#include "global.h" #include "event_data.h" #include "event_object_movement.h" #include "field_player_avatar.h" #include "fieldmap.h" #include "script.h" #include "task.h" #include "union_room.h" #include "constants/event_objects.h" #include "constants/event_object_movement.h" #define UR_SPRITE_START_ID (MAX_SPRITES - MAX_UNION_ROOM_LEADERS) // Each parent player can lead a group of up to MAX_RFU_PLAYERS (including themselves). // Multiply the leader's id by MAX_RFU_PLAYERS and add the member's id (0 if the leader) to // get the sprite index of that player. #define UR_PLAYER_SPRITE_ID(leaderId, memberId)(MAX_RFU_PLAYERS * leaderId + memberId) static EWRAM_DATA struct UnionRoomObject * sUnionObjWork = NULL; static EWRAM_DATA u32 sUnionObjRefreshTimer = 0; static u8 CreateTask_AnimateUnionRoomPlayers(void); static u32 IsUnionRoomPlayerInvisible(u32, u32); static void SetUnionRoomObjectFacingDirection(s32, s32, u8); // + 2 is just to match, those elements are empty and never read // Graphics ids should correspond with the classes in gUnionRoomFacilityClasses static const u8 sUnionRoomObjGfxIds[GENDER_COUNT][NUM_UNION_ROOM_CLASSES + 2] = { [MALE] = { OBJ_EVENT_GFX_MAN_3, OBJ_EVENT_GFX_BLACK_BELT, OBJ_EVENT_GFX_CAMPER, OBJ_EVENT_GFX_YOUNGSTER, OBJ_EVENT_GFX_PSYCHIC_M, OBJ_EVENT_GFX_BUG_CATCHER, OBJ_EVENT_GFX_MAN_4, OBJ_EVENT_GFX_MAN_5 }, [FEMALE] = { OBJ_EVENT_GFX_WOMAN_5, OBJ_EVENT_GFX_HEX_MANIAC, OBJ_EVENT_GFX_PICNICKER, OBJ_EVENT_GFX_LASS, OBJ_EVENT_GFX_LASS, OBJ_EVENT_GFX_GIRL_3, OBJ_EVENT_GFX_WOMAN_2, OBJ_EVENT_GFX_BEAUTY } }; static const s16 sUnionRoomPlayerCoords[MAX_UNION_ROOM_LEADERS][2] = { { 4, 6}, {13, 8}, {10, 6}, { 1, 8}, {13, 4}, { 7, 4}, { 1, 4}, { 7, 8} }; // If there's a group of players interacting in the Union Room, the group // leader will be at one of the positions above and each member in the group // will be at one of the offsets from that position below. The leader will // be at the first offset (0,0), as they're at the center. static const s8 sUnionRoomGroupOffsets[MAX_RFU_PLAYERS][2] = { { 0, 0}, // Center { 1, 0}, // Left { 0, -1}, // Top {-1, 0}, // Right { 0, 1} // Bottom }; static const u8 sOppositeFacingDirection[] = { [DIR_NONE] = DIR_NONE, [DIR_SOUTH] = DIR_NORTH, [DIR_NORTH] = DIR_SOUTH, [DIR_WEST] = DIR_EAST, [DIR_EAST] = DIR_WEST }; // Compare to sUnionRoomGroupOffsets, the direction each group member // needs to be facing in order to face the group leader in the center. static const u8 sMemberFacingDirections[MAX_RFU_PLAYERS] = { DIR_SOUTH, // Leader, but never read DIR_WEST, DIR_SOUTH, DIR_EAST, DIR_NORTH }; static const u8 sUnionRoomLocalIds[] = { LOCALID_UNION_ROOM_PLAYER_1, LOCALID_UNION_ROOM_PLAYER_2, LOCALID_UNION_ROOM_PLAYER_3, LOCALID_UNION_ROOM_PLAYER_4, LOCALID_UNION_ROOM_PLAYER_5, LOCALID_UNION_ROOM_PLAYER_6, LOCALID_UNION_ROOM_PLAYER_7, LOCALID_UNION_ROOM_PLAYER_8 }; // Unused static const u16 sHidePlayerFlags[] = { FLAG_HIDE_UNION_ROOM_PLAYER_1, FLAG_HIDE_UNION_ROOM_PLAYER_2, FLAG_HIDE_UNION_ROOM_PLAYER_3, FLAG_HIDE_UNION_ROOM_PLAYER_4, FLAG_HIDE_UNION_ROOM_PLAYER_5, FLAG_HIDE_UNION_ROOM_PLAYER_6, FLAG_HIDE_UNION_ROOM_PLAYER_7, FLAG_HIDE_UNION_ROOM_PLAYER_8 }; static const u8 sMovement_UnionPlayerExit[2] = { MOVEMENT_ACTION_FLY_UP, MOVEMENT_ACTION_STEP_END }; static const u8 sMovement_UnionPlayerEnter[2] = { MOVEMENT_ACTION_FLY_DOWN, MOVEMENT_ACTION_STEP_END }; static bool32 IsPlayerStandingStill(void) { if (gPlayerAvatar.tileTransitionState == T_TILE_CENTER || gPlayerAvatar.tileTransitionState == T_NOT_MOVING) return TRUE; else return FALSE; } // Gender and trainer id are used to determine which sprite a player appears as static u8 GetUnionRoomPlayerGraphicsId(u32 gender, u32 id) { return sUnionRoomObjGfxIds[gender][id % NUM_UNION_ROOM_CLASSES]; } static void GetUnionRoomPlayerCoords(u32 leaderId, u32 memberId, s32 * x, s32 * y) { *x = sUnionRoomPlayerCoords[leaderId][0] + sUnionRoomGroupOffsets[memberId][0] + MAP_OFFSET; *y = sUnionRoomPlayerCoords[leaderId][1] + sUnionRoomGroupOffsets[memberId][1] + MAP_OFFSET; } static bool32 IsUnionRoomPlayerAt(u32 leaderId, u32 memberId, s32 x, s32 y) { if ((sUnionRoomPlayerCoords[leaderId][0] + sUnionRoomGroupOffsets[memberId][0] + MAP_OFFSET == x) && (sUnionRoomPlayerCoords[leaderId][1] + sUnionRoomGroupOffsets[memberId][1] + MAP_OFFSET == y)) return TRUE; else return FALSE; } static bool32 IsUnionRoomPlayerHidden(u32 player_idx) { return FlagGet(FLAG_HIDE_UNION_ROOM_PLAYER_1 + player_idx); } static void HideUnionRoomPlayer(u32 player_idx) { FlagSet(FLAG_HIDE_UNION_ROOM_PLAYER_1 + player_idx); } static void ShowUnionRoomPlayer(u32 player_idx) { FlagClear(FLAG_HIDE_UNION_ROOM_PLAYER_1 + player_idx); } static void SetUnionRoomPlayerGfx(u32 leaderId, u32 gfxId) { VarSet(VAR_OBJ_GFX_ID_0 + leaderId, gfxId); } static void CreateUnionRoomPlayerObjectEvent(u32 leaderId) { TrySpawnObjectEvent(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup); } static void RemoveUnionRoomPlayerObjectEvent(u32 leaderId) { RemoveObjectEventByLocalIdAndMap(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup); } static bool32 SetUnionRoomPlayerEnterExitMovement(u32 leaderId, const u8 * movement) { u8 objectId; struct ObjectEvent * object; if (TryGetObjectEventIdByLocalIdAndMap(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectId)) return FALSE; object = &gObjectEvents[objectId]; if (ObjectEventIsMovementOverridden(object)) return FALSE; if (ObjectEventSetHeldMovement(object, *movement)) return FALSE; return TRUE; } static bool32 TryReleaseUnionRoomPlayerObjectEvent(u32 leaderId) { u8 objectId; struct ObjectEvent * object; if (TryGetObjectEventIdByLocalIdAndMap(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectId)) return TRUE; object = &gObjectEvents[objectId]; if (!ObjectEventClearHeldMovementIfFinished(object)) return FALSE; if (!ArePlayerFieldControlsLocked()) UnfreezeObjectEvent(object); else FreezeObjectEvent(object); return TRUE; } u8 InitUnionRoomPlayerObjects(struct UnionRoomObject * players) { s32 i; sUnionObjRefreshTimer = 0; sUnionObjWork = players; for (i = 0; i < MAX_UNION_ROOM_LEADERS; i++) { players[i].state = 0; players[i].gfxId = 0; players[i].animState = 0; players[i].schedAnim = UNION_ROOM_SPAWN_NONE; } return CreateTask_AnimateUnionRoomPlayers(); } static bool32 AnimateUnionRoomPlayerDespawn(s8 * state, u32 leaderId, struct UnionRoomObject * object) { switch (*state) { case 0: if (SetUnionRoomPlayerEnterExitMovement(leaderId, sMovement_UnionPlayerExit) == TRUE) { HideUnionRoomPlayer(leaderId); (*state)++; } break; case 1: if (TryReleaseUnionRoomPlayerObjectEvent(leaderId)) { RemoveUnionRoomPlayerObjectEvent(leaderId); HideUnionRoomPlayer(leaderId); *state = 0; return TRUE; } break; } return FALSE; } static bool32 AnimateUnionRoomPlayerSpawn(s8 * state, u32 leaderId, struct UnionRoomObject * object) { s16 x, y; switch (*state) { case 0: if (!IsPlayerStandingStill()) break; PlayerGetDestCoords(&x, &y); if (IsUnionRoomPlayerAt(leaderId, 0, x, y) == TRUE) break; player_get_pos_including_state_based_drift(&x, &y); if (IsUnionRoomPlayerAt(leaderId, 0, x, y) == TRUE) break; SetUnionRoomPlayerGfx(leaderId, object->gfxId); CreateUnionRoomPlayerObjectEvent(leaderId); ShowUnionRoomPlayer(leaderId); (*state)++; // fallthrough case 3: // incorrect? if (SetUnionRoomPlayerEnterExitMovement(leaderId, sMovement_UnionPlayerEnter) == TRUE) (*state)++; break; case 2: if (TryReleaseUnionRoomPlayerObjectEvent(leaderId)) { *state = 0; return TRUE; } break; } return FALSE; } static bool32 SpawnGroupLeader(u32 leaderId, u32 gender, u32 id) { struct UnionRoomObject * object = &sUnionObjWork[leaderId]; object->schedAnim = UNION_ROOM_SPAWN_IN; object->gfxId = GetUnionRoomPlayerGraphicsId(gender, id); if (object->state == 0) return TRUE; else return FALSE; } static bool32 DespawnGroupLeader(u32 leaderId) { struct UnionRoomObject * object = &sUnionObjWork[leaderId]; object->schedAnim = UNION_ROOM_SPAWN_OUT; if (object->state == 1) return TRUE; else return FALSE; } static void AnimateUnionRoomPlayer(u32 leaderId, struct UnionRoomObject * object) { switch (object->state) { case 0: if (object->schedAnim == UNION_ROOM_SPAWN_IN) { object->state = 2; object->animState = 0; } else { break; } // fallthrough case 2: if (!IsUnionRoomPlayerInvisible(leaderId, 0) && object->schedAnim == UNION_ROOM_SPAWN_OUT) { object->state = 0; object->animState = 0; RemoveUnionRoomPlayerObjectEvent(leaderId); HideUnionRoomPlayer(leaderId); } else if (AnimateUnionRoomPlayerSpawn(&object->animState, leaderId, object) == TRUE) { object->state = 1; } break; case 1: if (object->schedAnim == UNION_ROOM_SPAWN_OUT) { object->state = 3; object->animState = 0; } else { break; } // fallthrough case 3: if (AnimateUnionRoomPlayerDespawn(&object->animState, leaderId, object) == 1) object->state = 0; break; } object->schedAnim = UNION_ROOM_SPAWN_NONE; } static void Task_AnimateUnionRoomPlayers(u8 taskId) { s32 i; for (i = 0; i < MAX_UNION_ROOM_LEADERS; i++) AnimateUnionRoomPlayer(i, &sUnionObjWork[i]); } static u8 CreateTask_AnimateUnionRoomPlayers(void) { if (FuncIsActiveTask(Task_AnimateUnionRoomPlayers) == TRUE) return NUM_TASKS; else return CreateTask(Task_AnimateUnionRoomPlayers, 5); } static void DestroyTask_AnimateUnionRoomPlayers(void) { u8 taskId = FindTaskIdByFunc(Task_AnimateUnionRoomPlayers); if (taskId < NUM_TASKS) DestroyTask(taskId); } void DestroyUnionRoomPlayerObjects(void) { s32 i; for (i = 0; i < MAX_UNION_ROOM_LEADERS; i++) { if (!IsUnionRoomPlayerHidden(i)) { RemoveUnionRoomPlayerObjectEvent(i); HideUnionRoomPlayer(i); } } sUnionObjWork = NULL; DestroyTask_AnimateUnionRoomPlayers(); } void CreateUnionRoomPlayerSprites(u8 * spriteIds, s32 leaderId) { s32 memberId; for (memberId = 0; memberId < MAX_RFU_PLAYERS; memberId++) { s32 id = UR_PLAYER_SPRITE_ID(leaderId, memberId); spriteIds[id] = CreateVirtualObject(OBJ_EVENT_GFX_MAN_4, id - UR_SPRITE_START_ID, sUnionRoomPlayerCoords[leaderId][0] + sUnionRoomGroupOffsets[memberId][0], sUnionRoomPlayerCoords[leaderId][1] + sUnionRoomGroupOffsets[memberId][1], 3, 1); SetVirtualObjectInvisibility(id - UR_SPRITE_START_ID, TRUE); } } void DestroyUnionRoomPlayerSprites(u8 * spriteIds) { s32 i; for (i = 0; i < NUM_UNION_ROOM_SPRITES; i++) DestroySprite(&gSprites[spriteIds[i]]); } // Clear the impassable metatiles around the group leaders that get set // to prevent the player from walking through the group member sprites. void SetTilesAroundUnionRoomPlayersPassable(void) { s32 i, memberId, x, y; for (i = 0; i < MAX_UNION_ROOM_LEADERS; i++) { for (memberId = 0; memberId < MAX_RFU_PLAYERS; memberId++) { GetUnionRoomPlayerCoords(i, memberId, &x, &y); MapGridSetMetatileImpassabilityAt(x, y, FALSE); } } } static u8 GetNewFacingDirectionForUnionRoomPlayer(u32 memberId, u32 leaderId, struct RfuGameData * gameData) { if (memberId) // If not leader return sMemberFacingDirections[memberId]; else if (gameData->activity == (ACTIVITY_CHAT | IN_UNION_ROOM)) return DIR_SOUTH; else return DIR_EAST; } static bool32 IsUnionRoomPlayerInvisible(u32 leaderId, u32 memberId) { return IsVirtualObjectInvisible(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID); } static void SpawnGroupMember(u32 leaderId, u32 memberId, u8 graphicsId, struct RfuGameData * gameData) { s32 x, y; s32 id = UR_PLAYER_SPRITE_ID(leaderId, memberId); if (IsUnionRoomPlayerInvisible(leaderId, memberId) == TRUE) { SetVirtualObjectInvisibility(id - UR_SPRITE_START_ID, FALSE); SetVirtualObjectSpriteAnim(id - UR_SPRITE_START_ID, UNION_ROOM_SPAWN_IN); } SetVirtualObjectGraphics(id - UR_SPRITE_START_ID, graphicsId); SetUnionRoomObjectFacingDirection(memberId, leaderId, GetNewFacingDirectionForUnionRoomPlayer(memberId, leaderId, gameData)); GetUnionRoomPlayerCoords(leaderId, memberId, &x, &y); MapGridSetMetatileImpassabilityAt(x, y, TRUE); } static void DespawnGroupMember(u32 leaderId, u32 memberId) { s32 x, y; SetVirtualObjectSpriteAnim(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID, UNION_ROOM_SPAWN_OUT); GetUnionRoomPlayerCoords(leaderId, memberId, &x, &y); MapGridSetMetatileImpassabilityAt(x, y, FALSE); } static void AssembleGroup(u32 leaderId, struct RfuGameData * gameData) { s16 x, y, x2, y2; s32 i; PlayerGetDestCoords(&x, &y); player_get_pos_including_state_based_drift(&x2, &y2); if (IsVirtualObjectInvisible(UR_PLAYER_SPRITE_ID(leaderId, 0) - UR_SPRITE_START_ID) == TRUE) { if (IsUnionRoomPlayerAt(leaderId, 0, x, y) == TRUE || IsUnionRoomPlayerAt(leaderId, 0, x2, y2) == TRUE) return; SpawnGroupMember(leaderId, 0, GetUnionRoomPlayerGraphicsId(gameData->playerGender, gameData->compatibility.playerTrainerId[0]), gameData); } for (i = 1; i < MAX_RFU_PLAYERS; i++) { if (gameData->partnerInfo[i - 1] == 0) { DespawnGroupMember(leaderId, i); } else if (IsUnionRoomPlayerAt(leaderId, i, x, y) == FALSE && IsUnionRoomPlayerAt(leaderId, i, x2, y2) == FALSE) { SpawnGroupMember(leaderId, i, GetUnionRoomPlayerGraphicsId((gameData->partnerInfo[i - 1] >> PINFO_GENDER_SHIFT) & 1, gameData->partnerInfo[i - 1] & PINFO_TID_MASK), gameData); } } } static void SpawnGroupLeaderAndMembers(u32 leaderId, struct RfuGameData * gameData) { u32 i; switch (gameData->activity) { case ACTIVITY_NONE | IN_UNION_ROOM: case ACTIVITY_PLYRTALK | IN_UNION_ROOM: SpawnGroupLeader(leaderId, gameData->playerGender, gameData->compatibility.playerTrainerId[0]); for (i = 0; i < MAX_RFU_PLAYERS; i++) DespawnGroupMember(leaderId, i); break; case ACTIVITY_BATTLE_SINGLE | IN_UNION_ROOM: case ACTIVITY_TRADE | IN_UNION_ROOM: case ACTIVITY_CHAT | IN_UNION_ROOM: case ACTIVITY_CARD | IN_UNION_ROOM: case ACTIVITY_ACCEPT | IN_UNION_ROOM: case ACTIVITY_DECLINE | IN_UNION_ROOM: case ACTIVITY_NPCTALK | IN_UNION_ROOM: DespawnGroupLeader(leaderId); AssembleGroup(leaderId, gameData); break; } } static void DespawnGroupLeaderAndMembers(u32 leaderId, struct RfuGameData *gameData) { s32 i; DespawnGroupLeader(leaderId); for (i = 0; i < MAX_RFU_PLAYERS; i++) DespawnGroupMember(leaderId, i); } static void UpdateUnionRoomPlayerSprites(struct WirelessLink_URoom *uroom) { s32 i; struct RfuPlayer * leaders; sUnionObjRefreshTimer = 0; for (i = 0, leaders = uroom->playerList->players; i < MAX_UNION_ROOM_LEADERS; i++) { if (leaders[i].groupScheduledAnim == UNION_ROOM_SPAWN_IN) SpawnGroupLeaderAndMembers(i, &leaders[i].rfu.data); else if (leaders[i].groupScheduledAnim == UNION_ROOM_SPAWN_OUT) DespawnGroupLeaderAndMembers(i, &leaders[i].rfu.data); } } void ScheduleUnionRoomPlayerRefresh(struct WirelessLink_URoom *uroom) { sUnionObjRefreshTimer = 300; } void HandleUnionRoomPlayerRefresh(struct WirelessLink_URoom *uroom) { if (++sUnionObjRefreshTimer > 300) UpdateUnionRoomPlayerSprites(uroom); } bool32 TryInteractWithUnionRoomMember(struct RfuPlayerList *list, s16 *memberIdPtr, s16 *leaderIdPtr, u8 *spriteIds) { s16 x, y; s32 i, memberId; struct RfuPlayer * leaders; if (!IsPlayerStandingStill()) return FALSE; GetXYCoordsOneStepInFrontOfPlayer(&x, &y); for (i = 0, leaders = list->players; i < MAX_UNION_ROOM_LEADERS; i++) { for (memberId = 0; memberId < MAX_RFU_PLAYERS; memberId++) { s32 id = UR_PLAYER_SPRITE_ID(i, memberId); // Is the player in front of a group member position? if (x != sUnionRoomPlayerCoords[i][0] + sUnionRoomGroupOffsets[memberId][0] + 7) continue; if (y != sUnionRoomPlayerCoords[i][1] + sUnionRoomGroupOffsets[memberId][1] + 7) continue; // Has a group member spawned at this position? if (IsVirtualObjectInvisible(id - UR_SPRITE_START_ID)) continue; if (IsVirtualObjectAnimating(id - UR_SPRITE_START_ID)) continue; if (leaders[i].groupScheduledAnim != UNION_ROOM_SPAWN_IN) continue; // Interaction attempt successful, face player SetUnionRoomObjectFacingDirection(memberId, i, sOppositeFacingDirection[GetPlayerFacingDirection()]); *memberIdPtr = memberId; *leaderIdPtr = i; return TRUE; } } return FALSE; } static void SetUnionRoomObjectFacingDirection(s32 memberId, s32 leaderId, u8 newDirection) { TurnVirtualObject(MAX_RFU_PLAYERS * leaderId - UR_SPRITE_START_ID + memberId, newDirection); // should be line below, but order is swapped here // TurnVirtualObject(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID, newDirection); } void UpdateUnionRoomMemberFacing(u32 memberId, u32 leaderId, struct RfuPlayerList *list) { return SetUnionRoomObjectFacingDirection(memberId, leaderId, GetNewFacingDirectionForUnionRoomPlayer(memberId, leaderId, &list->players[leaderId].rfu.data)); }