Document faraway island

This commit is contained in:
GriffinR
2020-07-19 14:12:38 -04:00
parent 5e1fb23aad
commit a1cc7d2bd6
5 changed files with 136 additions and 115 deletions

View File

@@ -8124,7 +8124,7 @@ static void DoFlaggedGroundEffects(struct ObjectEvent *objEvent, struct Sprite *
{
u8 i;
if (ObjectEventIsFarawayIslandMew(objEvent) == TRUE && !sub_81D4A58(objEvent))
if (ObjectEventIsFarawayIslandMew(objEvent) == TRUE && !ShouldMewShakeGrass(objEvent))
return;
for (i = 0; i < ARRAY_COUNT(sGroundEffectFuncs); i++, flags >>= 1)

View File

@@ -9,15 +9,15 @@
#include "constants/maps.h"
#include "constants/metatile_behaviors.h"
static u8 sub_81D4890(u8);
static bool8 sub_81D4C14(struct ObjectEvent*, u8);
static u8 sub_81D4C9C(struct ObjectEvent*, u8);
static u8 sub_81D4C58(struct ObjectEvent*, u8);
static u8 sub_81D4CE0(struct ObjectEvent*, u8);
static u8 sub_81D4D24(u8);
static bool8 CanMewWalkToCoords(s16, s16);
static u8 GetValidMewMoveDirection(u8);
static bool8 ShouldMewMoveNorth(struct ObjectEvent*, u8);
static bool8 ShouldMewMoveSouth(struct ObjectEvent*, u8);
static bool8 ShouldMewMoveEast(struct ObjectEvent*, u8);
static bool8 ShouldMewMoveWest(struct ObjectEvent*, u8);
static u8 GetRandomMewDirectionCandidate(u8);
static bool8 CanMewMoveToCoords(s16, s16);
static EWRAM_DATA u8 sUnknown_0203CF50 = 0;
static EWRAM_DATA u8 sGrassSpriteId = 0;
static s16 sPlayerToMewDeltaX;
static s16 sPlayerToMewDeltaY;
@@ -28,10 +28,10 @@ extern const struct SpriteTemplate *const gFieldEffectObjectTemplatePointers[];
static const s16 sFarawayIslandRockCoords[4][2] =
{
{21, 16},
{25, 16},
{16, 17},
{20, 20},
{14 + 7, 9 + 7},
{18 + 7, 9 + 7},
{ 9 + 7, 10 + 7},
{13 + 7, 13 + 7},
};
static u8 GetMewObjectEventId(void)
@@ -41,10 +41,12 @@ static u8 GetMewObjectEventId(void)
return objectEventId;
}
// When the player enters Faraway Island interior it begins a "hide and seek" minigame where Mew disappears into the grass
// This function returns the direction Mew will take a step, and is run every time the player takes a step
u32 GetMewMoveDirection(void)
{
u8 i;
int skip;
int mewSafeFromTrap;
struct ObjectEvent *mew = &gObjectEvents[GetMewObjectEventId()];
sPlayerToMewDeltaX = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x - mew->currentCoords.x;
@@ -52,43 +54,47 @@ u32 GetMewMoveDirection(void)
for (i = 0; i < ARRAY_COUNT(sMewDirectionCandidates); i++)
sMewDirectionCandidates[i] = DIR_NONE;
// Player hasn't moved (just facing new direction), don't move
if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x == gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x
&& gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y == gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y)
{
return DIR_NONE;
}
// Mew is invisible except for every 8th step
if (VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % 8 == 0)
mew->invisible = 0;
mew->invisible = FALSE;
else
mew->invisible = 1;
mew->invisible = TRUE;
// Mew will stay in place for 1 step after its visible
if (VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % 9 == 0)
return DIR_NONE;
// Below loop is for Mew to try to avoid getting trapped between the player and a rock
for (i = 0; i < ARRAY_COUNT(sFarawayIslandRockCoords); i++)
{
if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x == sFarawayIslandRockCoords[i][0])
{
skip = 0;
mewSafeFromTrap = FALSE;
if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y < sFarawayIslandRockCoords[i][1])
{
if (mew->currentCoords.y <= sFarawayIslandRockCoords[i][1])
skip = 1;
mewSafeFromTrap = TRUE;
}
else
{
if (mew->currentCoords.y >= sFarawayIslandRockCoords[i][1])
skip = 1;
mewSafeFromTrap = TRUE;
}
if (!skip)
if (!mewSafeFromTrap)
{
if (sPlayerToMewDeltaX > 0)
{
if (mew->currentCoords.x + 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x)
{
if (CanMewWalkToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
return DIR_EAST;
}
}
@@ -96,7 +102,7 @@ u32 GetMewMoveDirection(void)
{
if (mew->currentCoords.x - 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x)
{
if (CanMewWalkToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
return DIR_WEST;
}
}
@@ -105,12 +111,12 @@ u32 GetMewMoveDirection(void)
{
if (sPlayerToMewDeltaY > 0)
{
if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
return DIR_NORTH;
}
else
{
if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
return DIR_SOUTH;
}
}
@@ -119,25 +125,25 @@ u32 GetMewMoveDirection(void)
if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y == sFarawayIslandRockCoords[i][1])
{
skip = 0;
mewSafeFromTrap = FALSE;
if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x < sFarawayIslandRockCoords[i][0])
{
if (mew->currentCoords.x <= sFarawayIslandRockCoords[i][0])
skip = 1;
mewSafeFromTrap = TRUE;
}
else
{
if (mew->currentCoords.x >= sFarawayIslandRockCoords[i][0])
skip = 1;
mewSafeFromTrap = TRUE;
}
if (!skip)
if (!mewSafeFromTrap)
{
if (sPlayerToMewDeltaY > 0)
{
if (mew->currentCoords.y + 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y)
{
if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
return DIR_SOUTH;
}
}
@@ -145,7 +151,7 @@ u32 GetMewMoveDirection(void)
{
if (mew->currentCoords.y - 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y)
{
if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
return DIR_NORTH;
}
}
@@ -154,12 +160,12 @@ u32 GetMewMoveDirection(void)
{
if (sPlayerToMewDeltaX > 0)
{
if (CanMewWalkToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
return DIR_WEST;
}
else
{
if (CanMewWalkToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
return DIR_EAST;
}
}
@@ -167,92 +173,101 @@ u32 GetMewMoveDirection(void)
}
}
if (sub_81D4C14(mew, 0))
// Check if Mew can move in any direction without getting closer to the player
// If so load into sMewDirectionCandidates
// If Mew can move in two of the checked directions, choose one randomly
if (ShouldMewMoveNorth(mew, 0))
{
if (sub_81D4C58(mew, 1))
return sub_81D4D24(2);
else if (sub_81D4CE0(mew, 1))
return sub_81D4D24(2);
if (ShouldMewMoveEast(mew, 1))
return GetRandomMewDirectionCandidate(2);
else if (ShouldMewMoveWest(mew, 1))
return GetRandomMewDirectionCandidate(2);
else
return DIR_NORTH;
}
if (sub_81D4C9C(mew, 0))
if (ShouldMewMoveSouth(mew, 0))
{
if (sub_81D4C58(mew, 1))
return sub_81D4D24(2);
else if (sub_81D4CE0(mew, 1))
return sub_81D4D24(2);
if (ShouldMewMoveEast(mew, 1))
return GetRandomMewDirectionCandidate(2);
else if (ShouldMewMoveWest(mew, 1))
return GetRandomMewDirectionCandidate(2);
else
return DIR_SOUTH;
}
if (sub_81D4C58(mew, 0))
if (ShouldMewMoveEast(mew, 0))
{
if (sub_81D4C14(mew, 1))
return sub_81D4D24(2);
else if (sub_81D4C9C(mew, 1))
return sub_81D4D24(2);
if (ShouldMewMoveNorth(mew, 1))
return GetRandomMewDirectionCandidate(2);
else if (ShouldMewMoveSouth(mew, 1))
return GetRandomMewDirectionCandidate(2);
else
return DIR_EAST;
}
if (sub_81D4CE0(mew, 0))
if (ShouldMewMoveWest(mew, 0))
{
if (sub_81D4C14(mew, 1))
return sub_81D4D24(2);
else if (sub_81D4C9C(mew, 1))
return sub_81D4D24(2);
if (ShouldMewMoveNorth(mew, 1))
return GetRandomMewDirectionCandidate(2);
else if (ShouldMewMoveSouth(mew, 1))
return GetRandomMewDirectionCandidate(2);
else
return DIR_WEST;
}
// If this point is reached, Mew cannot move without getting closer to the player
// Avoid player on same Y, try move North/South
if (sPlayerToMewDeltaY == 0)
{
if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y > mew->currentCoords.y)
{
if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
return DIR_NORTH;
}
if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y < mew->currentCoords.y)
{
if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
return DIR_SOUTH;
}
if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
return DIR_NORTH;
if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
return DIR_SOUTH;
}
// Avoid player on same X, try move West/East
if (sPlayerToMewDeltaX == 0)
{
if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x > mew->currentCoords.x)
{
if (CanMewWalkToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
return DIR_WEST;
}
if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x < mew->currentCoords.x)
{
if (CanMewWalkToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
return DIR_EAST;
}
if (CanMewWalkToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
return DIR_EAST;
if (CanMewWalkToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
return DIR_WEST;
}
return sub_81D4890(DIR_NONE);
// Can't avoid player on axis, move any valid direction
return GetValidMewMoveDirection(DIR_NONE);
}
static bool8 CanMewWalkToCoords(s16 x, s16 y)
// Mew can move to any Tall/Long Grass metatile the player isn't currently on
static bool8 CanMewMoveToCoords(s16 x, s16 y)
{
if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x == x
&& gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y == y)
@@ -263,7 +278,8 @@ static bool8 CanMewWalkToCoords(s16 x, s16 y)
return MetatileBehavior_IsPokeGrass(MapGridGetMetatileBehaviorAt(x, y));
}
static u8 sub_81D4890(u8 ignoredDir)
// Last ditch effort to move, clear move candidates and try all directions again
static u8 GetValidMewMoveDirection(u8 ignoredDir)
{
u8 i;
u8 count = 0;
@@ -272,25 +288,25 @@ static u8 sub_81D4890(u8 ignoredDir)
for (i = 0; i < ARRAY_COUNT(sMewDirectionCandidates); i++)
sMewDirectionCandidates[i] = DIR_NONE;
if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y - 1) == TRUE && ignoredDir != DIR_NORTH)
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1) == TRUE && ignoredDir != DIR_NORTH)
{
sMewDirectionCandidates[count] = DIR_NORTH;
count++;
}
if (CanMewWalkToCoords(mew->currentCoords.x + 1, mew->currentCoords.y) == TRUE && ignoredDir != DIR_EAST)
if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y) == TRUE && ignoredDir != DIR_EAST)
{
sMewDirectionCandidates[count] = DIR_EAST;
count++;
}
if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y + 1) == TRUE && ignoredDir != DIR_SOUTH)
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1) == TRUE && ignoredDir != DIR_SOUTH)
{
sMewDirectionCandidates[count] = DIR_SOUTH;
count++;
}
if (CanMewWalkToCoords(mew->currentCoords.x - 1, mew->currentCoords.y) == TRUE && ignoredDir != DIR_WEST)
if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y) == TRUE && ignoredDir != DIR_WEST)
{
sMewDirectionCandidates[count] = DIR_WEST;
count++;
@@ -340,7 +356,9 @@ bool8 IsMewPlayingHideAndSeek(void)
return FALSE;
}
bool8 sub_81D4A58(struct ObjectEvent *objectEvent)
// Every 4th step Mew will shake the grass it steps into
// Otherwise its movement leaves grass undisturbed
bool8 ShouldMewShakeGrass(struct ObjectEvent *objectEvent)
{
if (VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) != 0xFFFF
&& VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % 4 == 0)
@@ -349,22 +367,25 @@ bool8 sub_81D4A58(struct ObjectEvent *objectEvent)
return FALSE;
}
void sub_81D4A90(void)
void SetMewAboveGrass(void)
{
s16 x;
s16 y;
u8 spriteId;
struct ObjectEvent *mew = &gObjectEvents[GetMewObjectEventId()];
mew->invisible = 0;
mew->invisible = FALSE;
if (gSpecialVar_0x8004 == 1)
{
// For after battle where Mew should still be present (e.g. if ran from battle)
mew->fixedPriority = 1;
gSprites[mew->spriteId].subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
gSprites[mew->spriteId].subpriority = 1;
}
else
{
// Mew emerging from grass when found
// Also do field effect for grass shaking as it emerges
VarSet(VAR_FARAWAY_ISLAND_STEP_COUNTER, 0xFFFF);
mew->fixedPriority = 1;
gSprites[mew->spriteId].subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
@@ -377,10 +398,10 @@ void sub_81D4A90(void)
x = mew->currentCoords.x;
y = mew->currentCoords.y;
SetSpritePosToOffsetMapCoords(&x, &y, 8, 8);
sUnknown_0203CF50 = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[15], x, y, gSprites[mew->spriteId].subpriority - 1);
if (sUnknown_0203CF50 != MAX_SPRITES)
sGrassSpriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[15], x, y, gSprites[mew->spriteId].subpriority - 1);
if (sGrassSpriteId != MAX_SPRITES)
{
struct Sprite *sprite = &gSprites[sUnknown_0203CF50];
struct Sprite *sprite = &gSprites[sGrassSpriteId];
sprite->coordOffsetEnabled = 1;
sprite->oam.priority = 2;
sprite->callback = SpriteCallbackDummy;
@@ -388,15 +409,15 @@ void sub_81D4A90(void)
}
}
void sub_81D4BEC(void)
void DestroyMewEmergingGrassSprite(void)
{
if (sUnknown_0203CF50 != MAX_SPRITES)
DestroySprite(&gSprites[sUnknown_0203CF50]);
if (sGrassSpriteId != MAX_SPRITES)
DestroySprite(&gSprites[sGrassSpriteId]);
}
static bool8 sub_81D4C14(struct ObjectEvent *mew, u8 index)
static bool8 ShouldMewMoveNorth(struct ObjectEvent *mew, u8 index)
{
if (sPlayerToMewDeltaY > 0 && CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
if (sPlayerToMewDeltaY > 0 && CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
{
sMewDirectionCandidates[index] = DIR_NORTH;
return TRUE;
@@ -405,9 +426,9 @@ static bool8 sub_81D4C14(struct ObjectEvent *mew, u8 index)
return FALSE;
}
static u8 sub_81D4C58(struct ObjectEvent *mew, u8 index)
static bool8 ShouldMewMoveEast(struct ObjectEvent *mew, u8 index)
{
if (sPlayerToMewDeltaX < 0 && CanMewWalkToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
if (sPlayerToMewDeltaX < 0 && CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
{
sMewDirectionCandidates[index] = DIR_EAST;
return TRUE;
@@ -416,9 +437,9 @@ static u8 sub_81D4C58(struct ObjectEvent *mew, u8 index)
return FALSE;
}
static u8 sub_81D4C9C(struct ObjectEvent *mew, u8 index)
static bool8 ShouldMewMoveSouth(struct ObjectEvent *mew, u8 index)
{
if (sPlayerToMewDeltaY < 0 && CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
if (sPlayerToMewDeltaY < 0 && CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
{
sMewDirectionCandidates[index] = DIR_SOUTH;
return TRUE;
@@ -427,9 +448,9 @@ static u8 sub_81D4C9C(struct ObjectEvent *mew, u8 index)
return FALSE;
}
static u8 sub_81D4CE0(struct ObjectEvent *mew, u8 index)
static bool8 ShouldMewMoveWest(struct ObjectEvent *mew, u8 index)
{
if (sPlayerToMewDeltaX > 0 && CanMewWalkToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
if (sPlayerToMewDeltaX > 0 && CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
{
sMewDirectionCandidates[index] = DIR_WEST;
return TRUE;
@@ -438,7 +459,7 @@ static u8 sub_81D4CE0(struct ObjectEvent *mew, u8 index)
return FALSE;
}
static u8 sub_81D4D24(u8 mod)
static u8 GetRandomMewDirectionCandidate(u8 numDirections)
{
return sMewDirectionCandidates[VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % mod];
return sMewDirectionCandidates[VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % numDirections];
}