#ifndef GUARD_WEATHER_H #define GUARD_WEATHER_H #include "sprite.h" #include "constants/field_weather.h" #define TAG_WEATHER_START 0x1200 enum { GFXTAG_CLOUD = TAG_WEATHER_START, GFXTAG_FOG_H, GFXTAG_ASH, GFXTAG_FOG_D, GFXTAG_SANDSTORM, GFXTAG_BUBBLE, GFXTAG_RAIN, }; enum { PALTAG_WEATHER = TAG_WEATHER_START, PALTAG_WEATHER_2 }; struct Weather { union { struct { struct Sprite *rainSprites[MAX_RAIN_SPRITES]; struct Sprite *snowflakeSprites[101]; struct Sprite *cloudSprites[NUM_CLOUD_SPRITES]; } s1; struct { u8 filler0[0xA0]; struct Sprite *fogHSprites[NUM_FOG_HORIZONTAL_SPRITES]; struct Sprite *ashSprites[NUM_ASH_SPRITES]; struct Sprite *fogDSprites[NUM_FOG_DIAGONAL_SPRITES]; struct Sprite *sandstormSprites1[NUM_SANDSTORM_SPRITES]; struct Sprite *sandstormSprites2[NUM_SWIRL_SANDSTORM_SPRITES]; } 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 fadeInFirstFrame; u8 fadeInTimer; u16 initStep; u16 finishStep; u8 currWeather; u8 nextWeather; u8 weatherGfxLoaded; bool8 weatherChangeComplete; u8 weatherPicSpritePalIndex; u8 altGammaSpritePalIndex; // Rain u16 rainSpriteVisibleCounter; u8 curRainSpriteIndex; u8 targetRainSpriteCount; u8 rainSpriteCount; u8 rainSpriteVisibleDelay; u8 isDownpour; u8 rainStrength; u8 cloudSpritesCreated; // Snow u16 snowflakeVisibleCounter; u16 snowflakeTimer; u8 snowflakeSpriteCount; u8 targetSnowflakeSpriteCount; // Thunderstorm u16 thunderDelay; u16 thunderCounter; 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 ashUnused; u8 ashSpritesCreated; // Sandstorm u32 sandstormXOffset; u32 sandstormYOffset; u16 sandstormUnused; u16 sandstormBaseSpritesX; u16 sandstormPosY; u16 sandstormWaveIndex; u16 sandstormWaveCounter; u8 sandstormSpritesCreated; u8 sandstormSwirlSpritesCreated; // Diagonal fog u16 fogDBaseSpritesX; u16 fogDPosY; u16 fogDScrollXCounter; u16 fogDScrollYCounter; u16 fogDXOffset; u16 fogDYOffset; u8 fogDSpritesCreated; // Bubbles u16 bubblesDelayCounter; u16 bubblesDelayIndex; u16 bubblesCoordsIndex; u16 bubblesSpriteCount; u8 bubblesSpritesCreated; u16 currBlendEVA; u16 currBlendEVB; u16 targetBlendEVA; u16 targetBlendEVB; u8 blendUpdateCounter; u8 blendFrameCounter; u8 blendDelay; // Drought s16 droughtBrightnessStage; s16 droughtLastBrightnessStage; s16 droughtTimer; s16 droughtState; u8 droughtUnused[9]; s8 loadDroughtPalsIndex; u8 loadDroughtPalsOffset; }; // field_weather.c extern struct Weather gWeather; extern struct Weather *const gWeatherPtr; extern const u16 gFogPalette[]; // field_weather_effect.c extern const u8 gWeatherFogHorizontalTiles[]; void StartWeather(void); void SetNextWeather(u8 weather); void SetCurrentAndNextWeather(u8 weather); void SetCurrentAndNextWeatherNoDelay(u8 weather); void ApplyWeatherGammaShiftIfIdle(s8 gammaIndex); void sub_80ABC7C(u8 gammaIndex, u8 gammaTargetIndex, u8 gammaStepDelay); void FadeScreen(u8 mode, s8 delay); bool8 IsWeatherNotFadingIn(void); void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex); void ApplyWeatherGammaShiftToPal(u8 paletteIndex); void LoadCustomWeatherSpritePalette(const u16 *palette); void ResetDroughtWeatherPaletteLoading(void); bool8 LoadDroughtWeatherPalettes(void); void DroughtStateInit(void); void DroughtStateRun(void); void Weather_SetBlendCoeffs(u8 eva, u8 evb); void Weather_SetTargetBlendCoeffs(u8 eva, u8 evb, int delay); bool8 Weather_UpdateBlend(void); u8 GetCurrentWeather(void); void SetRainStrengthFromSoundEffect(u16 soundEffect); void PlayRainStoppingSoundEffect(void); u8 IsWeatherChangeComplete(void); void SetWeatherScreenFadeOut(void); void SetWeatherPalStateIdle(void); void PreservePaletteInWeather(u8 preservedPalIndex); void ResetPreservedPalettesInWeather(void); // field_weather_effect.c void Clouds_InitVars(void); void Clouds_Main(void); void Clouds_InitAll(void); bool8 Clouds_Finish(void); void Sunny_InitVars(void); void Sunny_Main(void); void Sunny_InitAll(void); bool8 Sunny_Finish(void); void Rain_InitVars(void); void Rain_Main(void); void Rain_InitAll(void); bool8 Rain_Finish(void); void Snow_InitVars(void); void Snow_Main(void); void Snow_InitAll(void); bool8 Snow_Finish(void); void Thunderstorm_InitVars(void); void Thunderstorm_Main(void); void Thunderstorm_InitAll(void); bool8 Thunderstorm_Finish(void); void FogHorizontal_InitVars(void); void FogHorizontal_Main(void); void FogHorizontal_InitAll(void); bool8 FogHorizontal_Finish(void); void Ash_InitVars(void); void Ash_Main(void); void Ash_InitAll(void); bool8 Ash_Finish(void); void Sandstorm_InitVars(void); void Sandstorm_Main(void); void Sandstorm_InitAll(void); bool8 Sandstorm_Finish(void); void FogDiagonal_InitVars(void); void FogDiagonal_Main(void); void FogDiagonal_InitAll(void); bool8 FogDiagonal_Finish(void); void Shade_InitVars(void); void Shade_Main(void); void Shade_InitAll(void); bool8 Shade_Finish(void); void Drought_InitVars(void); void Drought_Main(void); void Drought_InitAll(void); bool8 Drought_Finish(void); void Downpour_InitVars(void); void Downpour_InitAll(void); void Bubbles_InitVars(void); void Bubbles_Main(void); void Bubbles_InitAll(void); bool8 Bubbles_Finish(void); u8 GetSav1Weather(void); void SetSav1Weather(u32 weather); void SetSav1WeatherFromCurrMapHeader(void); void SetWeather(u32 weather); void DoCurrentWeather(void); void UpdateWeatherPerDay(u16 increment); void ResumePausedWeather(void); #endif // GUARD_WEATHER_H