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3,349 bytes added ,  4 June 2023
Quartersteps... are hidden inside stationary_ground_step... even _more_ information
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(Quartersteps... are hidden inside stationary_ground_step... even _more_ information)
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## If Mario is in a cold environment, he starts to [[Shivering|shiver]], else he goes into the [[Start Sleeping|start sleeping]] action.
## If Mario is in a cold environment, he starts to [[Shivering|shiver]], else he goes into the [[Start Sleeping|start sleeping]] action.
# If Mario is against a wall, Mario has his animation changed to be standing against the wall. Otherwise, Mario's animation is set depending on which way he is turning his head.
# If Mario is against a wall, Mario has his animation changed to be standing against the wall. Otherwise, Mario's animation is set depending on which way he is turning his head.
# stationary_ground_step
# [[Idle#stationary ground step|stationary_ground_step]]
== Stationary cancels ==
== Stationary cancels ==
A variety of "cancels" are checked prior to actually performing any stationary action. These checks are as follows:<ref>https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_actions_stationary.c#L1083-L1115</ref>
A variety of "cancels" are checked prior to actually performing any stationary action. These checks are as follows:<ref>https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_actions_stationary.c#L1083-L1115</ref>
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# If B is pressed, Mario's action is set to [[punching]].
# If B is pressed, Mario's action is set to [[punching]].
# If Z is pressed, Mario's action is set to [[start crouching]].<ref>https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_actions_stationary.c#L20-L60</ref>
# If Z is pressed, Mario's action is set to [[start crouching]].<ref>https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_actions_stationary.c#L20-L60</ref>
==stationary_ground_step==
https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_step.c#L236
#Set Mario's forward velocity, velocity[0], velocity[2], slideVelocityX, and slideVelocityZ to 0.
#Let step_result = GROUND_STEP_NONE
#Call mario_update_moving_sand:<ref>https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_step.c#L172</ref>
##If Mario's floor type is {DEEP_MOVING, SHALLOW_MOVING, MOVING, or INSTANT_MOVING}_QUICKSAND:
###Change Mario's velocity[0] and velocity[2] based on the floor's "force" data.
###return TRUE
##else return FALSE
#Call mario_update_windy_ground:<ref>https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_step.c#L190</ref>
##If Mario's floor type is SURFACE_HORIZONTAL_WIND (like on the ship in Rainbow Ride):
###Change Mario's velocity[0] and velocity[2] as if the wind was pushing Mario, based on the floor's "force" data, the global timer, and Mario's facing angle.
###return TRUE
##else return FALSE
#If either step 3 or step 4 returned true, step_result = perform_ground_step():
##Loop 4 times: ''Do a quarterstep''. The next intended position is Mario's position plus the de facto speed vector. Each time, set '''step_result''' to a '''(value)'''.
###Let ''floor'' be the (first) floor at the next intended position (very complicated). It must be at least -78 units below Mario's y position.
###If the next intended position is OOB, exit loop '''(WALL)'''
###If Mario is riding a shell and the floor height is less than the water level (which is -11000 by default)
####Set floor height to water level
####Set ''floor'' to the global water surface pseudo floor (very slippery, flags: 0, room: 0, vertices: (0, 0, 0), (0, 0, 0), (0, 0, 0), normal vector: (0, 1, 0) i.e. up)<ref>https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_step.c#L14</ref>
####<span style="color:gray;">Set the floor's originOffset to floor height (a comment says this has no effect)</span>
###If the floor is more than 100 units below Mario
####If Mario's height + 160 units is at least the ceiling height, exit loop '''(WALL)'''
####Set Mario's position to the next intended position, Mario's floor to the floor, and Mario's floor height to the floor height; exit loop '''(LEFT GROUND)'''
###If ''floor'' height + 160 units is at least the ceiling height, exit loop '''(WALL)'''
###Set Mario's position to the next intended position, Mario's floor to the floor, and Mario's floor height to the floor height
###Let upperWall be a wall within 60 units of (50 units above the next intended position). (This looks even more complicated than finding the floor).
###If the upperWall exists AND not(abs(atan2s(upperWall normal z, upperWall normal x) - Mario facing angle[1]) is between 0x2AAA and 0x5555), exit loop '''(WALL)''', else '''(WALL_CONTINUE)'''
###'''(NONE)'''
## Update Mario's "terrain sound addend", graphics position, and graphics angle.
## If step_result is (WALL_CONTINUE), set step_result to (WALL)
## Return step_result
# Else:
## Set Mario's y position to the floor height. '''This is the cause of many [[Downwarp|downwarps]]'''.
## Update Mario's graphics position and graphics angle.
# Return step_result
#
{{actions}}
{{actions}}
<references />
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