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