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