#include "common.h" s8 count_targets(Actor* actor, s32 targetHomeIndex, s32 targetSelectionFlags) { BattleStatus* battleStatus = &gBattleStatus; battleStatus->targetHomeIndex = targetHomeIndex; battleStatus->currentTargetListFlags = targetSelectionFlags; player_create_target_list(actor); return actor->targetListLength; } INCLUDE_ASM(s32, "code_197F40", get_nearest_home_index); INCLUDE_ASM(s32, "code_197F40", set_goal_pos_to_part); INCLUDE_ASM(s32, "code_197F40", set_part_goal_to_actor_part); INCLUDE_ASM(s32, "code_197F40", set_actor_current_position); INCLUDE_ASM(s32, "code_197F40", set_part_absolute_position); INCLUDE_ASM(s32, "code_197F40", set_actor_home_position); INCLUDE_ASM(Actor*, "code_197F40", get_actor, s32 actorID); INCLUDE_ASM(s32, "code_197F40", LoadBattleSection); ApiStatus GetBattlePhase(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, gBattleStatus.battlePhase); return ApiStatus_DONE2; } ApiStatus GetLastElement(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, gBattleStatus.currentAttackElement); return ApiStatus_DONE2; } INCLUDE_ASM(s32, "code_197F40", func_80269E80); INCLUDE_ASM(s32, "code_197F40", func_80269EAC); INCLUDE_ASM(s32, "code_197F40", SetGoalToHome); INCLUDE_ASM(s32, "code_197F40", SetIdleGoalToHome); INCLUDE_ASM(s32, "code_197F40", SetGoalToIndex); INCLUDE_ASM(s32, "code_197F40", GetIndexFromPos); INCLUDE_ASM(s32, "code_197F40", GetIndexFromHome); INCLUDE_ASM(s32, "code_197F40", CountPlayerTargets); INCLUDE_ASM(s32, "code_197F40", ForceHomePos); INCLUDE_ASM(s32, "code_197F40", SetHomePos); INCLUDE_ASM(s32, "code_197F40", SetGoalToTarget); INCLUDE_ASM(s32, "code_197F40", SetPartGoalToTarget); INCLUDE_ASM(s32, "code_197F40", SetGoalToFirstTarget); INCLUDE_ASM(s32, "code_197F40", SetGoalPos); INCLUDE_ASM(s32, "code_197F40", SetIdleGoal); INCLUDE_ASM(s32, "code_197F40", AddGoalPos); INCLUDE_ASM(s32, "code_197F40", GetGoalPos); INCLUDE_ASM(s32, "code_197F40", GetIdleGoal); INCLUDE_ASM(s32, "code_197F40", GetPartTarget); INCLUDE_ASM(s32, "code_197F40", GetActorPos); INCLUDE_ASM(s32, "code_197F40", GetPartOffset); INCLUDE_ASM(s32, "code_197F40", GetPartPos); INCLUDE_ASM(s32, "code_197F40", GetHomePos); INCLUDE_ASM(s32, "code_197F40", SetActorPos); INCLUDE_ASM(s32, "code_197F40", SetPartPos); INCLUDE_ASM(s32, "code_197F40", SetEnemyTargetOffset); INCLUDE_ASM(s32, "code_197F40", SetAnimation); INCLUDE_ASM(s32, "code_197F40", GetAnimation); INCLUDE_ASM(s32, "code_197F40", SetAnimationRate); INCLUDE_ASM(s32, "code_197F40", SetActorYaw); INCLUDE_ASM(s32, "code_197F40", GetActorYaw); INCLUDE_ASM(s32, "code_197F40", SetPartYaw); INCLUDE_ASM(s32, "code_197F40", GetPartYaw); INCLUDE_ASM(s32, "code_197F40", SetActorJumpGravity); INCLUDE_ASM(s32, "code_197F40", SetActorIdleJumpGravity); INCLUDE_ASM(s32, "code_197F40", SetActorSpeed); INCLUDE_ASM(s32, "code_197F40", SetActorIdleSpeed); INCLUDE_ASM(s32, "code_197F40", SetPartJumpGravity); INCLUDE_ASM(s32, "code_197F40", SetPartMoveSpeed); INCLUDE_ASM(s32, "code_197F40", SetJumpAnimations); INCLUDE_ASM(s32, "code_197F40", AddActorPos); INCLUDE_ASM(s32, "code_197F40", SetActorDispOffset); INCLUDE_ASM(s32, "code_197F40", GetPartDispOffset); INCLUDE_ASM(s32, "code_197F40", SetPartDispOffset); INCLUDE_ASM(s32, "code_197F40", AddPartDispOffset); INCLUDE_ASM(s32, "code_197F40", func_8026BF48); INCLUDE_ASM(s32, "code_197F40", GetActorVar); INCLUDE_ASM(s32, "code_197F40", SetActorVar); INCLUDE_ASM(s32, "code_197F40", AddActorVar); INCLUDE_ASM(s32, "code_197F40", GetPartMovementVar); INCLUDE_ASM(s32, "code_197F40", SetPartMovementVar); INCLUDE_ASM(s32, "code_197F40", AddPartMovementVar); INCLUDE_ASM(s32, "code_197F40", SetActorRotation); INCLUDE_ASM(s32, "code_197F40", SetActorRotationOffset); INCLUDE_ASM(s32, "code_197F40", GetActorRotation); INCLUDE_ASM(s32, "code_197F40", SetPartRotation); INCLUDE_ASM(s32, "code_197F40", SetPartRotationOffset); INCLUDE_ASM(s32, "code_197F40", GetPartRotation); INCLUDE_ASM(s32, "code_197F40", SetActorScale); INCLUDE_ASM(s32, "code_197F40", SetActorScaleModifier); INCLUDE_ASM(s32, "code_197F40", GetActorScale); INCLUDE_ASM(s32, "code_197F40", SetPartScale); INCLUDE_ASM(s32, "code_197F40", GetPartScale); ApiStatus GetBattleFlags(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, gBattleStatus.flags1); return ApiStatus_DONE2; } 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; } return ApiStatus_DONE2; } ApiStatus GetBattleFlags2(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, gBattleStatus.flags2); return ApiStatus_DONE2; } INCLUDE_ASM(s32, "code_197F40", SetBattleFlagBits2); 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); ApiStatus GetOwnerID(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, script->ownerActorID); return ApiStatus_DONE2; } ApiStatus SetOwnerID(ScriptInstance* script, s32 isInitialCall) { script->ownerActorID = get_variable(script, *script->ptrReadPos); return ApiStatus_DONE2; } ApiStatus ActorExists(ScriptInstance* script, s32 isInitialCall) { Bytecode isExist; Actor* partner = gBattleStatus.partnerActor; Bytecode* args = script->ptrReadPos; ActorId actorID = get_variable(script, *args++); if (actorID == ActorId_SELF) { actorID = script->ownerActorID; } isExist = get_actor(actorID) != NULL; if ((actorID == ActorId_PARTNER) && (partner == NULL)) { isExist = FALSE; } set_variable(script, *args++, isExist); return ApiStatus_DONE2; } INCLUDE_ASM(s32, "code_197F40", func_8026DEF0); INCLUDE_ASM(s32, "code_197F40", func_8026DF88); INCLUDE_ASM(s32, "code_197F40", func_8026E020); ApiStatus func_8026E038(ScriptInstance* script, s32 isInitialCall) { gBattleStatus.unk_74 = *script->ptrReadPos; return ApiStatus_DONE2; } ApiStatus SetBattleInputMask(ScriptInstance* script, s32 isInitialCall) { gBattleStatus.inputBitmask = *script->ptrReadPos; return ApiStatus_DONE2; } ApiStatus SetBattleInputButtons(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; BattleStatus* battleStatus = &gBattleStatus; s32 currentButtonsDown = *args++; s32 currentButtonsPressed = *args++; s32 currentButtonsHeld = *args; battleStatus->currentButtonsDown = currentButtonsDown; battleStatus->currentButtonsPressed = currentButtonsPressed; battleStatus->currentButtonsHeld = currentButtonsHeld; return ApiStatus_DONE2; } ApiStatus CheckButtonPress(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Bytecode buttons = *args++; Bytecode out = *args; s32 buttonsPressed = gBattleStatus.currentButtonsPressed; 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; } INCLUDE_ASM(s32, "code_197F40", func_8026E16C); INCLUDE_ASM(s32, "code_197F40", func_8026E198); INCLUDE_ASM(s32, "code_197F40", func_8026E208); INCLUDE_ASM(s32, "code_197F40", func_8026E260); ApiStatus PlayerCreateTargetList(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Actor* actor = get_actor(script->ownerActorID); gBattleStatus.currentTargetListFlags = *args; player_create_target_list(actor); return ApiStatus_DONE2; } ApiStatus EnemyCreateTargetList(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Actor* actor = get_actor(script->ownerActorID); gBattleStatus.currentTargetListFlags = *args; enemy_create_target_list(actor); return ApiStatus_DONE2; } 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); INCLUDE_ASM(s32, "code_197F40", GetTargetListLength); INCLUDE_ASM(s32, "code_197F40", GetOwnerTarget); INCLUDE_ASM(s32, "code_197F40", func_8026E914); ApiStatus GetAttackerActorID(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, gBattleStatus.attackerActorID); return ApiStatus_DONE2; } 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); ApiStatus RemovePlayerBuffs(ScriptInstance* script, s32 isInitialCall) { remove_player_buffs(*script->ptrReadPos); return ApiStatus_DONE2; } INCLUDE_ASM(s32, "code_197F40", SetPartAlpha); INCLUDE_ASM(s32, "code_197F40", CreatePartShadow); INCLUDE_ASM(s32, "code_197F40", RemovePartShadow); INCLUDE_ASM(s32, "code_197F40", func_8026F60C); 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); void dispatch_damage_event_player_0(s32 damageAmount, Event event) { BattleStatus* battleStatus = &gBattleStatus; battleStatus->currentAttackElement = Element_END; battleStatus->unk_19A = 0; dispatch_damage_event_player(damageAmount, event, FALSE); } void dispatch_damage_event_player_1(s32 damageAmount, Event event) { dispatch_damage_event_player(damageAmount, event, TRUE); } 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); ApiStatus GetPlayerHP(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, gPlayerData.curHP); return ApiStatus_DONE2; } 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); INCLUDE_ASM(s32, "code_197F40", func_802749D8); INCLUDE_ASM(s32, "code_197F40", func_802749F8); 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); INCLUDE_ASM(s32, "code_197F40", func_80276EFC); INCLUDE_ASM(s32, "code_197F40", func_80276F1C);