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More mauville_old_man clean up
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@ -1,63 +1,63 @@
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@ Only contains a portion of the mauville_man text. The rest is in scripts/mauville_man.inc
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gText_SoPretty::
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@ Only contains the text for the Mauville Man named Giddy. The rest is in scripts/mauville_man.inc
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GiddyText_SoPretty::
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.string " so pretty!$"
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gText_SoDarling::
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GiddyText_SoDarling::
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.string " so darling!$"
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gText_SoRelaxed::
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GiddyText_SoRelaxed::
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.string " so relaxed!$"
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gText_SoSunny::
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GiddyText_SoSunny::
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.string " so sunny!$"
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gText_SoDesirable::
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GiddyText_SoDesirable::
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.string " so desirable!$"
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gText_SoExciting::
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GiddyText_SoExciting::
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.string " so exciting!$"
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gText_SoAmusing::
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GiddyText_SoAmusing::
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.string " so amusing!$"
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gText_SoMagical::
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GiddyText_SoMagical::
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.string " so magical!$"
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gOtherText_Is::
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GiddyText_Is::
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.string " is$"
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gOtherText_DontYouAgree::
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GiddyText_DontYouAgree::
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.string "\n"
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.string "Don't you agree?$"
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gMauvilleManText_ISoWantToGoOnAVacation::
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GiddyText_ISoWantToGoOnAVacation::
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.string "I so want to go on a vacation.\n"
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.string "Would you happen to know a nice place?$"
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gMauvilleManText_IBoughtCrayonsWith120Colors::
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GiddyText_IBoughtCrayonsWith120Colors::
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.string "I bought crayons with 120 colors!\n"
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.string "Don't you think that's nice?$"
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gMauvilleManText_WouldntItBeNiceIfWeCouldFloat::
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GiddyText_WouldntItBeNiceIfWeCouldFloat::
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.string "Wouldn't it be nice if we could float\n"
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.string "away on a cloud of bubbles?$"
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gMauvilleManText_WhenYouWriteOnASandyBeach::
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GiddyText_WhenYouWriteOnASandyBeach::
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.string "When you write on a sandy beach,\n"
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.string "they wash away. It makes me sad.$"
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gMauvilleManText_WhatsTheBottomOfTheSeaLike::
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GiddyText_WhatsTheBottomOfTheSeaLike::
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.string "What's the bottom of the sea like?\n"
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.string "Just once I would so love to go!$"
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gMauvilleManText_WhenYouSeeTheSettingSunDoesIt::
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GiddyText_WhenYouSeeTheSettingSunDoesIt::
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.string "When you see the setting sun, does it\n"
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.string "make you want to go home?$"
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gMauvilleManText_LyingBackInTheGreenGrass::
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GiddyText_LyingBackInTheGreenGrass::
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.string "Lying back in the green grass…\n"
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.string "Oh, it's so, so nice!$"
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gMauvilleManText_SecretBasesAreSoWonderful::
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GiddyText_SecretBasesAreSoWonderful::
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.string "SECRET BASES are so wonderful!\n"
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.string "Can't you feel the excitement?$"
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@ -52,7 +52,7 @@
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#define CHAR_LV 0x34
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#define CHAR_EQUALS 0x35
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#define CHAR_SEMICOLON 0x36
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//
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#define CHAR_BARD_WORD_DELIMIT 0x37 // Empty space to separate words in Bard's song
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#define CHAR_INV_QUESTION_MARK 0x51
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#define CHAR_INV_EXCL_MARK 0x52
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#define CHAR_PK 0x53
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@ -96,6 +96,7 @@
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#define NUM_STORYTELLER_TALES 4
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#define NUM_TRADER_ITEMS 4
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#define GIDDY_MAX_TALES 10
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#define GIDDY_MAX_QUESTIONS 8
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#define OPTIONS_BUTTON_MODE_NORMAL 0
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#define OPTIONS_BUTTON_MODE_LR 1
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@ -382,27 +382,27 @@ extern const u8 EventScript_UseRockSmash[];
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extern const u8 LittlerootTown_BrendansHouse_2F_EventScript_TurnOffPlayerPC[];
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extern const u8 LittlerootTown_MaysHouse_2F_EventScript_TurnOffPlayerPC[];
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//mauville_old_man
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extern const u8 gOtherText_Is[];
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extern const u8 gOtherText_DontYouAgree[];
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extern const u8 gText_SoPretty[];
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extern const u8 gText_SoDarling[];
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extern const u8 gText_SoRelaxed[];
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extern const u8 gText_SoSunny[];
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extern const u8 gText_SoDesirable[];
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extern const u8 gText_SoExciting[];
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extern const u8 gText_SoAmusing[];
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extern const u8 gText_SoMagical[];
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extern const u8 gMauvilleManText_ISoWantToGoOnAVacation[];
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extern const u8 gMauvilleManText_IBoughtCrayonsWith120Colors[];
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extern const u8 gMauvilleManText_WouldntItBeNiceIfWeCouldFloat[];
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extern const u8 gMauvilleManText_WhenYouWriteOnASandyBeach[];
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extern const u8 gMauvilleManText_WhatsTheBottomOfTheSeaLike[];
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extern const u8 gMauvilleManText_WhenYouSeeTheSettingSunDoesIt[];
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extern const u8 gMauvilleManText_LyingBackInTheGreenGrass[];
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extern const u8 gMauvilleManText_SecretBasesAreSoWonderful[];
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// Mauville Old Man (Giddy)
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extern const u8 GiddyText_Is[];
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extern const u8 GiddyText_DontYouAgree[];
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extern const u8 GiddyText_SoPretty[];
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extern const u8 GiddyText_SoDarling[];
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extern const u8 GiddyText_SoRelaxed[];
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extern const u8 GiddyText_SoSunny[];
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extern const u8 GiddyText_SoDesirable[];
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extern const u8 GiddyText_SoExciting[];
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extern const u8 GiddyText_SoAmusing[];
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extern const u8 GiddyText_SoMagical[];
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extern const u8 GiddyText_ISoWantToGoOnAVacation[];
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extern const u8 GiddyText_IBoughtCrayonsWith120Colors[];
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extern const u8 GiddyText_WouldntItBeNiceIfWeCouldFloat[];
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extern const u8 GiddyText_WhenYouWriteOnASandyBeach[];
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extern const u8 GiddyText_WhatsTheBottomOfTheSeaLike[];
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extern const u8 GiddyText_WhenYouSeeTheSettingSunDoesIt[];
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extern const u8 GiddyText_LyingBackInTheGreenGrass[];
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extern const u8 GiddyText_SecretBasesAreSoWonderful[];
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// mauville old man storyteller
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// Mauville Old Man (storyteller)
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extern const u8 MauvilleCity_PokemonCenter_1F_Text_SavedGameTitle[];
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extern const u8 MauvilleCity_PokemonCenter_1F_Text_SavedGameAction[];
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extern const u8 MauvilleCity_PokemonCenter_1F_Text_SavedGameStory[];
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@ -640,7 +640,7 @@ struct MauvilleManGiddy
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/*0x01*/ u8 taleCounter;
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/*0x02*/ u8 questionNum;
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/*0x04*/ u16 randomWords[GIDDY_MAX_TALES];
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/*0x18*/ u8 questionList[8];
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/*0x18*/ u8 questionList[GIDDY_MAX_QUESTIONS];
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/*0x20*/ u8 language;
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}; /*size = 0x2C*/
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@ -24,8 +24,6 @@
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#include "m4a.h"
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#include "constants/mauville_old_man.h"
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#define CHAR_SONG_WORD_SEPARATOR 0x37
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static void InitGiddyTaleList(void);
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static void StartBardSong(bool8 useTemporaryLyrics);
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static void Task_BardSong(u8 taskId);
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@ -50,25 +48,28 @@ static const u16 sDefaultBardSongLyrics[BARD_SONG_LENGTH] = {
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};
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static const u8 * const sGiddyAdjectives[] = {
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gText_SoPretty,
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gText_SoDarling,
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gText_SoRelaxed,
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gText_SoSunny,
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gText_SoDesirable,
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gText_SoExciting,
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gText_SoAmusing,
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gText_SoMagical
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GiddyText_SoPretty,
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GiddyText_SoDarling,
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GiddyText_SoRelaxed,
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GiddyText_SoSunny,
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GiddyText_SoDesirable,
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GiddyText_SoExciting,
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GiddyText_SoAmusing,
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GiddyText_SoMagical
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};
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static const u8 * const sGiddyQuestions[] = {
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gMauvilleManText_ISoWantToGoOnAVacation,
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gMauvilleManText_IBoughtCrayonsWith120Colors,
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gMauvilleManText_WouldntItBeNiceIfWeCouldFloat,
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gMauvilleManText_WhenYouWriteOnASandyBeach,
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gMauvilleManText_WhatsTheBottomOfTheSeaLike,
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gMauvilleManText_WhenYouSeeTheSettingSunDoesIt,
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gMauvilleManText_LyingBackInTheGreenGrass,
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gMauvilleManText_SecretBasesAreSoWonderful
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// Non-random lines Giddy can say. Not all are strictly
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// questions, but most are, and the player will receive
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// a Yes/No prompt afterwards regardless.
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static const u8 * const sGiddyQuestions[GIDDY_MAX_QUESTIONS] = {
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GiddyText_ISoWantToGoOnAVacation,
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GiddyText_IBoughtCrayonsWith120Colors,
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GiddyText_WouldntItBeNiceIfWeCouldFloat,
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GiddyText_WhenYouWriteOnASandyBeach,
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GiddyText_WhatsTheBottomOfTheSeaLike,
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GiddyText_WhenYouSeeTheSettingSunDoesIt,
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GiddyText_LyingBackInTheGreenGrass,
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GiddyText_SecretBasesAreSoWonderful
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};
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static void SetupBard(void)
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@ -185,7 +186,7 @@ static void PrepareSongText(void)
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while (wordEnd != str)
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{
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if (*str == CHAR_SPACE)
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*str = CHAR_SONG_WORD_SEPARATOR;
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*str = CHAR_BARD_WORD_DELIMIT;
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str++;
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}
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@ -196,7 +197,7 @@ static void PrepareSongText(void)
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while (wordEnd != str)
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{
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if (*str == CHAR_SPACE)
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*str = CHAR_SONG_WORD_SEPARATOR;
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*str = CHAR_BARD_WORD_DELIMIT;
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str++;
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}
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@ -207,7 +208,7 @@ static void PrepareSongText(void)
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while (wordEnd != str)
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{
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if (*str == CHAR_SPACE)
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*str = CHAR_SONG_WORD_SEPARATOR;
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*str = CHAR_BARD_WORD_DELIMIT;
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str++;
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}
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@ -272,22 +273,26 @@ void GenerateGiddyLine(void)
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if (giddy->taleCounter == 0)
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InitGiddyTaleList();
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// A line from Giddy is either a line following this format:
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// "{random word} is so {adjective}! Don't you agree?",
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// or one of the texts in sGiddyQuestions.
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if (giddy->randomWords[giddy->taleCounter] != EC_EMPTY_WORD)
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{
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u8 *stringPtr;
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u32 adjective = Random();
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adjective %= ARRAY_COUNT(sGiddyAdjectives);
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adjective %= 8;
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stringPtr = CopyEasyChatWord(gStringVar4, giddy->randomWords[giddy->taleCounter]);
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stringPtr = StringCopy(stringPtr, gOtherText_Is);
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stringPtr = StringCopy(stringPtr, GiddyText_Is);
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stringPtr = StringCopy(stringPtr, sGiddyAdjectives[adjective]);
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StringCopy(stringPtr, gOtherText_DontYouAgree);
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StringCopy(stringPtr, GiddyText_DontYouAgree);
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}
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else
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{
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StringCopy(gStringVar4, sGiddyQuestions[giddy->questionList[giddy->questionNum++]]);
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}
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// 10% chance for Giddy to stop telling tales.
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if (!(Random() % 10))
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giddy->taleCounter = GIDDY_MAX_TALES;
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else
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@ -308,45 +313,53 @@ static void InitGiddyTaleList(void)
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{EC_GROUP_POKEMON_NATIONAL, 0}
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};
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u16 i;
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u16 r10;
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u16 r7;
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u16 r1;
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u16 totalWords;
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u16 temp;
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u16 var; // re-used
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// Shuffle question list
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for (i = 0; i < 8; i++)
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for (i = 0; i < GIDDY_MAX_QUESTIONS; i++)
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giddy->questionList[i] = i;
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for (i = 0; i < 8; i++)
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for (i = 0; i < GIDDY_MAX_QUESTIONS; i++)
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{
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r1 = Random() % (i + 1);
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SWAP(giddy->questionList[i], giddy->questionList[r1], r7);
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var = Random() % (i + 1);
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SWAP(giddy->questionList[i], giddy->questionList[var], temp);
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}
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r10 = 0;
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for (i = 0; i < 6; i++)
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// Count total number of words in above word groups
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totalWords = 0;
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for (i = 0; i < ARRAY_COUNT(wordGroupsAndCount); i++)
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{
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wordGroupsAndCount[i][1] = EasyChat_GetNumWordsInGroup(wordGroupsAndCount[i][0]);
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r10 += wordGroupsAndCount[i][1];
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totalWords += wordGroupsAndCount[i][1];
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}
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giddy->questionNum = 0;
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r7 = 0;
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temp = 0;
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for (i = 0; i < GIDDY_MAX_TALES; i++)
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{
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r1 = Random() % 10;
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if (r1 < 3 && r7 < 8)
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var = Random() % 10;
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if (var < 3 && temp < GIDDY_MAX_QUESTIONS)
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{
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// 30% chance for word to be empty (in which case Giddy
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// will say one of his non-random questions), unless
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// the limit for questions has been reached already.
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giddy->randomWords[i] = EC_EMPTY_WORD;
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r7++;
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temp++;
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}
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else
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{
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s16 r2 = Random() % r10;
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for (r1 = 0; i < 6; r1++)
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if ((r2 -= wordGroupsAndCount[r1][1]) <= 0)
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// Pick a random word id, then advance through the word
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// groups until the group where that id landed.
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s16 randWord = Random() % totalWords;
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for (var = 0; i < ARRAY_COUNT(wordGroupsAndCount); var++)
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if ((randWord -= wordGroupsAndCount[var][1]) <= 0)
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break;
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if (r1 == 6)
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r1 = 0;
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giddy->randomWords[i] = GetRandomEasyChatWordFromUnlockedGroup(wordGroupsAndCount[r1][0]);
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if (var == ARRAY_COUNT(wordGroupsAndCount))
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var = 0;
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// Save the randomly selected word
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giddy->randomWords[i] = GetRandomEasyChatWordFromUnlockedGroup(wordGroupsAndCount[var][0]);
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}
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}
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}
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@ -392,10 +405,23 @@ void ResetMauvilleOldManFlag(void)
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SetMauvilleOldManObjEventGfx();
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}
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// States and task data for Task_BardSong.
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// The function BardSing receives this task as an
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// argument and reads its state as well.
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enum {
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BARD_STATE_INIT,
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BARD_STATE_WAIT_BGM,
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BARD_STATE_GET_WORD,
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BARD_STATE_HANDLE_WORD,
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BARD_STATE_WAIT_WORD,
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BARD_STATE_PAUSE,
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};
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#define tState data[0]
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#define tCharIndex data[3]
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#define tCurrWord data[4]
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#define tState data[0]
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#define tWordState data[1]
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#define tDelay data[2]
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#define tCharIndex data[3]
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#define tCurrWord data[4]
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#define tUseTemporaryLyrics data[5]
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#define MACRO1(a) (((a) & 3) + (((a) / 8) & 1))
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@ -418,7 +444,7 @@ static void DisableTextPrinters(struct TextPrinterTemplate * printer, u16 a1)
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gDisableTextPrinters = TRUE;
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}
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static void sub_8120708(const u8 * str)
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static void DrawSongTextWindow(const u8 * str)
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{
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DrawDialogueFrame(0, 0);
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AddTextPrinterParameterized(0, 1, str, 0, 1, 1, DisableTextPrinters);
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@ -430,7 +456,7 @@ static void BardSing(struct Task *task, struct BardSong *song)
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{
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switch (task->tState)
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{
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case 0: // Initialize song
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case BARD_STATE_INIT:
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{
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struct MauvilleManBard *bard = &gSaveBlock1Ptr->oldMan.bard;
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u16 *lyrics;
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@ -446,9 +472,9 @@ static void BardSing(struct Task *task, struct BardSong *song)
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song->currWord = 0;
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}
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break;
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case 1: // Wait for BGM to end
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case BARD_STATE_WAIT_BGM:
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break;
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case 2: // Initialize word
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case BARD_STATE_GET_WORD:
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{
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u16 word = song->lyrics[song->currWord];
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song->sound = GetWordSounds(word);
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@ -463,8 +489,8 @@ static void BardSing(struct Task *task, struct BardSong *song)
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}
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break;
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}
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case 3:
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case 4:
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case BARD_STATE_HANDLE_WORD:
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case BARD_STATE_WAIT_WORD:
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{
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const struct BardSound *sound = &song->sound[song->currPhoneme];
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@ -524,7 +550,7 @@ static void BardSing(struct Task *task, struct BardSong *song)
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}
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}
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break;
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case 5:
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case BARD_STATE_PAUSE:
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break;
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}
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}
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@ -534,28 +560,30 @@ static void Task_BardSong(u8 taskId)
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struct Task *task = &gTasks[taskId];
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BardSing(task, &gBardSong);
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switch (task->tState)
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{
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case 0: // Initialize song
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case BARD_STATE_INIT:
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PrepareSongText();
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sub_8120708(gStringVar4);
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||||
task->data[1] = 0;
|
||||
task->data[2] = 0;
|
||||
DrawSongTextWindow(gStringVar4);
|
||||
task->tWordState = 0;
|
||||
task->tDelay = 0;
|
||||
task->tCharIndex = 0;
|
||||
task->tCurrWord = 0;
|
||||
FadeOutBGMTemporarily(4);
|
||||
task->tState = 1;
|
||||
task->tState = BARD_STATE_WAIT_BGM;
|
||||
break;
|
||||
case 1: // Wait for BGM to end
|
||||
case BARD_STATE_WAIT_BGM:
|
||||
if (IsBGMPausedOrStopped())
|
||||
task->tState = 2;
|
||||
task->tState = BARD_STATE_GET_WORD;
|
||||
break;
|
||||
case 2: // Initialize word
|
||||
case BARD_STATE_GET_WORD:
|
||||
{
|
||||
struct MauvilleManBard *bard = &gSaveBlock1Ptr->oldMan.bard;
|
||||
u8 *str = gStringVar4 + task->tCharIndex;
|
||||
u8 *str = &gStringVar4[task->tCharIndex];
|
||||
u16 wordLen = 0;
|
||||
|
||||
// Read letters until delimiter
|
||||
while (*str != CHAR_SPACE
|
||||
&& *str != CHAR_NEWLINE
|
||||
&& *str != EXT_CTRL_CODE_BEGIN
|
||||
@ -564,6 +592,7 @@ static void Task_BardSong(u8 taskId)
|
||||
str++;
|
||||
wordLen++;
|
||||
}
|
||||
|
||||
if (!task->tUseTemporaryLyrics)
|
||||
sUnknownBardRelated = MACRO2(bard->songLyrics[task->tCurrWord]);
|
||||
else
|
||||
@ -574,27 +603,29 @@ static void Task_BardSong(u8 taskId)
|
||||
gBardSong.length = 1;
|
||||
task->tCurrWord++;
|
||||
|
||||
if (task->data[2] == 0)
|
||||
if (task->tDelay == 0)
|
||||
{
|
||||
task->tState = 3;
|
||||
task->data[1] = 0;
|
||||
task->tState = BARD_STATE_HANDLE_WORD;
|
||||
task->tWordState = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
task->tState = 5;
|
||||
task->data[1] = 0;
|
||||
task->tState = BARD_STATE_PAUSE;
|
||||
task->tWordState = 0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
if (task->data[2] == 0)
|
||||
task->tState = 3;
|
||||
case BARD_STATE_PAUSE:
|
||||
// Wait before singing next word
|
||||
if (task->tDelay == 0)
|
||||
task->tState = BARD_STATE_HANDLE_WORD;
|
||||
else
|
||||
task->data[2]--;
|
||||
task->tDelay--;
|
||||
break;
|
||||
case 3:
|
||||
case BARD_STATE_HANDLE_WORD:
|
||||
if (gStringVar4[task->tCharIndex] == EOS)
|
||||
{
|
||||
// End song
|
||||
FadeInBGM(6);
|
||||
m4aMPlayFadeOutTemporarily(&gMPlayInfo_SE2, 2);
|
||||
EnableBothScriptContexts();
|
||||
@ -602,55 +633,61 @@ static void Task_BardSong(u8 taskId)
|
||||
}
|
||||
else if (gStringVar4[task->tCharIndex] == CHAR_SPACE)
|
||||
{
|
||||
|
||||
// Handle space
|
||||
EnableTextPrinters();
|
||||
task->tCharIndex++;
|
||||
task->tState = 2;
|
||||
task->data[2] = 0;
|
||||
task->tState = BARD_STATE_GET_WORD;
|
||||
task->tDelay = 0;
|
||||
}
|
||||
else if (gStringVar4[task->tCharIndex] == CHAR_NEWLINE)
|
||||
{
|
||||
// Handle newline
|
||||
task->tCharIndex++;
|
||||
task->tState = 2;
|
||||
task->data[2] = 0;
|
||||
task->tState = BARD_STATE_GET_WORD;
|
||||
task->tDelay = 0;
|
||||
}
|
||||
else if (gStringVar4[task->tCharIndex] == EXT_CTRL_CODE_BEGIN)
|
||||
{
|
||||
// Handle ctrl code
|
||||
task->tCharIndex += 2; // skip over control codes
|
||||
task->tState = 2;
|
||||
task->data[2] = 8;
|
||||
task->tState = BARD_STATE_GET_WORD;
|
||||
task->tDelay = 8;
|
||||
}
|
||||
else if (gStringVar4[task->tCharIndex] == CHAR_SONG_WORD_SEPARATOR)
|
||||
else if (gStringVar4[task->tCharIndex] == CHAR_BARD_WORD_DELIMIT)
|
||||
{
|
||||
gStringVar4[task->tCharIndex] = CHAR_SPACE; // restore it back to a space
|
||||
// Handle word boundary
|
||||
gStringVar4[task->tCharIndex] = CHAR_SPACE; // Replace with a real space
|
||||
EnableTextPrinters();
|
||||
task->tCharIndex++;
|
||||
task->data[2] = 0;
|
||||
task->tDelay = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (task->data[1])
|
||||
// Handle regular word
|
||||
switch (task->tWordState)
|
||||
{
|
||||
case 0:
|
||||
EnableTextPrinters();
|
||||
task->data[1]++;
|
||||
task->tWordState++;
|
||||
break;
|
||||
case 1:
|
||||
task->data[1]++;
|
||||
task->tWordState++;
|
||||
break;
|
||||
case 2:
|
||||
task->tCharIndex++;
|
||||
task->data[1] = 0;
|
||||
task->data[2] = gBardSong.length;
|
||||
task->tState = 4;
|
||||
task->tWordState = 0;
|
||||
task->tDelay = gBardSong.length;
|
||||
task->tState = BARD_STATE_WAIT_WORD;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
task->data[2]--;
|
||||
if (task->data[2] == 0)
|
||||
task->tState = 3;
|
||||
case BARD_STATE_WAIT_WORD:
|
||||
// Wait for word to finish being sung.
|
||||
// BardSing will continue to play it.
|
||||
task->tDelay--;
|
||||
if (task->tDelay == 0)
|
||||
task->tState = BARD_STATE_HANDLE_WORD;
|
||||
break;
|
||||
}
|
||||
RunTextPrintersAndIsPrinter0Active();
|
||||
@ -1107,6 +1144,9 @@ static const struct Story sStorytellerStories[] = {
|
||||
}
|
||||
};
|
||||
|
||||
static const s32 sNumStories = ARRAY_COUNT(sStorytellerStories);
|
||||
static const u32 sUnused = 8;
|
||||
|
||||
static void StorytellerSetup(void)
|
||||
{
|
||||
s32 i;
|
||||
@ -1140,12 +1180,12 @@ static const struct Story *GetStoryByStat(u32 stat)
|
||||
{
|
||||
s32 i;
|
||||
|
||||
for (i = 0; i < (int)ARRAY_COUNT(sStorytellerStories); i++)
|
||||
for (i = 0; i < sNumStories; i++)
|
||||
{
|
||||
if (sStorytellerStories[i].stat == stat)
|
||||
return &sStorytellerStories[i];
|
||||
}
|
||||
return &sStorytellerStories[ARRAY_COUNT(sStorytellerStories) - 1];
|
||||
return &sStorytellerStories[sNumStories - 1];
|
||||
}
|
||||
|
||||
static const u8 *GetStoryTitleByStat(u32 stat)
|
||||
@ -1241,28 +1281,16 @@ static void ScrambleStatList(u8 * arr, s32 count)
|
||||
}
|
||||
}
|
||||
|
||||
struct UnknownStruct_0859F288
|
||||
{
|
||||
s32 length;
|
||||
u32 unused2;
|
||||
};
|
||||
|
||||
static const struct UnknownStruct_0859F288 sStorytellerStuff = {
|
||||
ARRAY_COUNT(sStorytellerStories),
|
||||
sizeof(sStorytellerStuff)
|
||||
};
|
||||
|
||||
static bool8 StorytellerInitializeRandomStat(void)
|
||||
{
|
||||
u8 arr[sStorytellerStuff.length];
|
||||
s32 i;
|
||||
s32 j;
|
||||
u8 storyIds[sNumStories];
|
||||
s32 i, j;
|
||||
|
||||
ScrambleStatList(arr, ARRAY_COUNT(sStorytellerStories));
|
||||
for (i = 0; i < (s32)ARRAY_COUNT(sStorytellerStories); i++)
|
||||
ScrambleStatList(storyIds, sNumStories);
|
||||
for (i = 0; i < sNumStories; i++)
|
||||
{
|
||||
u8 stat = sStorytellerStories[arr[i]].stat;
|
||||
u8 minVal = sStorytellerStories[arr[i]].minVal;
|
||||
u8 stat = sStorytellerStories[storyIds[i]].stat;
|
||||
u8 minVal = sStorytellerStories[storyIds[i]].minVal;
|
||||
|
||||
for (j = 0; j < NUM_STORYTELLER_TALES; j++)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user