Files
papermario/src/1AC760.c
pixel-stuck e61e67ea9b [WIP] Work on npc.c (#295)
* formatting

* format + misc work

* lots of work on npc.c

* PR comments, asm delet + other misc fixes

* missed one

* temporarily remove cleanup step for testing

* test fix for splat

* test

* o2

* o0

* fix Yay0decompress.c bug

* debug logging

* stuff

* stuff2

* restore stuff

* more PR comments and some general cleanup

* NPC flags + improve match + misc

Co-authored-by: Ethan Roseman <ethteck@gmail.com>
2021-06-15 17:05:16 +09:00

251 lines
7.6 KiB
C

#include "common.h"
#include "battle/battle.h"
void dispatch_event_partner(s32 lastEventType) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* partnerActor = battleStatus->partnerActor;
ScriptInstance* onHitScript = partnerActor->onHitScript;
ScriptID onHitID = partnerActor->onHitID;
ScriptInstance* 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;
ScriptInstance* onHitScript = partnerActor->onHitScript;
ScriptID onHitID = partnerActor->onHitID;
ScriptInstance* 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(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
Actor* actor = get_actor(script->owner1.actorID);
s32 numTargets = actor->targetListLength;
s8* targetList = &actor->targetIndexList;
s32 arg1 = get_variable(script, *args++);
s32 arg2 = 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;
}
set_variable(script, otherArg, arg2);
return ApiStatus_DONE2;
}
s32 calc_partner_damage_enemy(void);
ApiStatus func_8027FC90(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
BattleStatus* battleStatus = &gBattleStatus;
s32 hitResult;
Actor* actor;
ActorID actorID = 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->walk.goalPos.x, actor->walk.goalPos.y, actor->walk.goalPos.z, battleStatus->lastAttackDamage,
0);
set_variable(script, outVar, hitResult);
return ApiStatus_DONE2;
}
ApiStatus GetActorLevel(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Bytecode* outVar;
if (actorID == ACTOR_SELF) {
actorID = script->owner1.enemyID;
}
outVar = *args++;
set_variable(script, outVar, get_actor(actorID)->staticActorData->level);
return ApiStatus_DONE2;
}
INCLUDE_ASM(s32, "1AC760", PartnerDamageEnemy);
INCLUDE_ASM(s32, "1AC760", PartnerAfflictEnemy);
INCLUDE_ASM(s32, "1AC760", PartnerPowerBounceEnemy);
INCLUDE_ASM(s32, "1AC760", PartnerTestEnemy);
ApiStatus func_8028070C(ScriptInstance* script, s32 isInitialCall) {
BattleStatus* battleStatus = &gBattleStatus;
Bytecode* args = script->ptrReadPos;
Actor* actor = get_actor(script->owner1.actorID);
s32 damageAmount = get_variable(script, *args++);
s32 event = 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(ScriptInstance* script, s32 isInitialCall) {
BattleStatus* battleStatus = &gBattleStatus;
delete_actor(battleStatus->partnerActor);
return ApiStatus_DONE2;
}
ApiStatus func_802807D0(ScriptInstance* 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;
}
set_variable(script, var, outVal);
return ApiStatus_DONE2;
}
/// Seems to be the same functionality as YieldTurn in 1A5830.c
ApiStatus func_80280818(ScriptInstance* script, s32 isInitialCall) {
gBattleStatus.flags1 |= 0x200000;
return ApiStatus_DONE2;
}