papermario/include/map.h
Alexander Faßbender ed8f1a9593
Rename string to msg (#414)
* change all occurences of  to  unless they are a chaar-array

* resolve pr review
2021-09-02 17:46:27 +02:00

346 lines
11 KiB
C

#ifndef _MAP_H_
#define _MAP_H_
#include "common_structs.h"
#include "enums.h"
#include "script_api/map.h"
// TODO: consider moving Npc here
#define ENTRY_COUNT(entryList) (sizeof(entryList) / sizeof(Vec4f))
typedef s32 MessageID;
typedef Vec4f EntryList[];
/// Fields other than main, entryList, entryCount, background, and tattle are initialised when the map loads.
typedef struct MapConfig {
/* 0x00 */ ModelNode* modelTreeRoot;
/* 0x04 */ UNK_PTR collision;
/* 0x08 */ UNK_PTR unk_08;
/* 0x0C */ char unk_0C[4];
/* 0x10 */ EvtSource* main;
/* 0x14 */ EntryList* entryList;
/* 0x18 */ s32 entryCount;
/* 0x1C */ char unk_1C[12];
/* 0x28 */ char** modelNameList;
/* 0x2C */ char** colliderNameList;
/* 0x30 */ char** zoneNameList;
/* 0x34 */ char unk_34[4];
/* 0x38 */ BackgroundHeader* background;
/* 0x3C */ union {
MessageID msgID;
UNK_FUN_PTR(get);
} tattle;
} MapConfig; // size = 0x40
typedef s32(*MapInit)(void);
#define MAP_ID_MAX_LEN 7 ///< "xxx_yyy" excluding null terminator.
typedef struct Map {
/* 0x00 */ char* id; ///< @see MAP_ID_MAX_LEN
/* 0x04 */ MapConfig* config;
/* 0x08 */ void* dmaStart;
/* 0x0C */ void* dmaEnd;
/* 0x10 */ void* dmaDest;
/* 0x14 */ char* bgName;
/* 0x18 */ MapInit init; ///< Return TRUE to skip normal asset (shape/hit/bg/tex) loading.
/* 0x1C */ union {
u32 word;
struct {
char unk_1C[0x2];
s8 songVariation; ///< 0 or 1. @see bgm_get_map_default_variation
s8 flags;
} bytes;
} unk_1C;
} Map; // size = 0x20
typedef struct Area {
/* 0x00 */ s32 mapCount;
/* 0x04 */ Map* maps;
/* 0x08 */ char* id; ///< "area_xxx"
/* 0x0C */ char* name; ///< JP debug name.
} Area; // size = 0x10
typedef struct NpcBlueprint {
/* 0x00 */ s32 flags;
/* 0x04 */ s32 initialAnim;
/* 0x08 */ void (*onUpdate)(struct Npc*);
/* 0x0C */ void (*onRender)(struct Npc*);
} NpcBlueprint; // size = 0x10
typedef struct NpcAISettings {
/* 0x00 */ f32 moveSpeed;
/* 0x04 */ s32 moveTime;
/* 0x08 */ s32 waitTime;
/* 0x0C */ f32 alertRadius;
/* 0x10 */ X32 unk_10;
/* 0x14 */ s32 unk_14;
/* 0x18 */ f32 chaseSpeed;
/* 0x1C */ X32 unk_1C; // chase turn step?
/* 0x20 */ s32 unk_20;
/* 0x24 */ f32 chaseRadius;
/* 0x28 */ X32 unk_28;
/* 0x2C */ s32 unk_2C; // bool
} NpcAISettings; // size = 0x30
typedef struct NpcSettings {
/* 0x00 */ char unk_00[4];
/* 0x04 */ s16 height;
/* 0x06 */ s16 radius;
/* 0x08 */ UNK_PTR otherAI;
/* 0x0C */ EvtSource* onInteract;
/* 0x10 */ EvtSource* ai;
/* 0x14 */ EvtSource* onHit;
/* 0x18 */ EvtSource* aux;
/* 0x1C */ EvtSource* onDefeat;
/* 0x20 */ s32 flags;
/* 0x24 */ char unk_24[4];
/* 0x28 */ s16 level;
/* 0x2A */ s16 unk_2A;
} NpcSettings; // size = 0x2C
typedef struct ItemDrop {
/* 0x00 */ ItemID item;
/* 0x02 */ s16 weight;
/* 0x04 */ s16 unk_08;
} ItemDrop; // size = 0x06
/// @brief Describes heart/flower drop chances after defeating an Npc in the overworld.
///
/// The algorithm for calculating the number of hearts/flowers from a StatDrop is:
/// - If current HP/FP > cutoff, drop 0.
/// - Roll generalChance. If it fails, drop 0.
/// - Roll chancePerAttempt attempts times. For each success, drop a heart/flower.
///
/// StaticNpc holds a table of StatDrops for each stat (hearts, flowers). All are checked together
/// and the number of hearts/flowers to drop is the total number of successful attempts for each stat.
///
/// Each heart/flower is worth 1 HP and 1 FP respectively, if picked up.
///
/// cutoff, generalChance, and chancePerAttempt are short fixed-point percentage values.
/// That is, `F16(0)` is a 0% chance and `F16(100)` is a 100% chance.
typedef struct StatDrop {
/* 0x00 */ s16 cutoff; ///< % of max HP/FP. If current HP/FP > cutoff, no hearts/flowers can be dropped.
/* 0x02 */ s16 generalChance; ///< % chance for any hearts/flowers to be dropped at all from this StatDrop.
/* 0x04 */ s16 attempts; ///< Maximum number of hearts/flowers that can be dropped from this StatDrop.
/* 0x06 */ s16 chancePerAttempt; ///< % chance for a single heart/flower to be dropped from each attempt.
} StatDrop; // size = 0x08
#define NO_DROPS { { F16(100), F16(0), 0, F16(0) }, }
#define STANDARD_HEART_DROPS(attempts) { \
{ F16(20), F16(70), attempts, F16(50) }, \
{ F16(30), F16(60), attempts, F16(50) }, \
{ F16(50), F16(50), attempts, F16(40) }, \
{ F16(80), F16(40), attempts, F16(40) }, \
{ F16(100), F16(30), attempts, F16(30) }, \
}
#define GENEROUS_HEART_DROPS(attempts) { \
{ F16(20), F16(80), attempts, F16(50) } \
{ F16(30), F16(70), attempts, F16(50) } \
{ F16(50), F16(60), attempts, F16(40) } \
{ F16(80), F16(50), attempts, F16(40) } \
{ F16(100), F16(40), attempts, F16(30) }, \
}
#define GENEROUS_WHEN_LOW_HEART_DROPS(attempts) { \
{ F16(20), F16(80), attempts, F16(60) }, \
{ F16(30), F16(70), attempts, F16(50) }, \
{ F16(50), F16(60), attempts, F16(50) }, \
{ F16(80), F16(50), attempts, F16(40) }, \
{ F16(100), F16(30), attempts, F16(30) }, \
}
#define STANDARD_FLOWER_DROPS(attempts) { \
{ F16(20), F16(50), attempts, F16(40) }, \
{ F16(30), F16(40), attempts, F16(40) }, \
{ F16(50), F16(40), attempts, F16(40) }, \
{ F16(80), F16(40), attempts, F16(40) }, \
{ F16(100), F16(30), attempts, F16(40) }, \
}
#define GENEROUS_WHEN_LOW_FLOWER_DROPS(attempts) { \
{ F16(20), F16(70), attempts, F16(50) }, \
{ F16(30), F16(60), attempts, F16(50) }, \
{ F16(50), F16(50), attempts, F16(40) }, \
{ F16(80), F16(40), attempts, F16(40) }, \
{ F16(100), F16(30), attempts, F16(40) }, \
}
#define REDUCED_FLOWER_DROPS(attempts) { \
{ F16(20), F16(40), attempts, F16(40) }, \
{ F16(30), F16(40), attempts, F16(40) }, \
{ F16(50), F16(40), attempts, F16(40) }, \
{ F16(80), F16(40), attempts, F16(40) }, \
{ F16(100), F16(30), attempts, F16(40) }, \
}
#define OVERRIDE_MOVEMENT_SPEED(speed) (speed * 32767)
#define NO_OVERRIDE_MOVEMENT_SPEED OVERRIDE_MOVEMENT_SPEED(-1)
typedef struct EnemyDrops {
/* 0x00 */ s8 dropFlags;
/* 0x01 */ s8 itemDropChance; // %
/* 0x02 */ ItemDrop itemDrops[8];
/* 0x32 */ StatDrop heartDrops[8];
/* 0x72 */ StatDrop flowerDrops[8];
/* 0xB2 */ s16 minCoinBonus;
/* 0xB4 */ s16 maxCoinBonus;
/* 0xB6 */ char unk_DE[2];
} EnemyDrops; // size = 0xB8
typedef struct StaticNpc {
/* 0x000 */ NpcID id;
/* 0x004 */ NpcSettings* settings;
/* 0x008 */ Vec3f pos;
/* 0x014 */ s32 flags;
/* 0x018 */ EvtSource* init;
/* 0x01C */ char unk_1C[8];
/* 0x024 */ s32 yaw;
/* 0x028 */ s8 dropFlags; // TODO: use EnemyDrops (requires tons of map edits)
/* 0x029 */ s8 itemDropChance; // %
/* 0x02A */ ItemDrop itemDrops[8];
/* 0x05A */ StatDrop heartDrops[8];
/* 0x09A */ StatDrop flowerDrops[8];
/* 0x0DA */ s16 minCoinBonus;
/* 0x0DC */ s16 maxCoinBonus;
/* 0x0E0 */ s32 movement[48]; // TODO: type
/* 0x1A0 */ struct {
/* 0x00 */ s32 idle;
/* 0x04 */ s32 walk;
/* 0x08 */ s32 run;
/* 0x0C */ s32 chase;
/* 0x10 */ s32 unk_10;
/* 0x14 */ s32 unk_14;
/* 0x18 */ s32 death;
/* 0x1C */ s32 hit;
/* 0x20 */ s32 unk_20;
/* 0x24 */ s32 unk_24;
/* 0x28 */ s32 unk_28;
/* 0x2C */ s32 unk_2C;
/* 0x30 */ s32 unk_30;
/* 0x34 */ s32 unk_34;
/* 0x38 */ s32 unk_38;
/* 0x3C */ s32 unk_3C;
} animations;
/* 0x1E0 */ char unk_1E0[8];
/* 0x1E8 */ s32* extraAnimations;
/* 0x1EC */ MessageID tattle;
} StaticNpc; // size = 0x1F0
enum TerritoryShape { SHAPE_CYLINDER, SHAPE_RECT };
typedef struct {
/* 0x00 */ s32 unk_00;
/* 0x04 */ enum TerritoryShape shape;
/* 0x08 */ s32 pointX;
/* 0x0C */ s32 pointZ;
/* 0x10 */ s32 sizeX;
/* 0x14 */ s32 sizeZ;
/* 0x18 */ f32 unk_18;
/* 0x1C */ s16 unk_1C;
} EnemyTerritoryThing; // size = 0x20
typedef struct {
/* 0x00 */ Vec3i point;
/* 0x0C */ s32 wanderSizeX;
/* 0x10 */ s32 wanderSizeZ;
/* 0x14 */ s32 moveSpeedOverride;
/* 0x18 */ enum TerritoryShape wanderShape;
/* 0x1C */ Vec3i detect;
/* 0x28 */ s32 detectSizeX;
/* 0x2C */ s32 detectSizeZ;
/* 0x30 */ enum TerritoryShape detectShape;
/* 0x34 */ s32 isFlying;
} EnemyTerritoryWander; // size = 0x38
typedef struct {
/* 0x00 */ s32 numPoints;
/* 0x04 */ Vec3i points[10];
/* 0x7C */ s32 moveSpeedOverride;
/* 0x80 */ Vec3i detect;
/* 0x8C */ s32 detectSizeX;
/* 0x90 */ s32 detectSizeZ;
/* 0x94 */ enum TerritoryShape detectShape;
/* 0x98 */ s32 isFlying;
} EnemyTerritoryPatrol; // size = 0x9C
typedef union {
EnemyTerritoryWander wander;
EnemyTerritoryPatrol patrol;
char PADDING[0xC0];
} EnemyTerritory; // size = 0xC0
typedef struct Enemy {
/* 0x00 */ s32 flags;
/* 0x04 */ s8 encounterIndex;
/* 0x05 */ s8 encountered;
/* 0x06 */ u8 scriptGroup; /* scripts launched for this npc controller will be assigned this group */
/* 0x07 */ s8 unk_07;
/* 0x08 */ s16 npcID;
/* 0x0A */ s16 spawnPos[3];
/* 0x10 */ Vec3s unk_10;
/* 0x16 */ char unk_16[2];
/* 0x18 */ struct NpcSettings* npcSettings;
/* 0x1C */ EvtSource* initBytecode;
/* 0x20 */ EvtSource* interactBytecode;
/* 0x24 */ EvtSource* aiBytecode;
/* 0x28 */ EvtSource* hitBytecode;
/* 0x2C */ EvtSource* auxBytecode;
/* 0x30 */ EvtSource* 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 */ s32 varTable[16];
/* 0xAC */ char unk_AC[4];
/* 0xB0 */ s32 unk_B0;
/* 0xB4 */ s8 unk_B4;
/* 0xB5 */ s8 unk_B5;
/* 0xB6 */ char unk_B6[2];
/* 0xB8 */ EvtSource* 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 */ char unk_DC[20];
} Enemy; // size = 0xF0
/// Zero-terminated.
typedef struct {
/* 0x00 */ s32 npcCount;
/* 0x04 */ StaticNpc* npcs;
/* 0x08 */ s32 battle;
} NpcGroupList[]; // size = 0x0C
#define NPC_GROUP(npcs, battle) { sizeof(npcs) / sizeof(StaticNpc), (StaticNpc*) &npcs, battle }
Enemy* get_enemy(NpcID npcId);
MapConfig* get_current_map_header(void);
s32 func_800490B4(EnemyTerritoryThing* arg0, Enemy* arg1, f32 arg2, f32 arg3, s32 arg4);
/// Zero-terminated.
extern Area gAreas[29];
/// Lists the songs that are forced to use the variation determined by `map.songVariation & 1`.
/// @see bgm_get_map_default_variation
extern SongID gSongsUsingVariationFlag[6];
extern s16 D_8014F738;
#endif