Merge branch 'master' into event_object_movement
This commit is contained in:
@@ -0,0 +1,751 @@
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#include "global.h"
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#include "battle_setup.h"
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#include "event_object_movement.h"
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#include "field_effect.h"
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#include "field_player_avatar.h"
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#include "quest_log.h"
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#include "script.h"
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#include "task.h"
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#include "util.h"
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#include "constants/battle_setup.h"
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#include "constants/event_object_movement.h"
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#include "constants/event_objects.h"
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typedef u8 (*TrainerApproachFunc)(struct ObjectEvent *, s16, s16, s16);
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typedef bool8 (*TrainerSeeFunc)(u8, struct Task *, struct ObjectEvent *);
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/*static*/ bool8 CheckTrainer(u8 trainerObjId);
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/*static*/ u8 GetTrainerApproachDistance(struct ObjectEvent * trainerObj);
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/*static*/ u8 GetTrainerApproachDistanceSouth(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y);
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/*static*/ u8 GetTrainerApproachDistanceNorth(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y);
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/*static*/ u8 GetTrainerApproachDistanceWest(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y);
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/*static*/ u8 GetTrainerApproachDistanceEast(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y);
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/*static*/ u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent * trainerObj, u8 approachDistance, u8 facingDirection);
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/*static*/ void TrainerApproachPlayer(struct ObjectEvent * trainerObj, u8 approachDistance);
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/*static*/ void Task_RunTrainerSeeFuncList(u8 taskId);
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/*static*/ bool8 TrainerSeeFunc_Dummy(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_StartExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_WaitExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_TrainerApproach(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_PrepareToEngage(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_End(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_BeginRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_WaitRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_TrainerInAshFacesPlayer(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_BeginJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_WaitJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_EndJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_OffscreenAboveTrainerCreateCameraObj(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveUp(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveDown(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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/*static*/ void Task_DestroyTrainerApproachTask(u8 taskId);
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/*static*/ void SpriteCB_TrainerIcons(struct Sprite * sprite);
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/*static*/ void SetIconSpriteData(struct Sprite *sprite, u16 fldEffId, u8 spriteAnimNum);
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/*static*/ const u16 sGfx_Emoticons[] = INCBIN_U16("graphics/object_events/emoticons.4bpp");
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// u8 func(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y)
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// range is the maximum distance the trainer can see
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// x and y are the player's coordinates
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// Returns distance to walk if trainer has unobstructed view of player
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// Returns 0 if trainer can't see player
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/*static*/ const TrainerApproachFunc sDirectionalApproachDistanceFuncs[] = {
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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 func(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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// Returns TRUE to run the next func immediately
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// Returns FALSE to delay the next func to the next frame
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/*static*/ const TrainerSeeFunc sTrainerSeeFuncList[] = {
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TrainerSeeFunc_Dummy,
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TrainerSeeFunc_StartExclMark,
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TrainerSeeFunc_WaitExclMark,
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TrainerSeeFunc_TrainerApproach,
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TrainerSeeFunc_PrepareToEngage,
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TrainerSeeFunc_End,
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TrainerSeeFunc_BeginRemoveDisguise,
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TrainerSeeFunc_WaitRemoveDisguise,
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TrainerSeeFunc_TrainerInAshFacesPlayer,
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TrainerSeeFunc_BeginJumpOutOfAsh,
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TrainerSeeFunc_WaitJumpOutOfAsh,
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TrainerSeeFunc_EndJumpOutOfAsh,
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TrainerSeeFunc_OffscreenAboveTrainerCreateCameraObj,
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TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveUp,
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TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveDown
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};
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/*static*/ const TrainerSeeFunc sTrainerSeeFuncList2[] = {
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TrainerSeeFunc_TrainerInAshFacesPlayer,
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TrainerSeeFunc_BeginJumpOutOfAsh,
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TrainerSeeFunc_WaitJumpOutOfAsh,
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TrainerSeeFunc_EndJumpOutOfAsh
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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 trainerObjId)
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{
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const u8 *script = GetObjectEventScriptPointerByObjectEventId(trainerObjId);
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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[trainerObjId]);
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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(trainerObjId, script);
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TrainerApproachPlayer(&gObjectEvents[trainerObjId], 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 && GetFirstInactiveObjectEventId() == 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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#define tFuncId data[0]
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#define tTrainerObjHi data[1]
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#define tTrainerObjLo data[2]
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#define tTrainerRange data[3]
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#define tOutOfAshSpriteId data[4]
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#define tData5 data[5]
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#define TaskGetTrainerObj(dest, task) do { \
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(dest) = (struct ObjectEvent *)(((task)->tTrainerObjHi << 16) | ((u16)(task)->tTrainerObjLo)); \
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} while (0)
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/*static*/ void TrainerApproachPlayer(struct ObjectEvent * trainerObj, u8 approachDistance)
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{
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u8 taskId = CreateTask(Task_RunTrainerSeeFuncList, 80);
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struct Task * task = &gTasks[taskId];
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task->tTrainerObjHi = ((uintptr_t)trainerObj) >> 16;
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task->tTrainerObjLo = (uintptr_t)trainerObj;
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task->tTrainerRange = approachDistance;
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}
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/*static*/ void StartTrainerApproachWithFollowupTask(TaskFunc taskFunc)
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{
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u8 taskId = FindTaskIdByFunc(Task_RunTrainerSeeFuncList);
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SetTaskFuncWithFollowupFunc(taskId, Task_RunTrainerSeeFuncList, taskFunc);
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gTasks[taskId].tFuncId = 1;
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Task_RunTrainerSeeFuncList(taskId);
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}
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/*static*/ void Task_RunTrainerSeeFuncList(u8 taskId)
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{
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struct Task * task = &gTasks[taskId];
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struct ObjectEvent * trainerObj;
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TaskGetTrainerObj(trainerObj, task);
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if (!trainerObj->active)
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{
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SwitchTaskToFollowupFunc(taskId);
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}
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else
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{
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while (sTrainerSeeFuncList[task->tFuncId](taskId, task, trainerObj))
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;
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}
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}
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// TrainerSeeFuncs
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/*static*/ bool8 TrainerSeeFunc_Dummy(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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{
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return FALSE;
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}
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/*static*/ bool8 TrainerSeeFunc_StartExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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{
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u8 action;
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// FRLG introduces trainers who can see the player from offscreen above.
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// Handle this case here.
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if (trainerObj->facingDirection == DIR_SOUTH && task->tTrainerRange > 2)
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{
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task->tFuncId = 12;
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}
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else
|
||||
{
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ObjectEventGetLocalIdAndMap(trainerObj, (u8 *)&gFieldEffectArguments[0], (u8 *)&gFieldEffectArguments[1], (u8 *)&gFieldEffectArguments[2]);
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FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON);
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action = GetFaceDirectionMovementAction(trainerObj->facingDirection);
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ObjectEventSetHeldMovement(trainerObj, action);
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task->tFuncId++;
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}
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return TRUE;
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}
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/*static*/ bool8 TrainerSeeFunc_WaitExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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{
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if (FieldEffectActiveListContains(FLDEFF_EXCLAMATION_MARK_ICON))
|
||||
{
|
||||
return FALSE;
|
||||
}
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||||
else
|
||||
{
|
||||
task->tFuncId++;
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||||
if (trainerObj->movementType == MOVEMENT_TYPE_TREE_DISGUISE || trainerObj->movementType == MOVEMENT_TYPE_MOUNTAIN_DISGUISE)
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task->tFuncId = 6;
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if (trainerObj->movementType == MOVEMENT_TYPE_HIDDEN)
|
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task->tFuncId = 8;
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return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
/*static*/ bool8 TrainerSeeFunc_TrainerApproach(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
|
||||
{
|
||||
if (!ObjectEventIsMovementOverridden(trainerObj) || ObjectEventClearHeldMovementIfFinished(trainerObj))
|
||||
{
|
||||
if (task->tTrainerRange)
|
||||
{
|
||||
ObjectEventSetHeldMovement(trainerObj, GetWalkNormalMovementAction(trainerObj->facingDirection));
|
||||
task->tTrainerRange--;
|
||||
}
|
||||
else
|
||||
{
|
||||
ObjectEventSetHeldMovement(trainerObj, MOVEMENT_ACTION_FACE_PLAYER);
|
||||
task->tFuncId++;
|
||||
}
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*static*/ bool8 TrainerSeeFunc_PrepareToEngage(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
|
||||
{
|
||||
struct ObjectEvent *playerObj;
|
||||
|
||||
if (ObjectEventIsMovementOverridden(trainerObj) && !ObjectEventClearHeldMovementIfFinished(trainerObj))
|
||||
return FALSE;
|
||||
|
||||
SetTrainerMovementType(trainerObj, GetTrainerFacingDirectionMovementType(trainerObj->facingDirection));
|
||||
OverrideMovementTypeForObjectEvent(trainerObj, GetTrainerFacingDirectionMovementType(trainerObj->facingDirection));
|
||||
OverrideTemplateCoordsForObjectEvent(trainerObj);
|
||||
|
||||
playerObj = &gObjectEvents[gPlayerAvatar.objectEventId];
|
||||
if (ObjectEventIsMovementOverridden(playerObj) && !ObjectEventClearHeldMovementIfFinished(playerObj))
|
||||
return FALSE;
|
||||
|
||||
sub_805C774();
|
||||
// Uncomment to have player turn to face their opponent
|
||||
// ObjectEventSetHeldMovement(&gObjectEvents[gPlayerAvatar.objectEventId], GetFaceDirectionMovementAction(GetOppositeDirection(trainerObj->facingDirection)));
|
||||
task->tFuncId++;
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*static*/ bool8 TrainerSeeFunc_End(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
|
||||
{
|
||||
struct ObjectEvent *playerObj = &gObjectEvents[gPlayerAvatar.objectEventId];
|
||||
|
||||
if (!ObjectEventIsMovementOverridden(playerObj)
|
||||
|| ObjectEventClearHeldMovementIfFinished(playerObj))
|
||||
SwitchTaskToFollowupFunc(taskId); // This ends the trainer walk routine.
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// Jumps here if disguised. Not used in FRLG.
|
||||
/*static*/ bool8 TrainerSeeFunc_BeginRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
|
||||
{
|
||||
if (!ObjectEventIsMovementOverridden(trainerObj)
|
||||
|| ObjectEventClearHeldMovementIfFinished(trainerObj))
|
||||
{
|
||||
ObjectEventSetHeldMovement(trainerObj, MOVEMENT_ACTION_REVEAL_TRAINER);
|
||||
task->tFuncId++;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*static*/ bool8 TrainerSeeFunc_WaitRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
|
||||
{
|
||||
if (ObjectEventClearHeldMovementIfFinished(trainerObj))
|
||||
task->tFuncId = 3;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// Jump here if hidden in ash. Not used in FRLG.
|
||||
/*static*/ bool8 TrainerSeeFunc_TrainerInAshFacesPlayer(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
|
||||
{
|
||||
if (!ObjectEventIsMovementOverridden(trainerObj)
|
||||
|| ObjectEventClearHeldMovementIfFinished(trainerObj))
|
||||
{
|
||||
ObjectEventSetHeldMovement(trainerObj, MOVEMENT_ACTION_FACE_PLAYER);
|
||||
task->tFuncId++;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*static*/ bool8 TrainerSeeFunc_BeginJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
|
||||
{
|
||||
if (ObjectEventCheckHeldMovementStatus(trainerObj))
|
||||
{
|
||||
gFieldEffectArguments[0] = trainerObj->currentCoords.x;
|
||||
gFieldEffectArguments[1] = trainerObj->currentCoords.y;
|
||||
gFieldEffectArguments[2] = gSprites[trainerObj->spriteId].subpriority - 1;
|
||||
gFieldEffectArguments[3] = 2;
|
||||
task->tOutOfAshSpriteId = FieldEffectStart(FLDEFF_POP_OUT_OF_ASH);
|
||||
task->tFuncId++;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*static*/ bool8 TrainerSeeFunc_WaitJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
|
||||
{
|
||||
struct Sprite *sprite;
|
||||
|
||||
if (gSprites[task->tOutOfAshSpriteId].animCmdIndex == 2)
|
||||
{
|
||||
trainerObj->fixedPriority = FALSE;
|
||||
trainerObj->triggerGroundEffectsOnMove = TRUE;
|
||||
|
||||
sprite = &gSprites[trainerObj->spriteId];
|
||||
sprite->oam.priority = 2;
|
||||
ObjectEventClearHeldMovementIfFinished(trainerObj);
|
||||
ObjectEventSetHeldMovement(trainerObj, GetJumpInPlaceMovementAction(trainerObj->facingDirection));
|
||||
task->tFuncId++;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*static*/ bool8 TrainerSeeFunc_EndJumpOutOfAsh(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
|
||||
{
|
||||
if (!FieldEffectActiveListContains(FLDEFF_POP_OUT_OF_ASH))
|
||||
task->tFuncId = 3;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// FRLG exclusive: Scroll the camera up to reveal an offscreen above trainer
|
||||
/*static*/ bool8 TrainerSeeFunc_OffscreenAboveTrainerCreateCameraObj(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
|
||||
{
|
||||
int specialObjectId;
|
||||
task->tData5 = 0;
|
||||
specialObjectId = SpawnSpecialObjectEventParameterized(OBJ_EVENT_GFX_YOUNGSTER, 7, OBJ_EVENT_ID_CAMERA, gSaveBlock1Ptr->pos.x + 7, gSaveBlock1Ptr->pos.y + 7, 3);
|
||||
gObjectEvents[specialObjectId].invisible = TRUE;
|
||||
CameraObjectSetFollowedObjectId(gObjectEvents[specialObjectId].spriteId);
|
||||
task->tFuncId++;
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*static*/ bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveUp(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
|
||||
{
|
||||
u8 specialObjectId;
|
||||
TryGetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_CAMERA, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &specialObjectId);
|
||||
|
||||
if (ObjectEventIsMovementOverridden(&gObjectEvents[specialObjectId]) && !ObjectEventClearHeldMovementIfFinished(&gObjectEvents[specialObjectId]))
|
||||
return FALSE;
|
||||
|
||||
if (task->tData5 != task->tTrainerRange - 1)
|
||||
{
|
||||
ObjectEventSetHeldMovement(&gObjectEvents[specialObjectId], GetWalkFastMovementAction(DIR_NORTH));
|
||||
task->tData5++;
|
||||
}
|
||||
else
|
||||
{
|
||||
ObjectEventGetLocalIdAndMap(trainerObj, (u8 *)&gFieldEffectArguments[0], (u8 *)&gFieldEffectArguments[1], (u8 *)&gFieldEffectArguments[2]);
|
||||
FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON);
|
||||
task->tData5 = 0;
|
||||
task->tFuncId++;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*static*/ bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveDown(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
|
||||
{
|
||||
u8 specialObjectId;
|
||||
TryGetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_CAMERA, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &specialObjectId);
|
||||
|
||||
if (FieldEffectActiveListContains(FLDEFF_EXCLAMATION_MARK_ICON))
|
||||
return FALSE;
|
||||
|
||||
if (ObjectEventIsMovementOverridden(&gObjectEvents[specialObjectId]) && !ObjectEventClearHeldMovementIfFinished(&gObjectEvents[specialObjectId]))
|
||||
return FALSE;
|
||||
|
||||
if (task->tData5 != task->tTrainerRange - 1)
|
||||
{
|
||||
ObjectEventSetHeldMovement(&gObjectEvents[specialObjectId], GetWalkFastMovementAction(DIR_SOUTH));
|
||||
task->tData5++;
|
||||
}
|
||||
else
|
||||
{
|
||||
CameraObjectSetFollowedObjectId(GetPlayerAvatarObjectId());
|
||||
RemoveObjectEventByLocalIdAndMap(OBJ_EVENT_ID_CAMERA, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup);
|
||||
task->tData5 = 0;
|
||||
task->tFuncId = 2;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
#undef tData5
|
||||
#undef tOutOfAshSpriteId
|
||||
#undef tTrainerRange
|
||||
#undef tTrainerObjLo
|
||||
#undef tTrainerObjHi
|
||||
#undef tFuncId
|
||||
|
||||
/*static*/ void Task_RevealTrainer_RunTrainerSeeFuncList(u8 taskId)
|
||||
{
|
||||
struct Task * task = &gTasks[taskId];
|
||||
struct ObjectEvent * trainerObj;
|
||||
|
||||
// another objEvent loaded into by loadword?
|
||||
LoadWordFromTwoHalfwords((u16 *)&task->data[1], (uintptr_t *)&trainerObj);
|
||||
if (!task->data[7])
|
||||
{
|
||||
ObjectEventClearHeldMovement(trainerObj);
|
||||
task->data[7]++;
|
||||
}
|
||||
sTrainerSeeFuncList2[task->data[0]](taskId, task, trainerObj);
|
||||
if (task->data[0] == 3 && !FieldEffectActiveListContains(FLDEFF_POP_OUT_OF_ASH))
|
||||
{
|
||||
SetTrainerMovementType(trainerObj, GetTrainerFacingDirectionMovementType(trainerObj->facingDirection));
|
||||
OverrideMovementTypeForObjectEvent(trainerObj, GetTrainerFacingDirectionMovementType(trainerObj->facingDirection));
|
||||
DestroyTask(taskId);
|
||||
}
|
||||
else
|
||||
{
|
||||
trainerObj->heldMovementFinished = FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
void MovementAction_RevealTrainer_RunTrainerSeeFuncList(struct ObjectEvent *var)
|
||||
{
|
||||
StoreWordInTwoHalfwords((u16 *)&gTasks[CreateTask(Task_RevealTrainer_RunTrainerSeeFuncList, 0)].data[1], (u32)var);
|
||||
}
|
||||
|
||||
void EndTrainerApproach(void)
|
||||
{
|
||||
StartTrainerApproachWithFollowupTask(Task_DestroyTrainerApproachTask);
|
||||
}
|
||||
|
||||
/*static*/ void Task_DestroyTrainerApproachTask(u8 taskId)
|
||||
{
|
||||
DestroyTask(taskId);
|
||||
EnableBothScriptContexts();
|
||||
}
|
||||
|
||||
// Trainer See Excl Mark Field Effect
|
||||
|
||||
#define sLocalId data[0]
|
||||
#define sMapNum data[1]
|
||||
#define sMapGroup data[2]
|
||||
#define sData3 data[3]
|
||||
#define sData4 data[4]
|
||||
#define sFldEffId data[7]
|
||||
|
||||
/*static*/ const struct OamData sOamData_Emoticons = {
|
||||
.y = 0,
|
||||
.affineMode = ST_OAM_AFFINE_OFF,
|
||||
.objMode = ST_OAM_OBJ_NORMAL,
|
||||
.mosaic = 0,
|
||||
.bpp = ST_OAM_4BPP,
|
||||
.shape = SPRITE_SHAPE(16x16),
|
||||
.x = 0,
|
||||
.matrixNum = 0,
|
||||
.size = SPRITE_SIZE(16x16),
|
||||
.tileNum = 0,
|
||||
.priority = 1,
|
||||
.paletteNum = 0,
|
||||
.affineParam = 0,
|
||||
};
|
||||
|
||||
/*static*/ const struct SpriteFrameImage sSpriteImages_Emoticons[] = {
|
||||
{sGfx_Emoticons + 0x000, 0x80},
|
||||
{sGfx_Emoticons + 0x040, 0x80},
|
||||
{sGfx_Emoticons + 0x080, 0x80},
|
||||
|
||||
{sGfx_Emoticons + 0x180, 0x80},
|
||||
{sGfx_Emoticons + 0x1C0, 0x80},
|
||||
{sGfx_Emoticons + 0x200, 0x80},
|
||||
|
||||
{sGfx_Emoticons + 0x0C0, 0x80},
|
||||
{sGfx_Emoticons + 0x100, 0x80},
|
||||
{sGfx_Emoticons + 0x140, 0x80},
|
||||
|
||||
{sGfx_Emoticons + 0x240, 0x80},
|
||||
{sGfx_Emoticons + 0x280, 0x80},
|
||||
{sGfx_Emoticons + 0x2C0, 0x80},
|
||||
|
||||
{sGfx_Emoticons + 0x300, 0x80},
|
||||
{sGfx_Emoticons + 0x340, 0x80},
|
||||
{sGfx_Emoticons + 0x380, 0x80},
|
||||
};
|
||||
|
||||
/*static*/ const union AnimCmd sAnimCmd_ExclamationMark1[] = {
|
||||
ANIMCMD_FRAME( 0, 4),
|
||||
ANIMCMD_FRAME( 1, 4),
|
||||
ANIMCMD_FRAME( 2, 52),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
/*static*/ const union AnimCmd sAnimCmd_DoubleExclMark[] = {
|
||||
ANIMCMD_FRAME( 6, 4),
|
||||
ANIMCMD_FRAME( 7, 4),
|
||||
ANIMCMD_FRAME( 8, 52),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
/*static*/ const union AnimCmd sAnimCmd_X[] = {
|
||||
ANIMCMD_FRAME( 3, 4),
|
||||
ANIMCMD_FRAME( 4, 4),
|
||||
ANIMCMD_FRAME( 5, 52),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
/*static*/ const union AnimCmd sAnimCmd_SmileyFace[] = {
|
||||
ANIMCMD_FRAME( 9, 4),
|
||||
ANIMCMD_FRAME(10, 4),
|
||||
ANIMCMD_FRAME(11, 52),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
/*static*/ const union AnimCmd sAnimCmd_QuestionMark[] = {
|
||||
ANIMCMD_FRAME(12, 4),
|
||||
ANIMCMD_FRAME(13, 4),
|
||||
ANIMCMD_FRAME(14, 52),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
/*static*/ const union AnimCmd *const sSpriteAnimTable_Emoticons[] = {
|
||||
sAnimCmd_ExclamationMark1,
|
||||
sAnimCmd_DoubleExclMark,
|
||||
sAnimCmd_X,
|
||||
sAnimCmd_SmileyFace,
|
||||
sAnimCmd_QuestionMark
|
||||
};
|
||||
|
||||
/*static*/ const struct SpriteTemplate sSpriteTemplate_Emoticons = {
|
||||
.tileTag = 0xFFFF,
|
||||
.paletteTag = 0xFFFF,
|
||||
.oam = &sOamData_Emoticons,
|
||||
.anims = sSpriteAnimTable_Emoticons,
|
||||
.images = sSpriteImages_Emoticons,
|
||||
.affineAnims = gDummySpriteAffineAnimTable,
|
||||
.callback = SpriteCB_TrainerIcons
|
||||
};
|
||||
|
||||
u8 FldEff_ExclamationMarkIcon1(void)
|
||||
{
|
||||
u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_Emoticons, 0, 0, 0x53);
|
||||
|
||||
if (spriteId != MAX_SPRITES)
|
||||
SetIconSpriteData(&gSprites[spriteId], FLDEFF_EXCLAMATION_MARK_ICON, 0);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
u8 FldEff_DoubleExclMarkIcon(void)
|
||||
{
|
||||
u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_Emoticons, 0, 0, 0x52);
|
||||
|
||||
if (spriteId != MAX_SPRITES)
|
||||
SetIconSpriteData(&gSprites[spriteId], FLDEFF_DOUBLE_EXCL_MARK_ICON, 1);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
u8 FldEff_XIcon(void)
|
||||
{
|
||||
u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_Emoticons, 0, 0, 0x52);
|
||||
|
||||
if (spriteId != MAX_SPRITES)
|
||||
SetIconSpriteData(&gSprites[spriteId], FLDEFF_X_ICON, 2);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
u8 FldEff_SmileyFaceIcon(void)
|
||||
{
|
||||
u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_Emoticons, 0, 0, 0x52);
|
||||
|
||||
if (spriteId != MAX_SPRITES)
|
||||
SetIconSpriteData(&gSprites[spriteId], FLDEFF_SMILEY_FACE_ICON, 3);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
u8 FldEff_QuestionMarkIcon(void)
|
||||
{
|
||||
u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_Emoticons, 0, 0, 0x52);
|
||||
|
||||
if (spriteId != MAX_SPRITES)
|
||||
SetIconSpriteData(&gSprites[spriteId], FLDEFF_QUESTION_MARK_ICON, 4);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*static*/ void SetIconSpriteData(struct Sprite *sprite, u16 fldEffId, u8 spriteAnimNum)
|
||||
{
|
||||
sprite->oam.priority = 1;
|
||||
sprite->coordOffsetEnabled = 1;
|
||||
|
||||
sprite->sLocalId = gFieldEffectArguments[0];
|
||||
sprite->sMapNum = gFieldEffectArguments[1];
|
||||
sprite->sMapGroup = gFieldEffectArguments[2];
|
||||
sprite->sData3 = -5;
|
||||
sprite->sFldEffId = fldEffId;
|
||||
|
||||
StartSpriteAnim(sprite, spriteAnimNum);
|
||||
}
|
||||
|
||||
/*static*/ void SpriteCB_TrainerIcons(struct Sprite *sprite)
|
||||
{
|
||||
u8 objEventId;
|
||||
|
||||
if (TryGetObjectEventIdByLocalIdAndMap(sprite->sLocalId, sprite->sMapNum, sprite->sMapGroup, &objEventId)
|
||||
|| sprite->animEnded)
|
||||
{
|
||||
FieldEffectStop(sprite, sprite->sFldEffId);
|
||||
}
|
||||
else
|
||||
{
|
||||
struct Sprite *objEventSprite = &gSprites[gObjectEvents[objEventId].spriteId];
|
||||
sprite->sData4 += sprite->sData3;
|
||||
sprite->pos1.x = objEventSprite->pos1.x;
|
||||
sprite->pos1.y = objEventSprite->pos1.y - 16;
|
||||
sprite->pos2.x = objEventSprite->pos2.x;
|
||||
sprite->pos2.y = objEventSprite->pos2.y + sprite->sData4;
|
||||
if (sprite->sData4)
|
||||
sprite->sData3++;
|
||||
else
|
||||
sprite->sData3 = 0;
|
||||
}
|
||||
}
|
||||
|
||||
#undef sLocalId
|
||||
#undef sMapNum
|
||||
#undef sMapGroup
|
||||
#undef sData3
|
||||
#undef sData4
|
||||
#undef sFldEffId
|
||||
Reference in New Issue
Block a user