pokeemerald/src/event_object_movement.c
2023-11-11 20:08:20 +01:00

9241 lines
321 KiB
C

#include "global.h"
#include "malloc.h"
#include "battle_pyramid.h"
#include "berry.h"
#include "debug.h"
#include "decoration.h"
#include "event_data.h"
#include "event_object_movement.h"
#include "event_scripts.h"
#include "faraway_island.h"
#include "field_camera.h"
#include "field_effect.h"
#include "field_effect_helpers.h"
#include "field_player_avatar.h"
#include "fieldmap.h"
#include "mauville_old_man.h"
#include "metatile_behavior.h"
#include "overworld.h"
#include "palette.h"
#include "random.h"
#include "sprite.h"
#include "task.h"
#include "trainer_see.h"
#include "trainer_hill.h"
#include "util.h"
#include "constants/event_object_movement.h"
#include "constants/event_objects.h"
#include "constants/field_effects.h"
#include "constants/items.h"
#include "constants/mauville_old_man.h"
#include "constants/metatile_behaviors.h"
#include "constants/trainer_types.h"
#include "constants/union_room.h"
#include "field_weather.h"
#include "rtc.h"
// this file was known as evobjmv.c in Game Freak's original source
enum {
MOVE_SPEED_NORMAL, // walking
MOVE_SPEED_FAST_1, // running / surfing / sliding (ice tile)
MOVE_SPEED_FAST_2, // water current / acro bike
MOVE_SPEED_FASTER, // mach bike's max speed
MOVE_SPEED_FASTEST,
};
enum {
JUMP_DISTANCE_IN_PLACE,
JUMP_DISTANCE_NORMAL,
JUMP_DISTANCE_FAR,
};
// Sprite data used throughout
#define sObjEventId data[0]
#define sTypeFuncId data[1] // Index into corresponding gMovementTypeFuncs_* table
#define sActionFuncId data[2] // Index into corresponding gMovementActionFuncs_* table
#define sDirection data[3]
#define movement_type_def(setup, table) \
static u8 setup##_callback(struct ObjectEvent *, struct Sprite *);\
void setup(struct Sprite *sprite)\
{\
UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->sObjEventId], sprite, setup##_callback);\
}\
static u8 setup##_callback(struct ObjectEvent *objectEvent, struct Sprite *sprite)\
{\
return table[sprite->sTypeFuncId](objectEvent, sprite);\
}
#define movement_type_empty_callback(setup) \
static u8 setup##_callback(struct ObjectEvent *, struct Sprite *);\
void setup(struct Sprite *sprite)\
{\
UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->sObjEventId], sprite, setup##_callback);\
}\
static u8 setup##_callback(struct ObjectEvent *objectEvent, struct Sprite *sprite)\
{\
return 0;\
}
static EWRAM_DATA struct LockedAnimObjectEvents *sLockedAnimObjectEvents = {0};
static void MoveCoordsInDirection(u32, s16 *, s16 *, s16, s16);
static bool8 ObjectEventExecSingleMovementAction(struct ObjectEvent *, struct Sprite *);
static void SetMovementDelay(struct Sprite *, s16);
static bool8 WaitForMovementDelay(struct Sprite *);
static u8 GetCollisionInDirection(struct ObjectEvent *, u8);
static u32 GetCopyDirection(u8, u32, u32);
static void TryEnableObjectEventAnim(struct ObjectEvent *, struct Sprite *);
static void ObjectEventExecHeldMovementAction(struct ObjectEvent *, struct Sprite *);
static void UpdateObjectEventSpriteAnimPause(struct ObjectEvent *, struct Sprite *);
static bool8 IsCoordOutsideObjectEventMovementRange(struct ObjectEvent *, s16, s16);
static bool8 IsMetatileDirectionallyImpassable(struct ObjectEvent *, s16, s16, u8);
static bool8 DoesObjectCollideWithObjectAt(struct ObjectEvent *, s16, s16);
static void UpdateObjectEventOffscreen(struct ObjectEvent *, struct Sprite *);
static void UpdateObjectEventSpriteVisibility(struct ObjectEvent *, struct Sprite *);
static void ObjectEventUpdateMetatileBehaviors(struct ObjectEvent *);
static void GetGroundEffectFlags_Reflection(struct ObjectEvent *, u32 *);
static void GetGroundEffectFlags_TallGrassOnSpawn(struct ObjectEvent *, u32 *);
static void GetGroundEffectFlags_LongGrassOnSpawn(struct ObjectEvent *, u32 *);
static void GetGroundEffectFlags_SandHeap(struct ObjectEvent *, u32 *);
static void GetGroundEffectFlags_ShallowFlowingWater(struct ObjectEvent *, u32 *);
static void GetGroundEffectFlags_ShortGrass(struct ObjectEvent *, u32 *);
static void GetGroundEffectFlags_HotSprings(struct ObjectEvent *, u32 *);
static void GetGroundEffectFlags_TallGrassOnBeginStep(struct ObjectEvent *, u32 *);
static void GetGroundEffectFlags_LongGrassOnBeginStep(struct ObjectEvent *, u32 *);
static void GetGroundEffectFlags_Tracks(struct ObjectEvent *, u32 *);
static void GetGroundEffectFlags_Puddle(struct ObjectEvent *, u32 *);
static void GetGroundEffectFlags_Ripple(struct ObjectEvent *, u32 *);
static void GetGroundEffectFlags_Seaweed(struct ObjectEvent *, u32 *);
static void GetGroundEffectFlags_JumpLanding(struct ObjectEvent *, u32 *);
static u8 ObjectEventGetNearbyReflectionType(struct ObjectEvent *);
static u8 GetReflectionTypeByMetatileBehavior(u32);
static void InitObjectPriorityByElevation(struct Sprite *, u8);
static void ObjectEventUpdateSubpriority(struct ObjectEvent *, struct Sprite *);
static void DoTracksGroundEffect_None(struct ObjectEvent *, struct Sprite *, u8);
static void DoTracksGroundEffect_Footprints(struct ObjectEvent *, struct Sprite *, u8);
static void DoTracksGroundEffect_BikeTireTracks(struct ObjectEvent *, struct Sprite *, u8);
static void DoRippleFieldEffect(struct ObjectEvent *, struct Sprite *);
static void DoGroundEffects_OnSpawn(struct ObjectEvent *, struct Sprite *);
static void DoGroundEffects_OnBeginStep(struct ObjectEvent *, struct Sprite *);
static void DoGroundEffects_OnFinishStep(struct ObjectEvent *, struct Sprite *);
static void VirtualObject_UpdateAnim(struct Sprite *);
static void ApplyLevitateMovement(u8);
static bool8 MovementType_Disguise_Callback(struct ObjectEvent *, struct Sprite *);
static bool8 MovementType_Buried_Callback(struct ObjectEvent *, struct Sprite *);
static void CreateReflectionEffectSprites(void);
static u8 GetObjectEventIdByLocalIdAndMapInternal(u8, u8, u8);
static bool8 GetAvailableObjectEventId(u16, u8, u8, u8 *);
static void SetObjectEventDynamicGraphicsId(struct ObjectEvent *);
static void RemoveObjectEventInternal(struct ObjectEvent *);
static u16 GetObjectEventFlagIdByObjectEventId(u8);
static void UpdateObjectEventVisibility(struct ObjectEvent *, struct Sprite *);
static void MakeSpriteTemplateFromObjectEventTemplate(const struct ObjectEventTemplate *, struct SpriteTemplate *, const struct SubspriteTable **);
static void GetObjectEventMovingCameraOffset(s16 *, s16 *);
static const struct ObjectEventTemplate *GetObjectEventTemplateByLocalIdAndMap(u8, u8, u8);
static void RemoveObjectEventIfOutsideView(struct ObjectEvent *);
static void SpawnObjectEventOnReturnToField(u8, s16, s16);
static void SetPlayerAvatarObjectEventIdAndObjectId(u8, u8);
static void ResetObjectEventFldEffData(struct ObjectEvent *);
static u8 LoadSpritePaletteIfTagExists(const struct SpritePalette *);
static u8 FindObjectEventPaletteIndexByTag(u16);
static bool8 ObjectEventDoesElevationMatch(struct ObjectEvent *, u8);
static void SpriteCB_CameraObject(struct Sprite *);
static void CameraObject_0(struct Sprite *);
static void CameraObject_1(struct Sprite *);
static void CameraObject_2(struct Sprite *);
static const struct ObjectEventTemplate *FindObjectEventTemplateByLocalId(u8, const struct ObjectEventTemplate *, u8);
static void ClearObjectEventMovement(struct ObjectEvent *, struct Sprite *);
static void ObjectEventSetSingleMovement(struct ObjectEvent *, struct Sprite *, u8);
static void SetSpriteDataForNormalStep(struct Sprite *, u8, u8);
static void InitSpriteForFigure8Anim(struct Sprite *);
static bool8 AnimateSpriteInFigure8(struct Sprite *);
static void SpriteCB_VirtualObject(struct Sprite *);
static void DoShadowFieldEffect(struct ObjectEvent *);
static void SetJumpSpriteData(struct Sprite *, u8, u8, u8);
static void SetWalkSlowSpriteData(struct Sprite *, u8);
static bool8 UpdateWalkSlowAnim(struct Sprite *);
static u8 DoJumpSpriteMovement(struct Sprite *);
static u8 DoJumpSpecialSpriteMovement(struct Sprite *);
static void CreateLevitateMovementTask(struct ObjectEvent *);
static void DestroyLevitateMovementTask(u8);
static bool8 NpcTakeStep(struct Sprite *);
static bool8 IsElevationMismatchAt(u8, s16, s16);
static bool8 AreElevationsCompatible(u8, u8);
static u8 UpdateSpritePalette(const struct SpritePalette *spritePalette, struct Sprite *sprite);
static void ObjectEventSetGraphics(struct ObjectEvent *, const struct ObjectEventGraphicsInfo *);
static const struct SpriteFrameImage sPicTable_PechaBerryTree[];
static void StartSlowRunningAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction);
static const struct SpriteTemplate sCameraSpriteTemplate = {
.tileTag = 0,
.paletteTag = TAG_NONE,
.oam = &gDummyOamData,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = SpriteCB_CameraObject
};
static void (*const sCameraObjectFuncs[])(struct Sprite *) = {
CameraObject_0,
CameraObject_1,
CameraObject_2,
};
#include "data/object_events/object_event_graphics.h"
// movement type callbacks
static void (*const sMovementTypeCallbacks[])(struct Sprite *) =
{
[MOVEMENT_TYPE_NONE] = MovementType_None,
[MOVEMENT_TYPE_LOOK_AROUND] = MovementType_LookAround,
[MOVEMENT_TYPE_WANDER_AROUND] = MovementType_WanderAround,
[MOVEMENT_TYPE_WANDER_UP_AND_DOWN] = MovementType_WanderUpAndDown,
[MOVEMENT_TYPE_WANDER_DOWN_AND_UP] = MovementType_WanderUpAndDown,
[MOVEMENT_TYPE_WANDER_LEFT_AND_RIGHT] = MovementType_WanderLeftAndRight,
[MOVEMENT_TYPE_WANDER_RIGHT_AND_LEFT] = MovementType_WanderLeftAndRight,
[MOVEMENT_TYPE_FACE_UP] = MovementType_FaceDirection,
[MOVEMENT_TYPE_FACE_DOWN] = MovementType_FaceDirection,
[MOVEMENT_TYPE_FACE_LEFT] = MovementType_FaceDirection,
[MOVEMENT_TYPE_FACE_RIGHT] = MovementType_FaceDirection,
[MOVEMENT_TYPE_PLAYER] = MovementType_Player,
[MOVEMENT_TYPE_BERRY_TREE_GROWTH] = MovementType_BerryTreeGrowth,
[MOVEMENT_TYPE_FACE_DOWN_AND_UP] = MovementType_FaceDownAndUp,
[MOVEMENT_TYPE_FACE_LEFT_AND_RIGHT] = MovementType_FaceLeftAndRight,
[MOVEMENT_TYPE_FACE_UP_AND_LEFT] = MovementType_FaceUpAndLeft,
[MOVEMENT_TYPE_FACE_UP_AND_RIGHT] = MovementType_FaceUpAndRight,
[MOVEMENT_TYPE_FACE_DOWN_AND_LEFT] = MovementType_FaceDownAndLeft,
[MOVEMENT_TYPE_FACE_DOWN_AND_RIGHT] = MovementType_FaceDownAndRight,
[MOVEMENT_TYPE_FACE_DOWN_UP_AND_LEFT] = MovementType_FaceDownUpAndLeft,
[MOVEMENT_TYPE_FACE_DOWN_UP_AND_RIGHT] = MovementType_FaceDownUpAndRight,
[MOVEMENT_TYPE_FACE_UP_LEFT_AND_RIGHT] = MovementType_FaceUpRightAndLeft,
[MOVEMENT_TYPE_FACE_DOWN_LEFT_AND_RIGHT] = MovementType_FaceDownRightAndLeft,
[MOVEMENT_TYPE_ROTATE_COUNTERCLOCKWISE] = MovementType_RotateCounterclockwise,
[MOVEMENT_TYPE_ROTATE_CLOCKWISE] = MovementType_RotateClockwise,
[MOVEMENT_TYPE_WALK_UP_AND_DOWN] = MovementType_WalkBackAndForth,
[MOVEMENT_TYPE_WALK_DOWN_AND_UP] = MovementType_WalkBackAndForth,
[MOVEMENT_TYPE_WALK_LEFT_AND_RIGHT] = MovementType_WalkBackAndForth,
[MOVEMENT_TYPE_WALK_RIGHT_AND_LEFT] = MovementType_WalkBackAndForth,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_LEFT_DOWN] = MovementType_WalkSequenceUpRightLeftDown,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_DOWN_UP] = MovementType_WalkSequenceRightLeftDownUp,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_RIGHT_LEFT] = MovementType_WalkSequenceDownUpRightLeft,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_UP_RIGHT] = MovementType_WalkSequenceLeftDownUpRight,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_RIGHT_DOWN] = MovementType_WalkSequenceUpLeftRightDown,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_DOWN_UP] = MovementType_WalkSequenceLeftRightDownUp,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_LEFT_RIGHT] = MovementType_WalkSequenceDownUpLeftRight,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_UP_LEFT] = MovementType_WalkSequenceRightDownUpLeft,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_DOWN_RIGHT] = MovementType_WalkSequenceLeftUpDownRight,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_RIGHT_LEFT] = MovementType_WalkSequenceUpDownRightLeft,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_UP_DOWN] = MovementType_WalkSequenceRightLeftUpDown,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_LEFT_UP] = MovementType_WalkSequenceDownRightLeftUp,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_DOWN_LEFT] = MovementType_WalkSequenceRightUpDownLeft,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_LEFT_RIGHT] = MovementType_WalkSequenceUpDownLeftRight,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_UP_DOWN] = MovementType_WalkSequenceLeftRightUpDown,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_RIGHT_UP] = MovementType_WalkSequenceDownLeftRightUp,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_DOWN_RIGHT] = MovementType_WalkSequenceUpLeftDownRight,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_UP_LEFT] = MovementType_WalkSequenceDownRightUpLeft,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_RIGHT_UP] = MovementType_WalkSequenceLeftDownRightUp,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_LEFT_DOWN] = MovementType_WalkSequenceRightUpLeftDown,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_DOWN_LEFT] = MovementType_WalkSequenceUpRightDownLeft,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_UP_RIGHT] = MovementType_WalkSequenceDownLeftUpRight,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_RIGHT_DOWN] = MovementType_WalkSequenceLeftUpRightDown,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_LEFT_UP] = MovementType_WalkSequenceRightDownLeftUp,
[MOVEMENT_TYPE_COPY_PLAYER] = MovementType_CopyPlayer,
[MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE] = MovementType_CopyPlayer,
[MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE] = MovementType_CopyPlayer,
[MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE] = MovementType_CopyPlayer,
[MOVEMENT_TYPE_TREE_DISGUISE] = MovementType_TreeDisguise,
[MOVEMENT_TYPE_MOUNTAIN_DISGUISE] = MovementType_MountainDisguise,
[MOVEMENT_TYPE_COPY_PLAYER_IN_GRASS] = MovementType_CopyPlayerInGrass,
[MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE_IN_GRASS] = MovementType_CopyPlayerInGrass,
[MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE_IN_GRASS] = MovementType_CopyPlayerInGrass,
[MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE_IN_GRASS] = MovementType_CopyPlayerInGrass,
[MOVEMENT_TYPE_BURIED] = MovementType_Buried,
[MOVEMENT_TYPE_WALK_IN_PLACE_DOWN] = MovementType_WalkInPlace,
[MOVEMENT_TYPE_WALK_IN_PLACE_UP] = MovementType_WalkInPlace,
[MOVEMENT_TYPE_WALK_IN_PLACE_LEFT] = MovementType_WalkInPlace,
[MOVEMENT_TYPE_WALK_IN_PLACE_RIGHT] = MovementType_WalkInPlace,
[MOVEMENT_TYPE_JOG_IN_PLACE_DOWN] = MovementType_JogInPlace,
[MOVEMENT_TYPE_JOG_IN_PLACE_UP] = MovementType_JogInPlace,
[MOVEMENT_TYPE_JOG_IN_PLACE_LEFT] = MovementType_JogInPlace,
[MOVEMENT_TYPE_JOG_IN_PLACE_RIGHT] = MovementType_JogInPlace,
[MOVEMENT_TYPE_RUN_IN_PLACE_DOWN] = MovementType_RunInPlace,
[MOVEMENT_TYPE_RUN_IN_PLACE_UP] = MovementType_RunInPlace,
[MOVEMENT_TYPE_RUN_IN_PLACE_LEFT] = MovementType_RunInPlace,
[MOVEMENT_TYPE_RUN_IN_PLACE_RIGHT] = MovementType_RunInPlace,
[MOVEMENT_TYPE_INVISIBLE] = MovementType_Invisible,
[MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_DOWN] = MovementType_WalkSlowlyInPlace,
[MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_UP] = MovementType_WalkSlowlyInPlace,
[MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_LEFT] = MovementType_WalkSlowlyInPlace,
[MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_RIGHT] = MovementType_WalkSlowlyInPlace,
};
static const bool8 sMovementTypeHasRange[NUM_MOVEMENT_TYPES] = {
[MOVEMENT_TYPE_WANDER_AROUND] = TRUE,
[MOVEMENT_TYPE_WANDER_UP_AND_DOWN] = TRUE,
[MOVEMENT_TYPE_WANDER_DOWN_AND_UP] = TRUE,
[MOVEMENT_TYPE_WANDER_LEFT_AND_RIGHT] = TRUE,
[MOVEMENT_TYPE_WANDER_RIGHT_AND_LEFT] = TRUE,
[MOVEMENT_TYPE_WALK_UP_AND_DOWN] = TRUE,
[MOVEMENT_TYPE_WALK_DOWN_AND_UP] = TRUE,
[MOVEMENT_TYPE_WALK_LEFT_AND_RIGHT] = TRUE,
[MOVEMENT_TYPE_WALK_RIGHT_AND_LEFT] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_LEFT_DOWN] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_DOWN_UP] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_RIGHT_LEFT] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_UP_RIGHT] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_RIGHT_DOWN] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_DOWN_UP] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_LEFT_RIGHT] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_UP_LEFT] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_DOWN_RIGHT] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_RIGHT_LEFT] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_UP_DOWN] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_LEFT_UP] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_DOWN_LEFT] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_LEFT_RIGHT] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_UP_DOWN] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_RIGHT_UP] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_DOWN_RIGHT] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_UP_LEFT] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_RIGHT_UP] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_LEFT_DOWN] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_DOWN_LEFT] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_UP_RIGHT] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_RIGHT_DOWN] = TRUE,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_LEFT_UP] = TRUE,
[MOVEMENT_TYPE_COPY_PLAYER] = TRUE,
[MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE] = TRUE,
[MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE] = TRUE,
[MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE] = TRUE,
[MOVEMENT_TYPE_COPY_PLAYER_IN_GRASS] = TRUE,
[MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE_IN_GRASS] = TRUE,
[MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE_IN_GRASS] = TRUE,
[MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE_IN_GRASS] = TRUE,
};
const u8 gInitialMovementTypeFacingDirections[] = {
[MOVEMENT_TYPE_NONE] = DIR_SOUTH,
[MOVEMENT_TYPE_LOOK_AROUND] = DIR_SOUTH,
[MOVEMENT_TYPE_WANDER_AROUND] = DIR_SOUTH,
[MOVEMENT_TYPE_WANDER_UP_AND_DOWN] = DIR_NORTH,
[MOVEMENT_TYPE_WANDER_DOWN_AND_UP] = DIR_SOUTH,
[MOVEMENT_TYPE_WANDER_LEFT_AND_RIGHT] = DIR_WEST,
[MOVEMENT_TYPE_WANDER_RIGHT_AND_LEFT] = DIR_EAST,
[MOVEMENT_TYPE_FACE_UP] = DIR_NORTH,
[MOVEMENT_TYPE_FACE_DOWN] = DIR_SOUTH,
[MOVEMENT_TYPE_FACE_LEFT] = DIR_WEST,
[MOVEMENT_TYPE_FACE_RIGHT] = DIR_EAST,
[MOVEMENT_TYPE_PLAYER] = DIR_SOUTH,
[MOVEMENT_TYPE_BERRY_TREE_GROWTH] = DIR_SOUTH,
[MOVEMENT_TYPE_FACE_DOWN_AND_UP] = DIR_SOUTH,
[MOVEMENT_TYPE_FACE_LEFT_AND_RIGHT] = DIR_WEST,
[MOVEMENT_TYPE_FACE_UP_AND_LEFT] = DIR_NORTH,
[MOVEMENT_TYPE_FACE_UP_AND_RIGHT] = DIR_NORTH,
[MOVEMENT_TYPE_FACE_DOWN_AND_LEFT] = DIR_SOUTH,
[MOVEMENT_TYPE_FACE_DOWN_AND_RIGHT] = DIR_SOUTH,
[MOVEMENT_TYPE_FACE_DOWN_UP_AND_LEFT] = DIR_SOUTH,
[MOVEMENT_TYPE_FACE_DOWN_UP_AND_RIGHT] = DIR_SOUTH,
[MOVEMENT_TYPE_FACE_UP_LEFT_AND_RIGHT] = DIR_NORTH,
[MOVEMENT_TYPE_FACE_DOWN_LEFT_AND_RIGHT] = DIR_SOUTH,
[MOVEMENT_TYPE_ROTATE_COUNTERCLOCKWISE] = DIR_SOUTH,
[MOVEMENT_TYPE_ROTATE_CLOCKWISE] = DIR_SOUTH,
[MOVEMENT_TYPE_WALK_UP_AND_DOWN] = DIR_NORTH,
[MOVEMENT_TYPE_WALK_DOWN_AND_UP] = DIR_SOUTH,
[MOVEMENT_TYPE_WALK_LEFT_AND_RIGHT] = DIR_WEST,
[MOVEMENT_TYPE_WALK_RIGHT_AND_LEFT] = DIR_EAST,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_LEFT_DOWN] = DIR_NORTH,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_DOWN_UP] = DIR_EAST,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_RIGHT_LEFT] = DIR_SOUTH,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_UP_RIGHT] = DIR_WEST,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_RIGHT_DOWN] = DIR_NORTH,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_DOWN_UP] = DIR_WEST,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_LEFT_RIGHT] = DIR_SOUTH,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_UP_LEFT] = DIR_EAST,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_DOWN_RIGHT] = DIR_WEST,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_RIGHT_LEFT] = DIR_NORTH,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_UP_DOWN] = DIR_EAST,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_LEFT_UP] = DIR_SOUTH,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_DOWN_LEFT] = DIR_EAST,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_LEFT_RIGHT] = DIR_NORTH,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_UP_DOWN] = DIR_WEST,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_RIGHT_UP] = DIR_SOUTH,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_DOWN_RIGHT] = DIR_NORTH,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_UP_LEFT] = DIR_SOUTH,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_RIGHT_UP] = DIR_WEST,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_LEFT_DOWN] = DIR_EAST,
[MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_DOWN_LEFT] = DIR_NORTH,
[MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_UP_RIGHT] = DIR_SOUTH,
[MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_RIGHT_DOWN] = DIR_WEST,
[MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_LEFT_UP] = DIR_EAST,
[MOVEMENT_TYPE_COPY_PLAYER] = DIR_NORTH,
[MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE] = DIR_SOUTH,
[MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE] = DIR_WEST,
[MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE] = DIR_EAST,
[MOVEMENT_TYPE_TREE_DISGUISE] = DIR_SOUTH,
[MOVEMENT_TYPE_MOUNTAIN_DISGUISE] = DIR_SOUTH,
[MOVEMENT_TYPE_COPY_PLAYER_IN_GRASS] = DIR_NORTH,
[MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE_IN_GRASS] = DIR_SOUTH,
[MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE_IN_GRASS] = DIR_WEST,
[MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE_IN_GRASS] = DIR_EAST,
[MOVEMENT_TYPE_BURIED] = DIR_SOUTH,
[MOVEMENT_TYPE_WALK_IN_PLACE_DOWN] = DIR_SOUTH,
[MOVEMENT_TYPE_WALK_IN_PLACE_UP] = DIR_NORTH,
[MOVEMENT_TYPE_WALK_IN_PLACE_LEFT] = DIR_WEST,
[MOVEMENT_TYPE_WALK_IN_PLACE_RIGHT] = DIR_EAST,
[MOVEMENT_TYPE_JOG_IN_PLACE_DOWN] = DIR_SOUTH,
[MOVEMENT_TYPE_JOG_IN_PLACE_UP] = DIR_NORTH,
[MOVEMENT_TYPE_JOG_IN_PLACE_LEFT] = DIR_WEST,
[MOVEMENT_TYPE_JOG_IN_PLACE_RIGHT] = DIR_EAST,
[MOVEMENT_TYPE_RUN_IN_PLACE_DOWN] = DIR_SOUTH,
[MOVEMENT_TYPE_RUN_IN_PLACE_UP] = DIR_NORTH,
[MOVEMENT_TYPE_RUN_IN_PLACE_LEFT] = DIR_WEST,
[MOVEMENT_TYPE_RUN_IN_PLACE_RIGHT] = DIR_EAST,
[MOVEMENT_TYPE_INVISIBLE] = DIR_SOUTH,
[MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_DOWN] = DIR_SOUTH,
[MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_UP] = DIR_NORTH,
[MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_LEFT] = DIR_WEST,
[MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_RIGHT] = DIR_EAST,
};
#define OBJ_EVENT_PAL_TAG_BRENDAN 0x1100
#define OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION 0x1101
#define OBJ_EVENT_PAL_TAG_BRIDGE_REFLECTION 0x1102
#define OBJ_EVENT_PAL_TAG_NPC_1 0x1103
#define OBJ_EVENT_PAL_TAG_NPC_2 0x1104
#define OBJ_EVENT_PAL_TAG_NPC_3 0x1105
#define OBJ_EVENT_PAL_TAG_NPC_4 0x1106
#define OBJ_EVENT_PAL_TAG_NPC_1_REFLECTION 0x1107
#define OBJ_EVENT_PAL_TAG_NPC_2_REFLECTION 0x1108
#define OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION 0x1109
#define OBJ_EVENT_PAL_TAG_NPC_4_REFLECTION 0x110A
#define OBJ_EVENT_PAL_TAG_QUINTY_PLUMP 0x110B
#define OBJ_EVENT_PAL_TAG_QUINTY_PLUMP_REFLECTION 0x110C
#define OBJ_EVENT_PAL_TAG_TRUCK 0x110D
#define OBJ_EVENT_PAL_TAG_VIGOROTH 0x110E
#define OBJ_EVENT_PAL_TAG_ZIGZAGOON 0x110F
#define OBJ_EVENT_PAL_TAG_MAY 0x1110
#define OBJ_EVENT_PAL_TAG_MAY_REFLECTION 0x1111
#define OBJ_EVENT_PAL_TAG_MOVING_BOX 0x1112
#define OBJ_EVENT_PAL_TAG_CABLE_CAR 0x1113
#define OBJ_EVENT_PAL_TAG_SSTIDAL 0x1114
#define OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER 0x1115
#define OBJ_EVENT_PAL_TAG_KYOGRE 0x1116
#define OBJ_EVENT_PAL_TAG_KYOGRE_REFLECTION 0x1117
#define OBJ_EVENT_PAL_TAG_GROUDON 0x1118
#define OBJ_EVENT_PAL_TAG_GROUDON_REFLECTION 0x1119
#define OBJ_EVENT_PAL_TAG_UNUSED 0x111A
#define OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW 0x111B
#define OBJ_EVENT_PAL_TAG_POOCHYENA 0x111C
#define OBJ_EVENT_PAL_TAG_RED_LEAF 0x111D
#define OBJ_EVENT_PAL_TAG_DEOXYS 0x111E
#define OBJ_EVENT_PAL_TAG_BIRTH_ISLAND_STONE 0x111F
#define OBJ_EVENT_PAL_TAG_HO_OH 0x1120
#define OBJ_EVENT_PAL_TAG_LUGIA 0x1121
#define OBJ_EVENT_PAL_TAG_RS_BRENDAN 0x1122
#define OBJ_EVENT_PAL_TAG_RS_MAY 0x1123
#define OBJ_EVENT_PAL_TAG_LIGHT 0x8001
#define OBJ_EVENT_PAL_TAG_LIGHT_2 0x8002
#define OBJ_EVENT_PAL_TAG_NEON_LIGHT 0x8004
#define OBJ_EVENT_PAL_TAG_NONE 0x11FF
#include "data/object_events/object_event_graphics_info_pointers.h"
#include "data/field_effects/field_effect_object_template_pointers.h"
#include "data/object_events/object_event_pic_tables.h"
#include "data/object_events/object_event_anims.h"
#include "data/object_events/base_oam.h"
#include "data/object_events/object_event_subsprites.h"
#include "data/object_events/object_event_graphics_info.h"
static const struct SpritePalette sObjectEventSpritePalettes[] = {
{gObjectEventPal_Npc1, OBJ_EVENT_PAL_TAG_NPC_1},
{gObjectEventPal_Npc2, OBJ_EVENT_PAL_TAG_NPC_2},
{gObjectEventPal_Npc3, OBJ_EVENT_PAL_TAG_NPC_3},
{gObjectEventPal_Npc4, OBJ_EVENT_PAL_TAG_NPC_4},
{gObjectEventPal_Npc1Reflection, OBJ_EVENT_PAL_TAG_NPC_1_REFLECTION},
{gObjectEventPal_Npc2Reflection, OBJ_EVENT_PAL_TAG_NPC_2_REFLECTION},
{gObjectEventPal_Npc3Reflection, OBJ_EVENT_PAL_TAG_NPC_3_REFLECTION},
{gObjectEventPal_Npc4Reflection, OBJ_EVENT_PAL_TAG_NPC_4_REFLECTION},
{gObjectEventPal_Brendan, OBJ_EVENT_PAL_TAG_BRENDAN},
{gObjectEventPal_BrendanReflection, OBJ_EVENT_PAL_TAG_BRENDAN_REFLECTION},
{gObjectEventPal_BridgeReflection, OBJ_EVENT_PAL_TAG_BRIDGE_REFLECTION},
{gObjectEventPal_PlayerUnderwater, OBJ_EVENT_PAL_TAG_PLAYER_UNDERWATER},
{gObjectEventPal_QuintyPlump, OBJ_EVENT_PAL_TAG_QUINTY_PLUMP},
{gObjectEventPal_QuintyPlumpReflection, OBJ_EVENT_PAL_TAG_QUINTY_PLUMP_REFLECTION},
{gObjectEventPal_Truck, OBJ_EVENT_PAL_TAG_TRUCK},
{gObjectEventPal_Vigoroth, OBJ_EVENT_PAL_TAG_VIGOROTH},
{gObjectEventPal_EnemyZigzagoon, OBJ_EVENT_PAL_TAG_ZIGZAGOON},
{gObjectEventPal_May, OBJ_EVENT_PAL_TAG_MAY},
{gObjectEventPal_MayReflection, OBJ_EVENT_PAL_TAG_MAY_REFLECTION},
{gObjectEventPal_MovingBox, OBJ_EVENT_PAL_TAG_MOVING_BOX},
{gObjectEventPal_CableCar, OBJ_EVENT_PAL_TAG_CABLE_CAR},
{gObjectEventPal_SSTidal, OBJ_EVENT_PAL_TAG_SSTIDAL},
{gObjectEventPal_Kyogre, OBJ_EVENT_PAL_TAG_KYOGRE},
{gObjectEventPal_KyogreReflection, OBJ_EVENT_PAL_TAG_KYOGRE_REFLECTION},
{gObjectEventPal_Groudon, OBJ_EVENT_PAL_TAG_GROUDON},
{gObjectEventPal_GroudonReflection, OBJ_EVENT_PAL_TAG_GROUDON_REFLECTION},
{gObjectEventPal_SubmarineShadow, OBJ_EVENT_PAL_TAG_SUBMARINE_SHADOW},
{gObjectEventPal_Poochyena, OBJ_EVENT_PAL_TAG_POOCHYENA},
{gObjectEventPal_RedLeaf, OBJ_EVENT_PAL_TAG_RED_LEAF},
{gObjectEventPal_Deoxys, OBJ_EVENT_PAL_TAG_DEOXYS},
{gObjectEventPal_BirthIslandStone, OBJ_EVENT_PAL_TAG_BIRTH_ISLAND_STONE},
{gObjectEventPal_HoOh, OBJ_EVENT_PAL_TAG_HO_OH},
{gObjectEventPal_Lugia, OBJ_EVENT_PAL_TAG_LUGIA},
{gObjectEventPal_RubySapphireBrendan, OBJ_EVENT_PAL_TAG_RS_BRENDAN},
{gObjectEventPal_RubySapphireMay, OBJ_EVENT_PAL_TAG_RS_MAY},
{gObjectEventPal_Light, OBJ_EVENT_PAL_TAG_LIGHT},
{gObjectEventPal_Light2, OBJ_EVENT_PAL_TAG_LIGHT_2},
{gObjectEventPal_NeonLight, OBJ_EVENT_PAL_TAG_NEON_LIGHT},
#ifdef BUGFIX
{NULL, OBJ_EVENT_PAL_TAG_NONE},
#else
{}, // BUG: FindObjectEventPaletteIndexByTag looks for OBJ_EVENT_PAL_TAG_NONE and not 0x0.
// If it's looking for a tag that isn't in this table, the game locks in an infinite loop.
#endif
};
#include "data/object_events/berry_tree_graphics_tables.h"
#include "data/field_effects/field_effect_objects.h"
static const s16 sMovementDelaysMedium[] = {32, 64, 96, 128};
static const s16 sMovementDelaysLong[] = {32, 64, 128, 192}; // Unused
static const s16 sMovementDelaysShort[] = {32, 48, 64, 80};
#include "data/object_events/movement_type_func_tables.h"
static const u8 sFaceDirectionAnimNums[] = {
[DIR_NONE] = ANIM_STD_FACE_SOUTH,
[DIR_SOUTH] = ANIM_STD_FACE_SOUTH,
[DIR_NORTH] = ANIM_STD_FACE_NORTH,
[DIR_WEST] = ANIM_STD_FACE_WEST,
[DIR_EAST] = ANIM_STD_FACE_EAST,
[DIR_SOUTHWEST] = ANIM_STD_FACE_WEST,
[DIR_SOUTHEAST] = ANIM_STD_FACE_EAST,
[DIR_NORTHWEST] = ANIM_STD_FACE_WEST,
[DIR_NORTHEAST] = ANIM_STD_FACE_EAST,
};
static const u8 sMoveDirectionAnimNums[] = {
[DIR_NONE] = ANIM_STD_GO_SOUTH,
[DIR_SOUTH] = ANIM_STD_GO_SOUTH,
[DIR_NORTH] = ANIM_STD_GO_NORTH,
[DIR_WEST] = ANIM_STD_GO_WEST,
[DIR_EAST] = ANIM_STD_GO_EAST,
[DIR_SOUTHWEST] = ANIM_STD_GO_WEST,
[DIR_SOUTHEAST] = ANIM_STD_GO_EAST,
[DIR_NORTHWEST] = ANIM_STD_GO_WEST,
[DIR_NORTHEAST] = ANIM_STD_GO_EAST,
};
static const u8 sMoveDirectionFastAnimNums[] = {
[DIR_NONE] = ANIM_STD_GO_FAST_SOUTH,
[DIR_SOUTH] = ANIM_STD_GO_FAST_SOUTH,
[DIR_NORTH] = ANIM_STD_GO_FAST_NORTH,
[DIR_WEST] = ANIM_STD_GO_FAST_WEST,
[DIR_EAST] = ANIM_STD_GO_FAST_EAST,
[DIR_SOUTHWEST] = ANIM_STD_GO_FAST_WEST,
[DIR_SOUTHEAST] = ANIM_STD_GO_FAST_EAST,
[DIR_NORTHWEST] = ANIM_STD_GO_FAST_WEST,
[DIR_NORTHEAST] = ANIM_STD_GO_FAST_EAST,
};
static const u8 sMoveDirectionFasterAnimNums[] = {
[DIR_NONE] = ANIM_STD_GO_FASTER_SOUTH,
[DIR_SOUTH] = ANIM_STD_GO_FASTER_SOUTH,
[DIR_NORTH] = ANIM_STD_GO_FASTER_NORTH,
[DIR_WEST] = ANIM_STD_GO_FASTER_WEST,
[DIR_EAST] = ANIM_STD_GO_FASTER_EAST,
[DIR_SOUTHWEST] = ANIM_STD_GO_FASTER_WEST,
[DIR_SOUTHEAST] = ANIM_STD_GO_FASTER_EAST,
[DIR_NORTHWEST] = ANIM_STD_GO_FASTER_WEST,
[DIR_NORTHEAST] = ANIM_STD_GO_FASTER_EAST,
};
static const u8 sMoveDirectionFastestAnimNums[] = {
[DIR_NONE] = ANIM_STD_GO_FASTEST_SOUTH,
[DIR_SOUTH] = ANIM_STD_GO_FASTEST_SOUTH,
[DIR_NORTH] = ANIM_STD_GO_FASTEST_NORTH,
[DIR_WEST] = ANIM_STD_GO_FASTEST_WEST,
[DIR_EAST] = ANIM_STD_GO_FASTEST_EAST,
[DIR_SOUTHWEST] = ANIM_STD_GO_FASTEST_WEST,
[DIR_SOUTHEAST] = ANIM_STD_GO_FASTEST_EAST,
[DIR_NORTHWEST] = ANIM_STD_GO_FASTEST_WEST,
[DIR_NORTHEAST] = ANIM_STD_GO_FASTEST_EAST,
};
static const u8 sJumpSpecialDirectionAnimNums[] = { // used for jumping onto surf mon
[DIR_NONE] = ANIM_GET_ON_OFF_POKEMON_SOUTH,
[DIR_SOUTH] = ANIM_GET_ON_OFF_POKEMON_SOUTH,
[DIR_NORTH] = ANIM_GET_ON_OFF_POKEMON_NORTH,
[DIR_WEST] = ANIM_GET_ON_OFF_POKEMON_WEST,
[DIR_EAST] = ANIM_GET_ON_OFF_POKEMON_EAST,
[DIR_SOUTHWEST] = ANIM_GET_ON_OFF_POKEMON_SOUTH,
[DIR_SOUTHEAST] = ANIM_GET_ON_OFF_POKEMON_SOUTH,
[DIR_NORTHWEST] = ANIM_GET_ON_OFF_POKEMON_NORTH,
[DIR_NORTHEAST] = ANIM_GET_ON_OFF_POKEMON_NORTH,
};
static const u8 sAcroWheelieDirectionAnimNums[] = {
[DIR_NONE] = ANIM_BUNNY_HOP_BACK_WHEEL_SOUTH,
[DIR_SOUTH] = ANIM_BUNNY_HOP_BACK_WHEEL_SOUTH,
[DIR_NORTH] = ANIM_BUNNY_HOP_BACK_WHEEL_NORTH,
[DIR_WEST] = ANIM_BUNNY_HOP_BACK_WHEEL_WEST,
[DIR_EAST] = ANIM_BUNNY_HOP_BACK_WHEEL_EAST,
[DIR_SOUTHWEST] = ANIM_BUNNY_HOP_BACK_WHEEL_WEST,
[DIR_SOUTHEAST] = ANIM_BUNNY_HOP_BACK_WHEEL_EAST,
[DIR_NORTHWEST] = ANIM_BUNNY_HOP_BACK_WHEEL_WEST,
[DIR_NORTHEAST] = ANIM_BUNNY_HOP_BACK_WHEEL_EAST,
};
static const u8 sAcroUnusedDirectionAnimNums[] = {
[DIR_NONE] = ANIM_BUNNY_HOP_FRONT_WHEEL_SOUTH,
[DIR_SOUTH] = ANIM_BUNNY_HOP_FRONT_WHEEL_SOUTH,
[DIR_NORTH] = ANIM_BUNNY_HOP_FRONT_WHEEL_NORTH,
[DIR_WEST] = ANIM_BUNNY_HOP_FRONT_WHEEL_WEST,
[DIR_EAST] = ANIM_BUNNY_HOP_FRONT_WHEEL_EAST,
[DIR_SOUTHWEST] = ANIM_BUNNY_HOP_FRONT_WHEEL_SOUTH,
[DIR_SOUTHEAST] = ANIM_BUNNY_HOP_FRONT_WHEEL_SOUTH,
[DIR_NORTHWEST] = ANIM_BUNNY_HOP_FRONT_WHEEL_NORTH,
[DIR_NORTHEAST] = ANIM_BUNNY_HOP_FRONT_WHEEL_NORTH,
};
static const u8 sAcroEndWheelieDirectionAnimNums[] = {
[DIR_NONE] = ANIM_STANDING_WHEELIE_BACK_WHEEL_SOUTH,
[DIR_SOUTH] = ANIM_STANDING_WHEELIE_BACK_WHEEL_SOUTH,
[DIR_NORTH] = ANIM_STANDING_WHEELIE_BACK_WHEEL_NORTH,
[DIR_WEST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_WEST,
[DIR_EAST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_EAST,
[DIR_SOUTHWEST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_WEST,
[DIR_SOUTHEAST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_EAST,
[DIR_NORTHWEST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_WEST,
[DIR_NORTHEAST] = ANIM_STANDING_WHEELIE_BACK_WHEEL_EAST,
};
static const u8 sAcroUnusedActionDirectionAnimNums[] = {
[DIR_NONE] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_SOUTH,
[DIR_SOUTH] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_SOUTH,
[DIR_NORTH] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_NORTH,
[DIR_WEST] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_WEST,
[DIR_EAST] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_EAST,
[DIR_SOUTHWEST] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_SOUTH,
[DIR_SOUTHEAST] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_SOUTH,
[DIR_NORTHWEST] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_NORTH,
[DIR_NORTHEAST] = ANIM_STANDING_WHEELIE_FRONT_WHEEL_NORTH,
};
static const u8 sAcroWheeliePedalDirectionAnimNums[] = {
[DIR_NONE] = ANIM_MOVING_WHEELIE_SOUTH,
[DIR_SOUTH] = ANIM_MOVING_WHEELIE_SOUTH,
[DIR_NORTH] = ANIM_MOVING_WHEELIE_NORTH,
[DIR_WEST] = ANIM_MOVING_WHEELIE_WEST,
[DIR_EAST] = ANIM_MOVING_WHEELIE_EAST,
[DIR_SOUTHWEST] = ANIM_MOVING_WHEELIE_WEST,
[DIR_SOUTHEAST] = ANIM_MOVING_WHEELIE_EAST,
[DIR_NORTHWEST] = ANIM_MOVING_WHEELIE_WEST,
[DIR_NORTHEAST] = ANIM_MOVING_WHEELIE_EAST,
};
static const u8 sFishingDirectionAnimNums[] = {
[DIR_NONE] = ANIM_TAKE_OUT_ROD_SOUTH,
[DIR_SOUTH] = ANIM_TAKE_OUT_ROD_SOUTH,
[DIR_NORTH] = ANIM_TAKE_OUT_ROD_NORTH,
[DIR_WEST] = ANIM_TAKE_OUT_ROD_WEST,
[DIR_EAST] = ANIM_TAKE_OUT_ROD_EAST,
[DIR_SOUTHWEST] = ANIM_TAKE_OUT_ROD_SOUTH,
[DIR_SOUTHEAST] = ANIM_TAKE_OUT_ROD_SOUTH,
[DIR_NORTHWEST] = ANIM_TAKE_OUT_ROD_NORTH,
[DIR_NORTHEAST] = ANIM_TAKE_OUT_ROD_NORTH,
};
static const u8 sFishingNoCatchDirectionAnimNums[] = {
[DIR_NONE] = ANIM_PUT_AWAY_ROD_SOUTH,
[DIR_SOUTH] = ANIM_PUT_AWAY_ROD_SOUTH,
[DIR_NORTH] = ANIM_PUT_AWAY_ROD_NORTH,
[DIR_WEST] = ANIM_PUT_AWAY_ROD_WEST,
[DIR_EAST] = ANIM_PUT_AWAY_ROD_EAST,
[DIR_SOUTHWEST] = ANIM_PUT_AWAY_ROD_SOUTH,
[DIR_SOUTHEAST] = ANIM_PUT_AWAY_ROD_SOUTH,
[DIR_NORTHWEST] = ANIM_PUT_AWAY_ROD_NORTH,
[DIR_NORTHEAST] = ANIM_PUT_AWAY_ROD_NORTH,
};
static const u8 sFishingBiteDirectionAnimNums[] = {
[DIR_NONE] = ANIM_HOOKED_POKEMON_SOUTH,
[DIR_SOUTH] = ANIM_HOOKED_POKEMON_SOUTH,
[DIR_NORTH] = ANIM_HOOKED_POKEMON_NORTH,
[DIR_WEST] = ANIM_HOOKED_POKEMON_WEST,
[DIR_EAST] = ANIM_HOOKED_POKEMON_EAST,
[DIR_SOUTHWEST] = ANIM_HOOKED_POKEMON_SOUTH,
[DIR_SOUTHEAST] = ANIM_HOOKED_POKEMON_SOUTH,
[DIR_NORTHWEST] = ANIM_HOOKED_POKEMON_NORTH,
[DIR_NORTHEAST] = ANIM_HOOKED_POKEMON_NORTH,
};
static const u8 sRunningDirectionAnimNums[] = {
[DIR_NONE] = ANIM_RUN_SOUTH,
[DIR_SOUTH] = ANIM_RUN_SOUTH,
[DIR_NORTH] = ANIM_RUN_NORTH,
[DIR_WEST] = ANIM_RUN_WEST,
[DIR_EAST] = ANIM_RUN_EAST,
[DIR_SOUTHWEST] = ANIM_RUN_WEST,
[DIR_SOUTHEAST] = ANIM_RUN_EAST,
[DIR_NORTHWEST] = ANIM_RUN_WEST,
[DIR_NORTHEAST] = ANIM_RUN_EAST,
};
const u8 gTrainerFacingDirectionMovementTypes[] = {
[DIR_NONE] = MOVEMENT_TYPE_FACE_DOWN,
[DIR_SOUTH] = MOVEMENT_TYPE_FACE_DOWN,
[DIR_NORTH] = MOVEMENT_TYPE_FACE_UP,
[DIR_WEST] = MOVEMENT_TYPE_FACE_LEFT,
[DIR_EAST] = MOVEMENT_TYPE_FACE_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_TYPE_FACE_DOWN,
[DIR_SOUTHEAST] = MOVEMENT_TYPE_FACE_DOWN,
[DIR_NORTHWEST] = MOVEMENT_TYPE_FACE_UP,
[DIR_NORTHEAST] = MOVEMENT_TYPE_FACE_UP,
};
bool8 (*const gOppositeDirectionBlockedMetatileFuncs[])(u8) = {
MetatileBehavior_IsSouthBlocked,
MetatileBehavior_IsNorthBlocked,
MetatileBehavior_IsWestBlocked,
MetatileBehavior_IsEastBlocked
};
bool8 (*const gDirectionBlockedMetatileFuncs[])(u8) = {
MetatileBehavior_IsNorthBlocked,
MetatileBehavior_IsSouthBlocked,
MetatileBehavior_IsEastBlocked,
MetatileBehavior_IsWestBlocked
};
static const struct Coords16 sDirectionToVectors[] = {
{ 0, 0},
{ 0, 1},
{ 0, -1},
{-1, 0},
{ 1, 0},
{-1, 1},
{ 1, 1},
{-1, -1},
{ 1, -1},
{-2, 1},
{ 2, 1},
{-2, -1},
{ 2, -1}
};
const u8 gFaceDirectionMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_FACE_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_FACE_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_FACE_UP,
[DIR_WEST] = MOVEMENT_ACTION_FACE_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_FACE_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_FACE_LEFT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_FACE_RIGHT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_FACE_LEFT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_FACE_RIGHT
};
const u8 gWalkSlowMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_WALK_SLOW_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_WALK_SLOW_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_WALK_SLOW_UP,
[DIR_WEST] = MOVEMENT_ACTION_WALK_SLOW_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_WALK_SLOW_RIGHT,
};
const u8 gWalkNormalMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_WALK_NORMAL_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_WALK_NORMAL_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_WALK_NORMAL_UP,
[DIR_WEST] = MOVEMENT_ACTION_WALK_NORMAL_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_WALK_NORMAL_RIGHT,
};
const u8 gWalkFastMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_WALK_FAST_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_WALK_FAST_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_WALK_FAST_UP,
[DIR_WEST] = MOVEMENT_ACTION_WALK_FAST_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_WALK_FAST_RIGHT,
};
const u8 gRideWaterCurrentMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_RIDE_WATER_CURRENT_UP,
[DIR_WEST] = MOVEMENT_ACTION_RIDE_WATER_CURRENT_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_RIDE_WATER_CURRENT_RIGHT,
};
const u8 gWalkFasterMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_WALK_FASTER_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_WALK_FASTER_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_WALK_FASTER_UP,
[DIR_WEST] = MOVEMENT_ACTION_WALK_FASTER_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_WALK_FASTER_RIGHT,
};
const u8 gSlideMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_SLIDE_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_SLIDE_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_SLIDE_UP,
[DIR_WEST] = MOVEMENT_ACTION_SLIDE_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_SLIDE_RIGHT,
};
const u8 gPlayerRunMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_PLAYER_RUN_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_PLAYER_RUN_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_PLAYER_RUN_UP,
[DIR_WEST] = MOVEMENT_ACTION_PLAYER_RUN_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_PLAYER_RUN_RIGHT,
};
const u8 gJump2MovementActions[] = {
MOVEMENT_ACTION_JUMP_2_DOWN,
MOVEMENT_ACTION_JUMP_2_DOWN,
MOVEMENT_ACTION_JUMP_2_UP,
MOVEMENT_ACTION_JUMP_2_LEFT,
MOVEMENT_ACTION_JUMP_2_RIGHT,
};
const u8 gJumpInPlaceMovementActions[] = {
MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN,
MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN,
MOVEMENT_ACTION_JUMP_IN_PLACE_UP,
MOVEMENT_ACTION_JUMP_IN_PLACE_LEFT,
MOVEMENT_ACTION_JUMP_IN_PLACE_RIGHT,
};
const u8 gJumpInPlaceTurnAroundMovementActions[] = {
MOVEMENT_ACTION_JUMP_IN_PLACE_UP_DOWN,
MOVEMENT_ACTION_JUMP_IN_PLACE_UP_DOWN,
MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN_UP,
MOVEMENT_ACTION_JUMP_IN_PLACE_RIGHT_LEFT,
MOVEMENT_ACTION_JUMP_IN_PLACE_LEFT_RIGHT,
};
const u8 gJumpMovementActions[] = {
MOVEMENT_ACTION_JUMP_DOWN,
MOVEMENT_ACTION_JUMP_DOWN,
MOVEMENT_ACTION_JUMP_UP,
MOVEMENT_ACTION_JUMP_LEFT,
MOVEMENT_ACTION_JUMP_RIGHT,
};
const u8 gJumpSpecialMovementActions[] = {
MOVEMENT_ACTION_JUMP_SPECIAL_DOWN,
MOVEMENT_ACTION_JUMP_SPECIAL_DOWN,
MOVEMENT_ACTION_JUMP_SPECIAL_UP,
MOVEMENT_ACTION_JUMP_SPECIAL_LEFT,
MOVEMENT_ACTION_JUMP_SPECIAL_RIGHT,
};
const u8 gWalkInPlaceSlowMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_UP,
[DIR_WEST] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_LEFT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_RIGHT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_RIGHT
};
const u8 gWalkInPlaceNormalMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_UP,
[DIR_WEST] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_LEFT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_RIGHT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_RIGHT
};
const u8 gWalkInPlaceFastMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_UP,
[DIR_WEST] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_LEFT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_RIGHT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_FAST_RIGHT
};
const u8 gWalkInPlaceFasterMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_UP,
[DIR_WEST] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_LEFT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_RIGHT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_RIGHT
};
const u8 gAcroWheelieFaceDirectionMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_UP,
[DIR_WEST] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_LEFT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_RIGHT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_FACE_RIGHT
};
const u8 gAcroPopWheelieFaceDirectionMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_UP,
[DIR_WEST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_LEFT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_RIGHT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_RIGHT,
};
const u8 gAcroEndWheelieFaceDirectionMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_UP,
[DIR_WEST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_LEFT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_RIGHT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_RIGHT,
};
const u8 gAcroWheelieHopFaceDirectionMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_UP,
[DIR_WEST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_LEFT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_RIGHT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_RIGHT,
};
const u8 gAcroWheelieHopDirectionMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_UP,
[DIR_WEST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_LEFT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_RIGHT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_HOP_RIGHT,
};
const u8 gAcroWheelieJumpDirectionMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_UP,
[DIR_WEST] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_LEFT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_RIGHT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_RIGHT,
};
const u8 gAcroWheelieInPlaceDirectionMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_UP,
[DIR_WEST] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_LEFT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_RIGHT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_RIGHT,
};
const u8 gAcroPopWheelieMoveDirectionMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_UP,
[DIR_WEST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_LEFT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_RIGHT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_RIGHT,
};
const u8 gAcroWheelieMoveDirectionMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_UP,
[DIR_WEST] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_LEFT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_RIGHT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_RIGHT,
};
const u8 gAcroEndWheelieMoveDirectionMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_DOWN,
[DIR_SOUTH] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_DOWN,
[DIR_NORTH] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_UP,
[DIR_WEST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_LEFT,
[DIR_EAST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_RIGHT,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_LEFT,
[DIR_NORTHWEST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_LEFT,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_RIGHT,
[DIR_NORTHEAST] = MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_RIGHT,
};
// run slow
const u8 gRunSlowMovementActions[] = {
[DIR_NONE] = MOVEMENT_ACTION_RUN_DOWN_SLOW,
[DIR_SOUTH] = MOVEMENT_ACTION_RUN_DOWN_SLOW,
[DIR_NORTH] = MOVEMENT_ACTION_RUN_UP_SLOW,
[DIR_WEST] = MOVEMENT_ACTION_RUN_LEFT_SLOW,
[DIR_EAST] = MOVEMENT_ACTION_RUN_RIGHT_SLOW,
[DIR_SOUTHWEST] = MOVEMENT_ACTION_RUN_LEFT_SLOW,
[DIR_SOUTHEAST] = MOVEMENT_ACTION_RUN_RIGHT_SLOW,
[DIR_NORTHWEST] = MOVEMENT_ACTION_RUN_LEFT_SLOW,
[DIR_NORTHEAST] = MOVEMENT_ACTION_RUN_RIGHT_SLOW,
};
static const u8 sOppositeDirections[] = {
DIR_NORTH,
DIR_SOUTH,
DIR_EAST,
DIR_WEST,
DIR_NORTHEAST,
DIR_NORTHWEST,
DIR_SOUTHEAST,
DIR_SOUTHWEST,
};
// Takes the player's original and current facing direction to get the direction that should be considered to copy.
// Note that this means an NPC who copies the player's movement changes how they copy them based on how
// the player entered the area. For instance an NPC who does the same movements as the player when they
// entered the area facing South will do the opposite movements as the player if they enter facing North.
static const u8 sPlayerDirectionsForCopy[][4] = {
[DIR_SOUTH - 1] = {
[DIR_SOUTH - 1] = DIR_NORTH,
[DIR_NORTH - 1] = DIR_SOUTH,
[DIR_WEST - 1] = DIR_EAST,
[DIR_EAST - 1] = DIR_WEST
},
[DIR_NORTH - 1] = {
[DIR_SOUTH - 1] = DIR_SOUTH,
[DIR_NORTH - 1] = DIR_NORTH,
[DIR_WEST - 1] = DIR_WEST,
[DIR_EAST - 1] = DIR_EAST
},
[DIR_WEST - 1] = {
[DIR_SOUTH - 1] = DIR_WEST,
[DIR_NORTH - 1] = DIR_EAST,
[DIR_WEST - 1] = DIR_NORTH,
[DIR_EAST - 1] = DIR_SOUTH
},
[DIR_EAST - 1] = {
[DIR_SOUTH - 1] = DIR_EAST,
[DIR_NORTH - 1] = DIR_WEST,
[DIR_WEST - 1] = DIR_SOUTH,
[DIR_EAST - 1] = DIR_NORTH
}
};
// Indexed first with the NPC's initial facing direction based on movement type, and secondly with the player direction to copy.
// Returns the direction the copy NPC should travel in.
static const u8 sPlayerDirectionToCopyDirection[][4] = {
[DIR_SOUTH - 1] = { // MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE(_IN_GRASS)
[DIR_SOUTH - 1] = DIR_NORTH,
[DIR_NORTH - 1] = DIR_SOUTH,
[DIR_WEST - 1] = DIR_EAST,
[DIR_EAST - 1] = DIR_WEST
},
[DIR_NORTH - 1] = { // MOVEMENT_TYPE_COPY_PLAYER(_IN_GRASS)
[DIR_SOUTH - 1] = DIR_SOUTH,
[DIR_NORTH - 1] = DIR_NORTH,
[DIR_WEST - 1] = DIR_WEST,
[DIR_EAST - 1] = DIR_EAST
},
[DIR_WEST - 1] = { // MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE(_IN_GRASS)
[DIR_SOUTH - 1] = DIR_EAST,
[DIR_NORTH - 1] = DIR_WEST,
[DIR_WEST - 1] = DIR_SOUTH,
[DIR_EAST - 1] = DIR_NORTH
},
[DIR_EAST - 1] = { // MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE(_IN_GRASS)
[DIR_SOUTH - 1] = DIR_WEST,
[DIR_NORTH - 1] = DIR_EAST,
[DIR_WEST - 1] = DIR_NORTH,
[DIR_EAST - 1] = DIR_SOUTH
}
};
#include "data/object_events/movement_action_func_tables.h"
static void ClearObjectEvent(struct ObjectEvent *objectEvent)
{
*objectEvent = (struct ObjectEvent){};
objectEvent->localId = OBJ_EVENT_ID_PLAYER;
objectEvent->mapNum = MAP_NUM(UNDEFINED);
objectEvent->mapGroup = MAP_GROUP(UNDEFINED);
objectEvent->movementActionId = MOVEMENT_ACTION_NONE;
}
static void ClearAllObjectEvents(void)
{
u8 i;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
ClearObjectEvent(&gObjectEvents[i]);
}
void ResetObjectEvents(void)
{
ClearLinkPlayerObjectEvents();
ClearAllObjectEvents();
ClearPlayerAvatarInfo();
CreateReflectionEffectSprites();
}
static void CreateReflectionEffectSprites(void)
{
u8 spriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_REFLECTION_DISTORTION], 0, 0, 31);
gSprites[spriteId].oam.affineMode = ST_OAM_AFFINE_NORMAL;
InitSpriteAffineAnim(&gSprites[spriteId]);
StartSpriteAffineAnim(&gSprites[spriteId], 0);
gSprites[spriteId].invisible = TRUE;
spriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_REFLECTION_DISTORTION], 0, 0, 31);
gSprites[spriteId].oam.affineMode = ST_OAM_AFFINE_NORMAL;
InitSpriteAffineAnim(&gSprites[spriteId]);
StartSpriteAffineAnim(&gSprites[spriteId], 1);
gSprites[spriteId].invisible = TRUE;
}
u8 GetFirstInactiveObjectEventId(void)
{
u8 i;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (!gObjectEvents[i].active)
break;
}
return i;
}
u8 GetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroupId)
{
if (localId < OBJ_EVENT_ID_PLAYER)
return GetObjectEventIdByLocalIdAndMapInternal(localId, mapNum, mapGroupId);
return GetObjectEventIdByLocalId(localId);
}
bool8 TryGetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroupId, u8 *objectEventId)
{
*objectEventId = GetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroupId);
if (*objectEventId == OBJECT_EVENTS_COUNT)
return TRUE;
else
return FALSE;
}
u8 GetObjectEventIdByXY(s16 x, s16 y)
{
u8 i;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (gObjectEvents[i].active && gObjectEvents[i].currentCoords.x == x && gObjectEvents[i].currentCoords.y == y)
break;
}
return i;
}
static u8 GetObjectEventIdByLocalIdAndMapInternal(u8 localId, u8 mapNum, u8 mapGroupId)
{
u8 i;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (gObjectEvents[i].active && gObjectEvents[i].localId == localId && gObjectEvents[i].mapNum == mapNum && gObjectEvents[i].mapGroup == mapGroupId)
return i;
}
return OBJECT_EVENTS_COUNT;
}
u8 GetObjectEventIdByLocalId(u8 localId)
{
u8 i;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (gObjectEvents[i].active && gObjectEvents[i].localId == localId)
return i;
}
return OBJECT_EVENTS_COUNT;
}
static u8 InitObjectEventStateFromTemplate(const struct ObjectEventTemplate *template, u8 mapNum, u8 mapGroup)
{
struct ObjectEvent *objectEvent;
u8 objectEventId;
s16 x;
s16 y;
if (GetAvailableObjectEventId(template->localId, mapNum, mapGroup, &objectEventId))
return OBJECT_EVENTS_COUNT;
objectEvent = &gObjectEvents[objectEventId];
ClearObjectEvent(objectEvent);
x = template->x + MAP_OFFSET;
y = template->y + MAP_OFFSET;
objectEvent->active = TRUE;
objectEvent->triggerGroundEffectsOnMove = TRUE;
objectEvent->graphicsId = template->graphicsId;
objectEvent->movementType = template->movementType;
objectEvent->localId = template->localId;
objectEvent->mapNum = mapNum;
objectEvent->mapGroup = mapGroup;
objectEvent->initialCoords.x = x;
objectEvent->initialCoords.y = y;
objectEvent->currentCoords.x = x;
objectEvent->currentCoords.y = y;
objectEvent->previousCoords.x = x;
objectEvent->previousCoords.y = y;
objectEvent->currentElevation = template->elevation;
objectEvent->previousElevation = template->elevation;
objectEvent->rangeX = template->movementRangeX;
objectEvent->rangeY = template->movementRangeY;
objectEvent->trainerType = template->trainerType;
objectEvent->mapNum = mapNum;
objectEvent->trainerRange_berryTreeId = template->trainerRange_berryTreeId;
objectEvent->previousMovementDirection = gInitialMovementTypeFacingDirections[template->movementType];
SetObjectEventDirection(objectEvent, objectEvent->previousMovementDirection);
SetObjectEventDynamicGraphicsId(objectEvent);
if (sMovementTypeHasRange[objectEvent->movementType])
{
if (objectEvent->rangeX == 0)
objectEvent->rangeX++;
if (objectEvent->rangeY == 0)
objectEvent->rangeY++;
}
return objectEventId;
}
u8 Unref_TryInitLocalObjectEvent(u8 localId)
{
u8 i;
u8 objectEventCount;
struct ObjectEventTemplate *template;
if (gMapHeader.events != NULL)
{
if (InBattlePyramid())
objectEventCount = GetNumBattlePyramidObjectEvents();
else if (InTrainerHill())
objectEventCount = 2;
else
objectEventCount = gMapHeader.events->objectEventCount;
for (i = 0; i < objectEventCount; i++)
{
template = &gSaveBlock1Ptr->objectEventTemplates[i];
if (template->localId == localId && !FlagGet(template->flagId))
return InitObjectEventStateFromTemplate(template, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup);
}
}
return OBJECT_EVENTS_COUNT;
}
static bool8 GetAvailableObjectEventId(u16 localId, u8 mapNum, u8 mapGroup, u8 *objectEventId)
// Looks for an empty slot.
// Returns FALSE and the location of the available slot
// in *objectEventId.
// If no slots are available, or if the object is already
// loaded, returns TRUE.
{
u8 i = 0;
for (i = 0; i < OBJECT_EVENTS_COUNT && gObjectEvents[i].active; i++)
{
if (gObjectEvents[i].localId == localId && gObjectEvents[i].mapNum == mapNum && gObjectEvents[i].mapGroup == mapGroup)
return TRUE;
}
if (i >= OBJECT_EVENTS_COUNT)
return TRUE;
*objectEventId = i;
for (; i < OBJECT_EVENTS_COUNT; i++)
{
if (gObjectEvents[i].active && gObjectEvents[i].localId == localId && gObjectEvents[i].mapNum == mapNum && gObjectEvents[i].mapGroup == mapGroup)
return TRUE;
}
return FALSE;
}
static void RemoveObjectEvent(struct ObjectEvent *objectEvent)
{
objectEvent->active = FALSE;
RemoveObjectEventInternal(objectEvent);
}
void RemoveObjectEventByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup)
{
u8 objectEventId;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
{
FlagSet(GetObjectEventFlagIdByObjectEventId(objectEventId));
RemoveObjectEvent(&gObjectEvents[objectEventId]);
}
}
static void RemoveObjectEventInternal(struct ObjectEvent *objectEvent)
{
u8 paletteNum;
struct SpriteFrameImage image;
image.size = GetObjectEventGraphicsInfo(objectEvent->graphicsId)->size;
gSprites[objectEvent->spriteId].images = &image;
paletteNum = gSprites[objectEvent->spriteId].oam.paletteNum;
if (!gSprites[objectEvent->spriteId].inUse && !gSprites[objectEvent->spriteId].oam.paletteNum && gSprites[objectEvent->spriteId].callback == SpriteCallbackDummy)
DestroySprite(&gSprites[objectEvent->spriteId]);
else
{
DestroySprite(&gSprites[objectEvent->spriteId]);
FieldEffectFreePaletteIfUnused(paletteNum);
}
}
void RemoveAllObjectEventsExceptPlayer(void)
{
u8 i;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (i != gPlayerAvatar.objectEventId)
RemoveObjectEvent(&gObjectEvents[i]);
}
}
static u8 TrySetupObjectEventSprite(const struct ObjectEventTemplate *objectEventTemplate, struct SpriteTemplate *spriteTemplate, u8 mapNum, u8 mapGroup, s16 cameraX, s16 cameraY)
{
u8 spriteId;
u8 objectEventId;
struct Sprite *sprite;
struct ObjectEvent *objectEvent;
const struct ObjectEventGraphicsInfo *graphicsInfo;
objectEventId = InitObjectEventStateFromTemplate(objectEventTemplate, mapNum, mapGroup);
if (objectEventId == OBJECT_EVENTS_COUNT)
return OBJECT_EVENTS_COUNT;
objectEvent = &gObjectEvents[objectEventId];
graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId);
if (spriteTemplate->paletteTag != TAG_NONE)
LoadObjectEventPalette(spriteTemplate->paletteTag);
if (objectEvent->movementType == MOVEMENT_TYPE_INVISIBLE)
objectEvent->invisible = TRUE;
spriteId = CreateSprite(spriteTemplate, 0, 0, 0);
if (spriteId == MAX_SPRITES)
{
gObjectEvents[objectEventId].active = FALSE;
return OBJECT_EVENTS_COUNT;
}
sprite = &gSprites[spriteId];
GetMapCoordsFromSpritePos(objectEvent->currentCoords.x + cameraX, objectEvent->currentCoords.y + cameraY, &sprite->x, &sprite->y);
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->x += 8;
sprite->y += 16 + sprite->centerToCornerVecY;
sprite->coordOffsetEnabled = TRUE;
sprite->sObjEventId = objectEventId;
objectEvent->spriteId = spriteId;
objectEvent->inanimate = graphicsInfo->inanimate;
if (!objectEvent->inanimate)
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(objectEvent->facingDirection));
SetObjectSubpriorityByElevation(objectEvent->previousElevation, sprite, 1);
UpdateObjectEventVisibility(objectEvent, sprite);
return objectEventId;
}
static u8 TrySpawnObjectEventTemplate(const struct ObjectEventTemplate *objectEventTemplate, u8 mapNum, u8 mapGroup, s16 cameraX, s16 cameraY)
{
u8 objectEventId;
struct SpriteTemplate spriteTemplate;
struct SpriteFrameImage spriteFrameImage;
const struct ObjectEventGraphicsInfo *graphicsInfo;
const struct SubspriteTable *subspriteTables = NULL;
graphicsInfo = GetObjectEventGraphicsInfo(objectEventTemplate->graphicsId);
MakeSpriteTemplateFromObjectEventTemplate(objectEventTemplate, &spriteTemplate, &subspriteTables);
spriteFrameImage.size = graphicsInfo->size;
spriteTemplate.images = &spriteFrameImage;
objectEventId = TrySetupObjectEventSprite(objectEventTemplate, &spriteTemplate, mapNum, mapGroup, cameraX, cameraY);
if (objectEventId == OBJECT_EVENTS_COUNT)
return OBJECT_EVENTS_COUNT;
gSprites[gObjectEvents[objectEventId].spriteId].images = graphicsInfo->images;
if (subspriteTables)
SetSubspriteTables(&gSprites[gObjectEvents[objectEventId].spriteId], subspriteTables);
return objectEventId;
}
u8 SpawnSpecialObjectEvent(struct ObjectEventTemplate *objectEventTemplate)
{
s16 cameraX;
s16 cameraY;
GetObjectEventMovingCameraOffset(&cameraX, &cameraY);
return TrySpawnObjectEventTemplate(objectEventTemplate, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, cameraX, cameraY);
}
u8 SpawnSpecialObjectEventParameterized(u16 graphicsId, u8 movementBehavior, u8 localId, s16 x, s16 y, u8 elevation)
{
struct ObjectEventTemplate objectEventTemplate;
x -= MAP_OFFSET;
y -= MAP_OFFSET;
objectEventTemplate.localId = localId;
objectEventTemplate.graphicsId = graphicsId;
objectEventTemplate.kind = OBJ_KIND_NORMAL;
objectEventTemplate.x = x;
objectEventTemplate.y = y;
objectEventTemplate.elevation = elevation;
objectEventTemplate.movementType = movementBehavior;
objectEventTemplate.movementRangeX = 0;
objectEventTemplate.movementRangeY = 0;
objectEventTemplate.trainerType = TRAINER_TYPE_NONE;
objectEventTemplate.trainerRange_berryTreeId = 0;
return SpawnSpecialObjectEvent(&objectEventTemplate);
}
u8 TrySpawnObjectEvent(u8 localId, u8 mapNum, u8 mapGroup)
{
const struct ObjectEventTemplate *objectEventTemplate;
s16 cameraX, cameraY;
objectEventTemplate = GetObjectEventTemplateByLocalIdAndMap(localId, mapNum, mapGroup);
if (!objectEventTemplate)
return OBJECT_EVENTS_COUNT;
GetObjectEventMovingCameraOffset(&cameraX, &cameraY);
return TrySpawnObjectEventTemplate(objectEventTemplate, mapNum, mapGroup, cameraX, cameraY);
}
static void CopyObjectGraphicsInfoToSpriteTemplate(u16 graphicsId, void (*callback)(struct Sprite *), struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables)
{
const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(graphicsId);
spriteTemplate->tileTag = graphicsInfo->tileTag;
spriteTemplate->paletteTag = graphicsInfo->paletteTag;
spriteTemplate->oam = graphicsInfo->oam;
spriteTemplate->anims = graphicsInfo->anims;
spriteTemplate->images = graphicsInfo->images;
spriteTemplate->affineAnims = graphicsInfo->affineAnims;
spriteTemplate->callback = callback;
*subspriteTables = graphicsInfo->subspriteTables;
}
static void CopyObjectGraphicsInfoToSpriteTemplate_WithMovementType(u16 graphicsId, u16 movementType, struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables)
{
CopyObjectGraphicsInfoToSpriteTemplate(graphicsId, sMovementTypeCallbacks[movementType], spriteTemplate, subspriteTables);
}
static void MakeSpriteTemplateFromObjectEventTemplate(const struct ObjectEventTemplate *objectEventTemplate, struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables)
{
CopyObjectGraphicsInfoToSpriteTemplate_WithMovementType(objectEventTemplate->graphicsId, objectEventTemplate->movementType, spriteTemplate, subspriteTables);
}
static u8 UpdateSpritePalette(const struct SpritePalette *spritePalette, struct Sprite *sprite)
{
sprite->inUse = FALSE;
FieldEffectFreePaletteIfUnused(sprite->oam.paletteNum);
sprite->inUse = TRUE;
if (IndexOfSpritePaletteTag(spritePalette->tag) == 0xFF)
{
sprite->oam.paletteNum = LoadSpritePalette(spritePalette);
UpdateSpritePaletteWithWeather(sprite->oam.paletteNum, FALSE);
}
else
sprite->oam.paletteNum = LoadSpritePalette(spritePalette);
return sprite->oam.paletteNum;
}
u8 UpdateSpritePaletteByTemplate(const struct SpriteTemplate *template, struct Sprite *sprite)
{
u8 i = FindObjectEventPaletteIndexByTag(template->paletteTag);
if (i == 0xFF)
return i;
return UpdateSpritePalette(&sObjectEventSpritePalettes[i], sprite);
}
static u8 LoadObjectEventPaletteWithTag(u16 paletteTag, u16 overTag)
{
u32 i = FindObjectEventPaletteIndexByTag(paletteTag);
struct SpritePalette spritePalette;
if (i == 0xFF)
return i;
spritePalette = sObjectEventSpritePalettes[i];
if (overTag != TAG_NONE)
spritePalette.tag = overTag;
return LoadSpritePaletteIfTagExists(&spritePalette);
}
// Used to create a sprite using a graphicsId associated with object events.
u8 CreateObjectGraphicsSpriteWithTag(u16 graphicsId, void (*callback)(struct Sprite *), s16 x, s16 y, u8 subpriority, u16 paletteTag)
{
struct SpriteTemplate *spriteTemplate;
const struct SubspriteTable *subspriteTables;
struct Sprite *sprite;
u8 spriteId;
spriteTemplate = Alloc(sizeof(struct SpriteTemplate));
CopyObjectGraphicsInfoToSpriteTemplate(graphicsId, callback, spriteTemplate, &subspriteTables);
if (spriteTemplate->paletteTag != TAG_NONE)
{
if (paletteTag == TAG_NONE)
LoadObjectEventPalette(spriteTemplate->paletteTag);
else
{
LoadObjectEventPaletteWithTag(spriteTemplate->paletteTag, paletteTag);
spriteTemplate->paletteTag = paletteTag;
}
}
spriteId = CreateSprite(spriteTemplate, x, y, subpriority);
Free(spriteTemplate);
if (spriteId != MAX_SPRITES && subspriteTables != NULL)
{
sprite = &gSprites[spriteId];
SetSubspriteTables(sprite, subspriteTables);
sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
}
return spriteId;
}
u8 CreateObjectGraphicsSprite(u16 graphicsId, void (*callback)(struct Sprite *), s16 x, s16 y, u8 subpriority)
{
return CreateObjectGraphicsSpriteWithTag(graphicsId, callback, x, y, subpriority, TAG_NONE);
}
#define sVirtualObjId data[0]
#define sVirtualObjElev data[1]
// "Virtual Objects" are a class of sprites used instead of a full object event.
// Used when more objects are needed than the object event limit (for Contest / Battle Dome audiences and group members in Union Room).
// A unique id is given as an argument and stored in the sprite data to allow referring back to the same virtual object.
// They can be turned (and, in the case of the Union Room, animated teleporting in and out) but do not have movement types
// or any of the other data normally associated with object events.
u8 CreateVirtualObject(u16 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 elevation, u8 direction)
{
u8 spriteId;
struct Sprite *sprite;
struct SpriteTemplate spriteTemplate;
const struct SubspriteTable *subspriteTables;
const struct ObjectEventGraphicsInfo *graphicsInfo;
graphicsInfo = GetObjectEventGraphicsInfo(graphicsId);
CopyObjectGraphicsInfoToSpriteTemplate(graphicsId, SpriteCB_VirtualObject, &spriteTemplate, &subspriteTables);
x += MAP_OFFSET;
y += MAP_OFFSET;
SetSpritePosToOffsetMapCoords(&x, &y, 8, 16);
if (spriteTemplate.paletteTag != TAG_NONE)
LoadObjectEventPalette(spriteTemplate.paletteTag);
spriteId = CreateSpriteAtEnd(&spriteTemplate, x, y, 0);
if (spriteId != MAX_SPRITES)
{
sprite = &gSprites[spriteId];
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->y += sprite->centerToCornerVecY;
sprite->coordOffsetEnabled = TRUE;
sprite->sVirtualObjId = virtualObjId;
sprite->sVirtualObjElev = elevation;
if (subspriteTables != NULL)
{
SetSubspriteTables(sprite, subspriteTables);
sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
}
InitObjectPriorityByElevation(sprite, elevation);
SetObjectSubpriorityByElevation(elevation, sprite, 1);
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(direction));
}
return spriteId;
}
void UpdateLightSprite(struct Sprite *sprite)
{
s32 hours, minutes;
s16 left = gSaveBlock1Ptr->pos.x - 2;
s16 right = gSaveBlock1Ptr->pos.x + 17;
s16 top = gSaveBlock1Ptr->pos.y;
s16 bottom = gSaveBlock1Ptr->pos.y + 15;
s16 x = sprite->data[6];
s16 y = sprite->data[7];
u16 sheetTileStart;
u32 paletteNum;
if (!(x >= left && x <= right && y >= top && y <= bottom))
{
sheetTileStart = sprite->sheetTileStart;
paletteNum = sprite->oam.paletteNum;
DestroySprite(sprite);
FieldEffectFreeTilesIfUnused(sheetTileStart);
FieldEffectFreePaletteIfUnused(paletteNum);
Weather_SetBlendCoeffs(12, 12);
return;
}
if (gTimeOfDay != TIME_OF_DAY_NIGHT)
{
sprite->invisible = TRUE;
return;
}
if (gTimeOfDay == TIME_OF_DAY_NIGHT)
{
hours = gLocalTime.hours;
minutes = gLocalTime.minutes;
if ((hours == 5 && minutes >= 30) || (hours > 5 && hours < 18) || (hours == 18 && minutes < 30))
{
Weather_SetBlendCoeffs(7, 12);
sprite->invisible = TRUE;
}
else
{
Weather_SetBlendCoeffs(12, 12);
sprite->invisible = FALSE;
}
}
}
static void SpawnLightSprite(s16 x, s16 y, s16 camX, s16 camY, u32 lightType)
{
struct Sprite *sprite;
const struct SpriteTemplate *template;
u8 i;
for (i = 0; i < MAX_SPRITES; i++)
{
sprite = &gSprites[i];
if (sprite->inUse && sprite->callback == UpdateLightSprite && sprite->data[6] == x && sprite->data[7] == y)
return;
}
lightType = min(lightType, ARRAY_COUNT(gFieldEffectObjectTemplate_Light) - 1);
template = gFieldEffectObjectTemplate_Light[lightType];
LoadSpriteSheetByTemplate(template, 0);
sprite = &gSprites[CreateSprite(template, 0, 0, 0)];
if (lightType == 0 && (i = IndexOfSpritePaletteTag(template->paletteTag + 1)) < 16)
sprite->oam.paletteNum = i;
else
UpdateSpritePaletteByTemplate(template, sprite);
GetMapCoordsFromSpritePos(x + camX, y + camY, &sprite->x, &sprite->y);
sprite->data[5] = lightType;
sprite->data[6] = x;
sprite->data[7] = y;
sprite->affineAnims = gDummySpriteAffineAnimTable;
sprite->affineAnimBeginning = TRUE;
sprite->coordOffsetEnabled = TRUE;
switch (lightType)
{
case 0: // Rustboro lanterns
sprite->centerToCornerVecX = -(32 >> 1);
sprite->centerToCornerVecY = -(32 >> 1);
sprite->oam.priority = 1;
sprite->oam.objMode = 1;
sprite->oam.affineMode = ST_OAM_AFFINE_NORMAL;
sprite->x += 8;
sprite->y += 22 + sprite->centerToCornerVecY;
break;
case 1 ... 2: // Pokemon Center & mart
sprite->centerToCornerVecX = -(16 >> 1);
sprite->centerToCornerVecY = -(16 >> 1);
sprite->oam.priority = 2;
sprite->subpriority = 0xFF;
sprite->oam.objMode = 1;
break;
}
}
void TrySpawnLightSprites(s16 camX, s16 camY)
{
u8 i;
u8 objectCount;
s16 left = gSaveBlock1Ptr->pos.x - 2;
s16 right = gSaveBlock1Ptr->pos.x + MAP_OFFSET_W + 2;
s16 top = gSaveBlock1Ptr->pos.y;
s16 bottom = gSaveBlock1Ptr->pos.y + MAP_OFFSET_H + 2;
if (gMapHeader.events == NULL)
return;
if (InBattlePyramid())
objectCount = GetNumBattlePyramidObjectEvents();
else if (InTrainerHill())
objectCount = 2;
else
objectCount = gMapHeader.events->objectEventCount;
for (i = 0; i < objectCount; i++)
{
struct ObjectEventTemplate *template = &gSaveBlock1Ptr->objectEventTemplates[i];
s16 npcX = template->x + MAP_OFFSET;
s16 npcY = template->y + MAP_OFFSET;
if (top <= npcY && bottom >= npcY && left <= npcX && right >= npcX && !FlagGet(template->flagId))
if (template->graphicsId == OBJ_EVENT_GFX_LIGHT_SPRITE)
SpawnLightSprite(npcX, npcY, camX, camY, template->trainerRange_berryTreeId);
}
}
void TrySpawnObjectEvents(s16 cameraX, s16 cameraY)
{
u8 i;
u8 objectCount;
if (gMapHeader.events != NULL)
{
s16 left = gSaveBlock1Ptr->pos.x - 2;
s16 right = gSaveBlock1Ptr->pos.x + MAP_OFFSET_W + 2;
s16 top = gSaveBlock1Ptr->pos.y;
s16 bottom = gSaveBlock1Ptr->pos.y + MAP_OFFSET_H + 2;
if (InBattlePyramid())
objectCount = GetNumBattlePyramidObjectEvents();
else if (InTrainerHill())
objectCount = 2;
else
objectCount = gMapHeader.events->objectEventCount;
for (i = 0; i < objectCount; i++)
{
struct ObjectEventTemplate *template = &gSaveBlock1Ptr->objectEventTemplates[i];
s16 npcX = template->x + MAP_OFFSET;
s16 npcY = template->y + MAP_OFFSET;
if (top <= npcY && bottom >= npcY && left <= npcX && right >= npcX && !FlagGet(template->flagId))
{
if (template->graphicsId == OBJ_EVENT_GFX_LIGHT_SPRITE)
SpawnLightSprite(npcX, npcY, cameraX, cameraY, template->trainerRange_berryTreeId);
else
TrySpawnObjectEventTemplate(template, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, cameraX, cameraY);
}
}
}
}
void RemoveObjectEventsOutsideView(void)
{
u8 i, j;
bool8 isActiveLinkPlayer;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
for (j = 0, isActiveLinkPlayer = FALSE; j < ARRAY_COUNT(gLinkPlayerObjectEvents); j++)
{
if (gLinkPlayerObjectEvents[j].active && i == gLinkPlayerObjectEvents[j].objEventId)
isActiveLinkPlayer = TRUE;
}
if (!isActiveLinkPlayer)
{
struct ObjectEvent *objectEvent = &gObjectEvents[i];
if (objectEvent->active && !objectEvent->isPlayer)
RemoveObjectEventIfOutsideView(objectEvent);
}
}
}
static void RemoveObjectEventIfOutsideView(struct ObjectEvent *objectEvent)
{
s16 left = gSaveBlock1Ptr->pos.x - 2;
s16 right = gSaveBlock1Ptr->pos.x + 17;
s16 top = gSaveBlock1Ptr->pos.y;
s16 bottom = gSaveBlock1Ptr->pos.y + 16;
if (objectEvent->currentCoords.x >= left && objectEvent->currentCoords.x <= right
&& objectEvent->currentCoords.y >= top && objectEvent->currentCoords.y <= bottom)
return;
if (objectEvent->initialCoords.x >= left && objectEvent->initialCoords.x <= right
&& objectEvent->initialCoords.y >= top && objectEvent->initialCoords.y <= bottom)
return;
RemoveObjectEvent(objectEvent);
}
void SpawnObjectEventsOnReturnToField(s16 x, s16 y)
{
u8 i;
ClearPlayerAvatarInfo();
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (gObjectEvents[i].active)
SpawnObjectEventOnReturnToField(i, x, y);
}
CreateReflectionEffectSprites();
TrySpawnLightSprites(x, y);
}
static void SpawnObjectEventOnReturnToField(u8 objectEventId, s16 x, s16 y)
{
u8 i;
struct Sprite *sprite;
struct ObjectEvent *objectEvent;
struct SpriteTemplate spriteTemplate;
struct SpriteFrameImage spriteFrameImage;
const struct SubspriteTable *subspriteTables;
const struct ObjectEventGraphicsInfo *graphicsInfo;
for (i = 0; i < ARRAY_COUNT(gLinkPlayerObjectEvents); i++)
{
if (gLinkPlayerObjectEvents[i].active && objectEventId == gLinkPlayerObjectEvents[i].objEventId)
return;
}
objectEvent = &gObjectEvents[objectEventId];
subspriteTables = NULL;
graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId);
spriteFrameImage.size = graphicsInfo->size;
CopyObjectGraphicsInfoToSpriteTemplate_WithMovementType(objectEvent->graphicsId, objectEvent->movementType, &spriteTemplate, &subspriteTables);
spriteTemplate.images = &spriteFrameImage;
if (spriteTemplate.paletteTag != TAG_NONE)
LoadObjectEventPalette(spriteTemplate.paletteTag);
i = CreateSprite(&spriteTemplate, 0, 0, 0);
if (i != MAX_SPRITES)
{
sprite = &gSprites[i];
GetMapCoordsFromSpritePos(x + objectEvent->currentCoords.x, y + objectEvent->currentCoords.y, &sprite->x, &sprite->y);
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->x += 8;
sprite->y += 16 + sprite->centerToCornerVecY;
sprite->images = graphicsInfo->images;
if (objectEvent->movementType == MOVEMENT_TYPE_PLAYER)
{
SetPlayerAvatarObjectEventIdAndObjectId(objectEventId, i);
objectEvent->warpArrowSpriteId = CreateWarpArrowSprite();
}
if (subspriteTables != NULL)
SetSubspriteTables(sprite, subspriteTables);
sprite->coordOffsetEnabled = TRUE;
sprite->sObjEventId = objectEventId;
objectEvent->spriteId = i;
if (!objectEvent->inanimate && objectEvent->movementType != MOVEMENT_TYPE_PLAYER)
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(objectEvent->facingDirection));
ResetObjectEventFldEffData(objectEvent);
SetObjectSubpriorityByElevation(objectEvent->previousElevation, sprite, 1);
}
}
static void ResetObjectEventFldEffData(struct ObjectEvent *objectEvent)
{
objectEvent->singleMovementActive = FALSE;
objectEvent->triggerGroundEffectsOnMove = TRUE;
objectEvent->noShadow = FALSE;
objectEvent->hasReflection = FALSE;
objectEvent->inShortGrass = FALSE;
objectEvent->inShallowFlowingWater = FALSE;
objectEvent->inSandPile = FALSE;
objectEvent->inHotSprings = FALSE;
ObjectEventClearHeldMovement(objectEvent);
}
static void SetPlayerAvatarObjectEventIdAndObjectId(u8 objectEventId, u8 spriteId)
{
gPlayerAvatar.objectEventId = objectEventId;
gPlayerAvatar.spriteId = spriteId;
gPlayerAvatar.gender = GetPlayerAvatarGenderByGraphicsId(gObjectEvents[objectEventId].graphicsId);
SetPlayerAvatarExtraStateTransition(gObjectEvents[objectEventId].graphicsId, PLAYER_AVATAR_FLAG_CONTROLLABLE);
}
static void ObjectEventSetGraphics(struct ObjectEvent *objectEvent, const struct ObjectEventGraphicsInfo *graphicsInfo)
{
struct Sprite *sprite = &gSprites[objectEvent->spriteId];
u8 i = FindObjectEventPaletteIndexByTag(graphicsInfo->paletteTag);
if (i != 0xFF)
UpdateSpritePalette(&sObjectEventSpritePalettes[i], sprite);
sprite->oam.shape = graphicsInfo->oam->shape;
sprite->oam.size = graphicsInfo->oam->size;
sprite->images = graphicsInfo->images;
sprite->anims = graphicsInfo->anims;
sprite->subspriteTables = graphicsInfo->subspriteTables;
objectEvent->inanimate = graphicsInfo->inanimate;
SetSpritePosToMapCoords(objectEvent->currentCoords.x, objectEvent->currentCoords.y, &sprite->x, &sprite->y);
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->x += 8;
sprite->y += 16 + sprite->centerToCornerVecY;
if (objectEvent->trackedByCamera)
CameraObjectReset1();
}
void ObjectEventSetGraphicsId(struct ObjectEvent *objectEvent, u16 graphicsId)
{
objectEvent->graphicsId = graphicsId;
ObjectEventSetGraphics(objectEvent, GetObjectEventGraphicsInfo(graphicsId));
objectEvent->graphicsId = graphicsId;
}
void ObjectEventSetGraphicsIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, u16 graphicsId)
{
u8 objectEventId;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
ObjectEventSetGraphicsId(&gObjectEvents[objectEventId], graphicsId);
}
void ObjectEventTurn(struct ObjectEvent *objectEvent, u8 direction)
{
SetObjectEventDirection(objectEvent, direction);
if (!objectEvent->inanimate)
{
StartSpriteAnim(&gSprites[objectEvent->spriteId], GetFaceDirectionAnimNum(objectEvent->facingDirection));
SeekSpriteAnim(&gSprites[objectEvent->spriteId], 0);
}
}
void ObjectEventTurnByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, u8 direction)
{
u8 objectEventId;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
ObjectEventTurn(&gObjectEvents[objectEventId], direction);
}
void PlayerObjectTurn(struct PlayerAvatar *playerAvatar, u8 direction)
{
ObjectEventTurn(&gObjectEvents[playerAvatar->objectEventId], direction);
}
static void SetBerryTreeGraphics(struct ObjectEvent *objectEvent, u8 berryId, u8 berryStage)
{
const u16 graphicsId = gBerryTreeObjectEventGraphicsIdTablePointers[berryId][berryStage];
const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(graphicsId);
struct Sprite *sprite = &gSprites[objectEvent->spriteId];
UpdateSpritePalette(&sObjectEventSpritePalettes[gBerryTreePaletteSlotTablePointers[berryId][berryStage] - 2], sprite);
sprite->oam.shape = graphicsInfo->oam->shape;
sprite->oam.size = graphicsInfo->oam->size;
sprite->images = gBerryTreePicTablePointers[berryId];
sprite->anims = graphicsInfo->anims;
sprite->subspriteTables = graphicsInfo->subspriteTables;
objectEvent->inanimate = graphicsInfo->inanimate;
objectEvent->graphicsId = graphicsId;
SetSpritePosToMapCoords(objectEvent->currentCoords.x, objectEvent->currentCoords.y, &sprite->x, &sprite->y);
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->x += 8;
sprite->y += 16 + sprite->centerToCornerVecY;
if (objectEvent->trackedByCamera)
CameraObjectReset1();
}
static void GetBerryTreeGraphics(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 berryStage;
u8 berryId;
objectEvent->invisible = TRUE;
sprite->invisible = TRUE;
berryStage = GetStageByBerryTreeId(objectEvent->trainerRange_berryTreeId);
if (berryStage != BERRY_STAGE_NO_BERRY)
{
objectEvent->invisible = FALSE;
sprite->invisible = FALSE;
berryId = GetBerryTypeByBerryTreeId(objectEvent->trainerRange_berryTreeId) - 1;
berryStage--;
if (berryId > ITEM_TO_BERRY(LAST_BERRY_INDEX))
berryId = 0;
SetBerryTreeGraphics(objectEvent, berryId, berryStage);
StartSpriteAnim(sprite, berryStage);
}
}
const struct ObjectEventGraphicsInfo *GetObjectEventGraphicsInfo(u16 graphicsId)
{
u8 bard;
if (graphicsId >= OBJ_EVENT_GFX_VARS)
graphicsId = VarGetObjectEventGraphicsId(graphicsId - OBJ_EVENT_GFX_VARS);
if (graphicsId == OBJ_EVENT_GFX_BARD)
{
bard = GetCurrentMauvilleOldMan();
return gMauvilleOldManGraphicsInfoPointers[bard];
}
if (graphicsId >= NUM_OBJ_EVENT_GFX)
graphicsId = OBJ_EVENT_GFX_NINJA_BOY;
return gObjectEventGraphicsInfoPointers[graphicsId];
}
static void SetObjectEventDynamicGraphicsId(struct ObjectEvent *objectEvent)
{
if (objectEvent->graphicsId >= OBJ_EVENT_GFX_VARS)
objectEvent->graphicsId = VarGetObjectEventGraphicsId(objectEvent->graphicsId - OBJ_EVENT_GFX_VARS);
}
void SetObjectInvisibility(u8 localId, u8 mapNum, u8 mapGroup, bool8 invisible)
{
u8 objectEventId;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
gObjectEvents[objectEventId].invisible = invisible;
}
void ObjectEventGetLocalIdAndMap(struct ObjectEvent *objectEvent, void *localId, void *mapNum, void *mapGroup)
{
*(u8 *)(localId) = objectEvent->localId;
*(u8 *)(mapNum) = objectEvent->mapNum;
*(u8 *)(mapGroup) = objectEvent->mapGroup;
}
void AllowObjectAtPosTriggerGroundEffects(s16 x, s16 y)
{
u8 objectEventId;
struct ObjectEvent *objectEvent;
objectEventId = GetObjectEventIdByXY(x, y);
if (objectEventId != OBJECT_EVENTS_COUNT)
{
objectEvent = &gObjectEvents[objectEventId];
objectEvent->triggerGroundEffectsOnMove = TRUE;
}
}
void SetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup, u8 subpriority)
{
u8 objectEventId;
struct ObjectEvent *objectEvent;
struct Sprite *sprite;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
{
objectEvent = &gObjectEvents[objectEventId];
sprite = &gSprites[objectEvent->spriteId];
objectEvent->fixedPriority = TRUE;
sprite->subpriority = subpriority;
}
}
void ResetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup)
{
u8 objectEventId;
struct ObjectEvent *objectEvent;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
{
objectEvent = &gObjectEvents[objectEventId];
objectEvent->fixedPriority = FALSE;
objectEvent->triggerGroundEffectsOnMove = TRUE;
}
}
void SetObjectEventSpritePosByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y)
{
u8 objectEventId;
struct Sprite *sprite;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
{
sprite = &gSprites[gObjectEvents[objectEventId].spriteId];
sprite->x2 = x;
sprite->y2 = y;
}
}
void FreeAndReserveObjectSpritePalettes(void)
{
FreeAllSpritePalettes();
gReservedSpritePaletteCount = OBJ_PALSLOT_COUNT;
}
u8 LoadObjectEventPalette(u16 paletteTag)
{
u16 i = FindObjectEventPaletteIndexByTag(paletteTag);
// FindObjectEventPaletteIndexByTag returns 0xFF on failure, not OBJ_EVENT_PAL_TAG_NONE.
#ifdef BUGFIX
if (i == 0xFF)
return i;
#else
if (i != OBJ_EVENT_PAL_TAG_NONE)
#endif
return LoadSpritePaletteIfTagExists(&sObjectEventSpritePalettes[i]);
}
// Unused
static void LoadObjectEventPaletteSet(u16 *paletteTags)
{
u8 i;
for (i = 0; paletteTags[i] != OBJ_EVENT_PAL_TAG_NONE; i++)
LoadObjectEventPalette(paletteTags[i]);
}
static u8 LoadSpritePaletteIfTagExists(const struct SpritePalette *spritePalette)
{
u8 paletteNum = IndexOfSpritePaletteTag(spritePalette->tag);
if (paletteNum != 0xFF)
return paletteNum;
paletteNum = LoadSpritePalette(spritePalette);
if (paletteNum != 0xFF)
UpdateSpritePaletteWithWeather(paletteNum, FALSE);
return paletteNum;
}
static u8 FindObjectEventPaletteIndexByTag(u16 tag)
{
u8 i;
for (i = 0; sObjectEventSpritePalettes[i].tag != OBJ_EVENT_PAL_TAG_NONE; i++)
{
if (sObjectEventSpritePalettes[i].tag == tag)
return i;
}
return 0xFF;
}
// Unused
static void IncrementObjectEventCoords(struct ObjectEvent *objectEvent, s16 x, s16 y)
{
objectEvent->previousCoords.x = objectEvent->currentCoords.x;
objectEvent->previousCoords.y = objectEvent->currentCoords.y;
objectEvent->currentCoords.x += x;
objectEvent->currentCoords.y += y;
}
void ShiftObjectEventCoords(struct ObjectEvent *objectEvent, s16 x, s16 y)
{
objectEvent->previousCoords.x = objectEvent->currentCoords.x;
objectEvent->previousCoords.y = objectEvent->currentCoords.y;
objectEvent->currentCoords.x = x;
objectEvent->currentCoords.y = y;
}
static void SetObjectEventCoords(struct ObjectEvent *objectEvent, s16 x, s16 y)
{
objectEvent->previousCoords.x = x;
objectEvent->previousCoords.y = y;
objectEvent->currentCoords.x = x;
objectEvent->currentCoords.y = y;
}
void MoveObjectEventToMapCoords(struct ObjectEvent *objectEvent, s16 x, s16 y)
{
struct Sprite *sprite;
const struct ObjectEventGraphicsInfo *graphicsInfo;
sprite = &gSprites[objectEvent->spriteId];
graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId);
SetObjectEventCoords(objectEvent, x, y);
SetSpritePosToMapCoords(objectEvent->currentCoords.x, objectEvent->currentCoords.y, &sprite->x, &sprite->y);
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->x += 8;
sprite->y += 16 + sprite->centerToCornerVecY;
ResetObjectEventFldEffData(objectEvent);
if (objectEvent->trackedByCamera)
CameraObjectReset1();
}
void TryMoveObjectEventToMapCoords(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y)
{
u8 objectEventId;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
{
x += MAP_OFFSET;
y += MAP_OFFSET;
MoveObjectEventToMapCoords(&gObjectEvents[objectEventId], x, y);
}
}
void ShiftStillObjectEventCoords(struct ObjectEvent *objectEvent)
{
ShiftObjectEventCoords(objectEvent, objectEvent->currentCoords.x, objectEvent->currentCoords.y);
}
void UpdateObjectEventCoordsForCameraUpdate(void)
{
u8 i;
s16 dx;
s16 dy;
if (gCamera.active)
{
dx = gCamera.x;
dy = gCamera.y;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (gObjectEvents[i].active)
{
gObjectEvents[i].initialCoords.x -= dx;
gObjectEvents[i].initialCoords.y -= dy;
gObjectEvents[i].currentCoords.x -= dx;
gObjectEvents[i].currentCoords.y -= dy;
gObjectEvents[i].previousCoords.x -= dx;
gObjectEvents[i].previousCoords.y -= dy;
}
}
}
}
u8 GetObjectEventIdByPosition(u16 x, u16 y, u8 elevation)
{
u8 i;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (gObjectEvents[i].active)
{
if (gObjectEvents[i].currentCoords.x == x
&& gObjectEvents[i].currentCoords.y == y
&& ObjectEventDoesElevationMatch(&gObjectEvents[i], elevation))
return i;
}
}
return OBJECT_EVENTS_COUNT;
}
static bool8 ObjectEventDoesElevationMatch(struct ObjectEvent *objectEvent, u8 elevation)
{
if (objectEvent->currentElevation != 0 && elevation != 0 && objectEvent->currentElevation != elevation)
return FALSE;
return TRUE;
}
void UpdateObjectEventsForCameraUpdate(s16 x, s16 y)
{
UpdateObjectEventCoordsForCameraUpdate();
TrySpawnObjectEvents(x, y);
RemoveObjectEventsOutsideView();
}
#define sLinkedSpriteId data[0]
#define sState data[1]
u8 AddCameraObject(u8 linkedSpriteId)
{
u8 spriteId = CreateSprite(&sCameraSpriteTemplate, 0, 0, 4);
gSprites[spriteId].invisible = TRUE;
gSprites[spriteId].sLinkedSpriteId = linkedSpriteId;
return spriteId;
}
static void SpriteCB_CameraObject(struct Sprite *sprite)
{
void (*callbacks[ARRAY_COUNT(sCameraObjectFuncs)])(struct Sprite *);
memcpy(callbacks, sCameraObjectFuncs, sizeof sCameraObjectFuncs);
callbacks[sprite->sState](sprite);
}
static void CameraObject_0(struct Sprite *sprite)
{
sprite->x = gSprites[sprite->sLinkedSpriteId].x;
sprite->y = gSprites[sprite->sLinkedSpriteId].y;
sprite->invisible = TRUE;
sprite->sState = 1;
CameraObject_1(sprite);
}
static void CameraObject_1(struct Sprite *sprite)
{
s16 x = gSprites[sprite->sLinkedSpriteId].x;
s16 y = gSprites[sprite->sLinkedSpriteId].y;
sprite->data[2] = x - sprite->x;
sprite->data[3] = y - sprite->y;
sprite->x = x;
sprite->y = y;
}
static void CameraObject_2(struct Sprite *sprite)
{
sprite->x = gSprites[sprite->sLinkedSpriteId].x;
sprite->y = gSprites[sprite->sLinkedSpriteId].y;
sprite->data[2] = 0;
sprite->data[3] = 0;
}
static struct Sprite *FindCameraSprite(void)
{
u8 i;
for (i = 0; i < MAX_SPRITES; i++)
{
if (gSprites[i].inUse && gSprites[i].callback == SpriteCB_CameraObject)
return &gSprites[i];
}
return NULL;
}
void CameraObjectReset1(void)
{
struct Sprite *camera;
camera = FindCameraSprite();
if (camera != NULL)
{
camera->sState = 0;
camera->callback(camera);
}
}
void CameraObjectSetFollowedSpriteId(u8 spriteId)
{
struct Sprite *camera;
camera = FindCameraSprite();
if (camera != NULL)
{
camera->sLinkedSpriteId = spriteId;
CameraObjectReset1();
}
}
// Unused
static u8 CameraObjectGetFollowedSpriteId(void)
{
struct Sprite *camera;
camera = FindCameraSprite();
if (camera == NULL)
return MAX_SPRITES;
return camera->sLinkedSpriteId;
}
void CameraObjectReset2(void)
{
// UB: Possible null dereference
#ifdef UBFIX
struct Sprite *camera = FindCameraSprite();
if (camera)
camera->sState = 2;
#else
FindCameraSprite()->sState = 2;
#endif // UBFIX
}
u8 CopySprite(struct Sprite *sprite, s16 x, s16 y, u8 subpriority)
{
u8 i;
for (i = 0; i < MAX_SPRITES; i++)
{
if (!gSprites[i].inUse)
{
gSprites[i] = *sprite;
gSprites[i].x = x;
gSprites[i].y = y;
gSprites[i].subpriority = subpriority;
break;
}
}
return i;
}
u8 CreateCopySpriteAt(struct Sprite *sprite, s16 x, s16 y, u8 subpriority)
{
s16 i;
for (i = MAX_SPRITES - 1; i > -1; i--)
{
if (!gSprites[i].inUse)
{
gSprites[i] = *sprite;
gSprites[i].x = x;
gSprites[i].y = y;
gSprites[i].subpriority = subpriority;
return i;
}
}
return MAX_SPRITES;
}
void SetObjectEventDirection(struct ObjectEvent *objectEvent, u8 direction)
{
s8 d2;
objectEvent->previousMovementDirection = objectEvent->facingDirection;
if (!objectEvent->facingDirectionLocked)
{
d2 = direction;
objectEvent->facingDirection = d2;
}
objectEvent->movementDirection = direction;
}
static const u8 *GetObjectEventScriptPointerByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup)
{
return GetObjectEventTemplateByLocalIdAndMap(localId, mapNum, mapGroup)->script;
}
const u8 *GetObjectEventScriptPointerByObjectEventId(u8 objectEventId)
{
return GetObjectEventScriptPointerByLocalIdAndMap(gObjectEvents[objectEventId].localId, gObjectEvents[objectEventId].mapNum, gObjectEvents[objectEventId].mapGroup);
}
static u16 GetObjectEventFlagIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup)
{
const struct ObjectEventTemplate *obj = GetObjectEventTemplateByLocalIdAndMap(localId, mapNum, mapGroup);
#ifdef UBFIX
// BUG: The function may return NULL, and attempting to read from NULL may freeze the game using modern compilers.
if (obj == NULL)
return 0;
#endif // UBFIX
return obj->flagId;
}
static u16 GetObjectEventFlagIdByObjectEventId(u8 objectEventId)
{
return GetObjectEventFlagIdByLocalIdAndMap(gObjectEvents[objectEventId].localId, gObjectEvents[objectEventId].mapNum, gObjectEvents[objectEventId].mapGroup);
}
// Unused
static u8 GetObjectTrainerTypeByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup)
{
u8 objectEventId;
if (TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
return 0xFF;
return gObjectEvents[objectEventId].trainerType;
}
// Unused
static u8 GetObjectTrainerTypeByObjectEventId(u8 objectEventId)
{
return gObjectEvents[objectEventId].trainerType;
}
// Unused
u8 GetObjectEventBerryTreeIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup)
{
u8 objectEventId;
if (TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
return 0xFF;
return gObjectEvents[objectEventId].trainerRange_berryTreeId;
}
u8 GetObjectEventBerryTreeId(u8 objectEventId)
{
return gObjectEvents[objectEventId].trainerRange_berryTreeId;
}
static const struct ObjectEventTemplate *GetObjectEventTemplateByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup)
{
const struct ObjectEventTemplate *templates;
const struct MapHeader *mapHeader;
u8 count;
if (gSaveBlock1Ptr->location.mapNum == mapNum && gSaveBlock1Ptr->location.mapGroup == mapGroup)
{
templates = gSaveBlock1Ptr->objectEventTemplates;
count = gMapHeader.events->objectEventCount;
}
else
{
mapHeader = Overworld_GetMapHeaderByGroupAndId(mapGroup, mapNum);
templates = mapHeader->events->objectEvents;
count = mapHeader->events->objectEventCount;
}
return FindObjectEventTemplateByLocalId(localId, templates, count);
}
static const struct ObjectEventTemplate *FindObjectEventTemplateByLocalId(u8 localId, const struct ObjectEventTemplate *templates, u8 count)
{
u8 i;
for (i = 0; i < count; i++)
{
if (templates[i].localId == localId)
return &templates[i];
}
return NULL;
}
struct ObjectEventTemplate *GetBaseTemplateForObjectEvent(const struct ObjectEvent *objectEvent)
{
int i;
if (objectEvent->mapNum != gSaveBlock1Ptr->location.mapNum
|| objectEvent->mapGroup != gSaveBlock1Ptr->location.mapGroup)
return NULL;
for (i = 0; i < OBJECT_EVENT_TEMPLATES_COUNT; i++)
{
if (objectEvent->localId == gSaveBlock1Ptr->objectEventTemplates[i].localId)
return &gSaveBlock1Ptr->objectEventTemplates[i];
}
return NULL;
}
void OverrideTemplateCoordsForObjectEvent(const struct ObjectEvent *objectEvent)
{
struct ObjectEventTemplate *objectEventTemplate;
objectEventTemplate = GetBaseTemplateForObjectEvent(objectEvent);
if (objectEventTemplate != NULL)
{
objectEventTemplate->x = objectEvent->currentCoords.x - MAP_OFFSET;
objectEventTemplate->y = objectEvent->currentCoords.y - MAP_OFFSET;
}
}
static void OverrideObjectEventTemplateScript(const struct ObjectEvent *objectEvent, const u8 *script)
{
struct ObjectEventTemplate *objectEventTemplate;
objectEventTemplate = GetBaseTemplateForObjectEvent(objectEvent);
if (objectEventTemplate)
objectEventTemplate->script = script;
}
void TryOverrideTemplateCoordsForObjectEvent(const struct ObjectEvent *objectEvent, u8 movementType)
{
struct ObjectEventTemplate *objectEventTemplate;
objectEventTemplate = GetBaseTemplateForObjectEvent(objectEvent);
if (objectEventTemplate != NULL)
objectEventTemplate->movementType = movementType;
}
void TryOverrideObjectEventTemplateCoords(u8 localId, u8 mapNum, u8 mapGroup)
{
u8 objectEventId;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
OverrideTemplateCoordsForObjectEvent(&gObjectEvents[objectEventId]);
}
void OverrideSecretBaseDecorationSpriteScript(u8 localId, u8 mapNum, u8 mapGroup, u8 decorationCategory)
{
u8 objectEventId;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
{
switch (decorationCategory)
{
case DECORCAT_DOLL:
OverrideObjectEventTemplateScript(&gObjectEvents[objectEventId], SecretBase_EventScript_DollInteract);
break;
case DECORCAT_CUSHION:
OverrideObjectEventTemplateScript(&gObjectEvents[objectEventId], SecretBase_EventScript_CushionInteract);
break;
}
}
}
movement_type_empty_callback(MovementType_None)
movement_type_def(MovementType_WanderAround, gMovementTypeFuncs_WanderAround)
bool8 MovementType_WanderAround_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_WanderAround_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_WanderAround_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (!ObjectEventExecSingleMovementAction(objectEvent, sprite))
return FALSE;
SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
sprite->sTypeFuncId = 3;
return TRUE;
}
bool8 MovementType_WanderAround_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_WanderAround_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[4];
u8 chosenDirection;
memcpy(directions, gStandardDirections, sizeof directions);
chosenDirection = directions[Random() & 3];
SetObjectEventDirection(objectEvent, chosenDirection);
sprite->sTypeFuncId = 5;
if (GetCollisionInDirection(objectEvent, chosenDirection))
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_WanderAround_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection));
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 6;
return TRUE;
}
bool8 MovementType_WanderAround_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 1;
}
return FALSE;
}
bool8 ObjectEventIsTrainerAndCloseToPlayer(struct ObjectEvent *objectEvent)
{
s16 playerX;
s16 playerY;
s16 objX;
s16 objY;
s16 minX;
s16 maxX;
s16 minY;
s16 maxY;
if (!TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH))
return FALSE;
if (objectEvent->trainerType != TRAINER_TYPE_NORMAL && objectEvent->trainerType != TRAINER_TYPE_BURIED)
return FALSE;
PlayerGetDestCoords(&playerX, &playerY);
objX = objectEvent->currentCoords.x;
objY = objectEvent->currentCoords.y;
minX = objX - objectEvent->trainerRange_berryTreeId;
minY = objY - objectEvent->trainerRange_berryTreeId;
maxX = objX + objectEvent->trainerRange_berryTreeId;
maxY = objY + objectEvent->trainerRange_berryTreeId;
if (minX > playerX || maxX < playerX
|| minY > playerY || maxY < playerY)
return FALSE;
return TRUE;
}
u8 GetVectorDirection(s16 dx, s16 dy, s16 absdx, s16 absdy)
{
u8 direction;
if (absdx > absdy)
{
direction = DIR_EAST;
if (dx < 0)
direction = DIR_WEST;
}
else
{
direction = DIR_SOUTH;
if (dy < 0)
direction = DIR_NORTH;
}
return direction;
}
u8 GetLimitedVectorDirection_SouthNorth(s16 dx, s16 dy, s16 absdx, s16 absdy)
{
u8 direction;
direction = DIR_SOUTH;
if (dy < 0)
direction = DIR_NORTH;
return direction;
}
u8 GetLimitedVectorDirection_WestEast(s16 dx, s16 dy, s16 absdx, s16 absdy)
{
u8 direction;
direction = DIR_EAST;
if (dx < 0)
direction = DIR_WEST;
return direction;
}
u8 GetLimitedVectorDirection_WestNorth(s16 dx, s16 dy, s16 absdx, s16 absdy)
{
u8 direction;
direction = GetVectorDirection(dx, dy, absdx, absdy);
if (direction == DIR_SOUTH)
{
direction = GetLimitedVectorDirection_WestEast(dx, dy, absdx, absdy);
if (direction == DIR_EAST)
direction = DIR_NORTH;
}
else if (direction == DIR_EAST)
{
direction = GetLimitedVectorDirection_SouthNorth(dx, dy, absdx, absdy);
if (direction == DIR_SOUTH)
direction = DIR_NORTH;
}
return direction;
}
u8 GetLimitedVectorDirection_EastNorth(s16 dx, s16 dy, s16 absdx, s16 absdy)
{
u8 direction;
direction = GetVectorDirection(dx, dy, absdx, absdy);
if (direction == DIR_SOUTH)
{
direction = GetLimitedVectorDirection_WestEast(dx, dy, absdx, absdy);
if (direction == DIR_WEST)
direction = DIR_NORTH;
}
else if (direction == DIR_WEST)
{
direction = GetLimitedVectorDirection_SouthNorth(dx, dy, absdx, absdy);
if (direction == DIR_SOUTH)
direction = DIR_NORTH;
}
return direction;
}
u8 GetLimitedVectorDirection_WestSouth(s16 dx, s16 dy, s16 absdx, s16 absdy)
{
u8 direction;
direction = GetVectorDirection(dx, dy, absdx, absdy);
if (direction == DIR_NORTH)
{
direction = GetLimitedVectorDirection_WestEast(dx, dy, absdx, absdy);
if (direction == DIR_EAST)
direction = DIR_SOUTH;
}
else if (direction == DIR_EAST)
{
direction = GetLimitedVectorDirection_SouthNorth(dx, dy, absdx, absdy);
if (direction == DIR_NORTH)
direction = DIR_SOUTH;
}
return direction;
}
u8 GetLimitedVectorDirection_EastSouth(s16 dx, s16 dy, s16 absdx, s16 absdy)
{
u8 direction;
direction = GetVectorDirection(dx, dy, absdx, absdy);
if (direction == DIR_NORTH)
{
direction = GetLimitedVectorDirection_WestEast(dx, dy, absdx, absdy);
if (direction == DIR_WEST)
direction = DIR_SOUTH;
}
else if (direction == DIR_WEST)
{
direction = GetLimitedVectorDirection_SouthNorth(dx, dy, absdx, absdy);
if (direction == DIR_NORTH)
direction = DIR_SOUTH;
}
return direction;
}
u8 GetLimitedVectorDirection_SouthNorthWest(s16 dx, s16 dy, s16 absdx, s16 absdy)
{
u8 direction;
direction = GetVectorDirection(dx, dy, absdx, absdy);
if (direction == DIR_EAST)
direction = GetLimitedVectorDirection_SouthNorth(dx, dy, absdx, absdy);
return direction;
}
u8 GetLimitedVectorDirection_SouthNorthEast(s16 dx, s16 dy, s16 absdx, s16 absdy)
{
u8 direction;
direction = GetVectorDirection(dx, dy, absdx, absdy);
if (direction == DIR_WEST)
direction = GetLimitedVectorDirection_SouthNorth(dx, dy, absdx, absdy);
return direction;
}
u8 GetLimitedVectorDirection_NorthWestEast(s16 dx, s16 dy, s16 absdx, s16 absdy)
{
u8 direction;
direction = GetVectorDirection(dx, dy, absdx, absdy);
if (direction == DIR_SOUTH)
direction = GetLimitedVectorDirection_WestEast(dx, dy, absdx, absdy);
return direction;
}
u8 GetLimitedVectorDirection_SouthWestEast(s16 dx, s16 dy, s16 absdx, s16 absdy)
{
u8 direction;
direction = GetVectorDirection(dx, dy, absdx, absdy);
if (direction == DIR_NORTH)
direction = GetLimitedVectorDirection_WestEast(dx, dy, absdx, absdy);
return direction;
}
u8 TryGetTrainerEncounterDirection(struct ObjectEvent *objectEvent, u8 movementType)
{
s16 dx, dy;
s16 absdx, absdy;
if (!ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
return DIR_NONE;
PlayerGetDestCoords(&dx, &dy);
dx -= objectEvent->currentCoords.x;
dy -= objectEvent->currentCoords.y;
absdx = dx;
absdy = dy;
if (absdx < 0)
absdx = -absdx;
if (absdy < 0)
absdy = -absdy;
return gGetVectorDirectionFuncs[movementType](dx, dy, absdx, absdy);
}
movement_type_def(MovementType_LookAround, gMovementTypeFuncs_LookAround)
bool8 MovementType_LookAround_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_LookAround_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_LookAround_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
return FALSE;
}
bool8 MovementType_LookAround_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_LookAround_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[4];
memcpy(directions, gStandardDirections, sizeof directions);
direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_ANY);
if (direction == DIR_NONE)
direction = directions[Random() & 3];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_WanderUpAndDown, gMovementTypeFuncs_WanderUpAndDown)
bool8 MovementType_WanderUpAndDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_WanderUpAndDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_WanderUpAndDown_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (!ObjectEventExecSingleMovementAction(objectEvent, sprite))
return FALSE;
SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
sprite->sTypeFuncId = 3;
return TRUE;
}
bool8 MovementType_WanderUpAndDown_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_WanderUpAndDown_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[2];
memcpy(directions, gUpAndDownDirections, sizeof directions);
direction = directions[Random() & 1];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 5;
if (GetCollisionInDirection(objectEvent, direction))
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_WanderUpAndDown_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection));
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 6;
return TRUE;
}
bool8 MovementType_WanderUpAndDown_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 1;
}
return FALSE;
}
movement_type_def(MovementType_WanderLeftAndRight, gMovementTypeFuncs_WanderLeftAndRight)
bool8 MovementType_WanderLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_WanderLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_WanderLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (!ObjectEventExecSingleMovementAction(objectEvent, sprite))
return FALSE;
SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
sprite->sTypeFuncId = 3;
return TRUE;
}
bool8 MovementType_WanderLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_WanderLeftAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[2];
memcpy(directions, gLeftAndRightDirections, sizeof directions);
direction = directions[Random() & 1];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 5;
if (GetCollisionInDirection(objectEvent, direction))
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_WanderLeftAndRight_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection));
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 6;
return TRUE;
}
bool8 MovementType_WanderLeftAndRight_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 1;
}
return FALSE;
}
movement_type_def(MovementType_FaceDirection, gMovementTypeFuncs_FaceDirection)
bool8 MovementType_FaceDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_FaceDirection_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
sprite->sTypeFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementType_FaceDirection_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->singleMovementActive = FALSE;
return FALSE;
}
static bool8 ObjectEventCB2_BerryTree(struct ObjectEvent *objectEvent, struct Sprite *sprite);
extern bool8 (*const gMovementTypeFuncs_BerryTreeGrowth[])(struct ObjectEvent *objectEvent, struct Sprite *sprite);
enum {
BERRYTREEFUNC_NORMAL,
BERRYTREEFUNC_MOVE,
BERRYTREEFUNC_SPARKLE_START,
BERRYTREEFUNC_SPARKLE,
BERRYTREEFUNC_SPARKLE_END,
};
#define sTimer data[2]
#define sBerryTreeFlags data[7]
#define BERRY_FLAG_SET_GFX (1 << 0)
#define BERRY_FLAG_SPARKLING (1 << 1)
#define BERRY_FLAG_JUST_PICKED (1 << 2)
void MovementType_BerryTreeGrowth(struct Sprite *sprite)
{
struct ObjectEvent *objectEvent;
objectEvent = &gObjectEvents[sprite->sObjEventId];
if (!(sprite->sBerryTreeFlags & BERRY_FLAG_SET_GFX))
{
GetBerryTreeGraphics(objectEvent, sprite);
sprite->sBerryTreeFlags |= BERRY_FLAG_SET_GFX;
}
UpdateObjectEventCurrentMovement(objectEvent, sprite, ObjectEventCB2_BerryTree);
}
static bool8 ObjectEventCB2_BerryTree(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return gMovementTypeFuncs_BerryTreeGrowth[sprite->sTypeFuncId](objectEvent, sprite);
}
// BERRYTREEFUNC_NORMAL
bool8 MovementType_BerryTreeGrowth_Normal(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 berryStage;
ClearObjectEventMovement(objectEvent, sprite);
objectEvent->invisible = TRUE;
sprite->invisible = TRUE;
berryStage = GetStageByBerryTreeId(objectEvent->trainerRange_berryTreeId);
if (berryStage == BERRY_STAGE_NO_BERRY)
{
if (!(sprite->sBerryTreeFlags & BERRY_FLAG_JUST_PICKED) && sprite->animNum == BERRY_STAGE_FLOWERING)
{
gFieldEffectArguments[0] = objectEvent->currentCoords.x;
gFieldEffectArguments[1] = objectEvent->currentCoords.y;
gFieldEffectArguments[2] = sprite->subpriority - 1;
gFieldEffectArguments[3] = sprite->oam.priority;
FieldEffectStart(FLDEFF_BERRY_TREE_GROWTH_SPARKLE);
sprite->animNum = berryStage;
}
return FALSE;
}
objectEvent->invisible = FALSE;
sprite->invisible = FALSE;
berryStage--;
if (sprite->animNum != berryStage)
{
sprite->sTypeFuncId = BERRYTREEFUNC_SPARKLE_START;
return TRUE;
}
GetBerryTreeGraphics(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, MOVEMENT_ACTION_START_ANIM_IN_DIRECTION);
sprite->sTypeFuncId = BERRYTREEFUNC_MOVE;
return TRUE;
}
// BERRYTREEFUNC_MOVE
bool8 MovementType_BerryTreeGrowth_Move(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
sprite->sTypeFuncId = BERRYTREEFUNC_NORMAL;
return TRUE;
}
return FALSE;
}
// BERRYTREEFUNC_SPARKLE_START
bool8 MovementType_BerryTreeGrowth_SparkleStart(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = BERRYTREEFUNC_SPARKLE;
sprite->sTimer = 0;
sprite->sBerryTreeFlags |= BERRY_FLAG_SPARKLING;
gFieldEffectArguments[0] = objectEvent->currentCoords.x;
gFieldEffectArguments[1] = objectEvent->currentCoords.y;
gFieldEffectArguments[2] = sprite->subpriority - 1;
gFieldEffectArguments[3] = sprite->oam.priority;
FieldEffectStart(FLDEFF_BERRY_TREE_GROWTH_SPARKLE);
return TRUE;
}
// BERRYTREEFUNC_SPARKLE
bool8 MovementType_BerryTreeGrowth_Sparkle(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->sTimer++;
objectEvent->invisible = (sprite->sTimer & 2) >> 1;
sprite->animPaused = TRUE;
if (sprite->sTimer > 64)
{
GetBerryTreeGraphics(objectEvent, sprite);
sprite->sTypeFuncId = BERRYTREEFUNC_SPARKLE_END;
sprite->sTimer = 0;
return TRUE;
}
return FALSE;
}
// BERRYTREEFUNC_SPARKLE_END
bool8 MovementType_BerryTreeGrowth_SparkleEnd(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->sTimer++;
objectEvent->invisible = (sprite->sTimer & 2) >> 1;
sprite->animPaused = TRUE;
if (sprite->sTimer > 64)
{
sprite->sTypeFuncId = BERRYTREEFUNC_NORMAL;
sprite->sBerryTreeFlags &= ~BERRY_FLAG_SPARKLING;
return TRUE;
}
return FALSE;
}
movement_type_def(MovementType_FaceDownAndUp, gMovementTypeFuncs_FaceDownAndUp)
bool8 MovementType_FaceDownAndUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_FaceDownAndUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_FaceDownAndUp_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
return FALSE;
}
bool8 MovementType_FaceDownAndUp_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_FaceDownAndUp_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[2];
memcpy(directions, gUpAndDownDirections, sizeof gUpAndDownDirections);
direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_NORTH_SOUTH);
if (direction == DIR_NONE)
direction = directions[Random() & 1];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_FaceLeftAndRight, gMovementTypeFuncs_FaceLeftAndRight)
bool8 MovementType_FaceLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_FaceLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_FaceLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
return FALSE;
}
bool8 MovementType_FaceLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_FaceLeftAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[2];
memcpy(directions, gLeftAndRightDirections, sizeof gLeftAndRightDirections);
direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_EAST_WEST);
if (direction == DIR_NONE)
direction = directions[Random() & 1];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_FaceUpAndLeft, gMovementTypeFuncs_FaceUpAndLeft)
bool8 MovementType_FaceUpAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_FaceUpAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_FaceUpAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
return FALSE;
}
bool8 MovementType_FaceUpAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_FaceUpAndLeft_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[2];
memcpy(directions, gUpAndLeftDirections, sizeof gUpAndLeftDirections);
direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_NORTH_WEST);
if (direction == DIR_NONE)
direction = directions[Random() & 1];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_FaceUpAndRight, gMovementTypeFuncs_FaceUpAndRight)
bool8 MovementType_FaceUpAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_FaceUpAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_FaceUpAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
return FALSE;
}
bool8 MovementType_FaceUpAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_FaceUpAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[2];
memcpy(directions, gUpAndRightDirections, sizeof gUpAndRightDirections);
direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_NORTH_EAST);
if (direction == DIR_NONE)
direction = directions[Random() & 1];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_FaceDownAndLeft, gMovementTypeFuncs_FaceDownAndLeft)
bool8 MovementType_FaceDownAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_FaceDownAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_FaceDownAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
return FALSE;
}
bool8 MovementType_FaceDownAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_FaceDownAndLeft_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[2];
memcpy(directions, gDownAndLeftDirections, sizeof gDownAndLeftDirections);
direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_SOUTH_WEST);
if (direction == DIR_NONE)
direction = directions[Random() & 1];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_FaceDownAndRight, gMovementTypeFuncs_FaceDownAndRight)
bool8 MovementType_FaceDownAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_FaceDownAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_FaceDownAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
return FALSE;
}
bool8 MovementType_FaceDownAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_FaceDownAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[2];
memcpy(directions, gDownAndRightDirections, sizeof gDownAndRightDirections);
direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_SOUTH_EAST);
if (direction == DIR_NONE)
direction = directions[Random() & 1];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_FaceDownUpAndLeft, gMovementTypeFuncs_FaceDownUpAndLeft)
bool8 MovementType_FaceDownUpAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_FaceDownUpAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_FaceDownUpAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
return FALSE;
}
bool8 MovementType_FaceDownUpAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_FaceDownUpAndLeft_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[4];
memcpy(directions, gDownUpAndLeftDirections, sizeof gDownUpAndLeftDirections);
direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_NORTH_SOUTH_WEST);
if (direction == DIR_NONE)
direction = directions[Random() & 3];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_FaceDownUpAndRight, gMovementTypeFuncs_FaceDownUpAndRight)
bool8 MovementType_FaceDownUpAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_FaceDownUpAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_FaceDownUpAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
return FALSE;
}
bool8 MovementType_FaceDownUpAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_FaceDownUpAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[4];
memcpy(directions, gDownUpAndRightDirections, sizeof gDownUpAndRightDirections);
direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_NORTH_SOUTH_EAST);
if (direction == DIR_NONE)
direction = directions[Random() & 3];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_FaceUpRightAndLeft, gMovementTypeFuncs_FaceUpLeftAndRight)
bool8 MovementType_FaceUpLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_FaceUpLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_FaceUpLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
return FALSE;
}
bool8 MovementType_FaceUpLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_FaceUpLeftAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[4];
memcpy(directions, gUpLeftAndRightDirections, sizeof gUpLeftAndRightDirections);
direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_NORTH_EAST_WEST);
if (direction == DIR_NONE)
direction = directions[Random() & 3];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_FaceDownRightAndLeft, gMovementTypeFuncs_FaceDownLeftAndRight)
bool8 MovementType_FaceDownLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_FaceDownLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_FaceDownLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
return FALSE;
}
bool8 MovementType_FaceDownLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
{
sprite->sTypeFuncId = 4;
return TRUE;
}
return FALSE;
}
bool8 MovementType_FaceDownLeftAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[4];
memcpy(directions, gDownLeftAndRightDirections, sizeof gDownLeftAndRightDirections);
direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_SOUTH_EAST_WEST);
if (direction == DIR_NONE)
direction = directions[Random() & 3];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_RotateCounterclockwise, gMovementTypeFuncs_RotateCounterclockwise)
bool8 MovementType_RotateCounterclockwise_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_RotateCounterclockwise_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, 48);
sprite->sTypeFuncId = 2;
}
return FALSE;
}
bool8 MovementType_RotateCounterclockwise_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
sprite->sTypeFuncId = 3;
return FALSE;
}
bool8 MovementType_RotateCounterclockwise_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[5];
memcpy(directions, gCounterclockwiseDirections, sizeof gCounterclockwiseDirections);
direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_ANY);
if (direction == DIR_NONE)
direction = directions[objectEvent->facingDirection];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 0;
return TRUE;
}
movement_type_def(MovementType_RotateClockwise, gMovementTypeFuncs_RotateClockwise)
bool8 MovementType_RotateClockwise_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_RotateClockwise_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, 48);
sprite->sTypeFuncId = 2;
}
return FALSE;
}
bool8 MovementType_RotateClockwise_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent))
sprite->sTypeFuncId = 3;
return FALSE;
}
bool8 MovementType_RotateClockwise_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
u8 directions[5];
memcpy(directions, gClockwiseDirections, sizeof gClockwiseDirections);
direction = TryGetTrainerEncounterDirection(objectEvent, RUNFOLLOW_ANY);
if (direction == DIR_NONE)
direction = directions[objectEvent->facingDirection];
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 0;
return TRUE;
}
movement_type_def(MovementType_WalkBackAndForth, gMovementTypeFuncs_WalkBackAndForth)
bool8 MovementType_WalkBackAndForth_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_WalkBackAndForth_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 direction;
direction = gInitialMovementTypeFacingDirections[objectEvent->movementType];
if (objectEvent->directionSequenceIndex)
direction = GetOppositeDirection(direction);
SetObjectEventDirection(objectEvent, direction);
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_WalkBackAndForth_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
bool8 collision;
u8 movementActionId;
if (objectEvent->directionSequenceIndex && objectEvent->initialCoords.x == objectEvent->currentCoords.x && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
{
objectEvent->directionSequenceIndex = 0;
SetObjectEventDirection(objectEvent, GetOppositeDirection(objectEvent->movementDirection));
}
collision = GetCollisionInDirection(objectEvent, objectEvent->movementDirection);
movementActionId = GetWalkNormalMovementAction(objectEvent->movementDirection);
if (collision == COLLISION_OUTSIDE_RANGE)
{
objectEvent->directionSequenceIndex++;
SetObjectEventDirection(objectEvent, GetOppositeDirection(objectEvent->movementDirection));
movementActionId = GetWalkNormalMovementAction(objectEvent->movementDirection);
collision = GetCollisionInDirection(objectEvent, objectEvent->movementDirection);
}
if (collision)
movementActionId = GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection);
ObjectEventSetSingleMovement(objectEvent, sprite, movementActionId);
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 3;
return TRUE;
}
bool8 MovementType_WalkBackAndForth_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 1;
}
return FALSE;
}
bool8 MovementType_WalkSequence_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MoveNextDirectionInSequence(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 *route)
{
u8 collision;
u8 movementActionId;
if (objectEvent->directionSequenceIndex == 3 && objectEvent->initialCoords.x == objectEvent->currentCoords.x && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
objectEvent->directionSequenceIndex = 0;
SetObjectEventDirection(objectEvent, route[objectEvent->directionSequenceIndex]);
movementActionId = GetWalkNormalMovementAction(objectEvent->movementDirection);
collision = GetCollisionInDirection(objectEvent, objectEvent->movementDirection);
if (collision == COLLISION_OUTSIDE_RANGE)
{
objectEvent->directionSequenceIndex++;
SetObjectEventDirection(objectEvent, route[objectEvent->directionSequenceIndex]);
movementActionId = GetWalkNormalMovementAction(objectEvent->movementDirection);
collision = GetCollisionInDirection(objectEvent, objectEvent->movementDirection);
}
if (collision)
movementActionId = GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection);
ObjectEventSetSingleMovement(objectEvent, sprite, movementActionId);
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 MovementType_WalkSequence_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 1;
}
return FALSE;
}
movement_type_def(MovementType_WalkSequenceUpRightLeftDown, gMovementTypeFuncs_WalkSequenceUpRightLeftDown)
u8 MovementType_WalkSequenceUpRightLeftDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gUpRightLeftDownDirections)];
memcpy(directions, gUpRightLeftDownDirections, sizeof(gUpRightLeftDownDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceRightLeftDownUp, gMovementTypeFuncs_WalkSequenceRightLeftDownUp)
u8 MovementType_WalkSequenceRightLeftDownUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gRightLeftDownUpDirections)];
memcpy(directions, gRightLeftDownUpDirections, sizeof(gRightLeftDownUpDirections));
if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.x == objectEvent->currentCoords.x)
objectEvent->directionSequenceIndex = 2;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceDownUpRightLeft, gMovementTypeFuncs_WalkSequenceDownUpRightLeft)
u8 MovementType_WalkSequenceDownUpRightLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gDownUpRightLeftDirections)];
memcpy(directions, gDownUpRightLeftDirections, sizeof(gDownUpRightLeftDirections));
if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
objectEvent->directionSequenceIndex = 2;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceLeftDownUpRight, gMovementTypeFuncs_WalkSequenceLeftDownUpRight)
u8 MovementType_WalkSequenceLeftDownUpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gLeftDownUpRightDirections)];
memcpy(directions, gLeftDownUpRightDirections, sizeof(gLeftDownUpRightDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceUpLeftRightDown, gMovementTypeFuncs_WalkSequenceUpLeftRightDown)
u8 MovementType_WalkSequenceUpLeftRightDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gUpLeftRightDownDirections)];
memcpy(directions, gUpLeftRightDownDirections, sizeof(gUpLeftRightDownDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceLeftRightDownUp, gMovementTypeFuncs_WalkSequenceLeftRightDownUp)
u8 MovementType_WalkSequenceLeftRightDownUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gLeftRightDownUpDirections)];
memcpy(directions, gLeftRightDownUpDirections, sizeof(gLeftRightDownUpDirections));
if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.x == objectEvent->currentCoords.x)
objectEvent->directionSequenceIndex = 2;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceDownUpLeftRight, gMovementTypeFuncs_WalkSequenceDownUpLeftRight)
u8 MovementType_WalkSequenceDownUpLeftRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gStandardDirections)];
memcpy(directions, gStandardDirections, sizeof(gStandardDirections));
if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
objectEvent->directionSequenceIndex = 2;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceRightDownUpLeft, gMovementTypeFuncs_WalkSequenceRightDownUpLeft)
u8 MovementType_WalkSequenceRightDownUpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gRightDownUpLeftDirections)];
memcpy(directions, gRightDownUpLeftDirections, sizeof(gRightDownUpLeftDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceLeftUpDownRight, gMovementTypeFuncs_WalkSequenceLeftUpDownRight)
u8 MovementType_WalkSequenceLeftUpDownRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gLeftUpDownRightDirections)];
memcpy(directions, gLeftUpDownRightDirections, sizeof(gLeftUpDownRightDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceUpDownRightLeft, gMovementTypeFuncs_WalkSequenceUpDownRightLeft)
u8 MovementType_WalkSequenceUpDownRightLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gUpDownRightLeftDirections)];
memcpy(directions, gUpDownRightLeftDirections, sizeof(gUpDownRightLeftDirections));
if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
objectEvent->directionSequenceIndex = 2;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceRightLeftUpDown, gMovementTypeFuncs_WalkSequenceRightLeftUpDown)
u8 MovementType_WalkSequenceRightLeftUpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gRightLeftUpDownDirections)];
memcpy(directions, gRightLeftUpDownDirections, sizeof(gRightLeftUpDownDirections));
if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.x == objectEvent->currentCoords.x)
objectEvent->directionSequenceIndex = 2;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceDownRightLeftUp, gMovementTypeFuncs_WalkSequenceDownRightLeftUp)
u8 MovementType_WalkSequenceDownRightLeftUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gDownRightLeftUpDirections)];
memcpy(directions, gDownRightLeftUpDirections, sizeof(gDownRightLeftUpDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceRightUpDownLeft, gMovementTypeFuncs_WalkSequenceRightUpDownLeft)
u8 MovementType_WalkSequenceRightUpDownLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gRightUpDownLeftDirections)];
memcpy(directions, gRightUpDownLeftDirections, sizeof(gRightUpDownLeftDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceUpDownLeftRight, gMovementTypeFuncs_WalkSequenceUpDownLeftRight)
u8 MovementType_WalkSequenceUpDownLeftRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gUpDownLeftRightDirections)];
memcpy(directions, gUpDownLeftRightDirections, sizeof(gUpDownLeftRightDirections));
if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
objectEvent->directionSequenceIndex = 2;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceLeftRightUpDown, gMovementTypeFuncs_WalkSequenceLeftRightUpDown)
u8 MovementType_WalkSequenceLeftRightUpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gLeftRightUpDownDirections)];
memcpy(directions, gLeftRightUpDownDirections, sizeof(gLeftRightUpDownDirections));
if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.x == objectEvent->currentCoords.x)
objectEvent->directionSequenceIndex = 2;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceDownLeftRightUp, gMovementTypeFuncs_WalkSequenceDownLeftRightUp)
u8 MovementType_WalkSequenceDownLeftRightUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gDownLeftRightUpDirections)];
memcpy(directions, gDownLeftRightUpDirections, sizeof(gDownLeftRightUpDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceUpLeftDownRight, gMovementTypeFuncs_WalkSequenceUpLeftDownRight)
u8 MovementType_WalkSequenceUpLeftDownRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gUpLeftDownRightDirections)];
memcpy(directions, gUpLeftDownRightDirections, sizeof(gUpLeftDownRightDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceDownRightUpLeft, gMovementTypeFuncs_WalkSequenceDownRightUpLeft)
u8 MovementType_WalkSequenceDownRightUpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gDownRightUpLeftDirections)];
memcpy(directions, gDownRightUpLeftDirections, sizeof(gDownRightUpLeftDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceLeftDownRightUp, gMovementTypeFuncs_WalkSequenceLeftDownRightUp)
u8 MovementType_WalkSequenceLeftDownRightUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gLeftDownRightUpDirections)];
memcpy(directions, gLeftDownRightUpDirections, sizeof(gLeftDownRightUpDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceRightUpLeftDown, gMovementTypeFuncs_WalkSequenceRightUpLeftDown)
u8 MovementType_WalkSequenceRightUpLeftDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gRightUpLeftDownDirections)];
memcpy(directions, gRightUpLeftDownDirections, sizeof(gRightUpLeftDownDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceUpRightDownLeft, gMovementTypeFuncs_WalkSequenceUpRightDownLeft)
u8 MovementType_WalkSequenceUpRightDownLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gUpRightDownLeftDirections)];
memcpy(directions, gUpRightDownLeftDirections, sizeof(gUpRightDownLeftDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceDownLeftUpRight, gMovementTypeFuncs_WalkSequenceDownLeftUpRight)
u8 MovementType_WalkSequenceDownLeftUpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gDownLeftUpRightDirections)];
memcpy(directions, gDownLeftUpRightDirections, sizeof(gDownLeftUpRightDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceLeftUpRightDown, gMovementTypeFuncs_WalkSequenceLeftUpRightDown)
u8 MovementType_WalkSequenceLeftUpRightDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gLeftUpRightDownDirections)];
memcpy(directions, gLeftUpRightDownDirections, sizeof(gLeftUpRightDownDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_WalkSequenceRightDownLeftUp, gMovementTypeFuncs_WalkSequenceRightDownLeftUp)
u8 MovementType_WalkSequenceRightDownLeftUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 directions[sizeof(gRightDownLeftUpDirections)];
memcpy(directions, gRightDownLeftUpDirections, sizeof(gRightDownLeftUpDirections));
if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x)
objectEvent->directionSequenceIndex = 3;
return MoveNextDirectionInSequence(objectEvent, sprite, directions);
}
movement_type_def(MovementType_CopyPlayer, gMovementTypeFuncs_CopyPlayer)
bool8 MovementType_CopyPlayer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
if (objectEvent->directionSequenceIndex == 0)
objectEvent->directionSequenceIndex = GetPlayerFacingDirection();
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_CopyPlayer_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (gObjectEvents[gPlayerAvatar.objectEventId].movementActionId == MOVEMENT_ACTION_NONE || gPlayerAvatar.tileTransitionState == T_TILE_CENTER)
return FALSE;
return gCopyPlayerMovementFuncs[PlayerGetCopyableMovement()](objectEvent, sprite, GetPlayerMovementDirection(), NULL);
}
bool8 MovementType_CopyPlayer_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 1;
}
return FALSE;
}
bool8 CopyablePlayerMovement_None(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8))
{
return FALSE;
}
bool8 CopyablePlayerMovement_FaceDirection(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8))
{
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, playerDirection)));
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 CopyablePlayerMovement_WalkNormal(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8))
{
u32 direction;
s16 x;
s16 y;
direction = playerDirection;
if (ObjectEventIsFarawayIslandMew(objectEvent))
{
direction = GetMewMoveDirection();
if (direction == DIR_NONE)
{
direction = playerDirection;
direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction);
ObjectEventMoveDestCoords(objectEvent, direction, &x, &y);
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction));
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 2;
return TRUE;
}
}
else
{
direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction);
}
ObjectEventMoveDestCoords(objectEvent, direction, &x, &y);
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(direction));
if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y))))
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction));
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 CopyablePlayerMovement_WalkFast(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8))
{
u32 direction;
s16 x;
s16 y;
direction = playerDirection;
direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction);
ObjectEventMoveDestCoords(objectEvent, direction, &x, &y);
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkFastMovementAction(direction));
if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y))))
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction));
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 CopyablePlayerMovement_WalkFaster(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8))
{
u32 direction;
s16 x;
s16 y;
direction = playerDirection;
direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction);
ObjectEventMoveDestCoords(objectEvent, direction, &x, &y);
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkFasterMovementAction(direction));
if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y))))
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction));
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 CopyablePlayerMovement_Slide(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8))
{
u32 direction;
s16 x;
s16 y;
direction = playerDirection;
direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction);
ObjectEventMoveDestCoords(objectEvent, direction, &x, &y);
ObjectEventSetSingleMovement(objectEvent, sprite, GetSlideMovementAction(direction));
if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y))))
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction));
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 CopyablePlayerMovement_JumpInPlace(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8))
{
u32 direction;
direction = playerDirection;
direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction);
ObjectEventSetSingleMovement(objectEvent, sprite, GetJumpInPlaceMovementAction(direction));
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 CopyablePlayerMovement_Jump(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8))
{
u32 direction;
s16 x;
s16 y;
direction = playerDirection;
direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction);
ObjectEventMoveDestCoords(objectEvent, direction, &x, &y);
ObjectEventSetSingleMovement(objectEvent, sprite, GetJumpMovementAction(direction));
if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y))))
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction));
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 2;
return TRUE;
}
bool8 CopyablePlayerMovement_Jump2(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8))
{
u32 direction;
s16 x;
s16 y;
direction = playerDirection;
direction = GetCopyDirection(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction);
x = objectEvent->currentCoords.x;
y = objectEvent->currentCoords.y;
MoveCoordsInDirection(direction, &x, &y, 2, 2);
ObjectEventSetSingleMovement(objectEvent, sprite, GetJump2MovementAction(direction));
if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y))))
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction));
objectEvent->singleMovementActive = TRUE;
sprite->sTypeFuncId = 2;
return TRUE;
}
movement_type_def(MovementType_CopyPlayerInGrass, gMovementTypeFuncs_CopyPlayerInGrass)
bool8 MovementType_CopyPlayerInGrass_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (gObjectEvents[gPlayerAvatar.objectEventId].movementActionId == MOVEMENT_ACTION_NONE || gPlayerAvatar.tileTransitionState == T_TILE_CENTER)
return FALSE;
return gCopyPlayerMovementFuncs[PlayerGetCopyableMovement()](objectEvent, sprite, GetPlayerMovementDirection(), MetatileBehavior_IsPokeGrass);
}
void MovementType_TreeDisguise(struct Sprite *sprite)
{
struct ObjectEvent *objectEvent;
objectEvent = &gObjectEvents[sprite->sObjEventId];
if (objectEvent->directionSequenceIndex == 0 || (objectEvent->directionSequenceIndex == 1 && !sprite->data[7]))
{
ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
objectEvent->fieldEffectSpriteId = FieldEffectStart(FLDEFF_TREE_DISGUISE);
objectEvent->directionSequenceIndex = 1;
sprite->data[7]++;
}
UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->sObjEventId], sprite, MovementType_Disguise_Callback);
}
static bool8 MovementType_Disguise_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
return FALSE;
}
void MovementType_MountainDisguise(struct Sprite *sprite)
{
struct ObjectEvent *objectEvent;
objectEvent = &gObjectEvents[sprite->sObjEventId];
if (objectEvent->directionSequenceIndex == 0 || (objectEvent->directionSequenceIndex == 1 && !sprite->data[7]))
{
ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
objectEvent->fieldEffectSpriteId = FieldEffectStart(FLDEFF_MOUNTAIN_DISGUISE);
objectEvent->directionSequenceIndex = 1;
sprite->data[7]++;
}
UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->sObjEventId], sprite, MovementType_Disguise_Callback);
}
void MovementType_Buried(struct Sprite *sprite)
{
if (!sprite->data[7])
{
gObjectEvents[sprite->sObjEventId].fixedPriority = TRUE;
sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
sprite->oam.priority = 3;
sprite->data[7]++;
}
UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->sObjEventId], sprite, MovementType_Buried_Callback);
}
static bool8 MovementType_Buried_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return gMovementTypeFuncs_Buried[sprite->sTypeFuncId](objectEvent, sprite);
}
bool8 MovementType_Buried_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
return FALSE;
}
bool8 MovementType_MoveInPlace_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
sprite->sTypeFuncId = 0;
return FALSE;
}
movement_type_def(MovementType_WalkInPlace, gMovementTypeFuncs_WalkInPlace)
bool8 MovementType_WalkInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_WalkSlowlyInPlace, gMovementTypeFuncs_WalkSlowlyInPlace)
bool8 MovementType_WalkSlowlyInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceSlowMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_JogInPlace, gMovementTypeFuncs_JogInPlace)
bool8 MovementType_JogInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceFastMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_RunInPlace, gMovementTypeFuncs_RunInPlace)
bool8 MovementType_RunInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceFasterMovementAction(objectEvent->facingDirection));
sprite->sTypeFuncId = 1;
return TRUE;
}
movement_type_def(MovementType_Invisible, gMovementTypeFuncs_Invisible)
bool8 MovementType_Invisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ClearObjectEventMovement(objectEvent, sprite);
ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection));
objectEvent->invisible = TRUE;
sprite->sTypeFuncId = 1;
return TRUE;
}
bool8 MovementType_Invisible_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
sprite->sTypeFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementType_Invisible_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->singleMovementActive = FALSE;
return FALSE;
}
void ClearObjectEventMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->singleMovementActive = FALSE;
objectEvent->heldMovementActive = FALSE;
objectEvent->heldMovementFinished = FALSE;
objectEvent->movementActionId = MOVEMENT_ACTION_NONE;
sprite->sTypeFuncId = 0;
}
u8 GetFaceDirectionAnimNum(u8 direction)
{
return sFaceDirectionAnimNums[direction];
}
u8 GetMoveDirectionAnimNum(u8 direction)
{
return sMoveDirectionAnimNums[direction];
}
u8 GetMoveDirectionFastAnimNum(u8 direction)
{
return sMoveDirectionFastAnimNums[direction];
}
u8 GetMoveDirectionFasterAnimNum(u8 direction)
{
return sMoveDirectionFasterAnimNums[direction];
}
u8 GetMoveDirectionFastestAnimNum(u8 direction)
{
return sMoveDirectionFastestAnimNums[direction];
}
u8 GetJumpSpecialDirectionAnimNum(u8 direction)
{
return sJumpSpecialDirectionAnimNums[direction];
}
u8 GetAcroWheelieDirectionAnimNum(u8 direction)
{
return sAcroWheelieDirectionAnimNums[direction];
}
u8 GetAcroUnusedDirectionAnimNum(u8 direction)
{
return sAcroUnusedDirectionAnimNums[direction];
}
u8 GetAcroEndWheelieDirectionAnimNum(u8 direction)
{
return sAcroEndWheelieDirectionAnimNums[direction];
}
u8 GetAcroUnusedActionDirectionAnimNum(u8 direction)
{
return sAcroUnusedActionDirectionAnimNums[direction];
}
u8 GetAcroWheeliePedalDirectionAnimNum(u8 direction)
{
return sAcroWheeliePedalDirectionAnimNums[direction];
}
u8 GetFishingDirectionAnimNum(u8 direction)
{
return sFishingDirectionAnimNums[direction];
}
u8 GetFishingNoCatchDirectionAnimNum(u8 direction)
{
return sFishingNoCatchDirectionAnimNums[direction];
}
u8 GetFishingBiteDirectionAnimNum(u8 direction)
{
return sFishingBiteDirectionAnimNums[direction];
}
u8 GetRunningDirectionAnimNum(u8 direction)
{
return sRunningDirectionAnimNums[direction];
}
static const struct StepAnimTable *GetStepAnimTable(const union AnimCmd *const *anims)
{
const struct StepAnimTable *stepTable;
for (stepTable = sStepAnimTables; stepTable->anims != NULL; stepTable++)
{
if (stepTable->anims == anims)
return stepTable;
}
return NULL;
}
void SetStepAnimHandleAlternation(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 animNum)
{
const struct StepAnimTable *stepTable;
if (!objectEvent->inanimate)
{
sprite->animNum = animNum;
stepTable = GetStepAnimTable(sprite->anims);
if (stepTable != NULL)
{
if (sprite->animCmdIndex == stepTable->animPos[0])
sprite->animCmdIndex = stepTable->animPos[3];
else if (sprite->animCmdIndex == stepTable->animPos[1])
sprite->animCmdIndex = stepTable->animPos[2];
}
SeekSpriteAnim(sprite, sprite->animCmdIndex);
}
}
void SetStepAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 animNum)
{
const struct StepAnimTable *stepTable;
if (!objectEvent->inanimate)
{
u8 animPos;
sprite->animNum = animNum;
stepTable = GetStepAnimTable(sprite->anims);
if (stepTable != NULL)
{
animPos = stepTable->animPos[1];
if (sprite->animCmdIndex <= stepTable->animPos[0])
animPos = stepTable->animPos[0];
SeekSpriteAnim(sprite, animPos);
}
}
}
u8 GetDirectionToFace(s16 x, s16 y, s16 targetX, s16 targetY)
{
if (x > targetX)
return DIR_WEST;
if (x < targetX)
return DIR_EAST;
if (y > targetY)
return DIR_NORTH;
return DIR_SOUTH;
}
void SetTrainerMovementType(struct ObjectEvent *objectEvent, u8 movementType)
{
objectEvent->movementType = movementType;
objectEvent->directionSequenceIndex = 0;
objectEvent->playerCopyableMovement = 0;
gSprites[objectEvent->spriteId].callback = sMovementTypeCallbacks[movementType];
gSprites[objectEvent->spriteId].sTypeFuncId = 0;
}
u8 GetTrainerFacingDirectionMovementType(u8 direction)
{
return gTrainerFacingDirectionMovementTypes[direction];
}
u8 GetCollisionInDirection(struct ObjectEvent *objectEvent, u8 direction)
{
s16 x = objectEvent->currentCoords.x;
s16 y = objectEvent->currentCoords.y;
MoveCoords(direction, &x, &y);
return GetCollisionAtCoords(objectEvent, x, y, direction);
}
u8 GetSidewaysStairsCollision(struct ObjectEvent *objectEvent, u8 dir, u8 currentBehavior, u8 nextBehavior, u8 collision)
{
if ((dir == DIR_SOUTH || dir == DIR_NORTH) && collision != COLLISION_NONE)
return collision;
if (MetatileBehavior_IsSidewaysStairsLeftSide(nextBehavior))
{
//moving ONTO left side stair
if (dir == DIR_WEST && currentBehavior != nextBehavior)
return collision; //moving onto top part of left-stair going left, so no diagonal
else
return COLLISION_SIDEWAYS_STAIRS_TO_LEFT; // move diagonally
}
else if (MetatileBehavior_IsSidewaysStairsRightSide(nextBehavior))
{
//moving ONTO right side stair
if (dir == DIR_EAST && currentBehavior != nextBehavior)
return collision; //moving onto top part of right-stair going right, so no diagonal
else
return COLLISION_SIDEWAYS_STAIRS_TO_RIGHT;
}
else if (MetatileBehavior_IsSidewaysStairsLeftSideAny(currentBehavior))
{
//moving OFF of any left side stair
if (dir == DIR_WEST && nextBehavior != currentBehavior)
return COLLISION_SIDEWAYS_STAIRS_TO_LEFT; //moving off of left stairs onto non-stair -> move diagonal
else
return collision; //moving off of left side stair to east -> move east
}
else if (MetatileBehavior_IsSidewaysStairsRightSideAny(currentBehavior))
{
//moving OFF of any right side stair
if (dir == DIR_EAST && nextBehavior != currentBehavior)
return COLLISION_SIDEWAYS_STAIRS_TO_RIGHT; //moving off right stair onto non-stair -> move diagonal
else
return collision;
}
return collision;
}
//static u8 GetVanillaCollision(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction)
static u8 GetVanillaCollision(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 dir)
{
u8 direction = dir;
#if OW_FLAG_NO_COLLISION != 0
if (FlagGet(OW_FLAG_NO_COLLISION))
return COLLISION_NONE;
#endif
if (IsCoordOutsideObjectEventMovementRange(objectEvent, x, y))
return COLLISION_OUTSIDE_RANGE;
else if (MapGridGetCollisionAt(x, y) || GetMapBorderIdAt(x, y) == CONNECTION_INVALID || IsMetatileDirectionallyImpassable(objectEvent, x, y, direction))
return COLLISION_IMPASSABLE;
else if (objectEvent->trackedByCamera && !CanCameraMoveInDirection(direction))
return COLLISION_IMPASSABLE;
else if (IsElevationMismatchAt(objectEvent->currentElevation, x, y))
return COLLISION_ELEVATION_MISMATCH;
else if (DoesObjectCollideWithObjectAt(objectEvent, x, y))
return COLLISION_OBJECT_EVENT;
return COLLISION_NONE;
}
static bool8 ObjectEventOnLeftSideStair(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction)
{
switch (direction)
{
case DIR_EAST:
MoveCoords(DIR_NORTH, &x, &y);
return DoesObjectCollideWithObjectAt(objectEvent, x, y);
case DIR_WEST:
MoveCoords(DIR_SOUTH, &x, &y);
return DoesObjectCollideWithObjectAt(objectEvent, x, y);
default:
return FALSE; //north/south taken care of in GetVanillaCollision
}
}
static bool8 ObjectEventOnRightSideStair(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction)
{
switch (direction)
{
case DIR_EAST:
MoveCoords(DIR_SOUTH, &x, &y);
return DoesObjectCollideWithObjectAt(objectEvent, x, y);
case DIR_WEST:
MoveCoords(DIR_NORTH, &x, &y);
return DoesObjectCollideWithObjectAt(objectEvent, x, y);
default:
return FALSE; //north/south taken care of in GetVanillaCollision
}
}
u8 GetCollisionAtCoords(struct ObjectEvent *objectEvent, s16 x, s16 y, u32 dir)
{
u8 direction = dir;
u8 currentBehavior = MapGridGetMetatileBehaviorAt(objectEvent->currentCoords.x, objectEvent->currentCoords.y);
u8 nextBehavior = MapGridGetMetatileBehaviorAt(x, y);
u8 collision;
objectEvent->directionOverwrite = DIR_NONE;
//sideways stairs checks
if (MetatileBehavior_IsSidewaysStairsLeftSideTop(nextBehavior) && dir == DIR_EAST)
return COLLISION_IMPASSABLE; //moving onto left-side top edge east from regular ground -> nope
else if (MetatileBehavior_IsSidewaysStairsRightSideTop(nextBehavior) && dir == DIR_WEST)
return COLLISION_IMPASSABLE; //moving onto left-side top edge east from regular ground -> nope
else if (MetatileBehavior_IsSidewaysStairsRightSideBottom(nextBehavior) && (dir == DIR_EAST || dir == DIR_SOUTH))
return COLLISION_IMPASSABLE; //moving into right-side bottom edge from regular ground -> nah
else if (MetatileBehavior_IsSidewaysStairsLeftSideBottom(nextBehavior) && (dir == DIR_WEST || dir == DIR_SOUTH))
return COLLISION_IMPASSABLE; //moving onto left-side bottom edge from regular ground -> nah
else if ((MetatileBehavior_IsSidewaysStairsLeftSideTop(currentBehavior) || MetatileBehavior_IsSidewaysStairsRightSideTop(currentBehavior))
&& dir == DIR_NORTH)
return COLLISION_IMPASSABLE; //trying to move north off of top-most tile onto same level doesn't work
else if (!(MetatileBehavior_IsSidewaysStairsLeftSideTop(currentBehavior) || MetatileBehavior_IsSidewaysStairsRightSideTop(currentBehavior))
&& dir == DIR_SOUTH && (MetatileBehavior_IsSidewaysStairsLeftSideTop(nextBehavior) || MetatileBehavior_IsSidewaysStairsRightSideTop(nextBehavior)))
return COLLISION_IMPASSABLE; //trying to move south onto top stair tile at same level from non-stair -> no
else if (!(MetatileBehavior_IsSidewaysStairsLeftSideBottom(currentBehavior) || MetatileBehavior_IsSidewaysStairsRightSideBottom(currentBehavior))
&& dir == DIR_NORTH && (MetatileBehavior_IsSidewaysStairsLeftSideBottom(nextBehavior) || MetatileBehavior_IsSidewaysStairsRightSideBottom(nextBehavior)))
return COLLISION_IMPASSABLE; //trying to move north onto top stair tile at same level from non-stair -> no
// regular checks
collision = GetVanillaCollision(objectEvent, x, y, dir);
//sideways stairs checks
collision = GetSidewaysStairsCollision(objectEvent, dir, currentBehavior, nextBehavior, collision);
switch (collision)
{
case COLLISION_SIDEWAYS_STAIRS_TO_LEFT:
if (ObjectEventOnLeftSideStair(objectEvent, x, y, dir))
return COLLISION_OBJECT_EVENT;
objectEvent->directionOverwrite = GetLeftSideStairsDirection(dir);
return COLLISION_NONE;
case COLLISION_SIDEWAYS_STAIRS_TO_RIGHT:
if (ObjectEventOnRightSideStair(objectEvent, x, y, dir))
return COLLISION_OBJECT_EVENT;
objectEvent->directionOverwrite = GetRightSideStairsDirection(dir);
return COLLISION_NONE;
}
return collision;
}
u8 GetCollisionFlagsAtCoords(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction)
{
u8 flags = 0;
if (IsCoordOutsideObjectEventMovementRange(objectEvent, x, y))
flags |= 1 << (COLLISION_OUTSIDE_RANGE - 1);
if (MapGridGetCollisionAt(x, y) || GetMapBorderIdAt(x, y) == CONNECTION_INVALID || IsMetatileDirectionallyImpassable(objectEvent, x, y, direction) || (objectEvent->trackedByCamera && !CanCameraMoveInDirection(direction)))
flags |= 1 << (COLLISION_IMPASSABLE - 1);
if (IsElevationMismatchAt(objectEvent->currentElevation, x, y))
flags |= 1 << (COLLISION_ELEVATION_MISMATCH - 1);
if (DoesObjectCollideWithObjectAt(objectEvent, x, y))
flags |= 1 << (COLLISION_OBJECT_EVENT - 1);
return flags;
}
static bool8 IsCoordOutsideObjectEventMovementRange(struct ObjectEvent *objectEvent, s16 x, s16 y)
{
s16 left;
s16 right;
s16 top;
s16 bottom;
if (objectEvent->rangeX != 0)
{
left = objectEvent->initialCoords.x - objectEvent->rangeX;
right = objectEvent->initialCoords.x + objectEvent->rangeX;
if (left > x || right < x)
return TRUE;
}
if (objectEvent->rangeY != 0)
{
top = objectEvent->initialCoords.y - objectEvent->rangeY;
bottom = objectEvent->initialCoords.y + objectEvent->rangeY;
if (top > y || bottom < y)
return TRUE;
}
return FALSE;
}
static bool8 IsMetatileDirectionallyImpassable(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction)
{
if (gOppositeDirectionBlockedMetatileFuncs[direction - 1](objectEvent->currentMetatileBehavior)
|| gDirectionBlockedMetatileFuncs[direction - 1](MapGridGetMetatileBehaviorAt(x, y)))
return TRUE;
return FALSE;
}
static bool8 DoesObjectCollideWithObjectAt(struct ObjectEvent *objectEvent, s16 x, s16 y)
{
u8 i;
struct ObjectEvent *curObject;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
curObject = &gObjectEvents[i];
if (curObject->active && curObject != objectEvent)
{
// check for collision if curObject is active, not the object in question, and not exempt from collisions
if ((curObject->currentCoords.x == x && curObject->currentCoords.y == y) || (curObject->previousCoords.x == x && curObject->previousCoords.y == y))
{
if (AreElevationsCompatible(objectEvent->currentElevation, curObject->currentElevation))
return TRUE;
}
}
}
return FALSE;
}
bool8 IsBerryTreeSparkling(u8 localId, u8 mapNum, u8 mapGroup)
{
u8 objectEventId;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)
&& gSprites[gObjectEvents[objectEventId].spriteId].sBerryTreeFlags & BERRY_FLAG_SPARKLING)
return TRUE;
return FALSE;
}
void SetBerryTreeJustPicked(u8 localId, u8 mapNum, u8 mapGroup)
{
u8 objectEventId;
if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
gSprites[gObjectEvents[objectEventId].spriteId].sBerryTreeFlags |= BERRY_FLAG_JUST_PICKED;
}
#undef sTimer
#undef sBerryTreeFlags
void MoveCoords(u8 direction, s16 *x, s16 *y)
{
*x += sDirectionToVectors[direction].x;
*y += sDirectionToVectors[direction].y;
}
// Unused
static void MoveCoordsInMapCoordIncrement(u8 direction, s16 *x, s16 *y)
{
*x += sDirectionToVectors[direction].x << 4;
*y += sDirectionToVectors[direction].y << 4;
}
static void MoveCoordsInDirection(u32 dir, s16 *x, s16 *y, s16 deltaX, s16 deltaY)
{
u8 direction = dir;
s16 dx2 = (u16)deltaX;
s16 dy2 = (u16)deltaY;
if (sDirectionToVectors[direction].x > 0)
*x += dx2;
if (sDirectionToVectors[direction].x < 0)
*x -= dx2;
if (sDirectionToVectors[direction].y > 0)
*y += dy2;
if (sDirectionToVectors[direction].y < 0)
*y -= dy2;
}
void GetMapCoordsFromSpritePos(s16 x, s16 y, s16 *destX, s16 *destY)
{
*destX = (x - gSaveBlock1Ptr->pos.x) << 4;
*destY = (y - gSaveBlock1Ptr->pos.y) << 4;
*destX -= gTotalCameraPixelOffsetX;
*destY -= gTotalCameraPixelOffsetY;
}
void SetSpritePosToMapCoords(s16 mapX, s16 mapY, s16 *destX, s16 *destY)
{
s16 dx = -gTotalCameraPixelOffsetX - gFieldCamera.x;
s16 dy = -gTotalCameraPixelOffsetY - gFieldCamera.y;
if (gFieldCamera.x > 0)
dx += 16;
if (gFieldCamera.x < 0)
dx -= 16;
if (gFieldCamera.y > 0)
dy += 16;
if (gFieldCamera.y < 0)
dy -= 16;
*destX = ((mapX - gSaveBlock1Ptr->pos.x) << 4) + dx;
*destY = ((mapY - gSaveBlock1Ptr->pos.y) << 4) + dy;
}
void SetSpritePosToOffsetMapCoords(s16 *x, s16 *y, s16 dx, s16 dy)
{
SetSpritePosToMapCoords(*x, *y, x, y);
*x += dx;
*y += dy;
}
static void GetObjectEventMovingCameraOffset(s16 *x, s16 *y)
{
*x = 0;
*y = 0;
if (gFieldCamera.x > 0)
(*x)++;
if (gFieldCamera.x < 0)
(*x)--;
if (gFieldCamera.y > 0)
(*y)++;
if (gFieldCamera.y < 0)
(*y)--;
}
void ObjectEventMoveDestCoords(struct ObjectEvent *objectEvent, u32 direction, s16 *x, s16 *y)
{
u8 newDirn = direction;
*x = objectEvent->currentCoords.x;
*y = objectEvent->currentCoords.y;
MoveCoords(newDirn, x, y);
}
bool8 ObjectEventIsMovementOverridden(struct ObjectEvent *objectEvent)
{
if (objectEvent->singleMovementActive || objectEvent->heldMovementActive)
return TRUE;
return FALSE;
}
bool8 ObjectEventIsHeldMovementActive(struct ObjectEvent *objectEvent)
{
if (objectEvent->heldMovementActive && objectEvent->movementActionId != MOVEMENT_ACTION_NONE)
return TRUE;
return FALSE;
}
static u8 TryUpdateMovementActionOnStairs(struct ObjectEvent *objectEvent, u8 movementActionId)
{
#if FOLLOW_ME_IMPLEMENTED
if (objectEvent->isPlayer || objectEvent->localId == GetFollowerLocalId())
return movementActionId; //handled separately
#else
if (objectEvent->isPlayer)
return movementActionId; //handled separately
#endif
if (!ObjectMovingOnRockStairs(objectEvent, objectEvent->movementDirection))
return movementActionId;
switch (movementActionId)
{
case MOVEMENT_ACTION_WALK_NORMAL_DOWN:
return MOVEMENT_ACTION_WALK_SLOW_DOWN;
case MOVEMENT_ACTION_WALK_NORMAL_UP:
return MOVEMENT_ACTION_WALK_SLOW_UP;
case MOVEMENT_ACTION_WALK_NORMAL_LEFT:
return MOVEMENT_ACTION_WALK_SLOW_LEFT;
case MOVEMENT_ACTION_WALK_NORMAL_RIGHT:
return MOVEMENT_ACTION_WALK_SLOW_RIGHT;
default:
return movementActionId;
}
}
bool8 ObjectEventSetHeldMovement(struct ObjectEvent *objectEvent, u8 movementActionId)
{
if (ObjectEventIsMovementOverridden(objectEvent))
return TRUE;
movementActionId = TryUpdateMovementActionOnStairs(objectEvent, movementActionId);
UnfreezeObjectEvent(objectEvent);
objectEvent->movementActionId = movementActionId;
objectEvent->heldMovementActive = TRUE;
objectEvent->heldMovementFinished = FALSE;
gSprites[objectEvent->spriteId].sActionFuncId = 0;
return FALSE;
}
void ObjectEventForceSetHeldMovement(struct ObjectEvent *objectEvent, u8 movementActionId)
{
movementActionId = TryUpdateMovementActionOnStairs(objectEvent, movementActionId);
ObjectEventClearHeldMovementIfActive(objectEvent);
ObjectEventSetHeldMovement(objectEvent, movementActionId);
}
void ObjectEventClearHeldMovementIfActive(struct ObjectEvent *objectEvent)
{
if (objectEvent->heldMovementActive)
ObjectEventClearHeldMovement(objectEvent);
}
void ObjectEventClearHeldMovement(struct ObjectEvent *objectEvent)
{
objectEvent->movementActionId = MOVEMENT_ACTION_NONE;
objectEvent->heldMovementActive = FALSE;
objectEvent->heldMovementFinished = FALSE;
gSprites[objectEvent->spriteId].sTypeFuncId = 0;
gSprites[objectEvent->spriteId].sActionFuncId = 0;
}
u8 ObjectEventCheckHeldMovementStatus(struct ObjectEvent *objectEvent)
{
if (objectEvent->heldMovementActive)
return objectEvent->heldMovementFinished;
return 16;
}
u8 ObjectEventClearHeldMovementIfFinished(struct ObjectEvent *objectEvent)
{
u8 heldMovementStatus = ObjectEventCheckHeldMovementStatus(objectEvent);
if (heldMovementStatus != 0 && heldMovementStatus != 16)
ObjectEventClearHeldMovementIfActive(objectEvent);
return heldMovementStatus;
}
u8 ObjectEventGetHeldMovementActionId(struct ObjectEvent *objectEvent)
{
if (objectEvent->heldMovementActive)
return TryUpdateMovementActionOnStairs(objectEvent, objectEvent->movementActionId);
return MOVEMENT_ACTION_NONE;
}
void UpdateObjectEventCurrentMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite, bool8 (*callback)(struct ObjectEvent *, struct Sprite *))
{
DoGroundEffects_OnSpawn(objectEvent, sprite);
TryEnableObjectEventAnim(objectEvent, sprite);
if (ObjectEventIsHeldMovementActive(objectEvent))
ObjectEventExecHeldMovementAction(objectEvent, sprite);
else if (!objectEvent->frozen)
while (callback(objectEvent, sprite));
DoGroundEffects_OnBeginStep(objectEvent, sprite);
DoGroundEffects_OnFinishStep(objectEvent, sprite);
UpdateObjectEventSpriteAnimPause(objectEvent, sprite);
UpdateObjectEventVisibility(objectEvent, sprite);
ObjectEventUpdateSubpriority(objectEvent, sprite);
}
#define dirn_to_anim(name, table)\
u8 name(u32 idx)\
{\
u8 direction;\
u8 animIds[sizeof(table)];\
direction = idx;\
memcpy(animIds, (table), sizeof(table));\
if (direction > sizeof(table)) direction = 0;\
return animIds[direction];\
}
dirn_to_anim(GetFaceDirectionMovementAction, gFaceDirectionMovementActions);
dirn_to_anim(GetWalkSlowMovementAction, gWalkSlowMovementActions);
dirn_to_anim(GetPlayerRunSlowMovementAction, gRunSlowMovementActions);
dirn_to_anim(GetWalkNormalMovementAction, gWalkNormalMovementActions);
dirn_to_anim(GetWalkFastMovementAction, gWalkFastMovementActions);
dirn_to_anim(GetRideWaterCurrentMovementAction, gRideWaterCurrentMovementActions);
dirn_to_anim(GetWalkFasterMovementAction, gWalkFasterMovementActions);
dirn_to_anim(GetSlideMovementAction, gSlideMovementActions);
dirn_to_anim(GetPlayerRunMovementAction, gPlayerRunMovementActions);
dirn_to_anim(GetJump2MovementAction, gJump2MovementActions);
dirn_to_anim(GetJumpInPlaceMovementAction, gJumpInPlaceMovementActions);
dirn_to_anim(GetJumpInPlaceTurnAroundMovementAction, gJumpInPlaceTurnAroundMovementActions);
dirn_to_anim(GetJumpMovementAction, gJumpMovementActions);
dirn_to_anim(GetJumpSpecialMovementAction, gJumpSpecialMovementActions);
dirn_to_anim(GetWalkInPlaceSlowMovementAction, gWalkInPlaceSlowMovementActions);
dirn_to_anim(GetWalkInPlaceNormalMovementAction, gWalkInPlaceNormalMovementActions);
dirn_to_anim(GetWalkInPlaceFastMovementAction, gWalkInPlaceFastMovementActions);
dirn_to_anim(GetWalkInPlaceFasterMovementAction, gWalkInPlaceFasterMovementActions);
bool8 ObjectEventFaceOppositeDirection(struct ObjectEvent *objectEvent, u8 direction)
{
return ObjectEventSetHeldMovement(objectEvent, GetFaceDirectionMovementAction(GetOppositeDirection(direction)));
}
dirn_to_anim(GetAcroWheelieFaceDirectionMovementAction, gAcroWheelieFaceDirectionMovementActions);
dirn_to_anim(GetAcroPopWheelieFaceDirectionMovementAction, gAcroPopWheelieFaceDirectionMovementActions);
dirn_to_anim(GetAcroEndWheelieFaceDirectionMovementAction, gAcroEndWheelieFaceDirectionMovementActions);
dirn_to_anim(GetAcroWheelieHopFaceDirectionMovementAction, gAcroWheelieHopFaceDirectionMovementActions);
dirn_to_anim(GetAcroWheelieHopDirectionMovementAction, gAcroWheelieHopDirectionMovementActions);
dirn_to_anim(GetAcroWheelieJumpDirectionMovementAction, gAcroWheelieJumpDirectionMovementActions);
dirn_to_anim(GetAcroWheelieInPlaceDirectionMovementAction, gAcroWheelieInPlaceDirectionMovementActions);
dirn_to_anim(GetAcroPopWheelieMoveDirectionMovementAction, gAcroPopWheelieMoveDirectionMovementActions);
dirn_to_anim(GetAcroWheelieMoveDirectionMovementAction, gAcroWheelieMoveDirectionMovementActions);
dirn_to_anim(GetAcroEndWheelieMoveDirectionMovementAction, gAcroEndWheelieMoveDirectionMovementActions);
u8 GetOppositeDirection(u8 direction)
{
u8 directions[sizeof sOppositeDirections];
memcpy(directions, sOppositeDirections, sizeof sOppositeDirections);
if (direction <= DIR_NONE || direction > (sizeof sOppositeDirections))
return direction;
return directions[direction - 1];
}
// Takes the player's original and current direction and gives a direction the copy NPC should consider as the player's direction.
// See comments at the table's definition.
static u32 GetPlayerDirectionForCopy(u8 initDir, u8 moveDir)
{
return sPlayerDirectionsForCopy[initDir - 1][moveDir - 1];
}
// copyInitDir is the initial facing direction of the copying NPC.
// playerInitDir is the direction the player was facing when the copying NPC was spawned, as set by MovementType_CopyPlayer_Step0.
// playerMoveDir is the direction the player is currently moving.
static u32 GetCopyDirection(u8 copyInitDir, u32 playerInitDir, u32 playerMoveDir)
{
u32 dir;
u8 _playerInitDir = playerInitDir;
u8 _playerMoveDir = playerMoveDir;
if (_playerInitDir == DIR_NONE || _playerMoveDir == DIR_NONE
|| _playerInitDir > DIR_EAST || _playerMoveDir > DIR_EAST)
return DIR_NONE;
dir = GetPlayerDirectionForCopy(_playerInitDir, playerMoveDir);
return sPlayerDirectionToCopyDirection[copyInitDir - 1][dir - 1];
}
static void ObjectEventExecHeldMovementAction(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->movementActionId = TryUpdateMovementActionOnStairs(objectEvent, objectEvent->movementActionId);
if (gMovementActionFuncs[objectEvent->movementActionId][sprite->sActionFuncId](objectEvent, sprite))
objectEvent->heldMovementFinished = TRUE;
}
static bool8 ObjectEventExecSingleMovementAction(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->movementActionId = TryUpdateMovementActionOnStairs(objectEvent, objectEvent->movementActionId);
if (gMovementActionFuncs[objectEvent->movementActionId][sprite->sActionFuncId](objectEvent, sprite))
{
objectEvent->movementActionId = MOVEMENT_ACTION_NONE;
sprite->sActionFuncId = 0;
return TRUE;
}
return FALSE;
}
static void ObjectEventSetSingleMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 animId)
{
objectEvent->movementActionId = TryUpdateMovementActionOnStairs(objectEvent, animId);
sprite->sActionFuncId = 0;
}
static void FaceDirection(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
SetObjectEventDirection(objectEvent, direction);
ShiftStillObjectEventCoords(objectEvent);
SetStepAnim(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection));
sprite->animPaused = TRUE;
sprite->sActionFuncId = 1;
}
bool8 MovementAction_FaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
FaceDirection(objectEvent, sprite, DIR_SOUTH);
return TRUE;
}
bool8 MovementAction_FaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
FaceDirection(objectEvent, sprite, DIR_NORTH);
return TRUE;
}
bool8 MovementAction_FaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
FaceDirection(objectEvent, sprite, DIR_WEST);
return TRUE;
}
bool8 MovementAction_FaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
FaceDirection(objectEvent, sprite, DIR_EAST);
return TRUE;
}
void InitNpcForMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed)
{
s16 x;
s16 y;
x = objectEvent->currentCoords.x;
y = objectEvent->currentCoords.y;
SetObjectEventDirection(objectEvent, direction);
MoveCoords(direction, &x, &y);
ShiftObjectEventCoords(objectEvent, x, y);
SetSpriteDataForNormalStep(sprite, direction, speed);
sprite->animPaused = FALSE;
if (sLockedAnimObjectEvents != NULL && FindLockedObjectEventIndex(objectEvent) != OBJECT_EVENTS_COUNT)
sprite->animPaused = TRUE;
objectEvent->triggerGroundEffectsOnMove = TRUE;
sprite->sActionFuncId = 1;
}
static void InitMovementNormal(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed)
{
u8 (*functions[ARRAY_COUNT(sDirectionAnimFuncsBySpeed)])(u8);
memcpy(functions, sDirectionAnimFuncsBySpeed, sizeof sDirectionAnimFuncsBySpeed);
InitNpcForMovement(objectEvent, sprite, direction, speed);
SetStepAnimHandleAlternation(objectEvent, sprite, functions[speed](objectEvent->facingDirection));
}
static void StartRunningAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
InitNpcForMovement(objectEvent, sprite, direction, MOVE_SPEED_FAST_1);
SetStepAnimHandleAlternation(objectEvent, sprite, GetRunningDirectionAnimNum(objectEvent->facingDirection));
}
static bool8 UpdateMovementNormal(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (NpcTakeStep(sprite))
{
ShiftStillObjectEventCoords(objectEvent);
objectEvent->triggerGroundEffectsOnStop = TRUE;
sprite->animPaused = TRUE;
return TRUE;
}
return FALSE;
}
static void InitNpcForWalkSlow(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
s16 x;
s16 y;
x = objectEvent->currentCoords.x;
y = objectEvent->currentCoords.y;
SetObjectEventDirection(objectEvent, direction);
MoveCoords(direction, &x, &y);
ShiftObjectEventCoords(objectEvent, x, y);
SetWalkSlowSpriteData(sprite, direction);
sprite->animPaused = FALSE;
objectEvent->triggerGroundEffectsOnMove = TRUE;
sprite->sActionFuncId = 1;
}
static void InitWalkSlow(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
InitNpcForWalkSlow(objectEvent, sprite, direction);
SetStepAnimHandleAlternation(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection));
}
static bool8 UpdateWalkSlow(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlowAnim(sprite))
{
ShiftStillObjectEventCoords(objectEvent);
objectEvent->triggerGroundEffectsOnStop = TRUE;
sprite->animPaused = TRUE;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkSlowDiagonalUpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlow(objectEvent, sprite, DIR_NORTHWEST);
return MovementAction_WalkSlowDiagonalUpLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkSlowDiagonalUpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkSlowDiagonalUpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlow(objectEvent, sprite, DIR_NORTHEAST);
return MovementAction_WalkSlowDiagonalUpRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkSlowDiagonalUpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkSlowDiagonalDownLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlow(objectEvent, sprite, DIR_SOUTHWEST);
return MovementAction_WalkSlowDiagonalDownLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkSlowDiagonalDownLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkSlowDiagonalDownRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlow(objectEvent, sprite, DIR_SOUTHEAST);
return MovementAction_WalkSlowDiagonalDownRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkSlowDiagonalDownRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkSlowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlow(objectEvent, sprite, DIR_SOUTH);
return MovementAction_WalkSlowDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkSlowDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkSlowUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlow(objectEvent, sprite, DIR_NORTH);
return MovementAction_WalkSlowUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkSlowUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkSlowLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitWalkSlow(objectEvent, sprite, objectEvent->directionOverwrite);
else
InitWalkSlow(objectEvent, sprite, DIR_WEST);
return MovementAction_WalkSlowLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkSlowLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkSlowRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitWalkSlow(objectEvent, sprite, objectEvent->directionOverwrite);
else
InitWalkSlow(objectEvent, sprite, DIR_EAST);
return MovementAction_WalkSlowRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkSlowRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkNormalDiagonalUpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_NORTHWEST, MOVE_SPEED_NORMAL);
return MovementAction_WalkNormalDiagonalUpLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkNormalDiagonalUpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkNormalDiagonalUpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_NORTHEAST, MOVE_SPEED_NORMAL);
return MovementAction_WalkNormalDiagonalUpRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkNormalDiagonalUpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkNormalDiagonalDownLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_SOUTHWEST, MOVE_SPEED_NORMAL);
return MovementAction_WalkNormalDiagonalDownLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkNormalDiagonalDownLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkNormalDiagonalDownRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_SOUTHEAST, MOVE_SPEED_NORMAL);
return MovementAction_WalkNormalDiagonalDownRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkNormalDiagonalDownRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkNormalDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_NORMAL);
return MovementAction_WalkNormalDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkNormalDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkNormalUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_NORMAL);
return MovementAction_WalkNormalUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkNormalUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkNormalLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_NORMAL);
else
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_NORMAL);
return MovementAction_WalkNormalLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkNormalLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkNormalRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_NORMAL);
else
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_NORMAL);
return MovementAction_WalkNormalRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkNormalRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
#define JUMP_HALFWAY 1
#define JUMP_FINISHED ((u8)-1)
enum {
JUMP_TYPE_HIGH,
JUMP_TYPE_LOW,
JUMP_TYPE_NORMAL,
};
static void InitJump(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 distance, u8 type)
{
s16 displacements[ARRAY_COUNT(sJumpInitDisplacements)];
s16 x;
s16 y;
memcpy(displacements, sJumpInitDisplacements, sizeof sJumpInitDisplacements);
x = 0;
y = 0;
SetObjectEventDirection(objectEvent, direction);
MoveCoordsInDirection(direction, &x, &y, displacements[distance], displacements[distance]);
ShiftObjectEventCoords(objectEvent, objectEvent->currentCoords.x + x, objectEvent->currentCoords.y + y);
SetJumpSpriteData(sprite, direction, distance, type);
sprite->sActionFuncId = 1;
sprite->animPaused = FALSE;
objectEvent->triggerGroundEffectsOnMove = TRUE;
objectEvent->disableCoveringGroundEffects = TRUE;
}
static void InitJumpRegular(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 distance, u8 type)
{
InitJump(objectEvent, sprite, direction, distance, type);
SetStepAnimHandleAlternation(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection));
DoShadowFieldEffect(objectEvent);
}
#define sDistance data[4]
static u8 UpdateJumpAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 callback(struct Sprite *))
{
s16 displacements[ARRAY_COUNT(sJumpDisplacements)];
s16 x;
s16 y;
u8 result;
memcpy(displacements, sJumpDisplacements, sizeof sJumpDisplacements);
result = callback(sprite);
if (result == JUMP_HALFWAY && displacements[sprite->sDistance] != 0)
{
x = 0;
y = 0;
MoveCoordsInDirection(objectEvent->movementDirection, &x, &y, displacements[sprite->sDistance], displacements[sprite->sDistance]);
ShiftObjectEventCoords(objectEvent, objectEvent->currentCoords.x + x, objectEvent->currentCoords.y + y);
objectEvent->triggerGroundEffectsOnMove = TRUE;
objectEvent->disableCoveringGroundEffects = TRUE;
}
else if (result == JUMP_FINISHED)
{
ShiftStillObjectEventCoords(objectEvent);
objectEvent->triggerGroundEffectsOnStop = TRUE;
objectEvent->landingJump = TRUE;
sprite->animPaused = TRUE;
}
return result;
}
#undef sDistance
static u8 DoJumpAnimStep(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return UpdateJumpAnim(objectEvent, sprite, DoJumpSpriteMovement);
}
static u8 DoJumpSpecialAnimStep(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return UpdateJumpAnim(objectEvent, sprite, DoJumpSpecialSpriteMovement);
}
static bool8 DoJumpAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnimStep(objectEvent, sprite) == JUMP_FINISHED)
return TRUE;
return FALSE;
}
static bool8 DoJumpSpecialAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnimStep(objectEvent, sprite) == JUMP_FINISHED)
return TRUE;
return FALSE;
}
static bool8 DoJumpInPlaceAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
switch (DoJumpAnimStep(objectEvent, sprite))
{
case JUMP_FINISHED:
return TRUE;
case JUMP_HALFWAY:
SetObjectEventDirection(objectEvent, GetOppositeDirection(objectEvent->movementDirection));
SetStepAnim(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection));
default:
return FALSE;
}
}
bool8 MovementAction_Jump2Down_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH);
return MovementAction_Jump2Down_Step1(objectEvent, sprite);
}
bool8 MovementAction_Jump2Down_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_Jump2Up_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH);
return MovementAction_Jump2Up_Step1(objectEvent, sprite);
}
bool8 MovementAction_Jump2Up_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_Jump2Left_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH);
return MovementAction_Jump2Left_Step1(objectEvent, sprite);
}
bool8 MovementAction_Jump2Left_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_Jump2Right_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH);
return MovementAction_Jump2Right_Step1(objectEvent, sprite);
}
bool8 MovementAction_Jump2Right_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
static void InitMovementDelay(struct Sprite *sprite, u16 duration)
{
sprite->sActionFuncId = 1;
sprite->data[3] = duration;
}
bool8 MovementAction_Delay_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (--sprite->data[3] == 0)
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_Delay1_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementDelay(sprite, 1);
return MovementAction_Delay_Step1(objectEvent, sprite);
}
bool8 MovementAction_Delay2_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementDelay(sprite, 2);
return MovementAction_Delay_Step1(objectEvent, sprite);
}
bool8 MovementAction_Delay4_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementDelay(sprite, 4);
return MovementAction_Delay_Step1(objectEvent, sprite);
}
bool8 MovementAction_Delay8_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementDelay(sprite, 8);
return MovementAction_Delay_Step1(objectEvent, sprite);
}
bool8 MovementAction_Delay16_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementDelay(sprite, 16);
return MovementAction_Delay_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkFastDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FAST_1);
return MovementAction_WalkFastDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkFastDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkFastUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FAST_1);
return MovementAction_WalkFastUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkFastUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkFastLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FAST_1);
else
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_1);
return MovementAction_WalkFastLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkFastLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkFastRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FAST_1);
else
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_1);
return MovementAction_WalkFastRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkFastRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
static void InitMoveInPlace(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 animNum, u16 duration)
{
SetObjectEventDirection(objectEvent, direction);
SetStepAnimHandleAlternation(objectEvent, sprite, animNum);
sprite->animPaused = FALSE;
sprite->sActionFuncId = 1;
sprite->data[3] = duration;
}
bool8 MovementAction_WalkInPlace_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (-- sprite->data[3] == 0)
{
sprite->sActionFuncId = 2;
sprite->animPaused = TRUE;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkInPlaceSlow_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (sprite->data[3] & 1)
sprite->animDelayCounter++;
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceSlowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_SOUTH, GetMoveDirectionAnimNum(DIR_SOUTH), 32);
return MovementAction_WalkInPlaceSlow_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceSlowUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_NORTH, GetMoveDirectionAnimNum(DIR_NORTH), 32);
return MovementAction_WalkInPlaceSlow_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceSlowLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_WEST, GetMoveDirectionAnimNum(DIR_WEST), 32);
return MovementAction_WalkInPlaceSlow_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceSlowRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_EAST, GetMoveDirectionAnimNum(DIR_EAST), 32);
return MovementAction_WalkInPlaceSlow_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceNormalDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_SOUTH, GetMoveDirectionAnimNum(DIR_SOUTH), 16);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceNormalUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_NORTH, GetMoveDirectionAnimNum(DIR_NORTH), 16);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceNormalLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_WEST, GetMoveDirectionAnimNum(DIR_WEST), 16);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceNormalRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_EAST, GetMoveDirectionAnimNum(DIR_EAST), 16);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceFastDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_SOUTH, GetMoveDirectionFastAnimNum(DIR_SOUTH), 8);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceFastUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_NORTH, GetMoveDirectionFastAnimNum(DIR_NORTH), 8);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceFastLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_WEST, GetMoveDirectionFastAnimNum(DIR_WEST), 8);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceFastRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_EAST, GetMoveDirectionFastAnimNum(DIR_EAST), 8);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceFasterDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_SOUTH, GetMoveDirectionFasterAnimNum(DIR_SOUTH), 4);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceFasterUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_NORTH, GetMoveDirectionFasterAnimNum(DIR_NORTH), 4);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceFasterLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMoveInPlace(objectEvent, sprite, objectEvent->directionOverwrite, GetMoveDirectionFasterAnimNum(DIR_WEST), 4);
else
InitMoveInPlace(objectEvent, sprite, DIR_WEST, GetMoveDirectionFasterAnimNum(DIR_WEST), 4);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkInPlaceFasterRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMoveInPlace(objectEvent, sprite, objectEvent->directionOverwrite, GetMoveDirectionFasterAnimNum(DIR_EAST), 4);
else
InitMoveInPlace(objectEvent, sprite, DIR_EAST, GetMoveDirectionFasterAnimNum(DIR_EAST), 4);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_RideWaterCurrentDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FAST_2);
return MovementAction_RideWaterCurrentDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_RideWaterCurrentDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_RideWaterCurrentUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FAST_2);
return MovementAction_RideWaterCurrentUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_RideWaterCurrentUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_RideWaterCurrentLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FAST_2);
else
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_2);
return MovementAction_RideWaterCurrentLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_RideWaterCurrentLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_RideWaterCurrentRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FAST_2);
else
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_2);
return MovementAction_RideWaterCurrentRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_RideWaterCurrentRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkFasterDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FASTER);
return MovementAction_WalkFasterDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkFasterDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkFasterUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FASTER);
return MovementAction_WalkFasterUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkFasterUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkFasterLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FASTER);
else
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FASTER);
return MovementAction_WalkFasterLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkFasterLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkFasterRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FASTER);
else
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FASTER);
return MovementAction_WalkFasterRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkFasterRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_SlideDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FASTEST);
return MovementAction_SlideDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_SlideDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_SlideUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FASTEST);
return MovementAction_SlideUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_SlideUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_SlideLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FASTEST);
else
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FASTEST);
return MovementAction_SlideLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_SlideLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_SlideRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMovementNormal(objectEvent, sprite, objectEvent->directionOverwrite, MOVE_SPEED_FASTEST);
else
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FASTEST);
return MovementAction_SlideRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_SlideRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_PlayerRunDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartRunningAnim(objectEvent, sprite, DIR_SOUTH);
return MovementAction_PlayerRunDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_PlayerRunDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_PlayerRunUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartRunningAnim(objectEvent, sprite, DIR_NORTH);
return MovementAction_PlayerRunUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_PlayerRunUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_PlayerRunLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
StartRunningAnim(objectEvent, sprite, objectEvent->directionOverwrite);
else
StartRunningAnim(objectEvent, sprite, DIR_WEST);
return MovementAction_PlayerRunLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_PlayerRunLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_PlayerRunRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
StartRunningAnim(objectEvent, sprite, objectEvent->directionOverwrite);
else
StartRunningAnim(objectEvent, sprite, DIR_EAST);
return MovementAction_PlayerRunRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_PlayerRunRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
void StartSpriteAnimInDirection(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 animNum)
{
SetAndStartSpriteAnim(sprite, animNum, 0);
SetObjectEventDirection(objectEvent, direction);
sprite->sActionFuncId = 1;
}
bool8 MovementAction_StartAnimInDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, objectEvent->movementDirection, sprite->animNum);
return FALSE;
}
bool8 MovementAction_WaitSpriteAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (SpriteAnimEnded(sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
static void InitJumpSpecial(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
InitJump(objectEvent, sprite, direction, JUMP_DISTANCE_NORMAL, JUMP_TYPE_HIGH);
StartSpriteAnim(sprite, GetJumpSpecialDirectionAnimNum(direction));
}
bool8 MovementAction_JumpSpecialDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpSpecial(objectEvent, sprite, DIR_SOUTH);
return MovementAction_JumpSpecialDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpSpecialDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnim(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
objectEvent->landingJump = FALSE;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpSpecialUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpSpecial(objectEvent, sprite, DIR_NORTH);
return MovementAction_JumpSpecialUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpSpecialUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnim(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
objectEvent->landingJump = FALSE;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpSpecialLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpSpecial(objectEvent, sprite, DIR_WEST);
return MovementAction_JumpSpecialLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpSpecialLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnim(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
objectEvent->landingJump = FALSE;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpSpecialRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpSpecial(objectEvent, sprite, DIR_EAST);
return MovementAction_JumpSpecialRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpSpecialRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpSpecialAnim(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
objectEvent->landingJump = FALSE;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_FacePlayer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 playerObjectId;
if (!TryGetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_PLAYER, 0, 0, &playerObjectId))
FaceDirection(objectEvent, sprite, GetDirectionToFace(objectEvent->currentCoords.x,
objectEvent->currentCoords.y,
gObjectEvents[playerObjectId].currentCoords.x,
gObjectEvents[playerObjectId].currentCoords.y));
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_FaceAwayPlayer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u8 playerObjectId;
if (!TryGetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_PLAYER, 0, 0, &playerObjectId))
FaceDirection(objectEvent, sprite, GetOppositeDirection(GetDirectionToFace(objectEvent->currentCoords.x,
objectEvent->currentCoords.y,
gObjectEvents[playerObjectId].currentCoords.x,
gObjectEvents[playerObjectId].currentCoords.y)));
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_LockFacingDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->facingDirectionLocked = TRUE;
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_UnlockFacingDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->facingDirectionLocked = FALSE;
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_JumpDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_NORMAL, JUMP_TYPE_NORMAL);
return MovementAction_JumpDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = 0;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_NORMAL, JUMP_TYPE_NORMAL);
return MovementAction_JumpUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = 0;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_NORMAL, JUMP_TYPE_NORMAL);
return MovementAction_JumpLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = 0;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_NORMAL, JUMP_TYPE_NORMAL);
return MovementAction_JumpRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = 0;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpInPlaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_HIGH);
return MovementAction_JumpInPlaceDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpInPlaceDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = 0;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpInPlaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_HIGH);
return MovementAction_JumpInPlaceUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpInPlaceUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = 0;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpInPlaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_HIGH);
return MovementAction_JumpInPlaceLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpInPlaceLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = 0;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpInPlaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_HIGH);
return MovementAction_JumpInPlaceRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpInPlaceRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = 0;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpInPlaceDownUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_NORMAL);
return MovementAction_JumpInPlaceDownUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpInPlaceDownUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpInPlaceAnim(objectEvent, sprite))
{
objectEvent->noShadow = 0;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpInPlaceUpDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_NORMAL);
return MovementAction_JumpInPlaceUpDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpInPlaceUpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpInPlaceAnim(objectEvent, sprite))
{
objectEvent->noShadow = 0;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpInPlaceLeftRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_NORMAL);
return MovementAction_JumpInPlaceLeftRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpInPlaceLeftRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpInPlaceAnim(objectEvent, sprite))
{
objectEvent->noShadow = 0;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_JumpInPlaceRightLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitJumpRegular(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_NORMAL);
return MovementAction_JumpInPlaceRightLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_JumpInPlaceRightLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpInPlaceAnim(objectEvent, sprite))
{
objectEvent->noShadow = 0;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_FaceOriginalDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
FaceDirection(objectEvent, sprite, gInitialMovementTypeFacingDirections[objectEvent->movementType]);
return TRUE;
}
bool8 MovementAction_NurseJoyBowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, ANIM_NURSE_BOW);
return FALSE;
}
bool8 MovementAction_EnableJumpLandingGroundEffect_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->disableJumpLandingGroundEffect = FALSE;
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_DisableJumpLandingGroundEffect_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->disableJumpLandingGroundEffect = TRUE;
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_DisableAnimation_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->inanimate = TRUE;
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_RestoreAnimation_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->inanimate = GetObjectEventGraphicsInfo(objectEvent->graphicsId)->inanimate;
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_SetInvisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->invisible = TRUE;
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_SetVisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->invisible = FALSE;
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_EmoteExclamationMark_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON);
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_EmoteQuestionMark_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
FieldEffectStart(FLDEFF_QUESTION_MARK_ICON);
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_EmoteHeart_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
FieldEffectStart(FLDEFF_HEART_ICON);
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_RevealTrainer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->movementType == MOVEMENT_TYPE_BURIED)
{
SetBuriedTrainerMovement(objectEvent);
return FALSE;
}
if (objectEvent->movementType != MOVEMENT_TYPE_TREE_DISGUISE && objectEvent->movementType != MOVEMENT_TYPE_MOUNTAIN_DISGUISE)
{
sprite->sActionFuncId = 2;
return TRUE;
}
StartRevealDisguise(objectEvent);
sprite->sActionFuncId = 1;
return MovementAction_RevealTrainer_Step1(objectEvent, sprite);
}
bool8 MovementAction_RevealTrainer_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateRevealDisguise(objectEvent))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_RockSmashBreak_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
SetAndStartSpriteAnim(sprite, ANIM_REMOVE_OBSTACLE, 0);
sprite->sActionFuncId = 1;
return FALSE;
}
bool8 MovementAction_RockSmashBreak_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (SpriteAnimEnded(sprite))
{
SetMovementDelay(sprite, 32);
sprite->sActionFuncId = 2;
}
return FALSE;
}
bool8 MovementAction_RockSmashBreak_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->invisible ^= TRUE;
if (WaitForMovementDelay(sprite))
{
objectEvent->invisible = TRUE;
sprite->sActionFuncId = 3;
}
return FALSE;
}
bool8 MovementAction_CutTree_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
SetAndStartSpriteAnim(sprite, ANIM_REMOVE_OBSTACLE, 0);
sprite->sActionFuncId = 1;
return FALSE;
}
bool8 MovementAction_CutTree_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (SpriteAnimEnded(sprite))
{
SetMovementDelay(sprite, 32);
sprite->sActionFuncId = 2;
}
return FALSE;
}
bool8 MovementAction_CutTree_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->invisible ^= TRUE;
if (WaitForMovementDelay(sprite))
{
objectEvent->invisible = TRUE;
sprite->sActionFuncId = 3;
}
return FALSE;
}
bool8 MovementAction_SetFixedPriority_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->fixedPriority = TRUE;
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_ClearFixedPriority_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->fixedPriority = FALSE;
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_InitAffineAnim_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->oam.affineMode = ST_OAM_AFFINE_DOUBLE;
InitSpriteAffineAnim(sprite);
sprite->affineAnimPaused = TRUE;
sprite->subspriteMode = SUBSPRITES_OFF;
return TRUE;
}
bool8 MovementAction_ClearAffineAnim_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
FreeOamMatrix(sprite->oam.matrixNum);
sprite->oam.affineMode = ST_OAM_AFFINE_OFF;
CalcCenterToCornerVec(sprite, sprite->oam.shape, sprite->oam.size, sprite->oam.affineMode);
return TRUE;
}
bool8 MovementAction_HideReflection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->hideReflection = TRUE;
return TRUE;
}
bool8 MovementAction_ShowReflection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
objectEvent->hideReflection = FALSE;
return TRUE;
}
bool8 MovementAction_WalkDownStartAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlow(objectEvent, sprite, DIR_SOUTH);
sprite->affineAnimPaused = FALSE;
StartSpriteAffineAnimIfDifferent(sprite, 0);
return MovementAction_WalkDownStartAffine_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkDownStartAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->affineAnimPaused = TRUE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkDownAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitWalkSlow(objectEvent, sprite, DIR_SOUTH);
sprite->affineAnimPaused = FALSE;
ChangeSpriteAffineAnimIfDifferent(sprite, 1);
return MovementAction_WalkDownAffine_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkDownAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateWalkSlow(objectEvent, sprite))
{
sprite->affineAnimPaused = TRUE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkLeftAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_1);
sprite->affineAnimPaused = FALSE;
ChangeSpriteAffineAnimIfDifferent(sprite, 2);
return MovementAction_WalkLeftAffine_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkLeftAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->affineAnimPaused = TRUE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_WalkRightAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_1);
sprite->affineAnimPaused = FALSE;
ChangeSpriteAffineAnimIfDifferent(sprite, 3);
return MovementAction_WalkRightAffine_Step1(objectEvent, sprite);
}
bool8 MovementAction_WalkRightAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->affineAnimPaused = TRUE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
static void AcroWheelieFaceDirection(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
SetObjectEventDirection(objectEvent, direction);
ShiftStillObjectEventCoords(objectEvent);
SetStepAnim(objectEvent, sprite, GetAcroWheeliePedalDirectionAnimNum(direction));
sprite->animPaused = TRUE;
sprite->sActionFuncId = 1;
}
bool8 MovementAction_AcroWheelieFaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
AcroWheelieFaceDirection(objectEvent, sprite, DIR_SOUTH);
return TRUE;
}
bool8 MovementAction_AcroWheelieFaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
AcroWheelieFaceDirection(objectEvent, sprite, DIR_NORTH);
return TRUE;
}
bool8 MovementAction_AcroWheelieFaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
AcroWheelieFaceDirection(objectEvent, sprite, DIR_WEST);
return TRUE;
}
bool8 MovementAction_AcroWheelieFaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
AcroWheelieFaceDirection(objectEvent, sprite, DIR_EAST);
return TRUE;
}
bool8 MovementAction_AcroPopWheelieDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroWheelieDirectionAnimNum(DIR_SOUTH));
return FALSE;
}
bool8 MovementAction_AcroPopWheelieUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroWheelieDirectionAnimNum(DIR_NORTH));
return FALSE;
}
bool8 MovementAction_AcroPopWheelieLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroWheelieDirectionAnimNum(DIR_WEST));
return FALSE;
}
bool8 MovementAction_AcroPopWheelieRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroWheelieDirectionAnimNum(DIR_EAST));
return FALSE;
}
bool8 MovementAction_AcroEndWheelieFaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroEndWheelieDirectionAnimNum(DIR_SOUTH));
return FALSE;
}
bool8 MovementAction_AcroEndWheelieFaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroEndWheelieDirectionAnimNum(DIR_NORTH));
return FALSE;
}
bool8 MovementAction_AcroEndWheelieFaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroEndWheelieDirectionAnimNum(DIR_WEST));
return FALSE;
}
bool8 MovementAction_AcroEndWheelieFaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroEndWheelieDirectionAnimNum(DIR_EAST));
return FALSE;
}
bool8 MovementAction_UnusedAcroActionDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroUnusedActionDirectionAnimNum(DIR_SOUTH));
return FALSE;
}
bool8 MovementAction_UnusedAcroActionUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroUnusedActionDirectionAnimNum(DIR_NORTH));
return FALSE;
}
bool8 MovementAction_UnusedAcroActionLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroUnusedActionDirectionAnimNum(DIR_WEST));
return FALSE;
}
bool8 MovementAction_UnusedAcroActionRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroUnusedActionDirectionAnimNum(DIR_EAST));
return FALSE;
}
void InitFigure8Anim(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitSpriteForFigure8Anim(sprite);
sprite->animPaused = FALSE;
}
bool8 DoFigure8Anim(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (AnimateSpriteInFigure8(sprite))
{
ShiftStillObjectEventCoords(objectEvent);
objectEvent->triggerGroundEffectsOnStop = TRUE;
sprite->animPaused = TRUE;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_Figure8_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitFigure8Anim(objectEvent, sprite);
sprite->sActionFuncId = 1;
return MovementAction_Figure8_Step1(objectEvent, sprite);
}
bool8 MovementAction_Figure8_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoFigure8Anim(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
static void InitAcroWheelieJump(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 distance, u8 type)
{
InitJump(objectEvent, sprite, direction, distance, type);
StartSpriteAnimIfDifferent(sprite, GetAcroWheelieDirectionAnimNum(direction));
DoShadowFieldEffect(objectEvent);
}
bool8 MovementAction_AcroWheelieHopFaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieJump(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_LOW);
return MovementAction_AcroWheelieHopFaceDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieHopFaceDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieHopFaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieJump(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_LOW);
return MovementAction_AcroWheelieHopFaceUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieHopFaceUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieHopFaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieJump(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_LOW);
return MovementAction_AcroWheelieHopFaceLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieHopFaceLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieHopFaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieJump(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_IN_PLACE, JUMP_TYPE_LOW);
return MovementAction_AcroWheelieHopFaceRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieHopFaceRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieHopDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieJump(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW);
return MovementAction_AcroWheelieHopDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieHopDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieHopUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieJump(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW);
return MovementAction_AcroWheelieHopUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieHopUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieHopLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitAcroWheelieJump(objectEvent, sprite, objectEvent->directionOverwrite, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW);
else
InitAcroWheelieJump(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW);
return MovementAction_AcroWheelieHopLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieHopLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieHopRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitAcroWheelieJump(objectEvent, sprite, objectEvent->directionOverwrite, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW);
else
InitAcroWheelieJump(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_NORMAL, JUMP_TYPE_LOW);
return MovementAction_AcroWheelieHopRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieHopRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieJumpDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieJump(objectEvent, sprite, DIR_SOUTH, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH);
return MovementAction_AcroWheelieJumpDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieJumpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieJumpUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieJump(objectEvent, sprite, DIR_NORTH, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH);
return MovementAction_AcroWheelieJumpUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieJumpUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieJumpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitAcroWheelieJump(objectEvent, sprite, objectEvent->directionOverwrite, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH);
else
InitAcroWheelieJump(objectEvent, sprite, DIR_WEST, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH);
return MovementAction_AcroWheelieJumpLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieJumpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieJumpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitAcroWheelieJump(objectEvent, sprite, objectEvent->directionOverwrite, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH);
else
InitAcroWheelieJump(objectEvent, sprite, DIR_EAST, JUMP_DISTANCE_FAR, JUMP_TYPE_HIGH);
return MovementAction_AcroWheelieJumpRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieJumpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (DoJumpAnim(objectEvent, sprite))
{
objectEvent->noShadow = FALSE;
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieInPlaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_SOUTH, GetAcroWheeliePedalDirectionAnimNum(DIR_SOUTH), 8);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieInPlaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitMoveInPlace(objectEvent, sprite, DIR_NORTH, GetAcroWheeliePedalDirectionAnimNum(DIR_NORTH), 8);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieInPlaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMoveInPlace(objectEvent, sprite, objectEvent->directionOverwrite, GetAcroWheeliePedalDirectionAnimNum(objectEvent->directionOverwrite), 8);
else
InitMoveInPlace(objectEvent, sprite, DIR_WEST, GetAcroWheeliePedalDirectionAnimNum(DIR_WEST), 8);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieInPlaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitMoveInPlace(objectEvent, sprite, objectEvent->directionOverwrite, GetAcroWheeliePedalDirectionAnimNum(objectEvent->directionOverwrite), 8);
else
InitMoveInPlace(objectEvent, sprite, DIR_EAST, GetAcroWheeliePedalDirectionAnimNum(DIR_EAST), 8);
return MovementAction_WalkInPlace_Step1(objectEvent, sprite);
}
static void InitAcroPopWheelie(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed)
{
InitNpcForMovement(objectEvent, sprite, direction, speed);
StartSpriteAnim(sprite, GetAcroWheelieDirectionAnimNum(objectEvent->facingDirection));
SeekSpriteAnim(sprite, 0);
}
bool8 MovementAction_AcroPopWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroPopWheelie(objectEvent, sprite, DIR_SOUTH, 1);
return MovementAction_AcroPopWheelieMoveDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroPopWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroPopWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroPopWheelie(objectEvent, sprite, DIR_NORTH, 1);
return MovementAction_AcroPopWheelieMoveUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroPopWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroPopWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitAcroPopWheelie(objectEvent, sprite, objectEvent->directionOverwrite, 1);
else
InitAcroPopWheelie(objectEvent, sprite, DIR_WEST, 1);
return MovementAction_AcroPopWheelieMoveLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroPopWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroPopWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitAcroPopWheelie(objectEvent, sprite, objectEvent->directionOverwrite, 1);
else
InitAcroPopWheelie(objectEvent, sprite, DIR_EAST, 1);
return MovementAction_AcroPopWheelieMoveRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroPopWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
static void InitAcroWheelieMove(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed)
{
InitNpcForMovement(objectEvent, sprite, direction, speed);
SetStepAnimHandleAlternation(objectEvent, sprite, GetAcroWheeliePedalDirectionAnimNum(objectEvent->facingDirection));
}
bool8 MovementAction_AcroWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieMove(objectEvent, sprite, DIR_SOUTH, 1);
return MovementAction_AcroWheelieMoveDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroWheelieMove(objectEvent, sprite, DIR_NORTH, 1);
return MovementAction_AcroWheelieMoveUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitAcroWheelieMove(objectEvent, sprite, objectEvent->directionOverwrite, 1);
else
InitAcroWheelieMove(objectEvent, sprite, DIR_WEST, 1);
return MovementAction_AcroWheelieMoveLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitAcroWheelieMove(objectEvent, sprite, objectEvent->directionOverwrite, 1);
else
InitAcroWheelieMove(objectEvent, sprite, DIR_EAST, 1);
return MovementAction_AcroWheelieMoveRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
static void InitAcroEndWheelie(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed)
{
InitNpcForMovement(objectEvent, sprite, direction, speed);
StartSpriteAnim(sprite, GetAcroEndWheelieDirectionAnimNum(objectEvent->facingDirection));
SeekSpriteAnim(sprite, 0);
}
bool8 MovementAction_AcroEndWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroEndWheelie(objectEvent, sprite, DIR_SOUTH, 1);
return MovementAction_AcroEndWheelieMoveDown_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroEndWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroEndWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
InitAcroEndWheelie(objectEvent, sprite, DIR_NORTH, 1);
return MovementAction_AcroEndWheelieMoveUp_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroEndWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroEndWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitAcroEndWheelie(objectEvent, sprite, objectEvent->directionOverwrite, 1);
else
InitAcroEndWheelie(objectEvent, sprite, DIR_WEST, 1);
return MovementAction_AcroEndWheelieMoveLeft_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroEndWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_AcroEndWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
InitAcroEndWheelie(objectEvent, sprite, objectEvent->directionOverwrite, 1);
else
InitAcroEndWheelie(objectEvent, sprite, DIR_EAST, 1);
return MovementAction_AcroEndWheelieMoveRight_Step1(objectEvent, sprite);
}
bool8 MovementAction_AcroEndWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}
bool8 MovementAction_Levitate_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
CreateLevitateMovementTask(objectEvent);
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_StopLevitate_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
DestroyLevitateMovementTask(objectEvent->warpArrowSpriteId);
sprite->y2 = 0;
sprite->sActionFuncId = 1;
return TRUE;
}
bool8 MovementAction_StopLevitateAtTop_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (sprite->y2 == 0)
{
DestroyLevitateMovementTask(objectEvent->warpArrowSpriteId);
sprite->sActionFuncId = 1;
return TRUE;
}
return FALSE;
}
u8 MovementAction_Finish(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return TRUE;
}
bool8 MovementAction_PauseSpriteAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->animPaused = TRUE;
return TRUE;
}
static void UpdateObjectEventSpriteAnimPause(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->disableAnim)
sprite->animPaused = TRUE;
}
static void TryEnableObjectEventAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->enableAnim)
{
sprite->animPaused = FALSE;
objectEvent->disableAnim = FALSE;
objectEvent->enableAnim = FALSE;
}
}
static void UpdateObjectEventVisibility(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
UpdateObjectEventOffscreen(objectEvent, sprite);
UpdateObjectEventSpriteVisibility(objectEvent, sprite);
}
static void UpdateObjectEventOffscreen(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
u16 x, y;
u16 x2, y2;
const struct ObjectEventGraphicsInfo *graphicsInfo;
objectEvent->offScreen = FALSE;
graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId);
if (sprite->coordOffsetEnabled)
{
x = sprite->x + sprite->x2 + sprite->centerToCornerVecX + gSpriteCoordOffsetX;
y = sprite->y + sprite->y2 + sprite->centerToCornerVecY + gSpriteCoordOffsetY;
}
else
{
x = sprite->x + sprite->x2 + sprite->centerToCornerVecX;
y = sprite->y + sprite->y2 + sprite->centerToCornerVecY;
}
x2 = graphicsInfo->width;
x2 += x;
y2 = y;
y2 += graphicsInfo->height;
if ((s16)x >= DISPLAY_WIDTH + 16 || (s16)x2 < -16)
objectEvent->offScreen = TRUE;
if ((s16)y >= DISPLAY_HEIGHT + 16 || (s16)y2 < -16)
objectEvent->offScreen = TRUE;
}
static void UpdateObjectEventSpriteVisibility(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->invisible = FALSE;
if (objectEvent->invisible || objectEvent->offScreen)
sprite->invisible = TRUE;
}
static void GetAllGroundEffectFlags_OnSpawn(struct ObjectEvent *objEvent, u32 *flags)
{
ObjectEventUpdateMetatileBehaviors(objEvent);
GetGroundEffectFlags_Reflection(objEvent, flags);
GetGroundEffectFlags_TallGrassOnSpawn(objEvent, flags);
GetGroundEffectFlags_LongGrassOnSpawn(objEvent, flags);
GetGroundEffectFlags_SandHeap(objEvent, flags);
GetGroundEffectFlags_ShallowFlowingWater(objEvent, flags);
GetGroundEffectFlags_ShortGrass(objEvent, flags);
GetGroundEffectFlags_HotSprings(objEvent, flags);
}
static void GetAllGroundEffectFlags_OnBeginStep(struct ObjectEvent *objEvent, u32 *flags)
{
ObjectEventUpdateMetatileBehaviors(objEvent);
GetGroundEffectFlags_Reflection(objEvent, flags);
GetGroundEffectFlags_TallGrassOnBeginStep(objEvent, flags);
GetGroundEffectFlags_LongGrassOnBeginStep(objEvent, flags);
GetGroundEffectFlags_Tracks(objEvent, flags);
GetGroundEffectFlags_SandHeap(objEvent, flags);
GetGroundEffectFlags_ShallowFlowingWater(objEvent, flags);
GetGroundEffectFlags_Puddle(objEvent, flags);
GetGroundEffectFlags_ShortGrass(objEvent, flags);
GetGroundEffectFlags_HotSprings(objEvent, flags);
}
static void GetAllGroundEffectFlags_OnFinishStep(struct ObjectEvent *objEvent, u32 *flags)
{
ObjectEventUpdateMetatileBehaviors(objEvent);
GetGroundEffectFlags_ShallowFlowingWater(objEvent, flags);
GetGroundEffectFlags_SandHeap(objEvent, flags);
GetGroundEffectFlags_Puddle(objEvent, flags);
GetGroundEffectFlags_Ripple(objEvent, flags);
GetGroundEffectFlags_ShortGrass(objEvent, flags);
GetGroundEffectFlags_HotSprings(objEvent, flags);
GetGroundEffectFlags_Seaweed(objEvent, flags);
GetGroundEffectFlags_JumpLanding(objEvent, flags);
}
static void ObjectEventUpdateMetatileBehaviors(struct ObjectEvent *objEvent)
{
objEvent->previousMetatileBehavior = MapGridGetMetatileBehaviorAt(objEvent->previousCoords.x, objEvent->previousCoords.y);
objEvent->currentMetatileBehavior = MapGridGetMetatileBehaviorAt(objEvent->currentCoords.x, objEvent->currentCoords.y);
}
static void GetGroundEffectFlags_Reflection(struct ObjectEvent *objEvent, u32 *flags)
{
u32 reflectionFlags[NUM_REFLECTION_TYPES - 1] = {
[REFL_TYPE_ICE - 1] = GROUND_EFFECT_FLAG_ICE_REFLECTION,
[REFL_TYPE_WATER - 1] = GROUND_EFFECT_FLAG_WATER_REFLECTION
};
u8 reflType = ObjectEventGetNearbyReflectionType(objEvent);
if (reflType)
{
if (objEvent->hasReflection == 0)
{
objEvent->hasReflection++;
*flags |= reflectionFlags[reflType - 1];
}
}
else
{
objEvent->hasReflection = FALSE;
}
}
static void GetGroundEffectFlags_TallGrassOnSpawn(struct ObjectEvent *objEvent, u32 *flags)
{
if (MetatileBehavior_IsTallGrass(objEvent->currentMetatileBehavior))
*flags |= GROUND_EFFECT_FLAG_TALL_GRASS_ON_SPAWN;
}
static void GetGroundEffectFlags_TallGrassOnBeginStep(struct ObjectEvent *objEvent, u32 *flags)
{
if (MetatileBehavior_IsTallGrass(objEvent->currentMetatileBehavior))
*flags |= GROUND_EFFECT_FLAG_TALL_GRASS_ON_MOVE;
}
static void GetGroundEffectFlags_LongGrassOnSpawn(struct ObjectEvent *objEvent, u32 *flags)
{
if (MetatileBehavior_IsLongGrass(objEvent->currentMetatileBehavior))
*flags |= GROUND_EFFECT_FLAG_LONG_GRASS_ON_SPAWN;
}
static void GetGroundEffectFlags_LongGrassOnBeginStep(struct ObjectEvent *objEvent, u32 *flags)
{
if (MetatileBehavior_IsLongGrass(objEvent->currentMetatileBehavior))
*flags |= GROUND_EFFECT_FLAG_LONG_GRASS_ON_MOVE;
}
static void GetGroundEffectFlags_Tracks(struct ObjectEvent *objEvent, u32 *flags)
{
if (objEvent->directionOverwrite)
return;
if (MetatileBehavior_IsDeepSand(objEvent->previousMetatileBehavior))
*flags |= GROUND_EFFECT_FLAG_DEEP_SAND;
else if (MetatileBehavior_IsSandOrDeepSand(objEvent->previousMetatileBehavior)
|| MetatileBehavior_IsFootprints(objEvent->previousMetatileBehavior))
*flags |= GROUND_EFFECT_FLAG_SAND;
}
static void GetGroundEffectFlags_SandHeap(struct ObjectEvent *objEvent, u32 *flags)
{
if (MetatileBehavior_IsDeepSand(objEvent->currentMetatileBehavior)
&& MetatileBehavior_IsDeepSand(objEvent->previousMetatileBehavior))
{
if (!objEvent->inSandPile)
{
objEvent->inSandPile = FALSE;
objEvent->inSandPile = TRUE;
*flags |= GROUND_EFFECT_FLAG_SAND_PILE;
}
}
else
{
objEvent->inSandPile = FALSE;
}
}
static void GetGroundEffectFlags_ShallowFlowingWater(struct ObjectEvent *objEvent, u32 *flags)
{
if ((MetatileBehavior_IsShallowFlowingWater(objEvent->currentMetatileBehavior)
&& MetatileBehavior_IsShallowFlowingWater(objEvent->previousMetatileBehavior))
|| (MetatileBehavior_IsPacifidlogLog(objEvent->currentMetatileBehavior)
&& MetatileBehavior_IsPacifidlogLog(objEvent->previousMetatileBehavior)))
{
if (!objEvent->inShallowFlowingWater)
{
objEvent->inShallowFlowingWater = FALSE;
objEvent->inShallowFlowingWater = TRUE;
*flags |= GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER;
}
}
else
{
objEvent->inShallowFlowingWater = FALSE;
}
}
static void GetGroundEffectFlags_Puddle(struct ObjectEvent *objEvent, u32 *flags)
{
if (MetatileBehavior_IsPuddle(objEvent->currentMetatileBehavior)
&& MetatileBehavior_IsPuddle(objEvent->previousMetatileBehavior))
*flags |= GROUND_EFFECT_FLAG_PUDDLE;
}
static void GetGroundEffectFlags_Ripple(struct ObjectEvent *objEvent, u32 *flags)
{
if (MetatileBehavior_HasRipples(objEvent->currentMetatileBehavior))
*flags |= GROUND_EFFECT_FLAG_RIPPLES;
}
static void GetGroundEffectFlags_ShortGrass(struct ObjectEvent *objEvent, u32 *flags)
{
if (MetatileBehavior_IsShortGrass(objEvent->currentMetatileBehavior)
&& MetatileBehavior_IsShortGrass(objEvent->previousMetatileBehavior))
{
if (!objEvent->inShortGrass)
{
objEvent->inShortGrass = FALSE;
objEvent->inShortGrass = TRUE;
*flags |= GROUND_EFFECT_FLAG_SHORT_GRASS;
}
}
else
{
objEvent->inShortGrass = FALSE;
}
}
static void GetGroundEffectFlags_HotSprings(struct ObjectEvent *objEvent, u32 *flags)
{
if (MetatileBehavior_IsHotSprings(objEvent->currentMetatileBehavior)
&& MetatileBehavior_IsHotSprings(objEvent->previousMetatileBehavior))
{
if (!objEvent->inHotSprings)
{
objEvent->inHotSprings = FALSE;
objEvent->inHotSprings = TRUE;
*flags |= GROUND_EFFECT_FLAG_HOT_SPRINGS;
}
}
else
{
objEvent->inHotSprings = FALSE;
}
}
static void GetGroundEffectFlags_Seaweed(struct ObjectEvent *objEvent, u32 *flags)
{
if (MetatileBehavior_IsSeaweed(objEvent->currentMetatileBehavior))
*flags |= GROUND_EFFECT_FLAG_SEAWEED;
}
static void GetGroundEffectFlags_JumpLanding(struct ObjectEvent *objEvent, u32 *flags)
{
typedef bool8 (*MetatileFunc)(u8);
static const MetatileFunc metatileFuncs[] = {
MetatileBehavior_IsTallGrass,
MetatileBehavior_IsLongGrass,
MetatileBehavior_IsPuddle,
MetatileBehavior_IsSurfableWaterOrUnderwater,
MetatileBehavior_IsShallowFlowingWater,
MetatileBehavior_IsATile,
};
static const u32 jumpLandingFlags[] = {
GROUND_EFFECT_FLAG_LAND_IN_TALL_GRASS,
GROUND_EFFECT_FLAG_LAND_IN_LONG_GRASS,
GROUND_EFFECT_FLAG_LAND_IN_SHALLOW_WATER,
GROUND_EFFECT_FLAG_LAND_IN_DEEP_WATER,
GROUND_EFFECT_FLAG_LAND_IN_SHALLOW_WATER,
GROUND_EFFECT_FLAG_LAND_ON_NORMAL_GROUND,
};
if (objEvent->landingJump && !objEvent->disableJumpLandingGroundEffect)
{
u8 i;
for (i = 0; i < ARRAY_COUNT(metatileFuncs); i++)
{
if (metatileFuncs[i](objEvent->currentMetatileBehavior))
{
*flags |= jumpLandingFlags[i];
return;
}
}
}
}
#define RETURN_REFLECTION_TYPE_AT(x, y) \
b = MapGridGetMetatileBehaviorAt(x, y); \
result = GetReflectionTypeByMetatileBehavior(b); \
if (result != REFL_TYPE_NONE) \
return result;
static u8 ObjectEventGetNearbyReflectionType(struct ObjectEvent *objEvent)
{
const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(objEvent->graphicsId);
// ceil div by tile width?
s16 width = (info->width + 8) >> 4;
s16 height = (info->height + 8) >> 4;
s16 i, j;
u8 result, b; // used by RETURN_REFLECTION_TYPE_AT
s16 one = 1;
for (i = 0; i < height; i++)
{
RETURN_REFLECTION_TYPE_AT(objEvent->currentCoords.x, objEvent->currentCoords.y + one + i)
RETURN_REFLECTION_TYPE_AT(objEvent->previousCoords.x, objEvent->previousCoords.y + one + i)
for (j = 1; j < width; j++)
{
RETURN_REFLECTION_TYPE_AT(objEvent->currentCoords.x + j, objEvent->currentCoords.y + one + i)
RETURN_REFLECTION_TYPE_AT(objEvent->currentCoords.x - j, objEvent->currentCoords.y + one + i)
RETURN_REFLECTION_TYPE_AT(objEvent->previousCoords.x + j, objEvent->previousCoords.y + one + i)
RETURN_REFLECTION_TYPE_AT(objEvent->previousCoords.x - j, objEvent->previousCoords.y + one + i)
}
}
return REFL_TYPE_NONE;
}
#undef RETURN_REFLECTION_TYPE_AT
static u8 GetReflectionTypeByMetatileBehavior(u32 behavior)
{
if (MetatileBehavior_IsIce(behavior))
return REFL_TYPE_ICE;
else if (MetatileBehavior_IsReflective(behavior))
return REFL_TYPE_WATER;
else
return REFL_TYPE_NONE;
}
u8 GetLedgeJumpDirection(s16 x, s16 y, u8 direction)
{
static bool8 (*const ledgeBehaviorFuncs[])(u8) = {
[DIR_SOUTH - 1] = MetatileBehavior_IsJumpSouth,
[DIR_NORTH - 1] = MetatileBehavior_IsJumpNorth,
[DIR_WEST - 1] = MetatileBehavior_IsJumpWest,
[DIR_EAST - 1] = MetatileBehavior_IsJumpEast,
};
u8 behavior;
u8 index = direction;
if (index == DIR_NONE)
return DIR_NONE;
else if (index > DIR_EAST)
index -= DIR_EAST;
index--;
behavior = MapGridGetMetatileBehaviorAt(x, y);
if (ledgeBehaviorFuncs[index](behavior) == TRUE)
return index + 1;
return DIR_NONE;
}
static void SetObjectEventSpriteOamTableForLongGrass(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
if (objEvent->disableCoveringGroundEffects)
return;
if (!MetatileBehavior_IsLongGrass(objEvent->currentMetatileBehavior))
return;
if (!MetatileBehavior_IsLongGrass(objEvent->previousMetatileBehavior))
return;
sprite->subspriteTableNum = 4;
if (ElevationToPriority(objEvent->previousElevation) == 1)
sprite->subspriteTableNum = 5;
}
static bool8 IsElevationMismatchAt(u8 elevation, s16 x, s16 y)
{
u8 mapElevation;
if (elevation == 0)
return FALSE;
mapElevation = MapGridGetElevationAt(x, y);
if (mapElevation == 0 || mapElevation == 15)
return FALSE;
if (mapElevation != elevation)
return TRUE;
return FALSE;
}
static const u8 sElevationToSubpriority[] = {
115, 115, 83, 115, 83, 115, 83, 115, 83, 115, 83, 115, 83, 0, 0, 115
};
static const u8 sElevationToPriority[] = {
2, 2, 2, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 0, 0, 2
};
static const u8 sElevationToSubspriteTableNum[] = {
1, 1, 1, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 0, 0, 1,
};
static void UpdateObjectEventElevationAndPriority(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
if (objEvent->fixedPriority)
return;
ObjectEventUpdateElevation(objEvent);
sprite->subspriteTableNum = sElevationToSubspriteTableNum[objEvent->previousElevation];
sprite->oam.priority = sElevationToPriority[objEvent->previousElevation];
}
static void InitObjectPriorityByElevation(struct Sprite *sprite, u8 elevation)
{
sprite->subspriteTableNum = sElevationToSubspriteTableNum[elevation];
sprite->oam.priority = sElevationToPriority[elevation];
}
u8 ElevationToPriority(u8 elevation)
{
return sElevationToPriority[elevation];
}
void ObjectEventUpdateElevation(struct ObjectEvent *objEvent)
{
u8 curElevation = MapGridGetElevationAt(objEvent->currentCoords.x, objEvent->currentCoords.y);
u8 prevElevation = MapGridGetElevationAt(objEvent->previousCoords.x, objEvent->previousCoords.y);
if (curElevation == 15 || prevElevation == 15)
return;
objEvent->currentElevation = curElevation;
if (curElevation != 0 && curElevation != 15)
objEvent->previousElevation = curElevation;
}
void SetObjectSubpriorityByElevation(u8 elevation, struct Sprite *sprite, u8 subpriority)
{
s32 tmp = sprite->centerToCornerVecY;
u32 tmpa = *(u16 *)&sprite->y;
u32 tmpb = *(u16 *)&gSpriteCoordOffsetY;
s32 tmp2 = (tmpa - tmp) + tmpb;
u16 tmp3 = (16 - ((((u32)tmp2 + 8) & 0xFF) >> 4)) * 2;
sprite->subpriority = tmp3 + sElevationToSubpriority[elevation] + subpriority;
}
static void ObjectEventUpdateSubpriority(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
if (objEvent->fixedPriority)
return;
SetObjectSubpriorityByElevation(objEvent->previousElevation, sprite, 1);
}
static bool8 AreElevationsCompatible(u8 a, u8 b)
{
if (a == 0 || b == 0)
return TRUE;
if (a != b)
return FALSE;
return TRUE;
}
void GroundEffect_SpawnOnTallGrass(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
gFieldEffectArguments[0] = objEvent->currentCoords.x;
gFieldEffectArguments[1] = objEvent->currentCoords.y;
gFieldEffectArguments[2] = objEvent->previousElevation;
gFieldEffectArguments[3] = 2; // priority
gFieldEffectArguments[4] = objEvent->localId << 8 | objEvent->mapNum;
gFieldEffectArguments[5] = objEvent->mapGroup;
gFieldEffectArguments[6] = (u8)gSaveBlock1Ptr->location.mapNum << 8 | (u8)gSaveBlock1Ptr->location.mapGroup;
gFieldEffectArguments[7] = TRUE; // skip to end of anim
FieldEffectStart(FLDEFF_TALL_GRASS);
}
void GroundEffect_StepOnTallGrass(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
gFieldEffectArguments[0] = objEvent->currentCoords.x;
gFieldEffectArguments[1] = objEvent->currentCoords.y;
gFieldEffectArguments[2] = objEvent->previousElevation;
gFieldEffectArguments[3] = 2; // priority
gFieldEffectArguments[4] = objEvent->localId << 8 | objEvent->mapNum;
gFieldEffectArguments[5] = objEvent->mapGroup;
gFieldEffectArguments[6] = (u8)gSaveBlock1Ptr->location.mapNum << 8 | (u8)gSaveBlock1Ptr->location.mapGroup;
gFieldEffectArguments[7] = FALSE; // don't skip to end of anim
FieldEffectStart(FLDEFF_TALL_GRASS);
}
void GroundEffect_SpawnOnLongGrass(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
gFieldEffectArguments[0] = objEvent->currentCoords.x;
gFieldEffectArguments[1] = objEvent->currentCoords.y;
gFieldEffectArguments[2] = objEvent->previousElevation;
gFieldEffectArguments[3] = 2;
gFieldEffectArguments[4] = objEvent->localId << 8 | objEvent->mapNum;
gFieldEffectArguments[5] = objEvent->mapGroup;
gFieldEffectArguments[6] = (u8)gSaveBlock1Ptr->location.mapNum << 8 | (u8)gSaveBlock1Ptr->location.mapGroup;
gFieldEffectArguments[7] = 1;
FieldEffectStart(FLDEFF_LONG_GRASS);
}
void GroundEffect_StepOnLongGrass(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
gFieldEffectArguments[0] = objEvent->currentCoords.x;
gFieldEffectArguments[1] = objEvent->currentCoords.y;
gFieldEffectArguments[2] = objEvent->previousElevation;
gFieldEffectArguments[3] = 2;
gFieldEffectArguments[4] = (objEvent->localId << 8) | objEvent->mapNum;
gFieldEffectArguments[5] = objEvent->mapGroup;
gFieldEffectArguments[6] = (u8)gSaveBlock1Ptr->location.mapNum << 8 | (u8)gSaveBlock1Ptr->location.mapGroup;
gFieldEffectArguments[7] = 0;
FieldEffectStart(FLDEFF_LONG_GRASS);
}
void GroundEffect_WaterReflection(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
SetUpReflection(objEvent, sprite, FALSE);
}
void GroundEffect_IceReflection(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
SetUpReflection(objEvent, sprite, TRUE);
}
void GroundEffect_FlowingWater(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
StartFieldEffectForObjectEvent(FLDEFF_FEET_IN_FLOWING_WATER, objEvent);
}
static void (*const sGroundEffectTracksFuncs[])(struct ObjectEvent *objEvent, struct Sprite *sprite, bool8 isDeepSand) = {
[TRACKS_NONE] = DoTracksGroundEffect_None,
[TRACKS_FOOT] = DoTracksGroundEffect_Footprints,
[TRACKS_BIKE_TIRE] = DoTracksGroundEffect_BikeTireTracks,
};
void GroundEffect_SandTracks(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(objEvent->graphicsId);
sGroundEffectTracksFuncs[info->tracks](objEvent, sprite, FALSE);
}
void GroundEffect_DeepSandTracks(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(objEvent->graphicsId);
sGroundEffectTracksFuncs[info->tracks](objEvent, sprite, TRUE);
}
static void DoTracksGroundEffect_None(struct ObjectEvent *objEvent, struct Sprite *sprite, bool8 isDeepSand)
{
}
static void DoTracksGroundEffect_Footprints(struct ObjectEvent *objEvent, struct Sprite *sprite, bool8 isDeepSand)
{
// First half-word is a Field Effect script id. (gFieldEffectScriptPointers)
u16 sandFootprints_FieldEffectData[2] = {
FLDEFF_SAND_FOOTPRINTS,
FLDEFF_DEEP_SAND_FOOTPRINTS
};
gFieldEffectArguments[0] = objEvent->previousCoords.x;
gFieldEffectArguments[1] = objEvent->previousCoords.y;
gFieldEffectArguments[2] = 149;
gFieldEffectArguments[3] = 2;
gFieldEffectArguments[4] = objEvent->facingDirection;
FieldEffectStart(sandFootprints_FieldEffectData[isDeepSand]);
}
static void DoTracksGroundEffect_BikeTireTracks(struct ObjectEvent *objEvent, struct Sprite *sprite, bool8 isDeepSand)
{
// Specifies which bike track shape to show next.
// For example, when the bike turns from up to right, it will show
// a track that curves to the right.
// Each 4-byte row corresponds to the initial direction of the bike, and
// each byte in that row is for the next direction of the bike in the order
// of down, up, left, right.
static const u8 bikeTireTracks_Transitions[4][4] = {
1, 2, 7, 8,
1, 2, 6, 5,
5, 8, 3, 4,
6, 7, 3, 4,
};
if (objEvent->currentCoords.x != objEvent->previousCoords.x || objEvent->currentCoords.y != objEvent->previousCoords.y)
{
u8 movementDir = (objEvent->previousMovementDirection > DIR_EAST) ? (objEvent->previousMovementDirection - DIR_EAST) : objEvent->previousMovementDirection;
gFieldEffectArguments[0] = objEvent->previousCoords.x;
gFieldEffectArguments[1] = objEvent->previousCoords.y;
gFieldEffectArguments[2] = 149;
gFieldEffectArguments[3] = 2;
gFieldEffectArguments[4] =
bikeTireTracks_Transitions[movementDir][objEvent->facingDirection - 5];
FieldEffectStart(FLDEFF_BIKE_TIRE_TRACKS);
}
}
void GroundEffect_Ripple(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
DoRippleFieldEffect(objEvent, sprite);
}
void GroundEffect_StepOnPuddle(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
StartFieldEffectForObjectEvent(FLDEFF_SPLASH, objEvent);
}
void GroundEffect_SandHeap(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
StartFieldEffectForObjectEvent(FLDEFF_SAND_PILE, objEvent);
}
void GroundEffect_JumpOnTallGrass(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
u8 spriteId;
gFieldEffectArguments[0] = objEvent->currentCoords.x;
gFieldEffectArguments[1] = objEvent->currentCoords.y;
gFieldEffectArguments[2] = objEvent->previousElevation;
gFieldEffectArguments[3] = 2;
FieldEffectStart(FLDEFF_JUMP_TALL_GRASS);
spriteId = FindTallGrassFieldEffectSpriteId(
objEvent->localId,
objEvent->mapNum,
objEvent->mapGroup,
objEvent->currentCoords.x,
objEvent->currentCoords.y);
if (spriteId == MAX_SPRITES)
GroundEffect_SpawnOnTallGrass(objEvent, sprite);
}
void GroundEffect_JumpOnLongGrass(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
gFieldEffectArguments[0] = objEvent->currentCoords.x;
gFieldEffectArguments[1] = objEvent->currentCoords.y;
gFieldEffectArguments[2] = objEvent->previousElevation;
gFieldEffectArguments[3] = 2;
FieldEffectStart(FLDEFF_JUMP_LONG_GRASS);
}
void GroundEffect_JumpOnShallowWater(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
gFieldEffectArguments[0] = objEvent->currentCoords.x;
gFieldEffectArguments[1] = objEvent->currentCoords.y;
gFieldEffectArguments[2] = objEvent->previousElevation;
gFieldEffectArguments[3] = sprite->oam.priority;
FieldEffectStart(FLDEFF_JUMP_SMALL_SPLASH);
}
void GroundEffect_JumpOnWater(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
gFieldEffectArguments[0] = objEvent->currentCoords.x;
gFieldEffectArguments[1] = objEvent->currentCoords.y;
gFieldEffectArguments[2] = objEvent->previousElevation;
gFieldEffectArguments[3] = sprite->oam.priority;
FieldEffectStart(FLDEFF_JUMP_BIG_SPLASH);
}
void GroundEffect_JumpLandingDust(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
gFieldEffectArguments[0] = objEvent->currentCoords.x;
gFieldEffectArguments[1] = objEvent->currentCoords.y;
gFieldEffectArguments[2] = objEvent->previousElevation;
gFieldEffectArguments[3] = sprite->oam.priority;
FieldEffectStart(FLDEFF_DUST);
}
void GroundEffect_ShortGrass(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
StartFieldEffectForObjectEvent(FLDEFF_SHORT_GRASS, objEvent);
}
void GroundEffect_HotSprings(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
StartFieldEffectForObjectEvent(FLDEFF_HOT_SPRINGS_WATER, objEvent);
}
void GroundEffect_Seaweed(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
gFieldEffectArguments[0] = objEvent->currentCoords.x;
gFieldEffectArguments[1] = objEvent->currentCoords.y;
FieldEffectStart(FLDEFF_BUBBLES);
}
static void (*const sGroundEffectFuncs[])(struct ObjectEvent *objEvent, struct Sprite *sprite) = {
GroundEffect_SpawnOnTallGrass, // GROUND_EFFECT_FLAG_TALL_GRASS_ON_SPAWN
GroundEffect_StepOnTallGrass, // GROUND_EFFECT_FLAG_TALL_GRASS_ON_MOVE
GroundEffect_SpawnOnLongGrass, // GROUND_EFFECT_FLAG_LONG_GRASS_ON_SPAWN
GroundEffect_StepOnLongGrass, // GROUND_EFFECT_FLAG_LONG_GRASS_ON_MOVE
GroundEffect_WaterReflection, // GROUND_EFFECT_FLAG_WATER_REFLECTION
GroundEffect_IceReflection, // GROUND_EFFECT_FLAG_ICE_REFLECTION
GroundEffect_FlowingWater, // GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER
GroundEffect_SandTracks, // GROUND_EFFECT_FLAG_SAND
GroundEffect_DeepSandTracks, // GROUND_EFFECT_FLAG_DEEP_SAND
GroundEffect_Ripple, // GROUND_EFFECT_FLAG_RIPPLES
GroundEffect_StepOnPuddle, // GROUND_EFFECT_FLAG_PUDDLE
GroundEffect_SandHeap, // GROUND_EFFECT_FLAG_SAND_PILE
GroundEffect_JumpOnTallGrass, // GROUND_EFFECT_FLAG_LAND_IN_TALL_GRASS
GroundEffect_JumpOnLongGrass, // GROUND_EFFECT_FLAG_LAND_IN_LONG_GRASS
GroundEffect_JumpOnShallowWater, // GROUND_EFFECT_FLAG_LAND_IN_SHALLOW_WATER
GroundEffect_JumpOnWater, // GROUND_EFFECT_FLAG_LAND_IN_DEEP_WATER
GroundEffect_JumpLandingDust, // GROUND_EFFECT_FLAG_LAND_ON_NORMAL_GROUND
GroundEffect_ShortGrass, // GROUND_EFFECT_FLAG_SHORT_GRASS
GroundEffect_HotSprings, // GROUND_EFFECT_FLAG_HOT_SPRINGS
GroundEffect_Seaweed // GROUND_EFFECT_FLAG_SEAWEED
};
static void GroundEffect_Shadow(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
SetUpShadow(objEvent, sprite);
}
static void DoFlaggedGroundEffects(struct ObjectEvent *objEvent, struct Sprite *sprite, u32 flags)
{
u8 i;
if (ObjectEventIsFarawayIslandMew(objEvent) == TRUE && !ShouldMewShakeGrass(objEvent))
return;
for (i = 0; i < ARRAY_COUNT(sGroundEffectFuncs); i++, flags >>= 1)
if (flags & 1)
sGroundEffectFuncs[i](objEvent, sprite);
if (!(gWeatherPtr->noShadows || objEvent->inHotSprings || objEvent->inSandPile || MetatileBehavior_IsPuddle(objEvent->currentMetatileBehavior)))
GroundEffect_Shadow(objEvent, sprite);
}
void filters_out_some_ground_effects(struct ObjectEvent *objEvent, u32 *flags)
{
if (objEvent->disableCoveringGroundEffects)
{
objEvent->inShortGrass = 0;
objEvent->inSandPile = 0;
objEvent->inShallowFlowingWater = 0;
objEvent->inHotSprings = 0;
*flags &= ~(GROUND_EFFECT_FLAG_HOT_SPRINGS
| GROUND_EFFECT_FLAG_SHORT_GRASS
| GROUND_EFFECT_FLAG_SAND_PILE
| GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER
| GROUND_EFFECT_FLAG_TALL_GRASS_ON_MOVE);
}
}
void FilterOutStepOnPuddleGroundEffectIfJumping(struct ObjectEvent *objEvent, u32 *flags)
{
if (objEvent->landingJump)
*flags &= ~GROUND_EFFECT_FLAG_PUDDLE;
}
static void DoGroundEffects_OnSpawn(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
u32 flags;
if (objEvent->triggerGroundEffectsOnMove)
{
flags = 0;
UpdateObjectEventElevationAndPriority(objEvent, sprite);
GetAllGroundEffectFlags_OnSpawn(objEvent, &flags);
SetObjectEventSpriteOamTableForLongGrass(objEvent, sprite);
DoFlaggedGroundEffects(objEvent, sprite, flags);
objEvent->triggerGroundEffectsOnMove = 0;
objEvent->disableCoveringGroundEffects = 0;
}
}
static void DoGroundEffects_OnBeginStep(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
u32 flags;
if (objEvent->triggerGroundEffectsOnMove)
{
flags = 0;
UpdateObjectEventElevationAndPriority(objEvent, sprite);
GetAllGroundEffectFlags_OnBeginStep(objEvent, &flags);
SetObjectEventSpriteOamTableForLongGrass(objEvent, sprite);
filters_out_some_ground_effects(objEvent, &flags);
DoFlaggedGroundEffects(objEvent, sprite, flags);
objEvent->triggerGroundEffectsOnMove = 0;
objEvent->disableCoveringGroundEffects = 0;
}
}
static void DoGroundEffects_OnFinishStep(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
u32 flags;
if (objEvent->triggerGroundEffectsOnStop)
{
flags = 0;
UpdateObjectEventElevationAndPriority(objEvent, sprite);
GetAllGroundEffectFlags_OnFinishStep(objEvent, &flags);
SetObjectEventSpriteOamTableForLongGrass(objEvent, sprite);
FilterOutStepOnPuddleGroundEffectIfJumping(objEvent, &flags);
DoFlaggedGroundEffects(objEvent, sprite, flags);
objEvent->triggerGroundEffectsOnStop = 0;
objEvent->landingJump = 0;
}
}
bool8 FreezeObjectEvent(struct ObjectEvent *objectEvent)
{
if (objectEvent->heldMovementActive || objectEvent->frozen)
{
return TRUE;
}
else
{
objectEvent->frozen = TRUE;
objectEvent->spriteAnimPausedBackup = gSprites[objectEvent->spriteId].animPaused;
objectEvent->spriteAffineAnimPausedBackup = gSprites[objectEvent->spriteId].affineAnimPaused;
gSprites[objectEvent->spriteId].animPaused = TRUE;
gSprites[objectEvent->spriteId].affineAnimPaused = TRUE;
return FALSE;
}
}
void FreezeObjectEvents(void)
{
u8 i;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
if (gObjectEvents[i].active && i != gPlayerAvatar.objectEventId)
FreezeObjectEvent(&gObjectEvents[i]);
}
void FreezeObjectEventsExceptOne(u8 objectEventId)
{
u8 i;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
if (i != objectEventId && gObjectEvents[i].active && i != gPlayerAvatar.objectEventId)
FreezeObjectEvent(&gObjectEvents[i]);
}
void UnfreezeObjectEvent(struct ObjectEvent *objectEvent)
{
if (objectEvent->active && objectEvent->frozen)
{
objectEvent->frozen = 0;
gSprites[objectEvent->spriteId].animPaused = objectEvent->spriteAnimPausedBackup;
gSprites[objectEvent->spriteId].affineAnimPaused = objectEvent->spriteAffineAnimPausedBackup;
}
}
void UnfreezeObjectEvents(void)
{
u8 i;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
if (gObjectEvents[i].active)
UnfreezeObjectEvent(&gObjectEvents[i]);
}
static void Step1(struct Sprite *sprite, u8 dir)
{
sprite->x += sDirectionToVectors[dir].x;
sprite->y += sDirectionToVectors[dir].y;
}
static void Step2(struct Sprite *sprite, u8 dir)
{
sprite->x += 2 * (u16) sDirectionToVectors[dir].x;
sprite->y += 2 * (u16) sDirectionToVectors[dir].y;
}
static void Step3(struct Sprite *sprite, u8 dir)
{
sprite->x += 2 * (u16) sDirectionToVectors[dir].x + (u16) sDirectionToVectors[dir].x;
sprite->y += 2 * (u16) sDirectionToVectors[dir].y + (u16) sDirectionToVectors[dir].y;
}
static void Step4(struct Sprite *sprite, u8 dir)
{
sprite->x += 4 * (u16) sDirectionToVectors[dir].x;
sprite->y += 4 * (u16) sDirectionToVectors[dir].y;
}
static void Step8(struct Sprite *sprite, u8 dir)
{
sprite->x += 8 * (u16) sDirectionToVectors[dir].x;
sprite->y += 8 * (u16) sDirectionToVectors[dir].y;
}
#define sSpeed data[4]
#define sTimer data[5]
static void SetSpriteDataForNormalStep(struct Sprite *sprite, u8 direction, u8 speed)
{
sprite->sDirection = direction;
sprite->sSpeed = speed;
sprite->sTimer = 0;
}
typedef void (*SpriteStepFunc)(struct Sprite *sprite, u8 direction);
static const SpriteStepFunc sStep1Funcs[] = {
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
Step1,
};
static const SpriteStepFunc sStep2Funcs[] = {
Step2,
Step2,
Step2,
Step2,
Step2,
Step2,
Step2,
Step2,
};
static const SpriteStepFunc sStep3Funcs[] = {
Step2,
Step3,
Step3,
Step2,
Step3,
Step3,
};
static const SpriteStepFunc sStep4Funcs[] = {
Step4,
Step4,
Step4,
Step4,
};
static const SpriteStepFunc sStep8Funcs[] = {
Step8,
Step8,
};
static const SpriteStepFunc *const sNpcStepFuncTables[] = {
[MOVE_SPEED_NORMAL] = sStep1Funcs,
[MOVE_SPEED_FAST_1] = sStep2Funcs,
[MOVE_SPEED_FAST_2] = sStep3Funcs,
[MOVE_SPEED_FASTER] = sStep4Funcs,
[MOVE_SPEED_FASTEST] = sStep8Funcs,
};
static const s16 sStepTimes[] = {
[MOVE_SPEED_NORMAL] = ARRAY_COUNT(sStep1Funcs),
[MOVE_SPEED_FAST_1] = ARRAY_COUNT(sStep2Funcs),
[MOVE_SPEED_FAST_2] = ARRAY_COUNT(sStep3Funcs),
[MOVE_SPEED_FASTER] = ARRAY_COUNT(sStep4Funcs),
[MOVE_SPEED_FASTEST] = ARRAY_COUNT(sStep8Funcs),
};
static bool8 NpcTakeStep(struct Sprite *sprite)
{
if (sprite->sTimer >= sStepTimes[sprite->sSpeed])
return FALSE;
sNpcStepFuncTables[sprite->sSpeed][sprite->sTimer](sprite, sprite->sDirection);
sprite->sTimer++;
if (sprite->sTimer < sStepTimes[sprite->sSpeed])
return FALSE;
return TRUE;
}
#undef sSpeed
#undef sTimer
#define sTimer data[4]
#define sNumSteps data[5]
static void SetWalkSlowSpriteData(struct Sprite *sprite, u8 direction)
{
sprite->sDirection = direction;
sprite->sTimer = 0;
sprite->sNumSteps = 0;
}
static bool8 UpdateWalkSlowAnim(struct Sprite *sprite)
{
if (!(sprite->sTimer & 1))
{
Step1(sprite, sprite->sDirection);
sprite->sNumSteps++;
}
sprite->sTimer++;
if (sprite->sNumSteps > 15)
return TRUE;
else
return FALSE;
}
#undef sTimer
#undef sNumSteps
static const s8 sFigure8XOffsets[FIGURE_8_LENGTH] = {
1, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 1, 2, 2, 1, 2,
2, 1, 2, 2, 1, 2, 1, 1,
2, 1, 1, 2, 1, 1, 2, 1,
1, 2, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1,
0, 1, 1, 1, 0, 1, 1, 0,
1, 0, 1, 0, 1, 0, 0, 0,
0, 1, 0, 0, 0, 0, 0, 0,
};
static const s8 sFigure8YOffsets[FIGURE_8_LENGTH] = {
0, 0, 1, 0, 0, 1, 0, 0,
1, 0, 1, 1, 0, 1, 1, 0,
1, 1, 0, 1, 1, 0, 1, 1,
0, 0, 1, 0, 0, 1, 0, 0,
1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, -1, 0, 0, -1, 0, 0,
-1, 0, -1, -1, 0, -1, -1, 0,
-1, -1, -1, -1, -1, -1, -1, -2,
};
s16 GetFigure8YOffset(s16 idx)
{
return sFigure8YOffsets[idx];
}
s16 GetFigure8XOffset(s16 idx)
{
return sFigure8XOffsets[idx];
}
static void InitSpriteForFigure8Anim(struct Sprite *sprite)
{
sprite->data[6] = 0;
sprite->data[7] = 0;
}
static bool8 AnimateSpriteInFigure8(struct Sprite *sprite)
{
bool8 finished = FALSE;
switch(sprite->data[7])
{
case 0:
sprite->x2 += GetFigure8XOffset(sprite->data[6]);
sprite->y2 += GetFigure8YOffset(sprite->data[6]);
break;
case 1:
sprite->x2 -= GetFigure8XOffset((FIGURE_8_LENGTH - 1) - sprite->data[6]);
sprite->y2 += GetFigure8YOffset((FIGURE_8_LENGTH - 1) - sprite->data[6]);
break;
case 2:
sprite->x2 -= GetFigure8XOffset(sprite->data[6]);
sprite->y2 += GetFigure8YOffset(sprite->data[6]);
break;
case 3:
sprite->x2 += GetFigure8XOffset((FIGURE_8_LENGTH - 1) - sprite->data[6]);
sprite->y2 += GetFigure8YOffset((FIGURE_8_LENGTH - 1) - sprite->data[6]);
break;
}
if (++sprite->data[6] == FIGURE_8_LENGTH)
{
sprite->data[6] = 0;
sprite->data[7]++;
}
if (sprite->data[7] == 4)
{
sprite->y2 = 0;
sprite->x2 = 0;
finished = TRUE;
}
return finished;
}
static const s8 sJumpY_High[] = {
-4, -6, -8, -10, -11, -12, -12, -12,
-11, -10, -9, -8, -6, -4, 0, 0
};
static const s8 sJumpY_Low[] = {
0, -2, -3, -4, -5, -6, -6, -6,
-5, -5, -4, -3, -2, 0, 0, 0
};
static const s8 sJumpY_Normal[] = {
-2, -4, -6, -8, -9, -10, -10, -10,
-9, -8, -6, -5, -3, -2, 0, 0
};
static const s8 *const sJumpYTable[] = {
[JUMP_TYPE_HIGH] = sJumpY_High,
[JUMP_TYPE_LOW] = sJumpY_Low,
[JUMP_TYPE_NORMAL] = sJumpY_Normal
};
static s16 GetJumpY(s16 i, u8 type)
{
return sJumpYTable[type][i];
}
#define sDistance data[4]
#define sJumpType data[5]
#define sTimer data[6]
static void SetJumpSpriteData(struct Sprite *sprite, u8 direction, u8 distance, u8 type)
{
sprite->sDirection = direction;
sprite->sDistance = distance;
sprite->sJumpType = type;
sprite->sTimer = 0;
}
static u8 DoJumpSpriteMovement(struct Sprite *sprite)
{
s16 distanceToTime[] = {
[JUMP_DISTANCE_IN_PLACE] = 16,
[JUMP_DISTANCE_NORMAL] = 16,
[JUMP_DISTANCE_FAR] = 32,
};
u8 distanceToShift[] = {
[JUMP_DISTANCE_IN_PLACE] = 0,
[JUMP_DISTANCE_NORMAL] = 0,
[JUMP_DISTANCE_FAR] = 1,
};
u8 result = 0;
if (sprite->sDistance != JUMP_DISTANCE_IN_PLACE)
Step1(sprite, sprite->sDirection);
sprite->y2 = GetJumpY(sprite->sTimer >> distanceToShift[sprite->sDistance], sprite->sJumpType);
sprite->sTimer++;
if (sprite->sTimer == distanceToTime[sprite->sDistance] >> 1)
result = JUMP_HALFWAY;
if (sprite->sTimer >= distanceToTime[sprite->sDistance])
{
sprite->y2 = 0;
result = JUMP_FINISHED;
}
return result;
}
static u8 DoJumpSpecialSpriteMovement(struct Sprite *sprite)
{
s16 distanceToTime[] = {
[JUMP_DISTANCE_IN_PLACE] = 32,
[JUMP_DISTANCE_NORMAL] = 32,
[JUMP_DISTANCE_FAR] = 64,
};
u8 distanceToShift[] = {
[JUMP_DISTANCE_IN_PLACE] = 1,
[JUMP_DISTANCE_NORMAL] = 1,
[JUMP_DISTANCE_FAR] = 2,
};
u8 result = 0;
if (sprite->sDistance != JUMP_DISTANCE_IN_PLACE && !(sprite->sTimer & 1))
Step1(sprite, sprite->sDirection);
sprite->y2 = GetJumpY(sprite->sTimer >> distanceToShift[sprite->sDistance], sprite->sJumpType);
sprite->sTimer++;
if (sprite->sTimer == distanceToTime[sprite->sDistance] >> 1)
result = JUMP_HALFWAY;
if (sprite->sTimer >= distanceToTime[sprite->sDistance])
{
sprite->y2 = 0;
result = JUMP_FINISHED;
}
return result;
}
#undef sDistance
#undef sJumpType
#undef sTimer
static void SetMovementDelay(struct Sprite *sprite, s16 timer)
{
sprite->data[3] = timer;
}
static bool8 WaitForMovementDelay(struct Sprite *sprite)
{
if (--sprite->data[3] == 0)
return TRUE;
else
return FALSE;
}
void SetAndStartSpriteAnim(struct Sprite *sprite, u8 animNum, u8 animCmdIndex)
{
sprite->animNum = animNum;
sprite->animPaused = FALSE;
SeekSpriteAnim(sprite, animCmdIndex);
}
bool8 SpriteAnimEnded(struct Sprite *sprite)
{
if (sprite->animEnded)
return TRUE;
else
return FALSE;
}
void UpdateObjectEventSpriteInvisibility(struct Sprite *sprite, bool8 invisible)
{
u16 x, y;
s16 x2, y2;
sprite->invisible = invisible;
if (sprite->coordOffsetEnabled)
{
x = sprite->x + sprite->x2 + sprite->centerToCornerVecX + gSpriteCoordOffsetX;
y = sprite->y + sprite->y2 + sprite->centerToCornerVecY + gSpriteCoordOffsetY;
}
else
{
x = sprite->x + sprite->x2 + sprite->centerToCornerVecX;
y = sprite->y + sprite->y2 + sprite->centerToCornerVecY;
}
x2 = x - (sprite->centerToCornerVecX >> 1);
y2 = y - (sprite->centerToCornerVecY >> 1);
if ((s16)x >= DISPLAY_WIDTH + 16 || x2 < -16)
sprite->invisible = TRUE;
if ((s16)y >= DISPLAY_HEIGHT + 16 || y2 < -16)
sprite->invisible = TRUE;
}
#define sInvisible data[2]
#define sAnimNum data[3]
#define sAnimState data[4]
static void SpriteCB_VirtualObject(struct Sprite *sprite)
{
VirtualObject_UpdateAnim(sprite);
SetObjectSubpriorityByElevation(sprite->sVirtualObjElev, sprite, 1);
UpdateObjectEventSpriteInvisibility(sprite, sprite->sInvisible);
}
// Unused
static void DestroyVirtualObjects(void)
{
int i;
for (i = 0; i < MAX_SPRITES; i++)
{
struct Sprite *sprite = &gSprites[i];
if(sprite->inUse && sprite->callback == SpriteCB_VirtualObject)
DestroySprite(sprite);
}
}
static int GetVirtualObjectSpriteId(u8 virtualObjId)
{
int i;
for (i = 0; i < MAX_SPRITES; i++)
{
struct Sprite *sprite = &gSprites[i];
if (sprite->inUse && sprite->callback == SpriteCB_VirtualObject && (u8)sprite->sVirtualObjId == virtualObjId)
return i;
}
return MAX_SPRITES;
}
void TurnVirtualObject(u8 virtualObjId, u8 direction)
{
u8 spriteId = GetVirtualObjectSpriteId(virtualObjId);
if (spriteId != MAX_SPRITES)
StartSpriteAnim(&gSprites[spriteId], GetFaceDirectionAnimNum(direction));
}
void SetVirtualObjectGraphics(u8 virtualObjId, u16 graphicsId)
{
int spriteId = GetVirtualObjectSpriteId(virtualObjId);
if (spriteId != MAX_SPRITES)
{
struct Sprite *sprite = &gSprites[spriteId];
const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(graphicsId);
u16 tileNum = sprite->oam.tileNum;
u8 i = FindObjectEventPaletteIndexByTag(graphicsInfo->paletteTag);
if (i != 0xFF)
UpdateSpritePalette(&sObjectEventSpritePalettes[i], sprite);
sprite->oam = *graphicsInfo->oam;
sprite->oam.tileNum = tileNum;
sprite->images = graphicsInfo->images;
if (graphicsInfo->subspriteTables == NULL)
{
sprite->subspriteTables = NULL;
sprite->subspriteTableNum = 0;
sprite->subspriteMode = SUBSPRITES_OFF;
}
else
{
SetSubspriteTables(sprite, graphicsInfo->subspriteTables);
sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
}
StartSpriteAnim(sprite, 0);
}
}
void SetVirtualObjectInvisibility(u8 virtualObjId, bool32 invisible)
{
u8 spriteId = GetVirtualObjectSpriteId(virtualObjId);
if (spriteId == MAX_SPRITES)
return;
if (invisible)
gSprites[spriteId].sInvisible = TRUE;
else
gSprites[spriteId].sInvisible = FALSE;
}
bool32 IsVirtualObjectInvisible(u8 virtualObjId)
{
u8 spriteId = GetVirtualObjectSpriteId(virtualObjId);
if (spriteId == MAX_SPRITES)
return FALSE;
return (gSprites[spriteId].sInvisible == TRUE);
}
void SetVirtualObjectSpriteAnim(u8 virtualObjId, u8 animNum)
{
u8 spriteId = GetVirtualObjectSpriteId(virtualObjId);
if (spriteId != MAX_SPRITES)
{
gSprites[spriteId].sAnimNum = animNum;
gSprites[spriteId].sAnimState = 0;
}
}
static void MoveUnionRoomObjectUp(struct Sprite *sprite)
{
switch(sprite->sAnimState)
{
case 0:
sprite->y2 = 0;
sprite->sAnimState++;
case 1:
sprite->y2 -= 8;
if (sprite->y2 == -DISPLAY_HEIGHT)
{
sprite->y2 = 0;
sprite->sInvisible = TRUE;
sprite->sAnimNum = 0;
sprite->sAnimState = 0;
}
}
}
static void MoveUnionRoomObjectDown(struct Sprite *sprite)
{
switch(sprite->sAnimState)
{
case 0:
sprite->y2 = -DISPLAY_HEIGHT;
sprite->sAnimState++;
case 1:
sprite->y2 += 8;
if(sprite->y2 == 0)
{
sprite->sAnimNum = 0;
sprite->sAnimState = 0;
}
}
}
static void VirtualObject_UpdateAnim(struct Sprite *sprite)
{
switch(sprite->sAnimNum)
{
case UNION_ROOM_SPAWN_IN:
MoveUnionRoomObjectDown(sprite);
break;
case UNION_ROOM_SPAWN_OUT:
MoveUnionRoomObjectUp(sprite);
break;
case 0:
break;
default:
sprite->sAnimNum = 0;
break;
}
}
bool32 IsVirtualObjectAnimating(u8 virtualObjId)
{
u8 spriteId = GetVirtualObjectSpriteId(virtualObjId);
if (spriteId == MAX_SPRITES)
return FALSE;
if (gSprites[spriteId].sAnimNum != 0)
return TRUE;
return FALSE;
}
u32 StartFieldEffectForObjectEvent(u8 fieldEffectId, struct ObjectEvent *objectEvent)
{
ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
return FieldEffectStart(fieldEffectId);
}
static void DoShadowFieldEffect(struct ObjectEvent *objectEvent)
{
if (!objectEvent->noShadow)
{
objectEvent->noShadow = FALSE;
StartFieldEffectForObjectEvent(FLDEFF_SHADOW, objectEvent);
}
}
static void DoRippleFieldEffect(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId);
gFieldEffectArguments[0] = sprite->x;
gFieldEffectArguments[1] = sprite->y + (graphicsInfo->height >> 1) - 2;
gFieldEffectArguments[2] = 151;
gFieldEffectArguments[3] = 3;
FieldEffectStart(FLDEFF_RIPPLE);
}
u8 (*const gMovementActionFuncs_LockAnim[])(struct ObjectEvent *, struct Sprite *) = {
MovementAction_LockAnim_Step0,
MovementAction_Finish,
};
u8 (*const gMovementActionFuncs_UnlockAnim[])(struct ObjectEvent *, struct Sprite *) = {
MovementAction_UnlockAnim_Step0,
MovementAction_Finish,
};
u8 (*const gMovementActionFuncs_FlyUp[])(struct ObjectEvent *, struct Sprite *) = {
MovementAction_FlyUp_Step0,
MovementAction_FlyUp_Step1,
MovementAction_Fly_Finish,
};
u8 (*const gMovementActionFuncs_FlyDown[])(struct ObjectEvent *, struct Sprite *) = {
MovementAction_FlyDown_Step0,
MovementAction_FlyDown_Step1,
MovementAction_Fly_Finish,
};
u8 MovementAction_LockAnim_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
bool32 ableToStore = FALSE;
if (sLockedAnimObjectEvents == NULL)
{
sLockedAnimObjectEvents = AllocZeroed(sizeof(struct LockedAnimObjectEvents));
sLockedAnimObjectEvents->localIds[0] = objectEvent->localId;
sLockedAnimObjectEvents->count = 1;
ableToStore = TRUE;
}
else
{
u8 i;
u8 firstFreeSlot = OBJECT_EVENTS_COUNT;
bool32 found = FALSE;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (firstFreeSlot == OBJECT_EVENTS_COUNT && sLockedAnimObjectEvents->localIds[i] == 0)
firstFreeSlot = i;
if (sLockedAnimObjectEvents->localIds[i] == objectEvent->localId)
{
found = TRUE;
break;
}
}
if (!found && firstFreeSlot != OBJECT_EVENTS_COUNT)
{
sLockedAnimObjectEvents->localIds[firstFreeSlot] = objectEvent->localId;
sLockedAnimObjectEvents->count++;
ableToStore = TRUE;
}
}
if (ableToStore == TRUE)
{
objectEvent->inanimate = TRUE;
objectEvent->facingDirectionLocked = TRUE;
}
sprite->sActionFuncId = 1;
return TRUE;
}
u8 MovementAction_UnlockAnim_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
bool32 ableToStore;
u8 index;
sprite->sActionFuncId = 1;
if (sLockedAnimObjectEvents != NULL)
{
ableToStore = FALSE;
index = FindLockedObjectEventIndex(objectEvent);
if (index != OBJECT_EVENTS_COUNT)
{
sLockedAnimObjectEvents->localIds[index] = 0;
sLockedAnimObjectEvents->count--;
ableToStore = TRUE;
}
if (sLockedAnimObjectEvents->count == 0)
FREE_AND_SET_NULL(sLockedAnimObjectEvents);
if (ableToStore == TRUE)
{
objectEvent->inanimate = GetObjectEventGraphicsInfo(objectEvent->graphicsId)->inanimate;
objectEvent->facingDirectionLocked = FALSE;
sprite->animPaused = 0;
}
}
return TRUE;
}
u8 FindLockedObjectEventIndex(struct ObjectEvent *objectEvent)
{
u8 i;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if (sLockedAnimObjectEvents->localIds[i] == objectEvent->localId)
return i;
}
return OBJECT_EVENTS_COUNT;
}
static void CreateLevitateMovementTask(struct ObjectEvent *objectEvent)
{
u8 taskId = CreateTask(ApplyLevitateMovement, 0xFF);
struct Task *task = &gTasks[taskId];
StoreWordInTwoHalfwords(&task->data[0], (u32)objectEvent);
objectEvent->warpArrowSpriteId = taskId;
task->data[3] = 0xFFFF;
}
static void ApplyLevitateMovement(u8 taskId)
{
struct ObjectEvent *objectEvent;
struct Sprite *sprite;
struct Task *task = &gTasks[taskId];
LoadWordFromTwoHalfwords(&task->data[0], (u32 *)&objectEvent); // load the map object pointer.
sprite = &gSprites[objectEvent->spriteId];
if(!(task->data[2] & 3))
sprite->y2 += task->data[3];
if(!(task->data[2] & 15))
task->data[3] = -task->data[3];
task->data[2]++;
}
static void DestroyLevitateMovementTask(u8 taskId)
{
struct ObjectEvent *objectEvent;
struct Task *task = &gTasks[taskId];
LoadWordFromTwoHalfwords(&task->data[0], (u32 *)&objectEvent); // unused objectEvent
DestroyTask(taskId);
}
// Used to freeze other objects except two trainers approaching for battle
void FreezeObjectEventsExceptTwo(u8 objectEventId1, u8 objectEventId2)
{
u8 i;
for(i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
if(i != objectEventId1 && i != objectEventId2 &&
gObjectEvents[i].active && i != gPlayerAvatar.objectEventId)
FreezeObjectEvent(&gObjectEvents[i]);
}
}
u8 MovementAction_FlyUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->y2 = 0;
sprite->sActionFuncId++;
return FALSE;
}
u8 MovementAction_FlyUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->y2 -= 8;
if(sprite->y2 == -DISPLAY_HEIGHT)
sprite->sActionFuncId++;
return FALSE;
}
u8 MovementAction_FlyDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->y2 = -DISPLAY_HEIGHT;
sprite->sActionFuncId++;
return FALSE;
}
u8 MovementAction_FlyDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
sprite->y2 += 8;
if(!sprite->y2)
sprite->sActionFuncId++;
return FALSE;
}
// though this function returns TRUE without doing anything, this header is required due to being in an array of functions which needs it.
u8 MovementAction_Fly_Finish(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
return TRUE;
}
// running slow
static void StartSlowRunningAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction)
{
InitNpcForWalkSlow(objectEvent, sprite, direction);
SetStepAnimHandleAlternation(objectEvent, sprite, GetRunningDirectionAnimNum(objectEvent->facingDirection));
}
bool8 MovementActionFunc_RunSlowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSlowRunningAnim(objectEvent, sprite, DIR_SOUTH);
return MovementActionFunc_RunSlow_Step1(objectEvent, sprite);
}
bool8 MovementActionFunc_RunSlowUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
StartSlowRunningAnim(objectEvent, sprite, DIR_NORTH);
return MovementActionFunc_RunSlow_Step1(objectEvent, sprite);
}
bool8 MovementActionFunc_RunSlowLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
StartSlowRunningAnim(objectEvent, sprite, objectEvent->directionOverwrite);
else
StartSlowRunningAnim(objectEvent, sprite, DIR_WEST);
return MovementActionFunc_RunSlow_Step1(objectEvent, sprite);
}
bool8 MovementActionFunc_RunSlowRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (objectEvent->directionOverwrite)
StartSlowRunningAnim(objectEvent, sprite, objectEvent->directionOverwrite);
else
StartSlowRunningAnim(objectEvent, sprite, DIR_EAST);
return MovementActionFunc_RunSlow_Step1(objectEvent, sprite);
}
bool8 MovementActionFunc_RunSlow_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
{
if (UpdateMovementNormal(objectEvent, sprite))
{
sprite->sActionFuncId = 2;
return TRUE;
}
return FALSE;
}