sm64pc/src/game/mario_actions_automatic.c

875 lines
26 KiB
C

#include <PR/ultratypes.h>
#include "sm64.h"
#include "behavior_data.h"
#include "mario_actions_automatic.h"
#include "audio/external.h"
#include "area.h"
#include "mario.h"
#include "mario_step.h"
#include "engine/math_util.h"
#include "memory.h"
#include "engine/graph_node.h"
#include "save_file.h"
#include "engine/surface_collision.h"
#include "interaction.h"
#include "camera.h"
#include "level_table.h"
#include "thread6.h"
#define POLE_NONE 0
#define POLE_TOUCHED_FLOOR 1
#define POLE_FELL_OFF 2
#define HANG_NONE 0
#define HANG_HIT_CEIL_OR_OOB 1
#define HANG_LEFT_CEIL 2
void add_tree_leaf_particles(struct MarioState *m) {
f32 leafHeight;
if (m->usedObj->behavior == segmented_to_virtual(bhvTree)) {
// make leaf effect spawn higher on the Shifting Sand Land palm tree
if (gCurrLevelNum == LEVEL_SSL) {
leafHeight = 250.0f;
} else {
leafHeight = 100.0f;
}
if (m->pos[1] - m->floorHeight > leafHeight) {
m->particleFlags |= PARTICLE_LEAF;
}
}
}
void play_climbing_sounds(struct MarioState *m, s32 b) {
s32 isOnTree = (m->usedObj->behavior == segmented_to_virtual(bhvTree));
if (b == 1) {
if (is_anim_past_frame(m, 1)) {
play_sound(isOnTree ? SOUND_ACTION_CLIMB_UP_TREE : SOUND_ACTION_CLIMB_UP_POLE,
m->marioObj->header.gfx.cameraToObject);
}
} else {
play_sound(isOnTree ? SOUND_MOVING_SLIDE_DOWN_TREE : SOUND_MOVING_SLIDE_DOWN_POLE,
m->marioObj->header.gfx.cameraToObject);
}
}
s32 set_pole_position(struct MarioState *m, f32 offsetY) {
UNUSED s32 unused1;
UNUSED s32 unused2;
UNUSED s32 unused3;
struct Surface *floor;
struct Surface *ceil;
f32 floorHeight;
f32 ceilHeight;
s32 collided;
s32 result = POLE_NONE;
f32 poleTop = m->usedObj->hitboxHeight - 100.0f;
struct Object *marioObj = m->marioObj;
if (marioObj->oMarioPolePos > poleTop) {
marioObj->oMarioPolePos = poleTop;
}
m->pos[0] = m->usedObj->oPosX;
m->pos[2] = m->usedObj->oPosZ;
m->pos[1] = m->usedObj->oPosY + marioObj->oMarioPolePos + offsetY;
collided = f32_find_wall_collision(&m->pos[0], &m->pos[1], &m->pos[2], 60.0f, 50.0f);
collided |= f32_find_wall_collision(&m->pos[0], &m->pos[1], &m->pos[2], 30.0f, 24.0f);
ceilHeight = vec3f_find_ceil(m->pos, m->pos[1], &ceil);
if (m->pos[1] > ceilHeight - 160.0f) {
m->pos[1] = ceilHeight - 160.0f;
marioObj->oMarioPolePos = m->pos[1] - m->usedObj->oPosY;
}
floorHeight = find_floor(m->pos[0], m->pos[1], m->pos[2], &floor);
if (m->pos[1] < floorHeight) {
m->pos[1] = floorHeight;
set_mario_action(m, ACT_IDLE, 0);
result = POLE_TOUCHED_FLOOR;
} else if (marioObj->oMarioPolePos < -m->usedObj->hitboxDownOffset) {
m->pos[1] = m->usedObj->oPosY - m->usedObj->hitboxDownOffset;
set_mario_action(m, ACT_FREEFALL, 0);
result = POLE_FELL_OFF;
} else if (collided) {
if (m->pos[1] > floorHeight + 20.0f) {
m->forwardVel = -2.0f;
set_mario_action(m, ACT_SOFT_BONK, 0);
result = POLE_FELL_OFF;
} else {
set_mario_action(m, ACT_IDLE, 0);
result = POLE_TOUCHED_FLOOR;
}
}
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, m->usedObj->oMoveAnglePitch, m->faceAngle[1],
m->usedObj->oMoveAngleRoll);
return result;
}
s32 act_holding_pole(struct MarioState *m) {
struct Object *marioObj = m->marioObj;
#ifdef VERSION_JP
if (m->input & INPUT_A_PRESSED) {
add_tree_leaf_particles(m);
m->faceAngle[1] += 0x8000;
return set_mario_action(m, ACT_WALL_KICK_AIR, 0);
}
if (m->input & INPUT_Z_PRESSED) {
add_tree_leaf_particles(m);
m->forwardVel = -2.0f;
return set_mario_action(m, ACT_SOFT_BONK, 0);
}
#else
if ((m->input & INPUT_Z_PRESSED) || m->health < 0x100) {
add_tree_leaf_particles(m);
m->forwardVel = -2.0f;
return set_mario_action(m, ACT_SOFT_BONK, 0);
}
if (m->input & INPUT_A_PRESSED) {
add_tree_leaf_particles(m);
m->faceAngle[1] += 0x8000;
return set_mario_action(m, ACT_WALL_KICK_AIR, 0);
}
#endif
if (m->controller->stickY > 16.0f) {
f32 poleTop = m->usedObj->hitboxHeight - 100.0f;
void *poleBehavior = virtual_to_segmented(0x13, m->usedObj->behavior);
if (marioObj->oMarioPolePos < poleTop - 0.4f) {
return set_mario_action(m, ACT_CLIMBING_POLE, 0);
}
if (poleBehavior != bhvGiantPole && m->controller->stickY > 50.0f) {
return set_mario_action(m, ACT_TOP_OF_POLE_TRANSITION, 0);
}
}
if (m->controller->stickY < -16.0f) {
marioObj->oMarioPoleYawVel -= m->controller->stickY * 2;
if (marioObj->oMarioPoleYawVel > 0x1000) {
marioObj->oMarioPoleYawVel = 0x1000;
}
m->faceAngle[1] += marioObj->oMarioPoleYawVel;
marioObj->oMarioPolePos -= marioObj->oMarioPoleYawVel / 0x100;
if (m->usedObj->behavior == segmented_to_virtual(bhvTree)) {
//! The Shifting Sand Land palm tree check is done climbing up in
// add_tree_leaf_particles, but not here, when climbing down.
if (m->pos[1] - m->floorHeight > 100.0f) {
m->particleFlags |= PARTICLE_LEAF;
}
}
play_climbing_sounds(m, 2);
reset_rumble_timers();
func_80320A4C(1, marioObj->oMarioPoleYawVel / 0x100 * 2);
} else {
marioObj->oMarioPoleYawVel = 0;
m->faceAngle[1] -= m->controller->stickX * 16.0f;
}
if (set_pole_position(m, 0.0f) == POLE_NONE) {
set_mario_animation(m, MARIO_ANIM_IDLE_ON_POLE);
}
return FALSE;
}
s32 act_climbing_pole(struct MarioState *m) {
s32 sp24;
struct Object *marioObj = m->marioObj;
s16 cameraAngle = m->area->camera->yaw;
#ifndef VERSION_JP
if (m->health < 0x100) {
add_tree_leaf_particles(m);
m->forwardVel = -2.0f;
return set_mario_action(m, ACT_SOFT_BONK, 0);
}
#endif
if (m->input & INPUT_A_PRESSED) {
add_tree_leaf_particles(m);
m->faceAngle[1] += 0x8000;
return set_mario_action(m, ACT_WALL_KICK_AIR, 0);
}
if (m->controller->stickY < 8.0f) {
return set_mario_action(m, ACT_HOLDING_POLE, 0);
}
marioObj->oMarioPolePos += m->controller->stickY / 8.0f;
marioObj->oMarioPoleYawVel = 0;
m->faceAngle[1] = cameraAngle - approach_s32((s16)(cameraAngle - m->faceAngle[1]), 0, 0x400, 0x400);
if (set_pole_position(m, 0.0f) == POLE_NONE) {
sp24 = m->controller->stickY / 4.0f * 0x10000;
set_mario_anim_with_accel(m, MARIO_ANIM_CLIMB_UP_POLE, sp24);
add_tree_leaf_particles(m);
play_climbing_sounds(m, 1);
}
return FALSE;
}
s32 act_grab_pole_slow(struct MarioState *m) {
play_sound_if_no_flag(m, SOUND_MARIO_WHOA, MARIO_MARIO_SOUND_PLAYED);
if (set_pole_position(m, 0.0f) == POLE_NONE) {
set_mario_animation(m, MARIO_ANIM_GRAB_POLE_SHORT);
if (is_anim_at_end(m)) {
set_mario_action(m, ACT_HOLDING_POLE, 0);
}
add_tree_leaf_particles(m);
}
return FALSE;
}
s32 act_grab_pole_fast(struct MarioState *m) {
struct Object *marioObj = m->marioObj;
play_sound_if_no_flag(m, SOUND_MARIO_WHOA, MARIO_MARIO_SOUND_PLAYED);
m->faceAngle[1] += marioObj->oMarioPoleYawVel;
marioObj->oMarioPoleYawVel = marioObj->oMarioPoleYawVel * 8 / 10;
if (set_pole_position(m, 0.0f) == POLE_NONE) {
if (marioObj->oMarioPoleYawVel > 0x800) {
set_mario_animation(m, MARIO_ANIM_GRAB_POLE_SWING_PART1);
} else {
set_mario_animation(m, MARIO_ANIM_GRAB_POLE_SWING_PART2);
if (is_anim_at_end(m) != 0) {
marioObj->oMarioPoleYawVel = 0;
set_mario_action(m, ACT_HOLDING_POLE, 0);
}
}
add_tree_leaf_particles(m);
}
return FALSE;
}
s32 act_top_of_pole_transition(struct MarioState *m) {
struct Object *marioObj = m->marioObj;
marioObj->oMarioPoleYawVel = 0;
if (m->actionArg == 0) {
set_mario_animation(m, MARIO_ANIM_START_HANDSTAND);
if (is_anim_at_end(m)) {
return set_mario_action(m, ACT_TOP_OF_POLE, 0);
}
} else {
set_mario_animation(m, MARIO_ANIM_RETURN_FROM_HANDSTAND);
if (m->marioObj->header.gfx.unk38.animFrame == 0) {
return set_mario_action(m, ACT_HOLDING_POLE, 0);
}
}
set_pole_position(m, return_mario_anim_y_translation(m));
return FALSE;
}
s32 act_top_of_pole(struct MarioState *m) {
UNUSED struct Object *marioObj = m->marioObj;
if (m->input & INPUT_A_PRESSED) {
return set_mario_action(m, ACT_TOP_OF_POLE_JUMP, 0);
}
if (m->controller->stickY < -16.0f) {
return set_mario_action(m, ACT_TOP_OF_POLE_TRANSITION, 1);
}
m->faceAngle[1] -= m->controller->stickX * 16.0f;
set_mario_animation(m, MARIO_ANIM_HANDSTAND_IDLE);
set_pole_position(m, return_mario_anim_y_translation(m));
return FALSE;
}
s32 perform_hanging_step(struct MarioState *m, Vec3f nextPos) {
UNUSED s32 unused;
struct Surface *ceil;
struct Surface *floor;
f32 ceilHeight;
f32 floorHeight;
f32 ceilOffset;
m->wall = resolve_and_return_wall_collisions(nextPos, 50.0f, 50.0f);
floorHeight = find_floor(nextPos[0], nextPos[1], nextPos[2], &floor);
ceilHeight = vec3f_find_ceil(nextPos, floorHeight, &ceil);
if (floor == NULL) {
return HANG_HIT_CEIL_OR_OOB;
}
if (ceil == NULL) {
return HANG_LEFT_CEIL;
}
if (ceilHeight - floorHeight <= 160.0f) {
return HANG_HIT_CEIL_OR_OOB;
}
if (ceil->type != SURFACE_HANGABLE) {
return HANG_LEFT_CEIL;
}
ceilOffset = ceilHeight - (nextPos[1] + 160.0f);
if (ceilOffset < -30.0f) {
return HANG_HIT_CEIL_OR_OOB;
}
if (ceilOffset > 30.0f) {
return HANG_LEFT_CEIL;
}
nextPos[1] = m->ceilHeight - 160.0f;
vec3f_copy(m->pos, nextPos);
m->floor = floor;
m->floorHeight = floorHeight;
m->ceil = ceil;
m->ceilHeight = ceilHeight;
return HANG_NONE;
}
s32 update_hang_moving(struct MarioState *m) {
s32 stepResult;
Vec3f nextPos;
f32 maxSpeed = 4.0f;
m->forwardVel += 1.0f;
if (m->forwardVel > maxSpeed) {
m->forwardVel = maxSpeed;
}
m->faceAngle[1] =
m->intendedYaw - approach_s32((s16)(m->intendedYaw - m->faceAngle[1]), 0, 0x800, 0x800);
m->slideYaw = m->faceAngle[1];
m->slideVelX = m->forwardVel * sins(m->faceAngle[1]);
m->slideVelZ = m->forwardVel * coss(m->faceAngle[1]);
m->vel[0] = m->slideVelX;
m->vel[1] = 0.0f;
m->vel[2] = m->slideVelZ;
nextPos[0] = m->pos[0] - m->ceil->normal.y * m->vel[0];
nextPos[2] = m->pos[2] - m->ceil->normal.y * m->vel[2];
nextPos[1] = m->pos[1];
stepResult = perform_hanging_step(m, nextPos);
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
return stepResult;
}
void update_hang_stationary(struct MarioState *m) {
m->forwardVel = 0.0f;
m->slideVelX = 0.0f;
m->slideVelZ = 0.0f;
m->pos[1] = m->ceilHeight - 160.0f;
vec3f_copy(m->vel, gVec3fZero);
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
}
s32 act_start_hanging(struct MarioState *m) {
if (m->actionTimer++ == 0) {
queue_rumble_data(5, 80);
}
if ((m->input & INPUT_NONZERO_ANALOG) && m->actionTimer >= 31) {
return set_mario_action(m, ACT_HANGING, 0);
}
if (!(m->input & INPUT_A_DOWN)) {
return set_mario_action(m, ACT_FREEFALL, 0);
}
if (m->input & INPUT_Z_PRESSED) {
return set_mario_action(m, ACT_GROUND_POUND, 0);
}
//! Crash if Mario's referenced ceiling is NULL (same for other hanging actions)
if (m->ceil->type != SURFACE_HANGABLE) {
return set_mario_action(m, ACT_FREEFALL, 0);
}
set_mario_animation(m, MARIO_ANIM_HANG_ON_CEILING);
play_sound_if_no_flag(m, SOUND_ACTION_HANGING_STEP, MARIO_ACTION_SOUND_PLAYED);
update_hang_stationary(m);
if (is_anim_at_end(m)) {
set_mario_action(m, ACT_HANGING, 0);
}
return FALSE;
}
s32 act_hanging(struct MarioState *m) {
if (m->input & INPUT_NONZERO_ANALOG) {
return set_mario_action(m, ACT_HANG_MOVING, m->actionArg);
}
if (!(m->input & INPUT_A_DOWN)) {
return set_mario_action(m, ACT_FREEFALL, 0);
}
if (m->input & INPUT_Z_PRESSED) {
return set_mario_action(m, ACT_GROUND_POUND, 0);
}
if (m->ceil->type != SURFACE_HANGABLE) {
return set_mario_action(m, ACT_FREEFALL, 0);
}
if (m->actionArg & 1) {
set_mario_animation(m, MARIO_ANIM_HANDSTAND_LEFT);
} else {
set_mario_animation(m, MARIO_ANIM_HANDSTAND_RIGHT);
}
update_hang_stationary(m);
return FALSE;
}
s32 act_hang_moving(struct MarioState *m) {
if (!(m->input & INPUT_A_DOWN)) {
return set_mario_action(m, ACT_FREEFALL, 0);
}
if (m->input & INPUT_Z_PRESSED) {
return set_mario_action(m, ACT_GROUND_POUND, 0);
}
if (m->ceil->type != SURFACE_HANGABLE) {
return set_mario_action(m, ACT_FREEFALL, 0);
}
if (m->actionArg & 1) {
set_mario_animation(m, MARIO_ANIM_MOVE_ON_WIRE_NET_RIGHT);
} else {
set_mario_animation(m, MARIO_ANIM_MOVE_ON_WIRE_NET_LEFT);
}
if (m->marioObj->header.gfx.unk38.animFrame == 12) {
play_sound(SOUND_ACTION_HANGING_STEP, m->marioObj->header.gfx.cameraToObject);
queue_rumble_data(5, 30);
}
if (is_anim_past_end(m)) {
m->actionArg ^= 1;
if (m->input & INPUT_UNKNOWN_5) {
return set_mario_action(m, ACT_HANGING, m->actionArg);
}
}
if (update_hang_moving(m) == HANG_LEFT_CEIL) {
set_mario_action(m, ACT_FREEFALL, 0);
}
return FALSE;
}
s32 let_go_of_ledge(struct MarioState *m) {
f32 floorHeight;
struct Surface *floor;
m->vel[1] = 0.0f;
m->forwardVel = -8.0f;
m->pos[0] -= 60.0f * sins(m->faceAngle[1]);
m->pos[2] -= 60.0f * coss(m->faceAngle[1]);
floorHeight = find_floor(m->pos[0], m->pos[1], m->pos[2], &floor);
if (floorHeight < m->pos[1] - 100.0f) {
m->pos[1] -= 100.0f;
} else {
m->pos[1] = floorHeight;
}
return set_mario_action(m, ACT_SOFT_BONK, 0);
}
void climb_up_ledge(struct MarioState *m) {
set_mario_animation(m, MARIO_ANIM_IDLE_HEAD_LEFT);
m->pos[0] += 14.0f * sins(m->faceAngle[1]);
m->pos[2] += 14.0f * coss(m->faceAngle[1]);
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
}
void update_ledge_climb_camera(struct MarioState *m) {
f32 sp4;
if (m->actionTimer < 14) {
sp4 = m->actionTimer;
} else {
sp4 = 14.0f;
}
m->statusForCamera->pos[0] = m->pos[0] + sp4 * sins(m->faceAngle[1]);
m->statusForCamera->pos[2] = m->pos[2] + sp4 * coss(m->faceAngle[1]);
m->statusForCamera->pos[1] = m->pos[1];
m->actionTimer++;
m->flags |= MARIO_UNKNOWN_25;
}
void update_ledge_climb(struct MarioState *m, s32 animation, u32 endAction) {
stop_and_set_height_to_floor(m);
set_mario_animation(m, animation);
if (is_anim_at_end(m)) {
set_mario_action(m, endAction, 0);
if (endAction == ACT_IDLE) {
climb_up_ledge(m);
}
}
}
s32 act_ledge_grab(struct MarioState *m) {
f32 heightAboveFloor;
s16 intendedDYaw = m->intendedYaw - m->faceAngle[1];
s32 hasSpaceForMario = (m->ceilHeight - m->floorHeight >= 160.0f);
if (m->actionTimer < 10) {
m->actionTimer++;
}
if (m->floor->normal.y < 0.9063078f) {
return let_go_of_ledge(m);
}
if (m->input & (INPUT_Z_PRESSED | INPUT_OFF_FLOOR)) {
return let_go_of_ledge(m);
}
if ((m->input & INPUT_A_PRESSED) && hasSpaceForMario) {
return set_mario_action(m, ACT_LEDGE_CLIMB_FAST, 0);
}
if (m->input & INPUT_UNKNOWN_10) {
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_UNK1) {
m->hurtCounter += (m->flags & MARIO_CAP_ON_HEAD) ? 12 : 18;
}
return let_go_of_ledge(m);
}
#ifdef VERSION_EU
// On PAL, you can't slow climb up ledges while holding A.
if (m->actionTimer == 10 && (m->input & INPUT_NONZERO_ANALOG) && !(m->input & INPUT_A_DOWN))
#else
if (m->actionTimer == 10 && (m->input & INPUT_NONZERO_ANALOG))
#endif
{
if (intendedDYaw >= -0x4000 && intendedDYaw <= 0x4000) {
if (hasSpaceForMario) {
return set_mario_action(m, ACT_LEDGE_CLIMB_SLOW_1, 0);
}
} else {
return let_go_of_ledge(m);
}
}
heightAboveFloor = m->pos[1] - find_floor_height_relative_polar(m, -0x8000, 30.0f);
if (hasSpaceForMario && heightAboveFloor < 100.0f) {
return set_mario_action(m, ACT_LEDGE_CLIMB_FAST, 0);
}
if (m->actionArg == 0) {
play_sound_if_no_flag(m, SOUND_MARIO_WHOA, MARIO_MARIO_SOUND_PLAYED);
}
stop_and_set_height_to_floor(m);
set_mario_animation(m, MARIO_ANIM_IDLE_ON_LEDGE);
return FALSE;
}
s32 act_ledge_climb_slow(struct MarioState *m) {
if (m->input & INPUT_OFF_FLOOR) {
return let_go_of_ledge(m);
}
if (m->actionTimer >= 28
&& (m->input
& (INPUT_NONZERO_ANALOG | INPUT_A_PRESSED | INPUT_OFF_FLOOR | INPUT_ABOVE_SLIDE))) {
climb_up_ledge(m);
return check_common_action_exits(m);
}
if (m->actionTimer == 10) {
play_sound_if_no_flag(m, SOUND_MARIO_EEUH, MARIO_MARIO_SOUND_PLAYED);
}
update_ledge_climb(m, MARIO_ANIM_SLOW_LEDGE_GRAB, ACT_IDLE);
update_ledge_climb_camera(m);
if (m->marioObj->header.gfx.unk38.animFrame == 17) {
m->action = ACT_LEDGE_CLIMB_SLOW_2;
}
return FALSE;
}
s32 act_ledge_climb_down(struct MarioState *m) {
if (m->input & INPUT_OFF_FLOOR) {
return let_go_of_ledge(m);
}
play_sound_if_no_flag(m, SOUND_MARIO_WHOA, MARIO_MARIO_SOUND_PLAYED);
update_ledge_climb(m, MARIO_ANIM_CLIMB_DOWN_LEDGE, ACT_LEDGE_GRAB);
m->actionArg = 1;
return FALSE;
}
s32 act_ledge_climb_fast(struct MarioState *m) {
if (m->input & INPUT_OFF_FLOOR) {
return let_go_of_ledge(m);
}
play_sound_if_no_flag(m, SOUND_MARIO_UH2, MARIO_MARIO_SOUND_PLAYED);
update_ledge_climb(m, MARIO_ANIM_FAST_LEDGE_GRAB, ACT_IDLE);
if (m->marioObj->header.gfx.unk38.animFrame == 8) {
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
}
update_ledge_climb_camera(m);
return FALSE;
}
s32 act_grabbed(struct MarioState *m) {
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_UNK2) {
s32 thrown = (m->marioObj->oInteractStatus & INT_STATUS_MARIO_UNK6) == 0;
m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
vec3f_copy(m->pos, m->marioObj->header.gfx.pos);
queue_rumble_data(5, 60);
return set_mario_action(m, (m->forwardVel >= 0.0f) ? ACT_THROWN_FORWARD : ACT_THROWN_BACKWARD,
thrown);
}
set_mario_animation(m, MARIO_ANIM_BEING_GRABBED);
return FALSE;
}
s32 act_in_cannon(struct MarioState *m) {
struct Object *marioObj = m->marioObj;
s16 startFacePitch = m->faceAngle[0];
s16 startFaceYaw = m->faceAngle[1];
switch (m->actionState) {
case 0:
m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
m->usedObj->oInteractStatus = INT_STATUS_INTERACTED;
m->statusForCamera->cameraEvent = CAM_EVENT_CANNON;
m->statusForCamera->usedObj = m->usedObj;
vec3f_set(m->vel, 0.0f, 0.0f, 0.0f);
m->pos[0] = m->usedObj->oPosX;
m->pos[1] = m->usedObj->oPosY + 350.0f;
m->pos[2] = m->usedObj->oPosZ;
m->forwardVel = 0.0f;
m->actionState = 1;
break;
case 1:
if (m->usedObj->oAction == 1) {
m->faceAngle[0] = m->usedObj->oMoveAnglePitch;
m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
marioObj->oMarioCannonObjectYaw = m->usedObj->oMoveAngleYaw;
marioObj->oMarioCannonInputYaw = 0;
m->actionState = 2;
}
break;
case 2:
m->faceAngle[0] -= (s16)(m->controller->stickY * 10.0f);
marioObj->oMarioCannonInputYaw -= (s16)(m->controller->stickX * 10.0f);
if (m->faceAngle[0] > 0x38E3) {
m->faceAngle[0] = 0x38E3;
}
if (m->faceAngle[0] < 0) {
m->faceAngle[0] = 0;
}
if (marioObj->oMarioCannonInputYaw > 0x4000) {
marioObj->oMarioCannonInputYaw = 0x4000;
}
if (marioObj->oMarioCannonInputYaw < -0x4000) {
marioObj->oMarioCannonInputYaw = -0x4000;
}
m->faceAngle[1] = marioObj->oMarioCannonObjectYaw + marioObj->oMarioCannonInputYaw;
if (m->input & INPUT_A_PRESSED) {
m->forwardVel = 100.0f * coss(m->faceAngle[0]);
m->vel[1] = 100.0f * sins(m->faceAngle[0]);
m->pos[0] += 120.0f * coss(m->faceAngle[0]) * sins(m->faceAngle[1]);
m->pos[1] += 120.0f * sins(m->faceAngle[0]);
m->pos[2] += 120.0f * coss(m->faceAngle[0]) * coss(m->faceAngle[1]);
play_sound(SOUND_ACTION_FLYING_FAST, m->marioObj->header.gfx.cameraToObject);
play_sound(SOUND_OBJ_POUNDING_CANNON, m->marioObj->header.gfx.cameraToObject);
m->marioObj->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
set_mario_action(m, ACT_SHOT_FROM_CANNON, 0);
queue_rumble_data(60, 70);
m->usedObj->oAction = 2;
return FALSE;
} else {
if (m->faceAngle[0] != startFacePitch || m->faceAngle[1] != startFaceYaw) {
play_sound(SOUND_MOVING_AIM_CANNON, m->marioObj->header.gfx.cameraToObject);
reset_rumble_timers_2(0);
}
}
}
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
set_mario_animation(m, MARIO_ANIM_DIVE);
return FALSE;
}
s32 act_tornado_twirling(struct MarioState *m) {
struct Surface *floor;
Vec3f nextPos;
f32 sinAngleVel;
f32 cosAngleVel;
f32 floorHeight;
struct Object *marioObj = m->marioObj;
struct Object *usedObj = m->usedObj;
s16 prevTwirlYaw = m->twirlYaw;
f32 dx = (m->pos[0] - usedObj->oPosX) * 0.95f;
f32 dz = (m->pos[2] - usedObj->oPosZ) * 0.95f;
if (m->vel[1] < 60.0f) {
m->vel[1] += 1.0f;
}
if ((marioObj->oMarioTornadoPosY += m->vel[1]) < 0.0f) {
marioObj->oMarioTornadoPosY = 0.0f;
}
if (marioObj->oMarioTornadoPosY > usedObj->hitboxHeight) {
if (m->vel[1] < 20.0f) {
m->vel[1] = 20.0f;
}
return set_mario_action(m, ACT_TWIRLING, 1);
}
if (m->angleVel[1] < 0x3000) {
m->angleVel[1] += 0x100;
}
if (marioObj->oMarioTornadoYawVel < 0x1000) {
marioObj->oMarioTornadoYawVel += 0x100;
}
m->twirlYaw += m->angleVel[1];
sinAngleVel = sins(marioObj->oMarioTornadoYawVel);
cosAngleVel = coss(marioObj->oMarioTornadoYawVel);
nextPos[0] = usedObj->oPosX + dx * cosAngleVel + dz * sinAngleVel;
nextPos[2] = usedObj->oPosZ - dx * sinAngleVel + dz * cosAngleVel;
nextPos[1] = usedObj->oPosY + marioObj->oMarioTornadoPosY;
f32_find_wall_collision(&nextPos[0], &nextPos[1], &nextPos[2], 60.0f, 50.0f);
floorHeight = find_floor(nextPos[0], nextPos[1], nextPos[2], &floor);
if (floor != NULL) {
m->floor = floor;
m->floorHeight = floorHeight;
vec3f_copy(m->pos, nextPos);
} else {
if (nextPos[1] >= m->floorHeight) {
m->pos[1] = nextPos[1];
} else {
m->pos[1] = m->floorHeight;
}
}
m->actionTimer++;
set_mario_animation(m, (m->actionArg == 0) ? MARIO_ANIM_START_TWIRL : MARIO_ANIM_TWIRL);
if (is_anim_past_end(m)) {
m->actionArg = 1;
}
// Play sound on angle overflow
if (prevTwirlYaw > m->twirlYaw) {
play_sound(SOUND_ACTION_TWIRL, m->marioObj->header.gfx.cameraToObject);
}
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1] + m->twirlYaw, 0);
reset_rumble_timers();
return FALSE;
}
s32 check_common_automatic_cancels(struct MarioState *m) {
if (m->pos[1] < m->waterLevel - 100) {
return set_water_plunge_action(m);
}
return FALSE;
}
s32 mario_execute_automatic_action(struct MarioState *m) {
s32 cancel;
if (check_common_automatic_cancels(m)) {
return TRUE;
}
m->quicksandDepth = 0.0f;
/* clang-format off */
switch (m->action) {
case ACT_HOLDING_POLE: cancel = act_holding_pole(m); break;
case ACT_GRAB_POLE_SLOW: cancel = act_grab_pole_slow(m); break;
case ACT_GRAB_POLE_FAST: cancel = act_grab_pole_fast(m); break;
case ACT_CLIMBING_POLE: cancel = act_climbing_pole(m); break;
case ACT_TOP_OF_POLE_TRANSITION: cancel = act_top_of_pole_transition(m); break;
case ACT_TOP_OF_POLE: cancel = act_top_of_pole(m); break;
case ACT_START_HANGING: cancel = act_start_hanging(m); break;
case ACT_HANGING: cancel = act_hanging(m); break;
case ACT_HANG_MOVING: cancel = act_hang_moving(m); break;
case ACT_LEDGE_GRAB: cancel = act_ledge_grab(m); break;
case ACT_LEDGE_CLIMB_SLOW_1: cancel = act_ledge_climb_slow(m); break;
case ACT_LEDGE_CLIMB_SLOW_2: cancel = act_ledge_climb_slow(m); break;
case ACT_LEDGE_CLIMB_DOWN: cancel = act_ledge_climb_down(m); break;
case ACT_LEDGE_CLIMB_FAST: cancel = act_ledge_climb_fast(m); break;
case ACT_GRABBED: cancel = act_grabbed(m); break;
case ACT_IN_CANNON: cancel = act_in_cannon(m); break;
case ACT_TORNADO_TWIRLING: cancel = act_tornado_twirling(m); break;
}
/* clang-format on */
return cancel;
}