#include #include #include #include #include "WarioStadium.h" #include "engine/World.h" #include "engine/objects/BombKart.h" #include "assets/models/tracks/wario_stadium/wario_stadium_data.h" #include "assets/other/tracks/wario_stadium/wario_stadium_data.h" #include "engine/actors/WarioSign.h" #include "engine/actors/Finishline.h" extern "C" { #include "main.h" #include "camera.h" #include "course_offsets.h" #include "code_800029B0.h" #include "racing/render_courses.h" #include "code_8006E9C0.h" #include "code_80057C60.h" #include "defines.h" #include "racing/math_util.h" #include "audio/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 "racing/actors.h" #include "racing/collision.h" #include "code_8003DC40.h" #include "memory.h" #include "racing/skybox_and_splitscreen.h" extern const char* wario_stadium_dls[108]; extern s16 currentScreenSection; } WarioStadium::WarioStadium() { Props.Minimap.Texture = minimap_wario_stadium; 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 = 53; Props.Minimap.PlayerY = 35; Props.Minimap.PlayerScaleFactor = 0.0155f; Props.Minimap.FinishlineX = 0; Props.Minimap.FinishlineY = 0; ResizeMinimap(&Props.Minimap); ResourceName = "mk:wario_stadium"; Props.SetText(Props.Name, "wario stadium", sizeof(Props.Name)); Props.SetText(Props.DebugName, "stadium", sizeof(Props.DebugName)); Props.SetText(Props.TrackLength, "1591m", sizeof(Props.TrackLength)); Props.AIBehaviour = D_0D009310; Props.AIMaximumSeparation = 50.0f; Props.AIMinimumSeparation = 0.6f; Props.AISteeringSensitivity = 53; Props.NearPersp = 10.0f; Props.FarPersp = 4800.0f; Props.PathSizes = { 0x640, 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_wario_stadium_unknown_waypoints); Props.PathTable[1] = NULL; Props.PathTable[2] = NULL; Props.PathTable[3] = NULL; Props.PathTable2[0] = (TrackPathPoint*) LOAD_ASSET_RAW(d_course_wario_stadium_track_waypoints); Props.PathTable2[1] = NULL; Props.PathTable2[2] = NULL; Props.PathTable2[3] = NULL; Props.Clouds = gWarioStadiumStars; Props.CloudList = gWarioStadiumStars; mCloudType = CloudType::STARS; FVector finish; finish.x = (gIsMirrorMode != 0) ? 13 + 12.0f : 13 - 12.0f; finish.y = (f32) (0 - 15); finish.z = -9; this->FinishlineSpawnPoint = finish; Props.Skybox.TopRight = { 20, 30, 56 }; Props.Skybox.BottomRight = { 40, 60, 110 }; Props.Skybox.BottomLeft = { 40, 60, 110 }; Props.Skybox.TopLeft = { 20, 30, 56 }; Props.Skybox.FloorTopRight = { 0, 0, 0 }; Props.Skybox.FloorBottomRight = { 0, 0, 0 }; Props.Skybox.FloorBottomLeft = { 0, 0, 0 }; Props.Skybox.FloorTopLeft = { 0, 0, 0 }; Props.Sequence = MusicSeq::MUSIC_SEQ_WARIO_STADIUM; } void WarioStadium::Load() { Track::Load(); if (gIsMirrorMode != 0) { for (size_t i = 0; i < ARRAY_COUNT(wario_stadium_dls); i++) { InvertTriangleWindingByName(wario_stadium_dls[i]); } InvertTriangleWindingByName(d_course_wario_stadium_packed_dl_A0C8); InvertTriangleWindingByName(d_course_wario_stadium_packed_dl_A228); InvertTriangleWindingByName(d_course_wario_stadium_packed_dl_A88); InvertTriangleWindingByName(d_course_wario_stadium_packed_dl_EC0); } parse_track_displaylists((TrackSections*) LOAD_ASSET_RAW(d_course_wario_stadium_addr)); func_80295C6C(); Props.WaterLevel = gTrackMinY - 10.0f; // d_course_wario_stadium_packed_dl_C50 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_C50, 100, 255, 255, 255); // d_course_wario_stadium_packed_dl_BD8 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_BD8, 100, 255, 255, 255); // d_course_wario_stadium_packed_dl_B60 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_B60, 100, 255, 255, 255); // d_course_wario_stadium_packed_dl_AE8 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_AE8, 100, 255, 255, 255); // d_course_wario_stadium_packed_dl_CC8 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_CC8, 100, 255, 255, 255); // d_course_wario_stadium_packed_dl_D50 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_D50, 100, 255, 255, 255); // d_course_wario_stadium_packed_dl_DD0 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_DD0, 100, 255, 255, 255); // d_course_wario_stadium_packed_dl_E48 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_E48, 100, 255, 255, 255); } void WarioStadium::BeginPlay() { spawn_all_item_boxes((struct ActorSpawnData*) LOAD_ASSET_RAW(d_course_wario_stadium_item_box_spawns)); SpawnActor(FVector(-131.0f, 83.0f, 286.0f), IRotator(0, 0, 0), FVector(0, 0, 0), FVector(1.0f, 1.0f, 1.0f)); SpawnActor(FVector(-2353.0f, 72.0f, -1608.0f), IRotator(0, 0, 0), FVector(0, 0, 0), FVector(1.0f, 1.0f, 1.0f)); SpawnActor(FVector(-2622.0f, 79.0f, 739.0f), IRotator(0, 0, 0), FVector(0, 0, 0), FVector(1.0f, 1.0f, 1.0f)); if (gModeSelection == VERSUS) { SpawnActor(0, 50, 3, 0.8333333f); SpawnActor(0, 100, 1, 0.8333333f); SpawnActor(0, 150, 3, 0.8333333f); SpawnActor(0, 200, 1, 0.8333333f); SpawnActor(0, 250, 3, 0.8333333f); SpawnActor(0, 0, 0, 0.8333333f); SpawnActor(0, 0, 0, 0.8333333f); } } void WarioStadium::InitTrackObjects() { } void WarioStadium::SomeSounds() { vec3f_set(D_8015F748, 298.0f, 202.0f, -850.0f); func_800C9D80(D_8015F748, D_802B91C8, 0x5103700B); vec3f_set(D_8015F758, -1600.0f, 202.0f, -2430.0f); func_800C9D80(D_8015F758, D_802B91C8, 0x5103700B); vec3f_set(D_8015F768, -2708.0f, 202.0f, 1762.0f); func_800C9D80(D_8015F768, D_802B91C8, 0x5103700B); vec3f_set(D_8015F778, -775.0f, 202.0f, 1930.0f); func_800C9D80(D_8015F778, D_802B91C8, 0x5103700B); } void WarioStadium::WhatDoesThisDo(Player* player, int8_t playerId) { } void WarioStadium::WhatDoesThisDoAI(Player* player, int8_t playerId) { } void WarioStadium::CopyJumbotron(s32 ulx, s32 uly, s16 portionToDraw, u16* source) { // Add CVar if we want to expose a user toggle for only updating 1/6 of the jumbotron per frame u8 updateWholeJumbo = true; if (portionToDraw == -1 || updateWholeJumbo) { copy_framebuffer(ulx, uly, 64, 32, source, (u16*) LOAD_ASSET_RAW(gTexture68272C)); copy_framebuffer(ulx + 64, uly, 64, 32, source, (u16*) LOAD_ASSET_RAW(gTexture682928)); copy_framebuffer(ulx, uly + 32, 64, 32, source, (u16*) LOAD_ASSET_RAW(gTexture682B24)); copy_framebuffer(ulx + 64, uly + 32, 64, 32, source, (u16*) LOAD_ASSET_RAW(gTexture682D20)); copy_framebuffer(ulx, uly + 64, 64, 32, source, (u16*) LOAD_ASSET_RAW(gTexture682F1C)); copy_framebuffer(ulx + 64, uly + 64, 64, 32, source, (u16*) LOAD_ASSET_RAW(gTexture683118)); } else { switch (portionToDraw) { case 0: copy_framebuffer(ulx, uly, 64, 32, source, (u16*) LOAD_ASSET_RAW(gTexture68272C)); break; case 1: copy_framebuffer(ulx + 64, uly, 64, 32, source, (u16*) LOAD_ASSET_RAW(gTexture682928)); break; case 2: copy_framebuffer(ulx, uly + 32, 64, 32, source, (u16*) LOAD_ASSET_RAW(gTexture682B24)); break; case 3: copy_framebuffer(ulx + 64, uly + 32, 64, 32, source, (u16*) LOAD_ASSET_RAW(gTexture682D20)); break; case 4: copy_framebuffer(ulx, uly + 64, 64, 32, source, (u16*) LOAD_ASSET_RAW(gTexture682F1C)); break; case 5: copy_framebuffer(ulx + 64, uly + 64, 64, 32, source, (u16*) LOAD_ASSET_RAW(gTexture683118)); break; default: break; } } } void WarioStadium::Draw(ScreenContext* arg0) { s16 prevFrame; gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON); gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH); gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING); // Invalidate Jumbotron textures so they update each frame // This could be more efficient if we exposed the non-opcode based invalidation to be called // inside copy_framebuffers_port gSPInvalidateTexCache(gDisplayListHead++, (uintptr_t) gTexture68272C); gSPInvalidateTexCache(gDisplayListHead++, (uintptr_t) gTexture682928); gSPInvalidateTexCache(gDisplayListHead++, (uintptr_t) gTexture682B24); gSPInvalidateTexCache(gDisplayListHead++, (uintptr_t) gTexture682D20); gSPInvalidateTexCache(gDisplayListHead++, (uintptr_t) gTexture682F1C); gSPInvalidateTexCache(gDisplayListHead++, (uintptr_t) gTexture683118); if (func_80290C20(arg0->camera) == 1) { gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2); // d_course_wario_stadium_packed_dl_A0C8 gSPDisplayList(gDisplayListHead++, (Gfx*) d_course_wario_stadium_packed_dl_A0C8); } gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATERGBA, G_CC_MODULATERGBA); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2); render_track_sections(wario_stadium_dls, arg0); // d_course_wario_stadium_packed_dl_A228 gSPDisplayList(gDisplayListHead++, (Gfx*) d_course_wario_stadium_packed_dl_A228); gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIDECALA, G_CC_MODULATEIDECALA); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_TEX_EDGE, G_RM_AA_ZB_TEX_EDGE2); gSPClearGeometryMode(gDisplayListHead++, G_CULL_BACK); // d_course_wario_stadium_packed_dl_A88 gSPDisplayList(gDisplayListHead++, (Gfx*) d_course_wario_stadium_packed_dl_A88); gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK); D_800DC5DC = 88; D_800DC5E0 = 72; if (gActiveScreenMode == SCREEN_MODE_1P) { prevFrame = (s16) sRenderedFramebuffer - 1; if (prevFrame < 0) { prevFrame = 2; } else if (prevFrame >= 3) { prevFrame = 0; } currentScreenSection++; if (currentScreenSection >= 6) { currentScreenSection = 0; } /** * The jumbo television screen used to be split into six sections to fit into the n64's texture size * restrictions It isn't split into six sections anymore */ CopyJumbotron(D_800DC5DC, D_800DC5E0, currentScreenSection, (u16*) gPortFramebuffers[prevFrame]); } } void WarioStadium::DrawCredits() { gSPDisplayList(gDisplayListHead++, (Gfx*) (d_course_wario_stadium_dl_CA78)); } void WarioStadium::SomeCollisionThing(Player* player, Vec3f arg1, Vec3f arg2, Vec3f arg3, f32* arg4, f32* arg5, f32* arg6, f32* arg7) { func_8003EE2C(player, arg1, arg2, arg3, arg4, arg5, arg6, arg7); } void WarioStadium::DrawTransparency(ScreenContext* screen, uint16_t pathCounter, uint16_t cameraRot, uint16_t playerDirection) { gDPPipeSync(gDisplayListHead++); gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON); gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_XLU_INTER, G_RM_NOOP2); gDPSetBlendMask(gDisplayListHead++, 0xFF); gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIA, G_CC_MODULATEIA); gDPSetTextureFilter(gDisplayListHead++, G_TF_BILERP); gDPSetTexturePersp(gDisplayListHead++, G_TP_PERSP); gSPClearGeometryMode(gDisplayListHead++, G_CULL_BACK); gDPSetCombineMode(gDisplayListHead++, G_CC_MODULATEIDECALA, G_CC_MODULATEIDECALA); gDPSetRenderMode(gDisplayListHead++, G_RM_AA_ZB_XLU_SURF, G_RM_AA_ZB_XLU_SURF2); gDPSetPrimColor(gDisplayListHead++, 0, 0, 0xFF, 0xFF, 0x00, 0xFF); // d_course_wario_stadium_packed_dl_EC0 gSPDisplayList(gDisplayListHead++, (Gfx*) d_course_wario_stadium_packed_dl_EC0); gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 1, 1, G_OFF); gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK); gDPSetAlphaCompare(gDisplayListHead++, G_AC_NONE); gDPPipeSync(gDisplayListHead++); } void WarioStadium::CreditsSpawnActors() { Vec3f position; Vec3f velocity = { 0, 0, 0 }; Vec3s rotation = { 0, 0, 0 }; vec3f_set(position, -131.0f, 83.0f, 286.0f); add_actor_to_empty_slot(position, rotation, velocity, ACTOR_WARIO_SIGN); vec3f_set(position, -2353.0f, 72.0f, -1608.0f); add_actor_to_empty_slot(position, rotation, velocity, ACTOR_WARIO_SIGN); vec3f_set(position, -2622.0f, 79.0f, 739.0f); add_actor_to_empty_slot(position, rotation, velocity, ACTOR_WARIO_SIGN); // d_course_wario_stadium_packed_dl_C50 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_C50, 0x64, 0xFF, 0xFF, 0xFF); // d_course_wario_stadium_packed_dl_BD8 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_BD8, 0x64, 0xFF, 0xFF, 0xFF); // d_course_wario_stadium_packed_dl_B60 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_B60, 0x64, 0xFF, 0xFF, 0xFF); // d_course_wario_stadium_packed_dl_AE8 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_AE8, 0x64, 0xFF, 0xFF, 0xFF); // d_course_wario_stadium_packed_dl_CC8 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_CC8, 0x64, 0xFF, 0xFF, 0xFF); // d_course_wario_stadium_packed_dl_D50 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_D50, 0x64, 0xFF, 0xFF, 0xFF); // d_course_wario_stadium_packed_dl_DD0 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_DD0, 0x64, 0xFF, 0xFF, 0xFF); // d_course_wario_stadium_packed_dl_E48 find_vtx_and_set_colours((Gfx*) d_course_wario_stadium_packed_dl_E48, 0x64, 0xFF, 0xFF, 0xFF); } void WarioStadium::Destroy() { }