finish field_player_avatar

This commit is contained in:
PikalaxALT
2020-03-25 18:00:26 -04:00
parent c032dc0231
commit 302c6bfe6b
6 changed files with 162 additions and 485 deletions
+161 -2
View File
@@ -4,6 +4,7 @@
#include "event_data.h"
#include "event_object_movement.h"
#include "fieldmap.h"
#include "field_camera.h"
#include "field_control_avatar.h"
#include "field_effect.h"
#include "field_effect_helpers.h"
@@ -28,7 +29,7 @@
#include "constants/moves.h"
EWRAM_DATA struct ObjectEvent * gUnknown_2036E30 = NULL;
EWRAM_DATA bool8 gUnknown_2036E34 = FALSE;
EWRAM_DATA u8 gUnknown_2036E34 = DIR_NONE;
EWRAM_DATA struct ObjectEvent gObjectEvents[OBJECT_EVENTS_COUNT] = {};
EWRAM_DATA struct PlayerAvatar gPlayerAvatar = {};
@@ -131,7 +132,9 @@ bool8 Fishing13(struct Task * task);
bool8 Fishing14(struct Task * task);
bool8 Fishing15(struct Task * task);
bool8 Fishing16(struct Task * task);
bool8 player_should_look_direction_be_enforced_upon_movement(void);
void sub_805DB04(u8 taskId);
void sub_805DC38(u8 taskId);
u8 sub_805DDC8(struct ObjectEvent * object, s16 *timer);
void MovementType_Player(struct Sprite *sprite)
{
@@ -1989,3 +1992,159 @@ void AlignFishingAnimationFrames(struct Sprite * playerSprite)
if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_SURFING)
sub_80DC4A4(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, 1, playerSprite->pos2.y);
}
void sub_805DAB0(void)
{
u8 taskId = CreateTask(sub_805DB04, 0);
sub_805DB04(taskId);
}
bool32 sub_805DAD0(void)
{
return FuncIsActiveTask(sub_805DB04);
}
void sub_805DAE4(u8 direction)
{
gUnknown_2036E34 = direction;
}
u8 sub_805DAF0(void)
{
if (gUnknown_2036E34 == DIR_NONE)
return DIR_SOUTH;
else
return gUnknown_2036E34;
}
void sub_805DB04(u8 taskId)
{
struct ObjectEvent *object = &gObjectEvents[gPlayerAvatar.objectEventId];
struct Sprite *sprite = &gSprites[object->spriteId];
s16 *data = gTasks[taskId].data;
switch (data[0])
{
case 0:
if (!ObjectEventClearHeldMovementIfFinished(object))
{
return;
}
sub_805DAE4(object->facingDirection);
data[1] = 0;
data[2] = 1;
data[3] = (u16)(sprite->pos1.y + sprite->pos2.y) * 16;
sprite->pos2.y = 0;
CameraObjectReset2();
object->fixedPriority = TRUE;
sprite->oam.priority = 0;
sprite->subpriority = 0;
sprite->subspriteMode = SUBSPRITES_OFF;
data[0]++;
case 1:
sub_805DDC8(object, &data[1]);
data[3] -= data[2];
data[2] += 3;
sprite->pos1.y = data[3] >> 4;
if (sprite->pos1.y + (s16)gTotalCameraPixelOffsetY < -32)
{
data[0]++;
}
break;
case 2:
DestroyTask(taskId);
break;
}
}
void sub_805DC04(void)
{
u8 taskId = CreateTask(sub_805DC38, 0);
sub_805DC38(taskId);
}
bool32 sub_805DC24(void)
{
return FuncIsActiveTask(sub_805DC38);
}
const u8 gUnknown_835B92C[] = {DIR_SOUTH, DIR_WEST, DIR_EAST, DIR_NORTH, DIR_SOUTH};
void sub_805DC38(u8 taskId)
{
struct ObjectEvent *object = &gObjectEvents[gPlayerAvatar.objectEventId];
struct Sprite *sprite = &gSprites[object->spriteId];
s16 *data = gTasks[taskId].data;
switch (data[0])
{
case 0:
data[5] = sub_805DAF0();
ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(gUnknown_835B92C[data[5]]));
data[1] = 0;
data[2] = 116;
data[4] = sprite->pos1.y;
data[6] = sprite->oam.priority;
data[7] = sprite->subpriority;
data[3] = -((u16)sprite->pos2.y + 32) * 16;
sprite->pos2.y = 0;
CameraObjectReset2();
object->fixedPriority = TRUE;
sprite->oam.priority = 1;
sprite->subpriority = 0;
sprite->subspriteMode = SUBSPRITES_OFF;
data[0]++;
case 1:
sub_805DDC8(object, &data[1]);
data[3] += data[2];
data[2] -= 3;
if (data[2] < 4)
{
data[2] = 4;
}
sprite->pos1.y = data[3] >> 4;
if (sprite->pos1.y >= data[4])
{
sprite->pos1.y = data[4];
data[8] = 0;
data[0]++;
}
break;
case 2:
sub_805DDC8(object, &data[1]);
data[8]++;
if (data[8] > 8)
{
data[0]++;
}
break;
case 3:
if (data[5] == sub_805DDC8(object, &data[1]))
{
object->fixedPriority = 0;
sprite->oam.priority = data[6];
sprite->subpriority = data[7];
CameraObjectReset1();
DestroyTask(taskId);
}
break;
}
}
u8 sub_805DDC8(struct ObjectEvent *object, s16 *a1)
{
if (*a1 < 8 && ++(*a1) < 8)
{
return object->facingDirection;
}
if (!ObjectEventCheckHeldMovementStatus(object))
{
return object->facingDirection;
}
ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(gUnknown_835B92C[object->facingDirection]));
*a1 = 0;
return gUnknown_835B92C[object->facingDirection];
}