mirror of
https://github.com/pmret/papermario.git
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db578d9788
* remove some warnings, improve build speed on master * update Camera * update_camera_zone_interp not matching but close :/ * cleanup * configure fix * cleanup, better gbi macros * decomp and syms * a couple more * 2 more and stuff * more naming * 3 * syms * mdl_get_child_count * more stuff * get_model_list_index_from_tree_index * 5 more * header org * update_entity_shadow_position * fog color funcs * more color stuff * display lists * create_shadow_from_data * 4 evt shtuffsh * func_80117D00 * func_80111790 * some BSS * entity_raycast_down * MakeEntity and almost step_entity_commandList * step_current_game_mode * filemenu stuff * lots more filemenu stuff * cleanup * formatting * fixes * 1 more * more fixes
347 lines
11 KiB
C
347 lines
11 KiB
C
#ifndef _MAP_H_
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#define _MAP_H_
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#include "common_structs.h"
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#include "enums.h"
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#include "script_api/map.h"
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#include "model.h"
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// TODO: consider moving Npc here
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#define ENTRY_COUNT(entryList) (sizeof(entryList) / sizeof(Vec4f))
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typedef s32 MessageID;
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typedef Vec4f EntryList[];
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/// Fields other than main, entryList, entryCount, background, and tattle are initialised when the map loads.
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typedef struct MapConfig {
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/* 0x00 */ ModelNode* modelTreeRoot;
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/* 0x04 */ UNK_PTR collision;
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/* 0x08 */ UNK_PTR unk_08;
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/* 0x0C */ char unk_0C[4];
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/* 0x10 */ EvtSource* main;
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/* 0x14 */ EntryList* entryList;
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/* 0x18 */ s32 entryCount;
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/* 0x1C */ char unk_1C[12];
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/* 0x28 */ char** modelNameList;
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/* 0x2C */ char** colliderNameList;
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/* 0x30 */ char** zoneNameList;
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/* 0x34 */ char unk_34[4];
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/* 0x38 */ BackgroundHeader* background;
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/* 0x3C */ union {
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MessageID msgID;
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UNK_FUN_PTR(get);
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} tattle;
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} MapConfig; // size = 0x40
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typedef s32(*MapInit)(void);
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#define MAP_ID_MAX_LEN 7 ///< "xxx_yyy" excluding null terminator.
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typedef struct Map {
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/* 0x00 */ char* id; ///< @see MAP_ID_MAX_LEN
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/* 0x04 */ MapConfig* config;
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/* 0x08 */ void* dmaStart;
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/* 0x0C */ void* dmaEnd;
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/* 0x10 */ void* dmaDest;
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/* 0x14 */ char* bgName;
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/* 0x18 */ MapInit init; ///< Return TRUE to skip normal asset (shape/hit/bg/tex) loading.
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/* 0x1C */ union {
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u32 word;
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struct {
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char unk_1C[0x2];
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s8 songVariation; ///< 0 or 1. @see bgm_get_map_default_variation
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s8 flags;
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} bytes;
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} unk_1C;
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} Map; // size = 0x20
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typedef struct Area {
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/* 0x00 */ s32 mapCount;
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/* 0x04 */ Map* maps;
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/* 0x08 */ char* id; ///< "area_xxx"
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/* 0x0C */ char* name; ///< JP debug name.
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} Area; // size = 0x10
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typedef struct NpcBlueprint {
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/* 0x00 */ s32 flags;
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/* 0x04 */ s32 initialAnim;
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/* 0x08 */ void (*onUpdate)(struct Npc*);
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/* 0x0C */ void (*onRender)(struct Npc*);
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} NpcBlueprint; // size = 0x10
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typedef struct NpcAISettings {
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/* 0x00 */ f32 moveSpeed;
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/* 0x04 */ s32 moveTime;
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/* 0x08 */ s32 waitTime;
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/* 0x0C */ f32 alertRadius;
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/* 0x10 */ X32 unk_10;
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/* 0x14 */ s32 unk_14;
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/* 0x18 */ f32 chaseSpeed;
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/* 0x1C */ X32 unk_1C; // chase turn step?
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/* 0x20 */ s32 unk_20;
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/* 0x24 */ f32 chaseRadius;
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/* 0x28 */ X32 unk_28;
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/* 0x2C */ s32 unk_2C; // bool
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} NpcAISettings; // size = 0x30
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typedef struct NpcSettings {
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/* 0x00 */ char unk_00[4];
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/* 0x04 */ s16 height;
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/* 0x06 */ s16 radius;
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/* 0x08 */ UNK_PTR otherAI;
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/* 0x0C */ EvtSource* onInteract;
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/* 0x10 */ EvtSource* ai;
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/* 0x14 */ EvtSource* onHit;
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/* 0x18 */ EvtSource* aux;
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/* 0x1C */ EvtSource* onDefeat;
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/* 0x20 */ s32 flags;
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/* 0x24 */ char unk_24[4];
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/* 0x28 */ s16 level;
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/* 0x2A */ s16 unk_2A;
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} NpcSettings; // size = 0x2C
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typedef struct ItemDrop {
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/* 0x00 */ ItemID item;
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/* 0x02 */ s16 weight;
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/* 0x04 */ s16 unk_08;
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} ItemDrop; // size = 0x06
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/// @brief Describes heart/flower drop chances after defeating an Npc in the overworld.
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///
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/// The algorithm for calculating the number of hearts/flowers from a StatDrop is:
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/// - If current HP/FP > cutoff, drop 0.
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/// - Roll generalChance. If it fails, drop 0.
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/// - Roll chancePerAttempt attempts times. For each success, drop a heart/flower.
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///
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/// StaticNpc holds a table of StatDrops for each stat (hearts, flowers). All are checked together
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/// and the number of hearts/flowers to drop is the total number of successful attempts for each stat.
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///
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/// Each heart/flower is worth 1 HP and 1 FP respectively, if picked up.
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///
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/// cutoff, generalChance, and chancePerAttempt are short fixed-point percentage values.
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/// That is, `F16(0)` is a 0% chance and `F16(100)` is a 100% chance.
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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.
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/* 0x02 */ s16 generalChance; ///< % chance for any hearts/flowers to be dropped at all from this StatDrop.
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/* 0x04 */ s16 attempts; ///< Maximum number of hearts/flowers that can be dropped from this StatDrop.
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/* 0x06 */ s16 chancePerAttempt; ///< % chance for a single heart/flower to be dropped from each attempt.
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} StatDrop; // size = 0x08
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#define NO_DROPS { { F16(100), F16(0), 0, F16(0) }, }
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#define STANDARD_HEART_DROPS(attempts) { \
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{ F16(20), F16(70), attempts, F16(50) }, \
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{ F16(30), F16(60), attempts, F16(50) }, \
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{ F16(50), F16(50), attempts, F16(40) }, \
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{ F16(80), F16(40), attempts, F16(40) }, \
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{ F16(100), F16(30), attempts, F16(30) }, \
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}
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#define GENEROUS_HEART_DROPS(attempts) { \
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{ F16(20), F16(80), attempts, F16(50) } \
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{ F16(30), F16(70), attempts, F16(50) } \
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{ F16(50), F16(60), attempts, F16(40) } \
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{ F16(80), F16(50), attempts, F16(40) } \
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{ F16(100), F16(40), attempts, F16(30) }, \
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}
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#define GENEROUS_WHEN_LOW_HEART_DROPS(attempts) { \
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{ F16(20), F16(80), attempts, F16(60) }, \
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{ F16(30), F16(70), attempts, F16(50) }, \
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{ F16(50), F16(60), attempts, F16(50) }, \
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{ F16(80), F16(50), attempts, F16(40) }, \
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{ F16(100), F16(30), attempts, F16(30) }, \
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}
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#define STANDARD_FLOWER_DROPS(attempts) { \
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{ F16(20), F16(50), attempts, F16(40) }, \
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{ F16(30), F16(40), attempts, F16(40) }, \
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{ F16(50), F16(40), attempts, F16(40) }, \
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{ F16(80), F16(40), attempts, F16(40) }, \
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{ F16(100), F16(30), attempts, F16(40) }, \
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}
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#define GENEROUS_WHEN_LOW_FLOWER_DROPS(attempts) { \
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{ F16(20), F16(70), attempts, F16(50) }, \
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{ F16(30), F16(60), attempts, F16(50) }, \
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{ F16(50), F16(50), attempts, F16(40) }, \
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{ F16(80), F16(40), attempts, F16(40) }, \
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{ F16(100), F16(30), attempts, F16(40) }, \
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}
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#define REDUCED_FLOWER_DROPS(attempts) { \
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{ F16(20), F16(40), attempts, F16(40) }, \
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{ F16(30), F16(40), attempts, F16(40) }, \
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{ F16(50), F16(40), attempts, F16(40) }, \
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{ F16(80), F16(40), attempts, F16(40) }, \
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{ F16(100), F16(30), attempts, F16(40) }, \
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}
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#define OVERRIDE_MOVEMENT_SPEED(speed) (speed * 32767)
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#define NO_OVERRIDE_MOVEMENT_SPEED OVERRIDE_MOVEMENT_SPEED(-1)
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typedef struct EnemyDrops {
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/* 0x00 */ s8 dropFlags;
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/* 0x01 */ s8 itemDropChance; // %
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/* 0x02 */ ItemDrop itemDrops[8];
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/* 0x32 */ StatDrop heartDrops[8];
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/* 0x72 */ StatDrop flowerDrops[8];
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/* 0xB2 */ s16 minCoinBonus;
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/* 0xB4 */ s16 maxCoinBonus;
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/* 0xB6 */ char unk_DE[2];
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} EnemyDrops; // size = 0xB8
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typedef struct StaticNpc {
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/* 0x000 */ NpcID id;
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/* 0x004 */ NpcSettings* settings;
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/* 0x008 */ Vec3f pos;
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/* 0x014 */ s32 flags;
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/* 0x018 */ EvtSource* init;
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/* 0x01C */ char unk_1C[8];
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/* 0x024 */ s32 yaw;
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/* 0x028 */ s8 dropFlags; // TODO: use EnemyDrops (requires tons of map edits)
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/* 0x029 */ s8 itemDropChance; // %
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/* 0x02A */ ItemDrop itemDrops[8];
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/* 0x05A */ StatDrop heartDrops[8];
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/* 0x09A */ StatDrop flowerDrops[8];
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/* 0x0DA */ s16 minCoinBonus;
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/* 0x0DC */ s16 maxCoinBonus;
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/* 0x0E0 */ s32 movement[48]; // TODO: type
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/* 0x1A0 */ struct {
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/* 0x00 */ s32 idle;
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/* 0x04 */ s32 walk;
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/* 0x08 */ s32 run;
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/* 0x0C */ s32 chase;
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/* 0x10 */ s32 unk_10;
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/* 0x14 */ s32 unk_14;
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/* 0x18 */ s32 death;
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/* 0x1C */ s32 hit;
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/* 0x20 */ s32 unk_20;
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/* 0x24 */ s32 unk_24;
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/* 0x28 */ s32 unk_28;
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/* 0x2C */ s32 unk_2C;
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/* 0x30 */ s32 unk_30;
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/* 0x34 */ s32 unk_34;
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/* 0x38 */ s32 unk_38;
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/* 0x3C */ s32 unk_3C;
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} animations;
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/* 0x1E0 */ char unk_1E0[8];
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/* 0x1E8 */ s32* extraAnimations;
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/* 0x1EC */ MessageID tattle;
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} StaticNpc; // size = 0x1F0
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enum TerritoryShape { SHAPE_CYLINDER, SHAPE_RECT };
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typedef struct {
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/* 0x00 */ s32 unk_00;
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/* 0x04 */ enum TerritoryShape shape;
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/* 0x08 */ s32 pointX;
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/* 0x0C */ s32 pointZ;
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/* 0x10 */ s32 sizeX;
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/* 0x14 */ s32 sizeZ;
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/* 0x18 */ f32 unk_18;
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/* 0x1C */ s16 unk_1C;
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} EnemyTerritoryThing; // size = 0x20
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typedef struct {
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/* 0x00 */ Vec3i point;
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/* 0x0C */ s32 wanderSizeX;
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/* 0x10 */ s32 wanderSizeZ;
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/* 0x14 */ s32 moveSpeedOverride;
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/* 0x18 */ enum TerritoryShape wanderShape;
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/* 0x1C */ Vec3i detect;
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/* 0x28 */ s32 detectSizeX;
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/* 0x2C */ s32 detectSizeZ;
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/* 0x30 */ enum TerritoryShape detectShape;
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/* 0x34 */ s32 isFlying;
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} EnemyTerritoryWander; // size = 0x38
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typedef struct {
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/* 0x00 */ s32 numPoints;
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/* 0x04 */ Vec3i points[10];
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/* 0x7C */ s32 moveSpeedOverride;
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/* 0x80 */ Vec3i detect;
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/* 0x8C */ s32 detectSizeX;
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/* 0x90 */ s32 detectSizeZ;
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/* 0x94 */ enum TerritoryShape detectShape;
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/* 0x98 */ s32 isFlying;
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} EnemyTerritoryPatrol; // size = 0x9C
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typedef union {
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EnemyTerritoryWander wander;
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EnemyTerritoryPatrol patrol;
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char PADDING[0xC0];
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} EnemyTerritory; // size = 0xC0
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typedef struct Enemy {
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/* 0x00 */ s32 flags;
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/* 0x04 */ s8 encounterIndex;
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/* 0x05 */ s8 encountered;
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/* 0x06 */ u8 scriptGroup; /* scripts launched for this npc controller will be assigned this group */
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/* 0x07 */ s8 unk_07;
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/* 0x08 */ s16 npcID;
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/* 0x0A */ s16 spawnPos[3];
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/* 0x10 */ Vec3s unk_10;
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/* 0x16 */ char unk_16[2];
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/* 0x18 */ struct NpcSettings* npcSettings;
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/* 0x1C */ EvtSource* initBytecode;
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/* 0x20 */ EvtSource* interactBytecode;
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/* 0x24 */ EvtSource* aiBytecode;
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/* 0x28 */ EvtSource* hitBytecode;
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/* 0x2C */ EvtSource* auxBytecode;
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/* 0x30 */ EvtSource* defeatBytecode;
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/* 0x34 */ struct Evt* initScript;
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/* 0x38 */ struct Evt* interactScript;
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/* 0x3C */ struct Evt* aiScript;
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/* 0x40 */ struct Evt* hitScript;
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/* 0x44 */ struct Evt* auxScript;
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/* 0x48 */ struct Evt* defeatScript;
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/* 0x4C */ s32 initScriptID;
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/* 0x50 */ s32 interactScriptID;
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/* 0x54 */ s32 aiScriptID;
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/* 0x58 */ s32 hitScriptID;
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/* 0x5C */ s32 auxScriptID;
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/* 0x60 */ s32 defeatScriptID;
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/* 0x64 */ UNK_PTR unk_64;
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/* 0x68 */ char unk_68[4];
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/* 0x6C */ s32 varTable[16];
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/* 0xAC */ char unk_AC[4];
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/* 0xB0 */ s32 unk_B0;
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/* 0xB4 */ s8 unk_B4;
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/* 0xB5 */ s8 unk_B5;
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/* 0xB6 */ char unk_B6[2];
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/* 0xB8 */ EvtSource* unk_B8; // some bytecode
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/* 0xBC */ struct Evt* unk_BC; // some script
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/* 0xC0 */ s32 unk_C0; // some script ID
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/* 0xC4 */ s32 unk_C4;
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/* 0xC8 */ s32 unk_C8;
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/* 0xCC */ s32* animList;
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/* 0xD0 */ EnemyTerritory* territory;
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/* 0xD4 */ EnemyDrops* drops;
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/* 0xD8 */ u32 tattleMsg;
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/* 0xDC */ char unk_DC[20];
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} Enemy; // size = 0xF0
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/// Zero-terminated.
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typedef struct {
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/* 0x00 */ s32 npcCount;
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/* 0x04 */ StaticNpc* npcs;
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/* 0x08 */ s32 battle;
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} NpcGroupList[]; // size = 0x0C
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#define NPC_GROUP(npcs, battle) { sizeof(npcs) / sizeof(StaticNpc), (StaticNpc*) &npcs, battle }
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Enemy* get_enemy(NpcID npcId);
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MapConfig* get_current_map_header(void);
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s32 func_800490B4(EnemyTerritoryThing* arg0, Enemy* arg1, f32 arg2, f32 arg3, s32 arg4);
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/// Zero-terminated.
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extern Area gAreas[29];
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/// Lists the songs that are forced to use the variation determined by `map.songVariation & 1`.
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/// @see bgm_get_map_default_variation
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extern SongID gSongsUsingVariationFlag[6];
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extern s16 D_8014F738;
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#endif
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