sm64pc/src/game/mario_actions_cutscene.c

2715 lines
88 KiB
C

#include <ultra64.h>
#include "prevent_bss_reordering.h"
#include "sm64.h"
#include "gfx_dimensions.h"
//#include "game.h"
#include "game_init.h"
#include "sound_init.h"
#include "level_update.h"
#include "interaction.h"
#include "mario.h"
#include "mario_step.h"
#include "mario_actions_moving.h"
#include "save_file.h"
#include "area.h"
#include "camera.h"
#include "object_helpers.h"
#include "moving_texture.h"
#include "ingame_menu.h"
#include "audio/external.h"
#include "seq_ids.h"
#include "engine/math_util.h"
#include "engine/graph_node.h"
#include "engine/surface_collision.h"
#include "engine/behavior_script.h"
#include "behavior_data.h"
#include "object_list_processor.h"
#include "level_table.h"
#include "dialog_ids.h"
#include "thread6.h"
// TODO: put this elsewhere
enum SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_CONTINUE_DONT_SAVE };
static struct Object *sIntroWarpPipeObj;
static struct Object *sEndPeachObj;
static struct Object *sEndRightToadObj;
static struct Object *sEndLeftToadObj;
static struct Object *sEndJumboStarObj;
static UNUSED s32 sUnused;
static s16 sEndPeachAnimation;
static s16 sEndToadAnims[2];
static Vp sEndCutsceneVp = { { { 640, 480, 511, 0 }, { 640, 480, 511, 0 } } };
static struct CreditsEntry *sDispCreditsEntry = NULL;
// related to peach gfx?
static s8 D_8032CBE4 = 0;
static s8 D_8032CBE8 = 0;
static s8 D_8032CBEC[7] = { 2, 3, 2, 1, 2, 3, 2 };
static u8 sStarsNeededForDialog[6] = { 1, 3, 8, 30, 50, 70 };
/**
* Data for the jumbo star cutscene. It specifies the flight path after triple
* jumping. Each entry is one keyframe.
* The first number is playback speed, 1000 is the maximum and means it lasts
* 1 frame. 20 means that it lasts 1000/20 = 50 frames.
* Speed 0 marks the last keyframe. Since the cubic spline looks 3 keyframes
* ahead, there should be at least 2 more entries afterwards.
* The last three numbers of each entry are x, y and z coordinates of points
* that define the curve.
*/
static Vec4s sJumboStarKeyframes[27] = {
{ 20, 0, 678, -2916 }, { 30, 0, 680, -3500 }, { 40, 1000, 700, -4000 },
{ 50, 2500, 750, -3500 }, { 50, 3500, 800, -2000 }, { 50, 4000, 850, 0 },
{ 50, 3500, 900, 2000 }, { 50, 2000, 950, 3500 }, { 50, 0, 1000, 4000 },
{ 50, -2000, 1050, 3500 }, { 50, -3500, 1100, 2000 }, { 50, -4000, 1150, 0 },
{ 50, -3500, 1200, -2000 }, { 50, -2000, 1250, -3500 }, { 50, 0, 1300, -4000 },
{ 50, 2000, 1350, -3500 }, { 50, 3500, 1400, -2000 }, { 50, 4000, 1450, 0 },
{ 50, 3500, 1500, 2000 }, { 50, 2000, 1600, 3500 }, { 50, 0, 1700, 4000 },
{ 50, -2000, 1800, 3500 }, { 50, -3500, 1900, 2000 }, { 30, -4000, 2000, 0 },
{ 0, -3500, 2100, -2000 }, { 0, -2000, 2200, -3500 }, { 0, 0, 2300, -4000 },
};
/**
* get_credits_str_width: Calculate width of a Credits String
* Loop over each character in a credits string and increment the length. If the
* character is a space, increment by 4; otherwise increment by 7. Once the next
* character is a null character (equal to 0), stop counting the length since
* that's the end of the string.
*/
s32 get_credits_str_width(char *str) {
u32 c;
s32 length = 0;
while ((c = *str++) != 0) {
length += (c == ' ' ? 4 : 7);
}
return length;
}
#define CREDIT_TEXT_MARGIN_X ((s32)(GFX_DIMENSIONS_ASPECT_RATIO * 21))
#define CREDIT_TEXT_X_LEFT GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(CREDIT_TEXT_MARGIN_X)
#define CREDIT_TEXT_X_RIGHT GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(CREDIT_TEXT_MARGIN_X)
/**
* print_displaying_credits_entry: Print the current displaying Credits Entry
* Called in render_game. This function checks if sDispCreditsEntry points to a
* credits entry (see act_credits_cutscene), and if so, display it. The reason
* this is called every frame in render_game is because the credits need to
* display on top of everything else.
* To print a credits entry, we take the first character of the first string,
* subtract the value of the 0 character, and use that as the number of lines to
* print, excluding the title. Then, we print the title (after advancing the
* pointer by 1) at X 28, Y either 28 or 172, depending on the print at bottom
* flag. Finally, we print each line using the number of lines previously stored
* as a counter, and increase the Y value by either the constant 16 (JP only) or
* by the value of lineHeight.
*/
void print_displaying_credits_entry(void) {
char **currStrPtr;
char *titleStr;
s16 numLines;
s16 strY;
#ifndef VERSION_JP
s16 lineHeight;
#endif
if (sDispCreditsEntry != NULL) {
currStrPtr = (char **) sDispCreditsEntry->unk0C;
titleStr = *currStrPtr++;
numLines = *titleStr++ - '0';
strY = (sDispCreditsEntry->unk02 & 0x20 ? 28 : 172) + (numLines == 1) * 16;
#ifndef VERSION_JP
lineHeight = 16;
#endif
dl_rgba16_begin_cutscene_msg_fade();
print_credits_str_ascii(CREDIT_TEXT_X_LEFT, strY, titleStr);
#ifndef VERSION_JP
switch (numLines) {
case 4:
print_credits_str_ascii(CREDIT_TEXT_X_LEFT, strY + 24, *currStrPtr++);
numLines = 2;
lineHeight = 24;
break;
case 5:
print_credits_str_ascii(CREDIT_TEXT_X_LEFT, strY + 16, *currStrPtr++);
numLines = 3;
break;
#ifdef VERSION_EU
case 6:
print_credits_str_ascii(CREDIT_TEXT_X_LEFT, strY + 32, *currStrPtr++);
numLines = 3;
break;
case 7:
print_credits_str_ascii(CREDIT_TEXT_X_LEFT, strY + 16, *currStrPtr++);
print_credits_str_ascii(CREDIT_TEXT_X_LEFT, strY + 32, *currStrPtr++);
numLines = 3;
break;
#endif
}
#endif
// smart dev here, thinking ahead for when the cosmic ray hits the rdram
// chips 23 years later and nearly causes upwarp 2
while (numLines-- > 0) {
print_credits_str_ascii(CREDIT_TEXT_X_RIGHT - get_credits_str_width(*currStrPtr), strY, *currStrPtr);
#ifdef VERSION_JP
strY += 16;
#else
strY += lineHeight;
#endif
currStrPtr++;
}
dl_rgba16_stop_cutscene_msg_fade();
sDispCreditsEntry = NULL;
}
}
void bhv_end_peach_loop(void) {
cur_obj_init_animation_with_sound(sEndPeachAnimation);
if (cur_obj_check_if_near_animation_end()) {
// anims: 0-3, 4, 5, 6-8, 9, 10, 11
if (sEndPeachAnimation < 3 || sEndPeachAnimation == 6 || sEndPeachAnimation == 7) {
sEndPeachAnimation++;
}
}
}
void bhv_end_toad_loop(void) {
s32 toadAnimIndex = (gCurrentObject->oPosX >= 0.0f);
cur_obj_init_animation_with_sound(sEndToadAnims[toadAnimIndex]);
if (cur_obj_check_if_near_animation_end()) {
// 0-1, 2-3, 4, 5, 6, 7
if (sEndToadAnims[toadAnimIndex] == 0 || sEndToadAnims[toadAnimIndex] == 2) {
sEndToadAnims[toadAnimIndex]++;
}
}
}
// Geo switch case function for controlling Peach's eye state.
s32 geo_switch_peach_eyes(s32 run, struct GraphNode *node, UNUSED s32 a2) {
struct GraphNodeSwitchCase *switchCase = (struct GraphNodeSwitchCase *) node;
s16 timer;
if (run == TRUE) {
if (D_8032CBE4 == 0) {
timer = (gAreaUpdateCounter + 0x20) >> 1 & 0x1F;
if (timer < 7) {
switchCase->selectedCase = D_8032CBE8 * 4 + D_8032CBEC[timer];
} else {
switchCase->selectedCase = D_8032CBE8 * 4 + 1;
}
} else {
switchCase->selectedCase = D_8032CBE8 * 4 + D_8032CBE4 - 1;
}
}
return 0;
}
// unused
static void stub_is_textbox_active(u16 *a0) {
if (get_dialog_id() == -1) {
*a0 = 0;
}
}
/**
* get_star_collection_dialog: Determine what dialog should show when Mario
* collects a star.
* Determines if Mario has collected enough stars to get a dialog for it, and
* if so, return the dialog ID. Otherwise, return 0
*/
s32 get_star_collection_dialog(struct MarioState *m) {
s32 i;
s32 dialogID = 0;
s32 numStarsRequired;
for (i = 0; i < 6; i++) {
numStarsRequired = sStarsNeededForDialog[i];
if (m->unkB8 < numStarsRequired && m->numStars >= numStarsRequired) {
dialogID = i + DIALOG_141;
break;
}
}
m->unkB8 = m->numStars;
return dialogID;
}
// save menu handler
void handle_save_menu(struct MarioState *m) {
s32 dialogID;
// wait for the menu to show up
// mario_finished_animation(m) ? (not my file, not my problem)
if (is_anim_past_end(m) && gSaveOptSelectIndex != 0) {
// save and continue / save and quit
if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_CONTINUE || gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
save_file_do_save(gCurrSaveFileNum - 1);
if (gSaveOptSelectIndex == SAVE_OPT_SAVE_AND_QUIT) {
fade_into_special_warp(-2, 0); // reset game
}
}
// not quitting
if (gSaveOptSelectIndex != SAVE_OPT_SAVE_AND_QUIT) {
disable_time_stop();
m->faceAngle[1] += 0x8000;
// figure out what dialog to show, if we should
dialogID = get_star_collection_dialog(m);
if (dialogID != 0) {
play_peachs_jingle();
// look up for dialog
set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, dialogID);
} else {
set_mario_action(m, ACT_IDLE, 0);
}
}
}
}
/**
* spawn_obj_at_mario_rel_yaw: Spawns object at Mario with relative yaw.
* Spawns object with given behavior and model and copies over Mario's position
* and yaw plus relative yaw.
*/
struct Object *spawn_obj_at_mario_rel_yaw(struct MarioState *m, s32 model, const BehaviorScript *behavior, s16 relYaw) {
struct Object *o = spawn_object(m->marioObj, model, behavior);
o->oFaceAngleYaw = m->faceAngle[1] + relYaw;
o->oPosX = m->pos[0];
o->oPosY = m->pos[1];
o->oPosZ = m->pos[2];
return o;
}
/**
* cutscene_take_cap_off: Put Mario's cap on.
* Clears "cap on head" flag, sets "cap in hand" flag, plays sound
* SOUND_ACTION_UNKNOWN43D.
*/
void cutscene_take_cap_off(struct MarioState *m) {
m->flags &= ~MARIO_CAP_ON_HEAD;
m->flags |= MARIO_CAP_IN_HAND;
play_sound(SOUND_ACTION_UNKNOWN43D, m->marioObj->header.gfx.cameraToObject);
}
/**
* cutscene_put_cap_on: Put Mario's cap on.
* Clears "cap in hand" flag, sets "cap on head" flag, plays sound
* SOUND_ACTION_UNKNOWN43E.
*/
void cutscene_put_cap_on(struct MarioState *m) {
m->flags &= ~MARIO_CAP_IN_HAND;
m->flags |= MARIO_CAP_ON_HEAD;
play_sound(SOUND_ACTION_UNKNOWN43E, m->marioObj->header.gfx.cameraToObject);
}
/**
* mario_ready_to_speak: Determine if Mario is able to speak to a NPC
* The following conditions must be met in order for Mario to be considered
* ready to speak.
* 1: Mario's action must be in the stationary or moving action groups, or if
* not, he must be in the "waiting for dialog" state.
* 2: Mario mat not be riding a shell or be invulnerable.
* 3: Mario must not be in first person mode.
*/
s32 mario_ready_to_speak(void) {
u32 actionGroup = gMarioState->action & ACT_GROUP_MASK;
s32 isReadyToSpeak = FALSE;
if ((gMarioState->action == ACT_WAITING_FOR_DIALOG || actionGroup == ACT_GROUP_STATIONARY
|| actionGroup == ACT_GROUP_MOVING)
&& (!(gMarioState->action & (ACT_FLAG_RIDING_SHELL | ACT_FLAG_INVULNERABLE))
&& gMarioState->action != ACT_FIRST_PERSON)) {
isReadyToSpeak = TRUE;
}
return isReadyToSpeak;
}
// (can) place mario in dialog?
// initiate dialog?
// return values:
// 0 = not in dialog
// 1 = starting dialog
// 2 = speaking
s32 set_mario_npc_dialog(s32 actionArg) {
s32 dialogState = 0;
// in dialog
if (gMarioState->action == ACT_READING_NPC_DIALOG) {
if (gMarioState->actionState < 8) {
dialogState = 1; // starting dialog
}
if (gMarioState->actionState == 8) {
if (actionArg == 0) {
gMarioState->actionState++; // exit dialog
} else {
dialogState = 2;
}
}
} else if (actionArg != 0 && mario_ready_to_speak()) {
gMarioState->usedObj = gCurrentObject;
set_mario_action(gMarioState, ACT_READING_NPC_DIALOG, actionArg);
dialogState = 1; // starting dialog
}
return dialogState;
}
// actionargs:
// 1 : no head turn
// 2 : look up
// 3 : look down
// actionstate values:
// 0 - 7: looking toward npc
// 8: in dialog
// 9 - 22: looking away from npc
// 23: end
s32 act_reading_npc_dialog(struct MarioState *m) {
s32 headTurnAmount = 0;
s16 angleToNPC;
if (m->actionArg == 2) {
headTurnAmount = -1024;
}
if (m->actionArg == 3) {
headTurnAmount = 384;
}
if (m->actionState < 8) {
// turn to NPC
angleToNPC = mario_obj_angle_to_object(m, m->usedObj);
m->faceAngle[1] =
angleToNPC - approach_s32((angleToNPC - m->faceAngle[1]) << 16 >> 16, 0, 2048, 2048);
// turn head to npc
m->actionTimer += headTurnAmount;
// set animation
set_mario_animation(m, m->heldObj == NULL ? MARIO_ANIM_FIRST_PERSON
: MARIO_ANIM_IDLE_WITH_LIGHT_OBJ);
} else if (m->actionState >= 9 && m->actionState < 17) {
// look back from facing NPC
m->actionTimer -= headTurnAmount;
} else if (m->actionState == 23) {
if (m->flags & MARIO_CAP_IN_HAND) {
set_mario_action(m, ACT_PUTTING_ON_CAP, 0);
} else {
set_mario_action(m, m->heldObj == NULL ? ACT_IDLE : ACT_HOLD_IDLE, 0);
}
}
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
vec3s_set(m->marioBodyState->headAngle, m->actionTimer, 0, 0);
if (m->actionState != 8) {
m->actionState++;
}
return FALSE;
}
// puts mario in a state where he's waiting for (npc) dialog; doesn't do much
s32 act_waiting_for_dialog(struct MarioState *m) {
set_mario_animation(m,
m->heldObj == NULL ? MARIO_ANIM_FIRST_PERSON : MARIO_ANIM_IDLE_WITH_LIGHT_OBJ);
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
return FALSE;
}
// makes mario disappear and triggers warp
s32 act_disappeared(struct MarioState *m) {
set_mario_animation(m, MARIO_ANIM_A_POSE);
stop_and_set_height_to_floor(m);
m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
if (m->actionArg) {
m->actionArg--;
if ((m->actionArg & 0xFFFF) == 0) {
level_trigger_warp(m, m->actionArg >> 16);
}
}
return FALSE;
}
s32 act_reading_automatic_dialog(struct MarioState *m) {
u32 actionArg;
m->actionState++;
if (m->actionState == 2) {
enable_time_stop();
}
if (m->actionState < 9) {
set_mario_animation(m, m->prevAction == ACT_STAR_DANCE_WATER ? MARIO_ANIM_WATER_IDLE
: MARIO_ANIM_FIRST_PERSON);
// always look up for automatic dialogs
m->actionTimer -= 1024;
} else {
// set mario dialog
if (m->actionState == 9) {
actionArg = m->actionArg;
if (GET_HIGH_U16_OF_32(actionArg) == 0) {
create_dialog_box(GET_LOW_U16_OF_32(actionArg));
} else {
create_dialog_box_with_var(GET_HIGH_U16_OF_32(actionArg), GET_LOW_U16_OF_32(actionArg));
}
}
// wait until dialog is done
else if (m->actionState == 10) {
if (get_dialog_id() >= 0) {
m->actionState--;
}
}
// look back down
else if (m->actionState < 19) {
m->actionTimer += 1024;
}
// finished action
else if (m->actionState == 25) {
disable_time_stop();
if (gShouldNotPlayCastleMusic) {
gShouldNotPlayCastleMusic = FALSE;
play_cutscene_music(SEQUENCE_ARGS(0, SEQ_LEVEL_INSIDE_CASTLE));
}
if (m->prevAction == ACT_STAR_DANCE_WATER) {
set_mario_action(m, ACT_WATER_IDLE, 0); // 100c star?
} else {
// make mario walk into door after star dialog
set_mario_action(m, m->prevAction == ACT_UNLOCKING_STAR_DOOR ? ACT_WALKING : ACT_IDLE,
0);
}
}
}
// apply head turn
vec3s_set(m->marioBodyState->headAngle, m->actionTimer, 0, 0);
return FALSE;
}
s32 act_reading_sign(struct MarioState *m) {
struct Object *marioObj = m->marioObj;
play_sound_if_no_flag(m, SOUND_ACTION_READ_SIGN, MARIO_ACTION_SOUND_PLAYED);
switch (m->actionState) {
// start dialog
case 0:
trigger_cutscene_dialog(1);
enable_time_stop();
// reading sign
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
m->actionState = 1;
// intentional fall through
// turn toward sign
case 1:
m->faceAngle[1] += marioObj->oMarioPoleUnk108 / 11;
m->pos[0] += marioObj->oMarioReadingSignDPosX / 11.0f;
m->pos[2] += marioObj->oMarioReadingSignDPosZ / 11.0f;
// create the text box
if (m->actionTimer++ == 10) {
create_dialog_inverted_box(m->usedObj->oBehParams2ndByte);
m->actionState = 2;
}
break;
// in dialog
case 2:
// dialog finished
if (gCamera->cutscene == 0) {
disable_time_stop();
set_mario_action(m, ACT_IDLE, 0);
}
break;
}
vec3f_copy(marioObj->header.gfx.pos, m->pos);
vec3s_set(marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
return FALSE;
}
// debug free move action
s32 act_debug_free_move(struct MarioState *m) {
struct Surface *surf;
f32 floorHeight;
Vec3f pos;
f32 speed;
u32 action;
// integer immediates, generates convert instructions for some reason
speed = gPlayer1Controller->buttonDown & B_BUTTON ? 4 : 1;
if (gPlayer1Controller->buttonDown & L_TRIG) {
speed = 0.01f;
}
set_mario_animation(m, MARIO_ANIM_A_POSE);
vec3f_copy(pos, m->pos);
if (gPlayer1Controller->buttonDown & U_JPAD) {
pos[1] += 16.0f * speed;
}
if (gPlayer1Controller->buttonDown & D_JPAD) {
pos[1] -= 16.0f * speed;
}
if (m->intendedMag > 0) {
pos[0] += 32.0f * speed * sins(m->intendedYaw);
pos[2] += 32.0f * speed * coss(m->intendedYaw);
}
resolve_and_return_wall_collisions(pos, 60.0f, 50.0f);
floorHeight = find_floor(pos[0], pos[1], pos[2], &surf);
if (surf != NULL) {
if (pos[1] < floorHeight) {
pos[1] = floorHeight;
}
vec3f_copy(m->pos, pos);
}
m->faceAngle[1] = m->intendedYaw;
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
if (gPlayer1Controller->buttonPressed == A_BUTTON) {
if (m->pos[1] <= m->waterLevel - 100) {
action = ACT_WATER_IDLE;
} else {
action = ACT_IDLE;
}
set_mario_action(m, action, 0);
}
return FALSE;
}
// star dance handler
void general_star_dance_handler(struct MarioState *m, s32 isInWater) {
s32 dialogID;
if (m->actionState == 0) {
switch (++m->actionTimer) {
case 1:
spawn_object(m->marioObj, MODEL_STAR, bhvCelebrationStar);
disable_background_sound();
if (m->actionArg & 1) {
play_course_clear();
} else {
if (gCurrLevelNum == LEVEL_BOWSER_1 || gCurrLevelNum == LEVEL_BOWSER_2) {
play_music(SEQ_PLAYER_ENV, SEQUENCE_ARGS(15, SEQ_EVENT_CUTSCENE_COLLECT_KEY), 0);
} else {
play_music(SEQ_PLAYER_ENV, SEQUENCE_ARGS(15, SEQ_EVENT_CUTSCENE_COLLECT_STAR), 0);
}
}
break;
case 42:
play_sound(SOUND_MARIO_HERE_WE_GO, m->marioObj->header.gfx.cameraToObject);
break;
case 80:
if ((m->actionArg & 1) == 0) {
level_trigger_warp(m, WARP_OP_STAR_EXIT);
} else {
enable_time_stop();
create_dialog_box_with_response(gLastCompletedStarNum == 7 ? DIALOG_013 : DIALOG_014);
m->actionState = 1;
}
break;
}
} else if (m->actionState == 1 && gDialogResponse) {
if (gDialogResponse == 1) {
save_file_do_save(gCurrSaveFileNum - 1);
}
m->actionState = 2;
} else if (m->actionState == 2 && is_anim_at_end(m)) {
disable_time_stop();
enable_background_sound();
dialogID = get_star_collection_dialog(m);
if (dialogID != 0) {
// look up for dialog
set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, dialogID);
} else {
set_mario_action(m, isInWater ? ACT_WATER_IDLE : ACT_IDLE, 0);
}
}
}
s32 act_star_dance(struct MarioState *m) {
m->faceAngle[1] = m->area->camera->yaw;
set_mario_animation(m, m->actionState == 2 ? MARIO_ANIM_RETURN_FROM_STAR_DANCE
: MARIO_ANIM_STAR_DANCE);
general_star_dance_handler(m, 0);
if (m->actionState != 2 && m->actionTimer >= 40) {
m->marioBodyState->handState = MARIO_HAND_PEACE_SIGN;
}
stop_and_set_height_to_floor(m);
return FALSE;
}
s32 act_star_dance_water(struct MarioState *m) {
m->faceAngle[1] = m->area->camera->yaw;
set_mario_animation(m, m->actionState == 2 ? MARIO_ANIM_RETURN_FROM_WATER_STAR_DANCE
: MARIO_ANIM_WATER_STAR_DANCE);
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
general_star_dance_handler(m, 1);
if (m->actionState != 2 && m->actionTimer >= 62) {
m->marioBodyState->handState = MARIO_HAND_PEACE_SIGN;
}
return FALSE;
}
s32 act_fall_after_star_grab(struct MarioState *m) {
if (m->pos[1] < m->waterLevel - 130) {
play_sound(SOUND_ACTION_UNKNOWN430, m->marioObj->header.gfx.cameraToObject);
m->particleFlags |= PARTICLE_WATER_SPLASH;
return set_mario_action(m, ACT_STAR_DANCE_WATER, m->actionArg);
}
if (perform_air_step(m, 1) == AIR_STEP_LANDED) {
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
set_mario_action(m, m->actionArg & 1 ? ACT_STAR_DANCE_NO_EXIT : ACT_STAR_DANCE_EXIT,
m->actionArg);
}
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
return FALSE;
}
// general death hander
s32 common_death_handler(struct MarioState *m, s32 animation, s32 frameToDeathWarp) {
s32 animFrame = set_mario_animation(m, animation);
if (animFrame == frameToDeathWarp) {
level_trigger_warp(m, WARP_OP_DEATH);
}
m->marioBodyState->eyeState = MARIO_EYES_DEAD;
stop_and_set_height_to_floor(m);
return animFrame;
}
s32 act_standing_death(struct MarioState *m) {
if (m->input & INPUT_IN_POISON_GAS) {
return set_mario_action(m, ACT_SUFFOCATION, 0);
}
play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ACTION_SOUND_PLAYED);
common_death_handler(m, MARIO_ANIM_DYING_FALL_OVER, 80);
if (m->marioObj->header.gfx.unk38.animFrame == 77) {
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND);
}
return FALSE;
}
s32 act_electrocution(struct MarioState *m) {
play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ACTION_SOUND_PLAYED);
common_death_handler(m, MARIO_ANIM_ELECTROCUTION, 43);
return FALSE;
}
s32 act_suffocation(struct MarioState *m) {
play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ACTION_SOUND_PLAYED);
common_death_handler(m, MARIO_ANIM_SUFFOCATING, 86);
return FALSE;
}
s32 act_death_on_back(struct MarioState *m) {
play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ACTION_SOUND_PLAYED);
if (common_death_handler(m, MARIO_ANIM_DYING_ON_BACK, 54) == 40) {
play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND);
}
return FALSE;
}
s32 act_death_on_stomach(struct MarioState *m) {
play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ACTION_SOUND_PLAYED);
if (common_death_handler(m, MARIO_ANIM_DYING_ON_STOMACH, 37) == 37) {
play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND);
}
return FALSE;
}
s32 act_quicksand_death(struct MarioState *m) {
if (m->actionState == 0) {
set_mario_animation(m, MARIO_ANIM_DYING_IN_QUICKSAND);
set_anim_to_frame(m, 60);
m->actionState = 1;
}
if (m->actionState == 1) {
if (m->quicksandDepth >= 100.0f) {
play_sound_if_no_flag(m, SOUND_MARIO_WAAAOOOW, MARIO_ACTION_SOUND_PLAYED);
}
if ((m->quicksandDepth += 5.0f) >= 180.0f) {
level_trigger_warp(m, WARP_OP_DEATH);
m->actionState = 2;
}
}
stationary_ground_step(m);
play_sound(SOUND_MOVING_QUICKSAND_DEATH, m->marioObj->header.gfx.cameraToObject);
return FALSE;
}
s32 act_eaten_by_bubba(struct MarioState *m) {
play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ACTION_SOUND_PLAYED);
set_mario_animation(m, MARIO_ANIM_A_POSE);
m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
m->health = 0xFF;
if (m->actionTimer++ == 60) {
level_trigger_warp(m, WARP_OP_DEATH);
}
return FALSE;
}
// set animation and forwardVel; when perform_air_step returns AIR_STEP_LANDED,
// set the new action
s32 launch_mario_until_land(struct MarioState *m, s32 endAction, s32 animation, f32 forwardVel) {
s32 airStepLanded;
mario_set_forward_vel(m, forwardVel);
set_mario_animation(m, animation);
airStepLanded = (perform_air_step(m, 0) == AIR_STEP_LANDED);
if (airStepLanded) {
set_mario_action(m, endAction, 0);
}
return airStepLanded;
}
s32 act_unlocking_key_door(struct MarioState *m) {
m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
m->pos[0] = m->usedObj->oPosX + coss(m->faceAngle[1]) * 75.0f;
m->pos[2] = m->usedObj->oPosZ + sins(m->faceAngle[1]) * 75.0f;
if (m->actionArg & 2) {
m->faceAngle[1] += 0x8000;
}
if (m->actionTimer == 0) {
spawn_obj_at_mario_rel_yaw(m, MODEL_BOWSER_KEY_CUTSCENE, bhvBowserKeyUnlockDoor, 0);
set_mario_animation(m, MARIO_ANIM_UNLOCK_DOOR);
}
switch (m->marioObj->header.gfx.unk38.animFrame) {
case 79:
play_sound(SOUND_GENERAL_DOOR_INSERT_KEY, m->marioObj->header.gfx.cameraToObject);
break;
case 111:
play_sound(SOUND_GENERAL_DOOR_TURN_KEY, m->marioObj->header.gfx.cameraToObject);
break;
}
update_mario_pos_for_anim(m);
stop_and_set_height_to_floor(m);
if (is_anim_at_end(m)) {
if (m->usedObj->oBehParams >> 24 == 1) {
save_file_set_flags(SAVE_FLAG_UNLOCKED_UPSTAIRS_DOOR);
save_file_clear_flags(SAVE_FLAG_HAVE_KEY_2);
} else {
save_file_set_flags(SAVE_FLAG_UNLOCKED_BASEMENT_DOOR);
save_file_clear_flags(SAVE_FLAG_HAVE_KEY_1);
}
set_mario_action(m, ACT_WALKING, 0);
}
m->actionTimer++;
return FALSE;
}
s32 act_unlocking_star_door(struct MarioState *m) {
switch (m->actionState) {
case 0:
m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
if (m->actionArg & 2) {
m->faceAngle[1] += 0x8000;
}
m->marioObj->oMarioReadingSignDPosX = m->pos[0];
m->marioObj->oMarioReadingSignDPosZ = m->pos[2];
set_mario_animation(m, MARIO_ANIM_SUMMON_STAR);
m->actionState++;
break;
case 1:
if (is_anim_at_end(m)) {
spawn_object(m->marioObj, MODEL_STAR, bhvUnlockDoorStar);
m->actionState++;
}
break;
case 2:
if (m->actionTimer++ == 70) {
set_mario_animation(m, MARIO_ANIM_RETURN_STAR_APPROACH_DOOR);
m->actionState++;
}
break;
case 3:
if (is_anim_at_end(m)) {
save_file_set_flags(get_door_save_file_flag(m->usedObj));
set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, DIALOG_038);
}
break;
}
m->pos[0] = m->marioObj->oMarioReadingSignDPosX;
m->pos[2] = m->marioObj->oMarioReadingSignDPosZ;
update_mario_pos_for_anim(m);
stop_and_set_height_to_floor(m);
return FALSE;
}
// not sure what kind of door this is
s32 act_entering_star_door(struct MarioState *m) {
f32 targetDX;
f32 targetDZ;
s16 targetAngle;
if (m->actionTimer++ == 0) {
m->interactObj->oInteractStatus = 0x00010000;
// ~30 degrees / 1/12 rot
targetAngle = m->usedObj->oMoveAngleYaw + 0x1555;
if (m->actionArg & 2) {
targetAngle += 0x5556; // ~120 degrees / 1/3 rot (total 150d / 5/12)
}
// targetDX and targetDZ are the offsets to add to mario's position to
// have mario stand 150 units in front of the door
targetDX = m->usedObj->oPosX + 150.0f * sins(targetAngle) - m->pos[0];
targetDZ = m->usedObj->oPosZ + 150.0f * coss(targetAngle) - m->pos[2];
m->marioObj->oMarioReadingSignDPosX = targetDX / 20.0f;
m->marioObj->oMarioReadingSignDPosZ = targetDZ / 20.0f;
m->faceAngle[1] = atan2s(targetDZ, targetDX);
}
// set mario's animation
if (m->actionTimer < 15) {
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
}
// go through door? for 20 frames
else if (m->actionTimer < 35) {
m->pos[0] += m->marioObj->oMarioReadingSignDPosX;
m->pos[2] += m->marioObj->oMarioReadingSignDPosZ;
set_mario_anim_with_accel(m, MARIO_ANIM_WALKING, 0x00028000);
}
else {
m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
if (m->actionArg & 2) {
m->faceAngle[1] += 0x8000;
}
m->pos[0] += 12.0f * sins(m->faceAngle[1]);
m->pos[2] += 12.0f * coss(m->faceAngle[1]);
set_mario_anim_with_accel(m, MARIO_ANIM_WALKING, 0x00028000);
}
stop_and_set_height_to_floor(m);
if (m->actionTimer == 48) {
set_mario_action(m, ACT_IDLE, 0);
}
return FALSE;
}
s32 act_going_through_door(struct MarioState *m) {
if (m->actionTimer == 0) {
if (m->actionArg & 1) {
m->interactObj->oInteractStatus = 0x00010000;
set_mario_animation(m, MARIO_ANIM_PULL_DOOR_WALK_IN);
} else {
m->interactObj->oInteractStatus = 0x00020000;
set_mario_animation(m, MARIO_ANIM_PUSH_DOOR_WALK_IN);
}
}
m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
m->pos[0] = m->usedObj->oPosX;
m->pos[2] = m->usedObj->oPosZ;
update_mario_pos_for_anim(m);
stop_and_set_height_to_floor(m);
if (m->actionArg & 4) {
if (m->actionTimer == 16) {
level_trigger_warp(m, WARP_OP_WARP_DOOR);
}
} else {
if (is_anim_at_end(m)) {
if (m->actionArg & 2) {
m->faceAngle[1] += 0x8000;
}
set_mario_action(m, ACT_IDLE, 0);
}
}
m->actionTimer++;
return FALSE;
}
s32 act_warp_door_spawn(struct MarioState *m) {
if (m->actionState == 0) {
m->actionState = 1;
if (m->actionArg & 1) {
m->usedObj->oInteractStatus = 0x00040000;
} else {
m->usedObj->oInteractStatus = 0x00080000;
}
} else if (m->usedObj->oAction == 0) {
if (gShouldNotPlayCastleMusic == TRUE && gCurrLevelNum == LEVEL_CASTLE) {
set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, DIALOG_021);
} else {
set_mario_action(m, ACT_IDLE, 0);
}
}
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
stop_and_set_height_to_floor(m);
return FALSE;
}
s32 act_emerge_from_pipe(struct MarioState *m) {
struct Object *marioObj = m->marioObj;
if (m->actionTimer++ < 11) {
marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
return FALSE;
}
marioObj->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
play_sound_if_no_flag(m, SOUND_MARIO_YAHOO, MARIO_MARIO_SOUND_PLAYED);
if (gCurrLevelNum == LEVEL_THI) {
if (gCurrAreaIndex == 2) {
play_sound_if_no_flag(m, SOUND_MENU_EXIT_PIPE, MARIO_ACTION_SOUND_PLAYED);
} else {
play_sound_if_no_flag(m, SOUND_MENU_ENTER_PIPE, MARIO_ACTION_SOUND_PLAYED);
}
}
if (launch_mario_until_land(m, ACT_JUMP_LAND_STOP, MARIO_ANIM_SINGLE_JUMP, 8.0f)) {
mario_set_forward_vel(m, 0.0f);
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
}
return FALSE;
}
s32 act_spawn_spin_airborne(struct MarioState *m) {
// entered water, exit action
if (m->pos[1] < m->waterLevel - 100) {
load_level_init_text(0);
return set_water_plunge_action(m);
}
// updates all velocity variables based on m->forwardVel
mario_set_forward_vel(m, m->forwardVel);
// landed on floor, play spawn land animation
if (perform_air_step(m, 0.0) == AIR_STEP_LANDED) {
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
set_mario_action(m, ACT_SPAWN_SPIN_LANDING, 0);
}
// is 300 units above floor, spin and play woosh sounds
if (m->actionState == 0 && m->pos[1] - m->floorHeight > 300.0f) {
if (set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING) == 0) { // first anim frame
play_sound(SOUND_ACTION_SPIN, m->marioObj->header.gfx.cameraToObject);
}
}
// under 300 units above floor, enter freefall animation
else {
m->actionState = 1;
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
}
return FALSE;
}
s32 act_spawn_spin_landing(struct MarioState *m) {
stop_and_set_height_to_floor(m);
set_mario_animation(m, MARIO_ANIM_GENERAL_LAND);
if (is_anim_at_end(m)) {
load_level_init_text(0);
set_mario_action(m, ACT_IDLE, 0);
}
return FALSE;
}
/**
* act_exit_airborne: Jump out of a level after collecting a Power Star (no
** sparkles)
* Mario always faces a level entrance when he launches out of it, whether he
* died or he collected a star/key. Because of that, we need him to move away
* from the painting by setting his speed to -32.0f and have him face away from
* the painting by adding 0x8000 (180 deg) to his graphics angle. We also set
* his heal counter to 31 to restore 7.75 units of his health, and enable the
* particle flag that generates sparkles.
*/
s32 act_exit_airborne(struct MarioState *m) {
if (15 < m->actionTimer++
&& launch_mario_until_land(m, ACT_EXIT_LAND_SAVE_DIALOG, MARIO_ANIM_GENERAL_FALL, -32.0f)) {
// heal mario
m->healCounter = 31;
}
// rotate him to face away from the entrance
m->marioObj->header.gfx.angle[1] += 0x8000;
m->particleFlags |= PARTICLE_SPARKLES;
return FALSE;
}
s32 act_falling_exit_airborne(struct MarioState *m) {
if (launch_mario_until_land(m, ACT_EXIT_LAND_SAVE_DIALOG, MARIO_ANIM_GENERAL_FALL, 0.0f)) {
// heal mario
m->healCounter = 31;
}
// rotate mario to face away from the entrance
m->marioObj->header.gfx.angle[1] += 0x8000;
m->particleFlags |= PARTICLE_SPARKLES;
return FALSE;
}
s32 act_exit_land_save_dialog(struct MarioState *m) {
s32 animFrame;
stationary_ground_step(m);
play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_LANDING);
switch (m->actionState) {
// determine type of exit
case 0:
set_mario_animation(m, m->actionArg == 0 ? MARIO_ANIM_GENERAL_LAND
: MARIO_ANIM_LAND_FROM_SINGLE_JUMP);
if (is_anim_past_end(m)) {
if (gLastCompletedCourseNum != COURSE_BITDW
&& gLastCompletedCourseNum != COURSE_BITFS) {
enable_time_stop();
}
set_menu_mode(RENDER_COURSE_DONE_SCREEN);
gSaveOptSelectIndex = 0;
m->actionState = 3; // star exit with cap
if (!(m->flags & MARIO_CAP_ON_HEAD)) {
m->actionState = 2; // star exit without cap
}
if (gLastCompletedCourseNum == COURSE_BITDW
|| gLastCompletedCourseNum == COURSE_BITFS) {
m->actionState = 1; // key exit
}
}
break;
// key exit
case 1:
animFrame = set_mario_animation(m, MARIO_ANIM_THROW_CATCH_KEY);
switch (animFrame) {
case -1:
spawn_obj_at_mario_rel_yaw(m, MODEL_BOWSER_KEY_CUTSCENE, bhvBowserKeyCourseExit,
-32768);
//! fall through
case 67:
play_sound(SOUND_ACTION_KEY_SWISH, m->marioObj->header.gfx.cameraToObject);
//! fall through
case 83:
play_sound(SOUND_ACTION_PAT_BACK, m->marioObj->header.gfx.cameraToObject);
//! fall through
case 111:
play_sound(SOUND_ACTION_UNKNOWN45C, m->marioObj->header.gfx.cameraToObject);
// no break
}
handle_save_menu(m);
break;
// exit without cap
case 2:
animFrame = set_mario_animation(m, MARIO_ANIM_MISSING_CAP);
if ((animFrame >= 18 && animFrame < 55) || (animFrame >= 112 && animFrame < 134)) {
m->marioBodyState->handState = MARIO_HAND_OPEN;
}
if (!(animFrame < 109) && animFrame < 154) {
m->marioBodyState->eyeState = MARIO_EYES_HALF_CLOSED;
}
handle_save_menu(m);
break;
// exit with cap
case 3:
animFrame = set_mario_animation(m, MARIO_ANIM_TAKE_CAP_OFF_THEN_ON);
switch (animFrame) {
case 12:
cutscene_take_cap_off(m);
break;
case 37:
// fall through
case 53:
play_sound(SOUND_ACTION_BRUSH_HAIR, m->marioObj->header.gfx.cameraToObject);
break;
case 82:
cutscene_put_cap_on(m);
break;
}
handle_save_menu(m);
break;
}
m->marioObj->header.gfx.angle[1] += 0x8000;
return FALSE;
}
s32 act_death_exit(struct MarioState *m) {
if (15 < m->actionTimer++
&& launch_mario_until_land(m, ACT_DEATH_EXIT_LAND, MARIO_ANIM_GENERAL_FALL, -32.0f)) {
#ifdef VERSION_JP
play_sound(SOUND_MARIO_OOOF, m->marioObj->header.gfx.cameraToObject);
#else
play_sound(SOUND_MARIO_OOOF2, m->marioObj->header.gfx.cameraToObject);
#endif
#ifdef VERSION_SH
queue_rumble_data(5, 80);
#endif
m->numLives--;
// restore 7.75 units of health
m->healCounter = 31;
}
// one unit of health
m->health = 0x0100;
return FALSE;
}
s32 act_unused_death_exit(struct MarioState *m) {
if (launch_mario_until_land(m, ACT_FREEFALL_LAND_STOP, MARIO_ANIM_GENERAL_FALL, 0.0f)) {
#ifdef VERSION_JP
play_sound(SOUND_MARIO_OOOF, m->marioObj->header.gfx.cameraToObject);
#else
play_sound(SOUND_MARIO_OOOF2, m->marioObj->header.gfx.cameraToObject);
#endif
m->numLives--;
// restore 7.75 units of health
m->healCounter = 31;
}
// one unit of health
m->health = 0x0100;
return FALSE;
}
s32 act_falling_death_exit(struct MarioState *m) {
if (launch_mario_until_land(m, ACT_DEATH_EXIT_LAND, MARIO_ANIM_GENERAL_FALL, 0.0f)) {
#ifdef VERSION_JP
play_sound(SOUND_MARIO_OOOF, m->marioObj->header.gfx.cameraToObject);
#else
play_sound(SOUND_MARIO_OOOF2, m->marioObj->header.gfx.cameraToObject);
#endif
#ifdef VERSION_SH
queue_rumble_data(5, 80);
#endif
m->numLives--;
// restore 7.75 units of health
m->healCounter = 31;
}
// one unit of health
m->health = 0x0100;
return FALSE;
}
// waits 11 frames before actually executing, also has reduced fvel
s32 act_special_exit_airborne(struct MarioState *m) {
struct Object *marioObj = m->marioObj;
play_sound_if_no_flag(m, SOUND_MARIO_YAHOO, MARIO_MARIO_SOUND_PLAYED);
if (m->actionTimer++ < 11) {
marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
return FALSE;
}
if (launch_mario_until_land(m, ACT_EXIT_LAND_SAVE_DIALOG, MARIO_ANIM_SINGLE_JUMP, -24.0f)) {
// heal mario
m->healCounter = 31;
m->actionArg = 1;
}
m->particleFlags |= PARTICLE_SPARKLES;
// rotate mario to face away from the entrance
marioObj->header.gfx.angle[1] += 0x8000;
// show mario
marioObj->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
return FALSE;
}
s32 act_special_death_exit(struct MarioState *m) {
struct Object *marioObj = m->marioObj;
if (m->actionTimer++ < 11) {
marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
return FALSE;
}
if (launch_mario_until_land(m, ACT_HARD_BACKWARD_GROUND_KB, MARIO_ANIM_BACKWARD_AIR_KB, -24.0f)) {
#ifdef VERSION_SH
queue_rumble_data(5, 80);
#endif
m->numLives--;
m->healCounter = 31;
}
// show mario
marioObj->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
// one unit of health
m->health = 0x0100;
return FALSE;
}
s32 act_spawn_no_spin_airborne(struct MarioState *m) {
launch_mario_until_land(m, ACT_SPAWN_NO_SPIN_LANDING, MARIO_ANIM_GENERAL_FALL, 0.0f);
if (m->pos[1] < m->waterLevel - 100) {
set_water_plunge_action(m);
}
return FALSE;
}
s32 act_spawn_no_spin_landing(struct MarioState *m) {
play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_LANDING);
set_mario_animation(m, MARIO_ANIM_GENERAL_LAND);
stop_and_set_height_to_floor(m);
if (is_anim_at_end(m)) {
load_level_init_text(0);
set_mario_action(m, ACT_IDLE, 0);
}
return FALSE;
}
s32 act_bbh_enter_spin(struct MarioState *m) {
f32 floorDist;
f32 scale;
f32 cageDX;
f32 cageDZ;
f32 cageDist;
f32 forwardVel;
cageDX = m->usedObj->oPosX - m->pos[0];
cageDZ = m->usedObj->oPosZ - m->pos[2];
cageDist = sqrtf(cageDX * cageDX + cageDZ * cageDZ);
if (cageDist > 20.0f) {
forwardVel = 10.0f;
} else {
forwardVel = cageDist / 2.0f;
}
if (forwardVel < 0.5f) {
forwardVel = 0.0f;
}
switch (m->actionState) {
case 0:
floorDist = 512.0f - (m->pos[1] - m->floorHeight);
m->vel[1] = floorDist > 0 ? sqrtf(4.0f * floorDist + 1.0f) - 1.0f : 2.0f;
m->actionState = 1;
m->actionTimer = 100;
// fall through
case 1:
m->faceAngle[1] = atan2s(cageDZ, cageDX);
mario_set_forward_vel(m, forwardVel);
if (set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING) == 0) {
play_sound(SOUND_ACTION_SPIN, m->marioObj->header.gfx.cameraToObject);
}
m->flags &= ~MARIO_UNKNOWN_08;
perform_air_step(m, 0);
if (m->vel[1] <= 0) {
m->actionState = 2;
}
break;
case 2:
// fall through
case 3:
m->faceAngle[1] = atan2s(cageDZ, cageDX);
mario_set_forward_vel(m, forwardVel);
m->flags &= ~MARIO_UNKNOWN_08;
if (perform_air_step(m, 0) == AIR_STEP_LANDED) {
level_trigger_warp(m, WARP_OP_UNKNOWN_02);
#ifdef VERSION_SH
queue_rumble_data(15, 80);
#endif
m->actionState = 4;
}
if (m->actionState == 2) {
if (m->marioObj->header.gfx.unk38.animFrame == 0) {
m->actionState = 3;
}
} else {
play_sound_if_no_flag(m, SOUND_ACTION_SHRINK_INTO_BBH, MARIO_ACTION_SOUND_PLAYED);
set_mario_animation(m, MARIO_ANIM_DIVE);
m->marioObj->header.gfx.angle[0] = atan2s(m->forwardVel, -m->vel[1]);
}
m->squishTimer = 0xFF;
if (m->actionTimer >= 11) {
m->actionTimer -= 6;
scale = m->actionTimer / 100.0f;
vec3f_set(m->marioObj->header.gfx.scale, scale, scale, scale);
}
break;
case 4:
stop_and_set_height_to_floor(m);
m->marioObj->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE;
break;
}
return FALSE;
}
s32 act_bbh_enter_jump(struct MarioState *m) {
f32 cageDX;
f32 cageDZ;
f32 cageDist;
play_mario_action_sound(
m, m->flags & MARIO_METAL_CAP ? SOUND_ACTION_METAL_JUMP : SOUND_ACTION_TERRAIN_JUMP, 1);
play_mario_jump_sound(m);
if (m->actionState == 0) {
cageDX = m->usedObj->oPosX - m->pos[0];
cageDZ = m->usedObj->oPosZ - m->pos[2];
cageDist = sqrtf(cageDX * cageDX + cageDZ * cageDZ);
m->vel[1] = 60.0f;
m->faceAngle[1] = atan2s(cageDZ, cageDX);
mario_set_forward_vel(m, cageDist / 20.0f);
m->flags &= ~MARIO_UNKNOWN_08;
m->actionState = 1;
}
set_mario_animation(m, MARIO_ANIM_DOUBLE_JUMP_RISE);
perform_air_step(m, 0);
if (m->vel[1] <= 0.0f) {
set_mario_action(m, ACT_BBH_ENTER_SPIN, 0);
}
return FALSE;
}
s32 act_teleport_fade_out(struct MarioState *m) {
play_sound_if_no_flag(m, SOUND_ACTION_TELEPORT, MARIO_ACTION_SOUND_PLAYED);
set_mario_animation(m, m->prevAction == ACT_CROUCHING ? MARIO_ANIM_CROUCHING
: MARIO_ANIM_FIRST_PERSON);
#ifdef VERSION_SH
if (m->actionTimer == 0) {
queue_rumble_data(30, 70);
func_sh_8024C89C(2);
}
#endif
m->flags |= MARIO_TELEPORTING;
if (m->actionTimer < 32) {
m->fadeWarpOpacity = (-m->actionTimer << 3) + 0xF8;
}
if (m->actionTimer++ == 20) {
level_trigger_warp(m, WARP_OP_TELEPORT);
}
stop_and_set_height_to_floor(m);
return FALSE;
}
s32 act_teleport_fade_in(struct MarioState *m) {
play_sound_if_no_flag(m, SOUND_ACTION_TELEPORT, MARIO_ACTION_SOUND_PLAYED);
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
#ifdef VERSION_SH
if (m->actionTimer == 0) {
queue_rumble_data(30, 70);
func_sh_8024C89C(2);
}
#endif
if (m->actionTimer < 32) {
m->flags |= MARIO_TELEPORTING;
m->fadeWarpOpacity = m->actionTimer << 3;
} else {
m->flags &= ~MARIO_TELEPORTING;
}
if (m->actionTimer++ == 32) {
if (m->pos[1] < m->waterLevel - 100) {
// Check if the camera is not underwater.
if (m->area->camera->mode != CAMERA_MODE_WATER_SURFACE) {
set_camera_mode(m->area->camera, CAMERA_MODE_WATER_SURFACE, 1);
}
set_mario_action(m, ACT_WATER_IDLE, 0);
} else {
set_mario_action(m, ACT_IDLE, 0);
}
}
stop_and_set_height_to_floor(m);
return FALSE;
}
// act shocked :omega:
s32 act_shocked(struct MarioState *m) {
play_sound_if_no_flag(m, SOUND_MARIO_WAAAOOOW, MARIO_ACTION_SOUND_PLAYED);
play_sound(SOUND_MOVING_SHOCKED, m->marioObj->header.gfx.cameraToObject);
set_camera_shake_from_hit(SHAKE_SHOCK);
if (set_mario_animation(m, MARIO_ANIM_SHOCKED) == 0) {
m->actionTimer++;
m->flags |= MARIO_METAL_SHOCK;
}
if (m->actionArg == 0) {
mario_set_forward_vel(m, 0.0f);
if (perform_air_step(m, 1) == AIR_STEP_LANDED) {
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
m->actionArg = 1;
}
} else {
if (m->actionTimer >= 6) {
m->invincTimer = 30;
set_mario_action(m, m->health < 0x0100 ? ACT_ELECTROCUTION : ACT_IDLE, 0);
}
stop_and_set_height_to_floor(m);
}
return FALSE;
}
s32 act_squished(struct MarioState *m) {
UNUSED s32 pad;
f32 squishAmount;
f32 spaceUnderCeil;
s16 surfAngle;
s32 underSteepSurf = FALSE; // seems to be responsible for setting velocity?
if ((spaceUnderCeil = m->ceilHeight - m->floorHeight) < 0) {
spaceUnderCeil = 0;
}
switch (m->actionState) {
case 0:
if (spaceUnderCeil > 160.0f) {
m->squishTimer = 0;
return set_mario_action(m, ACT_IDLE, 0);
}
m->squishTimer = 0xFF;
if (spaceUnderCeil >= 10.1f) {
// mario becomes a pancake
squishAmount = spaceUnderCeil / 160.0f;
vec3f_set(m->marioObj->header.gfx.scale, 2.0f - squishAmount, squishAmount,
2.0f - squishAmount);
} else {
if (!(m->flags & MARIO_METAL_CAP) && m->invincTimer == 0) {
// cap on: 3 units; cap off: 4.5 units
m->hurtCounter += m->flags & MARIO_CAP_ON_HEAD ? 12 : 18;
play_sound_if_no_flag(m, SOUND_MARIO_ATTACKED, MARIO_MARIO_SOUND_PLAYED);
}
// Both of the 1.8's are really floats, but one of them has to
// be written as a double for this to match on EU.
vec3f_set(m->marioObj->header.gfx.scale, 1.8, 0.05f, 1.8f);
#ifdef VERSION_SH
queue_rumble_data(10, 80);
#endif
m->actionState = 1;
}
break;
case 1:
if (spaceUnderCeil >= 30.0f) {
m->actionState = 2;
}
break;
case 2:
m->actionTimer++;
if (m->actionTimer >= 15) {
// 1 unit of health
if (m->health < 0x0100) {
level_trigger_warp(m, WARP_OP_DEATH);
// woosh, he's gone!
set_mario_action(m, ACT_DISAPPEARED, 0);
} else if (m->hurtCounter == 0) {
// un-squish animation
m->squishTimer = 30;
set_mario_action(m, ACT_IDLE, 0);
}
}
break;
}
// steep floor
if (m->floor != NULL && m->floor->normal.y < 0.5f) {
surfAngle = atan2s(m->floor->normal.z, m->floor->normal.x);
underSteepSurf = TRUE;
}
// steep ceiling
if (m->ceil != NULL && -0.5f < m->ceil->normal.y) {
surfAngle = atan2s(m->ceil->normal.z, m->ceil->normal.x);
underSteepSurf = TRUE;
}
if (underSteepSurf) {
m->vel[0] = sins(surfAngle) * 10.0f;
m->vel[2] = coss(surfAngle) * 10.0f;
m->vel[1] = 0;
// check if there's no floor 10 units away from the surface
if (perform_ground_step(m) == GROUND_STEP_LEFT_GROUND) {
// instant un-squish
m->squishTimer = 0;
set_mario_action(m, ACT_IDLE, 0);
return FALSE;
}
}
// squished for more than 10 seconds, so kill mario
if (m->actionArg++ > 300) {
// 0 units of health
m->health = 0x00FF;
m->hurtCounter = 0;
level_trigger_warp(m, WARP_OP_DEATH);
// woosh, he's gone!
set_mario_action(m, ACT_DISAPPEARED, 0);
}
stop_and_set_height_to_floor(m);
set_mario_animation(m, MARIO_ANIM_A_POSE);
return FALSE;
}
s32 act_putting_on_cap(struct MarioState *m) {
s32 animFrame = set_mario_animation(m, MARIO_ANIM_PUT_CAP_ON);
if (animFrame == 0) {
enable_time_stop();
}
if (animFrame == 28) {
cutscene_put_cap_on(m);
}
if (is_anim_at_end(m)) {
set_mario_action(m, ACT_IDLE, 0);
disable_time_stop();
}
stationary_ground_step(m);
return FALSE;
}
void stuck_in_ground_handler(struct MarioState *m, s32 animation, s32 unstuckFrame, s32 target2,
s32 target3, s32 endAction) {
s32 animFrame = set_mario_animation(m, animation);
if (m->input & INPUT_A_PRESSED) {
m->actionTimer++;
if (m->actionTimer >= 5 && animFrame < unstuckFrame - 1) {
animFrame = unstuckFrame - 1;
set_anim_to_frame(m, animFrame);
}
}
stop_and_set_height_to_floor(m);
if (animFrame == -1) {
play_sound_and_spawn_particles(m, SOUND_ACTION_TERRAIN_STUCK_IN_GROUND, 1);
} else if (animFrame == unstuckFrame) {
#ifdef VERSION_SH
queue_rumble_data(5, 80);
#endif
play_sound_and_spawn_particles(m, SOUND_ACTION_UNSTUCK_FROM_GROUND, 1);
} else if (animFrame == target2 || animFrame == target3) {
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
}
if (is_anim_at_end(m)) {
set_mario_action(m, endAction, 0);
}
}
s32 act_head_stuck_in_ground(struct MarioState *m) {
stuck_in_ground_handler(m, MARIO_ANIM_HEAD_STUCK_IN_GROUND, 96, 105, 135, ACT_IDLE);
return FALSE;
}
s32 act_butt_stuck_in_ground(struct MarioState *m) {
stuck_in_ground_handler(m, MARIO_ANIM_BOTTOM_STUCK_IN_GROUND, 127, 136, -2, ACT_GROUND_POUND_LAND);
return FALSE;
}
s32 act_feet_stuck_in_ground(struct MarioState *m) {
stuck_in_ground_handler(m, MARIO_ANIM_LEGS_STUCK_IN_GROUND, 116, 129, -2, ACT_IDLE);
return FALSE;
}
/**
* advance_cutscene_step: Advances the current step in the current cutscene.
* Resets action state and action timer, adds 1 to the action arg (responsible
* for keeping track of what step of the cutscene Mario is in.)
*/
static void advance_cutscene_step(struct MarioState *m) {
m->actionState = 0;
m->actionTimer = 0;
m->actionArg++;
}
static void intro_cutscene_hide_hud_and_mario(struct MarioState *m) {
gHudDisplay.flags = HUD_DISPLAY_NONE;
m->statusForCamera->cameraEvent = CAM_EVENT_START_INTRO;
m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
advance_cutscene_step(m);
}
#ifdef VERSION_EU
#define TIMER_SPAWN_PIPE 47
#else
#define TIMER_SPAWN_PIPE 37
#endif
static void intro_cutscene_peach_lakitu_scene(struct MarioState *m) {
if ((s16) m->statusForCamera->cameraEvent != CAM_EVENT_START_INTRO) {
if (m->actionTimer++ == TIMER_SPAWN_PIPE) {
sIntroWarpPipeObj =
spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_CASTLE_GROUNDS_WARP_PIPE,
bhvStaticObject, -1328, 60, 4664, 0, 180, 0);
advance_cutscene_step(m);
}
}
}
#undef TIMER_SPAWN_PIPE
#ifdef VERSION_EU
#define TIMER_RAISE_PIPE 28
#else
#define TIMER_RAISE_PIPE 38
#endif
static void intro_cutscene_raise_pipe(struct MarioState *m) {
sIntroWarpPipeObj->oPosY = camera_approach_f32_symmetric(sIntroWarpPipeObj->oPosY, 260.0f, 10.0f);
if (m->actionTimer == 0) {
play_sound(SOUND_MENU_EXIT_PIPE, sIntroWarpPipeObj->header.gfx.cameraToObject);
}
if (m->actionTimer++ == TIMER_RAISE_PIPE) {
m->vel[1] = 60.0f;
advance_cutscene_step(m);
}
}
#undef TIMER_RAISE_PIPE
static void intro_cutscene_jump_out_of_pipe(struct MarioState *m) {
if (m->actionTimer == 25) {
gHudDisplay.flags = HUD_DISPLAY_DEFAULT;
}
if (m->actionTimer++ >= 118) {
m->marioObj->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
#ifdef VERSION_EU
// For some reason these calls were swapped.
play_sound_if_no_flag(m, SOUND_ACTION_HIT_3, MARIO_ACTION_SOUND_PLAYED);
play_sound_if_no_flag(m, SOUND_MARIO_YAHOO, MARIO_MARIO_SOUND_PLAYED);
#else
play_sound_if_no_flag(m, SOUND_MARIO_YAHOO, MARIO_MARIO_SOUND_PLAYED);
#ifndef VERSION_JP
play_sound_if_no_flag(m, SOUND_ACTION_HIT_3, MARIO_ACTION_SOUND_PLAYED);
#endif
#endif
set_mario_animation(m, MARIO_ANIM_SINGLE_JUMP);
mario_set_forward_vel(m, 10.0f);
if (perform_air_step(m, 0) == AIR_STEP_LANDED) {
sound_banks_enable(2, 0x0330);
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
#ifndef VERSION_JP
play_sound(SOUND_MARIO_HAHA, m->marioObj->header.gfx.cameraToObject);
#endif
advance_cutscene_step(m);
}
}
}
static void intro_cutscene_land_outside_pipe(struct MarioState *m) {
set_mario_animation(m, MARIO_ANIM_LAND_FROM_SINGLE_JUMP);
if (is_anim_at_end(m)) {
advance_cutscene_step(m);
}
stop_and_set_height_to_floor(m);
}
static void intro_cutscene_lower_pipe(struct MarioState *m) {
if (m->actionTimer++ == 0) {
play_sound(SOUND_MENU_ENTER_PIPE, sIntroWarpPipeObj->header.gfx.cameraToObject);
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
}
sIntroWarpPipeObj->oPosY -= 5.0f;
if (sIntroWarpPipeObj->oPosY <= 50.0f) {
obj_mark_for_deletion(sIntroWarpPipeObj);
advance_cutscene_step(m);
}
stop_and_set_height_to_floor(m);
}
static void intro_cutscene_set_mario_to_idle(struct MarioState *m) {
if (gCamera->cutscene == 0) {
gCameraMovementFlags &= ~CAM_MOVE_C_UP_MODE;
set_mario_action(m, ACT_IDLE, 0);
}
stop_and_set_height_to_floor(m);
}
enum {
INTRO_CUTSCENE_HIDE_HUD_AND_MARIO,
INTRO_CUTSCENE_PEACH_LAKITU_SCENE,
INTRO_CUTSCENE_RAISE_PIPE,
INTRO_CUTSCENE_JUMP_OUT_OF_PIPE,
INTRO_CUTSCENE_LAND_OUTSIDE_PIPE,
INTRO_CUTSCENE_LOWER_PIPE,
INTRO_CUTSCENE_SET_MARIO_TO_IDLE
};
static s32 act_intro_cutscene(struct MarioState *m) {
switch (m->actionArg) {
case INTRO_CUTSCENE_HIDE_HUD_AND_MARIO:
intro_cutscene_hide_hud_and_mario(m);
break;
case INTRO_CUTSCENE_PEACH_LAKITU_SCENE:
intro_cutscene_peach_lakitu_scene(m);
break;
case INTRO_CUTSCENE_RAISE_PIPE:
intro_cutscene_raise_pipe(m);
break;
case INTRO_CUTSCENE_JUMP_OUT_OF_PIPE:
intro_cutscene_jump_out_of_pipe(m);
break;
case INTRO_CUTSCENE_LAND_OUTSIDE_PIPE:
intro_cutscene_land_outside_pipe(m);
break;
case INTRO_CUTSCENE_LOWER_PIPE:
intro_cutscene_lower_pipe(m);
break;
case INTRO_CUTSCENE_SET_MARIO_TO_IDLE:
intro_cutscene_set_mario_to_idle(m);
break;
}
return FALSE;
}
// jumbo star cutscene: mario lands after grabbing the jumbo star
static void jumbo_star_cutscene_falling(struct MarioState *m) {
if (m->actionState == 0) {
m->input |= INPUT_A_DOWN;
m->flags |= (MARIO_WING_CAP | MARIO_CAP_ON_HEAD);
m->faceAngle[1] = -0x8000;
m->pos[0] = 0.0f;
m->pos[2] = 0.0f;
mario_set_forward_vel(m, 0.0f);
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
if (perform_air_step(m, 1) == AIR_STEP_LANDED) {
play_cutscene_music(SEQUENCE_ARGS(15, SEQ_EVENT_CUTSCENE_VICTORY));
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
m->actionState++;
}
} else {
set_mario_animation(m, MARIO_ANIM_GENERAL_LAND);
if (is_anim_at_end(m)) {
m->statusForCamera->cameraEvent = CAM_EVENT_START_GRAND_STAR;
advance_cutscene_step(m);
}
}
}
// jumbo star cutscene: mario takes off
static s32 jumbo_star_cutscene_taking_off(struct MarioState *m) {
struct Object *marioObj = m->marioObj;
s32 animFrame;
if (m->actionState == 0) {
set_mario_animation(m, MARIO_ANIM_FINAL_BOWSER_RAISE_HAND_SPIN);
marioObj->rawData.asF32[0x22] = 0.0f;
if (is_anim_past_end(m)) {
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
m->actionState++;
}
} else {
animFrame = set_mario_animation(m, MARIO_ANIM_FINAL_BOWSER_WING_CAP_TAKE_OFF);
if (animFrame == 3 || animFrame == 28 || animFrame == 60) {
play_sound_and_spawn_particles(m, SOUND_ACTION_TERRAIN_JUMP, 1);
}
if (animFrame >= 3) {
marioObj->rawData.asF32[0x22] -= 32.0f;
}
switch (animFrame) {
case 3:
play_sound(SOUND_MARIO_YAH_WAH_HOO + (gAudioRandom % 3 << 16),
m->marioObj->header.gfx.cameraToObject);
break;
case 28:
play_sound(SOUND_MARIO_HOOHOO, m->marioObj->header.gfx.cameraToObject);
break;
case 60:
play_sound(SOUND_MARIO_YAHOO, m->marioObj->header.gfx.cameraToObject);
break;
}
m->particleFlags |= PARTICLE_SPARKLES;
if (is_anim_past_end(m)) {
advance_cutscene_step(m);
}
}
vec3f_set(m->pos, 0.0f, 307.0, marioObj->rawData.asF32[0x22]);
update_mario_pos_for_anim(m);
vec3f_copy(marioObj->header.gfx.pos, m->pos);
vec3s_set(marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
// not sure why they did this, probably was from being used to action
// functions
return FALSE;
}
// jumbo star cutscene: mario flying
static s32 jumbo_star_cutscene_flying(struct MarioState *m) {
Vec3f targetPos;
UNUSED struct Object *marioObj = m->marioObj;
f32 targetDX;
f32 targetDY;
f32 targetDZ;
f32 targetHyp;
s16 targetAngle;
switch (m->actionState) {
case 0:
set_mario_animation(m, MARIO_ANIM_WING_CAP_FLY);
anim_spline_init(sJumboStarKeyframes);
m->actionState++;
// fall through
case 1:
if (anim_spline_poll(targetPos)) {
// lol does this twice
set_mario_action(m, ACT_FREEFALL, 0);
m->actionState++;
} else {
targetDX = targetPos[0] - m->pos[0];
targetDY = targetPos[1] - m->pos[1];
targetDZ = targetPos[2] - m->pos[2];
targetHyp = sqrtf(targetDX * targetDX + targetDZ * targetDZ);
targetAngle = atan2s(targetDZ, targetDX);
vec3f_copy(m->pos, targetPos);
m->marioObj->header.gfx.angle[0] = -atan2s(targetHyp, targetDY);
m->marioObj->header.gfx.angle[1] = targetAngle;
m->marioObj->header.gfx.angle[2] = ((m->faceAngle[1] - targetAngle) << 16 >> 16) * 20;
m->faceAngle[1] = targetAngle;
}
break;
case 2:
set_mario_action(m, ACT_FREEFALL, 0);
break;
}
m->marioBodyState->handState = MARIO_HAND_RIGHT_OPEN;
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
m->particleFlags |= PARTICLE_SPARKLES;
if (m->actionTimer++ == 500) {
level_trigger_warp(m, WARP_OP_CREDITS_START);
}
return FALSE;
}
enum { JUMBO_STAR_CUTSCENE_FALLING, JUMBO_STAR_CUTSCENE_TAKING_OFF, JUMBO_STAR_CUTSCENE_FLYING };
static s32 act_jumbo_star_cutscene(struct MarioState *m) {
switch (m->actionArg) {
case JUMBO_STAR_CUTSCENE_FALLING:
jumbo_star_cutscene_falling(m);
break;
case JUMBO_STAR_CUTSCENE_TAKING_OFF:
jumbo_star_cutscene_taking_off(m);
break;
case JUMBO_STAR_CUTSCENE_FLYING:
jumbo_star_cutscene_flying(m);
break;
}
return FALSE;
}
void generate_yellow_sparkles(s16 x, s16 y, s16 z, f32 radius) {
static s32 sSparkleGenTheta = 0;
static s32 sSparkleGenPhi = 0;
s16 offsetX = radius * coss(sSparkleGenTheta) * sins(sSparkleGenPhi);
s16 offsetY = radius * sins(sSparkleGenTheta);
s16 offsetZ = radius * coss(sSparkleGenTheta) * coss(sSparkleGenPhi);
spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_NONE, bhvSparkleSpawn, x + offsetX, y + offsetY,
z + offsetZ, 0, 0, 0);
//! copy paste error
offsetX = offsetX * 4 / 3;
offsetX = offsetY * 4 / 3;
offsetX = offsetZ * 4 / 3;
spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_NONE, bhvSparkleSpawn, x - offsetX, y - offsetY,
z - offsetZ, 0, 0, 0);
sSparkleGenTheta += 0x3800;
sSparkleGenPhi += 0x6000;
}
// not sure what this does, returns the height of the floor, but idk about the
// other stuff (animation related?)
static f32 end_obj_set_visual_pos(struct Object *o) {
struct Surface *surf;
Vec3s sp24;
f32 sp20;
f32 sp1C;
f32 sp18;
find_mario_anim_flags_and_translation(o, o->header.gfx.angle[1], sp24);
sp20 = o->header.gfx.pos[0] + sp24[0];
sp1C = o->header.gfx.pos[1] + 10.0f;
sp18 = o->header.gfx.pos[2] + sp24[2];
return find_floor(sp20, sp1C, sp18, &surf);
}
// make mario fall and soften wing cap gravity
static void end_peach_cutscene_mario_falling(struct MarioState *m) {
if (m->actionTimer == 1) {
m->statusForCamera->cameraEvent = CAM_EVENT_START_ENDING;
}
m->input |= INPUT_A_DOWN;
m->flags |= (MARIO_WING_CAP | MARIO_CAP_ON_HEAD);
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
mario_set_forward_vel(m, 0.0f);
if (perform_air_step(m, 0) == AIR_STEP_LANDED) {
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
advance_cutscene_step(m);
}
}
// set mario on the ground, wait and spawn the jumbo star outside the castle.
static void end_peach_cutscene_mario_landing(struct MarioState *m) {
set_mario_animation(m, MARIO_ANIM_GENERAL_LAND);
stop_and_set_height_to_floor(m);
if (is_anim_at_end(m)) {
// make wing cap run out
m->capTimer = 60;
sEndJumboStarObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_STAR, bhvStaticObject, 0,
2528, -1800, 0, 0, 0);
obj_scale(sEndJumboStarObj, 3.0);
advance_cutscene_step(m);
}
}
// raise hand animation, lower hand animation, do some special effects
static void end_peach_cutscene_summon_jumbo_star(struct MarioState *m) {
set_mario_animation(m, m->actionState == 0 ? MARIO_ANIM_CREDITS_RAISE_HAND
: MARIO_ANIM_CREDITS_LOWER_HAND);
if (m->actionState == 0 && is_anim_past_end(m)) {
m->actionState++;
}
if (m->actionTimer == 90) {
play_cutscene_music(SEQUENCE_ARGS(0, SEQ_EVENT_CUTSCENE_ENDING));
}
if (m->actionTimer == 255) {
advance_cutscene_step(m);
}
sEndJumboStarObj->oFaceAngleYaw += 0x0400;
generate_yellow_sparkles(0, 2528, -1800, 250.0f);
play_sound(SOUND_AIR_PEACH_TWINKLE, sEndJumboStarObj->header.gfx.cameraToObject);
}
#ifdef VERSION_EU
#define TIMER_FADE_IN_PEACH 201
#define TIMER_DESCEND_PEACH 280
#else
#define TIMER_FADE_IN_PEACH 276
#define TIMER_DESCEND_PEACH 355
#endif
// free peach from the stained glass window
static void end_peach_cutscene_spawn_peach(struct MarioState *m) {
if (m->actionTimer == 1) {
play_transition(WARP_TRANSITION_FADE_INTO_COLOR, 14, 255, 255, 255);
}
if (m->actionTimer == 2) {
play_sound(SOUND_MENU_STAR_SOUND, gDefaultSoundArgs);
}
if (m->actionTimer == 44) {
play_transition(WARP_TRANSITION_FADE_FROM_COLOR, 192, 255, 255, 255);
}
if (m->actionTimer == 40) {
obj_mark_for_deletion(sEndJumboStarObj);
sEndPeachObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_PEACH, bhvEndPeach, 0, 2428,
-1300, 0, 0, 0);
gCutsceneFocus = sEndPeachObj;
sEndRightToadObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_TOAD, bhvEndToad, 200,
906, -1290, 0, 0, 0);
sEndLeftToadObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_TOAD, bhvEndToad, -200,
906, -1290, 0, 0, 0);
sEndPeachObj->oOpacity = 127;
sEndRightToadObj->oOpacity = 255;
sEndLeftToadObj->oOpacity = 255;
D_8032CBE4 = 4;
sEndPeachAnimation = 4;
sEndToadAnims[0] = 4;
sEndToadAnims[1] = 5;
}
if (m->actionTimer >= TIMER_FADE_IN_PEACH) {
sEndPeachObj->oOpacity = camera_approach_f32_symmetric(sEndPeachObj->oOpacity, 255.0f, 2.0f);
}
if (m->actionTimer >= 40) {
generate_yellow_sparkles(0, 2628, -1300, 150.0f);
}
if (m->actionTimer == TIMER_DESCEND_PEACH) {
advance_cutscene_step(m);
}
// probably added sounds later and missed the previous >= 40 check
if (m->actionTimer >= 40) {
play_sound(SOUND_AIR_PEACH_TWINKLE, sEndPeachObj->header.gfx.cameraToObject);
}
}
#ifdef VERSION_EU
#define TIMER_RUN_TO_PEACH 531
#else
#define TIMER_RUN_TO_PEACH 584
#endif
// descend peach
static void end_peach_cutscene_descend_peach(struct MarioState *m) {
generate_yellow_sparkles(0, sEndPeachObj->oPosY, -1300, 150.0f);
if (sEndPeachObj->oPosY >= 1300.0f) {
if (m->actionState < 60) {
m->actionState += 5;
}
} else {
if (m->actionState >= 27) {
m->actionState -= 2;
}
set_mario_animation(m, MARIO_ANIM_CREDITS_RETURN_FROM_LOOK_UP);
}
if ((sEndPeachObj->oPosY -= m->actionState / 10) <= 907.0f) {
sEndPeachObj->oPosY = 906.0f;
}
play_sound(SOUND_AIR_PEACH_TWINKLE, sEndPeachObj->header.gfx.cameraToObject);
if (m->actionTimer >= TIMER_RUN_TO_PEACH) {
advance_cutscene_step(m);
}
}
#undef TIMER_RUN_TO_PEACH
// mario runs to peach
static void end_peach_cutscene_run_to_peach(struct MarioState *m) {
struct Surface *surf;
if (m->actionTimer == 22) {
sEndPeachAnimation = 5;
}
if ((m->pos[2] -= 20.0f) <= -1181.0f) {
m->pos[2] = -1180.0f;
advance_cutscene_step(m);
}
m->pos[1] = find_floor(m->pos[0], m->pos[1], m->pos[2], &surf);
set_mario_anim_with_accel(m, MARIO_ANIM_RUNNING, 0x00080000);
play_step_sound(m, 9, 45);
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
m->particleFlags |= PARTICLE_DUST;
}
// dialog 1
// "Mario!"
// "The power of the Stars is restored to the castle..."
static void end_peach_cutscene_dialog_1(struct MarioState *m) {
s32 animFrame = set_mario_animation(m, m->actionState == 0 ? MARIO_ANIM_CREDITS_TAKE_OFF_CAP
: MARIO_ANIM_CREDITS_LOOK_UP);
if (m->actionState == 0) {
if (animFrame == 8) {
cutscene_take_cap_off(m);
}
if (is_anim_at_end(m)) {
m->actionState++;
}
}
switch (m->actionTimer) {
case 80:
sEndPeachAnimation = 6;
break;
case 81:
D_8032CBE4 = 3;
break;
case 145:
D_8032CBE4 = 2;
break;
case 228:
D_8032CBE4 = 1;
D_8032CBE8 = 1;
break;
case 230:
set_cutscene_message(160, 227, 0, 30);
#ifndef VERSION_JP
func_8031FFB4(SEQ_PLAYER_LEVEL, 60, 40);
play_sound(SOUND_PEACH_MARIO, sEndPeachObj->header.gfx.cameraToObject);
#endif
break;
case 275:
D_8032CBE4 = 0;
D_8032CBE8 = 0;
break;
case 290:
set_cutscene_message(160, 227, 1, 60);
#ifndef VERSION_JP
play_sound(SOUND_PEACH_POWER_OF_THE_STARS, sEndPeachObj->header.gfx.cameraToObject);
#endif
break;
case 480:
advance_cutscene_step(m);
break;
}
}
#ifdef VERSION_EU
#define TIMER_SOMETHING_SPECIAL 150
#define TIMER_PEACH_KISS 260
#else
#define TIMER_SOMETHING_SPECIAL 130
#define TIMER_PEACH_KISS 200
#endif
// dialog 2
// "...and it's all thanks to you!"
// "Thank you Mario!"
// "We have to do something special for you..."
static void end_peach_cutscene_dialog_2(struct MarioState *m) {
sEndPeachAnimation = 9;
switch (m->actionTimer) {
case 29:
set_cutscene_message(160, 227, 2, 30);
#ifndef VERSION_JP
play_sound(SOUND_PEACH_THANKS_TO_YOU, sEndPeachObj->header.gfx.cameraToObject);
#endif
break;
case 45:
D_8032CBE8 = 1;
break;
case 75:
set_cutscene_message(160, 227, 3, 30);
#ifndef VERSION_JP
play_sound(SOUND_PEACH_THANK_YOU_MARIO, sEndPeachObj->header.gfx.cameraToObject);
#endif
break;
case TIMER_SOMETHING_SPECIAL:
set_cutscene_message(160, 227, 4, 40);
#ifndef VERSION_JP
play_sound(SOUND_PEACH_SOMETHING_SPECIAL, sEndPeachObj->header.gfx.cameraToObject);
#endif
break;
case TIMER_PEACH_KISS:
advance_cutscene_step(m);
break;
}
}
#undef TIMER_SOMETHING_SPECIAL
#undef TIMER_PEACH_KISS
// blink twice then have half-shut eyes (see end_peach_cutscene_kiss_from_peach)
static u8 sMarioBlinkOverride[20] = {
MARIO_EYES_HALF_CLOSED, MARIO_EYES_HALF_CLOSED, MARIO_EYES_CLOSED, MARIO_EYES_CLOSED,
MARIO_EYES_HALF_CLOSED, MARIO_EYES_HALF_CLOSED, MARIO_EYES_OPEN, MARIO_EYES_OPEN,
MARIO_EYES_HALF_CLOSED, MARIO_EYES_HALF_CLOSED, MARIO_EYES_CLOSED, MARIO_EYES_CLOSED,
MARIO_EYES_HALF_CLOSED, MARIO_EYES_HALF_CLOSED, MARIO_EYES_OPEN, MARIO_EYES_OPEN,
MARIO_EYES_HALF_CLOSED, MARIO_EYES_HALF_CLOSED, MARIO_EYES_CLOSED, MARIO_EYES_CLOSED,
};
static void end_peach_cutscene_kiss_from_peach(struct MarioState *m) {
sEndPeachAnimation = 10;
if (m->actionTimer >= 90) {
m->marioBodyState->eyeState =
m->actionTimer < 110 ? sMarioBlinkOverride[m->actionTimer - 90] : MARIO_EYES_HALF_CLOSED;
}
switch (m->actionTimer) {
case 8:
D_8032CBE8 = 0;
break;
case 10:
D_8032CBE4 = 3;
break;
case 50:
D_8032CBE4 = 4;
break;
case 75:
m->marioBodyState->eyeState = MARIO_EYES_HALF_CLOSED;
break;
case 76:
m->marioBodyState->eyeState = MARIO_EYES_CLOSED;
break;
case 100:
D_8032CBE4 = 3;
break;
case 136:
D_8032CBE4 = 0;
break;
case 140:
advance_cutscene_step(m);
break;
}
}
static void end_peach_cutscene_star_dance(struct MarioState *m) {
s32 animFrame = set_mario_animation(m, MARIO_ANIM_CREDITS_PEACE_SIGN);
if (animFrame == 77) {
cutscene_put_cap_on(m);
}
if (animFrame == 88) {
play_sound(SOUND_MARIO_HERE_WE_GO, m->marioObj->header.gfx.cameraToObject);
}
if (animFrame >= 98) {
m->marioBodyState->handState = MARIO_HAND_PEACE_SIGN;
}
if (m->actionTimer < 52) {
m->marioBodyState->eyeState = MARIO_EYES_HALF_CLOSED;
}
switch (m->actionTimer) {
case 70:
D_8032CBE4 = 1;
break;
case 86:
D_8032CBE4 = 2;
break;
case 90:
D_8032CBE4 = 3;
break;
case 120:
D_8032CBE4 = 0;
break;
case 140:
#ifndef VERSION_JP
sequence_player_unlower(SEQ_PLAYER_LEVEL, 60);
#endif
play_cutscene_music(SEQUENCE_ARGS(15, SEQ_EVENT_CUTSCENE_CREDITS));
break;
case 142:
advance_cutscene_step(m);
break;
}
}
// dialog 3
// "Listen everybody"
// "let's bake a delicious cake..."
// "...for Mario..."
static void end_peach_cutscene_dialog_3(struct MarioState *m) {
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
sEndPeachObj->oPosY = end_obj_set_visual_pos(sEndPeachObj);
sEndRightToadObj->oPosY = end_obj_set_visual_pos(sEndRightToadObj);
sEndLeftToadObj->oPosY = end_obj_set_visual_pos(sEndLeftToadObj);
switch (m->actionTimer) {
case 1:
sEndPeachAnimation = 0;
sEndToadAnims[0] = 0;
sEndToadAnims[1] = 2;
D_8032CBE8 = 1;
set_cutscene_message(160, 227, 5, 30);
#ifndef VERSION_JP
play_sound(SOUND_PEACH_BAKE_A_CAKE, sEndPeachObj->header.gfx.cameraToObject);
#endif
break;
case 55:
set_cutscene_message(160, 227, 6, 40);
break;
case 130:
set_cutscene_message(160, 227, 7, 50);
#ifndef VERSION_JP
play_sound(SOUND_PEACH_FOR_MARIO, sEndPeachObj->header.gfx.cameraToObject);
#endif
break;
}
if (m->actionTimer == 350) {
advance_cutscene_step(m);
}
}
// "Mario!"
static void end_peach_cutscene_run_to_castle(struct MarioState *m) {
set_mario_animation(m, m->actionState == 0 ? MARIO_ANIM_CREDITS_START_WALK_LOOK_UP
: MARIO_ANIM_CREDITS_LOOK_BACK_THEN_RUN);
m->marioObj->header.gfx.pos[1] = end_obj_set_visual_pos(m->marioObj);
if (m->actionState == 0 && is_anim_past_end(m)) {
m->actionState = 1;
}
if (m->actionTimer == 95) {
set_cutscene_message(160, 227, 0, 40);
#ifndef VERSION_JP
play_sound(SOUND_PEACH_MARIO2, sEndPeachObj->header.gfx.cameraToObject);
#endif
}
if (m->actionTimer == 389) {
advance_cutscene_step(m);
}
}
static void end_peach_cutscene_fade_out(struct MarioState *m) {
if (m->actionState == 0) {
level_trigger_warp(m, WARP_OP_CREDITS_NEXT);
gPaintingMarioYEntry = 1500.0f; // ensure medium water level in WDW credits cutscene
m->actionState = 1;
}
}
enum {
END_PEACH_CUTSCENE_MARIO_FALLING,
END_PEACH_CUTSCENE_MARIO_LANDING,
END_PEACH_CUTSCENE_SUMMON_JUMBO_STAR,
END_PEACH_CUTSCENE_SPAWN_PEACH,
END_PEACH_CUTSCENE_DESCEND_PEACH,
END_PEACH_CUTSCENE_RUN_TO_PEACH,
END_PEACH_CUTSCENE_DIALOG_1,
END_PEACH_CUTSCENE_DIALOG_2,
END_PEACH_CUTSCENE_KISS_FROM_PEACH,
END_PEACH_CUTSCENE_STAR_DANCE,
END_PEACH_CUTSCENE_DIALOG_3,
END_PEACH_CUTSCENE_RUN_TO_CASTLE,
END_PEACH_CUTSCENE_FADE_OUT
};
static s32 act_end_peach_cutscene(struct MarioState *m) {
switch (m->actionArg) {
case END_PEACH_CUTSCENE_MARIO_FALLING:
end_peach_cutscene_mario_falling(m);
break;
case END_PEACH_CUTSCENE_MARIO_LANDING:
end_peach_cutscene_mario_landing(m);
break;
case END_PEACH_CUTSCENE_SUMMON_JUMBO_STAR:
end_peach_cutscene_summon_jumbo_star(m);
break;
case END_PEACH_CUTSCENE_SPAWN_PEACH:
end_peach_cutscene_spawn_peach(m);
break;
case END_PEACH_CUTSCENE_DESCEND_PEACH:
end_peach_cutscene_descend_peach(m);
break;
case END_PEACH_CUTSCENE_RUN_TO_PEACH:
end_peach_cutscene_run_to_peach(m);
break;
case END_PEACH_CUTSCENE_DIALOG_1:
end_peach_cutscene_dialog_1(m);
break;
case END_PEACH_CUTSCENE_DIALOG_2:
end_peach_cutscene_dialog_2(m);
break;
case END_PEACH_CUTSCENE_KISS_FROM_PEACH:
end_peach_cutscene_kiss_from_peach(m);
break;
case END_PEACH_CUTSCENE_STAR_DANCE:
end_peach_cutscene_star_dance(m);
break;
case END_PEACH_CUTSCENE_DIALOG_3:
end_peach_cutscene_dialog_3(m);
break;
case END_PEACH_CUTSCENE_RUN_TO_CASTLE:
end_peach_cutscene_run_to_castle(m);
break;
case END_PEACH_CUTSCENE_FADE_OUT:
end_peach_cutscene_fade_out(m);
break;
}
m->actionTimer++;
sEndCutsceneVp.vp.vscale[0] = 640;
sEndCutsceneVp.vp.vscale[1] = 360;
sEndCutsceneVp.vp.vtrans[0] = 640;
sEndCutsceneVp.vp.vtrans[1] = 480;
override_viewport_and_clip(NULL, &sEndCutsceneVp, 0, 0, 0);
return FALSE;
}
#ifdef VERSION_EU
#define TIMER_CREDITS_SHOW 51
#define TIMER_CREDITS_PROGRESS 80
#define TIMER_CREDITS_WARP 160
#else
#define TIMER_CREDITS_SHOW 61
#define TIMER_CREDITS_PROGRESS 90
#define TIMER_CREDITS_WARP 200
#endif
static s32 act_credits_cutscene(struct MarioState *m) {
s32 width;
s32 height;
m->statusForCamera->cameraEvent = CAM_EVENT_START_CREDITS;
// checks if mario is underwater (JRB, DDD, SA, etc.)
if (m->pos[1] < m->waterLevel - 100) {
if (m->area->camera->mode != CAMERA_MODE_BEHIND_MARIO) {
set_camera_mode(m->area->camera, CAMERA_MODE_BEHIND_MARIO, 1);
}
set_mario_animation(m, MARIO_ANIM_WATER_IDLE);
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
// will copy over roll and pitch, if set
vec3s_copy(m->marioObj->header.gfx.angle, m->faceAngle);
m->particleFlags |= PARTICLE_BUBBLE;
} else {
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
if (m->actionTimer > 0) {
stop_and_set_height_to_floor(m);
}
}
if (m->actionTimer >= TIMER_CREDITS_SHOW) {
if (m->actionState < 40) {
m->actionState += 2;
}
width = m->actionState * 640 / 100;
height = m->actionState * 480 / 100;
sEndCutsceneVp.vp.vscale[0] = 640 - width;
sEndCutsceneVp.vp.vscale[1] = 480 - height;
sEndCutsceneVp.vp.vtrans[0] =
(gCurrCreditsEntry->unk02 & 0x10 ? width : -width) * 56 / 100 + 640;
sEndCutsceneVp.vp.vtrans[1] =
(gCurrCreditsEntry->unk02 & 0x20 ? height : -height) * 66 / 100 + 480;
override_viewport_and_clip(&sEndCutsceneVp, 0, 0, 0, 0);
}
if (m->actionTimer == TIMER_CREDITS_PROGRESS) {
reset_cutscene_msg_fade();
}
if (m->actionTimer >= TIMER_CREDITS_PROGRESS) {
sDispCreditsEntry = gCurrCreditsEntry;
}
if (m->actionTimer++ == TIMER_CREDITS_WARP) {
level_trigger_warp(m, 24);
}
m->marioObj->header.gfx.angle[1] += (gCurrCreditsEntry->unk02 & 0xC0) << 8;
return FALSE;
}
static s32 act_end_waving_cutscene(struct MarioState *m) {
if (m->actionState == 0) {
m->statusForCamera->cameraEvent = CAM_EVENT_START_END_WAVING;
sEndPeachObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_PEACH, bhvEndPeach, 60, 906,
-1180, 0, 0, 0);
sEndRightToadObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_TOAD, bhvEndToad, 180,
906, -1170, 0, 0, 0);
sEndLeftToadObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_TOAD, bhvEndToad, -180,
906, -1170, 0, 0, 0);
sEndPeachObj->oOpacity = 255;
sEndRightToadObj->oOpacity = 255;
sEndLeftToadObj->oOpacity = 255;
sEndPeachAnimation = 11;
sEndToadAnims[0] = 6;
sEndToadAnims[1] = 7;
m->actionState = 1;
}
set_mario_animation(m, MARIO_ANIM_CREDITS_WAVING);
stop_and_set_height_to_floor(m);
m->marioObj->header.gfx.angle[1] += 0x8000;
m->marioObj->header.gfx.pos[0] -= 60.0f;
m->marioBodyState->handState = MARIO_HAND_RIGHT_OPEN;
if (m->actionTimer++ == 300) {
level_trigger_warp(m, WARP_OP_CREDITS_END);
}
return FALSE;
}
static s32 check_for_instant_quicksand(struct MarioState *m) {
if (m->floor->type == SURFACE_INSTANT_QUICKSAND && m->action & ACT_FLAG_INVULNERABLE
&& m->action != ACT_QUICKSAND_DEATH) {
update_mario_sound_and_camera(m);
return drop_and_set_mario_action(m, ACT_QUICKSAND_DEATH, 0);
}
return FALSE;
}
s32 mario_execute_cutscene_action(struct MarioState *m) {
s32 cancel;
if (check_for_instant_quicksand(m)) {
return TRUE;
}
/* clang-format off */
switch (m->action) {
case ACT_DISAPPEARED: cancel = act_disappeared(m); break;
case ACT_INTRO_CUTSCENE: cancel = act_intro_cutscene(m); break;
case ACT_STAR_DANCE_EXIT: cancel = act_star_dance(m); break;
case ACT_STAR_DANCE_NO_EXIT: cancel = act_star_dance(m); break;
case ACT_STAR_DANCE_WATER: cancel = act_star_dance_water(m); break;
case ACT_FALL_AFTER_STAR_GRAB: cancel = act_fall_after_star_grab(m); break;
case ACT_READING_AUTOMATIC_DIALOG: cancel = act_reading_automatic_dialog(m); break;
case ACT_READING_NPC_DIALOG: cancel = act_reading_npc_dialog(m); break;
case ACT_DEBUG_FREE_MOVE: cancel = act_debug_free_move(m); break;
case ACT_READING_SIGN: cancel = act_reading_sign(m); break;
case ACT_JUMBO_STAR_CUTSCENE: cancel = act_jumbo_star_cutscene(m); break;
case ACT_WAITING_FOR_DIALOG: cancel = act_waiting_for_dialog(m); break;
case ACT_STANDING_DEATH: cancel = act_standing_death(m); break;
case ACT_QUICKSAND_DEATH: cancel = act_quicksand_death(m); break;
case ACT_ELECTROCUTION: cancel = act_electrocution(m); break;
case ACT_SUFFOCATION: cancel = act_suffocation(m); break;
case ACT_DEATH_ON_STOMACH: cancel = act_death_on_stomach(m); break;
case ACT_DEATH_ON_BACK: cancel = act_death_on_back(m); break;
case ACT_EATEN_BY_BUBBA: cancel = act_eaten_by_bubba(m); break;
case ACT_END_PEACH_CUTSCENE: cancel = act_end_peach_cutscene(m); break;
case ACT_CREDITS_CUTSCENE: cancel = act_credits_cutscene(m); break;
case ACT_END_WAVING_CUTSCENE: cancel = act_end_waving_cutscene(m); break;
case ACT_PULLING_DOOR:
case ACT_PUSHING_DOOR: cancel = act_going_through_door(m); break;
case ACT_WARP_DOOR_SPAWN: cancel = act_warp_door_spawn(m); break;
case ACT_EMERGE_FROM_PIPE: cancel = act_emerge_from_pipe(m); break;
case ACT_SPAWN_SPIN_AIRBORNE: cancel = act_spawn_spin_airborne(m); break;
case ACT_SPAWN_SPIN_LANDING: cancel = act_spawn_spin_landing(m); break;
case ACT_EXIT_AIRBORNE: cancel = act_exit_airborne(m); break;
case ACT_EXIT_LAND_SAVE_DIALOG: cancel = act_exit_land_save_dialog(m); break;
case ACT_DEATH_EXIT: cancel = act_death_exit(m); break;
case ACT_UNUSED_DEATH_EXIT: cancel = act_unused_death_exit(m); break;
case ACT_FALLING_DEATH_EXIT: cancel = act_falling_death_exit(m); break;
case ACT_SPECIAL_EXIT_AIRBORNE: cancel = act_special_exit_airborne(m); break;
case ACT_SPECIAL_DEATH_EXIT: cancel = act_special_death_exit(m); break;
case ACT_FALLING_EXIT_AIRBORNE: cancel = act_falling_exit_airborne(m); break;
case ACT_UNLOCKING_KEY_DOOR: cancel = act_unlocking_key_door(m); break;
case ACT_UNLOCKING_STAR_DOOR: cancel = act_unlocking_star_door(m); break;
case ACT_ENTERING_STAR_DOOR: cancel = act_entering_star_door(m); break;
case ACT_SPAWN_NO_SPIN_AIRBORNE: cancel = act_spawn_no_spin_airborne(m); break;
case ACT_SPAWN_NO_SPIN_LANDING: cancel = act_spawn_no_spin_landing(m); break;
case ACT_BBH_ENTER_JUMP: cancel = act_bbh_enter_jump(m); break;
case ACT_BBH_ENTER_SPIN: cancel = act_bbh_enter_spin(m); break;
case ACT_TELEPORT_FADE_OUT: cancel = act_teleport_fade_out(m); break;
case ACT_TELEPORT_FADE_IN: cancel = act_teleport_fade_in(m); break;
case ACT_SHOCKED: cancel = act_shocked(m); break;
case ACT_SQUISHED: cancel = act_squished(m); break;
case ACT_HEAD_STUCK_IN_GROUND: cancel = act_head_stuck_in_ground(m); break;
case ACT_BUTT_STUCK_IN_GROUND: cancel = act_butt_stuck_in_ground(m); break;
case ACT_FEET_STUCK_IN_GROUND: cancel = act_feet_stuck_in_ground(m); break;
case ACT_PUTTING_ON_CAP: cancel = act_putting_on_cap(m); break;
}
/* clang-format on */
if (!cancel) {
if (m->input & INPUT_IN_WATER) {
m->particleFlags |= PARTICLE_IDLE_WATER_WAVE;
}
}
return cancel;
}