Paper Mario DX
Paper Mario (N64) modding
 
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spiny_surge.c
Go to the documentation of this file.
1#include "common.h"
2#include "battle/action_cmd.h"
3
4#define NAMESPACE action_command_spiny_surge
5
6extern s32 actionCmdTableSpinySurge[];
7
8// indices into ActionCommandStatus::hudElements for this action command
9enum {
13};
14
15// how much to add to the meter per input
16#define METER_FILL_TICK 1250
17
18s32 N(DrainRateTable)[] = { 0, 25, 50, 75, 75 };
19
20#define GET_DRAIN_RATE(pct) PCT_TO_TABLE_RATE(N(DrainRateTable), pct)
21
23
24API_CALLABLE(N(init)) {
26 BattleStatus* battleStatus = &gBattleStatus;
27 HudElemID hid;
28
29 battleStatus->maxActionQuality = 16;
31
32 if (battleStatus->actionCommandMode == AC_MODE_NOT_LEARNED) {
33 battleStatus->actionQuality = 0;
34 return ApiStatus_DONE2;
35 }
36
38
40 acs->state = AC_STATE_INIT;
41 acs->wrongButtonPressed = FALSE;
42 acs->meterFillLevel = 0;
43 acs->meterFillWidth = 0;
44 acs->isMeterFilled = FALSE;
45 battleStatus->actionQuality = 0;
46 battleStatus->actionResult = ACTION_RESULT_FAIL;
47 acs->hudPrepareTime = 30;
48 acs->hudPosX = -48;
49 acs->hudPosY = 80;
50
52 acs->hudElemIDs[HIDX_STICK] = hid;
56
58 acs->hudElemIDs[HIDX_METER] = hid;
59 hud_element_set_render_pos(hid, acs->hudPosX, acs->hudPosY + 28);
62
64 acs->hudElemIDs[HIDX_100_PCT] = hid;
65 hud_element_set_render_pos(hid, acs->hudPosX, acs->hudPosY + 28);
68
69 return ApiStatus_DONE2;
70}
71
72API_CALLABLE(N(start)) {
74 BattleStatus* battleStatus = &gBattleStatus;
75 Bytecode* args = script->ptrReadPos;
76
77 if (battleStatus->actionCommandMode == AC_MODE_NOT_LEARNED) {
78 battleStatus->actionQuality = 0;
79 return ApiStatus_DONE2;
80 }
81
83
84 acs->prepareTime = evt_get_variable(script, *args++);
85 acs->duration = evt_get_variable(script, *args++);
86 acs->difficulty = evt_get_variable(script, *args++);
88
89 acs->wrongButtonPressed = FALSE;
90 acs->meterFillLevel = 0;
91 acs->meterFillWidth = 0;
92 battleStatus->actionQuality = 0;
93 acs->state = AC_STATE_START;
94 battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
95
97
98 return ApiStatus_DONE2;
99}
100
101void N(update)(void) {
103 BattleStatus* battleStatus = &gBattleStatus;
104 HudElemID hid;
105 s32 cutoff;
106
107 switch (acs->state) {
108 case AC_STATE_INIT:
110
111 hid = acs->hudElemIDs[HIDX_STICK];
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 acs->state = AC_STATE_APPEAR;
124 break;
125 case AC_STATE_APPEAR:
127
128 if (acs->hudPrepareTime != 0) {
129 acs->hudPrepareTime--;
130 break;
131 }
132
133 acs->hudPosX += 20;
134 if (acs->hudPosX > 50) {
135 acs->hudPosX = 50;
136 }
137
140 break;
141 case AC_STATE_START:
143
144 if (acs->prepareTime != 0) {
145 acs->prepareTime--;
146 break;
147 }
148
150 acs->spinySurge.tossState = SPINY_SURGE_NONE;
151 PrevButtons = 0;
152 acs->stateTimer = acs->duration;
154 acs->state = AC_STATE_ACTIVE;
155
156 // fallthrough
157 case AC_STATE_ACTIVE:
159
160 // meter can drain if it hasn't been fully filled
161 if (!acs->isMeterFilled) {
162 cutoff = acs->mashMeterCutoffs[acs->mashMeterNumIntervals];
163 acs->meterFillLevel -= GET_DRAIN_RATE(acs->meterFillLevel / cutoff);
164 if (acs->meterFillLevel < 0) {
165 acs->meterFillLevel = 0;
166 }
167 }
168
169 // check for meter-filling input
170 if (!acs->isMeterFilled) {
171 if (battleStatus->curButtonsPressed & BUTTON_STICK_LEFT) {
173 }
174 // right stick inputs actively drain the meter
175 if (battleStatus->curButtonsPressed & BUTTON_STICK_RIGHT) {
177 }
178 }
179
180 if (acs->meterFillLevel < 0) {
181 acs->meterFillLevel = 0;
182 }
183
184 // handle meter reaching 100%
185 if (acs->meterFillLevel > MAX_MASH_UNITS) {
187 acs->isMeterFilled = TRUE;
188 hid = acs->hudElemIDs[HIDX_100_PCT];
189 hud_element_set_render_pos(hid, acs->hudPosX + 50, acs->hudPosY + 28);
191 }
192
193 // set signal value for the move script to play throwing animations
195 acs->spinySurge.tossState = SPINY_SURGE_HOLD;
196 }
198 acs->spinySurge.tossState = SPINY_SURGE_RESET;
199 }
201 && !(battleStatus->curButtonsDown & BUTTON_STICK_RIGHT)
202 && acs->spinySurge.tossState == SPINY_SURGE_HOLD
203 ) {
204 acs->spinySurge.tossState = SPINY_SURGE_THROW;
205 }
206 battleStatus->actionQuality = acs->meterFillLevel / ONE_PCT_MASH;
207 PrevButtons = battleStatus->curButtonsDown;
208 battleStatus->actionProgress = acs->spinySurge.tossState;
209
211
212 if (acs->stateTimer != 0) {
213 acs->stateTimer--;
214 break;
215 }
216
217 if (acs->meterFillLevel == 0) {
218 battleStatus->actionQuality = AC_QUALITY_FAILED;
219 } else {
220 battleStatus->actionQuality = acs->meterFillLevel / ONE_PCT_MASH;
221 }
222
223 cutoff = acs->mashMeterCutoffs[acs->mashMeterNumIntervals - 1];
224 if (battleStatus->actionQuality > cutoff) {
225 battleStatus->actionResult = ACTION_RESULT_SUCCESS;
226 } else {
228 }
229
230 if (battleStatus->actionQuality == 100) {
231 // only count 100% fill as success for this action command
233 }
234
237 acs->stateTimer = 5;
238 acs->state = AC_STATE_DISPOSE;
239 break;
240 case AC_STATE_DISPOSE:
241 if (acs->stateTimer != 0) {
242 acs->stateTimer--;
243 break;
244 }
246 break;
247 }
248}
249
251
BSS ActionCommandStatus gActionCommandStatus
Definition action_cmd.c:91
void action_command_free(void)
Definition action_cmd.c:446
void increment_action_command_attempt_count(void)
Definition action_cmd.c:641
s32 adjust_action_command_difficulty(s32 difficultyLevel)
Definition action_cmd.c:101
void increment_action_command_success_count(void)
Definition action_cmd.c:655
void action_command_init_status(void)
Definition action_cmd.c:256
#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
HudScript HES_StickNeutral
#define ONE_PCT_MASH
Definition action_cmd.h:69
#define SCALE_BY_PCT(x, pct)
Definition action_cmd.h:77
HudScript HES_BlueMeter
HudScript HES_StickMashLeft
HudScript HES_100pct
@ AC_MODE_NOT_LEARNED
Definition action_cmd.h:60
#define MAX_MASH_UNITS
Definition action_cmd.h:75
s32 HudElemID
@ ACTION_COMMAND_SPINY_SURGE
Definition enums.h:3491
@ BUTTON_STICK_LEFT
Definition enums.h:2793
@ BUTTON_STICK_RIGHT
Definition enums.h:2794
@ SOUND_LOOP_CHARGE_METER
Definition enums.h:1646
@ ACTION_RESULT_METER_NOT_ENOUGH
Definition enums.h:1965
@ ACTION_RESULT_SUCCESS
Definition enums.h:1968
@ ACTION_RESULT_FAIL
Definition enums.h:1967
#define ApiStatus_DONE2
Definition evt.h:118
s32 Bytecode
Definition evt.h:7
void btl_set_popup_duration(s32 duration)
s32 evt_get_variable(Evt *script, Bytecode var)
Definition evt.c:1689
void hud_element_set_alpha(s32 id, s32 opacity)
void hud_element_set_script(s32 id, HudScript *anim)
void hud_element_set_render_depth(s32 id, s32 z)
void hud_element_set_render_pos(s32 id, s32 x, s32 y)
s32 hud_element_create(HudScript *anim)
Creates a new HUD element and returns its ID.
void hud_element_set_flags(s32 id, s32 flags)
Turns on the given flags.
void hud_element_clear_flags(s32 id, s32 flags)
Turns off the given flags.
@ HUD_ELEMENT_FLAG_DISABLED
Definition hud_element.h:72
@ HUD_ELEMENT_FLAG_80
Definition hud_element.h:78
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 BSS
Definition macros.h:7
BSS s32 PrevButtons
Definition spiny_surge.c:22
#define METER_FILL_TICK
Definition spiny_surge.c:16
#define GET_DRAIN_RATE(pct)
Definition spiny_surge.c:20
s32 actionCmdTableSpinySurge[]
Definition action_cmd.c:46
@ HIDX_METER
Definition spiny_surge.c:11
@ HIDX_STICK
Definition spiny_surge.c:10
@ HIDX_100_PCT
Definition spiny_surge.c:12
void N update(void)
@ SPINY_SURGE_RESET
Definition spiny_surge.h:17
@ SPINY_SURGE_NONE
Definition spiny_surge.h:18
@ SPINY_SURGE_THROW
Definition spiny_surge.h:20
@ SPINY_SURGE_HOLD
Definition spiny_surge.h:19
#define POPUP_MSG_OFF
Definition battle.h:270
#define POPUP_MSG_ON
Definition battle.h:269
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
Definition battle.c:11
void N init(Npc *bombette)
Definition bombette.c:66