mirror of https://github.com/sm64pc/sm64pc.git
2038 lines
62 KiB
C
2038 lines
62 KiB
C
#include <PR/ultratypes.h>
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#include "sm64.h"
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#include "mario.h"
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#include "audio/external.h"
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#include "engine/math_util.h"
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#include "engine/surface_collision.h"
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#include "mario_step.h"
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#include "area.h"
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#include "interaction.h"
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#include "mario_actions_object.h"
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#include "memory.h"
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#include "behavior_data.h"
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#include "thread6.h"
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#include "pc/configfile.h"
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#include "pc/cheats.h"
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struct LandingAction {
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s16 numFrames;
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s16 unk02;
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u32 verySteepAction;
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u32 endAction;
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u32 aPressedAction;
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u32 offFloorAction;
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u32 slideAction;
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};
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struct LandingAction sJumpLandAction = {
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4, 5, ACT_FREEFALL, ACT_JUMP_LAND_STOP, ACT_DOUBLE_JUMP, ACT_FREEFALL, ACT_BEGIN_SLIDING,
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};
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struct LandingAction sFreefallLandAction = {
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4, 5, ACT_FREEFALL, ACT_FREEFALL_LAND_STOP, ACT_DOUBLE_JUMP, ACT_FREEFALL, ACT_BEGIN_SLIDING,
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};
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struct LandingAction sSideFlipLandAction = {
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4, 5, ACT_FREEFALL, ACT_SIDE_FLIP_LAND_STOP, ACT_DOUBLE_JUMP, ACT_FREEFALL, ACT_BEGIN_SLIDING,
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};
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struct LandingAction sHoldJumpLandAction = {
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4, 5, ACT_HOLD_FREEFALL, ACT_HOLD_JUMP_LAND_STOP, ACT_HOLD_JUMP, ACT_HOLD_FREEFALL, ACT_HOLD_BEGIN_SLIDING,
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};
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struct LandingAction sHoldFreefallLandAction = {
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4, 5, ACT_HOLD_FREEFALL, ACT_HOLD_FREEFALL_LAND_STOP, ACT_HOLD_JUMP, ACT_HOLD_FREEFALL, ACT_HOLD_BEGIN_SLIDING,
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};
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struct LandingAction sLongJumpLandAction = {
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6, 5, ACT_FREEFALL, ACT_LONG_JUMP_LAND_STOP, ACT_LONG_JUMP, ACT_FREEFALL, ACT_BEGIN_SLIDING,
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};
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struct LandingAction sDoubleJumpLandAction = {
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4, 5, ACT_FREEFALL, ACT_DOUBLE_JUMP_LAND_STOP, ACT_JUMP, ACT_FREEFALL, ACT_BEGIN_SLIDING,
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};
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struct LandingAction sTripleJumpLandAction = {
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4, 0, ACT_FREEFALL, ACT_TRIPLE_JUMP_LAND_STOP, ACT_UNINITIALIZED, ACT_FREEFALL, ACT_BEGIN_SLIDING,
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};
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struct LandingAction sBackflipLandAction = {
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4, 0, ACT_FREEFALL, ACT_BACKFLIP_LAND_STOP, ACT_BACKFLIP, ACT_FREEFALL, ACT_BEGIN_SLIDING,
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};
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Mat4 sFloorAlignMatrix[2];
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s16 tilt_body_running(struct MarioState *m) {
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s16 pitch = find_floor_slope(m, 0);
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pitch = pitch * m->forwardVel / 40.0f;
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return -pitch;
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}
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void play_step_sound(struct MarioState *m, s16 frame1, s16 frame2) {
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if (is_anim_past_frame(m, frame1) || is_anim_past_frame(m, frame2)) {
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if (m->flags & MARIO_METAL_CAP) {
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if (m->marioObj->header.gfx.unk38.animID == MARIO_ANIM_TIPTOE) {
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play_sound_and_spawn_particles(m, SOUND_ACTION_METAL_STEP_TIPTOE, 0);
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} else {
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play_sound_and_spawn_particles(m, SOUND_ACTION_METAL_STEP, 0);
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}
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} else if (m->quicksandDepth > 50.0f) {
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play_sound(SOUND_ACTION_QUICKSAND_STEP, m->marioObj->header.gfx.cameraToObject);
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} else if (m->marioObj->header.gfx.unk38.animID == MARIO_ANIM_TIPTOE) {
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play_sound_and_spawn_particles(m, SOUND_ACTION_TERRAIN_STEP_TIPTOE, 0);
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} else {
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play_sound_and_spawn_particles(m, SOUND_ACTION_TERRAIN_STEP, 0);
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}
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}
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}
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void align_with_floor(struct MarioState *m) {
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m->pos[1] = m->floorHeight;
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mtxf_align_terrain_triangle(sFloorAlignMatrix[m->unk00], m->pos, m->faceAngle[1], 40.0f);
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m->marioObj->header.gfx.throwMatrix = &sFloorAlignMatrix[m->unk00];
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}
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s32 begin_walking_action(struct MarioState *m, f32 forwardVel, u32 action, u32 actionArg) {
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m->faceAngle[1] = m->intendedYaw;
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mario_set_forward_vel(m, forwardVel);
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return set_mario_action(m, action, actionArg);
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}
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void check_ledge_climb_down(struct MarioState *m) {
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struct WallCollisionData wallCols;
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struct Surface *floor;
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f32 floorHeight;
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struct Surface *wall;
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s16 wallAngle;
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s16 wallDYaw;
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if (m->forwardVel < 10.0f) {
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wallCols.x = m->pos[0];
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wallCols.y = m->pos[1];
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wallCols.z = m->pos[2];
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wallCols.radius = 10.0f;
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wallCols.offsetY = -10.0f;
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if (find_wall_collisions(&wallCols) != 0) {
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floorHeight = find_floor(wallCols.x, wallCols.y, wallCols.z, &floor);
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if (floor != NULL) {
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if (wallCols.y - floorHeight > 160.0f) {
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wall = wallCols.walls[wallCols.numWalls - 1];
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wallAngle = atan2s(wall->normal.z, wall->normal.x);
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wallDYaw = wallAngle - m->faceAngle[1];
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if (wallDYaw > -0x4000 && wallDYaw < 0x4000) {
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m->pos[0] = wallCols.x - 20.0f * wall->normal.x;
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m->pos[2] = wallCols.z - 20.0f * wall->normal.z;
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m->faceAngle[0] = 0;
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m->faceAngle[1] = wallAngle + 0x8000;
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set_mario_action(m, ACT_LEDGE_CLIMB_DOWN, 0);
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set_mario_animation(m, MARIO_ANIM_CLIMB_DOWN_LEDGE);
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}
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}
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}
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}
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}
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}
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void slide_bonk(struct MarioState *m, u32 fastAction, u32 slowAction) {
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if (m->forwardVel > 16.0f) {
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mario_bonk_reflection(m, TRUE);
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drop_and_set_mario_action(m, fastAction, 0);
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} else {
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mario_set_forward_vel(m, 0.0f);
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set_mario_action(m, slowAction, 0);
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}
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}
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s32 set_triple_jump_action(struct MarioState *m, UNUSED u32 action, UNUSED u32 actionArg) {
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if (m->flags & MARIO_WING_CAP) {
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return set_mario_action(m, ACT_FLYING_TRIPLE_JUMP, 0);
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} else if (m->forwardVel > 20.0f) {
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return set_mario_action(m, ACT_TRIPLE_JUMP, 0);
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} else {
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return set_mario_action(m, ACT_JUMP, 0);
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}
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return 0;
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}
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void update_sliding_angle(struct MarioState *m, f32 accel, f32 lossFactor) {
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s32 newFacingDYaw;
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s16 facingDYaw;
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struct Surface *floor = m->floor;
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s16 slopeAngle = atan2s(floor->normal.z, floor->normal.x);
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f32 steepness = sqrtf(floor->normal.x * floor->normal.x + floor->normal.z * floor->normal.z);
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UNUSED f32 normalY = floor->normal.y;
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m->slideVelX += accel * steepness * sins(slopeAngle);
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m->slideVelZ += accel * steepness * coss(slopeAngle);
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m->slideVelX *= lossFactor;
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m->slideVelZ *= lossFactor;
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m->slideYaw = atan2s(m->slideVelZ, m->slideVelX);
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facingDYaw = m->faceAngle[1] - m->slideYaw;
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newFacingDYaw = facingDYaw;
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//! -0x4000 not handled - can slide down a slope while facing perpendicular to it
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if (newFacingDYaw > 0 && newFacingDYaw <= 0x4000) {
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if ((newFacingDYaw -= 0x200) < 0) {
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newFacingDYaw = 0;
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}
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} else if (newFacingDYaw > -0x4000 && newFacingDYaw < 0) {
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if ((newFacingDYaw += 0x200) > 0) {
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newFacingDYaw = 0;
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}
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} else if (newFacingDYaw > 0x4000 && newFacingDYaw < 0x8000) {
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if ((newFacingDYaw += 0x200) > 0x8000) {
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newFacingDYaw = 0x8000;
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}
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} else if (newFacingDYaw > -0x8000 && newFacingDYaw < -0x4000) {
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if ((newFacingDYaw -= 0x200) < -0x8000) {
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newFacingDYaw = -0x8000;
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}
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}
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m->faceAngle[1] = m->slideYaw + newFacingDYaw;
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m->vel[0] = m->slideVelX;
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m->vel[1] = 0.0f;
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m->vel[2] = m->slideVelZ;
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mario_update_moving_sand(m);
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mario_update_windy_ground(m);
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//! Speed is capped a frame late (butt slide HSG)
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m->forwardVel = sqrtf(m->slideVelX * m->slideVelX + m->slideVelZ * m->slideVelZ);
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if (m->forwardVel > 100.0f) {
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m->slideVelX = m->slideVelX * 100.0f / m->forwardVel;
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m->slideVelZ = m->slideVelZ * 100.0f / m->forwardVel;
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}
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if (newFacingDYaw < -0x4000 || newFacingDYaw > 0x4000) {
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m->forwardVel *= -1.0f;
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}
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}
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s32 update_sliding(struct MarioState *m, f32 stopSpeed) {
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f32 lossFactor;
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f32 accel;
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f32 oldSpeed;
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f32 newSpeed;
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s32 stopped = FALSE;
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s16 intendedDYaw = m->intendedYaw - m->slideYaw;
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f32 forward = coss(intendedDYaw);
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f32 sideward = sins(intendedDYaw);
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//! 10k glitch
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if (forward < 0.0f && m->forwardVel >= 0.0f) {
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forward *= 0.5f + 0.5f * m->forwardVel / 100.0f;
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}
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switch (mario_get_floor_class(m)) {
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case SURFACE_CLASS_VERY_SLIPPERY:
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accel = 10.0f;
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lossFactor = m->intendedMag / 32.0f * forward * 0.02f + 0.98f;
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break;
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case SURFACE_CLASS_SLIPPERY:
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accel = 8.0f;
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lossFactor = m->intendedMag / 32.0f * forward * 0.02f + 0.96f;
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break;
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default:
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accel = 7.0f;
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lossFactor = m->intendedMag / 32.0f * forward * 0.02f + 0.92f;
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break;
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case SURFACE_CLASS_NOT_SLIPPERY:
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accel = 5.0f;
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lossFactor = m->intendedMag / 32.0f * forward * 0.02f + 0.92f;
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break;
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}
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oldSpeed = sqrtf(m->slideVelX * m->slideVelX + m->slideVelZ * m->slideVelZ);
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//! This is attempting to use trig derivatives to rotate Mario's speed.
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// It is slightly off/asymmetric since it uses the new X speed, but the old
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// Z speed.
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m->slideVelX += m->slideVelZ * (m->intendedMag / 32.0f) * sideward * 0.05f;
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m->slideVelZ -= m->slideVelX * (m->intendedMag / 32.0f) * sideward * 0.05f;
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newSpeed = sqrtf(m->slideVelX * m->slideVelX + m->slideVelZ * m->slideVelZ);
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if (oldSpeed > 0.0f && newSpeed > 0.0f) {
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m->slideVelX = m->slideVelX * oldSpeed / newSpeed;
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m->slideVelZ = m->slideVelZ * oldSpeed / newSpeed;
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}
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update_sliding_angle(m, accel, lossFactor);
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if (!mario_floor_is_slope(m) && m->forwardVel * m->forwardVel < stopSpeed * stopSpeed) {
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mario_set_forward_vel(m, 0.0f);
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stopped = TRUE;
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}
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return stopped;
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}
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void apply_slope_accel(struct MarioState *m) {
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f32 slopeAccel;
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struct Surface *floor = m->floor;
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f32 steepness = sqrtf(floor->normal.x * floor->normal.x + floor->normal.z * floor->normal.z);
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UNUSED f32 normalY = floor->normal.y;
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s16 floorDYaw = m->floorAngle - m->faceAngle[1];
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if (mario_floor_is_slope(m)) {
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s16 slopeClass = 0;
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if (m->action != ACT_SOFT_BACKWARD_GROUND_KB && m->action != ACT_SOFT_FORWARD_GROUND_KB) {
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slopeClass = mario_get_floor_class(m);
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}
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switch (slopeClass) {
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case SURFACE_CLASS_VERY_SLIPPERY:
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slopeAccel = 5.3f;
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break;
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case SURFACE_CLASS_SLIPPERY:
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slopeAccel = 2.7f;
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break;
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default:
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slopeAccel = 1.7f;
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break;
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case SURFACE_CLASS_NOT_SLIPPERY:
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slopeAccel = 0.0f;
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break;
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}
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if (floorDYaw > -0x4000 && floorDYaw < 0x4000) {
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m->forwardVel += slopeAccel * steepness;
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} else {
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m->forwardVel -= slopeAccel * steepness;
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}
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}
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m->slideYaw = m->faceAngle[1];
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m->slideVelX = m->forwardVel * sins(m->faceAngle[1]);
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m->slideVelZ = m->forwardVel * coss(m->faceAngle[1]);
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m->vel[0] = m->slideVelX;
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m->vel[1] = 0.0f;
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m->vel[2] = m->slideVelZ;
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mario_update_moving_sand(m);
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mario_update_windy_ground(m);
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}
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s32 apply_landing_accel(struct MarioState *m, f32 frictionFactor) {
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s32 stopped = FALSE;
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apply_slope_accel(m);
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if (!mario_floor_is_slope(m)) {
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m->forwardVel *= frictionFactor;
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if (m->forwardVel * m->forwardVel < 1.0f) {
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mario_set_forward_vel(m, 0.0f);
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stopped = TRUE;
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}
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}
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return stopped;
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}
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void update_shell_speed(struct MarioState *m) {
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f32 maxTargetSpeed;
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f32 targetSpeed;
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if (m->floorHeight < m->waterLevel) {
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m->floorHeight = m->waterLevel;
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m->floor = &gWaterSurfacePseudoFloor;
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m->floor->originOffset = m->waterLevel; //! Negative origin offset
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}
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if (m->floor != NULL && m->floor->type == SURFACE_SLOW) {
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maxTargetSpeed = 48.0f;
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} else {
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maxTargetSpeed = 64.0f;
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}
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targetSpeed = m->intendedMag * 2.0f;
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if (targetSpeed > maxTargetSpeed) {
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targetSpeed = maxTargetSpeed;
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}
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if (targetSpeed < 24.0f) {
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targetSpeed = 24.0f;
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}
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if (m->forwardVel <= 0.0f) {
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m->forwardVel += 1.1f;
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} else if (m->forwardVel <= targetSpeed) {
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m->forwardVel += 1.1f - m->forwardVel / 58.0f;
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} else if (m->floor->normal.y >= 0.95f) {
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m->forwardVel -= 1.0f;
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}
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//! No backward speed cap (shell hyperspeed)
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if (m->forwardVel > 64.0f) {
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m->forwardVel = 64.0f;
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}
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m->faceAngle[1] =
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m->intendedYaw - approach_s32((s16)(m->intendedYaw - m->faceAngle[1]), 0, 0x800, 0x800);
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apply_slope_accel(m);
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}
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s32 apply_slope_decel(struct MarioState *m, f32 decelCoef) {
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f32 decel;
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s32 stopped = FALSE;
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switch (mario_get_floor_class(m)) {
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case SURFACE_CLASS_VERY_SLIPPERY:
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decel = decelCoef * 0.2f;
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break;
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case SURFACE_CLASS_SLIPPERY:
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decel = decelCoef * 0.7f;
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break;
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default:
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decel = decelCoef * 2.0f;
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break;
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case SURFACE_CLASS_NOT_SLIPPERY:
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decel = decelCoef * 3.0f;
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break;
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}
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if ((m->forwardVel = approach_f32(m->forwardVel, 0.0f, decel, decel)) == 0.0f) {
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stopped = TRUE;
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}
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apply_slope_accel(m);
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return stopped;
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}
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s32 update_decelerating_speed(struct MarioState *m) {
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s32 stopped = FALSE;
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if ((m->forwardVel = approach_f32(m->forwardVel, 0.0f, 1.0f, 1.0f)) == 0.0f) {
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stopped = TRUE;
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}
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mario_set_forward_vel(m, m->forwardVel);
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mario_update_moving_sand(m);
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mario_update_windy_ground(m);
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return stopped;
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}
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void update_walking_speed(struct MarioState *m) {
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f32 maxTargetSpeed;
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f32 targetSpeed;
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if (m->floor != NULL && m->floor->type == SURFACE_SLOW) {
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maxTargetSpeed = 24.0f;
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} else {
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maxTargetSpeed = 32.0f;
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}
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targetSpeed = m->intendedMag < maxTargetSpeed ? m->intendedMag : maxTargetSpeed;
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if (m->quicksandDepth > 10.0f) {
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targetSpeed *= 6.25 / m->quicksandDepth;
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}
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if (m->forwardVel <= 0.0f) {
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m->forwardVel += 1.1f;
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} else if (m->forwardVel <= targetSpeed) {
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m->forwardVel += 1.1f - m->forwardVel / 43.0f;
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} else if (m->floor->normal.y >= 0.95f) {
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m->forwardVel -= 1.0f;
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}
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if (m->forwardVel > 48.0f) {
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m->forwardVel = 48.0f;
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}
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|
|
/* Handles the "Super responsive controls" cheat. The content of the "else" is Mario's original code for turning around.*/
|
|
|
|
if (Cheats.Responsive == true && Cheats.EnableCheats == true ) {
|
|
m->faceAngle[1] = m->intendedYaw;
|
|
}
|
|
else {
|
|
m->faceAngle[1] = m->intendedYaw - approach_s32((s16)(m->intendedYaw - m->faceAngle[1]), 0, 0x800, 0x800);
|
|
}
|
|
apply_slope_accel(m);
|
|
}
|
|
|
|
s32 should_begin_sliding(struct MarioState *m) {
|
|
if (m->input & INPUT_ABOVE_SLIDE) {
|
|
s32 slideLevel = (m->area->terrainType & TERRAIN_MASK) == TERRAIN_SLIDE;
|
|
s32 movingBackward = m->forwardVel <= -1.0f;
|
|
|
|
if (slideLevel || movingBackward || mario_facing_downhill(m, FALSE)) {
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
s32 analog_stick_held_back(struct MarioState *m) {
|
|
s16 intendedDYaw = m->intendedYaw - m->faceAngle[1];
|
|
return intendedDYaw < -0x471C || intendedDYaw > 0x471C;
|
|
}
|
|
|
|
s32 check_ground_dive_or_punch(struct MarioState *m) {
|
|
UNUSED s32 unused;
|
|
|
|
if (m->input & INPUT_B_PRESSED) {
|
|
//! Speed kick (shoutouts to SimpleFlips)
|
|
if (m->forwardVel >= 29.0f && m->controller->stickMag > 48.0f) {
|
|
m->vel[1] = 20.0f;
|
|
return set_mario_action(m, ACT_DIVE, 1);
|
|
}
|
|
|
|
return set_mario_action(m, ACT_MOVE_PUNCHING, 0);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
s32 begin_braking_action(struct MarioState *m) {
|
|
mario_drop_held_object(m);
|
|
|
|
if (m->actionState == 1) {
|
|
m->faceAngle[1] = m->actionArg;
|
|
return set_mario_action(m, ACT_STANDING_AGAINST_WALL, 0);
|
|
}
|
|
|
|
if (m->forwardVel >= 16.0f && m->floor->normal.y >= 0.17364818f) {
|
|
return set_mario_action(m, ACT_BRAKING, 0);
|
|
}
|
|
|
|
return set_mario_action(m, ACT_DECELERATING, 0);
|
|
}
|
|
|
|
void anim_and_audio_for_walk(struct MarioState *m) {
|
|
s32 val14;
|
|
struct Object *marioObj = m->marioObj;
|
|
s32 val0C = TRUE;
|
|
s16 targetPitch = 0;
|
|
f32 val04;
|
|
|
|
val04 = m->intendedMag > m->forwardVel ? m->intendedMag : m->forwardVel;
|
|
|
|
if (val04 < 4.0f) {
|
|
val04 = 4.0f;
|
|
}
|
|
|
|
if (m->quicksandDepth > 50.0f) {
|
|
val14 = (s32)(val04 / 4.0f * 0x10000);
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_MOVE_IN_QUICKSAND, val14);
|
|
play_step_sound(m, 19, 93);
|
|
m->actionTimer = 0;
|
|
} else {
|
|
while (val0C) {
|
|
switch (m->actionTimer) {
|
|
case 0:
|
|
if (val04 > 8.0f) {
|
|
m->actionTimer = 2;
|
|
} else {
|
|
//! (Speed Crash) If Mario's speed is more than 2^17.
|
|
if ((val14 = (s32)(val04 / 4.0f * 0x10000)) < 0x1000) {
|
|
val14 = 0x1000;
|
|
}
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_START_TIPTOE, val14);
|
|
play_step_sound(m, 7, 22);
|
|
if (is_anim_past_frame(m, 23)) {
|
|
m->actionTimer = 2;
|
|
}
|
|
|
|
val0C = FALSE;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
if (val04 > 8.0f) {
|
|
m->actionTimer = 2;
|
|
} else {
|
|
//! (Speed Crash) If Mario's speed is more than 2^17.
|
|
if ((val14 = (s32)(val04 * 0x10000)) < 0x1000) {
|
|
val14 = 0x1000;
|
|
}
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_TIPTOE, val14);
|
|
play_step_sound(m, 14, 72);
|
|
|
|
val0C = FALSE;
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
if (val04 < 5.0f) {
|
|
m->actionTimer = 1;
|
|
} else if (val04 > 22.0f) {
|
|
m->actionTimer = 3;
|
|
} else {
|
|
//! (Speed Crash) If Mario's speed is more than 2^17.
|
|
val14 = (s32)(val04 / 4.0f * 0x10000);
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_WALKING, val14);
|
|
play_step_sound(m, 10, 49);
|
|
|
|
val0C = FALSE;
|
|
}
|
|
break;
|
|
|
|
case 3:
|
|
if (val04 < 18.0f) {
|
|
m->actionTimer = 2;
|
|
} else {
|
|
//! (Speed Crash) If Mario's speed is more than 2^17.
|
|
val14 = (s32)(val04 / 4.0f * 0x10000);
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_RUNNING, val14);
|
|
play_step_sound(m, 9, 45);
|
|
targetPitch = tilt_body_running(m);
|
|
|
|
val0C = FALSE;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
marioObj->oMarioWalkingPitch =
|
|
(s16) approach_s32(marioObj->oMarioWalkingPitch, targetPitch, 0x800, 0x800);
|
|
marioObj->header.gfx.angle[0] = marioObj->oMarioWalkingPitch;
|
|
}
|
|
|
|
void anim_and_audio_for_hold_walk(struct MarioState *m) {
|
|
s32 val0C;
|
|
s32 val08 = TRUE;
|
|
f32 val04;
|
|
|
|
val04 = m->intendedMag > m->forwardVel ? m->intendedMag : m->forwardVel;
|
|
|
|
if (val04 < 2.0f) {
|
|
val04 = 2.0f;
|
|
}
|
|
|
|
while (val08) {
|
|
switch (m->actionTimer) {
|
|
case 0:
|
|
if (val04 > 6.0f) {
|
|
m->actionTimer = 1;
|
|
} else {
|
|
//! (Speed Crash) Crashes if Mario's speed exceeds or equals 2^15.
|
|
val0C = (s32)(val04 * 0x10000);
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_SLOW_WALK_WITH_LIGHT_OBJ, val0C);
|
|
play_step_sound(m, 12, 62);
|
|
|
|
val08 = FALSE;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
if (val04 < 3.0f) {
|
|
m->actionTimer = 0;
|
|
} else if (val04 > 11.0f) {
|
|
m->actionTimer = 2;
|
|
} else {
|
|
//! (Speed Crash) Crashes if Mario's speed exceeds or equals 2^15.
|
|
val0C = (s32)(val04 * 0x10000);
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_WALK_WITH_LIGHT_OBJ, val0C);
|
|
play_step_sound(m, 12, 62);
|
|
|
|
val08 = FALSE;
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
if (val04 < 8.0f) {
|
|
m->actionTimer = 1;
|
|
} else {
|
|
//! (Speed Crash) Crashes if Mario's speed exceeds or equals 2^16.
|
|
val0C = (s32)(val04 / 2.0f * 0x10000);
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_RUN_WITH_LIGHT_OBJ, val0C);
|
|
play_step_sound(m, 10, 49);
|
|
|
|
val08 = FALSE;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void anim_and_audio_for_heavy_walk(struct MarioState *m) {
|
|
s32 val04 = (s32)(m->intendedMag * 0x10000);
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_WALK_WITH_HEAVY_OBJ, val04);
|
|
play_step_sound(m, 26, 79);
|
|
}
|
|
|
|
void push_or_sidle_wall(struct MarioState *m, Vec3f startPos) {
|
|
s16 wallAngle;
|
|
s16 dWallAngle;
|
|
f32 dx = m->pos[0] - startPos[0];
|
|
f32 dz = m->pos[2] - startPos[2];
|
|
f32 movedDistance = sqrtf(dx * dx + dz * dz);
|
|
//! (Speed Crash) If a wall is after moving 16384 distance, this crashes.
|
|
s32 val04 = (s32)(movedDistance * 2.0f * 0x10000);
|
|
|
|
if (m->forwardVel > 6.0f) {
|
|
mario_set_forward_vel(m, 6.0f);
|
|
}
|
|
|
|
if (m->wall != NULL) {
|
|
wallAngle = atan2s(m->wall->normal.z, m->wall->normal.x);
|
|
dWallAngle = wallAngle - m->faceAngle[1];
|
|
}
|
|
|
|
if (m->wall == NULL || dWallAngle <= -0x71C8 || dWallAngle >= 0x71C8) {
|
|
m->flags |= MARIO_UNKNOWN_31;
|
|
set_mario_animation(m, MARIO_ANIM_PUSHING);
|
|
play_step_sound(m, 6, 18);
|
|
} else {
|
|
if (dWallAngle < 0) {
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_SIDESTEP_RIGHT, val04);
|
|
} else {
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_SIDESTEP_LEFT, val04);
|
|
}
|
|
|
|
if (m->marioObj->header.gfx.unk38.animFrame < 20) {
|
|
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
|
|
m->particleFlags |= PARTICLE_DUST;
|
|
}
|
|
|
|
m->actionState = 1;
|
|
m->actionArg = wallAngle + 0x8000;
|
|
m->marioObj->header.gfx.angle[1] = wallAngle + 0x8000;
|
|
m->marioObj->header.gfx.angle[2] = find_floor_slope(m, 0x4000);
|
|
}
|
|
}
|
|
|
|
void tilt_body_walking(struct MarioState *m, s16 startYaw) {
|
|
struct MarioBodyState *val0C = m->marioBodyState;
|
|
UNUSED struct Object *marioObj = m->marioObj;
|
|
s16 animID = m->marioObj->header.gfx.unk38.animID;
|
|
s16 dYaw;
|
|
s16 val02;
|
|
s16 val00;
|
|
|
|
if (animID == MARIO_ANIM_WALKING || animID == MARIO_ANIM_RUNNING) {
|
|
dYaw = m->faceAngle[1] - startYaw;
|
|
//! (Speed Crash) These casts can cause a crash if (dYaw * forwardVel / 12) or
|
|
//! (forwardVel * 170) exceed or equal 2^31.
|
|
val02 = -(s16)(dYaw * m->forwardVel / 12.0f);
|
|
val00 = (s16)(m->forwardVel * 170.0f);
|
|
|
|
if (val02 > 0x1555) {
|
|
val02 = 0x1555;
|
|
}
|
|
if (val02 < -0x1555) {
|
|
val02 = -0x1555;
|
|
}
|
|
|
|
if (val00 > 0x1555) {
|
|
val00 = 0x1555;
|
|
}
|
|
if (val00 < 0) {
|
|
val00 = 0;
|
|
}
|
|
|
|
val0C->torsoAngle[2] = approach_s32(val0C->torsoAngle[2], val02, 0x400, 0x400);
|
|
val0C->torsoAngle[0] = approach_s32(val0C->torsoAngle[0], val00, 0x400, 0x400);
|
|
;
|
|
} else {
|
|
val0C->torsoAngle[2] = 0;
|
|
val0C->torsoAngle[0] = 0;
|
|
}
|
|
}
|
|
|
|
void tilt_body_ground_shell(struct MarioState *m, s16 startYaw) {
|
|
struct MarioBodyState *val0C = m->marioBodyState;
|
|
struct Object *marioObj = m->marioObj;
|
|
s16 dYaw = m->faceAngle[1] - startYaw;
|
|
//! (Speed Crash) These casts can cause a crash if (dYaw * forwardVel / 12) or
|
|
//! (forwardVel * 170) exceed or equal 2^31. Harder (if not impossible to do)
|
|
//! while on a Koopa Shell making this less of an issue.
|
|
s16 val04 = -(s16)(dYaw * m->forwardVel / 12.0f);
|
|
s16 val02 = (s16)(m->forwardVel * 170.0f);
|
|
|
|
if (val04 > 0x1800) {
|
|
val04 = 0x1800;
|
|
}
|
|
if (val04 < -0x1800) {
|
|
val04 = -0x1800;
|
|
}
|
|
|
|
if (val02 > 0x1000) {
|
|
val02 = 0x1000;
|
|
}
|
|
if (val02 < 0) {
|
|
val02 = 0;
|
|
}
|
|
|
|
val0C->torsoAngle[2] = approach_s32(val0C->torsoAngle[2], val04, 0x200, 0x200);
|
|
val0C->torsoAngle[0] = approach_s32(val0C->torsoAngle[0], val02, 0x200, 0x200);
|
|
val0C->headAngle[2] = -val0C->torsoAngle[2];
|
|
|
|
marioObj->header.gfx.angle[2] = val0C->torsoAngle[2];
|
|
marioObj->header.gfx.pos[1] += 45.0f;
|
|
}
|
|
|
|
s32 act_walking(struct MarioState *m) {
|
|
Vec3f startPos;
|
|
s16 startYaw = m->faceAngle[1];
|
|
|
|
mario_drop_held_object(m);
|
|
|
|
if (should_begin_sliding(m)) {
|
|
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_FIRST_PERSON) {
|
|
return begin_braking_action(m);
|
|
}
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_jump_from_landing(m);
|
|
}
|
|
|
|
if (check_ground_dive_or_punch(m)) {
|
|
return TRUE;
|
|
}
|
|
|
|
if (m->input & INPUT_UNKNOWN_5) {
|
|
return begin_braking_action(m);
|
|
}
|
|
|
|
if (analog_stick_held_back(m) && m->forwardVel >= 16.0f) {
|
|
return set_mario_action(m, ACT_TURNING_AROUND, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_Z_PRESSED) {
|
|
return set_mario_action(m, ACT_CROUCH_SLIDE, 0);
|
|
}
|
|
|
|
m->actionState = 0;
|
|
|
|
vec3f_copy(startPos, m->pos);
|
|
update_walking_speed(m);
|
|
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, ACT_FREEFALL, 0);
|
|
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
|
|
break;
|
|
|
|
case GROUND_STEP_NONE:
|
|
anim_and_audio_for_walk(m);
|
|
if (m->intendedMag - m->forwardVel > 16.0f) {
|
|
m->particleFlags |= PARTICLE_DUST;
|
|
}
|
|
break;
|
|
|
|
case GROUND_STEP_HIT_WALL:
|
|
push_or_sidle_wall(m, startPos);
|
|
m->actionTimer = 0;
|
|
break;
|
|
}
|
|
|
|
check_ledge_climb_down(m);
|
|
tilt_body_walking(m, startYaw);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_move_punching(struct MarioState *m) {
|
|
if (should_begin_sliding(m)) {
|
|
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
|
|
}
|
|
|
|
if (m->actionState == 0 && (m->input & INPUT_A_DOWN)) {
|
|
return set_mario_action(m, ACT_JUMP_KICK, 0);
|
|
}
|
|
|
|
m->actionState = 1;
|
|
|
|
mario_update_punch_sequence(m);
|
|
|
|
if (m->forwardVel >= 0.0f) {
|
|
apply_slope_decel(m, 0.5f);
|
|
} else {
|
|
if ((m->forwardVel += 8.0f) >= 0.0f) {
|
|
m->forwardVel = 0.0f;
|
|
}
|
|
apply_slope_accel(m);
|
|
}
|
|
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, ACT_FREEFALL, 0);
|
|
break;
|
|
|
|
case GROUND_STEP_NONE:
|
|
m->particleFlags |= PARTICLE_DUST;
|
|
break;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_hold_walking(struct MarioState *m) {
|
|
if (m->heldObj->behavior == segmented_to_virtual(bhvJumpingBox)) {
|
|
return set_mario_action(m, ACT_CRAZY_BOX_BOUNCE, 0);
|
|
}
|
|
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_WALKING, 0);
|
|
}
|
|
|
|
if (should_begin_sliding(m)) {
|
|
return set_mario_action(m, ACT_HOLD_BEGIN_SLIDING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_B_PRESSED) {
|
|
return set_mario_action(m, ACT_THROWING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_jumping_action(m, ACT_HOLD_JUMP, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_UNKNOWN_5) {
|
|
return set_mario_action(m, ACT_HOLD_DECELERATING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_Z_PRESSED) {
|
|
return drop_and_set_mario_action(m, ACT_CROUCH_SLIDE, 0);
|
|
}
|
|
|
|
m->intendedMag *= 0.4f;
|
|
|
|
update_walking_speed(m);
|
|
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, ACT_HOLD_FREEFALL, 0);
|
|
break;
|
|
|
|
case GROUND_STEP_HIT_WALL:
|
|
if (m->forwardVel > 16.0f) {
|
|
mario_set_forward_vel(m, 16.0f);
|
|
}
|
|
break;
|
|
}
|
|
|
|
anim_and_audio_for_hold_walk(m);
|
|
|
|
if (0.4f * m->intendedMag - m->forwardVel > 10.0f) {
|
|
m->particleFlags |= PARTICLE_DUST;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_hold_heavy_walking(struct MarioState *m) {
|
|
if (m->input & INPUT_B_PRESSED) {
|
|
return set_mario_action(m, ACT_HEAVY_THROW, 0);
|
|
}
|
|
|
|
if (should_begin_sliding(m)) {
|
|
return drop_and_set_mario_action(m, ACT_BEGIN_SLIDING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_UNKNOWN_5) {
|
|
return set_mario_action(m, ACT_HOLD_HEAVY_IDLE, 0);
|
|
}
|
|
|
|
m->intendedMag *= 0.1f;
|
|
|
|
update_walking_speed(m);
|
|
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
drop_and_set_mario_action(m, ACT_FREEFALL, 0);
|
|
break;
|
|
|
|
case GROUND_STEP_HIT_WALL:
|
|
if (m->forwardVel > 10.0f) {
|
|
mario_set_forward_vel(m, 10.0f);
|
|
}
|
|
break;
|
|
}
|
|
|
|
anim_and_audio_for_heavy_walk(m);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_turning_around(struct MarioState *m) {
|
|
if (m->input & INPUT_ABOVE_SLIDE) {
|
|
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_jumping_action(m, ACT_SIDE_FLIP, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_UNKNOWN_5) {
|
|
return set_mario_action(m, ACT_BRAKING, 0);
|
|
}
|
|
|
|
if (!analog_stick_held_back(m)) {
|
|
return set_mario_action(m, ACT_WALKING, 0);
|
|
}
|
|
|
|
if (apply_slope_decel(m, 2.0f)) {
|
|
return begin_walking_action(m, 8.0f, ACT_FINISH_TURNING_AROUND, 0);
|
|
}
|
|
|
|
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
|
|
|
|
adjust_sound_for_speed(m);
|
|
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, ACT_FREEFALL, 0);
|
|
break;
|
|
|
|
case GROUND_STEP_NONE:
|
|
m->particleFlags |= PARTICLE_DUST;
|
|
break;
|
|
}
|
|
|
|
if (m->forwardVel >= 18.0f) {
|
|
set_mario_animation(m, MARIO_ANIM_TURNING_PART1);
|
|
} else {
|
|
set_mario_animation(m, MARIO_ANIM_TURNING_PART2);
|
|
if (is_anim_at_end(m)) {
|
|
if (m->forwardVel > 0.0f) {
|
|
begin_walking_action(m, -m->forwardVel, ACT_WALKING, 0);
|
|
} else {
|
|
begin_walking_action(m, 8.0f, ACT_WALKING, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_finish_turning_around(struct MarioState *m) {
|
|
if (m->input & INPUT_ABOVE_SLIDE) {
|
|
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_jumping_action(m, ACT_SIDE_FLIP, 0);
|
|
}
|
|
|
|
update_walking_speed(m);
|
|
set_mario_animation(m, MARIO_ANIM_TURNING_PART2);
|
|
|
|
if (perform_ground_step(m) == GROUND_STEP_LEFT_GROUND) {
|
|
set_mario_action(m, ACT_FREEFALL, 0);
|
|
}
|
|
|
|
if (is_anim_at_end(m)) {
|
|
set_mario_action(m, ACT_WALKING, 0);
|
|
}
|
|
|
|
m->marioObj->header.gfx.angle[1] += 0x8000;
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_braking(struct MarioState *m) {
|
|
if (!(m->input & INPUT_FIRST_PERSON)
|
|
&& (m->input
|
|
& (INPUT_NONZERO_ANALOG | INPUT_A_PRESSED | INPUT_OFF_FLOOR | INPUT_ABOVE_SLIDE))) {
|
|
return check_common_action_exits(m);
|
|
}
|
|
|
|
if (apply_slope_decel(m, 2.0f)) {
|
|
return set_mario_action(m, ACT_BRAKING_STOP, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_B_PRESSED) {
|
|
return set_mario_action(m, ACT_MOVE_PUNCHING, 0);
|
|
}
|
|
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, ACT_FREEFALL, 0);
|
|
break;
|
|
|
|
case GROUND_STEP_NONE:
|
|
m->particleFlags |= PARTICLE_DUST;
|
|
break;
|
|
|
|
case GROUND_STEP_HIT_WALL:
|
|
slide_bonk(m, ACT_BACKWARD_GROUND_KB, ACT_BRAKING_STOP);
|
|
break;
|
|
}
|
|
|
|
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
|
|
adjust_sound_for_speed(m);
|
|
set_mario_animation(m, MARIO_ANIM_SKID_ON_GROUND);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_decelerating(struct MarioState *m) {
|
|
s32 val0C;
|
|
s16 slopeClass = mario_get_floor_class(m);
|
|
|
|
if (!(m->input & INPUT_FIRST_PERSON)) {
|
|
if (should_begin_sliding(m)) {
|
|
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_jump_from_landing(m);
|
|
}
|
|
|
|
if (check_ground_dive_or_punch(m)) {
|
|
return TRUE;
|
|
}
|
|
|
|
if (m->input & INPUT_NONZERO_ANALOG) {
|
|
return set_mario_action(m, ACT_WALKING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_Z_PRESSED) {
|
|
return set_mario_action(m, ACT_CROUCH_SLIDE, 0);
|
|
}
|
|
}
|
|
|
|
if (update_decelerating_speed(m)) {
|
|
return set_mario_action(m, ACT_IDLE, 0);
|
|
}
|
|
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, ACT_FREEFALL, 0);
|
|
break;
|
|
|
|
case GROUND_STEP_HIT_WALL:
|
|
if (slopeClass == SURFACE_CLASS_VERY_SLIPPERY) {
|
|
mario_bonk_reflection(m, TRUE);
|
|
} else {
|
|
mario_set_forward_vel(m, 0.0f);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (slopeClass == SURFACE_CLASS_VERY_SLIPPERY) {
|
|
set_mario_animation(m, MARIO_ANIM_IDLE_HEAD_LEFT);
|
|
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
|
|
adjust_sound_for_speed(m);
|
|
m->particleFlags |= PARTICLE_DUST;
|
|
} else {
|
|
// (Speed Crash) Crashes if speed exceeds 2^17.
|
|
if ((val0C = (s32)(m->forwardVel / 4.0f * 0x10000)) < 0x1000) {
|
|
val0C = 0x1000;
|
|
}
|
|
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_WALKING, val0C);
|
|
play_step_sound(m, 10, 49);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_hold_decelerating(struct MarioState *m) {
|
|
s32 val0C;
|
|
s16 slopeClass = mario_get_floor_class(m);
|
|
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_WALKING, 0);
|
|
}
|
|
|
|
if (should_begin_sliding(m)) {
|
|
return set_mario_action(m, ACT_HOLD_BEGIN_SLIDING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_B_PRESSED) {
|
|
return set_mario_action(m, ACT_THROWING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_jumping_action(m, ACT_HOLD_JUMP, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_Z_PRESSED) {
|
|
return drop_and_set_mario_action(m, ACT_CROUCH_SLIDE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_NONZERO_ANALOG) {
|
|
return set_mario_action(m, ACT_HOLD_WALKING, 0);
|
|
}
|
|
|
|
if (update_decelerating_speed(m)) {
|
|
return set_mario_action(m, ACT_HOLD_IDLE, 0);
|
|
}
|
|
|
|
m->intendedMag *= 0.4f;
|
|
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, ACT_HOLD_FREEFALL, 0);
|
|
break;
|
|
|
|
case GROUND_STEP_HIT_WALL:
|
|
if (slopeClass == SURFACE_CLASS_VERY_SLIPPERY) {
|
|
mario_bonk_reflection(m, TRUE);
|
|
} else {
|
|
mario_set_forward_vel(m, 0.0f);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (slopeClass == SURFACE_CLASS_VERY_SLIPPERY) {
|
|
set_mario_animation(m, MARIO_ANIM_IDLE_WITH_LIGHT_OBJ);
|
|
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
|
|
adjust_sound_for_speed(m);
|
|
m->particleFlags |= PARTICLE_DUST;
|
|
} else {
|
|
//! (Speed Crash) This crashes if Mario has more speed than 2^15 speed.
|
|
if ((val0C = (s32)(m->forwardVel * 0x10000)) < 0x1000) {
|
|
val0C = 0x1000;
|
|
}
|
|
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_WALK_WITH_LIGHT_OBJ, val0C);
|
|
play_step_sound(m, 12, 62);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_riding_shell_ground(struct MarioState *m) {
|
|
/*06*/ s16 startYaw = m->faceAngle[1];
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_mario_action(m, ACT_RIDING_SHELL_JUMP, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_Z_PRESSED) {
|
|
mario_stop_riding_object(m);
|
|
if (m->forwardVel < 24.0f) {
|
|
mario_set_forward_vel(m, 24.0f);
|
|
}
|
|
return set_mario_action(m, ACT_CROUCH_SLIDE, 0);
|
|
}
|
|
|
|
update_shell_speed(m);
|
|
set_mario_animation(m, m->actionArg == 0 ? MARIO_ANIM_START_RIDING_SHELL : MARIO_ANIM_RIDING_SHELL);
|
|
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, ACT_RIDING_SHELL_FALL, 0);
|
|
break;
|
|
|
|
case GROUND_STEP_HIT_WALL:
|
|
mario_stop_riding_object(m);
|
|
play_sound(m->flags & MARIO_METAL_CAP ? SOUND_ACTION_METAL_BONK : SOUND_ACTION_BONK,
|
|
m->marioObj->header.gfx.cameraToObject);
|
|
m->particleFlags |= PARTICLE_VERTICAL_STAR;
|
|
set_mario_action(m, ACT_BACKWARD_GROUND_KB, 0);
|
|
break;
|
|
}
|
|
|
|
tilt_body_ground_shell(m, startYaw);
|
|
if (m->floor->type == SURFACE_BURNING) {
|
|
play_sound(SOUND_MOVING_RIDING_SHELL_LAVA, m->marioObj->header.gfx.cameraToObject);
|
|
} else {
|
|
play_sound(SOUND_MOVING_TERRAIN_RIDING_SHELL + m->terrainSoundAddend,
|
|
m->marioObj->header.gfx.cameraToObject);
|
|
}
|
|
|
|
adjust_sound_for_speed(m);
|
|
|
|
reset_rumble_timers();
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_crawling(struct MarioState *m) {
|
|
s32 val04;
|
|
|
|
if (should_begin_sliding(m)) {
|
|
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_FIRST_PERSON) {
|
|
return set_mario_action(m, ACT_STOP_CRAWLING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_jumping_action(m, ACT_JUMP, 0);
|
|
}
|
|
|
|
if (check_ground_dive_or_punch(m)) {
|
|
return TRUE;
|
|
}
|
|
|
|
if (m->input & INPUT_UNKNOWN_5) {
|
|
return set_mario_action(m, ACT_STOP_CRAWLING, 0);
|
|
}
|
|
|
|
if (!(m->input & INPUT_Z_DOWN)) {
|
|
return set_mario_action(m, ACT_STOP_CRAWLING, 0);
|
|
}
|
|
|
|
m->intendedMag *= 0.1f;
|
|
|
|
update_walking_speed(m);
|
|
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, ACT_FREEFALL, 0);
|
|
break;
|
|
|
|
case GROUND_STEP_HIT_WALL:
|
|
if (m->forwardVel > 10.0f) {
|
|
mario_set_forward_vel(m, 10.0f);
|
|
}
|
|
//! Possibly unintended missing break
|
|
|
|
case GROUND_STEP_NONE:
|
|
align_with_floor(m);
|
|
break;
|
|
}
|
|
|
|
val04 = (s32)(m->intendedMag * 2.0f * 0x10000);
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_CRAWLING, val04);
|
|
play_step_sound(m, 26, 79);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_burning_ground(struct MarioState *m) {
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_mario_action(m, ACT_BURNING_JUMP, 0);
|
|
}
|
|
|
|
m->marioObj->oMarioBurnTimer += 2;
|
|
if (m->marioObj->oMarioBurnTimer > 160) {
|
|
return set_mario_action(m, ACT_WALKING, 0);
|
|
}
|
|
|
|
if (m->waterLevel - m->floorHeight > 50.0f) {
|
|
play_sound(SOUND_GENERAL_FLAME_OUT, m->marioObj->header.gfx.cameraToObject);
|
|
return set_mario_action(m, ACT_WALKING, 0);
|
|
}
|
|
|
|
if (m->forwardVel < 8.0f) {
|
|
m->forwardVel = 8.0f;
|
|
}
|
|
if (m->forwardVel > 48.0f) {
|
|
m->forwardVel = 48.0f;
|
|
}
|
|
|
|
m->forwardVel = approach_f32(m->forwardVel, 32.0f, 4.0f, 1.0f);
|
|
|
|
if (m->input & INPUT_NONZERO_ANALOG) {
|
|
m->faceAngle[1] =
|
|
m->intendedYaw - approach_s32((s16)(m->intendedYaw - m->faceAngle[1]), 0, 0x600, 0x600);
|
|
}
|
|
|
|
apply_slope_accel(m);
|
|
|
|
if (perform_ground_step(m) == GROUND_STEP_LEFT_GROUND) {
|
|
set_mario_action(m, ACT_BURNING_FALL, 0);
|
|
}
|
|
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_RUNNING, (s32)(m->forwardVel / 2.0f * 0x10000));
|
|
play_step_sound(m, 9, 45);
|
|
|
|
m->particleFlags |= PARTICLE_FIRE;
|
|
play_sound(SOUND_MOVING_LAVA_BURN, m->marioObj->header.gfx.cameraToObject);
|
|
|
|
m->health -= 10;
|
|
if (m->health < 0x100) {
|
|
set_mario_action(m, ACT_STANDING_DEATH, 0);
|
|
}
|
|
|
|
m->marioBodyState->eyeState = MARIO_EYES_DEAD;
|
|
|
|
reset_rumble_timers();
|
|
return FALSE;
|
|
}
|
|
|
|
void tilt_body_butt_slide(struct MarioState *m) {
|
|
s16 intendedDYaw = m->intendedYaw - m->faceAngle[1];
|
|
m->marioBodyState->torsoAngle[0] = (s32)(5461.3335f * m->intendedMag / 32.0f * coss(intendedDYaw));
|
|
m->marioBodyState->torsoAngle[2] = (s32)(-(5461.3335f * m->intendedMag / 32.0f * sins(intendedDYaw)));
|
|
}
|
|
|
|
void common_slide_action(struct MarioState *m, u32 endAction, u32 airAction, s32 animation) {
|
|
Vec3f val14;
|
|
|
|
vec3f_copy(val14, m->pos);
|
|
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
|
|
|
|
reset_rumble_timers();
|
|
|
|
adjust_sound_for_speed(m);
|
|
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, airAction, 0);
|
|
if (m->forwardVel < -50.0f || 50.0f < m->forwardVel) {
|
|
play_sound(SOUND_MARIO_HOOHOO, m->marioObj->header.gfx.cameraToObject);
|
|
}
|
|
break;
|
|
|
|
case GROUND_STEP_NONE:
|
|
set_mario_animation(m, animation);
|
|
align_with_floor(m);
|
|
m->particleFlags |= PARTICLE_DUST;
|
|
break;
|
|
|
|
case GROUND_STEP_HIT_WALL:
|
|
if (!mario_floor_is_slippery(m)) {
|
|
#ifdef VERSION_JP
|
|
m->particleFlags |= PARTICLE_VERTICAL_STAR;
|
|
#else
|
|
if (m->forwardVel > 16.0f) {
|
|
m->particleFlags |= PARTICLE_VERTICAL_STAR;
|
|
}
|
|
#endif
|
|
slide_bonk(m, ACT_GROUND_BONK, endAction);
|
|
} else if (m->wall != NULL) {
|
|
s16 wallAngle = atan2s(m->wall->normal.z, m->wall->normal.x);
|
|
f32 slideSpeed = sqrtf(m->slideVelX * m->slideVelX + m->slideVelZ * m->slideVelZ);
|
|
|
|
if ((slideSpeed *= 0.9) < 4.0f) {
|
|
slideSpeed = 4.0f;
|
|
}
|
|
|
|
m->slideYaw = wallAngle - (s16)(m->slideYaw - wallAngle) + 0x8000;
|
|
|
|
m->vel[0] = m->slideVelX = slideSpeed * sins(m->slideYaw);
|
|
m->vel[2] = m->slideVelZ = slideSpeed * coss(m->slideYaw);
|
|
}
|
|
|
|
align_with_floor(m);
|
|
break;
|
|
}
|
|
}
|
|
|
|
s32 common_slide_action_with_jump(struct MarioState *m, u32 stopAction, u32 jumpAction, u32 airAction,
|
|
s32 animation) {
|
|
if (m->actionTimer == 5) {
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_jumping_action(m, jumpAction, 0);
|
|
}
|
|
} else {
|
|
m->actionTimer++;
|
|
}
|
|
|
|
if (update_sliding(m, 4.0f)) {
|
|
return set_mario_action(m, stopAction, 0);
|
|
}
|
|
|
|
common_slide_action(m, stopAction, airAction, animation);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_butt_slide(struct MarioState *m) {
|
|
s32 cancel = common_slide_action_with_jump(m, ACT_BUTT_SLIDE_STOP, ACT_JUMP, ACT_BUTT_SLIDE_AIR,
|
|
MARIO_ANIM_SLIDE);
|
|
tilt_body_butt_slide(m);
|
|
return cancel;
|
|
}
|
|
|
|
s32 act_hold_butt_slide(struct MarioState *m) {
|
|
s32 cancel;
|
|
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_BUTT_SLIDE, 0);
|
|
}
|
|
|
|
cancel = common_slide_action_with_jump(m, ACT_HOLD_BUTT_SLIDE_STOP, ACT_HOLD_JUMP, ACT_HOLD_BUTT_SLIDE_AIR,
|
|
MARIO_ANIM_SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ);
|
|
tilt_body_butt_slide(m);
|
|
return cancel;
|
|
}
|
|
|
|
s32 act_crouch_slide(struct MarioState *m) {
|
|
s32 cancel;
|
|
|
|
if (m->input & INPUT_ABOVE_SLIDE) {
|
|
return set_mario_action(m, ACT_BUTT_SLIDE, 0);
|
|
}
|
|
|
|
if (m->actionTimer < 30) {
|
|
m->actionTimer++;
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
if (m->forwardVel > 10.0f) {
|
|
return set_jumping_action(m, ACT_LONG_JUMP, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m->input & INPUT_B_PRESSED) {
|
|
if (m->forwardVel >= 10.0f) {
|
|
return set_mario_action(m, ACT_SLIDE_KICK, 0);
|
|
} else {
|
|
return set_mario_action(m, ACT_MOVE_PUNCHING, 0x0009);
|
|
}
|
|
}
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_jumping_action(m, ACT_JUMP, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_FIRST_PERSON) {
|
|
return set_mario_action(m, ACT_BRAKING, 0);
|
|
}
|
|
|
|
cancel = common_slide_action_with_jump(m, ACT_CROUCHING, ACT_JUMP, ACT_FREEFALL,
|
|
MARIO_ANIM_START_CROUCHING);
|
|
return cancel;
|
|
}
|
|
|
|
s32 act_slide_kick_slide(struct MarioState *m) {
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
queue_rumble_data(5, 80);
|
|
return set_jumping_action(m, ACT_FORWARD_ROLLOUT, 0);
|
|
}
|
|
|
|
set_mario_animation(m, MARIO_ANIM_SLIDE_KICK);
|
|
if (is_anim_at_end(m) && m->forwardVel < 1.0f) {
|
|
return set_mario_action(m, ACT_SLIDE_KICK_SLIDE_STOP, 0);
|
|
}
|
|
|
|
update_sliding(m, 1.0f);
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, ACT_FREEFALL, 2);
|
|
break;
|
|
|
|
case GROUND_STEP_HIT_WALL:
|
|
mario_bonk_reflection(m, TRUE);
|
|
m->particleFlags |= PARTICLE_VERTICAL_STAR;
|
|
set_mario_action(m, ACT_BACKWARD_GROUND_KB, 0);
|
|
break;
|
|
}
|
|
|
|
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
|
|
m->particleFlags |= PARTICLE_DUST;
|
|
return FALSE;
|
|
}
|
|
|
|
s32 stomach_slide_action(struct MarioState *m, u32 stopAction, u32 airAction, s32 animation) {
|
|
if (m->actionTimer == 5) {
|
|
if (!(m->input & INPUT_ABOVE_SLIDE) && (m->input & (INPUT_A_PRESSED | INPUT_B_PRESSED))) {
|
|
queue_rumble_data(5, 80);
|
|
return drop_and_set_mario_action(
|
|
m, m->forwardVel >= 0.0f ? ACT_FORWARD_ROLLOUT : ACT_BACKWARD_ROLLOUT, 0);
|
|
}
|
|
} else {
|
|
m->actionTimer++;
|
|
}
|
|
|
|
if (update_sliding(m, 4.0f)) {
|
|
return set_mario_action(m, stopAction, 0);
|
|
}
|
|
|
|
common_slide_action(m, stopAction, airAction, animation);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_stomach_slide(struct MarioState *m) {
|
|
s32 cancel = stomach_slide_action(m, ACT_STOMACH_SLIDE_STOP, ACT_FREEFALL, MARIO_ANIM_SLIDE_DIVE);
|
|
return cancel;
|
|
}
|
|
|
|
s32 act_hold_stomach_slide(struct MarioState *m) {
|
|
s32 cancel;
|
|
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_STOMACH_SLIDE, 0);
|
|
}
|
|
|
|
cancel = stomach_slide_action(m, ACT_DIVE_PICKING_UP, ACT_HOLD_FREEFALL, MARIO_ANIM_SLIDE_DIVE);
|
|
return cancel;
|
|
}
|
|
|
|
s32 act_dive_slide(struct MarioState *m) {
|
|
if (!(m->input & INPUT_ABOVE_SLIDE) && (m->input & (INPUT_A_PRESSED | INPUT_B_PRESSED))) {
|
|
queue_rumble_data(5, 80);
|
|
return set_mario_action(m, m->forwardVel > 0.0f ? ACT_FORWARD_ROLLOUT : ACT_BACKWARD_ROLLOUT,
|
|
0);
|
|
}
|
|
|
|
play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND);
|
|
|
|
//! If the dive slide ends on the same frame that we pick up on object,
|
|
// Mario will not be in the dive slide action for the call to
|
|
// mario_check_object_grab, and so will end up in the regular picking action,
|
|
// rather than the picking up after dive action.
|
|
|
|
if (update_sliding(m, 8.0f) && is_anim_at_end(m)) {
|
|
mario_set_forward_vel(m, 0.0f);
|
|
set_mario_action(m, ACT_STOMACH_SLIDE_STOP, 0);
|
|
}
|
|
|
|
if (mario_check_object_grab(m)) {
|
|
mario_grab_used_object(m);
|
|
m->marioBodyState->grabPos = GRAB_POS_LIGHT_OBJ;
|
|
return TRUE;
|
|
}
|
|
|
|
common_slide_action(m, ACT_STOMACH_SLIDE_STOP, ACT_FREEFALL, MARIO_ANIM_DIVE);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 common_ground_knockback_action(struct MarioState *m, s32 animation, s32 arg2, s32 arg3, s32 arg4) {
|
|
s32 val04;
|
|
|
|
if (arg3) {
|
|
play_mario_heavy_landing_sound_once(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND);
|
|
}
|
|
|
|
if (arg4 > 0) {
|
|
play_sound_if_no_flag(m, SOUND_MARIO_ATTACKED, MARIO_MARIO_SOUND_PLAYED);
|
|
} else {
|
|
#ifdef VERSION_JP
|
|
play_sound_if_no_flag(m, SOUND_MARIO_OOOF, MARIO_MARIO_SOUND_PLAYED);
|
|
#else
|
|
play_sound_if_no_flag(m, SOUND_MARIO_OOOF2, MARIO_MARIO_SOUND_PLAYED);
|
|
#endif
|
|
}
|
|
|
|
if (m->forwardVel > 32.0f) {
|
|
m->forwardVel = 32.0f;
|
|
}
|
|
if (m->forwardVel < -32.0f) {
|
|
m->forwardVel = -32.0f;
|
|
}
|
|
|
|
val04 = set_mario_animation(m, animation);
|
|
if (val04 < arg2) {
|
|
apply_landing_accel(m, 0.9f);
|
|
} else if (m->forwardVel >= 0.0f) {
|
|
mario_set_forward_vel(m, 0.1f);
|
|
} else {
|
|
mario_set_forward_vel(m, -0.1f);
|
|
}
|
|
|
|
if (perform_ground_step(m) == GROUND_STEP_LEFT_GROUND) {
|
|
if (m->forwardVel >= 0.0f) {
|
|
set_mario_action(m, ACT_FORWARD_AIR_KB, arg4);
|
|
} else {
|
|
set_mario_action(m, ACT_BACKWARD_AIR_KB, arg4);
|
|
}
|
|
} else if (is_anim_at_end(m)) {
|
|
if (m->health < 0x100) {
|
|
set_mario_action(m, ACT_STANDING_DEATH, 0);
|
|
} else {
|
|
if (arg4 > 0) {
|
|
m->invincTimer = 30;
|
|
}
|
|
set_mario_action(m, ACT_IDLE, 0);
|
|
}
|
|
}
|
|
|
|
return val04;
|
|
}
|
|
|
|
s32 act_hard_backward_ground_kb(struct MarioState *m) {
|
|
s32 val04 =
|
|
common_ground_knockback_action(m, MARIO_ANIM_FALL_OVER_BACKWARDS, 0x2B, TRUE, m->actionArg);
|
|
if (val04 == 0x2B && m->health < 0x100) {
|
|
set_mario_action(m, ACT_DEATH_ON_BACK, 0);
|
|
}
|
|
|
|
#ifndef VERSION_JP
|
|
if (val04 == 0x36 && m->prevAction == ACT_SPECIAL_DEATH_EXIT) {
|
|
play_sound(SOUND_MARIO_MAMA_MIA, m->marioObj->header.gfx.cameraToObject);
|
|
}
|
|
#endif
|
|
|
|
if (val04 == 0x45) {
|
|
play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_LANDING);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_hard_forward_ground_kb(struct MarioState *m) {
|
|
s32 val04 = common_ground_knockback_action(m, MARIO_ANIM_LAND_ON_STOMACH, 0x15, TRUE, m->actionArg);
|
|
if (val04 == 0x17 && m->health < 0x100) {
|
|
set_mario_action(m, ACT_DEATH_ON_STOMACH, 0);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_backward_ground_kb(struct MarioState *m) {
|
|
common_ground_knockback_action(m, MARIO_ANIM_BACKWARD_KB, 0x16, TRUE, m->actionArg);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_forward_ground_kb(struct MarioState *m) {
|
|
common_ground_knockback_action(m, MARIO_ANIM_FORWARD_KB, 0x14, TRUE, m->actionArg);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_soft_backward_ground_kb(struct MarioState *m) {
|
|
common_ground_knockback_action(m, MARIO_ANIM_SOFT_BACK_KB, 0x64, FALSE, m->actionArg);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_soft_forward_ground_kb(struct MarioState *m) {
|
|
common_ground_knockback_action(m, MARIO_ANIM_SOFT_FRONT_KB, 0x64, FALSE, m->actionArg);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_ground_bonk(struct MarioState *m) {
|
|
s32 val04 = common_ground_knockback_action(m, MARIO_ANIM_GROUND_BONK, 0x20, TRUE, m->actionArg);
|
|
if (val04 == 0x20) {
|
|
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_death_exit_land(struct MarioState *m) {
|
|
s32 val04;
|
|
|
|
apply_landing_accel(m, 0.9f);
|
|
play_mario_heavy_landing_sound_once(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND);
|
|
|
|
val04 = set_mario_animation(m, MARIO_ANIM_FALL_OVER_BACKWARDS);
|
|
|
|
if (val04 == 0x36) {
|
|
play_sound(SOUND_MARIO_MAMA_MIA, m->marioObj->header.gfx.cameraToObject);
|
|
}
|
|
if (val04 == 0x44) {
|
|
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
|
|
}
|
|
|
|
if (is_anim_at_end(m)) {
|
|
set_mario_action(m, ACT_IDLE, 0);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
u32 common_landing_action(struct MarioState *m, s16 animation, u32 airAction) {
|
|
u32 stepResult;
|
|
|
|
if (m->input & INPUT_NONZERO_ANALOG) {
|
|
apply_landing_accel(m, 0.98f);
|
|
} else if (m->forwardVel >= 16.0f) {
|
|
apply_slope_decel(m, 2.0f);
|
|
} else {
|
|
m->vel[1] = 0.0f;
|
|
}
|
|
|
|
stepResult = perform_ground_step(m);
|
|
switch (stepResult) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, airAction, 0);
|
|
break;
|
|
|
|
case GROUND_STEP_HIT_WALL:
|
|
set_mario_animation(m, MARIO_ANIM_PUSHING);
|
|
break;
|
|
}
|
|
|
|
if (m->forwardVel > 16.0f) {
|
|
m->particleFlags |= PARTICLE_DUST;
|
|
}
|
|
|
|
set_mario_animation(m, animation);
|
|
play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_LANDING);
|
|
|
|
if (m->floor->type >= SURFACE_SHALLOW_QUICKSAND && m->floor->type <= SURFACE_MOVING_QUICKSAND) {
|
|
m->quicksandDepth += (4 - m->actionTimer) * 3.5f - 0.5f;
|
|
}
|
|
|
|
return stepResult;
|
|
}
|
|
|
|
s32 common_landing_cancels(struct MarioState *m, struct LandingAction *landingAction,
|
|
s32 (*setAPressAction)(struct MarioState *, u32, u32)) {
|
|
//! Everything here, including floor steepness, is checked before checking
|
|
// if Mario is actually on the floor. This leads to e.g. remote sliding.
|
|
|
|
if (m->floor->normal.y < 0.2923717f) {
|
|
return mario_push_off_steep_floor(m, landingAction->verySteepAction, 0);
|
|
}
|
|
|
|
m->doubleJumpTimer = landingAction->unk02;
|
|
|
|
if (should_begin_sliding(m)) {
|
|
return set_mario_action(m, landingAction->slideAction, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_FIRST_PERSON) {
|
|
return set_mario_action(m, landingAction->endAction, 0);
|
|
}
|
|
|
|
if (++m->actionTimer >= landingAction->numFrames) {
|
|
return set_mario_action(m, landingAction->endAction, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return setAPressAction(m, landingAction->aPressedAction, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_OFF_FLOOR) {
|
|
return set_mario_action(m, landingAction->offFloorAction, 0);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_jump_land(struct MarioState *m) {
|
|
if (common_landing_cancels(m, &sJumpLandAction, set_jumping_action)) {
|
|
return TRUE;
|
|
}
|
|
|
|
common_landing_action(m, MARIO_ANIM_LAND_FROM_SINGLE_JUMP, ACT_FREEFALL);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_freefall_land(struct MarioState *m) {
|
|
if (common_landing_cancels(m, &sFreefallLandAction, set_jumping_action)) {
|
|
return TRUE;
|
|
}
|
|
|
|
common_landing_action(m, MARIO_ANIM_GENERAL_LAND, ACT_FREEFALL);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_side_flip_land(struct MarioState *m) {
|
|
if (common_landing_cancels(m, &sSideFlipLandAction, set_jumping_action)) {
|
|
return TRUE;
|
|
}
|
|
|
|
if (common_landing_action(m, MARIO_ANIM_SLIDEFLIP_LAND, ACT_FREEFALL) != GROUND_STEP_HIT_WALL) {
|
|
m->marioObj->header.gfx.angle[1] += 0x8000;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_hold_jump_land(struct MarioState *m) {
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_JUMP_LAND_STOP, 0);
|
|
}
|
|
|
|
if (common_landing_cancels(m, &sHoldJumpLandAction, set_jumping_action)) {
|
|
return TRUE;
|
|
}
|
|
|
|
common_landing_action(m, MARIO_ANIM_JUMP_LAND_WITH_LIGHT_OBJ, ACT_HOLD_FREEFALL);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_hold_freefall_land(struct MarioState *m) {
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_FREEFALL_LAND_STOP, 0);
|
|
}
|
|
|
|
if (common_landing_cancels(m, &sHoldFreefallLandAction, set_jumping_action)) {
|
|
return TRUE;
|
|
}
|
|
|
|
common_landing_action(m, MARIO_ANIM_FALL_LAND_WITH_LIGHT_OBJ, ACT_HOLD_FREEFALL);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_long_jump_land(struct MarioState *m) {
|
|
#ifdef VERSION_SH
|
|
// BLJ (Backwards Long Jump) speed build up fix, crushing SimpleFlips's dreams since July 1997
|
|
if (m->forwardVel < 0.0f) {
|
|
m->forwardVel = 0.0f;
|
|
}
|
|
#endif
|
|
|
|
if (!(m->input & INPUT_Z_DOWN)) {
|
|
m->input &= ~INPUT_A_PRESSED;
|
|
}
|
|
|
|
if (common_landing_cancels(m, &sLongJumpLandAction, set_jumping_action)) {
|
|
return TRUE;
|
|
}
|
|
|
|
if (!(m->input & INPUT_NONZERO_ANALOG)) {
|
|
play_sound_if_no_flag(m, SOUND_MARIO_UH2_2, MARIO_MARIO_SOUND_PLAYED);
|
|
}
|
|
|
|
common_landing_action(m,
|
|
!m->marioObj->oMarioLongJumpIsSlow ? MARIO_ANIM_CROUCH_FROM_FAST_LONGJUMP
|
|
: MARIO_ANIM_CROUCH_FROM_SLOW_LONGJUMP,
|
|
ACT_FREEFALL);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_double_jump_land(struct MarioState *m) {
|
|
if (common_landing_cancels(m, &sDoubleJumpLandAction, set_triple_jump_action)) {
|
|
return TRUE;
|
|
}
|
|
common_landing_action(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP, ACT_FREEFALL);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_triple_jump_land(struct MarioState *m) {
|
|
m->input &= ~INPUT_A_PRESSED;
|
|
|
|
if (common_landing_cancels(m, &sTripleJumpLandAction, set_jumping_action)) {
|
|
return TRUE;
|
|
}
|
|
|
|
if (!(m->input & INPUT_NONZERO_ANALOG)) {
|
|
play_sound_if_no_flag(m, SOUND_MARIO_HAHA, MARIO_MARIO_SOUND_PLAYED);
|
|
}
|
|
|
|
common_landing_action(m, MARIO_ANIM_TRIPLE_JUMP_LAND, ACT_FREEFALL);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_backflip_land(struct MarioState *m) {
|
|
if (!(m->input & INPUT_Z_DOWN)) {
|
|
m->input &= ~INPUT_A_PRESSED;
|
|
}
|
|
|
|
if (common_landing_cancels(m, &sBackflipLandAction, set_jumping_action)) {
|
|
return TRUE;
|
|
}
|
|
|
|
if (!(m->input & INPUT_NONZERO_ANALOG)) {
|
|
play_sound_if_no_flag(m, SOUND_MARIO_HAHA, MARIO_MARIO_SOUND_PLAYED);
|
|
}
|
|
|
|
common_landing_action(m, MARIO_ANIM_TRIPLE_JUMP_LAND, ACT_FREEFALL);
|
|
return FALSE;
|
|
}
|
|
|
|
s32 quicksand_jump_land_action(struct MarioState *m, s32 animation1, s32 animation2, u32 endAction,
|
|
u32 airAction) {
|
|
if (m->actionTimer++ < 6) {
|
|
m->quicksandDepth -= (7 - m->actionTimer) * 0.8f;
|
|
if (m->quicksandDepth < 1.0f) {
|
|
m->quicksandDepth = 1.1f;
|
|
}
|
|
|
|
play_mario_jump_sound(m);
|
|
set_mario_animation(m, animation1);
|
|
} else {
|
|
if (m->actionTimer >= 13) {
|
|
return set_mario_action(m, endAction, 0);
|
|
}
|
|
|
|
set_mario_animation(m, animation2);
|
|
}
|
|
|
|
apply_landing_accel(m, 0.95f);
|
|
if (perform_ground_step(m) == GROUND_STEP_LEFT_GROUND) {
|
|
set_mario_action(m, airAction, 0);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
s32 act_quicksand_jump_land(struct MarioState *m) {
|
|
s32 cancel = quicksand_jump_land_action(m, MARIO_ANIM_SINGLE_JUMP, MARIO_ANIM_LAND_FROM_SINGLE_JUMP,
|
|
ACT_JUMP_LAND_STOP, ACT_FREEFALL);
|
|
return cancel;
|
|
}
|
|
|
|
s32 act_hold_quicksand_jump_land(struct MarioState *m) {
|
|
s32 cancel = quicksand_jump_land_action(m, MARIO_ANIM_JUMP_WITH_LIGHT_OBJ,
|
|
MARIO_ANIM_JUMP_LAND_WITH_LIGHT_OBJ, ACT_HOLD_JUMP_LAND_STOP,
|
|
ACT_HOLD_FREEFALL);
|
|
return cancel;
|
|
}
|
|
|
|
s32 check_common_moving_cancels(struct MarioState *m) {
|
|
if (m->pos[1] < m->waterLevel - 100) {
|
|
return set_water_plunge_action(m);
|
|
}
|
|
|
|
if (!(m->action & ACT_FLAG_INVULNERABLE) && (m->input & INPUT_UNKNOWN_10)) {
|
|
return drop_and_set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_SQUISHED) {
|
|
return drop_and_set_mario_action(m, ACT_SQUISHED, 0);
|
|
}
|
|
|
|
if (!(m->action & ACT_FLAG_INVULNERABLE)) {
|
|
if (m->health < 0x100) {
|
|
return drop_and_set_mario_action(m, ACT_STANDING_DEATH, 0);
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
s32 mario_execute_moving_action(struct MarioState *m) {
|
|
s32 cancel;
|
|
|
|
if (check_common_moving_cancels(m)) {
|
|
return TRUE;
|
|
}
|
|
|
|
if (mario_update_quicksand(m, 0.25f)) {
|
|
return TRUE;
|
|
}
|
|
|
|
/* clang-format off */
|
|
switch (m->action) {
|
|
case ACT_WALKING: cancel = act_walking(m); break;
|
|
case ACT_HOLD_WALKING: cancel = act_hold_walking(m); break;
|
|
case ACT_HOLD_HEAVY_WALKING: cancel = act_hold_heavy_walking(m); break;
|
|
case ACT_TURNING_AROUND: cancel = act_turning_around(m); break;
|
|
case ACT_FINISH_TURNING_AROUND: cancel = act_finish_turning_around(m); break;
|
|
case ACT_BRAKING: cancel = act_braking(m); break;
|
|
case ACT_RIDING_SHELL_GROUND: cancel = act_riding_shell_ground(m); break;
|
|
case ACT_CRAWLING: cancel = act_crawling(m); break;
|
|
case ACT_BURNING_GROUND: cancel = act_burning_ground(m); break;
|
|
case ACT_DECELERATING: cancel = act_decelerating(m); break;
|
|
case ACT_HOLD_DECELERATING: cancel = act_hold_decelerating(m); break;
|
|
case ACT_BUTT_SLIDE: cancel = act_butt_slide(m); break;
|
|
case ACT_STOMACH_SLIDE: cancel = act_stomach_slide(m); break;
|
|
case ACT_HOLD_BUTT_SLIDE: cancel = act_hold_butt_slide(m); break;
|
|
case ACT_HOLD_STOMACH_SLIDE: cancel = act_hold_stomach_slide(m); break;
|
|
case ACT_DIVE_SLIDE: cancel = act_dive_slide(m); break;
|
|
case ACT_MOVE_PUNCHING: cancel = act_move_punching(m); break;
|
|
case ACT_CROUCH_SLIDE: cancel = act_crouch_slide(m); break;
|
|
case ACT_SLIDE_KICK_SLIDE: cancel = act_slide_kick_slide(m); break;
|
|
case ACT_HARD_BACKWARD_GROUND_KB: cancel = act_hard_backward_ground_kb(m); break;
|
|
case ACT_HARD_FORWARD_GROUND_KB: cancel = act_hard_forward_ground_kb(m); break;
|
|
case ACT_BACKWARD_GROUND_KB: cancel = act_backward_ground_kb(m); break;
|
|
case ACT_FORWARD_GROUND_KB: cancel = act_forward_ground_kb(m); break;
|
|
case ACT_SOFT_BACKWARD_GROUND_KB: cancel = act_soft_backward_ground_kb(m); break;
|
|
case ACT_SOFT_FORWARD_GROUND_KB: cancel = act_soft_forward_ground_kb(m); break;
|
|
case ACT_GROUND_BONK: cancel = act_ground_bonk(m); break;
|
|
case ACT_DEATH_EXIT_LAND: cancel = act_death_exit_land(m); break;
|
|
case ACT_JUMP_LAND: cancel = act_jump_land(m); break;
|
|
case ACT_FREEFALL_LAND: cancel = act_freefall_land(m); break;
|
|
case ACT_DOUBLE_JUMP_LAND: cancel = act_double_jump_land(m); break;
|
|
case ACT_SIDE_FLIP_LAND: cancel = act_side_flip_land(m); break;
|
|
case ACT_HOLD_JUMP_LAND: cancel = act_hold_jump_land(m); break;
|
|
case ACT_HOLD_FREEFALL_LAND: cancel = act_hold_freefall_land(m); break;
|
|
case ACT_TRIPLE_JUMP_LAND: cancel = act_triple_jump_land(m); break;
|
|
case ACT_BACKFLIP_LAND: cancel = act_backflip_land(m); break;
|
|
case ACT_QUICKSAND_JUMP_LAND: cancel = act_quicksand_jump_land(m); break;
|
|
case ACT_HOLD_QUICKSAND_JUMP_LAND: cancel = act_hold_quicksand_jump_land(m); break;
|
|
case ACT_LONG_JUMP_LAND: cancel = act_long_jump_land(m); break;
|
|
}
|
|
/* clang-format on */
|
|
|
|
if (!cancel && (m->input & INPUT_IN_WATER)) {
|
|
m->particleFlags |= PARTICLE_WAVE_TRAIL;
|
|
m->particleFlags &= ~PARTICLE_DUST;
|
|
}
|
|
|
|
return cancel;
|
|
}
|