mirror of
https://github.com/pmret/papermario.git
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eb7ed118a6
* flagsnt * not this one Co-authored-by: HailSanta <Hail2Santa@gmail.com>
683 lines
23 KiB
C
683 lines
23 KiB
C
#ifndef _NPC_H_
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#define _NPC_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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// battle and stage are optional in overloaded NPC_GROUP macros
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#define NPC_GROUP(args...) VFUNC(NPC_GROUP, args)
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#define NPC_GROUP1(npcs) { sizeof(npcs) / sizeof(StaticNpc), (StaticNpc*) &npcs, 0, 0 }
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#define NPC_GROUP2(npcs, battle) { sizeof(npcs) / sizeof(StaticNpc), (StaticNpc*) &npcs, battle, 0 }
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#define NPC_GROUP3(npcs, battle, stage) { sizeof(npcs) / sizeof(StaticNpc), (StaticNpc*) &npcs, battle, stage + 1 }
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#define NO_DROPS { { F16(100), F16(0), 0, F16(0) }, }
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// rename this to NO_DROPS and the above to NO_STAT_DROPS after all map data done
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#define NPC_NO_DROPS { \
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.dropFlags = NPC_DROP_FLAG_80, \
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.heartDrops = NO_DROPS, \
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.flowerDrops = NO_DROPS, \
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}
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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) ((s32)(speed * 32767))
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#define NO_OVERRIDE_MOVEMENT_SPEED OVERRIDE_MOVEMENT_SPEED(-1.0f)
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typedef struct QuizRequirement {
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s32 requiredStoryProgress;
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s32 numQuestionsUnlocked;
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} QuizRequirement; // size = 0x8
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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 MobileAISettings {
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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 */ f32 alertOffsetDist; // offset along npc->yaw of the test point for alert volume overlap, creates directionality to enemy 'sight'
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/* 0x14 */ s32 playerSearchInterval; // how often to search for player (frames)
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/* 0x18 */ f32 chaseSpeed;
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/* 0x1C */ s32 chaseTurnRate; // how many degrees this NPC can turn per frame while chasing
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/* 0x20 */ s32 chaseUpdateInterval; // how often to re-run chase init and re-acquire player position (frames)
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/* 0x24 */ f32 chaseRadius;
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/* 0x28 */ f32 chaseOffsetDist; // offset along npc->yaw of the test point for chase volume overlap, creates directionality to enemy 'sight'
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/* 0x2C */ s32 unk_AI_2C; // probably a boolean for enable loitering after a wander movement
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} MobileAISettings; // size = 0x30
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typedef struct StationaryAISettings {
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/* 0x00 */ f32 unk_00; // probably equivalent to alertRadius in MobileAISettings
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/* 0x04 */ f32 unk_04; // probably equivalent to alertOffsetDist in MobileAISettings
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/* 0x08 */ s32 playerSearchInterval; // how often to search for player (frames)
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/* 0x0C */ f32 chaseSpeed;
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/* 0x10 */ s32 chaseTurnRate; // how many degrees this NPC can turn per frame while chasing
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/* 0x14 */ s32 chaseUpdateInterval; // how often to re-run chase init and re-acquire player position (frames)
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/* 0x18 */ f32 chaseRadius;
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/* 0x1C */ f32 chaseOffsetDist; // offset along npc->yaw of the test point for alert volume overlap, creates directionality to enemy 'sight'
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/* 0x20 */ s32 unk_20; // probably equivalent to unk_AI_2C in MobileAISettings
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} StationaryAISettings; // size = 0x24
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struct FireBarData;
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typedef void (*FireBarCallback)(struct FireBarData*, s32);
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typedef struct FireBarAISettings {
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/* 0x00 */ Vec3i centerPos;
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/* 0x0C */ s32 rotationRate;
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/* 0x10 */ s32 firstNpc;
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/* 0x14 */ s32 npcCount;
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/* 0x18 */ FireBarCallback callback;
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} FireBarAISettings; // size = 0x1C
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typedef struct FireBarData {
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/* 0x00 */ s32 flags;
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/* 0x04 */ Vec3f centerPos;
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/* 0x10 */ f32 rotationRate;
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/* 0x14 */ s32 firstNpc;
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/* 0x18 */ s32 npcCount;
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/* 0x1C */ FireBarCallback callback;
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/* 0x20 */ s32 soundIndex;
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/* 0x24 */ f32 lastDeltaYaw;
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/* 0x28 */ f32 yaw;
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/* 0x2C */ FireBarAISettings* settings;
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} FireBarData; // size = 0x30
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typedef struct NpcSettings {
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/* 0x00 */ AnimID defaultAnim;
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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 */ EvtScript* onInteract;
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/* 0x10 */ EvtScript* ai;
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/* 0x14 */ EvtScript* onHit;
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/* 0x18 */ EvtScript* aux;
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/* 0x1C */ EvtScript* onDefeat;
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/* 0x20 */ s32 flags;
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/* 0x24 */ s32 unk_24;
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/* 0x28 */ s16 level;
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/* 0x2A */ s16 actionFlags; // action flags: 1 = jump on seeing player
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} NpcSettings; // size = 0x2C
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typedef struct ItemDrop {
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/* 0x00 */ s16 item;
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/* 0x02 */ s16 weight;
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/* 0x04 */ s16 unk_04;
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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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typedef struct EnemyDrops {
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/* 0x00 */ u8 dropFlags;
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/* 0x01 */ u8 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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// TODO unify this with EnemyDrops (union? requires changing tons of data)
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typedef struct EnemyDropsFlat {
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/* 0x00 */ u8 dropFlags;
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/* 0x01 */ u8 itemDropChance;
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/* 0x02 */ s16 itemDrops[8 * 3];
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/* 0x32 */ s16 heartDrops[8 * 4];
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/* 0x72 */ s16 flowerDrops[8 * 4];
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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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} EnemyDropsFlat; // size = 0xB8
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enum TerritoryShape { SHAPE_CYLINDER, SHAPE_RECT };
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typedef struct {
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/* 0x00 */ s32 skipPlayerDetectChance;
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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 halfHeight;
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/* 0x1C */ s16 detectFlags; // 1 = ignore partner hiding (bow/sushie dont work) | 2 = ignore elevation
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} EnemyDetectVolume; // size = 0x20
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typedef struct {
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/* 0x00 */ Vec3i centerPos;
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/* 0x0C */ VecXZi wanderSize;
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/* 0x14 */ s32 moveSpeedOverride;
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/* 0x18 */ enum TerritoryShape wanderShape;
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/* 0x1C */ Vec3i detectPos;
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/* 0x28 */ VecXZi detectSize;
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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 detectPos;
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/* 0x8C */ VecXZi detectSize;
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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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s32 temp[48]; // TODO: remove when old map data is replaced
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char PADDING[0xC0];
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} EnemyTerritory; // size = 0xC0
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typedef union NpcInitialVars {
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/* 0x0 */ s32 value;
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/* 0x0 */ s8 bytes[4];
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/* 0x0 */ s32* array;
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} NpcInitialVars;
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typedef struct StaticNpc {
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/* 0x000 */ s32 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 */ EvtScript* init;
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/* 0x01C */ s32 initVarCount;
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/* 0x020 */ NpcInitialVars initVar;
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/* 0x024 */ s32 yaw;
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/* 0x028 */ EnemyDrops drops;
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/* 0x0E0 */ EnemyTerritory territory;
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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 anim_4;
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/* 0x14 */ s32 anim_5;
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/* 0x18 */ s32 death;
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/* 0x1C */ s32 hit;
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/* 0x20 */ s32 anim_8;
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/* 0x24 */ s32 anim_9;
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/* 0x28 */ s32 anim_A;
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/* 0x2C */ s32 anim_B;
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/* 0x30 */ s32 anim_C;
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/* 0x34 */ s32 anim_D;
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/* 0x38 */ s32 anim_E;
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/* 0x3C */ s32 anim_F;
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} animations;
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/* 0x1E0 */ s8 unk__1E0;
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/* 0x1E1 */ s8 unk__1E1;
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/* 0x1E2 */ s8 unk__1E2;
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/* 0x1E3 */ u8 aiDetectFlags;
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/* 0x1E4 */ u32 aiFlags;
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/* 0x1E8 */ s32* extraAnimations;
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/* 0x1EC */ s32 tattle;
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} StaticNpc; // size = 0x1F0
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/// Zero-terminated.
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typedef struct NpcGroup {
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/* 0x00 */ s32 npcCount;
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/* 0x04 */ StaticNpc* npcs;
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/* 0x08 */ s16 battle;
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/* 0x0A */ s16 stage;
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} NpcGroup; // size = 0x0C
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typedef NpcGroup NpcGroupList[];
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// function signature used for state handlers in AI main functions
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typedef void AIStateHandler(Evt* script, MobileAISettings* settings, EnemyDetectVolume* territory);
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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 */ NpcSettings* npcSettings;
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/* 0x1C */ EvtScript* initBytecode;
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/* 0x20 */ EvtScript* interactBytecode;
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/* 0x24 */ EvtScript* aiBytecode;
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/* 0x28 */ EvtScript* hitBytecode;
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/* 0x2C */ EvtScript* auxBytecode;
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/* 0x30 */ EvtScript* 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 */ union {
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/* */ s32 varTable[16];
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/* */ f32 varTableF[16];
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/* */ void* varTablePtr[16];
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/* */ };
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/* 0xAC */ u8 aiDetectFlags; // detect player flags: 1 = require line of sight | 2 = adjust hitbox for moving player
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/* 0xAD */ char unk_AD[3];
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/* 0xB0 */ u32 aiFlags;
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/* 0xB4 */ s8 aiPaused;
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/* 0xB5 */ s8 unk_B5;
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/* 0xB6 */ char unk_B6[2];
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/* 0xB8 */ EvtScript* 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 */ s32 unk_DC;
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/* 0xE0 */ s16 unk_E0;
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/* 0xE2 */ char unk_E2[6];
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} Enemy; // size = 0xE8
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typedef struct Encounter {
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/* 0x00 */ s32 count;
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/* 0x04 */ Enemy* enemy[16];
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/* 0x44 */ s16 battle;
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/* 0x46 */ s16 stage;
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/* 0x48 */ s16 encounterID;
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/* 0x4A */ char unk_4C[2];
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} Encounter; // size = 0x4C
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typedef struct EncounterStatus {
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/* 0x000 */ s32 flags;
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/* 0x004 */ s8 firstStrikeType; /* 0 = none, 1 = player, 2 = enemy */
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/* 0x005 */ s8 hitType; /* 1 = none/enemy, 2 = jump */
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/* 0x006 */ s8 hitTier; /* 0 = normal, 1 = super, 2 = ultra */
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/* 0x007 */ char unk_07;
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/* 0x008 */ s8 unk_08;
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/* 0x009 */ s8 battleOutcome; /* 0 = won, 1 = lost */
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/* 0x00A */ s8 battleTriggerCooldown; ///< set to 15 after victory, 45 after fleeing
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/* 0x00B */ s8 merleeCoinBonus; /* triple coins when != 0 */
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/* 0x00C */ u8 damageTaken; /* valid after battle */
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/* 0x00D */ char unk_0D;
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/* 0x00E */ s16 coinsEarned; /* valid after battle */
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/* 0x010 */ char unk_10;
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/* 0x011 */ s8 allowFleeing;
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/* 0x012 */ s8 scriptedBattle; ///< battle started by StartBattle but not by encounter
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/* 0x013 */ s8 dropWhackaBump;
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/* 0x014 */ s32 songID;
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/* 0x018 */ s32 unk_18;
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/* 0x01C */ s8 numEncounters; /* number of encounters for current map (in list) */
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/* 0x01D */ s8 currentAreaIndex;
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/* 0x01E */ u8 currentMapIndex;
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/* 0x01F */ u8 currentEntryIndex;
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/* 0x020 */ s8 mapID;
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/* 0x021 */ s8 resetMapEncounterFlags;
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/* 0x021 */ char unk_22[2];
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/* 0x024 */ s32* npcGroupList;
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/* 0x028 */ Encounter* encounterList[24];
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/* 0x088 */ Encounter* currentEncounter;
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/* 0x08C */ Enemy* currentEnemy;
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/* 0x090 */ s32 fadeOutAmount;
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/* 0x094 */ s32 unk_94;
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/* 0x098 */ s32 fadeOutAccel;
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/* 0x09C */ s32 battleStartCountdown;
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/* 0x0A0 */ s8 dizzyAttackStatus;
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/* 0x0A1 */ char unk_A1[0x1];
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/* 0x0A2 */ s16 dizzyAttackDuration;
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/* 0x0A4 */ s8 unk_A4;
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/* 0x0A5 */ char unk_A5[0x1];
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/* 0x0A6 */ s16 unk_A6;
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/* 0x0A8 */ s8 unk_A8;
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/* 0x0A9 */ char unk_A9[0x1];
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/* 0x0AA */ s16 unk_AA;
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/* 0x0AC */ s8 unk_AC;
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/* 0x0AD */ char unk_AD[0x1];
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/* 0x0AE */ s16 unk_AE;
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/* 0x0B0 */ s32 defeatFlags[60][12];
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/* 0xFB0 */ s16 recentMaps[2];
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/* 0xFB4 */ char unk_FB4[4];
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} EncounterStatus; // size = 0xFB8
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extern EncounterStatus gCurrentEncounter;
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s32 basic_ai_check_player_dist(EnemyDetectVolume* arg0, Enemy* arg1, f32 arg2, f32 arg3, s8 arg4);
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/// The default Npc::onUpdate and Npc::onRender callback.
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void STUB_npc_callback(Npc*);
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void mtx_ident_mirror_y(Matrix4f mtx);
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void clear_npcs(void);
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/// Points the current NPC list to the world or battle lists depending on game state.
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void init_npc_list(void);
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/// Iterates over the NPC list, doing absolutely nothing.
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/// Presumably did something once upon a time but got commented out.
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void npc_iter_no_op(void);
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s32 _create_npc(NpcBlueprint* blueprint, AnimID* animList, s32 skipLoadingAnims);
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s32 _create_npc_basic(NpcBlueprint* blueprint);
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s32 _create_npc_standard(NpcBlueprint* blueprint, AnimID* animList);
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s32 _create_npc_partner(NpcBlueprint* blueprint);
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void free_npc_by_index(s32 listIndex);
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void free_npc(Npc* npc);
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Npc* get_npc_by_index(s32 listIndex);
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void npc_do_world_collision(Npc* npc);
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void npc_do_other_npc_collision(Npc* npc);
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/// @returns TRUE if a collision occurred
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s32 npc_do_player_collision(Npc* npc);
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void npc_do_gravity(Npc* npc);
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s32 func_800397E8(Npc* npc, f32 arg1);
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/// Updates all NPCs.
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void update_npcs(void);
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f32 npc_get_render_yaw(Npc* npc);
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void appendGfx_npc(void* data);
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/// Renders all NPCs.
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void render_npcs(void);
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void npc_move_heading(Npc* npc, f32 speed, f32 yaw);
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Npc* get_npc_unsafe(s32 npcID);
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/// @returns NULL if not found
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Npc* get_npc_safe(s32 npcID);
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void enable_npc_shadow(Npc* npc);
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void disable_npc_shadow(Npc* npc);
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void update_npc_blur(Npc* npc);
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void appendGfx_npc_blur(void* npc);
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void npc_enable_collisions(void);
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void npc_disable_collisions(void);
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void func_8003B1A8(void);
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void npc_reload_all(void);
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void set_npc_yaw(Npc* npc, f32 yaw);
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void npc_set_palswap_mode_A(Npc* npc, s32 arg1);
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void npc_set_palswap_mode_B(Npc* npc, s32 arg1);
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void func_8003B420(Npc* npc);
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void npc_set_palswap_1(Npc* npc, s32 palIndexA, s32 palIndexB, s32 timeHoldA, s32 timeAB);
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void npc_set_palswap_2(Npc* npc, s32 timeHoldB, s32 timeBA, s32 palIndexC, s32 palIndexD);
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void npc_draw_with_palswap(Npc* npc, s32 arg1, Matrix4f mtx);
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void npc_draw_palswap_mode_0(Npc* npc, s32 arg1, Matrix4f mtx);
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s32 npc_draw_palswap_mode_1(Npc*, s32, Matrix4f mtx);
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u16 npc_blend_palette_colors(u16 colorA, u16 colorB, s32 lerpAlpha);
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s32 npc_draw_palswap_mode_2(Npc*, s32, s32, Matrix4f mtx);
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s32 npc_draw_palswap_mode_4(Npc*, s32, Matrix4f mtx);
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void npc_set_decoration(Npc* npc, s32 idx, s32 decorationType);
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void npc_remove_decoration(Npc* npc, s32 idx);
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s32 npc_update_decorations(Npc* npc);
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void npc__remove_decoration(Npc* npc, s32 idx);
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void npc_reset_current_decoration(Npc* npc, s32 idx);
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void npc_update_decoration_none(Npc* npc, s32 idx);
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void npc_remove_decoration_none(Npc* npc, s32 idx);
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void npc_update_decoration_bowser_aura(Npc* npc, s32 idx);
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void npc_remove_decoration_bowser_aura(Npc* npc, s32 idx);
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void npc_update_decoration_sweat(Npc* npc, s32 idx);
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void npc_remove_decoration_sweat(Npc* npc, s32 idx);
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void npc_update_decoration_seeing_stars(Npc* npc, s32 idx);
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void npc_remove_decoration_seeing_stars(Npc* npc, s32 idx);
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void npc_update_decoration_glow_in_front(Npc* npc, s32 idx);
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void npc_remove_decoration_glow_in_front(Npc* npc, s32 idx);
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void npc_update_decoration_glow_behind(Npc* npc, s32 idx);
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void npc_remove_decoration_glow_behind(Npc* npc, s32 idx);
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|
void npc_update_decoration_charged(Npc* npc, s32 idx);
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|
|
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();
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|
|
|
s32 npc_get_collider_below(Npc* npc);
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|
|
|
void func_8003D3BC(Npc* npc);
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|
|
|
void func_8003D624(Npc* npc, s32 arg1, s32 arg2, s32 arg3, s32 arg4, s32 arg5, s32 arg6);
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|
|
void func_8003D660(Npc* npc, s32);
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|
|
|
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
|