Paper Mario DX
Paper Mario (N64) modding
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actors.c
Go to the documentation of this file.
1
#include "common.h"
2
#include "
battle/battle.h
"
3
#include "sprite/player.h"
4
5
PlayerCelebrationAnimOptions
bPlayerCelebrations
= {
6
10, 90,
7
{
8
50,
ANIM_MarioB1_JumpForJoy
,
9
50,
ANIM_Mario1_Chuckle
,
10
0, 0,
11
0, 0,
12
0, 0,
13
0, 0,
14
0, 0,
15
0, 0,
16
50,
ANIM_Mario1_DustOff
,
17
50,
ANIM_Mario1_DustOff
,
18
0, 0,
19
0, 0,
20
0, 0,
21
0, 0,
22
0, 0,
23
0, 0,
24
50,
ANIM_Mario1_ThumbsUp
,
25
50,
ANIM_Mario1_ThumbsUp
,
26
0, 0,
27
0, 0,
28
0, 0,
29
0, 0,
30
0, 0,
31
0, 0,
32
50,
ANIM_MarioB1_FingerWag
,
33
50,
ANIM_MarioB1_FingerWag
,
34
0, 0,
35
0, 0,
36
0, 0,
37
0, 0,
38
0, 0,
39
0, 0,
40
80,
ANIM_MarioB1_FingerWag
,
41
20,
ANIM_MarioB1_JumpForJoy
,
42
0, 0,
43
0, 0,
44
0, 0,
45
0, 0,
46
0, 0,
47
0, 0,
48
}
49
};
50
51
#include "battle/actor_types.inc.c"
52
53
u32
bMarioIdleAnims
[] = {
54
STATUS_KEY_NORMAL
,
ANIM_Mario1_Walk
,
55
STATUS_KEY_DANGER
,
ANIM_Mario1_TiredIdle
,
56
STATUS_KEY_STONE
,
ANIM_MarioB3_Petrified
,
57
STATUS_KEY_SLEEP
,
ANIM_MarioB1_Sleep
,
58
STATUS_KEY_DIZZY
,
ANIM_MarioB1_Sick
,
59
STATUS_KEY_STOP
,
ANIM_Mario1_Still
,
60
STATUS_KEY_HUSTLE
,
ANIM_Mario1_Run
,
61
STATUS_KEY_BERSERK
,
ANIM_MarioB2_BerserkIdle
,
62
STATUS_KEY_PARALYZE
,
ANIM_MarioB1_Sleep
,
63
STATUS_KEY_FROZEN
,
ANIM_Mario1_Frozen
,
64
STATUS_KEY_TRANSPARENT
,
ANIM_Mario1_Idle
,
65
STATUS_KEY_INACTIVE
,
ANIM_Mario1_Still
,
66
STATUS_KEY_INACTIVE_BERSERK
,
ANIM_MarioB2_BerserkStill
,
67
STATUS_KEY_14
,
ANIM_MarioB2_Inert
,
68
STATUS_KEY_INACTIVE_SLEEP
,
ANIM_MarioB1_SleepStill
,
69
STATUS_KEY_INACTIVE_DIZZY
,
ANIM_MarioB1_SickStill
,
70
STATUS_KEY_INACTIVE_WEARY
,
ANIM_Mario1_TiredStill
,
71
STATUS_KEY_THINKING
,
ANIM_Mario1_Thinking
,
72
STATUS_KEY_WEARY
,
ANIM_Mario1_SpinLand
,
73
STATUS_END
74
};
75
76
s32
bMarioDefendAnims
[] = {
77
STATUS_KEY_NORMAL
,
ANIM_Mario1_Crouch
,
78
STATUS_KEY_DANGER
,
ANIM_Mario1_TiredIdle
,
79
STATUS_KEY_STONE
,
ANIM_MarioB3_Petrified
,
80
STATUS_KEY_SLEEP
,
ANIM_MarioB1_Sleep
,
81
STATUS_KEY_DIZZY
,
ANIM_MarioB1_Sick
,
82
STATUS_KEY_STOP
,
ANIM_Mario1_Still
,
83
STATUS_KEY_HUSTLE
,
ANIM_Mario1_Crouch
,
84
STATUS_KEY_BERSERK
,
ANIM_Mario1_Crouch
,
85
STATUS_KEY_PARALYZE
,
ANIM_MarioB1_Sleep
,
86
STATUS_KEY_FROZEN
,
ANIM_Mario1_Frozen
,
87
STATUS_KEY_TRANSPARENT
,
ANIM_Mario1_Idle
,
88
STATUS_KEY_INACTIVE
,
ANIM_Mario1_Still
,
89
STATUS_KEY_INACTIVE_BERSERK
,
ANIM_MarioB2_BerserkStill
,
90
STATUS_KEY_14
,
ANIM_MarioB2_Inert
,
91
STATUS_KEY_INACTIVE_SLEEP
,
ANIM_MarioB1_SleepStill
,
92
STATUS_KEY_INACTIVE_DIZZY
,
ANIM_MarioB1_SickStill
,
93
STATUS_KEY_INACTIVE_WEARY
,
ANIM_Mario1_TiredStill
,
94
STATUS_KEY_THINKING
,
ANIM_Mario1_Thinking
,
95
STATUS_KEY_WEARY
,
ANIM_Mario1_SpinLand
,
96
STATUS_END
97
};
98
99
s32
bMarioHideAnims
[] = {
100
STATUS_KEY_NORMAL
,
ANIM_Mario1_Crouch
,
101
STATUS_KEY_DANGER
,
ANIM_Mario1_TiredIdle
,
102
STATUS_KEY_STONE
,
ANIM_MarioB3_Petrified
,
103
STATUS_KEY_SLEEP
,
ANIM_MarioB1_Sleep
,
104
STATUS_KEY_DIZZY
,
ANIM_MarioB1_Sick
,
105
STATUS_KEY_STOP
,
ANIM_Mario1_Still
,
106
STATUS_KEY_HUSTLE
,
ANIM_MarioW2_RideLaki
,
107
STATUS_KEY_BERSERK
,
ANIM_MarioW2_RideLaki
,
108
STATUS_KEY_PARALYZE
,
ANIM_MarioB1_Sleep
,
109
STATUS_KEY_FROZEN
,
ANIM_Mario1_Frozen
,
110
STATUS_KEY_TRANSPARENT
,
ANIM_Mario1_Idle
,
111
STATUS_KEY_INACTIVE
,
ANIM_Mario1_Crouch
,
112
STATUS_KEY_INACTIVE_BERSERK
,
ANIM_MarioB2_BerserkStill
,
113
STATUS_KEY_14
,
ANIM_MarioB2_Inert
,
114
STATUS_KEY_INACTIVE_SLEEP
,
ANIM_MarioB1_SleepStill
,
115
STATUS_KEY_INACTIVE_DIZZY
,
ANIM_MarioB1_SickStill
,
116
STATUS_KEY_INACTIVE_WEARY
,
ANIM_Mario1_TiredStill
,
117
STATUS_KEY_THINKING
,
ANIM_Mario1_Thinking
,
118
STATUS_KEY_WEARY
,
ANIM_Mario1_SpinLand
,
119
STATUS_END
120
};
121
122
s32
bPeachIdleAnims
[] = {
123
STATUS_KEY_NORMAL
,
ANIM_Peach1_Walk
,
124
STATUS_KEY_INACTIVE
,
ANIM_Peach2_Inert
,
125
STATUS_END
126
};
127
128
s32
bMarioDefenseTable
[] = {
129
ELEMENT_NORMAL
, 0,
130
ELEMENT_END
131
};
132
133
s32
bPlayerStatusTable
[] = {
134
STATUS_KEY_NORMAL
, 100,
135
STATUS_KEY_DEFAULT
, 100,
136
STATUS_KEY_SLEEP
, 100,
137
STATUS_KEY_POISON
, 100,
138
STATUS_KEY_FROZEN
, 100,
139
STATUS_KEY_DIZZY
, 100,
140
STATUS_KEY_FEAR
, 100,
141
STATUS_KEY_STATIC
, 100,
142
STATUS_KEY_PARALYZE
, 100,
143
STATUS_KEY_SHRINK
, 100,
144
STATUS_KEY_STOP
, 100,
145
STATUS_TURN_MOD_DEFAULT
, 0,
146
STATUS_TURN_MOD_SLEEP
, 0,
147
STATUS_TURN_MOD_POISON
, 0,
148
STATUS_TURN_MOD_FROZEN
, 0,
149
STATUS_TURN_MOD_DIZZY
, 0,
150
STATUS_TURN_MOD_FEAR
, 0,
151
STATUS_TURN_MOD_STATIC
, 0,
152
STATUS_TURN_MOD_PARALYZE
, 0,
153
STATUS_TURN_MOD_SHRINK
, 0,
154
STATUS_TURN_MOD_STOP
, 0,
155
STATUS_END
156
};
157
158
ActorBlueprint
bPlayerActorBlueprint
= {
159
.
type
=
ACTOR_TYPE_PLAYER
,
160
.maxHP = 99,
161
.statusTable =
bPlayerStatusTable
,
162
163
.escapeChance = 0,
164
.airLiftChance = 0,
165
.hurricaneChance = 0,
166
.spookChance = 0,
167
.upAndAwayChance = 0,
168
.spinSmashReq = 4,
169
.powerBounceChance = 80,
170
171
.size = { 33, 43 },
172
.healthBarOffset = { 0, 0 },
173
.statusIconOffset = { -10, 30 },
174
.statusTextOffset = { 10, 30 },
175
};
176
177
ActorPartBlueprint
bMarioParts
[] = {
178
{
179
.
index
= 1,
180
.posOffset = { 0, 0, 0 },
181
.targetOffset = { 0, 32 },
182
.opacity = 255,
183
.idleAnimations =
bMarioIdleAnims
,
184
.defenseTable =
bMarioDefenseTable
,
185
},
186
};
187
188
Vec3s
StandardActorHomePositions
[] = {
189
[
BTL_POS_GROUND_A
] { 5, 0, -20 },
190
[
BTL_POS_GROUND_B
] { 45, 0, -5 },
191
[
BTL_POS_GROUND_C
] { 85, 0, 10 },
192
[
BTL_POS_GROUND_D
] { 125, 0, 25 },
193
[
BTL_POS_AIR_A
] { 10, 50, -20 },
194
[
BTL_POS_AIR_B
] { 50, 45, -5 },
195
[
BTL_POS_AIR_C
] { 90, 50, 10 },
196
[
BTL_POS_AIR_D
] { 130, 55, 25 },
197
[
BTL_POS_HIGH_A
] { 15, 85, -20 },
198
[
BTL_POS_HIGH_B
] { 55, 80, -5 },
199
[
BTL_POS_HIGH_C
] { 95, 85, 10 },
200
[
BTL_POS_HIGH_D
] { 135, 90, 25 },
201
[
BTL_POS_TOP_A
] { 15, 125, -20 },
202
[
BTL_POS_TOP_B
] { 55, 120, -5 },
203
[
BTL_POS_TOP_C
] { 95, 125, 10 },
204
[
BTL_POS_TOP_D
] { 135, 130, 25 },
205
[
BTL_POS_CENTER
] { 105, 0, 0 },
206
};
207
208
// TODO: what is this, and look into warnings that are silenced via casts
209
// Note: check D_8028358C_2 in battle/popup_messages.c (file split might be incorrect)
210
s32*
D_8028358C
[] = {
211
(s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1, (s32*)-1,
212
(s32*)
D_8028358C
, (s32*)
D_8028358C
, (s32*)
D_8028358C
, (s32*)
D_8028358C
, (s32*)
D_8028358C
,
213
#
if
!
VERSION_JP
214
(s32*)
D_8028358C
, (s32*)
D_8028358C
, (s32*)
D_8028358C
, 0
215
#endif
216
};
PopupMenu_SelectedIndex
BSS s32 PopupMenu_SelectedIndex
Definition
8a860_len_3f30.c:84
bMarioHideAnims
s32 bMarioHideAnims[]
Definition
actors.c:99
bPeachIdleAnims
s32 bPeachIdleAnims[]
Definition
actors.c:122
bMarioDefendAnims
s32 bMarioDefendAnims[]
Definition
actors.c:76
bMarioDefenseTable
s32 bMarioDefenseTable[]
Definition
actors.c:128
bMarioIdleAnims
u32 bMarioIdleAnims[]
Definition
actors.c:53
bMarioParts
ActorPartBlueprint bMarioParts[]
Definition
actors.c:177
bPlayerActorBlueprint
ActorBlueprint bPlayerActorBlueprint
Definition
actors.c:158
bPlayerCelebrations
PlayerCelebrationAnimOptions bPlayerCelebrations
Definition
actors.c:5
StandardActorHomePositions
Vec3s StandardActorHomePositions[]
Definition
actors.c:188
bPlayerStatusTable
s32 bPlayerStatusTable[]
Definition
actors.c:133
D_8028358C
s32 * D_8028358C[]
Definition
actors.c:210
ActorPartBlueprint::index
s8 index
Definition
common_structs.h:1549
ActorPartBlueprint
Definition
common_structs.h:1547
Vec3s
Definition
common_structs.h:68
ELEMENT_END
@ ELEMENT_END
Definition
enums.h:2114
ELEMENT_NORMAL
@ ELEMENT_NORMAL
Definition
enums.h:2115
STATUS_KEY_INACTIVE_DIZZY
@ STATUS_KEY_INACTIVE_DIZZY
Definition
enums.h:2220
STATUS_KEY_THINKING
@ STATUS_KEY_THINKING
Definition
enums.h:2224
STATUS_KEY_WEARY
@ STATUS_KEY_WEARY
Definition
enums.h:2225
STATUS_KEY_PARALYZE
@ STATUS_KEY_PARALYZE
Definition
enums.h:2201
STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_DEFAULT
Definition
enums.h:2227
STATUS_TURN_MOD_PARALYZE
@ STATUS_TURN_MOD_PARALYZE
Definition
enums.h:2234
STATUS_KEY_INACTIVE_SLEEP
@ STATUS_KEY_INACTIVE_SLEEP
Definition
enums.h:2217
STATUS_KEY_FROZEN
@ STATUS_KEY_FROZEN
Definition
enums.h:2203
STATUS_TURN_MOD_SLEEP
@ STATUS_TURN_MOD_SLEEP
Definition
enums.h:2228
STATUS_TURN_MOD_DIZZY
@ STATUS_TURN_MOD_DIZZY
Definition
enums.h:2232
STATUS_KEY_INACTIVE_WEARY
@ STATUS_KEY_INACTIVE_WEARY
Definition
enums.h:2218
STATUS_KEY_TRANSPARENT
@ STATUS_KEY_TRANSPARENT
Definition
enums.h:2210
STATUS_KEY_INACTIVE_BERSERK
@ STATUS_KEY_INACTIVE_BERSERK
Definition
enums.h:2215
STATUS_KEY_STATIC
@ STATUS_KEY_STATIC
Definition
enums.h:2207
STATUS_END
@ STATUS_END
Definition
enums.h:2196
STATUS_KEY_DANGER
@ STATUS_KEY_DANGER
Definition
enums.h:2222
STATUS_TURN_MOD_POISON
@ STATUS_TURN_MOD_POISON
Definition
enums.h:2233
STATUS_KEY_FEAR
@ STATUS_KEY_FEAR
Definition
enums.h:2199
STATUS_TURN_MOD_STOP
@ STATUS_TURN_MOD_STOP
Definition
enums.h:2237
STATUS_KEY_SLEEP
@ STATUS_KEY_SLEEP
Definition
enums.h:2202
STATUS_KEY_STONE
@ STATUS_KEY_STONE
Definition
enums.h:2208
STATUS_KEY_STOP
@ STATUS_KEY_STOP
Definition
enums.h:2204
STATUS_KEY_INACTIVE
@ STATUS_KEY_INACTIVE
Definition
enums.h:2214
STATUS_KEY_HUSTLE
@ STATUS_KEY_HUSTLE
Definition
enums.h:2221
STATUS_TURN_MOD_FROZEN
@ STATUS_TURN_MOD_FROZEN
Definition
enums.h:2230
STATUS_KEY_SHRINK
@ STATUS_KEY_SHRINK
Definition
enums.h:2206
STATUS_KEY_DIZZY
@ STATUS_KEY_DIZZY
Definition
enums.h:2200
STATUS_KEY_POISON
@ STATUS_KEY_POISON
Definition
enums.h:2205
STATUS_TURN_MOD_STATIC
@ STATUS_TURN_MOD_STATIC
Definition
enums.h:2229
STATUS_KEY_14
@ STATUS_KEY_14
Definition
enums.h:2216
STATUS_KEY_BERSERK
@ STATUS_KEY_BERSERK
Definition
enums.h:2212
STATUS_TURN_MOD_FEAR
@ STATUS_TURN_MOD_FEAR
Definition
enums.h:2231
STATUS_KEY_NORMAL
@ STATUS_KEY_NORMAL
Definition
enums.h:2197
STATUS_TURN_MOD_SHRINK
@ STATUS_TURN_MOD_SHRINK
Definition
enums.h:2235
STATUS_KEY_DEFAULT
@ STATUS_KEY_DEFAULT
Definition
enums.h:2198
battle.h
ActorBlueprint::type
u8 type
Definition
battle.h:133
BTL_POS_GROUND_B
@ BTL_POS_GROUND_B
Definition
battle.h:62
BTL_POS_AIR_B
@ BTL_POS_AIR_B
Definition
battle.h:66
BTL_POS_GROUND_D
@ BTL_POS_GROUND_D
Definition
battle.h:64
BTL_POS_CENTER
@ BTL_POS_CENTER
Definition
battle.h:77
BTL_POS_AIR_D
@ BTL_POS_AIR_D
Definition
battle.h:68
BTL_POS_AIR_A
@ BTL_POS_AIR_A
Definition
battle.h:65
BTL_POS_AIR_C
@ BTL_POS_AIR_C
Definition
battle.h:67
BTL_POS_GROUND_A
@ BTL_POS_GROUND_A
Definition
battle.h:61
BTL_POS_HIGH_D
@ BTL_POS_HIGH_D
Definition
battle.h:72
BTL_POS_GROUND_C
@ BTL_POS_GROUND_C
Definition
battle.h:63
BTL_POS_TOP_A
@ BTL_POS_TOP_A
Definition
battle.h:73
BTL_POS_TOP_D
@ BTL_POS_TOP_D
Definition
battle.h:76
BTL_POS_HIGH_A
@ BTL_POS_HIGH_A
Definition
battle.h:69
BTL_POS_TOP_C
@ BTL_POS_TOP_C
Definition
battle.h:75
BTL_POS_HIGH_C
@ BTL_POS_HIGH_C
Definition
battle.h:71
BTL_POS_HIGH_B
@ BTL_POS_HIGH_B
Definition
battle.h:70
BTL_POS_TOP_B
@ BTL_POS_TOP_B
Definition
battle.h:74
ActorBlueprint
Definition
battle.h:130
PlayerCelebrationAnimOptions
Definition
battle.h:250
src
battle
actors.c
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