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sm64.py
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1858 lines (1406 loc) · 65.5 KB
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# pylint: disable=missing-docstring, unused-argument
import logging
import collections
import http.server
import socketserver
import threading
import cgi
import mario # pylint: disable=import-error
import objects # pylint: disable=import-error
import levels # pylint: disable=import-error
import dialog # pylint: disable=import-error
import save_file # pylint: disable=import-error
import cameras # pylint: disable=import-error
import sounds # pylint: disable=import-error
InteractionHandler = collections.namedtuple('InteractionHandler', ['interact_type', 'handler'])
FORWARD_KNOCKBACK_ACTIONS = [
[mario.ACT_SOFT_FORWARD_GROUND_KB, mario.ACT_FORWARD_GROUND_KB,
mario.ACT_HARD_FORWARD_GROUND_KB],
[mario.ACT_FORWARD_AIR_KB, mario.ACT_FORWARD_AIR_KB,
mario.ACT_HARD_FORWARD_AIR_KB],
[mario.ACT_FORWARD_WATER_KB, mario.ACT_FORWARD_WATER_KB,
mario.ACT_FORWARD_WATER_KB]]
BACKWARD_KNOCKBACK_ACTIONS = [
[mario.ACT_SOFT_BACKWARD_GROUND_KB, mario.ACT_BACKWARD_GROUND_KB,
mario.ACT_HARD_BACKWARD_GROUND_KB],
[mario.ACT_BACKWARD_AIR_KB, mario.ACT_BACKWARD_AIR_KB,
mario.ACT_HARD_BACKWARD_AIR_KB],
[mario.ACT_BACKWARD_WATER_KB, mario.ACT_BACKWARD_WATER_KB,
mario.ACT_BACKWARD_WATER_KB]]
displaying_door_text = False # pylint: disable=invalid-name
invulnerable = False # pylint: disable=invalid-name
delay_invinc_timer = False # pylint: disable=invalid-name
just_teleported = False # pylint: disable=invalid-name
# DEBUG
bhv_test = None # pylint: disable=invalid-name
# Keep a reference hanging around globally so it doesn't despawn.
test_fish = None # pylint: disable=invalid-name
#ready = False
osd_lines = [] # pylint: disable=invalid-name
frame_delays = [] # pylint: disable=invalid-name
def delay_frames( frames, callback ):
frame_delays.append( (frames, callback) )
def show_osd_line( line_x, line_y, text, ttl ):
osd_lines.append( (line_x, line_y, text, ttl) )
server_proc = None # pylint: disable=invalid-name
mario_server = None # pylint: disable=invalid-name
can_warp = False # pylint: disable=invalid-name
MARIO_PAGE = '''<!doctype HTML>
<html>
<head>
<title>Mario 64 Web Server</title>
</head>
<body>
<form action="/" method="POST" />
<div>
<button name="spawn" value="Coins">Spawn Coins</button>
</div>
<div>
<button name="warp" value="bob">Bob-Omb Battlefield</button>
<button name="warp" value="bbh">Big Boo's House</button>
<button name="warp" value="ddd">Dire Dire Docks</button>
</div>
<div>
<button name="camera" value="normal">Normal Camera</button>
<button name="camera" value="pause">Pause Camera</button>
</div>
<div>
<button name="music" value="stop">Stop Music</button>
<button name="music" value="shell">Shell Music</button>
<button name="music" value="metal_cap">Metal Cap Music</button>
<button name="music" value="wing_cap">Wing Cap Music</button>
</div>
<div>
<button name="play_sound" value="yahoo">Yahoo!</button>
<button name="play_sound" value="okey">Okey Dokey!</button>
<button name="play_sound" value="waaaooow">Waaaooow!</button>
</div>
<div>
<button name="rumble" value="small">Small Rumble</button>
<button name="rumble" value="medium">Medium Rumble</button>
<button name="rumble" value="large">Large Rumble</button>
</div>
<div>
<textarea name="send_text"></textarea>
<button name="action" value="send_text">Send Text</button>
</form>
</body>
</html>
'''
class MarioHTTPHandler( http.server.BaseHTTPRequestHandler ):
def do_POST( self ): # pylint: disable=invalid-name
# pylint: disable=no-member
form_env = {
'REQUEST_METHOD': 'POST',
'CONTENT_TYPE': self.headers['Content-type']
}
form = cgi.FieldStorage(
fp=self.rfile,
headers=self.headers,
environ=form_env )
mario_state = mario.get_mario_state()
if 'Coins' == form.getvalue( 'spawn' ):
spawn_yellow_coins( mario_state.mario_object, 6 )
elif 'bob' == form.getvalue( 'warp' ):
levels.initiate_warp( levels.LEVEL_BOB, 0x01, 0x0a, 0 )
elif 'bbh' == form.getvalue( 'warp' ):
levels.initiate_warp( levels.LEVEL_BBH, 0x01, 0x0a, 0 )
elif 'ddd' == form.getvalue( 'warp' ):
levels.initiate_warp( levels.LEVEL_DDD, 0x01, 0x0a, 0 )
elif 'yahoo' == form.getvalue( 'play_sound' ):
sounds.play_sound(
sounds.SOUND_MARIO_YAHOO,
mario_state.mario_object.get_camera_to_object() )
elif 'okey' == form.getvalue( 'play_sound' ):
sounds.play_sound(
sounds.SOUND_MARIO_OKEY_DOKEY,
mario_state.mario_object.get_camera_to_object() )
elif 'waaaooow' == form.getvalue( 'play_sound' ):
sounds.play_sound(
sounds.SOUND_MARIO_WAAAOOOW,
mario_state.mario_object.get_camera_to_object() )
elif 'small' == form.getvalue( 'rumble' ):
mario.queue_rumble_data( 5, 80 )
elif 'med' == form.getvalue( 'rumble' ):
mario.queue_rumble_data( 15, 80 )
elif 'large' == form.getvalue( 'rumble' ):
mario.queue_rumble_data( 30, 60 )
elif 'stop' == form.getvalue( 'music' ):
sounds.drop_queued_background_music()
sounds.fadeout_level_music( 126 )
elif 'shell' == form.getvalue( 'music' ):
sounds.play_shell_music()
elif 'wing_cap' == form.getvalue( 'music' ):
sounds.play_cap_music( 4, sounds.SEQ_EVENT_POWERUP )
elif 'metal_cap' == form.getvalue( 'music' ):
sounds.play_cap_music( 4, sounds.SEQ_EVENT_METAL_CAP )
elif 'send_text' == form.getvalue( 'action' ):
dlg_text = form.getvalue( 'send_text' )
dlg = dialog.Dialog( dlg_text )
dlg.dialog_type = dialog.DIALOG_TYPE_ZOOM
dlg.show()
elif 'normal' == form.getvalue( 'camera' ):
cameras.unset_movement_flag( cameras.CAM_MOVE_PAUSE_SCREEN )
elif 'pause' == form.getvalue( 'camera' ):
cameras.set_movement_flag( cameras.CAM_MOVE_PAUSE_SCREEN )
self.send_response( 301 )
self.send_header( 'Location', 'http://127.0.0.1:8064/' )
self.end_headers()
def do_GET( self ): # pylint: disable=invalid-name
#logger.debug( 'web request...' )
self.send_response( 200 )
self.send_header( 'Content-type', 'text/html' )
self.end_headers()
self.wfile.write( MARIO_PAGE.encode( 'utf-8' ) )
#logger.debug( 'web request done' )
class MarioHTTPServer( socketserver.ThreadingMixIn, http.server.HTTPServer ):
def __init__( self, listen ):
super().__init__( listen, MarioHTTPHandler )
# END DEBUG
def mario_init_state( mario_state ):
logger = logging.getLogger( 'mario' )
logger.info( 'mario init state' )
def mario_init():
# pylint: disable=no-member
logging.basicConfig( level=logging.DEBUG )
logger = logging.getLogger( 'init' )
logger.info( 'logger active' )
logging.getLogger( 'memory' ).setLevel( logging.ERROR )
logging.getLogger( 'action' ).setLevel( logging.ERROR )
logging.getLogger( 'objects' ).setLevel( logging.ERROR )
# DEBUG
global bhv_test # pylint: disable=invalid-name
bhv_test = objects.Behavior()
bhv_test.bhv_BEGIN( objects.OBJ_LIST_DEFAULT )
bhv_test.bhv_BEGIN_LOOP()
bhv_test.bhv_END_LOOP()
#print( bhv_test.script )
bhv_test.compile()
global server_proc # pylint: disable=invalid-name
global mario_server # pylint: disable=invalid-name
mario_server = MarioHTTPServer( ('127.0.0.1', 8064) )
#server_proc = multiprocessing.Process( target=mario_server.serve_forever )
server_proc = threading.Thread( target=mario_server.serve_forever )
server_proc.start()
# END DEBUG
def should_push_or_pull_door( mario_state, obj ):
dist_x = obj.get_pos_x() - mario_state.get_pos( 0 )
dist_z = obj.get_pos_z() - mario_state.get_pos( 2 )
yaw = obj.get_move_angle_yaw() - mario.atan2s( dist_z, dist_x )
return 0x00000001 if (yaw >= -0x4000 and yaw <= 0x4000) else 0x00000002
def bounce_back_from_attack( mario_state, interaction ):
if interaction & (mario.INT_PUNCH | mario.INT_KICK | mario.INT_TRIP):
if mario_state.get_action() == mario.ACT_PUNCHING:
mario_state.set_action( mario.ACT_MOVE_PUNCHING )
if mario_state.get_action() & mario.ACT_FLAG_AIR:
mario_state.set_forward_vel_all( -16.0 )
else:
mario_state.set_forward_vel_all( -48.0 )
cameras.set_shake_from_hit( cameras.SHAKE_ATTACK )
mario_state.set_particle_flag( mario.PARTICLE_TRIANGLE )
if interaction & (
mario.INT_PUNCH | mario.INT_KICK | mario.INT_TRIP | \
mario.INT_FAST_ATTACK_OR_SHELL):
sounds.play_sound(
sounds.SOUND_ACTION_HIT_2,
mario_state.mario_object.get_camera_to_object() )
def get_door_save_file_flag( door ):
save_file_flag = 0
required_num_stars = door.get_beh_params() >> 24
is_ccm_door = door.get_pos_x() < 0.0
is_pss_door = door.get_pos_y() > 500.0
if 1 == required_num_stars:
if is_pss_door:
save_file_flag = save_file.SAVE_FLAG_UNLOCKED_PSS_DOOR
else:
save_file_flag = save_file.SAVE_FLAG_UNLOCKED_WF_DOOR
elif 3 == required_num_stars:
if is_ccm_door:
save_file_flag = save_file.SAVE_FLAG_UNLOCKED_CCM_DOOR
else:
save_file_flag = save_file.SAVE_FLAG_UNLOCKED_JRB_DOOR
elif 8 == required_num_stars:
save_file_flag = save_file.SAVE_FLAG_UNLOCKED_BITDW_DOOR
elif 30 == required_num_stars:
save_file_flag = save_file.SAVE_FLAG_UNLOCKED_BITFS_DOOR
elif 50 == required_num_stars:
save_file_flag = save_file.SAVE_FLAG_UNLOCKED_50_STAR_DOOR
return save_file_flag
def check_object_grab_mario( mario_state, interact_type, obj ):
global invulnerable # pylint: disable=invalid-name
air_invul_attacking = \
mario.ACT_FLAG_AIR | mario.ACT_FLAG_INVULNERABLE | mario.ACT_FLAG_ATTACKING
if (not mario_state.get_action() & air_invul_attacking or \
not invulnerable) and \
obj.get_interaction_subtype() & mario.INT_SUBTYPE_GRABS_MARIO:
if object_facing_mario( mario_state, obj, 0x2AAA ):
mario_state.stop_riding_and_holding()
obj.set_interact_status(
mario.INT_STATUS_INTERACTED | mario.INT_STATUS_GRABBED_MARIO )
mario_state.set_face_angle( 1, obj.get_move_angle_yaw() )
mario_state.set_interact_obj( obj )
mario_state.set_used_obj( obj )
mario_state.update_sound_and_camera()
sounds.play_sound(
sounds.SOUND_MARIO_OOOF,
mario_state.mario_object.get_camera_to_object() )
mario.queue_rumble_data( 5, 80 )
return set_mario_action( mario_state, mario.ACT_GRABBED, 0 )
mario_state.push_out_of_object( obj, -5.0 )
return False
def able_to_grab_object( mario_state, obj ):
action = mario_state.get_action()
if action == mario.ACT_DIVE_SLIDE or \
action == mario.ACT_DIVE:
# This works!
if not obj.get_interaction_subtype() & \
mario.INT_SUBTYPE_GRABS_MARIO:
return True
elif action == mario.ACT_PUNCHING or \
action == mario.ACT_MOVE_PUNCHING:
# TODO: Weird action arg here? Doesn't work!
if mario_state.get_action_arg() < 2:
return True
return False
def object_facing_mario( mario_state, obj, angle_range ):
dist_x = mario_state.get_pos( 0 ) - obj.get_pos_x()
dist_z = mario_state.get_pos( 2 ) - obj.get_pos_z()
angle_to_mario = mario.atan2s( dist_z, dist_x )
angle = angle_to_mario - obj.get_move_angle_yaw()
if (-1 * angle_range) <= angle and angle <= angle_range:
return True
return False
def take_damage_from_interact_object( mario_state ): # pylint: disable=invalid-name
shake = 0
damage = mario_state.get_interact_obj().get_damage_or_coin_value()
if damage >= 4:
shake = cameras.SHAKE_LARGE_DAMAGE
elif damage >= 2:
shake = cameras.SHAKE_MED_DAMAGE
else:
shake = cameras.SHAKE_SMALL_DAMAGE
if not mario_state.get_flags() & mario.MARIO_CAP_ON_HEAD:
damage += (damage + 1) / 2
if mario_state.get_flags() & mario.MARIO_METAL_CAP:
damage = 0
mario_state.set_hurt_counter( mario_state.get_hurt_counter() + 4 * damage )
mario.queue_rumble_data( 5, 80 )
cameras.set_shake_from_hit( shake )
return damage
def take_damage_and_knock_back( mario_state, obj ):
global invulnerable # pylint: disable=invalid-name
damage = 0
if not invulnerable and \
not mario_state.get_flags() & mario.MARIO_VANISH_CAP and \
not obj.get_interaction_subtype() & mario.INT_SUBTYPE_DELAY_INVINCIBILITY:
obj.set_interact_status(
mario.INT_STATUS_INTERACTED | mario.INT_STATUS_ATTACKED_MARIO )
mario_state.set_interact_obj( obj )
damage = take_damage_from_interact_object( mario_state )
if obj.get_interaction_subtype() & mario.INT_SUBTYPE_BIG_KNOCKBACK:
mario_state.set_forward_vel( 40.0 )
if obj.get_damage_or_coin_value() > 0:
sounds.play_sound(
sounds.SOUND_MARIO_ATTACKED,
mario_state.mario_object.get_camera_to_object() )
mario_state.update_sound_and_camera()
return drop_and_set_mario_action(
mario_state, determine_knockback_action(
mario_state, obj.get_damage_or_coin_value() ), damage )
return False
def bounce_off_object( mario_state, obj, vel_y ):
mario_state.set_pos( 1, obj.get_pos_y() + obj.get_hitbox_height() )
mario_state.set_vel( 1, vel_y )
mario_state.unset_flag( mario.MARIO_UNKNOWN_08 )
sounds.play_sound(
sounds.SOUND_ACTION_BOUNCE_OFF_OBJECT,
mario_state.mario_object.get_camera_to_object() )
def hit_object_from_below( mario_state, obj ):
mario_state.set_vel( 1, 0.0 )
cameras.set_shake_from_hit( cameras.SHAKE_HIT_FROM_BELOW )
def attack_object( obj, interaction ):
attack_type = 0
if mario.INT_GROUND_POUND_OR_TWIRL:
attack_type = mario.ATTACK_GROUND_POUND_OR_TWIRL
elif mario.INT_PUNCH:
attack_type = mario.ATTACK_PUNCH
elif mario.INT_KICK == interaction or \
mario.INT_TRIP == interaction:
attack_type = mario.ATTACK_KICK_OR_TRIP
elif mario.INT_SLIDE_KICK == interaction or\
mario.INT_FAST_ATTACK_OR_SHELL == interaction:
attack_type = mario.ATTACK_FAST_ATTACK
elif mario.INT_HIT_FROM_ABOVE == interaction:
attack_type = mario.ATTACK_FROM_ABOVE
elif mario.INT_HIT_FROM_BELOW == interaction:
attack_type = mario.ATTACK_FROM_BELOW
obj.set_interact_status(
attack_type + (mario.INT_STATUS_INTERACTED | \
mario.INT_STATUS_WAS_ATTACKED) )
return attack_type
#region spawn
def spawn_object( parent_obj, model, behavior ):
# pylint: disable=no-member
obj = objects.Object( parent_obj, model, behavior )
assert( None != obj )
obj.copy_pos_and_angle( parent_obj )
return obj
def spawn_yellow_coins( parent_obj, count ):
# pylint: disable=no-member, unused-variable
for i in range( count ):
coin = spawn_object( parent_obj,
objects.MODEL_YELLOW_COIN,
objects.bhvMovingYellowCoin )
coin.scale( 0.5, 0.5, 0.5 )
coin.set_forward_vel( mario.random_float() * 20 )
coin.set_vel_y( mario.random_float() * 40 + 20 )
coin.set_move_angle_yaw( mario.random_ushort() )
#endregion
#region dialog
def dialog_render_frame():
# pylint: disable=consider-using-enumerate
# DEBUG
dead_delays = []
global frame_delays # pylint: disable=invalid-name
for idx in range( len( frame_delays ) ):
if 0 < frame_delays[idx][0]:
frame_delays[idx] = (frame_delays[idx][0] - 1, frame_delays[idx][1])
else:
frame_delays[idx][1]()
dead_delays.append( frame_delays[idx] )
for delay in dead_delays:
frame_delays.remove( delay )
#global ready
#if ready:
dead_lines = []
for idx in range( len( osd_lines ) ):
dialog.print_colorful_text(
osd_lines[idx][0], osd_lines[idx][1], osd_lines[idx][2].encode( 'utf-8' ) )
if 0 < osd_lines[idx][3]:
osd_lines[idx] = \
(osd_lines[idx][0], osd_lines[idx][1], osd_lines[idx][2], osd_lines[idx][3] - 1)
else:
dead_lines.append( osd_lines[idx] )
for line in dead_lines:
osd_lines.remove( line )
# END DEBUG
#endregion
#region interaction
def interact_coin( mario_state, interact_type, obj ):
# pylint: disable=no-member
num_coins = mario_state.get_num_coins()
coin_val = obj.get_damage_or_coin_value()
mario_state.set_num_coins( num_coins + coin_val )
mario_state.set_heal_counter( 4 * coin_val )
obj.set_interact_status( mario.INT_STATUS_INTERACTED )
curr_course = levels.get_curr_course_num()
if curr_course >= levels.COURSE_MIN and \
curr_course <= levels.COURSE_STAGES_MAX and \
num_coins - coin_val < 100 and \
num_coins >= 100:
levels.spawn_star_no_level_exit( 6 )
coin_star = spawn_object( obj, objects.MODEL_STAR,
objects.bhvSpawnedStarNoLevelExit )
coin_star.set_beh_params( 6 << 24 )
coin_star.set_interaction_subtype( mario.INT_SUBTYPE_NO_EXIT )
obj.set_angle( 0, 0, 0 )
if obj.get_damage_or_coin_value() >= 2:
mario.queue_rumble_data( 5, 80 )
return False
def interact_water_ring( mario_state, interact_type, obj ):
num_coins = mario_state.get_num_coins()
mario_state.set_heal_counter( 4 * num_coins )
obj.set_interact_status( mario.INT_STATUS_INTERACTED )
return False
def interact_star_or_key( mario_state, interact_type, obj ):
# pylint: disable=no-member
interaction_subtype = obj.get_interaction_subtype()
star_grab_action = mario.ACT_STAR_DANCE_EXIT
no_exit = interaction_subtype & mario.INT_SUBTYPE_NO_EXIT
grand_star = interaction_subtype & mario.INT_SUBTYPE_GRAND_STAR
if mario_state.get_health() >= 0x100:
mario_state.stop_riding_and_holding()
mario.queue_rumble_data( 5, 80 )
if not no_exit:
mario_state.set_hurt_counter( 0 )
mario_state.set_heal_counter( 0 )
if mario_state.get_cap_timer() > 1:
mario_state.set_cap_timer( 1 )
if no_exit:
star_grab_action = mario.ACT_STAR_DANCE_NO_EXIT
if mario_state.get_action() &mario.ACT_FLAG_SWIMMING:
star_grab_action = mario.ACT_STAR_DANCE_WATER
if mario_state.get_action() &mario.ACT_FLAG_METAL_WATER:
star_grab_action = mario.ACT_STAR_DANCE_WATER
if mario_state.get_action() &mario.ACT_FLAG_AIR:
star_grab_action = mario.ACT_FALL_AFTER_STAR_GRAB
spawn_object( obj, objects.MODEL_NONE, objects.bhvStarKeyCollectionPuffSpawner )
obj.set_interact_status( mario.INT_STATUS_INTERACTED )
mario_state.set_interact_obj( obj )
mario_state.set_used_obj( obj )
star_index = (obj.get_beh_params() >> 24) & 0x1F
save_file.collect_star_or_key( mario_state.get_num_coins(), star_index )
mario_state.set_num_stars(
save_file.get_total_star_count(
save_file.get_curr_save_file_num() - 1,
levels.COURSE_MIN - 1,
levels.COURSE_MAX - 1 ) )
if not no_exit:
sounds.drop_queued_background_music()
sounds.fadeout_level_music( 126 )
sounds.play_sound(
sounds.SOUND_MENU_STAR_SOUND,
mario_state.mario_object.get_camera_to_object() )
mario_state.update_sound_and_camera()
if grand_star:
return set_mario_action( mario_state, mario.ACT_JUMBO_STAR_CUTSCENE, 0 )
return set_mario_action( mario_state, star_grab_action, no_exit + 2 * grand_star )
return False
def interact_bbh_entrance( mario_state, interact_type, obj ):
action = mario_state.get_action()
if action != mario.ACT_BBH_ENTER_SPIN and \
action != mario.ACT_BBH_ENTER_JUMP:
mario_state.stop_riding_and_holding()
obj.set_interact_status( mario.INT_STATUS_INTERACTED )
mario_state.set_interact_obj( obj )
mario_state.set_used_obj( obj )
if action & mario.ACT_FLAG_AIR:
return set_mario_action( mario_state, mario.ACT_BBH_ENTER_SPIN, 0 )
return set_mario_action( mario_state, mario.ACT_BBH_ENTER_JUMP, 0 )
return False
def interact_warp( mario_state, interact_type, obj ):
# pylint: disable=no-member
global just_teleported # pylint: disable=invalid-name
if obj.get_interaction_subtype() & mario.INT_SUBTYPE_FADING_WARP:
action = mario_state.get_action()
if action == mario.ACT_TELEPORT_FADE_IN:
just_teleported = True
elif not just_teleported:
if action == mario.ACT_IDLE or \
action == mario.ACT_PANTING or \
action == mario.ACT_STANDING_AGAINST_WALL or \
action == mario.ACT_CROUCHING:
mario_state.set_interact_obj( obj )
mario_state.set_used_obj( obj )
just_teleported = True
return set_mario_action( mario_state, mario.ACT_TELEPORT_FADE_OUT, 0 )
else:
if mario_state.get_action() != mario.ACT_EMERGE_FROM_PIPE:
obj.set_interact_status( mario.INT_STATUS_INTERACTED )
mario_state.set_interact_obj( obj )
mario_state.set_used_obj( obj )
if obj.get_collision_data == objects.warp_pipe_seg3_collision_03009AC8:
sounds.play_sound(
sounds.SOUND_MENU_ENTER_PIPE,
mario_state.mario_object.get_camera_to_object() )
mario.queue_rumble_data( 15, 80 )
else:
sounds.play_sound(
sounds.SOUND_MENU_ENTER_HOLE,
mario_state.mario_object.get_camera_to_object() )
mario.queue_rumble_data( 12, 80 )
mario_state.stop_riding_object()
return set_mario_action(
mario_state,
mario.ACT_DISAPPEARED,
(levels.WARP_OP_WARP_OBJECT << 16) + 2 )
return False
def interact_warp_door( mario_state, interact_type, obj ):
global displaying_door_text # pylint: disable=invalid-name
action_arg = 0
door_action = 0
action = mario_state.get_action()
save_flags = save_file.get_flags()
warp_door_id = obj.get_beh_params() >> 24
if action == mario.ACT_WALKING or \
action == mario.ACT_DECELERATING:
if warp_door_id == 1 and \
not save_flags & save_file.SAVE_FLAG_UNLOCKED_UPSTAIRS_DOOR:
if not save_flags & save_file.SAVE_FLAG_HAVE_KEY_2:
if not displaying_door_text:
set_mario_action(
mario_state,
mario.ACT_READING_AUTOMATIC_DIALOG,
dialog.DIALOG_023 \
if save_flags & save_file.SAVE_FLAG_HAVE_KEY_1 \
else dialog.DIALOG_022 )
displaying_door_text = True
return False
door_action = mario.ACT_UNLOCKING_KEY_DOOR
if warp_door_id == 2 and \
not save_flags & save_file.SAVE_FLAG_UNLOCKED_BASEMENT_DOOR:
if not save_flags & save_file.SAVE_FLAG_HAVE_KEY_1:
if not displaying_door_text:
# Moat door skip was intended confirmed
set_mario_action(
mario_state,
mario.ACT_READING_AUTOMATIC_DIALOG,
dialog.DIALOG_023 \
if save_flags & save_file.SAVE_FLAG_HAVE_KEY_2 \
else dialog.DIALOG_022 )
displaying_door_text = True
return False
door_action = mario.ACT_UNLOCKING_KEY_DOOR
if mario_state.get_action() == mario.ACT_WALKING or \
mario_state.get_action() == mario.ACT_DECELERATING:
action_arg = should_push_or_pull_door( mario_state, obj ) + 0x00000004
if door_action == 0:
if action_arg & 0x00000001:
door_action = mario.ACT_PULLING_DOOR
else:
door_action = mario.ACT_PUSHING_DOOR
mario_state.set_interact_obj( obj )
mario_state.set_used_obj( obj )
return set_mario_action( mario_state, door_action, action_arg )
return False
def interact_door( mario_state, interact_type, obj ):
# pylint: disable=no-member
global displaying_door_text # pylint: disable=invalid-name
required_num_stars = obj.get_beh_params() >> 24
num_stars = save_file.get_total_star_count(
save_file.get_curr_save_file_num() - 1,
levels.COURSE_MIN - 1,
levels.COURSE_MAX - 1 )
if mario_state.get_action() == mario.ACT_WALKING or \
mario_state.get_action() == mario.ACT_DECELERATING:
if num_stars >= required_num_stars:
action_arg = should_push_or_pull_door( mario_state, obj )
enter_door_action = 0
door_save_file_flag = 0
if action_arg & 0x00000001:
enter_door_action = mario.ACT_PULLING_DOOR
else:
enter_door_action = mario.ACT_PUSHING_DOOR
door_save_file_flag = get_door_save_file_flag( obj )
mario_state.set_interact_obj( obj )
mario_state.set_used_obj( obj )
if obj.get_interaction_subtype() & mario.INT_SUBTYPE_STAR_DOOR:
enter_door_action = mario.ACT_ENTERING_STAR_DOOR
if door_save_file_flag != 0 and \
not save_file.get_flags() & door_save_file_flag:
enter_door_action = mario.ACT_UNLOCKING_STAR_DOOR
return set_mario_action(
mario_state, enter_door_action, action_arg )
elif not displaying_door_text:
text = dialog.DIALOG_022 << 16
if 1 == required_num_stars:
text = dialog.DIALOG_024 << 16
elif 3 == required_num_stars:
text = dialog.DIALOG_025 << 16
elif 8 == required_num_stars:
text = dialog.DIALOG_026 << 16
elif 30 == required_num_stars:
text = dialog.DIALOG_027 << 16
elif 50 == required_num_stars:
text = dialog.DIALOG_028 << 16
elif 70 == required_num_stars:
text = dialog.DIALOG_029 << 16
text += required_num_stars - num_stars
displaying_door_text = True
return set_mario_action(
mario_state,
mario.ACT_READING_AUTOMATIC_DIALOG,
text )
elif mario_state.get_action() == mario.ACT_IDLE and \
displaying_door_text and \
required_num_stars == 70:
mario_state.set_interact_obj( obj )
mario_state.set_used_obj( obj )
return set_mario_action(
mario_state,
mario.ACT_ENTERING_STAR_DOOR,
should_push_or_pull_door( mario_state, obj ) )
return False
def interact_cannon_base( mario_state, interact_type, obj ):
if mario_state.get_action() != mario.ACT_IN_CANNON:
mario_state.stop_riding_and_holding()
obj.set_interact_status( mario.INT_STATUS_INTERACTED )
mario_state.set_interact_obj( obj )
mario_state.set_used_obj( obj )
return set_mario_action( mario_state, mario.ACT_IN_CANNON, 0 )
return False
def interact_igloo_barrier( mario_state, interact_type, obj ):
#! Sets used object without changing action (LOTS of interesting glitches,
# but unfortunately the igloo barrier is the only object with this interaction
# type)
mario_state.set_interact_obj( obj )
mario_state.set_used_obj( obj )
mario_state.push_out_of_object( obj, 5.0 )
return False
def interact_tornado( mario_state, interact_type, obj ):
mario_obj = mario_state.mario_object
if mario_state.get_action() != mario.ACT_TORNADO_TWIRLING and \
mario_state.get_action() != mario.ACT_SQUISHED:
mario_state.stop_riding_and_holding()
mario_state.set_forward_vel_all( 0.0 )
mario_state.update_sound_and_camera()
obj.set_interact_status( mario.INT_STATUS_INTERACTED )
mario_state.set_interact_obj( obj )
mario_state.set_used_obj( obj )
mario_obj.set_mario_tornado_yaw_vel( 0x400 )
mario_obj.set_mario_tornado_pos_y( mario_state.get_pos( 1 ) - obj.get_pos_y() )
sounds.play_sound(
sounds.SOUND_MARIO_WAAAOOOW,
mario_state.mario_object.get_camera_to_object() )
mario.queue_rumble_data( 30, 60 )
return set_mario_action(
mario_state,
mario.ACT_TORNADO_TWIRLING,
mario_state.get_action() == mario.ACT_TWIRLING )
return False
def interact_whirlpool( mario_state, interact_type, obj ):
mario_obj = mario_state.mario_object
if mario_state.get_action() != mario.ACT_CAUGHT_IN_WHIRLPOOL:
mario_state.stop_riding_and_holding()
obj.set_interact_status( mario.INT_STATUS_INTERACTED )
mario_state.set_interact_obj( obj )
mario_state.set_used_obj( obj )
mario_state.set_forward_vel( 0.0 )
mario_obj.set_mario_whirlpool_pos_y( mario_state.get_pos( 1 ) - obj.get_pos_y() )
sounds.play_sound(
sounds.SOUND_MARIO_WAAAOOOW,
mario_state.mario_object.get_camera_to_object() )
mario.queue_rumble_data( 30, 60 )
return set_mario_action(
mario_state,
mario.ACT_CAUGHT_IN_WHIRLPOOL,
0 )
return False
def interact_strong_wind( mario_state, interact_type, obj ):
if mario_state.get_action() != mario.ACT_GETTING_BLOWN:
mario_state.stop_riding_and_holding()
obj.set_interact_status( mario.INT_STATUS_INTERACTED )
mario_state.set_interact_obj( obj )
mario_state.set_used_obj( obj )
mario_state.set_face_angle( 1, obj.get_move_angle_yaw() + 0x8000 )
mario_state.set_unkC4( 0.4 )
mario_state.set_forward_vel( -24.0 )
mario_state.set_vel( 1, 12.0 )
sounds.play_sound(
sounds.SOUND_MARIO_WAAAOOOW,
mario_state.mario_object.get_camera_to_object() )
mario_state.update_sound_and_camera()
return set_mario_action( mario_state, mario.ACT_GETTING_BLOWN, 0 )
return False
def interact_flame( mario_state, interact_type, obj ):
global invulnerable # pylint: disable=invalid-name
burning_action = mario.ACT_BURNING_JUMP
if not invulnerable and \
not mario_state.get_flags() & mario.MARIO_METAL_CAP and \
not mario_state.get_flags() & mario.MARIO_VANISH_CAP and \
not obj.get_interaction_subtype() & mario.INT_SUBTYPE_DELAY_INVINCIBILITY:
mario.queue_rumble_data( 5, 80 )
obj.set_interact_status( mario.INT_STATUS_INTERACTED )
mario_state.set_interact_obj( obj )
if mario_state.get_action() & \
(mario.ACT_FLAG_SWIMMING | mario.ACT_FLAG_METAL_WATER) or \
mario_state.get_water_level() - mario_state.get_pos( 1 ) > 50.0:
sounds.play_sound(
sounds.SOUND_GENERAL_FLAME_OUT,
mario_state.mario_object.get_camera_to_object() )
else:
mario_state.mario_object.set_mario_burn_timer( 0 )
mario_state.update_sound_and_camera()
sounds.play_sound(
sounds.SOUND_MARIO_ON_FIRE,
mario_state.mario_object.get_camera_to_object() )
if mario_state.get_action() & mario.ACT_FLAG_AIR and \
mario_state.get_vel( 1 ) <= 0.0:
burning_action = mario.ACT_BURNING_FALL
return drop_and_set_mario_action( mario_state, burning_action, 1 )
return False
def interact_snufit_bullet( mario_state, interact_type, obj ):
global invulnerable # pylint: disable=invalid-name
global delay_invinc_timer # pylint: disable=invalid-name
if not invulnerable and \
not mario_state.get_flags() & mario.MARIO_VANISH_CAP:
if mario_state.get_flags() & mario.MARIO_METAL_CAP:
obj.set_interact_status(
mario.INT_STATUS_INTERACTED | mario.INT_STATUS_WAS_ATTACKED )
sounds.play_sound(
sounds.SOUND_ACTION_UNKNOWN458,
mario_state.mario_object.get_camera_to_object() )
else:
obj.set_interact_status(
mario.INT_STATUS_INTERACTED | mario.INT_STATUS_ATTACKED_MARIO )
mario_state.set_interact_obj( obj )
take_damage_from_interact_object( mario_state )
sounds.play_sound(
sounds.SOUND_MARIO_ATTACKED,
mario_state.mario_object.get_camera_to_object() )
mario_state.update_sound_and_camera()
return drop_and_set_mario_action(
mario_state,
determine_knockback_action(
mario_state, obj.get_damage_or_coin_value() ),
obj.get_damage_or_coin_value() )
if not obj.get_interaction_subtype() & mario.INT_SUBTYPE_DELAY_INVINCIBILITY:
delay_invinc_timer = True
return False
def interact_clam_or_bubba( mario_state, interact_type, obj ):
global delay_invinc_timer # pylint: disable=invalid-name
if obj.get_interaction_subtype() & mario.INT_SUBTYPE_EATS_MARIO:
obj.set_interact_status( mario.INT_STATUS_INTERACTED )
mario_state.set_interact_obj( obj )
return set_mario_action( mario_state, mario.ACT_EATEN_BY_BUBBA, 0 )
elif take_damage_and_knock_back( mario_state, obj ):
return True
if not obj.get_interaction_subtype() & \
mario.INT_SUBTYPE_DELAY_INVINCIBILITY:
delay_invinc_timer = True
return True
def interact_bully( mario_state, interact_type, obj ):