papermario/src/code_f8f60_len_1560.c

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#include "common.h"
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s32 MakeLerp(Script* script, s32 initialCall) {
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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* script, s32 initialCall) {
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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* script, s32 initialCall) {
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Bytecode* ptrReadPos = script->ptrReadPos;
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s32 max = get_variable(script, *ptrReadPos++);
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Bytecode outVar = *ptrReadPos++;
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set_variable(script, outVar, rand_int(max));
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return 2;
}
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s32 GetAngleBetweenNPCs(Script* script, s32 initialCall) {
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Bytecode* ptrReadPos = script->ptrReadPos;
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NpcId aID = get_variable(script, *ptrReadPos++);
NpcId bID = get_variable(script, *ptrReadPos++);
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Bytecode outVar = *ptrReadPos++;
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Npc* a = resolve_npc(script, aID);
Npc* b = resolve_npc(script, bID);
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set_variable(script, outVar, atan2(a->pos.x, a->pos.z, b->pos.x, b->pos.z));
return 2;
}
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s32 GetAngleToNPC(Script* script, s32 initialCall) {
PlayerStatus* playerStatus = &gPlayerStatus;
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Bytecode* ptrReadPos = script->ptrReadPos;
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NpcId npcID = get_variable(script, *ptrReadPos++);
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Bytecode outVar = *ptrReadPos++;
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Npc* npc = resolve_npc(script, npcID);
set_variable(script, outVar, atan2(playerStatus->position.x, playerStatus->position.z, npc->pos.x, npc->pos.z));
return 2;
}
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s32 GetAngleToPlayer(Script* script, s32 initialCall) {
PlayerStatus* playerStatus = &gPlayerStatus;
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Bytecode* ptrReadPos = script->ptrReadPos;
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NpcId npcID = get_variable(script, *ptrReadPos++);
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Bytecode outVar = *ptrReadPos++;
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Npc* npc = resolve_npc(script, npcID);
set_variable(script, outVar, atan2(npc->pos.x, npc->pos.z, playerStatus->position.x, playerStatus->position.z));
return 2;
}
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s32 AwaitPlayerApproach(Script* script, s32 initialCall) {
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Bytecode* ptrReadPos = script->ptrReadPos;
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PlayerStatus* playerStatus = &gPlayerStatus;
s32* targetX = &script->functionTemp[0];
s32* targetZ = &script->functionTemp[1];
s32* distanceRequired = &script->functionTemp[2];
f32 distance;
if (initialCall) {
*targetX = get_variable(script, *ptrReadPos++);
*targetZ = get_variable(script, *ptrReadPos++);
*distanceRequired = get_variable(script, *ptrReadPos++);
}
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distance = dist2D(
playerStatus->position.x, playerStatus->position.z,
*targetX, *targetZ
);
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if (distance < *distanceRequired) {
return 2;
} else {
return 0;
}
}
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s32 IsPlayerWithin(Script* script, s32 initialCall) {
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Bytecode* ptrReadPos = script->ptrReadPos;
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PlayerStatus* playerStatus = &gPlayerStatus;
s32* targetX = &script->functionTemp[0];
s32* targetZ = &script->functionTemp[1];
s32* distanceRequired = &script->functionTemp[2];
f32 distance;
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Bytecode outVar = SI_VAR_0;
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if (initialCall) {
*targetX = get_variable(script, *ptrReadPos++);
*targetZ = get_variable(script, *ptrReadPos++);
*distanceRequired = get_variable(script, *ptrReadPos++);
outVar = *ptrReadPos++;
}
distance = dist2D(
playerStatus->position.x, playerStatus->position.z,
*targetX, *targetZ
);
set_variable(script, outVar, 0);
if (distance < *distanceRequired) {
set_variable(script, outVar, 1);
}
return 2;
}
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s32 AwaitPlayerLeave(Script* script, s32 initialCall) {
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Bytecode* ptrReadPos = script->ptrReadPos;
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PlayerStatus* playerStatus = &gPlayerStatus;
s32* targetX = &script->functionTemp[0];
s32* targetZ = &script->functionTemp[1];
s32* distanceRequired = &script->functionTemp[2];
f32 distance;
if (initialCall) {
*targetX = get_variable(script, *ptrReadPos++);
*targetZ = get_variable(script, *ptrReadPos++);
*distanceRequired = get_variable(script, *ptrReadPos++);
}
distance = dist2D(
playerStatus->position.x, playerStatus->position.z,
*targetX, *targetZ
);
if (distance > *distanceRequired) {
return 2;
} else {
return 0;
}
}
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s32 AddVectorPolar(Script* script, s32 initialCall) {
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Bytecode* ptrReadPos = script->ptrReadPos;
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Bytecode xVar = *ptrReadPos++;
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f32 x = get_float_variable(script, xVar);
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Bytecode yVar = *ptrReadPos++;
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f32 y = get_float_variable(script, yVar);
f32 r = get_float_variable(script, *ptrReadPos++);
add_vec2D_polar(&x, &y, r, get_float_variable(script, *ptrReadPos++));
set_float_variable(script, xVar, x);
set_float_variable(script, yVar, y);
return 2;
}
INCLUDE_ASM(code_f8f60_len_1560, func_802D4BDC);
/*
s32 func_802D4BDC(script_context* script, s32 initialCall) {
s32* t0 = &script->functionTemp[0];
s32* t1 = &script->functionTemp[1];
s32 t1v;
if (initialCall) {
*t0 = 0;
*t1 = 0;
}
if (*t0 == 0) {
t1v = *t1;
if (t1v != 0xFF) {
t1v += 0xA;
*t1 = t1v;
if (t1v < 0x100) {
// Void, debug stuff was probably here
}
t1v = 0xFF;
func_80137DA4(0xA, (f32) *t1);
} else {
return 2;
}
}
return 0;
}
*/
// Very similar to func_802D4BDC
INCLUDE_ASM(code_f8f60_len_1560, func_802D4C4C);
INCLUDE_ASM(code_f8f60_len_1560, func_802D4CC4);
/*
s32 func_802D4CC4(script_context* script, s32 initialCall) {
s32 value = get_variable(script, *script->ptrReadPos);
if (value < 0) {
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func_80137DA4(0xFF, -1.0f);
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} else {
func_80137DA4(0xA, value);
}
return 2;
}
*/
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s32 func_802D4D18(Script* script, s32 initialCall) {
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s32 value = get_float_variable(script, *script->ptrReadPos);
func_80137E4C(0, 0, 0xC, 0x14);
func_80137E4C(0, 1, 0x134, 0xDC);
func_80137D88(0xC, value);
return 2;
}
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s32 func_802D4D88(Script* script, s32 initialCall) {
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func_80137D88(0xC, 0);
return 2;
}
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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);
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s32 GetDist2D(Script* script, s32 initialCall) {
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Bytecode* ptrReadPos = script->ptrReadPos;
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Bytecode outVar = *ptrReadPos++;
set_float_variable(script, outVar, dist2D(
get_float_variable(script, *ptrReadPos++),
get_float_variable(script, *ptrReadPos++),
get_float_variable(script, *ptrReadPos++),
get_float_variable(script, *ptrReadPos++)
));
return 2;
}
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s32 func_802D5830(Script* script, s32 initialCall) {
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func_80027088(get_variable(script, *script->ptrReadPos));
return 2;
}
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s32 func_802D585C(Script* script, s32 initialCall) {
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Bytecode* ptrReadPos = script->ptrReadPos;
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s32 setMode = get_variable(script, *ptrReadPos++);
s32 flags = get_variable(script, *ptrReadPos++);
if (setMode) {
// Set flag
D_8009A650[0] |= flags;
} else {
// Unset flag
D_8009A650[0] &= ~flags;
}
return 2;
}
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s32 SetValueByRef(Script* script, s32 initialCall) {
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Bytecode* ptrReadPos = script->ptrReadPos;
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s32 dest = get_variable(script, *ptrReadPos++); /* Reference */
s32 src = get_variable(script, *ptrReadPos++);
set_variable(script, dest, src);
return 2;
}
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s32 GetValueByRef(Script* script, s32 initialCall) {
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Bytecode* ptrReadPos = script->ptrReadPos;
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s32 src = get_variable(script, *ptrReadPos++); /* Reference */
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Bytecode dest = *ptrReadPos++;
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set_variable(script, dest, get_variable(script, src));
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return 2;
}
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s32 EnableStatusMenu(Script* script, s32 initialCall) {
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if (get_variable(script, *script->ptrReadPos) != 0) {
decrement_status_menu_disabled();
} else {
increment_status_menu_disabled();
}
return 2;
}
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s32 ShowStatusMenu(Script* script, s32 initialCall) {
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if (get_variable(script, *script->ptrReadPos) != 0) {
status_menu_enable_ignore_changes();
func_800E97B8();
} else {
status_menu_disable_ignore_changes();
}
return 2;
}
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s32 SetGameMode(Script* script, s32 initialCall) {
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set_game_mode(
// Clear upper half
(get_variable(script, *script->ptrReadPos) << 0x10) >> 0x10
);
return 2;
}
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s32 ClampAngleInt(Script* script, s32 initialCall) {
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Bytecode* ptrReadPos = script->ptrReadPos;
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set_variable(script, *ptrReadPos, clamp_angle(get_variable(script, *ptrReadPos)));
return 2;
}
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s32 ClampAngleFloat(Script* script, s32 initialCall) {
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Bytecode* ptrReadPos = script->ptrReadPos;
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set_float_variable(script, *ptrReadPos, clamp_angle(get_float_variable(script, *ptrReadPos)));
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return 2;
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}