#include #include #include "area.h" #include "actors/common1.h" #include "audio/external.h" #include "behavior_actions.h" #include "behavior_data.h" #include "camera.h" #include "course_table.h" #include "dialog_ids.h" #include "engine/math_util.h" #include "engine/surface_collision.h" #include "game_init.h" #include "interaction.h" #include "level_update.h" #include "mario.h" #include "mario_step.h" #include "memory.h" #include "obj_behaviors.h" #include "object_helpers.h" #include "save_file.h" #include "seq_ids.h" #include "sm64.h" #include "sound_init.h" #include "rumble_init.h" #include "object_collision.h" #include "object_list_processor.h" #include "hardcoded.h" #include "pc/configfile.h" #include "pc/network/network.h" #include "pc/network/lag_compensation.h" #include "pc/lua/smlua_hooks.h" #include "pc/lua/utils/smlua_obj_utils.h" u8 sDelayInvincTimer; s16 gInteractionInvulnerable; struct InteractionHandler { u32 interactType; u32 (*handler)(struct MarioState *, u32, struct Object *); }; static struct InteractionHandler sInteractionHandlers[] = { { INTERACT_COIN, interact_coin }, { INTERACT_WATER_RING, interact_water_ring }, { INTERACT_STAR_OR_KEY, interact_star_or_key }, { INTERACT_BBH_ENTRANCE, interact_bbh_entrance }, { INTERACT_WARP, interact_warp }, { INTERACT_WARP_DOOR, interact_warp_door }, { INTERACT_DOOR, interact_door }, { INTERACT_CANNON_BASE, interact_cannon_base }, { INTERACT_IGLOO_BARRIER, interact_igloo_barrier }, { INTERACT_TORNADO, interact_tornado }, { INTERACT_WHIRLPOOL, interact_whirlpool }, { INTERACT_STRONG_WIND, interact_strong_wind }, { INTERACT_FLAME, interact_flame }, { INTERACT_SNUFIT_BULLET, interact_snufit_bullet }, { INTERACT_CLAM_OR_BUBBA, interact_clam_or_bubba }, { INTERACT_BULLY, interact_bully }, { INTERACT_SHOCK, interact_shock }, { INTERACT_BOUNCE_TOP2, interact_bounce_top }, { INTERACT_MR_BLIZZARD, interact_mr_blizzard }, { INTERACT_HIT_FROM_BELOW, interact_hit_from_below }, { INTERACT_BOUNCE_TOP, interact_bounce_top }, { INTERACT_DAMAGE, interact_damage }, { INTERACT_POLE, interact_pole }, { INTERACT_HOOT, interact_hoot }, { INTERACT_BREAKABLE, interact_breakable }, { INTERACT_KOOPA, interact_bounce_top }, { INTERACT_KOOPA_SHELL, interact_koopa_shell }, { INTERACT_SPINY_WALKING, interact_spiny_walking }, { INTERACT_CAP, interact_cap }, { INTERACT_GRABBABLE, interact_grabbable }, { INTERACT_TEXT, interact_text }, { INTERACT_PLAYER, interact_player }, }; static u32 sForwardKnockbackActions[][3] = { { ACT_SOFT_FORWARD_GROUND_KB, ACT_FORWARD_GROUND_KB, ACT_HARD_FORWARD_GROUND_KB }, { ACT_FORWARD_AIR_KB, ACT_FORWARD_AIR_KB, ACT_HARD_FORWARD_AIR_KB }, { ACT_FORWARD_WATER_KB, ACT_FORWARD_WATER_KB, ACT_FORWARD_WATER_KB }, }; static u32 sBackwardKnockbackActions[][3] = { { ACT_SOFT_BACKWARD_GROUND_KB, ACT_BACKWARD_GROUND_KB, ACT_HARD_BACKWARD_GROUND_KB }, { ACT_BACKWARD_AIR_KB, ACT_BACKWARD_AIR_KB, ACT_HARD_BACKWARD_AIR_KB }, { ACT_BACKWARD_WATER_KB, ACT_BACKWARD_WATER_KB, ACT_BACKWARD_WATER_KB }, }; static u8 sDisplayingDoorText = FALSE; static u8 sJustTeleported = FALSE; u8 gPssSlideStarted = FALSE; extern u8 gLastCollectedStarOrKey; /** * Returns the type of cap Mario is wearing. */ u32 get_mario_cap_flag(struct Object *capObject) { if (!capObject) { return 0; } const BehaviorScript *script = virtual_to_segmented(0x13, capObject->behavior); if (script == smlua_override_behavior(bhvNormalCap)) { return MARIO_NORMAL_CAP; } else if (script == smlua_override_behavior(bhvMetalCap)) { return MARIO_METAL_CAP; } else if (script == smlua_override_behavior(bhvWingCap)) { return MARIO_WING_CAP; } else if (script == smlua_override_behavior(bhvVanishCap)) { return MARIO_VANISH_CAP; } return 0; } /** * Returns true if the passed in object has a moving angle yaw * in the angular range given towards Mario. */ u32 object_facing_mario(struct MarioState *m, struct Object *o, s16 angleRange) { if (!m || !o) { return FALSE; } f32 dx = m->pos[0] - o->oPosX; f32 dz = m->pos[2] - o->oPosZ; s16 angleToMario = atan2s(dz, dx); s16 dAngle = angleToMario - o->oMoveAngleYaw; if (-angleRange <= dAngle && dAngle <= angleRange) { return TRUE; } return FALSE; } s16 mario_obj_angle_to_object(struct MarioState *m, struct Object *o) { if (!m || !o) { return 0; } f32 dx = o->oPosX - m->pos[0]; f32 dz = o->oPosZ - m->pos[2]; return atan2s(dz, dx); } /** * Determines Mario's interaction with a given object depending on their proximity, * action, speed, and position. */ u32 determine_interaction(struct MarioState *m, struct Object *o) { if (!m || !o) { return 0; } u32 interaction = 0; u32 action = m->action; interaction = smlua_get_action_interaction_type(m); // hack: make water punch actually do something if (interaction == 0 && m->action == ACT_WATER_PUNCH && o->oInteractType & INTERACT_PLAYER) { f32 cossPitch = coss(m->faceAngle[0]); Vec3f facing = { sins(m->faceAngle[1])*cossPitch, sins(m->faceAngle[0]), coss(m->faceAngle[1])*cossPitch }; Vec3f dif = { o->oPosX - m->pos[0], (o->oPosY + o->hitboxHeight * 0.5) - (m->pos[1] + m->marioObj->hitboxHeight * 0.5), o->oPosZ - m->pos[2] }; vec3f_normalize(dif); f32 angle = vec3f_dot(facing, dif); // Unknown angle (60 degrees in each direction?) if (angle >= 0.6f) { interaction = INT_PUNCH; } } if ((interaction == 0 || interaction & INT_LUA) && action & ACT_FLAG_ATTACKING) { u32 flags = (MARIO_PUNCHING | MARIO_KICKING | MARIO_TRIPPING); if ((action == ACT_PUNCHING || action == ACT_MOVE_PUNCHING || action == ACT_JUMP_KICK) || ((m->flags & flags) && (interaction & INT_LUA))) { s16 dYawToObject = mario_obj_angle_to_object(m, o) - m->faceAngle[1]; if (m->flags & MARIO_PUNCHING) { // 120 degrees total, or 60 each way if (-0x2AAA <= dYawToObject && dYawToObject <= 0x2AAA) { interaction = INT_PUNCH; } } if (m->flags & MARIO_KICKING) { // 120 degrees total, or 60 each way if (-0x2AAA <= dYawToObject && dYawToObject <= 0x2AAA) { interaction = INT_KICK; } } if (m->flags & MARIO_TRIPPING) { // 180 degrees total, or 90 each way if (-0x4000 <= dYawToObject && dYawToObject <= 0x4000) { interaction = INT_TRIP; } } } else if (action == ACT_GROUND_POUND) { if (m->vel[1] < 0.0f) { interaction = INT_GROUND_POUND; } } else if (action == ACT_TWIRLING) { if (m->vel[1] < 0.0f) { interaction = INT_TWIRL; } } else if (action == ACT_GROUND_POUND_LAND) { // Neither ground pounding nor twirling change Mario's vertical speed on landing., // so the speed check is nearly always true (perhaps not if you land while going upwards?) // Additionally, actionState it set on each first thing in their action, so this is // only true prior to the very first frame (i.e. active 1 frame prior to it run). if (m->vel[1] < 0.0f && m->actionState == 0) { interaction = INT_GROUND_POUND; } } else if (action == ACT_TWIRL_LAND) { // Neither ground pounding nor twirling change Mario's vertical speed on landing., // so the speed check is nearly always true (perhaps not if you land while going upwards?) // Additionally, actionState it set on each first thing in their action, so this is // only true prior to the very first frame (i.e. active 1 frame prior to it run). if (m->vel[1] < 0.0f && m->actionState == 0) { interaction = INT_TWIRL; } } else if (action == ACT_SLIDE_KICK || action == ACT_SLIDE_KICK_SLIDE) { interaction = INT_SLIDE_KICK; } else if (action & ACT_FLAG_RIDING_SHELL) { interaction = INT_FAST_ATTACK_OR_SHELL; } else if (m->forwardVel <= -26.0f || 26.0f <= m->forwardVel) { interaction = INT_FAST_ATTACK_OR_SHELL; } } // Prior to this, the interaction type could be overwritten. This requires, however, // that the interaction not be set prior. This specifically overrides turning a ground // pound into just a bounce. if (interaction == 0 && (action & ACT_FLAG_AIR)) { if (m->vel[1] < 0.0f) { if (m->pos[1] > o->oPosY) { interaction = INT_HIT_FROM_ABOVE; } } else { if (m->pos[1] < o->oPosY) { interaction = INT_HIT_FROM_BELOW; } } } return interaction; } /** * Sets the interaction types for INT_STATUS_INTERACTED, INT_STATUS_WAS_ATTACKED */ u32 attack_object(struct MarioState* m, struct Object *o, s32 interaction) { if (!o) { return 0; } u32 attackType = 0; interaction &= ~INT_LUA; switch (interaction) { case INT_GROUND_POUND: case INT_TWIRL: case INT_GROUND_POUND_OR_TWIRL: attackType = ATTACK_GROUND_POUND_OR_TWIRL; break; case INT_PUNCH: attackType = ATTACK_PUNCH; break; case INT_KICK: case INT_TRIP: attackType = ATTACK_KICK_OR_TRIP; break; case INT_SLIDE_KICK: case INT_FAST_ATTACK_OR_SHELL: attackType = ATTACK_FAST_ATTACK; break; case INT_HIT_FROM_ABOVE: attackType = ATTACK_FROM_ABOVE; break; case INT_HIT_FROM_BELOW: attackType = ATTACK_FROM_BELOW; break; } o->oInteractStatus = attackType + (INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED); smlua_call_event_hooks_interact_params_no_ret(HOOK_ON_ATTACK_OBJECT, m, o, interaction); return attackType; } void mario_stop_riding_object(struct MarioState *m) { if (!m || m->riddenObj == NULL || m->playerIndex != 0) { return; } m->riddenObj->oInteractStatus = INT_STATUS_STOP_RIDING; if (m->riddenObj->oSyncID != 0) { network_send_object_reliability(m->riddenObj, TRUE); } stop_shell_music(); m->riddenObj = NULL; } void mario_grab_used_object(struct MarioState *m) { if (!m) { return; } if (m->usedObj == NULL || m->usedObj->oHeldState == HELD_HELD) { return; } if (m->heldObj == NULL && m->usedObj != NULL) { // prevent grabbing a non-grabbable object if (!(m->usedObj->oInteractType & INTERACT_GRABBABLE)) { return; } m->heldObj = m->usedObj; m->heldObj->heldByPlayerIndex = m->playerIndex; obj_set_held_state(m->heldObj, bhvCarrySomething3); } } void mario_drop_held_object(struct MarioState *m) { if (!m) { return; } if (m->playerIndex != 0) { return; } if (m->heldObj != NULL) { if (m->heldObj->behavior == segmented_to_virtual(smlua_override_behavior(bhvKoopaShellUnderwater))) { stop_shell_music(); } obj_set_held_state(m->heldObj, bhvCarrySomething4); // ! When dropping an object instead of throwing it, it will be put at Mario's // y-positon instead of the HOLP's y-position. This fact is often exploited when // cloning objects. if (m->marioBodyState) { m->heldObj->oPosX = m->marioBodyState->heldObjLastPosition[0]; m->heldObj->oPosY = m->pos[1]; m->heldObj->oPosZ = m->marioBodyState->heldObjLastPosition[2]; } m->heldObj->oMoveAngleYaw = m->faceAngle[1]; if (m->heldObj->oSyncID != 0) { network_send_object(m->heldObj); } m->heldObj = NULL; } } void mario_throw_held_object(struct MarioState *m) { if (!m) { return; } if (m->playerIndex != 0) { return; } if (m->heldObj != NULL) { if (m->heldObj->behavior == segmented_to_virtual(smlua_override_behavior(bhvKoopaShellUnderwater))) { if (m->playerIndex == 0) { stop_shell_music(); } } obj_set_held_state(m->heldObj, bhvCarrySomething5); if (m->marioBodyState) { m->heldObj->oPosX = m->marioBodyState->heldObjLastPosition[0] + 32.0f * sins(m->faceAngle[1]); m->heldObj->oPosY = m->marioBodyState->heldObjLastPosition[1]; m->heldObj->oPosZ = m->marioBodyState->heldObjLastPosition[2] + 32.0f * coss(m->faceAngle[1]); } m->heldObj->oMoveAngleYaw = m->faceAngle[1]; if (m->heldObj->oSyncID != 0) { network_send_object(m->heldObj); } m->heldObj = NULL; } } void mario_stop_riding_and_holding(struct MarioState *m) { if (!m) { return; } mario_drop_held_object(m); mario_stop_riding_object(m); if (m->action == ACT_RIDING_HOOT && m->usedObj != NULL) { m->usedObj->oInteractStatus = 0; m->usedObj->oHootMarioReleaseTime = gGlobalTimer; } } u32 does_mario_have_normal_cap_on_head(struct MarioState *m) { if (!m) { return FALSE; } return (m->flags & (MARIO_CAPS | MARIO_CAP_ON_HEAD)) == (MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD); } bool does_mario_have_blown_cap(struct MarioState *m) { if (!m) { return FALSE; } return obj_get_first_with_behavior_id_and_field_s32(id_bhvNormalCap, 0x40, m->playerIndex + 1) != NULL; } void mario_blow_off_cap(struct MarioState *m, f32 capSpeed) { if (!m) { return; } if (m->playerIndex != 0) { return; } if (!does_mario_have_normal_cap_on_head(m) || does_mario_have_blown_cap(m)) { return; } m->cap = SAVE_FLAG_CAP_ON_MR_BLIZZARD; m->flags &= ~(MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD); u8 capModel = m->character->capModelId; struct Object *capObject = spawn_object(m->marioObj, capModel, bhvNormalCap); if (capObject == NULL) { return; } capObject->globalPlayerIndex = gNetworkPlayers[m->playerIndex].globalIndex; capObject->oBehParams = m->playerIndex + 1; capObject->oPosY += (m->action & ACT_FLAG_SHORT_HITBOX) ? 120.0f : 180.0f; capObject->oForwardVel = capSpeed; capObject->oMoveAngleYaw = (s16)(m->faceAngle[1] + 0x400); if (m->forwardVel < 0.0f) { capObject->oMoveAngleYaw = (s16)(capObject->oMoveAngleYaw + 0x8000); } // set as it's own parent so we can spawn it over the network capObject->parentObj = capObject; struct Object* spawn_objects[] = { capObject }; u32 models[] = { capModel }; network_send_spawn_objects(spawn_objects, models, 1); } u32 mario_lose_cap_to_enemy(struct MarioState* m, u32 arg) { if (!m) { return FALSE; } if (m->playerIndex != 0) { return FALSE; } u32 wasWearingCap = FALSE; if (does_mario_have_normal_cap_on_head(m)) { gMarioStates[0].cap = (arg == 1 ? SAVE_FLAG_CAP_ON_KLEPTO : SAVE_FLAG_CAP_ON_UKIKI); m->flags &= ~(MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD); wasWearingCap = TRUE; } return wasWearingCap; } void mario_retrieve_cap(struct MarioState* m) { if (!m) { return; } mario_drop_held_object(m); save_file_clear_flags(SAVE_FLAG_CAP_ON_KLEPTO | SAVE_FLAG_CAP_ON_UKIKI); m->flags &= ~MARIO_CAP_ON_HEAD; m->flags |= MARIO_NORMAL_CAP | MARIO_CAP_IN_HAND; } u32 able_to_grab_object(struct MarioState *m, UNUSED struct Object *o) { if (!m || !o) { return FALSE; } u32 action = m->action; if (action == ACT_DIVE_SLIDE || action == ACT_DIVE) { if (!(o->oInteractionSubtype & INT_SUBTYPE_GRABS_MARIO)) { return TRUE; } } else if (action == ACT_PUNCHING || action == ACT_MOVE_PUNCHING) { if (m->actionArg < 2) { return TRUE; } } return FALSE; } struct Object *mario_get_collided_object(struct MarioState *m, u32 interactType) { if (!m) { return NULL; } s32 i; struct Object *object; for (i = 0; i < m->marioObj->numCollidedObjs; i++) { object = m->marioObj->collidedObjs[i]; if (object != NULL && object->oInteractType == interactType) { return object; } } return NULL; } u32 mario_check_object_grab(struct MarioState *m) { if (!m) { return 0; } u32 result = FALSE; const BehaviorScript *script; if (m->playerIndex != 0) { return FALSE; } if (m->interactObj == NULL || m->interactObj->oHeldState == HELD_HELD) { return FALSE; } if (m->input & INPUT_INTERACT_OBJ_GRABBABLE) { script = virtual_to_segmented(0x13, m->interactObj->behavior); if (script == smlua_override_behavior(bhvBowser)) { s16 facingDYaw = m->faceAngle[1] - m->interactObj->oMoveAngleYaw; if (facingDYaw >= -0x5555 && facingDYaw <= 0x5555) { m->faceAngle[1] = m->interactObj->oMoveAngleYaw; m->usedObj = m->interactObj; result = set_mario_action(m, ACT_PICKING_UP_BOWSER, 0); } } else { s16 facingDYaw = mario_obj_angle_to_object(m, m->interactObj) - m->faceAngle[1]; if (facingDYaw >= -0x2AAA && facingDYaw <= 0x2AAA) { m->usedObj = m->interactObj; if (!(m->action & ACT_FLAG_AIR)) { set_mario_action( m, (m->action & ACT_FLAG_DIVING) ? ACT_DIVE_PICKING_UP : ACT_PICKING_UP, 0); } result = TRUE; } } } return result; } u32 bully_knock_back_mario(struct MarioState *mario) { if (!mario) { return 0; } struct BullyCollisionData marioData; struct BullyCollisionData bullyData; s16 newMarioYaw; s16 newBullyYaw; s16 marioDYaw; UNUSED s16 bullyDYaw; u32 bonkAction = 0; struct Object *bully = mario->interactObj; //! Conversion ratios multiply to more than 1 (could allow unbounded speed // with bonk cancel - but this isn't important for regular bully battery) f32 bullyToMarioRatio = bully->hitboxRadius * 3 / 53; f32 marioToBullyRatio = 53.0f / bully->hitboxRadius; init_bully_collision_data(&marioData, mario->pos[0], mario->pos[2], mario->forwardVel, mario->faceAngle[1], bullyToMarioRatio, 52.0f); init_bully_collision_data(&bullyData, bully->oPosX, bully->oPosZ, bully->oForwardVel, bully->oMoveAngleYaw, marioToBullyRatio, bully->hitboxRadius + 2.0f); if (mario->forwardVel != 0.0f) { transfer_bully_speed(&marioData, &bullyData); } else { transfer_bully_speed(&bullyData, &marioData); } newMarioYaw = atan2s(marioData.velZ, marioData.velX); newBullyYaw = atan2s(bullyData.velZ, bullyData.velX); marioDYaw = newMarioYaw - mario->faceAngle[1]; bullyDYaw = newBullyYaw - bully->oMoveAngleYaw; mario->faceAngle[1] = newMarioYaw; mario->forwardVel = sqrtf(marioData.velX * marioData.velX + marioData.velZ * marioData.velZ); mario->pos[0] = marioData.posX; mario->pos[2] = marioData.posZ; bully->oMoveAngleYaw = newBullyYaw; bully->oForwardVel = sqrtf(bullyData.velX * bullyData.velX + bullyData.velZ * bullyData.velZ); bully->oPosX = bullyData.posX; bully->oPosZ = bullyData.posZ; if (marioDYaw < -0x4000 || marioDYaw > 0x4000) { mario->faceAngle[1] += 0x8000; mario->forwardVel *= -1.0f; if (mario->action & ACT_FLAG_AIR) { bonkAction = ACT_BACKWARD_AIR_KB; } else { bonkAction = ACT_SOFT_BACKWARD_GROUND_KB; } } else { if (mario->action & ACT_FLAG_AIR) { bonkAction = ACT_FORWARD_AIR_KB; } else { bonkAction = ACT_SOFT_FORWARD_GROUND_KB; } } return bonkAction; } void bounce_off_object(struct MarioState *m, struct Object *o, f32 velY) { if (!m || !o) { return; } m->pos[1] = o->oPosY + o->hitboxHeight; m->vel[1] = velY; m->flags &= ~MARIO_UNKNOWN_08; play_sound(SOUND_ACTION_BOUNCE_OFF_OBJECT, m->marioObj->header.gfx.cameraToObject); } void hit_object_from_below(struct MarioState *m, UNUSED struct Object *o) { if (!m) { return; } m->vel[1] = 0.0f; if (m->playerIndex == 0) { set_camera_shake_from_hit(SHAKE_HIT_FROM_BELOW); } } static u32 unused_determine_knockback_action(struct MarioState *m) { if (!m) { return 0; } u32 bonkAction; s16 angleToObject = mario_obj_angle_to_object(m, m->interactObj); s16 facingDYaw = angleToObject - m->faceAngle[1]; if (m->forwardVel < 16.0f) { m->forwardVel = 16.0f; } m->faceAngle[1] = angleToObject; if (facingDYaw >= -0x4000 && facingDYaw <= 0x4000) { m->forwardVel *= -1.0f; if (m->action & (ACT_FLAG_AIR | ACT_FLAG_ON_POLE | ACT_FLAG_HANGING)) { bonkAction = ACT_BACKWARD_AIR_KB; } else { bonkAction = ACT_SOFT_BACKWARD_GROUND_KB; } } else { m->faceAngle[1] += 0x8000; if (m->action & (ACT_FLAG_AIR | ACT_FLAG_ON_POLE | ACT_FLAG_HANGING)) { bonkAction = ACT_FORWARD_AIR_KB; } else { bonkAction = ACT_SOFT_FORWARD_GROUND_KB; } } return bonkAction; } u32 determine_knockback_action(struct MarioState *m, UNUSED s32 arg) { if (!m) { return 0; } if (m->interactObj == NULL) { return sForwardKnockbackActions[0][0]; } u32 bonkAction; s16 terrainIndex = 0; // 1 = air, 2 = water, 0 = default s16 strengthIndex = 0; s16 angleToObject = mario_obj_angle_to_object(m, m->interactObj); s16 facingDYaw = angleToObject - m->faceAngle[1]; s16 remainingHealth = m->health - 0x40 * m->hurtCounter; if (m->action & (ACT_FLAG_SWIMMING | ACT_FLAG_METAL_WATER)) { terrainIndex = 2; } else if (m->action & (ACT_FLAG_AIR | ACT_FLAG_ON_POLE | ACT_FLAG_HANGING)) { terrainIndex = 1; } if (remainingHealth < 0x100) { strengthIndex = 2; } else if (m->interactObj->oDamageOrCoinValue >= 4) { strengthIndex = 2; } else if (m->interactObj->oDamageOrCoinValue >= 2) { strengthIndex = 1; } m->faceAngle[1] = angleToObject; if (terrainIndex == 2) { if (m->forwardVel < 28.0f) { mario_set_forward_vel(m, 28.0f); } if (m->pos[1] >= m->interactObj->oPosY) { if (m->vel[1] < 20.0f) { m->vel[1] = 20.0f; } } else { if (m->vel[1] > 0.0f) { m->vel[1] = 0.0f; } } } else { if (m->forwardVel < 16.0f) { mario_set_forward_vel(m, 16.0f); } } f32 sign = 1.0f; if (-0x4000 <= facingDYaw && facingDYaw <= 0x4000) { sign = -1.0f; m->forwardVel *= -1.0f; bonkAction = sBackwardKnockbackActions[terrainIndex][strengthIndex]; } else { m->faceAngle[1] += 0x8000; bonkAction = sForwardKnockbackActions[terrainIndex][strengthIndex]; } // set knockback very high when dealing with player attacks if (m->interactObj != NULL && (m->interactObj->oInteractType & INTERACT_PLAYER) && terrainIndex != 2) { f32 scaler = 1.0f; s8 hasBeenPunched = FALSE; #define IF_REVAMPED_PVP(is, isNot) (gServerSettings.pvpType == PLAYER_PVP_REVAMPED ? (is) : (isNot)); for (s32 i = 0; i < MAX_PLAYERS; i++) { struct MarioState* m2 = &gMarioStates[i]; if (!is_player_active(m2)) { continue; } if (m2->marioObj == NULL) { continue; } if (m2->marioObj != m->interactObj) { continue; } // Redundent check in case the kicking flag somehow gets missed if (m2->action == ACT_JUMP_KICK || m2->flags & MARIO_KICKING) { scaler = IF_REVAMPED_PVP(1.9f, 2.0f); } else if (m2->action == ACT_DIVE) { scaler = 1.0f + IF_REVAMPED_PVP(m2->forwardVel * 0.005f, 0.0f); } else if ((m2->flags & MARIO_PUNCHING)) { scaler = IF_REVAMPED_PVP(-0.1f, 1.0f); hasBeenPunched = gServerSettings.pvpType == PLAYER_PVP_REVAMPED; } if (m2->flags & MARIO_METAL_CAP) { scaler *= 1.25f; } break; } if (m->flags & MARIO_METAL_CAP) { scaler *= 0.5f; if (scaler < 1) { scaler = 1; } } f32 mag = scaler * (f32)gServerSettings.playerKnockbackStrength * sign; m->forwardVel = mag; if (sign > 0 && terrainIndex == 1) { mag *= -1.0f; } m->vel[0] = (-mag * sins(m->interactObj->oFaceAngleYaw)) * IF_REVAMPED_PVP(1.1f, 1.0f); m->vel[1] = ((mag < 0) ? -mag : mag) * IF_REVAMPED_PVP(0.9f, 1.0f); m->vel[2] = (-mag * coss(m->interactObj->oFaceAngleYaw)) * IF_REVAMPED_PVP(1.1f, 1.0f); m->slideVelX = m->vel[0]; m->slideVelZ = m->vel[2]; m->knockbackTimer = hasBeenPunched ? PVP_ATTACK_KNOCKBACK_TIMER_OVERRIDE : PVP_ATTACK_KNOCKBACK_TIMER_DEFAULT; #undef IF_REVAMPED_PVP m->faceAngle[1] = m->interactObj->oFaceAngleYaw + (sign == 1.0f ? 0 : 0x8000); } return bonkAction; } void push_mario_out_of_object(struct MarioState *m, struct Object *o, f32 padding) { if (!m || !o) { return; } f32 minDistance = o->hitboxRadius + m->marioObj->hitboxRadius + padding; f32 offsetX = m->pos[0] - o->oPosX; f32 offsetZ = m->pos[2] - o->oPosZ; f32 distance = sqrtf(offsetX * offsetX + offsetZ * offsetZ); if (distance < minDistance) { struct Surface *floor; s16 pushAngle; f32 newMarioX; f32 newMarioZ; if (distance == 0.0f) { pushAngle = m->faceAngle[1]; } else { pushAngle = atan2s(offsetZ, offsetX); } newMarioX = o->oPosX + minDistance * sins(pushAngle); newMarioZ = o->oPosZ + minDistance * coss(pushAngle); f32_find_wall_collision(&newMarioX, &m->pos[1], &newMarioZ, 60.0f, 50.0f); find_floor(newMarioX, m->pos[1], newMarioZ, &floor); if (floor != NULL) { //! Doesn't update Mario's referenced floor (allows oob death when // an object pushes you into a steep slope while in a ground action) // m->pos[0] = newMarioX; m->pos[2] = newMarioZ; if (gLevelValues.fixCollisionBugs) { m->floorHeight = find_floor(m->pos[0], m->pos[1], m->pos[2], &m->floor); } } } } void bounce_back_from_attack(struct MarioState *m, u32 interaction) { if (!m) { return; } if (interaction & (INT_PUNCH | INT_KICK | INT_TRIP)) { if (m->action == ACT_PUNCHING) { m->action = ACT_MOVE_PUNCHING; } if (m->action & ACT_FLAG_AIR) { mario_set_forward_vel(m, -16.0f); } else { mario_set_forward_vel(m, -48.0f); } if (m->playerIndex == 0) { set_camera_shake_from_hit(SHAKE_ATTACK); } set_mario_particle_flags(m, PARTICLE_TRIANGLE, FALSE); } if (interaction & (INT_PUNCH | INT_KICK | INT_TRIP | INT_FAST_ATTACK_OR_SHELL)) { play_sound(SOUND_ACTION_HIT_2, m->marioObj->header.gfx.cameraToObject); } } u32 should_push_or_pull_door(struct MarioState *m, struct Object *o) { if (!m || !o) { return 0; } f32 dx = o->oPosX - m->pos[0]; f32 dz = o->oPosZ - m->pos[2]; s16 dYaw = o->oMoveAngleYaw - atan2s(dz, dx); return (dYaw >= -0x4000 && dYaw <= 0x4000) ? 0x00000001 : 0x00000002; } u32 take_damage_from_interact_object(struct MarioState *m) { if (!m || m->interactObj == NULL) { return 0; } s32 shake; s32 damage = m->interactObj->oDamageOrCoinValue; if (damage >= 4) { shake = SHAKE_LARGE_DAMAGE; } else if (damage >= 2) { shake = SHAKE_MED_DAMAGE; } else { shake = SHAKE_SMALL_DAMAGE; } if (!(m->flags & MARIO_CAP_ON_HEAD)) { damage += (damage + 1) / 2; } if (m->flags & MARIO_METAL_CAP) { damage = 0; } // disable player-to-player damage if the server says so if (m->interactObj != NULL && m->interactObj->oInteractType & INTERACT_PLAYER) { if (gServerSettings.playerInteractions != PLAYER_INTERACTIONS_PVP) { damage = 0; } } m->hurtCounter += 4 * damage; queue_rumble_data_mario(m, 5, 80); if (m->playerIndex == 0) { set_camera_shake_from_hit(shake); } return damage; } u32 take_damage_and_knock_back(struct MarioState *m, struct Object *o) { if (!m || !o) { return FALSE; } u32 damage; if (!gInteractionInvulnerable && !(m->flags & MARIO_VANISH_CAP) && !(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) { o->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_ATTACKED_MARIO; m->interactObj = o; damage = take_damage_from_interact_object(m); if (o->oInteractionSubtype & INT_SUBTYPE_BIG_KNOCKBACK) { m->forwardVel = 40.0f; } if (o->oDamageOrCoinValue > 0) { play_character_sound(m, CHAR_SOUND_ATTACKED); } update_mario_sound_and_camera(m); return drop_and_set_mario_action(m, determine_knockback_action(m, o->oDamageOrCoinValue), damage); } return FALSE; } void reset_mario_pitch(struct MarioState *m) { if (!m) { return; } if (m->action == ACT_WATER_JUMP || m->action == ACT_SHOT_FROM_CANNON || m->action == ACT_FLYING) { if (m->playerIndex == 0) { set_camera_mode(m->area->camera, m->area->camera->defMode, 1); } m->faceAngle[0] = 0; } } u32 interact_coin(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } if (m != &gMarioStates[0] || (gDjuiInMainMenu && gCurrLevelNum == LEVEL_TTM)) { // only collect locally return FALSE; } m->numCoins += o->oDamageOrCoinValue; m->healCounter += 4 * o->oDamageOrCoinValue; o->oInteractStatus = INT_STATUS_INTERACTED; if (COURSE_IS_MAIN_COURSE(gCurrCourseNum) && m->numCoins - o->oDamageOrCoinValue < gLevelValues.coinsRequiredForCoinStar && m->numCoins >= gLevelValues.coinsRequiredForCoinStar) { bhv_spawn_star_no_level_exit(m->marioObj, 6, FALSE); } if (o->oDamageOrCoinValue >= 2) { queue_rumble_data_mario(m, 5, 80); } network_send_collect_coin(o); return FALSE; } u32 interact_water_ring(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } m->healCounter += 4 * o->oDamageOrCoinValue; o->oInteractStatus = INT_STATUS_INTERACTED; return FALSE; } u32 interact_star_or_key(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } // only allow for local player if (m != &gMarioStates[0]) { return FALSE; } u32 starIndex; u32 starGrabAction = ACT_STAR_DANCE_EXIT; u32 noExit = (o->oInteractionSubtype & INT_SUBTYPE_NO_EXIT) != 0; u32 grandStar = (o->oInteractionSubtype & INT_SUBTYPE_GRAND_STAR) != 0; u8 stayInLevelCommon = !(gCurrLevelNum == LEVEL_BOWSER_1 || gCurrLevelNum == LEVEL_BOWSER_2 || gCurrLevelNum == LEVEL_BOWSER_3); if (stayInLevelCommon && gServerSettings.stayInLevelAfterStar) { noExit = TRUE; } gLastCollectedStarOrKey = o->behavior == smlua_override_behavior(bhvBowserKey); if (m->health >= 0x100) { if (gServerSettings.stayInLevelAfterStar != 2) { mario_stop_riding_and_holding(m); } queue_rumble_data_mario(m, 5, 80); if (!noExit) { m->hurtCounter = 0; m->healCounter = 0; if (m->capTimer > 1) { m->capTimer = 1; } } if (gLevelValues.starHeal) { m->healCounter = 31; m->hurtCounter = 0; } if (noExit) { starGrabAction = ACT_STAR_DANCE_NO_EXIT; } if (m->action & ACT_FLAG_SWIMMING) { starGrabAction = ACT_STAR_DANCE_WATER; } if (m->action & ACT_FLAG_METAL_WATER) { starGrabAction = ACT_STAR_DANCE_WATER; } if (m->action & ACT_FLAG_AIR) { starGrabAction = ACT_FALL_AFTER_STAR_GRAB; if (gLevelValues.floatingStarDance && m->pos[1] - m->floorHeight > 1000) { starGrabAction = ACT_STAR_DANCE_WATER; } } if (m->marioObj != NULL) { spawn_object(m->marioObj, MODEL_NONE, bhvStarKeyCollectionPuffSpawner); } o->oInteractStatus = INT_STATUS_INTERACTED; m->interactObj = o; m->usedObj = o; starIndex = (o->oBehParams >> 24) & (gLevelValues.useGlobalStarIds ? 0xFF : 0x1F); if (m == &gMarioStates[0]) { // sync the star collection network_send_collect_star(o, m->numCoins, starIndex); } save_file_collect_star_or_key(m->numCoins, starIndex, 0); s32 numStars = save_file_get_total_star_count(gCurrSaveFileNum - 1, COURSE_MIN - 1, COURSE_MAX - 1); for (s32 i = 0; i < MAX_PLAYERS; i++) { gMarioStates[i].numStars = numStars; } if (!noExit) { drop_queued_background_music(); fadeout_level_music(126); } play_sound(SOUND_MENU_STAR_SOUND, m->marioObj->header.gfx.cameraToObject); #ifndef VERSION_JP update_mario_sound_and_camera(m); #endif if (grandStar) { return set_mario_action(m, ACT_JUMBO_STAR_CUTSCENE, 0); } save_file_do_save(gCurrSaveFileNum - 1, TRUE); if (noExit && gServerSettings.stayInLevelAfterStar == 2) { return TRUE; } return set_mario_action(m, starGrabAction, noExit + 2 * grandStar); } return FALSE; } u32 interact_bbh_entrance(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } if (m->playerIndex != 0) { return FALSE; } if (m->action != ACT_BBH_ENTER_SPIN && m->action != ACT_BBH_ENTER_JUMP) { mario_stop_riding_and_holding(m); o->oInteractStatus = INT_STATUS_INTERACTED; m->interactObj = o; m->usedObj = o; if (m->action & ACT_FLAG_AIR) { return set_mario_action(m, ACT_BBH_ENTER_SPIN, 0); } return set_mario_action(m, ACT_BBH_ENTER_JUMP, 0); } return FALSE; } u32 interact_warp(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } u32 action; if (m->skipWarpInteractionsTimer > 0) { return FALSE; } if (m != &gMarioStates[0]) { // don't do for remote players return FALSE; } if (o->oInteractionSubtype & INT_SUBTYPE_FADING_WARP) { action = m->action; if (action == ACT_TELEPORT_FADE_IN) { sJustTeleported = TRUE; } else if (!sJustTeleported) { if (action == ACT_IDLE || action == ACT_PANTING || action == ACT_STANDING_AGAINST_WALL || action == ACT_CROUCHING) { m->interactObj = o; m->usedObj = o; sJustTeleported = TRUE; return set_mario_action(m, ACT_TELEPORT_FADE_OUT, 0); } } } else { if (m->action != ACT_EMERGE_FROM_PIPE) { o->oInteractStatus = INT_STATUS_INTERACTED; m->interactObj = o; m->usedObj = o; if (o->collisionData == segmented_to_virtual(warp_pipe_seg3_collision_03009AC8)) { play_sound(SOUND_MENU_ENTER_PIPE, m->marioObj->header.gfx.cameraToObject); queue_rumble_data_mario(m, 15, 80); } else { play_sound(SOUND_MENU_ENTER_HOLE, m->marioObj->header.gfx.cameraToObject); queue_rumble_data_mario(m, 12, 80); } mario_stop_riding_object(m); return set_mario_action(m, ACT_DISAPPEARED, (WARP_OP_WARP_OBJECT << 16) + 2); } } return FALSE; } u32 display_door_dialog(struct MarioState *m, u32 actionArg) { if (!m) { return FALSE; } if (m != &gMarioStates[0]) { return FALSE; } return (!sDisplayingDoorText) ? set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, actionArg) : FALSE; } u8 prevent_interact_door(struct MarioState* m, struct Object* o) { if (!m) { return FALSE; } // prevent multiple star/key unlocks on the same door for (s32 i = 0; i < MAX_PLAYERS; i++) { struct MarioState* m2 = &gMarioStates[i]; if (m2 == m) { continue; } if (!is_player_active(m2)) { continue; } Vec3f diff = { 0 }; vec3f_dif(diff, m->pos, m2->pos); if (vec3f_length(diff) > 200 && m2->usedObj != o) { continue; } if (m2->action == ACT_UNLOCKING_STAR_DOOR || m2->action == ACT_UNLOCKING_KEY_DOOR) { return TRUE; } } return FALSE; } u32 interact_warp_door(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } u32 doorAction = 0; u32 saveFlags = save_file_get_flags(); s16 warpDoorId = o->oBehParams >> 24; u32 actionArg; if (prevent_interact_door(m, o)) { return FALSE; } if (m->action == ACT_WALKING || m->action == ACT_DECELERATING) { if (warpDoorId == 1 && !(saveFlags & SAVE_FLAG_UNLOCKED_UPSTAIRS_DOOR)) { if (!(saveFlags & SAVE_FLAG_HAVE_KEY_2)) { if (display_door_dialog(m, (saveFlags & SAVE_FLAG_HAVE_KEY_1) ? gBehaviorValues.dialogs.KeyDoor1HaveDialog : gBehaviorValues.dialogs.KeyDoor1DontHaveDialog)) { sDisplayingDoorText = TRUE; } return FALSE; } doorAction = ACT_UNLOCKING_KEY_DOOR; } if (warpDoorId == 2 && !(saveFlags & SAVE_FLAG_UNLOCKED_BASEMENT_DOOR)) { if (!(saveFlags & SAVE_FLAG_HAVE_KEY_1)) { if (display_door_dialog(m, (saveFlags & SAVE_FLAG_HAVE_KEY_2) ? gBehaviorValues.dialogs.KeyDoor2HaveDialog : gBehaviorValues.dialogs.KeyDoor2DontHaveDialog)) { sDisplayingDoorText = TRUE; } return FALSE; } doorAction = ACT_UNLOCKING_KEY_DOOR; } if (m->action == ACT_WALKING || m->action == ACT_DECELERATING) { actionArg = should_push_or_pull_door(m, o) + 0x00000004; if (doorAction == 0) { if (actionArg & 0x00000001) { doorAction = ACT_PULLING_DOOR; } else { doorAction = ACT_PUSHING_DOOR; } } m->interactObj = o; m->usedObj = o; return set_mario_action(m, doorAction, actionArg); } } return FALSE; } u32 get_door_save_file_flag(struct Object *door) { if (door == NULL) { return 0; } u32 saveFileFlag = 0; s16 requiredNumStars = (u32)door->oBehParams >> 24; s16 isCcmDoor = door->oPosX < 0.0f; s16 isPssDoor = door->oPosY > 500.0f; switch (requiredNumStars) { case 1: if (isPssDoor) { saveFileFlag = SAVE_FLAG_UNLOCKED_PSS_DOOR; } else { saveFileFlag = SAVE_FLAG_UNLOCKED_WF_DOOR; } break; case 3: if (isCcmDoor) { saveFileFlag = SAVE_FLAG_UNLOCKED_CCM_DOOR; } else { saveFileFlag = SAVE_FLAG_UNLOCKED_JRB_DOOR; } break; case 8: saveFileFlag = SAVE_FLAG_UNLOCKED_BITDW_DOOR; break; case 30: saveFileFlag = SAVE_FLAG_UNLOCKED_BITFS_DOOR; break; case 50: saveFileFlag = SAVE_FLAG_UNLOCKED_50_STAR_DOOR; break; } return saveFileFlag; } u32 interact_door(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } if (m->playerIndex != 0 && o == NULL) { return FALSE; } s16 requiredNumStars = (u32)o->oBehParams >> 24; s16 numStars = save_file_get_total_star_count(gCurrSaveFileNum - 1, COURSE_MIN - 1, COURSE_MAX - 1); if (o->oAction != 0) { return FALSE; } // prevent interacting with the same door as someone unlocking it if (prevent_interact_door(m, o)) { return FALSE; } if (m->action == ACT_WALKING || m->action == ACT_DECELERATING) { if (numStars >= requiredNumStars) { u32 actionArg = should_push_or_pull_door(m, o); u32 enterDoorAction; u32 doorSaveFileFlag; if (actionArg & 0x00000001) { enterDoorAction = ACT_PULLING_DOOR; } else { enterDoorAction = ACT_PUSHING_DOOR; } doorSaveFileFlag = get_door_save_file_flag(o); m->interactObj = o; m->usedObj = o; if (o->oInteractionSubtype & INT_SUBTYPE_STAR_DOOR) { enterDoorAction = ACT_ENTERING_STAR_DOOR; } if (doorSaveFileFlag != 0 && !(save_file_get_flags() & doorSaveFileFlag)) { enterDoorAction = ACT_UNLOCKING_STAR_DOOR; } return set_mario_action(m, enterDoorAction, actionArg); } else if (!sDisplayingDoorText) { u32 text = gBehaviorValues.dialogs.DoorNeedKeyDialog << 16; switch (requiredNumStars) { case 1: text = gBehaviorValues.dialogs.DoorNeed1StarDialog << 16; break; case 3: text = gBehaviorValues.dialogs.DoorNeed3StarsDialog << 16; break; case 8: text = gBehaviorValues.dialogs.DoorNeed8StarsDialog << 16; break; case 30: text = gBehaviorValues.dialogs.DoorNeed30StarsDialog << 16; break; case 50: text = gBehaviorValues.dialogs.DoorNeed50StarsDialog << 16; break; case 70: text = gBehaviorValues.dialogs.DoorNeed70StarsDialog << 16; break; } text += requiredNumStars - numStars; sDisplayingDoorText = TRUE; return set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, text); } } else if (m->action == ACT_IDLE && sDisplayingDoorText == TRUE && requiredNumStars == 70) { m->interactObj = o; m->usedObj = o; return set_mario_action(m, ACT_ENTERING_STAR_DOOR, should_push_or_pull_door(m, o)); } return FALSE; } u32 interact_cannon_base(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } if (o->oAction != 0) { return FALSE; } if (m->playerIndex != 0) { return FALSE; } if (m->action != ACT_IN_CANNON) { mario_stop_riding_and_holding(m); o->oInteractStatus = INT_STATUS_INTERACTED; o->oCannonPlayerIndex = 0; m->interactObj = o; m->usedObj = o; return set_mario_action(m, ACT_IN_CANNON, 0); } return FALSE; } static u8 resolve_player_collision(struct MarioState* m, struct MarioState* m2) { if (!m || !m2) { return FALSE; } if (!m->marioObj || !m2->marioObj) { return FALSE; } if (m->invincTimer > 0 || m2->invincTimer > 0) { return FALSE; } if (m->action == ACT_DEATH_EXIT_LAND || m2->action == ACT_DEATH_EXIT_LAND) { return FALSE; } // move player outside of other player f32 extentY = m->marioObj->hitboxHeight; f32 radius = m->marioObj->hitboxRadius * 2.0f; if (!m->marioBodyState || !m2->marioBodyState) { return FALSE; } if (m->marioBodyState->mirrorMario || m2->marioBodyState->mirrorMario) { return FALSE; } f32* localTorso = m->marioBodyState->torsoPos; f32* remoteTorso = m2->marioBodyState->torsoPos; f32 marioRelY = localTorso[1] - remoteTorso[1]; if (marioRelY < 0) { marioRelY = -marioRelY; } if (marioRelY >= extentY) { return FALSE; } f32 marioRelX = localTorso[0] - remoteTorso[0]; f32 marioRelZ = localTorso[2] - remoteTorso[2]; f32 marioDist = sqrtf(sqr(marioRelX) + sqr(marioRelZ)); if (marioDist >= radius) { return FALSE; } // bounce u32 interaction = determine_interaction(m, m2->marioObj); if (interaction & INT_HIT_FROM_ABOVE) { m2->bounceSquishTimer = max(m2->bounceSquishTimer, 4); f32 velY; if (m2->action == ACT_CROUCHING) { mario_stop_riding_and_holding(m); set_mario_action(m, ACT_TWIRLING, 0); velY = fmax(fmin(100.0f, 30.0f + fabs(m->vel[1])), 80.0f); } else if (m->action == ACT_JUMP) { mario_stop_riding_and_holding(m); set_mario_action(m, ACT_DOUBLE_JUMP, 0); velY = fmax(fmin(55.0f, 15.0f + fabs(m->vel[1])), 35.0f); } else if (m->action == ACT_DOUBLE_JUMP) { mario_stop_riding_and_holding(m); set_mario_action(m, (m->specialTripleJump && m->playerIndex == 0) ? ACT_SPECIAL_TRIPLE_JUMP : m->flags & MARIO_WING_CAP ? ACT_FLYING_TRIPLE_JUMP : ACT_TRIPLE_JUMP, 0); velY = fmax(fmin(60.0f, 20.0f + fabs(m->vel[1])), 40.0f); } else if (m->action == ACT_LONG_JUMP) { velY = fmax(fmin(40.0f, 5.0f + fabs(m->vel[1])), 30.0f); } else if (m->action == ACT_HOLD_JUMP || m->action == ACT_HOLD_FREEFALL) { set_mario_action(m, ACT_HOLD_JUMP, 0); velY = fmax(fmin(40.0f, 15.0f + fabs(m->vel[1])), 25.0f); } else { mario_stop_riding_and_holding(m); set_mario_action(m, ACT_JUMP, 0); velY = fmax(fmin(50.0f, 15.0f + fabs(m->vel[1])), 30.0f); } bounce_off_object(m, m2->marioObj, velY); queue_rumble_data_mario(m, 5, 80); // don't do further interactions if we've hopped on top return TRUE; } f32 posX = m->pos[0] + (radius - marioDist) / radius * marioRelX; f32 posZ = m->pos[2] + (radius - marioDist) / radius * marioRelZ; // Prevent a push into out of bounds if (find_floor_height(posX, m->pos[1], posZ) == gLevelValues.floorLowerLimit) { return FALSE; } m->pos[0] = posX; m->pos[2] = posZ; m->marioBodyState->torsoPos[0] += (radius - marioDist) / radius * marioRelX; m->marioBodyState->torsoPos[2] += (radius - marioDist) / radius * marioRelZ; return FALSE; } u8 determine_player_damage_value(struct MarioState* attacker, u32 interaction) { if (gServerSettings.pvpType == PLAYER_PVP_REVAMPED) { if (attacker->action == ACT_GROUND_POUND_LAND) { return 2; } else if (interaction & INT_GROUND_POUND) { return 3; } else if (interaction & (INT_KICK | INT_SLIDE_KICK | INT_TRIP | INT_TWIRL)) { return 2; } else if (interaction & INT_PUNCH && attacker->actionArg < 3) { return 2; } else if (attacker->action == ACT_FLYING) { return (u8)(MAX((attacker->forwardVel - 40.0f) / 20.0f, 0)) + 1; } return 1; } else { if (interaction & INT_GROUND_POUND_OR_TWIRL) { return 3; } else if (interaction & INT_KICK) { return 2; } else if (interaction & INT_ATTACK_SLIDE) { return 1; } return 2; } } u8 player_is_sliding(struct MarioState* m) { if (!m) { return FALSE; } if (m->action & (ACT_FLAG_BUTT_OR_STOMACH_SLIDE | ACT_FLAG_DIVING)) { return TRUE; } switch (m->action) { case ACT_CROUCH_SLIDE: case ACT_SLIDE_KICK_SLIDE: case ACT_BUTT_SLIDE_AIR: case ACT_HOLD_BUTT_SLIDE_AIR: return TRUE; } return FALSE; } u8 passes_pvp_interaction_checks(struct MarioState* attacker, struct MarioState* victim) { if (!attacker || !victim) { return false; } // attacked u8 isInCutscene = ((attacker->action & ACT_GROUP_MASK) == ACT_GROUP_CUTSCENE) || ((victim->action & ACT_GROUP_MASK) == ACT_GROUP_CUTSCENE); isInCutscene = isInCutscene || (attacker->action == ACT_IN_CANNON) || (victim->action == ACT_IN_CANNON); u8 isAttackerInvulnerable = (attacker->action & ACT_FLAG_INVULNERABLE) || attacker->invincTimer != 0 || attacker->hurtCounter != 0; u8 isInvulnerable = (victim->action & ACT_FLAG_INVULNERABLE) || victim->invincTimer != 0 || victim->hurtCounter != 0 || isInCutscene; u8 isIgnoredAttack = (attacker->action == ACT_JUMP || attacker->action == ACT_DOUBLE_JUMP || attacker->action == ACT_LONG_JUMP || attacker->action == ACT_SIDE_FLIP || attacker->action == ACT_BACKFLIP || attacker->action == ACT_TRIPLE_JUMP || attacker->action == ACT_WALL_KICK_AIR || attacker->action == ACT_WATER_JUMP || attacker->action == ACT_STEEP_JUMP || attacker->action == ACT_HOLD_JUMP || attacker->action == ACT_FREEFALL || attacker->action == ACT_LEDGE_GRAB); u8 isVictimIntangible = (victim->action & ACT_FLAG_INTANGIBLE); u8 isVictimGroundPounding = (victim->action == ACT_GROUND_POUND) && (victim->actionState != 0); if (victim->knockbackTimer != 0) { return false; } if (gServerSettings.pvpType == PLAYER_PVP_REVAMPED && (attacker->action == ACT_PUNCHING || attacker->action == ACT_MOVE_PUNCHING) && (victim->action == ACT_BACKWARD_GROUND_KB || victim->action == ACT_FORWARD_GROUND_KB || victim->action == ACT_SOFT_BACKWARD_GROUND_KB || victim->action == ACT_SOFT_FORWARD_GROUND_KB)) { return true; } return (!isInvulnerable && !isIgnoredAttack && !isAttackerInvulnerable && !isVictimIntangible && !isVictimGroundPounding); } u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object* o) { // don't touch each other on level load if (gCurrentArea == NULL || gCurrentArea->localAreaTimer < 60) { return FALSE; } if (!m || !o) { return FALSE; } if (!is_player_active(m)) { return FALSE; } if (gServerSettings.playerInteractions == PLAYER_INTERACTIONS_NONE) { return FALSE; } if (m->action & ACT_FLAG_INTANGIBLE) { return FALSE; } struct MarioState* m2 = NULL; for (s32 i = 0; i < MAX_PLAYERS; i++) { if (o == gMarioStates[i].marioObj) { if (!is_player_active(&gMarioStates[i])) { return FALSE; } m2 = &gMarioStates[i]; break; } } if (m2 == NULL) { return FALSE; } if (m2->action & ACT_FLAG_INTANGIBLE) { return FALSE; } // vanish cap players can't interact u32 vanishFlags = (MARIO_VANISH_CAP | MARIO_CAP_ON_HEAD); if ((m->flags & vanishFlags) == vanishFlags) { return FALSE; } if ((m2->flags & vanishFlags) == vanishFlags) { return FALSE; } // don't do further interactions if we've hopped on top if (resolve_player_collision(m, m2)) { return FALSE; } return FALSE; } u32 interact_player_pvp(struct MarioState* attacker, struct MarioState* victim) { if (!attacker || !victim) { return false; } if (!is_player_active(attacker)) { return FALSE; } if (!is_player_active(victim)) { return FALSE; } if (gServerSettings.playerInteractions == PLAYER_INTERACTIONS_NONE) { return FALSE; } if (attacker->action == ACT_JUMBO_STAR_CUTSCENE) { return FALSE; } if (victim->action == ACT_JUMBO_STAR_CUTSCENE) { return FALSE; } // vanish cap players can't interact u32 vanishFlags = (MARIO_VANISH_CAP | MARIO_CAP_ON_HEAD); if ((attacker->flags & vanishFlags) == vanishFlags) { return FALSE; } if ((victim->flags & vanishFlags) == vanishFlags) { return FALSE; } // don't attack each other on level load if (gCurrentArea == NULL || gCurrentArea->localAreaTimer < 60) { return FALSE; } // make sure it passes pvp checks before rollback if (!passes_pvp_interaction_checks(attacker, victim)) { return FALSE; } // grab the lag compensation version of the victim struct MarioState* cVictim = NULL; if (victim->playerIndex == 0) { cVictim = lag_compensation_get_local_state(&gNetworkPlayers[attacker->playerIndex]); } if (cVictim == NULL) { cVictim = victim; } // make sure we overlap f32 overlapScale = (attacker->playerIndex == 0) ? 0.6f : 1.0f; if (gServerSettings.pvpType == PLAYER_PVP_REVAMPED && attacker->action == ACT_GROUND_POUND_LAND) { overlapScale += 0.3f; } if (!detect_player_hitbox_overlap(attacker, cVictim, overlapScale)) { return FALSE; } #define PLAYER_IN_ROLLOUT_FLIP(m) ((m->action == ACT_FORWARD_ROLLOUT || m->action == ACT_BACKWARD_ROLLOUT) && m->actionState == 1) // see if it was an attack u32 interaction = determine_interaction(attacker, cVictim->marioObj); // Specfically override jump kicks to prevent low damage and low knockback kicks if (interaction & INT_HIT_FROM_BELOW && attacker->action == ACT_JUMP_KICK) { interaction = INT_KICK; } // Allow rollouts to attack else if (PLAYER_IN_ROLLOUT_FLIP(attacker)) { interaction = INT_HIT_FROM_BELOW; } if (!(interaction & INT_ANY_ATTACK) || (interaction & INT_HIT_FROM_ABOVE) || !passes_pvp_interaction_checks(attacker, cVictim)) { return FALSE; } // call the Lua hook bool allow = true; smlua_call_event_hooks_mario_params_ret_bool(HOOK_ALLOW_PVP_ATTACK, attacker, cVictim, interaction, &allow); if (!allow) { // Lua blocked the interaction return FALSE; } // determine if slide attack should be ignored if ((interaction & INT_ATTACK_SLIDE) || player_is_sliding(cVictim)) { // determine the difference in velocities //Vec3f velDiff; //vec3f_dif(velDiff, attacker->vel, cVictim->vel); // Allow groundpounds to always hit sliding/fast attacks if (gServerSettings.pvpType == PLAYER_PVP_REVAMPED && attacker->action == ACT_GROUND_POUND) { // do nothing } else { if (attacker->action == ACT_SLIDE_KICK_SLIDE || attacker->action == ACT_SLIDE_KICK) { // if the difference vectors are not different enough, do not attack if (vec3f_length(attacker->vel) < 15) { return FALSE; } } else { // if the difference vectors are not different enough, do not attack if (vec3f_length(attacker->vel) < 40) { return FALSE; } } u8 forceAllowAttack = FALSE; if (gServerSettings.pvpType == PLAYER_PVP_REVAMPED) { // Give slidekicks trade immunity by making them (almost) invincible // Also give rollout flips immunity to dives if ((cVictim->action == ACT_SLIDE_KICK && attacker->action != ACT_SLIDE_KICK) || (PLAYER_IN_ROLLOUT_FLIP(cVictim) && attacker->action == ACT_DIVE)) { return FALSE; } else if ((attacker->action == ACT_SLIDE_KICK) || (PLAYER_IN_ROLLOUT_FLIP(cVictim) && cVictim->action == ACT_DIVE)) { forceAllowAttack = TRUE; } } // if the victim is going faster, do not attack if (vec3f_length(cVictim->vel) > vec3f_length(attacker->vel) && !forceAllowAttack) { return FALSE; } } } #undef PLAYER_IN_ROLLOUT_FLIP // determine if ground pound should be ignored if (attacker->action == ACT_GROUND_POUND) { // not moving down yet? if (attacker->actionState == 0) { return FALSE; } victim->bounceSquishTimer = max(victim->bounceSquishTimer, 20); } if (victim->playerIndex == 0) { victim->interactObj = attacker->marioObj; if (interaction & INT_KICK) { if (victim->action == ACT_FIRST_PERSON) { // without this branch, the player will be stuck in first person raise_background_noise(2); set_camera_mode(victim->area->camera, -1, 1); victim->input &= ~INPUT_FIRST_PERSON; } set_mario_action(victim, ACT_FREEFALL, 0); } if (!(victim->flags & MARIO_METAL_CAP)) { attacker->marioObj->oDamageOrCoinValue = determine_player_damage_value(attacker, interaction); if (attacker->flags & MARIO_METAL_CAP) { attacker->marioObj->oDamageOrCoinValue *= 2; } } } victim->invincTimer = max(victim->invincTimer, 3); take_damage_and_knock_back(victim, attacker->marioObj); if (gServerSettings.pvpType != PLAYER_PVP_REVAMPED || !(attacker->flags & MARIO_PUNCHING)) { bounce_back_from_attack(attacker, interaction); } victim->interactObj = NULL; smlua_call_event_hooks_mario_params(HOOK_ON_PVP_ATTACK, attacker, victim, interaction); return FALSE; } u32 interact_igloo_barrier(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } //! Sets used object without changing action (LOTS of interesting glitches, // but unfortunately the igloo barrier is the only object with this interaction // type) m->interactObj = o; m->usedObj = o; push_mario_out_of_object(m, o, 5.0f); return FALSE; } u32 interact_tornado(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } struct Object *marioObj = m->marioObj; if (m->action != ACT_TORNADO_TWIRLING && m->action != ACT_SQUISHED) { mario_stop_riding_and_holding(m); mario_set_forward_vel(m, 0.0f); update_mario_sound_and_camera(m); o->oInteractStatus = INT_STATUS_INTERACTED; m->interactObj = o; m->usedObj = o; marioObj->oMarioTornadoYawVel = 0x400; marioObj->oMarioTornadoPosY = m->pos[1] - o->oPosY; play_character_sound(m, CHAR_SOUND_WAAAOOOW); queue_rumble_data_mario(m, 30, 60); return set_mario_action(m, ACT_TORNADO_TWIRLING, m->action == ACT_TWIRLING); } return FALSE; } u32 interact_whirlpool(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } struct Object *marioObj = m->marioObj; if (m->action != ACT_CAUGHT_IN_WHIRLPOOL) { mario_stop_riding_and_holding(m); o->oInteractStatus = INT_STATUS_INTERACTED; m->interactObj = o; m->usedObj = o; m->forwardVel = 0.0f; marioObj->oMarioWhirlpoolPosY = m->pos[1] - o->oPosY; play_character_sound(m, CHAR_SOUND_WAAAOOOW); queue_rumble_data_mario(m, 30, 60); return set_mario_action(m, ACT_CAUGHT_IN_WHIRLPOOL, 0); } return FALSE; } u32 interact_strong_wind(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } UNUSED struct Object *marioObj = m->marioObj; if (m->action != ACT_GETTING_BLOWN) { mario_stop_riding_and_holding(m); o->oInteractStatus = INT_STATUS_INTERACTED; m->interactObj = o; m->usedObj = o; m->faceAngle[1] = o->oMoveAngleYaw + 0x8000; m->unkC4 = 0.4f; m->forwardVel = -24.0f; m->vel[1] = 12.0f; play_character_sound(m, CHAR_SOUND_WAAAOOOW); update_mario_sound_and_camera(m); return set_mario_action(m, ACT_GETTING_BLOWN, 0); } return FALSE; } u32 interact_flame(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } u32 burningAction = ACT_BURNING_JUMP; if (!gInteractionInvulnerable && !(m->flags & MARIO_METAL_CAP) && !(m->flags & MARIO_VANISH_CAP) && !(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) { queue_rumble_data_mario(m, 5, 80); o->oInteractStatus = INT_STATUS_INTERACTED; m->interactObj = o; if ((m->action & (ACT_FLAG_SWIMMING | ACT_FLAG_METAL_WATER)) || m->waterLevel - m->pos[1] > 50.0f) { play_sound(SOUND_GENERAL_FLAME_OUT, m->marioObj->header.gfx.cameraToObject); } else { m->marioObj->oMarioBurnTimer = 0; update_mario_sound_and_camera(m); play_character_sound(m, CHAR_SOUND_ON_FIRE); if ((m->action & ACT_FLAG_AIR) && m->vel[1] <= 0.0f) { burningAction = ACT_BURNING_FALL; } return drop_and_set_mario_action(m, burningAction, 1); } } return FALSE; } u32 interact_snufit_bullet(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } if (!gInteractionInvulnerable && !(m->flags & MARIO_VANISH_CAP)) { if (m->flags & MARIO_METAL_CAP) { o->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED; play_sound(SOUND_ACTION_UNKNOWN458, m->marioObj->header.gfx.cameraToObject); } else { o->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_ATTACKED_MARIO; m->interactObj = o; take_damage_from_interact_object(m); play_character_sound(m, CHAR_SOUND_ATTACKED); update_mario_sound_and_camera(m); return drop_and_set_mario_action(m, determine_knockback_action(m, o->oDamageOrCoinValue), o->oDamageOrCoinValue); } } if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) { sDelayInvincTimer = TRUE; } return FALSE; } u32 interact_clam_or_bubba(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } if (o->oInteractionSubtype & INT_SUBTYPE_EATS_MARIO) { o->oInteractStatus = INT_STATUS_INTERACTED; m->interactObj = o; return set_mario_action(m, ACT_EATEN_BY_BUBBA, 0); } else if (take_damage_and_knock_back(m, o)) { return TRUE; } if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) { sDelayInvincTimer = TRUE; } return TRUE; } u32 interact_bully(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } UNUSED u32 unused; u32 interaction; if (m->flags & MARIO_METAL_CAP) { interaction = INT_FAST_ATTACK_OR_SHELL; } else { interaction = determine_interaction(m, o); } m->interactObj = o; if (interaction & INT_ATTACK_NOT_FROM_BELOW) { queue_rumble_data_mario(m, 5, 80); push_mario_out_of_object(m, o, 5.0f); m->forwardVel = -16.0f; o->oMoveAngleYaw = m->faceAngle[1]; o->oForwardVel = 3392.0f / o->hitboxRadius; attack_object(m, o, interaction); bounce_back_from_attack(m, interaction); return TRUE; } else if (!gInteractionInvulnerable && !(m->flags & MARIO_VANISH_CAP) && !(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) { o->oInteractStatus = INT_STATUS_INTERACTED; m->invincTimer = 2; update_mario_sound_and_camera(m); play_character_sound(m, CHAR_SOUND_EEUH); play_sound(SOUND_OBJ_BULLY_METAL, m->marioObj->header.gfx.cameraToObject); push_mario_out_of_object(m, o, 5.0f); drop_and_set_mario_action(m, bully_knock_back_mario(m), 0); queue_rumble_data_mario(m, 5, 80); return TRUE; } return FALSE; } u32 interact_shock(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } if (!gInteractionInvulnerable && !(m->flags & MARIO_VANISH_CAP) && !(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) { u32 actionArg = (m->action & (ACT_FLAG_AIR | ACT_FLAG_ON_POLE | ACT_FLAG_HANGING)) == 0; o->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_ATTACKED_MARIO; m->interactObj = o; take_damage_from_interact_object(m); play_character_sound(m, CHAR_SOUND_ATTACKED); queue_rumble_data_mario(m, 70, 60); if (m->action & (ACT_FLAG_SWIMMING | ACT_FLAG_METAL_WATER)) { return drop_and_set_mario_action(m, ACT_WATER_SHOCKED, 0); } else { update_mario_sound_and_camera(m); return drop_and_set_mario_action(m, ACT_SHOCKED, actionArg); } } if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) { sDelayInvincTimer = TRUE; } return FALSE; } static u32 interact_stub(UNUSED struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) { sDelayInvincTimer = TRUE; } return FALSE; } u32 interact_mr_blizzard(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } if (take_damage_and_knock_back(m, o)) { return TRUE; } if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) { sDelayInvincTimer = TRUE; } return FALSE; } u32 interact_hit_from_below(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } UNUSED u32 unused; u32 interaction; if (m->flags & MARIO_METAL_CAP) { interaction = INT_FAST_ATTACK_OR_SHELL; } else { interaction = determine_interaction(m, o); } if (interaction & INT_ANY_ATTACK) { queue_rumble_data_mario(m, 5, 80); attack_object(m, o, interaction); bounce_back_from_attack(m, interaction); if (interaction & INT_HIT_FROM_BELOW) { hit_object_from_below(m, o); } if (interaction & INT_HIT_FROM_ABOVE) { if (o->oInteractionSubtype & INT_SUBTYPE_TWIRL_BOUNCE) { bounce_off_object(m, o, 80.0f); reset_mario_pitch(m); #ifndef VERSION_JP play_character_sound(m, CHAR_SOUND_TWIRL_BOUNCE); #endif return drop_and_set_mario_action(m, ACT_TWIRLING, 0); } else { bounce_off_object(m, o, 30.0f); } } } else if (take_damage_and_knock_back(m, o)) { return TRUE; } if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) { sDelayInvincTimer = TRUE; } return FALSE; } u32 interact_bounce_top(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } u32 interaction; if (m->flags & MARIO_METAL_CAP) { interaction = INT_FAST_ATTACK_OR_SHELL; } else { interaction = determine_interaction(m, o); } if (interaction & INT_ATTACK_NOT_FROM_BELOW) { queue_rumble_data_mario(m, 5, 80); attack_object(m, o, interaction); bounce_back_from_attack(m, interaction); if (interaction & INT_HIT_FROM_ABOVE) { if (o->oInteractionSubtype & INT_SUBTYPE_TWIRL_BOUNCE) { bounce_off_object(m, o, 80.0f); reset_mario_pitch(m); #ifndef VERSION_JP play_character_sound(m, CHAR_SOUND_TWIRL_BOUNCE); #endif return drop_and_set_mario_action(m, ACT_TWIRLING, 0); } else { bounce_off_object(m, o, 30.0f); } } } else if (take_damage_and_knock_back(m, o)) { return TRUE; } if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) { sDelayInvincTimer = TRUE; } return FALSE; } u32 interact_spiny_walking(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } u32 interaction = determine_interaction(m, o); if (interaction & INT_PUNCH) { o->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED | ATTACK_PUNCH; bounce_back_from_attack(m, interaction); } else if (take_damage_and_knock_back(m, o)) { return TRUE; } if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) { sDelayInvincTimer = TRUE; } return FALSE; } u32 interact_damage(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } if (take_damage_and_knock_back(m, o)) { return TRUE; } if (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) { sDelayInvincTimer = TRUE; } return FALSE; } u32 interact_breakable(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } u32 interaction = determine_interaction(m, o); if (interaction & INT_ATTACK_NOT_WEAK_FROM_ABOVE) { attack_object(m, o, interaction); bounce_back_from_attack(m, interaction); m->interactObj = o; switch (interaction & ~INT_LUA) { case INT_HIT_FROM_ABOVE: bounce_off_object(m, o, 30.0f); //! Not in the 0x8F mask break; case INT_HIT_FROM_BELOW: hit_object_from_below(m, o); break; } return TRUE; } return FALSE; } u32 interact_koopa_shell(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } if (m->playerIndex != 0) { return FALSE; } if (o->oInteractStatus & INT_STATUS_INTERACTED) { return FALSE; } for (s32 i = 1; i < MAX_PLAYERS; i++) { if (!is_player_active(&gMarioStates[i])) { continue; } if (gMarioStates[i].riddenObj == o) { return FALSE; } } if (!(m->action & ACT_FLAG_RIDING_SHELL)) { u32 interaction = determine_interaction(m, o); if (interaction & INT_HIT_FROM_ABOVE || m->action == ACT_WALKING || m->action == ACT_HOLD_WALKING) { m->interactObj = o; m->usedObj = o; m->riddenObj = o; attack_object(m, o, interaction); update_mario_sound_and_camera(m); if (m->playerIndex == 0) { play_shell_music(); } mario_drop_held_object(m); //! Puts Mario in ground action even when in air, making it easy to // escape air actions into crouch slide (shell cancel) return set_mario_action(m, ACT_RIDING_SHELL_GROUND, 0); } push_mario_out_of_object(m, o, 2.0f); } return FALSE; } u32 check_object_grab_mario(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } if (m != &gMarioStates[0]) { return false; } if ((!(m->action & (ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ATTACKING)) || !gInteractionInvulnerable) && (o->oInteractionSubtype & INT_SUBTYPE_GRABS_MARIO)) { if (object_facing_mario(m, o, 0x2AAA)) { mario_stop_riding_and_holding(m); o->oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_GRABBED_MARIO; m->faceAngle[1] = o->oMoveAngleYaw; m->interactObj = o; m->usedObj = o; update_mario_sound_and_camera(m); play_character_sound(m, CHAR_SOUND_OOOF); queue_rumble_data_mario(m, 5, 80); o->usingObj = m->marioObj; return set_mario_action(m, ACT_GRABBED, 0); } } push_mario_out_of_object(m, o, -5.0f); return FALSE; } u32 interact_pole(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } s32 actionId = m->action & ACT_ID_MASK; if (actionId >= 0x080 && actionId < 0x0A0) { if (!(m->prevAction & ACT_FLAG_ON_POLE) || m->usedObj != o) { #ifdef VERSION_SH f32 velConv = m->forwardVel; // conserve the velocity. struct Object *marioObj = m->marioObj; u32 lowSpeed; #else u32 lowSpeed = (m->forwardVel <= 10.0f); struct Object *marioObj = m->marioObj; #endif mario_stop_riding_and_holding(m); #ifdef VERSION_SH lowSpeed = (velConv <= 10.0f); #endif m->interactObj = o; m->usedObj = o; m->vel[1] = 0.0f; m->forwardVel = 0.0f; marioObj->oMarioPoleUnk108 = 0; marioObj->oMarioPoleYawVel = 0; marioObj->oMarioPolePos = m->pos[1] - o->oPosY; if (lowSpeed) { return set_mario_action(m, ACT_GRAB_POLE_SLOW, 0); } //! @bug Using m->forwardVel here is assumed to be 0.0f due to the set from earlier. // This is fixed in the Shindou version. #ifdef VERSION_SH marioObj->oMarioPoleYawVel = (s32)(velConv * 0x100 + 0x1000); #else marioObj->oMarioPoleYawVel = (s32)(m->forwardVel * 0x100 + 0x1000); #endif reset_mario_pitch(m); queue_rumble_data_mario(m, 5, 80); return set_mario_action(m, ACT_GRAB_POLE_FAST, 0); } } return FALSE; } u32 interact_hoot(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } s32 actionId = m->action & ACT_ID_MASK; if (m != &gMarioStates[0]) { return FALSE; } //! Can pause to advance the global timer without falling too far, allowing // you to regrab after letting go. if (m->usedObj != NULL && actionId >= 0x080 && actionId < 0x098 && (gGlobalTimer - m->usedObj->oHootMarioReleaseTime > 30)) { mario_stop_riding_and_holding(m); o->oInteractStatus = INT_STATUS_HOOT_GRABBED_BY_MARIO; m->interactObj = o; m->usedObj = o; o->heldByPlayerIndex = 0; queue_rumble_data_mario(m, 5, 80); update_mario_sound_and_camera(m); return set_mario_action(m, ACT_RIDING_HOOT, 0); } return FALSE; } u32 interact_cap(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } // only allow for local if (m != &gMarioStates[0]) { return FALSE; } u32 capFlag = get_mario_cap_flag(o); u16 capMusic = 0; u16 capTime = 0; if ((capFlag == MARIO_NORMAL_CAP) && (!(gBehaviorValues.MultipleCapCollection)) ) { // refuse normal cap when already on head if (m->flags & (MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD)) { return FALSE; } } if (m->action != ACT_GETTING_BLOWN && capFlag != 0) { m->interactObj = o; o->oInteractStatus = INT_STATUS_INTERACTED; m->flags &= ~MARIO_CAP_ON_HEAD & ~MARIO_CAP_IN_HAND; m->flags |= capFlag; switch (capFlag) { case MARIO_VANISH_CAP: capTime = gLevelValues.vanishCapDuration; capMusic = SEQUENCE_ARGS(4, gLevelValues.vanishCapSequence); break; case MARIO_METAL_CAP: capTime = gLevelValues.metalCapDuration; capMusic = SEQUENCE_ARGS(4, gLevelValues.metalCapSequence); break; case MARIO_WING_CAP: capTime = gLevelValues.wingCapDuration; capMusic = SEQUENCE_ARGS(4, gLevelValues.wingCapSequence); break; } if (capTime > m->capTimer) { m->capTimer = capTime; } if ((m->action & ACT_FLAG_IDLE) || m->action == ACT_WALKING) { m->flags |= MARIO_CAP_IN_HAND; set_mario_action(m, ACT_PUTTING_ON_CAP, 0); } else { m->flags |= MARIO_CAP_ON_HEAD; } play_sound(SOUND_MENU_STAR_SOUND, m->marioObj->header.gfx.cameraToObject); play_character_sound(m, CHAR_SOUND_HERE_WE_GO); if (capMusic != 0) { play_cap_music(capMusic); } network_send_collect_item(o); return TRUE; } return FALSE; } u32 interact_grabbable(struct MarioState *m, u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } const BehaviorScript *script = virtual_to_segmented(0x13, o->behavior); if (m->playerIndex != 0) { return FALSE; } if (o->oInteractionSubtype & INT_SUBTYPE_KICKABLE) { u32 interaction = determine_interaction(m, o); if (interaction & (INT_KICK | INT_TRIP)) { attack_object(m, o, interaction); bounce_back_from_attack(m, interaction); return FALSE; } } if ((o->oInteractionSubtype & INT_SUBTYPE_GRABS_MARIO)) { if (check_object_grab_mario(m, interactType, o)) { if (o->oSyncID != 0) { network_send_object(o); } return TRUE; } } if (able_to_grab_object(m, o)) { if (!(o->oInteractionSubtype & INT_SUBTYPE_NOT_GRABBABLE)) { m->interactObj = o; m->input |= INPUT_INTERACT_OBJ_GRABBABLE; if (o->oSyncID != 0) { network_send_object(o); } return TRUE; } } if (script != smlua_override_behavior(bhvBowser)) { push_mario_out_of_object(m, o, -5.0f); } return FALSE; } u32 mario_can_talk(struct MarioState *m, u32 arg) { if (!m) { return FALSE; } s16 val6; if ((m->action & ACT_FLAG_IDLE) != 0x00000000) { return TRUE; } if (m->action == ACT_WALKING) { if (arg) { return TRUE; } val6 = m->marioObj->header.gfx.animInfo.animID; if (val6 == 0x0080 || val6 == 0x007F || val6 == 0x006C) { return TRUE; } } return FALSE; } #ifdef VERSION_JP #define READ_MASK (INPUT_B_PRESSED) #else #define READ_MASK (INPUT_B_PRESSED | INPUT_A_PRESSED) #endif #ifdef VERSION_JP #define SIGN_RANGE 0x38E3 #else #define SIGN_RANGE 0x4000 #endif u32 check_read_sign(struct MarioState *m, struct Object *o) { if (!m || !o) { return FALSE; } if ((m->input & READ_MASK) && mario_can_talk(m, 0) && object_facing_mario(m, o, SIGN_RANGE)) { s16 facingDYaw = (s16)(o->oMoveAngleYaw + 0x8000) - m->faceAngle[1]; if (facingDYaw >= -SIGN_RANGE && facingDYaw <= SIGN_RANGE) { f32 targetX = o->oPosX + 105.0f * sins(o->oMoveAngleYaw); f32 targetZ = o->oPosZ + 105.0f * coss(o->oMoveAngleYaw); m->marioObj->oMarioReadingSignDYaw = facingDYaw; m->marioObj->oMarioReadingSignDPosX = targetX - m->pos[0]; m->marioObj->oMarioReadingSignDPosZ = targetZ - m->pos[2]; m->interactObj = o; m->usedObj = o; return set_mario_action(m, ACT_READING_SIGN, 0); } } return FALSE; } u32 check_npc_talk(struct MarioState *m, struct Object *o) { if (!m || !o) { return FALSE; } if ((m->input & READ_MASK) && mario_can_talk(m, 1)) { s16 facingDYaw = mario_obj_angle_to_object(m, o) - m->faceAngle[1]; if (facingDYaw >= -0x4000 && facingDYaw <= 0x4000) { o->oInteractStatus = INT_STATUS_INTERACTED; m->interactObj = o; m->usedObj = o; push_mario_out_of_object(m, o, -10.0f); return set_mario_action(m, ACT_WAITING_FOR_DIALOG, 0); } } push_mario_out_of_object(m, o, -10.0f); return FALSE; } u32 interact_text(struct MarioState *m, UNUSED u32 interactType, struct Object *o) { if (!m || !o) { return FALSE; } u32 interact = FALSE; if (o->oInteractionSubtype & INT_SUBTYPE_SIGN) { interact = check_read_sign(m, o); } else if (o->oInteractionSubtype & INT_SUBTYPE_NPC) { interact = check_npc_talk(m, o); } else { push_mario_out_of_object(m, o, 2.0f); } return interact; } void check_kick_or_punch_wall(struct MarioState *m) { if (!m) { return; } if (m->flags & (MARIO_PUNCHING | MARIO_KICKING | MARIO_TRIPPING)) { Vec3f detector; detector[0] = m->pos[0] + 50.0f * sins(m->faceAngle[1]); detector[2] = m->pos[2] + 50.0f * coss(m->faceAngle[1]); detector[1] = m->pos[1]; struct WallCollisionData wcd = { 0 }; resolve_and_return_wall_collisions_data(detector, 80.0f, 5.0f, &wcd); if (wcd.numWalls > 0) { if (m->action != ACT_MOVE_PUNCHING || m->forwardVel >= 0.0f) { if (m->action == ACT_PUNCHING) { m->action = ACT_MOVE_PUNCHING; } mario_set_forward_vel(m, -48.0f); play_sound(SOUND_ACTION_HIT_2, m->marioObj->header.gfx.cameraToObject); set_mario_particle_flags(m, PARTICLE_TRIANGLE, FALSE); } else if (m->action & ACT_FLAG_AIR) { mario_set_forward_vel(m, -16.0f); play_sound(SOUND_ACTION_HIT_2, m->marioObj->header.gfx.cameraToObject); set_mario_particle_flags(m, PARTICLE_TRIANGLE, FALSE); } } } } // Intended for interactions triggered by mods u32 process_interaction(struct MarioState *m, u32 interactType, struct Object *o, u32 (*interact_function)(struct MarioState *, u32 interactType, struct Object *)) { if (!m || !o) { return FALSE; } bool allow = true; smlua_call_event_hooks_interact_params_ret_bool(HOOK_ALLOW_INTERACT, m, o, interactType, &allow); if (allow) { if (interact_function(m, interactType, o)) { smlua_call_event_hooks_interact_params(HOOK_ON_INTERACT, m, o, interactType, true); return TRUE; } else { smlua_call_event_hooks_interact_params(HOOK_ON_INTERACT, m, o, interactType, false); } } return FALSE; } void mario_process_interactions(struct MarioState *m) { if (!m) { return; } sDelayInvincTimer = FALSE; gInteractionInvulnerable = (m->action & ACT_FLAG_INVULNERABLE) || m->invincTimer != 0; if (m->skipWarpInteractionsTimer) { m->skipWarpInteractionsTimer--; } if (!(m->action & ACT_FLAG_INTANGIBLE) && m->collidedObjInteractTypes != 0 && is_player_active(m)) { s32 i; for (i = 0; i < 32; i++) { u32 interactType = sInteractionHandlers[i].interactType; if (m->collidedObjInteractTypes & interactType) { struct Object *object = mario_get_collided_object(m, interactType); bool allowRemoteInteractions = object && object->allowRemoteInteractions; if (m->playerIndex != 0 && interactType != (u32)INTERACT_PLAYER && interactType != (u32)INTERACT_POLE && !allowRemoteInteractions) { // skip interactions for remote continue; } m->collidedObjInteractTypes &= ~interactType; if (object && !(object->oInteractStatus & INT_STATUS_INTERACTED)) { bool allow = true; smlua_call_event_hooks_interact_params_ret_bool(HOOK_ALLOW_INTERACT, m, object, interactType, &allow); if (allow) { if (sInteractionHandlers[i].handler(m, interactType, object)) { smlua_call_event_hooks_interact_params(HOOK_ON_INTERACT, m, object, interactType, true); break; } else { smlua_call_event_hooks_interact_params(HOOK_ON_INTERACT, m, object, interactType, false); } } } } } } if (!(m->action & ACT_FLAG_INTANGIBLE) && is_player_active(m)) { for (s32 i = 0; i < MAX_PLAYERS; i++) { struct NetworkPlayer* np2 = &gNetworkPlayers[i]; if (!np2->connected) { continue; } if (&gMarioStates[i] == m) { continue; } interact_player_pvp(m, &gMarioStates[i]); } } if (m->invincTimer > 0 && !sDelayInvincTimer) { m->invincTimer -= 1; } smlua_call_event_hooks_mario_param(HOOK_ON_INTERACTIONS, m); //! If the kick/punch flags are set and an object collision changes Mario's // action, he will get the kick/punch wall speed anyway. check_kick_or_punch_wall(m); m->flags &= ~MARIO_PUNCHING & ~MARIO_KICKING & ~MARIO_TRIPPING; // limit to only local mario if (m == &gMarioStates[0]) { if (!(m->marioObj->collidedObjInteractTypes & (INTERACT_WARP_DOOR | INTERACT_DOOR))) { sDisplayingDoorText = FALSE; } if (!(m->marioObj->collidedObjInteractTypes & INTERACT_WARP)) { sJustTeleported = FALSE; } } } void check_death_barrier(struct MarioState *m) { if (!m || m->playerIndex != 0) { return; } if (m->pos[1] < m->floorHeight + 2048.0f) { bool allowDeath = true; smlua_call_event_hooks_mario_param_ret_bool(HOOK_ON_DEATH, m, &allowDeath); if (!allowDeath) { return; } if (mario_can_bubble(m)) { switch (gCurrCourseNum) { case COURSE_COTMC: // (20) Cavern of the Metal Cap case COURSE_TOTWC: // (21) Tower of the Wing Cap case COURSE_VCUTM: // (22) Vanish Cap Under the Moat case COURSE_WMOTR: // (23) Winged Mario over the Rainbow if (!gLevelValues.bubbleOnDeathBarrierInCapStages){ break; } default: mario_set_bubbled(m); return; } } if (m->action == ACT_BUBBLED) { m->pos[1] = m->floorHeight + 2048.0f; if (m->vel[1] < 0) { m->vel[1] = 0; } return; } if (level_trigger_warp(m, WARP_OP_WARP_FLOOR) == 20 && !(m->flags & MARIO_UNKNOWN_18)) { play_character_sound(m, CHAR_SOUND_WAAAOOOW); } } } void check_lava_boost(struct MarioState *m) { if (!m) { return; } bool allow = true; smlua_call_event_hooks_mario_param_and_int_ret_bool(HOOK_ALLOW_HAZARD_SURFACE, m, HAZARD_TYPE_LAVA_FLOOR, &allow); if (m->action == ACT_BUBBLED || (!allow)) { return; } if (!(m->action & ACT_FLAG_RIDING_SHELL) && m->pos[1] < m->floorHeight + 10.0f) { if (!(m->flags & MARIO_METAL_CAP)) { m->hurtCounter += (m->flags & MARIO_CAP_ON_HEAD) ? 12 : 18; } update_mario_sound_and_camera(m); drop_and_set_mario_action(m, ACT_LAVA_BOOST, 0); } } void pss_begin_slide(UNUSED struct MarioState *m) { if (!m) { return; } if (!m->visibleToEnemies) { return; } if (!(gHudDisplay.flags & HUD_DISPLAY_FLAG_TIMER)) { level_control_timer(TIMER_CONTROL_SHOW); level_control_timer(TIMER_CONTROL_START); gPssSlideStarted = TRUE; } } void pss_end_slide(struct MarioState *m) { if (!m) { return; } //! This flag isn't set on death or level entry, allowing double star spawn if (gPssSlideStarted) { u16 slideTime = level_control_timer(TIMER_CONTROL_STOP); if (slideTime < gLevelValues.pssSlideStarTime) { // PSS secret star uses oBehParams to spawn s32 tmp = m->marioObj->oBehParams; m->marioObj->oBehParams = (gLevelValues.pssSlideStarIndex << 24); f32* starPos = gLevelValues.starPositions.PssSlideStarPos; spawn_default_star(starPos[0], starPos[1], starPos[2]); m->marioObj->oBehParams = tmp; } gPssSlideStarted = FALSE; } } void mario_handle_special_floors(struct MarioState *m) { if (!m) { return; } if ((m->action & ACT_GROUP_MASK) == ACT_GROUP_CUTSCENE || gDjuiInMainMenu) { return; } if (m->floor != NULL) { s32 floorType = m->floor->type; switch (floorType) { case SURFACE_DEATH_PLANE: case SURFACE_VERTICAL_WIND: check_death_barrier(m); break; case SURFACE_WARP: level_trigger_warp(m, WARP_OP_WARP_FLOOR); break; case SURFACE_TIMER_START: pss_begin_slide(m); break; case SURFACE_TIMER_END: pss_end_slide(m); break; } if (!(m->action & ACT_FLAG_AIR) && !(m->action & ACT_FLAG_SWIMMING)) { switch (floorType) { case SURFACE_BURNING: check_lava_boost(m); break; } } } }