papermario/src/code_f8f60_len_1560.c

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#include "common.h"
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s32 MakeLerp(script_context* script, s32 initialCall) {
s32* ptrReadPos = script->ptrReadPos;
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script->varTable[0xC] = get_variable(script, *ptrReadPos++); // start
script->varTable[0xD] = get_variable(script, *ptrReadPos++); // end
script->varTable[0xF] = get_variable(script, *ptrReadPos++); // duration
script->varTable[0xB] = get_variable(script, *ptrReadPos++); // easing type
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script->varTable[0xE] = 0; // elapsed
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return 2;
}
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s32 UpdateLerp(script_context* script, s32 initialCall) {
script->varTable[0x0] = (s32) update_lerp(
script->varTable[0xB],
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script->varTable[0xC],
script->varTable[0xD],
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script->varTable[0xE],
script->varTable[0xF]
);
if (script->varTable[0xE] >= script->varTable[0xF]) {
script->varTable[0x1] = 0; // finished
} else {
script->varTable[0x1] = 1; // lerping
}
script->varTable[0xE]++;
return 2;
}
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s32 RandInt(script_context* script, s32 initialCall) {
bytecode* ptrReadPos = script->ptrReadPos;
s32 maxVar = get_variable(script, *ptrReadPos++);
bytecode outVar = *ptrReadPos++;
set_variable(script, outVar, rand_int(maxVar));
return 2;
}
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s32 GetAngleBetweenNPCs(script_context* script, s32 initialCall) {
bytecode* ptrReadPos = script->ptrReadPos;
NPC aID = get_variable(script, *ptrReadPos++);
NPC bID = get_variable(script, *ptrReadPos++);
bytecode outVar = *ptrReadPos++;
npc* a = resolve_npc(script, aID);
npc* b = resolve_npc(script, bID);
set_variable(script, outVar, atan2(a->pos.x, a->pos.z, b->pos.x, b->pos.z));
return 2;
}
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INCLUDE_ASM(code_f8f60_len_1560, GetAngleToNPC);
INCLUDE_ASM(code_f8f60_len_1560, GetAngleToPlayer);
INCLUDE_ASM(code_f8f60_len_1560, AwaitPlayerApproach);
INCLUDE_ASM(code_f8f60_len_1560, IsPlayerWithin);
INCLUDE_ASM(code_f8f60_len_1560, AwaitPlayerLeave);
INCLUDE_ASM(code_f8f60_len_1560, AddVectorPolar);
INCLUDE_ASM(code_f8f60_len_1560, setup_path_data);
INCLUDE_ASM(code_f8f60_len_1560, func_802D5270);
INCLUDE_ASM(code_f8f60_len_1560, LoadPath);
INCLUDE_ASM(code_f8f60_len_1560, GetNextPathPos);
INCLUDE_ASM(code_f8f60_len_1560, GetDist2D);
INCLUDE_ASM(code_f8f60_len_1560, SetValueByRef);
INCLUDE_ASM(code_f8f60_len_1560, GetValueByRef);
INCLUDE_ASM(code_f8f60_len_1560, EnableStatusMenu);
INCLUDE_ASM(code_f8f60_len_1560, ShowStatusMenu);
INCLUDE_ASM(code_f8f60_len_1560, SetGameMode);
INCLUDE_ASM(code_f8f60_len_1560, ClampAngleInt);
INCLUDE_ASM(code_f8f60_len_1560, ClampAngleFloat);