#include "global.h" #include "malloc.h" #include "battle_anim.h" #include "battle_pyramid.h" #include "battle_util.h" #include "berry.h" #include "data.h" #include "debug.h" #include "decoration.h" #include "decompress.h" #include "event_data.h" #include "event_object_movement.h" #include "event_scripts.h" #include "faraway_island.h" #include "field_camera.h" #include "field_effect.h" #include "field_effect_helpers.h" #include "field_player_avatar.h" #include "field_weather.h" #include "fieldmap.h" #include "follower_npc.h" #include "follower_helper.h" #include "gpu_regs.h" #include "graphics.h" #include "mauville_old_man.h" #include "metatile_behavior.h" #include "overworld.h" #include "palette.h" #include "party_menu.h" #include "pokemon.h" #include "pokeball.h" #include "random.h" #include "region_map.h" #include "rtc.h" #include "script.h" #include "sound.h" #include "sprite.h" #include "task.h" #include "trainer_see.h" #include "trainer_hill.h" #include "util.h" #include "wild_encounter.h" #include "constants/event_object_movement.h" #include "constants/abilities.h" #include "constants/battle.h" #include "constants/event_objects.h" #include "constants/field_effects.h" #include "constants/items.h" #include "constants/map_types.h" #include "constants/mauville_old_man.h" #include "constants/metatile_behaviors.h" #include "constants/rgb.h" #include "constants/region_map_sections.h" #include "constants/songs.h" #include "constants/species.h" #include "constants/metatile_behaviors.h" #include "constants/trainer_types.h" #include "constants/union_room.h" #include "constants/weather.h" #define SPECIAL_LOCALIDS_START (min(LOCALID_CAMERA, \ min(LOCALID_PLAYER, \ LOCALID_BERRY_BLENDER_PLAYER_END - MAX_RFU_PLAYERS + 1))) // The object event templates on a map cannot use the special IDs listed above or they can behave unexpectedly. // For more details on these special IDs see their definitions in 'include/constants/event_objects.h'. // OBJECT_EVENT_TEMPLATES_COUNT should always be low enough that it doesn't overlap with these IDs. #if OBJECT_EVENT_TEMPLATES_COUNT >= SPECIAL_LOCALIDS_START #error "OBJECT_EVENT_TEMPLATES_COUNT is too large. Object event local IDs may overlap with reserved IDs." #endif // this file was known as evobjmv.c in Game Freak's original source enum { MOVE_SPEED_NORMAL, // walking MOVE_SPEED_FAST_1, // running / surfing / sliding (ice tile) MOVE_SPEED_FAST_2, // water current / acro bike MOVE_SPEED_FASTER, // mach bike's max speed MOVE_SPEED_FASTEST, }; enum { JUMP_DISTANCE_IN_PLACE, JUMP_DISTANCE_NORMAL, JUMP_DISTANCE_FAR, }; // Used for storing conditional emotes struct SpecialEmote { u16 index; u8 emotion; }; // Sprite data used throughout #define sObjEventId data[0] #define sTypeFuncId data[1] // Index into corresponding gMovementTypeFuncs_* table #define sActionFuncId data[2] // Index into corresponding gMovementActionFuncs_* table #define sDirection data[3] #define movement_type_def(setup, table) \ static u8 setup##_callback(struct ObjectEvent *, struct Sprite *);\ void setup(struct Sprite *sprite)\ {\ UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->sObjEventId], sprite, setup##_callback);\ }\ static u8 setup##_callback(struct ObjectEvent *objectEvent, struct Sprite *sprite)\ {\ return table[sprite->sTypeFuncId](objectEvent, sprite);\ } #define movement_type_empty_callback(setup) \ static u8 setup##_callback(struct ObjectEvent *, struct Sprite *);\ void setup(struct Sprite *sprite)\ {\ UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->sObjEventId], sprite, setup##_callback);\ }\ static u8 setup##_callback(struct ObjectEvent *objectEvent, struct Sprite *sprite)\ {\ return 0;\ } static EWRAM_DATA u8 sCurrentReflectionType = 0; static EWRAM_DATA u16 sCurrentSpecialObjectPaletteTag = 0; 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); static u32 GetCopyDirection(u8, u32, u32); static void TryEnableObjectEventAnim(struct ObjectEvent *, struct Sprite *); static void ObjectEventExecHeldMovementAction(struct ObjectEvent *, struct Sprite *); static void UpdateObjectEventSpriteAnimPause(struct ObjectEvent *, struct Sprite *); static bool8 IsCoordOutsideObjectEventMovementRange(struct ObjectEvent *, s16, s16); static bool8 IsMetatileDirectionallyImpassable(struct ObjectEvent *, s16, s16, u8); static bool8 DoesObjectCollideWithObjectAt(struct ObjectEvent *, s16, s16); static void UpdateObjectEventOffscreen(struct ObjectEvent *, struct Sprite *); static void UpdateObjectEventSpriteVisibility(struct ObjectEvent *, struct Sprite *); static void ObjectEventUpdateMetatileBehaviors(struct ObjectEvent *); static void GetGroundEffectFlags_Reflection(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_TallGrassOnSpawn(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_LongGrassOnSpawn(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_SandHeap(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_ShallowFlowingWater(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_ShortGrass(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_HotSprings(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_TallGrassOnBeginStep(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_LongGrassOnBeginStep(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_Tracks(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_Puddle(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_Ripple(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_Seaweed(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_JumpLanding(struct ObjectEvent *, u32 *); static u8 ObjectEventGetNearbyReflectionType(struct ObjectEvent *); static u8 GetReflectionTypeByMetatileBehavior(u32); static void InitObjectPriorityByElevation(struct Sprite *, u8); static void ObjectEventUpdateSubpriority(struct ObjectEvent *, struct Sprite *); static void DoTracksGroundEffect_None(struct ObjectEvent *, struct Sprite *, u8); static void DoTracksGroundEffect_Footprints(struct ObjectEvent *, struct Sprite *, u8); static void DoTracksGroundEffect_FootprintsB(struct ObjectEvent*, struct Sprite*, u8); static void DoTracksGroundEffect_FootprintsC(struct ObjectEvent*, struct Sprite*, u8); static void DoTracksGroundEffect_BikeTireTracks(struct ObjectEvent *, struct Sprite *, u8); static void DoTracksGroundEffect_SlitherTracks(struct ObjectEvent*, struct Sprite*, u8); static void DoRippleFieldEffect(struct ObjectEvent *, struct Sprite *); static void DoGroundEffects_OnSpawn(struct ObjectEvent *, struct Sprite *); static void DoGroundEffects_OnBeginStep(struct ObjectEvent *, struct Sprite *); static void DoGroundEffects_OnFinishStep(struct ObjectEvent *, struct Sprite *); static void VirtualObject_UpdateAnim(struct Sprite *); static void ApplyLevitateMovement(u8); static bool8 MovementType_Disguise_Callback(struct ObjectEvent *, struct Sprite *); static bool8 MovementType_Buried_Callback(struct ObjectEvent *, struct Sprite *); static void CreateReflectionEffectSprites(void); static u8 GetObjectEventIdByLocalIdAndMapInternal(u8, u8, u8); static bool8 GetAvailableObjectEventId(u16, u8, u8, u8 *); static void SetObjectEventDynamicGraphicsId(struct ObjectEvent *); static void RemoveObjectEventInternal(struct ObjectEvent *); static u16 GetObjectEventFlagIdByObjectEventId(u8); static void UpdateObjectEventVisibility(struct ObjectEvent *, struct Sprite *); static void MakeSpriteTemplateFromObjectEventTemplate(const struct ObjectEventTemplate *, struct SpriteTemplate *, const struct SubspriteTable **); static void GetObjectEventMovingCameraOffset(s16 *, s16 *); const struct ObjectEventTemplate *GetObjectEventTemplateByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup); static void RemoveObjectEventIfOutsideView(struct ObjectEvent *); static void SpawnObjectEventOnReturnToField(u8, s16, s16); static void SetPlayerAvatarObjectEventIdAndObjectId(u8, u8); static u8 UpdateSpritePalette(const struct SpritePalette *spritePalette, struct Sprite *sprite); static void ResetObjectEventFldEffData(struct ObjectEvent *); static u8 LoadSpritePaletteIfTagExists(const struct SpritePalette *); static u8 FindObjectEventPaletteIndexByTag(u16); static bool8 ObjectEventDoesElevationMatch(struct ObjectEvent *, u8); static void SpriteCB_CameraObject(struct Sprite *); static void CameraObject_Init(struct Sprite *); static void CameraObject_UpdateMove(struct Sprite *); static void CameraObject_UpdateFrozen(struct Sprite *); static void ObjectEventSetSingleMovement(struct ObjectEvent *, struct Sprite *, u8); static void SetSpriteDataForNormalStep(struct Sprite *, u8, u8); static void InitSpriteForFigure8Anim(struct Sprite *); static bool8 AnimateSpriteInFigure8(struct Sprite *); u8 GetDirectionToFace(s16 x1, s16 y1, s16 x2, s16 y2); static void FollowerSetGraphics(struct ObjectEvent *objEvent, u32 species, bool32 shiny, bool32 female); static void ObjectEventSetGraphics(struct ObjectEvent *, const struct ObjectEventGraphicsInfo *); static void SpriteCB_VirtualObject(struct Sprite *); static void DoShadowFieldEffect(struct ObjectEvent *); static void SetJumpSpriteData(struct Sprite *, u8, u8, u8); static void SetWalkSlowSpriteData(struct Sprite *, u8); static bool8 UpdateWalkSlowAnim(struct Sprite *); static bool8 UpdateWalkSlowStairs(struct ObjectEvent *objectEvent, struct Sprite *sprite); static u8 DoJumpSpriteMovement(struct Sprite *); static u8 DoJumpSpecialSpriteMovement(struct Sprite *); static void CreateLevitateMovementTask(struct ObjectEvent *); static void DestroyLevitateMovementTask(u8); static u32 LoadDynamicFollowerPalette(u32 species, bool32 shiny, bool32 female); const struct ObjectEventGraphicsInfo *SpeciesToGraphicsInfo(u32 species, bool32 shiny, bool32 female); static bool8 NpcTakeStep(struct Sprite *); static bool8 AreElevationsCompatible(u8, u8); static void CopyObjectGraphicsInfoToSpriteTemplate_WithMovementType(u16 graphicsId, u16 movementType, struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables); static u16 GetGraphicsIdForMon(u32 species, bool32 shiny, bool32 female); static u16 GetUnownSpecies(struct Pokemon *mon); static const struct SpriteFrameImage sPicTable_PechaBerryTree[]; static void StartSlowRunningAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction); const u8 gReflectionEffectPaletteMap[16] = { [PALSLOT_PLAYER] = PALSLOT_PLAYER_REFLECTION, [PALSLOT_PLAYER_REFLECTION] = PALSLOT_PLAYER_REFLECTION, [PALSLOT_NPC_1] = PALSLOT_NPC_1_REFLECTION, [PALSLOT_NPC_2] = PALSLOT_NPC_2_REFLECTION, [PALSLOT_NPC_3] = PALSLOT_NPC_3_REFLECTION, [PALSLOT_NPC_4] = PALSLOT_NPC_4_REFLECTION, [PALSLOT_NPC_1_REFLECTION] = PALSLOT_NPC_1_REFLECTION, [PALSLOT_NPC_2_REFLECTION] = PALSLOT_NPC_2_REFLECTION, [PALSLOT_NPC_3_REFLECTION] = PALSLOT_NPC_3_REFLECTION, [PALSLOT_NPC_4_REFLECTION] = PALSLOT_NPC_4_REFLECTION, [PALSLOT_NPC_SPECIAL] = PALSLOT_NPC_SPECIAL_REFLECTION, [PALSLOT_NPC_SPECIAL_REFLECTION] = PALSLOT_NPC_SPECIAL_REFLECTION }; static const struct SpriteTemplate sCameraSpriteTemplate = { .tileTag = 0, .paletteTag = TAG_NONE, .oam = &gDummyOamData, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = SpriteCB_CameraObject }; enum { CAMERA_STATE_INIT, CAMERA_STATE_MOVE, CAMERA_STATE_FROZEN, }; static void (*const sCameraObjectFuncs[])(struct Sprite *) = { [CAMERA_STATE_INIT] = CameraObject_Init, [CAMERA_STATE_MOVE] = CameraObject_UpdateMove, [CAMERA_STATE_FROZEN] = CameraObject_UpdateFrozen, }; #include "data/object_events/object_event_graphics.h" // movement type callbacks static void (*const sMovementTypeCallbacks[])(struct Sprite *) = { [MOVEMENT_TYPE_NONE] = MovementType_None, [MOVEMENT_TYPE_LOOK_AROUND] = MovementType_LookAround, [MOVEMENT_TYPE_WANDER_AROUND] = MovementType_WanderAround, [MOVEMENT_TYPE_WANDER_UP_AND_DOWN] = MovementType_WanderUpAndDown, [MOVEMENT_TYPE_WANDER_DOWN_AND_UP] = MovementType_WanderUpAndDown, [MOVEMENT_TYPE_WANDER_LEFT_AND_RIGHT] = MovementType_WanderLeftAndRight, [MOVEMENT_TYPE_WANDER_RIGHT_AND_LEFT] = MovementType_WanderLeftAndRight, [MOVEMENT_TYPE_FACE_UP] = MovementType_FaceDirection, [MOVEMENT_TYPE_FACE_DOWN] = MovementType_FaceDirection, [MOVEMENT_TYPE_FACE_LEFT] = MovementType_FaceDirection, [MOVEMENT_TYPE_FACE_RIGHT] = MovementType_FaceDirection, [MOVEMENT_TYPE_PLAYER] = MovementType_Player, [MOVEMENT_TYPE_BERRY_TREE_GROWTH] = MovementType_BerryTreeGrowth, [MOVEMENT_TYPE_FACE_DOWN_AND_UP] = MovementType_FaceDownAndUp, [MOVEMENT_TYPE_FACE_LEFT_AND_RIGHT] = MovementType_FaceLeftAndRight, [MOVEMENT_TYPE_FACE_UP_AND_LEFT] = MovementType_FaceUpAndLeft, [MOVEMENT_TYPE_FACE_UP_AND_RIGHT] = MovementType_FaceUpAndRight, [MOVEMENT_TYPE_FACE_DOWN_AND_LEFT] = MovementType_FaceDownAndLeft, [MOVEMENT_TYPE_FACE_DOWN_AND_RIGHT] = MovementType_FaceDownAndRight, [MOVEMENT_TYPE_FACE_DOWN_UP_AND_LEFT] = MovementType_FaceDownUpAndLeft, [MOVEMENT_TYPE_FACE_DOWN_UP_AND_RIGHT] = MovementType_FaceDownUpAndRight, [MOVEMENT_TYPE_FACE_UP_LEFT_AND_RIGHT] = MovementType_FaceUpRightAndLeft, [MOVEMENT_TYPE_FACE_DOWN_LEFT_AND_RIGHT] = MovementType_FaceDownRightAndLeft, [MOVEMENT_TYPE_ROTATE_COUNTERCLOCKWISE] = MovementType_RotateCounterclockwise, [MOVEMENT_TYPE_ROTATE_CLOCKWISE] = MovementType_RotateClockwise, [MOVEMENT_TYPE_WALK_UP_AND_DOWN] = MovementType_WalkBackAndForth, [MOVEMENT_TYPE_WALK_DOWN_AND_UP] = MovementType_WalkBackAndForth, [MOVEMENT_TYPE_WALK_LEFT_AND_RIGHT] = MovementType_WalkBackAndForth, [MOVEMENT_TYPE_WALK_RIGHT_AND_LEFT] = MovementType_WalkBackAndForth, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_LEFT_DOWN] = MovementType_WalkSequenceUpRightLeftDown, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_DOWN_UP] = MovementType_WalkSequenceRightLeftDownUp, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_RIGHT_LEFT] = MovementType_WalkSequenceDownUpRightLeft, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_UP_RIGHT] = MovementType_WalkSequenceLeftDownUpRight, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_RIGHT_DOWN] = MovementType_WalkSequenceUpLeftRightDown, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_DOWN_UP] = MovementType_WalkSequenceLeftRightDownUp, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_LEFT_RIGHT] = MovementType_WalkSequenceDownUpLeftRight, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_UP_LEFT] = MovementType_WalkSequenceRightDownUpLeft, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_DOWN_RIGHT] = MovementType_WalkSequenceLeftUpDownRight, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_RIGHT_LEFT] = MovementType_WalkSequenceUpDownRightLeft, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_UP_DOWN] = MovementType_WalkSequenceRightLeftUpDown, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_LEFT_UP] = MovementType_WalkSequenceDownRightLeftUp, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_DOWN_LEFT] = MovementType_WalkSequenceRightUpDownLeft, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_LEFT_RIGHT] = MovementType_WalkSequenceUpDownLeftRight, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_UP_DOWN] = MovementType_WalkSequenceLeftRightUpDown, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_RIGHT_UP] = MovementType_WalkSequenceDownLeftRightUp, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_DOWN_RIGHT] = MovementType_WalkSequenceUpLeftDownRight, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_UP_LEFT] = MovementType_WalkSequenceDownRightUpLeft, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_RIGHT_UP] = MovementType_WalkSequenceLeftDownRightUp, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_LEFT_DOWN] = MovementType_WalkSequenceRightUpLeftDown, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_DOWN_LEFT] = MovementType_WalkSequenceUpRightDownLeft, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_UP_RIGHT] = MovementType_WalkSequenceDownLeftUpRight, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_RIGHT_DOWN] = MovementType_WalkSequenceLeftUpRightDown, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_LEFT_UP] = MovementType_WalkSequenceRightDownLeftUp, [MOVEMENT_TYPE_COPY_PLAYER] = MovementType_CopyPlayer, [MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE] = MovementType_CopyPlayer, [MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE] = MovementType_CopyPlayer, [MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE] = MovementType_CopyPlayer, [MOVEMENT_TYPE_TREE_DISGUISE] = MovementType_TreeDisguise, [MOVEMENT_TYPE_MOUNTAIN_DISGUISE] = MovementType_MountainDisguise, [MOVEMENT_TYPE_COPY_PLAYER_IN_GRASS] = MovementType_CopyPlayerInGrass, [MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE_IN_GRASS] = MovementType_CopyPlayerInGrass, [MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE_IN_GRASS] = MovementType_CopyPlayerInGrass, [MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE_IN_GRASS] = MovementType_CopyPlayerInGrass, [MOVEMENT_TYPE_BURIED] = MovementType_Buried, [MOVEMENT_TYPE_WALK_IN_PLACE_DOWN] = MovementType_WalkInPlace, [MOVEMENT_TYPE_WALK_IN_PLACE_UP] = MovementType_WalkInPlace, [MOVEMENT_TYPE_WALK_IN_PLACE_LEFT] = MovementType_WalkInPlace, [MOVEMENT_TYPE_WALK_IN_PLACE_RIGHT] = MovementType_WalkInPlace, [MOVEMENT_TYPE_JOG_IN_PLACE_DOWN] = MovementType_JogInPlace, [MOVEMENT_TYPE_JOG_IN_PLACE_UP] = MovementType_JogInPlace, [MOVEMENT_TYPE_JOG_IN_PLACE_LEFT] = MovementType_JogInPlace, [MOVEMENT_TYPE_JOG_IN_PLACE_RIGHT] = MovementType_JogInPlace, [MOVEMENT_TYPE_RUN_IN_PLACE_DOWN] = MovementType_RunInPlace, [MOVEMENT_TYPE_RUN_IN_PLACE_UP] = MovementType_RunInPlace, [MOVEMENT_TYPE_RUN_IN_PLACE_LEFT] = MovementType_RunInPlace, [MOVEMENT_TYPE_RUN_IN_PLACE_RIGHT] = MovementType_RunInPlace, [MOVEMENT_TYPE_INVISIBLE] = MovementType_Invisible, [MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_DOWN] = MovementType_WalkSlowlyInPlace, [MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_UP] = MovementType_WalkSlowlyInPlace, [MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_LEFT] = MovementType_WalkSlowlyInPlace, [MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_RIGHT] = MovementType_WalkSlowlyInPlace, [MOVEMENT_TYPE_FOLLOW_PLAYER] = MovementType_FollowPlayer, }; static const bool8 sMovementTypeHasRange[NUM_MOVEMENT_TYPES] = { [MOVEMENT_TYPE_WANDER_AROUND] = TRUE, [MOVEMENT_TYPE_WANDER_UP_AND_DOWN] = TRUE, [MOVEMENT_TYPE_WANDER_DOWN_AND_UP] = TRUE, [MOVEMENT_TYPE_WANDER_LEFT_AND_RIGHT] = TRUE, [MOVEMENT_TYPE_WANDER_RIGHT_AND_LEFT] = TRUE, [MOVEMENT_TYPE_WALK_UP_AND_DOWN] = TRUE, [MOVEMENT_TYPE_WALK_DOWN_AND_UP] = TRUE, [MOVEMENT_TYPE_WALK_LEFT_AND_RIGHT] = TRUE, [MOVEMENT_TYPE_WALK_RIGHT_AND_LEFT] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_LEFT_DOWN] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_DOWN_UP] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_RIGHT_LEFT] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_UP_RIGHT] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_RIGHT_DOWN] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_DOWN_UP] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_LEFT_RIGHT] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_UP_LEFT] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_DOWN_RIGHT] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_RIGHT_LEFT] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_UP_DOWN] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_LEFT_UP] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_DOWN_LEFT] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_LEFT_RIGHT] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_UP_DOWN] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_RIGHT_UP] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_DOWN_RIGHT] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_UP_LEFT] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_RIGHT_UP] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_LEFT_DOWN] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_DOWN_LEFT] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_UP_RIGHT] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_RIGHT_DOWN] = TRUE, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_LEFT_UP] = TRUE, [MOVEMENT_TYPE_COPY_PLAYER] = TRUE, [MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE] = TRUE, [MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE] = TRUE, [MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE] = TRUE, [MOVEMENT_TYPE_COPY_PLAYER_IN_GRASS] = TRUE, [MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE_IN_GRASS] = TRUE, [MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE_IN_GRASS] = TRUE, [MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE_IN_GRASS] = TRUE, }; const u8 gInitialMovementTypeFacingDirections[NUM_MOVEMENT_TYPES] = { [MOVEMENT_TYPE_NONE] = DIR_SOUTH, [MOVEMENT_TYPE_LOOK_AROUND] = DIR_SOUTH, [MOVEMENT_TYPE_WANDER_AROUND] = DIR_SOUTH, [MOVEMENT_TYPE_WANDER_UP_AND_DOWN] = DIR_NORTH, [MOVEMENT_TYPE_WANDER_DOWN_AND_UP] = DIR_SOUTH, [MOVEMENT_TYPE_WANDER_LEFT_AND_RIGHT] = DIR_WEST, [MOVEMENT_TYPE_WANDER_RIGHT_AND_LEFT] = DIR_EAST, [MOVEMENT_TYPE_FACE_UP] = DIR_NORTH, [MOVEMENT_TYPE_FACE_DOWN] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_LEFT] = DIR_WEST, [MOVEMENT_TYPE_FACE_RIGHT] = DIR_EAST, [MOVEMENT_TYPE_PLAYER] = DIR_SOUTH, [MOVEMENT_TYPE_BERRY_TREE_GROWTH] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_DOWN_AND_UP] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_LEFT_AND_RIGHT] = DIR_WEST, [MOVEMENT_TYPE_FACE_UP_AND_LEFT] = DIR_NORTH, [MOVEMENT_TYPE_FACE_UP_AND_RIGHT] = DIR_NORTH, [MOVEMENT_TYPE_FACE_DOWN_AND_LEFT] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_DOWN_AND_RIGHT] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_DOWN_UP_AND_LEFT] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_DOWN_UP_AND_RIGHT] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_UP_LEFT_AND_RIGHT] = DIR_NORTH, [MOVEMENT_TYPE_FACE_DOWN_LEFT_AND_RIGHT] = DIR_SOUTH, [MOVEMENT_TYPE_ROTATE_COUNTERCLOCKWISE] = DIR_SOUTH, [MOVEMENT_TYPE_ROTATE_CLOCKWISE] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_UP_AND_DOWN] = DIR_NORTH, [MOVEMENT_TYPE_WALK_DOWN_AND_UP] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_LEFT_AND_RIGHT] = DIR_WEST, [MOVEMENT_TYPE_WALK_RIGHT_AND_LEFT] = DIR_EAST, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_LEFT_DOWN] = DIR_NORTH, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_DOWN_UP] = DIR_EAST, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_RIGHT_LEFT] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_UP_RIGHT] = DIR_WEST, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_RIGHT_DOWN] = DIR_NORTH, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_DOWN_UP] = DIR_WEST, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_LEFT_RIGHT] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_UP_LEFT] = DIR_EAST, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_DOWN_RIGHT] = DIR_WEST, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_RIGHT_LEFT] = DIR_NORTH, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_UP_DOWN] = DIR_EAST, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_LEFT_UP] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_DOWN_LEFT] = DIR_EAST, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_LEFT_RIGHT] = DIR_NORTH, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_UP_DOWN] = DIR_WEST, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_RIGHT_UP] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_DOWN_RIGHT] = DIR_NORTH, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_UP_LEFT] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_RIGHT_UP] = DIR_WEST, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_LEFT_DOWN] = DIR_EAST, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_DOWN_LEFT] = DIR_NORTH, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_UP_RIGHT] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_RIGHT_DOWN] = DIR_WEST, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_LEFT_UP] = DIR_EAST, [MOVEMENT_TYPE_COPY_PLAYER] = DIR_NORTH, [MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE] = DIR_SOUTH, [MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE] = DIR_WEST, [MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE] = DIR_EAST, [MOVEMENT_TYPE_TREE_DISGUISE] = DIR_SOUTH, [MOVEMENT_TYPE_MOUNTAIN_DISGUISE] = DIR_SOUTH, [MOVEMENT_TYPE_COPY_PLAYER_IN_GRASS] = DIR_NORTH, [MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE_IN_GRASS] = DIR_SOUTH, [MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE_IN_GRASS] = DIR_WEST, [MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE_IN_GRASS] = DIR_EAST, [MOVEMENT_TYPE_BURIED] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_IN_PLACE_DOWN] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_IN_PLACE_UP] = DIR_NORTH, [MOVEMENT_TYPE_WALK_IN_PLACE_LEFT] = DIR_WEST, [MOVEMENT_TYPE_WALK_IN_PLACE_RIGHT] = DIR_EAST, [MOVEMENT_TYPE_JOG_IN_PLACE_DOWN] = DIR_SOUTH, [MOVEMENT_TYPE_JOG_IN_PLACE_UP] = DIR_NORTH, [MOVEMENT_TYPE_JOG_IN_PLACE_LEFT] = DIR_WEST, [MOVEMENT_TYPE_JOG_IN_PLACE_RIGHT] = DIR_EAST, [MOVEMENT_TYPE_RUN_IN_PLACE_DOWN] = DIR_SOUTH, [MOVEMENT_TYPE_RUN_IN_PLACE_UP] = DIR_NORTH, [MOVEMENT_TYPE_RUN_IN_PLACE_LEFT] = DIR_WEST, [MOVEMENT_TYPE_RUN_IN_PLACE_RIGHT] = DIR_EAST, [MOVEMENT_TYPE_INVISIBLE] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_DOWN] = DIR_SOUTH, [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, }; #include "data/object_events/object_event_graphics_info_pointers.h" #include "data/field_effects/field_effect_object_template_pointers.h" #include "data/object_events/object_event_pic_tables.h" #include "data/object_events/object_event_anims.h" #include "data/object_events/base_oam.h" #include "data/object_events/object_event_subsprites.h" #include "data/object_events/object_event_graphics_info.h" #include "data/object_events/object_event_graphics_info_followers.h" static const struct SpritePalette sObjectEventSpritePalettes[] = { {gObjectEventPal_Npc1, OBJ_EVENT_PAL_TAG_NPC_1}, {gObjectEventPal_Npc2, OBJ_EVENT_PAL_TAG_NPC_2}, {gObjectEventPal_Npc3, OBJ_EVENT_PAL_TAG_NPC_3}, {gObjectEventPal_Npc4, OBJ_EVENT_PAL_TAG_NPC_4}, {gObjectEventPal_Npc1Reflection, OBJ_EVENT_PAL_TAG_NPC_1_REFLECTION}, {gObjectEventPal_Npc2Reflection, OBJ_EVENT_PAL_TAG_NPC_2_REFLECTION}, {gObjectEventPal_Npc3Reflection, OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION}, {gObjectEventPal_Npc4Reflection, OBJ_EVENT_PAL_TAG_NPC_4_REFLECTION}, {gObjectEventPal_Brendan, OBJ_EVENT_PAL_TAG_BRENDAN}, {gObjectEventPal_BrendanReflection, OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION}, {gObjectEventPal_BridgeReflection, OBJ_EVENT_PAL_TAG_BRIDGE_REFLECTION}, {gObjectEventPal_PlayerUnderwater, OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER}, {gObjectEventPal_QuintyPlump, OBJ_EVENT_PAL_TAG_QUINTY_PLUMP}, {gObjectEventPal_QuintyPlumpReflection, OBJ_EVENT_PAL_TAG_QUINTY_PLUMP_REFLECTION}, {gObjectEventPal_Truck, OBJ_EVENT_PAL_TAG_TRUCK}, {gObjectEventPal_Vigoroth, OBJ_EVENT_PAL_TAG_VIGOROTH}, {gObjectEventPal_EnemyZigzagoon, OBJ_EVENT_PAL_TAG_ZIGZAGOON}, {gObjectEventPal_May, OBJ_EVENT_PAL_TAG_MAY}, {gObjectEventPal_MayReflection, OBJ_EVENT_PAL_TAG_MAY_REFLECTION}, {gObjectEventPal_MovingBox, OBJ_EVENT_PAL_TAG_MOVING_BOX}, {gObjectEventPal_CableCar, OBJ_EVENT_PAL_TAG_CABLE_CAR}, {gObjectEventPal_SSTidal, OBJ_EVENT_PAL_TAG_SSTIDAL}, {gObjectEventPal_Kyogre, OBJ_EVENT_PAL_TAG_KYOGRE}, {gObjectEventPal_KyogreReflection, OBJ_EVENT_PAL_TAG_KYOGRE_REFLECTION}, {gObjectEventPal_Groudon, OBJ_EVENT_PAL_TAG_GROUDON}, {gObjectEventPal_GroudonReflection, OBJ_EVENT_PAL_TAG_GROUDON_REFLECTION}, {gObjectEventPal_SubmarineShadow, OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW}, {gObjectEventPal_Poochyena, OBJ_EVENT_PAL_TAG_POOCHYENA}, {gObjectEventPal_RedLeaf, OBJ_EVENT_PAL_TAG_RED_LEAF}, {gObjectEventPal_Deoxys, OBJ_EVENT_PAL_TAG_DEOXYS}, {gObjectEventPal_BirthIslandStone, OBJ_EVENT_PAL_TAG_BIRTH_ISLAND_STONE}, {gObjectEventPal_HoOh, OBJ_EVENT_PAL_TAG_HO_OH}, {gObjectEventPal_Lugia, OBJ_EVENT_PAL_TAG_LUGIA}, {gObjectEventPal_RubySapphireBrendan, OBJ_EVENT_PAL_TAG_RS_BRENDAN}, {gObjectEventPal_RubySapphireMay, OBJ_EVENT_PAL_TAG_RS_MAY}, #if OW_FOLLOWERS_POKEBALLS {gObjectEventPal_MasterBall, OBJ_EVENT_PAL_TAG_BALL_MASTER}, {gObjectEventPal_UltraBall, OBJ_EVENT_PAL_TAG_BALL_ULTRA}, {gObjectEventPal_GreatBall, OBJ_EVENT_PAL_TAG_BALL_GREAT}, {gObjectEventPal_SafariBall, OBJ_EVENT_PAL_TAG_BALL_SAFARI}, {gObjectEventPal_NetBall, OBJ_EVENT_PAL_TAG_BALL_NET}, {gObjectEventPal_DiveBall, OBJ_EVENT_PAL_TAG_BALL_DIVE}, {gObjectEventPal_NestBall, OBJ_EVENT_PAL_TAG_BALL_NEST}, {gObjectEventPal_RepeatBall, OBJ_EVENT_PAL_TAG_BALL_REPEAT}, {gObjectEventPal_TimerBall, OBJ_EVENT_PAL_TAG_BALL_TIMER}, {gObjectEventPal_LuxuryBall, OBJ_EVENT_PAL_TAG_BALL_LUXURY}, {gObjectEventPal_PremierBall, OBJ_EVENT_PAL_TAG_BALL_PREMIER}, {gObjectEventPal_DuskBall, OBJ_EVENT_PAL_TAG_BALL_DUSK}, {gObjectEventPal_HealBall, OBJ_EVENT_PAL_TAG_BALL_HEAL}, {gObjectEventPal_QuickBall, OBJ_EVENT_PAL_TAG_BALL_QUICK}, {gObjectEventPal_CherishBall, OBJ_EVENT_PAL_TAG_BALL_CHERISH}, {gObjectEventPal_ParkBall, OBJ_EVENT_PAL_TAG_BALL_PARK}, {gObjectEventPal_FastBall, OBJ_EVENT_PAL_TAG_BALL_FAST}, {gObjectEventPal_LevelBall, OBJ_EVENT_PAL_TAG_BALL_LEVEL}, {gObjectEventPal_LureBall, OBJ_EVENT_PAL_TAG_BALL_LURE}, {gObjectEventPal_HeavyBall, OBJ_EVENT_PAL_TAG_BALL_HEAVY}, {gObjectEventPal_LoveBall, OBJ_EVENT_PAL_TAG_BALL_LOVE}, {gObjectEventPal_FriendBall, OBJ_EVENT_PAL_TAG_BALL_FRIEND}, {gObjectEventPal_MoonBall, OBJ_EVENT_PAL_TAG_BALL_MOON}, {gObjectEventPal_SportBall, OBJ_EVENT_PAL_TAG_BALL_SPORT}, {gObjectEventPal_DreamBall, OBJ_EVENT_PAL_TAG_BALL_DREAM}, {gObjectEventPal_BeastBall, OBJ_EVENT_PAL_TAG_BALL_BEAST}, // Gen VIII #ifdef ITEM_STRANGE_BALL {gObjectEventPal_StrangeBall, OBJ_EVENT_PAL_TAG_BALL_STRANGE}, #endif //ITEM_STRANGE_BALL #endif //OW_FOLLOWERS_POKEBALLS {gObjectEventPal_Substitute, OBJ_EVENT_PAL_TAG_SUBSTITUTE}, {gObjectEventPaletteLight, OBJ_EVENT_PAL_TAG_LIGHT}, {gObjectEventPaletteLight2, OBJ_EVENT_PAL_TAG_LIGHT_2}, {gObjectEventPaletteEmotes, OBJ_EVENT_PAL_TAG_EMOTES}, {gObjectEventPaletteNeonLight, OBJ_EVENT_PAL_TAG_NEON_LIGHT}, #ifdef BUGFIX {NULL, OBJ_EVENT_PAL_TAG_NONE}, #else {}, // BUG: FindObjectEventPaletteIndexByTag looks for OBJ_EVENT_PAL_TAG_NONE and not 0x0. // If it's looking for a tag that isn't in this table, the game locks in an infinite loop. #endif }; static const u16 sReflectionPaletteTags_Brendan[] = { OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, }; static const u16 sReflectionPaletteTags_May[] = { OBJ_EVENT_PAL_TAG_MAY_REFLECTION, OBJ_EVENT_PAL_TAG_MAY_REFLECTION, OBJ_EVENT_PAL_TAG_MAY_REFLECTION, OBJ_EVENT_PAL_TAG_MAY_REFLECTION, }; static const u16 sReflectionPaletteTags_PlayerUnderwater[] = { OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER, OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER, OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER, OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER, }; static const struct PairedPalettes sPlayerReflectionPaletteSets[] = { {OBJ_EVENT_PAL_TAG_BRENDAN, sReflectionPaletteTags_Brendan}, {OBJ_EVENT_PAL_TAG_MAY, sReflectionPaletteTags_May}, {OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER, sReflectionPaletteTags_PlayerUnderwater}, {OBJ_EVENT_PAL_TAG_NONE, NULL}, }; static const u16 sReflectionPaletteTags_QuintyPlump[] = { OBJ_EVENT_PAL_TAG_QUINTY_PLUMP_REFLECTION, OBJ_EVENT_PAL_TAG_QUINTY_PLUMP_REFLECTION, OBJ_EVENT_PAL_TAG_QUINTY_PLUMP_REFLECTION, OBJ_EVENT_PAL_TAG_QUINTY_PLUMP_REFLECTION, }; static const u16 sReflectionPaletteTags_Truck[] = { OBJ_EVENT_PAL_TAG_TRUCK, OBJ_EVENT_PAL_TAG_TRUCK, OBJ_EVENT_PAL_TAG_TRUCK, OBJ_EVENT_PAL_TAG_TRUCK, }; static const u16 sReflectionPaletteTags_VigorothMover[] = { OBJ_EVENT_PAL_TAG_VIGOROTH, OBJ_EVENT_PAL_TAG_VIGOROTH, OBJ_EVENT_PAL_TAG_VIGOROTH, OBJ_EVENT_PAL_TAG_VIGOROTH, }; static const u16 sReflectionPaletteTags_MovingBox[] = { OBJ_EVENT_PAL_TAG_MOVING_BOX, OBJ_EVENT_PAL_TAG_MOVING_BOX, OBJ_EVENT_PAL_TAG_MOVING_BOX, OBJ_EVENT_PAL_TAG_MOVING_BOX, }; static const u16 sReflectionPaletteTags_CableCar[] = { OBJ_EVENT_PAL_TAG_CABLE_CAR, OBJ_EVENT_PAL_TAG_CABLE_CAR, OBJ_EVENT_PAL_TAG_CABLE_CAR, OBJ_EVENT_PAL_TAG_CABLE_CAR, }; static const u16 sReflectionPaletteTags_SSTidal[] = { OBJ_EVENT_PAL_TAG_SSTIDAL, OBJ_EVENT_PAL_TAG_SSTIDAL, OBJ_EVENT_PAL_TAG_SSTIDAL, OBJ_EVENT_PAL_TAG_SSTIDAL, }; static const u16 sReflectionPaletteTags_SubmarineShadow[] = { OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW, OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW, OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW, OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW, }; static const u16 sReflectionPaletteTags_Kyogre[] = { OBJ_EVENT_PAL_TAG_KYOGRE_REFLECTION, OBJ_EVENT_PAL_TAG_KYOGRE_REFLECTION, OBJ_EVENT_PAL_TAG_KYOGRE_REFLECTION, OBJ_EVENT_PAL_TAG_KYOGRE_REFLECTION, }; static const u16 sReflectionPaletteTags_Groudon[] = { OBJ_EVENT_PAL_TAG_GROUDON_REFLECTION, OBJ_EVENT_PAL_TAG_GROUDON_REFLECTION, OBJ_EVENT_PAL_TAG_GROUDON_REFLECTION, OBJ_EVENT_PAL_TAG_GROUDON_REFLECTION, }; static const u16 sReflectionPaletteTags_Npc3[] = { // Only used by the Route 120 bridge Kecleon OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, }; static const u16 sReflectionPaletteTags_RedLeaf[] = { OBJ_EVENT_PAL_TAG_RED_LEAF, OBJ_EVENT_PAL_TAG_RED_LEAF, OBJ_EVENT_PAL_TAG_RED_LEAF, OBJ_EVENT_PAL_TAG_RED_LEAF, }; static const struct PairedPalettes sSpecialObjectReflectionPaletteSets[] = { {OBJ_EVENT_PAL_TAG_BRENDAN, sReflectionPaletteTags_Brendan}, {OBJ_EVENT_PAL_TAG_MAY, sReflectionPaletteTags_May}, {OBJ_EVENT_PAL_TAG_QUINTY_PLUMP, sReflectionPaletteTags_QuintyPlump}, {OBJ_EVENT_PAL_TAG_TRUCK, sReflectionPaletteTags_Truck}, {OBJ_EVENT_PAL_TAG_VIGOROTH, sReflectionPaletteTags_VigorothMover}, {OBJ_EVENT_PAL_TAG_MOVING_BOX, sReflectionPaletteTags_MovingBox}, {OBJ_EVENT_PAL_TAG_CABLE_CAR, sReflectionPaletteTags_CableCar}, {OBJ_EVENT_PAL_TAG_SSTIDAL, sReflectionPaletteTags_SSTidal}, {OBJ_EVENT_PAL_TAG_KYOGRE, sReflectionPaletteTags_Kyogre}, {OBJ_EVENT_PAL_TAG_GROUDON, sReflectionPaletteTags_Groudon}, {OBJ_EVENT_PAL_TAG_NPC_3, sReflectionPaletteTags_Npc3}, {OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW, sReflectionPaletteTags_SubmarineShadow}, {OBJ_EVENT_PAL_TAG_RED_LEAF, sReflectionPaletteTags_RedLeaf}, {OBJ_EVENT_PAL_TAG_NONE, NULL}, }; static const u16 sObjectPaletteTags0[] = { [PALSLOT_PLAYER] = OBJ_EVENT_PAL_TAG_BRENDAN, [PALSLOT_PLAYER_REFLECTION] = OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, [PALSLOT_NPC_1] = OBJ_EVENT_PAL_TAG_NPC_1, [PALSLOT_NPC_2] = OBJ_EVENT_PAL_TAG_NPC_2, [PALSLOT_NPC_3] = OBJ_EVENT_PAL_TAG_NPC_3, [PALSLOT_NPC_4] = OBJ_EVENT_PAL_TAG_NPC_4, [PALSLOT_NPC_1_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_1_REFLECTION, [PALSLOT_NPC_2_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_2_REFLECTION, [PALSLOT_NPC_3_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, [PALSLOT_NPC_4_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_4_REFLECTION, }; static const u16 sObjectPaletteTags1[] = { [PALSLOT_PLAYER] = OBJ_EVENT_PAL_TAG_BRENDAN, [PALSLOT_PLAYER_REFLECTION] = OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, [PALSLOT_NPC_1] = OBJ_EVENT_PAL_TAG_NPC_1, [PALSLOT_NPC_2] = OBJ_EVENT_PAL_TAG_NPC_2, [PALSLOT_NPC_3] = OBJ_EVENT_PAL_TAG_NPC_3, [PALSLOT_NPC_4] = OBJ_EVENT_PAL_TAG_NPC_4, [PALSLOT_NPC_1_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_1_REFLECTION, [PALSLOT_NPC_2_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_2_REFLECTION, [PALSLOT_NPC_3_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, [PALSLOT_NPC_4_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_4_REFLECTION, }; static const u16 sObjectPaletteTags2[] = { [PALSLOT_PLAYER] = OBJ_EVENT_PAL_TAG_BRENDAN, [PALSLOT_PLAYER_REFLECTION] = OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, [PALSLOT_NPC_1] = OBJ_EVENT_PAL_TAG_NPC_1, [PALSLOT_NPC_2] = OBJ_EVENT_PAL_TAG_NPC_2, [PALSLOT_NPC_3] = OBJ_EVENT_PAL_TAG_NPC_3, [PALSLOT_NPC_4] = OBJ_EVENT_PAL_TAG_NPC_4, [PALSLOT_NPC_1_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_1_REFLECTION, [PALSLOT_NPC_2_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_2_REFLECTION, [PALSLOT_NPC_3_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, [PALSLOT_NPC_4_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_4_REFLECTION, }; static const u16 sObjectPaletteTags3[] = { [PALSLOT_PLAYER] = OBJ_EVENT_PAL_TAG_BRENDAN, [PALSLOT_PLAYER_REFLECTION] = OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, [PALSLOT_NPC_1] = OBJ_EVENT_PAL_TAG_NPC_1, [PALSLOT_NPC_2] = OBJ_EVENT_PAL_TAG_NPC_2, [PALSLOT_NPC_3] = OBJ_EVENT_PAL_TAG_NPC_3, [PALSLOT_NPC_4] = OBJ_EVENT_PAL_TAG_NPC_4, [PALSLOT_NPC_1_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_1_REFLECTION, [PALSLOT_NPC_2_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_2_REFLECTION, [PALSLOT_NPC_3_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, [PALSLOT_NPC_4_REFLECTION] = OBJ_EVENT_PAL_TAG_NPC_4_REFLECTION, }; static const u16 *const sObjectPaletteTagSets[] = { sObjectPaletteTags0, sObjectPaletteTags1, sObjectPaletteTags2, sObjectPaletteTags3, }; #include "data/object_events/berry_tree_graphics_tables.h" #include "data/field_effects/field_effect_objects.h" static const s16 sMovementDelaysMedium[] = {32, 64, 96, 128}; static const s16 sMovementDelaysLong[] = {32, 64, 128, 192}; // Unused static const s16 sMovementDelaysShort[] = {32, 48, 64, 80}; #include "data/object_events/movement_type_func_tables.h" static const u8 sFaceDirectionAnimNums[] = { [DIR_NONE] = ANIM_STD_FACE_SOUTH, [DIR_SOUTH] = ANIM_STD_FACE_SOUTH, [DIR_NORTH] = ANIM_STD_FACE_NORTH, [DIR_WEST] = ANIM_STD_FACE_WEST, [DIR_EAST] = ANIM_STD_FACE_EAST, [DIR_SOUTHWEST] = ANIM_STD_FACE_WEST, [DIR_SOUTHEAST] = ANIM_STD_FACE_EAST, [DIR_NORTHWEST] = ANIM_STD_FACE_WEST, [DIR_NORTHEAST] = ANIM_STD_FACE_EAST, }; static const u8 sMoveDirectionAnimNums[] = { [DIR_NONE] = ANIM_STD_GO_SOUTH, [DIR_SOUTH] = ANIM_STD_GO_SOUTH, [DIR_NORTH] = ANIM_STD_GO_NORTH, [DIR_WEST] = ANIM_STD_GO_WEST, [DIR_EAST] = ANIM_STD_GO_EAST, [DIR_SOUTHWEST] = ANIM_STD_GO_WEST, [DIR_SOUTHEAST] = ANIM_STD_GO_EAST, [DIR_NORTHWEST] = ANIM_STD_GO_WEST, [DIR_NORTHEAST] = ANIM_STD_GO_EAST, }; static const u8 sMoveDirectionFastAnimNums[] = { [DIR_NONE] = ANIM_STD_GO_FAST_SOUTH, [DIR_SOUTH] = ANIM_STD_GO_FAST_SOUTH, [DIR_NORTH] = ANIM_STD_GO_FAST_NORTH, [DIR_WEST] = ANIM_STD_GO_FAST_WEST, [DIR_EAST] = ANIM_STD_GO_FAST_EAST, [DIR_SOUTHWEST] = ANIM_STD_GO_FAST_WEST, [DIR_SOUTHEAST] = ANIM_STD_GO_FAST_EAST, [DIR_NORTHWEST] = ANIM_STD_GO_FAST_WEST, [DIR_NORTHEAST] = ANIM_STD_GO_FAST_EAST, }; static const u8 sMoveDirectionFasterAnimNums[] = { [DIR_NONE] = ANIM_STD_GO_FASTER_SOUTH, [DIR_SOUTH] = ANIM_STD_GO_FASTER_SOUTH, [DIR_NORTH] = ANIM_STD_GO_FASTER_NORTH, [DIR_WEST] = ANIM_STD_GO_FASTER_WEST, [DIR_EAST] = ANIM_STD_GO_FASTER_EAST, [DIR_SOUTHWEST] = ANIM_STD_GO_FASTER_WEST, [DIR_SOUTHEAST] = ANIM_STD_GO_FASTER_EAST, [DIR_NORTHWEST] = ANIM_STD_GO_FASTER_WEST, [DIR_NORTHEAST] = ANIM_STD_GO_FASTER_EAST, }; static const u8 sMoveDirectionFastestAnimNums[] = { [DIR_NONE] = ANIM_STD_GO_FASTEST_SOUTH, [DIR_SOUTH] = ANIM_STD_GO_FASTEST_SOUTH, [DIR_NORTH] = ANIM_STD_GO_FASTEST_NORTH, [DIR_WEST] = ANIM_STD_GO_FASTEST_WEST, [DIR_EAST] = ANIM_STD_GO_FASTEST_EAST, [DIR_SOUTHWEST] = ANIM_STD_GO_FASTEST_WEST, [DIR_SOUTHEAST] = ANIM_STD_GO_FASTEST_EAST, [DIR_NORTHWEST] = ANIM_STD_GO_FASTEST_WEST, [DIR_NORTHEAST] = ANIM_STD_GO_FASTEST_EAST, }; static const u8 sJumpSpecialDirectionAnimNums[] = { // used for jumping onto surf mon [DIR_NONE] = ANIM_GET_ON_OFF_POKEMON_SOUTH, [DIR_SOUTH] = ANIM_GET_ON_OFF_POKEMON_SOUTH, [DIR_NORTH] = ANIM_GET_ON_OFF_POKEMON_NORTH, [DIR_WEST] = ANIM_GET_ON_OFF_POKEMON_WEST, [DIR_EAST] = ANIM_GET_ON_OFF_POKEMON_EAST, [DIR_SOUTHWEST] = ANIM_GET_ON_OFF_POKEMON_SOUTH, [DIR_SOUTHEAST] = ANIM_GET_ON_OFF_POKEMON_SOUTH, [DIR_NORTHWEST] = ANIM_GET_ON_OFF_POKEMON_NORTH, [DIR_NORTHEAST] = ANIM_GET_ON_OFF_POKEMON_NORTH, }; static const u8 sAcroWheelieDirectionAnimNums[] = { [DIR_NONE] = ANIM_BUNNY_HOP_BACK_WHEEL_SOUTH, [DIR_SOUTH] = ANIM_BUNNY_HOP_BACK_WHEEL_SOUTH, [DIR_NORTH] = ANIM_BUNNY_HOP_BACK_WHEEL_NORTH, [DIR_WEST] = ANIM_BUNNY_HOP_BACK_WHEEL_WEST, [DIR_EAST] = ANIM_BUNNY_HOP_BACK_WHEEL_EAST, [DIR_SOUTHWEST] = ANIM_BUNNY_HOP_BACK_WHEEL_WEST, [DIR_SOUTHEAST] = ANIM_BUNNY_HOP_BACK_WHEEL_EAST, [DIR_NORTHWEST] = ANIM_BUNNY_HOP_BACK_WHEEL_WEST, [DIR_NORTHEAST] = ANIM_BUNNY_HOP_BACK_WHEEL_EAST, }; static const u8 sAcroUnusedDirectionAnimNums[] = { [DIR_NONE] = ANIM_BUNNY_HOP_FRONT_WHEEL_SOUTH, [DIR_SOUTH] = ANIM_BUNNY_HOP_FRONT_WHEEL_SOUTH, [DIR_NORTH] = ANIM_BUNNY_HOP_FRONT_WHEEL_NORTH, [DIR_WEST] = ANIM_BUNNY_HOP_FRONT_WHEEL_WEST, [DIR_EAST] = ANIM_BUNNY_HOP_FRONT_WHEEL_EAST, [DIR_SOUTHWEST] = ANIM_BUNNY_HOP_FRONT_WHEEL_SOUTH, [DIR_SOUTHEAST] = ANIM_BUNNY_HOP_FRONT_WHEEL_SOUTH, [DIR_NORTHWEST] = ANIM_BUNNY_HOP_FRONT_WHEEL_NORTH, [DIR_NORTHEAST] = ANIM_BUNNY_HOP_FRONT_WHEEL_NORTH, }; static const u8 sAcroEndWheelieDirectionAnimNums[] = { [DIR_NONE] = ANIM_STANDING_WHEELIE_BACK_WHEEL_SOUTH, [DIR_SOUTH] = ANIM_STANDING_WHEELIE_BACK_WHEEL_SOUTH, [DIR_NORTH] = ANIM_STANDING_WHEELIE_BACK_WHEEL_NORTH, [DIR_WEST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_WEST, [DIR_EAST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_EAST, [DIR_SOUTHWEST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_WEST, [DIR_SOUTHEAST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_EAST, [DIR_NORTHWEST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_WEST, [DIR_NORTHEAST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_EAST, }; static const u8 sAcroUnusedActionDirectionAnimNums[] = { [DIR_NONE] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_SOUTH, [DIR_SOUTH] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_SOUTH, [DIR_NORTH] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_NORTH, [DIR_WEST] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_WEST, [DIR_EAST] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_EAST, [DIR_SOUTHWEST] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_SOUTH, [DIR_SOUTHEAST] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_SOUTH, [DIR_NORTHWEST] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_NORTH, [DIR_NORTHEAST] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_NORTH, }; static const u8 sAcroWheeliePedalDirectionAnimNums[] = { [DIR_NONE] = ANIM_MOVING_WHEELIE_SOUTH, [DIR_SOUTH] = ANIM_MOVING_WHEELIE_SOUTH, [DIR_NORTH] = ANIM_MOVING_WHEELIE_NORTH, [DIR_WEST] = ANIM_MOVING_WHEELIE_WEST, [DIR_EAST] = ANIM_MOVING_WHEELIE_EAST, [DIR_SOUTHWEST] = ANIM_MOVING_WHEELIE_WEST, [DIR_SOUTHEAST] = ANIM_MOVING_WHEELIE_EAST, [DIR_NORTHWEST] = ANIM_MOVING_WHEELIE_WEST, [DIR_NORTHEAST] = ANIM_MOVING_WHEELIE_EAST, }; static const u8 sFishingDirectionAnimNums[] = { [DIR_NONE] = ANIM_TAKE_OUT_ROD_SOUTH, [DIR_SOUTH] = ANIM_TAKE_OUT_ROD_SOUTH, [DIR_NORTH] = ANIM_TAKE_OUT_ROD_NORTH, [DIR_WEST] = ANIM_TAKE_OUT_ROD_WEST, [DIR_EAST] = ANIM_TAKE_OUT_ROD_EAST, [DIR_SOUTHWEST] = ANIM_TAKE_OUT_ROD_SOUTH, [DIR_SOUTHEAST] = ANIM_TAKE_OUT_ROD_SOUTH, [DIR_NORTHWEST] = ANIM_TAKE_OUT_ROD_NORTH, [DIR_NORTHEAST] = ANIM_TAKE_OUT_ROD_NORTH, }; static const u8 sFishingNoCatchDirectionAnimNums[] = { [DIR_NONE] = ANIM_PUT_AWAY_ROD_SOUTH, [DIR_SOUTH] = ANIM_PUT_AWAY_ROD_SOUTH, [DIR_NORTH] = ANIM_PUT_AWAY_ROD_NORTH, [DIR_WEST] = ANIM_PUT_AWAY_ROD_WEST, [DIR_EAST] = ANIM_PUT_AWAY_ROD_EAST, [DIR_SOUTHWEST] = ANIM_PUT_AWAY_ROD_SOUTH, [DIR_SOUTHEAST] = ANIM_PUT_AWAY_ROD_SOUTH, [DIR_NORTHWEST] = ANIM_PUT_AWAY_ROD_NORTH, [DIR_NORTHEAST] = ANIM_PUT_AWAY_ROD_NORTH, }; static const u8 sFishingBiteDirectionAnimNums[] = { [DIR_NONE] = ANIM_HOOKED_POKEMON_SOUTH, [DIR_SOUTH] = ANIM_HOOKED_POKEMON_SOUTH, [DIR_NORTH] = ANIM_HOOKED_POKEMON_NORTH, [DIR_WEST] = ANIM_HOOKED_POKEMON_WEST, [DIR_EAST] = ANIM_HOOKED_POKEMON_EAST, [DIR_SOUTHWEST] = ANIM_HOOKED_POKEMON_SOUTH, [DIR_SOUTHEAST] = ANIM_HOOKED_POKEMON_SOUTH, [DIR_NORTHWEST] = ANIM_HOOKED_POKEMON_NORTH, [DIR_NORTHEAST] = ANIM_HOOKED_POKEMON_NORTH, }; static const u8 sRunningDirectionAnimNums[] = { [DIR_NONE] = ANIM_RUN_SOUTH, [DIR_SOUTH] = ANIM_RUN_SOUTH, [DIR_NORTH] = ANIM_RUN_NORTH, [DIR_WEST] = ANIM_RUN_WEST, [DIR_EAST] = ANIM_RUN_EAST, [DIR_SOUTHWEST] = ANIM_RUN_WEST, [DIR_SOUTHEAST] = ANIM_RUN_EAST, [DIR_NORTHWEST] = ANIM_RUN_WEST, [DIR_NORTHEAST] = ANIM_RUN_EAST, }; const u8 gTrainerFacingDirectionMovementTypes[] = { [DIR_NONE] = MOVEMENT_TYPE_FACE_DOWN, [DIR_SOUTH] = MOVEMENT_TYPE_FACE_DOWN, [DIR_NORTH] = MOVEMENT_TYPE_FACE_UP, [DIR_WEST] = MOVEMENT_TYPE_FACE_LEFT, [DIR_EAST] = MOVEMENT_TYPE_FACE_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_TYPE_FACE_DOWN, [DIR_SOUTHEAST] = MOVEMENT_TYPE_FACE_DOWN, [DIR_NORTHWEST] = MOVEMENT_TYPE_FACE_UP, [DIR_NORTHEAST] = MOVEMENT_TYPE_FACE_UP, }; bool8 (*const gOppositeDirectionBlockedMetatileFuncs[])(u8) = { MetatileBehavior_IsSouthBlocked, MetatileBehavior_IsNorthBlocked, MetatileBehavior_IsWestBlocked, MetatileBehavior_IsEastBlocked }; bool8 (*const gDirectionBlockedMetatileFuncs[])(u8) = { MetatileBehavior_IsNorthBlocked, MetatileBehavior_IsSouthBlocked, MetatileBehavior_IsEastBlocked, MetatileBehavior_IsWestBlocked }; static const struct Coords16 sDirectionToVectors[] = { { 0, 0}, { 0, 1}, { 0, -1}, {-1, 0}, { 1, 0}, {-1, 1}, { 1, 1}, {-1, -1}, { 1, -1}, {-2, 1}, { 2, 1}, {-2, -1}, { 2, -1} }; const u8 gFaceDirectionMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_FACE_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_FACE_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_FACE_UP, [DIR_WEST] = MOVEMENT_ACTION_FACE_LEFT, [DIR_EAST] = MOVEMENT_ACTION_FACE_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_FACE_LEFT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_FACE_RIGHT, [DIR_NORTHWEST] = MOVEMENT_ACTION_FACE_LEFT, [DIR_NORTHEAST] = MOVEMENT_ACTION_FACE_RIGHT }; static const u8 gWalkSlowStairsMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_WALK_SLOW_STAIRS_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_WALK_SLOW_STAIRS_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_WALK_SLOW_STAIRS_UP, [DIR_WEST] = MOVEMENT_ACTION_WALK_SLOW_STAIRS_LEFT, [DIR_EAST] = MOVEMENT_ACTION_WALK_SLOW_STAIRS_RIGHT, }; const u8 gWalkSlowMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_WALK_SLOW_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_WALK_SLOW_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_WALK_SLOW_UP, [DIR_WEST] = MOVEMENT_ACTION_WALK_SLOW_LEFT, [DIR_EAST] = MOVEMENT_ACTION_WALK_SLOW_RIGHT, }; const u8 gWalkNormalMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_WALK_NORMAL_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_WALK_NORMAL_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_WALK_NORMAL_UP, [DIR_WEST] = MOVEMENT_ACTION_WALK_NORMAL_LEFT, [DIR_EAST] = MOVEMENT_ACTION_WALK_NORMAL_RIGHT, }; const u8 gWalkFastMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_WALK_FAST_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_WALK_FAST_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_WALK_FAST_UP, [DIR_WEST] = MOVEMENT_ACTION_WALK_FAST_LEFT, [DIR_EAST] = MOVEMENT_ACTION_WALK_FAST_RIGHT, }; const u8 gRideWaterCurrentMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_RIDE_WATER_CURRENT_UP, [DIR_WEST] = MOVEMENT_ACTION_RIDE_WATER_CURRENT_LEFT, [DIR_EAST] = MOVEMENT_ACTION_RIDE_WATER_CURRENT_RIGHT, }; const u8 gWalkFasterMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_WALK_FASTER_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_WALK_FASTER_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_WALK_FASTER_UP, [DIR_WEST] = MOVEMENT_ACTION_WALK_FASTER_LEFT, [DIR_EAST] = MOVEMENT_ACTION_WALK_FASTER_RIGHT, }; const u8 gSlideMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_SLIDE_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_SLIDE_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_SLIDE_UP, [DIR_WEST] = MOVEMENT_ACTION_SLIDE_LEFT, [DIR_EAST] = MOVEMENT_ACTION_SLIDE_RIGHT, }; const u8 gPlayerRunMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_PLAYER_RUN_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_PLAYER_RUN_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_PLAYER_RUN_UP, [DIR_WEST] = MOVEMENT_ACTION_PLAYER_RUN_LEFT, [DIR_EAST] = MOVEMENT_ACTION_PLAYER_RUN_RIGHT, }; const u8 gJump2MovementActions[] = { MOVEMENT_ACTION_JUMP_2_DOWN, MOVEMENT_ACTION_JUMP_2_DOWN, MOVEMENT_ACTION_JUMP_2_UP, MOVEMENT_ACTION_JUMP_2_LEFT, MOVEMENT_ACTION_JUMP_2_RIGHT, }; const u8 gJumpInPlaceMovementActions[] = { MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN, MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN, MOVEMENT_ACTION_JUMP_IN_PLACE_UP, MOVEMENT_ACTION_JUMP_IN_PLACE_LEFT, MOVEMENT_ACTION_JUMP_IN_PLACE_RIGHT, }; const u8 gJumpInPlaceTurnAroundMovementActions[] = { MOVEMENT_ACTION_JUMP_IN_PLACE_UP_DOWN, MOVEMENT_ACTION_JUMP_IN_PLACE_UP_DOWN, MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN_UP, MOVEMENT_ACTION_JUMP_IN_PLACE_RIGHT_LEFT, MOVEMENT_ACTION_JUMP_IN_PLACE_LEFT_RIGHT, }; const u8 gJumpMovementActions[] = { MOVEMENT_ACTION_JUMP_DOWN, MOVEMENT_ACTION_JUMP_DOWN, MOVEMENT_ACTION_JUMP_UP, MOVEMENT_ACTION_JUMP_LEFT, MOVEMENT_ACTION_JUMP_RIGHT, }; const u8 gJumpSpecialMovementActions[] = { MOVEMENT_ACTION_JUMP_SPECIAL_DOWN, MOVEMENT_ACTION_JUMP_SPECIAL_DOWN, MOVEMENT_ACTION_JUMP_SPECIAL_UP, MOVEMENT_ACTION_JUMP_SPECIAL_LEFT, MOVEMENT_ACTION_JUMP_SPECIAL_RIGHT, }; const u8 gWalkInPlaceSlowMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_UP, [DIR_WEST] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_LEFT, [DIR_EAST] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_LEFT, [DIR_NORTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_RIGHT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_RIGHT }; const u8 gWalkInPlaceNormalMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_UP, [DIR_WEST] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_LEFT, [DIR_EAST] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_LEFT, [DIR_NORTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_RIGHT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_RIGHT }; const u8 gWalkInPlaceFastMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_UP, [DIR_WEST] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_LEFT, [DIR_EAST] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_LEFT, [DIR_NORTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_RIGHT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_RIGHT }; const u8 gWalkInPlaceFasterMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_UP, [DIR_WEST] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_LEFT, [DIR_EAST] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_LEFT, [DIR_NORTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_RIGHT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_RIGHT }; const u8 gAcroWheelieFaceDirectionMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_UP, [DIR_WEST] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_LEFT, [DIR_EAST] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_LEFT, [DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_RIGHT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_RIGHT }; const u8 gAcroPopWheelieFaceDirectionMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_UP, [DIR_WEST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_LEFT, [DIR_EAST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_LEFT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_RIGHT, [DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_RIGHT, }; const u8 gAcroEndWheelieFaceDirectionMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_UP, [DIR_WEST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_LEFT, [DIR_EAST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_LEFT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_RIGHT, [DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_RIGHT, }; const u8 gAcroWheelieHopFaceDirectionMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_UP, [DIR_WEST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_LEFT, [DIR_EAST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_LEFT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_RIGHT, [DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_RIGHT, }; const u8 gAcroWheelieHopDirectionMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_UP, [DIR_WEST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_LEFT, [DIR_EAST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_LEFT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_RIGHT, [DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_RIGHT, }; const u8 gAcroWheelieJumpDirectionMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_UP, [DIR_WEST] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_LEFT, [DIR_EAST] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_LEFT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_RIGHT, [DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_RIGHT, }; const u8 gAcroWheelieInPlaceDirectionMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_UP, [DIR_WEST] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_LEFT, [DIR_EAST] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_LEFT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_RIGHT, [DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_RIGHT, }; const u8 gAcroPopWheelieMoveDirectionMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_UP, [DIR_WEST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_LEFT, [DIR_EAST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_LEFT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_RIGHT, [DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_RIGHT, }; const u8 gAcroWheelieMoveDirectionMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_UP, [DIR_WEST] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_LEFT, [DIR_EAST] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_LEFT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_RIGHT, [DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_RIGHT, }; const u8 gAcroEndWheelieMoveDirectionMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_DOWN, [DIR_SOUTH] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_DOWN, [DIR_NORTH] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_UP, [DIR_WEST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_LEFT, [DIR_EAST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_RIGHT, [DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_LEFT, [DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_LEFT, [DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_RIGHT, [DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_RIGHT, }; // run slow const u8 gRunSlowMovementActions[] = { [DIR_NONE] = MOVEMENT_ACTION_RUN_DOWN_SLOW, [DIR_SOUTH] = MOVEMENT_ACTION_RUN_DOWN_SLOW, [DIR_NORTH] = MOVEMENT_ACTION_RUN_UP_SLOW, [DIR_WEST] = MOVEMENT_ACTION_RUN_LEFT_SLOW, [DIR_EAST] = MOVEMENT_ACTION_RUN_RIGHT_SLOW, [DIR_SOUTHWEST] = MOVEMENT_ACTION_RUN_LEFT_SLOW, [DIR_SOUTHEAST] = MOVEMENT_ACTION_RUN_RIGHT_SLOW, [DIR_NORTHWEST] = MOVEMENT_ACTION_RUN_LEFT_SLOW, [DIR_NORTHEAST] = MOVEMENT_ACTION_RUN_RIGHT_SLOW, }; static const u8 sOppositeDirections[] = { DIR_NORTH, DIR_SOUTH, DIR_EAST, DIR_WEST, DIR_NORTHEAST, DIR_NORTHWEST, DIR_SOUTHEAST, DIR_SOUTHWEST, }; // Takes the player's original and current facing direction to get the direction that should be considered to copy. // Note that this means an NPC who copies the player's movement changes how they copy them based on how // the player entered the area. For instance an NPC who does the same movements as the player when they // entered the area facing South will do the opposite movements as the player if they enter facing North. static const u8 sPlayerDirectionsForCopy[][4] = { [DIR_SOUTH - 1] = { [DIR_SOUTH - 1] = DIR_NORTH, [DIR_NORTH - 1] = DIR_SOUTH, [DIR_WEST - 1] = DIR_EAST, [DIR_EAST - 1] = DIR_WEST }, [DIR_NORTH - 1] = { [DIR_SOUTH - 1] = DIR_SOUTH, [DIR_NORTH - 1] = DIR_NORTH, [DIR_WEST - 1] = DIR_WEST, [DIR_EAST - 1] = DIR_EAST }, [DIR_WEST - 1] = { [DIR_SOUTH - 1] = DIR_WEST, [DIR_NORTH - 1] = DIR_EAST, [DIR_WEST - 1] = DIR_NORTH, [DIR_EAST - 1] = DIR_SOUTH }, [DIR_EAST - 1] = { [DIR_SOUTH - 1] = DIR_EAST, [DIR_NORTH - 1] = DIR_WEST, [DIR_WEST - 1] = DIR_SOUTH, [DIR_EAST - 1] = DIR_NORTH } }; // Indexed first with the NPC's initial facing direction based on movement type, and secondly with the player direction to copy. // Returns the direction the copy NPC should travel in. static const u8 sPlayerDirectionToCopyDirection[][4] = { [DIR_SOUTH - 1] = { // MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE(_IN_GRASS) [DIR_SOUTH - 1] = DIR_NORTH, [DIR_NORTH - 1] = DIR_SOUTH, [DIR_WEST - 1] = DIR_EAST, [DIR_EAST - 1] = DIR_WEST }, [DIR_NORTH - 1] = { // MOVEMENT_TYPE_COPY_PLAYER(_IN_GRASS) [DIR_SOUTH - 1] = DIR_SOUTH, [DIR_NORTH - 1] = DIR_NORTH, [DIR_WEST - 1] = DIR_WEST, [DIR_EAST - 1] = DIR_EAST }, [DIR_WEST - 1] = { // MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE(_IN_GRASS) [DIR_SOUTH - 1] = DIR_EAST, [DIR_NORTH - 1] = DIR_WEST, [DIR_WEST - 1] = DIR_SOUTH, [DIR_EAST - 1] = DIR_NORTH }, [DIR_EAST - 1] = { // MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE(_IN_GRASS) [DIR_SOUTH - 1] = DIR_WEST, [DIR_NORTH - 1] = DIR_EAST, [DIR_WEST - 1] = DIR_NORTH, [DIR_EAST - 1] = DIR_SOUTH } }; #include "data/object_events/movement_action_func_tables.h" static void ClearObjectEvent(struct ObjectEvent *objectEvent) { *objectEvent = (struct ObjectEvent){}; objectEvent->localId = LOCALID_PLAYER; objectEvent->mapNum = MAP_NUM(MAP_UNDEFINED); objectEvent->mapGroup = MAP_GROUP(MAP_UNDEFINED); objectEvent->movementActionId = MOVEMENT_ACTION_NONE; } static void ClearAllObjectEvents(void) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) ClearObjectEvent(&gObjectEvents[i]); } void ResetObjectEvents(void) { ClearLinkPlayerObjectEvents(); ClearAllObjectEvents(); ClearPlayerAvatarInfo(); CreateReflectionEffectSprites(); } static void CreateReflectionEffectSprites(void) { u8 spriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_REFLECTION_DISTORTION], 0, 0, 31); gSprites[spriteId].oam.affineMode = ST_OAM_AFFINE_NORMAL; InitSpriteAffineAnim(&gSprites[spriteId]); StartSpriteAffineAnim(&gSprites[spriteId], 0); gSprites[spriteId].invisible = TRUE; spriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_REFLECTION_DISTORTION], 0, 0, 31); gSprites[spriteId].oam.affineMode = ST_OAM_AFFINE_NORMAL; InitSpriteAffineAnim(&gSprites[spriteId]); StartSpriteAffineAnim(&gSprites[spriteId], 1); gSprites[spriteId].invisible = TRUE; } u8 GetFirstInactiveObjectEventId(void) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (!gObjectEvents[i].active) break; } return i; } u8 GetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroupId) { if (localId < OBJ_EVENT_ID_DYNAMIC_BASE) { if (PlayerHasFollowerNPC() && localId == OBJ_EVENT_ID_NPC_FOLLOWER) return GetFollowerNPCObjectId(); else return GetObjectEventIdByLocalIdAndMapInternal(localId, mapNum, mapGroupId); } return GetObjectEventIdByLocalId(localId); } bool8 TryGetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroupId, u8 *objectEventId) { *objectEventId = GetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroupId); if (*objectEventId == OBJECT_EVENTS_COUNT) return TRUE; else return FALSE; } u8 GetObjectEventIdByXY(s16 x, s16 y) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active && gObjectEvents[i].currentCoords.x == x && gObjectEvents[i].currentCoords.y == y) break; } return i; } static u8 GetObjectEventIdByLocalIdAndMapInternal(u8 localId, u8 mapNum, u8 mapGroupId) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active && gObjectEvents[i].localId == localId && gObjectEvents[i].mapNum == mapNum && gObjectEvents[i].mapGroup == mapGroupId) return i; } return OBJECT_EVENTS_COUNT; } u8 GetObjectEventIdByLocalId(u8 localId) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active && gObjectEvents[i].localId == localId) return i; } return OBJECT_EVENTS_COUNT; } static u8 InitObjectEventStateFromTemplate(const struct ObjectEventTemplate *template, u8 mapNum, u8 mapGroup) { struct ObjectEvent *objectEvent; u8 objectEventId; s16 x; s16 y; if (GetAvailableObjectEventId(template->localId, mapNum, mapGroup, &objectEventId)) return OBJECT_EVENTS_COUNT; objectEvent = &gObjectEvents[objectEventId]; ClearObjectEvent(objectEvent); x = template->x + MAP_OFFSET; y = template->y + MAP_OFFSET; objectEvent->active = TRUE; objectEvent->triggerGroundEffectsOnMove = TRUE; objectEvent->graphicsId = template->graphicsId; SetObjectEventDynamicGraphicsId(objectEvent); 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) objectEvent->shiny = VarGet(template->trainerRange_berryTreeId) >> 5; } objectEvent->movementType = template->movementType; objectEvent->localId = template->localId; objectEvent->mapNum = mapNum; objectEvent->mapGroup = mapGroup; objectEvent->initialCoords.x = x; objectEvent->initialCoords.y = y; objectEvent->currentCoords.x = x; objectEvent->currentCoords.y = y; objectEvent->previousCoords.x = x; objectEvent->previousCoords.y = y; objectEvent->currentElevation = template->elevation; objectEvent->previousElevation = template->elevation; objectEvent->range.rangeX = template->movementRangeX; objectEvent->range.rangeY = template->movementRangeY; objectEvent->trainerType = template->trainerType; objectEvent->mapNum = mapNum; objectEvent->trainerRange_berryTreeId = template->trainerRange_berryTreeId; objectEvent->previousMovementDirection = gInitialMovementTypeFacingDirections[template->movementType]; SetObjectEventDirection(objectEvent, objectEvent->previousMovementDirection); if (sMovementTypeHasRange[objectEvent->movementType]) { if (objectEvent->range.rangeX == 0) objectEvent->range.rangeX++; if (objectEvent->range.rangeY == 0) objectEvent->range.rangeY++; } return objectEventId; } u8 Unref_TryInitLocalObjectEvent(u8 localId) { u8 i; u8 objectEventCount; struct ObjectEventTemplate *template; if (gMapHeader.events != NULL) { if (CurrentBattlePyramidLocation() != PYRAMID_LOCATION_NONE) objectEventCount = GetNumBattlePyramidObjectEvents(); else if (InTrainerHill()) objectEventCount = HILL_TRAINERS_PER_FLOOR; else objectEventCount = gMapHeader.events->objectEventCount; for (i = 0; i < objectEventCount; i++) { template = &gSaveBlock1Ptr->objectEventTemplates[i]; if (template->localId == localId && !FlagGet(template->flagId)) return InitObjectEventStateFromTemplate(template, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup); } } return OBJECT_EVENTS_COUNT; } static bool8 GetAvailableObjectEventId(u16 localId, u8 mapNum, u8 mapGroup, u8 *objectEventId) // Looks for an empty slot. // Returns FALSE and the location of the available slot // in *objectEventId. // If no slots are available, or if the object is already // loaded, returns TRUE. { u8 i = 0; for (i = 0; i < OBJECT_EVENTS_COUNT && gObjectEvents[i].active; i++) { if (gObjectEvents[i].localId == localId && gObjectEvents[i].mapNum == mapNum && gObjectEvents[i].mapGroup == mapGroup) return TRUE; } if (i >= OBJECT_EVENTS_COUNT) return TRUE; *objectEventId = i; for (; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active && gObjectEvents[i].localId == localId && gObjectEvents[i].mapNum == mapNum && gObjectEvents[i].mapGroup == mapGroup) return TRUE; } return FALSE; } void RemoveObjectEvent(struct ObjectEvent *objectEvent) { objectEvent->active = FALSE; RemoveObjectEventInternal(objectEvent); // zero potential species info objectEvent->graphicsId = objectEvent->shiny = 0; } void RemoveObjectEventByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { FlagSet(GetObjectEventFlagIdByObjectEventId(objectEventId)); RemoveObjectEvent(&gObjectEvents[objectEventId]); } } static void RemoveObjectEventInternal(struct ObjectEvent *objectEvent) { struct SpriteFrameImage image; image.size = GetObjectEventGraphicsInfo(objectEvent->graphicsId)->size; gSprites[objectEvent->spriteId].images = ℑ // It's possible that this function is called while the sprite pointed to `== sDummySprite`, i.e during map resume; // In this case, don't free the palette as `paletteNum` is likely blank dummy data if (!gSprites[objectEvent->spriteId].inUse && !gSprites[objectEvent->spriteId].oam.paletteNum && gSprites[objectEvent->spriteId].callback == SpriteCallbackDummy) { DestroySprite(&gSprites[objectEvent->spriteId]); } else { u32 paletteNum = gSprites[objectEvent->spriteId].oam.paletteNum; u16 tileStart; if (OW_GFX_COMPRESS) tileStart = gSprites[objectEvent->spriteId].sheetTileStart; DestroySprite(&gSprites[objectEvent->spriteId]); FieldEffectFreePaletteIfUnused(paletteNum); if (OW_GFX_COMPRESS && tileStart) FieldEffectFreeTilesIfUnused(tileStart); } } void RemoveAllObjectEventsExceptPlayer(void) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (i != gPlayerAvatar.objectEventId) RemoveObjectEvent(&gObjectEvents[i]); } } // Free a sprite's current tiles and reallocate with a new size // Used when changing to a gfx info with a larger size static s16 ReallocSpriteTiles(struct Sprite *sprite, u32 byteSize) { s16 i; bool32 wasVisible = sprite->invisible; sprite->invisible = TRUE; i = CopySprite(sprite, sprite->x, sprite->y, 0xFF); if (i < MAX_SPRITES) { DestroySprite(&gSprites[i]); i = AllocSpriteTiles(byteSize / TILE_SIZE_4BPP); if (i >= 0) { // Fill the allocated area with zeroes // To avoid visual glitches if the frame hasn't been copied yet CpuFastFill16(0, (u8 *)OBJ_VRAM0 + TILE_SIZE_4BPP * i, byteSize); sprite->oam.tileNum = i; } } else { i = -1; } sprite->invisible = wasVisible; return i; } u16 LoadSheetGraphicsInfo(const struct ObjectEventGraphicsInfo *info, u16 uuid, struct Sprite *sprite) { u16 tag = info->tileTag; if (tag != TAG_NONE || info->compressed) { // sheet-based gfx u32 sheetSpan = GetSpanPerImage(info->oam->shape, info->oam->size); u16 oldTiles = 0; u16 tileStart; bool32 oldInvisible; if (tag == TAG_NONE) tag = COMP_OW_TILE_TAG_BASE + uuid; if (sprite) { oldInvisible = sprite->invisible; oldTiles = sprite->sheetTileStart; sprite->sheetTileStart = 0; // mark unused // Note: If sprite was not allocated to use a sheet, // the tiles assigned to it will leak here, // as its tileNum will be repointed to the new tileStart // TODO: Unload static tiles! } tileStart = GetSpriteTileStartByTag(tag); // sheet not loaded; unload any old tiles and load it if (tileStart == TAG_NONE) { struct SpriteFrameImage image = {.size = info->size, .data = info->images->data}; struct SpriteTemplate template = {.tileTag = tag, .images = &image}; // Load, then free, in order to avoid displaying garbage data // before sprite's `sheetTileStart` is repointed tileStart = LoadCompressedSpriteSheetByTemplate(&template, TILE_SIZE_4BPP << sheetSpan); if (oldTiles) { FieldEffectFreeTilesIfUnused(oldTiles); // We weren't able to load the sheet; // retry (after having freed), and set sprite to invisible until done if (tileStart <= 0) { if (sprite) sprite->invisible = TRUE; tileStart = LoadCompressedSpriteSheetByTemplate(&template, TILE_SIZE_4BPP << sheetSpan); } } // sheet loaded; unload any *other* sheet for sprite } else if (oldTiles && oldTiles != tileStart) { FieldEffectFreeTilesIfUnused(oldTiles); } if (sprite) { sprite->sheetTileStart = tileStart; sprite->sheetSpan = sheetSpan; sprite->usingSheet = TRUE; sprite->invisible = oldInvisible; } // Going from sheet -> !sheet, reset tile number // (sheet stays loaded) // Note: It's possible to load a non-sheet gfx // larger than the allocated prefix space, // in which case we would have to realloc // TODO: Realloc usingSheet -> !usingSheet larger gfx } else if (sprite && sprite->usingSheet) { sprite->oam.tileNum = sprite->sheetTileStart; sprite->usingSheet = FALSE; } else if (sprite && !sprite->sheetTileStart && sprite->oam.size != info->oam->size) { // Not usingSheet and info size differs; realloc tiles ReallocSpriteTiles(sprite, info->images->size); } return tag; } static u8 TrySetupObjectEventSprite(const struct ObjectEventTemplate *objectEventTemplate, struct SpriteTemplate *spriteTemplate, u8 mapNum, u8 mapGroup, s16 cameraX, s16 cameraY) { u8 spriteId; u8 objectEventId; struct Sprite *sprite; struct ObjectEvent *objectEvent; const struct ObjectEventGraphicsInfo *graphicsInfo; objectEventId = InitObjectEventStateFromTemplate(objectEventTemplate, mapNum, mapGroup); if (objectEventId == OBJECT_EVENTS_COUNT) return OBJECT_EVENTS_COUNT; objectEvent = &gObjectEvents[objectEventId]; graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId); if (spriteTemplate->paletteTag != TAG_NONE && spriteTemplate->paletteTag != OBJ_EVENT_PAL_TAG_DYNAMIC) LoadObjectEventPalette(spriteTemplate->paletteTag); if (objectEvent->movementType == MOVEMENT_TYPE_INVISIBLE) objectEvent->invisible = TRUE; if (OW_GFX_COMPRESS) spriteTemplate->tileTag = LoadSheetGraphicsInfo(graphicsInfo, objectEvent->graphicsId, NULL); if (objectEvent->graphicsId & OBJ_EVENT_MON && objectEvent->graphicsId & OBJ_EVENT_MON_SHINY) objectEvent->shiny = TRUE; spriteId = CreateSprite(spriteTemplate, 0, 0, 0); if (spriteId == MAX_SPRITES) { gObjectEvents[objectEventId].active = FALSE; return OBJECT_EVENTS_COUNT; } sprite = &gSprites[spriteId]; // Use palette from species palette table if (spriteTemplate->paletteTag == OBJ_EVENT_PAL_TAG_DYNAMIC) sprite->oam.paletteNum = LoadDynamicFollowerPalette(OW_SPECIES(objectEvent), OW_SHINY(objectEvent), OW_FEMALE(objectEvent)); if (OW_GFX_COMPRESS && sprite->usingSheet) sprite->sheetSpan = GetSpanPerImage(sprite->oam.shape, sprite->oam.size); GetMapCoordsFromSpritePos(objectEvent->currentCoords.x + cameraX, objectEvent->currentCoords.y + cameraY, &sprite->x, &sprite->y); sprite->centerToCornerVecX = -(graphicsInfo->width >> 1); sprite->centerToCornerVecY = -(graphicsInfo->height >> 1); sprite->x += 8; sprite->y += 16 + sprite->centerToCornerVecY; sprite->coordOffsetEnabled = TRUE; sprite->sObjEventId = objectEventId; objectEvent->spriteId = spriteId; objectEvent->inanimate = graphicsInfo->inanimate; if (!objectEvent->inanimate) StartSpriteAnim(sprite, GetFaceDirectionAnimNum(objectEvent->facingDirection)); SetObjectSubpriorityByElevation(objectEvent->previousElevation, sprite, 1); UpdateObjectEventVisibility(objectEvent, sprite); return objectEventId; } u8 TrySpawnObjectEventTemplate(const struct ObjectEventTemplate *objectEventTemplate, u8 mapNum, u8 mapGroup, s16 cameraX, s16 cameraY) { u8 objectEventId; u16 graphicsId = objectEventTemplate->graphicsId; struct SpriteTemplate spriteTemplate; struct SpriteFrameImage spriteFrameImage; const struct ObjectEventGraphicsInfo *graphicsInfo; const struct SubspriteTable *subspriteTables = NULL; graphicsInfo = GetObjectEventGraphicsInfo(graphicsId); CopyObjectGraphicsInfoToSpriteTemplate_WithMovementType(graphicsId, objectEventTemplate->movementType, &spriteTemplate, &subspriteTables); spriteFrameImage.size = graphicsInfo->size; spriteTemplate.images = &spriteFrameImage; objectEventId = TrySetupObjectEventSprite(objectEventTemplate, &spriteTemplate, mapNum, mapGroup, cameraX, cameraY); if (objectEventId == OBJECT_EVENTS_COUNT) return OBJECT_EVENTS_COUNT; gSprites[gObjectEvents[objectEventId].spriteId].images = graphicsInfo->images; if (subspriteTables) SetSubspriteTables(&gSprites[gObjectEvents[objectEventId].spriteId], subspriteTables); return objectEventId; } u8 SpawnSpecialObjectEvent(struct ObjectEventTemplate *objectEventTemplate) { s16 cameraX; s16 cameraY; GetObjectEventMovingCameraOffset(&cameraX, &cameraY); return TrySpawnObjectEventTemplate(objectEventTemplate, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, cameraX, cameraY); } u8 SpawnSpecialObjectEventParameterized(u16 graphicsId, u8 movementBehavior, u8 localId, s16 x, s16 y, u8 elevation) { struct ObjectEventTemplate objectEventTemplate; x -= MAP_OFFSET; y -= MAP_OFFSET; objectEventTemplate.localId = localId; objectEventTemplate.graphicsId = graphicsId; objectEventTemplate.kind = OBJ_KIND_NORMAL; objectEventTemplate.x = x; objectEventTemplate.y = y; objectEventTemplate.elevation = elevation; objectEventTemplate.movementType = movementBehavior; objectEventTemplate.movementRangeX = 0; objectEventTemplate.movementRangeY = 0; objectEventTemplate.trainerType = TRAINER_TYPE_NONE; objectEventTemplate.trainerRange_berryTreeId = 0; return SpawnSpecialObjectEvent(&objectEventTemplate); } u8 TrySpawnObjectEvent(u8 localId, u8 mapNum, u8 mapGroup) { const struct ObjectEventTemplate *objectEventTemplate; s16 cameraX, cameraY; objectEventTemplate = GetObjectEventTemplateByLocalIdAndMap(localId, mapNum, mapGroup); if (!objectEventTemplate) return OBJECT_EVENTS_COUNT; GetObjectEventMovingCameraOffset(&cameraX, &cameraY); return TrySpawnObjectEventTemplate(objectEventTemplate, mapNum, mapGroup, cameraX, cameraY); } static void CopyObjectGraphicsInfoToSpriteTemplate(u16 graphicsId, void (*callback)(struct Sprite *), struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables) { const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(graphicsId); spriteTemplate->tileTag = graphicsInfo->tileTag; spriteTemplate->paletteTag = graphicsInfo->paletteTag; spriteTemplate->oam = graphicsInfo->oam; spriteTemplate->anims = graphicsInfo->anims; spriteTemplate->images = graphicsInfo->images; spriteTemplate->affineAnims = graphicsInfo->affineAnims; spriteTemplate->callback = callback; *subspriteTables = graphicsInfo->subspriteTables; } static void CopyObjectGraphicsInfoToSpriteTemplate_WithMovementType(u16 graphicsId, u16 movementType, struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables) { CopyObjectGraphicsInfoToSpriteTemplate(graphicsId, sMovementTypeCallbacks[movementType], spriteTemplate, subspriteTables); } static void UNUSED MakeSpriteTemplateFromObjectEventTemplate(const struct ObjectEventTemplate *objectEventTemplate, struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables) { CopyObjectGraphicsInfoToSpriteTemplate_WithMovementType(objectEventTemplate->graphicsId, objectEventTemplate->movementType, spriteTemplate, subspriteTables); } // Loads information from graphicsId, with shininess separate // also can write palette tag to the template static u32 LoadDynamicFollowerPaletteFromGraphicsId(u16 graphicsId, struct SpriteTemplate *template) { u16 species = graphicsId & OBJ_EVENT_MON_SPECIES_MASK; bool32 shiny = graphicsId & OBJ_EVENT_MON_SHINY; bool32 female = graphicsId & OBJ_EVENT_MON_FEMALE; u8 paletteNum = LoadDynamicFollowerPalette(species, shiny, female); if (template) { template->paletteTag = species + OBJ_EVENT_MON; if (shiny) template->paletteTag += OBJ_EVENT_MON_SHINY; if (female) template->paletteTag += OBJ_EVENT_MON_FEMALE; } return paletteNum; } // Used to create a sprite using a graphicsId associated with object events. u8 CreateObjectGraphicsSpriteWithTag(u16 graphicsId, void (*callback)(struct Sprite *), s16 x, s16 y, u8 subpriority, u16 paletteTag) { struct SpriteTemplate *spriteTemplate; const struct SubspriteTable *subspriteTables; const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(graphicsId); struct Sprite *sprite; u8 spriteId; spriteTemplate = Alloc(sizeof(struct SpriteTemplate)); CopyObjectGraphicsInfoToSpriteTemplate(graphicsId, callback, spriteTemplate, &subspriteTables); if (OW_GFX_COMPRESS) { // Checking only for compressed here so as not to mess with decorations if (graphicsInfo->compressed) spriteTemplate->tileTag = LoadSheetGraphicsInfo(graphicsInfo, graphicsId, NULL); } if (spriteTemplate->paletteTag == OBJ_EVENT_PAL_TAG_DYNAMIC) { u32 paletteNum = LoadDynamicFollowerPaletteFromGraphicsId(graphicsId, spriteTemplate); spriteTemplate->paletteTag = GetSpritePaletteTagByPaletteNum(paletteNum); } else if (spriteTemplate->paletteTag != TAG_NONE) { LoadObjectEventPalette(spriteTemplate->paletteTag); } spriteId = CreateSprite(spriteTemplate, x, y, subpriority); Free(spriteTemplate); if (spriteId != MAX_SPRITES && subspriteTables != NULL) { sprite = &gSprites[spriteId]; if (OW_GFX_COMPRESS && graphicsInfo->compressed) sprite->sheetSpan = GetSpanPerImage(sprite->oam.shape, sprite->oam.size); SetSubspriteTables(sprite, subspriteTables); sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY; } return spriteId; } u8 CreateObjectGraphicsSprite(u16 graphicsId, void (*callback)(struct Sprite *), s16 x, s16 y, u8 subpriority) { return CreateObjectGraphicsSpriteWithTag(graphicsId, callback, x, y, subpriority, TAG_NONE); } #define sVirtualObjId data[0] #define sVirtualObjElev data[1] // "Virtual Objects" are a class of sprites used instead of a full object event. // Used when more objects are needed than the object event limit (for Contest / Battle Dome audiences and group members in Union Room). // A unique id is given as an argument and stored in the sprite data to allow referring back to the same virtual object. // They can be turned (and, in the case of the Union Room, animated teleporting in and out) but do not have movement types // or any of the other data normally associated with object events. u8 CreateVirtualObject(u16 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 elevation, u8 direction) { u8 spriteId; struct Sprite *sprite; struct SpriteTemplate spriteTemplate; const struct SubspriteTable *subspriteTables; const struct ObjectEventGraphicsInfo *graphicsInfo; graphicsInfo = GetObjectEventGraphicsInfo(graphicsId); CopyObjectGraphicsInfoToSpriteTemplate(graphicsId, SpriteCB_VirtualObject, &spriteTemplate, &subspriteTables); x += MAP_OFFSET; y += MAP_OFFSET; SetSpritePosToOffsetMapCoords(&x, &y, 8, 16); if (spriteTemplate.paletteTag != TAG_NONE) LoadObjectEventPalette(spriteTemplate.paletteTag); spriteId = CreateSpriteAtEnd(&spriteTemplate, x, y, 0); if (spriteId != MAX_SPRITES) { sprite = &gSprites[spriteId]; sprite->centerToCornerVecX = -(graphicsInfo->width >> 1); sprite->centerToCornerVecY = -(graphicsInfo->height >> 1); sprite->y += sprite->centerToCornerVecY; sprite->coordOffsetEnabled = TRUE; sprite->sVirtualObjId = virtualObjId; sprite->sVirtualObjElev = elevation; if (subspriteTables != NULL) { SetSubspriteTables(sprite, subspriteTables); sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY; } InitObjectPriorityByElevation(sprite, elevation); SetObjectSubpriorityByElevation(elevation, sprite, 1); StartSpriteAnim(sprite, GetFaceDirectionAnimNum(direction)); } return spriteId; } // Return address of first conscious party mon or NULL struct Pokemon *GetFirstLiveMon(void) { u32 i; for (i = 0; i < PARTY_SIZE; i++) { struct Pokemon *mon = &gPlayerParty[i]; if ((OW_FOLLOWERS_ALLOWED_SPECIES && GetMonData(mon, MON_DATA_SPECIES_OR_EGG) != VarGet(OW_FOLLOWERS_ALLOWED_SPECIES)) || (OW_FOLLOWERS_ALLOWED_MET_LVL && GetMonData(mon, MON_DATA_MET_LEVEL) != VarGet(OW_FOLLOWERS_ALLOWED_MET_LVL)) || (OW_FOLLOWERS_ALLOWED_MET_LOC && GetMonData(mon, MON_DATA_MET_LOCATION) != VarGet(OW_FOLLOWERS_ALLOWED_MET_LOC))) continue; if (gPlayerParty[i].hp > 0 && !(gPlayerParty[i].box.isEgg || gPlayerParty[i].box.isBadEgg)) return &gPlayerParty[i]; } return NULL; } // Return follower ObjectEvent or NULL struct ObjectEvent *GetFollowerObject(void) { u32 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].localId == OBJ_EVENT_ID_FOLLOWER && gObjectEvents[i].active) return &gObjectEvents[i]; } return NULL; } // Return graphicsInfo for a pokemon species & form const struct ObjectEventGraphicsInfo *SpeciesToGraphicsInfo(u32 species, bool32 shiny, bool32 female) { const struct ObjectEventGraphicsInfo *graphicsInfo = NULL; #if OW_POKEMON_OBJECT_EVENTS switch (species) { case SPECIES_UNOWN: // Deal with Unown forms later graphicsInfo = &gSpeciesInfo[species].overworldData; break; default: #if P_GENDER_DIFFERENCES if (female && gSpeciesInfo[species].overworldDataFemale.paletteTag == OBJ_EVENT_PAL_TAG_DYNAMIC) { graphicsInfo = &gSpeciesInfo[species].overworldDataFemale; } else #endif { graphicsInfo = &gSpeciesInfo[species].overworldData; } break; } // Try to avoid OOB or undefined access if ((graphicsInfo->tileTag == 0 && species < NUM_SPECIES) || (graphicsInfo->tileTag != TAG_NONE && species >= NUM_SPECIES)) { if (OW_SUBSTITUTE_PLACEHOLDER) return &gSpeciesInfo[SPECIES_NONE].overworldData; return NULL; } #endif // OW_POKEMON_OBJECT_EVENTS return graphicsInfo; } // Find, or load, the palette for the specified pokemon info static u32 LoadDynamicFollowerPalette(u32 species, bool32 shiny, bool32 female) { u32 paletteNum; // Use standalone palette, unless entry is OOB or NULL (fallback to front-sprite-based) #if OW_POKEMON_OBJECT_EVENTS == TRUE && OW_PKMN_OBJECTS_SHARE_PALETTES == FALSE if ((shiny && gSpeciesInfo[species].overworldPalette) || (!shiny && gSpeciesInfo[species].overworldShinyPalette)) { struct SpritePalette spritePalette; u16 palTag = species + OBJ_EVENT_MON + (shiny ? OBJ_EVENT_MON_SHINY : 0); #if P_GENDER_DIFFERENCES if (female && gSpeciesInfo[species].overworldShinyPaletteFemale != NULL) palTag += OBJ_EVENT_MON_FEMALE; #endif // palette already loaded if ((paletteNum = IndexOfSpritePaletteTag(palTag)) < 16) return paletteNum; spritePalette.tag = palTag; #if P_GENDER_DIFFERENCES if (female && gSpeciesInfo[species].overworldPaletteFemale != NULL) { if (shiny) spritePalette.data = gSpeciesInfo[species].overworldShinyPaletteFemale; else spritePalette.data = gSpeciesInfo[species].overworldPaletteFemale; } else #endif { if (shiny) spritePalette.data = gSpeciesInfo[species].overworldShinyPalette; else spritePalette.data = gSpeciesInfo[species].overworldPalette; } // Check if pal data must be decompressed if (IsLZ77Data(spritePalette.data, PLTT_SIZE_4BPP, PLTT_SIZE_4BPP)) { struct SpritePalette compSpritePalette; compSpritePalette.data = (const void *) spritePalette.data; compSpritePalette.tag = spritePalette.tag; paletteNum = LoadSpritePalette(&compSpritePalette); } else { paletteNum = LoadSpritePalette(&spritePalette); } } else #endif //OW_POKEMON_OBJECT_EVENTS == TRUE && OW_PKMN_OBJECTS_SHARE_PALETTES == FALSE { // Note that the shiny palette tag is `species + SPECIES_SHINY_TAG`, which must be increased with more pokemon // so that palette tags do not overlap const u16 *palette = GetMonSpritePalFromSpecies(species, shiny, female); //ETODO // palette already loaded if ((paletteNum = IndexOfSpritePaletteTag(species)) < 16) return paletteNum; // Use matching front sprite's normal/shiny palettes // Load compressed palette LoadSpritePaletteWithTag(palette, species); paletteNum = IndexOfSpritePaletteTag(species); // Tag is always present } if (gWeatherPtr->currWeather != WEATHER_FOG_HORIZONTAL) // don't want to weather blend in fog UpdateSpritePaletteWithWeather(paletteNum, FALSE); return paletteNum; } // Set graphics & sprite for a follower object event by species & shininess. static void FollowerSetGraphics(struct ObjectEvent *objEvent, u32 species, bool32 shiny, bool32 female) { const struct ObjectEventGraphicsInfo *graphicsInfo = SpeciesToGraphicsInfo(species, shiny, female); ObjectEventSetGraphics(objEvent, graphicsInfo); objEvent->graphicsId = GetGraphicsIdForMon(species, shiny, female); if (graphicsInfo->paletteTag == OBJ_EVENT_PAL_TAG_DYNAMIC) // Use palette from species palette table { struct Sprite *sprite = &gSprites[objEvent->spriteId]; // Free palette if otherwise unused sprite->inUse = FALSE; FieldEffectFreePaletteIfUnused(sprite->oam.paletteNum); sprite->inUse = TRUE; sprite->oam.paletteNum = LoadDynamicFollowerPalette(species, shiny, female); } } // Like FollowerSetGraphics, but does not recenter sprite on a metatile // Intended to be used for mid-movement form changes, etc. static void RefreshFollowerGraphics(struct ObjectEvent *objEvent) { u32 species = OW_SPECIES(objEvent); bool32 shiny = OW_SHINY(objEvent); bool32 female = OW_FEMALE(objEvent); const struct ObjectEventGraphicsInfo *graphicsInfo = SpeciesToGraphicsInfo(species, shiny, female); struct Sprite *sprite = &gSprites[objEvent->spriteId]; u32 i = FindObjectEventPaletteIndexByTag(graphicsInfo->paletteTag); if (graphicsInfo->oam->size != sprite->oam.size) { if (OW_LARGE_OW_SUPPORT && !OW_GFX_COMPRESS) ReallocSpriteTiles(sprite, graphicsInfo->images->size); // Add difference in Y vectors sprite->y += -(graphicsInfo->height >> 1) - sprite->centerToCornerVecY; } if (OW_GFX_COMPRESS) LoadSheetGraphicsInfo(graphicsInfo, objEvent->graphicsId, sprite); sprite->oam.shape = graphicsInfo->oam->shape; sprite->oam.size = graphicsInfo->oam->size; sprite->images = graphicsInfo->images; sprite->anims = graphicsInfo->anims; sprite->subspriteTables = graphicsInfo->subspriteTables; objEvent->inanimate = graphicsInfo->inanimate; sprite->centerToCornerVecX = -(graphicsInfo->width >> 1); sprite->centerToCornerVecY = -(graphicsInfo->height >> 1); if (graphicsInfo->paletteTag == OBJ_EVENT_PAL_TAG_DYNAMIC) { sprite->inUse = FALSE; FieldEffectFreePaletteIfUnused(sprite->oam.paletteNum); sprite->inUse = TRUE; sprite->oam.paletteNum = LoadDynamicFollowerPalette(species, shiny, female); } else if (i != 0xFF) { UpdateSpritePalette(&sObjectEventSpritePalettes[i], sprite); if (gWeatherPtr->currWeather != WEATHER_FOG_HORIZONTAL) // don't want to weather blend in fog UpdateSpritePaletteWithWeather(sprite->oam.paletteNum, FALSE); } } u16 GetOverworldWeatherSpecies(u16 species) { u32 i; u32 weather = GetCurrentWeather(); const struct FormChange *formChanges = GetSpeciesFormChanges(species); for (i = 0; formChanges != NULL && formChanges[i].method != FORM_CHANGE_TERMINATOR; i++) { // Unlike other form change checks, we don't do the "species != formChanges[i].targetSpecies" check if (formChanges[i].method == FORM_CHANGE_OVERWORLD_WEATHER) { if (formChanges[i].param1 == weather) return formChanges[i].targetSpecies; else if (formChanges[i].param1 == WEATHER_NONE) // Set the default form for weather not defined in form change table species = formChanges[i].targetSpecies; } } return species; } static bool8 GetMonInfo(struct Pokemon *mon, u32 *species, bool32 *shiny, bool32 *female) { if (!mon) { *species = SPECIES_NONE; *shiny = FALSE; *female = FALSE; return FALSE; } *species = GetMonData(mon, MON_DATA_SPECIES); *shiny = IsMonShiny(mon) ? OBJ_EVENT_MON_SHINY : 0; *female = GetMonGender(mon) == MON_FEMALE ? OBJ_EVENT_MON_FEMALE : 0; switch (*species) { case SPECIES_UNOWN: *species = GetUnownSpecies(mon); break; default: *species = GetOverworldWeatherSpecies(*species); break; } return TRUE; } // Retrieve graphic information about the following pokemon, if any bool8 GetFollowerInfo(u32 *species, bool32 *shiny, bool32 *female) { return GetMonInfo(GetFirstLiveMon(), species, shiny, female); } // Update following pokemon if any void UpdateFollowingPokemon(void) { struct ObjectEvent *objEvent = GetFollowerObject(); struct Sprite *sprite; u32 species; bool32 shiny; bool32 female; // Don't spawn follower if: // 1. GetFollowerInfo returns FALSE // 2. Map is indoors and gfx is larger than 32x32 // 3. flag is set // 4. a follower NPC is present if (OW_POKEMON_OBJECT_EVENTS == FALSE || OW_FOLLOWERS_ENABLED == FALSE || FlagGet(B_FLAG_FOLLOWERS_DISABLED) || !GetFollowerInfo(&species, &shiny, &female) || SpeciesToGraphicsInfo(species, shiny, female) == NULL || (gMapHeader.mapType == MAP_TYPE_INDOOR && SpeciesToGraphicsInfo(species, shiny, female)->oam->size > ST_OAM_SIZE_2) || FlagGet(FLAG_TEMP_HIDE_FOLLOWER) || PlayerHasFollowerNPC() ) { RemoveFollowingPokemon(); return; } if (objEvent == NULL) { // Spawn follower u32 objId = gPlayerAvatar.objectEventId; struct ObjectEventTemplate template = { .localId = OBJ_EVENT_ID_FOLLOWER, .graphicsId = GetGraphicsIdForMon(species, shiny, female), .flagId = 0, .x = gSaveBlock1Ptr->pos.x, .y = gSaveBlock1Ptr->pos.y, // If player active, copy player elevation .elevation = gObjectEvents[objId].active ? gObjectEvents[objId].currentElevation : 3, .movementType = MOVEMENT_TYPE_FOLLOW_PLAYER, // store form info in template //.trainerRange_berryTreeId = (form & 0x1F) | (shiny << 5), // ???? what? }; if ((objId = SpawnSpecialObjectEvent(&template)) >= OBJECT_EVENTS_COUNT) return; objEvent = &gObjectEvents[objId]; objEvent->invisible = TRUE; } sprite = &gSprites[objEvent->spriteId]; // Follower appearance changed; move to player and set invisible if (species != OW_SPECIES(objEvent) || shiny != OW_SHINY(objEvent) || female != OW_FEMALE(objEvent)) { MoveObjectEventToMapCoords(objEvent, gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x, gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y); FollowerSetGraphics(objEvent, species, shiny, female); objEvent->invisible = TRUE; } sprite->data[6] = 0; // set animation data } // Remove follower object. Idempotent. void RemoveFollowingPokemon(void) { struct ObjectEvent *objectEvent = GetFollowerObject(); if (objectEvent == NULL) return; RemoveObjectEvent(objectEvent); } // Determine whether follower *should* be visible bool32 IsFollowerVisible(void) { return !(TestPlayerAvatarFlags(FOLLOWER_INVISIBLE_FLAGS) || MetatileBehavior_IsSurfableWaterOrUnderwater(gObjectEvents[gPlayerAvatar.objectEventId].previousMetatileBehavior) || MetatileBehavior_IsForcedMovementTile(gObjectEvents[gPlayerAvatar.objectEventId].currentMetatileBehavior)); } static bool8 SpeciesHasType(u16 species, u8 type) { return gSpeciesInfo[species].types[0] == type || gSpeciesInfo[species].types[1] == type; } // Display an emote above an object event // Note that this is not a movement action static void ObjectEventEmote(struct ObjectEvent *objEvent, u8 emotion) { emotion %= FOLLOWER_EMOTION_LENGTH; ObjectEventGetLocalIdAndMap(objEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); gFieldEffectArguments[7] = emotion; FieldEffectStart(FLDEFF_EMOTE); } // Find and return direction of metatile behavior within distance static u32 FindMetatileBehaviorWithinRange(s32 x, s32 y, u32 mb, u8 distance) { s32 i; for (i = y + 1; i <= y + distance; i++) { if (MapGridGetMetatileBehaviorAt(x, i) == mb) return DIR_SOUTH; } for (i = y - 1; i >= y - distance; i--) { if (MapGridGetMetatileBehaviorAt(x, i) == mb) return DIR_NORTH; } for (i = x + 1; i <= x + distance; i++) { if (MapGridGetMetatileBehaviorAt(i, y) == mb) return DIR_EAST; } for (i = x - 1; i >= x - distance; i--) { if (MapGridGetMetatileBehaviorAt(i, y) == mb) return DIR_WEST; } return DIR_NONE; } // Check a single follower message condition bool32 CheckMsgCondition(const struct MsgCondition *cond, struct Pokemon *mon, u32 species, struct ObjectEvent *obj) { u32 multi; if (species == SPECIES_NONE) species = GetMonData(mon, MON_DATA_SPECIES); switch (cond->type) { case MSG_COND_SPECIES: multi = cond->data.split.hw; // if byte nonzero, invert; check != species! if (cond->data.split.b) return (cond->data.split.hw != species); else return (cond->data.split.hw == species); case MSG_COND_TYPE: multi = (SpeciesHasType(species, cond->data.bytes[0]) || SpeciesHasType(species, cond->data.bytes[1])); // if bytes[2] nonzero, // invert; check that mon has *neither* type! if (cond->data.bytes[2] != 0) return !multi; else return multi; break; case MSG_COND_STATUS: return (cond->data.raw & mon->status); case MSG_COND_MAPSEC: return (cond->data.raw == gMapHeader.regionMapSectionId); case MSG_COND_MAP: return (gSaveBlock1Ptr->location.mapGroup == cond->data.bytes[0] && gSaveBlock1Ptr->location.mapNum == cond->data.bytes[1]); case MSG_COND_ON_MB: return (obj->currentMetatileBehavior == cond->data.bytes[0] || obj->currentMetatileBehavior == cond->data.bytes[1]); case MSG_COND_WEATHER: multi = GetCurrentWeather(); return (multi == cond->data.bytes[0] || multi == cond->data.bytes[1]); case MSG_COND_MUSIC: return (cond->data.raw == GetCurrentMapMusic()); case MSG_COND_TIME_OF_DAY: { // Must match time of day, have natural light on the map, // and not have weather that obscures the sky u32 weather = GetCurrentWeather(); return (cond->data.raw == gTimeOfDay && MapHasNaturalLight(gMapHeader.mapType) && (weather == WEATHER_NONE || weather == WEATHER_SUNNY_CLOUDS || weather == WEATHER_SUNNY)); } case MSG_COND_NEAR_MB: multi = FindMetatileBehaviorWithinRange(obj->currentCoords.x, obj->currentCoords.y, cond->data.bytes[0], cond->data.bytes[1]); if (multi) gSpecialVar_Result = multi; return multi; case MSG_COND_NONE: // fallthrough default: return TRUE; } } // Check if follower info can be displayed in the current situation; // i.e, if all its conditions match bool32 CheckMsgInfo(const struct FollowerMsgInfoExtended *info, struct Pokemon *mon, u32 species, struct ObjectEvent *obj) { u32 i; if (info->orFlag) { // any condition matches for (i = 0; i < ARRAY_COUNT(info->conditions) && info->conditions[i].type; i++) { if (CheckMsgCondition(&info->conditions[i], mon, species, obj)) return TRUE; } return FALSE; } else { // all conditions must match for (i = 0; i < ARRAY_COUNT(info->conditions) && info->conditions[i].type; i++) { if (!CheckMsgCondition(&info->conditions[i], mon, species, obj)) return FALSE; } return TRUE; } } // Call an applicable follower message script void GetFollowerAction(struct ScriptContext *ctx) // Essentially a big switch for follower messages { u32 species; s32 multi; struct SpecialEmote condEmotes[16] = {0}; u32 condCount = 0; u32 emotion; struct ObjectEvent *objEvent = GetFollowerObject(); struct Pokemon *mon = GetFirstLiveMon(); u8 emotion_weight[FOLLOWER_EMOTION_LENGTH] = { [FOLLOWER_EMOTION_HAPPY] = 10, [FOLLOWER_EMOTION_NEUTRAL] = 15, [FOLLOWER_EMOTION_SAD] = 5, [FOLLOWER_EMOTION_UPSET] = 15, [FOLLOWER_EMOTION_ANGRY] = 15, [FOLLOWER_EMOTION_PENSIVE] = 15, [FOLLOWER_EMOTION_LOVE] = 0, [FOLLOWER_EMOTION_SURPRISE] = 10, [FOLLOWER_EMOTION_CURIOUS] = 10, [FOLLOWER_EMOTION_MUSIC] = 15, [FOLLOWER_EMOTION_POISONED] = 0, }; u32 i, j; bool32 pickedCondition = FALSE; if (mon == NULL) // failsafe { ScriptCall(ctx, EventScript_FollowerLovesYou); return; } // Set the script to the very end; we'll be calling another script dynamically ScriptJump(ctx, EventScript_FollowerEnd); species = GetMonData(mon, MON_DATA_SPECIES); multi = GetMonData(mon, MON_DATA_FRIENDSHIP); if (multi > 80) { emotion_weight[FOLLOWER_EMOTION_HAPPY] = 20; emotion_weight[FOLLOWER_EMOTION_UPSET] = 5; emotion_weight[FOLLOWER_EMOTION_ANGRY] = 5; emotion_weight[FOLLOWER_EMOTION_LOVE] = 20; emotion_weight[FOLLOWER_EMOTION_MUSIC] = 20; } if (multi > 170) { emotion_weight[FOLLOWER_EMOTION_HAPPY] = 30; emotion_weight[FOLLOWER_EMOTION_LOVE] = 30; } // Special C-based conditions follower // Weather-related if (GetCurrentWeather() == WEATHER_SUNNY_CLOUDS) condEmotes[condCount++] = (struct SpecialEmote) {.emotion = FOLLOWER_EMOTION_HAPPY, .index = 31}; // Health & status-related multi = SAFE_DIV(mon->hp * 100, mon->maxHP); if (multi < 20) { emotion_weight[FOLLOWER_EMOTION_SAD] = 30; condEmotes[condCount++] = (struct SpecialEmote) {.emotion = FOLLOWER_EMOTION_SAD, .index = 4}; condEmotes[condCount++] = (struct SpecialEmote) {.emotion = FOLLOWER_EMOTION_SAD, .index = 5}; } if (multi < 50 || mon->status & STATUS1_PARALYSIS) { emotion_weight[FOLLOWER_EMOTION_SAD] = 30; condEmotes[condCount++] = (struct SpecialEmote) {.emotion = FOLLOWER_EMOTION_SAD, .index = 6}; } // Gym type advantage/disadvantage if (GetCurrentMapMusic() == MUS_GYM || GetCurrentMapMusic() == MUS_RG_GYM) { switch (gMapHeader.regionMapSectionId) { case MAPSEC_RUSTBORO_CITY: case MAPSEC_PEWTER_CITY: multi = TYPE_ROCK; break; case MAPSEC_DEWFORD_TOWN: multi = TYPE_FIGHTING; break; case MAPSEC_MAUVILLE_CITY: case MAPSEC_VERMILION_CITY: multi = TYPE_ELECTRIC; break; case MAPSEC_LAVARIDGE_TOWN: case MAPSEC_CINNABAR_ISLAND: multi = TYPE_FIRE; break; case MAPSEC_PETALBURG_CITY: multi = TYPE_NORMAL; break; case MAPSEC_FORTREE_CITY: multi = TYPE_FLYING; break; case MAPSEC_MOSSDEEP_CITY: case MAPSEC_SAFFRON_CITY: multi = TYPE_PSYCHIC; break; case MAPSEC_SOOTOPOLIS_CITY: case MAPSEC_CERULEAN_CITY: multi = TYPE_WATER; break; case MAPSEC_CELADON_CITY: multi = TYPE_GRASS; break; case MAPSEC_FUCHSIA_CITY: multi = TYPE_POISON; break; case MAPSEC_VIRIDIAN_CITY: multi = TYPE_GROUND; break; default: multi = NUMBER_OF_MON_TYPES; } if (multi < NUMBER_OF_MON_TYPES) { multi = GetOverworldTypeEffectiveness(mon, multi); if (multi <= UQ_4_12(0.5)) condEmotes[condCount++] = (struct SpecialEmote) {.emotion = FOLLOWER_EMOTION_HAPPY, .index = 32}; else if (multi >= UQ_4_12(2.0)) condEmotes[condCount++] = (struct SpecialEmote) {.emotion = FOLLOWER_EMOTION_SAD, .index = 7}; } } emotion = RandomWeightedIndex(emotion_weight, FOLLOWER_EMOTION_LENGTH); if ((mon->status & STATUS1_PSN_ANY) && GetMonAbility(mon) != ABILITY_POISON_HEAL) emotion = FOLLOWER_EMOTION_POISONED; // end special conditions // roll for basic/unconditional message multi = Random() % gFollowerBasicMessages[emotion].length; // (50% chance) Select special condition using reservoir sampling for (i = (Random() & 1) ? condCount : 0, j = 1; i < condCount; i++) { if (condEmotes[i].emotion == emotion && (Random() < 0x10000 / (j++))) // Replace each item with 1/j chance multi = condEmotes[i].index; } // (50% chance) Match *scripted* conditional messages, from follower_helper.c for (i = (Random() & 1) ? COND_MSG_COUNT : 0, j = 1; i < COND_MSG_COUNT; i++) { const struct FollowerMsgInfoExtended *info = &gFollowerConditionalMessages[i]; if (!CheckMsgInfo(info, mon, species, objEvent)) continue; // replace choice with weight/j chance if (Random() < (0x10000 / (j++)) * (info->weight ? info->weight : 1)) { multi = i; pickedCondition = TRUE; } } // condition message was chosen if (pickedCondition) { emotion = gFollowerConditionalMessages[multi].emotion; ObjectEventEmote(objEvent, emotion); ctx->data[0] = (u32) gFollowerConditionalMessages[multi].text; // text choices are spread across array; pick a random one if (gFollowerConditionalMessages[multi].textSpread) { for (i = 0; i < 4; i++) { if (!((u32*)gFollowerConditionalMessages[multi].text)[i]) break; } ctx->data[0] = i ? ((u32*)gFollowerConditionalMessages[multi].text)[Random() % i] : 0; } ScriptCall(ctx, gFollowerConditionalMessages[multi].script ? gFollowerConditionalMessages[multi].script : gFollowerBasicMessages[emotion].script); return; } // otherwise, a basic or C-based message was picked ObjectEventEmote(objEvent, emotion); ctx->data[0] = (u32) gFollowerBasicMessages[emotion].messages[multi].text; // Load message text ScriptCall(ctx, gFollowerBasicMessages[emotion].messages[multi].script ? gFollowerBasicMessages[emotion].messages[multi].script : gFollowerBasicMessages[emotion].script); } #define sLightType data[5] #define sLightXPos data[6] #define sLightYPos data[7] // Sprite callback for light sprites void UpdateLightSprite(struct Sprite *sprite) { s16 left = gSaveBlock1Ptr->pos.x - 2; s16 right = gSaveBlock1Ptr->pos.x + 17; s16 top = gSaveBlock1Ptr->pos.y; s16 bottom = gSaveBlock1Ptr->pos.y + 15; s16 x = sprite->sLightXPos; s16 y = sprite->sLightYPos; u16 sheetTileStart; u32 paletteNum; if (!(x >= left && x <= right && y >= top && y <= bottom)) { sheetTileStart = sprite->sheetTileStart; paletteNum = sprite->oam.paletteNum; DestroySprite(sprite); FieldEffectFreeTilesIfUnused(sheetTileStart); FieldEffectFreePaletteIfUnused(paletteNum); Weather_SetBlendCoeffs(7, BASE_SHADOW_INTENSITY); // TODO: Restore original blend coeffs at dawn return; } if (gTimeOfDay != TIME_NIGHT) { sprite->invisible = TRUE; return; } // Note: Don't set window registers during hardware fade! switch (sprite->sLightType) { default: case LIGHT_TYPE_BALL: if (gPaletteFade.active) // if palette fade is active, don't flicker since the timer won't be updated { Weather_SetBlendCoeffs(7, BASE_SHADOW_INTENSITY); sprite->invisible = FALSE; } else if (gPlayerAvatar.tileTransitionState) { Weather_SetBlendCoeffs(7, BASE_SHADOW_INTENSITY); // As long as the second coefficient stays 12, shadows will not change sprite->invisible = FALSE; if (GetSpritePaletteTagByPaletteNum(sprite->oam.paletteNum) == OBJ_EVENT_PAL_TAG_LIGHT_2) LoadSpritePaletteInSlot(&sObjectEventSpritePalettes[FindObjectEventPaletteIndexByTag(OBJ_EVENT_PAL_TAG_LIGHT)], sprite->oam.paletteNum); } else if ((sprite->invisible = gTimeUpdateCounter & 1)) { Weather_SetBlendCoeffs(7, BASE_SHADOW_INTENSITY); sprite->invisible = FALSE; if (GetSpritePaletteTagByPaletteNum(sprite->oam.paletteNum) == OBJ_EVENT_PAL_TAG_LIGHT_2) LoadSpritePaletteInSlot(&sObjectEventSpritePalettes[FindObjectEventPaletteIndexByTag(OBJ_EVENT_PAL_TAG_LIGHT)], sprite->oam.paletteNum); } break; case LIGHT_TYPE_PKMN_CENTER_SIGN: case LIGHT_TYPE_POKE_MART_SIGN: Weather_SetBlendCoeffs(12, BASE_SHADOW_INTENSITY); sprite->invisible = FALSE; break; } } // Spawn a light at a map coordinate static void SpawnLightSprite(s16 x, s16 y, s16 camX, s16 camY, u32 lightType) { struct Sprite *sprite; const struct SpriteTemplate *template; u32 i; for (i = 0; i < MAX_SPRITES; i++) { sprite = &gSprites[i]; if (sprite->inUse && sprite->callback == UpdateLightSprite && sprite->sLightXPos == x && sprite->sLightYPos == y) return; } lightType = min(lightType, ARRAY_COUNT(gFieldEffectLightTemplates) - 1); // bounds checking template = gFieldEffectLightTemplates[lightType]; LoadSpriteSheetByTemplate(template, 0, 0); sprite = &gSprites[CreateSprite(template, 0, 0, 0)]; if (lightType == 0 && (i = IndexOfSpritePaletteTag(template->paletteTag + 1)) < 16) sprite->oam.paletteNum = i; else UpdateSpritePaletteByTemplate(template, sprite); GetMapCoordsFromSpritePos(x + camX, y + camY, &sprite->x, &sprite->y); sprite->sLightType = lightType; sprite->sLightXPos = x; sprite->sLightYPos = y; sprite->affineAnims = gDummySpriteAffineAnimTable; sprite->affineAnimBeginning = TRUE; sprite->coordOffsetEnabled = TRUE; switch (lightType) { default: case LIGHT_TYPE_BALL: sprite->centerToCornerVecX = -(32 >> 1); sprite->centerToCornerVecY = -(32 >> 1); sprite->oam.priority = 1; sprite->oam.objMode = ST_OAM_OBJ_BLEND; sprite->oam.affineMode = ST_OAM_AFFINE_NORMAL; sprite->x += 8; sprite->y += 22 + sprite->centerToCornerVecY; break; case LIGHT_TYPE_PKMN_CENTER_SIGN: case LIGHT_TYPE_POKE_MART_SIGN: sprite->centerToCornerVecX = -(16 >> 1); sprite->centerToCornerVecY = -(16 >> 1); sprite->oam.priority = 2; sprite->subpriority = 0xFF; sprite->oam.objMode = ST_OAM_OBJ_BLEND; break; } } #undef sLightType #undef sLightXPos #undef sLightYPos void TrySpawnLightSprites(s16 camX, s16 camY) { u32 i; u8 objectCount; s16 left = gSaveBlock1Ptr->pos.x - 2; s16 right = gSaveBlock1Ptr->pos.x + MAP_OFFSET_W + 2; s16 top = gSaveBlock1Ptr->pos.y; s16 bottom = gSaveBlock1Ptr->pos.y + MAP_OFFSET_H + 2; if (gMapHeader.events == NULL) return; if (CurrentBattlePyramidLocation() != PYRAMID_LOCATION_NONE) objectCount = GetNumBattlePyramidObjectEvents(); else if (InTrainerHill()) objectCount = 2; else objectCount = gMapHeader.events->objectEventCount; for (i = 0; i < objectCount; i++) { struct ObjectEventTemplate *template = &gSaveBlock1Ptr->objectEventTemplates[i]; s16 npcX = template->x + MAP_OFFSET; s16 npcY = template->y + MAP_OFFSET; if (top <= npcY && bottom >= npcY && left <= npcX && right >= npcX && !FlagGet(template->flagId) && template->graphicsId == OBJ_EVENT_GFX_LIGHT_SPRITE) // event is light sprite instead SpawnLightSprite(npcX, npcY, camX, camY, template->trainerRange_berryTreeId); } } void TrySpawnObjectEvents(s16 cameraX, s16 cameraY) { u8 i; u8 objectCount; if (gMapHeader.events != NULL) { s16 left = gSaveBlock1Ptr->pos.x - 2; s16 right = gSaveBlock1Ptr->pos.x + MAP_OFFSET_W + 2; s16 top = gSaveBlock1Ptr->pos.y; s16 bottom = gSaveBlock1Ptr->pos.y + MAP_OFFSET_H + 2; if (CurrentBattlePyramidLocation() != PYRAMID_LOCATION_NONE) objectCount = GetNumBattlePyramidObjectEvents(); else if (InTrainerHill()) objectCount = HILL_TRAINERS_PER_FLOOR; else objectCount = gMapHeader.events->objectEventCount; for (i = 0; i < objectCount; i++) { struct ObjectEventTemplate *template = &gSaveBlock1Ptr->objectEventTemplates[i]; s16 npcX = template->x + MAP_OFFSET; s16 npcY = template->y + MAP_OFFSET; if (top <= npcY && bottom >= npcY && left <= npcX && right >= npcX && !FlagGet(template->flagId)) { if (template->graphicsId == OBJ_EVENT_GFX_LIGHT_SPRITE) SpawnLightSprite(npcX, npcY, cameraX, cameraY, template->trainerRange_berryTreeId); // light sprite instead else TrySpawnObjectEventTemplate(template, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, cameraX, cameraY); } } } } void RemoveObjectEventsOutsideView(void) { u8 i, j; bool8 isActiveLinkPlayer; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { for (j = 0, isActiveLinkPlayer = FALSE; j < ARRAY_COUNT(gLinkPlayerObjectEvents); j++) { if (gLinkPlayerObjectEvents[j].active && i == gLinkPlayerObjectEvents[j].objEventId) isActiveLinkPlayer = TRUE; } if (!isActiveLinkPlayer) { struct ObjectEvent *objectEvent = &gObjectEvents[i]; // Followers should not go OOB, or their sprites may be freed early during a cross-map scripting event, // such as Wally's Ralts catch sequence if (objectEvent->active && !objectEvent->isPlayer && objectEvent->localId != OBJ_EVENT_ID_FOLLOWER && objectEvent->localId != OBJ_EVENT_ID_NPC_FOLLOWER) RemoveObjectEventIfOutsideView(objectEvent); } } } static void RemoveObjectEventIfOutsideView(struct ObjectEvent *objectEvent) { s16 left = gSaveBlock1Ptr->pos.x - 2; s16 right = gSaveBlock1Ptr->pos.x + 17; s16 top = gSaveBlock1Ptr->pos.y; s16 bottom = gSaveBlock1Ptr->pos.y + 16; if (objectEvent->currentCoords.x >= left && objectEvent->currentCoords.x <= right && objectEvent->currentCoords.y >= top && objectEvent->currentCoords.y <= bottom) return; if (objectEvent->initialCoords.x >= left && objectEvent->initialCoords.x <= right && objectEvent->initialCoords.y >= top && objectEvent->initialCoords.y <= bottom) return; RemoveObjectEvent(objectEvent); } void SpawnObjectEventsOnReturnToField(s16 x, s16 y) { u32 i; ClearPlayerAvatarInfo(); for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active) SpawnObjectEventOnReturnToField(i, x, y); } CreateReflectionEffectSprites(); TrySpawnLightSprites(x, y); } static void SpawnObjectEventOnReturnToField(u8 objectEventId, s16 x, s16 y) { u32 i; struct Sprite *sprite; struct ObjectEvent *objectEvent; struct SpriteTemplate spriteTemplate; struct SpriteFrameImage spriteFrameImage; const struct SubspriteTable *subspriteTables; const struct ObjectEventGraphicsInfo *graphicsInfo; for (i = 0; i < ARRAY_COUNT(gLinkPlayerObjectEvents); i++) { if (gLinkPlayerObjectEvents[i].active && objectEventId == gLinkPlayerObjectEvents[i].objEventId) return; } objectEvent = &gObjectEvents[objectEventId]; subspriteTables = NULL; graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId); CopyObjectGraphicsInfoToSpriteTemplate_WithMovementType(objectEvent->graphicsId, objectEvent->movementType, &spriteTemplate, &subspriteTables); spriteFrameImage.size = graphicsInfo->size; spriteTemplate.images = &spriteFrameImage; if (OW_GFX_COMPRESS) spriteTemplate.tileTag = LoadSheetGraphicsInfo(graphicsInfo, objectEvent->graphicsId, NULL); if (spriteTemplate.paletteTag == OBJ_EVENT_PAL_TAG_DYNAMIC) { u32 paletteNum = LoadDynamicFollowerPalette(OW_SPECIES(objectEvent), OW_SHINY(objectEvent), OW_FEMALE(objectEvent)); spriteTemplate.paletteTag = GetSpritePaletteTagByPaletteNum(paletteNum); } else if (spriteTemplate.paletteTag != TAG_NONE) { LoadObjectEventPalette(spriteTemplate.paletteTag); } i = CreateSprite(&spriteTemplate, 0, 0, 0); if (i != MAX_SPRITES) { sprite = &gSprites[i]; // Use palette from species palette table if (OW_GFX_COMPRESS && sprite->usingSheet) sprite->sheetSpan = GetSpanPerImage(sprite->oam.shape, sprite->oam.size); GetMapCoordsFromSpritePos(x + objectEvent->currentCoords.x, y + objectEvent->currentCoords.y, &sprite->x, &sprite->y); sprite->centerToCornerVecX = -(graphicsInfo->width >> 1); sprite->centerToCornerVecY = -(graphicsInfo->height >> 1); sprite->x += 8; sprite->y += 16 + sprite->centerToCornerVecY; sprite->images = graphicsInfo->images; if (objectEvent->movementType == MOVEMENT_TYPE_PLAYER) { SetPlayerAvatarObjectEventIdAndObjectId(objectEventId, i); objectEvent->warpArrowSpriteId = CreateWarpArrowSprite(); } if (subspriteTables != NULL) SetSubspriteTables(sprite, subspriteTables); sprite->coordOffsetEnabled = TRUE; sprite->sObjEventId = objectEventId; objectEvent->spriteId = i; if (!objectEvent->inanimate && objectEvent->movementType != MOVEMENT_TYPE_PLAYER) StartSpriteAnim(sprite, GetFaceDirectionAnimNum(objectEvent->facingDirection)); ResetObjectEventFldEffData(objectEvent); SetObjectSubpriorityByElevation(objectEvent->previousElevation, sprite, 1); } } static void ResetObjectEventFldEffData(struct ObjectEvent *objectEvent) { objectEvent->singleMovementActive = FALSE; objectEvent->triggerGroundEffectsOnMove = TRUE; objectEvent->noShadow = FALSE; objectEvent->hasReflection = FALSE; objectEvent->inShortGrass = FALSE; objectEvent->inShallowFlowingWater = FALSE; objectEvent->inSandPile = FALSE; objectEvent->inHotSprings = FALSE; ObjectEventClearHeldMovement(objectEvent); } static void SetPlayerAvatarObjectEventIdAndObjectId(u8 objectEventId, u8 spriteId) { gPlayerAvatar.objectEventId = objectEventId; gPlayerAvatar.spriteId = spriteId; gPlayerAvatar.gender = GetPlayerAvatarGenderByGraphicsId(gObjectEvents[objectEventId].graphicsId); SetPlayerAvatarExtraStateTransition(gObjectEvents[objectEventId].graphicsId, PLAYER_AVATAR_FLAG_CONTROLLABLE); } // Update sprite's palette, freeing old palette if necessary static u8 UpdateSpritePalette(const struct SpritePalette *spritePalette, struct Sprite *sprite) { // Free palette if otherwise unused sprite->inUse = FALSE; FieldEffectFreePaletteIfUnused(sprite->oam.paletteNum); sprite->inUse = TRUE; if (IndexOfSpritePaletteTag(spritePalette->tag) == 0xFF) { sprite->oam.paletteNum = LoadSpritePalette(spritePalette); UpdateSpritePaletteWithWeather(sprite->oam.paletteNum, FALSE); } else { sprite->oam.paletteNum = LoadSpritePalette(spritePalette); } return sprite->oam.paletteNum; } // Find and update based on template's paletteTag u8 UpdateSpritePaletteByTemplate(const struct SpriteTemplate *template, struct Sprite *sprite) { u8 i = FindObjectEventPaletteIndexByTag(template->paletteTag); if (i == 0xFF) return i; return UpdateSpritePalette(&sObjectEventSpritePalettes[i], sprite); } // Set graphics *by info* static void ObjectEventSetGraphics(struct ObjectEvent *objectEvent, const struct ObjectEventGraphicsInfo *graphicsInfo) { struct Sprite *sprite = &gSprites[objectEvent->spriteId]; u32 i = FindObjectEventPaletteIndexByTag(graphicsInfo->paletteTag); if (i != 0xFF) UpdateSpritePalette(&sObjectEventSpritePalettes[i], sprite); // If gfx size changes, we need to reallocate tiles if (OW_LARGE_OW_SUPPORT && !OW_GFX_COMPRESS && graphicsInfo->oam->size != sprite->oam.size) ReallocSpriteTiles(sprite, graphicsInfo->images->size); #if OW_GFX_COMPRESS LoadSheetGraphicsInfo(graphicsInfo, objectEvent->graphicsId, sprite); #endif sprite->oam.shape = graphicsInfo->oam->shape; sprite->oam.size = graphicsInfo->oam->size; sprite->images = graphicsInfo->images; sprite->anims = graphicsInfo->anims; sprite->subspriteTables = graphicsInfo->subspriteTables; objectEvent->inanimate = graphicsInfo->inanimate; SetSpritePosToMapCoords(objectEvent->currentCoords.x, objectEvent->currentCoords.y, &sprite->x, &sprite->y); sprite->centerToCornerVecX = -(graphicsInfo->width >> 1); sprite->centerToCornerVecY = -(graphicsInfo->height >> 1); sprite->x += 8; sprite->y += 16 + sprite->centerToCornerVecY; if (objectEvent->trackedByCamera) CameraObjectReset(); } void ObjectEventSetGraphicsId(struct ObjectEvent *objectEvent, u16 graphicsId) { objectEvent->graphicsId = graphicsId; ObjectEventSetGraphics(objectEvent, GetObjectEventGraphicsInfo(graphicsId)); objectEvent->graphicsId = graphicsId; } void ObjectEventSetGraphicsIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, u16 graphicsId) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) ObjectEventSetGraphicsId(&gObjectEvents[objectEventId], graphicsId); } void ObjectEventTurn(struct ObjectEvent *objectEvent, u8 direction) { SetObjectEventDirection(objectEvent, direction); if (!objectEvent->inanimate) { StartSpriteAnim(&gSprites[objectEvent->spriteId], GetFaceDirectionAnimNum(objectEvent->facingDirection)); SeekSpriteAnim(&gSprites[objectEvent->spriteId], 0); } } void ObjectEventTurnByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, u8 direction) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) ObjectEventTurn(&gObjectEvents[objectEventId], direction); } void PlayerObjectTurn(struct PlayerAvatar *playerAvatar, u8 direction) { ObjectEventTurn(&gObjectEvents[playerAvatar->objectEventId], direction); } static void SetBerryTreeGraphicsById(struct ObjectEvent *objectEvent, u8 berryId, u8 berryStage) { const u16 graphicsId = gBerryTreeObjectEventGraphicsIdTable[berryStage]; const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(graphicsId); struct Sprite *sprite = &gSprites[objectEvent->spriteId]; UpdateSpritePalette(&sObjectEventSpritePalettes[gBerryTreePaletteSlotTablePointers[berryId][berryStage]-2], sprite); sprite->oam.shape = graphicsInfo->oam->shape; sprite->oam.size = graphicsInfo->oam->size; sprite->images = gBerryTreePicTablePointers[berryId]; sprite->anims = graphicsInfo->anims; sprite->subspriteTables = graphicsInfo->subspriteTables; objectEvent->inanimate = graphicsInfo->inanimate; objectEvent->graphicsId = graphicsId; SetSpritePosToMapCoords(objectEvent->currentCoords.x, objectEvent->currentCoords.y, &sprite->x, &sprite->y); sprite->centerToCornerVecX = -(graphicsInfo->width >> 1); sprite->centerToCornerVecY = -(graphicsInfo->height >> 1); sprite->x += 8; sprite->y += 16 + sprite->centerToCornerVecY; if (objectEvent->trackedByCamera) CameraObjectReset(); } static void SetBerryTreeGraphics(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 berryStage; u8 berryId; objectEvent->invisible = TRUE; sprite->invisible = TRUE; berryStage = GetStageByBerryTreeId(objectEvent->trainerRange_berryTreeId); if (berryStage != BERRY_STAGE_NO_BERRY) { objectEvent->invisible = FALSE; sprite->invisible = FALSE; berryId = GetBerryTypeByBerryTreeId(objectEvent->trainerRange_berryTreeId) - 1; berryStage--; if (berryId > ITEM_TO_BERRY(LAST_BERRY_INDEX)) berryId = 0; SetBerryTreeGraphicsById(objectEvent, berryId, berryStage); StartSpriteAnim(sprite, berryStage); } } const struct ObjectEventGraphicsInfo *GetObjectEventGraphicsInfo(u16 graphicsId) { if (graphicsId >= OBJ_EVENT_GFX_VARS && graphicsId <= OBJ_EVENT_GFX_VAR_F) graphicsId = VarGetObjectEventGraphicsId(graphicsId - OBJ_EVENT_GFX_VARS); if (graphicsId == OBJ_EVENT_GFX_BARD) return gMauvilleOldManGraphicsInfoPointers[GetCurrentMauvilleOldMan()]; if (graphicsId & OBJ_EVENT_MON) return SpeciesToGraphicsInfo(graphicsId & OBJ_EVENT_MON_SPECIES_MASK, graphicsId & OBJ_EVENT_MON_SHINY, graphicsId & OBJ_EVENT_MON_FEMALE); if (graphicsId >= NUM_OBJ_EVENT_GFX) graphicsId = OBJ_EVENT_GFX_NINJA_BOY; return gObjectEventGraphicsInfoPointers[graphicsId]; } static void SetObjectEventDynamicGraphicsId(struct ObjectEvent *objectEvent) { if (objectEvent->graphicsId >= OBJ_EVENT_GFX_VARS && objectEvent->graphicsId <= OBJ_EVENT_GFX_VAR_F) objectEvent->graphicsId = VarGetObjectEventGraphicsId(objectEvent->graphicsId - OBJ_EVENT_GFX_VARS); } void SetObjectInvisibility(u8 localId, u8 mapNum, u8 mapGroup, bool8 invisible) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) gObjectEvents[objectEventId].invisible = invisible; } void ObjectEventGetLocalIdAndMap(struct ObjectEvent *objectEvent, void *localId, void *mapNum, void *mapGroup) { *(u8 *)(localId) = objectEvent->localId; *(u8 *)(mapNum) = objectEvent->mapNum; *(u8 *)(mapGroup) = objectEvent->mapGroup; } void AllowObjectAtPosTriggerGroundEffects(s16 x, s16 y) { u8 objectEventId; struct ObjectEvent *objectEvent; objectEventId = GetObjectEventIdByXY(x, y); if (objectEventId != OBJECT_EVENTS_COUNT) { objectEvent = &gObjectEvents[objectEventId]; objectEvent->triggerGroundEffectsOnMove = TRUE; } } void SetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup, u8 subpriority) { u8 objectEventId; struct ObjectEvent *objectEvent; struct Sprite *sprite; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { objectEvent = &gObjectEvents[objectEventId]; sprite = &gSprites[objectEvent->spriteId]; objectEvent->fixedPriority = TRUE; sprite->subpriority = subpriority; } } void ResetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; struct ObjectEvent *objectEvent; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { objectEvent = &gObjectEvents[objectEventId]; objectEvent->fixedPriority = FALSE; objectEvent->triggerGroundEffectsOnMove = TRUE; } } void SetObjectEventSpritePosByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y) { u8 objectEventId; struct Sprite *sprite; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { sprite = &gSprites[gObjectEvents[objectEventId].spriteId]; sprite->x2 = x; sprite->y2 = y; } } void FreeAndReserveObjectSpritePalettes(void) { FreeAllSpritePalettes(); gReservedSpritePaletteCount = OBJ_PALSLOT_COUNT; } u8 LoadObjectEventPalette(u16 paletteTag) { u16 i = FindObjectEventPaletteIndexByTag(paletteTag); if (i == 0xFF) return i; return LoadSpritePaletteIfTagExists(&sObjectEventSpritePalettes[i]); } u8 LoadPlayerObjectEventPalette(u8 gender) { u16 paletteTag; switch (gender) { default: case MALE: paletteTag = OBJ_EVENT_PAL_TAG_BRENDAN; break; case FEMALE: paletteTag = OBJ_EVENT_PAL_TAG_MAY; break; } return LoadObjectEventPalette(paletteTag); } static void UNUSED LoadObjectEventPaletteSet(u16 *paletteTags) { u8 i; for (i = 0; paletteTags[i] != OBJ_EVENT_PAL_TAG_NONE; i++) LoadObjectEventPalette(paletteTags[i]); } // Really just loads the palette and applies weather fade static u8 LoadSpritePaletteIfTagExists(const struct SpritePalette *spritePalette) { u8 paletteNum = IndexOfSpritePaletteTag(spritePalette->tag); if (paletteNum != 0xFF) // don't load twice; return return paletteNum; paletteNum = LoadSpritePalette(spritePalette); if (paletteNum != 0xFF) UpdateSpritePaletteWithWeather(paletteNum, FALSE); return paletteNum; } void PatchObjectPalette(u16 paletteTag, u8 paletteSlot) { // paletteTag is assumed to exist in sObjectEventSpritePalettes u8 paletteIndex = FindObjectEventPaletteIndexByTag(paletteTag); LoadPalette(sObjectEventSpritePalettes[paletteIndex].data, OBJ_PLTT_ID(paletteSlot), PLTT_SIZE_4BPP); } void PatchObjectPaletteRange(const u16 *paletteTags, u8 minSlot, u8 maxSlot) { while (minSlot < maxSlot) { PatchObjectPalette(*paletteTags, minSlot); paletteTags++; minSlot++; } } static u8 FindObjectEventPaletteIndexByTag(u16 tag) { u8 i; for (i = 0; sObjectEventSpritePalettes[i].tag != OBJ_EVENT_PAL_TAG_NONE; i++) { if (sObjectEventSpritePalettes[i].tag == tag) return i; } return 0xFF; } void LoadPlayerObjectReflectionPalette(u16 tag, u8 slot) { u8 i; PatchObjectPalette(tag, slot); for (i = 0; sPlayerReflectionPaletteSets[i].tag != OBJ_EVENT_PAL_TAG_NONE; i++) { if (sPlayerReflectionPaletteSets[i].tag == tag) { PatchObjectPalette(sPlayerReflectionPaletteSets[i].data[sCurrentReflectionType], gReflectionEffectPaletteMap[slot]); return; } } } void LoadSpecialObjectReflectionPalette(u16 tag, u8 slot) { u8 i; sCurrentSpecialObjectPaletteTag = tag; PatchObjectPalette(tag, slot); for (i = 0; sSpecialObjectReflectionPaletteSets[i].tag != OBJ_EVENT_PAL_TAG_NONE; i++) { if (sSpecialObjectReflectionPaletteSets[i].tag == tag) { PatchObjectPalette(sSpecialObjectReflectionPaletteSets[i].data[sCurrentReflectionType], gReflectionEffectPaletteMap[slot]); return; } } } static void UNUSED IncrementObjectEventCoords(struct ObjectEvent *objectEvent, s16 x, s16 y) { objectEvent->previousCoords.x = objectEvent->currentCoords.x; objectEvent->previousCoords.y = objectEvent->currentCoords.y; objectEvent->currentCoords.x += x; objectEvent->currentCoords.y += y; } void ShiftObjectEventCoords(struct ObjectEvent *objectEvent, s16 x, s16 y) { objectEvent->previousCoords.x = objectEvent->currentCoords.x; objectEvent->previousCoords.y = objectEvent->currentCoords.y; objectEvent->currentCoords.x = x; objectEvent->currentCoords.y = y; } static void SetObjectEventCoords(struct ObjectEvent *objectEvent, s16 x, s16 y) { objectEvent->previousCoords.x = x; objectEvent->previousCoords.y = y; objectEvent->currentCoords.x = x; objectEvent->currentCoords.y = y; } void MoveObjectEventToMapCoords(struct ObjectEvent *objectEvent, s16 x, s16 y) { struct Sprite *sprite; const struct ObjectEventGraphicsInfo *graphicsInfo; sprite = &gSprites[objectEvent->spriteId]; graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId); SetObjectEventCoords(objectEvent, x, y); SetSpritePosToMapCoords(objectEvent->currentCoords.x, objectEvent->currentCoords.y, &sprite->x, &sprite->y); sprite->centerToCornerVecX = -(graphicsInfo->width >> 1); sprite->centerToCornerVecY = -(graphicsInfo->height >> 1); sprite->x += 8; sprite->y += 16 + sprite->centerToCornerVecY; ResetObjectEventFldEffData(objectEvent); if (objectEvent->trackedByCamera) CameraObjectReset(); } void TryMoveObjectEventToMapCoords(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { x += MAP_OFFSET; y += MAP_OFFSET; MoveObjectEventToMapCoords(&gObjectEvents[objectEventId], x, y); } } void ShiftStillObjectEventCoords(struct ObjectEvent *objectEvent) { ShiftObjectEventCoords(objectEvent, objectEvent->currentCoords.x, objectEvent->currentCoords.y); } void UpdateObjectEventCoordsForCameraUpdate(void) { u8 i; s16 dx; s16 dy; if (gCamera.active) { dx = gCamera.x; dy = gCamera.y; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active) { gObjectEvents[i].initialCoords.x -= dx; gObjectEvents[i].initialCoords.y -= dy; gObjectEvents[i].currentCoords.x -= dx; gObjectEvents[i].currentCoords.y -= dy; gObjectEvents[i].previousCoords.x -= dx; gObjectEvents[i].previousCoords.y -= dy; } } } } u8 GetObjectEventIdByPosition(u16 x, u16 y, u8 elevation) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active) { if (gObjectEvents[i].currentCoords.x == x && gObjectEvents[i].currentCoords.y == y && ObjectEventDoesElevationMatch(&gObjectEvents[i], elevation)) return i; } } return OBJECT_EVENTS_COUNT; } static bool8 ObjectEventDoesElevationMatch(struct ObjectEvent *objectEvent, u8 elevation) { if (objectEvent->currentElevation != 0 && elevation != 0 && objectEvent->currentElevation != elevation) return FALSE; return TRUE; } void UpdateObjectEventsForCameraUpdate(s16 x, s16 y) { UpdateObjectEventCoordsForCameraUpdate(); TrySpawnObjectEvents(x, y); RemoveObjectEventsOutsideView(); } // The "CameraObject" functions below are responsible for an invisible sprite // that follows the movements of a different sprite (normally the player's sprite) // and tracks x/y movement distances for the camera so it knows where to move. u8 AddCameraObject(u8 followSpriteId) { u8 spriteId = CreateSprite(&sCameraSpriteTemplate, 0, 0, 4); gSprites[spriteId].invisible = TRUE; gSprites[spriteId].sCamera_FollowSpriteId = followSpriteId; return spriteId; } static void SpriteCB_CameraObject(struct Sprite *sprite) { void (*callbacks[ARRAY_COUNT(sCameraObjectFuncs)])(struct Sprite *); memcpy(callbacks, sCameraObjectFuncs, sizeof sCameraObjectFuncs); callbacks[sprite->sCamera_State](sprite); } static void CameraObject_Init(struct Sprite *sprite) { sprite->x = gSprites[sprite->sCamera_FollowSpriteId].x; sprite->y = gSprites[sprite->sCamera_FollowSpriteId].y; sprite->invisible = TRUE; sprite->sCamera_State = CAMERA_STATE_MOVE; CameraObject_UpdateMove(sprite); } static void CameraObject_UpdateMove(struct Sprite *sprite) { s16 x = gSprites[sprite->sCamera_FollowSpriteId].x; s16 y = gSprites[sprite->sCamera_FollowSpriteId].y; sprite->sCamera_MoveX = x - sprite->x; sprite->sCamera_MoveY = y - sprite->y; sprite->x = x; sprite->y = y; } // Invisible sprite will continue to follow the parent sprite, // but no corresponding camera movement will be shown. static void CameraObject_UpdateFrozen(struct Sprite *sprite) { sprite->x = gSprites[sprite->sCamera_FollowSpriteId].x; sprite->y = gSprites[sprite->sCamera_FollowSpriteId].y; sprite->sCamera_MoveX = 0; sprite->sCamera_MoveY = 0; } static struct Sprite *FindCameraSprite(void) { u8 i; for (i = 0; i < MAX_SPRITES; i++) { if (gSprites[i].inUse && gSprites[i].callback == SpriteCB_CameraObject) return &gSprites[i]; } return NULL; } void CameraObjectReset(void) { struct Sprite *camera = FindCameraSprite(); if (camera != NULL) { camera->sCamera_State = CAMERA_STATE_INIT; camera->callback(camera); } } void CameraObjectSetFollowedSpriteId(u8 spriteId) { struct Sprite *camera = FindCameraSprite(); if (camera != NULL) { camera->sCamera_FollowSpriteId = spriteId; CameraObjectReset(); } } static u8 UNUSED CameraObjectGetFollowedSpriteId(void) { struct Sprite *camera = FindCameraSprite(); if (camera == NULL) return MAX_SPRITES; return camera->sCamera_FollowSpriteId; } void CameraObjectFreeze(void) { struct Sprite *camera = FindCameraSprite(); #ifdef UBFIX // Possible null dereference if (camera == NULL) return; #endif camera->sCamera_State = CAMERA_STATE_FROZEN; } u8 CopySprite(struct Sprite *sprite, s16 x, s16 y, u8 subpriority) { u8 i; for (i = 0; i < MAX_SPRITES; i++) { if (!gSprites[i].inUse) { gSprites[i] = *sprite; gSprites[i].x = x; gSprites[i].y = y; gSprites[i].subpriority = subpriority; break; } } return i; } u8 CreateCopySpriteAt(struct Sprite *sprite, s16 x, s16 y, u8 subpriority) { s16 i; for (i = MAX_SPRITES - 1; i > -1; i--) { if (!gSprites[i].inUse) { gSprites[i] = *sprite; gSprites[i].x = x; gSprites[i].y = y; gSprites[i].subpriority = subpriority; return i; } } return MAX_SPRITES; } void SetObjectEventDirection(struct ObjectEvent *objectEvent, u8 direction) { s8 d2; objectEvent->previousMovementDirection = objectEvent->facingDirection; if (!objectEvent->facingDirectionLocked) { d2 = direction; objectEvent->facingDirection = d2; } objectEvent->movementDirection = direction; } static const u8 *GetObjectEventScriptPointerByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { if (localId == OBJ_EVENT_ID_FOLLOWER) return EventScript_Follower; return GetObjectEventTemplateByLocalIdAndMap(localId, mapNum, mapGroup)->script; } const u8 *GetObjectEventScriptPointerByObjectEventId(u8 objectEventId) { return GetObjectEventScriptPointerByLocalIdAndMap(gObjectEvents[objectEventId].localId, gObjectEvents[objectEventId].mapNum, gObjectEvents[objectEventId].mapGroup); } u16 GetObjectEventFlagIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { const struct ObjectEventTemplate *obj = GetObjectEventTemplateByLocalIdAndMap(localId, mapNum, mapGroup); #ifdef UBFIX // BUG: The function may return NULL, and attempting to read from NULL may freeze the game using modern compilers. if (obj == NULL) return 0; #endif // UBFIX return obj->flagId; } static u16 GetObjectEventFlagIdByObjectEventId(u8 objectEventId) { return GetObjectEventFlagIdByLocalIdAndMap(gObjectEvents[objectEventId].localId, gObjectEvents[objectEventId].mapNum, gObjectEvents[objectEventId].mapGroup); } static u8 UNUSED GetObjectTrainerTypeByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) return 0xFF; return gObjectEvents[objectEventId].trainerType; } static u8 UNUSED GetObjectTrainerTypeByObjectEventId(u8 objectEventId) { return gObjectEvents[objectEventId].trainerType; } // Unused u8 GetObjectEventBerryTreeIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) return 0xFF; return gObjectEvents[objectEventId].trainerRange_berryTreeId; } u8 GetObjectEventBerryTreeId(u8 objectEventId) { return gObjectEvents[objectEventId].trainerRange_berryTreeId; } const struct ObjectEventTemplate *GetObjectEventTemplateByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { const struct ObjectEventTemplate *templates; const struct MapHeader *mapHeader; u8 count; if (gSaveBlock1Ptr->location.mapNum == mapNum && gSaveBlock1Ptr->location.mapGroup == mapGroup) { templates = gSaveBlock1Ptr->objectEventTemplates; count = gMapHeader.events->objectEventCount; } else { mapHeader = Overworld_GetMapHeaderByGroupAndId(mapGroup, mapNum); templates = mapHeader->events->objectEvents; count = mapHeader->events->objectEventCount; } return FindObjectEventTemplateByLocalId(localId, templates, count); } const struct ObjectEventTemplate *FindObjectEventTemplateByLocalId(u8 localId, const struct ObjectEventTemplate *templates, u8 count) { u8 i; for (i = 0; i < count; i++) { if (templates[i].localId == localId) return &templates[i]; } return NULL; } struct ObjectEventTemplate *GetBaseTemplateForObjectEvent(const struct ObjectEvent *objectEvent) { int i; if (objectEvent->mapNum != gSaveBlock1Ptr->location.mapNum || objectEvent->mapGroup != gSaveBlock1Ptr->location.mapGroup) return NULL; for (i = 0; i < OBJECT_EVENT_TEMPLATES_COUNT; i++) { if (objectEvent->localId == gSaveBlock1Ptr->objectEventTemplates[i].localId) return &gSaveBlock1Ptr->objectEventTemplates[i]; } return NULL; } void OverrideTemplateCoordsForObjectEvent(const struct ObjectEvent *objectEvent) { struct ObjectEventTemplate *objectEventTemplate; objectEventTemplate = GetBaseTemplateForObjectEvent(objectEvent); if (objectEventTemplate != NULL) { objectEventTemplate->x = objectEvent->currentCoords.x - MAP_OFFSET; objectEventTemplate->y = objectEvent->currentCoords.y - MAP_OFFSET; } } static void OverrideObjectEventTemplateScript(const struct ObjectEvent *objectEvent, const u8 *script) { struct ObjectEventTemplate *objectEventTemplate; objectEventTemplate = GetBaseTemplateForObjectEvent(objectEvent); if (objectEventTemplate) objectEventTemplate->script = script; } void TryOverrideTemplateCoordsForObjectEvent(const struct ObjectEvent *objectEvent, u8 movementType) { struct ObjectEventTemplate *objectEventTemplate; objectEventTemplate = GetBaseTemplateForObjectEvent(objectEvent); if (objectEventTemplate != NULL) objectEventTemplate->movementType = movementType; } void TryOverrideObjectEventTemplateCoords(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) OverrideTemplateCoordsForObjectEvent(&gObjectEvents[objectEventId]); } void OverrideSecretBaseDecorationSpriteScript(u8 localId, u8 mapNum, u8 mapGroup, u8 decorationCategory) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { switch (decorationCategory) { case DECORCAT_DOLL: OverrideObjectEventTemplateScript(&gObjectEvents[objectEventId], SecretBase_EventScript_DollInteract); break; case DECORCAT_CUSHION: OverrideObjectEventTemplateScript(&gObjectEvents[objectEventId], SecretBase_EventScript_CushionInteract); break; } } } void InitObjectEventPalettes(u8 reflectionType) { FreeAndReserveObjectSpritePalettes(); sCurrentSpecialObjectPaletteTag = OBJ_EVENT_PAL_TAG_NONE; sCurrentReflectionType = reflectionType; if (reflectionType == 1) { PatchObjectPaletteRange(sObjectPaletteTagSets[sCurrentReflectionType], PALSLOT_PLAYER, PALSLOT_NPC_4 + 1); gReservedSpritePaletteCount = 8; } else { PatchObjectPaletteRange(sObjectPaletteTagSets[sCurrentReflectionType], PALSLOT_PLAYER, PALSLOT_NPC_4_REFLECTION + 1); } } u16 GetObjectPaletteTag(u8 palSlot) { u8 i; if (palSlot < PALSLOT_NPC_SPECIAL) return sObjectPaletteTagSets[sCurrentReflectionType][palSlot]; for (i = 0; sSpecialObjectReflectionPaletteSets[i].tag != OBJ_EVENT_PAL_TAG_NONE; i++) { if (sSpecialObjectReflectionPaletteSets[i].tag == sCurrentSpecialObjectPaletteTag) return sSpecialObjectReflectionPaletteSets[i].data[sCurrentReflectionType]; } return OBJ_EVENT_PAL_TAG_NONE; } movement_type_empty_callback(MovementType_None) movement_type_def(MovementType_WanderAround, gMovementTypeFuncs_WanderAround) bool8 MovementType_WanderAround_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_WanderAround_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_WanderAround_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (!ObjectEventExecSingleMovementAction(objectEvent, sprite)) return FALSE; SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]); sprite->sTypeFuncId = 3; return TRUE; } // 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; } bool8 MovementType_WanderAround_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; u8 chosenDirection; memcpy(directions, gStandardDirections, sizeof directions); chosenDirection = directions[Random() & 3]; SetObjectEventDirection(objectEvent, chosenDirection); sprite->sTypeFuncId = 5; if (GetCollisionInDirection(objectEvent, chosenDirection)) sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_WanderAround_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 6; return TRUE; } bool8 MovementType_WanderAround_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 1; } return FALSE; } bool8 ObjectEventIsTrainerAndCloseToPlayer(struct ObjectEvent *objectEvent) { s16 playerX; s16 playerY; s16 objX; s16 objY; s16 minX; s16 maxX; s16 minY; s16 maxY; if (!TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH)) return FALSE; if (objectEvent->trainerType != TRAINER_TYPE_NORMAL && objectEvent->trainerType != TRAINER_TYPE_BURIED) return FALSE; PlayerGetDestCoords(&playerX, &playerY); objX = objectEvent->currentCoords.x; objY = objectEvent->currentCoords.y; minX = objX - objectEvent->trainerRange_berryTreeId; minY = objY - objectEvent->trainerRange_berryTreeId; maxX = objX + objectEvent->trainerRange_berryTreeId; maxY = objY + objectEvent->trainerRange_berryTreeId; if (minX > playerX || maxX < playerX || minY > playerY || maxY < playerY) return FALSE; return TRUE; } u8 GetVectorDirection(s16 dx, s16 dy, s16 absdx, s16 absdy) { u8 direction; if (absdx > absdy) { direction = DIR_EAST; if (dx < 0) direction = DIR_WEST; } else { direction = DIR_SOUTH; if (dy < 0) direction = DIR_NORTH; } return direction; } u8 GetLimitedVectorDirection_SouthNorth(s16 dx, s16 dy, s16 absdx, s16 absdy) { u8 direction; direction = DIR_SOUTH; if (dy < 0) direction = DIR_NORTH; return direction; } u8 GetLimitedVectorDirection_WestEast(s16 dx, s16 dy, s16 absdx, s16 absdy) { u8 direction; direction = DIR_EAST; if (dx < 0) direction = DIR_WEST; return direction; } u8 GetLimitedVectorDirection_WestNorth(s16 dx, s16 dy, s16 absdx, s16 absdy) { u8 direction; direction = GetVectorDirection(dx, dy, absdx, absdy); if (direction == DIR_SOUTH) { direction = GetLimitedVectorDirection_WestEast(dx, dy, absdx, absdy); if (direction == DIR_EAST) direction = DIR_NORTH; } else if (direction == DIR_EAST) { direction = GetLimitedVectorDirection_SouthNorth(dx, dy, absdx, absdy); if (direction == DIR_SOUTH) direction = DIR_NORTH; } return direction; } u8 GetLimitedVectorDirection_EastNorth(s16 dx, s16 dy, s16 absdx, s16 absdy) { u8 direction; direction = GetVectorDirection(dx, dy, absdx, absdy); if (direction == DIR_SOUTH) { direction = GetLimitedVectorDirection_WestEast(dx, dy, absdx, absdy); if (direction == DIR_WEST) direction = DIR_NORTH; } else if (direction == DIR_WEST) { direction = GetLimitedVectorDirection_SouthNorth(dx, dy, absdx, absdy); if (direction == DIR_SOUTH) direction = DIR_NORTH; } return direction; } u8 GetLimitedVectorDirection_WestSouth(s16 dx, s16 dy, s16 absdx, s16 absdy) { u8 direction; direction = GetVectorDirection(dx, dy, absdx, absdy); if (direction == DIR_NORTH) { direction = GetLimitedVectorDirection_WestEast(dx, dy, absdx, absdy); if (direction == DIR_EAST) direction = DIR_SOUTH; } else if (direction == DIR_EAST) { direction = GetLimitedVectorDirection_SouthNorth(dx, dy, absdx, absdy); if (direction == DIR_NORTH) direction = DIR_SOUTH; } return direction; } u8 GetLimitedVectorDirection_EastSouth(s16 dx, s16 dy, s16 absdx, s16 absdy) { u8 direction; direction = GetVectorDirection(dx, dy, absdx, absdy); if (direction == DIR_NORTH) { direction = GetLimitedVectorDirection_WestEast(dx, dy, absdx, absdy); if (direction == DIR_WEST) direction = DIR_SOUTH; } else if (direction == DIR_WEST) { direction = GetLimitedVectorDirection_SouthNorth(dx, dy, absdx, absdy); if (direction == DIR_NORTH) direction = DIR_SOUTH; } return direction; } u8 GetLimitedVectorDirection_SouthNorthWest(s16 dx, s16 dy, s16 absdx, s16 absdy) { u8 direction; direction = GetVectorDirection(dx, dy, absdx, absdy); if (direction == DIR_EAST) direction = GetLimitedVectorDirection_SouthNorth(dx, dy, absdx, absdy); return direction; } u8 GetLimitedVectorDirection_SouthNorthEast(s16 dx, s16 dy, s16 absdx, s16 absdy) { u8 direction; direction = GetVectorDirection(dx, dy, absdx, absdy); if (direction == DIR_WEST) direction = GetLimitedVectorDirection_SouthNorth(dx, dy, absdx, absdy); return direction; } u8 GetLimitedVectorDirection_NorthWestEast(s16 dx, s16 dy, s16 absdx, s16 absdy) { u8 direction; direction = GetVectorDirection(dx, dy, absdx, absdy); if (direction == DIR_SOUTH) direction = GetLimitedVectorDirection_WestEast(dx, dy, absdx, absdy); return direction; } u8 GetLimitedVectorDirection_SouthWestEast(s16 dx, s16 dy, s16 absdx, s16 absdy) { u8 direction; direction = GetVectorDirection(dx, dy, absdx, absdy); if (direction == DIR_NORTH) direction = GetLimitedVectorDirection_WestEast(dx, dy, absdx, absdy); return direction; } u8 TryGetTrainerEncounterDirection(struct ObjectEvent *objectEvent, u8 movementType) { s16 dx, dy; s16 absdx, absdy; if (!ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) return DIR_NONE; PlayerGetDestCoords(&dx, &dy); dx -= objectEvent->currentCoords.x; dy -= objectEvent->currentCoords.y; absdx = dx; absdy = dy; if (absdx < 0) absdx = -absdx; if (absdy < 0) absdy = -absdy; return gGetVectorDirectionFuncs[movementType](dx, dy, absdx, absdy); } movement_type_def(MovementType_LookAround, gMovementTypeFuncs_LookAround) bool8 MovementType_LookAround_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_LookAround_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_LookAround_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_LookAround_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } bool8 MovementType_LookAround_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[4]; memcpy(directions, gStandardDirections, sizeof directions); direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_ANY); if (direction == DIR_NONE) direction = directions[Random() & 3]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_WanderUpAndDown, gMovementTypeFuncs_WanderUpAndDown) bool8 MovementType_WanderUpAndDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_WanderUpAndDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_WanderUpAndDown_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (!ObjectEventExecSingleMovementAction(objectEvent, sprite)) return FALSE; SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]); sprite->sTypeFuncId = 3; return TRUE; } bool8 MovementType_WanderUpAndDown_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gUpAndDownDirections, sizeof directions); direction = directions[Random() & 1]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 5; if (GetCollisionInDirection(objectEvent, direction)) sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_WanderUpAndDown_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 6; return TRUE; } bool8 MovementType_WanderUpAndDown_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 1; } return FALSE; } movement_type_def(MovementType_WanderLeftAndRight, gMovementTypeFuncs_WanderLeftAndRight) bool8 MovementType_WanderLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (!ObjectEventExecSingleMovementAction(objectEvent, sprite)) return FALSE; SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]); sprite->sTypeFuncId = 3; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gLeftAndRightDirections, sizeof directions); direction = directions[Random() & 1]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 5; if (GetCollisionInDirection(objectEvent, direction)) sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 6; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 1; } return FALSE; } movement_type_def(MovementType_FaceDirection, gMovementTypeFuncs_FaceDirection) bool8 MovementType_FaceDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDirection_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { sprite->sTypeFuncId = 2; return TRUE; } return FALSE; } bool8 MovementType_FaceDirection_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->singleMovementActive = FALSE; return FALSE; } static bool8 ObjectEventCB2_BerryTree(struct ObjectEvent *objectEvent, struct Sprite *sprite); extern bool8 (*const gMovementTypeFuncs_BerryTreeGrowth[])(struct ObjectEvent *objectEvent, struct Sprite *sprite); enum { BERRYTREEFUNC_NORMAL, BERRYTREEFUNC_MOVE, BERRYTREEFUNC_SPARKLE_START, BERRYTREEFUNC_SPARKLE, BERRYTREEFUNC_SPARKLE_END, }; #define sTimer data[2] #define sBerryTreeFlags data[7] #define BERRY_FLAG_SET_GFX (1 << 0) #define BERRY_FLAG_SPARKLING (1 << 1) #define BERRY_FLAG_JUST_PICKED (1 << 2) void MovementType_BerryTreeGrowth(struct Sprite *sprite) { struct ObjectEvent *objectEvent; objectEvent = &gObjectEvents[sprite->sObjEventId]; if (!(sprite->sBerryTreeFlags & BERRY_FLAG_SET_GFX)) { SetBerryTreeGraphics(objectEvent, sprite); sprite->sBerryTreeFlags |= BERRY_FLAG_SET_GFX; } UpdateObjectEventCurrentMovement(objectEvent, sprite, ObjectEventCB2_BerryTree); } static bool8 ObjectEventCB2_BerryTree(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return gMovementTypeFuncs_BerryTreeGrowth[sprite->sTypeFuncId](objectEvent, sprite); } // BERRYTREEFUNC_NORMAL bool8 MovementType_BerryTreeGrowth_Normal(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 berryStage; ClearObjectEventMovement(objectEvent, sprite); objectEvent->invisible = TRUE; sprite->invisible = TRUE; berryStage = GetStageByBerryTreeId(objectEvent->trainerRange_berryTreeId); if (berryStage == BERRY_STAGE_NO_BERRY) { if (!(sprite->sBerryTreeFlags & BERRY_FLAG_JUST_PICKED) && sprite->animNum == BERRY_STAGE_FLOWERING) { gFieldEffectArguments[0] = objectEvent->currentCoords.x; gFieldEffectArguments[1] = objectEvent->currentCoords.y; gFieldEffectArguments[2] = sprite->subpriority - 1; gFieldEffectArguments[3] = sprite->oam.priority; FieldEffectStart(FLDEFF_BERRY_TREE_GROWTH_SPARKLE); sprite->animNum = berryStage; } return FALSE; } objectEvent->invisible = FALSE; sprite->invisible = FALSE; berryStage--; if (sprite->animNum != berryStage) { sprite->sTypeFuncId = BERRYTREEFUNC_SPARKLE_START; return TRUE; } SetBerryTreeGraphics(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, MOVEMENT_ACTION_START_ANIM_IN_DIRECTION); sprite->sTypeFuncId = BERRYTREEFUNC_MOVE; return TRUE; } // BERRYTREEFUNC_MOVE bool8 MovementType_BerryTreeGrowth_Move(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { sprite->sTypeFuncId = BERRYTREEFUNC_NORMAL; return TRUE; } return FALSE; } // BERRYTREEFUNC_SPARKLE_START bool8 MovementType_BerryTreeGrowth_SparkleStart(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = BERRYTREEFUNC_SPARKLE; sprite->sTimer = 0; sprite->sBerryTreeFlags |= BERRY_FLAG_SPARKLING; gFieldEffectArguments[0] = objectEvent->currentCoords.x; gFieldEffectArguments[1] = objectEvent->currentCoords.y; gFieldEffectArguments[2] = sprite->subpriority - 1; gFieldEffectArguments[3] = sprite->oam.priority; FieldEffectStart(FLDEFF_BERRY_TREE_GROWTH_SPARKLE); return TRUE; } // BERRYTREEFUNC_SPARKLE bool8 MovementType_BerryTreeGrowth_Sparkle(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->sTimer++; objectEvent->invisible = (sprite->sTimer & 2) >> 1; sprite->animPaused = TRUE; if (sprite->sTimer > 64) { SetBerryTreeGraphics(objectEvent, sprite); sprite->sTypeFuncId = BERRYTREEFUNC_SPARKLE_END; sprite->sTimer = 0; return TRUE; } return FALSE; } // BERRYTREEFUNC_SPARKLE_END bool8 MovementType_BerryTreeGrowth_SparkleEnd(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->sTimer++; objectEvent->invisible = (sprite->sTimer & 2) >> 1; sprite->animPaused = TRUE; if (sprite->sTimer > 64) { sprite->sTypeFuncId = BERRYTREEFUNC_NORMAL; sprite->sBerryTreeFlags &= ~BERRY_FLAG_SPARKLING; return TRUE; } return FALSE; } movement_type_def(MovementType_FaceDownAndUp, gMovementTypeFuncs_FaceDownAndUp) bool8 MovementType_FaceDownAndUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDownAndUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceDownAndUp_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceDownAndUp_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceDownAndUp_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gUpAndDownDirections, sizeof gUpAndDownDirections); direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_NORTH_SOUTH); if (direction == DIR_NONE) direction = directions[Random() & 1]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceLeftAndRight, gMovementTypeFuncs_FaceLeftAndRight) bool8 MovementType_FaceLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceLeftAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gLeftAndRightDirections, sizeof gLeftAndRightDirections); direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_EAST_WEST); if (direction == DIR_NONE) direction = directions[Random() & 1]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceUpAndLeft, gMovementTypeFuncs_FaceUpAndLeft) bool8 MovementType_FaceUpAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceUpAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceUpAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceUpAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceUpAndLeft_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gUpAndLeftDirections, sizeof gUpAndLeftDirections); direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_NORTH_WEST); if (direction == DIR_NONE) direction = directions[Random() & 1]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceUpAndRight, gMovementTypeFuncs_FaceUpAndRight) bool8 MovementType_FaceUpAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceUpAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceUpAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceUpAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceUpAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gUpAndRightDirections, sizeof gUpAndRightDirections); direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_NORTH_EAST); if (direction == DIR_NONE) direction = directions[Random() & 1]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceDownAndLeft, gMovementTypeFuncs_FaceDownAndLeft) bool8 MovementType_FaceDownAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDownAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceDownAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceDownAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceDownAndLeft_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gDownAndLeftDirections, sizeof gDownAndLeftDirections); direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_SOUTH_WEST); if (direction == DIR_NONE) direction = directions[Random() & 1]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceDownAndRight, gMovementTypeFuncs_FaceDownAndRight) bool8 MovementType_FaceDownAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDownAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceDownAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceDownAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceDownAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gDownAndRightDirections, sizeof gDownAndRightDirections); direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_SOUTH_EAST); if (direction == DIR_NONE) direction = directions[Random() & 1]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceDownUpAndLeft, gMovementTypeFuncs_FaceDownUpAndLeft) bool8 MovementType_FaceDownUpAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDownUpAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceDownUpAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceDownUpAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceDownUpAndLeft_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[4]; memcpy(directions, gDownUpAndLeftDirections, sizeof gDownUpAndLeftDirections); direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_NORTH_SOUTH_WEST); if (direction == DIR_NONE) direction = directions[Random() & 3]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceDownUpAndRight, gMovementTypeFuncs_FaceDownUpAndRight) bool8 MovementType_FaceDownUpAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDownUpAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceDownUpAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceDownUpAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceDownUpAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[4]; memcpy(directions, gDownUpAndRightDirections, sizeof gDownUpAndRightDirections); direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_NORTH_SOUTH_EAST); if (direction == DIR_NONE) direction = directions[Random() & 3]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceUpRightAndLeft, gMovementTypeFuncs_FaceUpLeftAndRight) bool8 MovementType_FaceUpLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceUpLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceUpLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceUpLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceUpLeftAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[4]; memcpy(directions, gUpLeftAndRightDirections, sizeof gUpLeftAndRightDirections); direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_NORTH_EAST_WEST); if (direction == DIR_NONE) direction = directions[Random() & 3]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceDownRightAndLeft, gMovementTypeFuncs_FaceDownLeftAndRight) bool8 MovementType_FaceDownLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDownLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceDownLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceDownLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceDownLeftAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[4]; memcpy(directions, gDownLeftAndRightDirections, sizeof gDownLeftAndRightDirections); direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_SOUTH_EAST_WEST); if (direction == DIR_NONE) direction = directions[Random() & 3]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_RotateCounterclockwise, gMovementTypeFuncs_RotateCounterclockwise) bool8 MovementType_RotateCounterclockwise_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_RotateCounterclockwise_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, 48); sprite->sTypeFuncId = 2; } return FALSE; } bool8 MovementType_RotateCounterclockwise_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) sprite->sTypeFuncId = 3; return FALSE; } bool8 MovementType_RotateCounterclockwise_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[5]; memcpy(directions, gCounterclockwiseDirections, sizeof gCounterclockwiseDirections); direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_ANY); if (direction == DIR_NONE) direction = directions[objectEvent->facingDirection]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 0; return TRUE; } movement_type_def(MovementType_RotateClockwise, gMovementTypeFuncs_RotateClockwise) bool8 MovementType_RotateClockwise_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_RotateClockwise_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, 48); sprite->sTypeFuncId = 2; } return FALSE; } bool8 MovementType_RotateClockwise_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) sprite->sTypeFuncId = 3; return FALSE; } bool8 MovementType_RotateClockwise_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[5]; memcpy(directions, gClockwiseDirections, sizeof gClockwiseDirections); direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_ANY); if (direction == DIR_NONE) direction = directions[objectEvent->facingDirection]; SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 0; return TRUE; } movement_type_def(MovementType_WalkBackAndForth, gMovementTypeFuncs_WalkBackAndForth) bool8 MovementType_WalkBackAndForth_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_WalkBackAndForth_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; direction = gInitialMovementTypeFacingDirections[objectEvent->movementType]; if (objectEvent->directionSequenceIndex) direction = GetOppositeDirection(direction); SetObjectEventDirection(objectEvent, direction); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_WalkBackAndForth_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { bool8 collision; u8 movementActionId; if (objectEvent->directionSequenceIndex && objectEvent->initialCoords.x == objectEvent->currentCoords.x && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 0; SetObjectEventDirection(objectEvent, GetOppositeDirection(objectEvent->movementDirection)); } collision = GetCollisionInDirection(objectEvent, objectEvent->movementDirection); movementActionId = GetWalkNormalMovementAction(objectEvent->movementDirection); if (collision == COLLISION_OUTSIDE_RANGE) { objectEvent->directionSequenceIndex++; SetObjectEventDirection(objectEvent, GetOppositeDirection(objectEvent->movementDirection)); movementActionId = GetWalkNormalMovementAction(objectEvent->movementDirection); collision = GetCollisionInDirection(objectEvent, objectEvent->movementDirection); } if (collision) movementActionId = GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection); ObjectEventSetSingleMovement(objectEvent, sprite, movementActionId); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 3; return TRUE; } bool8 MovementType_WalkBackAndForth_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 1; } return FALSE; } bool8 MovementType_WalkSequence_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MoveNextDirectionInSequence(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 *route) { u8 collision; u8 movementActionId; if (objectEvent->directionSequenceIndex == 3 && objectEvent->initialCoords.x == objectEvent->currentCoords.x && objectEvent->initialCoords.y == objectEvent->currentCoords.y) objectEvent->directionSequenceIndex = 0; SetObjectEventDirection(objectEvent, route[objectEvent->directionSequenceIndex]); movementActionId = GetWalkNormalMovementAction(objectEvent->movementDirection); collision = GetCollisionInDirection(objectEvent, objectEvent->movementDirection); if (collision == COLLISION_OUTSIDE_RANGE) { objectEvent->directionSequenceIndex++; SetObjectEventDirection(objectEvent, route[objectEvent->directionSequenceIndex]); movementActionId = GetWalkNormalMovementAction(objectEvent->movementDirection); collision = GetCollisionInDirection(objectEvent, objectEvent->movementDirection); } if (collision) movementActionId = GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection); ObjectEventSetSingleMovement(objectEvent, sprite, movementActionId); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_WalkSequence_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 1; } return FALSE; } movement_type_def(MovementType_WalkSequenceUpRightLeftDown, gMovementTypeFuncs_WalkSequenceUpRightLeftDown) u8 MovementType_WalkSequenceUpRightLeftDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gUpRightLeftDownDirections)]; memcpy(directions, gUpRightLeftDownDirections, sizeof(gUpRightLeftDownDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceRightLeftDownUp, gMovementTypeFuncs_WalkSequenceRightLeftDownUp) u8 MovementType_WalkSequenceRightLeftDownUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gRightLeftDownUpDirections)]; memcpy(directions, gRightLeftDownUpDirections, sizeof(gRightLeftDownUpDirections)); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) objectEvent->directionSequenceIndex = 2; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceDownUpRightLeft, gMovementTypeFuncs_WalkSequenceDownUpRightLeft) u8 MovementType_WalkSequenceDownUpRightLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gDownUpRightLeftDirections)]; memcpy(directions, gDownUpRightLeftDirections, sizeof(gDownUpRightLeftDirections)); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) objectEvent->directionSequenceIndex = 2; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceLeftDownUpRight, gMovementTypeFuncs_WalkSequenceLeftDownUpRight) u8 MovementType_WalkSequenceLeftDownUpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gLeftDownUpRightDirections)]; memcpy(directions, gLeftDownUpRightDirections, sizeof(gLeftDownUpRightDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceUpLeftRightDown, gMovementTypeFuncs_WalkSequenceUpLeftRightDown) u8 MovementType_WalkSequenceUpLeftRightDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gUpLeftRightDownDirections)]; memcpy(directions, gUpLeftRightDownDirections, sizeof(gUpLeftRightDownDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceLeftRightDownUp, gMovementTypeFuncs_WalkSequenceLeftRightDownUp) u8 MovementType_WalkSequenceLeftRightDownUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gLeftRightDownUpDirections)]; memcpy(directions, gLeftRightDownUpDirections, sizeof(gLeftRightDownUpDirections)); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) objectEvent->directionSequenceIndex = 2; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceDownUpLeftRight, gMovementTypeFuncs_WalkSequenceDownUpLeftRight) u8 MovementType_WalkSequenceDownUpLeftRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gStandardDirections)]; memcpy(directions, gStandardDirections, sizeof(gStandardDirections)); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) objectEvent->directionSequenceIndex = 2; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceRightDownUpLeft, gMovementTypeFuncs_WalkSequenceRightDownUpLeft) u8 MovementType_WalkSequenceRightDownUpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gRightDownUpLeftDirections)]; memcpy(directions, gRightDownUpLeftDirections, sizeof(gRightDownUpLeftDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceLeftUpDownRight, gMovementTypeFuncs_WalkSequenceLeftUpDownRight) u8 MovementType_WalkSequenceLeftUpDownRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gLeftUpDownRightDirections)]; memcpy(directions, gLeftUpDownRightDirections, sizeof(gLeftUpDownRightDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceUpDownRightLeft, gMovementTypeFuncs_WalkSequenceUpDownRightLeft) u8 MovementType_WalkSequenceUpDownRightLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gUpDownRightLeftDirections)]; memcpy(directions, gUpDownRightLeftDirections, sizeof(gUpDownRightLeftDirections)); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) objectEvent->directionSequenceIndex = 2; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceRightLeftUpDown, gMovementTypeFuncs_WalkSequenceRightLeftUpDown) u8 MovementType_WalkSequenceRightLeftUpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gRightLeftUpDownDirections)]; memcpy(directions, gRightLeftUpDownDirections, sizeof(gRightLeftUpDownDirections)); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) objectEvent->directionSequenceIndex = 2; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceDownRightLeftUp, gMovementTypeFuncs_WalkSequenceDownRightLeftUp) u8 MovementType_WalkSequenceDownRightLeftUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gDownRightLeftUpDirections)]; memcpy(directions, gDownRightLeftUpDirections, sizeof(gDownRightLeftUpDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceRightUpDownLeft, gMovementTypeFuncs_WalkSequenceRightUpDownLeft) u8 MovementType_WalkSequenceRightUpDownLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gRightUpDownLeftDirections)]; memcpy(directions, gRightUpDownLeftDirections, sizeof(gRightUpDownLeftDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceUpDownLeftRight, gMovementTypeFuncs_WalkSequenceUpDownLeftRight) u8 MovementType_WalkSequenceUpDownLeftRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gUpDownLeftRightDirections)]; memcpy(directions, gUpDownLeftRightDirections, sizeof(gUpDownLeftRightDirections)); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) objectEvent->directionSequenceIndex = 2; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceLeftRightUpDown, gMovementTypeFuncs_WalkSequenceLeftRightUpDown) u8 MovementType_WalkSequenceLeftRightUpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gLeftRightUpDownDirections)]; memcpy(directions, gLeftRightUpDownDirections, sizeof(gLeftRightUpDownDirections)); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) objectEvent->directionSequenceIndex = 2; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceDownLeftRightUp, gMovementTypeFuncs_WalkSequenceDownLeftRightUp) u8 MovementType_WalkSequenceDownLeftRightUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gDownLeftRightUpDirections)]; memcpy(directions, gDownLeftRightUpDirections, sizeof(gDownLeftRightUpDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceUpLeftDownRight, gMovementTypeFuncs_WalkSequenceUpLeftDownRight) u8 MovementType_WalkSequenceUpLeftDownRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gUpLeftDownRightDirections)]; memcpy(directions, gUpLeftDownRightDirections, sizeof(gUpLeftDownRightDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceDownRightUpLeft, gMovementTypeFuncs_WalkSequenceDownRightUpLeft) u8 MovementType_WalkSequenceDownRightUpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gDownRightUpLeftDirections)]; memcpy(directions, gDownRightUpLeftDirections, sizeof(gDownRightUpLeftDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceLeftDownRightUp, gMovementTypeFuncs_WalkSequenceLeftDownRightUp) u8 MovementType_WalkSequenceLeftDownRightUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gLeftDownRightUpDirections)]; memcpy(directions, gLeftDownRightUpDirections, sizeof(gLeftDownRightUpDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceRightUpLeftDown, gMovementTypeFuncs_WalkSequenceRightUpLeftDown) u8 MovementType_WalkSequenceRightUpLeftDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gRightUpLeftDownDirections)]; memcpy(directions, gRightUpLeftDownDirections, sizeof(gRightUpLeftDownDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceUpRightDownLeft, gMovementTypeFuncs_WalkSequenceUpRightDownLeft) u8 MovementType_WalkSequenceUpRightDownLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gUpRightDownLeftDirections)]; memcpy(directions, gUpRightDownLeftDirections, sizeof(gUpRightDownLeftDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceDownLeftUpRight, gMovementTypeFuncs_WalkSequenceDownLeftUpRight) u8 MovementType_WalkSequenceDownLeftUpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gDownLeftUpRightDirections)]; memcpy(directions, gDownLeftUpRightDirections, sizeof(gDownLeftUpRightDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceLeftUpRightDown, gMovementTypeFuncs_WalkSequenceLeftUpRightDown) u8 MovementType_WalkSequenceLeftUpRightDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gLeftUpRightDownDirections)]; memcpy(directions, gLeftUpRightDownDirections, sizeof(gLeftUpRightDownDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceRightDownLeftUp, gMovementTypeFuncs_WalkSequenceRightDownLeftUp) u8 MovementType_WalkSequenceRightDownLeftUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[sizeof(gRightDownLeftUpDirections)]; memcpy(directions, gRightDownLeftUpDirections, sizeof(gRightDownLeftUpDirections)); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) objectEvent->directionSequenceIndex = 3; return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_CopyPlayer, gMovementTypeFuncs_CopyPlayer) bool8 MovementType_CopyPlayer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); if (objectEvent->directionSequenceIndex == 0) objectEvent->directionSequenceIndex = GetPlayerFacingDirection(); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_CopyPlayer_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (gObjectEvents[gPlayerAvatar.objectEventId].movementActionId == MOVEMENT_ACTION_NONE || gPlayerAvatar.tileTransitionState == T_TILE_CENTER) return FALSE; return gCopyPlayerMovementFuncs[PlayerGetCopyableMovement()](objectEvent, sprite, GetPlayerMovementDirection(), NULL); } bool8 MovementType_CopyPlayer_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 1; } return FALSE; } bool8 CopyablePlayerMovement_None(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { return FALSE; } bool8 CopyablePlayerMovement_FaceDirection(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, playerDirection))); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 CopyablePlayerMovement_WalkNormal(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; if (ObjectEventIsFarawayIslandMew(objectEvent)) { direction = GetMewMoveDirection(); if (direction == DIR_NONE) { direction = playerDirection; direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } } else { direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); } ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 CopyablePlayerMovement_WalkFast(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkFastMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 CopyablePlayerMovement_WalkFaster(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkFasterMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 CopyablePlayerMovement_Slide(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetSlideMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 CopyablePlayerMovement_JumpInPlace(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; direction = playerDirection; direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventSetSingleMovement(objectEvent, sprite, GetJumpInPlaceMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 CopyablePlayerMovement_Jump(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetJumpMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 CopyablePlayerMovement_Jump2(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); x = objectEvent->currentCoords.x; y = objectEvent->currentCoords.y; MoveCoordsInDirection(direction, &x, &y, 2, 2); ObjectEventSetSingleMovement(objectEvent, sprite, GetJump2MovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } static bool32 EndFollowerTransformEffect(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (!sprite) return FALSE; SetGpuReg(REG_OFFSET_MOSAIC, 0); if (!sprite->data[7]) return FALSE; sprite->oam.mosaic = FALSE; sprite->data[7] = 0; return FALSE; } static bool32 TryStartFollowerTransformEffect(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u32 multi; struct Pokemon *mon; u32 ability; if (DoesSpeciesHaveFormChangeMethod(OW_SPECIES(objectEvent), FORM_CHANGE_OVERWORLD_WEATHER) && OW_SPECIES(objectEvent) != (multi = GetOverworldWeatherSpecies(OW_SPECIES(objectEvent)))) { sprite->data[7] = TRANSFORM_TYPE_WEATHER << 8; PlaySE(SE_M_MINIMIZE); return TRUE; } if (OW_FOLLOWERS_COPY_WILD_PKMN && (MonKnowsMove(mon = GetFirstLiveMon(), MOVE_TRANSFORM) || (ability = GetMonAbility(mon)) == ABILITY_IMPOSTER || ability == ABILITY_ILLUSION) && (Random() & 0xFFFF) < 18 && GetLocalWildMon(FALSE)) { sprite->data[7] = TRANSFORM_TYPE_RANDOM_WILD << 8; PlaySE(SE_M_MINIMIZE); return TRUE; } return FALSE; } static bool8 UpdateFollowerTransformEffect(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 type = sprite->data[7] >> 8; u8 frames = sprite->data[7] & 0xFF; u8 stretch; u32 multi; if (!type) return TryStartFollowerTransformEffect(objectEvent, sprite); sprite->oam.mosaic = TRUE; if (frames < 8) stretch = frames >> 1; else if (frames < 16) stretch = (16 - frames) >> 1; else return EndFollowerTransformEffect(objectEvent, sprite); if (frames == 8) { switch (type) { case TRANSFORM_TYPE_PERMANENT: RefreshFollowerGraphics(objectEvent); break; case TRANSFORM_TYPE_WEATHER: multi = objectEvent->graphicsId; objectEvent->graphicsId = GetOverworldWeatherSpecies(OW_SPECIES(objectEvent)); if (!objectEvent->graphicsId) { objectEvent->graphicsId = multi; break; } objectEvent->graphicsId += OBJ_EVENT_MON; RefreshFollowerGraphics(objectEvent); break; case TRANSFORM_TYPE_RANDOM_WILD: multi = objectEvent->graphicsId; objectEvent->graphicsId = GetLocalWildMon(FALSE); if (!objectEvent->graphicsId) { objectEvent->graphicsId = multi; break; } objectEvent->graphicsId += OBJ_EVENT_MON; RefreshFollowerGraphics(objectEvent); objectEvent->graphicsId = multi; break; } } SetGpuReg(REG_OFFSET_MOSAIC, (stretch << 12) | (stretch << 8)); frames++; sprite->data[7] = (sprite->data[7] & 0xFF00) | frames; return TRUE; } movement_type_def(MovementType_FollowPlayer, gMovementTypeFuncs_FollowPlayer) bool8 MovementType_FollowPlayer_Shadow(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); if (!IsFollowerVisible()) { // Shadow player's position objectEvent->invisible = TRUE; MoveObjectEventToMapCoords(objectEvent, gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x, gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y); objectEvent->triggerGroundEffectsOnMove = FALSE; // Stop endless reflection spawning return FALSE; } // Move follower to player, in case we end up in the shadowing state for only 1 frame // This way the player cannot talk to the invisible follower before it appears if (objectEvent->invisible) { MoveObjectEventToMapCoords(objectEvent, gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x, gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y); objectEvent->triggerGroundEffectsOnMove = FALSE; // Stop endless reflection spawning } sprite->sTypeFuncId = 1; // Enter active state; if the player moves the follower will appear return TRUE; } bool8 MovementType_FollowPlayer_Active(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (!IsFollowerVisible()) { if (objectEvent->invisible) { // Return to shadowing state sprite->sTypeFuncId = 0; return FALSE; } // Animate entering pokeball ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, MOVEMENT_ACTION_ENTER_POKEBALL); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; // movement action sets state to 0 return TRUE; } return gFollowPlayerMovementFuncs[PlayerGetCopyableMovement()](objectEvent, sprite, GetPlayerMovementDirection(), NULL); } bool8 MovementType_FollowPlayer_Moving(struct ObjectEvent *objectEvent, struct Sprite *sprite) { // Copied from ObjectEventExecSingleMovementAction if (gMovementActionFuncs[objectEvent->movementActionId][sprite->sActionFuncId](objectEvent, sprite)) { objectEvent->movementActionId = MOVEMENT_ACTION_NONE; sprite->sActionFuncId = 0; objectEvent->singleMovementActive = FALSE; objectEvent->facingDirectionLocked = FALSE; if (sprite->sTypeFuncId) // restore nonzero state sprite->sTypeFuncId = 1; } else if (objectEvent->movementActionId < MOVEMENT_ACTION_EXIT_POKEBALL) { UpdateFollowerTransformEffect(objectEvent, sprite); if (OW_FOLLOWERS_BOBBING == TRUE && (sprite->data[5] & 7) == 2) sprite->y2 ^= -1; } return FALSE; } // 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)); objectEvent->singleMovementActive = TRUE; return TRUE; } else if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { // finish movement action objectEvent->singleMovementActive = FALSE; } else if (OW_FOLLOWERS_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; } bool8 FollowablePlayerMovement_Step(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; s16 targetX; s16 targetY; u32 playerAction = gObjectEvents[gPlayerAvatar.objectEventId].movementActionId; targetX = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x; targetY = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y; x = gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x; y = gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y; if ((x == targetX && y == targetY) || !IsFollowerVisible()) // don't move on player collision or if not visible return FALSE; x = objectEvent->currentCoords.x; y = objectEvent->currentCoords.y; ClearObjectEventMovement(objectEvent, sprite); if (objectEvent->invisible) { // Animate exiting pokeball // Player is jumping, but follower is invisible // 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 = TRUE; sprite->sTypeFuncId = 2; if (OW_FOLLOWERS_BOBBING == TRUE) sprite->y2 = 0; return TRUE; } else if (x == targetX && y == targetY) { // don't move if already in the player's last position return FALSE; } // 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); GetCollisionAtCoords(objectEvent, x, y, direction); // Sets directionOverwrite for stairs if (GetLedgeJumpDirection(x, y, direction) != DIR_NONE) { // InitJumpRegular will set the proper speed ObjectEventSetSingleMovement(objectEvent, sprite, GetJump2MovementAction(direction)); } else if (playerAction >= MOVEMENT_ACTION_WALK_SLOW_STAIRS_DOWN && playerAction <= MOVEMENT_ACTION_WALK_SLOW_STAIRS_RIGHT) { if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH)) // on sideways stairs objectEvent->movementActionId = GetWalkNormalMovementAction(direction); else ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkSlowStairsMovementAction(direction)); } else if (PlayerGetCopyableMovement() == COPY_MOVE_JUMP2) { ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkSlowMovementAction(direction)); } else if (gSprites[gPlayerAvatar.spriteId].data[4] == MOVE_SPEED_FAST_1) { objectEvent->movementActionId = GetWalkFastMovementAction(direction); } else { objectEvent->movementActionId = GetWalkNormalMovementAction(direction); if (OW_FOLLOWERS_BOBBING == TRUE) sprite->y2 = -1; } sprite->sActionFuncId = 0; objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 FollowablePlayerMovement_GoSpeed1(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkFastMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 FollowablePlayerMovement_GoSpeed2(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkFasterMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 FollowablePlayerMovement_Slide(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetSlideMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 FollowablePlayerMovement_JumpInPlace(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; direction = playerDirection; direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventSetSingleMovement(objectEvent, sprite, GetJumpInPlaceMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 FollowablePlayerMovement_GoSpeed4(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetJumpMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } bool8 FollowablePlayerMovement_Jump(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; x = objectEvent->currentCoords.x; y = objectEvent->currentCoords.y; MoveCoordsInDirection(direction, &x, &y, 2, 2); ObjectEventSetSingleMovement(objectEvent, sprite, GetJump2MovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } movement_type_def(MovementType_CopyPlayerInGrass, gMovementTypeFuncs_CopyPlayerInGrass) bool8 MovementType_CopyPlayerInGrass_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (gObjectEvents[gPlayerAvatar.objectEventId].movementActionId == MOVEMENT_ACTION_NONE || gPlayerAvatar.tileTransitionState == T_TILE_CENTER) return FALSE; return gCopyPlayerMovementFuncs[PlayerGetCopyableMovement()](objectEvent, sprite, GetPlayerMovementDirection(), MetatileBehavior_IsPokeGrass); } void MovementType_TreeDisguise(struct Sprite *sprite) { struct ObjectEvent *objectEvent; objectEvent = &gObjectEvents[sprite->sObjEventId]; if (objectEvent->directionSequenceIndex == 0 || (objectEvent->directionSequenceIndex == 1 && !sprite->data[7])) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); objectEvent->fieldEffectSpriteId = FieldEffectStart(FLDEFF_TREE_DISGUISE); objectEvent->directionSequenceIndex = 1; sprite->data[7]++; } UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->sObjEventId], sprite, MovementType_Disguise_Callback); } static bool8 MovementType_Disguise_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); return FALSE; } void MovementType_MountainDisguise(struct Sprite *sprite) { struct ObjectEvent *objectEvent; objectEvent = &gObjectEvents[sprite->sObjEventId]; if (objectEvent->directionSequenceIndex == 0 || (objectEvent->directionSequenceIndex == 1 && !sprite->data[7])) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); objectEvent->fieldEffectSpriteId = FieldEffectStart(FLDEFF_MOUNTAIN_DISGUISE); objectEvent->directionSequenceIndex = 1; sprite->data[7]++; } UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->sObjEventId], sprite, MovementType_Disguise_Callback); } void MovementType_Buried(struct Sprite *sprite) { if (!sprite->data[7]) { gObjectEvents[sprite->sObjEventId].fixedPriority = TRUE; sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY; sprite->oam.priority = 3; sprite->data[7]++; } UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->sObjEventId], sprite, MovementType_Buried_Callback); } static bool8 MovementType_Buried_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return gMovementTypeFuncs_Buried[sprite->sTypeFuncId](objectEvent, sprite); } bool8 MovementType_Buried_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); return FALSE; } bool8 MovementType_MoveInPlace_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) sprite->sTypeFuncId = 0; // similar to UpdateMonMoveInPlace else if (OW_FOLLOWERS_BOBBING == TRUE && IS_OW_MON_OBJ(objectEvent) && (sprite->data[3] & 7) == 2) { sprite->y2 ^= 1; } return FALSE; } movement_type_def(MovementType_WalkInPlace, gMovementTypeFuncs_WalkInPlace) bool8 MovementType_WalkInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_WalkSlowlyInPlace, gMovementTypeFuncs_WalkSlowlyInPlace) bool8 MovementType_WalkSlowlyInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceSlowMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_JogInPlace, gMovementTypeFuncs_JogInPlace) bool8 MovementType_JogInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceFastMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_RunInPlace, gMovementTypeFuncs_RunInPlace) bool8 MovementType_RunInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceFasterMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_Invisible, gMovementTypeFuncs_Invisible) bool8 MovementType_Invisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); objectEvent->invisible = TRUE; sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_Invisible_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { sprite->sTypeFuncId = 2; return TRUE; } return FALSE; } bool8 MovementType_Invisible_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->singleMovementActive = FALSE; return FALSE; } void ClearObjectEventMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->singleMovementActive = FALSE; objectEvent->heldMovementActive = FALSE; objectEvent->heldMovementFinished = FALSE; objectEvent->movementActionId = MOVEMENT_ACTION_NONE; sprite->sTypeFuncId = 0; } u8 GetFaceDirectionAnimNum(u8 direction) { return sFaceDirectionAnimNums[direction]; } u8 GetMoveDirectionAnimNum(u8 direction) { return sMoveDirectionAnimNums[direction]; } u8 GetMoveDirectionFastAnimNum(u8 direction) { return sMoveDirectionFastAnimNums[direction]; } u8 GetMoveDirectionFasterAnimNum(u8 direction) { return sMoveDirectionFasterAnimNums[direction]; } u8 GetMoveDirectionFastestAnimNum(u8 direction) { return sMoveDirectionFastestAnimNums[direction]; } u8 GetJumpSpecialDirectionAnimNum(u8 direction) { return sJumpSpecialDirectionAnimNums[direction]; } u8 GetAcroWheelieDirectionAnimNum(u8 direction) { return sAcroWheelieDirectionAnimNums[direction]; } u8 GetAcroUnusedDirectionAnimNum(u8 direction) { return sAcroUnusedDirectionAnimNums[direction]; } u8 GetAcroEndWheelieDirectionAnimNum(u8 direction) { return sAcroEndWheelieDirectionAnimNums[direction]; } u8 GetAcroUnusedActionDirectionAnimNum(u8 direction) { return sAcroUnusedActionDirectionAnimNums[direction]; } u8 GetAcroWheeliePedalDirectionAnimNum(u8 direction) { return sAcroWheeliePedalDirectionAnimNums[direction]; } u8 GetFishingDirectionAnimNum(u8 direction) { return sFishingDirectionAnimNums[direction]; } u8 GetFishingNoCatchDirectionAnimNum(u8 direction) { return sFishingNoCatchDirectionAnimNums[direction]; } u8 GetFishingBiteDirectionAnimNum(u8 direction) { return sFishingBiteDirectionAnimNums[direction]; } u8 GetRunningDirectionAnimNum(u8 direction) { return sRunningDirectionAnimNums[direction]; } static const struct StepAnimTable *GetStepAnimTable(const union AnimCmd *const *anims) { const struct StepAnimTable *stepTable; for (stepTable = sStepAnimTables; stepTable->anims != NULL; stepTable++) { if (stepTable->anims == anims) return stepTable; } return NULL; } void SetStepAnimHandleAlternation(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 animNum) { const struct StepAnimTable *stepTable; if (!objectEvent->inanimate) { sprite->animNum = animNum; stepTable = GetStepAnimTable(sprite->anims); if (stepTable != NULL) { if (sprite->animCmdIndex == stepTable->animPos[0]) sprite->animCmdIndex = stepTable->animPos[3]; else if (sprite->animCmdIndex == stepTable->animPos[1]) sprite->animCmdIndex = stepTable->animPos[2]; } SeekSpriteAnim(sprite, sprite->animCmdIndex); } } void SetStepAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 animNum) { const struct StepAnimTable *stepTable; if (!objectEvent->inanimate) { u8 animPos; sprite->animNum = animNum; stepTable = GetStepAnimTable(sprite->anims); if (stepTable != NULL) { animPos = stepTable->animPos[1]; if (sprite->animCmdIndex <= stepTable->animPos[0]) animPos = stepTable->animPos[0]; SeekSpriteAnim(sprite, animPos); } } } u8 GetDirectionToFace(s16 x, s16 y, s16 targetX, s16 targetY) { if (x > targetX) return DIR_WEST; if (x < targetX) return DIR_EAST; if (y > targetY) return DIR_NORTH; return DIR_SOUTH; } // Uses the above, but script accessible, and uses localIds void GetDirectionToFaceScript(struct ScriptContext *ctx) { u32 varId = ScriptReadHalfword(ctx); u8 sourceId = GetObjectEventIdByLocalId(ScriptReadByte(ctx)); u8 targetId = GetObjectEventIdByLocalId(ScriptReadByte(ctx)); Script_RequestEffects(SCREFF_V1); Script_RequestWriteVar(varId); u16 *var = GetVarPointer(varId); if (var == NULL) return; if (sourceId >= OBJECT_EVENTS_COUNT || targetId >= OBJECT_EVENTS_COUNT) *var = DIR_NONE; else *var = GetDirectionToFace(gObjectEvents[sourceId].currentCoords.x, gObjectEvents[sourceId].currentCoords.y, gObjectEvents[targetId].currentCoords.x, gObjectEvents[targetId].currentCoords.y); } // Whether following pokemon is also the user of the field move // Intended to be called before the field effect itself void IsFollowerFieldMoveUser(struct ScriptContext *ctx) { u32 varId = ScriptReadHalfword(ctx); Script_RequestEffects(SCREFF_V1); Script_RequestWriteVar(varId); u16 *var = GetVarPointer(varId); u16 userIndex = gFieldEffectArguments[0]; // field move user index struct Pokemon *follower = GetFirstLiveMon(); struct ObjectEvent *obj = GetFollowerObject(); if (var == NULL) return; *var = FALSE; if (follower && obj && !obj->invisible) { u16 followIndex = ((u32)follower - (u32)gPlayerParty) / sizeof(struct Pokemon); *var = userIndex == followIndex; } } void SetTrainerMovementType(struct ObjectEvent *objectEvent, u8 movementType) { objectEvent->movementType = movementType; objectEvent->directionSequenceIndex = 0; objectEvent->playerCopyableMovement = 0; gSprites[objectEvent->spriteId].callback = sMovementTypeCallbacks[movementType]; gSprites[objectEvent->spriteId].sTypeFuncId = 0; } u8 GetTrainerFacingDirectionMovementType(u8 direction) { return gTrainerFacingDirectionMovementTypes[direction]; } u8 GetCollisionInDirection(struct ObjectEvent *objectEvent, u8 direction) { s16 x = objectEvent->currentCoords.x; s16 y = objectEvent->currentCoords.y; MoveCoords(direction, &x, &y); return GetCollisionAtCoords(objectEvent, x, y, direction); } u8 GetSidewaysStairsCollision(struct ObjectEvent *objectEvent, u8 dir, u8 currentBehavior, u8 nextBehavior, u8 collision) { if ((dir == DIR_SOUTH || dir == DIR_NORTH) && collision != COLLISION_NONE) return collision; // cant descend stairs into water if (MetatileBehavior_IsSurfableFishableWater(nextBehavior)) return collision; if (MetatileBehavior_IsSidewaysStairsLeftSide(nextBehavior)) { //moving ONTO left side stair if (dir == DIR_WEST && currentBehavior != nextBehavior) return collision; //moving onto top part of left-stair going left, so no diagonal else return COLLISION_SIDEWAYS_STAIRS_TO_LEFT; // move diagonally } else if (MetatileBehavior_IsSidewaysStairsRightSide(nextBehavior)) { //moving ONTO right side stair if (dir == DIR_EAST && currentBehavior != nextBehavior) return collision; //moving onto top part of right-stair going right, so no diagonal else return COLLISION_SIDEWAYS_STAIRS_TO_RIGHT; } else if (MetatileBehavior_IsSidewaysStairsLeftSideAny(currentBehavior)) { //moving OFF of any left side stair if (dir == DIR_WEST && nextBehavior != currentBehavior) return COLLISION_SIDEWAYS_STAIRS_TO_LEFT; //moving off of left stairs onto non-stair -> move diagonal else return collision; //moving off of left side stair to east -> move east } else if (MetatileBehavior_IsSidewaysStairsRightSideAny(currentBehavior)) { //moving OFF of any right side stair if (dir == DIR_EAST && nextBehavior != currentBehavior) return COLLISION_SIDEWAYS_STAIRS_TO_RIGHT; //moving off right stair onto non-stair -> move diagonal else return collision; } return collision; } static u8 GetVanillaCollision(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction) { if (IsCoordOutsideObjectEventMovementRange(objectEvent, x, y)) return COLLISION_OUTSIDE_RANGE; else if (MapGridGetCollisionAt(x, y) || GetMapBorderIdAt(x, y) == -1 || IsMetatileDirectionallyImpassable(objectEvent, x, y, direction)) return COLLISION_IMPASSABLE; else if (objectEvent->trackedByCamera && !CanCameraMoveInDirection(direction)) return COLLISION_IMPASSABLE; else if (IsElevationMismatchAt(objectEvent->currentElevation, x, y)) return COLLISION_ELEVATION_MISMATCH; else if (DoesObjectCollideWithObjectAt(objectEvent, x, y)) return COLLISION_OBJECT_EVENT; return COLLISION_NONE; } static bool8 ObjectEventOnLeftSideStair(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction) { switch (direction) { case DIR_EAST: MoveCoords(DIR_NORTH, &x, &y); return DoesObjectCollideWithObjectAt(objectEvent, x, y); case DIR_WEST: MoveCoords(DIR_SOUTH, &x, &y); return DoesObjectCollideWithObjectAt(objectEvent, x, y); default: return FALSE; //north/south taken care of in GetVanillaCollision } } static bool8 ObjectEventOnRightSideStair(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction) { switch (direction) { case DIR_EAST: MoveCoords(DIR_SOUTH, &x, &y); return DoesObjectCollideWithObjectAt(objectEvent, x, y); case DIR_WEST: MoveCoords(DIR_NORTH, &x, &y); return DoesObjectCollideWithObjectAt(objectEvent, x, y); default: return FALSE; //north/south taken care of in GetVanillaCollision } } u8 GetCollisionAtCoords(struct ObjectEvent *objectEvent, s16 x, s16 y, u32 dir) { u8 currentBehavior = MapGridGetMetatileBehaviorAt(objectEvent->currentCoords.x, objectEvent->currentCoords.y); u8 nextBehavior = MapGridGetMetatileBehaviorAt(x, y); u8 collision; #if OW_FLAG_NO_COLLISION != 0 if (FlagGet(OW_FLAG_NO_COLLISION)) return COLLISION_NONE; #endif objectEvent->directionOverwrite = DIR_NONE; //sideways stairs checks if (MetatileBehavior_IsSidewaysStairsLeftSideTop(nextBehavior) && dir == DIR_EAST) return COLLISION_IMPASSABLE; //moving onto left-side top edge east from regular ground -> nope else if (MetatileBehavior_IsSidewaysStairsRightSideTop(nextBehavior) && dir == DIR_WEST) return COLLISION_IMPASSABLE; //moving onto left-side top edge east from regular ground -> nope else if (MetatileBehavior_IsSidewaysStairsRightSideBottom(nextBehavior) && (dir == DIR_EAST || dir == DIR_SOUTH)) return COLLISION_IMPASSABLE; //moving into right-side bottom edge from regular ground -> nah else if (MetatileBehavior_IsSidewaysStairsLeftSideBottom(nextBehavior) && (dir == DIR_WEST || dir == DIR_SOUTH)) return COLLISION_IMPASSABLE; //moving onto left-side bottom edge from regular ground -> nah else if ((MetatileBehavior_IsSidewaysStairsLeftSideTop(currentBehavior) || MetatileBehavior_IsSidewaysStairsRightSideTop(currentBehavior)) && dir == DIR_NORTH) return COLLISION_IMPASSABLE; //trying to move north off of top-most tile onto same level doesn't work else if (!(MetatileBehavior_IsSidewaysStairsLeftSideTop(currentBehavior) || MetatileBehavior_IsSidewaysStairsRightSideTop(currentBehavior)) && dir == DIR_SOUTH && (MetatileBehavior_IsSidewaysStairsLeftSideTop(nextBehavior) || MetatileBehavior_IsSidewaysStairsRightSideTop(nextBehavior))) return COLLISION_IMPASSABLE; //trying to move south onto top stair tile at same level from non-stair -> no else if (!(MetatileBehavior_IsSidewaysStairsLeftSideBottom(currentBehavior) || MetatileBehavior_IsSidewaysStairsRightSideBottom(currentBehavior)) && dir == DIR_NORTH && (MetatileBehavior_IsSidewaysStairsLeftSideBottom(nextBehavior) || MetatileBehavior_IsSidewaysStairsRightSideBottom(nextBehavior))) return COLLISION_IMPASSABLE; //trying to move north onto top stair tile at same level from non-stair -> no // regular checks collision = GetVanillaCollision(objectEvent, x, y, dir); //sideways stairs direction change checks collision = GetSidewaysStairsCollision(objectEvent, dir, currentBehavior, nextBehavior, collision); switch (collision) { case COLLISION_SIDEWAYS_STAIRS_TO_LEFT: if (ObjectEventOnLeftSideStair(objectEvent, x, y, dir)) return COLLISION_OBJECT_EVENT; objectEvent->directionOverwrite = GetLeftSideStairsDirection(dir); return COLLISION_NONE; case COLLISION_SIDEWAYS_STAIRS_TO_RIGHT: if (ObjectEventOnRightSideStair(objectEvent, x, y, dir)) return COLLISION_OBJECT_EVENT; objectEvent->directionOverwrite = GetRightSideStairsDirection(dir); return COLLISION_NONE; } return collision; } u8 GetCollisionFlagsAtCoords(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction) { u8 flags = 0; if (IsCoordOutsideObjectEventMovementRange(objectEvent, x, y)) flags |= 1 << (COLLISION_OUTSIDE_RANGE - 1); if (MapGridGetCollisionAt(x, y) || GetMapBorderIdAt(x, y) == CONNECTION_INVALID || IsMetatileDirectionallyImpassable(objectEvent, x, y, direction) || (objectEvent->trackedByCamera && !CanCameraMoveInDirection(direction))) flags |= 1 << (COLLISION_IMPASSABLE - 1); if (IsElevationMismatchAt(objectEvent->currentElevation, x, y)) flags |= 1 << (COLLISION_ELEVATION_MISMATCH - 1); if (DoesObjectCollideWithObjectAt(objectEvent, x, y)) flags |= 1 << (COLLISION_OBJECT_EVENT - 1); return flags; } static bool8 IsCoordOutsideObjectEventMovementRange(struct ObjectEvent *objectEvent, s16 x, s16 y) { s16 left; s16 right; s16 top; s16 bottom; if (objectEvent->range.rangeX != 0) { left = objectEvent->initialCoords.x - objectEvent->range.rangeX; right = objectEvent->initialCoords.x + objectEvent->range.rangeX; if (left > x || right < x) return TRUE; } if (objectEvent->range.rangeY != 0) { top = objectEvent->initialCoords.y - objectEvent->range.rangeY; bottom = objectEvent->initialCoords.y + objectEvent->range.rangeY; if (top > y || bottom < y) return TRUE; } return FALSE; } static bool8 IsMetatileDirectionallyImpassable(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction) { if (gOppositeDirectionBlockedMetatileFuncs[direction - 1](objectEvent->currentMetatileBehavior) || gDirectionBlockedMetatileFuncs[direction - 1](MapGridGetMetatileBehaviorAt(x, y))) return TRUE; return FALSE; } u32 GetObjectObjectCollidesWith(struct ObjectEvent *objectEvent, s16 x, s16 y, bool32 addCoords) { u8 i; struct ObjectEvent *curObject; if (objectEvent->localId == OBJ_EVENT_ID_FOLLOWER) 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++) { curObject = &gObjectEvents[i]; if (curObject->active && (curObject->movementType != MOVEMENT_TYPE_FOLLOW_PLAYER || objectEvent != &gObjectEvents[gPlayerAvatar.objectEventId]) && curObject != objectEvent && !FollowerNPC_IsCollisionExempt(curObject, objectEvent) ) { // check for collision if curObject is active, not the object in question, and not exempt from collisions if ((curObject->currentCoords.x == x && curObject->currentCoords.y == y) || (curObject->previousCoords.x == x && curObject->previousCoords.y == y)) { if (AreElevationsCompatible(objectEvent->currentElevation, curObject->currentElevation)) return i; } } } 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) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId) && gSprites[gObjectEvents[objectEventId].spriteId].sBerryTreeFlags & BERRY_FLAG_SPARKLING) return TRUE; return FALSE; } void SetBerryTreeJustPicked(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) gSprites[gObjectEvents[objectEventId].spriteId].sBerryTreeFlags |= BERRY_FLAG_JUST_PICKED; } #undef sTimer #undef sBerryTreeFlags void MoveCoords(u8 direction, s16 *x, s16 *y) { *x += sDirectionToVectors[direction].x; *y += sDirectionToVectors[direction].y; } static void UNUSED MoveCoordsInMapCoordIncrement(u8 direction, s16 *x, s16 *y) { *x += sDirectionToVectors[direction].x << 4; *y += sDirectionToVectors[direction].y << 4; } static void MoveCoordsInDirection(u32 dir, s16 *x, s16 *y, s16 deltaX, s16 deltaY) { u8 direction = dir; s16 dx2 = (u16)deltaX; s16 dy2 = (u16)deltaY; if (sDirectionToVectors[direction].x > 0) *x += dx2; if (sDirectionToVectors[direction].x < 0) *x -= dx2; if (sDirectionToVectors[direction].y > 0) *y += dy2; if (sDirectionToVectors[direction].y < 0) *y -= dy2; } void GetMapCoordsFromSpritePos(s16 x, s16 y, s16 *destX, s16 *destY) { *destX = (x - gSaveBlock1Ptr->pos.x) << 4; *destY = (y - gSaveBlock1Ptr->pos.y) << 4; *destX -= gTotalCameraPixelOffsetX; *destY -= gTotalCameraPixelOffsetY; } void SetSpritePosToMapCoords(s16 mapX, s16 mapY, s16 *destX, s16 *destY) { s16 dx = -gTotalCameraPixelOffsetX - gFieldCamera.x; s16 dy = -gTotalCameraPixelOffsetY - gFieldCamera.y; if (gFieldCamera.x > 0) dx += 16; if (gFieldCamera.x < 0) dx -= 16; if (gFieldCamera.y > 0) dy += 16; if (gFieldCamera.y < 0) dy -= 16; *destX = ((mapX - gSaveBlock1Ptr->pos.x) << 4) + dx; *destY = ((mapY - gSaveBlock1Ptr->pos.y) << 4) + dy; } void SetSpritePosToOffsetMapCoords(s16 *x, s16 *y, s16 dx, s16 dy) { SetSpritePosToMapCoords(*x, *y, x, y); *x += dx; *y += dy; } static void GetObjectEventMovingCameraOffset(s16 *x, s16 *y) { *x = 0; *y = 0; if (gFieldCamera.x > 0) (*x)++; if (gFieldCamera.x < 0) (*x)--; if (gFieldCamera.y > 0) (*y)++; if (gFieldCamera.y < 0) (*y)--; } void ObjectEventMoveDestCoords(struct ObjectEvent *objectEvent, u32 direction, s16 *x, s16 *y) { u8 newDirn = direction; *x = objectEvent->currentCoords.x; *y = objectEvent->currentCoords.y; MoveCoords(newDirn, x, y); } bool8 ObjectEventIsMovementOverridden(struct ObjectEvent *objectEvent) { if (objectEvent->singleMovementActive || objectEvent->heldMovementActive) return TRUE; return FALSE; } bool8 ObjectEventIsHeldMovementActive(struct ObjectEvent *objectEvent) { if (objectEvent->heldMovementActive && objectEvent->movementActionId != MOVEMENT_ACTION_NONE) return TRUE; return FALSE; } static u8 TryUpdateMovementActionOnStairs(struct ObjectEvent *objectEvent, u8 movementActionId) { if (objectEvent->isPlayer || objectEvent->localId == OBJ_EVENT_ID_FOLLOWER) return movementActionId; // handled separately if (!ObjectMovingOnRockStairs(objectEvent, objectEvent->movementDirection)) return movementActionId; switch (movementActionId) { case MOVEMENT_ACTION_WALK_NORMAL_DOWN: return MOVEMENT_ACTION_WALK_SLOW_STAIRS_DOWN; case MOVEMENT_ACTION_WALK_NORMAL_UP: return MOVEMENT_ACTION_WALK_SLOW_STAIRS_UP; case MOVEMENT_ACTION_WALK_NORMAL_LEFT: return MOVEMENT_ACTION_WALK_SLOW_STAIRS_LEFT; case MOVEMENT_ACTION_WALK_NORMAL_RIGHT: return MOVEMENT_ACTION_WALK_SLOW_STAIRS_RIGHT; default: return movementActionId; } } 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)) return TRUE; movementActionId = TryUpdateMovementActionOnStairs(objectEvent, movementActionId); UnfreezeObjectEvent(objectEvent); objectEvent->movementActionId = movementActionId; objectEvent->heldMovementActive = TRUE; objectEvent->heldMovementFinished = FALSE; gSprites[objectEvent->spriteId].sActionFuncId = 0; NPCFollow(objectEvent, movementActionId, FALSE); // 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; } void ObjectEventForceSetHeldMovement(struct ObjectEvent *objectEvent, u8 movementActionId) { movementActionId = TryUpdateMovementActionOnStairs(objectEvent, movementActionId); ObjectEventClearHeldMovementIfActive(objectEvent); ObjectEventSetHeldMovement(objectEvent, movementActionId); } void ObjectEventClearHeldMovementIfActive(struct ObjectEvent *objectEvent) { if (objectEvent->heldMovementActive) ObjectEventClearHeldMovement(objectEvent); } void ObjectEventClearHeldMovement(struct ObjectEvent *objectEvent) { objectEvent->movementActionId = MOVEMENT_ACTION_NONE; objectEvent->heldMovementActive = FALSE; 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) { if (objectEvent->heldMovementActive) return objectEvent->heldMovementFinished; return 16; } u8 ObjectEventClearHeldMovementIfFinished(struct ObjectEvent *objectEvent) { u8 heldMovementStatus = ObjectEventCheckHeldMovementStatus(objectEvent); if (heldMovementStatus != 0 && heldMovementStatus != 16) ObjectEventClearHeldMovementIfActive(objectEvent); return heldMovementStatus; } u8 ObjectEventGetHeldMovementActionId(struct ObjectEvent *objectEvent) { if (objectEvent->heldMovementActive) return TryUpdateMovementActionOnStairs(objectEvent, objectEvent->movementActionId); return MOVEMENT_ACTION_NONE; } void UpdateObjectEventCurrentMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite, bool8 (*callback)(struct ObjectEvent *, struct Sprite *)) { DoGroundEffects_OnSpawn(objectEvent, sprite); TryEnableObjectEventAnim(objectEvent, sprite); if (ObjectEventIsHeldMovementActive(objectEvent)) ObjectEventExecHeldMovementAction(objectEvent, sprite); else if (!objectEvent->frozen) while (callback(objectEvent, sprite)); DoGroundEffects_OnBeginStep(objectEvent, sprite); DoGroundEffects_OnFinishStep(objectEvent, sprite); UpdateObjectEventSpriteAnimPause(objectEvent, sprite); UpdateObjectEventVisibility(objectEvent, sprite); ObjectEventUpdateSubpriority(objectEvent, sprite); } #define dirn_to_anim(name, table)\ u8 name(u32 idx)\ {\ u8 direction;\ u8 animIds[sizeof(table)];\ direction = idx;\ memcpy(animIds, (table), sizeof(table));\ if (direction > sizeof(table)) direction = 0;\ return animIds[direction];\ } dirn_to_anim(GetFaceDirectionMovementAction, gFaceDirectionMovementActions); dirn_to_anim(GetWalkSlowStairsMovementAction, gWalkSlowStairsMovementActions); dirn_to_anim(GetWalkSlowMovementAction, gWalkSlowMovementActions); dirn_to_anim(GetPlayerRunSlowMovementAction, gRunSlowMovementActions); dirn_to_anim(GetWalkNormalMovementAction, gWalkNormalMovementActions); dirn_to_anim(GetWalkFastMovementAction, gWalkFastMovementActions); dirn_to_anim(GetRideWaterCurrentMovementAction, gRideWaterCurrentMovementActions); dirn_to_anim(GetWalkFasterMovementAction, gWalkFasterMovementActions); dirn_to_anim(GetSlideMovementAction, gSlideMovementActions); dirn_to_anim(GetPlayerRunMovementAction, gPlayerRunMovementActions); dirn_to_anim(GetJump2MovementAction, gJump2MovementActions); dirn_to_anim(GetJumpInPlaceMovementAction, gJumpInPlaceMovementActions); dirn_to_anim(GetJumpInPlaceTurnAroundMovementAction, gJumpInPlaceTurnAroundMovementActions); dirn_to_anim(GetJumpMovementAction, gJumpMovementActions); dirn_to_anim(GetJumpSpecialMovementAction, gJumpSpecialMovementActions); dirn_to_anim(GetWalkInPlaceSlowMovementAction, gWalkInPlaceSlowMovementActions); dirn_to_anim(GetWalkInPlaceNormalMovementAction, gWalkInPlaceNormalMovementActions); dirn_to_anim(GetWalkInPlaceFastMovementAction, gWalkInPlaceFastMovementActions); dirn_to_anim(GetWalkInPlaceFasterMovementAction, gWalkInPlaceFasterMovementActions); bool8 ObjectEventFaceOppositeDirection(struct ObjectEvent *objectEvent, u8 direction) { return ObjectEventSetHeldMovement(objectEvent, GetFaceDirectionMovementAction(GetOppositeDirection(direction))); } dirn_to_anim(GetAcroWheelieFaceDirectionMovementAction, gAcroWheelieFaceDirectionMovementActions); dirn_to_anim(GetAcroPopWheelieFaceDirectionMovementAction, gAcroPopWheelieFaceDirectionMovementActions); dirn_to_anim(GetAcroEndWheelieFaceDirectionMovementAction, gAcroEndWheelieFaceDirectionMovementActions); dirn_to_anim(GetAcroWheelieHopFaceDirectionMovementAction, gAcroWheelieHopFaceDirectionMovementActions); dirn_to_anim(GetAcroWheelieHopDirectionMovementAction, gAcroWheelieHopDirectionMovementActions); dirn_to_anim(GetAcroWheelieJumpDirectionMovementAction, gAcroWheelieJumpDirectionMovementActions); dirn_to_anim(GetAcroWheelieInPlaceDirectionMovementAction, gAcroWheelieInPlaceDirectionMovementActions); dirn_to_anim(GetAcroPopWheelieMoveDirectionMovementAction, gAcroPopWheelieMoveDirectionMovementActions); dirn_to_anim(GetAcroWheelieMoveDirectionMovementAction, gAcroWheelieMoveDirectionMovementActions); dirn_to_anim(GetAcroEndWheelieMoveDirectionMovementAction, gAcroEndWheelieMoveDirectionMovementActions); u8 GetOppositeDirection(u8 direction) { u8 directions[sizeof sOppositeDirections]; memcpy(directions, sOppositeDirections, sizeof sOppositeDirections); if (direction <= DIR_NONE || direction > (sizeof sOppositeDirections)) return direction; return directions[direction - 1]; } // Takes the player's original and current direction and gives a direction the copy NPC should consider as the player's direction. // See comments at the table's definition. static u32 GetPlayerDirectionForCopy(u8 initDir, u8 moveDir) { return sPlayerDirectionsForCopy[initDir - 1][moveDir - 1]; } // copyInitDir is the initial facing direction of the copying NPC. // playerInitDir is the direction the player was facing when the copying NPC was spawned, as set by MovementType_CopyPlayer_Step0. // playerMoveDir is the direction the player is currently moving. static u32 GetCopyDirection(u8 copyInitDir, u32 playerInitDir, u32 playerMoveDir) { u32 dir; u8 _playerInitDir = playerInitDir; u8 _playerMoveDir = playerMoveDir; if (_playerInitDir == DIR_NONE || _playerMoveDir == DIR_NONE || _playerInitDir > DIR_EAST || _playerMoveDir > DIR_EAST) return DIR_NONE; dir = GetPlayerDirectionForCopy(_playerInitDir, playerMoveDir); return sPlayerDirectionToCopyDirection[copyInitDir - 1][dir - 1]; } static void ObjectEventExecHeldMovementAction(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->movementActionId = TryUpdateMovementActionOnStairs(objectEvent, objectEvent->movementActionId); if (gMovementActionFuncs[objectEvent->movementActionId][sprite->sActionFuncId](objectEvent, sprite)) objectEvent->heldMovementFinished = TRUE; } static bool8 ObjectEventExecSingleMovementAction(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->movementActionId = TryUpdateMovementActionOnStairs(objectEvent, objectEvent->movementActionId); if (gMovementActionFuncs[objectEvent->movementActionId][sprite->sActionFuncId](objectEvent, sprite)) { objectEvent->movementActionId = MOVEMENT_ACTION_NONE; sprite->sActionFuncId = 0; return TRUE; } return FALSE; } static void ObjectEventSetSingleMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 animId) { objectEvent->movementActionId = TryUpdateMovementActionOnStairs(objectEvent, animId); sprite->sActionFuncId = 0; } static void FaceDirection(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { SetObjectEventDirection(objectEvent, direction); ShiftStillObjectEventCoords(objectEvent); SetStepAnim(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection)); sprite->animPaused = TRUE; sprite->sActionFuncId = 1; } bool8 MovementAction_FaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, DIR_SOUTH); return TRUE; } bool8 MovementAction_FaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, DIR_NORTH); return TRUE; } bool8 MovementAction_FaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, DIR_WEST); return TRUE; } bool8 MovementAction_FaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, DIR_EAST); return TRUE; } void InitNpcForMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { s16 x; s16 y; x = objectEvent->currentCoords.x; y = objectEvent->currentCoords.y; SetObjectEventDirection(objectEvent, direction); MoveCoords(direction, &x, &y); ShiftObjectEventCoords(objectEvent, x, y); SetSpriteDataForNormalStep(sprite, direction, speed); sprite->animPaused = FALSE; if (sLockedAnimObjectEvents != NULL && FindLockedObjectEventIndex(objectEvent) != OBJECT_EVENTS_COUNT) sprite->animPaused = TRUE; objectEvent->triggerGroundEffectsOnMove = TRUE; sprite->sActionFuncId = 1; } static void InitMovementNormal(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { u8 (*functions[ARRAY_COUNT(sDirectionAnimFuncsBySpeed)])(u8); memcpy(functions, sDirectionAnimFuncsBySpeed, sizeof sDirectionAnimFuncsBySpeed); InitNpcForMovement(objectEvent, sprite, direction, speed); SetStepAnimHandleAlternation(objectEvent, sprite, functions[speed](objectEvent->facingDirection)); } static void StartRunningAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { InitNpcForMovement(objectEvent, sprite, direction, MOVE_SPEED_FAST_1); SetStepAnimHandleAlternation(objectEvent, sprite, GetRunningDirectionAnimNum(objectEvent->facingDirection)); } static bool8 UpdateMovementNormal(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (NpcTakeStep(sprite)) { ShiftStillObjectEventCoords(objectEvent); objectEvent->triggerGroundEffectsOnStop = TRUE; sprite->animPaused = TRUE; return TRUE; } return FALSE; } static void InitNpcForWalkSlow(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { s16 x; s16 y; x = objectEvent->currentCoords.x; y = objectEvent->currentCoords.y; SetObjectEventDirection(objectEvent, direction); MoveCoords(direction, &x, &y); ShiftObjectEventCoords(objectEvent, x, y); SetWalkSlowSpriteData(sprite, direction); sprite->animPaused = FALSE; objectEvent->triggerGroundEffectsOnMove = TRUE; sprite->sActionFuncId = 1; } static void InitWalkSlow(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { InitNpcForWalkSlow(objectEvent, sprite, direction); SetStepAnimHandleAlternation(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection)); } static bool8 UpdateWalkSlow(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlowAnim(sprite)) { ShiftStillObjectEventCoords(objectEvent); objectEvent->triggerGroundEffectsOnStop = TRUE; sprite->animPaused = TRUE; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowDiagonalUpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_NORTHWEST); return MovementAction_WalkSlowDiagonalUpLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowDiagonalUpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowDiagonalUpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_NORTHEAST); return MovementAction_WalkSlowDiagonalUpRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowDiagonalUpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowDiagonalDownLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_SOUTHWEST); return MovementAction_WalkSlowDiagonalDownLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowDiagonalDownLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowDiagonalDownRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_SOUTHEAST); return MovementAction_WalkSlowDiagonalDownRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowDiagonalDownRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_SOUTH); return MovementAction_WalkSlowDown_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_NORTH); return MovementAction_WalkSlowUp_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitWalkSlow(objectEvent, sprite, objectEvent->directionOverwrite); else InitWalkSlow(objectEvent, sprite, DIR_WEST); return MovementAction_WalkSlowLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitWalkSlow(objectEvent, sprite, objectEvent->directionOverwrite); else InitWalkSlow(objectEvent, sprite, DIR_EAST); return MovementAction_WalkSlowRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalDiagonalUpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_NORTHWEST, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalDiagonalUpLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalDiagonalUpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalDiagonalUpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_NORTHEAST, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalDiagonalUpRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalDiagonalUpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalDiagonalDownLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_SOUTHWEST, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalDiagonalDownLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalDiagonalDownLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalDiagonalDownRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_SOUTHEAST, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalDiagonalDownRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalDiagonalDownRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalDown_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalUp_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_NORMAL); else InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_NORMAL); else InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } #define JUMP_HALFWAY 1 #define JUMP_FINISHED ((u8)-1) enum { JUMP_TYPE_HIGH, JUMP_TYPE_LOW, JUMP_TYPE_NORMAL, JUMP_TYPE_FAST, JUMP_TYPE_FASTER, }; static void InitJump(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 distance, u8 type) { s16 displacements[ARRAY_COUNT(sJumpInitDisplacements)]; s16 x; s16 y; memcpy(displacements, sJumpInitDisplacements, sizeof sJumpInitDisplacements); x = 0; y = 0; SetObjectEventDirection(objectEvent, direction); MoveCoordsInDirection(direction, &x, &y, displacements[distance], displacements[distance]); ShiftObjectEventCoords(objectEvent, objectEvent->currentCoords.x + x, objectEvent->currentCoords.y + y); SetJumpSpriteData(sprite, direction, distance, type); sprite->sActionFuncId = 1; sprite->animPaused = FALSE; objectEvent->triggerGroundEffectsOnMove = TRUE; objectEvent->disableCoveringGroundEffects = TRUE; } static void InitJumpRegular(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 distance, u8 type) { if (OW_OBJECT_VANILLA_SHADOWS) SetUpShadow(objectEvent); // For follower only, match the anim duration of the player's movement, whether dashing, walking or jumping if (objectEvent->localId == OBJ_EVENT_ID_FOLLOWER && type == JUMP_TYPE_HIGH && distance == JUMP_DISTANCE_FAR // In some areas (i.e Meteor Falls), the player can jump as the follower jumps, so preserve type in this case && PlayerGetCopyableMovement() != COPY_MOVE_JUMP2) type = TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH) ? JUMP_TYPE_FASTER : JUMP_TYPE_FAST; InitJump(objectEvent, sprite, direction, distance, type); SetStepAnimHandleAlternation(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection)); DoShadowFieldEffect(objectEvent); } #define sDistance data[4] static u8 UpdateJumpAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 callback(struct Sprite *)) { s16 displacements[ARRAY_COUNT(sJumpDisplacements)]; s16 x; s16 y; u8 result; memcpy(displacements, sJumpDisplacements, sizeof sJumpDisplacements); result = callback(sprite); if (result == JUMP_HALFWAY && displacements[sprite->sDistance] != 0) { x = 0; y = 0; MoveCoordsInDirection(objectEvent->movementDirection, &x, &y, displacements[sprite->sDistance], displacements[sprite->sDistance]); ShiftObjectEventCoords(objectEvent, objectEvent->currentCoords.x + x, objectEvent->currentCoords.y + y); objectEvent->triggerGroundEffectsOnMove = TRUE; objectEvent->disableCoveringGroundEffects = TRUE; } else if (result == JUMP_FINISHED) { ShiftStillObjectEventCoords(objectEvent); objectEvent->triggerGroundEffectsOnStop = TRUE; objectEvent->landingJump = TRUE; sprite->animPaused = TRUE; if (OW_OBJECT_VANILLA_SHADOWS) // Somewhat ugly workaround, the shadow is disabled in UpdateShadowFieldEffect, // but due to code changes from DNS, it needs new signaling objectEvent->jumpDone = TRUE; } return result; } #undef sDistance static u8 DoJumpAnimStep(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return UpdateJumpAnim(objectEvent, sprite, DoJumpSpriteMovement); } static u8 DoJumpSpecialAnimStep(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return UpdateJumpAnim(objectEvent, sprite, DoJumpSpecialSpriteMovement); } static bool8 DoJumpAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnimStep(objectEvent, sprite) == JUMP_FINISHED) return TRUE; return FALSE; } static bool8 DoJumpSpecialAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpSpecialAnimStep(objectEvent, sprite) == JUMP_FINISHED) return TRUE; return FALSE; } static bool8 DoJumpInPlaceAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { switch (DoJumpAnimStep(objectEvent, sprite)) { case JUMP_FINISHED: return TRUE; case JUMP_HALFWAY: SetObjectEventDirection(objectEvent, GetOppositeDirection(objectEvent->movementDirection)); SetStepAnim(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection)); default: return FALSE; } } bool8 MovementAction_Jump2Down_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH); return MovementAction_Jump2Down_Step1(objectEvent, sprite); } bool8 MovementAction_Jump2Down_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_Jump2Up_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH); return MovementAction_Jump2Up_Step1(objectEvent, sprite); } bool8 MovementAction_Jump2Up_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_Jump2Left_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH); return MovementAction_Jump2Left_Step1(objectEvent, sprite); } bool8 MovementAction_Jump2Left_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_Jump2Right_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH); return MovementAction_Jump2Right_Step1(objectEvent, sprite); } bool8 MovementAction_Jump2Right_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static void InitMovementDelay(struct Sprite *sprite, u16 duration) { sprite->sActionFuncId = 1; sprite->data[3] = duration; } bool8 MovementAction_Delay_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (--sprite->data[3] == 0) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_Delay1_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementDelay(sprite, 1); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_Delay2_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementDelay(sprite, 2); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_Delay4_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementDelay(sprite, 4); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_Delay8_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementDelay(sprite, 8); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_Delay16_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementDelay(sprite, 16); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FAST_1); return MovementAction_WalkFastDown_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFastUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FAST_1); return MovementAction_WalkFastUp_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFastLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FAST_1); else InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_1); return MovementAction_WalkFastLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFastRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FAST_1); else InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_1); return MovementAction_WalkFastRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static void InitMoveInPlace(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 animNum, u16 duration) { SetObjectEventDirection(objectEvent, direction); SetStepAnimHandleAlternation(objectEvent, sprite, animNum); sprite->animPaused = FALSE; sprite->sActionFuncId = 1; sprite->data[3] = duration; } bool8 MovementAction_WalkInPlace_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (-- sprite->data[3] == 0) { sprite->sActionFuncId = 2; sprite->animPaused = TRUE; return TRUE; } return FALSE; } bool8 MovementAction_WalkInPlaceSlow_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sprite->data[3] & 1) sprite->animDelayCounter++; return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceSlowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_SOUTH, GetMoveDirectionAnimNum(DIR_SOUTH), 32); return MovementAction_WalkInPlaceSlow_Step1(objectEvent, sprite); } // Update sprite with a palette filled with a solid color static u8 LoadFillColorPalette(u16 color, u16 paletteTag, struct Sprite *sprite) { u16 paletteData[16]; struct SpritePalette dynamicPalette = {.tag = paletteTag, .data = paletteData}; CpuFill16(color, paletteData, PLTT_SIZE_4BPP); return UpdateSpritePalette(&dynamicPalette, sprite); } static void ObjectEventSetPokeballGfx(struct ObjectEvent *objEvent) { #if OW_FOLLOWERS_POKEBALLS enum PokeBall ball = BALL_STRANGE; if (objEvent->localId == OBJ_EVENT_ID_FOLLOWER) { struct Pokemon *mon = GetFirstLiveMon(); if (mon) ball = GetMonData(mon, MON_DATA_POKEBALL); } if (ball != BALL_POKE && ball < POKEBALL_COUNT) { const struct ObjectEventGraphicsInfo *info = &gPokeballGraphics[ball]; if (info->tileTag == TAG_NONE) { ObjectEventSetGraphics(objEvent, info); return; } } #endif //OW_FOLLOWERS_POKEBALLS ObjectEventSetGraphicsId(objEvent, OBJ_EVENT_GFX_POKE_BALL); } #define sDuration data[3] #define sSpeedFlip data[6] bool8 MovementAction_ExitPokeball_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u32 direction = gObjectEvents[gPlayerAvatar.objectEventId].facingDirection; u16 graphicsId = objectEvent->graphicsId; objectEvent->invisible = FALSE; if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH)) { // If player is dashing, the pokemon must come out faster StartSpriteAnimInDirection(objectEvent, sprite, direction, GetJumpSpecialDirectionAnimNum(direction)); sprite->sDuration = 8; sprite->sSpeedFlip = 0; // fast speed } else { StartSpriteAnimInDirection(objectEvent, sprite, direction, GetMoveDirectionFastestAnimNum(direction)); sprite->sDuration = 16; sprite->sSpeedFlip = 1; // normal speed } // If mon's right-facing sprite is h-flipped, we need to use a different affine anim if (direction == DIR_EAST && sprite->anims[ANIM_STD_FACE_EAST]->frame.hFlip) sprite->sSpeedFlip |= 1 << 4; ObjectEventSetPokeballGfx(objectEvent); objectEvent->graphicsId = graphicsId; objectEvent->inanimate = FALSE; return MovementAction_ExitPokeball_Step1(objectEvent, sprite); } static const union AffineAnimCmd sAffineAnim_PokeballExit[] = { AFFINEANIMCMD_FRAME(0x40, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0x80, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0xC0, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0), AFFINEANIMCMD_END, }; static const union AffineAnimCmd sAffineAnim_PokeballExitEast[] = // sprite is h-flipped when east { AFFINEANIMCMD_FRAME(0xFFC0, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0xFF80, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0xFF40, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0xFF00, 0x100, 0, 0), AFFINEANIMCMD_END, }; static const union AffineAnimCmd sAffineAnim_PokeballEnter[] = { AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0xC0, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0x80, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0x40, 0x100, 0, 0), AFFINEANIMCMD_END, }; static const union AffineAnimCmd sAffineAnim_PokeballEnterEast[] = // sprtie is h-flipped when east { AFFINEANIMCMD_FRAME(0xFF00, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0xFF40, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0xFF80, 0x100, 0, 0), AFFINEANIMCMD_FRAME(0xFFC0, 0x100, 0, 0), AFFINEANIMCMD_END, }; static const union AffineAnimCmd *const sAffineAnims_PokeballFollower[] = { sAffineAnim_PokeballExit, sAffineAnim_PokeballExitEast, sAffineAnim_PokeballEnter, sAffineAnim_PokeballEnterEast, }; bool8 MovementAction_ExitPokeball_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { // for different speeds, anim steps occur on different frame #s u32 animStepFrame = (sprite->sSpeedFlip & 1) ? 7 : 3; // 0 -> 3, 1 -> 7 if (--sprite->sDuration == 0) { sprite->sActionFuncId = 2; sprite->animCmdIndex = 0; sprite->animPaused = TRUE; return TRUE; } // Set graphics, palette, and affine animation else if (sprite->sDuration == animStepFrame) { FollowerSetGraphics(objectEvent, OW_SPECIES(objectEvent), OW_SHINY(objectEvent), OW_FEMALE(objectEvent)); LoadFillColorPalette(RGB_WHITE, OBJ_EVENT_PAL_TAG_WHITE, sprite); // Initialize affine animation sprite->affineAnims = sAffineAnims_PokeballFollower; if (OW_LARGE_OW_SUPPORT && !IS_POW_OF_TWO(-sprite->centerToCornerVecX)) return FALSE; sprite->affineAnims = sAffineAnims_PokeballFollower; sprite->oam.affineMode = ST_OAM_AFFINE_NORMAL; InitSpriteAffineAnim(sprite); StartSpriteAffineAnim(sprite, sprite->sSpeedFlip >> 4); // Restore original palette & disable affine } else if (sprite->sDuration == (animStepFrame >> 1)) { sprite->affineAnimEnded = TRUE; FreeSpriteOamMatrix(sprite); sprite->oam.affineMode = ST_OAM_AFFINE_OFF; FollowerSetGraphics(objectEvent, OW_SPECIES(objectEvent), OW_SHINY(objectEvent), OW_FEMALE(objectEvent)); } return FALSE; } bool8 MovementAction_EnterPokeball_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u32 direction = objectEvent->facingDirection; StartSpriteAnimInDirection(objectEvent, sprite, direction, GetMoveDirectionFasterAnimNum(direction)); sprite->sDuration = 16; // If mon's right-facing sprite is h-flipped, we need to use a different affine anim if (direction == DIR_EAST && sprite->anims[ANIM_STD_FACE_EAST]->frame.hFlip) sprite->sSpeedFlip = 3; else sprite->sSpeedFlip = 2; EndFollowerTransformEffect(objectEvent, sprite); return MovementAction_EnterPokeball_Step1(objectEvent, sprite); } bool8 MovementAction_EnterPokeball_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u16 graphicsId = objectEvent->graphicsId; if (--sprite->sDuration == 0) { sprite->sActionFuncId = 2; return FALSE; } else if (sprite->sDuration == 11) { // Set palette to white & start affine LoadFillColorPalette(RGB_WHITE, OBJ_EVENT_PAL_TAG_WHITE, sprite); sprite->subspriteTableNum = 0; // Only do affine if sprite width is power of 2 // (effect looks weird on sprites composed of subsprites like 48x48, etc) if (OW_LARGE_OW_SUPPORT && !IS_POW_OF_TWO(-sprite->centerToCornerVecX)) return FALSE; sprite->affineAnims = sAffineAnims_PokeballFollower; sprite->oam.affineMode = ST_OAM_AFFINE_NORMAL; InitSpriteAffineAnim(sprite); StartSpriteAffineAnim(sprite, sprite->sSpeedFlip); } else if (sprite->sDuration == 7) { // Free white palette and change to pokeball, disable affine sprite->affineAnimEnded = TRUE; FreeSpriteOamMatrix(sprite); sprite->oam.affineMode = ST_OAM_AFFINE_OFF; ObjectEventSetPokeballGfx(objectEvent); objectEvent->graphicsId = graphicsId; objectEvent->inanimate = FALSE; } return FALSE; } bool8 MovementAction_EnterPokeball_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FollowerSetGraphics(objectEvent, OW_SPECIES(objectEvent), OW_SHINY(objectEvent), OW_FEMALE(objectEvent)); objectEvent->invisible = TRUE; sprite->sTypeFuncId = 0; sprite->sSpeedFlip = 0; sprite->animPaused = TRUE; return TRUE; } #undef sDuration #undef sSpeedFlip bool8 MovementAction_WalkInPlaceSlowUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_NORTH, GetMoveDirectionAnimNum(DIR_NORTH), 32); return MovementAction_WalkInPlaceSlow_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceSlowLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_WEST, GetMoveDirectionAnimNum(DIR_WEST), 32); return MovementAction_WalkInPlaceSlow_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceSlowRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_EAST, GetMoveDirectionAnimNum(DIR_EAST), 32); return MovementAction_WalkInPlaceSlow_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceNormalDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_SOUTH, GetMoveDirectionAnimNum(DIR_SOUTH), 16); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceNormalUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_NORTH, GetMoveDirectionAnimNum(DIR_NORTH), 16); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceNormalLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_WEST, GetMoveDirectionAnimNum(DIR_WEST), 16); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceNormalRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_EAST, GetMoveDirectionAnimNum(DIR_EAST), 16); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFastDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_SOUTH, GetMoveDirectionFastAnimNum(DIR_SOUTH), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFastUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_NORTH, GetMoveDirectionFastAnimNum(DIR_NORTH), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFastLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_WEST, GetMoveDirectionFastAnimNum(DIR_WEST), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFastRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_EAST, GetMoveDirectionFastAnimNum(DIR_EAST), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFasterDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_SOUTH, GetMoveDirectionFasterAnimNum(DIR_SOUTH), 4); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFasterUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_NORTH, GetMoveDirectionFasterAnimNum(DIR_NORTH), 4); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFasterLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMoveInPlace(objectEvent, sprite, objectEvent->directionOverwrite, GetMoveDirectionFasterAnimNum(DIR_WEST), 4); else InitMoveInPlace(objectEvent, sprite, DIR_WEST, GetMoveDirectionFasterAnimNum(DIR_WEST), 4); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFasterRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMoveInPlace(objectEvent, sprite, objectEvent->directionOverwrite, GetMoveDirectionFasterAnimNum(DIR_EAST), 4); else InitMoveInPlace(objectEvent, sprite, DIR_EAST, GetMoveDirectionFasterAnimNum(DIR_EAST), 4); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_RideWaterCurrentDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FAST_2); return MovementAction_RideWaterCurrentDown_Step1(objectEvent, sprite); } bool8 MovementAction_RideWaterCurrentDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_RideWaterCurrentUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FAST_2); return MovementAction_RideWaterCurrentUp_Step1(objectEvent, sprite); } bool8 MovementAction_RideWaterCurrentUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_RideWaterCurrentLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FAST_2); else InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_2); return MovementAction_RideWaterCurrentLeft_Step1(objectEvent, sprite); } bool8 MovementAction_RideWaterCurrentLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_RideWaterCurrentRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FAST_2); else InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_2); return MovementAction_RideWaterCurrentRight_Step1(objectEvent, sprite); } bool8 MovementAction_RideWaterCurrentRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFasterDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FASTER); return MovementAction_WalkFasterDown_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFasterDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFasterUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FASTER); return MovementAction_WalkFasterUp_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFasterUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFasterLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FASTER); else InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FASTER); return MovementAction_WalkFasterLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFasterLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFasterRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FASTER); else InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FASTER); return MovementAction_WalkFasterRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFasterRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_SlideDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FASTEST); return MovementAction_SlideDown_Step1(objectEvent, sprite); } bool8 MovementAction_SlideDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_SlideUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FASTEST); return MovementAction_SlideUp_Step1(objectEvent, sprite); } bool8 MovementAction_SlideUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_SlideLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FASTEST); else InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FASTEST); return MovementAction_SlideLeft_Step1(objectEvent, sprite); } bool8 MovementAction_SlideLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_SlideRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FASTEST); else InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FASTEST); return MovementAction_SlideRight_Step1(objectEvent, sprite); } bool8 MovementAction_SlideRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_PlayerRunDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartRunningAnim(objectEvent, sprite, DIR_SOUTH); return MovementAction_PlayerRunDown_Step1(objectEvent, sprite); } bool8 MovementAction_PlayerRunDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_PlayerRunUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartRunningAnim(objectEvent, sprite, DIR_NORTH); return MovementAction_PlayerRunUp_Step1(objectEvent, sprite); } bool8 MovementAction_PlayerRunUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_PlayerRunLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) StartRunningAnim(objectEvent, sprite, objectEvent->directionOverwrite); else StartRunningAnim(objectEvent, sprite, DIR_WEST); return MovementAction_PlayerRunLeft_Step1(objectEvent, sprite); } bool8 MovementAction_PlayerRunLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_PlayerRunRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) StartRunningAnim(objectEvent, sprite, objectEvent->directionOverwrite); else StartRunningAnim(objectEvent, sprite, DIR_EAST); return MovementAction_PlayerRunRight_Step1(objectEvent, sprite); } bool8 MovementAction_PlayerRunRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } void StartSpriteAnimInDirection(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 animNum) { SetAndStartSpriteAnim(sprite, animNum, 0); SetObjectEventDirection(objectEvent, direction); sprite->sActionFuncId = 1; } bool8 MovementAction_StartAnimInDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, objectEvent->movementDirection, sprite->animNum); return FALSE; } bool8 MovementAction_WaitSpriteAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (SpriteAnimEnded(sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static void InitJumpSpecial(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { InitJump(objectEvent, sprite, direction, JUMP_DISTANCE_NORMAL, JUMP_TYPE_HIGH); StartSpriteAnim(sprite, GetJumpSpecialDirectionAnimNum(direction)); } bool8 MovementAction_JumpSpecialDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpSpecial(objectEvent, sprite, DIR_SOUTH); return MovementAction_JumpSpecialDown_Step1(objectEvent, sprite); } bool8 MovementAction_JumpSpecialDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpSpecialAnim(objectEvent, sprite)) { sprite->sActionFuncId = 2; objectEvent->landingJump = FALSE; return TRUE; } return FALSE; } bool8 MovementAction_JumpSpecialUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpSpecial(objectEvent, sprite, DIR_NORTH); return MovementAction_JumpSpecialUp_Step1(objectEvent, sprite); } bool8 MovementAction_JumpSpecialUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpSpecialAnim(objectEvent, sprite)) { sprite->sActionFuncId = 2; objectEvent->landingJump = FALSE; return TRUE; } return FALSE; } bool8 MovementAction_JumpSpecialLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpSpecial(objectEvent, sprite, DIR_WEST); return MovementAction_JumpSpecialLeft_Step1(objectEvent, sprite); } bool8 MovementAction_JumpSpecialLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpSpecialAnim(objectEvent, sprite)) { sprite->sActionFuncId = 2; objectEvent->landingJump = FALSE; return TRUE; } return FALSE; } bool8 MovementAction_JumpSpecialRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpSpecial(objectEvent, sprite, DIR_EAST); return MovementAction_JumpSpecialRight_Step1(objectEvent, sprite); } bool8 MovementAction_JumpSpecialRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpSpecialAnim(objectEvent, sprite)) { sprite->sActionFuncId = 2; objectEvent->landingJump = FALSE; return TRUE; } return FALSE; } bool8 MovementAction_FacePlayer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 playerObjectId; if (!TryGetObjectEventIdByLocalIdAndMap(LOCALID_PLAYER, 0, 0, &playerObjectId)) FaceDirection(objectEvent, sprite, GetDirectionToFace(objectEvent->currentCoords.x, objectEvent->currentCoords.y, gObjectEvents[playerObjectId].currentCoords.x, gObjectEvents[playerObjectId].currentCoords.y)); sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_FaceAwayPlayer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 playerObjectId; if (!TryGetObjectEventIdByLocalIdAndMap(LOCALID_PLAYER, 0, 0, &playerObjectId)) FaceDirection(objectEvent, sprite, GetOppositeDirection(GetDirectionToFace(objectEvent->currentCoords.x, objectEvent->currentCoords.y, gObjectEvents[playerObjectId].currentCoords.x, gObjectEvents[playerObjectId].currentCoords.y))); sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_LockFacingDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->facingDirectionLocked = TRUE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_UnlockFacingDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->facingDirectionLocked = FALSE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_JumpDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_NORMAL, JUMP_TYPE_NORMAL); return MovementAction_JumpDown_Step1(objectEvent, sprite); } bool8 MovementAction_JumpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_NORMAL, JUMP_TYPE_NORMAL); return MovementAction_JumpUp_Step1(objectEvent, sprite); } bool8 MovementAction_JumpUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_NORMAL, JUMP_TYPE_NORMAL); return MovementAction_JumpLeft_Step1(objectEvent, sprite); } bool8 MovementAction_JumpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_NORMAL, JUMP_TYPE_NORMAL); return MovementAction_JumpRight_Step1(objectEvent, sprite); } bool8 MovementAction_JumpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_HIGH); return MovementAction_JumpInPlaceDown_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_HIGH); return MovementAction_JumpInPlaceUp_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_HIGH); return MovementAction_JumpInPlaceLeft_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_HIGH); return MovementAction_JumpInPlaceRight_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceDownUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_NORMAL); return MovementAction_JumpInPlaceDownUp_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceDownUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpInPlaceAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceUpDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_NORMAL); return MovementAction_JumpInPlaceUpDown_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceUpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpInPlaceAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceLeftRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_NORMAL); return MovementAction_JumpInPlaceLeftRight_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceLeftRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpInPlaceAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceRightLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpRegular(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_NORMAL); return MovementAction_JumpInPlaceRightLeft_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceRightLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpInPlaceAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_FaceOriginalDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, gInitialMovementTypeFacingDirections[objectEvent->movementType]); return TRUE; } bool8 MovementAction_NurseJoyBowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, ANIM_NURSE_BOW); return FALSE; } bool8 MovementAction_EnableJumpLandingGroundEffect_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->disableJumpLandingGroundEffect = FALSE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_DisableJumpLandingGroundEffect_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->disableJumpLandingGroundEffect = TRUE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_DisableAnimation_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->inanimate = TRUE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_RestoreAnimation_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->inanimate = GetObjectEventGraphicsInfo(objectEvent->graphicsId)->inanimate; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_SetInvisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->invisible = TRUE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_SetVisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->invisible = FALSE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_EmoteExclamationMark_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON); sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_EmoteQuestionMark_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); gFieldEffectArguments[7] = -1; FieldEffectStart(FLDEFF_QUESTION_MARK_ICON); sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_EmoteHeart_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); FieldEffectStart(FLDEFF_HEART_ICON); sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_RevealTrainer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->movementType == MOVEMENT_TYPE_BURIED) { SetBuriedTrainerMovement(objectEvent); return FALSE; } if (objectEvent->movementType != MOVEMENT_TYPE_TREE_DISGUISE && objectEvent->movementType != MOVEMENT_TYPE_MOUNTAIN_DISGUISE) { sprite->sActionFuncId = 2; return TRUE; } StartRevealDisguise(objectEvent); sprite->sActionFuncId = 1; return MovementAction_RevealTrainer_Step1(objectEvent, sprite); } bool8 MovementAction_RevealTrainer_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateRevealDisguise(objectEvent)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_RockSmashBreak_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { SetAndStartSpriteAnim(sprite, ANIM_REMOVE_OBSTACLE, 0); sprite->sActionFuncId = 1; return FALSE; } bool8 MovementAction_RockSmashBreak_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (SpriteAnimEnded(sprite)) { SetMovementDelay(sprite, 32); sprite->sActionFuncId = 2; } return FALSE; } bool8 MovementAction_RockSmashBreak_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->invisible ^= TRUE; if (WaitForMovementDelay(sprite)) { objectEvent->invisible = TRUE; sprite->sActionFuncId = 3; } return FALSE; } bool8 MovementAction_CutTree_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { SetAndStartSpriteAnim(sprite, ANIM_REMOVE_OBSTACLE, 0); sprite->sActionFuncId = 1; return FALSE; } bool8 MovementAction_CutTree_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (SpriteAnimEnded(sprite)) { SetMovementDelay(sprite, 32); sprite->sActionFuncId = 2; } return FALSE; } bool8 MovementAction_CutTree_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->invisible ^= TRUE; if (WaitForMovementDelay(sprite)) { objectEvent->invisible = TRUE; sprite->sActionFuncId = 3; } return FALSE; } bool8 MovementAction_SetFixedPriority_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->fixedPriority = TRUE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_ClearFixedPriority_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->fixedPriority = FALSE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_InitAffineAnim_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->oam.affineMode = ST_OAM_AFFINE_DOUBLE; InitSpriteAffineAnim(sprite); sprite->affineAnimPaused = TRUE; sprite->subspriteMode = SUBSPRITES_OFF; return TRUE; } bool8 MovementAction_ClearAffineAnim_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FreeOamMatrix(sprite->oam.matrixNum); sprite->oam.affineMode = ST_OAM_AFFINE_OFF; CalcCenterToCornerVec(sprite, sprite->oam.shape, sprite->oam.size, sprite->oam.affineMode); return TRUE; } bool8 MovementAction_HideReflection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->hideReflection = TRUE; return TRUE; } bool8 MovementAction_ShowReflection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->hideReflection = FALSE; return TRUE; } bool8 MovementAction_WalkDownStartAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_SOUTH); sprite->affineAnimPaused = FALSE; StartSpriteAffineAnimIfDifferent(sprite, 0); return MovementAction_WalkDownStartAffine_Step1(objectEvent, sprite); } bool8 MovementAction_WalkDownStartAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->affineAnimPaused = TRUE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkDownAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_SOUTH); sprite->affineAnimPaused = FALSE; ChangeSpriteAffineAnimIfDifferent(sprite, 1); return MovementAction_WalkDownAffine_Step1(objectEvent, sprite); } bool8 MovementAction_WalkDownAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->affineAnimPaused = TRUE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkLeftAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_1); sprite->affineAnimPaused = FALSE; ChangeSpriteAffineAnimIfDifferent(sprite, 2); return MovementAction_WalkLeftAffine_Step1(objectEvent, sprite); } bool8 MovementAction_WalkLeftAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->affineAnimPaused = TRUE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkRightAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_1); sprite->affineAnimPaused = FALSE; ChangeSpriteAffineAnimIfDifferent(sprite, 3); return MovementAction_WalkRightAffine_Step1(objectEvent, sprite); } bool8 MovementAction_WalkRightAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->affineAnimPaused = TRUE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static void AcroWheelieFaceDirection(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { SetObjectEventDirection(objectEvent, direction); ShiftStillObjectEventCoords(objectEvent); SetStepAnim(objectEvent, sprite, GetAcroWheeliePedalDirectionAnimNum(direction)); sprite->animPaused = TRUE; sprite->sActionFuncId = 1; } bool8 MovementAction_AcroWheelieFaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { AcroWheelieFaceDirection(objectEvent, sprite, DIR_SOUTH); return TRUE; } bool8 MovementAction_AcroWheelieFaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { AcroWheelieFaceDirection(objectEvent, sprite, DIR_NORTH); return TRUE; } bool8 MovementAction_AcroWheelieFaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { AcroWheelieFaceDirection(objectEvent, sprite, DIR_WEST); return TRUE; } bool8 MovementAction_AcroWheelieFaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { AcroWheelieFaceDirection(objectEvent, sprite, DIR_EAST); return TRUE; } bool8 MovementAction_AcroPopWheelieDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroWheelieDirectionAnimNum(DIR_SOUTH)); return FALSE; } bool8 MovementAction_AcroPopWheelieUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroWheelieDirectionAnimNum(DIR_NORTH)); return FALSE; } bool8 MovementAction_AcroPopWheelieLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroWheelieDirectionAnimNum(DIR_WEST)); return FALSE; } bool8 MovementAction_AcroPopWheelieRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroWheelieDirectionAnimNum(DIR_EAST)); return FALSE; } bool8 MovementAction_AcroEndWheelieFaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroEndWheelieDirectionAnimNum(DIR_SOUTH)); return FALSE; } bool8 MovementAction_AcroEndWheelieFaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroEndWheelieDirectionAnimNum(DIR_NORTH)); return FALSE; } bool8 MovementAction_AcroEndWheelieFaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroEndWheelieDirectionAnimNum(DIR_WEST)); return FALSE; } bool8 MovementAction_AcroEndWheelieFaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroEndWheelieDirectionAnimNum(DIR_EAST)); return FALSE; } bool8 MovementAction_UnusedAcroActionDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroUnusedActionDirectionAnimNum(DIR_SOUTH)); return FALSE; } bool8 MovementAction_UnusedAcroActionUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroUnusedActionDirectionAnimNum(DIR_NORTH)); return FALSE; } bool8 MovementAction_UnusedAcroActionLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroUnusedActionDirectionAnimNum(DIR_WEST)); return FALSE; } bool8 MovementAction_UnusedAcroActionRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroUnusedActionDirectionAnimNum(DIR_EAST)); return FALSE; } void InitFigure8Anim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitSpriteForFigure8Anim(sprite); sprite->animPaused = FALSE; } bool8 DoFigure8Anim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (AnimateSpriteInFigure8(sprite)) { ShiftStillObjectEventCoords(objectEvent); objectEvent->triggerGroundEffectsOnStop = TRUE; sprite->animPaused = TRUE; return TRUE; } return FALSE; } bool8 MovementAction_Figure8_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitFigure8Anim(objectEvent, sprite); sprite->sActionFuncId = 1; return MovementAction_Figure8_Step1(objectEvent, sprite); } bool8 MovementAction_Figure8_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoFigure8Anim(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static void InitAcroWheelieJump(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 distance, u8 type) { InitJump(objectEvent, sprite, direction, distance, type); StartSpriteAnimIfDifferent(sprite, GetAcroWheelieDirectionAnimNum(direction)); DoShadowFieldEffect(objectEvent); } bool8 MovementAction_AcroWheelieHopFaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieJump(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_LOW); return MovementAction_AcroWheelieHopFaceDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopFaceDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopFaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieJump(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_LOW); return MovementAction_AcroWheelieHopFaceUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopFaceUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopFaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieJump(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_LOW); return MovementAction_AcroWheelieHopFaceLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopFaceLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopFaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieJump(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_LOW); return MovementAction_AcroWheelieHopFaceRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopFaceRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieJump(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW); return MovementAction_AcroWheelieHopDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieJump(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW); return MovementAction_AcroWheelieHopUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitAcroWheelieJump(objectEvent, sprite, objectEvent->directionOverwrite, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW); else InitAcroWheelieJump(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW); return MovementAction_AcroWheelieHopLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitAcroWheelieJump(objectEvent, sprite, objectEvent->directionOverwrite, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW); else InitAcroWheelieJump(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW); return MovementAction_AcroWheelieHopRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieJumpDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieJump(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH); return MovementAction_AcroWheelieJumpDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieJumpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieJumpUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieJump(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH); return MovementAction_AcroWheelieJumpUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieJumpUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieJumpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitAcroWheelieJump(objectEvent, sprite, objectEvent->directionOverwrite, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH); else InitAcroWheelieJump(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH); return MovementAction_AcroWheelieJumpLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieJumpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieJumpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitAcroWheelieJump(objectEvent, sprite, objectEvent->directionOverwrite, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH); else InitAcroWheelieJump(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH); return MovementAction_AcroWheelieJumpRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieJumpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->noShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieInPlaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_SOUTH, GetAcroWheeliePedalDirectionAnimNum(DIR_SOUTH), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieInPlaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMoveInPlace(objectEvent, sprite, DIR_NORTH, GetAcroWheeliePedalDirectionAnimNum(DIR_NORTH), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieInPlaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMoveInPlace(objectEvent, sprite, objectEvent->directionOverwrite, GetAcroWheeliePedalDirectionAnimNum(objectEvent->directionOverwrite), 8); else InitMoveInPlace(objectEvent, sprite, DIR_WEST, GetAcroWheeliePedalDirectionAnimNum(DIR_WEST), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieInPlaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMoveInPlace(objectEvent, sprite, objectEvent->directionOverwrite, GetAcroWheeliePedalDirectionAnimNum(objectEvent->directionOverwrite), 8); else InitMoveInPlace(objectEvent, sprite, DIR_EAST, GetAcroWheeliePedalDirectionAnimNum(DIR_EAST), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } static void InitAcroPopWheelie(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { InitNpcForMovement(objectEvent, sprite, direction, speed); StartSpriteAnim(sprite, GetAcroWheelieDirectionAnimNum(objectEvent->facingDirection)); SeekSpriteAnim(sprite, 0); } bool8 MovementAction_AcroPopWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroPopWheelie(objectEvent, sprite, DIR_SOUTH, 1); return MovementAction_AcroPopWheelieMoveDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroPopWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroPopWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroPopWheelie(objectEvent, sprite, DIR_NORTH, 1); return MovementAction_AcroPopWheelieMoveUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroPopWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroPopWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitAcroPopWheelie(objectEvent, sprite, objectEvent->directionOverwrite, 1); else InitAcroPopWheelie(objectEvent, sprite, DIR_WEST, 1); return MovementAction_AcroPopWheelieMoveLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroPopWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroPopWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitAcroPopWheelie(objectEvent, sprite, objectEvent->directionOverwrite, 1); else InitAcroPopWheelie(objectEvent, sprite, DIR_EAST, 1); return MovementAction_AcroPopWheelieMoveRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroPopWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static void InitAcroWheelieMove(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { InitNpcForMovement(objectEvent, sprite, direction, speed); SetStepAnimHandleAlternation(objectEvent, sprite, GetAcroWheeliePedalDirectionAnimNum(objectEvent->facingDirection)); } bool8 MovementAction_AcroWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieMove(objectEvent, sprite, DIR_SOUTH, 1); return MovementAction_AcroWheelieMoveDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieMove(objectEvent, sprite, DIR_NORTH, 1); return MovementAction_AcroWheelieMoveUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitAcroWheelieMove(objectEvent, sprite, objectEvent->directionOverwrite, 1); else InitAcroWheelieMove(objectEvent, sprite, DIR_WEST, 1); return MovementAction_AcroWheelieMoveLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitAcroWheelieMove(objectEvent, sprite, objectEvent->directionOverwrite, 1); else InitAcroWheelieMove(objectEvent, sprite, DIR_EAST, 1); return MovementAction_AcroWheelieMoveRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static void InitAcroEndWheelie(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { InitNpcForMovement(objectEvent, sprite, direction, speed); StartSpriteAnim(sprite, GetAcroEndWheelieDirectionAnimNum(objectEvent->facingDirection)); SeekSpriteAnim(sprite, 0); } bool8 MovementAction_AcroEndWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroEndWheelie(objectEvent, sprite, DIR_SOUTH, 1); return MovementAction_AcroEndWheelieMoveDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroEndWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroEndWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroEndWheelie(objectEvent, sprite, DIR_NORTH, 1); return MovementAction_AcroEndWheelieMoveUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroEndWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroEndWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitAcroEndWheelie(objectEvent, sprite, objectEvent->directionOverwrite, 1); else InitAcroEndWheelie(objectEvent, sprite, DIR_WEST, 1); return MovementAction_AcroEndWheelieMoveLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroEndWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroEndWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitAcroEndWheelie(objectEvent, sprite, objectEvent->directionOverwrite, 1); else InitAcroEndWheelie(objectEvent, sprite, DIR_EAST, 1); return MovementAction_AcroEndWheelieMoveRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroEndWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_Levitate_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { CreateLevitateMovementTask(objectEvent); sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_StopLevitate_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { DestroyLevitateMovementTask(objectEvent->warpArrowSpriteId); sprite->y2 = 0; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_StopLevitateAtTop_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sprite->y2 == 0) { DestroyLevitateMovementTask(objectEvent->warpArrowSpriteId); sprite->sActionFuncId = 1; return TRUE; } return FALSE; } u8 MovementAction_Finish(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return TRUE; } bool8 MovementAction_PauseSpriteAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->animPaused = TRUE; return TRUE; } static void UpdateObjectEventSpriteAnimPause(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->disableAnim) sprite->animPaused = TRUE; } static void TryEnableObjectEventAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->enableAnim) { sprite->animPaused = FALSE; objectEvent->disableAnim = FALSE; objectEvent->enableAnim = FALSE; } } static void UpdateObjectEventVisibility(struct ObjectEvent *objectEvent, struct Sprite *sprite) { UpdateObjectEventOffscreen(objectEvent, sprite); UpdateObjectEventSpriteVisibility(objectEvent, sprite); } static void UpdateObjectEventOffscreen(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u16 x, y; u16 x2, y2; const struct ObjectEventGraphicsInfo *graphicsInfo; objectEvent->offScreen = FALSE; graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId); if (sprite->coordOffsetEnabled) { x = sprite->x + sprite->x2 + sprite->centerToCornerVecX + gSpriteCoordOffsetX; y = sprite->y + sprite->y2 + sprite->centerToCornerVecY + gSpriteCoordOffsetY; } else { x = sprite->x + sprite->x2 + sprite->centerToCornerVecX; y = sprite->y + sprite->y2 + sprite->centerToCornerVecY; } x2 = graphicsInfo->width; x2 += x; y2 = y; y2 += graphicsInfo->height; if ((s16)x >= DISPLAY_WIDTH + 16 || (s16)x2 < -16) objectEvent->offScreen = TRUE; if ((s16)y >= DISPLAY_HEIGHT + 16 || (s16)y2 < -16) objectEvent->offScreen = TRUE; } static void UpdateObjectEventSpriteVisibility(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->invisible = FALSE; if (objectEvent->invisible || objectEvent->offScreen) sprite->invisible = TRUE; } static void GetAllGroundEffectFlags_OnSpawn(struct ObjectEvent *objEvent, u32 *flags) { ObjectEventUpdateMetatileBehaviors(objEvent); GetGroundEffectFlags_Reflection(objEvent, flags); GetGroundEffectFlags_TallGrassOnSpawn(objEvent, flags); GetGroundEffectFlags_LongGrassOnSpawn(objEvent, flags); GetGroundEffectFlags_SandHeap(objEvent, flags); GetGroundEffectFlags_ShallowFlowingWater(objEvent, flags); GetGroundEffectFlags_ShortGrass(objEvent, flags); GetGroundEffectFlags_HotSprings(objEvent, flags); } static void GetAllGroundEffectFlags_OnBeginStep(struct ObjectEvent *objEvent, u32 *flags) { ObjectEventUpdateMetatileBehaviors(objEvent); GetGroundEffectFlags_Reflection(objEvent, flags); GetGroundEffectFlags_TallGrassOnBeginStep(objEvent, flags); GetGroundEffectFlags_LongGrassOnBeginStep(objEvent, flags); GetGroundEffectFlags_Tracks(objEvent, flags); GetGroundEffectFlags_SandHeap(objEvent, flags); GetGroundEffectFlags_ShallowFlowingWater(objEvent, flags); GetGroundEffectFlags_Puddle(objEvent, flags); GetGroundEffectFlags_ShortGrass(objEvent, flags); GetGroundEffectFlags_HotSprings(objEvent, flags); } static void GetAllGroundEffectFlags_OnFinishStep(struct ObjectEvent *objEvent, u32 *flags) { ObjectEventUpdateMetatileBehaviors(objEvent); GetGroundEffectFlags_ShallowFlowingWater(objEvent, flags); GetGroundEffectFlags_SandHeap(objEvent, flags); GetGroundEffectFlags_Puddle(objEvent, flags); GetGroundEffectFlags_Ripple(objEvent, flags); GetGroundEffectFlags_ShortGrass(objEvent, flags); GetGroundEffectFlags_HotSprings(objEvent, flags); GetGroundEffectFlags_Seaweed(objEvent, flags); GetGroundEffectFlags_JumpLanding(objEvent, flags); } static void ObjectEventUpdateMetatileBehaviors(struct ObjectEvent *objEvent) { objEvent->previousMetatileBehavior = MapGridGetMetatileBehaviorAt(objEvent->previousCoords.x, objEvent->previousCoords.y); objEvent->currentMetatileBehavior = MapGridGetMetatileBehaviorAt(objEvent->currentCoords.x, objEvent->currentCoords.y); } static void GetGroundEffectFlags_Reflection(struct ObjectEvent *objEvent, u32 *flags) { u32 reflectionFlags[NUM_REFLECTION_TYPES - 1] = { [REFL_TYPE_ICE - 1] = GROUND_EFFECT_FLAG_ICE_REFLECTION, [REFL_TYPE_WATER - 1] = GROUND_EFFECT_FLAG_WATER_REFLECTION }; u8 reflType = ObjectEventGetNearbyReflectionType(objEvent); if (reflType) { if (objEvent->hasReflection == 0) { objEvent->hasReflection++; *flags |= reflectionFlags[reflType - 1]; } } else { objEvent->hasReflection = FALSE; } } static void GetGroundEffectFlags_TallGrassOnSpawn(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsTallGrass(objEvent->currentMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_TALL_GRASS_ON_SPAWN; } static void GetGroundEffectFlags_TallGrassOnBeginStep(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsTallGrass(objEvent->currentMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_TALL_GRASS_ON_MOVE; } static void GetGroundEffectFlags_LongGrassOnSpawn(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsLongGrass(objEvent->currentMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_LONG_GRASS_ON_SPAWN; } static void GetGroundEffectFlags_LongGrassOnBeginStep(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsLongGrass(objEvent->currentMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_LONG_GRASS_ON_MOVE; } static void GetGroundEffectFlags_Tracks(struct ObjectEvent *objEvent, u32 *flags) { if (objEvent->directionOverwrite) return; if (MetatileBehavior_IsDeepSand(objEvent->previousMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_DEEP_SAND; else if (MetatileBehavior_IsSandOrDeepSand(objEvent->previousMetatileBehavior) || MetatileBehavior_IsFootprints(objEvent->previousMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_SAND; } static void GetGroundEffectFlags_SandHeap(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsDeepSand(objEvent->currentMetatileBehavior) && MetatileBehavior_IsDeepSand(objEvent->previousMetatileBehavior)) { if (!objEvent->inSandPile) { objEvent->inSandPile = FALSE; objEvent->inSandPile = TRUE; *flags |= GROUND_EFFECT_FLAG_SAND_PILE; } } else { objEvent->inSandPile = FALSE; } } static void GetGroundEffectFlags_ShallowFlowingWater(struct ObjectEvent *objEvent, u32 *flags) { if ((MetatileBehavior_IsShallowFlowingWater(objEvent->currentMetatileBehavior) && MetatileBehavior_IsShallowFlowingWater(objEvent->previousMetatileBehavior)) || (MetatileBehavior_IsPacifidlogLog(objEvent->currentMetatileBehavior) && MetatileBehavior_IsPacifidlogLog(objEvent->previousMetatileBehavior))) { if (!objEvent->inShallowFlowingWater) { objEvent->inShallowFlowingWater = FALSE; objEvent->inShallowFlowingWater = TRUE; *flags |= GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER; } } else { objEvent->inShallowFlowingWater = FALSE; } } static void GetGroundEffectFlags_Puddle(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsPuddle(objEvent->currentMetatileBehavior) && MetatileBehavior_IsPuddle(objEvent->previousMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_PUDDLE; } static void GetGroundEffectFlags_Ripple(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_HasRipples(objEvent->currentMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_RIPPLES; } static void GetGroundEffectFlags_ShortGrass(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsShortGrass(objEvent->currentMetatileBehavior) && MetatileBehavior_IsShortGrass(objEvent->previousMetatileBehavior)) { if (!objEvent->inShortGrass) { objEvent->inShortGrass = FALSE; objEvent->inShortGrass = TRUE; *flags |= GROUND_EFFECT_FLAG_SHORT_GRASS; } } else { objEvent->inShortGrass = FALSE; } } static void GetGroundEffectFlags_HotSprings(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsHotSprings(objEvent->currentMetatileBehavior) && MetatileBehavior_IsHotSprings(objEvent->previousMetatileBehavior)) { if (!objEvent->inHotSprings) { objEvent->inHotSprings = FALSE; objEvent->inHotSprings = TRUE; *flags |= GROUND_EFFECT_FLAG_HOT_SPRINGS; } } else { objEvent->inHotSprings = FALSE; } } static void GetGroundEffectFlags_Seaweed(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsSeaweed(objEvent->currentMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_SEAWEED; } static void GetGroundEffectFlags_JumpLanding(struct ObjectEvent *objEvent, u32 *flags) { typedef bool8 (*MetatileFunc)(u8); static const MetatileFunc metatileFuncs[] = { MetatileBehavior_IsTallGrass, MetatileBehavior_IsLongGrass, MetatileBehavior_IsPuddle, MetatileBehavior_IsSurfableWaterOrUnderwater, MetatileBehavior_IsShallowFlowingWater, MetatileBehavior_IsATile, }; static const u32 jumpLandingFlags[] = { GROUND_EFFECT_FLAG_LAND_IN_TALL_GRASS, GROUND_EFFECT_FLAG_LAND_IN_LONG_GRASS, GROUND_EFFECT_FLAG_LAND_IN_SHALLOW_WATER, GROUND_EFFECT_FLAG_LAND_IN_DEEP_WATER, GROUND_EFFECT_FLAG_LAND_IN_SHALLOW_WATER, GROUND_EFFECT_FLAG_LAND_ON_NORMAL_GROUND, }; if (objEvent->landingJump && !objEvent->disableJumpLandingGroundEffect) { u8 i; for (i = 0; i < ARRAY_COUNT(metatileFuncs); i++) { if (metatileFuncs[i](objEvent->currentMetatileBehavior)) { *flags |= jumpLandingFlags[i]; return; } } } } #define RETURN_REFLECTION_TYPE_AT(x, y) \ b = MapGridGetMetatileBehaviorAt(x, y); \ result = GetReflectionTypeByMetatileBehavior(b); \ if (result != REFL_TYPE_NONE) \ return result; static u8 ObjectEventGetNearbyReflectionType(struct ObjectEvent *objEvent) { const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(objEvent->graphicsId); // ceil div by tile width? s16 width = (info->width + 8) >> 4; s16 height = (info->height + 8) >> 4; s16 i, j; u8 result, b; // used by RETURN_REFLECTION_TYPE_AT s16 one = 1; for (i = 0; i < height; i++) { RETURN_REFLECTION_TYPE_AT(objEvent->currentCoords.x, objEvent->currentCoords.y + one + i) RETURN_REFLECTION_TYPE_AT(objEvent->previousCoords.x, objEvent->previousCoords.y + one + i) for (j = 1; j < width; j++) { RETURN_REFLECTION_TYPE_AT(objEvent->currentCoords.x + j, objEvent->currentCoords.y + one + i) RETURN_REFLECTION_TYPE_AT(objEvent->currentCoords.x - j, objEvent->currentCoords.y + one + i) RETURN_REFLECTION_TYPE_AT(objEvent->previousCoords.x + j, objEvent->previousCoords.y + one + i) RETURN_REFLECTION_TYPE_AT(objEvent->previousCoords.x - j, objEvent->previousCoords.y + one + i) } } return REFL_TYPE_NONE; } #undef RETURN_REFLECTION_TYPE_AT static u8 GetReflectionTypeByMetatileBehavior(u32 behavior) { if (MetatileBehavior_IsIce(behavior)) return REFL_TYPE_ICE; else if (MetatileBehavior_IsReflective(behavior)) return REFL_TYPE_WATER; else return REFL_TYPE_NONE; } u8 GetLedgeJumpDirection(s16 x, s16 y, u8 direction) { static bool8 (*const ledgeBehaviorFuncs[])(u8) = { [DIR_SOUTH - 1] = MetatileBehavior_IsJumpSouth, [DIR_NORTH - 1] = MetatileBehavior_IsJumpNorth, [DIR_WEST - 1] = MetatileBehavior_IsJumpWest, [DIR_EAST - 1] = MetatileBehavior_IsJumpEast, }; u8 behavior; u8 index = direction; if (index == DIR_NONE) return DIR_NONE; else if (index > DIR_EAST) index -= DIR_EAST; index--; behavior = MapGridGetMetatileBehaviorAt(x, y); if (ledgeBehaviorFuncs[index](behavior) == TRUE) return index + 1; return DIR_NONE; } static void SetObjectEventSpriteOamTableForLongGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { if (objEvent->disableCoveringGroundEffects) return; if (!MetatileBehavior_IsLongGrass(objEvent->currentMetatileBehavior)) return; if (!MetatileBehavior_IsLongGrass(objEvent->previousMetatileBehavior)) return; sprite->subspriteTableNum = 4; if (ElevationToPriority(objEvent->previousElevation) == 1) sprite->subspriteTableNum = 5; } bool8 IsElevationMismatchAt(u8 elevation, s16 x, s16 y) { u8 mapElevation; if (elevation == 0) return FALSE; mapElevation = MapGridGetElevationAt(x, y); if (mapElevation == 0 || mapElevation == 15) return FALSE; if (mapElevation != elevation) return TRUE; return FALSE; } static const u8 sElevationToSubpriority[] = { 115, 115, 83, 115, 83, 115, 83, 115, 83, 115, 83, 115, 83, 0, 0, 115 }; static const u8 sElevationToPriority[] = { 2, 2, 2, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 0, 0, 2 }; static const u8 sElevationToSubspriteTableNum[] = { 1, 1, 1, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 0, 0, 1, }; static void UpdateObjectEventElevationAndPriority(struct ObjectEvent *objEvent, struct Sprite *sprite) { if (objEvent->fixedPriority) return; ObjectEventUpdateElevation(objEvent, sprite); if (objEvent->localId == OBJ_EVENT_ID_FOLLOWER || objEvent->localId == OBJ_EVENT_ID_NPC_FOLLOWER) { // keep subspriteMode synced with player's // so that it disappears under bridges when they do if (OW_LARGE_OW_SUPPORT && objEvent->localId == OBJ_EVENT_ID_FOLLOWER) sprite->subspriteMode |= gSprites[gPlayerAvatar.spriteId].subspriteMode & SUBSPRITES_IGNORE_PRIORITY; // if transitioning between elevations, use the player's elevation if (!objEvent->currentElevation) objEvent = &gObjectEvents[gPlayerAvatar.objectEventId]; } sprite->subspriteTableNum = sElevationToSubspriteTableNum[objEvent->previousElevation]; sprite->oam.priority = sElevationToPriority[objEvent->previousElevation]; } static void InitObjectPriorityByElevation(struct Sprite *sprite, u8 elevation) { sprite->subspriteTableNum = sElevationToSubspriteTableNum[elevation]; sprite->oam.priority = sElevationToPriority[elevation]; } u8 ElevationToPriority(u8 elevation) { return sElevationToPriority[elevation]; } // Returns current elevation, or 15 for bridges void ObjectEventUpdateElevation(struct ObjectEvent *objEvent, struct Sprite *sprite) { u8 curElevation = MapGridGetElevationAt(objEvent->currentCoords.x, objEvent->currentCoords.y); u8 prevElevation = MapGridGetElevationAt(objEvent->previousCoords.x, objEvent->previousCoords.y); if (curElevation == 15 || prevElevation == 15) { // Ignore subsprite priorities under bridges // so all subsprites will display below it if (OW_LARGE_OW_SUPPORT) sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY; return; } objEvent->currentElevation = curElevation; if (curElevation != 0 && curElevation != 15) objEvent->previousElevation = curElevation; } void SetObjectSubpriorityByElevation(u8 elevation, struct Sprite *sprite, u8 subpriority) { s32 tmp = sprite->centerToCornerVecY; u32 tmpa = *(u16 *)&sprite->y; u32 tmpb = *(u16 *)&gSpriteCoordOffsetY; s32 tmp2 = (tmpa - tmp) + tmpb; u16 tmp3 = (16 - ((((u32)tmp2 + 8) & 0xFF) >> 4)) * 2; sprite->subpriority = tmp3 + sElevationToSubpriority[elevation] + subpriority; } static void ObjectEventUpdateSubpriority(struct ObjectEvent *objEvent, struct Sprite *sprite) { if (objEvent->fixedPriority) return; // If transitioning between elevations, use the player's elevation if (!objEvent->currentElevation && (objEvent->localId == OBJ_EVENT_ID_FOLLOWER || objEvent->localId == OBJ_EVENT_ID_NPC_FOLLOWER)) objEvent = &gObjectEvents[gPlayerAvatar.objectEventId]; SetObjectSubpriorityByElevation(objEvent->previousElevation, sprite, 1); } static bool8 AreElevationsCompatible(u8 a, u8 b) { if (a == 0 || b == 0) return TRUE; if (a != b) return FALSE; return TRUE; } void GroundEffect_SpawnOnTallGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = 2; // priority gFieldEffectArguments[4] = objEvent->localId << 8 | objEvent->mapNum; gFieldEffectArguments[5] = objEvent->mapGroup; gFieldEffectArguments[6] = (u8)gSaveBlock1Ptr->location.mapNum << 8 | (u8)gSaveBlock1Ptr->location.mapGroup; gFieldEffectArguments[7] = TRUE; // skip to end of anim FieldEffectStart(FLDEFF_TALL_GRASS); } void GroundEffect_StepOnTallGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = 2; // priority gFieldEffectArguments[4] = objEvent->localId << 8 | objEvent->mapNum; gFieldEffectArguments[5] = objEvent->mapGroup; gFieldEffectArguments[6] = (u8)gSaveBlock1Ptr->location.mapNum << 8 | (u8)gSaveBlock1Ptr->location.mapGroup; gFieldEffectArguments[7] = FALSE; // don't skip to end of anim FieldEffectStart(FLDEFF_TALL_GRASS); } void GroundEffect_SpawnOnLongGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = 2; gFieldEffectArguments[4] = objEvent->localId << 8 | objEvent->mapNum; gFieldEffectArguments[5] = objEvent->mapGroup; gFieldEffectArguments[6] = (u8)gSaveBlock1Ptr->location.mapNum << 8 | (u8)gSaveBlock1Ptr->location.mapGroup; gFieldEffectArguments[7] = 1; FieldEffectStart(FLDEFF_LONG_GRASS); } void GroundEffect_StepOnLongGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = 2; gFieldEffectArguments[4] = (objEvent->localId << 8) | objEvent->mapNum; gFieldEffectArguments[5] = objEvent->mapGroup; gFieldEffectArguments[6] = (u8)gSaveBlock1Ptr->location.mapNum << 8 | (u8)gSaveBlock1Ptr->location.mapGroup; gFieldEffectArguments[7] = 0; FieldEffectStart(FLDEFF_LONG_GRASS); } void GroundEffect_WaterReflection(struct ObjectEvent *objEvent, struct Sprite *sprite) { SetUpReflection(objEvent, sprite, FALSE); } void GroundEffect_IceReflection(struct ObjectEvent *objEvent, struct Sprite *sprite) { SetUpReflection(objEvent, sprite, TRUE); } void GroundEffect_FlowingWater(struct ObjectEvent *objEvent, struct Sprite *sprite) { StartFieldEffectForObjectEvent(FLDEFF_FEET_IN_FLOWING_WATER, objEvent); } static void (*const sGroundEffectTracksFuncs[])(struct ObjectEvent *objEvent, struct Sprite *sprite, bool8 isDeepSand) = { [TRACKS_NONE] = DoTracksGroundEffect_None, [TRACKS_FOOT] = DoTracksGroundEffect_Footprints, [TRACKS_BIKE_TIRE] = DoTracksGroundEffect_BikeTireTracks, [TRACKS_SLITHER] = DoTracksGroundEffect_SlitherTracks, [TRACKS_SPOT] = DoTracksGroundEffect_FootprintsC, [TRACKS_BUG] = DoTracksGroundEffect_FootprintsB, }; void GroundEffect_SandTracks(struct ObjectEvent *objEvent, struct Sprite *sprite) { const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(objEvent->graphicsId); sGroundEffectTracksFuncs[objEvent->invisible ? TRACKS_NONE : info->tracks](objEvent, sprite, FALSE); } void GroundEffect_DeepSandTracks(struct ObjectEvent *objEvent, struct Sprite *sprite) { const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(objEvent->graphicsId); sGroundEffectTracksFuncs[objEvent->invisible ? TRACKS_NONE : info->tracks](objEvent, sprite, TRUE); } static void DoTracksGroundEffect_None(struct ObjectEvent *objEvent, struct Sprite *sprite, bool8 isDeepSand) { } static void DoTracksGroundEffect_Footprints(struct ObjectEvent *objEvent, struct Sprite *sprite, bool8 isDeepSand) { // First half-word is a Field Effect script id. (gFieldEffectScriptPointers) u16 sandFootprints_FieldEffectData[2] = { FLDEFF_SAND_FOOTPRINTS, FLDEFF_DEEP_SAND_FOOTPRINTS }; gFieldEffectArguments[0] = objEvent->previousCoords.x; gFieldEffectArguments[1] = objEvent->previousCoords.y; gFieldEffectArguments[2] = 149; gFieldEffectArguments[3] = 2; gFieldEffectArguments[4] = objEvent->facingDirection; FieldEffectStart(sandFootprints_FieldEffectData[isDeepSand]); } static void DoTracksGroundEffect_FootprintsB(struct ObjectEvent *objEvent, struct Sprite *sprite, bool8 isDeepSand) { // First half-word is a Field Effect script id. (gFieldEffectScriptPointers) u16 otherFootprintsA_FieldEffectData[2] = { FLDEFF_TRACKS_SPOT, FLDEFF_TRACKS_SPOT }; gFieldEffectArguments[0] = objEvent->previousCoords.x; gFieldEffectArguments[1] = objEvent->previousCoords.y; gFieldEffectArguments[2] = 149; gFieldEffectArguments[3] = 2; gFieldEffectArguments[4] = objEvent->facingDirection; gFieldEffectArguments[5] = objEvent->previousMetatileBehavior; FieldEffectStart(otherFootprintsA_FieldEffectData[isDeepSand]); } static void DoTracksGroundEffect_FootprintsC(struct ObjectEvent *objEvent, struct Sprite *sprite, bool8 isDeepSand) { // First half-word is a Field Effect script id. (gFieldEffectScriptPointers) u16 otherFootprintsB_FieldEffectData[2] = { FLDEFF_TRACKS_BUG, FLDEFF_TRACKS_BUG }; gFieldEffectArguments[0] = objEvent->previousCoords.x; gFieldEffectArguments[1] = objEvent->previousCoords.y; gFieldEffectArguments[2] = 149; gFieldEffectArguments[3] = 2; gFieldEffectArguments[4] = objEvent->facingDirection; gFieldEffectArguments[5] = objEvent->previousMetatileBehavior; FieldEffectStart(otherFootprintsB_FieldEffectData[isDeepSand]); } static void DoTracksGroundEffect_BikeTireTracks(struct ObjectEvent *objEvent, struct Sprite *sprite, bool8 isDeepSand) { // Specifies which bike track shape to show next. // For example, when the bike turns from up to right, it will show // a track that curves to the right. // Each 4-byte row corresponds to the initial direction of the bike, and // each byte in that row is for the next direction of the bike in the order // of down, up, left, right. static const u8 bikeTireTracks_Transitions[4][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) { u8 movementDir = (objEvent->previousMovementDirection > DIR_EAST) ? (objEvent->previousMovementDirection - DIR_EAST) : objEvent->previousMovementDirection; gFieldEffectArguments[0] = objEvent->previousCoords.x; gFieldEffectArguments[1] = objEvent->previousCoords.y; gFieldEffectArguments[2] = 149; gFieldEffectArguments[3] = 2; gFieldEffectArguments[4] = bikeTireTracks_Transitions[movementDir][objEvent->facingDirection - 5]; FieldEffectStart(FLDEFF_BIKE_TIRE_TRACKS); } } static void DoTracksGroundEffect_SlitherTracks(struct ObjectEvent *objEvent, struct Sprite *sprite, u8 a) { // Specifies which bike track shape to show next. // For example, when the bike turns from up to right, it will show // a track that curves to the right. // Each 4-byte row corresponds to the initial direction of the bike, and // 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}, }; if (objEvent->currentCoords.x != objEvent->previousCoords.x || objEvent->currentCoords.y != objEvent->previousCoords.y) { gFieldEffectArguments[0] = objEvent->previousCoords.x; gFieldEffectArguments[1] = objEvent->previousCoords.y; gFieldEffectArguments[2] = 149; gFieldEffectArguments[3] = 2; gFieldEffectArguments[4] = slitherTracks_Transitions[objEvent->previousMovementDirection][objEvent->facingDirection - 5]; gFieldEffectArguments[5] = objEvent->previousMetatileBehavior; FieldEffectStart(FLDEFF_TRACKS_SLITHER); } } void GroundEffect_Ripple(struct ObjectEvent *objEvent, struct Sprite *sprite) { DoRippleFieldEffect(objEvent, sprite); } void GroundEffect_StepOnPuddle(struct ObjectEvent *objEvent, struct Sprite *sprite) { StartFieldEffectForObjectEvent(FLDEFF_SPLASH, objEvent); } void GroundEffect_SandHeap(struct ObjectEvent *objEvent, struct Sprite *sprite) { StartFieldEffectForObjectEvent(FLDEFF_SAND_PILE, objEvent); } void GroundEffect_JumpOnTallGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { u8 spriteId; gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = 2; FieldEffectStart(FLDEFF_JUMP_TALL_GRASS); spriteId = FindTallGrassFieldEffectSpriteId( objEvent->localId, objEvent->mapNum, objEvent->mapGroup, objEvent->currentCoords.x, objEvent->currentCoords.y); if (spriteId == MAX_SPRITES) GroundEffect_SpawnOnTallGrass(objEvent, sprite); } void GroundEffect_JumpOnLongGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = 2; FieldEffectStart(FLDEFF_JUMP_LONG_GRASS); } void GroundEffect_JumpOnShallowWater(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = sprite->oam.priority; FieldEffectStart(FLDEFF_JUMP_SMALL_SPLASH); } void GroundEffect_JumpOnWater(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = sprite->oam.priority; FieldEffectStart(FLDEFF_JUMP_BIG_SPLASH); } void GroundEffect_JumpLandingDust(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = sprite->oam.priority; FieldEffectStart(FLDEFF_DUST); } void GroundEffect_ShortGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { StartFieldEffectForObjectEvent(FLDEFF_SHORT_GRASS, objEvent); } void GroundEffect_HotSprings(struct ObjectEvent *objEvent, struct Sprite *sprite) { StartFieldEffectForObjectEvent(FLDEFF_HOT_SPRINGS_WATER, objEvent); } void GroundEffect_Seaweed(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; FieldEffectStart(FLDEFF_BUBBLES); } static void (*const sGroundEffectFuncs[])(struct ObjectEvent *objEvent, struct Sprite *sprite) = { GroundEffect_SpawnOnTallGrass, // GROUND_EFFECT_FLAG_TALL_GRASS_ON_SPAWN GroundEffect_StepOnTallGrass, // GROUND_EFFECT_FLAG_TALL_GRASS_ON_MOVE GroundEffect_SpawnOnLongGrass, // GROUND_EFFECT_FLAG_LONG_GRASS_ON_SPAWN GroundEffect_StepOnLongGrass, // GROUND_EFFECT_FLAG_LONG_GRASS_ON_MOVE GroundEffect_WaterReflection, // GROUND_EFFECT_FLAG_WATER_REFLECTION GroundEffect_IceReflection, // GROUND_EFFECT_FLAG_ICE_REFLECTION GroundEffect_FlowingWater, // GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER GroundEffect_SandTracks, // GROUND_EFFECT_FLAG_SAND GroundEffect_DeepSandTracks, // GROUND_EFFECT_FLAG_DEEP_SAND GroundEffect_Ripple, // GROUND_EFFECT_FLAG_RIPPLES GroundEffect_StepOnPuddle, // GROUND_EFFECT_FLAG_PUDDLE GroundEffect_SandHeap, // GROUND_EFFECT_FLAG_SAND_PILE GroundEffect_JumpOnTallGrass, // GROUND_EFFECT_FLAG_LAND_IN_TALL_GRASS GroundEffect_JumpOnLongGrass, // GROUND_EFFECT_FLAG_LAND_IN_LONG_GRASS GroundEffect_JumpOnShallowWater, // GROUND_EFFECT_FLAG_LAND_IN_SHALLOW_WATER GroundEffect_JumpOnWater, // GROUND_EFFECT_FLAG_LAND_IN_DEEP_WATER GroundEffect_JumpLandingDust, // GROUND_EFFECT_FLAG_LAND_ON_NORMAL_GROUND GroundEffect_ShortGrass, // GROUND_EFFECT_FLAG_SHORT_GRASS GroundEffect_HotSprings, // GROUND_EFFECT_FLAG_HOT_SPRINGS GroundEffect_Seaweed // GROUND_EFFECT_FLAG_SEAWEED }; static void DoFlaggedGroundEffects(struct ObjectEvent *objEvent, struct Sprite *sprite, u32 flags) { u32 i; if (ObjectEventIsFarawayIslandMew(objEvent) == TRUE && !ShouldMewShakeGrass(objEvent)) return; for (i = 0; i < ARRAY_COUNT(sGroundEffectFuncs); i++, flags >>= 1) if (flags & 1) sGroundEffectFuncs[i](objEvent, sprite); if (!OW_OBJECT_VANILLA_SHADOWS && CurrentMapHasShadows() && !(gWeatherPtr->noShadows || objEvent->inHotSprings || objEvent->inSandPile || MetatileBehavior_IsPuddle(objEvent->currentMetatileBehavior))) { SetUpShadow(objEvent); } } void filters_out_some_ground_effects(struct ObjectEvent *objEvent, u32 *flags) { if (objEvent->disableCoveringGroundEffects) { objEvent->inShortGrass = 0; objEvent->inSandPile = 0; objEvent->inShallowFlowingWater = 0; objEvent->inHotSprings = 0; *flags &= ~(GROUND_EFFECT_FLAG_HOT_SPRINGS | GROUND_EFFECT_FLAG_SHORT_GRASS | GROUND_EFFECT_FLAG_SAND_PILE | GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER | GROUND_EFFECT_FLAG_TALL_GRASS_ON_MOVE); } } void FilterOutStepOnPuddleGroundEffectIfJumping(struct ObjectEvent *objEvent, u32 *flags) { if (objEvent->landingJump) *flags &= ~GROUND_EFFECT_FLAG_PUDDLE; } static void DoGroundEffects_OnSpawn(struct ObjectEvent *objEvent, struct Sprite *sprite) { u32 flags; #ifdef BUGFIX if (objEvent->triggerGroundEffectsOnMove && objEvent->localId != OBJ_EVENT_ID_CAMERA) #else if (objEvent->triggerGroundEffectsOnMove) #endif { flags = 0; if (OW_LARGE_OW_SUPPORT && !sprite->oam.affineMode) sprite->subspriteMode = SUBSPRITES_ON; UpdateObjectEventElevationAndPriority(objEvent, sprite); GetAllGroundEffectFlags_OnSpawn(objEvent, &flags); SetObjectEventSpriteOamTableForLongGrass(objEvent, sprite); DoFlaggedGroundEffects(objEvent, sprite, flags); objEvent->triggerGroundEffectsOnMove = FALSE; objEvent->disableCoveringGroundEffects = 0; } } static void DoGroundEffects_OnBeginStep(struct ObjectEvent *objEvent, struct Sprite *sprite) { u32 flags; #ifdef BUGFIX if (objEvent->triggerGroundEffectsOnMove && objEvent->localId != OBJ_EVENT_ID_CAMERA) #else if (objEvent->triggerGroundEffectsOnMove) #endif { flags = 0; if (OW_LARGE_OW_SUPPORT && !sprite->oam.affineMode) sprite->subspriteMode = SUBSPRITES_ON; UpdateObjectEventElevationAndPriority(objEvent, sprite); GetAllGroundEffectFlags_OnBeginStep(objEvent, &flags); SetObjectEventSpriteOamTableForLongGrass(objEvent, sprite); filters_out_some_ground_effects(objEvent, &flags); DoFlaggedGroundEffects(objEvent, sprite, flags); objEvent->triggerGroundEffectsOnMove = FALSE; objEvent->disableCoveringGroundEffects = 0; } } static void DoGroundEffects_OnFinishStep(struct ObjectEvent *objEvent, struct Sprite *sprite) { u32 flags; #ifdef BUGFIX if (objEvent->triggerGroundEffectsOnStop && objEvent->localId != OBJ_EVENT_ID_CAMERA) #else if (objEvent->triggerGroundEffectsOnStop) #endif { flags = 0; UpdateObjectEventElevationAndPriority(objEvent, sprite); GetAllGroundEffectFlags_OnFinishStep(objEvent, &flags); SetObjectEventSpriteOamTableForLongGrass(objEvent, sprite); FilterOutStepOnPuddleGroundEffectIfJumping(objEvent, &flags); DoFlaggedGroundEffects(objEvent, sprite, flags); objEvent->triggerGroundEffectsOnStop = 0; objEvent->landingJump = 0; } } bool8 FreezeObjectEvent(struct ObjectEvent *objectEvent) { if (objectEvent->heldMovementActive || objectEvent->frozen) { return TRUE; } else { objectEvent->frozen = TRUE; objectEvent->spriteAnimPausedBackup = gSprites[objectEvent->spriteId].animPaused; objectEvent->spriteAffineAnimPausedBackup = gSprites[objectEvent->spriteId].affineAnimPaused; gSprites[objectEvent->spriteId].animPaused = TRUE; gSprites[objectEvent->spriteId].affineAnimPaused = TRUE; return FALSE; } } void FreezeObjectEvents(void) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) if (gObjectEvents[i].active && i != gPlayerAvatar.objectEventId) FreezeObjectEvent(&gObjectEvents[i]); } void FreezeObjectEventsExceptOne(u8 objectEventId) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) if (i != objectEventId && gObjectEvents[i].active && i != gPlayerAvatar.objectEventId) FreezeObjectEvent(&gObjectEvents[i]); } void UnfreezeObjectEvent(struct ObjectEvent *objectEvent) { if (objectEvent->active && objectEvent->frozen) { objectEvent->frozen = 0; gSprites[objectEvent->spriteId].animPaused = objectEvent->spriteAnimPausedBackup; gSprites[objectEvent->spriteId].affineAnimPaused = objectEvent->spriteAffineAnimPausedBackup; } } void UnfreezeObjectEvents(void) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) if (gObjectEvents[i].active) UnfreezeObjectEvent(&gObjectEvents[i]); } static void Step1(struct Sprite *sprite, u8 dir) { sprite->x += sDirectionToVectors[dir].x; sprite->y += sDirectionToVectors[dir].y; } static void Step2(struct Sprite *sprite, u8 dir) { sprite->x += 2 * (u16) sDirectionToVectors[dir].x; sprite->y += 2 * (u16) sDirectionToVectors[dir].y; } static void Step3(struct Sprite *sprite, u8 dir) { sprite->x += 2 * (u16) sDirectionToVectors[dir].x + (u16) sDirectionToVectors[dir].x; sprite->y += 2 * (u16) sDirectionToVectors[dir].y + (u16) sDirectionToVectors[dir].y; } static void Step4(struct Sprite *sprite, u8 dir) { sprite->x += 4 * (u16) sDirectionToVectors[dir].x; sprite->y += 4 * (u16) sDirectionToVectors[dir].y; } static void Step8(struct Sprite *sprite, u8 dir) { sprite->x += 8 * (u16) sDirectionToVectors[dir].x; sprite->y += 8 * (u16) sDirectionToVectors[dir].y; } #define sSpeed data[4] #define sTimer data[5] static void SetSpriteDataForNormalStep(struct Sprite *sprite, u8 direction, u8 speed) { sprite->sDirection = direction; sprite->sSpeed = speed; sprite->sTimer = 0; } typedef void (*SpriteStepFunc)(struct Sprite *sprite, u8 direction); static const SpriteStepFunc sStep1Funcs[] = { Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, }; static const SpriteStepFunc sStep2Funcs[] = { Step2, Step2, Step2, Step2, Step2, Step2, Step2, Step2, }; static const SpriteStepFunc sStep3Funcs[] = { Step2, Step3, Step3, Step2, Step3, Step3, }; static const SpriteStepFunc sStep4Funcs[] = { Step4, Step4, Step4, Step4, }; static const SpriteStepFunc sStep8Funcs[] = { Step8, Step8, }; static const SpriteStepFunc *const sNpcStepFuncTables[] = { [MOVE_SPEED_NORMAL] = sStep1Funcs, [MOVE_SPEED_FAST_1] = sStep2Funcs, [MOVE_SPEED_FAST_2] = sStep3Funcs, [MOVE_SPEED_FASTER] = sStep4Funcs, [MOVE_SPEED_FASTEST] = sStep8Funcs, }; static const s16 sStepTimes[] = { [MOVE_SPEED_NORMAL] = ARRAY_COUNT(sStep1Funcs), [MOVE_SPEED_FAST_1] = ARRAY_COUNT(sStep2Funcs), [MOVE_SPEED_FAST_2] = ARRAY_COUNT(sStep3Funcs), [MOVE_SPEED_FASTER] = ARRAY_COUNT(sStep4Funcs), [MOVE_SPEED_FASTEST] = ARRAY_COUNT(sStep8Funcs), }; static bool8 NpcTakeStep(struct Sprite *sprite) { if (sprite->sTimer >= sStepTimes[sprite->sSpeed]) return FALSE; sNpcStepFuncTables[sprite->sSpeed][sprite->sTimer](sprite, sprite->sDirection); sprite->sTimer++; if (sprite->sTimer < sStepTimes[sprite->sSpeed]) return FALSE; return TRUE; } #undef sSpeed #undef sTimer #define sTimer data[4] #define sNumSteps data[5] static void SetWalkSlowSpriteData(struct Sprite *sprite, u8 direction) { sprite->sDirection = direction; sprite->sTimer = 0; sprite->sNumSteps = 0; } static bool8 UpdateWalkSlowAnim(struct Sprite *sprite) { if (!(sprite->sTimer & 1)) { Step1(sprite, sprite->sDirection); sprite->sNumSteps++; } sprite->sTimer++; if (sprite->sNumSteps > 15) return TRUE; else return FALSE; } bool8 UpdateWalkSlowStairsAnim(struct Sprite *sprite) { if (++sprite->sTimer < 3) { Step1(sprite, sprite->sDirection); sprite->sNumSteps++; } else sprite->sTimer = 0; if (sprite->sNumSteps > 15) return TRUE; else return FALSE; } #undef sTimer #undef sNumSteps static const s8 sFigure8XOffsets[FIGURE_8_LENGTH] = { 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 1, 2, 2, 1, 2, 2, 1, 2, 1, 1, 2, 1, 1, 2, 1, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, }; static const s8 sFigure8YOffsets[FIGURE_8_LENGTH] = { 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, -1, 0, -1, -1, 0, -1, -1, -1, -1, -1, -1, -1, -2, }; s16 GetFigure8YOffset(s16 idx) { return sFigure8YOffsets[idx]; } s16 GetFigure8XOffset(s16 idx) { return sFigure8XOffsets[idx]; } static void InitSpriteForFigure8Anim(struct Sprite *sprite) { sprite->data[6] = 0; sprite->data[7] = 0; } static bool8 AnimateSpriteInFigure8(struct Sprite *sprite) { bool8 finished = FALSE; switch(sprite->data[7]) { case 0: sprite->x2 += GetFigure8XOffset(sprite->data[6]); sprite->y2 += GetFigure8YOffset(sprite->data[6]); break; case 1: sprite->x2 -= GetFigure8XOffset((FIGURE_8_LENGTH - 1) - sprite->data[6]); sprite->y2 += GetFigure8YOffset((FIGURE_8_LENGTH - 1) - sprite->data[6]); break; case 2: sprite->x2 -= GetFigure8XOffset(sprite->data[6]); sprite->y2 += GetFigure8YOffset(sprite->data[6]); break; case 3: sprite->x2 += GetFigure8XOffset((FIGURE_8_LENGTH - 1) - sprite->data[6]); sprite->y2 += GetFigure8YOffset((FIGURE_8_LENGTH - 1) - sprite->data[6]); break; } if (++sprite->data[6] == FIGURE_8_LENGTH) { sprite->data[6] = 0; sprite->data[7]++; } if (sprite->data[7] == 4) { sprite->y2 = 0; sprite->x2 = 0; finished = TRUE; } return finished; } static const s8 sJumpY_High[] = { -4, -6, -8, -10, -11, -12, -12, -12, -11, -10, -9, -8, -6, -4, 0, 0 }; static const s8 sJumpY_Low[] = { 0, -2, -3, -4, -5, -6, -6, -6, -5, -5, -4, -3, -2, 0, 0, 0 }; static const s8 sJumpY_Normal[] = { -2, -4, -6, -8, -9, -10, -10, -10, -9, -8, -6, -5, -3, -2, 0, 0 }; static const s8 *const sJumpYTable[] = { [JUMP_TYPE_HIGH] = sJumpY_High, [JUMP_TYPE_LOW] = sJumpY_Low, [JUMP_TYPE_NORMAL] = sJumpY_Normal }; static s16 GetJumpY(s16 i, u8 type) { return sJumpYTable[type][i]; } #define sDistance data[4] #define sJumpType data[5] #define sTimer data[6] static void SetJumpSpriteData(struct Sprite *sprite, u8 direction, u8 distance, u8 type) { sprite->sDirection = direction; sprite->sDistance = distance; sprite->sJumpType = type; sprite->sTimer = 0; } static u8 DoJumpSpriteMovement(struct Sprite *sprite) { s16 distanceToTime[] = { [JUMP_DISTANCE_IN_PLACE] = 16, [JUMP_DISTANCE_NORMAL] = 16, [JUMP_DISTANCE_FAR] = 32, }; u8 distanceToShift[] = { [JUMP_DISTANCE_IN_PLACE] = 0, [JUMP_DISTANCE_NORMAL] = 0, [JUMP_DISTANCE_FAR] = 1, }; u8 result = 0; if (sprite->sDistance != JUMP_DISTANCE_IN_PLACE) Step1(sprite, sprite->sDirection); if (sprite->sJumpType == JUMP_TYPE_FASTER) { Step3(sprite, sprite->sDirection); sprite->y2 = GetJumpY(sprite->sTimer >> distanceToShift[sprite->sDistance], JUMP_TYPE_NORMAL); sprite->sTimer += 3; } else if (sprite->sJumpType == JUMP_TYPE_FAST) { Step1(sprite, sprite->sDirection); sprite->y2 = GetJumpY(sprite->sTimer >> distanceToShift[sprite->sDistance], JUMP_TYPE_NORMAL); sprite->sTimer++; } else { sprite->y2 = GetJumpY(sprite->sTimer >> distanceToShift[sprite->sDistance], sprite->sJumpType); } sprite->sTimer++; if (sprite->sTimer == distanceToTime[sprite->sDistance] >> 1) result = JUMP_HALFWAY; if (sprite->sTimer >= distanceToTime[sprite->sDistance]) { sprite->y2 = 0; result = JUMP_FINISHED; } return result; } static u8 DoJumpSpecialSpriteMovement(struct Sprite *sprite) { s16 distanceToTime[] = { [JUMP_DISTANCE_IN_PLACE] = 32, [JUMP_DISTANCE_NORMAL] = 32, [JUMP_DISTANCE_FAR] = 64, }; u8 distanceToShift[] = { [JUMP_DISTANCE_IN_PLACE] = 1, [JUMP_DISTANCE_NORMAL] = 1, [JUMP_DISTANCE_FAR] = 2, }; u8 result = 0; if (sprite->sDistance != JUMP_DISTANCE_IN_PLACE && !(sprite->sTimer & 1)) Step1(sprite, sprite->sDirection); sprite->y2 = GetJumpY(sprite->sTimer >> distanceToShift[sprite->sDistance], sprite->sJumpType); sprite->sTimer++; if (sprite->sTimer == distanceToTime[sprite->sDistance] >> 1) result = JUMP_HALFWAY; if (sprite->sTimer >= distanceToTime[sprite->sDistance]) { sprite->y2 = 0; result = JUMP_FINISHED; } return result; } #undef sDistance #undef sJumpType #undef sTimer static void SetMovementDelay(struct Sprite *sprite, s16 timer) { sprite->data[3] = timer; // kept for legacy reasons sprite->data[7] = timer; // actual timer } static bool8 WaitForMovementDelay(struct Sprite *sprite) { if (--sprite->data[7] == 0) { sprite->data[3] = 0; // reset animation timer return TRUE; } return FALSE; } void SetAndStartSpriteAnim(struct Sprite *sprite, u8 animNum, u8 animCmdIndex) { sprite->animNum = animNum; sprite->animPaused = FALSE; SeekSpriteAnim(sprite, animCmdIndex); } bool8 SpriteAnimEnded(struct Sprite *sprite) { if (sprite->animEnded) return TRUE; else return FALSE; } void UpdateObjectEventSpriteInvisibility(struct Sprite *sprite, bool8 invisible) { u16 x, y; s16 x2, y2; sprite->invisible = invisible; if (sprite->coordOffsetEnabled) { x = sprite->x + sprite->x2 + sprite->centerToCornerVecX + gSpriteCoordOffsetX; y = sprite->y + sprite->y2 + sprite->centerToCornerVecY + gSpriteCoordOffsetY; } else { x = sprite->x + sprite->x2 + sprite->centerToCornerVecX; y = sprite->y + sprite->y2 + sprite->centerToCornerVecY; } x2 = x - (sprite->centerToCornerVecX >> 1); y2 = y - (sprite->centerToCornerVecY >> 1); if ((s16)x >= DISPLAY_WIDTH + 16 || x2 < -16) sprite->invisible = TRUE; if ((s16)y >= DISPLAY_HEIGHT + 16 || y2 < -16) sprite->invisible = TRUE; } #define sInvisible data[2] #define sAnimNum data[3] #define sAnimState data[4] static void SpriteCB_VirtualObject(struct Sprite *sprite) { VirtualObject_UpdateAnim(sprite); SetObjectSubpriorityByElevation(sprite->sVirtualObjElev, sprite, 1); UpdateObjectEventSpriteInvisibility(sprite, sprite->sInvisible); } static void UNUSED DestroyVirtualObjects(void) { int i; for (i = 0; i < MAX_SPRITES; i++) { struct Sprite *sprite = &gSprites[i]; if(sprite->inUse && sprite->callback == SpriteCB_VirtualObject) DestroySprite(sprite); } } static int GetVirtualObjectSpriteId(u8 virtualObjId) { int i; for (i = 0; i < MAX_SPRITES; i++) { struct Sprite *sprite = &gSprites[i]; if (sprite->inUse && sprite->callback == SpriteCB_VirtualObject && (u8)sprite->sVirtualObjId == virtualObjId) return i; } return MAX_SPRITES; } void TurnVirtualObject(u8 virtualObjId, u8 direction) { u8 spriteId = GetVirtualObjectSpriteId(virtualObjId); if (spriteId != MAX_SPRITES) StartSpriteAnim(&gSprites[spriteId], GetFaceDirectionAnimNum(direction)); } void SetVirtualObjectGraphics(u8 virtualObjId, u16 graphicsId) { int spriteId = GetVirtualObjectSpriteId(virtualObjId); if (spriteId != MAX_SPRITES) { struct Sprite *sprite = &gSprites[spriteId]; const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(graphicsId); u16 tileNum = sprite->oam.tileNum; u8 i = FindObjectEventPaletteIndexByTag(graphicsInfo->paletteTag); if (i != 0xFF) UpdateSpritePalette(&sObjectEventSpritePalettes[i], sprite); sprite->oam = *graphicsInfo->oam; sprite->oam.tileNum = tileNum; sprite->images = graphicsInfo->images; if (graphicsInfo->subspriteTables == NULL) { sprite->subspriteTables = NULL; sprite->subspriteTableNum = 0; sprite->subspriteMode = SUBSPRITES_OFF; } else { SetSubspriteTables(sprite, graphicsInfo->subspriteTables); sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY; } StartSpriteAnim(sprite, 0); } } void SetVirtualObjectInvisibility(u8 virtualObjId, bool32 invisible) { u8 spriteId = GetVirtualObjectSpriteId(virtualObjId); if (spriteId == MAX_SPRITES) return; if (invisible) gSprites[spriteId].sInvisible = TRUE; else gSprites[spriteId].sInvisible = FALSE; } bool32 IsVirtualObjectInvisible(u8 virtualObjId) { u8 spriteId = GetVirtualObjectSpriteId(virtualObjId); if (spriteId == MAX_SPRITES) return FALSE; return (gSprites[spriteId].sInvisible == TRUE); } void SetVirtualObjectSpriteAnim(u8 virtualObjId, u8 animNum) { u8 spriteId = GetVirtualObjectSpriteId(virtualObjId); if (spriteId != MAX_SPRITES) { gSprites[spriteId].sAnimNum = animNum; gSprites[spriteId].sAnimState = 0; } } static void MoveUnionRoomObjectUp(struct Sprite *sprite) { switch(sprite->sAnimState) { case 0: sprite->y2 = 0; sprite->sAnimState++; case 1: sprite->y2 -= 8; if (sprite->y2 == -DISPLAY_HEIGHT) { sprite->y2 = 0; sprite->sInvisible = TRUE; sprite->sAnimNum = 0; sprite->sAnimState = 0; } } } static void MoveUnionRoomObjectDown(struct Sprite *sprite) { switch(sprite->sAnimState) { case 0: sprite->y2 = -DISPLAY_HEIGHT; sprite->sAnimState++; case 1: sprite->y2 += 8; if(sprite->y2 == 0) { sprite->sAnimNum = 0; sprite->sAnimState = 0; } } } static void VirtualObject_UpdateAnim(struct Sprite *sprite) { switch(sprite->sAnimNum) { case UNION_ROOM_SPAWN_IN: MoveUnionRoomObjectDown(sprite); break; case UNION_ROOM_SPAWN_OUT: MoveUnionRoomObjectUp(sprite); break; case 0: break; default: sprite->sAnimNum = 0; break; } } bool32 IsVirtualObjectAnimating(u8 virtualObjId) { u8 spriteId = GetVirtualObjectSpriteId(virtualObjId); if (spriteId == MAX_SPRITES) return FALSE; if (gSprites[spriteId].sAnimNum != 0) return TRUE; return FALSE; } u32 StartFieldEffectForObjectEvent(u8 fieldEffectId, struct ObjectEvent *objectEvent) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); return FieldEffectStart(fieldEffectId); } static void DoShadowFieldEffect(struct ObjectEvent *objectEvent) { if (objectEvent->noShadow) { objectEvent->noShadow = FALSE; StartFieldEffectForObjectEvent(FLDEFF_SHADOW, objectEvent); } } static void DoRippleFieldEffect(struct ObjectEvent *objectEvent, struct Sprite *sprite) { const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId); gFieldEffectArguments[0] = sprite->x; gFieldEffectArguments[1] = sprite->y + (graphicsInfo->height >> 1) - 2; gFieldEffectArguments[2] = 151; gFieldEffectArguments[3] = 3; FieldEffectStart(FLDEFF_RIPPLE); } u8 (*const gMovementActionFuncs_LockAnim[])(struct ObjectEvent *, struct Sprite *) = { MovementAction_LockAnim_Step0, MovementAction_Finish, }; u8 (*const gMovementActionFuncs_UnlockAnim[])(struct ObjectEvent *, struct Sprite *) = { MovementAction_UnlockAnim_Step0, MovementAction_Finish, }; u8 (*const gMovementActionFuncs_FlyUp[])(struct ObjectEvent *, struct Sprite *) = { MovementAction_FlyUp_Step0, MovementAction_FlyUp_Step1, MovementAction_Fly_Finish, }; u8 (*const gMovementActionFuncs_FlyDown[])(struct ObjectEvent *, struct Sprite *) = { MovementAction_FlyDown_Step0, MovementAction_FlyDown_Step1, MovementAction_Fly_Finish, }; u8 MovementAction_LockAnim_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { bool32 ableToStore = FALSE; if (sLockedAnimObjectEvents == NULL) { sLockedAnimObjectEvents = AllocZeroed(sizeof(struct LockedAnimObjectEvents)); sLockedAnimObjectEvents->localIds[0] = objectEvent->localId; sLockedAnimObjectEvents->count = 1; ableToStore = TRUE; } else { u8 i; u8 firstFreeSlot = OBJECT_EVENTS_COUNT; bool32 found = FALSE; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (firstFreeSlot == OBJECT_EVENTS_COUNT && sLockedAnimObjectEvents->localIds[i] == LOCALID_NONE) firstFreeSlot = i; if (sLockedAnimObjectEvents->localIds[i] == objectEvent->localId) { found = TRUE; break; } } if (!found && firstFreeSlot != OBJECT_EVENTS_COUNT) { sLockedAnimObjectEvents->localIds[firstFreeSlot] = objectEvent->localId; sLockedAnimObjectEvents->count++; ableToStore = TRUE; } } if (ableToStore == TRUE) { objectEvent->inanimate = TRUE; objectEvent->facingDirectionLocked = TRUE; } sprite->sActionFuncId = 1; return TRUE; } u8 MovementAction_UnlockAnim_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { bool32 ableToStore; u8 index; sprite->sActionFuncId = 1; if (sLockedAnimObjectEvents != NULL) { ableToStore = FALSE; index = FindLockedObjectEventIndex(objectEvent); if (index != OBJECT_EVENTS_COUNT) { sLockedAnimObjectEvents->localIds[index] = LOCALID_NONE; sLockedAnimObjectEvents->count--; ableToStore = TRUE; } if (sLockedAnimObjectEvents->count == 0) FREE_AND_SET_NULL(sLockedAnimObjectEvents); if (ableToStore == TRUE) { objectEvent->inanimate = GetObjectEventGraphicsInfo(objectEvent->graphicsId)->inanimate; objectEvent->facingDirectionLocked = FALSE; sprite->animPaused = 0; } } return TRUE; } u8 FindLockedObjectEventIndex(struct ObjectEvent *objectEvent) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (sLockedAnimObjectEvents->localIds[i] == objectEvent->localId) return i; } return OBJECT_EVENTS_COUNT; } static void CreateLevitateMovementTask(struct ObjectEvent *objectEvent) { u8 taskId = CreateTask(ApplyLevitateMovement, 0xFF); struct Task *task = &gTasks[taskId]; StoreWordInTwoHalfwords((u16*) &task->data[0], (u32)objectEvent); objectEvent->warpArrowSpriteId = taskId; task->data[3] = 0xFFFF; } static void ApplyLevitateMovement(u8 taskId) { struct ObjectEvent *objectEvent; struct Sprite *sprite; struct Task *task = &gTasks[taskId]; LoadWordFromTwoHalfwords((u16*) &task->data[0], (u32 *)&objectEvent); // load the map object pointer. sprite = &gSprites[objectEvent->spriteId]; if(!(task->data[2] & 3)) sprite->y2 += task->data[3]; if(!(task->data[2] & 15)) task->data[3] = -task->data[3]; task->data[2]++; } static void DestroyLevitateMovementTask(u8 taskId) { struct ObjectEvent *objectEvent; struct Task *task = &gTasks[taskId]; LoadWordFromTwoHalfwords((u16*) &task->data[0], (u32 *)&objectEvent); // unused objectEvent DestroyTask(taskId); } // Used to freeze other objects except two trainers approaching for battle void FreezeObjectEventsExceptTwo(u8 objectEventId1, u8 objectEventId2) { u8 i; for(i = 0; i < OBJECT_EVENTS_COUNT; i++) { if(i != objectEventId1 && i != objectEventId2 && gObjectEvents[i].active && i != gPlayerAvatar.objectEventId) FreezeObjectEvent(&gObjectEvents[i]); } } u8 MovementAction_FlyUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->y2 = 0; sprite->sActionFuncId++; return FALSE; } u8 MovementAction_FlyUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->y2 -= 8; if(sprite->y2 == -DISPLAY_HEIGHT) sprite->sActionFuncId++; return FALSE; } u8 MovementAction_FlyDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->y2 = -DISPLAY_HEIGHT; sprite->sActionFuncId++; return FALSE; } u8 MovementAction_FlyDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->y2 += 8; if(!sprite->y2) sprite->sActionFuncId++; return FALSE; } // though this function returns TRUE without doing anything, this header is required due to being in an array of functions which needs it. u8 MovementAction_Fly_Finish(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return TRUE; } bool8 MovementAction_EmoteX_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); FieldEffectStart(FLDEFF_X_ICON); sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_EmoteDoubleExclamationMark_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); FieldEffectStart(FLDEFF_DOUBLE_EXCL_MARK_ICON); sprite->sActionFuncId = 1; return TRUE; } bool8 PlayerIsUnderWaterfall(struct ObjectEvent *objectEvent) { s16 x; s16 y; x = objectEvent->currentCoords.x; y = objectEvent->currentCoords.y; MoveCoordsInDirection(DIR_NORTH, &x, &y, 0, 1); if (MetatileBehavior_IsWaterfall(MapGridGetMetatileBehaviorAt(x, y))) return TRUE; return FALSE; } // Get gfx data from daycare pokemon and store it in vars void GetDaycareGraphics(struct ScriptContext *ctx) { u16 varGfx[] = {ScriptReadHalfword(ctx), ScriptReadHalfword(ctx)}; u16 varForm[] = {ScriptReadHalfword(ctx), ScriptReadHalfword(ctx)}; u32 specGfx; bool32 shiny; bool32 female; s32 i; Script_RequestEffects(SCREFF_V1); Script_RequestWriteVar(varGfx[0]); Script_RequestWriteVar(varGfx[1]); Script_RequestWriteVar(varForm[0]); Script_RequestWriteVar(varForm[1]); for (i = 0; i < 2; i++) { GetMonInfo((struct Pokemon *) &gSaveBlock1Ptr->daycare.mons[i].mon, &specGfx, &shiny, &female); if (specGfx == SPECIES_NONE) break; // Assemble gfx ID like FollowerSetGraphics specGfx = specGfx + OBJ_EVENT_MON; if (shiny) specGfx += OBJ_EVENT_MON_SHINY; if (female) specGfx += OBJ_EVENT_MON_FEMALE; VarSet(varGfx[i], (u16)specGfx); VarSet(varForm[i], 0); // This shouldn't be needed anymore, track down } gSpecialVar_Result = i; } // running slow static void StartSlowRunningAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { InitNpcForWalkSlow(objectEvent, sprite, direction); SetStepAnimHandleAlternation(objectEvent, sprite, GetRunningDirectionAnimNum(objectEvent->facingDirection)); } bool8 MovementActionFunc_RunSlowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSlowRunningAnim(objectEvent, sprite, DIR_SOUTH); return MovementActionFunc_RunSlow_Step1(objectEvent, sprite); } bool8 MovementActionFunc_RunSlowUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSlowRunningAnim(objectEvent, sprite, DIR_NORTH); return MovementActionFunc_RunSlow_Step1(objectEvent, sprite); } bool8 MovementActionFunc_RunSlowLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) StartSlowRunningAnim(objectEvent, sprite, objectEvent->directionOverwrite); else StartSlowRunningAnim(objectEvent, sprite, DIR_WEST); return MovementActionFunc_RunSlow_Step1(objectEvent, sprite); } bool8 MovementActionFunc_RunSlowRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) StartSlowRunningAnim(objectEvent, sprite, objectEvent->directionOverwrite); else StartSlowRunningAnim(objectEvent, sprite, DIR_EAST); return MovementActionFunc_RunSlow_Step1(objectEvent, sprite); } bool8 MovementActionFunc_RunSlow_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static bool8 UpdateWalkSlowStairs(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlowStairsAnim(sprite)) { ShiftStillObjectEventCoords(objectEvent); objectEvent->triggerGroundEffectsOnStop = TRUE; sprite->animPaused = TRUE; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowStairsUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_NORTH); return MovementAction_WalkSlowStairsUp_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowStairsUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlowStairs(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowStairsDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_SOUTH); return MovementAction_WalkSlowStairsDown_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowStairsDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlowStairs(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowStairsLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitWalkSlow(objectEvent, sprite, objectEvent->directionOverwrite); else InitWalkSlow(objectEvent, sprite, DIR_WEST); return MovementAction_WalkSlowStairsLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowStairsLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlowStairs(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowStairsRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitWalkSlow(objectEvent, sprite, objectEvent->directionOverwrite); else InitWalkSlow(objectEvent, sprite, DIR_EAST); return MovementAction_WalkSlowStairsRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowStairsRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlowStairs(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } static u16 GetGraphicsIdForMon(u32 species, bool32 shiny, bool32 female) { u16 graphicsId = species + OBJ_EVENT_MON; if (shiny) graphicsId += OBJ_EVENT_MON_SHINY; if (female) graphicsId += OBJ_EVENT_MON_FEMALE; return graphicsId; } static u16 GetUnownSpecies(struct Pokemon *mon) { u32 form = GET_UNOWN_LETTER(mon->box.personality); if (form == 0) return SPECIES_UNOWN; return SPECIES_UNOWN_B + form - 1; } static void InitMovementSurfStill(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { u8 (*functions[ARRAY_COUNT(sDirectionAnimFuncsBySpeed)])(u8); memcpy(functions, sDirectionAnimFuncsBySpeed, sizeof sDirectionAnimFuncsBySpeed); InitNpcForMovement(objectEvent, sprite, direction, speed); ObjectEventTurn(objectEvent, direction); } bool8 MovementAction_SurfStillDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementSurfStill(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FAST_1); sprite->animPaused = TRUE; return MovementAction_SurfStillDown_Step1(objectEvent, sprite); } bool8 MovementAction_SurfStillDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_SurfStillUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementSurfStill(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FAST_1); sprite->animPaused = TRUE; return MovementAction_SurfStillUp_Step1(objectEvent, sprite); } bool8 MovementAction_SurfStillUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_SurfStillLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMovementSurfStill(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FAST_1); else InitMovementSurfStill(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_1); sprite->animPaused = TRUE; return MovementAction_SurfStillLeft_Step1(objectEvent, sprite); } bool8 MovementAction_SurfStillLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_SurfStillRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->directionOverwrite) InitMovementSurfStill(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FAST_1); else InitMovementSurfStill(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_1); sprite->animPaused = TRUE; return MovementAction_SurfStillRight_Step1(objectEvent, sprite); } bool8 MovementAction_SurfStillRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; }