mirror of
https://github.com/Ninjdai1/pokeemerald.git
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e858b4e709
# Conflicts: # include/battle.h # src/battle_ai_script_commands.c # src/battle_ai_switch_items.c # src/battle_dome.c # src/battle_main.c # src/battle_pike.c # src/battle_script_commands.c # src/battle_tower.c # src/data/pokemon/species_info.h # src/pokemon.c
603 lines
19 KiB
C
603 lines
19 KiB
C
#include "global.h"
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#include "event_data.h"
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#include "event_object_movement.h"
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#include "field_player_avatar.h"
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#include "fieldmap.h"
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#include "script.h"
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#include "task.h"
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#include "union_room.h"
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#include "constants/event_objects.h"
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#include "constants/event_object_movement.h"
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#define UR_SPRITE_START_ID (MAX_SPRITES - MAX_UNION_ROOM_LEADERS)
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// Each parent player can lead a group of up to MAX_RFU_PLAYERS (including themselves).
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// Multiply the leader's id by MAX_RFU_PLAYERS and add the member's id (0 if the leader) to
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// get the sprite index of that player.
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#define UR_PLAYER_SPRITE_ID(leaderId, memberId)(MAX_RFU_PLAYERS * leaderId + memberId)
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static EWRAM_DATA struct UnionRoomObject * sUnionObjWork = NULL;
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static EWRAM_DATA u32 sUnionObjRefreshTimer = 0;
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static u8 CreateTask_AnimateUnionRoomPlayers(void);
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static u32 IsUnionRoomPlayerInvisible(u32, u32);
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static void SetUnionRoomObjectFacingDirection(s32, s32, u8);
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// + 2 is just to match, those elements are empty and never read
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// Graphics ids should correspond with the classes in gUnionRoomFacilityClasses
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static const u8 sUnionRoomObjGfxIds[GENDER_COUNT][NUM_UNION_ROOM_CLASSES + 2] = {
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[MALE] = {
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OBJ_EVENT_GFX_MAN_3,
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OBJ_EVENT_GFX_BLACK_BELT,
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OBJ_EVENT_GFX_CAMPER,
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OBJ_EVENT_GFX_YOUNGSTER,
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OBJ_EVENT_GFX_PSYCHIC_M,
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OBJ_EVENT_GFX_BUG_CATCHER,
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OBJ_EVENT_GFX_MAN_4,
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OBJ_EVENT_GFX_MAN_5
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},
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[FEMALE] = {
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OBJ_EVENT_GFX_WOMAN_5,
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OBJ_EVENT_GFX_HEX_MANIAC,
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OBJ_EVENT_GFX_PICNICKER,
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OBJ_EVENT_GFX_LASS,
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OBJ_EVENT_GFX_LASS,
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OBJ_EVENT_GFX_GIRL_3,
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OBJ_EVENT_GFX_WOMAN_2,
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OBJ_EVENT_GFX_BEAUTY
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}
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};
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static const s16 sUnionRoomPlayerCoords[MAX_UNION_ROOM_LEADERS][2] = {
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{ 4, 6},
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{13, 8},
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{10, 6},
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{ 1, 8},
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{13, 4},
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{ 7, 4},
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{ 1, 4},
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{ 7, 8}
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};
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// If there's a group of players interacting in the Union Room, the group
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// leader will be at one of the positions above and each member in the group
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// will be at one of the offsets from that position below. The leader will
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// be at the first offset (0,0), as they're at the center.
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static const s8 sUnionRoomGroupOffsets[MAX_RFU_PLAYERS][2] = {
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{ 0, 0}, // Center
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{ 1, 0}, // Left
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{ 0, -1}, // Top
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{-1, 0}, // Right
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{ 0, 1} // Bottom
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};
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static const u8 sOppositeFacingDirection[] = {
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[DIR_NONE] = DIR_NONE,
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[DIR_SOUTH] = DIR_NORTH,
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[DIR_NORTH] = DIR_SOUTH,
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[DIR_WEST] = DIR_EAST,
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[DIR_EAST] = DIR_WEST
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};
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// Compare to sUnionRoomGroupOffsets, the direction each group member
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// needs to be facing in order to face the group leader in the center.
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static const u8 sMemberFacingDirections[MAX_RFU_PLAYERS] = {
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DIR_SOUTH, // Leader, but never read
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DIR_WEST,
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DIR_SOUTH,
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DIR_EAST,
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DIR_NORTH
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};
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static const u8 sUnionRoomLocalIds[] = {
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LOCALID_UNION_ROOM_PLAYER_1,
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LOCALID_UNION_ROOM_PLAYER_2,
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LOCALID_UNION_ROOM_PLAYER_3,
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LOCALID_UNION_ROOM_PLAYER_4,
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LOCALID_UNION_ROOM_PLAYER_5,
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LOCALID_UNION_ROOM_PLAYER_6,
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LOCALID_UNION_ROOM_PLAYER_7,
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LOCALID_UNION_ROOM_PLAYER_8
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};
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// Unused
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static const u16 sHidePlayerFlags[] = {
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FLAG_HIDE_UNION_ROOM_PLAYER_1,
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FLAG_HIDE_UNION_ROOM_PLAYER_2,
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FLAG_HIDE_UNION_ROOM_PLAYER_3,
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FLAG_HIDE_UNION_ROOM_PLAYER_4,
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FLAG_HIDE_UNION_ROOM_PLAYER_5,
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FLAG_HIDE_UNION_ROOM_PLAYER_6,
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FLAG_HIDE_UNION_ROOM_PLAYER_7,
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FLAG_HIDE_UNION_ROOM_PLAYER_8
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};
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static const u8 sMovement_UnionPlayerExit[2] = {
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MOVEMENT_ACTION_FLY_UP,
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MOVEMENT_ACTION_STEP_END
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};
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static const u8 sMovement_UnionPlayerEnter[2] = {
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MOVEMENT_ACTION_FLY_DOWN,
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MOVEMENT_ACTION_STEP_END
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};
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static bool32 IsPlayerStandingStill(void)
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{
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if (gPlayerAvatar.tileTransitionState == T_TILE_CENTER || gPlayerAvatar.tileTransitionState == T_NOT_MOVING)
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return TRUE;
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else
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return FALSE;
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}
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// Gender and trainer id are used to determine which sprite a player appears as
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static u8 GetUnionRoomPlayerGraphicsId(u32 gender, u32 id)
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{
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return sUnionRoomObjGfxIds[gender][id % NUM_UNION_ROOM_CLASSES];
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}
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static void GetUnionRoomPlayerCoords(u32 leaderId, u32 memberId, s32 * x, s32 * y)
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{
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*x = sUnionRoomPlayerCoords[leaderId][0] + sUnionRoomGroupOffsets[memberId][0] + MAP_OFFSET;
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*y = sUnionRoomPlayerCoords[leaderId][1] + sUnionRoomGroupOffsets[memberId][1] + MAP_OFFSET;
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}
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static bool32 IsUnionRoomPlayerAt(u32 leaderId, u32 memberId, s32 x, s32 y)
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{
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if ((sUnionRoomPlayerCoords[leaderId][0] + sUnionRoomGroupOffsets[memberId][0] + MAP_OFFSET == x)
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&& (sUnionRoomPlayerCoords[leaderId][1] + sUnionRoomGroupOffsets[memberId][1] + MAP_OFFSET == y))
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return TRUE;
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else
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return FALSE;
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}
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static bool32 IsUnionRoomPlayerHidden(u32 player_idx)
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{
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return FlagGet(FLAG_HIDE_UNION_ROOM_PLAYER_1 + player_idx);
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}
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static void HideUnionRoomPlayer(u32 player_idx)
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{
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FlagSet(FLAG_HIDE_UNION_ROOM_PLAYER_1 + player_idx);
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}
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static void ShowUnionRoomPlayer(u32 player_idx)
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{
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FlagClear(FLAG_HIDE_UNION_ROOM_PLAYER_1 + player_idx);
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}
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static void SetUnionRoomPlayerGfx(u32 leaderId, u32 gfxId)
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{
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VarSet(VAR_OBJ_GFX_ID_0 + leaderId, gfxId);
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}
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static void CreateUnionRoomPlayerObjectEvent(u32 leaderId)
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{
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TrySpawnObjectEvent(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup);
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}
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static void RemoveUnionRoomPlayerObjectEvent(u32 leaderId)
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{
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RemoveObjectEventByLocalIdAndMap(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup);
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}
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static bool32 SetUnionRoomPlayerEnterExitMovement(u32 leaderId, const u8 *movement)
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{
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u8 objectId;
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struct ObjectEvent * object;
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if (TryGetObjectEventIdByLocalIdAndMap(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectId))
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return FALSE;
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object = &gObjectEvents[objectId];
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if (ObjectEventIsMovementOverridden(object))
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return FALSE;
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if (ObjectEventSetHeldMovement(object, *movement))
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return FALSE;
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return TRUE;
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}
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static bool32 TryReleaseUnionRoomPlayerObjectEvent(u32 leaderId)
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{
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u8 objectId;
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struct ObjectEvent * object;
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if (TryGetObjectEventIdByLocalIdAndMap(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectId))
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return TRUE;
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object = &gObjectEvents[objectId];
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if (!ObjectEventClearHeldMovementIfFinished(object))
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return FALSE;
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if (!ArePlayerFieldControlsLocked())
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UnfreezeObjectEvent(object);
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else
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FreezeObjectEvent(object);
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return TRUE;
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}
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u8 InitUnionRoomPlayerObjects(struct UnionRoomObject * players)
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{
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s32 i;
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sUnionObjRefreshTimer = 0;
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sUnionObjWork = players;
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for (i = 0; i < MAX_UNION_ROOM_LEADERS; i++)
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{
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players[i].state = 0;
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players[i].gfxId = 0;
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players[i].animState = 0;
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players[i].schedAnim = UNION_ROOM_SPAWN_NONE;
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}
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return CreateTask_AnimateUnionRoomPlayers();
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}
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static bool32 AnimateUnionRoomPlayerDespawn(s8 * state, u32 leaderId, struct UnionRoomObject * object)
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{
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switch (*state)
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{
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case 0:
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if (SetUnionRoomPlayerEnterExitMovement(leaderId, sMovement_UnionPlayerExit) == TRUE)
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{
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HideUnionRoomPlayer(leaderId);
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(*state)++;
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}
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break;
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case 1:
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if (TryReleaseUnionRoomPlayerObjectEvent(leaderId))
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{
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RemoveUnionRoomPlayerObjectEvent(leaderId);
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HideUnionRoomPlayer(leaderId);
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*state = 0;
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return TRUE;
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}
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break;
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}
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return FALSE;
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}
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static bool32 AnimateUnionRoomPlayerSpawn(s8 * state, u32 leaderId, struct UnionRoomObject * object)
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{
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s16 x, y;
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switch (*state)
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{
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case 0:
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if (!IsPlayerStandingStill())
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break;
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PlayerGetDestCoords(&x, &y);
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if (IsUnionRoomPlayerAt(leaderId, 0, x, y) == TRUE)
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break;
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player_get_pos_including_state_based_drift(&x, &y);
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if (IsUnionRoomPlayerAt(leaderId, 0, x, y) == TRUE)
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break;
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SetUnionRoomPlayerGfx(leaderId, object->gfxId);
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CreateUnionRoomPlayerObjectEvent(leaderId);
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ShowUnionRoomPlayer(leaderId);
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(*state)++;
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// fallthrough
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case 3: // incorrect?
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if (SetUnionRoomPlayerEnterExitMovement(leaderId, sMovement_UnionPlayerEnter) == TRUE)
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(*state)++;
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break;
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case 2:
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if (TryReleaseUnionRoomPlayerObjectEvent(leaderId))
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{
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*state = 0;
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return TRUE;
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}
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break;
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}
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return FALSE;
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}
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static bool32 SpawnGroupLeader(u32 leaderId, u32 gender, u32 id)
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{
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struct UnionRoomObject * object = &sUnionObjWork[leaderId];
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object->schedAnim = UNION_ROOM_SPAWN_IN;
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object->gfxId = GetUnionRoomPlayerGraphicsId(gender, id);
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if (object->state == 0)
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return TRUE;
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else
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return FALSE;
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}
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static bool32 DespawnGroupLeader(u32 leaderId)
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{
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struct UnionRoomObject * object = &sUnionObjWork[leaderId];
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object->schedAnim = UNION_ROOM_SPAWN_OUT;
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if (object->state == 1)
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return TRUE;
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else
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return FALSE;
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}
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static void AnimateUnionRoomPlayer(u32 leaderId, struct UnionRoomObject * object)
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{
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switch (object->state)
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{
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case 0:
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if (object->schedAnim == UNION_ROOM_SPAWN_IN)
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{
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object->state = 2;
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object->animState = 0;
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}
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else
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{
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break;
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}
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// fallthrough
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case 2:
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if (!IsUnionRoomPlayerInvisible(leaderId, 0) && object->schedAnim == UNION_ROOM_SPAWN_OUT)
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{
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object->state = 0;
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object->animState = 0;
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RemoveUnionRoomPlayerObjectEvent(leaderId);
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HideUnionRoomPlayer(leaderId);
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}
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else if (AnimateUnionRoomPlayerSpawn(&object->animState, leaderId, object) == TRUE)
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{
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object->state = 1;
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}
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break;
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case 1:
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if (object->schedAnim != UNION_ROOM_SPAWN_OUT)
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break;
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object->state = 3;
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object->animState = 0;
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// fallthrough
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case 3:
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if (AnimateUnionRoomPlayerDespawn(&object->animState, leaderId, object) == 1)
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object->state = 0;
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break;
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}
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object->schedAnim = UNION_ROOM_SPAWN_NONE;
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}
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static void Task_AnimateUnionRoomPlayers(u8 taskId)
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{
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s32 i;
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for (i = 0; i < MAX_UNION_ROOM_LEADERS; i++)
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AnimateUnionRoomPlayer(i, &sUnionObjWork[i]);
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}
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static u8 CreateTask_AnimateUnionRoomPlayers(void)
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{
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if (FuncIsActiveTask(Task_AnimateUnionRoomPlayers) == TRUE)
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return NUM_TASKS;
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else
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return CreateTask(Task_AnimateUnionRoomPlayers, 5);
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}
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static void DestroyTask_AnimateUnionRoomPlayers(void)
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{
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u8 taskId = FindTaskIdByFunc(Task_AnimateUnionRoomPlayers);
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if (taskId < NUM_TASKS)
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DestroyTask(taskId);
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}
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void DestroyUnionRoomPlayerObjects(void)
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{
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s32 i;
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for (i = 0; i < MAX_UNION_ROOM_LEADERS; i++)
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{
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if (!IsUnionRoomPlayerHidden(i))
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{
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RemoveUnionRoomPlayerObjectEvent(i);
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HideUnionRoomPlayer(i);
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}
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}
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sUnionObjWork = NULL;
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DestroyTask_AnimateUnionRoomPlayers();
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}
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void CreateUnionRoomPlayerSprites(u8 *spriteIds, s32 leaderId)
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{
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s32 memberId;
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for (memberId = 0; memberId < MAX_RFU_PLAYERS; memberId++)
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{
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s32 id = UR_PLAYER_SPRITE_ID(leaderId, memberId);
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spriteIds[id] = CreateVirtualObject(OBJ_EVENT_GFX_MAN_4,
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id - UR_SPRITE_START_ID,
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sUnionRoomPlayerCoords[leaderId][0] + sUnionRoomGroupOffsets[memberId][0],
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sUnionRoomPlayerCoords[leaderId][1] + sUnionRoomGroupOffsets[memberId][1],
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3, 1);
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SetVirtualObjectInvisibility(id - UR_SPRITE_START_ID, TRUE);
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}
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}
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void DestroyUnionRoomPlayerSprites(u8 *spriteIds)
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{
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s32 i;
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for (i = 0; i < NUM_UNION_ROOM_SPRITES; i++)
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DestroySprite(&gSprites[spriteIds[i]]);
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}
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// Clear the impassable metatiles around the group leaders that get set
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// to prevent the player from walking through the group member sprites.
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void SetTilesAroundUnionRoomPlayersPassable(void)
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{
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s32 i, memberId, x, y;
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for (i = 0; i < MAX_UNION_ROOM_LEADERS; i++)
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{
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for (memberId = 0; memberId < MAX_RFU_PLAYERS; memberId++)
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{
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GetUnionRoomPlayerCoords(i, memberId, &x, &y);
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MapGridSetMetatileImpassabilityAt(x, y, FALSE);
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}
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}
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}
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static u8 GetNewFacingDirectionForUnionRoomPlayer(u32 memberId, u32 leaderId, struct RfuGameData * gameData)
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{
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if (memberId) // If not leader
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return sMemberFacingDirections[memberId];
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else if (gameData->activity == (ACTIVITY_CHAT | IN_UNION_ROOM))
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return DIR_SOUTH;
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else
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return DIR_EAST;
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}
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static bool32 IsUnionRoomPlayerInvisible(u32 leaderId, u32 memberId)
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{
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return IsVirtualObjectInvisible(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID);
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}
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static void SpawnGroupMember(u32 leaderId, u32 memberId, u8 graphicsId, struct RfuGameData * gameData)
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{
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s32 x, y;
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s32 id = UR_PLAYER_SPRITE_ID(leaderId, memberId);
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if (IsUnionRoomPlayerInvisible(leaderId, memberId) == TRUE)
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{
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SetVirtualObjectInvisibility(id - UR_SPRITE_START_ID, FALSE);
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SetVirtualObjectSpriteAnim(id - UR_SPRITE_START_ID, UNION_ROOM_SPAWN_IN);
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}
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SetVirtualObjectGraphics(id - UR_SPRITE_START_ID, graphicsId);
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SetUnionRoomObjectFacingDirection(memberId, leaderId, GetNewFacingDirectionForUnionRoomPlayer(memberId, leaderId, gameData));
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GetUnionRoomPlayerCoords(leaderId, memberId, &x, &y);
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MapGridSetMetatileImpassabilityAt(x, y, TRUE);
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}
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static void DespawnGroupMember(u32 leaderId, u32 memberId)
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{
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s32 x, y;
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SetVirtualObjectSpriteAnim(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID, UNION_ROOM_SPAWN_OUT);
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GetUnionRoomPlayerCoords(leaderId, memberId, &x, &y);
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MapGridSetMetatileImpassabilityAt(x, y, FALSE);
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}
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static void AssembleGroup(u32 leaderId, struct RfuGameData * gameData)
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{
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s16 x, y, x2, y2;
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s32 i;
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PlayerGetDestCoords(&x, &y);
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player_get_pos_including_state_based_drift(&x2, &y2);
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if (IsVirtualObjectInvisible(UR_PLAYER_SPRITE_ID(leaderId, 0) - UR_SPRITE_START_ID) == TRUE)
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{
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if (IsUnionRoomPlayerAt(leaderId, 0, x, y) == TRUE || IsUnionRoomPlayerAt(leaderId, 0, x2, y2) == TRUE)
|
|
return;
|
|
SpawnGroupMember(leaderId, 0, GetUnionRoomPlayerGraphicsId(gameData->playerGender, gameData->compatibility.playerTrainerId[0]), gameData);
|
|
}
|
|
for (i = 1; i < MAX_RFU_PLAYERS; i++)
|
|
{
|
|
if (gameData->partnerInfo[i - 1] == 0)
|
|
{
|
|
DespawnGroupMember(leaderId, i);
|
|
}
|
|
else if (IsUnionRoomPlayerAt(leaderId, i, x, y) == FALSE && IsUnionRoomPlayerAt(leaderId, i, x2, y2) == FALSE)
|
|
{
|
|
SpawnGroupMember(leaderId, i, GetUnionRoomPlayerGraphicsId((gameData->partnerInfo[i - 1] >> PINFO_GENDER_SHIFT) & 1,
|
|
gameData->partnerInfo[i - 1] & PINFO_TID_MASK),
|
|
gameData);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void SpawnGroupLeaderAndMembers(u32 leaderId, struct RfuGameData * gameData)
|
|
{
|
|
u32 i;
|
|
switch (gameData->activity)
|
|
{
|
|
case ACTIVITY_NONE | IN_UNION_ROOM:
|
|
case ACTIVITY_PLYRTALK | IN_UNION_ROOM:
|
|
SpawnGroupLeader(leaderId, gameData->playerGender, gameData->compatibility.playerTrainerId[0]);
|
|
for (i = 0; i < MAX_RFU_PLAYERS; i++)
|
|
DespawnGroupMember(leaderId, i);
|
|
break;
|
|
case ACTIVITY_BATTLE_SINGLE | IN_UNION_ROOM:
|
|
case ACTIVITY_TRADE | IN_UNION_ROOM:
|
|
case ACTIVITY_CHAT | IN_UNION_ROOM:
|
|
case ACTIVITY_CARD | IN_UNION_ROOM:
|
|
case ACTIVITY_ACCEPT | IN_UNION_ROOM:
|
|
case ACTIVITY_DECLINE | IN_UNION_ROOM:
|
|
case ACTIVITY_NPCTALK | IN_UNION_ROOM:
|
|
DespawnGroupLeader(leaderId);
|
|
AssembleGroup(leaderId, gameData);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void DespawnGroupLeaderAndMembers(u32 leaderId, struct RfuGameData *gameData)
|
|
{
|
|
s32 i;
|
|
DespawnGroupLeader(leaderId);
|
|
for (i = 0; i < MAX_RFU_PLAYERS; i++)
|
|
DespawnGroupMember(leaderId, i);
|
|
}
|
|
|
|
static void UpdateUnionRoomPlayerSprites(struct WirelessLink_URoom *uroom)
|
|
{
|
|
s32 i;
|
|
struct RfuPlayer * leaders;
|
|
sUnionObjRefreshTimer = 0;
|
|
for (i = 0, leaders = uroom->playerList->players; i < MAX_UNION_ROOM_LEADERS; i++)
|
|
{
|
|
if (leaders[i].groupScheduledAnim == UNION_ROOM_SPAWN_IN)
|
|
SpawnGroupLeaderAndMembers(i, &leaders[i].rfu.data);
|
|
else if (leaders[i].groupScheduledAnim == UNION_ROOM_SPAWN_OUT)
|
|
DespawnGroupLeaderAndMembers(i, &leaders[i].rfu.data);
|
|
}
|
|
}
|
|
|
|
void ScheduleUnionRoomPlayerRefresh(struct WirelessLink_URoom *uroom)
|
|
{
|
|
sUnionObjRefreshTimer = 300;
|
|
}
|
|
|
|
void HandleUnionRoomPlayerRefresh(struct WirelessLink_URoom *uroom)
|
|
{
|
|
if (++sUnionObjRefreshTimer > 300)
|
|
UpdateUnionRoomPlayerSprites(uroom);
|
|
}
|
|
|
|
bool32 TryInteractWithUnionRoomMember(struct RfuPlayerList *list, s16 *memberIdPtr, s16 *leaderIdPtr, u8 *spriteIds)
|
|
{
|
|
s16 x, y;
|
|
s32 i, memberId;
|
|
struct RfuPlayer * leaders;
|
|
if (!IsPlayerStandingStill())
|
|
return FALSE;
|
|
|
|
GetXYCoordsOneStepInFrontOfPlayer(&x, &y);
|
|
for (i = 0, leaders = list->players; i < MAX_UNION_ROOM_LEADERS; i++)
|
|
{
|
|
for (memberId = 0; memberId < MAX_RFU_PLAYERS; memberId++)
|
|
{
|
|
s32 id = UR_PLAYER_SPRITE_ID(i, memberId);
|
|
|
|
// Is the player in front of a group member position?
|
|
if (x != sUnionRoomPlayerCoords[i][0] + sUnionRoomGroupOffsets[memberId][0] + 7)
|
|
continue;
|
|
if (y != sUnionRoomPlayerCoords[i][1] + sUnionRoomGroupOffsets[memberId][1] + 7)
|
|
continue;
|
|
|
|
// Has a group member spawned at this position?
|
|
if (IsVirtualObjectInvisible(id - UR_SPRITE_START_ID))
|
|
continue;
|
|
if (IsVirtualObjectAnimating(id - UR_SPRITE_START_ID))
|
|
continue;
|
|
if (leaders[i].groupScheduledAnim != UNION_ROOM_SPAWN_IN)
|
|
continue;
|
|
|
|
// Interaction attempt successful, face player
|
|
SetUnionRoomObjectFacingDirection(memberId, i, sOppositeFacingDirection[GetPlayerFacingDirection()]);
|
|
*memberIdPtr = memberId;
|
|
*leaderIdPtr = i;
|
|
return TRUE;
|
|
}
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
static void SetUnionRoomObjectFacingDirection(s32 memberId, s32 leaderId, u8 newDirection)
|
|
{
|
|
TurnVirtualObject(MAX_RFU_PLAYERS * leaderId - UR_SPRITE_START_ID + memberId, newDirection);
|
|
// should be line below, but order is swapped here
|
|
// TurnVirtualObject(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID, newDirection);
|
|
}
|
|
|
|
void UpdateUnionRoomMemberFacing(u32 memberId, u32 leaderId, struct RfuPlayerList *list)
|
|
{
|
|
return SetUnionRoomObjectFacingDirection(memberId, leaderId, GetNewFacingDirectionForUnionRoomPlayer(memberId, leaderId, &list->players[leaderId].rfu.data));
|
|
}
|