Clean up field weather
This commit is contained in:
@@ -16,6 +16,7 @@
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#define WEATHER_DROUGHT 12
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#define WEATHER_RAIN_HEAVY 13
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#define WEATHER_BUBBLES 14
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#define WEATHER_15 15
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#define WEATHER_ROUTE119_CYCLE 20
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#define WEATHER_ROUTE123_CYCLE 21
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@@ -7,15 +7,9 @@
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// Exported ROM declarations
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void pal_fill_black(void);
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bool8 IsWeatherNotFadingIn(void);
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void sub_80AF168(void);
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void sub_80AF2B4(u8 taskId);
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void UpdateWeatherPerDay(u16 days);
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void sub_80AC3D0(void);
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void sub_80AC3E4(void);
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void PreservePaletteInWeather(u8);
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void sub_80AF128(void);
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void sub_80AB104(u8);
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void sub_80AF80C(u8);
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void sub_80AF828(void);
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void sub_80AF838(void);
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@@ -12,6 +12,15 @@ enum
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WEATHER_PAL_STATE_IDLE,
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};
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// For the FadeScreen function.
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enum
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{
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FADE_FROM_BLACK,
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FADE_TO_BLACK,
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FADE_FROM_WHITE,
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FADE_TO_WHITE,
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};
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struct Weather
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{
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union
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@@ -122,58 +131,103 @@ struct Weather
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u8 loadDroughtPalsOffset;
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};
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void StartWeather(void);
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void ChangeWeather(u8 weather);
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void sub_807C988(u8 effect);
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void sub_807C9B4(u8 effect);
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void Task_WeatherInit(u8);
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void Task_WeatherMain(u8);
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void sub_807CAE8(void);
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void nullsub_38(void);
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void SetWeatherScreenFadeOut(void);
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enum
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{
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FADE_FROM_BLACK,
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FADE_TO_BLACK,
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FADE_FROM_WHITE,
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FADE_TO_WHITE,
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};
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void FadeScreen(u8, s8);
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// ...
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void UpdateSpritePaletteWithWeather(u8 tag);
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void ApplyWeatherGammaShiftToPal(u8);
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// ...
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void Weather_SetBlendCoeffs(u8, u8);
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// ...
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void PlayRainSoundEffect(void);
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// ...
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void SetSav1Weather(u32);
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u8 GetSav1Weather(void);
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void sub_80AEDBC(void);
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void SetSav1WeatherFromCurrMapHeader(void);
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// ...
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void DoCurrentWeather(void);
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void sub_8080750(void);
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bool8 IsWeatherNotFadingIn(void);
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bool8 IsWeatherChangeComplete(void);
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void SetWeather(u32);
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void UpdateWeatherPerDay(u16);
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void PreservePaletteInWeather(u8 index);
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void ResetPreservedPalettesInWeather(void);
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extern void ResetDroughtWeatherPaletteLoading(void);
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void ResetDroughtWeatherPaletteLoading(void);
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bool8 LoadDroughtWeatherPalettes(void);
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u8 GetCurrentWeather(void);
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void LoadCustomWeatherSpritePalette(const u16 *palette);
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void SetWeatherScreenFadeOut(void);
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// field_weather.c
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extern struct Weather gWeather;
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extern struct Weather *const gWeatherPtr;
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void StartWeather(void);
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void ChangeWeather(u8 weather);
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void sub_80AB104(u8 weather);
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void sub_80AB130(u8 weather);
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void sub_80ABC48(s8 gammaIndex);
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void sub_80ABC7C(u8 gammaIndex, u8 gammaTargetIndex, u8 gammaStepDelay);
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void FadeScreen(u8 mode, s8 delay);
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bool8 IsWeatherNotFadingIn(void);
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void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex);
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void ApplyWeatherGammaShiftToPal(u8 paletteIndex);
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u8 sub_80ABF20(void);
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void LoadCustomWeatherSpritePalette(const u16 *palette);
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void ResetDroughtWeatherPaletteLoading(void);
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bool8 LoadDroughtWeatherPalettes(void);
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void sub_80ABFE0(s8 gammaIndex);
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void sub_80ABFF0(void);
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void sub_80AC01C(void);
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void Weather_SetBlendCoeffs(u8 eva, u8 evb);
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void Weather_SetTargetBlendCoeffs(u8 eva, u8 evb, int delay);
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bool8 Weather_UpdateBlend(void);
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void sub_80AC274(u8 a);
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u8 GetCurrentWeather(void);
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void SetRainStrengthFromSoundEffect(u16 soundEffect);
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void PlayRainSoundEffect(void);
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u8 IsWeatherChangeComplete(void);
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void SetWeatherScreenFadeOut(void);
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void sub_80AC3E4(void);
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void PreservePaletteInWeather(u8 preservedPalIndex);
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void ResetPreservedPalettesInWeather(void);
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// field_weather_effect.c
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void Clouds_InitVars(void);
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void Clouds_Main(void);
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void Clouds_InitAll(void);
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bool8 Clouds_Finish(void);
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void Weather2_InitVars(void);
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void Weather2_Main(void);
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void Weather2_InitAll(void);
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bool8 Weather2_Finish(void);
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void LightRain_InitVars(void);
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void LightRain_Main(void);
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void LightRain_InitAll(void);
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bool8 LightRain_Finish(void);
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void Snow_InitVars(void);
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void Snow_Main(void);
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void Snow_InitAll(void);
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bool8 Snow_Finish(void);
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void MedRain_InitVars(void);
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void Rain_Main(void);
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void MedRain_InitAll(void);
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bool8 Rain_Finish(void);
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void Fog1_InitVars(void);
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void Fog1_Main(void);
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void Fog1_InitAll(void);
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bool8 Fog1_Finish(void);
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void Ash_InitVars(void);
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void Ash_Main(void);
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void Ash_InitAll(void);
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bool8 Ash_Finish(void);
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void Sandstorm_InitVars(void);
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void Sandstorm_Main(void);
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void Sandstorm_InitAll(void);
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bool8 Sandstorm_Finish(void);
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void Fog2_InitVars(void);
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void Fog2_Main(void);
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void Fog2_InitAll(void);
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bool8 Fog2_Finish(void);
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void Fog1_InitVars(void);
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void Fog1_Main(void);
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void Fog1_InitAll(void);
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bool8 Fog1_Finish(void);
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void Shade_InitVars(void);
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void Shade_Main(void);
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void Shade_InitAll(void);
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bool8 Shade_Finish(void);
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void Drought_InitVars(void);
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void Drought_Main(void);
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void Drought_InitAll(void);
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bool8 Drought_Finish(void);
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void HeavyRain_InitVars(void);
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void Rain_Main(void);
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void HeavyRain_InitAll(void);
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bool8 Rain_Finish(void);
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void Bubbles_InitVars(void);
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void Bubbles_Main(void);
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void Bubbles_InitAll(void);
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bool8 Bubbles_Finish(void);
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u8 GetSav1Weather(void);
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void SetSav1Weather(u32 weather);
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void SetSav1WeatherFromCurrMapHeader(void);
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void SetWeather(u32 weather);
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void DoCurrentWeather(void);
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void UpdateWeatherPerDay(u16 increment);
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#endif // GUARD_WEATHER_H
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