sm64pc/src/game/mario_step.c

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2019-08-25 04:46:40 +00:00
#include <ultra64.h>
#include "sm64.h"
#include "engine/math_util.h"
#include "engine/surface_collision.h"
#include "mario.h"
#include "audio/external.h"
#include "display.h"
#include "interaction.h"
#include "mario_step.h"
static s16 sMovingSandSpeeds[] = { 12, 8, 4, 0 };
struct Surface gWaterSurfacePseudoFloor = {
SURFACE_VERY_SLIPPERY, 0, 0, 0, 0, 0, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 },
{ 0.0f, 1.0f, 0.0f }, 0.0f, NULL,
};
/**
* Always returns zero. This may have been intended
* to be used for the beta trampoline. Its return value
* is used by set_mario_y_vel_based_on_fspeed as a constant
* addition to Mario's Y velocity. Given the closeness of
* this function to nop_80254E50, it is probable that this
* was intended to check whether a trampoline had made itself
* known through nop_80254E50 and whether Mario was on it,
* and if so return a higher value than 0.
*/
f32 get_additive_y_vel_for_jumps(void) {
return 0.0f;
}
/**
* Does nothing, but takes in a MarioState. This is only ever
* called by update_mario_inputs, which is called as part of Mario's
* update routine. Due to its proximity to nop_80254E50, an
* incomplete trampoline function, and get_additive_y_vel_for_jumps,
* a potentially trampoline-related function, it is plausible that
* this could be used for checking if Mario was on the trampoline.
* It could, for example, make him bounce.
*/
void nop_80254E3C(UNUSED struct MarioState *x) {
}
/**
* Does nothing. This is only called by the beta trampoline.
* Due to its proximity to get_additive_y_vel_for_jumps, another
* currently-pointless function, it is probable that this was used
* by the trampoline to make itself known to get_additive_y_vel_for_jumps,
* or to set a variable with its intended additive Y vel.
*/
void nop_80254E50(void) {
}
void transfer_bully_speed(struct BullyCollisionData *obj1, struct BullyCollisionData *obj2) {
f32 rx = obj2->posX - obj1->posX;
f32 rz = obj2->posZ - obj1->posZ;
//! Bully NaN crash
f32 projectedV1 = (rx * obj1->velX + rz * obj1->velZ) / (rx * rx + rz * rz);
f32 projectedV2 = (-rx * obj2->velX - rz * obj2->velZ) / (rx * rx + rz * rz);
// Kill speed along r. Convert one object's speed along r and transfer it to
// the other object.
obj2->velX += obj2->conversionRatio * projectedV1 * rx - projectedV2 * -rx;
obj2->velZ += obj2->conversionRatio * projectedV1 * rz - projectedV2 * -rz;
obj1->velX += -projectedV1 * rx + obj1->conversionRatio * projectedV2 * -rx;
obj1->velZ += -projectedV1 * rz + obj1->conversionRatio * projectedV2 * -rz;
//! Bully battery
}
void init_bully_collision_data(struct BullyCollisionData *data, f32 posX, f32 posZ, f32 forwardVel,
s16 yaw, f32 conversionRatio, f32 radius) {
if (forwardVel < 0.0f) {
forwardVel *= -1.0f;
yaw += 0x8000;
}
data->radius = radius;
data->conversionRatio = conversionRatio;
data->posX = posX;
data->posZ = posZ;
data->velX = forwardVel * sins(yaw);
data->velZ = forwardVel * coss(yaw);
}
void mario_bonk_reflection(struct MarioState *m, u32 negateSpeed) {
if (m->wall != NULL) {
s16 wallAngle = atan2s(m->wall->normal.z, m->wall->normal.x);
m->faceAngle[1] = wallAngle - (s16)(m->faceAngle[1] - wallAngle);
play_sound((m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_UNKNOWN442 : SOUND_ACTION_UNKNOWN445,
m->marioObj->header.gfx.cameraToObject);
} else {
play_sound(SOUND_ACTION_UNKNOWN444, m->marioObj->header.gfx.cameraToObject);
}
if (negateSpeed)
mario_set_forward_vel(m, -m->forwardVel);
else
m->faceAngle[1] += 0x8000;
}
u32 mario_update_quicksand(struct MarioState *m, f32 sinkingSpeed) {
if (m->action & ACT_FLAG_RIDING_SHELL) {
m->quicksandDepth = 0.0f;
} else {
if (m->quicksandDepth < 1.1f)
m->quicksandDepth = 1.1f;
switch (m->floor->type) {
case SURFACE_SHALLOW_QUICKSAND:
if ((m->quicksandDepth += sinkingSpeed) >= 10.0f)
m->quicksandDepth = 10.0f;
break;
case SURFACE_SHALLOW_MOVING_QUICKSAND:
if ((m->quicksandDepth += sinkingSpeed) >= 25.0f)
m->quicksandDepth = 25.0f;
break;
case SURFACE_QUICKSAND:
case SURFACE_MOVING_QUICKSAND:
if ((m->quicksandDepth += sinkingSpeed) >= 60.0f)
m->quicksandDepth = 60.0f;
break;
case SURFACE_DEEP_QUICKSAND:
case SURFACE_DEEP_MOVING_QUICKSAND:
if ((m->quicksandDepth += sinkingSpeed) >= 160.0f) {
update_mario_sound_and_camera(m);
return drop_and_set_mario_action(m, ACT_QUICKSAND_DEATH, 0);
}
break;
case SURFACE_INSTANT_QUICKSAND:
case SURFACE_INSTANT_MOVING_QUICKSAND:
update_mario_sound_and_camera(m);
return drop_and_set_mario_action(m, ACT_QUICKSAND_DEATH, 0);
break;
default:
m->quicksandDepth = 0.0f;
break;
}
}
return 0;
}
u32 mario_push_off_steep_floor(struct MarioState *m, u32 action, u32 actionArg) {
s16 floorDYaw = m->floorAngle - m->faceAngle[1];
if (floorDYaw > -0x4000 && floorDYaw < 0x4000) {
m->forwardVel = 16.0f;
m->faceAngle[1] = m->floorAngle;
} else {
m->forwardVel = -16.0f;
m->faceAngle[1] = m->floorAngle + 0x8000;
}
return set_mario_action(m, action, actionArg);
}
u32 mario_update_moving_sand(struct MarioState *m) {
struct Surface *floor = m->floor;
s32 floorType = floor->type;
if (floorType == SURFACE_DEEP_MOVING_QUICKSAND || floorType == SURFACE_SHALLOW_MOVING_QUICKSAND
|| floorType == SURFACE_MOVING_QUICKSAND || floorType == SURFACE_INSTANT_MOVING_QUICKSAND) {
s16 pushAngle = floor->force << 8;
f32 pushSpeed = sMovingSandSpeeds[floor->force >> 8];
m->vel[0] += pushSpeed * sins(pushAngle);
m->vel[2] += pushSpeed * coss(pushAngle);
return 1;
}
return 0;
}
u32 mario_update_windy_ground(struct MarioState *m) {
struct Surface *floor = m->floor;
if (floor->type == SURFACE_HORIZONTAL_WIND) {
f32 pushSpeed;
s16 pushAngle = floor->force << 8;
if (m->action & ACT_FLAG_MOVING) {
s16 pushDYaw = m->faceAngle[1] - pushAngle;
pushSpeed = m->forwardVel > 0.0f ? -m->forwardVel * 0.5f : -8.0f;
if (pushDYaw > -0x4000 && pushDYaw < 0x4000)
pushSpeed *= -1.0f;
pushSpeed *= coss(pushDYaw);
} else {
pushSpeed = 3.2f + (gGlobalTimer % 4);
}
m->vel[0] += pushSpeed * sins(pushAngle);
m->vel[2] += pushSpeed * coss(pushAngle);
#if VERSION_JP
play_sound(SOUND_ENVIRONMENT_WIND2, m->marioObj->header.gfx.cameraToObject);
#endif
return 1;
}
return 0;
}
void stop_and_set_height_to_floor(struct MarioState *m) {
struct Object *marioObj = m->marioObj;
mario_set_forward_vel(m, 0.0f);
m->vel[1] = 0.0f;
//! This is responsible for some downwarps.
m->pos[1] = m->floorHeight;
vec3f_copy(marioObj->header.gfx.pos, m->pos);
vec3s_set(marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
}
s32 stationary_ground_step(struct MarioState *m) {
u32 takeStep;
struct Object *marioObj = m->marioObj;
u32 stepResult = GROUND_STEP_NONE;
mario_set_forward_vel(m, 0.0f);
takeStep = mario_update_moving_sand(m);
takeStep |= mario_update_windy_ground(m);
if (takeStep) {
stepResult = perform_ground_step(m);
} else {
//! This is responsible for several stationary downwarps.
m->pos[1] = m->floorHeight;
vec3f_copy(marioObj->header.gfx.pos, m->pos);
vec3s_set(marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
}
return stepResult;
}
static s32 perform_ground_quarter_step(struct MarioState *m, Vec3f nextPos) {
UNUSED struct Surface *lowerWall;
struct Surface *upperWall;
struct Surface *ceil;
struct Surface *floor;
f32 ceilHeight;
f32 floorHeight;
f32 waterLevel;
lowerWall = resolve_and_return_wall_collisions(nextPos, 30.0f, 24.0f);
upperWall = resolve_and_return_wall_collisions(nextPos, 60.0f, 50.0f);
floorHeight = find_floor(nextPos[0], nextPos[1], nextPos[2], &floor);
ceilHeight = vec3f_find_ceil(nextPos, floorHeight, &ceil);
waterLevel = find_water_level(nextPos[0], nextPos[2]);
m->wall = upperWall;
if (floor == NULL)
return GROUND_STEP_HIT_WALL_STOP_QSTEPS;
if ((m->action & ACT_FLAG_RIDING_SHELL) && floorHeight < waterLevel) {
floorHeight = waterLevel;
floor = &gWaterSurfacePseudoFloor;
floor->originOffset = floorHeight; //! Wrong origin offset (no effect)
}
if (nextPos[1] > floorHeight + 100.0f) {
if (nextPos[1] + 160.0f >= ceilHeight)
return GROUND_STEP_HIT_WALL_STOP_QSTEPS;
vec3f_copy(m->pos, nextPos);
m->floor = floor;
m->floorHeight = floorHeight;
return GROUND_STEP_LEFT_GROUND;
}
if (floorHeight + 160.0f >= ceilHeight)
return GROUND_STEP_HIT_WALL_STOP_QSTEPS;
vec3f_set(m->pos, nextPos[0], floorHeight, nextPos[2]);
m->floor = floor;
m->floorHeight = floorHeight;
if (upperWall != NULL) {
s16 wallDYaw = atan2s(upperWall->normal.z, upperWall->normal.x) - m->faceAngle[1];
if (wallDYaw >= 0x2AAA && wallDYaw <= 0x5555)
return GROUND_STEP_NONE;
if (wallDYaw <= -0x2AAA && wallDYaw >= -0x5555)
return GROUND_STEP_NONE;
return GROUND_STEP_HIT_WALL_CONTINUE_QSTEPS;
}
return GROUND_STEP_NONE;
}
s32 perform_ground_step(struct MarioState *m) {
s32 i;
u32 stepResult;
Vec3f intendedPos;
for (i = 0; i < 4; i++) {
intendedPos[0] = m->pos[0] + m->floor->normal.y * (m->vel[0] / 4.0f);
intendedPos[2] = m->pos[2] + m->floor->normal.y * (m->vel[2] / 4.0f);
intendedPos[1] = m->pos[1];
stepResult = perform_ground_quarter_step(m, intendedPos);
if (stepResult == GROUND_STEP_LEFT_GROUND || stepResult == GROUND_STEP_HIT_WALL_STOP_QSTEPS) {
break;
}
}
m->stepSound = mario_get_step_noise(m);
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
if (stepResult == GROUND_STEP_HIT_WALL_CONTINUE_QSTEPS)
stepResult = GROUND_STEP_HIT_WALL;
return stepResult;
}
u32 check_ledge_grab(struct MarioState *m, struct Surface *wall, Vec3f intendedPos, Vec3f nextPos) {
struct Surface *ledgeFloor;
Vec3f ledgePos;
f32 displacementX;
f32 displacementZ;
if (m->vel[1] > 0)
return 0;
displacementX = nextPos[0] - intendedPos[0];
displacementZ = nextPos[2] - intendedPos[2];
// Only ledge grab if the wall displaced mario in the opposite direction of
// his velocity.
if (displacementX * m->vel[0] + displacementZ * m->vel[2] > 0.0f)
return 0;
//! Since the search for floors starts at y + 160, we will sometimes grab
// a higher ledge than expected (glitchy ledge grab)
ledgePos[0] = nextPos[0] - wall->normal.x * 60.0f;
ledgePos[2] = nextPos[2] - wall->normal.z * 60.0f;
ledgePos[1] = find_floor(ledgePos[0], nextPos[1] + 160.0f, ledgePos[2], &ledgeFloor);
if (ledgePos[1] - nextPos[1] <= 100.0f)
return 0;
vec3f_copy(m->pos, ledgePos);
m->floor = ledgeFloor;
m->floorHeight = ledgePos[1];
m->floorAngle = atan2s(ledgeFloor->normal.z, ledgeFloor->normal.x);
m->faceAngle[0] = 0;
m->faceAngle[1] = atan2s(wall->normal.z, wall->normal.x) + 0x8000;
return 1;
}
s32 perform_air_quarter_step(struct MarioState *m, Vec3f intendedPos, u32 stepArg) {
s16 wallDYaw;
Vec3f nextPos;
struct Surface *upperWall;
struct Surface *lowerWall;
struct Surface *ceil;
struct Surface *floor;
f32 ceilHeight;
f32 floorHeight;
f32 waterLevel;
vec3f_copy(nextPos, intendedPos);
upperWall = resolve_and_return_wall_collisions(nextPos, 150.0f, 50.0f);
lowerWall = resolve_and_return_wall_collisions(nextPos, 30.0f, 50.0f);
floorHeight = find_floor(nextPos[0], nextPos[1], nextPos[2], &floor);
ceilHeight = vec3f_find_ceil(nextPos, floorHeight, &ceil);
waterLevel = find_water_level(nextPos[0], nextPos[2]);
m->wall = NULL;
//! The water pseudo floor is not referenced when your intended qstep is
// out of bounds, so it won't detect you as landing.
if (floor == NULL) {
if (nextPos[1] <= m->floorHeight) {
m->pos[1] = m->floorHeight;
return AIR_STEP_LANDED;
}
m->pos[1] = nextPos[1];
return AIR_STEP_HIT_WALL;
}
if ((m->action & ACT_FLAG_RIDING_SHELL) && floorHeight < waterLevel) {
floorHeight = waterLevel;
floor = &gWaterSurfacePseudoFloor;
floor->originOffset = floorHeight; //! Incorrect origin offset (no effect)
}
//! This check uses f32, but findFloor uses short (overflow jumps)
if (nextPos[1] <= floorHeight) {
if (ceilHeight - floorHeight > 160.0f) {
m->pos[0] = nextPos[0];
m->pos[2] = nextPos[2];
m->floor = floor;
m->floorHeight = floorHeight;
}
//! When ceilHeight - floorHeight <= 160, the step result says that
// mario landed, but his movement is cancelled and his referenced floor
// isn't updated (pedro spots)
m->pos[1] = floorHeight;
return AIR_STEP_LANDED;
}
if (nextPos[1] + 160.0f > ceilHeight) {
if (m->vel[1] >= 0.0f) {
m->vel[1] = 0.0f;
//! Uses referenced ceiling instead of ceil (ceiling hang upwarp)
if ((stepArg & AIR_STEP_CHECK_HANG) && m->ceil != NULL
&& m->ceil->type == SURFACE_HANGABLE) {
return AIR_STEP_GRABBED_CEILING;
}
return AIR_STEP_NONE;
}
//! Potential subframe downwarp->upwarp?
if (nextPos[1] <= m->floorHeight) {
m->pos[1] = m->floorHeight;
return AIR_STEP_LANDED;
}
m->pos[1] = nextPos[1];
return AIR_STEP_HIT_WALL;
}
//! When the wall is not completely vertical or there is a slight wall
// misalignment, you can activate these conditions in unexpected situations
if ((stepArg & AIR_STEP_CHECK_LEDGE_GRAB) && upperWall == NULL && lowerWall != NULL) {
if (check_ledge_grab(m, lowerWall, intendedPos, nextPos)) {
return AIR_STEP_GRABBED_LEDGE;
}
vec3f_copy(m->pos, nextPos);
m->floor = floor;
m->floorHeight = floorHeight;
return AIR_STEP_NONE;
}
vec3f_copy(m->pos, nextPos);
m->floor = floor;
m->floorHeight = floorHeight;
if (upperWall != NULL || lowerWall != NULL) {
m->wall = upperWall != NULL ? upperWall : lowerWall;
wallDYaw = atan2s(m->wall->normal.z, m->wall->normal.x) - m->faceAngle[1];
if (m->wall->type == SURFACE_BURNING)
return AIR_STEP_HIT_LAVA_WALL;
if (wallDYaw < -0x6000 || wallDYaw > 0x6000) {
m->flags |= MARIO_UNKNOWN_30;
return AIR_STEP_HIT_WALL;
}
}
return AIR_STEP_NONE;
}
void apply_twirl_gravity(struct MarioState *m) {
f32 terminalVelocity;
f32 heaviness = 1.0f;
if (m->angleVel[1] > 1024)
heaviness = 1024.0f / m->angleVel[1];
terminalVelocity = -75.0f * heaviness;
m->vel[1] -= 4.0f * heaviness;
if (m->vel[1] < terminalVelocity)
m->vel[1] = terminalVelocity;
}
u32 should_strengthen_gravity_for_jump_ascent(struct MarioState *m) {
if (!(m->flags & MARIO_UNKNOWN_08))
return FALSE;
if (m->action & (ACT_FLAG_INTANGIBLE | ACT_FLAG_INVULNERABLE))
return FALSE;
if (!(m->input & INPUT_A_DOWN) && m->vel[1] > 20.0f)
return (m->action & ACT_FLAG_CONTROL_JUMP_HEIGHT) != 0;
return FALSE;
}
void apply_gravity(struct MarioState *m) {
if (m->action == ACT_TWIRLING && m->vel[1] < 0.0f) {
apply_twirl_gravity(m);
} else if (m->action == ACT_SHOT_FROM_CANNON) {
m->vel[1] -= 1.0f;
if (m->vel[1] < -75.0f)
m->vel[1] = -75.0f;
} else if (m->action == ACT_LONG_JUMP || m->action == ACT_SLIDE_KICK
|| m->action == ACT_BBH_ENTER_SPIN) {
m->vel[1] -= 2.0f;
if (m->vel[1] < -75.0f)
m->vel[1] = -75.0f;
} else if (m->action == ACT_LAVA_BOOST || m->action == ACT_FALL_AFTER_STAR_GRAB) {
m->vel[1] -= 3.2f;
if (m->vel[1] < -65.0f)
m->vel[1] = -65.0f;
} else if (m->action == ACT_GETTING_BLOWN) {
m->vel[1] -= m->unkC4;
if (m->vel[1] < -75.0f)
m->vel[1] = -75.0f;
} else if (should_strengthen_gravity_for_jump_ascent(m)) {
m->vel[1] /= 4.0f;
} else if (m->action & ACT_FLAG_METAL_WATER) {
m->vel[1] -= 1.6f;
if (m->vel[1] < -16.0f)
m->vel[1] = -16.0f;
} else if ((m->flags & MARIO_WING_CAP) && m->vel[1] < 0.0f && (m->input & INPUT_A_DOWN)) {
m->marioBodyState->unk07 = 1;
m->vel[1] -= 2.0f;
if (m->vel[1] < -37.5f) {
if ((m->vel[1] += 4.0f) > -37.5f)
m->vel[1] = -37.5f;
}
} else {
m->vel[1] -= 4.0f;
if (m->vel[1] < -75.0f)
m->vel[1] = -75.0f;
}
}
void apply_vertical_wind(struct MarioState *m) {
f32 maxVelY;
f32 offsetY;
if (m->action != ACT_GROUND_POUND) {
offsetY = m->pos[1] - -1500.0f;
if (m->floor->type == SURFACE_VERTICAL_WIND && -3000.0f < offsetY && offsetY < 2000.0f) {
if (offsetY >= 0.0f)
maxVelY = 10000.0f / (offsetY + 200.0f);
else
maxVelY = 50.0f;
if (m->vel[1] < maxVelY) {
if ((m->vel[1] += maxVelY / 8.0f) > maxVelY)
m->vel[1] = maxVelY;
}
#ifdef VERSION_JP
play_sound(SOUND_ENVIRONMENT_WIND2, m->marioObj->header.gfx.cameraToObject);
#endif
}
}
}
s32 perform_air_step(struct MarioState *m, u32 stepArg) {
Vec3f intendedPos;
s32 i;
s32 quarterStepResult;
s32 stepResult = AIR_STEP_NONE;
m->wall = NULL;
for (i = 0; i < 4; i++) {
intendedPos[0] = m->pos[0] + m->vel[0] / 4.0f;
intendedPos[1] = m->pos[1] + m->vel[1] / 4.0f;
intendedPos[2] = m->pos[2] + m->vel[2] / 4.0f;
quarterStepResult = perform_air_quarter_step(m, intendedPos, stepArg);
//! On one qf, hit OOB/ceil/wall to store the 2 return value, and continue
// getting 0s until your last qf. Graze a wall on your last qf, and it will
// return the stored 2 with a sharply angled reference wall. (some gwks)
if (quarterStepResult != AIR_STEP_NONE)
stepResult = quarterStepResult;
if (quarterStepResult == AIR_STEP_LANDED || quarterStepResult == AIR_STEP_GRABBED_LEDGE
|| quarterStepResult == AIR_STEP_GRABBED_CEILING
|| quarterStepResult == AIR_STEP_HIT_LAVA_WALL) {
break;
}
}
if (m->vel[1] >= 0.0f)
m->peakHeight = m->pos[1];
m->stepSound = mario_get_step_noise(m);
if (m->action != ACT_FLYING)
apply_gravity(m);
apply_vertical_wind(m);
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
return stepResult;
}
// They had these functions the whole time and never used them? Lol
void set_vel_from_pitch_and_yaw(struct MarioState *m) {
m->vel[0] = m->forwardVel * coss(m->faceAngle[0]) * sins(m->faceAngle[1]);
m->vel[1] = m->forwardVel * sins(m->faceAngle[0]);
m->vel[2] = m->forwardVel * coss(m->faceAngle[0]) * coss(m->faceAngle[1]);
}
void set_vel_from_yaw(struct MarioState *m) {
m->vel[0] = m->slideVelX = m->forwardVel * sins(m->faceAngle[1]);
m->vel[1] = 0.0f;
m->vel[2] = m->slideVelZ = m->forwardVel * coss(m->faceAngle[1]);
}