#include "common.h" void clear_player_data(void) { PlayerData* 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] = 0; playerData->currentPartner = 0; for (i = 0; i < ARRAY_COUNT(playerData->partners); i++) { playerData->partners[i].enabled = 0; playerData->partners[i].level = 0; playerData->partners[i].unk_02[0] = 0; playerData->partners[i].unk_02[1] = 0; playerData->partners[i].unk_02[2] = 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] = 0; playerData->unk_2A4[1] = 0; playerData->unk_2A4[2] = 0; playerData->unk_2A4[3] = 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; } PlayerData* get_player_data(void) { return &gPlayerData; } s32 add_item(s32 itemID) { PlayerData* playerData = &gPlayerData; s32 i; sort_items(); for (i = 0; i < ARRAY_COUNT(gPlayerData.invItems); i++) { if (playerData->invItems[i] == 0) { break; } } if (i == ARRAY_COUNT(gPlayerData.invItems)) { return -1; } playerData->invItems[i] = itemID; return i; } s32 get_item_count(void) { PlayerData* playerData = &gPlayerData; s32 i = 0; s32 sum = 0; for (i; i < ARRAY_COUNT(gPlayerData.invItems); i++) { if (playerData->invItems[i] != 0) { sum++; } } return sum; } s32 get_item_empty_count(void) { return ARRAY_COUNT(gPlayerData.invItems) - get_item_count(); } s32 find_item(s32 itemID) { PlayerData* playerData = &gPlayerData; StaticItem* item = &gItemTable[itemID]; s32 i; if ((item->typeFlags & 8) != 0) { for (i = 0; i < ARRAY_COUNT(playerData->keyItems); i++) { if (playerData->keyItems[i] == itemID) { break; } } if (i >= ARRAY_COUNT(playerData->keyItems)) { return -1; } return i; } for (i = 0; i < ARRAY_COUNT(playerData->invItems); i++) { if (playerData->invItems[i] == itemID) { break; } } if (i == ARRAY_COUNT(playerData->invItems)) { return -1; } return i; } void sort_items(void) { PlayerData* playerData = &gPlayerData; int j; int i; for (i = ARRAY_COUNT(playerData->invItems) - 2; i >= 0; i--) { if (playerData->invItems[i] != 0) { for (j = ARRAY_COUNT(playerData->invItems) - 1; i < j; j--) { if (playerData->invItems[j] == 0) { playerData->invItems[j] = playerData->invItems[i]; playerData->invItems[i] = 0; break; } } } } } s32 add_badge(s32 itemID) { PlayerData* playerData = &gPlayerData; StaticItem* item = &gItemTable[itemID]; s32 i; if ((item->typeFlags & 0x40) == 0) { return add_item(itemID); } for (i = 0; i < ARRAY_COUNT(playerData->badges); i++) { if (playerData->badges[i] == 0) { break; } } if (i >= ARRAY_COUNT(playerData->badges)) { return 0; } playerData->badges[i] = itemID; return i; } s32 store_item(s32 itemID) { PlayerData* playerData = &gPlayerData; s32 i; 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) { PlayerData* playerData = &gPlayerData; s32 i = 0; s32 sum = 0; for (i; i < ARRAY_COUNT(gPlayerData.storedItems); i++) { if (playerData->storedItems[i] != 0) { sum++; } } return sum; } s32 get_stored_empty_count(void) { return ARRAY_COUNT(gPlayerData.storedItems) - get_stored_count(); } void enforce_hpfp_limits(void) { PlayerData* playerData = &gPlayerData; PlayerData* playerData2 = &gPlayerData; playerData->curMaxHP = playerData->hardMaxHP + (is_ability_active(4) * 5); if (playerData->curMaxHP > 75) { playerData->curMaxHP = 75; } if (playerData->curHP > playerData->curMaxHP) { playerData->curHP = playerData->curMaxHP; } playerData2->curMaxFP = playerData2->hardMaxFP + (is_ability_active(12) * 5); if (playerData2->curMaxFP > 75) { playerData2->curMaxFP = 75; } if (playerData2->curFP > playerData2->curMaxFP) { playerData2->curFP = playerData2->curMaxFP; } } INCLUDE_ASM(s32, "code_80850_len_3060", initialize_status_menu); INCLUDE_ASM(s32, "code_80850_len_3060", status_menu_draw_number); INCLUDE_ASM(s32, "code_80850_len_3060", status_menu_draw_stat); INCLUDE_ASM(s32, "code_80850_len_3060", update_status_menu); void coin_counter_draw_content(UNK_TYPE arg0, s32 posX, s32 posY) { UiStatus* uiStatus = &gUIStatus; s32 iconIndex; if ((gPlayerData.coins != uiStatus->displayCoins) && ((GAME_STATUS->frameCounter % 3) == 0)) { play_sound(0x211); } iconIndex = uiStatus->iconIndex10; set_icon_render_pos(iconIndex, posX + 27, posY + 11); draw_icon_0(iconIndex); iconIndex = uiStatus->iconIndex11; set_icon_render_pos(iconIndex, posX + 15, posY + 11); draw_icon_0(iconIndex); draw_number(uiStatus->displayCoins, posX + 58, posY + 4, 1, 10, 255, 3); } void update_coin_counter(void) { UiStatus* uiStatus = &gUIStatus; PlayerData* playerData = &gPlayerData; do {} while (0); // Needed to match if (uiStatus->unk_6C[1] != 0) { uiStatus->unk_6C[1] -= 1; if (((uiStatus->unk_6C[1] << 24) == 0) && (uiStatus->iconIndex12 >= 0)) { free_icon(uiStatus->iconIndex12); free_icon(uiStatus->iconIndex13); uiStatus->iconIndex12 = -1; } D_8010CD12 = 0; } if (uiStatus->unk_6C[0] != 0) { if ((uiStatus->displayCoins == playerData->coins) && (uiStatus->unk_6C[0] > 30)) { uiStatus->unk_6C[0] = 30; } if ((uiStatus->displayCoins == playerData->coins) || (uiStatus->unk_6C[0] <= 30)) { uiStatus->unk_6C[0] -= 1; if (uiStatus->unk_6C[0] == 0) { func_80147E7C(20, &D_80147574); uiStatus->unk_6C[1] = 15; D_8010CD10 = 0; D_8010CD12 = 1; uiStatus->iconIndex12 = uiStatus->iconIndex10; uiStatus->iconIndex13 = uiStatus->iconIndex11; uiStatus->displayCoins = playerData->coins; if (uiStatus->unk_6C[2] > -1) { uiStatus->ignoreChanges = uiStatus->unk_6C[2]; uiStatus->unk_6C[2] = -1; } } } } } void show_coin_counter(void) { UiStatus* uiStatus = &gUIStatus; s16* coinCounterUnk = &D_8010CD10; s32 index; if ((*coinCounterUnk != 0) || (D_8010CD12 != 0)) { func_80147E7C(0x14, 2); if (uiStatus->iconIndex12 > -1) { free_icon(uiStatus->iconIndex10); free_icon(uiStatus->iconIndex11); uiStatus->iconIndex12 = -1; } uiStatus->unk_6C[0] = 0; uiStatus->unk_6C[1] = 0; *coinCounterUnk = 0; D_8010CD12 = 0; } if (uiStatus->unk_6C[0] == 0) { set_ui_panel_properties(0x14, 0x20, 0xa4, 0x40, 0x14, 0x15, &D_800E92D8, 0, -1); func_80147E7C(0x14, &D_80147474); index = create_icon(&D_80109270); uiStatus->iconIndex10 = index; set_icon_flags(index, 0x80); icon_set_tint(index, 0xff, 0xff, 0xff); index = create_icon(&D_80108558); uiStatus->iconIndex11 = index; set_icon_flags(index, 0x80); icon_set_tint(index, 0xff, 0xff, 0xff); uiStatus->unk_6C[0] = 0; if (uiStatus->unk_6C[2] < 0) { uiStatus->unk_6C[2] = uiStatus->ignoreChanges; } uiStatus->ignoreChanges = 1; D_8010CD10 = 1; } } void hide_coin_counter(void) { UiStatus* uiStatus = &gUIStatus; if ((D_8010CD10 != 0) && (uiStatus->unk_6C[0] == 0)) { uiStatus->unk_6C[0] = 60; } } void func_800E96C8(void) { UiStatus* uiStatus = &gUIStatus; if ((D_8010CD10 != 0) && (uiStatus->unk_6C[0] == 0)) { uiStatus->unk_6C[0] = 1; } } ApiStatus ShowCoinCounter(ScriptInstance* script, s32 isInitialCall) { if (get_variable(script, *script->ptrReadPos)) { show_coin_counter(); } else { hide_coin_counter(); } return ApiStatus_DONE2; } void draw_status_ui(void) { update_status_menu(); update_coin_counter(); } void open_status_menu_long(void) { UiStatus* uiStatus = &gUIStatus; if (uiStatus->hidden) { uiStatus->showTimer = 210; uiStatus->hidden = 0; uiStatus->unk_3B[0] = 1; } } void open_status_menu_short(void) { UiStatus* uiStatus = &gUIStatus; if (uiStatus->hidden) { uiStatus->showTimer = 105; uiStatus->hidden = 0; uiStatus->unk_3B[0] = 1; } } void func_800E97B8(void) { UiStatus* uiStatus = &gUIStatus; if (uiStatus->hidden != 1) { uiStatus->hidden = 1; uiStatus->showTimer = 0; uiStatus->unk_3B[0] = 1; } } void func_800E97E4(void) { UiStatus* uiStatus = &gUIStatus; uiStatus->drawPosY = -100; uiStatus->ignoreChanges = 0; uiStatus->showTimer = 0; uiStatus->hidden = 1; uiStatus->unk_3B[0] = 0; uiStatus->unk_3B[1] = 0; } void func_800E9810(void) { UiStatus* uiStatus = &gUIStatus; uiStatus->showTimer = 210; uiStatus->drawPosY = 0; uiStatus->ignoreChanges = 0; uiStatus->hidden = 0; uiStatus->unk_3B[0] = 1; uiStatus->unk_3B[1] = 0; } void func_800E983C(void) { gUIStatus.unk_45[0] = 0; } void func_800E984C(void) { gUIStatus.unk_45[0] = 1; } s32 func_800E9860(void) { UiStatus* uiStatus = &gUIStatus; UiStatus* uiStatus2 = &gUIStatus; s32 ret = 1 - uiStatus->unk_45[0]; if (uiStatus->unk_45[1] != 0) { ret = 0; } if (uiStatus2->ignoreChanges) { ret = 0; } return ret; } void func_800E9894(void) { gUIStatus.ignoreChanges = 1; } void func_800E98A8(void) { UiStatus* uiStatus = &gUIStatus; uiStatus->ignoreChanges = 1; uiStatus->drawPosY = 18; } void func_800E98C4(void) { gUIStatus.ignoreChanges = 0; } s32 func_800E98D4(void) { UiStatus* uiStatus = &gUIStatus; return uiStatus->unk_45[1] + uiStatus->ignoreChanges; } void func_800E98EC(void) { gUIStatus.unk_45[1] = 1; } void func_800E9900(void) { gUIStatus.unk_45[1] = 0; } s32 is_status_menu_visible(void) { return !gUIStatus.hidden; } void status_menu_start_blinking_hp(void) { GameStatus* gameStatus = GAME_STATUS; UiStatus* uiStatus = &gUIStatus; UiStatus* uiStatus2 = &gUIStatus; if (gameStatus->isBattle == 0) { uiStatus->hpBlinkTimer = 120; } if (uiStatus2->hpBlinking != 1) { uiStatus2->hpBlinking = 1; uiStatus2->hpBlinkCounter = 0; } } void status_menu_stop_blinking_hp(void) { UiStatus* uiStatus = &gUIStatus; if (uiStatus->hpBlinking != 0) { uiStatus->hpBlinking = 0; uiStatus->hpBlinkCounter = 0; uiStatus->hpBlinkTimer = 0; } } void status_menu_start_blinking_fp(void) { GameStatus* gameStatus = GAME_STATUS; UiStatus* uiStatus = &gUIStatus; UiStatus* uiStatus2 = &gUIStatus; if (gameStatus->isBattle == 0) { uiStatus->fpBlinkTimer = 120; } if (uiStatus2->fpBlinking != 1) { uiStatus2->fpBlinking = 1; uiStatus2->fpBlinkCounter = 0; } } void status_menu_stop_blinking_fp(void) { UiStatus* uiStatus = &gUIStatus; if (uiStatus->fpBlinking != 0) { uiStatus->fpBlinking = 0; uiStatus->fpBlinkCounter = 0; } } void status_menu_start_blinking_coins(void) { GameStatus* gameStatus = GAME_STATUS; UiStatus* uiStatus = &gUIStatus; UiStatus* uiStatus2 = &gUIStatus; if (gameStatus->isBattle == 0) { uiStatus->coinsBlinkTimer = 120; } if (uiStatus2->coinsBlinking != 1) { uiStatus2->coinsBlinking = 1; uiStatus2->coinsBlinkCounter = 0; } } void status_menu_stop_blinking_coins(void) { UiStatus* uiStatus = &gUIStatus; if (uiStatus->coinsBlinking != 0) { uiStatus->coinsBlinking = 0; uiStatus->coinsBlinkCounter = 0; uiStatus->coinsBlinkTimer = 0; } } void status_menu_start_blinking_sp(void) { PlayerData* playerData = &gPlayerData; UiStatus* uiStatus = &gUIStatus; uiStatus->spBarsToBlink = playerData->maxStarPower; if (uiStatus->spBlinking != 1) { uiStatus->spBlinking = 1; uiStatus->spBlinkCounter = 0; } } void status_menu_stop_blinking_sp(void) { UiStatus* uiStatus = &gUIStatus; if (uiStatus->spBlinking != 0) { uiStatus->spBlinking = 0; uiStatus->spBlinkCounter = 0; } } void status_menu_start_blinking_sp_bars(s8 numBarsToBlink) { UiStatus* uiStatus = &gUIStatus; uiStatus->spBarsToBlink = numBarsToBlink; if (uiStatus->spBlinking != 1) { uiStatus->spBlinking = 1; uiStatus->spBlinkCounter = 0; } } void status_menu_start_blinking_starpoints(void) { UiStatus* uiStatus = &gUIStatus; if (uiStatus->starpointsBlinking != 1) { uiStatus->starpointsBlinking = 1; uiStatus->starpointsBlinkCounter = 0; } } void status_menu_stop_blinking_starpoints(void) { UiStatus* uiStatus = &gUIStatus; if (uiStatus->starpointsBlinking != 0) { uiStatus->starpointsBlinking = 0; uiStatus->starpointsBlinkCounter = 0; } } void decrement_status_menu_disabled(void) { UiStatus* uiStatus = &gUIStatus; if (uiStatus->disabled > 0) { uiStatus->disabled--; } } void increment_status_menu_disabled(void) { UiStatus* uiStatus = &gUIStatus; uiStatus->disabled++; } void sync_status_menu(void) { PlayerData* playerData = &gPlayerData; UiStatus* uiStatus = &gUIStatus; uiStatus->displayHP = playerData->curHP; uiStatus->displayFP = playerData->curFP; uiStatus->displaySP = playerData->specialBarsFilled; uiStatus->displayCoins = playerData->coins; uiStatus->displayStarpoints = playerData->starPoints; } void reset_status_menu(void) { PlayerData* playerData = &gPlayerData; UiStatus* uiStatus = &gUIStatus; s32 i; uiStatus->drawPosX = 12; uiStatus->drawPosY = -100; uiStatus->hidden = 0; uiStatus->showTimer = 210; uiStatus->unk_3B[0] = 0; uiStatus->ignoreChanges = 0; uiStatus->unk_45[0] = 0; uiStatus->unk_45[1] = 0; uiStatus->hpBlinking = 0; uiStatus->hpBlinkCounter = 0; uiStatus->hpBlinkTimer = 0; uiStatus->fpBlinking = 0; uiStatus->fpBlinkCounter = 0; uiStatus->fpBlinkTimer = 0; uiStatus->coinsBlinking = 0; uiStatus->coinsBlinkCounter = 0; uiStatus->coinsBlinkTimer = 0; uiStatus->spBlinking = 0; uiStatus->spBlinkCounter = 0; uiStatus->disabled = 0; uiStatus->starpointsBlinking = 0; uiStatus->starpointsBlinkCounter = 0; uiStatus->unk_6C[2] = -1; uiStatus->displayHP = playerData->curHP; uiStatus->displayFP = playerData->curFP; uiStatus->displayCoins = playerData->coins; uiStatus->displayStarpoints = playerData->starPoints; uiStatus->displaySP = playerData->specialBarsFilled; uiStatus->unk_3B[1] = 0; for (i = 0; i < 2; i++) { func_801452B4(uiStatus->hpIconIndexes[i], uiStatus->hpIconIndexes[i]); } for (i = 0; i < 2; i++) { func_801452B4(uiStatus->fpIconIndexes[i], uiStatus->fpIconIndexes[i]); } func_801452B4(uiStatus->coinIconIndex, uiStatus->coinIconIndex); func_801452B4(uiStatus->coinIconIndex2, uiStatus->coinIconIndex2); func_801452B4(uiStatus->starpointsIconIndex, uiStatus->starpointsIconIndex); func_801452B4(uiStatus->starpointsIconIndex2, uiStatus->starpointsIconIndex2); func_801452B4(uiStatus->iconIndex8, uiStatus->iconIndex8); func_801452B4(uiStatus->iconIndex9, uiStatus->iconIndex9); func_801452B4(uiStatus->iconIndexA, uiStatus->iconIndexA); func_801452B4(uiStatus->iconIndexB, uiStatus->iconIndexB); func_801452B4(uiStatus->iconIndexC, uiStatus->iconIndexC); } #ifdef NON_MATCHING // uses a jumptable, which we need .rodata support for. // Somewhat close. Needs work. /* s32 is_ability_active(s32 arg0) { s32 iVar2; u32 uVar3; s32 iVar5; s32 piVar6; s32 i; s32 local_20[6]; s32 badge; player_data* playerData = &gPlayerData; s32 iVar7 = 0; u32 uVar4; iVar5 = 0; //iVar7 = 0; for (i = 5; i >= 0; i--) { local_20[i] = 0; } if (((*gGameStatusPtr)->unk_7E & 1) == 0) { iVar2 = 0; iVar7 = 0; piVar6 = 0; for (i = 0; i < ARRAY_COUNT(playerData->equippedBadges); i++) { s32 index = i; badge = playerData->equippedBadges[index]; if (playerData->equippedBadges[index] != 0) { uVar4 = gItemTable[badge].moveID; } switch (arg0) { case 0: uVar3 = 0x4c; break; default: continue; case 2: uVar3 = 0x40; break; case 3: uVar3 = 0x4d; break; case 4: uVar3 = 0x52; break; case 5: uVar3 = 0x35; break; case 6: if (uVar4 == 0x53) { iVar7++; } if (playerData->hasActionCommands != 0) { iVar7++; } continue; case 7: uVar3 = 0x41; break; case 8: uVar3 = 0x42; break; case 9: uVar3 = 0x5a; break; case 10: uVar3 = 0x3c; break; case 0xb: uVar3 = 0x4e; break; case 0xc: uVar3 = 0x5b; break; case 0xd: uVar3 = 0x3d; break; case 0xe: uVar3 = 0x43; break; case 0xf: if (uVar4 == 0x54) { local_20[piVar6] = 1; piVar6++; iVar5++; iVar7 = -1; } if (uVar4 == 0x55) { local_20[piVar6] = 2; piVar6++; iVar5++; iVar7 = -1; } if (uVar4 == 0x56) { local_20[piVar6] = 3; piVar6++; iVar5++; iVar7 = -1; } if (uVar4 == 0x57) { local_20[piVar6] = 4; piVar6++; iVar5++; iVar7 = -1; } if (uVar4 == 0x58) { local_20[piVar6] = 5; piVar6++; iVar5++; iVar7 = -1; } if (uVar4 == 0x59) { local_20[piVar6] = 6; piVar6++; iVar5++; iVar7 = -1; } continue; case 0x10: uVar3 = 0x5c; break; case 0x11: uVar3 = 0x5d; break; case 0x12: uVar3 = 0x5e; break; case 0x13: uVar3 = 0x44; break; case 0x14: uVar3 = 0x5f; break; case 0x15: uVar3 = 0x60; break; case 0x16: uVar3 = 0x4f; break; case 0x17: uVar3 = 0x61; break; case 0x18: uVar3 = 0x62; break; case 0x19: uVar3 = 99; break; case 0x1b: uVar3 = 0x45; break; case 0x1c: uVar3 = 0x3b; break; case 0x1d: uVar3 = 0x6e; break; case 0x1e: uVar3 = 100; break; case 0x1f: uVar3 = 0x65; break; case 0x20: uVar3 = 0x46; break; case 0x21: uVar3 = 0x47; break; case 0x22: uVar3 = 0x3e; break; case 0x23: uVar3 = 0x48; break; case 0x24: uVar3 = 0x66; break; case 0x25: uVar3 = 0x49; break; case 0x26: uVar3 = 0x67; break; case 0x27: uVar3 = 0x6d; break; case 0x28: uVar3 = 0x6a; break; case 0x29: uVar3 = 0x6c; break; case 0x2a: uVar3 = 0x50; break; case 0x1a: uVar3 = 0x38; break; case 0x2b: uVar3 = 0x68; break; case 0x2c: uVar3 = 0x69; break; case 0x2d: uVar3 = 0x6b; break; case 0x2e: uVar3 = 0x6f; break; case 0x2f: uVar3 = 0x70; break; case 0x30: uVar3 = 0x71; break; case 0x31: uVar3 = 0x72; break; case 0x32: uVar3 = 0x73; break; case 0x33: uVar3 = 0x33; break; case 0x34: uVar3 = 0x74; break; case 0x35: uVar3 = 0x75; break; case 0x36: uVar3 = 0x76; break; case 0x37: uVar3 = 0x4a; } if (uVar4 == uVar3) { iVar7++; } } if (iVar7 < 0) { iVar7 = local_20[rand_int(iVar5 - 1)]; } return iVar7; } } */ #else INCLUDE_ASM(s32, "code_80850_len_3060", is_ability_active, s32 arg0); #endif s32 is_partner_ability_active(void) { return 0; } s16 add_coins(s32 amt) { PlayerData* playerData = &gPlayerData; s16 newCoins = playerData->coins + amt; playerData->coins = newCoins; if (newCoins > 999) { playerData->coins = 999; } if (playerData->coins < 0) { playerData->coins = 0; } if (amt > 0) { playerData->totalCoinsEarned += amt; if (playerData->totalCoinsEarned > 99999) { playerData->totalCoinsEarned = 99999; } } return playerData->coins; } s8 add_star_points(s32 amt) { PlayerData* playerData = &gPlayerData; PlayerData* playerData2 = &gPlayerData; s8 newSP = playerData->starPoints + amt; // TODO: probably a macro! playerData2->starPoints = newSP; if (newSP > 100) { playerData2->starPoints = 100; } // TODO: probably a macro! newSP = playerData2->starPoints; if (newSP < 0) { playerData2->starPoints = 0; } return gPlayerData.starPoints; } u8 add_star_pieces(s32 amt) { PlayerData* playerData = &gPlayerData; PlayerData* playerData2 = &gPlayerData; s32 newSP = playerData->starPieces; newSP += amt; if (newSP > 222) { newSP = 222; } if (newSP < 0) { newSP = 0; } playerData->starPieces = newSP; if (amt > 0) { playerData->starPiecesCollected += amt; } return playerData2->starPieces; } void increment_max_SP() { PlayerData* playerData = &gPlayerData; playerData->maxStarPower++; playerData->specialBarsFilled = playerData->maxStarPower * 256; } void set_max_SP(s8 newMaxSP) { PlayerData* playerData = &gPlayerData; playerData->maxStarPower = newMaxSP; playerData->specialBarsFilled = newMaxSP * 256; } void add_SP(s32 amt) { // TODO cleanup PlayerData* playerData = &gPlayerData; PlayerData* playerData2 = &gPlayerData; UiStatus* uiStatus = &gUIStatus; UiStatus* uiStatus2 = &gUIStatus; s32 phi_v1; s32 blah; uiStatus->unk_57[0] = 1; uiStatus->unk_57[1] = 60; phi_v1 = playerData->specialBarsFilled; if (phi_v1 < 0) { phi_v1 = playerData->specialBarsFilled + 31; } uiStatus->unk_57[2] = phi_v1 >> 5; playerData->specialBarsFilled += amt; blah = playerData->maxStarPower << 8; if (playerData->specialBarsFilled > blah) { playerData->specialBarsFilled = blah; } uiStatus2->displaySP = playerData2->specialBarsFilled; } s32 recover_fp(s32 amt) { PlayerData* 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; } s32 recover_hp(s32 amt) { PlayerData* 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; } void subtract_hp(s32 amt) { PlayerData* playerData = &gPlayerData; s32 newHP = playerData->curHP; if (amt > 0) { newHP -= amt; } if (amt < 0 || newHP < 1) { newHP = 1; } playerData->curHP = newHP; } s8 has_full_hp(void) { PlayerData* playerData = &gPlayerData; return playerData->curMaxHP == playerData->curHP; } s8 has_full_fp(void) { PlayerData* playerData = &gPlayerData; return playerData->curMaxFP == playerData->curFP; } s8 add_fortress_keys(s32 amt) { PlayerData* playerData = &gPlayerData; playerData->fortressKeyCount += amt; return playerData->fortressKeyCount; } s8 subtract_fortress_keys(s8 amt) { PlayerData* playerData = &gPlayerData; PlayerData* playerData2 = &gPlayerData; // required to match playerData->fortressKeyCount -= amt; if (playerData->fortressKeyCount < 0) { playerData->fortressKeyCount = 0; } return playerData2->fortressKeyCount; // required to use playerData2 here to match } s8 get_fortress_key_count(void) { return gPlayerData.fortressKeyCount; }