Calculate Target Panels

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#   ROUTINE: CALCULATE TARGET PANELS               Alternate version  by Orkney Set_Target_Tiles
#       Parameters:
#           r4 = (usedActionData) Used action data
#       Returns:
#           r2 = {
#               -1, if: 
#                   *   Acting unit index is invalid ( >= 21 )
#                   *   Unit does not exist
#                   *   Katana inventory item ID was invalid (not in range 0x26 to 0x2F)
#                   *   Action menu ID was 5 or 15
#                   *   Ability ID >= 0x170 for certain action menus (Default, Monster, Geomancy, Katana Inventory)
#               0,  if ability can follow target
#               1,  if ability cannot follow target
#               2,  if: 
#                   *   Action menu ID is invalid ( >= 16 ), or unhandled (3, 11, 12, 13, 14)
#                   *   Using ranged weapon auto-target with range 0
#               3,  if:
#                   *   No panels can be targeted
#           }

8017a8c0: 27bdffb8 addiu r29,r29,-0x0048
8017a8c4: 27a50010 addiu r5,r29,0x0010              #   localActionData
8017a8c8: afbf0040 sw r31,0x0040(r29)
8017a8cc: afb5003c sw r21,0x003c(r29)
8017a8d0: afb40038 sw r20,0x0038(r29)
8017a8d4: afb30034 sw r19,0x0034(r29)
8017a8d8: afb20030 sw r18,0x0030(r29)
8017a8dc: afb1002c sw r17,0x002c(r29)
8017a8e0: 0c01788b jal 0x8005e22c                   #   Copy Byte Data (20 Bytes) (Used Action data) (usedActionData, localActionData);
8017a8e4: afb00028 sw r16,0x0028(r29)
8017a8e8: 93a30010 lbu r3,0x0010(r29)               #   localActionData.ActingUnitIndex
8017a8ec: 00000000 nop
8017a8f0: 2c620015 sltiu r2,r3,0x0015
8017a8f4: 10400053 beq r2,r0,0x8017aa44             #   if (localActionData.ActingUnitIndex >= 21) return -1;
8017a8f8: 00008021 addu r16,r0,r0                   #   type = 0
8017a8fc: 000310c0 sll r2,r3,0x03                   #   localActionData.ActingUnitIndex * 8
8017a900: 00431023 subu r2,r2,r3                    #   localActionData.ActingUnitIndex * 7
8017a904: 00021180 sll r2,r2,0x06                   #   localActionData.ActingUnitIndex * 448
8017a908: 3c038019 lui r3,0x8019
8017a90c: 246308cc addiu r3,r3,0x08cc               #   battleUnits
8017a910: 00438821 addu r17,r2,r3                   #   unit = battleUnits[localActionData.ActingUnitIndex]
8017a914: 92230001 lbu r3,0x0001(r17)               #   unit.UnitID
8017a918: 340200ff ori r2,r0,0x00ff
8017a91c: 1062006c beq r3,r2,0x8017aad0             #   if (unit.UnitID == 0xff) return -1;
8017a920: 2402ffff addiu r2,r0,-0x0001
8017a924: 93a20011 lbu r2,0x0011(r29)               #   localActionData.SkillsetID
8017a928: 3c018006 lui r1,0x8006
8017a92c: 00220821 addu r1,r1,r2
8017a930: 90235cb4 lbu r3,0x5cb4(r1)                #   actionMenus[localActionData.SkillsetID]
8017a934: 00000000 nop
8017a938: 2c620010 sltiu r2,r3,0x0010
8017a93c: 10400052 beq r2,r0,0x8017aa88             #   if (actionMenus[localActionData.SkillsetID] >= 16) return 2;
8017a940: 00031080 sll r2,r3,0x02                   #   actionMenus[localActionData.SkillsetID] * 4
8017a944: 3c018017 lui r1,0x8017
8017a948: 00220821 addu r1,r1,r2
8017a94c: 8c224068 lw r2,0x4068(r1)                 #   jumpPtr = *(0x80174068 + (actionMenus[localActionData.SkillsetID] * 4))
8017a950: 00000000 nop
8017a954: 00400008 jr r2                            #   // (jump to jumpPtr - see switch statement)
8017a958: 00000000 nop

#   value   &jumpPtr        jumpPtr
#   0x00    0x80174068      0x8017a95c
#   0x01    0x8017406c      0x8017a968
#   0x02    0x80174070      0x8017a9a0
#   0x03    0x80174074      0x8017aa88
#   0x04    0x80174078      0x8017a9b0
#   0x05    0x8017407c      0x8017aa44
#   0x06    0x80174080      0x8017a95c
#   0x07    0x80174084      0x8017a9e4
#   0x08    0x80174088      0x8017aa08
#   0x09    0x8017408c      0x8017aa18
#   0x0A    0x80174090      0x8017aa08
#   0x0B    0x80174094      0x8017aa88
#   0x0C    0x80174098      0x8017aa88
#   0x0D    0x8017409c      0x8017aa88
#   0x0E    0x801740a0      0x8017aa88
#   0x0F    0x801740a4      0x8017aa44

                                                    #   switch (actionMenus[localActionData.SkillsetID]) {
                                                    #       case 0:  case 6:    // Default or Monster
8017a95c: 97b40012 lhu r20,0x0012(r29)              #           abilityID = localActionData.AbilityID
8017a960: 0805ea8a j 0x8017aa28
8017a964: 34100001 ori r16,r0,0x0001                #           type = 1
                                                    #           break;
                                                    #       case 1:             // Item Inventory
8017a968: 92220091 lbu r2,0x0091(r17)               #           unit.Support3
8017a96c: 00000000 nop
8017a970: 30420008 andi r2,r2,0x0008                #           unit.Support3 & FLAG_THROW_ITEM
8017a974: 14400005 bne r2,r0,0x8017a98c             
8017a978: 34120004 ori r18,r0,0x0004                #           range = 4
8017a97c: 92230003 lbu r3,0x0003(r17)               #           if ((unit.Support3 & FLAG_THROW_ITEM)
8017a980: 3402005d ori r2,r0,0x005d
8017a984: 14620003 bne r3,r2,0x8017a994             #               or (unit.JobID == JOB_MIME))
8017a988: 00000000 nop                              #           {
8017a98c: 0805ea8a j 0x8017aa28
8017a990: 34100002 ori r16,r0,0x0002                #               type = 2
                                                    #           } else {
8017a994: 34120001 ori r18,r0,0x0001                #               range = 1
8017a998: 0805ea8a j 0x8017aa28
8017a99c: 34100002 ori r16,r0,0x0002                #               type = 2
                                                    #           }
                                                    #           break;
                                                    #       case 2:             // Weapon Inventory
8017a9a0: 9222003a lbu r2,0x003a(r17)               #           unit.Move
8017a9a4: 34100002 ori r16,r0,0x0002                #           type = 2
8017a9a8: 0805ea8a j 0x8017aa28
8017a9ac: 34520080 ori r18,r2,0x0080                #           range = unit.Move | 0x80
                                                    #           break;
                                                    #       case 4:             // Geomancy
8017a9b0: 0c060428 jal 0x801810a0                   #           tileID = Map Location Calculation (unit);
8017a9b4: 02202021 addu r4,r17,r0
8017a9b8: 000210c0 sll r2,r2,0x03                   #           tileID * 8
8017a9bc: 3c018019 lui r1,0x8019
8017a9c0: 00220821 addu r1,r1,r2
8017a9c4: 9022f8cc lbu r2,-0x0734(r1)               #           tiles[tileID]
8017a9c8: 00000000 nop
8017a9cc: 3042003f andi r2,r2,0x003f                #           tiles[tileID] & 0x3f
8017a9d0: 3c018006 lui r1,0x8006
8017a9d4: 00220821 addu r1,r1,r2
8017a9d8: 9034e9d0 lbu r20,-0x1630(r1)              #           abilityID = geomancyAbility[tiles[tileID] & 0x3f]
8017a9dc: 0805ea8a j 0x8017aa28
8017a9e0: 34100001 ori r16,r0,0x0001                #           type = 1
                                                    #           break;
                                                    #       case 7:             // Katana Inventory
8017a9e4: 93a20018 lbu r2,0x0018(r29)               #           localActionData.UsedItemID
8017a9e8: 00000000 nop
8017a9ec: 2442ffda addiu r2,r2,-0x0026              #           localActionData.UsedItemID - 0x26
8017a9f0: 2c42000a sltiu r2,r2,0x000a
8017a9f4: 10400013 beq r2,r0,0x8017aa44             #           if ((localActionData.UsedItemID - 0x26) >= 10) return -1;
8017a9f8: 34100001 ori r16,r0,0x0001                #           type = 1
8017a9fc: 93a20018 lbu r2,0x0018(r29)               #           localActionData.UsedItemID
8017aa00: 0805ea8a j 0x8017aa28
8017aa04: 24540026 addiu r20,r2,0x0026              #           abilityID = localActionData.UsedItemID + 0x26
                                                    #           break;
                                                    #       case 8: case 10:    // Attack or Charge
8017aa08: 0c05e946 jal 0x8017a518                   #           numPanels = Set targeting for weapon attack 2 (localActionData);
8017aa0c: 27a40010 addiu r4,r29,0x0010
8017aa10: 0805ea89 j 0x8017aa24                     #           break;
8017aa14: 00409821 addu r19,r2,r0                   
                                                    #       case 9:             // Jump
8017aa18: 0c05e772 jal 0x80179dc8                   #           numPanels = Set Ability Targeting? (localActionData);
8017aa1c: 27a40010 addiu r4,r29,0x0010
8017aa20: 00409821 addu r19,r2,r0
8017aa24: 34150010 ori r21,r0,0x0010                #           flags = FLAG_NO_FOLLOW_TARGET
                                                    #           break;
                                                    #       case 5: case 15:    // Blank/Unknown
                                                    #           return -1;
                                                    #       default:
                                                    #           return 2;
                                                    #   }
8017aa28: 34020001 ori r2,r0,0x0001
8017aa2c: 1602001d bne r16,r2,0x8017aaa4            #   if (type == 1) {
8017aa30: 34020002 ori r2,r0,0x0002
8017aa34: 3283ffff andi r3,r20,0xffff               #       abilityID
8017aa38: 2c620170 sltiu r2,r3,0x0170
8017aa3c: 14400003 bne r2,r0,0x8017aa4c
8017aa40: 000310c0 sll r2,r3,0x03                   #       abilityID * 8
                                                    #       if (abilityID >= 0x0170) {
8017aa44: 0805eab4 j 0x8017aad0                     #           return -1;
8017aa48: 2402ffff addiu r2,r0,-0x0001
                                                    #       }
8017aa4c: 00431023 subu r2,r2,r3                    #       abilityID * 7
8017aa50: 00021040 sll r2,r2,0x01                   #       abilityID * 14
8017aa54: 3c038006 lui r3,0x8006
8017aa58: 2463fbf0 addiu r3,r3,-0x0410              
8017aa5c: 00431021 addu r2,r2,r3                    #       abilityData2[abilityID]
8017aa60: 90520000 lbu r18,0x0000(r2)               #       range = abilityData2[abilityID].range
8017aa64: 90430003 lbu r3,0x0003(r2)                #       abilityData2[abilityID].Flags1
8017aa68: 90550004 lbu r21,0x0004(r2)               #       flags = abilityData2[abilityID].Flags2
8017aa6c: 30620002 andi r2,r3,0x0002                #       abilityData2[abilityID].Flags1 & FLAGS_AUTO
8017aa70: 10400007 beq r2,r0,0x8017aa90             #       if ((abilityData2[abilityID].Flags1 & FLAGS_AUTO)
8017aa74: 00000000 nop
8017aa78: 16400005 bne r18,r0,0x8017aa90            #           and (range == 0)
8017aa7c: 30620020 andi r2,r3,0x0020
8017aa80: 14400003 bne r2,r0,0x8017aa90             #           and ((abilityData2[abilityID].Flags1 & FLAGS_RANGED_WEAPON) == 0))
8017aa84: 00000000 nop                              #       {
8017aa88: 0805eab4 j 0x8017aad0                     #           return 2;
8017aa8c: 34020002 ori r2,r0,0x0002
                                                    #       }
8017aa90: a7b40012 sh r20,0x0012(r29)               #       localActionData.AbilityID = abilityID
8017aa94: 0c05e8a4 jal 0x8017a290                   #       numPanels = Set panels affected by ability? (localActionData);
8017aa98: 27a40010 addiu r4,r29,0x0010
8017aa9c: 00409821 addu r19,r2,r0
8017aaa0: 34020002 ori r2,r0,0x0002
8017aaa4: 16020005 bne r16,r2,0x8017aabc            #   } else if (type == 2) {
8017aaa8: 02202021 addu r4,r17,r0
8017aaac: 0c05e85b jal 0x8017a16c
8017aab0: 324500ff andi r5,r18,0x00ff               #       numPanels = Calculate ability range with map parameters? (unit, range);
8017aab4: 00409821 addu r19,r2,r0
8017aab8: 34150010 ori r21,r0,0x0010                #       flags = FLAG_NO_FOLLOW_TARGET;
                                                    #   }
8017aabc: 16600003 bne r19,r0,0x8017aacc               
8017aac0: 32a20010 andi r2,r21,0x0010               #   flags & FLAG_NO_FOLLOW_TARGET
                                                    #   if (numPanels == 0) {
8017aac4: 0805eab4 j 0x8017aad0                     #       return 3;
8017aac8: 34020003 ori r2,r0,0x0003
                                                    #   }
8017aacc: 0002102b sltu r2,r0,r2                    #   return (flags & FLAG_NO_FOLLOW_TARGET) ? 1 : 0;
8017aad0: 8fbf0040 lw r31,0x0040(r29)
8017aad4: 8fb5003c lw r21,0x003c(r29)
8017aad8: 8fb40038 lw r20,0x0038(r29)
8017aadc: 8fb30034 lw r19,0x0034(r29)
8017aae0: 8fb20030 lw r18,0x0030(r29)
8017aae4: 8fb1002c lw r17,0x002c(r29)
8017aae8: 8fb00028 lw r16,0x0028(r29)
8017aaec: 27bd0048 addiu r29,r29,0x0048
8017aaf0: 03e00008 jr r31
8017aaf4: 00000000 nop

Return Locations

Battle.bin 
00075568: Set move/act based on skillset