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#include <libultraship.h>
#include "World.h"
#include "Cup.h"
#include "courses/Course.h"
#include "vehicles/Vehicle.h"
#include "vehicles/Train.h"
#include "vehicles/Boat.h"
#include "vehicles/Truck.h"
#include "vehicles/Bus.h"
#include "vehicles/TankerTruck.h"
#include "vehicles/Car.h"
#include "vehicles/OBombKart.h"
#include "TrainCrossing.h"
#include <memory>
extern "C" {
#include "camera.h"
#include "objects.h"
#include "main.h"
#include "engine/Engine.h"
#include "defines.h"
}
World::World() {}
Course* CurrentCourse;
Cup* CurrentCup;
void World::AddCourse(Course* course) {
gWorldInstance.Courses.push_back(course);
}
void World::AddCup(Cup* cup) {
Cups.push_back(cup);
}
void World::SetCourseFromCup() {
CurrentCourse = CurrentCup->GetCourse();
}
// Required for spawning vehicles in divisions across path points
static size_t trains;
static size_t trucks;
static size_t busses;
static size_t tankerTrucks;
static size_t cars;
static size_t boats;
/**
* Note that you can only remove the tender if there are no carriages
* @arg waypoint initial waypoint to spawn at.
*/
void World::AddTrain(ATrain::TenderStatus tender, size_t numCarriages, f32 speed, uint32_t waypoint) {
Vehicles.push_back(std::make_unique<ATrain>(trains, tender, numCarriages, speed, waypoint));
trains++;
}
void World::AddBoat(f32 speed, uint32_t waypoint) {
Vehicles.push_back(std::make_unique<ABoat>(boats, speed, waypoint));
boats++;
}
void World::AddTruck(f32 speedA, f32 speedB, TrackWaypoint* path, uint32_t waypoint) {
Vehicles.push_back(std::make_unique<ATruck>(trucks, speedA, speedB, path, waypoint));
trucks++;
}
void World::AddBus(f32 speedA, f32 speedB, TrackWaypoint* path, uint32_t waypoint) {
Vehicles.push_back(std::make_unique<ABus>(busses, speedA, speedB, path, waypoint));
busses++;
}
void World::AddTankerTruck(f32 speedA, f32 speedB, TrackWaypoint* path, uint32_t waypoint) {
Vehicles.push_back(std::make_unique<ATankerTruck>(tankerTrucks, speedA, speedB, path, waypoint));
tankerTrucks++;
}
void World::AddCar(f32 speedA, f32 speedB, TrackWaypoint* path, uint32_t waypoint) {
Vehicles.push_back(std::make_unique<ACar>(cars, speedA, speedB, path, waypoint));
cars++;
}
void World::ClearVehicles(void) {
trains = trucks = busses = tankerTrucks = cars = boats = 0;
Vehicles.clear();
}
TrainCrossing* World::AddCrossing(Vec3f position, u32 waypointMin, u32 waypointMax, f32 approachRadius, f32 exitRadius) {
auto crossing = std::make_shared<TrainCrossing>(position, waypointMin, waypointMax, approachRadius, exitRadius);
Crossings.push_back(crossing);
return crossing.get();
}
void World::AddBombKart(Vec3f pos, TrackWaypoint* waypoint, uint16_t waypointIndex, uint16_t state, f32 unk_3C) {
BombKarts.push_back(std::make_unique<OBombKart>(pos, waypoint, waypointIndex, state, unk_3C));
}
u32 World::GetCupIndex() {
return this->CupIndex;
}
u32 World::NextCup() {
s32 hack = 1;
// Prevent battle mode
if (gModeSelection == GRAND_PRIX) {
hack = 2;
}
if (CupIndex < Cups.size() - hack) {
CupIndex++;
CurrentCup = Cups[CupIndex];
CurrentCup->CursorPosition = 0;
return CupIndex;
}
}
u32 World::PreviousCup() {
if (CupIndex > 0) {
CupIndex--;
CurrentCup = Cups[CupIndex];
CurrentCup->CursorPosition = 0;
return CupIndex;
}
}
void World::SetCup(Cup* cup) {
if (cup) {
CurrentCup = cup;
CurrentCup->CursorPosition = 0;
}
}
CProperties* World::GetCourseProps() {
if (Courses[CourseIndex]) {
return (CProperties*) &Courses[CourseIndex]->Props;
}
return nullptr;
}
void World::SetCourse(const char* name) {
//! @todo Use content dictionary instead
for (size_t i = 0; i < Courses.size(); i++) {
if (strcmp(Courses[i]->Props.Name, name) == 0) {
CurrentCourse = Courses[i];
break;
}
}
std::runtime_error("SetCourse() Course name not found in Courses list");
}
void World::NextCourse() {
if (CourseIndex < Courses.size() - 1) {
CourseIndex++;
} else {
CourseIndex = 0;
}
gWorldInstance.CurrentCourse = Courses[CourseIndex];
}
void World::PreviousCourse() {
if (CourseIndex > 0) {
CourseIndex--;
} else {
CourseIndex = Courses.size() - 1;
}
gWorldInstance.CurrentCourse = Courses[CourseIndex];
}
Object* World::AddObject(std::unique_ptr<GameObject> object) {
GameObject* rawPtr = object.get();
GameObjects.push_back(std::move(object));
return &rawPtr->o;
}
AActor* World::AddActor(AActor* actor) {
Actors.push_back(actor);
return Actors.back();
}
struct Actor* World::AddBaseActor() {
Actors.push_back(new AActor());
// Skip C++ vtable to access variables in C
return reinterpret_cast<struct Actor*>(reinterpret_cast<char*>(Actors.back()) + sizeof(void*));
}
/**
* Converts a C struct Actor* to its C++ AActor class
*/
AActor* World::ConvertActorToAActor(Actor* actor) {
// Move the ptr back so that it points at the vtable.
// Which is the initial item in the class, or in other words
// Point to the class.
return reinterpret_cast<AActor*>((char*)actor - sizeof(void*));
}
/**
* Converts a C++ AActor class to a C Actor* struct.
*/
Actor* World::ConvertAActorToActor(AActor* actor) {
// Move the ptr forward past the vtable.
// This allows C to access the class variables like a normal Actor* struct.
return reinterpret_cast<Actor*>((char*)actor + sizeof(void*));
}
AActor* World::GetActor(size_t index) {
return Actors[index];
}
void World::TickActors() {
for (AActor* actor : Actors) {
if (actor->IsMod()) {
actor->Tick();
}
}
}
void RemoveExpiredActors() {
// Actors.erase(
// std::remove_if(Actors.begin(), Actors.end(),
// [](const std::unique_ptr<AActor>& actor) { return actor->uuid == 0; }),
// Actors.end());
}
void World::TickObjects() {
for (const auto& object : this->GameObjects) {
object->Tick();
}
}
void World::DrawObjects(Camera *camera) {
for (const auto& object : this->GameObjects) {
object->Draw(camera);
}
}
void World::ExpiredObjects() {
this->GameObjects.erase(
std::remove_if(this->GameObjects.begin(), this->GameObjects.end(),
[](const std::unique_ptr<GameObject>& object) { return object->uuid == 0; }), // Example condition
this->GameObjects.end());
}
void World::DestroyObjects() {
}
Object* World::GetObjectByIndex(size_t index) {
if (index < this->GameObjects.size()) {
// Assuming GameActor::a is accessible, use reinterpret_cast if needed
return reinterpret_cast<Object*>(&this->GameObjects[index]->o);
}
return nullptr; // Or handle the error as needed
}
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