#include "common.h" #include "map.h" ApiStatus SetEncounterStatusFlags(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; EncounterStatus* currentEncounter = &gCurrentEncounter; EncounterStatus* currentEncounter2 = &gCurrentEncounter; s32 a0 = *args++; if (get_variable(script, *args)) { currentEncounter->flags |= a0; } else { currentEncounter2->flags &= ~a0; } return ApiStatus_DONE2; } ApiStatus func_800441F0(ScriptInstance* script, s32 isInitialCall) { Bytecode arg1 = *script->ptrReadPos; set_variable(script, arg1, func_80044148()); return ApiStatus_DONE2; } ApiStatus func_80044238(ScriptInstance* script, s32 isInitialCall) { func_80072BCC(get_variable(script, *script->ptrReadPos)); return ApiStatus_DONE2; } ApiStatus LoadDemoBattle(ScriptInstance* script, s32 isInitialCall) { load_demo_battle(get_variable(script, *script->ptrReadPos)); return ApiStatus_DONE2; } ApiStatus func_80044290(ScriptInstance* script, s32 isInitialCall) { return ApiStatus_DONE2; } INCLUDE_ASM(s32, "code_1f580_len_1940", MakeNpcs, ScriptInstance* script, s32 isInitialCall); INCLUDE_ASM(s32, "code_1f580_len_1940", RemoveNpc, ScriptInstance* script, s32 isInitialCall); INCLUDE_ASM(s32, "code_1f580_len_1940", RemoveEncounter, ScriptInstance* script, s32 isInitialCall); ApiStatus GetBattleOutcome(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, gCurrentEncounter.battleOutcome); return ApiStatus_DONE2; } ApiStatus func_800445A8(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, script->ownerActorID->unk_C4); return ApiStatus_DONE2; } ApiStatus func_800445D4(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, script->ownerActorID->unk_C8); return ApiStatus_DONE2; } ApiStatus GetOwnerEncounterTrigger(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, script->ownerActorID->encountered); return ApiStatus_DONE2; } ApiStatus DoNpcDefeat(ScriptInstance* script, s32 isInitialCall) { Enemy* owner = script->ownerActorID; Npc* temp_s1 = get_npc_unsafe(owner->npcID); ScriptInstance* newScript; kill_script(script); temp_s1->currentAnim = owner->animList[6]; newScript = start_script(&SCRIPT_NpcDefeat, 10, 0); owner->defeatScript = newScript; owner->defeatScriptID = newScript->uniqueID; newScript->ownerActorID = owner; newScript->ownerID = owner->npcID; newScript->groupFlags = owner->scriptGroup; return ApiStatus_FINISH; } INCLUDE_ASM(s32, "code_1f580_len_1940", start_battle); ApiStatus StartBattle(ScriptInstance* script, s32 isInitialCall) { start_battle(script, -1); return ApiStatus_DONE1; } ApiStatus StartBattleWith(ScriptInstance* script, s32 isInitialCall) { start_battle(script, get_variable(script, *script->ptrReadPos)); return ApiStatus_DONE1; } INCLUDE_ASM(s32, "code_1f580_len_1940", StartBossBattle, ScriptInstance* script, s32 isInitialCall); ApiStatus SetBattleMusic(ScriptInstance* script, s32 isInitialCall) { Bytecode songID = get_variable(script, *script->ptrReadPos); EncounterStatus* currentEncounter = &gCurrentEncounter; currentEncounter->allowFleeing = 1; currentEncounter->songID = songID; currentEncounter->unk_18 = -1; return ApiStatus_DONE2; } INCLUDE_ASM(s32, "code_1f580_len_1940", BindNpcAI, ScriptInstance* script, s32 isInitialCall); ApiStatus BindNpcIdle(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* owner = script->ownerActorID; NpcId npcID = get_variable(script, *args++); Bytecode* aiBytecode = (Bytecode*)get_variable(script, *args); if (npcID == NpcId_SELF) { npcID = owner->npcID; } owner = get_enemy(npcID); owner->aiBytecode = aiBytecode; return ApiStatus_DONE2; } ApiStatus RestartNpcAI(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* npc = script->ownerActorID; NpcId npcId = get_variable(script, *args++); ScriptInstance* newScript; s32 groupFlags; if (npcId == NpcId_SELF) { npcId = npc->npcID; } npc = get_enemy(npcId); if (npc->flags & 1) { groupFlags = 10; } else { groupFlags = 11; } if (npc->aiScript != NULL) { kill_script_by_ID(npc->aiScriptID); } npc->unk_C8 = 100; newScript = start_script(npc->aiBytecode, 10, 0); npc->aiScript = newScript; npc->aiScriptID = newScript->uniqueID; newScript->ownerActorID = npc; newScript->ownerID = script->ownerID; newScript->groupFlags = groupFlags; return ApiStatus_DONE2; } ApiStatus EnableNpcAI(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* npc = script->ownerActorID; NpcId npcId = get_variable(script, *args++); s32 var2 = get_variable(script, *args); if (npcId == NpcId_SELF) { npcId = npc->npcID; } npc = get_enemy(npcId); if (var2 != 0) { if (npc->aiScript != NULL) { resume_all_script(npc->aiScriptID); } } else if (npc->aiScript != NULL) { suspend_all_script(npc->aiScriptID); } return ApiStatus_DONE2; } INCLUDE_ASM(s32, "code_1f580_len_1940", SetNpcAux, ScriptInstance* script, s32 isInitialCall); ApiStatus BindNpcAux(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* npc = script->ownerActorID; NpcId npcId = get_variable(script, *args++); Bytecode* auxBytecode = (Bytecode*)get_variable(script, *args); if (npcId == NpcId_SELF) { npcId = npc->npcID; } npc = get_enemy(npcId); npc->auxBytecode = auxBytecode; return ApiStatus_DONE2; } ApiStatus RestartNpcAux(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* npc = script->ownerActorID; NpcId npcId = get_variable(script, *args++); ScriptInstance* newScript; s32 groupFlags; if (npcId == NpcId_SELF) { npcId = npc->npcID; } npc = get_enemy(npcId); if (npc->flags & 1) { groupFlags = 10; } else { groupFlags = 11; } if (npc->auxScript != NULL) { kill_script_by_ID(npc->auxScriptID); } newScript = start_script(npc->auxBytecode, 10, 0); npc->auxScript = newScript; npc->auxScriptID = newScript->uniqueID; newScript->ownerActorID = npc; newScript->ownerID = npcId; newScript->groupFlags = groupFlags; return ApiStatus_DONE2; } ApiStatus EnableNpcAux(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* npc = script->ownerActorID; NpcId npcId = get_variable(script, *args++); s32 var2 = get_variable(script, *args); if (npcId == NpcId_SELF) { npcId = npc->npcID; } npc = get_enemy(npcId); if (var2 != 0) { if (npc->auxScript != NULL) { resume_all_script(npc->auxScriptID); } } else if (npc->auxScript != NULL) { suspend_all_script(npc->auxScriptID); } return ApiStatus_DONE2; } ApiStatus BindNpcInteract(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* npc = script->ownerActorID; NpcId npcId = get_variable(script, *args++); Bytecode* interactBytecode = (Bytecode*)get_variable(script, *args); if (npcId == NpcId_SELF) { npcId = npc->npcID; } npc = get_enemy(npcId); if (npc->interactScript != NULL) { kill_script_by_ID(npc->interactScriptID); } npc->interactBytecode = interactBytecode; return ApiStatus_DONE2; } ApiStatus BindNpcHit(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* npc = script->ownerActorID; NpcId npcId = get_variable(script, *args++); Bytecode* hitBytecode = (Bytecode*)get_variable(script, *args); if (npcId == NpcId_SELF) { npcId = npc->npcID; } npc = get_enemy(npcId); if (npc->hitScript != NULL) { kill_script_by_ID(npc->hitScriptID); } npc->hitBytecode = hitBytecode; return ApiStatus_DONE2; } ApiStatus BindNpcDefeat(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* npc = script->ownerActorID; s32 npcId = get_variable(script, *args++); Bytecode* defeatBytecode = (Bytecode*)get_variable(script, *args); if (npcId == -1) { npcId = npc->npcID; } npc = get_enemy(npcId); npc->defeatBytecode = defeatBytecode; return ApiStatus_DONE2; } ApiStatus SetSelfVar(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* owner = script->ownerActorID; s32 var1 = get_variable(script, *args++); s32 var2 = get_variable(script, *args); owner->varTable[var1] = var2; return ApiStatus_DONE2; } ApiStatus GetSelfVar(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; set_variable(script, *args, script->ownerActorID->varTable[get_variable(script, *args++)]); return ApiStatus_DONE2; } ApiStatus SetNpcVar(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* npc = script->ownerActorID; NpcId npcId = get_variable(script, *args++); s32 varIdx = get_variable(script, *args++); s32 val = get_variable(script, *args); if (npcId == NpcId_SELF) { npcId = npc->npcID; } npc = get_enemy(npcId); npc->varTable[varIdx] = val; return ApiStatus_DONE2; } ApiStatus GetNpcVar(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* npc; NpcId npcID; s32 varIdx; s32 var3; npc = script->ownerActorID; npcID = get_variable(script, *args++); varIdx = get_variable(script, *args++); var3 = *args; if (npcID == NpcId_SELF) { npcID = npc->npcID; } npc = get_enemy(npcID); set_variable(script, var3, npc->varTable[varIdx]); return ApiStatus_DONE2; } ApiStatus SetSelfRotation(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Npc* self = get_npc_unsafe(script->ownerID); s32 rotX = get_variable(script, *args++); s32 rotY = get_variable(script, *args++); s32 rotZ = get_variable(script, *args++); self->rotation.x = rotX; self->rotation.y = rotY; self->rotation.z = rotZ; return ApiStatus_DONE2; } ApiStatus SetSelfEnemyFlags(ScriptInstance* script, s32 isInitialCall) { script->ownerActorID->flags = *script->ptrReadPos; return ApiStatus_DONE2; } ApiStatus SetSelfEnemyFlagBits(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* owner = script->ownerActorID; s32 bits = *args++; if (get_variable(script, *args)) { owner->flags |= bits; } else { owner->flags &= ~bits; } return ApiStatus_DONE2; } ApiStatus func_80045580(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* owner = script->ownerActorID; Npc* npc = get_npc_unsafe(script->ownerID); owner->unk_07 = get_variable(script, *args); owner->unk_10.x = npc->pos.x; owner->unk_10.y = npc->pos.y; owner->unk_10.z = npc->pos.z; return ApiStatus_DONE2; } ApiStatus GetSelfNpcID(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, script->ownerActorID->npcID); return ApiStatus_DONE2; } ApiStatus ClearDefeatedEnemies(ScriptInstance* script, s32 isInitialCall) { EncounterStatus* currentEncounter = &gCurrentEncounter; s32 i; s32 j; for (i = 0; i < 60; i++) { for (j = 0; j < 12; j++) { currentEncounter->defeatFlags[i][j] = 0; } } return ApiStatus_DONE2; } ApiStatus SetEnemyFlagBits(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* npc = script->ownerActorID; NpcId npcId = get_variable(script, *args++); s32 bits = *args++; s32 var2 = get_variable(script, *args); if (npcId == NpcId_SELF) { npcId = npc->npcID; } npc = get_enemy(npcId); if (var2 != NULL) { npc->flags |= bits; } else { npc->flags &= ~bits; } return ApiStatus_DONE2; } ApiStatus func_8004572C(ScriptInstance* script, s32 isInitialCall) { return ApiStatus_DONE2; } ApiStatus GetSelfAnimationFromTable(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Enemy* owner = script->ownerActorID; set_variable(script, *args, owner->animList[get_variable(script, *args++)]); return ApiStatus_DONE2; } ApiStatus func_80045798(ScriptInstance* script, s32 isInitialCall) { D_8010EF08 = get_variable(script, *script->ptrReadPos); return ApiStatus_DONE2; } ApiStatus func_800457C4(ScriptInstance* script, s32 isInitialCall) { Enemy* ownerActor = script->ownerActorID; ownerActor->unk_B5 = get_variable(script, *script->ptrReadPos); return ApiStatus_DONE2; } ApiStatus func_800457F8(ScriptInstance* script, s32 isInitialCall) { gCurrentEncounter.unk_12 = 1; return ApiStatus_DONE2; } ApiStatus func_8004580C(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, gCurrentEncounter.hitTier); return ApiStatus_DONE2; } ApiStatus func_80045838(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; Npc* npc; s32 var1 = get_variable(script, *args++); s32 var2 = get_variable(script, *args++); s32 var3 = get_variable(script, *args); npc = resolve_npc(script, var1); if (npc != NULL) { func_800494C0(npc, var2, var3); } return ApiStatus_DONE2; do {} while (0); // necessary to match } ApiStatus func_800458CC(ScriptInstance* script, s32 isInitialCall) { set_variable(script, *script->ptrReadPos, script->ownerActorID->npcSettings->unk_2A & 8); return ApiStatus_DONE2; } INCLUDE_ASM(s32, "code_1f580_len_1940", func_80045900); ApiStatus SetTattleString(ScriptInstance* script, s32 isInitialCall) { Bytecode* args = script->ptrReadPos; NpcId enemyId = get_variable(script, *args++); u32 tattleString = get_variable(script, *args); Enemy* npc = get_enemy(enemyId); npc->tattleString = tattleString; return ApiStatus_DONE2; }