#include #include "sm64.h" #include "seq_ids.h" #include "dialog_ids.h" #include "audio/external.h" #include "level_update.h" #include "game_init.h" #include "level_update.h" #include "main.h" #include "engine/math_util.h" #include "engine/graph_node.h" #include "area.h" #include "save_file.h" #include "sound_init.h" #include "mario.h" #include "camera.h" #include "object_list_processor.h" #include "ingame_menu.h" #include "obj_behaviors.h" #include "save_file.h" #include "debug_course.h" #ifdef VERSION_EU #include "memory.h" #include "eu_translation.h" #endif #include "level_table.h" #include "course_table.h" #include "thread6.h" #define PLAY_MODE_NORMAL 0 #define PLAY_MODE_PAUSED 2 #define PLAY_MODE_CHANGE_AREA 3 #define PLAY_MODE_CHANGE_LEVEL 4 #define PLAY_MODE_FRAME_ADVANCE 5 #define WARP_TYPE_NOT_WARPING 0 #define WARP_TYPE_CHANGE_LEVEL 1 #define WARP_TYPE_CHANGE_AREA 2 #define WARP_TYPE_SAME_AREA 3 #define WARP_NODE_F0 0xF0 #define WARP_NODE_DEATH 0xF1 #define WARP_NODE_F2 0xF2 #define WARP_NODE_WARP_FLOOR 0xF3 #define WARP_NODE_CREDITS_START 0xF8 #define WARP_NODE_CREDITS_NEXT 0xF9 #define WARP_NODE_CREDITS_END 0xFA #define WARP_NODE_CREDITS_MIN 0xF8 #ifdef VERSION_JP const char *credits01[] = { "1GAME DIRECTOR", "SHIGERU MIYAMOTO" }; const char *credits02[] = { "2ASSISTANT DIRECTORS", "YOSHIAKI KOIZUMI", "TAKASHI TEZUKA" }; const char *credits03[] = { "2SYSTEM PROGRAMMERS", "YASUNARI NISHIDA", "YOSHINORI TANIMOTO" }; const char *credits04[] = { "3PROGRAMMERS", "HAJIME YAJIMA", "DAIKI IWAMOTO", "TOSHIO IWAWAKI" }; const char *credits05[] = { "1CAMERA PROGRAMMER", "TAKUMI KAWAGOE" }; const char *credits06[] = { "1MARIO FACE PROGRAMMER", "GILES GODDARD" }; const char *credits07[] = { "2COURSE DIRECTORS", "YOICHI YAMADA", "YASUHISA YAMAMURA" }; const char *credits08[] = { "2COURSE DESIGNERS", "KENTA USUI", "NAOKI MORI" }; const char *credits09[] = { "3COURSE DESIGNERS", "YOSHIKI HARUHANA", "MAKOTO MIYANAGA", "KATSUHIKO KANNO" }; const char *credits10[] = { "1SOUND COMPOSER", "KOJI KONDO" }; const char *credits11[] = { "1SOUND EFFECTS", "YOJI INAGAKI" }; const char *credits12[] = { "1SOUND PROGRAMMER", "HIDEAKI SHIMIZU" }; const char *credits13[] = { "23D ANIMATORS", "YOSHIAKI KOIZUMI", "SATORU TAKIZAWA" }; const char *credits14[] = { "1CG DESIGNER", "MASANAO ARIMOTO" }; const char *credits15[] = { "3TECHNICAL SUPPORT", "TAKAO SAWANO", "HIROHITO YOSHIMOTO", "HIROTO YADA" }; const char *credits16[] = { "1TECHNICAL SUPPORT", "SGI. 64PROJECT STAFF" }; const char *credits17[] = { "2PROGRESS MANAGEMENT", "KIMIYOSHI FUKUI", "KEIZO KATO" }; const char *credits18[] = { "3SPECIAL THANKS TO", "JYOHO KAIHATUBU", "ALL NINTENDO", "MARIO CLUB STAFF" }; const char *credits19[] = { "1PRODUCER", "SHIGERU MIYAMOTO" }; const char *credits20[] = { "1EXECUTIVE PRODUCER", "HIROSHI YAMAUCHI" }; #else const char *credits01[] = { "1GAME DIRECTOR", "SHIGERU MIYAMOTO" }; const char *credits02[] = { "2ASSISTANT DIRECTORS", "YOSHIAKI KOIZUMI", "TAKASHI TEZUKA" }; const char *credits03[] = { "2SYSTEM PROGRAMMERS", "YASUNARI NISHIDA", "YOSHINORI TANIMOTO" }; const char *credits04[] = { "3PROGRAMMERS", "HAJIME YAJIMA", "DAIKI IWAMOTO", "TOSHIO IWAWAKI" }; const char *credits05[] = { "4CAMERA PROGRAMMER", "MARIO FACE PROGRAMMER", "TAKUMI KAWAGOE", "GILES GODDARD" }; // US combines camera programmer and mario face programmer const char *credits06[] = { "2COURSE DIRECTORS", "YOICHI YAMADA", "YASUHISA YAMAMURA" }; const char *credits07[] = { "2COURSE DESIGNERS", "KENTA USUI", "NAOKI MORI" }; const char *credits08[] = { "3COURSE DESIGNERS", "YOSHIKI HARUHANA", "MAKOTO MIYANAGA", "KATSUHIKO KANNO" }; #ifdef VERSION_US const char *credits09[] = { "1SOUND COMPOSER", "KOJI KONDO" }; const char *credits10[] = { "4SOUND EFFECTS", "SOUND PROGRAMMER", "YOJI INAGAKI", "HIDEAKI SHIMIZU" }; // as well as sound effects and sound programmer const char *credits11[] = { "23-D ANIMATORS", "YOSHIAKI KOIZUMI", "SATORU TAKIZAWA" }; const char *credits12[] = { "1ADDITIONAL GRAPHICS", "MASANAO ARIMOTO" }; const char *credits13[] = { "3TECHNICAL SUPPORT", "TAKAO SAWANO", "HIROHITO YOSHIMOTO", "HIROTO YADA" }; const char *credits14[] = { "1TECHNICAL SUPPORT", "SGI N64 PROJECT STAFF" }; const char *credits15[] = { "2PROGRESS MANAGEMENT", "KIMIYOSHI FUKUI", "KEIZO KATO" }; const char *credits16[] = { "5SCREEN TEXT WRITER", "TRANSLATION", "LESLIE SWAN", "MINA AKINO", "HIRO YAMADA" }; // ...in order to make room for these 2 new lines #else // VERSION_EU const char *credits09[] = { "7SOUND COMPOSER", "SOUND EFFECTS", "SOUND PROGRAMMER", "KOJI KONDO", "YOJI INAGAKI", "HIDEAKI SHIMIZU" }; const char *credits10[] = { "63-D ANIMATORS", "ADDITIONAL GRAPHICS", "YOSHIAKI KOIZUMI", "SATORU TAKIZAWA", "MASANAO ARIMOTO" }; const char *credits11[] = { "3TECHNICAL SUPPORT", "TAKAO SAWANO", "HIROHITO YOSHIMOTO", "HIROTO YADA" }; const char *credits12[] = { "1TECHNICAL SUPPORT", "SGI N64 PROJECT STAFF" }; const char *credits13[] = { "2PROGRESS MANAGEMENT", "KIMIYOSHI FUKUI", "KEIZO KATO" }; const char *credits14[] = { "5SCREEN TEXT WRITER", "ENGLISH TRANSLATION", "LESLIE SWAN", "MINA AKINO", "HIRO YAMADA" }; const char *credits15[] = { "4SCREEN TEXT WRITER", "FRENCH TRANSLATION", "JULIEN BARDAKOFF", "KENJI HARAGUCHI" }; const char *credits16[] = { "4SCREEN TEXT WRITER", "GERMAN TRANSLATION", "THOMAS GOERG", "THOMAS SPINDLER" }; #endif const char *credits17[] = { "4MARIO VOICE", "PEACH VOICE", "CHARLES MARTINET", "LESLIE SWAN" }; const char *credits18[] = { "3SPECIAL THANKS TO", "EAD STAFF", "ALL NINTENDO PERSONNEL", #ifdef VERSION_US "MARIO CLUB STAFF" }; #else // VERSION_EU "SUPER MARIO CLUB STAFF" }; #endif const char *credits19[] = { "1PRODUCER", "SHIGERU MIYAMOTO" }; const char *credits20[] = { "1EXECUTIVE PRODUCER", "HIROSHI YAMAUCHI" }; #endif struct CreditsEntry sCreditsSequence[] = { { LEVEL_CASTLE_GROUNDS, 1, 1, -128, { 0, 8000, 0 }, NULL }, { LEVEL_BOB, 1, 1, 117, { 713, 3918, -3889 }, credits01 }, { LEVEL_WF, 1, 50, 46, { 347, 5376, 326 }, credits02 }, { LEVEL_JRB, 1, 18, 22, { 3800, -4840, 2727 }, credits03 }, { LEVEL_CCM, 2, 34, 25, { -5464, 6656, -6575 }, credits04 }, { LEVEL_BBH, 1, 1, 60, { 257, 1922, 2580 }, credits05 }, { LEVEL_HMC, 1, -15, 123, { -6469, 1616, -6054 }, credits06 }, { LEVEL_THI, 3, 17, -32, { 508, 1024, 1942 }, credits07 }, { LEVEL_LLL, 2, 33, 124, { -73, 82, -1467 }, credits08 }, { LEVEL_SSL, 1, 65, 98, { -5906, 1024, -2576 }, credits09 }, { LEVEL_DDD, 1, 50, 47, { -4884, -4607, -272 }, credits10 }, { LEVEL_SL, 1, 17, -34, { 1925, 3328, 563 }, credits11 }, { LEVEL_WDW, 1, 33, 105, { -537, 1850, 1818 }, credits12 }, { LEVEL_TTM, 1, 2, -33, { 2613, 313, 1074 }, credits13 }, { LEVEL_THI, 1, 51, 54, { -2609, 512, 856 }, credits14 }, { LEVEL_TTC, 1, 17, -72, { -1304, -71, -967 }, credits15 }, { LEVEL_RR, 1, 33, 64, { 1565, 1024, -148 }, credits16 }, { LEVEL_SA, 1, 1, 24, { -1050, -1330, -1559 }, credits17 }, { LEVEL_COTMC, 1, 49, -16, { -254, 415, -6045 }, credits18 }, { LEVEL_DDD, 2, -111, -64, { 3948, 1185, -104 }, credits19 }, { LEVEL_CCM, 1, 33, 31, { 3169, -4607, 5240 }, credits20 }, { LEVEL_CASTLE_GROUNDS, 1, 1, -128, { 0, 906, -1200 }, NULL }, { LEVEL_NONE, 0, 1, 0, { 0, 0, 0 }, NULL }, }; struct MarioState gMarioStates[1]; struct HudDisplay gHudDisplay; s16 sCurrPlayMode; u16 D_80339ECA; s16 sTransitionTimer; void (*sTransitionUpdate)(s16 *); struct WarpDest sWarpDest; s16 D_80339EE0; s16 sDelayedWarpOp; s16 sDelayedWarpTimer; s16 sSourceWarpNodeId; s32 sDelayedWarpArg; #ifdef VERSION_EU s16 unusedEULevelUpdateBss1; #endif s8 sTimerRunning; s8 gShouldNotPlayCastleMusic; struct MarioState *gMarioState = &gMarioStates[0]; u8 unused1[4] = { 0 }; s8 D_8032C9E0 = 0; u8 unused3[4]; u8 unused4[2]; void basic_update(s16 *arg); u16 level_control_timer(s32 timerOp) { switch (timerOp) { case TIMER_CONTROL_SHOW: gHudDisplay.flags |= HUD_DISPLAY_FLAG_TIMER; sTimerRunning = FALSE; gHudDisplay.timer = 0; break; case TIMER_CONTROL_START: sTimerRunning = TRUE; break; case TIMER_CONTROL_STOP: sTimerRunning = FALSE; break; case TIMER_CONTROL_HIDE: gHudDisplay.flags &= ~HUD_DISPLAY_FLAG_TIMER; sTimerRunning = FALSE; gHudDisplay.timer = 0; break; } return gHudDisplay.timer; } u32 pressed_pause(void) { u32 val4 = get_dialog_id() >= 0; u32 intangible = (gMarioState->action & ACT_FLAG_INTANGIBLE) != 0; if (!intangible && !val4 && !gWarpTransition.isActive && sDelayedWarpOp == WARP_OP_NONE && (gPlayer1Controller->buttonPressed & START_BUTTON)) { return TRUE; } return FALSE; } void set_play_mode(s16 playMode) { sCurrPlayMode = playMode; D_80339ECA = 0; } void warp_special(s32 arg) { sCurrPlayMode = PLAY_MODE_CHANGE_LEVEL; D_80339ECA = 0; D_80339EE0 = arg; } void fade_into_special_warp(u32 arg, u32 color) { if (color != 0) { color = 0xFF; } fadeout_music(190); play_transition(WARP_TRANSITION_FADE_INTO_COLOR, 0x10, color, color, color); level_set_transition(30, NULL); warp_special(arg); } void stub_level_update_1(void) { } void load_level_init_text(u32 arg) { s32 gotAchievement; u32 dialogID = gCurrentArea->dialog[arg]; switch (dialogID) { case DIALOG_129: gotAchievement = save_file_get_flags() & SAVE_FLAG_HAVE_VANISH_CAP; break; case DIALOG_130: gotAchievement = save_file_get_flags() & SAVE_FLAG_HAVE_METAL_CAP; break; case DIALOG_131: gotAchievement = save_file_get_flags() & SAVE_FLAG_HAVE_WING_CAP; break; case 255: gotAchievement = TRUE; break; default: gotAchievement = save_file_get_star_flags(gCurrSaveFileNum - 1, gCurrCourseNum - 1); break; } if (!gotAchievement) { level_set_transition(-1, NULL); create_dialog_box(dialogID); } } void init_door_warp(struct SpawnInfo *spawnInfo, u32 arg1) { if (arg1 & 0x00000002) { spawnInfo->startAngle[1] += 0x8000; } spawnInfo->startPos[0] += 300.0f * sins(spawnInfo->startAngle[1]); spawnInfo->startPos[2] += 300.0f * coss(spawnInfo->startAngle[1]); } void set_mario_initial_cap_powerup(struct MarioState *m) { u32 capCourseIndex = gCurrCourseNum - COURSE_CAP_COURSES; switch (capCourseIndex) { case COURSE_COTMC - COURSE_CAP_COURSES: m->flags |= MARIO_METAL_CAP | MARIO_CAP_ON_HEAD; m->capTimer = 600; break; case COURSE_TOTWC - COURSE_CAP_COURSES: m->flags |= MARIO_WING_CAP | MARIO_CAP_ON_HEAD; m->capTimer = 1200; break; case COURSE_VCUTM - COURSE_CAP_COURSES: m->flags |= MARIO_VANISH_CAP | MARIO_CAP_ON_HEAD; m->capTimer = 600; break; } } void set_mario_initial_action(struct MarioState *m, u32 spawnType, u32 actionArg) { switch (spawnType) { case MARIO_SPAWN_UNKNOWN_01: set_mario_action(m, ACT_WARP_DOOR_SPAWN, actionArg); break; case MARIO_SPAWN_UNKNOWN_02: set_mario_action(m, ACT_IDLE, 0); break; case MARIO_SPAWN_UNKNOWN_03: set_mario_action(m, ACT_EMERGE_FROM_PIPE, 0); break; case MARIO_SPAWN_UNKNOWN_04: set_mario_action(m, ACT_TELEPORT_FADE_IN, 0); break; case MARIO_SPAWN_UNKNOWN_10: set_mario_action(m, ACT_IDLE, 0); break; case MARIO_SPAWN_UNKNOWN_12: set_mario_action(m, ACT_SPAWN_NO_SPIN_AIRBORNE, 0); break; case MARIO_SPAWN_UNKNOWN_13: set_mario_action(m, ACT_HARD_BACKWARD_AIR_KB, 0); break; case MARIO_SPAWN_UNKNOWN_14: set_mario_action(m, ACT_SPAWN_SPIN_AIRBORNE, 0); break; case MARIO_SPAWN_DEATH: set_mario_action(m, ACT_FALLING_DEATH_EXIT, 0); break; case MARIO_SPAWN_UNKNOWN_16: set_mario_action(m, ACT_SPAWN_SPIN_AIRBORNE, 0); break; case MARIO_SPAWN_UNKNOWN_17: set_mario_action(m, ACT_FLYING, 2); break; case MARIO_SPAWN_UNKNOWN_11: set_mario_action(m, ACT_WATER_IDLE, 1); break; case MARIO_SPAWN_UNKNOWN_20: set_mario_action(m, ACT_EXIT_AIRBORNE, 0); break; case MARIO_SPAWN_PAINTING_DEATH: set_mario_action(m, ACT_DEATH_EXIT, 0); break; case MARIO_SPAWN_UNKNOWN_22: set_mario_action(m, ACT_FALLING_EXIT_AIRBORNE, 0); break; case MARIO_SPAWN_UNKNOWN_23: set_mario_action(m, ACT_UNUSED_DEATH_EXIT, 0); break; case MARIO_SPAWN_UNKNOWN_24: set_mario_action(m, ACT_SPECIAL_EXIT_AIRBORNE, 0); break; case MARIO_SPAWN_UNKNOWN_25: set_mario_action(m, ACT_SPECIAL_DEATH_EXIT, 0); break; } set_mario_initial_cap_powerup(m); } void init_mario_after_warp(void) { struct ObjectWarpNode *spawnNode = area_get_warp_node(sWarpDest.nodeId); u32 marioSpawnType = get_mario_spawn_type(spawnNode->object); if (gMarioState->action != ACT_UNINITIALIZED) { gPlayerSpawnInfos[0].startPos[0] = (s16) spawnNode->object->oPosX; gPlayerSpawnInfos[0].startPos[1] = (s16) spawnNode->object->oPosY; gPlayerSpawnInfos[0].startPos[2] = (s16) spawnNode->object->oPosZ; gPlayerSpawnInfos[0].startAngle[0] = 0; gPlayerSpawnInfos[0].startAngle[1] = spawnNode->object->oMoveAngleYaw; gPlayerSpawnInfos[0].startAngle[2] = 0; if (marioSpawnType == MARIO_SPAWN_UNKNOWN_01) { init_door_warp(&gPlayerSpawnInfos[0], sWarpDest.arg); } if (sWarpDest.type == WARP_TYPE_CHANGE_LEVEL || sWarpDest.type == WARP_TYPE_CHANGE_AREA) { gPlayerSpawnInfos[0].areaIndex = sWarpDest.areaIdx; load_mario_area(); } init_mario(); set_mario_initial_action(gMarioState, marioSpawnType, sWarpDest.arg); gMarioState->interactObj = spawnNode->object; gMarioState->usedObj = spawnNode->object; } reset_camera(gCurrentArea->camera); sWarpDest.type = WARP_TYPE_NOT_WARPING; sDelayedWarpOp = WARP_OP_NONE; switch (marioSpawnType) { case MARIO_SPAWN_UNKNOWN_03: play_transition(WARP_TRANSITION_FADE_FROM_STAR, 0x10, 0x00, 0x00, 0x00); break; case MARIO_SPAWN_UNKNOWN_01: play_transition(WARP_TRANSITION_FADE_FROM_CIRCLE, 0x10, 0x00, 0x00, 0x00); break; case MARIO_SPAWN_UNKNOWN_04: play_transition(WARP_TRANSITION_FADE_FROM_COLOR, 0x14, 0xFF, 0xFF, 0xFF); break; case MARIO_SPAWN_UNKNOWN_16: play_transition(WARP_TRANSITION_FADE_FROM_COLOR, 0x1A, 0xFF, 0xFF, 0xFF); break; case MARIO_SPAWN_UNKNOWN_14: play_transition(WARP_TRANSITION_FADE_FROM_CIRCLE, 0x10, 0x00, 0x00, 0x00); break; case MARIO_SPAWN_UNKNOWN_27: play_transition(WARP_TRANSITION_FADE_FROM_COLOR, 0x10, 0x00, 0x00, 0x00); break; default: play_transition(WARP_TRANSITION_FADE_FROM_STAR, 0x10, 0x00, 0x00, 0x00); break; } if (gCurrDemoInput == NULL) { set_background_music(gCurrentArea->musicParam, gCurrentArea->musicParam2, 0); if (gMarioState->flags & MARIO_METAL_CAP) { play_cap_music(SEQUENCE_ARGS(4, SEQ_EVENT_METAL_CAP)); } if (gMarioState->flags & (MARIO_VANISH_CAP | MARIO_WING_CAP)) { play_cap_music(SEQUENCE_ARGS(4, SEQ_EVENT_POWERUP)); } #ifndef VERSION_JP if (gCurrLevelNum == LEVEL_BOB && get_current_background_music() != SEQUENCE_ARGS(4, SEQ_LEVEL_SLIDE) && sTimerRunning != 0) { play_music(SEQ_PLAYER_LEVEL, SEQUENCE_ARGS(4, SEQ_LEVEL_SLIDE), 0); } #endif if (sWarpDest.levelNum == LEVEL_CASTLE && sWarpDest.areaIdx == 1 #ifndef VERSION_JP && (sWarpDest.nodeId == 31 || sWarpDest.nodeId == 32) #else && sWarpDest.nodeId == 31 #endif ) play_sound(SOUND_MENU_MARIO_CASTLE_WARP, gDefaultSoundArgs); #ifndef VERSION_JP if (sWarpDest.levelNum == LEVEL_CASTLE_GROUNDS && sWarpDest.areaIdx == 1 && (sWarpDest.nodeId == 7 || sWarpDest.nodeId == 10 || sWarpDest.nodeId == 20 || sWarpDest.nodeId == 30)) { play_sound(SOUND_MENU_MARIO_CASTLE_WARP, gDefaultSoundArgs); } #endif } } // used for warps inside one level void warp_area(void) { if (sWarpDest.type != WARP_TYPE_NOT_WARPING) { if (sWarpDest.type == WARP_TYPE_CHANGE_AREA) { level_control_timer(TIMER_CONTROL_HIDE); unload_mario_area(); load_area(sWarpDest.areaIdx); } init_mario_after_warp(); } } // used for warps between levels void warp_level(void) { gCurrLevelNum = sWarpDest.levelNum; level_control_timer(TIMER_CONTROL_HIDE); load_area(sWarpDest.areaIdx); init_mario_after_warp(); } void warp_credits(void) { s32 marioAction; switch (sWarpDest.nodeId) { case WARP_NODE_CREDITS_START: marioAction = ACT_END_PEACH_CUTSCENE; break; case WARP_NODE_CREDITS_NEXT: marioAction = ACT_CREDITS_CUTSCENE; break; case WARP_NODE_CREDITS_END: marioAction = ACT_END_WAVING_CUTSCENE; break; } gCurrLevelNum = sWarpDest.levelNum; load_area(sWarpDest.areaIdx); vec3s_set(gPlayerSpawnInfos[0].startPos, gCurrCreditsEntry->marioPos[0], gCurrCreditsEntry->marioPos[1], gCurrCreditsEntry->marioPos[2]); vec3s_set(gPlayerSpawnInfos[0].startAngle, 0, 0x100 * gCurrCreditsEntry->marioAngle, 0); gPlayerSpawnInfos[0].areaIndex = sWarpDest.areaIdx; load_mario_area(); init_mario(); set_mario_action(gMarioState, marioAction, 0); reset_camera(gCurrentArea->camera); sWarpDest.type = WARP_TYPE_NOT_WARPING; sDelayedWarpOp = WARP_OP_NONE; play_transition(WARP_TRANSITION_FADE_FROM_COLOR, 0x14, 0x00, 0x00, 0x00); if (gCurrCreditsEntry == NULL || gCurrCreditsEntry == sCreditsSequence) { set_background_music(gCurrentArea->musicParam, gCurrentArea->musicParam2, 0); } } void check_instant_warp(void) { s16 cameraAngle; struct Surface *floor; if (gCurrLevelNum == LEVEL_CASTLE && save_file_get_total_star_count(gCurrSaveFileNum - 1, COURSE_MIN - 1, COURSE_MAX - 1) >= 70) { return; } if ((floor = gMarioState->floor) != NULL) { s32 index = floor->type - SURFACE_INSTANT_WARP_1B; if (index >= INSTANT_WARP_INDEX_START && index < INSTANT_WARP_INDEX_STOP && gCurrentArea->instantWarps != NULL) { struct InstantWarp *warp = &gCurrentArea->instantWarps[index]; if (warp->id != 0) { gMarioState->pos[0] += warp->displacement[0]; gMarioState->pos[1] += warp->displacement[1]; gMarioState->pos[2] += warp->displacement[2]; gMarioState->marioObj->oPosX = gMarioState->pos[0]; gMarioState->marioObj->oPosY = gMarioState->pos[1]; gMarioState->marioObj->oPosZ = gMarioState->pos[2]; cameraAngle = gMarioState->area->camera->yaw; change_area(warp->area); gMarioState->area = gCurrentArea; warp_camera(warp->displacement[0], warp->displacement[1], warp->displacement[2]); gMarioState->area->camera->yaw = cameraAngle; } } } } s16 music_changed_through_warp(s16 arg) { struct ObjectWarpNode *warpNode = area_get_warp_node(arg); s16 levelNum = warpNode->node.destLevel & 0x7F; #if BUGFIX_KOOPA_RACE_MUSIC s16 destArea = warpNode->node.destArea; s16 val4 = TRUE; s16 sp2C; if (levelNum == LEVEL_BOB && levelNum == gCurrLevelNum && destArea == gCurrAreaIndex) { sp2C = get_current_background_music(); if (sp2C == SEQUENCE_ARGS(4, SEQ_EVENT_POWERUP | SEQ_VARIATION) || sp2C == SEQUENCE_ARGS(4, SEQ_EVENT_POWERUP)) { val4 = 0; } } else { u16 val8 = gAreas[destArea].musicParam; u16 val6 = gAreas[destArea].musicParam2; val4 = levelNum == gCurrLevelNum && val8 == gCurrentArea->musicParam && val6 == gCurrentArea->musicParam2; if (get_current_background_music() != val6) { val4 = FALSE; } } return val4; #else u16 val8 = gAreas[warpNode->node.destArea].musicParam; u16 val6 = gAreas[warpNode->node.destArea].musicParam2; s16 val4 = levelNum == gCurrLevelNum && val8 == gCurrentArea->musicParam && val6 == gCurrentArea->musicParam2; if (get_current_background_music() != val6) { val4 = FALSE; } return val4; #endif } /** * Set the current warp type and destination level/area/node. */ void initiate_warp(s16 destLevel, s16 destArea, s16 destWarpNode, s32 arg3) { if (destWarpNode >= WARP_NODE_CREDITS_MIN) { sWarpDest.type = WARP_TYPE_CHANGE_LEVEL; } else if (destLevel != gCurrLevelNum) { sWarpDest.type = WARP_TYPE_CHANGE_LEVEL; } else if (destArea != gCurrentArea->index) { sWarpDest.type = WARP_TYPE_CHANGE_AREA; } else { sWarpDest.type = WARP_TYPE_SAME_AREA; } sWarpDest.levelNum = destLevel; sWarpDest.areaIdx = destArea; sWarpDest.nodeId = destWarpNode; sWarpDest.arg = arg3; } // From Surface 0xD3 to 0xFC #define PAINTING_WARP_INDEX_START 0x00 // Value greater than or equal to Surface 0xD3 #define PAINTING_WARP_INDEX_FA 0x2A // THI Huge Painting index left #define PAINTING_WARP_INDEX_END 0x2D // Value less than Surface 0xFD /** * Check if mario is above and close to a painting warp floor, and return the * corresponding warp node. */ struct WarpNode *get_painting_warp_node(void) { struct WarpNode *warpNode = NULL; s32 paintingIndex = gMarioState->floor->type - SURFACE_PAINTING_WARP_D3; if (paintingIndex >= PAINTING_WARP_INDEX_START && paintingIndex < PAINTING_WARP_INDEX_END) { if (paintingIndex < PAINTING_WARP_INDEX_FA || gMarioState->pos[1] - gMarioState->floorHeight < 80.0f) { warpNode = &gCurrentArea->paintingWarpNodes[paintingIndex]; } } return warpNode; } /** * Check is mario has entered a painting, and if so, initiate a warp. */ void initiate_painting_warp(void) { if (gCurrentArea->paintingWarpNodes != NULL && gMarioState->floor != NULL) { struct WarpNode warpNode; struct WarpNode *pWarpNode = get_painting_warp_node(); if (pWarpNode != NULL) { if (gMarioState->action & ACT_FLAG_INTANGIBLE) { play_painting_eject_sound(); } else if (pWarpNode->id != 0) { warpNode = *pWarpNode; if (!(warpNode.destLevel & 0x80)) { D_8032C9E0 = check_warp_checkpoint(&warpNode); } initiate_warp(warpNode.destLevel & 0x7F, warpNode.destArea, warpNode.destNode, 0); check_if_should_set_warp_checkpoint(&warpNode); play_transition_after_delay(WARP_TRANSITION_FADE_INTO_COLOR, 30, 255, 255, 255, 45); level_set_transition(74, basic_update); set_mario_action(gMarioState, ACT_DISAPPEARED, 0); gMarioState->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE; play_sound(SOUND_MENU_STAR_SOUND, gDefaultSoundArgs); fadeout_music(398); #ifdef VERSION_SH queue_rumble_data(80, 70); func_sh_8024C89C(1); #endif } } } } /** * If there is not already a delayed warp, schedule one. The source node is * based on the warp operation and sometimes mario's used object. * Return the time left until the delayed warp is initiated. */ s16 level_trigger_warp(struct MarioState *m, s32 warpOp) { s32 val04 = TRUE; if (sDelayedWarpOp == WARP_OP_NONE) { m->invincTimer = -1; sDelayedWarpArg = 0; sDelayedWarpOp = warpOp; switch (warpOp) { case WARP_OP_DEMO_NEXT: case WARP_OP_DEMO_END: do {sDelayedWarpTimer = 20;} while (0); sSourceWarpNodeId = WARP_NODE_F0; gSavedCourseNum = COURSE_NONE; val04 = FALSE; play_transition(WARP_TRANSITION_FADE_INTO_STAR, 0x14, 0x00, 0x00, 0x00); break; case WARP_OP_CREDITS_END: sDelayedWarpTimer = 60; sSourceWarpNodeId = WARP_NODE_F0; val04 = FALSE; gSavedCourseNum = COURSE_NONE; play_transition(WARP_TRANSITION_FADE_INTO_COLOR, 0x3C, 0x00, 0x00, 0x00); break; case WARP_OP_STAR_EXIT: sDelayedWarpTimer = 32; sSourceWarpNodeId = WARP_NODE_F0; gSavedCourseNum = COURSE_NONE; play_transition(WARP_TRANSITION_FADE_INTO_MARIO, 0x20, 0x00, 0x00, 0x00); break; case WARP_OP_DEATH: if (m->numLives == 0) { sDelayedWarpOp = WARP_OP_GAME_OVER; } sDelayedWarpTimer = 48; sSourceWarpNodeId = WARP_NODE_DEATH; play_transition(WARP_TRANSITION_FADE_INTO_BOWSER, 0x30, 0x00, 0x00, 0x00); play_sound(SOUND_MENU_BOWSER_LAUGH, gDefaultSoundArgs); break; case WARP_OP_WARP_FLOOR: sSourceWarpNodeId = WARP_NODE_WARP_FLOOR; if (area_get_warp_node(sSourceWarpNodeId) == NULL) { if (m->numLives == 0) { sDelayedWarpOp = WARP_OP_GAME_OVER; } else { sSourceWarpNodeId = WARP_NODE_DEATH; } } sDelayedWarpTimer = 20; play_transition(WARP_TRANSITION_FADE_INTO_CIRCLE, 0x14, 0x00, 0x00, 0x00); break; case WARP_OP_UNKNOWN_01: // enter totwc sDelayedWarpTimer = 30; sSourceWarpNodeId = WARP_NODE_F2; play_transition(WARP_TRANSITION_FADE_INTO_COLOR, 0x1E, 0xFF, 0xFF, 0xFF); #ifndef VERSION_JP play_sound(SOUND_MENU_STAR_SOUND, gDefaultSoundArgs); #endif break; case WARP_OP_UNKNOWN_02: // bbh enter sDelayedWarpTimer = 30; sSourceWarpNodeId = (m->usedObj->oBehParams & 0x00FF0000) >> 16; play_transition(WARP_TRANSITION_FADE_INTO_COLOR, 0x1E, 0xFF, 0xFF, 0xFF); break; case WARP_OP_TELEPORT: sDelayedWarpTimer = 20; sSourceWarpNodeId = (m->usedObj->oBehParams & 0x00FF0000) >> 16; val04 = !music_changed_through_warp(sSourceWarpNodeId); play_transition(WARP_TRANSITION_FADE_INTO_COLOR, 0x14, 0xFF, 0xFF, 0xFF); break; case WARP_OP_WARP_DOOR: sDelayedWarpTimer = 20; sDelayedWarpArg = m->actionArg; sSourceWarpNodeId = (m->usedObj->oBehParams & 0x00FF0000) >> 16; val04 = !music_changed_through_warp(sSourceWarpNodeId); play_transition(WARP_TRANSITION_FADE_INTO_CIRCLE, 0x14, 0x00, 0x00, 0x00); break; case WARP_OP_WARP_OBJECT: sDelayedWarpTimer = 20; sSourceWarpNodeId = (m->usedObj->oBehParams & 0x00FF0000) >> 16; val04 = !music_changed_through_warp(sSourceWarpNodeId); play_transition(WARP_TRANSITION_FADE_INTO_STAR, 0x14, 0x00, 0x00, 0x00); break; case WARP_OP_CREDITS_START: sDelayedWarpTimer = 30; play_transition(WARP_TRANSITION_FADE_INTO_COLOR, 0x1E, 0x00, 0x00, 0x00); break; case WARP_OP_CREDITS_NEXT: if (gCurrCreditsEntry == &sCreditsSequence[0]) { sDelayedWarpTimer = 60; play_transition(WARP_TRANSITION_FADE_INTO_COLOR, 0x3C, 0x00, 0x00, 0x00); } else { sDelayedWarpTimer = 20; play_transition(WARP_TRANSITION_FADE_INTO_COLOR, 0x14, 0x00, 0x00, 0x00); } val04 = FALSE; break; } if (val04 && gCurrDemoInput == NULL) { fadeout_music((3 * sDelayedWarpTimer / 2) * 8 - 2); } } return sDelayedWarpTimer; } /** * If a delayed warp is ready, initiate it. */ void initiate_delayed_warp(void) { struct ObjectWarpNode *warpNode; s32 destWarpNode; if (sDelayedWarpOp != WARP_OP_NONE && --sDelayedWarpTimer == 0) { reset_dialog_render_state(); if (gDebugLevelSelect && (sDelayedWarpOp & WARP_OP_TRIGGERS_LEVEL_SELECT)) { warp_special(-9); } else if (gCurrDemoInput != NULL) { if (sDelayedWarpOp == WARP_OP_DEMO_END) { warp_special(-8); } else { warp_special(-2); } } else { switch (sDelayedWarpOp) { case WARP_OP_GAME_OVER: save_file_reload(); warp_special(-3); break; case WARP_OP_CREDITS_END: warp_special(-1); sound_banks_enable(2, 0x03F0); break; case WARP_OP_DEMO_NEXT: warp_special(-2); break; case WARP_OP_CREDITS_START: gCurrCreditsEntry = &sCreditsSequence[0]; initiate_warp(gCurrCreditsEntry->levelNum, gCurrCreditsEntry->areaIndex, WARP_NODE_CREDITS_START, 0); break; case WARP_OP_CREDITS_NEXT: sound_banks_disable(2, 0x03FF); gCurrCreditsEntry += 1; gCurrActNum = gCurrCreditsEntry->unk02 & 0x07; if ((gCurrCreditsEntry + 1)->levelNum == LEVEL_NONE) { destWarpNode = WARP_NODE_CREDITS_END; } else { destWarpNode = WARP_NODE_CREDITS_NEXT; } initiate_warp(gCurrCreditsEntry->levelNum, gCurrCreditsEntry->areaIndex, destWarpNode, 0); break; default: warpNode = area_get_warp_node(sSourceWarpNodeId); initiate_warp(warpNode->node.destLevel & 0x7F, warpNode->node.destArea, warpNode->node.destNode, sDelayedWarpArg); check_if_should_set_warp_checkpoint(&warpNode->node); if (sWarpDest.type != WARP_TYPE_CHANGE_LEVEL) { level_set_transition(2, NULL); } break; } } } } void update_hud_values(void) { if (gCurrCreditsEntry == NULL) { s16 numHealthWedges = gMarioState->health > 0 ? gMarioState->health >> 8 : 0; if (gCurrCourseNum > 0) { gHudDisplay.flags |= HUD_DISPLAY_FLAG_COIN_COUNT; } else { gHudDisplay.flags &= ~HUD_DISPLAY_FLAG_COIN_COUNT; } if (gHudDisplay.coins < gMarioState->numCoins) { if (gGlobalTimer & 0x00000001) { u32 coinSound; if (gMarioState->action & (ACT_FLAG_SWIMMING | ACT_FLAG_METAL_WATER)) { coinSound = SOUND_GENERAL_COIN_WATER; } else { coinSound = SOUND_GENERAL_COIN; } gHudDisplay.coins += 1; play_sound(coinSound, gMarioState->marioObj->header.gfx.cameraToObject); } } if (gMarioState->numLives > 100) { gMarioState->numLives = 100; } #if BUGFIX_MAX_LIVES if (gMarioState->numCoins > 999) { gMarioState->numCoins = 999; } if (gHudDisplay.coins > 999) { gHudDisplay.coins = 999; } #else if (gMarioState->numCoins > 999) { gMarioState->numLives = (s8) 999; //! Wrong variable } #endif gHudDisplay.stars = gMarioState->numStars; gHudDisplay.lives = gMarioState->numLives; gHudDisplay.keys = gMarioState->numKeys; if (numHealthWedges > gHudDisplay.wedges) { play_sound(SOUND_MENU_POWER_METER, gDefaultSoundArgs); } gHudDisplay.wedges = numHealthWedges; if (gMarioState->hurtCounter > 0) { gHudDisplay.flags |= HUD_DISPLAY_FLAG_EMPHASIZE_POWER; } else { gHudDisplay.flags &= ~HUD_DISPLAY_FLAG_EMPHASIZE_POWER; } } } /** * Update objects, hud, and camera. This update function excludes things like * endless staircase, warps, pausing, etc. This is used when entering a painting, * presumably to allow painting and camera updating while avoiding triggering the * warp twice. */ void basic_update(UNUSED s16 *arg) { area_update_objects(); update_hud_values(); if (gCurrentArea != NULL) { update_camera(gCurrentArea->camera); } } int gPressedStart = 0; s32 play_mode_normal(void) { if (gCurrDemoInput != NULL) { print_intro_text(); if (gPlayer1Controller->buttonPressed & END_DEMO) { level_trigger_warp(gMarioState, gCurrLevelNum == LEVEL_PSS ? WARP_OP_DEMO_END : WARP_OP_DEMO_NEXT); } else if (!gWarpTransition.isActive && sDelayedWarpOp == WARP_OP_NONE && (gPlayer1Controller->buttonPressed & START_BUTTON)) { gPressedStart = 1; level_trigger_warp(gMarioState, WARP_OP_DEMO_NEXT); } } warp_area(); check_instant_warp(); if (sTimerRunning && gHudDisplay.timer < 17999) { gHudDisplay.timer += 1; } area_update_objects(); update_hud_values(); if (gCurrentArea != NULL) { update_camera(gCurrentArea->camera); } initiate_painting_warp(); initiate_delayed_warp(); // If either initiate_painting_warp or initiate_delayed_warp initiated a // warp, change play mode accordingly. if (sCurrPlayMode == PLAY_MODE_NORMAL) { if (sWarpDest.type == WARP_TYPE_CHANGE_LEVEL) { set_play_mode(PLAY_MODE_CHANGE_LEVEL); } else if (sTransitionTimer != 0) { set_play_mode(PLAY_MODE_CHANGE_AREA); } else if (pressed_pause()) { lower_background_noise(1); #ifdef VERSION_SH cancel_rumble(); #endif gCameraMovementFlags |= CAM_MOVE_PAUSE_SCREEN; set_play_mode(PLAY_MODE_PAUSED); } } return 0; } s32 play_mode_paused(void) { if (gPauseScreenMode == 0) { set_menu_mode(RENDER_PAUSE_SCREEN); } else if (gPauseScreenMode == 1) { raise_background_noise(1); gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN; set_play_mode(PLAY_MODE_NORMAL); } else { // Exit level if (gDebugLevelSelect) { fade_into_special_warp(-9, 1); } else { initiate_warp(LEVEL_CASTLE, 1, 0x1F, 0); fade_into_special_warp(0, 0); gSavedCourseNum = COURSE_NONE; } gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN; } return 0; } /** * Debug mode that lets you frame advance by pressing D-pad down. Unfortunately * it uses the pause camera, making it basically unusable in most levels. */ s32 play_mode_frame_advance(void) { if (gPlayer1Controller->buttonPressed & D_JPAD) { gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN; play_mode_normal(); } else if (gPlayer1Controller->buttonPressed & START_BUTTON) { gCameraMovementFlags &= ~CAM_MOVE_PAUSE_SCREEN; raise_background_noise(1); set_play_mode(PLAY_MODE_NORMAL); } else { gCameraMovementFlags |= CAM_MOVE_PAUSE_SCREEN; } return 0; } /** * Set the transition, which is a period of time after the warp is initiated * but before it actually occurs. If updateFunction is not NULL, it will be * called each frame during the transition. */ void level_set_transition(s16 length, void (*updateFunction)(s16 *)) { sTransitionTimer = length; sTransitionUpdate = updateFunction; } /** * Play the transition and then return to normal play mode. */ s32 play_mode_change_area(void) { //! This maybe was supposed to be sTransitionTimer == -1? sTransitionUpdate // is never set to -1. if (sTransitionUpdate == (void (*)(s16 *)) - 1) { update_camera(gCurrentArea->camera); } else if (sTransitionUpdate != NULL) { sTransitionUpdate(&sTransitionTimer); } if (sTransitionTimer > 0) { sTransitionTimer -= 1; } //! If sTransitionTimer is -1, this will miss. if (sTransitionTimer == 0) { sTransitionUpdate = NULL; set_play_mode(PLAY_MODE_NORMAL); } return 0; } /** * Play the transition and then return to normal play mode. */ s32 play_mode_change_level(void) { if (sTransitionUpdate != NULL) { sTransitionUpdate(&sTransitionTimer); } //! If sTransitionTimer is -1, this will miss. if (--sTransitionTimer == -1) { gHudDisplay.flags = HUD_DISPLAY_NONE; sTransitionTimer = 0; sTransitionUpdate = NULL; if (sWarpDest.type != WARP_TYPE_NOT_WARPING) { return sWarpDest.levelNum; } else { return D_80339EE0; } } return 0; } /** * Unused play mode. Doesn't call transition update and doesn't reset transition * at the end. */ static s32 play_mode_unused(void) { if (--sTransitionTimer == -1) { gHudDisplay.flags = HUD_DISPLAY_NONE; if (sWarpDest.type != WARP_TYPE_NOT_WARPING) { return sWarpDest.levelNum; } else { return D_80339EE0; } } return 0; } s32 update_level(void) { s32 changeLevel; switch (sCurrPlayMode) { case PLAY_MODE_NORMAL: changeLevel = play_mode_normal(); break; case PLAY_MODE_PAUSED: changeLevel = play_mode_paused(); break; case PLAY_MODE_CHANGE_AREA: changeLevel = play_mode_change_area(); break; case PLAY_MODE_CHANGE_LEVEL: changeLevel = play_mode_change_level(); break; case PLAY_MODE_FRAME_ADVANCE: changeLevel = play_mode_frame_advance(); break; } if (changeLevel) { reset_volume(); enable_background_sound(); } return changeLevel; } s32 init_level(void) { s32 val4 = 0; set_play_mode(PLAY_MODE_NORMAL); sDelayedWarpOp = WARP_OP_NONE; sTransitionTimer = 0; D_80339EE0 = 0; if (gCurrCreditsEntry == NULL) { gHudDisplay.flags = HUD_DISPLAY_DEFAULT; } else { gHudDisplay.flags = HUD_DISPLAY_NONE; } sTimerRunning = 0; if (sWarpDest.type != WARP_TYPE_NOT_WARPING) { if (sWarpDest.nodeId >= WARP_NODE_CREDITS_MIN) { warp_credits(); } else { warp_level(); } } else { if (gPlayerSpawnInfos[0].areaIndex >= 0) { load_mario_area(); init_mario(); } if (gCurrentArea != NULL) { reset_camera(gCurrentArea->camera); if (gCurrDemoInput != NULL) { set_mario_action(gMarioState, ACT_IDLE, 0); } else if (gDebugLevelSelect == 0) { if (gMarioState->action != ACT_UNINITIALIZED) { if (save_file_exists(gCurrSaveFileNum - 1)) { set_mario_action(gMarioState, ACT_IDLE, 0); } else { set_mario_action(gMarioState, ACT_INTRO_CUTSCENE, 0); val4 = 1; } } } } if (val4 != 0) { play_transition(WARP_TRANSITION_FADE_FROM_COLOR, 0x5A, 0xFF, 0xFF, 0xFF); } else { play_transition(WARP_TRANSITION_FADE_FROM_STAR, 0x10, 0xFF, 0xFF, 0xFF); } if (gCurrDemoInput == NULL) { set_background_music(gCurrentArea->musicParam, gCurrentArea->musicParam2, 0); } } #ifdef VERSION_SH if (gCurrDemoInput == NULL) { cancel_rumble(); } #endif if (gMarioState->action == ACT_INTRO_CUTSCENE) { sound_banks_disable(2, 0x0330); } return 1; } /** * Initialize the current level if initOrUpdate is 0, or update the level if it * is 1. */ s32 lvl_init_or_update(s16 initOrUpdate, UNUSED s32 unused) { s32 result = 0; switch (initOrUpdate) { case 0: result = init_level(); break; case 1: result = update_level(); break; } return result; } s32 lvl_init_from_save_file(UNUSED s16 arg0, s32 levelNum) { #ifdef VERSION_EU s16 var = eu_get_language(); switch (var) { case LANGUAGE_ENGLISH: load_segment_decompress(0x19, _translation_en_mio0SegmentRomStart, _translation_en_mio0SegmentRomEnd); break; case LANGUAGE_FRENCH: load_segment_decompress(0x19, _translation_fr_mio0SegmentRomStart, _translation_fr_mio0SegmentRomEnd); break; case LANGUAGE_GERMAN: load_segment_decompress(0x19, _translation_de_mio0SegmentRomStart, _translation_de_mio0SegmentRomEnd); break; } #endif sWarpDest.type = WARP_TYPE_NOT_WARPING; sDelayedWarpOp = WARP_OP_NONE; gShouldNotPlayCastleMusic = !save_file_exists(gCurrSaveFileNum - 1); gCurrLevelNum = levelNum; gCurrCourseNum = COURSE_NONE; gSavedCourseNum = COURSE_NONE; gCurrCreditsEntry = NULL; gSpecialTripleJump = 0; init_mario_from_save_file(); disable_warp_checkpoint(); save_file_move_cap_to_default_location(); select_mario_cam_mode(); set_yoshi_as_not_dead(); return levelNum; } s32 lvl_set_current_level(UNUSED s16 arg0, s32 levelNum) { s32 val4 = D_8032C9E0; D_8032C9E0 = 0; gCurrLevelNum = levelNum; gCurrCourseNum = gLevelToCourseNumTable[levelNum - 1]; if (gCurrDemoInput != NULL || gCurrCreditsEntry != NULL || gCurrCourseNum == COURSE_NONE) { return 0; } if (gCurrLevelNum != LEVEL_BOWSER_1 && gCurrLevelNum != LEVEL_BOWSER_2 && gCurrLevelNum != LEVEL_BOWSER_3) { gMarioState->numCoins = 0; gHudDisplay.coins = 0; gCurrCourseStarFlags = save_file_get_star_flags(gCurrSaveFileNum - 1, gCurrCourseNum - 1); } if (gSavedCourseNum != gCurrCourseNum) { gSavedCourseNum = gCurrCourseNum; nop_change_course(); disable_warp_checkpoint(); } if (gCurrCourseNum > COURSE_STAGES_MAX || val4 != 0) { return 0; } if (gDebugLevelSelect != 0 && gShowProfiler == 0) { return 0; } return 1; } /** * Play the "thank you so much for to playing my game" sound. */ s32 lvl_play_the_end_screen_sound(UNUSED s16 arg0, UNUSED s32 arg1) { play_sound(SOUND_MENU_THANK_YOU_PLAYING_MY_GAME, gDefaultSoundArgs); return 1; }