#include "global.h" #include "globaldata.h" #include "code_8002774.h" #include "constants/direction.h" #include "structs/str_position.h" #include "other_random.h" const u8 sUnknown_8002774[] = {0, 0, 0, 0, 0, 0, 0, 0}; const PixelPos gVectorDirections[NUM_DIRECTIONS] = { {0, 1}, // N {1, 1}, // NE {1, 0}, // E {1, -1}, // SE {0, -1}, // S {-1, -1}, // SW {-1, 0}, // W {-1, 1}, // NW }; static s8 VecDirection4Radial(PixelPos *pixelPos); // TODO: File split here // arm9.bin::02010314 void sub_800290C(PixelPos *param_1, s32 param_2) { if (param_1->x > param_2) param_1->x = param_2; else if (param_1->x < -param_2) param_1->x = -param_2; if (param_1->y > param_2) param_1->y = param_2; else if(param_1->y < -param_2) param_1->y = -param_2; } // arm9.bin::020102B8 void sub_8002934(PixelPos *param_1, PixelPos *param_2, PixelPos *param_3, s32 param_4, s32 param_5) { s32 r9 = (param_4 + param_5); param_1->x = (param_4 * param_2->x + param_5 * param_3->x) / r9; param_1->y = (param_4 * param_2->y + param_5 * param_3->y) / r9; } // TODO: File split here static inline s8 sub_8002984_sub(s32 direction1, s32 rand, s32 add, s32 multi) { return (s8)(((direction1 + add) + OtherRandInt(rand) * multi) % NUM_DIRECTIONS); } // arm9.bin::020109F4 s32 sub_8002984(s32 _direction1, u32 caseID) { s32 direction1; direction1 = (s8)_direction1; switch((u8)caseID) { case 1: if (direction1 >= 0) { direction1 += 7; direction1 &= DIRECTION_MASK; } break; case 2: if (direction1 >= 0) { direction1 += 1; direction1 &= DIRECTION_MASK; } break; case 3: if (direction1 >= 0) { direction1 += 6; direction1 &= DIRECTION_MASK; } break; case 4: if (direction1 >= 0) { direction1 += 2; direction1 &= DIRECTION_MASK; } break; case 5: if (direction1 >= 0) { direction1 += 4; direction1 &= DIRECTION_MASK; } break; case 6: if ((direction1 & 1) != 0) { direction1 = sub_8002984_sub(direction1, 2, 7, 2); } else { direction1 = sub_8002984_sub(direction1, 3, 6, 2); } break; case 7: direction1 = sub_8002984_sub(direction1, 3, 7, 1); break; case 8: direction1 = (s8)(OtherRandInt(NUM_DIRECTIONS) & 0xfe); break; case 9: direction1 = (s8)OtherRandInt(NUM_DIRECTIONS); break; default: break; } return direction1; } // arm9.bin::020108EC s32 sub_8002A70(s32 _direction1, s32 _direction2, s32 _caseId) { s32 direction1 = (s8)(_direction1); s32 direction2 = (s8)(_direction2); s32 caseId = (u8)(_caseId); if (direction1 == direction2) return direction1; switch (caseId) { case 1: if (direction1 >= 0) { direction1 += 7; direction1 &= DIRECTION_MASK; } break; case 2: if (direction1 >= 0) { direction1 += 1; direction1 &= DIRECTION_MASK; } break; case 3: if (direction1 >= 0) { direction1 += 6; direction1 &= DIRECTION_MASK; } break; case 4: if (direction1 >= 0) { direction1 += 2; direction1 &= DIRECTION_MASK; } break; case 11: direction1 = sub_8002B04(direction1, direction2); // Fallthrough case 10: direction1 = sub_8002B04(direction1, direction2); break; } return direction1; } // arm9.bin::02010824 s32 sub_8002B04(s32 _direction1, s32 _direction2) { s32 direction1 = (s8)(_direction1); s32 direction2 = (s8)(_direction2); if (direction2 != -1) { s32 newDirection = ((direction2 + NUM_DIRECTIONS) - direction1) % NUM_DIRECTIONS; if (newDirection != 0) { if (newDirection < 4) newDirection = (direction1 + 1) % NUM_DIRECTIONS; else newDirection = (direction1 + 7) % NUM_DIRECTIONS; direction1 = (s8)newDirection; } } return direction1; } #if (GAME_VERSION == VERSION_RED) UNUSED static s32 sub_8002B5C(s32 _direction1, s32 _direction2) { s32 newDirection; s32 direction1; s32 direction2; direction1 = (s8)_direction1; direction2 = (s8)_direction2; if (direction2 != -1) { newDirection = ((direction2 + NUM_DIRECTIONS) - direction1) % NUM_DIRECTIONS; if (newDirection != 0) { if (newDirection < 4) { newDirection = (direction1 + 2) % NUM_DIRECTIONS; } else { newDirection = (direction1 + 6) % NUM_DIRECTIONS; } direction1 = (s8)(newDirection); } } return direction1 & DIRECTION_MASK_CARDINAL; } #endif // arm9.bin::02010790 PixelPos SetVecFromDirectionSpeed(s8 r1, u32 r2) { const PixelPos *vec = &gVectorDirections[r1]; return (PixelPos){ .x = vec->x * r2, .y = vec->y * r2 }; } UNUSED static s32 VecDirection8Sign(PixelPos *param_1) { if (param_1->x < 0) { if (param_1->y < 0) return DIRECTION_NORTHWEST; else if (param_1->y > 0) return DIRECTION_SOUTHWEST; else return DIRECTION_WEST; } else if (param_1->x > 0) { if (param_1->y < 0) return DIRECTION_NORTHEAST; else if (param_1->y > 0) return DIRECTION_SOUTHEAST; else return DIRECTION_EAST; } else if (param_1->y < 0) return DIRECTION_NORTH; else if (param_1->y > 0) return DIRECTION_SOUTH; else return -1; } UNUSED static s32 VecDirection4SignYX(PixelPos *param_1) { if (param_1->y < 0) { return DIRECTION_NORTH; } else if (param_1->y > 0) { return DIRECTION_SOUTH; } else if (param_1->x < 0) { return DIRECTION_WEST; } else if (param_1->x > 0) { return DIRECTION_EAST; } else { return -1; } } // arm9.bin::02010680 s32 VecDirection8Radial(PixelPos *pixelPos) { PixelPos absPos = {abs(pixelPos->x), abs(pixelPos->y)}; if (pixelPos->x < 0) { if (pixelPos->y < 0) { if (absPos.y > absPos.x * 2) { return DIRECTION_NORTH; } if (absPos.x <= absPos.y * 2) { return DIRECTION_NORTHWEST; } return DIRECTION_WEST; } if (absPos.y <= absPos.x * 2) { if (absPos.x > absPos.y * 2) { return DIRECTION_WEST; } return DIRECTION_SOUTHWEST; } } else if (pixelPos->x > 0) { if (pixelPos->y < 0) { if (absPos.y > absPos.x * 2) { return DIRECTION_NORTH; } if (absPos.x <= absPos.y * 2) { return DIRECTION_NORTHEAST; } return DIRECTION_EAST; } else { if (absPos.y > absPos.x * 2) { return DIRECTION_SOUTH; } if (absPos.x > absPos.y * 2) { return DIRECTION_EAST; } return DIRECTION_SOUTHEAST; } } else { if (pixelPos->y < 0) { return DIRECTION_NORTH; } if (pixelPos->y < 1) { return -1; } } return DIRECTION_SOUTH; } // arm9.bin::020105A0 static s8 VecDirection4Radial(PixelPos *pixelPos) { PixelPos absPos = {abs(pixelPos->x), abs(pixelPos->y)}; if (pixelPos->x < 0) { if (pixelPos->y < 0) { if (absPos.y > absPos.x) { return DIRECTION_NORTH; } return DIRECTION_WEST; } if (absPos.y <= absPos.x) { return DIRECTION_WEST; } } else if (pixelPos->x > 0) { if (pixelPos->y < 0) { if (absPos.y > absPos.x) { return DIRECTION_NORTH; } return DIRECTION_EAST; } else { if (absPos.y > absPos.x) { return DIRECTION_SOUTH; } return DIRECTION_EAST; } } else { if (pixelPos->y < 0) { return DIRECTION_NORTH; } if (pixelPos->y < 1) { return -1; } } return DIRECTION_SOUTH; } // arm9.bin::02010478 s8 SizedDeltaDirection4(const PixelPos *r0, const PixelPos *r1, const PixelPos *r2, const PixelPos *r3) { PixelPos stack; s32 iVar1; s32 iVar2; s32 iVar3; stack.x = r2->x - r0->x; stack.y = r2->y - r0->y; if(stack.x >= 0) { iVar3 = (stack.x + 1); iVar3 -= ((r1->x + r3->x) / 2); stack.x = iVar3; if(stack.x < 0) stack.x = 0; } else { iVar1 = (stack.x - 1); iVar1 += ((r1->x + r3->x) / 2); stack.x = iVar1; if(stack.x > 0) stack.x = 0; } if(stack.y >= 0) { iVar2 = (stack.y + 1); iVar2 -= ((r1->y + r3->y) / 2); stack.y = iVar2; if(stack.y < 0) stack.y = 0; } else { iVar1 = (stack.y - 1); iVar1 += ((r1->y + r3->y) / 2); stack.y = iVar1; if(stack.y > 0) stack.y = 0; } return VecDirection4Radial(&stack); } // arm9.bin::02010350 s8 SizedDeltaDirection8(const PixelPos *r0, const PixelPos *r1, const PixelPos *r2, const PixelPos *r3) { PixelPos stack; s32 iVar1; s32 iVar2; s32 iVar3; stack.x = r2->x - r0->x; stack.y = r2->y - r0->y; if (stack.x >= 0) { iVar3 = stack.x + 1; iVar3 -= (r1->x + r3->x) / 2; stack.x = iVar3; if (stack.x < 0) stack.x = 0; } else { iVar1 = stack.x - 1; iVar1 += (r1->x + r3->x) / 2; stack.x = iVar1; if (stack.x > 0) stack.x = 0; } if (stack.y >= 0) { iVar2 = stack.y + 1; iVar2 -= (r1->y + r3->y) / 2; stack.y = iVar2; if (stack.y < 0) stack.y = 0; } else { iVar1 = stack.y - 1; iVar1 += (r1->y + r3->y) / 2; stack.y = iVar1; if (stack.y > 0) stack.y = 0; } return (s8) VecDirection8Radial(&stack); }