pokeemerald/include/event_object_movement.h
2023-11-11 20:08:20 +01:00

450 lines
26 KiB
C

#ifndef GUARD_EVENT_OBJECT_MOVEMENT_H
#define GUARD_EVENT_OBJECT_MOVEMENT_H
#include "constants/event_object_movement.h"
// Palette slots for overworld NPCs.
// The same standard set of palettes for overworld objects are normally always loaded at the same
// time while walking around the overworld. The only exceptions are the palettes for the player and
// the "special" NPC, which can be swapped out. This also means that e.g. two "special" NPCs
// with competing palettes cannot be properly loaded at the same time.
enum {
PALSLOT_PLAYER,
PALSLOT_PLAYER_REFLECTION,
PALSLOT_NPC_1,
PALSLOT_NPC_2,
PALSLOT_NPC_3,
PALSLOT_NPC_4,
PALSLOT_NPC_1_REFLECTION,
PALSLOT_NPC_2_REFLECTION,
PALSLOT_NPC_3_REFLECTION,
PALSLOT_NPC_4_REFLECTION,
PALSLOT_NPC_SPECIAL,
PALSLOT_NPC_SPECIAL_REFLECTION,
OBJ_PALSLOT_COUNT
// the remaining sprite palette slots (12-15) are used by field effects, the interface, etc.
};
enum SpinnerRunnerFollowPatterns
{
RUNFOLLOW_ANY,
RUNFOLLOW_NORTH_SOUTH,
RUNFOLLOW_EAST_WEST,
RUNFOLLOW_NORTH_WEST,
RUNFOLLOW_NORTH_EAST,
RUNFOLLOW_SOUTH_WEST,
RUNFOLLOW_SOUTH_EAST,
RUNFOLLOW_NORTH_SOUTH_WEST,
RUNFOLLOW_NORTH_SOUTH_EAST,
RUNFOLLOW_NORTH_EAST_WEST,
RUNFOLLOW_SOUTH_EAST_WEST
};
enum ReflectionTypes
{
REFL_TYPE_NONE,
REFL_TYPE_ICE,
REFL_TYPE_WATER,
NUM_REFLECTION_TYPES
};
#define FIGURE_8_LENGTH 72
#define GROUND_EFFECT_FLAG_TALL_GRASS_ON_SPAWN (1 << 0)
#define GROUND_EFFECT_FLAG_TALL_GRASS_ON_MOVE (1 << 1)
#define GROUND_EFFECT_FLAG_LONG_GRASS_ON_SPAWN (1 << 2)
#define GROUND_EFFECT_FLAG_LONG_GRASS_ON_MOVE (1 << 3)
#define GROUND_EFFECT_FLAG_WATER_REFLECTION (1 << 4)
#define GROUND_EFFECT_FLAG_ICE_REFLECTION (1 << 5)
#define GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER (1 << 6)
#define GROUND_EFFECT_FLAG_SAND (1 << 7)
#define GROUND_EFFECT_FLAG_DEEP_SAND (1 << 8)
#define GROUND_EFFECT_FLAG_RIPPLES (1 << 9)
#define GROUND_EFFECT_FLAG_PUDDLE (1 << 10)
#define GROUND_EFFECT_FLAG_SAND_PILE (1 << 11)
#define GROUND_EFFECT_FLAG_LAND_IN_TALL_GRASS (1 << 12)
#define GROUND_EFFECT_FLAG_LAND_IN_LONG_GRASS (1 << 13)
#define GROUND_EFFECT_FLAG_LAND_IN_SHALLOW_WATER (1 << 14)
#define GROUND_EFFECT_FLAG_LAND_IN_DEEP_WATER (1 << 15)
#define GROUND_EFFECT_FLAG_LAND_ON_NORMAL_GROUND (1 << 16)
#define GROUND_EFFECT_FLAG_SHORT_GRASS (1 << 17)
#define GROUND_EFFECT_FLAG_HOT_SPRINGS (1 << 18)
#define GROUND_EFFECT_FLAG_SEAWEED (1 << 19)
struct StepAnimTable
{
const union AnimCmd *const *anims;
u8 animPos[4];
};
struct PairedPalettes
{
u16 tag;
const u16 *data;
};
struct LockedAnimObjectEvents
{
u8 localIds[OBJECT_EVENTS_COUNT];
u8 count;
};
extern const struct OamData gObjectEventBaseOam_32x8;
extern const struct OamData gObjectEventBaseOam_32x32;
extern const struct SpriteTemplate *const gFieldEffectObjectTemplatePointers[];
extern const u8 *const gBerryTreeObjectEventGraphicsIdTablePointers[];
extern const struct SpriteFrameImage *const gBerryTreePicTablePointers[];
extern const u8 *const gBerryTreePaletteSlotTablePointers[];
void ResetObjectEvents(void);
u8 GetMoveDirectionAnimNum(u8 direction);
u8 GetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroupId);
bool8 TryGetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroupId, u8 *objectEventId);
u8 GetObjectEventIdByXY(s16 x, s16 y);
void SetObjectEventDirection(struct ObjectEvent *objectEvent, u8 direction);
u8 GetFirstInactiveObjectEventId(void);
void RemoveObjectEventByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup);
void TryMoveObjectEventToMapCoords(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y);
void SpawnObjectEventsOnReturnToField(s16 x, s16 y);
void OverrideSecretBaseDecorationSpriteScript(u8 localId, u8 mapNum, u8 mapGroup, u8 decorCat);
void GetMapCoordsFromSpritePos(s16 x, s16 y, s16 *destX, s16 *destY);
u8 GetFaceDirectionAnimNum(u8 direction);
void SetSpritePosToOffsetMapCoords(s16 *x, s16 *y, s16 dx, s16 dy);
void ObjectEventClearHeldMovement(struct ObjectEvent *);
void ObjectEventClearHeldMovementIfActive(struct ObjectEvent *);
void TrySpawnObjectEvents(s16 cameraX, s16 cameraY);
u8 CreateObjectGraphicsSprite(u16, void (*)(struct Sprite *), s16 x, s16 y, u8 subpriority);
u8 TrySpawnObjectEvent(u8 localId, u8 mapNum, u8 mapGroup);
u8 SpawnSpecialObjectEventParameterized(u16 graphicsId, u8 movementBehavior, u8 localId, s16 x, s16 y, u8 elevation);
u8 SpawnSpecialObjectEvent(struct ObjectEventTemplate *);
void SetSpritePosToMapCoords(s16 mapX, s16 mapY, s16 *destX, s16 *destY);
void CameraObjectReset1(void);
void ObjectEventSetGraphicsId(struct ObjectEvent *, u16 graphicsId);
void ObjectEventTurn(struct ObjectEvent *, u8 direction);
void ObjectEventTurnByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, u8 direction);
const struct ObjectEventGraphicsInfo *GetObjectEventGraphicsInfo(u16 graphicsId);
void SetObjectInvisibility(u8 localId, u8 mapNum, u8 mapGroup, bool8 invisible);
void FreeAndReserveObjectSpritePalettes(void);
void SetObjectEventSpritePosByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y);
void ResetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup);
void SetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup, u8 subpriority);
void AllowObjectAtPosTriggerGroundEffects(s16 x, s16 y);
void ObjectEventGetLocalIdAndMap(struct ObjectEvent *objectEvent, void *localId, void *mapNum, void *mapGroup);
void ShiftObjectEventCoords(struct ObjectEvent *, s16 x, s16 y);
void MoveObjectEventToMapCoords(struct ObjectEvent *, s16 x, s16 y);
void TryOverrideObjectEventTemplateCoords(u8 localId, u8 mapNum, u8 mapGroup);
void UpdateObjectEventCurrentMovement(struct ObjectEvent *, struct Sprite *, bool8(struct ObjectEvent *, struct Sprite *));
u8 ObjectEventFaceOppositeDirection(struct ObjectEvent *, u8 direction);
u8 GetOppositeDirection(u8 direction);
u8 GetWalkInPlaceFasterMovementAction(u32);
u8 GetWalkInPlaceFastMovementAction(u32);
u8 GetWalkInPlaceNormalMovementAction(u32);
u8 GetWalkInPlaceSlowMovementAction(u32);
u8 GetCollisionAtCoords(struct ObjectEvent *, s16 x, s16 y, u32 dir);
void MoveCoords(u8 direction, s16 *x, s16 *y);
bool8 ObjectEventIsHeldMovementActive(struct ObjectEvent *);
u8 ObjectEventClearHeldMovementIfFinished(struct ObjectEvent *);
u8 GetObjectEventIdByPosition(u16 x, u16 y, u8 elevation);
void SetTrainerMovementType(struct ObjectEvent *objectEvent, u8 movementType);
u8 GetTrainerFacingDirectionMovementType(u8 direction);
const u8 *GetObjectEventScriptPointerByObjectEventId(u8 objectEventId);
u8 GetCollisionFlagsAtCoords(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction);
u8 GetFaceDirectionMovementAction(u32);
u8 GetWalkNormalMovementAction(u32);
u8 GetWalkFastMovementAction(u32);
u8 GetRideWaterCurrentMovementAction(u32);
u8 GetWalkFasterMovementAction(u32);
u8 GetPlayerRunMovementAction(u32);
u8 GetJumpInPlaceMovementAction(u32);
u8 GetAcroWheelieFaceDirectionMovementAction(u32);
u8 GetAcroPopWheelieFaceDirectionMovementAction(u32);
u8 GetAcroEndWheelieFaceDirectionMovementAction(u32);
u8 GetAcroWheelieHopFaceDirectionMovementAction(u32);
u8 GetAcroWheelieHopDirectionMovementAction(u32);
u8 GetAcroWheelieJumpDirectionMovementAction(u32);
u8 GetJumpInPlaceTurnAroundMovementAction(u32);
u8 GetAcroWheelieInPlaceDirectionMovementAction(u32);
u8 GetAcroPopWheelieMoveDirectionMovementAction(u32);
u8 GetAcroWheelieMoveDirectionMovementAction(u32);
u8 GetAcroEndWheelieMoveDirectionMovementAction(u32);
u8 GetFishingDirectionAnimNum(u8 direction);
u8 GetAcroWheelieDirectionAnimNum(u8 direction);
u8 GetFishingBiteDirectionAnimNum(u8 direction);
u8 GetFishingNoCatchDirectionAnimNum(u8 direction);
bool8 ObjectEventSetHeldMovement(struct ObjectEvent *objectEvent, u8 specialAnimId);
void ObjectEventForceSetHeldMovement(struct ObjectEvent *objectEvent, u8 movementActionId);
bool8 ObjectEventIsMovementOverridden(struct ObjectEvent *objectEvent);
u8 ObjectEventCheckHeldMovementStatus(struct ObjectEvent *objectEvent);
u8 ObjectEventGetHeldMovementActionId(struct ObjectEvent *objectEvent);
void TryOverrideTemplateCoordsForObjectEvent(const struct ObjectEvent *objectEvent, u8 movementType);
void OverrideTemplateCoordsForObjectEvent(const struct ObjectEvent *objectEvent);
void ShiftStillObjectEventCoords(struct ObjectEvent *objEvent);
void ObjectEventMoveDestCoords(struct ObjectEvent *objEvent, u32 direction, s16 *x, s16 *y);
u8 AddCameraObject(u8 linkedSpriteId);
void UpdateObjectEventsForCameraUpdate(s16 x, s16 y);
u8 GetWalkSlowMovementAction(u32);
u8 GetJumpMovementAction(u32);
u8 ElevationToPriority(u8 elevation);
void ObjectEventUpdateElevation(struct ObjectEvent *objEvent);
void SetObjectSubpriorityByElevation(u8 elevation, struct Sprite *, u8 subpriority);
void UnfreezeObjectEvent(struct ObjectEvent *);
u8 FindLockedObjectEventIndex(struct ObjectEvent *);
void SetAndStartSpriteAnim(struct Sprite *, u8 animNum, u8 animCmdIndex);
bool8 SpriteAnimEnded(struct Sprite *);
void UnfreezeObjectEvents(void);
void FreezeObjectEventsExceptOne(u8 objectEventId);
void FreezeObjectEventsExceptTwo(u8 objectEventId1, u8 objectEventId2);
void FreezeObjectEvents(void);
bool8 FreezeObjectEvent(struct ObjectEvent *objectEvent);
u8 GetMoveDirectionFastAnimNum(u8 direction);
u8 GetMoveDirectionFasterAnimNum(u8 direction);
u8 GetMoveDirectionFastestAnimNum(u8 direction);
u8 GetLedgeJumpDirection(s16 x, s16 y, u8 direction);
void CameraObjectSetFollowedSpriteId(u8 objectId);
void UpdateObjectEventSpriteInvisibility(struct Sprite *sprite, bool8 invisible);
s16 GetFigure8XOffset(s16 idx);
s16 GetFigure8YOffset(s16 idx);
void CameraObjectReset2(void);
u8 GetObjectEventBerryTreeId(u8 objectEventId);
void SetBerryTreeJustPicked(u8 mapId, u8 mapNumber, u8 mapGroup);
bool8 IsBerryTreeSparkling(u8 localId, u8 mapNum, u8 mapGroup);
u8 LoadObjectEventPalette(u16 paletteTag);
void UpdateLightSprite(struct Sprite *sprite);
u8 UpdateSpritePaletteByTemplate(const struct SpriteTemplate *template, struct Sprite *sprite);
u8 CreateObjectGraphicsSpriteWithTag(u16 graphicsId, void (*callback)(struct Sprite *), s16 x, s16 y, u8 subpriority, u16 paletteTag);
void MovementType_None(struct Sprite *);
void MovementType_LookAround(struct Sprite *);
void MovementType_WanderAround(struct Sprite *);
void MovementType_WanderUpAndDown(struct Sprite *);
void MovementType_WanderLeftAndRight(struct Sprite *);
void MovementType_FaceDirection(struct Sprite *);
void MovementType_Player(struct Sprite *);
void MovementType_BerryTreeGrowth(struct Sprite *);
void MovementType_FaceDownAndUp(struct Sprite *);
void MovementType_FaceLeftAndRight(struct Sprite *);
void MovementType_FaceUpAndLeft(struct Sprite *);
void MovementType_FaceUpAndRight(struct Sprite *);
void MovementType_FaceDownAndLeft(struct Sprite *);
void MovementType_FaceDownAndRight(struct Sprite *);
void MovementType_FaceDownUpAndLeft(struct Sprite *);
void MovementType_FaceDownUpAndRight(struct Sprite *);
void MovementType_FaceUpRightAndLeft(struct Sprite *);
void MovementType_FaceDownRightAndLeft(struct Sprite *);
void MovementType_RotateCounterclockwise(struct Sprite *);
void MovementType_RotateClockwise(struct Sprite *);
void MovementType_WalkBackAndForth(struct Sprite *);
void MovementType_WalkSequenceUpRightLeftDown(struct Sprite *);
void MovementType_WalkSequenceRightLeftDownUp(struct Sprite *);
void MovementType_WalkSequenceDownUpRightLeft(struct Sprite *);
void MovementType_WalkSequenceLeftDownUpRight(struct Sprite *);
void MovementType_WalkSequenceUpLeftRightDown(struct Sprite *);
void MovementType_WalkSequenceLeftRightDownUp(struct Sprite *);
void MovementType_WalkSequenceDownUpLeftRight(struct Sprite *);
void MovementType_WalkSequenceRightDownUpLeft(struct Sprite *);
void MovementType_WalkSequenceLeftUpDownRight(struct Sprite *);
void MovementType_WalkSequenceUpDownRightLeft(struct Sprite *);
void MovementType_WalkSequenceRightLeftUpDown(struct Sprite *);
void MovementType_WalkSequenceDownRightLeftUp(struct Sprite *);
void MovementType_WalkSequenceRightUpDownLeft(struct Sprite *);
void MovementType_WalkSequenceUpDownLeftRight(struct Sprite *);
void MovementType_WalkSequenceLeftRightUpDown(struct Sprite *);
void MovementType_WalkSequenceDownLeftRightUp(struct Sprite *);
void MovementType_WalkSequenceUpLeftDownRight(struct Sprite *);
void MovementType_WalkSequenceDownRightUpLeft(struct Sprite *);
void MovementType_WalkSequenceLeftDownRightUp(struct Sprite *);
void MovementType_WalkSequenceRightUpLeftDown(struct Sprite *);
void MovementType_WalkSequenceUpRightDownLeft(struct Sprite *);
void MovementType_WalkSequenceDownLeftUpRight(struct Sprite *);
void MovementType_WalkSequenceLeftUpRightDown(struct Sprite *);
void MovementType_WalkSequenceRightDownLeftUp(struct Sprite *);
void MovementType_CopyPlayer(struct Sprite *);
void MovementType_TreeDisguise(struct Sprite *);
void MovementType_MountainDisguise(struct Sprite *);
void MovementType_CopyPlayerInGrass(struct Sprite *);
void MovementType_Buried(struct Sprite *);
void MovementType_WalkInPlace(struct Sprite *);
void MovementType_JogInPlace(struct Sprite *);
void MovementType_RunInPlace(struct Sprite *);
void MovementType_Invisible(struct Sprite *);
void MovementType_WalkSlowlyInPlace(struct Sprite *);
u8 GetSlideMovementAction(u32);
u8 GetJumpMovementAction(u32);
u8 GetJump2MovementAction(u32);
u8 CreateCopySpriteAt(struct Sprite *sprite, s16 x, s16 y, u8 subpriority);
u8 MovementType_WanderAround_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step5(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderAround_Step6(struct ObjectEvent *, struct Sprite *);
u8 GetVectorDirection(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_SouthNorth(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_WestEast(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_WestNorth(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_EastNorth(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_WestSouth(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_EastSouth(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_SouthNorthWest(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_SouthNorthEast(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_NorthWestEast(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 GetLimitedVectorDirection_SouthWestEast(s16 dx, s16 dy, s16 absdx, s16 absdy);
u8 MovementType_LookAround_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_LookAround_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_LookAround_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_LookAround_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_LookAround_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step5(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderUpAndDown_Step6(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step5(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WanderLeftAndRight_Step6(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDirection_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDirection_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDirection_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_BerryTreeGrowth_Normal(struct ObjectEvent *, struct Sprite *);
u8 MovementType_BerryTreeGrowth_Move(struct ObjectEvent *, struct Sprite *);
u8 MovementType_BerryTreeGrowth_SparkleStart(struct ObjectEvent *, struct Sprite *);
u8 MovementType_BerryTreeGrowth_Sparkle(struct ObjectEvent *, struct Sprite *);
u8 MovementType_BerryTreeGrowth_SparkleEnd(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndUp_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndUp_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndUp_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndUp_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndUp_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceLeftAndRight_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceLeftAndRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceLeftAndRight_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceLeftAndRight_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceLeftAndRight_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpAndLeft_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpAndLeft_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpAndLeft_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpAndLeft_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpAndLeft_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpAndRight_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpAndRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpAndRight_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpAndRight_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpAndRight_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndLeft_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndLeft_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndLeft_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndLeft_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndLeft_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndRight_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndRight_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndRight_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownAndRight_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownUpAndLeft_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownUpAndLeft_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownUpAndLeft_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownUpAndLeft_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownUpAndLeft_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownUpAndRight_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownUpAndRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownUpAndRight_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownUpAndRight_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownUpAndRight_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpLeftAndRight_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpLeftAndRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpLeftAndRight_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpLeftAndRight_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceUpLeftAndRight_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownLeftAndRight_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownLeftAndRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownLeftAndRight_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownLeftAndRight_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_FaceDownLeftAndRight_Step4(struct ObjectEvent *, struct Sprite *);
u8 MovementType_RotateCounterclockwise_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_RotateCounterclockwise_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_RotateCounterclockwise_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_RotateCounterclockwise_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_RotateClockwise_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_RotateClockwise_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_RotateClockwise_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_RotateClockwise_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkBackAndForth_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkBackAndForth_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkBackAndForth_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkBackAndForth_Step3(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequence_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequence_Step2(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceUpRightLeftDown_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceRightLeftDownUp_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceDownUpRightLeft_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceLeftDownUpRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceUpLeftRightDown_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceLeftRightDownUp_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceDownUpLeftRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceRightDownUpLeft_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceLeftUpDownRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceUpDownRightLeft_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceRightLeftUpDown_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceDownRightLeftUp_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceRightUpDownLeft_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceUpDownLeftRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceLeftRightUpDown_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceDownLeftRightUp_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceUpLeftDownRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceDownRightUpLeft_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceLeftDownRightUp_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceRightUpLeftDown_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceUpRightDownLeft_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceDownLeftUpRight_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceLeftUpRightDown_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSequenceRightDownLeftUp_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_CopyPlayer_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_CopyPlayer_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_CopyPlayer_Step2(struct ObjectEvent *, struct Sprite *);
bool8 CopyablePlayerMovement_None(struct ObjectEvent *, struct Sprite *, u8, bool8(u8));
bool8 CopyablePlayerMovement_FaceDirection(struct ObjectEvent *, struct Sprite *, u8, bool8(u8));
bool8 CopyablePlayerMovement_WalkNormal(struct ObjectEvent *, struct Sprite *, u8, bool8(u8));
bool8 CopyablePlayerMovement_WalkFast(struct ObjectEvent *, struct Sprite *, u8, bool8(u8));
bool8 CopyablePlayerMovement_WalkFaster(struct ObjectEvent *, struct Sprite *, u8, bool8(u8));
bool8 CopyablePlayerMovement_Slide(struct ObjectEvent *, struct Sprite *, u8, bool8(u8));
bool8 CopyablePlayerMovement_JumpInPlace(struct ObjectEvent *, struct Sprite *, u8, bool8(u8));
bool8 CopyablePlayerMovement_Jump(struct ObjectEvent *, struct Sprite *, u8, bool8(u8));
bool8 CopyablePlayerMovement_Jump2(struct ObjectEvent *, struct Sprite *, u8, bool8(u8));
u8 MovementType_CopyPlayerInGrass_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_Buried_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkInPlace_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_MoveInPlace_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_WalkSlowlyInPlace_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_JogInPlace_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_RunInPlace_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_Invisible_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_Invisible_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_Invisible_Step2(struct ObjectEvent *, struct Sprite *);
u8 CreateVirtualObject(u16 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 elevation, u8 direction);
void TurnVirtualObject(u8 virtualObjId, u8 direction);
void SetVirtualObjectGraphics(u8 virtualObjId, u16 graphicsId);
void SetVirtualObjectInvisibility(u8 virtualObjId, bool32 invisible);
bool32 IsVirtualObjectInvisible(u8 virtualObjId);
void SetVirtualObjectSpriteAnim(u8 virtualObjId, u8 animNum);
bool32 IsVirtualObjectAnimating(u8 virtualObjId);
u8 GetObjectEventIdByLocalId(u8 localId);
// run slow
u8 GetPlayerRunSlowMovementAction(u32);
//sideways stairs
u8 GetSidewaysStairsToRightDirection(s16, s16, u8);
u8 GetSidewaysStairsToLeftDirection(s16, s16, u8);
u8 GetSidewaysStairsCollision(struct ObjectEvent *objectEvent, u8 dir, u8 currentBehavior, u8 nextBehavior, u8 collision);
#endif //GUARD_EVENT_OBJECT_MOVEMENT_H