mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-30 14:20:42 +01:00
209 lines
5.8 KiB
C
209 lines
5.8 KiB
C
#include "global.h"
|
|
#include "event_data.h"
|
|
#include "event_object_lock.h"
|
|
#include "event_object_movement.h"
|
|
#include "field_player_avatar.h"
|
|
#include "script_movement.h"
|
|
#include "task.h"
|
|
#include "trainer_see.h"
|
|
#include "constants/event_objects.h"
|
|
|
|
bool8 IsPlayerStandingStill(void)
|
|
{
|
|
if (gPlayerAvatar.tileTransitionState == T_TILE_TRANSITION)
|
|
return FALSE;
|
|
else
|
|
return TRUE;
|
|
}
|
|
|
|
// Freeze player once their movement is finished
|
|
static void Task_FreezePlayer(u8 taskId)
|
|
{
|
|
if (IsPlayerStandingStill())
|
|
{
|
|
PlayerFreeze();
|
|
DestroyTask(taskId);
|
|
}
|
|
}
|
|
|
|
bool8 IsFreezePlayerFinished(void)
|
|
{
|
|
if (FuncIsActiveTask(Task_FreezePlayer))
|
|
{
|
|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
StopPlayerAvatar();
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
|
|
void FreezeObjects_WaitForPlayer(void)
|
|
{
|
|
FreezeObjectEvents();
|
|
CreateTask(Task_FreezePlayer, 80);
|
|
}
|
|
|
|
#define tPlayerFrozen data[0]
|
|
#define tObjectFrozen data[1]
|
|
#define tObjectId data[2]
|
|
|
|
// Freeze selected object and player once their movement is finished
|
|
static void Task_FreezeSelectedObjectAndPlayer(u8 taskId)
|
|
{
|
|
struct Task *task = &gTasks[taskId];
|
|
|
|
if (!task->tPlayerFrozen && IsPlayerStandingStill() == TRUE)
|
|
{
|
|
PlayerFreeze();
|
|
task->tPlayerFrozen = TRUE;
|
|
}
|
|
if (!task->tObjectFrozen && !gObjectEvents[gSelectedObjectEvent].singleMovementActive)
|
|
{
|
|
FreezeObjectEvent(&gObjectEvents[gSelectedObjectEvent]);
|
|
task->tObjectFrozen = TRUE;
|
|
}
|
|
if (task->tPlayerFrozen && task->tObjectFrozen)
|
|
DestroyTask(taskId);
|
|
}
|
|
|
|
bool8 IsFreezeSelectedObjectAndPlayerFinished(void)
|
|
{
|
|
if (FuncIsActiveTask(Task_FreezeSelectedObjectAndPlayer))
|
|
{
|
|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
StopPlayerAvatar();
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
// Freeze all objects immediately except the selected object and the player.
|
|
// The selected object and player are frozen once their movement is finished.
|
|
void FreezeObjects_WaitForPlayerAndSelected(void)
|
|
{
|
|
u8 taskId;
|
|
FreezeObjectEventsExceptOne(gSelectedObjectEvent);
|
|
taskId = CreateTask(Task_FreezeSelectedObjectAndPlayer, 80);
|
|
if (!gObjectEvents[gSelectedObjectEvent].singleMovementActive)
|
|
{
|
|
FreezeObjectEvent(&gObjectEvents[gSelectedObjectEvent]);
|
|
gTasks[taskId].tObjectFrozen = TRUE;
|
|
}
|
|
}
|
|
|
|
void ScriptUnfreezeObjectEvents(void)
|
|
{
|
|
u8 playerObjectId = GetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_PLAYER, 0, 0);
|
|
ObjectEventClearHeldMovementIfFinished(&gObjectEvents[playerObjectId]);
|
|
ScriptMovement_UnfreezeObjectEvents();
|
|
UnfreezeObjectEvents();
|
|
}
|
|
|
|
void UnionRoom_UnlockPlayerAndChatPartner(void)
|
|
{
|
|
u8 playerObjectId;
|
|
|
|
if (gObjectEvents[gSelectedObjectEvent].active)
|
|
ObjectEventClearHeldMovementIfFinished(&gObjectEvents[gSelectedObjectEvent]);
|
|
playerObjectId = GetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_PLAYER, 0, 0);
|
|
ObjectEventClearHeldMovementIfFinished(&gObjectEvents[playerObjectId]);
|
|
ScriptMovement_UnfreezeObjectEvents();
|
|
UnfreezeObjectEvents();
|
|
}
|
|
|
|
void Script_FacePlayer(void)
|
|
{
|
|
ObjectEventFaceOppositeDirection(&gObjectEvents[gSelectedObjectEvent], gSpecialVar_Facing);
|
|
}
|
|
|
|
void Script_ClearHeldMovement(void)
|
|
{
|
|
ObjectEventClearHeldMovementIfActive(&gObjectEvents[gSelectedObjectEvent]);
|
|
}
|
|
|
|
// Freeze designated object and player once their movement is finished
|
|
static void Task_FreezeObjectAndPlayer(u8 taskId)
|
|
{
|
|
struct Task *task = &gTasks[taskId];
|
|
u8 objectEventId = task->tObjectId;
|
|
|
|
if (!task->tPlayerFrozen && IsPlayerStandingStill() == TRUE)
|
|
{
|
|
PlayerFreeze();
|
|
task->tPlayerFrozen = TRUE;
|
|
}
|
|
if (!task->tObjectFrozen && !gObjectEvents[objectEventId].singleMovementActive)
|
|
{
|
|
FreezeObjectEvent(&gObjectEvents[objectEventId]);
|
|
task->tObjectFrozen = TRUE;
|
|
}
|
|
if (task->tPlayerFrozen && task->tObjectFrozen)
|
|
DestroyTask(taskId);
|
|
}
|
|
|
|
// Freeze all objects immediately except the player and the approaching trainers.
|
|
// The approaching trainers and player are frozen once their movement is finished
|
|
void FreezeForApproachingTrainers(void)
|
|
{
|
|
u8 trainerObjectId1, trainerObjectId2, taskId;
|
|
trainerObjectId1 = GetChosenApproachingTrainerObjectEventId(0);
|
|
|
|
if (gNoOfApproachingTrainers == 2)
|
|
{
|
|
// Get second trainer, freeze all other objects
|
|
trainerObjectId2 = GetChosenApproachingTrainerObjectEventId(1);
|
|
FreezeObjectEventsExceptTwo(trainerObjectId1, trainerObjectId2);
|
|
|
|
// Start task to freeze trainer 1 (and player) after movement
|
|
taskId = CreateTask(Task_FreezeObjectAndPlayer, 80);
|
|
gTasks[taskId].tObjectId = trainerObjectId1;
|
|
if (!gObjectEvents[trainerObjectId1].singleMovementActive)
|
|
{
|
|
FreezeObjectEvent(&gObjectEvents[trainerObjectId1]);
|
|
gTasks[taskId].tObjectFrozen = TRUE;
|
|
}
|
|
|
|
// Start task to freeze trainer 2 after movement
|
|
taskId = CreateTask(Task_FreezeObjectAndPlayer, 81);
|
|
gTasks[taskId].tObjectId = trainerObjectId2;
|
|
if (!gObjectEvents[trainerObjectId2].singleMovementActive)
|
|
{
|
|
FreezeObjectEvent(&gObjectEvents[trainerObjectId2]);
|
|
gTasks[taskId].tObjectFrozen = TRUE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FreezeObjectEventsExceptOne(trainerObjectId1);
|
|
taskId = CreateTask(Task_FreezeObjectAndPlayer, 80);
|
|
gTasks[taskId].tObjectId = trainerObjectId1;
|
|
if (!gObjectEvents[trainerObjectId1].singleMovementActive)
|
|
{
|
|
FreezeObjectEvent(&gObjectEvents[trainerObjectId1]);
|
|
gTasks[taskId].tObjectFrozen = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool8 IsFreezeObjectAndPlayerFinished(void)
|
|
{
|
|
if (FuncIsActiveTask(Task_FreezeObjectAndPlayer))
|
|
{
|
|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
StopPlayerAvatar();
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
#undef tPlayerFrozen
|
|
#undef tObjectFrozen
|
|
#undef tObjectId
|