#include "global.h" #include "event_object_movement.h" #include "fieldmap.h" #include "malloc.h" #include "rotating_tile_puzzle.h" #include "script_movement.h" #include "constants/event_object_movement.h" #include "constants/event_objects.h" #include "constants/metatile_labels.h" #define ROTATE_COUNTERCLOCKWISE 0 #define ROTATE_CLOCKWISE 1 #define ROTATE_NONE 2 struct RotatingTileObject { u8 prevPuzzleTileNum; u8 eventTemplateId; }; struct RotatingTilePuzzle { struct RotatingTileObject objects[OBJECT_EVENTS_COUNT]; u8 numObjects; bool8 isTrickHouse; }; static const u8 sMovement_ShiftRight[] = { MOVEMENT_ACTION_STORE_AND_LOCK_ANIM, MOVEMENT_ACTION_WALK_NORMAL_RIGHT, MOVEMENT_ACTION_FREE_AND_UNLOCK_ANIM, MOVEMENT_ACTION_STEP_END }; static const u8 sMovement_ShiftDown[] = { MOVEMENT_ACTION_STORE_AND_LOCK_ANIM, MOVEMENT_ACTION_WALK_NORMAL_DOWN, MOVEMENT_ACTION_FREE_AND_UNLOCK_ANIM, MOVEMENT_ACTION_STEP_END }; static const u8 sMovement_ShiftLeft[] = { MOVEMENT_ACTION_STORE_AND_LOCK_ANIM, MOVEMENT_ACTION_WALK_NORMAL_LEFT, MOVEMENT_ACTION_FREE_AND_UNLOCK_ANIM, MOVEMENT_ACTION_STEP_END }; static const u8 sMovement_ShiftUp[] = { MOVEMENT_ACTION_STORE_AND_LOCK_ANIM, MOVEMENT_ACTION_WALK_NORMAL_UP, MOVEMENT_ACTION_FREE_AND_UNLOCK_ANIM, MOVEMENT_ACTION_STEP_END }; static const u8 sMovement_FaceRight[] = { MOVEMENT_ACTION_FACE_RIGHT, MOVEMENT_ACTION_STEP_END }; static const u8 sMovement_FaceDown[] = { MOVEMENT_ACTION_FACE_DOWN, MOVEMENT_ACTION_STEP_END }; static const u8 sMovement_FaceLeft[] = { MOVEMENT_ACTION_FACE_LEFT, MOVEMENT_ACTION_STEP_END }; static const u8 sMovement_FaceUp[] = { MOVEMENT_ACTION_FACE_UP, MOVEMENT_ACTION_STEP_END }; // This file's functions. static void SaveRotatingTileObject(u8 eventTemplateId, u8 arg1); static void TurnUnsavedRotatingTileObject(u8 eventTemplateId, u8 arg1); // EWRAM vars EWRAM_DATA static struct RotatingTilePuzzle *sRotatingTilePuzzle = NULL; // code void InitRotatingTilePuzzle(bool8 isTrickHouse) { if (sRotatingTilePuzzle == NULL) sRotatingTilePuzzle = AllocZeroed(sizeof(*sRotatingTilePuzzle)); sRotatingTilePuzzle->isTrickHouse = isTrickHouse; } void FreeRotatingTilePuzzle(void) { u8 id; if (sRotatingTilePuzzle != NULL) FREE_AND_SET_NULL(sRotatingTilePuzzle); id = GetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_PLAYER, 0, 0); ObjectEventClearHeldMovementIfFinished(&gObjectEvents[id]); ScriptMovement_UnfreezeObjectEvents(); } u16 MoveRotatingTileObjects(u8 puzzleNumber) { u8 i; struct ObjectEventTemplate *objectEvents = gSaveBlock1Ptr->objectEventTemplates; u16 localId = 0; for (i = 0; i < OBJECT_EVENT_TEMPLATES_COUNT; i++) { s32 puzzleTileStart; u8 puzzleTileNum; s16 x = objectEvents[i].x + MAP_OFFSET; s16 y = objectEvents[i].y + MAP_OFFSET; u16 metatile = MapGridGetMetatileIdAt(x, y); if (!sRotatingTilePuzzle->isTrickHouse) puzzleTileStart = METATILE_MossdeepGym_YellowArrow_Right; else puzzleTileStart = METATILE_TrickHousePuzzle_Arrow_YellowOnWhite_Right; // Object is on a metatile before the puzzle tile section // UB: Because this is not if (metatile < puzzleTileStart), for the trick house (metatile - puzzleTileStart) below can result in casting a negative value to u8 if (metatile < METATILE_MossdeepGym_YellowArrow_Right) continue; // Object is on a metatile after the puzzle tile section (never occurs, in both cases the puzzle tiles are last) if ((u8)((metatile - puzzleTileStart) / 8) >= 5) continue; // Object is on a metatile in puzzle tile section, but not one of the currently rotating color if ((u8)((metatile - puzzleTileStart) / 8) != puzzleNumber) continue; puzzleTileNum = (u8)((metatile - puzzleTileStart) % 8); // First 4 puzzle tiles are the colored arrows if (puzzleTileNum < 4) { s8 x = 0; s8 y = 0; const u8 *movementScript; switch (puzzleTileNum) { case 0: // Right Arrow movementScript = sMovement_ShiftRight; x = 1; break; case 1: // Down Arrow movementScript = sMovement_ShiftDown; y = 1; break; case 2: // Left Arrow movementScript = sMovement_ShiftLeft; x = -1; break; case 3: // Up Arrow movementScript = sMovement_ShiftUp; y = -1; break; default: continue; } objectEvents[i].x += x; objectEvents[i].y += y; if (GetObjectEventIdByLocalIdAndMap(objectEvents[i].localId, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup) != OBJECT_EVENTS_COUNT) { SaveRotatingTileObject(i, puzzleTileNum); localId = objectEvents[i].localId; ScriptMovement_StartObjectMovementScript(localId, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, movementScript); } // Never reached in normal gameplay else { TurnUnsavedRotatingTileObject(i, puzzleTileNum); } } } return localId; } void TurnRotatingTileObjects(void) { u8 i; s32 puzzleTileStart; struct ObjectEventTemplate *objectEvents; if (sRotatingTilePuzzle == NULL) return; if (!sRotatingTilePuzzle->isTrickHouse) puzzleTileStart = METATILE_MossdeepGym_YellowArrow_Right; else puzzleTileStart = METATILE_TrickHousePuzzle_Arrow_YellowOnWhite_Right; objectEvents = gSaveBlock1Ptr->objectEventTemplates; for (i = 0; i < sRotatingTilePuzzle->numObjects; i++) { s32 rotation; s8 tileDifference; u8 objectEventId; s16 x = objectEvents[sRotatingTilePuzzle->objects[i].eventTemplateId].x + MAP_OFFSET; s16 y = objectEvents[sRotatingTilePuzzle->objects[i].eventTemplateId].y + MAP_OFFSET; u16 metatile = MapGridGetMetatileIdAt(x, y); // NOTE: The following 2 assignments and if else could all be replaced with rotation = ROTATE_COUNTERCLOCKWISE // For an object to be saved in sRotatingTilePuzzle->objects, it must have been on a colored arrow tile // After the first assignment, tileDifference will always be a number [0-3] representing which arrow tile the object is on now (0: right, 1: down, 2: left, 3: up) // prevPuzzleTileNum will similarly be a number [0-3] representing the arrow tile the object just moved from // All the puzzles are oriented counter-clockwise and can only move 1 step at a time, so the difference between the current tile and the previous tile will always either be -1 or 3 (0-1, 1-2, 2-3, 3-0) // Which means tileDifference will always either be -1 or 3 after the below subtraction, and rotation will always be ROTATE_COUNTERCLOCKWISE after the following conditionals tileDifference = (u8)((metatile - puzzleTileStart) % 8); tileDifference -= (sRotatingTilePuzzle->objects[i].prevPuzzleTileNum); // Always true, see above if (tileDifference < 0 || tileDifference == 3) { // Always false, see above if (tileDifference == -3) rotation = ROTATE_CLOCKWISE; else rotation = ROTATE_COUNTERCLOCKWISE; } else { if (tileDifference > 0) rotation = ROTATE_CLOCKWISE; else rotation = ROTATE_NONE; } objectEventId = GetObjectEventIdByLocalIdAndMap(objectEvents[sRotatingTilePuzzle->objects[i].eventTemplateId].localId, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup); if (objectEventId != OBJECT_EVENTS_COUNT) { const u8 *movementScript; u8 direction = gObjectEvents[objectEventId].facingDirection; if (rotation == ROTATE_COUNTERCLOCKWISE) { switch (direction) { case DIR_EAST: movementScript = sMovement_FaceUp; objectEvents[sRotatingTilePuzzle->objects[i].eventTemplateId].movementType = MOVEMENT_TYPE_FACE_UP; break; case DIR_SOUTH: movementScript = sMovement_FaceRight; objectEvents[sRotatingTilePuzzle->objects[i].eventTemplateId].movementType = MOVEMENT_TYPE_FACE_RIGHT; break; case DIR_WEST: movementScript = sMovement_FaceDown; objectEvents[sRotatingTilePuzzle->objects[i].eventTemplateId].movementType = MOVEMENT_TYPE_FACE_DOWN; break; case DIR_NORTH: movementScript = sMovement_FaceLeft; objectEvents[sRotatingTilePuzzle->objects[i].eventTemplateId].movementType = MOVEMENT_TYPE_FACE_LEFT; break; default: continue; } ScriptMovement_StartObjectMovementScript(objectEvents[sRotatingTilePuzzle->objects[i].eventTemplateId].localId, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, movementScript); } // Never reached else if (rotation == ROTATE_CLOCKWISE) { switch (direction) { case DIR_EAST: movementScript = sMovement_FaceDown; objectEvents[sRotatingTilePuzzle->objects[i].eventTemplateId].movementType = MOVEMENT_TYPE_FACE_DOWN; break; case DIR_SOUTH: movementScript = sMovement_FaceLeft; objectEvents[sRotatingTilePuzzle->objects[i].eventTemplateId].movementType = MOVEMENT_TYPE_FACE_LEFT; break; case DIR_WEST: movementScript = sMovement_FaceUp; objectEvents[sRotatingTilePuzzle->objects[i].eventTemplateId].movementType = MOVEMENT_TYPE_FACE_UP; break; case DIR_NORTH: movementScript = sMovement_FaceRight; objectEvents[sRotatingTilePuzzle->objects[i].eventTemplateId].movementType = MOVEMENT_TYPE_FACE_RIGHT; break; default: continue; } ScriptMovement_StartObjectMovementScript(objectEvents[sRotatingTilePuzzle->objects[i].eventTemplateId].localId, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, movementScript); } } } } static void SaveRotatingTileObject(u8 eventTemplateId, u8 puzzleTileNum) { sRotatingTilePuzzle->objects[sRotatingTilePuzzle->numObjects].eventTemplateId = eventTemplateId; sRotatingTilePuzzle->objects[sRotatingTilePuzzle->numObjects].prevPuzzleTileNum = puzzleTileNum; sRotatingTilePuzzle->numObjects++; } // Functionally unused static void TurnUnsavedRotatingTileObject(u8 eventTemplateId, u8 puzzleTileNum) { s8 tileDifference; s32 rotation; s32 puzzleTileStart; u16 movementType; struct ObjectEventTemplate *objectEvents = gSaveBlock1Ptr->objectEventTemplates; s16 x = objectEvents[eventTemplateId].x + MAP_OFFSET; s16 y = objectEvents[eventTemplateId].y + MAP_OFFSET; u16 metatile = MapGridGetMetatileIdAt(x, y); if (!sRotatingTilePuzzle->isTrickHouse) puzzleTileStart = METATILE_MossdeepGym_YellowArrow_Right; else puzzleTileStart = METATILE_TrickHousePuzzle_Arrow_YellowOnWhite_Right; tileDifference = (u8)((metatile - puzzleTileStart) % 8); tileDifference -= puzzleTileNum; if (tileDifference < 0 || tileDifference == 3) rotation = ROTATE_COUNTERCLOCKWISE; else if (tileDifference > 0 || tileDifference == -3) rotation = ROTATE_CLOCKWISE; else rotation = ROTATE_NONE; movementType = objectEvents[eventTemplateId].movementType; if (rotation == ROTATE_COUNTERCLOCKWISE) { switch (movementType) { case MOVEMENT_TYPE_FACE_RIGHT: objectEvents[eventTemplateId].movementType = MOVEMENT_TYPE_FACE_UP; break; case MOVEMENT_TYPE_FACE_DOWN: objectEvents[eventTemplateId].movementType = MOVEMENT_TYPE_FACE_RIGHT; break; case MOVEMENT_TYPE_FACE_LEFT: objectEvents[eventTemplateId].movementType = MOVEMENT_TYPE_FACE_DOWN; break; case MOVEMENT_TYPE_FACE_UP: objectEvents[eventTemplateId].movementType = MOVEMENT_TYPE_FACE_LEFT; break; default: break; } } else if (rotation == ROTATE_CLOCKWISE) { switch (movementType) { case MOVEMENT_TYPE_FACE_RIGHT: objectEvents[eventTemplateId].movementType = MOVEMENT_TYPE_FACE_DOWN; break; case MOVEMENT_TYPE_FACE_DOWN: objectEvents[eventTemplateId].movementType = MOVEMENT_TYPE_FACE_LEFT; break; case MOVEMENT_TYPE_FACE_LEFT: objectEvents[eventTemplateId].movementType = MOVEMENT_TYPE_FACE_UP; break; case MOVEMENT_TYPE_FACE_UP: objectEvents[eventTemplateId].movementType = MOVEMENT_TYPE_FACE_RIGHT; break; default: break; } } }