pokeemerald/src/frontier_pass.c
2023-02-16 18:20:54 -03:00

1773 lines
53 KiB
C

#include "global.h"
#include "gpu_regs.h"
#include "main.h"
#include "trainer_card.h"
#include "battle_anim.h"
#include "event_data.h"
#include "recorded_battle.h"
#include "malloc.h"
#include "sprite.h"
#include "scanline_effect.h"
#include "text_window.h"
#include "task.h"
#include "graphics.h"
#include "strings.h"
#include "frontier_pass.h"
#include "international_string_util.h"
#include "palette.h"
#include "window.h"
#include "decompress.h"
#include "menu_helpers.h"
#include "menu.h"
#include "bg.h"
#include "sound.h"
#include "string_util.h"
#include "battle_pyramid.h"
#include "overworld.h"
#include "math_util.h"
#include "constants/battle_frontier.h"
#include "constants/rgb.h"
#include "constants/region_map_sections.h"
#include "constants/songs.h"
// gFrontierPassBg_Pal has 8*16 colors, but they attempt to load 13*16 colors.
// As a result it goes out of bounds and interprets 160 bytes of whatever comes
// after gFrontierPassBg_Pal (by default, gFrontierPassBg_Gfx) as a palette.
// Nothing uses these colors (except the Trainer Card, which correctly writes them)
// so in practice this bug has no effect on the game.
#ifdef BUGFIX
#define NUM_BG_PAL_SLOTS 8
#else
#define NUM_BG_PAL_SLOTS 13
#endif
// All windows displayed in the frontier pass.
enum
{
WINDOW_EARNED_SYMBOLS,
WINDOW_BATTLE_RECORD,
WINDOW_BATTLE_POINTS,
WINDOW_DESCRIPTION,
WINDOW_DUMMY,
WINDOW_COUNT
};
// Windows displayed in the facilities map view.
enum
{
MAP_WINDOW_UNUSED, // Overlaps the "Battle Frontier" title area of the map
MAP_WINDOW_NAME,
MAP_WINDOW_DESCRIPTION,
MAP_WINDOW_COUNT
};
enum
{
CURSOR_AREA_NOTHING,
CURSOR_AREA_MAP,
CURSOR_AREA_CARD,
CURSOR_AREA_RECORD,
CURSOR_AREA_CANCEL,
CURSOR_AREA_POINTS,
CURSOR_AREA_EARNED_SYMBOLS, // The window containing the symbols
CURSOR_AREA_SYMBOL_TOWER,
CURSOR_AREA_SYMBOL_DOME,
CURSOR_AREA_SYMBOL_PALACE,
CURSOR_AREA_SYMBOL_ARENA,
CURSOR_AREA_SYMBOL_FACTORY,
CURSOR_AREA_SYMBOL_PIKE,
CURSOR_AREA_SYMBOL_PYRAMID,
CURSOR_AREA_COUNT
};
// Start of symbol cursor areas
#define CURSOR_AREA_SYMBOL CURSOR_AREA_SYMBOL_TOWER
enum {
MAP_INDICATOR_RECTANGLE,
MAP_INDICATOR_SQUARE,
};
enum {
TAG_CURSOR,
TAG_MAP_INDICATOR,
TAG_MEDAL_SILVER,
TAG_MEDAL_GOLD,
TAG_HEAD_MALE,
TAG_HEAD_FEMALE,
};
// Error return codes. Never read
enum {
SUCCESS,
ERR_ALREADY_DONE,
ERR_ALLOC_FAILED,
};
struct FrontierPassData
{
void (*callback)(void);
u16 state;
u16 battlePoints;
s16 cursorX;
s16 cursorY;
u8 cursorArea;
u8 previousCursorArea;
bool8 hasBattleRecord:1;
u8 areaToShow:3;
u8 trainerStars:4;
u8 facilitySymbols[NUM_FRONTIER_FACILITIES]; // 0: no symbol, 1: silver, 2: gold
};
struct FrontierPassGfx
{
struct Sprite *cursorSprite;
struct Sprite *symbolSprites[NUM_FRONTIER_FACILITIES];
// These 3 tilemaps are used to overwrite the respective area when highlighted
u8 *mapAndCardZoomTilemap;
u8 *mapAndCardTilemap;
u8 *battleRecordTilemap;
bool8 zooming;
s16 scaleX;
s16 scaleY;
u8 tilemapBuff1[BG_SCREEN_SIZE * 2];
u8 tilemapBuff2[BG_SCREEN_SIZE * 2];
u8 tilemapBuff3[BG_SCREEN_SIZE / 2];
};
struct FrontierPassSaved
{
void (*callback)(void);
s16 cursorX;
s16 cursorY;
};
struct FrontierMapData
{
void (*callback)(void);
struct Sprite *cursorSprite;
struct Sprite *playerHeadSprite;
struct Sprite *mapIndicatorSprite;
u8 cursorPos;
u8 unused;
u8 tilemapBuff0[BG_SCREEN_SIZE * 2];
u8 tilemapBuff1[BG_SCREEN_SIZE * 2];
u8 tilemapBuff2[BG_SCREEN_SIZE * 2];
};
static EWRAM_DATA struct FrontierPassData *sPassData = NULL;
static EWRAM_DATA struct FrontierPassGfx *sPassGfx = NULL;
static EWRAM_DATA struct FrontierMapData *sMapData = NULL;
static EWRAM_DATA struct FrontierPassSaved sSavedPassData = {0};
static u32 AllocateFrontierPassData(void (*callback)(void));
static void ShowFrontierMap(void (*callback)(void));
static void CB2_InitFrontierPass(void);
static void DrawFrontierPassBg(void);
static void FreeCursorAndSymbolSprites(void);
static void LoadCursorAndSymbolSprites(void);
static u32 FreeFrontierPassData(void);
static bool32 InitFrontierPass(void);
static bool32 HideFrontierPass(void);
static void Task_HandleFrontierPassInput(u8);
static void Task_PassAreaZoom(u8);
static void UpdateAreaHighlight(u8, u8);
static void PrintAreaDescription(u8);
static void ShowHideZoomingArea(bool8, bool8);
static void SpriteCB_PlayerHead(struct Sprite *);
static const u16 sMaleHead_Pal[] = INCBIN_U16("graphics/frontier_pass/map_heads.gbapal");
static const u16 sFemaleHead_Pal[] = INCBIN_U16("graphics/frontier_pass/map_heads_female.gbapal");
static const u32 sMapScreen_Gfx[] = INCBIN_U32("graphics/frontier_pass/map_screen.4bpp.lz");
static const u32 sCursor_Gfx[] = INCBIN_U32("graphics/frontier_pass/cursor.4bpp.lz");
static const u32 sHeads_Gfx[] = INCBIN_U32("graphics/frontier_pass/map_heads.4bpp.lz");
static const u32 sMapCursor_Gfx[] = INCBIN_U32("graphics/frontier_pass/map_cursor.4bpp.lz");
static const u32 sMapScreen_Tilemap[] = INCBIN_U32("graphics/frontier_pass/map_screen.bin.lz");
static const u32 sMapAndCard_ZoomedOut_Tilemap[] = INCBIN_U32("graphics/frontier_pass/small_map_and_card.bin.lz");
static const u32 sCardBall_Filled_Tilemap[] = INCBIN_U32("graphics/frontier_pass/card_ball_filled.bin"); // Unused
static const u32 sBattleRecord_Tilemap[] = INCBIN_U32("graphics/frontier_pass/record_frame.bin.lz");
static const u32 sMapAndCard_Zooming_Tilemap[] = INCBIN_U32("graphics/frontier_pass/small_map_and_card_affine.bin.lz");
static const s16 sBgAffineCoords[][2] =
{
[CURSOR_AREA_MAP - 1] = {216, 32},
[CURSOR_AREA_CARD - 1] = {216, 128}
};
static const struct BgTemplate sPassBgTemplates[] =
{
{
.bg = 0,
.charBaseIndex = 2,
.mapBaseIndex = 31,
.screenSize = 0,
.paletteMode = 0,
.priority = 1,
.baseTile = 0
},
{
.bg = 1,
.charBaseIndex = 0,
.mapBaseIndex = 30,
.screenSize = 0,
.paletteMode = 0,
.priority = 2,
.baseTile = 0
},
{
.bg = 2,
.charBaseIndex = 1,
.mapBaseIndex = 29,
.screenSize = 1,
.paletteMode = 1,
.priority = 0,
.baseTile = 0
},
};
static const struct BgTemplate sMapBgTemplates[] =
{
{
.bg = 0,
.charBaseIndex = 2,
.mapBaseIndex = 31,
.screenSize = 0,
.paletteMode = 0,
.priority = 0,
.baseTile = 0
},
{
.bg = 1,
.charBaseIndex = 0,
.mapBaseIndex = 30,
.screenSize = 0,
.paletteMode = 0,
.priority = 1,
.baseTile = 0
},
{
.bg = 2,
.charBaseIndex = 0,
.mapBaseIndex = 29,
.screenSize = 0,
.paletteMode = 0,
.priority = 2,
.baseTile = 0
},
};
static const struct WindowTemplate sPassWindowTemplates[WINDOW_COUNT] =
{
[WINDOW_EARNED_SYMBOLS] = {
.bg = 0,
.tilemapLeft = 2,
.tilemapTop = 3,
.width = 12,
.height = 3,
.paletteNum = 15,
.baseBlock = 0x1,
},
[WINDOW_BATTLE_RECORD] = {
.bg = 0,
.tilemapLeft = 2,
.tilemapTop = 10,
.width = 12,
.height = 3,
.paletteNum = 15,
.baseBlock = 0x26,
},
[WINDOW_BATTLE_POINTS] = {
.bg = 0,
.tilemapLeft = 2,
.tilemapTop = 13,
.width = 12,
.height = 4,
.paletteNum = 15,
.baseBlock = 0x4B,
},
[WINDOW_DESCRIPTION] = {
.bg = 0,
.tilemapLeft = 0,
.tilemapTop = 18,
.width = 30,
.height = 3,
.paletteNum = 15,
.baseBlock = 0x7C,
},
DUMMY_WIN_TEMPLATE
};
static const struct WindowTemplate sMapWindowTemplates[] =
{
[MAP_WINDOW_UNUSED] = {
.bg = 0,
.tilemapLeft = 0,
.tilemapTop = 1,
.width = 15,
.height = 5,
.paletteNum = 15,
.baseBlock = 0x1,
},
[MAP_WINDOW_NAME] = {
.bg = 0,
.tilemapLeft = 20,
.tilemapTop = 1,
.width = 10,
.height = 14,
.paletteNum = 15,
.baseBlock = 0x4D,
},
[MAP_WINDOW_DESCRIPTION] = {
.bg = 0,
.tilemapLeft = 2,
.tilemapTop = 16,
.width = 26,
.height = 4,
.paletteNum = 15,
.baseBlock = 0xDA,
},
DUMMY_WIN_TEMPLATE
};
static const u8 sTextColors[][3] =
{
{TEXT_COLOR_TRANSPARENT, TEXT_COLOR_DARK_GRAY, TEXT_COLOR_LIGHT_GRAY},
{TEXT_COLOR_TRANSPARENT, TEXT_COLOR_WHITE, TEXT_COLOR_LIGHT_BLUE},
{TEXT_COLOR_TRANSPARENT, TEXT_COLOR_RED, TEXT_COLOR_LIGHT_RED},
};
struct
{
s16 yStart;
s16 yEnd;
s16 xStart;
s16 xEnd;
}
static const sPassAreasLayout[CURSOR_AREA_COUNT - 1] =
{
[CURSOR_AREA_MAP - 1] = { 28, 76, 132, 220},
[CURSOR_AREA_CARD - 1] = { 84, 132, 132, 220},
[CURSOR_AREA_RECORD - 1] = { 80, 102, 20, 108},
[CURSOR_AREA_CANCEL - 1] = { 0, 16, 152, 240},
[CURSOR_AREA_POINTS - 1] = {108, 134, 20, 108},
[CURSOR_AREA_EARNED_SYMBOLS - 1] = { 24, 48, 20, 108},
[CURSOR_AREA_SYMBOL_TOWER - 1] = { 50, 66, 20, 36},
[CURSOR_AREA_SYMBOL_DOME - 1] = { 66, 82, 32, 48},
[CURSOR_AREA_SYMBOL_PALACE - 1] = { 50, 66, 44, 60},
[CURSOR_AREA_SYMBOL_ARENA - 1] = { 66, 82, 56, 72},
[CURSOR_AREA_SYMBOL_FACTORY - 1] = { 50, 66, 68, 84},
[CURSOR_AREA_SYMBOL_PIKE - 1] = { 66, 82, 80, 96},
[CURSOR_AREA_SYMBOL_PYRAMID - 1] = { 50, 66, 92, 108},
};
static const struct CompressedSpriteSheet sCursorSpriteSheets[] =
{
{sCursor_Gfx, 0x100, TAG_CURSOR},
{sMapCursor_Gfx, 0x400, TAG_MAP_INDICATOR},
{gFrontierPassMedals_Gfx, 0x380, TAG_MEDAL_SILVER},
};
static const struct CompressedSpriteSheet sHeadsSpriteSheet[] =
{
{sHeads_Gfx, 0x100, TAG_HEAD_MALE},
{}
};
static const struct SpritePalette sSpritePalettes[] =
{
{gFrontierPassCursor_Pal, TAG_CURSOR},
{gFrontierPassMapCursor_Pal, TAG_MAP_INDICATOR},
{gFrontierPassMedalsSilver_Pal, TAG_MEDAL_SILVER},
{gFrontierPassMedalsGold_Pal, TAG_MEDAL_GOLD},
{sMaleHead_Pal, TAG_HEAD_MALE},
{sFemaleHead_Pal, TAG_HEAD_FEMALE},
{}
};
static const union AnimCmd sAnim_Frame1_Unused[] =
{
ANIMCMD_FRAME(0, 0),
ANIMCMD_END
};
static const union AnimCmd sAnim_Frame1[] =
{
ANIMCMD_FRAME(0, 0),
ANIMCMD_END
};
static const union AnimCmd sAnim_Frame2[] =
{
ANIMCMD_FRAME(4, 0),
ANIMCMD_END
};
static const union AnimCmd sAnim_Frame3[] =
{
ANIMCMD_FRAME(8, 0),
ANIMCMD_END
};
static const union AnimCmd sAnim_Frame4[] =
{
ANIMCMD_FRAME(12, 0),
ANIMCMD_END
};
static const union AnimCmd sAnim_Frame5[] =
{
ANIMCMD_FRAME(16, 0),
ANIMCMD_END
};
static const union AnimCmd sAnim_Frame6[] =
{
ANIMCMD_FRAME(20, 0),
ANIMCMD_END
};
static const union AnimCmd sAnim_Frame7[] =
{
ANIMCMD_FRAME(24, 0),
ANIMCMD_END
};
static const union AnimCmd sAnim_MapIndicatorCursor_Rectangle[] =
{
ANIMCMD_FRAME(0, 45),
ANIMCMD_FRAME(8, 45),
ANIMCMD_JUMP(0)
};
static const union AnimCmd sAnim_MapIndicatorCursor_Square[] =
{
ANIMCMD_FRAME(16, 45),
ANIMCMD_FRAME(24, 45),
ANIMCMD_JUMP(0)
};
// Used both by the cursor and the map head icons
static const union AnimCmd *const sAnims_TwoFrame[] =
{
sAnim_Frame1,
sAnim_Frame2
};
static const union AnimCmd *const sAnims_Medal[] =
{
[CURSOR_AREA_SYMBOL_TOWER - CURSOR_AREA_SYMBOL] = sAnim_Frame1,
[CURSOR_AREA_SYMBOL_DOME - CURSOR_AREA_SYMBOL] = sAnim_Frame2,
[CURSOR_AREA_SYMBOL_PALACE - CURSOR_AREA_SYMBOL] = sAnim_Frame3,
[CURSOR_AREA_SYMBOL_ARENA - CURSOR_AREA_SYMBOL] = sAnim_Frame4,
[CURSOR_AREA_SYMBOL_FACTORY - CURSOR_AREA_SYMBOL] = sAnim_Frame5,
[CURSOR_AREA_SYMBOL_PIKE - CURSOR_AREA_SYMBOL] = sAnim_Frame6,
[CURSOR_AREA_SYMBOL_PYRAMID - CURSOR_AREA_SYMBOL] = sAnim_Frame7
};
static const union AnimCmd *const sAnims_MapIndicatorCursor[] =
{
[MAP_INDICATOR_RECTANGLE] = sAnim_MapIndicatorCursor_Rectangle,
[MAP_INDICATOR_SQUARE] = sAnim_MapIndicatorCursor_Square
};
static const union AffineAnimCmd sAffineAnim_Unused[] =
{
AFFINEANIMCMD_FRAME(256, 256, 0, 0),
AFFINEANIMCMD_END
};
static const union AffineAnimCmd *const sAffineAnims_Unused[] =
{
sAffineAnim_Unused
};
static const struct SpriteTemplate sSpriteTemplates_Cursors[] =
{
// Triangular cursor
{
.tileTag = TAG_CURSOR,
.paletteTag = TAG_CURSOR,
.oam = &gOamData_AffineOff_ObjNormal_16x16,
.anims = sAnims_TwoFrame,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = SpriteCallbackDummy,
},
// Map indicator cursor
{
.tileTag = TAG_MAP_INDICATOR,
.paletteTag = TAG_MAP_INDICATOR,
.oam = &gOamData_AffineOff_ObjNormal_32x16,
.anims = sAnims_MapIndicatorCursor,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = SpriteCallbackDummy,
},
};
static const struct SpriteTemplate sSpriteTemplate_Medal =
{
.tileTag = TAG_MEDAL_SILVER,
.paletteTag = TAG_MEDAL_SILVER,
.oam = &gOamData_AffineOff_ObjNormal_16x16,
.anims = sAnims_Medal,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = SpriteCallbackDummy,
};
static const struct SpriteTemplate sSpriteTemplate_PlayerHead =
{
.tileTag = TAG_HEAD_MALE,
.paletteTag = TAG_HEAD_MALE,
.oam = &gOamData_AffineOff_ObjNormal_16x16,
.anims = sAnims_TwoFrame,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = SpriteCB_PlayerHead,
};
static const u8 *const sPassAreaDescriptions[CURSOR_AREA_COUNT + 1] =
{
[CURSOR_AREA_NOTHING] = gText_ThereIsNoBattleRecord, // NOTHING is re-used for CURSOR_AREA_RECORD when no Record is present
[CURSOR_AREA_MAP] = gText_CheckFrontierMap,
[CURSOR_AREA_CARD] = gText_CheckTrainerCard,
[CURSOR_AREA_RECORD] = gText_ViewRecordedBattle,
[CURSOR_AREA_CANCEL] = gText_PutAwayFrontierPass,
[CURSOR_AREA_POINTS] = gText_CurrentBattlePoints,
[CURSOR_AREA_EARNED_SYMBOLS] = gText_CollectedSymbols,
[CURSOR_AREA_SYMBOL_TOWER] = gText_BattleTowerAbilitySymbol,
[CURSOR_AREA_SYMBOL_DOME] = gText_BattleDomeTacticsSymbol,
[CURSOR_AREA_SYMBOL_PALACE] = gText_BattlePalaceSpiritsSymbol,
[CURSOR_AREA_SYMBOL_ARENA] = gText_BattleArenaGutsSymbol,
[CURSOR_AREA_SYMBOL_FACTORY] = gText_BattleFactoryKnowledgeSymbol,
[CURSOR_AREA_SYMBOL_PIKE] = gText_BattlePikeLuckSymbol,
[CURSOR_AREA_SYMBOL_PYRAMID] = gText_BattlePyramidBraveSymbol,
[CURSOR_AREA_COUNT] = gText_EmptyString7,
};
struct
{
const u8 *name;
const u8 *description;
s16 x;
s16 y;
u8 animNum;
} static const sMapLandmarks[NUM_FRONTIER_FACILITIES] =
{
[FRONTIER_FACILITY_TOWER] = {gText_BattleTower3, gText_BattleTowerDesc, 89, 40, MAP_INDICATOR_SQUARE},
[FRONTIER_FACILITY_DOME] = {gText_BattleDome2, gText_BattleDomeDesc, 33, 42, MAP_INDICATOR_SQUARE},
[FRONTIER_FACILITY_PALACE] = {gText_BattlePalace2, gText_BattlePalaceDesc, 120, 86, MAP_INDICATOR_RECTANGLE},
[FRONTIER_FACILITY_ARENA] = {gText_BattleArena2, gText_BattleArenaDesc, 114, 59, MAP_INDICATOR_RECTANGLE},
[FRONTIER_FACILITY_FACTORY] = {gText_BattleFactory2, gText_BattleFactoryDesc, 25, 67, MAP_INDICATOR_RECTANGLE},
[FRONTIER_FACILITY_PIKE] = {gText_BattlePike2, gText_BattlePikeDesc, 57, 57, MAP_INDICATOR_SQUARE},
[FRONTIER_FACILITY_PYRAMID] = {gText_BattlePyramid2, gText_BattlePyramidDesc, 134, 41, MAP_INDICATOR_SQUARE},
};
static void ResetGpuRegsAndBgs(void)
{
SetGpuReg(REG_OFFSET_DISPCNT, 0);
SetGpuReg(REG_OFFSET_BG3CNT, 0);
SetGpuReg(REG_OFFSET_BG2CNT, 0);
SetGpuReg(REG_OFFSET_BG1CNT, 0);
SetGpuReg(REG_OFFSET_BG0CNT, 0);
ChangeBgX(0, 0, BG_COORD_SET);
ChangeBgY(0, 0, BG_COORD_SET);
ChangeBgX(1, 0, BG_COORD_SET);
ChangeBgY(1, 0, BG_COORD_SET);
ChangeBgX(2, 0, BG_COORD_SET);
ChangeBgY(2, 0, BG_COORD_SET);
ChangeBgX(3, 0, BG_COORD_SET);
ChangeBgY(3, 0, BG_COORD_SET);
SetGpuReg(REG_OFFSET_BLDCNT, 0);
SetGpuReg(REG_OFFSET_BLDY, 0);
SetGpuReg(REG_OFFSET_BLDALPHA, 0);
SetGpuReg(REG_OFFSET_WIN0H, 0);
SetGpuReg(REG_OFFSET_WIN0V, 0);
SetGpuReg(REG_OFFSET_WIN1H, 0);
SetGpuReg(REG_OFFSET_WIN1V, 0);
SetGpuReg(REG_OFFSET_WININ, 0);
SetGpuReg(REG_OFFSET_WINOUT, 0);
CpuFill16(0, (void *)VRAM, VRAM_SIZE);
CpuFill32(0, (void *)OAM, OAM_SIZE);
}
void ShowFrontierPass(void (*callback)(void))
{
AllocateFrontierPassData(callback);
SetMainCallback2(CB2_InitFrontierPass);
}
static void LeaveFrontierPass(void)
{
SetMainCallback2(sPassData->callback);
FreeFrontierPassData();
}
static u32 AllocateFrontierPassData(void (*callback)(void))
{
u8 i;
if (sPassData != NULL)
return ERR_ALREADY_DONE;
sPassData = AllocZeroed(sizeof(*sPassData));
if (sPassData == NULL)
return ERR_ALLOC_FAILED;
sPassData->callback = callback;
i = GetCurrentRegionMapSectionId();
if (i != MAPSEC_BATTLE_FRONTIER && i != MAPSEC_ARTISAN_CAVE)
{
// Player is not in the frontier, set
// cursor position to the Trainer Card
sPassData->cursorX = 176;
sPassData->cursorY = 104;
}
else
{
// Player is in the frontier, set
// cursor position to the frontier map
sPassData->cursorX = 176;
sPassData->cursorY = 48;
}
sPassData->battlePoints = gSaveBlock2Ptr->frontier.battlePoints;
sPassData->hasBattleRecord = CanCopyRecordedBattleSaveData();
sPassData->areaToShow = CURSOR_AREA_NOTHING;
sPassData->trainerStars = CountPlayerTrainerStars();
for (i = 0; i < NUM_FRONTIER_FACILITIES; i++)
{
if (FlagGet(FLAG_SYS_TOWER_SILVER + i * 2))
sPassData->facilitySymbols[i]++;
if (FlagGet(FLAG_SYS_TOWER_GOLD + i * 2))
sPassData->facilitySymbols[i]++;
}
return SUCCESS;
}
static u32 FreeFrontierPassData(void)
{
if (sPassData == NULL)
return ERR_ALREADY_DONE;
memset(sPassData, 0, sizeof(*sPassData)); // Why clear data, if it's going to be freed anyway?
FREE_AND_SET_NULL(sPassData);
return SUCCESS;
}
static u32 AllocateFrontierPassGfx(void)
{
if (sPassGfx != NULL)
return ERR_ALREADY_DONE;
sPassGfx = AllocZeroed(sizeof(*sPassGfx));
if (sPassGfx == NULL)
return ERR_ALLOC_FAILED;
return SUCCESS;
}
static u32 FreeFrontierPassGfx(void)
{
FreeAllWindowBuffers();
if (sPassGfx == NULL)
return ERR_ALREADY_DONE;
TRY_FREE_AND_SET_NULL(sPassGfx->battleRecordTilemap);
TRY_FREE_AND_SET_NULL(sPassGfx->mapAndCardTilemap);
TRY_FREE_AND_SET_NULL(sPassGfx->mapAndCardZoomTilemap);
memset(sPassGfx, 0, sizeof(*sPassGfx)); // Why clear data, if it's going to be freed anyway?
FREE_AND_SET_NULL(sPassGfx);
return SUCCESS;
}
static void VBlankCB_FrontierPass(void)
{
if (sPassGfx->zooming)
{
SetBgAffine(2,
sBgAffineCoords[sPassData->areaToShow - 1][0] << 8,
sBgAffineCoords[sPassData->areaToShow - 1][1] << 8,
sBgAffineCoords[sPassData->areaToShow - 1][0],
sBgAffineCoords[sPassData->areaToShow - 1][1],
sPassGfx->scaleX,
sPassGfx->scaleY,
0);
}
LoadOam();
ProcessSpriteCopyRequests();
TransferPlttBuffer();
}
static void CB2_FrontierPass(void)
{
RunTasks();
AnimateSprites();
BuildOamBuffer();
}
static void CB2_InitFrontierPass(void)
{
if (InitFrontierPass())
{
CreateTask(Task_HandleFrontierPassInput, 0);
SetMainCallback2(CB2_FrontierPass);
}
}
static void CB2_HideFrontierPass(void)
{
if (HideFrontierPass())
LeaveFrontierPass();
}
static bool32 InitFrontierPass(void)
{
u32 sizeOut = 0;
switch (sPassData->state)
{
case 0:
SetVBlankCallback(NULL);
ScanlineEffect_Stop();
SetVBlankHBlankCallbacksToNull();
DisableInterrupts(INTR_FLAG_HBLANK);
break;
case 1:
ResetGpuRegsAndBgs();
break;
case 2:
ResetTasks();
ResetSpriteData();
FreeAllSpritePalettes();
ResetPaletteFade();
ResetTempTileDataBuffers();
break;
case 3:
AllocateFrontierPassGfx();
break;
case 4:
ResetBgsAndClearDma3BusyFlags(0);
InitBgsFromTemplates(1, sPassBgTemplates, ARRAY_COUNT(sPassBgTemplates));
SetBgTilemapBuffer(1, sPassGfx->tilemapBuff1);
SetBgTilemapBuffer(2, sPassGfx->tilemapBuff2);
SetBgTilemapBuffer(3, sPassGfx->tilemapBuff3);
SetBgAttribute(2, BG_ATTR_WRAPAROUND, 1);
break;
case 5:
InitWindows(sPassWindowTemplates);
DeactivateAllTextPrinters();
break;
case 6:
sPassGfx->mapAndCardZoomTilemap = malloc_and_decompress(sMapAndCard_Zooming_Tilemap, &sizeOut);
sPassGfx->mapAndCardTilemap = malloc_and_decompress(sMapAndCard_ZoomedOut_Tilemap, &sizeOut);
sPassGfx->battleRecordTilemap = malloc_and_decompress(sBattleRecord_Tilemap, &sizeOut);
DecompressAndCopyTileDataToVram(1, gFrontierPassBg_Gfx, 0, 0, 0);
DecompressAndCopyTileDataToVram(2, gFrontierPassMapAndCard_Gfx, 0, 0, 0);
break;
case 7:
if (FreeTempTileDataBuffersIfPossible())
return FALSE;
FillBgTilemapBufferRect_Palette0(0, 0, 0, 0, DISPLAY_TILE_WIDTH, DISPLAY_TILE_HEIGHT);
FillBgTilemapBufferRect_Palette0(1, 0, 0, 0, DISPLAY_TILE_WIDTH, DISPLAY_TILE_HEIGHT);
FillBgTilemapBufferRect_Palette0(2, 0, 0, 0, DISPLAY_TILE_WIDTH, DISPLAY_TILE_HEIGHT);
CopyBgTilemapBufferToVram(0);
CopyBgTilemapBufferToVram(1);
CopyBgTilemapBufferToVram(2);
break;
case 8:
LoadPalette(gFrontierPassBg_Pal, 0, NUM_BG_PAL_SLOTS * PLTT_SIZE_4BPP);
LoadPalette(gFrontierPassBg_Pal[1 + sPassData->trainerStars], BG_PLTT_ID(1), PLTT_SIZE_4BPP);
LoadPalette(GetTextWindowPalette(0), BG_PLTT_ID(15), PLTT_SIZE_4BPP);
DrawFrontierPassBg();
UpdateAreaHighlight(sPassData->cursorArea, sPassData->previousCursorArea);
if (sPassData->areaToShow == CURSOR_AREA_MAP || sPassData->areaToShow == CURSOR_AREA_CARD)
{
sPassData->state = 0;
return TRUE;
}
break;
case 9:
SetGpuReg(REG_OFFSET_DISPCNT, DISPCNT_OBJ_ON | DISPCNT_OBJ_1D_MAP);
ShowBg(0);
ShowBg(1);
ShowBg(2);
LoadCursorAndSymbolSprites();
SetVBlankCallback(VBlankCB_FrontierPass);
BlendPalettes(PALETTES_ALL, 16, RGB_BLACK);
BeginNormalPaletteFade(PALETTES_ALL, 0, 16, 0, RGB_BLACK);
break;
case 10:
AnimateSprites();
BuildOamBuffer();
if (UpdatePaletteFade())
return FALSE;
sPassData->state = 0;
return TRUE;
}
sPassData->state++;
return FALSE;
}
static bool32 HideFrontierPass(void)
{
switch (sPassData->state)
{
case 0:
if (sPassData->areaToShow != CURSOR_AREA_MAP && sPassData->areaToShow != CURSOR_AREA_CARD)
{
BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_BLACK);
}
else
{
sPassData->state = 2;
return FALSE;
}
break;
case 1:
if (UpdatePaletteFade())
return FALSE;
break;
case 2:
SetGpuReg(REG_OFFSET_DISPCNT, 0);
HideBg(0);
HideBg(1);
HideBg(2);
SetVBlankCallback(NULL);
ScanlineEffect_Stop();
SetVBlankHBlankCallbacksToNull();
break;
case 3:
FreeCursorAndSymbolSprites();
break;
case 4:
ResetGpuRegsAndBgs();
ResetTasks();
ResetSpriteData();
FreeAllSpritePalettes();
break;
case 5:
UnsetBgTilemapBuffer(0);
UnsetBgTilemapBuffer(1);
UnsetBgTilemapBuffer(2);
FreeFrontierPassGfx();
sPassData->state = 0;
return TRUE;
}
sPassData->state++;
return FALSE;
}
static u8 GetCursorAreaFromCoords(s16 x, s16 y)
{
u8 i;
// Minus/Plus 1, because the table doesn't take CURSOR_AREA_NOTHING into account.
for (i = 0; i < CURSOR_AREA_COUNT - 1; i++)
{
if (sPassAreasLayout[i].yStart <= y && sPassAreasLayout[i].yEnd >= y
&& sPassAreasLayout[i].xStart <= x && sPassAreasLayout[i].xEnd >= x)
{
if (i >= CURSOR_AREA_SYMBOL - 1 && sPassData->facilitySymbols[i - CURSOR_AREA_SYMBOL + 1] == 0)
break;
return i + 1;
}
}
return CURSOR_AREA_NOTHING;
}
// For Task_PassAreaZoom
#define tZoomOut data[0]
void CB2_ReshowFrontierPass(void)
{
u8 taskId;
if (!InitFrontierPass())
return;
switch (sPassData->areaToShow)
{
case CURSOR_AREA_MAP:
case CURSOR_AREA_CARD:
taskId = CreateTask(Task_PassAreaZoom, 0);
gTasks[taskId].tZoomOut = TRUE;
break;
case CURSOR_AREA_RECORD:
default:
sPassData->areaToShow = CURSOR_AREA_NOTHING;
taskId = CreateTask(Task_HandleFrontierPassInput, 0);
break;
}
SetMainCallback2(CB2_FrontierPass);
}
static void CB2_ReturnFromRecord(void)
{
AllocateFrontierPassData(sSavedPassData.callback);
sPassData->cursorX = sSavedPassData.cursorX;
sPassData->cursorY = sSavedPassData.cursorY;
memset(&sSavedPassData, 0, sizeof(sSavedPassData));
switch (InBattlePyramid())
{
case 1:
PlayBGM(MUS_B_PYRAMID);
break;
case 2:
PlayBGM(MUS_B_PYRAMID_TOP);
break;
default:
Overworld_PlaySpecialMapMusic();
break;
}
SetMainCallback2(CB2_ReshowFrontierPass);
}
static void CB2_ShowFrontierPassFeature(void)
{
if (!HideFrontierPass())
return;
switch (sPassData->areaToShow)
{
case CURSOR_AREA_MAP:
ShowFrontierMap(CB2_ReshowFrontierPass);
break;
case CURSOR_AREA_RECORD:
sSavedPassData.callback = sPassData->callback;
sSavedPassData.cursorX = sPassData->cursorX;
sSavedPassData.cursorY = sPassData->cursorY;
FreeFrontierPassData();
PlayRecordedBattle(CB2_ReturnFromRecord);
break;
case CURSOR_AREA_CARD:
ShowPlayerTrainerCard(CB2_ReshowFrontierPass);
break;
}
}
static bool32 TryCallPassAreaFunction(u8 taskId, u8 cursorArea)
{
switch (cursorArea)
{
case CURSOR_AREA_RECORD:
if (!sPassData->hasBattleRecord)
return FALSE;
sPassData->areaToShow = CURSOR_AREA_RECORD;
DestroyTask(taskId);
SetMainCallback2(CB2_ShowFrontierPassFeature);
break;
case CURSOR_AREA_MAP:
case CURSOR_AREA_CARD:
sPassData->areaToShow = cursorArea;
gTasks[taskId].func = Task_PassAreaZoom;
gTasks[taskId].tZoomOut = FALSE;
break;
default:
return FALSE;
}
sPassData->cursorX = sPassGfx->cursorSprite->x;
sPassData->cursorY = sPassGfx->cursorSprite->y;
return TRUE;
}
static void Task_HandleFrontierPassInput(u8 taskId)
{
u8 var = FALSE; // Reused, first informs whether the cursor moves, then used as the new cursor area.
if (JOY_HELD(DPAD_UP) && sPassGfx->cursorSprite->y >= 9)
{
sPassGfx->cursorSprite->y -= 2;
if (sPassGfx->cursorSprite->y <= 7)
sPassGfx->cursorSprite->y = 2;
var = TRUE;
}
if (JOY_HELD(DPAD_DOWN) && sPassGfx->cursorSprite->y <= 135)
{
sPassGfx->cursorSprite->y += 2;
if (sPassGfx->cursorSprite->y >= 137)
sPassGfx->cursorSprite->y = 136;
var = TRUE;
}
if (JOY_HELD(DPAD_LEFT) && sPassGfx->cursorSprite->x >= 6)
{
sPassGfx->cursorSprite->x -= 2;
if (sPassGfx->cursorSprite->x <= 4)
sPassGfx->cursorSprite->x = 5;
var = TRUE;
}
if (JOY_HELD(DPAD_RIGHT) && sPassGfx->cursorSprite->x <= 231)
{
sPassGfx->cursorSprite->x += 2;
if (sPassGfx->cursorSprite->x >= 233)
sPassGfx->cursorSprite->x = 232;
var = TRUE;
}
if (!var) // Cursor did not change.
{
if (sPassData->cursorArea != CURSOR_AREA_NOTHING && JOY_NEW(A_BUTTON))
{
if (sPassData->cursorArea <= CURSOR_AREA_RECORD) // Map, Card, Record
{
PlaySE(SE_SELECT);
if (TryCallPassAreaFunction(taskId, sPassData->cursorArea))
return;
}
else if (sPassData->cursorArea == CURSOR_AREA_CANCEL)
{
PlaySE(SE_PC_OFF);
SetMainCallback2(CB2_HideFrontierPass);
DestroyTask(taskId);
// BUG. The function should return here. Otherwise, it can play the same sound twice and destroy the same task twice.
#ifdef BUGFIX
return;
#endif
}
}
if (JOY_NEW(B_BUTTON))
{
PlaySE(SE_PC_OFF);
SetMainCallback2(CB2_HideFrontierPass);
DestroyTask(taskId);
}
}
else
{
var = GetCursorAreaFromCoords(sPassGfx->cursorSprite->x - 5, sPassGfx->cursorSprite->y + 5);
if (sPassData->cursorArea != var)
{
PrintAreaDescription(var);
sPassData->previousCursorArea = sPassData->cursorArea;
sPassData->cursorArea = var;
UpdateAreaHighlight(sPassData->cursorArea, sPassData->previousCursorArea);
}
}
}
#define tScaleX data[1]
#define tScaleY data[2]
#define tScaleSpeedX data[3]
#define tScaleSpeedY data[4]
// Zoom in/out for the Frontier map or the trainer card
static void Task_PassAreaZoom(u8 taskId)
{
s16 *data = gTasks[taskId].data;
switch (sPassData->state)
{
case 0:
// Initialize the zoom, start fading in/out
if (!tZoomOut)
{
// Zooming in to map/card screen
ShowHideZoomingArea(TRUE, FALSE);
tScaleX = Q_8_8(1);
tScaleY = Q_8_8(1);
tScaleSpeedX = 0x15;
tScaleSpeedY = 0x15;
BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_WHITE);
}
else
{
// Zooming out of map/card screen back to frontier pass
tScaleX = Q_8_8(1.984375); // 1 and 63/64
tScaleY = Q_8_8(1.984375);
tScaleSpeedX = -0x15;
tScaleSpeedY = -0x15;
SetGpuReg(REG_OFFSET_DISPCNT, DISPCNT_OBJ_ON | DISPCNT_OBJ_1D_MAP);
ShowBg(0);
ShowBg(1);
ShowBg(2);
LoadCursorAndSymbolSprites();
SetVBlankCallback(VBlankCB_FrontierPass);
BlendPalettes(PALETTES_ALL, 16, RGB_WHITE);
BeginNormalPaletteFade(PALETTES_ALL, 0, 16, 0, RGB_WHITE);
}
sPassGfx->zooming = TRUE;
sPassGfx->scaleX = MathUtil_Inv16(tScaleX);
sPassGfx->scaleY = MathUtil_Inv16(tScaleY);
break;
case 1:
// Update the fade and zoom
UpdatePaletteFade();
tScaleX += tScaleSpeedX;
tScaleY += tScaleSpeedY;
sPassGfx->scaleX = MathUtil_Inv16(tScaleX);
sPassGfx->scaleY = MathUtil_Inv16(tScaleY);
// Check if zoom hasn't reached target
if (!tZoomOut)
{
if (tScaleX <= Q_8_8(1.984375))
return;
}
else
{
if (tScaleX != Q_8_8(1))
return;
}
break;
case 2:
if (sPassGfx->zooming)
sPassGfx->zooming = FALSE;
if (UpdatePaletteFade())
return;
if (!tZoomOut)
{
// Zoomed in and faded out, switch to map or trainer card
DestroyTask(taskId);
SetMainCallback2(CB2_ShowFrontierPassFeature);
}
else
{
// Zoomed out and faded in, return to frontier pass
ShowHideZoomingArea(FALSE, FALSE);
sPassData->areaToShow = CURSOR_AREA_NOTHING;
gTasks[taskId].func = Task_HandleFrontierPassInput;
}
SetBgAttribute(2, BG_ATTR_WRAPAROUND, 0);
sPassData->state = 0;
return;
}
sPassData->state++;
}
static void ShowAndPrintWindows(void)
{
s32 x;
u8 i;
for (i = 0; i < WINDOW_COUNT; i++)
{
PutWindowTilemap(i);
FillWindowPixelBuffer(i, PIXEL_FILL(0));
}
x = GetStringCenterAlignXOffset(FONT_NORMAL, gText_SymbolsEarned, 96);
AddTextPrinterParameterized3(WINDOW_EARNED_SYMBOLS, FONT_NORMAL, x, 5, sTextColors[0], 0, gText_SymbolsEarned);
x = GetStringCenterAlignXOffset(FONT_NORMAL, gText_BattleRecord, 96);
AddTextPrinterParameterized3(WINDOW_BATTLE_RECORD, FONT_NORMAL, x, 5, sTextColors[0], 0, gText_BattleRecord);
AddTextPrinterParameterized3(WINDOW_BATTLE_POINTS, FONT_SMALL_NARROW, 5, 4, sTextColors[0], 0, gText_BattlePoints);
ConvertIntToDecimalStringN(gStringVar4, sPassData->battlePoints, STR_CONV_MODE_LEFT_ALIGN, 5);
x = GetStringRightAlignXOffset(FONT_SMALL_NARROW, gStringVar4, 91);
AddTextPrinterParameterized3(WINDOW_BATTLE_POINTS, FONT_SMALL_NARROW, x, 16, sTextColors[0], 0, gStringVar4);
sPassData->cursorArea = GetCursorAreaFromCoords(sPassData->cursorX - 5, sPassData->cursorY + 5);
sPassData->previousCursorArea = CURSOR_AREA_NOTHING;
PrintAreaDescription(sPassData->cursorArea);
for (i = 0; i < WINDOW_COUNT; i++)
CopyWindowToVram(i, COPYWIN_FULL);
CopyBgTilemapBufferToVram(0);
}
static void PrintAreaDescription(u8 cursorArea)
{
FillWindowPixelBuffer(WINDOW_DESCRIPTION, PIXEL_FILL(0));
if (cursorArea == CURSOR_AREA_RECORD && !sPassData->hasBattleRecord)
AddTextPrinterParameterized3(WINDOW_DESCRIPTION, FONT_NORMAL, 2, 0, sTextColors[1], 0, sPassAreaDescriptions[CURSOR_AREA_NOTHING]);
else if (cursorArea != CURSOR_AREA_NOTHING)
AddTextPrinterParameterized3(WINDOW_DESCRIPTION, FONT_NORMAL, 2, 0, sTextColors[1], 0, sPassAreaDescriptions[cursorArea]);
CopyWindowToVram(WINDOW_DESCRIPTION, COPYWIN_FULL);
CopyBgTilemapBufferToVram(0);
}
static void ShowHideZoomingArea(bool8 show, bool8 zoomedIn)
{
switch (sPassData->areaToShow)
{
case CURSOR_AREA_MAP:
if (show)
CopyToBgTilemapBufferRect_ChangePalette(2, sPassGfx->mapAndCardZoomTilemap, 16, 3, 12, 7, 16);
else
FillBgTilemapBufferRect(2, 0, 16, 3, 12, 7, 16);
break;
case CURSOR_AREA_CARD:
if (show)
CopyToBgTilemapBufferRect_ChangePalette(2, sPassGfx->mapAndCardZoomTilemap + 84, 16, 10, 12, 7, 16);
else
FillBgTilemapBufferRect(2, 0, 16, 10, 12, 7, 16);
break;
default:
return;
}
CopyBgTilemapBufferToVram(2);
if (zoomedIn)
{
SetBgAffine(2,
sBgAffineCoords[sPassData->areaToShow - 1][0] << 8,
sBgAffineCoords[sPassData->areaToShow - 1][1] << 8,
sBgAffineCoords[sPassData->areaToShow - 1][0],
sBgAffineCoords[sPassData->areaToShow - 1][1],
MathUtil_Inv16(Q_8_8(1.984375)), // 1 and 63/64
MathUtil_Inv16(Q_8_8(1.984375)),
0);
}
else
{
SetBgAffine(2,
sBgAffineCoords[sPassData->areaToShow - 1][0] << 8,
sBgAffineCoords[sPassData->areaToShow - 1][1] << 8,
sBgAffineCoords[sPassData->areaToShow - 1][0],
sBgAffineCoords[sPassData->areaToShow - 1][1],
MathUtil_Inv16(Q_8_8(1)),
MathUtil_Inv16(Q_8_8(1)),
0);
}
}
static void UpdateAreaHighlight(u8 cursorArea, u8 previousCursorArea)
{
#define NON_HIGHLIGHT_AREA(area)((area) == CURSOR_AREA_NOTHING || (area) > CURSOR_AREA_CANCEL)
// If moving off highlightable area, unhighlight it
switch (previousCursorArea)
{
case CURSOR_AREA_MAP:
CopyToBgTilemapBufferRect_ChangePalette(1, sPassGfx->mapAndCardTilemap, 16, 3, 12, 7, 17);
break;
case CURSOR_AREA_CARD:
CopyToBgTilemapBufferRect_ChangePalette(1, sPassGfx->mapAndCardTilemap + 336, 16, 10, 12, 7, 17);
break;
case CURSOR_AREA_RECORD:
if (sPassData->hasBattleRecord)
CopyToBgTilemapBufferRect_ChangePalette(1, sPassGfx->battleRecordTilemap, 2, 10, 12, 3, 17);
else if (NON_HIGHLIGHT_AREA(cursorArea))
return;
break;
case CURSOR_AREA_CANCEL:
CopyToBgTilemapBufferRect_ChangePalette(1, gFrontierPassCancelButton_Tilemap, 21, 0, 9, 2, 17);
break;
default:
if (NON_HIGHLIGHT_AREA(cursorArea))
return;
break;
}
// If moving on to highlightable area, highlight it
switch (cursorArea)
{
case CURSOR_AREA_MAP:
CopyToBgTilemapBufferRect_ChangePalette(1, sPassGfx->mapAndCardTilemap + 168, 16, 3, 12, 7, 17);
break;
case CURSOR_AREA_CARD:
CopyToBgTilemapBufferRect_ChangePalette(1, sPassGfx->mapAndCardTilemap + 504, 16, 10, 12, 7, 17);
break;
case CURSOR_AREA_RECORD:
if (sPassData->hasBattleRecord)
CopyToBgTilemapBufferRect_ChangePalette(1, sPassGfx->battleRecordTilemap + 72, 2, 10, 12, 3, 17);
else
return;
break;
case CURSOR_AREA_CANCEL:
CopyToBgTilemapBufferRect_ChangePalette(1, gFrontierPassCancelButtonHighlighted_Tilemap, 21, 0, 9, 2, 17);
break;
default:
if (NON_HIGHLIGHT_AREA(previousCursorArea))
return;
}
CopyBgTilemapBufferToVram(1);
}
static void DrawFrontierPassBg(void)
{
CopyToBgTilemapBuffer(1, gFrontierPassBg_Tilemap, 0, 0);
UpdateAreaHighlight(sPassData->cursorArea, sPassData->previousCursorArea);
ShowHideZoomingArea(TRUE, sPassData->areaToShow); // If returning to frontier pass from map/card (areaToShow will be != 0)
ShowAndPrintWindows();
CopyBgTilemapBufferToVram(1);
}
static void LoadCursorAndSymbolSprites(void)
{
u8 spriteId;
u8 i = 0;
FreeAllSpritePalettes();
ResetAffineAnimData();
LoadSpritePalettes(sSpritePalettes);
LoadCompressedSpriteSheet(&sCursorSpriteSheets[0]);
LoadCompressedSpriteSheet(&sCursorSpriteSheets[2]);
spriteId = CreateSprite(&sSpriteTemplates_Cursors[0], sPassData->cursorX, sPassData->cursorY, 0);
sPassGfx->cursorSprite = &gSprites[spriteId];
sPassGfx->cursorSprite->oam.priority = 0;
for (i = 0; i < NUM_FRONTIER_FACILITIES; i++)
{
if (sPassData->facilitySymbols[i] != 0)
{
struct SpriteTemplate sprite = sSpriteTemplate_Medal;
sprite.paletteTag += sPassData->facilitySymbols[i] - 1; // Adds 1 if gold for TAG_MEDAL_GOLD
spriteId = CreateSprite(&sprite, sPassAreasLayout[i + CURSOR_AREA_SYMBOL - 1].xStart + 8, sPassAreasLayout[i + CURSOR_AREA_SYMBOL - 1].yStart + 6, i + 1);
sPassGfx->symbolSprites[i] = &gSprites[spriteId];
sPassGfx->symbolSprites[i]->oam.priority = 2;
StartSpriteAnim(sPassGfx->symbolSprites[i], i);
}
}
}
static void FreeCursorAndSymbolSprites(void)
{
u8 i = 0;
DestroySprite(sPassGfx->cursorSprite);
sPassGfx->cursorSprite = NULL;
for (i = 0; i < NUM_FRONTIER_FACILITIES; i++)
{
if (sPassGfx->symbolSprites[i] != NULL)
{
DestroySprite(sPassGfx->symbolSprites[i]);
sPassGfx->symbolSprites[i] = NULL;
}
}
FreeAllSpritePalettes();
FreeSpriteTilesByTag(TAG_MEDAL_SILVER);
FreeSpriteTilesByTag(TAG_CURSOR);
}
static void SpriteCB_PlayerHead(struct Sprite *sprite)
{
}
// Frontier Map code.
// Forward declarations.
static void Task_HandleFrontierMap(u8 taskId);
static void PrintOnFrontierMap(void);
static void InitFrontierMapSprites(void);
static void HandleFrontierMapCursorMove(u8 direction);
static void ShowFrontierMap(void (*callback)(void))
{
if (sMapData != NULL)
SetMainCallback2(callback); // This line doesn't make sense at all, since it gets overwritten later anyway.
sMapData = AllocZeroed(sizeof(*sMapData));
sMapData->callback = callback;
ResetTasks();
CreateTask(Task_HandleFrontierMap, 0);
SetMainCallback2(CB2_FrontierPass);
}
static void FreeFrontierMap(void)
{
ResetTasks();
SetMainCallback2(sMapData->callback);
memset(sMapData, 0, sizeof(*sMapData)); // Pointless memory clear.
FREE_AND_SET_NULL(sMapData);
}
static bool32 InitFrontierMap(void)
{
switch (sPassData->state)
{
case 0:
SetVBlankCallback(NULL);
ScanlineEffect_Stop();
SetVBlankHBlankCallbacksToNull();
break;
case 1:
ResetGpuRegsAndBgs();
break;
case 2:
ResetSpriteData();
FreeAllSpritePalettes();
ResetPaletteFade();
ResetTempTileDataBuffers();
break;
case 3:
ResetBgsAndClearDma3BusyFlags(0);
InitBgsFromTemplates(0, sMapBgTemplates, ARRAY_COUNT(sMapBgTemplates));
SetBgTilemapBuffer(0, sMapData->tilemapBuff0);
SetBgTilemapBuffer(1, sMapData->tilemapBuff1);
SetBgTilemapBuffer(2, sMapData->tilemapBuff2);
FillBgTilemapBufferRect_Palette0(0, 0, 0, 0, DISPLAY_TILE_WIDTH, DISPLAY_TILE_HEIGHT);
FillBgTilemapBufferRect_Palette0(1, 0, 0, 0, DISPLAY_TILE_WIDTH, DISPLAY_TILE_HEIGHT);
FillBgTilemapBufferRect_Palette0(2, 0, 0, 0, DISPLAY_TILE_WIDTH, DISPLAY_TILE_HEIGHT);
CopyBgTilemapBufferToVram(0);
CopyBgTilemapBufferToVram(1);
CopyBgTilemapBufferToVram(2);
break;
case 4:
InitWindows(sMapWindowTemplates);
DeactivateAllTextPrinters();
PrintOnFrontierMap();
DecompressAndCopyTileDataToVram(1, sMapScreen_Gfx, 0, 0, 0);
break;
case 5:
if (FreeTempTileDataBuffersIfPossible())
return FALSE;
LoadPalette(gFrontierPassBg_Pal, BG_PLTT_ID(0), NUM_BG_PAL_SLOTS * PLTT_SIZE_4BPP);
LoadPalette(GetTextWindowPalette(0), BG_PLTT_ID(15), PLTT_SIZE_4BPP);
CopyToBgTilemapBuffer(2, sMapScreen_Tilemap, 0, 0);
CopyBgTilemapBufferToVram(2);
break;
case 6:
SetGpuReg(REG_OFFSET_DISPCNT, DISPCNT_OBJ_ON | DISPCNT_OBJ_1D_MAP);
ShowBg(0);
ShowBg(1);
ShowBg(2);
InitFrontierMapSprites();
SetVBlankCallback(VBlankCB_FrontierPass);
BlendPalettes(PALETTES_ALL, 16, RGB_WHITE);
BeginNormalPaletteFade(PALETTES_ALL, 0, 16, 0, RGB_WHITE);
break;
case 7:
if (UpdatePaletteFade())
return FALSE;
sPassData->state = 0;
return TRUE;
}
sPassData->state++;
return FALSE;
}
static bool32 ExitFrontierMap(void)
{
switch (sPassData->state)
{
case 0:
BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_WHITE);
break;
case 1:
if (UpdatePaletteFade())
return FALSE;
SetGpuReg(REG_OFFSET_DISPCNT, 0);
HideBg(0);
HideBg(1);
HideBg(2);
break;
case 2:
SetVBlankCallback(NULL);
ScanlineEffect_Stop();
SetVBlankHBlankCallbacksToNull();
break;
case 3:
if (sMapData->cursorSprite != NULL)
{
DestroySprite(sMapData->cursorSprite);
FreeSpriteTilesByTag(TAG_CURSOR);
}
if (sMapData->mapIndicatorSprite != NULL)
{
DestroySprite(sMapData->mapIndicatorSprite);
FreeSpriteTilesByTag(TAG_MAP_INDICATOR);
}
if (sMapData->playerHeadSprite != NULL)
{
DestroySprite(sMapData->playerHeadSprite);
FreeSpriteTilesByTag(TAG_HEAD_MALE);
}
FreeAllWindowBuffers();
break;
case 4:
ResetGpuRegsAndBgs();
ResetSpriteData();
FreeAllSpritePalettes();
break;
case 5:
UnsetBgTilemapBuffer(0);
UnsetBgTilemapBuffer(1);
UnsetBgTilemapBuffer(2);
sPassData->state = 0;
return TRUE;
}
sPassData->state++;
return FALSE;
}
#define tState data[0]
#define tMoveSteps data[1]
static void Task_HandleFrontierMap(u8 taskId)
{
s16 *data = gTasks[taskId].data;
switch (tState)
{
case 0:
if (InitFrontierMap())
break;
return;
case 1:
if (JOY_NEW(B_BUTTON))
{
PlaySE(SE_PC_OFF);
tState = 4;
}
else if (JOY_NEW(DPAD_DOWN))
{
if (sMapData->cursorPos >= NUM_FRONTIER_FACILITIES - 1)
HandleFrontierMapCursorMove(0);
else
tState = 2;
}
else if (JOY_NEW(DPAD_UP))
{
if (sMapData->cursorPos == 0)
HandleFrontierMapCursorMove(1);
else
tState = 3;
}
return;
case 2:
if (tMoveSteps > 3)
{
HandleFrontierMapCursorMove(0);
tMoveSteps = 0;
tState = 1;
}
else
{
sMapData->cursorSprite->y += 4;
tMoveSteps++;
}
return;
case 3:
if (tMoveSteps > 3)
{
HandleFrontierMapCursorMove(1);
tMoveSteps = 0;
tState = 1;
}
else
{
sMapData->cursorSprite->y -= 4;
tMoveSteps++;
}
return;
case 4:
if (ExitFrontierMap())
break;
return;
case 5:
DestroyTask(taskId);
FreeFrontierMap();
return;
}
tState++;
}
static u8 MapNumToFrontierFacilityId(u16 mapNum) // id + 1, zero means not a frontier map number
{
// In Battle Tower
if ((mapNum >= MAP_NUM(BATTLE_FRONTIER_BATTLE_TOWER_LOBBY) && mapNum <= MAP_NUM(BATTLE_FRONTIER_BATTLE_TOWER_BATTLE_ROOM))
|| (mapNum >= MAP_NUM(BATTLE_FRONTIER_BATTLE_TOWER_MULTI_PARTNER_ROOM) && mapNum <= MAP_NUM(BATTLE_FRONTIER_BATTLE_TOWER_MULTI_BATTLE_ROOM)))
return FRONTIER_FACILITY_TOWER + 1;
// In Battle Dome
else if (mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_DOME_LOBBY)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_DOME_CORRIDOR)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_DOME_PRE_BATTLE_ROOM)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_DOME_BATTLE_ROOM))
return FRONTIER_FACILITY_DOME + 1;
// In Battle Palace
else if (mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PALACE_LOBBY)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PALACE_CORRIDOR)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PALACE_BATTLE_ROOM))
return FRONTIER_FACILITY_PALACE + 1;
// In Battle Arena
else if (mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_ARENA_LOBBY)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_ARENA_CORRIDOR)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_ARENA_BATTLE_ROOM))
return FRONTIER_FACILITY_ARENA + 1;
// In Battle Factory
else if (mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_FACTORY_LOBBY)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_FACTORY_PRE_BATTLE_ROOM)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_FACTORY_BATTLE_ROOM))
return FRONTIER_FACILITY_FACTORY + 1;
// In Battle Pike
else if (mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PIKE_LOBBY)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PIKE_CORRIDOR)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PIKE_THREE_PATH_ROOM)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PIKE_ROOM_NORMAL)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PIKE_ROOM_FINAL)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PIKE_ROOM_WILD_MONS))
return FRONTIER_FACILITY_PIKE + 1;
// In Battle Pyramid
else if (mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PYRAMID_LOBBY)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PYRAMID_FLOOR)
|| mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PYRAMID_TOP))
return FRONTIER_FACILITY_PYRAMID + 1;
else
return 0;
}
static void InitFrontierMapSprites(void)
{
struct SpriteTemplate sprite;
u8 spriteId;
u8 id;
s16 x = 0, y;
FreeAllSpritePalettes();
LoadSpritePalettes(sSpritePalettes);
LoadCompressedSpriteSheet(&sCursorSpriteSheets[0]);
spriteId = CreateSprite(&sSpriteTemplates_Cursors[0], 155, (sMapData->cursorPos * 16) + 8, 2);
sMapData->cursorSprite = &gSprites[spriteId];
sMapData->cursorSprite->oam.priority = 0;
sMapData->cursorSprite->hFlip = TRUE;
StartSpriteAnim(sMapData->cursorSprite, 1);
LoadCompressedSpriteSheet(&sCursorSpriteSheets[1]);
spriteId = CreateSprite(&sSpriteTemplates_Cursors[1], sMapLandmarks[sMapData->cursorPos].x, sMapLandmarks[sMapData->cursorPos].y, 1);
sMapData->mapIndicatorSprite = &gSprites[spriteId];
sMapData->mapIndicatorSprite->oam.priority = 0;
StartSpriteAnim(sMapData->mapIndicatorSprite, sMapLandmarks[sMapData->cursorPos].animNum);
// Create player indicator head sprite only if it's in vicinity of battle frontier.
id = GetCurrentRegionMapSectionId();
if (id == MAPSEC_BATTLE_FRONTIER || id == MAPSEC_ARTISAN_CAVE)
{
s8 mapNum = gSaveBlock1Ptr->location.mapNum;
if (mapNum == MAP_NUM(BATTLE_FRONTIER_OUTSIDE_WEST)
|| (mapNum == MAP_NUM(BATTLE_FRONTIER_OUTSIDE_EAST) && (x = 55)))
{
x += gSaveBlock1Ptr->pos.x;
y = gSaveBlock1Ptr->pos.y;
x /= 8;
y /= 8;
id = 0;
}
else
{
id = MapNumToFrontierFacilityId(mapNum);
if (id != 0)
{
x = sMapLandmarks[id - 1].x;
y = sMapLandmarks[id - 1].y;
}
else
{
// Handle Artisan Cave.
if (gSaveBlock1Ptr->escapeWarp.mapNum == MAP_NUM(BATTLE_FRONTIER_OUTSIDE_EAST))
x = gSaveBlock1Ptr->escapeWarp.x + 55;
else
x = gSaveBlock1Ptr->escapeWarp.x;
y = gSaveBlock1Ptr->escapeWarp.y;
x /= 8;
y /= 8;
}
}
LoadCompressedSpriteSheet(sHeadsSpriteSheet);
sprite = sSpriteTemplate_PlayerHead;
sprite.paletteTag = gSaveBlock2Ptr->playerGender + TAG_HEAD_MALE; // TAG_HEAD_FEMALE if gender is FEMALE
if (id != 0)
{
spriteId = CreateSprite(&sprite, x, y, 0);
}
else
{
x *= 8;
y *= 8;
spriteId = CreateSprite(&sprite, x + 20, y + 36, 0);
}
sMapData->playerHeadSprite = &gSprites[spriteId];
sMapData->playerHeadSprite->oam.priority = 0;
if (gSaveBlock2Ptr->playerGender != MALE)
StartSpriteAnim(sMapData->playerHeadSprite, 1);
}
}
static void PrintOnFrontierMap(void)
{
u8 i;
for (i = 0; i < MAP_WINDOW_COUNT; i++)
{
PutWindowTilemap(i);
FillWindowPixelBuffer(i, PIXEL_FILL(0));
}
for (i = 0; i < NUM_FRONTIER_FACILITIES; i++)
{
if (i == sMapData->cursorPos)
AddTextPrinterParameterized3(MAP_WINDOW_NAME, FONT_NARROW, 4, (i * 16) + 1, sTextColors[2], 0, sMapLandmarks[i].name);
else
AddTextPrinterParameterized3(MAP_WINDOW_NAME, FONT_NARROW, 4, (i * 16) + 1, sTextColors[1], 0, sMapLandmarks[i].name);
}
AddTextPrinterParameterized3(MAP_WINDOW_DESCRIPTION, FONT_NORMAL, 4, 0, sTextColors[0], 0, sMapLandmarks[sMapData->cursorPos].description);
for (i = 0; i < MAP_WINDOW_COUNT; i++)
CopyWindowToVram(i, COPYWIN_FULL);
CopyBgTilemapBufferToVram(0);
}
static void HandleFrontierMapCursorMove(u8 direction)
{
u8 oldCursorPos, i;
if (direction)
{
oldCursorPos = sMapData->cursorPos;
sMapData->cursorPos = (oldCursorPos + 6) % NUM_FRONTIER_FACILITIES;
}
else
{
oldCursorPos = sMapData->cursorPos;
sMapData->cursorPos = (oldCursorPos + 1) % NUM_FRONTIER_FACILITIES;
}
AddTextPrinterParameterized3(MAP_WINDOW_NAME, FONT_NARROW, 4, (oldCursorPos * 16) + 1, sTextColors[1], 0, sMapLandmarks[oldCursorPos].name);
AddTextPrinterParameterized3(MAP_WINDOW_NAME, FONT_NARROW, 4, (sMapData->cursorPos * 16) + 1, sTextColors[2], 0, sMapLandmarks[sMapData->cursorPos].name);
sMapData->cursorSprite->y = (sMapData->cursorPos * 16) + 8;
StartSpriteAnim(sMapData->mapIndicatorSprite, sMapLandmarks[sMapData->cursorPos].animNum);
sMapData->mapIndicatorSprite->x = sMapLandmarks[sMapData->cursorPos].x;
sMapData->mapIndicatorSprite->y = sMapLandmarks[sMapData->cursorPos].y;
FillWindowPixelBuffer(MAP_WINDOW_DESCRIPTION, PIXEL_FILL(0));
AddTextPrinterParameterized3(MAP_WINDOW_DESCRIPTION, FONT_NORMAL, 4, 0, sTextColors[0], 0, sMapLandmarks[sMapData->cursorPos].description);
for (i = 0; i < MAP_WINDOW_COUNT; i++)
CopyWindowToVram(i, COPYWIN_FULL);
CopyBgTilemapBufferToVram(0);
PlaySE(SE_DEX_SCROLL);
}