mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-10-20 04:02:39 +00:00
2509 lines
83 KiB
C
2509 lines
83 KiB
C
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#include <ultra64.h>
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#include "sm64.h"
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#include "game.h"
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#include "sound_init.h"
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#include "level_update.h"
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#include "interaction.h"
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#include "mario.h"
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#include "mario_step.h"
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#include "mario_actions_moving.h"
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#include "save_file.h"
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#include "area.h"
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#include "camera.h"
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#include "object_helpers.h"
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#include "object_helpers2.h"
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#include "moving_texture.h"
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#include "ingame_menu.h"
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#include "audio/external.h"
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#include "seq_ids.h"
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#include "engine/math_util.h"
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#include "engine/graph_node.h"
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#include "engine/surface_collision.h"
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#include "engine/behavior_script.h"
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#include "behavior_data.h"
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#include "object_list_processor.h"
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// TODO: put this elsewhere
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enum SaveOption { SAVE_OPT_SAVE_AND_CONTINUE = 1, SAVE_OPT_SAVE_AND_QUIT, SAVE_OPT_CONTINUE_DONT_SAVE };
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static struct Object *sIntroWarpPipeObj;
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static struct Object *sEndPeachObj;
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static struct Object *sEndRightToadObj;
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static struct Object *sEndLeftToadObj;
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static struct Object *sEndJumboStarObj;
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static UNUSED s32 sUnused;
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static s16 sEndPeachAnimation;
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static s16 sEndToadAnims[2];
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static Vp sEndCutsceneVp = { { { 640, 480, 511, 0 }, { 640, 480, 511, 0 } } };
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static struct CreditsEntry *sDispCreditsEntry = NULL;
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// related to peach gfx?
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static s8 D_8032CBE4 = 0;
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static s8 D_8032CBE8 = 0;
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static s8 D_8032CBEC[7] = { 2, 3, 2, 1, 2, 3, 2 };
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static u8 sStarsNeededForDialog[6] = { 1, 3, 8, 30, 50, 70 };
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/** Data for the jumbo star cutscene. It specifies the flight path after triple
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* jumping. Each entry is one keyframe.
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* The first number is playback speed, 1000 is the maximum and means it lasts
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* 1 frame. 20 means that it lasts 1000/20 = 50 frames.
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* Speed 0 marks the last keyframe. Since the cubic spline looks 3 keyframes
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* ahead, there should be at least 2 more entries afterwards.
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* The last three numbers of each entry are x, y and z coordinates of points
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* that define the curve.
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*/
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static Vec4s sJumboStarKeyframes[27] = {
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{ 20, 0, 678, -2916 }, { 30, 0, 680, -3500 }, { 40, 1000, 700, -4000 },
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{ 50, 2500, 750, -3500 }, { 50, 3500, 800, -2000 }, { 50, 4000, 850, 0 },
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{ 50, 3500, 900, 2000 }, { 50, 2000, 950, 3500 }, { 50, 0, 1000, 4000 },
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{ 50, -2000, 1050, 3500 }, { 50, -3500, 1100, 2000 }, { 50, -4000, 1150, 0 },
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{ 50, -3500, 1200, -2000 }, { 50, -2000, 1250, -3500 }, { 50, 0, 1300, -4000 },
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{ 50, 2000, 1350, -3500 }, { 50, 3500, 1400, -2000 }, { 50, 4000, 1450, 0 },
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{ 50, 3500, 1500, 2000 }, { 50, 2000, 1600, 3500 }, { 50, 0, 1700, 4000 },
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{ 50, -2000, 1800, 3500 }, { 50, -3500, 1900, 2000 }, { 30, -4000, 2000, 0 },
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{ 0, -3500, 2100, -2000 }, { 0, -2000, 2200, -3500 }, { 0, 0, 2300, -4000 },
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};
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static s32 sSparkleGenTheta = 0;
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static s32 sSparkleGenPhi = 0;
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// blink twice then have half-shut eyes (see end_peach_cutscene_kiss_from_peach)
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static u8 sMarioBlinkOverride[20] = {
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MARIO_EYES_HALF_CLOSED, MARIO_EYES_HALF_CLOSED, MARIO_EYES_CLOSED, MARIO_EYES_CLOSED,
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MARIO_EYES_HALF_CLOSED, MARIO_EYES_HALF_CLOSED, MARIO_EYES_OPEN, MARIO_EYES_OPEN,
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MARIO_EYES_HALF_CLOSED, MARIO_EYES_HALF_CLOSED, MARIO_EYES_CLOSED, MARIO_EYES_CLOSED,
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MARIO_EYES_HALF_CLOSED, MARIO_EYES_HALF_CLOSED, MARIO_EYES_OPEN, MARIO_EYES_OPEN,
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MARIO_EYES_HALF_CLOSED, MARIO_EYES_HALF_CLOSED, MARIO_EYES_CLOSED, MARIO_EYES_CLOSED,
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};
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/** get_credits_str_width: Calculate width of a Credits String
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* Loop over each character in a credits string and increment the length. If the
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* character is a space, increment by 4; otherwise increment by 7. Once the next
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* character is a null character (equal to 0), stop counting the length since
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* that's the end of the string.
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*/
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s32 get_credits_str_width(char *str) {
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u32 c;
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s32 length = 0;
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while ((c = *str++) != 0)
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length += (c == ' ' ? 4 : 7);
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return length;
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}
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/** print_displaying_credits_entry: Print the current displaying Credits Entry
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* Called in render_game. This function checks if sDispCreditsEntry points to a
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* credits entry (see act_credits_cutscene), and if so, display it. The reason
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* this is called every frame in render_game is because the credits need to
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* display on top of everything else.
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* To print a credits entry, we take the first character of the first string,
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* subtract the value of the 0 character, and use that as the number of lines to
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* print, excluding the title. Then, we print the title (after advancing the
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* pointer by 1) at X 28, Y either 28 or 172, depending on the print at bottom
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* flag. Finally, we print each line using the number of lines previously stored
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* as a counter, and increase the Y value by either the constant 16 (JP only) or
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* by the value of lineHeight.
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*/
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void print_displaying_credits_entry(void) {
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char **currStrPtr;
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char *titleStr;
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s16 numLines;
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s16 strY;
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#ifndef VERSION_JP
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s16 lineHeight;
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#endif
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if (sDispCreditsEntry != NULL) {
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currStrPtr = (char **) sDispCreditsEntry->unk0C;
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titleStr = *currStrPtr++;
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numLines = *titleStr++ - '0';
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strY = (sDispCreditsEntry->unk02 & 0x20 ? 28 : 172) + (numLines == 1) * 16;
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#ifndef VERSION_JP
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lineHeight = 16;
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#endif
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// init printing credits text?
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func_802D9A60();
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print_credits_str_ascii(28, strY, titleStr);
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#ifndef VERSION_JP
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switch (numLines) {
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case 4:
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print_credits_str_ascii(28, strY + 24, *currStrPtr++);
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numLines = 2;
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lineHeight = 24;
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break;
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case 5:
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print_credits_str_ascii(28, strY + 16, *currStrPtr++);
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numLines = 3;
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break;
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#ifdef VERSION_EU
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case 6:
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print_credits_str_ascii(28, strY + 32, *currStrPtr++);
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numLines = 3;
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break;
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case 7:
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print_credits_str_ascii(28, strY + 16, *currStrPtr++);
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print_credits_str_ascii(28, strY + 32, *currStrPtr++);
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numLines = 3;
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break;
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#endif
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}
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#endif
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// smart dev here, thinking ahead for when the cosmic ray hits the rdram
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// chips 23 years later and nearly causes upwarp 2
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while (numLines-- > 0) {
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print_credits_str_ascii((320 - 28) - get_credits_str_width(*currStrPtr), strY, *currStrPtr);
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#ifdef VERSION_JP
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strY += 16;
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#else
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strY += lineHeight;
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#endif
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currStrPtr++;
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}
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// update credits fade?
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func_802D9AE8();
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sDispCreditsEntry = NULL;
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}
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}
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void BehEndPeachLoop(void) {
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set_obj_animation_and_sound_state(sEndPeachAnimation);
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if (func_8029F788()) {
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// anims: 0-3, 4, 5, 6-8, 9, 10, 11
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if (sEndPeachAnimation < 3 || sEndPeachAnimation == 6 || sEndPeachAnimation == 7)
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sEndPeachAnimation++;
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}
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}
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void BehEndToadLoop(void) {
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s32 toadAnimIndex = (gCurrentObject->oPosX >= 0.0f);
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set_obj_animation_and_sound_state(sEndToadAnims[toadAnimIndex]);
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if (func_8029F788()) {
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// 0-1, 2-3, 4, 5, 6, 7
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if (sEndToadAnims[toadAnimIndex] == 0 || sEndToadAnims[toadAnimIndex] == 2)
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sEndToadAnims[toadAnimIndex]++;
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}
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}
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// Geo switch case function for controlling Peach's eye state.
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s32 geo_switch_peach_eyes(s32 run, struct GraphNode *node, UNUSED s32 a2) {
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struct GraphNodeSwitchCase *switchCase = (struct GraphNodeSwitchCase *) node;
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s16 timer;
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if (run == TRUE) {
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if (D_8032CBE4 == 0) {
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timer = (gAreaUpdateCounter + 0x20) >> 1 & 0x1F;
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if (timer < 7)
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switchCase->selectedCase = D_8032CBE8 * 4 + D_8032CBEC[timer];
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else
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switchCase->selectedCase = D_8032CBE8 * 4 + 1;
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} else
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switchCase->selectedCase = D_8032CBE8 * 4 + D_8032CBE4 - 1;
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}
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return 0;
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}
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// unused
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static void Unknown80256FF8(u16 *a0) {
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if (get_dialog_id() == -1)
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*a0 = 0;
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}
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/** get_star_collection_dialog: Determine what dialog should show when Mario
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** collects a star.
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* Determines if Mario has collected enough stars to get a dialog for it, and
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* if so, return the dialog ID. Otherwise, return 0
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*/
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s32 get_star_collection_dialog(struct MarioState *m) {
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s32 i;
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s32 dialogID = 0;
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s32 numStarsRequired;
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for (i = 0; i < 6; i++) {
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numStarsRequired = sStarsNeededForDialog[i];
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if (m->unkB8 < numStarsRequired && m->numStars >= numStarsRequired) {
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dialogID = i + 0x8D;
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break;
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}
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}
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m->unkB8 = m->numStars;
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return dialogID;
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}
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// save menu handler
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void handle_save_menu(struct MarioState *m) {
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s32 dialogID;
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// wait for the menu to show up
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// mario_finished_animation(m) ? (not my file, not my problem)
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if (is_anim_past_end(m) && D_8033A760 != 0) {
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// save and continue / save and quit
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if (D_8033A760 == SAVE_OPT_SAVE_AND_CONTINUE || D_8033A760 == SAVE_OPT_SAVE_AND_QUIT) {
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save_file_do_save(gCurrSaveFileNum - 1);
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if (D_8033A760 == SAVE_OPT_SAVE_AND_QUIT)
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func_80249788(-2, 0); // reset game
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}
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// not quitting
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if (D_8033A760 != SAVE_OPT_SAVE_AND_QUIT) {
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disable_time_stop();
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m->faceAngle[1] += 0x8000;
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// figure out what dialog to show, if we should
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dialogID = get_star_collection_dialog(m);
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if (dialogID != 0) {
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play_peachs_jingle();
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// look up for dialog
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set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, dialogID);
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} else {
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set_mario_action(m, ACT_IDLE, 0);
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}
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}
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}
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}
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/** spawn_obj_at_mario_rel_yaw: Spawns object at Mario with relative yaw.
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* Spawns object with given behavior and model and copies over Mario's position
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* and yaw plus relative yaw.
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*/
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struct Object *spawn_obj_at_mario_rel_yaw(struct MarioState *m, s32 model, void *behavior, s16 relYaw) {
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struct Object *o = spawn_object(m->marioObj, model, behavior);
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o->oFaceAngleYaw = m->faceAngle[1] + relYaw;
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o->oPosX = m->pos[0];
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o->oPosY = m->pos[1];
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o->oPosZ = m->pos[2];
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return o;
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}
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/** cutscene_take_cap_off: Put Mario's cap on.
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* Clears "cap on head" flag, sets "cap in hand" flag, plays sound
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* SOUND_ACTION_UNKNOWN43D.
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*/
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void cutscene_take_cap_off(struct MarioState *m) {
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m->flags &= ~MARIO_CAP_ON_HEAD;
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m->flags |= MARIO_CAP_IN_HAND;
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play_sound(SOUND_ACTION_UNKNOWN43D, m->marioObj->header.gfx.cameraToObject);
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}
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/** cutscene_put_cap_on: Put Mario's cap on.
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* Clears "cap in hand" flag, sets "cap on head" flag, plays sound
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* SOUND_ACTION_UNKNOWN43E.
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*/
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void cutscene_put_cap_on(struct MarioState *m) {
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m->flags &= ~MARIO_CAP_IN_HAND;
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m->flags |= MARIO_CAP_ON_HEAD;
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play_sound(SOUND_ACTION_UNKNOWN43E, m->marioObj->header.gfx.cameraToObject);
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}
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/** mario_ready_to_speak: Determine if Mario is able to speak to a NPC
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* The following conditions must be met in order for Mario to be considered
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* ready to speak.
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* 1: Mario's action must be in the stationary or moving action groups, or if
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* not, he must be in the "waiting for dialog" state.
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* 2: Mario mat not be riding a shell or be invulnerable.
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* 3: Mario must not be in first person mode.
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*/
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s32 mario_ready_to_speak(void) {
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u32 actionGroup = gMarioState->action & ACT_GROUP_MASK;
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s32 isReadyToSpeak = FALSE;
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if ((gMarioState->action == ACT_WAITING_FOR_DIALOG || actionGroup == ACT_GROUP_STATIONARY
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|| actionGroup == ACT_GROUP_MOVING)
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&& (!(gMarioState->action & (ACT_FLAG_RIDING_SHELL | ACT_FLAG_INVULNERABLE))
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&& gMarioState->action != ACT_FIRST_PERSON))
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isReadyToSpeak = TRUE;
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return isReadyToSpeak;
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}
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// (can) place mario in dialog?
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// initiate dialog?
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// return values:
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// 0 = not in dialog
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// 1 = starting dialog
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// 2 = speaking
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s32 set_mario_npc_dialog(s32 actionArg) {
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s32 dialogState = 0;
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// in dialog
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if (gMarioState->action == ACT_READING_NPC_DIALOG) {
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if (gMarioState->actionState < 8)
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dialogState = 1; // starting dialog
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if (gMarioState->actionState == 8) {
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if (actionArg == 0)
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gMarioState->actionState++; // exit dialog
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else
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dialogState = 2;
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}
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} else if (actionArg != 0 && mario_ready_to_speak()) {
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gMarioState->usedObj = gCurrentObject;
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set_mario_action(gMarioState, ACT_READING_NPC_DIALOG, actionArg);
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dialogState = 1; // starting dialog
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}
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return dialogState;
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}
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// actionargs:
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// 1 : no head turn
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// 2 : look up
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// 3 : look down
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// actionstate values:
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// 0 - 7: looking toward npc
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// 8: in dialog
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// 9 - 22: looking away from npc
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// 23: end
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s32 act_reading_npc_dialog(struct MarioState *m) {
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s32 headTurnAmount = 0;
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s16 angleToNPC;
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if (m->actionArg == 2)
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headTurnAmount = -1024;
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if (m->actionArg == 3)
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headTurnAmount = 384;
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if (m->actionState < 8) {
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// turn to NPC
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angleToNPC = mario_angle_to_object(m, m->usedObj);
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m->faceAngle[1] =
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||
|
angleToNPC - approach_s32((angleToNPC - m->faceAngle[1]) << 16 >> 16, 0, 2048, 2048);
|
||
|
// turn head to npc
|
||
|
m->actionTimer += headTurnAmount;
|
||
|
// set animation
|
||
|
set_mario_animation(m, m->heldObj == NULL ? MARIO_ANIM_FIRST_PERSON
|
||
|
: MARIO_ANIM_IDLE_WITH_LIGHT_OBJ);
|
||
|
} else if (m->actionState >= 9 && m->actionState < 17) {
|
||
|
// look back from facing NPC
|
||
|
m->actionTimer -= headTurnAmount;
|
||
|
} else if (m->actionState == 23) {
|
||
|
if (m->flags & MARIO_CAP_IN_HAND)
|
||
|
set_mario_action(m, ACT_PUTTING_ON_CAP, 0);
|
||
|
else
|
||
|
set_mario_action(m, m->heldObj == NULL ? ACT_IDLE : ACT_UNKNOWN_007, 0);
|
||
|
}
|
||
|
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
|
||
|
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
|
||
|
vec3s_set(m->marioBodyState->unk12, m->actionTimer, 0, 0);
|
||
|
|
||
|
if (m->actionState != 8)
|
||
|
m->actionState++;
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// puts mario in a state where he's waiting for (npc) dialog; doesn't do much
|
||
|
s32 act_waiting_for_dialog(struct MarioState *m) {
|
||
|
set_mario_animation(m,
|
||
|
m->heldObj == NULL ? MARIO_ANIM_FIRST_PERSON : MARIO_ANIM_IDLE_WITH_LIGHT_OBJ);
|
||
|
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
|
||
|
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// makes mario disappear and triggers warp
|
||
|
s32 act_disappeared(struct MarioState *m) {
|
||
|
set_mario_animation(m, MARIO_ANIM_A_POSE);
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
|
||
|
if (m->actionArg) {
|
||
|
m->actionArg--;
|
||
|
if ((m->actionArg & 0xFFFF) == 0)
|
||
|
level_trigger_warp(m, m->actionArg >> 16);
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_reading_automatic_dialog(struct MarioState *m) {
|
||
|
u32 actionArg;
|
||
|
|
||
|
m->actionState++;
|
||
|
if (m->actionState == 2)
|
||
|
enable_time_stop();
|
||
|
if (m->actionState < 9) {
|
||
|
set_mario_animation(m, m->prevAction == ACT_STAR_DANCE_WATER ? MARIO_ANIM_WATER_IDLE
|
||
|
: MARIO_ANIM_FIRST_PERSON);
|
||
|
// always look up for automatic dialogs
|
||
|
m->actionTimer -= 1024;
|
||
|
} else {
|
||
|
// set mario dialog
|
||
|
if (m->actionState == 9) {
|
||
|
actionArg = m->actionArg;
|
||
|
if (GET_HIGH_U16_OF_32(actionArg) == 0)
|
||
|
func_802D7F90(GET_LOW_U16_OF_32(actionArg));
|
||
|
else
|
||
|
func_802D7FCC(GET_HIGH_U16_OF_32(actionArg), GET_LOW_U16_OF_32(actionArg));
|
||
|
}
|
||
|
// wait until dialog is done
|
||
|
else if (m->actionState == 10) {
|
||
|
if (get_dialog_id() >= 0)
|
||
|
m->actionState--;
|
||
|
}
|
||
|
// look back down
|
||
|
else if (m->actionState < 19) {
|
||
|
m->actionTimer += 1024;
|
||
|
}
|
||
|
// finished action
|
||
|
else if (m->actionState == 25) {
|
||
|
disable_time_stop();
|
||
|
if (gShouldNotPlayCastleMusic) {
|
||
|
gShouldNotPlayCastleMusic = FALSE;
|
||
|
play_cutscene_music(SEQUENCE_ARGS(0, SEQ_LEVEL_INSIDE_CASTLE));
|
||
|
}
|
||
|
if (m->prevAction == ACT_STAR_DANCE_WATER)
|
||
|
set_mario_action(m, ACT_WATER_IDLE, 0); // 100c star?
|
||
|
else
|
||
|
// make mario walk into door after star dialog
|
||
|
set_mario_action(m, m->prevAction == ACT_UNLOCKING_STAR_DOOR ? ACT_WALKING : ACT_IDLE,
|
||
|
0);
|
||
|
}
|
||
|
}
|
||
|
// apply head turn
|
||
|
vec3s_set(m->marioBodyState->unk12, m->actionTimer, 0, 0);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_reading_sign(struct MarioState *m) {
|
||
|
struct Object *marioObj = m->marioObj;
|
||
|
|
||
|
play_sound_if_no_flag(m, SOUND_ACTION_UNKNOWN45B, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
|
||
|
switch (m->actionState) {
|
||
|
// start dialog
|
||
|
case 0:
|
||
|
stop_mario(1);
|
||
|
enable_time_stop();
|
||
|
// reading sign
|
||
|
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
|
||
|
m->actionState = 1;
|
||
|
// intentional fall through
|
||
|
// turn toward sign
|
||
|
case 1:
|
||
|
m->faceAngle[1] += marioObj->oMarioPoleUnk108 / 11;
|
||
|
m->pos[0] += marioObj->oMarioReadingSignDPosX / 11.0f;
|
||
|
m->pos[2] += marioObj->oMarioReadingSignDPosZ / 11.0f;
|
||
|
// create the text box
|
||
|
if (m->actionTimer++ == 10) {
|
||
|
CreateTextBox(m->usedObj->oBehParams2ndByte);
|
||
|
m->actionState = 2;
|
||
|
}
|
||
|
break;
|
||
|
// in dialog
|
||
|
case 2:
|
||
|
// dialog finished
|
||
|
if (gCurrLevelCamera->cutscene == 0) {
|
||
|
disable_time_stop();
|
||
|
set_mario_action(m, ACT_IDLE, 0);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
vec3f_copy(marioObj->header.gfx.pos, m->pos);
|
||
|
vec3s_set(marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// debug free move action
|
||
|
s32 act_debug_free_move(struct MarioState *m) {
|
||
|
struct Surface *surf;
|
||
|
f32 floorHeight;
|
||
|
Vec3f pos;
|
||
|
f32 speed;
|
||
|
u32 action;
|
||
|
|
||
|
// integer immediates, generates convert instructions for some reason
|
||
|
speed = gPlayer1Controller->buttonDown & B_BUTTON ? 4 : 1;
|
||
|
if (gPlayer1Controller->buttonDown & L_TRIG)
|
||
|
speed = 0.01f;
|
||
|
|
||
|
set_mario_animation(m, MARIO_ANIM_A_POSE);
|
||
|
vec3f_copy(pos, m->pos);
|
||
|
|
||
|
if (gPlayer1Controller->buttonDown & U_JPAD)
|
||
|
pos[1] += 16.0f * speed;
|
||
|
if (gPlayer1Controller->buttonDown & D_JPAD)
|
||
|
pos[1] -= 16.0f * speed;
|
||
|
|
||
|
if (m->intendedMag > 0) {
|
||
|
pos[0] += 32.0f * speed * sins(m->intendedYaw);
|
||
|
pos[2] += 32.0f * speed * coss(m->intendedYaw);
|
||
|
}
|
||
|
|
||
|
resolve_and_return_wall_collisions(pos, 60.0f, 50.0f);
|
||
|
|
||
|
floorHeight = find_floor(pos[0], pos[1], pos[2], &surf);
|
||
|
if (surf != NULL) {
|
||
|
if (pos[1] < floorHeight)
|
||
|
pos[1] = floorHeight;
|
||
|
vec3f_copy(m->pos, pos);
|
||
|
}
|
||
|
|
||
|
m->faceAngle[1] = m->intendedYaw;
|
||
|
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
|
||
|
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
|
||
|
|
||
|
if (gPlayer1Controller->buttonPressed == A_BUTTON) {
|
||
|
if (m->pos[1] <= m->waterLevel - 100)
|
||
|
action = ACT_WATER_IDLE;
|
||
|
else
|
||
|
action = ACT_IDLE;
|
||
|
set_mario_action(m, action, 0);
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// star dance handler
|
||
|
void general_star_dance_handler(struct MarioState *m, s32 isInWater) {
|
||
|
s32 dialogID;
|
||
|
if (m->actionState == 0) {
|
||
|
switch (++m->actionTimer) {
|
||
|
case 1:
|
||
|
spawn_object(m->marioObj, MODEL_STAR, bhvCelebrationStar);
|
||
|
func_80248D48();
|
||
|
if (m->actionArg & 1) {
|
||
|
play_course_clear();
|
||
|
} else {
|
||
|
if (gCurrLevelNum == LEVEL_BOWSER_1 || gCurrLevelNum == LEVEL_BOWSER_2)
|
||
|
play_music(1, SEQUENCE_ARGS(15, SEQ_EVENT_CUTSCENE_COLLECT_KEY), 0);
|
||
|
else
|
||
|
play_music(1, SEQUENCE_ARGS(15, SEQ_EVENT_CUTSCENE_COLLECT_STAR), 0);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 42:
|
||
|
play_sound(SOUND_MARIO_HEREWEGO, m->marioObj->header.gfx.cameraToObject);
|
||
|
break;
|
||
|
|
||
|
case 80:
|
||
|
if ((m->actionArg & 1) == 0) {
|
||
|
level_trigger_warp(m, WARP_OP_STAR_EXIT);
|
||
|
} else {
|
||
|
enable_time_stop();
|
||
|
func_802D8050(gLastCompletedStarNum == 7 ? 13 : 14);
|
||
|
m->actionState = 1;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
} else if (m->actionState == 1 && gDialogResponse) {
|
||
|
if (gDialogResponse == 1)
|
||
|
save_file_do_save(gCurrSaveFileNum - 1);
|
||
|
m->actionState = 2;
|
||
|
} else if (m->actionState == 2 && is_anim_at_end(m)) {
|
||
|
disable_time_stop();
|
||
|
func_80248D90();
|
||
|
dialogID = get_star_collection_dialog(m);
|
||
|
if (dialogID != 0)
|
||
|
// look up for dialog
|
||
|
set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, dialogID);
|
||
|
else
|
||
|
set_mario_action(m, isInWater ? ACT_WATER_IDLE : ACT_IDLE, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
s32 act_star_dance(struct MarioState *m) {
|
||
|
m->faceAngle[1] = m->area->camera->trueYaw;
|
||
|
set_mario_animation(m, m->actionState == 2 ? MARIO_ANIM_RETURN_FROM_STAR_DANCE
|
||
|
: MARIO_ANIM_STAR_DANCE);
|
||
|
general_star_dance_handler(m, 0);
|
||
|
if (m->actionState != 2 && m->actionTimer >= 40)
|
||
|
m->marioBodyState->handState = MARIO_HAND_PEACE_SIGN;
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_star_dance_water(struct MarioState *m) {
|
||
|
m->faceAngle[1] = m->area->camera->trueYaw;
|
||
|
set_mario_animation(m, m->actionState == 2 ? MARIO_ANIM_RETURN_FROM_WATER_STAR_DANCE
|
||
|
: MARIO_ANIM_WATER_STAR_DANCE);
|
||
|
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
|
||
|
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
|
||
|
general_star_dance_handler(m, 1);
|
||
|
if (m->actionState != 2 && m->actionTimer >= 62)
|
||
|
m->marioBodyState->handState = MARIO_HAND_PEACE_SIGN;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_fall_after_star_grab(struct MarioState *m) {
|
||
|
if (m->pos[1] < m->waterLevel - 130) {
|
||
|
play_sound(SOUND_ACTION_UNKNOWN430, m->marioObj->header.gfx.cameraToObject);
|
||
|
m->particleFlags |= PARTICLE_6;
|
||
|
return set_mario_action(m, ACT_STAR_DANCE_WATER, m->actionArg);
|
||
|
}
|
||
|
if (perform_air_step(m, 1) == AIR_STEP_LANDED) {
|
||
|
play_mario_step_sound(m, SOUND_TERRAIN_2);
|
||
|
set_mario_action(m, m->actionArg & 1 ? ACT_STAR_DANCE_NO_EXIT : ACT_STAR_DANCE_EXIT,
|
||
|
m->actionArg);
|
||
|
}
|
||
|
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// general death hander
|
||
|
s32 common_death_handler(struct MarioState *m, s32 animation, s32 frameToDeathWarp) {
|
||
|
s32 animFrame = set_mario_animation(m, animation);
|
||
|
if (animFrame == frameToDeathWarp)
|
||
|
level_trigger_warp(m, WARP_OP_DEATH);
|
||
|
m->marioBodyState->eyeState = MARIO_EYES_DEAD;
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
return animFrame;
|
||
|
}
|
||
|
|
||
|
s32 act_standing_death(struct MarioState *m) {
|
||
|
if (m->input & INPUT_IN_POISON_GAS)
|
||
|
return set_mario_action(m, ACT_SUFFOCATION, 0);
|
||
|
|
||
|
play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
common_death_handler(m, MARIO_ANIM_DYING_FALL_OVER, 80);
|
||
|
if (m->marioObj->header.gfx.unk38.animFrame == 77)
|
||
|
play_mario_step_sound(m, SOUND_TERRAIN_4);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_electrocution(struct MarioState *m) {
|
||
|
play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
common_death_handler(m, MARIO_ANIM_ELECTROCUTION, 43);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_suffocation(struct MarioState *m) {
|
||
|
play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
common_death_handler(m, MARIO_ANIM_SUFFOCATING, 86);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_death_on_back(struct MarioState *m) {
|
||
|
play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
if (common_death_handler(m, MARIO_ANIM_DYING_ON_BACK, 54) == 40)
|
||
|
play_mario_heavy_landing_sound(m, SOUND_TERRAIN_4);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_death_on_stomach(struct MarioState *m) {
|
||
|
play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
if (common_death_handler(m, MARIO_ANIM_DYING_ON_STOMACH, 37) == 37)
|
||
|
play_mario_heavy_landing_sound(m, SOUND_TERRAIN_4);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_quicksand_death(struct MarioState *m) {
|
||
|
if (m->actionState == 0) {
|
||
|
set_mario_animation(m, MARIO_ANIM_DYING_IN_QUICKSAND);
|
||
|
set_anim_to_frame(m, 60);
|
||
|
m->actionState = 1;
|
||
|
}
|
||
|
if (m->actionState == 1) {
|
||
|
if (m->quicksandDepth >= 100.0f) {
|
||
|
play_sound_if_no_flag(m, SOUND_MARIO_WAAAOOOW, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
}
|
||
|
if ((m->quicksandDepth += 5.0f) >= 180.0f) {
|
||
|
level_trigger_warp(m, WARP_OP_DEATH);
|
||
|
m->actionState = 2;
|
||
|
}
|
||
|
}
|
||
|
stationary_ground_step(m);
|
||
|
play_sound(SOUND_UNKNOWN_UNK1414, m->marioObj->header.gfx.cameraToObject);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_eaten_by_bubba(struct MarioState *m) {
|
||
|
play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
set_mario_animation(m, MARIO_ANIM_A_POSE);
|
||
|
m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
|
||
|
m->health = 0xFF;
|
||
|
if (m->actionTimer++ == 60)
|
||
|
level_trigger_warp(m, WARP_OP_DEATH);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// set animation and forwardVel; when perform_air_step returns AIR_STEP_LANDED,
|
||
|
// set the new action
|
||
|
s32 launch_mario_until_land(struct MarioState *m, s32 endAction, s32 animation, f32 forwardVel) {
|
||
|
s32 airStepLanded;
|
||
|
mario_set_forward_vel(m, forwardVel);
|
||
|
set_mario_animation(m, animation);
|
||
|
airStepLanded = (perform_air_step(m, 0) == AIR_STEP_LANDED);
|
||
|
if (airStepLanded)
|
||
|
set_mario_action(m, endAction, 0);
|
||
|
return airStepLanded;
|
||
|
}
|
||
|
|
||
|
s32 act_unlocking_key_door(struct MarioState *m) {
|
||
|
m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
|
||
|
|
||
|
m->pos[0] = m->usedObj->oPosX + coss(m->faceAngle[1]) * 75.0f;
|
||
|
m->pos[2] = m->usedObj->oPosZ + sins(m->faceAngle[1]) * 75.0f;
|
||
|
|
||
|
if (m->actionArg & 2)
|
||
|
m->faceAngle[1] += 0x8000;
|
||
|
|
||
|
if (m->actionTimer == 0) {
|
||
|
spawn_obj_at_mario_rel_yaw(m, MODEL_BOWSER_KEY_CUTSCENE, bhvBowserKeyUnlockDoor, 0);
|
||
|
set_mario_animation(m, MARIO_ANIM_UNLOCK_DOOR);
|
||
|
}
|
||
|
|
||
|
switch (m->marioObj->header.gfx.unk38.animFrame) {
|
||
|
case 79:
|
||
|
play_sound(SOUND_GENERAL_SWITCH4, m->marioObj->header.gfx.cameraToObject);
|
||
|
break;
|
||
|
case 111:
|
||
|
play_sound(SOUND_GENERAL_SWITCH2, m->marioObj->header.gfx.cameraToObject);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
update_mario_pos_for_anim(m);
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
|
||
|
if (is_anim_at_end(m)) {
|
||
|
if (m->usedObj->oBehParams >> 24 == 1) {
|
||
|
save_file_set_flags(SAVE_FLAG_UNLOCKED_UPSTAIRS_DOOR);
|
||
|
save_file_clear_flags(SAVE_FLAG_HAVE_KEY_2);
|
||
|
} else {
|
||
|
save_file_set_flags(SAVE_FLAG_UNLOCKED_BASEMENT_DOOR);
|
||
|
save_file_clear_flags(SAVE_FLAG_HAVE_KEY_1);
|
||
|
}
|
||
|
set_mario_action(m, ACT_WALKING, 0);
|
||
|
}
|
||
|
|
||
|
m->actionTimer++;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_unlocking_star_door(struct MarioState *m) {
|
||
|
switch (m->actionState) {
|
||
|
case 0:
|
||
|
m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
|
||
|
if (m->actionArg & 2)
|
||
|
m->faceAngle[1] += 0x8000;
|
||
|
m->marioObj->oMarioReadingSignDPosX = m->pos[0];
|
||
|
m->marioObj->oMarioReadingSignDPosZ = m->pos[2];
|
||
|
set_mario_animation(m, MARIO_ANIM_SUMMON_STAR);
|
||
|
m->actionState++;
|
||
|
break;
|
||
|
case 1:
|
||
|
if (is_anim_at_end(m)) {
|
||
|
spawn_object(m->marioObj, MODEL_STAR, bhvUnlockDoorStar);
|
||
|
m->actionState++;
|
||
|
}
|
||
|
break;
|
||
|
case 2:
|
||
|
if (m->actionTimer++ == 70) {
|
||
|
set_mario_animation(m, MARIO_ANIM_RETURN_STAR_APPROACH_DOOR);
|
||
|
m->actionState++;
|
||
|
}
|
||
|
break;
|
||
|
case 3:
|
||
|
if (is_anim_at_end(m)) {
|
||
|
save_file_set_flags(get_door_save_file_flag(m->usedObj));
|
||
|
set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, 38);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
m->pos[0] = m->marioObj->oMarioReadingSignDPosX;
|
||
|
m->pos[2] = m->marioObj->oMarioReadingSignDPosZ;
|
||
|
|
||
|
update_mario_pos_for_anim(m);
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// not sure what kind of door this is
|
||
|
s32 act_entering_star_door(struct MarioState *m) {
|
||
|
f32 targetDX;
|
||
|
f32 targetDZ;
|
||
|
s16 targetAngle;
|
||
|
|
||
|
if (m->actionTimer++ == 0) {
|
||
|
m->interactObj->oInteractStatus = 0x00010000;
|
||
|
|
||
|
// ~30 degrees / 1/12 rot
|
||
|
targetAngle = m->usedObj->oMoveAngleYaw + 0x1555;
|
||
|
if (m->actionArg & 2)
|
||
|
targetAngle += 0x5556; // ~120 degrees / 1/3 rot (total 150d / 5/12)
|
||
|
|
||
|
// targetDX and targetDZ are the offsets to add to mario's position to
|
||
|
// have mario stand 150 units in front of the door
|
||
|
|
||
|
targetDX = m->usedObj->oPosX + 150.0f * sins(targetAngle) - m->pos[0];
|
||
|
targetDZ = m->usedObj->oPosZ + 150.0f * coss(targetAngle) - m->pos[2];
|
||
|
|
||
|
m->marioObj->oMarioReadingSignDPosX = targetDX / 20.0f;
|
||
|
m->marioObj->oMarioReadingSignDPosZ = targetDZ / 20.0f;
|
||
|
|
||
|
m->faceAngle[1] = atan2s(targetDZ, targetDX);
|
||
|
}
|
||
|
|
||
|
// set mario's animation
|
||
|
if (m->actionTimer < 15) {
|
||
|
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
|
||
|
}
|
||
|
|
||
|
// go through door? for 20 frames
|
||
|
else if (m->actionTimer < 35) {
|
||
|
m->pos[0] += m->marioObj->oMarioReadingSignDPosX;
|
||
|
m->pos[2] += m->marioObj->oMarioReadingSignDPosZ;
|
||
|
|
||
|
set_mario_anim_with_accel(m, MARIO_ANIM_WALKING, 0x00028000);
|
||
|
}
|
||
|
|
||
|
else {
|
||
|
m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
|
||
|
|
||
|
if (m->actionArg & 2)
|
||
|
m->faceAngle[1] += 0x8000;
|
||
|
|
||
|
m->pos[0] += 12.0f * sins(m->faceAngle[1]);
|
||
|
m->pos[2] += 12.0f * coss(m->faceAngle[1]);
|
||
|
|
||
|
set_mario_anim_with_accel(m, MARIO_ANIM_WALKING, 0x00028000);
|
||
|
}
|
||
|
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
|
||
|
if (m->actionTimer == 48)
|
||
|
set_mario_action(m, ACT_IDLE, 0);
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_going_through_door(struct MarioState *m) {
|
||
|
if (m->actionTimer == 0) {
|
||
|
if (m->actionArg & 1) {
|
||
|
m->interactObj->oInteractStatus = 0x00010000;
|
||
|
set_mario_animation(m, MARIO_ANIM_PULL_DOOR_WALK_IN);
|
||
|
} else {
|
||
|
m->interactObj->oInteractStatus = 0x00020000;
|
||
|
set_mario_animation(m, MARIO_ANIM_PUSH_DOOR_WALK_IN);
|
||
|
}
|
||
|
}
|
||
|
m->faceAngle[1] = m->usedObj->oMoveAngleYaw;
|
||
|
m->pos[0] = m->usedObj->oPosX;
|
||
|
m->pos[2] = m->usedObj->oPosZ;
|
||
|
|
||
|
update_mario_pos_for_anim(m);
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
|
||
|
if (m->actionArg & 4) {
|
||
|
if (m->actionTimer == 16)
|
||
|
level_trigger_warp(m, WARP_OP_WARP_DOOR);
|
||
|
} else {
|
||
|
if (is_anim_at_end(m)) {
|
||
|
if (m->actionArg & 2)
|
||
|
m->faceAngle[1] += 0x8000;
|
||
|
set_mario_action(m, ACT_IDLE, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m->actionTimer++;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_warp_door_spawn(struct MarioState *m) {
|
||
|
if (m->actionState == 0) {
|
||
|
m->actionState = 1;
|
||
|
if (m->actionArg & 1)
|
||
|
m->usedObj->oInteractStatus = 0x00040000;
|
||
|
else
|
||
|
m->usedObj->oInteractStatus = 0x00080000;
|
||
|
} else if (m->usedObj->oAction == 0) {
|
||
|
if (gShouldNotPlayCastleMusic == TRUE && gCurrLevelNum == LEVEL_CASTLE)
|
||
|
set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, 21);
|
||
|
else
|
||
|
set_mario_action(m, ACT_IDLE, 0);
|
||
|
}
|
||
|
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_emerge_from_pipe(struct MarioState *m) {
|
||
|
struct Object *marioObj = m->marioObj;
|
||
|
|
||
|
if (m->actionTimer++ < 11) {
|
||
|
marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
marioObj->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
|
||
|
|
||
|
play_sound_if_no_flag(m, SOUND_MARIO_YAHOO, MARIO_ACTION_NOISE_PLAYED);
|
||
|
|
||
|
if (gCurrLevelNum == 13) {
|
||
|
if (gCurrAreaIndex == 2)
|
||
|
play_sound_if_no_flag(m, SOUND_MENU_EXITPIPE, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
else
|
||
|
play_sound_if_no_flag(m, SOUND_MENU_ENTERPIPE, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
}
|
||
|
|
||
|
if (launch_mario_until_land(m, ACT_JUMP_LAND_STOP, MARIO_ANIM_SINGLE_JUMP, 8.0f)) {
|
||
|
mario_set_forward_vel(m, 0.0f);
|
||
|
play_mario_step_sound(m, SOUND_TERRAIN_2);
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_spawn_spin_airborne(struct MarioState *m) {
|
||
|
// entered water, exit action
|
||
|
if (m->pos[1] < m->waterLevel - 100) {
|
||
|
func_8024980C(0);
|
||
|
return set_water_plunge_action(m);
|
||
|
}
|
||
|
|
||
|
// updates all velocity variables based on m->forwardVel
|
||
|
mario_set_forward_vel(m, m->forwardVel);
|
||
|
|
||
|
// landed on floor, play spawn land animation
|
||
|
if (perform_air_step(m, 0.0) == AIR_STEP_LANDED) {
|
||
|
play_mario_step_sound(m, SOUND_TERRAIN_2);
|
||
|
set_mario_action(m, ACT_SPAWN_SPIN_LANDING, 0);
|
||
|
}
|
||
|
|
||
|
// is 300 units above floor, spin and play woosh sounds
|
||
|
if (m->actionState == 0 && m->pos[1] - m->floorHeight > 300.0f) {
|
||
|
if (set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING) == 0) // first anim frame
|
||
|
play_sound(SOUND_ACTION_SWISH2, m->marioObj->header.gfx.cameraToObject);
|
||
|
}
|
||
|
|
||
|
// under 300 units above floor, enter freefall animation
|
||
|
else {
|
||
|
m->actionState = 1;
|
||
|
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_spawn_spin_landing(struct MarioState *m) {
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
set_mario_animation(m, MARIO_ANIM_GENERAL_LAND);
|
||
|
if (is_anim_at_end(m)) {
|
||
|
func_8024980C(0);
|
||
|
set_mario_action(m, ACT_IDLE, 0);
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
/** act_exit_airborne: Jump out of a level after collecting a Power Star (no
|
||
|
** sparkles)
|
||
|
* Mario always faces a level entrance when he launches out of it, whether he
|
||
|
* died or he collected a star/key. Because of that, we need him to move away
|
||
|
* from the painting by setting his speed to -32.0f and have him face away from
|
||
|
* the painting by adding 0x8000 (180 deg) to his graphics angle. We also set
|
||
|
* his heal counter to 31 to restore 7.75 units of his health, and enable the
|
||
|
* particle flag that generates sparkles.
|
||
|
*/
|
||
|
s32 act_exit_airborne(struct MarioState *m) {
|
||
|
if (15 < m->actionTimer++
|
||
|
&& launch_mario_until_land(m, ACT_EXIT_LAND_SAVE_DIALOG, MARIO_ANIM_GENERAL_FALL, -32.0f))
|
||
|
// heal mario
|
||
|
m->healCounter = 31;
|
||
|
// rotate him to face away from the entrance
|
||
|
m->marioObj->header.gfx.angle[1] += 0x8000;
|
||
|
m->particleFlags |= PARTICLE_SPARKLES;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_falling_exit_airborne(struct MarioState *m) {
|
||
|
if (launch_mario_until_land(m, ACT_EXIT_LAND_SAVE_DIALOG, MARIO_ANIM_GENERAL_FALL, 0.0f))
|
||
|
// heal mario
|
||
|
m->healCounter = 31;
|
||
|
// rotate mario to face away from the entrance
|
||
|
m->marioObj->header.gfx.angle[1] += 0x8000;
|
||
|
m->particleFlags |= PARTICLE_SPARKLES;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_exit_land_save_dialog(struct MarioState *m) {
|
||
|
s32 animFrame;
|
||
|
stationary_ground_step(m);
|
||
|
play_mario_landing_sound(m, SOUND_TERRAIN_2);
|
||
|
switch (m->actionState) {
|
||
|
// determine type of exit
|
||
|
case 0:
|
||
|
set_mario_animation(m, m->actionArg == 0 ? MARIO_ANIM_GENERAL_LAND
|
||
|
: MARIO_ANIM_LAND_FROM_SINGLE_JUMP);
|
||
|
if (is_anim_past_end(m)) {
|
||
|
if (gLastCompletedCourseNum != COURSE_BITDW && gLastCompletedCourseNum != COURSE_BITFS)
|
||
|
enable_time_stop();
|
||
|
|
||
|
func_802D9A14(2);
|
||
|
D_8033A760 = 0;
|
||
|
|
||
|
m->actionState = 3; // star exit with cap
|
||
|
if (!(m->flags & MARIO_CAP_ON_HEAD))
|
||
|
m->actionState = 2; // star exit without cap
|
||
|
if (gLastCompletedCourseNum == COURSE_BITDW || gLastCompletedCourseNum == COURSE_BITFS)
|
||
|
m->actionState = 1; // key exit
|
||
|
}
|
||
|
break;
|
||
|
// key exit
|
||
|
case 1:
|
||
|
animFrame = set_mario_animation(m, MARIO_ANIM_THROW_CATCH_KEY);
|
||
|
switch (animFrame) {
|
||
|
case -1:
|
||
|
spawn_obj_at_mario_rel_yaw(m, MODEL_BOWSER_KEY_CUTSCENE, bhvBowserKeyCourseExit,
|
||
|
-32768);
|
||
|
//! fall through
|
||
|
case 67:
|
||
|
play_sound(SOUND_ACTION_SWISH1, m->marioObj->header.gfx.cameraToObject);
|
||
|
//! fall through
|
||
|
case 83:
|
||
|
play_sound(SOUND_ACTION_PATBACK, m->marioObj->header.gfx.cameraToObject);
|
||
|
//! fall through
|
||
|
case 111:
|
||
|
play_sound(SOUND_ACTION_UNKNOWN45C, m->marioObj->header.gfx.cameraToObject);
|
||
|
// no break
|
||
|
}
|
||
|
handle_save_menu(m);
|
||
|
break;
|
||
|
// exit without cap
|
||
|
case 2:
|
||
|
animFrame = set_mario_animation(m, MARIO_ANIM_MISSING_CAP);
|
||
|
if ((animFrame >= 18 && animFrame < 55) || (animFrame >= 112 && animFrame < 134))
|
||
|
m->marioBodyState->handState = MARIO_HAND_OPEN;
|
||
|
if (!(animFrame < 109) && animFrame < 154)
|
||
|
m->marioBodyState->eyeState = MARIO_EYES_HALF_CLOSED;
|
||
|
|
||
|
handle_save_menu(m);
|
||
|
break;
|
||
|
// exit with cap
|
||
|
case 3:
|
||
|
animFrame = set_mario_animation(m, MARIO_ANIM_TAKE_CAP_OFF_THEN_ON);
|
||
|
switch (animFrame) {
|
||
|
case 12:
|
||
|
cutscene_take_cap_off(m);
|
||
|
break;
|
||
|
case 37:
|
||
|
// fall through
|
||
|
case 53:
|
||
|
play_sound(SOUND_ACTION_BRUSHHAIR, m->marioObj->header.gfx.cameraToObject);
|
||
|
break;
|
||
|
case 82:
|
||
|
cutscene_put_cap_on(m);
|
||
|
break;
|
||
|
}
|
||
|
handle_save_menu(m);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
m->marioObj->header.gfx.angle[1] += 0x8000;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_death_exit(struct MarioState *m) {
|
||
|
if (15 < m->actionTimer++
|
||
|
&& launch_mario_until_land(m, ACT_DEATH_EXIT_LAND, MARIO_ANIM_GENERAL_FALL, -32.0f)) {
|
||
|
#ifdef VERSION_JP
|
||
|
play_sound(SOUND_MARIO_OOOF, m->marioObj->header.gfx.cameraToObject);
|
||
|
#else
|
||
|
play_sound(SOUND_MARIO_OOOF2, m->marioObj->header.gfx.cameraToObject);
|
||
|
#endif
|
||
|
m->numLives--;
|
||
|
// restore 7.75 units of health
|
||
|
m->healCounter = 31;
|
||
|
}
|
||
|
// one unit of health
|
||
|
m->health = 0x0100;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_unused_death_exit(struct MarioState *m) {
|
||
|
if (launch_mario_until_land(m, ACT_FREEFALL_LAND_STOP, MARIO_ANIM_GENERAL_FALL, 0.0f)) {
|
||
|
#ifdef VERSION_JP
|
||
|
play_sound(SOUND_MARIO_OOOF, m->marioObj->header.gfx.cameraToObject);
|
||
|
#else
|
||
|
play_sound(SOUND_MARIO_OOOF2, m->marioObj->header.gfx.cameraToObject);
|
||
|
#endif
|
||
|
m->numLives--;
|
||
|
// restore 7.75 units of health
|
||
|
m->healCounter = 31;
|
||
|
}
|
||
|
// one unit of health
|
||
|
m->health = 0x0100;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_falling_death_exit(struct MarioState *m) {
|
||
|
if (launch_mario_until_land(m, ACT_DEATH_EXIT_LAND, MARIO_ANIM_GENERAL_FALL, 0.0f)) {
|
||
|
#ifdef VERSION_JP
|
||
|
play_sound(SOUND_MARIO_OOOF, m->marioObj->header.gfx.cameraToObject);
|
||
|
#else
|
||
|
play_sound(SOUND_MARIO_OOOF2, m->marioObj->header.gfx.cameraToObject);
|
||
|
#endif
|
||
|
m->numLives--;
|
||
|
// restore 7.75 units of health
|
||
|
m->healCounter = 31;
|
||
|
}
|
||
|
// one unit of health
|
||
|
m->health = 0x0100;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// waits 11 frames before actually executing, also has reduced fvel
|
||
|
s32 act_special_exit_airborne(struct MarioState *m) {
|
||
|
struct Object *marioObj = m->marioObj;
|
||
|
|
||
|
play_sound_if_no_flag(m, SOUND_MARIO_YAHOO, MARIO_ACTION_NOISE_PLAYED);
|
||
|
|
||
|
if (m->actionTimer++ < 11) {
|
||
|
marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
if (launch_mario_until_land(m, ACT_EXIT_LAND_SAVE_DIALOG, MARIO_ANIM_SINGLE_JUMP, -24.0f)) {
|
||
|
// heal mario
|
||
|
m->healCounter = 31;
|
||
|
m->actionArg = 1;
|
||
|
}
|
||
|
|
||
|
m->particleFlags |= PARTICLE_SPARKLES;
|
||
|
// rotate mario to face away from the entrance
|
||
|
marioObj->header.gfx.angle[1] += 0x8000;
|
||
|
// show mario
|
||
|
marioObj->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_special_death_exit(struct MarioState *m) {
|
||
|
struct Object *marioObj = m->marioObj;
|
||
|
|
||
|
if (m->actionTimer++ < 11) {
|
||
|
marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
if (launch_mario_until_land(m, ACT_HARD_BACKWARD_GROUND_KB, MARIO_ANIM_BACKWARD_AIR_KB, -24.0f)) {
|
||
|
m->numLives--;
|
||
|
m->healCounter = 31;
|
||
|
}
|
||
|
// show mario
|
||
|
marioObj->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
|
||
|
// one unit of health
|
||
|
m->health = 0x0100;
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_spawn_no_spin_airborne(struct MarioState *m) {
|
||
|
launch_mario_until_land(m, ACT_SPAWN_NO_SPIN_LANDING, MARIO_ANIM_GENERAL_FALL, 0.0f);
|
||
|
if (m->pos[1] < m->waterLevel - 100)
|
||
|
set_water_plunge_action(m);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_spawn_no_spin_landing(struct MarioState *m) {
|
||
|
play_mario_landing_sound(m, SOUND_TERRAIN_2);
|
||
|
set_mario_animation(m, MARIO_ANIM_GENERAL_LAND);
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
if (is_anim_at_end(m)) {
|
||
|
func_8024980C(0);
|
||
|
set_mario_action(m, ACT_IDLE, 0);
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_bbh_enter_spin(struct MarioState *m) {
|
||
|
f32 floorDist;
|
||
|
f32 scale;
|
||
|
f32 cageDX;
|
||
|
f32 cageDZ;
|
||
|
f32 cageDist;
|
||
|
f32 forwardVel;
|
||
|
|
||
|
cageDX = m->usedObj->oPosX - m->pos[0];
|
||
|
cageDZ = m->usedObj->oPosZ - m->pos[2];
|
||
|
cageDist = sqrtf(cageDX * cageDX + cageDZ * cageDZ);
|
||
|
|
||
|
if (cageDist > 20.0f)
|
||
|
forwardVel = 10.0f;
|
||
|
else
|
||
|
forwardVel = cageDist / 2.0f;
|
||
|
if (forwardVel < 0.5f)
|
||
|
forwardVel = 0.0f;
|
||
|
|
||
|
switch (m->actionState) {
|
||
|
case 0:
|
||
|
floorDist = 512.0f - (m->pos[1] - m->floorHeight);
|
||
|
m->vel[1] = floorDist > 0 ? sqrtf(4.0f * floorDist + 1.0f) - 1.0f : 2.0f;
|
||
|
|
||
|
m->actionState = 1;
|
||
|
m->actionTimer = 100;
|
||
|
// fall through
|
||
|
|
||
|
case 1:
|
||
|
m->faceAngle[1] = atan2s(cageDZ, cageDX);
|
||
|
mario_set_forward_vel(m, forwardVel);
|
||
|
|
||
|
if (set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING) == 0)
|
||
|
play_sound(SOUND_ACTION_SWISH2, m->marioObj->header.gfx.cameraToObject);
|
||
|
|
||
|
m->flags &= ~MARIO_UNKNOWN_08;
|
||
|
perform_air_step(m, 0);
|
||
|
if (m->vel[1] <= 0)
|
||
|
m->actionState = 2;
|
||
|
break;
|
||
|
|
||
|
case 2:
|
||
|
// fall through
|
||
|
case 3:
|
||
|
m->faceAngle[1] = atan2s(cageDZ, cageDX);
|
||
|
mario_set_forward_vel(m, forwardVel);
|
||
|
m->flags &= ~MARIO_UNKNOWN_08;
|
||
|
if (perform_air_step(m, 0) == AIR_STEP_LANDED) {
|
||
|
level_trigger_warp(m, WARP_OP_UNKNOWN_02);
|
||
|
m->actionState = 4;
|
||
|
}
|
||
|
if (m->actionState == 2) {
|
||
|
if (m->marioObj->header.gfx.unk38.animFrame == 0)
|
||
|
m->actionState = 3;
|
||
|
} else {
|
||
|
play_sound_if_no_flag(m, SOUND_ACTION_UNKNOWN446, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
set_mario_animation(m, MARIO_ANIM_DIVE);
|
||
|
m->marioObj->header.gfx.angle[0] = atan2s(m->forwardVel, -m->vel[1]);
|
||
|
}
|
||
|
m->squishTimer = 0xFF;
|
||
|
if (m->actionTimer >= 11) {
|
||
|
m->actionTimer -= 6;
|
||
|
scale = m->actionTimer / 100.0f;
|
||
|
vec3f_set(m->marioObj->header.gfx.scale, scale, scale, scale);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 4:
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
m->marioObj->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_bbh_enter_jump(struct MarioState *m) {
|
||
|
f32 cageDX;
|
||
|
f32 cageDZ;
|
||
|
f32 cageDist;
|
||
|
|
||
|
play_mario_environment_sound(
|
||
|
m, m->flags & MARIO_METAL_CAP ? SOUND_ACTION_UNKNOWN428 : SOUND_TERRAIN_1, 1);
|
||
|
play_mario_action_sound(m);
|
||
|
|
||
|
if (m->actionState == 0) {
|
||
|
cageDX = m->usedObj->oPosX - m->pos[0];
|
||
|
cageDZ = m->usedObj->oPosZ - m->pos[2];
|
||
|
cageDist = sqrtf(cageDX * cageDX + cageDZ * cageDZ);
|
||
|
|
||
|
m->vel[1] = 60.0f;
|
||
|
m->faceAngle[1] = atan2s(cageDZ, cageDX);
|
||
|
mario_set_forward_vel(m, cageDist / 20.0f);
|
||
|
|
||
|
m->flags &= ~MARIO_UNKNOWN_08;
|
||
|
m->actionState = 1;
|
||
|
}
|
||
|
|
||
|
set_mario_animation(m, MARIO_ANIM_DOUBLE_JUMP_RISE);
|
||
|
perform_air_step(m, 0);
|
||
|
|
||
|
if (m->vel[1] <= 0.0f)
|
||
|
set_mario_action(m, ACT_BBH_ENTER_SPIN, 0);
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_teleport_fade_out(struct MarioState *m) {
|
||
|
play_sound_if_no_flag(m, SOUND_ACTION_UNKNOWN457, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
set_mario_animation(m, m->prevAction == ACT_CROUCHING ? MARIO_ANIM_CROUCHING
|
||
|
: MARIO_ANIM_FIRST_PERSON);
|
||
|
m->flags |= MARIO_TELEPORTING;
|
||
|
|
||
|
if (m->actionTimer < 32)
|
||
|
m->fadeWarpOpacity = (-m->actionTimer << 3) + 0xF8;
|
||
|
|
||
|
if (m->actionTimer++ == 20)
|
||
|
level_trigger_warp(m, WARP_OP_TELEPORT);
|
||
|
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_teleport_fade_in(struct MarioState *m) {
|
||
|
play_sound_if_no_flag(m, SOUND_ACTION_UNKNOWN457, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
|
||
|
|
||
|
if (m->actionTimer < 32) {
|
||
|
m->flags |= MARIO_TELEPORTING;
|
||
|
m->fadeWarpOpacity = m->actionTimer << 3;
|
||
|
} else {
|
||
|
m->flags &= ~MARIO_TELEPORTING;
|
||
|
}
|
||
|
|
||
|
if (m->actionTimer++ == 32) {
|
||
|
if (m->pos[1] < m->waterLevel - 100) {
|
||
|
// Check if the camera is not underwater.
|
||
|
if (m->area->camera->currPreset != CAMERA_PRESET_WATER_SURFACE)
|
||
|
// camera related function?
|
||
|
func_80285BD8(m->area->camera, 8, 1);
|
||
|
set_mario_action(m, ACT_WATER_IDLE, 0);
|
||
|
} else {
|
||
|
set_mario_action(m, ACT_IDLE, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// act shocked :omega:
|
||
|
s32 act_shocked(struct MarioState *m) {
|
||
|
play_sound_if_no_flag(m, SOUND_MARIO_WAAAOOOW, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
play_sound(SOUND_UNKNOWN_UNK1416, m->marioObj->header.gfx.cameraToObject);
|
||
|
set_camera_shake(SHAKE_SHOCK);
|
||
|
|
||
|
if (set_mario_animation(m, MARIO_ANIM_SHOCKED) == 0) {
|
||
|
m->actionTimer++;
|
||
|
m->flags |= MARIO_METAL_SHOCK;
|
||
|
}
|
||
|
|
||
|
if (m->actionArg == 0) {
|
||
|
mario_set_forward_vel(m, 0.0f);
|
||
|
if (perform_air_step(m, 1) == AIR_STEP_LANDED) {
|
||
|
play_mario_step_sound(m, SOUND_TERRAIN_2);
|
||
|
m->actionArg = 1;
|
||
|
}
|
||
|
} else {
|
||
|
if (m->actionTimer >= 6) {
|
||
|
m->invincTimer = 30;
|
||
|
set_mario_action(m, m->health < 0x0100 ? ACT_ELECTROCUTION : ACT_IDLE, 0);
|
||
|
}
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// no one will get the joke behind this so just ignore it
|
||
|
|
||
|
// ok this has to be squish
|
||
|
//
|
||
|
// ...:squish:
|
||
|
s32 act_squished(struct MarioState *m) {
|
||
|
UNUSED s32 pad;
|
||
|
f32 squishAmount;
|
||
|
f32 spaceUnderCeil;
|
||
|
s16 surfAngle;
|
||
|
s32 underSteepSurf = FALSE; // seems to be responsible for setting velocity?
|
||
|
|
||
|
if ((spaceUnderCeil = m->ceilHeight - m->floorHeight) < 0)
|
||
|
spaceUnderCeil = 0;
|
||
|
|
||
|
switch (m->actionState) {
|
||
|
case 0:
|
||
|
if (spaceUnderCeil > 160.0f) {
|
||
|
m->squishTimer = 0;
|
||
|
return set_mario_action(m, ACT_IDLE, 0);
|
||
|
}
|
||
|
|
||
|
m->squishTimer = 0xFF;
|
||
|
|
||
|
if (spaceUnderCeil >= 10.1f) {
|
||
|
// mario becomes a pancake
|
||
|
squishAmount = spaceUnderCeil / 160.0f;
|
||
|
vec3f_set(m->marioObj->header.gfx.scale, 2.0f - squishAmount, squishAmount,
|
||
|
2.0f - squishAmount);
|
||
|
} else {
|
||
|
if (!(m->flags & MARIO_METAL_CAP) && m->invincTimer == 0) {
|
||
|
// cap on: 3 units; cap off: 4.5 units
|
||
|
m->hurtCounter += m->flags & MARIO_CAP_ON_HEAD ? 12 : 18;
|
||
|
play_sound_if_no_flag(m, SOUND_MARIO_ATTACKED, MARIO_ACTION_NOISE_PLAYED);
|
||
|
}
|
||
|
|
||
|
// Both of the 1.8's are really floats, but one of them has to
|
||
|
// be written as a double for this to match on EU.
|
||
|
vec3f_set(m->marioObj->header.gfx.scale, 1.8, 0.05f, 1.8f);
|
||
|
m->actionState = 1;
|
||
|
}
|
||
|
break;
|
||
|
case 1:
|
||
|
if (spaceUnderCeil >= 30.0f)
|
||
|
m->actionState = 2;
|
||
|
break;
|
||
|
case 2:
|
||
|
m->actionTimer++;
|
||
|
if (m->actionTimer >= 15) {
|
||
|
// 1 unit of health
|
||
|
if (m->health < 0x0100) {
|
||
|
level_trigger_warp(m, WARP_OP_DEATH);
|
||
|
// woosh, he's gone!
|
||
|
set_mario_action(m, ACT_DISAPPEARED, 0);
|
||
|
} else if (m->hurtCounter == 0) {
|
||
|
// un-squish animation
|
||
|
m->squishTimer = 30;
|
||
|
set_mario_action(m, ACT_IDLE, 0);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// steep floor
|
||
|
if (m->floor != NULL && m->floor->normal.y < 0.5f) {
|
||
|
surfAngle = atan2s(m->floor->normal.z, m->floor->normal.x);
|
||
|
underSteepSurf = TRUE;
|
||
|
}
|
||
|
// steep ceiling
|
||
|
if (m->ceil != NULL && -0.5f < m->ceil->normal.y) {
|
||
|
surfAngle = atan2s(m->ceil->normal.z, m->ceil->normal.x);
|
||
|
underSteepSurf = TRUE;
|
||
|
}
|
||
|
|
||
|
if (underSteepSurf) {
|
||
|
m->vel[0] = sins(surfAngle) * 10.0f;
|
||
|
m->vel[2] = coss(surfAngle) * 10.0f;
|
||
|
m->vel[1] = 0;
|
||
|
|
||
|
// check if there's no floor 10 units away from the surface
|
||
|
if (perform_ground_step(m) == GROUND_STEP_LEFT_GROUND) {
|
||
|
// instant un-squish
|
||
|
m->squishTimer = 0;
|
||
|
set_mario_action(m, ACT_IDLE, 0);
|
||
|
return FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// squished for more than 10 seconds, so kill mario
|
||
|
if (m->actionArg++ > 300) {
|
||
|
// 0 units of health
|
||
|
m->health = 0x00FF;
|
||
|
m->hurtCounter = 0;
|
||
|
level_trigger_warp(m, WARP_OP_DEATH);
|
||
|
// woosh, he's gone!
|
||
|
set_mario_action(m, ACT_DISAPPEARED, 0);
|
||
|
}
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
set_mario_animation(m, MARIO_ANIM_A_POSE);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_putting_on_cap(struct MarioState *m) {
|
||
|
s32 animFrame = set_mario_animation(m, MARIO_ANIM_PUT_CAP_ON);
|
||
|
|
||
|
if (animFrame == 0)
|
||
|
enable_time_stop();
|
||
|
|
||
|
if (animFrame == 28)
|
||
|
cutscene_put_cap_on(m);
|
||
|
|
||
|
if (is_anim_at_end(m)) {
|
||
|
set_mario_action(m, ACT_IDLE, 0);
|
||
|
disable_time_stop();
|
||
|
}
|
||
|
|
||
|
stationary_ground_step(m);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
void stuck_in_ground_handler(struct MarioState *m, s32 animation, s32 unstuckFrame, s32 target2,
|
||
|
s32 target3, s32 endAction) {
|
||
|
s32 animFrame = set_mario_animation(m, animation);
|
||
|
|
||
|
if (m->input & INPUT_A_PRESSED) {
|
||
|
m->actionTimer++;
|
||
|
if (m->actionTimer >= 5 && animFrame < unstuckFrame - 1) {
|
||
|
animFrame = unstuckFrame - 1;
|
||
|
set_anim_to_frame(m, animFrame);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
|
||
|
if (animFrame == -1)
|
||
|
play_sound_and_spawn_particles(m, SOUND_TERRAIN_6, 1);
|
||
|
|
||
|
else if (animFrame == unstuckFrame)
|
||
|
play_sound_and_spawn_particles(m, SOUND_ACTION_UNKNOWN443, 1);
|
||
|
|
||
|
else if (animFrame == target2 || animFrame == target3)
|
||
|
play_mario_step_sound(m, SOUND_TERRAIN_2);
|
||
|
|
||
|
if (is_anim_at_end(m))
|
||
|
set_mario_action(m, endAction, 0);
|
||
|
}
|
||
|
|
||
|
s32 act_head_stuck_in_ground(struct MarioState *m) {
|
||
|
stuck_in_ground_handler(m, MARIO_ANIM_HEAD_STUCK_IN_GROUND, 96, 105, 135, ACT_IDLE);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_butt_stuck_in_ground(struct MarioState *m) {
|
||
|
stuck_in_ground_handler(m, MARIO_ANIM_BOTTOM_STUCK_IN_GROUND, 127, 136, -2, ACT_GROUND_POUND_LAND);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 act_feet_stuck_in_ground(struct MarioState *m) {
|
||
|
stuck_in_ground_handler(m, MARIO_ANIM_LEGS_STUCK_IN_GROUND, 116, 129, -2, ACT_IDLE);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
/** advance_cutscene_step: Advances the current step in the current cutscene.
|
||
|
* Resets action state and action timer, adds 1 to the action arg (responsible
|
||
|
* for keeping track of what step of the cutscene Mario is in.)
|
||
|
*/
|
||
|
static void advance_cutscene_step(struct MarioState *m) {
|
||
|
m->actionState = 0;
|
||
|
m->actionTimer = 0;
|
||
|
m->actionArg++;
|
||
|
}
|
||
|
|
||
|
static void intro_cutscene_hide_hud_and_mario(struct MarioState *m) {
|
||
|
gHudDisplay.flags = HUD_DISPLAY_NONE;
|
||
|
m->statusForCamera->unk1C[1] = 9;
|
||
|
m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
|
||
|
static void intro_cutscene_peach_lakitu_scene(struct MarioState *m) {
|
||
|
if ((s16) m->statusForCamera->unk1C[1] != 9) {
|
||
|
if (m->actionTimer++ == 37) {
|
||
|
sIntroWarpPipeObj =
|
||
|
spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_CASTLE_GROUNDS_WARP_PIPE,
|
||
|
bhvStaticObject, -1328, 60, 4664, 0, 180, 0);
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void intro_cutscene_raise_pipe(struct MarioState *m) {
|
||
|
sIntroWarpPipeObj->oPosY = camera_approach_f32_symmetric(sIntroWarpPipeObj->oPosY, 260.0f, 10.0f);
|
||
|
|
||
|
if (m->actionTimer == 0)
|
||
|
play_sound(SOUND_MENU_EXITPIPE, sIntroWarpPipeObj->header.gfx.cameraToObject);
|
||
|
|
||
|
if (m->actionTimer++ == 38) {
|
||
|
m->vel[1] = 60.0f;
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void intro_cutscene_jump_out_of_pipe(struct MarioState *m) {
|
||
|
if (m->actionTimer == 25)
|
||
|
gHudDisplay.flags = HUD_DISPLAY_DEFAULT;
|
||
|
|
||
|
if (m->actionTimer++ >= 118) {
|
||
|
m->marioObj->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
|
||
|
|
||
|
play_sound_if_no_flag(m, SOUND_MARIO_YAHOO, MARIO_ACTION_NOISE_PLAYED);
|
||
|
#ifndef VERSION_JP
|
||
|
play_sound_if_no_flag(m, SOUND_ACTION_UNKNOWN444_3, MARIO_ENVIRONMENT_NOISE_PLAYED);
|
||
|
#endif
|
||
|
|
||
|
set_mario_animation(m, MARIO_ANIM_SINGLE_JUMP);
|
||
|
mario_set_forward_vel(m, 10.0f);
|
||
|
if (perform_air_step(m, 0) == AIR_STEP_LANDED) {
|
||
|
sound_banks_enable(2, 0x0330);
|
||
|
play_mario_step_sound(m, SOUND_TERRAIN_2);
|
||
|
#ifndef VERSION_JP
|
||
|
play_sound(SOUND_MARIO_HAHA, m->marioObj->header.gfx.cameraToObject);
|
||
|
#endif
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void intro_cutscene_land_outside_pipe(struct MarioState *m) {
|
||
|
set_mario_animation(m, MARIO_ANIM_LAND_FROM_SINGLE_JUMP);
|
||
|
|
||
|
if (is_anim_at_end(m))
|
||
|
advance_cutscene_step(m);
|
||
|
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
}
|
||
|
|
||
|
static void intro_cutscene_lower_pipe(struct MarioState *m) {
|
||
|
if (m->actionTimer++ == 0) {
|
||
|
play_sound(SOUND_MENU_ENTERPIPE, sIntroWarpPipeObj->header.gfx.cameraToObject);
|
||
|
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
|
||
|
}
|
||
|
|
||
|
sIntroWarpPipeObj->oPosY -= 5.0f;
|
||
|
if (sIntroWarpPipeObj->oPosY <= 50.0f) {
|
||
|
mark_object_for_deletion(sIntroWarpPipeObj);
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
}
|
||
|
|
||
|
static void intro_cutscene_set_mario_to_idle(struct MarioState *m) {
|
||
|
if (gCurrLevelCamera->cutscene == 0) {
|
||
|
gCameraMovementFlags &= ~CAM_MOVE_C_UP_MODE;
|
||
|
set_mario_action(m, ACT_IDLE, 0);
|
||
|
}
|
||
|
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
}
|
||
|
|
||
|
enum {
|
||
|
INTRO_CUTSCENE_HIDE_HUD_AND_MARIO,
|
||
|
INTRO_CUTSCENE_PEACH_LAKITU_SCENE,
|
||
|
INTRO_CUTSCENE_RAISE_PIPE,
|
||
|
INTRO_CUTSCENE_JUMP_OUT_OF_PIPE,
|
||
|
INTRO_CUTSCENE_LAND_OUTSIDE_PIPE,
|
||
|
INTRO_CUTSCENE_LOWER_PIPE,
|
||
|
INTRO_CUTSCENE_SET_MARIO_TO_IDLE
|
||
|
};
|
||
|
|
||
|
static s32 act_intro_cutscene(struct MarioState *m) {
|
||
|
switch (m->actionArg) {
|
||
|
case INTRO_CUTSCENE_HIDE_HUD_AND_MARIO:
|
||
|
intro_cutscene_hide_hud_and_mario(m);
|
||
|
break;
|
||
|
case INTRO_CUTSCENE_PEACH_LAKITU_SCENE:
|
||
|
intro_cutscene_peach_lakitu_scene(m);
|
||
|
break;
|
||
|
case INTRO_CUTSCENE_RAISE_PIPE:
|
||
|
intro_cutscene_raise_pipe(m);
|
||
|
break;
|
||
|
case INTRO_CUTSCENE_JUMP_OUT_OF_PIPE:
|
||
|
intro_cutscene_jump_out_of_pipe(m);
|
||
|
break;
|
||
|
case INTRO_CUTSCENE_LAND_OUTSIDE_PIPE:
|
||
|
intro_cutscene_land_outside_pipe(m);
|
||
|
break;
|
||
|
case INTRO_CUTSCENE_LOWER_PIPE:
|
||
|
intro_cutscene_lower_pipe(m);
|
||
|
break;
|
||
|
case INTRO_CUTSCENE_SET_MARIO_TO_IDLE:
|
||
|
intro_cutscene_set_mario_to_idle(m);
|
||
|
break;
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// jumbo star cutscene: mario lands after grabbing the jumbo star
|
||
|
static void jumbo_star_cutscene_falling(struct MarioState *m) {
|
||
|
if (m->actionState == 0) {
|
||
|
m->input |= INPUT_A_DOWN;
|
||
|
m->flags |= (MARIO_WING_CAP | MARIO_CAP_ON_HEAD);
|
||
|
|
||
|
m->faceAngle[1] = -0x8000;
|
||
|
m->pos[0] = 0.0f;
|
||
|
m->pos[2] = 0.0f;
|
||
|
|
||
|
mario_set_forward_vel(m, 0.0f);
|
||
|
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
|
||
|
|
||
|
if (perform_air_step(m, 1) == AIR_STEP_LANDED) {
|
||
|
play_cutscene_music(SEQUENCE_ARGS(15, SEQ_EVENT_CUTSCENE_VICTORY));
|
||
|
play_mario_step_sound(m, SOUND_TERRAIN_2);
|
||
|
m->actionState++;
|
||
|
}
|
||
|
} else {
|
||
|
set_mario_animation(m, MARIO_ANIM_GENERAL_LAND);
|
||
|
if (is_anim_at_end(m)) {
|
||
|
m->statusForCamera->unk1C[1] = 10;
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// jumbo star cutscene: mario takes off
|
||
|
static s32 jumbo_star_cutscene_taking_off(struct MarioState *m) {
|
||
|
struct Object *marioObj = m->marioObj;
|
||
|
s32 animFrame;
|
||
|
|
||
|
if (m->actionState == 0) {
|
||
|
set_mario_animation(m, MARIO_ANIM_FINAL_BOWSER_RAISE_HAND_SPIN);
|
||
|
marioObj->rawData.asF32[0x22] = 0.0f;
|
||
|
|
||
|
if (is_anim_past_end(m)) {
|
||
|
play_mario_step_sound(m, SOUND_TERRAIN_2);
|
||
|
m->actionState++;
|
||
|
}
|
||
|
} else {
|
||
|
animFrame = set_mario_animation(m, MARIO_ANIM_FINAL_BOWSER_WING_CAP_TAKE_OFF);
|
||
|
if (animFrame == 3 || animFrame == 28 || animFrame == 60)
|
||
|
play_sound_and_spawn_particles(m, SOUND_TERRAIN_1, 1);
|
||
|
if (animFrame >= 3)
|
||
|
marioObj->rawData.asF32[0x22] -= 32.0f;
|
||
|
|
||
|
switch (animFrame) {
|
||
|
case 3:
|
||
|
play_sound(SOUND_MARIO_YAH + (D_80226EB8 % 3 << 16),
|
||
|
m->marioObj->header.gfx.cameraToObject);
|
||
|
break;
|
||
|
|
||
|
case 28:
|
||
|
play_sound(SOUND_MARIO_HOOHOO, m->marioObj->header.gfx.cameraToObject);
|
||
|
break;
|
||
|
|
||
|
case 60:
|
||
|
play_sound(SOUND_MARIO_YAHOO, m->marioObj->header.gfx.cameraToObject);
|
||
|
break;
|
||
|
}
|
||
|
m->particleFlags |= PARTICLE_SPARKLES;
|
||
|
|
||
|
if (is_anim_past_end(m))
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
|
||
|
vec3f_set(m->pos, 0.0f, 307.0, marioObj->rawData.asF32[0x22]);
|
||
|
update_mario_pos_for_anim(m);
|
||
|
vec3f_copy(marioObj->header.gfx.pos, m->pos);
|
||
|
vec3s_set(marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
|
||
|
|
||
|
// not sure why they did this, probably was from being used to action
|
||
|
// functions
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// jumbo star cutscene: mario flying
|
||
|
static s32 jumbo_star_cutscene_flying(struct MarioState *m) {
|
||
|
Vec3f targetPos;
|
||
|
UNUSED struct Object *marioObj = m->marioObj;
|
||
|
f32 targetDX;
|
||
|
f32 targetDY;
|
||
|
f32 targetDZ;
|
||
|
f32 targetHyp;
|
||
|
s16 targetAngle;
|
||
|
|
||
|
switch (m->actionState) {
|
||
|
case 0:
|
||
|
set_mario_animation(m, MARIO_ANIM_WING_CAP_FLY);
|
||
|
anim_spline_init(sJumboStarKeyframes);
|
||
|
m->actionState++;
|
||
|
// fall through
|
||
|
case 1:
|
||
|
if (anim_spline_poll(targetPos)) {
|
||
|
// lol does this twice
|
||
|
set_mario_action(m, ACT_FREEFALL, 0);
|
||
|
m->actionState++;
|
||
|
} else {
|
||
|
targetDX = targetPos[0] - m->pos[0];
|
||
|
targetDY = targetPos[1] - m->pos[1];
|
||
|
targetDZ = targetPos[2] - m->pos[2];
|
||
|
targetHyp = sqrtf(targetDX * targetDX + targetDZ * targetDZ);
|
||
|
targetAngle = atan2s(targetDZ, targetDX);
|
||
|
|
||
|
vec3f_copy(m->pos, targetPos);
|
||
|
m->marioObj->header.gfx.angle[0] = -atan2s(targetHyp, targetDY);
|
||
|
m->marioObj->header.gfx.angle[1] = targetAngle;
|
||
|
m->marioObj->header.gfx.angle[2] = ((m->faceAngle[1] - targetAngle) << 16 >> 16) * 20;
|
||
|
m->faceAngle[1] = targetAngle;
|
||
|
}
|
||
|
break;
|
||
|
case 2:
|
||
|
set_mario_action(m, ACT_FREEFALL, 0);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
m->marioBodyState->handState = MARIO_HAND_RIGHT_OPEN;
|
||
|
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
|
||
|
m->particleFlags |= PARTICLE_SPARKLES;
|
||
|
|
||
|
if (m->actionTimer++ == 500)
|
||
|
level_trigger_warp(m, WARP_OP_CREDITS_START);
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
enum { JUMBO_STAR_CUTSCENE_FALLING, JUMBO_STAR_CUTSCENE_TAKING_OFF, JUMBO_STAR_CUTSCENE_FLYING };
|
||
|
|
||
|
static s32 act_jumbo_star_cutscene(struct MarioState *m) {
|
||
|
switch (m->actionArg) {
|
||
|
case JUMBO_STAR_CUTSCENE_FALLING:
|
||
|
jumbo_star_cutscene_falling(m);
|
||
|
break;
|
||
|
case JUMBO_STAR_CUTSCENE_TAKING_OFF:
|
||
|
jumbo_star_cutscene_taking_off(m);
|
||
|
break;
|
||
|
case JUMBO_STAR_CUTSCENE_FLYING:
|
||
|
jumbo_star_cutscene_flying(m);
|
||
|
break;
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
static void generate_yellow_sparkles(s16 x, s16 y, s16 z, f32 radius) {
|
||
|
s16 offsetX = radius * coss(sSparkleGenTheta) * sins(sSparkleGenPhi);
|
||
|
s16 offsetY = radius * sins(sSparkleGenTheta);
|
||
|
s16 offsetZ = radius * coss(sSparkleGenTheta) * coss(sSparkleGenPhi);
|
||
|
|
||
|
spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_NONE, bhvSparkleSpawn, x + offsetX, y + offsetY,
|
||
|
z + offsetZ, 0, 0, 0);
|
||
|
|
||
|
//! copy paste error
|
||
|
offsetX = offsetX * 4 / 3;
|
||
|
offsetX = offsetY * 4 / 3;
|
||
|
offsetX = offsetZ * 4 / 3;
|
||
|
|
||
|
spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_NONE, bhvSparkleSpawn, x - offsetX, y - offsetY,
|
||
|
z - offsetZ, 0, 0, 0);
|
||
|
|
||
|
sSparkleGenTheta += 0x3800;
|
||
|
sSparkleGenPhi += 0x6000;
|
||
|
}
|
||
|
|
||
|
// not sure what this does, returns the height of the floor, but idk about the
|
||
|
// other stuff (animation related?)
|
||
|
static f32 func_8025BC14(struct Object *o) {
|
||
|
struct Surface *surf;
|
||
|
Vec3s sp24;
|
||
|
f32 sp20;
|
||
|
f32 sp1C;
|
||
|
f32 sp18;
|
||
|
|
||
|
find_mario_anim_flags_and_translation(o, o->header.gfx.angle[1], sp24);
|
||
|
|
||
|
sp20 = o->header.gfx.pos[0] + sp24[0];
|
||
|
sp1C = o->header.gfx.pos[1] + 10.0f;
|
||
|
sp18 = o->header.gfx.pos[2] + sp24[2];
|
||
|
|
||
|
return find_floor(sp20, sp1C, sp18, &surf);
|
||
|
}
|
||
|
|
||
|
// make mario fall and soften wing cap gravity
|
||
|
static void end_peach_cutscene_mario_falling(struct MarioState *m) {
|
||
|
if (m->actionTimer == 1)
|
||
|
m->statusForCamera->unk1C[1] = 11;
|
||
|
|
||
|
m->input |= INPUT_A_DOWN;
|
||
|
m->flags |= (MARIO_WING_CAP | MARIO_CAP_ON_HEAD);
|
||
|
|
||
|
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
|
||
|
mario_set_forward_vel(m, 0.0f);
|
||
|
|
||
|
if (perform_air_step(m, 0) == AIR_STEP_LANDED) {
|
||
|
play_mario_step_sound(m, SOUND_TERRAIN_2);
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// set mario on the ground, wait and spawn the jumbo star outside the castle.
|
||
|
static void end_peach_cutscene_mario_landing(struct MarioState *m) {
|
||
|
set_mario_animation(m, MARIO_ANIM_GENERAL_LAND);
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
|
||
|
if (is_anim_at_end(m)) {
|
||
|
// make wing cap run out
|
||
|
m->capTimer = 60;
|
||
|
|
||
|
sEndJumboStarObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_STAR, bhvStaticObject, 0,
|
||
|
2528, -1800, 0, 0, 0);
|
||
|
scale_object(sEndJumboStarObj, 3.0);
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// raise hand animation, lower hand animation, do some special effects
|
||
|
static void end_peach_cutscene_summon_jumbo_star(struct MarioState *m) {
|
||
|
set_mario_animation(m, m->actionState == 0 ? MARIO_ANIM_CREDITS_RAISE_HAND
|
||
|
: MARIO_ANIM_CREDITS_LOWER_HAND);
|
||
|
|
||
|
if (m->actionState == 0 && is_anim_past_end(m))
|
||
|
m->actionState++;
|
||
|
if (m->actionTimer == 90)
|
||
|
play_cutscene_music(SEQUENCE_ARGS(0, SEQ_EVENT_CUTSCENE_ENDING));
|
||
|
if (m->actionTimer == 255)
|
||
|
advance_cutscene_step(m);
|
||
|
|
||
|
sEndJumboStarObj->oFaceAngleYaw += 0x0400;
|
||
|
generate_yellow_sparkles(0, 2528, -1800, 250.0f);
|
||
|
play_sound(SOUND_CH6_PEACHTWINKLE, sEndJumboStarObj->header.gfx.cameraToObject);
|
||
|
}
|
||
|
|
||
|
// free peach from the stained glass window
|
||
|
static void end_peach_cutscene_spawn_peach(struct MarioState *m) {
|
||
|
if (m->actionTimer == 1) {
|
||
|
play_transition(WARP_TRANSITION_FADE_INTO_COLOR, 14, 255, 255, 255);
|
||
|
}
|
||
|
if (m->actionTimer == 2) {
|
||
|
play_sound(SOUND_MENU_STARSOUND, gDefaultSoundArgs);
|
||
|
}
|
||
|
if (m->actionTimer == 44) {
|
||
|
play_transition(WARP_TRANSITION_FADE_FROM_COLOR, 192, 255, 255, 255);
|
||
|
}
|
||
|
if (m->actionTimer == 40) {
|
||
|
mark_object_for_deletion(sEndJumboStarObj);
|
||
|
|
||
|
sEndPeachObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_PEACH, bhvEndPeach, 0, 2428,
|
||
|
-1300, 0, 0, 0);
|
||
|
gCutsceneFocus = sEndPeachObj;
|
||
|
|
||
|
sEndRightToadObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_TOAD, bhvEndToad, 200,
|
||
|
906, -1290, 0, 0, 0);
|
||
|
|
||
|
sEndLeftToadObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_TOAD, bhvEndToad, -200,
|
||
|
906, -1290, 0, 0, 0);
|
||
|
|
||
|
sEndPeachObj->oOpacity = 127;
|
||
|
sEndRightToadObj->oOpacity = 255;
|
||
|
sEndLeftToadObj->oOpacity = 255;
|
||
|
|
||
|
D_8032CBE4 = 4;
|
||
|
sEndPeachAnimation = 4;
|
||
|
|
||
|
sEndToadAnims[0] = 4;
|
||
|
sEndToadAnims[1] = 5;
|
||
|
}
|
||
|
if (m->actionTimer >= 276) {
|
||
|
sEndPeachObj->oOpacity = camera_approach_f32_symmetric(sEndPeachObj->oOpacity, 255.0f, 2.0f);
|
||
|
}
|
||
|
if (m->actionTimer >= 40) {
|
||
|
generate_yellow_sparkles(0, 2628, -1300, 150.0f);
|
||
|
}
|
||
|
if (m->actionTimer == 355) {
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
// probably added sounds later and missed the previous >= 40 check
|
||
|
if (m->actionTimer >= 40) {
|
||
|
play_sound(SOUND_CH6_PEACHTWINKLE, sEndPeachObj->header.gfx.cameraToObject);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// descend peach
|
||
|
static void end_peach_cutscene_descend_peach(struct MarioState *m) {
|
||
|
generate_yellow_sparkles(0, sEndPeachObj->oPosY, -1300, 150.0f);
|
||
|
|
||
|
if (sEndPeachObj->oPosY >= 1300.0f) {
|
||
|
if (m->actionState < 60)
|
||
|
m->actionState += 5;
|
||
|
} else {
|
||
|
if (m->actionState >= 27)
|
||
|
m->actionState -= 2;
|
||
|
set_mario_animation(m, MARIO_ANIM_CREDITS_RETURN_FROM_LOOK_UP);
|
||
|
}
|
||
|
|
||
|
if ((sEndPeachObj->oPosY -= m->actionState / 10) <= 907.0f)
|
||
|
sEndPeachObj->oPosY = 906.0f;
|
||
|
|
||
|
play_sound(SOUND_CH6_PEACHTWINKLE, sEndPeachObj->header.gfx.cameraToObject);
|
||
|
|
||
|
if (m->actionTimer >= 584)
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
|
||
|
// mario runs to peach
|
||
|
static void end_peach_cutscene_run_to_peach(struct MarioState *m) {
|
||
|
struct Surface *surf;
|
||
|
|
||
|
if (m->actionTimer == 22)
|
||
|
sEndPeachAnimation = 5;
|
||
|
|
||
|
if ((m->pos[2] -= 20.0f) <= -1181.0f) {
|
||
|
m->pos[2] = -1180.0f;
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
|
||
|
m->pos[1] = find_floor(m->pos[0], m->pos[1], m->pos[2], &surf);
|
||
|
|
||
|
set_mario_anim_with_accel(m, MARIO_ANIM_RUNNING, 0x00080000);
|
||
|
func_80263AD4(m, 9, 45);
|
||
|
|
||
|
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
|
||
|
m->particleFlags |= PARTICLE_DUST;
|
||
|
}
|
||
|
|
||
|
// dialog 1
|
||
|
// "Mario!"
|
||
|
// "The power of the Stars is restored to the castle..."
|
||
|
static void end_peach_cutscene_dialog_1(struct MarioState *m) {
|
||
|
s32 animFrame = set_mario_animation(m, m->actionState == 0 ? MARIO_ANIM_CREDITS_TAKE_OFF_CAP
|
||
|
: MARIO_ANIM_CREDITS_LOOK_UP);
|
||
|
|
||
|
if (m->actionState == 0) {
|
||
|
if (animFrame == 8)
|
||
|
cutscene_take_cap_off(m);
|
||
|
|
||
|
if (is_anim_at_end(m))
|
||
|
m->actionState++;
|
||
|
}
|
||
|
|
||
|
switch (m->actionTimer) {
|
||
|
case 80:
|
||
|
sEndPeachAnimation = 6;
|
||
|
break;
|
||
|
|
||
|
case 81:
|
||
|
D_8032CBE4 = 3;
|
||
|
break;
|
||
|
|
||
|
case 145:
|
||
|
D_8032CBE4 = 2;
|
||
|
break;
|
||
|
|
||
|
case 228:
|
||
|
D_8032CBE4 = 1;
|
||
|
D_8032CBE8 = 1;
|
||
|
break;
|
||
|
|
||
|
case 230:
|
||
|
set_cutscene_message(160, 227, 0, 30);
|
||
|
#ifndef VERSION_JP
|
||
|
func_8031FFB4(0, 60, 40);
|
||
|
play_sound(SOUND_PEACH_MARIO, sEndPeachObj->header.gfx.cameraToObject);
|
||
|
#endif
|
||
|
break;
|
||
|
|
||
|
case 275:
|
||
|
D_8032CBE4 = 0;
|
||
|
D_8032CBE8 = 0;
|
||
|
break;
|
||
|
|
||
|
case 290:
|
||
|
set_cutscene_message(160, 227, 1, 60);
|
||
|
#ifndef VERSION_JP
|
||
|
play_sound(SOUND_PEACH_POWEROFTHESTARS, sEndPeachObj->header.gfx.cameraToObject);
|
||
|
#endif
|
||
|
break;
|
||
|
|
||
|
case 480:
|
||
|
advance_cutscene_step(m);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// dialog 2
|
||
|
// "...and it's all thanks to you!"
|
||
|
// "Thank you Mario!"
|
||
|
// "We have to do something special for you..."
|
||
|
static void end_peach_cutscene_dialog_2(struct MarioState *m) {
|
||
|
sEndPeachAnimation = 9;
|
||
|
|
||
|
switch (m->actionTimer) {
|
||
|
case 29:
|
||
|
set_cutscene_message(160, 227, 2, 30);
|
||
|
#ifndef VERSION_JP
|
||
|
play_sound(SOUND_PEACH_THANKSTOYOU, sEndPeachObj->header.gfx.cameraToObject);
|
||
|
#endif
|
||
|
break;
|
||
|
|
||
|
case 45:
|
||
|
D_8032CBE8 = 1;
|
||
|
break;
|
||
|
|
||
|
case 75:
|
||
|
set_cutscene_message(160, 227, 3, 30);
|
||
|
#ifndef VERSION_JP
|
||
|
play_sound(SOUND_PEACH_THANKYOUMARIO, sEndPeachObj->header.gfx.cameraToObject);
|
||
|
#endif
|
||
|
break;
|
||
|
|
||
|
case 130:
|
||
|
set_cutscene_message(160, 227, 4, 40);
|
||
|
#ifndef VERSION_JP
|
||
|
play_sound(SOUND_PEACH_SOMETHINGSPECIAL, sEndPeachObj->header.gfx.cameraToObject);
|
||
|
#endif
|
||
|
break;
|
||
|
|
||
|
case 200:
|
||
|
advance_cutscene_step(m);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void end_peach_cutscene_kiss_from_peach(struct MarioState *m) {
|
||
|
sEndPeachAnimation = 10;
|
||
|
|
||
|
if (m->actionTimer >= 90)
|
||
|
m->marioBodyState->eyeState =
|
||
|
m->actionTimer < 110 ? sMarioBlinkOverride[m->actionTimer - 90] : MARIO_EYES_HALF_CLOSED;
|
||
|
|
||
|
switch (m->actionTimer) {
|
||
|
case 8:
|
||
|
D_8032CBE8 = 0;
|
||
|
break;
|
||
|
|
||
|
case 10:
|
||
|
D_8032CBE4 = 3;
|
||
|
break;
|
||
|
|
||
|
case 50:
|
||
|
D_8032CBE4 = 4;
|
||
|
break;
|
||
|
|
||
|
case 75:
|
||
|
m->marioBodyState->eyeState = MARIO_EYES_HALF_CLOSED;
|
||
|
break;
|
||
|
|
||
|
case 76:
|
||
|
m->marioBodyState->eyeState = MARIO_EYES_CLOSED;
|
||
|
break;
|
||
|
|
||
|
case 100:
|
||
|
D_8032CBE4 = 3;
|
||
|
break;
|
||
|
|
||
|
case 136:
|
||
|
D_8032CBE4 = 0;
|
||
|
break;
|
||
|
|
||
|
case 140:
|
||
|
advance_cutscene_step(m);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void end_peach_cutscene_star_dance(struct MarioState *m) {
|
||
|
s32 animFrame = set_mario_animation(m, MARIO_ANIM_CREDITS_PEACE_SIGN);
|
||
|
|
||
|
if (animFrame == 77)
|
||
|
cutscene_put_cap_on(m);
|
||
|
if (animFrame == 88)
|
||
|
play_sound(SOUND_MARIO_HEREWEGO, m->marioObj->header.gfx.cameraToObject);
|
||
|
if (animFrame >= 98)
|
||
|
m->marioBodyState->handState = MARIO_HAND_PEACE_SIGN;
|
||
|
|
||
|
if (m->actionTimer < 52)
|
||
|
m->marioBodyState->eyeState = MARIO_EYES_HALF_CLOSED;
|
||
|
|
||
|
switch (m->actionTimer) {
|
||
|
case 70:
|
||
|
D_8032CBE4 = 1;
|
||
|
break;
|
||
|
|
||
|
case 86:
|
||
|
D_8032CBE4 = 2;
|
||
|
break;
|
||
|
|
||
|
case 90:
|
||
|
D_8032CBE4 = 3;
|
||
|
break;
|
||
|
|
||
|
case 120:
|
||
|
D_8032CBE4 = 0;
|
||
|
break;
|
||
|
|
||
|
case 140:
|
||
|
#ifndef VERSION_JP
|
||
|
func_80320040(0, 60);
|
||
|
#endif
|
||
|
play_cutscene_music(SEQUENCE_ARGS(15, SEQ_EVENT_CUTSCENE_CREDITS));
|
||
|
break;
|
||
|
|
||
|
case 142:
|
||
|
advance_cutscene_step(m);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// dialog 3
|
||
|
// "Listen everybody"
|
||
|
// "let's bake a delicious cake..."
|
||
|
// "...for Mario..."
|
||
|
static void end_peach_cutscene_dialog_3(struct MarioState *m) {
|
||
|
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
|
||
|
|
||
|
sEndPeachObj->oPosY = func_8025BC14(sEndPeachObj);
|
||
|
sEndRightToadObj->oPosY = func_8025BC14(sEndRightToadObj);
|
||
|
sEndLeftToadObj->oPosY = func_8025BC14(sEndLeftToadObj);
|
||
|
|
||
|
switch (m->actionTimer) {
|
||
|
case 1:
|
||
|
sEndPeachAnimation = 0;
|
||
|
sEndToadAnims[0] = 0;
|
||
|
sEndToadAnims[1] = 2;
|
||
|
D_8032CBE8 = 1;
|
||
|
set_cutscene_message(160, 227, 5, 30);
|
||
|
#ifndef VERSION_JP
|
||
|
play_sound(SOUND_PEACH_BAKEACAKE, sEndPeachObj->header.gfx.cameraToObject);
|
||
|
#endif
|
||
|
break;
|
||
|
|
||
|
case 55:
|
||
|
set_cutscene_message(160, 227, 6, 40);
|
||
|
break;
|
||
|
|
||
|
case 130:
|
||
|
set_cutscene_message(160, 227, 7, 50);
|
||
|
#ifndef VERSION_JP
|
||
|
play_sound(SOUND_PEACH_FORMARIO, sEndPeachObj->header.gfx.cameraToObject);
|
||
|
#endif
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (m->actionTimer == 350)
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
|
||
|
// "Mario!"
|
||
|
static void end_peach_cutscene_run_to_castle(struct MarioState *m) {
|
||
|
set_mario_animation(m, m->actionState == 0 ? MARIO_ANIM_CREDITS_START_WALK_LOOK_UP
|
||
|
: MARIO_ANIM_CREDITS_LOOK_BACK_THEN_RUN);
|
||
|
|
||
|
m->marioObj->header.gfx.pos[1] = func_8025BC14(m->marioObj);
|
||
|
|
||
|
if (m->actionState == 0 && is_anim_past_end(m))
|
||
|
m->actionState = 1;
|
||
|
|
||
|
if (m->actionTimer == 95) {
|
||
|
set_cutscene_message(160, 227, 0, 40);
|
||
|
#ifndef VERSION_JP
|
||
|
play_sound(SOUND_PEACH_MARIO2, sEndPeachObj->header.gfx.cameraToObject);
|
||
|
#endif
|
||
|
}
|
||
|
if (m->actionTimer == 389) {
|
||
|
advance_cutscene_step(m);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void end_peach_cutscene_fade_out(struct MarioState *m) {
|
||
|
if (m->actionState == 0) {
|
||
|
level_trigger_warp(m, WARP_OP_CREDITS_NEXT);
|
||
|
gPaintingMarioYEntry = 1500.0f; // ensure medium water level in WDW credits cutscene
|
||
|
m->actionState = 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
enum {
|
||
|
END_PEACH_CUTSCENE_MARIO_FALLING,
|
||
|
END_PEACH_CUTSCENE_MARIO_LANDING,
|
||
|
END_PEACH_CUTSCENE_SUMMON_JUMBO_STAR,
|
||
|
END_PEACH_CUTSCENE_SPAWN_PEACH,
|
||
|
END_PEACH_CUTSCENE_DESCEND_PEACH,
|
||
|
END_PEACH_CUTSCENE_RUN_TO_PEACH,
|
||
|
END_PEACH_CUTSCENE_DIALOG_1,
|
||
|
END_PEACH_CUTSCENE_DIALOG_2,
|
||
|
END_PEACH_CUTSCENE_KISS_FROM_PEACH,
|
||
|
END_PEACH_CUTSCENE_STAR_DANCE,
|
||
|
END_PEACH_CUTSCENE_DIALOG_3,
|
||
|
END_PEACH_CUTSCENE_RUN_TO_CASTLE,
|
||
|
END_PEACH_CUTSCENE_FADE_OUT
|
||
|
};
|
||
|
|
||
|
static s32 act_end_peach_cutscene(struct MarioState *m) {
|
||
|
switch (m->actionArg) {
|
||
|
case END_PEACH_CUTSCENE_MARIO_FALLING:
|
||
|
end_peach_cutscene_mario_falling(m);
|
||
|
break;
|
||
|
case END_PEACH_CUTSCENE_MARIO_LANDING:
|
||
|
end_peach_cutscene_mario_landing(m);
|
||
|
break;
|
||
|
case END_PEACH_CUTSCENE_SUMMON_JUMBO_STAR:
|
||
|
end_peach_cutscene_summon_jumbo_star(m);
|
||
|
break;
|
||
|
case END_PEACH_CUTSCENE_SPAWN_PEACH:
|
||
|
end_peach_cutscene_spawn_peach(m);
|
||
|
break;
|
||
|
case END_PEACH_CUTSCENE_DESCEND_PEACH:
|
||
|
end_peach_cutscene_descend_peach(m);
|
||
|
break;
|
||
|
case END_PEACH_CUTSCENE_RUN_TO_PEACH:
|
||
|
end_peach_cutscene_run_to_peach(m);
|
||
|
break;
|
||
|
case END_PEACH_CUTSCENE_DIALOG_1:
|
||
|
end_peach_cutscene_dialog_1(m);
|
||
|
break;
|
||
|
case END_PEACH_CUTSCENE_DIALOG_2:
|
||
|
end_peach_cutscene_dialog_2(m);
|
||
|
break;
|
||
|
case END_PEACH_CUTSCENE_KISS_FROM_PEACH:
|
||
|
end_peach_cutscene_kiss_from_peach(m);
|
||
|
break;
|
||
|
case END_PEACH_CUTSCENE_STAR_DANCE:
|
||
|
end_peach_cutscene_star_dance(m);
|
||
|
break;
|
||
|
case END_PEACH_CUTSCENE_DIALOG_3:
|
||
|
end_peach_cutscene_dialog_3(m);
|
||
|
break;
|
||
|
case END_PEACH_CUTSCENE_RUN_TO_CASTLE:
|
||
|
end_peach_cutscene_run_to_castle(m);
|
||
|
break;
|
||
|
case END_PEACH_CUTSCENE_FADE_OUT:
|
||
|
end_peach_cutscene_fade_out(m);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
m->actionTimer++;
|
||
|
|
||
|
sEndCutsceneVp.vp.vscale[0] = 640;
|
||
|
sEndCutsceneVp.vp.vscale[1] = 360;
|
||
|
sEndCutsceneVp.vp.vtrans[0] = 640;
|
||
|
sEndCutsceneVp.vp.vtrans[1] = 480;
|
||
|
func_8027A220(NULL, &sEndCutsceneVp, 0, 0, 0);
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
static s32 act_credits_cutscene(struct MarioState *m) {
|
||
|
s32 width;
|
||
|
s32 height;
|
||
|
|
||
|
m->statusForCamera->unk1C[1] = 13;
|
||
|
// checks if mario is underwater (JRB, DDD, SA, etc.)
|
||
|
if (m->pos[1] < m->waterLevel - 100) {
|
||
|
if (m->area->camera->currPreset != CAMERA_PRESET_BEHIND_MARIO)
|
||
|
func_80285BD8(m->area->camera, 3, 1);
|
||
|
set_mario_animation(m, MARIO_ANIM_WATER_IDLE);
|
||
|
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
|
||
|
// will copy over roll and pitch, if set
|
||
|
vec3s_copy(m->marioObj->header.gfx.angle, m->faceAngle);
|
||
|
m->particleFlags |= PARTICLE_5;
|
||
|
} else {
|
||
|
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
|
||
|
if (m->actionTimer > 0)
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
}
|
||
|
|
||
|
if (m->actionTimer >= 61) {
|
||
|
if (m->actionState < 40)
|
||
|
m->actionState += 2;
|
||
|
|
||
|
width = m->actionState * 640 / 100;
|
||
|
height = m->actionState * 480 / 100;
|
||
|
|
||
|
sEndCutsceneVp.vp.vscale[0] = 640 - width;
|
||
|
sEndCutsceneVp.vp.vscale[1] = 480 - height;
|
||
|
sEndCutsceneVp.vp.vtrans[0] =
|
||
|
(gCurrCreditsEntry->unk02 & 0x10 ? width : -width) * 56 / 100 + 640;
|
||
|
sEndCutsceneVp.vp.vtrans[1] =
|
||
|
(gCurrCreditsEntry->unk02 & 0x20 ? height : -height) * 66 / 100 + 480;
|
||
|
|
||
|
func_8027A220(&sEndCutsceneVp, 0, 0, 0, 0);
|
||
|
}
|
||
|
|
||
|
if (m->actionTimer == 90)
|
||
|
reset_cutscene_msg_fade();
|
||
|
|
||
|
if (m->actionTimer >= 90)
|
||
|
sDispCreditsEntry = gCurrCreditsEntry;
|
||
|
|
||
|
if (m->actionTimer++ == 200)
|
||
|
level_trigger_warp(m, 24);
|
||
|
|
||
|
m->marioObj->header.gfx.angle[1] += (gCurrCreditsEntry->unk02 & 0xC0) << 8;
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
static s32 act_end_waving_cutscene(struct MarioState *m) {
|
||
|
if (m->actionState == 0) {
|
||
|
m->statusForCamera->unk1C[1] = 12;
|
||
|
|
||
|
sEndPeachObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_PEACH, bhvEndPeach, 60, 906,
|
||
|
-1180, 0, 0, 0);
|
||
|
|
||
|
sEndRightToadObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_TOAD, bhvEndToad, 180,
|
||
|
906, -1170, 0, 0, 0);
|
||
|
|
||
|
sEndLeftToadObj = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_TOAD, bhvEndToad, -180,
|
||
|
906, -1170, 0, 0, 0);
|
||
|
|
||
|
sEndPeachObj->oOpacity = 255;
|
||
|
sEndRightToadObj->oOpacity = 255;
|
||
|
sEndLeftToadObj->oOpacity = 255;
|
||
|
|
||
|
sEndPeachAnimation = 11;
|
||
|
sEndToadAnims[0] = 6;
|
||
|
sEndToadAnims[1] = 7;
|
||
|
|
||
|
m->actionState = 1;
|
||
|
}
|
||
|
|
||
|
set_mario_animation(m, MARIO_ANIM_CREDITS_WAVING);
|
||
|
stop_and_set_height_to_floor(m);
|
||
|
|
||
|
m->marioObj->header.gfx.angle[1] += 0x8000;
|
||
|
m->marioObj->header.gfx.pos[0] -= 60.0f;
|
||
|
m->marioBodyState->handState = MARIO_HAND_RIGHT_OPEN;
|
||
|
|
||
|
if (m->actionTimer++ == 300)
|
||
|
level_trigger_warp(m, WARP_OP_CREDITS_END);
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
static s32 check_for_instant_quicksand(struct MarioState *m) {
|
||
|
if (m->floor->type == SURFACE_INSTANT_QUICKSAND && m->action & ACT_FLAG_INVULNERABLE
|
||
|
&& m->action != ACT_QUICKSAND_DEATH) {
|
||
|
update_mario_sound_and_camera(m);
|
||
|
return drop_and_set_mario_action(m, ACT_QUICKSAND_DEATH, 0);
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
s32 mario_execute_cutscene_action(struct MarioState *m) {
|
||
|
s32 cancel;
|
||
|
|
||
|
if (check_for_instant_quicksand(m))
|
||
|
return TRUE;
|
||
|
|
||
|
/* clang-format off */
|
||
|
switch (m->action) {
|
||
|
case ACT_DISAPPEARED: cancel = act_disappeared(m); break;
|
||
|
case ACT_INTRO_CUTSCENE: cancel = act_intro_cutscene(m); break;
|
||
|
case ACT_STAR_DANCE_EXIT: cancel = act_star_dance(m); break;
|
||
|
case ACT_STAR_DANCE_NO_EXIT: cancel = act_star_dance(m); break;
|
||
|
case ACT_STAR_DANCE_WATER: cancel = act_star_dance_water(m); break;
|
||
|
case ACT_FALL_AFTER_STAR_GRAB: cancel = act_fall_after_star_grab(m); break;
|
||
|
case ACT_READING_AUTOMATIC_DIALOG: cancel = act_reading_automatic_dialog(m); break;
|
||
|
case ACT_READING_NPC_DIALOG: cancel = act_reading_npc_dialog(m); break;
|
||
|
case ACT_DEBUG_FREE_MOVE: cancel = act_debug_free_move(m); break;
|
||
|
case ACT_READING_SIGN: cancel = act_reading_sign(m); break;
|
||
|
case ACT_JUMBO_STAR_CUTSCENE: cancel = act_jumbo_star_cutscene(m); break;
|
||
|
case ACT_WAITING_FOR_DIALOG: cancel = act_waiting_for_dialog(m); break;
|
||
|
case ACT_STANDING_DEATH: cancel = act_standing_death(m); break;
|
||
|
case ACT_QUICKSAND_DEATH: cancel = act_quicksand_death(m); break;
|
||
|
case ACT_ELECTROCUTION: cancel = act_electrocution(m); break;
|
||
|
case ACT_SUFFOCATION: cancel = act_suffocation(m); break;
|
||
|
case ACT_DEATH_ON_STOMACH: cancel = act_death_on_stomach(m); break;
|
||
|
case ACT_DEATH_ON_BACK: cancel = act_death_on_back(m); break;
|
||
|
case ACT_EATEN_BY_BUBBA: cancel = act_eaten_by_bubba(m); break;
|
||
|
case ACT_END_PEACH_CUTSCENE: cancel = act_end_peach_cutscene(m); break;
|
||
|
case ACT_CREDITS_CUTSCENE: cancel = act_credits_cutscene(m); break;
|
||
|
case ACT_END_WAVING_CUTSCENE: cancel = act_end_waving_cutscene(m); break;
|
||
|
case ACT_PULLING_DOOR:
|
||
|
case ACT_PUSHING_DOOR: cancel = act_going_through_door(m); break;
|
||
|
case ACT_WARP_DOOR_SPAWN: cancel = act_warp_door_spawn(m); break;
|
||
|
case ACT_EMERGE_FROM_PIPE: cancel = act_emerge_from_pipe(m); break;
|
||
|
case ACT_SPAWN_SPIN_AIRBORNE: cancel = act_spawn_spin_airborne(m); break;
|
||
|
case ACT_SPAWN_SPIN_LANDING: cancel = act_spawn_spin_landing(m); break;
|
||
|
case ACT_EXIT_AIRBORNE: cancel = act_exit_airborne(m); break;
|
||
|
case ACT_EXIT_LAND_SAVE_DIALOG: cancel = act_exit_land_save_dialog(m); break;
|
||
|
case ACT_DEATH_EXIT: cancel = act_death_exit(m); break;
|
||
|
case ACT_UNUSED_DEATH_EXIT: cancel = act_unused_death_exit(m); break;
|
||
|
case ACT_FALLING_DEATH_EXIT: cancel = act_falling_death_exit(m); break;
|
||
|
case ACT_SPECIAL_EXIT_AIRBORNE: cancel = act_special_exit_airborne(m); break;
|
||
|
case ACT_SPECIAL_DEATH_EXIT: cancel = act_special_death_exit(m); break;
|
||
|
case ACT_FALLING_EXIT_AIRBORNE: cancel = act_falling_exit_airborne(m); break;
|
||
|
case ACT_UNLOCKING_KEY_DOOR: cancel = act_unlocking_key_door(m); break;
|
||
|
case ACT_UNLOCKING_STAR_DOOR: cancel = act_unlocking_star_door(m); break;
|
||
|
case ACT_ENTERING_STAR_DOOR: cancel = act_entering_star_door(m); break;
|
||
|
case ACT_SPAWN_NO_SPIN_AIRBORNE: cancel = act_spawn_no_spin_airborne(m); break;
|
||
|
case ACT_SPAWN_NO_SPIN_LANDING: cancel = act_spawn_no_spin_landing(m); break;
|
||
|
case ACT_BBH_ENTER_JUMP: cancel = act_bbh_enter_jump(m); break;
|
||
|
case ACT_BBH_ENTER_SPIN: cancel = act_bbh_enter_spin(m); break;
|
||
|
case ACT_TELEPORT_FADE_OUT: cancel = act_teleport_fade_out(m); break;
|
||
|
case ACT_TELEPORT_FADE_IN: cancel = act_teleport_fade_in(m); break;
|
||
|
case ACT_SHOCKED: cancel = act_shocked(m); break;
|
||
|
case ACT_SQUISHED: cancel = act_squished(m); break;
|
||
|
case ACT_HEAD_STUCK_IN_GROUND: cancel = act_head_stuck_in_ground(m); break;
|
||
|
case ACT_BUTT_STUCK_IN_GROUND: cancel = act_butt_stuck_in_ground(m); break;
|
||
|
case ACT_FEET_STUCK_IN_GROUND: cancel = act_feet_stuck_in_ground(m); break;
|
||
|
case ACT_PUTTING_ON_CAP: cancel = act_putting_on_cap(m); break;
|
||
|
}
|
||
|
/* clang-format on */
|
||
|
|
||
|
if (!cancel) {
|
||
|
if (m->input & INPUT_IN_WATER)
|
||
|
m->particleFlags |= PARTICLE_7;
|
||
|
}
|
||
|
|
||
|
return cancel;
|
||
|
}
|