mirror of
				https://github.com/coop-deluxe/sm64coopdx.git
				synced 2025-10-30 08:01:01 +00:00 
			
		
		
		
	- Add NULL checks to DynOS warps - Change checks for skipping interpolation on the original title screen for much better ones - Interactions are no longer processed if you are on the title screen - Re-add some of the legacy demo code for the original title screen - Fix disconnecting on the original title screen - Fix disconnecting on the act select screen - Fix interpolation crash
		
			
				
	
	
		
			2347 lines
		
	
	
	
		
			79 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			2347 lines
		
	
	
	
		
			79 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include <PR/ultratypes.h>
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#include <string.h>
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#include "area.h"
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#include "actors/common1.h"
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#include "audio/external.h"
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#include "behavior_actions.h"
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#include "behavior_data.h"
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#include "camera.h"
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#include "course_table.h"
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#include "dialog_ids.h"
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#include "engine/math_util.h"
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#include "engine/surface_collision.h"
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#include "game_init.h"
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#include "interaction.h"
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#include "level_update.h"
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#include "mario.h"
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#include "mario_step.h"
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#include "memory.h"
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#include "obj_behaviors.h"
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#include "object_helpers.h"
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#include "save_file.h"
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#include "seq_ids.h"
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#include "sm64.h"
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#include "sound_init.h"
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#include "rumble_init.h"
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#include "hardcoded.h"
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#include "pc/configfile.h"
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#include "pc/network/network.h"
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#include "pc/lua/smlua_hooks.h"
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#include "pc/cheats.h"
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enum InteractionFlag {
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    INT_GROUND_POUND_OR_TWIRL      = (1 << 0), // 0x01
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    INT_PUNCH                      = (1 << 1), // 0x02
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    INT_KICK                       = (1 << 2), // 0x04
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    INT_TRIP                       = (1 << 3), // 0x08
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    INT_SLIDE_KICK                 = (1 << 4), // 0x10
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    INT_FAST_ATTACK_OR_SHELL       = (1 << 5), // 0x20
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    INT_HIT_FROM_ABOVE             = (1 << 6), // 0x40
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    INT_HIT_FROM_BELOW             = (1 << 7), // 0x80
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};
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#define INT_ATTACK_NOT_FROM_BELOW                                                 \
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    (INT_GROUND_POUND_OR_TWIRL | INT_PUNCH | INT_KICK | INT_TRIP | INT_SLIDE_KICK \
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     | INT_FAST_ATTACK_OR_SHELL | INT_HIT_FROM_ABOVE)
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#define INT_ANY_ATTACK                                                            \
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    (INT_GROUND_POUND_OR_TWIRL | INT_PUNCH | INT_KICK | INT_TRIP | INT_SLIDE_KICK \
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     | INT_FAST_ATTACK_OR_SHELL | INT_HIT_FROM_ABOVE | INT_HIT_FROM_BELOW)
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#define INT_ATTACK_NOT_WEAK_FROM_ABOVE                                                \
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    (INT_GROUND_POUND_OR_TWIRL | INT_PUNCH | INT_KICK | INT_TRIP | INT_HIT_FROM_BELOW)
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#define INT_ATTACK_SLIDE                                                              \
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    (INT_SLIDE_KICK | INT_FAST_ATTACK_OR_SHELL)
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u8 sDelayInvincTimer;
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s16 sInvulnerable;
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u32 interact_coin(struct MarioState *, u32, struct Object *);
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u32 interact_water_ring(struct MarioState *, u32, struct Object *);
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u32 interact_star_or_key(struct MarioState *, u32, struct Object *);
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u32 interact_bbh_entrance(struct MarioState *, u32, struct Object *);
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u32 interact_warp(struct MarioState *, u32, struct Object *);
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u32 interact_warp_door(struct MarioState *, u32, struct Object *);
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u32 interact_door(struct MarioState *, u32, struct Object *);
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u32 interact_cannon_base(struct MarioState *, u32, struct Object *);
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u32 interact_player(struct MarioState*, u32, struct Object*);
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u32 interact_igloo_barrier(struct MarioState *, u32, struct Object *);
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u32 interact_tornado(struct MarioState *, u32, struct Object *);
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u32 interact_whirlpool(struct MarioState *, u32, struct Object *);
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u32 interact_strong_wind(struct MarioState *, u32, struct Object *);
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u32 interact_flame(struct MarioState *, u32, struct Object *);
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u32 interact_snufit_bullet(struct MarioState *, u32, struct Object *);
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u32 interact_clam_or_bubba(struct MarioState *, u32, struct Object *);
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u32 interact_bully(struct MarioState *, u32, struct Object *);
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u32 interact_shock(struct MarioState *, u32, struct Object *);
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u32 interact_mr_blizzard(struct MarioState *, u32, struct Object *);
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u32 interact_hit_from_below(struct MarioState *, u32, struct Object *);
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u32 interact_bounce_top(struct MarioState *, u32, struct Object *);
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u32 interact_unknown_08(struct MarioState *, u32, struct Object *);
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u32 interact_damage(struct MarioState *, u32, struct Object *);
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u32 interact_breakable(struct MarioState *, u32, struct Object *);
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u32 interact_koopa_shell(struct MarioState *, u32, struct Object *);
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u32 interact_pole(struct MarioState *, u32, struct Object *);
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u32 interact_hoot(struct MarioState *, u32, struct Object *);
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u32 interact_cap(struct MarioState *, u32, struct Object *);
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u32 interact_grabbable(struct MarioState *, u32, struct Object *);
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u32 interact_text(struct MarioState *, u32, struct Object *);
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struct InteractionHandler {
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    u32 interactType;
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    u32 (*handler)(struct MarioState *, u32, struct Object *);
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};
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static struct InteractionHandler sInteractionHandlers[] = {
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    { INTERACT_COIN,           interact_coin },
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    { INTERACT_WATER_RING,     interact_water_ring },
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    { INTERACT_STAR_OR_KEY,    interact_star_or_key },
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    { INTERACT_BBH_ENTRANCE,   interact_bbh_entrance },
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    { INTERACT_WARP,           interact_warp },
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    { INTERACT_WARP_DOOR,      interact_warp_door },
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    { INTERACT_DOOR,           interact_door },
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    { INTERACT_CANNON_BASE,    interact_cannon_base },
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    { INTERACT_IGLOO_BARRIER,  interact_igloo_barrier },
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    { INTERACT_TORNADO,        interact_tornado },
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    { INTERACT_WHIRLPOOL,      interact_whirlpool },
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    { INTERACT_STRONG_WIND,    interact_strong_wind },
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    { INTERACT_FLAME,          interact_flame },
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    { INTERACT_SNUFIT_BULLET,  interact_snufit_bullet },
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    { INTERACT_CLAM_OR_BUBBA,  interact_clam_or_bubba },
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    { INTERACT_BULLY,          interact_bully },
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    { INTERACT_SHOCK,          interact_shock },
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    { INTERACT_BOUNCE_TOP2,    interact_bounce_top },
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    { INTERACT_MR_BLIZZARD,    interact_mr_blizzard },
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    { INTERACT_HIT_FROM_BELOW, interact_hit_from_below },
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    { INTERACT_BOUNCE_TOP,     interact_bounce_top },
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    { INTERACT_DAMAGE,         interact_damage },
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    { INTERACT_POLE,           interact_pole },
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    { INTERACT_HOOT,           interact_hoot },
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    { INTERACT_BREAKABLE,      interact_breakable },
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    { INTERACT_KOOPA,          interact_bounce_top },
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    { INTERACT_KOOPA_SHELL,    interact_koopa_shell },
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    { INTERACT_UNKNOWN_08,     interact_unknown_08 },
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    { INTERACT_CAP,            interact_cap },
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    { INTERACT_GRABBABLE,      interact_grabbable },
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    { INTERACT_TEXT,           interact_text },
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    { INTERACT_PLAYER,         interact_player },
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};
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static u32 sForwardKnockbackActions[][3] = {
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    { ACT_SOFT_FORWARD_GROUND_KB, ACT_FORWARD_GROUND_KB, ACT_HARD_FORWARD_GROUND_KB },
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    { ACT_FORWARD_AIR_KB,         ACT_FORWARD_AIR_KB,    ACT_HARD_FORWARD_AIR_KB },
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    { ACT_FORWARD_WATER_KB,       ACT_FORWARD_WATER_KB,  ACT_FORWARD_WATER_KB },
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};
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static u32 sBackwardKnockbackActions[][3] = {
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    { ACT_SOFT_BACKWARD_GROUND_KB, ACT_BACKWARD_GROUND_KB, ACT_HARD_BACKWARD_GROUND_KB },
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    { ACT_BACKWARD_AIR_KB,         ACT_BACKWARD_AIR_KB,    ACT_HARD_BACKWARD_AIR_KB },
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    { ACT_BACKWARD_WATER_KB,       ACT_BACKWARD_WATER_KB,  ACT_BACKWARD_WATER_KB },
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};
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static u8 sDisplayingDoorText = FALSE;
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static u8 sJustTeleported = FALSE;
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u8 gPssSlideStarted = FALSE;
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extern u8 gLastCollectedStarOrKey;
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/**
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 * Returns the type of cap Mario is wearing.
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 */
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u32 get_mario_cap_flag(struct Object *capObject) {
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    const BehaviorScript *script = virtual_to_segmented(0x13, capObject->behavior);
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    if (script == bhvNormalCap) {
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        return MARIO_NORMAL_CAP;
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    } else if (script == bhvMetalCap) {
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        return MARIO_METAL_CAP;
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    } else if (script == bhvWingCap) {
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        return MARIO_WING_CAP;
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    } else if (script == bhvVanishCap) {
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        return MARIO_VANISH_CAP;
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    }
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    return 0;
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}
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/**
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 * Returns true if the passed in object has a moving angle yaw
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 * in the angular range given towards Mario.
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 */
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u32 object_facing_mario(struct MarioState *m, struct Object *o, s16 angleRange) {
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    f32 dx = m->pos[0] - o->oPosX;
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    f32 dz = m->pos[2] - o->oPosZ;
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    s16 angleToMario = atan2s(dz, dx);
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    s16 dAngle = angleToMario - o->oMoveAngleYaw;
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    if (-angleRange <= dAngle && dAngle <= angleRange) {
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        return TRUE;
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    }
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    return FALSE;
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}
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s16 mario_obj_angle_to_object(struct MarioState *m, struct Object *o) {
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    f32 dx = o->oPosX - m->pos[0];
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    f32 dz = o->oPosZ - m->pos[2];
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    return atan2s(dz, dx);
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}
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/**
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 * Determines Mario's interaction with a given object depending on their proximity,
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 * action, speed, and position.
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 */
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u32 determine_interaction(struct MarioState *m, struct Object *o) {
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    u32 interaction = 0;
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    u32 action = m->action;
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    interaction = smlua_get_action_interaction_type(m);
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    // hack: make water punch actually do something
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    if (interaction == 0 && m->action == ACT_WATER_PUNCH && o->oInteractType & INTERACT_PLAYER) {
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        s16 dYawToObject = mario_obj_angle_to_object(m, o) - m->faceAngle[1];
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        if (-0x2AAA <= dYawToObject && dYawToObject <= 0x2AAA) {
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            interaction = INT_PUNCH;
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        }
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    }
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    if (interaction == 0 && action & ACT_FLAG_ATTACKING) {
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        if (action == ACT_PUNCHING || action == ACT_MOVE_PUNCHING || action == ACT_JUMP_KICK) {
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            s16 dYawToObject = mario_obj_angle_to_object(m, o) - m->faceAngle[1];
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            if (m->flags & MARIO_PUNCHING) {
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                // 120 degrees total, or 60 each way
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                if (-0x2AAA <= dYawToObject && dYawToObject <= 0x2AAA) {
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                    interaction = INT_PUNCH;
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                }
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            }
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            if (m->flags & MARIO_KICKING) {
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                // 120 degrees total, or 60 each way
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                if (-0x2AAA <= dYawToObject && dYawToObject <= 0x2AAA) {
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                    interaction = INT_KICK;
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                }
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            }
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            if (m->flags & MARIO_TRIPPING) {
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                // 180 degrees total, or 90 each way
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                if (-0x4000 <= dYawToObject && dYawToObject <= 0x4000) {
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                    interaction = INT_TRIP;
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                }
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            }
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        } else if (action == ACT_GROUND_POUND || action == ACT_TWIRLING) {
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            if (m->vel[1] < 0.0f) {
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                interaction = INT_GROUND_POUND_OR_TWIRL;
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            }
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        } else if (action == ACT_GROUND_POUND_LAND || action == ACT_TWIRL_LAND) {
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            // Neither ground pounding nor twirling change Mario's vertical speed on landing.,
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            // so the speed check is nearly always true (perhaps not if you land while going upwards?)
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            // Additionally, actionState it set on each first thing in their action, so this is
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            // only true prior to the very first frame (i.e. active 1 frame prior to it run).
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            if (m->vel[1] < 0.0f && m->actionState == 0) {
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                interaction = INT_GROUND_POUND_OR_TWIRL;
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            }
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        } else if (action == ACT_SLIDE_KICK || action == ACT_SLIDE_KICK_SLIDE) {
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            interaction = INT_SLIDE_KICK;
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        } else if (action & ACT_FLAG_RIDING_SHELL) {
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            interaction = INT_FAST_ATTACK_OR_SHELL;
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        } else if (m->forwardVel <= -26.0f || 26.0f <= m->forwardVel) {
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            interaction = INT_FAST_ATTACK_OR_SHELL;
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        }
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    }
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    // Prior to this, the interaction type could be overwritten. This requires, however,
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    // that the interaction not be set prior. This specifically overrides turning a ground
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    // pound into just a bounce.
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    if (interaction == 0 && (action & ACT_FLAG_AIR)) {
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        if (m->vel[1] < 0.0f) {
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            if (m->pos[1] > o->oPosY) {
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                interaction = INT_HIT_FROM_ABOVE;
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            }
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        } else {
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            if (m->pos[1] < o->oPosY) {
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                interaction = INT_HIT_FROM_BELOW;
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            }
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        }
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    }
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    return interaction;
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}
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/**
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 * Sets the interaction types for INT_STATUS_INTERACTED, INT_STATUS_WAS_ATTACKED
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 */
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u32 attack_object(struct Object *o, s32 interaction) {
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    u32 attackType = 0;
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    switch (interaction) {
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        case INT_GROUND_POUND_OR_TWIRL:
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            attackType = ATTACK_GROUND_POUND_OR_TWIRL;
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            break;
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        case INT_PUNCH:
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            attackType = ATTACK_PUNCH;
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            break;
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        case INT_KICK:
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        case INT_TRIP:
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            attackType = ATTACK_KICK_OR_TRIP;
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            break;
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        case INT_SLIDE_KICK:
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        case INT_FAST_ATTACK_OR_SHELL:
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            attackType = ATTACK_FAST_ATTACK;
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            break;
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						|
        case INT_HIT_FROM_ABOVE:
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            attackType = ATTACK_FROM_ABOVE;
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						|
            break;
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						|
        case INT_HIT_FROM_BELOW:
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            attackType = ATTACK_FROM_BELOW;
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						|
            break;
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						|
    }
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						|
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						|
    o->oInteractStatus = attackType + (INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED);
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						|
    return attackType;
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}
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 | 
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void mario_stop_riding_object(struct MarioState *m) {
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						|
    if (m->riddenObj != NULL && m->playerIndex == 0) {
 | 
						|
        m->riddenObj->oInteractStatus = INT_STATUS_STOP_RIDING;
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						|
        if (m->riddenObj->oSyncID != 0) {
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						|
            network_send_object_reliability(m->riddenObj, TRUE);
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						|
        }
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						|
        stop_shell_music();
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						|
        m->riddenObj = NULL;
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						|
    }
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}
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						|
 | 
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void mario_grab_used_object(struct MarioState *m) {
 | 
						|
    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; }
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						|
        m->heldObj = m->usedObj;
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						|
        m->heldObj->heldByPlayerIndex = m->playerIndex;
 | 
						|
        obj_set_held_state(m->heldObj, bhvCarrySomething3);
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						|
    }
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						|
}
 | 
						|
 | 
						|
void mario_drop_held_object(struct MarioState *m) {
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						|
    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.
 | 
						|
        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->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);
 | 
						|
 | 
						|
        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) {
 | 
						|
    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) {
 | 
						|
    return (m->flags & (MARIO_CAPS | MARIO_CAP_ON_HEAD)) == (MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD);
 | 
						|
}
 | 
						|
 | 
						|
void mario_blow_off_cap(struct MarioState *m, f32 capSpeed) {
 | 
						|
    if (m->playerIndex != 0) { return; }
 | 
						|
    struct Object *capObject;
 | 
						|
 | 
						|
    if (does_mario_have_normal_cap_on_head(m)) {
 | 
						|
        m->cap = SAVE_FLAG_CAP_ON_MR_BLIZZARD;
 | 
						|
 | 
						|
        m->flags &= ~(MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD);
 | 
						|
 | 
						|
        u8 capModel = m->character->capModelId;
 | 
						|
        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->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) {
 | 
						|
    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) {
 | 
						|
    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) {
 | 
						|
    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) {
 | 
						|
    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) {
 | 
						|
    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) {
 | 
						|
    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) {
 | 
						|
    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) {
 | 
						|
    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->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;
 | 
						|
        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; }
 | 
						|
            if (m2->action == ACT_JUMP_KICK) { scaler = 2; }
 | 
						|
            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);
 | 
						|
        m->vel[1] = (mag < 0) ? -mag : mag;
 | 
						|
        m->vel[2] = -mag * coss(m->interactObj->oFaceAngleYaw);
 | 
						|
        m->slideVelX = m->vel[0];
 | 
						|
        m->slideVelZ = m->vel[2];
 | 
						|
        m->knockbackTimer = 10;
 | 
						|
 | 
						|
        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) {
 | 
						|
    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 (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) {
 | 
						|
    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->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) {
 | 
						|
    u32 damage;
 | 
						|
 | 
						|
    if (!sInvulnerable && !(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->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 != &gMarioStates[0]) {
 | 
						|
        // 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) {
 | 
						|
    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) {
 | 
						|
    // 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; }
 | 
						|
 | 
						|
    if (o->behavior == bhvBowserKey) {
 | 
						|
        gLastCollectedStarOrKey = 1;
 | 
						|
    } else {
 | 
						|
        gLastCollectedStarOrKey = 0;
 | 
						|
    }
 | 
						|
 | 
						|
    if (m->health >= 0x100) {
 | 
						|
        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;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        for (s32 i = 0; i < MAX_PLAYERS; i++) {
 | 
						|
            struct MarioState* marioState = &gMarioStates[i];
 | 
						|
            if (!is_player_active(marioState)) { continue; }
 | 
						|
            if (marioState->marioObj == NULL) { continue; }
 | 
						|
            spawn_object(marioState->marioObj, MODEL_NONE, bhvStarKeyCollectionPuffSpawner);
 | 
						|
        }
 | 
						|
 | 
						|
        o->oInteractStatus = INT_STATUS_INTERACTED;
 | 
						|
        m->interactObj = o;
 | 
						|
        m->usedObj = o;
 | 
						|
 | 
						|
        starIndex = (o->oBehParams >> 24) & 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->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) {
 | 
						|
    u32 action;
 | 
						|
 | 
						|
    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 != &gMarioStates[0]) { return FALSE; }
 | 
						|
    // ugly hack: save the last place we opened a dialog to prevent dialog spam
 | 
						|
    static f32 lastDialogPosition[3] = { 0 };
 | 
						|
    f32 dx = m->pos[0] - lastDialogPosition[0]; dx *= dx;
 | 
						|
    f32 dy = m->pos[1] - lastDialogPosition[1]; dy *= dy;
 | 
						|
    f32 dz = m->pos[2] - lastDialogPosition[2]; dz *= dz;
 | 
						|
    f32 dist = sqrt(dx + dy + dz);
 | 
						|
    if (dist < 300) { return FALSE; }
 | 
						|
    memcpy(lastDialogPosition, &m->pos[0], sizeof(f32) * 3);
 | 
						|
 | 
						|
    return set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, actionArg);
 | 
						|
}
 | 
						|
 | 
						|
u8 prevent_interact_door(struct MarioState* m, struct Object* o) {
 | 
						|
    // 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) {
 | 
						|
    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 = 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->playerIndex != 0 && o == NULL) { return FALSE; }
 | 
						|
    s16 requiredNumStars = 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;
 | 
						|
 | 
						|
            if ((requiredNumStars == 70) || display_door_dialog(m, text)) {
 | 
						|
                if (requiredNumStars == 70) {
 | 
						|
                    m->interactObj = o;
 | 
						|
                    m->usedObj = o;
 | 
						|
                    set_mario_action(m, ACT_ENTERING_STAR_DOOR, should_push_or_pull_door(m, o));
 | 
						|
                }
 | 
						|
                sDisplayingDoorText = TRUE;
 | 
						|
                return TRUE;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    } 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 (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) {
 | 
						|
    // move player outside of other player
 | 
						|
    f32 extentY = m->marioObj->hitboxHeight;
 | 
						|
    f32 radius = m->marioObj->hitboxRadius * 2.0f;
 | 
						|
 | 
						|
    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);
 | 
						|
    f32 aboveFloor = m2->pos[1] - m2->floorHeight;
 | 
						|
    if ((interaction & INT_HIT_FROM_ABOVE) && (aboveFloor < 1)) {
 | 
						|
        if (m2->playerIndex == 0) {
 | 
						|
            m2->squishTimer = max(m2->squishTimer, 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 : ACT_TRIPLE_JUMP, 0);
 | 
						|
            velY = fmax(fmin(60.0f, 20.0f + fabs(m->vel[1])), 40.0f);
 | 
						|
        } 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;
 | 
						|
    }
 | 
						|
 | 
						|
    //! If this function pushes Mario out of bounds, it will trigger Mario's
 | 
						|
    //  oob failsafe
 | 
						|
    m->pos[0] += (radius - marioDist) / radius * marioRelX;
 | 
						|
    m->pos[2] += (radius - marioDist) / radius * marioRelZ;
 | 
						|
    m->marioBodyState->torsoPos[0] += (radius - marioDist) / radius * marioRelX;
 | 
						|
    m->marioBodyState->torsoPos[2] += (radius - marioDist) / radius * marioRelZ;
 | 
						|
    return FALSE;
 | 
						|
}
 | 
						|
 | 
						|
u8 determine_player_damage_value(u32 interaction) {
 | 
						|
    if (interaction & INT_GROUND_POUND_OR_TWIRL) { return 3; }
 | 
						|
    if (interaction & INT_KICK) { return 2; }
 | 
						|
    return 1;
 | 
						|
}
 | 
						|
 | 
						|
u8 player_is_sliding(struct MarioState* m) {
 | 
						|
    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) {
 | 
						|
    // 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);
 | 
						|
    u8 isVictimIntangible = (victim->action & ACT_FLAG_INTANGIBLE);
 | 
						|
    if (victim->knockbackTimer > 0) {
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
 | 
						|
    return (!isInvulnerable && !isIgnoredAttack && !isAttackerInvulnerable && !isVictimIntangible);
 | 
						|
}
 | 
						|
 | 
						|
u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object* o) {
 | 
						|
    if (!is_player_active(m)) { return FALSE; }
 | 
						|
    if (gServerSettings.playerInteractions == PLAYER_INTERACTIONS_NONE) { return FALSE; }
 | 
						|
    if (m->action == ACT_JUMBO_STAR_CUTSCENE) { 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_JUMBO_STAR_CUTSCENE) { 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;
 | 
						|
    }
 | 
						|
 | 
						|
    // don't attack each other on level load
 | 
						|
    if (gCurrentArea == NULL || gCurrentArea->localAreaTimer < 60) {
 | 
						|
        return FALSE;
 | 
						|
    }
 | 
						|
 | 
						|
    u32 interaction = determine_interaction(m, o);
 | 
						|
 | 
						|
    if ((interaction & INT_ANY_ATTACK) && !(interaction & INT_HIT_FROM_ABOVE) && passes_pvp_interaction_checks(m, m2)) {
 | 
						|
        bool allow = true;
 | 
						|
        smlua_call_event_hooks_mario_params_ret_bool(HOOK_ALLOW_PVP_ATTACK, m, m2, &allow);
 | 
						|
        if (!allow) {
 | 
						|
            // Lua blocked the interaction
 | 
						|
            return false;
 | 
						|
        }
 | 
						|
 | 
						|
        // determine if slide attack should be ignored
 | 
						|
        if ((interaction & INT_ATTACK_SLIDE) || player_is_sliding(m2)) {
 | 
						|
            // determine the difference in velocities
 | 
						|
            Vec3f velDiff;
 | 
						|
            vec3f_dif(velDiff, m->vel, m2->vel);
 | 
						|
 | 
						|
            if (m->action == ACT_SLIDE_KICK_SLIDE || m->action == ACT_SLIDE_KICK) {
 | 
						|
                if (vec3f_length(m->vel) < 15) {
 | 
						|
                    return FALSE;
 | 
						|
                }
 | 
						|
            } else {
 | 
						|
                if (vec3f_length(m->vel) < 40) {
 | 
						|
                    // the difference vectors are not different enough, do not attack
 | 
						|
                    return FALSE;
 | 
						|
                }
 | 
						|
            }
 | 
						|
            if (vec3f_length(m2->vel) > vec3f_length(m->vel)) {
 | 
						|
                // the one being attacked is going faster, do not attack
 | 
						|
                return FALSE;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // determine if ground pound should be ignored
 | 
						|
        if (m->action == ACT_GROUND_POUND) {
 | 
						|
            // not moving down yet?
 | 
						|
            if (m->actionState == 0) { return FALSE; }
 | 
						|
            m2->squishTimer = max(m2->squishTimer, 20);
 | 
						|
        }
 | 
						|
 | 
						|
        if (m2->playerIndex == 0) {
 | 
						|
            m2->interactObj = m->marioObj;
 | 
						|
            if (interaction & INT_KICK) {
 | 
						|
                if (m2->action == ACT_FIRST_PERSON) {
 | 
						|
                    // without this branch, the player will be stuck in first person
 | 
						|
                    raise_background_noise(2);
 | 
						|
                    set_camera_mode(m2->area->camera, -1, 1);
 | 
						|
                    m2->input &= ~INPUT_FIRST_PERSON;
 | 
						|
                }
 | 
						|
                set_mario_action(m2, ACT_FREEFALL, 0);
 | 
						|
            }
 | 
						|
            if (!(m2->flags & MARIO_METAL_CAP)) {
 | 
						|
                m->marioObj->oDamageOrCoinValue = determine_player_damage_value(interaction);
 | 
						|
                if (m->flags & MARIO_METAL_CAP) {
 | 
						|
                    m->marioObj->oDamageOrCoinValue *= 2;
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
        m2->invincTimer = max(m2->invincTimer, 3);
 | 
						|
        take_damage_and_knock_back(m2, m->marioObj);
 | 
						|
        bounce_back_from_attack(m, interaction);
 | 
						|
        m2->interactObj = NULL;
 | 
						|
 | 
						|
        smlua_call_event_hooks_mario_params(HOOK_ON_PVP_ATTACK, m, m2);
 | 
						|
        return FALSE;
 | 
						|
    }
 | 
						|
 | 
						|
    return FALSE;
 | 
						|
}
 | 
						|
 | 
						|
u32 interact_igloo_barrier(struct MarioState *m, UNUSED u32 interactType, struct Object *o) {
 | 
						|
    //! 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) {
 | 
						|
    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) {
 | 
						|
    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) {
 | 
						|
    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) {
 | 
						|
    u32 burningAction = ACT_BURNING_JUMP;
 | 
						|
 | 
						|
    if (!sInvulnerable && !(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 (!sInvulnerable && !(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 (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) {
 | 
						|
    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(o, interaction);
 | 
						|
        bounce_back_from_attack(m, interaction);
 | 
						|
        return TRUE;
 | 
						|
    }
 | 
						|
 | 
						|
    else if (!sInvulnerable && !(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 (!sInvulnerable && !(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 (!(o->oInteractionSubtype & INT_SUBTYPE_DELAY_INVINCIBILITY)) {
 | 
						|
        sDelayInvincTimer = TRUE;
 | 
						|
    }
 | 
						|
    return FALSE;
 | 
						|
}
 | 
						|
 | 
						|
u32 interact_mr_blizzard(struct MarioState *m, UNUSED u32 interactType, struct Object *o) {
 | 
						|
    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) {
 | 
						|
    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(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) {
 | 
						|
    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(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_unknown_08(struct MarioState *m, UNUSED u32 interactType, struct Object *o) {
 | 
						|
    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 (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) {
 | 
						|
    u32 interaction = determine_interaction(m, o);
 | 
						|
 | 
						|
    if (interaction & INT_ATTACK_NOT_WEAK_FROM_ABOVE) {
 | 
						|
        attack_object(o, interaction);
 | 
						|
        bounce_back_from_attack(m, interaction);
 | 
						|
 | 
						|
        m->interactObj = o;
 | 
						|
 | 
						|
        switch (interaction) {
 | 
						|
            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->playerIndex != 0) { return FALSE; }
 | 
						|
 | 
						|
    if (o->oInteractStatus & INT_STATUS_INTERACTED) {
 | 
						|
        return FALSE;
 | 
						|
    }
 | 
						|
 | 
						|
    for (s32 i = 0; 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(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 != &gMarioStates[0]) { return false; }
 | 
						|
 | 
						|
    if ((!(m->action & (ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ATTACKING)) || !sInvulnerable)
 | 
						|
        && (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) {
 | 
						|
    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) {
 | 
						|
    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) {
 | 
						|
    // 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) {
 | 
						|
        // 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) {
 | 
						|
    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(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) {
 | 
						|
    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->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->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) {
 | 
						|
    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->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);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void mario_process_interactions(struct MarioState *m) {
 | 
						|
    if (gDjuiInMainMenu) { return; }
 | 
						|
 | 
						|
    sDelayInvincTimer = FALSE;
 | 
						|
    sInvulnerable = (m->action & ACT_FLAG_INVULNERABLE) || m->invincTimer != 0;
 | 
						|
 | 
						|
    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->playerIndex != 0 && interactType != (u32)INTERACT_PLAYER && interactType != (u32)INTERACT_POLE) {
 | 
						|
                // skip interactions for remote
 | 
						|
                continue;
 | 
						|
            }
 | 
						|
            if (m->collidedObjInteractTypes & interactType) {
 | 
						|
                struct Object *object = mario_get_collided_object(m, interactType);
 | 
						|
 | 
						|
                m->collidedObjInteractTypes &= ~interactType;
 | 
						|
 | 
						|
                if (!(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->invincTimer > 0 && !sDelayInvincTimer) {
 | 
						|
        m->invincTimer -= 1;
 | 
						|
    }
 | 
						|
 | 
						|
    //! 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;
 | 
						|
 | 
						|
    if (!(m->marioObj->collidedObjInteractTypes & (INTERACT_WARP_DOOR | INTERACT_DOOR))) {
 | 
						|
        sDisplayingDoorText = FALSE;
 | 
						|
    }
 | 
						|
    if (!(m->marioObj->collidedObjInteractTypes & INTERACT_WARP)) {
 | 
						|
        if (m == &gMarioStates[0]) {
 | 
						|
            // limit to only local mario
 | 
						|
            sJustTeleported = FALSE;
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void check_death_barrier(struct MarioState *m) {
 | 
						|
    if (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
 | 
						|
                    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) {
 | 
						|
    bool allow = true;
 | 
						|
    smlua_call_event_hooks_mario_param_ret_bool(HOOK_ALLOW_HAZARD_SURFACE, m, &allow);
 | 
						|
    if (m->action == ACT_BUBBLED || (Cheats.enabled && Cheats.godMode) || (!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->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) {
 | 
						|
    //! 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->action & ACT_GROUP_MASK) == ACT_GROUP_CUTSCENE) {
 | 
						|
        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;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |