
[CODE=C]#include <ultra64.h>
#include "sm64.h"
#include "mario.h"
#include "area.h"
#include "audio/interface_2.h"
#include "behavior_actions.h"
#include "behavior_data.h"
#include "camera.h"
#include "mario_misc.h"
#include "display.h"
#include "game.h"
#include "engine/graph_node.h"
#include "interaction.h"
#include "level_update.h"
#include "memory.h"
#include "main.h"
#include "mario_actions_object.h"
#include "mario_actions_automatic.h"
#include "mario_actions_cutscene.h"
#include "mario_actions_submerged.h"
#include "mario_actions_airborne.h"
#include "mario_actions_moving.h"
#include "mario_actions_stationary.h"
#include "mario_step.h"
#include "engine/math_util.h"
#include "object_fields.h"
#include "object_helpers.h"
#include "print.h"
#include "save_file.h"
#include "sound_init.h"
#include "engine/surface_collision.h"
u32 D_80339F10;
s8 filler80339F1C[0x80339F30 - 0x80339F1C];
// Sound terrain types. See audio_defines.h.
s8 D_8032CB40[7][6] = {
{0, 3, 1, 1, 1, 0},
{3, 3, 3, 3, 1, 1},
{5, 6, 5, 6, 3, 3},
{7, 3, 7, 7, 3, 3},
{4, 4, 4, 4, 3, 3},
{0, 3, 1, 6, 3, 6},
{3, 3, 3, 3, 6, 6}
};
u8 D_8032CB7B[16] = {
0x46, 0x32, 0x32, 0x3C,
0x46, 0x50, 0x50, 0x3C,
0x28, 0x14, 0x14, 0x1E,
0x32, 0x3C, 0x3C, 0x28
};
// Equals [1000]^5 . [100]^8 . [10]^9 . [1] in binary
u64 D_8032CB80 = 0x4444449249255555;
s32 func_80250770(struct MarioState *m)
{
struct Object *o = m->marioObj;
return (o->header.gfx.unk38.animFrame + 1) == o->header.gfx.unk38.curAnim->unk08;
}
s32 func_802507AC(struct MarioState *m)
{
struct Object *o = m->marioObj;
return o->header.gfx.unk38.animFrame >= (o->header.gfx.unk38.curAnim->unk08 - 2);
}
s16 set_mario_animation(struct MarioState *m, s32 targetAnimID)
{
struct Object *o = m->marioObj;
struct Animation *targetAnim = m->animation->targetAnim;
if (func_80278AD4(m->animation, targetAnimID))
{
targetAnim->values = (void *) VIRTUAL_TO_PHYSICAL((s8 *) targetAnim + (s32) targetAnim->values);
targetAnim->index = (void *) VIRTUAL_TO_PHYSICAL((s8 *) targetAnim + (s32) targetAnim->index);
}
if (o->header.gfx.unk38.animID != targetAnimID)
{
o->header.gfx.unk38.animID = targetAnimID;
o->header.gfx.unk38.curAnim = targetAnim;
o->header.gfx.unk38.animAccel = 0;
o->header.gfx.unk38.animYTrans = m->unkB0;
if (targetAnim->flags & 4)
o->header.gfx.unk38.animFrame = targetAnim->unk04;
else
{
if (targetAnim->flags & 2)
o->header.gfx.unk38.animFrame = targetAnim->unk04 + 1;
else
o->header.gfx.unk38.animFrame = targetAnim->unk04 - 1;
}
}
return o->header.gfx.unk38.animFrame;
}
s16 func_80250934(struct MarioState *m, s32 targetAnimID, s32 arg2)
{
struct Object *o = m->marioObj;
struct Animation *targetAnim = m->animation->targetAnim;
if (func_80278AD4(m->animation, targetAnimID))
{
targetAnim->values = (void *) VIRTUAL_TO_PHYSICAL((s8 *) targetAnim + (s32) targetAnim->values);
targetAnim->index = (void *) VIRTUAL_TO_PHYSICAL((s8 *) targetAnim + (s32) targetAnim->index);
}
if (o->header.gfx.unk38.animID != targetAnimID)
{
o->header.gfx.unk38.animID = targetAnimID;
o->header.gfx.unk38.curAnim = targetAnim;
o->header.gfx.unk38.animYTrans = m->unkB0;
if (targetAnim->flags & 4)
o->header.gfx.unk38.animFrameAccelAssist = (targetAnim->unk04 << 0x10);
else
{
if (targetAnim->flags & 2)
o->header.gfx.unk38.animFrameAccelAssist = (targetAnim->unk04 << 0x10) + arg2;
else
o->header.gfx.unk38.animFrameAccelAssist = (targetAnim->unk04 << 0x10) - arg2;
}
o->header.gfx.unk38.animFrame = (o->header.gfx.unk38.animFrameAccelAssist >> 0x10);
}
o->header.gfx.unk38.animAccel = arg2;
return o->header.gfx.unk38.animFrame;
}
void func_80250AAC(struct MarioState *m, s16 arg1)
{
struct GraphNodeObject_sub *animInfo = &m->marioObj->header.gfx.unk38;
struct Animation *curAnim = animInfo->curAnim;
if (animInfo->animAccel)
{
if (curAnim->flags & 2)
animInfo->animFrameAccelAssist = (arg1 << 0x10) + animInfo->animAccel;
else
animInfo->animFrameAccelAssist = (arg1 << 0x10) - animInfo->animAccel;
}
else
{
if (curAnim->flags & 2)
animInfo->animFrame = arg1 + 1;
else
animInfo->animFrame = arg1 - 1;
}
}
s32 func_80250B68(struct MarioState *m, s16 arg1)
{
s32 sp14;
s32 sp10 = arg1 << 0x10;
struct GraphNodeObject_sub *spC = &m->marioObj->header.gfx.unk38;
struct Animation *sp8 = spC->curAnim;
if (spC->animAccel)
{
if (sp8->flags & 2)
sp14 = (spC->animFrameAccelAssist > sp10) &&
(sp10 >= (spC->animFrameAccelAssist - spC->animAccel));
else
sp14 = (spC->animFrameAccelAssist < sp10) &&
(sp10 <= (spC->animFrameAccelAssist + spC->animAccel));
}
else
{
if (sp8->flags & 2)
sp14 = (spC->animFrame == (arg1 + 1));
else
sp14 = ((spC->animFrame + 1) == arg1);
}
return sp14;
}
s16 func_80250C84(struct Object *obj, s32 arg1, Vec3s arg2)
{
f32 sp34;
f32 sp30;
struct Animation *curAnim = (void *) obj->header.gfx.unk38.curAnim;
s16 sp2A = func_8037C844(&obj->header.gfx.unk38, NULL);
u16 *animIndex = (u16 *) segmented_to_virtual(curAnim->index);
s16 *animValues = (s16 *) segmented_to_virtual(curAnim->values);
f32 sp1C = (f32) sins(arg1);
f32 sp18 = (f32) coss(arg1);
sp34 = *(animValues + (func_8037C7D8(sp2A, &animIndex))) / 4.0f;
arg2[1] = *(animValues + (func_8037C7D8(sp2A, &animIndex))) / 4.0f;
sp30 = *(animValues + (func_8037C7D8(sp2A, &animIndex))) / 4.0f;
arg2[0] = (sp34 * sp18) + (sp30 * sp1C);
arg2[2] = (-sp34 * sp1C) + (sp30 * sp18);
return curAnim->flags;
}
void func_80250E50(struct MarioState *m)
{
Vec3s sp20;
s16 sp30;
sp30 = func_80250C84(m->marioObj, m->faceAngle[1], sp20);
if (sp30 & 0x48)
{
m->pos[0] += (f32) sp20[0];
m->pos[2] += (f32) sp20[2];
}
if (sp30 & 0x50)
m->pos[1] += (f32) sp20[1];
}
s16 func_80250F0C(struct MarioState *m)
{
Vec3s sp18;
func_80250C84(m->marioObj, 0, sp18);
return sp18[1];
}
void func_80250F50(struct MarioState *m, u32 arg1, u32 arg2)
{
if ((m->flags & arg2) == 0)
{
SetSound(arg1, m->marioObj->header.gfx.cameraToObject);
m->flags |= arg2;
}
}
void func_80250FBC(struct MarioState *m)
{
if (!(m->flags & MARIO_UNKNOWN_17))
{
#ifdef VERSION_US
if (m->action == ACT_TRIPLE_JUMP)
SetSound(SOUND_MARIO_YAHOO2 + ((D_80226EB8 % 5) << 0x10),
m->marioObj->header.gfx.cameraToObject);
else
#endif
SetSound(SOUND_MARIO_YAH + ((D_80226EB8 % 3) << 0x10),
m->marioObj->header.gfx.cameraToObject);
m->flags |= MARIO_UNKNOWN_17;
}
}
void func_80251048(struct MarioState *m) {
s32 absForwardVel = (m->forwardVel > 0.0f) ? m->forwardVel : -m->forwardVel;
func_80320A4C(1, (absForwardVel >= 101) ? 100 : absForwardVel);
}
void func_802510E4(struct MarioState *m, u32 arg1, u32 arg2)
{
if (m->unk14 == 0x20000)
{
if (arg2 != 0)
m->particleFlags |= PARTICLE_12;
else
m->particleFlags |= PARTICLE_8;
}
else
{
if (m->unk14 == 0x70000)
m->particleFlags |= PARTICLE_15;
else if (m->unk14 == 0x50000)
m->particleFlags |= PARTICLE_14;
}
if ((m->flags & MARIO_METAL_CAP) || arg1 == SOUND_ACTION_UNKNOWN443 || arg1 == SOUND_MARIO_HOO6)
SetSound(arg1, m->marioObj->header.gfx.cameraToObject);
else
SetSound((m->unk14 + arg1), m->marioObj->header.gfx.cameraToObject);
}
void func_80251218(struct MarioState *m, u32 arg1, u32 arg2) {
if ((m->flags & MARIO_UNKNOWN_16) == 0)
{
func_802510E4(m, arg1, arg2);
m->flags |= MARIO_UNKNOWN_16;
}
}
void func_80251280(struct MarioState *m, u32 arg1)
{
func_802510E4(m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_UNKNOWN429 : arg1, 1);
}
void func_802512E4(struct MarioState *m, u32 arg1)
{
func_80251218(m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_UNKNOWN429 : arg1, 1);
}
void func_80251348(struct MarioState *m, u32 arg1)
{
func_802510E4(m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_UNKNOWN42B : arg1, 1);
}
void func_802513AC(struct MarioState *m, u32 arg1)
{
func_80251218(m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_UNKNOWN42B : arg1, 1);
}
void func_80251410(struct MarioState *m, s32 arg1, s32 arg2)
{
if (arg1 == SOUND_TERRAIN_1)
func_80251218(m, (m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_UNKNOWN428 : SOUND_TERRAIN_1, 1);
else
func_80250F50(m, arg1, MARIO_UNKNOWN_16);
if (arg2 == 0)
func_80250FBC(m);
if (arg2 != -1)
func_80250F50(m, arg2, MARIO_UNKNOWN_17);
}
void mario_set_forward_vel(struct MarioState *m, f32 forwardVel)
{
m->forwardVel = forwardVel;
m->slideVelX = sins(m->faceAngle[1]) * m->forwardVel;
m->slideVelZ = coss(m->faceAngle[1]) * m->forwardVel;
m->vel[0] = (f32) m->slideVelX;
m->vel[2] = (f32) m->slideVelZ;
}
extern s32 mario_get_floor_class(struct MarioState *m)
{
s32 floorClass;
if ((m->area->terrainType & 7) == TERRAIN_SLIDE)
floorClass = SURFACE_CLASS_SLIDE;
else
floorClass = SURFACE_CLASS_DEFAULT;
if (m->floor)
{
switch (m->floor->type)
{
case SURFACE_NOT_SLIPPERY:
case SURFACE_HARD_NOT_SLIPPERY:
case SURFACE_SWITCH:
floorClass = SURFACE_CLASS_NOT_SLIPPERY;
break;
case SURFACE_SLIPPERY:
case SURFACE_002A: //Slippery with noise
case SURFACE_HARD_SLIPPERY:
case SURFACE_0079:
floorClass = SURFACE_CLASS_SLIPPERY;
break;
case SURFACE_SLIDE:
case SURFACE_ICE:
case SURFACE_HARD_SLIDE:
case SURFACE_0073: //Slide with noise, unused
case SURFACE_0074: //Slide with noise, unused
case SURFACE_0075: //Slide with noise
case SURFACE_0078:
floorClass = SURFACE_CLASS_SLIDE;
break;
}
}
if (m->action == ACT_CRAWLING && m->floor->normal.y > 0.5f && floorClass == SURFACE_CLASS_DEFAULT)
floorClass = SURFACE_CLASS_NOT_SLIPPERY;
return floorClass;
}
u32 func_8025167C(struct MarioState *m)
{
s16 spE;
s16 terrainType = m->area->terrainType & 7;
s32 sp8 = 0;
s32 floorType;
if (m->floor)
{
floorType = m->floor->type;
if ((gCurrLevelNum != LEVEL_LLL) && (m->floorHeight < (m->waterLevel - 10)))
sp8 = 0x20000;
else if (SURFACE_IS_QUICKSAND(floorType))
sp8 = 0x70000;
else
{
switch (floorType)
{
default:
spE = 0;
break;
case SURFACE_NOT_SLIPPERY:
case SURFACE_HARD:
case SURFACE_HARD_NOT_SLIPPERY:
case SURFACE_SWITCH:
spE = 1;
break;
case SURFACE_SLIPPERY:
case SURFACE_HARD_SLIPPERY:
case SURFACE_0079:
spE = 2;
break;
case SURFACE_SLIDE:
case SURFACE_ICE:
case SURFACE_HARD_SLIDE:
case SURFACE_0073:
case SURFACE_0074:
case SURFACE_0075:
case SURFACE_0078:
spE = 3;
break;
case SURFACE_0029:
spE = 4;
break;
case SURFACE_002A:
spE = 5;
break;
}
sp8 = D_8032CB40[terrainType][spE] << 0x10;
}
}
return sp8;
}
struct Surface *func_8025181C(Vec3f arg0, f32 arg1, f32 arg2)
{
struct WallCollisionData collisionData;
struct Surface *wall = NULL;
collisionData.x = arg0[0];
collisionData.y = arg0[1];
collisionData.z = arg0[2];
collisionData.radius = arg2;
collisionData.offsetY = arg1;
if (find_wall_collisions(&collisionData))
wall = collisionData.walls[collisionData.numWalls - 1];
arg0[0] = collisionData.x;
arg0[1] = collisionData.y;
arg0[2] = collisionData.z;
return wall;
}
f32 func_802518D0(Vec3f arg0, f32 arg1, struct Surface **ceil)
{
f32 tmp UNUSED; // why...
return find_ceil(arg0[0], arg1 + 80.0f, arg0[2], ceil);
}
s32 mario_facing_downhill(struct MarioState *m, s32 arg1)
{
s16 faceAngleYaw = m->faceAngle[1];
if (arg1 && m->forwardVel < 0.0f)
faceAngleYaw += 0x8000;
faceAngleYaw = m->floorAngle - faceAngleYaw;
return (-0x4000 < faceAngleYaw) && (faceAngleYaw < 0x4000);
}
u32 func_802519A8(struct MarioState *m)
{
f32 sp24;
if ((m->area->terrainType & 7) == TERRAIN_SLIDE && m->floor->normal.y < 0.9998477f)
return TRUE;
switch (mario_get_floor_class(m))
{
case SURFACE_SLIDE:
sp24 = 0.9848077f;
break;
case SURFACE_SLIPPERY:
sp24 = 0.9396926f;
break;
default:
sp24 = 0.7880108f;
break;
case SURFACE_NOT_SLIPPERY:
sp24 = 0.0f;
break;
}
return m->floor->normal.y <= sp24;
}
s32 mario_floor_is_slope(struct MarioState *m)
{
f32 tmp;
if ((m->area->terrainType & 0x0007) == TERRAIN_SLIDE && m->floor->normal.y < 0.9998477f)
return TRUE;
switch (mario_get_floor_class(m))
{
case SURFACE_SLIDE:
tmp = 0.9961947f;
break;
case SURFACE_SLIPPERY:
tmp = 0.9848077f;
break;
default:
tmp = 0.9659258f;
break;
case SURFACE_NOT_SLIPPERY:
tmp = 0.9396926f;
break;
}
return m->floor->normal.y <= tmp;
}
s32 func_80251BF8(struct MarioState *m)
{
f32 tmp;
s32 result = FALSE;
if (!mario_facing_downhill(m, FALSE))
{
switch (mario_get_floor_class(m))
{
case SURFACE_SLIDE:
tmp = 0.9659258f;
break;
case SURFACE_SLIPPERY:
tmp = 0.9396926f;
break;
default:
tmp = 0.8660254f;
break;
case SURFACE_NOT_SLIPPERY:
tmp = 0.8660254f;
break;
}
result = m->floor->normal.y <= tmp;
}
return result;
}
f32 find_floor_height_relative_polar(struct MarioState *m, s32 angleFromMario, f32 distFromMario)
{
struct Surface *floor;
f32 floorY;
f32 y = sins(m->faceAngle[1] + (s16) angleFromMario) * distFromMario;
f32 x = coss(m->faceAngle[1] + (s16) angleFromMario) * distFromMario;
floorY = find_floor(m->pos[0] + y, m->pos[1] + 100.0f, m->pos[2] + x, &floor);
return floorY;
}
s16 func_80251DD4(struct MarioState *m, s16 unk1)
{
struct Surface *floor;
f32 forwardFloorY, backwardFloorY;
f32 forwardYDelta, backwardYDelta;
s16 result;
f32 y = sins(m->faceAngle[1] + unk1) * 5.0f;
f32 x = coss(m->faceAngle[1] + unk1) * 5.0f;
forwardFloorY = find_floor(m->pos[0] + y, m->pos[1] + 100.0f, m->pos[2] + x, &floor);
backwardFloorY = find_floor(m->pos[0] - y, m->pos[1] + 100.0f, m->pos[2] - x, &floor);
forwardYDelta = forwardFloorY - m->pos[1];
backwardYDelta = m->pos[1] - backwardFloorY;
if (forwardYDelta * forwardYDelta < backwardYDelta * backwardYDelta)
result = atan2s(5.0f, forwardYDelta);
else
result = atan2s(5.0f, backwardYDelta);
return result;
}
void func_80251F74(struct MarioState *m)
{
u32 action = m->action;
s32 unk0 = m->area->camera->currPreset;
if (action == ACT_FIRST_PERSON)
{
func_80248CB8(2);
gCameraMovementFlags &= ~CAM_MOVE_C_UP_MODE;
func_80285BD8(m->area->camera, -1, 1);
}
else if (action == ACT_SLEEPING)
func_80248CB8(2);
if (!(action & (ACT_FLAG_SWIMMING | ACT_FLAG_METAL_WATER)))
{
if (unk0 == CAMERA_PRESET_BEHIND_MARIO || unk0 == CAMERA_PRESET_WATER_SURFACE)
func_80285BD8(m->area->camera, m->area->camera->defPreset, 1);
}
}
void func_80252070(struct MarioState *m)
{
m->marioObj->oMarioSteepJumpYaw = m->faceAngle[1];
if (m->forwardVel > 0.0f)
{
//! ((s16)0x8000) has undefined behavior. Therefore, this downcast has
// undefined behavior if m->floorAngle >= 0.
s16 angleTemp = m->floorAngle + 0x8000;
s16 faceAngleTemp = m->faceAngle[1] - angleTemp;
f32 y = sins(faceAngleTemp) * m->forwardVel;
f32 x = coss(faceAngleTemp) * m->forwardVel * 0.75f;
m->forwardVel = sqrtf(y * y + x * x);
m->faceAngle[1] = atan2s(x, y) + angleTemp;
}
drop_and_set_mario_action(m, ACT_STEEP_JUMP, 0);
}
static void func_8025219C(struct MarioState *m, f32 unk1, f32 unk2)
{
m->vel[1] = unk1 + zero_80254E20() + m->forwardVel * unk2;
if (m->squishTimer != 0 || m->quicksandDepth > 1.0f)
m->vel[1] *= 0.5f;
}
static u32 set_mario_action_airborne(struct MarioState *m, u32 action, u32 actionArg)
{
f32 tmp;
if (m->squishTimer != 0 || m->quicksandDepth >= 1.0f)
{
if (action == ACT_DOUBLE_JUMP || action == ACT_TWIRLING)
action = ACT_JUMP;
}
switch (action)
{
case ACT_DOUBLE_JUMP:
func_8025219C(m, 52.0f, 0.25f);
m->forwardVel *= 0.8f;
break;
case ACT_BACKFLIP:
m->marioObj->header.gfx.unk38.animID = -1;
m->forwardVel = -16.0f;
func_8025219C(m, 62.0f, 0.0f);
break;
case ACT_TRIPLE_JUMP:
func_8025219C(m, 69.0f, 0.0f);
m->forwardVel *= 0.8f;
break;
case ACT_FLYING_TRIPLE_JUMP:
func_8025219C(m, 82.0f, 0.0f);
break;
case ACT_WATER_JUMP:
case ACT_HOLD_WATER_JUMP:
if (actionArg == 0)
func_8025219C(m, 42.0f, 0.0f);
break;
case ACT_BURNING_JUMP:
m->vel[1] = 31.5f;
m->forwardVel = 8.0f;
break;
case ACT_RIDING_SHELL_JUMP:
func_8025219C(m, 42.0f, 0.25f);
break;
case ACT_JUMP:
case ACT_HOLD_JUMP:
m->marioObj->header.gfx.unk38.animID = -1;
func_8025219C(m, 42.0f, 0.25f);
m->forwardVel *= 0.8f;
break;
case ACT_WALL_KICK_AIR:
case ACT_TOP_OF_POLE_JUMP:
func_8025219C(m, 62.0f, 0.0f);
if (m->forwardVel < 24.0f)
m->forwardVel = 24.0f;
m->wallKickTimer = 0;
break;
case ACT_SIDE_FLIP:
func_8025219C(m, 62.0f, 0.0f);
m->forwardVel = 8.0f;
m->faceAngle[1] = m->intendedYaw;
break;
case ACT_STEEP_JUMP:
m->marioObj->header.gfx.unk38.animID = -1;
func_8025219C(m, 42.0f, 0.25f);
m->faceAngle[0] = -0x2000;
break;
case ACT_LAVA_BOOST:
m->vel[1] = 84.0f;
if (actionArg == 0) {
m->forwardVel = 0.0f;
}
break;
case ACT_DIVE:
if ((tmp = m->forwardVel + 15.0f) > 48.0f)
tmp = 48.0f;
mario_set_forward_vel(m, tmp);
break;
case ACT_LONG_JUMP:
m->marioObj->header.gfx.unk38.animID = -1;
func_8025219C(m, 30.0f, 0.0f);
m->marioObj->oMarioLongJumpIsSlow = m->forwardVel > 16.0f ? FALSE : TRUE;
if ((m->forwardVel *= 1.5f) > 48.0f)
m->forwardVel = 48.0f;
break;
case ACT_SLIDE_KICK:
m->vel[1] = 12.0f;
if (m->forwardVel < 32.0f)
m->forwardVel = 32.0f;
break;
case ACT_JUMP_KICK:
m->vel[1] = 20.0f;
break;
}
m->peakHeight = m->pos[1];
m->flags |= MARIO_UNKNOWN_08;
return action;
}
static u32 set_mario_action_moving(struct MarioState *m, u32 action, UNUSED u32 actionArg)
{
s16 floorClass = mario_get_floor_class(m);
f32 forwardVel = m->forwardVel;
f32 mag = min(m->intendedMag, 8.0f);
switch (action) {
case ACT_WALKING:
if (floorClass != SURFACE_CLASS_SLIDE)
{
if (0.0f <= forwardVel && forwardVel < mag)
m->forwardVel = mag;
}
m->marioObj->OBJECT_FIELD_S32(0x22) = 0;
break;
case ACT_HOLD_WALKING:
if (0.0f <= forwardVel && forwardVel < mag / 2.0f)
m->forwardVel = mag / 2.0f;
break;
case ACT_BEGIN_SLIDING:
if (mario_facing_downhill(m, 0))
action = ACT_BUTT_SLIDE;
else
action = ACT_STOMACH_SLIDE;
break;
case ACT_HOLD_BEGIN_SLIDING:
if (mario_facing_downhill(m, 0))
action = ACT_HOLD_BUTT_SLIDE;
else
action = ACT_HOLD_STOMACH_SLIDE;
break;
}
return action;
}
static u32 set_mario_action_submerged(struct MarioState *m, u32 action, UNUSED u32 actionArg)
{
if (action == ACT_METAL_WATER_JUMP || action == ACT_HOLD_METAL_WATER_JUMP)
m->vel[1] = 32.0f;
return action;
}
static u32 set_mario_action_cutscene(struct MarioState *m, u32 action, UNUSED u32 actionArg)
{
switch (action)
{
case ACT_EMERGE_FROM_PIPE:
m->vel[1] = 52.0f;
break;
case ACT_FALL_AFTER_STAR_GRAB:
mario_set_forward_vel(m, 0.0f);
break;
case ACT_SPAWN_SPIN_AIRBORNE:
mario_set_forward_vel(m, 2.0f);
break;
case ACT_SPECIAL_EXIT_AIRBORNE:
case ACT_SPECIAL_DEATH_EXIT:
m->vel[1] = 64.0f;
break;
}
return action;
}
u32 set_mario_action(struct MarioState *m, u32 action, u32 actionArg)
{
switch (action & ACT_GROUP_MASK)
{
case ACT_GROUP_MOVING:
action = set_mario_action_moving(m, action, actionArg);
break;
case ACT_GROUP_AIRBORNE:
action = set_mario_action_airborne(m, action, actionArg);
break;
case ACT_GROUP_SUBMERGED:
action = set_mario_action_submerged(m, action, actionArg);
break;
case ACT_GROUP_CUTSCENE:
action = set_mario_action_cutscene(m, action, actionArg);
break;
}
m->flags &= ~(MARIO_UNKNOWN_16 | MARIO_UNKNOWN_17);
if (!(m->action & ACT_FLAG_AIR))
m->flags &= ~MARIO_UNKNOWN_18;
m->prevAction = m->action;
m->action = action;
m->actionArg = actionArg;
m->actionState = 0;
m->actionTimer = 0;
return TRUE;
}
s32 func_80252C30(struct MarioState *m)
{
if (m->quicksandDepth >= 11.0f)
{
if (m->heldObj == NULL)
return set_mario_action(m, ACT_QUICKSAND_JUMP_LAND, 0);
else
return set_mario_action(m, ACT_HOLD_QUICKSAND_JUMP_LAND, 0);
}
if (func_80251BF8(m))
func_80252070(m);
else
{
if ((m->doubleJumpTimer == 0) || (m->squishTimer != 0))
set_mario_action(m, ACT_JUMP, 0);
else
{
switch (m->prevAction)
{
case ACT_JUMP_LAND:
set_mario_action(m, ACT_DOUBLE_JUMP, 0);
break;
case ACT_FREEFALL_LAND:
set_mario_action(m, ACT_DOUBLE_JUMP, 0);
break;
case ACT_SIDE_FLIP_LAND_STOP:
set_mario_action(m, ACT_DOUBLE_JUMP, 0);
break;
case ACT_DOUBLE_JUMP_LAND:
if (m->flags & MARIO_WING_CAP)
set_mario_action(m, ACT_FLYING_TRIPLE_JUMP, 0);
else if (m->forwardVel > 20.0f)
set_mario_action(m, ACT_TRIPLE_JUMP, 0);
else
set_mario_action(m, ACT_JUMP, 0);
break;
default:
set_mario_action(m, ACT_JUMP, 0);
break;
}
}
}
m->doubleJumpTimer = 0;
return TRUE;
}
s32 func_80252E74(struct MarioState *m, u32 arg1, u32 arg2)
{
u32 action UNUSED = m->action;
if (m->quicksandDepth >= 11.0f)
{
if (m->heldObj == NULL)
return set_mario_action(m, ACT_QUICKSAND_JUMP_LAND, 0);
else
return set_mario_action(m, ACT_HOLD_QUICKSAND_JUMP_LAND, 0);
}
if (func_80251BF8(m))
func_80252070(m);
else
set_mario_action(m, arg1, arg2);
return TRUE;
}
s32 drop_and_set_mario_action(struct MarioState *m, u32 arg1, u32 arg2)
{
mario_stop_riding_and_holding(m);
return set_mario_action(m, arg1, arg2);
}
s32 func_80252F98(struct MarioState *m, u32 arg1, u32 arg2, s16 hurtCounter)
{
m->hurtCounter = hurtCounter;
return set_mario_action(m, arg1, arg2);
}
s32 func_80252FEC(struct MarioState *m)
{
if (m->input & INPUT_A_PRESSED)
return set_mario_action(m, ACT_JUMP, 0);
if (m->input & INPUT_OFF_FLOOR)
return set_mario_action(m, ACT_FREEFALL, 0);
if (m->input & INPUT_NONZERO_ANALOG)
return set_mario_action(m, ACT_WALKING, 0);
if (m->input & INPUT_ABOVE_SLIDE)
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
return 0;
}
s32 func_802530D4(struct MarioState *m)
{
if (m->input & INPUT_A_PRESSED)
return set_mario_action(m, ACT_HOLD_JUMP, 0);
if (m->input & INPUT_OFF_FLOOR)
return set_mario_action(m, ACT_HOLD_FREEFALL, 0);
if (m->input & INPUT_NONZERO_ANALOG)
return set_mario_action(m, ACT_HOLD_WALKING, 0);
if (m->input & INPUT_ABOVE_SLIDE)
return set_mario_action(m, ACT_HOLD_BEGIN_SLIDING, 0);
return 0;
}
s32 func_802531B8(struct MarioState *m)
{
func_80285BD8(m->area->camera, m->area->camera->defPreset, 1);
vec3s_set(m->angleVel, 0, 0, 0);
if (m->heldObj == NULL)
return set_mario_action(m, ACT_WALKING, 0);
else
return set_mario_action(m, ACT_HOLD_WALKING, 0);
}
s32 func_8025325C(struct MarioState *m)
{
m->forwardVel = m->forwardVel / 4.0f;
m->vel[1] = m->vel[1] / 2.0f;
m->pos[1] = m->waterLevel - 100;
m->faceAngle[2] = 0;
vec3s_set(m->angleVel, 0, 0, 0);
if ((m->action & ACT_FLAG_DIVING) == 0)
m->faceAngle[0] = 0;
if (m->area->camera->currPreset != CAMERA_PRESET_WATER_SURFACE)
func_80285BD8(m->area->camera, 8, 1);
return set_mario_action(m, ACT_WATER_PLUNGE, 0);
}
void func_8025335C(struct MarioState *m)
{
if (m->squishTimer != 0xFF)
{
if (m->squishTimer == 0)
vec3f_set(m->marioObj->header.gfx.scale, 1.0f, 1.0f, 1.0f);
else if (m->squishTimer <= 16)
{
m->squishTimer--;
m->marioObj->header.gfx.scale[1] =
1.0f - ((D_8032CB7B[15 - m->squishTimer] * 0.6f) / 100.0f);
m->marioObj->header.gfx.scale[0] =
((D_8032CB7B[15 - m->squishTimer] * 0.4f) / 100.0f) + 1.0f;
m->marioObj->header.gfx.scale[2] = m->marioObj->header.gfx.scale[0];
}
else
{
m->squishTimer--;
vec3f_set(m->marioObj->header.gfx.scale, 1.4f, 0.4f, 1.4f);
}
}
}
void func_802534F4(struct MarioState *m)
{
f32 steepness;
f32 floor_nY;
if (gShowDebugText)
{
steepness = sqrtf(((m->floor->normal.x * m->floor->normal.x) +
(m->floor->normal.z * m->floor->normal.z)));
floor_nY = m->floor->normal.y;
print_text_fmt_int(210, 88, "ANG %d", (atan2s(floor_nY, steepness) * 180.0f) / 32768.0f);
print_text_fmt_int(210, 72, "SPD %d", m->forwardVel);
print_text_fmt_int(210, 56, "STA %x", (m->action & ACT_ID_MASK));
}
}
void func_8025360C(struct MarioState *m)
{
if (m->controller->buttonPressed & A_BUTTON)
m->input |= INPUT_A_PRESSED;
if (m->controller->buttonDown & A_BUTTON)
m->input |= INPUT_A_DOWN;
if (m->squishTimer == 0)
{
if (m->controller->buttonPressed & B_BUTTON)
m->input |= INPUT_B_PRESSED;
if (m->controller->buttonDown & Z_TRIG)
m->input |= INPUT_Z_DOWN;
if (m->controller->buttonPressed & Z_TRIG)
m->input |= INPUT_Z_PRESSED;
}
if (m->input & INPUT_A_PRESSED)
m->framesSinceA = 0;
else if (m->framesSinceA < 0xFF)
m->framesSinceA += 1;
if (m->input & INPUT_B_PRESSED)
m->framesSinceB = 0;
else if (m->framesSinceB < 0xff)
m->framesSinceB += 1;
}
void func_80253730(struct MarioState *m)
{
struct Controller *controller = m->controller;
f32 sp18 = ((controller->stickMag / 64.0f) *
(controller->stickMag / 64.0f)) * 64.0f;
if (m->squishTimer == 0)
m->intendedMag = sp18 / 2.0f;
else
m->intendedMag = sp18 / 8.0f;
if (m->intendedMag > 0.0f)
{
m->intendedYaw =
atan2s(-controller->stickY, controller->stickX) + m->area->camera->trueYaw;
m->input |= INPUT_NONZERO_ANALOG;
}
else
m->intendedYaw = m->faceAngle[1];
}
void func_80253834(struct MarioState *m)
{
f32 sp24;
f32 ceilToFloorDist;
resolve_wall_collisions(&m->pos[0], &m->pos[1], &m->pos[2], 60.0f, 50.0f);
resolve_wall_collisions(&m->pos[0], &m->pos[1], &m->pos[2], 30.0f, 24.0f);
m->floorHeight = find_floor(m->pos[0], m->pos[1], m->pos[2], &m->floor);
if (m->floor == 0)
{
vec3f_copy(m->pos, m->marioObj->header.gfx.pos);
m->floorHeight = find_floor(m->pos[0], m->pos[1], m->pos[2], &m->floor);
}
m->ceilHeight = func_802518D0(&m->pos[0], m->floorHeight, &m->ceil);
sp24 = func_80381D3C(m->pos[0], m->pos[2]);
m->waterLevel = find_water_level(m->pos[0], m->pos[2]);
if (m->floor)
{
m->floorAngle = atan2s(m->floor->normal.z, m->floor->normal.x);
m->unk14 = func_8025167C(m);
if ((m->pos[1] > m->waterLevel - 0x28) && func_802519A8(m))
m->input |= INPUT_ABOVE_SLIDE;
if ((m->floor->flags & 1) || (m->ceil && m->ceil->flags & 1))
{
ceilToFloorDist = m->ceilHeight - m->floorHeight;
if ((0.0f <= ceilToFloorDist) && (ceilToFloorDist <= 150.0f))
m->input |= INPUT_SQUISHED;
}
if (m->pos[1] > m->floorHeight + 100.0f)
m->input |= INPUT_OFF_FLOOR;
if (m->pos[1] < (m->waterLevel - 0xa))
m->input |= INPUT_IN_WATER;
if (m->pos[1] < (sp24 - 100.0f))
m->input |= INPUT_UNKNOWN_8;
}
else
level_trigger_warp(m, WARP_OP_DEATH);
}
void func_80253B2C(struct MarioState *m)
{
m->particleFlags = 0;
m->input = 0;
m->collidedObjInteractTypes = m->marioObj->collidedObjInteractTypes;
m->flags &= 0xFFFFFF;
func_8025360C(m);
func_80253730(m);
func_80253834(m);
func_802534F4(m);
if (gCameraMovementFlags & CAM_MOVE_C_UP_MODE)
{
if (m->action & 0x4000000)
m->input |= INPUT_FIRST_PERSON;
else
gCameraMovementFlags &= ~CAM_MOVE_C_UP_MODE;
}
if (!(m->input & (INPUT_NONZERO_ANALOG | INPUT_A_PRESSED)))
m->input |= INPUT_UNKNOWN_5;
if (m->marioObj->oInteractStatus & 0x13)
m->input |= INPUT_UNKNOWN_10;
nop_80254E3C(m);
if (m->wallKickTimer > 0)
m->wallKickTimer--;
if (m->doubleJumpTimer > 0)
m->doubleJumpTimer--;
}
void func_80253C94(struct MarioState *m)
{
f32 sp1C;
s16 sp1A;
if ((m->action & ACT_GROUP_MASK) == ACT_GROUP_SUBMERGED)
{
sp1C = (f32) (m->waterLevel - 80) - m->pos[1];
sp1A = m->area->camera->currPreset;
if ((m->action & ACT_FLAG_METAL_WATER))
{
if (sp1A != CAMERA_PRESET_CLOSE)
func_80285BD8(m->area->camera, 4, 1);
}
else
{
if ((sp1C > 800.0f) && (sp1A != CAMERA_PRESET_BEHIND_MARIO))
func_80285BD8(m->area->camera, 3, 1);
if ((sp1C < 400.0f) && (sp1A != CAMERA_PRESET_WATER_SURFACE))
func_80285BD8(m->area->camera, 8, 1);
if ((m->action & ACT_FLAG_INTANGIBLE) == 0)
{
if ((m->pos[1] < (f32) (m->waterLevel - 160)) ||
(m->faceAngle[0] < -0x800))
m->particleFlags |= PARTICLE_5;
}
}
}
}
void func_80253E34(struct MarioState *m)
{
s32 terrainIsSnow;
if (m->health >= 0x100)
{
if ((m->healCounter | m->hurtCounter) == 0)
{
if ((m->input & INPUT_UNKNOWN_8) && ((m->action & ACT_FLAG_INTANGIBLE) == 0))
{
if (((m->flags & MARIO_METAL_CAP) == 0) &&[/0]...
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