papermario/src/code_f8f60_len_1560.c

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#include "common.h"
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s32 MakeLerp(script_context* script, s32 initialCall) {
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_context* script, s32 initialCall) {
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_context* script, s32 initialCall) {
bytecode* ptrReadPos = script->ptrReadPos;
s32 max = get_variable(script, *ptrReadPos++);
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bytecode outVar = *ptrReadPos++;
set_variable(script, outVar, rand_int(max));
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return 2;
}
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s32 GetAngleBetweenNPCs(script_context* script, s32 initialCall) {
bytecode* ptrReadPos = script->ptrReadPos;
NPC aID = get_variable(script, *ptrReadPos++);
NPC bID = get_variable(script, *ptrReadPos++);
bytecode outVar = *ptrReadPos++;
npc* a = resolve_npc(script, aID);
npc* b = resolve_npc(script, bID);
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_context* script, s32 initialCall) {
player_status* playerStatus = &gPlayerStatus;
bytecode* ptrReadPos = script->ptrReadPos;
NPC npcID = get_variable(script, *ptrReadPos++);
bytecode outVar = *ptrReadPos++;
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_context* script, s32 initialCall) {
player_status* playerStatus = &gPlayerStatus;
bytecode* ptrReadPos = script->ptrReadPos;
NPC npcID = get_variable(script, *ptrReadPos++);
bytecode outVar = *ptrReadPos++;
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_context* script, s32 initialCall) {
bytecode* ptrReadPos = script->ptrReadPos;
player_status* 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;
}
}
s32 IsPlayerWithin(script_context* script, s32 initialCall) {
bytecode* ptrReadPos = script->ptrReadPos;
player_status* playerStatus = &gPlayerStatus;
/* Function temporaries are redundant, stack should be used instead */
s32* targetX = &script->functionTemp[0];
s32* targetZ = &script->functionTemp[1];
s32* distanceRequired = &script->functionTemp[2];
f32 distance;
bytecode outVar = SI_VAR_0; /* Redundant */
if (initialCall) { /* Redundant condition, function always returns DONE */
*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;
}
s32 AwaitPlayerLeave(script_context* script, s32 initialCall) {
bytecode* ptrReadPos = script->ptrReadPos;
player_status* 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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INCLUDE_ASM(code_f8f60_len_1560, AddVectorPolar);
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);
s32 GetDist2D(script_context* script, s32 initialCall) {
bytecode* ptrReadPos = script->ptrReadPos;
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;
}
INCLUDE_ASM(code_f8f60_len_1560, func_802D5830);
INCLUDE_ASM(code_f8f60_len_1560, func_802D585C);
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INCLUDE_ASM(code_f8f60_len_1560, SetValueByRef);
INCLUDE_ASM(code_f8f60_len_1560, GetValueByRef);
INCLUDE_ASM(code_f8f60_len_1560, EnableStatusMenu);
INCLUDE_ASM(code_f8f60_len_1560, ShowStatusMenu);
INCLUDE_ASM(code_f8f60_len_1560, SetGameMode);
INCLUDE_ASM(code_f8f60_len_1560, ClampAngleInt);
INCLUDE_ASM(code_f8f60_len_1560, ClampAngleFloat);