mirror of https://github.com/pmret/papermario.git
469 lines
18 KiB
C
469 lines
18 KiB
C
#ifndef _BATTLE_BATTLE_H_
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#define _BATTLE_BATTLE_H_
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#include "common.h"
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#include "message_ids.h"
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// Terminates foreground model lists
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#define STAGE_MODEL_LIST_END 0
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enum BattleAreaIDs {
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BTL_AREA_KMR_1 = 0x00,
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BTL_AREA_KMR_2 = 0x01,
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BTL_AREA_KMR_3 = 0x02,
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BTL_AREA_MAC = 0x03,
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BTL_AREA_HOS = 0x04,
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BTL_AREA_NOK = 0x05,
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BTL_AREA_TRD_1 = 0x06,
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BTL_AREA_TRD_2 = 0x07,
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BTL_AREA_TRD_3 = 0x08,
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BTL_AREA_IWA = 0x09,
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BTL_AREA_SBK = 0x0A,
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BTL_AREA_ISK_1 = 0x0B,
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BTL_AREA_ISK_2 = 0x0C,
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BTL_AREA_MIM = 0x0D,
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BTL_AREA_ARN = 0x0E,
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BTL_AREA_DGB = 0x0F,
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BTL_AREA_OMO = 0x10,
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BTL_AREA_OMO2 = 0x11,
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BTL_AREA_OMO3 = 0x12,
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BTL_AREA_KGR = 0x13,
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BTL_AREA_JAN = 0x14,
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BTL_AREA_JAN2 = 0x15,
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BTL_AREA_KZN = 0x16,
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BTL_AREA_KZN2 = 0x17,
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BTL_AREA_FLO = 0x18,
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BTL_AREA_FLO2 = 0x19,
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BTL_AREA_TIK = 0x1A,
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BTL_AREA_TIK2 = 0x1B,
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BTL_AREA_TIK3 = 0x1C,
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BTL_AREA_SAM = 0x1D,
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BTL_AREA_SAM2 = 0x1E,
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BTL_AREA_PRA = 0x1F,
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BTL_AREA_PRA2 = 0x20,
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BTL_AREA_PRA3 = 0x21,
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BTL_AREA_KPA = 0x22,
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BTL_AREA_KPA2 = 0x23,
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BTL_AREA_KPA3 = 0x24,
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BTL_AREA_KPA4 = 0x25,
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BTL_AREA_KKJ = 0x26,
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BTL_AREA_DIG = 0x27,
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BTL_AREA_UNUSED_28 = 0x28,
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BTL_AREA_OMO2_1 = 0x29,
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BTL_AREA_OMO2_2 = 0x2A,
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BTL_AREA_OMO2_3 = 0x2B,
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BTL_AREA_OMO2_4 = 0x2C,
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BTL_AREA_OMO2_5 = 0x2D,
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BTL_AREA_OMO2_6 = 0x2E,
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};
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enum BattlePositions {
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BTL_POS_GROUND_A = 0,
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BTL_POS_GROUND_B = 1,
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BTL_POS_GROUND_C = 2,
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BTL_POS_GROUND_D = 3,
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BTL_POS_AIR_A = 4,
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BTL_POS_AIR_B = 5,
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BTL_POS_AIR_C = 6,
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BTL_POS_AIR_D = 7,
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BTL_POS_HIGH_A = 8,
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BTL_POS_HIGH_B = 9,
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BTL_POS_HIGH_C = 10,
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BTL_POS_HIGH_D = 11,
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BTL_POS_TOP_A = 12,
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BTL_POS_TOP_B = 13,
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BTL_POS_TOP_C = 14,
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BTL_POS_TOP_D = 15,
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BTL_POS_CENTER = 16,
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};
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typedef enum ActorType {
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ACTOR_TYPE_RED_GOOMBA = 0x00,
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ACTOR_TYPE_RED_PARAGOOMBA = 0x01,
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ACTOR_TYPE_GLOOMBA = 0x02,
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ACTOR_TYPE_PARAGLOOMBA = 0x03,
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ACTOR_TYPE_SPIKED_GLOOMBA = 0x04,
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ACTOR_TYPE_DARK_KOOPA = 0x05,
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ACTOR_TYPE_DARK_PARATROOPA = 0x06,
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ACTOR_TYPE_GOOMBA = 0x07,
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ACTOR_TYPE_PARAGOOMBA = 0x08,
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ACTOR_TYPE_SPIKED_GOOMBA = 0x09,
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ACTOR_TYPE_FUZZY = 0x0A,
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ACTOR_TYPE_KOOPA_TROOPA = 0x0B,
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ACTOR_TYPE_PARATROOPA = 0x0C,
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ACTOR_TYPE_BOB_OMB = 0x0D,
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ACTOR_TYPE_BOB_OMB_DUP = 0x0E,
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ACTOR_TYPE_BULLET_BILL = 0x0F,
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ACTOR_TYPE_BILL_BLASTER = 0x10,
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ACTOR_TYPE_CLEFT = 0x11,
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ACTOR_TYPE_MONTY_MOLE = 0x12,
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ACTOR_TYPE_BANDIT = 0x13,
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ACTOR_TYPE_POKEY = 0x14,
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ACTOR_TYPE_POKEY_MUMMY = 0x15,
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ACTOR_TYPE_SWOOPER = 0x16,
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ACTOR_TYPE_BUZZY_BEETLE = 0x17,
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ACTOR_TYPE_STONE_CHOMP = 0x18,
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ACTOR_TYPE_PIRANHA_PLANT = 0x19,
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ACTOR_TYPE_FOREST_FUZZY = 0x1A,
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ACTOR_TYPE_HYPER_GOOMBA = 0x1B,
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ACTOR_TYPE_HYPER_PARAGOOMBA = 0x1C,
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ACTOR_TYPE_HYPER_CLEFT = 0x1D,
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ACTOR_TYPE_CLUBBA = 0x1E,
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ACTOR_TYPE_SHY_GUY = 0x1F,
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ACTOR_TYPE_GROOVE_GUY = 0x20,
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ACTOR_TYPE_SKY_GUY = 0x21,
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ACTOR_TYPE_MEDI_GUY = 0x22,
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ACTOR_TYPE_PYRO_GUY = 0x23,
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ACTOR_TYPE_SPY_GUY = 0x24,
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ACTOR_TYPE_FUZZIPEDE = 0x25,
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ACTOR_TYPE_HURT_PLANT = 0x26,
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ACTOR_TYPE_M_BUSH = 0x27,
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ACTOR_TYPE_AQUA_FUZZY = 0x28,
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ACTOR_TYPE_JUNGLE_FUZZY = 0x29,
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ACTOR_TYPE_SPEAR_GUY = 0x2A,
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ACTOR_TYPE_LAVA_BUBBLE = 0x2B,
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ACTOR_TYPE_SPIKE_TOP = 0x2C,
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ACTOR_TYPE_PUTRID_PIRANHA = 0x2D,
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ACTOR_TYPE_LAKITU = 0x2E,
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ACTOR_TYPE_SPINY = 0x2F,
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ACTOR_TYPE_MONTY_MOLE_BOSS = 0x30,
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ACTOR_TYPE_BZZAP = 0x31,
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ACTOR_TYPE_CRAZEE_DAYZEE = 0x32,
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ACTOR_TYPE_AMAZY_DAYZEE = 0x33,
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ACTOR_TYPE_RUFF_PUFF = 0x34,
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ACTOR_TYPE_SPIKE = 0x35,
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ACTOR_TYPE_GULPIT = 0x36,
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ACTOR_TYPE_GULPIT_ROCKS = 0x37,
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ACTOR_TYPE_WHITE_CLUBBA = 0x38,
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ACTOR_TYPE_FROST_PIRANHA = 0x39,
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ACTOR_TYPE_SWOOPULA = 0x3A,
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ACTOR_TYPE_DUPLIGHOST = 0x3B,
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ACTOR_TYPE_GHOST_GOOMBARIO = 0x3C,
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ACTOR_TYPE_GHOST_KOOPER = 0x3D,
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ACTOR_TYPE_GHOST_BOMBETTE = 0x3E,
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ACTOR_TYPE_GHOST_PARAKARRY = 0x3F,
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ACTOR_TYPE_GHOST_BOW = 0x40,
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ACTOR_TYPE_GHOST_WATT = 0x41,
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ACTOR_TYPE_GHOST_SUSHIE = 0x42,
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ACTOR_TYPE_GHOST_LAKILESTER = 0x43,
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ACTOR_TYPE_ALBINO_DINO = 0x44,
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ACTOR_TYPE_EMBER = 0x45,
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ACTOR_TYPE_BONY_BEETLE = 0x46,
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ACTOR_TYPE_DRY_BONES = 0x47,
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ACTOR_TYPE_DRY_BONES2 = 0x48,
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ACTOR_TYPE_BOMBSHELL_BLASTER = 0x49,
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ACTOR_TYPE_BOMBSHELL_BILL = 0x4A,
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ACTOR_TYPE_HAMMER_BROS = 0x4B,
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ACTOR_TYPE_KOOPATROL = 0x4C,
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ACTOR_TYPE_MAGIKOOPA = 0x4D,
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ACTOR_TYPE_FLYING_MAGIKOOPA = 0x4E,
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ACTOR_TYPE_MAGICLONE = 0x4F,
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ACTOR_TYPE_FLYING_MAGICLONE = 0x50,
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ACTOR_TYPE_RED_MAGIKOOPA = 0x51,
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ACTOR_TYPE_FLYING_RED_MAGIKOOPA = 0x52,
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ACTOR_TYPE_GREEN_MAGIKOOPA = 0x53,
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ACTOR_TYPE_FLYING_GREEN_MAGIKOOPA = 0x54,
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ACTOR_TYPE_YELLOW_MAGIKOOPA = 0x55,
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ACTOR_TYPE_FLYING_YELLOW_MAGIKOOPA = 0x56,
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ACTOR_TYPE_GRAY_MAGIKOOPA = 0x57,
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ACTOR_TYPE_FLYING_GRAY_MAGIKOOPA = 0x58,
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ACTOR_TYPE_WHITE_MAGIKOOPA = 0x59,
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ACTOR_TYPE_FLYING_WHITE_MAGIKOOPA = 0x5A,
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ACTOR_TYPE_UNUSED_5B = 0x5B,
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ACTOR_TYPE_UNUSED_5C = 0x5C,
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ACTOR_TYPE_UNUSED_5D = 0x5D,
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ACTOR_TYPE_UNUSED_5E = 0x5E,
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ACTOR_TYPE_UNUSED_5F = 0x5F,
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ACTOR_TYPE_UNUSED_60 = 0x60,
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ACTOR_TYPE_UNUSED_61 = 0x61,
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ACTOR_TYPE_UNUSED_62 = 0x62,
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ACTOR_TYPE_UNUSED_63 = 0x63,
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ACTOR_TYPE_UNUSED_64 = 0x64,
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ACTOR_TYPE_UNUSED_65 = 0x65,
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ACTOR_TYPE_UNUSED_66 = 0x66,
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ACTOR_TYPE_UNUSED_67 = 0x67,
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ACTOR_TYPE_UNUSED_68 = 0x68,
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ACTOR_TYPE_UNUSED_69 = 0x69,
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ACTOR_TYPE_UNUSED_6A = 0x6A,
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ACTOR_TYPE_MONTY_HOLE = 0x6B,
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ACTOR_TYPE_UNUSED_6C = 0x6C,
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ACTOR_TYPE_UNUSED_6D = 0x6D,
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ACTOR_TYPE_PLAYER = 0x6E,
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ACTOR_TYPE_GOOMBARIO = 0x6F,
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ACTOR_TYPE_KOOPER = 0x70,
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ACTOR_TYPE_BOMBETTE = 0x71,
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ACTOR_TYPE_PARAKARRY = 0x72,
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ACTOR_TYPE_BOW = 0x73,
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ACTOR_TYPE_WATT = 0x74,
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ACTOR_TYPE_SUSHIE = 0x75,
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ACTOR_TYPE_LAKILESTER = 0x76,
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ACTOR_TYPE_TWINK = 0x77,
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ACTOR_TYPE_UNUSED_78 = 0x78,
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ACTOR_TYPE_UNUSED_79 = 0x79,
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ACTOR_TYPE_THE_MASTER_1 = 0x7A,
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ACTOR_TYPE_THE_MASTER_2 = 0x7B,
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ACTOR_TYPE_THE_MASTER_3 = 0x7C,
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ACTOR_TYPE_CHAN = 0x7D,
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ACTOR_TYPE_LEE = 0x7E,
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ACTOR_TYPE_LEE_GOOMBARIO = 0x7F,
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ACTOR_TYPE_LEE_KOOPER = 0x80,
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ACTOR_TYPE_LEE_BOMBETTE = 0x81,
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ACTOR_TYPE_LEE_PARAKARRY = 0x82,
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ACTOR_TYPE_LEE_BOW = 0x83,
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ACTOR_TYPE_LEE_WATT = 0x84,
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ACTOR_TYPE_LEE_SUSHIE = 0x85,
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ACTOR_TYPE_LEE_LAKILESTER = 0x86,
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ACTOR_TYPE_KAMMY_KOOPA = 0x87,
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ACTOR_TYPE_JR_TROOPA1 = 0x88,
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ACTOR_TYPE_JR_TROOPA2 = 0x89,
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ACTOR_TYPE_JR_TROOPA3 = 0x8A,
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ACTOR_TYPE_JR_TROOPA4 = 0x8B,
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ACTOR_TYPE_JR_TROOPA5 = 0x8C,
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ACTOR_TYPE_JR_TROOPA6 = 0x8D,
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ACTOR_TYPE_JR_TROOPA_DUP1 = 0x8E,
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ACTOR_TYPE_JR_TROOPA_DUP2 = 0x8F,
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ACTOR_TYPE_BLUE_GOOMBA_BOSS = 0x90,
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ACTOR_TYPE_RED_GOOMBA_BOSS = 0x91,
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ACTOR_TYPE_GOOMBA_KING = 0x92,
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ACTOR_TYPE_GOOMNUT_TREE = 0x93,
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ACTOR_TYPE_GOOMBARIO_TUTOR1 = 0x94,
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ACTOR_TYPE_MAGIKOOPA_BOSS = 0x95,
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ACTOR_TYPE_FLYING_MAGIKOOPA_BOSS = 0x96,
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ACTOR_TYPE_MAGIKOOPA_DUP1 = 0x97,
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ACTOR_TYPE_MAGIKOOPA_DUP2 = 0x98,
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ACTOR_TYPE_FAKE_BOWSER = 0x99,
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ACTOR_TYPE_KOOPA_BROS = 0x9A,
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ACTOR_TYPE_GREEN_NINJAKOOPA = 0x9B,
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ACTOR_TYPE_RED_NINJAKOOPA = 0x9C,
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ACTOR_TYPE_BLACK_NINJAKOOPA = 0x9D,
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ACTOR_TYPE_YELLOW_NINJAKOOPA = 0x9E,
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ACTOR_TYPE_ELDSTAR = 0x9F,
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ACTOR_TYPE_BUZZAR = 0xA0,
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ACTOR_TYPE_TUTANKOOPA = 0xA1,
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ACTOR_TYPE_CHOMP = 0xA2,
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ACTOR_TYPE_TUBBA_BLUBBA_INVINCIBLE = 0xA3,
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ACTOR_TYPE_TUBBA_BLUBBA = 0xA4,
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ACTOR_TYPE_TUBBA_HEART = 0xA5,
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ACTOR_TYPE_STILT_GUY = 0xA6,
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ACTOR_TYPE_SHY_STACK = 0xA7,
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ACTOR_TYPE_SHY_SQUAD = 0xA8,
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ACTOR_TYPE_GENERAL_GUY = 0xA9,
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ACTOR_TYPE_TOY_TANK = 0xAA,
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ACTOR_TYPE_LIGHT_BULB = 0xAB,
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ACTOR_TYPE_SIGNAL_GUY = 0xAC,
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ACTOR_TYPE_SHY_SQUAD_DUP = 0xAD,
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ACTOR_TYPE_SHY_GUY_DUP = 0xAE,
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ACTOR_TYPE_ANTI_GUY_OMO = 0xAF,
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ACTOR_TYPE_ANTI_GUY_KPA = 0xB0,
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ACTOR_TYPE_BIG_LANTERN_GHOST = 0xB1,
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ACTOR_TYPE_GOOMBA_KING_DUP = 0xB2,
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ACTOR_TYPE_LAVA_PIRANHA_PHASE_1 = 0xB3,
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ACTOR_TYPE_LAVA_PIRANHA_PHASE_2 = 0xB4,
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ACTOR_TYPE_LAVA_BUD_PHASE_1 = 0xB5,
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ACTOR_TYPE_LAVA_BUD_PHASE_2 = 0xB6,
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ACTOR_TYPE_PETIT_PIRANHA = 0xB7,
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ACTOR_TYPE_PETIT_PIRANHA_BOMB = 0xB8,
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ACTOR_TYPE_KENT_C_KOOPA = 0xB9,
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ACTOR_TYPE_HUFF_N_PUFF = 0xBA,
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ACTOR_TYPE_TUFF_PUFF = 0xBB,
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ACTOR_TYPE_MONSTAR = 0xBC,
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ACTOR_TYPE_CRYSTAL_KING = 0xBD,
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ACTOR_TYPE_CRYSTAL_CLONE = 0xBE,
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ACTOR_TYPE_CRYSTAL_BIT = 0xBF,
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ACTOR_TYPE_INTRO_BOWSER = 0xC0,
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ACTOR_TYPE_BOWSER_PHASE_1 = 0xC1,
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ACTOR_TYPE_BOWSER_DUP1 = 0xC2,
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ACTOR_TYPE_BOWSER_PHASE_2 = 0xC3,
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ACTOR_TYPE_BOWSER_DUP2 = 0xC4,
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ACTOR_TYPE_BOWSER_PHASE_3 = 0xC5,
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ACTOR_TYPE_BOWSER_DUP3 = 0xC6,
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ACTOR_TYPE_BLOOPER = 0xC7,
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ACTOR_TYPE_ELECTRO_BLOOPER1 = 0xC8,
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ACTOR_TYPE_ELECTRO_BLOOPER2 = 0xC9,
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ACTOR_TYPE_SUPER_BLOOPER1 = 0xCA,
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ACTOR_TYPE_SUPER_BLOOPER2 = 0xCB,
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ACTOR_TYPE_BLOOPER_BABY = 0xCC,
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ACTOR_TYPE_LAKILESTER_DUP = 0xCD,
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ACTOR_TYPE_SLOT_MACHINE_START = 0xCE,
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ACTOR_TYPE_SLOT_MACHINE_STOP = 0xCF,
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ACTOR_TYPE_WHACKA = 0xD0,
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ACTOR_TYPE_SLOT_MACHINE_START_DUP1 = 0xD1,
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ACTOR_TYPE_SLOT_MACHINE_START_DUP2 = 0xD2,
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ACTOR_TYPE_SLOT_MACHINE_START_DUP3 = 0xD3,
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ACTOR_TYPE_COUNT = 0xD4,
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} ActorType;
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extern s32 bActorNames[];
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typedef struct BattleMoveEntry {
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/* 0x00 */ u8* romStart;
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/* 0x04 */ u8* romEnd;
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/* 0x08 */ u8* vramStart;
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/* 0x0C */ EvtScript* mainScript;
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} BattleMoveEntry; // size = 0x10
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#define BTL_MOVE(name, script) \
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{ \
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.romStart = battle_move_##name##_ROM_START, \
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.romEnd = battle_move_##name##_ROM_END, \
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.vramStart = battle_move_##name##_VRAM, \
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.mainScript = &battle_move_##name##_##script \
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}
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#define BTL_ITEM(name) \
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{ \
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.romStart = name##_ROM_START, \
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.romEnd = name##_ROM_END, \
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.vramStart = name##_VRAM, \
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.mainScript = &battle_item_##name##_##EVS_UseItem \
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}
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typedef struct ActorBlueprint {
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/* 0x00 */ s32 flags;
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/* 0x04 */ char unk_04;
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/* 0x05 */ u8 type;
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/* 0x06 */ u8 level;
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/* 0x07 */ u8 maxHP;
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/* 0x08 */ s16 partCount;
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/* 0x0A */ char unk_0A[2];
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/* 0x0C */ struct ActorPartBlueprint* partsData;
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/* 0x10 */ EvtScript* initScript;
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/* 0x14 */ s32* statusTable;
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/* 0x18 */ u8 escapeChance;
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/* 0x19 */ u8 airLiftChance;
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/* 0x1A */ u8 hurricaneChance;
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/* 0x1B */ u8 spookChance;
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/* 0x1C */ u8 upAndAwayChance;
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/* 0x1D */ u8 spinSmashReq;
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/* 0x1E */ u8 powerBounceChance;
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/* 0x1F */ u8 coinReward;
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/* 0x20 */ Vec2b size;
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/* 0x22 */ Vec2b healthBarOffset;
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/* 0x24 */ Vec2b statusIconOffset;
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/* 0x26 */ Vec2b statusTextOffset;
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} ActorBlueprint; // size = 0x28
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typedef struct FormationRow {
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/* 0x00 */ ActorBlueprint* actor;
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/* 0x04 */ union {
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s32 index;
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Vec3i* vec;
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} home;
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/* 0x08 */ s32 priority; ///< Actors with higher priority values take their turn first.
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/* 0x0C */ s32 var0;
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/* 0x10 */ s32 var1;
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/* 0x14 */ s32 var2;
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/* 0x18 */ s32 var3;
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} FormationRow; // size = 0x1C * n
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typedef FormationRow Formation[];
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typedef struct StaticFormationActor {
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/* 0x00 */ char unk_00[0x4];
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} StaticFormationActor; // size = ??
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typedef struct StaticFormationEntry {
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/* 0x00 */ char* sjisName;
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/* 0x04 */ s32 numActors;
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/* 0x08 */ StaticFormationActor* actors;
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/* 0x0C */ char* stageName;
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/* 0x10 */ char unk_10[0x4];
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} StaticFormationEntry; // size = 0x20
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typedef struct Stage {
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/* 0x00 */ char* texture;
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/* 0x04 */ const char* shape;
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/* 0x08 */ const char* hit;
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/* 0x0C */ EvtScript* preBattle; // sets BattleStatus::controlScript on battle start
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/* 0x10 */ EvtScript* postBattle; // sets BattleStatus::controlScript on battle end
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/* 0x14 */ char* bg;
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/* 0x18 */ s32* foregroundModelList;
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/* 0x1C */ s32 stageEnemyCount; // number of enemies in the stageFormation
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/* 0x20 */ Formation* stageFormation; // extra enemies native to this stage
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/* 0x24 */ s32 stageEnemyChance; // 1/(N+1) chance for stageFormation enemies to spawn
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} Stage; // size = 0x28
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/// Zero-terminated.
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typedef struct Battle {
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/* 0x00 */ const char* name; ///< Debug SJIS name.
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/* 0x04 */ s32 formationSize;
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/* 0x08 */ Formation* formation;
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/* 0x0C */ Stage* stage;
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/* 0x10 */ EvtScript* onBattleStart; // sets BattleStatus::controlScript on battle start, overrides Stage::preBattle
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} Battle; // size = 0x14
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typedef Battle BattleList[];
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/// Zero-terminated.
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typedef struct StageListRow {
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/* 0x00 */ const char* name; ///< Map ID.
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/* 0x04 */ Stage* stage;
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} StageListRow; // size = 0x08
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typedef StageListRow StageList[];
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typedef struct BattleArea {
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/* 0x00 */ char* name; ///< JP debug name.
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/* 0x04 */ void* dmaStart;
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/* 0x08 */ void* dmaEnd;
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/* 0x0C */ void* dmaDest;
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/* 0x10 */ BattleList* battles;
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/* 0x14 */ StageList* stages;
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/* 0x18 */ s32 unused_18;
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/* 0x1C */ DmaTable* dmaTable;
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} BattleArea; // size = 0x20
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extern BattleArea gBattleAreas[0x30];
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#define BATTLE(formation, stage, name) { name, ARRAY_COUNT(formation), (Formation*) formation, &stage }
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#define BATTLE_WITH_SCRIPT(formation, stage, script, name) { name, ARRAY_COUNT(formation), (Formation*) formation, &stage, &script }
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#define ACTOR_BY_IDX(_name, _idx, _priority, args...) { .actor = &_name, .home = { .index = _idx }, .priority = _priority, args }
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#define ACTOR_BY_POS(_name, _pos, _priority, args...) { .actor = &_name, .home = { .vec = &_pos }, .priority = _priority, args }
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#define STAGE(_name, _stage) { .name = _name, .stage = &_stage }
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|
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typedef struct ActorSounds {
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/* 0x00 */ s32 walk[2];
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/* 0x08 */ s32 fly[2];
|
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/* 0x10 */ s32 jump;
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/* 0x14 */ s32 hurt;
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/* 0x18 */ s16 delay[2]; ///< Number of frames to wait between walk/fly sounds. Negative values are in distance.
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|
} ActorSounds; // size = 0x1C
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|
|
extern ActorSounds bActorSoundTable[ACTOR_TYPE_COUNT];
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|
|
typedef struct ActorOffsets {
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/* 0x00 */ Vec3b tattleCam;
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|
/* 0x03 */ s8 shadow;
|
|
} ActorOffsets; // size = 0x04
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|
|
// TODO look into making options here better. it's really an array of 5 substructs, each having an [8][2] array
|
|
typedef struct PlayerCelebrationAnimOptions {
|
|
/* 0x00 */ s16 randomChance;
|
|
/* 0x02 */ s16 hpBasedChance;
|
|
/* 0x04 */ s32 options[80];
|
|
} PlayerCelebrationAnimOptions; // size = 0x8
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|
|
|
extern Battle* gCurrentBattlePtr;
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|
|
|
extern ActorOffsets bActorOffsets[ACTOR_TYPE_COUNT];
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|
|
|
void func_80072BCC(s32 arg0);
|
|
void load_demo_battle(u32 index);
|
|
Actor* create_actor(Formation formation);
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|
|
|
#define EXEC_DEATH_NO_SPINNING -12345
|
|
#define ACTOR_API_SKIP_ARG -12345678
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|
|
|
#define DANGER_THRESHOLD 5
|
|
#define PERIL_THRESHOLD 1
|
|
|
|
#endif
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