#include "common.h" INCLUDE_ASM(code_fa4c0_len_3bf0, func_802D5B10); s32 FadeOutMusic(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32 itemID = get_variable(script, *ptrReadPos++); s32* ptrNextPos = ptrReadPos++; return (set_music_track(itemID, -1, 0, get_variable(script, *ptrNextPos++), 8) != 0) * 2; } s32 SetMusicTrack(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32 musicPlayer = get_variable(script, *ptrReadPos++); s32 songID = get_variable(script, *ptrReadPos++); s32 variation = get_variable(script, *ptrReadPos++); s16 volume = get_variable(script, *ptrReadPos++); return (set_music_track(musicPlayer, songID, variation, 0x1F4, volume) != 0) * 2; } INCLUDE_ASM(code_fa4c0_len_3bf0, FadeInMusic); s32 PlayAmbientSounds(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32 soundID = get_variable(script, *ptrReadPos++); return (play_ambient_sounds(soundID, 0xFA) != 0) * 2; } s32 PlaySound(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32 soundID = get_variable(script, *ptrReadPos++); play_sound(soundID); return 2; } s32 func_802D617C(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32 soundID = get_variable(script, *ptrReadPos++); s32 value2 = get_variable(script, *ptrReadPos++); _play_sound(soundID, value2 & 0xFF, 0, 0); return 2; } s32 PlaySoundAt(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32 soundID = get_variable(script, *ptrReadPos++); s32 value2 = get_variable(script, *ptrReadPos++); s32 x = get_variable(script, *ptrReadPos++); s32 y = get_variable(script, *ptrReadPos++); s32 z = get_variable(script, *ptrReadPos++); play_sound_at_position(soundID, value2, x, y, z); return 2; } s32 StopSound(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; stop_sound(get_variable(script, *ptrReadPos++)); return 2; } s32 func_802D62E4(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; func_80149A6C(get_variable(script, *ptrReadPos++), 1); return 2; } s32 UseDoorSounds(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; gCurrentDoorSoundsSet = get_variable(script, *ptrReadPos++); return 2; } s32 func_802D6340(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; D_80151308 = get_variable(script, *ptrReadPos++); return 2; } INCLUDE_ASM(code_fa4c0_len_3bf0, PlaySoundAtF); s32 RemoveKeyItemAt(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32 index = get_variable(script, *ptrReadPos++); s16* ptrKeyItems = (s16 *) &gPlayerData.keyItems; ptrKeyItems[index] = 0; return 2; } s32 RemoveItemAt(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32 index = get_variable(script, *ptrReadPos++); s16* ptrInvItems = (s16 *) &gPlayerData.invItems; ptrInvItems[index] = 0; sort_items(); return 2; } s32 AddKeyItem(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32 value = *ptrReadPos++; player_data* playerData = &gPlayerData; s32 itemID = get_variable(script, value); s32 i; if (itemID == FORTRESS_KEY) { playerData->fortressKeyCount++; return 2; } for (i = 0; i < ARRAY_COUNT(playerData->keyItems); i++) { if (playerData->keyItems[i] == 0) { break; } } if (i < ARRAY_COUNT(playerData->keyItems)) { playerData->keyItems[i] = itemID; } return 2; } s32 func_802D6954(void) { func_800E01A4(); disable_player_physics(); func_800EF600(); D_8009A650[0] &= ~0x40; return 2; } s32 HasKeyItem(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32 itemID = get_variable(script, *ptrReadPos++); s32 value = *ptrReadPos++; player_data* playerData = &gPlayerData; s32 i; for(i = 0; i < ARRAY_COUNT(playerData->keyItems); i++) { if (playerData->keyItems[i] == itemID) { break; } } set_variable(script, value, i < ARRAY_COUNT(playerData->keyItems)); return 2; } s32 FindKeyItem(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32 itemID = get_variable(script, *ptrReadPos++); s32 value = *ptrReadPos++; player_data* playerData = &gPlayerData; s32 i; s32 itemIndex; for(i = 0; i < ARRAY_COUNT(playerData->keyItems); i++) { if (playerData->keyItems[i] == itemID) { break; } } itemIndex = -1; if (i != ARRAY_COUNT(playerData->keyItems)) { itemIndex = i; } set_variable(script, value, itemIndex); return 2; } s32 AddItem(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32 itemID = get_variable(script, *ptrReadPos++); s32* ptrNextPos = (s32 *) *ptrReadPos++; set_variable(script, ptrNextPos, add_item(itemID)); return 2; } s32 func_802D6AF0(script_context* script, s32 initialCall) { set_variable(script, *script->ptrReadPos, 0); return 2; } INCLUDE_ASM(code_fa4c0_len_3bf0, FindItem); INCLUDE_ASM(code_fa4c0_len_3bf0, RemoveItem); INCLUDE_ASM(code_fa4c0_len_3bf0, CountFortessKeys); INCLUDE_ASM(code_fa4c0_len_3bf0, RemoveFortressKeys); INCLUDE_ASM(code_fa4c0_len_3bf0, MakeItemEntity); INCLUDE_ASM(code_fa4c0_len_3bf0, DropItemEntity); INCLUDE_ASM(code_fa4c0_len_3bf0, DropItemEntityB); INCLUDE_ASM(code_fa4c0_len_3bf0, RemoveItemEntity); s32 AddBadge(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32 itemID = get_variable(script, *ptrReadPos++); s32* ptrNextPos = (s32 *) *ptrReadPos++; set_variable(script, ptrNextPos, add_badge(itemID)); return 2; } INCLUDE_ASM(code_fa4c0_len_3bf0, RemoveBadge); s32 SetItemPos(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; item_entity* ptrItemEntity; s32 itemEntityIndex; s32 x, y, z; itemEntityIndex = get_variable(script, *ptrReadPos++); x = get_variable(script, *ptrReadPos++); y = get_variable(script, *ptrReadPos++); z = get_variable(script, *ptrReadPos++); ptrItemEntity = (item_entity *) get_item_entity(itemEntityIndex); ptrItemEntity->position[0] = x; ptrItemEntity->position[1] = y; ptrItemEntity->position[2] = z; return 2; } INCLUDE_ASM(code_fa4c0_len_3bf0, SetItemFlags); s32 AddCoin(script_context* script, s32 initialCall) { script->varTable[0] = add_coins(get_variable(script, *script->ptrReadPos)); return 2; } s32 AddStarPoints(script_context* script, s32 initialCall) { script->varTable[0] = add_star_points(get_variable(script, *script->ptrReadPos)); return 2; } s32 AddStarPieces(script_context* script, s32 initialCall) { script->varTable[0] = add_star_pieces(get_variable(script, *script->ptrReadPos)); return 2; } INCLUDE_ASM(code_fa4c0_len_3bf0, GetItemPower); /* s32 GetItemPower(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32* ptrNextPos = *ptrReadPos++; s32 temp_a1; s32 temp_s0_2; s32 temp_s1; void *temp_s0; temp_s0 = arg0->unkC; temp_a1 = *temp_s0; temp_s0 = temp_s0 + 4; temp_s1 = (get_variable(temp_a1) << 5) + 0x800878E0; temp_s0_2 = temp_s0->unk4; set_variable(arg0, temp_s0->unk0, temp_s1->unk1B); set_variable(arg0, temp_s0_2, temp_s1->unk1C); return 2; } */ INCLUDE_ASM(code_fa4c0_len_3bf0, ShowGotItem); INCLUDE_ASM(code_fa4c0_len_3bf0, func_802D7460); INCLUDE_ASM(code_fa4c0_len_3bf0, func_802D74C0); INCLUDE_ASM(code_fa4c0_len_3bf0, ShowEmote); INCLUDE_ASM(code_fa4c0_len_3bf0, RemoveEffect); /* s32 RemoveEffect(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; remove_effect(get_variable(script, *ptrReadPos++)); return 2; } s32 func_802D7B10(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32* ptrValue = get_variable(script, *ptrReadPos++); *ptrValue |= 0x10; return 2; } s32 func_802D7B44(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32* ptrValue = get_variable(script, *ptrReadPos++); s32* ptrTemp = ptrValue[3]; ptrTemp[5] = 10; return 2; } s32 func_802D7B74(script_context* script, s32 initialCall) { s32* ptrReadPos = script->ptrReadPos; s32* ptrValue = get_variable(script, *ptrReadPos++); s32* ptrTemp = ptrValue[3]; ptrTemp[11] = 5; return 2; } // More functions still in RemoveEffect.s but the ones above are matching properly */ INCLUDE_ASM(code_fa4c0_len_3bf0, ShowSleepBubble); INCLUDE_ASM(code_fa4c0_len_3bf0, PlayEffect);