Merge branch 'master' into thunder

This commit is contained in:
Abaresk
2022-10-18 04:37:56 +00:00
17 changed files with 256 additions and 244 deletions

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@@ -78,6 +78,11 @@
#define BATTLE_TYPE_RECORDED_IS_MASTER (1 << 31)
#define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE | BATTLE_TYPE_PYRAMID)
#define BATTLE_TYPE_FRONTIER_NO_PYRAMID (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE)
#define BATTLE_TYPE_RECORDED_INVALID ((BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_FIRST_BATTLE \
| BATTLE_TYPE_WALLY_TUTORIAL | BATTLE_TYPE_ROAMER | BATTLE_TYPE_EREADER_TRAINER \
| BATTLE_TYPE_KYOGRE_GROUDON | BATTLE_TYPE_LEGENDARY | BATTLE_TYPE_REGI \
| BATTLE_TYPE_RECORDED | BATTLE_TYPE_TRAINER_HILL | BATTLE_TYPE_SECRET_BASE \
| BATTLE_TYPE_GROUDON | BATTLE_TYPE_KYOGRE | BATTLE_TYPE_RAYQUAZA))
// Battle Outcome defines
#define B_OUTCOME_WON 1

View File

@@ -19,6 +19,8 @@ enum {
PALTAG_WEATHER_2
};
#define NUM_WEATHER_COLOR_MAPS 19
struct Weather
{
union
@@ -39,12 +41,12 @@ struct Weather
struct Sprite *sandstormSprites2[NUM_SWIRL_SANDSTORM_SPRITES];
} s2;
} sprites;
u8 gammaShifts[19][32];
u8 altGammaShifts[19][32];
s8 gammaIndex;
s8 gammaTargetIndex;
u8 gammaStepDelay;
u8 gammaStepFrameCounter;
u8 darkenedContrastColorMaps[NUM_WEATHER_COLOR_MAPS][32];
u8 contrastColorMaps[NUM_WEATHER_COLOR_MAPS][32];
s8 colorMapIndex;
s8 targetColorMapIndex;
u8 colorMapStepDelay;
u8 colorMapStepCounter;
u16 fadeDestColor;
u8 palProcessingState;
u8 fadeScreenCounter;
@@ -59,7 +61,7 @@ struct Weather
u8 weatherGfxLoaded;
bool8 weatherChangeComplete;
u8 weatherPicSpritePalIndex;
u8 altGammaSpritePalIndex;
u8 contrastColorMapSpritePalIndex;
// Rain
u16 rainSpriteVisibleCounter;
u8 curRainSpriteIndex;
@@ -146,12 +148,12 @@ void StartWeather(void);
void SetNextWeather(u8 weather);
void SetCurrentAndNextWeather(u8 weather);
void SetCurrentAndNextWeatherNoDelay(u8 weather);
void ApplyWeatherGammaShiftIfIdle(s8 gammaIndex);
void ApplyWeatherGammaShiftIfIdle_Gradual(u8 gammaIndex, u8 gammaTargetIndex, u8 gammaStepDelay);
void ApplyWeatherColorMapIfIdle(s8 colorMapIndex);
void ApplyWeatherColorMapIfIdle_Gradual(u8 colorMapIndex, u8 targetColorMapIndex, u8 colorMapStepDelay);
void FadeScreen(u8 mode, s8 delay);
bool8 IsWeatherNotFadingIn(void);
void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex);
void ApplyWeatherGammaShiftToPal(u8 paletteIndex);
void ApplyWeatherColorMapToPal(u8 paletteIndex);
void LoadCustomWeatherSpritePalette(const u16 *palette);
void ResetDroughtWeatherPaletteLoading(void);
bool8 LoadDroughtWeatherPalettes(void);