Files
Pokemon-Firered/src/trainer_see.c
T
Deokishisu fc623d2abf Rename "Hidden" Movement Type to "Buried"
This commit mirrors the change to pokeemerald that renames `MOVEMENT_TYPE_HIDDEN` to `MOVEMENT_TYPE_BURIED` to avoid confusion between it and `MOVEMENT_TYPE_INVISIBLE`.

As the files and function labels are not synced between the two repos, only the necessary changes were made based on what pokefirered calls its functions. More syncing of labels with pokeemerald will need to be done in the future.
2021-02-14 14:59:10 -05:00

752 lines
25 KiB
C

#include "global.h"
#include "battle_setup.h"
#include "event_object_movement.h"
#include "field_effect.h"
#include "field_player_avatar.h"
#include "quest_log.h"
#include "script.h"
#include "task.h"
#include "util.h"
#include "constants/battle_setup.h"
#include "constants/event_object_movement.h"
#include "constants/event_objects.h"
typedef u8 (*TrainerApproachFunc)(struct ObjectEvent *, s16, s16, s16);
typedef bool8 (*TrainerSeeFunc)(u8, struct Task *, struct ObjectEvent *);
static bool8 CheckTrainer(u8 trainerObjId);
static u8 GetTrainerApproachDistance(struct ObjectEvent * trainerObj);
static u8 GetTrainerApproachDistanceSouth(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y);
static u8 GetTrainerApproachDistanceNorth(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y);
static u8 GetTrainerApproachDistanceWest(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y);
static u8 GetTrainerApproachDistanceEast(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y);
static u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent * trainerObj, u8 approachDistance, u8 facingDirection);
static void TrainerApproachPlayer(struct ObjectEvent * trainerObj, u8 approachDistance);
static void Task_RunTrainerSeeFuncList(u8 taskId);
static bool8 TrainerSeeFunc_Dummy(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_StartExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_WaitExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_TrainerApproach(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_PrepareToEngage(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_End(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_BeginRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_WaitRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_TrainerInAshFacesPlayer(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_BeginJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_WaitJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_EndJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_OffscreenAboveTrainerCreateCameraObj(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveUp(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveDown(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
static void Task_DestroyTrainerApproachTask(u8 taskId);
static void SpriteCB_TrainerIcons(struct Sprite * sprite);
static void SetIconSpriteData(struct Sprite *sprite, u16 fldEffId, u8 spriteAnimNum);
static const u16 sGfx_Emoticons[] = INCBIN_U16("graphics/misc/emoticons.4bpp");
// u8 func(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y)
// range is the maximum distance the trainer can see
// x and y are the player's coordinates
// Returns distance to walk if trainer has unobstructed view of player
// Returns 0 if trainer can't see player
static const TrainerApproachFunc sDirectionalApproachDistanceFuncs[] = {
GetTrainerApproachDistanceSouth,
GetTrainerApproachDistanceNorth,
GetTrainerApproachDistanceWest,
GetTrainerApproachDistanceEast
};
// bool8 func(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
// Returns TRUE to run the next func immediately
// Returns FALSE to delay the next func to the next frame
static const TrainerSeeFunc sTrainerSeeFuncList[] = {
TrainerSeeFunc_Dummy,
TrainerSeeFunc_StartExclMark,
TrainerSeeFunc_WaitExclMark,
TrainerSeeFunc_TrainerApproach,
TrainerSeeFunc_PrepareToEngage,
TrainerSeeFunc_End,
TrainerSeeFunc_BeginRemoveDisguise,
TrainerSeeFunc_WaitRemoveDisguise,
TrainerSeeFunc_TrainerInAshFacesPlayer,
TrainerSeeFunc_BeginJumpOutOfAsh,
TrainerSeeFunc_WaitJumpOutOfAsh,
TrainerSeeFunc_EndJumpOutOfAsh,
TrainerSeeFunc_OffscreenAboveTrainerCreateCameraObj,
TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveUp,
TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveDown
};
static const TrainerSeeFunc sTrainerSeeFuncList2[] = {
TrainerSeeFunc_TrainerInAshFacesPlayer,
TrainerSeeFunc_BeginJumpOutOfAsh,
TrainerSeeFunc_WaitJumpOutOfAsh,
TrainerSeeFunc_EndJumpOutOfAsh
};
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 trainerObjId)
{
const u8 *script = GetObjectEventScriptPointerByObjectEventId(trainerObjId);
u8 approachDistance;
if (GetTrainerFlagFromScriptPointer(script))
return FALSE;
approachDistance = GetTrainerApproachDistance(&gObjectEvents[trainerObjId]);
if (approachDistance != 0)
{
if (script[1] == TRAINER_BATTLE_DOUBLE && GetMonsStateToDoubles())
return FALSE;
ConfigureAndSetUpOneTrainerBattle(trainerObjId, script);
TrainerApproachPlayer(&gObjectEvents[trainerObjId], 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 && GetFirstInactiveObjectEventId() == 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;
}
#define tFuncId data[0]
#define tTrainerObjHi data[1]
#define tTrainerObjLo data[2]
#define tTrainerRange data[3]
#define tOutOfAshSpriteId data[4]
#define tData5 data[5]
#define TaskGetTrainerObj(dest, task) do { \
(dest) = (struct ObjectEvent *)(((task)->tTrainerObjHi << 16) | ((u16)(task)->tTrainerObjLo)); \
} while (0)
static void TrainerApproachPlayer(struct ObjectEvent * trainerObj, u8 approachDistance)
{
u8 taskId = CreateTask(Task_RunTrainerSeeFuncList, 80);
struct Task * task = &gTasks[taskId];
task->tTrainerObjHi = ((uintptr_t)trainerObj) >> 16;
task->tTrainerObjLo = (uintptr_t)trainerObj;
task->tTrainerRange = approachDistance;
}
static void StartTrainerApproachWithFollowupTask(TaskFunc taskFunc)
{
u8 taskId = FindTaskIdByFunc(Task_RunTrainerSeeFuncList);
SetTaskFuncWithFollowupFunc(taskId, Task_RunTrainerSeeFuncList, taskFunc);
gTasks[taskId].tFuncId = 1;
Task_RunTrainerSeeFuncList(taskId);
}
static void Task_RunTrainerSeeFuncList(u8 taskId)
{
struct Task * task = &gTasks[taskId];
struct ObjectEvent * trainerObj;
TaskGetTrainerObj(trainerObj, task);
if (!trainerObj->active)
{
SwitchTaskToFollowupFunc(taskId);
}
else
{
while (sTrainerSeeFuncList[task->tFuncId](taskId, task, trainerObj))
;
}
}
// TrainerSeeFuncs
static bool8 TrainerSeeFunc_Dummy(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
{
return FALSE;
}
static bool8 TrainerSeeFunc_StartExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
{
u8 action;
// FRLG introduces trainers who can see the player from offscreen above.
// Handle this case here.
if (trainerObj->facingDirection == DIR_SOUTH && task->tTrainerRange > 2)
{
task->tFuncId = 12;
}
else
{
ObjectEventGetLocalIdAndMap(trainerObj, (u8 *)&gFieldEffectArguments[0], (u8 *)&gFieldEffectArguments[1], (u8 *)&gFieldEffectArguments[2]);
FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON);
action = GetFaceDirectionMovementAction(trainerObj->facingDirection);
ObjectEventSetHeldMovement(trainerObj, action);
task->tFuncId++;
}
return TRUE;
}
static bool8 TrainerSeeFunc_WaitExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
{
if (FieldEffectActiveListContains(FLDEFF_EXCLAMATION_MARK_ICON))
{
return FALSE;
}
else
{
task->tFuncId++;
if (trainerObj->movementType == MOVEMENT_TYPE_TREE_DISGUISE || trainerObj->movementType == MOVEMENT_TYPE_MOUNTAIN_DISGUISE)
task->tFuncId = 6;
if (trainerObj->movementType == MOVEMENT_TYPE_BURIED)
task->tFuncId = 8;
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 buried 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