pokeemerald/src/field_weather.c
2023-08-20 13:24:20 -05:00

1113 lines
35 KiB
C

#include "global.h"
#include "constants/songs.h"
#include "constants/weather.h"
#include "constants/rgb.h"
#include "util.h"
#include "event_object_movement.h"
#include "field_weather.h"
#include "main.h"
#include "menu.h"
#include "palette.h"
#include "random.h"
#include "script.h"
#include "start_menu.h"
#include "sound.h"
#include "sprite.h"
#include "task.h"
#include "trig.h"
#include "gpu_regs.h"
#include "field_camera.h"
#define DROUGHT_COLOR_INDEX(color) ((((color) >> 1) & 0xF) | (((color) >> 2) & 0xF0) | (((color) >> 3) & 0xF00))
enum
{
COLOR_MAP_NONE,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_CONTRAST,
};
struct RGBColor
{
u16 r:5;
u16 g:5;
u16 b:5;
};
struct WeatherCallbacks
{
void (*initVars)(void);
void (*main)(void);
void (*initAll)(void);
bool8 (*finish)(void);
};
// This file's functions.
static bool8 LightenSpritePaletteInFog(u8);
static void BuildColorMaps(void);
static void UpdateWeatherColorMap(void);
static void ApplyColorMap(u8 startPalIndex, u8 numPalettes, s8 colorMapIndex);
static void ApplyColorMapWithBlend(u8 startPalIndex, u8 numPalettes, s8 colorMapIndex, u8 blendCoeff, u16 blendColor);
static void ApplyDroughtColorMapWithBlend(s8 colorMapIndex, u8 blendCoeff, u16 blendColor);
static void ApplyFogBlend(u8 blendCoeff, u16 blendColor);
static bool8 FadeInScreen_RainShowShade(void);
static bool8 FadeInScreen_Drought(void);
static bool8 FadeInScreen_FogHorizontal(void);
static void FadeInScreenWithWeather(void);
static void DoNothing(void);
static void Task_WeatherInit(u8 taskId);
static void Task_WeatherMain(u8 taskId);
static void None_Init(void);
static void None_Main(void);
static u8 None_Finish(void);
EWRAM_DATA struct Weather gWeather = {0};
EWRAM_DATA static u8 ALIGNED(2) sFieldEffectPaletteColorMapTypes[32] = {0};
static const u8 *sPaletteColorMapTypes;
// The drought weather effect uses a precalculated color lookup table. Presumably this
// is because the underlying color shift calculation is slow.
static const u16 sDroughtWeatherColors[][0x1000] = {
INCBIN_U16("graphics/weather/drought/colors_0.bin"),
INCBIN_U16("graphics/weather/drought/colors_1.bin"),
INCBIN_U16("graphics/weather/drought/colors_2.bin"),
INCBIN_U16("graphics/weather/drought/colors_3.bin"),
INCBIN_U16("graphics/weather/drought/colors_4.bin"),
INCBIN_U16("graphics/weather/drought/colors_5.bin"),
};
// This is a pointer to gWeather. All code in this file accesses gWeather directly,
// while code in other field weather files accesses gWeather through this pointer.
// This is likely the result of compiler optimization, since using the pointer in
// this file produces the same result as accessing gWeather directly.
struct Weather *const gWeatherPtr = &gWeather;
static const struct WeatherCallbacks sWeatherFuncs[] =
{
[WEATHER_NONE] = {None_Init, None_Main, None_Init, None_Finish},
[WEATHER_SUNNY_CLOUDS] = {Clouds_InitVars, Clouds_Main, Clouds_InitAll, Clouds_Finish},
[WEATHER_SUNNY] = {Sunny_InitVars, Sunny_Main, Sunny_InitAll, Sunny_Finish},
[WEATHER_RAIN] = {Rain_InitVars, Rain_Main, Rain_InitAll, Rain_Finish},
[WEATHER_SNOW] = {Snow_InitVars, Snow_Main, Snow_InitAll, Snow_Finish},
[WEATHER_RAIN_THUNDERSTORM] = {Thunderstorm_InitVars, Thunderstorm_Main, Thunderstorm_InitAll, Thunderstorm_Finish},
[WEATHER_FOG_HORIZONTAL] = {FogHorizontal_InitVars, FogHorizontal_Main, FogHorizontal_InitAll, FogHorizontal_Finish},
[WEATHER_VOLCANIC_ASH] = {Ash_InitVars, Ash_Main, Ash_InitAll, Ash_Finish},
[WEATHER_SANDSTORM] = {Sandstorm_InitVars, Sandstorm_Main, Sandstorm_InitAll, Sandstorm_Finish},
[WEATHER_FOG_DIAGONAL] = {FogDiagonal_InitVars, FogDiagonal_Main, FogDiagonal_InitAll, FogDiagonal_Finish},
[WEATHER_UNDERWATER] = {FogHorizontal_InitVars, FogHorizontal_Main, FogHorizontal_InitAll, FogHorizontal_Finish},
[WEATHER_SHADE] = {Shade_InitVars, Shade_Main, Shade_InitAll, Shade_Finish},
[WEATHER_DROUGHT] = {Drought_InitVars, Drought_Main, Drought_InitAll, Drought_Finish},
[WEATHER_DOWNPOUR] = {Downpour_InitVars, Thunderstorm_Main, Downpour_InitAll, Thunderstorm_Finish},
[WEATHER_UNDERWATER_BUBBLES] = {Bubbles_InitVars, Bubbles_Main, Bubbles_InitAll, Bubbles_Finish},
};
void (*const gWeatherPalStateFuncs[])(void) =
{
[WEATHER_PAL_STATE_CHANGING_WEATHER] = UpdateWeatherColorMap,
[WEATHER_PAL_STATE_SCREEN_FADING_IN] = FadeInScreenWithWeather,
[WEATHER_PAL_STATE_SCREEN_FADING_OUT] = DoNothing,
[WEATHER_PAL_STATE_IDLE] = DoNothing,
};
// This table specifies which of the color maps should be
// applied to each of the background and sprite palettes.
static const u8 ALIGNED(2) sBasePaletteColorMapTypes[32] =
{
// background palettes
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_NONE,
COLOR_MAP_NONE,
// sprite palettes
COLOR_MAP_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_CONTRAST,
COLOR_MAP_CONTRAST,
COLOR_MAP_CONTRAST,
COLOR_MAP_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
COLOR_MAP_DARK_CONTRAST,
};
const u16 ALIGNED(4) gFogPalette[] = INCBIN_U16("graphics/weather/fog.gbapal");
void StartWeather(void)
{
if (!FuncIsActiveTask(Task_WeatherMain))
{
u8 index = AllocSpritePalette(PALTAG_WEATHER);
CpuCopy32(gFogPalette, &gPlttBufferUnfaded[OBJ_PLTT_ID(index)], PLTT_SIZE_4BPP);
BuildColorMaps();
gWeatherPtr->contrastColorMapSpritePalIndex = index;
gWeatherPtr->weatherPicSpritePalIndex = AllocSpritePalette(PALTAG_WEATHER_2);
gWeatherPtr->rainSpriteCount = 0;
gWeatherPtr->curRainSpriteIndex = 0;
gWeatherPtr->cloudSpritesCreated = 0;
gWeatherPtr->snowflakeSpriteCount = 0;
gWeatherPtr->ashSpritesCreated = 0;
gWeatherPtr->fogHSpritesCreated = 0;
gWeatherPtr->fogDSpritesCreated = 0;
gWeatherPtr->sandstormSpritesCreated = 0;
gWeatherPtr->sandstormSwirlSpritesCreated = 0;
gWeatherPtr->bubblesSpritesCreated = 0;
gWeatherPtr->lightenedFogSpritePalsCount = 0;
Weather_SetBlendCoeffs(16, 0);
gWeatherPtr->currWeather = 0;
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
gWeatherPtr->readyForInit = FALSE;
gWeatherPtr->weatherChangeComplete = TRUE;
gWeatherPtr->taskId = CreateTask(Task_WeatherInit, 80);
}
}
void SetNextWeather(u8 weather)
{
if (weather != WEATHER_RAIN && weather != WEATHER_RAIN_THUNDERSTORM && weather != WEATHER_DOWNPOUR)
{
PlayRainStoppingSoundEffect();
}
if (gWeatherPtr->nextWeather != weather && gWeatherPtr->currWeather == weather)
{
sWeatherFuncs[weather].initVars();
}
gWeatherPtr->weatherChangeComplete = FALSE;
gWeatherPtr->nextWeather = weather;
gWeatherPtr->finishStep = 0;
}
void SetCurrentAndNextWeather(u8 weather)
{
PlayRainStoppingSoundEffect();
gWeatherPtr->currWeather = weather;
gWeatherPtr->nextWeather = weather;
}
void SetCurrentAndNextWeatherNoDelay(u8 weather)
{
PlayRainStoppingSoundEffect();
gWeatherPtr->currWeather = weather;
gWeatherPtr->nextWeather = weather;
// Overrides the normal delay during screen fading.
gWeatherPtr->readyForInit = TRUE;
}
static void Task_WeatherInit(u8 taskId)
{
// Waits until it's ok to initialize weather.
// When the screen fades in, this is set to TRUE.
if (gWeatherPtr->readyForInit)
{
UpdateCameraPanning();
sWeatherFuncs[gWeatherPtr->currWeather].initAll();
gTasks[taskId].func = Task_WeatherMain;
}
}
static void Task_WeatherMain(u8 taskId)
{
if (gWeatherPtr->currWeather != gWeatherPtr->nextWeather)
{
if (!sWeatherFuncs[gWeatherPtr->currWeather].finish()
&& gWeatherPtr->palProcessingState != WEATHER_PAL_STATE_SCREEN_FADING_OUT)
{
// Finished cleaning up previous weather. Now transition to next weather.
sWeatherFuncs[gWeatherPtr->nextWeather].initVars();
gWeatherPtr->colorMapStepCounter = 0;
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_CHANGING_WEATHER;
gWeatherPtr->currWeather = gWeatherPtr->nextWeather;
gWeatherPtr->weatherChangeComplete = TRUE;
}
}
else
{
sWeatherFuncs[gWeatherPtr->currWeather].main();
}
gWeatherPalStateFuncs[gWeatherPtr->palProcessingState]();
}
static void None_Init(void)
{
gWeatherPtr->targetColorMapIndex = 0;
gWeatherPtr->colorMapStepDelay = 0;
}
static void None_Main(void)
{
}
static u8 None_Finish(void)
{
return 0;
}
// Builds two tables that contain color maps, used for directly transforming
// palette colors in weather effects. The colors maps are a spectrum of
// brightness + contrast mappings. By transitioning between the maps, weather
// effects like lightning are created.
// It's unclear why the two tables aren't declared as const arrays, since
// this function always builds the same two tables.
static void BuildColorMaps(void)
{
u16 i;
u8 (*colorMaps)[32];
u16 colorVal;
u16 curBrightness;
u16 brightnessDelta;
u16 colorMapIndex;
u16 baseBrightness;
u32 remainingBrightness;
s16 diff;
sPaletteColorMapTypes = sBasePaletteColorMapTypes;
for (i = 0; i < 2; i++)
{
if (i == 0)
colorMaps = gWeatherPtr->darkenedContrastColorMaps;
else
colorMaps = gWeatherPtr->contrastColorMaps;
for (colorVal = 0; colorVal < 32; colorVal++)
{
curBrightness = colorVal << 8;
if (i == 0)
brightnessDelta = (colorVal << 8) / 16;
else
brightnessDelta = 0;
// First three color mappings are simple brightness modifiers which are
// progressively darker, according to brightnessDelta.
for (colorMapIndex = 0; colorMapIndex < 3; colorMapIndex++)
{
curBrightness -= brightnessDelta;
colorMaps[colorMapIndex][colorVal] = curBrightness >> 8;
}
baseBrightness = curBrightness;
remainingBrightness = 0x1f00 - curBrightness;
if ((0x1f00 - curBrightness) < 0)
remainingBrightness += 0xf;
brightnessDelta = remainingBrightness / (NUM_WEATHER_COLOR_MAPS - 3);
if (colorVal < 12)
{
// For shadows (color values < 12), the remaining color mappings are
// brightness modifiers, which are increased at a significantly lower rate
// than the midtones and highlights (color values >= 12). This creates a
// high contrast effect, used in the thunderstorm weather.
for (; colorMapIndex < NUM_WEATHER_COLOR_MAPS; colorMapIndex++)
{
curBrightness += brightnessDelta;
diff = curBrightness - baseBrightness;
if (diff > 0)
curBrightness -= diff / 2;
colorMaps[colorMapIndex][colorVal] = curBrightness >> 8;
if (colorMaps[colorMapIndex][colorVal] > 31)
colorMaps[colorMapIndex][colorVal] = 31;
}
}
else
{
// For midtones and highlights (color values >= 12), the remaining
// color mappings are simple brightness modifiers which are
// progressively brighter, hitting exactly 31 at the last mapping.
for (; colorMapIndex < NUM_WEATHER_COLOR_MAPS; colorMapIndex++)
{
curBrightness += brightnessDelta;
colorMaps[colorMapIndex][colorVal] = curBrightness >> 8;
if (colorMaps[colorMapIndex][colorVal] > 31)
colorMaps[colorMapIndex][colorVal] = 31;
}
}
}
}
}
// When the weather is changing, it gradually updates the palettes
// towards the desired color map.
static void UpdateWeatherColorMap(void)
{
if (gWeatherPtr->palProcessingState != WEATHER_PAL_STATE_SCREEN_FADING_OUT)
{
if (gWeatherPtr->colorMapIndex == gWeatherPtr->targetColorMapIndex)
{
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
}
else
{
if (++gWeatherPtr->colorMapStepCounter >= gWeatherPtr->colorMapStepDelay)
{
gWeatherPtr->colorMapStepCounter = 0;
if (gWeatherPtr->colorMapIndex < gWeatherPtr->targetColorMapIndex)
gWeatherPtr->colorMapIndex++;
else
gWeatherPtr->colorMapIndex--;
ApplyColorMap(0, 32, gWeatherPtr->colorMapIndex);
}
}
}
}
static void FadeInScreenWithWeather(void)
{
if (++gWeatherPtr->fadeInTimer > 1)
gWeatherPtr->fadeInFirstFrame = FALSE;
switch (gWeatherPtr->currWeather)
{
case WEATHER_RAIN:
case WEATHER_RAIN_THUNDERSTORM:
case WEATHER_DOWNPOUR:
case WEATHER_SHADE:
if (FadeInScreen_RainShowShade() == FALSE)
{
gWeatherPtr->colorMapIndex = 3;
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
}
break;
case WEATHER_DROUGHT:
if (FadeInScreen_Drought() == FALSE)
{
gWeatherPtr->colorMapIndex = -6;
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
}
break;
case WEATHER_FOG_HORIZONTAL:
if (FadeInScreen_FogHorizontal() == FALSE)
{
gWeatherPtr->colorMapIndex = 0;
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
}
break;
case WEATHER_SNOW:
case WEATHER_VOLCANIC_ASH:
case WEATHER_SANDSTORM:
case WEATHER_FOG_DIAGONAL:
case WEATHER_UNDERWATER:
default:
if (!gPaletteFade.active)
{
gWeatherPtr->colorMapIndex = gWeatherPtr->targetColorMapIndex;
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
}
break;
}
}
static bool8 FadeInScreen_RainShowShade(void)
{
if (gWeatherPtr->fadeScreenCounter == 16)
return FALSE;
if (++gWeatherPtr->fadeScreenCounter >= 16)
{
ApplyColorMap(0, 32, 3);
gWeatherPtr->fadeScreenCounter = 16;
return FALSE;
}
ApplyColorMapWithBlend(0, 32, 3, 16 - gWeatherPtr->fadeScreenCounter, gWeatherPtr->fadeDestColor);
return TRUE;
}
static bool8 FadeInScreen_Drought(void)
{
if (gWeatherPtr->fadeScreenCounter == 16)
return FALSE;
if (++gWeatherPtr->fadeScreenCounter >= 16)
{
ApplyColorMap(0, 32, -6);
gWeatherPtr->fadeScreenCounter = 16;
return FALSE;
}
ApplyDroughtColorMapWithBlend(-6, 16 - gWeatherPtr->fadeScreenCounter, gWeatherPtr->fadeDestColor);
return TRUE;
}
static bool8 FadeInScreen_FogHorizontal(void)
{
if (gWeatherPtr->fadeScreenCounter == 16)
return FALSE;
gWeatherPtr->fadeScreenCounter++;
ApplyFogBlend(16 - gWeatherPtr->fadeScreenCounter, gWeatherPtr->fadeDestColor);
return TRUE;
}
static void DoNothing(void)
{ }
static void ApplyColorMap(u8 startPalIndex, u8 numPalettes, s8 colorMapIndex)
{
u16 curPalIndex;
u16 palOffset;
u8 *colorMap;
u16 i;
if (colorMapIndex > 0)
{
colorMapIndex--;
palOffset = PLTT_ID(startPalIndex);
numPalettes += startPalIndex;
curPalIndex = startPalIndex;
// Loop through the specified palette range and apply necessary color maps.
while (curPalIndex < numPalettes)
{
if (sPaletteColorMapTypes[curPalIndex] == COLOR_MAP_NONE)
{
// No palette change.
CpuFastCopy(&gPlttBufferUnfaded[palOffset], &gPlttBufferFaded[palOffset], PLTT_SIZE_4BPP);
palOffset += 16;
}
else
{
u8 r, g, b;
if (sPaletteColorMapTypes[curPalIndex] == COLOR_MAP_CONTRAST || curPalIndex - 16 == gWeatherPtr->contrastColorMapSpritePalIndex)
colorMap = gWeatherPtr->contrastColorMaps[colorMapIndex];
else
colorMap = gWeatherPtr->darkenedContrastColorMaps[colorMapIndex];
for (i = 0; i < 16; i++)
{
// Apply color map to the original color.
struct RGBColor baseColor = *(struct RGBColor *)&gPlttBufferUnfaded[palOffset];
r = colorMap[baseColor.r];
g = colorMap[baseColor.g];
b = colorMap[baseColor.b];
gPlttBufferFaded[palOffset++] = RGB2(r, g, b);
}
}
curPalIndex++;
}
}
else if (colorMapIndex < 0)
{
// A negative gammIndex value means that the blending will come from the special Drought weather's palette tables.
colorMapIndex = -colorMapIndex - 1;
palOffset = PLTT_ID(startPalIndex);
numPalettes += startPalIndex;
curPalIndex = startPalIndex;
while (curPalIndex < numPalettes)
{
if (sPaletteColorMapTypes[curPalIndex] == COLOR_MAP_NONE)
{
// No palette change.
CpuFastCopy(&gPlttBufferUnfaded[palOffset], &gPlttBufferFaded[palOffset], PLTT_SIZE_4BPP);
palOffset += 16;
}
else
{
for (i = 0; i < 16; i++)
{
gPlttBufferFaded[palOffset] = sDroughtWeatherColors[colorMapIndex][DROUGHT_COLOR_INDEX(gPlttBufferUnfaded[palOffset])];
palOffset++;
}
}
curPalIndex++;
}
}
else
{
// No palette blending.
CpuFastCopy(&gPlttBufferUnfaded[PLTT_ID(startPalIndex)], &gPlttBufferFaded[PLTT_ID(startPalIndex)], numPalettes * PLTT_SIZE_4BPP);
}
}
static void ApplyColorMapWithBlend(u8 startPalIndex, u8 numPalettes, s8 colorMapIndex, u8 blendCoeff, u16 blendColor)
{
u16 palOffset;
u16 curPalIndex;
u16 i;
struct RGBColor color = *(struct RGBColor *)&blendColor;
u8 rBlend = color.r;
u8 gBlend = color.g;
u8 bBlend = color.b;
palOffset = PLTT_ID(startPalIndex);
numPalettes += startPalIndex;
colorMapIndex--;
curPalIndex = startPalIndex;
while (curPalIndex < numPalettes)
{
if (sPaletteColorMapTypes[curPalIndex] == COLOR_MAP_NONE)
{
// No color map. Simply blend the colors.
BlendPalette(palOffset, 16, blendCoeff, blendColor);
palOffset += 16;
}
else
{
u8 *colorMap;
if (sPaletteColorMapTypes[curPalIndex] == COLOR_MAP_DARK_CONTRAST)
colorMap = gWeatherPtr->darkenedContrastColorMaps[colorMapIndex];
else
colorMap = gWeatherPtr->contrastColorMaps[colorMapIndex];
for (i = 0; i < 16; i++)
{
struct RGBColor baseColor = *(struct RGBColor *)&gPlttBufferUnfaded[palOffset];
u8 r = colorMap[baseColor.r];
u8 g = colorMap[baseColor.g];
u8 b = colorMap[baseColor.b];
// Apply color map and target blend color to the original color.
r += ((rBlend - r) * blendCoeff) >> 4;
g += ((gBlend - g) * blendCoeff) >> 4;
b += ((bBlend - b) * blendCoeff) >> 4;
gPlttBufferFaded[palOffset++] = RGB2(r, g, b);
}
}
curPalIndex++;
}
}
static void ApplyDroughtColorMapWithBlend(s8 colorMapIndex, u8 blendCoeff, u16 blendColor)
{
struct RGBColor color;
u8 rBlend;
u8 gBlend;
u8 bBlend;
u16 curPalIndex;
u16 palOffset;
u16 i;
colorMapIndex = -colorMapIndex - 1;
color = *(struct RGBColor *)&blendColor;
rBlend = color.r;
gBlend = color.g;
bBlend = color.b;
palOffset = 0;
for (curPalIndex = 0; curPalIndex < 32; curPalIndex++)
{
if (sPaletteColorMapTypes[curPalIndex] == COLOR_MAP_NONE)
{
// No color map. Simply blend the colors.
BlendPalette(palOffset, 16, blendCoeff, blendColor);
palOffset += 16;
}
else
{
for (i = 0; i < 16; i++)
{
u32 offset;
struct RGBColor color1;
struct RGBColor color2;
u8 r1, g1, b1;
u8 r2, g2, b2;
color1 = *(struct RGBColor *)&gPlttBufferUnfaded[palOffset];
r1 = color1.r;
g1 = color1.g;
b1 = color1.b;
offset = ((b1 & 0x1E) << 7) | ((g1 & 0x1E) << 3) | ((r1 & 0x1E) >> 1);
color2 = *(struct RGBColor *)&sDroughtWeatherColors[colorMapIndex][offset];
r2 = color2.r;
g2 = color2.g;
b2 = color2.b;
r2 += ((rBlend - r2) * blendCoeff) >> 4;
g2 += ((gBlend - g2) * blendCoeff) >> 4;
b2 += ((bBlend - b2) * blendCoeff) >> 4;
gPlttBufferFaded[palOffset++] = RGB2(r2, g2, b2);
}
}
}
}
static void ApplyFogBlend(u8 blendCoeff, u16 blendColor)
{
struct RGBColor color;
u8 rBlend;
u8 gBlend;
u8 bBlend;
u16 curPalIndex;
BlendPalette(BG_PLTT_ID(0), 16 * 16, blendCoeff, blendColor);
color = *(struct RGBColor *)&blendColor;
rBlend = color.r;
gBlend = color.g;
bBlend = color.b;
for (curPalIndex = 16; curPalIndex < 32; curPalIndex++)
{
if (LightenSpritePaletteInFog(curPalIndex))
{
u16 palEnd = PLTT_ID(curPalIndex + 1);
u16 palOffset = PLTT_ID(curPalIndex);
while (palOffset < palEnd)
{
struct RGBColor color = *(struct RGBColor *)&gPlttBufferUnfaded[palOffset];
u8 r = color.r;
u8 g = color.g;
u8 b = color.b;
r += ((28 - r) * 3) >> 2;
g += ((31 - g) * 3) >> 2;
b += ((28 - b) * 3) >> 2;
r += ((rBlend - r) * blendCoeff) >> 4;
g += ((gBlend - g) * blendCoeff) >> 4;
b += ((bBlend - b) * blendCoeff) >> 4;
gPlttBufferFaded[palOffset] = RGB2(r, g, b);
palOffset++;
}
}
else
{
BlendPalette(PLTT_ID(curPalIndex), 16, blendCoeff, blendColor);
}
}
}
static void MarkFogSpritePalToLighten(u8 paletteIndex)
{
if (gWeatherPtr->lightenedFogSpritePalsCount < 6)
{
gWeatherPtr->lightenedFogSpritePals[gWeatherPtr->lightenedFogSpritePalsCount] = paletteIndex;
gWeatherPtr->lightenedFogSpritePalsCount++;
}
}
static bool8 LightenSpritePaletteInFog(u8 paletteIndex)
{
u16 i;
for (i = 0; i < gWeatherPtr->lightenedFogSpritePalsCount; i++)
{
if (gWeatherPtr->lightenedFogSpritePals[i] == paletteIndex)
return TRUE;
}
return FALSE;
}
void ApplyWeatherColorMapIfIdle(s8 colorMapIndex)
{
if (gWeatherPtr->palProcessingState == WEATHER_PAL_STATE_IDLE)
{
ApplyColorMap(0, 32, colorMapIndex);
gWeatherPtr->colorMapIndex = colorMapIndex;
}
}
void ApplyWeatherColorMapIfIdle_Gradual(u8 colorMapIndex, u8 targetColorMapIndex, u8 colorMapStepDelay)
{
if (gWeatherPtr->palProcessingState == WEATHER_PAL_STATE_IDLE)
{
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_CHANGING_WEATHER;
gWeatherPtr->colorMapIndex = colorMapIndex;
gWeatherPtr->targetColorMapIndex = targetColorMapIndex;
gWeatherPtr->colorMapStepCounter = 0;
gWeatherPtr->colorMapStepDelay = colorMapStepDelay;
ApplyWeatherColorMapIfIdle(colorMapIndex);
}
}
void FadeScreen(u8 mode, s8 delay)
{
u32 fadeColor;
bool8 fadeOut;
bool8 useWeatherPal;
switch (mode)
{
case FADE_FROM_BLACK:
fadeColor = RGB_BLACK;
fadeOut = FALSE;
break;
case FADE_FROM_WHITE:
fadeColor = RGB_WHITEALPHA;
fadeOut = FALSE;
break;
case FADE_TO_BLACK:
fadeColor = RGB_BLACK;
fadeOut = TRUE;
break;
case FADE_TO_WHITE:
fadeColor = RGB_WHITEALPHA;
fadeOut = TRUE;
break;
default:
return;
}
switch (gWeatherPtr->currWeather)
{
case WEATHER_RAIN:
case WEATHER_RAIN_THUNDERSTORM:
case WEATHER_DOWNPOUR:
case WEATHER_FOG_HORIZONTAL:
case WEATHER_SHADE:
case WEATHER_DROUGHT:
useWeatherPal = TRUE;
break;
default:
useWeatherPal = FALSE;
break;
}
if (fadeOut)
{
if (useWeatherPal)
CpuFastCopy(gPlttBufferFaded, gPlttBufferUnfaded, PLTT_SIZE);
BeginNormalPaletteFade(PALETTES_ALL, delay, 0, 16, fadeColor);
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_SCREEN_FADING_OUT;
}
else
{
gWeatherPtr->fadeDestColor = fadeColor;
if (useWeatherPal)
gWeatherPtr->fadeScreenCounter = 0;
else
BeginNormalPaletteFade(PALETTES_ALL, delay, 16, 0, fadeColor);
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_SCREEN_FADING_IN;
gWeatherPtr->fadeInFirstFrame = TRUE;
gWeatherPtr->fadeInTimer = 0;
Weather_SetBlendCoeffs(gWeatherPtr->currBlendEVA, gWeatherPtr->currBlendEVB);
gWeatherPtr->readyForInit = TRUE;
}
}
bool8 IsWeatherNotFadingIn(void)
{
return (gWeatherPtr->palProcessingState != WEATHER_PAL_STATE_SCREEN_FADING_IN);
}
void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex)
{
u16 paletteIndex = 16 + spritePaletteIndex;
u16 i;
switch (gWeatherPtr->palProcessingState)
{
case WEATHER_PAL_STATE_SCREEN_FADING_IN:
if (gWeatherPtr->fadeInFirstFrame)
{
if (gWeatherPtr->currWeather == WEATHER_FOG_HORIZONTAL)
MarkFogSpritePalToLighten(paletteIndex);
paletteIndex = PLTT_ID(paletteIndex);
for (i = 0; i < 16; i++)
gPlttBufferFaded[paletteIndex + i] = gWeatherPtr->fadeDestColor;
}
break;
case WEATHER_PAL_STATE_SCREEN_FADING_OUT:
paletteIndex = PLTT_ID(paletteIndex);
CpuFastCopy(&gPlttBufferFaded[paletteIndex], &gPlttBufferUnfaded[paletteIndex], PLTT_SIZE_4BPP);
BlendPalette(paletteIndex, 16, gPaletteFade.y, gPaletteFade.blendColor);
break;
// WEATHER_PAL_STATE_CHANGING_WEATHER
// WEATHER_PAL_STATE_CHANGING_IDLE
default:
if (gWeatherPtr->currWeather != WEATHER_FOG_HORIZONTAL)
{
ApplyColorMap(paletteIndex, 1, gWeatherPtr->colorMapIndex);
}
else
{
paletteIndex = PLTT_ID(paletteIndex);
BlendPalette(paletteIndex, 16, 12, RGB(28, 31, 28));
}
break;
}
}
void ApplyWeatherColorMapToPal(u8 paletteIndex)
{
ApplyColorMap(paletteIndex, 1, gWeatherPtr->colorMapIndex);
}
// Unused
static bool8 IsFirstFrameOfWeatherFadeIn(void)
{
if (gWeatherPtr->palProcessingState == WEATHER_PAL_STATE_SCREEN_FADING_IN)
return gWeatherPtr->fadeInFirstFrame;
else
return FALSE;
}
void LoadCustomWeatherSpritePalette(const u16 *palette)
{
LoadPalette(palette, OBJ_PLTT_ID(gWeatherPtr->weatherPicSpritePalIndex), PLTT_SIZE_4BPP);
UpdateSpritePaletteWithWeather(gWeatherPtr->weatherPicSpritePalIndex);
}
static void LoadDroughtWeatherPalette(u8 *palsIndex, u8 *palsOffset)
{
*palsIndex = 0x20;
*palsOffset = 0x20;
}
void ResetDroughtWeatherPaletteLoading(void)
{
gWeatherPtr->loadDroughtPalsIndex = 1;
gWeatherPtr->loadDroughtPalsOffset = 1;
}
bool8 LoadDroughtWeatherPalettes(void)
{
if (gWeatherPtr->loadDroughtPalsIndex < 32)
{
LoadDroughtWeatherPalette(&gWeatherPtr->loadDroughtPalsIndex, &gWeatherPtr->loadDroughtPalsOffset);
if (gWeatherPtr->loadDroughtPalsIndex < 32)
return TRUE;
}
return FALSE;
}
static void SetDroughtColorMap(s8 colorMapIndex)
{
ApplyWeatherColorMapIfIdle(-colorMapIndex - 1);
}
void DroughtStateInit(void)
{
gWeatherPtr->droughtBrightnessStage = 0;
gWeatherPtr->droughtTimer = 0;
gWeatherPtr->droughtState = 0;
gWeatherPtr->droughtLastBrightnessStage = 0;
}
void DroughtStateRun(void)
{
switch (gWeatherPtr->droughtState)
{
case 0:
if (++gWeatherPtr->droughtTimer > 5)
{
gWeatherPtr->droughtTimer = 0;
SetDroughtColorMap(gWeatherPtr->droughtBrightnessStage++);
if (gWeatherPtr->droughtBrightnessStage > 5)
{
gWeatherPtr->droughtLastBrightnessStage = gWeatherPtr->droughtBrightnessStage;
gWeatherPtr->droughtState = 1;
gWeatherPtr->droughtTimer = 60;
}
}
break;
case 1:
gWeatherPtr->droughtTimer = (gWeatherPtr->droughtTimer + 3) & 0x7F;
gWeatherPtr->droughtBrightnessStage = ((gSineTable[gWeatherPtr->droughtTimer] - 1) >> 6) + 2;
if (gWeatherPtr->droughtBrightnessStage != gWeatherPtr->droughtLastBrightnessStage)
SetDroughtColorMap(gWeatherPtr->droughtBrightnessStage);
gWeatherPtr->droughtLastBrightnessStage = gWeatherPtr->droughtBrightnessStage;
break;
case 2:
if (++gWeatherPtr->droughtTimer > 5)
{
gWeatherPtr->droughtTimer = 0;
SetDroughtColorMap(--gWeatherPtr->droughtBrightnessStage);
if (gWeatherPtr->droughtBrightnessStage == 3)
gWeatherPtr->droughtState = 0;
}
break;
}
}
void Weather_SetBlendCoeffs(u8 eva, u8 evb)
{
gWeatherPtr->currBlendEVA = eva;
gWeatherPtr->currBlendEVB = evb;
gWeatherPtr->targetBlendEVA = eva;
gWeatherPtr->targetBlendEVB = evb;
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(eva, evb));
}
void Weather_SetTargetBlendCoeffs(u8 eva, u8 evb, int delay)
{
gWeatherPtr->targetBlendEVA = eva;
gWeatherPtr->targetBlendEVB = evb;
gWeatherPtr->blendDelay = delay;
gWeatherPtr->blendFrameCounter = 0;
gWeatherPtr->blendUpdateCounter = 0;
}
bool8 Weather_UpdateBlend(void)
{
if (gWeatherPtr->currBlendEVA == gWeatherPtr->targetBlendEVA
&& gWeatherPtr->currBlendEVB == gWeatherPtr->targetBlendEVB)
return TRUE;
if (++gWeatherPtr->blendFrameCounter > gWeatherPtr->blendDelay)
{
gWeatherPtr->blendFrameCounter = 0;
gWeatherPtr->blendUpdateCounter++;
// Update currBlendEVA and currBlendEVB on alternate frames
if (gWeatherPtr->blendUpdateCounter & 1)
{
if (gWeatherPtr->currBlendEVA < gWeatherPtr->targetBlendEVA)
gWeatherPtr->currBlendEVA++;
else if (gWeatherPtr->currBlendEVA > gWeatherPtr->targetBlendEVA)
gWeatherPtr->currBlendEVA--;
}
else
{
if (gWeatherPtr->currBlendEVB < gWeatherPtr->targetBlendEVB)
gWeatherPtr->currBlendEVB++;
else if (gWeatherPtr->currBlendEVB > gWeatherPtr->targetBlendEVB)
gWeatherPtr->currBlendEVB--;
}
}
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gWeatherPtr->currBlendEVA, gWeatherPtr->currBlendEVB));
if (gWeatherPtr->currBlendEVA == gWeatherPtr->targetBlendEVA
&& gWeatherPtr->currBlendEVB == gWeatherPtr->targetBlendEVB)
return TRUE;
return FALSE;
}
// Unused. Uses the same numbering scheme as the coord events
static void SetFieldWeather(u8 weather)
{
switch (weather)
{
case COORD_EVENT_WEATHER_SUNNY_CLOUDS:
SetWeather(WEATHER_SUNNY_CLOUDS);
break;
case COORD_EVENT_WEATHER_SUNNY:
SetWeather(WEATHER_SUNNY);
break;
case COORD_EVENT_WEATHER_RAIN:
SetWeather(WEATHER_RAIN);
break;
case COORD_EVENT_WEATHER_SNOW:
SetWeather(WEATHER_SNOW);
break;
case COORD_EVENT_WEATHER_RAIN_THUNDERSTORM:
SetWeather(WEATHER_RAIN_THUNDERSTORM);
break;
case COORD_EVENT_WEATHER_FOG_HORIZONTAL:
SetWeather(WEATHER_FOG_HORIZONTAL);
break;
case COORD_EVENT_WEATHER_FOG_DIAGONAL:
SetWeather(WEATHER_FOG_DIAGONAL);
break;
case COORD_EVENT_WEATHER_VOLCANIC_ASH:
SetWeather(WEATHER_VOLCANIC_ASH);
break;
case COORD_EVENT_WEATHER_SANDSTORM:
SetWeather(WEATHER_SANDSTORM);
break;
case COORD_EVENT_WEATHER_SHADE:
SetWeather(WEATHER_SHADE);
break;
}
}
u8 GetCurrentWeather(void)
{
return gWeatherPtr->currWeather;
}
void SetRainStrengthFromSoundEffect(u16 soundEffect)
{
if (gWeatherPtr->palProcessingState != WEATHER_PAL_STATE_SCREEN_FADING_OUT)
{
switch (soundEffect)
{
case SE_RAIN:
gWeatherPtr->rainStrength = 0;
break;
case SE_DOWNPOUR:
gWeatherPtr->rainStrength = 1;
break;
case SE_THUNDERSTORM:
gWeatherPtr->rainStrength = 2;
break;
default:
return;
}
PlaySE(soundEffect);
}
}
void PlayRainStoppingSoundEffect(void)
{
if (IsSpecialSEPlaying())
{
switch (gWeatherPtr->rainStrength)
{
case 0:
PlaySE(SE_RAIN_STOP);
break;
case 1:
PlaySE(SE_DOWNPOUR_STOP);
break;
case 2:
default:
PlaySE(SE_THUNDERSTORM_STOP);
break;
}
}
}
u8 IsWeatherChangeComplete(void)
{
return gWeatherPtr->weatherChangeComplete;
}
void SetWeatherScreenFadeOut(void)
{
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_SCREEN_FADING_OUT;
}
void SetWeatherPalStateIdle(void)
{
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
}
void PreservePaletteInWeather(u8 preservedPalIndex)
{
CpuCopy16(sBasePaletteColorMapTypes, sFieldEffectPaletteColorMapTypes, 32);
sFieldEffectPaletteColorMapTypes[preservedPalIndex] = COLOR_MAP_NONE;
sPaletteColorMapTypes = sFieldEffectPaletteColorMapTypes;
}
void ResetPreservedPalettesInWeather(void)
{
sPaletteColorMapTypes = sBasePaletteColorMapTypes;
}