pmd-red/src/code_80972F4.c
2024-10-15 17:14:36 +02:00

190 lines
3.9 KiB
C

#include "global.h"
#include "dungeon.h"
#include "exclusive_pokemon.h"
#include "event_flag.h"
#include "code_80A26CC.h"
#include "code_80972F4.h"
#include "data/story_missions.h"
ALIGNED(4) const u8 gDummyScenarioText[] = _("{COLOR YELLOW_C}Scenario try dummy{RESET}");
ALIGNED(4) const u8 gBlankMission[] = _("{COLOR RED_W}???{RESET}");
extern void GeneratePelipperJobs(void);
void sub_80972F4(void)
{
ClearScriptVarArray(NULL, RESCUE_SCENARIO_ORDER_LIST);
ClearScriptVarArray(NULL, RESCUE_SCENARIO_JOB_LIST);
ClearScriptVarArray(NULL, RESCUE_SCENARIO_CONQUEST_LIST);
}
void nullsub_128(void)
{}
s32 sub_8097318(s16 param_1)
{
s32 iVar1;
s32 param_1_s32;
param_1_s32 = param_1;
if (param_1_s32 == 0xd) {
iVar1 = 0;
}
else {
iVar1 = GetScriptVarArrayValue(NULL,RESCUE_SCENARIO_ORDER_LIST,param_1_s32);
if (iVar1 != 0) {
iVar1 = 1;
}
}
return iVar1;
}
void sub_809733C(s16 param_1,u32 param_2)
{
s32 uVar2;
u8 param_2_u8;
u16 uVar2_u16;
uVar2 = param_1;
param_2_u8 = param_2;
if (uVar2 != 0xd) {
uVar2_u16 = uVar2;
if (GetScriptVarArrayValue(NULL,RESCUE_SCENARIO_JOB_LIST,uVar2_u16) == 0) {
SetScriptVarArrayValue(NULL,RESCUE_SCENARIO_ORDER_LIST,uVar2_u16,param_2_u8);
if (param_2_u8) {
switch(uVar2)
{
case 0xE:
case 0xF:
case 0x1C:
GeneratePelipperJobs();
break;
}
}
}
}
}
bool32 sub_8097384(s16 param_1)
{
bool32 val;
if (param_1 == 13)
val = FALSE;
else {
// May not need the & 0xFFFF if the 3rd param is s16
val = GetScriptVarArrayValue(NULL, RESCUE_SCENARIO_JOB_LIST, param_1 & 0xFFFF);
if (val != 0)
val = TRUE;
}
return val;
}
void sub_80973A8(s16 param_1,u32 param_2)
{
s32 sVar1;
s32 param_1_s32 = param_1;
u8 param_2_u32 = param_2;
if (param_1_s32 != 0xd) {
if (param_2_u32 != 0) {
sVar1 = sub_80A26B8(param_1);
SetScriptVarArrayValue(NULL,RESCUE_SCENARIO_ORDER_LIST,param_1_s32,0);
if (sVar1 != -1) {
SetScriptVarValue(NULL,DUNGEON_SELECT,sVar1);
}
}
SetScriptVarArrayValue(NULL,RESCUE_SCENARIO_JOB_LIST,param_1_s32,param_2_u32);
}
}
bool32 RescueScenarioConquered(s16 param_1)
{
bool32 val;
if (param_1 == 13)
val = FALSE;
else {
// May not need the & 0xFFFF if the 3rd param is s16
// But it doesn't work
val = GetScriptVarArrayValue(NULL, RESCUE_SCENARIO_CONQUEST_LIST, param_1 & 0xFFFF);
if (val != 0)
val = TRUE;
}
return val;
}
void sub_8097418(s16 index,bool32 param_2)
{
int index_s32 = index;
bool8 param_2_u8 = param_2;
if (index_s32 != 0xd) {
if ((param_2_u8) && (SetScriptVarArrayValue(NULL,RESCUE_SCENARIO_JOB_LIST,index_s32,0), index_s32 < 0x1f)) {
const MissionText *mt = &gStoryMissionText[index_s32];
if (mt->unk4 != 0xFF) {
sub_8097FA8(mt->unk4);
}
if (mt->unk5 != 0xFF) {
sub_8097FA8(mt->unk5);
}
if (index_s32 == 9) {
sub_8097FA8(0x1f);
}
sub_8097FF8();
}
SetScriptVarArrayValue(NULL,RESCUE_SCENARIO_CONQUEST_LIST,index_s32,param_2_u8);
}
}
const u8 *sub_809747C(s16 index)
{
if(index == 0xD)
{
return gDummyScenarioText;
}
else
{
return GetDungeonName1(sub_80A270C(index));
}
}
const u8 *sub_80974A0(s16 index)
{
if(index == 0xD)
{
return gDummyScenarioText;
}
else
{
return GetDungeonName1(sub_80A270C(index));
}
}
const u8 *GetCurrentMissionText(s16 index)
{
if(index < 0x1F)
{
const MissionText *mt = &gStoryMissionText[index];
return mt->text;
}
else
{
return gBlankMission;
}
}
void sub_80974E8(void)
{
ClearScriptVarArray(NULL, TRAINING_CONQUEST_LIST);
ClearScriptVarArray(NULL, TRAINING_PRESENT_LIST);
}
void nullsub_208(void)
{
}