sm64pc/src/game/mario.c

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#include <ultra64.h>
#include "sm64.h"
#include "mario.h"
#include "area.h"
#include "audio/external.h"
#include "behavior_actions.h"
#include "behavior_data.h"
#include "camera.h"
#include "mario_misc.h"
#include "display.h"
#include "game.h"
#include "engine/graph_node.h"
#include "interaction.h"
#include "level_update.h"
#include "memory.h"
#include "main.h"
#include "mario_actions_object.h"
#include "mario_actions_automatic.h"
#include "mario_actions_cutscene.h"
#include "mario_actions_submerged.h"
#include "mario_actions_airborne.h"
#include "mario_actions_moving.h"
#include "mario_actions_stationary.h"
#include "mario_step.h"
#include "engine/math_util.h"
#include "object_fields.h"
#include "object_helpers.h"
#include "print.h"
#include "save_file.h"
#include "sound_init.h"
#include "engine/surface_collision.h"
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#include "level_table.h"
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u32 unused80339F10;
s8 filler80339F1C[20];
/**************************************************
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* ANIMATIONS *
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**************************************************/
/**
* Checks if Mario's animation has reached its end point.
*/
s32 is_anim_at_end(struct MarioState *m) {
struct Object *o = m->marioObj;
return (o->header.gfx.unk38.animFrame + 1) == o->header.gfx.unk38.curAnim->unk08;
}
/**
* Checks if Mario's animation has surpassed 2 frames before its end point.
*/
s32 is_anim_past_end(struct MarioState *m) {
struct Object *o = m->marioObj;
return o->header.gfx.unk38.animFrame >= (o->header.gfx.unk38.curAnim->unk08 - 2);
}
/**
* Sets Mario's animation without any acceleration, running at its default rate.
*/
s16 set_mario_animation(struct MarioState *m, s32 targetAnimID) {
struct Object *o = m->marioObj;
struct Animation *targetAnim = m->animation->targetAnim;
if (func_80278AD4(m->animation, targetAnimID)) {
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targetAnim->values = (void *) VIRTUAL_TO_PHYSICAL((u8 *) targetAnim + (uintptr_t) targetAnim->values);
targetAnim->index = (void *) VIRTUAL_TO_PHYSICAL((u8 *) targetAnim + (uintptr_t) targetAnim->index);
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}
if (o->header.gfx.unk38.animID != targetAnimID) {
o->header.gfx.unk38.animID = targetAnimID;
o->header.gfx.unk38.curAnim = targetAnim;
o->header.gfx.unk38.animAccel = 0;
o->header.gfx.unk38.animYTrans = m->unkB0;
if (targetAnim->flags & ANIM_FLAG_2) {
o->header.gfx.unk38.animFrame = targetAnim->unk04;
} else {
if (targetAnim->flags & ANIM_FLAG_FORWARD) {
o->header.gfx.unk38.animFrame = targetAnim->unk04 + 1;
} else {
o->header.gfx.unk38.animFrame = targetAnim->unk04 - 1;
}
}
}
return o->header.gfx.unk38.animFrame;
}
/**
* Sets Mario's animation where the animation is sped up or
* slowed down via acceleration.
*/
s16 set_mario_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel) {
struct Object *o = m->marioObj;
struct Animation *targetAnim = m->animation->targetAnim;
if (func_80278AD4(m->animation, targetAnimID)) {
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targetAnim->values = (void *) VIRTUAL_TO_PHYSICAL((u8 *) targetAnim + (uintptr_t) targetAnim->values);
targetAnim->index = (void *) VIRTUAL_TO_PHYSICAL((u8 *) targetAnim + (uintptr_t) targetAnim->index);
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}
if (o->header.gfx.unk38.animID != targetAnimID) {
o->header.gfx.unk38.animID = targetAnimID;
o->header.gfx.unk38.curAnim = targetAnim;
o->header.gfx.unk38.animYTrans = m->unkB0;
if (targetAnim->flags & ANIM_FLAG_2) {
o->header.gfx.unk38.animFrameAccelAssist = (targetAnim->unk04 << 0x10);
} else {
if (targetAnim->flags & ANIM_FLAG_FORWARD) {
o->header.gfx.unk38.animFrameAccelAssist = (targetAnim->unk04 << 0x10) + accel;
} else {
o->header.gfx.unk38.animFrameAccelAssist = (targetAnim->unk04 << 0x10) - accel;
}
}
o->header.gfx.unk38.animFrame = (o->header.gfx.unk38.animFrameAccelAssist >> 0x10);
}
o->header.gfx.unk38.animAccel = accel;
return o->header.gfx.unk38.animFrame;
}
/**
* Sets the animation to a specific "next" frame from the frame given.
*/
void set_anim_to_frame(struct MarioState *m, s16 animFrame) {
struct GraphNodeObject_sub *animInfo = &m->marioObj->header.gfx.unk38;
struct Animation *curAnim = animInfo->curAnim;
if (animInfo->animAccel) {
if (curAnim->flags & ANIM_FLAG_FORWARD) {
animInfo->animFrameAccelAssist = (animFrame << 0x10) + animInfo->animAccel;
} else {
animInfo->animFrameAccelAssist = (animFrame << 0x10) - animInfo->animAccel;
}
} else {
if (curAnim->flags & ANIM_FLAG_FORWARD) {
animInfo->animFrame = animFrame + 1;
} else {
animInfo->animFrame = animFrame - 1;
}
}
}
s32 is_anim_past_frame(struct MarioState *m, s16 animFrame) {
s32 isPastFrame;
s32 acceleratedFrame = animFrame << 0x10;
struct GraphNodeObject_sub *animInfo = &m->marioObj->header.gfx.unk38;
struct Animation *curAnim = animInfo->curAnim;
if (animInfo->animAccel) {
if (curAnim->flags & ANIM_FLAG_FORWARD) {
isPastFrame =
(animInfo->animFrameAccelAssist > acceleratedFrame)
&& (acceleratedFrame >= (animInfo->animFrameAccelAssist - animInfo->animAccel));
} else {
isPastFrame =
(animInfo->animFrameAccelAssist < acceleratedFrame)
&& (acceleratedFrame <= (animInfo->animFrameAccelAssist + animInfo->animAccel));
}
} else {
if (curAnim->flags & ANIM_FLAG_FORWARD) {
isPastFrame = (animInfo->animFrame == (animFrame + 1));
} else {
isPastFrame = ((animInfo->animFrame + 1) == animFrame);
}
}
return isPastFrame;
}
/**
* Rotates the animation's translation into the global coordinate system
* and returns the animation's flags.
*/
s16 find_mario_anim_flags_and_translation(struct Object *obj, s32 yaw, Vec3s translation) {
f32 dx;
f32 dz;
struct Animation *curAnim = (void *) obj->header.gfx.unk38.curAnim;
s16 animFrame = geo_update_animation_frame(&obj->header.gfx.unk38, NULL);
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u16 *animIndex = segmented_to_virtual((void *) curAnim->index);
s16 *animValues = segmented_to_virtual((void *) curAnim->values);
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f32 s = (f32) sins(yaw);
f32 c = (f32) coss(yaw);
dx = *(animValues + (retrieve_animation_index(animFrame, &animIndex))) / 4.0f;
translation[1] = *(animValues + (retrieve_animation_index(animFrame, &animIndex))) / 4.0f;
dz = *(animValues + (retrieve_animation_index(animFrame, &animIndex))) / 4.0f;
translation[0] = (dx * c) + (dz * s);
translation[2] = (-dx * s) + (dz * c);
return curAnim->flags;
}
/**
* Updates Mario's position from his animation's translation.
*/
void update_mario_pos_for_anim(struct MarioState *m) {
Vec3s translation;
s16 flags;
flags = find_mario_anim_flags_and_translation(m->marioObj, m->faceAngle[1], translation);
if (flags & (ANIM_FLAG_HOR_TRANS | ANIM_FLAG_6)) {
m->pos[0] += (f32) translation[0];
m->pos[2] += (f32) translation[2];
}
if (flags & (ANIM_FLAG_VERT_TRANS | ANIM_FLAG_6)) {
m->pos[1] += (f32) translation[1];
}
}
/**
* Finds the vertical translation from Mario's animation.
*/
s16 return_mario_anim_y_translation(struct MarioState *m) {
Vec3s translation;
find_mario_anim_flags_and_translation(m->marioObj, 0, translation);
return translation[1];
}
/**************************************************
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* AUDIO *
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**************************************************/
/**
* Plays a sound if if Mario doesn't have the flag being checked.
*/
void play_sound_if_no_flag(struct MarioState *m, u32 soundBits, u32 flags) {
if ((m->flags & flags) == 0) {
play_sound(soundBits, m->marioObj->header.gfx.cameraToObject);
m->flags |= flags;
}
}
/**
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* Plays a jump sound if one has not been played since the last action change.
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*/
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void play_mario_jump_sound(struct MarioState *m) {
if (!(m->flags & MARIO_MARIO_SOUND_PLAYED)) {
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#ifndef VERSION_JP
if (m->action == ACT_TRIPLE_JUMP) {
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play_sound(SOUND_MARIO_YAHOO_WAHA_YIPPEE + ((gAudioRandom % 5) << 16),
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m->marioObj->header.gfx.cameraToObject);
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} else {
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#endif
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play_sound(SOUND_MARIO_YAH_WAH_HOO + ((gAudioRandom % 3) << 16),
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m->marioObj->header.gfx.cameraToObject);
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#ifndef VERSION_JP
}
#endif
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m->flags |= MARIO_MARIO_SOUND_PLAYED;
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}
}
/**
* Adjusts the volume/pitch of sounds from Mario's speed.
*/
void adjust_sound_for_speed(struct MarioState *m) {
s32 absForwardVel = (m->forwardVel > 0.0f) ? m->forwardVel : -m->forwardVel;
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func_80320A4C(1, (absForwardVel > 100) ? 100 : absForwardVel);
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}
/**
* Spawns particles if the step sound says to, then either plays a step sound or relevant other sound.
*/
void play_sound_and_spawn_particles(struct MarioState *m, u32 soundBits, u32 waveParticleType) {
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if (m->terrainSoundAddend == (SOUND_TERRAIN_WATER << 16)) {
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if (waveParticleType != 0) {
m->particleFlags |= PARTICLE_12;
} else {
m->particleFlags |= PARTICLE_8;
}
} else {
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if (m->terrainSoundAddend == (SOUND_TERRAIN_SAND << 16)) {
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m->particleFlags |= PARTICLE_15;
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} else if (m->terrainSoundAddend == (SOUND_TERRAIN_SNOW << 16)) {
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m->particleFlags |= PARTICLE_14;
}
}
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if ((m->flags & MARIO_METAL_CAP) || soundBits == SOUND_ACTION_UNSTUCK_FROM_GROUND
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|| soundBits == SOUND_MARIO_PUNCH_HOO) {
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play_sound(soundBits, m->marioObj->header.gfx.cameraToObject);
} else {
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play_sound(m->terrainSoundAddend + soundBits, m->marioObj->header.gfx.cameraToObject);
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}
}
/**
* Plays an environmental sound if one has not been played since the last action change.
*/
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void play_mario_action_sound(struct MarioState *m, u32 soundBits, u32 waveParticleType) {
if ((m->flags & MARIO_ACTION_SOUND_PLAYED) == 0) {
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play_sound_and_spawn_particles(m, soundBits, waveParticleType);
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m->flags |= MARIO_ACTION_SOUND_PLAYED;
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}
}
/**
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* Plays a landing sound, accounting for metal cap.
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*/
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void play_mario_landing_sound(struct MarioState *m, u32 soundBits) {
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play_sound_and_spawn_particles(
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m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_METAL_LANDING : soundBits, 1);
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}
/**
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* Plays a landing sound, accounting for metal cap. Unlike play_mario_landing_sound,
* this function uses play_mario_action_sound, making sure the sound is only
* played once per action.
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*/
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void play_mario_landing_sound_once(struct MarioState *m, u32 soundBits) {
play_mario_action_sound(m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_METAL_LANDING : soundBits,
1);
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}
/**
* Plays a heavy landing (ground pound, etc.) sound, accounting for metal cap.
*/
void play_mario_heavy_landing_sound(struct MarioState *m, u32 soundBits) {
play_sound_and_spawn_particles(
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m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_METAL_HEAVY_LANDING : soundBits, 1);
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}
/**
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* Plays a heavy landing (ground pound, etc.) sound, accounting for metal cap.
* Unlike play_mario_heavy_landing_sound, this function uses play_mario_action_sound,
* making sure the sound is only played once per action.
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*/
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void play_mario_heavy_landing_sound_once(struct MarioState *m, u32 soundBits) {
play_mario_action_sound(
m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_METAL_HEAVY_LANDING : soundBits, 1);
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}
/**
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* Plays action and mario sounds relevant to what was passed into the function.
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*/
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void play_mario_sound(struct MarioState *m, s32 actionSound, s32 marioSound) {
if (actionSound == SOUND_ACTION_TERRAIN_JUMP) {
play_mario_action_sound(
m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_METAL_JUMP : SOUND_ACTION_TERRAIN_JUMP, 1);
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} else {
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play_sound_if_no_flag(m, actionSound, MARIO_ACTION_SOUND_PLAYED);
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}
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if (marioSound == 0) {
play_mario_jump_sound(m);
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}
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if (marioSound != -1) {
play_sound_if_no_flag(m, marioSound, MARIO_MARIO_SOUND_PLAYED);
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}
}
/**************************************************
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* ACTIONS *
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**************************************************/
/**
* Sets Mario's other velocities from his forward speed.
*/
void mario_set_forward_vel(struct MarioState *m, f32 forwardVel) {
m->forwardVel = forwardVel;
m->slideVelX = sins(m->faceAngle[1]) * m->forwardVel;
m->slideVelZ = coss(m->faceAngle[1]) * m->forwardVel;
m->vel[0] = (f32) m->slideVelX;
m->vel[2] = (f32) m->slideVelZ;
}
/**
* Returns the slipperines class of Mario's floor.
*/
s32 mario_get_floor_class(struct MarioState *m) {
s32 floorClass;
// The slide terrain type defaults to slide slipperiness.
// This doesn't matter too much since normally the slide terrain
// is checked for anyways.
if ((m->area->terrainType & TERRAIN_MASK) == TERRAIN_SLIDE) {
floorClass = SURFACE_CLASS_VERY_SLIPPERY;
} else {
floorClass = SURFACE_CLASS_DEFAULT;
}
if (m->floor) {
switch (m->floor->type) {
case SURFACE_NOT_SLIPPERY:
case SURFACE_HARD_NOT_SLIPPERY:
case SURFACE_SWITCH:
floorClass = SURFACE_CLASS_NOT_SLIPPERY;
break;
case SURFACE_SLIPPERY:
case SURFACE_NOISE_SLIPPERY:
case SURFACE_HARD_SLIPPERY:
case SURFACE_NO_CAM_COL_SLIPPERY:
floorClass = SURFACE_CLASS_SLIPPERY;
break;
case SURFACE_VERY_SLIPPERY:
case SURFACE_ICE:
case SURFACE_HARD_VERY_SLIPPERY:
case SURFACE_NOISE_VERY_SLIPPERY_73:
case SURFACE_NOISE_VERY_SLIPPERY_74:
case SURFACE_NOISE_VERY_SLIPPERY:
case SURFACE_NO_CAM_COL_VERY_SLIPPERY:
floorClass = SURFACE_CLASS_VERY_SLIPPERY;
break;
}
}
// Crawling allows Mario to not slide on certain steeper surfaces.
if (m->action == ACT_CRAWLING && m->floor->normal.y > 0.5f && floorClass == SURFACE_CLASS_DEFAULT) {
floorClass = SURFACE_CLASS_NOT_SLIPPERY;
}
return floorClass;
}
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// clang-format off
s8 sTerrainSounds[7][6] = {
// default, hard, slippery,
// very slippery, noisy default, noisy slippery
{ SOUND_TERRAIN_DEFAULT, SOUND_TERRAIN_STONE, SOUND_TERRAIN_GRASS,
SOUND_TERRAIN_GRASS, SOUND_TERRAIN_GRASS, SOUND_TERRAIN_DEFAULT }, // TERRAIN_GRASS
{ SOUND_TERRAIN_STONE, SOUND_TERRAIN_STONE, SOUND_TERRAIN_STONE,
SOUND_TERRAIN_STONE, SOUND_TERRAIN_GRASS, SOUND_TERRAIN_GRASS }, // TERRAIN_STONE
{ SOUND_TERRAIN_SNOW, SOUND_TERRAIN_ICE, SOUND_TERRAIN_SNOW,
SOUND_TERRAIN_ICE, SOUND_TERRAIN_STONE, SOUND_TERRAIN_STONE }, // TERRAIN_SNOW
{ SOUND_TERRAIN_SAND, SOUND_TERRAIN_STONE, SOUND_TERRAIN_SAND,
SOUND_TERRAIN_SAND, SOUND_TERRAIN_STONE, SOUND_TERRAIN_STONE }, // TERRAIN_SAND
{ SOUND_TERRAIN_SPOOKY, SOUND_TERRAIN_SPOOKY, SOUND_TERRAIN_SPOOKY,
SOUND_TERRAIN_SPOOKY, SOUND_TERRAIN_STONE, SOUND_TERRAIN_STONE }, // TERRAIN_SPOOKY
{ SOUND_TERRAIN_DEFAULT, SOUND_TERRAIN_STONE, SOUND_TERRAIN_GRASS,
SOUND_TERRAIN_ICE, SOUND_TERRAIN_STONE, SOUND_TERRAIN_ICE }, // TERRAIN_WATER
{ SOUND_TERRAIN_STONE, SOUND_TERRAIN_STONE, SOUND_TERRAIN_STONE,
SOUND_TERRAIN_STONE, SOUND_TERRAIN_ICE, SOUND_TERRAIN_ICE }, // TERRAIN_SLIDE
};
// clang-format on
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/**
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* Computes a value that should be added to terrain sounds before playing them.
* This depends on surfaces and terrain.
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*/
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u32 mario_get_terrain_sound_addend(struct MarioState *m) {
s16 floorSoundType;
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s16 terrainType = m->area->terrainType & TERRAIN_MASK;
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s32 ret = SOUND_TERRAIN_DEFAULT << 16;
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s32 floorType;
if (m->floor) {
floorType = m->floor->type;
if ((gCurrLevelNum != LEVEL_LLL) && (m->floorHeight < (m->waterLevel - 10))) {
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// Water terrain sound, excluding LLL since it uses water in the volcano.
ret = SOUND_TERRAIN_WATER << 16;
} else if (SURFACE_IS_QUICKSAND(floorType)) {
ret = SOUND_TERRAIN_SAND << 16;
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} else {
switch (floorType) {
default:
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floorSoundType = 0;
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break;
case SURFACE_NOT_SLIPPERY:
case SURFACE_HARD:
case SURFACE_HARD_NOT_SLIPPERY:
case SURFACE_SWITCH:
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floorSoundType = 1;
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break;
case SURFACE_SLIPPERY:
case SURFACE_HARD_SLIPPERY:
case SURFACE_NO_CAM_COL_SLIPPERY:
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floorSoundType = 2;
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break;
case SURFACE_VERY_SLIPPERY:
case SURFACE_ICE:
case SURFACE_HARD_VERY_SLIPPERY:
case SURFACE_NOISE_VERY_SLIPPERY_73:
case SURFACE_NOISE_VERY_SLIPPERY_74:
case SURFACE_NOISE_VERY_SLIPPERY:
case SURFACE_NO_CAM_COL_VERY_SLIPPERY:
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floorSoundType = 3;
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break;
case SURFACE_NOISE_DEFAULT:
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floorSoundType = 4;
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break;
case SURFACE_NOISE_SLIPPERY:
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floorSoundType = 5;
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break;
}
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ret = sTerrainSounds[terrainType][floorSoundType] << 16;
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}
}
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return ret;
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}
/**
* Collides with walls and returns the most recent wall.
*/
struct Surface *resolve_and_return_wall_collisions(Vec3f pos, f32 offset, f32 radius) {
struct WallCollisionData collisionData;
struct Surface *wall = NULL;
collisionData.x = pos[0];
collisionData.y = pos[1];
collisionData.z = pos[2];
collisionData.radius = radius;
collisionData.offsetY = offset;
if (find_wall_collisions(&collisionData)) {
wall = collisionData.walls[collisionData.numWalls - 1];
}
pos[0] = collisionData.x;
pos[1] = collisionData.y;
pos[2] = collisionData.z;
// This only returns the most recent wall and can also return NULL
// there are no wall collisions.
return wall;
}
/**
* Finds the ceiling from a vec3f horizontally and a height (with 80 vertical buffer).
*/
f32 vec3f_find_ceil(Vec3f pos, f32 height, struct Surface **ceil) {
UNUSED f32 unused;
return find_ceil(pos[0], height + 80.0f, pos[2], ceil);
}
/**
* Determines if Mario is facing "downhill."
*/
s32 mario_facing_downhill(struct MarioState *m, s32 turnYaw) {
s16 faceAngleYaw = m->faceAngle[1];
// This is never used in practice, as turnYaw is
// always passed as zero.
if (turnYaw && m->forwardVel < 0.0f) {
faceAngleYaw += 0x8000;
}
faceAngleYaw = m->floorAngle - faceAngleYaw;
return (-0x4000 < faceAngleYaw) && (faceAngleYaw < 0x4000);
}
/**
* Determines if a surface is slippery based on the surface class.
*/
u32 mario_floor_is_slippery(struct MarioState *m) {
f32 normY;
if ((m->area->terrainType & TERRAIN_MASK) == TERRAIN_SLIDE
&& m->floor->normal.y < 0.9998477f //~cos(1 deg)
) {
return TRUE;
}
switch (mario_get_floor_class(m)) {
case SURFACE_VERY_SLIPPERY:
normY = 0.9848077f; //~cos(10 deg)
break;
case SURFACE_SLIPPERY:
normY = 0.9396926f; //~cos(20 deg)
break;
default:
normY = 0.7880108f; //~cos(38 deg)
break;
case SURFACE_NOT_SLIPPERY:
normY = 0.0f;
break;
}
return m->floor->normal.y <= normY;
}
/**
* Determines if a surface is a slope based on the surface class.
*/
s32 mario_floor_is_slope(struct MarioState *m) {
f32 normY;
if ((m->area->terrainType & TERRAIN_MASK) == TERRAIN_SLIDE
&& m->floor->normal.y < 0.9998477f //~cos(1 deg)
) {
return TRUE;
}
switch (mario_get_floor_class(m)) {
case SURFACE_VERY_SLIPPERY:
normY = 0.9961947f; //~cos(5 deg)
break;
case SURFACE_SLIPPERY:
normY = 0.9848077f; //~cos(10 deg)
break;
default:
normY = 0.9659258f; //~cos(15 deg)
break;
case SURFACE_NOT_SLIPPERY:
normY = 0.9396926f; //~cos(20 deg)
break;
}
return m->floor->normal.y <= normY;
}
/**
* Determines if a surface is steep based on the surface class.
*/
s32 mario_floor_is_steep(struct MarioState *m) {
f32 normY;
s32 result = FALSE;
// Interestingly, this function does not check for the
// slide terrain type. This means that steep behavior persists for
// non-slippery and slippery surfaces.
// This does not matter in vanilla game practice.
if (!mario_facing_downhill(m, FALSE)) {
switch (mario_get_floor_class(m)) {
case SURFACE_VERY_SLIPPERY:
normY = 0.9659258f; //~cos(15 deg)
break;
case SURFACE_SLIPPERY:
normY = 0.9396926f; //~cos(20 deg)
break;
default:
normY = 0.8660254f; //~cos(30 deg)
break;
case SURFACE_NOT_SLIPPERY:
normY = 0.8660254f; //~cos(30 deg)
break;
}
result = m->floor->normal.y <= normY;
}
return result;
}
/**
* Finds the floor height relative from Mario given polar displacement.
*/
f32 find_floor_height_relative_polar(struct MarioState *m, s16 angleFromMario, f32 distFromMario) {
struct Surface *floor;
f32 floorY;
f32 y = sins(m->faceAngle[1] + angleFromMario) * distFromMario;
f32 x = coss(m->faceAngle[1] + angleFromMario) * distFromMario;
floorY = find_floor(m->pos[0] + y, m->pos[1] + 100.0f, m->pos[2] + x, &floor);
return floorY;
}
/**
* Returns the slope of the floor based off points around Mario.
*/
s16 find_floor_slope(struct MarioState *m, s16 yawOffset) {
struct Surface *floor;
f32 forwardFloorY, backwardFloorY;
f32 forwardYDelta, backwardYDelta;
s16 result;
f32 x = sins(m->faceAngle[1] + yawOffset) * 5.0f;
f32 z = coss(m->faceAngle[1] + yawOffset) * 5.0f;
forwardFloorY = find_floor(m->pos[0] + x, m->pos[1] + 100.0f, m->pos[2] + z, &floor);
backwardFloorY = find_floor(m->pos[0] - x, m->pos[1] + 100.0f, m->pos[2] - z, &floor);
//! If Mario is near OOB, these floorY's can sometimes be -11000.
// This will cause these to be off and give improper slopes.
forwardYDelta = forwardFloorY - m->pos[1];
backwardYDelta = m->pos[1] - backwardFloorY;
if (forwardYDelta * forwardYDelta < backwardYDelta * backwardYDelta) {
result = atan2s(5.0f, forwardYDelta);
} else {
result = atan2s(5.0f, backwardYDelta);
}
return result;
}
/**
* Adjusts Mario's camera and sound based on his action status.
*/
void update_mario_sound_and_camera(struct MarioState *m) {
u32 action = m->action;
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s32 camPreset = m->area->camera->mode;
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if (action == ACT_FIRST_PERSON) {
func_80248CB8(2);
gCameraMovementFlags &= ~CAM_MOVE_C_UP_MODE;
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// Go back to the last camera mode
set_camera_mode(m->area->camera, -1, 1);
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} else if (action == ACT_SLEEPING) {
func_80248CB8(2);
}
if (!(action & (ACT_FLAG_SWIMMING | ACT_FLAG_METAL_WATER))) {
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if (camPreset == CAMERA_MODE_BEHIND_MARIO || camPreset == CAMERA_MODE_WATER_SURFACE) {
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
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}
}
}
/**
* Transitions Mario to a steep jump action.
*/
void set_steep_jump_action(struct MarioState *m) {
m->marioObj->oMarioSteepJumpYaw = m->faceAngle[1];
if (m->forwardVel > 0.0f) {
//! ((s16)0x8000) has undefined behavior. Therefore, this downcast has
// undefined behavior if m->floorAngle >= 0.
s16 angleTemp = m->floorAngle + 0x8000;
s16 faceAngleTemp = m->faceAngle[1] - angleTemp;
f32 y = sins(faceAngleTemp) * m->forwardVel;
f32 x = coss(faceAngleTemp) * m->forwardVel * 0.75f;
m->forwardVel = sqrtf(y * y + x * x);
m->faceAngle[1] = atan2s(x, y) + angleTemp;
}
drop_and_set_mario_action(m, ACT_STEEP_JUMP, 0);
}
/**
* Set's Marios vertical speed from his forward speed.
*/
static void set_mario_y_vel_based_on_fspeed(struct MarioState *m, f32 initialVelY, f32 multiplier) {
// get_additive_y_vel_for_jumps is always 0 and a stubbed function.
// It was likely trampoline related based on code location.
m->vel[1] = initialVelY + get_additive_y_vel_for_jumps() + m->forwardVel * multiplier;
if (m->squishTimer != 0 || m->quicksandDepth > 1.0f) {
m->vel[1] *= 0.5f;
}
}
/**
* Transitions for a variety of airborne actions.
*/
static u32 set_mario_action_airborne(struct MarioState *m, u32 action, u32 actionArg) {
f32 fowardVel;
if (m->squishTimer != 0 || m->quicksandDepth >= 1.0f) {
if (action == ACT_DOUBLE_JUMP || action == ACT_TWIRLING) {
action = ACT_JUMP;
}
}
switch (action) {
case ACT_DOUBLE_JUMP:
set_mario_y_vel_based_on_fspeed(m, 52.0f, 0.25f);
m->forwardVel *= 0.8f;
break;
case ACT_BACKFLIP:
m->marioObj->header.gfx.unk38.animID = -1;
m->forwardVel = -16.0f;
set_mario_y_vel_based_on_fspeed(m, 62.0f, 0.0f);
break;
case ACT_TRIPLE_JUMP:
set_mario_y_vel_based_on_fspeed(m, 69.0f, 0.0f);
m->forwardVel *= 0.8f;
break;
case ACT_FLYING_TRIPLE_JUMP:
set_mario_y_vel_based_on_fspeed(m, 82.0f, 0.0f);
break;
case ACT_WATER_JUMP:
case ACT_HOLD_WATER_JUMP:
if (actionArg == 0) {
set_mario_y_vel_based_on_fspeed(m, 42.0f, 0.0f);
}
break;
case ACT_BURNING_JUMP:
m->vel[1] = 31.5f;
m->forwardVel = 8.0f;
break;
case ACT_RIDING_SHELL_JUMP:
set_mario_y_vel_based_on_fspeed(m, 42.0f, 0.25f);
break;
case ACT_JUMP:
case ACT_HOLD_JUMP:
m->marioObj->header.gfx.unk38.animID = -1;
set_mario_y_vel_based_on_fspeed(m, 42.0f, 0.25f);
m->forwardVel *= 0.8f;
break;
case ACT_WALL_KICK_AIR:
case ACT_TOP_OF_POLE_JUMP:
set_mario_y_vel_based_on_fspeed(m, 62.0f, 0.0f);
if (m->forwardVel < 24.0f) {
m->forwardVel = 24.0f;
}
m->wallKickTimer = 0;
break;
case ACT_SIDE_FLIP:
set_mario_y_vel_based_on_fspeed(m, 62.0f, 0.0f);
m->forwardVel = 8.0f;
m->faceAngle[1] = m->intendedYaw;
break;
case ACT_STEEP_JUMP:
m->marioObj->header.gfx.unk38.animID = -1;
set_mario_y_vel_based_on_fspeed(m, 42.0f, 0.25f);
m->faceAngle[0] = -0x2000;
break;
case ACT_LAVA_BOOST:
m->vel[1] = 84.0f;
if (actionArg == 0) {
m->forwardVel = 0.0f;
}
break;
case ACT_DIVE:
if ((fowardVel = m->forwardVel + 15.0f) > 48.0f) {
fowardVel = 48.0f;
}
mario_set_forward_vel(m, fowardVel);
break;
case ACT_LONG_JUMP:
m->marioObj->header.gfx.unk38.animID = -1;
set_mario_y_vel_based_on_fspeed(m, 30.0f, 0.0f);
m->marioObj->oMarioLongJumpIsSlow = m->forwardVel > 16.0f ? FALSE : TRUE;
//! (BLJ's) This properly handles long jumps from getting forward speed with
// too much velocity, but misses backwards longs allowing high negative speeds.
if ((m->forwardVel *= 1.5f) > 48.0f) {
m->forwardVel = 48.0f;
}
break;
case ACT_SLIDE_KICK:
m->vel[1] = 12.0f;
if (m->forwardVel < 32.0f) {
m->forwardVel = 32.0f;
}
break;
case ACT_JUMP_KICK:
m->vel[1] = 20.0f;
break;
}
m->peakHeight = m->pos[1];
m->flags |= MARIO_UNKNOWN_08;
return action;
}
/**
* Transitions for a variety of moving actions.
*/
static u32 set_mario_action_moving(struct MarioState *m, u32 action, UNUSED u32 actionArg) {
s16 floorClass = mario_get_floor_class(m);
f32 forwardVel = m->forwardVel;
f32 mag = min(m->intendedMag, 8.0f);
switch (action) {
case ACT_WALKING:
if (floorClass != SURFACE_CLASS_VERY_SLIPPERY) {
if (0.0f <= forwardVel && forwardVel < mag) {
m->forwardVel = mag;
}
}
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m->marioObj->oMarioWalkingPitch = 0;
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break;
case ACT_HOLD_WALKING:
if (0.0f <= forwardVel && forwardVel < mag / 2.0f) {
m->forwardVel = mag / 2.0f;
}
break;
case ACT_BEGIN_SLIDING:
if (mario_facing_downhill(m, FALSE)) {
action = ACT_BUTT_SLIDE;
} else {
action = ACT_STOMACH_SLIDE;
}
break;
case ACT_HOLD_BEGIN_SLIDING:
if (mario_facing_downhill(m, FALSE)) {
action = ACT_HOLD_BUTT_SLIDE;
} else {
action = ACT_HOLD_STOMACH_SLIDE;
}
break;
}
return action;
}
/**
* Transition for certain submerged actions, which is actually just the metal jump actions.
*/
static u32 set_mario_action_submerged(struct MarioState *m, u32 action, UNUSED u32 actionArg) {
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if (action == ACT_METAL_WATER_JUMP || action == ACT_HOLD_METAL_WATER_JUMP) {
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m->vel[1] = 32.0f;
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}
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return action;
}
/**
* Transitions for a variety of cutscene actions.
*/
static u32 set_mario_action_cutscene(struct MarioState *m, u32 action, UNUSED u32 actionArg) {
switch (action) {
case ACT_EMERGE_FROM_PIPE:
m->vel[1] = 52.0f;
break;
case ACT_FALL_AFTER_STAR_GRAB:
mario_set_forward_vel(m, 0.0f);
break;
case ACT_SPAWN_SPIN_AIRBORNE:
mario_set_forward_vel(m, 2.0f);
break;
case ACT_SPECIAL_EXIT_AIRBORNE:
case ACT_SPECIAL_DEATH_EXIT:
m->vel[1] = 64.0f;
break;
}
return action;
}
/**
* Puts Mario into a given action, putting Mario through the appropriate
* specific function if needed.
*/
u32 set_mario_action(struct MarioState *m, u32 action, u32 actionArg) {
switch (action & ACT_GROUP_MASK) {
case ACT_GROUP_MOVING:
action = set_mario_action_moving(m, action, actionArg);
break;
case ACT_GROUP_AIRBORNE:
action = set_mario_action_airborne(m, action, actionArg);
break;
case ACT_GROUP_SUBMERGED:
action = set_mario_action_submerged(m, action, actionArg);
break;
case ACT_GROUP_CUTSCENE:
action = set_mario_action_cutscene(m, action, actionArg);
break;
}
// Resets the sound played flags, meaning Mario can play those sound types again.
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m->flags &= ~(MARIO_ACTION_SOUND_PLAYED | MARIO_MARIO_SOUND_PLAYED);
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if (!(m->action & ACT_FLAG_AIR)) {
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m->flags &= ~MARIO_UNKNOWN_18;
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}
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// Initialize the action information.
m->prevAction = m->action;
m->action = action;
m->actionArg = actionArg;
m->actionState = 0;
m->actionTimer = 0;
return TRUE;
}
/**
* Puts Mario into a specific jumping action from a landing action.
*/
s32 set_jump_from_landing(struct MarioState *m) {
if (m->quicksandDepth >= 11.0f) {
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if (m->heldObj == NULL) {
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return set_mario_action(m, ACT_QUICKSAND_JUMP_LAND, 0);
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} else {
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return set_mario_action(m, ACT_HOLD_QUICKSAND_JUMP_LAND, 0);
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}
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}
if (mario_floor_is_steep(m)) {
set_steep_jump_action(m);
} else {
if ((m->doubleJumpTimer == 0) || (m->squishTimer != 0)) {
set_mario_action(m, ACT_JUMP, 0);
} else {
switch (m->prevAction) {
case ACT_JUMP_LAND:
set_mario_action(m, ACT_DOUBLE_JUMP, 0);
break;
case ACT_FREEFALL_LAND:
set_mario_action(m, ACT_DOUBLE_JUMP, 0);
break;
case ACT_SIDE_FLIP_LAND_STOP:
set_mario_action(m, ACT_DOUBLE_JUMP, 0);
break;
case ACT_DOUBLE_JUMP_LAND:
// If Mario has a wing cap, he ignores the typical speed
// requirement for a triple jump.
if (m->flags & MARIO_WING_CAP) {
set_mario_action(m, ACT_FLYING_TRIPLE_JUMP, 0);
} else if (m->forwardVel > 20.0f) {
set_mario_action(m, ACT_TRIPLE_JUMP, 0);
} else {
set_mario_action(m, ACT_JUMP, 0);
}
break;
default:
set_mario_action(m, ACT_JUMP, 0);
break;
}
}
}
m->doubleJumpTimer = 0;
return TRUE;
}
/**
* Puts Mario in a given action, as long as it is not overruled by
* either a quicksand or steep jump.
*/
s32 set_jumping_action(struct MarioState *m, u32 action, u32 actionArg) {
UNUSED u32 currAction = m->action;
if (m->quicksandDepth >= 11.0f) {
// Checks whether Mario is holding an object or not.
if (m->heldObj == NULL) {
return set_mario_action(m, ACT_QUICKSAND_JUMP_LAND, 0);
} else {
return set_mario_action(m, ACT_HOLD_QUICKSAND_JUMP_LAND, 0);
}
}
if (mario_floor_is_steep(m)) {
set_steep_jump_action(m);
} else {
set_mario_action(m, action, actionArg);
}
return TRUE;
}
/**
* Drop anything Mario is holding and set a new action.
*/
s32 drop_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg) {
mario_stop_riding_and_holding(m);
return set_mario_action(m, action, actionArg);
}
/**
* Increment Mario's hurt counter and set a new action.
*/
s32 hurt_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg, s16 hurtCounter) {
m->hurtCounter = hurtCounter;
return set_mario_action(m, action, actionArg);
}
/**
* Checks a variety of inputs for common transitions between
* many different actions. A common variant of the
* below function.
*/
s32 check_common_action_exits(struct MarioState *m) {
if (m->input & INPUT_A_PRESSED) {
return set_mario_action(m, ACT_JUMP, 0);
}
if (m->input & INPUT_OFF_FLOOR) {
return set_mario_action(m, ACT_FREEFALL, 0);
}
if (m->input & INPUT_NONZERO_ANALOG) {
return set_mario_action(m, ACT_WALKING, 0);
}
if (m->input & INPUT_ABOVE_SLIDE) {
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
}
return FALSE;
}
/**
* Checks a variety of inputs for common transitions between
* many different object holding actions. A holding variant of the
* above function.
*/
s32 check_common_hold_action_exits(struct MarioState *m) {
if (m->input & INPUT_A_PRESSED) {
return set_mario_action(m, ACT_HOLD_JUMP, 0);
}
if (m->input & INPUT_OFF_FLOOR) {
return set_mario_action(m, ACT_HOLD_FREEFALL, 0);
}
if (m->input & INPUT_NONZERO_ANALOG) {
return set_mario_action(m, ACT_HOLD_WALKING, 0);
}
if (m->input & INPUT_ABOVE_SLIDE) {
return set_mario_action(m, ACT_HOLD_BEGIN_SLIDING, 0);
}
return FALSE;
}
/**
* Transitions Mario from a submerged action to a walking action.
*/
s32 transition_submerged_to_walking(struct MarioState *m) {
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set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
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vec3s_set(m->angleVel, 0, 0, 0);
if (m->heldObj == NULL) {
return set_mario_action(m, ACT_WALKING, 0);
} else {
return set_mario_action(m, ACT_HOLD_WALKING, 0);
}
}
/**
* This is the transition function typically for entering a submerged action for a
* non-submerged action. This also applies the water surface camera preset.
*/
s32 set_water_plunge_action(struct MarioState *m) {
m->forwardVel = m->forwardVel / 4.0f;
m->vel[1] = m->vel[1] / 2.0f;
m->pos[1] = m->waterLevel - 100;
m->faceAngle[2] = 0;
vec3s_set(m->angleVel, 0, 0, 0);
if ((m->action & ACT_FLAG_DIVING) == 0) {
m->faceAngle[0] = 0;
}
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if (m->area->camera->mode != CAMERA_MODE_WATER_SURFACE) {
set_camera_mode(m->area->camera, CAMERA_MODE_WATER_SURFACE, 1);
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}
return set_mario_action(m, ACT_WATER_PLUNGE, 0);
}
/**
* These are the scaling values for the x and z axis for Mario
* when he is close to unsquishing.
*/
u8 sSquishScaleOverTime[16] = { 0x46, 0x32, 0x32, 0x3C, 0x46, 0x50, 0x50, 0x3C,
0x28, 0x14, 0x14, 0x1E, 0x32, 0x3C, 0x3C, 0x28 };
/**
* Applies the squish to Mario's model via scaling.
*/
void squish_mario_model(struct MarioState *m) {
if (m->squishTimer != 0xFF) {
// If no longer squished, scale back to default.
if (m->squishTimer == 0) {
vec3f_set(m->marioObj->header.gfx.scale, 1.0f, 1.0f, 1.0f);
}
// If timer is less than 16, rubber-band Mario's size scale up and down.
else if (m->squishTimer <= 16) {
m->squishTimer--;
m->marioObj->header.gfx.scale[1] =
1.0f - ((sSquishScaleOverTime[15 - m->squishTimer] * 0.6f) / 100.0f);
m->marioObj->header.gfx.scale[0] =
((sSquishScaleOverTime[15 - m->squishTimer] * 0.4f) / 100.0f) + 1.0f;
m->marioObj->header.gfx.scale[2] = m->marioObj->header.gfx.scale[0];
} else {
m->squishTimer--;
vec3f_set(m->marioObj->header.gfx.scale, 1.4f, 0.4f, 1.4f);
}
}
}
/**
* Debug function that prints floor normal, velocity, and action information.
*/
void debug_print_speed_action_normal(struct MarioState *m) {
f32 steepness;
f32 floor_nY;
if (gShowDebugText) {
steepness = sqrtf(
((m->floor->normal.x * m->floor->normal.x) + (m->floor->normal.z * m->floor->normal.z)));
floor_nY = m->floor->normal.y;
print_text_fmt_int(210, 88, "ANG %d", (atan2s(floor_nY, steepness) * 180.0f) / 32768.0f);
print_text_fmt_int(210, 72, "SPD %d", m->forwardVel);
// STA short for "status," the official action name via SMS map.
print_text_fmt_int(210, 56, "STA %x", (m->action & ACT_ID_MASK));
}
}
/**
* Update the button inputs for Mario.
*/
void update_mario_button_inputs(struct MarioState *m) {
if (m->controller->buttonPressed & A_BUTTON) {
m->input |= INPUT_A_PRESSED;
}
if (m->controller->buttonDown & A_BUTTON) {
m->input |= INPUT_A_DOWN;
}
// Don't update for these buttons if squished.
if (m->squishTimer == 0) {
if (m->controller->buttonPressed & B_BUTTON) {
m->input |= INPUT_B_PRESSED;
}
if (m->controller->buttonDown & Z_TRIG) {
m->input |= INPUT_Z_DOWN;
}
if (m->controller->buttonPressed & Z_TRIG) {
m->input |= INPUT_Z_PRESSED;
}
}
if (m->input & INPUT_A_PRESSED) {
m->framesSinceA = 0;
} else if (m->framesSinceA < 0xFF) {
m->framesSinceA += 1;
}
if (m->input & INPUT_B_PRESSED) {
m->framesSinceB = 0;
} else if (m->framesSinceB < 0xff) {
m->framesSinceB += 1;
}
}
/**
* Updates the joystick intended magnitude.
*/
void update_mario_joystick_inputs(struct MarioState *m) {
struct Controller *controller = m->controller;
f32 mag = ((controller->stickMag / 64.0f) * (controller->stickMag / 64.0f)) * 64.0f;
if (m->squishTimer == 0) {
m->intendedMag = mag / 2.0f;
} else {
m->intendedMag = mag / 8.0f;
}
if (m->intendedMag > 0.0f) {
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m->intendedYaw = atan2s(-controller->stickY, controller->stickX) + m->area->camera->yaw;
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m->input |= INPUT_NONZERO_ANALOG;
} else {
m->intendedYaw = m->faceAngle[1];
}
}
/**
* Resolves wall collisions, and updates a variety of inputs.
*/
void update_mario_geometry_inputs(struct MarioState *m) {
f32 gasLevel;
f32 ceilToFloorDist;
f32_find_wall_collision(&m->pos[0], &m->pos[1], &m->pos[2], 60.0f, 50.0f);
f32_find_wall_collision(&m->pos[0], &m->pos[1], &m->pos[2], 30.0f, 24.0f);
m->floorHeight = find_floor(m->pos[0], m->pos[1], m->pos[2], &m->floor);
// If Mario is OOB, move his position to his graphical position (which was not updated)
// and check for the floor there.
// This can cause errant behavior when combined with astral projection,
// since the graphical position was not Mario's previous location.
if (m->floor == NULL) {
vec3f_copy(m->pos, m->marioObj->header.gfx.pos);
m->floorHeight = find_floor(m->pos[0], m->pos[1], m->pos[2], &m->floor);
}
m->ceilHeight = vec3f_find_ceil(&m->pos[0], m->floorHeight, &m->ceil);
gasLevel = find_poison_gas_level(m->pos[0], m->pos[2]);
m->waterLevel = find_water_level(m->pos[0], m->pos[2]);
if (m->floor) {
m->floorAngle = atan2s(m->floor->normal.z, m->floor->normal.x);
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m->terrainSoundAddend = mario_get_terrain_sound_addend(m);
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if ((m->pos[1] > m->waterLevel - 40) && mario_floor_is_slippery(m)) {
m->input |= INPUT_ABOVE_SLIDE;
}
if ((m->floor->flags & SURFACE_FLAG_DYNAMIC)
|| (m->ceil && m->ceil->flags & SURFACE_FLAG_DYNAMIC)) {
ceilToFloorDist = m->ceilHeight - m->floorHeight;
if ((0.0f <= ceilToFloorDist) && (ceilToFloorDist <= 150.0f)) {
m->input |= INPUT_SQUISHED;
}
}
if (m->pos[1] > m->floorHeight + 100.0f) {
m->input |= INPUT_OFF_FLOOR;
}
if (m->pos[1] < (m->waterLevel - 10)) {
m->input |= INPUT_IN_WATER;
}
if (m->pos[1] < (gasLevel - 100.0f)) {
m->input |= INPUT_IN_POISON_GAS;
}
} else {
level_trigger_warp(m, WARP_OP_DEATH);
}
}
/**
* Handles Mario's input flags as well as a couple timers.
*/
void update_mario_inputs(struct MarioState *m) {
m->particleFlags = 0;
m->input = 0;
m->collidedObjInteractTypes = m->marioObj->collidedObjInteractTypes;
m->flags &= 0xFFFFFF;
update_mario_button_inputs(m);
update_mario_joystick_inputs(m);
update_mario_geometry_inputs(m);
debug_print_speed_action_normal(m);
if (gCameraMovementFlags & CAM_MOVE_C_UP_MODE) {
if (m->action & ACT_FLAG_ALLOW_FIRST_PERSON) {
m->input |= INPUT_FIRST_PERSON;
} else {
gCameraMovementFlags &= ~CAM_MOVE_C_UP_MODE;
}
}
if (!(m->input & (INPUT_NONZERO_ANALOG | INPUT_A_PRESSED))) {
m->input |= INPUT_UNKNOWN_5;
}
if (m->marioObj->oInteractStatus
& (INT_STATUS_HOOT_GRABBED_BY_MARIO | INT_STATUS_MARIO_UNK1 | INT_STATUS_MARIO_UNK4)) {
m->input |= INPUT_UNKNOWN_10;
}
// This function is located near other unused trampoline functions,
// perhaps logically grouped here with the timers.
nop_80254E3C(m);
if (m->wallKickTimer > 0) {
m->wallKickTimer--;
}
if (m->doubleJumpTimer > 0) {
m->doubleJumpTimer--;
}
}
/**
* Set's the camera preset for submerged action behaviors.
*/
void set_submerged_cam_preset_and_spawn_bubbles(struct MarioState *m) {
f32 heightBelowWater;
s16 camPreset;
if ((m->action & ACT_GROUP_MASK) == ACT_GROUP_SUBMERGED) {
heightBelowWater = (f32)(m->waterLevel - 80) - m->pos[1];
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camPreset = m->area->camera->mode;
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if ((m->action & ACT_FLAG_METAL_WATER)) {
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if (camPreset != CAMERA_MODE_CLOSE) {
set_camera_mode(m->area->camera, CAMERA_MODE_CLOSE, 1);
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}
} else {
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if ((heightBelowWater > 800.0f) && (camPreset != CAMERA_MODE_BEHIND_MARIO)) {
set_camera_mode(m->area->camera, CAMERA_MODE_BEHIND_MARIO, 1);
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}
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if ((heightBelowWater < 400.0f) && (camPreset != CAMERA_MODE_WATER_SURFACE)) {
set_camera_mode(m->area->camera, CAMERA_MODE_WATER_SURFACE, 1);
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}
if ((m->action & ACT_FLAG_INTANGIBLE) == 0) {
if ((m->pos[1] < (f32)(m->waterLevel - 160)) || (m->faceAngle[0] < -0x800)) {
m->particleFlags |= PARTICLE_5;
}
}
}
}
}
/**
* Both increments and decrements Mario's HP.
*/
void update_mario_health(struct MarioState *m) {
s32 terrainIsSnow;
if (m->health >= 0x100) {
// When already healing or hurting Mario, Mario's HP is not changed any more here.
if (((u32) m->healCounter | (u32) m->hurtCounter) == 0) {
if ((m->input & INPUT_IN_POISON_GAS) && ((m->action & ACT_FLAG_INTANGIBLE) == 0)) {
if (((m->flags & MARIO_METAL_CAP) == 0) && (gDebugLevelSelect == 0)) {
m->health -= 4;
}
} else {
if ((m->action & ACT_FLAG_SWIMMING) && ((m->action & ACT_FLAG_INTANGIBLE) == 0)) {
terrainIsSnow = (m->area->terrainType & TERRAIN_MASK) == TERRAIN_SNOW;
// When Mario is near the water surface, recover health (unless in snow),
// when in snow terrains lose 3 health.
// If using the debug level select, do not lose any HP to water.
if ((m->pos[1] >= (m->waterLevel - 140)) && !terrainIsSnow) {
m->health += 0x1A;
} else if (gDebugLevelSelect == 0) {
m->health -= (terrainIsSnow ? 3 : 1);
}
}
}
}
if (m->healCounter > 0) {
m->health += 0x40;
m->healCounter--;
}
if (m->hurtCounter > 0) {
m->health -= 0x40;
m->hurtCounter--;
}
if (m->health >= 0x881) {
m->health = 0x880;
}
if (m->health < 0x100) {
m->health = 0xFF;
}
// Play a noise to alert the player when Mario is close to drowning.
if (((m->action & ACT_GROUP_MASK) == ACT_GROUP_SUBMERGED) && (m->health < 0x300)) {
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play_sound(SOUND_MOVING_ALMOST_DROWNING, gDefaultSoundArgs);
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}
}
}
/**
* Updates some basic info for camera usage.
*/
void update_mario_info_for_cam(struct MarioState *m) {
m->marioBodyState->action = m->action;
m->statusForCamera->action = m->action;
vec3s_copy(m->statusForCamera->faceAngle, m->faceAngle);
if ((m->flags & MARIO_UNKNOWN_25) == 0) {
vec3f_copy(m->statusForCamera->pos, m->pos);
}
}
/**
* Resets Mario's model, done every time an action is executed.
*/
void mario_reset_bodystate(struct MarioState *m) {
struct MarioBodyState *bodyState = m->marioBodyState;
bodyState->capState = MARIO_HAS_DEFAULT_CAP_OFF;
bodyState->eyeState = MARIO_EYES_BLINK;
bodyState->handState = MARIO_HAND_FISTS;
bodyState->modelState = 0;
bodyState->unk07 = 0;
m->flags &= ~MARIO_METAL_SHOCK;
}
/**
* Adjusts Mario's graphical height for quicksand.
*/
void sink_mario_in_quicksand(struct MarioState *m) {
struct Object *o = m->marioObj;
if (o->header.gfx.throwMatrix) {
// TODO: throwMatrix should probably be an actual matrix pointer
*(f32 *) ((u8 *) o->header.gfx.throwMatrix + 0x34) -= m->quicksandDepth;
}
o->header.gfx.pos[1] -= m->quicksandDepth;
}
/**
* Is a binary representation of the frames to flicker Mario's cap when the timer
* is running out.
*
* Equals [1000]^5 . [100]^8 . [10]^9 . [1] in binary, which is
* 100010001000100010001001001001001001001001001010101010101010101.
*/
u64 sCapFlickerFrames = 0x4444449249255555;
/**
* Updates the cap flags mainly based on the cap timer.
*/
u32 update_and_return_cap_flags(struct MarioState *m) {
u32 flags = m->flags;
u32 action;
if (m->capTimer > 0) {
action = m->action;
if ((m->capTimer <= 60)
|| ((action != ACT_READING_AUTOMATIC_DIALOG) && (action != ACT_READING_NPC_DIALOG)
&& (action != ACT_READING_SIGN) && (action != ACT_IN_CANNON))) {
m->capTimer -= 1;
}
if (m->capTimer == 0) {
stop_cap_music();
m->flags &= ~(MARIO_VANISH_CAP | MARIO_METAL_CAP | MARIO_WING_CAP);
if ((m->flags & (MARIO_NORMAL_CAP | MARIO_VANISH_CAP | MARIO_METAL_CAP | MARIO_WING_CAP))
== 0) {
m->flags &= ~MARIO_CAP_ON_HEAD;
}
}
if (m->capTimer == 0x3C) {
fadeout_cap_music();
}
// This code flickers the cap through a long binary string, increasing in how
// common it flickers near the end.
if ((m->capTimer < 0x40) && ((1ULL << m->capTimer) & sCapFlickerFrames)) {
flags &= ~(MARIO_VANISH_CAP | MARIO_METAL_CAP | MARIO_WING_CAP);
if ((flags & (MARIO_NORMAL_CAP | MARIO_VANISH_CAP | MARIO_METAL_CAP | MARIO_WING_CAP))
== 0) {
flags &= ~MARIO_CAP_ON_HEAD;
}
}
}
return flags;
}
/**
* Updates the Mario's cap, rendering, and hitbox.
*/
void mario_update_hitbox_and_cap_model(struct MarioState *m) {
struct MarioBodyState *bodyState = m->marioBodyState;
s32 flags = update_and_return_cap_flags(m);
if (flags & MARIO_VANISH_CAP) {
bodyState->modelState = MODEL_STATE_NOISE_ALPHA;
}
if (flags & MARIO_METAL_CAP) {
bodyState->modelState |= MODEL_STATE_METAL;
}
if (flags & MARIO_METAL_SHOCK) {
bodyState->modelState |= MODEL_STATE_METAL;
}
if (m->invincTimer >= 3) {
//! (Pause buffered hitstun) Since the global timer increments while paused,
// this can be paused through to give continual invisibility. This leads to
// no interaction with objects.
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if (gGlobalTimer & 1) {
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gMarioState->marioObj->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE;
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}
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}
if (flags & MARIO_CAP_IN_HAND) {
if (flags & MARIO_WING_CAP) {
bodyState->handState = MARIO_HAND_HOLDING_WING_CAP;
} else {
bodyState->handState = MARIO_HAND_HOLDING_CAP;
}
}
if (flags & MARIO_CAP_ON_HEAD) {
if (flags & MARIO_WING_CAP) {
bodyState->capState = MARIO_HAS_WING_CAP_ON;
} else {
bodyState->capState = MARIO_HAS_DEFAULT_CAP_ON;
}
}
// Short hitbox for crouching/crawling/etc.
if (m->action & ACT_FLAG_SHORT_HITBOX) {
m->marioObj->hitboxHeight = 100.0f;
} else {
m->marioObj->hitboxHeight = 160.0f;
}
if ((m->flags & MARIO_TELEPORTING) && (m->fadeWarpOpacity != 0xFF)) {
bodyState->modelState &= ~0xFF;
bodyState->modelState |= (m->fadeWarpOpacity | 0x100);
}
}
/**
* An unused and possibly a debug function. Z + another button input
* sets Mario with a different cap.
*/
static void debug_update_mario_cap(u16 button, s32 flags, u16 capTimer, u16 capMusic) {
// This checks for Z_TRIG instead of Z_DOWN flag
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// (which is also what other debug functions do),
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// so likely debug behavior rather than unused behavior.
if ((gPlayer1Controller->buttonDown & Z_TRIG) && (gPlayer1Controller->buttonPressed & button)
&& ((gMarioState->flags & flags) == 0)) {
gMarioState->flags |= (flags + MARIO_CAP_ON_HEAD);
if (capTimer > gMarioState->capTimer) {
gMarioState->capTimer = capTimer;
}
play_cap_music(capMusic);
}
}
/**
* Main function for executing Mario's behavior.
*/
s32 execute_mario_action(UNUSED struct Object *o) {
s32 inLoop = TRUE;
if (gMarioState->action) {
gMarioState->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
mario_reset_bodystate(gMarioState);
update_mario_inputs(gMarioState);
mario_handle_special_floors(gMarioState);
mario_process_interactions(gMarioState);
// If Mario is OOB, stop executing actions.
if (gMarioState->floor == NULL) {
return 0;
}
// The function can loop through many action shifts in one frame,
// which can lead to unexpected sub-frame behavior. Could potentially hang
// if a loop of actions were found, but there has not been a situation found.
while (inLoop) {
switch (gMarioState->action & ACT_GROUP_MASK) {
case ACT_GROUP_STATIONARY:
inLoop = mario_execute_stationary_action(gMarioState);
break;
case ACT_GROUP_MOVING:
inLoop = mario_execute_moving_action(gMarioState);
break;
case ACT_GROUP_AIRBORNE:
inLoop = mario_execute_airborne_action(gMarioState);
break;
case ACT_GROUP_SUBMERGED:
inLoop = mario_execute_submerged_action(gMarioState);
break;
case ACT_GROUP_CUTSCENE:
inLoop = mario_execute_cutscene_action(gMarioState);
break;
case ACT_GROUP_AUTOMATIC:
inLoop = mario_execute_automatic_action(gMarioState);
break;
case ACT_GROUP_OBJECT:
inLoop = mario_execute_object_action(gMarioState);
break;
}
}
sink_mario_in_quicksand(gMarioState);
squish_mario_model(gMarioState);
set_submerged_cam_preset_and_spawn_bubbles(gMarioState);
update_mario_health(gMarioState);
update_mario_info_for_cam(gMarioState);
mario_update_hitbox_and_cap_model(gMarioState);
// Both of the wind handling portions play wind audio only in
// non-Japanese releases.
if (gMarioState->floor->type == SURFACE_HORIZONTAL_WIND) {
func_802ADC20(0, (gMarioState->floor->force << 8));
#ifndef VERSION_JP
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play_sound(SOUND_ENV_WIND2, gMarioState->marioObj->header.gfx.cameraToObject);
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#endif
}
if (gMarioState->floor->type == SURFACE_VERTICAL_WIND) {
func_802ADC20(1, 0);
#ifndef VERSION_JP
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play_sound(SOUND_ENV_WIND2, gMarioState->marioObj->header.gfx.cameraToObject);
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#endif
}
play_infinite_stairs_music();
gMarioState->marioObj->oInteractStatus = 0;
return gMarioState->particleFlags;
}
return 0;
}
/**************************************************
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* INITIALIZATION *
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**************************************************/
void init_mario(void) {
Vec3s capPos;
struct Object *capObject;
unused80339F10 = 0;
gMarioState->actionTimer = 0;
gMarioState->framesSinceA = 0xFF;
gMarioState->framesSinceB = 0xFF;
gMarioState->invincTimer = 0;
if (save_file_get_flags()
& (SAVE_FLAG_CAP_ON_GROUND | SAVE_FLAG_CAP_ON_KLEPTO | SAVE_FLAG_CAP_ON_UKIKI
| SAVE_FLAG_CAP_ON_MR_BLIZZARD)) {
gMarioState->flags = 0;
} else {
gMarioState->flags = (MARIO_CAP_ON_HEAD | MARIO_NORMAL_CAP);
}
gMarioState->forwardVel = 0.0f;
gMarioState->squishTimer = 0;
gMarioState->hurtCounter = 0;
gMarioState->healCounter = 0;
gMarioState->capTimer = 0;
gMarioState->quicksandDepth = 0.0f;
gMarioState->heldObj = NULL;
gMarioState->riddenObj = NULL;
gMarioState->usedObj = NULL;
gMarioState->waterLevel =
find_water_level(gMarioSpawnInfo->startPos[0], gMarioSpawnInfo->startPos[2]);
gMarioState->area = gCurrentArea;
gMarioState->marioObj = gMarioObject;
gMarioState->marioObj->header.gfx.unk38.animID = -1;
vec3s_copy(gMarioState->faceAngle, gMarioSpawnInfo->startAngle);
vec3s_set(gMarioState->angleVel, 0, 0, 0);
vec3s_to_vec3f(gMarioState->pos, gMarioSpawnInfo->startPos);
vec3f_set(gMarioState->vel, 0, 0, 0);
gMarioState->floorHeight =
find_floor(gMarioState->pos[0], gMarioState->pos[1], gMarioState->pos[2], &gMarioState->floor);
if (gMarioState->pos[1] < gMarioState->floorHeight) {
gMarioState->pos[1] = gMarioState->floorHeight;
}
gMarioState->marioObj->header.gfx.pos[1] = gMarioState->pos[1];
gMarioState->action =
(gMarioState->pos[1] <= (gMarioState->waterLevel - 100)) ? ACT_WATER_IDLE : ACT_IDLE;
mario_reset_bodystate(gMarioState);
update_mario_info_for_cam(gMarioState);
gMarioState->marioBodyState->unk0B = 0;
gMarioState->marioObj->oPosX = gMarioState->pos[0];
gMarioState->marioObj->oPosY = gMarioState->pos[1];
gMarioState->marioObj->oPosZ = gMarioState->pos[2];
gMarioState->marioObj->oMoveAnglePitch = gMarioState->faceAngle[0];
gMarioState->marioObj->oMoveAngleYaw = gMarioState->faceAngle[1];
gMarioState->marioObj->oMoveAngleRoll = gMarioState->faceAngle[2];
vec3f_copy(gMarioState->marioObj->header.gfx.pos, gMarioState->pos);
vec3s_set(gMarioState->marioObj->header.gfx.angle, 0, gMarioState->faceAngle[1], 0);
if (save_file_get_cap_pos(capPos)) {
capObject = spawn_object(gMarioState->marioObj, MODEL_MARIOS_CAP, bhvNormalCap);
capObject->oPosX = capPos[0];
capObject->oPosY = capPos[1];
capObject->oPosZ = capPos[2];
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capObject->oForwardVelS32 = 0;
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capObject->oMoveAngleYaw = 0;
}
}
void init_mario_from_save_file(void) {
gMarioState->unk00 = 0;
gMarioState->flags = 0;
gMarioState->action = 0;
gMarioState->spawnInfo = &gPlayerSpawnInfos[0];
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gMarioState->statusForCamera = &gPlayerCameraState[0];
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gMarioState->marioBodyState = &gBodyStates[0];
gMarioState->controller = &gControllers[0];
gMarioState->animation = &D_80339D10;
gMarioState->numCoins = 0;
gMarioState->numStars =
save_file_get_total_star_count(gCurrSaveFileNum - 1, COURSE_MIN - 1, COURSE_MAX - 1);
gMarioState->numKeys = 0;
gMarioState->numLives = 4;
gMarioState->health = 0x880;
gMarioState->unkB8 = gMarioState->numStars;
gMarioState->unkB0 = 0xBD;
gHudDisplay.coins = 0;
gHudDisplay.wedges = 8;
}