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#include <libultraship.h>
#include "Game.h"
#include "port/Engine.h"
#include <graphic/Fast3D/Fast3dWindow.h>
#include "engine/World.h"
#include "engine/courses/Course.h"
#include "engine/courses/MarioRaceway.h"
#include "engine/courses/ChocoMountain.h"
#include "engine/courses/BowsersCastle.h"
#include "engine/courses/BansheeBoardwalk.h"
#include "engine/courses/YoshiValley.h"
#include "engine/courses/FrappeSnowland.h"
#include "engine/courses/KoopaTroopaBeach.h"
#include "engine/courses/RoyalRaceway.h"
#include "engine/courses/LuigiRaceway.h"
#include "engine/courses/MooMooFarm.h"
#include "engine/courses/ToadsTurnpike.h"
#include "engine/courses/KalimariDesert.h"
#include "engine/courses/SherbetLand.h"
#include "engine/courses/RainbowRoad.h"
#include "engine/courses/WarioStadium.h"
#include "engine/courses/BlockFort.h"
#include "engine/courses/Skyscraper.h"
#include "engine/courses/DoubleDeck.h"
#include "engine/courses/DKJungle.h"
#include "engine/courses/BigDonut.h"
#include "engine/courses/Harbour.h"
#include "engine/courses/TestCourse.h"
#include "engine/actors/Finishline.h"
#include "engine/courses/PodiumCeremony.h"
#include "engine/ModelLoader.h"
#include "engine/actors/BowserStatue.h"
#include "engine/GarbageCollector.h"
#include "engine/TrainCrossing.h"
#include "engine/objects/BombKart.h"
#include "engine/objects/Lakitu.h"
#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"
#include "audio/external.h"
#include "networking/networking.h"
#include "render_courses.h"
#include "menus.h"
#include "update_objects.h"
// #include "engine/wasm.h"
}
extern "C" void Graphics_PushFrame(Gfx* data) {
GameEngine::ProcessGfxCommands(data);
}
extern "C" void Timer_Update();
// Create the world instance
World gWorldInstance;
std::unique_ptr<PodiumCeremony> gPodiumCeremony;
Cup* gMushroomCup;
Cup* gFlowerCup;
Cup* gStarCup;
Cup* gSpecialCup;
Cup* gBattleCup;
ModelLoader gModelLoader;
HarbourMastersIntro gMenuIntro;
Editor::Editor gEditor;
s32 gTrophyIndex = NULL;
void CustomEngineInit() {
/* Add all courses to the global course list */
Course* mario = gWorldInstance.AddCourse(std::make_unique<MarioRaceway>());
Course* choco = gWorldInstance.AddCourse(std::make_unique<ChocoMountain>());
Course* bowser = gWorldInstance.AddCourse(std::make_unique<BowsersCastle>());
Course* banshee = gWorldInstance.AddCourse(std::make_unique<BansheeBoardwalk>());
Course* yoshi = gWorldInstance.AddCourse(std::make_unique<YoshiValley>());
Course* frappe = gWorldInstance.AddCourse(std::make_unique<FrappeSnowland>());
Course* koopa = gWorldInstance.AddCourse(std::make_unique<KoopaTroopaBeach>());
Course* royal = gWorldInstance.AddCourse(std::make_unique<RoyalRaceway>());
Course* luigi = gWorldInstance.AddCourse(std::make_unique<LuigiRaceway>());
Course* mooMoo = gWorldInstance.AddCourse(std::make_unique<MooMooFarm>());
Course* toads = gWorldInstance.AddCourse(std::make_unique<ToadsTurnpike>());
Course* kalimari = gWorldInstance.AddCourse(std::make_unique<KalimariDesert>());
Course* sherbet = gWorldInstance.AddCourse(std::make_unique<SherbetLand>());
Course* rainbow = gWorldInstance.AddCourse(std::make_unique<RainbowRoad>());
Course* wario = gWorldInstance.AddCourse(std::make_unique<WarioStadium>());
Course* block = gWorldInstance.AddCourse(std::make_unique<BlockFort>());
Course* skyscraper = gWorldInstance.AddCourse(std::make_unique<Skyscraper>());
Course* doubleDeck = gWorldInstance.AddCourse(std::make_unique<DoubleDeck>());
Course* dkJungle = gWorldInstance.AddCourse(std::make_unique<DKJungle>());
Course* bigDonut = gWorldInstance.AddCourse(std::make_unique<BigDonut>());
// Course* harbour = gWorldInstance.AddCourse(std::make_unique<Harbour>());
Course* testCourse = gWorldInstance.AddCourse(std::make_unique<TestCourse>());
gPodiumCeremony = std::make_unique<PodiumCeremony>();
// Construct cups with vectors of Course* (non-owning references)
gMushroomCup = new Cup("mk:mushroom_cup", "Mushroom Cup", {
luigi, mooMoo, koopa, kalimari
});
gFlowerCup = new Cup("mk:flower_cup", "Flower Cup", {
toads, frappe, choco, mario
});
gStarCup = new Cup("mk:star_cup", "Star Cup", {
wario, sherbet, royal, bowser
});
gSpecialCup = new Cup("mk:special_cup", "Special Cup", {
dkJungle, yoshi, banshee, rainbow
});
gBattleCup = new Cup("mk:battle_cup", "Battle Cup", {
bigDonut, block, doubleDeck, skyscraper
});
/* Instantiate Cups */
gWorldInstance.AddCup(gMushroomCup);
gWorldInstance.AddCup(gFlowerCup);
gWorldInstance.AddCup(gStarCup);
gWorldInstance.AddCup(gSpecialCup);
gWorldInstance.AddCup(gBattleCup);
/* Set default course; mario raceway */
//SelectMarioRaceway(); // This results in a nullptr
gWorldInstance.CurrentCourse = mario;
gWorldInstance.CurrentCup = gMushroomCup;
gWorldInstance.CurrentCup->CursorPosition = 3;
gWorldInstance.CupIndex = 0;
// ModelLoader::LoadModelList bowserStatueList = {
// .course = gBowsersCastle,
// .gfxBuffer = &gBowserStatueGfx[0],
// .gfxBufferSize = 162,
// .gfxStart = (0x2BB8 / 8), // 0x2BB8 / sizeof(OldGfx)
// .vtxBuffer = &gBowserStatueVtx[0],
// .vtxBufferSize = 717,
// .vtxStart = 1942,
// };
// Model loader systems allows cutting pieces out of courses and making them actors.
// Commented out due to alleged stability issues.
// gModelLoader.Add(bowserStatueList);
// gModelLoader.Load();
}
void CustomEngineDestroy() {
delete gMushroomCup;
delete gFlowerCup;
delete gStarCup;
delete gSpecialCup;
delete gBattleCup;
}
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;
}
u32 WorldNextCup(void) {
return gWorldInstance.NextCup();
}
u32 WorldPreviousCup(void) {
return gWorldInstance.PreviousCup();
}
void CM_SetCup(void* cup) {
gWorldInstance.SetCup((Cup*) cup);
}
void* GetCup() {
return gWorldInstance.CurrentCup;
}
u32 GetCupIndex(void) {
return gWorldInstance.GetCupIndex();
}
void CM_SetCupIndex(size_t index) {
gWorldInstance.SetCupIndex(index);
}
const char* GetCupName(void) {
return gWorldInstance.CurrentCup->Name;
}
void LoadCourse() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->Load();
}
}
size_t GetCourseIndex() {
return gWorldInstance.CourseIndex;
}
void SetCourse(const char* name) {
gWorldInstance.SetCourse(name);
}
void NextCourse() {
gWorldInstance.NextCourse();
}
void PreviousCourse() {
gWorldInstance.PreviousCourse();
}
void SetCourseById(s32 course) {
if (course < 0 || course >= gWorldInstance.Courses.size()) {
return;
}
gWorldInstance.CourseIndex = course;
gWorldInstance.CurrentCourse = gWorldInstance.Courses[gWorldInstance.CourseIndex].get();
}
void CM_VehicleCollision(s32 playerId, Player* player) {
for (auto& actor : gWorldInstance.Actors) {
if (actor) {
actor->VehicleCollision(playerId, player);
}
}
}
void CM_BombKartsWaypoint(s32 cameraId) {
for (auto& object : gWorldInstance.Objects) {
if (auto kart = dynamic_cast<OBombKart*>(object)) {
if (kart) {
kart->Waypoint(cameraId);
}
}
}
}
void CM_DisplayBattleBombKart(s32 playerId, s32 primAlpha) {
if ((playerId < 0) || (playerId > 4)) {
return;
}
if (primAlpha == 0) {
gWorldInstance.playerBombKart[playerId].state = PlayerBombKart::PlayerBombKartState::DISABLED;
gWorldInstance.playerBombKart[playerId]._primAlpha = primAlpha;
} else {
gWorldInstance.playerBombKart[playerId].state = PlayerBombKart::PlayerBombKartState::ACTIVE;
gWorldInstance.playerBombKart[playerId]._primAlpha = primAlpha;
}
}
void CM_DrawBattleBombKarts(s32 cameraId) {
for (size_t i = 0; i < gPlayerCount; i++) {
gWorldInstance.playerBombKart[i].Draw(i, cameraId);
}
}
void CM_ClearVehicles(void) {
gWorldInstance.Crossings.clear();
}
void CM_CrossingTrigger() {
for (auto& crossing : gWorldInstance.Crossings) {
if (crossing) {
crossing->CrossingTrigger();
}
}
}
void CM_AICrossingBehaviour(s32 playerId) {
for (auto& crossing : gWorldInstance.Crossings) {
if (crossing) {
crossing->AICrossingBehaviour(playerId);
}
}
}
s32 CM_GetCrossingOnTriggered(uintptr_t* crossing) {
TrainCrossing* ptr = (TrainCrossing*) crossing;
if (ptr) {
return ptr->OnTriggered;
}
}
void CM_LoadTextures() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->LoadTextures();
}
}
void CM_RenderCourse(struct UnkStruct_800DC5EC* arg0) {
if (gWorldInstance.CurrentCourse->IsMod() == false) {
if ((CVarGetInteger("gFreecam", 0) == true)) {
// Render credits courses
//gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
//gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH);
render_credits();
return;
}
}
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->Render(arg0);
}
}
void CM_RenderCredits() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->RenderCredits();
}
}
void CM_TickActors() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.TickActors();
}
}
void CM_DrawActors(Camera* camera, struct Actor* actor) {
AActor* a = gWorldInstance.ConvertActorToAActor(actor);
if (a->IsMod()) {
a->Draw(camera);
}
}
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) && (gModeSelection != BATTLE)) {
if (course->bSpawnFinishline) {
gWorldInstance.AddActor(new AFinishline(course->FinishlineSpawnPoint));
}
}
gEditor.AddLight("Sun", nullptr, D_800DC610[1].l->l.dir);
course->BeginPlay();
}
}
void CM_TickObjects() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.TickObjects();
}
}
// A couple objects such as lakitu are ticked inside of process_game_tick which support 60fps.
// This is a fallback to support that.
void CM_TickObjects60fps() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.TickObjects60fps();
}
}
void CM_DrawObjects(s32 cameraId) {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.DrawObjects(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();
}
}
void CM_DrawParticles(s32 cameraId) {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.DrawParticles(cameraId);
}
}
// Helps prevents users from forgetting to add a finishline to their course
bool CM_DoesFinishlineExist() {
for (AActor* actor : gWorldInstance.Actors) {
if (dynamic_cast<AFinishline*>(actor)) {
return true;
}
}
return false;
}
void CM_InitClouds() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->InitClouds();
}
}
void CM_UpdateClouds(s32 arg0, Camera* camera) {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->UpdateClouds(arg0, camera);
}
}
void CM_Waypoints(Player* player, int8_t playerId) {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->Waypoints(player, playerId);
}
}
void CM_SomeCollisionThing(Player* player, Vec3f arg1, Vec3f arg2, Vec3f arg3, f32* arg4, f32* arg5, f32* arg6,
f32* arg7) {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->SomeCollisionThing(player, arg1, arg2, arg3, arg4, arg5, arg6, arg7);
}
}
void CM_InitCourseObjects() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->InitCourseObjects();
}
}
void CM_UpdateCourseObjects() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->UpdateCourseObjects();
}
TrainSmokeTick();
}
void CM_RenderCourseObjects(s32 cameraId) {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->RenderCourseObjects(cameraId);
}
TrainSmokeDraw(cameraId);
}
void CM_SomeSounds() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->SomeSounds();
}
}
void CM_CreditsSpawnActors() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->CreditsSpawnActors();
}
}
void CM_WhatDoesThisDo(Player* player, int8_t playerId) {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->WhatDoesThisDo(player, playerId);
}
}
void CM_WhatDoesThisDoAI(Player* player, int8_t playerId) {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->WhatDoesThisDoAI(player, playerId);
}
}
void CM_SetStaffGhost() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->SetStaffGhost();
}
}
Properties* CM_GetProps() {
if (gWorldInstance.CurrentCourse) {
return &gWorldInstance.CurrentCourse->Props;
}
return NULL;
}
Properties* CM_GetPropsCourseId(s32 courseId) {
return &gWorldInstance.Courses[courseId]->Props;
}
void CM_ScrollingTextures() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->ScrollingTextures();
}
}
void CM_DrawWater(struct UnkStruct_800DC5EC* screen, uint16_t pathCounter, uint16_t cameraRot,
uint16_t playerDirection) {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->DrawWater(screen, pathCounter, cameraRot, playerDirection);
}
}
/**
* This should only be ran once per course, otherwise animation/timings might become sped up.
*/
void CM_SpawnStarterLakitu() {
if ((gDemoMode) || (gGamestate == CREDITS_SEQUENCE)) {
return;
}
for (size_t i = 0; i < gPlayerCountSelection1; i++) {
OLakitu* lakitu = new OLakitu(i, OLakitu::LakituType::STARTER);
gWorldInstance.Lakitus[i] = lakitu;
gWorldInstance.AddObject(lakitu);
}
}
// Checkered flag lakitu
void CM_ActivateFinishLakitu(s32 playerId) {
if ((gDemoMode) || (gGamestate == CREDITS_SEQUENCE)) {
return;
}
gWorldInstance.Lakitus[playerId]->Activate(OLakitu::LakituType::FINISH);
}
void CM_ActivateSecondLapLakitu(s32 playerId) {
if ((gDemoMode) || (gGamestate == CREDITS_SEQUENCE)) {
return;
}
gWorldInstance.Lakitus[playerId]->Activate(OLakitu::LakituType::SECOND_LAP);
}
void CM_ActivateFinalLapLakitu(s32 playerId) {
if ((gDemoMode) || (gGamestate == CREDITS_SEQUENCE)) {
return;
}
gWorldInstance.Lakitus[playerId]->Activate(OLakitu::LakituType::FINAL_LAP);
}
void CM_ActivateReverseLakitu(s32 playerId) {
if ((gDemoMode) || (gGamestate == CREDITS_SEQUENCE)) {
return;
}
gWorldInstance.Lakitus[playerId]->Activate(OLakitu::LakituType::REVERSE);
}
size_t GetCupCursorPosition() {
return gWorldInstance.CurrentCup->CursorPosition;
}
void SetCupCursorPosition(size_t position) {
gWorldInstance.CurrentCup->SetCourse(position);
// gWorldInstance.CurrentCup->CursorPosition = position;
}
size_t GetCupSize() {
return gWorldInstance.CurrentCup->GetSize();
}
void SetCourseFromCup() {
gWorldInstance.CurrentCourse = gWorldInstance.CurrentCup->GetCourse();
}
void* GetCourse(void) {
return gWorldInstance.CurrentCourse;
}
struct Actor* CM_GetActor(size_t index) {
if (index < gWorldInstance.Actors.size()) {
AActor* actor = gWorldInstance.Actors[index];
return reinterpret_cast<struct Actor*>(reinterpret_cast<char*>(actor) + sizeof(void*));
} else {
// throw std::runtime_error("GetActor() index out of bounds");
return NULL;
}
}
size_t CM_FindActorIndex(Actor* actor) {
// Move the ptr back to look at the vtable.
// This gets us the proper C++ class instead of just the variables used in C.
AActor* a = reinterpret_cast<AActor*>((char*) actor - sizeof(void*));
auto actors = gWorldInstance.Actors;
auto it = std::find(actors.begin(), actors.end(), static_cast<AActor*>(a));
if (it != actors.end()) {
return std::distance(actors.begin(), it);
}
printf("FindActorIndex() actor not found\n");
return 0;
}
void CM_DeleteActor(size_t index) {
std::vector<AActor*> actors = gWorldInstance.Actors;
if (index < actors.size()) {
actors.erase(actors.begin() + 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() {
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();
}
void CM_ActorCollision(Player* player, Actor* actor) {
AActor* a = gWorldInstance.ConvertActorToAActor(actor);
if (a->IsMod()) {
a->Collision(player, a);
}
}
f32 CM_GetWaterLevel(Vec3f pos, Collision* collision) {
FVector fPos = {pos[0], pos[1], pos[2]};
return gWorldInstance.CurrentCourse->GetWaterLevel(fPos, collision);
}
// clang-format off
bool IsMarioRaceway() { return dynamic_cast<MarioRaceway*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsLuigiRaceway() { return dynamic_cast<LuigiRaceway*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsChocoMountain() { return dynamic_cast<ChocoMountain*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsBowsersCastle() { return dynamic_cast<BowsersCastle*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsBansheeBoardwalk() { return dynamic_cast<BansheeBoardwalk*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsYoshiValley() { return dynamic_cast<YoshiValley*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsFrappeSnowland() { return dynamic_cast<FrappeSnowland*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsKoopaTroopaBeach() { return dynamic_cast<KoopaTroopaBeach*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsRoyalRaceway() { return dynamic_cast<RoyalRaceway*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsMooMooFarm() { return dynamic_cast<MooMooFarm*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsToadsTurnpike() { return dynamic_cast<ToadsTurnpike*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsKalimariDesert() { return dynamic_cast<KalimariDesert*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsSherbetLand() { return dynamic_cast<SherbetLand*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsRainbowRoad() { return dynamic_cast<RainbowRoad*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsWarioStadium() { return dynamic_cast<WarioStadium*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsBlockFort() { return dynamic_cast<BlockFort*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsSkyscraper() { return dynamic_cast<Skyscraper*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsDoubleDeck() { return dynamic_cast<DoubleDeck*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsDkJungle() { return dynamic_cast<DKJungle*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsBigDonut() { return dynamic_cast<BigDonut*>(gWorldInstance.CurrentCourse) != nullptr; }
bool IsPodiumCeremony() { return dynamic_cast<PodiumCeremony*>(gWorldInstance.CurrentCourse) != nullptr; }
void SelectMarioRaceway() { gWorldInstance.SetCourseByType<MarioRaceway>(); }
void SelectLuigiRaceway() { gWorldInstance.SetCourseByType<LuigiRaceway>(); }
void SelectChocoMountain() { gWorldInstance.SetCourseByType<ChocoMountain>(); }
void SelectBowsersCastle() { gWorldInstance.SetCourseByType<BowsersCastle>(); }
void SelectBansheeBoardwalk() { gWorldInstance.SetCourseByType<BansheeBoardwalk>(); }
void SelectYoshiValley() { gWorldInstance.SetCourseByType<YoshiValley>(); }
void SelectFrappeSnowland() { gWorldInstance.SetCourseByType<FrappeSnowland>(); }
void SelectKoopaTroopaBeach() { gWorldInstance.SetCourseByType<KoopaTroopaBeach>(); }
void SelectRoyalRaceway() { gWorldInstance.SetCourseByType<RoyalRaceway>(); }
void SelectMooMooFarm() { gWorldInstance.SetCourseByType<MooMooFarm>(); }
void SelectToadsTurnpike() { gWorldInstance.SetCourseByType<ToadsTurnpike>(); }
void SelectKalimariDesert() { gWorldInstance.SetCourseByType<KalimariDesert>(); }
void SelectSherbetLand() { gWorldInstance.SetCourseByType<SherbetLand>(); }
void SelectRainbowRoad() { gWorldInstance.SetCourseByType<RainbowRoad>(); }
void SelectWarioStadium() { gWorldInstance.SetCourseByType<WarioStadium>(); }
void SelectBlockFort() { gWorldInstance.SetCourseByType<BlockFort>(); }
void SelectSkyscraper() { gWorldInstance.SetCourseByType<Skyscraper>(); }
void SelectDoubleDeck() { gWorldInstance.SetCourseByType<DoubleDeck>(); }
void SelectDkJungle() { gWorldInstance.SetCourseByType<DKJungle>(); }
void SelectBigDonut() { gWorldInstance.SetCourseByType<BigDonut>(); }
void SelectPodiumCeremony() { gWorldInstance.CurrentCourse = gPodiumCeremony.get(); }
// clang-format on
void* GetMushroomCup(void) {
return gMushroomCup;
}
void* GetFlowerCup(void) {
return gFlowerCup;
}
void* GetStarCup(void) {
return gStarCup;
}
void* GetSpecialCup(void) {
return gSpecialCup;
}
void* GetBattleCup(void) {
return gBattleCup;
}
// End of frame cleanup of actors, objects, etc.
void CM_RunGarbageCollector(void) {
RunGarbageCollector();
}
}
void push_frame() {
GameEngine::StartAudioFrame();
GameEngine::Instance->StartFrame();
thread5_iteration();
GameEngine::EndAudioFrame();
// thread5_game_loop();
// Graphics_ThreadUpdate();w
// Timer_Update();
}
#ifdef _WIN32
int SDL_main(int argc, char** argv) {
#else
#if defined(__cplusplus) && defined(PLATFORM_IOS)
extern "C"
#endif
int
main(int argc, char* argv[]) {
#endif
// load_wasm();
GameEngine::Create();
audio_init();
sound_init();
CustomEngineInit();
if (CVarGetInteger("gEnableDebugMode", 0) == true) {
gMenuSelection = START_MENU;
}
thread5_game_loop();
gEditor.Load();
while (WindowIsRunning()) {
push_frame();
}
CustomEngineDestroy();
// GameEngine::Instance->ProcessFrame(push_frame);
GameEngine::Instance->Destroy();
return 0;
}
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