sm64coopdx/src/game/interaction.c
PeachyPeachSM64 19880356eb
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Revert "Fix INT_HIT_FROM_ABOVE/BELOW check (#751)"
This reverts commit d8e9cd8641.
2025-05-06 16:58:25 +02:00

2515 lines
87 KiB
C

#include <PR/ultratypes.h>
#include <string.h>
#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)
// <Fixed when gLevelValues.fixCollisionBugs != 0>
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;
}
}
}
}