#include "common.h" #include "battle/battle.h" s32 D_80280FC0[] = { 0x000A005A, 0x00000032, 0x0003000B, 0x00000032, 0x0001002D, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000032, 0x00010031, 0x00000032, 0x00010031, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000032, 0x00010032, 0x00000032, 0x00010032, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000032, 0x0003000A, 0x00000032, 0x0003000A, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000050, 0x0003000A, 0x00000014, 0x0003000B, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* actor type name ids begin here */ 0x00290081, 0x00290082, 0x0029006B, 0x0029006C, 0x0029006D, 0x0029006E, 0x0029006F, 0x00290000, 0x00290002, 0x00290001, 0x00290009, 0x00290007, 0x00290008, 0x0029000A, 0x0029000A, 0x0029000B, 0x0029000C, 0x00290015, 0x00290014, 0x00290017, 0x00290016, 0x00290018, 0x0029001A, 0x00290019, 0x0029001E, 0x0029001F, 0x00290020, 0x00290021, 0x00290022, 0x00290023, 0x00290024, 0x00290027, 0x00290028, 0x0029002B, 0x0029002C, 0x0029002A, 0x00290029, 0x0029007C, 0x00290033, 0x00290034, 0x00290080, 0x00290035, 0x00290036, 0x00290038, 0x00290039, 0x00290037, 0x0029003D, 0x0029003E, 0x00290042, 0x0029003F, 0x00290040, 0x00290041, 0x00290044, 0x00290043, 0x00290047, 0x00290048, 0x0029004B, 0x0029004A, 0x00290056, 0x0029004C, 0x0029004F, 0x0029004E, 0x00290053, 0x00290052, 0x00290054, 0x0029004D, 0x00290050, 0x00290051, 0x00290055, 0x00290059, 0x0029005B, 0x0029005A, 0x0029005A, 0x00290060, 0x0029005F, 0x0029005E, 0x0029005D, 0x0029005C, 0x0029005C, 0x0029005C, 0x0029005C, 0x00290070, 0x00290070, 0x00290071, 0x00290071, 0x00290072, 0x00290072, 0x00290073, 0x00290073, 0x00290074, 0x00290074, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x001D0011, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290068, 0x00290069, 0x0029006A, 0x001D0007, 0x001D0008, 0x001D0009, 0x001D000A, 0x001D000F, 0x001D000C, 0x001D000D, 0x001D000E, 0x00290062, 0x00290013, 0x00290013, 0x00290013, 0x00290013, 0x00290013, 0x00290013, 0x00290013, 0x00290013, 0x00290004, 0x00290003, 0x00290005, 0x00290006, 0x001D0007, 0x0029005C, 0x0029005C, 0x0029005C, 0x0029005C, 0x0029000D, 0x00290012, 0x00290011, 0x0029000E, 0x0029000F, 0x00290010, 0x001D0007, 0x0029001B, 0x0029001C, 0x0029001D, 0x00290025, 0x00290025, 0x00290026, 0x00290032, 0x00290031, 0x00290030, 0x00290079, 0x0029002F, 0x0029007A, 0x00290027, 0x0029007B, 0x00290027, 0x0029002D, 0x0029002D, 0x0029002E, 0x00290005, 0x0029003A, 0x0029003A, 0x0029003B, 0x0029003B, 0x0029003C, 0x0029003A, 0x00290063, 0x00290045, 0x00290046, 0x00290049, 0x00290057, 0x00290057, 0x00290058, 0x00290061, 0x00290061, 0x00290061, 0x00290061, 0x00290061, 0x00290061, 0x00290061, 0x00290064, 0x00290065, 0x00290065, 0x00290066, 0x00290066, 0x00290067, 0x00290051, 0x00290076, 0x00290077, 0x00290078, 0x00290076, 0x00290076, 0x00290076, }; s32 D_80281454[] = { 0x78, 0x93, 0x99, 0xB2, -1 }; // TODO: struct for each table row. s32 s32 s32 s32 s32 s32 u16 u16? s32 bActorSoundTable[] = { 0x000020DD, 0x000020DD, 0x000020DD, 0x000020DD, 0x000003E2, 0x0000010F, 0x001E001E, 0x000020DF, 0x000020DF, 0x000020DF, 0x000020DF, 0x000003E2, 0x0000010F, 0x001E001E, 0x000020DD, 0x000020DD, 0x000020DD, 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0x00000000, 0x00000000, 0x00000000, 0x000003E7, 0x00000000, 0x001E001E, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003E7, 0x00000000, 0x001E001E, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x001E001E, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003E7, 0x00000000, 0x001E001E, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x001E001E, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003E7, 0x00000000, 0x001E001E, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x001E001E, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00190019, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00190019, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00190019, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00190019, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00190019, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x001E001E, 0x000020BA, 0x000003B4, 0x000020BA, 0x000003B4, 0x000003E2, 0x0000010F, 0x001E001E, 0x000020BA, 0x000003B4, 0x000020BA, 0x000003B4, 0x000003E2, 0x0000010F, 0x001E001E, 0x000020BA, 0x000003B4, 0x000020BA, 0x000003B4, 0x000003E2, 0x0000010F, 0x001E001E, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x001E001E, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x001E001E, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x001E001E, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x001E001E, }; MessageID bActorTattles[] = { 0x00000000, 0x00000000, 0x001C0079, 0x001C007A, 0x001C007B, 0x001C007C, 0x001C007D, 0x001C0000, 0x001C0002, 0x001C0001, 0x001C0009, 0x001C0007, 0x001C0008, 0x001C000A, 0x001C000A, 0x001C000B, 0x001C000C, 0x001C0015, 0x001C0014, 0x001C0017, 0x001C0016, 0x001C0018, 0x001C001A, 0x001C0019, 0x001C001E, 0x001C001F, 0x001C0020, 0x001C0021, 0x001C0022, 0x001C0023, 0x001C0024, 0x001C0029, 0x001C002A, 0x001C002D, 0x001C002E, 0x001C002C, 0x001C002B, 0x00000000, 0x001C0035, 0x001C0036, 0x00000000, 0x001C0037, 0x001C0038, 0x001C003A, 0x001C003B, 0x001C0039, 0x001C0042, 0x001C0043, 0x001C0047, 0x001C0044, 0x001C0045, 0x001C0046, 0x001C0049, 0x001C0048, 0x001C004D, 0x001C004E, 0x001C0051, 0x001C0050, 0x001C005C, 0x001C0052, 0x001C0055, 0x001C0054, 0x001C0059, 0x001C0058, 0x001C005A, 0x001C0053, 0x001C0056, 0x001C0057, 0x001C005B, 0x001C0060, 0x001C0062, 0x001C0061, 0x001C0061, 0x001C006A, 0x001C0069, 0x001C0068, 0x001C0067, 0x001C0063, 0x001C0065, 0x001C0064, 0x001C0066, 0x001C007E, 0x001C007F, 0x001C0080, 0x001C0081, 0x001C0082, 0x001C0083, 0x001C0084, 0x001C0085, 0x001C0086, 0x001C0087, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0074, 0x00000000, 0x001C0074, 0x001C0074, 0x001C0074, 0x001C0075, 0x001C0076, 0x001C0077, 0x001C0078, 0x001C008C, 0x001C008B, 0x001C0090, 0x001C008F, 0x001C0091, 0x001C008A, 0x001C008D, 0x001C008E, 0x00000000, 0x00000000, 0x001C0013, 0x001C0028, 0x001C0041, 0x001C004C, 0x001C006B, 0x001C006B, 0x001C006B, 0x001C0004, 0x001C0003, 0x001C0005, 0x001C0006, 0x00000000, 0x001C0088, 0x001C0089, 0x001C0088, 0x001C0089, 0x001C000D, 0x001C0012, 0x001C0011, 0x001C000E, 0x001C000F, 0x001C0010, 0x00000000, 0x001C001B, 0x001C001C, 0x001C001D, 0x001C0027, 0x001C0025, 0x001C0026, 0x001C0034, 0x001C0033, 0x001C0032, 0x00000000, 0x001C0031, 0x00000000, 0x001C0029, 0x00000000, 0x001C0029, 0x001C002F, 0x001C002F, 0x001C0030, 0x001C0005, 0x001C003C, 0x001C003D, 0x001C003E, 0x001C003F, 0x001C0040, 0x001C003C, 0x001C006F, 0x001C004A, 0x001C004B, 0x001C004F, 0x001C005D, 0x001C005E, 0x001C005F, 0x00000000, 0x001C006C, 0x001C006C, 0x001C006D, 0x001C006D, 0x001C006E, 0x001C006E, 0x001C0070, 0x001C0071, 0x001C0071, 0x001C0072, 0x001C0072, 0x001C0073, 0x001C0057, 0x001C0093, 0x001C0094, 0x001C0095, 0x001C0093, 0x001C0093, 0x001C0093, }; s32 bActorCamOffsets[] = { 0x00000000, 0x00000000, 0x00050000, 0x00040000, 0x00040000, 0x00020000, 0x00030000, 0x00050000, 0x00040000, 0x00040000, 0x00050000, 0x00020000, 0x00030000, 0x00050000, 0x00050000, 0x00000000, 0x00060000, 0x00FEF100, 0x000E0000, 0x00050000, 0x00000000, 0x00000000, 0x00000000, 0x000A0000, 0x00000000, 0x00000000, 0x00050000, 0x00050000, 0x00040000, 0x00FEF100, 0x00000000, 0x00050000, 0x00040000, 0x000F1700, 0x00000000, 0x00000000, 0x00030000, 0x00000000, 0x00060000, 0x00070000, 0x00050000, 0x00050000, 0x00060000, 0x00000000, 0x00060000, 0x00000000, 0x00000000, 0x00050000, 0x000E0000, 0x00000000, 0x00020000, 0x00020000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00060000, 0x00020000, 0x00050000, 0x00000000, 0x00000000, 0x00000000, 0x00080000, 0x00000000, 0x00000000, 0x00000000, 0x00060000, 0x00030000, 0x00030000, 0x00060000, 0x00000000, 0x00020000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00050000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00040000, 0x00040000, 0x00040000, 0x000A0000, 0x00000000, 0x00060000, 0x00020000, 0x00050000, 0x00000000, 0x00000000, 0x00000000, 0x00080000, 0x00000000, 0x00000000, 0x00040000, 0x00040000, 0x00040000, 0x00040000, 0x00040000, 0x00040000, 0x00040000, 0x00040000, 0x00040000, 0x00040000, 0x00060A00, 0x080C1100, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00001A1A, 0x00040000, 0x00040000, 0x00040000, 0x00040000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00050000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x19FA3C00, 0x19FA3C00, 0x00E90000, 0x00E90000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000000F1, 0x000000F1, 0x000000F1, 0xF1132DF1, 0x000000F1, 0xF1132DF1, 0x000000F1, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00E20000, 0x00E20000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; s32 bMarioIdleAnims[] = { Debuff_NORMAL, PlayerAnim_WALKING, Debuff_DANGER, PlayerAnim_PANTING, Debuff_STONE, 0x00050001, Debuff_SLEEP, 0x00030004, Debuff_DIZZY, 0x00030006, Debuff_STOP, PlayerAnim_STAND_STILL, Debuff_HUSTLE, PlayerAnim_RUNNING, Debuff_BERSERK, 0x00040028, Debuff_PARALYZE, 0x00030004, Debuff_FROZEN, 0x0001000E, 0xE, 0x00010002, Debuff_TURN_DONE, PlayerAnim_STAND_STILL, 0x13, 0x00040029, 0x14, 0x0004002A, 0x15, 0x00030003, 0x18, 0x00030005, 0x16, 0x0010001, Debuff_THINKING, PlayerAnim_THINKING, Debuff_WEARY, 0x0001000D, Debuff_END, }; s32 bMarioDefendAnims[] = { Debuff_NORMAL, PlayerAnim_CROUCH, Debuff_DANGER, PlayerAnim_PANTING, Debuff_STONE, 0x00050001, Debuff_SLEEP, 0x00030004, Debuff_DIZZY, 0x00030006, Debuff_STOP, PlayerAnim_STAND_STILL, Debuff_HUSTLE, PlayerAnim_CROUCH, Debuff_BERSERK, PlayerAnim_CROUCH, Debuff_PARALYZE, 0x00030004, Debuff_FROZEN, 0x0001000E, 0xE, 0x00010002, Debuff_TURN_DONE, PlayerAnim_STAND_STILL, 0x13, 0x00040029, 0x14, 0x0004002A, 0x15, 0x00030003, 0x18, 0x00030005, 0x16, 0x0010001, Debuff_THINKING, PlayerAnim_THINKING, Debuff_WEARY, 0x0001000D, Debuff_END, }; s32 bMarioHideAnims[] = { Debuff_NORMAL, PlayerAnim_CROUCH, Debuff_DANGER, PlayerAnim_PANTING, Debuff_STONE, 0x00050001, Debuff_SLEEP, 0x00030004, Debuff_DIZZY, 0x00030006, Debuff_STOP, PlayerAnim_STAND_STILL, Debuff_HUSTLE, 0x0008000E, Debuff_BERSERK, 0x0008000E, Debuff_PARALYZE, 0x00030004, Debuff_FROZEN, 0x0001000E, 0xE, 0x00010002, Debuff_TURN_DONE, PlayerAnim_CROUCH, 0x13, 0x00040029, 0x14, 0x0004002A, 0x15, 0x00030003, 0x18, 0x00030005, 0x16, 0x0010001, Debuff_THINKING, PlayerAnim_THINKING, Debuff_WEARY, 0x0001000D, Debuff_END, }; s32 bPeachIdleAnims[] = { Debuff_NORMAL, 0x000A0002, Debuff_TURN_DONE, 0x000C0028, Debuff_END, }; s32 bMarioDefenseTable[] = { Element_NORMAL, 0, Element_END, }; s32 bPlayerStatusTable[] = { Debuff_NORMAL, 100, Debuff_DEFAULT, 100, Debuff_SLEEP, 100, Debuff_POISON, 100, Debuff_FROZEN, 100, Debuff_DIZZY, 100, Debuff_FEAR, 100, Debuff_STATIC, 100, Debuff_PARALYZE, 100, Debuff_SHRINK, 100, Debuff_STOP, 100, Debuff_DEFAULT_TURN_MOD, 0, Debuff_SLEEP_TURN_MOD, 0, Debuff_POISON_TURN_MOD, 0, Debuff_FROZEN_TURN_MOD, 0, Debuff_DIZZY_TURN_MOD, 0, Debuff_FEAR_TURN_MOD, 0, Debuff_STATIC_TURN_MOD, 0, Debuff_PARALYZE_TURN_MOD, 0, Debuff_SHRINK_TURN_MOD, 0, Debuff_STOP_TURN_MOD, 0, Debuff_END, }; ActorDesc bPlayerActorDesc = { .type = 110, .maxHP = 99, .statusTable = bPlayerStatusTable, .escapeChance = 0, .airLiftChance = 0, .spookChance = 0, .baseStatusChance = 0, .upAndAwayChance = 0, .spinSmashReq = 4, .powerBounceChance = 80, .size = { 33, 43 }, .hpBarOffset = { 0, 0 }, .statusIconOffset = { -10, 30 }, .statusMessageOffset = { 10, 30 }, }; ActorPartDesc bMarioParts[] = { { .index = 1, .posOffset = { 0, 0, 0 }, .targetOffset = { 0, 32 }, .opacity = 0xFF, .idleAnimations = bMarioIdleAnims, .defenseTable = bMarioDefenseTable, }, }; s32 D_80283524[] = { 0x00050000, 0xFFEC002D, 0x0000FFFB, 0x00550000, 0x000A007D, 0x00000019, 0x000A0032, 0xFFEC0032, 0x002DFFFB, 0x005A0032, 0x000A0082, 0x00370019, 0x000F0055, 0xFFEC0037, 0x0050FFFB, 0x005F0055, 0x000A0087, 0x005A0019, 0x000F007D, 0xFFEC0037, 0x0078FFFB, 0x005F007D, 0x000A0087, 0x00820019, 0x00690000, 0x00000000, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, D_8028358C, D_8028358C, D_8028358C, D_8028358C, D_8028358C, D_8028358C, D_8028358C, D_8028358C, 0x00000000, }; s16 D_802835D0[] = { 0x1C, 0x28 }; s16 D_802835D4[] = { 0, -2 }; s16 D_802835D8[] = { 0, -12 }; f32 D_802835DC[] = { 0.0f, 4.5, 0.0f, 1.0f, 4.0f, 0.0f, 2.0f, 3.0f, 0.0f, 3.0f, 2.0f, 0.0f, 3.5f, 1.0f, 0.0f, 4.0f, 0.0f, 0.0f, 4.5, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 4.5, 0.0f, 0.0f, 4.0f, 0.0f, 0.0f, 3.5f, -1.0f, 0.0f, 3.0f, -2.0f, 0.0f, 2.0f, -3.0f, 0.0f, 1.0f, -4.0f, 0.0f, 0.0f, -4.5f, 0.0f, }; f32 D_80283690[] = { 1.0f, 1.0f, 1.0f, 0.8f, 0.8f, 0.8f, 0.9f, 0.9f, 0.9f, 1.1f, 1.1f, 1.1f, 1.0f, 1.0f, 1.0f, 0.8f, 0.8f, 0.8f, 0.9f, 0.9f, 0.9f, 1.1f, 1.1f, 1.1f, 1.0f, 1.0f, 1.0f, 0.8f, 0.8f, 0.8f, 0.9f, 0.9f, 0.9f, 1.1f, 1.1f, 1.1f, 1.0f, 1.0f, 1.0f, 0.8f, 0.8f, 0.8f, 0.9f, 0.9f, 0.9f, }; s32 D_80283744[] = { 0x00000000, 0x80283D98, 0x80283D98, 0x80283D98, 0x80283D98, 0x80283D98, 0x80283D98, 0x80283D98, 0x80283D98, 0x80283D98, 0x80283D98, }; MessageID bMessages[] = { 0x001D0071, 0x001D0072, 0x001D0073, 0x001D0075, 0x001D0076, 0x001D0077, 0x001D0078, 0x001D0079, 0x001D007A, 0x001D007B, 0x001D0088, 0x001D008B, 0x001D008A, 0x001D0089, 0x001D008C, 0x001D008D, 0x001D008E, 0x001D008F, 0x001D0090, 0x001D0093, 0x001D0092, 0x001D0091, 0x001D0094, 0x001D0095, 0x001D0096, 0x001D0097, 0x001D007F, 0x001D0081, 0x001D0080, 0x001D0082, 0x001D0083, 0x001D0084, 0x001D0085, 0x001D0086, 0x001D0087, 0x001D007C, 0x001D007D, 0x001D007E, 0x001D0098, 0x001D0099, 0x001D009A, 0x001D009B, 0x001D009C, 0x001D009D, 0x001D009E, 0x001D009A, 0x001D00AF, 0x001D00B0, 0x001D00B1, 0x001D00B2, 0x001D00B3, 0x001D00B4, 0x001D00AF, 0x001D00AF, 0x001D00B5, 0x001D00B6, 0x001D00B7, 0x001D00B8, 0x001D00B9, 0x001D00AF, 0x001D00BA, 0x001D00BB, 0x001D00BC, 0x001D00AF, 0x001D00BD, 0x001D00BE, 0x001D00BF, 0x001D00C0, 0x001D00C1, 0x001D00C2, 0x00000000, 0x00000000, 0x001D00C3, 0x001D00C6, 0x001D00C6, 0x001D00C6, 0x001D00C7, 0x001D00C7, 0x001D00C7, 0x001D00C8, 0x001D00C9, 0x001D00CA, 0x001D00C9, 0x001D00CA, 0x001D00C3, }; MessageID bActorMessages[] = { 0x001D0013, 0x001D0007, 0x001D0008, 0x001D0009, 0x001D000A, 0x001D000B, 0x001D000C, 0x001D000D, 0x001D000E, 0x001D000F, 0x001D0010, 0x001D0011, 0x001D0012 }; s32 D_802838F8 = 0; INCLUDE_ASM(s32, "code_190B20", create_target_list); void player_create_target_list(Actor* actor) { create_target_list(actor, 0); } void enemy_create_target_list(Actor* actor) { create_target_list(actor, 1); } INCLUDE_ASM(s32, "code_190B20", func_80263064); INCLUDE_ASM(s32, "code_190B20", func_80263230); INCLUDE_ASM(s32, "code_190B20", func_8026324C); INCLUDE_ASM(s32, "code_190B20", func_80263268); INCLUDE_ASM(s32, "code_190B20", func_80263300); INCLUDE_ASM(s32, "code_190B20", func_802633E8); INCLUDE_ASM(s32, "code_190B20", func_80263434); INCLUDE_ASM(s32, "code_190B20", func_80263464); INCLUDE_ASM(s32, "code_190B20", func_802634B8); INCLUDE_ASM(s32, "code_190B20", func_802636E4); INCLUDE_ASM(s32, "code_190B20", func_80263914); INCLUDE_ASM(s32, "code_190B20", count_power_plus); INCLUDE_ASM(s32, "code_190B20", deduct_current_move_fp); INCLUDE_ASM(s32, "code_190B20", func_80263C60); INCLUDE_ASM(s32, "code_190B20", func_80263CC4); INCLUDE_ASM(s32, "code_190B20", set_animation); INCLUDE_ASM(s32, "code_190B20", func_80263E08); INCLUDE_ASM(void, "code_190B20", set_animation_rate, ActorID actorID, s32 partIndex, f32 rate); void set_actor_yaw(ActorID actorID, s32 yaw) { get_actor(actorID)->yaw = yaw; } void set_part_yaw(ActorID actorID, s32 partIndex, s32 value) { get_actor_part(get_actor(actorID), partIndex)->yaw = value; } INCLUDE_ASM(s32, "code_190B20", func_80263FE8); INCLUDE_ASM(s32, "code_190B20", func_80264084); INCLUDE_ASM(s32, "code_190B20", add_xz_vec3f); INCLUDE_ASM(s32, "code_190B20", add_xz_vec3f_copy1); INCLUDE_ASM(s32, "code_190B20", add_xz_vec3f_copy2); INCLUDE_ASM(s32, "code_190B20", play_movement_dust_effects); ActorPart* get_actor_part(Actor* actor, s32 partIndex) { ActorPart* part = &actor->partsTable[0]; if (partIndex < 0 || part->nextPart == NULL) { return part; } while (part != NULL) { if (part->staticData->index == partIndex) { return part; } part = part->nextPart; } return NULL; } INCLUDE_ASM(s32, "code_190B20", load_player_actor); INCLUDE_ASM(s32, "code_190B20", load_partner_actor); INCLUDE_ASM(s32, "code_190B20", create_actor); INCLUDE_ASM(s32, "code_190B20", func_80265CE8); INCLUDE_ASM(s32, "code_190B20", func_80265D44); s32 lookup_defense(DefenseTableEntry* defenseTable, Element elementKey) { DefenseTableEntry* row; s32 normalDefense = 0; for (row = defenseTable; row->element != Element_END; row++, defenseTable++) { if (row->element == Element_NORMAL) { normalDefense = defenseTable->defense; } if (row->element == elementKey) { normalDefense = defenseTable->defense; break; } } // Fall back to normal defense if given element is not specified in table return normalDefense; } INCLUDE_ASM(s32, "code_190B20", lookup_status_chance); // exactly (?) the same as lookup_defense INCLUDE_ASM(s32, "code_190B20", lookup_status_duration_mod); // exactly (?) the same as lookup_defense INCLUDE_ASM(s32, "code_190B20", inflict_status); s32 inflict_partner_ko(Actor* target, s32 statusTypeKey, s32 duration) { if (statusTypeKey == Debuff_DAZE) { if (statusTypeKey != target->koStatus) { inflict_status(target, Debuff_DAZE); play_sound(0x2107); } else { target->koDuration += duration; if (target->koDuration > 9) { target->koDuration = 9; } } } return TRUE; } s32 get_defense(Actor* actor, s32* defenseTable, s32 elementFlags) { s32 defense; s32 minDefense = 0xFF; if (defenseTable != NULL) { if (elementFlags & 2) { defense = lookup_defense(defenseTable, Element_FIRE); if (defense < minDefense) { minDefense = defense; } } if (elementFlags & 4) { defense = lookup_defense(defenseTable, Element_WATER); if (defense < minDefense) { minDefense = defense; } } if (elementFlags & 8) { defense = lookup_defense(defenseTable, Element_ICE); if (defense < minDefense) { minDefense = defense; } } // Element_MYSTERY missing? if (elementFlags & 0x10) { defense = lookup_defense(defenseTable, Element_MAGIC); if (defense < minDefense) { minDefense = defense; } } if (elementFlags & 0x40) { defense = lookup_defense(defenseTable, Element_HAMMER); if (defense < minDefense) { minDefense = defense; } } if (elementFlags & 0x80) { defense = lookup_defense(defenseTable, Element_JUMP); if (defense < minDefense) { minDefense = defense; } } if (elementFlags & 0x100) { defense = lookup_defense(defenseTable, Element_COSMIC); if (defense < minDefense) { minDefense = defense; } } if (elementFlags & 0x200) { defense = lookup_defense(defenseTable, Element_BLAST); if (defense < minDefense) { minDefense = defense; } } if (elementFlags & 0x20) { defense = lookup_defense(defenseTable, Element_SHOCK); if (defense < minDefense) { minDefense = defense; } } if (elementFlags & 0x800) { defense = lookup_defense(defenseTable, Element_QUAKE); if (defense < minDefense) { minDefense = defense; } } if (elementFlags & 0x40000) { defense = lookup_defense(defenseTable, Element_THROW); if (defense < minDefense) { minDefense = defense; } } } // If no element flags were set, fall back to normal defense. if (minDefense == 0xFF) { defense = lookup_defense(defenseTable, Element_NORMAL); if (defense < 0xFF) { minDefense = defense; } } if (elementFlags & 0x8000000) { // "ignore defense" flag if (minDefense == 99) { // Immune minDefense = 999; } else if (minDefense > 0) { minDefense = 0; } } return minDefense; } INCLUDE_ASM(s32, "code_190B20", func_802664DC); INCLUDE_ASM(void, "code_190B20", show_damage_popup, f32 x, f32 y, f32 z, s32 damageAmount); INCLUDE_ASM(s32, "code_190B20", func_80266684); INCLUDE_ASM(s32, "code_190B20", func_802666E4); INCLUDE_ASM(s32, "code_190B20", func_802667F0); INCLUDE_ASM(s32, "code_190B20", func_80266970); INCLUDE_ASM(s32, "code_190B20", func_80266978); INCLUDE_ASM(s32, "code_190B20", func_80266ADC); INCLUDE_ASM(s32, "code_190B20", func_80266AF8); INCLUDE_ASM(s32, "code_190B20", func_80266B14); INCLUDE_ASM(s32, "code_190B20", try_inflict_status); INCLUDE_ASM(s32, "code_190B20", inflict_status_set_duration); INCLUDE_ASM(s32, "code_190B20", func_80266D6C); INCLUDE_ASM(s32, "code_190B20", func_80266DAC); INCLUDE_ASM(s32, "code_190B20", func_80266E14); INCLUDE_ASM(s32, "code_190B20", func_80266E40); INCLUDE_ASM(s32, "code_190B20", func_80266EA8); INCLUDE_ASM(s32, "code_190B20", func_80266EE8); INCLUDE_ASM(s32, "code_190B20", func_80266F60); INCLUDE_ASM(s32, "code_190B20", func_80266F8C); INCLUDE_ASM(s32, "code_190B20", func_80266FD8); INCLUDE_ASM(s32, "code_190B20", func_80267018); INCLUDE_ASM(s32, "code_190B20", func_8026709C); INCLUDE_ASM(s32, "code_190B20", func_802670C8); void add_part_decoration(ActorPart* part, s32 decorationIndex, DecorationId decorationType) { if ((part->idleAnimations) && !(part->flags & 2)) { DecorationTable* decorationTable = part->decorationTable; _remove_part_decoration(part, decorationIndex); decorationTable->decorationType[decorationIndex] = decorationType; decorationTable->unk_8BA[decorationIndex] = 1; decorationTable->unk_8BC[decorationIndex] = 0; func_8025CEC8(part); } } void add_actor_decoration(Actor* actor, s32 decorationIndex, DecorationId decorationType) { ActorPart* part; for (part = actor->partsTable; part != NULL; part = part->nextPart) { if ((part->flags & 0x100001) == 0 && part->idleAnimations && (part->flags & 2) == 0) { add_part_decoration(part, decorationIndex, decorationType); } } } void remove_part_decoration(ActorPart* part, s32 decorationIndex) { _remove_part_decoration(part, decorationIndex); } void remove_actor_decoration(Actor* actor, s32 decorationIndex) { ActorPart* part; for (part = actor->partsTable; part != NULL; part = part->nextPart) { if ((part->flags & 0x100001) == 0 && part->idleAnimations && (part->flags & 2) == 0) { remove_part_decoration(part, decorationIndex); } } } s32 heroes_is_ability_active(Actor* actor, Ability ability) { s32 actorGenus = actor->actorID & 0x700; s32 hasAbility = FALSE; if (actorGenus != 0x100) { // Separate ifs required to match if (actorGenus <= 0x100) { if (actorGenus == 0 && (gBattleStatus.flags2 & 0x40) == 0) { hasAbility = is_ability_active(ability); } } } else { hasAbility = is_partner_ability_active(ability); } return hasAbility; } void create_part_shadow(ActorID actorID, s32 partIndex) { ActorPart* part = get_actor_part(get_actor(actorID), partIndex); part->flags &= ~4; part->shadow = create_shadow_type(0, part->currentPos.x, part->currentPos.y, part->currentPos.z); part->shadowScale = part->size[0] / 24.0; } void remove_part_shadow(ActorID actorID, s32 partIndex) { ActorPart* part = get_actor_part(get_actor(actorID), partIndex); part->flags |= 4; func_80112328(part->shadow); } void create_part_shadow_by_ref(UNK_TYPE arg0, ActorPart* part) { part->flags &= ~4; part->shadow = create_shadow_type(0, part->currentPos.x, part->currentPos.y, part->currentPos.z); part->shadowScale = part->size[0] / 24.0; } void func_80071A50(s32, f32 x, f32 y, f32 z, f32 scale /* maybe */, s32); void func_80071C30(s32, f32 x, f32 y, f32 z, f32 scale /* maybe */, s32); void remove_player_buffs(PlayerBuff buffs) { BattleStatus* battleStatus = BATTLE_STATUS; Actor* player = battleStatus->playerActor; Actor* partner = battleStatus->partnerActor; ActorPart* playerPartsTable = player->partsTable; if (buffs & 1) { battleStatus->jumpCharge = 0; battleStatus->flags1 &= ~0x20000000; } if (buffs & 2) { battleStatus->hammerCharge = 0; battleStatus->flags1 &= ~0x10000000; } if (buffs & 8) { player->stoneDuration = 0; player->stoneStatus = 0; } if (buffs & 0x10) { battleStatus->hustleTurns = 0; battleStatus->flags1 &= ~0x04000000; } if ((buffs & 0x20) && (player->staticStatus != 0)) { player->staticDuration = 0; player->staticStatus = 0; func_800479A0(player->unk_436); } if ((buffs & 0x40) && (player->transStatus != 0)) { player->transDuration = 0; player->transStatus = 0; playerPartsTable->flags &= ~0x100; func_80047AA8(player->unk_436); } if ((buffs & 0x200) && (battleStatus->waterBlockTurnsLeft != 0)) { battleStatus->waterBlockTurnsLeft = 0; battleStatus->unk_43C->unk_0C->unk_10 = 0; battleStatus->unk_A0[0] |= 0x10; func_80071A50(1, player->currentPos.x, player->currentPos.y + 18.0f, player->currentPos.z + 5.0f, 1.5f, 0xA); func_80071C30(0, player->currentPos.x - 10.0f, player->currentPos.y + 5.0f, player->currentPos.z + 5.0f, 1.0f, 0x18); func_80071C30(0, player->currentPos.x - 15.0f, player->currentPos.y + 32.0f, player->currentPos.z + 5.0f, 1.0f, 0x18); func_80071C30(1, player->currentPos.x + 15.0f, player->currentPos.y + 22.0f, player->currentPos.z + 5.0f, 1.0f, 0x18); battleStatus->unk_A0 = NULL; play_sound(0x299); } if ((buffs & 0x100) && (battleStatus->turboChargeTurnsLeft != 0)) { battleStatus->turboChargeTurnsLeft = 0; battleStatus->unk_43C->unk_0C->unk_24 = 0; } if ((buffs & 0x80) && (battleStatus->cloudNineTurnsLeft != 0)) { battleStatus->cloudNineTurnsLeft = 0; battleStatus->unk_43C->unk_0C->unk_1A = 0; remove_effect(battleStatus->cloudNineEffect); battleStatus->cloudNineEffect = 0; } if ((partner != NULL) && (buffs & 0x10000)) { BattleStatus* bs = BATTLE_STATUS; partner->isGlowing = FALSE; bs->flags1 &= ~0x40000000; } } INCLUDE_ASM(s32, "code_190B20", func_8026777C); INCLUDE_ASM(s32, "code_190B20", func_8026787C); INCLUDE_ASM(s32, "code_190B20", func_80267A3C); INCLUDE_ASM(s32, "code_190B20", reset_all_actor_sounds); void hide_foreground_models_unsafe(void) { FGModelData* data = gBattleStatus.foregroundModelData; if (data != NULL && data->idList != NULL) { s32* idList = data->idList; while (*idList != 0) { s32 id = *idList++; if (id >= 0) { Model* model = get_model_from_list_index(get_model_list_index_from_tree_index(id)); model->flags |= 2; } } } } void show_foreground_models_unsafe(void) { FGModelData* data = gBattleStatus.foregroundModelData; if (data != NULL && data->idList != NULL) { s32* idList = data->idList; while (*idList != 0) { s32 id = *idList++; if (id >= 0) { Model* model = get_model_from_list_index(get_model_list_index_from_tree_index(id)); model->flags &= ~2; } } } } void hide_foreground_models(void) { FGModelData* data = gBattleStatus.foregroundModelData; if (data != NULL && data->idList != NULL) { s32* idList = data->idList; while (*idList != 0) { s32 id = *idList++; if (id < 0) { break; } else { Model* model = get_model_from_list_index(get_model_list_index_from_tree_index(id)); model->flags |= 2; } } } } void show_foreground_models(void) { FGModelData* data = gBattleStatus.foregroundModelData; if (data != NULL && data->idList != NULL) { s32* idList = data->idList; while (*idList != 0) { s32 id = *idList++; if (id < 0) { break; } else { Model* model = get_model_from_list_index(get_model_list_index_from_tree_index(id)); model->flags &= ~2; } } } } #include "common/StartRumbleWithParams.inc.c" INCLUDE_ASM(s32, "code_190B20", start_rumble_type);