Document thunderstorm

This commit is contained in:
GriffinR 2021-04-04 00:23:06 -04:00
parent 1494a83035
commit b926fa6b07
3 changed files with 111 additions and 78 deletions

View File

@ -46,11 +46,11 @@ struct Weather
u8 gammaStepDelay;
u8 gammaStepFrameCounter;
u16 fadeDestColor;
/*0x6C6*/ u8 palProcessingState;
/*0x6C7*/ u8 fadeScreenCounter;
/*0x6C8*/ bool8 readyForInit;
/*0x6C9*/ u8 taskId;
/*0x6CA*/ u8 unknown_6CA;
u8 palProcessingState;
u8 fadeScreenCounter;
bool8 readyForInit;
u8 taskId;
u8 unknown_6CA;
u8 unknown_6CB;
u16 initStep;
u16 finishStep;
@ -60,6 +60,7 @@ struct Weather
bool8 weatherChangeComplete;
u8 weatherPicSpritePalIndex;
u8 altGammaSpritePalIndex;
// Rain
u16 rainSpriteVisibleCounter;
u8 curRainSpriteIndex;
u8 targetRainSpriteCount;
@ -67,37 +68,41 @@ struct Weather
u8 rainSpriteVisibleDelay;
u8 isDownpour;
u8 rainStrength;
/*0x6DE*/ u8 cloudSpritesCreated;
u8 filler_6DF[1];
u8 cloudSpritesCreated;
// Snow
u16 snowflakeVisibleCounter;
u16 unknown_6E2;
u8 snowflakeSpriteCount;
u8 targetSnowflakeSpriteCount;
u16 unknown_6E6;
// Thunderstorm
u16 thunderDelay;
u16 thunderCounter;
u8 unknown_6EA;
u8 unknown_6EB;
u8 unknown_6EC;
u8 thunderTriggered;
bool8 thunderAllowEnd;
bool8 thunderSkipShort;
u8 thunderShortRetries;
bool8 thunderTriggered;
// Horizontal fog
u16 fogHScrollPosX;
u16 fogHScrollCounter;
u16 fogHScrollOffset;
u8 lightenedFogSpritePals[6];
u8 lightenedFogSpritePalsCount;
u8 fogHSpritesCreated;
// Ash
u16 ashBaseSpritesX;
u16 unknown_6FE;
u8 ashSpritesCreated;
u8 filler_701[3];
// Sandstorm
u32 sandstormXOffset;
u32 sandstormYOffset;
u8 filler_70C[2];
u16 sandstormUnused;
u16 sandstormBaseSpritesX;
u16 sandstormPosY;
u16 sandstormWaveIndex;
u16 sandstormWaveCounter;
u8 sandstormSpritesCreated;
u8 sandstormSwirlSpritesCreated;
// Diagonal fog
u16 fogDBaseSpritesX;
u16 fogDPosY;
u16 fogDScrollXCounter;
@ -105,13 +110,13 @@ struct Weather
u16 fogDXOffset;
u16 fogDYOffset;
u8 fogDSpritesCreated;
u8 filler_725[1];
// Bubbles
u16 bubblesDelayCounter;
u16 bubblesDelayIndex;
u16 bubblesCoordsIndex;
u16 bubblesSpriteCount;
u8 bubblesSpritesCreated;
u8 filler_72F;
u16 currBlendEVA;
u16 currBlendEVB;
u16 targetBlendEVA;
@ -119,12 +124,12 @@ struct Weather
u8 blendUpdateCounter;
u8 blendFrameCounter;
u8 blendDelay;
u8 filler_73B[0x3C-0x3B];
// Drought
s16 droughtBrightnessStage;
s16 droughtLastBrightnessStage;
s16 droughtTimer;
s16 droughtState;
u8 filler_744[0xD-4];
u8 droughtUnused[9];
s8 loadDroughtPalsIndex;
u8 loadDroughtPalsOffset;
};
@ -141,7 +146,7 @@ void StartWeather(void);
void SetNextWeather(u8 weather);
void SetCurrentAndNextWeather(u8 weather);
void SetCurrentAndNextWeatherNoDelay(u8 weather);
void sub_80ABC48(s8 gammaIndex);
void ApplyWeatherGammaShiftIfIdle(s8 gammaIndex);
void sub_80ABC7C(u8 gammaIndex, u8 gammaTargetIndex, u8 gammaStepDelay);
void FadeScreen(u8 mode, s8 delay);
bool8 IsWeatherNotFadingIn(void);

View File

@ -710,7 +710,7 @@ static bool8 LightenSpritePaletteInFog(u8 paletteIndex)
return FALSE;
}
void sub_80ABC48(s8 gammaIndex)
void ApplyWeatherGammaShiftIfIdle(s8 gammaIndex)
{
if (gWeatherPtr->palProcessingState == WEATHER_PAL_STATE_IDLE)
{
@ -728,7 +728,7 @@ void sub_80ABC7C(u8 gammaIndex, u8 gammaTargetIndex, u8 gammaStepDelay)
gWeatherPtr->gammaTargetIndex = gammaTargetIndex;
gWeatherPtr->gammaStepFrameCounter = 0;
gWeatherPtr->gammaStepDelay = gammaStepDelay;
sub_80ABC48(gammaIndex);
ApplyWeatherGammaShiftIfIdle(gammaIndex);
}
}
@ -887,7 +887,7 @@ bool8 LoadDroughtWeatherPalettes(void)
static void SetDroughtGamma(s8 gammaIndex)
{
sub_80ABC48(-gammaIndex - 1);
ApplyWeatherGammaShiftIfIdle(-gammaIndex - 1);
}
void DroughtStateInit(void)

View File

@ -677,7 +677,7 @@ static bool8 CreateRainSprite(void)
if (spriteId != MAX_SPRITES)
{
gSprites[spriteId].tActive = 0;
gSprites[spriteId].tActive = FALSE;
gSprites[spriteId].tRandom = spriteIndex * 145;
while (gSprites[spriteId].tRandom >= 600)
gSprites[spriteId].tRandom -= 600;
@ -722,12 +722,12 @@ static bool8 UpdateVisibleRainSprites(void)
gWeatherPtr->rainSpriteVisibleCounter = 0;
if (gWeatherPtr->curRainSpriteIndex < gWeatherPtr->targetRainSpriteCount)
{
gWeatherPtr->sprites.s1.rainSprites[gWeatherPtr->curRainSpriteIndex++]->tActive = 1;
gWeatherPtr->sprites.s1.rainSprites[gWeatherPtr->curRainSpriteIndex++]->tActive = TRUE;
}
else
{
gWeatherPtr->curRainSpriteIndex--;
gWeatherPtr->sprites.s1.rainSprites[gWeatherPtr->curRainSpriteIndex]->tActive = 0;
gWeatherPtr->sprites.s1.rainSprites[gWeatherPtr->curRainSpriteIndex]->tActive = FALSE;
gWeatherPtr->sprites.s1.rainSprites[gWeatherPtr->curRainSpriteIndex]->invisible = TRUE;
}
}
@ -1011,9 +1011,32 @@ static void UpdateSnowflakeSprite(struct Sprite *sprite)
// WEATHER_RAIN_THUNDERSTORM
//------------------------------------------------------------------------------
enum {
// This block of states is run only once
// when first setting up the thunderstorm
TSTORM_STATE_LOAD_RAIN,
TSTORM_STATE_CREATE_RAIN,
TSTORM_STATE_INIT_RAIN,
TSTORM_STATE_WAIT_CHANGE,
// The thunderstorm loops through these states,
// not necessarily in order.
TSTORM_STATE_LOOP_START,
TSTORM_STATE_LOOP_WAIT,
TSTORM_STATE_INIT_THUNDER_SHORT_1,
TSTORM_STATE_INIT_THUNDER_SHORT_2,
TSTORM_STATE_TRY_THUNDER_SHORT,
TSTORM_STATE_TRY_NEW_THUNDER,
TSTORM_STATE_WAIT_THUNDER_SHORT,
TSTORM_STATE_INIT_THUNDER_LONG,
TSTORM_STATE_WAIT_THUNDER_LONG,
TSTORM_STATE_FADE_THUNDER_LONG,
TSTORM_STATE_END_THUNDER_LONG,
};
void Thunderstorm_InitVars(void)
{
gWeatherPtr->initStep = 0;
gWeatherPtr->initStep = TSTORM_STATE_LOAD_RAIN;
gWeatherPtr->weatherGfxLoaded = FALSE;
gWeatherPtr->rainSpriteVisibleCounter = 0;
gWeatherPtr->rainSpriteVisibleDelay = 4;
@ -1022,7 +1045,7 @@ void Thunderstorm_InitVars(void)
gWeatherPtr->gammaTargetIndex = 3;
gWeatherPtr->gammaStepDelay = 20;
gWeatherPtr->weatherGfxLoaded = FALSE; // duplicate assignment
gWeatherPtr->thunderTriggered = 0;
gWeatherPtr->thunderTriggered = FALSE;
SetRainStrengthFromSoundEffect(SE_THUNDERSTORM);
}
@ -1042,7 +1065,7 @@ static void SetThunderCounter(u16);
void Downpour_InitVars(void)
{
gWeatherPtr->initStep = 0;
gWeatherPtr->initStep = TSTORM_STATE_LOAD_RAIN;
gWeatherPtr->weatherGfxLoaded = FALSE;
gWeatherPtr->rainSpriteVisibleCounter = 0;
gWeatherPtr->rainSpriteVisibleDelay = 4;
@ -1066,100 +1089,105 @@ void Thunderstorm_Main(void)
UpdateThunderSound();
switch (gWeatherPtr->initStep)
{
case 0:
case TSTORM_STATE_LOAD_RAIN:
LoadRainSpriteSheet();
gWeatherPtr->initStep++;
break;
case 1:
case TSTORM_STATE_CREATE_RAIN:
if (!CreateRainSprite())
gWeatherPtr->initStep++;
break;
case 2:
case TSTORM_STATE_INIT_RAIN:
if (!UpdateVisibleRainSprites())
{
gWeatherPtr->weatherGfxLoaded = TRUE;
gWeatherPtr->initStep++;
}
break;
case 3:
case TSTORM_STATE_WAIT_CHANGE:
if (gWeatherPtr->palProcessingState != WEATHER_PAL_STATE_CHANGING_WEATHER)
gWeatherPtr->initStep = 6;
gWeatherPtr->initStep = TSTORM_STATE_INIT_THUNDER_SHORT_1;
break;
case 4:
gWeatherPtr->unknown_6EA = 1;
gWeatherPtr->unknown_6E6 = (Random() % 360) + 360;
case TSTORM_STATE_LOOP_START:
gWeatherPtr->thunderAllowEnd = TRUE;
gWeatherPtr->thunderDelay = (Random() % 360) + 360;
gWeatherPtr->initStep++;
// fall through
case 5:
if (--gWeatherPtr->unknown_6E6 == 0)
case TSTORM_STATE_LOOP_WAIT:
// Wait between 360-720 frames before trying thunder again
if (--gWeatherPtr->thunderDelay == 0)
gWeatherPtr->initStep++;
break;
case 6:
gWeatherPtr->unknown_6EA = 1;
gWeatherPtr->unknown_6EB = Random() % 2;
case TSTORM_STATE_INIT_THUNDER_SHORT_1:
gWeatherPtr->thunderAllowEnd = TRUE;
gWeatherPtr->thunderSkipShort = Random() % 2;
gWeatherPtr->initStep++;
break;
case 7:
gWeatherPtr->unknown_6EC = (Random() & 1) + 1;
case TSTORM_STATE_INIT_THUNDER_SHORT_2:
gWeatherPtr->thunderShortRetries = (Random() & 1) + 1;
gWeatherPtr->initStep++;
// fall through
case 8:
sub_80ABC48(19);
if (gWeatherPtr->unknown_6EB == 0 && gWeatherPtr->unknown_6EC == 1)
SetThunderCounter(20);
case TSTORM_STATE_TRY_THUNDER_SHORT:
ApplyWeatherGammaShiftIfIdle(19);
if (!gWeatherPtr->thunderSkipShort && gWeatherPtr->thunderShortRetries == 1)
SetThunderCounter(20); // Do short thunder
gWeatherPtr->unknown_6E6 = (Random() % 3) + 6;
gWeatherPtr->thunderDelay = (Random() % 3) + 6;
gWeatherPtr->initStep++;
break;
case 9:
if (--gWeatherPtr->unknown_6E6 == 0)
case TSTORM_STATE_TRY_NEW_THUNDER:
if (--gWeatherPtr->thunderDelay == 0)
{
sub_80ABC48(3);
gWeatherPtr->unknown_6EA = 1;
if (--gWeatherPtr->unknown_6EC != 0)
ApplyWeatherGammaShiftIfIdle(3);
gWeatherPtr->thunderAllowEnd = TRUE;
if (--gWeatherPtr->thunderShortRetries != 0)
{
gWeatherPtr->unknown_6E6 = (Random() % 16) + 60;
gWeatherPtr->initStep = 10;
// Try a short thunder again
gWeatherPtr->thunderDelay = (Random() % 16) + 60;
gWeatherPtr->initStep = TSTORM_STATE_WAIT_THUNDER_SHORT;
}
else if (gWeatherPtr->unknown_6EB == 0)
else if (!gWeatherPtr->thunderSkipShort)
{
gWeatherPtr->initStep = 4;
// No more thunder, restart loop
gWeatherPtr->initStep = TSTORM_STATE_LOOP_START;
}
else
{
gWeatherPtr->initStep = 11;
// Set up long thunder
gWeatherPtr->initStep = TSTORM_STATE_INIT_THUNDER_LONG;
}
}
break;
case 10:
if (--gWeatherPtr->unknown_6E6 == 0)
gWeatherPtr->initStep = 8;
case TSTORM_STATE_WAIT_THUNDER_SHORT:
if (--gWeatherPtr->thunderDelay == 0)
gWeatherPtr->initStep = TSTORM_STATE_TRY_THUNDER_SHORT;
break;
case 11:
gWeatherPtr->unknown_6E6 = (Random() % 16) + 60;
case TSTORM_STATE_INIT_THUNDER_LONG:
gWeatherPtr->thunderDelay = (Random() % 16) + 60;
gWeatherPtr->initStep++;
break;
case 12:
if (--gWeatherPtr->unknown_6E6 == 0)
case TSTORM_STATE_WAIT_THUNDER_LONG:
if (--gWeatherPtr->thunderDelay == 0)
{
// Do long thunder
SetThunderCounter(100);
sub_80ABC48(19);
gWeatherPtr->unknown_6E6 = (Random() & 0xF) + 30;
ApplyWeatherGammaShiftIfIdle(19);
gWeatherPtr->thunderDelay = (Random() & 0xF) + 30;
gWeatherPtr->initStep++;
}
break;
case 13:
if (--gWeatherPtr->unknown_6E6 == 0)
case TSTORM_STATE_FADE_THUNDER_LONG:
if (--gWeatherPtr->thunderDelay == 0)
{
sub_80ABC7C(19, 3, 5);
gWeatherPtr->initStep++;
}
break;
case 14:
case TSTORM_STATE_END_THUNDER_LONG:
if (gWeatherPtr->palProcessingState == WEATHER_PAL_STATE_IDLE)
{
gWeatherPtr->unknown_6EA = 1;
gWeatherPtr->initStep = 4;
gWeatherPtr->thunderAllowEnd = TRUE;
gWeatherPtr->initStep = TSTORM_STATE_LOOP_START;
}
break;
}
@ -1170,12 +1198,12 @@ bool8 Thunderstorm_Finish(void)
switch (gWeatherPtr->finishStep)
{
case 0:
gWeatherPtr->unknown_6EA = 0;
gWeatherPtr->thunderAllowEnd = FALSE;
gWeatherPtr->finishStep++;
// fall through
case 1:
Thunderstorm_Main();
if (gWeatherPtr->unknown_6EA)
if (gWeatherPtr->thunderAllowEnd)
{
if (gWeatherPtr->nextWeather == WEATHER_RAIN
|| gWeatherPtr->nextWeather == WEATHER_RAIN_THUNDERSTORM
@ -1203,16 +1231,16 @@ bool8 Thunderstorm_Finish(void)
static void SetThunderCounter(u16 max)
{
if (gWeatherPtr->thunderTriggered == 0)
if (!gWeatherPtr->thunderTriggered)
{
gWeatherPtr->thunderCounter = Random() % max;
gWeatherPtr->thunderTriggered = 1;
gWeatherPtr->thunderTriggered = TRUE;
}
}
static void UpdateThunderSound(void)
{
if (gWeatherPtr->thunderTriggered == 1)
if (gWeatherPtr->thunderTriggered == TRUE)
{
if (gWeatherPtr->thunderCounter == 0)
{
@ -1224,7 +1252,7 @@ static void UpdateThunderSound(void)
else
PlaySE(SE_THUNDER2);
gWeatherPtr->thunderTriggered = 0;
gWeatherPtr->thunderTriggered = FALSE;
}
else
{