#ifndef _MAP_H_ #define _MAP_H_ #include "common_structs.h" #include "enums.h" #include "script_api/map.h" // TODO: consider moving Npc here #define ENTRY_COUNT(entryList) (sizeof(entryList) / sizeof(Vec4f)) typedef s32 MessageID; typedef Vec4f EntryList[]; /// Fields other than main, entryList, entryCount, background, and tattle are initialised when the map loads. typedef struct MapConfig { /* 0x00 */ ModelNode* modelTreeRoot; /* 0x04 */ UNK_PTR collision; /* 0x08 */ char unk_08[8]; /* 0x10 */ Script* main; /* 0x14 */ EntryList* entryList; /* 0x18 */ s32 entryCount; /* 0x1C */ char unk_1C[12]; /* 0x28 */ char** modelNameList; /* 0x2C */ char** colliderNameList; /* 0x30 */ char** zoneNameList; /* 0x34 */ char unk_34[4]; /* 0x38 */ BackgroundHeader* background; /* 0x3C */ union { MessageID msgID; UNK_FUN_PTR(get); } tattle; } MapConfig; // size = 0x40 typedef s32(*MapInit)(void); #define MAP_ID_MAX_LEN 7 ///< "xxx_yyy" excluding null terminator. typedef struct Map { /* 0x00 */ char* id; ///< @see MAP_ID_MAX_LEN /* 0x04 */ MapConfig* config; /* 0x08 */ void* dmaStart; /* 0x0C */ void* dmaEnd; /* 0x10 */ void* dmaDest; /* 0x14 */ char* bgName; /* 0x18 */ MapInit init; ///< Return TRUE to skip normal asset (shape/hit/bg/tex) loading. /* 0x1C */ union { u32 u32; struct { char unk_1C[0x2]; s8 songVariation; ///< 0 or 1. @see bgm_get_map_default_variation s8 flags; } bytes; } unk_1C; } Map; // size = 0x20 typedef struct Area { /* 0x00 */ s32 mapCount; /* 0x04 */ Map* maps; /* 0x08 */ char* id; ///< "area_xxx" /* 0x0C */ char* name; ///< JP debug name. } Area; // size = 0x10 typedef struct NpcBlueprint { /* 0x00 */ s32 flags; /* 0x04 */ NpcAnimID initialAnim; /* 0x08 */ void (*onUpdate)(struct Npc*); /* 0x0C */ void (*onRender)(struct Npc*); } NpcBlueprint; // size = 0x10 typedef struct NpcAISettings { /* 0x00 */ f32 moveSpeed; /* 0x04 */ s32 moveTime; /* 0x08 */ s32 waitTime; /* 0x0C */ f32 alertRadius; /* 0x10 */ X32 unk_10; /* 0x14 */ s32 unk_14; /* 0x18 */ f32 chaseSpeed; /* 0x1C */ X32 unk_1C; // chase turn step? /* 0x20 */ s32 unk_20; /* 0x24 */ f32 chaseRadius; /* 0x28 */ X32 unk_28; /* 0x2C */ s32 unk_2C; // bool } NpcAISettings; // size = 0x30 typedef struct NpcSettings { /* 0x00 */ char unk_00[4]; /* 0x04 */ s16 height; /* 0x06 */ s16 radius; /* 0x08 */ UNK_PTR otherAI; /* 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; } NpcSettings; // size = 0x2C typedef struct ItemDrop { /* 0x00 */ ItemID item; /* 0x02 */ s16 weight; /* 0x04 */ s16 unk_08; } ItemDrop; // size = 0x06 /// @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 { /* 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) }, \ } #define OVERRIDE_MOVEMENT_SPEED(speed) (speed * 32767) #define NO_OVERRIDE_MOVEMENT_SPEED OVERRIDE_MOVEMENT_SPEED(-1) typedef struct EnemyDrops { /* 0x00 */ s8 dropFlags; /* 0x01 */ s8 itemDropChance; // % /* 0x02 */ ItemDrop itemDrops[8]; /* 0x32 */ StatDrop heartDrops[8]; /* 0x72 */ StatDrop flowerDrops[8]; /* 0xB2 */ s16 minCoinBonus; /* 0xB4 */ s16 maxCoinBonus; /* 0xB6 */ char unk_DE[2]; } EnemyDrops; // size = 0xB8 typedef struct StaticNpc { /* 0x000 */ NpcID id; /* 0x004 */ NpcSettings* settings; /* 0x008 */ Vec3f pos; /* 0x014 */ s32 flags; /* 0x018 */ Script* init; /* 0x01C */ char unk_1C[8]; /* 0x024 */ s32 yaw; /* 0x028 */ s8 dropFlags; // TODO: use EnemyDrops (requires tons of map edits) /* 0x029 */ s8 itemDropChance; // % /* 0x02A */ ItemDrop itemDrops[8]; /* 0x05A */ StatDrop heartDrops[8]; /* 0x09A */ StatDrop flowerDrops[8]; /* 0x0DA */ s16 minCoinBonus; /* 0x0DC */ s16 maxCoinBonus; /* 0x0E0 */ s32 movement[48]; // TODO: type /* 0x1A0 */ NpcAnimID animations[16]; /* 0x1E0 */ char unk_1E0[8]; /* 0x1E8 */ NpcAnimID* extraAnimations; /* 0x1EC */ MessageID tattle; } StaticNpc; // size = 0x1F0 enum TerritoryShape { SHAPE_CYLINDER, SHAPE_RECT }; typedef struct { /* 0x00 */ s32 unk_00; /* 0x04 */ enum TerritoryShape shape; /* 0x08 */ s32 pointX; /* 0x0C */ s32 pointZ; /* 0x10 */ s32 sizeX; /* 0x14 */ s32 sizeZ; /* 0x18 */ f32 unk_18; /* 0x1C */ s16 unk_1C; } EnemyTerritoryThing; // size = 0x20 typedef struct { /* 0x00 */ Vec3i point; /* 0x0C */ s32 wanderSizeX; /* 0x10 */ s32 wanderSizeZ; /* 0x14 */ s32 moveSpeedOverride; /* 0x18 */ enum TerritoryShape wanderShape; /* 0x1C */ Vec3i detect; /* 0x28 */ s32 detectSizeX; /* 0x2C */ s32 detectSizeZ; /* 0x30 */ enum TerritoryShape detectShape; /* 0x34 */ s32 isFlying; } EnemyTerritoryWander; // size = 0x38 typedef struct { /* 0x00 */ s32 numPoints; /* 0x04 */ Vec3i points[10]; /* 0x7C */ s32 moveSpeedOverride; /* 0x80 */ Vec3i detect; /* 0x8C */ s32 detectSizeX; /* 0x90 */ s32 detectSizeZ; /* 0x94 */ enum TerritoryShape detectShape; /* 0x98 */ s32 isFlying; } EnemyTerritoryPatrol; // size = 0x9C typedef union { EnemyTerritoryWander wander; EnemyTerritoryPatrol patrol; char PADDING[0xC0]; } EnemyTerritory; // size = 0xC0 typedef struct Enemy { /* 0x00 */ s32 flags; /* 0x04 */ s8 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]; /* 0x18 */ struct NpcSettings* npcSettings; /* 0x1C */ Script* initBytecode; /* 0x20 */ Script* interactBytecode; /* 0x24 */ Script* aiBytecode; /* 0x28 */ Script* hitBytecode; /* 0x2C */ Script* auxBytecode; /* 0x30 */ Script* 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; /* 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[4]; /* 0xB0 */ s32 unk_B0; /* 0xB4 */ s8 unk_B4; /* 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 */ EnemyTerritory* territory; /* 0xD4 */ EnemyDrops* drops; /* 0xD8 */ u32 tattleString; /* 0xDC */ char unk_DC[20]; } Enemy; // size = 0xF0 /// Zero-terminated. typedef struct { /* 0x00 */ s32 npcCount; /* 0x04 */ StaticNpc* npcs; /* 0x08 */ BattleID battle; } NpcGroupList[]; // size = 0x0C #define NPC_GROUP(npcs, battle) { sizeof(npcs) / sizeof(StaticNpc), (StaticNpc*) &npcs, battle } Enemy* get_enemy(NpcID npcId); MapConfig* get_current_map_header(void); s32 func_800490B4(EnemyTerritoryThing* arg0, Enemy* arg1, f32 arg2, f32 arg3, s32 arg4); /// Zero-terminated. extern Area gAreas[29]; /// Lists the songs that are forced to use the variation determined by `map.songVariation & 1`. /// @see bgm_get_map_default_variation extern SongID gSongsUsingVariationFlag[6]; extern s16 D_8014F738; #endif