mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-27 20:24:18 +01:00
1cb659df8c
- Determined how the various script contexts were used and renamed accordingly. - ScriptContext2_Enable/Disable => Lock/UnlockPlayerFieldControls - The sole purpose of the flag is to make sure the player can't move around in the overworld. It has nothing to do with script contexts. - ScriptContext1 => ScriptContext - It is the global script context used to set up scripts which run over many frames. - ScriptContext2_RunNewScript => RunScriptImmediately - ScriptContext2's sole purpose was to run scripts immediately and in a separate context, usually while the global context is waiting for things like map loads or screen changes.
167 lines
5.4 KiB
C
167 lines
5.4 KiB
C
#include "global.h"
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#include "braille_puzzles.h"
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#include "event_data.h"
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#include "event_object_movement.h"
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#include "event_scripts.h"
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#include "field_effect.h"
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#include "field_player_avatar.h"
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#include "fldeff.h"
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#include "item_use.h"
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#include "overworld.h"
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#include "party_menu.h"
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#include "script.h"
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#include "sound.h"
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#include "sprite.h"
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#include "task.h"
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#include "constants/event_object_movement.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/map_types.h"
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#include "constants/songs.h"
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static void Task_DoFieldMove_Init(u8 taskId);
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static void Task_DoFieldMove_ShowMonAfterPose(u8 taskId);
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static void Task_DoFieldMove_WaitForMon(u8 taskId);
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static void Task_DoFieldMove_RunFunc(u8 taskId);
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static void FieldCallback_RockSmash(void);
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static void FieldMove_RockSmash(void);
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bool8 CheckObjectGraphicsInFrontOfPlayer(u8 graphicsId)
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{
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u8 objEventId;
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GetXYCoordsOneStepInFrontOfPlayer(&gPlayerFacingPosition.x, &gPlayerFacingPosition.y);
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gPlayerFacingPosition.elevation = PlayerGetElevation();
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objEventId = GetObjectEventIdByPosition(gPlayerFacingPosition.x, gPlayerFacingPosition.y, gPlayerFacingPosition.elevation);
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if (gObjectEvents[objEventId].graphicsId != graphicsId)
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{
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return FALSE;
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}
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else
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{
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gSpecialVar_LastTalked = gObjectEvents[objEventId].localId;
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return TRUE;
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}
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}
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u8 CreateFieldMoveTask(void)
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{
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GetXYCoordsOneStepInFrontOfPlayer(&gPlayerFacingPosition.x, &gPlayerFacingPosition.y);
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return CreateTask(Task_DoFieldMove_Init, 8);
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}
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static void Task_DoFieldMove_Init(u8 taskId)
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{
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u8 objEventId;
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LockPlayerFieldControls();
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gPlayerAvatar.preventStep = TRUE;
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objEventId = gPlayerAvatar.objectEventId;
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if (!ObjectEventIsMovementOverridden(&gObjectEvents[objEventId])
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|| ObjectEventClearHeldMovementIfFinished(&gObjectEvents[objEventId]))
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{
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if (gMapHeader.mapType == MAP_TYPE_UNDERWATER)
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{
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// Skip field move pose underwater
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FieldEffectStart(FLDEFF_FIELD_MOVE_SHOW_MON_INIT);
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gTasks[taskId].func = Task_DoFieldMove_WaitForMon;
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}
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else
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{
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// Do field move pose
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SetPlayerAvatarFieldMove();
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ObjectEventSetHeldMovement(&gObjectEvents[objEventId], MOVEMENT_ACTION_START_ANIM_IN_DIRECTION);
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gTasks[taskId].func = Task_DoFieldMove_ShowMonAfterPose;
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}
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}
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}
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static void Task_DoFieldMove_ShowMonAfterPose(u8 taskId)
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{
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if (ObjectEventCheckHeldMovementStatus(&gObjectEvents[gPlayerAvatar.objectEventId]) == TRUE)
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{
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FieldEffectStart(FLDEFF_FIELD_MOVE_SHOW_MON_INIT);
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gTasks[taskId].func = Task_DoFieldMove_WaitForMon;
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}
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}
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static void Task_DoFieldMove_WaitForMon(u8 taskId)
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{
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if (!FieldEffectActiveListContains(FLDEFF_FIELD_MOVE_SHOW_MON))
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{
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gFieldEffectArguments[1] = GetPlayerFacingDirection();
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if (gFieldEffectArguments[1] == DIR_SOUTH)
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gFieldEffectArguments[2] = 0;
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if (gFieldEffectArguments[1] == DIR_NORTH)
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gFieldEffectArguments[2] = 1;
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if (gFieldEffectArguments[1] == DIR_WEST)
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gFieldEffectArguments[2] = 2;
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if (gFieldEffectArguments[1] == DIR_EAST)
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gFieldEffectArguments[2] = 3;
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ObjectEventSetGraphicsId(&gObjectEvents[gPlayerAvatar.objectEventId], GetPlayerAvatarGraphicsIdByCurrentState());
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StartSpriteAnim(&gSprites[gPlayerAvatar.spriteId], gFieldEffectArguments[2]);
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FieldEffectActiveListRemove(FLDEFF_FIELD_MOVE_SHOW_MON);
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gTasks[taskId].func = Task_DoFieldMove_RunFunc;
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}
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}
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static void Task_DoFieldMove_RunFunc(u8 taskId)
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{
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// The function for the field move to do is stored in halves across data[8] and data[9]
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void (*fieldMoveFunc)(void) = (void (*)(void))(((u16)gTasks[taskId].data[8] << 16) | (u16)gTasks[taskId].data[9]);
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fieldMoveFunc();
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gPlayerAvatar.preventStep = FALSE;
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DestroyTask(taskId);
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}
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// Called when Rock Smash is used from the party menu
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// For interacting with a smashable rock in the field, see EventScript_RockSmash
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bool8 SetUpFieldMove_RockSmash(void)
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{
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// In Ruby and Sapphire, Regirock's tomb is opened by using Strength. In Emerald,
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// it is opened by using Rock Smash.
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if (ShouldDoBrailleRegirockEffect())
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{
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gSpecialVar_Result = GetCursorSelectionMonId();
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gFieldCallback2 = FieldCallback_PrepareFadeInFromMenu;
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gPostMenuFieldCallback = SetUpPuzzleEffectRegirock;
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return TRUE;
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}
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else if (CheckObjectGraphicsInFrontOfPlayer(OBJ_EVENT_GFX_BREAKABLE_ROCK) == TRUE)
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{
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gFieldCallback2 = FieldCallback_PrepareFadeInFromMenu;
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gPostMenuFieldCallback = FieldCallback_RockSmash;
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return TRUE;
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}
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else
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{
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return FALSE;
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}
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}
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static void FieldCallback_RockSmash(void)
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{
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gFieldEffectArguments[0] = GetCursorSelectionMonId();
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ScriptContext_SetupScript(EventScript_UseRockSmash);
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}
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bool8 FldEff_UseRockSmash(void)
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{
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u8 taskId = CreateFieldMoveTask();
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gTasks[taskId].data[8] = (u32)FieldMove_RockSmash >> 16;
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gTasks[taskId].data[9] = (u32)FieldMove_RockSmash;
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IncrementGameStat(GAME_STAT_USED_ROCK_SMASH);
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return FALSE;
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}
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// The actual rock smashing is handled by EventScript_SmashRock, so this function does very little
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static void FieldMove_RockSmash(void)
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{
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PlaySE(SE_M_ROCK_THROW);
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FieldEffectActiveListRemove(FLDEFF_USE_ROCK_SMASH);
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ScriptContext_Enable();
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}
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