mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-11-17 03:57:38 +01:00
209 lines
5.8 KiB
C
209 lines
5.8 KiB
C
#include "global.h"
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#include "event_data.h"
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#include "event_object_lock.h"
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#include "event_object_movement.h"
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#include "field_player_avatar.h"
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#include "script_movement.h"
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#include "task.h"
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#include "trainer_see.h"
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#include "constants/event_objects.h"
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bool8 IsPlayerStandingStill(void)
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{
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if (gPlayerAvatar.tileTransitionState == T_TILE_TRANSITION)
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return FALSE;
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else
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return TRUE;
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}
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// Freeze player once their movement is finished
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static void Task_FreezePlayer(u8 taskId)
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{
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if (IsPlayerStandingStill())
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{
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PlayerFreeze();
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DestroyTask(taskId);
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}
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}
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bool8 IsFreezePlayerFinished(void)
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{
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if (FuncIsActiveTask(Task_FreezePlayer))
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{
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return FALSE;
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}
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else
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{
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sub_808BCF4();
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return TRUE;
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}
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}
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void FreezeObjects_WaitForPlayer(void)
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{
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FreezeObjectEvents();
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CreateTask(Task_FreezePlayer, 80);
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}
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#define tPlayerFrozen data[0]
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#define tObjectFrozen data[1]
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#define tObjectId data[2]
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// Freeze selected object and player once their movement is finished
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static void Task_FreezeSelectedObjectAndPlayer(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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if (!task->tPlayerFrozen && IsPlayerStandingStill() == TRUE)
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{
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PlayerFreeze();
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task->tPlayerFrozen = TRUE;
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}
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if (!task->tObjectFrozen && !gObjectEvents[gSelectedObjectEvent].singleMovementActive)
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{
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FreezeObjectEvent(&gObjectEvents[gSelectedObjectEvent]);
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task->tObjectFrozen = TRUE;
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}
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if (task->tPlayerFrozen && task->tObjectFrozen)
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DestroyTask(taskId);
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}
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bool8 IsFreezeSelectedObjectAndPlayerFinished(void)
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{
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if (FuncIsActiveTask(Task_FreezeSelectedObjectAndPlayer))
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{
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return FALSE;
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}
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else
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{
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sub_808BCF4();
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return TRUE;
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}
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}
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// Freeze all objects immediately except the selected object and the player.
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// The selected object and player are frozen once their movement is finished.
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void FreezeObjects_WaitForPlayerAndSelected(void)
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{
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u8 taskId;
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FreezeObjectEventsExceptOne(gSelectedObjectEvent);
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taskId = CreateTask(Task_FreezeSelectedObjectAndPlayer, 80);
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if (!gObjectEvents[gSelectedObjectEvent].singleMovementActive)
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{
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FreezeObjectEvent(&gObjectEvents[gSelectedObjectEvent]);
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gTasks[taskId].tObjectFrozen = TRUE;
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}
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}
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void ScriptUnfreezeObjectEvents(void)
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{
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u8 playerObjectId = GetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_PLAYER, 0, 0);
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ObjectEventClearHeldMovementIfFinished(&gObjectEvents[playerObjectId]);
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ScriptMovement_UnfreezeObjectEvents();
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UnfreezeObjectEvents();
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}
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void UnionRoom_UnlockPlayerAndChatPartner(void)
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{
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u8 playerObjectId;
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if (gObjectEvents[gSelectedObjectEvent].active)
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ObjectEventClearHeldMovementIfFinished(&gObjectEvents[gSelectedObjectEvent]);
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playerObjectId = GetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_PLAYER, 0, 0);
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ObjectEventClearHeldMovementIfFinished(&gObjectEvents[playerObjectId]);
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ScriptMovement_UnfreezeObjectEvents();
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UnfreezeObjectEvents();
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}
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void Script_FacePlayer(void)
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{
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ObjectEventFaceOppositeDirection(&gObjectEvents[gSelectedObjectEvent], gSpecialVar_Facing);
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}
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void Script_ClearHeldMovement(void)
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{
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ObjectEventClearHeldMovementIfActive(&gObjectEvents[gSelectedObjectEvent]);
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}
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// Freeze designated object and player once their movement is finished
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static void Task_FreezeObjectAndPlayer(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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u8 objectEventId = task->tObjectId;
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if (!task->tPlayerFrozen && IsPlayerStandingStill() == TRUE)
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{
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PlayerFreeze();
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task->tPlayerFrozen = TRUE;
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}
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if (!task->tObjectFrozen && !gObjectEvents[objectEventId].singleMovementActive)
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{
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FreezeObjectEvent(&gObjectEvents[objectEventId]);
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task->tObjectFrozen = TRUE;
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}
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if (task->tPlayerFrozen && task->tObjectFrozen)
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DestroyTask(taskId);
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}
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// Freeze all objects immediately except the player and the approaching trainers.
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// The approaching trainers and player are frozen once their movement is finished
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void FreezeForApproachingTrainers(void)
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{
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u8 trainerObjectId1, trainerObjectId2, taskId;
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trainerObjectId1 = GetChosenApproachingTrainerObjectEventId(0);
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if (gNoOfApproachingTrainers == 2)
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{
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// Get second trainer, freeze all other objects
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trainerObjectId2 = GetChosenApproachingTrainerObjectEventId(1);
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FreezeObjectEventsExceptTwo(trainerObjectId1, trainerObjectId2);
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// Start task to freeze trainer 1 (and player) after movement
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taskId = CreateTask(Task_FreezeObjectAndPlayer, 80);
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gTasks[taskId].tObjectId = trainerObjectId1;
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if (!gObjectEvents[trainerObjectId1].singleMovementActive)
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{
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FreezeObjectEvent(&gObjectEvents[trainerObjectId1]);
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gTasks[taskId].tObjectFrozen = TRUE;
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}
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// Start task to freeze trainer 2 after movement
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taskId = CreateTask(Task_FreezeObjectAndPlayer, 81);
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gTasks[taskId].tObjectId = trainerObjectId2;
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if (!gObjectEvents[trainerObjectId2].singleMovementActive)
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{
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FreezeObjectEvent(&gObjectEvents[trainerObjectId2]);
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gTasks[taskId].tObjectFrozen = TRUE;
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}
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}
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else
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{
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FreezeObjectEventsExceptOne(trainerObjectId1);
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taskId = CreateTask(Task_FreezeObjectAndPlayer, 80);
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gTasks[taskId].tObjectId = trainerObjectId1;
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if (!gObjectEvents[trainerObjectId1].singleMovementActive)
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{
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FreezeObjectEvent(&gObjectEvents[trainerObjectId1]);
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gTasks[taskId].tObjectFrozen = TRUE;
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}
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}
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}
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bool8 IsFreezeObjectAndPlayerFinished(void)
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{
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if (FuncIsActiveTask(Task_FreezeObjectAndPlayer))
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{
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return FALSE;
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}
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else
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{
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sub_808BCF4();
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return TRUE;
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}
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}
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#undef tPlayerFrozen
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#undef tObjectFrozen
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#undef tObjectId
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