Paper Mario DX
Paper Mario (N64) modding
 
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goomba.inc.c
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1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/Goomba.h"
4
5#ifndef NESTED_GOOMBA_INCLUDE
6#define NAMESPACE A(goomba)
7#endif
8
9extern EvtScript N(EVS_Idle);
10extern EvtScript N(EVS_TakeTurn);
11extern EvtScript N(EVS_HandleEvent);
12
13enum N(ActorParams) {
14 DMG_HEADBONK = 1,
15};
16
17#ifndef NESTED_GOOMBA_INCLUDE
18
19extern EvtScript N(EVS_Init);
20extern s32 N(DefaultAnims)[];
21
22enum N(ActorPartIDs) {
23 PRT_MAIN = 1,
24};
25
26s32 N(DefenseTable)[] = {
29};
30
31s32 N(StatusTable)[] = {
38 STATUS_KEY_FEAR, 100,
42 STATUS_KEY_STOP, 100,
54};
55
56ActorPartBlueprint N(ActorParts)[] = {
57 {
59 .index = PRT_MAIN,
60 .posOffset = { 0, 0, 0 },
61 .targetOffset = { 0, 20 },
62 .opacity = 255,
63 .idleAnimations = N(DefaultAnims),
64 .defenseTable = N(DefenseTable),
65 .eventFlags = ACTOR_EVENT_FLAGS_NONE,
66 .elementImmunityFlags = 0,
67 .projectileTargetOffset = { 0, -10 },
68 },
69};
70
71ActorBlueprint NAMESPACE = {
72 .flags = 0,
73 .type = ACTOR_TYPE_GOOMBA,
74 .level = ACTOR_LEVEL_GOOMBA,
75 .maxHP = 2,
76 .partCount = ARRAY_COUNT(N(ActorParts)),
77 .partsData = N(ActorParts),
78 .initScript = &N(EVS_Init),
79 .statusTable = N(StatusTable),
80 .escapeChance = 90,
81 .airLiftChance = 100,
82 .hurricaneChance = 90,
83 .spookChance = 100,
84 .upAndAwayChance = 95,
85 .spinSmashReq = 0,
86 .powerBounceChance = 100,
87 .coinReward = 1,
88 .size = { 24, 24 },
89 .healthBarOffset = { 0, 0 },
90 .statusIconOffset = { -10, 20 },
91 .statusTextOffset = { 10, 20 },
92};
93
94#endif // NESTED_GOOMBA_INCLUDE
95
96s32 N(DefaultAnims)[] = {
107};
108
109// while shuffling around during idle
110s32 N(ShuffleAnims)[] = {
121};
122
123EvtScript N(EVS_Init) = {
124 Call(BindTakeTurn, ACTOR_SELF, Ref(N(EVS_TakeTurn)))
125 Call(BindIdle, ACTOR_SELF, Ref(N(EVS_Idle)))
126 Call(BindHandleEvent, ACTOR_SELF, Ref(N(EVS_HandleEvent)))
127 Return
128 End
129};
130
131EvtScript N(EVS_Idle) = {
132 Label(10)
133 Call(RandInt, 80, LVar0)
134 Add(LVar0, 80)
135 Loop(LVar0)
136 Label(0)
139 Wait(1)
140 Goto(0)
141 EndIf
142 Wait(1)
143 EndLoop
145 Add(LVar0, 5)
147 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(ShuffleAnims)))
150 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
151 Loop(20)
152 Label(1)
155 Wait(1)
156 Goto(1)
157 EndIf
158 Wait(1)
159 EndLoop
161 Sub(LVar0, 5)
163 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(ShuffleAnims)))
166 Call(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, Ref(N(DefaultAnims)))
167 Loop(80)
168 Label(2)
171 Wait(1)
172 Goto(2)
173 EndIf
174 Wait(1)
175 EndLoop
176 Goto(10)
177 Return
178 End
179};
180
181EvtScript N(EVS_HandleEvent) = {
184 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
189 SetConst(LVar0, PRT_MAIN)
194 SetConst(LVar0, PRT_MAIN)
199 SetConst(LVar0, PRT_MAIN)
203 SetConst(LVar0, PRT_MAIN)
206 Return
208 SetConst(LVar0, PRT_MAIN)
212 SetConst(LVar0, PRT_MAIN)
215 SetConst(LVar0, PRT_MAIN)
218 Return
220 SetConst(LVar0, PRT_MAIN)
223 SetConst(LVar0, PRT_MAIN)
227 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
232 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
233 Wait(5)
238 SetConst(LVar0, PRT_MAIN)
241 SetConst(LVar0, PRT_MAIN)
244 Return
246 // do nothing
250 SetConst(LVar0, PRT_MAIN)
255 SetConst(LVar0, PRT_MAIN)
258 Wait(10)
259 SetConst(LVar0, PRT_MAIN)
262 Return
264 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
269 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
272 SetConst(LVar0, PRT_MAIN)
276 SetConst(LVar0, PRT_MAIN)
280 Return
282 SetConst(LVar0, PRT_MAIN)
286 SetConst(LVar0, PRT_MAIN)
289 Return
295 Return
296 End
297};
298
299#include "common/CalculateArcsinDeg.inc.c"
300
301EvtScript N(EVS_TakeTurn) = {
310 Call(AddGoalPos, ACTOR_SELF, 50, 0, 0)
315 Wait(1)
317 Wait(5)
324 Set(LVarA, LVar0)
327 Sub(LVar0, 10)
328 Set(LVar1, 10)
329 Add(LVar2, 3)
332 Thread
334 Set(LVar0, 0)
335 Loop(16)
339 Set(LVar1, LVar4)
340 Set(LVar2, LVar5)
341 Set(LVar3, LVar6)
342 Wait(1)
343 EndLoop
345 Thread
346 Wait(6)
351 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
353 Wait(1)
354 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
356 Wait(1)
357 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
360 Wait(5)
363 EndIf
364 Wait(5)
369 Add(LVar0, 20)
370 Set(LVar1, 0)
373 Thread
374 Wait(4)
375 Set(LVar0, 180)
376 Loop(4)
377 Sub(LVar0, 45)
379 Wait(1)
380 EndLoop
385 Wait(5)
390 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
394 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
396 Wait(5)
403 Return
408 Thread
410 Set(LVar0, 0)
411 Loop(16)
415 Set(LVar1, LVar4)
416 Set(LVar2, LVar5)
417 Set(LVar3, LVar6)
418 Wait(1)
419 EndLoop
421 Thread
422 Wait(6)
427 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
428 Wait(1)
429 Call(SetActorScale, ACTOR_SELF, Float(1.3), Float(0.5), Float(1.0))
430 Wait(1)
437 Call(SetActorScale, ACTOR_SELF, Float(1.1), Float(0.8), Float(1.0))
438 Wait(1)
439 Call(SetActorScale, ACTOR_SELF, Float(1.0), Float(1.0), Float(1.0))
440 Wait(1)
445 Add(LVar0, 40)
446 Set(LVar1, 0)
450 Add(LVar0, 30)
453 Add(LVar0, 20)
457 Wait(3)
459 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(2.0))
464 Call(SetAnimationRate, ACTOR_SELF, PRT_MAIN, Float(1.0))
469 Return
470 End
471};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2834
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ ACTOR_EVENT_FLAGS_NONE
Definition enums.h:3370
@ ACTOR_DECORATION_SWEAT
Definition enums.h:2045
@ 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_FROZEN
Definition enums.h:2203
@ STATUS_TURN_MOD_SLEEP
Definition enums.h:2228
@ STATUS_TURN_MOD_DIZZY
Definition enums.h:2232
@ STATUS_KEY_STATIC
Definition enums.h:2207
@ STATUS_END
Definition enums.h:2196
@ 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_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_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
@ HIT_RESULT_NO_DAMAGE
Definition enums.h:1952
@ HIT_RESULT_HIT
Definition enums.h:1950
@ HIT_RESULT_LUCKY
Definition enums.h:1955
@ HIT_RESULT_MISS
Definition enums.h:1956
@ BTL_CAM_DEFAULT
Definition enums.h:4823
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4904
@ EVENT_HIT
Definition enums.h:2132
@ EVENT_SCARE_AWAY
Definition enums.h:2174
@ EVENT_BURN_HIT
Definition enums.h:2136
@ EVENT_STAR_BEAM
Definition enums.h:2140
@ EVENT_END_FIRST_STRIKE
Definition enums.h:2171
@ EVENT_IMMUNE
Definition enums.h:2146
@ EVENT_BURN_DEATH
Definition enums.h:2157
@ EVENT_ZERO_DAMAGE
Definition enums.h:2144
@ EVENT_SHOCK_DEATH
Definition enums.h:2159
@ EVENT_SPIN_SMASH_HIT
Definition enums.h:2133
@ EVENT_SPIN_SMASH_DEATH
Definition enums.h:2154
@ EVENT_HIT_COMBO
Definition enums.h:2131
@ EVENT_AIR_LIFT_FAILED
Definition enums.h:2152
@ EVENT_BEGIN_AIR_LIFT
Definition enums.h:2175
@ EVENT_DEATH
Definition enums.h:2153
@ EVENT_SHOCK_HIT
Definition enums.h:2165
@ EVENT_RECOVER_STATUS
Definition enums.h:2167
@ EVENT_BLOW_AWAY
Definition enums.h:2143
@ ACTOR_PART_FLAG_PRIMARY_TARGET
Definition enums.h:3362
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
EvtScript EVS_Enemy_Knockback
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Hit
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
ApiStatus RandInt(Evt *script, b32 isInitialCall)
#define Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:311
#define LVar6
Definition macros.h:154
#define Ref(sym)
Address/pointer constant.
Definition macros.h:60
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
Definition macros.h:319
#define Sub(VAR, INT_VALUE)
Definition macros.h:377
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define Add(VAR, INT_VALUE)
Definition macros.h:376
#define EndLoop
Marks the end of a loop.
Definition macros.h:248
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:352
#define Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:232
#define ARRAY_COUNT(arr)
Definition macros.h:40
#define Float(DOUBLE)
Definition macros.h:51
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
Definition macros.h:227
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
Definition macros.h:341
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:298
#define LVar5
Definition macros.h:153
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
Definition macros.h:337
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define Thread
Marks the start of a thread block.
Definition macros.h:544
#define EndThread
Marks the end of a thread block.
Definition macros.h:547
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
Definition macros.h:288
#define LVar2
Definition macros.h:150
#define LVar1
Definition macros.h:149
#define LVarA
Definition macros.h:158
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:362
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:269
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:245
#define LVar4
Definition macros.h:152
#define LVar3
Definition macros.h:151
#define LVar0
Definition macros.h:148
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
Definition macros.h:370
#define Return
Kills the current EVT thread.
Definition macros.h:217