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|
#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"
#include "constants/trainer_types.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/misc/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 == TRAINER_TYPE_NORMAL
|| gObjectEvents[i].trainerType == TRAINER_TYPE_BURIED)
&& 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 == TRAINER_TYPE_NORMAL) // can only see in one direction
{
approachDistance = sDirectionalApproachDistanceFuncs[trainerObj->facingDirection - 1](trainerObj, trainerObj->trainerRange_berryTreeId, x, y);
return CheckPathBetweenTrainerAndPlayer(trainerObj, approachDistance, trainerObj->facingDirection);
}
else // TRAINER_TYPE_SEE_ALL_DIRECTIONS, TRAINER_TYPE_BURIED
{
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->rangeX;
unk19b_temp = trainerObj->rangeY;
trainerObj->rangeX = 0;
trainerObj->rangeY = 0;
collision = GetCollisionAtCoords(trainerObj, x, y, direction);
trainerObj->rangeX = unk19_temp;
trainerObj->rangeY = 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_BURIED)
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;
CancelPlayerForcedMovement();
// 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 buried 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->x = objEventSprite->x;
sprite->y = objEventSprite->y - 16;
sprite->x2 = objEventSprite->x2;
sprite->y2 = objEventSprite->y2 + sprite->sData4;
if (sprite->sData4)
sprite->sData3++;
else
sprite->sData3 = 0;
}
}
#undef sLocalId
#undef sMapNum
#undef sMapGroup
#undef sData3
#undef sData4
#undef sFldEffId
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