field_weather_util
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@@ -1,4 +1,10 @@
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#include "global.h"
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#include "field_weather.h"
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#include "overworld.h"
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#include "constants/weather.h"
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u8 TranslateWeatherNum(u8 weather);
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void UpdateRainCounter(u8 newWeather, u8 oldWeather);
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const u16 gUnknown_83C2D00[] = INCBIN_U16("graphics/field_effects/unk_83C2D00.gbapal");
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const u16 gUnknown_83C2D20[] = INCBIN_U16("graphics/field_effects/unk_83C2D20.gbapal");
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@@ -10,3 +16,102 @@ const u16 gUnknown_83C4580[] = INCBIN_U16("graphics/field_effects/unk_83C4580.4b
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const u16 gUnknown_83C45C0[] = INCBIN_U16("graphics/field_effects/unk_83C45C0.4bpp");
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const u16 gUnknown_83C55C0[] = INCBIN_U16("graphics/field_effects/unk_83C55C0.4bpp");
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const u16 gUnknown_83C5BC0[] = INCBIN_U16("graphics/field_effects/unk_83C5BC0.4bpp");
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void SetSav1Weather(u32 weather)
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{
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u8 oldWeather = gSaveBlock1Ptr->weather;
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gSaveBlock1Ptr->weather = TranslateWeatherNum(weather);
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UpdateRainCounter(gSaveBlock1Ptr->weather, oldWeather);
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}
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u8 GetSav1Weather(void)
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{
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return gSaveBlock1Ptr->weather;
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}
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void SetSav1WeatherFromCurrMapHeader(void)
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{
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u8 oldWeather = gSaveBlock1Ptr->weather;
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gSaveBlock1Ptr->weather = TranslateWeatherNum(gMapHeader.weather);
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UpdateRainCounter(gSaveBlock1Ptr->weather, oldWeather);
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}
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void SetWeather(u32 weather)
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{
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SetSav1Weather(weather);
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SetNextWeather(GetSav1Weather());
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}
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void SetWeather_Unused(u32 weather)
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{
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SetSav1Weather(weather);
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SetCurrentAndNextWeather(GetSav1Weather());
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}
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void DoCurrentWeather(void)
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{
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u8 weather = GetSav1Weather();
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SetNextWeather(weather);
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}
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void ResumePausedWeather(void)
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{
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u8 weather = GetSav1Weather();
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SetCurrentAndNextWeather(weather);
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}
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const u8 sWeatherCycleRoute119[] =
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{
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WEATHER_SUNNY,
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WEATHER_RAIN,
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WEATHER_RAIN_THUNDERSTORM,
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WEATHER_RAIN,
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};
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const u8 sWeatherCycleRoute123[] =
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{
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WEATHER_SUNNY,
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WEATHER_SUNNY,
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WEATHER_RAIN,
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WEATHER_SUNNY,
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};
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u8 TranslateWeatherNum(u8 weather)
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{
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switch (weather)
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{
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case WEATHER_NONE: return WEATHER_NONE;
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case WEATHER_SUNNY_CLOUDS: return WEATHER_SUNNY_CLOUDS;
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case WEATHER_SUNNY: return WEATHER_SUNNY;
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case WEATHER_RAIN: return WEATHER_RAIN;
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case WEATHER_SNOW: return WEATHER_SNOW;
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case WEATHER_RAIN_THUNDERSTORM: return WEATHER_RAIN_THUNDERSTORM;
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case WEATHER_FOG_HORIZONTAL: return WEATHER_FOG_HORIZONTAL;
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case WEATHER_VOLCANIC_ASH: return WEATHER_VOLCANIC_ASH;
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case WEATHER_SANDSTORM: return WEATHER_SANDSTORM;
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case WEATHER_FOG_DIAGONAL: return WEATHER_FOG_DIAGONAL;
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case WEATHER_UNDERWATER: return WEATHER_UNDERWATER;
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case WEATHER_SHADE: return WEATHER_SHADE;
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case WEATHER_DROUGHT: return WEATHER_DROUGHT;
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case WEATHER_DOWNPOUR: return WEATHER_DOWNPOUR;
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case WEATHER_UNDERWATER_BUBBLES: return WEATHER_UNDERWATER_BUBBLES;
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case WEATHER_ROUTE119_CYCLE: return sWeatherCycleRoute119[gSaveBlock1Ptr->weatherCycleStage];
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case WEATHER_ROUTE123_CYCLE: return sWeatherCycleRoute123[gSaveBlock1Ptr->weatherCycleStage];
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default: return WEATHER_NONE;
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}
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}
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void UpdateWeatherPerDay(u16 increment)
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{
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u16 weatherStage = gSaveBlock1Ptr->weatherCycleStage + increment;
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weatherStage %= 4;
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gSaveBlock1Ptr->weatherCycleStage = weatherStage;
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}
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void UpdateRainCounter(u8 newWeather, u8 oldWeather)
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{
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if (newWeather != oldWeather
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&& (newWeather == WEATHER_RAIN || newWeather == WEATHER_RAIN_THUNDERSTORM))
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IncrementGameStat(GAME_STAT_GOT_RAINED_ON);
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}
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