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https://github.com/Ninjdai1/pokeemerald.git
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239 lines
6.0 KiB
C
239 lines
6.0 KiB
C
#ifndef GUARD_WEATHER_H
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#define GUARD_WEATHER_H
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#include "sprite.h"
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// Controls how the weather should be changing the screen palettes.
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enum
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{
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WEATHER_PAL_STATE_CHANGING_WEATHER,
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WEATHER_PAL_STATE_SCREEN_FADING_IN,
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WEATHER_PAL_STATE_SCREEN_FADING_OUT,
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WEATHER_PAL_STATE_IDLE,
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};
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// For the FadeScreen function.
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enum
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{
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FADE_FROM_BLACK,
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FADE_TO_BLACK,
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FADE_FROM_WHITE,
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FADE_TO_WHITE,
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};
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struct Weather
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{
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union
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{
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struct
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{
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struct Sprite *rainSprites[24];
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struct Sprite *snowflakeSprites[101];
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struct Sprite *cloudSprites[3];
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} s1;
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struct
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{
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u8 filler0[0xA0];
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struct Sprite *fog1Sprites[20];
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struct Sprite *ashSprites[20];
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struct Sprite *fog2Sprites[20];
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struct Sprite *sandstormSprites1[20];
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struct Sprite *sandstormSprites2[5];
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} s2;
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} sprites;
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u8 gammaShifts[19][32];
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u8 altGammaShifts[19][32];
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s8 gammaIndex;
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s8 gammaTargetIndex;
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u8 gammaStepDelay;
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u8 gammaStepFrameCounter;
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u16 fadeDestColor;
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/*0x6C6*/ u8 palProcessingState;
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/*0x6C7*/ u8 fadeScreenCounter;
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/*0x6C8*/ bool8 readyForInit;
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/*0x6C9*/ u8 taskId;
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/*0x6CA*/ u8 unknown_6CA;
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u8 unknown_6CB;
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u16 initStep;
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u16 finishStep;
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u8 currWeather;
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u8 nextWeather;
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u8 weatherGfxLoaded;
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bool8 weatherChangeComplete;
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u8 weatherPicSpritePalIndex;
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u8 altGammaSpritePalIndex;
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u16 unknown_6D6;
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u8 unknown_6D8;
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u8 unknown_6D9;
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u8 rainSpriteCount;
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u8 unknown_6DB;
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u8 unknown_6DC;
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u8 rainStrength;
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/*0x6DE*/ u8 cloudSpritesCreated;
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u8 filler_6DF[1];
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u16 unknown_6E0;
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u16 unknown_6E2;
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u8 snowflakeSpriteCount;
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u8 unknown_6E5;
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u16 unknown_6E6;
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u16 thunderCounter;
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u8 unknown_6EA;
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u8 unknown_6EB;
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u8 unknown_6EC;
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u8 unknown_6ED;
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u16 fog1ScrollPosX;
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u16 unknown_6F0;
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u16 unknown_6F2;
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u8 lightenedFogSpritePals[6];
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u8 lightenedFogSpritePalsCount;
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u8 fog1SpritesCreated;
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u16 unknown_6FC;
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u16 unknown_6FE;
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u8 ashSpritesCreated;
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u8 filler_701[3];
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u32 unknown_704;
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u32 unknown_708;
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u8 filler_70C[2];
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u16 unknown_70E;
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u16 unknown_710;
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u16 unknown_712;
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u16 unknown_714;
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u8 sandstormSprites1Created;
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u8 sandstormSprites2Created;
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u16 unknown_718;
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u16 unknown_71A;
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u16 unknown_71C;
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u16 unknown_71E;
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u16 unknown_720;
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u16 unknown_722;
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u8 fog2SpritesCreated;
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u8 filler_725[1];
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u16 unknown_726;
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u16 unknown_728;
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u16 unknown_72A;
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u16 unknown_72C;
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u8 unknown_72E;
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u8 filler_72F;
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u16 currBlendEVA;
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u16 currBlendEVB;
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u16 targetBlendEVA;
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u16 targetBlendEVB;
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u8 blendUpdateCounter;
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u8 blendFrameCounter;
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u8 blendDelay;
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u8 filler_73B[0x3C-0x3B];
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s16 unknown_73C;
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s16 unknown_73E;
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s16 unknown_740;
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s16 unknown_742;
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u8 filler_744[0xD-4];
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s8 loadDroughtPalsIndex;
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u8 loadDroughtPalsOffset;
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};
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// field_weather.c
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extern struct Weather gWeather;
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extern struct Weather *const gWeatherPtr;
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extern const u16 gUnknown_083970E8[];
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// field_weather_effect.c
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extern const u8 gWeatherFog1Tiles[];
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void StartWeather(void);
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void SetNextWeather(u8 weather);
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void SetCurrentAndNextWeather(u8 weather);
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void SetCurrentAndNextWeatherNoDelay(u8 weather);
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void sub_80ABC48(s8 gammaIndex);
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void sub_80ABC7C(u8 gammaIndex, u8 gammaTargetIndex, u8 gammaStepDelay);
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void FadeScreen(u8 mode, s8 delay);
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bool8 IsWeatherNotFadingIn(void);
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void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex);
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void ApplyWeatherGammaShiftToPal(u8 paletteIndex);
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u8 sub_80ABF20(void);
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void LoadCustomWeatherSpritePalette(const u16 *palette);
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void ResetDroughtWeatherPaletteLoading(void);
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bool8 LoadDroughtWeatherPalettes(void);
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void sub_80ABFE0(s8 gammaIndex);
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void sub_80ABFF0(void);
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void sub_80AC01C(void);
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void Weather_SetBlendCoeffs(u8 eva, u8 evb);
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void Weather_SetTargetBlendCoeffs(u8 eva, u8 evb, int delay);
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bool8 Weather_UpdateBlend(void);
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void sub_80AC274(u8 a);
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u8 GetCurrentWeather(void);
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void SetRainStrengthFromSoundEffect(u16 soundEffect);
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void PlayRainStoppingSoundEffect(void);
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u8 IsWeatherChangeComplete(void);
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void SetWeatherScreenFadeOut(void);
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void sub_80AC3E4(void);
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void PreservePaletteInWeather(u8 preservedPalIndex);
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void ResetPreservedPalettesInWeather(void);
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// field_weather_effect.c
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void Clouds_InitVars(void);
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void Clouds_Main(void);
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void Clouds_InitAll(void);
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bool8 Clouds_Finish(void);
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void Weather2_InitVars(void);
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void Weather2_Main(void);
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void Weather2_InitAll(void);
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bool8 Weather2_Finish(void);
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void LightRain_InitVars(void);
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void LightRain_Main(void);
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void LightRain_InitAll(void);
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bool8 LightRain_Finish(void);
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void Snow_InitVars(void);
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void Snow_Main(void);
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void Snow_InitAll(void);
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bool8 Snow_Finish(void);
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void MedRain_InitVars(void);
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void Rain_Main(void);
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void MedRain_InitAll(void);
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bool8 Rain_Finish(void);
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void Fog1_InitVars(void);
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void Fog1_Main(void);
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void Fog1_InitAll(void);
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bool8 Fog1_Finish(void);
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void Ash_InitVars(void);
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void Ash_Main(void);
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void Ash_InitAll(void);
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bool8 Ash_Finish(void);
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void Sandstorm_InitVars(void);
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void Sandstorm_Main(void);
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void Sandstorm_InitAll(void);
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bool8 Sandstorm_Finish(void);
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void Fog2_InitVars(void);
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void Fog2_Main(void);
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void Fog2_InitAll(void);
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bool8 Fog2_Finish(void);
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void Fog1_InitVars(void);
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void Fog1_Main(void);
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void Fog1_InitAll(void);
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bool8 Fog1_Finish(void);
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void Shade_InitVars(void);
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void Shade_Main(void);
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void Shade_InitAll(void);
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bool8 Shade_Finish(void);
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void Drought_InitVars(void);
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void Drought_Main(void);
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void Drought_InitAll(void);
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bool8 Drought_Finish(void);
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void HeavyRain_InitVars(void);
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void Rain_Main(void);
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void HeavyRain_InitAll(void);
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bool8 Rain_Finish(void);
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void Bubbles_InitVars(void);
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void Bubbles_Main(void);
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void Bubbles_InitAll(void);
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bool8 Bubbles_Finish(void);
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u8 GetSav1Weather(void);
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void SetSav1Weather(u32 weather);
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void SetSav1WeatherFromCurrMapHeader(void);
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void SetWeather(u32 weather);
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void DoCurrentWeather(void);
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void UpdateWeatherPerDay(u16 increment);
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void ResumePausedWeather(void);
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#endif // GUARD_WEATHER_H
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