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https://github.com/Ninjdai1/pokeemerald.git
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233 lines
6.2 KiB
C
233 lines
6.2 KiB
C
#ifndef GUARD_WEATHER_H
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#define GUARD_WEATHER_H
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#include "sprite.h"
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#include "constants/field_weather.h"
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#define TAG_WEATHER_START 0x1200
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enum {
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GFXTAG_CLOUD = TAG_WEATHER_START,
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GFXTAG_FOG_H,
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GFXTAG_ASH,
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GFXTAG_FOG_D,
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GFXTAG_SANDSTORM,
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GFXTAG_BUBBLE,
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GFXTAG_RAIN,
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};
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enum {
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PALTAG_WEATHER = TAG_WEATHER_START,
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PALTAG_WEATHER_2
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};
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struct Weather
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{
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union
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{
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struct
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{
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struct Sprite *rainSprites[MAX_RAIN_SPRITES];
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struct Sprite *snowflakeSprites[101];
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struct Sprite *cloudSprites[NUM_CLOUD_SPRITES];
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} s1;
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struct
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{
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u8 filler0[0xA0];
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struct Sprite *fogHSprites[NUM_FOG_HORIZONTAL_SPRITES];
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struct Sprite *ashSprites[NUM_ASH_SPRITES];
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struct Sprite *fogDSprites[NUM_FOG_DIAGONAL_SPRITES];
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struct Sprite *sandstormSprites1[NUM_SANDSTORM_SPRITES];
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struct Sprite *sandstormSprites2[NUM_SWIRL_SANDSTORM_SPRITES];
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} s2;
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} sprites;
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u8 gammaShifts[19][32];
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u8 altGammaShifts[19][32];
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s8 gammaIndex;
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s8 gammaTargetIndex;
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u8 gammaStepDelay;
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u8 gammaStepFrameCounter;
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u16 fadeDestColor;
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u8 palProcessingState;
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u8 fadeScreenCounter;
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bool8 readyForInit;
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u8 taskId;
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u8 fadeInFirstFrame;
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u8 fadeInTimer;
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u16 initStep;
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u16 finishStep;
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u8 currWeather;
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u8 nextWeather;
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u8 weatherGfxLoaded;
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bool8 weatherChangeComplete;
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u8 weatherPicSpritePalIndex;
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u8 altGammaSpritePalIndex;
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// Rain
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u16 rainSpriteVisibleCounter;
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u8 curRainSpriteIndex;
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u8 targetRainSpriteCount;
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u8 rainSpriteCount;
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u8 rainSpriteVisibleDelay;
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u8 isDownpour;
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u8 rainStrength;
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u8 cloudSpritesCreated;
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// Snow
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u16 snowflakeVisibleCounter;
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u16 snowflakeTimer;
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u8 snowflakeSpriteCount;
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u8 targetSnowflakeSpriteCount;
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// Thunderstorm
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u16 thunderDelay;
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u16 thunderCounter;
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bool8 thunderAllowEnd;
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bool8 thunderSkipShort;
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u8 thunderShortRetries;
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bool8 thunderTriggered;
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// Horizontal fog
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u16 fogHScrollPosX;
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u16 fogHScrollCounter;
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u16 fogHScrollOffset;
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u8 lightenedFogSpritePals[6];
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u8 lightenedFogSpritePalsCount;
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u8 fogHSpritesCreated;
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// Ash
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u16 ashBaseSpritesX;
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u16 ashUnused;
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u8 ashSpritesCreated;
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// Sandstorm
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u32 sandstormXOffset;
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u32 sandstormYOffset;
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u16 sandstormUnused;
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u16 sandstormBaseSpritesX;
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u16 sandstormPosY;
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u16 sandstormWaveIndex;
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u16 sandstormWaveCounter;
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u8 sandstormSpritesCreated;
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u8 sandstormSwirlSpritesCreated;
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// Diagonal fog
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u16 fogDBaseSpritesX;
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u16 fogDPosY;
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u16 fogDScrollXCounter;
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u16 fogDScrollYCounter;
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u16 fogDXOffset;
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u16 fogDYOffset;
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u8 fogDSpritesCreated;
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// Bubbles
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u16 bubblesDelayCounter;
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u16 bubblesDelayIndex;
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u16 bubblesCoordsIndex;
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u16 bubblesSpriteCount;
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u8 bubblesSpritesCreated;
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u16 currBlendEVA;
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u16 currBlendEVB;
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u16 targetBlendEVA;
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u16 targetBlendEVB;
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u8 blendUpdateCounter;
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u8 blendFrameCounter;
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u8 blendDelay;
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// Drought
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s16 droughtBrightnessStage;
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s16 droughtLastBrightnessStage;
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s16 droughtTimer;
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s16 droughtState;
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u8 droughtUnused[9];
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s8 loadDroughtPalsIndex;
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u8 loadDroughtPalsOffset;
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};
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// field_weather.c
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extern struct Weather gWeather;
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extern struct Weather *const gWeatherPtr;
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extern const u16 gFogPalette[];
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// field_weather_effect.c
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extern const u8 gWeatherFogHorizontalTiles[];
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void StartWeather(void);
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void SetNextWeather(u8 weather);
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void SetCurrentAndNextWeather(u8 weather);
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void SetCurrentAndNextWeatherNoDelay(u8 weather);
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void ApplyWeatherGammaShiftIfIdle(s8 gammaIndex);
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void sub_80ABC7C(u8 gammaIndex, u8 gammaTargetIndex, u8 gammaStepDelay);
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void FadeScreen(u8 mode, s8 delay);
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bool8 IsWeatherNotFadingIn(void);
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void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex);
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void ApplyWeatherGammaShiftToPal(u8 paletteIndex);
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void LoadCustomWeatherSpritePalette(const u16 *palette);
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void ResetDroughtWeatherPaletteLoading(void);
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bool8 LoadDroughtWeatherPalettes(void);
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void DroughtStateInit(void);
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void DroughtStateRun(void);
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void Weather_SetBlendCoeffs(u8 eva, u8 evb);
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void Weather_SetTargetBlendCoeffs(u8 eva, u8 evb, int delay);
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bool8 Weather_UpdateBlend(void);
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u8 GetCurrentWeather(void);
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void SetRainStrengthFromSoundEffect(u16 soundEffect);
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void PlayRainStoppingSoundEffect(void);
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u8 IsWeatherChangeComplete(void);
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void SetWeatherScreenFadeOut(void);
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void SetWeatherPalStateIdle(void);
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void PreservePaletteInWeather(u8 preservedPalIndex);
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void ResetPreservedPalettesInWeather(void);
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// field_weather_effect.c
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void Clouds_InitVars(void);
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void Clouds_Main(void);
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void Clouds_InitAll(void);
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bool8 Clouds_Finish(void);
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void Sunny_InitVars(void);
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void Sunny_Main(void);
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void Sunny_InitAll(void);
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bool8 Sunny_Finish(void);
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void Rain_InitVars(void);
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void Rain_Main(void);
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void Rain_InitAll(void);
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bool8 Rain_Finish(void);
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void Snow_InitVars(void);
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void Snow_Main(void);
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void Snow_InitAll(void);
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bool8 Snow_Finish(void);
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void Thunderstorm_InitVars(void);
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void Thunderstorm_Main(void);
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void Thunderstorm_InitAll(void);
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bool8 Thunderstorm_Finish(void);
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void FogHorizontal_InitVars(void);
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void FogHorizontal_Main(void);
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void FogHorizontal_InitAll(void);
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bool8 FogHorizontal_Finish(void);
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void Ash_InitVars(void);
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void Ash_Main(void);
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void Ash_InitAll(void);
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bool8 Ash_Finish(void);
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void Sandstorm_InitVars(void);
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void Sandstorm_Main(void);
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void Sandstorm_InitAll(void);
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bool8 Sandstorm_Finish(void);
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void FogDiagonal_InitVars(void);
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void FogDiagonal_Main(void);
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void FogDiagonal_InitAll(void);
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bool8 FogDiagonal_Finish(void);
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void Shade_InitVars(void);
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void Shade_Main(void);
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void Shade_InitAll(void);
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bool8 Shade_Finish(void);
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void Drought_InitVars(void);
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void Drought_Main(void);
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void Drought_InitAll(void);
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bool8 Drought_Finish(void);
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void Downpour_InitVars(void);
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void Downpour_InitAll(void);
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void Bubbles_InitVars(void);
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void Bubbles_Main(void);
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void Bubbles_InitAll(void);
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bool8 Bubbles_Finish(void);
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u8 GetSav1Weather(void);
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void SetSav1Weather(u32 weather);
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void SetSav1WeatherFromCurrMapHeader(void);
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void SetWeather(u32 weather);
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void DoCurrentWeather(void);
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void UpdateWeatherPerDay(u16 increment);
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void ResumePausedWeather(void);
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#endif // GUARD_WEATHER_H
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