mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 03:34:15 +01:00
1113 lines
35 KiB
C
1113 lines
35 KiB
C
#include "global.h"
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#include "constants/songs.h"
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#include "constants/weather.h"
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#include "constants/rgb.h"
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#include "util.h"
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#include "event_object_movement.h"
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#include "field_weather.h"
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#include "main.h"
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#include "menu.h"
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#include "palette.h"
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#include "random.h"
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#include "script.h"
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#include "start_menu.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 "trig.h"
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#include "gpu_regs.h"
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#include "field_camera.h"
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#define DROUGHT_COLOR_INDEX(color) ((((color) >> 1) & 0xF) | (((color) >> 2) & 0xF0) | (((color) >> 3) & 0xF00))
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enum
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{
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COLOR_MAP_NONE,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_CONTRAST,
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};
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struct RGBColor
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{
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u16 r:5;
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u16 g:5;
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u16 b:5;
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};
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struct WeatherCallbacks
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{
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void (*initVars)(void);
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void (*main)(void);
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void (*initAll)(void);
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bool8 (*finish)(void);
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};
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// This file's functions.
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static bool8 LightenSpritePaletteInFog(u8);
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static void BuildColorMaps(void);
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static void UpdateWeatherColorMap(void);
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static void ApplyColorMap(u8 startPalIndex, u8 numPalettes, s8 colorMapIndex);
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static void ApplyColorMapWithBlend(u8 startPalIndex, u8 numPalettes, s8 colorMapIndex, u8 blendCoeff, u16 blendColor);
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static void ApplyDroughtColorMapWithBlend(s8 colorMapIndex, u8 blendCoeff, u16 blendColor);
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static void ApplyFogBlend(u8 blendCoeff, u16 blendColor);
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static bool8 FadeInScreen_RainShowShade(void);
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static bool8 FadeInScreen_Drought(void);
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static bool8 FadeInScreen_FogHorizontal(void);
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static void FadeInScreenWithWeather(void);
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static void DoNothing(void);
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static void Task_WeatherInit(u8 taskId);
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static void Task_WeatherMain(u8 taskId);
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static void None_Init(void);
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static void None_Main(void);
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static u8 None_Finish(void);
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EWRAM_DATA struct Weather gWeather = {0};
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EWRAM_DATA static u8 ALIGNED(2) sFieldEffectPaletteColorMapTypes[32] = {0};
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static const u8 *sPaletteColorMapTypes;
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// The drought weather effect uses a precalculated color lookup table. Presumably this
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// is because the underlying color shift calculation is slow.
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static const u16 sDroughtWeatherColors[][0x1000] = {
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INCBIN_U16("graphics/weather/drought/colors_0.bin"),
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INCBIN_U16("graphics/weather/drought/colors_1.bin"),
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INCBIN_U16("graphics/weather/drought/colors_2.bin"),
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INCBIN_U16("graphics/weather/drought/colors_3.bin"),
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INCBIN_U16("graphics/weather/drought/colors_4.bin"),
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INCBIN_U16("graphics/weather/drought/colors_5.bin"),
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};
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// This is a pointer to gWeather. All code in this file accesses gWeather directly,
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// while code in other field weather files accesses gWeather through this pointer.
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// This is likely the result of compiler optimization, since using the pointer in
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// this file produces the same result as accessing gWeather directly.
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struct Weather *const gWeatherPtr = &gWeather;
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static const struct WeatherCallbacks sWeatherFuncs[] =
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{
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[WEATHER_NONE] = {None_Init, None_Main, None_Init, None_Finish},
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[WEATHER_SUNNY_CLOUDS] = {Clouds_InitVars, Clouds_Main, Clouds_InitAll, Clouds_Finish},
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[WEATHER_SUNNY] = {Sunny_InitVars, Sunny_Main, Sunny_InitAll, Sunny_Finish},
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[WEATHER_RAIN] = {Rain_InitVars, Rain_Main, Rain_InitAll, Rain_Finish},
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[WEATHER_SNOW] = {Snow_InitVars, Snow_Main, Snow_InitAll, Snow_Finish},
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[WEATHER_RAIN_THUNDERSTORM] = {Thunderstorm_InitVars, Thunderstorm_Main, Thunderstorm_InitAll, Thunderstorm_Finish},
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[WEATHER_FOG_HORIZONTAL] = {FogHorizontal_InitVars, FogHorizontal_Main, FogHorizontal_InitAll, FogHorizontal_Finish},
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[WEATHER_VOLCANIC_ASH] = {Ash_InitVars, Ash_Main, Ash_InitAll, Ash_Finish},
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[WEATHER_SANDSTORM] = {Sandstorm_InitVars, Sandstorm_Main, Sandstorm_InitAll, Sandstorm_Finish},
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[WEATHER_FOG_DIAGONAL] = {FogDiagonal_InitVars, FogDiagonal_Main, FogDiagonal_InitAll, FogDiagonal_Finish},
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[WEATHER_UNDERWATER] = {FogHorizontal_InitVars, FogHorizontal_Main, FogHorizontal_InitAll, FogHorizontal_Finish},
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[WEATHER_SHADE] = {Shade_InitVars, Shade_Main, Shade_InitAll, Shade_Finish},
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[WEATHER_DROUGHT] = {Drought_InitVars, Drought_Main, Drought_InitAll, Drought_Finish},
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[WEATHER_DOWNPOUR] = {Downpour_InitVars, Thunderstorm_Main, Downpour_InitAll, Thunderstorm_Finish},
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[WEATHER_UNDERWATER_BUBBLES] = {Bubbles_InitVars, Bubbles_Main, Bubbles_InitAll, Bubbles_Finish},
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};
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void (*const gWeatherPalStateFuncs[])(void) =
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{
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[WEATHER_PAL_STATE_CHANGING_WEATHER] = UpdateWeatherColorMap,
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[WEATHER_PAL_STATE_SCREEN_FADING_IN] = FadeInScreenWithWeather,
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[WEATHER_PAL_STATE_SCREEN_FADING_OUT] = DoNothing,
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[WEATHER_PAL_STATE_IDLE] = DoNothing,
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};
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// This table specifies which of the color maps should be
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// applied to each of the background and sprite palettes.
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static const u8 ALIGNED(2) sBasePaletteColorMapTypes[32] =
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{
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// background palettes
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_NONE,
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COLOR_MAP_NONE,
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// sprite palettes
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COLOR_MAP_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_CONTRAST,
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COLOR_MAP_CONTRAST,
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COLOR_MAP_CONTRAST,
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COLOR_MAP_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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COLOR_MAP_DARK_CONTRAST,
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};
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const u16 ALIGNED(4) gFogPalette[] = INCBIN_U16("graphics/weather/fog.gbapal");
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void StartWeather(void)
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{
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if (!FuncIsActiveTask(Task_WeatherMain))
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{
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u8 index = AllocSpritePalette(PALTAG_WEATHER);
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CpuCopy32(gFogPalette, &gPlttBufferUnfaded[OBJ_PLTT_ID(index)], PLTT_SIZE_4BPP);
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BuildColorMaps();
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gWeatherPtr->contrastColorMapSpritePalIndex = index;
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gWeatherPtr->weatherPicSpritePalIndex = AllocSpritePalette(PALTAG_WEATHER_2);
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gWeatherPtr->rainSpriteCount = 0;
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gWeatherPtr->curRainSpriteIndex = 0;
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gWeatherPtr->cloudSpritesCreated = 0;
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gWeatherPtr->snowflakeSpriteCount = 0;
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gWeatherPtr->ashSpritesCreated = 0;
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gWeatherPtr->fogHSpritesCreated = 0;
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gWeatherPtr->fogDSpritesCreated = 0;
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gWeatherPtr->sandstormSpritesCreated = 0;
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gWeatherPtr->sandstormSwirlSpritesCreated = 0;
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gWeatherPtr->bubblesSpritesCreated = 0;
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gWeatherPtr->lightenedFogSpritePalsCount = 0;
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Weather_SetBlendCoeffs(16, 0);
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gWeatherPtr->currWeather = 0;
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gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
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gWeatherPtr->readyForInit = FALSE;
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gWeatherPtr->weatherChangeComplete = TRUE;
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gWeatherPtr->taskId = CreateTask(Task_WeatherInit, 80);
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}
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}
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void SetNextWeather(u8 weather)
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{
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if (weather != WEATHER_RAIN && weather != WEATHER_RAIN_THUNDERSTORM && weather != WEATHER_DOWNPOUR)
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{
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PlayRainStoppingSoundEffect();
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}
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if (gWeatherPtr->nextWeather != weather && gWeatherPtr->currWeather == weather)
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{
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sWeatherFuncs[weather].initVars();
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}
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gWeatherPtr->weatherChangeComplete = FALSE;
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gWeatherPtr->nextWeather = weather;
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gWeatherPtr->finishStep = 0;
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}
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void SetCurrentAndNextWeather(u8 weather)
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{
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PlayRainStoppingSoundEffect();
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gWeatherPtr->currWeather = weather;
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gWeatherPtr->nextWeather = weather;
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}
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void SetCurrentAndNextWeatherNoDelay(u8 weather)
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{
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PlayRainStoppingSoundEffect();
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gWeatherPtr->currWeather = weather;
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gWeatherPtr->nextWeather = weather;
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// Overrides the normal delay during screen fading.
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gWeatherPtr->readyForInit = TRUE;
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}
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static void Task_WeatherInit(u8 taskId)
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{
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// Waits until it's ok to initialize weather.
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// When the screen fades in, this is set to TRUE.
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if (gWeatherPtr->readyForInit)
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{
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UpdateCameraPanning();
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sWeatherFuncs[gWeatherPtr->currWeather].initAll();
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gTasks[taskId].func = Task_WeatherMain;
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}
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}
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static void Task_WeatherMain(u8 taskId)
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{
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if (gWeatherPtr->currWeather != gWeatherPtr->nextWeather)
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{
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if (!sWeatherFuncs[gWeatherPtr->currWeather].finish()
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&& gWeatherPtr->palProcessingState != WEATHER_PAL_STATE_SCREEN_FADING_OUT)
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{
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// Finished cleaning up previous weather. Now transition to next weather.
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sWeatherFuncs[gWeatherPtr->nextWeather].initVars();
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gWeatherPtr->colorMapStepCounter = 0;
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gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_CHANGING_WEATHER;
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gWeatherPtr->currWeather = gWeatherPtr->nextWeather;
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gWeatherPtr->weatherChangeComplete = TRUE;
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}
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}
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else
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{
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sWeatherFuncs[gWeatherPtr->currWeather].main();
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}
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gWeatherPalStateFuncs[gWeatherPtr->palProcessingState]();
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}
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static void None_Init(void)
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{
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gWeatherPtr->targetColorMapIndex = 0;
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gWeatherPtr->colorMapStepDelay = 0;
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}
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static void None_Main(void)
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{
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}
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static u8 None_Finish(void)
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{
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return 0;
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}
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// Builds two tables that contain color maps, used for directly transforming
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// palette colors in weather effects. The colors maps are a spectrum of
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// brightness + contrast mappings. By transitioning between the maps, weather
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// effects like lightning are created.
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// It's unclear why the two tables aren't declared as const arrays, since
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// this function always builds the same two tables.
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static void BuildColorMaps(void)
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{
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u16 i;
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u8 (*colorMaps)[32];
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u16 colorVal;
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u16 curBrightness;
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u16 brightnessDelta;
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u16 colorMapIndex;
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u16 baseBrightness;
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u32 remainingBrightness;
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s16 diff;
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sPaletteColorMapTypes = sBasePaletteColorMapTypes;
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for (i = 0; i < 2; i++)
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{
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if (i == 0)
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colorMaps = gWeatherPtr->darkenedContrastColorMaps;
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else
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colorMaps = gWeatherPtr->contrastColorMaps;
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for (colorVal = 0; colorVal < 32; colorVal++)
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{
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curBrightness = colorVal << 8;
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if (i == 0)
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brightnessDelta = (colorVal << 8) / 16;
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else
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brightnessDelta = 0;
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// First three color mappings are simple brightness modifiers which are
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// progressively darker, according to brightnessDelta.
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for (colorMapIndex = 0; colorMapIndex < 3; colorMapIndex++)
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{
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curBrightness -= brightnessDelta;
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colorMaps[colorMapIndex][colorVal] = curBrightness >> 8;
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}
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baseBrightness = curBrightness;
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remainingBrightness = 0x1f00 - curBrightness;
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if ((0x1f00 - curBrightness) < 0)
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remainingBrightness += 0xf;
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brightnessDelta = remainingBrightness / (NUM_WEATHER_COLOR_MAPS - 3);
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if (colorVal < 12)
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{
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// For shadows (color values < 12), the remaining color mappings are
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// brightness modifiers, which are increased at a significantly lower rate
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// than the midtones and highlights (color values >= 12). This creates a
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// high contrast effect, used in the thunderstorm weather.
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for (; colorMapIndex < NUM_WEATHER_COLOR_MAPS; colorMapIndex++)
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{
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curBrightness += brightnessDelta;
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diff = curBrightness - baseBrightness;
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if (diff > 0)
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curBrightness -= diff / 2;
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colorMaps[colorMapIndex][colorVal] = curBrightness >> 8;
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if (colorMaps[colorMapIndex][colorVal] > 31)
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colorMaps[colorMapIndex][colorVal] = 31;
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}
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}
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else
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{
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// For midtones and highlights (color values >= 12), the remaining
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// color mappings are simple brightness modifiers which are
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// progressively brighter, hitting exactly 31 at the last mapping.
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for (; colorMapIndex < NUM_WEATHER_COLOR_MAPS; colorMapIndex++)
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{
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curBrightness += brightnessDelta;
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colorMaps[colorMapIndex][colorVal] = curBrightness >> 8;
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if (colorMaps[colorMapIndex][colorVal] > 31)
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colorMaps[colorMapIndex][colorVal] = 31;
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}
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}
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}
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}
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}
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// When the weather is changing, it gradually updates the palettes
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// towards the desired color map.
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static void UpdateWeatherColorMap(void)
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{
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if (gWeatherPtr->palProcessingState != WEATHER_PAL_STATE_SCREEN_FADING_OUT)
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{
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if (gWeatherPtr->colorMapIndex == gWeatherPtr->targetColorMapIndex)
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{
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gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
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}
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else
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{
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if (++gWeatherPtr->colorMapStepCounter >= gWeatherPtr->colorMapStepDelay)
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{
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gWeatherPtr->colorMapStepCounter = 0;
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if (gWeatherPtr->colorMapIndex < gWeatherPtr->targetColorMapIndex)
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gWeatherPtr->colorMapIndex++;
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else
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gWeatherPtr->colorMapIndex--;
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ApplyColorMap(0, 32, gWeatherPtr->colorMapIndex);
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}
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}
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}
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}
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static void FadeInScreenWithWeather(void)
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{
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if (++gWeatherPtr->fadeInTimer > 1)
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gWeatherPtr->fadeInFirstFrame = FALSE;
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switch (gWeatherPtr->currWeather)
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{
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case WEATHER_RAIN:
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case WEATHER_RAIN_THUNDERSTORM:
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case WEATHER_DOWNPOUR:
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case WEATHER_SHADE:
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if (FadeInScreen_RainShowShade() == FALSE)
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{
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gWeatherPtr->colorMapIndex = 3;
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gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
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}
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break;
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case WEATHER_DROUGHT:
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if (FadeInScreen_Drought() == FALSE)
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{
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gWeatherPtr->colorMapIndex = -6;
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gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
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}
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break;
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case WEATHER_FOG_HORIZONTAL:
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if (FadeInScreen_FogHorizontal() == FALSE)
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{
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gWeatherPtr->colorMapIndex = 0;
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gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
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}
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break;
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case WEATHER_SNOW:
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case WEATHER_VOLCANIC_ASH:
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case WEATHER_SANDSTORM:
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case WEATHER_FOG_DIAGONAL:
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case WEATHER_UNDERWATER:
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default:
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if (!gPaletteFade.active)
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{
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gWeatherPtr->colorMapIndex = gWeatherPtr->targetColorMapIndex;
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gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
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}
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break;
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}
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}
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static bool8 FadeInScreen_RainShowShade(void)
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{
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if (gWeatherPtr->fadeScreenCounter == 16)
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return FALSE;
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if (++gWeatherPtr->fadeScreenCounter >= 16)
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{
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ApplyColorMap(0, 32, 3);
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gWeatherPtr->fadeScreenCounter = 16;
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return FALSE;
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}
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ApplyColorMapWithBlend(0, 32, 3, 16 - gWeatherPtr->fadeScreenCounter, gWeatherPtr->fadeDestColor);
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return TRUE;
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}
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static bool8 FadeInScreen_Drought(void)
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{
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if (gWeatherPtr->fadeScreenCounter == 16)
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return FALSE;
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if (++gWeatherPtr->fadeScreenCounter >= 16)
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{
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ApplyColorMap(0, 32, -6);
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gWeatherPtr->fadeScreenCounter = 16;
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return FALSE;
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}
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ApplyDroughtColorMapWithBlend(-6, 16 - gWeatherPtr->fadeScreenCounter, gWeatherPtr->fadeDestColor);
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return TRUE;
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}
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static bool8 FadeInScreen_FogHorizontal(void)
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{
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if (gWeatherPtr->fadeScreenCounter == 16)
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return FALSE;
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gWeatherPtr->fadeScreenCounter++;
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ApplyFogBlend(16 - gWeatherPtr->fadeScreenCounter, gWeatherPtr->fadeDestColor);
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return TRUE;
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}
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static void DoNothing(void)
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{ }
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static void ApplyColorMap(u8 startPalIndex, u8 numPalettes, s8 colorMapIndex)
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{
|
|
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;
|
|
}
|