mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-11-18 04:27:38 +01:00
467 lines
16 KiB
C
Executable File
467 lines
16 KiB
C
Executable File
#include "global.h"
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#include "event_data.h"
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#include "event_object_movement.h"
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#include "field_weather.h"
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#include "fieldmap.h"
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#include "metatile_behavior.h"
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#include "sprite.h"
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#include "constants/event_objects.h"
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#include "constants/field_effects.h"
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#include "constants/maps.h"
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#include "constants/metatile_behaviors.h"
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static u8 GetValidMewMoveDirection(u8);
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static bool8 ShouldMewMoveNorth(struct ObjectEvent*, u8);
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static bool8 ShouldMewMoveSouth(struct ObjectEvent*, u8);
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static bool8 ShouldMewMoveEast(struct ObjectEvent*, u8);
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static bool8 ShouldMewMoveWest(struct ObjectEvent*, u8);
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static u8 GetRandomMewDirectionCandidate(u8);
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static bool8 CanMewMoveToCoords(s16, s16);
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static EWRAM_DATA u8 sGrassSpriteId = 0;
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static s16 sPlayerToMewDeltaX;
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static s16 sPlayerToMewDeltaY;
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static u8 sMewDirectionCandidates[4];
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extern const struct SpritePalette gSpritePalette_GeneralFieldEffect1;
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extern const struct SpriteTemplate *const gFieldEffectObjectTemplatePointers[];
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static const s16 sFarawayIslandRockCoords[4][2] =
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{
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{14 + 7, 9 + 7},
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{18 + 7, 9 + 7},
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{ 9 + 7, 10 + 7},
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{13 + 7, 13 + 7},
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};
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static u8 GetMewObjectEventId(void)
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{
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u8 objectEventId;
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TryGetObjectEventIdByLocalIdAndMap(1, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectEventId);
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return objectEventId;
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}
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// When the player enters Faraway Island interior it begins a "hide and seek" minigame where Mew disappears into the grass
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// This function returns the direction Mew will take a step, and is run every time the player takes a step
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u32 GetMewMoveDirection(void)
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{
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u8 i;
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int mewSafeFromTrap;
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struct ObjectEvent *mew = &gObjectEvents[GetMewObjectEventId()];
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sPlayerToMewDeltaX = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x - mew->currentCoords.x;
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sPlayerToMewDeltaY = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y - mew->currentCoords.y;
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for (i = 0; i < ARRAY_COUNT(sMewDirectionCandidates); i++)
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sMewDirectionCandidates[i] = DIR_NONE;
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// Player hasn't moved (just facing new direction), don't move
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if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x == gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x
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&& gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y == gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y)
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{
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return DIR_NONE;
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}
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// Mew is invisible except for every 8th step
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if (VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % 8 == 0)
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mew->invisible = FALSE;
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else
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mew->invisible = TRUE;
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// Mew will stay in place for 1 step after its visible
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if (VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % 9 == 0)
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return DIR_NONE;
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// Below loop is for Mew to try to avoid getting trapped between the player and a rock
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for (i = 0; i < ARRAY_COUNT(sFarawayIslandRockCoords); i++)
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{
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if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x == sFarawayIslandRockCoords[i][0])
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{
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mewSafeFromTrap = FALSE;
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if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y < sFarawayIslandRockCoords[i][1])
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{
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if (mew->currentCoords.y <= sFarawayIslandRockCoords[i][1])
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mewSafeFromTrap = TRUE;
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}
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else
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{
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if (mew->currentCoords.y >= sFarawayIslandRockCoords[i][1])
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mewSafeFromTrap = TRUE;
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}
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if (!mewSafeFromTrap)
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{
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if (sPlayerToMewDeltaX > 0)
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{
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if (mew->currentCoords.x + 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x)
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{
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if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
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return DIR_EAST;
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}
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}
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else if (sPlayerToMewDeltaX < 0)
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{
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if (mew->currentCoords.x - 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x)
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{
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if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
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return DIR_WEST;
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}
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}
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if (mew->currentCoords.x == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x)
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{
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if (sPlayerToMewDeltaY > 0)
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{
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
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return DIR_NORTH;
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}
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else
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{
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
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return DIR_SOUTH;
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}
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}
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}
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}
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if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y == sFarawayIslandRockCoords[i][1])
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{
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mewSafeFromTrap = FALSE;
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if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x < sFarawayIslandRockCoords[i][0])
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{
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if (mew->currentCoords.x <= sFarawayIslandRockCoords[i][0])
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mewSafeFromTrap = TRUE;
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}
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else
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{
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if (mew->currentCoords.x >= sFarawayIslandRockCoords[i][0])
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mewSafeFromTrap = TRUE;
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}
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if (!mewSafeFromTrap)
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{
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if (sPlayerToMewDeltaY > 0)
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{
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if (mew->currentCoords.y + 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y)
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{
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
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return DIR_SOUTH;
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}
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}
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else if (sPlayerToMewDeltaY < 0)
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{
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if (mew->currentCoords.y - 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y)
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{
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
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return DIR_NORTH;
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}
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}
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if (mew->currentCoords.y == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y)
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{
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if (sPlayerToMewDeltaX > 0)
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{
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if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
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return DIR_WEST;
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}
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else
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{
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if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
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return DIR_EAST;
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}
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}
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}
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}
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}
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// Check if Mew can move in any direction without getting closer to the player
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// If so load into sMewDirectionCandidates
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// If Mew can move in two of the checked directions, choose one randomly
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if (ShouldMewMoveNorth(mew, 0))
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{
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if (ShouldMewMoveEast(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else if (ShouldMewMoveWest(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else
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return DIR_NORTH;
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}
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if (ShouldMewMoveSouth(mew, 0))
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{
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if (ShouldMewMoveEast(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else if (ShouldMewMoveWest(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else
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return DIR_SOUTH;
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}
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if (ShouldMewMoveEast(mew, 0))
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{
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if (ShouldMewMoveNorth(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else if (ShouldMewMoveSouth(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else
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return DIR_EAST;
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}
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if (ShouldMewMoveWest(mew, 0))
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{
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if (ShouldMewMoveNorth(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else if (ShouldMewMoveSouth(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else
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return DIR_WEST;
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}
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// If this point is reached, Mew cannot move without getting closer to the player
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// Avoid player on same Y, try move North/South
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if (sPlayerToMewDeltaY == 0)
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{
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if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y > mew->currentCoords.y)
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{
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
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return DIR_NORTH;
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}
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if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y < mew->currentCoords.y)
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{
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
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return DIR_SOUTH;
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}
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
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return DIR_NORTH;
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
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return DIR_SOUTH;
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}
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// Avoid player on same X, try move West/East
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if (sPlayerToMewDeltaX == 0)
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{
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if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x > mew->currentCoords.x)
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{
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if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
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return DIR_WEST;
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}
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if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x < mew->currentCoords.x)
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{
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if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
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return DIR_EAST;
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}
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if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
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return DIR_EAST;
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if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
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return DIR_WEST;
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}
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// Can't avoid player on axis, move any valid direction
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return GetValidMewMoveDirection(DIR_NONE);
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}
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// Mew can move to any Tall/Long Grass metatile the player isn't currently on
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static bool8 CanMewMoveToCoords(s16 x, s16 y)
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{
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if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x == x
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&& gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y == y)
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{
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return FALSE;
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}
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return MetatileBehavior_IsPokeGrass(MapGridGetMetatileBehaviorAt(x, y));
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}
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// Last ditch effort to move, clear move candidates and try all directions again
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static u8 GetValidMewMoveDirection(u8 ignoredDir)
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{
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u8 i;
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u8 count = 0;
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struct ObjectEvent *mew = &gObjectEvents[GetMewObjectEventId()];
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for (i = 0; i < ARRAY_COUNT(sMewDirectionCandidates); i++)
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sMewDirectionCandidates[i] = DIR_NONE;
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1) == TRUE && ignoredDir != DIR_NORTH)
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{
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sMewDirectionCandidates[count] = DIR_NORTH;
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count++;
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}
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if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y) == TRUE && ignoredDir != DIR_EAST)
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{
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sMewDirectionCandidates[count] = DIR_EAST;
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count++;
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}
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1) == TRUE && ignoredDir != DIR_SOUTH)
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{
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sMewDirectionCandidates[count] = DIR_SOUTH;
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count++;
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}
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if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y) == TRUE && ignoredDir != DIR_WEST)
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{
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sMewDirectionCandidates[count] = DIR_WEST;
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count++;
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}
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if (count > 1)
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return sMewDirectionCandidates[VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % count];
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else
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return sMewDirectionCandidates[0];
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}
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void UpdateFarawayIslandStepCounter(void)
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{
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u16 steps = VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER);
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if (gSaveBlock1Ptr->location.mapNum == MAP_NUM(FARAWAY_ISLAND_INTERIOR)
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&& gSaveBlock1Ptr->location.mapGroup == MAP_GROUP(FARAWAY_ISLAND_INTERIOR))
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{
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steps++;
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if (steps >= 9999)
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VarSet(VAR_FARAWAY_ISLAND_STEP_COUNTER, 0);
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else
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VarSet(VAR_FARAWAY_ISLAND_STEP_COUNTER, steps);
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}
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}
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bool8 ObjectEventIsFarawayIslandMew(struct ObjectEvent *objectEvent)
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{
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if (gSaveBlock1Ptr->location.mapNum == MAP_NUM(FARAWAY_ISLAND_INTERIOR)
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&& gSaveBlock1Ptr->location.mapGroup == MAP_GROUP(FARAWAY_ISLAND_INTERIOR))
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{
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if (objectEvent->graphicsId == OBJ_EVENT_GFX_MEW)
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return TRUE;
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}
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return FALSE;
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}
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bool8 IsMewPlayingHideAndSeek(void)
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{
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if (gSaveBlock1Ptr->location.mapNum == MAP_NUM(FARAWAY_ISLAND_INTERIOR)
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&& gSaveBlock1Ptr->location.mapGroup == MAP_GROUP(FARAWAY_ISLAND_INTERIOR))
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{
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if (FlagGet(FLAG_CAUGHT_MEW) != TRUE && FlagGet(FLAG_HIDE_MEW) != TRUE)
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return TRUE;
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}
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return FALSE;
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}
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// Every 4th step Mew will shake the grass it steps into
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// Otherwise its movement leaves grass undisturbed
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bool8 ShouldMewShakeGrass(struct ObjectEvent *objectEvent)
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{
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if (VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) != 0xFFFF
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&& VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % 4 == 0)
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return TRUE;
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return FALSE;
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}
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void SetMewAboveGrass(void)
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{
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s16 x;
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s16 y;
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u8 spriteId;
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struct ObjectEvent *mew = &gObjectEvents[GetMewObjectEventId()];
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mew->invisible = FALSE;
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if (gSpecialVar_0x8004 == 1)
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{
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// For after battle where Mew should still be present (e.g. if ran from battle)
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mew->fixedPriority = 1;
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gSprites[mew->spriteId].subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
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gSprites[mew->spriteId].subpriority = 1;
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}
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else
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{
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// Mew emerging from grass when found
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// Also do field effect for grass shaking as it emerges
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VarSet(VAR_FARAWAY_ISLAND_STEP_COUNTER, 0xFFFF);
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mew->fixedPriority = 1;
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gSprites[mew->spriteId].subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
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if (gSpecialVar_Facing != DIR_NORTH)
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gSprites[mew->spriteId].subpriority = 1;
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LoadSpritePalette(&gSpritePalette_GeneralFieldEffect1);
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UpdateSpritePaletteWithWeather(IndexOfSpritePaletteTag(gSpritePalette_GeneralFieldEffect1.tag));
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x = mew->currentCoords.x;
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y = mew->currentCoords.y;
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SetSpritePosToOffsetMapCoords(&x, &y, 8, 8);
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sGrassSpriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_LONG_GRASS], x, y, gSprites[mew->spriteId].subpriority - 1);
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if (sGrassSpriteId != MAX_SPRITES)
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{
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struct Sprite *sprite = &gSprites[sGrassSpriteId];
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sprite->coordOffsetEnabled = 1;
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sprite->oam.priority = 2;
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sprite->callback = SpriteCallbackDummy;
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}
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}
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}
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void DestroyMewEmergingGrassSprite(void)
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{
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if (sGrassSpriteId != MAX_SPRITES)
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DestroySprite(&gSprites[sGrassSpriteId]);
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}
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static bool8 ShouldMewMoveNorth(struct ObjectEvent *mew, u8 index)
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{
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if (sPlayerToMewDeltaY > 0 && CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
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{
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sMewDirectionCandidates[index] = DIR_NORTH;
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return TRUE;
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}
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return FALSE;
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}
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static bool8 ShouldMewMoveEast(struct ObjectEvent *mew, u8 index)
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{
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if (sPlayerToMewDeltaX < 0 && CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
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{
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sMewDirectionCandidates[index] = DIR_EAST;
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return TRUE;
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}
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return FALSE;
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}
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static bool8 ShouldMewMoveSouth(struct ObjectEvent *mew, u8 index)
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{
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if (sPlayerToMewDeltaY < 0 && CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
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{
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sMewDirectionCandidates[index] = DIR_SOUTH;
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return TRUE;
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}
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return FALSE;
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}
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static bool8 ShouldMewMoveWest(struct ObjectEvent *mew, u8 index)
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{
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if (sPlayerToMewDeltaX > 0 && CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
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{
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sMewDirectionCandidates[index] = DIR_WEST;
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return TRUE;
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}
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return FALSE;
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}
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static u8 GetRandomMewDirectionCandidate(u8 numDirections)
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{
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return sMewDirectionCandidates[VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % numDirections];
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}
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