diff options
author | DizzyEggg <jajkodizzy@wp.pl> | 2017-12-24 11:15:00 +0100 |
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committer | DizzyEggg <jajkodizzy@wp.pl> | 2017-12-24 11:15:00 +0100 |
commit | 43f23b8a78a0111c88d671942a012d8d4b28596c (patch) | |
tree | 743beb78116eb7f6558e8a6c906873e584cbf8b2 /include | |
parent | 3a3772c74ff76a258ffa4b6515fa07d5c96a2979 (diff) | |
parent | f209cbd7a0519b49fcf3f1b7a3fca27d6dcaacd8 (diff) |
Merge branch 'master' into dump_pointers
Diffstat (limited to 'include')
-rw-r--r-- | include/bike.h | 78 | ||||
-rw-r--r-- | include/field_player_avatar.h | 21 | ||||
-rw-r--r-- | include/global.fieldmap.h | 45 |
3 files changed, 130 insertions, 14 deletions
diff --git a/include/bike.h b/include/bike.h new file mode 100644 index 000000000..e625ad438 --- /dev/null +++ b/include/bike.h @@ -0,0 +1,78 @@ +#ifndef GUARD_BIKE_H +#define GUARD_BIKE_H + +// the struct below is used for checking button combinations of the last input so that the acro can potentially perform a side/turn jump. +// its possible that at some point Game Freak intended for the acro bike to have more complex tricks: but only the acro jump combinations can be seen in the final ROM. +struct BikeHistoryInputInfo +{ + u32 dirHistoryMatch; // the direction you need to press + u32 abStartSelectHistoryMatch; // the button you need to press + u32 dirHistoryMask; // mask applied so that way only the recent nybble (the recent input) is checked + u32 abStartSelectHistoryMask; // mask applied so that way only the recent nybble (the recent input) is checked + const u8 *dirTimerHistoryList; // list of timers to check for direction before the button+dir combination can be verified. + const u8 *abStartSelectHistoryList; // list of timers to check for buttons before the button+dir combination can be verified. + u32 direction; // direction to jump +}; + +// Player speeds +enum +{ + SPEED_STANDING, + SPEED_NORMAL, + SPEED_FAST, + SPEED_FASTER, + SPEED_FASTEST, +}; + +// mach bike transitions enum +enum +{ + MACH_TRANS_FACE_DIRECTION, + MACH_TRANS_TURN_DIRECTION, + MACH_TRANS_KEEP_MOVING, + MACH_TRANS_START_MOVING +}; + +// Acro bike states +enum +{ + ACRO_STATE_NORMAL, + ACRO_STATE_TURNING, + ACRO_STATE_WHEELIE_STANDING, + ACRO_STATE_BUNNY_HOP, + ACRO_STATE_WHEELIE_MOVING, + ACRO_STATE_SIDE_JUMP, + ACRO_STATE_TURN_JUMP, +}; + +// Acro bike transitions +enum +{ + ACRO_TRANS_FACE_DIRECTION, + ACRO_TRANS_TURN_DIRECTION, + ACRO_TRANS_MOVING, + ACRO_TRANS_NORMAL_TO_WHEELIE, + ACRO_TRANS_WHEELIE_TO_NORMAL, + ACRO_TRANS_WHEELIE_IDLE, + ACRO_TRANS_WHEELIE_HOPPING_STANDING, + ACRO_TRANS_WHEELIE_HOPPING_MOVING, + ACRO_TRANS_SIDE_JUMP, + ACRO_TRANS_TURN_JUMP, + ACRO_TRANS_WHEELIE_MOVING, + ACRO_TRANS_WHEELIE_RISING_MOVING, + ACRO_TRANS_WHEELIE_LOWERING_MOVING, +}; + +void MovePlayerOnBike(u8 direction, u16 newKeys, u16 heldKeys); +void Bike_TryAcroBikeHistoryUpdate(u16 newKeys, u16 heldKeys); +bool8 RS_IsRunningDisallowed(u8 tile); +bool8 IsBikingDisallowedByPlayer(void); +bool8 player_should_look_direction_be_enforced_upon_movement(void); +void GetOnOffBike(u8 transitionFlags); +void BikeClearState(int newDirHistory, int newAbStartHistory); +void Bike_UpdateBikeCounterSpeed(u8 counter); +s16 GetPlayerSpeed(void); +void Bike_HandleBumpySlopeJump(void); +bool32 IsRunningDisallowed(u8 metatile); + +#endif // GUARD_BIKE_H diff --git a/include/field_player_avatar.h b/include/field_player_avatar.h index a3c40bc42..cc4c65448 100644 --- a/include/field_player_avatar.h +++ b/include/field_player_avatar.h @@ -9,6 +9,27 @@ void PlayerGetDestCoords(s16 *, s16 *); u8 player_get_direction_lower_nybble(void); u8 player_get_direction_upper_nybble(void); u8 player_get_x22(void); +void PlayerGoSpeed1(u8); +void PlayerGoSpeed2(u8); +void PlayerGoSpeed3(u8); +void PlayerGoSpeed4(u8); +void PlayerOnBikeCollide(u8); +void PlayerFaceDirection(u8 a); +void PlayerTurnInPlace(u8 a); +void PlayerJumpLedge(u8 a); +void PlayerIdleWheelie(u8 a); +void PlayerStartWheelie(u8 a); +void PlayerEndWheelie(u8 a); +void PlayerStandingHoppingWheelie(u8 a); +void PlayerMovingHoppingWheelie(u8 a); +void PlayerLedgeHoppingWheelie(u8 a); +void PlayerAcroTurnJump(u8 a); +void PlayerSetAnimId(u8 a, u8 b); +bool8 IsPlayerCollidingWithFarawayIslandMew(u8 direction); +void PlayerOnBikeCollideWithFarawayIslandMew(u8 direction); +u8 CheckForFieldObjectCollision(struct MapObject *a, s16 b, s16 c, u8 d, u8 e); +u8 PlayerGetZCoord(void); +void SetPlayerAvatarTransitionFlags(u16 a); void sub_808BCE8(void); void sub_808D074(u8); diff --git a/include/global.fieldmap.h b/include/global.fieldmap.h index 3e9f13523..b12febefd 100644 --- a/include/global.fieldmap.h +++ b/include/global.fieldmap.h @@ -299,25 +299,42 @@ enum COLLISION_LEDGE_JUMP = 6 }; -struct PlayerAvatar /* 0x202E858 */ +// player running states +enum +{ + NOT_MOVING, + TURN_DIRECTION, // not the same as turning! turns your avatar without moving. also known as a turn frame in some circles + MOVING, +}; + +// player tile transition states +enum +{ + T_NOT_MOVING, + T_TILE_TRANSITION, + T_TILE_CENTER, // player is on a frame in which they are centered on a tile during which the player either stops or keeps their momentum and keeps going, changing direction if necessary. +}; + +struct PlayerAvatar { /*0x00*/ u8 flags; - /*0x01*/ u8 bike; - /*0x02*/ u8 running2; - /*0x03*/ u8 running1; + /*0x01*/ u8 unk1; // used to be named bike, but its definitely not that. seems to be some transition flags + /*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is turn direction, 02 is moving. + /*0x03*/ u8 tileTransitionState; // this is a transition running state: 00 is not moving, 01 is transition between tiles, 02 means you are on the frame in which you have centered on a tile but are about to keep moving, even if changing directions. 2 is also used for a ledge hop, since you are transitioning. /*0x04*/ u8 spriteId; /*0x05*/ u8 mapObjectId; - /*0x06*/ u8 unk6; + /*0x06*/ bool8 preventStep; /*0x07*/ u8 gender; - u8 acroBikeState; - u8 unk9; - u8 bikeFrameCounter; - u8 unkB; - u32 unkC; - u32 unk10; - u8 unk14[8]; - u8 unk1C[8]; - // TODO: rest of struct + /*0x08*/ u8 acroBikeState; // 00 is normal, 01 is turning, 02 is standing wheelie, 03 is hopping wheelie + /*0x09*/ u8 newDirBackup; // during bike movement, the new direction as opposed to player's direction is backed up here. + /*0x0A*/ u8 bikeFrameCounter; // on the mach bike, when this value is 1, the bike is moving but not accelerating yet for 1 tile. on the acro bike, this acts as a timer for acro bike. + /*0x0B*/ u8 bikeSpeed; + // acro bike only + /*0x0C*/ u32 directionHistory; // up/down/left/right history is stored in each nybble, but using the field directions and not the io inputs. + /*0x10*/ u32 abStartSelectHistory; // same as above but for A + B + start + select only + // these two are timer history arrays which [0] is the active timer for acro bike. every element is backed up to the next element upon update. + /*0x14*/ u8 dirTimerHistory[8]; + /*0x1C*/ u8 abStartSelectTimerHistory[8]; }; struct Camera |