papermario/src/1AC760.c

325 lines
9.7 KiB
C

#include "common.h"
#include "battle/battle.h"
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, 10, 0x20);
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, 10, 0x20);
partnerActor->onHitScript = script;
partnerActor->onHitID = script->id;
script->owner1.actorID = ACTOR_PARTNER;
if (onHitScript != NULL) {
kill_script_by_ID(onHitID);
}
}
INCLUDE_ASM(s32, "1AC760", calc_partner_test_enemy);
INCLUDE_ASM(s32, "1AC760", calc_partner_damage_enemy);
//Some slight stack / ordering issues at the beginning
#ifdef NON_MATCHING
s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* partner = battleStatus->partnerActor;
ActorMovement* walkMovement = &partner->walk;
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(walkMovement, 0x100, 0);
}
show_damage_popup(walkMovement->goalPos.x, walkMovement->goalPos.y, walkMovement->goalPos.z,
battleStatus->lastAttackDamage, 1);
func_802666E4(partner, walkMovement->goalPos.x, walkMovement->goalPos.y, walkMovement->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, s32 stopMotion) {
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;
}
s32 calc_partner_damage_enemy(void);
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 |= 0x20;
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)->staticActorData->level);
return ApiStatus_DONE2;
}
INCLUDE_ASM(s32, "1AC760", PartnerDamageEnemy);
ApiStatus PartnerAfflictEnemy(Evt* script, s32 isInitialCall) {
BattleStatus* battleStatus = &gBattleStatus;
Bytecode* args = script->ptrReadPos;
Actor* actor = get_actor(script->owner1.enemyID);
s32 returnValue;
s32 flags;
u8 statusChance;
s32 damageResult;
returnValue = *args++;
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 |= 0x10;
battleStatus->flags1 |= 0x20;
} else if (flags & 0x10) {
battleStatus->flags1 |= 0x10;
battleStatus->flags1 &= ~0x20;
} else if (flags & 0x20) {
battleStatus->flags1 &= ~0x10;
battleStatus->flags1 |= 0x20;
} else {
battleStatus->flags1 &= ~0x10;
battleStatus->flags1 &= ~0x20;
}
if (flags & 0x40) {
gBattleStatus.flags1 |= 0x40;
} else {
gBattleStatus.flags1 &= ~0x40;
}
if (flags & 0x200) {
gBattleStatus.flags1 |= 0x200;
} else {
gBattleStatus.flags1 &= ~0x200;
}
if (flags & 0x80) {
gBattleStatus.flags1 |= 0x80;
} else {
gBattleStatus.flags1 &= ~0x80;
}
if (flags & 0x800) {
gBattleStatus.flags1 |= 0x800;
} else {
gBattleStatus.flags1 &= ~0x800;
}
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;
}
INCLUDE_ASM(s32, "1AC760", PartnerPowerBounceEnemy);
INCLUDE_ASM(s32, "1AC760", PartnerTestEnemy);
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, 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;
}