papermario/src/battle/common/actor/medi_guy.inc.c

434 lines
16 KiB
C

#include "common.h"
#include "effects.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/MediGuy.h"
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
#include "common/UnkBattleFunc1.inc.c"
#include "common/MediGuySpriteRotationFunc.inc.c"
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_MediGuy_Anim01,
STATUS_STONE, ANIM_MediGuy_Anim00,
STATUS_SLEEP, ANIM_MediGuy_Anim04,
STATUS_POISON, ANIM_MediGuy_Anim01,
STATUS_STOP, ANIM_MediGuy_Anim00,
STATUS_STATIC, ANIM_MediGuy_Anim01,
STATUS_PARALYZE, ANIM_MediGuy_Anim00,
STATUS_DIZZY, ANIM_MediGuy_Anim0A,
STATUS_FEAR, ANIM_MediGuy_Anim0A,
STATUS_END,
};
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_SHOCK, 0,
ELEMENT_END,
};
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 70,
STATUS_POISON, 50,
STATUS_FROZEN, 0,
STATUS_DIZZY, 90,
STATUS_FEAR, 100,
STATUS_STATIC, 50,
STATUS_PARALYZE, 90,
STATUS_SHRINK, 75,
STATUS_STOP, 90,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 1,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 1,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
ActorPartBlueprint N(parts)[] = {
{
.flags = ACTOR_PART_FLAG_MULTI_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 38 },
.opacity = 255,
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = ACTOR_EVENT_FLAG_0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { -1, -5 },
},
};
ActorBlueprint NAMESPACE = {
.flags = ACTOR_FLAG_FLYING,
.type = ACTOR_TYPE_MEDI_GUY,
.level = 14,
.maxHP = 7,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(StatusTable),
.escapeChance = 60,
.airLiftChance = 90,
.hurricaneChance = 95,
.spookChance = 70,
.upAndAwayChance = 95,
.spinSmashReq = 0,
.powerBounceChance = 90,
.coinReward = 2,
.size = { 24, 40 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -10, 20 },
.statusMessageOffset = { 12, 31 },
};
EvtScript N(init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar1, 5)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_RETURN
EVT_END
};
EvtScript N(idle) = {
EVT_LABEL(0)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SLEEP)
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -2, 24)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -5)
EVT_CALL(N(UnkBattleFunc1), -10, 20, 10, 20)
EVT_ELSE
EVT_CALL(SetTargetOffset, ACTOR_SELF, 1, -2, 38)
EVT_CALL(SetProjectileTargetOffset, ACTOR_SELF, 1, -1, -5)
EVT_CALL(N(UnkBattleFunc1), -10, 20, 12, 31)
EVT_END_IF
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(returnHome) = {
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(SetPartRotation, ACTOR_SELF, 1, 0, 0, 0)
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim03)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 1, EASING_LINEAR)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim01)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_RETURN
EVT_END
};
EvtScript N(handleEvent) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
EVT_CASE_OR_EQ(EVENT_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
EVT_EXEC_WAIT(DoNormalHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim08)
EVT_SET_CONST(LVar2, ANIM_MediGuy_Anim09)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim08)
EVT_SET_CONST(LVar2, ANIM_MediGuy_Anim09)
EVT_EXEC_WAIT(DoBurnHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim09)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
EVT_EXEC_WAIT(DoSpinSmashHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim07)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
EVT_EXEC_WAIT(DoShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
EVT_EXEC_WAIT(DoJumpBack)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
EVT_EXEC_WAIT(N(returnHome))
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
EVT_EXEC_WAIT(DoShockHit)
EVT_CALL(SetPartRotation, ACTOR_SELF, 1, 0, 0, 0)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim07)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim01)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
EVT_EXEC_WAIT(DoNormalHit)
EVT_WAIT(10)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim07)
EVT_EXEC_WAIT(DoDeath)
EVT_RETURN
EVT_CASE_EQ(EVENT_BEGIN_FIRST_STRIKE)
EVT_CALL(SetActorPos, ACTOR_SELF, 20, 0, 0)
EVT_CALL(HPBarToCurrent, ACTOR_SELF)
EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_EXEC_WAIT(N(returnHome))
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim01)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(EVENT_SCARE_AWAY)
EVT_CALL(SetActorFlagBits, ACTOR_SELF, ACTOR_FLAG_FLYING, FALSE)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim03)
EVT_SET_CONST(LVar2, ANIM_MediGuy_Anim0B)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
EVT_EXEC_WAIT(DoAirLift)
EVT_CASE_EQ(EVENT_BLOW_AWAY)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_MediGuy_Anim06)
EVT_EXEC_WAIT(DoBlowAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(flyingAttack) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(func_8024ECF8, -1, 1, 0)
EVT_THREAD
EVT_SETF(LVar0, EVT_FLOAT(0.0))
EVT_LOOP(15)
EVT_ADDF(LVar0, EVT_FLOAT(2.0))
EVT_CALL(SetPartRotation, ACTOR_SELF, 1, 0, 0, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim03)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -4, EASING_COS_IN)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F8)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim05)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_0, SOUND_0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F9)
EVT_THREAD
EVT_WAIT(5)
EVT_SET(LVar0, 0)
EVT_LOOP(60)
EVT_CALL(N(MediGuySpriteRotationFunc), LVar0, LVar1, 15, 60, EVT_FLOAT(30.0))
EVT_CALL(SetPartRotation, ACTOR_SELF, 1, 0, 0, LVar1)
EVT_ADD(LVar0, 1)
EVT_WAIT(1)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SUB(LVar0, 50)
EVT_ADD(LVar2, 1)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim05)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_QUADRATIC_OUT)
EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_END_IF
EVT_WAIT(30)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(10.0))
EVT_EXEC_WAIT(N(returnHome))
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_WAIT(10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F8)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(5.0))
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim05)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
EVT_SET(LVarA, LVar0)
EVT_SET(LVarB, LVar1)
EVT_SET(LVarC, LVar2)
EVT_CALL(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_FLY, SOUND_0, SOUND_0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F9)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar2, 1)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim05)
EVT_CALL(FlyToGoal, ACTOR_SELF, 0, -10, EASING_QUADRATIC_OUT)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar0, 30)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpWithBounce, ACTOR_SELF, 10, EVT_FLOAT(2.0))
EVT_WAIT(20)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_EXEC_WAIT(N(returnHome))
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(healOneAlly) = {
EVT_SET(LVarA, LVar0)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(GetOwnerID, LVar0)
EVT_CALL(GetActorPos, LVar0, LVar1, LVar2, LVar3)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2F8)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_214)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim05)
EVT_ADD(LVar2, 50)
EVT_PLAY_EFFECT(EFFECT_SPARKLES, 1, LVar1, LVar2, LVar3, 10, 0)
EVT_PLAY_EFFECT(EFFECT_RECOVER, 2, LVar1, LVar2, LVar3, 0, 0)
EVT_WAIT(30)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_MediGuy_Anim01)
EVT_WAIT(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
EVT_CALL(BattleCamTargetActor, LVarA)
EVT_CALL(GetEnemyMaxHP, LVarA, LVar4)
EVT_MUL(LVar4, 60)
EVT_DIV(LVar4, 100)
EVT_THREAD
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, LVarA, SOUND_206D)
EVT_CALL(PlaySoundAtActor, LVarA, SOUND_214)
EVT_WAIT(30)
EVT_CALL(PlaySoundAtActor, LVarA, SOUND_25C)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(func_8026BF48, 1)
EVT_CALL(HealActor, LVarA, LVar4, FALSE)
EVT_CALL(func_8026BF48, 0)
EVT_END_THREAD
EVT_CALL(WaitForBuffDone)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(findTargetsToHeal) = {
EVT_CALL(EnemyCreateTargetList, TARGET_FLAG_2)
EVT_CALL(InitTargetIterator)
EVT_LABEL(0)
EVT_CALL(GetOwnerTarget, LVar0, LVar1)
EVT_CALL(GetActorHP, LVar0, LVar2)
EVT_CALL(GetEnemyMaxHP, LVar0, LVar3)
EVT_IF_NE(LVar2, LVar3)
EVT_CALL(GetOwnerTarget, LVar0, LVar1)
EVT_RETURN
EVT_END_IF
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_IF_NE(LVar0, -1)
EVT_GOTO(0)
EVT_END_IF
EVT_RETURN
EVT_END
};
EvtScript N(takeTurn) = {
EVT_EXEC_WAIT(N(findTargetsToHeal))
EVT_IF_EQ(LVar0, -1)
EVT_EXEC_WAIT(N(flyingAttack))
EVT_ELSE
EVT_CALL(RandInt, 1000, LVarA)
EVT_IF_LT(LVarA, 600)
EVT_EXEC_WAIT(N(healOneAlly))
EVT_ELSE
EVT_EXEC_WAIT(N(flyingAttack))
EVT_END_IF
EVT_END_IF
EVT_RETURN
EVT_END
};