#include "global.h" #include "task.h" #include "field_player_avatar.h" #include "event_object_movement.h" #include "script_movement.h" #include "event_data.h" #include "constants/event_objects.h" bool8 walkrun_is_standing_still(void) { if (gPlayerAvatar.tileTransitionState == 1) return FALSE; else return TRUE; } void Task_WaitPlayerStopMoving(u8 taskId) { if (walkrun_is_standing_still()) { HandleEnforcedLookDirectionOnPlayerStopMoving(); DestroyTask(taskId); } } bool8 NativeScript_WaitPlayerStopMoving(void) { if (FuncIsActiveTask(Task_WaitPlayerStopMoving)) return FALSE; else { StopPlayerAvatar(); return TRUE; } } void ScriptFreezeObjectEvents(void) { FreezeObjectEvents(); CreateTask(Task_WaitPlayerStopMoving, 80); } void Task_WaitPlayerAndTargetNPCStopMoving(u8 taskId) { struct Task * task = &gTasks[taskId]; if (task->data[0] == 0 && walkrun_is_standing_still() == TRUE) { HandleEnforcedLookDirectionOnPlayerStopMoving(); task->data[0] = 1; } if (task->data[1] == 0 && !gObjectEvents[gSelectedObjectEvent].singleMovementActive) { FreezeObjectEvent(&gObjectEvents[gSelectedObjectEvent]); task->data[1] = 1; } if (task->data[0] && task->data[1]) DestroyTask(taskId); } bool8 NativeScript_WaitPlayerAndTargetNPCStopMoving(void) { if (FuncIsActiveTask(Task_WaitPlayerAndTargetNPCStopMoving)) return FALSE; else { StopPlayerAvatar(); return TRUE; } } void LockSelectedObjectEvent(void) { u8 taskId; FreezeObjectEventsExceptOne(gSelectedObjectEvent); taskId = CreateTask(Task_WaitPlayerAndTargetNPCStopMoving, 80); if (!gObjectEvents[gSelectedObjectEvent].singleMovementActive) { FreezeObjectEvent(&gObjectEvents[gSelectedObjectEvent]); gTasks[taskId].data[1] = 1; } } void ClearPlayerHeldMovementAndUnfreezeObjectEvents(void) { u8 objectEventId = GetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_PLAYER, 0, 0); ObjectEventClearHeldMovementIfFinished(&gObjectEvents[objectEventId]); ScriptMovement_UnfreezeObjectEvents(); UnfreezeObjectEvents(); } void UnionRoom_UnlockPlayerAndChatPartner(void) { u8 objectEventId; if (gObjectEvents[gSelectedObjectEvent].active) ObjectEventClearHeldMovementIfFinished(&gObjectEvents[gSelectedObjectEvent]); objectEventId = GetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_PLAYER, 0, 0); ObjectEventClearHeldMovementIfFinished(&gObjectEvents[objectEventId]); ScriptMovement_UnfreezeObjectEvents(); UnfreezeObjectEvents(); } void Script_FacePlayer(void) { ObjectEventFaceOppositeDirection(&gObjectEvents[gSelectedObjectEvent], gSpecialVar_Facing); } void Script_ClearHeldMovement(void) { ObjectEventClearHeldMovementIfActive(&gObjectEvents[gSelectedObjectEvent]); }