pokefirered/include/field_weather.h
2022-09-06 15:30:34 -04:00

177 lines
4.9 KiB
C

#ifndef GUARD_WEATHER_H
#define GUARD_WEATHER_H
#include "global.h"
#include "constants/field_weather.h"
#define TAG_WEATHER_START 0x1200
enum {
GFXTAG_CLOUD = TAG_WEATHER_START,
GFXTAG_FOG_H,
GFXTAG_ASH,
GFXTAG_FOG_D,
GFXTAG_SANDSTORM,
GFXTAG_BUBBLE,
GFXTAG_RAIN,
};
enum {
PALTAG_WEATHER = TAG_WEATHER_START,
};
struct Weather
{
union
{
struct
{
struct Sprite *rainSprites[MAX_RAIN_SPRITES];
struct Sprite *snowflakeSprites[101];
struct Sprite *cloudSprites[NUM_CLOUD_SPRITES];
} s1;
struct
{
u8 filler0[0xA0];
struct Sprite *fogHSprites[NUM_FOG_HORIZONTAL_SPRITES];
struct Sprite *ashSprites[NUM_ASH_SPRITES];
struct Sprite *fogDSprites[NUM_FOG_DIAGONAL_SPRITES];
struct Sprite *sandstormSprites1[NUM_SANDSTORM_SPRITES];
struct Sprite *sandstormSprites2[NUM_SWIRL_SANDSTORM_SPRITES];
} s2;
} sprites;
u8 gammaShifts[19][32];
u8 altGammaShifts[19][32];
s8 gammaIndex;
s8 gammaTargetIndex;
u8 gammaStepDelay;
u8 gammaStepFrameCounter;
u16 fadeDestColor;
u8 palProcessingState;
u8 fadeScreenCounter;
bool8 readyForInit;
u8 taskId;
u8 fadeInActive;
u8 fadeInCounter;
u16 initStep;
u16 finishStep;
u8 currWeather;
u8 nextWeather;
u8 weatherGfxLoaded;
bool8 weatherChangeComplete;
u8 weatherPicSpritePalIndex;
u8 altGammaSpritePalIndex;
u16 rainSpriteVisibleCounter;
u8 curRainSpriteIndex;
u8 targetRainSpriteCount;
u8 rainSpriteCount;
u8 rainSpriteVisibleDelay;
u8 isDownpour;
u8 rainStrength;
bool8 cloudSpritesCreated;
u16 snowflakeVisibleCounter;
u16 snowflakeTimer;
u8 snowflakeSpriteCount;
u8 targetSnowflakeSpriteCount;
u16 thunderDelay;
u16 thunderCounter;
bool8 thunderAllowEnd;
bool8 thunderSkipShort;
u8 thunderShortRetries;
bool8 thunderTriggered;
u16 fogHScrollPosX;
u16 fogHScrollCounter;
u16 fogHScrollOffset;
u8 lightenedFogSpritePals[6];
u8 lightenedFogSpritePalsCount;
bool8 fogHSpritesCreated;
u16 ashBaseSpritesX;
u16 ashUnused;
bool8 ashSpritesCreated;
u32 sandstormXOffset;
u32 sandstormYOffset;
u8 filler_70C[2];
u16 sandstormBaseSpritesX;
u16 sandstormPosY;
u16 sandstormWaveIndex;
u16 sandstormWaveCounter;
bool8 sandstormSpritesCreated;
bool8 sandstormSwirlSpritesCreated;
u16 fogDBaseSpritesX;
u16 fogDPosY;
u16 fogDScrollXCounter;
u16 fogDScrollYCounter;
u16 fogDXOffset;
u16 fogDYOffset;
bool8 fogDSpritesCreated;
u16 bubblesDelayCounter;
u16 bubblesDelayIndex;
u16 bubblesCoordsIndex;
u16 bubblesSpriteCount;
bool8 bubblesSpritesCreated;
u16 currBlendEVA;
u16 currBlendEVB;
u16 targetBlendEVA;
u16 targetBlendEVB;
u8 blendUpdateCounter;
u8 blendFrameCounter;
u8 blendDelay;
s16 droughtBrightnessStage;
s16 droughtLastBrightnessStage;
s16 droughtTimer;
s16 droughtState;
u8 filler_744[0xD-4];
s8 loadDroughtPalsIndex;
u8 loadDroughtPalsOffset;
};
extern struct Weather *const gWeatherPtr;
void FadeScreen(u8 mode, s8 delay);
void SetSavedWeather(u32);
u8 GetSav1Weather(void);
void DoCurrentWeather(void);
void SetSavedWeatherFromCurrMapHeader(void);
void SlightlyDarkenPalsInWeather(u16 *, u16 *, u32);
void PlayRainStoppingSoundEffect(void);
bool8 IsWeatherNotFadingIn(void);
void SetWeatherScreenFadeOut(void);
void WeatherProcessingIdle(void);
u8 GetCurrentWeather(void);
void delay(u8, u8, u32);
void UpdateSpritePaletteWithWeather(u8 palIdx);
void ResetPreservedPalettesInWeather(void);
void PreservePaletteInWeather(u8 palIdx);
void SetNextWeather(u8 weather);
void SetCurrentAndNextWeather(u8 weather);
void Weather_SetBlendCoeffs(u8 eva, u8 evb);
void Weather_SetTargetBlendCoeffs(u8 eva, u8 evb, int delay);
bool8 Weather_UpdateBlend(void);
void LoadCustomWeatherSpritePalette(const u16 *palette);
void ResetDroughtWeatherPaletteLoading(void);
bool8 LoadDroughtWeatherPalettes(void);
void DroughtStateInit(void);
void DroughtStateRun(void);
void SetRainStrengthFromSoundEffect(u16 soundEffect);
void WeatherShiftGammaIfPalStateIdle(s8 gammaIndex);
void WeatherBeginGammaFade(u8 gammaIndex, u8 gammaTargetIndex, u8 gammaStepDelay);
void ApplyWeatherGammaShiftToPal(u8 paletteIndex);
void StartWeather(void);
void ResumePausedWeather(void);
void FadeSelectedPals(u8 mode, s8 delay, u32 selectedPalettes);
extern const u16 gCloudsWeatherPalette[];
extern const u16 gSandstormWeatherPalette[];
extern const u8 gWeatherFogDiagonalTiles[];
extern const u8 gWeatherFogHorizontalTiles[];
extern const u8 gWeatherCloudTiles[];
extern const u8 gWeatherSnow1Tiles[];
extern const u8 gWeatherSnow2Tiles[];
extern const u8 gWeatherBubbleTiles[];
extern const u8 gWeatherAshTiles[];
extern const u8 gWeatherRainTiles[];
extern const u8 gWeatherSandstormTiles[];
#endif // GUARD_WEATHER_H