pokeemerald/src/field_weather.c

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2018-12-08 19:05:03 +01:00
#include "global.h"
#include "constants/songs.h"
#include "constants/weather.h"
#include "constants/rgb.h"
#include "util.h"
#include "event_object_movement.h"
#include "field_weather.h"
#include "main.h"
#include "menu.h"
#include "palette.h"
#include "random.h"
#include "script.h"
#include "start_menu.h"
#include "sound.h"
#include "sprite.h"
#include "task.h"
#include "trig.h"
#include "gpu_regs.h"
#define MACRO1(color) ((((color) >> 1) & 0xF) | (((color) >> 2) & 0xF0) | (((color) >> 3) & 0xF00))
enum
{
GAMMA_NONE,
GAMMA_NORMAL,
GAMMA_ALT,
};
struct RGBColor
{
u16 r:5;
u16 g:5;
u16 b:5;
};
struct WeatherPaletteData
{
u16 gammaShiftColors[8][0x1000]; // 0x1000 is the number of bytes that make up all palettes.
};
struct WeatherCallbacks
{
void (*initVars)(void);
void (*main)(void);
void (*initAll)(void);
bool8 (*finish)(void);
};
// This file's functions.
/*static*/ bool8 LightenSpritePaletteInFog(u8);
/*static*/ void BuildGammaShiftTables(void);
/*static*/ void UpdateWeatherGammaShift(void);
/*static*/ void ApplyGammaShift(u8 startPalIndex, u8 numPalettes, s8 gammaIndex);
/*static*/ void ApplyGammaShiftWithBlend(u8 startPalIndex, u8 numPalettes, s8 gammaIndex, u8 blendCoeff, u16 blendColor);
/*static*/ void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 blendColor);
/*static*/ void ApplyFogBlend(u8 blendCoeff, u16 blendColor);
/*static*/ bool8 FadeInScreen_RainShowShade(void);
/*static*/ bool8 FadeInScreen_Drought(void);
/*static*/ bool8 FadeInScreen_Fog1(void);
/*static*/ void FadeInScreenWithWeather(void);
/*static*/ void DoNothing(void);
void None_Init(void);
void None_Main(void);
bool8 None_Finish(void);
void Clouds_InitVars(void);
void Clouds_Main(void);
void Clouds_InitAll(void);
bool8 Clouds_Finish(void);
void Weather2_InitVars(void);
void Weather2_Main(void);
void Weather2_InitAll(void);
bool8 Weather2_Finish(void);
void LightRain_InitVars(void);
void LightRain_Main(void);
void LightRain_InitAll(void);
bool8 LightRain_Finish(void);
void Snow_InitVars(void);
void Snow_Main(void);
void Snow_InitAll(void);
bool8 Snow_Finish(void);
void MedRain_InitVars(void);
void Rain_Main(void);
void MedRain_InitAll(void);
bool8 Rain_Finish(void);
void Fog1_InitVars(void);
void Fog1_Main(void);
void Fog1_InitAll(void);
bool8 Fog1_Finish(void);
void Ash_InitVars(void);
void Ash_Main(void);
void Ash_InitAll(void);
bool8 Ash_Finish(void);
void Sandstorm_InitVars(void);
void Sandstorm_Main(void);
void Sandstorm_InitAll(void);
bool8 Sandstorm_Finish(void);
void Fog2_InitVars(void);
void Fog2_Main(void);
void Fog2_InitAll(void);
bool8 Fog2_Finish(void);
void Fog1_InitVars(void);
void Fog1_Main(void);
void Fog1_InitAll(void);
bool8 Fog1_Finish(void);
void Shade_InitVars(void);
void Shade_Main(void);
void Shade_InitAll(void);
bool8 Shade_Finish(void);
void Drought_InitVars(void);
void Drought_Main(void);
void Drought_InitAll(void);
bool8 Drought_Finish(void);
void HeavyRain_InitVars(void);
void Rain_Main(void);
void HeavyRain_InitAll(void);
bool8 Rain_Finish(void);
void Bubbles_InitVars(void);
void Bubbles_Main(void);
void Bubbles_InitAll(void);
bool8 Bubbles_Finish(void);
// Const rom data
// This is a pointer to gWeather. All code in this file accesses gWeather directly,
// while code in other field weather files accesses gWeather through this pointer.
// This is likely the result of compiler optimization, since using the pointer in
// this file produces the same result as accessing gWeather directly.
struct Weather *const gWeatherPtr = &gWeather;
/*static*/ const struct WeatherCallbacks sWeatherFuncs[] =
{
{None_Init, None_Main, None_Init, None_Finish},
{Clouds_InitVars, Clouds_Main, Clouds_InitAll, Clouds_Finish},
{Weather2_InitVars, Weather2_Main, Weather2_InitAll, Weather2_Finish},
{LightRain_InitVars, LightRain_Main, LightRain_InitAll, LightRain_Finish},
{Snow_InitVars, Snow_Main, Snow_InitAll, Snow_Finish},
{MedRain_InitVars, Rain_Main, MedRain_InitAll, Rain_Finish},
{Fog1_InitVars, Fog1_Main, Fog1_InitAll, Fog1_Finish},
{Ash_InitVars, Ash_Main, Ash_InitAll, Ash_Finish},
{Sandstorm_InitVars, Sandstorm_Main, Sandstorm_InitAll, Sandstorm_Finish},
{Fog2_InitVars, Fog2_Main, Fog2_InitAll, Fog2_Finish},
{Fog1_InitVars, Fog1_Main, Fog1_InitAll, Fog1_Finish},
{Shade_InitVars, Shade_Main, Shade_InitAll, Shade_Finish},
{Drought_InitVars, Drought_Main, Drought_InitAll, Drought_Finish},
{HeavyRain_InitVars, Rain_Main, HeavyRain_InitAll, Rain_Finish},
{Bubbles_InitVars, Bubbles_Main, Bubbles_InitAll, Bubbles_Finish},
};
void (*const gWeatherPalStateFuncs[])(void) =
{
UpdateWeatherGammaShift, // WEATHER_PAL_STATE_CHANGING_WEATHER
FadeInScreenWithWeather, // WEATHER_PAL_STATE_SCREEN_FADING_IN
DoNothing, // WEATHER_PAL_STATE_SCREEN_FADING_OUT
DoNothing, // WEATHER_PAL_STATE_IDLE
};
// This table specifies which of the gamma shift tables should be
// applied to each of the background and sprite palettes.
/*static*/ const u8 sBasePaletteGammaTypes[32] =
{
// background palettes
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NONE,
GAMMA_NONE,
// sprite palettes
GAMMA_ALT,
GAMMA_NORMAL,
GAMMA_ALT,
GAMMA_ALT,
GAMMA_ALT,
GAMMA_ALT,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_ALT,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
GAMMA_NORMAL,
};
// EWRAM
EWRAM_DATA struct Weather gWeather = {0};
EWRAM_DATA u8 gFieldEffectPaletteGammaTypes[32] = {0};
// IWRAM bss
IWRAM_DATA const u8 *sPaletteGammaTypes;
IWRAM_DATA u32 filler_03000f54;
// const
extern const u16 gUnknown_083970E8[];
extern const u16 gUnknown_0854014C[][4096];
// code
void StartWeather(void)
{
if (!FuncIsActiveTask(Task_WeatherMain))
{
u8 index = AllocSpritePalette(0x1200);
CpuCopy32(gUnknown_083970E8, &gPlttBufferUnfaded[0x100 + index * 16], 32);
BuildGammaShiftTables();
gWeather.altGammaSpritePalIndex = index;
gWeather.weatherPicSpritePalIndex = AllocSpritePalette(0x1201);
gWeather.rainSpriteCount = 0;
gWeather.unknown_6D8 = 0;
gWeather.cloudSpritesCreated = 0;
gWeather.snowflakeSpriteCount = 0;
gWeather.ashSpritesCreated = 0;
gWeather.fog1SpritesCreated = 0;
gWeather.fog2SpritesCreated = 0;
gWeather.sandstormSprites1Created = 0;
gWeather.sandstormSprites2Created = 0;
gWeather.unknown_72E = 0;
gWeather.lightenedFogSpritePalsCount = 0;
Weather_SetBlendCoeffs(16, 0);
gWeather.currWeather = 0;
gWeather.palProcessingState = WEATHER_PAL_STATE_IDLE;
gWeather.readyForInit = FALSE;
gWeather.weatherChangeComplete = TRUE;
gWeather.taskId = CreateTask(Task_WeatherInit, 80);
}
}
void ChangeWeather(u8 weather)
{
if (weather != WEATHER_RAIN_LIGHT && weather != WEATHER_RAIN_MED && weather != WEATHER_RAIN_HEAVY)
{
PlayRainSoundEffect();
}
if (gWeather.nextWeather != weather && gWeather.currWeather == weather)
{
sWeatherFuncs[weather].initVars();
}
gWeather.weatherChangeComplete = FALSE;
gWeather.nextWeather = weather;
gWeather.finishStep = 0;
}
void sub_80AB104(u8 weather)
{
PlayRainSoundEffect();
gWeather.currWeather = weather;
gWeather.nextWeather = weather;
}
void sub_80AB130(u8 weather)
{
PlayRainSoundEffect();
gWeather.currWeather = weather;
gWeather.nextWeather = weather;
gWeather.readyForInit = TRUE;
}
void Task_WeatherInit(u8 taskId)
{
// Waits until it's ok to initialize weather.
// When the screen fades in, this is set to TRUE.
if (gWeather.readyForInit)
{
sWeatherFuncs[gWeather.currWeather].initAll();
gTasks[taskId].func = Task_WeatherMain;
}
}
void Task_WeatherMain(u8 taskId)
{
if (gWeather.currWeather != gWeather.nextWeather)
{
if (!sWeatherFuncs[gWeather.currWeather].finish() && gWeather.palProcessingState != WEATHER_PAL_STATE_SCREEN_FADING_OUT)
{
// Finished cleaning up previous weather. Now transition to next weather.
sWeatherFuncs[gWeather.nextWeather].initVars();
gWeather.gammaStepFrameCounter = 0;
gWeather.palProcessingState = WEATHER_PAL_STATE_CHANGING_WEATHER;
gWeather.currWeather = gWeather.nextWeather;
gWeather.weatherChangeComplete = TRUE;
}
}
else
{
sWeatherFuncs[gWeather.currWeather].main();
}
gWeatherPalStateFuncs[gWeather.palProcessingState]();
}
void None_Init(void)
{
gWeather.gammaTargetIndex = 0;
gWeather.gammaStepDelay = 0;
}
void None_Main(void)
{
}
u8 None_Finish(void)
{
return 0;
}
// Builds two tables that contain gamma shifts for palette colors.
// It's unclear why the two tables aren't declared as const arrays, since
// this function always builds the same two tables.
/*static*/ void BuildGammaShiftTables(void)
{
u16 v0;
u8 (*v1)[32];
u16 v2;
u16 v4;
u16 v5;
u16 v6;
u16 v9;
u32 v10;
u16 v11;
s16 dunno;
sPaletteGammaTypes = sBasePaletteGammaTypes;
for (v0 = 0; v0 <= 1; v0++)
{
if (v0 == 0)
v1 = gWeather.gammaShifts;
else
v1 = gWeather.altGammaShifts;
for (v2 = 0; v2 < 32; v2++)
{
v4 = v2 << 8;
if (v0 == 0)
v5 = (v2 << 8) / 16;
else
v5 = 0;
for (v6 = 0; v6 <= 2; v6++)
{
v4 = (v4 - v5);
v1[v6][v2] = v4 >> 8;
}
v9 = v4;
v10 = 0x1f00 - v4;
if ((0x1f00 - v4) < 0)
{
v10 += 0xf;
}
v11 = v10 >> 4;
if (v2 < 12)
{
for (; v6 < 19; v6++)
{
v4 += v11;
dunno = v4 - v9;
if (dunno > 0)
v4 -= (dunno + ((u16)dunno >> 15)) >> 1;
v1[v6][v2] = v4 >> 8;
if (v1[v6][v2] > 0x1f)
v1[v6][v2] = 0x1f;
}
}
else
{
for (; v6 < 19; v6++)
{
v4 += v11;
v1[v6][v2] = v4 >> 8;
if (v1[v6][v2] > 0x1f)
v1[v6][v2] = 0x1f;
}
}
}
}
}
// When the weather is changing, it gradually updates the palettes
// towards the desired gamma shift.
/*static*/ void UpdateWeatherGammaShift(void)
{
if (gWeather.palProcessingState != WEATHER_PAL_STATE_SCREEN_FADING_OUT)
{
if (gWeather.gammaIndex == gWeather.gammaTargetIndex)
{
gWeather.palProcessingState = WEATHER_PAL_STATE_IDLE;
}
else
{
if (++gWeather.gammaStepFrameCounter >= gWeather.gammaStepDelay)
{
gWeather.gammaStepFrameCounter = 0;
if (gWeather.gammaIndex < gWeather.gammaTargetIndex)
gWeather.gammaIndex++;
else
gWeather.gammaIndex--;
ApplyGammaShift(0, 32, gWeather.gammaIndex);
}
}
}
}
/*static*/ void FadeInScreenWithWeather(void)
{
if (++gWeather.unknown_6CB > 1)
gWeather.unknown_6CA = 0;
switch (gWeather.currWeather)
{
case WEATHER_RAIN_LIGHT:
case WEATHER_RAIN_MED:
case WEATHER_RAIN_HEAVY:
case WEATHER_SNOW:
case WEATHER_SHADE:
if (FadeInScreen_RainShowShade() == FALSE)
{
gWeather.gammaIndex = 3;
gWeather.palProcessingState = WEATHER_PAL_STATE_IDLE;
}
break;
case WEATHER_DROUGHT:
if (FadeInScreen_Drought() == FALSE)
{
gWeather.gammaIndex = -6;
gWeather.palProcessingState = WEATHER_PAL_STATE_IDLE;
}
break;
case WEATHER_FOG_1:
if (FadeInScreen_Fog1() == FALSE)
{
gWeather.gammaIndex = 0;
gWeather.palProcessingState = WEATHER_PAL_STATE_IDLE;
}
break;
case WEATHER_ASH:
case WEATHER_SANDSTORM:
case WEATHER_FOG_2:
case WEATHER_FOG_3:
default:
if (!gPaletteFade.active)
{
gWeather.gammaIndex = gWeather.gammaTargetIndex;
gWeather.palProcessingState = WEATHER_PAL_STATE_IDLE;
}
break;
}
}
bool8 FadeInScreen_RainShowShade(void)
{
if (gWeather.fadeScreenCounter == 16)
return FALSE;
if (++gWeather.fadeScreenCounter >= 16)
{
ApplyGammaShift(0, 32, 3);
gWeather.fadeScreenCounter = 16;
return FALSE;
}
ApplyGammaShiftWithBlend(0, 32, 3, 16 - gWeather.fadeScreenCounter, gWeather.fadeDestColor);
return TRUE;
}
bool8 FadeInScreen_Drought(void)
{
if (gWeather.fadeScreenCounter == 16)
return FALSE;
if (++gWeather.fadeScreenCounter >= 16)
{
ApplyGammaShift(0, 32, -6);
gWeather.fadeScreenCounter = 16;
return FALSE;
}
ApplyDroughtGammaShiftWithBlend(-6, 16 - gWeather.fadeScreenCounter, gWeather.fadeDestColor);
return TRUE;
}
bool8 FadeInScreen_Fog1(void)
{
if (gWeather.fadeScreenCounter == 16)
return FALSE;
gWeather.fadeScreenCounter++;
ApplyFogBlend(16 - gWeather.fadeScreenCounter, gWeather.fadeDestColor);
return TRUE;
}
/*static*/ void DoNothing(void)
{ }
/*static*/ void ApplyGammaShift(u8 startPalIndex, u8 numPalettes, s8 gammaIndex)
{
u16 curPalIndex;
u16 palOffset;
u8 *gammaTable;
u16 i;
if (gammaIndex > 0)
{
gammaIndex--;
palOffset = startPalIndex * 16;
numPalettes += startPalIndex;
curPalIndex = startPalIndex;
// Loop through the speficied palette range and apply necessary gamma shifts to the colors.
while (curPalIndex < numPalettes)
{
if (sPaletteGammaTypes[curPalIndex] == GAMMA_NONE)
{
// No palette change.
CpuFastCopy(gPlttBufferUnfaded + palOffset, gPlttBufferFaded + palOffset, 16 * sizeof(u16));
palOffset += 16;
}
else
{
u8 r, g, b;
if (sPaletteGammaTypes[curPalIndex] == GAMMA_ALT || curPalIndex - 16 == gWeather.altGammaSpritePalIndex)
gammaTable = gWeather.altGammaShifts[gammaIndex];
else
gammaTable = gWeather.gammaShifts[gammaIndex];
for (i = 0; i < 16; i++)
{
// Apply gamma shift to the original color.
struct RGBColor baseColor = *(struct RGBColor *)&gPlttBufferUnfaded[palOffset];
r = gammaTable[baseColor.r];
g = gammaTable[baseColor.g];
b = gammaTable[baseColor.b];
gPlttBufferFaded[palOffset++] = (b << 10) | (g << 5) | r;
}
}
curPalIndex++;
}
}
else if (gammaIndex < 0)
{
// A negative gammIndex value means that the blending will come from the special Drought weather's palette tables.
gammaIndex = -gammaIndex - 1;
palOffset = startPalIndex * 16;
numPalettes += startPalIndex;
curPalIndex = startPalIndex;
while (curPalIndex < numPalettes)
{
if (sPaletteGammaTypes[curPalIndex] == GAMMA_NONE)
{
// No palette change.
CpuFastCopy(gPlttBufferUnfaded + palOffset, gPlttBufferFaded + palOffset, 16 * sizeof(u16));
palOffset += 16;
}
else
{
for (i = 0; i < 16; i++)
{
gPlttBufferFaded[palOffset] = gUnknown_0854014C[gammaIndex][MACRO1(gPlttBufferUnfaded[palOffset])];
palOffset++;
}
}
curPalIndex++;
}
}
else
{
// No palette blending.
CpuFastCopy(gPlttBufferUnfaded + startPalIndex * 16, gPlttBufferFaded + startPalIndex * 16, numPalettes * 16 * sizeof(u16));
}
}
/*static*/ void ApplyGammaShiftWithBlend(u8 startPalIndex, u8 numPalettes, s8 gammaIndex, u8 blendCoeff, u16 blendColor)
{
u16 palOffset;
u16 curPalIndex;
u16 i;
struct RGBColor color = *(struct RGBColor *)&blendColor;
u8 rBlend = color.r;
u8 gBlend = color.g;
u8 bBlend = color.b;
palOffset = startPalIndex * 16;
numPalettes += startPalIndex;
gammaIndex--;
curPalIndex = startPalIndex;
while (curPalIndex < numPalettes)
{
if (sPaletteGammaTypes[curPalIndex] == GAMMA_NONE)
{
// No gamma shift. Simply blend the colors.
BlendPalette(palOffset, 16, blendCoeff, blendColor);
palOffset += 16;
}
else
{
u8 *gammaTable;
if (sPaletteGammaTypes[curPalIndex] == GAMMA_NORMAL)
gammaTable = gWeather.gammaShifts[gammaIndex];
else
gammaTable = gWeather.altGammaShifts[gammaIndex];
for (i = 0; i < 16; i++)
{
struct RGBColor baseColor = *(struct RGBColor *)&gPlttBufferUnfaded[palOffset];
u8 r = gammaTable[baseColor.r];
u8 g = gammaTable[baseColor.g];
u8 b = gammaTable[baseColor.b];
// Apply gamma shift and target blend color to the original color.
r += ((rBlend - r) * blendCoeff) >> 4;
g += ((gBlend - g) * blendCoeff) >> 4;
b += ((bBlend - b) * blendCoeff) >> 4;
gPlttBufferFaded[palOffset++] = (b << 10) | (g << 5) | r;
}
}
curPalIndex++;
}
}
void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 blendColor)
{
struct RGBColor color;
u8 rBlend;
u8 gBlend;
u8 bBlend;
u16 curPalIndex;
u16 palOffset;
u16 i;
gammaIndex = -gammaIndex - 1;
color = *(struct RGBColor *)&blendColor;
rBlend = color.r;
gBlend = color.g;
bBlend = color.b;
palOffset = 0;
for (curPalIndex = 0; curPalIndex < 32; curPalIndex++)
{
if (sPaletteGammaTypes[curPalIndex] == GAMMA_NONE)
{
// No gamma shift. Simply blend the colors.
BlendPalette(palOffset, 16, blendCoeff, blendColor);
palOffset += 16;
}
else
{
for (i = 0; i < 16; i++)
{
u32 offset;
struct RGBColor color1;
struct RGBColor color2;
u8 r1, g1, b1;
u8 r2, g2, b2;
color1 = *(struct RGBColor *)&gPlttBufferUnfaded[palOffset];
r1 = color1.r;
g1 = color1.g;
b1 = color1.b;
offset = ((b1 & 0x1E) << 7) | ((g1 & 0x1E) << 3) | ((r1 & 0x1E) >> 1);
color2 = *(struct RGBColor *)&gUnknown_0854014C[gammaIndex][offset];
r2 = color2.r;
g2 = color2.g;
b2 = color2.b;
r2 += ((rBlend - r2) * blendCoeff) >> 4;
g2 += ((gBlend - g2) * blendCoeff) >> 4;
b2 += ((bBlend - b2) * blendCoeff) >> 4;
gPlttBufferFaded[palOffset++] = (b2 << 10) | (g2 << 5) | r2;
}
}
}
}
void ApplyFogBlend(u8 blendCoeff, u16 blendColor)
{
struct RGBColor color;
u8 rBlend;
u8 gBlend;
u8 bBlend;
u16 curPalIndex;
BlendPalette(0, 256, blendCoeff, blendColor);
color = *(struct RGBColor *)&blendColor;
rBlend = color.r;
gBlend = color.g;
bBlend = color.b;
for (curPalIndex = 16; curPalIndex < 32; curPalIndex++)
{
if (LightenSpritePaletteInFog(curPalIndex))
{
u16 palEnd = (curPalIndex + 1) * 16;
u16 palOffset = curPalIndex * 16;
while (palOffset < palEnd)
{
struct RGBColor color = *(struct RGBColor *)&gPlttBufferUnfaded[palOffset];
u8 r = color.r;
u8 g = color.g;
u8 b = color.b;
r += ((28 - r) * 3) >> 2;
g += ((31 - g) * 3) >> 2;
b += ((28 - b) * 3) >> 2;
r += ((rBlend - r) * blendCoeff) >> 4;
g += ((gBlend - g) * blendCoeff) >> 4;
b += ((bBlend - b) * blendCoeff) >> 4;
gPlttBufferFaded[palOffset] = (b << 10) | (g << 5) | r;
palOffset++;
}
}
else
{
BlendPalette(curPalIndex * 16, 16, blendCoeff, blendColor);
}
}
}
/*static*/ void MarkFogSpritePalToLighten(u8 paletteIndex)
{
if (gWeather.lightenedFogSpritePalsCount < 6)
{
gWeather.lightenedFogSpritePals[gWeather.lightenedFogSpritePalsCount] = paletteIndex;
gWeather.lightenedFogSpritePalsCount++;
}
}
/*static*/ bool8 LightenSpritePaletteInFog(u8 paletteIndex)
{
u16 i;
for (i = 0; i < gWeather.lightenedFogSpritePalsCount; i++)
{
if (gWeather.lightenedFogSpritePals[i] == paletteIndex)
return TRUE;
}
return FALSE;
}
void sub_80ABC48(s8 gammaIndex)
{
if (gWeather.palProcessingState == WEATHER_PAL_STATE_IDLE)
{
ApplyGammaShift(0, 32, gammaIndex);
gWeather.gammaIndex = gammaIndex;
}
}
void sub_80ABC7C(u8 gammaIndex, u8 gammaTargetIndex, u8 gammaStepDelay)
{
if (gWeather.palProcessingState == WEATHER_PAL_STATE_IDLE)
{
gWeather.palProcessingState = WEATHER_PAL_STATE_CHANGING_WEATHER;
gWeather.gammaIndex = gammaIndex;
gWeather.gammaTargetIndex = gammaTargetIndex;
gWeather.gammaStepFrameCounter = 0;
gWeather.gammaStepDelay = gammaStepDelay;
sub_80ABC48(gammaIndex);
}
}
void FadeScreen(u8 mode, s8 delay)
{
u32 fadeColor;
bool8 fadeOut;
bool8 useWeatherPal;
switch (mode)
{
case FADE_FROM_BLACK:
fadeColor = 0;
fadeOut = FALSE;
break;
case FADE_FROM_WHITE:
fadeColor = 0xFFFF;
fadeOut = FALSE;
break;
case FADE_TO_BLACK:
fadeColor = 0;
fadeOut = TRUE;
break;
case FADE_TO_WHITE:
fadeColor = 0xFFFF;
fadeOut = TRUE;
break;
default:
return;
}
switch (gWeather.currWeather)
{
case WEATHER_RAIN_LIGHT:
case WEATHER_RAIN_MED:
case WEATHER_RAIN_HEAVY:
case WEATHER_SNOW:
case WEATHER_FOG_1:
case WEATHER_SHADE:
case WEATHER_DROUGHT:
useWeatherPal = TRUE;
break;
default:
useWeatherPal = FALSE;
break;
}
if (fadeOut)
{
if (useWeatherPal)
CpuFastCopy(gPlttBufferFaded, gPlttBufferUnfaded, 0x400);
BeginNormalPaletteFade(0xFFFFFFFF, delay, 0, 16, fadeColor);
gWeather.palProcessingState = WEATHER_PAL_STATE_SCREEN_FADING_OUT;
}
else
{
gWeather.fadeDestColor = fadeColor;
if (useWeatherPal)
gWeather.fadeScreenCounter = 0;
else
BeginNormalPaletteFade(0xFFFFFFFF, delay, 16, 0, fadeColor);
gWeather.palProcessingState = WEATHER_PAL_STATE_SCREEN_FADING_IN;
gWeather.unknown_6CA = 1;
gWeather.unknown_6CB = 0;
Weather_SetBlendCoeffs(gWeather.currBlendEVA, gWeather.currBlendEVB);
gWeather.readyForInit = TRUE;
}
}
bool8 IsWeatherNotFadingIn(void)
{
return (gWeather.palProcessingState != WEATHER_PAL_STATE_SCREEN_FADING_IN);
}
void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex)
{
u16 paletteIndex = 16 + spritePaletteIndex;
u16 i;
switch (gWeather.palProcessingState)
{
case WEATHER_PAL_STATE_SCREEN_FADING_IN:
if (gWeather.unknown_6CA != 0)
{
if (gWeather.currWeather == WEATHER_FOG_1)
MarkFogSpritePalToLighten(paletteIndex);
paletteIndex *= 16;
for (i = 0; i < 16; i++)
gPlttBufferFaded[paletteIndex + i] = gWeather.fadeDestColor;
}
break;
case WEATHER_PAL_STATE_SCREEN_FADING_OUT:
paletteIndex *= 16;
CpuFastCopy(gPlttBufferFaded + paletteIndex, gPlttBufferUnfaded + paletteIndex, 32);
BlendPalette(paletteIndex, 16, gPaletteFade.y, gPaletteFade.blendColor);
break;
// WEATHER_PAL_STATE_CHANGING_WEATHER
// WEATHER_PAL_STATE_CHANGING_IDLE
default:
if (gWeather.currWeather != WEATHER_FOG_1)
{
ApplyGammaShift(paletteIndex, 1, gWeather.gammaIndex);
}
else
{
paletteIndex *= 16;
BlendPalette(paletteIndex, 16, 12, RGB(28, 31, 28));
}
break;
}
}
void ApplyWeatherGammaShiftToPal(u8 paletteIndex)
{
ApplyGammaShift(paletteIndex, 1, gWeather.gammaIndex);
}
u8 sub_80ABF20(void)
{
if (gWeather.palProcessingState == WEATHER_PAL_STATE_SCREEN_FADING_IN)
return gWeather.unknown_6CA;
else
return 0;
}
void LoadCustomWeatherSpritePalette(const u16 *palette)
{
LoadPalette(palette, 0x100 + gWeather.weatherPicSpritePalIndex * 16, 32);
UpdateSpritePaletteWithWeather(gWeather.weatherPicSpritePalIndex);
}
void LoadDroughtWeatherPalette(u8 *gammaIndexPtr, u8 *a1)
{
*gammaIndexPtr = 0x20;
*a1 = 0x20;
}
void ResetDroughtWeatherPaletteLoading(void)
{
gWeather.loadDroughtPalsIndex = 1;
gWeather.loadDroughtPalsOffset = 1;
}
bool8 LoadDroughtWeatherPalettes(void)
{
if (gWeather.loadDroughtPalsIndex < 32)
{
LoadDroughtWeatherPalette(&gWeather.loadDroughtPalsIndex, &gWeather.loadDroughtPalsOffset);
if (gWeather.loadDroughtPalsIndex < 32)
return TRUE;
}
return FALSE;
}
void sub_80ABFE0(s8 gammaIndex)
{
sub_80ABC48(-gammaIndex - 1);
}
void sub_80ABFF0(void)
{
gWeather.unknown_73C = 0;
gWeather.unknown_740 = 0;
gWeather.unknown_742 = 0;
gWeather.unknown_73E = 0;
}
void sub_80AC01C(void)
{
switch (gWeather.unknown_742)
{
case 0:
if (++gWeather.unknown_740 > 5)
{
gWeather.unknown_740 = 0;
sub_80ABFE0(gWeather.unknown_73C++);
if (gWeather.unknown_73C > 5)
{
gWeather.unknown_73E = gWeather.unknown_73C;
gWeather.unknown_742 = 1;
gWeather.unknown_740 = 0x3C;
}
}
break;
case 1:
gWeather.unknown_740 = (gWeather.unknown_740 + 3) & 0x7F;
gWeather.unknown_73C = ((gSineTable[gWeather.unknown_740] - 1) >> 6) + 2;
if (gWeather.unknown_73C != gWeather.unknown_73E)
sub_80ABFE0(gWeather.unknown_73C);
gWeather.unknown_73E = gWeather.unknown_73C;
break;
case 2:
if (++gWeather.unknown_740 > 5)
{
gWeather.unknown_740 = 0;
sub_80ABFE0(--gWeather.unknown_73C);
if (gWeather.unknown_73C == 3)
gWeather.unknown_742 = 0;
}
break;
}
}
void Weather_SetBlendCoeffs(u8 eva, u8 evb)
{
gWeather.currBlendEVA = eva;
gWeather.currBlendEVB = evb;
gWeather.targetBlendEVA = eva;
gWeather.targetBlendEVB = evb;
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(eva, evb));
}
void Weather_SetTargetBlendCoeffs(u8 eva, u8 evb, int delay)
{
gWeather.targetBlendEVA = eva;
gWeather.targetBlendEVB = evb;
gWeather.blendDelay = delay;
gWeather.blendFrameCounter = 0;
gWeather.blendUpdateCounter = 0;
}
bool8 Weather_UpdateBlend(void)
{
if (gWeather.currBlendEVA == gWeather.targetBlendEVA
&& gWeather.currBlendEVB == gWeather.targetBlendEVB)
return TRUE;
if (++gWeather.blendFrameCounter > gWeather.blendDelay)
{
gWeather.blendFrameCounter = 0;
gWeather.blendUpdateCounter++;
// Update currBlendEVA and currBlendEVB on alternate frames
if (gWeather.blendUpdateCounter & 1)
{
if (gWeather.currBlendEVA < gWeather.targetBlendEVA)
gWeather.currBlendEVA++;
else if (gWeather.currBlendEVA > gWeather.targetBlendEVA)
gWeather.currBlendEVA--;
}
else
{
if (gWeather.currBlendEVB < gWeather.targetBlendEVB)
gWeather.currBlendEVB++;
else if (gWeather.currBlendEVB > gWeather.targetBlendEVB)
gWeather.currBlendEVB--;
}
}
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gWeather.currBlendEVA, gWeather.currBlendEVB));
if (gWeather.currBlendEVA == gWeather.targetBlendEVA
&& gWeather.currBlendEVB == gWeather.targetBlendEVB)
return TRUE;
return FALSE;
}
void sub_80AC274(u8 a)
{
switch (a)
{
case 1:
SetWeather(WEATHER_CLOUDS);
break;
case 2:
SetWeather(WEATHER_SUNNY);
break;
case 3:
SetWeather(WEATHER_RAIN_LIGHT);
break;
case 4:
SetWeather(WEATHER_SNOW);
break;
case 5:
SetWeather(WEATHER_RAIN_MED);
break;
case 6:
SetWeather(WEATHER_FOG_1);
break;
case 7:
SetWeather(WEATHER_FOG_2);
break;
case 8:
SetWeather(WEATHER_ASH);
break;
case 9:
SetWeather(WEATHER_SANDSTORM);
break;
case 10:
SetWeather(WEATHER_SHADE);
break;
}
}
u8 GetCurrentWeather(void)
{
return gWeather.currWeather;
}
void SetRainStrengthFromSoundEffect(u16 soundEffect)
{
if (gWeather.palProcessingState != WEATHER_PAL_STATE_SCREEN_FADING_OUT)
{
switch (soundEffect)
{
case SE_T_KOAME:
gWeather.rainStrength = 0;
break;
case SE_T_OOAME:
gWeather.rainStrength = 1;
break;
case SE_T_AME:
gWeather.rainStrength = 2;
break;
default:
return;
}
PlaySE(soundEffect);
}
}
void PlayRainSoundEffect(void)
{
if (IsSpecialSEPlaying())
{
switch (gWeather.rainStrength)
{
case 0:
PlaySE(SE_T_KOAME_E);
break;
case 1:
PlaySE(SE_T_OOAME_E);
break;
case 2:
default:
PlaySE(SE_T_AME_E);
break;
}
}
}
u8 IsWeatherChangeComplete(void)
{
return gWeather.weatherChangeComplete;
}
void SetWeatherScreenFadeOut(void)
{
gWeather.palProcessingState = WEATHER_PAL_STATE_SCREEN_FADING_OUT;
}
void sub_80AC3E4(void)
{
gWeather.palProcessingState = WEATHER_PAL_STATE_IDLE;
}
void PreservePaletteInWeather(u8 preservedPalIndex)
{
CpuCopy16(sBasePaletteGammaTypes, gFieldEffectPaletteGammaTypes, 32);
gFieldEffectPaletteGammaTypes[preservedPalIndex] = GAMMA_NONE;
sPaletteGammaTypes = gFieldEffectPaletteGammaTypes;
}
void ResetPreservedPalettesInWeather(void)
{
sPaletteGammaTypes = sBasePaletteGammaTypes;
}