ported code over from pokeruby

This commit is contained in:
MCboy 2018-07-21 03:06:40 +04:30 committed by GitHub
parent 62a4193f8f
commit 201fb6f818
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@ -4,6 +4,16 @@
#include "event_object_movement.h"
#include "bike.h"
extern bool8 (*const gUnknown_08497444[])(void);
extern bool8 (*const gUnknown_084973FC[])(u8);
void sub_808C5B0(void);
void sub_808C4D8(void);
void PlayerJumpLedge(u8);
u8 CheckForPlayerAvatarCollision(u8);
void PlayerGoSpeed1(u8);
void PlayerGoSpeed2(u8);
void PlayerGoSpeed3(u8);
static u8 EventObjectCB2_NoMovement2();
void sub_808C280(struct EventObject *); //struct EventObject *playerEventObj
bool8 TryInterruptEventObjectSpecialAnim(struct EventObject *, u8);
@ -15,6 +25,7 @@ void MovePlayerAvatarUsingKeypadInput(u8, u16, u16);
void PlayerAllowForcedMovementIfMovingSameDirection();
void MovePlayerNotOnBike(u8 a, u16 b);
u8 sub_808B028(u8);
u8 GetForcedMovementByMetatileBehavior();
void MovementType_Player(struct Sprite *sprite)
{
@ -125,3 +136,179 @@ void PlayerAllowForcedMovementIfMovingSameDirection(void)
if (gPlayerAvatar.runningState == MOVING)
gPlayerAvatar.flags &= ~PLAYER_AVATAR_FLAG_5;
}
bool8 TryDoMetatileBehaviorForcedMovement()
{
return gUnknown_08497444[GetForcedMovementByMetatileBehavior()]();
}
u8 GetForcedMovementByMetatileBehavior(void)
{
u8 i;
if (!(gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_5))
{
u8 metatileBehavior = gEventObjects[gPlayerAvatar.eventObjectId].currentMetatileBehavior;
for (i = 0; i < 18; i++)
{
if (gUnknown_084973FC[i](metatileBehavior))
return i + 1;
}
}
return 0;
}
bool8 ForcedMovement_None(void)
{
if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_6)
{
struct EventObject *playerEventObj = &gEventObjects[gPlayerAvatar.eventObjectId];
playerEventObj->facingDirectionLocked = 0;
playerEventObj->enableAnim = 1;
SetEventObjectDirection(playerEventObj, playerEventObj->facingDirection);
gPlayerAvatar.flags &= ~PLAYER_AVATAR_FLAG_6;
}
return FALSE;
}
static u8 DoForcedMovement(u8 direction, void (*b)(u8))
{
struct PlayerAvatar *playerAvatar = &gPlayerAvatar;
u8 collisionType = CheckForPlayerAvatarCollision(direction);
playerAvatar->flags |= PLAYER_AVATAR_FLAG_6;
if (collisionType != 0)
{
ForcedMovement_None();
if (collisionType <= 4)
{
return 0;
}
else
{
if (collisionType == COLLISION_LEDGE_JUMP)
PlayerJumpLedge(direction);
playerAvatar->flags |= PLAYER_AVATAR_FLAG_6;
playerAvatar->runningState = MOVING;
return 1;
}
}
else
{
playerAvatar->runningState = MOVING;
b(direction);
return 1;
}
}
u8 DoForcedMovementInCurrentDirection(void (*a)(u8))
{
struct EventObject *playerEventObj = &gEventObjects[gPlayerAvatar.eventObjectId];
playerEventObj->disableAnim = 1;
return DoForcedMovement(playerEventObj->movementDirection, a);
}
bool8 ForcedMovement_Slip(void)
{
return DoForcedMovementInCurrentDirection(PlayerGoSpeed2);
}
bool8 ForcedMovement_WalkSouth(void)
{
return DoForcedMovement(DIR_SOUTH, PlayerGoSpeed1);
}
bool8 ForcedMovement_WalkNorth(void)
{
return DoForcedMovement(DIR_NORTH, PlayerGoSpeed1);
}
bool8 ForcedMovement_WalkWest(void)
{
return DoForcedMovement(DIR_WEST, PlayerGoSpeed1);
}
bool8 ForcedMovement_WalkEast(void)
{
return DoForcedMovement(DIR_EAST, PlayerGoSpeed1);
}
bool8 ForcedMovement_PushedSouthByCurrent(void)
{
return DoForcedMovement(DIR_SOUTH, PlayerGoSpeed3);
}
bool8 ForcedMovement_PushedNorthByCurrent(void)
{
return DoForcedMovement(DIR_NORTH, PlayerGoSpeed3);
}
bool8 ForcedMovement_PushedWestByCurrent(void)
{
return DoForcedMovement(DIR_WEST, PlayerGoSpeed3);
}
bool8 ForcedMovement_PushedEastByCurrent(void)
{
return DoForcedMovement(DIR_EAST, PlayerGoSpeed3);
}
u8 ForcedMovement_Slide(u8 direction, void (*b)(u8))
{
struct EventObject *playerEventObj = &gEventObjects[gPlayerAvatar.eventObjectId];
playerEventObj->disableAnim = 1;
playerEventObj->facingDirectionLocked = 1;
return DoForcedMovement(direction, b);
}
bool8 ForcedMovement_SlideSouth(void)
{
return ForcedMovement_Slide(DIR_SOUTH, PlayerGoSpeed2);
}
bool8 ForcedMovement_SlideNorth(void)
{
return ForcedMovement_Slide(DIR_NORTH, PlayerGoSpeed2);
}
bool8 ForcedMovement_SlideWest(void)
{
return ForcedMovement_Slide(DIR_WEST, PlayerGoSpeed2);
}
bool8 ForcedMovement_SlideEast(void)
{
return ForcedMovement_Slide(DIR_EAST, PlayerGoSpeed2);
}
bool8 ForcedMovement_0xBB(void)
{
sub_808C4D8();
return TRUE;
}
bool8 ForcedMovement_0xBC(void)
{
sub_808C5B0();
return TRUE;
}
bool8 ForcedMovement_MuddySlope(void)
{
struct EventObject *playerEventObj = &gEventObjects[gPlayerAvatar.eventObjectId];
if (playerEventObj->movementDirection != DIR_NORTH || GetPlayerSpeed() <= 3)
{
Bike_UpdateBikeCounterSpeed(0);
playerEventObj->facingDirectionLocked = 1;
return DoForcedMovement(1, PlayerGoSpeed2);
}
else
{
return FALSE;
}
}