#include #include #include #include #include "BlockFort.h" #include "World.h" #include "align_asset_macro.h" #include "engine/objects/BombKart.h" #include "assets/models/tracks/block_fort/block_fort_data.h" #include "assets/other/tracks/block_fort/block_fort_data.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/models/common_data.h" #include "save.h" #include "replays.h" #include "actors.h" #include "collision.h" #include "memory.h" #include "course_offsets.h" extern s16 currentScreenSection; } BlockFort::BlockFort() { Props.Minimap.Texture = minimap_block_fort; 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 = 0.0335f; Props.Minimap.FinishlineX = 0; Props.Minimap.FinishlineY = 0; ResizeMinimap(&Props.Minimap); ResourceName = "mk:block_fort"; Props.SetText(Props.Name, "block fort", sizeof(Props.Name)); Props.SetText(Props.DebugName, "block", sizeof(Props.DebugName)); Props.SetText(Props.TrackLength, "", sizeof(Props.TrackLength)); Props.AIBehaviour = D_0D008F18; Props.AIMaximumSeparation = -1.0f; Props.AIMinimumSeparation = 0.1f; Props.AISteeringSensitivity = 53; Props.NearPersp = 2.0f; Props.FarPersp = 2700.0f; Props.PathSizes = { 1, 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] = NULL; Props.PathTable[1] = NULL; Props.PathTable[2] = NULL; Props.PathTable[3] = NULL; Props.PathTable2[0] = NULL; Props.PathTable2[1] = NULL; Props.PathTable2[2] = NULL; Props.PathTable2[3] = NULL; Props.Clouds = NULL; // no clouds Props.CloudList = NULL; 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 = { 0, 0, 0 }; Props.Skybox.FloorBottomLeft = { 0, 0, 0 }; Props.Skybox.FloorTopLeft = { 216, 232, 248 }; Props.Sequence = MusicSeq::MUSIC_SEQ_BLOCK_FORT; } void BlockFort::Load() { Track::Load(); if (gIsMirrorMode != 0) { InvertTriangleWindingByName(d_course_block_fort_packed_dl_15C0); } generate_collision_mesh_with_default_section_id((Gfx*) d_course_block_fort_packed_dl_15C0, 1); func_80295C6C(); Props.WaterLevel = gTrackMinY - 10.0f; } void BlockFort::BeginPlay() { spawn_all_item_boxes((ActorSpawnData*) LOAD_ASSET_RAW(d_course_block_fort_item_box_spawns)); if (gModeSelection == VERSUS) { SpawnActor(0, 20, 0, 1.0f); SpawnActor(0, 40, 0, 1.0f); SpawnActor(0, 60, 0, 1.0f); SpawnActor(0, 80, 0, 1.0f); SpawnActor(0, 100, 0, 1.0f); SpawnActor(0, 120, 0, 1.0f); SpawnActor(0, 140, 0, 1.0f); } } void BlockFort::Draw(ScreenContext* arg0) { 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); // d_course_block_fort_packed_dl_15C0 gSPDisplayList(gDisplayListHead++, (Gfx*) d_course_block_fort_packed_dl_15C0); } void BlockFort::Waypoints(Player* player, int8_t playerId) { player->nearestPathPointId = 0; }