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# ifndef _INTERACTION_H
# define _INTERACTION_H
# include "types.h"
# define INTERACT_HOOT /* 0x00000001 */ (1 << 0)
# define INTERACT_GRABBABLE /* 0x00000002 */ (1 << 1)
# define INTERACT_DOOR /* 0x00000004 */ (1 << 2)
# define INTERACT_DAMAGE /* 0x00000008 */ (1 << 3)
# define INTERACT_COIN /* 0x00000010 */ (1 << 4)
# define INTERACT_CAP /* 0x00000020 */ (1 << 5)
# define INTERACT_POLE /* 0x00000040 */ (1 << 6)
# define INTERACT_KOOPA /* 0x00000080 */ (1 << 7)
# define INTERACT_UNKNOWN_08 /* 0x00000100 */ (1 << 8)
# define INTERACT_BREAKABLE /* 0x00000200 */ (1 << 9)
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# define INTERACT_STRONG_WIND /* 0x00000400 */ (1 << 10)
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# define INTERACT_WARP_DOOR /* 0x00000800 */ (1 << 11)
# define INTERACT_STAR_OR_KEY /* 0x00001000 */ (1 << 12)
# define INTERACT_WARP /* 0x00002000 */ (1 << 13)
# define INTERACT_CANNON_BASE /* 0x00004000 */ (1 << 14)
# define INTERACT_BOUNCE_TOP /* 0x00008000 */ (1 << 15)
# define INTERACT_WATER_RING /* 0x00010000 */ (1 << 16)
# define INTERACT_BULLY /* 0x00020000 */ (1 << 17)
# define INTERACT_FLAME /* 0x00040000 */ (1 << 18)
# define INTERACT_KOOPA_SHELL /* 0x00080000 */ (1 << 19)
# define INTERACT_TRAP_TURN /* 0x00100000 */ (1 << 20)
# define INTERACT_MR_BLIZZARD /* 0x00200000 */ (1 << 21)
# define INTERACT_HIT_FROM_BELOW /* 0x00400000 */ (1 << 22)
# define INTERACT_TEXT /* 0x00800000 */ (1 << 23)
# define INTERACT_TORNADO /* 0x01000000 */ (1 << 24)
# define INTERACT_WHIRLPOOL /* 0x02000000 */ (1 << 25)
# define INTERACT_CLAM_OR_BUBBA /* 0x04000000 */ (1 << 26)
# define INTERACT_BBH_ENTRANCE /* 0x08000000 */ (1 << 27)
# define INTERACT_SNUFIT_BULLET /* 0x10000000 */ (1 << 28)
# define INTERACT_SHOCK /* 0x20000000 */ (1 << 29)
# define INTERACT_IGLOO_BARRIER /* 0x40000000 */ (1 << 30)
# define INTERACT_UNKNOWN_31 /* 0x80000000 */ (1 << 31)
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// INTERACT_WARP
# define INT_SUBTYPE_FADING_WARP 0x00000001
// Damaging interactions
# define INT_SUBTYPE_DELAY_INVINCIBILITY 0x00000002
# define INT_SUBTYPE_BIG_KNOCKBACK 0x00000008 /* Used by Bowser, sets Mario's forward velocity to 40 on hit */
// INTERACT_GRABBABLE
# define INT_SUBTYPE_GRABS_MARIO 0x00000004 /* Also makes the object heavy */
# define INT_SUBTYPE_HOLDABLE_NPC 0x00000010 /* Allows the object to be gently dropped, and sets vertical speed to 0 when dropped with no forwards velocity */
# define INT_SUBTYPE_DROP_IMMEDIATELY 0x00000040 /* This gets set by grabbable NPCs that talk to Mario to make him drop them after the dialog is finished */
# define INT_SUBTYPE_KICKABLE 0x00000100
# define INT_SUBTYPE_NOT_GRABBABLE 0x00000200 /* Used by Heavy-Ho to allow it to throw Mario, without Mario being able to pick it up */
// INTERACT_DOOR
# define INT_SUBTYPE_STAR_DOOR 0x00000020
//INTERACT_BOUNCE_TOP
# define INT_SUBTYPE_TWIRL_BOUNCE 0x00000080
// INTERACT_STAR_OR_KEY
# define INT_SUBTYPE_NO_EXIT 0x00000400
# define INT_SUBTYPE_GRAND_STAR 0x00000800
// INTERACT_TEXT
# define INT_SUBTYPE_SIGN 0x00001000
# define INT_SUBTYPE_NPC 0x00004000
// INTERACT_CLAM_OR_BUBBA
# define INT_SUBTYPE_EATS_MARIO 0x00002000
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# define ATTACK_PUNCH 1
# define ATTACK_KICK_OR_TRIP 2
# define ATTACK_FROM_ABOVE 3
# define ATTACK_GROUND_POUND_OR_TWIRL 4
# define ATTACK_FAST_ATTACK 5
# define ATTACK_FROM_BELOW 6
# define INT_STATUS_ATTACK_MASK 0x000000FF
# define INT_STATUS_HOOT_GRABBED_BY_MARIO (1 << 0) /* 0x00000001 */
# define INT_STATUS_MARIO_UNK1 (1 << 1) /* 0x00000002 */
# define INT_STATUS_MARIO_UNK2 (1 << 2) /* 0x00000004 */
# define INT_STATUS_MARIO_DROP_OBJECT (1 << 3) /* 0x00000008 */
# define INT_STATUS_MARIO_UNK4 (1 << 4) /* 0x00000010 */
# define INT_STATUS_MARIO_UNK5 (1 << 5) /* 0x00000020 */
# define INT_STATUS_MARIO_UNK6 (1 << 6) /* 0x00000040 */
# define INT_STATUS_MARIO_UNK7 (1 << 7) /* 0x00000080 */
# define INT_STATUS_GRABBED_MARIO (1 << 11) /* 0x00000800 */
# define INT_STATUS_ATTACKED_MARIO (1 << 13) /* 0x00002000 */
# define INT_STATUS_WAS_ATTACKED (1 << 14) /* 0x00004000 */
# define INT_STATUS_INTERACTED (1 << 15) /* 0x00008000 */
# define INT_STATUS_STOP_RIDING (1 << 22) /* 0x00400000 */
# define INT_STATUS_TOUCHED_BOB_OMB (1 << 23) /* 0x00800000 */
struct BullyCollisionData {
/*0x00*/ f32 conversionRatio ;
/*0x04*/ f32 radius ;
/*0x08*/ f32 posX ;
/*0x0C*/ f32 posZ ;
/*0x10*/ f32 velX ;
/*0x14*/ f32 velZ ;
} ;
extern u8 D_03009AC8 [ ] ;
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extern s16 mario_obj_angle_to_object ( struct MarioState * , struct Object * ) ;
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extern void mario_stop_riding_object ( struct MarioState * ) ;
extern void mario_grab_used_object ( struct MarioState * ) ;
extern void mario_drop_held_object ( struct MarioState * ) ;
extern void mario_throw_held_object ( struct MarioState * ) ;
extern void mario_stop_riding_and_holding ( struct MarioState * ) ;
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extern u32 does_mario_have_hat ( struct MarioState * ) ;
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extern void mario_blow_off_cap ( struct MarioState * , f32 ) ;
extern u32 mario_lose_cap_to_enemy ( u32 ) ;
extern void mario_retrieve_cap ( void ) ;
extern struct Object * mario_get_collided_object ( struct MarioState * , u32 ) ;
extern u32 mario_check_object_grab ( struct MarioState * ) ;
extern u32 get_door_save_file_flag ( struct Object * ) ;
extern void mario_process_interactions ( struct MarioState * ) ;
extern void mario_handle_special_floors ( struct MarioState * ) ;
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extern BAD_RETURN ( s32 ) init_bully_collision_data (
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struct BullyCollisionData * data ,
f32 posX ,
f32 posZ ,
f32 forwardVel ,
s16 yaw ,
f32 conversionRatio ,
f32 radius ) ;
extern void transfer_bully_speed ( struct BullyCollisionData * , struct BullyCollisionData * ) ;
# endif /* _INTERACTION_H */