pokefirered/src/event_object_movement.c
2023-08-18 15:40:57 -04:00

9411 lines
318 KiB
C

#include "global.h"
#include "gflib.h"
#include "event_data.h"
#include "event_object_movement.h"
#include "field_camera.h"
#include "field_control_avatar.h"
#include "field_effect.h"
#include "field_effect_helpers.h"
#include "field_player_avatar.h"
#include "fieldmap.h"
#include "metatile_behavior.h"
#include "overworld.h"
#include "quest_log.h"
#include "random.h"
#include "script.h"
#include "trainer_see.h"
#include "trig.h"
#include "constants/maps.h"
#include "constants/event_object_movement.h"
#include "constants/event_objects.h"
#include "constants/trainer_types.h"
#include "constants/union_room.h"
static void MoveCoordsInDirection(u32, s16 *, s16 *, s16, s16);
static bool8 ObjectEventExecSingleMovementAction(struct ObjectEvent *, 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 CalcWhetherObjectIsOffscreen(struct ObjectEvent *, struct Sprite *);
static void UpdateObjEventSpriteVisibility(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 ObjectEventCheckForReflectiveSurface(struct ObjectEvent *);
static u8 GetReflectionTypeByMetatileBehavior(u32);
static void InitObjectPriorityByElevation(struct Sprite *sprite, u8 elevation);
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_BikeTireTracks(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 CreateReflectionEffectSprites(void);
static u8 GetObjectEventIdByLocalId(u8);
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 MakeObjectTemplateFromObjectEventTemplate(const struct ObjectEventTemplate *, struct SpriteTemplate *, const struct SubspriteTable **);
static void GetObjectEventMovingCameraOffset(s16 *, s16 *);
static const struct ObjectEventTemplate *GetObjectEventTemplateByLocalIdAndMap(u8, u8, u8);
static void LoadObjectEventPalette(u16);
static void RemoveObjectEventIfOutsideView(struct ObjectEvent *);
static void SpawnObjectEventOnReturnToField(u8 objectEventId, s16 x, s16 y);
static void SetPlayerAvatarObjectEventIdAndObjectId(u8, u8);
static void ResetObjectEventFldEffData(struct ObjectEvent *);
static u8 TryLoadObjectPalette(const struct SpritePalette *spritePalette);
static u8 FindObjectEventPaletteIndexByTag(u16);
static bool8 ObjectEventDoesElevationMatch(struct ObjectEvent *, u8);
static bool8 IsElevationMismatchAt(u8 elevation, s16 x, s16 y);
static bool8 AreElevationsCompatible(u8 a, u8 b);
static void ObjectCB_CameraObject(struct Sprite *);
static void CameraObject_0(struct Sprite *);
static void CameraObject_1(struct Sprite *);
static void CameraObject_2(struct Sprite *);
static const struct ObjectEventTemplate *FindObjectEventTemplateByLocalId(u8 localId, const struct ObjectEventTemplate *templates, u8 count);
static void ClearObjectEventMovement(struct ObjectEvent *, struct Sprite *);
static void ObjectEventSetSingleMovement(struct ObjectEvent *, struct Sprite *, u8);
static bool8 ShouldInitObjectEventStateFromTemplate(const struct ObjectEventTemplate *, u8, s16, s16);
static bool8 TemplateIsObstacleAndWithinView(const struct ObjectEventTemplate *, s16, s16);
static bool8 TemplateIsObstacleAndVisibleFromConnectingMap(const struct ObjectEventTemplate *, s16, s16);
static void SetHideObstacleFlag(const struct ObjectEventTemplate *);
static bool8 MovementType_Disguise_Callback(struct ObjectEvent *, struct Sprite *);
static bool8 MovementType_Buried_Callback(struct ObjectEvent *, struct Sprite *);
static u8 MovementType_RaiseHandAndStop_Callback(struct ObjectEvent *, struct Sprite *);
static u8 MovementType_RaiseHandAndJump_Callback(struct ObjectEvent *, struct Sprite *);
static u8 MovementType_RaiseHandAndSwim_Callback(struct ObjectEvent *, struct Sprite *);
static void QuestLogObjectEventExecHeldMovementAction(struct ObjectEvent *, struct Sprite *);
static void VirtualObject_UpdateAnim(struct Sprite *sprite);
static void MovementType_None(struct Sprite *);
static void MovementType_LookAround(struct Sprite *);
static void MovementType_WanderAround(struct Sprite *);
static void MovementType_WanderUpAndDown(struct Sprite *);
static void MovementType_WanderLeftAndRight(struct Sprite *);
static void MovementType_FaceDirection(struct Sprite *);
static void MovementType_FaceDownAndUp(struct Sprite *);
static void MovementType_FaceLeftAndRight(struct Sprite *);
static void MovementType_FaceUpAndLeft(struct Sprite *);
static void MovementType_FaceUpAndRight(struct Sprite *);
static void MovementType_FaceDownAndLeft(struct Sprite *);
static void MovementType_FaceDownAndRight(struct Sprite *);
static void MovementType_FaceDownUpAndLeft(struct Sprite *);
static void MovementType_FaceDownUpAndRight(struct Sprite *);
static void MovementType_FaceUpRightAndLeft(struct Sprite *);
static void MovementType_FaceDownRightAndLeft(struct Sprite *);
static void MovementType_RotateCounterclockwise(struct Sprite *);
static void MovementType_RotateClockwise(struct Sprite *);
static void MovementType_WalkBackAndForth(struct Sprite *);
static void MovementType_WalkSequenceUpRightLeftDown(struct Sprite *);
static void MovementType_WalkSequenceRightLeftDownUp(struct Sprite *);
static void MovementType_WalkSequenceDownUpRightLeft(struct Sprite *);
static void MovementType_WalkSequenceLeftDownUpRight(struct Sprite *);
static void MovementType_WalkSequenceUpLeftRightDown(struct Sprite *);
static void MovementType_WalkSequenceLeftRightDownUp(struct Sprite *);
static void MovementType_WalkSequenceDownUpLeftRight(struct Sprite *);
static void MovementType_WalkSequenceRightDownUpLeft(struct Sprite *);
static void MovementType_WalkSequenceLeftUpDownRight(struct Sprite *);
static void MovementType_WalkSequenceUpDownRightLeft(struct Sprite *);
static void MovementType_WalkSequenceRightLeftUpDown(struct Sprite *);
static void MovementType_WalkSequenceDownRightLeftUp(struct Sprite *);
static void MovementType_WalkSequenceRightUpDownLeft(struct Sprite *);
static void MovementType_WalkSequenceUpDownLeftRight(struct Sprite *);
static void MovementType_WalkSequenceLeftRightUpDown(struct Sprite *);
static void MovementType_WalkSequenceDownLeftRightUp(struct Sprite *);
static void MovementType_WalkSequenceUpLeftDownRight(struct Sprite *);
static void MovementType_WalkSequenceDownRightUpLeft(struct Sprite *);
static void MovementType_WalkSequenceLeftDownRightUp(struct Sprite *);
static void MovementType_WalkSequenceRightUpLeftDown(struct Sprite *);
static void MovementType_WalkSequenceUpRightDownLeft(struct Sprite *);
static void MovementType_WalkSequenceDownLeftUpRight(struct Sprite *);
static void MovementType_WalkSequenceLeftUpRightDown(struct Sprite *);
static void MovementType_WalkSequenceRightDownLeftUp(struct Sprite *);
static void MovementType_CopyPlayer(struct Sprite *);
static void MovementType_TreeDisguise(struct Sprite *);
static void MovementType_MountainDisguise(struct Sprite *);
static void MovementType_CopyPlayerInGrass(struct Sprite *);
static void MovementType_Buried(struct Sprite *);
static void MovementType_WalkInPlace(struct Sprite *);
static void MovementType_WalkInPlaceFast(struct Sprite *);
static void MovementType_JogInPlace(struct Sprite *);
static void MovementType_Invisible(struct Sprite *);
static void MovementType_RaiseHandAndStop(struct Sprite *);
static void MovementType_RaiseHandAndJump(struct Sprite *);
static void MovementType_RaiseHandAndSwim(struct Sprite *);
static void MovementType_WanderAroundSlower(struct Sprite *);
enum {
MOVE_SPEED_NORMAL, // walking
MOVE_SPEED_FAST_1, // running / surfing / sliding (ice tile)
MOVE_SPEED_FAST_2, // water current / bicycle
MOVE_SPEED_FASTER, // going down cycling road on bicycle
MOVE_SPEED_FASTEST,
};
enum {
JUMP_DISTANCE_IN_PLACE,
JUMP_DISTANCE_NORMAL,
JUMP_DISTANCE_FAR,
};
#define movement_type_def(setup, table) \
static u8 setup##_callback(struct ObjectEvent *, struct Sprite *); \
void setup(struct Sprite *sprite) \
{ \
UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->data[0]], sprite, setup##_callback); \
} \
static u8 setup##_callback(struct ObjectEvent *objectEvent, struct Sprite *sprite) \
{ \
return table[sprite->data[1]](objectEvent, sprite); \
}
#define movement_type_empty_callback(setup) \
static u8 setup##_callback(struct ObjectEvent *, struct Sprite *); \
void setup(struct Sprite *sprite) \
{ \
UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->data[0]], sprite, setup##_callback); \
} \
static u8 setup##_callback(struct ObjectEvent *objectEvent, struct Sprite *sprite) \
{ \
return 0; \
}
EWRAM_DATA u8 sCurrentReflectionType = 0;
EWRAM_DATA u16 sCurrentSpecialObjectPaletteTag = 0;
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 gCameraSpriteTemplate = {
.tileTag = 0,
.paletteTag = TAG_NONE,
.oam = &gDummyOamData,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = ObjectCB_CameraObject
};
void (*const gCameraObjectFuncs[])(struct Sprite *) = {
CameraObject_0,
CameraObject_1,
CameraObject_2,
};
#include "data/object_events/object_event_graphics.h"
static void (*const sMovementTypeCallbacks[MOVEMENT_TYPES_COUNT])(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] = NULL,
[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_WALK_IN_PLACE_FAST_DOWN] = MovementType_WalkInPlaceFast,
[MOVEMENT_TYPE_WALK_IN_PLACE_FAST_UP] = MovementType_WalkInPlaceFast,
[MOVEMENT_TYPE_WALK_IN_PLACE_FAST_LEFT] = MovementType_WalkInPlaceFast,
[MOVEMENT_TYPE_WALK_IN_PLACE_FAST_RIGHT] = MovementType_WalkInPlaceFast,
[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_INVISIBLE] = MovementType_Invisible,
[MOVEMENT_TYPE_RAISE_HAND_AND_STOP] = MovementType_RaiseHandAndStop,
[MOVEMENT_TYPE_RAISE_HAND_AND_JUMP] = MovementType_RaiseHandAndJump,
[MOVEMENT_TYPE_RAISE_HAND_AND_SWIM] = MovementType_RaiseHandAndSwim,
[MOVEMENT_TYPE_WANDER_AROUND_SLOWER] = MovementType_WanderAroundSlower,
};
static const bool8 gRangedMovementTypes[MOVEMENT_TYPES_COUNT] = {
[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,
[MOVEMENT_TYPE_WANDER_AROUND_SLOWER] = TRUE,
};
static const u8 gInitialMovementTypeFacingDirections[MOVEMENT_TYPES_COUNT] = {
[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_WALK_IN_PLACE_FAST_DOWN] = DIR_SOUTH,
[MOVEMENT_TYPE_WALK_IN_PLACE_FAST_UP] = DIR_NORTH,
[MOVEMENT_TYPE_WALK_IN_PLACE_FAST_LEFT] = DIR_WEST,
[MOVEMENT_TYPE_WALK_IN_PLACE_FAST_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_INVISIBLE] = DIR_SOUTH,
[MOVEMENT_TYPE_RAISE_HAND_AND_STOP] = DIR_SOUTH,
[MOVEMENT_TYPE_RAISE_HAND_AND_JUMP] = DIR_SOUTH,
[MOVEMENT_TYPE_RAISE_HAND_AND_SWIM] = DIR_SOUTH,
[MOVEMENT_TYPE_WANDER_AROUND_SLOWER] = DIR_SOUTH,
};
#define OBJ_EVENT_PAL_TAG_PLAYER_RED 0x1100
#define OBJ_EVENT_PAL_TAG_PLAYER_RED_REFLECTION 0x1101
#define OBJ_EVENT_PAL_TAG_BRIDGE_REFLECTION 0x1102
#define OBJ_EVENT_PAL_TAG_NPC_BLUE 0x1103
#define OBJ_EVENT_PAL_TAG_NPC_PINK 0x1104
#define OBJ_EVENT_PAL_TAG_NPC_GREEN 0x1105
#define OBJ_EVENT_PAL_TAG_NPC_WHITE 0x1106
#define OBJ_EVENT_PAL_TAG_NPC_BLUE_REFLECTION 0x1107
#define OBJ_EVENT_PAL_TAG_NPC_PINK_REFLECTION 0x1108
#define OBJ_EVENT_PAL_TAG_NPC_GREEN_REFLECTION 0x1109
#define OBJ_EVENT_PAL_TAG_NPC_WHITE_REFLECTION 0x110A
#define OBJ_EVENT_PAL_TAG_RS_QUINTY_PLUMP 0x110B
#define OBJ_EVENT_PAL_TAG_RS_QUINTY_PLUMP_REFLECTION 0x110C
#define OBJ_EVENT_PAL_TAG_RS_TRUCK 0x110D
#define OBJ_EVENT_PAL_TAG_RS_MACHOKE 0x110E
#define OBJ_EVENT_PAL_TAG_RS_POOCHYENA 0x110F
#define OBJ_EVENT_PAL_TAG_PLAYER_GREEN 0x1110
#define OBJ_EVENT_PAL_TAG_PLAYER_GREEN_REFLECTION 0x1111
#define OBJ_EVENT_PAL_TAG_RS_MOVING_BOX 0x1112
#define OBJ_EVENT_PAL_TAG_METEORITE 0x1113
#define OBJ_EVENT_PAL_TAG_SEAGALLOP 0x1114
#define OBJ_EVENT_PAL_TAG_SS_ANNE 0x1115
#define OBJ_EVENT_PAL_TAG_RS_PLAYER_UNDERWATER 0x1116
#define OBJ_EVENT_PAL_TAG_RS_KYOGRE 0x1117
#define OBJ_EVENT_PAL_TAG_RS_KYOGRE_REFLECTION 0x1118
#define OBJ_EVENT_PAL_TAG_RS_GROUDON 0x1119
#define OBJ_EVENT_PAL_TAG_RS_GROUDON_REFLECTION 0x111A
#define OBJ_EVENT_PAL_TAG_RS_SUBMARINE_SHADOW 0x111B
#define OBJ_EVENT_PAL_TAG_NONE 0x11FF
#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"
static const struct SpritePalette sObjectEventSpritePalettes[] = {
{gObjectEventPal_NpcBlue, OBJ_EVENT_PAL_TAG_NPC_BLUE},
{gObjectEventPal_NpcPink, OBJ_EVENT_PAL_TAG_NPC_PINK},
{gObjectEventPal_NpcGreen, OBJ_EVENT_PAL_TAG_NPC_GREEN},
{gObjectEventPal_NpcWhite, OBJ_EVENT_PAL_TAG_NPC_WHITE},
{gObjectEventPal_NpcBlueReflection, OBJ_EVENT_PAL_TAG_NPC_BLUE_REFLECTION},
{gObjectEventPal_NpcPinkReflection, OBJ_EVENT_PAL_TAG_NPC_PINK_REFLECTION},
{gObjectEventPal_NpcGreenReflection, OBJ_EVENT_PAL_TAG_NPC_GREEN_REFLECTION},
{gObjectEventPal_NpcWhiteReflection, OBJ_EVENT_PAL_TAG_NPC_WHITE_REFLECTION},
{gObjectEventPal_Player, OBJ_EVENT_PAL_TAG_PLAYER_RED},
{gObjectEventPal_PlayerReflection, OBJ_EVENT_PAL_TAG_PLAYER_RED_REFLECTION},
{gObjectEventPal_BridgeReflection, OBJ_EVENT_PAL_TAG_BRIDGE_REFLECTION},
{gObjectEventPal_RSQuintyPlump, OBJ_EVENT_PAL_TAG_RS_QUINTY_PLUMP},
{gObjectEventPal_RSQuintyPlumpReflection, OBJ_EVENT_PAL_TAG_RS_QUINTY_PLUMP_REFLECTION},
{gObjectEventPal_Player, OBJ_EVENT_PAL_TAG_PLAYER_GREEN},
{gObjectEventPal_PlayerReflection, OBJ_EVENT_PAL_TAG_PLAYER_GREEN_REFLECTION},
{gObjectEventPal_Meteorite, OBJ_EVENT_PAL_TAG_METEORITE},
{gObjectEventPal_SSAnne, OBJ_EVENT_PAL_TAG_SS_ANNE},
{gObjectEventPal_Seagallop, OBJ_EVENT_PAL_TAG_SEAGALLOP},
{},
};
static const u16 sPlayerReflectionPaletteTags[] = {
OBJ_EVENT_PAL_TAG_PLAYER_RED_REFLECTION,
OBJ_EVENT_PAL_TAG_PLAYER_RED_REFLECTION,
OBJ_EVENT_PAL_TAG_PLAYER_RED_REFLECTION,
OBJ_EVENT_PAL_TAG_PLAYER_RED_REFLECTION,
};
static const u16 sUnusedPlayerReflectionPaletteTags[] = {
OBJ_EVENT_PAL_TAG_PLAYER_GREEN_REFLECTION,
OBJ_EVENT_PAL_TAG_PLAYER_GREEN_REFLECTION,
OBJ_EVENT_PAL_TAG_PLAYER_GREEN_REFLECTION,
OBJ_EVENT_PAL_TAG_PLAYER_GREEN_REFLECTION,
};
static const u16 sPlayerUnderwaterReflectionPaletteTags[] = {
OBJ_EVENT_PAL_TAG_RS_PLAYER_UNDERWATER,
OBJ_EVENT_PAL_TAG_RS_PLAYER_UNDERWATER,
OBJ_EVENT_PAL_TAG_RS_PLAYER_UNDERWATER,
OBJ_EVENT_PAL_TAG_RS_PLAYER_UNDERWATER,
};
static const struct PairedPalettes gPlayerReflectionPaletteSets[] = {
{OBJ_EVENT_PAL_TAG_PLAYER_RED, sPlayerReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_PLAYER_GREEN, sPlayerReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_RS_PLAYER_UNDERWATER, sPlayerUnderwaterReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_NONE, NULL},
};
static const u16 sRSQuintyPlumpReflectionPaletteTags[] = {
OBJ_EVENT_PAL_TAG_RS_QUINTY_PLUMP_REFLECTION,
OBJ_EVENT_PAL_TAG_RS_QUINTY_PLUMP_REFLECTION,
OBJ_EVENT_PAL_TAG_RS_QUINTY_PLUMP_REFLECTION,
OBJ_EVENT_PAL_TAG_RS_QUINTY_PLUMP_REFLECTION,
};
static const u16 sRSTruckReflectionPaletteTags[] = {
OBJ_EVENT_PAL_TAG_RS_TRUCK,
OBJ_EVENT_PAL_TAG_RS_TRUCK,
OBJ_EVENT_PAL_TAG_RS_TRUCK,
OBJ_EVENT_PAL_TAG_RS_TRUCK,
};
static const u16 sRSMachokeReflectionPaletteTags[] = {
OBJ_EVENT_PAL_TAG_RS_MACHOKE,
OBJ_EVENT_PAL_TAG_RS_MACHOKE,
OBJ_EVENT_PAL_TAG_RS_MACHOKE,
OBJ_EVENT_PAL_TAG_RS_MACHOKE,
};
static const u16 sRSMovingBoxReflectionPaletteTags[] = {
OBJ_EVENT_PAL_TAG_RS_MOVING_BOX,
OBJ_EVENT_PAL_TAG_RS_MOVING_BOX,
OBJ_EVENT_PAL_TAG_RS_MOVING_BOX,
OBJ_EVENT_PAL_TAG_RS_MOVING_BOX,
};
static const u16 sMeteoriteReflectionPaletteTags[] = {
OBJ_EVENT_PAL_TAG_METEORITE,
OBJ_EVENT_PAL_TAG_METEORITE,
OBJ_EVENT_PAL_TAG_METEORITE,
OBJ_EVENT_PAL_TAG_METEORITE,
};
static const u16 sSeagallopReflectionPaletteTags[] = {
OBJ_EVENT_PAL_TAG_SEAGALLOP,
OBJ_EVENT_PAL_TAG_SEAGALLOP,
OBJ_EVENT_PAL_TAG_SEAGALLOP,
OBJ_EVENT_PAL_TAG_SEAGALLOP,
};
static const u16 sRSSubmarineShadowReflectionPaletteTags[] = {
OBJ_EVENT_PAL_TAG_RS_SUBMARINE_SHADOW,
OBJ_EVENT_PAL_TAG_RS_SUBMARINE_SHADOW,
OBJ_EVENT_PAL_TAG_RS_SUBMARINE_SHADOW,
OBJ_EVENT_PAL_TAG_RS_SUBMARINE_SHADOW,
};
static const u16 sRSKyogreReflectionPaletteTags[] = {
OBJ_EVENT_PAL_TAG_RS_KYOGRE_REFLECTION,
OBJ_EVENT_PAL_TAG_RS_KYOGRE_REFLECTION,
OBJ_EVENT_PAL_TAG_RS_KYOGRE_REFLECTION,
OBJ_EVENT_PAL_TAG_RS_KYOGRE_REFLECTION,
};
static const u16 sRSGroudonReflectionPaletteTags[] = {
OBJ_EVENT_PAL_TAG_RS_GROUDON_REFLECTION,
OBJ_EVENT_PAL_TAG_RS_GROUDON_REFLECTION,
OBJ_EVENT_PAL_TAG_RS_GROUDON_REFLECTION,
OBJ_EVENT_PAL_TAG_RS_GROUDON_REFLECTION,
};
static const u16 sGreenNPCReflectionPaletteTags[] = {
OBJ_EVENT_PAL_TAG_NPC_GREEN_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_GREEN_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_GREEN_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_GREEN_REFLECTION,
};
static const struct PairedPalettes gSpecialObjectReflectionPaletteSets[] = {
{OBJ_EVENT_PAL_TAG_PLAYER_RED, sPlayerReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_PLAYER_GREEN, sPlayerReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_RS_QUINTY_PLUMP, sRSQuintyPlumpReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_RS_TRUCK, sRSTruckReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_RS_MACHOKE, sRSMachokeReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_RS_MOVING_BOX, sRSMovingBoxReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_METEORITE, sMeteoriteReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_SEAGALLOP, sSeagallopReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_RS_KYOGRE, sRSKyogreReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_RS_GROUDON, sRSGroudonReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_NPC_GREEN, sGreenNPCReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_RS_SUBMARINE_SHADOW, sRSSubmarineShadowReflectionPaletteTags},
{OBJ_EVENT_PAL_TAG_NONE, NULL},
};
static const u16 sObjectPaletteTags0[] = {
OBJ_EVENT_PAL_TAG_PLAYER_RED,
OBJ_EVENT_PAL_TAG_PLAYER_RED_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_BLUE,
OBJ_EVENT_PAL_TAG_NPC_PINK,
OBJ_EVENT_PAL_TAG_NPC_GREEN,
OBJ_EVENT_PAL_TAG_NPC_WHITE,
OBJ_EVENT_PAL_TAG_NPC_BLUE_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_PINK_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_GREEN_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_WHITE_REFLECTION,
};
static const u16 sObjectPaletteTags1[] = {
OBJ_EVENT_PAL_TAG_PLAYER_RED,
OBJ_EVENT_PAL_TAG_PLAYER_GREEN,
OBJ_EVENT_PAL_TAG_NPC_BLUE,
OBJ_EVENT_PAL_TAG_NPC_PINK,
OBJ_EVENT_PAL_TAG_NPC_GREEN,
OBJ_EVENT_PAL_TAG_NPC_WHITE,
OBJ_EVENT_PAL_TAG_NPC_BLUE_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_PINK_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_GREEN_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_WHITE_REFLECTION,
};
static const u16 sObjectPaletteTags2[] = {
OBJ_EVENT_PAL_TAG_PLAYER_RED,
OBJ_EVENT_PAL_TAG_PLAYER_RED_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_BLUE,
OBJ_EVENT_PAL_TAG_NPC_PINK,
OBJ_EVENT_PAL_TAG_NPC_GREEN,
OBJ_EVENT_PAL_TAG_NPC_WHITE,
OBJ_EVENT_PAL_TAG_NPC_BLUE_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_PINK_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_GREEN_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_WHITE_REFLECTION,
};
static const u16 sObjectPaletteTags3[] = {
OBJ_EVENT_PAL_TAG_PLAYER_RED,
OBJ_EVENT_PAL_TAG_PLAYER_RED_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_BLUE,
OBJ_EVENT_PAL_TAG_NPC_PINK,
OBJ_EVENT_PAL_TAG_NPC_GREEN,
OBJ_EVENT_PAL_TAG_NPC_WHITE,
OBJ_EVENT_PAL_TAG_NPC_BLUE_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_PINK_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_GREEN_REFLECTION,
OBJ_EVENT_PAL_TAG_NPC_WHITE_REFLECTION,
};
static const u16 *const gObjectPaletteTagSets[] = {
sObjectPaletteTags0,
sObjectPaletteTags1,
sObjectPaletteTags2,
sObjectPaletteTags3,
};
//#include "data/object_events/berry_tree_graphics_tables.h"
#include "data/field_effects/field_effect_objects.h"
static const s16 gMovementDelaysMedium[] = {32, 64, 96, 128};
static const s16 gMovementDelaysLong[] = {32, 64, 128, 192};
static const s16 gMovementDelaysShort[] = {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_SOUTH,
[DIR_SOUTHEAST] = ANIM_STD_FACE_SOUTH,
[DIR_NORTHWEST] = ANIM_STD_FACE_NORTH,
[DIR_NORTHEAST] = ANIM_STD_FACE_NORTH,
};
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_SOUTH,
[DIR_SOUTHEAST] = ANIM_STD_GO_SOUTH,
[DIR_NORTHWEST] = ANIM_STD_GO_NORTH,
[DIR_NORTHEAST] = ANIM_STD_GO_NORTH,
};
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_SOUTH,
[DIR_SOUTHEAST] = ANIM_STD_GO_FAST_SOUTH,
[DIR_NORTHWEST] = ANIM_STD_GO_FAST_NORTH,
[DIR_NORTHEAST] = ANIM_STD_GO_FAST_NORTH,
};
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_SOUTH,
[DIR_SOUTHEAST] = ANIM_STD_GO_FASTER_SOUTH,
[DIR_NORTHWEST] = ANIM_STD_GO_FASTER_NORTH,
[DIR_NORTHEAST] = ANIM_STD_GO_FASTER_NORTH,
};
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_SOUTH,
[DIR_SOUTHEAST] = ANIM_STD_GO_FASTEST_SOUTH,
[DIR_NORTHWEST] = ANIM_STD_GO_FASTEST_NORTH,
[DIR_NORTHEAST] = ANIM_STD_GO_FASTEST_NORTH,
};
static const u8 sJumpSpecialDirectionAnimNums[] = {
[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 sAcroBunnyHopBackWheelDirectionAnimNums[] = {
[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_SOUTH,
[DIR_SOUTHEAST] = ANIM_BUNNY_HOP_BACK_WHEEL_SOUTH,
[DIR_NORTHWEST] = ANIM_BUNNY_HOP_BACK_WHEEL_NORTH,
[DIR_NORTHEAST] = ANIM_BUNNY_HOP_BACK_WHEEL_NORTH,
};
static const u8 sAcroBunnyHopFrontWheelDirectionAnimNums[] = {
[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 sAcroStandingWheelieBackWheelDirectionAnimNums[] = {
[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_SOUTH,
[DIR_SOUTHEAST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_SOUTH,
[DIR_NORTHWEST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_NORTH,
[DIR_NORTHEAST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_NORTH,
};
static const u8 sSpinDirectionAnimNums[] = {
[DIR_NONE] = ANIM_SPIN_SOUTH,
[DIR_SOUTH] = ANIM_SPIN_SOUTH,
[DIR_NORTH] = ANIM_SPIN_NORTH,
[DIR_WEST] = ANIM_SPIN_WEST,
[DIR_EAST] = ANIM_SPIN_EAST,
[DIR_SOUTHWEST] = ANIM_SPIN_SOUTH,
[DIR_SOUTHEAST] = ANIM_SPIN_NORTH,
[DIR_NORTHWEST] = ANIM_SPIN_WEST,
[DIR_NORTHEAST] = ANIM_SPIN_EAST,
};
static const u8 sAcroStandingWheelieFrontWheelDirectionAnimNums[] = {
[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 sAcroMovingWheelieDirectionAnimNums[] = {
[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_SOUTH,
[DIR_SOUTHEAST] = ANIM_MOVING_WHEELIE_SOUTH,
[DIR_NORTHWEST] = ANIM_MOVING_WHEELIE_NORTH,
[DIR_NORTHEAST] = ANIM_MOVING_WHEELIE_NORTH,
};
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_SOUTH,
[DIR_SOUTHEAST] = ANIM_RUN_SOUTH,
[DIR_NORTHWEST] = ANIM_RUN_NORTH,
[DIR_NORTHEAST] = ANIM_RUN_NORTH,
};
static const u8 sTrainerFacingDirectionMovementTypes[] = {
[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[] = {
[DIR_NONE] = { 0, 0},
[DIR_SOUTH] = { 0, 1},
[DIR_NORTH] = { 0, -1},
[DIR_WEST] = {-1, 0},
[DIR_EAST] = { 1, 0},
[DIR_SOUTHWEST] = {-1, 1},
[DIR_SOUTHEAST] = { 1, 1},
[DIR_NORTHWEST] = {-1, -1},
[DIR_NORTHEAST] = { 1, -1},
};
static const u8 sFaceDirectionMovementActions[] = {
[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,
};
static const u8 sFaceDirectionFastMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_FACE_DOWN_FAST,
[DIR_SOUTH] = MOVEMENT_ACTION_FACE_DOWN_FAST,
[DIR_NORTH] = MOVEMENT_ACTION_FACE_UP_FAST,
[DIR_WEST] = MOVEMENT_ACTION_FACE_LEFT_FAST,
[DIR_EAST] = MOVEMENT_ACTION_FACE_RIGHT_FAST,
};
static const u8 sWalkSlowestMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_WALK_SLOWEST_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_WALK_SLOWEST_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_WALK_SLOWEST_UP,
[DIR_WEST] = MOVEMENT_ACTION_WALK_SLOWEST_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_WALK_SLOWEST_RIGHT,
};
static const u8 sWalkSlowerMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_WALK_SLOWER_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_WALK_SLOWER_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_WALK_SLOWER_UP,
[DIR_WEST] = MOVEMENT_ACTION_WALK_SLOWER_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_WALK_SLOWER_RIGHT,
};
static const u8 sWalkSlowMovementActions[] = {
[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,
};
static const u8 sWalkNormalMovementActions[] = {
[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,
};
static const u8 sWalkFastMovementActions[] = {
[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,
};
static const u8 sGlideMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_GLIDE_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_GLIDE_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_GLIDE_UP,
[DIR_WEST] = MOVEMENT_ACTION_GLIDE_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_GLIDE_RIGHT,
};
static const u8 sRideWaterCurrentMovementActions[] = {
[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,
};
static const u8 sWalkFasterMovementActions[] = {
[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,
};
static const u8 sSlideMovementActions[] = {
[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,
};
static const u8 sPlayerRunMovementActions[] = {
[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,
};
static const u8 sPlayerRunSlowMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_PLAYER_RUN_DOWN_SLOW,
[DIR_SOUTH] = MOVEMENT_ACTION_PLAYER_RUN_DOWN_SLOW,
[DIR_NORTH] = MOVEMENT_ACTION_PLAYER_RUN_UP_SLOW,
[DIR_WEST] = MOVEMENT_ACTION_PLAYER_RUN_LEFT_SLOW,
[DIR_EAST] = MOVEMENT_ACTION_PLAYER_RUN_RIGHT_SLOW,
};
static const u8 sSpinMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_SPIN_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_SPIN_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_SPIN_UP,
[DIR_WEST] = MOVEMENT_ACTION_SPIN_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_SPIN_RIGHT,
};
static const u8 sJump2MovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_JUMP_2_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_JUMP_2_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_JUMP_2_UP,
[DIR_WEST] = MOVEMENT_ACTION_JUMP_2_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_JUMP_2_RIGHT,
};
static const u8 sJumpInPlaceMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_JUMP_IN_PLACE_UP,
[DIR_WEST] = MOVEMENT_ACTION_JUMP_IN_PLACE_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_JUMP_IN_PLACE_RIGHT,
};
static const u8 sJumpInPlaceTurnAroundMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_JUMP_IN_PLACE_UP_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_JUMP_IN_PLACE_UP_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN_UP,
[DIR_WEST] = MOVEMENT_ACTION_JUMP_IN_PLACE_RIGHT_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_JUMP_IN_PLACE_LEFT_RIGHT,
};
static const u8 sJumpMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_JUMP_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_JUMP_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_JUMP_UP,
[DIR_WEST] = MOVEMENT_ACTION_JUMP_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_JUMP_RIGHT,
};
static const u8 sJumpSpecialMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_JUMP_SPECIAL_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_JUMP_SPECIAL_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_JUMP_SPECIAL_UP,
[DIR_WEST] = MOVEMENT_ACTION_JUMP_SPECIAL_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_JUMP_SPECIAL_RIGHT,
};
static const u8 sJumpSpecialWithEffectMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_JUMP_SPECIAL_WITH_EFFECT_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_JUMP_SPECIAL_WITH_EFFECT_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_JUMP_SPECIAL_WITH_EFFECT_UP,
[DIR_WEST] = MOVEMENT_ACTION_JUMP_SPECIAL_WITH_EFFECT_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_JUMP_SPECIAL_WITH_EFFECT_RIGHT,
};
static const u8 sWalkInPlaceSlowMovementActions[] = {
[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,
};
static const u8 sWalkInPlaceNormalMovementActions[] = {
[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,
};
static const u8 sWalkInPlaceFastMovementActions[] = {
[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,
};
static const u8 sWalkInPlaceFasterMovementActions[] = {
[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,
};
static const u8 sAcroWheelieFaceDirectionMovementActions[] = {
[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,
};
static const u8 sAcroPopWheelieFaceDirectionMovementActions[] = {
[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,
};
static const u8 sAcroEndWheelieFaceDirectionMovementActions[] = {
[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,
};
static const u8 sAcroWheelieHopFaceDirectionMovementActions[] = {
[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,
};
static const u8 sAcroWheelieHopMovementActions[] = {
[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,
};
static const u8 sAcroWheelieJumpMovementActions[] = {
[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,
};
static const u8 sAcroWheelieInPlaceMovementActions[] = {
[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,
};
static const u8 sAcroPopWheelieMoveMovementActions[] = {
[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,
};
static const u8 sAcroWheelieMoveMovementActions[] = {
[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,
};
static const u8 gOppositeDirections[] = {
DIR_NORTH,
DIR_SOUTH,
DIR_EAST,
DIR_WEST,
DIR_NORTHEAST,
DIR_NORTHWEST,
DIR_SOUTHEAST,
DIR_SOUTHWEST,
};
static const u8 sPlayerDirectionsForCopy[][4] = {
{2, 1, 4, 3},
{1, 2, 3, 4},
{3, 4, 2, 1},
{4, 3, 1, 2}
};
static const u8 sPlayerDirectionToCopyDirection[][4] = {
{2, 1, 4, 3},
{1, 2, 3, 4},
{4, 3, 1, 2},
{3, 4, 2, 1}
};
#include "data/object_events/movement_action_func_tables.h"
static void ClearObjectEvent(struct ObjectEvent *objectEvent)
{
*objectEvent = (struct ObjectEvent){};
objectEvent->localId = 0xFF;
objectEvent->mapNum = MAP_NUM(UNDEFINED);
objectEvent->mapGroup = MAP_GROUP(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_PLAYER)
{
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;
}
static 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;
const struct MapHeader *mapHeader;
u8 objectEventId;
s16 x;
s16 y;
bool8 isClone = FALSE;
u8 localId = 0;
s16 x2 = 0;
s16 y2 = 0;
s16 x3 = 0;
s16 y3 = 0;
if (template->kind == OBJ_KIND_CLONE)
{
isClone = TRUE;
localId = template->objUnion.clone.targetLocalId;
mapNum = template->objUnion.clone.targetMapNum;
mapGroup = template->objUnion.clone.targetMapGroup;
x2 = template->x;
y2 = template->y;
x3 = template->x;
y3 = template->y;
mapHeader = Overworld_GetMapHeaderByGroupAndId(mapGroup, mapNum);
template = &(mapHeader->events->objectEvents[localId - 1]);
}
if (GetAvailableObjectEventId(template->localId, mapNum, mapGroup, &objectEventId))
return OBJECT_EVENTS_COUNT;
if (!ShouldInitObjectEventStateFromTemplate(template, isClone, x3, y3))
return OBJECT_EVENTS_COUNT;
objectEvent = &gObjectEvents[objectEventId];
ClearObjectEvent(objectEvent);
if (isClone)
{
x = x2 + MAP_OFFSET;
y = y2 + MAP_OFFSET;
}
else
{
x = template->x + MAP_OFFSET;
y = template->y + MAP_OFFSET;
}
objectEvent->active = TRUE;
objectEvent->triggerGroundEffectsOnMove = TRUE;
objectEvent->graphicsId = template->graphicsId;
objectEvent->movementType = template->objUnion.normal.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->objUnion.normal.elevation;
objectEvent->previousElevation = template->objUnion.normal.elevation;
objectEvent->rangeX = template->objUnion.normal.movementRangeX;
objectEvent->rangeY = template->objUnion.normal.movementRangeY;
objectEvent->trainerType = template->objUnion.normal.trainerType;
objectEvent->trainerRange_berryTreeId = template->objUnion.normal.trainerRange_berryTreeId;
objectEvent->mapNum = mapNum; // oops (yes this is required for matching)
objectEvent->previousMovementDirection = gInitialMovementTypeFacingDirections[template->objUnion.normal.movementType];
SetObjectEventDirection(objectEvent, objectEvent->previousMovementDirection);
SetObjectEventDynamicGraphicsId(objectEvent);
if (gRangedMovementTypes[objectEvent->movementType])
{
if (objectEvent->rangeX == 0)
objectEvent->rangeX++;
if (objectEvent->rangeY == 0)
objectEvent->rangeY++;
}
return objectEventId;
}
static bool8 ShouldInitObjectEventStateFromTemplate(const struct ObjectEventTemplate *template, bool8 isClone, s16 x, s16 y)
{
if (isClone && !TemplateIsObstacleAndWithinView(template, x, y))
return FALSE;
if (!TemplateIsObstacleAndVisibleFromConnectingMap(template, x, y))
return FALSE;
return TRUE;
}
static bool8 TemplateIsObstacleAndWithinView(const struct ObjectEventTemplate *template, s16 x, s16 y)
{
if (template->graphicsId == OBJ_EVENT_GFX_CUT_TREE || template->graphicsId == OBJ_EVENT_GFX_ROCK_SMASH_ROCK)
{
if (gSaveBlock1Ptr->pos.x < x)
{
if (gSaveBlock1Ptr->pos.x + (MAP_OFFSET + 1) < x)
return TRUE;
if (gSaveBlock1Ptr->pos.y - (MAP_OFFSET - 1) <= y && gSaveBlock1Ptr->pos.y + (MAP_OFFSET - 1) >= y)
return FALSE;
}
else
{
if (gSaveBlock1Ptr->pos.x - (MAP_OFFSET + 1) > x)
return TRUE;
if (gSaveBlock1Ptr->pos.y - (MAP_OFFSET - 1) <= y && gSaveBlock1Ptr->pos.y + (MAP_OFFSET - 1) >= y)
return FALSE;
}
}
return TRUE;
}
static bool8 TemplateIsObstacleAndVisibleFromConnectingMap(const struct ObjectEventTemplate *template, s16 unused1, s16 unused2)
{
if (IsMapTypeOutdoors(GetCurrentMapType()))
{
s32 width = VMap.Xsize - MAP_OFFSET_W - 1;
s32 height = VMap.Ysize - MAP_OFFSET_H - 1;
if (template->graphicsId == OBJ_EVENT_GFX_CUT_TREE || template->graphicsId == OBJ_EVENT_GFX_ROCK_SMASH_ROCK)
{
if (gSaveBlock1Ptr->pos.x == 0 && template->x <= (MAP_OFFSET + 1))
{
SetHideObstacleFlag(template);
return FALSE;
}
if (gSaveBlock1Ptr->pos.x == width && template->x >= width - (MAP_OFFSET + 1))
{
SetHideObstacleFlag(template);
return FALSE;
}
if (gSaveBlock1Ptr->pos.y == 0 && template->y <= (MAP_OFFSET - 1))
{
SetHideObstacleFlag(template);
return FALSE;
}
if (gSaveBlock1Ptr->pos.y == height && template->y >= height - (MAP_OFFSET - 1))
{
SetHideObstacleFlag(template);
return FALSE;
}
}
}
return TRUE;
}
static void SetHideObstacleFlag(const struct ObjectEventTemplate *template)
{
if (template->flagId >= FLAG_TEMP_11 && template->flagId <= FLAG_TEMP_1F)
FlagSet(template->flagId);
}
u8 Unref_TryInitLocalObjectEvent(u8 localId)
{
u8 i;
u8 objectEventCount;
struct ObjectEventTemplate *template;
if (gMapHeader.events == NULL)
return OBJECT_EVENTS_COUNT;
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; i++)
{
if (!gObjectEvents[i].active)
break;
if (gObjectEvents[i].localId == localId && gObjectEvents[i].mapNum == mapNum && gObjectEvents[i].mapGroup == mapGroup)
return TRUE;
}
if (i >= OBJECT_EVENTS_COUNT)
return TRUE;
*objectEventId = i;
do
{
if (gObjectEvents[i].active && gObjectEvents[i].localId == localId && gObjectEvents[i].mapNum == mapNum && gObjectEvents[i].mapGroup == mapGroup)
return TRUE;
i++;
} while (i < OBJECT_EVENTS_COUNT);
return FALSE;
}
static void RemoveObjectEvent(struct ObjectEvent *objectEvent)
{
objectEvent->active = FALSE;
RemoveObjectEventInternal(objectEvent);
}
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 = &image;
DestroySprite(&gSprites[objectEvent->spriteId]);
}
void Unref_RemoveAllObjectEventsExceptPlayer(void)
{
u8 i;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (i != gPlayerAvatar.objectEventId)
RemoveObjectEvent(&gObjectEvents[i]);
}
}
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 (graphicsInfo->paletteSlot == PALSLOT_PLAYER)
LoadPlayerObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot);
else if (graphicsInfo->paletteSlot == PALSLOT_NPC_SPECIAL)
LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot);
if (objectEvent->movementType == MOVEMENT_TYPE_INVISIBLE)
objectEvent->invisible = TRUE;
*(u16 *)&spriteTemplate->paletteTag = TAG_NONE;
spriteId = CreateSprite(spriteTemplate, 0, 0, 0);
if (spriteId == MAX_SPRITES)
{
gObjectEvents[objectEventId].active = FALSE;
return OBJECT_EVENTS_COUNT;
}
sprite = &gSprites[spriteId];
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->oam.paletteNum = graphicsInfo->paletteSlot;
sprite->coordOffsetEnabled = TRUE;
sprite->data[0] = 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;
}
static u8 TrySpawnObjectEventTemplate(const struct ObjectEventTemplate *objectEventTemplate, u8 mapNum, u8 mapGroup, s16 cameraX, s16 cameraY)
{
u8 objectEventId;
struct SpriteTemplate spriteTemplate;
struct SpriteFrameImage spriteFrameImage;
const struct ObjectEventGraphicsInfo *graphicsInfo;
const struct SubspriteTable *subspriteTables = NULL;
graphicsInfo = GetObjectEventGraphicsInfo(objectEventTemplate->graphicsId);
MakeObjectTemplateFromObjectEventTemplate(objectEventTemplate, &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);
}
int SpawnSpecialObjectEventParameterized(u8 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.objUnion.normal.elevation = elevation;
objectEventTemplate.objUnion.normal.movementType = movementBehavior;
objectEventTemplate.objUnion.normal.movementRangeX = 0;
objectEventTemplate.objUnion.normal.movementRangeY = 0;
objectEventTemplate.objUnion.normal.trainerType = TRAINER_TYPE_NONE;
objectEventTemplate.objUnion.normal.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);
}
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;
do
{
if (ScriptContext_IsEnabled() != TRUE && QL_GetPlaybackState() == QL_PLAYBACK_STATE_RUNNING)
spriteTemplate->callback = QL_UpdateObject;
else
spriteTemplate->callback = callback;
} while (0);
*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 MakeObjectTemplateFromObjectEventTemplate(const struct ObjectEventTemplate *objectEventTemplate, struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables)
{
CopyObjectGraphicsInfoToSpriteTemplate_WithMovementType(objectEventTemplate->graphicsId, objectEventTemplate->objUnion.normal.movementType, spriteTemplate, subspriteTables);
}
// Used to create a sprite using a graphicsId associated with object events.
u8 CreateObjectGraphicsSprite(u16 graphicsId, SpriteCallback callback, s16 x, s16 y, u8 subpriority)
{
struct SpriteTemplate spriteTemplate;
const struct SubspriteTable *subspriteTables;
u8 spriteId;
CopyObjectGraphicsInfoToSpriteTemplate(graphicsId, callback, &spriteTemplate, &subspriteTables);
if (spriteTemplate.paletteTag != TAG_NONE)
LoadObjectEventPalette(spriteTemplate.paletteTag);
spriteId = CreateSprite(&spriteTemplate, x, y, subpriority);
if (spriteId != MAX_SPRITES && subspriteTables != NULL)
{
SetSubspriteTables(&gSprites[spriteId], subspriteTables);
gSprites[spriteId].subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
}
return spriteId;
}
#define sVirtualObjId data[0]
#define sVirtualObjElev data[1]
u8 CreateVirtualObject(u8 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);
*(u16 *)&spriteTemplate.paletteTag = TAG_NONE;
x += MAP_OFFSET;
y += MAP_OFFSET;
SetSpritePosToOffsetMapCoords(&x, &y, 8, 16);
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->oam.paletteNum = graphicsInfo->paletteSlot;
sprite->coordOffsetEnabled = TRUE;
sprite->sVirtualObjId = virtualObjId;
sprite->sVirtualObjElev = elevation;
if (graphicsInfo->paletteSlot == PALSLOT_NPC_SPECIAL)
LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot);
if (subspriteTables != NULL)
{
SetSubspriteTables(sprite, subspriteTables);
sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
}
InitObjectPriorityByElevation(sprite, elevation);
SetObjectSubpriorityByElevation(elevation, sprite, 1);
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(direction));
}
return spriteId;
}
u8 CreateFameCheckerObject(u8 graphicsId, u8 localId, s16 x, s16 y)
{
u8 spriteId;
struct Sprite *sprite;
struct SpriteTemplate spriteTemplate;
const struct SubspriteTable *subspriteTables;
const struct ObjectEventGraphicsInfo *graphicsInfo;
graphicsInfo = GetObjectEventGraphicsInfo(graphicsId);
CopyObjectGraphicsInfoToSpriteTemplate(graphicsId, SpriteCallbackDummy, &spriteTemplate, &subspriteTables);
*(u16 *)&spriteTemplate.paletteTag = TAG_NONE;
spriteId = CreateSpriteAtEnd(&spriteTemplate, x, y, 0);
if (spriteId != MAX_SPRITES)
{
sprite = &gSprites[spriteId];
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->y += sprite->centerToCornerVecY;
sprite->oam.paletteNum = graphicsInfo->paletteSlot;
sprite->data[0] = localId;
if (graphicsInfo->paletteSlot == PALSLOT_NPC_SPECIAL)
LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot);
if (subspriteTables != NULL)
{
SetSubspriteTables(sprite, subspriteTables);
sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
}
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(DIR_SOUTH));
}
return spriteId;
}
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;
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))
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 < NELEMS(gLinkPlayerObjectEvents); j++)
{
if (gLinkPlayerObjectEvents[j].active && i == gLinkPlayerObjectEvents[j].objEventId)
isActiveLinkPlayer = TRUE;
}
if (!isActiveLinkPlayer)
{
struct ObjectEvent *objectEvent = &gObjectEvents[i];
if (objectEvent->active && !objectEvent->isPlayer)
RemoveObjectEventIfOutsideView(objectEvent);
}
}
}
static void RemoveObjectEventIfOutsideView(struct ObjectEvent *objectEvent)
{
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 (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)
{
u8 i;
ClearPlayerAvatarInfo();
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (gObjectEvents[i].active)
SpawnObjectEventOnReturnToField(i, x, y);
}
CreateReflectionEffectSprites();
}
static void SpawnObjectEventOnReturnToField(u8 objectEventId, s16 x, s16 y)
{
u8 spriteId;
struct Sprite *sprite;
struct ObjectEvent *objectEvent;
struct SpriteTemplate spriteTemplate;
struct SpriteFrameImage spriteFrameImage;
const struct SubspriteTable *subspriteTables;
const struct ObjectEventGraphicsInfo *graphicsInfo;
#define i spriteId
for (i = 0; i < NELEMS(gLinkPlayerObjectEvents); i++)
{
if (gLinkPlayerObjectEvents[i].active && objectEventId == gLinkPlayerObjectEvents[i].objEventId)
return;
}
#undef i
objectEvent = &gObjectEvents[objectEventId];
objectEvent++;objectEvent--; // fakematch
subspriteTables = NULL;
graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId);
spriteFrameImage.size = graphicsInfo->size;
CopyObjectGraphicsInfoToSpriteTemplate_WithMovementType(objectEvent->graphicsId, objectEvent->movementType, &spriteTemplate, &subspriteTables);
spriteTemplate.images = &spriteFrameImage;
*(u16 *)&spriteTemplate.paletteTag = TAG_NONE;
if (graphicsInfo->paletteSlot == PALSLOT_PLAYER)
LoadPlayerObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot);
if (graphicsInfo->paletteSlot >= PALSLOT_NPC_SPECIAL)
LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot);
*(u16 *)&spriteTemplate.paletteTag = TAG_NONE;
spriteId = CreateSprite(&spriteTemplate, 0, 0, 0);
if (spriteId != MAX_SPRITES)
{
sprite = &gSprites[spriteId];
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, spriteId);
objectEvent->warpArrowSpriteId = CreateWarpArrowSprite();
}
if (subspriteTables != NULL)
SetSubspriteTables(sprite, subspriteTables);
sprite->oam.paletteNum = graphicsInfo->paletteSlot;
sprite->coordOffsetEnabled = TRUE;
sprite->data[0] = objectEventId;
objectEvent->spriteId = spriteId;
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->hasShadow = 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);
}
void ObjectEventSetGraphicsId(struct ObjectEvent *objectEvent, u8 graphicsId)
{
const struct ObjectEventGraphicsInfo *graphicsInfo;
struct Sprite *sprite;
u8 var;
u8 var3;
graphicsInfo = GetObjectEventGraphicsInfo(graphicsId);
sprite = &gSprites[objectEvent->spriteId];
if (graphicsInfo->paletteSlot == PALSLOT_PLAYER)
PatchObjectPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot);
if (graphicsInfo->paletteSlot == PALSLOT_NPC_SPECIAL)
LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot);
var = sprite->images->size / TILE_SIZE_4BPP;
if (!sprite->usingSheet)
{
FreeSpriteTilesIfNotUsingSheet(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;
sprite->oam.paletteNum = graphicsInfo->paletteSlot;
if (!sprite->usingSheet)
{
s32 var2;
var3 = sprite->images->size / TILE_SIZE_4BPP;
var2 = AllocSpriteTiles(var3);
if (var2 == -1)
{
var2 = AllocSpriteTiles(var);
}
sprite->oam.tileNum = var2;
}
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)
{
CameraObjectReset1();
}
}
void ObjectEventSetGraphicsIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, u8 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);
}
const struct ObjectEventGraphicsInfo *GetObjectEventGraphicsInfo(u8 graphicsId)
{
if (graphicsId >= OBJ_EVENT_GFX_VARS)
graphicsId = VarGetObjectEventGraphicsId(graphicsId - OBJ_EVENT_GFX_VARS);
if (graphicsId >= NUM_OBJ_EVENT_GFX)
graphicsId = OBJ_EVENT_GFX_LITTLE_BOY;
return gObjectEventGraphicsInfoPointers[graphicsId];
}
static void SetObjectEventDynamicGraphicsId(struct ObjectEvent *objectEvent)
{
if (objectEvent->graphicsId >= OBJ_EVENT_GFX_VARS)
{
objectEvent->graphicsId = VarGetObjectEventGraphicsId(objectEvent->graphicsId - OBJ_EVENT_GFX_VARS);
}
}
void SetObjectInvisibility(u8 localId, u8 mapNum, u8 mapGroup, u8 state)
{
u8 objectEventId;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
{
gObjectEvents[objectEventId].invisible = state;
}
}
void ObjectEventGetLocalIdAndMap(struct ObjectEvent *objectEvent, void *localId, void *mapNum, void *mapGroup)
{
*(u8 *)(localId) = objectEvent->localId;
*(u8 *)(mapNum) = objectEvent->mapNum;
*(u8 *)(mapGroup) = objectEvent->mapGroup;
}
void EnableObjectGroundEffectsByXY(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 SetObjectPositionByLocalIdAndMap(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;
}
static void LoadObjectEventPalette(u16 paletteTag)
{
u16 i = FindObjectEventPaletteIndexByTag(paletteTag);
#ifdef BUGFIX
if (sObjectEventSpritePalettes[i].tag != OBJ_EVENT_PAL_TAG_NONE)
#else
if (i != OBJ_EVENT_PAL_TAG_NONE) // always true
#endif
{
TryLoadObjectPalette(&sObjectEventSpritePalettes[i]);
}
}
// Unused
void LoadObjectEventPaletteSet(u16 *paletteTags)
{
u8 i;
for (i = 0; paletteTags[i] != OBJ_EVENT_PAL_TAG_NONE; i++)
{
LoadObjectEventPalette(paletteTags[i]);
}
}
static u8 TryLoadObjectPalette(const struct SpritePalette *spritePalette)
{
if (IndexOfSpritePaletteTag(spritePalette->tag) != 0xFF)
{
// Already loaded
return 0xFF;
}
return LoadSpritePalette(spritePalette);
}
void PatchObjectPalette(u16 paletteTag, u8 paletteSlot)
{
u8 paletteIndex = FindObjectEventPaletteIndexByTag(paletteTag);
LoadPalette(sObjectEventSpritePalettes[paletteIndex].data, OBJ_PLTT_ID(paletteSlot), PLTT_SIZE_4BPP);
ApplyGlobalFieldPaletteTint(paletteSlot);
}
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; gPlayerReflectionPaletteSets[i].tag != OBJ_EVENT_PAL_TAG_NONE; i++)
{
if (gPlayerReflectionPaletteSets[i].tag == tag)
{
PatchObjectPalette(gPlayerReflectionPaletteSets[i].data[sCurrentReflectionType], gReflectionEffectPaletteMap[slot]);
return;
}
}
}
void LoadSpecialObjectReflectionPalette(u16 tag, u8 slot)
{
u8 i;
sCurrentSpecialObjectPaletteTag = tag;
PatchObjectPalette(tag, slot);
for (i = 0; gSpecialObjectReflectionPaletteSets[i].tag != OBJ_EVENT_PAL_TAG_NONE; i++)
{
if (gSpecialObjectReflectionPaletteSets[i].tag == tag)
{
PatchObjectPalette(gSpecialObjectReflectionPaletteSets[i].data[sCurrentReflectionType], gReflectionEffectPaletteMap[slot]);
return;
}
}
}
// Unused
static u8 GetReflectionEffectPaletteSlot(u8 slot)
{
return gReflectionEffectPaletteMap[slot];
}
// Unused
void 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)
CameraObjectReset1();
}
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();
}
u8 AddCameraObject(u8 linkedSpriteId)
{
u8 spriteId = CreateSprite(&gCameraSpriteTemplate, 0, 0, 4);
gSprites[spriteId].invisible = TRUE;
gSprites[spriteId].data[0] = linkedSpriteId;
return spriteId;
}
static void ObjectCB_CameraObject(struct Sprite *sprite)
{
void (*callbacks[NELEMS(gCameraObjectFuncs)])(struct Sprite *);
memcpy(callbacks, gCameraObjectFuncs, sizeof gCameraObjectFuncs);
callbacks[sprite->data[1]](sprite);
}
static void CameraObject_0(struct Sprite *sprite)
{
sprite->x = gSprites[sprite->data[0]].x;
sprite->y = gSprites[sprite->data[0]].y;
sprite->invisible = TRUE;
sprite->data[1] = 1;
CameraObject_1(sprite);
}
static void CameraObject_1(struct Sprite *sprite)
{
s16 x = gSprites[sprite->data[0]].x;
s16 y = gSprites[sprite->data[0]].y;
sprite->data[2] = x - sprite->x;
sprite->data[3] = y - sprite->y;
sprite->x = x;
sprite->y = y;
}
static void CameraObject_2(struct Sprite *sprite)
{
sprite->x = gSprites[sprite->data[0]].x;
sprite->y = gSprites[sprite->data[0]].y;
sprite->data[2] = 0;
sprite->data[3] = 0;
}
static struct Sprite *FindCameraObject(void)
{
u8 i;
for (i = 0; i < MAX_SPRITES; i++)
{
if (gSprites[i].inUse && gSprites[i].callback == ObjectCB_CameraObject)
{
return &gSprites[i];
}
}
return NULL;
}
void CameraObjectReset1(void)
{
struct Sprite *cameraObject;
cameraObject = FindCameraObject();
if (cameraObject != NULL)
{
cameraObject->data[1] = 0;
cameraObject->callback(cameraObject);
}
}
void CameraObjectSetFollowedObjectId(u8 objectId)
{
struct Sprite *cameraObject;
cameraObject = FindCameraObject();
if (cameraObject != NULL)
{
cameraObject->data[0] = objectId;
CameraObjectReset1();
}
}
u8 CameraObjectGetFollowedObjectId(void)
{
struct Sprite *cameraObject;
cameraObject = FindCameraObject();
if (cameraObject == NULL)
{
return MAX_SPRITES;
}
return cameraObject->data[0];
}
void CameraObjectReset2(void)
{
FindCameraObject()->data[1] = 2;
}
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)
{
return GetObjectEventTemplateByLocalIdAndMap(localId, mapNum, mapGroup)->script;
}
const u8 *GetObjectEventScriptPointerByObjectEventId(u8 objectEventId)
{
return GetObjectEventScriptPointerByLocalIdAndMap(gObjectEvents[objectEventId].localId, gObjectEvents[objectEventId].mapNum, gObjectEvents[objectEventId].mapGroup);
}
static 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);
}
// Unused
u8 GetObjectTrainerTypeByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup)
{
u8 objectEventId;
if (TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
return 0xFF;
return gObjectEvents[objectEventId].trainerType;
}
u16 GetBoulderRevealFlagByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup)
{
// Pushable boulder object events store the flag to reveal the boulder
// on the floor below in their trainer type field.
return GetObjectEventTemplateByLocalIdAndMap(localId, mapNum, mapGroup)->objUnion.normal.trainerType;
}
// Unused
u8 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;
}
// Unused
u8 GetObjectEventBerryTreeId(u8 objectEventId)
{
return gObjectEvents[objectEventId].trainerRange_berryTreeId;
}
static 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);
}
static 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)
&& (objectEvent->mapNum == gSaveBlock1Ptr->location.mapNum)
&& (objectEvent->mapGroup == gSaveBlock1Ptr->location.mapGroup))
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;
}
}
void OverrideMovementTypeForObjectEvent(const struct ObjectEvent *objectEvent, u8 movementType)
{
struct ObjectEventTemplate *objectEventTemplate;
objectEventTemplate = GetBaseTemplateForObjectEvent(objectEvent);
if (objectEventTemplate != NULL)
{
objectEventTemplate->objUnion.normal.movementType = movementType;
}
}
void TryOverrideObjectEventTemplateCoords(u8 localId, u8 mapNum, u8 mapGroup)
{
u8 objectEventId;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
OverrideTemplateCoordsForObjectEvent(&gObjectEvents[objectEventId]);
}
void InitObjectEventPalettes(u8 palSlot)
{
FreeAndReserveObjectSpritePalettes();
sCurrentSpecialObjectPaletteTag = OBJ_EVENT_PAL_TAG_NONE;
sCurrentReflectionType = palSlot;
if (palSlot == 1)
{
PatchObjectPaletteRange(gObjectPaletteTagSets[sCurrentReflectionType], 0, 6);
gReservedSpritePaletteCount = 8;
}
else
{
PatchObjectPaletteRange(gObjectPaletteTagSets[sCurrentReflectionType], 0, 10);
}
}
u16 GetObjectPaletteTag(u8 palSlot)
{
u8 i;
if (palSlot < 10)
{
return gObjectPaletteTagSets[sCurrentReflectionType][palSlot];
}
for (i = 0; gSpecialObjectReflectionPaletteSets[i].tag != OBJ_EVENT_PAL_TAG_NONE; i++)
{
if (gSpecialObjectReflectionPaletteSets[i].tag == sCurrentSpecialObjectPaletteTag)
{
return gSpecialObjectReflectionPaletteSets[i].data[sCurrentReflectionType];
}
}
return OBJ_EVENT_PAL_TAG_NONE;
}
movement_type_empty_callback(MovementType_None)
movement_type_def(MovementType_WanderAround, gMovementTypeFuncs_WanderAround)
movement_type_def(MovementType_WanderAroundSlower, gMovementTypeFuncs_WanderAroundSlower)
static bool8 MovementType_WanderAround_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_WanderAround_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_WanderAround_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (!ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
return FALSE;
}
SetMovementDelay(sprite, gMovementDelaysMedium[Random() & 3]);
sprite->data[1] = 3;
return TRUE;
}
static bool8 MovementType_WanderAround_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 5;
if (GetCollisionInDirection(objectEvent, chosenDirection))
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_WanderAround_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection));
objectEvent->singleMovementActive = TRUE;
sprite->data[1] = 6;
return TRUE;
}
static bool8 MovementType_WanderAround_Step5Slower(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkSlowerMovementAction(objectEvent->movementDirection));
objectEvent->singleMovementActive = TRUE;
sprite->data[1] = 6;
return TRUE;
}
static bool8 MovementType_WanderAround_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 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;
}
static 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;
}
static u8 GetLimitedVectorDirection_SouthNorth(s16 dx, s16 dy, s16 absdx, s16 absdy)
{
u8 direction;
direction = DIR_SOUTH;
if (dy < 0)
{
direction = DIR_NORTH;
}
return direction;
}
static u8 GetLimitedVectorDirection_WestEast(s16 dx, s16 dy, s16 absdx, s16 absdy)
{
u8 direction;
direction = DIR_EAST;
if (dx < 0)
{
direction = DIR_WEST;
}
return direction;
}
static 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;
}
static 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;
}
static 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;
}
static 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;
}
static 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;
}
static 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;
}
static 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;
}
static 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 0;
}
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)
static bool8 MovementType_LookAround_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_LookAround_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_LookAround_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, gMovementDelaysMedium[Random() & 3]);
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 3;
}
return FALSE;
}
static bool8 MovementType_LookAround_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_WanderUpAndDown, gMovementTypeFuncs_WanderUpAndDown)
static bool8 MovementType_WanderUpAndDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_WanderUpAndDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_WanderUpAndDown_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (!ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
return FALSE;
}
SetMovementDelay(sprite, gMovementDelaysMedium[Random() & 3]);
sprite->data[1] = 3;
return TRUE;
}
static bool8 MovementType_WanderUpAndDown_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 5;
if (GetCollisionInDirection(objectEvent, direction))
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_WanderUpAndDown_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection));
objectEvent->singleMovementActive = TRUE;
sprite->data[1] = 6;
return TRUE;
}
static bool8 MovementType_WanderUpAndDown_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 1;
}
return FALSE;
}
movement_type_def(MovementType_WanderLeftAndRight, gMovementTypeFuncs_WanderLeftAndRight)
static bool8 MovementType_WanderLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_WanderLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_WanderLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (!ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
return FALSE;
}
SetMovementDelay(sprite, gMovementDelaysMedium[Random() & 3]);
sprite->data[1] = 3;
return TRUE;
}
static bool8 MovementType_WanderLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 5;
if (GetCollisionInDirection(objectEvent, direction))
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_WanderLeftAndRight_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection));
objectEvent->singleMovementActive = TRUE;
sprite->data[1] = 6;
return TRUE;
}
static bool8 MovementType_WanderLeftAndRight_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 1;
}
return FALSE;
}
movement_type_def(MovementType_FaceDirection, gMovementTypeFuncs_FaceDirection)
static bool8 MovementType_FaceDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_FaceDirection_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
sprite->data[1] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementType_FaceDirection_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->singleMovementActive = FALSE;
return FALSE;
}
movement_type_def(MovementType_FaceDownAndUp, gMovementTypeFuncs_FaceDownAndUp)
static bool8 MovementType_FaceDownAndUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_FaceDownAndUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_FaceDownAndUp_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, gMovementDelaysMedium[Random() & 3]);
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 3;
}
return FALSE;
}
static bool8 MovementType_FaceDownAndUp_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_FaceLeftAndRight, gMovementTypeFuncs_FaceLeftAndRight)
static bool8 MovementType_FaceLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_FaceLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_FaceLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, gMovementDelaysMedium[Random() & 3]);
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 3;
}
return FALSE;
}
static bool8 MovementType_FaceLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_FaceUpAndLeft, gMovementTypeFuncs_FaceUpAndLeft)
static bool8 MovementType_FaceUpAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_FaceUpAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_FaceUpAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]);
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 3;
}
return FALSE;
}
static bool8 MovementType_FaceUpAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_FaceUpAndRight, gMovementTypeFuncs_FaceUpAndRight)
static bool8 MovementType_FaceUpAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_FaceUpAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_FaceUpAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]);
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 3;
}
return FALSE;
}
static bool8 MovementType_FaceUpAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_FaceDownAndLeft, gMovementTypeFuncs_FaceDownAndLeft)
static bool8 MovementType_FaceDownAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_FaceDownAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_FaceDownAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]);
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 3;
}
return FALSE;
}
static bool8 MovementType_FaceDownAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_FaceDownAndRight, gMovementTypeFuncs_FaceDownAndRight)
static bool8 MovementType_FaceDownAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_FaceDownAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_FaceDownAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]);
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 3;
}
return FALSE;
}
static bool8 MovementType_FaceDownAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_FaceDownUpAndLeft, gMovementTypeFuncs_FaceDownUpAndLeft)
static bool8 MovementType_FaceDownUpAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_FaceDownUpAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_FaceDownUpAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]);
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 3;
}
return FALSE;
}
static bool8 MovementType_FaceDownUpAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_FaceDownUpAndRight, gMovementTypeFuncs_FaceDownUpAndRight)
static bool8 MovementType_FaceDownUpAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_FaceDownUpAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_FaceDownUpAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]);
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 3;
}
return FALSE;
}
static bool8 MovementType_FaceDownUpAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_FaceUpRightAndLeft, gMovementTypeFuncs_FaceUpLeftAndRight)
static bool8 MovementType_FaceUpLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_FaceUpLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_FaceUpLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]);
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 3;
}
return FALSE;
}
static bool8 MovementType_FaceUpLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_FaceDownRightAndLeft, gMovementTypeFuncs_FaceDownLeftAndRight)
static bool8 MovementType_FaceDownLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_FaceDownLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 2;
return TRUE;
}
static bool8 MovementType_FaceDownLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]);
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 3;
}
return FALSE;
}
static bool8 MovementType_FaceDownLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->data[1] = 4;
return TRUE;
}
return FALSE;
}
static 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->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_RotateCounterclockwise, gMovementTypeFuncs_RotateCounterclockwise)
static bool8 MovementType_RotateCounterclockwise_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_RotateCounterclockwise_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, 48);
sprite->data[1] = 2;
}
return FALSE;
}
static bool8 MovementType_RotateCounterclockwise_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->data[1] = 3;
}
return FALSE;
}
static 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->data[1] = 0;
return TRUE;
}
movement_type_def(MovementType_RotateClockwise, gMovementTypeFuncs_RotateClockwise)
static bool8 MovementType_RotateClockwise_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_RotateClockwise_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, 48);
sprite->data[1] = 2;
}
return FALSE;
}
static bool8 MovementType_RotateClockwise_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->data[1] = 3;
}
return FALSE;
}
static 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->data[1] = 0;
return TRUE;
}
movement_type_def(MovementType_WalkBackAndForth, gMovementTypeFuncs_WalkBackAndForth)
static bool8 MovementType_WalkBackAndForth_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 1;
return TRUE;
}
static 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->data[1] = 2;
return TRUE;
}
static 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->data[1] = 3;
return TRUE;
}
static bool8 MovementType_WalkBackAndForth_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 1;
}
return FALSE;
}
static bool8 MovementType_WalkSequence_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->data[1] = 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->data[1] = 2;
return TRUE;
}
static bool8 MovementType_WalkSequence_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 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)
static bool8 MovementType_CopyPlayer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
if (objectEvent->directionSequenceIndex == 0)
{
objectEvent->directionSequenceIndex = GetPlayerFacingDirection();
}
sprite->data[1] = 1;
return TRUE;
}
static 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);
}
static bool8 MovementType_CopyPlayer_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
objectEvent->singleMovementActive = FALSE;
sprite->data[1] = 1;
}
return FALSE;
}
static bool8 CopyablePlayerMovement_None(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8))
{
return FALSE;
}
static 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->data[1] = 2;
return TRUE;
}
static bool8 CopyablePlayerMovement_GoSpeed0(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, GetWalkNormalMovementAction(direction));
if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y))))
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction));
}
objectEvent->singleMovementActive = TRUE;
sprite->data[1] = 2;
return TRUE;
}
static bool8 CopyablePlayerMovement_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->data[1] = 2;
return TRUE;
}
static bool8 CopyablePlayerMovement_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->data[1] = 2;
return TRUE;
}
static 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->data[1] = 2;
return TRUE;
}
static bool8 cph_IM_DIFFERENT(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->data[1] = 2;
return TRUE;
}
static bool8 CopyablePlayerMovement_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->data[1] = 2;
return TRUE;
}
static 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);
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->data[1] = 2;
return TRUE;
}
movement_type_def(MovementType_CopyPlayerInGrass, gMovementTypeFuncs_CopyPlayerInGrass)
static 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);
}
static void MovementType_TreeDisguise(struct Sprite *sprite)
{
struct ObjectEvent *objectEvent;
objectEvent = &gObjectEvents[sprite->data[0]];
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->data[0]], sprite, MovementType_Disguise_Callback);
}
static bool8 MovementType_Disguise_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
return FALSE;
}
static void MovementType_MountainDisguise(struct Sprite *sprite)
{
struct ObjectEvent *objectEvent;
objectEvent = &gObjectEvents[sprite->data[0]];
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->data[0]], sprite, MovementType_Disguise_Callback);
}
static void MovementType_Buried(struct Sprite *sprite)
{
if (!sprite->data[7])
{
gObjectEvents[sprite->data[0]].fixedPriority = TRUE;
sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
sprite->oam.priority = 3;
sprite->data[7]++;
}
UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->data[0]], sprite, MovementType_Buried_Callback);
}
static bool8 MovementType_Buried_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return gMovementTypeFuncs_Buried[sprite->data[1]](objectEvent, sprite);
}
static bool8 MovementType_Buried_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
return FALSE;
}
static bool8 MovementType_MoveInPlace_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
sprite->data[1] = 0;
}
return FALSE;
}
movement_type_def(MovementType_WalkInPlace, gMovementTypeFuncs_WalkInPlace)
static bool8 MovementType_WalkInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection));
sprite->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_WalkInPlaceFast, gMovementTypeFuncs_WalkInPlaceFast)
static bool8 MovementType_WalkInPlaceFast_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceFastMovementAction(objectEvent->facingDirection));
sprite->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_JogInPlace, gMovementTypeFuncs_JogInPlace)
static bool8 MovementType_JogInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceFasterMovementAction(objectEvent->facingDirection));
sprite->data[1] = 1;
return TRUE;
}
movement_type_def(MovementType_Invisible, gMovementTypeFuncs_Invisible)
static bool8 MovementType_Invisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
objectEvent->invisible = TRUE;
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_Invisible_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
sprite->data[1] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementType_Invisible_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->singleMovementActive = FALSE;
return FALSE;
}
void MovementType_RaiseHandAndStop(struct Sprite *sprite)
{
UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->data[0]], sprite, MovementType_RaiseHandAndStop_Callback);
}
void MovementType_RaiseHandAndJump(struct Sprite *sprite)
{
UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->data[0]], sprite, MovementType_RaiseHandAndJump_Callback);
}
void MovementType_RaiseHandAndSwim(struct Sprite *sprite)
{
UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->data[0]], sprite, MovementType_RaiseHandAndSwim_Callback);
}
static u8 MovementType_RaiseHandAndStop_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return gMovementTypeFuncs_RaiseHandAndStop[sprite->data[1]](objectEvent, sprite);
}
static u8 MovementType_RaiseHandAndJump_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return gMovementTypeFuncs_RaiseHandAndJump[sprite->data[1]](objectEvent, sprite);
}
static u8 MovementType_RaiseHandAndSwim_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return gMovementTypeFuncs_RaiseHandAndSwim[sprite->data[1]](objectEvent, sprite);
}
static bool8 MovementType_RaiseHandAndStop_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, MOVEMENT_ACTION_RAISE_HAND_AND_STOP);
sprite->data[1] = 1;
return TRUE;
}
static bool8 MovementType_RaiseHandAndStop_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
sprite->data[1] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementType_RaiseHandAndStop_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->singleMovementActive = FALSE;
return FALSE;
}
static bool8 MovementType_RaiseHandAndJump_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, MOVEMENT_ACTION_RAISE_HAND_AND_JUMP);
sprite->data[1] = 1;
return FALSE;
}
static bool8 MovementType_RaiseHandAndSwim_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, MOVEMENT_ACTION_RAISE_HAND_AND_SWIM);
sprite->data[1] = 1;
return FALSE;
}
static bool8 MovementType_RaiseHandAndMove_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
sprite->data[1] = 0;
}
return FALSE;
}
static void ClearObjectEventMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->singleMovementActive = FALSE;
objectEvent->heldMovementActive = FALSE;
objectEvent->heldMovementFinished = FALSE;
objectEvent->movementActionId = MOVEMENT_ACTION_NONE;
sprite->data[1] = 0;
}
u8 GetFaceDirectionAnimNum(u8 direction)
{
return sFaceDirectionAnimNums[direction];
}
u8 GetMoveDirectionAnimNum(u8 direction)
{
return sMoveDirectionAnimNums[direction];
}
static u8 GetMoveDirectionFastAnimNum(u8 direction)
{
return sMoveDirectionFastAnimNums[direction];
}
static u8 GetMoveDirectionFasterAnimNum(u8 direction)
{
return sMoveDirectionFasterAnimNums[direction];
}
static u8 GetMoveDirectionFastestAnimNum(u8 direction)
{
return sMoveDirectionFastestAnimNums[direction];
}
u8 GetJumpSpecialDirectionAnimNum(u8 direction)
{
return sJumpSpecialDirectionAnimNums[direction];
}
u8 GetAcroWheelieDirectionAnimNum(u8 direction)
{
return sAcroBunnyHopBackWheelDirectionAnimNums[direction];
}
u8 GetAcroBunnyHopFrontWheelDirectionAnimNum(u8 direction)
{
return sAcroBunnyHopFrontWheelDirectionAnimNums[direction];
}
u8 GetAcroEndWheelieDirectionAnimNum(u8 direction)
{
return sAcroStandingWheelieBackWheelDirectionAnimNums[direction];
}
u8 GetSpinDirectionAnimNum(u8 direction)
{
return sSpinDirectionAnimNums[direction];
}
u8 GetAcroUnusedActionDirectionAnimNum(u8 direction)
{
return sAcroStandingWheelieFrontWheelDirectionAnimNums[direction];
}
u8 GetAcroWheeliePedalDirectionAnimNum(u8 direction)
{
return sAcroMovingWheelieDirectionAnimNums[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);
}
}
}
// file boundary?
u8 GetDirectionToFace(s16 x1, s16 y1, s16 x2, s16 y2)
{
if (x1 > x2)
{
return DIR_WEST;
}
if (x1 < x2)
{
return DIR_EAST;
}
if (y1 > y2)
{
return DIR_NORTH;
}
return DIR_SOUTH;
}
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].data[1] = 0;
}
u8 GetTrainerFacingDirectionMovementType(u8 direction)
{
return sTrainerFacingDirectionMovementTypes[direction];
}
static u8 GetCollisionInDirection(struct ObjectEvent *objectEvent, u8 direction)
{
s16 x;
s16 y;
x = objectEvent->currentCoords.x;
y = objectEvent->currentCoords.y;
MoveCoords(direction, &x, &y);
return GetCollisionAtCoords(objectEvent, x, y, direction);
}
u8 GetCollisionAtCoords(struct ObjectEvent *objectEvent, s16 x, s16 y, u32 dir)
{
u8 direction = dir;
if (IsCoordOutsideObjectEventMovementRange(objectEvent, x, y))
return COLLISION_OUTSIDE_RANGE;
else if (MapGridGetCollisionAt(x, y) || GetMapBorderIdAt(x, y) == CONNECTION_INVALID || 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;
}
u8 GetCollisionFlagsAtCoords(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction)
{
u8 flags = 0;
if (IsCoordOutsideObjectEventMovementRange(objectEvent, x, y))
flags |= 1;
if (MapGridGetCollisionAt(x, y) || GetMapBorderIdAt(x, y) == CONNECTION_INVALID || IsMetatileDirectionallyImpassable(objectEvent, x, y, direction) || (objectEvent->trackedByCamera && !CanCameraMoveInDirection(direction)))
flags |= 2;
if (IsElevationMismatchAt(objectEvent->currentElevation, x, y))
flags |= 4;
if (DoesObjectCollideWithObjectAt(objectEvent, x, y))
flags |= 8;
return flags;
}
static bool8 IsCoordOutsideObjectEventMovementRange(struct ObjectEvent *objectEvent, s16 x, s16 y)
{
s16 left;
s16 right;
s16 top;
s16 bottom;
if (objectEvent->rangeX != 0)
{
left = objectEvent->initialCoords.x - objectEvent->rangeX;
right = objectEvent->initialCoords.x + objectEvent->rangeX;
if (left > x || right < x)
{
return TRUE;
}
}
if (objectEvent->rangeY != 0)
{
top = objectEvent->initialCoords.y - objectEvent->rangeY;
bottom = objectEvent->initialCoords.y + objectEvent->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;
}
static bool8 DoesObjectCollideWithObjectAt(struct ObjectEvent *objectEvent, s16 x, s16 y)
{
u8 i;
struct ObjectEvent *curObject;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
curObject = &gObjectEvents[i];
if (curObject->active && curObject != objectEvent)
{
if ((curObject->currentCoords.x == x && curObject->currentCoords.y == y) || (curObject->previousCoords.x == x && curObject->previousCoords.y == y))
{
if (AreElevationsCompatible(objectEvent->currentElevation, curObject->currentElevation))
return TRUE;
}
}
}
return FALSE;
}
bool8 IsBerryTreeSparkling(u8 localId, u8 mapNum, u8 mapGroup)
{
u8 objectEventId;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)
&& gSprites[gObjectEvents[objectEventId].spriteId].data[7] & 2)
{
return TRUE;
}
return FALSE;
}
static void SetBerryTreeJustPicked(u8 localId, u8 mapNum, u8 mapGroup)
{
u8 objectEventId;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
gSprites[gObjectEvents[objectEventId].spriteId].data[7] |= 0x04;
}
void MoveCoords(u8 direction, s16 *x, s16 *y)
{
*x += sDirectionToVectors[direction].x;
*y += sDirectionToVectors[direction].y;
}
// Unused
static void 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 += 1 << 4;
if (gFieldCamera.x < 0)
dx -= 1 << 4;
if (gFieldCamera.y > 0)
dy += 1 << 4;
if (gFieldCamera.y < 0)
dy -= 1 << 4;
*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;
}
bool8 ObjectEventSetHeldMovement(struct ObjectEvent *objectEvent, u8 movementActionId)
{
if (QL_GetPlaybackState() == QL_PLAYBACK_STATE_RUNNING)
ObjectEventClearHeldMovementIfActive(objectEvent);
else if (ObjectEventIsMovementOverridden(objectEvent))
return TRUE;
UnfreezeObjectEvent(objectEvent);
objectEvent->movementActionId = movementActionId;
objectEvent->heldMovementActive = TRUE;
objectEvent->heldMovementFinished = FALSE;
gSprites[objectEvent->spriteId].data[2] = 0;
return FALSE;
}
void ObjectEventForceSetHeldMovement(struct ObjectEvent *objectEvent, u8 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].data[1] = 0;
gSprites[objectEvent->spriteId].data[2] = 0;
}
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 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);
}
void QL_UpdateObjectEventCurrentMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
DoGroundEffects_OnSpawn(objectEvent, sprite);
TryEnableObjectEventAnim(objectEvent, sprite);
if (ObjectEventIsHeldMovementActive(objectEvent) && !sprite->animBeginning)
QuestLogObjectEventExecHeldMovementAction(objectEvent, sprite);
if (MetatileBehavior_IsIce_2(objectEvent->currentMetatileBehavior) == TRUE
|| MetatileBehavior_IsTrickHouseSlipperyFloor(objectEvent->currentMetatileBehavior) == TRUE)
objectEvent->disableAnim = TRUE;
else
objectEvent->disableAnim = FALSE;
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 > DIR_EAST) direction = DIR_NONE; \
return animIds[direction]; \
}
dirn_to_anim(GetFaceDirectionMovementAction, sFaceDirectionMovementActions);
dirn_to_anim(GetFaceDirectionFastMovementAction, sFaceDirectionFastMovementActions);
u8 GetWalkSlowestMovementAction(u32 idx)
{
u8 direction = idx;
if (direction > DIR_EAST)
direction = DIR_NONE;
return sWalkSlowestMovementActions[direction];
}
dirn_to_anim(GetWalkSlowerMovementAction, sWalkSlowerMovementActions);
dirn_to_anim(GetWalkSlowMovementAction, sWalkSlowMovementActions);
dirn_to_anim(GetWalkNormalMovementAction, sWalkNormalMovementActions);
dirn_to_anim(GetWalkFastMovementAction, sWalkFastMovementActions);
dirn_to_anim(GetGlideMovementAction, sGlideMovementActions);
dirn_to_anim(GetRideWaterCurrentMovementAction, sRideWaterCurrentMovementActions);
dirn_to_anim(GetWalkFasterMovementAction, sWalkFasterMovementActions);
dirn_to_anim(GetSlideMovementAction, sSlideMovementActions);
dirn_to_anim(GetPlayerRunMovementAction, sPlayerRunMovementActions);
dirn_to_anim(GetPlayerRunSlowMovementAction, sPlayerRunSlowMovementActions);
dirn_to_anim(GetSpinMovementAction, sSpinMovementActions);
dirn_to_anim(GetJump2MovementAction, sJump2MovementActions);
dirn_to_anim(GetJumpInPlaceMovementAction, sJumpInPlaceMovementActions);
dirn_to_anim(GetJumpInPlaceTurnAroundMovementAction, sJumpInPlaceTurnAroundMovementActions);
dirn_to_anim(GetJumpMovementAction, sJumpMovementActions);
dirn_to_anim(GetJumpSpecialMovementAction, sJumpSpecialMovementActions);
dirn_to_anim(GetJumpSpecialWithEffectMovementAction, sJumpSpecialWithEffectMovementActions);
dirn_to_anim(GetWalkInPlaceSlowMovementAction, sWalkInPlaceSlowMovementActions);
dirn_to_anim(GetWalkInPlaceNormalMovementAction, sWalkInPlaceNormalMovementActions);
dirn_to_anim(GetWalkInPlaceFastMovementAction, sWalkInPlaceFastMovementActions);
dirn_to_anim(GetWalkInPlaceFasterMovementAction, sWalkInPlaceFasterMovementActions);
bool8 ObjectEventFaceOppositeDirection(struct ObjectEvent *objectEvent, u8 direction)
{
return ObjectEventSetHeldMovement(objectEvent, GetFaceDirectionMovementAction(GetOppositeDirection(direction)));
}
dirn_to_anim(GetAcroWheelieFaceDirectionMovementAction, sAcroWheelieFaceDirectionMovementActions);
dirn_to_anim(GetAcroPopWheelieFaceDirectionMovementAction, sAcroPopWheelieFaceDirectionMovementActions);
dirn_to_anim(GetAcroEndWheelieFaceDirectionMovementAction, sAcroEndWheelieFaceDirectionMovementActions);
dirn_to_anim(GetAcroWheelieHopFaceDirectionMovementAction, sAcroWheelieHopFaceDirectionMovementActions);
dirn_to_anim(GetAcroWheelieHopMovementAction, sAcroWheelieHopMovementActions);
dirn_to_anim(GetAcroWheelieJumpMovementAction, sAcroWheelieJumpMovementActions);
dirn_to_anim(GetAcroWheelieInPlaceMovementAction, sAcroWheelieInPlaceMovementActions);
dirn_to_anim(GetAcroPopWheelieMoveMovementAction, sAcroPopWheelieMoveMovementActions);
dirn_to_anim(GetAcroWheelieMoveMovementAction, sAcroWheelieMoveMovementActions);
u8 GetOppositeDirection(u8 direction)
{
u8 directions[sizeof gOppositeDirections];
memcpy(directions, gOppositeDirections, sizeof gOppositeDirections);
if (direction < 1 || direction > (sizeof gOppositeDirections))
{
return direction;
}
return directions[direction - 1];
}
static u32 GetPlayerDirectionForCopy(u8 initDir, u8 moveDir)
{
return sPlayerDirectionsForCopy[initDir - 1][moveDir - 1];
}
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)
{
if (sMovementActionFuncs[objectEvent->movementActionId][sprite->data[2]](objectEvent, sprite))
{
objectEvent->heldMovementFinished = TRUE;
}
}
static void QuestLogObjectEventExecHeldMovementAction(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (sMovementActionFuncs[objectEvent->movementActionId][sprite->data[2]](objectEvent, sprite))
{
objectEvent->heldMovementFinished = TRUE;
if (objectEvent->graphicsId == OBJ_EVENT_GFX_PUSHABLE_BOULDER)
HandleBoulderFallThroughHole(objectEvent);
}
}
static bool8 ObjectEventExecSingleMovementAction(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (sMovementActionFuncs[objectEvent->movementActionId][sprite->data[2]](objectEvent, sprite))
{
objectEvent->movementActionId = MOVEMENT_ACTION_NONE;
sprite->data[2] = 0;
return TRUE;
}
return FALSE;
}
static void ObjectEventSetSingleMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 movementActionId)
{
objectEvent->movementActionId = movementActionId;
sprite->data[2] = 0;
if (gQuestLogPlaybackState == QL_PLAYBACK_STATE_RECORDING)
QuestLogRecordNPCStep(objectEvent->localId, objectEvent->mapNum, objectEvent->mapGroup, movementActionId);
}
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->data[2] = 1;
}
static bool8 MovementAction_FaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
FaceDirection(objectEvent, sprite, DIR_SOUTH);
return TRUE;
}
static bool8 MovementAction_FaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
FaceDirection(objectEvent, sprite, DIR_NORTH);
return TRUE;
}
static bool8 MovementAction_FaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
FaceDirection(objectEvent, sprite, DIR_WEST);
return TRUE;
}
static 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;
objectEvent->triggerGroundEffectsOnMove = TRUE;
sprite->data[2] = 1;
}
void InitMovementNormal(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed)
{
u8 (*functions[NELEMS(sDirectionAnimFuncsBySpeed)])(u8);
memcpy(functions, sDirectionAnimFuncsBySpeed, sizeof sDirectionAnimFuncsBySpeed);
InitNpcForMovement(objectEvent, sprite, direction, speed);
SetStepAnimHandleAlternation(objectEvent, sprite, functions[speed](objectEvent->facingDirection));
}
void StartRunningAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
InitNpcForMovement(objectEvent, sprite, direction, MOVE_SPEED_FAST_1);
SetStepAnimHandleAlternation(objectEvent, sprite, GetRunningDirectionAnimNum(objectEvent->facingDirection));
}
bool8 UpdateMovementNormal(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (NpcTakeStep(sprite))
{
ShiftStillObjectEventCoords(objectEvent);
objectEvent->triggerGroundEffectsOnStop = TRUE;
sprite->animPaused = TRUE;
return TRUE;
}
return FALSE;
}
void InitNpcForWalkSlower(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);
SetWalkSlowerSpriteData(sprite, direction);
sprite->animPaused = FALSE;
objectEvent->triggerGroundEffectsOnMove = TRUE;
sprite->data[2] = 1;
}
void InitWalkSlower(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
InitNpcForWalkSlower(objectEvent, sprite, direction);
SetStepAnimHandleAlternation(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection));
}
bool8 UpdateWalkSlower(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlowerAnim(sprite))
{
ShiftStillObjectEventCoords(objectEvent);
objectEvent->triggerGroundEffectsOnStop = TRUE;
sprite->animPaused = TRUE;
return TRUE;
}
return FALSE;
}
void InitNpcForWalkSlowest(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);
SetWalkSlowestSpriteData(sprite, direction);
sprite->animPaused = FALSE;
objectEvent->triggerGroundEffectsOnMove = TRUE;
sprite->data[2] = 1;
}
void InitWalkSlowest(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
InitNpcForWalkSlowest(objectEvent, sprite, direction);
SetStepAnimHandleAlternation(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection));
}
bool8 UpdateWalkSlowest(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlowestAnim(sprite))
{
ShiftStillObjectEventCoords(objectEvent);
objectEvent->triggerGroundEffectsOnStop = TRUE;
sprite->animPaused = TRUE;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkSlowestDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlowest(objectEvent, sprite, DIR_SOUTH);
return MovementAction_WalkSlowestDown_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkSlowestDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlowest(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkSlowestUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlowest(objectEvent, sprite, DIR_NORTH);
return MovementAction_WalkSlowestUp_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkSlowestUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlowest(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkSlowestLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlowest(objectEvent, sprite, DIR_WEST);
return MovementAction_WalkSlowestLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkSlowestLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlowest(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkSlowestRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlowest(objectEvent, sprite, DIR_EAST);
return MovementAction_WalkSlowestRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkSlowestRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlowest(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkSlowerDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlower(objectEvent, sprite, DIR_SOUTH);
return MovementAction_WalkSlowerDown_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkSlowerDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlower(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkSlowerUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlower(objectEvent, sprite, DIR_NORTH);
return MovementAction_WalkSlowerUp_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkSlowerUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlower(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkSlowerLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlower(objectEvent, sprite, DIR_WEST);
return MovementAction_WalkSlowerLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkSlowerLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlower(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkSlowerRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlower(objectEvent, sprite, DIR_EAST);
return MovementAction_WalkSlowerRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkSlowerRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlower(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
// InitNpcForWalkSlow, InitNpcForWalkSlower, InitNpcForWalkSlowest, and
// InitNpcForRunSlow are functionally equivalent
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->data[2] = 1;
}
// InitWalkSlow, InitWalkSlower, InitWalkSlowest, and InitRunSlow are
// functionally equivalent
void InitWalkSlow(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
InitNpcForWalkSlow(objectEvent, sprite, direction);
SetStepAnimHandleAlternation(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection));
}
bool8 UpdateWalkSlow(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlowAnim(sprite))
{
ShiftStillObjectEventCoords(objectEvent);
objectEvent->triggerGroundEffectsOnStop = TRUE;
sprite->animPaused = TRUE;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkSlowUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlow(objectEvent, sprite, DIR_NORTH);
return MovementAction_WalkSlowUp_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkSlowUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkSlowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlow(objectEvent, sprite, DIR_SOUTH);
return MovementAction_WalkSlowDown_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkSlowDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkSlowLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlow(objectEvent, sprite, DIR_WEST);
return MovementAction_WalkSlowLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkSlowLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkSlowRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlow(objectEvent, sprite, DIR_EAST);
return MovementAction_WalkSlowRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkSlowRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkNormalDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_NORMAL);
return MovementAction_WalkNormalDown_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkNormalDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkNormalUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_NORMAL);
return MovementAction_WalkNormalUp_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkNormalUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkNormalLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_NORMAL);
return MovementAction_WalkNormalLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkNormalLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkNormalRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_NORMAL);
return MovementAction_WalkNormalRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkNormalRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
#define JUMP_HALFWAY 1
#define JUMP_FINISHED ((u8)-1)
enum {
JUMP_TYPE_HIGH,
JUMP_TYPE_LOW,
JUMP_TYPE_NORMAL,
};
void InitJump(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 distance, u8 type)
{
s16 displacements[NELEMS(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->data[2] = 1;
sprite->animPaused = 0;
objectEvent->triggerGroundEffectsOnMove = 1;
objectEvent->disableCoveringGroundEffects = 1;
}
void InitJumpRegular(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 distance, u8 type)
{
InitJump(objectEvent, sprite, direction, distance, type);
SetStepAnimHandleAlternation(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection));
DoShadowFieldEffect(objectEvent);
}
u8 UpdateJumpAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 callback(struct Sprite *))
{
s16 displacements[NELEMS(sJumpDisplacements)];
s16 x;
s16 y;
u8 result;
memcpy(displacements, sJumpDisplacements, sizeof sJumpDisplacements);
result = callback(sprite);
if (result == JUMP_HALFWAY && displacements[sprite->data[4]] != 0)
{
x = 0;
y = 0;
MoveCoordsInDirection(objectEvent->movementDirection, &x, &y, displacements[sprite->data[4]], displacements[sprite->data[4]]);
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;
}
return result;
}
u8 DoJumpAnimStep(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return UpdateJumpAnim(objectEvent, sprite, DoJumpSpriteMovement);
}
u8 DoJumpSpecialAnimStep(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return UpdateJumpAnim(objectEvent, sprite, DoJumpSpecialSpriteMovement);
}
bool8 DoJumpAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnimStep(objectEvent, sprite) == JUMP_FINISHED)
return TRUE;
return FALSE;
}
bool8 DoJumpSpecialAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnimStep(objectEvent, sprite) == JUMP_FINISHED)
return TRUE;
return FALSE;
}
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;
}
}
static 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);
}
static bool8 MovementAction_Jump2Down_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_Jump2Up_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_Jump2Left_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_Jump2Right_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
void InitMovementDelay(struct Sprite *sprite, u16 duration)
{
sprite->data[2] = 1;
sprite->data[3] = duration;
}
static bool8 MovementAction_Delay_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (--sprite->data[3] == 0)
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_Delay1_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementDelay(sprite, 1);
return MovementAction_Delay_Step1(objectEvent, sprite);
}
static bool8 MovementAction_Delay2_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementDelay(sprite, 2);
return MovementAction_Delay_Step1(objectEvent, sprite);
}
static bool8 MovementAction_Delay4_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementDelay(sprite, 4);
return MovementAction_Delay_Step1(objectEvent, sprite);
}
static bool8 MovementAction_Delay8_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementDelay(sprite, 8);
return MovementAction_Delay_Step1(objectEvent, sprite);
}
static bool8 MovementAction_Delay16_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementDelay(sprite, 16);
return MovementAction_Delay_Step1(objectEvent, sprite);
}
static 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);
}
static bool8 MovementAction_WalkFastDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_WalkFastUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkFastLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_1);
return MovementAction_WalkFastLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkFastLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkFastRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_1);
return MovementAction_WalkFastRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkFastRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
bool8 UpdateMovementGlide(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (NpcTakeStep(sprite))
{
ShiftStillObjectEventCoords(objectEvent);
objectEvent->triggerGroundEffectsOnStop = TRUE;
return TRUE;
}
return FALSE;
}
u8 MovementAction_GlideDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if(objectEvent->facingDirection != DIR_SOUTH)
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(DIR_SOUTH));
InitNpcForMovement(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FAST_1);
return MovementAction_GlideDown_Step1(objectEvent, sprite);
}
static bool8 MovementAction_GlideDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
AnimateSprite(sprite);
if (UpdateMovementGlide(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
u8 MovementAction_GlideUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if(objectEvent->facingDirection != DIR_NORTH)
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(DIR_NORTH));
InitNpcForMovement(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FAST_1);
return MovementAction_GlideUp_Step1(objectEvent, sprite);
}
static bool8 MovementAction_GlideUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
AnimateSprite(sprite);
if (UpdateMovementGlide(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
u8 MovementAction_GlideLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if(objectEvent->facingDirection != DIR_WEST)
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(DIR_WEST));
InitNpcForMovement(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_1);
return MovementAction_GlideLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_GlideLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
AnimateSprite(sprite);
if (UpdateMovementGlide(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
u8 MovementAction_GlideRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if(objectEvent->facingDirection != DIR_EAST)
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(DIR_EAST));
InitNpcForMovement(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_1);
return MovementAction_GlideRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_GlideRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
AnimateSprite(sprite);
if (UpdateMovementGlide(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
void FaceDirectionFast(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
SetObjectEventDirection(objectEvent, direction);
ShiftStillObjectEventCoords(objectEvent);
sprite->animPaused = FALSE;
sprite->data[2] = 1;
}
u8 MovementAction_FaceDownFast_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if(objectEvent->facingDirection != DIR_SOUTH)
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(DIR_SOUTH));
AnimateSprite(sprite);
FaceDirectionFast(objectEvent, sprite, DIR_SOUTH);
return TRUE;
}
u8 MovementAction_FaceUpFast_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if(objectEvent->facingDirection != DIR_NORTH)
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(DIR_NORTH));
AnimateSprite(sprite);
FaceDirectionFast(objectEvent, sprite, DIR_NORTH);
return TRUE;
}
u8 MovementAction_FaceLeftFast_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if(objectEvent->facingDirection != DIR_WEST)
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(DIR_WEST));
AnimateSprite(sprite);
FaceDirectionFast(objectEvent, sprite, DIR_WEST);
return TRUE;
}
u8 MovementAction_FaceRightFast_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if(objectEvent->facingDirection != DIR_EAST)
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(DIR_EAST));
AnimateSprite(sprite);
FaceDirectionFast(objectEvent, sprite, DIR_EAST);
return TRUE;
}
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->data[2] = 1;
sprite->data[3] = duration;
}
static bool8 MovementAction_WalkInPlace_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (--sprite->data[3] == 0)
{
sprite->data[2] = 2;
sprite->animPaused = TRUE;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkInPlaceSlow_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (sprite->data[3] & 1)
sprite->animDelayCounter++;
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static bool8 MovementAction_WalkInPlaceFasterLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_WEST, GetMoveDirectionFasterAnimNum(DIR_WEST), 4);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkInPlaceFasterRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_EAST, GetMoveDirectionFasterAnimNum(DIR_EAST), 4);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
static 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);
}
static bool8 MovementAction_RideWaterCurrentDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_RideWaterCurrentUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_RideWaterCurrentLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_2);
return MovementAction_RideWaterCurrentLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_RideWaterCurrentLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_RideWaterCurrentRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_2);
return MovementAction_RideWaterCurrentRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_RideWaterCurrentRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkFasterDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FASTER);
return MovementAction_WalkFasterDown_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkFasterDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkFasterUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FASTER);
return MovementAction_WalkFasterUp_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkFasterUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkFasterLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FASTER);
return MovementAction_WalkFasterLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkFasterLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkFasterRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FASTER);
return MovementAction_WalkFasterRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkFasterRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_SlideDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FASTEST);
return MovementAction_SlideDown_Step1(objectEvent, sprite);
}
static bool8 MovementAction_SlideDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_SlideUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FASTEST);
return MovementAction_SlideUp_Step1(objectEvent, sprite);
}
static bool8 MovementAction_SlideUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_SlideLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FASTEST);
return MovementAction_SlideLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_SlideLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_SlideRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FASTEST);
return MovementAction_SlideRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_SlideRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_PlayerRunDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartRunningAnim(objectEvent, sprite, DIR_SOUTH);
return MovementAction_PlayerRunDown_Step1(objectEvent, sprite);
}
static bool8 MovementAction_PlayerRunDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_PlayerRunUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartRunningAnim(objectEvent, sprite, DIR_NORTH);
return MovementAction_PlayerRunUp_Step1(objectEvent, sprite);
}
static bool8 MovementAction_PlayerRunUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_PlayerRunLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartRunningAnim(objectEvent, sprite, DIR_WEST);
return MovementAction_PlayerRunLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_PlayerRunLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_PlayerRunRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartRunningAnim(objectEvent, sprite, DIR_EAST);
return MovementAction_PlayerRunRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_PlayerRunRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
void InitNpcForRunSlow(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);
SetRunSlowSpriteData(sprite, direction);
sprite->animPaused = FALSE;
objectEvent->triggerGroundEffectsOnMove = TRUE;
sprite->data[2] = 1;
}
void InitRunSlow(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
InitNpcForRunSlow(objectEvent, sprite, direction);
SetStepAnimHandleAlternation(objectEvent, sprite, GetRunningDirectionAnimNum(objectEvent->facingDirection));
}
bool8 UpdateRunSlow(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateRunSlowAnim(sprite))
{
ShiftStillObjectEventCoords(objectEvent);
objectEvent->triggerGroundEffectsOnStop = TRUE;
sprite->animPaused = TRUE;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_RunDownSlow_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitRunSlow(objectEvent, sprite, DIR_SOUTH);
return MovementAction_RunDownSlow_Step1(objectEvent, sprite);
}
static bool8 MovementAction_RunDownSlow_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateRunSlow(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_RunUpSlow_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitRunSlow(objectEvent, sprite, DIR_NORTH);
return MovementAction_RunUpSlow_Step1(objectEvent, sprite);
}
static bool8 MovementAction_RunUpSlow_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateRunSlow(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_RunLeftSlow_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitRunSlow(objectEvent, sprite, DIR_WEST);
return MovementAction_RunLeftSlow_Step1(objectEvent, sprite);
}
static bool8 MovementAction_RunLeftSlow_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateRunSlow(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_RunRightSlow_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitRunSlow(objectEvent, sprite, DIR_SOUTH);
return MovementAction_RunRightSlow_Step1(objectEvent, sprite);
}
static bool8 MovementAction_RunRightSlow_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateRunSlow(objectEvent, sprite))
{
sprite->data[2] = 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->data[2] = 1;
}
static bool8 MovementAction_StartAnimInDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, objectEvent->movementDirection, sprite->animNum);
return FALSE;
}
static bool8 MovementAction_WaitSpriteAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (SpriteAnimEnded(sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
void InitJumpSpecial(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
InitJump(objectEvent, sprite, direction, JUMP_DISTANCE_NORMAL, JUMP_TYPE_HIGH);
StartSpriteAnim(sprite, GetJumpSpecialDirectionAnimNum(direction));
}
static bool8 MovementAction_JumpSpecialDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpSpecial(objectEvent, sprite, DIR_SOUTH);
return MovementAction_JumpSpecialDown_Step1(objectEvent, sprite);
}
static bool8 MovementAction_JumpSpecialDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnim(objectEvent, sprite))
{
sprite->data[2] = 2;
objectEvent->landingJump = FALSE;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_JumpSpecialUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpSpecial(objectEvent, sprite, DIR_NORTH);
return MovementAction_JumpSpecialUp_Step1(objectEvent, sprite);
}
static bool8 MovementAction_JumpSpecialUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnim(objectEvent, sprite))
{
sprite->data[2] = 2;
objectEvent->landingJump = FALSE;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_JumpSpecialLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpSpecial(objectEvent, sprite, DIR_WEST);
return MovementAction_JumpSpecialLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_JumpSpecialLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnim(objectEvent, sprite))
{
sprite->data[2] = 2;
objectEvent->landingJump = FALSE;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_JumpSpecialRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpSpecial(objectEvent, sprite, DIR_EAST);
return MovementAction_JumpSpecialRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_JumpSpecialRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnim(objectEvent, sprite))
{
sprite->data[2] = 2;
objectEvent->landingJump = FALSE;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_JumpSpecialWithEffectDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpSpecial(objectEvent, sprite, DIR_SOUTH);
return MovementAction_JumpSpecialWithEffectDown_Step1(objectEvent, sprite);
}
static bool8 MovementAction_JumpSpecialWithEffectDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnim(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_JumpSpecialWithEffectUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpSpecial(objectEvent, sprite, DIR_NORTH);
return MovementAction_JumpSpecialWithEffectUp_Step1(objectEvent, sprite);
}
static bool8 MovementAction_JumpSpecialWithEffectUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnim(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_JumpSpecialWithEffectLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpSpecial(objectEvent, sprite, DIR_WEST);
return MovementAction_JumpSpecialWithEffectLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_JumpSpecialWithEffectLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnim(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_JumpSpecialWithEffectRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpSpecial(objectEvent, sprite, DIR_EAST);
return MovementAction_JumpSpecialWithEffectRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_JumpSpecialWithEffectRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnim(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_FacePlayer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 playerObjectId;
if (!TryGetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_PLAYER, 0, 0, &playerObjectId))
{
FaceDirection(objectEvent, sprite, GetDirectionToFace(objectEvent->currentCoords.x, objectEvent->currentCoords.y, gObjectEvents[playerObjectId].currentCoords.x, gObjectEvents[playerObjectId].currentCoords.y));
}
sprite->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_FaceAwayPlayer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 playerObjectId;
if (!TryGetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_PLAYER, 0, 0, &playerObjectId))
{
FaceDirection(objectEvent, sprite, GetOppositeDirection(GetDirectionToFace(objectEvent->currentCoords.x, objectEvent->currentCoords.y, gObjectEvents[playerObjectId].currentCoords.x, gObjectEvents[playerObjectId].currentCoords.y)));
}
sprite->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_LockFacingDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->facingDirectionLocked = TRUE;
sprite->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_UnlockFacingDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->facingDirectionLocked = FALSE;
sprite->data[2] = 1;
return TRUE;
}
static 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);
}
static bool8 MovementAction_JumpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_JumpUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_JumpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_JumpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_JumpInPlaceDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_JumpInPlaceUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_JumpInPlaceLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_JumpInPlaceRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_JumpInPlaceDownUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpInPlaceAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_JumpInPlaceUpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpInPlaceAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_JumpInPlaceLeftRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpInPlaceAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_JumpInPlaceRightLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpInPlaceAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_FaceOriginalDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
FaceDirection(objectEvent, sprite, gInitialMovementTypeFacingDirections[objectEvent->movementType]);
return TRUE;
}
static bool8 MovementAction_NurseJoyBowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, ANIM_NURSE_BOW);
return FALSE;
}
static bool8 MovementAction_EnableJumpLandingGroundEffect_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->disableJumpLandingGroundEffect = FALSE;
sprite->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_DisableJumpLandingGroundEffect_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->disableJumpLandingGroundEffect = TRUE;
sprite->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_DisableAnimation_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->inanimate = TRUE;
sprite->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_RestoreAnimation_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->inanimate = GetObjectEventGraphicsInfo(objectEvent->graphicsId)->inanimate;
sprite->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_SetInvisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->invisible = TRUE;
sprite->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_SetVisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->invisible = FALSE;
sprite->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_EmoteExclamationMark_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON);
sprite->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_EmoteQuestionMark_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
FieldEffectStart(FLDEFF_QUESTION_MARK_ICON);
sprite->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_EmoteX_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
FieldEffectStart(FLDEFF_X_ICON);
sprite->data[2] = 1;
return TRUE;
}
static 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->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_EmoteSmile_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
FieldEffectStart(FLDEFF_SMILEY_FACE_ICON);
sprite->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_RevealTrainer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->movementType == MOVEMENT_TYPE_BURIED)
{
MovementAction_RevealTrainer_RunTrainerSeeFuncList(objectEvent);
return FALSE;
}
if (objectEvent->movementType != MOVEMENT_TYPE_TREE_DISGUISE && objectEvent->movementType != MOVEMENT_TYPE_MOUNTAIN_DISGUISE)
{
sprite->data[2] = 2;
return TRUE;
}
StartRevealDisguise(objectEvent);
sprite->data[2] = 1;
return MovementAction_RevealTrainer_Step1(objectEvent, sprite);
}
static bool8 MovementAction_RevealTrainer_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateRevealDisguise(objectEvent))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_RockSmashBreak_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
SetAndStartSpriteAnim(sprite, ANIM_REMOVE_OBSTACLE, 0);
sprite->data[2] = 1;
return FALSE;
}
static bool8 MovementAction_RockSmashBreak_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (SpriteAnimEnded(sprite))
{
SetMovementDelay(sprite, 32);
sprite->data[2] = 2;
}
return FALSE;
}
static bool8 MovementAction_RockSmashBreak_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->invisible ^= TRUE;
if (WaitForMovementDelay(sprite))
{
objectEvent->invisible = TRUE;
sprite->data[2] = 3;
}
return FALSE;
}
static bool8 MovementAction_CutTree_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
SetAndStartSpriteAnim(sprite, ANIM_REMOVE_OBSTACLE, 0);
sprite->data[2] = 1;
return FALSE;
}
static bool8 MovementAction_CutTree_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (SpriteAnimEnded(sprite))
{
SetMovementDelay(sprite, 32);
sprite->data[2] = 2;
}
return FALSE;
}
static bool8 MovementAction_CutTree_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->invisible ^= TRUE;
if (WaitForMovementDelay(sprite))
{
objectEvent->invisible = TRUE;
sprite->data[2] = 3;
}
return FALSE;
}
static bool8 MovementAction_SetFixedPriority_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->fixedPriority = TRUE;
sprite->data[2] = 1;
return TRUE;
}
static bool8 MovementAction_ClearFixedPriority_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->fixedPriority = FALSE;
sprite->data[2] = 1;
return TRUE;
}
static 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;
}
static 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;
}
static bool8 MovementAction_WalkDownStartAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlower(objectEvent, sprite, DIR_SOUTH);
sprite->affineAnimPaused = FALSE;
StartSpriteAffineAnimIfDifferent(sprite, 0);
return MovementAction_WalkDownStartAffine_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkDownStartAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlower(objectEvent, sprite))
{
sprite->affineAnimPaused = TRUE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_WalkDownAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlower(objectEvent, sprite, DIR_SOUTH);
sprite->affineAnimPaused = FALSE;
ChangeSpriteAffineAnimIfDifferent(sprite, 1);
return MovementAction_WalkDownAffine_Step1(objectEvent, sprite);
}
static bool8 MovementAction_WalkDownAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlower(objectEvent, sprite))
{
sprite->affineAnimPaused = TRUE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
void AcroWheelieFaceDirection(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
SetObjectEventDirection(objectEvent, direction);
ShiftStillObjectEventCoords(objectEvent);
SetStepAnim(objectEvent, sprite, GetAcroWheeliePedalDirectionAnimNum(direction));
sprite->animPaused = TRUE;
sprite->data[2] = 1;
}
static bool8 MovementAction_AcroWheelieFaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
AcroWheelieFaceDirection(objectEvent, sprite, DIR_SOUTH);
return TRUE;
}
static bool8 MovementAction_AcroWheelieFaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
AcroWheelieFaceDirection(objectEvent, sprite, DIR_NORTH);
return TRUE;
}
static bool8 MovementAction_AcroWheelieFaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
AcroWheelieFaceDirection(objectEvent, sprite, DIR_WEST);
return TRUE;
}
static bool8 MovementAction_AcroWheelieFaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
AcroWheelieFaceDirection(objectEvent, sprite, DIR_EAST);
return TRUE;
}
static bool8 MovementAction_AcroPopWheelieDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroWheelieDirectionAnimNum(DIR_SOUTH));
return FALSE;
}
static bool8 MovementAction_AcroPopWheelieUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroWheelieDirectionAnimNum(DIR_NORTH));
return FALSE;
}
static bool8 MovementAction_AcroPopWheelieLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroWheelieDirectionAnimNum(DIR_WEST));
return FALSE;
}
static bool8 MovementAction_AcroPopWheelieRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroWheelieDirectionAnimNum(DIR_EAST));
return FALSE;
}
static bool8 MovementAction_AcroEndWheelieFaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroEndWheelieDirectionAnimNum(DIR_SOUTH));
return FALSE;
}
static bool8 MovementAction_AcroEndWheelieFaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroEndWheelieDirectionAnimNum(DIR_NORTH));
return FALSE;
}
static bool8 MovementAction_AcroEndWheelieFaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroEndWheelieDirectionAnimNum(DIR_WEST));
return FALSE;
}
static bool8 MovementAction_AcroEndWheelieFaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroEndWheelieDirectionAnimNum(DIR_EAST));
return FALSE;
}
static bool8 MovementAction_UnusedAcroActionDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroUnusedActionDirectionAnimNum(DIR_SOUTH));
return FALSE;
}
static bool8 MovementAction_UnusedAcroActionUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroUnusedActionDirectionAnimNum(DIR_NORTH));
return FALSE;
}
static bool8 MovementAction_UnusedAcroActionLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroUnusedActionDirectionAnimNum(DIR_WEST));
return FALSE;
}
static bool8 MovementAction_UnusedAcroActionRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroUnusedActionDirectionAnimNum(DIR_EAST));
return FALSE;
}
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);
}
static 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);
}
static bool8 MovementAction_AcroWheelieHopFaceDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_AcroWheelieHopFaceUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_AcroWheelieHopFaceLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_AcroWheelieHopFaceRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_AcroWheelieHopDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_AcroWheelieHopUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_AcroWheelieHopLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieJump(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW);
return MovementAction_AcroWheelieHopLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_AcroWheelieHopLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_AcroWheelieHopRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieJump(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW);
return MovementAction_AcroWheelieHopRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_AcroWheelieHopRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_AcroWheelieJumpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static bool8 MovementAction_AcroWheelieJumpUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_AcroWheelieJumpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieJump(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH);
return MovementAction_AcroWheelieJumpLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_AcroWheelieJumpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_AcroWheelieJumpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieJump(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH);
return MovementAction_AcroWheelieJumpRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_AcroWheelieJumpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->hasShadow = FALSE;
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static 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);
}
static 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);
}
static bool8 MovementAction_AcroWheelieInPlaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_WEST, GetAcroWheeliePedalDirectionAnimNum(DIR_WEST), 8);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
static bool8 MovementAction_AcroWheelieInPlaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_EAST, GetAcroWheeliePedalDirectionAnimNum(DIR_EAST), 8);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
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);
}
static bool8 MovementAction_AcroPopWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroPopWheelie(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FAST_1);
return MovementAction_AcroPopWheelieMoveDown_Step1(objectEvent, sprite);
}
static bool8 MovementAction_AcroPopWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_AcroPopWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroPopWheelie(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FAST_1);
return MovementAction_AcroPopWheelieMoveUp_Step1(objectEvent, sprite);
}
static bool8 MovementAction_AcroPopWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_AcroPopWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroPopWheelie(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_1);
return MovementAction_AcroPopWheelieMoveLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_AcroPopWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_AcroPopWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroPopWheelie(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_1);
return MovementAction_AcroPopWheelieMoveRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_AcroPopWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
void InitAcroWheelieMove(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed)
{
InitNpcForMovement(objectEvent, sprite, direction, speed);
SetStepAnimHandleAlternation(objectEvent, sprite, GetAcroWheeliePedalDirectionAnimNum(objectEvent->facingDirection));
}
static bool8 MovementAction_AcroWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieMove(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FAST_1);
return MovementAction_AcroWheelieMoveDown_Step1(objectEvent, sprite);
}
static bool8 MovementAction_AcroWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_AcroWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieMove(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FAST_1);
return MovementAction_AcroWheelieMoveUp_Step1(objectEvent, sprite);
}
static bool8 MovementAction_AcroWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_AcroWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieMove(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_1);
return MovementAction_AcroWheelieMoveLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_AcroWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_AcroWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieMove(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_1);
return MovementAction_AcroWheelieMoveRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_AcroWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
void InitSpin(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed)
{
InitNpcForMovement(objectEvent, sprite, direction, speed);
SetStepAnimHandleAlternation(objectEvent, sprite, GetSpinDirectionAnimNum(objectEvent->facingDirection));
SeekSpriteAnim(sprite, 0);
}
static bool8 MovementAction_SpinDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitSpin(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FAST_1);
return MovementAction_SpinDown_Step1(objectEvent, sprite);
}
static bool8 MovementAction_SpinDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_SpinUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitSpin(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FAST_1);
return MovementAction_SpinUp_Step1(objectEvent, sprite);
}
static bool8 MovementAction_SpinUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_SpinLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitSpin(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_1);
return MovementAction_SpinLeft_Step1(objectEvent, sprite);
}
static bool8 MovementAction_SpinLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_SpinRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitSpin(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_1);
return MovementAction_SpinRight_Step1(objectEvent, sprite);
}
static bool8 MovementAction_SpinRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->data[2] = 2;
return TRUE;
}
return FALSE;
}
static bool8 MovementAction_RaiseHand_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnim(sprite, ANIM_RAISE_HAND);
sprite->animPaused = FALSE;
objectEvent->disableAnim = FALSE;
sprite->data[2] = 1;
sprite->data[4] = 0;
sprite->data[5] = 0;
sprite->data[6] = 0;
sprite->data[7] = 0;
return FALSE;
}
static bool8 MovementAction_RaiseHandAndStop_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return sprite->animEnded;
}
static bool8 MovementAction_RaiseHandAndJump_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
switch (sprite->data[7])
{
case 0:
if((sprite->data[6] += 10) > 127)
{
sprite->data[6] = 0;
sprite->data[5]++;
sprite->data[7] = sprite->data[5];
StartSpriteAnim(sprite, ANIM_STD_FACE_SOUTH);
sprite->animPaused = FALSE;
objectEvent->disableAnim = FALSE;
}
sprite->y2 = -(3 * gSineTable[sprite->data[6]] >> 7);
objectEvent->singleMovementActive = sprite->y2 != 0;
return FALSE;
case 1:
if (++sprite->data[4] > 16)
{
sprite->data[4] = 0;
StartSpriteAnim(sprite, ANIM_RAISE_HAND);
sprite->animPaused = FALSE;
objectEvent->disableAnim = FALSE;
sprite->data[7] = 0;
}
else
{
objectEvent->singleMovementActive = FALSE;
}
return FALSE;
case 2:
objectEvent->singleMovementActive = FALSE;
if (++sprite->data[4] > 80)
{
sprite->data[4] = 0;
return TRUE;
}
else
{
return FALSE;
}
}
return FALSE;
}
static bool8 MovementAction_RaiseHandAndSwim_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
bool8 ret;
sprite->data[7] = (sprite->data[7] + 4) & 0xFF;
sprite->x2 = gSineTable[sprite->data[7]] >> 7;
if (sprite->data[7] == 0)
ret = TRUE;
else
ret = FALSE;
return ret;
}
static bool8 MovementAction_ShakeHeadOrWalkInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnim(sprite, ANIM_SHAKE_HEAD_OR_WALK_IN_PLACE);
sprite->animPaused = FALSE;
objectEvent->disableAnim = FALSE;
sprite->data[2] = 1;
return FALSE;
}
static bool8 MovementAction_ShakeHeadOrWalkInPlace_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return sprite->animEnded;
}
u8 MovementAction_Finish(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return TRUE;
}
static bool8 MovementAction_PauseSpriteAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->animPaused = TRUE;
return TRUE;
}
static bool8 MovementAction_FlyUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->y2 = 0;
sprite->data[2]++;
return FALSE;
}
static bool8 MovementAction_FlyUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->y2 -= 8;
if (sprite->y2 == -160)
sprite->data[2]++;
return FALSE;
}
static bool8 MovementAction_FlyDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->y2 = -160;
sprite->data[2]++;
return FALSE;
}
static bool8 MovementAction_FlyDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->y2 += 8;
if (sprite->y2 == 0)
sprite->data[2]++;
return FALSE;
}
u8 MovementAction_FlyUp_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
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)
{
CalcWhetherObjectIsOffscreen(objectEvent, sprite);
UpdateObjEventSpriteVisibility(objectEvent, sprite);
}
static void CalcWhetherObjectIsOffscreen(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u16 x, y;
u16 x2, y2;
const struct ObjectEventGraphicsInfo *graphicsInfo;
s16 var;
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 + (s16)x;
y2 = graphicsInfo->height + (s16)y;
if (gSaveBlock1Ptr->location.mapGroup == MAP_GROUP(SSANNE_EXTERIOR)
&& gSaveBlock1Ptr->location.mapNum == MAP_NUM(SSANNE_EXTERIOR)
&& objectEvent->localId == 1)
{
var = -32;
}
else
{
var = -16;
}
if ((s16)x >= 256 || (s16)x2 < var)
{
objectEvent->offScreen = TRUE;
}
if ((s16)y >= 176 || (s16)y2 < -16)
{
objectEvent->offScreen = TRUE;
}
}
static void UpdateObjEventSpriteVisibility(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[2] = { GROUND_EFFECT_FLAG_REFLECTION, GROUND_EFFECT_FLAG_ICE_REFLECTION };
u8 type = ObjectEventCheckForReflectiveSurface(objEvent);
if (type)
{
if (!objEvent->hasReflection)
{
objEvent->hasReflection = 0;
objEvent->hasReflection = 1;
*flags |= reflectionFlags[type - 1];
}
}
else
{
objEvent->hasReflection = 0;
}
}
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 (MetatileBehavior_IsDeepSand(objEvent->previousMetatileBehavior))
{
*flags |= GROUND_EFFECT_FLAG_DEEP_SAND;
}
else if (MetatileBehavior_IsSand(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 = 0;
objEvent->inSandPile = 1;
*flags |= GROUND_EFFECT_FLAG_SAND_PILE;
}
}
else
{
objEvent->inSandPile = 0;
}
}
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 = 0;
objEvent->inShallowFlowingWater = 1;
*flags |= GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER;
}
}
else
{
objEvent->inShallowFlowingWater = 0;
}
}
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 = 0;
objEvent->inShortGrass = 1;
*flags |= GROUND_EFFECT_FLAG_SHORT_GRASS;
}
}
else
{
objEvent->inShortGrass = 0;
}
}
static void GetGroundEffectFlags_HotSprings(struct ObjectEvent *objEvent, u32 *flags)
{
if (MetatileBehavior_IsHotSprings(objEvent->currentMetatileBehavior)
&& MetatileBehavior_IsHotSprings(objEvent->previousMetatileBehavior))
{
if (!objEvent->inHotSprings)
{
objEvent->inHotSprings = 0;
objEvent->inHotSprings = 1;
*flags |= GROUND_EFFECT_FLAG_HOT_SPRINGS;
}
}
else
{
objEvent->inHotSprings = 0;
}
}
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_IsSurfable,
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 < NELEMS(metatileFuncs); i++)
{
if (metatileFuncs[i](objEvent->currentMetatileBehavior))
{
*flags |= jumpLandingFlags[i];
return;
}
}
}
}
static u8 ObjectEventCheckForReflectiveSurface(struct ObjectEvent *objEvent)
{
const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(objEvent->graphicsId);
// ceil div by tile width?
s16 width = 1;
s16 height = 2;
s16 i;
s16 j;
u8 result;
u8 b;
s16 one;
#define RETURN_REFLECTION_TYPE_AT(x, y) \
b = MapGridGetMetatileBehaviorAt(x, y); \
result = GetReflectionTypeByMetatileBehavior(b); \
if (result != 0) \
return result;
for (i = 0, one = 1; 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 0;
#undef RETURN_REFLECTION_TYPE_AT
}
static u8 GetReflectionTypeByMetatileBehavior(u32 behavior)
{
if (MetatileBehavior_IsIce(behavior))
return 1;
else if (MetatileBehavior_IsReflective(behavior))
return 2;
else
return 0;
}
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;
}
static 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
};
// 1 = Above player sprite
// 2 = Below player sprite
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->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];
}
void ObjectEventUpdateElevation(struct ObjectEvent *objEvent)
{
u8 curElevation = MapGridGetElevationAt(objEvent->currentCoords.x, objEvent->currentCoords.y);
u8 prevElevation = MapGridGetElevationAt(objEvent->previousCoords.x, objEvent->previousCoords.y);
if (curElevation == 15 || prevElevation == 15)
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 = (0x10 - ((((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;
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;
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_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;
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_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, 0);
}
void GroundEffect_IceReflection(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
SetUpReflection(objEvent, sprite, 1);
}
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, u8 a) = {
DoTracksGroundEffect_None,
DoTracksGroundEffect_Footprints,
DoTracksGroundEffect_BikeTireTracks,
};
void GroundEffect_SandTracks(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(objEvent->graphicsId);
sGroundEffectTracksFuncs[info->tracks](objEvent, sprite, 0);
}
void GroundEffect_DeepSandTracks(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(objEvent->graphicsId);
sGroundEffectTracksFuncs[info->tracks](objEvent, sprite, 1);
}
static void DoTracksGroundEffect_None(struct ObjectEvent *objEvent, struct Sprite *sprite, u8 a)
{
}
static void DoTracksGroundEffect_Footprints(struct ObjectEvent *objEvent, struct Sprite *sprite, u8 a)
{
// 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[a]);
}
static void DoTracksGroundEffect_BikeTireTracks(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 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)
{
gFieldEffectArguments[0] = objEvent->previousCoords.x;
gFieldEffectArguments[1] = objEvent->previousCoords.y;
gFieldEffectArguments[2] = 149;
gFieldEffectArguments[3] = 2;
gFieldEffectArguments[4] =
bikeTireTracks_Transitions[objEvent->previousMovementDirection][objEvent->facingDirection - 5];
FieldEffectStart(FLDEFF_BIKE_TIRE_TRACKS);
}
}
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,
GroundEffect_StepOnTallGrass,
GroundEffect_SpawnOnLongGrass,
GroundEffect_StepOnLongGrass,
GroundEffect_WaterReflection,
GroundEffect_IceReflection,
GroundEffect_FlowingWater,
GroundEffect_SandTracks,
GroundEffect_DeepSandTracks,
GroundEffect_Ripple,
GroundEffect_StepOnPuddle,
GroundEffect_SandHeap,
GroundEffect_JumpOnTallGrass,
GroundEffect_JumpOnLongGrass,
GroundEffect_JumpOnShallowWater,
GroundEffect_JumpOnWater,
GroundEffect_JumpLandingDust,
GroundEffect_ShortGrass,
GroundEffect_HotSprings,
GroundEffect_Seaweed
};
static void DoFlaggedGroundEffects(struct ObjectEvent *objEvent, struct Sprite *sprite, u32 flags)
{
u8 i;
if (objEvent->localId == OBJ_EVENT_ID_CAMERA && objEvent->invisible)
return;
for (i = 0; i < NELEMS(sGroundEffectFuncs); i++, flags >>= 1)
if (flags & 1)
sGroundEffectFuncs[i](objEvent, sprite);
}
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;
if (objEvent->triggerGroundEffectsOnMove)
{
flags = 0;
UpdateObjectEventElevationAndPriority(objEvent, sprite);
GetAllGroundEffectFlags_OnSpawn(objEvent, &flags);
SetObjectEventSpriteOamTableForLongGrass(objEvent, sprite);
DoFlaggedGroundEffects(objEvent, sprite, flags);
objEvent->triggerGroundEffectsOnMove = 0;
objEvent->disableCoveringGroundEffects = 0;
}
}
static void DoGroundEffects_OnBeginStep(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
u32 flags;
if (objEvent->triggerGroundEffectsOnMove)
{
flags = 0;
UpdateObjectEventElevationAndPriority(objEvent, sprite);
GetAllGroundEffectFlags_OnBeginStep(objEvent, &flags);
SetObjectEventSpriteOamTableForLongGrass(objEvent, sprite);
filters_out_some_ground_effects(objEvent, &flags);
DoFlaggedGroundEffects(objEvent, sprite, flags);
objEvent->triggerGroundEffectsOnMove = 0;
objEvent->disableCoveringGroundEffects = 0;
}
}
static void DoGroundEffects_OnFinishStep(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
u32 flags;
if (objEvent->triggerGroundEffectsOnStop)
{
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;
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 noFreeze)
{
u8 i;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (i != noFreeze && gObjectEvents[i].active && i != gPlayerAvatar.objectEventId)
FreezeObjectEvent(&gObjectEvents[i]);
}
}
void UnfreezeObjectEvent(struct ObjectEvent *objectEvent)
{
if (objectEvent->active && objectEvent->frozen)
{
objectEvent->frozen = FALSE;
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]);
}
}
#define tDirection data[3]
#define tSpeed data[4]
#define tStepNo data[5]
static void Step1(struct Sprite *sprite, u8 direction)
{
sprite->x += sDirectionToVectors[direction].x;
sprite->y += sDirectionToVectors[direction].y;
}
static void Step2(struct Sprite *sprite, u8 direction)
{
sprite->x += 2 * (u16)sDirectionToVectors[direction].x;
sprite->y += 2 * (u16)sDirectionToVectors[direction].y;
}
static void Step3(struct Sprite *sprite, u8 direction)
{
sprite->x += 2 * (u16)sDirectionToVectors[direction].x + (u16)sDirectionToVectors[direction].x;
sprite->y += 2 * (u16)sDirectionToVectors[direction].y + (u16)sDirectionToVectors[direction].y;
}
static void Step4(struct Sprite *sprite, u8 direction)
{
sprite->x += 4 * (u16)sDirectionToVectors[direction].x;
sprite->y += 4 * (u16)sDirectionToVectors[direction].y;
}
static void Step8(struct Sprite *sprite, u8 direction)
{
sprite->x += 8 * (u16)sDirectionToVectors[direction].x;
sprite->y += 8 * (u16)sDirectionToVectors[direction].y;
}
void SetSpriteDataForNormalStep(struct Sprite *sprite, u8 direction, u8 speed)
{
sprite->tDirection = direction;
sprite->tSpeed = speed;
sprite->tStepNo = 0;
}
typedef void (*SpriteStepFunc)(struct Sprite *sprite, u8 direction);
static const SpriteStepFunc sSpeedNormalStepFuncs[] = {
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1
};
static const SpriteStepFunc sSpeedFast1StepFuncs[] = {
Step2,
Step2,
Step2,
Step2,
Step2,
Step2,
Step2,
Step2
};
static const SpriteStepFunc sSpeedFast2StepFuncs[] = {
Step2,
Step3,
Step3,
Step2,
Step3,
Step3
};
static const SpriteStepFunc sSpeedFasterStepFuncs[] = {
Step4,
Step4,
Step4,
Step4
};
static const SpriteStepFunc sSpeedFastestStepFuncs[] = {
Step8,
Step8
};
static const SpriteStepFunc *const sNpcStepFuncTables[] = {
[MOVE_SPEED_NORMAL] = sSpeedNormalStepFuncs,
[MOVE_SPEED_FAST_1] = sSpeedFast1StepFuncs,
[MOVE_SPEED_FAST_2] = sSpeedFast2StepFuncs,
[MOVE_SPEED_FASTER] = sSpeedFasterStepFuncs,
[MOVE_SPEED_FASTEST] = sSpeedFastestStepFuncs,
};
static const s16 sStepTimes[] = {
[MOVE_SPEED_NORMAL] = NELEMS(sSpeedNormalStepFuncs),
[MOVE_SPEED_FAST_1] = NELEMS(sSpeedFast1StepFuncs),
[MOVE_SPEED_FAST_2] = NELEMS(sSpeedFast2StepFuncs),
[MOVE_SPEED_FASTER] = NELEMS(sSpeedFasterStepFuncs),
[MOVE_SPEED_FASTEST] = NELEMS(sSpeedFastestStepFuncs),
};
bool8 NpcTakeStep(struct Sprite *sprite)
{
if (sprite->tStepNo >= sStepTimes[sprite->tSpeed])
return FALSE;
sNpcStepFuncTables[sprite->tSpeed][sprite->tStepNo](sprite, sprite->tDirection);
sprite->tStepNo++;
if (sprite->tStepNo < sStepTimes[sprite->tSpeed])
return FALSE;
return TRUE;
}
#undef tSpeed
#define tDelay data[4]
void SetWalkSlowerSpriteData(struct Sprite *sprite, u8 direction)
{
sprite->tDirection = direction;
sprite->tDelay = 0;
sprite->tStepNo = 0;
}
bool8 UpdateWalkSlowerAnim(struct Sprite *sprite)
{
if (!(sprite->tDelay & 1))
{
Step1(sprite, sprite->tDirection);
sprite->tStepNo++;
}
sprite->tDelay++;
if (sprite->tStepNo > 15)
return TRUE;
else
return FALSE;
}
// SetWalkSlowSpriteData, SetWalkSlowerSpriteData, SetWalkSlowestSpriteData,
// and SetRunSlowSpriteData are functionally equivalent
void SetWalkSlowSpriteData(struct Sprite *sprite, u8 direction)
{
sprite->tDirection = direction;
sprite->tDelay = 0;
sprite->tStepNo = 0;
}
bool8 UpdateWalkSlowAnim(struct Sprite *sprite)
{
if (++sprite->tDelay < 3)
{
Step1(sprite, sprite->tDirection);
sprite->tStepNo++;
}
else
sprite->tDelay = 0;
if (sprite->tStepNo > 15)
return TRUE;
else
return FALSE;
}
void SetWalkSlowestSpriteData(struct Sprite *sprite, u8 direction)
{
sprite->tDirection = direction;
sprite->tDelay = 0;
sprite->tStepNo = 0;
}
bool8 UpdateWalkSlowestAnim(struct Sprite *sprite)
{
if (++sprite->tDelay > 9)
{
sprite->tDelay = 0;
Step1(sprite, sprite->tDirection);
sprite->tStepNo++;
}
if (sprite->tStepNo > 15)
return TRUE;
else
return FALSE;
}
void SetRunSlowSpriteData(struct Sprite *sprite, u8 direction)
{
sprite->tDirection = direction;
sprite->tDelay = 0;
sprite->tStepNo = 0;
}
bool8 UpdateRunSlowAnim(struct Sprite *sprite)
{
if ((++sprite->tDelay) & 1)
{
Step1(sprite, sprite->tDirection);
sprite->tStepNo++;
}
else
{
Step2(sprite, sprite->tDirection);
sprite->tStepNo += 2;
}
if (sprite->tStepNo > 15)
return TRUE;
else
return FALSE;
}
#undef tStepNo
#undef tDelay
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
};
#define sJumpDistance data[4]
#define sJumpType data[5]
#define sTimer data[6]
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];
}
void SetJumpSpriteData(struct Sprite *sprite, u8 direction, u8 distance, u8 type)
{
sprite->tDirection = direction;
sprite->sJumpDistance = distance;
sprite->sJumpType = type;
sprite->sTimer = 0;
}
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 jumpPhase = 0;
if (sprite->sJumpDistance != JUMP_DISTANCE_IN_PLACE)
Step1(sprite, sprite->tDirection);
sprite->y2 = GetJumpY(sprite->sTimer >> distanceToShift[sprite->sJumpDistance], sprite->sJumpType);
sprite->sTimer++;
if (sprite->sTimer == (distanceToTime[sprite->sJumpDistance] >> 1))
jumpPhase = JUMP_HALFWAY;
if (sprite->sTimer >= distanceToTime[sprite->sJumpDistance])
{
sprite->y2 = 0;
jumpPhase = JUMP_FINISHED;
}
return jumpPhase;
}
u8 DoJumpSpecialSpriteMovement(struct Sprite *sprite)
{
s16 duration[3] = {0x20, 0x20, 0x40};
u8 shifts[3] = {1, 1, 2};
u8 jumpPhase = 0;
if (sprite->sJumpDistance != JUMP_DISTANCE_IN_PLACE && !(sprite->sTimer & 1))
Step1(sprite, sprite->tDirection);
sprite->y2 = GetJumpY(sprite->sTimer >> shifts[sprite->sJumpDistance], sprite->sJumpType);
sprite->sTimer++;
if (sprite->sTimer == (duration[sprite->sJumpDistance] >> 1))
jumpPhase = JUMP_HALFWAY;
if (sprite->sTimer >= duration[sprite->sJumpDistance])
{
sprite->y2 = 0;
jumpPhase = JUMP_FINISHED;
}
return jumpPhase;
}
#undef sTimer
#undef sJumpType
#undef sJumpDistance
#undef tDirection
#define tDelay data[3]
void SetMovementDelay(struct Sprite *sprite, s16 delay)
{
sprite->tDelay = delay;
}
bool8 WaitForMovementDelay(struct Sprite *sprite)
{
sprite->tDelay--;
if (sprite->tDelay == 0)
return TRUE;
else
return FALSE;
}
#undef tDelay
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]
void SpriteCB_VirtualObject(struct Sprite *sprite)
{
VirtualObject_UpdateAnim(sprite);
SetObjectSubpriorityByElevation(sprite->sVirtualObjElev, sprite, 1);
UpdateObjectEventSpriteInvisibility(sprite, sprite->sInvisible);
}
// Unused
static void DestroyVirtualObjects(void)
{
s32 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 animNum;
u8 spriteId = GetVirtualObjectSpriteId(virtualObjId);
if (spriteId != MAX_SPRITES)
{
struct Sprite *sprite = &gSprites[spriteId];
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(direction));
}
}
void SetVirtualObjectGraphics(u8 virtualObjId, u8 direction)
{
int spriteId = GetVirtualObjectSpriteId(virtualObjId);
if (spriteId != MAX_SPRITES)
{
struct Sprite *sprite = &gSprites[spriteId];
const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(direction);
u16 baseBlock = sprite->oam.tileNum;
sprite->oam = *info->oam;
sprite->oam.tileNum = baseBlock;
sprite->oam.paletteNum = info->paletteSlot;
sprite->images = info->images;
if (info->subspriteTables == NULL)
{
sprite->subspriteTables = NULL;
sprite->subspriteTableNum = 0;
sprite->subspriteMode = SUBSPRITES_OFF;
}
else
{
SetSubspriteTables(sprite, info->subspriteTables);
sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
}
StartSpriteAnim(sprite, 0);
}
}
void SetVirtualObjectInvisibility(u8 virtualObjId, bool32 invisible)
{
u8 spriteId = GetVirtualObjectSpriteId(virtualObjId);
if (spriteId != MAX_SPRITES)
{
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 animNo)
{
u8 spriteId = GetVirtualObjectSpriteId(virtualObjId);
if (spriteId != MAX_SPRITES)
{
gSprites[spriteId].sAnimNum = animNo;
gSprites[spriteId].sAnimState = 0;
}
}
static void MoveUnionRoomObjectUp(struct Sprite *sprite)
{
switch (sprite->sAnimState)
{
case 0:
sprite->y2 = 0;
sprite->sAnimState++;
// fallthrough
case 1:
if ((sprite->y2 -= 8) == -DISPLAY_HEIGHT)
{
sprite->y2 = 0;
sprite->sInvisible = TRUE;
sprite->sAnimNum = 0;
sprite->sAnimState = 0;
}
break;
}
}
static void MoveUnionRoomObjectDown(struct Sprite *sprite)
{
switch (sprite->sAnimState)
{
case 0:
sprite->y2 = -DISPLAY_HEIGHT;
sprite->sAnimState++;
// fallthrough
case 1:
if ((sprite->y2 += 8) == 0)
{
sprite->sAnimNum = 0;
sprite->sAnimState = 0;
}
break;
}
}
static void VirtualObject_UpdateAnim(struct Sprite *sprite)
{
switch (sprite->sAnimNum)
{
case UNION_ROOM_SPAWN_NONE:
break;
case UNION_ROOM_SPAWN_IN:
MoveUnionRoomObjectDown(sprite);
break;
case UNION_ROOM_SPAWN_OUT:
MoveUnionRoomObjectUp(sprite);
break;
default:
sprite->sAnimNum = 0;
AGB_ASSERT_EX(0, ABSPATH("evobjmv.c"), 13331);
}
}
bool32 IsVirtualObjectAnimating(u8 virtualObjId)
{
u8 spriteId = GetVirtualObjectSpriteId(virtualObjId);
if (spriteId == MAX_SPRITES)
return FALSE;
if (gSprites[spriteId].sAnimNum)
return TRUE;
else
return FALSE;
}
#undef sVirtualObjId
#undef sVirtualObjElev
#undef sInvisible
#undef sAnimNum
#undef sAnimState
u32 StartFieldEffectForObjectEvent(u8 fieldEffectId, struct ObjectEvent *objectEvent)
{
ObjectEventGetLocalIdAndMap(objectEvent, (u8 *)&gFieldEffectArguments[0], (u8 *)&gFieldEffectArguments[1], (u8 *)&gFieldEffectArguments[2]);
return FieldEffectStart(fieldEffectId);
}
void DoShadowFieldEffect(struct ObjectEvent *objectEvent)
{
if (!objectEvent->hasShadow)
{
objectEvent->hasShadow = TRUE;
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);
}