Paper Mario DX
Paper Mario (N64) modding
 
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body_slam.c File Reference

Go to the source code of this file.

Macros

#define METER_FILL_RATE   154
 

Enumerations

enum  { HIDX_BUTTON = 0 , HIDX_METER = 1 , HIDX_LIGHT = 2 , HIDX_FRAME = 3 }
 

Functions

void N update (void)
 
void N draw (void)
 
void N free (void)
 

Variables

s32 actionCmdTableBodySlam []
 

Macro Definition Documentation

◆ METER_FILL_RATE

#define METER_FILL_RATE   154

Definition at line 17 of file body_slam.c.

Referenced by update().

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
HIDX_BUTTON 
HIDX_METER 
HIDX_LIGHT 
HIDX_FRAME 

Definition at line 9 of file body_slam.c.

9 {
10 HIDX_BUTTON = 0,
11 HIDX_METER = 1,
12 HIDX_LIGHT = 2,
13 HIDX_FRAME = 3,
14};
@ HIDX_LIGHT
Definition body_slam.c:12
@ HIDX_METER
Definition body_slam.c:11
@ HIDX_BUTTON
Definition body_slam.c:10
@ HIDX_FRAME
Definition body_slam.c:13

Function Documentation

◆ update()

void N update ( void )

Definition at line 102 of file body_slam.c.

102 {
104 BattleStatus* battleStatus = &gBattleStatus;
105 HudElemID hid;
106
107 switch (acs->state) {
108 case AC_STATE_INIT:
110
111 hid = acs->hudElemIDs[HIDX_BUTTON];
112 hud_element_set_alpha(hid, 255);
113 if (acs->showHud) {
115 }
116
117 hid = acs->hudElemIDs[HIDX_METER];
118 hud_element_set_alpha(hid, 255);
119 if (acs->showHud) {
121 }
122
123 hid = acs->hudElemIDs[HIDX_LIGHT];
124 hud_element_set_alpha(hid, 255);
125 if (acs->showHud) {
127 }
128
129 hid = acs->hudElemIDs[HIDX_FRAME];
130 hud_element_set_alpha(hid, 255);
131 if (acs->showHud) {
133 }
134
135 acs->state = AC_STATE_APPEAR;
136 break;
137 case AC_STATE_APPEAR:
139 acs->hudPosX += 20;
140 if (acs->hudPosX > 50) {
141 acs->hudPosX = 50;
142 }
147 break;
148 case AC_STATE_START:
150 if (acs->prepareTime != 0) {
151 acs->prepareTime--;
152 return;
153 }
155 acs->meterFillLevel = 0;
156 acs->escapeThreshold = 0;
157 acs->stateTimer = acs->duration;
159 acs->state = AC_STATE_ACTIVE;
160
161 // fallthrough
162 case AC_STATE_ACTIVE:
164
165 // check for meter-filling input
166 if (battleStatus->curButtonsDown & BUTTON_A) {
169 } else {
170 acs->stateTimer = 0;
171 }
172
173 // handle meter reaching 100%
174 if (acs->meterFillLevel >= MAX_MASH_UNITS) {
178 if (!acs->isMeterFilled) {
180 acs->isMeterFilled = TRUE;
181 }
182 }
183
184 battleStatus->actionProgress = acs->meterFillLevel / ONE_PCT_MASH;
186 if (acs->stateTimer != 0) {
187 acs->stateTimer--;
188 return;
189 }
190
191 if (acs->escapeThreshold < MAX_MASH_UNITS) {
192 battleStatus->actionQuality = AC_QUALITY_FAILED;
193 } else {
194 s32 window = battleStatus->actionCmdDifficultyTable[acs->difficulty] * METER_FILL_RATE;
195 // release needs to be within 2 frames + modifier from difficulty table
196 if (acs->escapeThreshold - window >= MAX_MASH_UNITS + 2 * METER_FILL_RATE + 1) {
197 battleStatus->actionQuality = AC_QUALITY_FAILED;
198 } else {
199 battleStatus->actionQuality = 1;
200 }
201 }
202
203 battleStatus->actionResult = ACTION_RESULT_FAIL;
204 if (battleStatus->actionQuality == 1) {
206 }
207
210 acs->stateTimer = 5;
211 acs->state = AC_STATE_DISPOSE;
212 break;
213 case AC_STATE_DISPOSE:
214 if (acs->stateTimer != 0) {
215 acs->stateTimer--;
216 return;
217 }
219 break;
220 }
221}
BSS ActionCommandStatus gActionCommandStatus
Definition action_cmd.c:91
void action_command_free(void)
Definition action_cmd.c:446
void increment_action_command_success_count(void)
Definition action_cmd.c:655
#define AC_QUALITY_FAILED
Definition action_cmd.h:66
HudScript HES_AButton
HudElemID hudElemIDs[16]
Definition action_cmd.h:83
HudScript HES_TimingReady
@ AC_STATE_APPEAR
Definition action_cmd.h:35
@ AC_STATE_DISPOSE
Definition action_cmd.h:38
@ AC_STATE_INIT
Definition action_cmd.h:34
@ AC_STATE_ACTIVE
Definition action_cmd.h:37
@ AC_STATE_START
Definition action_cmd.h:36
#define ONE_PCT_MASH
Definition action_cmd.h:69
HudScript HES_AButtonDown
#define MAX_MASH_UNITS
Definition action_cmd.h:75
#define METER_FILL_RATE
Definition body_slam.c:17
s32 HudElemID
@ BUTTON_A
Definition enums.h:2790
@ SOUND_TIMING_BAR_GO
Definition enums.h:953
@ SOUND_LOOP_CHARGE_METER
Definition enums.h:1646
@ ACTION_RESULT_FAIL
Definition enums.h:1967
void btl_set_popup_duration(s32 duration)
void hud_element_set_alpha(s32 id, s32 opacity)
void hud_element_set_script(s32 id, HudScript *anim)
void hud_element_set_render_pos(s32 id, s32 x, s32 y)
void hud_element_clear_flags(s32 id, s32 flags)
Turns off the given flags.
@ HUD_ELEMENT_FLAG_DISABLED
Definition hud_element.h:72
void sfx_stop_sound(s32 soundID)
Definition sfx.c:507
void sfx_adjust_env_sound_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
Definition sfx.c:492
void sfx_play_sound_with_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
Definition sfx.c:458
void sfx_play_sound(s32 soundID)
Definition sfx.c:517
#define POPUP_MSG_OFF
Definition battle.h:270
#define POPUP_MSG_ON
Definition battle.h:269
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
Definition battle.c:11

◆ draw()

void N draw ( void )

Definition at line 223 of file body_slam.c.

223 {
224 s32 hudX, hudY;
225 HudElemID hid;
226
230 hud_element_get_render_pos(hid, &hudX, &hudY);
234}
void draw_mash_meter_multicolor(s32 posX, s32 posY, s32 fillValue)
Definition action_cmd.c:226
void hud_element_get_render_pos(s32 id, s32 *x, s32 *y)
void hud_element_draw_clipped(s32 id)

◆ free()

Variable Documentation

◆ actionCmdTableBodySlam

s32 actionCmdTableBodySlam[]
extern

Definition at line 39 of file action_cmd.c.

39{ 9, 8, 7, 6, 5, 4, 3, 2 };