summaryrefslogtreecommitdiff
path: root/src/engine/tracks/BlockFort.cpp
blob: 6244e3ea2c52f8299518d17368173b4c4a2712f0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
#include <libultraship.h>
#include <libultra/gbi.h>
#include <vector>
#include <memory>

#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<OBombKart>(0, 20, 0, 1.0f);
        SpawnActor<OBombKart>(0, 40, 0, 1.0f);
        SpawnActor<OBombKart>(0, 60, 0, 1.0f);
        SpawnActor<OBombKart>(0, 80, 0, 1.0f);
        SpawnActor<OBombKart>(0, 100, 0, 1.0f);
        SpawnActor<OBombKart>(0, 120, 0, 1.0f);
        SpawnActor<OBombKart>(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;
}