#ifndef GUARD_EVENT_OBJECT_MOVEMENT_H #define GUARD_EVENT_OBJECT_MOVEMENT_H // Palette slots for overworld NPCs. // The same standard set of palettes for overworld objects are normally always loaded at the same // time while walking around the overworld. The only exceptions are the palettes for the player and // the "special" NPC, which can be swapped out. This also means that e.g. two "special" NPCs // with competing palettes cannot be properly loaded at the same time. enum { PALSLOT_PLAYER, PALSLOT_PLAYER_REFLECTION, PALSLOT_NPC_1, PALSLOT_NPC_2, PALSLOT_NPC_3, PALSLOT_NPC_4, PALSLOT_NPC_1_REFLECTION, PALSLOT_NPC_2_REFLECTION, PALSLOT_NPC_3_REFLECTION, PALSLOT_NPC_4_REFLECTION, PALSLOT_NPC_SPECIAL, PALSLOT_NPC_SPECIAL_REFLECTION, OBJ_PALSLOT_COUNT // the remaining sprite palette slots (12-15) are used by field effects, the interface, etc. }; enum SpinnerRunnerFollowPatterns { RUNFOLLOW_ANY, RUNFOLLOW_NORTH_SOUTH, RUNFOLLOW_EAST_WEST, RUNFOLLOW_NORTH_WEST, RUNFOLLOW_NORTH_EAST, RUNFOLLOW_SOUTH_WEST, RUNFOLLOW_SOUTH_EAST, RUNFOLLOW_NORTH_SOUTH_WEST, RUNFOLLOW_NORTH_SOUTH_EAST, RUNFOLLOW_NORTH_EAST_WEST, RUNFOLLOW_SOUTH_EAST_WEST }; struct StepAnimTable { const union AnimCmd *const *anims; u8 animPos[4]; }; typedef void (*MovementAction)(u8 direction); #define GROUND_EFFECT_FLAG_TALL_GRASS_ON_SPAWN (1 << 0) #define GROUND_EFFECT_FLAG_TALL_GRASS_ON_MOVE (1 << 1) #define GROUND_EFFECT_FLAG_LONG_GRASS_ON_SPAWN (1 << 2) #define GROUND_EFFECT_FLAG_LONG_GRASS_ON_MOVE (1 << 3) #define GROUND_EFFECT_FLAG_ICE_REFLECTION (1 << 4) #define GROUND_EFFECT_FLAG_REFLECTION (1 << 5) #define GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER (1 << 6) #define GROUND_EFFECT_FLAG_SAND (1 << 7) #define GROUND_EFFECT_FLAG_DEEP_SAND (1 << 8) #define GROUND_EFFECT_FLAG_RIPPLES (1 << 9) #define GROUND_EFFECT_FLAG_PUDDLE (1 << 10) #define GROUND_EFFECT_FLAG_SAND_PILE (1 << 11) #define GROUND_EFFECT_FLAG_LAND_IN_TALL_GRASS (1 << 12) #define GROUND_EFFECT_FLAG_LAND_IN_LONG_GRASS (1 << 13) #define GROUND_EFFECT_FLAG_LAND_IN_SHALLOW_WATER (1 << 14) #define GROUND_EFFECT_FLAG_LAND_IN_DEEP_WATER (1 << 15) #define GROUND_EFFECT_FLAG_LAND_ON_NORMAL_GROUND (1 << 16) #define GROUND_EFFECT_FLAG_SHORT_GRASS (1 << 17) #define GROUND_EFFECT_FLAG_HOT_SPRINGS (1 << 18) #define GROUND_EFFECT_FLAG_SEAWEED (1 << 19) struct PairedPalettes { u16 tag; const u16 *data; }; // Exported RAM declarations // Exported ROM declarations u8 GetObjectEventIdByLocalIdAndMap(u8, u8, u8); bool8 TryGetObjectEventIdByLocalIdAndMap(u8, u8, u8, u8 *); u8 GetObjectEventIdByXY(s16, s16); void SetObjectEventDirection(struct ObjectEvent *, u8); void RemoveObjectEventByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup); u16 GetBoulderRevealFlagByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup); void LoadPlayerObjectReflectionPalette(u16, u8); void LoadSpecialObjectReflectionPalette(u16, u8); void TryMoveObjectEventToMapCoords(u8, u8, u8, s16, s16); void PatchObjectPalette(u16, u8); void SpawnObjectEventsOnReturnToField(s16 x, s16 y); void GetMapCoordsFromSpritePos(s16, s16, s16 *, s16 *); u8 GetFaceDirectionAnimNum(u8); void SetSpritePosToOffsetMapCoords(s16 *, s16 *, s16, s16); void ObjectEventClearHeldMovement(struct ObjectEvent *); void ObjectEventClearHeldMovementIfActive(struct ObjectEvent *); u8 CreateVirtualObject(u8 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 elevation, u8 direction); u8 CreateObjectGraphicsSprite(u16 graphicsId, SpriteCallback callback, s16 x, s16 y, u8 subpriority); u8 TrySpawnObjectEvent(u8 localId, u8 mapNum, u8 mapGroup); int SpawnSpecialObjectEventParameterized(u8, u8, u8, s16, s16, u8); u8 SpawnSpecialObjectEvent(struct ObjectEventTemplate *); void CameraObjectReset1(void); void CameraObjectReset2(void); void ObjectEventSetGraphicsId(struct ObjectEvent *, u8); void ObjectEventTurn(struct ObjectEvent *, u8); void ObjectEventTurnByLocalIdAndMap(u8, u8, u8, u8); void ObjectEventForceSetHeldMovement(struct ObjectEvent *, u8); const struct ObjectEventGraphicsInfo *GetObjectEventGraphicsInfo(u8); void SetObjectInvisibility(u8 localId, u8 mapNum, u8 mapGroup, u8 state); void FreeAndReserveObjectSpritePalettes(void); void SetObjectPositionByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y); void ResetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup); void SetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup, u8 subpriority); void ObjectEventGetLocalIdAndMap(struct ObjectEvent *objectEvent, void *localId, void *mapNum, void *mapGroup); void ShiftObjectEventCoords(struct ObjectEvent *, s16, s16); void TryOverrideObjectEventTemplateCoords(u8, u8, u8); void UpdateObjectEventCurrentMovement(struct ObjectEvent *, struct Sprite *, bool8(struct ObjectEvent *, struct Sprite *)); u8 ObjectEventFaceOppositeDirection(struct ObjectEvent *, u8); u8 GetOppositeDirection(u8); u8 GetWalkInPlaceFasterMovementAction(u32); u8 GetStepInPlaceDelay8AnimId(u32); u8 GetWalkInPlaceNormalMovementAction(u32); u8 GetWalkInPlaceSlowMovementAction(u32); u8 GetWalkInPlaceFastMovementAction(u32); u8 GetCollisionAtCoords(struct ObjectEvent *, s16, s16, u32); void MoveCoords(u8, s16 *, s16 *); bool8 ObjectEventIsHeldMovementActive(struct ObjectEvent *); u8 ObjectEventClearHeldMovementIfFinished(struct ObjectEvent *); u8 GetObjectEventIdByPosition(u16 x, u16 y, u8 elevation); void UpdateQuestLogObjectEventCurrentMovement(struct ObjectEvent *, struct Sprite *); bool8 ObjectEventSetHeldMovement(struct ObjectEvent *, u8); void ShiftStillObjectEventCoords(struct ObjectEvent *); void OverrideMovementTypeForObjectEvent(const struct ObjectEvent *, u8); void SetTrainerMovementType(struct ObjectEvent *, u8); u8 GetFishingDirectionAnimNum(u8 direction); u8 GetFishingNoCatchDirectionAnimNum(u8 a0); void ObjectEventSetGraphicsId(struct ObjectEvent *objectEvent, u8 a1); u8 CreateFameCheckerObject(u8 graphicsId, u8 localId, s16 x, s16 y); void InitObjectEventPalettes(u8 mode); bool8 ObjectEventIsMovementOverridden(struct ObjectEvent *objectEvent); u8 ObjectEventCheckHeldMovementStatus(struct ObjectEvent *objectEvent); u8 GetWalkNormalMovementAction(u32); u8 GetWalkFastMovementAction(u32); u8 GetWalkFasterMovementAction(u32); u8 GetWalkSlowerMovementAction(u32 direction); u8 GetTrainerFacingDirectionMovementType(u8 direction); u8 GetFaceDirectionMovementAction(u32); u8 GetFaceDirectionFastMovementAction(u32); void CameraObjectSetFollowedObjectId(u8 objectId); void UnfreezeObjectEvents(void); u8 GetSlideMovementAction(u32); u8 GetJumpInPlaceMovementAction(u32); u8 GetJumpMovementAction(u32); u8 GetJump2MovementAction(u32); bool8 UpdateWalkSlowerAnim(struct Sprite *sprite); void SetJumpSpriteData(struct Sprite *, u8, u8, u8); u8 DoJumpSpriteMovement(struct Sprite *); u8 DoJumpSpecialSpriteMovement(struct Sprite *); void TurnVirtualObject(u8 virtualObjId, u8 direction); const u8 *GetObjectEventScriptPointerByObjectEventId(u8 objectEventId); u8 GetFirstInactiveObjectEventId(void); u8 GetCollisionFlagsAtCoords(struct ObjectEvent * objectEvent, s16 x, s16 y, u8 direction); void OverrideTemplateCoordsForObjectEvent(const struct ObjectEvent *objectEvent); void CancelPlayerForcedMovement(void); void FreezeObjectEvents(void); bool8 FreezeObjectEvent(struct ObjectEvent *); void UnfreezeObjectEvent(struct ObjectEvent *); void FreezeObjectEventsExceptOne(u8 objEventId); void SetVirtualObjectGraphics(u8 virtualObjId, u8 direction); void SetVirtualObjectInvisibility(u8 virtualObjId, bool32 invisible); bool32 IsVirtualObjectInvisible(u8 virtualObjId); void SetVirtualObjectSpriteAnim(u8 virtualObjId, u8 animNo); bool32 IsVirtualObjectAnimating(u8 virtualObjId); u8 GetJumpSpecialMovementAction(u32 direction); void EnableObjectGroundEffectsByXY(s16 x, s16 y); void MoveObjectEventToMapCoords(struct ObjectEvent *objectEvent, s16 x, s16 y); u8 CreateCopySpriteAt(struct Sprite *sprite, s16 x, s16 y, u8 subpriority); u16 GetObjectPaletteTag(u8 paletteIndex); void SetSpritePosToMapCoords(s16 x, s16 y, s16 *x2, s16 *y2); void UpdateObjectEventSpriteInvisibility(struct Sprite *sprite, bool8 invisible); u8 ElevationToPriority(u8 elevation); void ObjectEventUpdateElevation(struct ObjectEvent *pObject); void SetObjectSubpriorityByElevation(u8 elevation, struct Sprite *sprite, u8 offset); void CopyObjectGraphicsInfoToSpriteTemplate(u16 graphicsId, void (*callback)(struct Sprite *), struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables); u8 AddCameraObject(u8 trackedSpriteId); void UpdateObjectEventsForCameraUpdate(s16 x, s16 y); void SpriteCB_VirtualObject(struct Sprite *); void SetMovementDelay(struct Sprite *, s16); bool8 WaitForMovementDelay(struct Sprite *); void SetSpriteDataForNormalStep(struct Sprite *, u8, u8); bool8 NpcTakeStep(struct Sprite *sprite); void SetWalkSlowerSpriteData(struct Sprite *, u8); void SetWalkSlowestSpriteData(struct Sprite *, u8); bool8 UpdateWalkSlowestAnim(struct Sprite *sprite); void SetWalkSlowSpriteData(struct Sprite *, u8); bool8 UpdateWalkSlowAnim(struct Sprite *sprite); void DoShadowFieldEffect(struct ObjectEvent *); void SetRunSlowSpriteData(struct Sprite *, u8); bool8 UpdateRunSlowAnim(struct Sprite *sprite); void SetAndStartSpriteAnim(struct Sprite *, u8, u8); bool8 SpriteAnimEnded(struct Sprite *); u8 ObjectEventGetHeldMovementActionId(struct ObjectEvent *objectEvent); u8 GetMoveDirectionAnimNum(u8 direction); // Exported data declarations extern const struct SpriteTemplate *const gFieldEffectObjectTemplatePointers[]; extern const struct SpritePalette gSpritePalette_GeneralFieldEffect1; extern const struct SpriteTemplate * const gFieldEffectObjectTemplatePointers[]; extern const struct OamData gObjectEventBaseOam_32x32; extern const u16 gFieldEffectObjectPic_CutGrass[]; extern const u16 gFieldEffectPal_CutGrass[]; extern const u8 gReflectionEffectPaletteMap[]; u8 GetLedgeJumpDirection(s16 x, s16 y, u8 direction); u8 GetGlideMovementAction(u32 direction); u8 GetRideWaterCurrentMovementAction(u32 direction); u8 GetPlayerRunMovementAction(u32 direction); u8 GetPlayerRunSlowMovementAction(u32 direction); u8 GetWalkSlowMovementAction(u32 direction); u8 GetSpinMovementAction(u32 direction); u8 GetAcroWheelieFaceDirectionMovementAction(u32 direction); u8 GetAcroPopWheelieFaceDirectionMovementAction(u32 direction); u8 GetAcroEndWheelieFaceDirectionMovementAction(u32 direction); u8 GetAcroWheelieHopFaceDirectionMovementAction(u32 direction); u8 GetAcroWheelieHopMovementAction(u32 direction); u8 GetAcroPopWheelieMoveMovementAction(u32 direction); u8 GetAcroWheelieJumpMovementAction(u32 direction); u8 GetJumpInPlaceTurnAroundMovementAction(u32 direction); u8 GetAcroWheelieInPlaceMovementAction(u32 direction); u8 GetAcroPopWheelieMoveMovementAction(u32 direction); u8 GetAcroWheelieMoveMovementAction(u32 direction); u8 GetJumpSpecialWithEffectMovementAction(u32 direction); u8 GetFishingBiteDirectionAnimNum(u8 direction); void TrySpawnObjectEvents(s16 cameraX, s16 cameraY); void ResetObjectEvents(void); #endif // GUARD_EVENT_OBJECT_MOVEMENT_H