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tidal_wave.c
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tidal_wave.c
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#include "common.h"
#include "battle/action_cmd.h"
#define NAMESPACE action_command_tidal_wave
HudScript* D_802A97C0_42CEB0[3] = { &HES_PressAButton, &HES_PressBButton, &HES_PressCDownButton };
HudScript* D_802A97CC_42CEBC[3] = { &HES_AButtonDown, &HES_BButtonHeld, &HES_CDownButtonHeld };
extern s32 actionCmdTableTidalWave[];
API_CALLABLE(N(init)) {
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
BattleStatus* battleStatus = &gBattleStatus;
s32 id;
s32 i;
battleStatus->unk_82 = 5;
battleStatus->actionCmdDifficultyTable = actionCmdTableTidalWave;
if (battleStatus->actionCommandMode == ACTION_COMMAND_MODE_NOT_LEARNED) {
battleStatus->actionSuccess = 0;
return ApiStatus_DONE2;
} else {
action_command_init_status();
actionCommandStatus->actionCommandID = ACTION_COMMAND_TIDAL_WAVE;
actionCommandStatus->state = 0;
actionCommandStatus->wrongButtonPressed = FALSE;
actionCommandStatus->barFillLevel = 0;
actionCommandStatus->barFillWidth = 0;
battleStatus->actionQuality = 0;
actionCommandStatus->hudPosX = -48;
actionCommandStatus->hudPosY = 80;
id = hud_element_create(&HES_BlueMeter);
actionCommandStatus->hudElements[0] = id;
hud_element_set_render_pos(id, actionCommandStatus->hudPosX, actionCommandStatus->hudPosY + 28);
hud_element_set_render_depth(id, 0);
hud_element_set_flags(id, HUD_ELEMENT_FLAG_80 | HUD_ELEMENT_FLAG_DISABLED);
for (i = 1; i < ARRAY_COUNT(actionCommandStatus->hudElements) - 1; i++) {
id = hud_element_create(&HES_AButton);
actionCommandStatus->hudElements[i] = id;
hud_element_set_render_pos(id, actionCommandStatus->hudPosX, actionCommandStatus->hudPosY);
hud_element_set_render_depth(id, 0);
hud_element_set_flags(id, HUD_ELEMENT_FLAG_80 | HUD_ELEMENT_FLAG_DISABLED);
}
return ApiStatus_DONE2;
}
}
API_CALLABLE(N(start)) {
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
BattleStatus* battleStatus = &gBattleStatus;
Bytecode* args = script->ptrReadPos;
if (battleStatus->actionCommandMode == ACTION_COMMAND_MODE_NOT_LEARNED) {
battleStatus->actionSuccess = 0;
return ApiStatus_DONE2;
}
action_command_init_status();
actionCommandStatus->prepareTime = evt_get_variable(script, *args++);
actionCommandStatus->duration = evt_get_variable(script, *args++);
actionCommandStatus->difficulty = evt_get_variable(script, *args++);
actionCommandStatus->difficulty = adjust_action_command_difficulty(actionCommandStatus->difficulty);
actionCommandStatus->wrongButtonPressed = FALSE;
actionCommandStatus->barFillLevel = 0;
actionCommandStatus->barFillWidth = 0;
battleStatus->actionSuccess = 0;
battleStatus->actionQuality = 0;
battleStatus->actionResult = ACTION_RESULT_FAIL;
actionCommandStatus->state = 10;
battleStatus->flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
func_80269118();
return ApiStatus_DONE2;
}
void N(update)(void) {
ActionCommandStatus* actionCommandStatus = &gActionCommandStatus;
BattleStatus* battleStatus = &gBattleStatus;
s32 id;
s8 oldButton;
s8 newButton;
s32 numLookbackFrames;
s32 bufferPos;
s32 buttonsPressed;
s32 success;
s32 i;
switch (actionCommandStatus->state) {
case 0:
btl_set_popup_duration(99);
id = actionCommandStatus->hudElements[0];
if (actionCommandStatus->showHud) {
hud_element_clear_flags(id, HUD_ELEMENT_FLAG_DISABLED);
}
hud_element_set_alpha(id, 255);
actionCommandStatus->state = 1;
break;
case 1:
btl_set_popup_duration(99);
actionCommandStatus->hudPosX += 20;
if (actionCommandStatus->hudPosX > 50) {
actionCommandStatus->hudPosX = 50;
}
hud_element_set_render_pos(
actionCommandStatus->hudElements[0],
actionCommandStatus->hudPosX + 21,
actionCommandStatus->hudPosY + 28);
break;
case 10:
btl_set_popup_duration(99);
if (actionCommandStatus->prepareTime != 0) {
actionCommandStatus->prepareTime--;
break;
}
actionCommandStatus->unk_5D = 1;
actionCommandStatus->frameCounter = actionCommandStatus->duration;
actionCommandStatus->unk_5C = rand_int(2);
actionCommandStatus->state = 11;
actionCommandStatus->wrongInputFrameCounter = 0;
// fallthrough
case 11:
btl_set_popup_duration(99);
// Pick a new button that doesn't match the old one.
oldButton = actionCommandStatus->unk_5C;
do {
newButton = rand_int(2);
actionCommandStatus->unk_5C = newButton;
} while (oldButton == newButton);
id = actionCommandStatus->hudElements[actionCommandStatus->unk_5D];
hud_element_set_script(
id, D_802A97C0_42CEB0[newButton]);
hud_element_set_render_pos(
id,
actionCommandStatus->hudPosX + ((actionCommandStatus->unk_5D - 1) * 20) + 16,
actionCommandStatus->hudPosY);
hud_element_clear_flags(id, HUD_ELEMENT_FLAG_DISABLED);
sfx_play_sound(SOUND_TIMING_BAR_TICK);
actionCommandStatus->lookBackCounter = 1;
actionCommandStatus->state = 12;
// fallthrough
case 12:
btl_set_popup_duration(99);
if (--actionCommandStatus->frameCounter == 0) {
actionCommandStatus->state = 13;
break;
}
// Stops checking for input if on the 15th button.
if (actionCommandStatus->unk_5D == 15) {
break;
}
// Number of frames until input possible (if negative, used to look backward;
// allows correct presses to be buffered after an incorrect press).
actionCommandStatus->lookBackCounter--;
// Wrong-input lockout frame counter
actionCommandStatus->wrongInputFrameCounter--;
if (actionCommandStatus->lookBackCounter <= 0) {
// Determine number of frames to look back in input buffer (up to 20).
numLookbackFrames = abs(actionCommandStatus->lookBackCounter);
if (numLookbackFrames > 20) {
numLookbackFrames = 20;
}
// Determine starting point in input buffer.
bufferPos = battleStatus->inputBufferPos - numLookbackFrames;
if (bufferPos < 0) {
bufferPos += ARRAY_COUNT(battleStatus->pushInputBuffer);
}
// If determined that 0 frames should be searched, search a minimum of 1.
if (numLookbackFrames == 0) {
numLookbackFrames = 1;
}
// Check buffer for past N frames' worth of button presses.
for (i = 0; i < numLookbackFrames; i++) {
if (bufferPos >= ARRAY_COUNT(battleStatus->pushInputBuffer)) {
bufferPos -= ARRAY_COUNT(battleStatus->pushInputBuffer);
}
// If not locked out from previous wrong press...
if (actionCommandStatus->wrongInputFrameCounter > 0) {
break;
};
success = FALSE;
actionCommandStatus->wrongButtonPressed = FALSE;
// Check for presses of the current button.
switch (actionCommandStatus->unk_5C) {
case 0:
if (actionCommandStatus->autoSucceed) {
success = TRUE;
} else {
buttonsPressed = battleStatus->pushInputBuffer[bufferPos];
if (buttonsPressed != 0) {
if (buttonsPressed & ~BUTTON_A) {
actionCommandStatus->wrongButtonPressed = TRUE;
} else {
success = TRUE;
}
}
}
break;
case 1:
if (actionCommandStatus->autoSucceed) {
success = TRUE;
} else {
buttonsPressed = battleStatus->pushInputBuffer[bufferPos];
if (buttonsPressed != 0) {
if (buttonsPressed & ~BUTTON_B) {
actionCommandStatus->wrongButtonPressed = TRUE;
} else {
success = TRUE;
}
}
}
break;
case 2:
if (actionCommandStatus->autoSucceed) {
success = TRUE;
} else {
buttonsPressed = battleStatus->pushInputBuffer[bufferPos];
if (buttonsPressed != 0) {
if (buttonsPressed & ~BUTTON_C_DOWN) {
actionCommandStatus->wrongButtonPressed = TRUE;
} else {
success = TRUE;
}
}
}
break;
}
if (actionCommandStatus->wrongButtonPressed) {
// Wrong; prevent successful inputs for 10 frames.
actionCommandStatus->wrongInputFrameCounter = 10;
sfx_play_sound(SOUND_MENU_ERROR);
actionCommandStatus->lookBackCounter = 0;
}
if (success) {
// Correct; shrink button, set up next button press, etc.
id = actionCommandStatus->hudElements[actionCommandStatus->unk_5D];
hud_element_set_script(id, D_802A97CC_42CEBC[actionCommandStatus->unk_5C]);
hud_element_set_scale(id, 0.5f);
hud_element_set_render_pos(
id,
actionCommandStatus->hudPosX + ((actionCommandStatus->unk_5D - 1) * 20),
actionCommandStatus->hudPosY + 7);
actionCommandStatus->unk_5D++;
actionCommandStatus->barFillLevel +=
battleStatus->actionCmdDifficultyTable[actionCommandStatus->difficulty] * 0x12;
if (actionCommandStatus->barFillLevel > 10000) {
actionCommandStatus->barFillLevel = 10000;
}
actionCommandStatus->state = 11;
battleStatus->actionQuality++;
sfx_play_sound(SOUND_APPROVE);
return;
}
bufferPos++;
}
}
break;
case 13:
if (battleStatus->actionQuality == 0) {
battleStatus->actionSuccess = -1;
} else {
battleStatus->actionSuccess = battleStatus->actionQuality;
}
battleStatus->actionResult = ACTION_RESULT_SUCCESS;
if (battleStatus->actionSuccess >= 10) {
func_80269160();
}
btl_set_popup_duration(0);
actionCommandStatus->frameCounter = 5;
actionCommandStatus->state = 14;
break;
case 14:
if (actionCommandStatus->frameCounter != 0) {
actionCommandStatus->frameCounter--;
} else {
action_command_free();
}
break;
}
}
void N(draw)(void) {
s32 i;
for (i = 1; i < ARRAY_COUNT(gActionCommandStatus.hudElements) - 1; i++) {
hud_element_draw_clipped(gActionCommandStatus.hudElements[i]);
}
}
void N(free)(void) {
s32 i;
hud_element_free(gActionCommandStatus.hudElements[0]);
for (i = 1; i < ARRAY_COUNT(gActionCommandStatus.hudElements) - 1; i++) {
hud_element_free(gActionCommandStatus.hudElements[i]);
}
}