trainer_see through CheckPathBetweenTrainerAndPlayer

This commit is contained in:
PikalaxALT
2020-02-19 15:43:59 -05:00
parent 4280723f0e
commit 0125c1440e
12 changed files with 226 additions and 506 deletions
+174
View File
@@ -0,0 +1,174 @@
#include "global.h"
#include "battle_setup.h"
#include "field_player_avatar.h"
#include "event_object_movement.h"
#include "quest_log.h"
#include "constants/battle_setup.h"
static bool8 CheckTrainer(u8 objectEventId);
static u8 GetTrainerApproachDistance(struct ObjectEvent * objectEvent);
static u8 GetTrainerApproachDistanceSouth(struct ObjectEvent * objectEvent, s16 range, s16 x, s16 y);
static u8 GetTrainerApproachDistanceNorth(struct ObjectEvent * objectEvent, s16 range, s16 x, s16 y);
static u8 GetTrainerApproachDistanceWest(struct ObjectEvent * objectEvent, s16 range, s16 x, s16 y);
static u8 GetTrainerApproachDistanceEast(struct ObjectEvent * objectEvent, s16 range, s16 x, s16 y);
static u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent * objectEvent, u8 approachDistance, u8 facingDirection);
void sub_8081E68(struct ObjectEvent * objectEvent, u8 approachDistance);
const u16 gUnknown_83C6AC8[] = INCBIN_U16("graphics/object_events/emoticons.4bpp");
u8 (*const sDirectionalApproachDistanceFuncs[])(struct ObjectEvent *, s16 range, s16 x, s16 y) = {
GetTrainerApproachDistanceSouth,
GetTrainerApproachDistanceNorth,
GetTrainerApproachDistanceWest,
GetTrainerApproachDistanceEast
};
bool8 CheckForTrainersWantingBattle(void)
{
u8 i;
if (sub_8111C2C() == TRUE)
return FALSE;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (gObjectEvents[i].active
&& (
gObjectEvents[i].trainerType == 1
|| gObjectEvents[i].trainerType == 3
)
&& CheckTrainer(i)
)
return TRUE;
}
return FALSE;
}
static bool8 CheckTrainer(u8 objectEventId)
{
const u8 *script = GetObjectEventScriptPointerByObjectEventId(objectEventId);
u8 approachDistance;
if (GetTrainerFlagFromScriptPointer(script))
return FALSE;
approachDistance = GetTrainerApproachDistance(&gObjectEvents[objectEventId]);
if (approachDistance != 0)
{
if (script[1] == TRAINER_BATTLE_DOUBLE && GetMonsStateToDoubles())
return FALSE;
ConfigureAndSetUpOneTrainerBattle(objectEventId, script);
sub_8081E68(&gObjectEvents[objectEventId], approachDistance - 1);
return TRUE;
}
return FALSE;
}
static u8 GetTrainerApproachDistance(struct ObjectEvent *trainerObj)
{
s16 x, y;
u8 i;
u8 approachDistance;
PlayerGetDestCoords(&x, &y);
if (trainerObj->trainerType == 1) // can only see in one direction
{
approachDistance = sDirectionalApproachDistanceFuncs[trainerObj->facingDirection - 1](trainerObj, trainerObj->trainerRange_berryTreeId, x, y);
return CheckPathBetweenTrainerAndPlayer(trainerObj, approachDistance, trainerObj->facingDirection);
}
else // can see in all directions
{
for (i = 0; i < 4; i++)
{
approachDistance = sDirectionalApproachDistanceFuncs[i](trainerObj, trainerObj->trainerRange_berryTreeId, x, y);
if (CheckPathBetweenTrainerAndPlayer(trainerObj, approachDistance, i + 1)) // directions are 1-4 instead of 0-3. south north west east
return approachDistance;
}
}
return 0;
}
// Returns how far south the player is from trainer. 0 if out of trainer's sight.
static u8 GetTrainerApproachDistanceSouth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
{
if (trainerObj->currentCoords.x == x
&& y > trainerObj->currentCoords.y
&& y <= trainerObj->currentCoords.y + range)
{
if (range > 3 && sub_805DF30() == OBJECT_EVENTS_COUNT)
return 0;
return (y - trainerObj->currentCoords.y);
}
else
return 0;
}
// Returns how far north the player is from trainer. 0 if out of trainer's sight.
static u8 GetTrainerApproachDistanceNorth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
{
if (trainerObj->currentCoords.x == x
&& y < trainerObj->currentCoords.y
&& y >= trainerObj->currentCoords.y - range)
return (trainerObj->currentCoords.y - y);
else
return 0;
}
// Returns how far west the player is from trainer. 0 if out of trainer's sight.
static u8 GetTrainerApproachDistanceWest(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
{
if (trainerObj->currentCoords.y == y
&& x < trainerObj->currentCoords.x
&& x >= trainerObj->currentCoords.x - range)
return (trainerObj->currentCoords.x - x);
else
return 0;
}
// Returns how far east the player is from trainer. 0 if out of trainer's sight.
static u8 GetTrainerApproachDistanceEast(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
{
if (trainerObj->currentCoords.y == y
&& x > trainerObj->currentCoords.x
&& x <= trainerObj->currentCoords.x + range)
return (x - trainerObj->currentCoords.x);
else
return 0;
}
#define COLLISION_MASK (~1)
static u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent *trainerObj, u8 approachDistance, u8 direction)
{
s16 x, y;
u8 unk19_temp;
u8 unk19b_temp;
u8 i;
u8 collision;
if (approachDistance == 0)
return 0;
x = trainerObj->currentCoords.x;
y = trainerObj->currentCoords.y;
for (i = 0; i <= approachDistance - 1; i++, MoveCoords(direction, &x, &y))
{
collision = GetCollisionFlagsAtCoords(trainerObj, x, y, direction);
if (collision != 0 && (collision & COLLISION_MASK))
return 0;
}
// preserve mapobj_unk_19 before clearing.
unk19_temp = trainerObj->range.as_nybbles.x;
unk19b_temp = trainerObj->range.as_nybbles.y;
trainerObj->range.as_nybbles.x = 0;
trainerObj->range.as_nybbles.y = 0;
collision = GetCollisionAtCoords(trainerObj, x, y, direction);
trainerObj->range.as_nybbles.x = unk19_temp;
trainerObj->range.as_nybbles.y = unk19b_temp;
if (collision == 4)
return approachDistance;
return 0;
}