mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-11-16 19:47:35 +01:00
816 lines
26 KiB
C
816 lines
26 KiB
C
#include "global.h"
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#include "battle_setup.h"
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#include "event_data.h"
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#include "event_object_movement.h"
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#include "field_effect.h"
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#include "field_player_avatar.h"
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#include "pokemon.h"
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#include "script.h"
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#include "script_movement.h"
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#include "sprite.h"
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#include "task.h"
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#include "trainer_see.h"
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#include "trainer_hill.h"
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#include "util.h"
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#include "battle_pyramid.h"
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#include "constants/battle_setup.h"
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#include "constants/event_objects.h"
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#include "constants/event_object_movement.h"
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#include "constants/field_effects.h"
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#include "constants/trainer_types.h"
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// this file's functions
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static u8 CheckTrainer(u8 objectEventId);
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static u8 GetTrainerApproachDistance(struct ObjectEvent *trainerObj);
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static u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent *trainerObj, u8 approachDistance, u8 direction);
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static void InitTrainerApproachTask(struct ObjectEvent *trainerObj, u8 range);
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static void Task_RunTrainerSeeFuncList(u8 taskId);
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static void Task_EndTrainerApproach(u8 taskId);
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static void SetIconSpriteData(struct Sprite *sprite, u16 fldEffId, u8 spriteAnimNum);
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static u8 GetTrainerApproachDistanceSouth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y);
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static u8 GetTrainerApproachDistanceNorth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y);
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static u8 GetTrainerApproachDistanceWest(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y);
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static u8 GetTrainerApproachDistanceEast(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y);
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static bool8 TrainerSeeIdle(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
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static bool8 TrainerExclamationMark(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
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static bool8 WaitTrainerExclamationMark(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
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static bool8 TrainerMoveToPlayer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
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static bool8 PlayerFaceApproachingTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
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static bool8 WaitPlayerFaceApproachingTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
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static bool8 RevealDisguisedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
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static bool8 WaitRevealDisguisedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
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static bool8 RevealBuriedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
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static bool8 PopOutOfAshBuriedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
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static bool8 JumpInPlaceBuriedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
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static bool8 WaitRevealBuriedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
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static void SpriteCB_TrainerIcons(struct Sprite *sprite);
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// IWRAM common
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u16 gWhichTrainerToFaceAfterBattle;
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u8 gPostBattleMovementScript[4];
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struct ApproachingTrainer gApproachingTrainers[2];
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u8 gNoOfApproachingTrainers;
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bool8 gTrainerApproachedPlayer;
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// EWRAM
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EWRAM_DATA u8 gApproachingTrainerId = 0;
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// const rom data
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static const u8 sEmotion_ExclamationMarkGfx[] = INCBIN_U8("graphics/misc/emotion_exclamation.4bpp");
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static const u8 sEmotion_QuestionMarkGfx[] = INCBIN_U8("graphics/misc/emotion_question.4bpp");
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static const u8 sEmotion_HeartGfx[] = INCBIN_U8("graphics/misc/emotion_heart.4bpp");
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static u8 (*const sDirectionalApproachDistanceFuncs[])(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y) =
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{
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GetTrainerApproachDistanceSouth,
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GetTrainerApproachDistanceNorth,
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GetTrainerApproachDistanceWest,
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GetTrainerApproachDistanceEast,
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};
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enum {
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TRSEE_NONE,
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TRSEE_EXCLAMATION,
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TRSEE_EXCLAMATION_WAIT,
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TRSEE_MOVE_TO_PLAYER,
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TRSEE_PLAYER_FACE,
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TRSEE_PLAYER_FACE_WAIT,
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TRSEE_REVEAL_DISGUISE,
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TRSEE_REVEAL_DISGUISE_WAIT,
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TRSEE_REVEAL_BURIED,
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TRSEE_BURIED_POP_OUT,
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TRSEE_BURIED_JUMP,
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TRSEE_REVEAL_BURIED_WAIT,
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};
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static bool8 (*const sTrainerSeeFuncList[])(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj) =
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{
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[TRSEE_NONE] = TrainerSeeIdle,
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[TRSEE_EXCLAMATION] = TrainerExclamationMark,
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[TRSEE_EXCLAMATION_WAIT] = WaitTrainerExclamationMark,
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[TRSEE_MOVE_TO_PLAYER] = TrainerMoveToPlayer,
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[TRSEE_PLAYER_FACE] = PlayerFaceApproachingTrainer,
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[TRSEE_PLAYER_FACE_WAIT] = WaitPlayerFaceApproachingTrainer,
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[TRSEE_REVEAL_DISGUISE] = RevealDisguisedTrainer,
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[TRSEE_REVEAL_DISGUISE_WAIT] = WaitRevealDisguisedTrainer,
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[TRSEE_REVEAL_BURIED] = RevealBuriedTrainer,
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[TRSEE_BURIED_POP_OUT] = PopOutOfAshBuriedTrainer,
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[TRSEE_BURIED_JUMP] = JumpInPlaceBuriedTrainer,
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[TRSEE_REVEAL_BURIED_WAIT] = WaitRevealBuriedTrainer,
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};
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static bool8 (*const sTrainerSeeFuncList2[])(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj) =
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{
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RevealBuriedTrainer,
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PopOutOfAshBuriedTrainer,
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JumpInPlaceBuriedTrainer,
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WaitRevealBuriedTrainer,
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};
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static const struct OamData sOamData_Icons =
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{
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.y = 0,
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.affineMode = ST_OAM_AFFINE_OFF,
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.objMode = ST_OAM_OBJ_NORMAL,
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.mosaic = 0,
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.bpp = ST_OAM_4BPP,
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.shape = SPRITE_SHAPE(16x16),
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.x = 0,
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.matrixNum = 0,
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.size = SPRITE_SIZE(16x16),
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.tileNum = 0,
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.priority = 1,
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.paletteNum = 0,
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.affineParam = 0,
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};
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static const struct SpriteFrameImage sSpriteImageTable_ExclamationQuestionMark[] =
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{
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{
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.data = sEmotion_ExclamationMarkGfx,
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.size = 0x80
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},
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{
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.data = sEmotion_QuestionMarkGfx,
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.size = 0x80
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}
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};
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static const struct SpriteFrameImage sSpriteImageTable_HeartIcon[] =
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{
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{
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.data = sEmotion_HeartGfx,
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.size = 0x80
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}
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};
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static const union AnimCmd sSpriteAnim_Icons1[] =
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{
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ANIMCMD_FRAME(0, 60),
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ANIMCMD_END
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};
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static const union AnimCmd sSpriteAnim_Icons2[] =
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{
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ANIMCMD_FRAME(1, 60),
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ANIMCMD_END
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};
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static const union AnimCmd *const sSpriteAnimTable_Icons[] =
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{
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sSpriteAnim_Icons1,
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sSpriteAnim_Icons2
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};
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static const struct SpriteTemplate sSpriteTemplate_ExclamationQuestionMark =
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{
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.tileTag = 0xffff,
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.paletteTag = 0xffff,
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.oam = &sOamData_Icons,
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.anims = sSpriteAnimTable_Icons,
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.images = sSpriteImageTable_ExclamationQuestionMark,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = SpriteCB_TrainerIcons
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};
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static const struct SpriteTemplate sSpriteTemplate_HeartIcon =
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{
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.tileTag = 0xffff,
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.paletteTag = 0x1004,
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.oam = &sOamData_Icons,
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.anims = sSpriteAnimTable_Icons,
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.images = sSpriteImageTable_HeartIcon,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = SpriteCB_TrainerIcons
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};
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// code
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bool8 CheckForTrainersWantingBattle(void)
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{
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u8 i;
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gNoOfApproachingTrainers = 0;
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gApproachingTrainerId = 0;
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for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
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{
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u8 numTrainers;
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if (!gObjectEvents[i].active)
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continue;
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if (gObjectEvents[i].trainerType != TRAINER_TYPE_NORMAL && gObjectEvents[i].trainerType != TRAINER_TYPE_BURIED)
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continue;
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numTrainers = CheckTrainer(i);
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if (numTrainers == 2)
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break;
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if (numTrainers == 0)
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continue;
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if (gNoOfApproachingTrainers > 1)
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break;
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if (GetMonsStateToDoubles_2() != 0) // one trainer found and cant have a double battle
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break;
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}
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if (gNoOfApproachingTrainers == 1)
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{
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ResetTrainerOpponentIds();
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ConfigureAndSetUpOneTrainerBattle(gApproachingTrainers[gNoOfApproachingTrainers - 1].objectEventId,
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gApproachingTrainers[gNoOfApproachingTrainers - 1].trainerScriptPtr);
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gTrainerApproachedPlayer = TRUE;
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return TRUE;
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}
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else if (gNoOfApproachingTrainers == 2)
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{
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ResetTrainerOpponentIds();
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for (i = 0; i < gNoOfApproachingTrainers; i++, gApproachingTrainerId++)
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{
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ConfigureTwoTrainersBattle(gApproachingTrainers[i].objectEventId,
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gApproachingTrainers[i].trainerScriptPtr);
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}
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SetUpTwoTrainersBattle();
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gApproachingTrainerId = 0;
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gTrainerApproachedPlayer = TRUE;
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return TRUE;
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}
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else
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{
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gTrainerApproachedPlayer = FALSE;
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return FALSE;
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}
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}
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static u8 CheckTrainer(u8 objectEventId)
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{
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const u8 *scriptPtr;
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u8 numTrainers = 1;
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u8 approachDistance;
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if (InTrainerHill() == TRUE)
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scriptPtr = GetTrainerHillTrainerScript();
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else
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scriptPtr = GetObjectEventScriptPointerByObjectEventId(objectEventId);
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if (InBattlePyramid())
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{
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if (GetBattlePyramidTrainerFlag(objectEventId))
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return 0;
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}
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else if (InTrainerHill() == TRUE)
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{
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if (GetHillTrainerFlag(objectEventId))
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return 0;
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}
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else
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{
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if (GetTrainerFlagFromScriptPointer(scriptPtr))
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return 0;
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}
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approachDistance = GetTrainerApproachDistance(&gObjectEvents[objectEventId]);
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if (approachDistance != 0)
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{
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if (scriptPtr[1] == TRAINER_BATTLE_DOUBLE
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|| scriptPtr[1] == TRAINER_BATTLE_REMATCH_DOUBLE
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|| scriptPtr[1] == TRAINER_BATTLE_CONTINUE_SCRIPT_DOUBLE)
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{
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if (GetMonsStateToDoubles_2() != 0)
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return 0;
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numTrainers = 2;
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}
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gApproachingTrainers[gNoOfApproachingTrainers].objectEventId = objectEventId;
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gApproachingTrainers[gNoOfApproachingTrainers].trainerScriptPtr = scriptPtr;
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gApproachingTrainers[gNoOfApproachingTrainers].radius = approachDistance;
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InitTrainerApproachTask(&gObjectEvents[objectEventId], approachDistance - 1);
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gNoOfApproachingTrainers++;
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return numTrainers;
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}
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return 0;
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}
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static u8 GetTrainerApproachDistance(struct ObjectEvent *trainerObj)
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{
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s16 x, y;
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u8 i;
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u8 approachDistance;
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PlayerGetDestCoords(&x, &y);
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if (trainerObj->trainerType == TRAINER_TYPE_NORMAL) // can only see in one direction
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{
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approachDistance = sDirectionalApproachDistanceFuncs[trainerObj->facingDirection - 1](trainerObj, trainerObj->trainerRange_berryTreeId, x, y);
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return CheckPathBetweenTrainerAndPlayer(trainerObj, approachDistance, trainerObj->facingDirection);
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}
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else // TRAINER_TYPE_SEE_ALL_DIRECTIONS, TRAINER_TYPE_BURIED
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{
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for (i = 0; i < ARRAY_COUNT(sDirectionalApproachDistanceFuncs); i++)
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{
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approachDistance = sDirectionalApproachDistanceFuncs[i](trainerObj, trainerObj->trainerRange_berryTreeId, x, y);
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if (CheckPathBetweenTrainerAndPlayer(trainerObj, approachDistance, i + 1)) // directions are 1-4 instead of 0-3. south north west east
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return approachDistance;
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}
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}
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return 0;
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}
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// Returns how far south the player is from trainer. 0 if out of trainer's sight.
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static u8 GetTrainerApproachDistanceSouth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->currentCoords.x == x
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&& y > trainerObj->currentCoords.y
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&& y <= trainerObj->currentCoords.y + range)
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return (y - trainerObj->currentCoords.y);
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else
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return 0;
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}
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// Returns how far north the player is from trainer. 0 if out of trainer's sight.
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static u8 GetTrainerApproachDistanceNorth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->currentCoords.x == x
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&& y < trainerObj->currentCoords.y
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&& y >= trainerObj->currentCoords.y - range)
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return (trainerObj->currentCoords.y - y);
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else
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return 0;
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}
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// Returns how far west the player is from trainer. 0 if out of trainer's sight.
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static u8 GetTrainerApproachDistanceWest(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->currentCoords.y == y
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&& x < trainerObj->currentCoords.x
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&& x >= trainerObj->currentCoords.x - range)
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return (trainerObj->currentCoords.x - x);
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else
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return 0;
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}
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// Returns how far east the player is from trainer. 0 if out of trainer's sight.
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static u8 GetTrainerApproachDistanceEast(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->currentCoords.y == y
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&& x > trainerObj->currentCoords.x
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&& x <= trainerObj->currentCoords.x + range)
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return (x - trainerObj->currentCoords.x);
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else
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return 0;
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}
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#define COLLISION_MASK (~1)
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static u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent *trainerObj, u8 approachDistance, u8 direction)
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{
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s16 x, y;
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u8 rangeX, rangeY;
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u8 i;
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u8 collision;
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if (approachDistance == 0)
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return 0;
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x = trainerObj->currentCoords.x;
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y = trainerObj->currentCoords.y;
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MoveCoords(direction, &x, &y);
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for (i = 0; i < approachDistance - 1; i++, MoveCoords(direction, &x, &y))
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{
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collision = GetCollisionFlagsAtCoords(trainerObj, x, y, direction);
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if (collision != 0 && (collision & COLLISION_MASK))
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return 0;
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}
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rangeX = trainerObj->rangeX;
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rangeY = trainerObj->rangeY;
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trainerObj->rangeX = 0;
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trainerObj->rangeY = 0;
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collision = GetCollisionAtCoords(trainerObj, x, y, direction);
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trainerObj->rangeX = rangeX;
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trainerObj->rangeY = rangeY;
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if (collision == COLLISION_OBJECT_EVENT)
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return approachDistance;
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return 0;
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}
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#define tFuncId data[0]
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#define tTrainerRange data[3]
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#define tOutOfAshSpriteId data[4]
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#define tTrainerObjectEventId data[7]
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static void InitTrainerApproachTask(struct ObjectEvent *trainerObj, u8 range)
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{
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struct Task *task;
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gApproachingTrainers[gNoOfApproachingTrainers].taskId = CreateTask(Task_RunTrainerSeeFuncList, 0x50);
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task = &gTasks[gApproachingTrainers[gNoOfApproachingTrainers].taskId];
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task->tTrainerRange = range;
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task->tTrainerObjectEventId = gApproachingTrainers[gNoOfApproachingTrainers].objectEventId;
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}
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static void StartTrainerApproach(TaskFunc followupFunc)
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{
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u8 taskId;
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TaskFunc taskFunc;
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if (gApproachingTrainerId == 0)
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taskId = gApproachingTrainers[0].taskId;
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else
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taskId = gApproachingTrainers[1].taskId;
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taskFunc = Task_RunTrainerSeeFuncList;
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SetTaskFuncWithFollowupFunc(taskId, taskFunc, followupFunc);
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gTasks[taskId].tFuncId = TRSEE_EXCLAMATION;
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taskFunc(taskId);
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}
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static void Task_RunTrainerSeeFuncList(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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struct ObjectEvent *trainerObj = &gObjectEvents[task->tTrainerObjectEventId];
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if (!trainerObj->active)
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{
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SwitchTaskToFollowupFunc(taskId);
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}
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else
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{
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while (sTrainerSeeFuncList[task->tFuncId](taskId, task, trainerObj));
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}
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}
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static bool8 TrainerSeeIdle(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
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return FALSE;
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}
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// TRSEE_EXCLAMATION
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static bool8 TrainerExclamationMark(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
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u8 direction;
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ObjectEventGetLocalIdAndMap(trainerObj, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
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FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON);
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direction = GetFaceDirectionMovementAction(trainerObj->facingDirection);
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ObjectEventSetHeldMovement(trainerObj, direction);
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task->tFuncId++; // TRSEE_EXCLAMATION_WAIT
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return TRUE;
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}
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// TRSEE_EXCLAMATION_WAIT
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static bool8 WaitTrainerExclamationMark(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
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if (FieldEffectActiveListContains(FLDEFF_EXCLAMATION_MARK_ICON))
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{
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|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
task->tFuncId++; // TRSEE_MOVE_TO_PLAYER
|
|
if (trainerObj->movementType == MOVEMENT_TYPE_TREE_DISGUISE || trainerObj->movementType == MOVEMENT_TYPE_MOUNTAIN_DISGUISE)
|
|
task->tFuncId = TRSEE_REVEAL_DISGUISE;
|
|
if (trainerObj->movementType == MOVEMENT_TYPE_BURIED)
|
|
task->tFuncId = TRSEE_REVEAL_BURIED;
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
// TRSEE_MOVE_TO_PLAYER
|
|
static bool8 TrainerMoveToPlayer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
|
|
{
|
|
if (!ObjectEventIsMovementOverridden(trainerObj) || ObjectEventClearHeldMovementIfFinished(trainerObj))
|
|
{
|
|
if (task->tTrainerRange)
|
|
{
|
|
ObjectEventSetHeldMovement(trainerObj, GetWalkNormalMovementAction(trainerObj->facingDirection));
|
|
task->tTrainerRange--;
|
|
}
|
|
else
|
|
{
|
|
ObjectEventSetHeldMovement(trainerObj, MOVEMENT_ACTION_FACE_PLAYER);
|
|
task->tFuncId++; // TRSEE_PLAYER_FACE
|
|
}
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
// TRSEE_PLAYER_FACE
|
|
static bool8 PlayerFaceApproachingTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
|
|
{
|
|
struct ObjectEvent *playerObj;
|
|
|
|
if (ObjectEventIsMovementOverridden(trainerObj) && !ObjectEventClearHeldMovementIfFinished(trainerObj))
|
|
return FALSE;
|
|
|
|
// Set trainer's movement type so they stop and remain facing that direction
|
|
SetTrainerMovementType(trainerObj, GetTrainerFacingDirectionMovementType(trainerObj->facingDirection));
|
|
TryOverrideTemplateCoordsForObjectEvent(trainerObj, GetTrainerFacingDirectionMovementType(trainerObj->facingDirection));
|
|
OverrideTemplateCoordsForObjectEvent(trainerObj);
|
|
|
|
playerObj = &gObjectEvents[gPlayerAvatar.objectEventId];
|
|
if (ObjectEventIsMovementOverridden(playerObj) && !ObjectEventClearHeldMovementIfFinished(playerObj))
|
|
return FALSE;
|
|
|
|
sub_808BCE8();
|
|
ObjectEventSetHeldMovement(&gObjectEvents[gPlayerAvatar.objectEventId], GetFaceDirectionMovementAction(GetOppositeDirection(trainerObj->facingDirection)));
|
|
task->tFuncId++; // TRSEE_PLAYER_FACE_WAIT
|
|
return FALSE;
|
|
}
|
|
|
|
// TRSEE_PLAYER_FACE_WAIT
|
|
static bool8 WaitPlayerFaceApproachingTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
|
|
{
|
|
struct ObjectEvent *playerObj = &gObjectEvents[gPlayerAvatar.objectEventId];
|
|
|
|
if (!ObjectEventIsMovementOverridden(playerObj)
|
|
|| ObjectEventClearHeldMovementIfFinished(playerObj))
|
|
SwitchTaskToFollowupFunc(taskId);
|
|
return FALSE;
|
|
}
|
|
|
|
// TRSEE_REVEAL_DISGUISE
|
|
static bool8 RevealDisguisedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
|
|
{
|
|
if (!ObjectEventIsMovementOverridden(trainerObj)
|
|
|| ObjectEventClearHeldMovementIfFinished(trainerObj))
|
|
{
|
|
ObjectEventSetHeldMovement(trainerObj, MOVEMENT_ACTION_REVEAL_TRAINER);
|
|
task->tFuncId++; // TRSEE_REVEAL_DISGUISE_WAIT
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
// TRSEE_REVEAL_DISGUISE_WAIT
|
|
static bool8 WaitRevealDisguisedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
|
|
{
|
|
if (ObjectEventClearHeldMovementIfFinished(trainerObj))
|
|
task->tFuncId = TRSEE_MOVE_TO_PLAYER;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
// TRSEE_REVEAL_BURIED
|
|
static bool8 RevealBuriedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
|
|
{
|
|
if (!ObjectEventIsMovementOverridden(trainerObj)
|
|
|| ObjectEventClearHeldMovementIfFinished(trainerObj))
|
|
{
|
|
ObjectEventSetHeldMovement(trainerObj, MOVEMENT_ACTION_FACE_PLAYER);
|
|
task->tFuncId++;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
// TRSEE_BURIED_POP_OUT
|
|
static bool8 PopOutOfAshBuriedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
|
|
{
|
|
if (ObjectEventCheckHeldMovementStatus(trainerObj))
|
|
{
|
|
gFieldEffectArguments[0] = trainerObj->currentCoords.x;
|
|
gFieldEffectArguments[1] = trainerObj->currentCoords.y;
|
|
gFieldEffectArguments[2] = gSprites[trainerObj->spriteId].subpriority - 1;
|
|
gFieldEffectArguments[3] = 2;
|
|
task->tOutOfAshSpriteId = FieldEffectStart(FLDEFF_ASH_PUFF);
|
|
task->tFuncId++;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
// TRSEE_BURIED_JUMP
|
|
static bool8 JumpInPlaceBuriedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
|
|
{
|
|
struct Sprite *sprite;
|
|
|
|
if (gSprites[task->tOutOfAshSpriteId].animCmdIndex == 2)
|
|
{
|
|
trainerObj->fixedPriority = 0;
|
|
trainerObj->triggerGroundEffectsOnMove = 1;
|
|
|
|
sprite = &gSprites[trainerObj->spriteId];
|
|
sprite->oam.priority = 2;
|
|
ObjectEventClearHeldMovementIfFinished(trainerObj);
|
|
ObjectEventSetHeldMovement(trainerObj, GetJumpInPlaceMovementAction(trainerObj->facingDirection));
|
|
task->tFuncId++;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
// TRSEE_REVEAL_BURIED_WAIT
|
|
static bool8 WaitRevealBuriedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
|
|
{
|
|
if (!FieldEffectActiveListContains(FLDEFF_ASH_PUFF))
|
|
task->tFuncId = TRSEE_MOVE_TO_PLAYER;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
#undef tTrainerRange
|
|
#undef tOutOfAshSpriteId
|
|
#undef tTrainerObjectEventId
|
|
|
|
#define tObjEvent data[1]
|
|
|
|
static void Task_SetBuriedTrainerMovement(u8 taskId)
|
|
{
|
|
struct Task *task = &gTasks[taskId];
|
|
struct ObjectEvent *objEvent;
|
|
|
|
LoadWordFromTwoHalfwords(&task->tObjEvent, (u32 *)&objEvent);
|
|
if (!task->data[7])
|
|
{
|
|
ObjectEventClearHeldMovement(objEvent);
|
|
task->data[7]++;
|
|
}
|
|
sTrainerSeeFuncList2[task->tFuncId](taskId, task, objEvent);
|
|
if (task->tFuncId == ((int)ARRAY_COUNT(sTrainerSeeFuncList2) - 1) && !FieldEffectActiveListContains(FLDEFF_ASH_PUFF))
|
|
{
|
|
SetTrainerMovementType(objEvent, GetTrainerFacingDirectionMovementType(objEvent->facingDirection));
|
|
TryOverrideTemplateCoordsForObjectEvent(objEvent, GetTrainerFacingDirectionMovementType(objEvent->facingDirection));
|
|
DestroyTask(taskId);
|
|
}
|
|
else
|
|
{
|
|
objEvent->heldMovementFinished = 0;
|
|
}
|
|
}
|
|
|
|
// Called when a buried Trainer has the reveal_trainer movement applied, from direct interaction
|
|
void SetBuriedTrainerMovement(struct ObjectEvent *objEvent)
|
|
{
|
|
StoreWordInTwoHalfwords(&gTasks[CreateTask(Task_SetBuriedTrainerMovement, 0)].tObjEvent, (u32)objEvent);
|
|
}
|
|
|
|
void DoTrainerApproach(void)
|
|
{
|
|
StartTrainerApproach(Task_EndTrainerApproach);
|
|
}
|
|
|
|
static void Task_EndTrainerApproach(u8 taskId)
|
|
{
|
|
DestroyTask(taskId);
|
|
EnableBothScriptContexts();
|
|
}
|
|
|
|
void TryPrepareSecondApproachingTrainer(void)
|
|
{
|
|
if (gNoOfApproachingTrainers == 2)
|
|
{
|
|
if (gApproachingTrainerId == 0)
|
|
{
|
|
gApproachingTrainerId++;
|
|
gSpecialVar_Result = TRUE;
|
|
UnfreezeObjectEvents();
|
|
FreezeObjectEventsExceptOne(gApproachingTrainers[1].objectEventId);
|
|
}
|
|
else
|
|
{
|
|
gApproachingTrainerId = 0;
|
|
gSpecialVar_Result = FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gSpecialVar_Result = FALSE;
|
|
}
|
|
}
|
|
|
|
#define sLocalId data[0]
|
|
#define sMapNum data[1]
|
|
#define sMapGroup data[2]
|
|
#define sData3 data[3]
|
|
#define sData4 data[4]
|
|
#define sFldEffId data[7]
|
|
|
|
u8 FldEff_ExclamationMarkIcon(void)
|
|
{
|
|
u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_ExclamationQuestionMark, 0, 0, 0x53);
|
|
|
|
if (spriteId != MAX_SPRITES)
|
|
SetIconSpriteData(&gSprites[spriteId], FLDEFF_EXCLAMATION_MARK_ICON, 0);
|
|
|
|
return 0;
|
|
}
|
|
|
|
u8 FldEff_QuestionMarkIcon(void)
|
|
{
|
|
u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_ExclamationQuestionMark, 0, 0, 0x52);
|
|
|
|
if (spriteId != MAX_SPRITES)
|
|
SetIconSpriteData(&gSprites[spriteId], FLDEFF_QUESTION_MARK_ICON, 1);
|
|
|
|
return 0;
|
|
}
|
|
|
|
u8 FldEff_HeartIcon(void)
|
|
{
|
|
u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_HeartIcon, 0, 0, 0x52);
|
|
|
|
if (spriteId != MAX_SPRITES)
|
|
{
|
|
struct Sprite *sprite = &gSprites[spriteId];
|
|
|
|
SetIconSpriteData(sprite, FLDEFF_HEART_ICON, 0);
|
|
sprite->oam.paletteNum = 2;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void SetIconSpriteData(struct Sprite *sprite, u16 fldEffId, u8 spriteAnimNum)
|
|
{
|
|
sprite->oam.priority = 1;
|
|
sprite->coordOffsetEnabled = 1;
|
|
|
|
sprite->sLocalId = gFieldEffectArguments[0];
|
|
sprite->sMapNum = gFieldEffectArguments[1];
|
|
sprite->sMapGroup = gFieldEffectArguments[2];
|
|
sprite->sData3 = -5;
|
|
sprite->sFldEffId = fldEffId;
|
|
|
|
StartSpriteAnim(sprite, spriteAnimNum);
|
|
}
|
|
|
|
static void SpriteCB_TrainerIcons(struct Sprite *sprite)
|
|
{
|
|
u8 objEventId;
|
|
|
|
if (TryGetObjectEventIdByLocalIdAndMap(sprite->sLocalId, sprite->sMapNum, sprite->sMapGroup, &objEventId)
|
|
|| sprite->animEnded)
|
|
{
|
|
FieldEffectStop(sprite, sprite->sFldEffId);
|
|
}
|
|
else
|
|
{
|
|
struct Sprite *objEventSprite = &gSprites[gObjectEvents[objEventId].spriteId];
|
|
sprite->sData4 += sprite->sData3;
|
|
sprite->pos1.x = objEventSprite->pos1.x;
|
|
sprite->pos1.y = objEventSprite->pos1.y - 16;
|
|
sprite->pos2.x = objEventSprite->pos2.x;
|
|
sprite->pos2.y = objEventSprite->pos2.y + sprite->sData4;
|
|
if (sprite->sData4)
|
|
sprite->sData3++;
|
|
else
|
|
sprite->sData3 = 0;
|
|
}
|
|
}
|
|
|
|
#undef sLocalId
|
|
#undef sMapNum
|
|
#undef sMapGroup
|
|
#undef sData3
|
|
#undef sData4
|
|
#undef sFldEffId
|
|
|
|
u8 GetCurrentApproachingTrainerObjectEventId(void)
|
|
{
|
|
if (gApproachingTrainerId == 0)
|
|
return gApproachingTrainers[0].objectEventId;
|
|
else
|
|
return gApproachingTrainers[1].objectEventId;
|
|
}
|
|
|
|
u8 GetChosenApproachingTrainerObjectEventId(u8 arrayId)
|
|
{
|
|
if (arrayId >= ARRAY_COUNT(gApproachingTrainers))
|
|
return 0;
|
|
else if (arrayId == 0)
|
|
return gApproachingTrainers[0].objectEventId;
|
|
else
|
|
return gApproachingTrainers[1].objectEventId;
|
|
}
|
|
|
|
void PlayerFaceTrainerAfterBattle(void)
|
|
{
|
|
struct ObjectEvent *objEvent;
|
|
|
|
if (gTrainerApproachedPlayer == TRUE)
|
|
{
|
|
objEvent = &gObjectEvents[gApproachingTrainers[gWhichTrainerToFaceAfterBattle].objectEventId];
|
|
gPostBattleMovementScript[0] = GetFaceDirectionMovementAction(GetOppositeDirection(objEvent->facingDirection));
|
|
gPostBattleMovementScript[1] = MOVEMENT_ACTION_STEP_END;
|
|
ScriptMovement_StartObjectMovementScript(OBJ_EVENT_ID_PLAYER, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, gPostBattleMovementScript);
|
|
}
|
|
else
|
|
{
|
|
objEvent = &gObjectEvents[gPlayerAvatar.objectEventId];
|
|
gPostBattleMovementScript[0] = GetFaceDirectionMovementAction(objEvent->facingDirection);
|
|
gPostBattleMovementScript[1] = MOVEMENT_ACTION_STEP_END;
|
|
ScriptMovement_StartObjectMovementScript(OBJ_EVENT_ID_PLAYER, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, gPostBattleMovementScript);
|
|
}
|
|
|
|
SetMovingNpcId(OBJ_EVENT_ID_PLAYER);
|
|
}
|