papermario/src/world/common/enemy/ai/KoopaPatrolAI.inc.c

97 lines
3.3 KiB
C

#include "common.h"
#include "npc.h"
#include "effects.h"
#include "world/common/enemy/ai/PatrolNoAttackAI.inc.c"
#include "world/common/enemy/ai/States_TackleAI.inc.c"
API_CALLABLE(N(KoopaPatrolAI_Main)) {
Enemy* enemy = script->owner1.enemy;
Npc* npc = get_npc_unsafe(enemy->npcID);
Bytecode* args = script->ptrReadPos;
EnemyDetectVolume territory;
EnemyDetectVolume* territoryPtr = &territory;
MobileAISettings* settings = (MobileAISettings*) evt_get_variable(script, *args++);
territory.skipPlayerDetectChance = 0;
territory.shape = enemy->territory->patrol.detectShape;
territory.pointX = enemy->territory->patrol.detectPos.x;
territory.pointZ = enemy->territory->patrol.detectPos.z;
territory.sizeX = enemy->territory->patrol.detectSize.x;
territory.sizeZ = enemy->territory->patrol.detectSize.z;
territory.halfHeight = 100.0f;
territory.detectFlags = 0;
if (isInitialCall) {
enemy->varTable[6] = npc->collisionHeight;
enemy->aiFlags |= AI_FLAG_SKIP_EMOTE_AFTER_FLEE;
}
if (isInitialCall || (enemy->aiFlags & AI_FLAG_SUSPEND)) {
npc->duration = 0;
script->functionTemp[0] = 0;
enemy->hitboxIsActive = FALSE;
npc->curAnim = enemy->animList[ENEMY_ANIM_INDEX_IDLE];
npc->flags &= ~NPC_FLAG_JUMPING;
npc->collisionHeight = enemy->varTable[6];
enemy->instigatorValue = 0;
enemy->varTable[8] = 0;
if (!enemy->territory->patrol.isFlying) {
npc->flags |= NPC_FLAG_GRAVITY;
npc->flags &= ~NPC_FLAG_FLYING;
} else {
npc->flags &= ~NPC_FLAG_GRAVITY;
npc->flags |= NPC_FLAG_FLYING;
}
if (enemy->aiFlags & AI_FLAG_SUSPEND) {
EffectInstance* emoteTemp;
script->functionTemp[0] = 99;
script->functionTemp[1] = 0;
fx_emote(EMOTE_QUESTION, npc, 0.0f, npc->collisionHeight, 1.0f, 2.0f, -20.0f, 40, &emoteTemp);
enemy->aiFlags &= ~AI_FLAG_SUSPEND;
} else if (enemy->flags & ENEMY_FLAG_BEGIN_WITH_CHASING) {
script->functionTemp[0] = AI_STATE_CHASE_INIT;
enemy->flags &= ~ENEMY_FLAG_BEGIN_WITH_CHASING;
}
}
switch (script->functionTemp[0]) {
case 0:
N(PatrolAI_MoveInit)(script, settings, territoryPtr);
npc->collisionHeight = enemy->varTable[6];
// fallthrough
case 1:
N(PatrolAI_Move)(script, settings, territoryPtr);
break;
case 2:
N(PatrolAI_LoiterInit)(script, settings, territoryPtr);
// fallthrough
case 3:
N(PatrolAI_Loiter)(script, settings, territoryPtr);
break;
case 4:
N(PatrolAI_PostLoiter)(script, settings, territoryPtr);
break;
case 12:
N(set_script_owner_npc_anim)(script, settings, territoryPtr);
// fallthrough
case 13:
N(UnkDistFunc)(script, settings, territoryPtr);
break;
case 14:
N(UnkNpcAIFunc12)(script, settings, territoryPtr);
break;
case 15:
N(set_script_owner_npc_col_height)(script, settings, territoryPtr);
break;
case 99:
basic_ai_suspend(script);
break;
}
return ApiStatus_BLOCK;
}