papermario
Decompilation of Paper Mario
 
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player_events.c File Reference

Enumerations

enum  { MERLEE_EFFECTS_HOLD = 0 , MERLEE_EFFECTS_RELEASE = 1 , MERLEE_EFFECTS_DISMISS = 2 }
 

Functions

void btl_set_player_idle_anims (void)
 

Variables

HudScript HES_Happy
 
HudScript HES_HPDrain
 
EvtScript EVS_Player_Celebrate
 
EvtScript EVS_Player_SimpleHit
 
EvtScript EVS_Player_ComplexHit
 
EvtScript EVS_Player_NoDamageHit
 
PlayerCelebrationAnimOptions bPlayerCelebrations
 
BSS s32 BattleMerleeEffectsTime
 
BSS f32 BattleMerleeBasePosY
 
BSS EffectInstanceBattleMerleeOrbEffect
 
BSS EffectInstanceBattleMerleeWaveEffect
 
BSS HudElemID HID_Refund
 
BSS s16 BattleMerleeEffectsState
 
BSS HudElemID HID_Happy
 
BSS HudElemID HID_HPDrain
 
BSS s32 D_8029FBB0 [3]
 
EvtScript EVS_Mario_OnActorCreate
 
EvtScript EVS_Peach_OnActorCreate
 
EvtScript EVS_MarioEnterStage
 
EvtScript EVS_PeachEnterStage
 
EvtScript EVS_Mario_HandlePhase
 
EvtScript EVS_Peach_HandlePhase
 
EvtScript EVS_ExecuteMarioAction
 
EvtScript EVS_ExecutePeachAction
 
EvtScript EVS_PlayerFirstStrike
 
EvtScript EVS_StartDefend
 
EvtScript EVS_Player_HandleEvent
 
EvtScript EVS_RunAwayNoCommand
 
EvtScript EVS_RunAwayStart
 
EvtScript EVS_RunAwayFail
 
EvtScript EVS_PlayerDies
 
EvtScript D_80287404
 
EvtScript D_80287708
 
EvtScript D_80287834
 
EvtScript EVS_Unused_EatItem
 
EvtScript EVS_Unused_DrinkItem
 
EvtScript EVS_UseLifeShroom
 
EvtScript EVS_MerleeRunOut
 
EvtScript EVS_MerleeAttackBonus
 
EvtScript EVS_MerleeDefenseBonus
 
EvtScript EVS_MerleeExpBonus
 
EvtScript EVS_PlayerHappy
 
EvtScript EVS_ApplyDizzyAttack
 
EvtScript EVS_PlayerRegainAbility
 

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
MERLEE_EFFECTS_HOLD 
MERLEE_EFFECTS_RELEASE 
MERLEE_EFFECTS_DISMISS 

Function Documentation

◆ btl_set_player_idle_anims()

void btl_set_player_idle_anims ( void )

Variable Documentation

◆ BattleMerleeBasePosY

BSS f32 BattleMerleeBasePosY

◆ BattleMerleeEffectsState

BSS s16 BattleMerleeEffectsState

◆ BattleMerleeEffectsTime

BSS s32 BattleMerleeEffectsTime

◆ BattleMerleeOrbEffect

BSS EffectInstance* BattleMerleeOrbEffect

◆ BattleMerleeWaveEffect

BSS EffectInstance* BattleMerleeWaveEffect

◆ bPlayerCelebrations

PlayerCelebrationAnimOptions bPlayerCelebrations
extern

◆ D_80287404

EvtScript D_80287404

◆ D_80287708

EvtScript D_80287708
Initial value:
= {
Call(UseBattleCamPreset, BTL_CAM_REPOSITION)
Call(SetBattleCamTarget, -85, 1, 0)
Call(SetBattleCamOffsetY, 41)
Call(SetBattleCamDist, 248)
Call(MoveBattleCamOver, 30)
Wait(10)
Call(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_UsePower)
Call(GetActorPos, ACTOR_PLAYER, LVar0, LVar1, LVar2)
Add(LVar1, 45)
Call(GiveRefund)
Wait(15)
Call(GiveRefundCleanup)
}
@ BTL_CAM_REPOSITION
Definition enums.h:4841
@ ACTOR_PLAYER
Definition enums.h:2086
ApiStatus RemoveItemEntity(Evt *script, b32 isInitialCall)
ApiStatus MakeItemEntity(Evt *script, b32 isInitialCall)
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
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:225
#define Add(VAR, INT_VALUE)
Definition macros.h:388
#define LVar2
Definition macros.h:146
#define LVar1
Definition macros.h:145
#define LVarA
Definition macros.h:154
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:266
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:588
#define LVarE
Definition macros.h:158
#define LVar0
Definition macros.h:144
#define Return
Kills the current EVT thread.
Definition macros.h:229

◆ D_80287834

EvtScript D_80287834
Initial value:
= {
Call(UseIdleAnimation, ACTOR_PLAYER, FALSE)
Call(SetGoalToHome, ACTOR_PLAYER)
Call(SetActorSpeed, ACTOR_PLAYER, Float(8.0))
Call(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Run)
Call(PlayerRunToGoal, 0)
Call(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Idle)
Call(UseIdleAnimation, ACTOR_PLAYER, TRUE)
}
#define Float(DOUBLE)
Definition macros.h:47

◆ D_8029FBB0

BSS s32 D_8029FBB0[3]

◆ EVS_ApplyDizzyAttack

EvtScript EVS_ApplyDizzyAttack
Initial value:
= {
Set(LVar0, 0)
Loop(40)
Add(LVar0, 72)
Call(SetActorRotation, ACTOR_ENEMY0, 0, LVar0, 0)
Wait(1)
Call(InflictDizzyAttackStatus)
Call(SetActorRotation, ACTOR_ENEMY0, 0, 0, 0)
}
@ ACTOR_ENEMY0
Definition enums.h:2088
#define EndLoop
Marks the end of a loop.
Definition macros.h:260
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:257

Referenced by btl_state_update_normal_start().

◆ EVS_ExecuteMarioAction

EvtScript EVS_ExecuteMarioAction
Initial value:
= {
Call(UseIdleAnimation, ACTOR_PLAYER, FALSE)
Call(SetBattleFlagBits, BS_FLAGS1_4000, FALSE)
Call(GetMenuSelection, LVar0, LVar1, LVar2)
Call(LoadMoveScript)
Call(LoadMoveScript)
Call(LoadItemScript)
Call(LoadStarPowerScript)
Call(EnablePlayerBlur, ACTOR_BLUR_DISABLE)
Call(UseIdleAnimation, ACTOR_PLAYER, TRUE)
}
@ BS_FLAGS1_4000
Definition enums.h:3583
@ BTL_MENU_TYPE_SMASH
Definition enums.h:4228
@ BTL_MENU_TYPE_JUMP
Definition enums.h:4227
@ BTL_MENU_TYPE_STAR_POWERS
Definition enums.h:4235
@ BTL_MENU_TYPE_ITEMS
Definition enums.h:4229
@ ACTOR_BLUR_DISABLE
Definition enums.h:6425
#define Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:323
#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:331
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:487
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:374

◆ EVS_ExecutePeachAction

EvtScript EVS_ExecutePeachAction
Initial value:
= {
Call(UseIdleAnimation, ACTOR_PLAYER, FALSE)
Call(GetMenuSelection, LVar0, LVar1, LVar2)
Call(LoadStarPowerScript)
Call(UseIdleAnimation, ACTOR_PLAYER, TRUE)
}

◆ EVS_Mario_HandlePhase

◆ EVS_Mario_OnActorCreate

EvtScript EVS_Mario_OnActorCreate
Initial value:
= {
}

Referenced by btl_state_update_normal_start().

◆ EVS_MarioEnterStage

EvtScript EVS_MarioEnterStage

◆ EVS_MerleeAttackBonus

EvtScript EVS_MerleeAttackBonus

◆ EVS_MerleeDefenseBonus

EvtScript EVS_MerleeDefenseBonus

◆ EVS_MerleeExpBonus

EvtScript EVS_MerleeExpBonus

◆ EVS_MerleeRunOut

EvtScript EVS_MerleeRunOut
Initial value:
= {
Call(HasMerleeCastsLeft)
IfEq(LVar0, 1)
Wait(15)
Call(ShowMessageBox, BTL_MSG_MERLEE_DONE, 60)
Call(WaitForMessageBoxDone)
}
@ BTL_MSG_MERLEE_DONE
Definition enums.h:4061
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:310
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:281

◆ EVS_Peach_HandlePhase

EvtScript EVS_Peach_HandlePhase
Initial value:
= {
Call(GetBattlePhase, LVar0)
}
@ PHASE_EXECUTE_ACTION
Definition enums.h:2059
EvtScript EVS_ExecutePeachAction
Definition player_events.c:881

Referenced by btl_state_update_player_move().

◆ EVS_Peach_OnActorCreate

EvtScript EVS_Peach_OnActorCreate
Initial value:
= {
}

Referenced by btl_state_update_normal_start().

◆ EVS_PeachEnterStage

EvtScript EVS_PeachEnterStage
Initial value:
= {
Call(FreezeBattleState, TRUE)
Call(UseBattleCamPreset, BTL_CAM_PLAYER_ENTRY)
Call(SetBattleCamTarget, -80, 35, 8)
Call(BattleCamTargetActor, ACTOR_PLAYER)
Call(GetActorPos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
Sub(LVar0, 100)
Add(LVar1, 50)
Call(SetActorPos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
Call(SetGoalToHome, ACTOR_PARTNER)
Call(SetAnimation, ACTOR_PARTNER, 0, ANIM_Twink_Angry)
Call(FlyToGoal, ACTOR_PARTNER, 45, -10, 10)
Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
Sub(LVar0, 100)
Call(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
Call(SetGoalToHome, ACTOR_SELF)
Call(SetAnimation, ACTOR_SELF, 0, ANIM_Peach1_Run)
Call(PlayerRunToGoal, 40)
Call(SetAnimation, ACTOR_SELF, 0, ANIM_Peach1_Walk)
Wait(15)
Call(FreezeBattleState, FALSE)
}
@ BTL_CAM_PLAYER_ENTRY
Definition enums.h:4844
@ ACTOR_PARTNER
Definition enums.h:2087
@ ACTOR_SELF
Definition enums.h:2085
#define EndChildThread
Marks the end of a child thread block.
Definition macros.h:575
#define Sub(VAR, INT_VALUE)
Definition macros.h:389
#define ChildThread
Marks the start of a child thread block.
Definition macros.h:572

Referenced by btl_state_update_normal_start().

◆ EVS_Player_Celebrate

EvtScript EVS_Player_Celebrate
Initial value:
= {
Set(LVar0, 0)
Loop(5)
Add(LVar0, 72)
Call(SetActorYaw, ACTOR_SELF, LVar0)
Wait(1)
Call(ChoosePlayerCelebrationAnim)
Call(SetAnimation, ACTOR_PLAYER, 0, LVar0)
Wait(31)
}

◆ EVS_Player_ComplexHit

EvtScript EVS_Player_ComplexHit
extern

◆ EVS_Player_HandleEvent

EvtScript EVS_Player_HandleEvent

◆ EVS_Player_NoDamageHit

EvtScript EVS_Player_NoDamageHit
extern

◆ EVS_Player_SimpleHit

EvtScript EVS_Player_SimpleHit
extern

◆ EVS_PlayerDies

EvtScript EVS_PlayerDies

◆ EVS_PlayerFirstStrike

EvtScript EVS_PlayerFirstStrike
Initial value:
= {
Call(UseIdleAnimation, ACTOR_PLAYER, FALSE)
Call(GetMenuSelection, LVar0, LVar1, LVar2)
CaseEq(0)
Call(LoadMoveScript)
CaseEq(1)
Call(LoadMoveScript)
Call(EnablePlayerBlur, ACTOR_BLUR_DISABLE)
Call(UseIdleAnimation, ACTOR_PLAYER, TRUE)
}

◆ EVS_PlayerHappy

EvtScript EVS_PlayerHappy

◆ EVS_PlayerRegainAbility

EvtScript EVS_PlayerRegainAbility

◆ EVS_RunAwayFail

EvtScript EVS_RunAwayFail
Initial value:
= {
Call(UseIdleAnimation, ACTOR_PLAYER, FALSE)
Call(SetGoalToHome, ACTOR_PLAYER)
Call(SetActorSpeed, ACTOR_PLAYER, Float(4.0))
Call(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Run)
Call(SetActorYaw, ACTOR_PLAYER, 0)
Call(PlayerRunToGoal, 0)
Call(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Idle)
Call(UseIdleAnimation, ACTOR_PLAYER, TRUE)
}

◆ EVS_RunAwayNoCommand

EvtScript EVS_RunAwayNoCommand

◆ EVS_RunAwayStart

EvtScript EVS_RunAwayStart

◆ EVS_StartDefend

EvtScript EVS_StartDefend
Initial value:
= {
Call(ActivateDefend)
}

◆ EVS_Unused_DrinkItem

EvtScript EVS_Unused_DrinkItem
Initial value:
= {
Loop(4)
Call(PlaySoundAtActor, ACTOR_PLAYER, SOUND_EAT_OR_DRINK)
Wait(10)
Call(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Drink)
Wait(45)
}
@ SOUND_EAT_OR_DRINK
Definition enums.h:1441
#define Thread
Marks the start of a thread block.
Definition macros.h:556
#define EndThread
Marks the end of a thread block.
Definition macros.h:559

◆ EVS_Unused_EatItem

EvtScript EVS_Unused_EatItem
Initial value:
= {
Loop(4)
Call(PlaySoundAtActor, ACTOR_PLAYER, SOUND_EAT_OR_DRINK)
Wait(10)
Call(SetAnimation, ACTOR_PLAYER, 0, ANIM_Mario1_Eat)
Wait(45)
}

◆ EVS_UseLifeShroom

EvtScript EVS_UseLifeShroom

◆ HES_Happy

HudScript HES_Happy
extern

◆ HES_HPDrain

HudScript HES_HPDrain
extern

◆ HID_Happy

BSS HudElemID HID_Happy

◆ HID_HPDrain

BSS HudElemID HID_HPDrain

◆ HID_Refund

BSS HudElemID HID_Refund