papermario/papermario/src/code_80850_len_3060.c

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#include "common.h"
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void clear_player_data(void) {
player_data* playerData = &gPlayerData;
s32 i;
D_8010CD10 = 0;
D_8010CD12 = 0;
playerData->hammerLevel = -1;
playerData->curHP = 10;
playerData->curMaxHP = 10;
playerData->hardMaxHP = 10;
playerData->curFP = 5;
playerData->curMaxFP = 5;
playerData->hardMaxFP = 5;
playerData->maxBP = 3;
playerData->level = 1;
playerData->bootsLevel = 0;
playerData->hasActionCommands = 0;
playerData->coins = 0;
playerData->fortressKeyCount = 0;
playerData->starPieces = 0;
playerData->starPoints = 0;
playerData->unk_11 = 0;
playerData->unk_288 = 0;
playerData->merleeSpellType = 0;
playerData->merleeCastsLeft = 0;
playerData->merleeTurnCount = -1;
playerData->maxStarPower = 0;
playerData->specialBarsFilled = 0;
playerData->unk_292 = 0;
playerData->currentPartner = 0;
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for(i = 0; i < ARRAY_COUNT(playerData->partners); i++) {
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playerData->partners[i].enabled = 0;
playerData->partners[i].level = 0;
playerData->partners[i].unk_2 = 0;
playerData->partners[i].unk_4 = 0;
playerData->partners[i].unk_6 = 0;
}
for(i = ARRAY_COUNT(playerData->keyItems) - 1; i >= 0; i--){
playerData->keyItems[i] = 0;
}
for(i = ARRAY_COUNT(playerData->badges) - 1; i >= 0; i--) {
playerData->badges[i] = 0;
}
for(i = ARRAY_COUNT(playerData->invItems) - 1; i >= 0; i--) {
playerData->invItems[i] = 0;
}
for(i = ARRAY_COUNT(playerData->equippedBadges) - 1; i >= 0; i--) {
playerData->equippedBadges[i] = 0;
}
for(i = ARRAY_COUNT(playerData->storedItems) - 1; i >= 0; i--) {
playerData->storedItems[i] = 0;
}
playerData->otherHitsTaken = 0;
playerData->unk_296 = 0;
playerData->hitsTaken = 0;
playerData->hitsBlocked = 0;
playerData->playerFirstStrikes = 0;
playerData->enemyFirstStrikes = 0;
playerData->powerBounces = 0;
playerData->battlesCount = 0;
playerData->unk_2A4 = 0;
playerData->unk_2A6 = 0;
playerData->unk_2A8 = 0;
playerData->unk_2AA = 0;
playerData->unk_2AC = 0;
playerData->unk_2B0 = 0;
playerData->idleFrameCounter = 0;
playerData->totalCoinsEarned = 0;
playerData->frameCounter = 0;
playerData->quizzesAnswered = 0;
playerData->quizzesCorrect = 0;
for(i = 0; i < ARRAY_COUNT(playerData->unk_2C4); i++) {
playerData->unk_2C4[i] = 0;
playerData->unk_2F4[i] = 0;
}
playerData->unk_328 = 0;
playerData->starPiecesCollected = 0;
playerData->jumpGamePlays = 0;
playerData->jumpGameTotal = 0;
playerData->jumpGameRecord = 0;
playerData->smashGamePlays = 0;
playerData->smashGameTotal = 0;
playerData->smashGameRecord = 0;
}
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player_data* get_player_data(void) {
return &gPlayerData;
}
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s32 add_item(s32 itemID) {
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player_data* playerData = &gPlayerData;
s32 i;
sort_items();
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for(i = 0; i < ARRAY_COUNT(gPlayerData.invItems); i++) {
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if (playerData->invItems[i] == 0) {
break;
}
}
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if (i == ARRAY_COUNT(gPlayerData.invItems)) {
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return -1;
}
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playerData->invItems[i] = itemID;
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return i;
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}
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s32 get_item_count(void) {
player_data *playerData = &gPlayerData;
s32 i = 0;
s32 sum = 0;
for (i; i < ARRAY_COUNT(gPlayerData.invItems); i++) {
if (playerData->invItems[i] != 0) {
sum++;
}
}
return sum;
}
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s32 get_item_empty_count(void) {
return ARRAY_COUNT(gPlayerData.invItems) - get_item_count();
}
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INCLUDE_ASM(code_80850_len_3060, find_item);
INCLUDE_ASM(code_80850_len_3060, sort_items);
INCLUDE_ASM(code_80850_len_3060, add_badge);
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s32 store_item(s32 itemID) {
player_data *playerData = &gPlayerData;
s32 i;
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for (i = 0; i < ARRAY_COUNT(gPlayerData.storedItems); i++) {
if (playerData->storedItems[i] == 0) {
break;
}
}
if (i == ARRAY_COUNT(gPlayerData.storedItems)) {
return -1;
} else {
playerData->storedItems[i] = itemID;
}
return i;
}
s32 get_stored_count(void) {
player_data *playerData = &gPlayerData;
s32 i = 0;
s32 sum = 0;
for (i; i < ARRAY_COUNT(gPlayerData.storedItems); i++) {
if (playerData->storedItems[i] != 0) {
sum++;
}
}
return sum;
}
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s32 get_stored_empty_count(void) {
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return ARRAY_COUNT(gPlayerData.storedItems) - get_stored_count();
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}
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INCLUDE_ASM(code_80850_len_3060, enforce_hpfp_limits);
INCLUDE_ASM(code_80850_len_3060, initialize_status_menu);
INCLUDE_ASM(code_80850_len_3060, status_menu_draw_number);
INCLUDE_ASM(code_80850_len_3060, status_menu_draw_stat);
INCLUDE_ASM(code_80850_len_3060, update_status_menu);
INCLUDE_ASM(code_80850_len_3060, coin_counter_draw_content);
INCLUDE_ASM(code_80850_len_3060, update_coin_counter);
INCLUDE_ASM(code_80850_len_3060, show_coin_counter);
INCLUDE_ASM(code_80850_len_3060, hide_coin_counter);
INCLUDE_ASM(code_80850_len_3060, func_800E96C8);
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s32 ShowCoinCounter(ScriptContext* script) {
if (get_variable(script, *script->ptrReadPos)) {
show_coin_counter();
} else {
hide_coin_counter();
}
return 2;
}
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INCLUDE_ASM(code_80850_len_3060, func_800E973C);
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void open_status_menu_long(void) {
ui_status* uiStatus = &gUIStatus;
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if (uiStatus->hidden) {
uiStatus->showTimer = 210;
uiStatus->hidden = 0;
uiStatus->unk_3B = 1;
}
}
void open_status_menu_short(void) {
ui_status* uiStatus = &gUIStatus;
if (uiStatus->hidden) {
uiStatus->showTimer = 105;
uiStatus->hidden = 0;
uiStatus->unk_3B = 1;
}
}
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INCLUDE_ASM(code_80850_len_3060, func_800E97B8);
INCLUDE_ASM(code_80850_len_3060, func_800E97E4);
INCLUDE_ASM(code_80850_len_3060, func_800E9810);
INCLUDE_ASM(code_80850_len_3060, func_800E983C);
INCLUDE_ASM(code_80850_len_3060, func_800E984C);
INCLUDE_ASM(code_80850_len_3060, func_800E9860);
INCLUDE_ASM(code_80850_len_3060, func_800E9894);
INCLUDE_ASM(code_80850_len_3060, func_800E98C4);
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s32 func_800E98D4(void) {
ui_status* uiStatus = &gUIStatus;
return uiStatus->unk_46 + uiStatus->ignoreChanges;
}
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INCLUDE_ASM(code_80850_len_3060, func_800E98EC);
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void func_800E9900(void) {
gUIStatus.unk_46 = 0;
}
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s32 is_status_menu_visible(void) {
return !gUIStatus.hidden;
}
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void status_menu_start_blinking_hp(void) {
game_status* gameStatus = (*gGameStatusPtr);
ui_status* uiStatus = &gUIStatus;
ui_status* uiStatus2 = &gUIStatus;
if (gameStatus->unk_70 == 0) {
uiStatus->hpBlinkTimer = 120;
}
if (uiStatus2->hpBlinking != 1) {
uiStatus2->hpBlinking = 1;
uiStatus2->hpBlinkCounter = 0;
}
}
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void status_menu_stop_blinking_hp(void) {
ui_status* uiStatus = &gUIStatus;
if (uiStatus->hpBlinking != 0) {
uiStatus->hpBlinking = 0;
uiStatus->hpBlinkCounter = 0;
uiStatus->hpBlinkTimer = 0;
}
}
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void status_menu_start_blinking_fp(void) {
game_status* gameStatus = (*gGameStatusPtr);
ui_status* uiStatus = &gUIStatus;
ui_status* uiStatus2 = &gUIStatus;
if (gameStatus->unk_70 == 0) {
uiStatus->fpBlinkTimer = 120;
}
if (uiStatus2->fpBlinking != 1) {
uiStatus2->fpBlinking = 1;
uiStatus2->fpBlinkCounter = 0;
}
}
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void status_menu_stop_blinking_fp(void) {
ui_status* uiStatus = &gUIStatus;
if (uiStatus->fpBlinking != 0) {
uiStatus->fpBlinking = 0;
uiStatus->fpBlinkCounter = 0;
}
}
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void status_menu_start_blinking_coins(void) {
game_status* gameStatus = (*gGameStatusPtr);
ui_status* uiStatus = &gUIStatus;
ui_status* uiStatus2 = &gUIStatus;
if (gameStatus->unk_70 == 0) {
uiStatus->coinsBlinkTimer = 120;
}
if (uiStatus2->coinsBlinking != 1) {
uiStatus2->coinsBlinking = 1;
uiStatus2->coinsBlinkCounter = 0;
}
}
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void status_menu_stop_blinking_coins(void) {
ui_status* uiStatus = &gUIStatus;
if (uiStatus->coinsBlinking != 0) {
uiStatus->coinsBlinking = 0;
uiStatus->coinsBlinkCounter = 0;
uiStatus->coinsBlinkTimer = 0;
}
}
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void status_menu_start_blinking_sp(void) {
player_data *playerData = &gPlayerData;
ui_status* uiStatus = &gUIStatus;
uiStatus->spBarsToBlink = playerData->maxStarPower;
if (uiStatus->spBlinking != 1) {
uiStatus->spBlinking = 1;
uiStatus->spBlinkCounter = 0;
}
}
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void status_menu_stop_blinking_sp(void) {
ui_status* uiStatus = &gUIStatus;
if (uiStatus->spBlinking != 0) {
uiStatus->spBlinking = 0;
uiStatus->spBlinkCounter = 0;
}
}
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void status_menu_start_blinking_sp_bars(s8 numBarsToBlink) {
ui_status* uiStatus = &gUIStatus;
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uiStatus->spBarsToBlink = numBarsToBlink;
if (uiStatus->spBlinking != 1) {
uiStatus->spBlinking = 1;
uiStatus->spBlinkCounter = 0;
}
}
void status_menu_start_blinking_starpoints(void) {
ui_status* uiStatus = &gUIStatus;
if (uiStatus->starpointsBlinking != 1) {
uiStatus->starpointsBlinking = 1;
uiStatus->starpointsBlinkCounter = 0;
}
}
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void status_menu_stop_blinking_starpoints(void) {
ui_status* uiStatus = &gUIStatus;
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if (uiStatus->starpointsBlinking != 0) {
uiStatus->starpointsBlinking = 0;
uiStatus->starpointsBlinkCounter = 0;
}
}
void decrement_status_menu_disabled(void) {
ui_status* uiStatus = &gUIStatus;
if (uiStatus->disabled > 0) {
uiStatus->disabled--;
}
}
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void increment_status_menu_disabled(void) {
ui_status* uiStatus = &gUIStatus;
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uiStatus->disabled++;
}
void sync_status_menu(void) {
player_data *playerData = &gPlayerData;
ui_status* uiStatus = &gUIStatus;
uiStatus->displayHP = playerData->curHP;
uiStatus->displayFP = playerData->curFP;
uiStatus->displaySP = playerData->specialBarsFilled;
uiStatus->displayCoins = playerData->coins;
uiStatus->displayStarpoints = playerData->starPoints;
}
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INCLUDE_ASM(code_80850_len_3060, reset_status_menu);
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// uses a jumptable, which we need .rodata support for.
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INCLUDE_ASM(code_80850_len_3060, is_ability_active);
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s32 is_partner_ability_active(void) {
return 0;
}
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s16 add_coins(s32 amt) {
player_data *playerData = &gPlayerData;
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s16 newCoins = playerData->coins + amt;
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playerData->coins = newCoins;
if (newCoins > 999) {
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playerData->coins = 999;
}
if (playerData->coins < 0) {
playerData->coins = 0;
}
if (amt > 0) {
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playerData->totalCoinsEarned += amt;
if (playerData->totalCoinsEarned > 99999) {
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playerData->totalCoinsEarned = 99999;
}
}
return playerData->coins;
}
s8 add_star_points(s32 amt) {
player_data *playerData = &gPlayerData;
player_data *playerData2 = &gPlayerData;
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s8 newSP = playerData->starPoints + amt;
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//TODO: probably a macro!
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playerData2->starPoints = newSP;
if (newSP > 100) {
playerData2->starPoints = 100;
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}
//TODO: probably a macro!
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newSP = playerData2->starPoints;
if (newSP < 0) {
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playerData2->starPoints = 0;
}
return gPlayerData.starPoints;
}
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u8 add_star_pieces(s32 amt) {
player_data *playerData = &gPlayerData;
player_data *playerData2 = &gPlayerData;
s32 newSP = playerData->starPieces;
newSP += amt;
if (newSP > 222) {
newSP = 222;
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}
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if (newSP < 0) {
newSP = 0;
}
playerData->starPieces = newSP;
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if (amt > 0) {
playerData->starPiecesCollected += amt;
}
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return playerData2->starPieces;
}
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void increment_max_SP() {
player_data* playerData = &gPlayerData;
playerData->maxStarPower++;
playerData->specialBarsFilled = playerData->maxStarPower * 256;
}
void set_max_SP(s8 newMaxSP) {
player_data* playerData = &gPlayerData;
playerData->maxStarPower = newMaxSP;
playerData->specialBarsFilled = newMaxSP * 256;
}
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INCLUDE_ASM(code_80850_len_3060, add_SP);
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s32 recover_fp(s32 amt) {
player_data* playerData = &gPlayerData;
s32 newFP = playerData->curFP;
s32 ret;
if (amt == -2) {
playerData->curMaxFP += 1;
playerData->curFP = playerData->curMaxFP;
return playerData->curMaxFP;
}
if (amt > 0) {
newFP += amt;
}
if ((amt == -1) || (ret = newFP, (playerData->curMaxFP < newFP))) {
ret = playerData->curMaxFP;
}
playerData->curFP = ret;
return ret;
}
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s32 recover_hp(s32 amt) {
player_data* playerData = &gPlayerData;
s32 newHP = playerData->curHP;
s32 ret;
if (amt == -2) {
playerData->curMaxHP += 1;
playerData->curHP = playerData->curMaxHP;
return playerData->curMaxHP;
}
if (amt > 0) {
newHP += amt;
}
if ((amt == -1) || (ret = newHP, (playerData->curMaxHP < newHP))) {
ret = playerData->curMaxHP;
}
playerData->curHP = ret;
return ret;
}
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void subtract_hp(s32 amt) {
player_data* playerData = &gPlayerData;
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s32 newHP = playerData->curHP;
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if (amt > 0) {
newHP -= amt;
}
if (amt < 0 || newHP < 1) {
newHP = 1;
}
playerData->curHP = newHP;
}
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s8 has_full_hp(void) {
player_data* playerData = &gPlayerData;
return playerData->curMaxHP == playerData->curHP;
}
s8 has_full_fp(void) {
player_data* playerData = &gPlayerData;
return playerData->curMaxFP == playerData->curFP;
}
s8 add_fortress_keys(s32 amt) {
player_data* playerData = &gPlayerData;
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playerData->fortressKeyCount += amt;
return playerData->fortressKeyCount;
}
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s8 subtract_fortress_keys(s8 amt) {
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player_data* playerData = &gPlayerData;
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player_data* playerData2 = &gPlayerData; // required to match
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playerData->fortressKeyCount -= amt;
if (playerData->fortressKeyCount < 0) {
playerData->fortressKeyCount = 0;
}
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return playerData2->fortressKeyCount; // required to use playerData2 here to match
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}
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s8 get_fortress_key_count(void) {
return gPlayerData.fortressKeyCount;
}