papermario/src/encounter.c

2812 lines
113 KiB
C

#include "battle/battle.h"
#include "script_api/battle.h"
#include "audio.h"
#include "audio/public.h"
#include "npc.h"
#include "effects.h"
#include "hud_element.h"
#include "world/partners.h"
#include "sprite.h"
#include "sprite/npc/BattleMerlee.h"
#include "sprite/player.h"
#include "model.h"
API_CALLABLE(ShowMerleeCoinMessage);
API_CALLABLE(ShowMerleeRanOutMessage);
API_CALLABLE(FadeInMerlee);
API_CALLABLE(FadeOutMerlee);
API_CALLABLE(MerleeUpdateFX);
API_CALLABLE(MerleeStopFX);
API_CALLABLE(PlayMerleeGatherFX);
API_CALLABLE(PlayMerleeOrbFX);
b32 D_80077C40 = FALSE;
b32 EncounterStateChanged;
EvtScript EVS_MerleeDropCoins = {
Wait(10)
Call(FadeBackgroundDarken)
Wait(10)
Call(CreateNpc, NPC_BTL_MERLEE, ANIM_BattleMerlee_Gather)
Call(SetNpcFlagBits, NPC_BTL_MERLEE, NPC_FLAG_IGNORE_PLAYER_COLLISION, TRUE)
Call(SetNpcYaw, NPC_BTL_MERLEE, 0)
Call(GetCamLookAtObjVector)
Call(SetNpcPos, NPC_BTL_MERLEE, LVar0, LVar1, LVar2)
Thread
Call(MerleeUpdateFX)
EndThread
Call(FadeInMerlee)
Wait(30)
Call(SetNpcAnimation, NPC_BTL_MERLEE, ANIM_BattleMerlee_Release)
Call(MerleeStopFX)
Call(FadeBackgroundLighten)
Wait(20)
Thread
Call(FadeOutMerlee)
Call(DeleteNpc, NPC_BTL_MERLEE)
EndThread
Call(PlaySound, SOUND_MAGIC_DESCENDING)
Call(GetPlayerPos, LVar0, LVar1, LVar2)
Call(PlayMerleeGatherFX, LVar0, LVar1, LVar2)
Call(PlayMerleeOrbFX, LVar0, LVar1, LVar2)
Wait(15)
Call(ShowMerleeCoinMessage)
Wait(15)
Call(HasMerleeCasts)
IfEq(LVar0, 1)
Return
EndIf
Call(ShowMerleeRanOutMessage)
Wait(15)
Return
End
};
EvtScript EVS_NpcDefeat = {
Call(GetBattleOutcome, LVar0)
Switch(LVar0)
CaseEq(OUTCOME_PLAYER_WON)
Call(OnDefeatEnemy)
CaseEq(OUTCOME_PLAYER_LOST)
CaseEq(OUTCOME_PLAYER_FLED)
EndSwitch
Return
End
};
EvtScript EVS_FleeBattleDrops = {
Call(OnFleeBattleDrops)
Return
End
};
EnemyDrops DefaultEnemyDrops = {
.dropFlags = NPC_DROP_FLAG_80,
.itemDropChance = 10,
.itemDrops = {
{
.item = ITEM_MUSHROOM,
.weight = 50,
.flagIdx = -1,
},
},
.heartDrops = {
{
.cutoff = F16(75),
.generalChance = F16(100),
.attempts = 0,
.chancePerAttempt = 1,
},
{
.cutoff = F16(50),
.generalChance = F16(75),
.attempts = 0,
.chancePerAttempt = 2,
},
{
.cutoff = F16(25),
.generalChance = F16(50),
.attempts = 0,
.chancePerAttempt = 3,
},
{
.cutoff = F16(0),
.generalChance = F16(25),
.attempts = 0,
.chancePerAttempt = 4,
},
},
.flowerDrops = {
{
.cutoff = 1,
.generalChance = 3,
.attempts = 0,
.chancePerAttempt = 0,
},
},
.minCoinBonus = 0,
.maxCoinBonus = 0,
};
EvtScript EnemyNpcHit = {
Call(GetOwnerEncounterTrigger, LVar0)
Switch(LVar0)
CaseEq(ENCOUNTER_TRIGGER_NONE)
CaseOrEq(ENCOUNTER_TRIGGER_JUMP)
CaseOrEq(ENCOUNTER_TRIGGER_HAMMER)
CaseOrEq(ENCOUNTER_TRIGGER_PARTNER)
Call(GetSelfAnimationFromTable, ENEMY_ANIM_INDEX_HIT, LVar0)
ExecWait(EVS_NpcHitRecoil)
CaseEq(ENCOUNTER_TRIGGER_SPIN)
Thread
Call(func_800458CC, LVar0)
IfEq(LVar0, 0)
Set(LVarA, 0)
Loop(30)
Add(LVarA, 40)
Call(SetNpcRotation, NPC_SELF, 0, LVarA, 0)
Wait(1)
EndLoop
EndIf
EndThread
EndCaseGroup
EndSwitch
Return
End
};
EvtScript EnemyNpcDefeat = {
Call(SetNpcRotation, NPC_SELF, 0, 0, 0)
Call(GetBattleOutcome, LVar0)
Switch(LVar0)
CaseEq(OUTCOME_PLAYER_WON)
Call(DoNpcDefeat)
CaseEq(OUTCOME_PLAYER_FLED)
Call(OnPlayerFled, 0)
CaseEq(OUTCOME_ENEMY_FLED)
Call(SetEnemyFlagBits, NPC_SELF, ENEMY_FLAG_FLED, TRUE)
Call(RemoveNpc, NPC_SELF)
EndSwitch
Return
End
};
s32 gEncounterState;
s32 gEncounterSubState;
EncounterStatus gCurrentEncounter;
s8 HasPreBattleSongPushed;
s8 PendingPartnerAbilityResume;
s8 LastBattleStartedBySpin;
s16 gFirstStrikeMessagePos;
BSS s32 WorldMerleeEffectsTime;
BSS f32 WorldMerleeBasePosY;
BSS EffectInstance* WorldMerleeOrbEffect;
BSS EffectInstance* WorldMerleeWaveEffect;
BSS Evt* MerleeDropCoinsEvt;
BSS s32 MerleeDropCoinsEvtID;
BSS s16 WorldMerleeEffectsState;
enum {
MERLEE_EFFECTS_HOLD = 0, // effects appear and track Merlee's position
MERLEE_EFFECTS_RELEASE = 1, // effects grow larger before vanishing
MERLEE_EFFECTS_DISMISS = 2, // effects vanish and are dismissed
};
void set_battle_formation(Battle*);
void setup_status_bar_for_world(void);
void partner_handle_after_battle(void);
s32 get_coin_drop_amount(Enemy* enemy);
s32 get_defeated(s32 mapID, s32 encounterID) {
EncounterStatus* currentEncounter = &gCurrentEncounter;
s32 encounterIdx = encounterID / 32;
s32 encounterShift = encounterID % 32;
return currentEncounter->defeatFlags[mapID][encounterIdx] & (1 << encounterShift);
}
void set_defeated(s32 mapID, s32 encounterID) {
EncounterStatus* currentEncounter = &gCurrentEncounter;
s32 encounterIdx = encounterID / 32;
s32 encounterShift;
s32 flag;
flag = encounterID % 32;
encounterShift = flag;
flag = currentEncounter->defeatFlags[mapID][encounterIdx];
currentEncounter->defeatFlags[mapID][encounterIdx] = flag | (1 << encounterShift);
// TODO: The below should work but has regalloc issues:
/*EncounterStatus *currentEncounter = &gCurrentEncounter;
s32 encounterIdx = encounterID / 32;
s32 encounterShift = encounterID % 32;
currentEncounter->defeatFlags[mapID][encounterIdx] |= (1 << encounterShift);*/
}
API_CALLABLE(ShowMerleeCoinMessage) {
if (isInitialCall) {
show_merlee_message(0, 60);
}
if (is_merlee_message_done()) {
return ApiStatus_BLOCK;
} else {
return ApiStatus_DONE2;
}
}
API_CALLABLE(ShowMerleeRanOutMessage) {
if (isInitialCall) {
show_merlee_message(1, 60);
}
if (is_merlee_message_done()) {
return ApiStatus_BLOCK;
} else {
return ApiStatus_DONE2;
}
}
API_CALLABLE(FadeBackgroundDarken) {
if (isInitialCall) {
mdl_set_all_tint_type(ENV_TINT_SHROUD);
*gBackgroundTintModePtr = ENV_TINT_SHROUD;
mdl_set_shroud_tint_params(0, 0, 0, 0);
script->functionTemp[0] = 25;
}
mdl_set_shroud_tint_params(0, 0, 0, ((25 - script->functionTemp[0]) * 10) & 254);
script->functionTemp[0]--;
if (script->functionTemp[0] == 0) {
return ApiStatus_DONE2;
} else {
return ApiStatus_BLOCK;
}
}
API_CALLABLE(FadeBackgroundLighten) {
if (isInitialCall) {
script->functionTemp[0] = 25;
}
mdl_set_shroud_tint_params(0, 0, 0, (script->functionTemp[0] * 10) & 254);
script->functionTemp[0] -= 5;
if (script->functionTemp[0] == 0) {
mdl_set_shroud_tint_params(0, 0, 0, 0);
return ApiStatus_DONE2;
} else {
return ApiStatus_BLOCK;
}
}
API_CALLABLE(FadeInMerlee) {
Npc* npc = get_npc_unsafe(NPC_BTL_MERLEE);
if (isInitialCall) {
sfx_play_sound(SOUND_MERLEE_APPEAR);
npc->alpha = 0;
}
npc->alpha += 17;
if ((u32)(npc->alpha & 0xFF) >= 0xFF) {
npc->alpha = 0xFF;
return ApiStatus_DONE1;
} else {
return ApiStatus_BLOCK;
}
}
API_CALLABLE(FadeOutMerlee) {
Npc* npc = get_npc_unsafe(NPC_BTL_MERLEE);
npc->alpha -= 17;
if (npc->alpha == 0) {
npc->alpha = 0;
return ApiStatus_DONE1;
} else {
return ApiStatus_BLOCK;
}
}
// same as BattleMerleeUpdateFX aside from syms
API_CALLABLE(MerleeUpdateFX) {
Npc* merlee = get_npc_unsafe(NPC_BTL_MERLEE);
EnergyOrbWaveFXData* effectData;
if (isInitialCall) {
script->functionTemp[1] = 0;
WorldMerleeBasePosY = merlee->pos.y;
WorldMerleeOrbEffect = fx_energy_orb_wave(0, merlee->pos.x, merlee->pos.y, merlee->pos.z, 0.4f, 0);
WorldMerleeWaveEffect = fx_energy_orb_wave(3, merlee->pos.x, merlee->pos.y, merlee->pos.z, 0.00001f, 0);
WorldMerleeEffectsState = MERLEE_EFFECTS_HOLD;
WorldMerleeEffectsTime = 12;
sfx_play_sound(SOUND_MAGIC_ASCENDING);
}
merlee->pos.y = WorldMerleeBasePosY + sin_rad(DEG_TO_RAD(script->functionTemp[1])) * 3.0f;
script->functionTemp[1] += 10;
script->functionTemp[1] = clamp_angle(script->functionTemp[1]);
effectData = WorldMerleeOrbEffect->data.energyOrbWave;
effectData->pos.x = merlee->pos.x;
effectData->pos.y = merlee->pos.y + 16.0f;
effectData->pos.z = merlee->pos.z;
effectData = WorldMerleeWaveEffect->data.energyOrbWave;
effectData->pos.x = merlee->pos.x;
effectData->pos.y = merlee->pos.y + 16.0f;
effectData->pos.z = merlee->pos.z + 5.0f;
if (WorldMerleeEffectsState == MERLEE_EFFECTS_DISMISS) {
WorldMerleeOrbEffect->data.energyOrbWave->scale = 0.00001f;
WorldMerleeWaveEffect->data.energyOrbWave->scale = 0.00001f;
WorldMerleeOrbEffect->flags |= FX_INSTANCE_FLAG_DISMISS;
WorldMerleeWaveEffect->flags |= FX_INSTANCE_FLAG_DISMISS;
return ApiStatus_DONE1;
}
if (WorldMerleeEffectsState == MERLEE_EFFECTS_RELEASE) {
effectData = WorldMerleeOrbEffect->data.energyOrbWave;
effectData->scale += 0.35;
if (effectData->scale > 3.5) {
effectData->scale = 3.5;
}
if (WorldMerleeEffectsTime != 0) {
WorldMerleeEffectsTime--;
} else {
effectData = WorldMerleeWaveEffect->data.energyOrbWave;
effectData->scale += 0.5;
if (effectData->scale > 5.0) {
WorldMerleeEffectsState = MERLEE_EFFECTS_DISMISS;
}
}
}
return ApiStatus_BLOCK;
}
API_CALLABLE(MerleeStopFX) {
WorldMerleeEffectsState = MERLEE_EFFECTS_RELEASE;
return ApiStatus_DONE2;
}
API_CALLABLE(GetCamLookAtObjVector) {
script->varTable[0] = gCameras[gCurrentCameraID].lookAt_obj.x;
script->varTable[1] = gCameras[gCurrentCameraID].lookAt_obj.y;
script->varTable[2] = gCameras[gCurrentCameraID].lookAt_obj.z;
return ApiStatus_DONE2;
}
API_CALLABLE(HasMerleeCasts) {
script->varTable[0] = FALSE;
if (gPlayerData.merleeCastsLeft > 0) {
script->varTable[0] = TRUE;
}
return ApiStatus_DONE2;
}
API_CALLABLE(PlayMerleeGatherFX) {
Bytecode* args = script->ptrReadPos;
s32 var0 = evt_get_variable(script, *args++);
s32 var1 = evt_get_variable(script, *args++);
s32 var2 = evt_get_variable(script, *args++);
fx_energy_in_out(6, var0, var1, var2, 1.2f, 30);
return ApiStatus_DONE2;
}
API_CALLABLE(PlayMerleeOrbFX) {
Bytecode* args = script->ptrReadPos;
s32 var0 = evt_get_variable(script, *args++);
s32 var1 = evt_get_variable(script, *args++);
s32 var2 = evt_get_variable(script, *args++);
fx_energy_orb_wave(9, var0, var1, var2, 5.0f, 15);
return ApiStatus_DONE2;
}
API_CALLABLE(OnDefeatEnemy) {
Enemy* enemy = script->owner1.enemy;
Npc* npc = get_npc_unsafe(enemy->npcID);
s32 temp1;
if (isInitialCall) {
script->functionTemp[0] = 0;
script->functionTemp[1] = 20;
}
if (script->functionTemp[1] & 1) {
npc->flags &= ~NPC_FLAG_INVISIBLE;
} else {
npc->flags |= NPC_FLAG_INVISIBLE;
}
if (script->functionTemp[1] == 15) {
sfx_play_sound(SOUND_ACTOR_DEATH);
fx_damage_stars(FX_DAMAGE_STARS_1, npc->pos.x, npc->pos.y + (npc->collisionHeight / 2), npc->pos.z, 0, -1.0f, 0, 10);
}
temp1 = script->functionTemp[1];
if (script->functionTemp[1] == 10) {
fx_big_smoke_puff(npc->pos.x, npc->pos.y + 10.0f, npc->pos.z + 10.0f);
if (script->functionTemp[1] == temp1) { // what? (never can be false, seemingly)
spawn_drops(enemy);
}
}
script->functionTemp[1]--;
if (script->functionTemp[1] == 0) {
npc->flags |= NPC_FLAG_INVISIBLE;
return ApiStatus_DONE1;
}
return ApiStatus_BLOCK;
}
API_CALLABLE(OnFleeBattleDrops) {
PlayerStatus* playerStatus = &gPlayerStatus;
PlayerData* playerData = &gPlayerData;
if (isInitialCall) {
script->functionTemp[0] = 0;
script->functionTemp[1] = 40;
script->functionTemp[2] = 0;
}
script->functionTemp[2]++;
if (script->functionTemp[2] >= 5) {
if (rand_int(100) < 50) {
if (playerData->coins != 0) {
playerData->coins--;
make_item_entity_delayed(ITEM_COIN, playerStatus->pos.x,
playerStatus->pos.y + playerStatus->colliderHeight, playerStatus->pos.z,
ITEM_SPAWN_MODE_TOSS_SPAWN_ALWAYS, 0, 0);
}
}
script->functionTemp[2] = 0;
}
return --script->functionTemp[1] == 0;
}
void update_encounters_neutral(void) {
EncounterStatus* currentEncounter = &gCurrentEncounter;
PlayerStatus* playerStatus = &gPlayerStatus;
Camera* camera = &gCameras[gCurrentCameraID];
s32 screenX, screenY, screenZ;
f32 npcX, npcY, npcZ;
f32 npcYaw;
f32 testX, testY, testZ;
f32 x, y, z;
s32 e;
f32 playerX, playerY, playerZ;
f32 playerYaw;
Encounter* encounter;
Evt* script;
Npc* npc;
f32 distance;
f32 colHeight;
f32 colRadius;
f32 hammerDir;
s32 triggeredBattle;
s32 cond2;
s32 firstStrikeType;
s32 suspendTime;
Enemy* enemy;
Enemy* currentEnemy;
s32 i;
f32 playerJumpColHeight = 37.0f;
f32 playerColRadius = 14.0f;
f32 playerColHeight = 18.0f;
f32 dx, dz;
f32 angle1, angle2;
do {
if (currentEncounter->hitType == ENCOUNTER_TRIGGER_CONVERSATION) {
goto START_BATTLE;
}
} while (0);
currentEncounter->songID = AU_SONG_NONE;
currentEncounter->unk_18 = -1;
currentEncounter->hitType = 0;
currentEncounter->forbidFleeing = FALSE;
currentEncounter->dropWhackaBump = FALSE;
currentEncounter->flags &= ~ENCOUNTER_FLAG_THUMBS_UP;
currentEncounter->flags &= ~ENCOUNTER_FLAG_CANT_SKIP_WIN_DELAY;
currentEncounter->flags &= ~ENCOUNTER_FLAG_SKIP_FLEE_DROPS;
playerX = playerStatus->pos.x;
playerY = playerStatus->pos.y;
playerZ = playerStatus->pos.z;
playerYaw = playerStatus->spriteFacingAngle;
if (playerYaw < 180.0f) {
playerYaw = clamp_angle(camera->curYaw - 90.0f);
} else {
playerYaw = clamp_angle(camera->curYaw + 90.0f);
}
if (currentEncounter->battleTriggerCooldown != 0) {
if (!(gOverrideFlags & GLOBAL_OVERRIDES_40)) {
currentEncounter->battleTriggerCooldown--;
}
if (playerStatus->blinkTimer != 0) {
if (!(playerStatus->flags & PS_FLAG_INPUT_DISABLED)) {
playerStatus->blinkTimer = currentEncounter->battleTriggerCooldown;
} else {
playerStatus->blinkTimer = 1;
}
}
}
for (e = 0; e < currentEncounter->numEncounters; e++) {
encounter = currentEncounter->encounterList[e];
if (encounter == NULL) {
continue;
}
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL || (enemy->flags & ENEMY_FLAG_DISABLE_AI)) {
continue;
}
npc = get_npc_unsafe(enemy->npcID);
if (enemy->aiSuspendTime != 0) {
if (!(gOverrideFlags & GLOBAL_OVERRIDES_40)) {
enemy->aiSuspendTime--;
suspendTime = enemy->aiSuspendTime;
} else {
suspendTime = 0;
}
if (suspendTime & 1) {
npc->flags |= NPC_FLAG_SUSPENDED;
enemy->flags |= ENEMY_FLAG_SUSPENDED;
} else {
npc->flags &= ~NPC_FLAG_SUSPENDED;
enemy->flags &= ~ENEMY_FLAG_SUSPENDED;
}
script = get_script_by_id(enemy->auxScriptID);
if (script != NULL) {
set_script_flags(script, EVT_FLAG_SUSPENDED);
}
script = get_script_by_id(enemy->aiScriptID);
if (script != NULL) {
set_script_flags(script, EVT_FLAG_SUSPENDED);
}
if (enemy->flags & ENEMY_FLAG_DONT_SUSPEND_SCRIPTS) {
script = get_script_by_id(enemy->auxScriptID);
if (script != NULL) {
clear_script_flags(script, EVT_FLAG_SUSPENDED);
}
script = get_script_by_id(enemy->aiScriptID);
if (script != NULL) {
clear_script_flags(script, EVT_FLAG_SUSPENDED);
}
}
} else if (!(enemy->flags & ENEMY_FLAG_ACTIVE_WHILE_OFFSCREEN)) {
get_screen_coords(gCurrentCameraID, npc->pos.x, npc->pos.y, npc->pos.z, &screenX, &screenY, &screenZ);
if ((screenX < -160 || screenX > 480 || screenY < -120 || screenY > 360 || screenZ < 0) && !(enemy->flags & ENEMY_FLAG_PASSIVE)) {
npc->flags |= NPC_FLAG_SUSPENDED;
enemy->flags |= ENEMY_FLAG_SUSPENDED;
script = get_script_by_id(enemy->auxScriptID);
if (script != NULL) {
set_script_flags(script, EVT_FLAG_SUSPENDED);
}
script = get_script_by_id(enemy->aiScriptID);
if (script != NULL) {
set_script_flags(script, EVT_FLAG_SUSPENDED);
}
} else {
npc->flags &= ~NPC_FLAG_SUSPENDED;
enemy->flags &= ~ENEMY_FLAG_SUSPENDED;
script = get_script_by_id(enemy->auxScriptID);
if (script != NULL) {
clear_script_flags(script, EVT_FLAG_SUSPENDED);
}
script = get_script_by_id(enemy->aiScriptID);
if (script != NULL) {
clear_script_flags(script, EVT_FLAG_SUSPENDED);
}
}
} else {
npc->flags &= ~NPC_FLAG_SUSPENDED;
enemy->flags &= ~ENEMY_FLAG_SUSPENDED;
script = get_script_by_id(enemy->auxScriptID);
if (script != NULL) {
clear_script_flags(script, EVT_FLAG_SUSPENDED);
}
script = get_script_by_id(enemy->aiScriptID);
if (script != NULL) {
clear_script_flags(script, EVT_FLAG_SUSPENDED);
}
}
if (enemy->flags & ENEMY_FLAG_SUSPENDED) {
continue;
}
if (enemy->flags & ENEMY_FLAG_PASSIVE) {
if (!(enemy->flags & ENEMY_FLAG_DO_NOT_AUTO_FACE_PLAYER)) {
if (npc == playerStatus->encounteredNPC) {
enemy->savedNpcYaw = npc->yaw;
npc->yaw = atan2(npc->pos.x, npc->pos.z, playerStatus->pos.x, playerStatus->pos.z);
script = get_script_by_id(enemy->aiScriptID);
if (script != NULL) {
set_script_flags(script, EVT_FLAG_SUSPENDED);
}
} else {
if (enemy->savedNpcYaw != 12345) {
npc->yaw = enemy->savedNpcYaw;
enemy->savedNpcYaw = 12345;
}
script = get_script_by_id(enemy->aiScriptID);
if (script != NULL) {
clear_script_flags(script, EVT_FLAG_SUSPENDED);
}
}
} else {
script = get_script_by_id(enemy->aiScriptID);
if (script != NULL) {
clear_script_flags(script, EVT_FLAG_SUSPENDED);
}
}
}
if (currentEncounter->battleTriggerCooldown != 0
|| gGameStatusPtr->debugEnemyContact == DEBUG_CONTACT_CANT_TOUCH
|| (playerStatus->flags & PS_FLAG_ARMS_RAISED)
|| (gOverrideFlags & GLOBAL_OVERRIDES_40)
|| gPartnerStatus.actingPartner == PARTNER_BOW
|| (enemy->flags & ENEMY_FLAG_PASSIVE)
|| (gOverrideFlags & (GLOBAL_OVERRIDES_DISABLE_BATTLES | GLOBAL_OVERRIDES_200 | GLOBAL_OVERRIDES_400 | GLOBAL_OVERRIDES_800))
|| is_picking_up_item()
) {
continue;
}
do {
if (!(enemy->flags & ENEMY_FLAG_IGNORE_PARTNER) && partner_test_enemy_collision(npc)) {
currentEncounter->hitType = ENCOUNTER_TRIGGER_PARTNER;
enemy->encountered = ENCOUNTER_TRIGGER_PARTNER;
currentEncounter->curEncounter = encounter;
currentEncounter->curEnemy = enemy;
currentEncounter->firstStrikeType = FIRST_STRIKE_PLAYER;
goto START_BATTLE;
}
} while (0);
npcX = npc->pos.x;
npcY = npc->pos.y;
npcZ = npc->pos.z;
npcYaw = npc->yaw;
colHeight = npc->collisionHeight;
colRadius = npc->collisionDiameter / 2;
if (enemy->unk_DC != 0) {
npcYaw = npc->yawCamOffset;
if (npcYaw < 180.0f) {
npcYaw = clamp_angle(camera->curYaw - 90.0f);
} else {
npcYaw = clamp_angle(camera->curYaw + 90.0f);
}
add_vec2D_polar(&npcX, &npcZ, enemy->unk_DC, npcYaw);
}
dx = npcX - playerX;
dz = npcZ - playerZ;
distance = sqrtf(SQ(dx) + SQ(dz));
switch (playerStatus->actionState) {
case ACTION_STATE_HAMMER:
x = playerX;
y = playerY;
z = playerZ;
if (clamp_angle(playerStatus->spriteFacingAngle) < 180.0f) {
hammerDir = clamp_angle(camera->curYaw - 90.0f);
if (playerStatus->trueAnimation & SPRITE_ID_BACK_FACING) {
hammerDir = clamp_angle(hammerDir + 30.0f);
}
} else {
hammerDir = clamp_angle(camera->curYaw + 90.0f);
if (playerStatus->trueAnimation & SPRITE_ID_BACK_FACING) {
hammerDir = clamp_angle(hammerDir - 30.0f);
}
}
add_vec2D_polar(&x, &z, 24.0f, hammerDir);
dx = npcX - x;
dz = npcZ - z;
distance = sqrtf(SQ(dx) + SQ(dz));
if (enemy->flags & ENEMY_FLAG_IGNORE_HAMMER) {
break;
}
if (!(playerStatus->flags & PS_FLAG_HAMMER_CHECK)) {
break;
}
if (distance >= playerColRadius + colRadius || y > npcY + colHeight || npcY > y + playerColHeight) {
break;
}
testX = npcX;
testY = npcY;
testZ = npcZ;
if (npc_test_move_taller_with_slipping(COLLIDER_FLAG_IGNORE_PLAYER, &testX, &testY, &testZ, distance, atan2(npcX, npcZ, playerX, playerZ), colHeight, colRadius * 2.0f)) {
testX = playerX;
testY = playerY;
testZ = playerZ;
if (npc_test_move_taller_with_slipping(COLLIDER_FLAG_IGNORE_PLAYER, &testX, &testY, &testZ, distance, atan2(playerX, playerZ, npcX, npcZ), colHeight, colRadius * 2.0f)) {
break;
}
}
if (enemy->hitboxIsActive) {
npcX = enemy->unk_10.x;
npcY = enemy->unk_10.y;
npcZ = enemy->unk_10.z;
}
angle1 = fabsf(get_clamped_angle_diff(atan2(playerX, playerZ, npcX, npcZ), playerYaw));
angle2 = fabsf(get_clamped_angle_diff(atan2(npcX, npcZ, playerX, playerZ), npcYaw));
triggeredBattle = FALSE;
if (angle1 >= 90.0f && angle2 >= 90.0f) {
triggeredBattle = FALSE;
}
if (angle1 < 90.0f && angle2 >= 90.0f) {
triggeredBattle = TRUE;
}
if (angle1 >= 90.0f && angle2 < 90.0f) {
triggeredBattle = FALSE;
}
if (angle1 < 90.0f && angle2 < 90.0f) {
triggeredBattle = TRUE;
}
if (triggeredBattle) {
sfx_play_sound_at_position(SOUND_HIT_PLAYER_NORMAL, SOUND_SPACE_DEFAULT, playerStatus->pos.x, playerStatus->pos.y, playerStatus->pos.z);
currentEncounter->hitType = ENCOUNTER_TRIGGER_HAMMER;
currentEncounter->hitTier = gPlayerData.hammerLevel;
enemy->encountered = ENCOUNTER_TRIGGER_HAMMER;
currentEncounter->curEncounter = encounter;
currentEncounter->curEnemy = enemy;
currentEncounter->firstStrikeType = FIRST_STRIKE_PLAYER;
goto START_BATTLE;
}
break;
case ACTION_STATE_JUMP:
case ACTION_STATE_BOUNCE:
case ACTION_STATE_FALLING:
case ACTION_STATE_STEP_DOWN:
case ACTION_STATE_LAND:
case ACTION_STATE_STEP_DOWN_LAND:
case ACTION_STATE_SPIN_JUMP:
case ACTION_STATE_SPIN_POUND:
case ACTION_STATE_TORNADO_JUMP:
case ACTION_STATE_TORNADO_POUND:
x = playerX;
z = playerZ;
if (!(enemy->flags & ENEMY_FLAG_IGNORE_JUMP)) {
if (distance >= playerColRadius + colRadius) {
continue;
}
if (playerY > npcY + colHeight || npcY > playerY + playerJumpColHeight) {
continue;
}
testX = npcX;
testY = npcY;
testZ = npcZ;
if (npc_test_move_taller_with_slipping(COLLIDER_FLAG_IGNORE_PLAYER, &testX, &testY, &testZ, distance, atan2(npcX, npcZ, playerX, playerZ), colHeight, colRadius * 2.0f)) {
testX = playerX;
testY = playerY;
testZ = playerZ;
if (npc_test_move_taller_with_slipping(COLLIDER_FLAG_IGNORE_PLAYER, &testX, &testY, &testZ, distance, atan2(playerX, playerZ, npcX, npcZ), colHeight, colRadius * 2.0f)) {
break;
}
}
triggeredBattle = FALSE;
if (npcY + colHeight < playerY + playerJumpColHeight * 0.5f) {
if (playerStatus->actionState == ACTION_STATE_FALLING ||
playerStatus->actionState == ACTION_STATE_STEP_DOWN ||
playerStatus->actionState == ACTION_STATE_LAND ||
playerStatus->actionState == ACTION_STATE_STEP_DOWN_LAND ||
playerStatus->actionState == ACTION_STATE_SPIN_JUMP ||
playerStatus->actionState == ACTION_STATE_SPIN_POUND ||
playerStatus->actionState == ACTION_STATE_TORNADO_JUMP ||
playerStatus->actionState == ACTION_STATE_TORNADO_POUND) {
triggeredBattle = TRUE;
}
}
if (playerY + playerJumpColHeight < npcY + colHeight * 0.5f) {
triggeredBattle = FALSE;
}
if (triggeredBattle) {
if (gPlayerData.bootsLevel < 0) {
currentEncounter->hitType = ENCOUNTER_TRIGGER_NONE;
enemy->encountered = ENCOUNTER_TRIGGER_NONE;
currentEncounter->curEncounter = encounter;
currentEncounter->curEnemy = enemy;
currentEncounter->firstStrikeType = FIRST_STRIKE_NONE;
currentEncounter->hitTier = 0;
goto START_BATTLE;
}
currentEncounter->hitType = ENCOUNTER_TRIGGER_JUMP;
switch (playerStatus->actionState) {
case ACTION_STATE_JUMP:
case ACTION_STATE_BOUNCE:
case ACTION_STATE_FALLING:
case ACTION_STATE_STEP_DOWN:
case ACTION_STATE_LAND:
case ACTION_STATE_STEP_DOWN_LAND:
currentEncounter->hitTier = 0;
break;
case ACTION_STATE_SPIN_JUMP:
case ACTION_STATE_SPIN_POUND:
currentEncounter->hitTier = 1;
break;
case ACTION_STATE_TORNADO_JUMP:
case ACTION_STATE_TORNADO_POUND:
currentEncounter->hitTier = 2;
break;
}
sfx_play_sound_at_position(SOUND_HIT_PLAYER_NORMAL, SOUND_SPACE_DEFAULT, playerStatus->pos.x, playerStatus->pos.y, playerStatus->pos.z);
enemy->encountered = ENCOUNTER_STATE_NEUTRAL;
currentEncounter->curEncounter = encounter;
currentEncounter->curEnemy = enemy;
currentEncounter->firstStrikeType = FIRST_STRIKE_PLAYER;
goto START_BATTLE;
}
}
break;
}
if (enemy->flags & ENEMY_FLAG_IGNORE_TOUCH) {
continue;
}
dx = npcX - playerX;
dz = npcZ - playerZ;
distance = sqrtf(SQ(dx) + SQ(dz));
if (distance >= (playerColRadius + colRadius) * 0.8) {
continue;
}
if (npcY + colHeight < playerY) {
continue;
}
if (playerY + playerJumpColHeight < npcY) {
continue;
}
testX = npcX;
testY = npcY;
testZ = npcZ;
if (npc_test_move_taller_with_slipping(COLLIDER_FLAG_IGNORE_PLAYER, &testX, &testY, &testZ, distance, atan2(npcX, npcZ, playerX, playerZ), colHeight, colRadius * 2.0f)) {
testX = playerX;
testY = playerY;
testZ = playerZ;
if (npc_test_move_taller_with_slipping(COLLIDER_FLAG_IGNORE_PLAYER, &testX, &testY, &testZ, distance, atan2(playerX, playerZ, npcX, npcZ), colHeight, colRadius * 2.0f)) {
continue;
}
}
triggeredBattle = FALSE;
if (is_ability_active(ABILITY_SPIN_ATTACK) && gPlayerData.level >= enemy->npcSettings->level) {
triggeredBattle = !currentEncounter->scriptedBattle;
}
if (is_ability_active(ABILITY_DIZZY_ATTACK)) {
triggeredBattle = TRUE;
}
if ((playerStatus->animFlags & PA_FLAG_SPINNING) && !(enemy->flags & ENEMY_FLAG_IGNORE_SPIN) && triggeredBattle) {
sfx_play_sound_at_position(SOUND_HIT_PLAYER_NORMAL, SOUND_SPACE_DEFAULT, playerStatus->pos.x, playerStatus->pos.y, playerStatus->pos.z);
testX = playerStatus->pos.x + ((npc->pos.x - playerStatus->pos.x) * 0.5f);
testY = playerStatus->pos.y + (((npc->pos.y + npc->collisionHeight) - (playerStatus->pos.y + playerStatus->colliderHeight)) * 0.5f);
testZ = playerStatus->pos.z + ((npc->pos.z - playerStatus->pos.z) * 0.5f);
fx_damage_stars(FX_DAMAGE_STARS_3, testX, testY, testZ, 0.0f, -1.0f, 0.0f, 3);
currentEncounter->hitType = ENCOUNTER_TRIGGER_SPIN;
playerStatus->animFlags |= PA_FLAG_DIZZY_ATTACK_ENCOUNTER;
enemy->encountered = ENCOUNTER_TRIGGER_SPIN;
currentEncounter->curEncounter = encounter;
currentEncounter->curEnemy = enemy;
currentEncounter->firstStrikeType = FIRST_STRIKE_NONE;
} else {
currentEncounter->hitType = ENCOUNTER_TRIGGER_NONE;
playerStatus->animFlags &= ~PA_FLAG_DIZZY_ATTACK_ENCOUNTER;
enemy->encountered = ENCOUNTER_TRIGGER_NONE;
currentEncounter->curEncounter = encounter;
currentEncounter->curEnemy = enemy;
testX = playerStatus->pos.x + ((npc->pos.x - playerStatus->pos.x) * 0.5f);
testY = playerStatus->pos.y + (((npc->pos.y + npc->collisionHeight) - (playerStatus->pos.y + playerStatus->colliderHeight)) * 0.5f);
testZ = playerStatus->pos.z + ((npc->pos.z - playerStatus->pos.z) * 0.5f);
fx_damage_stars(FX_DAMAGE_STARS_3, testX, testY, testZ, 0.0f, -1.0f, 0.0f, 3);
// if the hitbox is active, trigger a first strike
firstStrikeType = FIRST_STRIKE_NONE;
if (enemy->hitboxIsActive) {
if (is_ability_active(ABILITY_CHILL_OUT)) {
firstStrikeType = FIRST_STRIKE_NONE;
} else {
firstStrikeType = FIRST_STRIKE_ENEMY;
}
}
// cancel the first strike if bump attack is applicable
if ((is_ability_active(ABILITY_BUMP_ATTACK)
&& (gPlayerData.level >= enemy->npcSettings->level)
&& !(enemy->flags & ENEMY_FLAG_PROJECTILE))
&& !currentEncounter->scriptedBattle
) {
firstStrikeType = FIRST_STRIKE_NONE;
}
currentEncounter->firstStrikeType = firstStrikeType;
}
goto START_BATTLE;
}
}
START_BATTLE:
switch (currentEncounter->hitType) {
case 0:
break;
case ENCOUNTER_TRIGGER_NONE:
currentEnemy = enemy = currentEncounter->curEnemy;
if (enemy->aiScript != NULL) {
suspend_all_script(enemy->aiScriptID);
}
if (enemy->auxScript != NULL) {
suspend_all_script(enemy->auxScriptID);
}
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if ((enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->flags & ENEMY_FLAG_DISABLE_AI) {
continue;
}
if ((currentEnemy->flags & ENEMY_FLAG_PROJECTILE) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->hitBytecode != NULL) {
enemy->encountered = ENCOUNTER_TRIGGER_NONE;
script = start_script(enemy->hitBytecode, EVT_PRIORITY_A, 0);
enemy->hitScript = script;
enemy->hitScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
}
}
disable_player_input();
partner_disable_input();
if (playerStatus->actionState != ACTION_STATE_TORNADO_JUMP &&
playerStatus->actionState != ACTION_STATE_TORNADO_POUND &&
playerStatus->actionState != ACTION_STATE_SPIN_JUMP &&
playerStatus->actionState != ACTION_STATE_SPIN_POUND) {
playerStatus->flags |= PS_FLAG_ENTERING_BATTLE;
}
if (!is_ability_active(ABILITY_CHILL_OUT) && currentEncounter->firstStrikeType == FIRST_STRIKE_ENEMY) {
set_action_state(ACTION_STATE_ENEMY_FIRST_STRIKE);
npc = get_npc_unsafe(enemy->npcID);
sfx_play_sound_at_position(SOUND_HIT_PLAYER_NORMAL, SOUND_SPACE_DEFAULT, npc->pos.x, npc->pos.y, npc->pos.z);
}
currentEncounter->scriptedBattle = FALSE;
currentEncounter->fadeOutAmount = 0;
currentEncounter->substateDelay = 0;
gEncounterState = ENCOUNTER_STATE_PRE_BATTLE;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_PRE_BATTLE_INIT;
break;
case ENCOUNTER_TRIGGER_SPIN:
currentEnemy = enemy = currentEncounter->curEnemy;
if (enemy->aiScript != NULL) {
suspend_all_script(enemy->aiScriptID);
}
if (enemy->auxScript != NULL) {
suspend_all_script(enemy->auxScriptID);
}
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if ((enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->flags & ENEMY_FLAG_DISABLE_AI) {
continue;
}
if ((currentEnemy->flags & ENEMY_FLAG_PROJECTILE) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->hitBytecode != NULL) {
enemy->encountered = ENCOUNTER_TRIGGER_SPIN;
script = start_script(enemy->hitBytecode, EVT_PRIORITY_A, 0);
enemy->hitScript = script;
enemy->hitScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
}
}
disable_player_input();
partner_disable_input();
currentEncounter->scriptedBattle = FALSE;
currentEncounter->fadeOutAmount = 0;
currentEncounter->substateDelay = 0;
gEncounterState = ENCOUNTER_STATE_PRE_BATTLE;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_PRE_BATTLE_INIT;
playerStatus->flags |= PS_FLAG_ENTERING_BATTLE;
break;
case ENCOUNTER_TRIGGER_JUMP:
currentEnemy = enemy = currentEncounter->curEnemy;
if (enemy->aiScript != NULL) {
suspend_all_script(enemy->aiScriptID);
}
if (enemy->auxScript != NULL) {
suspend_all_script(enemy->auxScriptID);
}
encounter = currentEncounter->curEncounter;
cond2 = FALSE;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if ((enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->flags & ENEMY_FLAG_DISABLE_AI) {
continue;
}
if ((currentEnemy->flags & ENEMY_FLAG_PROJECTILE) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->hitBytecode != NULL) {
enemy->encountered = ENCOUNTER_TRIGGER_JUMP;
script = start_script(enemy->hitBytecode, EVT_PRIORITY_A, 0);
enemy->hitScript = script;
enemy->hitScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
npc = get_npc_unsafe(enemy->npcID);
cond2 = TRUE;
testX = playerStatus->pos.x + ((npc->pos.x - playerStatus->pos.x) * 0.5f);
testY = playerStatus->pos.y + (((npc->pos.y + npc->collisionHeight) - (playerStatus->pos.y + playerStatus->colliderHeight)) * 0.5f);
testZ = playerStatus->pos.z + ((npc->pos.z - playerStatus->pos.z) * 0.5f);
fx_damage_stars(FX_DAMAGE_STARS_3, testX, testY, testZ, 0.0f, -1.0f, 0.0f, 3);
} else if (!(enemy->flags & ENEMY_FLAG_PASSIVE)) {
npc = get_npc_unsafe(enemy->npcID);
cond2 = TRUE;
testX = playerStatus->pos.x + ((npc->pos.x - playerStatus->pos.x) * 0.5f);
testY = playerStatus->pos.y + (((npc->pos.y + npc->collisionHeight) - (playerStatus->pos.y + playerStatus->colliderHeight)) * 0.5f);
testZ = playerStatus->pos.z + ((npc->pos.z - playerStatus->pos.z) * 0.5f);
fx_damage_stars(FX_DAMAGE_STARS_3, testX, testY, testZ, 0.0f, -1.0f, 0.0f, 3);
}
}
disable_player_input();
partner_disable_input();
playerStatus->flags |= PS_FLAG_ENTERING_BATTLE;
if (cond2) {
start_bounce_a();
}
currentEncounter->fadeOutAmount = 0;
currentEncounter->substateDelay = 0;
currentEncounter->scriptedBattle = FALSE;
sfx_play_sound(SOUND_NONE);
gEncounterState = ENCOUNTER_STATE_PRE_BATTLE;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_PRE_BATTLE_INIT;
break;
case ENCOUNTER_TRIGGER_HAMMER:
currentEnemy = enemy = currentEncounter->curEnemy;
if (enemy->aiScript != NULL) {
suspend_all_script(enemy->aiScriptID);
}
if (enemy->auxScript != NULL) {
suspend_all_script(enemy->auxScriptID);
}
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if ((enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->flags & ENEMY_FLAG_DISABLE_AI) {
continue;
}
if ((currentEnemy->flags & ENEMY_FLAG_PROJECTILE) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->hitBytecode != NULL) {
enemy->encountered = ENCOUNTER_TRIGGER_HAMMER;
script = start_script(enemy->hitBytecode, EVT_PRIORITY_A, 0);
enemy->hitScript = script;
enemy->hitScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
npc = get_npc_unsafe(enemy->npcID);
testX = playerStatus->pos.x + ((npc->pos.x - playerStatus->pos.x) * 0.5f);
testY = playerStatus->pos.y + (((npc->pos.y + npc->collisionHeight) - (playerStatus->pos.y + playerStatus->colliderHeight)) * 0.5f);
testZ = playerStatus->pos.z + ((npc->pos.z - playerStatus->pos.z) * 0.5f);
fx_damage_stars(FX_DAMAGE_STARS_3, testX, testY, testZ, 0.0f, -1.0f, 0.0f, 3);
} else if (!(enemy->flags & ENEMY_FLAG_PASSIVE)) {
npc = get_npc_unsafe(enemy->npcID);
testX = playerStatus->pos.x + ((npc->pos.x - playerStatus->pos.x) * 0.5f);
testY = playerStatus->pos.y + (((npc->pos.y + npc->collisionHeight) - (playerStatus->pos.y + playerStatus->colliderHeight)) * 0.5f);
testZ = playerStatus->pos.z + ((npc->pos.z - playerStatus->pos.z) * 0.5f);
fx_damage_stars(FX_DAMAGE_STARS_3, npc->pos.x, npc->pos.y + npc->collisionHeight, npc->pos.z, 0.0f, -1.0f, 0.0f, 3);
}
}
disable_player_input();
partner_disable_input();
currentEncounter->fadeOutAmount = 0;
currentEncounter->substateDelay = 0;
currentEncounter->scriptedBattle = FALSE;
playerStatus->flags |= PS_FLAG_ENTERING_BATTLE;
sfx_play_sound(SOUND_NONE);
gEncounterState = ENCOUNTER_STATE_PRE_BATTLE;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_PRE_BATTLE_INIT;
break;
case ENCOUNTER_TRIGGER_CONVERSATION:
suspend_all_group(EVT_GROUP_FLAG_INTERACT);
enemy = currentEncounter->curEnemy;
if (enemy != NULL && enemy->aiScript != NULL) {
suspend_all_script(enemy->aiScriptID);
}
enemy = currentEncounter->curEnemy;
if (enemy->interactBytecode != NULL) {
enemy->encountered = ENCOUNTER_TRIGGER_CONVERSATION;
script = start_script(enemy->interactBytecode, EVT_PRIORITY_A, 0);
enemy->interactScript = script;
enemy->interactScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
}
disable_player_input();
partner_disable_input();
set_action_state(ACTION_STATE_TALK);
currentEncounter->fadeOutAmount = 0;
currentEncounter->substateDelay = 0;
func_800EF3D4(1);
gEncounterState = ENCOUNTER_STATE_CONVERSATION;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_CONVERSATION_INIT;
break;
case ENCOUNTER_TRIGGER_PARTNER:
currentEnemy = enemy = currentEncounter->curEnemy;
if (enemy->aiScript != NULL) {
suspend_all_script(enemy->aiScriptID);
}
if (enemy->auxScript != NULL) {
suspend_all_script(enemy->auxScriptID);
}
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if ((enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->flags & ENEMY_FLAG_DISABLE_AI) {
continue;
}
if ((currentEnemy->flags & ENEMY_FLAG_PROJECTILE) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->hitBytecode != NULL) {
enemy->encountered = ENCOUNTER_TRIGGER_PARTNER;
script = start_script(enemy->hitBytecode, EVT_PRIORITY_A, 0);
enemy->hitScript = script;
enemy->hitScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
npc = get_npc_unsafe(enemy->npcID);
testX = npc->pos.x;
testY = npc->pos.y + npc->collisionHeight;
testZ = npc->pos.z;
fx_damage_stars(FX_DAMAGE_STARS_3, testX, testY, testZ, 0.0f, -1.0f, 0.0f, 3);
} else if (!(enemy->flags & ENEMY_FLAG_PASSIVE)) {
npc = get_npc_unsafe(enemy->npcID);
testX = npc->pos.x;
testY = npc->pos.y + npc->collisionHeight;
testZ = npc->pos.z;
fx_damage_stars(FX_DAMAGE_STARS_3, testX, testY, testZ, 0.0f, -1.0f, 0.0f, 3);
}
}
disable_player_input();
partner_disable_input();
currentEncounter->fadeOutAmount = 0;
currentEncounter->substateDelay = 0;
currentEncounter->scriptedBattle = FALSE;
playerStatus->flags |= PS_FLAG_ENTERING_BATTLE;
sfx_play_sound(SOUND_NONE);
gEncounterState = ENCOUNTER_STATE_PRE_BATTLE;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_PRE_BATTLE_INIT;
break;
}
}
void draw_encounters_neutral(void) {
}
void update_encounters_pre_battle(void) {
EncounterStatus* currentEncounter = &gCurrentEncounter;
PlayerData* playerData = &gPlayerData;
Encounter* encounter;
Enemy* enemy;
s32 i;
s32 j;
switch (gEncounterSubState) {
case ENCOUNTER_SUBSTATE_PRE_BATTLE_INIT:
#if VERSION_PAL
gPlayerStatusPtr->pitch = 0;
#endif
currentEncounter->fadeOutAmount = 0;
currentEncounter->substateDelay = 1;
currentEncounter->fadeOutAccel = 1;
currentEncounter->unk_08 = -1;
HasPreBattleSongPushed = FALSE;
D_80077C40 = FALSE;
suspend_all_group(EVT_GROUP_FLAG_BATTLE);
// suspend all ai scripts
for (i = 0; i < currentEncounter->numEncounters; i++) {
encounter = currentEncounter->encounterList[i];
if (encounter != NULL) {
for (j = 0; j < encounter->count; j++) {
enemy = encounter->enemy[j];
if (enemy != NULL && !(enemy->flags & ENEMY_FLAG_DISABLE_AI)) {
if (enemy->aiScript != NULL) {
suspend_all_script(enemy->aiScriptID);
}
if (enemy->auxScript != NULL) {
suspend_all_script(enemy->auxScriptID);
}
}
}
}
}
// try skip-on-contact
enemy = currentEncounter->curEnemy;
if ((enemy->flags & ENEMY_FLAG_SKIP_BATTLE) && !currentEncounter->scriptedBattle) {
currentEncounter->substateDelay = 0;
currentEncounter->battleStartCountdown = 0;
partner_handle_before_battle();
gEncounterSubState = ENCOUNTER_SUBSTATE_PRE_BATTLE_SKIP;
return;
}
// try kill-on-contact
if (gGameStatusPtr->debugEnemyContact == DEBUG_CONTACT_DIE_ON_TOUCH) {
currentEncounter->substateDelay = 0;
currentEncounter->battleStartCountdown = 10;
partner_handle_before_battle();
gEncounterSubState = ENCOUNTER_SUBSTATE_PRE_BATTLE_AUTO_WIN;
return;
}
// try first attack kill
enemy = currentEncounter->curEnemy;
if (currentEncounter->hitType != ENCOUNTER_TRIGGER_NONE
&& currentEncounter->hitType != ENCOUNTER_TRIGGER_SPIN
&& is_ability_active(ABILITY_FIRST_ATTACK)
&& (playerData->level >= enemy->npcSettings->level)
&& !(enemy->flags & ENEMY_FLAG_PROJECTILE)
&& !currentEncounter->scriptedBattle
) {
currentEncounter->substateDelay = 0;
currentEncounter->battleStartCountdown = 10;
D_80077C40 = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_PRE_BATTLE_AUTO_WIN;
return;
}
// try bump attack kill
enemy = currentEncounter->curEnemy;
if (is_ability_active(ABILITY_BUMP_ATTACK)
&& (playerData->level >= enemy->npcSettings->level)
&& !(enemy->flags & ENEMY_FLAG_PROJECTILE)
&& !(currentEncounter->scriptedBattle)
) {
currentEncounter->substateDelay = 0;
currentEncounter->battleStartCountdown = 10;
D_80077C40 = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_PRE_BATTLE_AUTO_WIN;
return;
}
// try spin attack kill
enemy = currentEncounter->curEnemy;
if (currentEncounter->hitType == ENCOUNTER_TRIGGER_SPIN
&& is_ability_active(ABILITY_SPIN_ATTACK)
&& playerData->level >= enemy->npcSettings->level
&& !(enemy->flags & ENEMY_FLAG_PROJECTILE)
&& !currentEncounter->scriptedBattle
) {
currentEncounter->substateDelay = 0;
currentEncounter->battleStartCountdown = 10;
D_80077C40 = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_PRE_BATTLE_AUTO_WIN;
return;
}
// start battle music
if (currentEncounter->songID <= AU_SONG_NONE) {
switch (currentEncounter->firstStrikeType) {
case FIRST_STRIKE_NONE:
bgm_set_battle_song(SONG_NORMAL_BATTLE, FIRST_STRIKE_NONE);
break;
case FIRST_STRIKE_PLAYER:
bgm_set_battle_song(SONG_NORMAL_BATTLE, FIRST_STRIKE_PLAYER);
break;
case FIRST_STRIKE_ENEMY:
bgm_set_battle_song(SONG_NORMAL_BATTLE, FIRST_STRIKE_ENEMY);
break;
}
} else {
bgm_set_battle_song(currentEncounter->songID, BGM_VARIATION_0);
}
bgm_push_battle_song();
HasPreBattleSongPushed = TRUE;
currentEncounter->battleStartCountdown = 10;
gEncounterSubState = ENCOUNTER_SUBSTATE_PRE_BATTLE_LOAD;
// fallthrough
case ENCOUNTER_SUBSTATE_PRE_BATTLE_LOAD:
// wait for screen to fade out
if (currentEncounter->fadeOutAmount != 255) {
break;
}
// delay before loading the battle
if (currentEncounter->battleStartCountdown != 0) {
currentEncounter->battleStartCountdown--;
break;
}
// kill all enemy hit scripts
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy != NULL &&
((!(enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) || enemy == currentEncounter->curEnemy)) &&
!(enemy->flags & ENEMY_FLAG_DISABLE_AI) &&
enemy->hitScript != NULL)
{
kill_script_by_ID(enemy->hitScriptID);
enemy->hitScript = NULL;
}
}
partner_handle_before_battle();
currentEncounter->dizzyAttack.status = 0;
currentEncounter->dizzyAttack.duration = 0;
enemy = currentEncounter->curEnemy;
currentEncounter->instigatorValue = enemy->instigatorValue;
if (is_ability_active(ABILITY_DIZZY_ATTACK) && currentEncounter->hitType == ENCOUNTER_TRIGGER_SPIN) {
currentEncounter->dizzyAttack.status = 4;
currentEncounter->dizzyAttack.duration = 3;
}
sfx_stop_sound(SOUND_SPIN);
sfx_stop_sound(SOUND_SPEEDY_SPIN);
sfx_stop_sound(SOUND_SPIN_ATTACK);
sfx_stop_sound(SOUND_SPEEDY_SPIN_ATTACK);
set_battle_formation(NULL);
set_battle_stage(encounter->stage);
load_battle(encounter->battle);
currentEncounter->unk_07 = 1;
currentEncounter->unk_08 = 0;
currentEncounter->hasMerleeCoinBonus = FALSE;
currentEncounter->damageTaken = 0;
currentEncounter->coinsEarned = 0;
currentEncounter->fadeOutAccel = 0;
currentEncounter->fadeOutAmount = 255;
set_screen_overlay_params_front(OVERLAY_SCREEN_COLOR, 255.0f);
// prepare to resume after battle
gEncounterState = ENCOUNTER_STATE_POST_BATTLE;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_INIT;
break;
case ENCOUNTER_SUBSTATE_PRE_BATTLE_AUTO_WIN:
if (currentEncounter->battleStartCountdown != 0) {
currentEncounter->battleStartCountdown--;
break;
}
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy != NULL &&
(!(enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) || enemy == currentEncounter->curEnemy) &&
!(enemy->flags & ENEMY_FLAG_DISABLE_AI) &&
(enemy->hitScript != 0))
{
kill_script_by_ID(enemy->hitScriptID);
enemy->hitScript = NULL;
}
}
currentEncounter->unk_08 = 1;
currentEncounter->unk_07 = 1;
currentEncounter->battleOutcome = OUTCOME_PLAYER_WON;
currentEncounter->hasMerleeCoinBonus = FALSE;
currentEncounter->damageTaken = 0;
currentEncounter->coinsEarned = 0;
currentEncounter->fadeOutAccel = 0;
currentEncounter->fadeOutAmount = 0;
gEncounterState = ENCOUNTER_STATE_POST_BATTLE;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_INIT;
break;
case ENCOUNTER_SUBSTATE_PRE_BATTLE_SKIP:
currentEncounter->battleOutcome = OUTCOME_SKIP;
currentEncounter->unk_08 = 1;
currentEncounter->fadeOutAmount = 0;
currentEncounter->fadeOutAccel = 0;
gEncounterState = ENCOUNTER_STATE_POST_BATTLE;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_INIT;
break;
}
}
void draw_encounters_pre_battle(void) {
EncounterStatus* encounter = &gCurrentEncounter;
Npc* npc = get_npc_unsafe(encounter->curEnemy->npcID);
PlayerStatus* playerStatus = &gPlayerStatus;
if (encounter->substateDelay != 0) {
f32 playerX, playerY, playerZ;
f32 otherX, otherY, otherZ;
s32 pScreenX, pScreenY, pScreenZ;
s32 oScreenX, oScreenY, oScreenZ;
if (encounter->fadeOutAmount != 255) {
encounter->fadeOutAccel++;
if (encounter->fadeOutAccel > 10) {
encounter->fadeOutAccel = 10;
}
encounter->fadeOutAmount += encounter->fadeOutAccel;
if (encounter->fadeOutAmount > 255) {
encounter->fadeOutAmount = 255;
}
playerX = playerStatus->pos.x;
playerY = playerStatus->pos.y;
playerZ = playerStatus->pos.z;
otherX = npc->pos.x;
otherY = npc->pos.y;
otherZ = npc->pos.z;
if (otherY < -990.0f) {
otherX = playerX;
otherY = playerY;
otherZ = playerZ;
}
if (gGameStatusPtr->demoState == DEMO_STATE_CHANGE_MAP) {
set_screen_overlay_params_back(OVERLAY_START_BATTLE, encounter->fadeOutAmount);
set_screen_overlay_alpha(SCREEN_LAYER_BACK, 255.0f);
set_screen_overlay_color(SCREEN_LAYER_BACK, 0, 0, 0);
get_screen_coords(gCurrentCameraID, playerX, playerY + 20.0f, playerZ, &pScreenX, &pScreenY, &pScreenZ);
get_screen_coords(gCurrentCameraID, otherX, otherY + 15.0f, otherZ, &oScreenX, &oScreenY, &oScreenZ);
set_screen_overlay_center(SCREEN_LAYER_BACK, 0, (pScreenX - oScreenX) / 2 + oScreenX,
(pScreenY - oScreenY) / 2 + oScreenY);
} else {
set_screen_overlay_params_front(OVERLAY_START_BATTLE, encounter->fadeOutAmount);
set_screen_overlay_alpha(SCREEN_LAYER_FRONT, 255.0f);
set_screen_overlay_color(SCREEN_LAYER_FRONT, 0, 0, 0);
get_screen_coords(gCurrentCameraID, playerX, playerY + 20.0f, playerZ, &pScreenX, &pScreenY, &pScreenZ);
get_screen_coords(gCurrentCameraID, otherX, otherY + 15.0f, otherZ, &oScreenX, &oScreenY, &oScreenZ);
set_screen_overlay_center(SCREEN_LAYER_FRONT, 0, (pScreenX - oScreenX) / 2 + oScreenX,
(pScreenY - oScreenY) / 2 + oScreenY);
}
}
}
}
void show_first_strike_message(void) {
EncounterStatus* currentEncounter = &gCurrentEncounter;
s32 posX;
s32 width;
s32 xOffset;
s32 screenWidthHalf;
if (currentEncounter->substateDelay == 0) {
gFirstStrikeMessagePos = -200;
return;
}
gFirstStrikeMessagePos += 40;
xOffset = gFirstStrikeMessagePos;
if (xOffset > 0) {
if (xOffset < 1600) {
xOffset = 0;
} else {
xOffset -= 1600;
}
}
screenWidthHalf = SCREEN_WIDTH / 2;
switch (currentEncounter->firstStrikeType) {
case FIRST_STRIKE_PLAYER:
switch (currentEncounter->hitType) {
case 2:
case 4:
width = get_msg_width(MSG_Menus_PlayerFirstStrike, 0) + 24;
posX = (xOffset + screenWidthHalf) - (width / 2);
draw_box(0, WINDOW_STYLE_20, posX, 69, 0, width, 28, 255, 0, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, NULL, 0, NULL,
SCREEN_WIDTH, SCREEN_HEIGHT, NULL);
draw_msg(MSG_Menus_PlayerFirstStrike, posX + 11, 75, 0xFF, MSG_PAL_STANDARD, 0);
break;
case 6:
width = get_msg_width(MSG_Menus_PartnerFirstStrike, 0) + 24;
posX = (xOffset + screenWidthHalf) - (width / 2);
draw_box(0, WINDOW_STYLE_20, posX, 69, 0, width, 28, 255, 0, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, NULL, 0, NULL,
SCREEN_WIDTH, SCREEN_HEIGHT, NULL);
draw_msg(MSG_Menus_PartnerFirstStrike, posX + 11, 75, 0xFF, MSG_PAL_STANDARD, 0);
break;
}
break;
case FIRST_STRIKE_ENEMY:
if (!is_ability_active(ABILITY_CHILL_OUT)) {
width = get_msg_width(MSG_Menus_EnemyFirstStrike, 0) + 24;
posX = (xOffset + screenWidthHalf) - (width / 2);
draw_box(0, WINDOW_STYLE_4, posX, 69, 0, width, 28, 255, 0, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, NULL, 0, NULL,
SCREEN_WIDTH, SCREEN_HEIGHT, NULL);
draw_msg(MSG_Menus_EnemyFirstStrike, posX + 11, 75, 0xFF, MSG_PAL_STANDARD, 0);
}
break;
}
}
void update_encounters_post_battle(void) {
EncounterStatus* currentEncounter = &gCurrentEncounter;
PlayerStatus* playerStatus = &gPlayerStatus;
PlayerData* playerData = &gPlayerData;
PartnerStatus* partnerStatus = &gPartnerStatus;
Encounter* encounter;
Evt* script;
Enemy* enemy;
s32 i, j;
s32 hasDefeatScript;
Npc* npc;
switch (gEncounterSubState) {
case ENCOUNTER_SUBSTATE_POST_BATTLE_INIT:
if (currentEncounter->unk_08 == 0) {
return;
}
currentEncounter->unk_08 = 0;
gPlayerStatus.blinkTimer = 0;
currentEncounter->scriptedBattle = FALSE;
setup_status_bar_for_world();
currentEncounter->dizzyAttack.status = 0;
currentEncounter->unusedAttack1.status = 0;
currentEncounter->unusedAttack2.status = 0;
currentEncounter->unusedAttack3.status = 0;
currentEncounter->dizzyAttack.duration = 0;
currentEncounter->unusedAttack1.duration = 0;
currentEncounter->unusedAttack2.duration = 0;
currentEncounter->unusedAttack3.duration = 0;
if (HasPreBattleSongPushed == TRUE) {
bgm_pop_battle_song();
}
currentEncounter->fadeOutAccel = 1;
currentEncounter->battleStartCountdown = 0;
LastBattleStartedBySpin = FALSE;
gPlayerStatus.flags &= ~PS_FLAG_ENTERING_BATTLE;
if (currentEncounter->hitType == ENCOUNTER_TRIGGER_SPIN) {
LastBattleStartedBySpin = TRUE;
}
currentEncounter->hitType = 0;
if (!D_80077C40) {
partner_handle_after_battle();
}
PendingPartnerAbilityResume = FALSE;
if (partnerStatus->shouldResumeAbility) {
PendingPartnerAbilityResume = TRUE;
} else if (!LastBattleStartedBySpin
&& !(gPlayerStatus.flags & (PS_FLAG_JUMPING | PS_FLAG_FALLING))
&& gPlayerStatus.actionState != ACTION_STATE_RIDE
&& gPlayerStatus.actionState != ACTION_STATE_USE_SPINNING_FLOWER
) {
set_action_state(ACTION_STATE_IDLE);
}
switch (currentEncounter->battleOutcome) {
case OUTCOME_PLAYER_WON:
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_WON_CHECK_MERLEE;
break;
case OUTCOME_PLAYER_LOST:
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_LOST_INIT;
break;
case OUTCOME_PLAYER_FLED:
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_FLED_INIT;
break;
case OUTCOME_SKIP:
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_SKIP;
break;
case OUTCOME_ENEMY_FLED:
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_ENEMY_FLED_INIT;
break;
}
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_WON_CHECK_MERLEE:
if (currentEncounter->hasMerleeCoinBonus) {
if (get_coin_drop_amount(currentEncounter->curEnemy) != 0) {
MerleeDropCoinsEvt = start_script(&EVS_MerleeDropCoins, EVT_PRIORITY_A, 0);
MerleeDropCoinsEvt->groupFlags = EVT_GROUP_NEVER_PAUSE;
MerleeDropCoinsEvtID = MerleeDropCoinsEvt->id;
} else {
playerData->merleeTurnCount = 0;
playerData->merleeCastsLeft++;
}
}
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_PLAY_NPC_DEFEAT;
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_PLAY_NPC_DEFEAT:
// fade screen in and wait for merlee bonus to finish (if applicable)
if (currentEncounter->hasMerleeCoinBonus) {
if (get_coin_drop_amount(currentEncounter->curEnemy) != 0) {
currentEncounter->fadeOutAccel += 4;
currentEncounter->fadeOutAmount -= currentEncounter->fadeOutAccel;
if (currentEncounter->fadeOutAmount < 0) {
currentEncounter->fadeOutAmount = 0;
}
if (does_script_exist(MerleeDropCoinsEvtID)) {
break;
}
}
}
// start defeat scripts for current enemy
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if ((enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->flags & ENEMY_FLAG_DISABLE_AI) {
continue;
}
if (enemy->defeatBytecode != NULL) {
script = start_script_in_group(enemy->defeatBytecode, EVT_PRIORITY_A, 0, EVT_GROUP_NEVER_PAUSE);
enemy->defeatScript = script;
enemy->defeatScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = EVT_GROUP_NEVER_PAUSE;
currentEncounter->battleStartCountdown = 1;
} else {
script = start_script_in_group(&EVS_NpcDefeat, EVT_PRIORITY_A, 0, EVT_GROUP_NEVER_PAUSE);
enemy->defeatScript = script;
enemy->defeatScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = EVT_GROUP_NEVER_PAUSE;
}
}
if (!(currentEncounter->flags & ENCOUNTER_FLAG_THUMBS_UP)
&& !PendingPartnerAbilityResume
&& currentEncounter->battleStartCountdown == 0
&& !LastBattleStartedBySpin
) {
suggest_player_anim_allow_backward(ANIM_Mario1_ThumbsUp);
}
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_WON_FADE_IN;
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_WON_FADE_IN:
if (currentEncounter->fadeOutAmount == 0) {
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_WON_KILL;
} else {
currentEncounter->fadeOutAccel += 4;
currentEncounter->fadeOutAmount -= currentEncounter->fadeOutAccel;
if (currentEncounter->fadeOutAmount < 0) {
currentEncounter->fadeOutAmount = 0;
}
}
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_WON_KILL:
// wait for all defeat scripts to finish
hasDefeatScript = FALSE;
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if ((enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->flags & ENEMY_FLAG_DISABLE_AI) {
continue;
}
if (does_script_exist(enemy->defeatScriptID)) {
hasDefeatScript = TRUE;
} else {
enemy->defeatScript = NULL;
}
}
// kill defeated enemies
if (!hasDefeatScript) {
if (!(currentEncounter->flags & ENCOUNTER_FLAG_THUMBS_UP)
&& !PendingPartnerAbilityResume
&& currentEncounter->battleStartCountdown == 1
) {
suggest_player_anim_allow_backward(ANIM_Mario1_ThumbsUp);
}
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if (enemy->flags & ENEMY_FLAG_DO_NOT_KILL) {
continue;
}
if ((enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) && enemy != currentEncounter->curEnemy) {
continue;
}
if (!(enemy->flags & ENEMY_FLAG_PASSIVE)) {
if (!(enemy->flags & ENEMY_FLAG_FLED)) {
set_defeated(currentEncounter->mapID, encounter->encounterID + i);
}
}
kill_enemy(enemy);
}
currentEncounter->substateDelay = 0;
if (!(currentEncounter->flags & ENCOUNTER_FLAG_THUMBS_UP)
&& !PendingPartnerAbilityResume
&& currentEncounter->battleStartCountdown == 1
) {
currentEncounter->substateDelay = 30;
}
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_WON_RESUME;
}
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_WON_RESUME:
if (!(currentEncounter->flags & ENCOUNTER_FLAG_CANT_SKIP_WIN_DELAY)) {
if (gGameStatusPtr->stickX[0] != 0 || gGameStatusPtr->stickY[0] != 0) {
currentEncounter->substateDelay = 0;
}
}
if (currentEncounter->substateDelay != 0) {
currentEncounter->substateDelay--;
break;
}
for (i = 0; i < currentEncounter->numEncounters; i++) {
encounter = currentEncounter->encounterList[i];
if (encounter == NULL) {
continue;
}
for (j = 0; j < encounter->count; j++) {
enemy = encounter->enemy[j];
if (enemy == NULL || (enemy->flags & ENEMY_FLAG_DISABLE_AI)) {
continue;
}
if (enemy->aiScript != NULL) {
resume_all_script(enemy->aiScriptID);
}
if (enemy->auxScript != NULL) {
resume_all_script(enemy->auxScriptID);
}
}
}
currentEncounter->battleTriggerCooldown = 15;
enable_player_input();
partner_enable_input();
if (!PendingPartnerAbilityResume) {
suggest_player_anim_allow_backward(ANIM_Mario1_Idle);
}
set_screen_overlay_params_front(OVERLAY_NONE, -1.0f);
resume_all_group(EVT_GROUP_FLAG_BATTLE);
gEncounterState = ENCOUNTER_STATE_NEUTRAL;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_NEUTRAL;
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_FLED_INIT:
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if ((enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->flags & ENEMY_FLAG_DISABLE_AI) {
continue;
}
if (enemy->defeatBytecode != NULL) {
script = start_script(enemy->defeatBytecode, EVT_PRIORITY_A, 0);
enemy->defeatScript = script;
enemy->defeatScriptID = script->id;
enemy->aiFlags |= AI_FLAG_1;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
}
}
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_FLED_FADE_IN;
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_FLED_FADE_IN:
if (currentEncounter->fadeOutAmount == 0) {
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_FLED_RESUME;
} else {
currentEncounter->fadeOutAccel += 4;
currentEncounter->fadeOutAmount -= currentEncounter->fadeOutAccel;
if (currentEncounter->fadeOutAmount < 0) {
currentEncounter->fadeOutAmount = 0;
}
}
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_FLED_RESUME:
encounter = currentEncounter->curEncounter;
hasDefeatScript = FALSE;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if (!(enemy->flags & ENEMY_FLAG_DISABLE_AI)) {
if (does_script_exist(enemy->defeatScriptID)) {
hasDefeatScript = TRUE;
} else {
enemy->defeatScript = NULL;
}
}
}
if (!hasDefeatScript) {
for (i = 0; i < currentEncounter->numEncounters; i++) {
encounter = currentEncounter->encounterList[i];
if (encounter == NULL) {
continue;
}
for (j = 0; j < encounter->count; j++) {
enemy = encounter->enemy[j];
if (enemy == NULL || (enemy->flags & ENEMY_FLAG_DISABLE_AI)) {
continue;
}
if (enemy->aiScript != NULL) {
resume_all_script(enemy->aiScriptID);
}
if (enemy->auxScript != NULL) {
resume_all_script(enemy->auxScriptID);
}
}
}
enemy = currentEncounter->curEnemy;
encounter = currentEncounter->curEncounter;
if (!(enemy->flags & ENEMY_FLAG_NO_DELAY_AFTER_FLEE)) {
enemy->aiSuspendTime = 45;
playerStatus->blinkTimer = 45;
for (j = 0; j < encounter->count; j++) {
enemy = encounter->enemy[j];
if (enemy == NULL) {
continue;
}
if (enemy->flags & ENEMY_FLAG_DISABLE_AI) {
continue;
}
if (enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) {
continue;
}
enemy->aiSuspendTime = 45;
playerStatus->blinkTimer = 45;
}
}
enemy = currentEncounter->curEnemy;
if (!(currentEncounter->flags & ENCOUNTER_FLAG_SKIP_FLEE_DROPS)) {
script = start_script(&EVS_FleeBattleDrops, EVT_PRIORITY_A, 0);
enemy->defeatScript = script;
enemy->defeatScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
}
currentEncounter->battleTriggerCooldown = 45;
playerStatus->blinkTimer = 45;
enable_player_input();
partner_enable_input();
set_screen_overlay_params_front(OVERLAY_NONE, -1.0f);
if (!PendingPartnerAbilityResume) {
currentEncounter->substateDelay = 15;
} else {
currentEncounter->substateDelay = 0;
}
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_FLED_DELAY;
}
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_FLED_DELAY:
if (currentEncounter->substateDelay != 0) {
currentEncounter->substateDelay--;
if (gGameStatusPtr->curButtons[0] == 0 && gGameStatusPtr->stickX[0] == 0 && gGameStatusPtr->stickY[0] == 0) {
break;
}
}
if (!PendingPartnerAbilityResume && playerStatus->anim == ANIM_MarioB3_Hustled) {
suggest_player_anim_allow_backward(ANIM_Mario1_Idle);
}
resume_all_group(EVT_GROUP_FLAG_BATTLE);
gEncounterState = ENCOUNTER_STATE_NEUTRAL;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_NEUTRAL;
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_LOST_INIT:
suggest_player_anim_allow_backward(ANIM_MarioW2_LayingDown);
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if ((enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->flags & ENEMY_FLAG_DISABLE_AI) {
continue;
}
if (enemy->defeatBytecode != NULL) {
script = start_script(enemy->defeatBytecode, EVT_PRIORITY_A, 0);
enemy->defeatScript = script;
enemy->defeatScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
}
}
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_LOST_FADE_IN;
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_LOST_FADE_IN:
if (currentEncounter->fadeOutAmount == 0) {
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_LOST_RESUME;
} else {
currentEncounter->fadeOutAccel += 4;
currentEncounter->fadeOutAmount -= currentEncounter->fadeOutAccel;
if (currentEncounter->fadeOutAmount < 0) {
currentEncounter->fadeOutAmount = 0;
}
}
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_LOST_RESUME:
hasDefeatScript = FALSE;
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if (!(enemy->flags & ENEMY_FLAG_DISABLE_AI)) {
if (does_script_exist(enemy->defeatScriptID)) {
hasDefeatScript = TRUE;
} else {
enemy->defeatScript = NULL;
}
}
}
if (!hasDefeatScript) {
for (i = 0; i < currentEncounter->numEncounters; i++) {
encounter = currentEncounter->encounterList[i];
if (encounter == NULL) {
continue;
}
for (j = 0; j < encounter->count; j++) {
enemy = encounter->enemy[j];
if (enemy == NULL || (enemy->flags & ENEMY_FLAG_DISABLE_AI)) {
continue;
}
if (enemy->aiScript != NULL) {
resume_all_script(enemy->aiScriptID);
}
if (enemy->auxScript != NULL) {
resume_all_script(enemy->auxScriptID);
}
}
}
enable_player_input();
partner_enable_input();
set_screen_overlay_params_front(OVERLAY_NONE, -1.0f);
currentEncounter->substateDelay = 15;
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_LOST_DELAY;
}
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_LOST_DELAY:
if (currentEncounter->substateDelay != 0) {
currentEncounter->substateDelay--;
if (gGameStatusPtr->curButtons[0] == 0 && gGameStatusPtr->stickX[0] == 0 && gGameStatusPtr->stickY[0] == 0) {
break;
}
}
resume_all_group(EVT_GROUP_FLAG_BATTLE);
gEncounterState = ENCOUNTER_STATE_NEUTRAL;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_NEUTRAL;
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_SKIP:
// resume all ai scripts
for (i = 0; i < currentEncounter->numEncounters; i++) {
encounter = currentEncounter->encounterList[i];
if (encounter == NULL) {
continue;
}
for (j = 0; j < encounter->count; j++) {
enemy = encounter->enemy[j];
if (enemy == NULL || (enemy->flags & ENEMY_FLAG_DISABLE_AI)) {
continue;
}
if (enemy->aiScript != NULL) {
resume_all_script(enemy->aiScriptID);
}
if (enemy->auxScript != NULL) {
resume_all_script(enemy->auxScriptID);
}
}
}
enable_player_input();
partner_enable_input();
set_screen_overlay_params_front(OVERLAY_NONE, -1.0f);
resume_all_group(EVT_GROUP_FLAG_BATTLE);
gEncounterState = ENCOUNTER_STATE_NEUTRAL;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_NEUTRAL;
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_ENEMY_FLED_INIT:
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if ((enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) && enemy != currentEncounter->curEnemy) {
continue;
}
if (enemy->flags & ENEMY_FLAG_DISABLE_AI) {
continue;
}
if (enemy->defeatBytecode != NULL) {
script = start_script(enemy->defeatBytecode, EVT_PRIORITY_A, 0);
enemy->defeatScript = script;
enemy->defeatScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
}
}
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_ENEMY_FLED_FADE_IN;
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_ENEMY_FLED_FADE_IN:
if (currentEncounter->fadeOutAmount == 0) {
gEncounterSubState = ENCOUNTER_SUBSTATE_POST_BATTLE_ENEMY_FLED_RESUME;
} else {
currentEncounter->fadeOutAccel += 4;
currentEncounter->fadeOutAmount -= currentEncounter->fadeOutAccel;
if (currentEncounter->fadeOutAmount < 0) {
currentEncounter->fadeOutAmount = 0;
}
}
break;
case ENCOUNTER_SUBSTATE_POST_BATTLE_ENEMY_FLED_RESUME:
hasDefeatScript = FALSE;
encounter = currentEncounter->curEncounter;
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if (!(enemy->flags & ENEMY_FLAG_DISABLE_AI)) {
if (does_script_exist(enemy->defeatScriptID)) {
hasDefeatScript = TRUE;
} else {
enemy->defeatScript = NULL;
}
}
}
if (!hasDefeatScript) {
for (i = 0; i < currentEncounter->numEncounters; i++) {
encounter = currentEncounter->encounterList[i];
if (encounter == NULL) {
continue;
}
for (j = 0; j < encounter->count; j++) {
enemy = encounter->enemy[j];
if (enemy == NULL || (enemy->flags & ENEMY_FLAG_DISABLE_AI)) {
continue;
}
if (enemy->aiScript != NULL) {
resume_all_script(enemy->aiScriptID);
}
if (enemy->auxScript != NULL) {
resume_all_script(enemy->auxScriptID);
}
}
}
enemy = currentEncounter->curEnemy;
if (!(enemy->flags & ENEMY_FLAG_DO_NOT_KILL)) {
encounter = currentEncounter->curEncounter;
enemy->aiSuspendTime = 45;
playerStatus->blinkTimer = 45;
for (j = 0; j < encounter->count; j++) {
enemy = encounter->enemy[j];
if (enemy == NULL) {
continue;
}
if (enemy->flags & ENEMY_FLAG_DISABLE_AI) {
continue;
}
if (enemy->flags & ENEMY_FLAG_ENABLE_HIT_SCRIPT) {
continue;
}
enemy->aiSuspendTime = 45;
playerStatus->blinkTimer = 45;
}
}
currentEncounter->battleTriggerCooldown = 45;
enable_player_input();
partner_enable_input();
set_screen_overlay_params_front(OVERLAY_NONE, -1.0f);
resume_all_group(EVT_GROUP_FLAG_BATTLE);
gEncounterState = ENCOUNTER_STATE_NEUTRAL;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_NEUTRAL;
}
break;
}
for (i = 0; i < currentEncounter->numEncounters; i++) {
encounter = currentEncounter->encounterList[i];
if (encounter == NULL) {
continue;
}
for (j = 0; j < encounter->count; j++) {
enemy = encounter->enemy[j];
if (enemy == NULL || (enemy->flags & ENEMY_FLAG_DISABLE_AI)) {
continue;
}
npc = get_npc_unsafe(enemy->npcID);
if (enemy->aiSuspendTime != 0) {
if (enemy->aiSuspendTime & 1) {
npc->flags |= NPC_FLAG_SUSPENDED;
enemy->flags |= ENEMY_FLAG_SUSPENDED;
} else {
npc->flags &= ~NPC_FLAG_SUSPENDED;
enemy->flags &= ~ENEMY_FLAG_SUSPENDED;
}
}
}
}
}
void draw_encounters_post_battle(void) {
EncounterStatus* currentEncounter = &gCurrentEncounter;
s32 ret = currentEncounter->fadeOutAccel;
if (ret != 0) {
set_screen_overlay_params_front(OVERLAY_SCREEN_COLOR, currentEncounter->fadeOutAmount);
set_screen_overlay_color(SCREEN_LAYER_FRONT, 0, 0, 0);
}
}
void update_encounters_conversation(void) {
EncounterStatus* encounter = &gCurrentEncounter;
PlayerStatus* playerStatus = &gPlayerStatus;
Enemy* currentEnemy;
s32 flag;
switch (gEncounterSubState) {
case ENCOUNTER_SUBSTATE_CONVERSATION_INIT:
currentEnemy = encounter->curEnemy;
flag = FALSE;
if (currentEnemy->interactScript != NULL) {
if (does_script_exist(currentEnemy->interactScriptID)) {
flag = TRUE;
} else {
currentEnemy->interactScript = NULL;
}
}
if (currentEnemy->hitScript != NULL) {
if (does_script_exist(currentEnemy->hitScriptID)) {
flag = TRUE;
} else {
currentEnemy->hitScript = NULL;
}
}
if (!flag) {
gEncounterSubState = ENCOUNTER_SUBSTATE_CONVERSATION_END;
}
break;
case ENCOUNTER_SUBSTATE_CONVERSATION_END:
resume_all_group(EVT_GROUP_FLAG_INTERACT);
currentEnemy = encounter->curEnemy;
if (currentEnemy != NULL && currentEnemy->aiScript != NULL) {
resume_all_script(currentEnemy->aiScriptID);
}
enable_player_input();
partner_enable_input();
if (playerStatus->actionState == ACTION_STATE_TALK) {
set_action_state(ACTION_STATE_IDLE);
}
func_800EF3D4(0);
encounter->hitType = 0;
resume_all_group(EVT_GROUP_FLAG_BATTLE);
gEncounterState = ENCOUNTER_STATE_NEUTRAL;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_NEUTRAL;
break;
}
}
void draw_encounters_conversation(void) {
}
b32 check_conversation_trigger(void) {
PlayerStatus* playerStatus = &gPlayerStatus;
Camera* camera = &gCameras[gCurrentCameraID];
EncounterStatus* encounterStatus = &gCurrentEncounter;
f32 npcX, npcY, npcZ;
f32 angle;
f32 deltaX, deltaZ;
Encounter* resultEncounter;
f32 playerX, playerY, playerZ;
f32 playerHeight;
f32 playerRadius;
f32 length;
f32 npcHeight;
f32 npcRadius;
Encounter* encounter;
Npc* resultNpc;
Npc* npc;
Enemy* resultEnemy;
Enemy* enemy;
f32 minLength;
s32 i, j;
f32 yaw;
playerStatus->encounteredNPC = NULL;
playerStatus->flags &= ~PS_FLAG_HAS_CONVERSATION_NPC;
playerHeight = playerStatus->colliderHeight;
playerRadius = playerStatus->colliderDiameter / 2;
playerX = playerStatus->pos.x;
playerY = playerStatus->pos.y;
playerZ = playerStatus->pos.z;
if (gPartnerStatus.partnerActionState != PARTNER_ACTION_NONE) {
return FALSE;
}
resultEncounter = NULL;
resultNpc = NULL;
resultEnemy = NULL;
minLength = 65535.0f;
for (i = 0; i < encounterStatus->numEncounters; i++) {
encounter = encounterStatus->encounterList[i];
if (encounter == NULL) {
continue;
}
for (j = 0; j < encounter->count; j++) {
enemy = encounter->enemy[j];
if (enemy == NULL) {
continue;
}
if (enemy->flags & (ENEMY_FLAG_SUSPENDED | ENEMY_FLAG_DISABLE_AI)) {
continue;
}
if (!(enemy->flags & ENEMY_FLAG_PASSIVE)) {
continue;
}
if ((enemy->flags & ENEMY_FLAG_CANT_INTERACT) || enemy->interactBytecode == NULL) {
continue;
}
npc = get_npc_unsafe(enemy->npcID);
npcX = npc->pos.x;
npcY = npc->pos.y;
npcZ = npc->pos.z;
deltaX = npcX - playerX;
deltaZ = npcZ - playerZ;
npcHeight = npc->collisionHeight;
npcRadius = npc->collisionDiameter;
length = sqrtf(SQ(deltaX) + SQ(deltaZ));
// check cylinder-cylinder overlap
if ((playerRadius + npcRadius <= length) ||
(npcY + npcHeight < playerY) ||
(playerY + playerHeight < npcY)) {
continue;
}
if (clamp_angle(playerStatus->spriteFacingAngle) < 180.0f) {
angle = clamp_angle(camera->curYaw - 120.0f);
if (playerStatus->trueAnimation & SPRITE_ID_BACK_FACING) {
angle = clamp_angle(angle + 60.0f);
}
} else {
angle = clamp_angle(camera->curYaw + 120.0f);
if (playerStatus->trueAnimation & SPRITE_ID_BACK_FACING) {
angle = clamp_angle(angle - 60.0f);
}
}
yaw = atan2(playerX, playerZ, npcX, npcZ);
if (fabsf(get_clamped_angle_diff(angle, yaw)) > 90.0f) {
continue;
}
// only allow interact if line of sight exists
// @bug? flag combination does not make sense
if (!(enemy->flags & ENEMY_FLAG_RAYCAST_TO_INTERACT) && npc->flags & NPC_FLAG_RAYCAST_TO_INTERACT) {
f32 x = npcX;
f32 y = npcY;
f32 z = npcZ;
yaw = atan2(npcX, npcZ, playerX, playerZ);
if (npc_test_move_taller_with_slipping(0, &x, &y, &z, length, yaw, npcHeight, 2.0f * npcRadius)) {
continue;
}
}
if (length < minLength) {
minLength = length;
resultEncounter = encounter;
resultNpc = npc;
resultEnemy = enemy;
}
}
}
if (!(playerStatus->animFlags & PA_FLAG_8BIT_MARIO) && resultNpc != NULL && !is_picking_up_item()) {
playerStatus->encounteredNPC = resultNpc;
playerStatus->flags |= PS_FLAG_HAS_CONVERSATION_NPC;
if (playerStatus->pressedButtons & BUTTON_A) {
close_status_bar();
gCurrentEncounter.hitType = ENCOUNTER_TRIGGER_CONVERSATION;
resultEnemy->encountered = ENCOUNTER_TRIGGER_CONVERSATION;
encounterStatus->curEncounter = resultEncounter;
encounterStatus->curEnemy = resultEnemy;
encounterStatus->firstStrikeType = FIRST_STRIKE_PLAYER;
return TRUE;
}
}
return FALSE;
}
void create_encounters(void) {
EncounterStatus* currentEncounter = &gCurrentEncounter;
NpcBlueprint sp10;
NpcBlueprint* bp = &sp10;
NpcGroup* groupList = (NpcGroup*)(currentEncounter->npcGroupList);
s32 groupNpcCount;
s32 mapID = currentEncounter->mapID;
Npc* newNpc;
s32 newNpcIndex;
s32 npcCount;
NpcSettings* npcSettings;
NpcData* npcData;
Enemy* enemy;
Encounter* encounter;
Evt* script;
s32 totalNpcCount;
s32 cond1;
s32 cond2;
s32 i;
s32 k;
s32 e;
switch (gEncounterSubState) {
case ENCOUNTER_SUBSTATE_CREATE_INIT:
if (currentEncounter->resetMapEncounterFlags != 1) {
// check for current map among most recently visited
for (i = 0; i < ARRAY_COUNT(currentEncounter->recentMaps); i++) {
if (currentEncounter->recentMaps[i] == mapID) {
break;
}
}
// current map not found in recent: reset all defeat flags
if (i >= ARRAY_COUNT(currentEncounter->recentMaps)) {
for (k = 0; k < ARRAY_COUNT(currentEncounter->defeatFlags[mapID]); k++) {
currentEncounter->defeatFlags[mapID][k] = FALSE;
}
}
// add current map to recent maps, pushing out the least recent
for (i = 0; i < ARRAY_COUNT(currentEncounter->recentMaps) - 1; i++) {
currentEncounter->recentMaps[i] = currentEncounter->recentMaps[i + 1];
}
currentEncounter->recentMaps[i] = mapID;
}
e = 0;
totalNpcCount = 0;
while (TRUE) {
if (groupList->npcCount == 0) {
break;
}
npcData = groupList->npcs;
groupNpcCount = groupList->npcCount;
encounter = heap_malloc(sizeof(*encounter));
currentEncounter->encounterList[e] = encounter;
ASSERT(encounter != NULL);
encounter->count = groupNpcCount;
encounter->battle = groupList->battle;
encounter->stage = groupList->stage - 1;
encounter->encounterID = totalNpcCount;
for (i = 0; i < groupNpcCount; i++) {
if (get_defeated(mapID, encounter->encounterID + i)) {
npcData++;
encounter->enemy[i] = NULL;
continue;
}
enemy = encounter->enemy[i] = heap_malloc(sizeof(*enemy));
ASSERT (enemy != NULL);
for (k = 0; k < ARRAY_COUNT(enemy->varTable); k++) {
enemy->varTable[k] = 0;
}
enemy->encounterIndex = e;
enemy->npcID = npcData->id;
npcSettings = enemy->npcSettings = npcData->settings;
enemy->drops = &npcData->drops;
if ((*(s16*)(&npcData->drops) & 0xFF00) != 0x8000) { //TODO s16?
enemy->drops = &DefaultEnemyDrops;
}
enemy->encountered = 0;
if ((s32) npcData->init < EVT_LIMIT) {
enemy->initBytecode = npcData->init;
} else {
enemy->initBytecode = NULL;
}
enemy->interactBytecode = npcSettings->onInteract;
enemy->aiBytecode = npcSettings->ai;
enemy->hitBytecode = npcSettings->onHit;
enemy->auxBytecode = npcSettings->aux;
enemy->defeatBytecode = npcSettings->onDefeat;
enemy->initScript = NULL;
enemy->interactScript = NULL;
enemy->aiScript = NULL;
enemy->hitScript = NULL;
enemy->auxScript = NULL;
enemy->defeatScript = NULL;
enemy->interactScriptID = 0;
enemy->aiScriptID = 0;
enemy->hitScriptID = 0;
enemy->auxScriptID = 0;
enemy->defeatScriptID = 0;
enemy->hitboxIsActive = FALSE;
enemy->instigatorValue = 0;
enemy->aiDetectFlags = npcData->aiDetectFlags;
enemy->aiFlags = npcData->aiFlags;
enemy->unk_DC = 0;
enemy->aiSuspendTime = 0;
enemy->unk_B8 = (EvtScript*)npcSettings->unk_24; // ??
enemy->unk_BC = NULL;
enemy->unk_C0 = 0;
enemy->unk_C4 = 0;
enemy->animList = (s32*)&npcData->animations;
enemy->territory = &npcData->territory;
enemy->flags = npcSettings->flags;
enemy->flags |= npcData->flags;
enemy->unk_64 = NULL;
enemy->tattleMsg = npcData->tattle;
if (npcData->initVarCount != 0) {
if (npcData->initVarCount == 1) {
enemy->varTable[0] = npcData->initVar.value;
} else {
s32* initialVars = npcData->initVar.array;
for (k = 0; k < npcData->initVarCount; k++) {
enemy->varTable[k] = *initialVars++;
}
}
}
// create the new NPC
bp->flags = 0;
if (npcSettings->defaultAnim == 0) {
bp->initialAnim = enemy->animList[0];
} else {
bp->initialAnim = npcSettings->defaultAnim;
}
bp->onUpdate = NULL;
bp->onRender = NULL;
if (!(enemy->flags & ENEMY_FLAG_USE_PLAYER_SPRITE)) {
newNpcIndex = create_standard_npc(bp, npcData->extraAnimations);
} else {
newNpcIndex = create_peach_npc(bp);
}
newNpc = get_npc_by_index(newNpcIndex);
newNpc->npcID = npcData->id;
newNpc->collisionDiameter = npcSettings->radius;
newNpc->collisionHeight = npcSettings->height;
enemy->spawnPos[0] = newNpc->pos.x = npcData->pos.x;
enemy->spawnPos[1] = newNpc->pos.y = npcData->pos.y;
enemy->spawnPos[2] = newNpc->pos.z = npcData->pos.z;
newNpc->unk_96 = 0;
newNpc->planarFlyDist = 0.0f;
newNpc->homePos.x = newNpc->pos.x;
newNpc->homePos.y = newNpc->pos.y;
newNpc->homePos.z = newNpc->pos.z;
set_npc_yaw(newNpc, npcData->yaw);
enemy->savedNpcYaw = 12345;
if (newNpc->collisionDiameter >= 24.0) {
newNpc->shadowScale = newNpc->collisionDiameter / 24.0;
} else {
newNpc->shadowScale = 1.0f;
}
if (enemy->flags & ENEMY_FLAG_IGNORE_WORLD_COLLISION) {
newNpc->flags |= NPC_FLAG_IGNORE_WORLD_COLLISION;
}
if (enemy->flags & ENEMY_FLAG_IGNORE_PLAYER_COLLISION) {
newNpc->flags |= NPC_FLAG_IGNORE_PLAYER_COLLISION;
}
if (enemy->flags & ENEMY_FLAG_IGNORE_ENTITY_COLLISION) {
newNpc->flags |= NPC_FLAG_IGNORE_ENTITY_COLLISION;
}
if (enemy->flags & ENEMY_FLAG_FLYING) {
newNpc->flags |= NPC_FLAG_FLYING;
}
if (enemy->flags & ENEMY_FLAG_GRAVITY) {
newNpc->flags |= NPC_FLAG_GRAVITY;
}
if (!(enemy->flags & ENEMY_FLAG_PASSIVE)) {
newNpc->flags |= NPC_FLAG_IGNORE_PLAYER_COLLISION;
}
if (enemy->flags & ENEMY_FLAG_HAS_NO_SPRITE) {
newNpc->flags |= NPC_FLAG_HAS_NO_SPRITE;
}
if (enemy->flags & ENEMY_FLAG_NO_SHADOW_RAYCAST) {
newNpc->flags |= NPC_FLAG_NO_SHADOW_RAYCAST;
}
if (enemy->flags & ENEMY_FLAG_USE_INSPECT_ICON) {
newNpc->flags |= NPC_FLAG_USE_INSPECT_ICON;
}
if (enemy->flags & ENEMY_FLAG_RAYCAST_TO_INTERACT) {
newNpc->flags |= NPC_FLAG_RAYCAST_TO_INTERACT;
}
if (enemy->flags & ENEMY_FLAG_DONT_UPDATE_SHADOW_Y) {
newNpc->flags |= NPC_FLAG_DONT_UPDATE_SHADOW_Y;
}
enemy->scriptGroup = EVT_GROUP_HOSTILE_NPC;
if (enemy->flags & ENEMY_FLAG_PASSIVE) {
enemy->scriptGroup = EVT_GROUP_PASSIVE_NPC;
}
if (npcSettings->otherAI != NULL) {
script = start_script(npcSettings->otherAI, EVT_PRIORITY_A, 0);
enemy->aiScript = script;
enemy->aiScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
}
npcData++;
}
groupList++;
e++;
totalNpcCount += groupNpcCount;
}
currentEncounter->numEncounters = e;
gEncounterSubState = ENCOUNTER_SUBSTATE_CREATE_RUN_INIT_SCRIPT;
break;
case ENCOUNTER_SUBSTATE_CREATE_RUN_INIT_SCRIPT:
cond2 = FALSE;
for (e = 0; e < currentEncounter->numEncounters; e++) {
encounter = currentEncounter->encounterList[e];
if (encounter == NULL) {
continue;
}
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if (enemy->aiScript != NULL) {
if (does_script_exist(enemy->aiScriptID)) {
cond2 = TRUE;
}
}
}
}
if (!cond2) {
for (e = 0; e < currentEncounter->numEncounters; e++) {
encounter = currentEncounter->encounterList[e];
if (encounter == NULL) {
continue;
}
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if (enemy->initBytecode != NULL) {
script = start_script(enemy->initBytecode, EVT_PRIORITY_A, 0);
enemy->initScript = script;
enemy->initScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
}
}
}
gEncounterSubState = ENCOUNTER_SUBSTATE_CREATE_RUN_AI;
}
break;
case ENCOUNTER_SUBSTATE_CREATE_RUN_AI:
cond1 = FALSE;
for (e = 0; e < currentEncounter->numEncounters; e++) {
encounter = currentEncounter->encounterList[e];
if (encounter == NULL) {
continue;
}
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if (enemy->initScript != NULL) {
if (does_script_exist(enemy->initScriptID)) {
cond1 = TRUE;
} else {
enemy->initScript = NULL;
}
}
}
}
if (cond1) {
break;
}
for (e = 0; e < currentEncounter->numEncounters; e++) {
encounter = currentEncounter->encounterList[e];
if (encounter == NULL) {
continue;
}
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if (!(enemy->flags & ENEMY_FLAG_DISABLE_AI)) {
if (enemy->aiBytecode != NULL) {
script = start_script(enemy->aiBytecode, EVT_PRIORITY_A, 0);
enemy->aiScript = script;
enemy->aiScriptID = script->id;
enemy->unk_C8 = 100;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
}
}
}
}
for (e = 0; e < currentEncounter->numEncounters; e++) {
encounter = currentEncounter->encounterList[e];
if (encounter == NULL) {
continue;
}
for (i = 0; i < encounter->count; i++) {
enemy = encounter->enemy[i];
if (enemy == NULL) {
continue;
}
if (!(enemy->flags & ENEMY_FLAG_DISABLE_AI)) {
if (enemy->auxBytecode != NULL) {
script = start_script(enemy->auxBytecode, EVT_PRIORITY_A, 0);
enemy->auxScript = script;
enemy->auxScriptID = script->id;
script->owner1.enemy = enemy;
script->owner2.npcID = enemy->npcID;
script->groupFlags = enemy->scriptGroup;
}
}
}
}
resume_all_group(EVT_GROUP_FLAG_BATTLE);
gEncounterState = ENCOUNTER_STATE_NEUTRAL;
EncounterStateChanged = TRUE;
gEncounterSubState = ENCOUNTER_SUBSTATE_NEUTRAL;
break;
}
}
void init_encounters_ui(void) {
}
s32 is_starting_conversation(void) {
s32 ret = gEncounterState == ENCOUNTER_STATE_PRE_BATTLE;
if (gCurrentEncounter.hitType == ENCOUNTER_TRIGGER_CONVERSATION) {
ret = TRUE;
}
return ret;
}