sm64pc/src/game/mario_actions_submerged.c

1574 lines
46 KiB
C

#include <ultra64.h>
#include "sm64.h"
#include "level_update.h"
#include "memory.h"
#include "engine/math_util.h"
#include "area.h"
#include "save_file.h"
#include "sound_init.h"
#include "engine/surface_collision.h"
#include "interaction.h"
#include "mario.h"
#include "mario_step.h"
#include "camera.h"
#include "audio/external.h"
#include "behavior_data.h"
#include "level_table.h"
#include "thread6.h"
#define MIN_SWIM_STRENGTH 160
#define MIN_SWIM_SPEED 16.0f
static s16 sWasAtSurface = FALSE;
static s16 sSwimStrength = MIN_SWIM_STRENGTH;
static s16 sWaterCurrentSpeeds[] = { 28, 12, 8, 4 };
static s16 D_80339FD0;
static s16 D_80339FD2;
static f32 D_80339FD4;
static void set_swimming_at_surface_particles(struct MarioState *m, u32 particleFlag) {
s16 atSurface = m->pos[1] >= m->waterLevel - 130;
if (atSurface) {
m->particleFlags |= particleFlag;
if (atSurface ^ sWasAtSurface) {
play_sound(SOUND_ACTION_UNKNOWN431, m->marioObj->header.gfx.cameraToObject);
}
}
sWasAtSurface = atSurface;
}
static s32 swimming_near_surface(struct MarioState *m) {
if (m->flags & MARIO_METAL_CAP) {
return FALSE;
}
return (m->waterLevel - 80) - m->pos[1] < 400.0f;
}
static f32 get_buoyancy(struct MarioState *m) {
f32 buoyancy = 0.0f;
if (m->flags & MARIO_METAL_CAP) {
if (m->action & ACT_FLAG_INVULNERABLE) {
buoyancy = -2.0f;
} else {
buoyancy = -18.0f;
}
} else if (swimming_near_surface(m)) {
buoyancy = 1.25f;
} else if (!(m->action & ACT_FLAG_MOVING)) {
buoyancy = -2.0f;
}
return buoyancy;
}
static u32 perform_water_full_step(struct MarioState *m, Vec3f nextPos) {
struct Surface *wall;
struct Surface *ceil;
struct Surface *floor;
f32 ceilHeight;
f32 floorHeight;
wall = resolve_and_return_wall_collisions(nextPos, 10.0f, 110.0f);
floorHeight = find_floor(nextPos[0], nextPos[1], nextPos[2], &floor);
ceilHeight = vec3f_find_ceil(nextPos, floorHeight, &ceil);
if (floor == NULL) {
return WATER_STEP_CANCELLED;
}
if (nextPos[1] >= floorHeight) {
if (ceilHeight - nextPos[1] >= 160.0f) {
vec3f_copy(m->pos, nextPos);
m->floor = floor;
m->floorHeight = floorHeight;
if (wall != NULL) {
return WATER_STEP_HIT_WALL;
} else {
return WATER_STEP_NONE;
}
}
if (ceilHeight - floorHeight < 160.0f) {
return WATER_STEP_CANCELLED;
}
//! Water ceiling downwarp
vec3f_set(m->pos, nextPos[0], ceilHeight - 160.0f, nextPos[2]);
m->floor = floor;
m->floorHeight = floorHeight;
return WATER_STEP_HIT_CEILING;
} else {
if (ceilHeight - floorHeight < 160.0f) {
return WATER_STEP_CANCELLED;
}
vec3f_set(m->pos, nextPos[0], floorHeight, nextPos[2]);
m->floor = floor;
m->floorHeight = floorHeight;
return WATER_STEP_HIT_FLOOR;
}
}
static void apply_water_current(struct MarioState *m, Vec3f step) {
s32 i;
f32 whirlpoolRadius = 2000.0f;
if (m->floor->type == SURFACE_FLOWING_WATER) {
s16 currentAngle = m->floor->force << 8;
f32 currentSpeed = sWaterCurrentSpeeds[m->floor->force >> 8];
step[0] += currentSpeed * sins(currentAngle);
step[2] += currentSpeed * coss(currentAngle);
}
for (i = 0; i < 2; i++) {
struct Whirlpool *whirlpool = gCurrentArea->whirlpools[i];
if (whirlpool != NULL) {
f32 strength = 0.0f;
f32 dx = whirlpool->pos[0] - m->pos[0];
f32 dy = whirlpool->pos[1] - m->pos[1];
f32 dz = whirlpool->pos[2] - m->pos[2];
f32 lateralDist = sqrtf(dx * dx + dz * dz);
f32 distance = sqrtf(lateralDist * lateralDist + dy * dy);
s16 pitchToWhirlpool = atan2s(lateralDist, dy);
s16 yawToWhirlpool = atan2s(dz, dx);
yawToWhirlpool -= (s16)(0x2000 * 1000.0f / (distance + 1000.0f));
if (whirlpool->strength >= 0) {
if (gCurrLevelNum == LEVEL_DDD && gCurrAreaIndex == 2) {
whirlpoolRadius = 4000.0f;
}
if (distance >= 26.0f && distance < whirlpoolRadius) {
strength = whirlpool->strength * (1.0f - distance / whirlpoolRadius);
}
} else if (distance < 2000.0f) {
strength = whirlpool->strength * (1.0f - distance / 2000.0f);
}
step[0] += strength * coss(pitchToWhirlpool) * sins(yawToWhirlpool);
step[1] += strength * sins(pitchToWhirlpool);
step[2] += strength * coss(pitchToWhirlpool) * coss(yawToWhirlpool);
}
}
}
static u32 perform_water_step(struct MarioState *m) {
UNUSED u32 unused;
u32 stepResult;
Vec3f nextPos;
Vec3f step;
struct Object *marioObj = m->marioObj;
vec3f_copy(step, m->vel);
if (m->action & ACT_FLAG_SWIMMING) {
apply_water_current(m, step);
}
nextPos[0] = m->pos[0] + step[0];
nextPos[1] = m->pos[1] + step[1];
nextPos[2] = m->pos[2] + step[2];
if (nextPos[1] > m->waterLevel - 80) {
nextPos[1] = m->waterLevel - 80;
m->vel[1] = 0.0f;
}
stepResult = perform_water_full_step(m, nextPos);
vec3f_copy(marioObj->header.gfx.pos, m->pos);
vec3s_set(marioObj->header.gfx.angle, -m->faceAngle[0], m->faceAngle[1], m->faceAngle[2]);
return stepResult;
}
static BAD_RETURN(u32) update_water_pitch(struct MarioState *m) {
struct Object *marioObj = m->marioObj;
if (marioObj->header.gfx.angle[0] > 0) {
marioObj->header.gfx.pos[1] +=
60.0f * sins(marioObj->header.gfx.angle[0]) * sins(marioObj->header.gfx.angle[0]);
}
if (marioObj->header.gfx.angle[0] < 0) {
marioObj->header.gfx.angle[0] = marioObj->header.gfx.angle[0] * 6 / 10;
}
if (marioObj->header.gfx.angle[0] > 0) {
marioObj->header.gfx.angle[0] = marioObj->header.gfx.angle[0] * 10 / 8;
}
}
static void stationary_slow_down(struct MarioState *m) {
f32 buoyancy = get_buoyancy(m);
m->angleVel[0] = 0;
m->angleVel[1] = 0;
m->forwardVel = approach_f32(m->forwardVel, 0.0f, 1.0f, 1.0f);
m->vel[1] = approach_f32(m->vel[1], buoyancy, 2.0f, 1.0f);
m->faceAngle[0] = approach_s32(m->faceAngle[0], 0, 0x200, 0x200);
m->faceAngle[2] = approach_s32(m->faceAngle[2], 0, 0x100, 0x100);
m->vel[0] = m->forwardVel * coss(m->faceAngle[0]) * sins(m->faceAngle[1]);
m->vel[2] = m->forwardVel * coss(m->faceAngle[0]) * coss(m->faceAngle[1]);
}
static void update_swimming_speed(struct MarioState *m, f32 decelThreshold) {
f32 buoyancy = get_buoyancy(m);
f32 maxSpeed = 28.0f;
if (m->action & ACT_FLAG_STATIONARY) {
m->forwardVel -= 2.0f;
}
if (m->forwardVel < 0.0f) {
m->forwardVel = 0.0f;
}
if (m->forwardVel > maxSpeed) {
m->forwardVel = maxSpeed;
}
if (m->forwardVel > decelThreshold) {
m->forwardVel -= 0.5f;
}
m->vel[0] = m->forwardVel * coss(m->faceAngle[0]) * sins(m->faceAngle[1]);
m->vel[1] = m->forwardVel * sins(m->faceAngle[0]) + buoyancy;
m->vel[2] = m->forwardVel * coss(m->faceAngle[0]) * coss(m->faceAngle[1]);
}
static void update_swimming_yaw(struct MarioState *m) {
s16 targetYawVel = -(s16)(10.0f * m->controller->stickX);
if (targetYawVel > 0) {
if (m->angleVel[1] < 0) {
m->angleVel[1] += 0x40;
if (m->angleVel[1] > 0x10) {
m->angleVel[1] = 0x10;
}
} else {
m->angleVel[1] = approach_s32(m->angleVel[1], targetYawVel, 0x10, 0x20);
}
} else if (targetYawVel < 0) {
if (m->angleVel[1] > 0) {
m->angleVel[1] -= 0x40;
if (m->angleVel[1] < -0x10) {
m->angleVel[1] = -0x10;
}
} else {
m->angleVel[1] = approach_s32(m->angleVel[1], targetYawVel, 0x20, 0x10);
}
} else {
m->angleVel[1] = approach_s32(m->angleVel[1], 0, 0x40, 0x40);
}
m->faceAngle[1] += m->angleVel[1];
m->faceAngle[2] = -m->angleVel[1] * 8;
}
static void update_swimming_pitch(struct MarioState *m) {
s16 targetPitch = -(s16)(252.0f * m->controller->stickY);
s16 pitchVel;
if (m->faceAngle[0] < 0) {
pitchVel = 0x100;
} else {
pitchVel = 0x200;
}
if (m->faceAngle[0] < targetPitch) {
if ((m->faceAngle[0] += pitchVel) > targetPitch) {
m->faceAngle[0] = targetPitch;
}
} else if (m->faceAngle[0] > targetPitch) {
if ((m->faceAngle[0] -= pitchVel) < targetPitch) {
m->faceAngle[0] = targetPitch;
}
}
}
static void common_idle_step(struct MarioState *m, s32 animation, s32 arg) {
s16 *val = &m->marioBodyState->headAngle[0];
update_swimming_yaw(m);
update_swimming_pitch(m);
update_swimming_speed(m, MIN_SWIM_SPEED);
perform_water_step(m);
update_water_pitch(m);
if (m->faceAngle[0] > 0) {
*val = approach_s32(*val, m->faceAngle[0] / 2, 0x80, 0x200);
} else {
*val = approach_s32(*val, 0, 0x200, 0x200);
}
if (arg == 0) {
set_mario_animation(m, animation);
} else {
set_mario_anim_with_accel(m, animation, arg);
}
set_swimming_at_surface_particles(m, PARTICLE_IDLE_WATER_WAVE);
}
static s32 act_water_idle(struct MarioState *m) {
u32 val = 0x10000;
if (m->flags & MARIO_METAL_CAP) {
return set_mario_action(m, ACT_METAL_WATER_FALLING, 1);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_WATER_PUNCH, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_mario_action(m, ACT_BREASTSTROKE, 0);
}
if (m->faceAngle[0] < -0x1000) {
val = 0x30000;
}
common_idle_step(m, MARIO_ANIM_WATER_IDLE, val);
return FALSE;
}
static s32 act_hold_water_idle(struct MarioState *m) {
if (m->flags & MARIO_METAL_CAP) {
return set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 0);
}
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_WATER_IDLE, 0);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_WATER_THROW, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_mario_action(m, ACT_HOLD_BREASTSTROKE, 0);
}
common_idle_step(m, MARIO_ANIM_WATER_IDLE_WITH_OBJ, 0);
return FALSE;
}
static s32 act_water_action_end(struct MarioState *m) {
if (m->flags & MARIO_METAL_CAP) {
return set_mario_action(m, ACT_METAL_WATER_FALLING, 1);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_WATER_PUNCH, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_mario_action(m, ACT_BREASTSTROKE, 0);
}
common_idle_step(m, MARIO_ANIM_WATER_ACTION_END, 0);
if (is_anim_at_end(m)) {
set_mario_action(m, ACT_WATER_IDLE, 0);
}
return FALSE;
}
static s32 act_hold_water_action_end(struct MarioState *m) {
if (m->flags & MARIO_METAL_CAP) {
return set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 0);
}
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_WATER_IDLE, 0);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_WATER_THROW, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_mario_action(m, ACT_HOLD_BREASTSTROKE, 0);
}
common_idle_step(
m, m->actionArg == 0 ? MARIO_ANIM_WATER_ACTION_END_WITH_OBJ : MARIO_ANIM_STOP_GRAB_OBJ_WATER,
0);
if (is_anim_at_end(m)) {
set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
}
return FALSE;
}
static void reset_float_globals(struct MarioState *m) {
D_80339FD0 = 0;
D_80339FD2 = 0x800;
D_80339FD4 = m->faceAngle[0] / 256.0f + 20.0f;
}
static void float_surface_gfx(struct MarioState *m) {
if (D_80339FD2 != 0 && m->pos[1] > m->waterLevel - 85 && m->faceAngle[0] >= 0) {
if ((D_80339FD0 += D_80339FD2) >= 0) {
m->marioObj->header.gfx.pos[1] += D_80339FD4 * sins(D_80339FD0);
return;
}
}
D_80339FD2 = 0;
}
static void common_swimming_step(struct MarioState *m, s16 swimStrength) {
s16 floorPitch;
UNUSED struct Object *marioObj = m->marioObj;
update_swimming_yaw(m);
update_swimming_pitch(m);
update_swimming_speed(m, swimStrength / 10.0f);
switch (perform_water_step(m)) {
case WATER_STEP_HIT_FLOOR:
floorPitch = -find_floor_slope(m, -0x8000);
if (m->faceAngle[0] < floorPitch) {
m->faceAngle[0] = floorPitch;
}
break;
case WATER_STEP_HIT_CEILING:
if (m->faceAngle[0] > -0x3000) {
m->faceAngle[0] -= 0x100;
}
break;
case WATER_STEP_HIT_WALL:
if (m->controller->stickY == 0.0f) {
if (m->faceAngle[0] > 0.0f) {
m->faceAngle[0] += 0x200;
if (m->faceAngle[0] > 0x3F00) {
m->faceAngle[0] = 0x3F00;
}
} else {
m->faceAngle[0] -= 0x200;
if (m->faceAngle[0] < -0x3F00) {
m->faceAngle[0] = -0x3F00;
}
}
}
break;
}
update_water_pitch(m);
m->marioBodyState->headAngle[0] = approach_s32(m->marioBodyState->headAngle[0], 0, 0x200, 0x200);
float_surface_gfx(m);
set_swimming_at_surface_particles(m, PARTICLE_WAVE_TRAIL);
}
static void play_swimming_noise(struct MarioState *m) {
s16 animFrame = m->marioObj->header.gfx.unk38.animFrame;
// (this need to be on one line to match on PAL)
if (animFrame == 0 || animFrame == 12) play_sound(SOUND_ACTION_UNKNOWN434, m->marioObj->header.gfx.cameraToObject);
}
static s32 check_water_jump(struct MarioState *m) {
s32 probe = (s32)(m->pos[1] + 1.5f);
if (m->input & INPUT_A_PRESSED) {
if (probe >= m->waterLevel - 80 && m->faceAngle[0] >= 0 && m->controller->stickY < -60.0f) {
vec3s_set(m->angleVel, 0, 0, 0);
m->vel[1] = 62.0f;
if (m->heldObj == NULL) {
return set_mario_action(m, ACT_WATER_JUMP, 0);
} else {
return set_mario_action(m, ACT_HOLD_WATER_JUMP, 0);
}
}
}
return FALSE;
}
static s32 act_breaststroke(struct MarioState *m) {
if (m->actionArg == 0) {
sSwimStrength = MIN_SWIM_STRENGTH;
}
if (m->flags & MARIO_METAL_CAP) {
return set_mario_action(m, ACT_METAL_WATER_FALLING, 1);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_WATER_PUNCH, 0);
}
if (++m->actionTimer == 14) {
return set_mario_action(m, ACT_FLUTTER_KICK, 0);
}
if (check_water_jump(m)) {
return TRUE;
}
if (m->actionTimer < 6) {
m->forwardVel += 0.5f;
}
if (m->actionTimer >= 9) {
m->forwardVel += 1.5f;
}
if (m->actionTimer >= 2) {
if (m->actionTimer < 6 && (m->input & INPUT_A_PRESSED)) {
m->actionState = 1;
}
if (m->actionTimer == 9 && m->actionState == 1) {
set_anim_to_frame(m, 0);
m->actionState = 0;
m->actionTimer = 1;
sSwimStrength = MIN_SWIM_STRENGTH;
}
}
if (m->actionTimer == 1) {
play_sound(sSwimStrength == MIN_SWIM_STRENGTH ? SOUND_ACTION_SWIM : SOUND_ACTION_SWIM_FAST,
m->marioObj->header.gfx.cameraToObject);
reset_float_globals(m);
}
#ifdef VERSION_SH
if (m->actionTimer < 6) {
func_sh_8024CA04();
}
#endif
set_mario_animation(m, MARIO_ANIM_SWIM_PART1);
common_swimming_step(m, sSwimStrength);
return FALSE;
}
static s32 act_swimming_end(struct MarioState *m) {
if (m->flags & MARIO_METAL_CAP) {
return set_mario_action(m, ACT_METAL_WATER_FALLING, 1);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_WATER_PUNCH, 0);
}
if (m->actionTimer >= 15) {
return set_mario_action(m, ACT_WATER_ACTION_END, 0);
}
if (check_water_jump(m)) {
return TRUE;
}
if ((m->input & INPUT_A_DOWN) && m->actionTimer >= 7) {
if (m->actionTimer == 7 && sSwimStrength < 280) {
sSwimStrength += 10;
}
return set_mario_action(m, ACT_BREASTSTROKE, 1);
}
if (m->actionTimer >= 7) {
sSwimStrength = MIN_SWIM_STRENGTH;
}
m->actionTimer++;
m->forwardVel -= 0.25f;
set_mario_animation(m, MARIO_ANIM_SWIM_PART2);
common_swimming_step(m, sSwimStrength);
return FALSE;
}
static s32 act_flutter_kick(struct MarioState *m) {
if (m->flags & MARIO_METAL_CAP) {
return set_mario_action(m, ACT_METAL_WATER_FALLING, 1);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_WATER_PUNCH, 0);
}
if (!(m->input & INPUT_A_DOWN)) {
if (m->actionTimer == 0 && sSwimStrength < 280) {
sSwimStrength += 10;
}
return set_mario_action(m, ACT_SWIMMING_END, 0);
}
m->forwardVel = approach_f32(m->forwardVel, 12.0f, 0.1f, 0.15f);
m->actionTimer = 1;
sSwimStrength = MIN_SWIM_STRENGTH;
if (m->forwardVel < 14.0f) {
play_swimming_noise(m);
set_mario_animation(m, MARIO_ANIM_FLUTTERKICK);
}
common_swimming_step(m, sSwimStrength);
return FALSE;
}
static s32 act_hold_breaststroke(struct MarioState *m) {
if (m->flags & MARIO_METAL_CAP) {
return set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 0);
}
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_WATER_IDLE, 0);
}
if (++m->actionTimer == 17) {
return set_mario_action(m, ACT_HOLD_FLUTTER_KICK, 0);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_WATER_THROW, 0);
}
if (check_water_jump(m)) {
return TRUE;
}
if (m->actionTimer < 6) {
m->forwardVel += 0.5f;
}
if (m->actionTimer >= 9) {
m->forwardVel += 1.5f;
}
if (m->actionTimer >= 2) {
if (m->actionTimer < 6 && (m->input & INPUT_A_PRESSED)) {
m->actionState = 1;
}
if (m->actionTimer == 9 && m->actionState == 1) {
set_anim_to_frame(m, 0);
m->actionState = 0;
m->actionTimer = 1;
}
}
if (m->actionTimer == 1) {
play_sound(SOUND_ACTION_SWIM, m->marioObj->header.gfx.cameraToObject);
reset_float_globals(m);
}
set_mario_animation(m, MARIO_ANIM_SWIM_WITH_OBJ_PART1);
common_swimming_step(m, 0x00A0);
return FALSE;
}
static s32 act_hold_swimming_end(struct MarioState *m) {
if (m->flags & MARIO_METAL_CAP) {
return set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 0);
}
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_WATER_IDLE, 0);
}
if (m->actionTimer >= 15) {
return set_mario_action(m, ACT_HOLD_WATER_ACTION_END, 0);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_WATER_THROW, 0);
}
if (check_water_jump(m)) {
return TRUE;
}
if ((m->input & INPUT_A_DOWN) && m->actionTimer >= 7) {
return set_mario_action(m, ACT_HOLD_BREASTSTROKE, 0);
}
m->actionTimer++;
m->forwardVel -= 0.25f;
set_mario_animation(m, MARIO_ANIM_SWIM_WITH_OBJ_PART2);
common_swimming_step(m, 0x00A0);
return FALSE;
}
static s32 act_hold_flutter_kick(struct MarioState *m) {
if (m->flags & MARIO_METAL_CAP) {
return set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 0);
}
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_WATER_IDLE, 0);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_WATER_THROW, 0);
}
if (!(m->input & INPUT_A_DOWN)) {
return set_mario_action(m, ACT_HOLD_SWIMMING_END, 0);
}
m->forwardVel = approach_f32(m->forwardVel, 12.0f, 0.1f, 0.15f);
if (m->forwardVel < 14.0f) {
play_swimming_noise(m);
set_mario_animation(m, MARIO_ANIM_FLUTTERKICK_WITH_OBJ);
}
common_swimming_step(m, 0x00A0);
return FALSE;
}
static s32 act_water_shell_swimming(struct MarioState *m) {
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_WATER_IDLE, 0);
}
if (m->input & INPUT_B_PRESSED) {
return set_mario_action(m, ACT_WATER_THROW, 0);
}
if (m->actionTimer++ == 240) {
m->heldObj->oInteractStatus = INT_STATUS_STOP_RIDING;
m->heldObj = NULL;
stop_shell_music();
set_mario_action(m, ACT_FLUTTER_KICK, 0);
}
m->forwardVel = approach_f32(m->forwardVel, 30.0f, 2.0f, 1.0f);
play_swimming_noise(m);
set_mario_animation(m, MARIO_ANIM_FLUTTERKICK_WITH_OBJ);
common_swimming_step(m, 0x012C);
return FALSE;
}
static s32 check_water_grab(struct MarioState *m) {
//! Heave hos have the grabbable interaction type but are not normally
// grabbable. Since water grabbing doesn't check the appropriate input flag,
// you can use water grab to pick up heave ho.
if (m->marioObj->collidedObjInteractTypes & INTERACT_GRABBABLE) {
struct Object *object = mario_get_collided_object(m, INTERACT_GRABBABLE);
f32 dx = object->oPosX - m->pos[0];
f32 dz = object->oPosZ - m->pos[2];
s16 dAngleToObject = atan2s(dz, dx) - m->faceAngle[1];
if (dAngleToObject >= -0x2AAA && dAngleToObject <= 0x2AAA) {
m->usedObj = object;
mario_grab_used_object(m);
m->marioBodyState->grabPos = GRAB_POS_LIGHT_OBJ;
return TRUE;
}
}
return FALSE;
}
static s32 act_water_throw(struct MarioState *m) {
update_swimming_yaw(m);
update_swimming_pitch(m);
update_swimming_speed(m, MIN_SWIM_SPEED);
perform_water_step(m);
update_water_pitch(m);
set_mario_animation(m, MARIO_ANIM_WATER_THROW_OBJ);
play_sound_if_no_flag(m, SOUND_ACTION_SWIM, MARIO_ACTION_SOUND_PLAYED);
m->marioBodyState->headAngle[0] = approach_s32(m->marioBodyState->headAngle[0], 0, 0x200, 0x200);
if (m->actionTimer++ == 5) {
mario_throw_held_object(m);
#ifdef VERSION_SH
queue_rumble_data(3, 50);
#endif
}
if (is_anim_at_end(m)) {
set_mario_action(m, ACT_WATER_IDLE, 0);
}
return FALSE;
}
static s32 act_water_punch(struct MarioState *m) {
if (m->forwardVel < 7.0f) {
m->forwardVel += 1.0f;
}
update_swimming_yaw(m);
update_swimming_pitch(m);
update_swimming_speed(m, MIN_SWIM_SPEED);
perform_water_step(m);
update_water_pitch(m);
m->marioBodyState->headAngle[0] = approach_s32(m->marioBodyState->headAngle[0], 0, 0x200, 0x200);
play_sound_if_no_flag(m, SOUND_ACTION_SWIM, MARIO_ACTION_SOUND_PLAYED);
switch (m->actionState) {
case 0:
set_mario_animation(m, MARIO_ANIM_WATER_GRAB_OBJ_PART1);
if (is_anim_at_end(m)) {
m->actionState = check_water_grab(m) + 1;
}
break;
case 1:
set_mario_animation(m, MARIO_ANIM_WATER_GRAB_OBJ_PART2);
if (is_anim_at_end(m)) {
set_mario_action(m, ACT_WATER_ACTION_END, 0);
}
break;
case 2:
set_mario_animation(m, MARIO_ANIM_WATER_PICK_UP_OBJ);
if (is_anim_at_end(m)) {
if (m->heldObj->behavior == segmented_to_virtual(bhvKoopaShellUnderwater)) {
play_shell_music();
set_mario_action(m, ACT_WATER_SHELL_SWIMMING, 0);
} else {
set_mario_action(m, ACT_HOLD_WATER_ACTION_END, 1);
}
}
break;
}
return FALSE;
}
static void common_water_knockback_step(struct MarioState *m, s32 animation, u32 endAction, s32 arg3) {
stationary_slow_down(m);
perform_water_step(m);
set_mario_animation(m, animation);
m->marioBodyState->headAngle[0] = 0;
if (is_anim_at_end(m)) {
if (arg3 > 0) {
m->invincTimer = 30;
}
set_mario_action(m, m->health >= 0x100 ? endAction : ACT_WATER_DEATH, 0);
}
}
static s32 act_backward_water_kb(struct MarioState *m) {
common_water_knockback_step(m, MARIO_ANIM_BACKWARDS_WATER_KB, ACT_WATER_IDLE, m->actionArg);
return FALSE;
}
static s32 act_forward_water_kb(struct MarioState *m) {
common_water_knockback_step(m, MARIO_ANIM_WATER_FORWARD_KB, ACT_WATER_IDLE, m->actionArg);
return FALSE;
}
static s32 act_water_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->actionTimer >= 6) {
m->invincTimer = 30;
set_mario_action(m, m->health < 0x100 ? ACT_WATER_DEATH : ACT_WATER_IDLE, 0);
}
stationary_slow_down(m);
perform_water_step(m);
m->marioBodyState->headAngle[0] = 0;
return FALSE;
}
static s32 act_drowning(struct MarioState *m) {
switch (m->actionState) {
case 0:
set_mario_animation(m, MARIO_ANIM_DROWNING_PART1);
m->marioBodyState->eyeState = MARIO_EYES_HALF_CLOSED;
if (is_anim_at_end(m)) {
m->actionState = 1;
}
break;
case 1:
set_mario_animation(m, MARIO_ANIM_DROWNING_PART2);
m->marioBodyState->eyeState = MARIO_EYES_DEAD;
if (m->marioObj->header.gfx.unk38.animFrame == 30) {
level_trigger_warp(m, WARP_OP_DEATH);
}
break;
}
play_sound_if_no_flag(m, SOUND_MARIO_DROWNING, MARIO_ACTION_SOUND_PLAYED);
stationary_slow_down(m);
perform_water_step(m);
return FALSE;
}
static s32 act_water_death(struct MarioState *m) {
stationary_slow_down(m);
perform_water_step(m);
m->marioBodyState->eyeState = MARIO_EYES_DEAD;
set_mario_animation(m, MARIO_ANIM_WATER_DYING);
if (set_mario_animation(m, MARIO_ANIM_WATER_DYING) == 35) {
level_trigger_warp(m, WARP_OP_DEATH);
}
return FALSE;
}
static s32 act_water_plunge(struct MarioState *m) {
u32 stepResult;
s32 stateFlags = m->heldObj != NULL;
f32 endVSpeed;
if (swimming_near_surface(m)) {
endVSpeed = 0.0f;
} else {
endVSpeed = -5.0f;
}
if (m->flags & MARIO_METAL_CAP) {
stateFlags |= 4;
} else if ((m->prevAction & ACT_FLAG_DIVING) || (m->input & INPUT_A_DOWN)) {
stateFlags |= 2;
}
m->actionTimer++;
stationary_slow_down(m);
stepResult = perform_water_step(m);
if (m->actionState == 0) {
play_sound(SOUND_ACTION_UNKNOWN430, m->marioObj->header.gfx.cameraToObject);
if (m->peakHeight - m->pos[1] > 1150.0f) {
play_sound(SOUND_MARIO_HAHA_2, m->marioObj->header.gfx.cameraToObject);
}
m->particleFlags |= PARTICLE_WATER_SPLASH;
m->actionState = 1;
#ifdef VERSION_SH
if (m->prevAction & ACT_FLAG_AIR) {
queue_rumble_data(5, 80);
}
#endif
}
if (stepResult == WATER_STEP_HIT_FLOOR || m->vel[1] >= endVSpeed || m->actionTimer > 20) {
switch (stateFlags) {
case 0:
set_mario_action(m, ACT_WATER_ACTION_END, 0);
break;
case 1:
set_mario_action(m, ACT_HOLD_WATER_ACTION_END, 0);
break;
case 2:
set_mario_action(m, ACT_FLUTTER_KICK, 0);
break;
case 3:
set_mario_action(m, ACT_HOLD_FLUTTER_KICK, 0);
break;
case 4:
set_mario_action(m, ACT_METAL_WATER_FALLING, 0);
break;
case 5:
set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 0);
break;
}
D_80339FD2 = 0;
}
switch (stateFlags) {
case 0:
set_mario_animation(m, MARIO_ANIM_WATER_ACTION_END);
break;
case 1:
set_mario_animation(m, MARIO_ANIM_WATER_ACTION_END_WITH_OBJ);
break;
case 2:
set_mario_animation(m, MARIO_ANIM_FLUTTERKICK);
break;
case 3:
set_mario_animation(m, MARIO_ANIM_FLUTTERKICK_WITH_OBJ);
break;
case 4:
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
break;
case 5:
set_mario_animation(m, MARIO_ANIM_FALL_WITH_LIGHT_OBJ);
break;
}
m->particleFlags |= PARTICLE_PLUNGE_BUBBLE;
return FALSE;
}
static s32 act_caught_in_whirlpool(struct MarioState *m) {
f32 sinAngleChange;
f32 cosAngleChange;
f32 newDistance;
s16 angleChange;
struct Object *marioObj = m->marioObj;
struct Object *whirlpool = m->usedObj;
f32 dx = m->pos[0] - whirlpool->oPosX;
f32 dz = m->pos[2] - whirlpool->oPosZ;
f32 distance = sqrtf(dx * dx + dz * dz);
if ((marioObj->oMarioWhirlpoolPosY += m->vel[1]) < 0.0f) {
marioObj->oMarioWhirlpoolPosY = 0.0f;
if (distance < 16.1f && m->actionTimer++ == 16) {
level_trigger_warp(m, WARP_OP_DEATH);
}
}
if (distance <= 28.0f) {
newDistance = 16.0f;
angleChange = 0x1800;
} else if (distance < 256.0f) {
newDistance = distance - (12.0f - distance / 32.0f);
angleChange = (s16)(0x1C00 - distance * 20.0f);
} else {
newDistance = distance - 4.0f;
angleChange = 0x800;
}
m->vel[1] = -640.0f / (newDistance + 16.0f);
sinAngleChange = sins(angleChange);
cosAngleChange = coss(angleChange);
if (distance < 1.0f) {
dx = newDistance * sins(m->faceAngle[1]);
dz = newDistance * coss(m->faceAngle[1]);
} else {
dx *= newDistance / distance;
dz *= newDistance / distance;
}
m->pos[0] = whirlpool->oPosX + dx * cosAngleChange + dz * sinAngleChange;
m->pos[2] = whirlpool->oPosZ - dx * sinAngleChange + dz * cosAngleChange;
m->pos[1] = whirlpool->oPosY + marioObj->oMarioWhirlpoolPosY;
m->faceAngle[1] = atan2s(dz, dx) + 0x8000;
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
#ifdef VERSION_SH
reset_rumble_timers();
#endif
return FALSE;
}
static void play_metal_water_jumping_sound(struct MarioState *m, u32 landing) {
if (!(m->flags & MARIO_ACTION_SOUND_PLAYED)) {
m->particleFlags |= PARTICLE_MIST_CIRCLE;
}
play_sound_if_no_flag(m, landing ? SOUND_ACTION_METAL_LAND_WATER : SOUND_ACTION_METAL_JUMP_WATER,
MARIO_ACTION_SOUND_PLAYED);
}
static void play_metal_water_walking_sound(struct MarioState *m) {
if (is_anim_past_frame(m, 10) || is_anim_past_frame(m, 49)) {
play_sound(SOUND_ACTION_METAL_STEP_WATER, m->marioObj->header.gfx.cameraToObject);
m->particleFlags |= PARTICLE_DUST;
}
}
static void update_metal_water_walking_speed(struct MarioState *m) {
f32 val = m->intendedMag / 1.5f;
if (m->forwardVel <= 0.0f) {
m->forwardVel += 1.1f;
} else if (m->forwardVel <= val) {
m->forwardVel += 1.1f - m->forwardVel / 43.0f;
} else if (m->floor->normal.y >= 0.95f) {
m->forwardVel -= 1.0f;
}
if (m->forwardVel > 32.0f) {
m->forwardVel = 32.0f;
}
m->faceAngle[1] =
m->intendedYaw - approach_s32((s16)(m->intendedYaw - m->faceAngle[1]), 0, 0x800, 0x800);
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;
}
static s32 update_metal_water_jump_speed(struct MarioState *m) {
UNUSED f32 nextY = m->pos[1] + m->vel[1];
f32 waterSurface = m->waterLevel - 100;
if (m->vel[1] > 0.0f && m->pos[1] > waterSurface) {
return TRUE;
}
if (m->input & INPUT_NONZERO_ANALOG) {
s16 intendedDYaw = m->intendedYaw - m->faceAngle[1];
m->forwardVel += 0.8f * coss(intendedDYaw);
m->faceAngle[1] += 0x200 * sins(intendedDYaw);
} else {
m->forwardVel = approach_f32(m->forwardVel, 0.0f, 0.25f, 0.25f);
}
if (m->forwardVel > 16.0f) {
m->forwardVel -= 1.0f;
}
if (m->forwardVel < 0.0f) {
m->forwardVel += 2.0f;
}
m->vel[0] = m->slideVelX = m->forwardVel * sins(m->faceAngle[1]);
m->vel[2] = m->slideVelZ = m->forwardVel * coss(m->faceAngle[1]);
return FALSE;
}
static s32 act_metal_water_standing(struct MarioState *m) {
if (!(m->flags & MARIO_METAL_CAP)) {
return set_mario_action(m, ACT_WATER_IDLE, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_mario_action(m, ACT_METAL_WATER_JUMP, 0);
}
if (m->input & INPUT_NONZERO_ANALOG) {
return set_mario_action(m, ACT_METAL_WATER_WALKING, 0);
}
switch (m->actionState) {
case 0:
set_mario_animation(m, MARIO_ANIM_IDLE_HEAD_LEFT);
break;
case 1:
set_mario_animation(m, MARIO_ANIM_IDLE_HEAD_RIGHT);
break;
case 2:
set_mario_animation(m, MARIO_ANIM_IDLE_HEAD_CENTER);
break;
}
if (is_anim_at_end(m) && ++m->actionState == 3) {
m->actionState = 0;
}
stop_and_set_height_to_floor(m);
if (m->pos[1] >= m->waterLevel - 150) {
m->particleFlags |= PARTICLE_IDLE_WATER_WAVE;
}
return FALSE;
}
static s32 act_hold_metal_water_standing(struct MarioState *m) {
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
}
if (!(m->flags & MARIO_METAL_CAP)) {
return set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_mario_action(m, ACT_HOLD_METAL_WATER_JUMP, 0);
}
if (m->input & INPUT_NONZERO_ANALOG) {
return set_mario_action(m, ACT_HOLD_METAL_WATER_WALKING, 0);
}
stop_and_set_height_to_floor(m);
set_mario_animation(m, MARIO_ANIM_IDLE_WITH_LIGHT_OBJ);
return FALSE;
}
static s32 act_metal_water_walking(struct MarioState *m) {
s32 val04;
if (!(m->flags & MARIO_METAL_CAP)) {
return set_mario_action(m, ACT_WATER_IDLE, 0);
}
if (m->input & INPUT_FIRST_PERSON) {
return set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_mario_action(m, ACT_METAL_WATER_JUMP, 0);
}
if (m->input & INPUT_UNKNOWN_5) {
return set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
}
if ((val04 = (s32)(m->forwardVel / 4.0f * 0x10000)) < 0x1000) {
val04 = 0x1000;
}
set_mario_anim_with_accel(m, MARIO_ANIM_WALKING, val04);
play_metal_water_walking_sound(m);
update_metal_water_walking_speed(m);
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, ACT_METAL_WATER_FALLING, 1);
break;
case GROUND_STEP_HIT_WALL:
m->forwardVel = 0;
break;
}
return FALSE;
}
static s32 act_hold_metal_water_walking(struct MarioState *m) {
s32 val04;
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_METAL_WATER_WALKING, 0);
}
if (!(m->flags & MARIO_METAL_CAP)) {
return set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
}
if (m->input & INPUT_A_PRESSED) {
return set_mario_action(m, ACT_HOLD_METAL_WATER_JUMP, 0);
}
if (m->input & INPUT_UNKNOWN_5) {
return set_mario_action(m, ACT_HOLD_METAL_WATER_STANDING, 0);
}
m->intendedMag *= 0.4f;
if ((val04 = (s32)(m->forwardVel / 2.0f * 0x10000)) < 0x1000) {
val04 = 0x1000;
}
set_mario_anim_with_accel(m, MARIO_ANIM_RUN_WITH_LIGHT_OBJ, val04);
play_metal_water_walking_sound(m);
update_metal_water_walking_speed(m);
switch (perform_ground_step(m)) {
case GROUND_STEP_LEFT_GROUND:
set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 1);
break;
case GROUND_STEP_HIT_WALL:
m->forwardVel = 0.0f;
break;
}
return FALSE;
}
static s32 act_metal_water_jump(struct MarioState *m) {
if (!(m->flags & MARIO_METAL_CAP)) {
return set_mario_action(m, ACT_WATER_IDLE, 0);
}
if (update_metal_water_jump_speed(m)) {
return set_mario_action(m, ACT_WATER_JUMP, 1);
}
play_metal_water_jumping_sound(m, FALSE);
set_mario_animation(m, MARIO_ANIM_SINGLE_JUMP);
switch (perform_air_step(m, 0)) {
case AIR_STEP_LANDED:
set_mario_action(m, ACT_METAL_WATER_JUMP_LAND, 0);
break;
case AIR_STEP_HIT_WALL:
m->forwardVel = 0.0f;
break;
}
return FALSE;
}
static s32 act_hold_metal_water_jump(struct MarioState *m) {
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_METAL_WATER_FALLING, 0);
}
if (!(m->flags & MARIO_METAL_CAP)) {
return set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
}
if (update_metal_water_jump_speed(m)) {
return set_mario_action(m, ACT_HOLD_WATER_JUMP, 1);
}
play_metal_water_jumping_sound(m, FALSE);
set_mario_animation(m, MARIO_ANIM_JUMP_WITH_LIGHT_OBJ);
switch (perform_air_step(m, 0)) {
case AIR_STEP_LANDED:
set_mario_action(m, ACT_HOLD_METAL_WATER_JUMP_LAND, 0);
break;
case AIR_STEP_HIT_WALL:
m->forwardVel = 0.0f;
break;
}
return FALSE;
}
static s32 act_metal_water_falling(struct MarioState *m) {
if (!(m->flags & MARIO_METAL_CAP)) {
return set_mario_action(m, ACT_WATER_IDLE, 0);
}
if (m->input & INPUT_NONZERO_ANALOG) {
m->faceAngle[1] += 0x400 * sins(m->intendedYaw - m->faceAngle[1]);
}
set_mario_animation(m, m->actionArg == 0 ? MARIO_ANIM_GENERAL_FALL : MARIO_ANIM_FALL_FROM_WATER);
stationary_slow_down(m);
if (perform_water_step(m) & WATER_STEP_HIT_FLOOR) { // hit floor or cancelled
set_mario_action(m, ACT_METAL_WATER_FALL_LAND, 0);
}
return FALSE;
}
static s32 act_hold_metal_water_falling(struct MarioState *m) {
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_METAL_WATER_FALLING, 0);
}
if (!(m->flags & MARIO_METAL_CAP)) {
return set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
}
if (m->input & INPUT_NONZERO_ANALOG) {
m->faceAngle[1] += 0x400 * sins(m->intendedYaw - m->faceAngle[1]);
}
set_mario_animation(m, MARIO_ANIM_FALL_WITH_LIGHT_OBJ);
stationary_slow_down(m);
if (perform_water_step(m) & WATER_STEP_HIT_FLOOR) { // hit floor or cancelled
set_mario_action(m, ACT_HOLD_METAL_WATER_FALL_LAND, 0);
}
return FALSE;
}
static s32 act_metal_water_jump_land(struct MarioState *m) {
play_metal_water_jumping_sound(m, TRUE);
if (!(m->flags & MARIO_METAL_CAP)) {
return set_mario_action(m, ACT_WATER_IDLE, 0);
}
if (m->input & INPUT_NONZERO_ANALOG) {
return set_mario_action(m, ACT_METAL_WATER_WALKING, 0);
}
stop_and_set_height_to_floor(m);
set_mario_animation(m, MARIO_ANIM_LAND_FROM_SINGLE_JUMP);
if (is_anim_at_end(m)) {
return set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
}
return FALSE;
}
static s32 act_hold_metal_water_jump_land(struct MarioState *m) {
play_metal_water_jumping_sound(m, TRUE);
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
}
if (!(m->flags & MARIO_METAL_CAP)) {
return set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
}
if (m->input & INPUT_NONZERO_ANALOG) {
return set_mario_action(m, ACT_HOLD_METAL_WATER_WALKING, 0);
}
stop_and_set_height_to_floor(m);
set_mario_animation(m, MARIO_ANIM_JUMP_LAND_WITH_LIGHT_OBJ);
if (is_anim_at_end(m)) {
return set_mario_action(m, ACT_HOLD_METAL_WATER_STANDING, 0);
}
return FALSE;
}
static s32 act_metal_water_fall_land(struct MarioState *m) {
play_metal_water_jumping_sound(m, TRUE);
if (!(m->flags & MARIO_METAL_CAP)) {
return set_mario_action(m, ACT_WATER_IDLE, 0);
}
if (m->input & INPUT_NONZERO_ANALOG) {
return set_mario_action(m, ACT_METAL_WATER_WALKING, 0);
}
stop_and_set_height_to_floor(m);
set_mario_animation(m, MARIO_ANIM_GENERAL_LAND);
if (is_anim_at_end(m)) {
return set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
}
return FALSE;
}
static s32 act_hold_metal_water_fall_land(struct MarioState *m) {
play_metal_water_jumping_sound(m, TRUE);
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
return drop_and_set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
}
if (!(m->flags & MARIO_METAL_CAP)) {
return set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
}
if (m->input & INPUT_NONZERO_ANALOG) {
return set_mario_action(m, ACT_HOLD_METAL_WATER_WALKING, 0);
}
stop_and_set_height_to_floor(m);
set_mario_animation(m, MARIO_ANIM_FALL_LAND_WITH_LIGHT_OBJ);
if (is_anim_at_end(m)) {
return set_mario_action(m, ACT_HOLD_METAL_WATER_STANDING, 0);
}
return FALSE;
}
static s32 check_common_submerged_cancels(struct MarioState *m) {
if (m->pos[1] > m->waterLevel - 80) {
if (m->waterLevel - 80 > m->floorHeight) {
m->pos[1] = m->waterLevel - 80;
} else {
//! If you press B to throw the shell, there is a ~5 frame window
// where your held object is the shell, but you are not in the
// water shell swimming action. This allows you to hold the water
// shell on land (used for cloning in DDD).
if (m->action == ACT_WATER_SHELL_SWIMMING && m->heldObj != NULL) {
m->heldObj->oInteractStatus = INT_STATUS_STOP_RIDING;
m->heldObj = NULL;
stop_shell_music();
}
return transition_submerged_to_walking(m);
}
}
if (m->health < 0x100 && !(m->action & (ACT_FLAG_INTANGIBLE | ACT_FLAG_INVULNERABLE))) {
set_mario_action(m, ACT_DROWNING, 0);
}
return FALSE;
}
s32 mario_execute_submerged_action(struct MarioState *m) {
s32 cancel;
if (check_common_submerged_cancels(m)) {
return TRUE;
}
m->quicksandDepth = 0.0f;
m->marioBodyState->headAngle[1] = 0;
m->marioBodyState->headAngle[2] = 0;
/* clang-format off */
switch (m->action) {
case ACT_WATER_IDLE: cancel = act_water_idle(m); break;
case ACT_HOLD_WATER_IDLE: cancel = act_hold_water_idle(m); break;
case ACT_WATER_ACTION_END: cancel = act_water_action_end(m); break;
case ACT_HOLD_WATER_ACTION_END: cancel = act_hold_water_action_end(m); break;
case ACT_DROWNING: cancel = act_drowning(m); break;
case ACT_BACKWARD_WATER_KB: cancel = act_backward_water_kb(m); break;
case ACT_FORWARD_WATER_KB: cancel = act_forward_water_kb(m); break;
case ACT_WATER_DEATH: cancel = act_water_death(m); break;
case ACT_WATER_SHOCKED: cancel = act_water_shocked(m); break;
case ACT_BREASTSTROKE: cancel = act_breaststroke(m); break;
case ACT_SWIMMING_END: cancel = act_swimming_end(m); break;
case ACT_FLUTTER_KICK: cancel = act_flutter_kick(m); break;
case ACT_HOLD_BREASTSTROKE: cancel = act_hold_breaststroke(m); break;
case ACT_HOLD_SWIMMING_END: cancel = act_hold_swimming_end(m); break;
case ACT_HOLD_FLUTTER_KICK: cancel = act_hold_flutter_kick(m); break;
case ACT_WATER_SHELL_SWIMMING: cancel = act_water_shell_swimming(m); break;
case ACT_WATER_THROW: cancel = act_water_throw(m); break;
case ACT_WATER_PUNCH: cancel = act_water_punch(m); break;
case ACT_WATER_PLUNGE: cancel = act_water_plunge(m); break;
case ACT_CAUGHT_IN_WHIRLPOOL: cancel = act_caught_in_whirlpool(m); break;
case ACT_METAL_WATER_STANDING: cancel = act_metal_water_standing(m); break;
case ACT_METAL_WATER_WALKING: cancel = act_metal_water_walking(m); break;
case ACT_METAL_WATER_FALLING: cancel = act_metal_water_falling(m); break;
case ACT_METAL_WATER_FALL_LAND: cancel = act_metal_water_fall_land(m); break;
case ACT_METAL_WATER_JUMP: cancel = act_metal_water_jump(m); break;
case ACT_METAL_WATER_JUMP_LAND: cancel = act_metal_water_jump_land(m); break;
case ACT_HOLD_METAL_WATER_STANDING: cancel = act_hold_metal_water_standing(m); break;
case ACT_HOLD_METAL_WATER_WALKING: cancel = act_hold_metal_water_walking(m); break;
case ACT_HOLD_METAL_WATER_FALLING: cancel = act_hold_metal_water_falling(m); break;
case ACT_HOLD_METAL_WATER_FALL_LAND: cancel = act_hold_metal_water_fall_land(m); break;
case ACT_HOLD_METAL_WATER_JUMP: cancel = act_hold_metal_water_jump(m); break;
case ACT_HOLD_METAL_WATER_JUMP_LAND: cancel = act_hold_metal_water_jump_land(m); break;
}
/* clang-format on */
return cancel;
}