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-rw-r--r--src/trainer_see.c751
1 files changed, 751 insertions, 0 deletions
diff --git a/src/trainer_see.c b/src/trainer_see.c
new file mode 100644
index 000000000..3dbfbdf38
--- /dev/null
+++ b/src/trainer_see.c
@@ -0,0 +1,751 @@
+#include "global.h"
+#include "battle_setup.h"
+#include "event_object_movement.h"
+#include "field_effect.h"
+#include "field_player_avatar.h"
+#include "quest_log.h"
+#include "script.h"
+#include "task.h"
+#include "util.h"
+#include "constants/battle_setup.h"
+#include "constants/event_object_movement.h"
+#include "constants/event_objects.h"
+
+typedef u8 (*TrainerApproachFunc)(struct ObjectEvent *, s16, s16, s16);
+typedef bool8 (*TrainerSeeFunc)(u8, struct Task *, struct ObjectEvent *);
+
+/*static*/ bool8 CheckTrainer(u8 trainerObjId);
+/*static*/ u8 GetTrainerApproachDistance(struct ObjectEvent * trainerObj);
+/*static*/ u8 GetTrainerApproachDistanceSouth(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y);
+/*static*/ u8 GetTrainerApproachDistanceNorth(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y);
+/*static*/ u8 GetTrainerApproachDistanceWest(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y);
+/*static*/ u8 GetTrainerApproachDistanceEast(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y);
+/*static*/ u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent * trainerObj, u8 approachDistance, u8 facingDirection);
+/*static*/ void TrainerApproachPlayer(struct ObjectEvent * trainerObj, u8 approachDistance);
+/*static*/ void Task_RunTrainerSeeFuncList(u8 taskId);
+/*static*/ bool8 TrainerSeeFunc_Dummy(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_StartExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_WaitExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_TrainerApproach(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_PrepareToEngage(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_End(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_BeginRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_WaitRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_TrainerInAshFacesPlayer(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_BeginJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_WaitJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_EndJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_OffscreenAboveTrainerCreateCameraObj(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveUp(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveDown(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
+/*static*/ void Task_DestroyTrainerApproachTask(u8 taskId);
+/*static*/ void SpriteCB_TrainerIcons(struct Sprite * sprite);
+/*static*/ void SetIconSpriteData(struct Sprite *sprite, u16 fldEffId, u8 spriteAnimNum);
+
+/*static*/ const u16 sGfx_Emoticons[] = INCBIN_U16("graphics/object_events/emoticons.4bpp");
+
+// u8 func(struct ObjectEvent * trainerObj, s16 range, s16 x, s16 y)
+// range is the maximum distance the trainer can see
+// x and y are the player's coordinates
+// Returns distance to walk if trainer has unobstructed view of player
+// Returns 0 if trainer can't see player
+/*static*/ const TrainerApproachFunc sDirectionalApproachDistanceFuncs[] = {
+ GetTrainerApproachDistanceSouth,
+ GetTrainerApproachDistanceNorth,
+ GetTrainerApproachDistanceWest,
+ GetTrainerApproachDistanceEast
+};
+
+// bool8 func(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
+// Returns TRUE to run the next func immediately
+// Returns FALSE to delay the next func to the next frame
+/*static*/ const TrainerSeeFunc sTrainerSeeFuncList[] = {
+ TrainerSeeFunc_Dummy,
+ TrainerSeeFunc_StartExclMark,
+ TrainerSeeFunc_WaitExclMark,
+ TrainerSeeFunc_TrainerApproach,
+ TrainerSeeFunc_PrepareToEngage,
+ TrainerSeeFunc_End,
+ TrainerSeeFunc_BeginRemoveDisguise,
+ TrainerSeeFunc_WaitRemoveDisguise,
+ TrainerSeeFunc_TrainerInAshFacesPlayer,
+ TrainerSeeFunc_BeginJumpOutOfAsh,
+ TrainerSeeFunc_WaitJumpOutOfAsh,
+ TrainerSeeFunc_EndJumpOutOfAsh,
+ TrainerSeeFunc_OffscreenAboveTrainerCreateCameraObj,
+ TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveUp,
+ TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveDown
+};
+
+/*static*/ const TrainerSeeFunc sTrainerSeeFuncList2[] = {
+ TrainerSeeFunc_TrainerInAshFacesPlayer,
+ TrainerSeeFunc_BeginJumpOutOfAsh,
+ TrainerSeeFunc_WaitJumpOutOfAsh,
+ TrainerSeeFunc_EndJumpOutOfAsh
+};
+
+bool8 CheckForTrainersWantingBattle(void)
+{
+ u8 i;
+ if (sub_8111C2C() == TRUE)
+ return FALSE;
+
+ for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
+ {
+ if (gObjectEvents[i].active
+ && (
+ gObjectEvents[i].trainerType == 1
+ || gObjectEvents[i].trainerType == 3
+ )
+ && CheckTrainer(i)
+ )
+ return TRUE;
+ }
+ return FALSE;
+}
+
+/*static*/ bool8 CheckTrainer(u8 trainerObjId)
+{
+ const u8 *script = GetObjectEventScriptPointerByObjectEventId(trainerObjId);
+ u8 approachDistance;
+ if (GetTrainerFlagFromScriptPointer(script))
+ return FALSE;
+ approachDistance = GetTrainerApproachDistance(&gObjectEvents[trainerObjId]);
+ if (approachDistance != 0)
+ {
+ if (script[1] == TRAINER_BATTLE_DOUBLE && GetMonsStateToDoubles())
+ return FALSE;
+ ConfigureAndSetUpOneTrainerBattle(trainerObjId, script);
+ TrainerApproachPlayer(&gObjectEvents[trainerObjId], approachDistance - 1);
+ return TRUE;
+ }
+ return FALSE;
+}
+
+/*static*/ u8 GetTrainerApproachDistance(struct ObjectEvent *trainerObj)
+{
+ s16 x, y;
+ u8 i;
+ u8 approachDistance;
+
+ PlayerGetDestCoords(&x, &y);
+ if (trainerObj->trainerType == 1) // can only see in one direction
+ {
+ approachDistance = sDirectionalApproachDistanceFuncs[trainerObj->facingDirection - 1](trainerObj, trainerObj->trainerRange_berryTreeId, x, y);
+ return CheckPathBetweenTrainerAndPlayer(trainerObj, approachDistance, trainerObj->facingDirection);
+ }
+ else // can see in all directions
+ {
+ for (i = 0; i < 4; i++)
+ {
+ approachDistance = sDirectionalApproachDistanceFuncs[i](trainerObj, trainerObj->trainerRange_berryTreeId, x, y);
+ if (CheckPathBetweenTrainerAndPlayer(trainerObj, approachDistance, i + 1)) // directions are 1-4 instead of 0-3. south north west east
+ return approachDistance;
+ }
+ }
+
+ return 0;
+}
+
+// Returns how far south the player is from trainer. 0 if out of trainer's sight.
+/*static*/ u8 GetTrainerApproachDistanceSouth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
+{
+ if (trainerObj->currentCoords.x == x
+ && y > trainerObj->currentCoords.y
+ && y <= trainerObj->currentCoords.y + range)
+ {
+ if (range > 3 && GetFirstInactiveObjectEventId() == OBJECT_EVENTS_COUNT)
+ return 0;
+ return (y - trainerObj->currentCoords.y);
+ }
+ else
+ return 0;
+}
+
+// Returns how far north the player is from trainer. 0 if out of trainer's sight.
+/*static*/ u8 GetTrainerApproachDistanceNorth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
+{
+ if (trainerObj->currentCoords.x == x
+ && y < trainerObj->currentCoords.y
+ && y >= trainerObj->currentCoords.y - range)
+ return (trainerObj->currentCoords.y - y);
+ else
+ return 0;
+}
+
+// Returns how far west the player is from trainer. 0 if out of trainer's sight.
+/*static*/ u8 GetTrainerApproachDistanceWest(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
+{
+ if (trainerObj->currentCoords.y == y
+ && x < trainerObj->currentCoords.x
+ && x >= trainerObj->currentCoords.x - range)
+ return (trainerObj->currentCoords.x - x);
+ else
+ return 0;
+}
+
+// Returns how far east the player is from trainer. 0 if out of trainer's sight.
+/*static*/ u8 GetTrainerApproachDistanceEast(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
+{
+ if (trainerObj->currentCoords.y == y
+ && x > trainerObj->currentCoords.x
+ && x <= trainerObj->currentCoords.x + range)
+ return (x - trainerObj->currentCoords.x);
+ else
+ return 0;
+}
+
+#define COLLISION_MASK (~1)
+
+/*static*/ u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent *trainerObj, u8 approachDistance, u8 direction)
+{
+ s16 x, y;
+ u8 unk19_temp;
+ u8 unk19b_temp;
+ u8 i;
+ u8 collision;
+
+ if (approachDistance == 0)
+ return 0;
+
+ x = trainerObj->currentCoords.x;
+ y = trainerObj->currentCoords.y;
+
+ for (i = 0; i <= approachDistance - 1; i++, MoveCoords(direction, &x, &y))
+ {
+ collision = GetCollisionFlagsAtCoords(trainerObj, x, y, direction);
+ if (collision != 0 && (collision & COLLISION_MASK))
+ return 0;
+ }
+
+ // preserve mapobj_unk_19 before clearing.
+ unk19_temp = trainerObj->range.as_nybbles.x;
+ unk19b_temp = trainerObj->range.as_nybbles.y;
+ trainerObj->range.as_nybbles.x = 0;
+ trainerObj->range.as_nybbles.y = 0;
+
+ collision = GetCollisionAtCoords(trainerObj, x, y, direction);
+
+ trainerObj->range.as_nybbles.x = unk19_temp;
+ trainerObj->range.as_nybbles.y = unk19b_temp;
+ if (collision == 4)
+ return approachDistance;
+
+ return 0;
+}
+
+#define tFuncId data[0]
+#define tTrainerObjHi data[1]
+#define tTrainerObjLo data[2]
+#define tTrainerRange data[3]
+#define tOutOfAshSpriteId data[4]
+#define tData5 data[5]
+
+#define TaskGetTrainerObj(dest, task) do { \
+ (dest) = (struct ObjectEvent *)(((task)->tTrainerObjHi << 16) | ((u16)(task)->tTrainerObjLo)); \
+} while (0)
+
+/*static*/ void TrainerApproachPlayer(struct ObjectEvent * trainerObj, u8 approachDistance)
+{
+ u8 taskId = CreateTask(Task_RunTrainerSeeFuncList, 80);
+ struct Task * task = &gTasks[taskId];
+ task->tTrainerObjHi = ((uintptr_t)trainerObj) >> 16;
+ task->tTrainerObjLo = (uintptr_t)trainerObj;
+ task->tTrainerRange = approachDistance;
+}
+
+/*static*/ void StartTrainerApproachWithFollowupTask(TaskFunc taskFunc)
+{
+ u8 taskId = FindTaskIdByFunc(Task_RunTrainerSeeFuncList);
+ SetTaskFuncWithFollowupFunc(taskId, Task_RunTrainerSeeFuncList, taskFunc);
+ gTasks[taskId].tFuncId = 1;
+ Task_RunTrainerSeeFuncList(taskId);
+}
+
+/*static*/ void Task_RunTrainerSeeFuncList(u8 taskId)
+{
+ struct Task * task = &gTasks[taskId];
+ struct ObjectEvent * trainerObj;
+ TaskGetTrainerObj(trainerObj, task);
+
+ if (!trainerObj->active)
+ {
+ SwitchTaskToFollowupFunc(taskId);
+ }
+ else
+ {
+ while (sTrainerSeeFuncList[task->tFuncId](taskId, task, trainerObj))
+ ;
+ }
+}
+
+// TrainerSeeFuncs
+
+/*static*/ bool8 TrainerSeeFunc_Dummy(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
+{
+ return FALSE;
+}
+
+/*static*/ bool8 TrainerSeeFunc_StartExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
+{
+ u8 action;
+ // FRLG introduces trainers who can see the player from offscreen above.
+ // Handle this case here.
+ if (trainerObj->facingDirection == DIR_SOUTH && task->tTrainerRange > 2)
+ {
+ task->tFuncId = 12;
+ }
+ else
+ {
+ ObjectEventGetLocalIdAndMap(trainerObj, (u8 *)&gFieldEffectArguments[0], (u8 *)&gFieldEffectArguments[1], (u8 *)&gFieldEffectArguments[2]);
+ FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON);
+ action = GetFaceDirectionMovementAction(trainerObj->facingDirection);
+ ObjectEventSetHeldMovement(trainerObj, action);
+ task->tFuncId++;
+ }
+ return TRUE;
+}
+
+/*static*/ bool8 TrainerSeeFunc_WaitExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
+{
+ if (FieldEffectActiveListContains(FLDEFF_EXCLAMATION_MARK_ICON))
+ {
+ return FALSE;
+ }
+ else
+ {
+ task->tFuncId++;
+ if (trainerObj->movementType == MOVEMENT_TYPE_TREE_DISGUISE || trainerObj->movementType == MOVEMENT_TYPE_MOUNTAIN_DISGUISE)
+ task->tFuncId = 6;
+ if (trainerObj->movementType == MOVEMENT_TYPE_HIDDEN)
+ task->tFuncId = 8;
+ return TRUE;
+ }
+}
+
+/*static*/ bool8 TrainerSeeFunc_TrainerApproach(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
+{
+ if (!ObjectEventIsMovementOverridden(trainerObj) || ObjectEventClearHeldMovementIfFinished(trainerObj))
+ {
+ if (task->tTrainerRange)
+ {
+ ObjectEventSetHeldMovement(trainerObj, GetWalkNormalMovementAction(trainerObj->facingDirection));
+ task->tTrainerRange--;
+ }
+ else
+ {
+ ObjectEventSetHeldMovement(trainerObj, MOVEMENT_ACTION_FACE_PLAYER);
+ task->tFuncId++;
+ }
+ }
+ return FALSE;
+}
+
+/*static*/ bool8 TrainerSeeFunc_PrepareToEngage(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
+{
+ struct ObjectEvent *playerObj;
+
+ if (ObjectEventIsMovementOverridden(trainerObj) && !ObjectEventClearHeldMovementIfFinished(trainerObj))
+ return FALSE;
+
+ SetTrainerMovementType(trainerObj, GetTrainerFacingDirectionMovementType(trainerObj->facingDirection));
+ OverrideMovementTypeForObjectEvent(trainerObj, GetTrainerFacingDirectionMovementType(trainerObj->facingDirection));
+ OverrideTemplateCoordsForObjectEvent(trainerObj);
+
+ playerObj = &gObjectEvents[gPlayerAvatar.objectEventId];
+ if (ObjectEventIsMovementOverridden(playerObj) && !ObjectEventClearHeldMovementIfFinished(playerObj))
+ return FALSE;
+
+ sub_805C774();
+ // Uncomment to have player turn to face their opponent
+ // ObjectEventSetHeldMovement(&gObjectEvents[gPlayerAvatar.objectEventId], GetFaceDirectionMovementAction(GetOppositeDirection(trainerObj->facingDirection)));
+ task->tFuncId++;
+ return FALSE;
+}
+
+/*static*/ bool8 TrainerSeeFunc_End(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
+{
+ struct ObjectEvent *playerObj = &gObjectEvents[gPlayerAvatar.objectEventId];
+
+ if (!ObjectEventIsMovementOverridden(playerObj)
+ || ObjectEventClearHeldMovementIfFinished(playerObj))
+ SwitchTaskToFollowupFunc(taskId); // This ends the trainer walk routine.
+ return FALSE;
+}
+
+// Jumps here if disguised. Not used in FRLG.
+/*static*/ bool8 TrainerSeeFunc_BeginRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
+{
+ if (!ObjectEventIsMovementOverridden(trainerObj)
+ || ObjectEventClearHeldMovementIfFinished(trainerObj))
+ {
+ ObjectEventSetHeldMovement(trainerObj, MOVEMENT_ACTION_REVEAL_TRAINER);
+ task->tFuncId++;
+ }
+ return FALSE;
+}
+
+/*static*/ bool8 TrainerSeeFunc_WaitRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
+{
+ if (ObjectEventClearHeldMovementIfFinished(trainerObj))
+ task->tFuncId = 3;
+
+ return FALSE;
+}
+
+// Jump here if hidden in ash. Not used in FRLG.
+/*static*/ bool8 TrainerSeeFunc_TrainerInAshFacesPlayer(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
+{
+ if (!ObjectEventIsMovementOverridden(trainerObj)
+ || ObjectEventClearHeldMovementIfFinished(trainerObj))
+ {
+ ObjectEventSetHeldMovement(trainerObj, MOVEMENT_ACTION_FACE_PLAYER);
+ task->tFuncId++;
+ }
+ return FALSE;
+}
+
+/*static*/ bool8 TrainerSeeFunc_BeginJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
+{
+ if (ObjectEventCheckHeldMovementStatus(trainerObj))
+ {
+ gFieldEffectArguments[0] = trainerObj->currentCoords.x;
+ gFieldEffectArguments[1] = trainerObj->currentCoords.y;
+ gFieldEffectArguments[2] = gSprites[trainerObj->spriteId].subpriority - 1;
+ gFieldEffectArguments[3] = 2;
+ task->tOutOfAshSpriteId = FieldEffectStart(FLDEFF_POP_OUT_OF_ASH);
+ task->tFuncId++;
+ }
+ return FALSE;
+}
+
+/*static*/ bool8 TrainerSeeFunc_WaitJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
+{
+ struct Sprite *sprite;
+
+ if (gSprites[task->tOutOfAshSpriteId].animCmdIndex == 2)
+ {
+ trainerObj->fixedPriority = FALSE;
+ trainerObj->triggerGroundEffectsOnMove = TRUE;
+
+ sprite = &gSprites[trainerObj->spriteId];
+ sprite->oam.priority = 2;
+ ObjectEventClearHeldMovementIfFinished(trainerObj);
+ ObjectEventSetHeldMovement(trainerObj, GetJumpInPlaceMovementAction(trainerObj->facingDirection));
+ task->tFuncId++;
+ }
+
+ return FALSE;
+}
+
+/*static*/ bool8 TrainerSeeFunc_EndJumpOutOfAsh(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
+{
+ if (!FieldEffectActiveListContains(FLDEFF_POP_OUT_OF_ASH))
+ task->tFuncId = 3;
+
+ return FALSE;
+}
+
+// FRLG exclusive: Scroll the camera up to reveal an offscreen above trainer
+/*static*/ bool8 TrainerSeeFunc_OffscreenAboveTrainerCreateCameraObj(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
+{
+ int specialObjectId;
+ task->tData5 = 0;
+ specialObjectId = SpawnSpecialObjectEventParameterized(OBJ_EVENT_GFX_YOUNGSTER, 7, OBJ_EVENT_ID_CAMERA, gSaveBlock1Ptr->pos.x + 7, gSaveBlock1Ptr->pos.y + 7, 3);
+ gObjectEvents[specialObjectId].invisible = TRUE;
+ CameraObjectSetFollowedObjectId(gObjectEvents[specialObjectId].spriteId);
+ task->tFuncId++;
+ return FALSE;
+}
+
+/*static*/ bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveUp(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
+{
+ u8 specialObjectId;
+ TryGetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_CAMERA, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &specialObjectId);
+
+ if (ObjectEventIsMovementOverridden(&gObjectEvents[specialObjectId]) && !ObjectEventClearHeldMovementIfFinished(&gObjectEvents[specialObjectId]))
+ return FALSE;
+
+ if (task->tData5 != task->tTrainerRange - 1)
+ {
+ ObjectEventSetHeldMovement(&gObjectEvents[specialObjectId], GetWalkFastMovementAction(DIR_NORTH));
+ task->tData5++;
+ }
+ else
+ {
+ ObjectEventGetLocalIdAndMap(trainerObj, (u8 *)&gFieldEffectArguments[0], (u8 *)&gFieldEffectArguments[1], (u8 *)&gFieldEffectArguments[2]);
+ FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON);
+ task->tData5 = 0;
+ task->tFuncId++;
+ }
+ return FALSE;
+}
+
+/*static*/ bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveDown(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
+{
+ u8 specialObjectId;
+ TryGetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_CAMERA, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &specialObjectId);
+
+ if (FieldEffectActiveListContains(FLDEFF_EXCLAMATION_MARK_ICON))
+ return FALSE;
+
+ if (ObjectEventIsMovementOverridden(&gObjectEvents[specialObjectId]) && !ObjectEventClearHeldMovementIfFinished(&gObjectEvents[specialObjectId]))
+ return FALSE;
+
+ if (task->tData5 != task->tTrainerRange - 1)
+ {
+ ObjectEventSetHeldMovement(&gObjectEvents[specialObjectId], GetWalkFastMovementAction(DIR_SOUTH));
+ task->tData5++;
+ }
+ else
+ {
+ CameraObjectSetFollowedObjectId(GetPlayerAvatarObjectId());
+ RemoveObjectEventByLocalIdAndMap(OBJ_EVENT_ID_CAMERA, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup);
+ task->tData5 = 0;
+ task->tFuncId = 2;
+ }
+ return FALSE;
+}
+
+#undef tData5
+#undef tOutOfAshSpriteId
+#undef tTrainerRange
+#undef tTrainerObjLo
+#undef tTrainerObjHi
+#undef tFuncId
+
+/*static*/ void Task_RevealTrainer_RunTrainerSeeFuncList(u8 taskId)
+{
+ struct Task * task = &gTasks[taskId];
+ struct ObjectEvent * trainerObj;
+
+ // another objEvent loaded into by loadword?
+ LoadWordFromTwoHalfwords((u16 *)&task->data[1], (uintptr_t *)&trainerObj);
+ if (!task->data[7])
+ {
+ ObjectEventClearHeldMovement(trainerObj);
+ task->data[7]++;
+ }
+ sTrainerSeeFuncList2[task->data[0]](taskId, task, trainerObj);
+ if (task->data[0] == 3 && !FieldEffectActiveListContains(FLDEFF_POP_OUT_OF_ASH))
+ {
+ SetTrainerMovementType(trainerObj, GetTrainerFacingDirectionMovementType(trainerObj->facingDirection));
+ OverrideMovementTypeForObjectEvent(trainerObj, GetTrainerFacingDirectionMovementType(trainerObj->facingDirection));
+ DestroyTask(taskId);
+ }
+ else
+ {
+ trainerObj->heldMovementFinished = FALSE;
+ }
+}
+
+void MovementAction_RevealTrainer_RunTrainerSeeFuncList(struct ObjectEvent *var)
+{
+ StoreWordInTwoHalfwords((u16 *)&gTasks[CreateTask(Task_RevealTrainer_RunTrainerSeeFuncList, 0)].data[1], (u32)var);
+}
+
+void EndTrainerApproach(void)
+{
+ StartTrainerApproachWithFollowupTask(Task_DestroyTrainerApproachTask);
+}
+
+/*static*/ void Task_DestroyTrainerApproachTask(u8 taskId)
+{
+ DestroyTask(taskId);
+ EnableBothScriptContexts();
+}
+
+// Trainer See Excl Mark Field Effect
+
+#define sLocalId data[0]
+#define sMapNum data[1]
+#define sMapGroup data[2]
+#define sData3 data[3]
+#define sData4 data[4]
+#define sFldEffId data[7]
+
+/*static*/ const struct OamData sOamData_Emoticons = {
+ .y = 0,
+ .affineMode = ST_OAM_AFFINE_OFF,
+ .objMode = ST_OAM_OBJ_NORMAL,
+ .mosaic = 0,
+ .bpp = ST_OAM_4BPP,
+ .shape = SPRITE_SHAPE(16x16),
+ .x = 0,
+ .matrixNum = 0,
+ .size = SPRITE_SIZE(16x16),
+ .tileNum = 0,
+ .priority = 1,
+ .paletteNum = 0,
+ .affineParam = 0,
+};
+
+/*static*/ const struct SpriteFrameImage sSpriteImages_Emoticons[] = {
+ {sGfx_Emoticons + 0x000, 0x80},
+ {sGfx_Emoticons + 0x040, 0x80},
+ {sGfx_Emoticons + 0x080, 0x80},
+
+ {sGfx_Emoticons + 0x180, 0x80},
+ {sGfx_Emoticons + 0x1C0, 0x80},
+ {sGfx_Emoticons + 0x200, 0x80},
+
+ {sGfx_Emoticons + 0x0C0, 0x80},
+ {sGfx_Emoticons + 0x100, 0x80},
+ {sGfx_Emoticons + 0x140, 0x80},
+
+ {sGfx_Emoticons + 0x240, 0x80},
+ {sGfx_Emoticons + 0x280, 0x80},
+ {sGfx_Emoticons + 0x2C0, 0x80},
+
+ {sGfx_Emoticons + 0x300, 0x80},
+ {sGfx_Emoticons + 0x340, 0x80},
+ {sGfx_Emoticons + 0x380, 0x80},
+};
+
+/*static*/ const union AnimCmd sAnimCmd_ExclamationMark1[] = {
+ ANIMCMD_FRAME( 0, 4),
+ ANIMCMD_FRAME( 1, 4),
+ ANIMCMD_FRAME( 2, 52),
+ ANIMCMD_END
+};
+
+/*static*/ const union AnimCmd sAnimCmd_DoubleExclMark[] = {
+ ANIMCMD_FRAME( 6, 4),
+ ANIMCMD_FRAME( 7, 4),
+ ANIMCMD_FRAME( 8, 52),
+ ANIMCMD_END
+};
+
+/*static*/ const union AnimCmd sAnimCmd_X[] = {
+ ANIMCMD_FRAME( 3, 4),
+ ANIMCMD_FRAME( 4, 4),
+ ANIMCMD_FRAME( 5, 52),
+ ANIMCMD_END
+};
+
+/*static*/ const union AnimCmd sAnimCmd_SmileyFace[] = {
+ ANIMCMD_FRAME( 9, 4),
+ ANIMCMD_FRAME(10, 4),
+ ANIMCMD_FRAME(11, 52),
+ ANIMCMD_END
+};
+
+/*static*/ const union AnimCmd sAnimCmd_QuestionMark[] = {
+ ANIMCMD_FRAME(12, 4),
+ ANIMCMD_FRAME(13, 4),
+ ANIMCMD_FRAME(14, 52),
+ ANIMCMD_END
+};
+
+/*static*/ const union AnimCmd *const sSpriteAnimTable_Emoticons[] = {
+ sAnimCmd_ExclamationMark1,
+ sAnimCmd_DoubleExclMark,
+ sAnimCmd_X,
+ sAnimCmd_SmileyFace,
+ sAnimCmd_QuestionMark
+};
+
+/*static*/ const struct SpriteTemplate sSpriteTemplate_Emoticons = {
+ .tileTag = 0xFFFF,
+ .paletteTag = 0xFFFF,
+ .oam = &sOamData_Emoticons,
+ .anims = sSpriteAnimTable_Emoticons,
+ .images = sSpriteImages_Emoticons,
+ .affineAnims = gDummySpriteAffineAnimTable,
+ .callback = SpriteCB_TrainerIcons
+};
+
+u8 FldEff_ExclamationMarkIcon1(void)
+{
+ u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_Emoticons, 0, 0, 0x53);
+
+ if (spriteId != MAX_SPRITES)
+ SetIconSpriteData(&gSprites[spriteId], FLDEFF_EXCLAMATION_MARK_ICON, 0);
+
+ return 0;
+}
+
+u8 FldEff_DoubleExclMarkIcon(void)
+{
+ u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_Emoticons, 0, 0, 0x52);
+
+ if (spriteId != MAX_SPRITES)
+ SetIconSpriteData(&gSprites[spriteId], FLDEFF_DOUBLE_EXCL_MARK_ICON, 1);
+
+ return 0;
+}
+
+u8 FldEff_XIcon(void)
+{
+ u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_Emoticons, 0, 0, 0x52);
+
+ if (spriteId != MAX_SPRITES)
+ SetIconSpriteData(&gSprites[spriteId], FLDEFF_X_ICON, 2);
+
+ return 0;
+}
+
+u8 FldEff_SmileyFaceIcon(void)
+{
+ u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_Emoticons, 0, 0, 0x52);
+
+ if (spriteId != MAX_SPRITES)
+ SetIconSpriteData(&gSprites[spriteId], FLDEFF_SMILEY_FACE_ICON, 3);
+
+ return 0;
+}
+
+u8 FldEff_QuestionMarkIcon(void)
+{
+ u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_Emoticons, 0, 0, 0x52);
+
+ if (spriteId != MAX_SPRITES)
+ SetIconSpriteData(&gSprites[spriteId], FLDEFF_QUESTION_MARK_ICON, 4);
+
+ return 0;
+}
+
+/*static*/ void SetIconSpriteData(struct Sprite *sprite, u16 fldEffId, u8 spriteAnimNum)
+{
+ sprite->oam.priority = 1;
+ sprite->coordOffsetEnabled = 1;
+
+ sprite->sLocalId = gFieldEffectArguments[0];
+ sprite->sMapNum = gFieldEffectArguments[1];
+ sprite->sMapGroup = gFieldEffectArguments[2];
+ sprite->sData3 = -5;
+ sprite->sFldEffId = fldEffId;
+
+ StartSpriteAnim(sprite, spriteAnimNum);
+}
+
+/*static*/ void SpriteCB_TrainerIcons(struct Sprite *sprite)
+{
+ u8 objEventId;
+
+ if (TryGetObjectEventIdByLocalIdAndMap(sprite->sLocalId, sprite->sMapNum, sprite->sMapGroup, &objEventId)
+ || sprite->animEnded)
+ {
+ FieldEffectStop(sprite, sprite->sFldEffId);
+ }
+ else
+ {
+ struct Sprite *objEventSprite = &gSprites[gObjectEvents[objEventId].spriteId];
+ sprite->sData4 += sprite->sData3;
+ sprite->pos1.x = objEventSprite->pos1.x;
+ sprite->pos1.y = objEventSprite->pos1.y - 16;
+ sprite->pos2.x = objEventSprite->pos2.x;
+ sprite->pos2.y = objEventSprite->pos2.y + sprite->sData4;
+ if (sprite->sData4)
+ sprite->sData3++;
+ else
+ sprite->sData3 = 0;
+ }
+}
+
+#undef sLocalId
+#undef sMapNum
+#undef sMapGroup
+#undef sData3
+#undef sData4
+#undef sFldEffId