#ifndef _INTERACTION_H #define _INTERACTION_H #include "types.h" #define INTERACT_HOOT /* 0x00000001 */ (1 << 0) #define INTERACT_GRABBABLE /* 0x00000002 */ (1 << 1) #define INTERACT_DOOR /* 0x00000004 */ (1 << 2) #define INTERACT_DAMAGE /* 0x00000008 */ (1 << 3) #define INTERACT_COIN /* 0x00000010 */ (1 << 4) #define INTERACT_CAP /* 0x00000020 */ (1 << 5) #define INTERACT_POLE /* 0x00000040 */ (1 << 6) #define INTERACT_KOOPA /* 0x00000080 */ (1 << 7) #define INTERACT_UNKNOWN_08 /* 0x00000100 */ (1 << 8) #define INTERACT_BREAKABLE /* 0x00000200 */ (1 << 9) #define INTERACT_STRONG_WIND /* 0x00000400 */ (1 << 10) #define INTERACT_WARP_DOOR /* 0x00000800 */ (1 << 11) #define INTERACT_STAR_OR_KEY /* 0x00001000 */ (1 << 12) #define INTERACT_WARP /* 0x00002000 */ (1 << 13) #define INTERACT_CANNON_BASE /* 0x00004000 */ (1 << 14) #define INTERACT_BOUNCE_TOP /* 0x00008000 */ (1 << 15) #define INTERACT_WATER_RING /* 0x00010000 */ (1 << 16) #define INTERACT_BULLY /* 0x00020000 */ (1 << 17) #define INTERACT_FLAME /* 0x00040000 */ (1 << 18) #define INTERACT_KOOPA_SHELL /* 0x00080000 */ (1 << 19) #define INTERACT_BOUNCE_TOP2 /* 0x00100000 */ (1 << 20) #define INTERACT_MR_BLIZZARD /* 0x00200000 */ (1 << 21) #define INTERACT_HIT_FROM_BELOW /* 0x00400000 */ (1 << 22) #define INTERACT_TEXT /* 0x00800000 */ (1 << 23) #define INTERACT_TORNADO /* 0x01000000 */ (1 << 24) #define INTERACT_WHIRLPOOL /* 0x02000000 */ (1 << 25) #define INTERACT_CLAM_OR_BUBBA /* 0x04000000 */ (1 << 26) #define INTERACT_BBH_ENTRANCE /* 0x08000000 */ (1 << 27) #define INTERACT_SNUFIT_BULLET /* 0x10000000 */ (1 << 28) #define INTERACT_SHOCK /* 0x20000000 */ (1 << 29) #define INTERACT_IGLOO_BARRIER /* 0x40000000 */ (1 << 30) #define INTERACT_UNKNOWN_31 /* 0x80000000 */ (1 << 31) // INTERACT_WARP #define INT_SUBTYPE_FADING_WARP 0x00000001 // Damaging interactions #define INT_SUBTYPE_DELAY_INVINCIBILITY 0x00000002 #define INT_SUBTYPE_BIG_KNOCKBACK 0x00000008 /* Used by Bowser, sets Mario's forward velocity to 40 on hit */ // INTERACT_GRABBABLE #define INT_SUBTYPE_GRABS_MARIO 0x00000004 /* Also makes the object heavy */ #define INT_SUBTYPE_HOLDABLE_NPC 0x00000010 /* Allows the object to be gently dropped, and sets vertical speed to 0 when dropped with no forwards velocity */ #define INT_SUBTYPE_DROP_IMMEDIATELY 0x00000040 /* This gets set by grabbable NPCs that talk to Mario to make him drop them after the dialog is finished */ #define INT_SUBTYPE_KICKABLE 0x00000100 #define INT_SUBTYPE_NOT_GRABBABLE 0x00000200 /* Used by Heavy-Ho to allow it to throw Mario, without Mario being able to pick it up */ // INTERACT_DOOR #define INT_SUBTYPE_STAR_DOOR 0x00000020 //INTERACT_BOUNCE_TOP #define INT_SUBTYPE_TWIRL_BOUNCE 0x00000080 // INTERACT_STAR_OR_KEY #define INT_SUBTYPE_NO_EXIT 0x00000400 #define INT_SUBTYPE_GRAND_STAR 0x00000800 // INTERACT_TEXT #define INT_SUBTYPE_SIGN 0x00001000 #define INT_SUBTYPE_NPC 0x00004000 // INTERACT_CLAM_OR_BUBBA #define INT_SUBTYPE_EATS_MARIO 0x00002000 #define ATTACK_PUNCH 1 #define ATTACK_KICK_OR_TRIP 2 #define ATTACK_FROM_ABOVE 3 #define ATTACK_GROUND_POUND_OR_TWIRL 4 #define ATTACK_FAST_ATTACK 5 #define ATTACK_FROM_BELOW 6 #define INT_STATUS_ATTACK_MASK 0x000000FF #define INT_STATUS_HOOT_GRABBED_BY_MARIO (1 << 0) /* 0x00000001 */ #define INT_STATUS_MARIO_UNK1 (1 << 1) /* 0x00000002 */ #define INT_STATUS_MARIO_UNK2 (1 << 2) /* 0x00000004 */ #define INT_STATUS_MARIO_DROP_OBJECT (1 << 3) /* 0x00000008 */ #define INT_STATUS_MARIO_UNK4 (1 << 4) /* 0x00000010 */ #define INT_STATUS_MARIO_UNK5 (1 << 5) /* 0x00000020 */ #define INT_STATUS_MARIO_UNK6 (1 << 6) /* 0x00000040 */ #define INT_STATUS_MARIO_UNK7 (1 << 7) /* 0x00000080 */ #define INT_STATUS_GRABBED_MARIO (1 << 11) /* 0x00000800 */ #define INT_STATUS_ATTACKED_MARIO (1 << 13) /* 0x00002000 */ #define INT_STATUS_WAS_ATTACKED (1 << 14) /* 0x00004000 */ #define INT_STATUS_INTERACTED (1 << 15) /* 0x00008000 */ #define INT_STATUS_TRAP_TURN (1 << 20) /* 0x00100000 */ #define INT_STATUS_HIT_MINE (1 << 21) /* 0x00200000 */ #define INT_STATUS_STOP_RIDING (1 << 22) /* 0x00400000 */ #define INT_STATUS_TOUCHED_BOB_OMB (1 << 23) /* 0x00800000 */ struct BullyCollisionData { /*0x00*/ f32 conversionRatio; /*0x04*/ f32 radius; /*0x08*/ f32 posX; /*0x0C*/ f32 posZ; /*0x10*/ f32 velX; /*0x14*/ f32 velZ; }; extern u8 D_03009AC8[]; extern s16 mario_obj_angle_to_object(struct MarioState *, struct Object *); extern void mario_stop_riding_object(struct MarioState *); extern void mario_grab_used_object(struct MarioState *); extern void mario_drop_held_object(struct MarioState *); extern void mario_throw_held_object(struct MarioState *); extern void mario_stop_riding_and_holding(struct MarioState *); extern u32 does_mario_have_hat(struct MarioState *); extern void mario_blow_off_cap(struct MarioState *, f32); extern u32 mario_lose_cap_to_enemy(u32); extern void mario_retrieve_cap(void); extern struct Object *mario_get_collided_object(struct MarioState *, u32); extern u32 mario_check_object_grab(struct MarioState *); extern u32 get_door_save_file_flag(struct Object *); extern void mario_process_interactions(struct MarioState *); extern void mario_handle_special_floors(struct MarioState *); extern BAD_RETURN(s32) init_bully_collision_data( struct BullyCollisionData *data, f32 posX, f32 posZ, f32 forwardVel, s16 yaw, f32 conversionRatio, f32 radius); extern void transfer_bully_speed(struct BullyCollisionData *, struct BullyCollisionData *); #endif /* _INTERACTION_H */