diff options
author | PikalaxALT <PikalaxALT@gmail.com> | 2020-03-28 21:39:28 -0400 |
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committer | PikalaxALT <PikalaxALT@gmail.com> | 2020-03-28 21:39:28 -0400 |
commit | 0f618efb15b2ca6248d73c979fab7df248563e5a (patch) | |
tree | 581d1a5c7be1ab204439a390ff19ca231f0d2b6e /src/overworld.c | |
parent | 781aa8949c1e7ea0b1ac2c7fa3ae36226e98c289 (diff) |
Finish overworld.c
Diffstat (limited to 'src/overworld.c')
-rw-r--r-- | src/overworld.c | 1094 |
1 files changed, 1090 insertions, 4 deletions
diff --git a/src/overworld.c b/src/overworld.c index 4fb6be314..39ed1ada8 100644 --- a/src/overworld.c +++ b/src/overworld.c @@ -1,6 +1,7 @@ #include "global.h" #include "gflib.h" #include "bg_regs.h" +#include "cable_club.h" #include "event_data.h" #include "event_object_movement.h" #include "event_scripts.h" @@ -18,6 +19,7 @@ #include "heal_location.h" #include "help_system.h" #include "link.h" +#include "link_rfu.h" #include "load_save.h" #include "m4a.h" #include "map_name_popup.h" @@ -38,6 +40,7 @@ #include "scanline_effect.h" #include "script.h" #include "script_pokemon_util.h" +#include "start_menu.h" #include "tileset_anims.h" #include "trainer_pokemon_sprites.h" #include "vs_seeker.h" @@ -48,6 +51,23 @@ #include "constants/region_map_sections.h" #include "constants/songs.h" +#define PLAYER_TRADING_STATE_IDLE 0x80 +#define PLAYER_TRADING_STATE_BUSY 0x81 +#define PLAYER_TRADING_STATE_UNK_2 0x82 +#define PLAYER_TRADING_STATE_EXITING_ROOM 0x83 + +#define FACING_NONE 0 +#define FACING_UP 1 +#define FACING_DOWN 2 +#define FACING_LEFT 3 +#define FACING_RIGHT 4 +#define FACING_FORCED_UP 7 +#define FACING_FORCED_DOWN 8 +#define FACING_FORCED_LEFT 9 +#define FACING_FORCED_RIGHT 10 + +typedef u16 (*KeyInterCB)(u32 key); + struct InitialPlayerAvatarState { u8 transitionFlags; @@ -55,6 +75,16 @@ struct InitialPlayerAvatarState bool8 unk2; }; +struct TradeRoomPlayer +{ + u8 playerId; + u8 isLocalPlayer; + u8 c; + u8 facing; + struct MapPosition pos; + u16 field_C; +}; + EWRAM_DATA struct WarpData gLastUsedWarp = {}; EWRAM_DATA struct WarpData sWarpDestination = {}; EWRAM_DATA struct WarpData gFixedDiveWarp = {}; @@ -86,6 +116,11 @@ u16 gHeldKeyCodeToSend; u8 gLocalLinkPlayerId; u8 gFieldLinkPlayerCount; +IWRAM_DATA u8 sPlayerTradingStates[4]; +IWRAM_DATA KeyInterCB sPlayerKeyInterceptCallback; +IWRAM_DATA bool8 gUnknown_3000E88; +IWRAM_DATA u8 sRfuKeepAliveTimer; + u8 CountBadgesForOverworldWhiteOutLossCalculation(void); void Overworld_ResetStateAfterWhitingOut(void); void Overworld_SetWhiteoutRespawnPoint(void); @@ -133,12 +168,54 @@ bool8 sub_8057650(void); void sub_8057748(struct CameraObject * camera); void sub_805781C(u8 taskId); void sub_8057854(u8 taskId); -void SpawnLinkPlayerObjectEvent(u8 i, s16 x, s16 y, u8 gender); -void CreateLinkPlayerSprite(u8 i, u8 version); -void ClearAllPlayerKeys(void); -u8 GetSpriteForLinkedPlayer(u8 linkPlayerId); + void CB1_UpdateLinkState(void); void ResetAllMultiplayerState(void); +void ClearAllPlayerKeys(void); +void SetKeyInterceptCallback(KeyInterCB callback); +void ResetAllTradingStates(void); +void UpdateAllLinkPlayers(u16 *linkKeys, s32 selfId); +void UpdateHeldKeyCode(u16 interceptedKeys); +u32 GetLinkSendQueueLength(void); +u16 GetDirectionForDpadKey(u16 key); +void SetPlayerFacingDirection(u8 linkPlayerId, u8 setFacing); +void ResetPlayerHeldKeys(u16 *linkKeys); +u16 KeyInterCB_SelfIdle(u32 linkPlayerId); +u16 KeyInterCB_DeferToEventScript(u32 linkPlayerId); +u16 KeyInterCB_DeferToRecvQueue(u32 linkPlayerId); +u16 KeyInterCB_DeferToSendQueue(u32 linkPlayerId); +void LoadTradeRoomPlayer(s32 i, s32 selfId, struct TradeRoomPlayer * trainer); +bool32 PlayerIsAtSouthExit(struct TradeRoomPlayer * player); +const u8 *TryGetTileEventScript(struct TradeRoomPlayer * player); +const u8 *TryInteractWithPlayer(struct TradeRoomPlayer * player); +bool32 sub_8057FEC(struct TradeRoomPlayer * player); +bool32 sub_8058004(struct TradeRoomPlayer * player); +u16 GetDirectionForEventScript(const u8 *script); +void sub_80581BC(void); +void CreateConfirmLeaveTradeRoomPrompt(void); +void InitLinkRoomStartMenuScript(void); +void InitMenuBasedScript(const u8 *script); +void sub_80581DC(const u8 *script); +void sub_8058230(void); +void SpawnLinkPlayerObjectEvent(u8 i, s16 x, s16 y, u8 gender); +void InitLinkPlayerObjectEventPos(struct ObjectEvent *objEvent, s16 x, s16 y); +u8 GetSpriteForLinkedPlayer(u8 linkPlayerId); +void GetLinkPlayerCoords(u8 linkPlayerId, u16 *x, u16 *y); +u8 GetLinkPlayerFacingDirection(u8 linkPlayerId); +u8 GetLinkPlayerElevation(u8 linkPlayerId); +u8 GetLinkPlayerIdAt(s16 x, s16 y); +void CreateLinkPlayerSprite(u8 i, u8 version); +u8 MovementEventModeCB_Normal(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8); +u8 MovementEventModeCB_Ignored(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8); +u8 MovementEventModeCB_Normal_2(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8); +u8 FacingHandler_DoNothing(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8); +u8 FacingHandler_DpadMovement(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8); +u8 FacingHandler_ForcedFacingChange(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8); +void MovementStatusHandler_EnterFreeMode(struct LinkPlayerObjectEvent *, struct ObjectEvent *); +void MovementStatusHandler_TryAdvanceScript(struct LinkPlayerObjectEvent *, struct ObjectEvent *); +u8 FlipVerticalAndClearForced(u8 newFacing, u8 oldFacing); +u8 LinkPlayerDetectCollision(u8 selfObjEventId, u8 a2, s16 x, s16 y); +void SpriteCB_LinkPlayer(struct Sprite * sprite); extern const struct MapLayout * gMapLayouts[]; extern const struct MapHeader *const *gMapGroups[]; @@ -2463,3 +2540,1012 @@ void sub_8057854(u8 taskId) DestroyTask(taskId); } } + +// Link related + +u8 (*const gLinkPlayerMovementModes[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8) = { + MovementEventModeCB_Normal, // MOVEMENT_MODE_FREE + MovementEventModeCB_Ignored, // MOVEMENT_MODE_FROZEN + MovementEventModeCB_Normal_2, // MOVEMENT_MODE_SCRIPTED +}; + +// These handlers return TRUE if the movement was scripted and successful, and FALSE otherwise. +bool8 (*const gLinkPlayerFacingHandlers[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8) = { + FacingHandler_DoNothing, + FacingHandler_DpadMovement, + FacingHandler_DpadMovement, + FacingHandler_DpadMovement, + FacingHandler_DpadMovement, + FacingHandler_DoNothing, + FacingHandler_DoNothing, + FacingHandler_ForcedFacingChange, + FacingHandler_ForcedFacingChange, + FacingHandler_ForcedFacingChange, + FacingHandler_ForcedFacingChange, +}; + +// These handlers are run after an attempted movement. +void (*const gMovementStatusHandler[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *) = { + // FALSE: + MovementStatusHandler_EnterFreeMode, + // TRUE: + MovementStatusHandler_TryAdvanceScript, +}; + +void CB1_UpdateLinkState(void) +{ + if (gWirelessCommType == 0 || !IsRfuRecvQueueEmpty() || !IsSendingKeysToLink()) + { + u8 selfId = gLocalLinkPlayerId; + UpdateAllLinkPlayers(gLinkPartnersHeldKeys, selfId); + + // Note: Because guestId is between 0 and 4, while the smallest key code is + // LINK_KEY_CODE_EMPTY, this is functionally equivalent to `sPlayerKeyInterceptCallback(0)`. + // It is expecting the callback to be KeyInterCB_SelfIdle, and that will + // completely ignore any input parameters. + // + // UpdateHeldKeyCode performs a sanity check on its input; if + // sPlayerKeyInterceptCallback echoes back the argument, which is selfId, then + // it'll use LINK_KEY_CODE_EMPTY instead. + // + // Note 2: There are some key intercept callbacks that treat the key as a player + // ID. It's so hacky. + UpdateHeldKeyCode(sPlayerKeyInterceptCallback(selfId)); + ClearAllPlayerKeys(); + } +} + +void ResetAllMultiplayerState(void) +{ + ResetAllTradingStates(); + SetKeyInterceptCallback(KeyInterCB_SelfIdle); +} + +void ClearAllPlayerKeys(void) +{ + ResetPlayerHeldKeys(gLinkPartnersHeldKeys); +} + +void SetKeyInterceptCallback(KeyInterCB func) +{ + sRfuKeepAliveTimer = 0; + sPlayerKeyInterceptCallback = func; +} + +// Once every ~60 frames, if the link state hasn't changed (timer reset by calls +// to SetKeyInterceptCallback), it does a bunch of sanity checks on the connection. +// I'm not sure if sRfuKeepAliveTimer is reset in the process, though; rfu stuff is +// still undocumented. +void CheckRfuKeepAliveTimer(void) +{ + if (gWirelessCommType != 0 && ++sRfuKeepAliveTimer > 60) + LinkRfu_FatalError(); +} + +void ResetAllTradingStates(void) +{ + s32 i; + for (i = 0; i < 4; i++) + sPlayerTradingStates[i] = PLAYER_TRADING_STATE_IDLE; +} + +// Returns true if all connected players are in tradingState. +bool32 AreAllPlayersInTradingState(u16 tradingState) +{ + s32 i; + s32 count = gFieldLinkPlayerCount; + + for (i = 0; i < count; i++) + if (sPlayerTradingStates[i] != tradingState) + return FALSE; + return TRUE; +} + +bool32 IsAnyPlayerInTradingState(u16 tradingState) +{ + s32 i; + s32 count = gFieldLinkPlayerCount; + + for (i = 0; i < count; i++) + if (sPlayerTradingStates[i] == tradingState) + return TRUE; + return FALSE; +} + +void HandleLinkPlayerKeyInput(u32 playerId, u16 key, struct TradeRoomPlayer *trainer, u16 *forceFacing) +{ + const u8 *script; + + if (sPlayerTradingStates[playerId] == PLAYER_TRADING_STATE_IDLE) + { + script = TryGetTileEventScript(trainer); + if (script) + { + *forceFacing = GetDirectionForEventScript(script); + sPlayerTradingStates[playerId] = PLAYER_TRADING_STATE_BUSY; + if (trainer->isLocalPlayer) + { + SetKeyInterceptCallback(KeyInterCB_DeferToEventScript); + sub_80581DC(script); + } + return; + } + if (IsAnyPlayerInTradingState(PLAYER_TRADING_STATE_EXITING_ROOM) == TRUE) + { + sPlayerTradingStates[playerId] = PLAYER_TRADING_STATE_BUSY; + if (trainer->isLocalPlayer) + { + SetKeyInterceptCallback(KeyInterCB_DeferToEventScript); + sub_8058230(); + } + return; + } + + switch (key) + { + case LINK_KEY_CODE_START_BUTTON: + if (sub_8058004(trainer)) + { + sPlayerTradingStates[playerId] = PLAYER_TRADING_STATE_BUSY; + if (trainer->isLocalPlayer) + { + SetKeyInterceptCallback(KeyInterCB_DeferToEventScript); + InitLinkRoomStartMenuScript(); + } + } + break; + case LINK_KEY_CODE_DPAD_DOWN: + if (PlayerIsAtSouthExit(trainer) == TRUE) + { + sPlayerTradingStates[playerId] = PLAYER_TRADING_STATE_BUSY; + if (trainer->isLocalPlayer) + { + SetKeyInterceptCallback(KeyInterCB_DeferToEventScript); + CreateConfirmLeaveTradeRoomPrompt(); + } + } + break; + case LINK_KEY_CODE_A_BUTTON: + script = TryInteractWithPlayer(trainer); + if (script) + { + sPlayerTradingStates[playerId] = PLAYER_TRADING_STATE_BUSY; + if (trainer->isLocalPlayer) + { + SetKeyInterceptCallback(KeyInterCB_DeferToEventScript); + InitMenuBasedScript(script); + } + } + break; + case LINK_KEY_CODE_HANDLE_RECV_QUEUE: + if (sub_8057FEC(trainer)) + { + sPlayerTradingStates[playerId] = PLAYER_TRADING_STATE_BUSY; + if (trainer->isLocalPlayer) + { + SetKeyInterceptCallback(KeyInterCB_DeferToRecvQueue); + sub_80581BC(); + } + } + break; + case LINK_KEY_CODE_HANDLE_SEND_QUEUE: + if (sub_8057FEC(trainer)) + { + sPlayerTradingStates[playerId] = PLAYER_TRADING_STATE_BUSY; + if (trainer->isLocalPlayer) + { + SetKeyInterceptCallback(KeyInterCB_DeferToSendQueue); + sub_80581BC(); + } + } + break; + } + } + + switch (key) + { + case LINK_KEY_CODE_EXIT_ROOM: + sPlayerTradingStates[playerId] = PLAYER_TRADING_STATE_EXITING_ROOM; + break; + case LINK_KEY_CODE_UNK_2: + sPlayerTradingStates[playerId] = PLAYER_TRADING_STATE_UNK_2; + break; + case LINK_KEY_CODE_UNK_4: + sPlayerTradingStates[playerId] = PLAYER_TRADING_STATE_IDLE; + if (trainer->isLocalPlayer) + SetKeyInterceptCallback(KeyInterCB_SelfIdle); + break; + case LINK_KEY_CODE_UNK_7: + if (sPlayerTradingStates[playerId] == PLAYER_TRADING_STATE_UNK_2) + sPlayerTradingStates[playerId] = PLAYER_TRADING_STATE_BUSY; + break; + } +} + +void UpdateAllLinkPlayers(u16 *keys, s32 selfId) +{ + struct TradeRoomPlayer trainer; + s32 i; + + for (i = 0; i < MAX_LINK_PLAYERS; i++) + { + u8 key = keys[i]; + u16 setFacing = FACING_NONE; + LoadTradeRoomPlayer(i, selfId, &trainer); + HandleLinkPlayerKeyInput(i, key, &trainer, &setFacing); + if (sPlayerTradingStates[i] == PLAYER_TRADING_STATE_IDLE) + setFacing = GetDirectionForDpadKey(key); + SetPlayerFacingDirection(i, setFacing); + } +} + +void UpdateHeldKeyCode(u16 key) +{ + if (key >= LINK_KEY_CODE_EMPTY && key < LINK_KEY_CODE_UNK_8) + gHeldKeyCodeToSend = key; + else + gHeldKeyCodeToSend = LINK_KEY_CODE_EMPTY; + + if (gWirelessCommType != 0 + && GetLinkSendQueueLength() > 1 + && IsUpdateLinkStateCBActive() == TRUE + && IsSendingKeysToLink() == TRUE) + { + switch (key) + { + case LINK_KEY_CODE_EMPTY: + case LINK_KEY_CODE_DPAD_DOWN: + case LINK_KEY_CODE_DPAD_UP: + case LINK_KEY_CODE_DPAD_LEFT: + case LINK_KEY_CODE_DPAD_RIGHT: + case LINK_KEY_CODE_START_BUTTON: + case LINK_KEY_CODE_A_BUTTON: + gHeldKeyCodeToSend = LINK_KEY_CODE_NULL; + break; + } + } +} + +u16 KeyInterCB_ReadButtons(u32 key) +{ + if (JOY_HELD(DPAD_UP)) + return LINK_KEY_CODE_DPAD_UP; + else if (JOY_HELD(DPAD_DOWN)) + return LINK_KEY_CODE_DPAD_DOWN; + else if (JOY_HELD(DPAD_LEFT)) + return LINK_KEY_CODE_DPAD_LEFT; + else if (JOY_HELD(DPAD_RIGHT)) + return LINK_KEY_CODE_DPAD_RIGHT; + else if (JOY_NEW(START_BUTTON)) + return LINK_KEY_CODE_START_BUTTON; + else if (JOY_NEW(A_BUTTON)) + return LINK_KEY_CODE_A_BUTTON; + else + return LINK_KEY_CODE_EMPTY; +} + +u16 GetDirectionForDpadKey(u16 a1) +{ + switch (a1) + { + case LINK_KEY_CODE_DPAD_RIGHT: + return FACING_RIGHT; + case LINK_KEY_CODE_DPAD_LEFT: + return FACING_LEFT; + case LINK_KEY_CODE_DPAD_UP: + return FACING_UP; + case LINK_KEY_CODE_DPAD_DOWN: + return FACING_DOWN; + default: + return FACING_NONE; + } +} + +// Overwrites the keys with 0x11 +void ResetPlayerHeldKeys(u16 *keys) +{ + s32 i; + for (i = 0; i < 4; i++) + keys[i] = LINK_KEY_CODE_EMPTY; +} + +u16 KeyInterCB_SelfIdle(u32 key) +{ + if (ScriptContext2_IsEnabled() == TRUE) + return LINK_KEY_CODE_EMPTY; + if (GetLinkRecvQueueLength() > 4) + return LINK_KEY_CODE_HANDLE_RECV_QUEUE; + if (GetLinkSendQueueLength() <= 4) + return KeyInterCB_ReadButtons(key); + return LINK_KEY_CODE_HANDLE_SEND_QUEUE; +} + +u16 sub_8057D98(u32 key) +{ + CheckRfuKeepAliveTimer(); + return LINK_KEY_CODE_EMPTY; +} + +// Ignore the player's inputs as long as there is an event script +// in ScriptContext2. +u16 KeyInterCB_DeferToEventScript(u32 key) +{ + u16 retVal; + if (ScriptContext2_IsEnabled() == TRUE) + { + retVal = LINK_KEY_CODE_EMPTY; + } + else + { + retVal = LINK_KEY_CODE_UNK_4; + SetKeyInterceptCallback(sub_8057D98); + } + return retVal; +} + +// Ignore the player's inputs as long as there are events being recived. +u16 KeyInterCB_DeferToRecvQueue(u32 key) +{ + u16 retVal; + if (GetLinkRecvQueueLength() > 2) + { + retVal = LINK_KEY_CODE_EMPTY; + } + else + { + retVal = LINK_KEY_CODE_UNK_4; + ScriptContext2_Disable(); + SetKeyInterceptCallback(sub_8057D98); + } + return retVal; +} + +// Ignore the player's inputs as long as there are events being sent. +u16 KeyInterCB_DeferToSendQueue(u32 key) +{ + u16 retVal; + if (GetLinkSendQueueLength() > 2) + { + retVal = LINK_KEY_CODE_EMPTY; + } + else + { + retVal = LINK_KEY_CODE_UNK_4; + ScriptContext2_Disable(); + SetKeyInterceptCallback(sub_8057D98); + } + return retVal; +} + +u16 KeyInterCB_DoNothingAndKeepAlive(u32 key) +{ + CheckRfuKeepAliveTimer(); + return LINK_KEY_CODE_EMPTY; +} + +u16 sub_8057E1C(u32 keyOrPlayerId) +{ + if (sPlayerTradingStates[keyOrPlayerId] == PLAYER_TRADING_STATE_UNK_2) + { + if (JOY_NEW(B_BUTTON)) + { + SetKeyInterceptCallback(KeyInterCB_DoNothingAndKeepAlive); + return LINK_KEY_CODE_UNK_7; + } + else + { + return LINK_KEY_CODE_EMPTY; + } + } + else + { + CheckRfuKeepAliveTimer(); + return LINK_KEY_CODE_EMPTY; + } +} + +u16 sub_8057E58(u32 a1) +{ + SetKeyInterceptCallback(sub_8057E1C); + return LINK_KEY_CODE_UNK_2; +} + +u16 KeyInterCB_SendNothing(u32 key) +{ + return LINK_KEY_CODE_EMPTY; +} + +u16 KeyInterCB_WaitForPlayersToExit(u32 keyOrPlayerId) +{ + // keyOrPlayerId could be any keycode. This callback does no sanity checking + // on the size of the key. It's assuming that it is being called from + // CB1_UpdateLinkState. + if (sPlayerTradingStates[keyOrPlayerId] != PLAYER_TRADING_STATE_EXITING_ROOM) + CheckRfuKeepAliveTimer(); + if (AreAllPlayersInTradingState(PLAYER_TRADING_STATE_EXITING_ROOM) == TRUE) + { + ScriptContext1_SetupScript(CableClub_EventScript_DoLinkRoomExit); + SetKeyInterceptCallback(KeyInterCB_SendNothing); + } + return LINK_KEY_CODE_EMPTY; +} + +u16 KeyInterCB_SendExitRoomKey(u32 key) +{ + SetKeyInterceptCallback(KeyInterCB_WaitForPlayersToExit); + return LINK_KEY_CODE_EXIT_ROOM; +} + +// Duplicate function. +u16 KeyInterCB_SendNothing_2(u32 key) +{ + return LINK_KEY_CODE_EMPTY; +} + +u32 sub_8057EC0(void) +{ + if (IsAnyPlayerInTradingState(PLAYER_TRADING_STATE_EXITING_ROOM) == TRUE) + return 2; + if (sPlayerKeyInterceptCallback == sub_8057E1C && sPlayerTradingStates[gLocalLinkPlayerId] != PLAYER_TRADING_STATE_UNK_2) + return 0; + if (sPlayerKeyInterceptCallback == KeyInterCB_DoNothingAndKeepAlive && sPlayerTradingStates[gLocalLinkPlayerId] == PLAYER_TRADING_STATE_BUSY) + return 2; + if (AreAllPlayersInTradingState(PLAYER_TRADING_STATE_UNK_2) != FALSE) + return 1; + return 0; +} + +bool32 sub_8057F28(void) +{ + return IsAnyPlayerInTradingState(PLAYER_TRADING_STATE_EXITING_ROOM); +} + +u16 sub_8057F34(void) +{ + SetKeyInterceptCallback(sub_8057E58); + return 0; +} + +u16 sub_8057F48(void) +{ + SetKeyInterceptCallback(KeyInterCB_DeferToEventScript); + return 0; +} + +// The exit room key will be sent at the next opportunity. +// The return value is meaningless. +u16 QueueExitLinkRoomKey(void) +{ + SetKeyInterceptCallback(KeyInterCB_SendExitRoomKey); + return 0; +} + +u16 sub_8057F70(void) +{ + SetKeyInterceptCallback(KeyInterCB_SendNothing_2); + return 0; +} + +void LoadTradeRoomPlayer(s32 linkPlayerId, s32 myPlayerId, struct TradeRoomPlayer *trainer) +{ + s16 x, y; + + trainer->playerId = linkPlayerId; + trainer->isLocalPlayer = (linkPlayerId == myPlayerId) ? 1 : 0; + trainer->c = gLinkPlayerObjectEvents[linkPlayerId].movementMode; + trainer->facing = GetLinkPlayerFacingDirection(linkPlayerId); + GetLinkPlayerCoords(linkPlayerId, &x, &y); + trainer->pos.x = x; + trainer->pos.y = y; + trainer->pos.height = GetLinkPlayerElevation(linkPlayerId); + trainer->field_C = MapGridGetMetatileBehaviorAt(x, y); +} + +bool32 sub_8057FEC(struct TradeRoomPlayer *player) +{ + u8 v1 = player->c; + if (v1 == MOVEMENT_MODE_SCRIPTED || v1 == MOVEMENT_MODE_FREE) + return TRUE; + else + return FALSE; +} + +// Duplicate function. +bool32 sub_8058004(struct TradeRoomPlayer *player) +{ + u8 v1 = player->c; + if (v1 == MOVEMENT_MODE_SCRIPTED || v1 == MOVEMENT_MODE_FREE) + return TRUE; + else + return FALSE; +} + +const u8 *TryGetTileEventScript(struct TradeRoomPlayer *player) +{ + if (player->c != MOVEMENT_MODE_SCRIPTED) + return FACING_NONE; + return GetCoordEventScriptAtMapPosition(&player->pos); +} + +bool32 PlayerIsAtSouthExit(struct TradeRoomPlayer *player) +{ + if (player->c != MOVEMENT_MODE_SCRIPTED && player->c != MOVEMENT_MODE_FREE) + return FALSE; + else if (!MetatileBehavior_IsSouthArrowWarp(player->field_C)) + return FALSE; + else if (player->facing != DIR_SOUTH) + return FALSE; + else + return TRUE; +} + +const u8 *TryInteractWithPlayer(struct TradeRoomPlayer *player) +{ + struct MapPosition otherPlayerPos; + u8 linkPlayerId; + + if (player->c != MOVEMENT_MODE_FREE && player->c != MOVEMENT_MODE_SCRIPTED) + return FACING_NONE; + + otherPlayerPos = player->pos; + otherPlayerPos.x += gDirectionToVectors[player->facing].x; + otherPlayerPos.y += gDirectionToVectors[player->facing].y; + otherPlayerPos.height = 0; + linkPlayerId = GetLinkPlayerIdAt(otherPlayerPos.x, otherPlayerPos.y); + + if (linkPlayerId != 4) + { + if (!player->isLocalPlayer) + return CableClub_EventScript_TooBusyToNotice; + else if (sPlayerTradingStates[linkPlayerId] != PLAYER_TRADING_STATE_IDLE) + return CableClub_EventScript_TooBusyToNotice; + else if (!GetSeeingLinkPlayerCardMsg(linkPlayerId)) + return CableClub_EventScript_ReadTrainerCard; + else + return CableClub_EventScript_ReadTrainerCardColored; + } + + return GetInteractedLinkPlayerScript(&otherPlayerPos, player->field_C, player->facing); +} + +// This returns which direction to force the player to look when one of +// these event scripts runs. +u16 GetDirectionForEventScript(const u8 *script) +{ + if (script == BattleColosseum_4P_EventScript_PlayerSpot0) + return FACING_FORCED_RIGHT; + else if (script == BattleColosseum_4P_EventScript_PlayerSpot1) + return FACING_FORCED_LEFT; + else if (script == BattleColosseum_4P_EventScript_PlayerSpot2) + return FACING_FORCED_RIGHT; + else if (script == BattleColosseum_4P_EventScript_PlayerSpot3) + return FACING_FORCED_LEFT; + else if (script == RecordCenter_EventScript_Spot0) + return FACING_FORCED_RIGHT; + else if (script == RecordCenter_EventScript_Spot1) + return FACING_FORCED_LEFT; + else if (script == RecordCenter_EventScript_Spot2) + return FACING_FORCED_RIGHT; + else if (script == RecordCenter_EventScript_Spot3) + return FACING_FORCED_LEFT; + else if (script == BattleColosseum_2P_EventScript_PlayerSpot0) + return FACING_FORCED_RIGHT; + else if (script == BattleColosseum_2P_EventScript_PlayerSpot1) + return FACING_FORCED_LEFT; + else if (script == TradeCenter_EventScript_Chair0) + return FACING_FORCED_RIGHT; + else if (script == TradeCenter_EventScript_Chair1) + return FACING_FORCED_LEFT; + else + return FACING_NONE; +} + +void sub_80581BC(void) +{ + ScriptContext2_Enable(); +} + +void InitLinkRoomStartMenuScript(void) +{ + PlaySE(SE_WIN_OPEN); + ShowStartMenu(); + ScriptContext2_Enable(); +} + +void sub_80581DC(const u8 *script) +{ + PlaySE(SE_SELECT); + ScriptContext1_SetupScript(script); + ScriptContext2_Enable(); +} + +void CreateConfirmLeaveTradeRoomPrompt(void) +{ + PlaySE(SE_WIN_OPEN); + ScriptContext1_SetupScript(TradeCenter_ConfirmLeaveRoom); + ScriptContext2_Enable(); +} + +void InitMenuBasedScript(const u8 *script) +{ + PlaySE(SE_SELECT); + ScriptContext1_SetupScript(script); + ScriptContext2_Enable(); +} + +void sub_8058230(void) +{ + ScriptContext1_SetupScript(TradeCenter_TerminateLink); + ScriptContext2_Enable(); +} + +bool32 sub_8058244(void) +{ + if (!IsUpdateLinkStateCBActive()) + return FALSE; + if (GetLinkRecvQueueLength() >= 3) + gUnknown_3000E88 = TRUE; + else + gUnknown_3000E88 = FALSE; + return gUnknown_3000E88; +} + +bool32 sub_8058274(void) +{ + u8 temp; + + if (GetLinkRecvQueueLength() < 2) + return FALSE; + else if (IsUpdateLinkStateCBActive() != TRUE) + return FALSE; + else if (IsSendingKeysToLink() != TRUE) + return FALSE; + else if (sPlayerKeyInterceptCallback == KeyInterCB_DeferToRecvQueue) + return TRUE; + else if (sPlayerKeyInterceptCallback != KeyInterCB_DeferToEventScript) + return FALSE; + + temp = gUnknown_3000E88; + gUnknown_3000E88 = FALSE; + + if (temp == TRUE) + return TRUE; + else if (gPaletteFade.active && gPaletteFade.softwareFadeFinishing) + return TRUE; + else + return FALSE; +} + +bool32 sub_80582E0(void) +{ + if (GetLinkSendQueueLength() < 2) + return FALSE; + else if (IsUpdateLinkStateCBActive() != TRUE) + return FALSE; + else if (IsSendingKeysToLink() != TRUE) + return FALSE; + else if (sPlayerKeyInterceptCallback == KeyInterCB_DeferToSendQueue) + return TRUE; + else + return FALSE; +} + +bool32 sub_8058318(void) +{ + if (gWirelessCommType != 0) + return FALSE; + else if (!IsSendingKeysToLink()) + return FALSE; + else + return TRUE; +} + +u32 GetLinkSendQueueLength(void) +{ + if (gWirelessCommType != 0) + return Rfu.sendQueue.count; + else + return gLink.sendQueue.count; +} + +void ZeroLinkPlayerObjectEvent(struct LinkPlayerObjectEvent *linkPlayerObjEvent) +{ + memset(linkPlayerObjEvent, 0, sizeof(struct LinkPlayerObjectEvent)); +} + +void ClearLinkPlayerObjectEvents(void) +{ + memset(gLinkPlayerObjectEvents, 0, sizeof(gLinkPlayerObjectEvents)); +} + +void ZeroObjectEvent(struct ObjectEvent *objEvent) +{ + memset(objEvent, 0, sizeof(struct ObjectEvent)); +} + +void SpawnLinkPlayerObjectEvent(u8 linkPlayerId, s16 x, s16 y, u8 a4) +{ + u8 objEventId = GetFirstInactiveObjectEventId(); + struct LinkPlayerObjectEvent *linkPlayerObjEvent = &gLinkPlayerObjectEvents[linkPlayerId]; + struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; + + ZeroLinkPlayerObjectEvent(linkPlayerObjEvent); + ZeroObjectEvent(objEvent); + + linkPlayerObjEvent->active = 1; + linkPlayerObjEvent->linkPlayerId = linkPlayerId; + linkPlayerObjEvent->objEventId = objEventId; + linkPlayerObjEvent->movementMode = MOVEMENT_MODE_FREE; + + objEvent->active = 1; + objEvent->singleMovementActive = a4; + objEvent->range.as_byte = 2; + objEvent->spriteId = 64; + + InitLinkPlayerObjectEventPos(objEvent, x, y); +} + +void InitLinkPlayerObjectEventPos(struct ObjectEvent *objEvent, s16 x, s16 y) +{ + objEvent->currentCoords.x = x; + objEvent->currentCoords.y = y; + objEvent->previousCoords.x = x; + objEvent->previousCoords.y = y; + SetSpritePosToMapCoords(x, y, &objEvent->initialCoords.x, &objEvent->initialCoords.y); + objEvent->initialCoords.x += 8; + ObjectEventUpdateZCoord(objEvent); +} + +void sub_8058488(u8 linkPlayerId, u8 a2) +{ + if (gLinkPlayerObjectEvents[linkPlayerId].active) + { + u8 objEventId = gLinkPlayerObjectEvents[linkPlayerId].objEventId; + struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; + objEvent->range.as_byte = a2; + } +} + +void sub_80584B8(u8 linkPlayerId) +{ + struct LinkPlayerObjectEvent *linkPlayerObjEvent = &gLinkPlayerObjectEvents[linkPlayerId]; + u8 objEventId = linkPlayerObjEvent->objEventId; + struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; + if (objEvent->spriteId != MAX_SPRITES) + DestroySprite(&gSprites[objEvent->spriteId]); + linkPlayerObjEvent->active = 0; + objEvent->active = 0; +} + +// Returns the spriteId corresponding to this player. +u8 GetSpriteForLinkedPlayer(u8 linkPlayerId) +{ + u8 objEventId = gLinkPlayerObjectEvents[linkPlayerId].objEventId; + struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; + return objEvent->spriteId; +} + +void GetLinkPlayerCoords(u8 linkPlayerId, u16 *x, u16 *y) +{ + u8 objEventId = gLinkPlayerObjectEvents[linkPlayerId].objEventId; + struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; + *x = objEvent->currentCoords.x; + *y = objEvent->currentCoords.y; +} + +u8 GetLinkPlayerFacingDirection(u8 linkPlayerId) +{ + u8 objEventId = gLinkPlayerObjectEvents[linkPlayerId].objEventId; + struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; + return objEvent->range.as_byte; +} + +u8 GetLinkPlayerElevation(u8 linkPlayerId) +{ + u8 objEventId = gLinkPlayerObjectEvents[linkPlayerId].objEventId; + struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; + return objEvent->currentElevation; +} + +s32 sub_8058590(u8 linkPlayerId) +{ + u8 objEventId = gLinkPlayerObjectEvents[linkPlayerId].objEventId; + struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; + return 16 - (s8)objEvent->directionSequenceIndex; +} + +u8 GetLinkPlayerIdAt(s16 x, s16 y) +{ + u8 i; + for (i = 0; i < MAX_LINK_PLAYERS; i++) + { + if (gLinkPlayerObjectEvents[i].active + && (gLinkPlayerObjectEvents[i].movementMode == 0 || gLinkPlayerObjectEvents[i].movementMode == 2)) + { + struct ObjectEvent *objEvent = &gObjectEvents[gLinkPlayerObjectEvents[i].objEventId]; + if (objEvent->currentCoords.x == x && objEvent->currentCoords.y == y) + return i; + } + } + return 4; +} + +void SetPlayerFacingDirection(u8 linkPlayerId, u8 facing) +{ + struct LinkPlayerObjectEvent *linkPlayerObjEvent = &gLinkPlayerObjectEvents[linkPlayerId]; + u8 objEventId = linkPlayerObjEvent->objEventId; + struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; + + if (linkPlayerObjEvent->active) + { + if (facing > FACING_FORCED_RIGHT) + { + objEvent->triggerGroundEffectsOnMove = 1; + } + else + { + // This is a hack to split this code onto two separate lines, without declaring a local variable. + // C++ style inline variables would be nice here. +#define TEMP gLinkPlayerMovementModes[linkPlayerObjEvent->movementMode](linkPlayerObjEvent, objEvent, facing) + + gMovementStatusHandler[TEMP](linkPlayerObjEvent, objEvent); + + // Clean up the hack. +#undef TEMP + } + } +} + +u8 MovementEventModeCB_Normal(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3) +{ + return gLinkPlayerFacingHandlers[a3](linkPlayerObjEvent, objEvent, a3); +} + +u8 MovementEventModeCB_Ignored(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3) +{ + return FACING_UP; +} + +// Duplicate Function +u8 MovementEventModeCB_Normal_2(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3) +{ + return gLinkPlayerFacingHandlers[a3](linkPlayerObjEvent, objEvent, a3); +} + +bool8 FacingHandler_DoNothing(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3) +{ + return FALSE; +} + +bool8 FacingHandler_DpadMovement(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3) +{ + s16 x, y; + + objEvent->range.as_byte = FlipVerticalAndClearForced(a3, objEvent->range.as_byte); + ObjectEventMoveDestCoords(objEvent, objEvent->range.as_byte, &x, &y); + + if (LinkPlayerDetectCollision(linkPlayerObjEvent->objEventId, objEvent->range.as_byte, x, y)) + { + return FALSE; + } + else + { + objEvent->directionSequenceIndex = 16; + ShiftObjectEventCoords(objEvent, x, y); + ObjectEventUpdateZCoord(objEvent); + return TRUE; + } +} + +bool8 FacingHandler_ForcedFacingChange(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3) +{ + objEvent->range.as_byte = FlipVerticalAndClearForced(a3, objEvent->range.as_byte); + return FALSE; +} + +// This is called every time a free movement happens. Most of the time it's a No-Op. +void MovementStatusHandler_EnterFreeMode(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent) +{ + linkPlayerObjEvent->movementMode = MOVEMENT_MODE_FREE; +} + +void MovementStatusHandler_TryAdvanceScript(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent) +{ + objEvent->directionSequenceIndex--; + linkPlayerObjEvent->movementMode = MOVEMENT_MODE_FROZEN; + MoveCoords(objEvent->range.as_byte, &objEvent->initialCoords.x, &objEvent->initialCoords.y); + if (!objEvent->directionSequenceIndex) + { + ShiftStillObjectEventCoords(objEvent); + linkPlayerObjEvent->movementMode = MOVEMENT_MODE_SCRIPTED; + } +} + +// Flip Up/Down facing codes. If newFacing doesn't specify a direction, default +// to oldFacing. Note that this clears also the "FORCED" part of the facing code, +// even for Left/Right codes. +u8 FlipVerticalAndClearForced(u8 newFacing, u8 oldFacing) +{ + switch (newFacing) + { + case FACING_UP: + case FACING_FORCED_UP: + return DIR_NORTH; + case FACING_DOWN: + case FACING_FORCED_DOWN: + return DIR_SOUTH; + case FACING_LEFT: + case FACING_FORCED_LEFT: + return DIR_WEST; + case FACING_RIGHT: + case FACING_FORCED_RIGHT: + return DIR_EAST; + } + return oldFacing; +} + +u8 LinkPlayerDetectCollision(u8 selfObjEventId, u8 a2, s16 x, s16 y) +{ + u8 i; + for (i = 0; i < 16; i++) + { + if (i != selfObjEventId) + { + if ((gObjectEvents[i].currentCoords.x == x && gObjectEvents[i].currentCoords.y == y) + || (gObjectEvents[i].previousCoords.x == x && gObjectEvents[i].previousCoords.y == y)) + { + return 1; + } + } + } + return MapGridIsImpassableAt(x, y); +} + +void CreateLinkPlayerSprite(u8 linkPlayerId, u8 gameVersion) +{ + struct LinkPlayerObjectEvent *linkPlayerObjEvent = &gLinkPlayerObjectEvents[linkPlayerId]; + u8 objEventId = linkPlayerObjEvent->objEventId; + struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; + struct Sprite *sprite; + + if (linkPlayerObjEvent->active) + { + if (gameVersion == VERSION_FIRE_RED || gameVersion == VERSION_LEAF_GREEN) + { + objEvent->spriteId = AddPseudoObjectEvent( + GetRivalAvatarGraphicsIdByStateIdAndGender(PLAYER_AVATAR_STATE_NORMAL, objEvent->singleMovementActive), + SpriteCB_LinkPlayer, 0, 0, 0); + } + else + { + objEvent->spriteId = AddPseudoObjectEvent(GetRSAvatarGraphicsIdByGender(objEvent->singleMovementActive), SpriteCB_LinkPlayer, 0, 0, 0); + } + + sprite = &gSprites[objEvent->spriteId]; + sprite->coordOffsetEnabled = TRUE; + sprite->data[0] = linkPlayerId; + objEvent->triggerGroundEffectsOnMove = 0; + } +} + +void SpriteCB_LinkPlayer(struct Sprite *sprite) +{ + struct LinkPlayerObjectEvent *linkPlayerObjEvent = &gLinkPlayerObjectEvents[sprite->data[0]]; + struct ObjectEvent *objEvent = &gObjectEvents[linkPlayerObjEvent->objEventId]; + sprite->pos1.x = objEvent->initialCoords.x; + sprite->pos1.y = objEvent->initialCoords.y; + SetObjectSubpriorityByZCoord(objEvent->previousElevation, sprite, 1); + sprite->oam.priority = ZCoordToPriority(objEvent->previousElevation); + + if (!linkPlayerObjEvent->movementMode != MOVEMENT_MODE_FREE) + StartSpriteAnim(sprite, GetFaceDirectionAnimNum(objEvent->range.as_byte)); + else + StartSpriteAnimIfDifferent(sprite, GetMoveDirectionAnimNum(objEvent->range.as_byte)); + + UpdateObjectEventSpriteVisibility(sprite, 0); + if (objEvent->triggerGroundEffectsOnMove) + { + sprite->invisible = ((sprite->data[7] & 4) >> 2); + sprite->data[7]++; + } +} |