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-rw-r--r--src/field_map_obj.c50
1 files changed, 50 insertions, 0 deletions
diff --git a/src/field_map_obj.c b/src/field_map_obj.c
index c434ee7db..82e74747d 100644
--- a/src/field_map_obj.c
+++ b/src/field_map_obj.c
@@ -9,6 +9,7 @@
#include "rom_818CFC8.h"
#include "rom_81BE66C.h"
#include "field_ground_effect.h"
+#include "map_obj_8097404.h"
#include "field_map_obj.h"
#define NUM_FIELD_MAP_OBJECT_TEMPLATES 0x51
@@ -645,3 +646,52 @@ u8 AddPseudoFieldObject(u16 graphicsId, void (*callback)(struct Sprite *), s16 x
}
return spriteIdx;
}
+
+u8 sprite_new(u8 graphicsId, u8 a1, s16 x, s16 y, u8 z, u8 direction)
+{
+ const struct MapObjectGraphicsInfo *graphicsInfo;
+ struct SpriteTemplate spriteTemplate;
+ const struct SubspriteTable *subspriteTables;
+ u8 spriteId;
+ struct Sprite *sprite;
+
+ graphicsInfo = GetFieldObjectGraphicsInfo(graphicsId);
+ MakeObjectTemplateFromFieldObjectGraphicsInfo(graphicsId, sub_8097AC8, &spriteTemplate, &subspriteTables);
+ *(u16 *)&spriteTemplate.paletteTag = 0xffff;
+ x += 7;
+ y += 7;
+ sub_80930E0(&x, &y, 8, 16);
+ spriteId = CreateSpriteAtEnd(&spriteTemplate, x, y, 0);
+ if (spriteId != MAX_SPRITES)
+ {
+ sprite = &gSprites[spriteId];
+ sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
+ sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
+ sprite->pos1.y += sprite->centerToCornerVecY;
+ sprite->oam.paletteNum = graphicsInfo->paletteSlot;
+ if (sprite->oam.paletteNum >= 16)
+ {
+ sprite->oam.paletteNum -= 16;
+ }
+ sprite->coordOffsetEnabled = TRUE;
+ sprite->data0 = a1;
+ sprite->data1 = z;
+ if (graphicsInfo->paletteSlot == 10)
+ {
+ npc_load_two_palettes__and_record(graphicsInfo->paletteTag1, graphicsInfo->paletteSlot);
+ }
+ else if (graphicsInfo->paletteSlot >= 16)
+ {
+ sub_808EAB0(graphicsInfo->paletteTag1, graphicsInfo->paletteSlot | 0xf0);
+ }
+ if (subspriteTables != NULL)
+ {
+ SetSubspriteTables(sprite, subspriteTables);
+ sprite->subspriteMode = 2;
+ }
+ InitObjectPriorityByZCoord(sprite, z);
+ SetObjectSubpriorityByZCoord(z, sprite, 1);
+ StartSpriteAnim(sprite, FieldObjectDirectionToImageAnimId(direction));
+ }
+ return spriteId;
+}