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32632cacdb
* Update menus * Update CMakeLists.txt * Add Ship * Impl hm ship actors * Update HM course * Impl new intro * Finish intro scene * Rename * Start Editor Work * raycast works * Fix ScreenRayTrace in widescreen * Basic Actor Picking * wip * Editor use vtx collision * gizmo work * otr works for object picking * Impl objects for editor * actor init * Update * Add all axis move (freemove) * Docking Windows works here * Setup imgui layout for editor * Editor Snap to Ground works * Basic Scene Explorer Works * Editor get actor names * Impl editor object names * impl Editor Play and Pause buttons * Editor translate works while paused * Fix freecam lighting * Added adjustable track properties to editor * Editor matrix, icons, rotation, impl light * Setup Track Properties 1 * Editor tooling wip * Load modded o2rs * Don't enable hud if editor is enabled * Updates * SceneManager nearly working * Fix mario kart 64 intro logo sizing * Fix Rotator * Finish new matrix translation code * Cleanup headers * Cleanup * Cleanup 2 * Cleanup 3 * Prevent divize by zero crash * Add visible circle for translate in all axis * Editor scaling/rot works properly now * Scale All_Axis evenly * Fixes to includes to work on Linux. * Removed overfilled arguments in gfx_create_framebuffer() * Added missing function definitions to Game.h * Editor sun face the camera * Add rotation model to gizmo * Add new handles * Failed attempt at transforming collision * Impl water volume * Import fast64 paths * water surface * Scene Setup 1 * Custom Track O2R almost working needs testing * Custom Track Load path O2r * Render custom track. Wip collision * Add missing function * Debug Spawning Custom O2R Track * Import courses working now * Fix memory leak * Remove New Track Button * Engine.cpp more consistent with sf64 * Fix Editor Enable Button * Editor Accurate mouse click drag objects * Editor selects closest object and cleanup * Gizmo rot and scale collision working * Remove constexpr from IRotator * Impl properties for location/rot/scale * Better Properties display, swap rot handles * Fix content browser dock and editor now disabled by default * Remove GameInfoWindow, Multiplayer Button, and FPS Slider * Disable Editor when its disabled * Add new logo to hm intro * Fix pause menu item box cursor * Remove minimap from Course::from_json and to_json * Impl Import Minimap * Fix custom minimap rendering * minimap uses extension .png * Refactor minimap * Freecam only for player 1 * GrandPrix Balloons work in custom track * Track Id is now std::string and outside of Props * Moved editor assets to be included in ship.o2r * Fixed GenerateO2R to package the correct folder and save to the correct filename * Linux specific changes. * Added "#include <stdio.h>" that required them * Changed how the "ship.o2r" file is loaded to allow it to load the file from within appimages. * Changed the Linuxdeploy version to avoid errors later when the Github Actions creates appimages(same fix applied to other ports.) * Revert "Moved editor assets to be included in ship.o2r" This reverts commit 05704c01f761baa67a83e357d9765f5c6b5e3fdb. * Added back files(this time without LUS changes) * Changed workflow file to use correct filename for assets file. * Missed a few spots in the workflow file. * Added .desktop file and made corrections to the main workflow. * Added the rest of upstream CMakeLists.txt * disabled USE_NETWORKING * New InverseMatrix * Renamed both .o2r files to be more accurate to its contents. * Reverted CmakeList.txt --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com> Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
225 lines
4.5 KiB
C
225 lines
4.5 KiB
C
#include <libultraship.h>
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#include <macros.h>
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#include "code_80057C60.h"
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s16 D_8018CFE0;
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f32 D_8018CFE4;
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s16 D_8018CFE8;
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f32 D_8018CFEC;
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s16 D_8018CFF0;
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f32 D_8018CFF4;
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s16 D_8018CFF8;
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UNUSED s32 D_8018CFFC;
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s16 D_8018D000;
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UNUSED s32 D_8018D004;
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s16 D_8018D008;
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f32 D_8018D00C;
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s16 D_8018D010;
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UNUSED s32 D_8018D014;
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s16 D_8018D018;
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f32 xOrientation; // For mirror/extra mode
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s16 D_8018D020;
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f32 D_8018D028[8];
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s16 D_8018D048;
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f32 D_8018D050[8];
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s16 D_8018D070;
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f32 D_8018D078[8];
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s16 D_8018D098;
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f32 D_8018D0A0[8];
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s16 D_8018D0C0;
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f32 D_8018D0C8[8];
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s16 D_8018D0E8;
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f32 D_8018D0F0[8];
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s16 D_8018D110;
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s32 D_8018D114;
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UNUSED s32 D_8018D118[2];
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s32 gMatrixHudCount;
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UNUSED s32 D_8018D128[6];
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s32 D_8018D140;
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UNUSED s32 D_8018D148[2];
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s32 D_8018D150;
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UNUSED s32 D_8018D154;
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s32 D_8018D158;
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UNUSED s32 D_8018D15C;
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s32 D_8018D160;
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UNUSED s32 D_8018D164;
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s32 D_8018D168;
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s16 D_8018D16C;
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s32 D_8018D170;
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//! Used for cycling through snowflakes in func_80078790
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s16 D_8018D174;
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s32 D_8018D178;
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//! Also next free spot in D_8018CC80?
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s16 D_8018D17C;
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s32 D_8018D180;
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s16 D_8018D184;
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s32 gIsHUDVisible;
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s16 D_8018D18C;
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s32 D_8018D190;
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/**
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* Exact use unknown, something related to the mole groups
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* Maybe be indicating that a given mole in a given group is active?
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*/
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s8 D_8018D198[NUM_GROUP1_MOLES];
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s32 D_8018D1A0;
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s8 D_8018D1A8[NUM_GROUP2_MOLES];
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s32 D_8018D1B4;
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s8 D_8018D1B8[NUM_GROUP3_MOLES];
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s32 D_8018D1C4;
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/**
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* These seem to be limits on different object types in Moo Moo Farm
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* See init_course_object in code_8006E9C0.c
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* Maybe max number of active moles in a given group of moles?
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*/
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s32 D_8018D1C8;
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s32 D_8018D1CC;
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s32 D_8018D1D0;
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s32 D_8018D1D4;
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s32 D_8018D1D8;
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s32 D_8018D1DC;
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UNUSED s32 D_8018D1E4;
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f32 D_8018D1E8;
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s32 D_8018D1EC;
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//! Number of used spots in D_8018CC80?
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s32 D_8018D1F0;
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UNUSED s32 D_8018D1F4;
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//! Next free spot in D_8018CC80?
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s32 D_8018D1F8;
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s32 D_8018D1FC;
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s16 D_8018D200;
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s32 D_8018D204;
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s16 D_8018D208;
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s32 D_8018D20C;
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s16 D_8018D210;
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bool D_8018D214;
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s16 D_8018D218;
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s32 D_8018D21C;
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/**
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* Destination for decompressed exhaust textures (I think)
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* I'm not how much I like this "pointer to an array" setup, but if it matches it matches
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*/
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u8 (*gCloudTexture)[1024];
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s32 D_8018D224;
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u8 D_8018D228;
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s32 D_8018D22C;
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//! Something related to the display of the clouds/stars?
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s8 D_8018D230;
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UNUSED s32 D_8018D238[2];
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uintptr_t D_8018D240;
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u8* D_8018D248[22];
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f32 gMinimapPlayerScale;
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s32 D_8018D2A4;
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UNUSED s32 D_8018D2A8;
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s32 D_8018D2AC;
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s16 gMinimapWidth;
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s32 D_8018D2B4;
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s16 gMinimapHeight;
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s32 D_8018D2BC;
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s16 gMinimapX[4];
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s32 D_8018D2C8[4];
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s16 gMinimapY[4];
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s16 gMinimapPlayerX;
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UNUSED s32 D_8018D2E4;
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s16 gMinimapPlayerY;
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UNUSED s32 D_8018D2EC;
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UNUSED s32 D_8018D2F4;
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UNUSED s32 D_8018D2FC;
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s32 D_8018D314;
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UNUSED s32 D_8018D31C;
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s32 D_8018D320;
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UNUSED s32 D_8018D328[22];
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s32 D_8018D380;
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s32 D_8018D384;
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s32 D_8018D388;
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UNUSED s32 D_8018D390[11];
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//! Controls number of come object type placed into gObjectParticle2 on Frappe Snowland. So, maybe snowmen/snowflakes?
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s32 D_8018D3BC;
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//! Limit on some object type (ice chips?) in Sherbet Land
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s32 D_8018D3C0;
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//! Some sort of limiter on how many of some object type can spawn
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s32 D_8018D3C4;
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UNUSED s32 D_8018D3C8[3];
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s32 D_8018D3D4;
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s32 D_8018D3D8;
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s32 D_8018D3DC;
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//! some alpha
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s32 D_8018D3E0;
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//! some red
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s32 D_8018D3E4;
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//! some green
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s32 D_8018D3E8;
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//! some blue
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s32 D_8018D3EC;
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s32 D_8018D3F0;
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s32 D_8018D3F4;
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s32 D_8018D3F8;
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s32 gRaceFrameCounter;
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s32 D_8018D400;
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UNUSED s32 D_8018D404;
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UNUSED s32 D_8018D408;
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s32 D_8018D40C;
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s32 D_8018D410;
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UNUSED s32 D_8018D418[2];
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u8* D_8018D420;
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u8* D_8018D424;
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u8* D_8018D428;
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u8* D_8018D42C;
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u8* D_8018D430;
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u8* D_8018D434;
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u8* D_8018D438;
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u8* D_8018D43C;
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u8* D_8018D440;
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u8* D_8018D444;
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u8* D_8018D448;
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u8* D_8018D44C;
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u8* D_8018D450;
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u8* D_8018D454;
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u8* D_8018D458;
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u8* D_8018D45C;
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u8* D_8018D460;
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u8* D_8018D464;
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u8* D_8018D468;
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u8* D_8018D46C;
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u8* D_8018D470;
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u8* D_8018D474;
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u8* D_8018D478;
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UNUSED u8* D_8018D47C;
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u8* D_8018D480;
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u8* D_8018D484;
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u8* D_8018D488;
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u8* D_8018D48C;
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u8* D_8018D490;
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u8* D_8018D494;
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u8* D_8018D498;
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u8* D_8018D49C;
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u8* D_8018D4A0;
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u8* D_8018D4A4;
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u8* D_8018D4A8;
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u8* D_8018D4AC;
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u8* D_8018D4B0;
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u8* D_8018D4B4;
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u8* D_8018D4B8;
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u8* D_8018D4BC;
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u8* D_8018D4C0;
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u8* D_8018D4C4;
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u8* D_8018D4C8;
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Vec3f D_8018D4D0[8];
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Vec3f D_8018D530[8];
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Vec3f D_8018D590[8];
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u16 gPlayerBalloonStatus[8][3];
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Vec3s D_8018D620[8];
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Vec3f D_8018D650[8];
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Vec3f D_8018D6B0[8];
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Vec3f D_8018D710[8];
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Vec3s D_8018D770[8];
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Vec3s D_8018D7A0[8];
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Vec3s D_8018D7D0[8];
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Vec3s D_8018D800[8];
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Vec3s D_8018D830[8];
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Vec3s D_8018D860[8];
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Vec3s D_8018D890[8];
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s16 gPlayerBalloonCount[8];
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Vec3s D_8018D8D0[8];
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