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* Update menus.c (#634) * Update common_data.yml (#635) * Renames for screenId and other changes (#636) * screenId renames * Rename surface map to collision mesh (#637) * Rename some stack vars (#638) * Fix syntax error (#639) * Rename some stack vars * Update collision.c * Collision Documentation (#640) * Collision related renames * update doxygen (#649) * change bool (#644) Co-authored-by: MegaMech <MegaMech@users.noreply.github.com> * Update (#642) * Delete trig_tables_bss.c (#650) * fix typo audio (#656) * fix typo src actor (#657) Co-authored-by: MegaMech <MegaMech@users.noreply.github.com> * fix typo include (#658) * fix course (#659) * fix typo debug (#660) * fix typo data (#661) * replace number with const (#665) * fix typo buffers (#655) * fix typo buffers * tweak ld file * rename to sMemoryPool * add a warning --------- * fix typo src (#654) * fix typo src * fix non matcing * Update code_80091750.c --------- * fix typo racing (#653) * fix typo racing * get it match * replace G_LINE3D to G_QUAD --------- * fix typo src (#652) * fix ending typo (#651) * Action more info when it doesn't match and fix first diff (#662) * Update linux-compile.yml * fix first-diff * Update first-diff.py --------- * document texture of kart (#663) * document texture of kart * change screenPlayerId to screenId * some documentation around object * Revert "some documentation around object" This reverts commit cbb39078e036bf2a417bed67359e910213acab28. * more rename --------- * Make evaluate_collision_players_palm_tree better (#667) This matches just the same as before, but using those two casts instead of shifts seems more likely to be accurate to the original source code Signed-off-by: Gabriel Ravier <gabravier@gmail.com> * add fedora instruciton (#666) * start documenting animation (#668) * start documenting animation * Update course_data.c * change comment * update libultra asm (#648) * update libultra asm * fix gcc __osThreadTail --------- * Document Vehicles (#641) * start doc collision * fix merge * finish rename fonction related to vehicle * document around waypoint of vehicle * make some modification * make some change and rename one * copy_ to oldPos * doc smoke ferry and train * some rename * fix some renaming * precise index * rename a funciton * simplify waypoint_vehicles * change some name * change some name * rename move_to_point_direction * fix some conflict * Update code_80005FD0.c * Update code_80005FD0.h --------- * Label a save info loop (#645) * save info * more gcc progress * fix a value and do a rename (#669) * update clang and add action (#664) * update clang and add action * try clang on course folder only * forget two file * Update course_displaylists.inc.c * forget few other file * Update course_vertices.inc.c * format all code while get it match * second pass * format other dir * disable clang format on bad ido code * fix some tabulation * revert format on tool dir * Update clang-format.yml * ignore gbi.h * add some read me instruction * fix error * format and fixing error * Update README.md --------- * Update linkonly_generator.py (#670) * format more file * update * fix compilation issue * remove course_metadata folder * re add course metadata folder * fix banshee bordwalk crash * fix windows eurk * Update CMakeLists.txt ---------
91 lines
3.2 KiB
C
91 lines
3.2 KiB
C
#ifndef WAYPOINTS_H
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#define WAYPOINTS_H
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#include <common_structs.h>
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typedef struct {
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/* 0x00 */ s16 posX;
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/* 0x02 */ s16 posY;
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/* 0x04 */ s16 posZ;
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/* 0x06 */ u16 trackSectionId;
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} TrackWaypoint; // size = 0x08
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/**
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* These are per-path arrays that contain some information relating to waypoints
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* The arrays in D_80164550 contain X/Y/Z and track segment information
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* The arrays in D_80164560 and D_80164570 track some other X/Y/Z, but the track segment is always 0 (so,
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*untracked/unused) Its unclear how these arrays relate to each other
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**/
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extern TrackWaypoint* D_80164550[];
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extern TrackWaypoint* D_80164560[];
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extern TrackWaypoint* D_80164570[];
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/**
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* Don't know what exactly these are, but like D_80164550, D_80164560, and D_80164570
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* they track something about the waypoints on a per-path basis
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**/
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// Waypoint types?
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extern s16* D_80164580[];
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// Based on func_80010DBC this may be angles between waypoints
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// D_80164590[i] = atan2(waypoint_i, waypoint_i+1)?
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extern s16* D_80164590[];
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// No idea. Adjacency list?
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extern s16* D_801645A0[];
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/**
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* Certain parts of the waypoint logic will copy some path/player specific data to a temporary variable.
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* For example: D_80164490 is always a value from D_80164550. Depending on which path
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* a given player is on, the specific value may change
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**/
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// Shadows values from gNearestWaypointByPlayerId
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extern s16 sSomeNearestWaypoint;
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// Shadows values from gPathIndexByPlayerId
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extern s32 D_80163448;
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// Shadows values from D_80164560
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extern TrackWaypoint* D_801631D0;
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// Shadows values from D_80164570
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extern TrackWaypoint* D_801631D4;
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// Shadows values from D_80164580
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extern s16* D_801631D8;
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// Shadows values from D_80164590
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extern s16* D_801631DC;
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// Shadowd values from gWaypointCountByPathIndex
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extern u16 D_80164430;
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// Shadows values from D_80164550
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extern TrackWaypoint* D_80164490;
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// Shadows values from D_801645A0
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extern s16* D_801645E0;
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extern u16 gNearestWaypointByPlayerId[]; // D_80164438
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// Total waypoints passed by playerId?
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extern s32 D_80164450[];
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extern u16 gPathIndexByPlayerId[]; // D_801645B0
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extern u16 gWaypointCountByPathIndex[]; // D_801645C8
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// These values are only used when the camera is in "cinematic" mode
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extern s16 gNearestWaypointByCameraId[]; // D_80164668
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/**
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* Stuff that may not be directly related to waypoints, but are only referenced in code_80005FD0.
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* So they are at least waypoint adjacent.
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**/
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// Tracks something on a per-player basis, no idea what though
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extern f32 D_80163068[];
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// Track segment by playerId, although it curiously does NOT track values for human players
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// So, in 2 Player Grand Prix, the first 2 entries are always 0
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extern u16 D_80163318[];
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// Seems to be a per-path overcount of the waypoint count
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extern s32 D_80163368[];
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// Seemingly the Z position of the 1st waypoint in the 0th path?
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extern f32 D_8016344C;
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// These seem to track whether a player has entered or exited the "unknown" zone in yoshi's valley
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// See func_80009000 and func_800090F0
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// Is 1 when a player is in the "unknown" zone in yoshi's valley
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extern s16 D_80163490[];
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// Is 1 when a player leaves the "unknown" zone in yoshi's valley
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extern s16 D_801634A8[];
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// Tracks whether a given player is in the "unknown" zone of yoshi's valley
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extern s16 D_801644F8[];
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#endif
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