mirror of
https://github.com/pmret/papermario.git
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8d730c5c50
* toad house * push blocks * requested cleanup * quizmo 1 * dro_01, dro_02, hos_03, jan_02 * quizmo jan_03 * kmr_02 quizmo * quizmo area_mac * quizmo functions aggregated * remove functions no longer needed * cleanup * cleanclean * quizmo started data * quizmo data half done * nearly done * fix mislabeled data in dgb_01 * fix QuizRequirement struct * isolate give item code * deconflict varstash data name with varTable fields * misc quizmo cleanup * quizmo done * fix file with invalid symbols * PR comments Co-authored-by: HailSanta <Hail2Santa@gmail.com> Co-authored-by: Ethan Roseman <ethteck@gmail.com>
549 lines
17 KiB
C
549 lines
17 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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#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 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 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 */ 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 */ 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 */ s16 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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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 */ char unk_1C[8];
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/* 0x024 */ s32 yaw;
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/* 0x028 */ u8 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 */ s32 tattle;
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} StaticNpc; // size = 0x1F0
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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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typedef struct EnemyDrops {
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/* 0x00 */ u8 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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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 */ 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 unk_AC;
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/* 0xAD */ char unk_AD[3];
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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 */ 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 */ char unk_DC[20];
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} Enemy; // size = 0xF0
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s32 func_800490B4(EnemyTerritoryThing* 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, s32** animList, s32 skipLoadingAnims);
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s32 _create_npc_basic(NpcBlueprint* blueprint);
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s32 _create_npc_standard(NpcBlueprint* blueprint, s32** animList);
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void _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(Npc* npc);
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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(Npc* 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);
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void npc__reset_current_decoration(Npc* npc, s32 idx);
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/// Finds the closest NPC to a given point within a radius. Ignores Y position.
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///
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/// NPCs with NPC_FLAG_PARTICLE set are ignored.
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/// See also npc_find_closest_simple(), which requires that NPC_FLAG_PARTICLE be set.
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///
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/// @param x X position
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/// @param y Y position (unused)
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/// @param z Z position
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/// @param radius No NPCs further than this distance will be considered
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///
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/// @returns NULL if there are no NPCs within radius
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Npc* npc_find_closest(f32 x, f32 y, f32 z, f32 radius);
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/// Finds the closest simple-hitbox NPC to a given point within a radius. Ignores Y position.
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///
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/// Only NPCs with NPC_FLAG_PARTICLE set are considered.
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/// See also npc_find_closest(), which requires that NPC_FLAG_PARTICLE be unset.
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///
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/// @param x X position
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/// @param y Y position (unused)
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/// @param z Z position
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/// @param radius No NPCs further than this distance will be considered
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///
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/// @returns NULL if there are no NPCs within radius
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Npc* npc_find_closest_simple(f32 x, f32 y, f32 z, f32 radius);
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//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);
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void func_8003DA38(Npc* npc, s32);
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s32 func_8003DC38(Npc*, s32);
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void func_8003DFA0(Npc* npc, s32);
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void func_8003E0D4(Npc* npc, s32);
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void func_8003E1D0(Npc* npc, s32);
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/// Duplicate of set_defeated().
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void COPY_set_defeated(s32 mapID, s32 encounterID);
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void init_encounter_status(void);
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void clear_encounter_status(void);
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void func_8003E50C(void);
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void func_8003E514(s8 arg0);
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void update_encounters(void);
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void draw_encounter_ui(void);
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void draw_first_strike_ui(void);
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void npc_dyn_entity_draw_no_op(void);
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void make_npcs(s32 flags, s32 mapID, s32* npcGroupList);
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s32 kill_encounter(Enemy* enemy);
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void kill_enemy(Enemy* enemy);
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/// Binds the specified ai script to the specified enemy
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///
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/// @param enemy pointer to the enemy to bind the script to
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/// @param aiScriptBytecode pointer to the script to be bound.
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s32 bind_enemy_ai(Enemy* enemy, EvtScript* aiScriptBytecode);
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/// Binds the specified auxillary script to the specified enemy
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///
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/// @param enemy pointer to the enemy to bind the script to
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/// @param auxScriptBytecode pointer to the script to be bound.
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s32 bind_enemy_aux(Enemy* enemy, EvtScript* auxScriptBytecode);
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/// Binds the specified interact script to the specified enemy
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///
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/// @param enemy pointer to the enemy to bind the script to
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/// @param interactScriptBytecode pointer to the script to be bound.
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s32 bind_enemy_interact(Enemy* enemy, EvtScript* interactScriptBytecode);
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/// Binds the specified ai script to the npc matching the specified npcId
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///
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/// @param npcID ID of the desired npc
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/// @param npcAiBytecode pointer to the script to be bound.
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void bind_npc_ai(s32 npcID, EvtScript* npcAiBytecode);
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/// Binds the specified auxillary script to the npc matching the specified npcId
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///
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/// @param npcID ID of the desired npc
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/// @param npcAuxBytecode pointer to the script to be bound.
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void bind_npc_aux(s32 npcID, EvtScript* npcAuxBytecode);
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/// Binds the specified interact script to the npc matching the specified npcId
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///
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/// @param npcID ID of the desired npc
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/// @param npcInteractBytecode pointer to the script to be bound.
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void bind_npc_interact(s32 npcID, EvtScript* npcInteractBytecode);
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/// Looks for an enemy matching the specified npcID.
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///
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/// @param npcID ID of the npc bound to the desired enemy.
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///
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/// @returns pointer to Enemy struct, if one is found. If one is not found, a panic occurs.
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Enemy* get_enemy(s32 npcID);
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/// Same as get_enemy(), with the exception of always returning a value if an enemy is not found.
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///
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/// @param npcID ID of the npc bound to the desired enemy.
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///
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/// @returns pointer to Enemy struct, if one is found. Otherwise, NULL.
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Enemy* get_enemy_safe(s32 npcID);
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#endif
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