#include "common.h" s32 count_targets(Actor* actor, s32 targetHomeIndex, s32 targetSelectionFlags) { BattleStatus* battleStatus = BATTLE_STATUS; battleStatus->targetHomeIndex = targetHomeIndex; battleStatus->currentTargetListFlags = targetSelectionFlags; player_create_target_list(actor); return actor->targetListLength; } 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) { xVal = 1; } else if (y < 100.0f) { xVal = 2; } else { xVal = 3; } if (x < 25.0f) { yVal = 0; } else if (x < 65.0f) { yVal = 1; } else if (x < 105.0f) { yVal = 2; } else { yVal = 3; } return yVal | (xVal << 2); } INCLUDE_ASM(void, "code_197F40", set_goal_pos_to_part, f32* goalPos, ActorID target, s32 partIndex); INCLUDE_ASM(s32, "code_197F40", set_part_goal_to_actor_part); void set_actor_current_position(ActorID actorID, f32 x, f32 y, f32 z) { Actor* actor = get_actor(actorID); actor->currentPos.x = x; actor->currentPos.y = y; actor->currentPos.z = z; } void set_part_absolute_position(ActorID actorID, s32 partIndex, f32 x, f32 y, f32 z) { 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; } } void set_actor_home_position(ActorID actorID, f32 x, f32 y, f32 z) { Actor* actor = get_actor(actorID); actor->homePos.x = x; actor->homePos.y = y; actor->homePos.z = z; } 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; } 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; } 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; gBattleStatus.unk_19A = a0; return ApiStatus_DONE2; } ApiStatus SetGoalToHome(ScriptInstance* script, s32 isInitialCall) { ActorID actorID = get_variable(script, *script->ptrReadPos); Actor* actor; if (actorID == ActorID_SELF) { actorID = script->owner1.actorID; } actor = get_actor(actorID); actor->movePos.goal.x = actor->homePos.x; actor->movePos.goal.y = actor->homePos.y; actor->movePos.goal.z = actor->homePos.z; return ApiStatus_DONE2; } ApiStatus SetIdleGoalToHome(ScriptInstance* script, s32 isInitialCall) { ActorID actorID = get_variable(script, *script->ptrReadPos); Actor* actor; if (actorID == ActorID_SELF) { actorID = script->owner1.actorID; } actor = get_actor(actorID); actor->flyPos.goal.x = actor->homePos.x; actor->flyPos.goal.y = actor->homePos.y; actor->flyPos.goal.z = actor->homePos.z; return ApiStatus_DONE2; } INCLUDE_ASM(s32, "code_197F40", SetGoalToIndex); ApiStatus GetIndexFromPos(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; ActorID actorID = get_variable(script, *args++); s32 a1 = *args++; Actor* actor; if (actorID == ActorID_SELF) { actorID = script->owner1.actorID; } actor = get_actor(actorID); set_variable(script, a1, get_nearest_home_index(actor->currentPos.x, actor->currentPos.y, actor->currentPos.z)); return ApiStatus_DONE2; } ApiStatus GetIndexFromHome(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; ActorID actorID = get_variable(script, *args++); s32 a1 = *args++; Actor* actor; if (actorID == ActorID_SELF) { 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; ActorID actorID = get_variable(script, *args++); s32 targetSelectionFlags = *args++; s32 outVar = *args++; Actor* actor; if (actorID == ActorID_SELF) { actorID = script->owner1.actorID; } actor = get_actor(actorID); set_variable(script, outVar, count_targets(actor, get_nearest_home_index(actor->currentPos.x, actor->currentPos.y, actor->currentPos.z), targetSelectionFlags)); return ApiStatus_DONE2; } ApiStatus ForceHomePos(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; ActorID actorID = get_variable(script, *args++); f32 x, y, z; Actor* actor; 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->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; ActorID actorID = get_variable(script, *args++); f32 x, y, z; Actor* actor; 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->homePos.x = x; actor->homePos.y = y; actor->homePos.z = z; return ApiStatus_DONE2; } ApiStatus SetGoalToTarget(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; ActorID actorID = get_variable(script, *args++); Actor* actor; if (actorID == ActorID_SELF) { actorID = script->owner1.actorID; } actor = get_actor(actorID); set_goal_pos_to_part(&actor->movePos, actor->targetActorID, actor->targetPartIndex); return ApiStatus_DONE2; } 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); 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; 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); } movePos->goal.x = x; movePos->goal.y = y; movePos->goal.z = z; 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; } 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; set_variable(script, outX, x); set_variable(script, outY, y); set_variable(script, outZ, z); return ApiStatus_DONE2; } 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; } 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; if (actorID == ActorID_SELF) { actorID = script->owner1.actorID; } partIndex = get_variable(script, *args++); x = get_variable(script, *args++); y = get_variable(script, *args++); actor = get_actor(actorID); 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; } return ApiStatus_DONE2; } ApiStatus SetAnimation(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; ActorID actorID = get_variable(script, *args++); Actor* actor; 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; } set_animation_rate(actorID, get_variable(script, *args++), get_float_variable(script, *args++)); 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; } 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->owner1.actorID); return ApiStatus_DONE2; } ApiStatus SetOwnerID(ScriptInstance* script, s32 isInitialCall) { script->owner1.actorID = 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->owner1.actorID; } 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); ApiStatus func_8026E020(ScriptInstance* script, s32 isInitialCall) { s32 a0 = *script->ptrReadPos; gBattleStatus.unk_70 = a0; return ApiStatus_DONE2; } 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 = BATTLE_STATUS; 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; } ApiStatus func_8026E16C(ScriptInstance* script, s32 isInitialCall) { func_80241190(get_variable(script, *script->ptrReadPos)); return ApiStatus_DONE2; } 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->owner1.actorID); 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->owner1.actorID); 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); ApiStatus GetTargetListLength(ScriptInstance* script) { Bytecode* args = script->ptrReadPos; set_variable(script, *args, get_actor(script->owner1.actorID)->targetListLength); return ApiStatus_DONE2; } 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); ApiStatus func_8026F60C(ScriptInstance* script, s32 isInitialCall) { BATTLE_STATUS->unk_8D = get_variable(script, *script->ptrReadPos); return ApiStatus_DONE2; } 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 = BATTLE_STATUS; 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); ApiStatus func_802749D8(ScriptInstance* script, s32 isInitialCall) { func_802549A0(); return ApiStatus_DONE2; } ApiStatus func_802749F8(ScriptInstance* script, s32 isInitialCall) { func_802549C0(); return ApiStatus_DONE2; } 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); ApiStatus func_80276EFC(ScriptInstance* script, s32 isInitialCall) { gBattleStatus.flags1 |= 0x200000; return ApiStatus_DONE2; } ApiStatus func_80276F1C(ScriptInstance* script, s32 isInitialCall) { dispatch_event_player(get_variable(script, *script->ptrReadPos)); return ApiStatus_DONE2; }