tumbledemerald-legacy/src/rotating_gate.c

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2022-05-19 19:14:13 +02:00
#include "global.h"
#include "bike.h"
#include "event_data.h"
#include "event_object_movement.h"
#include "fieldmap.h"
#include "sound.h"
#include "sprite.h"
#include "constants/songs.h"
#define ROTATING_GATE_TILE_TAG 0x1300
#define ROTATING_GATE_PUZZLE_MAX 12
#define GATE_ARM_MAX_LENGTH 2
#define GATE_ROT(rotationDirection, arm, longArm) \
((rotationDirection & 15) << 4) | ((arm & 7) << 1) | (longArm & 1)
#define GATE_ROT_CW(arm, longArm) GATE_ROT(ROTATE_CLOCKWISE, arm, longArm)
#define GATE_ROT_ACW(arm, longArm) GATE_ROT(ROTATE_ANTICLOCKWISE, arm, longArm)
#define GATE_ROT_NONE 255
// static functions
static void SpriteCallback_RotatingGate(struct Sprite *sprite);
static u8 RotatingGate_CreateGate(u8 gateId, s16 deltaX, s16 deltaY);
static void RotatingGate_HideGatesOutsideViewport(struct Sprite *sprite);
// enums
enum
{
/*
* |
* +--
*/
GATE_SHAPE_L1,
/*
* |
* |
* +--
*/
GATE_SHAPE_L2,
/*
* |
* +----
*/
GATE_SHAPE_L3,
/*
* |
* |
* +----
*/
GATE_SHAPE_L4,
/*
* |
* +--
* |
*/
GATE_SHAPE_T1,
/*
* |
* |
* +--
* |
*/
GATE_SHAPE_T2,
/*
* |
* +----
* |
*/
GATE_SHAPE_T3,
/*
* An unused T-shape gate
* |
* +--
* |
* |
*/
GATE_SHAPE_T4,
/*
* An unused T-shape gate
* |
* |
* +----
* |
*/
GATE_SHAPE_UNUSED_T1,
/*
* An unused T-shape gate
* |
* |
* +--
* |
* |
*/
GATE_SHAPE_UNUSED_T2,
/*
* An unused T-shape gate
* |
* +----
* |
* |
*/
GATE_SHAPE_UNUSED_T3,
/*
* An unused T-shape gate
* |
* |
* +----
* |
* |
*/
GATE_SHAPE_UNUSED_T4,
};
enum
{
/*
* 0 degrees (clockwise)
* |
* +--
* |
*/
GATE_ORIENTATION_0,
/*
* 90 degress (clockwise)
* --+--
* |
*/
GATE_ORIENTATION_90,
/*
* 180 degrees (clockwise)
* |
* --+
* |
*/
GATE_ORIENTATION_180,
/*
* 270 degrees (clockwise)
* |
* --+--
*/
GATE_ORIENTATION_270,
GATE_ORIENTATION_MAX,
};
// Describes the location of the gates "arms" when the gate has not
// been rotated (i.e. rotated 0 degrees)
enum
{
GATE_ARM_NORTH,
GATE_ARM_EAST,
GATE_ARM_SOUTH,
GATE_ARM_WEST,
};
enum
{
ROTATE_NONE,
ROTATE_ANTICLOCKWISE,
ROTATE_CLOCKWISE,
};
enum
{
PUZZLE_NONE,
PUZZLE_FORTREE_CITY_GYM,
PUZZLE_ROUTE110_TRICK_HOUSE_PUZZLE6,
};
// structure
struct RotatingGatePuzzle
{
s16 x;
s16 y;
u8 shape;
u8 orientation;
};
// .rodata
// Fortree
static const struct RotatingGatePuzzle sRotatingGate_FortreePuzzleConfig[] =
{
{ 6, 7, GATE_SHAPE_T2, GATE_ORIENTATION_90},
{ 9, 15, GATE_SHAPE_T2, GATE_ORIENTATION_180},
{ 3, 19, GATE_SHAPE_T2, GATE_ORIENTATION_90},
{ 2, 6, GATE_SHAPE_T1, GATE_ORIENTATION_90},
{ 9, 12, GATE_SHAPE_T1, GATE_ORIENTATION_0},
{ 6, 23, GATE_SHAPE_T1, GATE_ORIENTATION_0},
{12, 22, GATE_SHAPE_T1, GATE_ORIENTATION_0},
{ 6, 3, GATE_SHAPE_L4, GATE_ORIENTATION_180},
};
// Trickhouse
static const struct RotatingGatePuzzle sRotatingGate_TrickHousePuzzleConfig[] =
{
{14, 5, GATE_SHAPE_T1, GATE_ORIENTATION_90},
{10, 6, GATE_SHAPE_L2, GATE_ORIENTATION_180},
{ 6, 6, GATE_SHAPE_L4, GATE_ORIENTATION_90},
{14, 8, GATE_SHAPE_T1, GATE_ORIENTATION_90},
{ 3, 10, GATE_SHAPE_L3, GATE_ORIENTATION_270},
{ 9, 14, GATE_SHAPE_L1, GATE_ORIENTATION_90},
{ 3, 15, GATE_SHAPE_T3, GATE_ORIENTATION_0},
{ 2, 17, GATE_SHAPE_L2, GATE_ORIENTATION_180},
{12, 18, GATE_SHAPE_T3, GATE_ORIENTATION_270},
{ 5, 18, GATE_SHAPE_L4, GATE_ORIENTATION_90},
{10, 19, GATE_SHAPE_L3, GATE_ORIENTATION_180},
};
static const u8 sRotatingGateTiles_1[] = INCBIN_U8("graphics/misc/rotating_gate_1.4bpp");
static const u8 sRotatingGateTiles_2[] = INCBIN_U8("graphics/misc/rotating_gate_2.4bpp");
static const u8 sRotatingGateTiles_3[] = INCBIN_U8("graphics/misc/rotating_gate_3.4bpp");
static const u8 sRotatingGateTiles_4[] = INCBIN_U8("graphics/misc/rotating_gate_4.4bpp");
static const u8 sRotatingGateTiles_5[] = INCBIN_U8("graphics/misc/rotating_gate_5.4bpp");
static const u8 sRotatingGateTiles_6[] = INCBIN_U8("graphics/misc/rotating_gate_6.4bpp");
static const u8 sRotatingGateTiles_7[] = INCBIN_U8("graphics/misc/rotating_gate_7.4bpp");
static const u8 sRotatingGateTiles_8[] = INCBIN_U8("graphics/misc/rotating_gate_8.4bpp");
static const struct OamData sOamData_RotatingGateLarge =
{
.y = 0,
.affineMode = ST_OAM_AFFINE_NORMAL,
.objMode = ST_OAM_OBJ_NORMAL,
.mosaic = 0,
.bpp = ST_OAM_4BPP,
.shape = SPRITE_SHAPE(64x64),
.x = 0,
.matrixNum = 0,
.size = SPRITE_SIZE(64x64),
.tileNum = 0,
.priority = 2,
.paletteNum = 2,
.affineParam = 0,
};
static const struct OamData sOamData_RotatingGateRegular =
{
.y = 0,
.affineMode = ST_OAM_AFFINE_NORMAL,
.objMode = ST_OAM_OBJ_NORMAL,
.mosaic = 0,
.bpp = ST_OAM_4BPP,
.shape = SPRITE_SHAPE(32x32),
.x = 0,
.matrixNum = 0,
.size = SPRITE_SIZE(32x32),
.tileNum = 0,
.priority = 2,
.paletteNum = 2,
.affineParam = 0,
};
static const struct SpriteSheet sRotatingGatesGraphicsTable[] =
{
{sRotatingGateTiles_1, 0x200, ROTATING_GATE_TILE_TAG + GATE_SHAPE_L1},
{sRotatingGateTiles_2, 0x800, ROTATING_GATE_TILE_TAG + GATE_SHAPE_L2},
{sRotatingGateTiles_3, 0x800, ROTATING_GATE_TILE_TAG + GATE_SHAPE_L3},
{sRotatingGateTiles_4, 0x800, ROTATING_GATE_TILE_TAG + GATE_SHAPE_L4},
{sRotatingGateTiles_5, 0x200, ROTATING_GATE_TILE_TAG + GATE_SHAPE_T1},
{sRotatingGateTiles_6, 0x800, ROTATING_GATE_TILE_TAG + GATE_SHAPE_T2},
{sRotatingGateTiles_7, 0x800, ROTATING_GATE_TILE_TAG + GATE_SHAPE_T3},
{sRotatingGateTiles_8, 0x800, ROTATING_GATE_TILE_TAG + GATE_SHAPE_T4},
{NULL},
};
static const union AnimCmd sSpriteAnim_RotatingGateLarge[] =
{
ANIMCMD_FRAME(0, 0),
ANIMCMD_END,
};
static const union AnimCmd sSpriteAnim_RotatingGateRegular[] =
{
ANIMCMD_FRAME(0, 0), ANIMCMD_END,
};
static const union AnimCmd *const sSpriteAnimTable_RotatingGateLarge[] =
{
sSpriteAnim_RotatingGateLarge,
};
static const union AnimCmd *const sSpriteAnimTable_RotatingGateRegular[] =
{
sSpriteAnim_RotatingGateRegular,
};
static const union AffineAnimCmd sSpriteAffineAnim_Rotated0[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0),
AFFINEANIMCMD_JUMP(0),
};
static const union AffineAnimCmd sSpriteAffineAnim_Rotated90[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, -64, 0),
AFFINEANIMCMD_JUMP(0),
};
static const union AffineAnimCmd sSpriteAffineAnim_Rotated180[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, -128, 0),
AFFINEANIMCMD_JUMP(0),
};
static const union AffineAnimCmd sSpriteAffineAnim_Rotated270[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, 64, 0),
AFFINEANIMCMD_JUMP(0),
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingClockwise0to90[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, -4, 16),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingClockwise90to180[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, -64, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, -4, 16),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingClockwise180to270[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, -128, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, -4, 16),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingClockwise270to360[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, 64, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, -4, 16),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingAnticlockwise360to270[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, 4, 16),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingAnticlockwise270to180[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, 64, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, 4, 16),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingAnticlockwise180to90[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, -128, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, 4, 16),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingAnticlockwise90to0[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, -64, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, 4, 16),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingClockwise0to90Faster[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, -8, 8),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingClockwise90to180Faster[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, -64, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, -8, 8),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingClockwise180to270Faster[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, -128, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, -8, 8),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingClockwise270to360Faster[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, 64, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, -8, 8),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingAnticlockwise360to270Faster[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, 8, 8),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingAnticlockwise270to180Faster[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, 64, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, 8, 8),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingAnticlockwise180to90Faster[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, -128, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, 8, 8),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sSpriteAffineAnim_RotatingAnticlockwise90to0Faster[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, -64, 0),
AFFINEANIMCMD_FRAME(0x0, 0x0, 8, 8),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd *const sSpriteAffineAnimTable_RotatingGate[] =
{
sSpriteAffineAnim_Rotated0,
sSpriteAffineAnim_Rotated90,
sSpriteAffineAnim_Rotated180,
sSpriteAffineAnim_Rotated270,
sSpriteAffineAnim_RotatingAnticlockwise360to270,
sSpriteAffineAnim_RotatingAnticlockwise90to0,
sSpriteAffineAnim_RotatingAnticlockwise180to90,
sSpriteAffineAnim_RotatingAnticlockwise270to180,
sSpriteAffineAnim_RotatingClockwise0to90,
sSpriteAffineAnim_RotatingClockwise90to180,
sSpriteAffineAnim_RotatingClockwise180to270,
sSpriteAffineAnim_RotatingClockwise270to360,
sSpriteAffineAnim_RotatingAnticlockwise360to270Faster,
sSpriteAffineAnim_RotatingAnticlockwise90to0Faster,
sSpriteAffineAnim_RotatingAnticlockwise180to90Faster,
sSpriteAffineAnim_RotatingAnticlockwise270to180Faster,
sSpriteAffineAnim_RotatingClockwise0to90Faster,
sSpriteAffineAnim_RotatingClockwise90to180Faster,
sSpriteAffineAnim_RotatingClockwise180to270Faster,
sSpriteAffineAnim_RotatingClockwise270to360Faster,
};
static const struct SpriteTemplate sSpriteTemplate_RotatingGateLarge =
{
.tileTag = ROTATING_GATE_TILE_TAG,
.paletteTag = TAG_NONE,
.oam = &sOamData_RotatingGateLarge,
.anims = sSpriteAnimTable_RotatingGateLarge,
.images = NULL,
.affineAnims = sSpriteAffineAnimTable_RotatingGate,
.callback = SpriteCallback_RotatingGate,
};
static const struct SpriteTemplate sSpriteTemplate_RotatingGateRegular =
{
.tileTag = ROTATING_GATE_TILE_TAG,
.paletteTag = TAG_NONE,
.oam = &sOamData_RotatingGateRegular,
.anims = sSpriteAnimTable_RotatingGateRegular,
.images = NULL,
.affineAnims = sSpriteAffineAnimTable_RotatingGate,
.callback = SpriteCallback_RotatingGate,
};
// These structures describe what happens to the gate if you hit it at
// a given coordinate in a 4x4 grid when walking in the specified
// direction. Either the gate does not rotate, or it rotates in the
// given direction. This information is compared against the gate
// "arm" layout to see if there is an arm at the position in order to
// produce the final rotation.
static const u8 sRotatingGate_RotationInfoNorth[4 * 4] =
{
GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_NONE,
GATE_ROT_CW(GATE_ARM_WEST, 1), GATE_ROT_CW(GATE_ARM_WEST, 0), GATE_ROT_ACW(GATE_ARM_EAST, 0), GATE_ROT_ACW(GATE_ARM_EAST, 1),
GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_NONE,
GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_NONE,
};
static const u8 sRotatingGate_RotationInfoSouth[4 * 4] =
{
GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_NONE,
GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_NONE,
GATE_ROT_ACW(GATE_ARM_WEST, 1), GATE_ROT_ACW(GATE_ARM_WEST, 0), GATE_ROT_CW(GATE_ARM_EAST, 0), GATE_ROT_CW(GATE_ARM_EAST, 1),
GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_NONE,
};
static const u8 sRotatingGate_RotationInfoWest[4 * 4] =
{
GATE_ROT_NONE, GATE_ROT_ACW(GATE_ARM_NORTH, 1), GATE_ROT_NONE, GATE_ROT_NONE,
GATE_ROT_NONE, GATE_ROT_ACW(GATE_ARM_NORTH, 0), GATE_ROT_NONE, GATE_ROT_NONE,
GATE_ROT_NONE, GATE_ROT_CW(GATE_ARM_SOUTH, 0), GATE_ROT_NONE, GATE_ROT_NONE,
GATE_ROT_NONE, GATE_ROT_CW(GATE_ARM_SOUTH, 1), GATE_ROT_NONE, GATE_ROT_NONE,
};
static const u8 sRotatingGate_RotationInfoEast[4 * 4] =
{
GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_CW(GATE_ARM_NORTH, 1), GATE_ROT_NONE,
GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_CW(GATE_ARM_NORTH, 0), GATE_ROT_NONE,
GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_ACW(GATE_ARM_SOUTH, 0), GATE_ROT_NONE,
GATE_ROT_NONE, GATE_ROT_NONE, GATE_ROT_ACW(GATE_ARM_SOUTH, 1), GATE_ROT_NONE,
};
// These tables describe the relative coordinate positions the arms
// must move through in order to be rotated.
static const struct Coords8 sRotatingGate_ArmPositionsClockwiseRotation[] = {
{ 0, -1 }, { 1, -2 }, { 0, 0 }, { 1, 0 }, { -1, 0 }, { -1, 1 }, { -1, -1 }, { -2, -1 },
};
static const struct Coords8 sRotatingGate_ArmPositionsAntiClockwiseRotation[] = {
{ -1, -1 }, { -1, -2 }, { 0, -1 }, { 1, -1 }, { 0, 0 }, { 0, 1 }, { -1, 0 }, { -2, 0 },
};
// Describes where the gates "arms" are in the order north, east, south, west.
// These are adjusted using the current orientation to perform collision checking
static const u8 sRotatingGate_ArmLayout[][4 * 2] =
{
// L-shape gates
{
1, 0,
1, 0,
0, 0,
0, 0,
},
{
1, 1,
1, 0,
0, 0,
0, 0,
},
{
1, 0,
1, 1,
0, 0,
0, 0,
},
{
1, 1,
1, 1,
0, 0,
0, 0,
},
// T-shape gates
{
1, 0,
1, 0,
1, 0,
0, 0,
},
{
1, 1,
1, 0,
1, 0,
0, 0,
},
{
1, 0,
1, 1,
1, 0,
0, 0,
},
{
1, 0,
1, 0,
1, 1,
0, 0,
},
// Unused T-shape gates
// These have 2-3 long arms and cannot actually be used anywhere
// since configuration for them is missing from the other tables.
{
1, 1,
1, 1,
1, 0,
0, 0,
},
{
1, 1,
1, 0,
1, 1,
0, 0,
},
{
1, 0,
1, 1,
1, 1,
0, 0,
},
{
1, 1,
1, 1,
1, 1,
0, 0,
},
};
// ewram
static EWRAM_DATA u8 gRotatingGate_GateSpriteIds[ROTATING_GATE_PUZZLE_MAX] = {0};
static EWRAM_DATA const struct RotatingGatePuzzle *gRotatingGate_PuzzleConfig = NULL;
static EWRAM_DATA u8 gRotatingGate_PuzzleCount = 0;
// text
static s32 GetCurrentMapRotatingGatePuzzleType(void)
{
if (gSaveBlock1Ptr->location.mapGroup == MAP_GROUP(FORTREE_CITY_GYM) &&
gSaveBlock1Ptr->location.mapNum == MAP_NUM(FORTREE_CITY_GYM))
{
return PUZZLE_FORTREE_CITY_GYM;
}
if (gSaveBlock1Ptr->location.mapGroup == MAP_GROUP(ROUTE110_TRICK_HOUSE_PUZZLE6) &&
gSaveBlock1Ptr->location.mapNum == MAP_NUM(ROUTE110_TRICK_HOUSE_PUZZLE6))
{
return PUZZLE_ROUTE110_TRICK_HOUSE_PUZZLE6;
}
return PUZZLE_NONE;
}
static void RotatingGate_ResetAllGateOrientations(void)
{
s32 i;
u8 *ptr = (u8 *)GetVarPointer(VAR_TEMP_0);
for (i = 0; i < gRotatingGate_PuzzleCount; i++)
{
ptr[i] = gRotatingGate_PuzzleConfig[i].orientation;
}
}
static s32 RotatingGate_GetGateOrientation(u8 gateId)
{
return ((u8 *)GetVarPointer(VAR_TEMP_0))[gateId];
}
static void RotatingGate_SetGateOrientation(u8 gateId, u8 orientation)
{
((u8 *)GetVarPointer(VAR_TEMP_0))[gateId] = orientation;
}
static void RotatingGate_RotateInDirection(u8 gateId, u32 rotationDirection)
{
u8 orientation = RotatingGate_GetGateOrientation(gateId);
if (rotationDirection == ROTATE_ANTICLOCKWISE)
{
if (orientation)
orientation--;
else
orientation = GATE_ORIENTATION_270;
}
else
{
orientation++;
orientation = orientation % GATE_ORIENTATION_MAX;
}
RotatingGate_SetGateOrientation(gateId, orientation);
}
static void RotatingGate_LoadPuzzleConfig(void)
{
s32 puzzleType = GetCurrentMapRotatingGatePuzzleType();
u32 i;
switch (puzzleType)
{
case PUZZLE_FORTREE_CITY_GYM:
gRotatingGate_PuzzleConfig = sRotatingGate_FortreePuzzleConfig;
gRotatingGate_PuzzleCount =
sizeof(sRotatingGate_FortreePuzzleConfig) / sizeof(struct RotatingGatePuzzle);
break;
case PUZZLE_ROUTE110_TRICK_HOUSE_PUZZLE6:
gRotatingGate_PuzzleConfig = sRotatingGate_TrickHousePuzzleConfig;
gRotatingGate_PuzzleCount =
sizeof(sRotatingGate_TrickHousePuzzleConfig) / sizeof(struct RotatingGatePuzzle);
break;
case PUZZLE_NONE:
default:
return;
}
for (i = 0; i < ROTATING_GATE_PUZZLE_MAX - 1; i++)
{
gRotatingGate_GateSpriteIds[i] = MAX_SPRITES;
}
}
static void RotatingGate_CreateGatesWithinViewport(s16 deltaX, s16 deltaY)
{
u8 i;
// Calculate the bounding box of the camera
// Same as RotatingGate_DestroyGatesOutsideViewport
s16 x = gSaveBlock1Ptr->pos.x - 2;
s16 x2 = gSaveBlock1Ptr->pos.x + MAP_OFFSET_W + 2;
s16 y = gSaveBlock1Ptr->pos.y - 2;
s16 y2 = gSaveBlock1Ptr->pos.y + MAP_OFFSET_H;
for (i = 0; i < gRotatingGate_PuzzleCount; i++)
{
s16 x3 = gRotatingGate_PuzzleConfig[i].x + MAP_OFFSET;
s16 y3 = gRotatingGate_PuzzleConfig[i].y + MAP_OFFSET;
if (y <= y3 && y2 >= y3 && x <= x3 && x2 >= x3 &&
gRotatingGate_GateSpriteIds[i] == MAX_SPRITES)
{
gRotatingGate_GateSpriteIds[i] = RotatingGate_CreateGate(i, deltaX, deltaY);
}
}
}
static u8 RotatingGate_CreateGate(u8 gateId, s16 deltaX, s16 deltaY)
{
struct Sprite *sprite;
struct SpriteTemplate template;
u8 spriteId;
s16 x, y;
const struct RotatingGatePuzzle *gate = &gRotatingGate_PuzzleConfig[gateId];
if (gate->shape == GATE_SHAPE_L1 || gate->shape == GATE_SHAPE_T1)
template = sSpriteTemplate_RotatingGateRegular;
else
template = sSpriteTemplate_RotatingGateLarge;
template.tileTag = gate->shape + ROTATING_GATE_TILE_TAG;
spriteId = CreateSprite(&template, 0, 0, 0x94);
if (spriteId == MAX_SPRITES)
return MAX_SPRITES;
x = gate->x + MAP_OFFSET;
y = gate->y + MAP_OFFSET;
sprite = &gSprites[spriteId];
sprite->data[0] = gateId;
sprite->coordOffsetEnabled = 1;
GetMapCoordsFromSpritePos(x + deltaX, y + deltaY, &sprite->x, &sprite->y);
RotatingGate_HideGatesOutsideViewport(sprite);
StartSpriteAffineAnim(sprite, RotatingGate_GetGateOrientation(gateId));
return spriteId;
}
static void SpriteCallback_RotatingGate(struct Sprite *sprite)
{
u8 affineAnimation;
u8 rotationDirection = sprite->data[1];
u8 orientation = sprite->data[2];
RotatingGate_HideGatesOutsideViewport(sprite);
if (rotationDirection == ROTATE_ANTICLOCKWISE)
{
affineAnimation = orientation + 4;
if (GetPlayerSpeed() != 1)
affineAnimation += 8;
PlaySE(SE_ROTATING_GATE);
StartSpriteAffineAnim(sprite, affineAnimation);
}
else if (rotationDirection == ROTATE_CLOCKWISE)
{
affineAnimation = orientation + 8;
if (GetPlayerSpeed() != 1)
affineAnimation += 8;
PlaySE(SE_ROTATING_GATE);
StartSpriteAffineAnim(sprite, affineAnimation);
}
sprite->data[1] = ROTATE_NONE;
}
static void RotatingGate_HideGatesOutsideViewport(struct Sprite *sprite)
{
u16 x, y;
s16 x2, y2;
sprite->invisible = FALSE;
x = sprite->x + sprite->x2 + sprite->centerToCornerVecX + gSpriteCoordOffsetX;
y = sprite->y + sprite->y2 + sprite->centerToCornerVecY + gSpriteCoordOffsetY;
x2 = x + 64; // Dimensions of the rotating gate
y2 = y + 64;
if ((s16)x > DISPLAY_WIDTH + 16 - 1 || x2 < -16)
{
sprite->invisible = TRUE;
}
if ((s16)y > DISPLAY_HEIGHT + 16 - 1 || y2 < -16)
{
sprite->invisible = TRUE;
}
}
static void LoadRotatingGatePics(void)
{
LoadSpriteSheets(sRotatingGatesGraphicsTable);
}
static void RotatingGate_DestroyGatesOutsideViewport(void)
{
s32 i;
// Same as RotatingGate_CreateGatesWithinViewport
s16 x = gSaveBlock1Ptr->pos.x - 2;
s16 x2 = gSaveBlock1Ptr->pos.x + MAP_OFFSET_W + 2;
s16 y = gSaveBlock1Ptr->pos.y - 2;
s16 y2 = gSaveBlock1Ptr->pos.y + MAP_OFFSET_H;
for (i = 0; i < gRotatingGate_PuzzleCount; i++)
{
s16 xGate = gRotatingGate_PuzzleConfig[i].x + MAP_OFFSET;
s16 yGate = gRotatingGate_PuzzleConfig[i].y + MAP_OFFSET;
if (gRotatingGate_GateSpriteIds[i] == MAX_SPRITES)
continue;
if (xGate < x || xGate > x2 || yGate < y || yGate > y2)
{
struct Sprite *sprite = &gSprites[gRotatingGate_GateSpriteIds[i]];
FreeSpriteOamMatrix(sprite);
DestroySprite(sprite);
gRotatingGate_GateSpriteIds[i] = MAX_SPRITES;
}
}
}
static s32 RotatingGate_CanRotate(u8 gateId, s32 rotationDirection)
{
const struct Coords8 *armPos;
u8 orientation;
s16 x, y;
u8 shape;
s32 i, j;
if (rotationDirection == ROTATE_ANTICLOCKWISE)
armPos = sRotatingGate_ArmPositionsAntiClockwiseRotation;
else if (rotationDirection == ROTATE_CLOCKWISE)
armPos = sRotatingGate_ArmPositionsClockwiseRotation;
else
return FALSE;
orientation = RotatingGate_GetGateOrientation(gateId);
shape = gRotatingGate_PuzzleConfig[gateId].shape;
x = gRotatingGate_PuzzleConfig[gateId].x + MAP_OFFSET;
y = gRotatingGate_PuzzleConfig[gateId].y + MAP_OFFSET;
// Loop through the gate's "arms" clockwise (north, south, east, west)
for (i = GATE_ARM_NORTH; i <= GATE_ARM_WEST; i++)
{
// Ensure that no part of the arm collides with the map
for (j = 0; j < GATE_ARM_MAX_LENGTH; j++)
{
u8 armIndex = 2 * ((orientation + i) % 4) + j;
if (sRotatingGate_ArmLayout[shape][2 * i + j])
{
if (MapGridIsImpassableAt(x + armPos[armIndex].x, y + armPos[armIndex].y) == TRUE)
return FALSE;
}
}
}
return TRUE;
}
static s32 RotatingGate_HasArm(u8 gateId, u8 armInfo)
{
s32 arm = armInfo / 2;
s32 isLongArm = armInfo % 2;
s8 armOrientation = (arm - RotatingGate_GetGateOrientation(gateId) + 4) % 4;
s32 shape = gRotatingGate_PuzzleConfig[gateId].shape;
return sRotatingGate_ArmLayout[shape][armOrientation * 2 + isLongArm];
}
static void RotatingGate_TriggerRotationAnimation(u8 gateId, s32 rotationDirection)
{
if (gRotatingGate_GateSpriteIds[gateId] != MAX_SPRITES)
{
struct Sprite *sprite = &gSprites[gRotatingGate_GateSpriteIds[gateId]];
sprite->data[1] = rotationDirection;
sprite->data[2] = RotatingGate_GetGateOrientation(gateId);
}
}
static u8 RotatingGate_GetRotationInfo(u8 direction, s16 x, s16 y)
{
const u8 *ptr;
if (direction == DIR_NORTH)
ptr = sRotatingGate_RotationInfoNorth;
else if (direction == DIR_SOUTH)
ptr = sRotatingGate_RotationInfoSouth;
else if (direction == DIR_WEST)
ptr = sRotatingGate_RotationInfoWest;
else if (direction == DIR_EAST)
ptr = sRotatingGate_RotationInfoEast;
else
return GATE_ROT_NONE;
return ptr[y * 4 + x];
}
void RotatingGate_InitPuzzle(void)
{
if (GetCurrentMapRotatingGatePuzzleType())
{
RotatingGate_LoadPuzzleConfig();
RotatingGate_ResetAllGateOrientations();
}
}
void RotatingGatePuzzleCameraUpdate(u16 deltaX, u16 deltaY)
{
if (GetCurrentMapRotatingGatePuzzleType())
{
RotatingGate_CreateGatesWithinViewport(deltaX, deltaY);
RotatingGate_DestroyGatesOutsideViewport();
}
}
void RotatingGate_InitPuzzleAndGraphics(void)
{
if (GetCurrentMapRotatingGatePuzzleType())
{
LoadRotatingGatePics();
RotatingGate_LoadPuzzleConfig();
RotatingGate_CreateGatesWithinViewport(0, 0);
}
}
bool8 CheckForRotatingGatePuzzleCollision(u8 direction, s16 x, s16 y)
{
s32 i;
if (!GetCurrentMapRotatingGatePuzzleType())
return FALSE;
for (i = 0; i < gRotatingGate_PuzzleCount; i++)
{
s16 gateX = gRotatingGate_PuzzleConfig[i].x + MAP_OFFSET;
s16 gateY = gRotatingGate_PuzzleConfig[i].y + MAP_OFFSET;
if (gateX - 2 <= x && x <= gateX + 1 && gateY - 2 <= y && y <= gateY + 1)
{
s16 centerX = x - gateX + 2;
s16 centerY = y - gateY + 2;
u8 rotationInfo = RotatingGate_GetRotationInfo(direction, centerX, centerY);
if (rotationInfo != GATE_ROT_NONE)
{
u8 rotationDirection = ((rotationInfo & 0xF0) >> 4);
u8 armInfo = rotationInfo & 0xF;
if (RotatingGate_HasArm(i, armInfo))
{
if (RotatingGate_CanRotate(i, rotationDirection))
{
RotatingGate_TriggerRotationAnimation(i, rotationDirection);
RotatingGate_RotateInDirection(i, rotationDirection);
return FALSE;
}
return TRUE;
}
}
}
}
return FALSE;
}
bool8 CheckForRotatingGatePuzzleCollisionWithoutAnimation(u8 direction, s16 x, s16 y)
{
s32 i;
if (!GetCurrentMapRotatingGatePuzzleType())
return FALSE;
for (i = 0; i < gRotatingGate_PuzzleCount; i++)
{
s16 gateX = gRotatingGate_PuzzleConfig[i].x + MAP_OFFSET;
s16 gateY = gRotatingGate_PuzzleConfig[i].y + MAP_OFFSET;
if (gateX - 2 <= x && x <= gateX + 1 && gateY - 2 <= y && y <= gateY + 1)
{
s16 centerX = x - gateX + 2;
s16 centerY = y - gateY + 2;
u8 rotationInfo = RotatingGate_GetRotationInfo(direction, centerX, centerY);
if (rotationInfo != GATE_ROT_NONE)
{
u8 rotationDirection = ((rotationInfo & 0xF0) >> 4);
u8 armInfo = rotationInfo & 0xF;
if (RotatingGate_HasArm(i, armInfo))
{
if (!RotatingGate_CanRotate(i, rotationDirection))
{
return TRUE;
}
}
}
}
}
return FALSE;
}