sm64pc/src/game/mario_actions_moving.c

2040 lines
62 KiB
C

#include <ultra64.h>
#include "sm64.h"
#include "mario.h"
#include "audio/external.h"
#include "engine/math_util.h"
#include "engine/surface_collision.h"
#include "mario_step.h"
#include "area.h"
#include "interaction.h"
#include "mario_actions_object.h"
#include "memory.h"
#include "behavior_data.h"
#include "thread6.h"
struct LandingAction {
s16 numFrames;
s16 unk02;
u32 verySteepAction;
u32 endAction;
u32 aPressedAction;
u32 offFloorAction;
u32 slideAction;
};
struct LandingAction sJumpLandAction = {
4, 5, ACT_FREEFALL, ACT_JUMP_LAND_STOP, ACT_DOUBLE_JUMP, ACT_FREEFALL, ACT_BEGIN_SLIDING,
};
struct LandingAction sFreefallLandAction = {
4, 5, ACT_FREEFALL, ACT_FREEFALL_LAND_STOP, ACT_DOUBLE_JUMP, ACT_FREEFALL, ACT_BEGIN_SLIDING,
};
struct LandingAction sSideFlipLandAction = {
4, 5, ACT_FREEFALL, ACT_SIDE_FLIP_LAND_STOP, ACT_DOUBLE_JUMP, ACT_FREEFALL, ACT_BEGIN_SLIDING,
};
struct LandingAction sHoldJumpLandAction = {
4, 5, ACT_HOLD_FREEFALL, ACT_HOLD_JUMP_LAND_STOP, ACT_HOLD_JUMP, ACT_HOLD_FREEFALL, ACT_HOLD_BEGIN_SLIDING,
};
struct LandingAction sHoldFreefallLandAction = {
4, 5, ACT_HOLD_FREEFALL, ACT_HOLD_FREEFALL_LAND_STOP, ACT_HOLD_JUMP, ACT_HOLD_FREEFALL, ACT_HOLD_BEGIN_SLIDING,
};
struct LandingAction sLongJumpLandAction = {
6, 5, ACT_FREEFALL, ACT_LONG_JUMP_LAND_STOP, ACT_LONG_JUMP, ACT_FREEFALL, ACT_BEGIN_SLIDING,
};
struct LandingAction sDoubleJumpLandAction = {
4, 5, ACT_FREEFALL, ACT_DOUBLE_JUMP_LAND_STOP, ACT_JUMP, ACT_FREEFALL, ACT_BEGIN_SLIDING,
};
struct LandingAction sTripleJumpLandAction = {
4, 0, ACT_FREEFALL, ACT_TRIPLE_JUMP_LAND_STOP, ACT_UNINITIALIZED, ACT_FREEFALL, ACT_BEGIN_SLIDING,
};
struct LandingAction sBackflipLandAction = {
4, 0, ACT_FREEFALL, ACT_BACKFLIP_LAND_STOP, ACT_BACKFLIP, ACT_FREEFALL, ACT_BEGIN_SLIDING,
};
Mat4 D_80339F50[2];
s16 tilt_body_running(struct MarioState *m) {
s16 pitch = find_floor_slope(m, 0);
pitch = pitch * m->forwardVel / 40.0f;
return -pitch;
}
void play_step_sound(struct MarioState *m, s16 frame1, s16 frame2) {
if (is_anim_past_frame(m, frame1) || is_anim_past_frame(m, frame2)) {
if (m->flags & MARIO_METAL_CAP) {
if (m->marioObj->header.gfx.unk38.animID == MARIO_ANIM_TIPTOE) {
play_sound_and_spawn_particles(m, SOUND_ACTION_METAL_STEP_TIPTOE, 0);
} else {
play_sound_and_spawn_particles(m, SOUND_ACTION_METAL_STEP, 0);
}
} else if (m->quicksandDepth > 50.0f) {
play_sound(SOUND_ACTION_QUICKSAND_STEP, m->marioObj->header.gfx.cameraToObject);
} else if (m->marioObj->header.gfx.unk38.animID == MARIO_ANIM_TIPTOE) {
play_sound_and_spawn_particles(m, SOUND_ACTION_TERRAIN_STEP_TIPTOE, 0);
} else {
play_sound_and_spawn_particles(m, SOUND_ACTION_TERRAIN_STEP, 0);
}
}
}
void align_with_floor(struct MarioState *m) {
m->pos[1] = m->floorHeight;
mtxf_align_terrain_triangle(D_80339F50[m->unk00], m->pos, m->faceAngle[1], 40.0f);
m->marioObj->header.gfx.throwMatrix = &D_80339F50[m->unk00];
}
s32 begin_walking_action(struct MarioState *m, f32 forwardVel, u32 action, u32 actionArg) {
m->faceAngle[1] = m->intendedYaw;
mario_set_forward_vel(m, forwardVel);
return set_mario_action(m, action, actionArg);
}
void check_ledge_climb_down(struct MarioState *m) {
struct WallCollisionData wallCols;
struct Surface *floor;
f32 floorHeight;
struct Surface *wall;
s16 wallAngle;
s16 wallDYaw;
if (m->forwardVel < 10.0f) {
wallCols.x = m->pos[0];
wallCols.y = m->pos[1];
wallCols.z = m->pos[2];
wallCols.radius = 10.0f;
wallCols.offsetY = -10.0f;
if (find_wall_collisions(&wallCols) != 0) {
floorHeight = find_floor(wallCols.x, wallCols.y, wallCols.z, &floor);
if (floor != NULL) {
if (wallCols.y - floorHeight > 160.0f) {
wall = wallCols.walls[wallCols.numWalls - 1];
wallAngle = atan2s(wall->normal.z, wall->normal.x);
wallDYaw = wallAngle - m->faceAngle[1];
if (wallDYaw > -0x4000 && wallDYaw < 0x4000) {
m->pos[0] = wallCols.x - 20.0f * wall->normal.x;
m->pos[2] = wallCols.z - 20.0f * wall->normal.z;
m->faceAngle[0] = 0;
m->faceAngle[1] = wallAngle + 0x8000;
set_mario_action(m, ACT_LEDGE_CLIMB_DOWN, 0);
set_mario_animation(m, MARIO_ANIM_CLIMB_DOWN_LEDGE);
}
}
}
}
}
}
void slide_bonk(struct MarioState *m, u32 fastAction, u32 slowAction) {
if (m->forwardVel > 16.0f) {
mario_bonk_reflection(m, TRUE);
drop_and_set_mario_action(m, fastAction, 0);
} else {
mario_set_forward_vel(m, 0.0f);
set_mario_action(m, slowAction, 0);
}
}
s32 set_triple_jump_action(struct MarioState *m, UNUSED u32 action, UNUSED u32 actionArg) {
if (m->flags & MARIO_WING_CAP) {
return set_mario_action(m, ACT_FLYING_TRIPLE_JUMP, 0);
} else if (m->forwardVel > 20.0f) {
return set_mario_action(m, ACT_TRIPLE_JUMP, 0);
} else {
return set_mario_action(m, ACT_JUMP, 0);
}
return 0;
}
void update_sliding_angle(struct MarioState *m, f32 accel, f32 lossFactor) {
s32 newFacingDYaw;
s16 facingDYaw;
struct Surface *floor = m->floor;
s16 slopeAngle = atan2s(floor->normal.z, floor->normal.x);
f32 steepness = sqrtf(floor->normal.x * floor->normal.x + floor->normal.z * floor->normal.z);
UNUSED f32 normalY = floor->normal.y;
m->slideVelX += accel * steepness * sins(slopeAngle);
m->slideVelZ += accel * steepness * coss(slopeAngle);
m->slideVelX *= lossFactor;
m->slideVelZ *= lossFactor;
m->slideYaw = atan2s(m->slideVelZ, m->slideVelX);
facingDYaw = m->faceAngle[1] - m->slideYaw;
newFacingDYaw = facingDYaw;
//! -0x4000 not handled - can slide down a slope while facing perpendicular to it
if (newFacingDYaw > 0 && newFacingDYaw <= 0x4000) {
if ((newFacingDYaw -= 0x200) < 0) {
newFacingDYaw = 0;
}
} else if (newFacingDYaw > -0x4000 && newFacingDYaw < 0) {
if ((newFacingDYaw += 0x200) > 0) {
newFacingDYaw = 0;
}
} else if (newFacingDYaw > 0x4000 && newFacingDYaw < 0x8000) {
if ((newFacingDYaw += 0x200) > 0x8000) {
newFacingDYaw = 0x8000;
}
} else if (newFacingDYaw > -0x8000 && newFacingDYaw < -0x4000) {
if ((newFacingDYaw -= 0x200) < -0x8000) {
newFacingDYaw = -0x8000;
}
}
m->faceAngle[1] = m->slideYaw + newFacingDYaw;
m->vel[0] = m->slideVelX;
m->vel[1] = 0.0f;
m->vel[2] = m->slideVelZ;
mario_update_moving_sand(m);
mario_update_windy_ground(m);
//! Speed is capped a frame late (butt slide HSG)
m->forwardVel = sqrtf(m->slideVelX * m->slideVelX + m->slideVelZ * m->slideVelZ);
if (m->forwardVel > 100.0f) {
m->slideVelX = m->slideVelX * 100.0f / m->forwardVel;
m->slideVelZ = m->slideVelZ * 100.0f / m->forwardVel;
}
if (newFacingDYaw < -0x4000 || newFacingDYaw > 0x4000) {
m->forwardVel *= -1.0f;
}
}
s32 update_sliding(struct MarioState *m, f32 stopSpeed) {
f32 lossFactor;
f32 accel;
f32 oldSpeed;
f32 newSpeed;
s32 stopped = FALSE;
s16 intendedDYaw = m->intendedYaw - m->slideYaw;
f32 forward = coss(intendedDYaw);
f32 sideward = sins(intendedDYaw);
//! 10k glitch
if (forward < 0.0f && m->forwardVel >= 0.0f) {
forward *= 0.5f + 0.5f * m->forwardVel / 100.0f;
}
switch (mario_get_floor_class(m)) {
case SURFACE_CLASS_VERY_SLIPPERY:
accel = 10.0f;
lossFactor = m->intendedMag / 32.0f * forward * 0.02f + 0.98f;
break;
case SURFACE_CLASS_SLIPPERY:
accel = 8.0f;
lossFactor = m->intendedMag / 32.0f * forward * 0.02f + 0.96f;
break;
default:
accel = 7.0f;
lossFactor = m->intendedMag / 32.0f * forward * 0.02f + 0.92f;
break;
case SURFACE_CLASS_NOT_SLIPPERY:
accel = 5.0f;
lossFactor = m->intendedMag / 32.0f * forward * 0.02f + 0.92f;
break;
}
oldSpeed = sqrtf(m->slideVelX * m->slideVelX + m->slideVelZ * m->slideVelZ);
//! This is attempting to use trig derivatives to rotate mario's speed.
// It is slightly off/asymmetric since it uses the new X speed, but the old
// Z speed.
m->slideVelX += m->slideVelZ * (m->intendedMag / 32.0f) * sideward * 0.05f;
m->slideVelZ -= m->slideVelX * (m->intendedMag / 32.0f) * sideward * 0.05f;
newSpeed = sqrtf(m->slideVelX * m->slideVelX + m->slideVelZ * m->slideVelZ);
if (oldSpeed > 0.0f && newSpeed > 0.0f) {
m->slideVelX = m->slideVelX * oldSpeed / newSpeed;
m->slideVelZ = m->slideVelZ * oldSpeed / newSpeed;
}
update_sliding_angle(m, accel, lossFactor);
if (!mario_floor_is_slope(m) && m->forwardVel * m->forwardVel < stopSpeed * stopSpeed) {
mario_set_forward_vel(m, 0.0f);
stopped = TRUE;
}
return stopped;
}
void apply_slope_accel(struct MarioState *m) {
f32 slopeAccel;
struct Surface *floor = m->floor;
f32 steepness = sqrtf(floor->normal.x * floor->normal.x + floor->normal.z * floor->normal.z);
UNUSED f32 normalY = floor->normal.y;
s16 floorDYaw = m->floorAngle - m->faceAngle[1];
if (mario_floor_is_slope(m)) {
s16 slopeClass = 0;
if (m->action != ACT_SOFT_BACKWARD_GROUND_KB && m->action != ACT_SOFT_FORWARD_GROUND_KB) {
slopeClass = mario_get_floor_class(m);
}
switch (slopeClass) {
case SURFACE_CLASS_VERY_SLIPPERY:
slopeAccel = 5.3f;
break;
case SURFACE_CLASS_SLIPPERY:
slopeAccel = 2.7f;
break;
default:
slopeAccel = 1.7f;
break;
case SURFACE_CLASS_NOT_SLIPPERY:
slopeAccel = 0.0f;
break;
}
if (floorDYaw > -0x4000 && floorDYaw < 0x4000) {
m->forwardVel += slopeAccel * steepness;
} else {
m->forwardVel -= slopeAccel * steepness;
}
}
m->slideYaw = m->faceAngle[1];
m->slideVelX = m->forwardVel * sins(m->faceAngle[1]);
m->slideVelZ = m->forwardVel * coss(m->faceAngle[1]);
m->vel[0] = m->slideVelX;
m->vel[1] = 0.0f;
m->vel[2] = m->slideVelZ;
mario_update_moving_sand(m);
mario_update_windy_ground(m);
}
s32 apply_landing_accel(struct MarioState *m, f32 frictionFactor) {
s32 stopped = FALSE;
apply_slope_accel(m);
if (!mario_floor_is_slope(m)) {
m->forwardVel *= frictionFactor;
if (m->forwardVel * m->forwardVel < 1.0f) {
mario_set_forward_vel(m, 0.0f);
stopped = TRUE;
}
}
return stopped;
}
void update_shell_speed(struct MarioState *m) {
f32 maxTargetSpeed;
f32 targetSpeed;
if (m->floorHeight < m->waterLevel) {
m->floorHeight = m->waterLevel;
m->floor = &gWaterSurfacePseudoFloor;
m->floor->originOffset = m->waterLevel; //! Negative origin offset
}
if (m->floor != NULL && m->floor->type == SURFACE_SLOW) {
maxTargetSpeed = 48.0f;
} else {
maxTargetSpeed = 64.0f;
}
targetSpeed = m->intendedMag * 2.0f;
if (targetSpeed > maxTargetSpeed) {
targetSpeed = maxTargetSpeed;
}
if (targetSpeed < 24.0f) {
targetSpeed = 24.0f;
}
if (m->forwardVel <= 0.0f) {
m->forwardVel += 1.1f;
} else if (m->forwardVel <= targetSpeed) {
m->forwardVel += 1.1f - m->forwardVel / 58.0f;
} else if (m->floor->normal.y >= 0.95f) {
m->forwardVel -= 1.0f;
}
//! No backward speed cap (shell hyperspeed)
if (m->forwardVel > 64.0f) {
m->forwardVel = 64.0f;
}
m->faceAngle[1] =
m->intendedYaw - approach_s32((s16)(m->intendedYaw - m->faceAngle[1]), 0, 0x800, 0x800);
apply_slope_accel(m);
}
s32 apply_slope_decel(struct MarioState *m, f32 decelCoef) {
f32 decel;
s32 stopped = FALSE;
switch (mario_get_floor_class(m)) {
case SURFACE_CLASS_VERY_SLIPPERY:
decel = decelCoef * 0.2f;
break;
case SURFACE_CLASS_SLIPPERY:
decel = decelCoef * 0.7f;
break;
default:
decel = decelCoef * 2.0f;
break;
case SURFACE_CLASS_NOT_SLIPPERY:
decel = decelCoef * 3.0f;
break;
}
if ((m->forwardVel = approach_f32(m->forwardVel, 0.0f, decel, decel)) == 0.0f) {
stopped = TRUE;
}
apply_slope_accel(m);
return stopped;
}
s32 update_decelerating_speed(struct MarioState *m) {
s32 stopped = FALSE;
if ((m->forwardVel = approach_f32(m->forwardVel, 0.0f, 1.0f, 1.0f)) == 0.0f) {
stopped = TRUE;
}
mario_set_forward_vel(m, m->forwardVel);
mario_update_moving_sand(m);
mario_update_windy_ground(m);
return stopped;
}
void update_walking_speed(struct MarioState *m) {
f32 maxTargetSpeed;
f32 targetSpeed;
if (m->floor != NULL && m->floor->type == SURFACE_SLOW) {
maxTargetSpeed = 24.0f;
} else {
maxTargetSpeed = 32.0f;
}
targetSpeed = m->intendedMag < maxTargetSpeed ? m->intendedMag : maxTargetSpeed;
if (m->quicksandDepth > 10.0f) {
targetSpeed *= 6.25 / m->quicksandDepth;
}
if (m->forwardVel <= 0.0f) {
m->forwardVel += 1.1f;
} else if (m->forwardVel <= targetSpeed) {
m->forwardVel += 1.1f - m->forwardVel / 43.0f;
} else if (m->floor->normal.y >= 0.95f) {
m->forwardVel -= 1.0f;
}
if (m->forwardVel > 48.0f) {
m->forwardVel = 48.0f;
}
m->faceAngle[1] =
m->intendedYaw - approach_s32((s16)(m->intendedYaw - m->faceAngle[1]), 0, 0x800, 0x800);
apply_slope_accel(m);
}
s32 should_begin_sliding(struct MarioState *m) {
if (m->input & INPUT_ABOVE_SLIDE) {
s32 slideLevel = (m->area->terrainType & TERRAIN_MASK) == TERRAIN_SLIDE;
s32 movingBackward = m->forwardVel <= -1.0f;
if (slideLevel || movingBackward || mario_facing_downhill(m, FALSE)) {
return TRUE;
}
}
return FALSE;
}
s32 analog_stick_held_back(struct MarioState *m) {
s16 intendedDYaw = m->intendedYaw - m->faceAngle[1];
return intendedDYaw < -0x471C || intendedDYaw > 0x471C;
}
s32 check_ground_dive_or_punch(struct MarioState *m) {
UNUSED s32 unused;
if (m->input & INPUT_B_PRESSED) {
//! Speed kick (shoutouts to SimpleFlips)
if (m->forwardVel >= 29.0f && m->controller->stickMag > 48.0f) {
m->vel[1] = 20.0f;
return set_mario_action(m, ACT_DIVE, 1);
}
return set_mario_action(m, ACT_MOVE_PUNCHING, 0);
}
return FALSE;
}
s32 begin_braking_action(struct MarioState *m) {
mario_drop_held_object(m);
if (m->actionState == 1) {
m->faceAngle[1] = m->actionArg;
return set_mario_action(m, ACT_STANDING_AGAINST_WALL, 0);
}
if (m->forwardVel >= 16.0f && m->floor->normal.y >= 0.17364818f) {
return set_mario_action(m, ACT_BRAKING, 0);
}
return set_mario_action(m, ACT_DECELERATING, 0);
}
void anim_and_audio_for_walk(struct MarioState *m) {
s32 val14;
struct Object *marioObj = m->marioObj;
s32 val0C = TRUE;
s16 targetPitch = 0;
f32 val04;
val04 = m->intendedMag > m->forwardVel ? m->intendedMag : m->forwardVel;
if (val04 < 4.0f) {
val04 = 4.0f;
}
if (m->quicksandDepth > 50.0f) {
val14 = (s32)(val04 / 4.0f * 0x10000);
set_mario_anim_with_accel(m, MARIO_ANIM_MOVE_IN_QUICKSAND, val14);
play_step_sound(m, 19, 93);
m->actionTimer = 0;
} else {
while (val0C) {
switch (m->actionTimer) {
case 0:
if (val04 > 8.0f) {
m->actionTimer = 2;
} else {
//! (Speed Crash) If Mario's speed is more than 2^17.
if ((val14 = (s32)(val04 / 4.0f * 0x10000)) < 0x1000) {
val14 = 0x1000;
}
set_mario_anim_with_accel(m, MARIO_ANIM_START_TIPTOE, val14);
play_step_sound(m, 7, 22);
if (is_anim_past_frame(m, 23)) {
m->actionTimer = 2;
}
val0C = FALSE;
}
break;
case 1:
if (val04 > 8.0f) {
m->actionTimer = 2;
} else {
//! (Speed Crash) If Mario's speed is more than 2^17.
if ((val14 = (s32)(val04 * 0x10000)) < 0x1000) {
val14 = 0x1000;
}
set_mario_anim_with_accel(m, MARIO_ANIM_TIPTOE, val14);
play_step_sound(m, 14, 72);
val0C = FALSE;
}
break;
case 2:
if (val04 < 5.0f) {
m->actionTimer = 1;
} else if (val04 > 22.0f) {
m->actionTimer = 3;
} else {
//! (Speed Crash) If Mario's speed is more than 2^17.
val14 = (s32)(val04 / 4.0f * 0x10000);
set_mario_anim_with_accel(m, MARIO_ANIM_WALKING, val14);
play_step_sound(m, 10, 49);
val0C = FALSE;
}
break;
case 3:
if (val04 < 18.0f) {
m->actionTimer = 2;
} else {
//! (Speed Crash) If Mario's speed is more than 2^17.
val14 = (s32)(val04 / 4.0f * 0x10000);
set_mario_anim_with_accel(m, MARIO_ANIM_RUNNING, val14);
play_step_sound(m, 9, 45);
targetPitch = tilt_body_running(m);
val0C = FALSE;
}
break;
}
}
}
marioObj->oMarioWalkingPitch =
(s16) approach_s32(marioObj->oMarioWalkingPitch, targetPitch, 0x800, 0x800);
marioObj->header.gfx.angle[0] = marioObj->oMarioWalkingPitch;
}
void anim_and_audio_for_hold_walk(struct MarioState *m) {
s32 val0C;
s32 val08 = TRUE;
f32 val04;
val04 = m->intendedMag > m->forwardVel ? m->intendedMag : m->forwardVel;
if (val04 < 2.0f) {
val04 = 2.0f;
}
while (val08) {
switch (m->actionTimer) {
case 0:
if (val04 > 6.0f) {
m->actionTimer = 1;
} else {
//! (Speed Crash) Crashes if Mario's speed exceeds or equals 2^15.
val0C = (s32)(val04 * 0x10000);
set_mario_anim_with_accel(m, MARIO_ANIM_SLOW_WALK_WITH_LIGHT_OBJ, val0C);
play_step_sound(m, 12, 62);
val08 = FALSE;
}
break;
case 1:
if (val04 < 3.0f) {
m->actionTimer = 0;
} else if (val04 > 11.0f) {
m->actionTimer = 2;
} else {
//! (Speed Crash) Crashes if Mario's speed exceeds or equals 2^15.
val0C = (s32)(val04 * 0x10000);
set_mario_anim_with_accel(m, MARIO_ANIM_WALK_WITH_LIGHT_OBJ, val0C);
play_step_sound(m, 12, 62);
val08 = FALSE;
}
break;
case 2:
if (val04 < 8.0f) {
m->actionTimer = 1;
} else {
//! (Speed Crash) Crashes if Mario's speed exceeds or equals 2^16.
val0C = (s32)(val04 / 2.0f * 0x10000);
set_mario_anim_with_accel(m, MARIO_ANIM_RUN_WITH_LIGHT_OBJ, val0C);
play_step_sound(m, 10, 49);
val08 = FALSE;
}
break;
}
}
}
void anim_and_audio_for_heavy_walk(struct MarioState *m) {
s32 val04 = (s32)(m->intendedMag * 0x10000);
set_mario_anim_with_accel(m, MARIO_ANIM_WALK_WITH_HEAVY_OBJ, val04);
play_step_sound(m, 26, 79);
}
void push_or_sidle_wall(struct MarioState *m, Vec3f startPos) {
s16 wallAngle;
s16 dWallAngle;
f32 dx = m->pos[0] - startPos[0];
f32 dz = m->pos[2] - startPos[2];
f32 movedDistance = sqrtf(dx * dx + dz * dz);
//! (Speed Crash) If a wall is after moving 16384 distance, this crashes.
s32 val04 = (s32)(movedDistance * 2.0f * 0x10000);
if (m->forwardVel > 6.0f) {
mario_set_forward_vel(m, 6.0f);
}
if (m->wall != NULL) {
wallAngle = atan2s(m->wall->normal.z, m->wall->normal.x);
dWallAngle = wallAngle - m->faceAngle[1];
}
if (m->wall == NULL || dWallAngle <= -0x71C8 || dWallAngle >= 0x71C8) {
m->flags |= MARIO_UNKNOWN_31;
set_mario_animation(m, MARIO_ANIM_PUSHING);
play_step_sound(m, 6, 18);
} else {
if (dWallAngle < 0) {
set_mario_anim_with_accel(m, MARIO_ANIM_SIDESTEP_RIGHT, val04);
} else {
set_mario_anim_with_accel(m, MARIO_ANIM_SIDESTEP_LEFT, val04);
}
if (m->marioObj->header.gfx.unk38.animFrame < 20) {
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
m->particleFlags |= PARTICLE_DUST;
}
m->actionState = 1;
m->actionArg = wallAngle + 0x8000;
m->marioObj->header.gfx.angle[1] = wallAngle + 0x8000;
m->marioObj->header.gfx.angle[2] = find_floor_slope(m, 0x4000);
}
}
void tilt_body_walking(struct MarioState *m, s16 startYaw) {
struct MarioBodyState *val0C = m->marioBodyState;
UNUSED struct Object *marioObj = m->marioObj;
s16 animID = m->marioObj->header.gfx.unk38.animID;
s16 dYaw;
s16 val02;
s16 val00;
if (animID == MARIO_ANIM_WALKING || animID == MARIO_ANIM_RUNNING) {
dYaw = m->faceAngle[1] - startYaw;
//! (Speed Crash) These casts can cause a crash if (dYaw * forwardVel / 12) or
//! (forwardVel * 170) exceed or equal 2^31.
val02 = -(s16)(dYaw * m->forwardVel / 12.0f);
val00 = (s16)(m->forwardVel * 170.0f);
if (val02 > 0x1555) {
val02 = 0x1555;
}
if (val02 < -0x1555) {
val02 = -0x1555;
}
if (val00 > 0x1555) {
val00 = 0x1555;
}
if (val00 < 0) {
val00 = 0;
}
val0C->torsoAngle[2] = approach_s32(val0C->torsoAngle[2], val02, 0x400, 0x400);
val0C->torsoAngle[0] = approach_s32(val0C->torsoAngle[0], val00, 0x400, 0x400);
;
} else {
val0C->torsoAngle[2] = 0;
val0C->torsoAngle[0] = 0;
}
}
void tilt_body_ground_shell(struct MarioState *m, s16 startYaw) {
struct MarioBodyState *val0C = m->marioBodyState;
struct Object *marioObj = m->marioObj;
s16 dYaw = m->faceAngle[1] - startYaw;
//! (Speed Crash) These casts can cause a crash if (dYaw * forwardVel / 12) or
//! (forwardVel * 170) exceed or equal 2^31. Harder (if not impossible to do)
//! while on a Koopa Shell making this less of an issue.
s16 val04 = -(s16)(dYaw * m->forwardVel / 12.0f);
s16 val02 = (s16)(m->forwardVel * 170.0f);
if (val04 > 0x1800) {
val04 = 0x1800;
}
if (val04 < -0x1800) {
val04 = -0x1800;
}
if (val02 > 0x1000) {
val02 = 0x1000;
}
if (val02 < 0) {
val02 = 0;
}
val0C->torsoAngle[2] = approach_s32(val0C->torsoAngle[2], val04, 0x200, 0x200);
val0C->torsoAngle[0] = approach_s32(val0C->torsoAngle[0], val02, 0x200, 0x200);
val0C->headAngle[2] = -val0C->torsoAngle[2];
marioObj->header.gfx.angle[2] = val0C->torsoAngle[2];
marioObj->header.gfx.pos[1] += 45.0f;
}
s32 act_walking(struct MarioState *m) {
Vec3f startPos;
s16 startYaw = m->faceAngle[1];
mario_drop_held_object(m);
if (should_begin_sliding(m)) {
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
}
if (m->input & INPUT_FIRST_PERSON) {
return begin_braking_action(m);
}
if (m->input & INPUT_A_PRESSED) {
return set_jump_from_landing(m);
}
if (check_ground_dive_or_punch(m)) {
return TRUE;
}
if (m->input & INPUT_UNKNOWN_5) {
return begin_braking_action(m);
}
if (analog_stick_held_back(m) && m->forwardVel >= 16.0f) {
return set_mario_action(m, ACT_TURNING_AROUND, 0);
}
if (m->input & INPUT_Z_PRESSED) {
return set_mario_action(m, ACT_CROUCH_SLIDE, 0);
}
m->actionState = 0;
vec3f_copy(startPos, m->pos);
update_walking_speed(m);
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, ACT_FREEFALL, 0);
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
break;
case GROUND_STEP_NONE:
anim_and_audio_for_walk(m);
if (m->intendedMag - m->forwardVel > 16.0f) {
m->particleFlags |= PARTICLE_DUST;
}
break;
case GROUND_STEP_HIT_WALL:
push_or_sidle_wall(m, startPos);
m->actionTimer = 0;
break;
}
check_ledge_climb_down(m);
tilt_body_walking(m, startYaw);
return FALSE;
}
s32 act_move_punching(struct MarioState *m) {
if (should_begin_sliding(m)) {
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
}
if (m->actionState == 0 && (m->input & INPUT_A_DOWN)) {
return set_mario_action(m, ACT_JUMP_KICK, 0);
}
m->actionState = 1;
mario_update_punch_sequence(m);
if (m->forwardVel >= 0.0f) {
apply_slope_decel(m, 0.5f);
} else {
if ((m->forwardVel += 8.0f) >= 0.0f) {
m->forwardVel = 0.0f;
}
apply_slope_accel(m);
}
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, ACT_FREEFALL, 0);
break;
case GROUND_STEP_NONE:
m->particleFlags |= PARTICLE_DUST;
break;
}
return FALSE;
}
s32 act_hold_walking(struct MarioState *m) {
if (m->heldObj->behavior == segmented_to_virtual(bhvJumpingBox)) {
return set_mario_action(m, ACT_CRAZY_BOX_BOUNCE, 0);
}
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_WALKING, 0);
}
if (should_begin_sliding(m)) {
return set_mario_action(m, ACT_HOLD_BEGIN_SLIDING, 0);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_THROWING, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_jumping_action(m, ACT_HOLD_JUMP, 0);
}
if (m->input & INPUT_UNKNOWN_5) {
return set_mario_action(m, ACT_HOLD_DECELERATING, 0);
}
if (m->input & INPUT_Z_PRESSED) {
return drop_and_set_mario_action(m, ACT_CROUCH_SLIDE, 0);
}
m->intendedMag *= 0.4f;
update_walking_speed(m);
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, ACT_HOLD_FREEFALL, 0);
break;
case GROUND_STEP_HIT_WALL:
if (m->forwardVel > 16.0f) {
mario_set_forward_vel(m, 16.0f);
}
break;
}
anim_and_audio_for_hold_walk(m);
if (0.4f * m->intendedMag - m->forwardVel > 10.0f) {
m->particleFlags |= PARTICLE_DUST;
}
return FALSE;
}
s32 act_hold_heavy_walking(struct MarioState *m) {
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_HEAVY_THROW, 0);
}
if (should_begin_sliding(m)) {
return drop_and_set_mario_action(m, ACT_BEGIN_SLIDING, 0);
}
if (m->input & INPUT_UNKNOWN_5) {
return set_mario_action(m, ACT_HOLD_HEAVY_IDLE, 0);
}
m->intendedMag *= 0.1f;
update_walking_speed(m);
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
drop_and_set_mario_action(m, ACT_FREEFALL, 0);
break;
case GROUND_STEP_HIT_WALL:
if (m->forwardVel > 10.0f) {
mario_set_forward_vel(m, 10.0f);
}
break;
}
anim_and_audio_for_heavy_walk(m);
return FALSE;
}
s32 act_turning_around(struct MarioState *m) {
if (m->input & INPUT_ABOVE_SLIDE) {
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_jumping_action(m, ACT_SIDE_FLIP, 0);
}
if (m->input & INPUT_UNKNOWN_5) {
return set_mario_action(m, ACT_BRAKING, 0);
}
if (!analog_stick_held_back(m)) {
return set_mario_action(m, ACT_WALKING, 0);
}
if (apply_slope_decel(m, 2.0f)) {
return begin_walking_action(m, 8.0f, ACT_FINISH_TURNING_AROUND, 0);
}
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
adjust_sound_for_speed(m);
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, ACT_FREEFALL, 0);
break;
case GROUND_STEP_NONE:
m->particleFlags |= PARTICLE_DUST;
break;
}
if (m->forwardVel >= 18.0f) {
set_mario_animation(m, MARIO_ANIM_TURNING_PART1);
} else {
set_mario_animation(m, MARIO_ANIM_TURNING_PART2);
if (is_anim_at_end(m)) {
if (m->forwardVel > 0.0f) {
begin_walking_action(m, -m->forwardVel, ACT_WALKING, 0);
} else {
begin_walking_action(m, 8.0f, ACT_WALKING, 0);
}
}
}
return FALSE;
}
s32 act_finish_turning_around(struct MarioState *m) {
if (m->input & INPUT_ABOVE_SLIDE) {
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_jumping_action(m, ACT_SIDE_FLIP, 0);
}
update_walking_speed(m);
set_mario_animation(m, MARIO_ANIM_TURNING_PART2);
if (perform_ground_step(m) == GROUND_STEP_LEFT_GROUND) {
set_mario_action(m, ACT_FREEFALL, 0);
}
if (is_anim_at_end(m)) {
set_mario_action(m, ACT_WALKING, 0);
}
m->marioObj->header.gfx.angle[1] += 0x8000;
return FALSE;
}
s32 act_braking(struct MarioState *m) {
if (!(m->input & INPUT_FIRST_PERSON)
&& (m->input
& (INPUT_NONZERO_ANALOG | INPUT_A_PRESSED | INPUT_OFF_FLOOR | INPUT_ABOVE_SLIDE))) {
return check_common_action_exits(m);
}
if (apply_slope_decel(m, 2.0f)) {
return set_mario_action(m, ACT_BRAKING_STOP, 0);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_MOVE_PUNCHING, 0);
}
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, ACT_FREEFALL, 0);
break;
case GROUND_STEP_NONE:
m->particleFlags |= PARTICLE_DUST;
break;
case GROUND_STEP_HIT_WALL:
slide_bonk(m, ACT_BACKWARD_GROUND_KB, ACT_BRAKING_STOP);
break;
}
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
adjust_sound_for_speed(m);
set_mario_animation(m, MARIO_ANIM_SKID_ON_GROUND);
return FALSE;
}
s32 act_decelerating(struct MarioState *m) {
s32 val0C;
s16 slopeClass = mario_get_floor_class(m);
if (!(m->input & INPUT_FIRST_PERSON)) {
if (should_begin_sliding(m)) {
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_jump_from_landing(m);
}
if (check_ground_dive_or_punch(m)) {
return TRUE;
}
if (m->input & INPUT_NONZERO_ANALOG) {
return set_mario_action(m, ACT_WALKING, 0);
}
if (m->input & INPUT_Z_PRESSED) {
return set_mario_action(m, ACT_CROUCH_SLIDE, 0);
}
}
if (update_decelerating_speed(m)) {
return set_mario_action(m, ACT_IDLE, 0);
}
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, ACT_FREEFALL, 0);
break;
case GROUND_STEP_HIT_WALL:
if (slopeClass == SURFACE_CLASS_VERY_SLIPPERY) {
mario_bonk_reflection(m, TRUE);
} else {
mario_set_forward_vel(m, 0.0f);
}
break;
}
if (slopeClass == SURFACE_CLASS_VERY_SLIPPERY) {
set_mario_animation(m, MARIO_ANIM_IDLE_HEAD_LEFT);
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
adjust_sound_for_speed(m);
m->particleFlags |= PARTICLE_DUST;
} else {
// (Speed Crash) Crashes if speed exceeds 2^17.
if ((val0C = (s32)(m->forwardVel / 4.0f * 0x10000)) < 0x1000) {
val0C = 0x1000;
}
set_mario_anim_with_accel(m, MARIO_ANIM_WALKING, val0C);
play_step_sound(m, 10, 49);
}
return FALSE;
}
s32 act_hold_decelerating(struct MarioState *m) {
s32 val0C;
s16 slopeClass = mario_get_floor_class(m);
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_WALKING, 0);
}
if (should_begin_sliding(m)) {
return set_mario_action(m, ACT_HOLD_BEGIN_SLIDING, 0);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_THROWING, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_jumping_action(m, ACT_HOLD_JUMP, 0);
}
if (m->input & INPUT_Z_PRESSED) {
return drop_and_set_mario_action(m, ACT_CROUCH_SLIDE, 0);
}
if (m->input & INPUT_NONZERO_ANALOG) {
return set_mario_action(m, ACT_HOLD_WALKING, 0);
}
if (update_decelerating_speed(m)) {
return set_mario_action(m, ACT_HOLD_IDLE, 0);
}
m->intendedMag *= 0.4f;
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, ACT_HOLD_FREEFALL, 0);
break;
case GROUND_STEP_HIT_WALL:
if (slopeClass == SURFACE_CLASS_VERY_SLIPPERY) {
mario_bonk_reflection(m, TRUE);
} else {
mario_set_forward_vel(m, 0.0f);
}
break;
}
if (slopeClass == SURFACE_CLASS_VERY_SLIPPERY) {
set_mario_animation(m, MARIO_ANIM_IDLE_WITH_LIGHT_OBJ);
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
adjust_sound_for_speed(m);
m->particleFlags |= PARTICLE_DUST;
} else {
//! (Speed Crash) This crashes if Mario has more speed than 2^15 speed.
if ((val0C = (s32)(m->forwardVel * 0x10000)) < 0x1000) {
val0C = 0x1000;
}
set_mario_anim_with_accel(m, MARIO_ANIM_WALK_WITH_LIGHT_OBJ, val0C);
play_step_sound(m, 12, 62);
}
return FALSE;
}
s32 act_riding_shell_ground(struct MarioState *m) {
/*06*/ s16 startYaw = m->faceAngle[1];
if (m->input & INPUT_A_PRESSED) {
return set_mario_action(m, ACT_RIDING_SHELL_JUMP, 0);
}
if (m->input & INPUT_Z_PRESSED) {
mario_stop_riding_object(m);
if (m->forwardVel < 24.0f) {
mario_set_forward_vel(m, 24.0f);
}
return set_mario_action(m, ACT_CROUCH_SLIDE, 0);
}
update_shell_speed(m);
set_mario_animation(m, m->actionArg == 0 ? MARIO_ANIM_START_RIDING_SHELL : MARIO_ANIM_RIDING_SHELL);
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, ACT_RIDING_SHELL_FALL, 0);
break;
case GROUND_STEP_HIT_WALL:
mario_stop_riding_object(m);
play_sound(m->flags & MARIO_METAL_CAP ? SOUND_ACTION_METAL_BONK : SOUND_ACTION_BONK,
m->marioObj->header.gfx.cameraToObject);
m->particleFlags |= PARTICLE_VERTICAL_STAR;
set_mario_action(m, ACT_BACKWARD_GROUND_KB, 0);
break;
}
tilt_body_ground_shell(m, startYaw);
if (m->floor->type == SURFACE_BURNING) {
play_sound(SOUND_MOVING_RIDING_SHELL_LAVA, m->marioObj->header.gfx.cameraToObject);
} else {
play_sound(SOUND_MOVING_TERRAIN_RIDING_SHELL + m->terrainSoundAddend,
m->marioObj->header.gfx.cameraToObject);
}
adjust_sound_for_speed(m);
#ifdef VERSION_SH
reset_rumble_timers();
#endif
return FALSE;
}
s32 act_crawling(struct MarioState *m) {
s32 val04;
if (should_begin_sliding(m)) {
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
}
if (m->input & INPUT_FIRST_PERSON) {
return set_mario_action(m, ACT_STOP_CRAWLING, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_jumping_action(m, ACT_JUMP, 0);
}
if (check_ground_dive_or_punch(m)) {
return TRUE;
}
if (m->input & INPUT_UNKNOWN_5) {
return set_mario_action(m, ACT_STOP_CRAWLING, 0);
}
if (!(m->input & INPUT_Z_DOWN)) {
return set_mario_action(m, ACT_STOP_CRAWLING, 0);
}
m->intendedMag *= 0.1f;
update_walking_speed(m);
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, ACT_FREEFALL, 0);
break;
case GROUND_STEP_HIT_WALL:
if (m->forwardVel > 10.0f) {
mario_set_forward_vel(m, 10.0f);
}
//! Possibly unintended missing break
case GROUND_STEP_NONE:
align_with_floor(m);
break;
}
val04 = (s32)(m->intendedMag * 2.0f * 0x10000);
set_mario_anim_with_accel(m, MARIO_ANIM_CRAWLING, val04);
play_step_sound(m, 26, 79);
return FALSE;
}
s32 act_burning_ground(struct MarioState *m) {
if (m->input & INPUT_A_PRESSED) {
return set_mario_action(m, ACT_BURNING_JUMP, 0);
}
m->marioObj->oMarioBurnTimer += 2;
if (m->marioObj->oMarioBurnTimer > 160) {
return set_mario_action(m, ACT_WALKING, 0);
}
if (m->waterLevel - m->floorHeight > 50.0f) {
play_sound(SOUND_GENERAL_FLAME_OUT, m->marioObj->header.gfx.cameraToObject);
return set_mario_action(m, ACT_WALKING, 0);
}
if (m->forwardVel < 8.0f) {
m->forwardVel = 8.0f;
}
if (m->forwardVel > 48.0f) {
m->forwardVel = 48.0f;
}
m->forwardVel = approach_f32(m->forwardVel, 32.0f, 4.0f, 1.0f);
if (m->input & INPUT_NONZERO_ANALOG) {
m->faceAngle[1] =
m->intendedYaw - approach_s32((s16)(m->intendedYaw - m->faceAngle[1]), 0, 0x600, 0x600);
}
apply_slope_accel(m);
if (perform_ground_step(m) == GROUND_STEP_LEFT_GROUND) {
set_mario_action(m, ACT_BURNING_FALL, 0);
}
set_mario_anim_with_accel(m, MARIO_ANIM_RUNNING, (s32)(m->forwardVel / 2.0f * 0x10000));
play_step_sound(m, 9, 45);
m->particleFlags |= PARTICLE_FIRE;
play_sound(SOUND_MOVING_LAVA_BURN, m->marioObj->header.gfx.cameraToObject);
m->health -= 10;
if (m->health < 0x100) {
set_mario_action(m, ACT_STANDING_DEATH, 0);
}
m->marioBodyState->eyeState = MARIO_EYES_DEAD;
#ifdef VERSION_SH
reset_rumble_timers();
#endif
return FALSE;
}
void tilt_body_butt_slide(struct MarioState *m) {
s16 intendedDYaw = m->intendedYaw - m->faceAngle[1];
m->marioBodyState->torsoAngle[0] = (s32)(5461.3335f * m->intendedMag / 32.0f * coss(intendedDYaw));
m->marioBodyState->torsoAngle[2] = (s32)(-(5461.3335f * m->intendedMag / 32.0f * sins(intendedDYaw)));
}
void common_slide_action(struct MarioState *m, u32 endAction, u32 airAction, s32 animation) {
Vec3f val14;
vec3f_copy(val14, m->pos);
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
#ifdef VERSION_SH
reset_rumble_timers();
#endif
adjust_sound_for_speed(m);
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, airAction, 0);
if (m->forwardVel < -50.0f || 50.0f < m->forwardVel) {
play_sound(SOUND_MARIO_HOOHOO, m->marioObj->header.gfx.cameraToObject);
}
break;
case GROUND_STEP_NONE:
set_mario_animation(m, animation);
align_with_floor(m);
m->particleFlags |= PARTICLE_DUST;
break;
case GROUND_STEP_HIT_WALL:
if (!mario_floor_is_slippery(m)) {
#ifdef VERSION_JP
m->particleFlags |= PARTICLE_VERTICAL_STAR;
#else
if (m->forwardVel > 16.0f) {
m->particleFlags |= PARTICLE_VERTICAL_STAR;
}
#endif
slide_bonk(m, ACT_GROUND_BONK, endAction);
} else if (m->wall != NULL) {
s16 wallAngle = atan2s(m->wall->normal.z, m->wall->normal.x);
f32 slideSpeed = sqrtf(m->slideVelX * m->slideVelX + m->slideVelZ * m->slideVelZ);
if ((slideSpeed *= 0.9) < 4.0f) {
slideSpeed = 4.0f;
}
m->slideYaw = wallAngle - (s16)(m->slideYaw - wallAngle) + 0x8000;
m->vel[0] = m->slideVelX = slideSpeed * sins(m->slideYaw);
m->vel[2] = m->slideVelZ = slideSpeed * coss(m->slideYaw);
}
align_with_floor(m);
break;
}
}
s32 common_slide_action_with_jump(struct MarioState *m, u32 stopAction, u32 jumpAction, u32 airAction,
s32 animation) {
if (m->actionTimer == 5) {
if (m->input & INPUT_A_PRESSED) {
return set_jumping_action(m, jumpAction, 0);
}
} else {
m->actionTimer++;
}
if (update_sliding(m, 4.0f)) {
return set_mario_action(m, stopAction, 0);
}
common_slide_action(m, stopAction, airAction, animation);
return FALSE;
}
s32 act_butt_slide(struct MarioState *m) {
s32 cancel = common_slide_action_with_jump(m, ACT_BUTT_SLIDE_STOP, ACT_JUMP, ACT_BUTT_SLIDE_AIR,
MARIO_ANIM_SLIDE);
tilt_body_butt_slide(m);
return cancel;
}
s32 act_hold_butt_slide(struct MarioState *m) {
s32 cancel;
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_BUTT_SLIDE, 0);
}
cancel = common_slide_action_with_jump(m, ACT_HOLD_BUTT_SLIDE_STOP, ACT_HOLD_JUMP, ACT_HOLD_BUTT_SLIDE_AIR,
MARIO_ANIM_SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ);
tilt_body_butt_slide(m);
return cancel;
}
s32 act_crouch_slide(struct MarioState *m) {
s32 cancel;
if (m->input & INPUT_ABOVE_SLIDE) {
return set_mario_action(m, ACT_BUTT_SLIDE, 0);
}
if (m->actionTimer < 30) {
m->actionTimer++;
if (m->input & INPUT_A_PRESSED) {
if (m->forwardVel > 10.0f) {
return set_jumping_action(m, ACT_LONG_JUMP, 0);
}
}
}
if (m->input & INPUT_B_PRESSED) {
if (m->forwardVel >= 10.0f) {
return set_mario_action(m, ACT_SLIDE_KICK, 0);
} else {
return set_mario_action(m, ACT_MOVE_PUNCHING, 0x0009);
}
}
if (m->input & INPUT_A_PRESSED) {
return set_jumping_action(m, ACT_JUMP, 0);
}
if (m->input & INPUT_FIRST_PERSON) {
return set_mario_action(m, ACT_BRAKING, 0);
}
cancel = common_slide_action_with_jump(m, ACT_CROUCHING, ACT_JUMP, ACT_FREEFALL,
MARIO_ANIM_START_CROUCHING);
return cancel;
}
s32 act_slide_kick_slide(struct MarioState *m) {
if (m->input & INPUT_A_PRESSED) {
#ifdef VERSION_SH
queue_rumble_data(5, 80);
#endif
return set_jumping_action(m, ACT_FORWARD_ROLLOUT, 0);
}
set_mario_animation(m, MARIO_ANIM_SLIDE_KICK);
if (is_anim_at_end(m) && m->forwardVel < 1.0f) {
return set_mario_action(m, ACT_SLIDE_KICK_SLIDE_STOP, 0);
}
update_sliding(m, 1.0f);
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, ACT_FREEFALL, 2);
break;
case GROUND_STEP_HIT_WALL:
mario_bonk_reflection(m, TRUE);
m->particleFlags |= PARTICLE_VERTICAL_STAR;
set_mario_action(m, ACT_BACKWARD_GROUND_KB, 0);
break;
}
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
m->particleFlags |= PARTICLE_DUST;
return FALSE;
}
s32 stomach_slide_action(struct MarioState *m, u32 stopAction, u32 airAction, s32 animation) {
if (m->actionTimer == 5) {
if (!(m->input & INPUT_ABOVE_SLIDE) && (m->input & (INPUT_A_PRESSED | INPUT_B_PRESSED))) {
#ifdef VERSION_SH
queue_rumble_data(5, 80);
#endif
return drop_and_set_mario_action(
m, m->forwardVel >= 0.0f ? ACT_FORWARD_ROLLOUT : ACT_BACKWARD_ROLLOUT, 0);
}
} else {
m->actionTimer++;
}
if (update_sliding(m, 4.0f)) {
return set_mario_action(m, stopAction, 0);
}
common_slide_action(m, stopAction, airAction, animation);
return FALSE;
}
s32 act_stomach_slide(struct MarioState *m) {
s32 cancel = stomach_slide_action(m, ACT_STOMACH_SLIDE_STOP, ACT_FREEFALL, MARIO_ANIM_SLIDE_DIVE);
return cancel;
}
s32 act_hold_stomach_slide(struct MarioState *m) {
s32 cancel;
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_STOMACH_SLIDE, 0);
}
cancel = stomach_slide_action(m, ACT_DIVE_PICKING_UP, ACT_HOLD_FREEFALL, MARIO_ANIM_SLIDE_DIVE);
return cancel;
}
s32 act_dive_slide(struct MarioState *m) {
if (!(m->input & INPUT_ABOVE_SLIDE) && (m->input & (INPUT_A_PRESSED | INPUT_B_PRESSED))) {
#ifdef VERSION_SH
queue_rumble_data(5, 80);
#endif
return set_mario_action(m, m->forwardVel > 0.0f ? ACT_FORWARD_ROLLOUT : ACT_BACKWARD_ROLLOUT,
0);
}
play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND);
//! If the dive slide ends on the same frame that we pick up on object,
// mario will not be in the dive slide action for the call to
// mario_check_object_grab, and so will end up in the regular picking action,
// rather than the picking up after dive action.
if (update_sliding(m, 8.0f) && is_anim_at_end(m)) {
mario_set_forward_vel(m, 0.0f);
set_mario_action(m, ACT_STOMACH_SLIDE_STOP, 0);
}
if (mario_check_object_grab(m)) {
mario_grab_used_object(m);
m->marioBodyState->grabPos = GRAB_POS_LIGHT_OBJ;
return TRUE;
}
common_slide_action(m, ACT_STOMACH_SLIDE_STOP, ACT_FREEFALL, MARIO_ANIM_DIVE);
return FALSE;
}
s32 common_ground_knockback_action(struct MarioState *m, s32 animation, s32 arg2, s32 arg3, s32 arg4) {
s32 val04;
if (arg3) {
play_mario_heavy_landing_sound_once(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND);
}
if (arg4 > 0) {
play_sound_if_no_flag(m, SOUND_MARIO_ATTACKED, MARIO_MARIO_SOUND_PLAYED);
} else {
#ifdef VERSION_JP
play_sound_if_no_flag(m, SOUND_MARIO_OOOF, MARIO_MARIO_SOUND_PLAYED);
#else
play_sound_if_no_flag(m, SOUND_MARIO_OOOF2, MARIO_MARIO_SOUND_PLAYED);
#endif
}
if (m->forwardVel > 32.0f) {
m->forwardVel = 32.0f;
}
if (m->forwardVel < -32.0f) {
m->forwardVel = -32.0f;
}
val04 = set_mario_animation(m, animation);
if (val04 < arg2) {
apply_landing_accel(m, 0.9f);
} else if (m->forwardVel >= 0.0f) {
mario_set_forward_vel(m, 0.1f);
} else {
mario_set_forward_vel(m, -0.1f);
}
if (perform_ground_step(m) == GROUND_STEP_LEFT_GROUND) {
if (m->forwardVel >= 0.0f) {
set_mario_action(m, ACT_FORWARD_AIR_KB, arg4);
} else {
set_mario_action(m, ACT_BACKWARD_AIR_KB, arg4);
}
} else if (is_anim_at_end(m)) {
if (m->health < 0x100) {
set_mario_action(m, ACT_STANDING_DEATH, 0);
} else {
if (arg4 > 0) {
m->invincTimer = 30;
}
set_mario_action(m, ACT_IDLE, 0);
}
}
return val04;
}
s32 act_hard_backward_ground_kb(struct MarioState *m) {
s32 val04 =
common_ground_knockback_action(m, MARIO_ANIM_FALL_OVER_BACKWARDS, 0x2B, TRUE, m->actionArg);
if (val04 == 0x2B && m->health < 0x100) {
set_mario_action(m, ACT_DEATH_ON_BACK, 0);
}
#ifndef VERSION_JP
if (val04 == 0x36 && m->prevAction == ACT_SPECIAL_DEATH_EXIT) {
play_sound(SOUND_MARIO_MAMA_MIA, m->marioObj->header.gfx.cameraToObject);
}
#endif
if (val04 == 0x45) {
play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_LANDING);
}
return FALSE;
}
s32 act_hard_forward_ground_kb(struct MarioState *m) {
s32 val04 = common_ground_knockback_action(m, MARIO_ANIM_LAND_ON_STOMACH, 0x15, TRUE, m->actionArg);
if (val04 == 0x17 && m->health < 0x100) {
set_mario_action(m, ACT_DEATH_ON_STOMACH, 0);
}
return FALSE;
}
s32 act_backward_ground_kb(struct MarioState *m) {
common_ground_knockback_action(m, MARIO_ANIM_BACKWARD_KB, 0x16, TRUE, m->actionArg);
return FALSE;
}
s32 act_forward_ground_kb(struct MarioState *m) {
common_ground_knockback_action(m, MARIO_ANIM_FORWARD_KB, 0x14, TRUE, m->actionArg);
return FALSE;
}
s32 act_soft_backward_ground_kb(struct MarioState *m) {
common_ground_knockback_action(m, MARIO_ANIM_SOFT_BACK_KB, 0x64, FALSE, m->actionArg);
return FALSE;
}
s32 act_soft_forward_ground_kb(struct MarioState *m) {
common_ground_knockback_action(m, MARIO_ANIM_SOFT_FRONT_KB, 0x64, FALSE, m->actionArg);
return FALSE;
}
s32 act_ground_bonk(struct MarioState *m) {
s32 val04 = common_ground_knockback_action(m, MARIO_ANIM_GROUND_BONK, 0x20, TRUE, m->actionArg);
if (val04 == 0x20) {
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
}
return FALSE;
}
s32 act_death_exit_land(struct MarioState *m) {
s32 val04;
apply_landing_accel(m, 0.9f);
play_mario_heavy_landing_sound_once(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND);
val04 = set_mario_animation(m, MARIO_ANIM_FALL_OVER_BACKWARDS);
if (val04 == 0x36) {
play_sound(SOUND_MARIO_MAMA_MIA, m->marioObj->header.gfx.cameraToObject);
}
if (val04 == 0x44) {
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
}
if (is_anim_at_end(m)) {
set_mario_action(m, ACT_IDLE, 0);
}
return FALSE;
}
u32 common_landing_action(struct MarioState *m, s16 animation, u32 airAction) {
u32 stepResult;
if (m->input & INPUT_NONZERO_ANALOG) {
apply_landing_accel(m, 0.98f);
} else if (m->forwardVel >= 16.0f) {
apply_slope_decel(m, 2.0f);
} else {
m->vel[1] = 0.0f;
}
stepResult = perform_ground_step(m);
switch (stepResult) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, airAction, 0);
break;
case GROUND_STEP_HIT_WALL:
set_mario_animation(m, MARIO_ANIM_PUSHING);
break;
}
if (m->forwardVel > 16.0f) {
m->particleFlags |= PARTICLE_DUST;
}
set_mario_animation(m, animation);
play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_LANDING);
if (m->floor->type >= SURFACE_SHALLOW_QUICKSAND && m->floor->type <= SURFACE_MOVING_QUICKSAND) {
m->quicksandDepth += (4 - m->actionTimer) * 3.5f - 0.5f;
}
return stepResult;
}
s32 common_landing_cancels(struct MarioState *m, struct LandingAction *landingAction,
s32 (*setAPressAction)(struct MarioState *, u32, u32)) {
//! Everything here, incuding floor steepness, is checked before checking
// if mario is actually on the floor. This leads to e.g. remote sliding.
if (m->floor->normal.y < 0.2923717f) {
return mario_push_off_steep_floor(m, landingAction->verySteepAction, 0);
}
m->doubleJumpTimer = landingAction->unk02;
if (should_begin_sliding(m)) {
return set_mario_action(m, landingAction->slideAction, 0);
}
if (m->input & INPUT_FIRST_PERSON) {
return set_mario_action(m, landingAction->endAction, 0);
}
if (++m->actionTimer >= landingAction->numFrames) {
return set_mario_action(m, landingAction->endAction, 0);
}
if (m->input & INPUT_A_PRESSED) {
return setAPressAction(m, landingAction->aPressedAction, 0);
}
if (m->input & INPUT_OFF_FLOOR) {
return set_mario_action(m, landingAction->offFloorAction, 0);
}
return FALSE;
}
s32 act_jump_land(struct MarioState *m) {
if (common_landing_cancels(m, &sJumpLandAction, set_jumping_action)) {
return TRUE;
}
common_landing_action(m, MARIO_ANIM_LAND_FROM_SINGLE_JUMP, ACT_FREEFALL);
return FALSE;
}
s32 act_freefall_land(struct MarioState *m) {
if (common_landing_cancels(m, &sFreefallLandAction, set_jumping_action)) {
return TRUE;
}
common_landing_action(m, MARIO_ANIM_GENERAL_LAND, ACT_FREEFALL);
return FALSE;
}
s32 act_side_flip_land(struct MarioState *m) {
if (common_landing_cancels(m, &sSideFlipLandAction, set_jumping_action)) {
return TRUE;
}
if (common_landing_action(m, MARIO_ANIM_SLIDEFLIP_LAND, ACT_FREEFALL) != GROUND_STEP_HIT_WALL) {
m->marioObj->header.gfx.angle[1] += 0x8000;
}
return FALSE;
}
s32 act_hold_jump_land(struct MarioState *m) {
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_JUMP_LAND_STOP, 0);
}
if (common_landing_cancels(m, &sHoldJumpLandAction, set_jumping_action)) {
return TRUE;
}
common_landing_action(m, MARIO_ANIM_JUMP_LAND_WITH_LIGHT_OBJ, ACT_HOLD_FREEFALL);
return FALSE;
}
s32 act_hold_freefall_land(struct MarioState *m) {
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_FREEFALL_LAND_STOP, 0);
}
if (common_landing_cancels(m, &sHoldFreefallLandAction, set_jumping_action)) {
return TRUE;
}
common_landing_action(m, MARIO_ANIM_FALL_LAND_WITH_LIGHT_OBJ, ACT_HOLD_FREEFALL);
return FALSE;
}
s32 act_long_jump_land(struct MarioState *m) {
#ifdef VERSION_SH
// BLJ (Backwards Long Jump) speed build up fix, crushing SimpleFlips's dreams since July 1997
if (m->forwardVel < 0.0f) {
m->forwardVel = 0.0f;
}
#endif
if (!(m->input & INPUT_Z_DOWN)) {
m->input &= ~INPUT_A_PRESSED;
}
if (common_landing_cancels(m, &sLongJumpLandAction, set_jumping_action)) {
return TRUE;
}
if (!(m->input & INPUT_NONZERO_ANALOG)) {
play_sound_if_no_flag(m, SOUND_MARIO_UH2_2, MARIO_MARIO_SOUND_PLAYED);
}
common_landing_action(m,
!m->marioObj->oMarioLongJumpIsSlow ? MARIO_ANIM_CROUCH_FROM_FAST_LONGJUMP
: MARIO_ANIM_CROUCH_FROM_SLOW_LONGJUMP,
ACT_FREEFALL);
return FALSE;
}
s32 act_double_jump_land(struct MarioState *m) {
if (common_landing_cancels(m, &sDoubleJumpLandAction, set_triple_jump_action)) {
return TRUE;
}
common_landing_action(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP, ACT_FREEFALL);
return FALSE;
}
s32 act_triple_jump_land(struct MarioState *m) {
m->input &= ~INPUT_A_PRESSED;
if (common_landing_cancels(m, &sTripleJumpLandAction, set_jumping_action)) {
return TRUE;
}
if (!(m->input & INPUT_NONZERO_ANALOG)) {
play_sound_if_no_flag(m, SOUND_MARIO_HAHA, MARIO_MARIO_SOUND_PLAYED);
}
common_landing_action(m, MARIO_ANIM_TRIPLE_JUMP_LAND, ACT_FREEFALL);
return FALSE;
}
s32 act_backflip_land(struct MarioState *m) {
if (!(m->input & INPUT_Z_DOWN)) {
m->input &= ~INPUT_A_PRESSED;
}
if (common_landing_cancels(m, &sBackflipLandAction, set_jumping_action)) {
return TRUE;
}
if (!(m->input & INPUT_NONZERO_ANALOG)) {
play_sound_if_no_flag(m, SOUND_MARIO_HAHA, MARIO_MARIO_SOUND_PLAYED);
}
common_landing_action(m, MARIO_ANIM_TRIPLE_JUMP_LAND, ACT_FREEFALL);
return FALSE;
}
s32 quicksand_jump_land_action(struct MarioState *m, s32 animation1, s32 animation2, u32 endAction,
u32 airAction) {
if (m->actionTimer++ < 6) {
m->quicksandDepth -= (7 - m->actionTimer) * 0.8f;
if (m->quicksandDepth < 1.0f) {
m->quicksandDepth = 1.1f;
}
play_mario_jump_sound(m);
set_mario_animation(m, animation1);
} else {
if (m->actionTimer >= 13) {
return set_mario_action(m, endAction, 0);
}
set_mario_animation(m, animation2);
}
apply_landing_accel(m, 0.95f);
if (perform_ground_step(m) == GROUND_STEP_LEFT_GROUND) {
set_mario_action(m, airAction, 0);
}
return FALSE;
}
s32 act_quicksand_jump_land(struct MarioState *m) {
s32 cancel = quicksand_jump_land_action(m, MARIO_ANIM_SINGLE_JUMP, MARIO_ANIM_LAND_FROM_SINGLE_JUMP,
ACT_JUMP_LAND_STOP, ACT_FREEFALL);
return cancel;
}
s32 act_hold_quicksand_jump_land(struct MarioState *m) {
s32 cancel = quicksand_jump_land_action(m, MARIO_ANIM_JUMP_WITH_LIGHT_OBJ,
MARIO_ANIM_JUMP_LAND_WITH_LIGHT_OBJ, ACT_HOLD_JUMP_LAND_STOP,
ACT_HOLD_FREEFALL);
return cancel;
}
s32 check_common_moving_cancels(struct MarioState *m) {
if (m->pos[1] < m->waterLevel - 100) {
return set_water_plunge_action(m);
}
if (!(m->action & ACT_FLAG_INVULNERABLE) && (m->input & INPUT_UNKNOWN_10)) {
return drop_and_set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0);
}
if (m->input & INPUT_SQUISHED) {
return drop_and_set_mario_action(m, ACT_SQUISHED, 0);
}
if (!(m->action & ACT_FLAG_INVULNERABLE)) {
if (m->health < 0x100) {
return drop_and_set_mario_action(m, ACT_STANDING_DEATH, 0);
}
}
return FALSE;
}
s32 mario_execute_moving_action(struct MarioState *m) {
s32 cancel;
if (check_common_moving_cancels(m)) {
return TRUE;
}
if (mario_update_quicksand(m, 0.25f)) {
return TRUE;
}
/* clang-format off */
switch (m->action) {
case ACT_WALKING: cancel = act_walking(m); break;
case ACT_HOLD_WALKING: cancel = act_hold_walking(m); break;
case ACT_HOLD_HEAVY_WALKING: cancel = act_hold_heavy_walking(m); break;
case ACT_TURNING_AROUND: cancel = act_turning_around(m); break;
case ACT_FINISH_TURNING_AROUND: cancel = act_finish_turning_around(m); break;
case ACT_BRAKING: cancel = act_braking(m); break;
case ACT_RIDING_SHELL_GROUND: cancel = act_riding_shell_ground(m); break;
case ACT_CRAWLING: cancel = act_crawling(m); break;
case ACT_BURNING_GROUND: cancel = act_burning_ground(m); break;
case ACT_DECELERATING: cancel = act_decelerating(m); break;
case ACT_HOLD_DECELERATING: cancel = act_hold_decelerating(m); break;
case ACT_BUTT_SLIDE: cancel = act_butt_slide(m); break;
case ACT_STOMACH_SLIDE: cancel = act_stomach_slide(m); break;
case ACT_HOLD_BUTT_SLIDE: cancel = act_hold_butt_slide(m); break;
case ACT_HOLD_STOMACH_SLIDE: cancel = act_hold_stomach_slide(m); break;
case ACT_DIVE_SLIDE: cancel = act_dive_slide(m); break;
case ACT_MOVE_PUNCHING: cancel = act_move_punching(m); break;
case ACT_CROUCH_SLIDE: cancel = act_crouch_slide(m); break;
case ACT_SLIDE_KICK_SLIDE: cancel = act_slide_kick_slide(m); break;
case ACT_HARD_BACKWARD_GROUND_KB: cancel = act_hard_backward_ground_kb(m); break;
case ACT_HARD_FORWARD_GROUND_KB: cancel = act_hard_forward_ground_kb(m); break;
case ACT_BACKWARD_GROUND_KB: cancel = act_backward_ground_kb(m); break;
case ACT_FORWARD_GROUND_KB: cancel = act_forward_ground_kb(m); break;
case ACT_SOFT_BACKWARD_GROUND_KB: cancel = act_soft_backward_ground_kb(m); break;
case ACT_SOFT_FORWARD_GROUND_KB: cancel = act_soft_forward_ground_kb(m); break;
case ACT_GROUND_BONK: cancel = act_ground_bonk(m); break;
case ACT_DEATH_EXIT_LAND: cancel = act_death_exit_land(m); break;
case ACT_JUMP_LAND: cancel = act_jump_land(m); break;
case ACT_FREEFALL_LAND: cancel = act_freefall_land(m); break;
case ACT_DOUBLE_JUMP_LAND: cancel = act_double_jump_land(m); break;
case ACT_SIDE_FLIP_LAND: cancel = act_side_flip_land(m); break;
case ACT_HOLD_JUMP_LAND: cancel = act_hold_jump_land(m); break;
case ACT_HOLD_FREEFALL_LAND: cancel = act_hold_freefall_land(m); break;
case ACT_TRIPLE_JUMP_LAND: cancel = act_triple_jump_land(m); break;
case ACT_BACKFLIP_LAND: cancel = act_backflip_land(m); break;
case ACT_QUICKSAND_JUMP_LAND: cancel = act_quicksand_jump_land(m); break;
case ACT_HOLD_QUICKSAND_JUMP_LAND: cancel = act_hold_quicksand_jump_land(m); break;
case ACT_LONG_JUMP_LAND: cancel = act_long_jump_land(m); break;
}
/* clang-format on */
if (!cancel && (m->input & INPUT_IN_WATER)) {
m->particleFlags |= PARTICLE_WAVE_TRAIL;
m->particleFlags &= ~PARTICLE_DUST;
}
return cancel;
}