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188 lines
5.0 KiB
C
188 lines
5.0 KiB
C
#ifndef GUARD_WEATHER_H
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#define GUARD_WEATHER_H
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#include "global.h"
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#include "constants/field_weather.h"
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enum
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{
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COLOR_MAP_NONE,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_CONTRAST,
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};
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#define TAG_WEATHER_START 0x1200
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enum {
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GFXTAG_CLOUD = TAG_WEATHER_START,
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GFXTAG_FOG_H,
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GFXTAG_ASH,
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GFXTAG_FOG_D,
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GFXTAG_SANDSTORM,
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GFXTAG_BUBBLE,
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GFXTAG_RAIN,
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};
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enum {
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PALTAG_WEATHER = TAG_WEATHER_START,
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PALTAG_WEATHER_2
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};
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#define NUM_WEATHER_COLOR_MAPS 19
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struct Weather
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{
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union
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{
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struct
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{
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struct Sprite *rainSprites[MAX_RAIN_SPRITES];
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struct Sprite *snowflakeSprites[101];
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struct Sprite *cloudSprites[NUM_CLOUD_SPRITES];
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} s1;
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struct
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{
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u8 filler0[0xA0];
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struct Sprite *fogHSprites[NUM_FOG_HORIZONTAL_SPRITES];
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struct Sprite *ashSprites[NUM_ASH_SPRITES];
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struct Sprite *fogDSprites[NUM_FOG_DIAGONAL_SPRITES];
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struct Sprite *sandstormSprites1[NUM_SANDSTORM_SPRITES];
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struct Sprite *sandstormSprites2[NUM_SWIRL_SANDSTORM_SPRITES];
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} s2;
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} sprites;
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s8 colorMapIndex;
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s8 targetColorMapIndex;
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u8 colorMapStepDelay;
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u8 colorMapStepCounter;
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u16 fadeDestColor;
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u8 palProcessingState;
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u8 fadeScreenCounter;
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bool8 readyForInit;
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u8 taskId;
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u8 fadeInFirstFrame;
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u8 fadeInTimer;
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u16 initStep;
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u16 finishStep;
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u8 currWeather;
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u8 nextWeather;
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u8 weatherGfxLoaded;
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bool8 weatherChangeComplete;
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u8 weatherPicSpritePalIndex;
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u8 contrastColorMapSpritePalIndex;
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// Rain
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u16 rainSpriteVisibleCounter;
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u8 curRainSpriteIndex;
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u8 targetRainSpriteCount;
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u8 rainSpriteCount;
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u8 rainSpriteVisibleDelay;
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u8 isDownpour;
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u8 rainStrength;
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bool8 cloudSpritesCreated;
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// Snow
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u16 snowflakeVisibleCounter;
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u16 snowflakeTimer;
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u8 snowflakeSpriteCount;
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u8 targetSnowflakeSpriteCount;
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// Thunderstorm
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u16 thunderTimer;
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u16 thunderSETimer;
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bool8 thunderAllowEnd;
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bool8 thunderLongBolt;
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u8 thunderShortBolts;
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bool8 thunderEnqueued;
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// Horizontal fog
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u16 fogHScrollPosX;
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u16 fogHScrollCounter;
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u16 fogHScrollOffset;
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u8 lightenedFogSpritePals[6];
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u8 lightenedFogSpritePalsCount;
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bool8 fogHSpritesCreated;
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// Ash
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u16 ashBaseSpritesX;
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u16 ashUnused;
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bool8 ashSpritesCreated;
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// Sandstorm
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u32 sandstormXOffset;
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u32 sandstormYOffset;
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u16 sandstormUnused;
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u16 sandstormBaseSpritesX;
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u16 sandstormPosY;
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u16 sandstormWaveIndex;
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u16 sandstormWaveCounter;
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bool8 sandstormSpritesCreated;
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bool8 sandstormSwirlSpritesCreated;
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// Diagonal fog
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u16 fogDBaseSpritesX;
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u16 fogDPosY;
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u16 fogDScrollXCounter;
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u16 fogDScrollYCounter;
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u16 fogDXOffset;
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u16 fogDYOffset;
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bool8 fogDSpritesCreated;
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// Bubbles
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u16 bubblesDelayCounter;
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u16 bubblesDelayIndex;
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u16 bubblesCoordsIndex;
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u16 bubblesSpriteCount;
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bool8 bubblesSpritesCreated;
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u16 currBlendEVA;
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u16 currBlendEVB;
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u16 targetBlendEVA;
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u16 targetBlendEVB;
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u8 blendUpdateCounter;
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u8 blendFrameCounter;
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u8 blendDelay;
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// Drought
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s16 droughtBrightnessStage;
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s16 droughtLastBrightnessStage;
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s16 droughtTimer;
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s16 droughtState;
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u8 droughtUnused[9];
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u8 loadDroughtPalsIndex;
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u8 loadDroughtPalsOffset;
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};
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extern struct Weather *const gWeatherPtr;
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void FadeScreen(u8 mode, s8 delay);
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u32 FadeScreenHardware(u32 mode, s32 delay);
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void SetSavedWeather(u32);
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u8 GetSavedWeather(void);
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void DoCurrentWeather(void);
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void SetSavedWeatherFromCurrMapHeader(void);
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void SlightlyDarkenPalsInWeather(u16 *, u16 *, u32);
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void PlayRainStoppingSoundEffect(void);
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bool8 IsWeatherNotFadingIn(void);
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void SetWeatherScreenFadeOut(void);
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void SetWeatherPalStateIdle(void);
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u8 GetCurrentWeather(void);
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void delay(u8, u8, u32);
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void UpdateSpritePaletteWithWeather(u8 palIdx, bool32 allowFog);
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void ResetPreservedPalettesInWeather(void);
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const u8* SetPaletteColorMapType(u8 paletteIndex, u8 colorMapType);
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void PreservePaletteInWeather(u8 palIdx);
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bool32 IsWeatherAlphaBlend(void);
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void SetNextWeather(u8 weather);
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void SetCurrentAndNextWeather(u8 weather);
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void Weather_SetBlendCoeffs(u8 eva, u8 evb);
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void Weather_SetTargetBlendCoeffs(u8 eva, u8 evb, int delay);
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bool8 Weather_UpdateBlend(void);
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void LoadCustomWeatherSpritePalette(const u16 *palette);
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void ResetDroughtWeatherPaletteLoading(void);
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bool8 LoadDroughtWeatherPalettes(void);
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void DroughtStateInit(void);
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void DroughtStateRun(void);
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void SetRainStrengthFromSoundEffect(u16 soundEffect);
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void ApplyWeatherColorMapIfIdle(s8 colorMapIndex);
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void ApplyWeatherColorMapIfIdle_Gradual(u8 colorMapIndex, u8 targetColorMapIndex, u8 colorMapStepDelay);
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void ApplyWeatherColorMapToPals(u8 startPalIndex, u8 numPalettes);
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void StartWeather(void);
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void SetWeather(u32 weather);
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void ResumePausedWeather(void);
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void FadeSelectedPals(u8 mode, s8 delay, u32 selectedPalettes);
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#endif // GUARD_WEATHER_H
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