#ifndef GUARD_WEATHER_H #define GUARD_WEATHER_H #include "sprite.h" // Controls how the weather should be changing the screen palettes. enum { WEATHER_PAL_STATE_CHANGING_WEATHER, WEATHER_PAL_STATE_SCREEN_FADING_IN, WEATHER_PAL_STATE_SCREEN_FADING_OUT, WEATHER_PAL_STATE_IDLE, }; struct Weather { union { struct { struct Sprite *rainSprites[24]; struct Sprite *snowflakeSprites[101]; struct Sprite *cloudSprites[3]; } s1; struct { u8 filler0[0xA0]; struct Sprite *fog1Sprites[20]; struct Sprite *ashSprites[20]; struct Sprite *fog2Sprites[20]; struct Sprite *sandstormSprites1[20]; struct Sprite *sandstormSprites2[5]; } s2; } sprites; u8 gammaShifts[19][32]; u8 altGammaShifts[19][32]; s8 gammaIndex; s8 gammaTargetIndex; u8 gammaStepDelay; u8 gammaStepFrameCounter; u16 fadeDestColor; u8 palProcessingState; u8 fadeScreenCounter; bool8 readyForInit; u8 taskId; u8 unknown_6CA; u8 unknown_6CB; u16 initStep; u16 finishStep; u8 currWeather; u8 nextWeather; u8 weatherGfxLoaded; bool8 weatherChangeComplete; u8 weatherPicSpritePalIndex; u8 altGammaSpritePalIndex; u16 unknown_6D6; u8 unknown_6D8; u8 unknown_6D9; u8 rainSpriteCount; u8 unknown_6DB; u8 unknown_6DC; u8 rainStrength; /*0x6DE*/ u8 cloudSpritesCreated; u8 filler_6DF[1]; u16 unknown_6E0; u16 unknown_6E2; u8 snowflakeSpriteCount; u8 unknown_6E5; u16 unknown_6E6; u16 thunderCounter; u8 unknown_6EA; u8 unknown_6EB; u8 unknown_6EC; u8 unknown_6ED; u16 fog1ScrollPosX; u16 unknown_6F0; u16 unknown_6F2; u8 lightenedFogSpritePals[6]; u8 lightenedFogSpritePalsCount; u8 fog1SpritesCreated; u16 unknown_6FC; u16 unknown_6FE; u8 ashSpritesCreated; u8 filler_701[3]; u32 unknown_704; u32 unknown_708; u8 filler_70C[2]; u16 unknown_70E; u16 unknown_710; u16 unknown_712; u16 unknown_714; u8 sandstormSprites1Created; u8 sandstormSprites2Created; u16 unknown_718; u16 unknown_71A; u16 unknown_71C; u16 unknown_71E; u16 unknown_720; u16 unknown_722; u8 fog2SpritesCreated; u8 filler_725[1]; u16 unknown_726; u16 unknown_728; u16 unknown_72A; u16 unknown_72C; u8 unknown_72E; u8 filler_72F; u16 currBlendEVA; u16 currBlendEVB; u16 targetBlendEVA; u16 targetBlendEVB; u8 blendUpdateCounter; u8 blendFrameCounter; u8 blendDelay; u8 filler_73B[0x3C-0x3B]; s16 unknown_73C; s16 unknown_73E; s16 unknown_740; s16 unknown_742; u8 filler_744[0xD-4]; s8 loadDroughtPalsIndex; u8 loadDroughtPalsOffset; }; void StartWeather(void); void ChangeWeather(u8 weather); void sub_807C988(u8 effect); void sub_807C9B4(u8 effect); void Task_WeatherInit(u8); void Task_WeatherMain(u8); void sub_807CAE8(void); void nullsub_38(void); void SetWeatherScreenFadeOut(void); enum { FADE_FROM_BLACK, FADE_TO_BLACK, FADE_FROM_WHITE, FADE_TO_WHITE, }; void FadeScreen(u8, s8); // ... void UpdateSpritePaletteWithWeather(u8 tag); void ApplyWeatherGammaShiftToPal(u8); // ... void Weather_SetBlendCoeffs(u8, u8); // ... void PlayRainSoundEffect(void); // ... void SetSav1Weather(u32); u8 GetSav1Weather(void); void sub_80AEDBC(void); void SetSav1WeatherFromCurrMapHeader(void); // ... void DoCurrentWeather(void); void sub_8080750(void); bool8 IsWeatherNotFadingIn(void); bool8 IsWeatherChangeComplete(void); void SetWeather(u32); void UpdateWeatherPerDay(u16); void PreservePaletteInWeather(u8 index); void ResetPreservedPalettesInWeather(void); extern void ResetDroughtWeatherPaletteLoading(void); void ResetDroughtWeatherPaletteLoading(void); bool8 LoadDroughtWeatherPalettes(void); u8 GetCurrentWeather(void); void LoadCustomWeatherSpritePalette(const u16 *palette); extern struct Weather gWeather; extern struct Weather *const gWeatherPtr; #endif // GUARD_WEATHER_H