diff options
Diffstat (limited to 'src/field_player_avatar.c')
-rw-r--r-- | src/field_player_avatar.c | 172 |
1 files changed, 90 insertions, 82 deletions
diff --git a/src/field_player_avatar.c b/src/field_player_avatar.c index f57cc9979..cc4c03c9d 100644 --- a/src/field_player_avatar.c +++ b/src/field_player_avatar.c @@ -31,7 +31,7 @@ #include "constants/songs.h" #include "constants/trainer_types.h" -static EWRAM_DATA u8 gUnknown_0203734C = 0; +static EWRAM_DATA u8 sSpinStartFacingDir = 0; EWRAM_DATA struct ObjectEvent gObjectEvents[OBJECT_EVENTS_COUNT] = {}; EWRAM_DATA struct PlayerAvatar gPlayerAvatar = {}; @@ -138,7 +138,7 @@ static u8 Fishing_PutRodAway(struct Task *task); static u8 Fishing_EndNoMon(struct Task *task); static void AlignFishingAnimationFrames(void); -static u8 sub_808D38C(struct ObjectEvent *object, s16 *a1); +static u8 TrySpinPlayerForWarp(struct ObjectEvent *object, s16 *a1); // .rodata @@ -2050,54 +2050,64 @@ static void AlignFishingAnimationFrames(void) SetSurfBobWhileFishingState(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, 1, playerSprite->pos2.y); } -void sub_808D074(u8 a0) +void SetSpinStartFacingDir(u8 direction) { - gUnknown_0203734C = a0; + sSpinStartFacingDir = direction; } -static u8 sub_808D080(void) +static u8 GetSpinStartFacingDir(void) { - if (gUnknown_0203734C == 0) - { - return 1; - } - return gUnknown_0203734C; + if (sSpinStartFacingDir == DIR_NONE) + return DIR_SOUTH; + + return sSpinStartFacingDir; } -static void sub_808D094(u8 taskId) +// Task data for Task_DoPlayerSpinEntrance and Task_DoPlayerSpinExit +#define tState data[0] +#define tSpinDelayTimer data[1] +#define tSpeed data[2] +#define tCurY data[3] +#define tDestY data[4] +#define tStartDir data[5] +#define tPriority data[6] +#define tSubpriority data[7] +#define tGroundTimer data[8] + +static void Task_DoPlayerSpinExit(u8 taskId) { struct ObjectEvent *object = &gObjectEvents[gPlayerAvatar.objectEventId]; struct Sprite *sprite = &gSprites[object->spriteId]; s16 *data = gTasks[taskId].data; - switch (data[0]) + switch (tState) { - case 0: + case 0: // Init if (!ObjectEventClearHeldMovementIfFinished(object)) - { return; - } - sub_808D074(object->facingDirection); - data[1] = 0; - data[2] = 1; - data[3] = (u16)(sprite->pos1.y + sprite->pos2.y) << 4; + SetSpinStartFacingDir(object->facingDirection); + tSpinDelayTimer = 0; + tSpeed = 1; + tCurY = (u16)(sprite->pos1.y + sprite->pos2.y) << 4; sprite->pos2.y = 0; CameraObjectReset2(); object->fixedPriority = TRUE; sprite->oam.priority = 0; sprite->subpriority = 0; sprite->subspriteMode = SUBSPRITES_OFF; - data[0]++; - case 1: - sub_808D38C(object, &data[1]); - data[3] -= data[2]; - data[2] += 3; - sprite->pos1.y = data[3] >> 4; + tState++; + case 1: // Spin while rising + TrySpinPlayerForWarp(object, &tSpinDelayTimer); + + // Rise and accelerate + tCurY -= tSpeed; + tSpeed += 3; + sprite->pos1.y = tCurY >> 4; + + // Check if offscreen if (sprite->pos1.y + (s16)gTotalCameraPixelOffsetY < -32) - { - data[0]++; - } + tState++; break; case 2: DestroyTask(taskId); @@ -2105,84 +2115,86 @@ static void sub_808D094(u8 taskId) } } -static void sub_808D1FC(u8 taskId); +static void Task_DoPlayerSpinEntrance(u8 taskId); -void sub_808D194(void) +void DoPlayerSpinEntrance(void) { - sub_808D1FC(CreateTask(sub_808D1FC, 0)); + Task_DoPlayerSpinEntrance(CreateTask(Task_DoPlayerSpinEntrance, 0)); } -bool32 sub_808D1B4(void) +bool32 IsPlayerSpinEntranceActive(void) { - return FuncIsActiveTask(sub_808D1FC); + return FuncIsActiveTask(Task_DoPlayerSpinEntrance); } -void sub_808D1C8(void) +void DoPlayerSpinExit(void) { - sub_808D094(CreateTask(sub_808D094, 0)); + Task_DoPlayerSpinExit(CreateTask(Task_DoPlayerSpinExit, 0)); } -bool32 sub_808D1E8(void) +bool32 IsPlayerSpinExitActive(void) { - return FuncIsActiveTask(sub_808D094); + return FuncIsActiveTask(Task_DoPlayerSpinExit); } -static const u8 gUnknown_084975BC[] = {DIR_SOUTH, DIR_WEST, DIR_EAST, DIR_NORTH, DIR_SOUTH}; +static const u8 sSpinDirections[] = {DIR_SOUTH, DIR_WEST, DIR_EAST, DIR_NORTH, DIR_SOUTH}; -static void sub_808D1FC(u8 taskId) +static void Task_DoPlayerSpinEntrance(u8 taskId) { struct ObjectEvent *object = &gObjectEvents[gPlayerAvatar.objectEventId]; struct Sprite *sprite = &gSprites[object->spriteId]; s16 *data = gTasks[taskId].data; - switch (data[0]) + switch (tState) { case 0: - data[5] = sub_808D080(); - ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(gUnknown_084975BC[data[5]])); - data[1] = 0; - data[2] = 116; - data[4] = sprite->pos1.y; - data[6] = sprite->oam.priority; - data[7] = sprite->subpriority; - data[3] = -((u16)sprite->pos2.y + 32) * 16; + // Because the spin start facing direction is never set for this + // warp type, the player will always exit the warp facing South. + // This may have been intentional, unclear + tStartDir = GetSpinStartFacingDir(); + ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(sSpinDirections[tStartDir])); + tSpinDelayTimer = 0; + tSpeed = 116; + tDestY = sprite->pos1.y; + tPriority = sprite->oam.priority; + tSubpriority = sprite->subpriority; + tCurY = -((u16)sprite->pos2.y + 32) * 16; sprite->pos2.y = 0; CameraObjectReset2(); object->fixedPriority = TRUE; sprite->oam.priority = 1; sprite->subpriority = 0; sprite->subspriteMode = SUBSPRITES_OFF; - data[0]++; - case 1: - sub_808D38C(object, &data[1]); - data[3] += data[2]; - data[2] -= 3; - if (data[2] < 4) + tState++; + case 1: // Spin while descending + TrySpinPlayerForWarp(object, &tSpinDelayTimer); + + // Fall and decelerate + tCurY += tSpeed; + tSpeed -= 3; + if (tSpeed < 4) + tSpeed = 4; + sprite->pos1.y = tCurY >> 4; + + // Check if reached dest + if (sprite->pos1.y >= tDestY) { - data[2] = 4; - } - sprite->pos1.y = data[3] >> 4; - if (sprite->pos1.y >= data[4]) - { - sprite->pos1.y = data[4]; - data[8] = 0; - data[0]++; + sprite->pos1.y = tDestY; + tGroundTimer = 0; + tState++; } break; - case 2: - sub_808D38C(object, &data[1]); - data[8]++; - if (data[8] > 8) - { - data[0]++; - } + case 2: // Spin on ground + TrySpinPlayerForWarp(object, &tSpinDelayTimer); + if (++tGroundTimer > 8) + tState++; break; - case 3: - if (data[5] == sub_808D38C(object, &data[1])) + case 3: // Spin until facing original direction + if (tStartDir == TrySpinPlayerForWarp(object, &tSpinDelayTimer)) { object->fixedPriority = 0; - sprite->oam.priority = data[6]; - sprite->subpriority = data[7]; + sprite->oam.priority = tPriority; + sprite->subpriority = tSubpriority; CameraObjectReset1(); DestroyTask(taskId); } @@ -2190,19 +2202,15 @@ static void sub_808D1FC(u8 taskId) } } -static u8 sub_808D38C(struct ObjectEvent *object, s16 *a1) +static u8 TrySpinPlayerForWarp(struct ObjectEvent *object, s16 *delayTimer) { - if (*a1 < 8 && ++(*a1) < 8) - { + if (*delayTimer < 8 && ++(*delayTimer) < 8) return object->facingDirection; - } if (!ObjectEventCheckHeldMovementStatus(object)) - { return object->facingDirection; - } - ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(gUnknown_084975BC[object->facingDirection])); - *a1 = 0; - return gUnknown_084975BC[object->facingDirection]; + ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(sSpinDirections[object->facingDirection])); + *delayTimer = 0; + return sSpinDirections[object->facingDirection]; } |