#include "global.h" #include "malloc.h" #include "battle_pyramid.h" #include "berry.h" #include "decoration.h" #include "event_data.h" #include "event_object_movement.h" #include "event_scripts.h" #include "faraway_island.h" #include "field_camera.h" #include "field_effect.h" #include "field_effect_helpers.h" #include "field_player_avatar.h" #include "fieldmap.h" #include "mauville_old_man.h" #include "metatile_behavior.h" #include "overworld.h" #include "palette.h" #include "random.h" #include "sprite.h" #include "task.h" #include "trainer_see.h" #include "trainer_hill.h" #include "util.h" #include "constants/event_object_movement.h" #include "constants/event_objects.h" #include "constants/field_effects.h" #include "constants/items.h" #include "constants/mauville_old_man.h" #include "constants/trainer_types.h" #include "constants/union_room.h" // this file was known as evobjmv.c in Game Freak's original source enum { MOVE_SPEED_NORMAL, // walking MOVE_SPEED_FAST_1, // running / surfing / sliding (ice tile) MOVE_SPEED_FAST_2, // water current / acro bike MOVE_SPEED_FASTER, // mach bike's max speed MOVE_SPEED_FASTEST, }; enum { JUMP_DISTANCE_IN_PLACE, JUMP_DISTANCE_NORMAL, JUMP_DISTANCE_FAR, }; // Sprite data used throughout #define sObjEventId data[0] #define sTypeFuncId data[1] // Index into corresponding gMovementTypeFuncs_* table #define sActionFuncId data[2] // Index into corresponding gMovementActionFuncs_* table #define sDirection data[3] #define movement_type_def(setup, table) \ static u8 setup##_callback(struct ObjectEvent *, struct Sprite *);\ void setup(struct Sprite *sprite)\ {\ UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->sObjEventId], sprite, setup##_callback);\ }\ static u8 setup##_callback(struct ObjectEvent *objectEvent, struct Sprite *sprite)\ {\ return table[sprite->sTypeFuncId](objectEvent, sprite);\ } #define movement_type_empty_callback(setup) \ static u8 setup##_callback(struct ObjectEvent *, struct Sprite *);\ void setup(struct Sprite *sprite)\ {\ UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->sObjEventId], sprite, setup##_callback);\ }\ static u8 setup##_callback(struct ObjectEvent *objectEvent, struct Sprite *sprite)\ {\ return 0;\ } static EWRAM_DATA u8 sCurrentReflectionType = 0; static EWRAM_DATA u16 sCurrentSpecialObjectPaletteTag = 0; static EWRAM_DATA struct LockedAnimObjectEvents *sLockedAnimObjectEvents = {0}; static void MoveCoordsInDirection(u32, s16 *, s16 *, s16, s16); static bool8 ObjectEventExecSingleMovementAction(struct ObjectEvent *, struct Sprite *); static void SetMovementDelay(struct Sprite *, s16); static bool8 WaitForMovementDelay(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 UpdateObjectEventOffscreen(struct ObjectEvent *, struct Sprite *); static void UpdateObjectEventSpriteVisibility(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 ObjectEventGetNearbyReflectionType(struct ObjectEvent*); static u8 GetReflectionTypeByMetatileBehavior(u32); static void InitObjectPriorityByZCoord(struct Sprite *sprite, u8 z); 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 VirtualObject_UpdateAnim(struct Sprite*); static void ApplyLevitateMovement(u8); static bool8 MovementType_Disguise_Callback(struct ObjectEvent *, struct Sprite *); static bool8 MovementType_Buried_Callback(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 MakeSpriteTemplateFromObjectEventTemplate(struct ObjectEventTemplate *, struct SpriteTemplate *, const struct SubspriteTable **); static void GetObjectEventMovingCameraOffset(s16 *, s16 *); static struct ObjectEventTemplate *GetObjectEventTemplateByLocalIdAndMap(u8, u8, u8); static void LoadObjectEventPalette(u16); static void RemoveObjectEventIfOutsideView(struct ObjectEvent *); static void SpawnObjectEventOnReturnToField(u8, s16, s16); static void SetPlayerAvatarObjectEventIdAndObjectId(u8, u8); static void ResetObjectEventFldEffData(struct ObjectEvent *); static u8 LoadSpritePaletteIfTagExists(const struct SpritePalette *); static u8 FindObjectEventPaletteIndexByTag(u16); static void _PatchObjectPalette(u16, u8); static bool8 ObjectEventDoesZCoordMatch(struct ObjectEvent *, u8); static void SpriteCB_CameraObject(struct Sprite *); static void CameraObject_0(struct Sprite *); static void CameraObject_1(struct Sprite *); static void CameraObject_2(struct Sprite *); static struct ObjectEventTemplate *FindObjectEventTemplateByLocalId(u8 localId, struct ObjectEventTemplate *templates, u8 count); static void ClearObjectEventMovement(struct ObjectEvent *, struct Sprite *); static void ObjectEventSetSingleMovement(struct ObjectEvent *, struct Sprite *, u8); static void SetSpriteDataForNormalStep(struct Sprite *, u8, u8); static void InitSpriteForFigure8Anim(struct Sprite *sprite); static bool8 AnimateSpriteInFigure8(struct Sprite *sprite); static void SpriteCB_VirtualObject(struct Sprite *); static void DoShadowFieldEffect(struct ObjectEvent *); static void SetJumpSpriteData(struct Sprite *, u8, u8, u8); static void SetWalkSlowSpriteData(struct Sprite *sprite, u8 direction); static bool8 UpdateWalkSlowAnim(struct Sprite *sprite); static u8 DoJumpSpriteMovement(struct Sprite *sprite); static u8 DoJumpSpecialSpriteMovement(struct Sprite *sprite); static void CreateLevitateMovementTask(struct ObjectEvent *); static void DestroyLevitateMovementTask(u8); static bool8 NpcTakeStep(struct Sprite *sprite); static const struct SpriteFrameImage sPicTable_PechaBerryTree[]; const u8 gReflectionEffectPaletteMap[] = {1, 1, 6, 7, 8, 9, 6, 7, 8, 9, 11, 11, 0, 0, 0, 0}; static const struct SpriteTemplate sCameraSpriteTemplate = { .tileTag = 0, .paletteTag = TAG_NONE, .oam = &gDummyOamData, .anims = gDummySpriteAnimTable, .images = NULL, .affineAnims = gDummySpriteAffineAnimTable, .callback = SpriteCB_CameraObject }; static void (*const sCameraObjectFuncs[])(struct Sprite *) = { CameraObject_0, CameraObject_1, CameraObject_2, }; #include "data/object_events/object_event_graphics.h" // movement type callbacks static void (*const sMovementTypeCallbacks[])(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] = MovementType_BerryTreeGrowth, [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_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_RUN_IN_PLACE_DOWN] = MovementType_RunInPlace, [MOVEMENT_TYPE_RUN_IN_PLACE_UP] = MovementType_RunInPlace, [MOVEMENT_TYPE_RUN_IN_PLACE_LEFT] = MovementType_RunInPlace, [MOVEMENT_TYPE_RUN_IN_PLACE_RIGHT] = MovementType_RunInPlace, [MOVEMENT_TYPE_INVISIBLE] = MovementType_Invisible, [MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_DOWN] = MovementType_WalkSlowlyInPlace, [MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_UP] = MovementType_WalkSlowlyInPlace, [MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_LEFT] = MovementType_WalkSlowlyInPlace, [MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_RIGHT] = MovementType_WalkSlowlyInPlace, }; static const bool8 sMovementTypeHasRange[NUM_MOVEMENT_TYPES] = { [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, }; const u8 gInitialMovementTypeFacingDirections[] = { [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_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_RUN_IN_PLACE_DOWN] = DIR_SOUTH, [MOVEMENT_TYPE_RUN_IN_PLACE_UP] = DIR_NORTH, [MOVEMENT_TYPE_RUN_IN_PLACE_LEFT] = DIR_WEST, [MOVEMENT_TYPE_RUN_IN_PLACE_RIGHT] = DIR_EAST, [MOVEMENT_TYPE_INVISIBLE] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_DOWN] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_UP] = DIR_NORTH, [MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_LEFT] = DIR_WEST, [MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_RIGHT] = DIR_EAST, }; #define OBJ_EVENT_PAL_TAG_BRENDAN 0x1100 #define OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION 0x1101 #define OBJ_EVENT_PAL_TAG_BRIDGE_REFLECTION 0x1102 #define OBJ_EVENT_PAL_TAG_NPC_1 0x1103 #define OBJ_EVENT_PAL_TAG_NPC_2 0x1104 #define OBJ_EVENT_PAL_TAG_NPC_3 0x1105 #define OBJ_EVENT_PAL_TAG_NPC_4 0x1106 #define OBJ_EVENT_PAL_TAG_NPC_1_REFLECTION 0x1107 #define OBJ_EVENT_PAL_TAG_NPC_2_REFLECTION 0x1108 #define OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION 0x1109 #define OBJ_EVENT_PAL_TAG_NPC_4_REFLECTION 0x110A #define OBJ_EVENT_PAL_TAG_QUINTY_PLUMP 0x110B #define OBJ_EVENT_PAL_TAG_QUINTY_PLUMP_REFLECTION 0x110C #define OBJ_EVENT_PAL_TAG_TRUCK 0x110D #define OBJ_EVENT_PAL_TAG_VIGOROTH 0x110E #define OBJ_EVENT_PAL_TAG_ZIGZAGOON 0x110F #define OBJ_EVENT_PAL_TAG_MAY 0x1110 #define OBJ_EVENT_PAL_TAG_MAY_REFLECTION 0x1111 #define OBJ_EVENT_PAL_TAG_MOVING_BOX 0x1112 #define OBJ_EVENT_PAL_TAG_CABLE_CAR 0x1113 #define OBJ_EVENT_PAL_TAG_SSTIDAL 0x1114 #define OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER 0x1115 #define OBJ_EVENT_PAL_TAG_KYOGRE 0x1116 #define OBJ_EVENT_PAL_TAG_KYOGRE_REFLECTION 0x1117 #define OBJ_EVENT_PAL_TAG_GROUDON 0x1118 #define OBJ_EVENT_PAL_TAG_GROUDON_REFLECTION 0x1119 #define OBJ_EVENT_PAL_TAG_UNUSED 0x111A #define OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW 0x111B #define OBJ_EVENT_PAL_TAG_POOCHYENA 0x111C #define OBJ_EVENT_PAL_TAG_RED_LEAF 0x111D #define OBJ_EVENT_PAL_TAG_DEOXYS 0x111E #define OBJ_EVENT_PAL_TAG_BIRTH_ISLAND_STONE 0x111F #define OBJ_EVENT_PAL_TAG_HO_OH 0x1120 #define OBJ_EVENT_PAL_TAG_LUGIA 0x1121 #define OBJ_EVENT_PAL_TAG_RS_BRENDAN 0x1122 #define OBJ_EVENT_PAL_TAG_RS_MAY 0x1123 #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_Npc1, OBJ_EVENT_PAL_TAG_NPC_1}, {gObjectEventPal_Npc2, OBJ_EVENT_PAL_TAG_NPC_2}, {gObjectEventPal_Npc3, OBJ_EVENT_PAL_TAG_NPC_3}, {gObjectEventPal_Npc4, OBJ_EVENT_PAL_TAG_NPC_4}, {gObjectEventPal_Npc1Reflection, OBJ_EVENT_PAL_TAG_NPC_1_REFLECTION}, {gObjectEventPal_Npc2Reflection, OBJ_EVENT_PAL_TAG_NPC_2_REFLECTION}, {gObjectEventPal_Npc3Reflection, OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION}, {gObjectEventPal_Npc4Reflection, OBJ_EVENT_PAL_TAG_NPC_4_REFLECTION}, {gObjectEventPal_Brendan, OBJ_EVENT_PAL_TAG_BRENDAN}, {gObjectEventPal_BrendanReflection, OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION}, {gObjectEventPal_BridgeReflection, OBJ_EVENT_PAL_TAG_BRIDGE_REFLECTION}, {gObjectEventPal_PlayerUnderwater, OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER}, {gObjectEventPal_QuintyPlump, OBJ_EVENT_PAL_TAG_QUINTY_PLUMP}, {gObjectEventPal_QuintyPlumpReflection, OBJ_EVENT_PAL_TAG_QUINTY_PLUMP_REFLECTION}, {gObjectEventPal_Truck, OBJ_EVENT_PAL_TAG_TRUCK}, {gObjectEventPal_Vigoroth, OBJ_EVENT_PAL_TAG_VIGOROTH}, {gObjectEventPal_EnemyZigzagoon, OBJ_EVENT_PAL_TAG_ZIGZAGOON}, {gObjectEventPal_May, OBJ_EVENT_PAL_TAG_MAY}, {gObjectEventPal_MayReflection, OBJ_EVENT_PAL_TAG_MAY_REFLECTION}, {gObjectEventPal_MovingBox, OBJ_EVENT_PAL_TAG_MOVING_BOX}, {gObjectEventPal_CableCar, OBJ_EVENT_PAL_TAG_CABLE_CAR}, {gObjectEventPal_SSTidal, OBJ_EVENT_PAL_TAG_SSTIDAL}, {gObjectEventPal_Kyogre, OBJ_EVENT_PAL_TAG_KYOGRE}, {gObjectEventPal_KyogreReflection, OBJ_EVENT_PAL_TAG_KYOGRE_REFLECTION}, {gObjectEventPal_Groudon, OBJ_EVENT_PAL_TAG_GROUDON}, {gObjectEventPal_GroudonReflection, OBJ_EVENT_PAL_TAG_GROUDON_REFLECTION}, {gObjectEventPal_SubmarineShadow, OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW}, {gObjectEventPal_Poochyena, OBJ_EVENT_PAL_TAG_POOCHYENA}, {gObjectEventPal_RedLeaf, OBJ_EVENT_PAL_TAG_RED_LEAF}, {gObjectEventPal_Deoxys, OBJ_EVENT_PAL_TAG_DEOXYS}, {gObjectEventPal_BirthIslandStone, OBJ_EVENT_PAL_TAG_BIRTH_ISLAND_STONE}, {gObjectEventPal_HoOh, OBJ_EVENT_PAL_TAG_HO_OH}, {gObjectEventPal_Lugia, OBJ_EVENT_PAL_TAG_LUGIA}, {gObjectEventPal_RubySapphireBrendan, OBJ_EVENT_PAL_TAG_RS_BRENDAN}, {gObjectEventPal_RubySapphireMay, OBJ_EVENT_PAL_TAG_RS_MAY}, {}, }; static const u16 sReflectionPaletteTags_Brendan[] = { OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, }; static const u16 sReflectionPaletteTags_May[] = { OBJ_EVENT_PAL_TAG_MAY_REFLECTION, OBJ_EVENT_PAL_TAG_MAY_REFLECTION, OBJ_EVENT_PAL_TAG_MAY_REFLECTION, OBJ_EVENT_PAL_TAG_MAY_REFLECTION, }; static const u16 sReflectionPaletteTags_PlayerUnderwater[] = { OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER, OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER, OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER, OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER, }; static const struct PairedPalettes sPlayerReflectionPaletteSets[] = { {OBJ_EVENT_PAL_TAG_BRENDAN, sReflectionPaletteTags_Brendan}, {OBJ_EVENT_PAL_TAG_MAY, sReflectionPaletteTags_May}, {OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER, sReflectionPaletteTags_PlayerUnderwater}, {OBJ_EVENT_PAL_TAG_NONE, NULL}, }; static const u16 sReflectionPaletteTags_QuintyPlump[] = { OBJ_EVENT_PAL_TAG_QUINTY_PLUMP_REFLECTION, OBJ_EVENT_PAL_TAG_QUINTY_PLUMP_REFLECTION, OBJ_EVENT_PAL_TAG_QUINTY_PLUMP_REFLECTION, OBJ_EVENT_PAL_TAG_QUINTY_PLUMP_REFLECTION, }; static const u16 sReflectionPaletteTags_Truck[] = { OBJ_EVENT_PAL_TAG_TRUCK, OBJ_EVENT_PAL_TAG_TRUCK, OBJ_EVENT_PAL_TAG_TRUCK, OBJ_EVENT_PAL_TAG_TRUCK, }; static const u16 sReflectionPaletteTags_VigorothMover[] = { OBJ_EVENT_PAL_TAG_VIGOROTH, OBJ_EVENT_PAL_TAG_VIGOROTH, OBJ_EVENT_PAL_TAG_VIGOROTH, OBJ_EVENT_PAL_TAG_VIGOROTH, }; static const u16 sReflectionPaletteTags_MovingBox[] = { OBJ_EVENT_PAL_TAG_MOVING_BOX, OBJ_EVENT_PAL_TAG_MOVING_BOX, OBJ_EVENT_PAL_TAG_MOVING_BOX, OBJ_EVENT_PAL_TAG_MOVING_BOX, }; static const u16 sReflectionPaletteTags_CableCar[] = { OBJ_EVENT_PAL_TAG_CABLE_CAR, OBJ_EVENT_PAL_TAG_CABLE_CAR, OBJ_EVENT_PAL_TAG_CABLE_CAR, OBJ_EVENT_PAL_TAG_CABLE_CAR, }; static const u16 sReflectionPaletteTags_SSTidal[] = { OBJ_EVENT_PAL_TAG_SSTIDAL, OBJ_EVENT_PAL_TAG_SSTIDAL, OBJ_EVENT_PAL_TAG_SSTIDAL, OBJ_EVENT_PAL_TAG_SSTIDAL, }; static const u16 sReflectionPaletteTags_SubmarineShadow[] = { OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW, OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW, OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW, OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW, }; static const u16 sReflectionPaletteTags_Kyogre[] = { OBJ_EVENT_PAL_TAG_KYOGRE_REFLECTION, OBJ_EVENT_PAL_TAG_KYOGRE_REFLECTION, OBJ_EVENT_PAL_TAG_KYOGRE_REFLECTION, OBJ_EVENT_PAL_TAG_KYOGRE_REFLECTION, }; static const u16 sReflectionPaletteTags_Groudon[] = { OBJ_EVENT_PAL_TAG_GROUDON_REFLECTION, OBJ_EVENT_PAL_TAG_GROUDON_REFLECTION, OBJ_EVENT_PAL_TAG_GROUDON_REFLECTION, OBJ_EVENT_PAL_TAG_GROUDON_REFLECTION, }; static const u16 sReflectionPaletteTags_Npc3[] = { // Only used by the Route 120 bridge Kecleon OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, }; static const u16 sReflectionPaletteTags_RedLeaf[] = { OBJ_EVENT_PAL_TAG_RED_LEAF, OBJ_EVENT_PAL_TAG_RED_LEAF, OBJ_EVENT_PAL_TAG_RED_LEAF, OBJ_EVENT_PAL_TAG_RED_LEAF, }; static const struct PairedPalettes sSpecialObjectReflectionPaletteSets[] = { {OBJ_EVENT_PAL_TAG_BRENDAN, sReflectionPaletteTags_Brendan}, {OBJ_EVENT_PAL_TAG_MAY, sReflectionPaletteTags_May}, {OBJ_EVENT_PAL_TAG_QUINTY_PLUMP, sReflectionPaletteTags_QuintyPlump}, {OBJ_EVENT_PAL_TAG_TRUCK, sReflectionPaletteTags_Truck}, {OBJ_EVENT_PAL_TAG_VIGOROTH, sReflectionPaletteTags_VigorothMover}, {OBJ_EVENT_PAL_TAG_MOVING_BOX, sReflectionPaletteTags_MovingBox}, {OBJ_EVENT_PAL_TAG_CABLE_CAR, sReflectionPaletteTags_CableCar}, {OBJ_EVENT_PAL_TAG_SSTIDAL, sReflectionPaletteTags_SSTidal}, {OBJ_EVENT_PAL_TAG_KYOGRE, sReflectionPaletteTags_Kyogre}, {OBJ_EVENT_PAL_TAG_GROUDON, sReflectionPaletteTags_Groudon}, {OBJ_EVENT_PAL_TAG_NPC_3, sReflectionPaletteTags_Npc3}, {OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW, sReflectionPaletteTags_SubmarineShadow}, {OBJ_EVENT_PAL_TAG_RED_LEAF, sReflectionPaletteTags_RedLeaf}, {OBJ_EVENT_PAL_TAG_NONE, NULL}, }; static const u16 sObjectPaletteTags0[] = { OBJ_EVENT_PAL_TAG_BRENDAN, OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_1, OBJ_EVENT_PAL_TAG_NPC_2, OBJ_EVENT_PAL_TAG_NPC_3, OBJ_EVENT_PAL_TAG_NPC_4, OBJ_EVENT_PAL_TAG_NPC_1_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_2_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_4_REFLECTION, }; static const u16 sObjectPaletteTags1[] = { OBJ_EVENT_PAL_TAG_BRENDAN, OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_1, OBJ_EVENT_PAL_TAG_NPC_2, OBJ_EVENT_PAL_TAG_NPC_3, OBJ_EVENT_PAL_TAG_NPC_4, OBJ_EVENT_PAL_TAG_NPC_1_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_2_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_4_REFLECTION, }; static const u16 sObjectPaletteTags2[] = { OBJ_EVENT_PAL_TAG_BRENDAN, OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_1, OBJ_EVENT_PAL_TAG_NPC_2, OBJ_EVENT_PAL_TAG_NPC_3, OBJ_EVENT_PAL_TAG_NPC_4, OBJ_EVENT_PAL_TAG_NPC_1_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_2_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_4_REFLECTION, }; static const u16 sObjectPaletteTags3[] = { OBJ_EVENT_PAL_TAG_BRENDAN, OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_1, OBJ_EVENT_PAL_TAG_NPC_2, OBJ_EVENT_PAL_TAG_NPC_3, OBJ_EVENT_PAL_TAG_NPC_4, OBJ_EVENT_PAL_TAG_NPC_1_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_2_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION, OBJ_EVENT_PAL_TAG_NPC_4_REFLECTION, }; static const u16 *const sObjectPaletteTagSets[] = { sObjectPaletteTags0, sObjectPaletteTags1, sObjectPaletteTags2, sObjectPaletteTags3, }; #include "data/object_events/berry_tree_graphics_tables.h" #include "data/field_effects/field_effect_objects.h" static const s16 sMovementDelaysMedium[] = {32, 64, 96, 128}; static const s16 sMovementDelaysLong[] = {32, 64, 128, 192}; // Unused static const s16 sMovementDelaysShort[] = {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[] = { // used for jumping onto surf mon [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 sAcroWheelieDirectionAnimNums[] = { [DIR_NONE] = ANIM_BUNNY_HOPPY_BACK_WHEEL_SOUTH, [DIR_SOUTH] = ANIM_BUNNY_HOPPY_BACK_WHEEL_SOUTH, [DIR_NORTH] = ANIM_BUNNY_HOPPY_BACK_WHEEL_NORTH, [DIR_WEST] = ANIM_BUNNY_HOPPY_BACK_WHEEL_WEST, [DIR_EAST] = ANIM_BUNNY_HOPPY_BACK_WHEEL_EAST, [DIR_SOUTHWEST] = ANIM_BUNNY_HOPPY_BACK_WHEEL_SOUTH, [DIR_SOUTHEAST] = ANIM_BUNNY_HOPPY_BACK_WHEEL_SOUTH, [DIR_NORTHWEST] = ANIM_BUNNY_HOPPY_BACK_WHEEL_NORTH, [DIR_NORTHEAST] = ANIM_BUNNY_HOPPY_BACK_WHEEL_NORTH, }; static const u8 sAcroUnusedDirectionAnimNums[] = { [DIR_NONE] = ANIM_BUNNY_HOPPY_FRONT_WHEEL_SOUTH, [DIR_SOUTH] = ANIM_BUNNY_HOPPY_FRONT_WHEEL_SOUTH, [DIR_NORTH] = ANIM_BUNNY_HOPPY_FRONT_WHEEL_NORTH, [DIR_WEST] = ANIM_BUNNY_HOPPY_FRONT_WHEEL_WEST, [DIR_EAST] = ANIM_BUNNY_HOPPY_FRONT_WHEEL_EAST, [DIR_SOUTHWEST] = ANIM_BUNNY_HOPPY_FRONT_WHEEL_SOUTH, [DIR_SOUTHEAST] = ANIM_BUNNY_HOPPY_FRONT_WHEEL_SOUTH, [DIR_NORTHWEST] = ANIM_BUNNY_HOPPY_FRONT_WHEEL_NORTH, [DIR_NORTHEAST] = ANIM_BUNNY_HOPPY_FRONT_WHEEL_NORTH, }; static const u8 sAcroEndWheelieDirectionAnimNums[] = { [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 sAcroUnusedActionDirectionAnimNums[] = { [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 sAcroWheeliePedalDirectionAnimNums[] = { [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, }; const u8 gTrainerFacingDirectionMovementTypes[] = { [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[] = { { 0, 0}, { 0, 1}, { 0, -1}, {-1, 0}, { 1, 0}, {-1, 1}, { 1, 1}, {-1, -1}, { 1, -1} }; const u8 gFaceDirectionMovementActions[] = { MOVEMENT_ACTION_FACE_DOWN, MOVEMENT_ACTION_FACE_DOWN, MOVEMENT_ACTION_FACE_UP, MOVEMENT_ACTION_FACE_LEFT, MOVEMENT_ACTION_FACE_RIGHT, }; const u8 gWalkSlowMovementActions[] = { MOVEMENT_ACTION_WALK_SLOW_DOWN, MOVEMENT_ACTION_WALK_SLOW_DOWN, MOVEMENT_ACTION_WALK_SLOW_UP, MOVEMENT_ACTION_WALK_SLOW_LEFT, MOVEMENT_ACTION_WALK_SLOW_RIGHT, }; const u8 gWalkNormalMovementActions[] = { MOVEMENT_ACTION_WALK_NORMAL_DOWN, MOVEMENT_ACTION_WALK_NORMAL_DOWN, MOVEMENT_ACTION_WALK_NORMAL_UP, MOVEMENT_ACTION_WALK_NORMAL_LEFT, MOVEMENT_ACTION_WALK_NORMAL_RIGHT, }; const u8 gWalkFastMovementActions[] = { MOVEMENT_ACTION_WALK_FAST_DOWN, MOVEMENT_ACTION_WALK_FAST_DOWN, MOVEMENT_ACTION_WALK_FAST_UP, MOVEMENT_ACTION_WALK_FAST_LEFT, MOVEMENT_ACTION_WALK_FAST_RIGHT, }; const u8 gRideWaterCurrentMovementActions[] = { MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN, MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN, MOVEMENT_ACTION_RIDE_WATER_CURRENT_UP, MOVEMENT_ACTION_RIDE_WATER_CURRENT_LEFT, MOVEMENT_ACTION_RIDE_WATER_CURRENT_RIGHT, }; const u8 gWalkFasterMovementActions[] = { MOVEMENT_ACTION_WALK_FASTER_DOWN, MOVEMENT_ACTION_WALK_FASTER_DOWN, MOVEMENT_ACTION_WALK_FASTER_UP, MOVEMENT_ACTION_WALK_FASTER_LEFT, MOVEMENT_ACTION_WALK_FASTER_RIGHT, }; const u8 gSlideMovementActions[] = { MOVEMENT_ACTION_SLIDE_DOWN, MOVEMENT_ACTION_SLIDE_DOWN, MOVEMENT_ACTION_SLIDE_UP, MOVEMENT_ACTION_SLIDE_LEFT, MOVEMENT_ACTION_SLIDE_RIGHT, }; const u8 gPlayerRunMovementActions[] = { MOVEMENT_ACTION_PLAYER_RUN_DOWN, MOVEMENT_ACTION_PLAYER_RUN_DOWN, MOVEMENT_ACTION_PLAYER_RUN_UP, MOVEMENT_ACTION_PLAYER_RUN_LEFT, MOVEMENT_ACTION_PLAYER_RUN_RIGHT, }; const u8 gJump2MovementActions[] = { MOVEMENT_ACTION_JUMP_2_DOWN, MOVEMENT_ACTION_JUMP_2_DOWN, MOVEMENT_ACTION_JUMP_2_UP, MOVEMENT_ACTION_JUMP_2_LEFT, MOVEMENT_ACTION_JUMP_2_RIGHT, }; const u8 gJumpInPlaceMovementActions[] = { MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN, MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN, MOVEMENT_ACTION_JUMP_IN_PLACE_UP, MOVEMENT_ACTION_JUMP_IN_PLACE_LEFT, MOVEMENT_ACTION_JUMP_IN_PLACE_RIGHT, }; const u8 gJumpInPlaceTurnAroundMovementActions[] = { MOVEMENT_ACTION_JUMP_IN_PLACE_UP_DOWN, MOVEMENT_ACTION_JUMP_IN_PLACE_UP_DOWN, MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN_UP, MOVEMENT_ACTION_JUMP_IN_PLACE_RIGHT_LEFT, MOVEMENT_ACTION_JUMP_IN_PLACE_LEFT_RIGHT, }; const u8 gJumpMovementActions[] = { MOVEMENT_ACTION_JUMP_DOWN, MOVEMENT_ACTION_JUMP_DOWN, MOVEMENT_ACTION_JUMP_UP, MOVEMENT_ACTION_JUMP_LEFT, MOVEMENT_ACTION_JUMP_RIGHT, }; const u8 gJumpSpecialMovementActions[] = { MOVEMENT_ACTION_JUMP_SPECIAL_DOWN, MOVEMENT_ACTION_JUMP_SPECIAL_DOWN, MOVEMENT_ACTION_JUMP_SPECIAL_UP, MOVEMENT_ACTION_JUMP_SPECIAL_LEFT, MOVEMENT_ACTION_JUMP_SPECIAL_RIGHT, }; const u8 gWalkInPlaceSlowMovementActions[] = { MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_UP, MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_LEFT, MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_RIGHT, }; const u8 gWalkInPlaceNormalMovementActions[] = { MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_UP, MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_LEFT, MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_RIGHT, }; const u8 gWalkInPlaceFastMovementActions[] = { MOVEMENT_ACTION_WALK_IN_PLACE_FAST_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_FAST_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_FAST_UP, MOVEMENT_ACTION_WALK_IN_PLACE_FAST_LEFT, MOVEMENT_ACTION_WALK_IN_PLACE_FAST_RIGHT, }; const u8 gWalkInPlaceFasterMovementActions[] = { MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_UP, MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_LEFT, MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_RIGHT, }; const u8 gAcroWheelieFaceDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_WHEELIE_FACE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_FACE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_FACE_UP, MOVEMENT_ACTION_ACRO_WHEELIE_FACE_LEFT, MOVEMENT_ACTION_ACRO_WHEELIE_FACE_RIGHT, }; const u8 gAcroPopWheelieFaceDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_POP_WHEELIE_DOWN, MOVEMENT_ACTION_ACRO_POP_WHEELIE_DOWN, MOVEMENT_ACTION_ACRO_POP_WHEELIE_UP, MOVEMENT_ACTION_ACRO_POP_WHEELIE_LEFT, MOVEMENT_ACTION_ACRO_POP_WHEELIE_RIGHT, }; const u8 gAcroEndWheelieFaceDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_DOWN, MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_DOWN, MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_UP, MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_LEFT, MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_RIGHT, }; const u8 gAcroWheelieHopFaceDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_UP, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_LEFT, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_RIGHT, }; const u8 gAcroWheelieHopDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_WHEELIE_HOP_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_UP, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_LEFT, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_RIGHT, }; const u8 gAcroWheelieJumpDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_UP, MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_LEFT, MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_RIGHT, }; const u8 gAcroWheelieInPlaceDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_UP, MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_LEFT, MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_RIGHT, }; const u8 gAcroPopWheelieMoveDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_DOWN, MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_DOWN, MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_UP, MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_LEFT, MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_RIGHT, }; const u8 gAcroWheelieMoveDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_UP, MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_LEFT, MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_RIGHT, }; const u8 gAcroEndWheelieMoveDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_DOWN, MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_DOWN, MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_UP, MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_LEFT, MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_RIGHT, }; static const u8 sOppositeDirections[] = { DIR_NORTH, DIR_SOUTH, DIR_EAST, DIR_WEST, DIR_NORTHEAST, DIR_NORTHWEST, DIR_SOUTHEAST, DIR_SOUTHWEST, }; // Takes the player's original and current facing direction to get the direction that should be considered to copy. // Note that this means an NPC who copies the player's movement changes how they copy them based on how // the player entered the area. For instance an NPC who does the same movements as the player when they // entered the area facing South will do the opposite movements as the player if they enter facing North. static const u8 sPlayerDirectionsForCopy[][4] = { [DIR_SOUTH - 1] = { [DIR_SOUTH - 1] = DIR_NORTH, [DIR_NORTH - 1] = DIR_SOUTH, [DIR_WEST - 1] = DIR_EAST, [DIR_EAST - 1] = DIR_WEST }, [DIR_NORTH - 1] = { [DIR_SOUTH - 1] = DIR_SOUTH, [DIR_NORTH - 1] = DIR_NORTH, [DIR_WEST - 1] = DIR_WEST, [DIR_EAST - 1] = DIR_EAST }, [DIR_WEST - 1] = { [DIR_SOUTH - 1] = DIR_WEST, [DIR_NORTH - 1] = DIR_EAST, [DIR_WEST - 1] = DIR_NORTH, [DIR_EAST - 1] = DIR_SOUTH }, [DIR_EAST - 1] = { [DIR_SOUTH - 1] = DIR_EAST, [DIR_NORTH - 1] = DIR_WEST, [DIR_WEST - 1] = DIR_SOUTH, [DIR_EAST - 1] = DIR_NORTH } }; // Indexed first with the NPC's initial facing direction based on movement type, and secondly with the player direction to copy. // Returns the direction the copy NPC should travel in. static const u8 sPlayerDirectionToCopyDirection[][4] = { [DIR_SOUTH - 1] = { // MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE(_IN_GRASS) [DIR_SOUTH - 1] = DIR_NORTH, [DIR_NORTH - 1] = DIR_SOUTH, [DIR_WEST - 1] = DIR_EAST, [DIR_EAST - 1] = DIR_WEST }, [DIR_NORTH - 1] = { // MOVEMENT_TYPE_COPY_PLAYER(_IN_GRASS) [DIR_SOUTH - 1] = DIR_SOUTH, [DIR_NORTH - 1] = DIR_NORTH, [DIR_WEST - 1] = DIR_WEST, [DIR_EAST - 1] = DIR_EAST }, [DIR_WEST - 1] = { // MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE(_IN_GRASS) [DIR_SOUTH - 1] = DIR_EAST, [DIR_NORTH - 1] = DIR_WEST, [DIR_WEST - 1] = DIR_SOUTH, [DIR_EAST - 1] = DIR_NORTH }, [DIR_EAST - 1] = { // MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE(_IN_GRASS) [DIR_SOUTH - 1] = DIR_WEST, [DIR_NORTH - 1] = DIR_EAST, [DIR_WEST - 1] = DIR_NORTH, [DIR_EAST - 1] = DIR_SOUTH } }; #include "data/object_events/movement_action_func_tables.h" static void ClearObjectEvent(struct ObjectEvent *objectEvent) { *objectEvent = (struct ObjectEvent){}; objectEvent->localId = OBJ_EVENT_ID_PLAYER; 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(struct ObjectEventTemplate *template, u8 mapNum, u8 mapGroup) { struct ObjectEvent *objectEvent; u8 objectEventId; s16 x; s16 y; if (GetAvailableObjectEventId(template->localId, mapNum, mapGroup, &objectEventId)) return OBJECT_EVENTS_COUNT; objectEvent = &gObjectEvents[objectEventId]; ClearObjectEvent(objectEvent); x = template->x + MAP_OFFSET; y = template->y + MAP_OFFSET; objectEvent->active = TRUE; objectEvent->triggerGroundEffectsOnMove = TRUE; objectEvent->graphicsId = template->graphicsId; objectEvent->movementType = template->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->elevation; objectEvent->previousElevation = template->elevation; objectEvent->rangeX = template->movementRangeX; objectEvent->rangeY = template->movementRangeY; objectEvent->trainerType = template->trainerType; objectEvent->mapNum = mapNum; objectEvent->trainerRange_berryTreeId = template->trainerRange_berryTreeId; objectEvent->previousMovementDirection = gInitialMovementTypeFacingDirections[template->movementType]; SetObjectEventDirection(objectEvent, objectEvent->previousMovementDirection); SetObjectEventDynamicGraphicsId(objectEvent); if (sMovementTypeHasRange[objectEvent->movementType]) { if (objectEvent->rangeX == 0) objectEvent->rangeX++; if (objectEvent->rangeY == 0) objectEvent->rangeY++; } return objectEventId; } u8 Unref_TryInitLocalObjectEvent(u8 localId) { u8 i; u8 objectEventCount; struct ObjectEventTemplate *template; if (gMapHeader.events != NULL) { if (InBattlePyramid()) objectEventCount = GetNumBattlePyramidObjectEvents(); else if (InTrainerHill()) objectEventCount = 2; else 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 && gObjectEvents[i].active; i++) { if (gObjectEvents[i].localId == localId && gObjectEvents[i].mapNum == mapNum && gObjectEvents[i].mapGroup == mapGroup) return TRUE; } if (i >= OBJECT_EVENTS_COUNT) return TRUE; *objectEventId = i; for (; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active && gObjectEvents[i].localId == localId && gObjectEvents[i].mapNum == mapNum && gObjectEvents[i].mapGroup == mapGroup) return TRUE; } 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 = ℑ DestroySprite(&gSprites[objectEvent->spriteId]); } void RemoveAllObjectEventsExceptPlayer(void) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (i != gPlayerAvatar.objectEventId) RemoveObjectEvent(&gObjectEvents[i]); } } static u8 TrySetupObjectEventSprite(struct ObjectEventTemplate *objectEventTemplate, struct SpriteTemplate *spriteTemplate, u8 mapNum, u8 mapGroup, s16 cameraX, s16 cameraY) { u8 spriteId; u8 paletteSlot; 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); paletteSlot = graphicsInfo->paletteSlot; if (paletteSlot == 0) { LoadPlayerObjectReflectionPalette(graphicsInfo->paletteTag, 0); } else if (paletteSlot == 10) { LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, 10); } else if (paletteSlot >= 16) { paletteSlot -= 16; _PatchObjectPalette(graphicsInfo->paletteTag, 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 = paletteSlot; sprite->coordOffsetEnabled = TRUE; sprite->sObjEventId = objectEventId; objectEvent->spriteId = spriteId; objectEvent->inanimate = graphicsInfo->inanimate; if (!objectEvent->inanimate) StartSpriteAnim(sprite, GetFaceDirectionAnimNum(objectEvent->facingDirection)); SetObjectSubpriorityByZCoord(objectEvent->previousElevation, sprite, 1); UpdateObjectEventVisibility(objectEvent, sprite); return objectEventId; } static u8 TrySpawnObjectEventTemplate(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); MakeSpriteTemplateFromObjectEventTemplate(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); } u8 SpawnSpecialObjectEventParameterized(u16 graphicsId, u8 movementBehavior, u8 localId, s16 x, s16 y, u8 z) { struct ObjectEventTemplate objectEventTemplate; x -= MAP_OFFSET; y -= MAP_OFFSET; objectEventTemplate.localId = localId; objectEventTemplate.graphicsId = graphicsId; //objectEventTemplate.inConnection = 0; objectEventTemplate.x = x; objectEventTemplate.y = y; objectEventTemplate.elevation = z; objectEventTemplate.movementType = movementBehavior; objectEventTemplate.movementRangeX = 0; objectEventTemplate.movementRangeY = 0; objectEventTemplate.trainerType = TRAINER_TYPE_NONE; objectEventTemplate.trainerRange_berryTreeId = 0; return SpawnSpecialObjectEvent(&objectEventTemplate); } u8 TrySpawnObjectEvent(u8 localId, u8 mapNum, u8 mapGroup) { 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); } static 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; spriteTemplate->callback = callback; *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 MakeSpriteTemplateFromObjectEventTemplate(struct ObjectEventTemplate *objectEventTemplate, struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables) { CopyObjectGraphicsInfoToSpriteTemplate_WithMovementType(objectEventTemplate->graphicsId, objectEventTemplate->movementType, spriteTemplate, subspriteTables); } // Used to create a sprite using a graphicsId associated with object events. u8 CreateObjectGraphicsSprite(u16 graphicsId, void (*callback)(struct Sprite *), s16 x, s16 y, u8 subpriority) { struct SpriteTemplate *spriteTemplate; const struct SubspriteTable *subspriteTables; struct Sprite *sprite; u8 spriteId; spriteTemplate = malloc(sizeof(struct SpriteTemplate)); CopyObjectGraphicsInfoToSpriteTemplate(graphicsId, callback, spriteTemplate, &subspriteTables); if (spriteTemplate->paletteTag != TAG_NONE) LoadObjectEventPalette(spriteTemplate->paletteTag); spriteId = CreateSprite(spriteTemplate, x, y, subpriority); free(spriteTemplate); if (spriteId != MAX_SPRITES && subspriteTables != NULL) { sprite = &gSprites[spriteId]; SetSubspriteTables(sprite, subspriteTables); sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY; } return spriteId; } #define sVirtualObjId data[0] #define sVirtualObjElev data[1] // "Virtual Objects" are a class of sprites used instead of a full object event. // Used when more objects are needed than the object event limit (for Contest / Battle Dome audiences and group members in Union Room). // A unique id is given as an argument and stored in the sprite data to allow referring back to the same virtual object. // They can be turned (and, in the case of the Union Room, animated teleporting in and out) but do not have movement types // or any of the other data normally associated with object events. u8 CreateVirtualObject(u16 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 z, 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; if (sprite->oam.paletteNum >= 16) sprite->oam.paletteNum -= 16; sprite->coordOffsetEnabled = TRUE; sprite->sVirtualObjId = virtualObjId; sprite->sVirtualObjElev = z; if (graphicsInfo->paletteSlot == 10) LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot); else if (graphicsInfo->paletteSlot >= 16) _PatchObjectPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot | 0xf0); if (subspriteTables != NULL) { SetSubspriteTables(sprite, subspriteTables); sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY; } InitObjectPriorityByZCoord(sprite, z); SetObjectSubpriorityByZCoord(z, sprite, 1); StartSpriteAnim(sprite, GetFaceDirectionAnimNum(direction)); } 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; if (InBattlePyramid()) objectCount = GetNumBattlePyramidObjectEvents(); else if (InTrainerHill()) objectCount = 2; else 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 < ARRAY_COUNT(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 + 17; s16 top = gSaveBlock1Ptr->pos.y; s16 bottom = gSaveBlock1Ptr->pos.y + 16; 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 i; u8 paletteSlot; struct Sprite *sprite; struct ObjectEvent *objectEvent; struct SpriteTemplate spriteTemplate; struct SpriteFrameImage spriteFrameImage; const struct SubspriteTable *subspriteTables; const struct ObjectEventGraphicsInfo *graphicsInfo; for (i = 0; i < ARRAY_COUNT(gLinkPlayerObjectEvents); i++) { if (gLinkPlayerObjectEvents[i].active && objectEventId == gLinkPlayerObjectEvents[i].objEventId) return; } objectEvent = &gObjectEvents[objectEventId]; 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; paletteSlot = graphicsInfo->paletteSlot; if (paletteSlot == 0) { LoadPlayerObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot); } else if (paletteSlot == 10) { LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot); } else if (paletteSlot >= 16) { paletteSlot -= 16; _PatchObjectPalette(graphicsInfo->paletteTag, paletteSlot); } *(u16 *)&spriteTemplate.paletteTag = TAG_NONE; i = CreateSprite(&spriteTemplate, 0, 0, 0); if (i != MAX_SPRITES) { sprite = &gSprites[i]; 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, i); objectEvent->warpArrowSpriteId = CreateWarpArrowSprite(); } if (subspriteTables != NULL) SetSubspriteTables(sprite, subspriteTables); sprite->oam.paletteNum = paletteSlot; sprite->coordOffsetEnabled = TRUE; sprite->sObjEventId = objectEventId; objectEvent->spriteId = i; if (!objectEvent->inanimate && objectEvent->movementType != MOVEMENT_TYPE_PLAYER) StartSpriteAnim(sprite, GetFaceDirectionAnimNum(objectEvent->facingDirection)); ResetObjectEventFldEffData(objectEvent); SetObjectSubpriorityByZCoord(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, u16 graphicsId) { const struct ObjectEventGraphicsInfo *graphicsInfo; struct Sprite *sprite; u8 paletteSlot; graphicsInfo = GetObjectEventGraphicsInfo(graphicsId); sprite = &gSprites[objectEvent->spriteId]; paletteSlot = graphicsInfo->paletteSlot; if (paletteSlot == 0) { PatchObjectPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot); } else if (paletteSlot == 10) { LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot); } else if (paletteSlot >= 16) { paletteSlot -= 16; _PatchObjectPalette(graphicsInfo->paletteTag, paletteSlot); } 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 = paletteSlot; 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, u16 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); } static void SetBerryTreeGraphics(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 berryStage; u8 berryId; objectEvent->invisible = TRUE; sprite->invisible = TRUE; berryStage = GetStageByBerryTreeId(objectEvent->trainerRange_berryTreeId); if (berryStage != BERRY_STAGE_NO_BERRY) { objectEvent->invisible = FALSE; sprite->invisible = FALSE; berryId = GetBerryTypeByBerryTreeId(objectEvent->trainerRange_berryTreeId) - 1; berryStage--; if (berryId > ITEM_TO_BERRY(LAST_BERRY_INDEX)) berryId = 0; ObjectEventSetGraphicsId(objectEvent, gBerryTreeObjectEventGraphicsIdTablePointers[berryId][berryStage]); sprite->images = gBerryTreePicTablePointers[berryId]; sprite->oam.paletteNum = gBerryTreePaletteSlotTablePointers[berryId][berryStage]; StartSpriteAnim(sprite, berryStage); } } const struct ObjectEventGraphicsInfo *GetObjectEventGraphicsInfo(u16 graphicsId) { u8 bard; if (graphicsId >= OBJ_EVENT_GFX_VARS) graphicsId = VarGetObjectEventGraphicsId(graphicsId - OBJ_EVENT_GFX_VARS); if (graphicsId == OBJ_EVENT_GFX_BARD) { bard = GetCurrentMauvilleOldMan(); return gMauvilleOldManGraphicsInfoPointers[bard]; } if (graphicsId >= NUM_OBJ_EVENT_GFX) graphicsId = OBJ_EVENT_GFX_NINJA_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, bool8 invisible) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) gObjectEvents[objectEventId].invisible = invisible; } void ObjectEventGetLocalIdAndMap(struct ObjectEvent *objectEvent, void *localId, void *mapNum, void *mapGroup) { *(u8*)(localId) = objectEvent->localId; *(u8*)(mapNum) = objectEvent->mapNum; *(u8*)(mapGroup) = objectEvent->mapGroup; } void AllowObjectAtPosTriggerGroundEffects(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 SetObjectEventSpritePosByLocalIdAndMap(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 = 12; } static void LoadObjectEventPalette(u16 paletteTag) { u16 i = FindObjectEventPaletteIndexByTag(paletteTag); if (i != OBJ_EVENT_PAL_TAG_NONE) // always true LoadSpritePaletteIfTagExists(&sObjectEventSpritePalettes[i]); } // Unused static void LoadObjectEventPaletteSet(u16 *paletteTags) { u8 i; for (i = 0; paletteTags[i] != OBJ_EVENT_PAL_TAG_NONE; i++) LoadObjectEventPalette(paletteTags[i]); } static u8 LoadSpritePaletteIfTagExists(const struct SpritePalette *spritePalette) { if (IndexOfSpritePaletteTag(spritePalette->tag) != 0xFF) return 0xFF; return LoadSpritePalette(spritePalette); } void PatchObjectPalette(u16 paletteTag, u8 paletteSlot) { u8 paletteIndex = FindObjectEventPaletteIndexByTag(paletteTag); LoadPalette(sObjectEventSpritePalettes[paletteIndex].data, 16 * paletteSlot + 0x100, 0x20); } 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; sPlayerReflectionPaletteSets[i].tag != OBJ_EVENT_PAL_TAG_NONE; i++) { if (sPlayerReflectionPaletteSets[i].tag == tag) { PatchObjectPalette(sPlayerReflectionPaletteSets[i].data[sCurrentReflectionType], gReflectionEffectPaletteMap[slot]); return; } } } void LoadSpecialObjectReflectionPalette(u16 tag, u8 slot) { u8 i; sCurrentSpecialObjectPaletteTag = tag; PatchObjectPalette(tag, slot); for (i = 0; sSpecialObjectReflectionPaletteSets[i].tag != OBJ_EVENT_PAL_TAG_NONE; i++) { if (sSpecialObjectReflectionPaletteSets[i].tag == tag) { PatchObjectPalette(sSpecialObjectReflectionPaletteSets[i].data[sCurrentReflectionType], gReflectionEffectPaletteMap[slot]); return; } } } static void _PatchObjectPalette(u16 tag, u8 slot) { PatchObjectPalette(tag, slot); } // Unused static 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 GetObjectEventIdByXYZ(u16 x, u16 y, u8 z) { 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 && ObjectEventDoesZCoordMatch(&gObjectEvents[i], z)) return i; } } return OBJECT_EVENTS_COUNT; } static bool8 ObjectEventDoesZCoordMatch(struct ObjectEvent *objectEvent, u8 z) { if (objectEvent->currentElevation != 0 && z != 0 && objectEvent->currentElevation != z) return FALSE; return TRUE; } void UpdateObjectEventsForCameraUpdate(s16 x, s16 y) { UpdateObjectEventCoordsForCameraUpdate(); TrySpawnObjectEvents(x, y); RemoveObjectEventsOutsideView(); } #define sLinkedSpriteId data[0] #define sState data[1] u8 AddCameraObject(u8 linkedSpriteId) { u8 spriteId = CreateSprite(&sCameraSpriteTemplate, 0, 0, 4); gSprites[spriteId].invisible = TRUE; gSprites[spriteId].sLinkedSpriteId = linkedSpriteId; return spriteId; } static void SpriteCB_CameraObject(struct Sprite *sprite) { void (*callbacks[ARRAY_COUNT(sCameraObjectFuncs)])(struct Sprite *); memcpy(callbacks, sCameraObjectFuncs, sizeof sCameraObjectFuncs); callbacks[sprite->sState](sprite); } static void CameraObject_0(struct Sprite *sprite) { sprite->x = gSprites[sprite->sLinkedSpriteId].x; sprite->y = gSprites[sprite->sLinkedSpriteId].y; sprite->invisible = TRUE; sprite->sState = 1; CameraObject_1(sprite); } static void CameraObject_1(struct Sprite *sprite) { s16 x = gSprites[sprite->sLinkedSpriteId].x; s16 y = gSprites[sprite->sLinkedSpriteId].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->sLinkedSpriteId].x; sprite->y = gSprites[sprite->sLinkedSpriteId].y; sprite->data[2] = 0; sprite->data[3] = 0; } static struct Sprite *FindCameraSprite(void) { u8 i; for (i = 0; i < MAX_SPRITES; i++) { if (gSprites[i].inUse && gSprites[i].callback == SpriteCB_CameraObject) return &gSprites[i]; } return NULL; } void CameraObjectReset1(void) { struct Sprite *camera; camera = FindCameraSprite(); if (camera != NULL) { camera->sState = 0; camera->callback(camera); } } void CameraObjectSetFollowedSpriteId(u8 spriteId) { struct Sprite *camera; camera = FindCameraSprite(); if (camera != NULL) { camera->sLinkedSpriteId = spriteId; CameraObjectReset1(); } } // Unused static u8 CameraObjectGetFollowedSpriteId(void) { struct Sprite *camera; camera = FindCameraSprite(); if (camera == NULL) return MAX_SPRITES; return camera->sLinkedSpriteId; } void CameraObjectReset2(void) { // UB: Possible null dereference #ifdef UBFIX struct Sprite *camera = FindCameraSprite(); if (camera) camera->sState = 2; #else FindCameraSprite()->sState = 2; #endif // UBFIX } 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) { 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 static u8 GetObjectTrainerTypeByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) return 0xFF; return gObjectEvents[objectEventId].trainerType; } // Unused static 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; } u8 GetObjectEventBerryTreeId(u8 objectEventId) { return gObjectEvents[objectEventId].trainerRange_berryTreeId; } static struct ObjectEventTemplate *GetObjectEventTemplateByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { 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 struct ObjectEventTemplate *FindObjectEventTemplateByLocalId(u8 localId, 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) 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; } } static void OverrideObjectEventTemplateScript(const struct ObjectEvent *objectEvent, const u8 *script) { struct ObjectEventTemplate *objectEventTemplate; objectEventTemplate = GetBaseTemplateForObjectEvent(objectEvent); if (objectEventTemplate) objectEventTemplate->script = script; } void TryOverrideTemplateCoordsForObjectEvent(const struct ObjectEvent *objectEvent, u8 movementType) { struct ObjectEventTemplate *objectEventTemplate; objectEventTemplate = GetBaseTemplateForObjectEvent(objectEvent); if (objectEventTemplate != NULL) objectEventTemplate->movementType = movementType; } void TryOverrideObjectEventTemplateCoords(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) OverrideTemplateCoordsForObjectEvent(&gObjectEvents[objectEventId]); } void OverrideSecretBaseDecorationSpriteScript(u8 localId, u8 mapNum, u8 mapGroup, u8 decorationCategory) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { switch (decorationCategory) { case DECORCAT_DOLL: OverrideObjectEventTemplateScript(&gObjectEvents[objectEventId], SecretBase_EventScript_DollInteract); break; case DECORCAT_CUSHION: OverrideObjectEventTemplateScript(&gObjectEvents[objectEventId], SecretBase_EventScript_CushionInteract); break; } } } void InitObjectEventPalettes(u8 palSlot) { FreeAndReserveObjectSpritePalettes(); sCurrentSpecialObjectPaletteTag = OBJ_EVENT_PAL_TAG_NONE; sCurrentReflectionType = palSlot; if (palSlot == 1) { PatchObjectPaletteRange(sObjectPaletteTagSets[sCurrentReflectionType], 0, 6); gReservedSpritePaletteCount = 8; } else { PatchObjectPaletteRange(sObjectPaletteTagSets[sCurrentReflectionType], 0, 10); } } u16 GetObjectPaletteTag(u8 palSlot) { u8 i; if (palSlot < 10) return sObjectPaletteTagSets[sCurrentReflectionType][palSlot]; for (i = 0; sSpecialObjectReflectionPaletteSets[i].tag != OBJ_EVENT_PAL_TAG_NONE; i++) { if (sSpecialObjectReflectionPaletteSets[i].tag == sCurrentSpecialObjectPaletteTag) return sSpecialObjectReflectionPaletteSets[i].data[sCurrentReflectionType]; } return OBJ_EVENT_PAL_TAG_NONE; } movement_type_empty_callback(MovementType_None) movement_type_def(MovementType_WanderAround, gMovementTypeFuncs_WanderAround) bool8 MovementType_WanderAround_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_WanderAround_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_WanderAround_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (!ObjectEventExecSingleMovementAction(objectEvent, sprite)) return FALSE; SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]); sprite->sTypeFuncId = 3; return TRUE; } bool8 MovementType_WanderAround_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 5; if (GetCollisionInDirection(objectEvent, chosenDirection)) sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_WanderAround_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 6; return TRUE; } bool8 MovementType_WanderAround_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 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; } 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; } u8 GetLimitedVectorDirection_SouthNorth(s16 dx, s16 dy, s16 absdx, s16 absdy) { u8 direction; direction = DIR_SOUTH; if (dy < 0) direction = DIR_NORTH; return direction; } u8 GetLimitedVectorDirection_WestEast(s16 dx, s16 dy, s16 absdx, s16 absdy) { u8 direction; direction = DIR_EAST; if (dx < 0) direction = DIR_WEST; return direction; } 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; } 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; } 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; } 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; } 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; } 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; } 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; } 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 DIR_NONE; 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) bool8 MovementType_LookAround_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_LookAround_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_LookAround_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_LookAround_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_WanderUpAndDown, gMovementTypeFuncs_WanderUpAndDown) bool8 MovementType_WanderUpAndDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_WanderUpAndDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_WanderUpAndDown_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (!ObjectEventExecSingleMovementAction(objectEvent, sprite)) return FALSE; SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]); sprite->sTypeFuncId = 3; return TRUE; } bool8 MovementType_WanderUpAndDown_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 5; if (GetCollisionInDirection(objectEvent, direction)) sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_WanderUpAndDown_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 6; return TRUE; } bool8 MovementType_WanderUpAndDown_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 1; } return FALSE; } movement_type_def(MovementType_WanderLeftAndRight, gMovementTypeFuncs_WanderLeftAndRight) bool8 MovementType_WanderLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (!ObjectEventExecSingleMovementAction(objectEvent, sprite)) return FALSE; SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]); sprite->sTypeFuncId = 3; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 5; if (GetCollisionInDirection(objectEvent, direction)) sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 6; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 1; } return FALSE; } movement_type_def(MovementType_FaceDirection, gMovementTypeFuncs_FaceDirection) bool8 MovementType_FaceDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDirection_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { sprite->sTypeFuncId = 2; return TRUE; } return FALSE; } bool8 MovementType_FaceDirection_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->singleMovementActive = FALSE; return FALSE; } static bool8 ObjectEventCB2_BerryTree(struct ObjectEvent *objectEvent, struct Sprite *sprite); extern bool8 (*const gMovementTypeFuncs_BerryTreeGrowth[])(struct ObjectEvent *objectEvent, struct Sprite *sprite); enum { BERRYTREEFUNC_NORMAL, BERRYTREEFUNC_MOVE, BERRYTREEFUNC_SPARKLE_START, BERRYTREEFUNC_SPARKLE, BERRYTREEFUNC_SPARKLE_END, }; #define sTimer data[2] #define sBerryTreeFlags data[7] #define BERRY_FLAG_SET_GFX (1 << 0) #define BERRY_FLAG_SPARKLING (1 << 1) #define BERRY_FLAG_JUST_PICKED (1 << 2) void MovementType_BerryTreeGrowth(struct Sprite *sprite) { struct ObjectEvent *objectEvent; objectEvent = &gObjectEvents[sprite->sObjEventId]; if (!(sprite->sBerryTreeFlags & BERRY_FLAG_SET_GFX)) { SetBerryTreeGraphics(objectEvent, sprite); sprite->sBerryTreeFlags |= BERRY_FLAG_SET_GFX; } UpdateObjectEventCurrentMovement(objectEvent, sprite, ObjectEventCB2_BerryTree); } static bool8 ObjectEventCB2_BerryTree(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return gMovementTypeFuncs_BerryTreeGrowth[sprite->sTypeFuncId](objectEvent, sprite); } // BERRYTREEFUNC_NORMAL bool8 MovementType_BerryTreeGrowth_Normal(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 berryStage; ClearObjectEventMovement(objectEvent, sprite); objectEvent->invisible = TRUE; sprite->invisible = TRUE; berryStage = GetStageByBerryTreeId(objectEvent->trainerRange_berryTreeId); if (berryStage == BERRY_STAGE_NO_BERRY) { if (!(sprite->sBerryTreeFlags & BERRY_FLAG_JUST_PICKED) && sprite->animNum == BERRY_STAGE_FLOWERING) { gFieldEffectArguments[0] = objectEvent->currentCoords.x; gFieldEffectArguments[1] = objectEvent->currentCoords.y; gFieldEffectArguments[2] = sprite->subpriority - 1; gFieldEffectArguments[3] = sprite->oam.priority; FieldEffectStart(FLDEFF_BERRY_TREE_GROWTH_SPARKLE); sprite->animNum = berryStage; } return FALSE; } objectEvent->invisible = FALSE; sprite->invisible = FALSE; berryStage--; if (sprite->animNum != berryStage) { sprite->sTypeFuncId = BERRYTREEFUNC_SPARKLE_START; return TRUE; } SetBerryTreeGraphics(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, MOVEMENT_ACTION_START_ANIM_IN_DIRECTION); sprite->sTypeFuncId = BERRYTREEFUNC_MOVE; return TRUE; } // BERRYTREEFUNC_MOVE bool8 MovementType_BerryTreeGrowth_Move(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { sprite->sTypeFuncId = BERRYTREEFUNC_NORMAL; return TRUE; } return FALSE; } // BERRYTREEFUNC_SPARKLE_START bool8 MovementType_BerryTreeGrowth_SparkleStart(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = BERRYTREEFUNC_SPARKLE; sprite->sTimer = 0; sprite->sBerryTreeFlags |= BERRY_FLAG_SPARKLING; gFieldEffectArguments[0] = objectEvent->currentCoords.x; gFieldEffectArguments[1] = objectEvent->currentCoords.y; gFieldEffectArguments[2] = sprite->subpriority - 1; gFieldEffectArguments[3] = sprite->oam.priority; FieldEffectStart(FLDEFF_BERRY_TREE_GROWTH_SPARKLE); return TRUE; } // BERRYTREEFUNC_SPARKLE bool8 MovementType_BerryTreeGrowth_Sparkle(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->sTimer++; objectEvent->invisible = (sprite->sTimer & 2) >> 1; sprite->animPaused = TRUE; if (sprite->sTimer > 64) { SetBerryTreeGraphics(objectEvent, sprite); sprite->sTypeFuncId = BERRYTREEFUNC_SPARKLE_END; sprite->sTimer = 0; return TRUE; } return FALSE; } // BERRYTREEFUNC_SPARKLE_END bool8 MovementType_BerryTreeGrowth_SparkleEnd(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->sTimer++; objectEvent->invisible = (sprite->sTimer & 2) >> 1; sprite->animPaused = TRUE; if (sprite->sTimer > 64) { sprite->sTypeFuncId = BERRYTREEFUNC_NORMAL; sprite->sBerryTreeFlags &= ~BERRY_FLAG_SPARKLING; return TRUE; } return FALSE; } movement_type_def(MovementType_FaceDownAndUp, gMovementTypeFuncs_FaceDownAndUp) bool8 MovementType_FaceDownAndUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDownAndUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceDownAndUp_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceDownAndUp_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceLeftAndRight, gMovementTypeFuncs_FaceLeftAndRight) bool8 MovementType_FaceLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceUpAndLeft, gMovementTypeFuncs_FaceUpAndLeft) bool8 MovementType_FaceUpAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceUpAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceUpAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceUpAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceUpAndRight, gMovementTypeFuncs_FaceUpAndRight) bool8 MovementType_FaceUpAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceUpAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceUpAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceUpAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceDownAndLeft, gMovementTypeFuncs_FaceDownAndLeft) bool8 MovementType_FaceDownAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDownAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceDownAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceDownAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceDownAndRight, gMovementTypeFuncs_FaceDownAndRight) bool8 MovementType_FaceDownAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDownAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceDownAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceDownAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceDownUpAndLeft, gMovementTypeFuncs_FaceDownUpAndLeft) bool8 MovementType_FaceDownUpAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDownUpAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceDownUpAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceDownUpAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceDownUpAndRight, gMovementTypeFuncs_FaceDownUpAndRight) bool8 MovementType_FaceDownUpAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDownUpAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceDownUpAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceDownUpAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceUpRightAndLeft, gMovementTypeFuncs_FaceUpLeftAndRight) bool8 MovementType_FaceUpLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceUpLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceUpLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceUpLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_FaceDownRightAndLeft, gMovementTypeFuncs_FaceDownLeftAndRight) bool8 MovementType_FaceDownLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_FaceDownLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 2; return TRUE; } bool8 MovementType_FaceDownLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 3; } return FALSE; } bool8 MovementType_FaceDownLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->sTypeFuncId = 4; return TRUE; } return FALSE; } 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->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_RotateCounterclockwise, gMovementTypeFuncs_RotateCounterclockwise) bool8 MovementType_RotateCounterclockwise_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_RotateCounterclockwise_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, 48); sprite->sTypeFuncId = 2; } return FALSE; } bool8 MovementType_RotateCounterclockwise_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) sprite->sTypeFuncId = 3; return FALSE; } 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->sTypeFuncId = 0; return TRUE; } movement_type_def(MovementType_RotateClockwise, gMovementTypeFuncs_RotateClockwise) bool8 MovementType_RotateClockwise_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_RotateClockwise_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, 48); sprite->sTypeFuncId = 2; } return FALSE; } bool8 MovementType_RotateClockwise_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) sprite->sTypeFuncId = 3; return FALSE; } 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->sTypeFuncId = 0; return TRUE; } movement_type_def(MovementType_WalkBackAndForth, gMovementTypeFuncs_WalkBackAndForth) bool8 MovementType_WalkBackAndForth_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 1; return TRUE; } 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->sTypeFuncId = 2; return TRUE; } 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->sTypeFuncId = 3; return TRUE; } bool8 MovementType_WalkBackAndForth_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 1; } return FALSE; } bool8 MovementType_WalkSequence_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->sTypeFuncId = 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->sTypeFuncId = 2; return TRUE; } bool8 MovementType_WalkSequence_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 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) bool8 MovementType_CopyPlayer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); if (objectEvent->directionSequenceIndex == 0) objectEvent->directionSequenceIndex = GetPlayerFacingDirection(); sprite->sTypeFuncId = 1; return TRUE; } 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); } bool8 MovementType_CopyPlayer_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = FALSE; sprite->sTypeFuncId = 1; } return FALSE; } bool8 CopyablePlayerMovement_None(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { return FALSE; } 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->sTypeFuncId = 2; return TRUE; } bool8 CopyablePlayerMovement_WalkNormal(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; if (ObjectEventIsFarawayIslandMew(objectEvent)) { direction = GetMewMoveDirection(); if (direction == DIR_NONE) { direction = playerDirection; direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->sTypeFuncId = 2; return TRUE; } } else { 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->sTypeFuncId = 2; return TRUE; } bool8 CopyablePlayerMovement_WalkFast(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->sTypeFuncId = 2; return TRUE; } bool8 CopyablePlayerMovement_WalkFaster(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->sTypeFuncId = 2; return TRUE; } 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->sTypeFuncId = 2; return TRUE; } bool8 CopyablePlayerMovement_JumpInPlace(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->sTypeFuncId = 2; return TRUE; } 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); 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->sTypeFuncId = 2; return TRUE; } bool8 CopyablePlayerMovement_Jump2(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->sTypeFuncId = 2; return TRUE; } movement_type_def(MovementType_CopyPlayerInGrass, gMovementTypeFuncs_CopyPlayerInGrass) 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); } void MovementType_TreeDisguise(struct Sprite *sprite) { struct ObjectEvent *objectEvent; objectEvent = &gObjectEvents[sprite->sObjEventId]; 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->sObjEventId], sprite, MovementType_Disguise_Callback); } static bool8 MovementType_Disguise_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); return FALSE; } void MovementType_MountainDisguise(struct Sprite *sprite) { struct ObjectEvent *objectEvent; objectEvent = &gObjectEvents[sprite->sObjEventId]; 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->sObjEventId], sprite, MovementType_Disguise_Callback); } void MovementType_Buried(struct Sprite *sprite) { if (!sprite->data[7]) { gObjectEvents[sprite->sObjEventId].fixedPriority = TRUE; sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY; sprite->oam.priority = 3; sprite->data[7]++; } UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->sObjEventId], sprite, MovementType_Buried_Callback); } static bool8 MovementType_Buried_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return gMovementTypeFuncs_Buried[sprite->sTypeFuncId](objectEvent, sprite); } bool8 MovementType_Buried_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); return FALSE; } bool8 MovementType_MoveInPlace_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) sprite->sTypeFuncId = 0; return FALSE; } movement_type_def(MovementType_WalkInPlace, gMovementTypeFuncs_WalkInPlace) bool8 MovementType_WalkInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_WalkSlowlyInPlace, gMovementTypeFuncs_WalkSlowlyInPlace) bool8 MovementType_WalkSlowlyInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceSlowMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_JogInPlace, gMovementTypeFuncs_JogInPlace) bool8 MovementType_JogInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceFastMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_RunInPlace, gMovementTypeFuncs_RunInPlace) bool8 MovementType_RunInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceFasterMovementAction(objectEvent->facingDirection)); sprite->sTypeFuncId = 1; return TRUE; } movement_type_def(MovementType_Invisible, gMovementTypeFuncs_Invisible) bool8 MovementType_Invisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); objectEvent->invisible = TRUE; sprite->sTypeFuncId = 1; return TRUE; } bool8 MovementType_Invisible_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { sprite->sTypeFuncId = 2; return TRUE; } return FALSE; } bool8 MovementType_Invisible_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->singleMovementActive = FALSE; 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->sTypeFuncId = 0; } u8 GetFaceDirectionAnimNum(u8 direction) { return sFaceDirectionAnimNums[direction]; } u8 GetMoveDirectionAnimNum(u8 direction) { return sMoveDirectionAnimNums[direction]; } u8 GetMoveDirectionFastAnimNum(u8 direction) { return sMoveDirectionFastAnimNums[direction]; } u8 GetMoveDirectionFasterAnimNum(u8 direction) { return sMoveDirectionFasterAnimNums[direction]; } u8 GetMoveDirectionFastestAnimNum(u8 direction) { return sMoveDirectionFastestAnimNums[direction]; } u8 GetJumpSpecialDirectionAnimNum(u8 direction) { return sJumpSpecialDirectionAnimNums[direction]; } u8 GetAcroWheelieDirectionAnimNum(u8 direction) { return sAcroWheelieDirectionAnimNums[direction]; } u8 GetAcroUnusedDirectionAnimNum(u8 direction) { return sAcroUnusedDirectionAnimNums[direction]; } u8 GetAcroEndWheelieDirectionAnimNum(u8 direction) { return sAcroEndWheelieDirectionAnimNums[direction]; } u8 GetAcroUnusedActionDirectionAnimNum(u8 direction) { return sAcroUnusedActionDirectionAnimNums[direction]; } u8 GetAcroWheeliePedalDirectionAnimNum(u8 direction) { return sAcroWheeliePedalDirectionAnimNums[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); } } } u8 GetDirectionToFace(s16 x, s16 y, s16 targetX, s16 targetY) { if (x > targetX) return DIR_WEST; if (x < targetX) return DIR_EAST; if (y > targetY) 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].sTypeFuncId = 0; } u8 GetTrainerFacingDirectionMovementType(u8 direction) { return gTrainerFacingDirectionMovementTypes[direction]; } static u8 GetCollisionInDirection(struct ObjectEvent *objectEvent, u8 direction) { s16 x = objectEvent->currentCoords.x; s16 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 (MapGridIsImpassableAt(x, y) || GetMapBorderIdAt(x, y) == -1 || IsMetatileDirectionallyImpassable(objectEvent, x, y, direction)) return COLLISION_IMPASSABLE; else if (objectEvent->trackedByCamera && !CanCameraMoveInDirection(direction)) return COLLISION_IMPASSABLE; else if (IsZCoordMismatchAt(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 (MapGridIsImpassableAt(x, y) || GetMapBorderIdAt(x, y) == -1 || IsMetatileDirectionallyImpassable(objectEvent, x, y, direction) || (objectEvent->trackedByCamera && !CanCameraMoveInDirection(direction))) flags |= 2; if (IsZCoordMismatchAt(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 (AreZCoordsCompatible(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].sBerryTreeFlags & BERRY_FLAG_SPARKLING) return TRUE; return FALSE; } void SetBerryTreeJustPicked(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) gSprites[gObjectEvents[objectEventId].spriteId].sBerryTreeFlags |= BERRY_FLAG_JUST_PICKED; } #undef sTimer #undef sBerryTreeFlags 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 += 16; if (gFieldCamera.x < 0) dx -= 16; if (gFieldCamera.y > 0) dy += 16; if (gFieldCamera.y < 0) dy -= 16; *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 (ObjectEventIsMovementOverridden(objectEvent)) return TRUE; UnfreezeObjectEvent(objectEvent); objectEvent->movementActionId = movementActionId; objectEvent->heldMovementActive = TRUE; objectEvent->heldMovementFinished = FALSE; gSprites[objectEvent->spriteId].sActionFuncId = 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].sTypeFuncId = 0; gSprites[objectEvent->spriteId].sActionFuncId = 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); } #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 = 0;\ return animIds[direction];\ } dirn_to_anim(GetFaceDirectionMovementAction, gFaceDirectionMovementActions); dirn_to_anim(GetWalkSlowMovementAction, gWalkSlowMovementActions); dirn_to_anim(GetWalkNormalMovementAction, gWalkNormalMovementActions); dirn_to_anim(GetWalkFastMovementAction, gWalkFastMovementActions); dirn_to_anim(GetRideWaterCurrentMovementAction, gRideWaterCurrentMovementActions); dirn_to_anim(GetWalkFasterMovementAction, gWalkFasterMovementActions); dirn_to_anim(GetSlideMovementAction, gSlideMovementActions); dirn_to_anim(GetPlayerRunMovementAction, gPlayerRunMovementActions); dirn_to_anim(GetJump2MovementAction, gJump2MovementActions); dirn_to_anim(GetJumpInPlaceMovementAction, gJumpInPlaceMovementActions); dirn_to_anim(GetJumpInPlaceTurnAroundMovementAction, gJumpInPlaceTurnAroundMovementActions); dirn_to_anim(GetJumpMovementAction, gJumpMovementActions); dirn_to_anim(GetJumpSpecialMovementAction, gJumpSpecialMovementActions); dirn_to_anim(GetWalkInPlaceSlowMovementAction, gWalkInPlaceSlowMovementActions); dirn_to_anim(GetWalkInPlaceNormalMovementAction, gWalkInPlaceNormalMovementActions); dirn_to_anim(GetWalkInPlaceFastMovementAction, gWalkInPlaceFastMovementActions); dirn_to_anim(GetWalkInPlaceFasterMovementAction, gWalkInPlaceFasterMovementActions); bool8 ObjectEventFaceOppositeDirection(struct ObjectEvent *objectEvent, u8 direction) { return ObjectEventSetHeldMovement(objectEvent, GetFaceDirectionMovementAction(GetOppositeDirection(direction))); } dirn_to_anim(GetAcroWheelieFaceDirectionMovementAction, gAcroWheelieFaceDirectionMovementActions); dirn_to_anim(GetAcroPopWheelieFaceDirectionMovementAction, gAcroPopWheelieFaceDirectionMovementActions); dirn_to_anim(GetAcroEndWheelieFaceDirectionMovementAction, gAcroEndWheelieFaceDirectionMovementActions); dirn_to_anim(GetAcroWheelieHopFaceDirectionMovementAction, gAcroWheelieHopFaceDirectionMovementActions); dirn_to_anim(GetAcroWheelieHopDirectionMovementAction, gAcroWheelieHopDirectionMovementActions); dirn_to_anim(GetAcroWheelieJumpDirectionMovementAction, gAcroWheelieJumpDirectionMovementActions); dirn_to_anim(GetAcroWheelieInPlaceDirectionMovementAction, gAcroWheelieInPlaceDirectionMovementActions); dirn_to_anim(GetAcroPopWheelieMoveDirectionMovementAction, gAcroPopWheelieMoveDirectionMovementActions); dirn_to_anim(GetAcroWheelieMoveDirectionMovementAction, gAcroWheelieMoveDirectionMovementActions); dirn_to_anim(GetAcroEndWheelieMoveDirectionMovementAction, gAcroEndWheelieMoveDirectionMovementActions); u8 GetOppositeDirection(u8 direction) { u8 directions[sizeof sOppositeDirections]; memcpy(directions, sOppositeDirections, sizeof sOppositeDirections); if (direction <= DIR_NONE || direction > (sizeof sOppositeDirections)) return direction; return directions[direction - 1]; } // Takes the player's original and current direction and gives a direction the copy NPC should consider as the player's direction. // See comments at the table's definition. static u32 GetPlayerDirectionForCopy(u8 initDir, u8 moveDir) { return sPlayerDirectionsForCopy[initDir - 1][moveDir - 1]; } // copyInitDir is the initial facing direction of the copying NPC. // playerInitDir is the direction the player was facing when the copying NPC was spawned, as set by MovementType_CopyPlayer_Step0. // playerMoveDir is the direction the player is currently moving. 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 (gMovementActionFuncs[objectEvent->movementActionId][sprite->sActionFuncId](objectEvent, sprite)) objectEvent->heldMovementFinished = TRUE; } static bool8 ObjectEventExecSingleMovementAction(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (gMovementActionFuncs[objectEvent->movementActionId][sprite->sActionFuncId](objectEvent, sprite)) { objectEvent->movementActionId = MOVEMENT_ACTION_NONE; sprite->sActionFuncId = 0; return TRUE; } return FALSE; } static void ObjectEventSetSingleMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 animId) { objectEvent->movementActionId = animId; sprite->sActionFuncId = 0; } 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->sActionFuncId = 1; } bool8 MovementAction_FaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, DIR_SOUTH); return TRUE; } bool8 MovementAction_FaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, DIR_NORTH); return TRUE; } bool8 MovementAction_FaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, DIR_WEST); return TRUE; } 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; if (sLockedAnimObjectEvents != NULL && FindLockedObjectEventIndex(objectEvent) != OBJECT_EVENTS_COUNT) sprite->animPaused = TRUE; objectEvent->triggerGroundEffectsOnMove = TRUE; sprite->sActionFuncId = 1; } static void InitMovementNormal(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { u8 (*functions[ARRAY_COUNT(sDirectionAnimFuncsBySpeed)])(u8); memcpy(functions, sDirectionAnimFuncsBySpeed, sizeof sDirectionAnimFuncsBySpeed); InitNpcForMovement(objectEvent, sprite, direction, speed); SetStepAnimHandleAlternation(objectEvent, sprite, functions[speed](objectEvent->facingDirection)); } static void StartRunningAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { InitNpcForMovement(objectEvent, sprite, direction, MOVE_SPEED_FAST_1); SetStepAnimHandleAlternation(objectEvent, sprite, GetRunningDirectionAnimNum(objectEvent->facingDirection)); } static bool8 UpdateMovementNormal(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (NpcTakeStep(sprite)) { ShiftStillObjectEventCoords(objectEvent); objectEvent->triggerGroundEffectsOnStop = TRUE; sprite->animPaused = TRUE; return TRUE; } return FALSE; } static 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->sActionFuncId = 1; } static void InitWalkSlow(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { InitNpcForWalkSlow(objectEvent, sprite, direction); SetStepAnimHandleAlternation(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection)); } static bool8 UpdateWalkSlow(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlowAnim(sprite)) { ShiftStillObjectEventCoords(objectEvent); objectEvent->triggerGroundEffectsOnStop = TRUE; sprite->animPaused = TRUE; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowDiagonalUpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_NORTHWEST); return MovementAction_WalkSlowDiagonalUpLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowDiagonalUpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowDiagonalUpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_NORTHEAST); return MovementAction_WalkSlowDiagonalUpRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowDiagonalUpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowDiagonalDownLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_SOUTHWEST); return MovementAction_WalkSlowDiagonalDownLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowDiagonalDownLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowDiagonalDownRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_SOUTHEAST); return MovementAction_WalkSlowDiagonalDownRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowDiagonalDownRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_SOUTH); return MovementAction_WalkSlowDown_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_NORTH); return MovementAction_WalkSlowUp_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_WEST); return MovementAction_WalkSlowLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_EAST); return MovementAction_WalkSlowRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalDiagonalUpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_NORTHWEST, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalDiagonalUpLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalDiagonalUpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalDiagonalUpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_NORTHEAST, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalDiagonalUpRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalDiagonalUpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalDiagonalDownLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_SOUTHWEST, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalDiagonalDownLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalDiagonalDownLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalDiagonalDownRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_SOUTHEAST, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalDiagonalDownRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalDiagonalDownRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalDown_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalUp_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_NORMAL); return MovementAction_WalkNormalRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } #define JUMP_HALFWAY 1 #define JUMP_FINISHED ((u8)-1) enum { JUMP_TYPE_HIGH, JUMP_TYPE_LOW, JUMP_TYPE_NORMAL, }; static void InitJump(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 distance, u8 type) { s16 displacements[ARRAY_COUNT(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->sActionFuncId = 1; sprite->animPaused = FALSE; objectEvent->triggerGroundEffectsOnMove = TRUE; objectEvent->disableCoveringGroundEffects = TRUE; } static 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); } #define sDistance data[4] static u8 UpdateJumpAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 callback(struct Sprite *)) { s16 displacements[ARRAY_COUNT(sJumpDisplacements)]; s16 x; s16 y; u8 result; memcpy(displacements, sJumpDisplacements, sizeof sJumpDisplacements); result = callback(sprite); if (result == JUMP_HALFWAY && displacements[sprite->sDistance] != 0) { x = 0; y = 0; MoveCoordsInDirection(objectEvent->movementDirection, &x, &y, displacements[sprite->sDistance], displacements[sprite->sDistance]); 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; } #undef sDistance static u8 DoJumpAnimStep(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return UpdateJumpAnim(objectEvent, sprite, DoJumpSpriteMovement); } static u8 DoJumpSpecialAnimStep(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return UpdateJumpAnim(objectEvent, sprite, DoJumpSpecialSpriteMovement); } static bool8 DoJumpAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnimStep(objectEvent, sprite) == JUMP_FINISHED) return TRUE; return FALSE; } static bool8 DoJumpSpecialAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpSpecialAnimStep(objectEvent, sprite) == JUMP_FINISHED) return TRUE; return FALSE; } static 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; } } 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); } bool8 MovementAction_Jump2Down_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_Jump2Up_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_Jump2Left_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_Jump2Right_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static void InitMovementDelay(struct Sprite *sprite, u16 duration) { sprite->sActionFuncId = 1; sprite->data[3] = duration; } bool8 MovementAction_Delay_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (--sprite->data[3] == 0) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_Delay1_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementDelay(sprite, 1); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_Delay2_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementDelay(sprite, 2); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_Delay4_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementDelay(sprite, 4); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_Delay8_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementDelay(sprite, 8); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_Delay16_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementDelay(sprite, 16); return MovementAction_Delay_Step1(objectEvent, sprite); } 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); } bool8 MovementAction_WalkFastDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_WalkFastUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_WalkFastLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_WalkFastRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static 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->sActionFuncId = 1; sprite->data[3] = duration; } bool8 MovementAction_WalkInPlace_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (-- sprite->data[3] == 0) { sprite->sActionFuncId = 2; sprite->animPaused = TRUE; return TRUE; } return FALSE; } bool8 MovementAction_WalkInPlaceSlow_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sprite->data[3] & 1) sprite->animDelayCounter++; return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } 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); } 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); } 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); } 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); } 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); } 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); } 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); } 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); } 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); } 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); } 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); } 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); } 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); } 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); } 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); } 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); } 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); } bool8 MovementAction_RideWaterCurrentDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_RideWaterCurrentUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_RideWaterCurrentLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_RideWaterCurrentRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFasterDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FASTER); return MovementAction_WalkFasterDown_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFasterDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFasterUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FASTER); return MovementAction_WalkFasterUp_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFasterUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFasterLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FASTER); return MovementAction_WalkFasterLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFasterLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFasterRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FASTER); return MovementAction_WalkFasterRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFasterRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_SlideDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FASTEST); return MovementAction_SlideDown_Step1(objectEvent, sprite); } bool8 MovementAction_SlideDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_SlideUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FASTEST); return MovementAction_SlideUp_Step1(objectEvent, sprite); } bool8 MovementAction_SlideUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_SlideLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FASTEST); return MovementAction_SlideLeft_Step1(objectEvent, sprite); } bool8 MovementAction_SlideLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_SlideRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FASTEST); return MovementAction_SlideRight_Step1(objectEvent, sprite); } bool8 MovementAction_SlideRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_PlayerRunDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartRunningAnim(objectEvent, sprite, DIR_SOUTH); return MovementAction_PlayerRunDown_Step1(objectEvent, sprite); } bool8 MovementAction_PlayerRunDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_PlayerRunUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartRunningAnim(objectEvent, sprite, DIR_NORTH); return MovementAction_PlayerRunUp_Step1(objectEvent, sprite); } bool8 MovementAction_PlayerRunUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_PlayerRunLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartRunningAnim(objectEvent, sprite, DIR_WEST); return MovementAction_PlayerRunLeft_Step1(objectEvent, sprite); } bool8 MovementAction_PlayerRunLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_PlayerRunRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartRunningAnim(objectEvent, sprite, DIR_EAST); return MovementAction_PlayerRunRight_Step1(objectEvent, sprite); } bool8 MovementAction_PlayerRunRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 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->sActionFuncId = 1; } bool8 MovementAction_StartAnimInDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, objectEvent->movementDirection, sprite->animNum); return FALSE; } bool8 MovementAction_WaitSpriteAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (SpriteAnimEnded(sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static void InitJumpSpecial(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { InitJump(objectEvent, sprite, direction, JUMP_DISTANCE_NORMAL, JUMP_TYPE_HIGH); StartSpriteAnim(sprite, GetJumpSpecialDirectionAnimNum(direction)); } bool8 MovementAction_JumpSpecialDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpSpecial(objectEvent, sprite, DIR_SOUTH); return MovementAction_JumpSpecialDown_Step1(objectEvent, sprite); } bool8 MovementAction_JumpSpecialDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpSpecialAnim(objectEvent, sprite)) { sprite->sActionFuncId = 2; objectEvent->landingJump = FALSE; return TRUE; } return FALSE; } bool8 MovementAction_JumpSpecialUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpSpecial(objectEvent, sprite, DIR_NORTH); return MovementAction_JumpSpecialUp_Step1(objectEvent, sprite); } bool8 MovementAction_JumpSpecialUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpSpecialAnim(objectEvent, sprite)) { sprite->sActionFuncId = 2; objectEvent->landingJump = FALSE; return TRUE; } return FALSE; } bool8 MovementAction_JumpSpecialLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpSpecial(objectEvent, sprite, DIR_WEST); return MovementAction_JumpSpecialLeft_Step1(objectEvent, sprite); } bool8 MovementAction_JumpSpecialLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpSpecialAnim(objectEvent, sprite)) { sprite->sActionFuncId = 2; objectEvent->landingJump = FALSE; return TRUE; } return FALSE; } bool8 MovementAction_JumpSpecialRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitJumpSpecial(objectEvent, sprite, DIR_EAST); return MovementAction_JumpSpecialRight_Step1(objectEvent, sprite); } bool8 MovementAction_JumpSpecialRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpSpecialAnim(objectEvent, sprite)) { sprite->sActionFuncId = 2; objectEvent->landingJump = FALSE; return TRUE; } return FALSE; } 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->sActionFuncId = 1; return TRUE; } 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->sActionFuncId = 1; return TRUE; } bool8 MovementAction_LockFacingDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->facingDirectionLocked = TRUE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_UnlockFacingDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->facingDirectionLocked = FALSE; sprite->sActionFuncId = 1; return TRUE; } 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); } bool8 MovementAction_JumpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_JumpUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_JumpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_JumpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_JumpInPlaceDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_JumpInPlaceUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_JumpInPlaceLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_JumpInPlaceRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_JumpInPlaceDownUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpInPlaceAnim(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_JumpInPlaceUpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpInPlaceAnim(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_JumpInPlaceLeftRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpInPlaceAnim(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_JumpInPlaceRightLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpInPlaceAnim(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_FaceOriginalDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, gInitialMovementTypeFacingDirections[objectEvent->movementType]); return TRUE; } bool8 MovementAction_NurseJoyBowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, ANIM_NURSE_BOW); return FALSE; } bool8 MovementAction_EnableJumpLandingGroundEffect_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->disableJumpLandingGroundEffect = FALSE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_DisableJumpLandingGroundEffect_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->disableJumpLandingGroundEffect = TRUE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_DisableAnimation_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->inanimate = TRUE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_RestoreAnimation_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->inanimate = GetObjectEventGraphicsInfo(objectEvent->graphicsId)->inanimate; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_SetInvisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->invisible = TRUE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_SetVisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->invisible = FALSE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_EmoteExclamationMark_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON); sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_EmoteQuestionMark_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); FieldEffectStart(FLDEFF_QUESTION_MARK_ICON); sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_EmoteHeart_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); FieldEffectStart(FLDEFF_HEART_ICON); sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_RevealTrainer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->movementType == MOVEMENT_TYPE_BURIED) { SetBuriedTrainerMovement(objectEvent); return FALSE; } if (objectEvent->movementType != MOVEMENT_TYPE_TREE_DISGUISE && objectEvent->movementType != MOVEMENT_TYPE_MOUNTAIN_DISGUISE) { sprite->sActionFuncId = 2; return TRUE; } StartRevealDisguise(objectEvent); sprite->sActionFuncId = 1; return MovementAction_RevealTrainer_Step1(objectEvent, sprite); } bool8 MovementAction_RevealTrainer_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateRevealDisguise(objectEvent)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_RockSmashBreak_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { SetAndStartSpriteAnim(sprite, ANIM_REMOVE_OBSTACLE, 0); sprite->sActionFuncId = 1; return FALSE; } bool8 MovementAction_RockSmashBreak_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (SpriteAnimEnded(sprite)) { SetMovementDelay(sprite, 32); sprite->sActionFuncId = 2; } return FALSE; } bool8 MovementAction_RockSmashBreak_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->invisible ^= TRUE; if (WaitForMovementDelay(sprite)) { objectEvent->invisible = TRUE; sprite->sActionFuncId = 3; } return FALSE; } bool8 MovementAction_CutTree_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { SetAndStartSpriteAnim(sprite, ANIM_REMOVE_OBSTACLE, 0); sprite->sActionFuncId = 1; return FALSE; } bool8 MovementAction_CutTree_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (SpriteAnimEnded(sprite)) { SetMovementDelay(sprite, 32); sprite->sActionFuncId = 2; } return FALSE; } bool8 MovementAction_CutTree_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->invisible ^= TRUE; if (WaitForMovementDelay(sprite)) { objectEvent->invisible = TRUE; sprite->sActionFuncId = 3; } return FALSE; } bool8 MovementAction_SetFixedPriority_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->fixedPriority = TRUE; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_ClearFixedPriority_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->fixedPriority = FALSE; sprite->sActionFuncId = 1; return TRUE; } 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; } 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; } bool8 MovementAction_HideReflection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->hideReflection = TRUE; return TRUE; } bool8 MovementAction_ShowReflection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->hideReflection = FALSE; return TRUE; } bool8 MovementAction_WalkDownStartAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_SOUTH); sprite->affineAnimPaused = FALSE; StartSpriteAffineAnimIfDifferent(sprite, 0); return MovementAction_WalkDownStartAffine_Step1(objectEvent, sprite); } bool8 MovementAction_WalkDownStartAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->affineAnimPaused = TRUE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkDownAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitWalkSlow(objectEvent, sprite, DIR_SOUTH); sprite->affineAnimPaused = FALSE; ChangeSpriteAffineAnimIfDifferent(sprite, 1); return MovementAction_WalkDownAffine_Step1(objectEvent, sprite); } bool8 MovementAction_WalkDownAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateWalkSlow(objectEvent, sprite)) { sprite->affineAnimPaused = TRUE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkLeftAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_1); sprite->affineAnimPaused = FALSE; ChangeSpriteAffineAnimIfDifferent(sprite, 2); return MovementAction_WalkLeftAffine_Step1(objectEvent, sprite); } bool8 MovementAction_WalkLeftAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->affineAnimPaused = TRUE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkRightAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_1); sprite->affineAnimPaused = FALSE; ChangeSpriteAffineAnimIfDifferent(sprite, 3); return MovementAction_WalkRightAffine_Step1(objectEvent, sprite); } bool8 MovementAction_WalkRightAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->affineAnimPaused = TRUE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static void AcroWheelieFaceDirection(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { SetObjectEventDirection(objectEvent, direction); ShiftStillObjectEventCoords(objectEvent); SetStepAnim(objectEvent, sprite, GetAcroWheeliePedalDirectionAnimNum(direction)); sprite->animPaused = TRUE; sprite->sActionFuncId = 1; } bool8 MovementAction_AcroWheelieFaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { AcroWheelieFaceDirection(objectEvent, sprite, DIR_SOUTH); return TRUE; } bool8 MovementAction_AcroWheelieFaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { AcroWheelieFaceDirection(objectEvent, sprite, DIR_NORTH); return TRUE; } bool8 MovementAction_AcroWheelieFaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { AcroWheelieFaceDirection(objectEvent, sprite, DIR_WEST); return TRUE; } bool8 MovementAction_AcroWheelieFaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { AcroWheelieFaceDirection(objectEvent, sprite, DIR_EAST); return TRUE; } bool8 MovementAction_AcroPopWheelieDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroWheelieDirectionAnimNum(DIR_SOUTH)); return FALSE; } bool8 MovementAction_AcroPopWheelieUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroWheelieDirectionAnimNum(DIR_NORTH)); return FALSE; } bool8 MovementAction_AcroPopWheelieLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroWheelieDirectionAnimNum(DIR_WEST)); return FALSE; } bool8 MovementAction_AcroPopWheelieRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroWheelieDirectionAnimNum(DIR_EAST)); return FALSE; } bool8 MovementAction_AcroEndWheelieFaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroEndWheelieDirectionAnimNum(DIR_SOUTH)); return FALSE; } bool8 MovementAction_AcroEndWheelieFaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroEndWheelieDirectionAnimNum(DIR_NORTH)); return FALSE; } bool8 MovementAction_AcroEndWheelieFaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroEndWheelieDirectionAnimNum(DIR_WEST)); return FALSE; } bool8 MovementAction_AcroEndWheelieFaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroEndWheelieDirectionAnimNum(DIR_EAST)); return FALSE; } bool8 MovementAction_UnusedAcroActionDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroUnusedActionDirectionAnimNum(DIR_SOUTH)); return FALSE; } bool8 MovementAction_UnusedAcroActionUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroUnusedActionDirectionAnimNum(DIR_NORTH)); return FALSE; } bool8 MovementAction_UnusedAcroActionLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroUnusedActionDirectionAnimNum(DIR_WEST)); return FALSE; } bool8 MovementAction_UnusedAcroActionRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroUnusedActionDirectionAnimNum(DIR_EAST)); return FALSE; } void InitFigure8Anim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitSpriteForFigure8Anim(sprite); sprite->animPaused = FALSE; } bool8 DoFigure8Anim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (AnimateSpriteInFigure8(sprite)) { ShiftStillObjectEventCoords(objectEvent); objectEvent->triggerGroundEffectsOnStop = TRUE; sprite->animPaused = TRUE; return TRUE; } return FALSE; } bool8 MovementAction_Figure8_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitFigure8Anim(objectEvent, sprite); sprite->sActionFuncId = 1; return MovementAction_Figure8_Step1(objectEvent, sprite); } bool8 MovementAction_Figure8_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoFigure8Anim(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static 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); } 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); } bool8 MovementAction_AcroWheelieHopFaceDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_AcroWheelieHopFaceUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_AcroWheelieHopFaceLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_AcroWheelieHopFaceRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_AcroWheelieHopDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_AcroWheelieHopUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_AcroWheelieHopLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_AcroWheelieHopRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_AcroWheelieJumpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_AcroWheelieJumpUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_AcroWheelieJumpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } bool8 MovementAction_AcroWheelieJumpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (DoJumpAnim(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->sActionFuncId = 2; return TRUE; } return FALSE; } 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); } 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); } 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); } 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); } static 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); } bool8 MovementAction_AcroPopWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroPopWheelie(objectEvent, sprite, DIR_SOUTH, 1); return MovementAction_AcroPopWheelieMoveDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroPopWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroPopWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroPopWheelie(objectEvent, sprite, DIR_NORTH, 1); return MovementAction_AcroPopWheelieMoveUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroPopWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroPopWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroPopWheelie(objectEvent, sprite, DIR_WEST, 1); return MovementAction_AcroPopWheelieMoveLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroPopWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroPopWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroPopWheelie(objectEvent, sprite, DIR_EAST, 1); return MovementAction_AcroPopWheelieMoveRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroPopWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static void InitAcroWheelieMove(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { InitNpcForMovement(objectEvent, sprite, direction, speed); SetStepAnimHandleAlternation(objectEvent, sprite, GetAcroWheeliePedalDirectionAnimNum(objectEvent->facingDirection)); } bool8 MovementAction_AcroWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieMove(objectEvent, sprite, DIR_SOUTH, 1); return MovementAction_AcroWheelieMoveDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieMove(objectEvent, sprite, DIR_NORTH, 1); return MovementAction_AcroWheelieMoveUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieMove(objectEvent, sprite, DIR_WEST, 1); return MovementAction_AcroWheelieMoveLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroWheelieMove(objectEvent, sprite, DIR_EAST, 1); return MovementAction_AcroWheelieMoveRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } static void InitAcroEndWheelie(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { InitNpcForMovement(objectEvent, sprite, direction, speed); StartSpriteAnim(sprite, GetAcroEndWheelieDirectionAnimNum(objectEvent->facingDirection)); SeekSpriteAnim(sprite, 0); } bool8 MovementAction_AcroEndWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroEndWheelie(objectEvent, sprite, DIR_SOUTH, 1); return MovementAction_AcroEndWheelieMoveDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroEndWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroEndWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroEndWheelie(objectEvent, sprite, DIR_NORTH, 1); return MovementAction_AcroEndWheelieMoveUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroEndWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroEndWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroEndWheelie(objectEvent, sprite, DIR_WEST, 1); return MovementAction_AcroEndWheelieMoveLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroEndWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroEndWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { InitAcroEndWheelie(objectEvent, sprite, DIR_EAST, 1); return MovementAction_AcroEndWheelieMoveRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroEndWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (UpdateMovementNormal(objectEvent, sprite)) { sprite->sActionFuncId = 2; return TRUE; } return FALSE; } bool8 MovementAction_Levitate_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { CreateLevitateMovementTask(objectEvent); sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_StopLevitate_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { DestroyLevitateMovementTask(objectEvent->warpArrowSpriteId); sprite->y2 = 0; sprite->sActionFuncId = 1; return TRUE; } bool8 MovementAction_StopLevitateAtTop_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sprite->y2 == 0) { DestroyLevitateMovementTask(objectEvent->warpArrowSpriteId); sprite->sActionFuncId = 1; return TRUE; } return FALSE; } u8 MovementAction_Finish(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return TRUE; } bool8 MovementAction_PauseSpriteAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->animPaused = TRUE; 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) { UpdateObjectEventOffscreen(objectEvent, sprite); UpdateObjectEventSpriteVisibility(objectEvent, sprite); } static void UpdateObjectEventOffscreen(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u16 x, y; u16 x2, y2; const struct ObjectEventGraphicsInfo *graphicsInfo; 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; x2 += x; y2 = y; y2 += graphicsInfo->height; if ((s16)x >= DISPLAY_WIDTH + 16 || (s16)x2 < -16) objectEvent->offScreen = TRUE; if ((s16)y >= DISPLAY_HEIGHT + 16 || (s16)y2 < -16) objectEvent->offScreen = TRUE; } static void UpdateObjectEventSpriteVisibility(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[NUM_REFLECTION_TYPES - 1] = { [REFL_TYPE_ICE - 1] = GROUND_EFFECT_FLAG_ICE_REFLECTION, [REFL_TYPE_WATER - 1] = GROUND_EFFECT_FLAG_WATER_REFLECTION }; u8 reflType = ObjectEventGetNearbyReflectionType(objEvent); if (reflType) { if (objEvent->hasReflection == 0) { objEvent->hasReflection++; *flags |= reflectionFlags[reflType - 1]; } } else { objEvent->hasReflection = FALSE; } } 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_IsSandOrDeepSand(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 = FALSE; objEvent->inSandPile = TRUE; *flags |= GROUND_EFFECT_FLAG_SAND_PILE; } } else { objEvent->inSandPile = FALSE; } } 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 = FALSE; objEvent->inShallowFlowingWater = TRUE; *flags |= GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER; } } else { objEvent->inShallowFlowingWater = FALSE; } } 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 = FALSE; objEvent->inShortGrass = TRUE; *flags |= GROUND_EFFECT_FLAG_SHORT_GRASS; } } else { objEvent->inShortGrass = FALSE; } } static void GetGroundEffectFlags_HotSprings(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsHotSprings(objEvent->currentMetatileBehavior) && MetatileBehavior_IsHotSprings(objEvent->previousMetatileBehavior)) { if (!objEvent->inHotSprings) { objEvent->inHotSprings = FALSE; objEvent->inHotSprings = TRUE; *flags |= GROUND_EFFECT_FLAG_HOT_SPRINGS; } } else { objEvent->inHotSprings = FALSE; } } 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_IsSurfableWaterOrUnderwater, 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 < ARRAY_COUNT(metatileFuncs); i++) { if (metatileFuncs[i](objEvent->currentMetatileBehavior)) { *flags |= jumpLandingFlags[i]; return; } } } } #define RETURN_REFLECTION_TYPE_AT(x, y) \ b = MapGridGetMetatileBehaviorAt(x, y); \ result = GetReflectionTypeByMetatileBehavior(b); \ if (result != REFL_TYPE_NONE) \ return result; static u8 ObjectEventGetNearbyReflectionType(struct ObjectEvent *objEvent) { const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(objEvent->graphicsId); // ceil div by tile width? s16 width = (info->width + 8) >> 4; s16 height = (info->height + 8) >> 4; s16 i, j; u8 result, b; // used by RETURN_REFLECTION_TYPE_AT s16 one = 1; for (i = 0; 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 REFL_TYPE_NONE; } #undef RETURN_REFLECTION_TYPE_AT static u8 GetReflectionTypeByMetatileBehavior(u32 behavior) { if (MetatileBehavior_IsIce(behavior)) return REFL_TYPE_ICE; else if (MetatileBehavior_IsReflective(behavior)) return REFL_TYPE_WATER; else return REFL_TYPE_NONE; } 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 (ZCoordToPriority(objEvent->previousElevation) == 1) sprite->subspriteTableNum = 5; } bool8 IsZCoordMismatchAt(u8 z, s16 x, s16 y) { u8 mapZ; if (z == 0) return FALSE; mapZ = MapGridGetZCoordAt(x, y); if (mapZ == 0 || mapZ == 15) return FALSE; if (mapZ != z) 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 }; static const u8 sElevationToSubspriteTableNum[] = { 1, 1, 1, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 0, 0, 1, }; void UpdateObjectEventZCoordAndPriority(struct ObjectEvent *objEvent, struct Sprite *sprite) { if (objEvent->fixedPriority) return; ObjectEventUpdateZCoord(objEvent); sprite->subspriteTableNum = sElevationToSubspriteTableNum[objEvent->previousElevation]; sprite->oam.priority = sElevationToPriority[objEvent->previousElevation]; } static void InitObjectPriorityByZCoord(struct Sprite *sprite, u8 z) { sprite->subspriteTableNum = sElevationToSubspriteTableNum[z]; sprite->oam.priority = sElevationToPriority[z]; } u8 ZCoordToPriority(u8 z) { return sElevationToPriority[z]; } void ObjectEventUpdateZCoord(struct ObjectEvent *objEvent) { u8 z = MapGridGetZCoordAt(objEvent->currentCoords.x, objEvent->currentCoords.y); u8 z2 = MapGridGetZCoordAt(objEvent->previousCoords.x, objEvent->previousCoords.y); if (z == 0xF || z2 == 0xF) return; objEvent->currentElevation = z; if (z != 0 && z != 0xF) objEvent->previousElevation = z; } void SetObjectSubpriorityByZCoord(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 = (16 - ((((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; SetObjectSubpriorityByZCoord(objEvent->previousElevation, sprite, 1); } bool8 AreZCoordsCompatible(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; // priority gFieldEffectArguments[4] = objEvent->localId << 8 | objEvent->mapNum; gFieldEffectArguments[5] = objEvent->mapGroup; gFieldEffectArguments[6] = (u8)gSaveBlock1Ptr->location.mapNum << 8 | (u8)gSaveBlock1Ptr->location.mapGroup; gFieldEffectArguments[7] = TRUE; // skip to end of anim 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; // priority gFieldEffectArguments[4] = objEvent->localId << 8 | objEvent->mapNum; gFieldEffectArguments[5] = objEvent->mapGroup; gFieldEffectArguments[6] = (u8)gSaveBlock1Ptr->location.mapNum << 8 | (u8)gSaveBlock1Ptr->location.mapGroup; gFieldEffectArguments[7] = FALSE; // don't skip to end of anim 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, FALSE); } void GroundEffect_IceReflection(struct ObjectEvent *objEvent, struct Sprite *sprite) { SetUpReflection(objEvent, sprite, TRUE); } 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) = { [TRACKS_NONE] = DoTracksGroundEffect_None, [TRACKS_FOOT] = DoTracksGroundEffect_Footprints, [TRACKS_BIKE_TIRE] = 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, // GROUND_EFFECT_FLAG_TALL_GRASS_ON_SPAWN GroundEffect_StepOnTallGrass, // GROUND_EFFECT_FLAG_TALL_GRASS_ON_MOVE GroundEffect_SpawnOnLongGrass, // GROUND_EFFECT_FLAG_LONG_GRASS_ON_SPAWN GroundEffect_StepOnLongGrass, // GROUND_EFFECT_FLAG_LONG_GRASS_ON_MOVE GroundEffect_WaterReflection, // GROUND_EFFECT_FLAG_WATER_REFLECTION GroundEffect_IceReflection, // GROUND_EFFECT_FLAG_ICE_REFLECTION GroundEffect_FlowingWater, // GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER GroundEffect_SandTracks, // GROUND_EFFECT_FLAG_SAND GroundEffect_DeepSandTracks, // GROUND_EFFECT_FLAG_DEEP_SAND GroundEffect_Ripple, // GROUND_EFFECT_FLAG_RIPPLES GroundEffect_StepOnPuddle, // GROUND_EFFECT_FLAG_PUDDLE GroundEffect_SandHeap, // GROUND_EFFECT_FLAG_SAND_PILE GroundEffect_JumpOnTallGrass, // GROUND_EFFECT_FLAG_LAND_IN_TALL_GRASS GroundEffect_JumpOnLongGrass, // GROUND_EFFECT_FLAG_LAND_IN_LONG_GRASS GroundEffect_JumpOnShallowWater, // GROUND_EFFECT_FLAG_LAND_IN_SHALLOW_WATER GroundEffect_JumpOnWater, // GROUND_EFFECT_FLAG_LAND_IN_DEEP_WATER GroundEffect_JumpLandingDust, // GROUND_EFFECT_FLAG_LAND_ON_NORMAL_GROUND GroundEffect_ShortGrass, // GROUND_EFFECT_FLAG_SHORT_GRASS GroundEffect_HotSprings, // GROUND_EFFECT_FLAG_HOT_SPRINGS GroundEffect_Seaweed // GROUND_EFFECT_FLAG_SEAWEED }; static void DoFlaggedGroundEffects(struct ObjectEvent *objEvent, struct Sprite *sprite, u32 flags) { u8 i; if (ObjectEventIsFarawayIslandMew(objEvent) == TRUE && !ShouldMewShakeGrass(objEvent)) return; for (i = 0; i < ARRAY_COUNT(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; UpdateObjectEventZCoordAndPriority(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; UpdateObjectEventZCoordAndPriority(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; UpdateObjectEventZCoordAndPriority(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; } else { 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 objectEventId) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) if (i != objectEventId && gObjectEvents[i].active && i != gPlayerAvatar.objectEventId) FreezeObjectEvent(&gObjectEvents[i]); } void UnfreezeObjectEvent(struct ObjectEvent *objectEvent) { if (objectEvent->active && objectEvent->frozen) { objectEvent->frozen = 0; 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]); } static void Step1(struct Sprite *sprite, u8 dir) { sprite->x += sDirectionToVectors[dir].x; sprite->y += sDirectionToVectors[dir].y; } static void Step2(struct Sprite *sprite, u8 dir) { sprite->x += 2 * (u16) sDirectionToVectors[dir].x; sprite->y += 2 * (u16) sDirectionToVectors[dir].y; } static void Step3(struct Sprite *sprite, u8 dir) { sprite->x += 2 * (u16) sDirectionToVectors[dir].x + (u16) sDirectionToVectors[dir].x; sprite->y += 2 * (u16) sDirectionToVectors[dir].y + (u16) sDirectionToVectors[dir].y; } static void Step4(struct Sprite *sprite, u8 dir) { sprite->x += 4 * (u16) sDirectionToVectors[dir].x; sprite->y += 4 * (u16) sDirectionToVectors[dir].y; } static void Step8(struct Sprite *sprite, u8 dir) { sprite->x += 8 * (u16) sDirectionToVectors[dir].x; sprite->y += 8 * (u16) sDirectionToVectors[dir].y; } #define sSpeed data[4] #define sTimer data[5] static void SetSpriteDataForNormalStep(struct Sprite *sprite, u8 direction, u8 speed) { sprite->sDirection = direction; sprite->sSpeed = speed; sprite->sTimer = 0; } typedef void (*SpriteStepFunc)(struct Sprite *sprite, u8 direction); static const SpriteStepFunc sStep1Funcs[] = { Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, }; static const SpriteStepFunc sStep2Funcs[] = { Step2, Step2, Step2, Step2, Step2, Step2, Step2, Step2, }; static const SpriteStepFunc sStep3Funcs[] = { Step2, Step3, Step3, Step2, Step3, Step3, }; static const SpriteStepFunc sStep4Funcs[] = { Step4, Step4, Step4, Step4, }; static const SpriteStepFunc sStep8Funcs[] = { Step8, Step8, }; static const SpriteStepFunc *const sNpcStepFuncTables[] = { [MOVE_SPEED_NORMAL] = sStep1Funcs, [MOVE_SPEED_FAST_1] = sStep2Funcs, [MOVE_SPEED_FAST_2] = sStep3Funcs, [MOVE_SPEED_FASTER] = sStep4Funcs, [MOVE_SPEED_FASTEST] = sStep8Funcs, }; static const s16 sStepTimes[] = { [MOVE_SPEED_NORMAL] = 16, [MOVE_SPEED_FAST_1] = 8, [MOVE_SPEED_FAST_2] = 6, [MOVE_SPEED_FASTER] = 4, [MOVE_SPEED_FASTEST] = 2, }; static bool8 NpcTakeStep(struct Sprite *sprite) { if (sprite->sTimer >= sStepTimes[sprite->sSpeed]) return FALSE; sNpcStepFuncTables[sprite->sSpeed][sprite->sTimer](sprite, sprite->sDirection); sprite->sTimer++; if (sprite->sTimer < sStepTimes[sprite->sSpeed]) return FALSE; return TRUE; } #undef sSpeed #undef sTimer #define sTimer data[4] #define sNumSteps data[5] static void SetWalkSlowSpriteData(struct Sprite *sprite, u8 direction) { sprite->sDirection = direction; sprite->sTimer = 0; sprite->sNumSteps = 0; } static bool8 UpdateWalkSlowAnim(struct Sprite *sprite) { if (!(sprite->sTimer & 1)) { Step1(sprite, sprite->sDirection); sprite->sNumSteps++; } sprite->sTimer++; if (sprite->sNumSteps > 15) return TRUE; else return FALSE; } #undef sTimer #undef sNumSteps static const s8 sFigure8XOffsets[FIGURE_8_LENGTH] = { 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 1, 2, 2, 1, 2, 2, 1, 2, 1, 1, 2, 1, 1, 2, 1, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, }; static const s8 sFigure8YOffsets[FIGURE_8_LENGTH] = { 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, -1, 0, -1, -1, 0, -1, -1, -1, -1, -1, -1, -1, -2, }; s16 GetFigure8YOffset(s16 idx) { return sFigure8YOffsets[idx]; } s16 GetFigure8XOffset(s16 idx) { return sFigure8XOffsets[idx]; } static void InitSpriteForFigure8Anim(struct Sprite *sprite) { sprite->data[6] = 0; sprite->data[7] = 0; } static bool8 AnimateSpriteInFigure8(struct Sprite *sprite) { bool8 finished = FALSE; switch(sprite->data[7]) { case 0: sprite->x2 += GetFigure8XOffset(sprite->data[6]); sprite->y2 += GetFigure8YOffset(sprite->data[6]); break; case 1: sprite->x2 -= GetFigure8XOffset((FIGURE_8_LENGTH - 1) - sprite->data[6]); sprite->y2 += GetFigure8YOffset((FIGURE_8_LENGTH - 1) - sprite->data[6]); break; case 2: sprite->x2 -= GetFigure8XOffset(sprite->data[6]); sprite->y2 += GetFigure8YOffset(sprite->data[6]); break; case 3: sprite->x2 += GetFigure8XOffset((FIGURE_8_LENGTH - 1) - sprite->data[6]); sprite->y2 += GetFigure8YOffset((FIGURE_8_LENGTH - 1) - sprite->data[6]); break; } if (++sprite->data[6] == FIGURE_8_LENGTH) { sprite->data[6] = 0; sprite->data[7]++; } if (sprite->data[7] == 4) { sprite->y2 = 0; sprite->x2 = 0; finished = TRUE; } return finished; } 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 }; 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]; } #define sDistance data[4] #define sJumpType data[5] #define sTimer data[6] static void SetJumpSpriteData(struct Sprite *sprite, u8 direction, u8 distance, u8 type) { sprite->sDirection = direction; sprite->sDistance = distance; sprite->sJumpType = type; sprite->sTimer = 0; } static 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 result = 0; if (sprite->sDistance != JUMP_DISTANCE_IN_PLACE) Step1(sprite, sprite->sDirection); sprite->y2 = GetJumpY(sprite->sTimer >> distanceToShift[sprite->sDistance], sprite->sJumpType); sprite->sTimer++; if (sprite->sTimer == distanceToTime[sprite->sDistance] >> 1) result = JUMP_HALFWAY; if (sprite->sTimer >= distanceToTime[sprite->sDistance]) { sprite->y2 = 0; result = JUMP_FINISHED; } return result; } static u8 DoJumpSpecialSpriteMovement(struct Sprite *sprite) { s16 distanceToTime[] = { [JUMP_DISTANCE_IN_PLACE] = 32, [JUMP_DISTANCE_NORMAL] = 32, [JUMP_DISTANCE_FAR] = 64, }; u8 distanceToShift[] = { [JUMP_DISTANCE_IN_PLACE] = 1, [JUMP_DISTANCE_NORMAL] = 1, [JUMP_DISTANCE_FAR] = 2, }; u8 result = 0; if (sprite->sDistance != JUMP_DISTANCE_IN_PLACE && !(sprite->sTimer & 1)) Step1(sprite, sprite->sDirection); sprite->y2 = GetJumpY(sprite->sTimer >> distanceToShift[sprite->sDistance], sprite->sJumpType); sprite->sTimer++; if (sprite->sTimer == distanceToTime[sprite->sDistance] >> 1) result = JUMP_HALFWAY; if (sprite->sTimer >= distanceToTime[sprite->sDistance]) { sprite->y2 = 0; result = JUMP_FINISHED; } return result; } #undef sDistance #undef sJumpType #undef sTimer static void SetMovementDelay(struct Sprite *sprite, s16 timer) { sprite->data[3] = timer; } static bool8 WaitForMovementDelay(struct Sprite *sprite) { if (--sprite->data[3] == 0) return TRUE; else return FALSE; } 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] static void SpriteCB_VirtualObject(struct Sprite *sprite) { VirtualObject_UpdateAnim(sprite); SetObjectSubpriorityByZCoord(sprite->sVirtualObjElev, sprite, 1); UpdateObjectEventSpriteInvisibility(sprite, sprite->sInvisible); } // Unused static void DestroyVirtualObjects(void) { int 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 spriteId = GetVirtualObjectSpriteId(virtualObjId); if (spriteId != MAX_SPRITES) StartSpriteAnim(&gSprites[spriteId], GetFaceDirectionAnimNum(direction)); } void SetVirtualObjectGraphics(u8 virtualObjId, u16 graphicsId) { int spriteId = GetVirtualObjectSpriteId(virtualObjId); if (spriteId != MAX_SPRITES) { struct Sprite *sprite = &gSprites[spriteId]; const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(graphicsId); u16 tileNum = sprite->oam.tileNum; sprite->oam = *graphicsInfo->oam; sprite->oam.tileNum = tileNum; sprite->oam.paletteNum = graphicsInfo->paletteSlot; sprite->images = graphicsInfo->images; if (graphicsInfo->subspriteTables == NULL) { sprite->subspriteTables = NULL; sprite->subspriteTableNum = 0; sprite->subspriteMode = SUBSPRITES_OFF; } else { SetSubspriteTables(sprite, graphicsInfo->subspriteTables); sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY; } StartSpriteAnim(sprite, 0); } } void SetVirtualObjectInvisibility(u8 virtualObjId, bool32 invisible) { u8 spriteId = GetVirtualObjectSpriteId(virtualObjId); if (spriteId == MAX_SPRITES) return; 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 animNum) { u8 spriteId = GetVirtualObjectSpriteId(virtualObjId); if (spriteId != MAX_SPRITES) { gSprites[spriteId].sAnimNum = animNum; gSprites[spriteId].sAnimState = 0; } } static void MoveUnionRoomObjectUp(struct Sprite *sprite) { switch(sprite->sAnimState) { case 0: sprite->y2 = 0; sprite->sAnimState++; case 1: sprite->y2 -= 8; if (sprite->y2 == -DISPLAY_HEIGHT) { sprite->y2 = 0; sprite->sInvisible = TRUE; sprite->sAnimNum = 0; sprite->sAnimState = 0; } } } static void MoveUnionRoomObjectDown(struct Sprite *sprite) { switch(sprite->sAnimState) { case 0: sprite->y2 = -DISPLAY_HEIGHT; sprite->sAnimState++; case 1: sprite->y2 += 8; if(sprite->y2 == 0) { sprite->sAnimNum = 0; sprite->sAnimState = 0; } } } static void VirtualObject_UpdateAnim(struct Sprite *sprite) { switch(sprite->sAnimNum) { case UNION_ROOM_SPAWN_IN: MoveUnionRoomObjectDown(sprite); break; case UNION_ROOM_SPAWN_OUT: MoveUnionRoomObjectUp(sprite); break; case 0: break; default: sprite->sAnimNum = 0; break; } } bool32 IsVirtualObjectAnimating(u8 virtualObjId) { u8 spriteId = GetVirtualObjectSpriteId(virtualObjId); if (spriteId == MAX_SPRITES) return FALSE; if (gSprites[spriteId].sAnimNum != 0) return TRUE; return FALSE; } u32 StartFieldEffectForObjectEvent(u8 fieldEffectId, struct ObjectEvent *objectEvent) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); return FieldEffectStart(fieldEffectId); } static 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); } u8 (*const gMovementActionFuncs_StoreAndLockAnim[])(struct ObjectEvent *, struct Sprite *) = { MovementAction_StoreAndLockAnim_Step0, MovementAction_Finish, }; u8 (*const gMovementActionFuncs_FreeAndUnlockAnim[])(struct ObjectEvent *, struct Sprite *) = { MovementAction_FreeAndUnlockAnim_Step0, MovementAction_Finish, }; u8 (*const gMovementActionFuncs_FlyUp[])(struct ObjectEvent *, struct Sprite *) = { MovementAction_FlyUp_Step0, MovementAction_FlyUp_Step1, MovementAction_Fly_Finish, }; u8 (*const gMovementActionFuncs_FlyDown[])(struct ObjectEvent *, struct Sprite *) = { MovementAction_FlyDown_Step0, MovementAction_FlyDown_Step1, MovementAction_Fly_Finish, }; u8 MovementAction_StoreAndLockAnim_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { bool32 ableToStore = FALSE; if (sLockedAnimObjectEvents == NULL) { sLockedAnimObjectEvents = AllocZeroed(sizeof(struct LockedAnimObjectEvents)); sLockedAnimObjectEvents->objectEventIds[0] = objectEvent->localId; sLockedAnimObjectEvents->count = 1; ableToStore = TRUE; } else { u8 i; u8 firstFreeSlot; bool32 found; for (firstFreeSlot = 16, found = FALSE, i = 0; i < 16; i++) { if (firstFreeSlot == 16 && sLockedAnimObjectEvents->objectEventIds[i] == 0) firstFreeSlot = i; if (sLockedAnimObjectEvents->objectEventIds[i] == objectEvent->localId) { found = TRUE; break; } } if (!found && firstFreeSlot != 16) { sLockedAnimObjectEvents->objectEventIds[firstFreeSlot] = objectEvent->localId; sLockedAnimObjectEvents->count++; ableToStore = TRUE; } } if (ableToStore == TRUE) { objectEvent->inanimate = TRUE; objectEvent->facingDirectionLocked = TRUE; } sprite->sActionFuncId = 1; return TRUE; } u8 MovementAction_FreeAndUnlockAnim_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { bool32 ableToStore; u8 index; sprite->sActionFuncId = 1; if (sLockedAnimObjectEvents != NULL) { ableToStore = FALSE; index = FindLockedObjectEventIndex(objectEvent); if (index != 16) { sLockedAnimObjectEvents->objectEventIds[index] = 0; sLockedAnimObjectEvents->count--; ableToStore = TRUE; } if (sLockedAnimObjectEvents->count == 0) FREE_AND_SET_NULL(sLockedAnimObjectEvents); if (ableToStore == TRUE) { objectEvent->inanimate = GetObjectEventGraphicsInfo(objectEvent->graphicsId)->inanimate; objectEvent->facingDirectionLocked = FALSE; sprite->animPaused = 0; } } return TRUE; } u8 FindLockedObjectEventIndex(struct ObjectEvent *objectEvent) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (sLockedAnimObjectEvents->objectEventIds[i] == objectEvent->localId) return i; } return OBJECT_EVENTS_COUNT; } static void CreateLevitateMovementTask(struct ObjectEvent *objectEvent) { u8 taskId = CreateTask(ApplyLevitateMovement, 0xFF); struct Task *task = &gTasks[taskId]; StoreWordInTwoHalfwords(&task->data[0], (u32)objectEvent); objectEvent->warpArrowSpriteId = taskId; task->data[3] = 0xFFFF; } static void ApplyLevitateMovement(u8 taskId) { struct ObjectEvent *objectEvent; struct Sprite *sprite; struct Task *task = &gTasks[taskId]; LoadWordFromTwoHalfwords(&task->data[0], (u32 *)&objectEvent); // load the map object pointer. sprite = &gSprites[objectEvent->spriteId]; if(!(task->data[2] & 3)) sprite->y2 += task->data[3]; if(!(task->data[2] & 15)) task->data[3] = -task->data[3]; task->data[2]++; } static void DestroyLevitateMovementTask(u8 taskId) { struct ObjectEvent *objectEvent; struct Task *task = &gTasks[taskId]; LoadWordFromTwoHalfwords(&task->data[0], (u32 *)&objectEvent); // unused objectEvent DestroyTask(taskId); } // Used to freeze other objects except two trainers approaching for battle void FreezeObjectEventsExceptTwo(u8 objectEventId1, u8 objectEventId2) { u8 i; for(i = 0; i < OBJECT_EVENTS_COUNT; i++) { if(i != objectEventId1 && i != objectEventId2 && gObjectEvents[i].active && i != gPlayerAvatar.objectEventId) FreezeObjectEvent(&gObjectEvents[i]); } } u8 MovementAction_FlyUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->y2 = 0; sprite->sActionFuncId++; return FALSE; } u8 MovementAction_FlyUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->y2 -= 8; if(sprite->y2 == -DISPLAY_HEIGHT) sprite->sActionFuncId++; return FALSE; } u8 MovementAction_FlyDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->y2 = -DISPLAY_HEIGHT; sprite->sActionFuncId++; return FALSE; } u8 MovementAction_FlyDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->y2 += 8; if(!sprite->y2) sprite->sActionFuncId++; return FALSE; } // though this function returns TRUE without doing anything, this header is required due to being in an array of functions which needs it. u8 MovementAction_Fly_Finish(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return TRUE; }