papermario/src/code_181810.c

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#include "common.h"
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extern PrintContext* gSpeakingActorPrintCtx;
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extern PrintContext* D_8029FA64;
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extern s32 gSpeakingActorPrintIsDone; // unk_08
extern s32 gSpeakingActorTalkAnim;
extern s32 gSpeakingActorIdleAnim;
extern Actor* gSpeakingActor;
extern ActorPart* gSpeakingActorPart;
#ifdef NON_MATCHING
void clamp_printer_coords(PrintContext* printer, f32 x, f32 y);
// Register allocation issues, otherwise equivalent (?)
ApiStatus ActorSpeak(ScriptInstance* script, s32 isInitialCall) {
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Bytecode* args = script->ptrReadPos;
Actor* actor;
ActorPart* part;
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s32 stringID;
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ActorID actorID;
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s32 partIndex;
PrintContext** printContext;
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s32 anim;
f32 headX, headY, headZ;
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f32 screenX, screenY, screenZ;
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s32 stringID2;
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if (isInitialCall) {
stringID = get_variable(script, *args++);
actorID = get_variable(script, *args++);
partIndex = get_variable(script, *args++);
gSpeakingActorTalkAnim = get_variable(script, *args++);
gSpeakingActorIdleAnim = get_variable(script, *args++);
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stringID2 = stringID;
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if (actorID == ActorID_SELF) {
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actorID = script->owner1.actorID;
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}
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actor = get_actor(actorID);
part = get_actor_part(actor, partIndex);
gSpeakingActor = actor;
gSpeakingActorPart = part;
headX = actor->currentPos.x + actor->headOffset.x;
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if ((actor->flags & 0x8000) == 0) {
headY = actor->size.y + (actor->currentPos.y + actor->headOffset.y);
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} else {
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headY = actor->headOffset.y;
headY = headY + actor->currentPos.y + (actor->size.y / 2);
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}
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headZ = actor->currentPos.z + actor->headOffset.z;
get_screen_coords(Cam_BATTLE, headX, headY, headZ, &screenX, &screenY, &screenZ);
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{
s32* isPrintDone = &gSpeakingActorPrintIsDone;
*isPrintDone = FALSE;
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gSpeakingActorPrintCtx = load_string(stringID2, isPrintDone);
}
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clamp_printer_coords(gSpeakingActorPrintCtx, screenX, screenY);
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script->functionTemp[0].s = 0;
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D_8009A650[0] |= 0x10;
if (gSpeakingActorTalkAnim >= 0) {
func_80263E08(actor, part, gSpeakingActorTalkAnim);
}
increment_status_menu_disabled();
}
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if (script->functionTemp[0].s == 0) {
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actor = gSpeakingActor;
part = gSpeakingActorPart;
headX = actor->currentPos.x + actor->headOffset.x;
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if ((actor->flags & 0x8000) == 0) {
headY = actor->size.y + (actor->currentPos.y + actor->headOffset.y);
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} else {
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headY = actor->headOffset.y;
headY = headY + actor->currentPos.y + (actor->size.y / 2);
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}
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headZ = actor->currentPos.z + actor->headOffset.z;
get_screen_coords(Cam_BATTLE, headX, headY, headZ, &screenX, &screenY, &screenZ);
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printContext = &gSpeakingActorPrintCtx;
clamp_printer_coords(*printContext, screenX, screenY);
if ((*printContext)->stateFlags & 0x40) {
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decrement_status_menu_disabled();
return ApiStatus_DONE1;
}
if ((*printContext)->stateFlags & 0x80) { // "is talking" flag
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anim = gSpeakingActorTalkAnim;
} else {
anim = gSpeakingActorIdleAnim;
}
if (anim >= 0) {
func_80263E08(actor, part, anim);
}
if (gSpeakingActorPrintIsDone == 1) {
decrement_status_menu_disabled();
D_8009A650[0] &= ~0x10;
return ApiStatus_DONE1;
}
}
return ApiStatus_BLOCK;
}
#else
INCLUDE_ASM(s32, "code_181810", ActorSpeak);
#endif
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INCLUDE_ASM(s32, "code_181810", EndActorSpeech);
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ApiStatus ShowBattleChoice(ScriptInstance* script, s32 isInitialCall) {
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Bytecode* args = script->ptrReadPos;
if (isInitialCall) {
s32 stringID = get_variable(script, *args);
script->functionTemp[1].s = 0;
D_8029FA64 = load_string(stringID, &script->functionTemp[1].s);
}
if (script->functionTemp[1].s == 1) {
u8 unk_4E8 = D_8029FA64->unk_4E8;
gSpeakingActorPrintCtx->unk_4E8 = D_8029FA64->unk_4E8;
script->varTable[0] = unk_4E8;
return ApiStatus_DONE1;
}
return ApiStatus_BLOCK;
}
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ApiStatus func_802535B4(ScriptInstance* script, s32 isInitialCall) {
if (get_variable(script, *script->ptrReadPos)) {
decrement_status_menu_disabled();
} else {
increment_status_menu_disabled();
}
return ApiStatus_DONE2;
}
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ApiStatus OverrideBattleDmaDest(ScriptInstance* script, s32 isInitialCall) {
gBattleDmaDest = get_variable(script, *script->ptrReadPos);
return ApiStatus_DONE2;
}
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INCLUDE_ASM(s32, "code_181810", LoadBattleDmaData);
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ApiStatus func_802536A8(ScriptInstance* script, s32 isInitialCall) {
BattleStatus* battleStatus = BATTLE_STATUS;
BattleStatus* battleStatus2 = battleStatus;
if (get_variable(script, *script->ptrReadPos) != 0) {
battleStatus2->unk_92 |= 1;
D_8009A650[0] |= 0x80;
} else {
battleStatus2->unk_92 &= ~1;
D_8009A650[0] &= ~0x80;
}
return ApiStatus_DONE2;
}
ApiStatus func_80253734(ScriptInstance* script, s32 isInitialCall) {
BattleStatus* battleStatus = BATTLE_STATUS;
s32 val = get_variable(script, *script->ptrReadPos);
switch (val) {
case 0:
battleStatus->unk_432 = -1;
break;
case 1:
battleStatus->unk_432 = 1;
break;
case 2:
battleStatus->unk_432 = -2;
break;
case 3:
battleStatus->unk_432 = 1;
break;
}
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return ApiStatus_DONE2;
}
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ApiStatus func_802537C0(ScriptInstance* script, s32 isInitialCall) {
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Bytecode* args = script->ptrReadPos;
s32 a0 = *args++;
s32 a1 = *args++;
f32 t1;
f32 t2;
s32 t3;
// While loop may not be necessary in the future
do { func_80137DC0(1, &t1, &t2); } while (0);
if (t2 < 128.0f) {
t3 = 0;
} else {
t3 = 1;
}
set_variable(script, a0, 1);
set_variable(script, a1, t3);
return ApiStatus_DONE2;
}
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ApiStatus PlaySoundAtActor(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
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ActorID actorID = get_variable(script, *args++);
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Bytecode soundID = *args++;
Actor* actor;
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if (actorID == ActorID_SELF) {
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actorID = script->owner1.actorID;
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}
actor = get_actor(actorID);
play_sound_at_position(soundID, 0, actor->currentPos.x, actor->currentPos.y, actor->currentPos.z);
return ApiStatus_DONE2;
}
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ApiStatus PlaySoundAtPart(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex = get_variable(script, *args++);
Bytecode soundID = *args++;
ActorPart* part;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
part = get_actor_part(get_actor(actorID), partIndex);
play_sound_at_position(soundID, 0, part->currentPos.x, part->currentPos.y, part->currentPos.z);
return ApiStatus_DONE2;
}
ApiStatus PlayLoopingSoundAtActor(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 idx = get_variable(script, *args++);
Bytecode soundID = *args++;
Actor* actor;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
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actor = get_actor(actorID);
actor->x[idx] = soundID;
play_sound_at_position(soundID, 0, actor->currentPos.x, actor->currentPos.y, actor->currentPos.z);
return ApiStatus_DONE2;
}
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ApiStatus StopLoopingSoundAtActor(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 idx = get_variable(script, *args++);
Actor* actor;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
if (actor->x[idx] == 0) {
return ApiStatus_DONE2;
}
stop_sound(actor->x[idx]);
actor->x[idx] = 0;
return ApiStatus_DONE2;
}
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ApiStatus SetForegroundModelsVisibleUnsafe(ScriptInstance* script, s32 isInitialCall) {
if (get_variable(script, *script->ptrReadPos)) {
show_foreground_models_unsafe();
} else {
hide_foreground_models_unsafe();
}
return ApiStatus_DONE2;
}
ApiStatus SetForegroundModelsVisible(ScriptInstance* script, s32 isInitialCall) {
if (get_variable(script, *script->ptrReadPos)) {
show_foreground_models();
} else {
hide_foreground_models();
}
return ApiStatus_DONE2;
}
ApiStatus func_80253B30(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Bytecode a0 = *args++;
Bytecode a1 = *args++;
s32 var1 = get_variable(script, *args++);
set_variable(script, a0, (a1 | 0xFE) | (var1 * 256));
return ApiStatus_DONE2;
}
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ApiStatus MakeStatusField(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
s32 outVar = *args++;
s32 a = *args++;
s32 b = get_variable(script, *args++);
s32 c = get_variable(script, *args++);
set_variable(script, outVar, a | 0x80000000 | (c << 8) | b);
return ApiStatus_DONE2;
}
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s32 is_actor_hp_bar_visible(Actor* actor) {
BattleStatus* battleStatus = BATTLE_STATUS;
s32 flags;
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if (is_ability_active(Ability_PEEKABOO)) {
return TRUE;
}
flags = get_global_byte((actor->actorType >> 3) + 365);
if (actor->flags & 0x1000) {
flags |= battleStatus->tattleFlags[actor->actorType >> 3];
}
return (flags >> (actor->actorType & 7)) & 1;
}
s32 is_actortype_hpbar_visible(s32 actorType) {
BattleStatus* battleStatus = BATTLE_STATUS;
s32 idx;
if (is_ability_active(Ability_PEEKABOO)) {
return TRUE;
}
idx = actorType / 8;
return ((get_global_byte(idx + 365) | battleStatus->tattleFlags[idx]) >> (actorType - (idx * 8))) & 1;
}
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INCLUDE_ASM(s32, "code_181810", save_tattle_flags);
INCLUDE_ASM(s32, "code_181810", load_tattle_flags);
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ApiStatus func_80253FB0(ScriptInstance* script, s32 isInitialCall) {
gCurrentEncounter.battleOutcome = 3;
func_80241190(0x20);
return ApiStatus_DONE2;
}
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ApiStatus MultiplyByActorScale(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
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Actor* actor = get_actor(script->owner1.actorID);
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set_float_variable(script, args[0], get_float_variable(script, args[0]) * actor->scalingFactor);
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return ApiStatus_DONE2;
}
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ApiStatus MultiplyVec2ByActorScale(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Actor* actor = get_actor(script->owner1.actorID);
set_float_variable(script, args[0], get_float_variable(script, args[0]) * actor->scalingFactor);
set_float_variable(script, args[1], get_float_variable(script, args[1]) * actor->scalingFactor);
return ApiStatus_DONE2;
}
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ApiStatus MultiplyVec3yActorScale(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Actor* actor = get_actor(script->owner1.actorID);
set_float_variable(script, args[0], get_float_variable(script, args[0]) * actor->scalingFactor);
set_float_variable(script, args[1], get_float_variable(script, args[1]) * actor->scalingFactor);
set_float_variable(script, args[2], get_float_variable(script, args[2]) * actor->scalingFactor);
return ApiStatus_DONE2;
}
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ApiStatus ApplyShrinkFromOwner(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Actor* actor = get_actor(script->owner1.actorID);
s32 amt = get_variable(script, *args);
if (actor->debuff == Debuff_SHRINK && amt > 0) {
amt /= 2;
}
set_variable(script, *args, amt);
return ApiStatus_DONE2;
}
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ApiStatus StartRumble(ScriptInstance* script, s32 isInitialCall) {
start_rumble_type(get_variable(script, *script->ptrReadPos));
return ApiStatus_DONE2;
}