sm64pc/src/game/interaction.h

136 lines
5.8 KiB
C

#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 */