papermario/include/map.h

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#ifndef _MAP_H_
#define _MAP_H_
#include "common_structs.h"
#include "enums.h"
#include "script_api/map.h"
// TODO: consider moving Npc here
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#define M(sym) NAMESPACE(MAP_NAME, sym)
#define ENTRY_COUNT(entryList) (sizeof(entryList) / sizeof(Vec4f))
typedef Vec4f EntryList[];
typedef struct MapConfig {
/* 0x00 */ char unk_00[0x10];
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/* 0x10 */ Script* main;
/* 0x14 */ EntryList* entryList;
/* 0x18 */ s32 entryCount;
/* 0x1C */ char unk_1C[0x1C];
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/* 0x38 */ BackgroundHeader* background;
/* 0x3C */ union {
MessageID msgID;
UNK_FUN_PTR(get);
} tattle;
} MapConfig; // size = 0x40
typedef struct NpcAISettings {
/* 0x00 */ f32 moveSpeed;
/* 0x04 */ s32 moveTime;
/* 0x08 */ s32 waitTime;
/* 0x0C */ f32 alertRadius;
/* 0x10 */ f32 unk_10;
/* 0x14 */ s32 unk_14;
/* 0x18 */ f32 chaseSpeed;
/* 0x1C */ s32 unk_1C; // chase turn step?
/* 0x20 */ s32 unk_20;
/* 0x24 */ f32 chaseRadius;
/* 0x28 */ f32 unk_28;
/* 0x2C */ s32 unk_2C; // bool
} NpcAISettings; // size = 0x30
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typedef struct NpcSettings {
/* 0x00 */ char unk_00[4];
/* 0x04 */ s16 height;
/* 0x06 */ s16 radius;
/* 0x08 */ UNK_PTR otherAI;
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/* 0x0C */ Script* onInteract;
/* 0x10 */ Script* ai;
/* 0x14 */ Script* onHit;
/* 0x18 */ Script* aux;
/* 0x1C */ Script* onDefeat;
/* 0x20 */ s32 flags;
/* 0x24 */ char unk_24[4];
/* 0x28 */ s16 level;
/* 0x2A */ s16 unk_2A;
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} NpcSettings; // size = 0x2C
typedef struct ItemDrop {
/* 0x00 */ ItemId item;
/* 0x02 */ s16 weight;
/* 0x04 */ s16 unk_08;
} ItemDrop; // size = 0x06
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/// @brief Describes heart/flower drop chances after defeating an Npc in the overworld.
///
/// The algorithm for calculating the number of hearts/flowers from a StatDrop is:
/// - If current HP/FP > cutoff, drop 0.
/// - Roll generalChance. If it fails, drop 0.
/// - Roll chancePerAttempt attempts times. For each success, drop a heart/flower.
///
/// StaticNpc holds a table of StatDrops for each stat (hearts, flowers). All are checked together
/// and the number of hearts/flowers to drop is the total number of successful attempts for each stat.
///
/// Each heart/flower is worth 1 HP and 1 FP respectively, if picked up.
///
/// cutoff, generalChance, and chancePerAttempt are short fixed-point percentage values.
/// That is, `F16(0)` is a 0% chance and `F16(100)` is a 100% chance.
typedef struct StatDrop {
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/* 0x00 */ s16 cutoff; ///< % of max HP/FP. If current HP/FP > cutoff, no hearts/flowers can be dropped.
/* 0x02 */ s16 generalChance; ///< % chance for any hearts/flowers to be dropped at all from this StatDrop.
/* 0x04 */ s16 attempts; ///< Maximum number of hearts/flowers that can be dropped from this StatDrop.
/* 0x06 */ s16 chancePerAttempt; ///< % chance for a single heart/flower to be dropped from each attempt.
} StatDrop; // size = 0x08
#define NO_DROPS { F16(100), F16(0), 0, F16(0) }
#define STANDARD_HEART_DROPS(attempts) { \
{ F16(20), F16(70), attempts, F16(50) }, \
{ F16(30), F16(60), attempts, F16(50) }, \
{ F16(50), F16(50), attempts, F16(40) }, \
{ F16(80), F16(40), attempts, F16(40) }, \
{ F16(100), F16(30), attempts, F16(30) }, \
}
#define GENEROUS_HEART_DROPS(attempts) { \
{ F16(20), F16(80), attempts, F16(50) } \
{ F16(30), F16(70), attempts, F16(50) } \
{ F16(50), F16(60), attempts, F16(40) } \
{ F16(80), F16(50), attempts, F16(40) } \
{ F16(100), F16(40), attempts, F16(30) }, \
}
#define GENEROUS_WHEN_LOW_HEART_DROPS(attempts) { \
{ F16(20), F16(80), attempts, F16(60) }, \
{ F16(30), F16(70), attempts, F16(50) }, \
{ F16(50), F16(60), attempts, F16(50) }, \
{ F16(80), F16(50), attempts, F16(40) }, \
{ F16(100), F16(30), attempts, F16(30) }, \
}
#define STANDARD_FLOWER_DROPS(attempts) { \
{ F16(20), F16(50), attempts, F16(40) }, \
{ F16(30), F16(40), attempts, F16(40) }, \
{ F16(50), F16(40), attempts, F16(40) }, \
{ F16(80), F16(40), attempts, F16(40) }, \
{ F16(100), F16(30), attempts, F16(40) }, \
}
#define GENEROUS_WHEN_LOW_FLOWER_DROPS(attempts) { \
{ F16(20), F16(70), attempts, F16(50) }, \
{ F16(30), F16(60), attempts, F16(50) }, \
{ F16(50), F16(50), attempts, F16(40) }, \
{ F16(80), F16(40), attempts, F16(40) }, \
{ F16(100), F16(30), attempts, F16(40) }, \
}
#define REDUCED_FLOWER_DROPS(attempts) { \
{ F16(20), F16(40), attempts, F16(40) }, \
{ F16(30), F16(40), attempts, F16(40) }, \
{ F16(50), F16(40), attempts, F16(40) }, \
{ F16(80), F16(40), attempts, F16(40) }, \
{ F16(100), F16(30), attempts, F16(40) }, \
}
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#define ANIMATION(sprite, palette, anim) ((sprite << 16) + (palette << 8) + anim)
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#define OVERRIDE_MOVEMENT_SPEED(speed) (speed * 32767)
#define NO_OVERRIDE_MOVEMENT_SPEED OVERRIDE_MOVEMENT_SPEED(-1)
typedef struct StaticNPC {
/* 0x000 */ NpcId id;
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/* 0x004 */ NpcSettings* settings;
/* 0x008 */ Vec3f pos;
/* 0x014 */ s32 flags;
/* 0x018 */ Bytecode* init;
/* 0x01C */ char unk_1C[8];
/* 0x024 */ s32 yaw;
/* 0x028 */ s8 dropFlags;
/* 0x029 */ s8 itemDropChance; // %
/* 0x02A */ ItemDrop itemDrops[8];
/* 0x05A */ StatDrop heartDrops[8];
/* 0x09A */ StatDrop flowerDrops[8];
/* 0x0DA */ s16 minCoinBonus;
/* 0x0DC */ s16 maxCoinBonus;
/* 0x0DE */ char unk_DE[2];
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/* 0x0E0 */ s32 movement[48]; // TODO: type
/* 0x1A0 */ s32 animations[16];
/* 0x1E0 */ char unk_1E0[8];
/* 0x1E8 */ UNK_PTR extraAnimations;
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/* 0x1EC */ MessageID tattle;
} StaticNpc; // size = 0x1F0
typedef struct Enemy {
/* 0x00 */ s32 flags;
/* 0x04 */ u8 encounterIndex;
/* 0x05 */ s8 encountered;
/* 0x06 */ u8 scriptGroup; /* scripts launched for this npc controller will be assigned this group */
/* 0x07 */ s8 unk_07;
/* 0x08 */ s16 npcID;
/* 0x0A */ s16 spawnPos[3];
/* 0x10 */ Vec3s unk_10;
/* 0x16 */ char unk_16[2];
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/* 0x18 */ struct NpcSettings* npcSettings;
/* 0x1C */ Bytecode* initBytecode;
/* 0x20 */ Bytecode* interactBytecode;
/* 0x24 */ Bytecode* aiBytecode;
/* 0x28 */ Bytecode* hitBytecode;
/* 0x2C */ Bytecode* auxBytecode;
/* 0x30 */ Bytecode* defeatBytecode;
/* 0x34 */ struct ScriptInstance* initScript;
/* 0x38 */ struct ScriptInstance* interactScript;
/* 0x3C */ struct ScriptInstance* aiScript;
/* 0x40 */ struct ScriptInstance* hitScript;
/* 0x44 */ struct ScriptInstance* auxScript;
/* 0x48 */ struct ScriptInstance* defeatScript;
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/* 0x4C */ ScriptID initScriptID;
/* 0x50 */ ScriptID interactScriptID;
/* 0x54 */ ScriptID aiScriptID;
/* 0x58 */ ScriptID hitScriptID;
/* 0x5C */ ScriptID auxScriptID;
/* 0x60 */ ScriptID defeatScriptID;
/* 0x64 */ char unk_64[8];
/* 0x6C */ s32 varTable[16];
/* 0xAC */ char unk_AC[9];
/* 0xB5 */ s8 unk_B5;
/* 0xB6 */ char unk_B6[2];
/* 0xB8 */ s32 unkSettings24;
/* 0xBC */ char unk_BC[8];
/* 0xC4 */ s32 unk_C4;
/* 0xC8 */ s32 unk_C8;
/* 0xCC */ s32* animList;
/* 0xD0 */ UNK_PTR territoryData;
/* 0xD4 */ s16* dropTables;
/* 0xD8 */ u32 tattleString;
/* 0xDC */ char unk_DC[20];
} Enemy; // size = 0xF0
typedef struct {
/* 0x00 */ s32 npcCount;
/* 0x04 */ StaticNpc* npcs;
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/* 0x08 */ FormationID formationID;
} NpcGroupList[]; // size = 0x0C
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#define NPC_GROUP(npcs, formationID) { sizeof(npcs) / sizeof(StaticNpc), &npcs, formationID }
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#define NPC_GROUP_LIST_END() { 0, 0, 0 }
Enemy* get_enemy(NpcId npcId);
#endif