papermario/src/code_17FEB0.c

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#include "common.h"
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HitResult calc_item_check_hit(void) {
BattleStatus* battleStatus = BATTLE_STATUS;
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ActorMovePos* movePos = &battleStatus->playerActor->movePos;
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s32 actorID = battleStatus->currentTargetID;
s8 currentTargetPartS8;
u32 currentTargetPart;
Actor* actor;
ActorPart* actorPart;
currentTargetPart = currentTargetPartS8 = battleStatus->currentTargetPart;
battleStatus->currentTargetID2 = battleStatus->currentTargetID;
battleStatus->currentTargetPart2 = currentTargetPartS8;
actor = get_actor(actorID);
if (actor != NULL) {
actorPart = get_actor_part(actor, currentTargetPart);
ASSERT(actorPart != NULL);
if (!(actorPart->eventFlags & 0x20)) {
if (actor->transStatus == 0xE) {
return HitResult_MISS;
}
if (actor->stoneStatus == 0xC) {
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play_sound_at_position(0x10C, 0, movePos->goal.x, movePos->goal.y, movePos->goal.z);
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return HitResult_IMMUNE;
}
if ((battleStatus->currentAttackElement & 0x80) && (actorPart->eventFlags & 0x10)) {
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play_sound_at_position(0xE9, 0, movePos->goal.x, movePos->goal.y, movePos->goal.z);
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return HitResult_LANDED_ON_SPIKE;
}
} else {
return HitResult_MISS;
}
}
return HitResult_HIT;
}
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INCLUDE_ASM(s32, "code_17FEB0", calc_item_damage_enemy);
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ApiStatus ItemDamageEnemy(ScriptInstance* script, s32 isInitialCall) {
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BattleStatus* battleStatus = BATTLE_STATUS;
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Bytecode* args = script->ptrReadPos;
s32 itemDamageOut = *args++;
s32 a5;
Actor* actor;
s32 itemDamage;
s32 flag = 0x10;
battleStatus->currentAttackElement = *args++;
battleStatus->currentAttackEventSuppression = 0;
battleStatus->currentAttackStatus = *args++;
battleStatus->currentAttackDamage = get_variable(script, *args++);
a5 = *args++;
if ((a5 & 0x30) == 0x30) {
battleStatus->flags1 |= 0x30;
} else if (a5 & flag) {
battleStatus->flags1 = (battleStatus->flags1 | flag) & ~0x20;
} else if (a5 & 0x20) {
battleStatus->flags1 = (battleStatus->flags1 & ~flag) | 0x20;
} else {
battleStatus->flags1 = (battleStatus->flags1 & ~flag) & ~0x20;
}
if (a5 & 0x40) {
BATTLE_STATUS->flags1 |= 0x40;
} else {
BATTLE_STATUS->flags1 &= ~0x40;
}
if (a5 & 0x200) {
BATTLE_STATUS->flags1 |= 0x200;
} else {
BATTLE_STATUS->flags1 &= ~0x200;
}
if (a5 & 0x80) {
BATTLE_STATUS->flags1 |= 0x80;
} else {
BATTLE_STATUS->flags1 &= ~0x80;
}
actor = get_actor(script->owner1.actorID);
battleStatus->currentTargetID = actor->targetActorID;
battleStatus->currentTargetPart = actor->targetPartIndex;
battleStatus->statusChance = battleStatus->currentAttackStatus;
if ((battleStatus->statusChance & 0xFF) == 0xFF) {
battleStatus->statusChance = 0;
}
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
itemDamage = calc_item_damage_enemy();
if (itemDamage < 0) {
return ApiStatus_FINISH;
}
set_variable(script, itemDamageOut, itemDamage);
if (!does_script_exist_by_ref(script)) {
return ApiStatus_FINISH;
}
return ApiStatus_DONE2;
}
ApiStatus ItemAfflictEnemy(ScriptInstance* script, s32 isInitialCall) {
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BattleStatus* battleStatus = BATTLE_STATUS;
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Bytecode* args = script->ptrReadPos;
s32 itemDamageOut = *args++;
s32 a5;
Actor* actor;
s32 itemDamage;
s32 flag = 0x10;
battleStatus->currentAttackElement = *args++;
battleStatus->currentAttackEventSuppression = 0;
battleStatus->currentAttackStatus = *args++;
battleStatus->currentAttackStatus |= get_variable(script, *args++);
battleStatus->currentAttackDamage = get_variable(script, *args++);
a5 = *args++;
if ((a5 & 0x30) == 0x30) {
battleStatus->flags1 |= 0x30;
} else if (a5 & flag) {
battleStatus->flags1 = (battleStatus->flags1 | flag) & ~0x20;
} else if (a5 & 0x20) {
battleStatus->flags1 = (battleStatus->flags1 & ~flag) | 0x20;
} else {
battleStatus->flags1 = (battleStatus->flags1 & ~flag) & ~0x20;
}
if (a5 & 0x40) {
BATTLE_STATUS->flags1 |= 0x40;
} else {
BATTLE_STATUS->flags1 &= ~0x40;
}
if (a5 & 0x200) {
BATTLE_STATUS->flags1 |= 0x200;
} else {
BATTLE_STATUS->flags1 &= ~0x200;
}
if (a5 & 0x80) {
BATTLE_STATUS->flags1 |= 0x80;
} else {
BATTLE_STATUS->flags1 &= ~0x80;
}
actor = get_actor(script->owner1.actorID);
battleStatus->currentTargetID = actor->targetActorID;
battleStatus->currentTargetPart = actor->targetPartIndex;
battleStatus->statusChance = battleStatus->currentAttackStatus;
if ((battleStatus->statusChance & 0xFF) == 0xFF) {
battleStatus->statusChance = 0;
}
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
itemDamage = calc_item_damage_enemy();
if (itemDamage < 0) {
return ApiStatus_FINISH;
}
set_variable(script, itemDamageOut, itemDamage);
if (!does_script_exist_by_ref(script)) {
return ApiStatus_FINISH;
}
return ApiStatus_DONE2;
}
ApiStatus func_80252B3C(ScriptInstance* script, s32 isInitialCall) {
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BattleStatus* battleStatus = BATTLE_STATUS;
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Bytecode* args = script->ptrReadPos;
s32 itemDamageOut = *args++;
s32 a5;
Actor* actor;
s32 itemDamage;
s32 flag = 0x10;
battleStatus->currentAttackElement = *args++;
battleStatus->currentAttackEventSuppression = 0;
battleStatus->currentAttackStatus = get_variable(script, *args++);
battleStatus->currentAttackDamage = get_variable(script, *args++);
a5 = *args++;
if ((a5 & 0x30) == 0x30) {
battleStatus->flags1 |= 0x30;
} else if (a5 & flag) {
battleStatus->flags1 = (battleStatus->flags1 | flag) & ~0x20;
} else if (a5 & 0x20) {
battleStatus->flags1 = (battleStatus->flags1 & ~flag) | 0x20;
} else {
battleStatus->flags1 = (battleStatus->flags1 & ~flag) & ~0x20;
}
if (a5 & 0x40) {
BATTLE_STATUS->flags1 |= 0x40;
} else {
BATTLE_STATUS->flags1 &= ~0x40;
}
if (a5 & 0x200) {
BATTLE_STATUS->flags1 |= 0x200;
} else {
BATTLE_STATUS->flags1 &= ~0x200;
}
if (a5 & 0x80) {
BATTLE_STATUS->flags1 |= 0x80;
} else {
BATTLE_STATUS->flags1 &= ~0x80;
}
actor = get_actor(script->owner1.actorID);
battleStatus->currentTargetID = actor->targetActorID;
battleStatus->currentTargetPart = actor->targetPartIndex;
battleStatus->statusChance = battleStatus->currentAttackStatus;
if ((battleStatus->statusChance & 0xFF) == 0xFF) {
battleStatus->statusChance = 0;
}
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
itemDamage = calc_item_damage_enemy();
if (itemDamage < 0) {
return ApiStatus_FINISH;
}
set_variable(script, itemDamageOut, itemDamage);
if (!does_script_exist_by_ref(script)) {
return ApiStatus_FINISH;
}
return ApiStatus_DONE2;
}
ApiStatus ItemCheckHit(ScriptInstance* script, s32 isInitialCall) {
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BattleStatus* battleStatus = BATTLE_STATUS;
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Bytecode* args = script->ptrReadPos;
s32 itemDamageOut = *args++;
s32 a5;
Actor* actor;
s32 itemDamage;
s32 flag = 0x10;
battleStatus->currentAttackElement = *args++;
battleStatus->currentAttackEventSuppression = 0;
battleStatus->currentAttackStatus = *args++;
battleStatus->currentAttackDamage = get_variable(script, *args++);
a5 = *args++;
if ((a5 & 0x30) == 0x30) {
battleStatus->flags1 |= 0x30;
} else if (a5 & flag) {
battleStatus->flags1 = (battleStatus->flags1 | flag) & ~0x20;
} else if (a5 & 0x20) {
battleStatus->flags1 = (battleStatus->flags1 & ~flag) | 0x20;
} else {
battleStatus->flags1 = (battleStatus->flags1 & ~flag) & ~0x20;
}
if (a5 & 0x40) {
BATTLE_STATUS->flags1 |= 0x40;
} else {
BATTLE_STATUS->flags1 &= ~0x40;
}
if (a5 & 0x200) {
BATTLE_STATUS->flags1 |= 0x200;
} else {
BATTLE_STATUS->flags1 &= ~0x200;
}
if (a5 & 0x80) {
BATTLE_STATUS->flags1 |= 0x80;
} else {
BATTLE_STATUS->flags1 &= ~0x80;
}
actor = get_actor(script->owner1.actorID);
battleStatus->currentTargetID = actor->targetActorID;
battleStatus->currentTargetPart = actor->targetPartIndex;
battleStatus->statusChance = battleStatus->currentAttackStatus;
if ((battleStatus->statusChance & 0xFF) == 0xFF) {
battleStatus->statusChance = 0;
}
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
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itemDamage = calc_item_check_hit();
if (itemDamage < 0) {
return ApiStatus_FINISH;
}
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set_variable(script, itemDamageOut, itemDamage);
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return ApiStatus_DONE2;
}