Files
Microtransactions64/src/game/interaction.c

1940 lines
64 KiB
C

#include <PR/ultratypes.h>
#include "area.h"
#include "actors/common1.h"
#include "audio/external.h"
#include "behavior_actions.h"
#include "behavior_data.h"
#include "camera.h"
#include "course_table.h"
#include "dialog_ids.h"
#include "engine/math_util.h"
#include "engine/surface_collision.h"
#include "game/microtransactions.h"
#include "game_init.h"
#include "interaction.h"
#include "level_update.h"
#include "mario.h"
#include "mario_step.h"
#include "memory.h"
#include "obj_behaviors.h"
#include "object_helpers.h"
#include "save_file.h"
#include "seq_ids.h"
#include "sm64.h"
#include "sound_init.h"
#include "rumble_init.h"
#include "config.h"
u8 sDelayInvincTimer;
s16 sInvulnerable;
u32 interact_coin (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_water_ring (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_star_or_key (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_bbh_entrance (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_warp (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_warp_door (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_door (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_cannon_base (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_igloo_barrier (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_tornado (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_whirlpool (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_strong_wind (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_flame (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_snufit_bullet (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_clam_or_bubba (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_bully (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_shock (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_mr_blizzard (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_hit_from_below(struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_bounce_top (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_spiny_walking (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_damage (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_breakable (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_koopa_shell (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_pole (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_hoot (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_cap (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_grabbable (struct MarioState *m, u32 interactType, struct Object *obj);
u32 interact_text (struct MarioState *m, u32 interactType, struct Object *obj);
struct InteractionHandler {
u32 interactType;
u32 (*handler)(struct MarioState *m, u32 interactType, struct Object *obj);
};
static struct InteractionHandler sInteractionHandlers[] = {
{ INTERACT_COIN, interact_coin },
{ INTERACT_WATER_RING, interact_water_ring },
{ INTERACT_STAR_OR_KEY, interact_star_or_key },
{ INTERACT_BBH_ENTRANCE, interact_bbh_entrance },
{ INTERACT_WARP, interact_warp },
{ INTERACT_WARP_DOOR, interact_warp_door },
{ INTERACT_DOOR, interact_door },
{ INTERACT_CANNON_BASE, interact_cannon_base },
{ INTERACT_IGLOO_BARRIER, interact_igloo_barrier },
{ INTERACT_TORNADO, interact_tornado },
{ INTERACT_WHIRLPOOL, interact_whirlpool },
{ INTERACT_STRONG_WIND, interact_strong_wind },
{ INTERACT_FLAME, interact_flame },
{ INTERACT_SNUFIT_BULLET, interact_snufit_bullet },
{ INTERACT_CLAM_OR_BUBBA, interact_clam_or_bubba },
{ INTERACT_BULLY, interact_bully },
{ INTERACT_SHOCK, interact_shock },
{ INTERACT_BOUNCE_TOP2, interact_bounce_top },
{ INTERACT_MR_BLIZZARD, interact_mr_blizzard },
{ INTERACT_HIT_FROM_BELOW, interact_hit_from_below },
{ INTERACT_BOUNCE_TOP, interact_bounce_top },
{ INTERACT_DAMAGE, interact_damage },
{ INTERACT_POLE, interact_pole },
{ INTERACT_HOOT, interact_hoot },
{ INTERACT_BREAKABLE, interact_breakable },
{ INTERACT_KOOPA, interact_bounce_top },
{ INTERACT_KOOPA_SHELL, interact_koopa_shell },
{ INTERACT_SPINY_WALKING, interact_spiny_walking },
{ INTERACT_CAP, interact_cap },
{ INTERACT_GRABBABLE, interact_grabbable },
{ INTERACT_TEXT, interact_text },
};
static u32 sForwardKnockbackActions[][3] = {
// Soft Normal Hard
{ ACT_SOFT_FORWARD_GROUND_KB, ACT_FORWARD_GROUND_KB, ACT_HARD_FORWARD_GROUND_KB }, // Ground
{ ACT_FORWARD_AIR_KB, ACT_FORWARD_AIR_KB, ACT_HARD_FORWARD_AIR_KB }, // Air
{ ACT_FORWARD_WATER_KB, ACT_FORWARD_WATER_KB, ACT_FORWARD_WATER_KB }, // Water
};
static u32 sBackwardKnockbackActions[][3] = {
// Soft Normal Hard
{ ACT_SOFT_BACKWARD_GROUND_KB, ACT_BACKWARD_GROUND_KB, ACT_HARD_BACKWARD_GROUND_KB }, // Ground
{ ACT_BACKWARD_AIR_KB, ACT_BACKWARD_AIR_KB, ACT_HARD_BACKWARD_AIR_KB }, // Air
{ ACT_BACKWARD_WATER_KB, ACT_BACKWARD_WATER_KB, ACT_BACKWARD_WATER_KB }, // Water
};
static u8 sDisplayingDoorText = FALSE;
static u8 sJustTeleported = FALSE;
static u8 sPssSlideStarted = FALSE;
/**
* Returns the type of cap Mario is wearing.
*/
u32 get_mario_cap_flag(struct Object *capObject) {
const BehaviorScript *script = virtual_to_segmented(SEGMENT_BEHAVIOR_DATA, capObject->behavior);
if (script == bhvNormalCap) {
return MARIO_NORMAL_CAP;
} else if (script == bhvMetalCap) {
return MARIO_METAL_CAP;
} else if (script == bhvWingCap) {
return MARIO_WING_CAP;
} else if (script == bhvVanishCap) {
return MARIO_VANISH_CAP;
}
return 0;
}
/**
* Returns true if the passed in object has a moving angle yaw
* in the angular range given towards Mario.
*/
u32 object_facing_mario(struct MarioState *m, struct Object *obj, s16 angleRange) {
f32 dx = m->pos[0] - obj->oPosX;
f32 dz = m->pos[2] - obj->oPosZ;
s16 angleToMario = atan2s(dz, dx);
s16 dAngle = angleToMario - obj->oMoveAngleYaw;
if (-angleRange <= dAngle && dAngle <= angleRange) {
return TRUE;
}
return FALSE;
}
s16 mario_obj_angle_to_object(struct MarioState *m, struct Object *obj) {
f32 dx = obj->oPosX - m->pos[0];
f32 dz = obj->oPosZ - m->pos[2];
return atan2s(dz, dx);
}
/**
* Determines Mario's interaction with a given object depending on their proximity,
* action, speed, and position.
*/
u32 determine_interaction(struct MarioState *m, struct Object *obj) {
u32 interaction = 0;
u32 action = m->action;
if (action & ACT_FLAG_ATTACKING) {
if (action == ACT_PUNCHING || action == ACT_MOVE_PUNCHING || action == ACT_JUMP_KICK) {
s16 dYawToObject = mario_obj_angle_to_object(m, obj) - m->faceAngle[1];
if (m->flags & MARIO_PUNCHING) {
// 120 degrees total, or 60 each way
if (-0x2AAA <= dYawToObject && dYawToObject <= 0x2AAA) {
interaction = INT_PUNCH;
}
}
if (m->flags & MARIO_KICKING) {
// 120 degrees total, or 60 each way
if (-0x2AAA <= dYawToObject && dYawToObject <= 0x2AAA) {
interaction = INT_KICK;
}
}
if (m->flags & MARIO_TRIPPING) {
// 180 degrees total, or 90 each way
if (-0x4000 <= dYawToObject && dYawToObject <= 0x4000) {
interaction = INT_TRIP;
}
}
} else if (action == ACT_GROUND_POUND || action == ACT_TWIRLING) {
if (m->vel[1] < 0.0f) {
interaction = INT_GROUND_POUND_OR_TWIRL;
}
} else if (action == ACT_GROUND_POUND_LAND || action == ACT_TWIRL_LAND) {
// Neither ground pounding nor twirling change Mario's vertical speed on landing.,
// so the speed check is nearly always true (perhaps not if you land while going upwards?)
// Additionally, actionState it set on each first thing in their action, so this is
// only true prior to the very first frame (i.e. active 1 frame prior to it run).
if (m->vel[1] < 0.0f && m->actionState == 0) {
interaction = INT_GROUND_POUND_OR_TWIRL;
}
} else if (action == ACT_SLIDE_KICK || action == ACT_SLIDE_KICK_SLIDE) {
interaction = INT_SLIDE_KICK;
} else if (action & ACT_FLAG_RIDING_SHELL) {
interaction = INT_FAST_ATTACK_OR_SHELL;
} else if (m->forwardVel <= -26.0f || 26.0f <= m->forwardVel) {
interaction = INT_FAST_ATTACK_OR_SHELL;
}
}
// Prior to this, the interaction type could be overwritten. This requires, however,
// that the interaction not be set prior. This specifically overrides turning a ground
// pound into just a bounce.
if ((interaction == INT_NONE) && (action & ACT_FLAG_AIR)) {
if (m->vel[1] < 0.0f) {
if (m->pos[1] > obj->oPosY) {
interaction = INT_HIT_FROM_ABOVE;
}
} else {
if (m->pos[1] < obj->oPosY) {
interaction = INT_HIT_FROM_BELOW;
}
}
}
return interaction;
}
/**
* Sets the interaction types for INT_STATUS_INTERACTED, INT_STATUS_WAS_ATTACKED
*/
u32 attack_object(struct Object *obj, s32 interaction) {
u32 attackType = ATTACK_NONE;
switch (interaction) {
case INT_GROUND_POUND_OR_TWIRL:
attackType = ATTACK_GROUND_POUND_OR_TWIRL;
break;
case INT_PUNCH:
attackType = ATTACK_PUNCH;
break;
case INT_KICK:
case INT_TRIP:
attackType = ATTACK_KICK_OR_TRIP;
break;
case INT_SLIDE_KICK:
case INT_FAST_ATTACK_OR_SHELL:
attackType = ATTACK_FAST_ATTACK;
break;
case INT_HIT_FROM_ABOVE:
attackType = ATTACK_FROM_ABOVE;
break;
case INT_HIT_FROM_BELOW:
attackType = ATTACK_FROM_BELOW;
break;
}
obj->oInteractStatus = attackType + (INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED);
return attackType;
}
void mario_stop_riding_object(struct MarioState *m) {
if (m->riddenObj != NULL) {
m->riddenObj->oInteractStatus = INT_STATUS_STOP_RIDING;
stop_shell_music();
m->riddenObj = NULL;
}
}
void mario_grab_used_object(struct MarioState *m) {
if (m->heldObj == NULL) {
m->heldObj = m->usedObj;
obj_set_held_state(m->heldObj, bhvCarrySomethingHeld);
}
}
void mario_drop_held_object(struct MarioState *m) {
if (m->heldObj != NULL) {
if (m->heldObj->behavior == segmented_to_virtual(bhvKoopaShellUnderwater)) {
stop_shell_music();
}
obj_set_held_state(m->heldObj, bhvCarrySomethingDropped);
// ! When dropping an object instead of throwing it, it will be put at Mario's
// y-positon instead of the HOLP's y-position. This fact is often exploited when
// cloning objects.
m->heldObj->oPosX = m->marioBodyState->heldObjLastPosition[0];
// m->heldObj->oPosY = m->marioBodyState->heldObjLastPosition[1];
m->heldObj->oPosY = m->pos[1];
m->heldObj->oPosZ = m->marioBodyState->heldObjLastPosition[2];
m->heldObj->oMoveAngleYaw = m->faceAngle[1];
m->heldObj = NULL;
}
}
void mario_throw_held_object(struct MarioState *m) {
if (m->heldObj != NULL) {
if (m->heldObj->behavior == segmented_to_virtual(bhvKoopaShellUnderwater)) {
stop_shell_music();
}
obj_set_held_state(m->heldObj, bhvCarrySomethingThrown);
m->heldObj->oPosX = m->marioBodyState->heldObjLastPosition[0] + 32.0f * sins(m->faceAngle[1]);
m->heldObj->oPosY = m->marioBodyState->heldObjLastPosition[1];
m->heldObj->oPosZ = m->marioBodyState->heldObjLastPosition[2] + 32.0f * coss(m->faceAngle[1]);
m->heldObj->oMoveAngleYaw = m->faceAngle[1];
m->heldObj = NULL;
}
}
void mario_stop_riding_and_holding(struct MarioState *m) {
mario_drop_held_object(m);
mario_stop_riding_object(m);
if (m->action == ACT_RIDING_HOOT) {
m->usedObj->oInteractStatus = FALSE;
m->usedObj->oHootMarioReleaseTime = gGlobalTimer;
}
}
u32 does_mario_have_normal_cap_on_head(struct MarioState *m) {
return (m->flags & (MARIO_CAPS | MARIO_CAP_ON_HEAD)) == (MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD);
}
#ifdef PREVENT_CAP_LOSS
UNUSED void mario_blow_off_cap(UNUSED struct MarioState *m, UNUSED f32 capSpeed) {
}
Bool32 mario_lose_cap_to_enemy(UNUSED u32 enemyType) {
return FALSE;
}
#else
void mario_blow_off_cap(struct MarioState *m, f32 capSpeed) {
struct Object *capObject;
if (does_mario_have_normal_cap_on_head(m)) {
save_file_set_cap_pos(m->pos[0], m->pos[1], m->pos[2]);
m->flags &= ~(MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD);
capObject = spawn_object(m->marioObj, MODEL_MARIOS_CAP, bhvNormalCap);
capObject->oPosY += (m->action & ACT_FLAG_SHORT_HITBOX) ? 120.0f : 180.0f;
capObject->oForwardVel = capSpeed;
capObject->oMoveAngleYaw = (s16)(m->faceAngle[1] + 0x400);
if (m->forwardVel < 0.0f) {
capObject->oMoveAngleYaw = (s16)(capObject->oMoveAngleYaw + 0x8000);
}
}
}
Bool32 mario_lose_cap_to_enemy(u32 enemyType) {
if (does_mario_have_normal_cap_on_head(gMarioState)) {
save_file_set_flags(enemyType == 1 ? SAVE_FLAG_CAP_ON_KLEPTO : SAVE_FLAG_CAP_ON_UKIKI);
gMarioState->flags &= ~(MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD);
return TRUE;
}
return FALSE;
}
#endif
void mario_retrieve_cap(void) {
mario_drop_held_object(gMarioState);
save_file_clear_flags(SAVE_FLAG_CAP_ON_KLEPTO | SAVE_FLAG_CAP_ON_UKIKI);
gMarioState->flags &= ~MARIO_CAP_ON_HEAD;
gMarioState->flags |= MARIO_NORMAL_CAP | MARIO_CAP_IN_HAND;
}
u32 able_to_grab_object(struct MarioState *m, UNUSED struct Object *obj) {
u32 action = m->action;
if (action == ACT_DIVE_SLIDE || action == ACT_DIVE) {
if (!(obj->oInteractionSubtype & INT_SUBTYPE_GRABS_MARIO)) {
return TRUE;
}
} else if (action == ACT_PUNCHING || action == ACT_MOVE_PUNCHING) {
if (m->actionArg < 2) {
return TRUE;
}
}
return FALSE;
}
struct Object *mario_get_collided_object(struct MarioState *m, u32 interactType) {
s32 i;
struct Object *object;
for (i = 0; i < m->marioObj->numCollidedObjs; i++) {
object = m->marioObj->collidedObjs[i];
if (object->oInteractType == interactType) {
return object;
}
}
return NULL;
}
u32 mario_check_object_grab(struct MarioState *m) {
u32 result = FALSE;
const BehaviorScript *script;
if (m->input & INPUT_INTERACT_OBJ_GRABBABLE) {
script = virtual_to_segmented(SEGMENT_BEHAVIOR_DATA, m->interactObj->behavior);
if (script == bhvBowser) {
s16 facingDYaw = m->faceAngle[1] - m->interactObj->oMoveAngleYaw;
if (facingDYaw >= -0x5555 && facingDYaw <= 0x5555) {
m->faceAngle[1] = m->interactObj->oMoveAngleYaw;
m->usedObj = m->interactObj;
m->pos[1] = m->floorHeight;
m->vel[1] = 0.0f;
result = set_mario_action(m, ACT_PICKING_UP_BOWSER, 0);
}
} else {
s16 facingDYaw = mario_obj_angle_to_object(m, m->interactObj) - m->faceAngle[1];
if (facingDYaw >= -0x2AAA && facingDYaw <= 0x2AAA) {
m->usedObj = m->interactObj;
if (!(m->action & ACT_FLAG_AIR)) {
set_mario_action(
m, (m->action & ACT_FLAG_DIVING) ? ACT_DIVE_PICKING_UP : ACT_PICKING_UP, 0);
}
result = TRUE;
}
}
}
return result;
}
u32 bully_knock_back_mario(struct MarioState *mario) {
struct BullyCollisionData marioData;
struct BullyCollisionData bullyData;
s16 newMarioYaw;
s16 newBullyYaw;
s16 marioDYaw;
u32 bonkAction = 0;
struct Object *bully = mario->interactObj;
//! Conversion ratios multiply to more than 1 (could allow unbounded speed
// with bonk cancel - but this isn't important for regular bully battery)
f32 bullyToMarioRatio = bully->hitboxRadius * 3 / 53;
f32 marioToBullyRatio = 53.0f / bully->hitboxRadius;
init_bully_collision_data(&marioData, mario->pos[0], mario->pos[2], mario->forwardVel,
mario->faceAngle[1], bullyToMarioRatio, 52.0f);
init_bully_collision_data(&bullyData, bully->oPosX, bully->oPosZ, bully->oForwardVel,
bully->oMoveAngleYaw, marioToBullyRatio, bully->hitboxRadius + 2.0f);
if (mario->forwardVel != 0.0f) {
transfer_bully_speed(&marioData, &bullyData);
} else {
transfer_bully_speed(&bullyData, &marioData);
}
newMarioYaw = atan2s(marioData.velZ, marioData.velX);
newBullyYaw = atan2s(bullyData.velZ, bullyData.velX);
marioDYaw = newMarioYaw - mario->faceAngle[1];
mario->faceAngle[1] = newMarioYaw;
mario->forwardVel = sqrtf(sqr(marioData.velX) + sqr(marioData.velZ));
mario->pos[0] = marioData.posX;
mario->pos[2] = marioData.posZ;
bully->oMoveAngleYaw = newBullyYaw;
bully->oForwardVel = sqrtf(sqr(bullyData.velX) + sqr(bullyData.velZ));
bully->oPosX = bullyData.posX;
bully->oPosZ = bullyData.posZ;
if (marioDYaw < -0x4000 || marioDYaw > 0x4000) {
mario->faceAngle[1] += 0x8000;
mario->forwardVel *= -1.0f;
if (mario->action & ACT_FLAG_AIR) {
bonkAction = ACT_BACKWARD_AIR_KB;
} else {
bonkAction = ACT_SOFT_BACKWARD_GROUND_KB;
}
} else {
if (mario->action & ACT_FLAG_AIR) {
bonkAction = ACT_FORWARD_AIR_KB;
} else {
bonkAction = ACT_SOFT_FORWARD_GROUND_KB;
}
}
return bonkAction;
}
void bounce_off_object(struct MarioState *m, struct Object *obj, f32 velY) {
m->pos[1] = obj->oPosY + obj->hitboxHeight;
m->vel[1] = velY;
m->flags &= ~MARIO_JUMPING;
play_sound(SOUND_ACTION_BOUNCE_OFF_OBJECT, m->marioObj->header.gfx.cameraToObject);
}
void hit_object_from_below(struct MarioState *m, UNUSED struct Object *obj) {
m->vel[1] = 0.0f;
set_camera_shake_from_hit(SHAKE_HIT_FROM_BELOW);
}
UNUSED static u32 unused_determine_knockback_action(struct MarioState *m) {
u32 bonkAction;
s16 angleToObject = mario_obj_angle_to_object(m, m->interactObj);
s16 facingDYaw = angleToObject - m->faceAngle[1];
if (m->forwardVel < 16.0f) {
m->forwardVel = 16.0f;
}
m->faceAngle[1] = angleToObject;
if (facingDYaw >= -0x4000 && facingDYaw <= 0x4000) {
m->forwardVel *= -1.0f;
if (m->action & (ACT_FLAG_AIR | ACT_FLAG_ON_POLE | ACT_FLAG_HANGING)) {
bonkAction = ACT_BACKWARD_AIR_KB;
} else {
bonkAction = ACT_SOFT_BACKWARD_GROUND_KB;
}
} else {
m->faceAngle[1] += 0x8000;
if (m->action & (ACT_FLAG_AIR | ACT_FLAG_ON_POLE | ACT_FLAG_HANGING)) {
bonkAction = ACT_FORWARD_AIR_KB;
} else {
bonkAction = ACT_SOFT_FORWARD_GROUND_KB;
}
}
return bonkAction;
}
u32 determine_knockback_action(struct MarioState *m, UNUSED s32 arg) {
u32 bonkAction;
s16 terrainIndex = 0; // 1 = air, 2 = water, 0 = default
s16 strengthIndex = 0;
s16 angleToObject = mario_obj_angle_to_object(m, m->interactObj);
s16 facingDYaw = angleToObject - m->faceAngle[1];
s16 remainingHealth = m->health - 0x40 * m->hurtCounter;
if (m->action & (ACT_FLAG_SWIMMING | ACT_FLAG_METAL_WATER)) {
terrainIndex = 2;
} else if (m->action & (ACT_FLAG_AIR | ACT_FLAG_ON_POLE | ACT_FLAG_HANGING)) {
terrainIndex = 1;
}
if (remainingHealth < 0x100) {
strengthIndex = 2;
} else if (m->interactObj->oDamageOrCoinValue >= 4) {
strengthIndex = 2;
} else if (m->interactObj->oDamageOrCoinValue >= 2) {
strengthIndex = 1;
}
m->faceAngle[1] = angleToObject;
if (terrainIndex == 2) {
if (m->forwardVel < 28.0f) {
mario_set_forward_vel(m, 28.0f);
}
if (m->pos[1] >= m->interactObj->oPosY) {
if (m->vel[1] < 20.0f) {
m->vel[1] = 20.0f;
}
} else {
if (m->vel[1] > 0.0f) {
m->vel[1] = 0.0f;
}
}
} else {
if (m->forwardVel < 16.0f) {
mario_set_forward_vel(m, 16.0f);
}
}
if (-0x4000 <= facingDYaw && facingDYaw <= 0x4000) {
m->forwardVel *= -1.0f;
bonkAction = sBackwardKnockbackActions[terrainIndex][strengthIndex];
} else {
m->faceAngle[1] += 0x8000;
bonkAction = sForwardKnockbackActions[terrainIndex][strengthIndex];
}
return bonkAction;
}
void push_mario_out_of_object(struct MarioState *m, struct Object *obj, f32 padding) {
f32 minDistance = obj->hitboxRadius + m->marioObj->hitboxRadius + padding;
f32 offsetX = m->pos[0] - obj->oPosX;
f32 offsetZ = m->pos[2] - obj->oPosZ;
f32 distanceSquared = (sqr(offsetX) + sqr(offsetZ));
if (distanceSquared < sqr(minDistance)) {
struct Surface *floor;
s16 pushAngle;
f32 newMarioX;
f32 newMarioZ;
if (distanceSquared == 0.0f) {
pushAngle = m->faceAngle[1];
} else {
pushAngle = atan2s(offsetZ, offsetX);
}
newMarioX = obj->oPosX + minDistance * sins(pushAngle);
newMarioZ = obj->oPosZ + minDistance * coss(pushAngle);
f32_find_wall_collision(&newMarioX, &m->pos[1], &newMarioZ, 60.0f, 50.0f);
f32 floorHeight = find_floor(newMarioX, m->pos[1], newMarioZ, &floor);
if (floor != NULL) {
m->pos[0] = newMarioX;
m->pos[2] = newMarioZ;
set_mario_floor(m, floor, floorHeight); // Prevent oob death
}
}
}
void bounce_back_from_attack(struct MarioState *m, u32 interaction) {
if (interaction & (INT_PUNCH | INT_KICK | INT_TRIP)) {
if (m->action == ACT_PUNCHING) {
m->action = ACT_MOVE_PUNCHING;
}
if (m->action & ACT_FLAG_AIR) {
mario_set_forward_vel(m, -16.0f);
} else {
mario_set_forward_vel(m, -48.0f);
}
set_camera_shake_from_hit(SHAKE_ATTACK);
m->particleFlags |= PARTICLE_TRIANGLE;
}
if (interaction & (INT_PUNCH | INT_KICK | INT_TRIP | INT_FAST_ATTACK_OR_SHELL)) {
play_sound(SOUND_ACTION_HIT_2, m->marioObj->header.gfx.cameraToObject);
}
}
u32 should_push_or_pull_door(struct MarioState *m, struct Object *obj) {
f32 dx = obj->oPosX - m->pos[0];
f32 dz = obj->oPosZ - m->pos[2];
s16 dYaw = abs_angle_diff(obj->oMoveAngleYaw, atan2s(dz, dx));
return (dYaw <= 0x4000) ? WARP_FLAG_DOOR_PULLED : WARP_FLAG_DOOR_FLIP_MARIO;
}
u32 take_damage_from_interact_object(struct MarioState *m) {
s32 shake;
s32 damage = m->interactObj->oDamageOrCoinValue;
if (damage >= 4) {
shake = SHAKE_LARGE_DAMAGE;
} else if (damage >= 2) {
shake = SHAKE_MED_DAMAGE;
} else {
shake = SHAKE_SMALL_DAMAGE;
}
if (!(m->flags & MARIO_CAP_ON_HEAD)) {
damage += (damage + 1) / 2;
}
if (m->flags & MARIO_METAL_CAP) {
damage = 0;
}
m->hurtCounter += 4 * damage;
#if ENABLE_RUMBLE
queue_rumble_data(5, 80);
#endif
set_camera_shake_from_hit(shake);
return damage;
}
u32 take_damage_and_knock_back(struct MarioState *m, struct Object *obj) {
u32 damage;
if (!sInvulnerable && !(m->flags & MARIO_VANISH_CAP)
&& !(obj->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
obj->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_ATTACKED_MARIO;
m->interactObj = obj;
damage = take_damage_from_interact_object(m);
if (obj->oInteractionSubtype & INT_SUBTYPE_BIG_KNOCKBACK) {
m->forwardVel = 40.0f;
}
if (obj->oDamageOrCoinValue > 0) {
play_sound(SOUND_MARIO_ATTACKED, m->marioObj->header.gfx.cameraToObject);
}
update_mario_sound_and_camera(m);
return drop_and_set_mario_action(m, determine_knockback_action(m, obj->oDamageOrCoinValue), damage);
}
return FALSE;
}
void reset_mario_pitch(struct MarioState *m) {
if (m->action == ACT_WATER_JUMP || m->action == ACT_SHOT_FROM_CANNON || m->action == ACT_FLYING) {
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
m->faceAngle[0] = 0;
}
}
u32 interact_coin(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
m->numCoins += obj->oDamageOrCoinValue;
m->healCounter += 4 * obj->oDamageOrCoinValue;
#ifdef BREATH_METER
m->breathCounter += (4 * obj->oDamageOrCoinValue);
#endif
obj->oInteractStatus = INT_STATUS_INTERACTED;
#ifdef X_COIN_STAR
if (COURSE_IS_MAIN_COURSE(gCurrCourseNum) && m->numCoins - obj->oDamageOrCoinValue < X_COIN_STAR
&& m->numCoins >= X_COIN_STAR && !g100CoinStarSpawned) {
bhv_spawn_star_no_level_exit(STAR_BP_ACT_100_COINS);
g100CoinStarSpawned = TRUE;
}
#endif
#if ENABLE_RUMBLE
if (obj->oDamageOrCoinValue >= 2) {
queue_rumble_data(5, 80);
}
#endif
return FALSE;
}
u32 interact_water_ring(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
#ifdef BREATH_METER
m->breathCounter += 4 * obj->oDamageOrCoinValue;
#else
m->healCounter += 4 * obj->oDamageOrCoinValue;
#endif
obj->oInteractStatus = INT_STATUS_INTERACTED;
return FALSE;
}
u32 interact_star_or_key(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
u32 starIndex;
u32 starGrabAction = ACT_STAR_DANCE_EXIT;
#ifdef NON_STOP_STARS
#ifdef KEYS_EXIT_LEVEL
u32 noExit = !obj_has_model(obj, MODEL_BOWSER_KEY);
#else
u32 noExit = TRUE;
#endif
#else // !NON_STOP_STARS
u32 noExit = (obj->oInteractionSubtype & INT_SUBTYPE_NO_EXIT) != 0;
#endif // !NON_STOP_STARS
u32 grandStar = (obj->oInteractionSubtype & INT_SUBTYPE_GRAND_STAR) != 0;
if (m->health >= 0x100) {
mario_stop_riding_and_holding(m);
#if ENABLE_RUMBLE
queue_rumble_data(5, 80);
#endif
#ifdef POWER_STARS_HEAL
m->hurtCounter = 0;
m->healCounter = 31;
#ifdef BREATH_METER
m->breathCounter = 31;
#endif
if (!noExit) {
#else // !POWER_STARS_HEAL
if (!noExit) {
m->hurtCounter = 0;
m->healCounter = 0;
#ifdef BREATH_METER
m->breathCounter = 0;
#endif
#endif // !POWER_STARS_HEAL
if (m->capTimer > 1) {
m->capTimer = 1;
}
}
if (noExit) {
starGrabAction = ACT_STAR_DANCE_NO_EXIT;
}
if (m->action & ACT_FLAG_SWIMMING) {
starGrabAction = ACT_STAR_DANCE_WATER;
}
if (m->action & ACT_FLAG_METAL_WATER) {
starGrabAction = ACT_STAR_DANCE_WATER;
}
if (m->action & ACT_FLAG_AIR) {
starGrabAction = ACT_FALL_AFTER_STAR_GRAB;
}
spawn_object(obj, MODEL_NONE, bhvStarKeyCollectionPuffSpawner);
obj->oInteractStatus = INT_STATUS_INTERACTED;
m->interactObj = obj;
m->usedObj = obj;
gStarModelLastCollected = obj_get_model_id(obj);
#ifdef GLOBAL_STAR_IDS
starIndex = (obj->oBehParams >> 24) & 0xFF;
#else
starIndex = (obj->oBehParams >> 24) & 0x1F;
#endif
save_file_collect_star_or_key(m->numCoins, starIndex);
m->numStars =
save_file_get_total_star_count(gCurrSaveFileNum - 1, COURSE_MIN - 1, COURSE_MAX - 1);
if (!noExit) {
drop_queued_background_music();
fadeout_level_music(126);
}
play_sound(SOUND_MENU_STAR_SOUND, m->marioObj->header.gfx.cameraToObject);
update_mario_sound_and_camera(m);
if (grandStar) {
return set_mario_action(m, ACT_JUMBO_STAR_CUTSCENE, 0);
}
return set_mario_action(m, starGrabAction, noExit + 2 * grandStar);
}
return FALSE;
}
u32 interact_bbh_entrance(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
if (m->action != ACT_BBH_ENTER_SPIN && m->action != ACT_BBH_ENTER_JUMP) {
mario_stop_riding_and_holding(m);
obj->oInteractStatus = INT_STATUS_INTERACTED;
m->interactObj = obj;
m->usedObj = obj;
if (m->action & ACT_FLAG_AIR) {
return set_mario_action(m, ACT_BBH_ENTER_SPIN, 0);
}
return set_mario_action(m, ACT_BBH_ENTER_JUMP, 0);
}
return FALSE;
}
u32 interact_warp(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
u32 action;
if (obj->oInteractionSubtype & INT_SUBTYPE_FADING_WARP) {
action = m->action;
if (action == ACT_TELEPORT_FADE_IN) {
sJustTeleported = TRUE;
} else if (!sJustTeleported) {
if (action == ACT_IDLE || action == ACT_PANTING || action == ACT_STANDING_AGAINST_WALL || action == ACT_CROUCHING) {
m->interactObj = obj;
m->usedObj = obj;
sJustTeleported = TRUE;
return set_mario_action(m, ACT_TELEPORT_FADE_OUT, 0);
}
}
} else {
if (m->action != ACT_EMERGE_FROM_PIPE) {
obj->oInteractStatus = INT_STATUS_INTERACTED;
m->interactObj = obj;
m->usedObj = obj;
#if ENABLE_RUMBLE
if (obj->collisionData == segmented_to_virtual(warp_pipe_seg3_collision_03009AC8)) {
play_sound(SOUND_MENU_ENTER_PIPE, m->marioObj->header.gfx.cameraToObject);
queue_rumble_data(15, 80);
} else {
play_sound(SOUND_MENU_ENTER_HOLE, m->marioObj->header.gfx.cameraToObject);
queue_rumble_data(12, 80);
}
#else
play_sound(obj->collisionData == segmented_to_virtual(warp_pipe_seg3_collision_03009AC8)
? SOUND_MENU_ENTER_PIPE
: SOUND_MENU_ENTER_HOLE,
m->marioObj->header.gfx.cameraToObject);
#endif
mario_stop_riding_object(m);
return set_mario_action(m, ACT_DISAPPEARED, (WARP_OP_WARP_OBJECT << 16) + 2);
}
}
return FALSE;
}
u32 interact_warp_door(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
u32 doorAction = ACT_UNINITIALIZED;
#ifndef UNLOCK_ALL
u32 saveFlags = save_file_get_flags();
s16 warpDoorId = (obj->oBehParams >> 24);
#endif
if (m->action == ACT_WALKING || m->action == ACT_DECELERATING) {
#ifndef UNLOCK_ALL
if (warpDoorId == 1 && !(saveFlags & SAVE_FLAG_UNLOCKED_UPSTAIRS_DOOR)) {
if (!(saveFlags & SAVE_FLAG_HAVE_KEY_2)) {
if (!sDisplayingDoorText) {
set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG,
(saveFlags & SAVE_FLAG_HAVE_KEY_1) ? DIALOG_023 : DIALOG_022);
}
sDisplayingDoorText = TRUE;
return FALSE;
}
doorAction = ACT_UNLOCKING_KEY_DOOR;
}
if (warpDoorId == 2 && !(saveFlags & SAVE_FLAG_UNLOCKED_BASEMENT_DOOR)) {
if (!(saveFlags & SAVE_FLAG_HAVE_KEY_1)) {
if (!sDisplayingDoorText) {
// Moat door skip was intended confirmed
set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG,
(saveFlags & SAVE_FLAG_HAVE_KEY_2) ? DIALOG_023 : DIALOG_022);
}
sDisplayingDoorText = TRUE;
return FALSE;
}
doorAction = ACT_UNLOCKING_KEY_DOOR;
}
#endif
if (m->action == ACT_WALKING || m->action == ACT_DECELERATING) {
u32 actionArg = should_push_or_pull_door(m, obj) + WARP_FLAG_DOOR_IS_WARP;
if (doorAction == 0) {
if (actionArg & WARP_FLAG_DOOR_PULLED) {
doorAction = ACT_PULLING_DOOR;
} else {
doorAction = ACT_PUSHING_DOOR;
}
}
m->interactObj = obj;
m->usedObj = obj;
return set_mario_action(m, doorAction, actionArg);
}
}
return FALSE;
}
u32 get_door_save_file_flag(struct Object *door) {
u32 saveFileFlag = 0;
s16 requiredNumStars = door->oBehParams >> 24;
s16 isCcmDoor = door->oPosX < 0.0f;
s16 isPssDoor = door->oPosY > 500.0f;
switch (requiredNumStars) {
case 1: saveFileFlag = (isPssDoor ? SAVE_FLAG_UNLOCKED_PSS_DOOR : SAVE_FLAG_UNLOCKED_WF_DOOR ); break;
case 3: saveFileFlag = (isCcmDoor ? SAVE_FLAG_UNLOCKED_CCM_DOOR : SAVE_FLAG_UNLOCKED_JRB_DOOR); break;
case 8: saveFileFlag = SAVE_FLAG_UNLOCKED_BITDW_DOOR; break;
case 30: saveFileFlag = SAVE_FLAG_UNLOCKED_BITFS_DOOR; break;
case 50: saveFileFlag = SAVE_FLAG_UNLOCKED_50_STAR_DOOR; break;
}
return saveFileFlag;
}
u32 interact_door(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
s16 requiredNumStars = (obj->oBehParams >> 24);
#ifndef UNLOCK_ALL
s16 numStars = save_file_get_total_star_count(gCurrSaveFileNum - 1, COURSE_MIN - 1, COURSE_MAX - 1);
#endif
if (m->action == ACT_WALKING || m->action == ACT_DECELERATING) {
#ifndef UNLOCK_ALL
if (numStars >= requiredNumStars) {
#endif
u32 actionArg = should_push_or_pull_door(m, obj);
u32 enterDoorAction;
if (actionArg & WARP_FLAG_DOOR_PULLED) {
enterDoorAction = ACT_PULLING_DOOR;
} else {
enterDoorAction = ACT_PUSHING_DOOR;
}
#ifndef UNLOCK_ALL
u32 doorSaveFileFlag = get_door_save_file_flag(obj);
#endif
m->interactObj = obj;
m->usedObj = obj;
if (obj->oInteractionSubtype & INT_SUBTYPE_STAR_DOOR) {
enterDoorAction = ACT_ENTERING_STAR_DOOR;
}
#ifndef UNLOCK_ALL
if (doorSaveFileFlag != 0 && !(save_file_get_flags() & doorSaveFileFlag)) {
enterDoorAction = ACT_UNLOCKING_STAR_DOOR;
}
#endif
return set_mario_action(m, enterDoorAction, actionArg);
#ifndef UNLOCK_ALL
} else if (!sDisplayingDoorText) {
u32 text = DIALOG_022 << 16;
switch (requiredNumStars) {
case 1: text = DIALOG_024 << 16; break;
case 3: text = DIALOG_025 << 16; break;
case 8: text = DIALOG_026 << 16; break;
case 30: text = DIALOG_027 << 16; break;
case 50: text = DIALOG_028 << 16; break;
case 70: text = DIALOG_029 << 16; break;
}
text += requiredNumStars - numStars;
sDisplayingDoorText = TRUE;
return set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, text);
}
#endif
} else if (m->action == ACT_IDLE && sDisplayingDoorText == TRUE && requiredNumStars == 70) {
m->interactObj = obj;
m->usedObj = obj;
return set_mario_action(m, ACT_ENTERING_STAR_DOOR, should_push_or_pull_door(m, obj));
}
return FALSE;
}
u32 interact_cannon_base(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
if (m->action != ACT_IN_CANNON) {
mario_stop_riding_and_holding(m);
obj->oInteractStatus = INT_STATUS_INTERACTED;
m->interactObj = obj;
m->usedObj = obj;
return set_mario_action(m, ACT_IN_CANNON, 0);
}
return FALSE;
}
u32 interact_igloo_barrier(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
//! Sets used object without changing action (LOTS of interesting glitches,
// but unfortunately the igloo barrier is the only object with this interaction
// type)
m->interactObj = obj;
m->usedObj = obj;
push_mario_out_of_object(m, obj, 5.0f);
return FALSE;
}
u32 interact_tornado(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
struct Object *marioObj = m->marioObj;
if (m->action != ACT_TORNADO_TWIRLING && m->action != ACT_SQUISHED) {
mario_stop_riding_and_holding(m);
mario_set_forward_vel(m, 0.0f);
update_mario_sound_and_camera(m);
obj->oInteractStatus = INT_STATUS_INTERACTED;
m->interactObj = obj;
m->usedObj = obj;
marioObj->oMarioTornadoYawVel = 0x400;
marioObj->oMarioTornadoPosY = m->pos[1] - obj->oPosY;
play_sound(SOUND_MARIO_WAAAOOOW, m->marioObj->header.gfx.cameraToObject);
#if ENABLE_RUMBLE
queue_rumble_data(30, 60);
#endif
return set_mario_action(m, ACT_TORNADO_TWIRLING, m->action == ACT_TWIRLING);
}
return FALSE;
}
u32 interact_whirlpool(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
struct Object *marioObj = m->marioObj;
if (m->action != ACT_CAUGHT_IN_WHIRLPOOL) {
mario_stop_riding_and_holding(m);
obj->oInteractStatus = INT_STATUS_INTERACTED;
m->interactObj = obj;
m->usedObj = obj;
m->forwardVel = 0.0f;
marioObj->oMarioWhirlpoolPosY = m->pos[1] - obj->oPosY;
play_sound(SOUND_MARIO_WAAAOOOW, m->marioObj->header.gfx.cameraToObject);
#if ENABLE_RUMBLE
queue_rumble_data(30, 60);
#endif
return set_mario_action(m, ACT_CAUGHT_IN_WHIRLPOOL, 0);
}
return FALSE;
}
u32 interact_strong_wind(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
if (m->action != ACT_GETTING_BLOWN) {
mario_stop_riding_and_holding(m);
obj->oInteractStatus = INT_STATUS_INTERACTED;
m->interactObj = obj;
m->usedObj = obj;
m->faceAngle[1] = obj->oMoveAngleYaw + 0x8000;
m->windGravity = 0.4f;
m->forwardVel = -24.0f;
m->vel[1] = 12.0f;
play_sound(SOUND_MARIO_WAAAOOOW, m->marioObj->header.gfx.cameraToObject);
update_mario_sound_and_camera(m);
return set_mario_action(m, ACT_GETTING_BLOWN, 0);
}
return FALSE;
}
u32 interact_flame(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
u32 burningAction = ACT_BURNING_JUMP;
if (!sInvulnerable && !(m->flags & MARIO_METAL_CAP) && !(m->flags & MARIO_VANISH_CAP)
&& !(obj->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
#if ENABLE_RUMBLE
queue_rumble_data(5, 80);
#endif
obj->oInteractStatus = INT_STATUS_INTERACTED;
m->interactObj = obj;
if ((m->action & (ACT_FLAG_SWIMMING | ACT_FLAG_METAL_WATER))
|| m->waterLevel - m->pos[1] > 50.0f) {
play_sound(SOUND_GENERAL_FLAME_OUT, m->marioObj->header.gfx.cameraToObject);
} else {
m->marioObj->oMarioBurnTimer = 0;
update_mario_sound_and_camera(m);
play_sound(SOUND_MARIO_ON_FIRE, m->marioObj->header.gfx.cameraToObject);
if ((m->action & ACT_FLAG_AIR) && m->vel[1] <= 0.0f) {
burningAction = ACT_BURNING_FALL;
}
return drop_and_set_mario_action(m, burningAction, 1);
}
}
return FALSE;
}
u32 interact_snufit_bullet(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
if (!sInvulnerable && !(m->flags & MARIO_VANISH_CAP)) {
if (m->flags & MARIO_METAL_CAP) {
obj->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED;
play_sound(SOUND_ACTION_SNUFFIT_BULLET_HIT_METAL, m->marioObj->header.gfx.cameraToObject);
} else {
obj->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_ATTACKED_MARIO;
m->interactObj = obj;
take_damage_from_interact_object(m);
play_sound(SOUND_MARIO_ATTACKED, m->marioObj->header.gfx.cameraToObject);
update_mario_sound_and_camera(m);
return drop_and_set_mario_action(m, determine_knockback_action(m, obj->oDamageOrCoinValue),
obj->oDamageOrCoinValue);
}
}
if (!(obj->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
sDelayInvincTimer = TRUE;
}
return FALSE;
}
u32 interact_clam_or_bubba(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
if (obj->oInteractionSubtype & INT_SUBTYPE_EATS_MARIO) {
obj->oInteractStatus = INT_STATUS_INTERACTED;
m->interactObj = obj;
return set_mario_action(m, ACT_EATEN_BY_BUBBA, 0);
} else if (take_damage_and_knock_back(m, obj)) {
return TRUE;
}
if (!(obj->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
sDelayInvincTimer = TRUE;
}
return TRUE;
}
u32 interact_bully(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
u32 interaction;
if (m->flags & MARIO_METAL_CAP) {
interaction = INT_FAST_ATTACK_OR_SHELL;
} else {
interaction = determine_interaction(m, obj);
}
m->interactObj = obj;
if (interaction & INT_ATTACK_NOT_FROM_BELOW) {
#if ENABLE_RUMBLE
queue_rumble_data(5, 80);
#endif
push_mario_out_of_object(m, obj, 5.0f);
m->forwardVel = -16.0f;
obj->oMoveAngleYaw = m->faceAngle[1];
obj->oForwardVel = 3392.0f / obj->hitboxRadius;
attack_object(obj, interaction);
bounce_back_from_attack(m, interaction);
return TRUE;
} else if (!sInvulnerable && !(m->flags & MARIO_VANISH_CAP)
&& !(obj->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
obj->oInteractStatus = INT_STATUS_INTERACTED;
m->invincTimer = 2;
update_mario_sound_and_camera(m);
play_sound(SOUND_MARIO_EEUH, m->marioObj->header.gfx.cameraToObject);
play_sound(SOUND_OBJ_BULLY_METAL, m->marioObj->header.gfx.cameraToObject);
push_mario_out_of_object(m, obj, 5.0f);
drop_and_set_mario_action(m, bully_knock_back_mario(m), 0);
#if ENABLE_RUMBLE
queue_rumble_data(5, 80);
#endif
return TRUE;
}
return FALSE;
}
u32 interact_shock(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
if (!sInvulnerable && !(m->flags & MARIO_VANISH_CAP)
&& !(obj->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
u32 actionArg = (m->action & (ACT_FLAG_AIR | ACT_FLAG_ON_POLE | ACT_FLAG_HANGING)) == 0;
obj->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_ATTACKED_MARIO;
m->interactObj = obj;
take_damage_from_interact_object(m);
play_sound(SOUND_MARIO_ATTACKED, m->marioObj->header.gfx.cameraToObject);
#if ENABLE_RUMBLE
queue_rumble_data(70, 60);
#endif
if (m->action & (ACT_FLAG_SWIMMING | ACT_FLAG_METAL_WATER)) {
return drop_and_set_mario_action(m, ACT_WATER_SHOCKED, 0);
} else {
update_mario_sound_and_camera(m);
return drop_and_set_mario_action(m, ACT_SHOCKED, actionArg);
}
}
if (!(obj->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
sDelayInvincTimer = TRUE;
}
return FALSE;
}
UNUSED static u32 interact_stub(UNUSED struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
if (!(obj->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
sDelayInvincTimer = TRUE;
}
return FALSE;
}
u32 interact_mr_blizzard(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
if (take_damage_and_knock_back(m, obj)) {
return TRUE;
}
if (!(obj->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
sDelayInvincTimer = TRUE;
}
return FALSE;
}
u32 interact_hit_from_below(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
u32 interaction;
if (m->flags & MARIO_METAL_CAP) {
interaction = INT_FAST_ATTACK_OR_SHELL;
} else {
interaction = determine_interaction(m, obj);
}
if (interaction & INT_ANY_ATTACK) {
#if ENABLE_RUMBLE
queue_rumble_data(5, 80);
#endif
attack_object(obj, interaction);
bounce_back_from_attack(m, interaction);
if (interaction & INT_HIT_FROM_BELOW) {
hit_object_from_below(m, obj);
}
if (interaction & INT_HIT_FROM_ABOVE) {
if (obj->oInteractionSubtype & INT_SUBTYPE_TWIRL_BOUNCE) {
bounce_off_object(m, obj, 80.0f);
reset_mario_pitch(m);
play_sound(SOUND_MARIO_TWIRL_BOUNCE, m->marioObj->header.gfx.cameraToObject);
return drop_and_set_mario_action(m, ACT_TWIRLING, 0);
} else {
bounce_off_object(m, obj, 30.0f);
}
}
} else if (take_damage_and_knock_back(m, obj)) {
return TRUE;
}
if (!(obj->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
sDelayInvincTimer = TRUE;
}
return FALSE;
}
u32 interact_bounce_top(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
u32 interaction;
if (m->flags & MARIO_METAL_CAP) {
interaction = INT_FAST_ATTACK_OR_SHELL;
} else {
interaction = determine_interaction(m, obj);
}
if (interaction & INT_ATTACK_NOT_FROM_BELOW) {
#if ENABLE_RUMBLE
queue_rumble_data(5, 80);
#endif
attack_object(obj, interaction);
if (m->numCredits > 0) {
deduct_credits(m, 1);
} else {
set_mario_action(m, ACT_STANDING_DEATH , 0);
}
bounce_back_from_attack(m, interaction);
if (interaction & INT_HIT_FROM_ABOVE) {
if (obj->oInteractionSubtype & INT_SUBTYPE_TWIRL_BOUNCE) {
bounce_off_object(m, obj, 80.0f);
reset_mario_pitch(m);
play_sound(SOUND_MARIO_TWIRL_BOUNCE, m->marioObj->header.gfx.cameraToObject);
return drop_and_set_mario_action(m, ACT_TWIRLING, 0);
} else {
bounce_off_object(m, obj, 30.0f);
}
}
} else if (take_damage_and_knock_back(m, obj)) {
return TRUE;
}
if (!(obj->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
sDelayInvincTimer = TRUE;
}
return FALSE;
}
u32 interact_spiny_walking(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
u32 interaction = determine_interaction(m, obj);
if (interaction & INT_PUNCH) {
obj->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED | ATTACK_PUNCH;
bounce_back_from_attack(m, interaction);
} else if (take_damage_and_knock_back(m, obj)) {
return TRUE;
}
if (!(obj->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
sDelayInvincTimer = TRUE;
}
return FALSE;
}
u32 interact_damage(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
if (take_damage_and_knock_back(m, obj)) {
return TRUE;
}
if (!(obj->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
sDelayInvincTimer = TRUE;
}
return FALSE;
}
u32 interact_breakable(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
u32 interaction = determine_interaction(m, obj);
if (interaction & INT_ATTACK_NOT_WEAK_FROM_ABOVE) {
attack_object(obj, interaction);
bounce_back_from_attack(m, interaction);
m->interactObj = obj;
switch (interaction) {
case INT_HIT_FROM_ABOVE:
bounce_off_object(m, obj, 30.0f); //! Not in the 0x8F mask
break;
case INT_HIT_FROM_BELOW:
hit_object_from_below(m, obj);
break;
}
return TRUE;
}
return FALSE;
}
u32 interact_koopa_shell(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
if (!(m->action & ACT_FLAG_RIDING_SHELL)) {
u32 interaction = determine_interaction(m, obj);
if (interaction == INT_HIT_FROM_ABOVE || m->action == ACT_WALKING
|| m->action == ACT_HOLD_WALKING) {
m->interactObj = obj;
m->usedObj = obj;
m->riddenObj = obj;
attack_object(obj, interaction);
update_mario_sound_and_camera(m);
play_shell_music();
mario_drop_held_object(m);
//! Puts Mario in ground action even when in air, making it easy to
// escape air actions into crouch slide (shell cancel)
return set_mario_action(m, ACT_RIDING_SHELL_GROUND, 0);
}
push_mario_out_of_object(m, obj, 2.0f);
}
return FALSE;
}
u32 check_object_grab_mario(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
if ((!(m->action & (ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ATTACKING)) || !sInvulnerable)
&& (obj->oInteractionSubtype & INT_SUBTYPE_GRABS_MARIO)) {
if (object_facing_mario(m, obj, DEGREES(60))) {
mario_stop_riding_and_holding(m);
obj->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_GRABBED_MARIO;
m->faceAngle[1] = obj->oMoveAngleYaw;
m->interactObj = obj;
m->usedObj = obj;
update_mario_sound_and_camera(m);
play_sound(SOUND_MARIO_OOOF, m->marioObj->header.gfx.cameraToObject);
#if ENABLE_RUMBLE
queue_rumble_data(5, 80);
#endif
return set_mario_action(m, ACT_GRABBED, 0);
}
}
push_mario_out_of_object(m, obj, -5.0f);
return FALSE;
}
u32 interact_pole(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
s32 actionId = m->action & ACT_ID_MASK;
if (actionId >= ACT_GROUP_AIRBORNE && actionId < (ACT_HOLD_JUMP & ACT_ID_MASK)) {
if (!(m->prevAction & ACT_FLAG_ON_POLE) || m->usedObj != obj) {
#if defined(VERSION_SH) || defined(SHINDOU_POLES)
f32 velConv = m->forwardVel; // conserve the velocity.
struct Object *marioObj = m->marioObj;
u32 lowSpeed;
#else
u32 lowSpeed = (m->forwardVel <= 10.0f);
struct Object *marioObj = m->marioObj;
#endif
mario_stop_riding_and_holding(m);
#if defined(VERSION_SH) || defined(SHINDOU_POLES)
lowSpeed = (velConv <= 10.0f);
#endif
m->interactObj = obj;
m->usedObj = obj;
m->vel[1] = 0.0f;
m->forwardVel = 0.0f;
// Pole fix
// If mario is beneath the pole, clamp mario's position to the down-offset of the pole (bottom)
marioObj->oMarioPolePos = ((m->pos[1] - obj->oPosY) < 0) ? -obj->hitboxDownOffset : (m->pos[1] - obj->oPosY);
if (lowSpeed) {
return set_mario_action(m, ACT_GRAB_POLE_SLOW, 0);
}
#if defined(VERSION_SH) || defined(SHINDOU_POLES)
m->angleVel[1] = (s32)(velConv * 0x100 + 0x1000);
#else
m->angleVel[1] = 0x1000;
#endif
reset_mario_pitch(m);
#if ENABLE_RUMBLE
queue_rumble_data(5, 80);
#endif
return set_mario_action(m, ACT_GRAB_POLE_FAST, 0);
}
}
return FALSE;
}
u32 interact_hoot(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
s32 actionId = m->action & ACT_ID_MASK;
//! Can pause to advance the global timer without falling too far, allowing
// you to regrab after letting go.
if (
actionId >= (ACT_JUMP & ACT_ID_MASK)
&& actionId < (ACT_SHOT_FROM_CANNON & ACT_ID_MASK)
&& gGlobalTimer - m->usedObj->oHootMarioReleaseTime > 30
) {
mario_stop_riding_and_holding(m);
obj->oInteractStatus = TRUE; //! Note: Not a flag, treated as a TRUE/FALSE statement
m->interactObj = obj;
m->usedObj = obj;
#if ENABLE_RUMBLE
queue_rumble_data(5, 80);
#endif
update_mario_sound_and_camera(m);
return set_mario_action(m, ACT_RIDING_HOOT, 0);
}
return FALSE;
}
u32 interact_cap(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
u32 capFlag = get_mario_cap_flag(obj);
u16 capMusic = 0;
u16 capTime = 0;
if (m->action != ACT_GETTING_BLOWN && capFlag != 0) {
m->interactObj = obj;
obj->oInteractStatus = INT_STATUS_INTERACTED;
m->flags &= ~MARIO_CAP_ON_HEAD & ~MARIO_CAP_IN_HAND;
m->flags |= capFlag;
switch (capFlag) {
case MARIO_VANISH_CAP: capTime = 600; capMusic = SEQUENCE_ARGS(4, SEQ_EVENT_POWERUP ); break;
case MARIO_METAL_CAP: capTime = 600; capMusic = SEQUENCE_ARGS(4, SEQ_EVENT_METAL_CAP); break;
case MARIO_WING_CAP: capTime = 1800; capMusic = SEQUENCE_ARGS(4, SEQ_EVENT_POWERUP ); break;
}
if (capTime > m->capTimer) {
m->capTimer = capTime;
}
if ((m->action & ACT_FLAG_IDLE) || m->action == ACT_WALKING) {
m->flags |= MARIO_CAP_IN_HAND;
set_mario_action(m, ACT_PUTTING_ON_CAP, 0);
} else {
m->flags |= MARIO_CAP_ON_HEAD;
}
play_sound(SOUND_MENU_STAR_SOUND, m->marioObj->header.gfx.cameraToObject);
play_sound(SOUND_MARIO_HERE_WE_GO, m->marioObj->header.gfx.cameraToObject);
if (capMusic != 0) {
play_cap_music(capMusic);
}
return TRUE;
}
return FALSE;
}
u32 interact_grabbable(struct MarioState *m, u32 interactType, struct Object *obj) {
const BehaviorScript *script = virtual_to_segmented(SEGMENT_BEHAVIOR_DATA, obj->behavior);
if (obj->oInteractionSubtype & INT_SUBTYPE_KICKABLE) {
u32 interaction = determine_interaction(m, obj);
if (interaction & (INT_KICK | INT_TRIP)) {
attack_object(obj, interaction);
bounce_back_from_attack(m, interaction);
return FALSE;
}
}
if ((obj->oInteractionSubtype & INT_SUBTYPE_GRABS_MARIO)) {
if (check_object_grab_mario(m, interactType, obj)) {
return TRUE;
}
}
if (able_to_grab_object(m, obj)) {
if (!(obj->oInteractionSubtype & INT_SUBTYPE_NOT_GRABBABLE)) {
m->interactObj = obj;
m->input |= INPUT_INTERACT_OBJ_GRABBABLE;
return TRUE;
}
}
if (script != bhvBowser) {
push_mario_out_of_object(m, obj, -5.0f);
}
return FALSE;
}
u32 mario_can_talk(struct MarioState *m, u32 arg) {
#ifdef EASIER_DIALOG_TRIGGER
if (m->action & (
ACT_FLAG_AIR
| ACT_FLAG_SHORT_HITBOX
| ACT_FLAG_RIDING_SHELL
| ACT_FLAG_BUTT_OR_STOMACH_SLIDE
| ACT_FLAG_DIVING
| ACT_FLAG_ON_POLE
| ACT_FLAG_HANGING
| ACT_FLAG_INTANGIBLE)
) {
return FALSE;
}
if (m->action == ACT_FIRST_PERSON) {
return FALSE;
}
if (m->action & (
ACT_FLAG_IDLE
| ACT_FLAG_STATIONARY
| ACT_FLAG_ALLOW_FIRST_PERSON
)) {
return TRUE;
}
if (
m->action == ACT_WALKING
|| m->action == ACT_DECELERATING
|| m->action == ACT_BRAKING
|| m->action == ACT_BRAKING_STOP) {
#else
if (m->action & ACT_FLAG_IDLE) {
return TRUE;
}
if (m->action == ACT_WALKING) {
#endif
if (arg) {
return TRUE;
}
s16 animID = m->marioObj->header.gfx.animInfo.animID;
if (animID == MARIO_ANIM_SIDESTEP_RIGHT || animID == MARIO_ANIM_SIDESTEP_LEFT || animID == MARIO_ANIM_PUSHING) {
return TRUE;
}
}
return FALSE;
}
#define READ_MASK (INPUT_A_PRESSED | INPUT_B_PRESSED)
#ifdef EASIER_DIALOG_TRIGGER
#define SIGN_RANGE DEGREES(90)
#else
#define SIGN_RANGE DEGREES(45)
#endif
u32 check_read_sign(struct MarioState *m, struct Object *obj) {
#ifdef EASIER_DIALOG_TRIGGER
s16 facingDYaw = (s16)(obj->oMoveAngleYaw + 0x8000) - m->faceAngle[1];
if (
mario_can_talk(m, TRUE)
&& object_facing_mario(m, obj, SIGN_RANGE)
&& (facingDYaw >= -SIGN_RANGE)
&& (facingDYaw <= SIGN_RANGE)
&& abs_angle_diff(mario_obj_angle_to_object(m, obj), m->faceAngle[1]) <= SIGN_RANGE
) {
#ifdef DIALOG_INDICATOR
struct Object *orangeNumber;
if (obj->behavior == segmented_to_virtual(bhvSignOnWall)) {
orangeNumber = spawn_object_relative(ORANGE_NUMBER_A, 0, 180, 32, obj, MODEL_NUMBER, bhvOrangeNumber);
} else {
orangeNumber = spawn_object_relative(ORANGE_NUMBER_A, 0, 160, 8, obj, MODEL_NUMBER, bhvOrangeNumber);
}
orangeNumber->oHomeX = orangeNumber->oPosX;
orangeNumber->oHomeZ = orangeNumber->oPosZ;
#endif
if (m->input & READ_MASK) {
#else
if ((m->input & READ_MASK) && mario_can_talk(m, 0) && object_facing_mario(m, obj, SIGN_RANGE)) {
s16 facingDYaw = (s16)(obj->oMoveAngleYaw + 0x8000) - m->faceAngle[1];
if (facingDYaw >= -SIGN_RANGE && facingDYaw <= SIGN_RANGE) {
#endif
f32 targetX = obj->oPosX + 105.0f * sins(obj->oMoveAngleYaw);
f32 targetZ = obj->oPosZ + 105.0f * coss(obj->oMoveAngleYaw);
m->marioObj->oMarioReadingSignDYaw = facingDYaw;
m->marioObj->oMarioReadingSignDPosX = targetX - m->pos[0];
m->marioObj->oMarioReadingSignDPosZ = targetZ - m->pos[2];
m->interactObj = obj;
m->usedObj = obj;
return set_mario_action(m, ACT_READING_SIGN, 0);
}
}
return FALSE;
}
u32 check_npc_talk(struct MarioState *m, struct Object *obj) {
#ifdef EASIER_DIALOG_TRIGGER
if (
mario_can_talk(m, TRUE)
&& abs_angle_diff(mario_obj_angle_to_object(m, obj), m->faceAngle[1]) <= SIGN_RANGE
) {
#ifdef DIALOG_INDICATOR
struct Object *orangeNumber;
if (obj->behavior == segmented_to_virtual(bhvYoshi)) {
orangeNumber = spawn_object_relative(ORANGE_NUMBER_A, 0, 256, 64, obj, MODEL_NUMBER, bhvOrangeNumber);
} else {
orangeNumber = spawn_object_relative(ORANGE_NUMBER_A, 0, 160, 0, obj, MODEL_NUMBER, bhvOrangeNumber);
}
orangeNumber->oHomeX = orangeNumber->oPosX;
orangeNumber->oHomeZ = orangeNumber->oPosZ;
#endif
if (m->input & READ_MASK) {
#else
if ((m->input & READ_MASK) && mario_can_talk(m, 1)) {
s16 facingDYaw = mario_obj_angle_to_object(m, obj) - m->faceAngle[1];
if (facingDYaw >= -SIGN_RANGE && facingDYaw <= SIGN_RANGE) {
#endif
obj->oInteractStatus = INT_STATUS_INTERACTED;
m->interactObj = obj;
m->usedObj = obj;
push_mario_out_of_object(m, obj, -10.0f);
return set_mario_action(m, ACT_WAITING_FOR_DIALOG, 0);
}
}
push_mario_out_of_object(m, obj, -10.0f);
return FALSE;
}
u32 interact_text(struct MarioState *m, UNUSED u32 interactType, struct Object *obj) {
u32 interact = FALSE;
if (obj->oInteractionSubtype & INT_SUBTYPE_SIGN) {
interact = check_read_sign(m, obj);
} else if (obj->oInteractionSubtype & INT_SUBTYPE_NPC) {
interact = check_npc_talk(m, obj);
} else {
push_mario_out_of_object(m, obj, 2.0f);
}
return interact;
}
void check_kick_or_punch_wall(struct MarioState *m) {
if (m->flags & (MARIO_PUNCHING | MARIO_KICKING | MARIO_TRIPPING)) {
struct WallCollisionData detector;
detector.x = m->pos[0] + 50.0f * sins(m->faceAngle[1]);
detector.z = m->pos[2] + 50.0f * coss(m->faceAngle[1]);
detector.y = m->pos[1];
detector.offsetY = 80.0f;
detector.radius = 5.0f;
if (find_wall_collisions(&detector) > 0) {
if (m->action != ACT_MOVE_PUNCHING || m->forwardVel >= 0.0f) {
if (m->action == ACT_PUNCHING) {
m->action = ACT_MOVE_PUNCHING;
}
mario_set_forward_vel(m, -48.0f);
play_sound(SOUND_ACTION_HIT_2, m->marioObj->header.gfx.cameraToObject);
m->particleFlags |= PARTICLE_TRIANGLE;
} else if (m->action & ACT_FLAG_AIR) {
mario_set_forward_vel(m, -16.0f);
play_sound(SOUND_ACTION_HIT_2, m->marioObj->header.gfx.cameraToObject);
m->particleFlags |= PARTICLE_TRIANGLE;
}
}
}
}
void mario_process_interactions(struct MarioState *m) {
sDelayInvincTimer = FALSE;
sInvulnerable = (m->action & ACT_FLAG_INVULNERABLE) || m->invincTimer != 0;
if (!(m->action & ACT_FLAG_INTANGIBLE) && m->collidedObjInteractTypes != 0) {
s32 i;
for (i = 0; i < ARRAY_COUNT(sInteractionHandlers); i++) {
u32 interactType = sInteractionHandlers[i].interactType;
if (m->collidedObjInteractTypes & interactType) {
struct Object *object = mario_get_collided_object(m, interactType);
m->collidedObjInteractTypes &= ~interactType;
if (!(object->oInteractStatus & INT_STATUS_INTERACTED)) {
if (sInteractionHandlers[i].handler(m, interactType, object)) {
break;
}
}
}
}
}
if (m->invincTimer > 0 && !sDelayInvincTimer) {
m->invincTimer--;
}
//! If the kick/punch flags are set and an object collision changes Mario's
// action, he will get the kick/punch wall speed anyway.
check_kick_or_punch_wall(m);
m->flags &= ~MARIO_PUNCHING & ~MARIO_KICKING & ~MARIO_TRIPPING;
if (!(m->marioObj->collidedObjInteractTypes & (INTERACT_WARP_DOOR | INTERACT_DOOR))) {
sDisplayingDoorText = FALSE;
}
if (!(m->marioObj->collidedObjInteractTypes & INTERACT_WARP)) {
sJustTeleported = FALSE;
}
}
void check_death_barrier(struct MarioState *m) {
if (m->pos[1] < m->floorHeight + 2048.0f) {
if (level_trigger_warp(m, WARP_OP_WARP_FLOOR) == 20 && !(m->flags & MARIO_FALL_SOUND_PLAYED)) {
play_sound(SOUND_MARIO_WAAAOOOW, m->marioObj->header.gfx.cameraToObject);
}
}
}
void check_lava_boost(struct MarioState *m) {
if (!(m->action & ACT_FLAG_RIDING_SHELL) && m->pos[1] < m->floorHeight + 10.0f) {
if (!(m->flags & MARIO_METAL_CAP)) {
m->hurtCounter += (m->flags & MARIO_CAP_ON_HEAD) ? 12 : 18;
}
update_mario_sound_and_camera(m);
drop_and_set_mario_action(m, ACT_LAVA_BOOST, 0);
}
}
void pss_begin_slide(UNUSED struct MarioState *m) {
if (!(gHudDisplay.flags & HUD_DISPLAY_FLAG_TIMER)) {
level_control_timer(TIMER_CONTROL_SHOW);
level_control_timer(TIMER_CONTROL_START);
sPssSlideStarted = TRUE;
}
}
void pss_end_slide(struct MarioState *m) {
//! This flag isn't set on death or level entry, allowing double star spawn
if (sPssSlideStarted) {
u16 slideTime = level_control_timer(TIMER_CONTROL_STOP);
if (slideTime < 630) {
m->marioObj->oBehParams = (1 << 24);
spawn_default_star(-6358.0f, -4300.0f, 4700.0f);
}
sPssSlideStarted = FALSE;
}
}
void mario_handle_special_floors(struct MarioState *m) {
if ((m->action & ACT_GROUP_MASK) == ACT_GROUP_CUTSCENE) {
return;
}
if (m->floor != NULL) {
s32 floorType = m->floor->type;
switch (floorType) {
case SURFACE_DEATH_PLANE:
case SURFACE_VERTICAL_WIND:
check_death_barrier(m);
break;
case SURFACE_WARP:
level_trigger_warp(m, WARP_OP_WARP_FLOOR);
break;
case SURFACE_TIMER_START:
pss_begin_slide(m);
break;
case SURFACE_TIMER_END:
pss_end_slide(m);
break;
}
if (!(m->action & (ACT_FLAG_AIR | ACT_FLAG_SWIMMING))) {
if (floorType == SURFACE_BURNING) {
check_lava_boost(m);
}
}
}
}