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

Go to the source code of this file.

Macros

#define HAND_METER_FILL_TICK   1300
 
#define FAN_METER_FILL_TICK   850
 
#define FAIL_METER_FILL_TICK   1100
 
#define GET_DRAIN_RATE(pct)   PCT_TO_TABLE_RATE(N(DrainRateTable), pct)
 

Enumerations

enum  { HIDX_STICK = 0 , HIDX_METER = 1 , HIDX_100_PCT = 2 }
 

Functions

void N update (void)
 

Variables

s32 actionCmdTableSmack []
 

Macro Definition Documentation

◆ HAND_METER_FILL_TICK

#define HAND_METER_FILL_TICK   1300

Definition at line 16 of file smack.c.

Referenced by update().

◆ FAN_METER_FILL_TICK

#define FAN_METER_FILL_TICK   850

Definition at line 17 of file smack.c.

Referenced by update().

◆ FAIL_METER_FILL_TICK

#define FAIL_METER_FILL_TICK   1100

Definition at line 18 of file smack.c.

Referenced by update().

◆ GET_DRAIN_RATE

#define GET_DRAIN_RATE ( pct)    PCT_TO_TABLE_RATE(N(DrainRateTable), pct)

Definition at line 22 of file smack.c.

Referenced by update().

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
HIDX_STICK 
HIDX_METER 
HIDX_100_PCT 

Definition at line 9 of file smack.c.

9 {
10 HIDX_STICK = 0,
11 HIDX_METER = 1,
12 HIDX_100_PCT = 2,
13};
@ HIDX_METER
Definition smack.c:11
@ HIDX_STICK
Definition smack.c:10
@ HIDX_100_PCT
Definition smack.c:12

Function Documentation

◆ update()

void N update ( void )

Definition at line 110 of file smack.c.

110 {
112 BattleStatus* battleStatus = &gBattleStatus;
113 Actor* partnerActor = battleStatus->partnerActor;
114 HudElemID hid;
115 s32 cutoff;
116 s32 idx;
117
118 switch (acs->state) {
119 case AC_STATE_INIT:
121 hid = acs->hudElemIDs[HIDX_STICK];
122 hud_element_set_alpha(hid, 255);
123 if (acs->showHud) {
125 }
126 hid = acs->hudElemIDs[HIDX_METER];
127 hud_element_set_alpha(hid, 255);
128 if (acs->showHud) {
130 }
131 acs->state = AC_STATE_APPEAR;
132 break;
133 case AC_STATE_APPEAR:
135 if (acs->hudPrepareTime != 0) {
136 acs->hudPrepareTime--;
137 break;
138 }
139
140 acs->hudPosX += 20;
141 if (acs->hudPosX > 50) {
142 acs->hudPosX = 50;
143 }
144
147 break;
148 case AC_STATE_START:
150 if (acs->prepareTime != 0) {
151 acs->prepareTime--;
152 break;
153 }
155 acs->meterFillLevel = 0;
156 battleStatus->resultTier = 0;
157 acs->smack.holdingLeft = FALSE;
158 acs->stateTimer = acs->duration;
160 acs->state = AC_STATE_ACTIVE;
161
162 // fallthrough
163 case AC_STATE_ACTIVE:
165
166 // meter can drain if it hasn't been fully filled
167 if (!acs->isMeterFilled) {
168 cutoff = acs->mashMeterCutoffs[acs->mashMeterNumIntervals];
169 acs->meterFillLevel -= GET_DRAIN_RATE(acs->meterFillLevel / cutoff);
170 if (acs->meterFillLevel < 0) {
171 acs->meterFillLevel = 0;
172 }
173 }
174
175 // check for meter-filling input
176 if (!acs->isMeterFilled) {
177 if (battleStatus->curButtonsDown & BUTTON_STICK_LEFT) {
178 acs->smack.holdingLeft = TRUE;
179 }
180
181 if (!(battleStatus->curButtonsDown & BUTTON_STICK_LEFT)) {
182 if (acs->smack.holdingLeft) {
183 if (acs->variation == ACV_SMACK_HAND) {
184 // regular smack
186 } else {
187 // fan smack
189 }
190 acs->smack.holdingLeft = FALSE;
191 }
192 }
193 // right stick inputs actively drain the meter
194 if (battleStatus->curButtonsPressed & BUTTON_STICK_RIGHT) {
196 }
197 }
198
199 if (acs->meterFillLevel < 0) {
200 acs->meterFillLevel = 0;
201 }
202
203 // handle meter reaching 100%
204 if (acs->meterFillLevel > MAX_MASH_UNITS) {
206 acs->isMeterFilled = TRUE;
207 hid = acs->hudElemIDs[HIDX_100_PCT];
208 hud_element_set_render_pos(hid, acs->hudPosX + 50, acs->hudPosY + 28);
210 }
211
212 battleStatus->actionProgress = acs->meterFillLevel / ONE_PCT_MASH;
214
215 switch (partnerActor->actorBlueprint->level) {
217 if (battleStatus->actionProgress >= N(BasicHitThresholds)[battleStatus->resultTier]) {
218 battleStatus->resultTier++;
219 }
220
221 if (battleStatus->resultTier > 0) {
222 if (battleStatus->actionProgress < N(BasicHitThresholds)[battleStatus->resultTier - 1]) {
223 battleStatus->resultTier--;
224 }
225 }
226 break;
228 if (battleStatus->actionProgress >= N(SuperHitThresholds)[battleStatus->resultTier]) {
229 battleStatus->resultTier++;
230 }
231
232 if (battleStatus->resultTier > 0) {
233 if (battleStatus->actionProgress < N(SuperHitThresholds)[battleStatus->resultTier - 1]) {
234 battleStatus->resultTier--;
235 }
236 }
237 break;
239 if (acs->variation == ACV_SMACK_HAND) {
240 if (battleStatus->actionProgress >= N(UltraHitThresholds)[battleStatus->resultTier]) {
241 battleStatus->resultTier++;
242 }
243
244 if (battleStatus->resultTier > 0) {
245 if (battleStatus->actionProgress < N(UltraHitThresholds)[battleStatus->resultTier - 1]) {
246 battleStatus->resultTier--;
247 }
248 }
249 } else {
250 if (battleStatus->actionProgress >= N(FanHitThresholds)[battleStatus->resultTier]) {
251 battleStatus->resultTier++;
252 }
253
254 if (battleStatus->resultTier > 0) {
255 if (battleStatus->actionProgress < N(FanHitThresholds)[battleStatus->resultTier - 1]) {
256 battleStatus->resultTier--;
257 }
258 }
259 }
260 break;
261 }
262
263 if (acs->stateTimer != 0) {
264 acs->stateTimer--;
265 break;
266 }
267
268 if (acs->meterFillLevel == 0) {
269 battleStatus->actionQuality = AC_QUALITY_FAILED;
270 } else {
271 battleStatus->actionQuality = acs->meterFillLevel / ONE_PCT_MASH;
272 }
273
274 cutoff = acs->mashMeterCutoffs[acs->mashMeterNumIntervals - 1];
275 if (battleStatus->actionQuality > cutoff) {
276 battleStatus->actionResult = ACTION_RESULT_SUCCESS;
277 } else {
279 }
280
281 if (battleStatus->actionQuality == 100) {
283 }
284
287 acs->stateTimer = 5;
288 acs->state = AC_STATE_DISPOSE;
289 break;
290 case AC_STATE_DISPOSE:
291 if (acs->stateTimer != 0) {
292 acs->stateTimer--;
293 break;
294 }
296 break;
297 }
298}
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
HudElemID hudElemIDs[16]
Definition action_cmd.h:83
@ 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
#define SCALE_BY_PCT(x, pct)
Definition action_cmd.h:77
HudScript HES_StickMashLeft
#define MAX_MASH_UNITS
Definition action_cmd.h:75
struct ActorBlueprint * actorBlueprint
s32 HudElemID
@ BUTTON_STICK_LEFT
Definition enums.h:2793
@ BUTTON_STICK_RIGHT
Definition enums.h:2794
@ PARTNER_RANK_NORMAL
Definition enums.h:2018
@ PARTNER_RANK_SUPER
Definition enums.h:2019
@ PARTNER_RANK_ULTRA
Definition enums.h:2020
@ SOUND_LOOP_CHARGE_METER
Definition enums.h:1646
@ ACTION_RESULT_METER_NOT_ENOUGH
Definition enums.h:1965
@ ACTION_RESULT_SUCCESS
Definition enums.h:1968
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
#define GET_DRAIN_RATE(pct)
Definition smack.c:22
#define FAIL_METER_FILL_TICK
Definition smack.c:18
#define HAND_METER_FILL_TICK
Definition smack.c:16
#define FAN_METER_FILL_TICK
Definition smack.c:17
@ ACV_SMACK_HAND
Definition smack.h:18
#define POPUP_MSG_OFF
Definition battle.h:270
#define POPUP_MSG_ON
Definition battle.h:269
struct Actor * partnerActor
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
Definition battle.c:11

Variable Documentation

◆ actionCmdTableSmack

s32 actionCmdTableSmack[]
extern

Definition at line 45 of file action_cmd.c.

45{ 130, 120, 110, 100, 90, 80, 70, 60 };