trainer_see through CheckPathBetweenTrainerAndPlayer
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#include "global.h"
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#include "battle_setup.h"
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#include "field_player_avatar.h"
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#include "event_object_movement.h"
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#include "quest_log.h"
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#include "constants/battle_setup.h"
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static bool8 CheckTrainer(u8 objectEventId);
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static u8 GetTrainerApproachDistance(struct ObjectEvent * objectEvent);
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static u8 GetTrainerApproachDistanceSouth(struct ObjectEvent * objectEvent, s16 range, s16 x, s16 y);
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static u8 GetTrainerApproachDistanceNorth(struct ObjectEvent * objectEvent, s16 range, s16 x, s16 y);
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static u8 GetTrainerApproachDistanceWest(struct ObjectEvent * objectEvent, s16 range, s16 x, s16 y);
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static u8 GetTrainerApproachDistanceEast(struct ObjectEvent * objectEvent, s16 range, s16 x, s16 y);
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static u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent * objectEvent, u8 approachDistance, u8 facingDirection);
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void sub_8081E68(struct ObjectEvent * objectEvent, u8 approachDistance);
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const u16 gUnknown_83C6AC8[] = INCBIN_U16("graphics/object_events/emoticons.4bpp");
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u8 (*const sDirectionalApproachDistanceFuncs[])(struct ObjectEvent *, s16 range, s16 x, s16 y) = {
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GetTrainerApproachDistanceSouth,
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GetTrainerApproachDistanceNorth,
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GetTrainerApproachDistanceWest,
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GetTrainerApproachDistanceEast
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};
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bool8 CheckForTrainersWantingBattle(void)
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{
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u8 i;
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if (sub_8111C2C() == TRUE)
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return FALSE;
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for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
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{
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if (gObjectEvents[i].active
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&& (
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gObjectEvents[i].trainerType == 1
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|| gObjectEvents[i].trainerType == 3
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)
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&& CheckTrainer(i)
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)
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return TRUE;
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}
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return FALSE;
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}
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static bool8 CheckTrainer(u8 objectEventId)
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{
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const u8 *script = GetObjectEventScriptPointerByObjectEventId(objectEventId);
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u8 approachDistance;
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if (GetTrainerFlagFromScriptPointer(script))
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return FALSE;
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approachDistance = GetTrainerApproachDistance(&gObjectEvents[objectEventId]);
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if (approachDistance != 0)
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{
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if (script[1] == TRAINER_BATTLE_DOUBLE && GetMonsStateToDoubles())
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return FALSE;
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ConfigureAndSetUpOneTrainerBattle(objectEventId, script);
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sub_8081E68(&gObjectEvents[objectEventId], approachDistance - 1);
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return TRUE;
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}
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return FALSE;
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}
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static u8 GetTrainerApproachDistance(struct ObjectEvent *trainerObj)
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{
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s16 x, y;
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u8 i;
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u8 approachDistance;
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PlayerGetDestCoords(&x, &y);
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if (trainerObj->trainerType == 1) // can only see in one direction
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{
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approachDistance = sDirectionalApproachDistanceFuncs[trainerObj->facingDirection - 1](trainerObj, trainerObj->trainerRange_berryTreeId, x, y);
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return CheckPathBetweenTrainerAndPlayer(trainerObj, approachDistance, trainerObj->facingDirection);
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}
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else // can see in all directions
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{
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for (i = 0; i < 4; i++)
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{
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approachDistance = sDirectionalApproachDistanceFuncs[i](trainerObj, trainerObj->trainerRange_berryTreeId, x, y);
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if (CheckPathBetweenTrainerAndPlayer(trainerObj, approachDistance, i + 1)) // directions are 1-4 instead of 0-3. south north west east
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return approachDistance;
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}
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}
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return 0;
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}
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// Returns how far south the player is from trainer. 0 if out of trainer's sight.
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static u8 GetTrainerApproachDistanceSouth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->currentCoords.x == x
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&& y > trainerObj->currentCoords.y
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&& y <= trainerObj->currentCoords.y + range)
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{
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if (range > 3 && sub_805DF30() == OBJECT_EVENTS_COUNT)
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return 0;
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return (y - trainerObj->currentCoords.y);
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}
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else
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return 0;
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}
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// Returns how far north the player is from trainer. 0 if out of trainer's sight.
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static u8 GetTrainerApproachDistanceNorth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->currentCoords.x == x
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&& y < trainerObj->currentCoords.y
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&& y >= trainerObj->currentCoords.y - range)
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return (trainerObj->currentCoords.y - y);
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else
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return 0;
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}
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// Returns how far west the player is from trainer. 0 if out of trainer's sight.
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static u8 GetTrainerApproachDistanceWest(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->currentCoords.y == y
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&& x < trainerObj->currentCoords.x
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&& x >= trainerObj->currentCoords.x - range)
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return (trainerObj->currentCoords.x - x);
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else
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return 0;
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}
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// Returns how far east the player is from trainer. 0 if out of trainer's sight.
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static u8 GetTrainerApproachDistanceEast(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->currentCoords.y == y
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&& x > trainerObj->currentCoords.x
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&& x <= trainerObj->currentCoords.x + range)
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return (x - trainerObj->currentCoords.x);
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else
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return 0;
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}
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#define COLLISION_MASK (~1)
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static u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent *trainerObj, u8 approachDistance, u8 direction)
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{
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s16 x, y;
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u8 unk19_temp;
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u8 unk19b_temp;
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u8 i;
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u8 collision;
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if (approachDistance == 0)
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return 0;
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x = trainerObj->currentCoords.x;
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y = trainerObj->currentCoords.y;
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for (i = 0; i <= approachDistance - 1; i++, MoveCoords(direction, &x, &y))
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{
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collision = GetCollisionFlagsAtCoords(trainerObj, x, y, direction);
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if (collision != 0 && (collision & COLLISION_MASK))
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return 0;
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}
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// preserve mapobj_unk_19 before clearing.
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unk19_temp = trainerObj->range.as_nybbles.x;
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unk19b_temp = trainerObj->range.as_nybbles.y;
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trainerObj->range.as_nybbles.x = 0;
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trainerObj->range.as_nybbles.y = 0;
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collision = GetCollisionAtCoords(trainerObj, x, y, direction);
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trainerObj->range.as_nybbles.x = unk19_temp;
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trainerObj->range.as_nybbles.y = unk19b_temp;
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if (collision == 4)
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return approachDistance;
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return 0;
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}
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