Merge branch 'followers-expanded-id' into lighting-expanded-id

This commit is contained in:
Ariel A 2025-01-25 21:42:02 -05:00
commit bc034aaf73
18 changed files with 295 additions and 106 deletions

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@ -75,6 +75,20 @@ A: Configuration for the follower system is mostly in [event_objects.h](include/
// Followers will emerge from the pokeball they are stored in,
// instead of a normal pokeball
#define OW_MON_POKEBALLS TRUE
// New/old handling for followers during scripts;
// TRUE: Script collisions hide follower, FLAG_SAFE_FOLLOWER_MOVEMENT on by default
// (scripted player movement moves follower too!)
// FALSE: Script collisions unhandled, FLAG_SAFE_FOLLOWER_MOVEMENT off by default
#define OW_MON_SCRIPT_MOVEMENT TRUE
// If set, the only pokemon allowed to follow you
// will be those matching species, met location,
// and/or met level;
// These accept vars, too: VAR_TEMP_1, etc
#define OW_MON_ALLOWED_SPECIES (0)
#define OW_MON_ALLOWED_MET_LVL (0)
#define OW_MON_ALLOWED_MET_LOC (0)
```
### `(lighting)` Q: How do I mark certain colors in a palette as light-blended?

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@ -1946,3 +1946,11 @@
setvar VAR_0x8006, \item
special CreateEnemyEventMon
.endm
@ hide any follower pokemon if present,
@ putting them into their pokeball;
@ by default waits for their movement to finish
.macro hidefollower wait=1
callfunc ScrFunc_hidefollower
.2byte \wait
.endm

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@ -126,7 +126,6 @@ EventScript_FollowerSwap:
return
EventScript_FollowerMoveNorth:
applymovement OBJ_EVENT_ID_FOLLOWER, Movement_WalkUp
applymovement OBJ_EVENT_ID_PLAYER, Movement_WalkDown
waitmovement 0
applymovement OBJ_EVENT_ID_PLAYER, Common_Movement_FaceUp
@ -134,7 +133,6 @@ EventScript_FollowerMoveNorth:
return
EventScript_FollowerMoveEast:
applymovement OBJ_EVENT_ID_FOLLOWER, Movement_WalkRight
applymovement OBJ_EVENT_ID_PLAYER, Movement_WalkLeft
waitmovement 0
applymovement OBJ_EVENT_ID_PLAYER, Common_Movement_FaceRight
@ -142,7 +140,6 @@ EventScript_FollowerMoveEast:
return
EventScript_FollowerMoveSouth:
applymovement OBJ_EVENT_ID_FOLLOWER, Movement_WalkDown
applymovement OBJ_EVENT_ID_PLAYER, Movement_WalkUp
waitmovement 0
applymovement OBJ_EVENT_ID_PLAYER, Common_Movement_FaceDown
@ -150,7 +147,6 @@ EventScript_FollowerMoveSouth:
return
EventScript_FollowerMoveWest:
applymovement OBJ_EVENT_ID_FOLLOWER, Movement_WalkLeft
applymovement OBJ_EVENT_ID_PLAYER, Movement_WalkRight
waitmovement 0
applymovement OBJ_EVENT_ID_PLAYER, Common_Movement_FaceLeft
@ -376,6 +372,24 @@ EventScript_EndSurface::
releaseall
end
EventScript_DigCommon:
callfunc ScrFunc_IsFollowerFieldMoveUser
.2byte VAR_0x8004
setfieldeffectargument 3, VAR_0x8004 @ skip pose if true
dofieldeffect FLDEFF_USE_DIG
waitstate
EventScript_DigSealedChamber:: @ fallthrough
setflag FLAG_SAFE_FOLLOWER_MOVEMENT
call_if_eq VAR_0x8004, TRUE, EventScript_FollowerFieldMove
callnative DoBrailleDigEffect
releaseall
end
@ Use Dig from party menu
EventScript_UseDig::
lockall
goto EventScript_DigCommon
Text_CantDive:
.string "The sea is deep here. A POKéMON\n"
.string "may be able to go underwater.$"

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@ -33,6 +33,7 @@ EventScript_PkmnCenterNurse_IllTakeYourPkmn2::
return
EventScript_PkmnCenterNurse_TakeAndHealPkmn::
hidefollower 0
applymovement VAR_0x800B, Movement_PkmnCenterNurse_Turn
waitmovement 0
dofieldeffect FLDEFF_POKECENTER_HEAL

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@ -8,11 +8,13 @@ Std_MsgboxNPC:
return
Std_MsgboxSign:
setflag FLAG_SAFE_FOLLOWER_MOVEMENT
lockall
message NULL
waitmessage
waitbuttonpress
releaseall
clearflag FLAG_SAFE_FOLLOWER_MOVEMENT
return
Std_MsgboxDefault:

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@ -288,9 +288,15 @@
#define OW_SPECIES(x) (((x)->graphicsId & OBJ_EVENT_GFX_SPECIES_MASK) - OBJ_EVENT_GFX_MON_BASE)
#define OW_FORM(x) ((x)->graphicsId >> OBJ_EVENT_GFX_SPECIES_BITS)
// Whether Object Event is an OW pokemon
#define IS_OW_MON_OBJ(obj) ((obj)->graphicsId >= OBJ_EVENT_GFX_MON_BASE)
// If true, follower pokemon will bob up and down
// during their idle & walking animations
#define OW_MON_BOBBING TRUE
// If true, OW pokemon with `MOVEMENT_TYPE_WANDER*`
// will walk-in-place in between steps
#define OW_MON_WANDER_WALK TRUE
// If true, adds a small amount of overhead
// to OW code so that large (48x48, 64x64) OWs
@ -306,6 +312,33 @@
// instead of a normal pokeball
#define OW_MON_POKEBALLS TRUE
// New/old handling for followers during scripts;
// TRUE: Script collisions hide follower, FLAG_SAFE_FOLLOWER_MOVEMENT on by default
// (scripted player movement moves follower too!)
// FALSE: Script collisions unhandled, FLAG_SAFE_FOLLOWER_MOVEMENT off by default
#define OW_MON_SCRIPT_MOVEMENT TRUE
// If set, the only pokemon allowed to follow you
// will be those matching species, met location,
// and/or met level;
// These accept vars, too: VAR_TEMP_1, etc
#define OW_MON_ALLOWED_SPECIES (0)
#define OW_MON_ALLOWED_MET_LVL (0)
#define OW_MON_ALLOWED_MET_LOC (0)
// Examples:
// Yellow Pikachu:
// #define OW_MON_ALLOWED_SPECIES (SPECIES_PIKACHU)
// #define OW_MON_ALLOWED_MET_LVL (0)
// #define OW_MON_ALLOWED_MET_LOC (MAPSEC_PALLET_TOWN)
// Hoenn Starter:
// #define OW_MON_ALLOWED_SPECIES (0)
// #define OW_MON_ALLOWED_MET_LVL (5)
// #define OW_MON_ALLOWED_MET_LOC (MAPSEC_ROUTE_101)
// Species set in VAR_XXXX:
// #define OW_MON_ALLOWED_SPECIES (VAR_XXXX)
// #define OW_MON_ALLOWED_MET_LVL (0)
// #define OW_MON_ALLOWED_MET_LOC (0)
#define SHADOW_SIZE_S 0
#define SHADOW_SIZE_M 1
#define SHADOW_SIZE_L 2

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@ -1643,7 +1643,9 @@
#define FLAG_ENABLE_MULTI_CORRIDOR_DOOR (SPECIAL_FLAGS_START + 0x2)
#define FLAG_SPECIAL_FLAG_UNUSED_0x4003 (SPECIAL_FLAGS_START + 0x3) // Unused Flag
#define FLAG_STORING_ITEMS_IN_PYRAMID_BAG (SPECIAL_FLAGS_START + 0x4)
#define FLAG_SAFE_FOLLOWER_MOVEMENT (SPECIAL_FLAGS_START + 0x5) // When set, applymovement does not put the follower inside a pokeball
// When set, `applymovement` does not hide follower pokemon;
// Also, scripted movements on the player will move follower(s), too
#define FLAG_SAFE_FOLLOWER_MOVEMENT (SPECIAL_FLAGS_START + 0x5)
// FLAG_SPECIAL_FLAG_0x4005 - 0x407F also exist and are unused
#define SPECIAL_FLAGS_END (SPECIAL_FLAGS_START + 0x7F)
#define NUM_SPECIAL_FLAGS (SPECIAL_FLAGS_END - SPECIAL_FLAGS_START + 1)

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@ -164,6 +164,7 @@ u8 GetWalkInPlaceFastMovementAction(u32);
u8 GetWalkInPlaceNormalMovementAction(u32);
u8 GetWalkInPlaceSlowMovementAction(u32);
u8 GetCollisionAtCoords(struct ObjectEvent *, s16 x, s16 y, u32 dir);
u32 GetObjectObjectCollidesWith(struct ObjectEvent *objectEvent, s16 x, s16 y, bool32 addCoords);
void MoveCoords(u8 direction, s16 *x, s16 *y);
bool8 ObjectEventIsHeldMovementActive(struct ObjectEvent *);
u8 ObjectEventClearHeldMovementIfFinished(struct ObjectEvent *);
@ -298,7 +299,7 @@ u8 CreateCopySpriteAt(struct Sprite *sprite, s16 x, s16 y, u8 subpriority);
u8 MovementType_WanderAround_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_Wander_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step5(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step6(struct ObjectEvent *, struct Sprite *);
@ -321,14 +322,12 @@ u8 MovementType_LookAround_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step5(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step6(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step5(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step6(struct ObjectEvent *, struct Sprite *);

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@ -404,6 +404,7 @@ extern const u8 EventScript_FailSweetScent[];
extern const u8 EventScript_UseFlash[];
extern const u8 EventScript_UseCut[];
extern const u8 EventScript_UseRockSmash[];
extern const u8 EventScript_UseDig[];
//player pc
extern const u8 LittlerootTown_BrendansHouse_2F_EventScript_TurnOffPlayerPC[];

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@ -25,7 +25,8 @@ git push build --force-with-lease
if [[ $retVal -eq 0 ]]; then
commit_msg=$(git log -1 --pretty=%B)
if [[ "$commit_msg" == "$temp_commit_msg" ]]; then
git reset "$old_head" &>/dev/null
# Keep i(N)tent to add
git reset --mixed -N "$old_head" &>/dev/null
fi
fi
set -x

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@ -2198,17 +2198,24 @@ static void PlayerHandleSwitchInAnim(void)
gBattlerControllerFuncs[gActiveBattler] = SwitchIn_TryShinyAnimShowHealthbox;
}
// In normal singles, if follower pokemon is out, have it slide in instead of being thrown
// In normal singles, if follower pokemon exists,
// and the pokemon following is being sent out,
// have it slide in instead of being thrown
static bool8 ShouldDoSlideInAnim(void) {
struct ObjectEvent *followerObj = GetFollowerObject();
if (!followerObj || followerObj->invisible)
return FALSE;
if (gBattleTypeFlags & (
BATTLE_TYPE_LINK | BATTLE_TYPE_DOUBLE | BATTLE_TYPE_FRONTIER | BATTLE_TYPE_FIRST_BATTLE |
BATTLE_TYPE_SAFARI | BATTLE_TYPE_WALLY_TUTORIAL | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TWO_OPPONENTS |
BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_RECORDED | BATTLE_TYPE_TRAINER_HILL)
)
return FALSE;
if (GetFirstLiveMon() != &gPlayerParty[gBattlerPartyIndexes[gActiveBattler]])
return FALSE;
return TRUE;
}

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@ -87,7 +87,6 @@ void DoBrailleDigEffect(void)
DrawWholeMapView();
PlaySE(SE_BANG);
FlagSet(FLAG_SYS_BRAILLE_DIG);
UnlockPlayerFieldControls();
}
bool8 CheckRelicanthWailord(void)

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@ -2,7 +2,7 @@ u8 (*const gMovementTypeFuncs_WanderAround[])(struct ObjectEvent *, struct Sprit
MovementType_WanderAround_Step0,
MovementType_WanderAround_Step1,
MovementType_WanderAround_Step2,
MovementType_WanderAround_Step3,
MovementType_Wander_Step3,
MovementType_WanderAround_Step4,
MovementType_WanderAround_Step5,
MovementType_WanderAround_Step6,
@ -36,7 +36,7 @@ u8 (*const gMovementTypeFuncs_WanderUpAndDown[])(struct ObjectEvent *, struct Sp
MovementType_WanderUpAndDown_Step0,
MovementType_WanderUpAndDown_Step1,
MovementType_WanderUpAndDown_Step2,
MovementType_WanderUpAndDown_Step3,
MovementType_Wander_Step3,
MovementType_WanderUpAndDown_Step4,
MovementType_WanderUpAndDown_Step5,
MovementType_WanderUpAndDown_Step6,
@ -48,7 +48,7 @@ u8 (*const gMovementTypeFuncs_WanderLeftAndRight[])(struct ObjectEvent *, struct
MovementType_WanderLeftAndRight_Step0,
MovementType_WanderLeftAndRight_Step1,
MovementType_WanderLeftAndRight_Step2,
MovementType_WanderLeftAndRight_Step3,
MovementType_Wander_Step3,
MovementType_WanderLeftAndRight_Step4,
MovementType_WanderLeftAndRight_Step5,
MovementType_WanderLeftAndRight_Step6,

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@ -103,6 +103,7 @@ static EWRAM_DATA struct LockedAnimObjectEvents *sLockedAnimObjectEvents = {0};
static void MoveCoordsInDirection(u32, s16 *, s16 *, s16, s16);
static bool8 ObjectEventExecSingleMovementAction(struct ObjectEvent *, struct Sprite *);
static bool32 UpdateMonMoveInPlace(struct ObjectEvent *, struct Sprite *);
static void SetMovementDelay(struct Sprite *, s16);
static bool8 WaitForMovementDelay(struct Sprite *);
static u8 GetCollisionInDirection(struct ObjectEvent *, u8);
@ -364,7 +365,7 @@ static const bool8 sMovementTypeHasRange[NUM_MOVEMENT_TYPES] = {
[MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE_IN_GRASS] = TRUE,
};
const u8 gInitialMovementTypeFacingDirections[] = {
const u8 gInitialMovementTypeFacingDirections[NUM_MOVEMENT_TYPES] = {
[MOVEMENT_TYPE_NONE] = DIR_SOUTH,
[MOVEMENT_TYPE_LOOK_AROUND] = DIR_SOUTH,
[MOVEMENT_TYPE_WANDER_AROUND] = DIR_SOUTH,
@ -446,6 +447,7 @@ const u8 gInitialMovementTypeFacingDirections[] = {
[MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_UP] = DIR_NORTH,
[MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_LEFT] = DIR_WEST,
[MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_RIGHT] = DIR_EAST,
[MOVEMENT_TYPE_FOLLOW_PLAYER] = DIR_SOUTH,
};
#define OBJ_EVENT_PAL_TAG_BRENDAN 0x1100
@ -1422,7 +1424,7 @@ static u8 InitObjectEventStateFromTemplate(const struct ObjectEventTemplate *tem
objectEvent->triggerGroundEffectsOnMove = TRUE;
objectEvent->graphicsId = PackGraphicsId(template);
SetObjectEventDynamicGraphicsId(objectEvent);
if (objectEvent->graphicsId >= OBJ_EVENT_GFX_MON_BASE) {
if (IS_OW_MON_OBJ(objectEvent)) {
if (template->script && template->script[0] == 0x7d)
objectEvent->shiny = T1_READ_16(&template->script[2]) >> 15;
else if (template->trainerRange_berryTreeId)
@ -1721,7 +1723,7 @@ static u16 PackGraphicsId(const struct ObjectEventTemplate *template) {
u32 form = 0;
// set form based on template's script,
// if first command is bufferspeciesname
if (graphicsId >= OBJ_EVENT_GFX_MON_BASE) {
if (IS_OW_MON_OBJ(template)) {
if (template->script && template->script[0] == 0x7d) {
form = T1_READ_16(&template->script[2]);
form = (form >> 10) & 0x1F;
@ -1952,8 +1954,16 @@ u8 CreateVirtualObject(u16 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 elevati
struct Pokemon *GetFirstLiveMon(void) { // Return address of first conscious party mon or NULL
u32 i;
for (i = 0; i < PARTY_SIZE; i++) {
struct Pokemon *mon = &gPlayerParty[i];
if ((OW_MON_ALLOWED_SPECIES && GetMonData(mon, MON_DATA_SPECIES_OR_EGG) != VarGet(OW_MON_ALLOWED_SPECIES))
|| (OW_MON_ALLOWED_MET_LVL && GetMonData(mon, MON_DATA_MET_LEVEL) != VarGet(OW_MON_ALLOWED_MET_LVL))
|| (OW_MON_ALLOWED_MET_LOC && GetMonData(mon, MON_DATA_MET_LOCATION) != VarGet(OW_MON_ALLOWED_MET_LOC))
) {
continue;
}
if (gPlayerParty[i].hp > 0 && !(gPlayerParty[i].box.isEgg || gPlayerParty[i].box.isBadEgg))
return &gPlayerParty[i];
return &gPlayerParty[i];
}
return NULL;
}
@ -3595,12 +3605,20 @@ bool8 MovementType_WanderAround_Step2(struct ObjectEvent *objectEvent, struct Sp
return TRUE;
}
bool8 MovementType_WanderAround_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
// common; used by all MovementType_Wander*_Step3
bool8 MovementType_Wander_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite))
{
// resets a mid-movement sprite
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 4;
return TRUE;
} else if (
OW_MON_WANDER_WALK == TRUE
&& IS_OW_MON_OBJ(objectEvent))
{
UpdateMonMoveInPlace(objectEvent, sprite);
}
return FALSE;
}
@ -3927,16 +3945,6 @@ bool8 MovementType_WanderUpAndDown_Step2(struct ObjectEvent *objectEvent, struct
return TRUE;
}
bool8 MovementType_WanderUpAndDown_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_WanderUpAndDown_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
@ -3995,16 +4003,6 @@ bool8 MovementType_WanderLeftAndRight_Step2(struct ObjectEvent *objectEvent, str
return TRUE;
}
bool8 MovementType_WanderLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_WanderLeftAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
@ -5459,7 +5457,7 @@ bool8 MovementType_FollowPlayer_Active(struct ObjectEvent *objectEvent, struct S
// Animate entering pokeball
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, MOVEMENT_ACTION_ENTER_POKEBALL);
objectEvent->singleMovementActive = 1;
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 2; // movement action sets state to 0
return TRUE;
}
@ -5476,7 +5474,8 @@ bool8 MovementType_FollowPlayer_Moving(struct ObjectEvent *objectEvent, struct S
#else
if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) {
#endif
objectEvent->singleMovementActive = 0;
objectEvent->singleMovementActive = FALSE;
objectEvent->facingDirectionLocked = FALSE;
if (sprite->sTypeFuncId) // restore nonzero state
sprite->sTypeFuncId = 1;
} else if (objectEvent->movementActionId < MOVEMENT_ACTION_EXIT_POKEBALL) {
@ -5487,19 +5486,27 @@ bool8 MovementType_FollowPlayer_Moving(struct ObjectEvent *objectEvent, struct S
return FALSE;
}
bool8 FollowablePlayerMovement_Idle(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8))
{
// single function for updating an OW mon's walk-in-place movements
static bool32 UpdateMonMoveInPlace(struct ObjectEvent *objectEvent, struct Sprite *sprite) {
if (!objectEvent->singleMovementActive) {
// walk in place
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 1;
objectEvent->singleMovementActive = 1;
return TRUE;
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection));
objectEvent->singleMovementActive = TRUE;
return TRUE;
} else if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) {
// finish movement action
objectEvent->singleMovementActive = 0;
objectEvent->singleMovementActive = FALSE;
} else if (OW_MON_BOBBING == TRUE && (sprite->data[3] & 7) == 2)
sprite->y2 ^= -1;
return FALSE;
}
bool8 FollowablePlayerMovement_Idle(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8))
{
if (UpdateMonMoveInPlace(objectEvent, sprite)) {
sprite->sTypeFuncId = 1;
return TRUE;
}
UpdateFollowerTransformEffect(objectEvent, sprite);
return FALSE;
}
@ -5511,9 +5518,7 @@ bool8 FollowablePlayerMovement_Step(struct ObjectEvent *objectEvent, struct Spri
s16 y;
s16 targetX;
s16 targetY;
#ifdef MB_SIDEWAYS_STAIRS_RIGHT_SIDE
u32 playerAction = gObjectEvents[gPlayerAvatar.objectEventId].movementActionId;
#endif
targetX = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x;
targetY = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y;
@ -5529,14 +5534,14 @@ bool8 FollowablePlayerMovement_Step(struct ObjectEvent *objectEvent, struct Spri
if (objectEvent->invisible) {
// Animate exiting pokeball
// Player is jumping, but follower is invisible
if (PlayerGetCopyableMovement() == COPY_MOVE_JUMP2) {
// don't emerge if player is jumping or moving via script
if (PlayerGetCopyableMovement() == COPY_MOVE_JUMP2 || ArePlayerFieldControlsLocked()) {
sprite->sTypeFuncId = 0; // return to shadowing state
return FALSE;
}
MoveObjectEventToMapCoords(objectEvent, targetX, targetY);
ObjectEventSetSingleMovement(objectEvent, sprite, MOVEMENT_ACTION_EXIT_POKEBALL);
objectEvent->singleMovementActive = 1;
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 2;
if (OW_MON_BOBBING == TRUE)
sprite->y2 = 0;
@ -5548,47 +5553,38 @@ bool8 FollowablePlayerMovement_Step(struct ObjectEvent *objectEvent, struct Spri
// Follow player
direction = GetDirectionToFace(x, y, targetX, targetY);
// During a script, if player sidesteps or backsteps,
// mirror player's direction instead
if (ArePlayerFieldControlsLocked()
&& gObjectEvents[gPlayerAvatar.objectEventId].facingDirection != gObjectEvents[gPlayerAvatar.objectEventId].movementDirection
) {
direction = gObjectEvents[gPlayerAvatar.objectEventId].movementDirection;
objectEvent->facingDirectionLocked = TRUE;
}
MoveCoords(direction, &x, &y);
#ifdef MB_SIDEWAYS_STAIRS_RIGHT_SIDE // https://github.com/ghoulslash/pokeemerald/tree/sideways_stairs
GetCollisionAtCoords(objectEvent, x, y, direction); // Sets directionOverwrite for stairs
if (GetLedgeJumpDirection(x, y, direction) != DIR_NONE) {
#endif
if (GetLedgeJumpDirection(x, y, direction) != DIR_NONE)
// InitJumpRegular will set the proper speed
ObjectEventSetSingleMovement(objectEvent, sprite, GetJump2MovementAction(direction));
} else if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH)) {
// Set follow speed according to player's speed
if (playerAction >= MOVEMENT_ACTION_RUN_DOWN_SLOW && playerAction <= MOVEMENT_ACTION_RUN_RIGHT_SLOW)
else if (playerAction >= MOVEMENT_ACTION_WALK_SLOW_DOWN && playerAction <= MOVEMENT_ACTION_WALK_SLOW_RIGHT) {
if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH)) // on sideways stairs
objectEvent->movementActionId = GetWalkNormalMovementAction(direction);
else
objectEvent->movementActionId = GetWalkFastMovementAction(direction);
} else if (PlayerGetCopyableMovement() == COPY_MOVE_JUMP2) {
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkSlowMovementAction(direction));
} else {
if (playerAction >= MOVEMENT_ACTION_WALK_SLOW_DOWN && playerAction <= MOVEMENT_ACTION_WALK_SLOW_RIGHT) {
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkSlowMovementAction(direction));
} else {
objectEvent->movementActionId = GetWalkNormalMovementAction(direction);
if (OW_MON_BOBBING == TRUE)
sprite->y2 = -1;
}
}
sprite->sActionFuncId = 0;
#else
if (GetLedgeJumpDirection(x, y, direction) != DIR_NONE) {
// InitJumpRegular will set the proper speed
ObjectEventSetSingleMovement(objectEvent, sprite, GetJump2MovementAction(direction));
} else if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH)) {
// Set follow speed according to player's speed
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkFastMovementAction(direction));
} else if (PlayerGetCopyableMovement() == COPY_MOVE_JUMP2) {
// If *player* jumps, make step take twice as long
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkSlowMovementAction(direction));
} else if (gSprites[gPlayerAvatar.spriteId].data[4] == MOVE_SPEED_FAST_1) {
objectEvent->movementActionId = GetWalkFastMovementAction(direction);
} else {
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(direction));
objectEvent->movementActionId = GetWalkNormalMovementAction(direction);
if (OW_MON_BOBBING == TRUE)
sprite->y2 = -1;
}
#endif
objectEvent->singleMovementActive = 1;
sprite->sActionFuncId = 0;
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 2;
return TRUE;
}
@ -5770,6 +5766,14 @@ bool8 MovementType_MoveInPlace_Step1(struct ObjectEvent *objectEvent, struct Spr
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
sprite->sTypeFuncId = 0;
// similar to UpdateMonMoveInPlace
else if (
OW_MON_BOBBING == TRUE
&& IS_OW_MON_OBJ(objectEvent)
&& (sprite->data[3] & 7) == 2)
{
sprite->y2 ^= 1;
}
return FALSE;
}
@ -6112,13 +6116,17 @@ static bool8 IsMetatileDirectionallyImpassable(struct ObjectEvent *objectEvent,
return FALSE;
}
static bool8 DoesObjectCollideWithObjectAt(struct ObjectEvent *objectEvent, s16 x, s16 y)
{
u32 GetObjectObjectCollidesWith(struct ObjectEvent *objectEvent, s16 x, s16 y, bool32 addCoords) {
u8 i;
struct ObjectEvent *curObject;
if (objectEvent->localId == OBJ_EVENT_ID_FOLLOWER)
return FALSE; // follower cannot collide with other objects, but they can collide with it
return OBJECT_EVENTS_COUNT; // follower cannot collide with other objects, but they can collide with it
if (addCoords) {
x += objectEvent->currentCoords.x;
y += objectEvent->currentCoords.y;
}
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
@ -6128,11 +6136,16 @@ static bool8 DoesObjectCollideWithObjectAt(struct ObjectEvent *objectEvent, s16
if ((curObject->currentCoords.x == x && curObject->currentCoords.y == y) || (curObject->previousCoords.x == x && curObject->previousCoords.y == y))
{
if (AreElevationsCompatible(objectEvent->currentElevation, curObject->currentElevation))
return TRUE;
return i;
}
}
}
return FALSE;
return OBJECT_EVENTS_COUNT;
}
static bool8 DoesObjectCollideWithObjectAt(struct ObjectEvent *objectEvent, s16 x, s16 y)
{
return (GetObjectObjectCollidesWith(objectEvent, x, y, FALSE) < OBJECT_EVENTS_COUNT);
}
bool8 IsBerryTreeSparkling(u8 localId, u8 mapNum, u8 mapGroup)
@ -6261,6 +6274,19 @@ bool8 ObjectEventIsHeldMovementActive(struct ObjectEvent *objectEvent)
return FALSE;
}
static const u8 sActionIdToCopyableMovement[] = {
[MOVEMENT_ACTION_FACE_DOWN ... MOVEMENT_ACTION_FACE_RIGHT] = COPY_MOVE_FACE,
[MOVEMENT_ACTION_WALK_SLOW_DOWN ... MOVEMENT_ACTION_WALK_NORMAL_RIGHT] = COPY_MOVE_WALK,
[MOVEMENT_ACTION_JUMP_2_DOWN ... MOVEMENT_ACTION_JUMP_2_RIGHT] = COPY_MOVE_JUMP2,
[MOVEMENT_ACTION_WALK_FAST_DOWN ... MOVEMENT_ACTION_WALK_FAST_RIGHT] = COPY_MOVE_WALK,
[MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN ... MOVEMENT_ACTION_PLAYER_RUN_RIGHT] = COPY_MOVE_WALK,
// Not a typo; follower needs to take an action with a duration == JUMP's,
// and JUMP2 here will lead to WALK_SLOW later
[MOVEMENT_ACTION_JUMP_DOWN ... MOVEMENT_ACTION_JUMP_RIGHT] = COPY_MOVE_JUMP2,
[MOVEMENT_ACTION_NONE] = COPY_MOVE_NONE,
};
bool8 ObjectEventSetHeldMovement(struct ObjectEvent *objectEvent, u8 movementActionId)
{
if (ObjectEventIsMovementOverridden(objectEvent))
@ -6271,6 +6297,16 @@ bool8 ObjectEventSetHeldMovement(struct ObjectEvent *objectEvent, u8 movementAct
objectEvent->heldMovementActive = TRUE;
objectEvent->heldMovementFinished = FALSE;
gSprites[objectEvent->spriteId].sActionFuncId = 0;
// When player is moved via script, set copyable movement
// for any followers via a lookup table
if (ArePlayerFieldControlsLocked() &&
objectEvent->isPlayer &&
FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT))
{
objectEvent->playerCopyableMovement = sActionIdToCopyableMovement[objectEvent->movementActionId];
}
return FALSE;
}
@ -6293,6 +6329,15 @@ void ObjectEventClearHeldMovement(struct ObjectEvent *objectEvent)
objectEvent->heldMovementFinished = FALSE;
gSprites[objectEvent->spriteId].sTypeFuncId = 0;
gSprites[objectEvent->spriteId].sActionFuncId = 0;
// When player is moved via script, set copyable movement
// for any followers via a lookup table
if (ArePlayerFieldControlsLocked() &&
objectEvent->isPlayer &&
FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT))
{
objectEvent->playerCopyableMovement = sActionIdToCopyableMovement[objectEvent->movementActionId];
}
}
u8 ObjectEventCheckHeldMovementStatus(struct ObjectEvent *objectEvent)
@ -9583,10 +9628,10 @@ static void DoTracksGroundEffect_SlitherTracks(struct ObjectEvent *objEvent, str
// each byte in that row is for the next direction of the bike in the order
// of down, up, left, right.
static const u8 slitherTracks_Transitions[4][4] = {
1, 2, 7, 8,
1, 2, 6, 5,
5, 8, 3, 4,
6, 7, 3, 4,
{1, 2, 7, 8},
{1, 2, 6, 5},
{5, 8, 3, 4},
{6, 7, 3, 4},
};
if (objEvent->currentCoords.x != objEvent->previousCoords.x || objEvent->currentCoords.y != objEvent->previousCoords.y)
@ -10210,14 +10255,16 @@ static u8 DoJumpSpecialSpriteMovement(struct Sprite *sprite)
static void SetMovementDelay(struct Sprite *sprite, s16 timer)
{
sprite->data[3] = timer;
sprite->data[3] = timer; // kept for legacy reasons
sprite->data[7] = timer; // actual timer
}
static bool8 WaitForMovementDelay(struct Sprite *sprite)
{
if (--sprite->data[3] == 0)
if (--sprite->data[7] == 0) {
sprite->data[3] = 0; // reset animation timer
return TRUE;
else
} else
return FALSE;
}

View File

@ -1,11 +1,13 @@
#include "global.h"
#include "braille_puzzles.h"
#include "event_scripts.h"
#include "field_effect.h"
#include "field_player_avatar.h"
#include "fldeff.h"
#include "item_use.h"
#include "overworld.h"
#include "party_menu.h"
#include "script.h"
#include "sprite.h"
#include "constants/field_effects.h"
@ -31,8 +33,8 @@ bool8 SetUpFieldMove_Dig(void)
static void FieldCallback_Dig(void)
{
Overworld_ResetStateAfterDigEscRope();
FieldEffectStart(FLDEFF_USE_DIG);
gFieldEffectArguments[0] = GetCursorSelectionMonId();
ScriptContext_SetupScript(EventScript_UseDig);
}
bool8 FldEff_UseDig(void)
@ -53,7 +55,8 @@ static void StartDigFieldEffect(void)
FieldEffectActiveListRemove(FLDEFF_USE_DIG);
if (ShouldDoBrailleDigEffect())
{
DoBrailleDigEffect();
// EventScript_DigSealedChamber handles DoBrailleDigEffect call
ScriptContext_Enable();
}
else
{

View File

@ -1006,6 +1006,20 @@ bool8 ScrCmd_fadeinbgm(struct ScriptContext *ctx)
return FALSE;
}
struct ObjectEvent * ScriptHideFollower(void) {
struct ObjectEvent *obj = GetFollowerObject();
if (obj == NULL || obj->invisible)
return NULL;
ClearObjectEventMovement(obj, &gSprites[obj->spriteId]);
gSprites[obj->spriteId].animCmdIndex = 0; // Reset start frame of animation
// Note: ScriptMovement_ returns TRUE on error
if (ScriptMovement_StartObjectMovementScript(obj->localId, obj->mapGroup, obj->mapNum, EnterPokeballMovement))
return NULL;
return obj;
}
bool8 ScrCmd_applymovement(struct ScriptContext *ctx)
{
u16 localId = VarGet(ScriptReadHalfword(ctx));
@ -1019,17 +1033,11 @@ bool8 ScrCmd_applymovement(struct ScriptContext *ctx)
}
ScriptMovement_StartObjectMovementScript(localId, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, movementScript);
sMovingNpcId = localId;
objEvent = GetFollowerObject();
// Force follower into pokeball
if (localId != OBJ_EVENT_ID_FOLLOWER
&& !FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT)
&& (movementScript < Common_Movement_FollowerSafeStart || movementScript > Common_Movement_FollowerSafeEnd)
&& (objEvent = GetFollowerObject())
&& !objEvent->invisible)
if (localId != OBJ_EVENT_ID_FOLLOWER &&
!FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT)
&& (movementScript < Common_Movement_FollowerSafeStart || movementScript > Common_Movement_FollowerSafeEnd))
{
ClearObjectEventMovement(objEvent, &gSprites[objEvent->spriteId]);
gSprites[objEvent->spriteId].animCmdIndex = 0; // Reset start frame of animation
ScriptMovement_StartObjectMovementScript(OBJ_EVENT_ID_FOLLOWER, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, EnterPokeballMovement);
ScriptHideFollower();
}
return FALSE;
}
@ -1249,8 +1257,11 @@ bool8 ScrCmd_lockall(struct ScriptContext *ctx)
}
else
{
struct ObjectEvent *followerObj = GetFollowerObject();
FreezeObjects_WaitForPlayer();
SetupNativeScript(ctx, IsFreezePlayerFinished);
if (FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT) && followerObj) // Unfreeze follower object (conditionally)
UnfreezeObjectEvent(followerObj);
return TRUE;
}
}
@ -2378,3 +2389,23 @@ bool8 ScrCmd_warpwhitefade(struct ScriptContext *ctx)
ResetInitialPlayerAvatarState();
return TRUE;
}
bool8 ScrFunc_hidefollower(struct ScriptContext *ctx) {
bool16 wait = VarGet(ScriptReadHalfword(ctx));
struct ObjectEvent *obj;
if ((obj = ScriptHideFollower()) != NULL && wait) {
sMovingNpcId = obj->localId;
sMovingNpcMapGroup = obj->mapGroup;
sMovingNpcMapNum = obj->mapNum;
SetupNativeScript(ctx, WaitForMovementFinish);
}
// Just in case, prevent `applymovement`
// from hiding the follower again
if (obj)
FlagSet(FLAG_SAFE_FOLLOWER_MOVEMENT);
// execute next script command with no delay
return TRUE;
}

View File

@ -4,6 +4,7 @@
#include "mystery_gift.h"
#include "util.h"
#include "constants/event_objects.h"
#include "constants/flags.h"
#include "constants/map_scripts.h"
#define RAM_SCRIPT_MAGIC 51
@ -243,6 +244,8 @@ void ScriptContext_SetupScript(const u8 *ptr)
InitScriptContext(&sGlobalScriptContext, gScriptCmdTable, gScriptCmdTableEnd);
SetupBytecodeScript(&sGlobalScriptContext, ptr);
LockPlayerFieldControls();
if (OW_MON_SCRIPT_MOVEMENT)
FlagSet(FLAG_SAFE_FOLLOWER_MOVEMENT);
sGlobalScriptContextStatus = CONTEXT_RUNNING;
}

View File

@ -1,6 +1,7 @@
#include "global.h"
#include "script_movement.h"
#include "event_object_movement.h"
#include "event_scripts.h"
#include "task.h"
#include "util.h"
#include "constants/event_objects.h"
@ -205,13 +206,34 @@ static void ScriptMovement_MoveObjects(u8 taskId)
}
}
// from event_object_movement
#define sTypeFuncId data[1]
#define sTimer data[5]
static void ScriptMovement_TakeStep(u8 taskId, u8 moveScrId, u8 objEventId, const u8 *movementScript)
{
u8 nextMoveActionId;
struct ObjectEvent *obj = &gObjectEvents[objEventId];
if (ObjectEventIsHeldMovementActive(&gObjectEvents[objEventId])
&& !ObjectEventClearHeldMovementIfFinished(&gObjectEvents[objEventId]))
if (ObjectEventIsHeldMovementActive(obj) &&
!ObjectEventClearHeldMovementIfFinished(obj))
{
// If, while undergoing scripted movement,
// a non-player object collides with an active follower pokemon,
// put that follower into a pokeball
// (sTimer helps limit this expensive check to once per step)
if (OW_MON_SCRIPT_MOVEMENT &&
gSprites[obj->spriteId].sTimer == 1 &&
(objEventId = GetObjectObjectCollidesWith(obj, 0, 0, TRUE)) < OBJECT_EVENTS_COUNT &&
// switch `obj` to follower
((obj = &gObjectEvents[objEventId])->movementType == MOVEMENT_TYPE_FOLLOW_PLAYER) &&
gSprites[obj->spriteId].sTypeFuncId != 0)
{
ClearObjectEventMovement(obj, &gSprites[obj->spriteId]);
ScriptMovement_StartObjectMovementScript(obj->localId, obj->mapNum, obj->mapGroup, EnterPokeballMovement);
}
return;
}
nextMoveActionId = *movementScript;
if (nextMoveActionId == MOVEMENT_ACTION_STEP_END)
@ -229,3 +251,5 @@ static void ScriptMovement_TakeStep(u8 taskId, u8 moveScrId, u8 objEventId, cons
}
}
#undef sTypeFuncId
#undef sTimer