors(Camera* camera, struct Actor* actor) {
}
}
+void CM_DrawStaticMeshActors() {
+ gWorldInstance.DrawStaticMeshActors();
+}
+
void CM_BeginPlay() {
Course* course = gWorldInstance.CurrentCourse;
if (course) {
-
// Do not spawn finishline in credits or battle mode. And if bSpawnFinishline.
if ((gGamestate != CREDITS_SEQUENCE) && (gGamestate != BATTLE) && (course->bSpawnFinishline)) {
gWorldInstance.AddActor(new AFinishline(course->FinishlineSpawnPoint));
}
+ gEditor.AddLight("Sun", nullptr, D_800DC610[1].l->l.dir);
+
course->BeginPlay();
}
}
@@ -387,6 +424,18 @@ void CM_DrawObjects(s32 cameraId) {
}
}
+void CM_TickEditor() {
+ gEditor.Tick();
+}
+
+void CM_DrawEditor() {
+ gEditor.Draw();
+}
+
+void CM_Editor_SetLevelDimensions(s16 minX, s16 maxX, s16 minZ, s16 maxZ, s16 minY, s16 maxY) {
+ gEditor.SetLevelDimensions(minX, maxX, minZ, maxZ, minY, maxY);
+}
+
void CM_TickParticles() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.TickParticles();
@@ -434,12 +483,6 @@ void CM_SomeCollisionThing(Player* player, Vec3f arg1, Vec3f arg2, Vec3f arg3, f
}
}
-void CM_MinimapSettings() {
- if (gWorldInstance.CurrentCourse) {
- gWorldInstance.CurrentCourse->MinimapSettings();
- }
-}
-
void CM_InitCourseObjects() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->InitCourseObjects();
@@ -485,12 +528,6 @@ void CM_WhatDoesThisDoAI(Player* player, int8_t playerId) {
}
}
-void CM_MinimapFinishlinePosition() {
- if (gWorldInstance.CurrentCourse) {
- gWorldInstance.CurrentCourse->MinimapFinishlinePosition();
- }
-}
-
void CM_SetStaffGhost() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->SetStaffGhost();
@@ -625,17 +662,50 @@ void CM_DeleteActor(size_t index) {
* Clean up actors and other game objects.
*/
void CM_CleanWorld(void) {
+ World* world = &gWorldInstance;
+ for (auto& actor : world->Actors) {
+ delete actor;
+ }
+
+ for (auto& object : world->Objects) {
+ delete object;
+ }
+
+ for (auto& emitter : world->Emitters) {
+ delete emitter;
+ }
+
+ for (auto& actor : world->StaticMeshActors) {
+ delete actor;
+ }
+
+ gEditor.ClearObjects();
gWorldInstance.Actors.clear();
+ gWorldInstance.StaticMeshActors.clear();
gWorldInstance.Objects.clear();
gWorldInstance.Emitters.clear();
gWorldInstance.Lakitus.clear();
gWorldInstance.Reset();
}
-struct Actor* CM_AddBaseActor(void) {
+struct Actor* CM_AddBaseActor() {
return (struct Actor*) gWorldInstance.AddBaseActor();
}
+void CM_AddEditorObject(struct Actor* actor, const char* name) {
+ gWorldInstance.AddEditorObject(actor, name);
+}
+
+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();
+}
+
size_t CM_GetActorSize() {
return gWorldInstance.Actors.size();
}
@@ -648,6 +718,11 @@ void CM_ActorCollision(Player* player, Actor* actor) {
}
}
+f32 CM_GetWaterLevel(Vec3f pos, Collision* collision) {
+ FVector fPos = {pos[0], pos[1], pos[2]};
+ return gWorldInstance.CurrentCourse->GetWaterLevel(fPos, collision);
+}
+
void* GetMarioRaceway(void) {
return gMarioRaceway;
}
@@ -789,6 +864,7 @@ extern "C"
}
thread5_game_loop();
+ gEditor.Load();
while (WindowIsRunning()) {
push_frame();
}