papermario/src/code_197F40.c

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#include "common.h"
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s32 count_targets(Actor* actor, s32 targetHomeIndex, s32 targetSelectionFlags) {
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BattleStatus* battleStatus = BATTLE_STATUS;
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battleStatus->targetHomeIndex = targetHomeIndex;
battleStatus->currentTargetListFlags = targetSelectionFlags;
player_create_target_list(actor);
return actor->targetListLength;
}
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s32 get_nearest_home_index(f32 x, f32 y, f32 z) {
s32 xVal;
s32 yVal;
if (y < 40.0f) {
xVal = 0;
} else if (y < 85.0f) {
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xVal = 1;
} else if (y < 100.0f) {
xVal = 2;
} else {
xVal = 3;
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}
if (x < 25.0f) {
yVal = 0;
} else if (x < 65.0f) {
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yVal = 1;
} else if (x < 105.0f) {
yVal = 2;
} else {
yVal = 3;
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}
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return yVal | (xVal << 2);
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}
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INCLUDE_ASM(void, "code_197F40", set_goal_pos_to_part, f32* goalPos, ActorID target, s32 partIndex);
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INCLUDE_ASM(s32, "code_197F40", set_part_goal_to_actor_part);
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void set_actor_current_position(ActorID actorID, f32 x, f32 y, f32 z) {
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Actor* actor = get_actor(actorID);
actor->currentPos.x = x;
actor->currentPos.y = y;
actor->currentPos.z = z;
}
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void set_part_absolute_position(ActorID actorID, s32 partIndex, f32 x, f32 y, f32 z) {
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Actor* actor = get_actor(actorID);
ActorPart* actorPart;
switch (actorID & 0x700) {
case 0:
actor->currentPos.x = x;
actor->currentPos.y = y;
actor->currentPos.z = z;
break;
case 0x100:
case 0x200:
actorPart = get_actor_part(actor, partIndex);
actorPart->absolutePosition.x = x;
actorPart->absolutePosition.y = y;
actorPart->absolutePosition.z = z;
break;
}
}
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void set_actor_home_position(ActorID actorID, f32 x, f32 y, f32 z) {
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Actor* actor = get_actor(actorID);
actor->homePos.x = x;
actor->homePos.y = y;
actor->homePos.z = z;
}
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Actor* get_actor(s32 actorID) {
Actor* ret = NULL;
BattleStatus* battleStatus = BATTLE_STATUS;
s32 idFlag = actorID & 0x700;
u32 idIdx = (u8)actorID;
switch (idFlag) {
case 0:
ret = battleStatus->playerActor;
break;
case 0x100:
ret = battleStatus->partnerActor;
break;
case 0x200:
ret = battleStatus->enemyActors[idIdx];
break;
}
return ret;
}
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INCLUDE_ASM(s32, "code_197F40", LoadBattleSection);
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ApiStatus GetBattlePhase(ScriptInstance* script, s32 isInitialCall) {
set_variable(script, *script->ptrReadPos, gBattleStatus.battlePhase);
return ApiStatus_DONE2;
}
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ApiStatus GetLastElement(ScriptInstance* script, s32 isInitialCall) {
set_variable(script, *script->ptrReadPos, gBattleStatus.currentAttackElement);
return ApiStatus_DONE2;
}
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ApiStatus func_80269E80(ScriptInstance* script, s32 isInitialCall) {
set_variable(script, *script->ptrReadPos, gBattleStatus.unk_19A);
return ApiStatus_DONE2;
}
ApiStatus func_80269EAC(ScriptInstance* script, s32 isInitialCall) {
s32 a0 = *script->ptrReadPos;
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gBattleStatus.unk_19A = a0;
return ApiStatus_DONE2;
}
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ApiStatus SetGoalToHome(ScriptInstance* script, s32 isInitialCall) {
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ActorID actorID = get_variable(script, *script->ptrReadPos);
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Actor* actor;
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if (actorID == ActorID_SELF) {
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actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
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actor->movePos.goal.x = actor->homePos.x;
actor->movePos.goal.y = actor->homePos.y;
actor->movePos.goal.z = actor->homePos.z;
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return ApiStatus_DONE2;
}
ApiStatus SetIdleGoalToHome(ScriptInstance* script, s32 isInitialCall) {
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ActorID actorID = get_variable(script, *script->ptrReadPos);
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Actor* actor;
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if (actorID == ActorID_SELF) {
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actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
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actor->flyPos.goal.x = actor->homePos.x;
actor->flyPos.goal.y = actor->homePos.y;
actor->flyPos.goal.z = actor->homePos.z;
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return ApiStatus_DONE2;
}
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INCLUDE_ASM(s32, "code_197F40", SetGoalToIndex);
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ApiStatus GetIndexFromPos(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
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ActorID actorID = get_variable(script, *args++);
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s32 a1 = *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);
set_variable(script, a1, get_nearest_home_index(actor->currentPos.x, actor->currentPos.y, actor->currentPos.z));
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return ApiStatus_DONE2;
}
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ApiStatus GetIndexFromHome(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
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ActorID actorID = get_variable(script, *args++);
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s32 a1 = *args++;
Actor* actor;
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if (actorID == ActorID_SELF) {
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actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
set_variable(script, a1, get_nearest_home_index(actor->homePos.x, actor->homePos.y, actor->homePos.z));
return ApiStatus_DONE2;
}
ApiStatus CountPlayerTargets(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
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ActorID actorID = get_variable(script, *args++);
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s32 targetSelectionFlags = *args++;
s32 outVar = *args++;
Actor* actor;
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if (actorID == ActorID_SELF) {
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actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
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set_variable(script, outVar, count_targets(actor, get_nearest_home_index(actor->currentPos.x, actor->currentPos.y,
actor->currentPos.z), targetSelectionFlags));
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return ApiStatus_DONE2;
}
ApiStatus ForceHomePos(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
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ActorID actorID = get_variable(script, *args++);
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f32 x, y, z;
Actor* actor;
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if (actorID == ActorID_SELF) {
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actorID = script->owner1.actorID;
}
x = get_variable(script, *args++);
y = get_variable(script, *args++);
z = get_variable(script, *args++);
actor = get_actor(actorID);
actor->homePos.x = x;
actor->currentPos.x = x;
actor->homePos.y = y;
actor->currentPos.y = y;
actor->homePos.z = z;
actor->currentPos.z = z;
return ApiStatus_DONE2;
}
ApiStatus SetHomePos(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
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ActorID actorID = get_variable(script, *args++);
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f32 x, y, z;
Actor* actor;
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if (actorID == ActorID_SELF) {
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actorID = script->owner1.actorID;
}
x = get_variable(script, *args++);
y = get_variable(script, *args++);
z = get_variable(script, *args++);
actor = get_actor(actorID);
actor->homePos.x = x;
actor->homePos.y = y;
actor->homePos.z = z;
return ApiStatus_DONE2;
}
ApiStatus SetGoalToTarget(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
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ActorID actorID = get_variable(script, *args++);
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Actor* actor;
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if (actorID == ActorID_SELF) {
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actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
set_goal_pos_to_part(&actor->movePos, actor->targetActorID, actor->targetPartIndex);
return ApiStatus_DONE2;
}
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ApiStatus SetPartGoalToTarget(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex = get_variable(script, *args++);
Actor* actor;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
set_part_goal_to_actor_part(get_actor_part(actor, partIndex)->movement, actor->targetActorID, actor->targetPartIndex);
return ApiStatus_DONE2;
}
ApiStatus SetGoalToFirstTarget(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
SelectableTarget* target;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
target = &actor->targetData[actor->targetIndexList[0]];
set_goal_pos_to_part(&actor->movePos, target->actorID, target->partID);
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return ApiStatus_DONE2;
}
ApiStatus SetGoalPos(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
ActorMovePos* movePos;
f32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
movePos = &actor->movePos;
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if (*args == -12345678) {
x = actor->movePos.goal.x;
} else {
x = get_variable(script, *args);
}
*args++;
if (*args == -12345678) {
y = movePos->goal.y;
} else {
y = get_variable(script, *args);
}
*args++;
if (*args == -12345678) {
z = movePos->goal.z;
} else {
z = get_variable(script, *args);
}
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movePos->goal.x = x;
movePos->goal.y = y;
movePos->goal.z = z;
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return ApiStatus_DONE2;
}
ApiStatus SetIdleGoal(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
ActorFlyPos* flyPos;
f32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
flyPos = &actor->flyPos;
if (*args == -12345678) {
x = actor->flyPos.goal.x;
} else {
x = get_variable(script, *args);
}
*args++;
if (*args == -12345678) {
y = flyPos->goal.y;
} else {
y = get_variable(script, *args);
}
*args++;
if (*args == -12345678) {
z = flyPos->goal.z;
} else {
z = get_variable(script, *args);
}
flyPos->goal.x = x;
flyPos->goal.y = y;
flyPos->goal.z = z;
return ApiStatus_DONE2;
}
ApiStatus AddGoalPos(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
f32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
x = get_float_variable(script, *args++);
y = get_float_variable(script, *args++);
z = get_float_variable(script, *args++);
actor = get_actor(actorID);
actor->movePos.goal.x += x;
actor->movePos.goal.y += y;
actor->movePos.goal.z += z;
return ApiStatus_DONE2;
}
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ApiStatus GetGoalPos(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
s32 outX, outY, outZ;
s32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
outX = *args++;
outY = *args++;
outZ = *args++;
x = actor->movePos.goal.x;
y = actor->movePos.goal.y;
z = actor->movePos.goal.z;
set_variable(script, outX, x);
set_variable(script, outY, y);
set_variable(script, outZ, z);
return ApiStatus_DONE2;
}
// should this be renamed to GetFlyGoal ?
ApiStatus GetIdleGoal(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
s32 outX, outY, outZ;
s32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
outX = *args++;
outY = *args++;
outZ = *args++;
x = actor->flyPos.goal.x;
y = actor->flyPos.goal.y;
z = actor->flyPos.goal.z;
set_variable(script, outX, x);
set_variable(script, outY, y);
set_variable(script, outZ, z);
return ApiStatus_DONE2;
}
ApiStatus GetPartTarget(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex = get_variable(script, *args++);
Actor* actor;
ActorPart* actorPart;
s32 outX, outY, outZ;
s32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
actorPart = get_actor_part(actor, partIndex);
outX = *args++;
outY = *args++;
outZ = *args++;
x = actorPart->movement->goalPos.x;
y = actorPart->movement->goalPos.y;
z = actorPart->movement->goalPos.z;
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set_variable(script, outX, x);
set_variable(script, outY, y);
set_variable(script, outZ, z);
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return ApiStatus_DONE2;
}
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ApiStatus GetActorPos(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
s32 outX, outY, outZ;
s32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
outX = *args++;
outY = *args++;
outZ = *args++;
x = actor->currentPos.x;
y = actor->currentPos.y;
z = actor->currentPos.z;
set_variable(script, outX, x);
set_variable(script, outY, y);
set_variable(script, outZ, z);
return ApiStatus_DONE2;
}
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ApiStatus GetPartOffset(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex;
ActorPart* actorPart;
s32 outX, outY, outZ;
s32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
partIndex = get_variable(script, *args++);
actorPart = get_actor_part(get_actor(actorID), partIndex);
outX = *args++;
outY = *args++;
outZ = *args++;
if (!(actorPart->flags & 0x100000)) {
x = actorPart->partOffset.x;
y = actorPart->partOffset.y;
z = actorPart->partOffset.z;
} else {
x = actorPart->absolutePosition.x;
y = actorPart->absolutePosition.y;
z = actorPart->absolutePosition.z;
}
set_variable(script, outX, x);
set_variable(script, outY, y);
set_variable(script, outZ, z);
return ApiStatus_DONE2;
}
ApiStatus GetPartPos(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex;
ActorPart* actorPart;
s32 outX, outY, outZ;
s32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
partIndex = get_variable(script, *args++);
actorPart = get_actor_part(get_actor(actorID), partIndex);
outX = *args++;
outY = *args++;
outZ = *args++;
x = actorPart->currentPos.x;
y = actorPart->currentPos.y;
z = actorPart->currentPos.z;
set_variable(script, outX, x);
set_variable(script, outY, y);
set_variable(script, outZ, z);
return ApiStatus_DONE2;
}
ApiStatus GetHomePos(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
s32 outX, outY, outZ;
s32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
actor = get_actor(actorID);
outX = *args++;
outY = *args++;
outZ = *args++;
x = actor->homePos.x;
y = actor->homePos.y;
z = actor->homePos.z;
set_variable(script, outX, x);
set_variable(script, outY, y);
set_variable(script, outZ, z);
return ApiStatus_DONE2;
}
ApiStatus SetActorPos(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
f32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
x = get_variable(script, *args++);
y = get_variable(script, *args++);
z = get_variable(script, *args++);
actor = get_actor(actorID);
actor->currentPos.x = x;
actor->currentPos.y = y;
actor->currentPos.z = z;
return ApiStatus_DONE2;
}
ApiStatus SetPartPos(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
s32 partIndex;
f32 x, y, z;
ActorPart* actorPart;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
partIndex = get_variable(script, *args++);
x = get_variable(script, *args++);
y = get_variable(script, *args++);
z = get_variable(script, *args++);
actor = get_actor(actorID);
switch (actorID & 0x700) {
case 0:
actor->currentPos.x = x;
actor->currentPos.y = y;
actor->currentPos.z = z;
break;
case 0x100:
case 0x200:
actorPart = get_actor_part(actor, partIndex);
if (!(actorPart->flags & 0x100000)) {
actorPart->partOffset.x = x;
actorPart->partOffset.y = y;
actorPart->partOffset.z = z;
} else {
actorPart->absolutePosition.x = x;
actorPart->absolutePosition.y = y;
actorPart->absolutePosition.z = z;
}
break;
}
return ApiStatus_DONE2;
}
ApiStatus SetEnemyTargetOffset(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
s32 partIndex;
f32 x, y;
ActorPart* actorPart;
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if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
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partIndex = get_variable(script, *args++);
x = get_variable(script, *args++);
y = get_variable(script, *args++);
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actor = get_actor(actorID);
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switch (actorID & 0x700) {
case 0:
break;
case 0x100:
case 0x200:
actorPart = get_actor_part(actor, partIndex);
actorPart->targetOffset.x = x;
actorPart->targetOffset.y = y;
break;
}
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return ApiStatus_DONE2;
}
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ApiStatus SetAnimation(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
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if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
set_animation(actorID, get_variable(script, *args++), get_variable(script, *args++));
return ApiStatus_DONE2;
}
ApiStatus GetAnimation(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 var1;
ActorPart* actorPart;
s32 a1;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
var1 = get_variable(script, *args++);
a1 = *args++;
actorPart = get_actor_part(get_actor(actorID), var1);
if (actorPart != NULL) {
set_variable(script, a1, actorPart->currentAnimation);
}
return ApiStatus_DONE2;
}
ApiStatus SetAnimationRate(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
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set_animation_rate(actorID, get_variable(script, *args++), get_float_variable(script, *args++));
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return ApiStatus_DONE2;
}
ApiStatus SetActorYaw(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
set_actor_yaw(actorID, get_variable(script, *args++));
return ApiStatus_DONE2;
}
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ApiStatus GetActorYaw(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 a1;
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if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
a1 = *args++;
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set_variable(script, a1, get_actor(actorID)->yaw);
return ApiStatus_DONE2;
}
ApiStatus SetPartYaw(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
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set_part_yaw(actorID, get_variable(script, *args++), get_variable(script, *args++));
return ApiStatus_DONE2;
}
ApiStatus GetPartYaw(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex;
s32 a1;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
partIndex = get_variable(script, *args++);
a1 = *args++;
set_variable(script, a1, get_actor_part(get_actor(actorID), partIndex)->yaw);
return ApiStatus_DONE2;
}
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ApiStatus SetActorJumpGravity(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
f32 jumpAccel;
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if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
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jumpAccel = get_float_variable(script, *args++);
get_actor(actorID)->jumpAccel = jumpAccel;
return ApiStatus_DONE2;
}
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ApiStatus SetActorIdleJumpGravity(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
f32 flyJumpAccel;
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if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
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flyJumpAccel = get_float_variable(script, *args++);
get_actor(actorID)->flyJumpAccel = flyJumpAccel;
return ApiStatus_DONE2;
}
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ApiStatus SetActorSpeed(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
f32 moveSpeed;
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if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
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moveSpeed = get_float_variable(script, *args++);
get_actor(actorID)->moveSpeed = moveSpeed;
return ApiStatus_DONE2;
}
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// SetActorFlySpeed?
ApiStatus SetActorIdleSpeed(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
f32 flySpeed;
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if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
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flySpeed = get_float_variable(script, *args++);
get_actor(actorID)->flySpeed = flySpeed;
return ApiStatus_DONE2;
}
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ApiStatus SetPartJumpGravity(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex;
f32 jumpScale;
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if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
partIndex = get_variable(script, *args++);
jumpScale = get_float_variable(script, *args++);
get_actor_part(get_actor(actorID), partIndex)->movement->jumpScale = jumpScale;
return ApiStatus_DONE2;
}
ApiStatus SetPartMoveSpeed(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex;
f32 moveSpeed;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
partIndex = get_variable(script, *args++);
moveSpeed = get_float_variable(script, *args++);
get_actor_part(get_actor(actorID), partIndex)->movement->moveSpeed = moveSpeed;
return ApiStatus_DONE2;
}
ApiStatus SetJumpAnimations(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
s32 jumpPartIndex;
s32 animJumpRise;
s32 animJumpFall;
s32 animJumpLand;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
jumpPartIndex = get_variable(script, *args++);
animJumpRise = *args++;
animJumpFall = *args++;
animJumpLand = *args++;
actor = get_actor(actorID);
actor->jumpPartIndex = jumpPartIndex;
actor->animJumpRise = animJumpRise;
actor->animJumpFall = animJumpFall;
actor->animJumpLand = animJumpLand;
return ApiStatus_DONE2;
}
ApiStatus AddActorPos(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
f32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
x = get_float_variable(script, *args++);
y = get_float_variable(script, *args++);
z = get_float_variable(script, *args++);
actor = get_actor(actorID);
actor->currentPos.x += x;
actor->currentPos.y += y;
actor->currentPos.z += z;
return ApiStatus_DONE2;
}
ApiStatus SetActorDispOffset(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
f32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
x = get_float_variable(script, *args++);
y = get_float_variable(script, *args++);
z = get_float_variable(script, *args++);
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actor = get_actor(actorID);
actor->headOffset.x = x;
actor->headOffset.y = y;
actor->headOffset.z = z;
return ApiStatus_DONE2;
}
ApiStatus GetPartDispOffset(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
ActorPart* actorPart;
s32 partIndex;
s32 outX, outY, outZ;
f32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
partIndex = get_variable(script, *args++);
outX = *args++;
outY = *args++;
outZ = *args++;
actorPart = get_actor_part(get_actor(actorID), partIndex);
if (!(actorPart->flags & 0x100000)) {
x = actorPart->partOffset.x;
y = actorPart->partOffset.y;
z = actorPart->partOffset.z;
} else {
x = actorPart->visualOffset.x;
y = actorPart->visualOffset.y;
z = actorPart->visualOffset.z;
}
set_variable(script, outX, x);
set_variable(script, outY, y);
set_variable(script, outZ, z);
return ApiStatus_DONE2;
}
ApiStatus SetPartDispOffset(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
ActorPart* actorPart;
s32 partIndex;
f32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
partIndex = get_variable(script, *args++);
x = get_float_variable(script, *args++);
y = get_float_variable(script, *args++);
z = get_float_variable(script, *args++);
actorPart = get_actor_part(get_actor(actorID), partIndex);
if (!(actorPart->flags & 0x100000)) {
actorPart->partOffset.x = x;
actorPart->partOffset.y = y;
actorPart->partOffset.z = z;
} else {
actorPart->visualOffset.x = x;
actorPart->visualOffset.y = y;
actorPart->visualOffset.z = z;
}
return ApiStatus_DONE2;
}
ApiStatus AddPartDispOffset(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
ActorPart* actorPart;
s32 partIndex;
f32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
partIndex = get_variable(script, *args++);
x = get_float_variable(script, *args++);
y = get_float_variable(script, *args++);
z = get_float_variable(script, *args++);
actorPart = get_actor_part(get_actor(actorID), partIndex);
if (!(actorPart->flags & 0x100000)) {
actorPart->partOffset.x += x;
actorPart->partOffset.y += y;
actorPart->partOffset.z += z;
} else {
actorPart->visualOffset.x += x;
actorPart->visualOffset.y += y;
actorPart->visualOffset.z += z;
}
return ApiStatus_DONE2;
}
ApiStatus func_8026BF48(ScriptInstance* script, s32 isInitialCall) {
BattleStatus* battleStatus = BATTLE_STATUS;
BattleStatus* battleStatus2 = BATTLE_STATUS;
Bytecode* args = script->ptrReadPos;
if (get_variable(script, *args++) != 0) {
battleStatus->unk_8C++;
} else if (battleStatus->unk_8C > 0) {
battleStatus2->unk_8C--;
}
return ApiStatus_DONE2;
}
ApiStatus GetActorVar(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 var1;
s32 a2;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
var1 = get_variable(script, *args++);
a2 = *args++;
set_variable(script, a2, get_actor(actorID)->varTable[var1]);
return ApiStatus_DONE2;
}
ApiStatus SetActorVar(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 index;
s32 val;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
index = get_variable(script, *args++);
val = get_variable(script, *args++);
get_actor(actorID)->varTable[index] = val;
return ApiStatus_DONE2;
}
#ifdef NON_MATCHING
ApiStatus AddActorVar(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 index;
s32 val;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
index = get_variable(script, *args++);
val = get_variable(script, *args++);
get_actor(actorID)->varTable[index] += val;
return ApiStatus_DONE2;
}
#else
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INCLUDE_ASM(s32, "code_197F40", AddActorVar);
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#endif
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ApiStatus GetPartMovementVar(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex;
s32 tableIndex;
s32 outVar;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
partIndex = get_variable(script, *args++);
tableIndex = get_variable(script, *args++);
outVar = *args++;
set_variable(script, outVar, get_actor_part(get_actor(actorID), partIndex)->movement->varTable[tableIndex]);
return ApiStatus_DONE2;
}
ApiStatus SetPartMovementVar(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex;
s32 tableIndex;
s32 val;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
partIndex = get_variable(script, *args++);
tableIndex = get_variable(script, *args++);
val = get_variable(script, *args++);
get_actor_part(get_actor(actorID), partIndex)->movement->varTable[tableIndex] = val;
return ApiStatus_DONE2;
}
ApiStatus AddPartMovementVar(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex;
s32 tableIndex;
s32 val;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
partIndex = get_variable(script, *args++);
tableIndex = get_variable(script, *args++);
val = get_variable(script, *args++);
get_actor_part(get_actor(actorID), partIndex)->movement->varTable[tableIndex] += val;
return ApiStatus_DONE2;
}
ApiStatus SetActorRotation(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
s32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
x = get_float_variable(script, *args++);
y = get_float_variable(script, *args++);
z = get_float_variable(script, *args++);
actor = get_actor(actorID);
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if (x != -250000000) {
actor->rotation.x = x;
}
if (y != -250000000) {
actor->rotation.y = y;
}
if (z != -250000000) {
actor->rotation.z = z;
}
return ApiStatus_DONE2;
}
ApiStatus SetActorRotationOffset(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
s32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
x = get_float_variable(script, *args++);
y = get_float_variable(script, *args++);
z = get_float_variable(script, *args++);
actor = get_actor(actorID);
actor->rotationPivotOffset.x = x;
actor->rotationPivotOffset.y = y;
actor->rotationPivotOffset.z = z;
return ApiStatus_DONE2;
}
ApiStatus GetActorRotation(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
s32 x, y, z;
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if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
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x = *args++;
y = *args++;
z = *args++;
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actor = get_actor(actorID);
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set_variable(script, x, actor->rotation.x);
set_variable(script, y, actor->rotation.y);
set_variable(script, z, actor->rotation.z);
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return ApiStatus_DONE2;
}
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ApiStatus SetPartRotation(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex = get_variable(script, *args++);
ActorPart* actorPart;
s32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
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x = get_float_variable(script, *args++);
y = get_float_variable(script, *args++);
z = get_float_variable(script, *args++);
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actorPart = get_actor_part(get_actor(actorID), partIndex);
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actorPart->rotation.x = x;
actorPart->rotation.y = y;
actorPart->rotation.z = z;
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return ApiStatus_DONE2;
}
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ApiStatus SetPartRotationOffset(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex = get_variable(script, *args++);
ActorPart* actorPart;
s32 x, y, z;
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if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
x = get_float_variable(script, *args++);
y = get_float_variable(script, *args++);
z = get_float_variable(script, *args++);
actorPart = get_actor_part(get_actor(actorID), partIndex);
actorPart->rotationPivotOffset.x = x;
actorPart->rotationPivotOffset.y = y;
actorPart->rotationPivotOffset.z = z;
return ApiStatus_DONE2;
}
ApiStatus GetPartRotation(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex = get_variable(script, *args++);
ActorPart* actorPart;
s32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
x = *args++;
y = *args++;
z = *args++;
actorPart = get_actor_part(get_actor(actorID), partIndex);
set_float_variable(script, x, actorPart->rotation.x);
set_float_variable(script, y, actorPart->rotation.y);
set_float_variable(script, z, actorPart->rotation.z);
return ApiStatus_DONE2;
}
ApiStatus SetActorScale(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
f32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
x = get_float_variable(script, *args++);
y = get_float_variable(script, *args++);
z = get_float_variable(script, *args++);
actor = get_actor(actorID);
actor->scale.x = x;
actor->scale.y = y;
actor->scale.z = z;
return ApiStatus_DONE2;
}
ApiStatus SetActorScaleModifier(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
f32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
x = get_float_variable(script, *args++);
y = get_float_variable(script, *args++);
z = get_float_variable(script, *args++);
actor = get_actor(actorID);
actor->scaleModifier.x = x;
actor->scaleModifier.y = y;
actor->scaleModifier.z = z;
return ApiStatus_DONE2;
}
ApiStatus GetActorScale(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Actor* actor;
f32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
x = *args++;
y = *args++;
z = *args++;
actor = get_actor(actorID);
set_float_variable(script, x, actor->scale.x);
set_float_variable(script, y, actor->scale.y);
set_float_variable(script, z, actor->scale.z);
return ApiStatus_DONE2;
}
ApiStatus SetPartScale(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex = get_variable(script, *args++);
ActorPart* actorPart;
f32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
x = get_float_variable(script, *args++);
y = get_float_variable(script, *args++);
z = get_float_variable(script, *args++);
actorPart = get_actor_part(get_actor(actorID), partIndex);
actorPart->scale.x = x;
actorPart->scale.y = y;
actorPart->scale.z = z;
return ApiStatus_DONE2;
}
ApiStatus GetPartScale(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
s32 partIndex = get_variable(script, *args++);
ActorPart* actorPart;
s32 x, y, z;
if (actorID == ActorID_SELF) {
actorID = script->owner1.actorID;
}
x = *args++;
y = *args++;
z = *args++;
actorPart = get_actor_part(get_actor(actorID), partIndex);
set_float_variable(script, x, actorPart->scale.x);
set_float_variable(script, y, actorPart->scale.y);
set_float_variable(script, z, actorPart->scale.z);
return ApiStatus_DONE2;
}
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ApiStatus GetBattleFlags(ScriptInstance* script, s32 isInitialCall) {
set_variable(script, *script->ptrReadPos, gBattleStatus.flags1);
return ApiStatus_DONE2;
}
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ApiStatus SetBattleFlagBits(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Bytecode a0 = *args++;
if (get_variable(script, *args)) {
gBattleStatus.flags1 |= a0;
} else {
gBattleStatus.flags1 &= ~a0;
}
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return ApiStatus_DONE2;
}
ApiStatus GetBattleFlags2(ScriptInstance* script, s32 isInitialCall) {
set_variable(script, *script->ptrReadPos, gBattleStatus.flags2);
return ApiStatus_DONE2;
}
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ApiStatus SetBattleFlagBits2(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Bytecode a0 = *args++;
if (get_variable(script, *args)) {
BattleStatus* battleStatus = BATTLE_STATUS;
battleStatus->flags2 |= a0;
} else {
BattleStatus* battleStatus = BATTLE_STATUS;
battleStatus->flags2 &= ~a0;
}
return ApiStatus_DONE2;
}
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INCLUDE_ASM(s32, "code_197F40", SetActorFlags);
INCLUDE_ASM(s32, "code_197F40", SetActorFlagBits);
INCLUDE_ASM(s32, "code_197F40", GetActorFlags);
INCLUDE_ASM(s32, "code_197F40", SetPartFlags);
INCLUDE_ASM(s32, "code_197F40", SetPartFlagBits);
INCLUDE_ASM(s32, "code_197F40", SetPartTargetFlags);
INCLUDE_ASM(s32, "code_197F40", SetPartTargetFlagBits);
INCLUDE_ASM(s32, "code_197F40", GetPartFlags);
INCLUDE_ASM(s32, "code_197F40", GetPartTargetFlags);
INCLUDE_ASM(s32, "code_197F40", SetPartEventFlags);
INCLUDE_ASM(s32, "code_197F40", SetPartEventBits);
INCLUDE_ASM(s32, "code_197F40", GetPartEventFlags);
INCLUDE_ASM(s32, "code_197F40", func_8026D51C);
INCLUDE_ASM(s32, "code_197F40", func_8026D5A4);
INCLUDE_ASM(s32, "code_197F40", HPBarToHome);
INCLUDE_ASM(s32, "code_197F40", HPBarToCurrent);
INCLUDE_ASM(s32, "code_197F40", func_8026D8EC);
INCLUDE_ASM(s32, "code_197F40", func_8026D940);
INCLUDE_ASM(s32, "code_197F40", func_8026DA94);
INCLUDE_ASM(s32, "code_197F40", SummonEnemy);
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ApiStatus GetOwnerID(ScriptInstance* script, s32 isInitialCall) {
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set_variable(script, *script->ptrReadPos, script->owner1.actorID);
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return ApiStatus_DONE2;
}
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ApiStatus SetOwnerID(ScriptInstance* script, s32 isInitialCall) {
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script->owner1.actorID = get_variable(script, *script->ptrReadPos);
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return ApiStatus_DONE2;
}
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ApiStatus ActorExists(ScriptInstance* script, s32 isInitialCall) {
Bytecode isExist;
Actor* partner = gBattleStatus.partnerActor;
Bytecode* args = script->ptrReadPos;
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ActorID actorID = get_variable(script, *args++);
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if (actorID == ActorID_SELF) {
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actorID = script->owner1.actorID;
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}
isExist = get_actor(actorID) != NULL;
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if ((actorID == ActorID_PARTNER) && (partner == NULL)) {
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isExist = FALSE;
}
set_variable(script, *args++, isExist);
return ApiStatus_DONE2;
}
INCLUDE_ASM(s32, "code_197F40", func_8026DEF0);
INCLUDE_ASM(s32, "code_197F40", func_8026DF88);
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ApiStatus func_8026E020(ScriptInstance* script, s32 isInitialCall) {
s32 a0 = *script->ptrReadPos;
gBattleStatus.unk_70 = a0;
return ApiStatus_DONE2;
}
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ApiStatus func_8026E038(ScriptInstance* script, s32 isInitialCall) {
gBattleStatus.unk_74 = *script->ptrReadPos;
return ApiStatus_DONE2;
}
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ApiStatus SetBattleInputMask(ScriptInstance* script, s32 isInitialCall) {
gBattleStatus.inputBitmask = *script->ptrReadPos;
return ApiStatus_DONE2;
}
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ApiStatus SetBattleInputButtons(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
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BattleStatus* battleStatus = BATTLE_STATUS;
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s32 currentButtonsDown = *args++;
s32 currentButtonsPressed = *args++;
s32 currentButtonsHeld = *args;
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battleStatus->currentButtonsDown = currentButtonsDown;
battleStatus->currentButtonsPressed = currentButtonsPressed;
battleStatus->currentButtonsHeld = currentButtonsHeld;
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return ApiStatus_DONE2;
}
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ApiStatus CheckButtonPress(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Bytecode buttons = *args++;
Bytecode out = *args;
s32 buttonsPressed = gBattleStatus.currentButtonsPressed;
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set_variable(script, out, (buttonsPressed & buttons) != 0);
return ApiStatus_DONE2;
}
ApiStatus CheckButtonHeld(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Bytecode buttons = *args++;
Bytecode out = *args;
s32 buttonsHeld = gBattleStatus.currentButtonsHeld;
set_variable(script, out, (buttonsHeld & buttons) != 0);
return ApiStatus_DONE2;
}
ApiStatus CheckButtonDown(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Bytecode buttons = *args++;
Bytecode out = *args;
s32 buttonsDown = gBattleStatus.currentButtonsDown;
set_variable(script, out, (buttonsDown & buttons) != 0);
return ApiStatus_DONE2;
}
ApiStatus GetBattleState(ScriptInstance* script, s32 isInitialCall) {
set_variable(script, *script->ptrReadPos, gBattleState);
return ApiStatus_DONE2;
}
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ApiStatus func_8026E16C(ScriptInstance* script, s32 isInitialCall) {
func_80241190(get_variable(script, *script->ptrReadPos));
return ApiStatus_DONE2;
}
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INCLUDE_ASM(s32, "code_197F40", func_8026E198);
INCLUDE_ASM(s32, "code_197F40", func_8026E208);
INCLUDE_ASM(s32, "code_197F40", func_8026E260);
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ApiStatus PlayerCreateTargetList(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
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Actor* actor = get_actor(script->owner1.actorID);
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gBattleStatus.currentTargetListFlags = *args;
player_create_target_list(actor);
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return ApiStatus_DONE2;
}
ApiStatus EnemyCreateTargetList(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
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Actor* actor = get_actor(script->owner1.actorID);
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gBattleStatus.currentTargetListFlags = *args;
enemy_create_target_list(actor);
return ApiStatus_DONE2;
}
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INCLUDE_ASM(s32, "code_197F40", InitTargetIterator);
INCLUDE_ASM(s32, "code_197F40", SetOwnerTarget);
INCLUDE_ASM(s32, "code_197F40", ChooseNextTarget);
INCLUDE_ASM(s32, "code_197F40", func_8026E558);
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ApiStatus GetTargetListLength(ScriptInstance* script) {
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Bytecode* args = script->ptrReadPos;
set_variable(script, *args, get_actor(script->owner1.actorID)->targetListLength);
return ApiStatus_DONE2;
}
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INCLUDE_ASM(s32, "code_197F40", GetOwnerTarget);
INCLUDE_ASM(s32, "code_197F40", func_8026E914);
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ApiStatus GetAttackerActorID(ScriptInstance* script, s32 isInitialCall) {
set_variable(script, *script->ptrReadPos, gBattleStatus.attackerActorID);
return ApiStatus_DONE2;
}
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INCLUDE_ASM(s32, "code_197F40", func_8026E9A0);
INCLUDE_ASM(s32, "code_197F40", GetDistanceToGoal);
INCLUDE_ASM(s32, "code_197F40", func_8026EA7C);
INCLUDE_ASM(s32, "code_197F40", func_8026EB20);
INCLUDE_ASM(s32, "code_197F40", func_8026EBF8);
INCLUDE_ASM(s32, "code_197F40", func_8026ED20);
INCLUDE_ASM(s32, "code_197F40", func_8026EDE4);
INCLUDE_ASM(s32, "code_197F40", AddActorDecoration);
INCLUDE_ASM(s32, "code_197F40", RemoveActorDecoration);
INCLUDE_ASM(s32, "code_197F40", ModifyActorDecoration);
INCLUDE_ASM(s32, "code_197F40", UseIdleAnimation);
INCLUDE_ASM(s32, "code_197F40", func_8026F1A0);
INCLUDE_ASM(s32, "code_197F40", GetStatusFlags);
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ApiStatus RemovePlayerBuffs(ScriptInstance* script, s32 isInitialCall) {
remove_player_buffs(*script->ptrReadPos);
return ApiStatus_DONE2;
}
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INCLUDE_ASM(s32, "code_197F40", SetPartAlpha);
INCLUDE_ASM(s32, "code_197F40", CreatePartShadow);
INCLUDE_ASM(s32, "code_197F40", RemovePartShadow);
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ApiStatus func_8026F60C(ScriptInstance* script, s32 isInitialCall) {
BATTLE_STATUS->unk_8D = get_variable(script, *script->ptrReadPos);
return ApiStatus_DONE2;
}
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INCLUDE_ASM(s32, "code_197F40", SetBattleVar);
INCLUDE_ASM(s32, "code_197F40", GetBattleVar);
INCLUDE_ASM(s32, "code_197F40", ResetAllActorSounds);
INCLUDE_ASM(s32, "code_197F40", SetActorSounds);
INCLUDE_ASM(s32, "code_197F40", ResetActorSounds);
INCLUDE_ASM(s32, "code_197F40", SetPartSounds);
INCLUDE_ASM(s32, "code_197F40", SetActorType);
INCLUDE_ASM(s32, "code_197F40", ShowShockEffect);
INCLUDE_ASM(s32, "code_197F40", GetActorAttackBoost);
INCLUDE_ASM(s32, "code_197F40", GetActorDefenseBoost);
INCLUDE_ASM(s32, "code_197F40", BoostAttack);
INCLUDE_ASM(s32, "code_197F40", BoostDefense);
INCLUDE_ASM(s32, "code_197F40", VanishActor);
INCLUDE_ASM(s32, "code_197F40", ElectrifyActor);
INCLUDE_ASM(s32, "code_197F40", HealActor);
INCLUDE_ASM(s32, "code_197F40", WaitForBuffDone);
INCLUDE_ASM(s32, "code_197F40", CopyBuffs);
INCLUDE_ASM(s32, "code_197F40", func_80271210);
INCLUDE_ASM(s32, "code_197F40", func_80271258);
INCLUDE_ASM(s32, "code_197F40", func_802712A0);
INCLUDE_ASM(s32, "code_197F40", func_80271328);
INCLUDE_ASM(s32, "code_197F40", func_802713B0);
INCLUDE_ASM(s32, "code_197F40", func_8027143C);
INCLUDE_ASM(s32, "code_197F40", func_80271484);
INCLUDE_ASM(s32, "code_197F40", func_80271588);
INCLUDE_ASM(s32, "code_197F40", dispatch_event_player);
INCLUDE_ASM(s32, "code_197F40", dispatch_event_player_continue_turn);
INCLUDE_ASM(s32, "code_197F40", calc_player_test_enemy);
INCLUDE_ASM(s32, "code_197F40", calc_player_damage_enemy);
INCLUDE_ASM(s32, "code_197F40", dispatch_damage_event_player);
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void dispatch_damage_event_player_0(s32 damageAmount, Event event) {
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BattleStatus* battleStatus = BATTLE_STATUS;
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battleStatus->currentAttackElement = Element_END;
battleStatus->unk_19A = 0;
dispatch_damage_event_player(damageAmount, event, FALSE);
}
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void dispatch_damage_event_player_1(s32 damageAmount, Event event) {
dispatch_damage_event_player(damageAmount, event, TRUE);
}
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INCLUDE_ASM(s32, "code_197F40", GetMenuSelection);
INCLUDE_ASM(s32, "code_197F40", func_80273444);
INCLUDE_ASM(s32, "code_197F40", PlayerFallToGoal);
INCLUDE_ASM(s32, "code_197F40", PlayerLandJump);
INCLUDE_ASM(s32, "code_197F40", PlayerRunToGoal);
INCLUDE_ASM(s32, "code_197F40", CancelablePlayerRunToGoal);
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ApiStatus GetPlayerHP(ScriptInstance* script, s32 isInitialCall) {
set_variable(script, *script->ptrReadPos, gPlayerData.curHP);
return ApiStatus_DONE2;
}
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INCLUDE_ASM(s32, "code_197F40", PlayerDamageEnemy);
INCLUDE_ASM(s32, "code_197F40", PlayerPowerBounceEnemy);
INCLUDE_ASM(s32, "code_197F40", PlayerTestEnemy);
INCLUDE_ASM(s32, "code_197F40", DispatchDamagePlayerEvent);
INCLUDE_ASM(s32, "code_197F40", EnablePlayerBlur);
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ApiStatus func_802749D8(ScriptInstance* script, s32 isInitialCall) {
func_802549A0();
return ApiStatus_DONE2;
}
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ApiStatus func_802749F8(ScriptInstance* script, s32 isInitialCall) {
func_802549C0();
return ApiStatus_DONE2;
}
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INCLUDE_ASM(s32, "code_197F40", func_80274A18);
INCLUDE_ASM(s32, "code_197F40", func_802752AC);
INCLUDE_ASM(s32, "code_197F40", func_80275F00);
INCLUDE_ASM(s32, "code_197F40", DidActionSucceed);
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ApiStatus func_80276EFC(ScriptInstance* script, s32 isInitialCall) {
gBattleStatus.flags1 |= 0x200000;
return ApiStatus_DONE2;
}
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ApiStatus func_80276F1C(ScriptInstance* script, s32 isInitialCall) {
dispatch_event_player(get_variable(script, *script->ptrReadPos));
return ApiStatus_DONE2;
}