Make EVT macros easier to read and write (#1154)

* fix rename.py

* update doxygen EVT_CALL->Call

* support passing files to rename.py

* remove EVT macro prefix and make them PascalCase

* rename PlayEffect function to PlayEffect_impl so it doesn't conflict with macro

* dead_PlayEffect_impl
This commit is contained in:
Alex Bates 2024-01-21 13:04:47 +00:00 committed by GitHub
parent f1edb83213
commit 9574baebaf
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2350 changed files with 259983 additions and 259869 deletions

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@ -1,4 +1,4 @@
// Make @evtapi prototype use EVT_CALL and params
// Make @evtapi prototype use Call and params
for (const item of document.querySelectorAll(".memitem:has(.evtapi)")) {
// <a id="..." /> appears 2 children before item
const id = item.previousElementSibling.previousElementSibling.id
@ -12,7 +12,7 @@ for (const item of document.querySelectorAll(".memitem:has(.evtapi)")) {
params.push(param.textContent.trim())
}
const proto = `EVT_CALL(${params.join(", ")})`
const proto = `Call(${params.join(", ")})`
tbody.innerHTML = `<tr>${proto}</tr>`
// Find its link

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@ -127,7 +127,7 @@
#define SetMusicTrack dead_SetMusicTrack
#define FadeInMusic dead_FadeInMusic
#define RandInt dead_RandInt
#define PlayEffect dead_PlayEffect
#define PlayEffect_impl dead_PlayEffect_impl
#define DisablePlayerInput dead_DisablePlayerInput
#define ModifyColliderFlags dead_ModifyColliderFlags
#define PlayerMoveTo dead_PlayerMoveTo

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@ -1280,7 +1280,8 @@ API_CALLABLE(ShowSleepBubble);
API_CALLABLE(SetSleepBubbleTimeLeft);
/// @evtapi
API_CALLABLE(PlayEffect);
/// @see PlayEffect
API_CALLABLE(PlayEffect_impl);
/// @}
@ -1325,7 +1326,7 @@ API_CALLABLE(AssignPanelFlag);
/// @evtapi
API_CALLABLE(AssignCrateFlag);
/// Removes a trigger previously bound with \ref EVT_BIND_TRIGGER.
/// Removes a trigger previously bound with \ref BindTrigger.
/// @evtapi
/// @param triggerPtr
API_CALLABLE(DeleteTrigger);

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@ -8,8 +8,8 @@
/// Expressions in EVT instructions should be one of the following types:
/// - Integer literals (as-is, s32)
/// - Float literals (EVT_FLOAT) - cast to int where a float is not accepted
/// - Pointers, string literals (EVT_PTR)
/// - Float literals (Float) - cast to int where a float is not accepted
/// - Pointers, string literals (Ref)
/// - Variables (LW, GW, LSW, GSW, UW)
/// - Flags (LF, GF, LSWF, GSWF, UF)
/// This is implemented in `evt_get_variable` and `evt_get_float_variable`.
@ -43,21 +43,21 @@
#define EVT_LIMIT -270000000 // TODO better name
// This fixes an issue with fixed point numbers not being correct. Potentially a truncation vs round difference.
#define EVT_FLOAT_ROUND(x) ((x) >=0 ? (f64)((x) + 0.9) : (f64)(x))
#define EVT_FLOAT(DOUBLE) ((Bytecode)EVT_FLOAT_ROUND(((DOUBLE) * 1024.0f)) - EVT_FIXED_OFFSET)
#define Float_ROUND(x) ((x) >=0 ? (f64)((x) + 0.9) : (f64)(x))
#define Float(DOUBLE) ((Bytecode)Float_ROUND(((DOUBLE) * 1024.0f)) - EVT_FIXED_OFFSET)
/// Progammatically converts EVT_FLOAT --> f32
/// Progammatically converts Float --> f32
#define EVT_FIXED_TO_FLOAT(x) ({f32 var = (x) + EVT_FIXED_OFFSET; var /= 1024.0f; var;})
/// Progammatically converts f32 --> EVT_FLOAT
#define EVT_FLOAT_TO_FIXED(x) (((x) * 1024.0f) + -EVT_FIXED_OFFSET)
/// Progammatically converts f32 --> Float
#define Float_TO_FIXED(x) (((x) * 1024.0f) + -EVT_FIXED_OFFSET)
/// Address/pointer constant.
#define EVT_PTR(sym) ((Bytecode) &(sym))
#define Ref(sym) ((Bytecode) &(sym))
/// Local Word. A variable local to the current thread.
/// LWs are copied to any threads created by this one (EVT_EXEC, EVT_EXEC_WAIT, EVT_THREAD, EVT_CHILD_THREAD).
/// Additionally, EVT_EXEC_WAIT copies LWs back from the spawned thread when it completes.
/// LWs are copied to any threads created by this one (Exec, ExecWait, Thread, ChildThread).
/// Additionally, ExecWait copies LWs back from the spawned thread when it completes.
///
/// Range: `0 <= v < 0x10`
#define LocalVar(INDEX) ((INDEX) - EVT_LOCAL_VAR_OFFSET)
@ -69,8 +69,8 @@
#define MapVar(INDEX) ((INDEX) - EVT_MAP_VAR_OFFSET)
/// Local Flag. A boolean variable local to the current thread.
/// LFs are copied to any threads created by this one (EVT_EXEC, EVT_EXEC_WAIT, EVT_THREAD, EVT_CHILD_THREAD).
/// Additionally, EVT_EXEC_WAIT copies LFs back from the spawned thread when it completes.
/// LFs are copied to any threads created by this one (Exec, ExecWait, Thread, ChildThread).
/// Additionally, ExecWait copies LFs back from the spawned thread when it completes.
///
/// Range: `0 <= v < 0x60`
#define LocalFlag(INDEX) ((INDEX) - EVT_LOCAL_FLAG_OFFSET)
@ -111,20 +111,20 @@
#define GameByte(INDEX) ((INDEX) - EVT_GAME_BYTE_OFFSET)
/// User Word. A variable stored within the current thread's array.
/// You can load an array with EVT_USE_ARRAY or temporarily allocate one with EVT_MALLOC_ARRAY, then get/set values with
/// You can load an array with UseArray or temporarily allocate one with MallocArray, then get/set values with
/// the `ArrayVar(index)` macro.
///
/// Range: `0 <= v`
#define ArrayVar(INDEX) ((INDEX) - EVT_ARRAY_VAR_OFFSET)
/// User Flag. A boolean variable stored within the current thread's flag array.
/// The flag array is distinct from the word array (unlike EVT_USE_BUF and EVT_USE_FBUF).
/// The flag array is distinct from the word array (unlike UseBuf and UseFBuf).
///
/// Range: `0 <= v`
#define ArrayFlag(INDEX) ((INDEX) - EVT_ARRAY_FLAG_OFFSET)
/// An entity index. Entities are assigned indices in the order they are created with EVT_CALL(MakeEntity, ...).
/// Supported in EVT_BIND_TRIGGER and EVT_BIND_PADLOCK only.
/// An entity index. Entities are assigned indices in the order they are created with Call(MakeEntity, ...).
/// Supported in BindTrigger and BindPadlock only.
#define EVT_ENTITY_ID_BIT 0x4000
#define EVT_ENTITY_INDEX(entityIndex) ((entityIndex) + EVT_ENTITY_ID_BIT)
@ -181,16 +181,16 @@
/// On each frame, the EVT manager will continue executing commands in all threads until a blocking command is
/// encountered. This means that if you have a thread that loops but does not block between iterations, the game will
/// freeze! Avoid this by inserting a blocking command such as EVT_WAIT(1) in the loop body.
/// freeze! Avoid this by inserting a blocking command such as Wait(1) in the loop body.
///
/// Also note that threads are never executed in parallel. If your EVT script lacks blocking commands, it will be
/// executed all in one go, and race conditions cannot occur.
///
/// The following subset of EVT commands are blocking:
/// - EVT_EXEC_WAIT
/// - EVT_WAIT
/// - EVT_WAIT_SECONDS
/// - EVT_CALL (if function returns ApiStatus_BLOCK)
/// - ExecWait
/// - Wait
/// - Wait_SECONDS
/// - Call (if function returns ApiStatus_BLOCK)
/// In EVT scripts, instructions are stored contiguously in the following structs:
/// struct {
@ -222,239 +222,239 @@
#endif
/// Signals the end of EVT script data. A script missing this will likely crash on load.
#define EVT_END EVT_CMD(EVT_OP_END),
#define End EVT_CMD(EVT_OP_END),
/// Kills the current EVT thread.
/// A script missing a return will live - but do nothing - forever, or until something else kills it (e.g. leaving the map).
#define EVT_RETURN EVT_CMD(EVT_OP_RETURN),
#define Return EVT_CMD(EVT_OP_RETURN),
/// Jumps to a given instruction pointer and begins execution from there.
/// You can jump to a different EVT source and labels etc. will be loaded as expected.
/// The timescale for the current thread is also reset to the global default.
#define EVT_JUMP(EVT_SOURCE) EVT_CMD(EVT_OP_JUMP, (Bytecode) EVT_SOURCE),
#define Jump(EVT_SOURCE) EVT_CMD(EVT_OP_JUMP, (Bytecode) EVT_SOURCE),
/// Marks this point in the script as a EVT_GOTO target.
/// Marks this point in the script as a Goto target.
///
/// Range: `0 <= LABEL_ID <= 0x16`
#define EVT_LABEL(LABEL_ID) EVT_CMD(EVT_OP_LABEL, LABEL_ID),
#define Label(LABEL_ID) EVT_CMD(EVT_OP_LABEL, LABEL_ID),
/// Moves execution to the given label.
///
/// Range: `0 <= LABEL_ID <= 0x16`
#define EVT_GOTO(LABEL_ID) EVT_CMD(EVT_OP_GOTO, LABEL_ID),
#define Goto(LABEL_ID) EVT_CMD(EVT_OP_GOTO, LABEL_ID),
/// Marks the beginning of a loop.
///
/// EVT_LOOP(TIMES)
/// Loop(TIMES)
/// ...
/// EVT_END_LOOP
/// EndLoop
///
/// The variable or value given in `TIMES` is decremented upon each loop iteration.
/// After the "1" iteration completes, the loop exits.
/// Use EVT_LOOP(0) for an infinite loop; make sure it breaks or blocks to avoid a freeze.
/// Use Loop(0) for an infinite loop; make sure it breaks or blocks to avoid a freeze.
///
/// Up to 8 loops may be nested within a single script.
#define EVT_LOOP(TIMES) EVT_CMD(EVT_OP_LOOP, TIMES),
#define Loop(TIMES) EVT_CMD(EVT_OP_LOOP, TIMES),
/// Marks the end of a loop.
#define EVT_END_LOOP EVT_CMD(EVT_OP_END_LOOP),
#define EndLoop EVT_CMD(EVT_OP_END_LOOP),
/// Breaks out of the innermost loop.
#define EVT_BREAK_LOOP EVT_CMD(EVT_OP_BREAK_LOOP),
#define BreakLoop EVT_CMD(EVT_OP_BREAK_LOOP),
/// Blocks for the given number of frames.
#define EVT_WAIT(NUM_FRAMES) EVT_CMD(EVT_OP_WAIT_FRAMES, NUM_FRAMES),
#define Wait(NUM_FRAMES) EVT_CMD(EVT_OP_WAIT_FRAMES, NUM_FRAMES),
/// Blocks for the given number of seconds.
#define EVT_WAIT_SECS(NUM_SECONDS) EVT_CMD(EVT_OP_WAIT_SECS, NUM_SECONDS),
#define WaitSecs(NUM_SECONDS) EVT_CMD(EVT_OP_WAIT_SECS, NUM_SECONDS),
/// Marks the beginning of an if statement that only executes if `LVAR == RVAR`.
///
/// EVT_IF_EQ(LVAR, RVAR)
/// IfEq(LVAR, RVAR)
/// ...
/// EVT_ELSE
/// Else
/// ...
/// EVT_END_IF
/// EndIf
///
/// The EVT_ELSE block is optional.
#define EVT_IF_EQ(LVAR, RVAR) EVT_CMD(EVT_OP_IF_EQ, LVAR, RVAR),
/// The Else block is optional.
#define IfEq(LVAR, RVAR) EVT_CMD(EVT_OP_IF_EQ, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if `LVAR != RVAR`.
#define EVT_IF_NE(LVAR, RVAR) EVT_CMD(EVT_OP_IF_NE, LVAR, RVAR),
#define IfNe(LVAR, RVAR) EVT_CMD(EVT_OP_IF_NE, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if `LVAR < RVAR`.
#define EVT_IF_LT(LVAR, RVAR) EVT_CMD(EVT_OP_IF_LT, LVAR, RVAR),
#define IfLt(LVAR, RVAR) EVT_CMD(EVT_OP_IF_LT, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if `LVAR <= RVAR`.
#define EVT_IF_GT(LVAR, RVAR) EVT_CMD(EVT_OP_IF_GT, LVAR, RVAR),
#define IfGt(LVAR, RVAR) EVT_CMD(EVT_OP_IF_GT, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if `LVAR > RVAR`.
#define EVT_IF_LE(LVAR, RVAR) EVT_CMD(EVT_OP_IF_LE, LVAR, RVAR),
#define IfLe(LVAR, RVAR) EVT_CMD(EVT_OP_IF_LE, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if `LVAR >= RVAR`.
#define EVT_IF_GE(LVAR, RVAR) EVT_CMD(EVT_OP_IF_GE, LVAR, RVAR),
#define IfGe(LVAR, RVAR) EVT_CMD(EVT_OP_IF_GE, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,
/// i.e. `(LVAR & RVAR) != 1`.
#define EVT_IF_FLAG(LVAR, RVAR) EVT_CMD(EVT_OP_IF_FLAG, LVAR, RVAR),
#define IfFlag(LVAR, RVAR) EVT_CMD(EVT_OP_IF_FLAG, LVAR, RVAR),
/// Marks the beginning of an if statement that only executes if the RVAR flag is unset on LVAR,
/// i.e. `(LVAR & RVAR) == 0`.
#define EVT_IF_NOT_FLAG(LVAR, RVAR) EVT_CMD(EVT_OP_IF_NOT_FLAG, LVAR, RVAR),
#define IfNotFlag(LVAR, RVAR) EVT_CMD(EVT_OP_IF_NOT_FLAG, LVAR, RVAR),
/// Marks the end of an if statement and the start of the else block.
#define EVT_ELSE EVT_CMD(EVT_OP_ELSE),
#define Else EVT_CMD(EVT_OP_ELSE),
/// Marks the end of an if statement or an else block.
#define EVT_END_IF EVT_CMD(EVT_OP_END_IF),
#define EndIf EVT_CMD(EVT_OP_END_IF),
/// Marks the start of a switch statement.
///
/// EVT_SWITCH(LVAR)
/// EVT_CASE_EQ(RVAR)
/// Switch(LVAR)
/// CaseEq(RVAR)
/// ...
/// EVT_END_SWITCH
/// EndSwitch
///
/// Unlike C, EVT switch statements do not have fallthrough by default.
/// If you want to opt-in to fallthrough, use EVT_CASE_OR_EQ.
/// If you want to opt-in to fallthrough, use CaseOrEq.
///
/// Up to 8 switch statements may be nested within a single script.
#define EVT_SWITCH(LVAR) EVT_CMD(EVT_OP_SWITCH, LVAR),
#define Switch(LVAR) EVT_CMD(EVT_OP_SWITCH, LVAR),
/// Marks the start of a switch statement where the given value is treated as-is instead of using evt_get_variable.
/// That is, `EVT_SWITCH_CONST(LocalVar(0))` will switch over the value `0xFE363C80` instead of the value contained
/// That is, `SwitchConst(LocalVar(0))` will switch over the value `0xFE363C80` instead of the value contained
/// within `LocalVar(0)`.
#define EVT_SWITCH_CONST(LCONST) EVT_CMD(EVT_OP_SWITCH_CONST, LCONST),
#define SwitchConst(LCONST) EVT_CMD(EVT_OP_SWITCH_CONST, LCONST),
/// Marks the start of a switch case that executes only if `LVAR == RVAR`. It also marks the end of any previous case.
#define EVT_CASE_EQ(RVAR) EVT_CMD(EVT_OP_CASE_EQ, RVAR),
#define CaseEq(RVAR) EVT_CMD(EVT_OP_CASE_EQ, RVAR),
/// Marks the start of a switch case that executes only if `LVAR != RVAR`. It also marks the end of any previous case.
#define EVT_CASE_NE(RVAR) EVT_CMD(EVT_OP_CASE_NE, RVAR),
#define CaseNe(RVAR) EVT_CMD(EVT_OP_CASE_NE, RVAR),
/// Marks the start of a switch case that executes only if `LVAR < RVAR`. It also marks the end of any previous case.
#define EVT_CASE_LT(RVAR) EVT_CMD(EVT_OP_CASE_LT, RVAR),
#define CaseLt(RVAR) EVT_CMD(EVT_OP_CASE_LT, RVAR),
/// Marks the start of a switch case that executes only if `LVAR <= RVAR`. It also marks the end of any previous case.
#define EVT_CASE_GT(RVAR) EVT_CMD(EVT_OP_CASE_GT, RVAR),
#define CaseGt(RVAR) EVT_CMD(EVT_OP_CASE_GT, RVAR),
/// Marks the start of a switch case that executes only if `LVAR > RVAR`. It also marks the end of any previous case.
#define EVT_CASE_LE(RVAR) EVT_CMD(EVT_OP_CASE_LE, RVAR),
#define CaseLe(RVAR) EVT_CMD(EVT_OP_CASE_LE, RVAR),
/// Marks the start of a switch case that executes only if `LVAR >= RVAR`. It also marks the end of any previous case.
#define EVT_CASE_GE(RVAR) EVT_CMD(EVT_OP_CASE_GE, RVAR),
#define CaseGe(RVAR) EVT_CMD(EVT_OP_CASE_GE, RVAR),
/// Marks the start of a switch case that executes unconditionally. It also marks the end of any previous case.
#define EVT_CASE_DEFAULT EVT_CMD(EVT_OP_CASE_DEFAULT),
#define CaseDefault EVT_CMD(EVT_OP_CASE_DEFAULT),
/// Marks the start of a switch case that executes only if `LVAR == RVAR`. It also marks the end of any previous case.
/// Unlike EVT_CASE_EQ, EVT_CASE_OR_EQ will fallthrough to the next case until EVT_END_CASE_GROUP is reached.
#define EVT_CASE_OR_EQ(RVAR) EVT_CMD(EVT_OP_CASE_OR_EQ, RVAR),
/// Unlike CaseEq, CaseOrEq will fallthrough to the next case until EndCaseGroup is reached.
#define CaseOrEq(RVAR) EVT_CMD(EVT_OP_CASE_OR_EQ, RVAR),
/// Marks the start of a switch case that executes only if `LVAR == RVAR`. It also marks the end of any previous case.
/// Similar to EVT_CASE_OR_EQ, EVT_CASE_AND_EQ has fallthrough. However, if `LVAR != RVAR`, fallthrough does not apply.
#define EVT_CASE_AND_EQ(RVAR) EVT_CMD(EVT_OP_CASE_AND_EQ, RVAR),
/// Similar to CaseOrEq, CaseAndEq has fallthrough. However, if `LVAR != RVAR`, fallthrough does not apply.
#define CaseAndEq(RVAR) EVT_CMD(EVT_OP_CASE_AND_EQ, RVAR),
/// Marks the start of a switch case that executes only if the `RVAR` flag is set on `LVAR`, i.e. `(LVAR & RVAR) != 1`.
/// It also marks the end of any previous case.
#define EVT_CASE_FLAG(RVAR) EVT_CMD(EVT_OP_CASE_FLAG, RVAR),
#define CaseFlag(RVAR) EVT_CMD(EVT_OP_CASE_FLAG, RVAR),
/// Marks the end of a switch case group (EVT_CASE_OR_EQ and/or EVT_CASE_AND_EQ), stopping fallthrough.
#define EVT_END_CASE_GROUP EVT_CMD(EVT_OP_END_CASE_GROUP),
/// Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define EndCaseGroup EVT_CMD(EVT_OP_END_CASE_GROUP),
/// Marks the start of a switch case that executes only if `MIN <= LVAR <= MAX` (inclusive).
/// It also marks the end of any previous case.
#define EVT_CASE_RANGE(MIN, MAX) EVT_CMD(EVT_OP_CASE_RANGE, MIN, MAX),
#define CaseRange(MIN, MAX) EVT_CMD(EVT_OP_CASE_RANGE, MIN, MAX),
/// Marks the end of a switch case
#define EVT_BREAK_SWITCH EVT_CMD(EVT_OP_BREAK_SWITCH),
#define BreakSwitch EVT_CMD(EVT_OP_BREAK_SWITCH),
/// Marks the end of a switch statement and any case.
#define EVT_END_SWITCH EVT_CMD(EVT_OP_END_SWITCH),
#define EndSwitch EVT_CMD(EVT_OP_END_SWITCH),
/// Sets the given variable to a given value casted to an integer.
#define EVT_SET(VAR, INT_VALUE) EVT_CMD(EVT_OP_SET, VAR, (Bytecode) INT_VALUE),
#define Set(VAR, INT_VALUE) EVT_CMD(EVT_OP_SET, VAR, (Bytecode) INT_VALUE),
/// Sets the given variable to a given value, skipping the evt_get_variable call.
/// That is, `EVT_SET_CONST(LocalVar(0), LocalVar(1))` will set `LocalVar(0)` to `0xFE363C81` instead of copying the value of
/// That is, `SetConst(LocalVar(0), LocalVar(1))` will set `LocalVar(0)` to `0xFE363C81` instead of copying the value of
/// `LocalVar(1)` into `LocalVar(0)`.
#define EVT_SET_CONST(VAR, CONST) EVT_CMD(EVT_OP_SET_CONST, VAR, (Bytecode) CONST),
#define SetConst(VAR, CONST) EVT_CMD(EVT_OP_SET_CONST, VAR, (Bytecode) CONST),
/// Sets the given variable to a given value, but supports EVT_FLOATs.
#define EVT_SETF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_SETF, VAR, FLOAT_VALUE),
/// Sets the given variable to a given value, but supports Floats.
#define SetF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_SETF, VAR, FLOAT_VALUE),
// Basic arithmetic operations.
#define EVT_ADD(VAR, INT_VALUE) EVT_CMD(EVT_OP_ADD, VAR, INT_VALUE),
#define EVT_SUB(VAR, INT_VALUE) EVT_CMD(EVT_OP_SUB, VAR, INT_VALUE),
#define EVT_MUL(VAR, INT_VALUE) EVT_CMD(EVT_OP_MUL, VAR, INT_VALUE),
#define EVT_DIV(VAR, INT_VALUE) EVT_CMD(EVT_OP_DIV, VAR, INT_VALUE),
#define EVT_MOD(VAR, INT_VALUE) EVT_CMD(EVT_OP_MOD, VAR, INT_VALUE),
#define Add(VAR, INT_VALUE) EVT_CMD(EVT_OP_ADD, VAR, INT_VALUE),
#define Sub(VAR, INT_VALUE) EVT_CMD(EVT_OP_SUB, VAR, INT_VALUE),
#define Mul(VAR, INT_VALUE) EVT_CMD(EVT_OP_MUL, VAR, INT_VALUE),
#define Div(VAR, INT_VALUE) EVT_CMD(EVT_OP_DIV, VAR, INT_VALUE),
#define Mod(VAR, INT_VALUE) EVT_CMD(EVT_OP_MOD, VAR, INT_VALUE),
// Basic floating-point arithmetic operations.
#define EVT_ADDF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_ADDF, VAR, FLOAT_VALUE),
#define EVT_SUBF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_SUBF, VAR, FLOAT_VALUE),
#define EVT_MULF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_MULF, VAR, FLOAT_VALUE),
#define EVT_DIVF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_DIVF, VAR, FLOAT_VALUE),
#define AddF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_ADDF, VAR, FLOAT_VALUE),
#define SubF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_SUBF, VAR, FLOAT_VALUE),
#define MulF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_MULF, VAR, FLOAT_VALUE),
#define DivF(VAR, FLOAT_VALUE) EVT_CMD(EVT_OP_DIVF, VAR, FLOAT_VALUE),
/// Loads a s32 pointer for use with subsequent EVT_BUF_READ commands.
#define EVT_USE_BUF(INT_PTR) EVT_CMD(EVT_OP_USE_BUF, (Bytecode) INT_PTR),
#define UseBuf(INT_PTR) EVT_CMD(EVT_OP_USE_BUF, (Bytecode) INT_PTR),
/// Consumes the next s32 from the buffer and stores it in the given variable.
#define EVT_BUF_READ1(VAR) EVT_CMD(EVT_OP_BUF_READ1, VAR),
#define BufRead1(VAR) EVT_CMD(EVT_OP_BUF_READ1, VAR),
/// Consumes the next two s32s from the buffer and stores them in the given variables.
#define EVT_BUF_READ2(VAR1, VAR2) EVT_CMD(EVT_OP_BUF_READ2, VAR1, VAR2),
#define BufRead2(VAR1, VAR2) EVT_CMD(EVT_OP_BUF_READ2, VAR1, VAR2),
/// Consumes the next three s32s from the buffer and stores them in the given variables.
#define EVT_BUF_READ3(VAR1, VAR2, VAR3) EVT_CMD(EVT_OP_BUF_READ3, VAR1, VAR2, VAR3),
#define BufRead3(VAR1, VAR2, VAR3) EVT_CMD(EVT_OP_BUF_READ3, VAR1, VAR2, VAR3),
/// Consumes the next four s32s from the buffer and stores them in the given variables.
#define EVT_BUF_READ4(VAR1, VAR2, VAR3, VAR4) EVT_CMD(EVT_OP_BUF_READ4, VAR1, VAR2, VAR3, VAR4),
#define BufRead4(VAR1, VAR2, VAR3, VAR4) EVT_CMD(EVT_OP_BUF_READ4, VAR1, VAR2, VAR3, VAR4),
/// Gets the s32 at the given offset of the buffer and stores it in the given variable, without consuming it.
#define EVT_BUF_PEEK(OFFSET, VAR) EVT_CMD(EVT_OP_BUF_PEEK, OFFSET, VAR),
#define BufPeek(OFFSET, VAR) EVT_CMD(EVT_OP_BUF_PEEK, OFFSET, VAR),
/// Identical to EVT_USE_BUF. Beware that the int buffer and the float buffer are not distinct.
#define EVT_USE_FBUF(FLOAT_PTR) EVT_CMD(EVT_OP_USE_FBUF, (Bytecode) FLOAT_PTR),
/// Identical to UseBuf. Beware that the int buffer and the float buffer are not distinct.
#define UseFBuf(FLOAT_PTR) EVT_CMD(EVT_OP_USE_FBUF, (Bytecode) FLOAT_PTR),
/// Consumes the next f32 from the buffer and stores it in the given variable.
#define EVT_FBUF_READ1(VAR) EVT_CMD(EVT_OP_FBUF_READ1, VAR),
#define FBufRead1(VAR) EVT_CMD(EVT_OP_FBUF_READ1, VAR),
/// Consumes the next two f32s from the buffer and stores them in the given variables.
#define EVT_FBUF_READ2(VAR1, VAR2) EVT_CMD(EVT_OP_FBUF_READ2, VAR1, VAR2),
#define FBufRead2(VAR1, VAR2) EVT_CMD(EVT_OP_FBUF_READ2, VAR1, VAR2),
/// Consumes the next three f32s from the buffer and stores them in the given variables.
#define EVT_FBUF_READ3(VAR1, VAR2, VAR3) EVT_CMD(EVT_OP_FBUF_READ3, VAR1, VAR2, VAR3),
#define FBufRead3(VAR1, VAR2, VAR3) EVT_CMD(EVT_OP_FBUF_READ3, VAR1, VAR2, VAR3),
/// Consumes the next four f32s from the buffer and stores them in the given variables.
#define EVT_FBUF_READ4(VAR1, VAR2, VAR3, VAR4) EVT_CMD(EVT_OP_FBUF_READ4, VAR1, VAR2, VAR3, VAR4),
#define FBufRead4(VAR1, VAR2, VAR3, VAR4) EVT_CMD(EVT_OP_FBUF_READ4, VAR1, VAR2, VAR3, VAR4),
/// Gets the f32 at the given offset of the buffer and stores it in the given variable, without consuming it.
#define EVT_FBUF_PEEK(OFFSET, VAR) EVT_CMD(EVT_OP_FBUF_PEEK, OFFSET, VAR),
#define FBufPeek(OFFSET, VAR) EVT_CMD(EVT_OP_FBUF_PEEK, OFFSET, VAR),
/// Loads an s32 array pointer into the current thread for use with `ArrayVar(INDEX)`.
#define EVT_USE_ARRAY(INT_PTR) EVT_CMD(EVT_OP_USE_ARRAY, (Bytecode) INT_PTR),
#define UseArray(INT_PTR) EVT_CMD(EVT_OP_USE_ARRAY, (Bytecode) INT_PTR),
/// Loads an s32 array pointer into the current thread for use with `UF(INDEX)`.
/// Flags are stored in a 'packed' structure where indices refer to bits.
#define EVT_USE_FLAG_ARRAY(PACKED_FLAGS_PTR) EVT_CMD(EVT_OP_USE_FLAG_ARRAY, (Bytecode) PACKED_FLAGS_PTR),
#define UseFlagArray(PACKED_FLAGS_PTR) EVT_CMD(EVT_OP_USE_FLAG_ARRAY, (Bytecode) PACKED_FLAGS_PTR),
/// Allocates a new array of the given size for use with `ArrayVar(INDEX)`.
/// EVT scripts do not have to worry about freeing this array.
#define EVT_MALLOC_ARRAY(SIZE, OUT_PTR_VAR) EVT_CMD(EVT_OP_MALLOC_ARRAY, SIZE, OUT_PTR_VAR),
#define MallocArray(SIZE, OUT_PTR_VAR) EVT_CMD(EVT_OP_MALLOC_ARRAY, SIZE, OUT_PTR_VAR),
/// `VAR &= VALUE`
#define EVT_BITWISE_AND(VAR, VALUE) EVT_CMD(EVT_OP_BITWISE_AND, VAR, VALUE),
#define BitwiseAnd(VAR, VALUE) EVT_CMD(EVT_OP_BITWISE_AND, VAR, VALUE),
/// `VAR &= CONST`, but CONST is treated as-is rather than dereferenced with evt_get_variable.
#define EVT_BITWISE_AND_CONST(VAR, CONST) EVT_CMD(EVT_OP_BITWISE_AND_CONST, VAR, CONST),
#define BitwiseAndConst(VAR, CONST) EVT_CMD(EVT_OP_BITWISE_AND_CONST, VAR, CONST),
/// `VAR |= VALUE`
#define EVT_BITWISE_OR(VAR, VALUE) EVT_CMD(EVT_OP_BITWISE_OR, VAR, VALUE),
#define BitwiseOr(VAR, VALUE) EVT_CMD(EVT_OP_BITWISE_OR, VAR, VALUE),
/// `VAR |= CONST`, but CONST is treated as-is rather than dereferenced with evt_get_variable.
#define EVT_BITWISE_OR_CONST(VAR, CONST) EVT_CMD(EVT_OP_BITWISE_OR_CONST, VAR, CONST),
#define BitwiseOrConst(VAR, CONST) EVT_CMD(EVT_OP_BITWISE_OR_CONST, VAR, CONST),
/// Launches a new thread.
/// The following values are copied from the current thread to the new thread:
@ -464,12 +464,12 @@
/// - Flag array pointer
/// - Priority
/// - Group
#define EVT_EXEC(EVT_SOURCE) EVT_CMD(EVT_OP_EXEC, (Bytecode) EVT_SOURCE),
#define Exec(EVT_SOURCE) EVT_CMD(EVT_OP_EXEC, (Bytecode) EVT_SOURCE),
/// Identical to EVT_EXEC, but the newly-launched thread ID is stored in OUTVAR.
/// The other thread may be interacted with using EVT_KILL_THREAD, EVT_SUSPEND_THREAD, EVT_RESUME_THREAD, and
/// EVT_IS_THREAD_RUNNING.
#define EVT_EXEC_GET_TID(EVT_SOURCE, OUTVAR) EVT_CMD(EVT_OP_EXEC_GET_TID, (Bytecode) EVT_SOURCE, OUTVAR),
/// Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
/// The other thread may be interacted with using KillThread, SuspendThread, ResumeThread, and
/// IsThreadRunning.
#define ExecGetTID(EVT_SOURCE, OUTVAR) EVT_CMD(EVT_OP_EXEC_GET_TID, (Bytecode) EVT_SOURCE, OUTVAR),
/// Launches a new child thread.
/// Blocks for at least one frame unless the child thread is made to have a higher priority than the parent.
@ -483,8 +483,8 @@
/// - Group
///
/// Child threads are killed, suspended, and resumed as their parents are, for example, a different thread using
/// EVT_KILL_THREAD to kill a parent thread would also kill its child thread(s) launched by this command.
#define EVT_EXEC_WAIT(EVT_SOURCE) EVT_CMD(EVT_OP_EXEC_WAIT, (Bytecode) EVT_SOURCE),
/// KillThread to kill a parent thread would also kill its child thread(s) launched by this command.
#define ExecWait(EVT_SOURCE) EVT_CMD(EVT_OP_EXEC_WAIT, (Bytecode) EVT_SOURCE),
/// Sets up a script to launch when a particular event is triggered.
///
@ -508,71 +508,71 @@
/// - Pointer to a Vec3f (for TRIGGER_POINT_BOMB only)
///
/// Only one thread will run for a trigger at once.
#define EVT_BIND_TRIGGER(EVT_SOURCE, TRIGGER, COLLIDER_ID, UNK_A3, TRIGGER_PTR_OUTVAR) \
#define BindTrigger(EVT_SOURCE, TRIGGER, COLLIDER_ID, UNK_A3, TRIGGER_PTR_OUTVAR) \
EVT_CMD(EVT_OP_BIND_TRIGGER, (Bytecode) EVT_SOURCE, TRIGGER, (Bytecode) COLLIDER_ID, UNK_A3, TRIGGER_PTR_OUTVAR),
/// Similar to EVT_BIND_TRIGGER, but also takes arguments for the item list to show.
#define EVT_BIND_PADLOCK(EVT_SOURCE, TRIGGER, COLLIDER_ID, ITEM_LIST, UNK_A3, TRIGGER_PTR_OUTVAR) \
/// Similar to BindTrigger, but also takes arguments for the item list to show.
#define BindPadlock(EVT_SOURCE, TRIGGER, COLLIDER_ID, ITEM_LIST, UNK_A3, TRIGGER_PTR_OUTVAR) \
EVT_CMD(EVT_OP_BIND_PADLOCK, (Bytecode) EVT_SOURCE, TRIGGER, COLLIDER_ID, (Bytecode) ITEM_LIST, UNK_A3, TRIGGER_PTR_OUTVAR),
/// Unbinds the current thread from the trigger it was bound to, if any.
#define EVT_UNBIND EVT_CMD(EVT_OP_UNBIND),
#define Unbind EVT_CMD(EVT_OP_UNBIND),
/// Kills a thread by its thread ID.
#define EVT_KILL_THREAD(TID) EVT_CMD(EVT_OP_KILL_THREAD, TID),
#define KillThread(TID) EVT_CMD(EVT_OP_KILL_THREAD, TID),
/// Sets the current thread's priority. Higher-priority threads execute before lower-priority threads on each frame.
#define EVT_SET_PRIORITY(PRIORITY) EVT_CMD(EVT_OP_SET_PRIORITY, PRIORITY),
#define SetPriority(PRIORITY) EVT_CMD(EVT_OP_SET_PRIORITY, PRIORITY),
/// Sets the current thread's timescale. This is a multiplier applied to EVT_WAIT and EVT_WAIT_SECONDS.
#define EVT_SET_TIMESCALE(TIMESCALE) EVT_CMD(EVT_OP_SET_TIMESCALE, TIMESCALE),
/// Sets the current thread's timescale. This is a multiplier applied to Wait and Wait_SECONDS.
#define SetTimescale(TIMESCALE) EVT_CMD(EVT_OP_SET_TIMESCALE, TIMESCALE),
/// Sets the current thread's group. Group value meanings are currently not known.
#define EVT_SET_GROUP(GROUP) EVT_CMD(EVT_OP_SET_GROUP, GROUP),
#define SetGroup(GROUP) EVT_CMD(EVT_OP_SET_GROUP, GROUP),
/// Suspends all threads in a group.
#define EVT_SUSPEND_GROUP(GROUP) EVT_CMD(EVT_OP_SUSPEND_GROUP, GROUP),
#define SuspendGroup(GROUP) EVT_CMD(EVT_OP_SUSPEND_GROUP, GROUP),
/// Resumes all threads in a group.
#define EVT_RESUME_GROUP(GROUP) EVT_CMD(EVT_OP_RESUME_GROUP, GROUP),
#define ResumeGroup(GROUP) EVT_CMD(EVT_OP_RESUME_GROUP, GROUP),
/// Suspends all threads in a group, except the current thread.
#define EVT_SUSPEND_OTHERS(GROUP) EVT_CMD(EVT_OP_SUSPEND_OTHERS, GROUP),
#define SuspendOthers(GROUP) EVT_CMD(EVT_OP_SUSPEND_OTHERS, GROUP),
/// Resumes all threads in a group, except the current thread.
#define EVT_RESUME_OTHERS(GROUP) EVT_CMD(EVT_OP_RESUME_OTHERS, GROUP),
#define ResumeOthers(GROUP) EVT_CMD(EVT_OP_RESUME_OTHERS, GROUP),
/// Suspends all threads in a group, except the current thread.
#define EVT_SUSPEND_THREAD(TID) EVT_CMD(EVT_OP_SUSPEND_THREAD, TID),
#define SuspendThread(TID) EVT_CMD(EVT_OP_SUSPEND_THREAD, TID),
/// Resumes a thread by its thread ID.
#define EVT_RESUME_THREAD(TID) EVT_CMD(EVT_OP_RESUME_THREAD, TID),
#define ResumeThread(TID) EVT_CMD(EVT_OP_RESUME_THREAD, TID),
/// Sets OUTVAR to TRUE/FALSE depending on whether a thread with the given ID exists (i.e. has not been killed).
#define EVT_IS_THREAD_RUNNING(TID, OUTVAR) EVT_CMD(EVT_OP_IS_THREAD_RUNNING, TID, OUTVAR),
#define IsThreadRunning(TID, OUTVAR) EVT_CMD(EVT_OP_IS_THREAD_RUNNING, TID, OUTVAR),
/// Marks the start of a thread block. Commands between this and a matching EVT_END_THREAD
/// Marks the start of a thread block. Commands between this and a matching EndThread
/// will be executed on their own, new thread instead of on the current thread.
#define EVT_THREAD EVT_CMD(EVT_OP_THREAD),
#define Thread EVT_CMD(EVT_OP_THREAD),
/// Marks the end of a thread block.
#define EVT_END_THREAD EVT_CMD(EVT_OP_END_THREAD),
#define EndThread EVT_CMD(EVT_OP_END_THREAD),
/// Marks the start of a child thread block. Commands between this and a matching EVT_END_CHILD_THREAD
/// Marks the start of a child thread block. Commands between this and a matching EndChildThread
/// will be executed as a new child thread instead of on the current thread.
///
/// Child threads are killed if the parent thread dies, so the following script does NOT set the player's position:
///
/// EVT_CHILD_THREAD
/// EVT_WAIT_SECONDS(1) // child thread will be killed whilst waiting
/// EVT_CALL(SetPlayerPos, NPC_DISPOSE_LOCATION) // will not be executed
/// EVT_END_CHILD_THREAD
/// EVT_RETURN // parent thread dies
/// ChildThread
/// Wait_SECONDS(1) // child thread will be killed whilst waiting
/// Call(SetPlayerPos, NPC_DISPOSE_LOCATION) // will not be executed
/// EndChildThread
/// Return // parent thread dies
///
#define EVT_CHILD_THREAD EVT_CMD(EVT_OP_CHILD_THREAD),
#define ChildThread EVT_CMD(EVT_OP_CHILD_THREAD),
/// Marks the end of a child thread block.
#define EVT_END_CHILD_THREAD EVT_CMD(EVT_OP_END_CHILD_THREAD),
#define EndChildThread EVT_CMD(EVT_OP_END_CHILD_THREAD),
/// Calls a given C EVT API function with any number of arguments.
///
@ -582,16 +582,16 @@
///
/// This function could then be called with the following command:
///
/// EVT_CALL(ApiFunction)
/// Call(ApiFunction)
///
/// The given arguments can be accessed from the API function using `thread->ptrReadPos`.
#define EVT_CALL(FUNC, ARGS...) EVT_CMD(EVT_OP_CALL, (Bytecode) FUNC, ##ARGS),
#define Call(FUNC, ARGS...) EVT_CMD(EVT_OP_CALL, (Bytecode) FUNC, ##ARGS),
/// Does nothing in release version
#define EVT_DEBUG_LOG(STRING) EVT_CMD(EVT_OP_DEBUG_LOG, STRING),
/// Prints variable name and value
#define EVT_DEBUG_PRINT_VAR(VAR) EVT_CMD(EVT_OP_DEBUG_PRINT_VAR, VAR),
#define DebugPrintVar(VAR) EVT_CMD(EVT_OP_DEBUG_PRINT_VAR, VAR),
/****** VECTOR OPERATIONS *********************************************************************************************/
@ -622,146 +622,146 @@
OPERATION(MUT_BASE + 1, AMT_BASE + 1) \
OPERATION(MUT_BASE + 2, AMT_BASE + 2)
#define EVT_VEC2I_SET(baseVar, x, y) EVT_VEC2_OP(EVT_SET, baseVar, x, y)
#define EVT_VEC2F_SET(baseVar, x, y) EVT_VEC2_OP(EVT_SETF, baseVar, x, y)
#define EVT_VEC3I_SET(baseVar, x, y, z) EVT_VEC3_OP(EVT_SET, baseVar, x, y, z)
#define EVT_VEC3F_SET(baseVar, x, y, z) EVT_VEC3_OP(EVT_SETF, baseVar, x, y, z)
#define EVT_VEC2I_SET(baseVar, x, y) EVT_VEC2_OP(Set, baseVar, x, y)
#define EVT_VEC2F_SET(baseVar, x, y) EVT_VEC2_OP(SetF, baseVar, x, y)
#define EVT_VEC3I_SET(baseVar, x, y, z) EVT_VEC3_OP(Set, baseVar, x, y, z)
#define EVT_VEC3F_SET(baseVar, x, y, z) EVT_VEC3_OP(SetF, baseVar, x, y, z)
#define EVT_VEC2I_VSET(baseVar, baseSrc) EVT_VEC2_VOP(EVT_SET, baseVar, baseSrc)
#define EVT_VEC2F_VSET(baseVar, baseSrc) EVT_VEC2_VOP(EVT_SETF, baseVar, baseSrc)
#define EVT_VEC3I_VSET(baseVar, baseSrc) EVT_VEC3_VOP(EVT_SET, baseVar, baseSrc)
#define EVT_VEC3F_VSET(baseVar, baseSrc) EVT_VEC3_VOP(EVT_SETF, baseVar, baseSrc)
#define EVT_VEC2I_VSET(baseVar, baseSrc) EVT_VEC2_VOP(Set, baseVar, baseSrc)
#define EVT_VEC2F_VSET(baseVar, baseSrc) EVT_VEC2_VOP(SetF, baseVar, baseSrc)
#define EVT_VEC3I_VSET(baseVar, baseSrc) EVT_VEC3_VOP(Set, baseVar, baseSrc)
#define EVT_VEC3F_VSET(baseVar, baseSrc) EVT_VEC3_VOP(SetF, baseVar, baseSrc)
#define EVT_VEC2I_ADD(baseVar, x, y) EVT_VEC2_OP(EVT_ADD, baseVar, x, y)
#define EVT_VEC2F_ADD(baseVar, x, y) EVT_VEC2_OP(EVT_ADDF, baseVar, x, y)
#define EVT_VEC3I_ADD(baseVar, x, y, z) EVT_VEC3_OP(EVT_ADD, baseVar, x, y, z)
#define EVT_VEC3F_ADD(baseVar, x, y, z) EVT_VEC3_OP(EVT_ADDF, baseVar, x, y, z)
#define EVT_VEC2I_ADD(baseVar, x, y) EVT_VEC2_OP(Add, baseVar, x, y)
#define EVT_VEC2F_ADD(baseVar, x, y) EVT_VEC2_OP(AddF, baseVar, x, y)
#define EVT_VEC3I_ADD(baseVar, x, y, z) EVT_VEC3_OP(Add, baseVar, x, y, z)
#define EVT_VEC3F_ADD(baseVar, x, y, z) EVT_VEC3_OP(AddF, baseVar, x, y, z)
#define EVT_VEC2I_VADD(baseVar, baseAmt) EVT_VEC2_VOP(EVT_ADD, baseVar, baseAmt)
#define EVT_VEC2F_VADD(baseVar, baseAmt) EVT_VEC2_VOP(EVT_ADDF, baseVar, baseAmt)
#define EVT_VEC3I_VADD(baseVar, baseAmt) EVT_VEC3_VOP(EVT_ADD, baseVar, baseAmt)
#define EVT_VEC3F_VADD(baseVar, baseAmt) EVT_VEC3_VOP(EVT_ADDF, baseVar, baseAmt)
#define EVT_VEC2I_VADD(baseVar, baseAmt) EVT_VEC2_VOP(Add, baseVar, baseAmt)
#define EVT_VEC2F_VADD(baseVar, baseAmt) EVT_VEC2_VOP(AddF, baseVar, baseAmt)
#define EVT_VEC3I_VADD(baseVar, baseAmt) EVT_VEC3_VOP(Add, baseVar, baseAmt)
#define EVT_VEC3F_VADD(baseVar, baseAmt) EVT_VEC3_VOP(AddF, baseVar, baseAmt)
#define EVT_VEC2I_SUB(baseVar, x, y) EVT_VEC2_OP(EVT_SUB, baseVar, x, y)
#define EVT_VEC2F_SUB(baseVar, x, y) EVT_VEC2_OP(EVT_SUBF, baseVar, x, y)
#define EVT_VEC3I_SUB(baseVar, x, y, z) EVT_VEC3_OP(EVT_SUB, baseVar, x, y, z)
#define EVT_VEC3F_SUB(baseVar, x, y, z) EVT_VEC3_OP(EVT_SUBF, baseVar, x, y, z)
#define EVT_VEC2I_SUB(baseVar, x, y) EVT_VEC2_OP(Sub, baseVar, x, y)
#define EVT_VEC2F_SUB(baseVar, x, y) EVT_VEC2_OP(SubF, baseVar, x, y)
#define EVT_VEC3I_SUB(baseVar, x, y, z) EVT_VEC3_OP(Sub, baseVar, x, y, z)
#define EVT_VEC3F_SUB(baseVar, x, y, z) EVT_VEC3_OP(SubF, baseVar, x, y, z)
#define EVT_VEC2I_VSUB(baseVar, baseAmt) EVT_VEC2_VOP(EVT_SUB, baseVar, baseAmt)
#define EVT_VEC2F_VSUB(baseVar, baseAmt) EVT_VEC2_VOP(EVT_SUBF, baseVar, baseAmt)
#define EVT_VEC3I_VSUB(baseVar, baseAmt) EVT_VEC3_VOP(EVT_SUB, baseVar, baseAmt)
#define EVT_VEC3F_VSUB(baseVar, baseAmt) EVT_VEC3_VOP(EVT_SUBF, baseVar, baseAmt)
#define EVT_VEC2I_VSUB(baseVar, baseAmt) EVT_VEC2_VOP(Sub, baseVar, baseAmt)
#define EVT_VEC2F_VSUB(baseVar, baseAmt) EVT_VEC2_VOP(SubF, baseVar, baseAmt)
#define EVT_VEC3I_VSUB(baseVar, baseAmt) EVT_VEC3_VOP(Sub, baseVar, baseAmt)
#define EVT_VEC3F_VSUB(baseVar, baseAmt) EVT_VEC3_VOP(SubF, baseVar, baseAmt)
/****** COMMON SCRIPTS ************************************************************************************************/
#define EVT_IF_TRUE(b) EVT_IF_NE(b, 0)
#define EVT_IF_FALSE(b) EVT_IF_EQ(b, 0)
#define IfTrue(b) IfNe(b, 0)
#define IfFalse(b) IfEq(b, 0)
#define EVT_EXIT_WALK(walkDistance, exitIdx, map, entryIdx) \
{ \
EVT_SET_GROUP(EVT_GROUP_1B) \
EVT_CALL(UseExitHeading, walkDistance, exitIdx) \
EVT_EXEC(ExitWalk) \
EVT_CALL(GotoMap, EVT_PTR(map), entryIdx) \
EVT_WAIT(100) \
EVT_RETURN \
EVT_END \
SetGroup(EVT_GROUP_1B) \
Call(UseExitHeading, walkDistance, exitIdx) \
Exec(ExitWalk) \
Call(GotoMap, Ref(map), entryIdx) \
Wait(100) \
Return \
End \
}
// alternate version of EVT_EXIT_WALK used on Pleasant Path which does not join EVT_GROUP_1B
#define EVT_EXIT_WALK_NOK(walkDistance, exitIdx, map, entryIdx) \
{ \
EVT_CALL(UseExitHeading, walkDistance, exitIdx) \
EVT_EXEC(ExitWalk) \
EVT_CALL(GotoMap, EVT_PTR(map), entryIdx) \
EVT_WAIT(100) \
EVT_RETURN \
EVT_END \
Call(UseExitHeading, walkDistance, exitIdx) \
Exec(ExitWalk) \
Call(GotoMap, Ref(map), entryIdx) \
Wait(100) \
Return \
End \
}
// alternate version of EVT_EXIT_WALK which includes a call to DisablePlayerInput
#define EVT_EXIT_WALK_FIXED(walkDistance, exitIdx, map, entryIdx) \
{ \
EVT_SET_GROUP(EVT_GROUP_1B) \
EVT_CALL(DisablePlayerInput, TRUE) \
EVT_CALL(UseExitHeading, walkDistance, exitIdx) \
EVT_EXEC(ExitWalk) \
EVT_CALL(GotoMap, EVT_PTR(map), entryIdx) \
EVT_WAIT(100) \
EVT_RETURN \
EVT_END \
SetGroup(EVT_GROUP_1B) \
Call(DisablePlayerInput, TRUE) \
Call(UseExitHeading, walkDistance, exitIdx) \
Exec(ExitWalk) \
Call(GotoMap, Ref(map), entryIdx) \
Wait(100) \
Return \
End \
}
#define EVT_EXIT_SINGLE_DOOR(exitIdx, map, entryIdx, colliderID, modelID, swingDir) \
{ \
EVT_SET_GROUP(EVT_GROUP_1B) \
EVT_CALL(DisablePlayerInput, TRUE) \
EVT_SET(LVar0, exitIdx) \
EVT_SET(LVar1, colliderID) \
EVT_SET(LVar2, modelID) \
EVT_SET(LVar3, swingDir) \
EVT_EXEC(ExitSingleDoor) \
EVT_WAIT(17) \
EVT_CALL(GotoMap, EVT_PTR(map), entryIdx) \
EVT_WAIT(100) \
EVT_RETURN \
EVT_END \
SetGroup(EVT_GROUP_1B) \
Call(DisablePlayerInput, TRUE) \
Set(LVar0, exitIdx) \
Set(LVar1, colliderID) \
Set(LVar2, modelID) \
Set(LVar3, swingDir) \
Exec(ExitSingleDoor) \
Wait(17) \
Call(GotoMap, Ref(map), entryIdx) \
Wait(100) \
Return \
End \
}
#define EVT_EXIT_SPLIT_SINGLE_DOOR(exitIdx, map, entryIdx, colliderID, topModelID, bottomModelID, swingDir) \
{ \
EVT_SET_GROUP(EVT_GROUP_1B) \
EVT_CALL(DisablePlayerInput, TRUE) \
EVT_SET(LVar0, exitIdx) \
EVT_SET(LVar1, colliderID) \
EVT_SET(LVar2, topModelID) \
EVT_SET(LVar4, bottomModelID) \
EVT_SET(LVar3, swingDir) \
EVT_EXEC(ExitSplitSingleDoor) \
EVT_WAIT(17) \
EVT_CALL(GotoMap, EVT_PTR(map), entryIdx) \
EVT_WAIT(100) \
EVT_RETURN \
EVT_END \
SetGroup(EVT_GROUP_1B) \
Call(DisablePlayerInput, TRUE) \
Set(LVar0, exitIdx) \
Set(LVar1, colliderID) \
Set(LVar2, topModelID) \
Set(LVar4, bottomModelID) \
Set(LVar3, swingDir) \
Exec(ExitSplitSingleDoor) \
Wait(17) \
Call(GotoMap, Ref(map), entryIdx) \
Wait(100) \
Return \
End \
}
#define EVT_EXIT_DOUBLE_DOOR(exitIdx, map, entryIdx, colliderID, leftDoorModelID, rightDoorModelID) \
{ \
EVT_SET_GROUP(EVT_GROUP_1B) \
EVT_CALL(DisablePlayerInput, TRUE) \
EVT_SET(LVar0, exitIdx) \
EVT_SET(LVar1, colliderID) \
EVT_SET(LVar2, leftDoorModelID) \
EVT_SET(LVar3, rightDoorModelID) \
EVT_EXEC(ExitDoubleDoor) \
EVT_WAIT(17) \
EVT_CALL(GotoMap, EVT_PTR(map), entryIdx) \
EVT_WAIT(100) \
EVT_RETURN \
EVT_END \
SetGroup(EVT_GROUP_1B) \
Call(DisablePlayerInput, TRUE) \
Set(LVar0, exitIdx) \
Set(LVar1, colliderID) \
Set(LVar2, leftDoorModelID) \
Set(LVar3, rightDoorModelID) \
Exec(ExitDoubleDoor) \
Wait(17) \
Call(GotoMap, Ref(map), entryIdx) \
Wait(100) \
Return \
End \
}
// only set perspective to standard values
#define EVT_SETUP_CAMERA_MINIMAL() \
EVT_CALL(SetCamPerspective, CAM_DEFAULT, CAM_UPDATE_FROM_ZONE, 25, 16, 4096)
#define SetUP_CAMERA_MINIMAL() \
Call(SetCamPerspective, CAM_DEFAULT, CAM_UPDATE_FROM_ZONE, 25, 16, 4096)
#define EVT_SETUP_CAMERA_DEFAULT() \
EVT_CALL(SetCamPerspective, CAM_DEFAULT, CAM_UPDATE_FROM_ZONE, 25, 16, 4096) \
EVT_CALL(SetCamBGColor, CAM_DEFAULT, 0, 0, 0) \
EVT_CALL(SetCamEnabled, CAM_DEFAULT, TRUE)
#define SetUP_CAMERA_DEFAULT() \
Call(SetCamPerspective, CAM_DEFAULT, CAM_UPDATE_FROM_ZONE, 25, 16, 4096) \
Call(SetCamBGColor, CAM_DEFAULT, 0, 0, 0) \
Call(SetCamEnabled, CAM_DEFAULT, TRUE)
#define EVT_SETUP_CAMERA_NO_LEAD() \
EVT_CALL(SetCamPerspective, CAM_DEFAULT, CAM_UPDATE_FROM_ZONE, 25, 16, 4096) \
EVT_CALL(SetCamBGColor, CAM_DEFAULT, 0, 0, 0) \
EVT_CALL(SetCamEnabled, CAM_DEFAULT, TRUE) \
EVT_CALL(SetCamLeadPlayer, CAM_DEFAULT, FALSE)
#define SetUP_CAMERA_NO_LEAD() \
Call(SetCamPerspective, CAM_DEFAULT, CAM_UPDATE_FROM_ZONE, 25, 16, 4096) \
Call(SetCamBGColor, CAM_DEFAULT, 0, 0, 0) \
Call(SetCamEnabled, CAM_DEFAULT, TRUE) \
Call(SetCamLeadPlayer, CAM_DEFAULT, FALSE)
// same as EVT_SETUP_CAMERA_NO_LEAD with calls reordered
#define EVT_SETUP_CAMERA_ALT_NO_LEAD() \
EVT_CALL(SetCamPerspective, CAM_DEFAULT, CAM_UPDATE_FROM_ZONE, 25, 16, 4096) \
EVT_CALL(SetCamBGColor, CAM_DEFAULT, 0, 0, 0) \
EVT_CALL(SetCamLeadPlayer, CAM_DEFAULT, FALSE) \
EVT_CALL(SetCamEnabled, CAM_DEFAULT, TRUE)
// same as SetUP_CAMERA_NO_LEAD with calls reordered
#define SetUP_CAMERA_ALT_NO_LEAD() \
Call(SetCamPerspective, CAM_DEFAULT, CAM_UPDATE_FROM_ZONE, 25, 16, 4096) \
Call(SetCamBGColor, CAM_DEFAULT, 0, 0, 0) \
Call(SetCamLeadPlayer, CAM_DEFAULT, FALSE) \
Call(SetCamEnabled, CAM_DEFAULT, TRUE)
// allow macros with variable number of arguments
// see https://stackoverflow.com/questions/11761703/overloading-macro-on-number-of-arguments
@ -790,34 +790,34 @@
#define _VFUNC(name, n) _VFUNC_(name, n)
#define VFUNC(func, args...) _VFUNC(func, __NARG__(args)) (args)
#define EVT_PLAY_EFFECT(args...) VFUNC(EVT_PLAY_EFFECT, args)
#define EVT_PLAY_EFFECT1(effect) \
EVT_CALL(PlayEffect, effect, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define EVT_PLAY_EFFECT2(effect, subtype) \
EVT_CALL(PlayEffect, effect, subtype, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define EVT_PLAY_EFFECT3(effect, subtype, a) \
EVT_CALL(PlayEffect, effect, subtype, a, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define EVT_PLAY_EFFECT4(effect, subtype, a, b) \
EVT_CALL(PlayEffect, effect, subtype, a, b, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define EVT_PLAY_EFFECT5(effect, subtype, a, b, c) \
EVT_CALL(PlayEffect, effect, subtype, a, b, c, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define EVT_PLAY_EFFECT6(effect, subtype, a, b, c, d) \
EVT_CALL(PlayEffect, effect, subtype, a, b, c, d, 0, 0, 0, 0, 0, 0, 0, 0)
#define EVT_PLAY_EFFECT7(effect, subtype, a, b, c, d, e) \
EVT_CALL(PlayEffect, effect, subtype, a, b, c, d, e, 0, 0, 0, 0, 0, 0, 0)
#define EVT_PLAY_EFFECT8(effect, subtype, a, b, c, d, e, f) \
EVT_CALL(PlayEffect, effect, subtype, a, b, c, d, e, f, 0, 0, 0, 0, 0, 0)
#define EVT_PLAY_EFFECT9(effect, subtype, a, b, c, d, e, f, g) \
EVT_CALL(PlayEffect, effect, subtype, a, b, c, d, e, f, g, 0, 0, 0, 0, 0)
#define EVT_PLAY_EFFECT10(effect, subtype, a, b, c, d, e, f, g, h) \
EVT_CALL(PlayEffect, effect, subtype, a, b, c, d, e, f, g, h, 0, 0, 0, 0)
#define EVT_PLAY_EFFECT11(effect, subtype, a, b, c, d, e, f, g, h, i) \
EVT_CALL(PlayEffect, effect, subtype, a, b, c, d, e, f, g, h, i, 0, 0, 0)
#define EVT_PLAY_EFFECT12(effect, subtype, a, b, c, d, e, f, g, h, i, j) \
EVT_CALL(PlayEffect, effect, subtype, a, b, c, d, e, f, g, h, i, j, 0, 0)
#define EVT_PLAY_EFFECT13(effect, subtype, a, b, c, d, e, f, g, h, i, j, k) \
EVT_CALL(PlayEffect, effect, subtype, a, b, c, d, e, f, g, h, i, j, k, 0)
#define EVT_PLAY_EFFECT14(effect, subtype, a, b, c, d, e, f, g, h, i, j, k, l) \
EVT_CALL(PlayEffect, effect, subtype, a, b, c, d, e, f, g, h, i, j, k, l)
#define PlayEffect(args...) VFUNC(PlayEffect, args)
#define PlayEffect1(effect) \
Call(PlayEffect_impl, effect, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect2(effect, subtype) \
Call(PlayEffect_impl, effect, subtype, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect3(effect, subtype, a) \
Call(PlayEffect_impl, effect, subtype, a, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect4(effect, subtype, a, b) \
Call(PlayEffect_impl, effect, subtype, a, b, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect5(effect, subtype, a, b, c) \
Call(PlayEffect_impl, effect, subtype, a, b, c, 0, 0, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect6(effect, subtype, a, b, c, d) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, 0, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect7(effect, subtype, a, b, c, d, e) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, 0, 0, 0, 0, 0, 0, 0)
#define PlayEffect8(effect, subtype, a, b, c, d, e, f) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, 0, 0, 0, 0, 0, 0)
#define PlayEffect9(effect, subtype, a, b, c, d, e, f, g) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, 0, 0, 0, 0, 0)
#define PlayEffect10(effect, subtype, a, b, c, d, e, f, g, h) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, 0, 0, 0, 0)
#define PlayEffect11(effect, subtype, a, b, c, d, e, f, g, h, i) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, i, 0, 0, 0)
#define PlayEffect12(effect, subtype, a, b, c, d, e, f, g, h, i, j) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, i, j, 0, 0)
#define PlayEffect13(effect, subtype, a, b, c, d, e, f, g, h, i, j, k) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, i, j, k, 0)
#define PlayEffect14(effect, subtype, a, b, c, d, e, f, g, h, i, j, k, l) \
Call(PlayEffect_impl, effect, subtype, a, b, c, d, e, f, g, h, i, j, k, l)
#endif

View File

@ -5,84 +5,84 @@ API_CALLABLE(func_8005DD54);
API_CALLABLE(func_8005DDF0);
EvtScript EVS_800936C0 = {
EVT_CALL(func_8005DB00)
EVT_RETURN
EVT_END
Call(func_8005DB00)
Return
End
};
EvtScript EVS_NpcHitRecoil = {
EVT_CALL(SetNpcAnimation, NPC_SELF, LVar0)
EVT_CALL(GetNpcPos, NPC_SELF, LVar0, LVar3, LVar2)
EVT_SET(LVar1, LVar3)
EVT_ADD(LVar1, 1)
EVT_CALL(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
EVT_WAIT(1)
EVT_SET(LVar1, LVar3)
EVT_ADD(LVar1, 4)
EVT_CALL(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
EVT_WAIT(1)
EVT_SET(LVar1, LVar3)
EVT_ADD(LVar1, 16)
EVT_CALL(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
EVT_WAIT(1)
EVT_SET(LVar1, LVar3)
EVT_ADD(LVar1, 8)
EVT_CALL(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
EVT_WAIT(1)
EVT_SET(LVar1, LVar3)
EVT_ADD(LVar1, 20)
EVT_CALL(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
EVT_WAIT(1)
EVT_SET(LVar1, LVar3)
EVT_ADD(LVar1, 8)
EVT_CALL(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
EVT_WAIT(1)
EVT_SET(LVar1, LVar3)
EVT_ADD(LVar1, 12)
EVT_CALL(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
EVT_WAIT(1)
EVT_SET(LVar1, LVar3)
EVT_ADD(LVar1, 6)
EVT_CALL(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
EVT_WAIT(1)
EVT_SET(LVar1, LVar3)
EVT_ADD(LVar1, 0)
EVT_CALL(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
EVT_WAIT(1)
EVT_RETURN
EVT_END
Call(SetNpcAnimation, NPC_SELF, LVar0)
Call(GetNpcPos, NPC_SELF, LVar0, LVar3, LVar2)
Set(LVar1, LVar3)
Add(LVar1, 1)
Call(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
Wait(1)
Set(LVar1, LVar3)
Add(LVar1, 4)
Call(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
Wait(1)
Set(LVar1, LVar3)
Add(LVar1, 16)
Call(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
Wait(1)
Set(LVar1, LVar3)
Add(LVar1, 8)
Call(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
Wait(1)
Set(LVar1, LVar3)
Add(LVar1, 20)
Call(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
Wait(1)
Set(LVar1, LVar3)
Add(LVar1, 8)
Call(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
Wait(1)
Set(LVar1, LVar3)
Add(LVar1, 12)
Call(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
Wait(1)
Set(LVar1, LVar3)
Add(LVar1, 6)
Call(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
Wait(1)
Set(LVar1, LVar3)
Add(LVar1, 0)
Call(SetNpcPos, NPC_SELF, LVar0, LVar1, LVar2)
Wait(1)
Return
End
};
EvtScript D_800939A4 = {
EVT_RETURN
EVT_END
Return
End
};
EvtScript D_800939B4 = {
EVT_CALL(GetSelfVar, 0, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_CALL(SetSelfVar, 0, 1)
EVT_CALL(BindNpcAI, NPC_SELF, EVT_PTR(D_800939A4))
EVT_CALL(SetNpcFlagBits, NPC_SELF, NPC_FLAG_GRAVITY | NPC_FLAG_IGNORE_CAMERA_FOR_YAW, TRUE)
EVT_CALL(SetNpcFlagBits, NPC_SELF, NPC_FLAG_FLYING | NPC_FLAG_JUMPING, FALSE)
EVT_CALL(SetNpcAnimation, NPC_SELF, LVar2)
EVT_SET(LVar0, 0)
EVT_LOOP(30)
EVT_CALL(SetNpcRotation, NPC_SELF, 0, LVar0, 0)
EVT_CALL(func_8005DD54)
EVT_CALL(SetNpcImgFXParams, NPC_SELF, IMGFX_SET_COLOR, LVar2, LVar2, LVar2, 0)
EVT_ADD(LVar0, 30)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetNpcRotation, NPC_SELF, 0, 0, 0)
EVT_CALL(SetNpcImgFXParams, NPC_SELF, IMGFX_SET_COLOR, 255, 255, 255, 0)
EVT_CALL(SetNpcFlagBits, NPC_SELF, NPC_FLAG_IGNORE_CAMERA_FOR_YAW, FALSE)
EVT_CALL(SetSelfVar, 0, 0)
EVT_CALL(func_8005DDF0)
EVT_CALL(BindNpcAI, NPC_SELF, LVar1)
EVT_END_IF
EVT_RETURN
EVT_END
Call(GetSelfVar, 0, LVar0)
IfEq(LVar0, 0)
Call(SetSelfVar, 0, 1)
Call(BindNpcAI, NPC_SELF, Ref(D_800939A4))
Call(SetNpcFlagBits, NPC_SELF, NPC_FLAG_GRAVITY | NPC_FLAG_IGNORE_CAMERA_FOR_YAW, TRUE)
Call(SetNpcFlagBits, NPC_SELF, NPC_FLAG_FLYING | NPC_FLAG_JUMPING, FALSE)
Call(SetNpcAnimation, NPC_SELF, LVar2)
Set(LVar0, 0)
Loop(30)
Call(SetNpcRotation, NPC_SELF, 0, LVar0, 0)
Call(func_8005DD54)
Call(SetNpcImgFXParams, NPC_SELF, IMGFX_SET_COLOR, LVar2, LVar2, LVar2, 0)
Add(LVar0, 30)
Wait(1)
EndLoop
Call(SetNpcRotation, NPC_SELF, 0, 0, 0)
Call(SetNpcImgFXParams, NPC_SELF, IMGFX_SET_COLOR, 255, 255, 255, 0)
Call(SetNpcFlagBits, NPC_SELF, NPC_FLAG_IGNORE_CAMERA_FOR_YAW, FALSE)
Call(SetSelfVar, 0, 0)
Call(func_8005DDF0)
Call(BindNpcAI, NPC_SELF, LVar1)
EndIf
Return
End
};
API_CALLABLE(func_8005DB00) {

View File

@ -51,49 +51,49 @@ HudScript* bHPDigitHudScripts[] = {
s32 BattleScreenFadeAmt = 255;
EvtScript BtlPutPartnerAway = {
EVT_CALL(DispatchEvent, ACTOR_PARTNER, EVENT_PUT_PARTNER_AWAY)
EVT_CHILD_THREAD
EVT_SETF(LVar0, EVT_FLOAT(1.0))
EVT_LOOP(10)
EVT_CALL(SetActorScale, ACTOR_PARTNER, LVar0, LVar0, EVT_FLOAT(1.0))
EVT_SUBF(LVar0, EVT_FLOAT(0.1))
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_CHILD_THREAD
EVT_CALL(EnablePartnerBlur)
EVT_CALL(PlaySoundAtActor, 0, SOUND_PARTNER_GET_OUT)
EVT_CALL(GetActorPos, 0, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 25)
EVT_CALL(SetActorJumpGravity, ACTOR_PARTNER, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_PARTNER, 10, 0, 0, 1)
EVT_CALL(DisablePartnerBlur)
EVT_RETURN
EVT_END
Call(DispatchEvent, ACTOR_PARTNER, EVENT_PUT_PARTNER_AWAY)
ChildThread
SetF(LVar0, Float(1.0))
Loop(10)
Call(SetActorScale, ACTOR_PARTNER, LVar0, LVar0, Float(1.0))
SubF(LVar0, Float(0.1))
Wait(1)
EndLoop
EndChildThread
Call(EnablePartnerBlur)
Call(PlaySoundAtActor, 0, SOUND_PARTNER_GET_OUT)
Call(GetActorPos, 0, LVar0, LVar1, LVar2)
Add(LVar1, 25)
Call(SetActorJumpGravity, ACTOR_PARTNER, Float(1.0))
Call(SetGoalPos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
Call(JumpToGoal, ACTOR_PARTNER, 10, 0, 0, 1)
Call(DisablePartnerBlur)
Return
End
};
EvtScript BtlBringPartnerOut = {
EVT_CHILD_THREAD
EVT_SETF(LVar0, EVT_FLOAT(0.1))
EVT_LOOP(20)
EVT_CALL(SetActorScale, ACTOR_PARTNER, LVar0, LVar0, EVT_FLOAT(1.0))
EVT_ADDF(LVar0, EVT_FLOAT(0.05))
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorScale, ACTOR_PARTNER, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_END_CHILD_THREAD
EVT_CALL(PlaySoundAtActor, 0, SOUND_PARTNER_PUT_AWAY)
EVT_CALL(GetGoalPos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_PARTNER, EVT_FLOAT(1.0))
EVT_IF_EQ(LVar1, 0)
EVT_CALL(JumpToGoal, ACTOR_PARTNER, 20, 0, 0, 1)
EVT_ELSE
EVT_CALL(JumpToGoal, ACTOR_PARTNER, 20, 0, 0, 1)
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
EVT_RETURN
EVT_END
ChildThread
SetF(LVar0, Float(0.1))
Loop(20)
Call(SetActorScale, ACTOR_PARTNER, LVar0, LVar0, Float(1.0))
AddF(LVar0, Float(0.05))
Wait(1)
EndLoop
Call(SetActorScale, ACTOR_PARTNER, Float(1.0), Float(1.0), Float(1.0))
EndChildThread
Call(PlaySoundAtActor, 0, SOUND_PARTNER_PUT_AWAY)
Call(GetGoalPos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
Call(SetActorJumpGravity, ACTOR_PARTNER, Float(1.0))
IfEq(LVar1, 0)
Call(JumpToGoal, ACTOR_PARTNER, 20, 0, 0, 1)
Else
Call(JumpToGoal, ACTOR_PARTNER, 20, 0, 0, 1)
EndIf
Call(GetActorPos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
Call(ForceHomePos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
Return
End
};
extern HudScript HES_HPBar;

View File

@ -7,16 +7,16 @@
#include "sprite.h"
EvtScript D_80293820 = {
EVT_WAIT(LVar0)
EVT_LOOP(4)
EVT_CALL(SetBattleCamParam, 4, 11)
EVT_WAIT(1)
EVT_CALL(SetBattleCamParam, 4, 5)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetBattleCamParam, 4, 8)
EVT_RETURN
EVT_END
Wait(LVar0)
Loop(4)
Call(SetBattleCamParam, 4, 11)
Wait(1)
Call(SetBattleCamParam, 4, 5)
Wait(1)
EndLoop
Call(SetBattleCamParam, 4, 8)
Return
End
};
f32 D_802938A4 = 0.0f;
@ -3113,71 +3113,71 @@ void show_foreground_models(void) {
#include "common/StartRumbleWithParams.inc.c"
EvtScript EVS_BattleRumble_Long = {
EVT_CALL(N(StartRumbleWithParams), 256, 30)
EVT_CALL(N(StartRumbleWithParams), 200, 15)
EVT_CALL(N(StartRumbleWithParams), 50, 15)
EVT_RETURN
EVT_END
Call(N(StartRumbleWithParams), 256, 30)
Call(N(StartRumbleWithParams), 200, 15)
Call(N(StartRumbleWithParams), 50, 15)
Return
End
};
EvtScript EVS_BattleRumble_HitMin = {
EVT_CALL(N(StartRumbleWithParams), 100, 20)
EVT_RETURN
EVT_END
Call(N(StartRumbleWithParams), 100, 20)
Return
End
};
EvtScript EVS_BattleRumble_HitLight = {
EVT_CALL(N(StartRumbleWithParams), 150, 20)
EVT_RETURN
EVT_END
Call(N(StartRumbleWithParams), 150, 20)
Return
End
};
EvtScript EVS_BattleRumble_HitHeavy = {
EVT_CALL(N(StartRumbleWithParams), 200, 30)
EVT_RETURN
EVT_END
Call(N(StartRumbleWithParams), 200, 30)
Return
End
};
EvtScript EVS_BattleRumble_HitExtreme = {
EVT_CALL(N(StartRumbleWithParams), 256, 40)
EVT_RETURN
EVT_END
Call(N(StartRumbleWithParams), 256, 40)
Return
End
};
EvtScript EVS_BattleRumble_HitMax = {
EVT_CALL(N(StartRumbleWithParams), 256, 60)
EVT_RETURN
EVT_END
Call(N(StartRumbleWithParams), 256, 60)
Return
End
};
EvtScript EVS_BattleRumble_PlayerMin = {
EVT_CALL(N(StartRumbleWithParams), 100, 20)
EVT_RETURN
EVT_END
Call(N(StartRumbleWithParams), 100, 20)
Return
End
};
EvtScript EVS_BattleRumble_PlayerLight = {
EVT_CALL(N(StartRumbleWithParams), 150, 20)
EVT_RETURN
EVT_END
Call(N(StartRumbleWithParams), 150, 20)
Return
End
};
EvtScript EVS_BattleRumble_PlayerHeavy = {
EVT_CALL(N(StartRumbleWithParams), 200, 30)
EVT_RETURN
EVT_END
Call(N(StartRumbleWithParams), 200, 30)
Return
End
};
EvtScript EVS_BattleRumble_PlayerExtreme = {
EVT_CALL(N(StartRumbleWithParams), 256, 40)
EVT_RETURN
EVT_END
Call(N(StartRumbleWithParams), 256, 40)
Return
End
};
EvtScript EVS_BattleRumble_PlayerMax = {
EVT_CALL(N(StartRumbleWithParams), 256, 60)
EVT_RETURN
EVT_END
Call(N(StartRumbleWithParams), 256, 60)
Return
End
};
void start_rumble_type(u32 type) {

View File

@ -108,435 +108,435 @@ ActorBlueprint NAMESPACE = {
};
EvtScript N(EVS_Init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(EVS_TakeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(EVS_Idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(EVS_HandleEvent)))
EVT_CALL(SetActorVar, ACTOR_SELF, AVAR_Unused, 0)
EVT_EXEC(N(EVS_PlayFootstepQuaking))
EVT_RETURN
EVT_END
Call(BindTakeTurn, ACTOR_SELF, Ref(N(EVS_TakeTurn)))
Call(BindIdle, ACTOR_SELF, Ref(N(EVS_Idle)))
Call(BindHandleEvent, ACTOR_SELF, Ref(N(EVS_HandleEvent)))
Call(SetActorVar, ACTOR_SELF, AVAR_Unused, 0)
Exec(N(EVS_PlayFootstepQuaking))
Return
End
};
EvtScript N(EVS_PlayFootstepQuaking) = {
EVT_LABEL(0)
EVT_WAIT(1)
EVT_CALL(ActorExists, ACTOR_SELF, LVar0)
EVT_IF_EQ(LVar0, FALSE)
EVT_RETURN
EVT_END_IF
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_GOTO(0)
EVT_END_IF
EVT_CALL(GetAnimation, ACTOR_SELF, PRT_MAIN, LVar0)
EVT_IF_EQ(LVar0, ANIM_BattleTubba_Anim06)
EVT_GOTO(1)
EVT_END_IF
EVT_IF_EQ(LVar0, ANIM_BattleTubba_Anim07)
EVT_GOTO(1)
EVT_END_IF
EVT_GOTO(0)
EVT_LABEL(1)
EVT_CALL(StartRumble, BTL_RUMBLE_LONG)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(0.5))
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
Label(0)
Wait(1)
Call(ActorExists, ACTOR_SELF, LVar0)
IfEq(LVar0, FALSE)
Return
EndIf
Call(GetStatusFlags, ACTOR_SELF, LVar0)
IfFlag(LVar0, STATUS_FLAG_SHRINK)
Goto(0)
EndIf
Call(GetAnimation, ACTOR_SELF, PRT_MAIN, LVar0)
IfEq(LVar0, ANIM_BattleTubba_Anim06)
Goto(1)
EndIf
IfEq(LVar0, ANIM_BattleTubba_Anim07)
Goto(1)
EndIf
Goto(0)
Label(1)
Call(StartRumble, BTL_RUMBLE_LONG)
Call(ShakeCam, CAM_BATTLE, 0, 2, Float(0.5))
Wait(1)
Goto(0)
Return