papermario/src/code_190B20.c

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15 KiB
C
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#include "code_190B20.h"
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INCLUDE_ASM(s32, "code_190B20", create_target_list);
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void player_create_target_list(Actor* actor) {
create_target_list(actor, 0);
}
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void enemy_create_target_list(Actor* actor) {
create_target_list(actor, 1);
}
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INCLUDE_ASM(s32, "code_190B20", func_80263064);
INCLUDE_ASM(s32, "code_190B20", func_80263230);
INCLUDE_ASM(s32, "code_190B20", func_8026324C);
INCLUDE_ASM(s32, "code_190B20", func_80263268);
INCLUDE_ASM(s32, "code_190B20", func_80263300);
INCLUDE_ASM(s32, "code_190B20", func_802633E8);
INCLUDE_ASM(s32, "code_190B20", func_80263434);
INCLUDE_ASM(s32, "code_190B20", func_80263464);
INCLUDE_ASM(s32, "code_190B20", func_802634B8);
INCLUDE_ASM(s32, "code_190B20", func_802636E4);
INCLUDE_ASM(s32, "code_190B20", func_80263914);
INCLUDE_ASM(s32, "code_190B20", count_power_plus);
INCLUDE_ASM(s32, "code_190B20", deduct_current_move_fp);
INCLUDE_ASM(s32, "code_190B20", func_80263C60);
INCLUDE_ASM(s32, "code_190B20", func_80263CC4);
INCLUDE_ASM(s32, "code_190B20", set_animation);
INCLUDE_ASM(s32, "code_190B20", func_80263E08);
INCLUDE_ASM(s32, "code_190B20", set_animation_rate);
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void set_actor_yaw(s32 actorId, s32 yaw) {
get_actor(actorId)->yaw = yaw;
}
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void set_part_yaw(s32 actorID, s32 partIndex, s32 value) {
get_actor_part(get_actor(actorID), partIndex)->yaw = value;
}
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INCLUDE_ASM(s32, "code_190B20", func_80263FE8);
INCLUDE_ASM(s32, "code_190B20", func_80264084);
INCLUDE_ASM(s32, "code_190B20", add_xz_vec3f);
INCLUDE_ASM(s32, "code_190B20", add_xz_vec3f_copy1);
INCLUDE_ASM(s32, "code_190B20", add_xz_vec3f_copy2);
INCLUDE_ASM(s32, "code_190B20", play_movement_dust_effects);
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ActorPart* get_actor_part(Actor* actor, s32 partIndex) {
ActorPart* part = &actor->partsTable[0];
if (partIndex < 0 || part->nextPart == NULL) {
return part;
}
while (part != NULL) {
if (part->staticData->index == partIndex) {
return part;
}
part = part->nextPart;
}
return NULL;
}
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INCLUDE_ASM(s32, "code_190B20", load_player_actor);
INCLUDE_ASM(s32, "code_190B20", load_partner_actor);
INCLUDE_ASM(s32, "code_190B20", create_actor);
INCLUDE_ASM(s32, "code_190B20", func_80265CE8);
INCLUDE_ASM(s32, "code_190B20", func_80265D44);
typedef struct {
Element element;
s32 defense;
} DefenseTableEntry;
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s32 lookup_defense(DefenseTableEntry* defenseTable, Element elementKey) {
DefenseTableEntry* row;
s32 normalDefense = 0;
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for (row = defenseTable; row->element != Element_END; row++, defenseTable++) {
if (row->element == Element_NORMAL) {
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normalDefense = defenseTable->defense;
}
if (row->element == elementKey) {
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normalDefense = defenseTable->defense;
break;
}
}
// Fall back to normal defense if given element is not specified in table
return normalDefense;
}
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INCLUDE_ASM(s32, "code_190B20", lookup_status_chance); // exactly (?) the same as lookup_defense
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INCLUDE_ASM(s32, "code_190B20", lookup_status_duration_mod); // exactly (?) the same as lookup_defense
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INCLUDE_ASM(s32, "code_190B20", inflict_status);
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s32 inflict_partner_ko(Actor* target, s32 statusTypeKey, s32 duration) {
if (statusTypeKey == Status_DAZE) {
if (statusTypeKey != target->koStatus) {
inflict_status(target, Status_DAZE);
play_sound(0x2107);
} else {
target->koDuration += duration;
if (target->koDuration > 9) {
target->koDuration = 9;
}
}
}
return TRUE;
}
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s32 get_defense(Actor* actor, s32* defenseTable, s32 elementFlags) {
s32 defense;
s32 minDefense = 0xFF;
if (defenseTable != NULL) {
if (elementFlags & 2) {
defense = lookup_defense(defenseTable, Element_FIRE);
if (defense < minDefense) {
minDefense = defense;
}
}
if (elementFlags & 4) {
defense = lookup_defense(defenseTable, Element_WATER);
if (defense < minDefense) {
minDefense = defense;
}
}
if (elementFlags & 8) {
defense = lookup_defense(defenseTable, Element_ICE);
if (defense < minDefense) {
minDefense = defense;
}
}
// Element_MYSTERY missing?
if (elementFlags & 0x10) {
defense = lookup_defense(defenseTable, Element_MAGIC);
if (defense < minDefense) {
minDefense = defense;
}
}
if (elementFlags & 0x40) {
defense = lookup_defense(defenseTable, Element_HAMMER);
if (defense < minDefense) {
minDefense = defense;
}
}
if (elementFlags & 0x80) {
defense = lookup_defense(defenseTable, Element_JUMP);
if (defense < minDefense) {
minDefense = defense;
}
}
if (elementFlags & 0x100) {
defense = lookup_defense(defenseTable, Element_COSMIC);
if (defense < minDefense) {
minDefense = defense;
}
}
if (elementFlags & 0x200) {
defense = lookup_defense(defenseTable, Element_BLAST);
if (defense < minDefense) {
minDefense = defense;
}
}
if (elementFlags & 0x20) {
defense = lookup_defense(defenseTable, Element_SHOCK);
if (defense < minDefense) {
minDefense = defense;
}
}
if (elementFlags & 0x800) {
defense = lookup_defense(defenseTable, Element_QUAKE);
if (defense < minDefense) {
minDefense = defense;
}
}
if (elementFlags & 0x40000) {
defense = lookup_defense(defenseTable, Element_THROW);
if (defense < minDefense) {
minDefense = defense;
}
}
}
// If no element flags were set, fall back to normal defense.
if (minDefense == 0xFF) {
defense = lookup_defense(defenseTable, Element_NORMAL);
if (defense < 0xFF) {
minDefense = defense;
}
}
if (elementFlags & 0x8000000) { // "ignore defense" flag
if (minDefense == 99) {
// Immune
minDefense = 999;
} else if (minDefense > 0) {
minDefense = 0;
}
}
return minDefense;
}
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INCLUDE_ASM(s32, "code_190B20", func_802664DC);
INCLUDE_ASM(s32, "code_190B20", show_damage_popup);
INCLUDE_ASM(s32, "code_190B20", func_80266684);
INCLUDE_ASM(s32, "code_190B20", func_802666E4);
INCLUDE_ASM(s32, "code_190B20", func_802667F0);
INCLUDE_ASM(s32, "code_190B20", func_80266970);
INCLUDE_ASM(s32, "code_190B20", func_80266978);
INCLUDE_ASM(s32, "code_190B20", func_80266ADC);
INCLUDE_ASM(s32, "code_190B20", func_80266AF8);
INCLUDE_ASM(s32, "code_190B20", func_80266B14);
INCLUDE_ASM(s32, "code_190B20", try_inflict_status);
INCLUDE_ASM(s32, "code_190B20", inflict_status_set_duration);
INCLUDE_ASM(s32, "code_190B20", func_80266D6C);
INCLUDE_ASM(s32, "code_190B20", func_80266DAC);
INCLUDE_ASM(s32, "code_190B20", func_80266E14);
INCLUDE_ASM(s32, "code_190B20", func_80266E40);
INCLUDE_ASM(s32, "code_190B20", func_80266EA8);
INCLUDE_ASM(s32, "code_190B20", func_80266EE8);
INCLUDE_ASM(s32, "code_190B20", func_80266F60);
INCLUDE_ASM(s32, "code_190B20", func_80266F8C);
INCLUDE_ASM(s32, "code_190B20", func_80266FD8);
INCLUDE_ASM(s32, "code_190B20", func_80267018);
INCLUDE_ASM(s32, "code_190B20", func_8026709C);
INCLUDE_ASM(s32, "code_190B20", func_802670C8);
void add_part_decoration(ActorPart* part, s32 decorationIndex, DecorationId decorationType) {
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if ((part->idleAnimations) && !(part->flags & 2)) {
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DecorationTable* decorationTable = part->decorationTable;
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_remove_part_decoration(part, decorationIndex);
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decorationTable->decorationType[decorationIndex] = decorationType;
decorationTable->unk_8BA[decorationIndex] = 1;
decorationTable->unk_8BC[decorationIndex] = 0;
func_8025CEC8(part);
}
}
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void add_actor_decoration(Actor* actor, s32 decorationIndex, DecorationId decorationType) {
ActorPart* part;
for (part = actor->partsTable; part != NULL; part = part->nextPart) {
if ((part->flags & 0x100001) == 0 && part->idleAnimations && (part->flags & 2) == 0) {
add_part_decoration(part, decorationIndex, decorationType);
}
}
}
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void remove_part_decoration(ActorPart* part, s32 decorationIndex) {
_remove_part_decoration(part, decorationIndex);
}
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void remove_actor_decoration(Actor* actor, s32 decorationIndex) {
ActorPart* part;
for (part = actor->partsTable; part != NULL; part = part->nextPart) {
if ((part->flags & 0x100001) == 0 && part->idleAnimations && (part->flags & 2) == 0) {
remove_part_decoration(part, decorationIndex);
}
}
}
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s32 heroes_is_ability_active(Actor* actor, Ability ability) {
s32 actorGenus = actor->actorID & 0x700;
s32 hasAbility = FALSE;
if (actorGenus != 0x100) {
// Separate ifs required to match
if (actorGenus <= 0x100) {
if (actorGenus == 0 && (gBattleStatus.flags2 & 0x40) == 0) {
hasAbility = is_ability_active(ability);
}
}
} else {
hasAbility = is_partner_ability_active(ability);
}
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return hasAbility;
}
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void create_part_shadow(s32 actorId, s32 partIndex) {
ActorPart* part = get_actor_part(get_actor(actorId), partIndex);
part->flags &= ~4;
part->shadow = create_shadow_type(0, part->currentPos.x, part->currentPos.y, part->currentPos.z);
part->shadowScale = part->size[0] / 24.0;
}
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void remove_part_shadow(s32 actorId, s32 partIndex) {
ActorPart* part = get_actor_part(get_actor(actorId), partIndex);
part->flags |= 4;
func_80112328(part->shadow);
}
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void create_part_shadow_by_ref(UNK_TYPE arg0, ActorPart* part) {
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part->flags &= ~4;
part->shadow = create_shadow_type(0, part->currentPos.x, part->currentPos.y, part->currentPos.z);
part->shadowScale = part->size[0] / 24.0;
}
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void func_80071A50(s32, f32 x, f32 y, f32 z, f32 scale /* maybe */, s32);
void func_80071C30(s32, f32 x, f32 y, f32 z, f32 scale /* maybe */, s32);
void remove_player_buffs(PlayerBuff buffs) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* player = battleStatus->playerActor;
Actor* partner = battleStatus->partnerActor;
ActorPart* playerPartsTable = player->partsTable;
if (buffs & 1) {
battleStatus->jumpCharge = 0;
battleStatus->flags1 &= ~0x20000000;
}
if (buffs & 2) {
battleStatus->hammerCharge = 0;
battleStatus->flags1 &= ~0x10000000;
}
if (buffs & 8) {
player->stoneDuration = 0;
player->stoneStatus = 0;
}
if (buffs & 0x10) {
battleStatus->hustleTurns = 0;
battleStatus->flags1 &= ~0x04000000;
}
if ((buffs & 0x20) && (player->staticStatus != 0)) {
player->staticDuration = 0;
player->staticStatus = 0;
func_800479A0(player->unk_436);
}
if ((buffs & 0x40) && (player->transStatus != 0)) {
player->transDuration = 0;
player->transStatus = 0;
playerPartsTable->flags &= ~0x100;
func_80047AA8(player->unk_436);
}
if ((buffs & 0x200) && (battleStatus->waterBlockTurnsLeft != 0)) {
battleStatus->waterBlockTurnsLeft = 0;
battleStatus->unk_43C->unk_0C->unk_10 = 0;
battleStatus->unk_A0[0] |= 0x10;
func_80071A50(1, player->currentPos.x, player->currentPos.y + 18.0f, player->currentPos.z + 5.0f, 1.5f, 0xA);
func_80071C30(0, player->currentPos.x - 10.0f, player->currentPos.y + 5.0f, player->currentPos.z + 5.0f, 1.0f, 0x18);
func_80071C30(0, player->currentPos.x - 15.0f, player->currentPos.y + 32.0f, player->currentPos.z + 5.0f, 1.0f, 0x18);
func_80071C30(1, player->currentPos.x + 15.0f, player->currentPos.y + 22.0f, player->currentPos.z + 5.0f, 1.0f, 0x18);
battleStatus->unk_A0 = NULL;
play_sound(0x299);
}
if ((buffs & 0x100) && (battleStatus->turboChargeTurnsLeft != 0)) {
battleStatus->turboChargeTurnsLeft = 0;
battleStatus->unk_43C->unk_0C->unk_24 = 0;
}
if ((buffs & 0x80) && (battleStatus->cloudNineTurnsLeft != 0)) {
battleStatus->cloudNineTurnsLeft = 0;
battleStatus->unk_43C->unk_0C->unk_1A = 0;
remove_effect(battleStatus->cloudNineEffect);
battleStatus->cloudNineEffect = 0;
}
if ((partner != NULL) && (buffs & 0x10000)) {
BattleStatus* bs = &gBattleStatus;
partner->isGlowing = FALSE;
bs->flags1 &= ~0x40000000;
}
}
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INCLUDE_ASM(s32, "code_190B20", func_8026777C);
INCLUDE_ASM(s32, "code_190B20", func_8026787C);
INCLUDE_ASM(s32, "code_190B20", func_80267A3C);
INCLUDE_ASM(s32, "code_190B20", reset_all_actor_sounds);
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void hide_foreground_models_unsafe(void) {
FGModelData* data = gBattleStatus.foregroundModelData;
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if (data != NULL && data->idList != NULL) {
s32* idList = data->idList;
while (*idList != 0) {
s32 id = *idList++;
if (id >= 0) {
Model* model = get_model_from_list_index(get_model_list_index_from_tree_index(id));
model->flags |= 2;
}
}
}
}
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void show_foreground_models_unsafe(void) {
FGModelData* data = gBattleStatus.foregroundModelData;
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if (data != NULL && data->idList != NULL) {
s32* idList = data->idList;
while (*idList != 0) {
s32 id = *idList++;
if (id >= 0) {
Model* model = get_model_from_list_index(get_model_list_index_from_tree_index(id));
model->flags &= ~2;
}
}
}
}
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void hide_foreground_models(void) {
FGModelData* data = gBattleStatus.foregroundModelData;
if (data != NULL && data->idList != NULL) {
s32* idList = data->idList;
while (*idList != 0) {
s32 id = *idList++;
if (id < 0) {
break;
} else {
Model* model = get_model_from_list_index(get_model_list_index_from_tree_index(id));
model->flags |= 2;
}
}
}
}
void show_foreground_models(void) {
FGModelData* data = gBattleStatus.foregroundModelData;
if (data != NULL && data->idList != NULL) {
s32* idList = data->idList;
while (*idList != 0) {
s32 id = *idList++;
if (id < 0) {
break;
} else {
Model* model = get_model_from_list_index(get_model_list_index_from_tree_index(id));
model->flags &= ~2;
}
}
}
}
ApiStatus StartRumbleWithParams(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
start_rumble(get_variable(script, *args++), get_variable(script, *args++));
return ApiStatus_DONE2;
}
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INCLUDE_ASM(s32, "code_190B20", start_rumble_type);