papermario/src/1AC760.c

1295 lines
50 KiB
C

#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "effects.h"
s32 calc_partner_damage_enemy(void);
s32 dispatch_damage_event_partner_1(s32, s32);
void dispatch_event_partner(s32 lastEventType) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* partnerActor = battleStatus->partnerActor;
Evt* onHitScript = partnerActor->onHitScript;
s32 onHitID = partnerActor->onHitID;
Evt* script;
partnerActor->lastEventType = lastEventType;
script = start_script(partnerActor->onHitScriptSource, EVT_PRIORITY_A, EVT_FLAG_20);
partnerActor->onHitScript = script;
partnerActor->onHitID = script->id;
script->owner1.actorID = ACTOR_PARTNER;
if (partnerActor->takeTurnScript != NULL) {
kill_script_by_ID(partnerActor->takeTurnID);
partnerActor->takeTurnScript = NULL;
}
if (onHitScript != NULL) {
kill_script_by_ID(onHitID);
}
}
void dispatch_event_partner_continue_turn(s8 lastEventType) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* partnerActor = battleStatus->partnerActor;
Evt* onHitScript = partnerActor->onHitScript;
s32 onHitID = partnerActor->onHitID;
Evt* script;
partnerActor->lastEventType = lastEventType;
script = start_script(partnerActor->onHitScriptSource, EVT_PRIORITY_A, EVT_FLAG_20);
partnerActor->onHitScript = script;
partnerActor->onHitID = script->id;
script->owner1.actorID = ACTOR_PARTNER;
if (onHitScript != NULL) {
kill_script_by_ID(onHitID);
}
}
#ifdef NON_EQUIVALENT
s32 calc_partner_test_enemy(void) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* actor;
Actor* partner;
ActorPart* actorPart;
ActorMovement* state;
s32 temp_s2;
s32 new_var;
partner = battleStatus->partnerActor;
state = &partner->state;
temp_s2 = battleStatus->currentTargetPart;
new_var = battleStatus->currentTargetID;
battleStatus->currentTargetID2 = new_var;
battleStatus->currentTargetPart2 = battleStatus->currentTargetPart;
actor = get_actor(battleStatus->currentTargetID);
if (actor != NULL) {
actorPart = get_actor_part(actor, temp_s2);
ASSERT(actorPart != NULL);
if (actor->stoneStatus != 0xC) {
if (!(actorPart->eventFlags & 0x20) && actor->transStatus != 0xE) {
if ((battleStatus->currentAttackElement & 0x80) != 0) {
if (actorPart->eventFlags & 0x10 && !(actor->flags2 & 0x800)) {
sfx_play_sound_at_position(0x108, 0, partner->state.currentPos.x,
partner->state.currentPos.y, partner->state.currentPos.z);
return 4;
}
}
if (!(battleStatus->currentAttackElement & (0x10000000 | 0x80)) &&
(actorPart->eventFlags & 0x10000) && !(battleStatus->currentAttackEventSuppression & 4) &&
!(player_team_is_ability_active(state, ABILITY_SPIKE_SHIELD))) {
sfx_play_sound_at_position(0x108, 0, partner->state.currentPos.x,
partner->state.currentPos.y, partner->state.currentPos.z);
dispatch_damage_event_partner_1(1, 0x2A);
dispatch_event_actor(actor, 0x1B);
return -1;
}
if ((battleStatus->currentAttackElement & (0x10000000 | 0x40)) ||
!(actorPart->eventFlags & 2) || battleStatus->currentAttackEventSuppression & 0x10) {
if (battleStatus->currentAttackElement & 0x8000) {
if (!(battleStatus->currentAttackElement & 0x10000000)) {
if ((actorPart->eventFlags & 0x10) && (!(actor->flags & 0x800))&&
!(battleStatus->currentAttackEventSuppression & 1)) {
sfx_play_sound_at_position(0x108, 0, partner->state.currentPos.x,
partner->state.currentPos.y, partner->state.currentPos.z);
dispatch_damage_event_partner_1(1, 0x2A);
dispatch_event_actor(actor, 0x1B);
return -1;
}
if ((!(battleStatus->currentAttackElement & 0x10000000)) &&
(actorPart->eventFlags & 0x200000) && !(actor->flags & 0x800) &&
!(battleStatus->currentAttackEventSuppression & 0x80)) {
sfx_play_sound_at_position(0x108, 0, partner->state.currentPos.x,
partner->state.currentPos.y, partner->state.currentPos.z);
dispatch_damage_event_partner_1(1, 0x2A);
dispatch_event_actor(actor, 0x1B);
return -1;
}
}
if (actor->staticStatus == 0xB) {
//missing code here (?)
}
if ((actor->staticStatus == 0xB || actorPart->eventFlags & 0x80) &&
!(battleStatus->currentAttackElement & 0x10000000) &&
!(battleStatus->currentAttackEventSuppression & 8)) {
sfx_play_sound_at_position(0x37B, 0, partner->state.currentPos.x,
partner->state.currentPos.y, partner->state.currentPos.z);
func_80251474(partner);
dispatch_damage_event_partner_1(1, 0x2F);
return -1;
}
}
}
//missing code here (?)
sfx_play_sound_at_position(0xEA, 0, partner->state.currentPos.x,
partner->state.currentPos.y, partner->state.currentPos.z);
dispatch_damage_event_partner_1(1, 0x2C);
dispatch_event_actor(actor, 0x1C);
return -1;
}
return 6;
}
return 8;
}
return 0;
}
#else
INCLUDE_ASM(s32, "1AC760", calc_partner_test_enemy);
#endif
s32 calc_partner_damage_enemy(void) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* partner = battleStatus->partnerActor;
s32 currentTargetID = battleStatus->currentTargetID;
s32 currentTargetPartID = battleStatus->currentTargetPart;
s32 retVal;
s32 sp2C = FALSE;
s32 isFireDamage = FALSE;
s32 isElectricDamage = FALSE;
s32 isIceDamage = FALSE;
s32 tempBinary = FALSE;
s32 wasStatusInflicted = FALSE;
Actor* target;
ActorPart* targetPart;
ActorState* state;
Evt* evt;
s32 statusChanceOrDefense;
s32 damageDealt;
s32 dispatchEvent;
battleStatus->wasStatusInflicted = FALSE;
battleStatus->lastAttackDamage = 0;
battleStatus->attackerActorID = partner->actorID;
battleStatus->currentTargetID2 = battleStatus->currentTargetID;
battleStatus->currentTargetPart2 = battleStatus->currentTargetPart;
target = get_actor(currentTargetID);
state = &partner->state;
if (target == NULL) {
return 0;
}
targetPart = get_actor_part(target, currentTargetPartID);
ASSERT(targetPart != NULL);
target->lastDamageTaken = 0;
if (gBattleStatus.flags1 & BS_FLAGS1_800) {
retVal = 2;
dispatchEvent = EVENT_UNKNOWN_TRIGGER;
sfx_play_sound_at_position(SOUND_IMMUNE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
} else {
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_ILLUSORY || target->transStatus == STATUS_E ||
targetPart->eventFlags & ACTOR_EVENT_FLAG_800 && !(battleStatus->currentAttackElement & DAMAGE_TYPE_QUAKE)) {
return 6;
}
if (target->stoneStatus == STATUS_STONE) {
sfx_play_sound_at_position(SOUND_IMMUNE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 1);
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 0);
return (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) ? 1 : 0;
}
if (targetPart->partFlags3 & battleStatus->currentAttackElement) {
sp2C = 1;
}
if (battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP && targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP) {
sfx_play_sound_at_position(SOUND_108, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
return -1;
} else if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) && targetPart->eventFlags & ACTOR_EVENT_FLAG_8000) {
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
if (!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_2)) {
sfx_play_sound_at_position(SOUND_HIT_FIRE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
dispatch_damage_event_partner_1(1, EVENT_BURN_CONTACT);
return -1;
}
sfx_play_sound_at_position(SOUND_HIT_FIRE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
return (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) ? 1 : 0;
} else if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_SMASH)) &&
targetPart->eventFlags & ACTOR_EVENT_FLAG_FIREY && !(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_10)) {
sfx_play_sound_at_position(SOUND_HIT_FIRE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
dispatch_damage_event_partner_1(1, EVENT_BURN_CONTACT);
dispatch_event_actor(target, EVENT_BURN_TAUNT);
return -1;
} else if (!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_JUMP)) &&
targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_FRONT && !(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_4)) {
sfx_play_sound_at_position(SOUND_108, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
return -1;
} else if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE && battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE &&
targetPart->eventFlags & (ACTOR_EVENT_FLAG_400 | ACTOR_EVENT_FLAG_EXPLOSIVE)) {
sfx_play_sound_at_position(SOUND_HIT_FIRE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
return (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) ? 1 : 0;
} else if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) && targetPart->eventFlags & ACTOR_EVENT_FLAG_200000 &&
!(target->flags & ACTOR_FLAG_HP_OFFSET_BELOW) && !(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_80)) {
sfx_play_sound_at_position(SOUND_108, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
return -1;
} else if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) && targetPart->eventFlags & ACTOR_EVENT_FLAG_SPIKY_TOP &&
!(target->flags & ACTOR_FLAG_HP_OFFSET_BELOW) && !(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_1)) {
sfx_play_sound_at_position(SOUND_108, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
dispatch_damage_event_partner_1(1, EVENT_SPIKE_CONTACT);
dispatch_event_actor(target, EVENT_SPIKE_TAUNT);
return -1;
} else if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE && battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE &&
targetPart->eventFlags & (ACTOR_EVENT_FLAG_400 | ACTOR_EVENT_FLAG_EXPLOSIVE)) {
sfx_play_sound_at_position(SOUND_HIT_FIRE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
dispatch_event_actor(target, EVENT_EXPLODE_TRIGGER);
return (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) ? 1 : 0;
}
if (battleStatus->currentAttackElement & DAMAGE_TYPE_AIR_LIFT) {
if (partner->staticStatus != STATUS_STATIC && (target->staticStatus == STATUS_STATIC ||
targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED) && !(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) &&
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8)) {
sfx_play_sound_at_position(SOUND_HIT_SHOCK, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
func_80251474(partner);
dispatch_damage_event_partner_1(1, EVENT_SHOCK_HIT);
return -1;
}
return 0;
}
if (battleStatus->currentAttackElement & DAMAGE_TYPE_FIRE) {
fx_ring_blast(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 0x18);
isFireDamage = TRUE;
}
if (battleStatus->currentAttackElement & DAMAGE_TYPE_ELECTRIC) {
func_80251474(target);
isElectricDamage = TRUE;
}
if (battleStatus->currentAttackElement & DAMAGE_TYPE_WATER) {
fx_water_splash(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f, 1.0f, 0x18);
}
if (battleStatus->currentAttackElement & DAMAGE_TYPE_ICE) {
fx_big_snowflakes(0, state->goalPos.x, state->goalPos.y, state->goalPos.z + 5.0f);
isIceDamage = TRUE;
}
if (partner->staticStatus != STATUS_STATIC && (target->staticStatus == STATUS_STATIC ||
targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED) &&
!(battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_CONTACT | DAMAGE_TYPE_ELECTRIC)) &&
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8)) {
gBattleStatus.flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
}
if (targetPart->eventFlags & (ACTOR_EVENT_FLAG_80000 | ACTOR_EVENT_FLAG_ENCHANTED)) {
battleStatus->currentAttackElement &= ~DAMAGE_TYPE_IGNORE_DEFENSE;
}
statusChanceOrDefense = get_defense(target, targetPart->defenseTable, battleStatus->currentAttackElement);
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_IGNORE_DEFENSE)) {
statusChanceOrDefense += target->defenseBoost;
}
damageDealt = battleStatus->currentAttackDamage + partner->attackBoost;
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
if (battleStatus->currentAttackElement & DAMAGE_TYPE_BLAST) {
if (targetPart->eventFlags & ACTOR_EVENT_FLAG_EXPLOSIVE) {
statusChanceOrDefense = 0;
damageDealt = target->currentHP;
}
}
}
if (battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS) {
statusChanceOrDefense = 0;
damageDealt = 0;
}
if (partner->debuff == STATUS_SHRINK) {
if (damageDealt != 0) {
damageDealt /= 2;
if (damageDealt == 0) {
damageDealt = 1;
}
}
}
if (damageDealt > 99) {
damageDealt = 99;
}
if (damageDealt < 0) {
statusChanceOrDefense = 0;
}
damageDealt -= statusChanceOrDefense;
target->hpChangeCounter = 0;
if (damageDealt < 0) {
damageDealt = 0;
}
if (battleStatus->currentAttackElement & DAMAGE_TYPE_POWER_BOUNCE && damageDealt > 0) {
damageDealt += battleStatus->powerBounceCounter;
if (damageDealt < 1) {
damageDealt = 1;
}
}
battleStatus->lastAttackDamage = 0;
if (damageDealt < 1) {
target->hpChangeCounter = 0;
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS)) {
retVal = 2;
dispatchEvent = EVENT_UNKNOWN_TRIGGER;
sfx_play_sound_at_position(SOUND_IMMUNE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
} else {
retVal = 2;
dispatchEvent = (target->currentHP <= 0) ? EVENT_DEATH : EVENT_UNKNOWN_TRIGGER;
}
battleStatus->lastAttackDamage = 0;
} else {
target->damageCounter += damageDealt;
target->hpChangeCounter -= damageDealt;
battleStatus->lastAttackDamage = 0;
dispatchEvent = EVENT_HIT_COMBO;
retVal = 0;
if (!(targetPart->flags & ACTOR_PART_FLAG_2000) && !(gBattleStatus.flags1 & BS_FLAGS1_2000000) && !sp2C && !(targetPart->targetFlags & ACTOR_PART_FLAG_4)) {
target->currentHP -= damageDealt;
if (target->currentHP <= 0) {
target->currentHP = 0;
dispatchEvent = EVENT_DEATH;
}
}
battleStatus->lastAttackDamage += damageDealt;
target->lastDamageTaken = battleStatus->lastAttackDamage;
target->hpChangeCounter = 0;
}
if (targetPart->flags & ACTOR_PART_FLAG_2000) {
if (partner->staticStatus == STATUS_STATIC || (target->staticStatus != STATUS_STATIC &&
!(targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED)) || battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT ||
battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8) {
dispatchEvent = (!(gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)) ? EVENT_UNKNOWN_TRIGGER : EVENT_IMMUNE;
sfx_play_sound_at_position(SOUND_IMMUNE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
dispatch_event_actor(target, dispatchEvent);
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
return (gBattleStatus.flags1 & (BS_FLAGS1_40 | BS_FLAGS1_200)) ? 1 : 0;
}
sfx_play_sound_at_position(SOUND_HIT_SHOCK, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
func_80251474(partner);
dispatch_damage_event_partner_1(1, EVENT_SHOCK_HIT);
return -1;
}
}
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
if (dispatchEvent == EVENT_HIT_COMBO) {
dispatchEvent = EVENT_HIT;
}
if (dispatchEvent == EVENT_UNKNOWN_TRIGGER) {
dispatchEvent = EVENT_IMMUNE;
}
if (target->currentHP <= 0) {
if (dispatchEvent == EVENT_IMMUNE) {
dispatchEvent = EVENT_DEATH;
}
}
} else if (dispatchEvent == EVENT_DEATH) {
dispatchEvent = EVENT_HIT_COMBO;
}
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE ||
(func_80266E14(targetPart), gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE)) { // TODO remove func_80266E14 from conditional
if (battleStatus->currentAttackElement & DAMAGE_TYPE_SPIN_SMASH) {
if (dispatchEvent == EVENT_HIT) {
dispatchEvent = EVENT_SPIN_SMASH_HIT;
}
if (dispatchEvent == EVENT_DEATH) {
dispatchEvent = EVENT_SPIN_SMASH_DEATH;
}
tempBinary = TRUE;
}
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
if (!(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) && targetPart->eventFlags & ACTOR_EVENT_FLAG_POWER_BOUNCE) {
if (dispatchEvent == EVENT_HIT_COMBO) {
dispatchEvent = EVENT_POWER_BOUNCE_HIT;
}
if (dispatchEvent == EVENT_HIT) {
dispatchEvent = EVENT_POWER_BOUNCE_HIT;
}
if (dispatchEvent == EVENT_UNKNOWN_TRIGGER) {
dispatchEvent = EVENT_POWER_BOUNCE_HIT;
}
if (dispatchEvent == EVENT_IMMUNE) {
dispatchEvent = EVENT_POWER_BOUNCE_HIT;
}
if (dispatchEvent == EVENT_DEATH) {
dispatchEvent = EVENT_POWER_BOUNCE_DEATH;
}
}
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
if (battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP && targetPart->eventFlags & ACTOR_EVENT_FLAG_GROUNDABLE) {
if (dispatchEvent == EVENT_HIT) {
dispatchEvent = EVENT_FALL_TRIGGER;
}
if (dispatchEvent == EVENT_IMMUNE) {
dispatchEvent = EVENT_FALL_TRIGGER;
}
tempBinary = TRUE;
}
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
if (battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP && targetPart->eventFlags & ACTOR_EVENT_FLAG_FLIPABLE) {
if (dispatchEvent == EVENT_HIT) {
dispatchEvent = EVENT_FLIP_TRIGGER;
}
if (dispatchEvent == EVENT_IMMUNE) {
dispatchEvent = EVENT_FLIP_TRIGGER;
}
if (!(target->flags & ACTOR_FLAG_400)) {
tempBinary = TRUE;
}
}
}
}
}
}
if (!(gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) && battleStatus->currentAttackElement & DAMAGE_TYPE_JUMP &&
targetPart->eventFlags & ACTOR_EVENT_FLAG_FLIPABLE) {
if (dispatchEvent == EVENT_HIT_COMBO) {
dispatchEvent = EVENT_FLIP_TRIGGER;
}
if (dispatchEvent == EVENT_UNKNOWN_TRIGGER) {
dispatchEvent = EVENT_FLIP_TRIGGER;
}
if (!(target->flags & ACTOR_FLAG_400)) {
tempBinary = TRUE;
}
}
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
if (battleStatus->currentAttackElement & DAMAGE_TYPE_BLAST && targetPart->eventFlags & ACTOR_EVENT_FLAG_EXPLOSIVE) {
if (dispatchEvent == EVENT_DEATH) {
dispatchEvent = EVENT_EXPLODE_TRIGGER;
}
if (dispatchEvent == EVENT_IMMUNE) {
dispatchEvent = EVENT_EXPLODE_TRIGGER;
}
if (dispatchEvent == EVENT_HIT) {
dispatchEvent = EVENT_EXPLODE_TRIGGER;
}
tempBinary = TRUE;
isFireDamage = TRUE;
}
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
if (battleStatus->currentAttackElement & (DAMAGE_TYPE_BLAST | DAMAGE_TYPE_FIRE)) {
if (dispatchEvent == EVENT_HIT) {
dispatchEvent = EVENT_BURN_HIT;
}
if (dispatchEvent == EVENT_DEATH) {
dispatchEvent = EVENT_BURN_DEATH;
}
isFireDamage = TRUE;
}
do { // TODO remove this do while
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE && battleStatus->lastAttackDamage >= 0 && dispatchEvent != EVENT_DEATH &&
dispatchEvent != EVENT_SPIN_SMASH_DEATH &&
dispatchEvent != EVENT_EXPLODE_TRIGGER && !(targetPart->targetFlags & ACTOR_PART_FLAG_4)) {
#define INFLICT_STATUS(STATUS_TYPE) \
if ((battleStatus->currentAttackStatus & STATUS_FLAG_##STATUS_TYPE) && \
try_inflict_status(target, STATUS_##STATUS_TYPE, STATUS_##STATUS_TYPE##_TURN_MOD)) { \
tempBinary = TRUE; \
wasStatusInflicted = TRUE; \
} \
INFLICT_STATUS(SHRINK);
INFLICT_STATUS(POISON);
INFLICT_STATUS(STONE);
INFLICT_STATUS(SLEEP);
INFLICT_STATUS(STOP);
INFLICT_STATUS(STATIC);
INFLICT_STATUS(FEAR);
INFLICT_STATUS(PARALYZE);
INFLICT_STATUS(DIZZY);
#undef INFLICT_STATUS
statusChanceOrDefense = target->actorBlueprint->baseStatusChance;
if (statusChanceOrDefense > 0) {
statusChanceOrDefense = 100;
}
statusChanceOrDefense = (battleStatus->statusChance * statusChanceOrDefense) / 100;
if (battleStatus->currentAttackStatus & STATUS_FLAG_400000) {
if (rand_int(99) < statusChanceOrDefense) {
if (!(target->debuff == STATUS_FEAR ||
target->debuff == STATUS_DIZZY ||
target->debuff == STATUS_PARALYZE ||
target->debuff == STATUS_SLEEP ||
target->debuff == STATUS_FROZEN ||
target->debuff == STATUS_STOP) && !(target->flags & ACTOR_FLAG_400)) {
dispatchEvent = EVENT_SCARE_AWAY;
wasStatusInflicted = TRUE;
retVal = 0;
tempBinary = TRUE;
gBattleStatus.flags1 |= (BS_FLAGS1_40 | BS_FLAGS1_SP_EVT_ACTIVE | BS_FLAGS1_10 | BS_FLAGS1_8 | BS_FLAGS1_1);
sfx_play_sound_at_position(SOUND_231, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
} else {
dispatchEvent = EVENT_IMMUNE;
retVal = 2;
}
} else {
dispatchEvent = EVENT_IMMUNE;
retVal = 2;
}
}
if (wasStatusInflicted) {
if (dispatchEvent == EVENT_UNKNOWN_TRIGGER) {
dispatchEvent = EVENT_HIT_COMBO;
}
if (dispatchEvent == EVENT_IMMUNE) {
dispatchEvent = EVENT_HIT;
}
}
}
} while (0);
}
}
statusChanceOrDefense = target->actorBlueprint->baseStatusChance;
statusChanceOrDefense = (battleStatus->statusChance * statusChanceOrDefense) / 100;
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
if (battleStatus->currentAttackElement & DAMAGE_TYPE_FEAR) {
if (rand_int(99) < statusChanceOrDefense) {
if (!(target->debuff == STATUS_FEAR ||
target->debuff == STATUS_DIZZY ||
target->debuff == STATUS_PARALYZE ||
target->debuff == STATUS_SLEEP ||
target->debuff == STATUS_FROZEN ||
target->debuff == STATUS_STOP) && !(target->flags & ACTOR_FLAG_400)) {
dispatchEvent = EVENT_SCARE_AWAY;
wasStatusInflicted = TRUE;
retVal = 0;
tempBinary = TRUE;
gBattleStatus.flags1 |= (BS_FLAGS1_40 | BS_FLAGS1_SP_EVT_ACTIVE | BS_FLAGS1_10 | BS_FLAGS1_8 | BS_FLAGS1_1);
sfx_play_sound_at_position(SOUND_231, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
} else {
dispatchEvent = EVENT_IMMUNE;
retVal = 2;
}
} else {
dispatchEvent = EVENT_IMMUNE;
retVal = 2;
}
}
}
battleStatus->wasStatusInflicted = wasStatusInflicted;
dispatch_event_actor(target, dispatchEvent);
if (!(target->flags & ACTOR_FLAG_NO_DMG_POPUP)) {
if (battleStatus->lastAttackDamage == 0) {
if (!tempBinary) {
if (!wasStatusInflicted) {
func_8024EFE0(state->goalPos.x, state->goalPos.y, state->goalPos.z, 0, 1, 3);
}
}
} else if (!sp2C) {
if (battleStatus->currentAttackElement & (DAMAGE_TYPE_NO_OTHER_DAMAGE_POPUPS | DAMAGE_TYPE_SMASH)) {
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z, battleStatus->lastAttackDamage, 0);
} else {
func_802664DC(state->goalPos.x, state->goalPos.y, state->goalPos.z, battleStatus->lastAttackDamage, 0);
}
if (!(targetPart->targetFlags & ACTOR_PART_FLAG_4)) {
func_802666E4(target, state->goalPos.x, state->goalPos.y, state->goalPos.z, battleStatus->lastAttackDamage);
}
}
}
if (tempBinary && gBattleStatus.flags1 & (BS_FLAGS1_200 | BS_FLAGS1_40) || gBattleStatus.flags1 & (BS_FLAGS1_200 | BS_FLAGS1_40) &&
!(gBattleStatus.flags1 & BS_FLAGS1_80)) {
if ((battleStatus->lastAttackDamage > 0 &&
((sfx_play_sound_at_position(SOUND_231, 0, state->goalPos.x, state->goalPos.y,
state->goalPos.z), //TODO remove sfx_play from conditional
battleStatus->lastAttackDamage > 0))) || (battleStatus->currentAttackElement & DAMAGE_TYPE_STATUS_ALWAYS_HITS && tempBinary)) {
if (gBattleStatus.flags1 & BS_FLAGS1_40) {
func_802667F0(0, target, state->goalPos.x, state->goalPos.y, state->goalPos.z);
} else {
func_802667F0(3, target, state->goalPos.x, state->goalPos.y, state->goalPos.z);
}
}
}
if (gBattleStatus.flags1 & BS_FLAGS1_SP_EVT_ACTIVE) {
func_80266970(target);
}
if (battleStatus->lastAttackDamage > 0) {
if (sp2C == 0) {
if (partner->actorTypeData1[5] != 0) {
sfx_play_sound_at_position(partner->actorTypeData1[5], 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
}
func_80267018(target, 1);
if (isFireDamage) {
sfx_play_sound_at_position(SOUND_HIT_FIRE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
} else if (isElectricDamage) {
sfx_play_sound_at_position(SOUND_HIT_SHOCK, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
} else if (isIceDamage) {
sfx_play_sound_at_position(SOUND_HIT_ICE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
} else {
sfx_play_sound_at_position(SOUND_HIT_NORMAL, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
}
}
}
if (battleStatus->lastAttackDamage <= 0 && !tempBinary && !wasStatusInflicted || targetPart->flags & ACTOR_PART_FLAG_2000) {
sfx_play_sound_at_position(SOUND_IMMUNE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
}
if (battleStatus->currentAttackStatus & STATUS_FLAG_SLEEP && wasStatusInflicted) {
evt = start_script((EvtScript*) DoSleepHit, EVT_PRIORITY_A, 0);
evt->varTable[0] = state->goalPos.x;
evt->varTable[1] = state->goalPos.y;
evt->varTable[2] = state->goalPos.z;
sfx_play_sound_at_position(SOUND_INFLICT_SLEEP, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
}
if (battleStatus->currentAttackStatus & STATUS_FLAG_DIZZY && wasStatusInflicted) {
evt = start_script((EvtScript*) DoDizzyHit, EVT_PRIORITY_A, 0);
evt->varTable[0] = state->goalPos.x;
evt->varTable[1] = state->goalPos.y;
evt->varTable[2] = state->goalPos.z;
sfx_play_sound_at_position(SOUND_INFLICT_STATUS, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
}
if (battleStatus->currentAttackStatus & STATUS_FLAG_PARALYZE && wasStatusInflicted) {
evt = start_script((EvtScript*) DoParalyzeHit, EVT_PRIORITY_A, 0);
evt->varTable[0] = state->goalPos.x;
evt->varTable[1] = state->goalPos.y;
evt->varTable[2] = state->goalPos.z;
sfx_play_sound_at_position(SOUND_INFLICT_STATUS, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
}
if (battleStatus->currentAttackStatus & STATUS_FLAG_POISON && wasStatusInflicted) {
evt = start_script((EvtScript*) DoPoisonHit, EVT_PRIORITY_A, 0);
evt->varTable[0] = state->goalPos.x;
evt->varTable[1] = state->goalPos.y;
evt->varTable[2] = state->goalPos.z;
sfx_play_sound_at_position(SOUND_INFLICT_STATUS, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
}
if (battleStatus->currentAttackStatus & STATUS_FLAG_STOP && wasStatusInflicted) {
evt = start_script((EvtScript*) DoStopHit, EVT_PRIORITY_A, 0);
evt->varTable[0] = state->goalPos.x;
evt->varTable[1] = state->goalPos.y;
evt->varTable[2] = state->goalPos.z;
sfx_play_sound_at_position(SOUND_INFLICT_STATUS, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
}
if (battleStatus->currentAttackStatus & STATUS_FLAG_FROZEN && wasStatusInflicted) {
evt = start_script((EvtScript*) DoFreezeHit, EVT_PRIORITY_A, 0);
evt->varTable[0] = state->goalPos.x;
evt->varTable[1] = state->goalPos.y;
evt->varTable[2] = state->goalPos.z;
evt->varTablePtr[3] = target;
sfx_play_sound_at_position(SOUND_HIT_ICE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
}
if (battleStatus->currentAttackStatus & STATUS_FLAG_SHRINK && wasStatusInflicted) {
evt = start_script((EvtScript*) DoShrinkHit, EVT_PRIORITY_A, 0);
evt->varTable[0] = state->goalPos.x;
evt->varTable[1] = state->goalPos.y;
evt->varTable[2] = state->goalPos.z;
evt->varTablePtr[3] = target;
sfx_play_sound_at_position(SOUND_INFLICT_STATUS, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
}
if (battleStatus->currentAttackElement & DAMAGE_TYPE_SMASH && target->actorType == ACTOR_TYPE_GOOMNUT_TREE) {
sfx_play_sound_at_position(SOUND_SMASH_GOOMNUT_TREE, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
}
func_80266ADC(target);
if (gBattleStatus.flags1 & (BS_FLAGS1_200 | BS_FLAGS1_40)) {
if (retVal == 0) {
retVal = 1;
}
if (retVal == 2) {
retVal = 3;
}
}
if (partner->staticStatus != STATUS_STATIC && (target->staticStatus == STATUS_STATIC ||
targetPart->eventFlags & ACTOR_EVENT_FLAG_ELECTRIFIED) && !(battleStatus->currentAttackElement & DAMAGE_TYPE_NO_CONTACT) &&
!(battleStatus->currentAttackEventSuppression & ATTACK_EVENT_FLAG_8)) {
sfx_play_sound_at_position(SOUND_HIT_SHOCK, 0, state->goalPos.x, state->goalPos.y, state->goalPos.z);
func_80251474(partner);
dispatch_damage_event_partner_1(1, EVENT_SHOCK_HIT);
return -1;
}
return retVal;
}
//Some slight stack / ordering issues at the beginning
#ifdef NON_EQUIVALENT
s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* partner = battleStatus->partnerActor;
ActorMovement* state = &partner->state;
s32 flagCheck;
s32 temp_a1;
damageAmount = (s16)damageAmount;
battleStatus->currentAttackDamage = damageAmount;
partner->currentHP = 127;
temp_a1 = (s16)(partner->hpChangeCounter + damageAmount);
partner->hpChangeCounter += damageAmount;
partner->hpChangeCounter -= temp_a1;
partner->damageCounter += temp_a1;
battleStatus->lastAttackDamage = 0;
partner->currentHP -= temp_a1;
if (partner->currentHP <= 0) {
battleStatus->lastAttackDamage += partner->currentHP;
partner->currentHP = 0;
event = 0x20;
}
battleStatus->lastAttackDamage += temp_a1;
partner->lastDamageTaken = battleStatus->lastAttackDamage;
battleStatus->unk_19A = 0;
if (battleStatus->flags1 & 0x20) {
if (event == 0x9) {
event = 0xA;
}
if (event == 0x17) {
event = 0x19;
}
}
if (battleStatus->lastAttackDamage > 0) {
BattleStatus* battleStatus2 = &gBattleStatus; // TODO macro for setting flags of battleStatus
battleStatus2->flags1 |= 0x20;
inflict_status(partner, 0xD, battleStatus->lastAttackDamage);
}
if (stopMotion == 0) {
set_goal_pos_to_part(state, 0x100, 0);
}
show_damage_popup(state->goalPos.x, state->goalPos.y, state->goalPos.z,
battleStatus->lastAttackDamage, 1);
func_802666E4(partner, state->goalPos.x, state->goalPos.y, state->goalPos.z,
battleStatus->lastAttackDamage);
if (battleStatus->lastAttackDamage > 0) {
func_80267018(partner, 1);
}
partner->flags |= 0x80000;
flagCheck = (gBattleStatus.flags1 & 0x240) != 0;
dispatch_event_partner(event);
return flagCheck;
}
#else
INCLUDE_ASM(s32, "1AC760", dispatch_damage_event_partner);
#endif
s32 dispatch_damage_event_partner_0(s32 damageAmount, s32 event, s32 stopMotion) {
return dispatch_damage_event_partner(damageAmount, event, FALSE);
}
s32 dispatch_damage_event_partner_1(s32 damageAmount, s32 event) {
return dispatch_damage_event_partner(damageAmount, event, TRUE);
}
ApiStatus MakeOwnerTargetIndex(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Actor* actor = get_actor(script->owner1.actorID);
s32 numTargets = actor->targetListLength;
s8* targetList = actor->targetIndexList;
s32 arg1 = evt_get_variable(script, *args++);
s32 arg2 = evt_get_variable(script, *args++);
s32 otherArg = *args++;
SelectableTarget* selectableTarget;
if (numTargets == 0) {
arg2 = -1;
} else {
if (arg2 != 0) {
if (arg2 >= numTargets) {
arg2 = numTargets - 1;
} else {
arg2--;
}
}
selectableTarget = &actor->targetData[targetList[arg2]];
actor->targetActorID = selectableTarget->actorID;
actor->targetPartIndex = selectableTarget->partID;
}
evt_set_variable(script, otherArg, arg2);
return ApiStatus_DONE2;
}
ApiStatus func_8027FC90(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
BattleStatus* battleStatus = &gBattleStatus;
s32 hitResult;
Actor* actor;
s32 actorID = evt_get_variable(script, *args++);
s32 outVar;
if (actorID == ACTOR_SELF) {
actorID = script->owner1.enemyID;
}
outVar = *args++;
actor = get_actor(actorID);
battleStatus->flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
hitResult = calc_partner_damage_enemy();
show_damage_popup(actor->state.goalPos.x, actor->state.goalPos.y, actor->state.goalPos.z, battleStatus->lastAttackDamage,
0);
evt_set_variable(script, outVar, hitResult);
return ApiStatus_DONE2;
}
ApiStatus GetActorLevel(Evt* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
s32 actorID = evt_get_variable(script, *args++);
Bytecode outVar;
if (actorID == ACTOR_SELF) {
actorID = script->owner1.enemyID;
}
outVar = *args++;
evt_set_variable(script, outVar, get_actor(actorID)->actorBlueprint->level);
return ApiStatus_DONE2;
}
ApiStatus PartnerDamageEnemy(Evt* script, s32 isInitialCall) {
BattleStatus* battleStatus = &gBattleStatus;
PlayerStatus* playerStatus = &gPlayerStatus;
Bytecode* args = script->ptrReadPos;
Actor* enemy = get_actor(script->owner1.enemyID);
s32 temp_s4 = *args++;
s32 flags;
s32 damageResult;
u8 statusChance;
gBattleStatus.currentAttackElement = *args++;
gBattleStatus.currentAttackEventSuppression = *args++;
gBattleStatus.currentAttackStatus = *args++;
gBattleStatus.currentAttackDamage = evt_get_variable(script, *args++);
gBattleStatus.powerBounceCounter = 0;
flags = *args++;
if ((flags & 0x30) == 0x30) {
battleStatus->flags1 |= BS_FLAGS1_10;
battleStatus->flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
} else if (flags & 0x10) {
battleStatus->flags1 |= BS_FLAGS1_10;
battleStatus->flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE;
} else if (flags & 0x20) {
battleStatus->flags1 &= ~BS_FLAGS1_10;
battleStatus->flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
} else {
battleStatus->flags1 &= ~BS_FLAGS1_10;
battleStatus->flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE;
}
if (flags & 0x40) {
gBattleStatus.flags1 |= BS_FLAGS1_40;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_40;
}
if (flags & 0x200) {
gBattleStatus.flags1 |= BS_FLAGS1_200;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_200;
}
if (flags & 0x80) {
gBattleStatus.flags1 |= BS_FLAGS1_80;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_80;
}
if (flags & 0x800) {
gBattleStatus.flags1 |= BS_FLAGS1_800;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_800;
}
statusChance = battleStatus->currentAttackStatus;
battleStatus->currentTargetID = enemy->targetActorID;
battleStatus->currentTargetPart = enemy->targetPartIndex;
battleStatus->statusChance = statusChance;
if (statusChance == 0xFF) {
battleStatus->statusChance = 0;
}
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
damageResult = calc_partner_damage_enemy();
if (damageResult < 0) {
return ApiStatus_FINISH;
}
evt_set_variable(script, temp_s4, damageResult);
if (!does_script_exist_by_ref(script)) {
return ApiStatus_FINISH;
}
return ApiStatus_DONE2;
}
ApiStatus PartnerAfflictEnemy(Evt* script, s32 isInitialCall) {
BattleStatus* battleStatus = &gBattleStatus;
Bytecode* args = script->ptrReadPos;
Actor* actor = get_actor(script->owner1.enemyID);
s32 returnValue = *args++;
s32 flags;
u8 statusChance;
s32 damageResult;
battleStatus->currentAttackElement = *args++;
battleStatus->currentAttackEventSuppression = *args++;
battleStatus->currentAttackStatus = *args++;
battleStatus->currentAttackStatus |= evt_get_variable(script, *args++);
battleStatus->currentAttackDamage = evt_get_variable(script, *args++);
battleStatus->powerBounceCounter = 0;
flags = *args++;
if ((flags & 0x30) == 0x30) {
battleStatus->flags1 |= BS_FLAGS1_10;
battleStatus->flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
} else if (flags & 0x10) {
battleStatus->flags1 |= BS_FLAGS1_10;
battleStatus->flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE;
} else if (flags & 0x20) {
battleStatus->flags1 &= ~BS_FLAGS1_10;
battleStatus->flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
} else {
battleStatus->flags1 &= ~BS_FLAGS1_10;
battleStatus->flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE;
}
if (flags & 0x40) {
gBattleStatus.flags1 |= BS_FLAGS1_40;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_40;
}
if (flags & 0x200) {
gBattleStatus.flags1 |= BS_FLAGS1_200;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_200;
}
if (flags & 0x80) {
gBattleStatus.flags1 |= BS_FLAGS1_80;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_80;
}
if (flags & 0x800) {
gBattleStatus.flags1 |= BS_FLAGS1_800;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_800;
}
statusChance = battleStatus->currentAttackStatus;
battleStatus->currentTargetID = actor->targetActorID;
battleStatus->currentTargetPart = actor->targetPartIndex;
battleStatus->statusChance = statusChance;
if (statusChance == 0xFF) {
battleStatus->statusChance = 0;
}
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
damageResult = calc_partner_damage_enemy();
if (damageResult < 0) {
return ApiStatus_FINISH;
}
evt_set_variable(script, returnValue, damageResult);
if (!does_script_exist_by_ref(script)) {
return ApiStatus_FINISH;
}
return ApiStatus_DONE2;
}
ApiStatus PartnerPowerBounceEnemy(Evt* script, s32 isInitialCall) {
BattleStatus* battleStatus = &gBattleStatus;
Bytecode* args = script->ptrReadPos;
Actor* actor = get_actor(script->owner1.enemyID);
s32 returnValue = *args++;
s32 flags;
u8 statusChance;
s32 damageResult;
battleStatus->currentAttackElement = *args++;
battleStatus->currentAttackEventSuppression = *args++;
battleStatus->currentAttackStatus = *args++;
battleStatus->currentAttackDamage = evt_get_variable(script, *args++);
battleStatus->powerBounceCounter = evt_get_variable(script, *args++);
flags = *args++;
if ((flags & 0x30) == 0x30) {
battleStatus->flags1 |= BS_FLAGS1_10;
battleStatus->flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
} else if (flags & 0x10) {
battleStatus->flags1 |= BS_FLAGS1_10;
battleStatus->flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE;
} else if (flags & 0x20) {
battleStatus->flags1 &= ~BS_FLAGS1_10;
battleStatus->flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
} else {
battleStatus->flags1 &= ~BS_FLAGS1_10;
battleStatus->flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE;
}
if (flags & 0x40) {
gBattleStatus.flags1 |= BS_FLAGS1_40;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_40;
}
if (flags & 0x200) {
gBattleStatus.flags1 |= BS_FLAGS1_200;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_200;
}
if (flags & 0x80) {
gBattleStatus.flags1 |= BS_FLAGS1_80;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_80;
}
if (flags & 0x800) {
gBattleStatus.flags1 |= BS_FLAGS1_800;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_800;
}
statusChance = battleStatus->currentAttackStatus;
battleStatus->currentTargetID = actor->targetActorID;
battleStatus->currentTargetPart = actor->targetPartIndex;
battleStatus->statusChance = statusChance;
if (statusChance == 0xFF) {
battleStatus->statusChance = 0;
}
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
damageResult = calc_partner_damage_enemy();
if (damageResult < 0) {
return ApiStatus_FINISH;
}
evt_set_variable(script, returnValue, damageResult);
if (!does_script_exist_by_ref(script)) {
return ApiStatus_FINISH;
}
return ApiStatus_DONE2;
}
ApiStatus PartnerTestEnemy(Evt* script, s32 isInitialCall) {
BattleStatus* battleStatus = &gBattleStatus;
PlayerStatus* playerStatus = &gPlayerStatus;
Bytecode* args = script->ptrReadPos;
Actor* enemy = get_actor(script->owner1.enemyID);
s32 temp_s4;
s32 flags;
s32 damageResult;
u8 statusChance;
temp_s4 = *args++;
gBattleStatus.currentAttackElement = *args++;
gBattleStatus.currentAttackEventSuppression = *args++;
gBattleStatus.currentAttackStatus = *args++;
gBattleStatus.currentAttackDamage = evt_get_variable(script, *args++);
gBattleStatus.powerBounceCounter = 0;
flags = *args++;
if ((flags & 0x30) == 0x30) {
battleStatus->flags1 |= BS_FLAGS1_10;
battleStatus->flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
} else if (flags & 0x10) {
battleStatus->flags1 |= BS_FLAGS1_10;
battleStatus->flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE;
} else if (flags & 0x20) {
battleStatus->flags1 &= ~BS_FLAGS1_10;
battleStatus->flags1 |= BS_FLAGS1_SP_EVT_ACTIVE;
} else {
battleStatus->flags1 &= ~BS_FLAGS1_10;
battleStatus->flags1 &= ~BS_FLAGS1_SP_EVT_ACTIVE;
}
if (flags & 0x40) {
gBattleStatus.flags1 |= BS_FLAGS1_40;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_40;
}
if (flags & 0x200) {
gBattleStatus.flags1 |= BS_FLAGS1_200;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_200;
}
if (flags & 0x80) {
gBattleStatus.flags1 |= BS_FLAGS1_80;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_80;
}
if (flags & 0x800) {
gBattleStatus.flags1 |= BS_FLAGS1_800;
} else {
gBattleStatus.flags1 &= ~BS_FLAGS1_800;
}
statusChance = battleStatus->currentAttackStatus;
battleStatus->currentTargetID = enemy->targetActorID;
battleStatus->currentTargetPart = enemy->targetPartIndex;
battleStatus->statusChance = statusChance;
if (statusChance == 0xFF) {
battleStatus->statusChance = 0;
}
battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
damageResult = calc_partner_test_enemy();
if (damageResult < 0) {
return ApiStatus_FINISH;
}
evt_set_variable(script, temp_s4, damageResult);
return ApiStatus_DONE2;
}
ApiStatus func_8028070C(Evt* script, s32 isInitialCall) {
BattleStatus* battleStatus = &gBattleStatus;
Bytecode* args = script->ptrReadPos;
Actor* actor = get_actor(script->owner1.actorID);
s32 damageAmount = evt_get_variable(script, *args++);
s32 event = evt_get_variable(script, *args++);
battleStatus->currentTargetID = actor->targetActorID;
battleStatus->currentTargetPart = actor->targetPartIndex;
if (dispatch_damage_event_partner_0(damageAmount, event, (s32) battleStatus) >= 0) {
return does_script_exist_by_ref(script) ? ApiStatus_DONE2 : ApiStatus_BLOCK;
}
return ApiStatus_BLOCK;
}
ApiStatus DeletePartner(Evt* script, s32 isInitialCall) {
BattleStatus* battleStatus = &gBattleStatus;
btl_delete_actor(battleStatus->partnerActor);
return ApiStatus_DONE2;
}
ApiStatus GetActionCommandResult(Evt* script, s32 isInitialCall) {
BattleStatus* battleStatus = &gBattleStatus;
s32 var = *script->ptrReadPos;
s32 actionSuccess = battleStatus->actionSuccess;
s32 outVal = 0;
if (actionSuccess < outVal) {
actionSuccess = outVal;
}
if (actionSuccess > outVal) {
outVal = actionSuccess;
}
evt_set_variable(script, var, outVal);
return ApiStatus_DONE2;
}
/// Seems to be the same functionality as YieldTurn in 1A5830.c
ApiStatus func_80280818(Evt* script, s32 isInitialCall) {
gBattleStatus.flags1 |= 0x200000;
return ApiStatus_DONE2;
}