Document field teleport anim

This commit is contained in:
PikalaxALT
2020-03-25 19:40:34 -04:00
parent 3a29f9be95
commit adc7a0b65a
10 changed files with 137 additions and 113 deletions
+85 -61
View File
@@ -29,7 +29,7 @@
#include "constants/moves.h"
static EWRAM_DATA struct ObjectEvent * gUnknown_2036E30 = NULL;
static EWRAM_DATA u8 gUnknown_2036E34 = DIR_NONE;
static EWRAM_DATA u8 sTeleportSavedFacingDirection = DIR_NONE;
EWRAM_DATA struct ObjectEvent gObjectEvents[OBJECT_EVENTS_COUNT] = {};
EWRAM_DATA struct PlayerAvatar gPlayerAvatar = {};
@@ -121,9 +121,9 @@ static bool8 Fishing13(struct Task * task);
static bool8 Fishing14(struct Task * task);
static bool8 Fishing15(struct Task * task);
static bool8 Fishing16(struct Task * task);
static void sub_805DB04(u8 taskId);
static void sub_805DC38(u8 taskId);
static u8 sub_805DDC8(struct ObjectEvent * object, s16 *timer);
static void Task_TeleportWarpOutPlayerAnim(u8 taskId);
static void Task_TeleportWarpInPlayerAnim(u8 taskId);
static u8 TeleportAnim_RotatePlayer(struct ObjectEvent * object, s16 *timer);
void MovementType_Player(struct Sprite *sprite)
{
@@ -1982,37 +1982,54 @@ void AlignFishingAnimationFrames(struct Sprite * playerSprite)
sub_80DC4A4(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, 1, playerSprite->pos2.y);
}
void sub_805DAB0(void)
#define tState data[0]
#define tRotationTimer data[1]
#define tDeltaY data[2]
#define tYdeflection data[3]
#define tYpos data[4]
#define tFinalFacingDirection data[5]
#define tPriority data[6]
#define tSubpriority data[7]
static const u8 sTeleportFacingDirectionSequence[] = {
[DIR_SOUTH] = DIR_WEST,
[DIR_WEST] = DIR_NORTH,
[DIR_NORTH] = DIR_EAST,
[DIR_EAST] = DIR_SOUTH,
[DIR_NONE] = DIR_SOUTH,
};
void StartTeleportWarpOutPlayerAnim(void)
{
u8 taskId = CreateTask(sub_805DB04, 0);
sub_805DB04(taskId);
u8 taskId = CreateTask(Task_TeleportWarpOutPlayerAnim, 0);
Task_TeleportWarpOutPlayerAnim(taskId);
}
bool32 sub_805DAD0(void)
bool32 WaitTeleportWarpOutPlayerAnim(void)
{
return FuncIsActiveTask(sub_805DB04);
return FuncIsActiveTask(Task_TeleportWarpOutPlayerAnim);
}
void sub_805DAE4(u8 direction)
void SavePlayerFacingDirectionForTeleport(u8 direction)
{
gUnknown_2036E34 = direction;
sTeleportSavedFacingDirection = direction;
}
static u8 sub_805DAF0(void)
static u8 GetTeleportSavedFacingDirection(void)
{
if (gUnknown_2036E34 == DIR_NONE)
if (sTeleportSavedFacingDirection == DIR_NONE)
return DIR_SOUTH;
else
return gUnknown_2036E34;
return sTeleportSavedFacingDirection;
}
static void sub_805DB04(u8 taskId)
static void Task_TeleportWarpOutPlayerAnim(u8 taskId)
{
struct ObjectEvent *object = &gObjectEvents[gPlayerAvatar.objectEventId];
struct Sprite *sprite = &gSprites[object->spriteId];
s16 *data = gTasks[taskId].data;
switch (data[0])
switch (tState)
{
case 0:
if (!ObjectEventClearHeldMovementIfFinished(object))
@@ -2020,25 +2037,25 @@ static void sub_805DB04(u8 taskId)
return;
}
sub_805DAE4(object->facingDirection);
data[1] = 0;
data[2] = 1;
data[3] = (u16)(sprite->pos1.y + sprite->pos2.y) * 16;
SavePlayerFacingDirectionForTeleport(object->facingDirection);
tRotationTimer = 0;
tDeltaY = 1;
tYdeflection = (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]++;
tState++;
case 1:
sub_805DDC8(object, &data[1]);
data[3] -= data[2];
data[2] += 3;
sprite->pos1.y = data[3] >> 4;
TeleportAnim_RotatePlayer(object, &tRotationTimer);
tYdeflection -= tDeltaY;
tDeltaY += 3;
sprite->pos1.y = tYdeflection >> 4;
if (sprite->pos1.y + (s16)gTotalCameraPixelOffsetY < -32)
{
data[0]++;
tState++;
}
break;
case 2:
@@ -2047,73 +2064,71 @@ static void sub_805DB04(u8 taskId)
}
}
void sub_805DC04(void)
void StartTeleportInPlayerAnim(void)
{
u8 taskId = CreateTask(sub_805DC38, 0);
sub_805DC38(taskId);
u8 taskId = CreateTask(Task_TeleportWarpInPlayerAnim, 0);
Task_TeleportWarpInPlayerAnim(taskId);
}
bool32 sub_805DC24(void)
bool32 WaitTeleportInPlayerAnim(void)
{
return FuncIsActiveTask(sub_805DC38);
return FuncIsActiveTask(Task_TeleportWarpInPlayerAnim);
}
static const u8 gUnknown_835B92C[] = {DIR_SOUTH, DIR_WEST, DIR_EAST, DIR_NORTH, DIR_SOUTH};
static void sub_805DC38(u8 taskId)
static void Task_TeleportWarpInPlayerAnim(u8 taskId)
{
struct ObjectEvent *object = &gObjectEvents[gPlayerAvatar.objectEventId];
struct Sprite *sprite = &gSprites[object->spriteId];
s16 *data = gTasks[taskId].data;
switch (data[0])
switch (tState)
{
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;
tFinalFacingDirection = GetTeleportSavedFacingDirection();
ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(sTeleportFacingDirectionSequence[tFinalFacingDirection]));
tRotationTimer = 0;
tDeltaY = 116;
tYpos = sprite->pos1.y;
tPriority = sprite->oam.priority;
tSubpriority = sprite->subpriority;
tYdeflection = -((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]++;
tState++;
case 1:
sub_805DDC8(object, &data[1]);
data[3] += data[2];
data[2] -= 3;
if (data[2] < 4)
TeleportAnim_RotatePlayer(object, &tRotationTimer);
tYdeflection += tDeltaY;
tDeltaY -= 3;
if (tDeltaY < 4)
{
data[2] = 4;
tDeltaY = 4;
}
sprite->pos1.y = data[3] >> 4;
if (sprite->pos1.y >= data[4])
sprite->pos1.y = tYdeflection >> 4;
if (sprite->pos1.y >= tYpos)
{
sprite->pos1.y = data[4];
sprite->pos1.y = tYpos;
data[8] = 0;
data[0]++;
tState++;
}
break;
case 2:
sub_805DDC8(object, &data[1]);
TeleportAnim_RotatePlayer(object, &tRotationTimer);
data[8]++;
if (data[8] > 8)
{
data[0]++;
tState++;
}
break;
case 3:
if (data[5] == sub_805DDC8(object, &data[1]))
if (tFinalFacingDirection == TeleportAnim_RotatePlayer(object, &tRotationTimer))
{
object->fixedPriority = 0;
sprite->oam.priority = data[6];
sprite->subpriority = data[7];
sprite->oam.priority = tPriority;
sprite->subpriority = tSubpriority;
CameraObjectReset1();
DestroyTask(taskId);
}
@@ -2121,7 +2136,7 @@ static void sub_805DC38(u8 taskId)
}
}
static u8 sub_805DDC8(struct ObjectEvent *object, s16 *a1)
static u8 TeleportAnim_RotatePlayer(struct ObjectEvent *object, s16 *a1)
{
if (*a1 < 8 && ++(*a1) < 8)
{
@@ -2133,7 +2148,16 @@ static u8 sub_805DDC8(struct ObjectEvent *object, s16 *a1)
return object->facingDirection;
}
ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(gUnknown_835B92C[object->facingDirection]));
ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(sTeleportFacingDirectionSequence[object->facingDirection]));
*a1 = 0;
return gUnknown_835B92C[object->facingDirection];
return sTeleportFacingDirectionSequence[object->facingDirection];
}
#undef tSubpriority
#undef tPriority
#undef tFinalFacingDirection
#undef tYpos
#undef tYdeflection
#undef tDeltaY
#undef tRotationTimer
#undef tState