Paper Mario DX
Paper Mario (N64) modding
 
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unused_mash_a.c
Go to the documentation of this file.
1#include "common.h"
2#include "battle/action_cmd.h"
3
10#define NAMESPACE action_command_unused_mash_a
11
12extern s32 actionCmdTable0A[];
13
14// indices into ActionCommandStatus::hudElements for this action command
15enum {
19};
20
21// how much to add to the meter per input
22#define METER_FILL_TICK 1500
23
24API_CALLABLE(N(init)) {
26 BattleStatus* battleStatus = &gBattleStatus;
27 HudElemID hid;
28
29 battleStatus->maxActionQuality = 100;
31 battleStatus->actionResult = ACTION_RESULT_NONE;
32
33 if (battleStatus->actionCommandMode == AC_MODE_NOT_LEARNED) {
34 battleStatus->actionQuality = 0;
35 return ApiStatus_DONE2;
36 }
37
39
41 acs->showHud = TRUE;
42 acs->state = AC_STATE_INIT;
43 acs->wrongButtonPressed = FALSE;
44 acs->meterFillLevel = 0;
45 acs->meterFillWidth = 0;
46 acs->isMeterFilled = FALSE;
47 battleStatus->actionQuality = 0;
48 acs->hudPosX = -48;
49 acs->hudPosY = 80;
50
52 acs->hudElemIDs[HIDX_BUTTON] = 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 acs->statusChance = evt_get_variable(script, *args++); // unused
89
90 acs->wrongButtonPressed = FALSE;
91 acs->meterFillLevel = 0;
92 acs->meterFillWidth = 0;
93 battleStatus->actionQuality = 0;
94 battleStatus->actionResult = ACTION_RESULT_NONE;
95 battleStatus->maxActionQuality = acs->mashMeterCutoffs[(acs->mashMeterNumIntervals - 1)];
96 battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
97 acs->state = AC_STATE_START;
98
100
101 return ApiStatus_DONE2;
102}
103
104void N(update)(void) {
106 BattleStatus* battleStatus = &gBattleStatus;
107 HudElemID hid;
108 s32 cutoff;
109
110 switch (acs->state) {
111 case AC_STATE_INIT:
113
114 hid = acs->hudElemIDs[HIDX_BUTTON];
115 hud_element_set_alpha(hid, 255);
116 if (acs->showHud) {
118 }
119
120 hid = acs->hudElemIDs[HIDX_METER];
121 hud_element_set_alpha(hid, 255);
122 if (acs->showHud) {
124 }
125
126 acs->state = AC_STATE_APPEAR;
127 break;
128 case AC_STATE_APPEAR:
130
131 acs->hudPosX += 20;
132 if (acs->hudPosX > 50) {
133 acs->hudPosX = 50;
134 }
135
138 break;
139 case AC_STATE_START:
141
142 if (acs->prepareTime != 0) {
143 acs->prepareTime--;
144 return;
145 }
146
148 acs->meterFillLevel = 0;
149 acs->state = AC_STATE_ACTIVE;
150 acs->stateTimer = acs->duration;
151
152 // fallthrough
153 case AC_STATE_ACTIVE:
155
156 // check for meter-filling input
157 if (battleStatus->curButtonsPressed & BUTTON_A) {
159 }
160
161 // handle meter reaching 100%
162 if (acs->meterFillLevel >= MAX_MASH_UNITS) {
164 acs->isMeterFilled = TRUE;
165 hid = acs->hudElemIDs[HIDX_100_PCT];
166 hud_element_set_render_pos(hid, acs->hudPosX + 50, acs->hudPosY + 28);
168 }
169
170 battleStatus->actionProgress = acs->meterFillLevel / ONE_PCT_MASH;
171
172 if (acs->stateTimer != 0) {
173 acs->stateTimer--;
174 break;
175 }
176
177 if (acs->meterFillLevel == 0) {
178 battleStatus->actionQuality = AC_QUALITY_FAILED;
179 } else {
180 battleStatus->actionQuality = acs->meterFillLevel / ONE_PCT_MASH;
181 }
182
183 cutoff = acs->mashMeterCutoffs[acs->mashMeterNumIntervals - 1];
184 if (battleStatus->actionQuality >= cutoff) {
185 battleStatus->actionResult = ACTION_RESULT_SUCCESS;
186 } else {
188 }
189
190 if (battleStatus->actionQuality == 100) {
191 // only count 100% fill as success for this action command
193 }
194
196 acs->stateTimer = 5;
197 acs->state = AC_STATE_DISPOSE;
198 break;
199 case AC_STATE_DISPOSE:
200 if (acs->stateTimer != 0) {
201 acs->stateTimer--;
202 break;
203 }
205 break;
206 }
207}
208
210
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
HudScript HES_AButton
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_BlueMeter
HudScript HES_MashAButton
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_UNUSED_MASH_A
Definition enums.h:3482
@ BUTTON_A
Definition enums.h:2790
@ ACTION_RESULT_NONE
Definition enums.h:1963
@ ACTION_RESULT_METER_NOT_ENOUGH
Definition enums.h:1965
@ ACTION_RESULT_SUCCESS
Definition enums.h:1968
#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
#define POPUP_MSG_OFF
Definition battle.h:270
#define POPUP_MSG_ON
Definition battle.h:269
s32 * actionCmdDifficultyTable
#define METER_FILL_TICK
s32 actionCmdTable0A[]
Definition action_cmd.c:37
@ HIDX_METER
@ HIDX_BUTTON
@ HIDX_100_PCT
void N update(void)
BattleStatus gBattleStatus
Definition battle.c:11
void N init(Npc *bombette)
Definition bombette.c:66