Paper Mario DX
Paper Mario (N64) modding
 
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actors.c
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1#include "common.h"
2#include "battle/battle.h"
3#include "sprite/player.h"
4
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
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,
74};
75
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,
97};
98
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,
120};
121
123 STATUS_KEY_NORMAL, ANIM_Peach1_Walk,
124 STATUS_KEY_INACTIVE, ANIM_Peach2_Inert,
126};
127
132
157
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
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
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)
210s32* 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};
s32 bMarioHideAnims[]
Definition actors.c:99
s32 bPeachIdleAnims[]
Definition actors.c:122
s32 bMarioDefendAnims[]
Definition actors.c:76
s32 bMarioDefenseTable[]
Definition actors.c:128
u32 bMarioIdleAnims[]
Definition actors.c:53
ActorPartBlueprint bMarioParts[]
Definition actors.c:177
ActorBlueprint bPlayerActorBlueprint
Definition actors.c:158
PlayerCelebrationAnimOptions bPlayerCelebrations
Definition actors.c:5
Vec3s StandardActorHomePositions[]
Definition actors.c:188
s32 bPlayerStatusTable[]
Definition actors.c:133
s32 * D_8028358C[]
Definition actors.c:210
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ STATUS_KEY_INACTIVE_DIZZY
Definition enums.h:2220
@ STATUS_KEY_THINKING
Definition enums.h:2224
@ STATUS_KEY_WEARY
Definition enums.h:2225
@ STATUS_KEY_PARALYZE
Definition enums.h:2201
@ STATUS_TURN_MOD_DEFAULT
Definition enums.h:2227
@ STATUS_TURN_MOD_PARALYZE
Definition enums.h:2234
@ STATUS_KEY_INACTIVE_SLEEP
Definition enums.h:2217
@ STATUS_KEY_FROZEN
Definition enums.h:2203
@ STATUS_TURN_MOD_SLEEP
Definition enums.h:2228
@ STATUS_TURN_MOD_DIZZY
Definition enums.h:2232
@ STATUS_KEY_INACTIVE_WEARY
Definition enums.h:2218
@ STATUS_KEY_TRANSPARENT
Definition enums.h:2210
@ STATUS_KEY_INACTIVE_BERSERK
Definition enums.h:2215
@ STATUS_KEY_STATIC
Definition enums.h:2207
@ STATUS_END
Definition enums.h:2196
@ STATUS_KEY_DANGER
Definition enums.h:2222
@ STATUS_TURN_MOD_POISON
Definition enums.h:2233
@ STATUS_KEY_FEAR
Definition enums.h:2199
@ STATUS_TURN_MOD_STOP
Definition enums.h:2237
@ STATUS_KEY_SLEEP
Definition enums.h:2202
@ STATUS_KEY_STONE
Definition enums.h:2208
@ STATUS_KEY_STOP
Definition enums.h:2204
@ STATUS_KEY_INACTIVE
Definition enums.h:2214
@ STATUS_KEY_HUSTLE
Definition enums.h:2221
@ STATUS_TURN_MOD_FROZEN
Definition enums.h:2230
@ STATUS_KEY_SHRINK
Definition enums.h:2206
@ STATUS_KEY_DIZZY
Definition enums.h:2200
@ STATUS_KEY_POISON
Definition enums.h:2205
@ STATUS_TURN_MOD_STATIC
Definition enums.h:2229
@ STATUS_KEY_14
Definition enums.h:2216
@ STATUS_KEY_BERSERK
Definition enums.h:2212
@ STATUS_TURN_MOD_FEAR
Definition enums.h:2231
@ STATUS_KEY_NORMAL
Definition enums.h:2197
@ STATUS_TURN_MOD_SHRINK
Definition enums.h:2235
@ STATUS_KEY_DEFAULT
Definition enums.h:2198
@ BTL_POS_GROUND_B
Definition battle.h:62
@ BTL_POS_AIR_B
Definition battle.h:66
@ BTL_POS_GROUND_D
Definition battle.h:64
@ BTL_POS_CENTER
Definition battle.h:77
@ BTL_POS_AIR_D
Definition battle.h:68
@ BTL_POS_AIR_A
Definition battle.h:65
@ BTL_POS_AIR_C
Definition battle.h:67
@ BTL_POS_GROUND_A
Definition battle.h:61
@ BTL_POS_HIGH_D
Definition battle.h:72
@ BTL_POS_GROUND_C
Definition battle.h:63
@ BTL_POS_TOP_A
Definition battle.h:73
@ BTL_POS_TOP_D
Definition battle.h:76
@ BTL_POS_HIGH_A
Definition battle.h:69
@ BTL_POS_TOP_C
Definition battle.h:75
@ BTL_POS_HIGH_C
Definition battle.h:71
@ BTL_POS_HIGH_B
Definition battle.h:70
@ BTL_POS_TOP_B
Definition battle.h:74