papermario/include/npc.h
HailSanta 935fd14530
misc battle cleanup III (#911)
* misc

* fix one type

* yeah

* misc

* all substates

* almost done

* renames

* comments

* a couple maps

Co-authored-by: HailSanta <Hail2Santa@gmail.com>
2023-01-15 18:22:41 +09:00

683 lines
23 KiB
C

#ifndef _NPC_H_
#define _NPC_H_
#include "common_structs.h"
#include "enums.h"
#include "script_api/map.h"
// battle and stage are optional in overloaded NPC_GROUP macros
#define NPC_GROUP(args...) VFUNC(NPC_GROUP, args)
#define NPC_GROUP1(npcs) { sizeof(npcs) / sizeof(StaticNpc), (StaticNpc*) &npcs, 0, 0 }
#define NPC_GROUP2(npcs, battle) { sizeof(npcs) / sizeof(StaticNpc), (StaticNpc*) &npcs, battle, 0 }
#define NPC_GROUP3(npcs, battle, stage) { sizeof(npcs) / sizeof(StaticNpc), (StaticNpc*) &npcs, battle, stage + 1 }
#define NO_DROPS { { F16(100), F16(0), 0, F16(0) }, }
// rename this to NO_DROPS and the above to NO_STAT_DROPS after all map data done
#define NPC_NO_DROPS { \
.dropFlags = NPC_DROP_FLAG_80, \
.heartDrops = NO_DROPS, \
.flowerDrops = NO_DROPS, \
}
#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) ((s32)(speed * 32767))
#define NO_OVERRIDE_MOVEMENT_SPEED OVERRIDE_MOVEMENT_SPEED(-1.0f)
typedef struct QuizRequirement {
s32 requiredStoryProgress;
s32 numQuestionsUnlocked;
} QuizRequirement; // size = 0x8
typedef struct NpcBlueprint {
/* 0x00 */ s32 flags;
/* 0x04 */ s32 initialAnim;
/* 0x08 */ void (*onUpdate)(struct Npc*);
/* 0x0C */ void (*onRender)(struct Npc*);
} NpcBlueprint; // size = 0x10
typedef struct MobileAISettings {
/* 0x00 */ f32 moveSpeed;
/* 0x04 */ s32 moveTime;
/* 0x08 */ s32 waitTime;
/* 0x0C */ f32 alertRadius;
/* 0x10 */ f32 alertOffsetDist; // offset along npc->yaw of the test point for alert volume overlap, creates directionality to enemy 'sight'
/* 0x14 */ s32 playerSearchInterval; // how often to search for player (frames)
/* 0x18 */ f32 chaseSpeed;
/* 0x1C */ s32 chaseTurnRate; // how many degrees this NPC can turn per frame while chasing
/* 0x20 */ s32 chaseUpdateInterval; // how often to re-run chase init and re-acquire player position (frames)
/* 0x24 */ f32 chaseRadius;
/* 0x28 */ f32 chaseOffsetDist; // offset along npc->yaw of the test point for chase volume overlap, creates directionality to enemy 'sight'
/* 0x2C */ s32 unk_AI_2C; // probably a boolean for enable loitering after a wander movement
} MobileAISettings; // size = 0x30
typedef struct StationaryAISettings {
/* 0x00 */ f32 unk_00; // probably equivalent to alertRadius in MobileAISettings
/* 0x04 */ f32 unk_04; // probably equivalent to alertOffsetDist in MobileAISettings
/* 0x08 */ s32 playerSearchInterval; // how often to search for player (frames)
/* 0x0C */ f32 chaseSpeed;
/* 0x10 */ s32 chaseTurnRate; // how many degrees this NPC can turn per frame while chasing
/* 0x14 */ s32 chaseUpdateInterval; // how often to re-run chase init and re-acquire player position (frames)
/* 0x18 */ f32 chaseRadius;
/* 0x1C */ f32 chaseOffsetDist; // offset along npc->yaw of the test point for alert volume overlap, creates directionality to enemy 'sight'
/* 0x20 */ s32 unk_20; // probably equivalent to unk_AI_2C in MobileAISettings
} StationaryAISettings; // size = 0x24
struct FireBarData;
typedef void (*FireBarCallback)(struct FireBarData*, s32);
typedef struct FireBarAISettings {
/* 0x00 */ Vec3i centerPos;
/* 0x0C */ s32 rotationRate;
/* 0x10 */ s32 firstNpc;
/* 0x14 */ s32 npcCount;
/* 0x18 */ FireBarCallback callback;
} FireBarAISettings; // size = 0x1C
typedef struct FireBarData {
/* 0x00 */ s32 flags;
/* 0x04 */ Vec3f centerPos;
/* 0x10 */ f32 rotationRate;
/* 0x14 */ s32 firstNpc;
/* 0x18 */ s32 npcCount;
/* 0x1C */ FireBarCallback callback;
/* 0x20 */ s32 soundIndex;
/* 0x24 */ f32 lastDeltaYaw;
/* 0x28 */ f32 yaw;
/* 0x2C */ FireBarAISettings* settings;
} FireBarData; // size = 0x30
typedef struct NpcSettings {
/* 0x00 */ AnimID defaultAnim;
/* 0x04 */ s16 height;
/* 0x06 */ s16 radius;
/* 0x08 */ UNK_PTR otherAI;
/* 0x0C */ EvtScript* onInteract;
/* 0x10 */ EvtScript* ai;
/* 0x14 */ EvtScript* onHit;
/* 0x18 */ EvtScript* aux;
/* 0x1C */ EvtScript* onDefeat;
/* 0x20 */ s32 flags;
/* 0x24 */ s32 unk_24;
/* 0x28 */ s16 level;
/* 0x2A */ s16 actionFlags; // action flags: 1 = jump on seeing player
} NpcSettings; // size = 0x2C
typedef struct ItemDrop {
/* 0x00 */ s16 item;
/* 0x02 */ s16 weight;
/* 0x04 */ s16 unk_04;
} 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
typedef struct EnemyDrops {
/* 0x00 */ u8 dropFlags;
/* 0x01 */ u8 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
// TODO unify this with EnemyDrops (union? requires changing tons of data)
typedef struct EnemyDropsFlat {
/* 0x00 */ u8 dropFlags;
/* 0x01 */ u8 itemDropChance;
/* 0x02 */ s16 itemDrops[8 * 3];
/* 0x32 */ s16 heartDrops[8 * 4];
/* 0x72 */ s16 flowerDrops[8 * 4];
/* 0xB2 */ s16 minCoinBonus;
/* 0xB4 */ s16 maxCoinBonus;
/* 0xB6 */ char unk_DE[2];
} EnemyDropsFlat; // size = 0xB8
enum TerritoryShape { SHAPE_CYLINDER, SHAPE_RECT };
typedef struct {
/* 0x00 */ s32 skipPlayerDetectChance;
/* 0x04 */ enum TerritoryShape shape;
/* 0x08 */ s32 pointX;
/* 0x0C */ s32 pointZ;
/* 0x10 */ s32 sizeX;
/* 0x14 */ s32 sizeZ;
/* 0x18 */ f32 halfHeight;
/* 0x1C */ s16 detectFlags; // 1 = ignore partner hiding (bow/sushie dont work) | 2 = ignore elevation
} EnemyDetectVolume; // size = 0x20
typedef struct {
/* 0x00 */ Vec3i centerPos;
/* 0x0C */ VecXZi wanderSize;
/* 0x14 */ s32 moveSpeedOverride;
/* 0x18 */ enum TerritoryShape wanderShape;
/* 0x1C */ Vec3i detectPos;
/* 0x28 */ VecXZi detectSize;
/* 0x30 */ enum TerritoryShape detectShape;
/* 0x34 */ s32 isFlying;
} EnemyTerritoryWander; // size = 0x38
typedef struct {
/* 0x00 */ s32 numPoints;
/* 0x04 */ Vec3i points[10];
/* 0x7C */ s32 moveSpeedOverride;
/* 0x80 */ Vec3i detectPos;
/* 0x8C */ VecXZi detectSize;
/* 0x94 */ enum TerritoryShape detectShape;
/* 0x98 */ s32 isFlying;
} EnemyTerritoryPatrol; // size = 0x9C
typedef union {
EnemyTerritoryWander wander;
EnemyTerritoryPatrol patrol;
s32 temp[48]; // TODO: remove when old map data is replaced
char PADDING[0xC0];
} EnemyTerritory; // size = 0xC0
typedef union NpcInitialVars {
/* 0x0 */ s32 value;
/* 0x0 */ s8 bytes[4];
/* 0x0 */ s32* array;
} NpcInitialVars;
typedef struct StaticNpc {
/* 0x000 */ s32 id;
/* 0x004 */ NpcSettings* settings;
/* 0x008 */ Vec3f pos;
/* 0x014 */ s32 flags;
/* 0x018 */ EvtScript* init;
/* 0x01C */ s32 initVarCount;
/* 0x020 */ NpcInitialVars initVar;
/* 0x024 */ s32 yaw;
/* 0x028 */ EnemyDrops drops;
/* 0x0E0 */ EnemyTerritory territory;
/* 0x1A0 */ struct {
/* 0x00 */ s32 idle;
/* 0x04 */ s32 walk;
/* 0x08 */ s32 run;
/* 0x0C */ s32 chase;
/* 0x10 */ s32 anim_4;
/* 0x14 */ s32 anim_5;
/* 0x18 */ s32 death;
/* 0x1C */ s32 hit;
/* 0x20 */ s32 anim_8;
/* 0x24 */ s32 anim_9;
/* 0x28 */ s32 anim_A;
/* 0x2C */ s32 anim_B;
/* 0x30 */ s32 anim_C;
/* 0x34 */ s32 anim_D;
/* 0x38 */ s32 anim_E;
/* 0x3C */ s32 anim_F;
} animations;
/* 0x1E0 */ s8 unk__1E0;
/* 0x1E1 */ s8 unk__1E1;
/* 0x1E2 */ s8 unk__1E2;
/* 0x1E3 */ u8 aiDetectFlags;
/* 0x1E4 */ u32 aiFlags;
/* 0x1E8 */ s32* extraAnimations;
/* 0x1EC */ s32 tattle;
} StaticNpc; // size = 0x1F0
/// Zero-terminated.
typedef struct NpcGroup {
/* 0x00 */ s32 npcCount;
/* 0x04 */ StaticNpc* npcs;
/* 0x08 */ s16 battle;
/* 0x0A */ s16 stage;
} NpcGroup; // size = 0x0C
typedef NpcGroup NpcGroupList[];
// function signature used for state handlers in AI main functions
typedef void AIStateHandler(Evt* script, MobileAISettings* settings, EnemyDetectVolume* territory);
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 */ NpcSettings* npcSettings;
/* 0x1C */ EvtScript* initBytecode;
/* 0x20 */ EvtScript* interactBytecode;
/* 0x24 */ EvtScript* aiBytecode;
/* 0x28 */ EvtScript* hitBytecode;
/* 0x2C */ EvtScript* auxBytecode;
/* 0x30 */ EvtScript* defeatBytecode;
/* 0x34 */ struct Evt* initScript;
/* 0x38 */ struct Evt* interactScript;
/* 0x3C */ struct Evt* aiScript;
/* 0x40 */ struct Evt* hitScript;
/* 0x44 */ struct Evt* auxScript;
/* 0x48 */ struct Evt* defeatScript;
/* 0x4C */ s32 initScriptID;
/* 0x50 */ s32 interactScriptID;
/* 0x54 */ s32 aiScriptID;
/* 0x58 */ s32 hitScriptID;
/* 0x5C */ s32 auxScriptID;
/* 0x60 */ s32 defeatScriptID;
/* 0x64 */ UNK_PTR unk_64;
/* 0x68 */ char unk_68[4];
/* 0x6C */ union {
/* */ s32 varTable[16];
/* */ f32 varTableF[16];
/* */ void* varTablePtr[16];
/* */ };
/* 0xAC */ u8 aiDetectFlags; // detect player flags: 1 = require line of sight | 2 = adjust hitbox for moving player
/* 0xAD */ char unk_AD[3];
/* 0xB0 */ u32 aiFlags;
/* 0xB4 */ s8 aiPaused;
/* 0xB5 */ s8 instigatorValue; // value is passed to first actor in formation if a battle is triggered with this enemy
/* 0xB6 */ char unk_B6[2];
/* 0xB8 */ EvtScript* unk_B8; // some bytecode
/* 0xBC */ struct Evt* unk_BC; // some script
/* 0xC0 */ s32 unk_C0; // some script ID
/* 0xC4 */ s32 unk_C4;
/* 0xC8 */ s32 unk_C8;
/* 0xCC */ s32* animList;
/* 0xD0 */ EnemyTerritory* territory;
/* 0xD4 */ EnemyDrops* drops;
/* 0xD8 */ u32 tattleMsg;
/* 0xDC */ s32 unk_DC;
/* 0xE0 */ s16 unk_E0;
/* 0xE2 */ char unk_E2[6];
} Enemy; // size = 0xE8
typedef struct Encounter {
/* 0x00 */ s32 count;
/* 0x04 */ Enemy* enemy[16];
/* 0x44 */ s16 battle;
/* 0x46 */ s16 stage;
/* 0x48 */ s16 encounterID;
/* 0x4A */ char unk_4C[2];
} Encounter; // size = 0x4C
typedef struct EncounterStatus {
/* 0x000 */ s32 flags;
/* 0x004 */ s8 firstStrikeType; /* 0 = none, 1 = player, 2 = enemy */
/* 0x005 */ s8 hitType; /* 1 = none/enemy, 2 = jump */
/* 0x006 */ s8 hitTier; /* 0 = normal, 1 = super, 2 = ultra */
/* 0x007 */ char unk_07;
/* 0x008 */ s8 unk_08;
/* 0x009 */ s8 battleOutcome; /* 0 = won, 1 = lost */
/* 0x00A */ s8 battleTriggerCooldown; ///< set to 15 after victory, 45 after fleeing
/* 0x00B */ s8 merleeCoinBonus; /* triple coins when != 0 */
/* 0x00C */ u8 damageTaken; /* valid after battle */
/* 0x00D */ char unk_0D;
/* 0x00E */ s16 coinsEarned; /* valid after battle */
/* 0x010 */ s8 instigatorValue;
/* 0x011 */ s8 allowFleeing;
/* 0x012 */ s8 scriptedBattle; ///< battle started by StartBattle but not by encounter
/* 0x013 */ s8 dropWhackaBump;
/* 0x014 */ s32 songID;
/* 0x018 */ s32 unk_18;
/* 0x01C */ s8 numEncounters; /* number of encounters for current map (in list) */
/* 0x01D */ s8 currentAreaIndex;
/* 0x01E */ u8 currentMapIndex;
/* 0x01F */ u8 currentEntryIndex;
/* 0x020 */ s8 mapID;
/* 0x021 */ s8 resetMapEncounterFlags;
/* 0x021 */ char unk_22[2];
/* 0x024 */ s32* npcGroupList;
/* 0x028 */ Encounter* encounterList[24];
/* 0x088 */ Encounter* currentEncounter;
/* 0x08C */ Enemy* currentEnemy;
/* 0x090 */ s32 fadeOutAmount;
/* 0x094 */ s32 unk_94;
/* 0x098 */ s32 fadeOutAccel;
/* 0x09C */ s32 battleStartCountdown;
/* 0x0A0 */ s8 dizzyAttackStatus;
/* 0x0A1 */ char unk_A1[0x1];
/* 0x0A2 */ s16 dizzyAttackDuration;
/* 0x0A4 */ s8 unk_A4;
/* 0x0A5 */ char unk_A5[0x1];
/* 0x0A6 */ s16 unk_A6;
/* 0x0A8 */ s8 unk_A8;
/* 0x0A9 */ char unk_A9[0x1];
/* 0x0AA */ s16 unk_AA;
/* 0x0AC */ s8 unk_AC;
/* 0x0AD */ char unk_AD[0x1];
/* 0x0AE */ s16 unk_AE;
/* 0x0B0 */ s32 defeatFlags[60][12];
/* 0xFB0 */ s16 recentMaps[2];
/* 0xFB4 */ char unk_FB4[4];
} EncounterStatus; // size = 0xFB8
extern EncounterStatus gCurrentEncounter;
s32 basic_ai_check_player_dist(EnemyDetectVolume* arg0, Enemy* arg1, f32 arg2, f32 arg3, s8 arg4);
/// The default Npc::onUpdate and Npc::onRender callback.
void STUB_npc_callback(Npc*);
void mtx_ident_mirror_y(Matrix4f mtx);
void clear_npcs(void);
/// Points the current NPC list to the world or battle lists depending on game state.
void init_npc_list(void);
/// Iterates over the NPC list, doing absolutely nothing.
/// Presumably did something once upon a time but got commented out.
void npc_iter_no_op(void);
s32 _create_npc(NpcBlueprint* blueprint, AnimID* animList, s32 skipLoadingAnims);
s32 _create_npc_basic(NpcBlueprint* blueprint);
s32 _create_npc_standard(NpcBlueprint* blueprint, AnimID* animList);
s32 _create_npc_partner(NpcBlueprint* blueprint);
void free_npc_by_index(s32 listIndex);
void free_npc(Npc* npc);
Npc* get_npc_by_index(s32 listIndex);
void npc_do_world_collision(Npc* npc);
void npc_do_other_npc_collision(Npc* npc);
/// @returns TRUE if a collision occurred
s32 npc_do_player_collision(Npc* npc);
void npc_do_gravity(Npc* npc);
s32 func_800397E8(Npc* npc, f32 arg1);
/// Updates all NPCs.
void update_npcs(void);
f32 npc_get_render_yaw(Npc* npc);
void appendGfx_npc(void* data);
/// Renders all NPCs.
void render_npcs(void);
void npc_move_heading(Npc* npc, f32 speed, f32 yaw);
Npc* get_npc_unsafe(s32 npcID);
/// @returns NULL if not found
Npc* get_npc_safe(s32 npcID);
void enable_npc_shadow(Npc* npc);
void disable_npc_shadow(Npc* npc);
void update_npc_blur(Npc* npc);
void appendGfx_npc_blur(void* npc);
void npc_enable_collisions(void);
void npc_disable_collisions(void);
void func_8003B1A8(void);
void npc_reload_all(void);
void set_npc_yaw(Npc* npc, f32 yaw);
void npc_set_palswap_mode_A(Npc* npc, s32 arg1);
void npc_set_palswap_mode_B(Npc* npc, s32 arg1);
void func_8003B420(Npc* npc);
void npc_set_palswap_1(Npc* npc, s32 palIndexA, s32 palIndexB, s32 timeHoldA, s32 timeAB);
void npc_set_palswap_2(Npc* npc, s32 timeHoldB, s32 timeBA, s32 palIndexC, s32 palIndexD);
void npc_draw_with_palswap(Npc* npc, s32 arg1, Matrix4f mtx);
void npc_draw_palswap_mode_0(Npc* npc, s32 arg1, Matrix4f mtx);
s32 npc_draw_palswap_mode_1(Npc*, s32, Matrix4f mtx);
u16 npc_blend_palette_colors(u16 colorA, u16 colorB, s32 lerpAlpha);
s32 npc_draw_palswap_mode_2(Npc*, s32, s32, Matrix4f mtx);
s32 npc_draw_palswap_mode_4(Npc*, s32, Matrix4f mtx);
void npc_set_decoration(Npc* npc, s32 idx, s32 decorationType);
void npc_remove_decoration(Npc* npc, s32 idx);
s32 npc_update_decorations(Npc* npc);
void npc__remove_decoration(Npc* npc, s32 idx);
void npc_reset_current_decoration(Npc* npc, s32 idx);
void npc_update_decoration_none(Npc* npc, s32 idx);
void npc_remove_decoration_none(Npc* npc, s32 idx);
void npc_update_decoration_bowser_aura(Npc* npc, s32 idx);
void npc_remove_decoration_bowser_aura(Npc* npc, s32 idx);
void npc_update_decoration_sweat(Npc* npc, s32 idx);
void npc_remove_decoration_sweat(Npc* npc, s32 idx);
void npc_update_decoration_seeing_stars(Npc* npc, s32 idx);
void npc_remove_decoration_seeing_stars(Npc* npc, s32 idx);
void npc_update_decoration_glow_in_front(Npc* npc, s32 idx);
void npc_remove_decoration_glow_in_front(Npc* npc, s32 idx);
void npc_update_decoration_glow_behind(Npc* npc, s32 idx);
void npc_remove_decoration_glow_behind(Npc* npc, s32 idx);
void npc_update_decoration_charged(Npc* npc, s32 idx);
void npc_remove_decoration_charged(Npc* npc, s32 idx);
void npc__reset_current_decoration(Npc* npc, s32 idx);
/// Finds the closest NPC to a given point within a radius. Ignores Y position.
///
/// NPCs with NPC_FLAG_PARTICLE set are ignored.
/// See also npc_find_closest_simple(), which requires that NPC_FLAG_PARTICLE be set.
///
/// @param x X position
/// @param y Y position (unused)
/// @param z Z position
/// @param radius No NPCs further than this distance will be considered
///
/// @returns NULL if there are no NPCs within radius
Npc* npc_find_closest(f32 x, f32 y, f32 z, f32 radius);
/// Finds the closest simple-hitbox NPC to a given point within a radius. Ignores Y position.
///
/// Only NPCs with NPC_FLAG_PARTICLE set are considered.
/// See also npc_find_closest(), which requires that NPC_FLAG_PARTICLE be unset.
///
/// @param x X position
/// @param y Y position (unused)
/// @param z Z position
/// @param radius No NPCs further than this distance will be considered
///
/// @returns NULL if there are no NPCs within radius
Npc* npc_find_closest_simple(f32 x, f32 y, f32 z, f32 radius);
//s32 npc_find_standing_on_entity();
s32 npc_get_collider_below(Npc* npc);
void func_8003D3BC(Npc* npc);
void func_8003D624(Npc* npc, s32 arg1, s32 arg2, s32 arg3, s32 arg4, s32 arg5, s32 arg6);
void func_8003D660(Npc* npc, s32);
void func_8003D788(Npc* npc, s32);
void func_8003DA38(Npc* npc, s32);
void func_8003DC38(Npc* npc, s32);
void func_8003DFA0(Npc* npc, s32);
void func_8003E0D4(Npc* npc, s32);
void func_8003E1D0(Npc* npc, s32);
/// Duplicate of set_defeated().
void COPY_set_defeated(s32 mapID, s32 encounterID);
void init_encounter_status(void);
void clear_encounter_status(void);
void func_8003E50C(void);
void func_8003E514(s8 arg0);
void update_encounters(void);
void draw_encounter_ui(void);
void draw_first_strike_ui(void);
void npc_render_worker_do_nothing(void);
void make_npcs(s32 flags, s32 mapID, s32* npcGroupList);
s32 kill_encounter(Enemy* enemy);
void kill_enemy(Enemy* enemy);
/// Binds the specified ai script to the specified enemy
///
/// @param enemy pointer to the enemy to bind the script to
/// @param aiScriptBytecode pointer to the script to be bound.
s32 bind_enemy_ai(Enemy* enemy, EvtScript* aiScriptBytecode);
/// Binds the specified auxillary script to the specified enemy
///
/// @param enemy pointer to the enemy to bind the script to
/// @param auxScriptBytecode pointer to the script to be bound.
s32 bind_enemy_aux(Enemy* enemy, EvtScript* auxScriptBytecode);
/// Binds the specified interact script to the specified enemy
///
/// @param enemy pointer to the enemy to bind the script to
/// @param interactScriptBytecode pointer to the script to be bound.
s32 bind_enemy_interact(Enemy* enemy, EvtScript* interactScriptBytecode);
/// Binds the specified ai script to the npc matching the specified npcId
///
/// @param npcID ID of the desired npc
/// @param npcAiBytecode pointer to the script to be bound.
void bind_npc_ai(s32 npcID, EvtScript* npcAiBytecode);
/// Binds the specified auxillary script to the npc matching the specified npcId
///
/// @param npcID ID of the desired npc
/// @param npcAuxBytecode pointer to the script to be bound.
void bind_npc_aux(s32 npcID, EvtScript* npcAuxBytecode);
/// Binds the specified interact script to the npc matching the specified npcId
///
/// @param npcID ID of the desired npc
/// @param npcInteractBytecode pointer to the script to be bound.
void bind_npc_interact(s32 npcID, EvtScript* npcInteractBytecode);
/// Looks for an enemy matching the specified npcID.
///
/// @param npcID ID of the npc bound to the desired enemy.
///
/// @returns pointer to Enemy struct, if one is found. If one is not found, a panic occurs.
Enemy* get_enemy(s32 npcID);
/// Same as get_enemy(), with the exception of always returning a value if an enemy is not found.
///
/// @param npcID ID of the npc bound to the desired enemy.
///
/// @returns pointer to Enemy struct, if one is found. Otherwise, NULL.
Enemy* get_enemy_safe(s32 npcID);
void set_npc_sprite(Npc* npc, s32 anim, AnimID* extraAnimList);
#endif