#include "global.h" #include "berry.h" #include "event_data.h" #include "event_object_movement.h" #include "field_camera.h" #include "field_effect.h" #include "field_effect_helpers.h" #include "field_player_avatar.h" #include "fieldmap.h" #include "metatile_behavior.h" #include "overworld.h" #include "palette.h" #include "random.h" #include "sprite.h" #include "trainer_see.h" #include "constants/field_effects.h" #include "constants/maps.h" #include "constants/event_object_movement.h" #include "constants/event_objects.h" #include "constants/trainer_types.h" // this file was known as evobjmv.c in Game Freak's original source static u8 MovementType_BerryTreeGrowth_Callback(struct ObjectEvent*, struct Sprite*); static u8 MovementType_Disguise_Callback(struct ObjectEvent*, struct Sprite*); static u8 MovementType_Hidden_Callback(struct ObjectEvent*, struct Sprite*); static bool8 IsCoordOutsideObjectEventMovementRange(struct ObjectEvent*, s16, s16); static bool8 DoesObjectCollideWithObjectAt(struct ObjectEvent*, s16, s16); static bool8 IsMetatileDirectionallyImpassable(struct ObjectEvent*, s16, s16, u8); static void ClearObjectEventMovement(struct ObjectEvent*, struct Sprite *sprite); static void ObjectEventSetSingleMovement(struct ObjectEvent*, struct Sprite*, u8); static u8 ObjectEventExecSingleMovementAction(struct ObjectEvent*, struct Sprite*); static void SetMovementDelay(struct Sprite*, s16); static u8 WaitForMovementDelay(struct Sprite*); static u8 GetCollisionInDirection(struct ObjectEvent*, u8); static void MoveCoordsInDirection(u32, s16 *, s16 *, s16, s16); static void DoGroundEffects_OnSpawn(struct ObjectEvent*, struct Sprite*); static void DoGroundEffects_OnBeginStep(struct ObjectEvent*, struct Sprite*); static void DoGroundEffects_OnFinishStep(struct ObjectEvent*, struct Sprite*); static void UpdateObjectEventSpriteAnimPause(struct ObjectEvent*, struct Sprite*); static void TryEnableObjectEventAnim(struct ObjectEvent*, struct Sprite*); static void ObjectEventExecHeldMovementAction(struct ObjectEvent*, struct Sprite*); static void ObjectEventUpdateSubpriority(struct ObjectEvent*, struct Sprite*); static void UpdateObjectEventVisibility(struct ObjectEvent*, struct Sprite*); static void UpdateObjectEventIsOffscreen(struct ObjectEvent*, struct Sprite*); static void UpdateObjEventSpriteVisibility(struct ObjectEvent*, struct Sprite*); static void nullsub(struct ObjectEvent*, struct Sprite*, u8); static void DoTracksGroundEffect_Footprints(struct ObjectEvent*, struct Sprite*, u8); static void DoTracksGroundEffect_BikeTireTracks(struct ObjectEvent*, struct Sprite*, u8); static u8 GetReflectionTypeByMetatileBehavior(u32); static void Step1(struct Sprite *sprite, u8 direction); static void Step2(struct Sprite *sprite, u8 direction); static void Step3(struct Sprite *sprite, u8 direction); static void Step4(struct Sprite *sprite, u8 direction); static void Step8(struct Sprite *sprite, u8 direction); static void oamt_npc_ministep_reset(struct Sprite*, u8, u8); static void CameraObject_0(struct Sprite *); static void CameraObject_1(struct Sprite *); static void CameraObject_2(struct Sprite *); static void ObjectCB_CameraObject(struct Sprite *sprite); static bool8 ObjectEventDoesZCoordMatch(struct ObjectEvent *, u8); static struct ObjectEventTemplate *FindObjectEventTemplateByLocalId(u8, struct ObjectEventTemplate*, u8); static void UpdateObjectEventSpriteSubpriorityAndVisibility(struct Sprite *); static void InitObjectPriorityByZCoord(struct Sprite *sprite, u8 z); static void CreateReflectionEffectSprites(void); static u8 GetObjectEventIdByLocalIdAndMapInternal(u8, u8, u8); static u8 GetObjectEventIdByLocalId(u8); static void RemoveObjectEventInternal(struct ObjectEvent *); static void MakeObjectTemplateFromObjectEventTemplate(struct ObjectEventTemplate *objEventTemplate, struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables); static void RemoveObjectEventIfOutsideView(struct ObjectEvent *objectEvent); static void SetPlayerAvatarObjectEventIdAndObjectId(u8, u8); static void sub_805B914(struct ObjectEvent *); static u8 sub_805BE58(const struct SpritePalette *); static bool8 GetAvailableObjectEventId(u16, u8, u8, u8 *); static void SetObjectEventDynamicGraphicsId(struct ObjectEvent *); static u8 FindObjectEventPaletteIndexByTag(u16); static u16 GetObjectEventFlagIdByObjectEventId(u8); static void GetObjectEventMovingCameraOffset(s16 *, s16 *); static void ObjectEventUpdateMetatileBehaviors(struct ObjectEvent *); static void GetGroundEffectFlags_Reflection(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_TallGrassOnSpawn(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_TallGrassOnBeginStep(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_LongGrassOnSpawn(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_LongGrassOnBeginStep(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_Tracks(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_SandPile(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_ShallowFlowingWater(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_Puddle(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_Ripple(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_ShortGrass(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_HotSprings(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_Seaweed(struct ObjectEvent *, u32 *); static void GetGroundEffectFlags_JumpLanding(struct ObjectEvent *, u32 *); static u8 ObjectEventCheckForReflectiveSurface(struct ObjectEvent *); static void DoRippleFieldEffect(struct ObjectEvent *objEvent, struct Sprite *sprite); const u8 gReflectionEffectPaletteMap[] = {1, 1, 6, 7, 8, 9, 6, 7, 8, 9, 11, 11, 0, 0, 0, 0}; const struct SpriteTemplate gCameraSpriteTemplate = {0, 0xFFFF, &gDummyOamData, gDummySpriteAnimTable, NULL, gDummySpriteAffineAnimTable, ObjectCB_CameraObject}; void (*const gCameraObjectFuncs[])(struct Sprite *) = { CameraObject_0, CameraObject_1, CameraObject_2, }; #include "data/object_events/object_event_graphics.h" #include "data/field_effects/field_effect_object_graphics.h" // movement type callbacks static void (*const sMovementTypeCallbacks[])(struct Sprite *) = { [MOVEMENT_TYPE_NONE] = MovementType_None, [MOVEMENT_TYPE_LOOK_AROUND] = MovementType_LookAround, [MOVEMENT_TYPE_WANDER_AROUND] = MovementType_WanderAround, [MOVEMENT_TYPE_WANDER_UP_AND_DOWN] = MovementType_WanderUpAndDown, [MOVEMENT_TYPE_WANDER_DOWN_AND_UP] = MovementType_WanderUpAndDown, [MOVEMENT_TYPE_WANDER_LEFT_AND_RIGHT] = MovementType_WanderLeftAndRight, [MOVEMENT_TYPE_WANDER_RIGHT_AND_LEFT] = MovementType_WanderLeftAndRight, [MOVEMENT_TYPE_FACE_UP] = MovementType_FaceDirection, [MOVEMENT_TYPE_FACE_DOWN] = MovementType_FaceDirection, [MOVEMENT_TYPE_FACE_LEFT] = MovementType_FaceDirection, [MOVEMENT_TYPE_FACE_RIGHT] = MovementType_FaceDirection, [MOVEMENT_TYPE_PLAYER] = MovementType_Player, [MOVEMENT_TYPE_BERRY_TREE_GROWTH] = MovementType_BerryTreeGrowth, [MOVEMENT_TYPE_FACE_DOWN_AND_UP] = MovementType_FaceDownAndUp, [MOVEMENT_TYPE_FACE_LEFT_AND_RIGHT] = MovementType_FaceLeftAndRight, [MOVEMENT_TYPE_FACE_UP_AND_LEFT] = MovementType_FaceUpAndLeft, [MOVEMENT_TYPE_FACE_UP_AND_RIGHT] = MovementType_FaceUpAndRight, [MOVEMENT_TYPE_FACE_DOWN_AND_LEFT] = MovementType_FaceDownAndLeft, [MOVEMENT_TYPE_FACE_DOWN_AND_RIGHT] = MovementType_FaceDownAndRight, [MOVEMENT_TYPE_FACE_DOWN_UP_AND_LEFT] = MovementType_FaceDownUpAndLeft, [MOVEMENT_TYPE_FACE_DOWN_UP_AND_RIGHT] = MovementType_FaceDownUpAndRight, [MOVEMENT_TYPE_FACE_UP_LEFT_AND_RIGHT] = MovementType_FaceUpLeftAndRight, [MOVEMENT_TYPE_FACE_DOWN_LEFT_AND_RIGHT] = MovementType_FaceDownLeftAndRight, [MOVEMENT_TYPE_ROTATE_COUNTERCLOCKWISE] = MovementType_RotateCounterclockwise, [MOVEMENT_TYPE_ROTATE_CLOCKWISE] = MovementType_RotateClockwise, [MOVEMENT_TYPE_WALK_UP_AND_DOWN] = MovementType_WalkBackAndForth, [MOVEMENT_TYPE_WALK_DOWN_AND_UP] = MovementType_WalkBackAndForth, [MOVEMENT_TYPE_WALK_LEFT_AND_RIGHT] = MovementType_WalkBackAndForth, [MOVEMENT_TYPE_WALK_RIGHT_AND_LEFT] = MovementType_WalkBackAndForth, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_LEFT_DOWN] = MovementType_WalkSequenceUpRightLeftDown, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_DOWN_UP] = MovementType_WalkSequenceRightLeftDownUp, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_RIGHT_LEFT] = MovementType_WalkSequenceDownUpRightLeft, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_UP_RIGHT] = MovementType_WalkSequenceLeftDownUpRight, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_RIGHT_DOWN] = MovementType_WalkSequenceUpLeftRightDown, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_DOWN_UP] = MovementType_WalkSequenceLeftRightDownUp, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_LEFT_RIGHT] = MovementType_WalkSequenceDownUpLeftRight, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_UP_LEFT] = MovementType_WalkSequenceRightDownUpLeft, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_DOWN_RIGHT] = MovementType_WalkSequenceLeftUpDownRight, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_RIGHT_LEFT] = MovementType_WalkSequenceUpDownRightLeft, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_UP_DOWN] = MovementType_WalkSequenceRightLeftUpDown, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_LEFT_UP] = MovementType_WalkSequenceDownRightLeftUp, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_DOWN_LEFT] = MovementType_WalkSequenceRightUpDownLeft, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_LEFT_RIGHT] = MovementType_WalkSequenceUpDownLeftRight, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_UP_DOWN] = MovementType_WalkSequenceLeftRightUpDown, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_RIGHT_UP] = MovementType_WalkSequenceDownLeftRightUp, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_DOWN_RIGHT] = MovementType_WalkSequenceUpLeftDownRight, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_UP_LEFT] = MovementType_WalkSequenceDownRightUpLeft, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_RIGHT_UP] = MovementType_WalkSequenceLeftDownRightUp, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_LEFT_DOWN] = MovementType_WalkSequenceRightUpLeftDown, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_DOWN_LEFT] = MovementType_WalkSequenceUpRightDownLeft, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_UP_RIGHT] = MovementType_WalkSequenceDownLeftUpRight, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_RIGHT_DOWN] = MovementType_WalkSequenceLeftUpRightDown, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_LEFT_UP] = MovementType_WalkSequenceRightDownLeftUp, [MOVEMENT_TYPE_COPY_PLAYER] = MovementType_CopyPlayer, [MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE] = MovementType_CopyPlayer, [MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE] = MovementType_CopyPlayer, [MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE] = MovementType_CopyPlayer, [MOVEMENT_TYPE_TREE_DISGUISE] = MovementType_TreeDisguise, [MOVEMENT_TYPE_MOUNTAIN_DISGUISE] = MovementType_MountainDisguise, [MOVEMENT_TYPE_COPY_PLAYER_IN_GRASS] = MovementType_CopyPlayerInGrass, [MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE_IN_GRASS] = MovementType_CopyPlayerInGrass, [MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE_IN_GRASS] = MovementType_CopyPlayerInGrass, [MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE_IN_GRASS] = MovementType_CopyPlayerInGrass, [MOVEMENT_TYPE_HIDDEN] = MovementType_Hidden, [MOVEMENT_TYPE_WALK_IN_PLACE_DOWN] = MovementType_WalkInPlace, [MOVEMENT_TYPE_WALK_IN_PLACE_UP] = MovementType_WalkInPlace, [MOVEMENT_TYPE_WALK_IN_PLACE_LEFT] = MovementType_WalkInPlace, [MOVEMENT_TYPE_WALK_IN_PLACE_RIGHT] = MovementType_WalkInPlace, [MOVEMENT_TYPE_JOG_IN_PLACE_DOWN] = MovementType_JogInPlace, [MOVEMENT_TYPE_JOG_IN_PLACE_UP] = MovementType_JogInPlace, [MOVEMENT_TYPE_JOG_IN_PLACE_LEFT] = MovementType_JogInPlace, [MOVEMENT_TYPE_JOG_IN_PLACE_RIGHT] = MovementType_JogInPlace, [MOVEMENT_TYPE_RUN_IN_PLACE_DOWN] = MovementType_RunInPlace, [MOVEMENT_TYPE_RUN_IN_PLACE_UP] = MovementType_RunInPlace, [MOVEMENT_TYPE_RUN_IN_PLACE_LEFT] = MovementType_RunInPlace, [MOVEMENT_TYPE_RUN_IN_PLACE_RIGHT] = MovementType_RunInPlace, [MOVEMENT_TYPE_INVISIBLE] = MovementType_Invisible, }; const u8 gRangedMovementTypes[] = { [MOVEMENT_TYPE_NONE] = 0, [MOVEMENT_TYPE_LOOK_AROUND] = 0, [MOVEMENT_TYPE_WANDER_AROUND] = 1, [MOVEMENT_TYPE_WANDER_UP_AND_DOWN] = 1, [MOVEMENT_TYPE_WANDER_DOWN_AND_UP] = 1, [MOVEMENT_TYPE_WANDER_LEFT_AND_RIGHT] = 1, [MOVEMENT_TYPE_WANDER_RIGHT_AND_LEFT] = 1, [MOVEMENT_TYPE_FACE_UP] = 0, [MOVEMENT_TYPE_FACE_DOWN] = 0, [MOVEMENT_TYPE_FACE_LEFT] = 0, [MOVEMENT_TYPE_FACE_RIGHT] = 0, [MOVEMENT_TYPE_PLAYER] = 0, [MOVEMENT_TYPE_BERRY_TREE_GROWTH] = 0, [MOVEMENT_TYPE_FACE_DOWN_AND_UP] = 0, [MOVEMENT_TYPE_FACE_LEFT_AND_RIGHT] = 0, [MOVEMENT_TYPE_FACE_UP_AND_LEFT] = 0, [MOVEMENT_TYPE_FACE_UP_AND_RIGHT] = 0, [MOVEMENT_TYPE_FACE_DOWN_AND_LEFT] = 0, [MOVEMENT_TYPE_FACE_DOWN_AND_RIGHT] = 0, [MOVEMENT_TYPE_FACE_DOWN_UP_AND_LEFT] = 0, [MOVEMENT_TYPE_FACE_DOWN_UP_AND_RIGHT] = 0, [MOVEMENT_TYPE_FACE_UP_LEFT_AND_RIGHT] = 0, [MOVEMENT_TYPE_FACE_DOWN_LEFT_AND_RIGHT] = 0, [MOVEMENT_TYPE_ROTATE_COUNTERCLOCKWISE] = 0, [MOVEMENT_TYPE_ROTATE_CLOCKWISE] = 0, [MOVEMENT_TYPE_WALK_UP_AND_DOWN] = 1, [MOVEMENT_TYPE_WALK_DOWN_AND_UP] = 1, [MOVEMENT_TYPE_WALK_LEFT_AND_RIGHT] = 1, [MOVEMENT_TYPE_WALK_RIGHT_AND_LEFT] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_LEFT_DOWN] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_DOWN_UP] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_RIGHT_LEFT] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_UP_RIGHT] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_RIGHT_DOWN] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_DOWN_UP] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_LEFT_RIGHT] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_UP_LEFT] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_DOWN_RIGHT] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_RIGHT_LEFT] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_UP_DOWN] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_LEFT_UP] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_DOWN_LEFT] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_LEFT_RIGHT] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_UP_DOWN] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_RIGHT_UP] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_DOWN_RIGHT] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_UP_LEFT] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_RIGHT_UP] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_LEFT_DOWN] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_DOWN_LEFT] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_UP_RIGHT] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_RIGHT_DOWN] = 1, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_LEFT_UP] = 1, [MOVEMENT_TYPE_COPY_PLAYER] = 1, [MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE] = 1, [MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE] = 1, [MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE] = 1, [MOVEMENT_TYPE_TREE_DISGUISE] = 0, [MOVEMENT_TYPE_MOUNTAIN_DISGUISE] = 0, [MOVEMENT_TYPE_COPY_PLAYER_IN_GRASS] = 1, [MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE_IN_GRASS] = 1, [MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE_IN_GRASS] = 1, [MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE_IN_GRASS] = 1, [MOVEMENT_TYPE_HIDDEN] = 0, [MOVEMENT_TYPE_WALK_IN_PLACE_DOWN] = 0, [MOVEMENT_TYPE_WALK_IN_PLACE_UP] = 0, [MOVEMENT_TYPE_WALK_IN_PLACE_LEFT] = 0, [MOVEMENT_TYPE_WALK_IN_PLACE_RIGHT] = 0, [MOVEMENT_TYPE_JOG_IN_PLACE_DOWN] = 0, [MOVEMENT_TYPE_JOG_IN_PLACE_UP] = 0, [MOVEMENT_TYPE_JOG_IN_PLACE_LEFT] = 0, [MOVEMENT_TYPE_JOG_IN_PLACE_RIGHT] = 0, [MOVEMENT_TYPE_RUN_IN_PLACE_DOWN] = 0, [MOVEMENT_TYPE_RUN_IN_PLACE_UP] = 0, [MOVEMENT_TYPE_RUN_IN_PLACE_LEFT] = 0, [MOVEMENT_TYPE_RUN_IN_PLACE_RIGHT] = 0, [MOVEMENT_TYPE_INVISIBLE] = 0, }; const u8 gInitialMovementTypeFacingDirections[] = { [MOVEMENT_TYPE_NONE] = DIR_SOUTH, [MOVEMENT_TYPE_LOOK_AROUND] = DIR_SOUTH, [MOVEMENT_TYPE_WANDER_AROUND] = DIR_SOUTH, [MOVEMENT_TYPE_WANDER_UP_AND_DOWN] = DIR_NORTH, [MOVEMENT_TYPE_WANDER_DOWN_AND_UP] = DIR_SOUTH, [MOVEMENT_TYPE_WANDER_LEFT_AND_RIGHT] = DIR_WEST, [MOVEMENT_TYPE_WANDER_RIGHT_AND_LEFT] = DIR_EAST, [MOVEMENT_TYPE_FACE_UP] = DIR_NORTH, [MOVEMENT_TYPE_FACE_DOWN] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_LEFT] = DIR_WEST, [MOVEMENT_TYPE_FACE_RIGHT] = DIR_EAST, [MOVEMENT_TYPE_PLAYER] = DIR_SOUTH, [MOVEMENT_TYPE_BERRY_TREE_GROWTH] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_DOWN_AND_UP] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_LEFT_AND_RIGHT] = DIR_WEST, [MOVEMENT_TYPE_FACE_UP_AND_LEFT] = DIR_NORTH, [MOVEMENT_TYPE_FACE_UP_AND_RIGHT] = DIR_NORTH, [MOVEMENT_TYPE_FACE_DOWN_AND_LEFT] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_DOWN_AND_RIGHT] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_DOWN_UP_AND_LEFT] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_DOWN_UP_AND_RIGHT] = DIR_SOUTH, [MOVEMENT_TYPE_FACE_UP_LEFT_AND_RIGHT] = DIR_NORTH, [MOVEMENT_TYPE_FACE_DOWN_LEFT_AND_RIGHT] = DIR_SOUTH, [MOVEMENT_TYPE_ROTATE_COUNTERCLOCKWISE] = DIR_SOUTH, [MOVEMENT_TYPE_ROTATE_CLOCKWISE] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_UP_AND_DOWN] = DIR_NORTH, [MOVEMENT_TYPE_WALK_DOWN_AND_UP] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_LEFT_AND_RIGHT] = DIR_WEST, [MOVEMENT_TYPE_WALK_RIGHT_AND_LEFT] = DIR_EAST, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_LEFT_DOWN] = DIR_NORTH, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_DOWN_UP] = DIR_EAST, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_RIGHT_LEFT] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_UP_RIGHT] = DIR_WEST, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_RIGHT_DOWN] = DIR_NORTH, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_DOWN_UP] = DIR_WEST, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_LEFT_RIGHT] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_UP_LEFT] = DIR_EAST, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_DOWN_RIGHT] = DIR_WEST, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_RIGHT_LEFT] = DIR_NORTH, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_UP_DOWN] = DIR_EAST, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_LEFT_UP] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_DOWN_LEFT] = DIR_EAST, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_LEFT_RIGHT] = DIR_NORTH, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_UP_DOWN] = DIR_WEST, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_RIGHT_UP] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_DOWN_RIGHT] = DIR_NORTH, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_UP_LEFT] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_RIGHT_UP] = DIR_WEST, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_LEFT_DOWN] = DIR_EAST, [MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_DOWN_LEFT] = DIR_NORTH, [MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_UP_RIGHT] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_RIGHT_DOWN] = DIR_WEST, [MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_LEFT_UP] = DIR_EAST, [MOVEMENT_TYPE_COPY_PLAYER] = DIR_NORTH, [MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE] = DIR_SOUTH, [MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE] = DIR_WEST, [MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE] = DIR_EAST, [MOVEMENT_TYPE_TREE_DISGUISE] = DIR_SOUTH, [MOVEMENT_TYPE_MOUNTAIN_DISGUISE] = DIR_SOUTH, [MOVEMENT_TYPE_COPY_PLAYER_IN_GRASS] = DIR_NORTH, [MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE_IN_GRASS] = DIR_SOUTH, [MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE_IN_GRASS] = DIR_WEST, [MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE_IN_GRASS] = DIR_EAST, [MOVEMENT_TYPE_HIDDEN] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_IN_PLACE_DOWN] = DIR_SOUTH, [MOVEMENT_TYPE_WALK_IN_PLACE_UP] = DIR_NORTH, [MOVEMENT_TYPE_WALK_IN_PLACE_LEFT] = DIR_WEST, [MOVEMENT_TYPE_WALK_IN_PLACE_RIGHT] = DIR_EAST, [MOVEMENT_TYPE_JOG_IN_PLACE_DOWN] = DIR_SOUTH, [MOVEMENT_TYPE_JOG_IN_PLACE_UP] = DIR_NORTH, [MOVEMENT_TYPE_JOG_IN_PLACE_LEFT] = DIR_WEST, [MOVEMENT_TYPE_JOG_IN_PLACE_RIGHT] = DIR_EAST, [MOVEMENT_TYPE_RUN_IN_PLACE_DOWN] = DIR_SOUTH, [MOVEMENT_TYPE_RUN_IN_PLACE_UP] = DIR_NORTH, [MOVEMENT_TYPE_RUN_IN_PLACE_LEFT] = DIR_WEST, [MOVEMENT_TYPE_RUN_IN_PLACE_RIGHT] = DIR_EAST, [MOVEMENT_TYPE_INVISIBLE] = DIR_SOUTH, }; #define OBJ_EVENT_PAL_TAG_0 0x1103 #define OBJ_EVENT_PAL_TAG_1 0x1104 #define OBJ_EVENT_PAL_TAG_2 0x1105 #define OBJ_EVENT_PAL_TAG_3 0x1106 #define OBJ_EVENT_PAL_TAG_4 0x1107 #define OBJ_EVENT_PAL_TAG_5 0x1108 #define OBJ_EVENT_PAL_TAG_6 0x1109 #define OBJ_EVENT_PAL_TAG_7 0x110A #define OBJ_EVENT_PAL_TAG_8 0x1100 #define OBJ_EVENT_PAL_TAG_9 0x1101 #define OBJ_EVENT_PAL_TAG_10 0x1102 #define OBJ_EVENT_PAL_TAG_11 0x1115 #define OBJ_EVENT_PAL_TAG_12 0x110B #define OBJ_EVENT_PAL_TAG_13 0x110C #define OBJ_EVENT_PAL_TAG_14 0x110D #define OBJ_EVENT_PAL_TAG_15 0x110E #define OBJ_EVENT_PAL_TAG_16 0x110F #define OBJ_EVENT_PAL_TAG_17 0x1110 #define OBJ_EVENT_PAL_TAG_18 0x1111 #define OBJ_EVENT_PAL_TAG_19 0x1112 #define OBJ_EVENT_PAL_TAG_20 0x1113 #define OBJ_EVENT_PAL_TAG_21 0x1114 #define OBJ_EVENT_PAL_TAG_22 0x1116 #define OBJ_EVENT_PAL_TAG_23 0x1117 #define OBJ_EVENT_PAL_TAG_24 0x1118 #define OBJ_EVENT_PAL_TAG_25 0x1119 #define OBJ_EVENT_PAL_TAG_26 0x111A #define OBJ_EVENT_PAL_TAG_NONE 0x11FF #include "data/object_events/object_event_graphics_info_pointers.h" #include "data/field_effects/field_effect_object_template_pointers.h" #include "data/object_events/object_event_pic_tables.h" #include "data/object_events/object_event_anims.h" #include "data/object_events/base_oam.h" #include "data/object_events/object_event_subsprites.h" #include "data/object_events/object_event_graphics_info.h" const struct SpritePalette sObjectEventSpritePalettes[] = { {gObjectEventPalette0, OBJ_EVENT_PAL_TAG_0}, {gObjectEventPalette1, OBJ_EVENT_PAL_TAG_1}, {gObjectEventPalette2, OBJ_EVENT_PAL_TAG_2}, {gObjectEventPalette3, OBJ_EVENT_PAL_TAG_3}, {gObjectEventPalette4, OBJ_EVENT_PAL_TAG_4}, {gObjectEventPalette5, OBJ_EVENT_PAL_TAG_5}, {gObjectEventPalette6, OBJ_EVENT_PAL_TAG_6}, {gObjectEventPalette7, OBJ_EVENT_PAL_TAG_7}, {gObjectEventPalette8, OBJ_EVENT_PAL_TAG_8}, {gObjectEventPalette9, OBJ_EVENT_PAL_TAG_9}, {gObjectEventPalette10, OBJ_EVENT_PAL_TAG_10}, {gObjectEventPalette11, OBJ_EVENT_PAL_TAG_11}, {gObjectEventPalette12, OBJ_EVENT_PAL_TAG_12}, {gObjectEventPalette13, OBJ_EVENT_PAL_TAG_13}, {gObjectEventPalette14, OBJ_EVENT_PAL_TAG_14}, {gObjectEventPalette15, OBJ_EVENT_PAL_TAG_15}, {gObjectEventPalette16, OBJ_EVENT_PAL_TAG_16}, {gObjectEventPalette17, OBJ_EVENT_PAL_TAG_17}, {gObjectEventPalette18, OBJ_EVENT_PAL_TAG_18}, {gObjectEventPalette19, OBJ_EVENT_PAL_TAG_19}, {gObjectEventPalette20, OBJ_EVENT_PAL_TAG_20}, {gObjectEventPalette21, OBJ_EVENT_PAL_TAG_21}, {gObjectEventPalette22, OBJ_EVENT_PAL_TAG_22}, {gObjectEventPalette23, OBJ_EVENT_PAL_TAG_23}, {gObjectEventPalette24, OBJ_EVENT_PAL_TAG_24}, {gObjectEventPalette25, OBJ_EVENT_PAL_TAG_25}, {gObjectEventPalette26, OBJ_EVENT_PAL_TAG_26}, {NULL, 0x0000}, }; const u16 gPlayerReflectionPaletteTags[] = { OBJ_EVENT_PAL_TAG_9, OBJ_EVENT_PAL_TAG_9, OBJ_EVENT_PAL_TAG_9, OBJ_EVENT_PAL_TAG_9, }; // These were probably intended to be used for the female player's reflection. const u16 gUnusedPlayerReflectionPaletteTags[] = { OBJ_EVENT_PAL_TAG_18, OBJ_EVENT_PAL_TAG_18, OBJ_EVENT_PAL_TAG_18, OBJ_EVENT_PAL_TAG_18, }; const u16 gPlayerUnderwaterReflectionPaletteTags[] = { OBJ_EVENT_PAL_TAG_11, OBJ_EVENT_PAL_TAG_11, OBJ_EVENT_PAL_TAG_11, OBJ_EVENT_PAL_TAG_11, }; const struct ReflectionPaletteSet gPlayerReflectionPaletteSets[] = { {OBJ_EVENT_PAL_TAG_8, gPlayerReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_17, gPlayerReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_11, gPlayerUnderwaterReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_NONE, NULL}, }; const u16 gQuintyPlumpReflectionPaletteTags[] = { OBJ_EVENT_PAL_TAG_13, OBJ_EVENT_PAL_TAG_13, OBJ_EVENT_PAL_TAG_13, OBJ_EVENT_PAL_TAG_13, }; const u16 gTruckReflectionPaletteTags[] = { OBJ_EVENT_PAL_TAG_14, OBJ_EVENT_PAL_TAG_14, OBJ_EVENT_PAL_TAG_14, OBJ_EVENT_PAL_TAG_14, }; const u16 gMachokeMoverReflectionPaletteTags[] = { OBJ_EVENT_PAL_TAG_15, OBJ_EVENT_PAL_TAG_15, OBJ_EVENT_PAL_TAG_15, OBJ_EVENT_PAL_TAG_15, }; const u16 gMovingBoxReflectionPaletteTags[] = { OBJ_EVENT_PAL_TAG_19, OBJ_EVENT_PAL_TAG_19, OBJ_EVENT_PAL_TAG_19, OBJ_EVENT_PAL_TAG_19, }; const u16 gCableCarReflectionPaletteTags[] = { OBJ_EVENT_PAL_TAG_20, OBJ_EVENT_PAL_TAG_20, OBJ_EVENT_PAL_TAG_20, OBJ_EVENT_PAL_TAG_20, }; const u16 gSSTidalReflectionPaletteTags[] = { OBJ_EVENT_PAL_TAG_21, OBJ_EVENT_PAL_TAG_21, OBJ_EVENT_PAL_TAG_21, OBJ_EVENT_PAL_TAG_21, }; const u16 gSubmarineShadowReflectionPaletteTags[] = { OBJ_EVENT_PAL_TAG_26, OBJ_EVENT_PAL_TAG_26, OBJ_EVENT_PAL_TAG_26, OBJ_EVENT_PAL_TAG_26, }; const u16 gKyogre2ReflectionPaletteTags[] = { OBJ_EVENT_PAL_TAG_23, OBJ_EVENT_PAL_TAG_23, OBJ_EVENT_PAL_TAG_23, OBJ_EVENT_PAL_TAG_23, }; const u16 gGroudon2ReflectionPaletteTags[] = { OBJ_EVENT_PAL_TAG_25, OBJ_EVENT_PAL_TAG_25, OBJ_EVENT_PAL_TAG_25, OBJ_EVENT_PAL_TAG_25, }; const u16 gInvisibleKecleonReflectionPaletteTags[] = { OBJ_EVENT_PAL_TAG_6, OBJ_EVENT_PAL_TAG_6, OBJ_EVENT_PAL_TAG_6, OBJ_EVENT_PAL_TAG_6, }; const struct ReflectionPaletteSet gSpecialObjectReflectionPaletteSets[] = { {OBJ_EVENT_PAL_TAG_8, gPlayerReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_17, gPlayerReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_12, gQuintyPlumpReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_14, gTruckReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_15, gMachokeMoverReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_19, gMovingBoxReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_20, gCableCarReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_21, gSSTidalReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_22, gKyogre2ReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_24, gGroudon2ReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_2, gInvisibleKecleonReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_26, gSubmarineShadowReflectionPaletteTags}, {OBJ_EVENT_PAL_TAG_NONE, NULL}, }; const u16 gObjectPaletteTags0[] = { OBJ_EVENT_PAL_TAG_8, OBJ_EVENT_PAL_TAG_9, OBJ_EVENT_PAL_TAG_0, OBJ_EVENT_PAL_TAG_1, OBJ_EVENT_PAL_TAG_2, OBJ_EVENT_PAL_TAG_3, OBJ_EVENT_PAL_TAG_4, OBJ_EVENT_PAL_TAG_5, OBJ_EVENT_PAL_TAG_6, OBJ_EVENT_PAL_TAG_7, }; const u16 gObjectPaletteTags1[] = { OBJ_EVENT_PAL_TAG_8, OBJ_EVENT_PAL_TAG_9, OBJ_EVENT_PAL_TAG_0, OBJ_EVENT_PAL_TAG_1, OBJ_EVENT_PAL_TAG_2, OBJ_EVENT_PAL_TAG_3, OBJ_EVENT_PAL_TAG_4, OBJ_EVENT_PAL_TAG_5, OBJ_EVENT_PAL_TAG_6, OBJ_EVENT_PAL_TAG_7, }; const u16 gObjectPaletteTags2[] = { OBJ_EVENT_PAL_TAG_8, OBJ_EVENT_PAL_TAG_9, OBJ_EVENT_PAL_TAG_0, OBJ_EVENT_PAL_TAG_1, OBJ_EVENT_PAL_TAG_2, OBJ_EVENT_PAL_TAG_3, OBJ_EVENT_PAL_TAG_4, OBJ_EVENT_PAL_TAG_5, OBJ_EVENT_PAL_TAG_6, OBJ_EVENT_PAL_TAG_7, }; const u16 gObjectPaletteTags3[] = { OBJ_EVENT_PAL_TAG_8, OBJ_EVENT_PAL_TAG_9, OBJ_EVENT_PAL_TAG_0, OBJ_EVENT_PAL_TAG_1, OBJ_EVENT_PAL_TAG_2, OBJ_EVENT_PAL_TAG_3, OBJ_EVENT_PAL_TAG_4, OBJ_EVENT_PAL_TAG_5, OBJ_EVENT_PAL_TAG_6, OBJ_EVENT_PAL_TAG_7, }; const u16 *const gObjectPaletteTagSets[] = { gObjectPaletteTags0, gObjectPaletteTags1, gObjectPaletteTags2, gObjectPaletteTags3, }; #include "data/object_events/berry_tree_graphics_tables.h" #include "data/field_effects/field_effect_objects.h" const s16 gMovementDelaysMedium[] = {32, 64, 96, 128}; const s16 gMovementDelaysLong[] = {32, 64, 128, 192}; const s16 gMovementDelaysShort[] = {32, 48, 64, 80}; #include "data/object_events/movement_type_func_tables.h" const u8 gFaceDirectionAnimNums[] = { 0, // DIR_NONE 0, // DIR_SOUTH 1, // DIR_NORTH 2, // DIR_WEST 3, // DIR_EAST 0, // DIR_SOUTHWEST 0, // DIR_SOUTHEAST 1, // DIR_NORTHWEST 1, // DIR_NORTHEAST }; const u8 gMoveDirectionAnimNums[] = { 4, // DIR_NONE 4, // DIR_SOUTH 5, // DIR_NORTH 6, // DIR_WEST 7, // DIR_EAST 4, // DIR_SOUTHWEST 4, // DIR_SOUTHEAST 5, // DIR_NORTHWEST 5, // DIR_NORTHEAST }; const u8 gMoveDirectionFastAnimNums[] = { 8, // DIR_NONE 8, // DIR_SOUTH 9, // DIR_NORTH 10, // DIR_WEST 11, // DIR_EAST 8, // DIR_SOUTHWEST 8, // DIR_SOUTHEAST 9, // DIR_NORTHWEST 9, // DIR_NORTHEAST }; const u8 gMoveDirectionFasterAnimNums[] = { 12, // DIR_NONE 12, // DIR_SOUTH 13, // DIR_NORTH 14, // DIR_WEST 15, // DIR_EAST 12, // DIR_SOUTHWEST 12, // DIR_SOUTHEAST 13, // DIR_NORTHWEST 13, // DIR_NORTHEAST }; const u8 gMoveDirectionFastestAnimNums[] = { 16, // DIR_NONE 16, // DIR_SOUTH 17, // DIR_NORTH 18, // DIR_WEST 19, // DIR_EAST 16, // DIR_SOUTHWEST 16, // DIR_SOUTHEAST 17, // DIR_NORTHWEST 17, // DIR_NORTHEAST }; const u8 gJumpSpecialDirectionAnimNums[] = { // used for jumping onto surf mon 20, // DIR_NONE 20, // DIR_SOUTH 21, // DIR_NORTH 22, // DIR_WEST 23, // DIR_EAST 20, // DIR_SOUTHWEST 20, // DIR_SOUTHEAST 21, // DIR_NORTHWEST 21, // DIR_NORTHEAST }; const u8 gAcroWheelieDirectionAnimNums[] = { 20, // DIR_NONE 20, // DIR_SOUTH 21, // DIR_NORTH 22, // DIR_WEST 23, // DIR_EAST 20, // DIR_SOUTHWEST 20, // DIR_SOUTHEAST 21, // DIR_NORTHWEST 21, // DIR_NORTHEAST }; const u8 gUnrefAnimNums_08375633[] = { 24, // DIR_NONE 24, // DIR_SOUTH 25, // DIR_NORTH 26, // DIR_WEST 27, // DIR_EAST 24, // DIR_SOUTHWEST 24, // DIR_SOUTHEAST 25, // DIR_NORTHWEST 25, // DIR_NORTHEAST }; const u8 gAcroEndWheelieDirectionAnimNums[] = { 28, // DIR_NONE 28, // DIR_SOUTH 29, // DIR_NORTH 30, // DIR_WEST 31, // DIR_EAST 28, // DIR_SOUTHWEST 28, // DIR_SOUTHEAST 29, // DIR_NORTHWEST 29, // DIR_NORTHEAST }; const u8 gAcroUnusedActionDirectionAnimNums[] = { 32, // DIR_NONE 32, // DIR_SOUTH 33, // DIR_NORTH 34, // DIR_WEST 35, // DIR_EAST 32, // DIR_SOUTHWEST 32, // DIR_SOUTHEAST 33, // DIR_NORTHWEST 33, // DIR_NORTHEAST }; const u8 gAcroWheeliePedalDirectionAnimNums[] = { 36, // DIR_NONE 36, // DIR_SOUTH 37, // DIR_NORTH 38, // DIR_WEST 39, // DIR_EAST 36, // DIR_SOUTHWEST 36, // DIR_SOUTHEAST 37, // DIR_NORTHWEST 37, // DIR_NORTHEAST }; const u8 gFishingDirectionAnimNums[] = { 0, // DIR_NONE 0, // DIR_SOUTH 1, // DIR_NORTH 2, // DIR_WEST 3, // DIR_EAST 0, // DIR_SOUTHWEST 0, // DIR_SOUTHEAST 1, // DIR_NORTHWEST 1, // DIR_NORTHEAST }; const u8 gFishingNoCatchDirectionAnimNums[] = { 4, // DIR_NONE 4, // DIR_SOUTH 5, // DIR_NORTH 6, // DIR_WEST 7, // DIR_EAST 4, // DIR_SOUTHWEST 4, // DIR_SOUTHEAST 5, // DIR_NORTHWEST 5, // DIR_NORTHEAST }; const u8 gFishingBiteDirectionAnimNums[] = { 8, // DIR_NONE 8, // DIR_SOUTH 9, // DIR_NORTH 10, // DIR_WEST 11, // DIR_EAST 8, // DIR_SOUTHWEST 8, // DIR_SOUTHEAST 9, // DIR_NORTHWEST 9, // DIR_NORTHEAST }; const u8 gRunningDirectionAnimNums[] = { 20, // DIR_NONE 20, // DIR_SOUTH 21, // DIR_NORTH 22, // DIR_WEST 23, // DIR_EAST 20, // DIR_SOUTHWEST 20, // DIR_SOUTHEAST 21, // DIR_NORTHWEST 21, // DIR_NORTHEAST }; const u8 gTrainerFacingDirectionMovementTypes[] = { MOVEMENT_TYPE_FACE_DOWN, // DIR_NONE MOVEMENT_TYPE_FACE_DOWN, // DIR_SOUTH MOVEMENT_TYPE_FACE_UP, // DIR_NORTH MOVEMENT_TYPE_FACE_LEFT, // DIR_WEST MOVEMENT_TYPE_FACE_RIGHT, // DIR_EAST MOVEMENT_TYPE_FACE_DOWN, // DIR_SOUTHWEST MOVEMENT_TYPE_FACE_DOWN, // DIR_SOUTHEAST MOVEMENT_TYPE_FACE_UP, // DIR_NORTHWEST MOVEMENT_TYPE_FACE_UP, // DIR_NORTHEAST }; bool8 (*const gOppositeDirectionBlockedMetatileFuncs[])(u8) = { MetatileBehavior_IsSouthBlocked, MetatileBehavior_IsNorthBlocked, MetatileBehavior_IsWestBlocked, MetatileBehavior_IsEastBlocked }; bool8 (*const gDirectionBlockedMetatileFuncs[])(u8) = { MetatileBehavior_IsNorthBlocked, MetatileBehavior_IsSouthBlocked, MetatileBehavior_IsEastBlocked, MetatileBehavior_IsWestBlocked }; static const struct Coords16 sDirectionToVectors[] = { { 0, 0}, { 0, 1}, { 0, -1}, {-1, 0}, { 1, 0}, {-1, 1}, { 1, 1}, {-1, -1}, { 1, -1} }; const u8 gFaceDirectionMovementActions[] = { MOVEMENT_ACTION_FACE_DOWN, MOVEMENT_ACTION_FACE_DOWN, MOVEMENT_ACTION_FACE_UP, MOVEMENT_ACTION_FACE_LEFT, MOVEMENT_ACTION_FACE_RIGHT, }; const u8 gWalkSlowMovementActions[] = { MOVEMENT_ACTION_WALK_SLOW_DOWN, MOVEMENT_ACTION_WALK_SLOW_DOWN, MOVEMENT_ACTION_WALK_SLOW_UP, MOVEMENT_ACTION_WALK_SLOW_LEFT, MOVEMENT_ACTION_WALK_SLOW_RIGHT, }; const u8 gWalkNormalMovementActions[] = { MOVEMENT_ACTION_WALK_NORMAL_DOWN, MOVEMENT_ACTION_WALK_NORMAL_DOWN, MOVEMENT_ACTION_WALK_NORMAL_UP, MOVEMENT_ACTION_WALK_NORMAL_LEFT, MOVEMENT_ACTION_WALK_NORMAL_RIGHT, }; const u8 gWalkFastMovementActions[] = { MOVEMENT_ACTION_WALK_FAST_DOWN, MOVEMENT_ACTION_WALK_FAST_DOWN, MOVEMENT_ACTION_WALK_FAST_UP, MOVEMENT_ACTION_WALK_FAST_LEFT, MOVEMENT_ACTION_WALK_FAST_RIGHT, }; const u8 gRideWaterCurrentMovementActions[] = { MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN, MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN, MOVEMENT_ACTION_RIDE_WATER_CURRENT_UP, MOVEMENT_ACTION_RIDE_WATER_CURRENT_LEFT, MOVEMENT_ACTION_RIDE_WATER_CURRENT_RIGHT, }; const u8 gWalkFastestMovementActions[] = { MOVEMENT_ACTION_WALK_FASTEST_DOWN, MOVEMENT_ACTION_WALK_FASTEST_DOWN, MOVEMENT_ACTION_WALK_FASTEST_UP, MOVEMENT_ACTION_WALK_FASTEST_LEFT, MOVEMENT_ACTION_WALK_FASTEST_RIGHT, }; const u8 gSlideMovementActions[] = { MOVEMENT_ACTION_SLIDE_DOWN, MOVEMENT_ACTION_SLIDE_DOWN, MOVEMENT_ACTION_SLIDE_UP, MOVEMENT_ACTION_SLIDE_LEFT, MOVEMENT_ACTION_SLIDE_RIGHT, }; const u8 gPlayerRunMovementActions[] = { MOVEMENT_ACTION_PLAYER_RUN_DOWN, MOVEMENT_ACTION_PLAYER_RUN_DOWN, MOVEMENT_ACTION_PLAYER_RUN_UP, MOVEMENT_ACTION_PLAYER_RUN_LEFT, MOVEMENT_ACTION_PLAYER_RUN_RIGHT, }; const u8 gJump2MovementActions[] = { MOVEMENT_ACTION_JUMP_2_DOWN, MOVEMENT_ACTION_JUMP_2_DOWN, MOVEMENT_ACTION_JUMP_2_UP, MOVEMENT_ACTION_JUMP_2_LEFT, MOVEMENT_ACTION_JUMP_2_RIGHT, }; const u8 gJumpInPlaceMovementActions[] = { MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN, MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN, MOVEMENT_ACTION_JUMP_IN_PLACE_UP, MOVEMENT_ACTION_JUMP_IN_PLACE_LEFT, MOVEMENT_ACTION_JUMP_IN_PLACE_RIGHT, }; const u8 gJumpInPlaceTurnAroundMovementActions[] = { MOVEMENT_ACTION_JUMP_IN_PLACE_UP_DOWN, MOVEMENT_ACTION_JUMP_IN_PLACE_UP_DOWN, MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN_UP, MOVEMENT_ACTION_JUMP_IN_PLACE_RIGHT_LEFT, MOVEMENT_ACTION_JUMP_IN_PLACE_LEFT_RIGHT, }; const u8 gJumpMovementActions[] = { MOVEMENT_ACTION_JUMP_DOWN, MOVEMENT_ACTION_JUMP_DOWN, MOVEMENT_ACTION_JUMP_UP, MOVEMENT_ACTION_JUMP_LEFT, MOVEMENT_ACTION_JUMP_RIGHT, }; const u8 gJumpSpecialMovementActions[] = { MOVEMENT_ACTION_JUMP_SPECIAL_DOWN, MOVEMENT_ACTION_JUMP_SPECIAL_DOWN, MOVEMENT_ACTION_JUMP_SPECIAL_UP, MOVEMENT_ACTION_JUMP_SPECIAL_LEFT, MOVEMENT_ACTION_JUMP_SPECIAL_RIGHT, }; const u8 gWalkInPlaceSlowMovementActions[] = { MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_UP, MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_LEFT, MOVEMENT_ACTION_WALK_IN_PLACE_SLOW_RIGHT, }; const u8 gWalkInPlaceNormalMovementActions[] = { MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_UP, MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_LEFT, MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_RIGHT, }; const u8 gWalkInPlaceFastMovementActions[] = { MOVEMENT_ACTION_WALK_IN_PLACE_FAST_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_FAST_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_FAST_UP, MOVEMENT_ACTION_WALK_IN_PLACE_FAST_LEFT, MOVEMENT_ACTION_WALK_IN_PLACE_FAST_RIGHT, }; const u8 gWalkInPlaceFastestMovementActions[] = { MOVEMENT_ACTION_WALK_IN_PLACE_FASTEST_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_FASTEST_DOWN, MOVEMENT_ACTION_WALK_IN_PLACE_FASTEST_UP, MOVEMENT_ACTION_WALK_IN_PLACE_FASTEST_LEFT, MOVEMENT_ACTION_WALK_IN_PLACE_FASTEST_RIGHT, }; const u8 gAcroWheelieFaceDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_WHEELIE_FACE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_FACE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_FACE_UP, MOVEMENT_ACTION_ACRO_WHEELIE_FACE_LEFT, MOVEMENT_ACTION_ACRO_WHEELIE_FACE_RIGHT, }; const u8 gAcroPopWheelieFaceDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_POP_WHEELIE_DOWN, MOVEMENT_ACTION_ACRO_POP_WHEELIE_DOWN, MOVEMENT_ACTION_ACRO_POP_WHEELIE_UP, MOVEMENT_ACTION_ACRO_POP_WHEELIE_LEFT, MOVEMENT_ACTION_ACRO_POP_WHEELIE_RIGHT, }; const u8 gAcroEndWheelieFaceDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_DOWN, MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_DOWN, MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_UP, MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_LEFT, MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_RIGHT, }; const u8 gAcroWheelieHopFaceDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_UP, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_LEFT, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_RIGHT, }; const u8 gAcroWheelieHopDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_WHEELIE_HOP_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_UP, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_LEFT, MOVEMENT_ACTION_ACRO_WHEELIE_HOP_RIGHT, }; const u8 gAcroWheelieJumpDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_UP, MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_LEFT, MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_RIGHT, }; const u8 gAcroWheelieInPlaceDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_UP, MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_LEFT, MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_RIGHT, }; const u8 gAcroPopWheelieMoveDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_DOWN, MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_DOWN, MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_UP, MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_LEFT, MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_RIGHT, }; const u8 gAcroWheelieMoveDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_DOWN, MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_UP, MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_LEFT, MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_RIGHT, }; const u8 gAcroEndWheelieMoveDirectionMovementActions[] = { MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_DOWN, MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_DOWN, MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_UP, MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_LEFT, MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_RIGHT, }; const u8 gOppositeDirections[] = { DIR_NORTH, DIR_SOUTH, DIR_EAST, DIR_WEST, DIR_NORTHEAST, DIR_NORTHWEST, DIR_SOUTHEAST, DIR_SOUTHWEST, }; const u8 gUnknown_08375757[][4] = { {2, 1, 4, 3}, {1, 2, 3, 4}, {3, 4, 2, 1}, {4, 3, 1, 2} }; const u8 gUnknown_08375767[][4] = { {2, 1, 4, 3}, {1, 2, 3, 4}, {4, 3, 1, 2}, {3, 4, 2, 1} }; #include "data/object_events/movement_action_func_tables.h" // There is code supporing multiple sets of player reflection palettes, but // the data for each is identical. Perhaps non-water/ice reflections were planned. static u8 sCurrentReflectionType; static u16 sCurrentSpecialObjectPaletteTag; extern struct LinkPlayerObjectEvent gLinkPlayerObjectEvents[]; extern u8 gReservedSpritePaletteCount; extern struct Camera gCamera; struct ObjectEvent gObjectEvents[OBJECT_EVENTS_COUNT]; #if DEBUG u8 gUnknown_Debug_03004BC0; #endif static void ClearObjectEvent(struct ObjectEvent *objectEvent) { memset(objectEvent, 0, sizeof(struct ObjectEvent)); objectEvent->localId = 0xFF; objectEvent->mapNum = 0xFF; objectEvent->mapGroup = 0xFF; objectEvent->movementActionId = 0xFF; } static void ClearAllObjectEvents(void) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) ClearObjectEvent(&gObjectEvents[i]); #if DEBUG gUnknown_Debug_03004BC0 = 0; #endif } void ResetObjectEvents(void) { ClearLinkPlayerObjectEvents(); ClearAllObjectEvents(); ClearPlayerAvatarInfo(); CreateReflectionEffectSprites(); } static void CreateReflectionEffectSprites(void) { // The reflection effect when an object event is standing over water or ice // is driven by these two invisible sprites' callback functions. The callback // continuously updates OAM rot/scale matrices using affine animations that scale // the sprite up and down horizontally. The second one is needed to handle the inverted // effect when the object is facing to the east. (The sprite has h-flip enabled). u8 spriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[21], 0, 0, 31); gSprites[spriteId].oam.affineMode = 1; InitSpriteAffineAnim(&gSprites[spriteId]); StartSpriteAffineAnim(&gSprites[spriteId], 0); gSprites[spriteId].invisible = TRUE; spriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[21], 0, 0, 31); gSprites[spriteId].oam.affineMode = 1; InitSpriteAffineAnim(&gSprites[spriteId]); StartSpriteAffineAnim(&gSprites[spriteId], 1); gSprites[spriteId].invisible = TRUE; } u8 GetFirstInactiveObjectEventId(void) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (!gObjectEvents[i].active) break; } return i; } u8 GetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { if (localId < 0xFF) return GetObjectEventIdByLocalIdAndMapInternal(localId, mapNum, mapGroup); else return GetObjectEventIdByLocalId(localId); } bool8 TryGetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, u8 *objectEventId) { *objectEventId = GetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup); if (*objectEventId == OBJECT_EVENTS_COUNT) return TRUE; else return FALSE; } u8 GetObjectEventIdByXY(s16 x, s16 y) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active && gObjectEvents[i].currentCoords.x == x && gObjectEvents[i].currentCoords.y == y) break; } return i; } static u8 GetObjectEventIdByLocalIdAndMapInternal(u8 localId, u8 mapNum, u8 mapGroup) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active && gObjectEvents[i].localId == localId && gObjectEvents[i].mapNum == mapNum && gObjectEvents[i].mapGroup == mapGroup) return i; } return OBJECT_EVENTS_COUNT; } static u8 GetObjectEventIdByLocalId(u8 localId) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active && gObjectEvents[i].localId == localId) return i; } return OBJECT_EVENTS_COUNT; } static u8 InitObjectEventStateFromTemplate(struct ObjectEventTemplate *template, u8 mapNum, u8 mapGroup) { struct ObjectEvent *objectEvent; u8 objectEventId; s16 initialX; s16 initialY; if (GetAvailableObjectEventId(template->localId, mapNum, mapGroup, &objectEventId) != 0) return OBJECT_EVENTS_COUNT; objectEvent = &gObjectEvents[objectEventId]; ClearObjectEvent(objectEvent); initialX = template->x + 7; initialY = template->y + 7; objectEvent->active = TRUE; objectEvent->triggerGroundEffectsOnMove = TRUE; objectEvent->graphicsId = template->graphicsId; objectEvent->movementType = template->movementType; objectEvent->localId = template->localId; objectEvent->mapNum = mapNum; asm("":::"r6"); objectEvent->mapGroup = mapGroup; objectEvent->initialCoords.x = initialX; objectEvent->initialCoords.y = initialY; objectEvent->currentCoords.x = initialX; objectEvent->currentCoords.y = initialY; objectEvent->previousCoords.x = initialX; objectEvent->previousCoords.y = initialY; objectEvent->currentElevation = template->elevation; objectEvent->previousElevation = template->elevation; objectEvent->range.as_nybbles.x = template->movementRangeX; objectEvent->range.as_nybbles.y = template->movementRangeY; objectEvent->trainerType = template->trainerType; objectEvent->trainerRange_berryTreeId = template->trainerRange_berryTreeId; objectEvent->previousMovementDirection = gInitialMovementTypeFacingDirections[template->movementType]; SetObjectEventDirection(objectEvent, objectEvent->previousMovementDirection); asm("":::"r5","r6"); SetObjectEventDynamicGraphicsId(objectEvent); if (gRangedMovementTypes[objectEvent->movementType]) { // Ensure a ranged movement type has at least 1 tile of room to move. if (objectEvent->range.as_nybbles.x == 0) objectEvent->range.as_nybbles.x++; if (objectEvent->range.as_nybbles.y == 0) objectEvent->range.as_nybbles.y++; } #if DEBUG gUnknown_Debug_03004BC0++; #endif return objectEventId; } u8 TryInitLocalObjectEvent(u8 localId) { u8 i; u8 objectEventCount; if (gMapHeader.events == NULL) return OBJECT_EVENTS_COUNT; objectEventCount = gMapHeader.events->objectEventCount; for (i = 0; i < objectEventCount; i++) { struct ObjectEventTemplate *template = &gSaveBlock1.objectEventTemplates[i]; if (template->localId == localId && !FlagGet(template->flagId)) return InitObjectEventStateFromTemplate(template, gSaveBlock1.location.mapNum, gSaveBlock1.location.mapGroup); } return OBJECT_EVENTS_COUNT; } static bool8 GetAvailableObjectEventId(u16 localId, u8 mapNum, u8 mapGroup, u8 *objectEventId) { u8 i = 0; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (!gObjectEvents[i].active) break; // one-line required to match with -g if (gObjectEvents[i].localId == localId && gObjectEvents[i].mapNum == mapNum && gObjectEvents[i].mapGroup == mapGroup) return TRUE; } if (i >= OBJECT_EVENTS_COUNT) return TRUE; *objectEventId = i; for (; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active && gObjectEvents[i].localId == localId && gObjectEvents[i].mapNum == mapNum && gObjectEvents[i].mapGroup == mapGroup) return TRUE; } return FALSE; } static void RemoveObjectEvent(struct ObjectEvent *objectEvent) { objectEvent->active = FALSE; RemoveObjectEventInternal(objectEvent); #if DEBUG gUnknown_Debug_03004BC0--; #endif } void RemoveObjectEventByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { FlagSet(GetObjectEventFlagIdByObjectEventId(objectEventId)); RemoveObjectEvent(&gObjectEvents[objectEventId]); } } static void RemoveObjectEventInternal(struct ObjectEvent *objectEvent) { struct SpriteFrameImage image; image.size = GetObjectEventGraphicsInfo(objectEvent->graphicsId)->size; gSprites[objectEvent->spriteId].images = ℑ DestroySprite(&gSprites[objectEvent->spriteId]); } void RemoveAllObjectEventsExceptPlayer(void) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (i != gPlayerAvatar.objectEventId) RemoveObjectEvent(&gObjectEvents[i]); } } static u8 TrySetupObjectEventSprite(struct ObjectEventTemplate *objectEventTemplate, struct SpriteTemplate *spriteTemplate, u8 mapNum, u8 mapGroup, s16 cameraDeltaX, s16 cameraDeltaY) { u8 spriteId; u8 objectEventId; struct Sprite *sprite; struct ObjectEvent *objectEvent; const struct ObjectEventGraphicsInfo *graphicsInfo; objectEventId = InitObjectEventStateFromTemplate(objectEventTemplate, mapNum, mapGroup); if (objectEventId == OBJECT_EVENTS_COUNT) return OBJECT_EVENTS_COUNT; objectEvent = &gObjectEvents[objectEventId]; graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId); if (graphicsInfo->paletteSlot == 0) { LoadPlayerObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot); } else if (graphicsInfo->paletteSlot == 10) { LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot); } if (objectEvent->movementType == MOVEMENT_TYPE_INVISIBLE) { objectEvent->invisible = TRUE; } *(u16 *)&spriteTemplate->paletteTag = 0xFFFF; spriteId = CreateSprite(spriteTemplate, 0, 0, 0); if (spriteId == MAX_SPRITES) { #if DEBUG gUnknown_Debug_03004BC0--; #endif gObjectEvents[objectEventId].active = FALSE; return OBJECT_EVENTS_COUNT; } sprite = &gSprites[spriteId]; sub_8060388(cameraDeltaX + objectEvent->currentCoords.x, cameraDeltaY + objectEvent->currentCoords.y, &sprite->x, &sprite->y); sprite->centerToCornerVecX = -(graphicsInfo->width >> 1); sprite->centerToCornerVecY = -(graphicsInfo->height >> 1); sprite->x += 8; sprite->y += 16 + sprite->centerToCornerVecY; sprite->oam.paletteNum = graphicsInfo->paletteSlot; sprite->coordOffsetEnabled = TRUE; sprite->data[0] = objectEventId; objectEvent->spriteId = spriteId; objectEvent->inanimate = graphicsInfo->inanimate; if (!objectEvent->inanimate) { StartSpriteAnim(sprite, GetFaceDirectionAnimNum(objectEvent->facingDirection)); } SetObjectSubpriorityByZCoord(objectEvent->previousElevation, sprite, 1); UpdateObjectEventVisibility(objectEvent, sprite); return objectEventId; } static u8 TrySpawnObjectEvent(struct ObjectEventTemplate *objectEventTemplate, u8 mapNum, u8 mapGroup, s16 cameraDeltaX, s16 cameraDeltaY) { u8 objectEventId; struct SpriteTemplate spriteTemplate; struct SpriteFrameImage spriteFrameImage; const struct ObjectEventGraphicsInfo *graphicsInfo; const struct SubspriteTable *subspriteTables = NULL; graphicsInfo = GetObjectEventGraphicsInfo(objectEventTemplate->graphicsId); MakeObjectTemplateFromObjectEventTemplate(objectEventTemplate, &spriteTemplate, &subspriteTables); spriteFrameImage.size = graphicsInfo->size; spriteTemplate.images = &spriteFrameImage; objectEventId = TrySetupObjectEventSprite(objectEventTemplate, &spriteTemplate, mapNum, mapGroup, cameraDeltaX, cameraDeltaY); if (objectEventId == OBJECT_EVENTS_COUNT) { return OBJECT_EVENTS_COUNT; } gSprites[gObjectEvents[objectEventId].spriteId].images = graphicsInfo->images; if (subspriteTables != NULL) { SetSubspriteTables(&gSprites[gObjectEvents[objectEventId].spriteId], subspriteTables); } return objectEventId; } u8 SpawnSpecialObjectEvent(struct ObjectEventTemplate *objectEventTemplate) { s16 x; s16 y; GetObjectEventMovingCameraOffset(&x, &y); return TrySpawnObjectEvent(objectEventTemplate, gSaveBlock1.location.mapNum, gSaveBlock1.location.mapGroup, x, y); } u8 SpawnSpecialObjectEventParametrized(u8 graphicsId, u8 movementType, u8 localId, s16 x, s16 y, u8 elevation) { struct ObjectEventTemplate objectEventTemplate; x -= 7; y -= 7; objectEventTemplate.localId = localId; objectEventTemplate.graphicsId = graphicsId; objectEventTemplate.unk2 = 0; objectEventTemplate.x = x; objectEventTemplate.y = y; objectEventTemplate.elevation = elevation; objectEventTemplate.movementType = movementType; objectEventTemplate.movementRangeX = 0; objectEventTemplate.movementRangeY = 0; objectEventTemplate.trainerType = TRAINER_TYPE_NONE; objectEventTemplate.trainerRange_berryTreeId = 0; return SpawnSpecialObjectEvent(&objectEventTemplate); } u8 show_sprite(u8 localId, u8 mapNum, u8 mapGroup) { struct ObjectEventTemplate *objectEventTemplate; s16 x; s16 y; objectEventTemplate = GetObjectEventTemplateByLocalIdAndMap(localId, mapNum, mapGroup); if (objectEventTemplate == NULL) { return OBJECT_EVENTS_COUNT; } GetObjectEventMovingCameraOffset(&x, &y); return TrySpawnObjectEvent(objectEventTemplate, mapNum, mapGroup, x, y); } void MakeObjectTemplateFromObjectEventGraphicsInfo(u16 graphicsId, void (*callback)(struct Sprite *), struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables) { const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(graphicsId); spriteTemplate->tileTag = graphicsInfo->tileTag; spriteTemplate->paletteTag = graphicsInfo->paletteTag; spriteTemplate->oam = graphicsInfo->oam; spriteTemplate->anims = graphicsInfo->anims; spriteTemplate->images = graphicsInfo->images; spriteTemplate->affineAnims = graphicsInfo->affineAnims; spriteTemplate->callback = callback; *subspriteTables = graphicsInfo->subspriteTables; } static void MakeObjectTemplateFromObjectEventGraphicsInfoWithCallbackIndex(u16 graphicsId, u16 movementType, struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables) { MakeObjectTemplateFromObjectEventGraphicsInfo(graphicsId, sMovementTypeCallbacks[movementType], spriteTemplate, subspriteTables); } static void MakeObjectTemplateFromObjectEventTemplate(struct ObjectEventTemplate *objEventTemplate, struct SpriteTemplate *spriteTemplate, const struct SubspriteTable **subspriteTables) { MakeObjectTemplateFromObjectEventGraphicsInfoWithCallbackIndex(objEventTemplate->graphicsId, objEventTemplate->movementType, spriteTemplate, subspriteTables); } u8 AddPseudoObjectEvent(u16 graphicsId, void (*callback)(struct Sprite *), s16 x, s16 y, u8 subpriority) { struct SpriteTemplate spriteTemplate; const struct SubspriteTable *subspriteTables; u8 spriteId; MakeObjectTemplateFromObjectEventGraphicsInfo(graphicsId, callback, &spriteTemplate, &subspriteTables); if (spriteTemplate.paletteTag != 0xFFFF) { sub_805BDF8(spriteTemplate.paletteTag); } spriteId = CreateSprite(&spriteTemplate, x, y, subpriority); if (spriteId != MAX_SPRITES && subspriteTables != NULL) { SetSubspriteTables(&gSprites[spriteId], subspriteTables); gSprites[spriteId].subspriteMode = 2; } return spriteId; } u8 sub_805B410(u8 graphicsId, u8 b, s16 x, s16 y, u8 elevation, u8 direction) { u8 spriteId; struct SpriteTemplate spriteTemplate; const struct SubspriteTable *subspriteTables; const struct ObjectEventGraphicsInfo *graphicsInfo; graphicsInfo = GetObjectEventGraphicsInfo(graphicsId); MakeObjectTemplateFromObjectEventGraphicsInfo(graphicsId, UpdateObjectEventSpriteSubpriorityAndVisibility, &spriteTemplate, &subspriteTables); *(u16 *)&spriteTemplate.paletteTag = 0xFFFF; x += 7; y += 7; sub_8060470(&x, &y, 8, 16); spriteId = CreateSpriteAtEnd(&spriteTemplate, x, y, 0); if (spriteId != MAX_SPRITES) { struct Sprite *sprite = &gSprites[spriteId]; sprite->centerToCornerVecX = -(graphicsInfo->width >> 1); sprite->centerToCornerVecY = -(graphicsInfo->height >> 1); sprite->y += sprite->centerToCornerVecY; sprite->oam.paletteNum = graphicsInfo->paletteSlot; sprite->coordOffsetEnabled = TRUE; sprite->data[0] = b; sprite->data[1] = elevation; if (graphicsInfo->paletteSlot == 10) { LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot); } if (subspriteTables != NULL) { SetSubspriteTables(sprite, subspriteTables); sprite->subspriteMode = 2; } InitObjectPriorityByZCoord(sprite, elevation); SetObjectSubpriorityByZCoord(elevation, sprite, 1); StartSpriteAnim(sprite, GetFaceDirectionAnimNum(direction)); } return spriteId; } void TrySpawnObjectEvents(s16 cameraDeltaX, s16 cameraDeltaY) { u8 i; if (gMapHeader.events != NULL) { s16 left = gSaveBlock1.pos.x - 2; s16 right = gSaveBlock1.pos.x + 17; s16 top = gSaveBlock1.pos.y; s16 bottom = gSaveBlock1.pos.y + 16; u8 objectCount = gMapHeader.events->objectEventCount; for (i = 0; i < objectCount; i++) { struct ObjectEventTemplate *template = &gSaveBlock1.objectEventTemplates[i]; s16 npcX = template->x + 7; s16 npcY = template->y + 7; if (top <= npcY && bottom >= npcY && left <= npcX && right >= npcX && !FlagGet(template->flagId)) TrySpawnObjectEvent(template, gSaveBlock1.location.mapNum, gSaveBlock1.location.mapGroup, cameraDeltaX, cameraDeltaY); } } } void RemoveObjectEventsOutsideView(void) { u8 i, j; bool8 isActiveLinkPlayer; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { for (j = 0, isActiveLinkPlayer = FALSE; j < 4; j++) { if (gLinkPlayerObjectEvents[j].active && i == gLinkPlayerObjectEvents[j].objEventId) isActiveLinkPlayer = TRUE; } if (!isActiveLinkPlayer) { struct ObjectEvent *objectEvent = &gObjectEvents[i]; if (objectEvent->active && !objectEvent->isPlayer) RemoveObjectEventIfOutsideView(objectEvent); } } } static void RemoveObjectEventIfOutsideView(struct ObjectEvent *objectEvent) { s16 left = gSaveBlock1.pos.x - 2; s16 right = gSaveBlock1.pos.x + 17; s16 top = gSaveBlock1.pos.y; s16 bottom = gSaveBlock1.pos.y + 16; if (objectEvent->currentCoords.x >= left && objectEvent->currentCoords.x <= right && objectEvent->currentCoords.y >= top && objectEvent->currentCoords.y <= bottom) return; if (objectEvent->initialCoords.x >= left && objectEvent->initialCoords.x <= right && objectEvent->initialCoords.y >= top && objectEvent->initialCoords.y <= bottom) return; RemoveObjectEvent(objectEvent); } void sub_805B75C(u8, s16, s16); void sub_805B710(u16 a, u16 b) { u8 i; #if DEBUG gUnknown_Debug_03004BC0 = 0; #endif ClearPlayerAvatarInfo(); for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active) { sub_805B75C(i, a, b); #if DEBUG gUnknown_Debug_03004BC0++; #endif } } CreateReflectionEffectSprites(); } void sub_805B75C(u8 objectEventId, s16 x, s16 y) { u8 spriteId; struct Sprite *sprite; struct ObjectEvent *objectEvent; struct SpriteTemplate spriteTemplate; struct SpriteFrameImage spriteFrameImage; const struct SubspriteTable *subspriteTables; const struct ObjectEventGraphicsInfo *graphicsInfo; #define i spriteId for (i = 0; i < 4; i++) { if (gLinkPlayerObjectEvents[i].active && objectEventId == gLinkPlayerObjectEvents[i].objEventId) return; } #undef i objectEvent = &gObjectEvents[objectEventId]; asm("":::"r5"); subspriteTables = NULL; graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId); spriteFrameImage.size = graphicsInfo->size; MakeObjectTemplateFromObjectEventGraphicsInfoWithCallbackIndex(objectEvent->graphicsId, objectEvent->movementType, &spriteTemplate, &subspriteTables); spriteTemplate.images = &spriteFrameImage; *(u16 *)&spriteTemplate.paletteTag = 0xFFFF; if (graphicsInfo->paletteSlot == 0) { LoadPlayerObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot); } if (graphicsInfo->paletteSlot > 9) { LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot); } *(u16 *)&spriteTemplate.paletteTag = 0xFFFF; spriteId = CreateSprite(&spriteTemplate, 0, 0, 0); if (spriteId != MAX_SPRITES) { sprite = &gSprites[spriteId]; sub_8060388(x + objectEvent->currentCoords.x, y + objectEvent->currentCoords.y, &sprite->x, &sprite->y); sprite->centerToCornerVecX = -(graphicsInfo->width >> 1); sprite->centerToCornerVecY = -(graphicsInfo->height >> 1); sprite->x += 8; sprite->y += 16 + sprite->centerToCornerVecY; sprite->images = graphicsInfo->images; if (objectEvent->movementType == MOVEMENT_TYPE_PLAYER) { SetPlayerAvatarObjectEventIdAndObjectId(objectEventId, spriteId); objectEvent->warpArrowSpriteId = CreateWarpArrowSprite(); } if (subspriteTables != NULL) { SetSubspriteTables(sprite, subspriteTables); } sprite->oam.paletteNum = graphicsInfo->paletteSlot; sprite->coordOffsetEnabled = TRUE; sprite->data[0] = objectEventId; objectEvent->spriteId = spriteId; if (!objectEvent->inanimate && objectEvent->movementType != MOVEMENT_TYPE_PLAYER) { StartSpriteAnim(sprite, GetFaceDirectionAnimNum(objectEvent->facingDirection)); } sub_805B914(objectEvent); SetObjectSubpriorityByZCoord(objectEvent->previousElevation, sprite, 1); } } static void sub_805B914(struct ObjectEvent *objectEvent) { objectEvent->singleMovementActive = FALSE; objectEvent->triggerGroundEffectsOnMove = TRUE; objectEvent->hasShadow = FALSE; objectEvent->hasReflection = FALSE; objectEvent->inShortGrass = FALSE; objectEvent->inShallowFlowingWater = FALSE; objectEvent->inSandPile = FALSE; objectEvent->inHotSprings = FALSE; ObjectEventClearHeldMovement(objectEvent); } static void SetPlayerAvatarObjectEventIdAndObjectId(u8 objectEventId, u8 spriteId) { gPlayerAvatar.objectEventId = objectEventId; gPlayerAvatar.spriteId = spriteId; gPlayerAvatar.gender = GetPlayerAvatarGenderByGraphicsId(gObjectEvents[objectEventId].graphicsId); SetPlayerAvatarExtraStateTransition(gObjectEvents[objectEventId].graphicsId, 0x20); } void ObjectEventSetGraphicsId(struct ObjectEvent *objectEvent, u8 graphicsId) { const struct ObjectEventGraphicsInfo *graphicsInfo; struct Sprite *sprite; graphicsInfo = GetObjectEventGraphicsInfo(graphicsId); sprite = &gSprites[objectEvent->spriteId]; if (graphicsInfo->paletteSlot == 0) { PatchObjectPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot); } if (graphicsInfo->paletteSlot == 10) { LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot); } sprite->oam.shape = graphicsInfo->oam->shape; sprite->oam.size = graphicsInfo->oam->size; sprite->images = graphicsInfo->images; sprite->anims = graphicsInfo->anims; sprite->subspriteTables = graphicsInfo->subspriteTables; sprite->oam.paletteNum = graphicsInfo->paletteSlot; objectEvent->inanimate = graphicsInfo->inanimate; objectEvent->graphicsId = graphicsId; sub_80603CC(objectEvent->currentCoords.x, objectEvent->currentCoords.y, &sprite->x, &sprite->y); sprite->centerToCornerVecX = -(graphicsInfo->width >> 1); sprite->centerToCornerVecY = -(graphicsInfo->height >> 1); sprite->x += 8; sprite->y += 16 + sprite->centerToCornerVecY; if (objectEvent->trackedByCamera) { CameraObjectReset1(); } } void ObjectEventSetGraphicsIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, u8 graphicsId) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { ObjectEventSetGraphicsId(&gObjectEvents[objectEventId], graphicsId); } } void ObjectEventTurn(struct ObjectEvent *objectEvent, u8 direction) { SetObjectEventDirection(objectEvent, direction); if (!objectEvent->inanimate) { StartSpriteAnim(&gSprites[objectEvent->spriteId], GetFaceDirectionAnimNum(objectEvent->facingDirection)); SeekSpriteAnim(&gSprites[objectEvent->spriteId], 0); } } void ObjectEventTurnByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, u8 direction) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { ObjectEventTurn(&gObjectEvents[objectEventId], direction); } } void PlayerObjectTurn(struct PlayerAvatar *playerAvatar, u8 direction) { ObjectEventTurn(&gObjectEvents[playerAvatar->objectEventId], direction); } static void get_berry_tree_graphics(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 berryStage; u8 berryId; objectEvent->invisible = TRUE; sprite->invisible = TRUE; berryStage = GetStageByBerryTreeId(objectEvent->trainerRange_berryTreeId); if (berryStage != 0) { objectEvent->invisible = FALSE; sprite->invisible = FALSE; berryId = GetBerryTypeByBerryTreeId(objectEvent->trainerRange_berryTreeId) - 1; berryStage--; if (berryId > 0x2B) { berryId = 0; } ObjectEventSetGraphicsId(objectEvent, gBerryTreeGraphicsIdTablePointers[berryId][berryStage]); sprite->images = gBerryTreePicTablePointers[berryId]; sprite->oam.paletteNum = gBerryTreePaletteSlotTablePointers[berryId][berryStage]; StartSpriteAnim(sprite, berryStage); } } const struct ObjectEventGraphicsInfo *GetObjectEventGraphicsInfo(u8 graphicsId) { if (graphicsId >= OBJ_EVENT_GFX_VARS) { graphicsId = VarGetObjectEventGraphicsId(graphicsId + 16); } if (graphicsId >= NUM_OBJ_EVENT_GFX) { graphicsId = OBJ_EVENT_GFX_LITTLE_BOY_1; } return gObjectEventGraphicsInfoPointers[graphicsId]; } static void SetObjectEventDynamicGraphicsId(struct ObjectEvent *objectEvent) { if (objectEvent->graphicsId >= OBJ_EVENT_GFX_VARS) { objectEvent->graphicsId = VarGetObjectEventGraphicsId(objectEvent->graphicsId + 16); } } void npc_by_local_id_and_map_set_field_1_bit_x20(u8 localId, u8 mapNum, u8 mapGroup, u8 state) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { gObjectEvents[objectEventId].invisible = state; } } void ObjectEventGetLocalIdAndMap(struct ObjectEvent *objectEvent, void *localId, void *mapNum, void *mapGroup) { *(u8 *)localId = objectEvent->localId; *(u8 *)mapNum = objectEvent->mapNum; *(u8 *)mapGroup = objectEvent->mapGroup; } void sub_805BCC0(s16 x, s16 y) { u8 objectEventId; struct ObjectEvent *objectEvent; objectEventId = GetObjectEventIdByXY(x, y); if (objectEventId != OBJECT_EVENTS_COUNT) { objectEvent = &gObjectEvents[objectEventId]; objectEvent->triggerGroundEffectsOnMove = TRUE; } } void sub_805BCF0(u8 localId, u8 mapNum, u8 mapGroup, u8 subpriority) { u8 objectEventId; struct ObjectEvent *objectEvent; struct Sprite *sprite; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { objectEvent = &gObjectEvents[objectEventId]; sprite = &gSprites[objectEvent->spriteId]; objectEvent->fixedPriority = TRUE; sprite->subpriority = subpriority; } } void sub_805BD48(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; struct ObjectEvent *objectEvent; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { objectEvent = &gObjectEvents[objectEventId]; objectEvent->fixedPriority = FALSE; objectEvent->triggerGroundEffectsOnMove = TRUE; } } void sub_805BD90(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y) { u8 objectEventId; struct Sprite *sprite; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { sprite = &gSprites[gObjectEvents[objectEventId].spriteId]; sprite->x2 = x; sprite->y2 = y; } } void FreeAndReserveObjectSpritePalettes(void) { FreeAllSpritePalettes(); gReservedSpritePaletteCount = 12; } void sub_805BDF8(u16 paletteTag) { u16 paletteSlot = FindObjectEventPaletteIndexByTag(paletteTag); if (paletteSlot != OBJ_EVENT_PAL_TAG_NONE) //always happens. FindObjectEventPaletteIndexByTag returns u8 { sub_805BE58(&sObjectEventSpritePalettes[paletteSlot]); } } void unref_sub_805BE24(u16 *paletteTags) { u8 i; for (i = 0; paletteTags[i] != OBJ_EVENT_PAL_TAG_NONE; i++) sub_805BDF8(paletteTags[i]); } static u8 sub_805BE58(const struct SpritePalette *palette) { if (IndexOfSpritePaletteTag(palette->tag) != 0xFF) { return 0xFF; } return LoadSpritePalette(palette); } void PatchObjectPalette(u16 paletteTag, u8 paletteSlot) { u8 paletteIndex = FindObjectEventPaletteIndexByTag(paletteTag); LoadPalette(sObjectEventSpritePalettes[paletteIndex].data, 16 * paletteSlot + 0x100, 0x20); } static void PatchObjectPalettes(const u16 *paletteTags, u8 minSlot, u8 maxSlot) { while (minSlot < maxSlot) { PatchObjectPalette(*paletteTags, minSlot); paletteTags++; minSlot++; } } static u8 FindObjectEventPaletteIndexByTag(u16 tag) { u8 i; for (i = 0; sObjectEventSpritePalettes[i].tag != OBJ_EVENT_PAL_TAG_NONE; i++) { if (sObjectEventSpritePalettes[i].tag == tag) { return i; } } return 0xFF; } void LoadPlayerObjectReflectionPalette(u16 paletteTag, u8 paletteIndex) { u8 i; PatchObjectPalette(paletteTag, paletteIndex); for (i = 0; gPlayerReflectionPaletteSets[i].mainPaletteTag != OBJ_EVENT_PAL_TAG_NONE; i++) { if (gPlayerReflectionPaletteSets[i].mainPaletteTag == paletteTag) { PatchObjectPalette(gPlayerReflectionPaletteSets[i].reflectionPaletteTags[sCurrentReflectionType], gReflectionEffectPaletteMap[paletteIndex]); break; } } } void LoadSpecialObjectReflectionPalette(u16 paletteTag, u8 paletteIndex) { u8 i; sCurrentSpecialObjectPaletteTag = paletteTag; PatchObjectPalette(paletteTag, paletteIndex); for (i = 0; gSpecialObjectReflectionPaletteSets[i].mainPaletteTag != OBJ_EVENT_PAL_TAG_NONE; i++) { if (gSpecialObjectReflectionPaletteSets[i].mainPaletteTag == paletteTag) { PatchObjectPalette(gSpecialObjectReflectionPaletteSets[i].reflectionPaletteTags[sCurrentReflectionType], gReflectionEffectPaletteMap[paletteIndex]); break; } } } void unref_sub_805C014(struct ObjectEvent *objectEvent, s16 x, s16 y) { objectEvent->previousCoords.x = objectEvent->currentCoords.x; objectEvent->previousCoords.y = objectEvent->currentCoords.y; objectEvent->currentCoords.x += x; objectEvent->currentCoords.y += y; } void ShiftObjectEventCoords(struct ObjectEvent *objectEvent, s16 x, s16 y) { objectEvent->previousCoords.x = objectEvent->currentCoords.x; objectEvent->previousCoords.y = objectEvent->currentCoords.y; objectEvent->currentCoords.x = x; objectEvent->currentCoords.y = y; } static void SetObjectEventCoords(struct ObjectEvent *objectEvent, s16 x, s16 y) { objectEvent->previousCoords.x = x; objectEvent->previousCoords.y = y; objectEvent->currentCoords.x = x; objectEvent->currentCoords.y = y; } void sub_805C058(struct ObjectEvent *objectEvent, s16 x, s16 y) { struct Sprite *sprite = &gSprites[objectEvent->spriteId]; const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId); SetObjectEventCoords(objectEvent, x, y); sub_80603CC(objectEvent->currentCoords.x, objectEvent->currentCoords.y, &sprite->x, &sprite->y); sprite->centerToCornerVecX = -(graphicsInfo->width >> 1); sprite->centerToCornerVecY = -(graphicsInfo->height >> 1); sprite->x += 8; sprite->y += 16 + sprite->centerToCornerVecY; sub_805B914(objectEvent); if (objectEvent->trackedByCamera) CameraObjectReset1(); } void sub_805C0F8(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { x += 7; y += 7; sub_805C058(&gObjectEvents[objectEventId], x, y); } } void ShiftStillObjectEventCoords(struct ObjectEvent *objectEvent) { ShiftObjectEventCoords(objectEvent, objectEvent->currentCoords.x, objectEvent->currentCoords.y); } void UpdateObjectEventCoordsForCameraUpdate(void) { u8 i; s16 deltaX; s16 deltaY; if (gCamera.active) { deltaX = gCamera.x; deltaY = gCamera.y; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active) { gObjectEvents[i].initialCoords.x -= deltaX; gObjectEvents[i].initialCoords.y -= deltaY; gObjectEvents[i].currentCoords.x -= deltaX; gObjectEvents[i].currentCoords.y -= deltaY; gObjectEvents[i].previousCoords.x -= deltaX; gObjectEvents[i].previousCoords.y -= deltaY; } } } } u8 GetObjectEventIdByXYZ(u16 x, u16 y, u8 z) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { if (gObjectEvents[i].active) { if (gObjectEvents[i].currentCoords.x == x && gObjectEvents[i].currentCoords.y == y && ObjectEventDoesZCoordMatch(&gObjectEvents[i], z)) { return i; } } } return OBJECT_EVENTS_COUNT; } static bool8 ObjectEventDoesZCoordMatch(struct ObjectEvent *objectEvent, u8 z) { if (objectEvent->currentElevation != 0 && z != 0 && objectEvent->currentElevation != z) { return FALSE; } return TRUE; } void UpdateObjectEventsForCameraUpdate(s16 cameraDeltaX, s16 cameraDeltaY) { UpdateObjectEventCoordsForCameraUpdate(); TrySpawnObjectEvents(cameraDeltaX, cameraDeltaY); RemoveObjectEventsOutsideView(); } u8 AddCameraObject(u8 trackedSpriteId) { u8 spriteId = CreateSprite(&gCameraSpriteTemplate, 0, 0, 4); gSprites[spriteId].invisible = TRUE; gSprites[spriteId].data[0] = trackedSpriteId; return spriteId; } static void ObjectCB_CameraObject(struct Sprite *sprite) { void (*cameraObjectFuncs[3])(struct Sprite *); memcpy(cameraObjectFuncs, gCameraObjectFuncs, sizeof(gCameraObjectFuncs)); cameraObjectFuncs[sprite->data[1]](sprite); } static void CameraObject_0(struct Sprite *sprite) { sprite->x = gSprites[sprite->data[0]].x; sprite->y = gSprites[sprite->data[0]].y; sprite->invisible = TRUE; sprite->data[1] = 1; CameraObject_1(sprite); } static void CameraObject_1(struct Sprite *sprite) { s16 x = gSprites[sprite->data[0]].x; s16 y = gSprites[sprite->data[0]].y; sprite->data[2] = x - sprite->x; sprite->data[3] = y - sprite->y; sprite->x = x; sprite->y = y; } static void CameraObject_2(struct Sprite *sprite) { sprite->x = gSprites[sprite->data[0]].x; sprite->y = gSprites[sprite->data[0]].y; sprite->data[2] = 0; sprite->data[3] = 0; } static struct Sprite *FindCameraObject(void) { u8 i; for (i = 0; i < MAX_SPRITES; i++) { if (gSprites[i].inUse && gSprites[i].callback == ObjectCB_CameraObject) { return &gSprites[i]; } } return NULL; } void CameraObjectReset1(void) { struct Sprite *cameraSprite = FindCameraObject(); if (cameraSprite != NULL) { cameraSprite->data[1] = 0; cameraSprite->callback(cameraSprite); } } void CameraObjectSetFollowedObjectId(u8 spriteId) { struct Sprite *cameraSprite = FindCameraObject(); if (cameraSprite != NULL) { cameraSprite->data[0] = spriteId; CameraObjectReset1(); } } u8 CameraObjectGetFollowedObjectId(void) { struct Sprite *cameraSprite = FindCameraObject(); if (cameraSprite == NULL) return MAX_SPRITES; else return cameraSprite->data[0]; } void CameraObjectReset2(void) { struct Sprite *cameraSprite = FindCameraObject(); cameraSprite->data[1] = 2; } u8 unref_sub_805C43C(struct Sprite *src, s16 x, s16 y, u8 subpriority) { u8 i; for (i = 0; i < MAX_SPRITES; i++) { if (!gSprites[i].inUse) { gSprites[i] = *src; gSprites[i].x = x; gSprites[i].y = y; gSprites[i].subpriority = subpriority; break; } } return i; } u8 CreateCopySpriteAt(struct Sprite *src, s16 x, s16 y, u8 subpriority) { s16 i; for (i = MAX_SPRITES - 1; i > -1; i--) { if (!gSprites[i].inUse) { gSprites[i] = *src; gSprites[i].x = x; gSprites[i].y = y; gSprites[i].subpriority = subpriority; return i; } } return MAX_SPRITES; } void SetObjectEventDirection(struct ObjectEvent *objectEvent, u8 direction) { objectEvent->previousMovementDirection = objectEvent->facingDirection; if (!objectEvent->facingDirectionLocked) { s8 _direction = direction; //needed for the asm to match objectEvent->facingDirection = _direction; } objectEvent->movementDirection = direction; } static const u8 *GetObjectEventScriptPointerByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { return GetObjectEventTemplateByLocalIdAndMap(localId, mapNum, mapGroup)->script; } const u8 *GetObjectEventScriptPointerByObjectEventId(u8 objectEventId) { return GetObjectEventScriptPointerByLocalIdAndMap(gObjectEvents[objectEventId].localId, gObjectEvents[objectEventId].mapNum, gObjectEvents[objectEventId].mapGroup); } static u16 GetObjectEventFlagIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { return GetObjectEventTemplateByLocalIdAndMap(localId, mapNum, mapGroup)->flagId; } static u16 GetObjectEventFlagIdByObjectEventId(u8 objectEventId) { return GetObjectEventFlagIdByLocalIdAndMap(gObjectEvents[objectEventId].localId, gObjectEvents[objectEventId].mapNum, gObjectEvents[objectEventId].mapGroup); } // Unused u8 GetObjectTrainerTypeByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) return 0xFF; else return gObjectEvents[objectEventId].trainerType; } // Unused u8 GetObjectTrainerTypeByObjectEventId(u8 objectEventId) { return gObjectEvents[objectEventId].trainerType; } u8 unref_sub_805C624(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) return 0xFF; else return gObjectEvents[objectEventId].trainerRange_berryTreeId; } u8 ObjectEventGetBerryTreeId(u8 objectEventId) { return gObjectEvents[objectEventId].trainerRange_berryTreeId; } struct ObjectEventTemplate *GetObjectEventTemplateByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup) { if (gSaveBlock1.location.mapNum == mapNum && gSaveBlock1.location.mapGroup == mapGroup) return FindObjectEventTemplateByLocalId(localId, gSaveBlock1.objectEventTemplates, gMapHeader.events->objectEventCount); else { struct MapHeader *mapHeader = Overworld_GetMapHeaderByGroupAndId(mapGroup, mapNum); return FindObjectEventTemplateByLocalId(localId, mapHeader->events->objectEvents, mapHeader->events->objectEventCount); } } static struct ObjectEventTemplate *FindObjectEventTemplateByLocalId(u8 localId, struct ObjectEventTemplate *templates, u8 count) { u8 i; for (i = 0; i < count; i++) { if (templates[i].localId == localId) return &templates[i]; } return NULL; } static struct ObjectEventTemplate *GetBaseTemplateForObjectEvent(struct ObjectEvent *objectEvent) { s32 i; if (objectEvent->mapNum != gSaveBlock1.location.mapNum || objectEvent->mapGroup != gSaveBlock1.location.mapGroup) return NULL; for (i = 0; i < 64; i++) { if (objectEvent->localId == gSaveBlock1.objectEventTemplates[i].localId) return &gSaveBlock1.objectEventTemplates[i]; } return NULL; } void OverrideTemplateCoordsForObjectEvent(struct ObjectEvent *objectEvent) { struct ObjectEventTemplate *template = GetBaseTemplateForObjectEvent(objectEvent); if (template != NULL) { template->x = objectEvent->currentCoords.x - 7; template->y = objectEvent->currentCoords.y - 7; } } void OverrideMovementTypeForObjectEvent(struct ObjectEvent *objectEvent, u8 movementType) { struct ObjectEventTemplate *template = GetBaseTemplateForObjectEvent(objectEvent); if (template != NULL) template->movementType = movementType; } void TryOverrideTemplateCoordsForObjectEvent(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) OverrideTemplateCoordsForObjectEvent(&gObjectEvents[objectEventId]); } void InitObjectEventPalettes(u8 reflectionType) { FreeAndReserveObjectSpritePalettes(); sCurrentSpecialObjectPaletteTag = OBJ_EVENT_PAL_TAG_NONE; sCurrentReflectionType = reflectionType; PatchObjectPalettes(gObjectPaletteTagSets[sCurrentReflectionType], 0, 10); } u16 GetObjectPaletteTag(u8 paletteIndex) { u8 i; // Regular objects and the player occupy the first 10 palettes. if (paletteIndex < 10) return gObjectPaletteTagSets[sCurrentReflectionType][paletteIndex]; // Palette slots 10 and 11 belong to the special object. for (i = 0; gSpecialObjectReflectionPaletteSets[i].mainPaletteTag != OBJ_EVENT_PAL_TAG_NONE; i++) { if (gSpecialObjectReflectionPaletteSets[i].mainPaletteTag == sCurrentSpecialObjectPaletteTag) { return gSpecialObjectReflectionPaletteSets[i].reflectionPaletteTags[sCurrentReflectionType]; } } return OBJ_EVENT_PAL_TAG_NONE; } movement_type_empty_callback(MovementType_None); movement_type_def(MovementType_WanderAround, gMovementTypeFuncs_WanderAround); bool8 MovementType_WanderAround_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_WanderAround_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_WanderAround_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite) == 0) { return FALSE; } SetMovementDelay(sprite, gMovementDelaysMedium[Random() & 3]); sprite->data[1] = 3; return TRUE; } bool8 MovementType_WanderAround_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_WanderAround_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[4]; memcpy(directions, gStandardDirections, 4); direction = directions[Random() & 3]; SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 5; if (GetCollisionInDirection(objectEvent, direction) != 0) { sprite->data[1] = 1; } return TRUE; } bool8 MovementType_WanderAround_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection)); objectEvent->singleMovementActive = 1; sprite->data[1] = 6; return TRUE; } bool8 MovementType_WanderAround_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite) != 0) { objectEvent->singleMovementActive = 0; sprite->data[1] = 1; } return FALSE; } bool8 ObjectEventIsTrainerAndCloseToPlayer(struct ObjectEvent *objectEvent) { s16 x; s16 y; s16 objx; s16 objy; s16 minx; s16 maxx; s16 miny; s16 maxy; if (!TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH)) { return FALSE; } if (objectEvent->trainerType != TRAINER_TYPE_NORMAL && objectEvent->trainerType != TRAINER_TYPE_BURIED) { return FALSE; } PlayerGetDestCoords(&x, &y); objx = objectEvent->currentCoords.x; objy = objectEvent->currentCoords.y; minx = objx - objectEvent->trainerRange_berryTreeId; miny = objy - objectEvent->trainerRange_berryTreeId; maxx = objx + objectEvent->trainerRange_berryTreeId; maxy = objy + objectEvent->trainerRange_berryTreeId; if (minx > x || maxx < x || miny > y || maxy < y) { return FALSE; } return TRUE; } u8 GetVectorDirection(s16 x, s16 y, s16 xAbs, s16 yAbs) { u8 direction; if (xAbs > yAbs) { direction = DIR_EAST; if (x < 0) { direction = DIR_WEST; } } else { direction = DIR_SOUTH; if (y < 0) { direction = DIR_NORTH; } } return direction; } u8 GetLimitedVectorDirection_SouthNorth(s16 x, s16 y, s16 xAbs, s16 yAbs) { u8 direction; direction = DIR_SOUTH; if (y < 0) { direction = DIR_NORTH; } return direction; } u8 GetLimitedVectorDirection_WestEast(s16 x, s16 y, s16 xAbs, s16 yAbs) { u8 direction; direction = DIR_EAST; if (x < 0) { direction = DIR_WEST; } return direction; } u8 GetLimitedVectorDirection_WestNorth(s16 x, s16 y, s16 xAbs, s16 yAbs) { u8 direction; direction = GetVectorDirection(x, y, xAbs, yAbs); if (direction == DIR_SOUTH) { direction = GetLimitedVectorDirection_WestEast(x, y, xAbs, yAbs); if (direction == DIR_EAST) { direction = DIR_NORTH; } } else if (direction == DIR_EAST) { direction = GetLimitedVectorDirection_SouthNorth(x, y, xAbs, yAbs); if (direction == DIR_SOUTH) { direction = DIR_NORTH; } } return direction; } u8 GetLimitedVectorDirection_EastNorth(s16 x, s16 y, s16 xAbs, s16 yAbs) { u8 direction; direction = GetVectorDirection(x, y, xAbs, yAbs); if (direction == DIR_SOUTH) { direction = GetLimitedVectorDirection_WestEast(x, y, xAbs, yAbs); if (direction == DIR_WEST) { direction = DIR_NORTH; } } else if (direction == DIR_WEST) { direction = GetLimitedVectorDirection_SouthNorth(x, y, xAbs, yAbs); if (direction == DIR_SOUTH) { direction = DIR_NORTH; } } return direction; } u8 GetLimitedVectorDirection_WestSouth(s16 x, s16 y, s16 xAbs, s16 yAbs) { u8 direction; direction = GetVectorDirection(x, y, xAbs, yAbs); if (direction == DIR_NORTH) { direction = GetLimitedVectorDirection_WestEast(x, y, xAbs, yAbs); if (direction == DIR_EAST) { direction = DIR_SOUTH; } } else if (direction == DIR_EAST) { direction = GetLimitedVectorDirection_SouthNorth(x, y, xAbs, yAbs); if (direction == DIR_NORTH) { direction = DIR_SOUTH; } } return direction; } u8 GetLimitedVectorDirection_EastSouth(s16 x, s16 y, s16 xAbs, s16 yAbs) { u8 direction; direction = GetVectorDirection(x, y, xAbs, yAbs); if (direction == DIR_NORTH) { direction = GetLimitedVectorDirection_WestEast(x, y, xAbs, yAbs); if (direction == DIR_WEST) { direction = DIR_SOUTH; } } else if (direction == DIR_WEST) { direction = GetLimitedVectorDirection_SouthNorth(x, y, xAbs, yAbs); if (direction == DIR_NORTH) { direction = DIR_SOUTH; } } return direction; } u8 GetLimitedVectorDirection_SouthNorthWest(s16 x, s16 y, s16 xAbs, s16 yAbs) { u8 direction; direction = GetVectorDirection(x, y, xAbs, yAbs); if (direction == DIR_EAST) { direction = GetLimitedVectorDirection_SouthNorth(x, y, xAbs, yAbs); } return direction; } u8 GetLimitedVectorDirection_SouthNorthEast(s16 x, s16 y, s16 xAbs, s16 yAbs) { u8 direction; direction = GetVectorDirection(x, y, xAbs, yAbs); if (direction == DIR_WEST) { direction = GetLimitedVectorDirection_SouthNorth(x, y, xAbs, yAbs); } return direction; } u8 GetLimitedVectorDirection_NorthWestEast(s16 x, s16 y, s16 xAbs, s16 yAbs) { u8 direction; direction = GetVectorDirection(x, y, xAbs, yAbs); if (direction == DIR_SOUTH) { direction = GetLimitedVectorDirection_WestEast(x, y, xAbs, yAbs); } return direction; } u8 GetLimitedVectorDirection_SouthWestEast(s16 x, s16 y, s16 xAbs, s16 yAbs) { u8 direction; direction = GetVectorDirection(x, y, xAbs, yAbs); if (direction == DIR_NORTH) { direction = GetLimitedVectorDirection_WestEast(x, y, xAbs, yAbs); } return direction; } u8 TryGetTrainerEncounterDirection(struct ObjectEvent *objectEvent, u8 directionFuncIndex) { s16 x, y; s16 xAbs, yAbs; if (!ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { return 0; } PlayerGetDestCoords(&x, &y); x -= objectEvent->currentCoords.x; y -= objectEvent->currentCoords.y; xAbs = x; yAbs = y; if (xAbs < 0) xAbs = -xAbs; if (yAbs < 0) yAbs = -yAbs; return gGetVectorDirectionFuncs[directionFuncIndex](x, y, xAbs, yAbs); } movement_type_def(MovementType_LookAround, gMovementTypeFuncs_LookAround); bool8 MovementType_LookAround_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_LookAround_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_LookAround_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, gMovementDelaysMedium[Random() & 3]); objectEvent->singleMovementActive = 0; sprite->data[1] = 3; } return FALSE; } bool8 MovementType_LookAround_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_LookAround_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[4]; memcpy(directions, gStandardDirections, sizeof directions); direction = TryGetTrainerEncounterDirection(objectEvent, 0); if (direction == DIR_NONE) direction = directions[Random() & 3]; SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_WanderUpAndDown, gMovementTypeFuncs_WanderUpAndDown); bool8 MovementType_WanderUpAndDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_WanderUpAndDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_WanderUpAndDown_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite) == 0) { return FALSE; } SetMovementDelay(sprite, gMovementDelaysMedium[Random() & 3]); sprite->data[1] = 3; return TRUE; } bool8 MovementType_WanderUpAndDown_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_WanderUpAndDown_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gUpAndDownDirections, sizeof directions); direction = directions[Random() & 1]; SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 5; if (GetCollisionInDirection(objectEvent, direction) != 0) { sprite->data[1] = 1; } return TRUE; } bool8 MovementType_WanderUpAndDown_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection)); objectEvent->singleMovementActive = 1; sprite->data[1] = 6; return TRUE; } bool8 MovementType_WanderUpAndDown_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite) != 0) { objectEvent->singleMovementActive = 0; sprite->data[1] = 1; } return FALSE; } movement_type_def(MovementType_WanderLeftAndRight, gMovementTypeFuncs_WanderLeftAndRight); bool8 MovementType_WanderLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite) == 0) { return FALSE; } SetMovementDelay(sprite, gMovementDelaysMedium[Random() & 3]); sprite->data[1] = 3; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_WanderLeftAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gLeftAndRightDirections, sizeof directions); direction = directions[Random() & 1]; SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 5; if (GetCollisionInDirection(objectEvent, direction) != 0) { sprite->data[1] = 1; } return TRUE; } bool8 MovementType_WanderLeftAndRight_Step5(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(objectEvent->movementDirection)); objectEvent->singleMovementActive = 1; sprite->data[1] = 6; return TRUE; } bool8 MovementType_WanderLeftAndRight_Step6(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite) != 0) { objectEvent->singleMovementActive = 0; sprite->data[1] = 1; } return FALSE; } movement_type_def(MovementType_FaceDirection, gMovementTypeFuncs_FaceDirection); bool8 MovementType_FaceDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 1; return TRUE; } bool8 MovementType_FaceDirection_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite) != 0) { sprite->data[1] = 2; return TRUE; } return FALSE; } bool8 MovementType_FaceDirection_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->singleMovementActive = 0; return FALSE; } void MovementType_BerryTreeGrowth(struct Sprite *sprite) { struct ObjectEvent *objectEvent; objectEvent = &gObjectEvents[sprite->data[0]]; if (!(sprite->data[7] & 1)) { get_berry_tree_graphics(objectEvent, sprite); sprite->data[7] |= 1; } UpdateObjectEventCurrentMovement(objectEvent, sprite, MovementType_BerryTreeGrowth_Callback); } static u8 MovementType_BerryTreeGrowth_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return gMovementTypeFuncs_BerryTreeGrowth[sprite->data[1]](objectEvent, sprite); } bool8 MovementType_BerryTreeGrowth_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 berryTreeStage; ClearObjectEventMovement(objectEvent, sprite); objectEvent->invisible = TRUE; sprite->invisible = TRUE; berryTreeStage = GetStageByBerryTreeId(objectEvent->trainerRange_berryTreeId); if (!berryTreeStage) { if (!(sprite->data[7] & 4) && sprite->animNum == 4) { gFieldEffectArguments[0] = objectEvent->currentCoords.x; gFieldEffectArguments[1] = objectEvent->currentCoords.y; gFieldEffectArguments[2] = sprite->subpriority - 1; gFieldEffectArguments[3] = sprite->oam.priority; FieldEffectStart(FLDEFF_BERRY_TREE_GROWTH_SPARKLE); sprite->animNum = 0; } return FALSE; } objectEvent->invisible = FALSE; sprite->invisible = FALSE; berryTreeStage--; if (sprite->animNum != berryTreeStage) { sprite->data[1] = 2; return TRUE; } get_berry_tree_graphics(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, MOVEMENT_ACTION_START_ANIM_IN_DIRECTION); sprite->data[1] = 1; return TRUE; } bool8 MovementType_BerryTreeGrowth_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { sprite->data[1] = 0; return TRUE; } return FALSE; } bool8 MovementType_BerryTreeGrowth_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->singleMovementActive = 1; sprite->data[1] = 3; sprite->data[2] = 0; sprite->data[7] |= 2; gFieldEffectArguments[0] = objectEvent->currentCoords.x; gFieldEffectArguments[1] = objectEvent->currentCoords.y; gFieldEffectArguments[2] = sprite->subpriority - 1; gFieldEffectArguments[3] = sprite->oam.priority; FieldEffectStart(FLDEFF_BERRY_TREE_GROWTH_SPARKLE); return TRUE; } bool8 MovementType_BerryTreeGrowth_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->data[2]++; objectEvent->invisible = ((sprite->data[2] & 0x2) >> 1); sprite->animPaused = TRUE; if (sprite->data[2] > 64) { get_berry_tree_graphics(objectEvent, sprite); sprite->data[1] = 4; sprite->data[2] = 0; return TRUE; } return FALSE; } bool8 MovementType_BerryTreeGrowth_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->data[2]++; objectEvent->invisible = ((sprite->data[2] & 0x2) >> 1); sprite->animPaused = TRUE; if (sprite->data[2] > 64) { sprite->data[1] = 0; sprite->data[7] &= (-3); return TRUE; } return FALSE; } movement_type_def(MovementType_FaceDownAndUp, gMovementTypeFuncs_FaceDownAndUp); bool8 MovementType_FaceDownAndUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_FaceDownAndUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_FaceDownAndUp_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, gMovementDelaysMedium[Random() & 3]); objectEvent->singleMovementActive = 0; sprite->data[1] = 3; } return FALSE; } bool8 MovementType_FaceDownAndUp_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceDownAndUp_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gUpAndDownDirections, sizeof gUpAndDownDirections); direction = TryGetTrainerEncounterDirection(objectEvent, 1); if (direction == DIR_NONE) { direction = directions[Random() & 1]; } SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_FaceLeftAndRight, gMovementTypeFuncs_FaceLeftAndRight); bool8 MovementType_FaceLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_FaceLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_FaceLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, gMovementDelaysMedium[Random() & 3]); objectEvent->singleMovementActive = 0; sprite->data[1] = 3; } return FALSE; } bool8 MovementType_FaceLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceLeftAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gLeftAndRightDirections, sizeof gLeftAndRightDirections); direction = TryGetTrainerEncounterDirection(objectEvent, 2); if (direction == DIR_NONE) { direction = directions[Random() & 1]; } SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_FaceUpAndLeft, gMovementTypeFuncs_FaceUpAndLeft); bool8 MovementType_FaceUpAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_FaceUpAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_FaceUpAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = 0; sprite->data[1] = 3; } return FALSE; } bool8 MovementType_FaceUpAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceUpAndLeft_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gUpAndLeftDirections, sizeof gUpAndLeftDirections); direction = TryGetTrainerEncounterDirection(objectEvent, 3); if (direction == DIR_NONE) { direction = directions[Random() & 1]; } SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_FaceUpAndRight, gMovementTypeFuncs_FaceUpAndRight); bool8 MovementType_FaceUpAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_FaceUpAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_FaceUpAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = 0; sprite->data[1] = 3; } return FALSE; } bool8 MovementType_FaceUpAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceUpAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gUpAndRightDirections, sizeof gUpAndRightDirections); direction = TryGetTrainerEncounterDirection(objectEvent, 4); if (direction == DIR_NONE) { direction = directions[Random() & 1]; } SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_FaceDownAndLeft, gMovementTypeFuncs_FaceDownAndLeft); bool8 MovementType_FaceDownAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_FaceDownAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_FaceDownAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = 0; sprite->data[1] = 3; } return FALSE; } bool8 MovementType_FaceDownAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceDownAndLeft_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gDownAndLeftDirections, sizeof gDownAndLeftDirections); direction = TryGetTrainerEncounterDirection(objectEvent, 5); if (direction == DIR_NONE) { direction = directions[Random() & 1]; } SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_FaceDownAndRight, gMovementTypeFuncs_FaceDownAndRight); bool8 MovementType_FaceDownAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_FaceDownAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_FaceDownAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = 0; sprite->data[1] = 3; } return FALSE; } bool8 MovementType_FaceDownAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceDownAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[2]; memcpy(directions, gDownAndRightDirections, sizeof gDownAndRightDirections); direction = TryGetTrainerEncounterDirection(objectEvent, 6); if (direction == DIR_NONE) { direction = directions[Random() & 1]; } SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_FaceDownUpAndLeft, gMovementTypeFuncs_FaceDownUpAndLeft); bool8 MovementType_FaceDownUpAndLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_FaceDownUpAndLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_FaceDownUpAndLeft_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = 0; sprite->data[1] = 3; } return FALSE; } bool8 MovementType_FaceDownUpAndLeft_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceDownUpAndLeft_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[4]; memcpy(directions, gDownUpAndLeftDirections, sizeof gDownUpAndLeftDirections); direction = TryGetTrainerEncounterDirection(objectEvent, 7); if (direction == DIR_NONE) { direction = directions[Random() & 3]; } SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_FaceDownUpAndRight, gMovementTypeFuncs_FaceDownUpAndRight); bool8 MovementType_FaceDownUpAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_FaceDownUpAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_FaceDownUpAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = 0; sprite->data[1] = 3; } return FALSE; } bool8 MovementType_FaceDownUpAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceDownUpAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[4]; memcpy(directions, gDownUpAndRightDirections, sizeof gDownUpAndRightDirections); direction = TryGetTrainerEncounterDirection(objectEvent, 8); if (direction == DIR_NONE) { direction = directions[Random() & 3]; } SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_FaceUpLeftAndRight, gMovementTypeFuncs_FaceUpLeftAndRight); bool8 MovementType_FaceUpLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_FaceUpLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_FaceUpLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = 0; sprite->data[1] = 3; } return FALSE; } bool8 MovementType_FaceUpLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceUpLeftAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[4]; memcpy(directions, gUpLeftAndRightDirections, sizeof gUpLeftAndRightDirections); direction = TryGetTrainerEncounterDirection(objectEvent, 9); if (direction == DIR_NONE) { direction = directions[Random() & 3]; } SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_FaceDownLeftAndRight, gMovementTypeFuncs_FaceDownLeftAndRight); bool8 MovementType_FaceDownLeftAndRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_FaceDownLeftAndRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 2; return TRUE; } bool8 MovementType_FaceDownLeftAndRight_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, gMovementDelaysShort[Random() & 3]); objectEvent->singleMovementActive = 0; sprite->data[1] = 3; } return FALSE; } bool8 MovementType_FaceDownLeftAndRight_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->data[1] = 4; return TRUE; } return FALSE; } bool8 MovementType_FaceDownLeftAndRight_Step4(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[4]; memcpy(directions, gDownLeftAndRightDirections, sizeof gDownLeftAndRightDirections); direction = TryGetTrainerEncounterDirection(objectEvent, 10); if (direction == DIR_NONE) { direction = directions[Random() & 3]; } SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_RotateCounterclockwise, gMovementTypeFuncs_RotateCounterclockwise); bool8 MovementType_RotateCounterclockwise_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 1; return TRUE; } bool8 MovementType_RotateCounterclockwise_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, 48); sprite->data[1] = 2; } return FALSE; } bool8 MovementType_RotateCounterclockwise_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->data[1] = 3; } return FALSE; } bool8 MovementType_RotateCounterclockwise_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[5]; memcpy(directions, gCounterclockwiseDirections, sizeof gCounterclockwiseDirections); direction = TryGetTrainerEncounterDirection(objectEvent, 0); if (direction == DIR_NONE) { direction = directions[objectEvent->facingDirection]; } SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 0; return TRUE; } movement_type_def(MovementType_RotateClockwise, gMovementTypeFuncs_RotateClockwise); bool8 MovementType_RotateClockwise_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); sprite->data[1] = 1; return TRUE; } bool8 MovementType_RotateClockwise_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { SetMovementDelay(sprite, 0x30); sprite->data[1] = 2; } return FALSE; } bool8 MovementType_RotateClockwise_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (WaitForMovementDelay(sprite) || ObjectEventIsTrainerAndCloseToPlayer(objectEvent)) { sprite->data[1] = 3; } return FALSE; } bool8 MovementType_RotateClockwise_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; u8 directions[5]; memcpy(directions, gClockwiseDirections, sizeof gClockwiseDirections); direction = TryGetTrainerEncounterDirection(objectEvent, 0); if (direction == DIR_NONE) { direction = directions[objectEvent->facingDirection]; } SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 0; return TRUE; } movement_type_def(MovementType_WalkBackAndForth, gMovementTypeFuncs_WalkBackAndForth); bool8 MovementType_WalkBackAndForth_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MovementType_WalkBackAndForth_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 direction; direction = gInitialMovementTypeFacingDirections[objectEvent->movementType]; if (objectEvent->directionSequenceIndex != 0) { direction = GetOppositeDirection(direction); } SetObjectEventDirection(objectEvent, direction); sprite->data[1] = 2; return TRUE; } bool8 MovementType_WalkBackAndForth_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 collisionState; u8 movementActionId; if (objectEvent->directionSequenceIndex && objectEvent->initialCoords.x == objectEvent->currentCoords.x && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 0; SetObjectEventDirection(objectEvent, GetOppositeDirection(objectEvent->movementDirection)); } collisionState = GetCollisionInDirection(objectEvent, objectEvent->movementDirection); movementActionId = GetWalkNormalMovementAction(objectEvent->movementDirection); if (collisionState == 1) { objectEvent->directionSequenceIndex++; SetObjectEventDirection(objectEvent, GetOppositeDirection(objectEvent->movementDirection)); movementActionId = GetWalkNormalMovementAction(objectEvent->movementDirection); collisionState = GetCollisionInDirection(objectEvent, objectEvent->movementDirection); } if (collisionState != 0) { movementActionId = GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection); } ObjectEventSetSingleMovement(objectEvent, sprite, movementActionId); objectEvent->singleMovementActive = 1; sprite->data[1] = 3; return TRUE; } bool8 MovementType_WalkBackAndForth_Step3(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = 0; sprite->data[1] = 1; } return FALSE; } bool8 MovementType_WalkSequence_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); sprite->data[1] = 1; return TRUE; } bool8 MoveNextDirectionInSequence(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 *directionSequence) { u8 collisionState; u8 movementActionId; if (objectEvent->directionSequenceIndex == 3 && objectEvent->initialCoords.x == objectEvent->currentCoords.x && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 0; } SetObjectEventDirection(objectEvent, directionSequence[objectEvent->directionSequenceIndex]); movementActionId = GetWalkNormalMovementAction(objectEvent->movementDirection); collisionState = GetCollisionInDirection(objectEvent, objectEvent->movementDirection); if (collisionState == 1) { objectEvent->directionSequenceIndex++; SetObjectEventDirection(objectEvent, directionSequence[objectEvent->directionSequenceIndex]); movementActionId = GetWalkNormalMovementAction(objectEvent->movementDirection); collisionState = GetCollisionInDirection(objectEvent, objectEvent->movementDirection); } if (collisionState != 0) { movementActionId = GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection); } ObjectEventSetSingleMovement(objectEvent, sprite, movementActionId); objectEvent->singleMovementActive = 1; sprite->data[1] = 2; return TRUE; } bool8 MovementType_WalkSequence_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = 0; sprite->data[1] = 1; } return FALSE; } movement_type_def(MovementType_WalkSequenceUpRightLeftDown, gMovementTypeFuncs_WalkSequenceUpRightLeftDown); u8 MovementType_WalkSequenceUpRightLeftDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gUpRightLeftDownDirections, sizeof gUpRightLeftDownDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceRightLeftDownUp, gMovementTypeFuncs_WalkSequenceRightLeftDownUp); u8 MovementType_WalkSequenceRightLeftDownUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gRightLeftDownUpDirections, sizeof gRightLeftDownUpDirections); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) { objectEvent->directionSequenceIndex = 2; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceDownUpRightLeft, gMovementTypeFuncs_WalkSequenceDownUpRightLeft); u8 MovementType_WalkSequenceDownUpRightLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gDownUpRightLeftDirections, sizeof gDownUpRightLeftDirections); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 2; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceLeftDownUpRight, gMovementTypeFuncs_WalkSequenceLeftDownUpRight); u8 MovementType_WalkSequenceLeftDownUpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gLeftDownUpRightDirections, sizeof gLeftDownUpRightDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceUpLeftRightDown, gMovementTypeFuncs_WalkSequenceUpLeftRightDown); u8 MovementType_WalkSequenceUpLeftRightDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gUpLeftRightDownDirections, sizeof gUpLeftRightDownDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceLeftRightDownUp, gMovementTypeFuncs_WalkSequenceLeftRightDownUp); u8 MovementType_WalkSequenceLeftRightDownUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gLeftRightDownUpDirections, sizeof gLeftRightDownUpDirections); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) { objectEvent->directionSequenceIndex = 2; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceDownUpLeftRight, gMovementTypeFuncs_WalkSequenceDownUpLeftRight); u8 MovementType_WalkSequenceDownUpLeftRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gStandardDirections, sizeof gStandardDirections); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 2; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceRightDownUpLeft, gMovementTypeFuncs_WalkSequenceRightDownUpLeft); u8 MovementType_WalkSequenceRightDownUpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gRightDownUpLeftDirections, sizeof gRightDownUpLeftDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceLeftUpDownRight, gMovementTypeFuncs_WalkSequenceLeftUpDownRight); u8 MovementType_WalkSequenceLeftUpDownRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gLeftUpDownRightDirections, sizeof gLeftUpDownRightDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceUpDownRightLeft, gMovementTypeFuncs_WalkSequenceUpDownRightLeft); u8 MovementType_WalkSequenceUpDownRightLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gUpDownRightLeftDirections, sizeof gUpDownRightLeftDirections); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 2; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceRightLeftUpDown, gMovementTypeFuncs_WalkSequenceRightLeftUpDown); u8 MovementType_WalkSequenceRightLeftUpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gRightLeftUpDownDirections, sizeof gRightLeftUpDownDirections); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) { objectEvent->directionSequenceIndex = 2; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceDownRightLeftUp, gMovementTypeFuncs_WalkSequenceDownRightLeftUp); u8 MovementType_WalkSequenceDownRightLeftUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gDownRightLeftUpDirections, sizeof gDownRightLeftUpDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceRightUpDownLeft, gMovementTypeFuncs_WalkSequenceRightUpDownLeft); u8 MovementType_WalkSequenceRightUpDownLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gRightUpDownLeftDirections, sizeof gRightUpDownLeftDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceUpDownLeftRight, gMovementTypeFuncs_WalkSequenceUpDownLeftRight); u8 MovementType_WalkSequenceUpDownLeftRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gUpDownLeftRightDirections, sizeof gUpDownLeftRightDirections); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 2; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceLeftRightUpDown, gMovementTypeFuncs_WalkSequenceLeftRightUpDown); u8 MovementType_WalkSequenceLeftRightUpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gLeftRightUpDownDirections, sizeof gLeftRightUpDownDirections); if (objectEvent->directionSequenceIndex == 1 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) { objectEvent->directionSequenceIndex = 2; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceDownLeftRightUp, gMovementTypeFuncs_WalkSequenceDownLeftRightUp); u8 MovementType_WalkSequenceDownLeftRightUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gDownLeftRightUpDirections, sizeof gDownLeftRightUpDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceUpLeftDownRight, gMovementTypeFuncs_WalkSequenceUpLeftDownRight); u8 MovementType_WalkSequenceUpLeftDownRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gUpLeftDownRightDirections, sizeof gUpLeftDownRightDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceDownRightUpLeft, gMovementTypeFuncs_WalkSequenceDownRightUpLeft); u8 MovementType_WalkSequenceDownRightUpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gDownRightUpLeftDirections, sizeof gDownRightUpLeftDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceLeftDownRightUp, gMovementTypeFuncs_WalkSequenceLeftDownRightUp); u8 MovementType_WalkSequenceLeftDownRightUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gLeftDownRightUpDirections, sizeof gLeftDownRightUpDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceRightUpLeftDown, gMovementTypeFuncs_WalkSequenceRightUpLeftDown); u8 MovementType_WalkSequenceRightUpLeftDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gRightUpLeftDownDirections, sizeof gRightUpLeftDownDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceUpRightDownLeft, gMovementTypeFuncs_WalkSequenceUpRightDownLeft); u8 MovementType_WalkSequenceUpRightDownLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gUpRightDownLeftDirections, sizeof gUpRightDownLeftDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceDownLeftUpRight, gMovementTypeFuncs_WalkSequenceDownLeftUpRight); u8 MovementType_WalkSequenceDownLeftUpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gDownLeftUpRightDirections, sizeof gDownLeftUpRightDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.y == objectEvent->currentCoords.y) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceLeftUpRightDown, gMovementTypeFuncs_WalkSequenceLeftUpRightDown); u8 MovementType_WalkSequenceLeftUpRightDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gLeftUpRightDownDirections, sizeof gLeftUpRightDownDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_WalkSequenceRightDownLeftUp, gMovementTypeFuncs_WalkSequenceRightDownLeftUp); u8 MovementType_WalkSequenceRightDownLeftUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 directions[4]; memcpy(directions, gRightDownLeftUpDirections, sizeof gRightDownLeftUpDirections); if (objectEvent->directionSequenceIndex == 2 && objectEvent->initialCoords.x == objectEvent->currentCoords.x) { objectEvent->directionSequenceIndex = 3; } return MoveNextDirectionInSequence(objectEvent, sprite, directions); } movement_type_def(MovementType_CopyPlayer, gMovementTypeFuncs_CopyPlayer); bool8 MovementType_CopyPlayer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); if (objectEvent->directionSequenceIndex == 0) { objectEvent->directionSequenceIndex = GetPlayerFacingDirection(); } sprite->data[1] = 1; return TRUE; } bool8 MovementType_CopyPlayer_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (gObjectEvents[gPlayerAvatar.objectEventId].movementActionId == 0xFF || gPlayerAvatar.tileTransitionState == T_TILE_CENTER) { return FALSE; } return gCopyPlayerMovementFuncs[PlayerGetCopyableMovement()](objectEvent, sprite, GetPlayerMovementDirection(), NULL); } bool8 MovementType_CopyPlayer_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { objectEvent->singleMovementActive = 0; sprite->data[1] = 1; } return FALSE; } bool8 CopyablePlayerMovement_None(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { return FALSE; } bool8 CopyablePlayerMovement_FaceDirection(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(state_to_direction(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, playerDirection))); objectEvent->singleMovementActive = 1; sprite->data[1] = 2; return TRUE; } bool8 CopyablePlayerMovement_GoSpeed0(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = state_to_direction(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); } objectEvent->singleMovementActive = 1; sprite->data[1] = 2; return TRUE; } bool8 CopyablePlayerMovement_GoSpeed1(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = state_to_direction(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkFastMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); } objectEvent->singleMovementActive = TRUE; sprite->data[1] = 2; return TRUE; } bool8 CopyablePlayerMovement_GoSpeed2(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = state_to_direction(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkFastestMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); } objectEvent->singleMovementActive = TRUE; sprite->data[1] = 2; return TRUE; } bool8 CopyablePlayerMovement_Slide(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = state_to_direction(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetSlideMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); } objectEvent->singleMovementActive = TRUE; sprite->data[1] = 2; return TRUE; } bool8 cph_IM_DIFFERENT(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; direction = playerDirection; direction = state_to_direction(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventSetSingleMovement(objectEvent, sprite, GetJumpInPlaceMovementAction(direction)); objectEvent->singleMovementActive = TRUE; sprite->data[1] = 2; return TRUE; } bool8 CopyablePlayerMovement_GoSpeed4(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = state_to_direction(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); ObjectEventMoveDestCoords(objectEvent, direction, &x, &y); ObjectEventSetSingleMovement(objectEvent, sprite, GetJumpMovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); } objectEvent->singleMovementActive = TRUE; sprite->data[1] = 2; return TRUE; } bool8 CopyablePlayerMovement_Jump(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 playerDirection, bool8 tileCallback(u8)) { u32 direction; s16 x; s16 y; direction = playerDirection; direction = state_to_direction(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction); x = objectEvent->currentCoords.x; y = objectEvent->currentCoords.y; MoveCoordsInDirection(direction, &x, &y, 2, 2); ObjectEventSetSingleMovement(objectEvent, sprite, GetJump2MovementAction(direction)); if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y)))) { ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction)); } objectEvent->singleMovementActive = TRUE; sprite->data[1] = 2; return TRUE; } movement_type_def(MovementType_CopyPlayerInGrass, gMovementTypeFuncs_CopyPlayerInGrass); bool8 MovementType_CopyPlayerInGrass_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (gObjectEvents[gPlayerAvatar.objectEventId].movementActionId == 0xFF || gPlayerAvatar.tileTransitionState == T_TILE_CENTER) { return FALSE; } return gCopyPlayerMovementFuncs[PlayerGetCopyableMovement()](objectEvent, sprite, GetPlayerMovementDirection(), MetatileBehavior_IsPokeGrass); } void MovementType_TreeDisguise(struct Sprite *sprite) { struct ObjectEvent *objectEvent; objectEvent = &gObjectEvents[sprite->data[0]]; if (objectEvent->directionSequenceIndex == 0 || (objectEvent->directionSequenceIndex == 1 && !sprite->data[7])) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); objectEvent->fieldEffectSpriteId = FieldEffectStart(FLDEFF_TREE_DISGUISE); objectEvent->directionSequenceIndex = 1; sprite->data[7]++; } UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->data[0]], sprite, MovementType_Disguise_Callback); } static bool8 MovementType_Disguise_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); return FALSE; } void MovementType_MountainDisguise(struct Sprite *sprite) { struct ObjectEvent *objectEvent; objectEvent = &gObjectEvents[sprite->data[0]]; if (objectEvent->directionSequenceIndex == 0 || (objectEvent->directionSequenceIndex == 1 && !sprite->data[7])) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); objectEvent->fieldEffectSpriteId = FieldEffectStart(FLDEFF_MOUNTAIN_DISGUISE); objectEvent->directionSequenceIndex = 1; sprite->data[7]++; } UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->data[0]], sprite, MovementType_Disguise_Callback); } void MovementType_Hidden(struct Sprite *sprite) { if (!sprite->data[7]) { gObjectEvents[sprite->data[0]].fixedPriority = TRUE; sprite->subspriteMode = 2; sprite->oam.priority = 3; sprite->data[7]++; } UpdateObjectEventCurrentMovement(&gObjectEvents[sprite->data[0]], sprite, MovementType_Hidden_Callback); } static bool8 MovementType_Hidden_Callback(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return gMovementTypeFuncs_Hidden[sprite->data[1]](objectEvent, sprite); } bool8 MovementType_Hidden_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); return FALSE; } bool8 MovementType_MoveInPlace_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { sprite->data[1] = 0; } return FALSE; } movement_type_def(MovementType_WalkInPlace, gMovementTypeFuncs_WalkInPlace); bool8 MovementType_WalkInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceNormalMovementAction(objectEvent->facingDirection)); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_JogInPlace, gMovementTypeFuncs_JogInPlace); bool8 MovementType_JogInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceFastMovementAction(objectEvent->facingDirection)); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_RunInPlace, gMovementTypeFuncs_RunInPlace); bool8 MovementType_RunInPlace_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkInPlaceFastestMovementAction(objectEvent->facingDirection)); sprite->data[1] = 1; return TRUE; } movement_type_def(MovementType_Invisible, gMovementTypeFuncs_Invisible); bool8 MovementType_Invisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ClearObjectEventMovement(objectEvent, sprite); ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(objectEvent->facingDirection)); objectEvent->invisible = TRUE; sprite->data[1] = 1; return TRUE; } bool8 MovementType_Invisible_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (ObjectEventExecSingleMovementAction(objectEvent, sprite)) { sprite->data[1] = 2; return TRUE; } return FALSE; } bool8 MovementType_Invisible_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->singleMovementActive = 0; return FALSE; } static void ClearObjectEventMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->singleMovementActive = 0; objectEvent->heldMovementActive = FALSE; objectEvent->heldMovementFinished = FALSE; objectEvent->movementActionId = 0xFF; sprite->data[1] = 0; } u8 GetFaceDirectionAnimNum(u8 direction) { return gFaceDirectionAnimNums[direction]; } u8 GetMoveDirectionAnimNum(u8 direction) { return gMoveDirectionAnimNums[direction]; } u8 GetMoveDirectionFastAnimNum(u8 direction) { return gMoveDirectionFastAnimNums[direction]; } u8 GetMoveDirectionFasterAnimNum(u8 direction) { return gMoveDirectionFasterAnimNums[direction]; } u8 GetMoveDirectionFastestAnimNum(u8 direction) { return gMoveDirectionFastestAnimNums[direction]; } u8 GetJumpSpecialDirectionAnimNum(u8 direction) { return gJumpSpecialDirectionAnimNums[direction]; } u8 GetAcroWheelieDirectionAnimNum(u8 direction) { return gAcroWheelieDirectionAnimNums[direction]; } u8 Unref_GetAnimNums_08375633(u8 direction) { return gUnrefAnimNums_08375633[direction]; } u8 GetAcroEndWheelieDirectionAnimNum(u8 direction) { return gAcroEndWheelieDirectionAnimNums[direction]; } u8 GetAcroUnusedActionDirectionAnimNum(u8 direction) { return gAcroUnusedActionDirectionAnimNums[direction]; } u8 GetAcroWheeliePedalDirectionAnimNum(u8 direction) { return gAcroWheeliePedalDirectionAnimNums[direction]; } u8 GetFishingDirectionAnimNum(u8 direction) { return gFishingDirectionAnimNums[direction]; } u8 GetFishingNoCatchDirectionAnimNum(u8 direction) { return gFishingNoCatchDirectionAnimNums[direction]; } u8 GetFishingBiteDirectionAnimNum(u8 direction) { return gFishingBiteDirectionAnimNums[direction]; } u8 GetRunningDirectionAnimNum(u8 direction) { return gRunningDirectionAnimNums[direction]; } void sub_805FE28(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 animNum) { if (!objectEvent->inanimate) { sprite->animNum = animNum; if (sprite->animCmdIndex == 1) { sprite->animCmdIndex = 2; } else if (sprite->animCmdIndex == 3) { sprite->animCmdIndex = 0; } SeekSpriteAnim(sprite, sprite->animCmdIndex); } } void sub_805FE64(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 animNum) { u8 animCmdIndex; if (!objectEvent->inanimate) { sprite->animNum = animNum; animCmdIndex = 3; if (sprite->animCmdIndex < 2) { animCmdIndex = 1; } SeekSpriteAnim(sprite, animCmdIndex); } } static u8 GetDirectionToFace(s16 x1, s16 y1, s16 x2, s16 y2) { if (x1 > x2) return DIR_WEST; if (x1 < x2) return DIR_EAST; if (y1 > y2) return DIR_NORTH; return DIR_SOUTH; } void SetTrainerMovementType(struct ObjectEvent *objectEvent, u8 movementType) { objectEvent->movementType = movementType; objectEvent->directionSequenceIndex = 0; objectEvent->playerCopyableMovement = 0; gSprites[objectEvent->spriteId].callback = sMovementTypeCallbacks[movementType]; gSprites[objectEvent->spriteId].data[1] = 0; } u8 GetTrainerFacingDirectionMovementType(u8 direction) { return gTrainerFacingDirectionMovementTypes[direction]; } static u8 GetCollisionInDirection(struct ObjectEvent *objectEvent, u8 direction) { s16 x; s16 y; x = objectEvent->currentCoords.x; y = objectEvent->currentCoords.y; MoveCoords(direction, &x, &y); return GetCollisionAtCoords(objectEvent, x, y, direction); } u8 GetCollisionAtCoords(struct ObjectEvent *objectEvent, s16 x, s16 y, u32 dirn) { u8 direction; direction = dirn; if (IsCoordOutsideObjectEventMovementRange(objectEvent, x, y)) return 1; else if (MapGridIsImpassableAt(x, y) || GetMapBorderIdAt(x, y) == -1 || IsMetatileDirectionallyImpassable(objectEvent, x, y, direction)) return 2; else if (objectEvent->trackedByCamera && !CanCameraMoveInDirection(direction)) return 2; else if (IsZCoordMismatchAt(objectEvent->currentElevation, x, y)) return 3; else if (DoesObjectCollideWithObjectAt(objectEvent, x, y)) return 4; return 0; } u8 GetCollisionFlagsAtCoords(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction) { u8 flags = 0; if (IsCoordOutsideObjectEventMovementRange(objectEvent, x, y)) flags |= 1; if (MapGridIsImpassableAt(x, y) || GetMapBorderIdAt(x, y) == -1 || IsMetatileDirectionallyImpassable(objectEvent, x, y, direction) || (objectEvent->trackedByCamera && !CanCameraMoveInDirection(direction))) flags |= 2; if (IsZCoordMismatchAt(objectEvent->currentElevation, x, y)) flags |= 4; if (DoesObjectCollideWithObjectAt(objectEvent, x, y)) flags |= 8; return flags; } static bool8 IsCoordOutsideObjectEventMovementRange(struct ObjectEvent *objectEvent, s16 x, s16 y) { s16 minv; s16 maxv; if (objectEvent->range.as_nybbles.x != 0) { minv = objectEvent->initialCoords.x - (objectEvent->range.as_nybbles.x); maxv = objectEvent->initialCoords.x + (objectEvent->range.as_nybbles.x); if (minv > x || maxv < x) return TRUE; } if (objectEvent->range.as_nybbles.y != 0) { minv = objectEvent->initialCoords.y - (objectEvent->range.as_nybbles.y); maxv = objectEvent->initialCoords.y + (objectEvent->range.as_nybbles.y); if (minv > y || maxv < y) return TRUE; } return FALSE; } static bool8 IsMetatileDirectionallyImpassable(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction) { if (gOppositeDirectionBlockedMetatileFuncs[direction - 1](objectEvent->currentMetatileBehavior) || gDirectionBlockedMetatileFuncs[direction - 1](MapGridGetMetatileBehaviorAt(x, y))) { return TRUE; } return FALSE; } static bool8 DoesObjectCollideWithObjectAt(struct ObjectEvent *objectEvent, s16 x, s16 y) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) { struct ObjectEvent *objectEvent2 = &gObjectEvents[i]; if (objectEvent2->active && objectEvent2 != objectEvent) { if (((objectEvent2->currentCoords.x == x && objectEvent2->currentCoords.y == y) || (objectEvent2->previousCoords.x == x && objectEvent2->previousCoords.y == y)) && AreZCoordsCompatible(objectEvent->currentElevation, objectEvent2->currentElevation)) return TRUE; } } return FALSE; } bool8 IsBerryTreeSparkling(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) if (gSprites[gObjectEvents[objectEventId].spriteId].data[7] & 2) return TRUE; return FALSE; } void sub_8060288(u8 localId, u8 mapNum, u8 mapGroup) { u8 objectEventId; if (!TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId)) { gSprites[gObjectEvents[objectEventId].spriteId].data[7] |= 4; } } void MoveCoords(u8 direction, s16 *x, s16 *y) { *x += sDirectionToVectors[direction].x; *y += sDirectionToVectors[direction].y; } void Unref_MovePixelCoords(u8 direction, s16 *x, s16 *y) { *x += sDirectionToVectors[direction].x << 4; *y += sDirectionToVectors[direction].y << 4; } static void MoveCoordsInDirection(u32 dir, s16 *x, s16 *y, s16 deltaX, s16 deltaY) { u8 direction = dir; s16 dx2 = (u16)deltaX; s16 dy2 = (u16)deltaY; if (sDirectionToVectors[direction].x > 0) *x += dx2; if (sDirectionToVectors[direction].x < 0) *x -= dx2; if (sDirectionToVectors[direction].y > 0) *y += dy2; if (sDirectionToVectors[direction].y < 0) *y -= dy2; } void sub_8060388(s16 x1, s16 y1, s16 *x2, s16 *y2) { *x2 = (x1 - gSaveBlock1.pos.x) << 4; *y2 = (y1 - gSaveBlock1.pos.y) << 4; *x2 -= gTotalCameraPixelOffsetX; *y2 -= gTotalCameraPixelOffsetY; } void sub_80603CC(s16 x1, s16 y1, s16 *x2, s16 *y2) { s16 x3; s16 y3; x3 = -gTotalCameraPixelOffsetX - gFieldCamera.curMovementOffsetX; y3 = -gTotalCameraPixelOffsetY - gFieldCamera.curMovementOffsetY; if (gFieldCamera.curMovementOffsetX > 0) { x3 += 0x10; } if (gFieldCamera.curMovementOffsetX < 0) { x3 -= 0x10; } if (gFieldCamera.curMovementOffsetY > 0) { y3 += 0x10; } if (gFieldCamera.curMovementOffsetY < 0) { y3 -= 0x10; } *x2 = ((x1 - gSaveBlock1.pos.x) << 4) + x3; *y2 = ((y1 - gSaveBlock1.pos.y) << 4) + y3; } void sub_8060470(s16 *x, s16 *y, s16 dx, s16 dy) { sub_80603CC(*x, *y, x, y); *x += dx; *y += dy; } static void GetObjectEventMovingCameraOffset(s16 *x, s16 *y) { *x = 0; *y = 0; if (gFieldCamera.curMovementOffsetX > 0) { (*x)++; } if (gFieldCamera.curMovementOffsetX < 0) { (*x)--; } if (gFieldCamera.curMovementOffsetY > 0) { (*y)++; } if (gFieldCamera.curMovementOffsetY < 0) { (*y)--; } } void ObjectEventMoveDestCoords(struct ObjectEvent *objectEvent, u32 direction, s16 *x, s16 *y) { u8 newDirn = direction; *x = objectEvent->currentCoords.x; *y = objectEvent->currentCoords.y; MoveCoords(newDirn, x, y); } bool8 ObjectEventIsMovementOverridden(struct ObjectEvent *objectEvent) { if (objectEvent->singleMovementActive || objectEvent->heldMovementActive) return TRUE; return FALSE; } bool8 ObjectEventIsHeldMovementActive(struct ObjectEvent *objectEvent) { if (objectEvent->heldMovementActive && objectEvent->movementActionId != 0xFF) return TRUE; return FALSE; } bool8 ObjectEventSetHeldMovement(struct ObjectEvent *objectEvent, u8 movementActionId) { if (ObjectEventIsMovementOverridden(objectEvent)) return TRUE; UnfreezeObjectEvent(objectEvent); objectEvent->movementActionId = movementActionId; objectEvent->heldMovementActive = TRUE; objectEvent->heldMovementFinished = FALSE; gSprites[objectEvent->spriteId].data[2] = 0; return FALSE; } void ObjectEventForceSetHeldMovement(struct ObjectEvent *objectEvent, u8 movementActionId) { ObjectEventClearHeldMovementIfActive(objectEvent); ObjectEventSetHeldMovement(objectEvent, movementActionId); } void ObjectEventClearHeldMovementIfActive(struct ObjectEvent *objectEvent) { if (objectEvent->heldMovementActive) ObjectEventClearHeldMovement(objectEvent); } void ObjectEventClearHeldMovement(struct ObjectEvent *objectEvent) { objectEvent->movementActionId = 0xFF; objectEvent->heldMovementActive = FALSE; objectEvent->heldMovementFinished = FALSE; gSprites[objectEvent->spriteId].data[1] = 0; gSprites[objectEvent->spriteId].data[2] = 0; } bool8 ObjectEventCheckHeldMovementStatus(struct ObjectEvent *objectEvent) { if (objectEvent->heldMovementActive) return objectEvent->heldMovementFinished; return 16; } bool8 ObjectEventClearHeldMovementIfFinished(struct ObjectEvent *objectEvent) { u8 heldMovementStatus = ObjectEventCheckHeldMovementStatus(objectEvent); if (heldMovementStatus != 0 && heldMovementStatus != 16) ObjectEventClearHeldMovementIfActive(objectEvent); return heldMovementStatus; } u8 ObjectEventGetHeldMovementActionId(struct ObjectEvent *objectEvent) { if (objectEvent->heldMovementActive) return objectEvent->movementActionId; return 0xFF; } void UpdateObjectEventCurrentMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 (*callback)(struct ObjectEvent *, struct Sprite *)) { DoGroundEffects_OnSpawn(objectEvent, sprite); TryEnableObjectEventAnim(objectEvent, sprite); if (ObjectEventIsHeldMovementActive(objectEvent)) { ObjectEventExecHeldMovementAction(objectEvent, sprite); } else if (!objectEvent->frozen) { while (callback(objectEvent, sprite)); } DoGroundEffects_OnBeginStep(objectEvent, sprite); DoGroundEffects_OnFinishStep(objectEvent, sprite); UpdateObjectEventSpriteAnimPause(objectEvent, sprite); UpdateObjectEventVisibility(objectEvent, sprite); ObjectEventUpdateSubpriority(objectEvent, sprite); } #define dirn_to_anim(name, table)\ u8 name(u32 idx)\ {\ u8 direction;\ u8 animIds[sizeof(table)];\ direction = idx;\ memcpy(animIds, (table), sizeof(table));\ if (direction > DIR_EAST) direction = 0;\ return animIds[direction];\ } dirn_to_anim(GetFaceDirectionMovementAction, gFaceDirectionMovementActions) dirn_to_anim(GetWalkSlowMovementAction, gWalkSlowMovementActions) dirn_to_anim(GetWalkNormalMovementAction, gWalkNormalMovementActions) dirn_to_anim(GetWalkFastMovementAction, gWalkFastMovementActions) dirn_to_anim(GetRideWaterCurrentMovementAction, gRideWaterCurrentMovementActions) dirn_to_anim(GetWalkFastestMovementAction, gWalkFastestMovementActions) dirn_to_anim(GetSlideMovementAction, gSlideMovementActions) dirn_to_anim(GetPlayerRunMovementAction, gPlayerRunMovementActions) dirn_to_anim(GetJump2MovementAction, gJump2MovementActions) dirn_to_anim(GetJumpInPlaceMovementAction, gJumpInPlaceMovementActions) dirn_to_anim(GetJumpInPlaceTurnAroundMovementAction, gJumpInPlaceTurnAroundMovementActions) dirn_to_anim(GetJumpMovementAction, gJumpMovementActions) dirn_to_anim(GetJumpSpecialMovementAction, gJumpSpecialMovementActions) dirn_to_anim(GetWalkInPlaceSlowMovementAction, gWalkInPlaceSlowMovementActions) dirn_to_anim(GetWalkInPlaceNormalMovementAction, gWalkInPlaceNormalMovementActions) dirn_to_anim(GetWalkInPlaceFastMovementAction, gWalkInPlaceFastMovementActions) dirn_to_anim(GetWalkInPlaceFastestMovementAction, gWalkInPlaceFastestMovementActions) u8 ObjectEventFaceOppositeDirection(struct ObjectEvent *objectEvent, u8 direction) { return ObjectEventSetHeldMovement(objectEvent, GetFaceDirectionMovementAction(GetOppositeDirection(direction))); } u8 GetAcroWheelieFaceDirectionMovementAction(u8 direction) { u8 movementActions[5]; memcpy(movementActions, gAcroWheelieFaceDirectionMovementActions, 5); if (direction >= 5) { direction = 0; } return movementActions[direction]; } u8 GetAcroPopWheelieFaceDirectionMovementAction(u8 direction) { u8 movementActions[5]; memcpy(movementActions, gAcroPopWheelieFaceDirectionMovementActions, 5); if (direction >= 5) { direction = 0; } return movementActions[direction]; } u8 GetAcroEndWheelieFaceDirectionMovementAction(u8 direction) { u8 movementActions[5]; memcpy(movementActions, gAcroEndWheelieFaceDirectionMovementActions, 5); if (direction >= 5) { direction = 0; } return movementActions[direction]; } u8 GetAcroWheelieHopFaceDirectionMovementAction(u8 direction) { u8 movementActions[5]; memcpy(movementActions, gAcroWheelieHopFaceDirectionMovementActions, 5); if (direction >= 5) { direction = 0; } return movementActions[direction]; } u8 GetAcroWheelieHopDirectionMovementAction(u8 direction) { u8 movementActions[5]; memcpy(movementActions, gAcroWheelieHopDirectionMovementActions, 5); if (direction >= 5) { direction = 0; } return movementActions[direction]; } u8 GetAcroWheelieJumpDirectionMovementAction(u8 direction) { u8 movementActions[5]; memcpy(movementActions, gAcroWheelieJumpDirectionMovementActions, 5); if (direction >= 5) { direction = 0; } return movementActions[direction]; } u8 GetAcroWheelieInPlaceDirectionMovementAction(u8 direction) { u8 movementActions[5]; memcpy(movementActions, gAcroWheelieInPlaceDirectionMovementActions, 5); if (direction >= 5) { direction = 0; } return movementActions[direction]; } u8 GetAcroPopWheelieMoveDirectionMovementAction(u8 direction) { u8 movementActions[5]; memcpy(movementActions, gAcroPopWheelieMoveDirectionMovementActions, 5); if (direction >= 5) { direction = 0; } return movementActions[direction]; } u8 GetAcroWheelieMoveDirectionMovementAction(u8 direction) { u8 movementActions[5]; memcpy(movementActions, gAcroWheelieMoveDirectionMovementActions, 5); if (direction >= 5) { direction = 0; } return movementActions[direction]; } u8 GetAcroEndWheelieMoveDirectionMovementAction(u8 direction) { u8 movementActions[5]; memcpy(movementActions, gAcroEndWheelieMoveDirectionMovementActions, 5); if (direction >= 5) { direction = 0; } return movementActions[direction]; } u8 GetOppositeDirection(u8 direction) { u8 oppositeDirections[8]; memcpy(oppositeDirections, gOppositeDirections, 8); if (direction == DIR_NONE || direction > 8) { return direction; } return oppositeDirections[direction - 1]; } u32 zffu_offset_calc(u8 a0, u8 a1) { return gUnknown_08375757[a0 - 1][a1 - 1]; } u32 state_to_direction(u8 a0, u32 a1, u32 a2) { u32 zffuOffset; u8 a1_2 = a1; u8 a2_2 = a2; if (a1_2 == 0 || a2_2 == 0 || a1_2 > DIR_EAST || a2_2 > DIR_EAST) { return 0; } zffuOffset = zffu_offset_calc(a1_2, a2); return gUnknown_08375767[a0 - 1][zffuOffset - 1]; } static void ObjectEventExecHeldMovementAction(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (gMovementActionFuncs[objectEvent->movementActionId][sprite->data[2]](objectEvent, sprite)) { objectEvent->heldMovementFinished = TRUE; } } static bool8 ObjectEventExecSingleMovementAction(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (gMovementActionFuncs[objectEvent->movementActionId][sprite->data[2]](objectEvent, sprite)) { objectEvent->movementActionId = 0xFF; sprite->data[2] = 0; return TRUE; } return FALSE; } static void ObjectEventSetSingleMovement(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 movementActionId) { objectEvent->movementActionId = movementActionId; sprite->data[2] = 0; } static void FaceDirection(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { SetObjectEventDirection(objectEvent, direction); ShiftStillObjectEventCoords(objectEvent); sub_805FE64(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection)); sprite->animPaused = TRUE; sprite->data[2] = 1; } bool8 MovementAction_FaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, DIR_SOUTH); return TRUE; } bool8 MovementAction_FaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, DIR_NORTH); return TRUE; } bool8 MovementAction_FaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, DIR_WEST); return TRUE; } bool8 MovementAction_FaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, DIR_EAST); return TRUE; } void npc_apply_direction(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { s16 x; s16 y; x = objectEvent->currentCoords.x; y = objectEvent->currentCoords.y; SetObjectEventDirection(objectEvent, direction); MoveCoords(direction, &x, &y); ShiftObjectEventCoords(objectEvent, x, y); oamt_npc_ministep_reset(sprite, direction, speed); sprite->animPaused = FALSE; objectEvent->triggerGroundEffectsOnMove = TRUE; sprite->data[2] = 1; } extern u8 (*const gUnknown_083759C0[5])(u8); void do_go_anim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { u8 (*const functions[5])(u8); memcpy((void *)functions, gUnknown_083759C0, sizeof(gUnknown_083759C0)); npc_apply_direction(objectEvent, sprite, direction, speed); sub_805FE28(objectEvent, sprite, functions[speed](objectEvent->facingDirection)); } void StartRunningAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { npc_apply_direction(objectEvent, sprite, direction, 1); sub_805FE28(objectEvent, sprite, GetRunningDirectionAnimNum(objectEvent->facingDirection)); } bool8 obj_npc_ministep(struct Sprite *); bool8 npc_obj_ministep_stop_on_arrival(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (obj_npc_ministep(sprite)) { ShiftStillObjectEventCoords(objectEvent); objectEvent->triggerGroundEffectsOnStop = TRUE; sprite->animPaused = TRUE; return TRUE; } return FALSE; } void sub_8060E68(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { s16 x; s16 y; x = objectEvent->currentCoords.x; y = objectEvent->currentCoords.y; SetObjectEventDirection(objectEvent, direction); MoveCoords(direction, &x, &y); ShiftObjectEventCoords(objectEvent, x, y); sub_806467C(sprite, direction); sprite->animPaused = FALSE; objectEvent->triggerGroundEffectsOnMove = TRUE; sprite->data[2] = 1; } void sub_8060ED8(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { sub_8060E68(objectEvent, sprite, direction); sub_805FE28(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection)); } bool8 an_walk_any_2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_806468C(sprite)) { ShiftStillObjectEventCoords(objectEvent); objectEvent->triggerGroundEffectsOnStop = TRUE; sprite->animPaused = TRUE; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowDown_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkSlowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8060ED8(objectEvent, sprite, DIR_SOUTH); return MovementAction_WalkSlowDown_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (an_walk_any_2(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowUp_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkSlowUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8060ED8(objectEvent, sprite, DIR_NORTH); return MovementAction_WalkSlowUp_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (an_walk_any_2(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowLeft_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkSlowLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8060ED8(objectEvent, sprite, DIR_WEST); return MovementAction_WalkSlowLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (an_walk_any_2(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkSlowRight_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkSlowRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8060ED8(objectEvent, sprite, DIR_EAST); return MovementAction_WalkSlowRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkSlowRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (an_walk_any_2(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalDown_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkNormalDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_SOUTH, 0); return MovementAction_WalkNormalDown_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalUp_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkNormalUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_NORTH, 0); return MovementAction_WalkNormalUp_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalLeft_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkNormalLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_WEST, 0); return MovementAction_WalkNormalLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkNormalRight_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkNormalRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_EAST, 0); return MovementAction_WalkNormalRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkNormalRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } void sub_806113C(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 a4, u8 a5) { s16 vSPp4[3]; s16 x; s16 y; memcpy(vSPp4, gUnknown_08375A34, sizeof gUnknown_08375A34); x = 0; y = 0; SetObjectEventDirection(objectEvent, direction); MoveCoordsInDirection(direction, &x, &y, vSPp4[a4], vSPp4[a4]); ShiftObjectEventCoords(objectEvent, objectEvent->currentCoords.x + x, objectEvent->currentCoords.y + y); sub_80646E4(sprite, direction, a4, a5); sprite->data[2] = 1; sprite->animPaused = 0; objectEvent->triggerGroundEffectsOnMove = 1; objectEvent->disableCoveringGroundEffects = 1; } void maybe_shadow_1(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 a4, u8 a5) { sub_806113C(objectEvent, sprite, direction, a4, a5); sub_805FE28(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection)); DoShadowFieldEffect(objectEvent); } u8 sub_806123C(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 (*const callback)(struct Sprite *)) { s16 vSPp4[3]; s16 x; s16 y; u8 retval; memcpy(vSPp4, gUnknown_08375A3A, sizeof gUnknown_08375A3A); retval = callback(sprite); if (retval == 1 && vSPp4[sprite->data[4]] != 0) { x = 0; y = 0; MoveCoordsInDirection(objectEvent->movementDirection, &x, &y, vSPp4[sprite->data[4]], vSPp4[sprite->data[4]]); ShiftObjectEventCoords(objectEvent, objectEvent->currentCoords.x + x, objectEvent->currentCoords.y + y); objectEvent->triggerGroundEffectsOnMove = TRUE; objectEvent->disableCoveringGroundEffects = TRUE; } else if (retval == 0xFF) { ShiftStillObjectEventCoords(objectEvent); objectEvent->triggerGroundEffectsOnStop = TRUE; objectEvent->landingJump = TRUE; sprite->animPaused = TRUE; } return retval; } u8 sub_8061300(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return sub_806123C(objectEvent, sprite, sub_8064704); } u8 sub_8061314(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return sub_806123C(objectEvent, sprite, sub_806478C); } bool8 sub_8061328(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061300(objectEvent, sprite) == 0xFF) { return TRUE; } return FALSE; } bool8 sub_8061340(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061314(objectEvent, sprite) == 0xFF) { return TRUE; } return FALSE; } bool8 sub_8061358(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 retval; retval = sub_8061300(objectEvent, sprite); if (retval != 1) { if (retval == 0xFF) { return TRUE; } return FALSE; } SetObjectEventDirection(objectEvent, GetOppositeDirection(objectEvent->movementDirection)); sub_805FE64(objectEvent, sprite, GetMoveDirectionAnimNum(objectEvent->facingDirection)); return FALSE; } bool8 MovementAction_Jump2Down_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_Jump2Up_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_Jump2Left_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_Jump2Right_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_Jump2Down_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_SOUTH, 2, 0); return MovementAction_Jump2Down_Step1(objectEvent, sprite); } bool8 MovementAction_Jump2Down_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_Jump2Up_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_NORTH, 2, 0); return MovementAction_Jump2Up_Step1(objectEvent, sprite); } bool8 MovementAction_Jump2Up_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_Jump2Left_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_WEST, 2, 0); return MovementAction_Jump2Left_Step1(objectEvent, sprite); } bool8 MovementAction_Jump2Left_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_Jump2Right_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_EAST, 2, 0); return MovementAction_Jump2Right_Step1(objectEvent, sprite); } bool8 MovementAction_Jump2Right_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } void sub_8061508(struct Sprite *sprite, u16 duration) { sprite->data[2] = 1; sprite->data[3] = duration; } bool8 MovementAction_Delay_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->data[3]--; if (!sprite->data[3]) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_Delay1_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8061508(sprite, 1); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_Delay2_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8061508(sprite, 2); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_Delay4_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8061508(sprite, 4); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_Delay8_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8061508(sprite, 8); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_Delay16_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8061508(sprite, 16); return MovementAction_Delay_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_WalkFastUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_WalkFastLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_WalkFastRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_WalkFastDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_SOUTH, 1); return MovementAction_WalkFastDown_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFastUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_NORTH, 1); return MovementAction_WalkFastUp_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFastLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_WEST, 1); return MovementAction_WalkFastLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFastRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_EAST, 1); return MovementAction_WalkFastRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } void sub_80616CC(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 animNum, u16 duration) { SetObjectEventDirection(objectEvent, direction); sub_805FE28(objectEvent, sprite, animNum); sprite->animPaused = FALSE; sprite->data[2] = 1; sprite->data[3] = duration; } bool8 MovementAction_WalkInPlace_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->data[3]--; if (sprite->data[3] == 0) { sprite->data[2] = 2; sprite->animPaused = TRUE; return TRUE; } return FALSE; } bool8 MovementAction_WalkInPlaceSlow_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sprite->data[3] & 1) { sprite->animDelayCounter++; } return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceSlowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_SOUTH, GetMoveDirectionAnimNum(DIR_SOUTH), 32); return MovementAction_WalkInPlaceSlow_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceSlowUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_NORTH, GetMoveDirectionAnimNum(DIR_NORTH), 32); return MovementAction_WalkInPlaceSlow_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceSlowLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_WEST, GetMoveDirectionAnimNum(DIR_WEST), 32); return MovementAction_WalkInPlaceSlow_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceSlowRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_EAST, GetMoveDirectionAnimNum(DIR_EAST), 32); return MovementAction_WalkInPlaceSlow_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceNormalDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_SOUTH, GetMoveDirectionAnimNum(DIR_SOUTH), 16); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceNormalUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_NORTH, GetMoveDirectionAnimNum(DIR_NORTH), 16); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceNormalLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_WEST, GetMoveDirectionAnimNum(DIR_WEST), 16); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceNormalRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_EAST, GetMoveDirectionAnimNum(DIR_EAST), 16); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFastDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_SOUTH, GetMoveDirectionFastAnimNum(DIR_SOUTH), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFastUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_NORTH, GetMoveDirectionFastAnimNum(DIR_NORTH), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFastLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_WEST, GetMoveDirectionFastAnimNum(DIR_WEST), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFastRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_EAST, GetMoveDirectionFastAnimNum(DIR_EAST), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFastestDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_SOUTH, GetMoveDirectionFasterAnimNum(DIR_SOUTH), 4); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFastestUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_NORTH, GetMoveDirectionFasterAnimNum(DIR_NORTH), 4); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFastestLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_WEST, GetMoveDirectionFasterAnimNum(DIR_WEST), 4); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_WalkInPlaceFastestRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_EAST, GetMoveDirectionFasterAnimNum(DIR_EAST), 4); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_RideWaterCurrentDown_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_RideWaterCurrentDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_SOUTH, 2); return MovementAction_RideWaterCurrentDown_Step1(objectEvent, sprite); } bool8 MovementAction_RideWaterCurrentDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_RideWaterCurrentUp_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_RideWaterCurrentUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_NORTH, 2); return MovementAction_RideWaterCurrentUp_Step1(objectEvent, sprite); } bool8 MovementAction_RideWaterCurrentUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_RideWaterCurrentLeft_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_RideWaterCurrentLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_WEST, 2); return MovementAction_RideWaterCurrentLeft_Step1(objectEvent, sprite); } bool8 MovementAction_RideWaterCurrentLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_RideWaterCurrentRight_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_RideWaterCurrentRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_EAST, 2); return MovementAction_RideWaterCurrentRight_Step1(objectEvent, sprite); } bool8 MovementAction_RideWaterCurrentRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFastestDown_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkFastestDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_SOUTH, 3); return MovementAction_WalkFastestDown_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastestDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFastestUp_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkFastestUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_NORTH, 3); return MovementAction_WalkFastestUp_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastestUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFastestLeft_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkFastestLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_WEST, 3); return MovementAction_WalkFastestLeft_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastestLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkFastestRight_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkFastestRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_EAST, 3); return MovementAction_WalkFastestRight_Step1(objectEvent, sprite); } bool8 MovementAction_WalkFastestRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_SlideDown_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_SlideDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_SOUTH, 4); return MovementAction_SlideDown_Step1(objectEvent, sprite); } bool8 MovementAction_SlideDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_SlideUp_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_SlideUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_NORTH, 4); return MovementAction_SlideUp_Step1(objectEvent, sprite); } bool8 MovementAction_SlideUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_SlideLeft_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_SlideLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_WEST, 4); return MovementAction_SlideLeft_Step1(objectEvent, sprite); } bool8 MovementAction_SlideLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_SlideRight_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_SlideRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { do_go_anim(objectEvent, sprite, DIR_EAST, 4); return MovementAction_SlideRight_Step1(objectEvent, sprite); } bool8 MovementAction_SlideRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_PlayerRunDown_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_PlayerRunDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartRunningAnim(objectEvent, sprite, DIR_SOUTH); return MovementAction_PlayerRunDown_Step1(objectEvent, sprite); } bool8 MovementAction_PlayerRunDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_PlayerRunUp_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_PlayerRunUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartRunningAnim(objectEvent, sprite, DIR_NORTH); return MovementAction_PlayerRunUp_Step1(objectEvent, sprite); } bool8 MovementAction_PlayerRunUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_PlayerRunLeft_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_PlayerRunLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartRunningAnim(objectEvent, sprite, DIR_WEST); return MovementAction_PlayerRunLeft_Step1(objectEvent, sprite); } bool8 MovementAction_PlayerRunLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_PlayerRunRight_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_PlayerRunRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartRunningAnim(objectEvent, sprite, DIR_EAST); return MovementAction_PlayerRunRight_Step1(objectEvent, sprite); } bool8 MovementAction_PlayerRunRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } void StartSpriteAnimInDirection(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 animNum) { SetAndStartSpriteAnim(sprite, animNum, 0); SetObjectEventDirection(objectEvent, direction); sprite->data[2] = 1; } bool8 MovementAction_StartAnimInDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, objectEvent->movementDirection, sprite->animNum); return FALSE; } bool8 SpriteAnimEnded(struct Sprite *); bool8 MovementAction_WaitSpriteAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (SpriteAnimEnded(sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } void sub_8061F5C(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { sub_806113C(objectEvent, sprite, direction, 1, 0); StartSpriteAnim(sprite, GetJumpSpecialDirectionAnimNum(direction)); } bool8 MovementAction_JumpSpecialDown_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_JumpSpecialDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8061F5C(objectEvent, sprite, DIR_SOUTH); return MovementAction_JumpSpecialDown_Step1(objectEvent, sprite); } bool8 MovementAction_JumpSpecialDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061340(objectEvent, sprite)) { sprite->data[2] = 2; objectEvent->landingJump = FALSE; return TRUE; } return FALSE; } bool8 MovementAction_JumpSpecialUp_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_JumpSpecialUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8061F5C(objectEvent, sprite, DIR_NORTH); return MovementAction_JumpSpecialUp_Step1(objectEvent, sprite); } bool8 MovementAction_JumpSpecialUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061340(objectEvent, sprite)) { sprite->data[2] = 2; objectEvent->landingJump = FALSE; return TRUE; } return FALSE; } bool8 MovementAction_JumpSpecialLeft_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_JumpSpecialLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8061F5C(objectEvent, sprite, DIR_WEST); return MovementAction_JumpSpecialLeft_Step1(objectEvent, sprite); } bool8 MovementAction_JumpSpecialLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061340(objectEvent, sprite)) { sprite->data[2] = 2; objectEvent->landingJump = FALSE; return TRUE; } return FALSE; } bool8 MovementAction_JumpSpecialRight_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_JumpSpecialRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8061F5C(objectEvent, sprite, DIR_EAST); return MovementAction_JumpSpecialRight_Step1(objectEvent, sprite); } bool8 MovementAction_JumpSpecialRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061340(objectEvent, sprite)) { sprite->data[2] = 2; objectEvent->landingJump = 0; return TRUE; } return FALSE; } bool8 MovementAction_FacePlayer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 playerObjectId; if (!TryGetObjectEventIdByLocalIdAndMap(0xFF, 0, 0, &playerObjectId)) { FaceDirection(objectEvent, sprite, GetDirectionToFace(objectEvent->currentCoords.x, objectEvent->currentCoords.y, gObjectEvents[playerObjectId].currentCoords.x, gObjectEvents[playerObjectId].currentCoords.y)); } sprite->data[2] = 1; return TRUE; } bool8 MovementAction_FaceAwayPlayer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u8 playerObjectId; if (!TryGetObjectEventIdByLocalIdAndMap(0xFF, 0, 0, &playerObjectId)) { FaceDirection(objectEvent, sprite, GetOppositeDirection(GetDirectionToFace(objectEvent->currentCoords.x, objectEvent->currentCoords.y, gObjectEvents[playerObjectId].currentCoords.x, gObjectEvents[playerObjectId].currentCoords.y))); } sprite->data[2] = 1; return TRUE; } bool8 MovementAction_LockFacingDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->facingDirectionLocked = TRUE; sprite->data[2] = 1; return TRUE; } bool8 MovementAction_UnlockFacingDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->facingDirectionLocked = FALSE; sprite->data[2] = 1; return TRUE; } bool8 MovementAction_JumpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_JumpDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_SOUTH, 1, 2); return MovementAction_JumpDown_Step1(objectEvent, sprite); } bool8 MovementAction_JumpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_JumpUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_NORTH, 1, 2); return MovementAction_JumpUp_Step1(objectEvent, sprite); } bool8 MovementAction_JumpUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_JumpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_WEST, 1, 2); return MovementAction_JumpLeft_Step1(objectEvent, sprite); } bool8 MovementAction_JumpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_JumpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_EAST, 1, 2); return MovementAction_JumpRight_Step1(objectEvent, sprite); } bool8 MovementAction_JumpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_JumpInPlaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_SOUTH, 0, 0); return MovementAction_JumpInPlaceDown_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_JumpInPlaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_NORTH, 0, 0); return MovementAction_JumpInPlaceUp_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_JumpInPlaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_WEST, 0, 0); return MovementAction_JumpInPlaceLeft_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_JumpInPlaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_EAST, 0, 0); return MovementAction_JumpInPlaceRight_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceDownUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_JumpInPlaceDownUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_SOUTH, 0, 2); return MovementAction_JumpInPlaceDownUp_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceDownUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061358(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceUpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_JumpInPlaceUpDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_NORTH, 0, 2); return MovementAction_JumpInPlaceUpDown_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceUpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061358(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceLeftRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_JumpInPlaceLeftRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_WEST, 0, 2); return MovementAction_JumpInPlaceLeftRight_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceLeftRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061358(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_JumpInPlaceRightLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite); bool8 MovementAction_JumpInPlaceRightLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { maybe_shadow_1(objectEvent, sprite, DIR_EAST, 0, 2); return MovementAction_JumpInPlaceRightLeft_Step1(objectEvent, sprite); } bool8 MovementAction_JumpInPlaceRightLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061358(objectEvent, sprite)) { objectEvent->hasShadow = 0; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_FaceOriginalDirection_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FaceDirection(objectEvent, sprite, gInitialMovementTypeFacingDirections[objectEvent->movementType]); return TRUE; } bool8 MovementAction_NurseJoyBowDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, 0x14); return FALSE; } bool8 MovementAction_EnableJumpLandingGroundEffect_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->disableJumpLandingGroundEffect = FALSE; sprite->data[2] = 1; return TRUE; } bool8 MovementAction_DisableJumpLandingGroundEffect_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->disableJumpLandingGroundEffect = TRUE; sprite->data[2] = 1; return TRUE; } bool8 MovementAction_DisableAnimation_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->inanimate = TRUE; sprite->data[2] = 1; return TRUE; } bool8 MovementAction_RestoreAnimation_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->inanimate = GetObjectEventGraphicsInfo(objectEvent->graphicsId)->inanimate; sprite->data[2] = 1; return TRUE; } bool8 MovementAction_SetInvisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->invisible = TRUE; sprite->data[2] = 1; return TRUE; } bool8 MovementAction_SetVisible_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->invisible = FALSE; sprite->data[2] = 1; return TRUE; } bool8 MovementAction_EmoteExclamationMark_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON); sprite->data[2] = 1; return TRUE; } bool8 MovementAction_EmoteQuestionMark_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); FieldEffectStart(FLDEFF_QUESTION_MARK_ICON); sprite->data[2] = 1; return TRUE; } bool8 MovementAction_EmoteHeart_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); FieldEffectStart(FLDEFF_HEART_ICON); sprite->data[2] = 1; return TRUE; } bool8 MovementAction_RevealTrainer_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_RevealTrainer_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->movementType == MOVEMENT_TYPE_HIDDEN) { sub_8084794(objectEvent); return FALSE; } else if (objectEvent->movementType != MOVEMENT_TYPE_TREE_DISGUISE && objectEvent->movementType != MOVEMENT_TYPE_MOUNTAIN_DISGUISE) { sprite->data[2] = 2; return TRUE; } else { sub_812869C(objectEvent); sprite->data[2] = 1; return MovementAction_RevealTrainer_Step1(objectEvent, sprite); } } bool8 MovementAction_RevealTrainer_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_81286C4(objectEvent)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_RockSmashBreak_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { SetAndStartSpriteAnim(sprite, 1, 0); sprite->data[2] = 1; return FALSE; } bool8 MovementAction_RockSmashBreak_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (SpriteAnimEnded(sprite)) { SetMovementDelay(sprite, 0x20); sprite->data[2] = 2; } return FALSE; } bool8 MovementAction_RockSmashBreak_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->invisible ^= TRUE; if (WaitForMovementDelay(sprite)) { objectEvent->invisible = TRUE; sprite->data[2] = 3; } return FALSE; } bool8 MovementAction_CutTree_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { SetAndStartSpriteAnim(sprite, 1, 0); sprite->data[2] = 1; return FALSE; } bool8 MovementAction_CutTree_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (SpriteAnimEnded(sprite)) { SetMovementDelay(sprite, 0x20); sprite->data[2] = 2; } return FALSE; } bool8 MovementAction_CutTree_Step2(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->invisible ^= TRUE; if (WaitForMovementDelay(sprite)) { objectEvent->invisible = TRUE; sprite->data[2] = 3; } return FALSE; } bool8 MovementAction_SetFixedPriority_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->fixedPriority = TRUE; sprite->data[2] = 1; return TRUE; } bool8 MovementAction_ClearFixedPriority_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { objectEvent->fixedPriority = FALSE; sprite->data[2] = 1; return TRUE; } bool8 MovementAction_InitAffineAnim_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->oam.affineMode = ST_OAM_AFFINE_DOUBLE; InitSpriteAffineAnim(sprite); sprite->affineAnimPaused = TRUE; sprite->subspriteMode = 0; return TRUE; } bool8 MovementAction_ClearAffineAnim_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { FreeOamMatrix(sprite->oam.matrixNum); sprite->oam.affineMode = ST_OAM_AFFINE_OFF; CalcCenterToCornerVec(sprite, sprite->oam.shape, sprite->oam.size, sprite->oam.affineMode); return TRUE; } bool8 MovementAction_WalkDownStartAffine_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkDownStartAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8060ED8(objectEvent, sprite, DIR_SOUTH); sprite->affineAnimPaused = 0; StartSpriteAffineAnimIfDifferent(sprite, 0); return MovementAction_WalkDownStartAffine_Step1(objectEvent, sprite); } bool8 MovementAction_WalkDownStartAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (an_walk_any_2(objectEvent, sprite)) { sprite->affineAnimPaused = TRUE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_WalkDownAffine_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_WalkDownAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8060ED8(objectEvent, sprite, DIR_SOUTH); sprite->affineAnimPaused = 0; ChangeSpriteAffineAnimIfDifferent(sprite, 1); return MovementAction_WalkDownAffine_Step1(objectEvent, sprite); } bool8 MovementAction_WalkDownAffine_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (an_walk_any_2(objectEvent, sprite)) { sprite->affineAnimPaused = TRUE; sprite->data[2] = 2; return TRUE; } return FALSE; } void sub_806295C(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction) { SetObjectEventDirection(objectEvent, direction); ShiftStillObjectEventCoords(objectEvent); sub_805FE64(objectEvent, sprite, GetAcroWheeliePedalDirectionAnimNum(direction)); sprite->animPaused = 1; sprite->data[2] = 1; } bool8 MovementAction_AcroWheelieFaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_806295C(objectEvent, sprite, DIR_SOUTH); return TRUE; } bool8 MovementAction_AcroWheelieFaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_806295C(objectEvent, sprite, DIR_NORTH); return TRUE; } bool8 MovementAction_AcroWheelieFaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_806295C(objectEvent, sprite, DIR_WEST); return TRUE; } bool8 MovementAction_AcroWheelieFaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_806295C(objectEvent, sprite, DIR_EAST); return TRUE; } bool8 MovementAction_AcroPopWheelieDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroWheelieDirectionAnimNum(DIR_SOUTH)); return FALSE; } bool8 MovementAction_AcroPopWheelieUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroWheelieDirectionAnimNum(DIR_NORTH)); return FALSE; } bool8 MovementAction_AcroPopWheelieLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroWheelieDirectionAnimNum(DIR_WEST)); return FALSE; } bool8 MovementAction_AcroPopWheelieRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroWheelieDirectionAnimNum(DIR_EAST)); return FALSE; } bool8 MovementAction_AcroEndWheelieFaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroEndWheelieDirectionAnimNum(DIR_SOUTH)); return FALSE; } bool8 MovementAction_AcroEndWheelieFaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroEndWheelieDirectionAnimNum(DIR_NORTH)); return FALSE; } bool8 MovementAction_AcroEndWheelieFaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroEndWheelieDirectionAnimNum(DIR_WEST)); return FALSE; } bool8 MovementAction_AcroEndWheelieFaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroEndWheelieDirectionAnimNum(DIR_EAST)); return FALSE; } bool8 MovementAction_UnusedAcroActionDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_SOUTH, GetAcroUnusedActionDirectionAnimNum(DIR_SOUTH)); return FALSE; } bool8 MovementAction_UnusedAcroActionUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_NORTH, GetAcroUnusedActionDirectionAnimNum(DIR_NORTH)); return FALSE; } bool8 MovementAction_UnusedAcroActionLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_WEST, GetAcroUnusedActionDirectionAnimNum(DIR_WEST)); return FALSE; } bool8 MovementAction_UnusedAcroActionRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { StartSpriteAnimInDirection(objectEvent, sprite, DIR_EAST, GetAcroUnusedActionDirectionAnimNum(DIR_EAST)); return FALSE; } void sub_8062B8C(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 a3, u8 a4) { sub_806113C(objectEvent, sprite, direction, a3, a4); StartSpriteAnimIfDifferent(sprite, GetAcroWheelieDirectionAnimNum(direction)); DoShadowFieldEffect(objectEvent); } bool8 MovementAction_AcroWheelieHopFaceDown_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieHopFaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8062B8C(objectEvent, sprite, DIR_SOUTH, 0, 1); return MovementAction_AcroWheelieHopFaceDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopFaceDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopFaceUp_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieHopFaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8062B8C(objectEvent, sprite, DIR_NORTH, 0, 1); return MovementAction_AcroWheelieHopFaceUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopFaceUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopFaceLeft_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieHopFaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8062B8C(objectEvent, sprite, DIR_WEST, 0, 1); return MovementAction_AcroWheelieHopFaceLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopFaceLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopFaceRight_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieHopFaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8062B8C(objectEvent, sprite, DIR_EAST, 0, 1); return MovementAction_AcroWheelieHopFaceRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopFaceRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopDown_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieHopDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8062B8C(objectEvent, sprite, DIR_SOUTH, 1, 1); return MovementAction_AcroWheelieHopDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopUp_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieHopUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8062B8C(objectEvent, sprite, DIR_NORTH, 1, 1); return MovementAction_AcroWheelieHopUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopLeft_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieHopLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8062B8C(objectEvent, sprite, DIR_WEST, 1, 1); return MovementAction_AcroWheelieHopLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieHopRight_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieHopRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8062B8C(objectEvent, sprite, DIR_EAST, 1, 1); return MovementAction_AcroWheelieHopRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieHopRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieJumpDown_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieJumpDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8062B8C(objectEvent, sprite, DIR_SOUTH, 2, 0); return MovementAction_AcroWheelieJumpDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieJumpDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieJumpUp_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieJumpUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8062B8C(objectEvent, sprite, DIR_NORTH, 2, 0); return MovementAction_AcroWheelieJumpUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieJumpUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieJumpLeft_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieJumpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8062B8C(objectEvent, sprite, DIR_WEST, 2, 0); return MovementAction_AcroWheelieJumpLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieJumpLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieJumpRight_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieJumpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8062B8C(objectEvent, sprite, DIR_EAST, 2, 0); return MovementAction_AcroWheelieJumpRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieJumpRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (sub_8061328(objectEvent, sprite)) { objectEvent->hasShadow = FALSE; sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieInPlaceDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_SOUTH, GetAcroWheeliePedalDirectionAnimNum(DIR_SOUTH), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieInPlaceUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_NORTH, GetAcroWheeliePedalDirectionAnimNum(DIR_NORTH), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieInPlaceLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_WEST, GetAcroWheeliePedalDirectionAnimNum(DIR_WEST), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieInPlaceRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80616CC(objectEvent, sprite, DIR_EAST, GetAcroWheeliePedalDirectionAnimNum(DIR_EAST), 8); return MovementAction_WalkInPlace_Step1(objectEvent, sprite); } void sub_80630D0(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { npc_apply_direction(objectEvent, sprite, direction, speed); StartSpriteAnim(sprite, GetAcroWheelieDirectionAnimNum(objectEvent->facingDirection)); SeekSpriteAnim(sprite, 0); } bool8 MovementAction_AcroPopWheelieMoveDown_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroPopWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80630D0(objectEvent, sprite, DIR_SOUTH, 1); return MovementAction_AcroPopWheelieMoveDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroPopWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroPopWheelieMoveUp_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroPopWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80630D0(objectEvent, sprite, DIR_NORTH, 1); return MovementAction_AcroPopWheelieMoveUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroPopWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroPopWheelieMoveLeft_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroPopWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80630D0(objectEvent, sprite, DIR_WEST, 1); return MovementAction_AcroPopWheelieMoveLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroPopWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroPopWheelieMoveRight_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroPopWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_80630D0(objectEvent, sprite, DIR_EAST, 1); return MovementAction_AcroPopWheelieMoveRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroPopWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } void sub_8063208(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { npc_apply_direction(objectEvent, sprite, direction, speed); sub_805FE28(objectEvent, sprite, GetAcroWheeliePedalDirectionAnimNum(objectEvent->facingDirection)); } bool8 MovementAction_AcroWheelieMoveDown_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8063208(objectEvent, sprite, DIR_SOUTH, 1); return MovementAction_AcroWheelieMoveDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieMoveUp_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8063208(objectEvent, sprite, DIR_NORTH, 1); return MovementAction_AcroWheelieMoveUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieMoveLeft_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8063208(objectEvent, sprite, DIR_WEST, 1); return MovementAction_AcroWheelieMoveLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroWheelieMoveRight_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8063208(objectEvent, sprite, DIR_EAST, 1); return MovementAction_AcroWheelieMoveRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } void sub_8063338(struct ObjectEvent *objectEvent, struct Sprite *sprite, u8 direction, u8 speed) { npc_apply_direction(objectEvent, sprite, direction, speed); StartSpriteAnim(sprite, GetAcroEndWheelieDirectionAnimNum(objectEvent->facingDirection)); SeekSpriteAnim(sprite, 0); } bool8 MovementAction_AcroEndWheelieMoveDown_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroEndWheelieMoveDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8063338(objectEvent, sprite, DIR_SOUTH, 1); return MovementAction_AcroEndWheelieMoveDown_Step1(objectEvent, sprite); } bool8 MovementAction_AcroEndWheelieMoveDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroEndWheelieMoveUp_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroEndWheelieMoveUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8063338(objectEvent, sprite, DIR_NORTH, 1); return MovementAction_AcroEndWheelieMoveUp_Step1(objectEvent, sprite); } bool8 MovementAction_AcroEndWheelieMoveUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroEndWheelieMoveLeft_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroEndWheelieMoveLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8063338(objectEvent, sprite, DIR_WEST, 1); return MovementAction_AcroEndWheelieMoveLeft_Step1(objectEvent, sprite); } bool8 MovementAction_AcroEndWheelieMoveLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_AcroEndWheelieMoveRight_Step1(struct ObjectEvent *, struct Sprite *); bool8 MovementAction_AcroEndWheelieMoveRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sub_8063338(objectEvent, sprite, DIR_EAST, 1); return MovementAction_AcroEndWheelieMoveRight_Step1(objectEvent, sprite); } bool8 MovementAction_AcroEndWheelieMoveRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (npc_obj_ministep_stop_on_arrival(objectEvent, sprite)) { sprite->data[2] = 2; return TRUE; } return FALSE; } bool8 MovementAction_Finish(struct ObjectEvent *objectEvent, struct Sprite *sprite) { return TRUE; } bool8 MovementAction_PauseSpriteAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->animPaused = TRUE; return TRUE; } static void UpdateObjectEventSpriteAnimPause(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->disableAnim) sprite->animPaused = TRUE; } static void TryEnableObjectEventAnim(struct ObjectEvent *objectEvent, struct Sprite *sprite) { if (objectEvent->enableAnim) { sprite->animPaused = FALSE; objectEvent->disableAnim = FALSE; objectEvent->enableAnim = FALSE; } } static void UpdateObjectEventVisibility(struct ObjectEvent *objectEvent, struct Sprite *sprite) { UpdateObjectEventIsOffscreen(objectEvent, sprite); UpdateObjEventSpriteVisibility(objectEvent, sprite); } static void UpdateObjectEventIsOffscreen(struct ObjectEvent *objectEvent, struct Sprite *sprite) { u16 x, y; s16 x2, y2; const struct ObjectEventGraphicsInfo *graphicsInfo; objectEvent->offScreen = FALSE; graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId); if (sprite->coordOffsetEnabled) { x = sprite->x + sprite->x2 + sprite->centerToCornerVecX + gSpriteCoordOffsetX; y = sprite->y + sprite->y2 + sprite->centerToCornerVecY + gSpriteCoordOffsetY; } else { x = sprite->x + sprite->x2 + sprite->centerToCornerVecX; y = sprite->y + sprite->y2 + sprite->centerToCornerVecY; } x2 = graphicsInfo->width + (s16)x; y2 = graphicsInfo->height + (s16)y; if ((s16)x >= 0x100 || x2 < -0x10) { objectEvent->offScreen = TRUE; } if ((s16)y >= 0xB0 || y2 < -0x10) { objectEvent->offScreen = TRUE; } } static void UpdateObjEventSpriteVisibility(struct ObjectEvent *objectEvent, struct Sprite *sprite) { sprite->invisible = FALSE; if (objectEvent->invisible || objectEvent->offScreen) { sprite->invisible = TRUE; } } static void GetAllGroundEffectFlags_OnSpawn(struct ObjectEvent *objEvent, u32 *flags) { ObjectEventUpdateMetatileBehaviors(objEvent); GetGroundEffectFlags_Reflection(objEvent, flags); GetGroundEffectFlags_TallGrassOnSpawn(objEvent, flags); GetGroundEffectFlags_LongGrassOnSpawn(objEvent, flags); GetGroundEffectFlags_SandPile(objEvent, flags); GetGroundEffectFlags_ShallowFlowingWater(objEvent, flags); GetGroundEffectFlags_ShortGrass(objEvent, flags); GetGroundEffectFlags_HotSprings(objEvent, flags); } static void GetAllGroundEffectFlags_OnBeginStep(struct ObjectEvent *objEvent, u32 *flags) { ObjectEventUpdateMetatileBehaviors(objEvent); GetGroundEffectFlags_Reflection(objEvent, flags); GetGroundEffectFlags_TallGrassOnBeginStep(objEvent, flags); GetGroundEffectFlags_LongGrassOnBeginStep(objEvent, flags); GetGroundEffectFlags_Tracks(objEvent, flags); GetGroundEffectFlags_SandPile(objEvent, flags); GetGroundEffectFlags_ShallowFlowingWater(objEvent, flags); GetGroundEffectFlags_Puddle(objEvent, flags); GetGroundEffectFlags_ShortGrass(objEvent, flags); GetGroundEffectFlags_HotSprings(objEvent, flags); } static void GetAllGroundEffectFlags_OnFinishStep(struct ObjectEvent *objEvent, u32 *flags) { ObjectEventUpdateMetatileBehaviors(objEvent); GetGroundEffectFlags_ShallowFlowingWater(objEvent, flags); GetGroundEffectFlags_SandPile(objEvent, flags); GetGroundEffectFlags_Puddle(objEvent, flags); GetGroundEffectFlags_Ripple(objEvent, flags); GetGroundEffectFlags_ShortGrass(objEvent, flags); GetGroundEffectFlags_HotSprings(objEvent, flags); GetGroundEffectFlags_Seaweed(objEvent, flags); GetGroundEffectFlags_JumpLanding(objEvent, flags); } static void ObjectEventUpdateMetatileBehaviors(struct ObjectEvent *objEvent) { objEvent->previousMetatileBehavior = MapGridGetMetatileBehaviorAt(objEvent->previousCoords.x, objEvent->previousCoords.y); objEvent->currentMetatileBehavior = MapGridGetMetatileBehaviorAt(objEvent->currentCoords.x, objEvent->currentCoords.y); } static void GetGroundEffectFlags_Reflection(struct ObjectEvent *objEvent, u32 *flags) { u32 reflectionFlags[2] = { GROUND_EFFECT_FLAG_REFLECTION, GROUND_EFFECT_FLAG_ICE_REFLECTION }; u8 type = ObjectEventCheckForReflectiveSurface(objEvent); if (type) { if (!objEvent->hasReflection) { objEvent->hasReflection = 0; objEvent->hasReflection = 1; *flags |= reflectionFlags[type - 1]; } } else { objEvent->hasReflection = 0; } } static void GetGroundEffectFlags_TallGrassOnSpawn(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsTallGrass(objEvent->currentMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_TALL_GRASS_ON_SPAWN; } static void GetGroundEffectFlags_TallGrassOnBeginStep(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsTallGrass(objEvent->currentMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_TALL_GRASS_ON_MOVE; } static void GetGroundEffectFlags_LongGrassOnSpawn(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsLongGrass(objEvent->currentMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_LONG_GRASS_ON_SPAWN; } static void GetGroundEffectFlags_LongGrassOnBeginStep(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsLongGrass(objEvent->currentMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_LONG_GRASS_ON_MOVE; } static void GetGroundEffectFlags_Tracks(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsDeepSand(objEvent->previousMetatileBehavior)) { *flags |= GROUND_EFFECT_FLAG_DEEP_SAND; } else if (MetatileBehavior_IsSandOrDeepSand(objEvent->previousMetatileBehavior) || MetatileBehavior_IsFootprints(objEvent->previousMetatileBehavior)) { *flags |= GROUND_EFFECT_FLAG_SAND; } } static void GetGroundEffectFlags_SandPile(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsDeepSand(objEvent->currentMetatileBehavior) && MetatileBehavior_IsDeepSand(objEvent->previousMetatileBehavior)) { if (!objEvent->inSandPile) { objEvent->inSandPile = 0; objEvent->inSandPile = 1; *flags |= GROUND_EFFECT_FLAG_SAND_PILE; } } else { objEvent->inSandPile = 0; } } static void GetGroundEffectFlags_ShallowFlowingWater(struct ObjectEvent *objEvent, u32 *flags) { if ((MetatileBehavior_IsShallowFlowingWater(objEvent->currentMetatileBehavior) && MetatileBehavior_IsShallowFlowingWater(objEvent->previousMetatileBehavior)) || (MetatileBehavior_IsPacifidlogLog(objEvent->currentMetatileBehavior) && MetatileBehavior_IsPacifidlogLog(objEvent->previousMetatileBehavior))) { if (!objEvent->inShallowFlowingWater) { objEvent->inShallowFlowingWater = 0; objEvent->inShallowFlowingWater = 1; *flags |= GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER; } } else { objEvent->inShallowFlowingWater = 0; } } static void GetGroundEffectFlags_Puddle(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsPuddle(objEvent->currentMetatileBehavior) && MetatileBehavior_IsPuddle(objEvent->previousMetatileBehavior)) { *flags |= GROUND_EFFECT_FLAG_PUDDLE; } } static void GetGroundEffectFlags_Ripple(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_HasRipples(objEvent->currentMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_RIPPLES; } static void GetGroundEffectFlags_ShortGrass(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsShortGrass(objEvent->currentMetatileBehavior) && MetatileBehavior_IsShortGrass(objEvent->previousMetatileBehavior)) { if (!objEvent->inShortGrass) { objEvent->inShortGrass = 0; objEvent->inShortGrass = 1; *flags |= GROUND_EFFECT_FLAG_SHORT_GRASS; } } else { objEvent->inShortGrass = 0; } } static void GetGroundEffectFlags_HotSprings(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsHotSprings(objEvent->currentMetatileBehavior) && MetatileBehavior_IsHotSprings(objEvent->previousMetatileBehavior)) { if (!objEvent->inHotSprings) { objEvent->inHotSprings = 0; objEvent->inHotSprings = 1; *flags |= GROUND_EFFECT_FLAG_HOT_SPRINGS; } } else { objEvent->inHotSprings = 0; } } static void GetGroundEffectFlags_Seaweed(struct ObjectEvent *objEvent, u32 *flags) { if (MetatileBehavior_IsSeaweed(objEvent->currentMetatileBehavior)) *flags |= GROUND_EFFECT_FLAG_SEAWEED; } static void GetGroundEffectFlags_JumpLanding(struct ObjectEvent *objEvent, u32 *flags) { typedef bool8 (*MetatileFunc)(u8); static const MetatileFunc metatileFuncs[] = { MetatileBehavior_IsTallGrass, MetatileBehavior_IsLongGrass, MetatileBehavior_IsPuddle, MetatileBehavior_IsSurfableWaterOrUnderwater, MetatileBehavior_IsShallowFlowingWater, MetatileBehavior_IsATile, }; static const u32 jumpLandingFlags[] = { GROUND_EFFECT_FLAG_LAND_IN_TALL_GRASS, GROUND_EFFECT_FLAG_LAND_IN_LONG_GRASS, GROUND_EFFECT_FLAG_LAND_IN_SHALLOW_WATER, GROUND_EFFECT_FLAG_LAND_IN_DEEP_WATER, GROUND_EFFECT_FLAG_LAND_IN_SHALLOW_WATER, GROUND_EFFECT_FLAG_LAND_ON_NORMAL_GROUND, }; if (objEvent->landingJump && !objEvent->disableJumpLandingGroundEffect) { u8 i; for (i = 0; i < ARRAY_COUNT(metatileFuncs); i++) { if (metatileFuncs[i](objEvent->currentMetatileBehavior)) { *flags |= jumpLandingFlags[i]; return; } } } } static u8 ObjectEventCheckForReflectiveSurface(struct ObjectEvent *objEvent) { const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(objEvent->graphicsId); // ceil div by tile width? s16 width = (info->width + 8) >> 4; s16 height = (info->height + 8) >> 4; s16 i; s16 j; u8 result; u8 b; s16 one; #define RETURN_REFLECTION_TYPE_AT(x, y) \ b = MapGridGetMetatileBehaviorAt(x, y); \ result = GetReflectionTypeByMetatileBehavior(b); \ if (result != 0) \ return result; for (i = 0, one = 1; i < height; i++) { RETURN_REFLECTION_TYPE_AT(objEvent->currentCoords.x, objEvent->currentCoords.y + one + i) RETURN_REFLECTION_TYPE_AT(objEvent->previousCoords.x, objEvent->previousCoords.y + one + i) for (j = 1; j < width; j++) { RETURN_REFLECTION_TYPE_AT(objEvent->currentCoords.x + j, objEvent->currentCoords.y + one + i) RETURN_REFLECTION_TYPE_AT(objEvent->currentCoords.x - j, objEvent->currentCoords.y + one + i) RETURN_REFLECTION_TYPE_AT(objEvent->previousCoords.x + j, objEvent->previousCoords.y + one + i) RETURN_REFLECTION_TYPE_AT(objEvent->previousCoords.x - j, objEvent->previousCoords.y + one + i) } } return 0; #undef RETURN_REFLECTION_TYPE_AT } static u8 GetReflectionTypeByMetatileBehavior(u32 behavior) { if (MetatileBehavior_IsIce(behavior)) return 1; else if (MetatileBehavior_IsReflective(behavior)) return 2; else return 0; } u8 GetLedgeJumpDirection(s16 x, s16 y, u8 z) { static bool8 (*const unknown_08376040[])(u8) = { MetatileBehavior_IsJumpSouth, MetatileBehavior_IsJumpNorth, MetatileBehavior_IsJumpWest, MetatileBehavior_IsJumpEast, }; u8 b; u8 index = z; if (index == 0) return 0; else if (index > 4) index -= 4; index--; b = MapGridGetMetatileBehaviorAt(x, y); if (unknown_08376040[index](b) == 1) return index + 1; return 0; } static void SetObjectEventSpriteOamTableForLongGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { if (objEvent->disableCoveringGroundEffects) return; if (!MetatileBehavior_IsLongGrass(objEvent->currentMetatileBehavior)) return; if (!MetatileBehavior_IsLongGrass(objEvent->previousMetatileBehavior)) return; sprite->subspriteTableNum = 4; if (ZCoordToPriority(objEvent->previousElevation) == 1) sprite->subspriteTableNum = 5; } bool8 IsZCoordMismatchAt(u8 z, s16 x, s16 y) { u8 mapZ; if (z == 0) return FALSE; mapZ = MapGridGetZCoordAt(x, y); if (mapZ == 0 || mapZ == 0xF) return FALSE; if (mapZ != z) return TRUE; return FALSE; } static const u8 sUnknown_08376050[] = { 0x73, 0x73, 0x53, 0x73, 0x53, 0x73, 0x53, 0x73, 0x53, 0x73, 0x53, 0x73, 0x53, 0x00, 0x00, 0x73 }; // Each byte corresponds to a sprite priority for an object event. // This is directly the inverse of gObjectEventPriorities_08376070. static const u8 sObjectEventPriorities_08376060[] = { 2, 2, 2, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 0, 0, 2 }; // Each byte corresponds to a sprite priority for an object event. // This is the inverse of gObjectEventPriorities_08376060. // 1 = Above player sprite // 2 = Below player sprite static const u8 sObjectEventPriorities_08376070[] = { 1, 1, 1, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 0, 0, 1, }; void UpdateObjectEventZCoordAndPriority(struct ObjectEvent *objEvent, struct Sprite *sprite) { if (objEvent->fixedPriority) return; ObjectEventUpdateZCoord(objEvent); sprite->subspriteTableNum = sObjectEventPriorities_08376070[objEvent->previousElevation]; sprite->oam.priority = sObjectEventPriorities_08376060[objEvent->previousElevation]; } static void InitObjectPriorityByZCoord(struct Sprite *sprite, u8 z) { sprite->subspriteTableNum = sObjectEventPriorities_08376070[z]; sprite->oam.priority = sObjectEventPriorities_08376060[z]; } u8 ZCoordToPriority(u8 z) { return sObjectEventPriorities_08376060[z]; } void ObjectEventUpdateZCoord(struct ObjectEvent *objEvent) { u8 z = MapGridGetZCoordAt(objEvent->currentCoords.x, objEvent->currentCoords.y); u8 z2 = MapGridGetZCoordAt(objEvent->previousCoords.x, objEvent->previousCoords.y); if (z == 0xF || z2 == 0xF) return; objEvent->currentElevation = z; if (z != 0 && z != 0xF) objEvent->previousElevation = z; } void SetObjectSubpriorityByZCoord(u8 a, struct Sprite *sprite, u8 b) { s32 tmp = sprite->centerToCornerVecY; u32 tmpa = *(u16 *)&sprite->y; u32 tmpb = *(u16 *)&gSpriteCoordOffsetY; s32 tmp2 = (tmpa - tmp) + tmpb; u16 tmp3 = (0x10 - ((((u32)tmp2 + 8) & 0xFF) >> 4)) * 2; sprite->subpriority = tmp3 + sUnknown_08376050[a] + b; } static void ObjectEventUpdateSubpriority(struct ObjectEvent *objEvent, struct Sprite *sprite) { if (objEvent->fixedPriority) return; SetObjectSubpriorityByZCoord(objEvent->previousElevation, sprite, 1); } bool8 AreZCoordsCompatible(u8 a, u8 b) { if (a == 0 || b == 0) return TRUE; if (a != b) return FALSE; return TRUE; } void GroundEffect_SpawnOnTallGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = 2; gFieldEffectArguments[4] = objEvent->localId << 8 | objEvent->mapNum; gFieldEffectArguments[5] = objEvent->mapGroup; gFieldEffectArguments[6] = (u8)gSaveBlock1.location.mapNum << 8 | (u8)gSaveBlock1.location.mapGroup; gFieldEffectArguments[7] = 1; FieldEffectStart(FLDEFF_TALL_GRASS); } void GroundEffect_MoveOnTallGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = 2; gFieldEffectArguments[4] = objEvent->localId << 8 | objEvent->mapNum; gFieldEffectArguments[5] = objEvent->mapGroup; gFieldEffectArguments[6] = (u8)gSaveBlock1.location.mapNum << 8 | (u8)gSaveBlock1.location.mapGroup; gFieldEffectArguments[7] = 0; FieldEffectStart(FLDEFF_TALL_GRASS); } void GroundEffect_SpawnOnLongGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = 2; gFieldEffectArguments[4] = objEvent->localId << 8 | objEvent->mapNum; gFieldEffectArguments[5] = objEvent->mapGroup; gFieldEffectArguments[6] = (u8)gSaveBlock1.location.mapNum << 8 | (u8)gSaveBlock1.location.mapGroup; gFieldEffectArguments[7] = 1; FieldEffectStart(FLDEFF_LONG_GRASS); } void GroundEffect_MoveOnLongGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = 2; gFieldEffectArguments[4] = (objEvent->localId << 8) | objEvent->mapNum; gFieldEffectArguments[5] = objEvent->mapGroup; gFieldEffectArguments[6] = (u8)gSaveBlock1.location.mapNum << 8 | (u8)gSaveBlock1.location.mapGroup; gFieldEffectArguments[7] = 0; FieldEffectStart(FLDEFF_LONG_GRASS); } void GroundEffect_WaterReflection(struct ObjectEvent *objEvent, struct Sprite *sprite) { InitObjectReflectionSprite(objEvent, sprite, 0); } void GroundEffect_IceReflection(struct ObjectEvent *objEvent, struct Sprite *sprite) { InitObjectReflectionSprite(objEvent, sprite, 1); } void GroundEffect_FlowingWater(struct ObjectEvent *objEvent, struct Sprite *sprite) { StartFieldEffectForObjectEvent(FLDEFF_FEET_IN_FLOWING_WATER, objEvent); } static void (*const sGroundEffectTracksFuncs[])(struct ObjectEvent *objEvent, struct Sprite *sprite, u8 a) = { nullsub, DoTracksGroundEffect_Footprints, DoTracksGroundEffect_BikeTireTracks, }; void GroundEffect_SandTracks(struct ObjectEvent *objEvent, struct Sprite *sprite) { const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(objEvent->graphicsId); sGroundEffectTracksFuncs[info->tracks](objEvent, sprite, 0); } void GroundEffect_DeepSandTracks(struct ObjectEvent *objEvent, struct Sprite *sprite) { const struct ObjectEventGraphicsInfo *info = GetObjectEventGraphicsInfo(objEvent->graphicsId); sGroundEffectTracksFuncs[info->tracks](objEvent, sprite, 1); } static void nullsub(struct ObjectEvent *objEvent, struct Sprite *sprite, u8 a) { } static void DoTracksGroundEffect_Footprints(struct ObjectEvent *objEvent, struct Sprite *sprite, u8 a) { // First half-word is a Field Effect script id. (gFieldEffectScriptPointers) u16 sandFootprints_FieldEffectData[2] = { FLDEFF_SAND_FOOTPRINTS, FLDEFF_DEEP_SAND_FOOTPRINTS }; gFieldEffectArguments[0] = objEvent->previousCoords.x; gFieldEffectArguments[1] = objEvent->previousCoords.y; gFieldEffectArguments[2] = 149; gFieldEffectArguments[3] = 2; gFieldEffectArguments[4] = objEvent->facingDirection; FieldEffectStart(sandFootprints_FieldEffectData[a]); } static void DoTracksGroundEffect_BikeTireTracks(struct ObjectEvent *objEvent, struct Sprite *sprite, u8 a) { // Specifies which bike track shape to show next. // For example, when the bike turns from up to right, it will show // a track that curves to the right. // Each 4-byte row corresponds to the initial direction of the bike, and // each byte in that row is for the next direction of the bike in the order // of down, up, left, right. static const u8 bikeTireTracks_Transitions[4][4] = { 1, 2, 7, 8, 1, 2, 6, 5, 5, 8, 3, 4, 6, 7, 3, 4, }; if (objEvent->currentCoords.x != objEvent->previousCoords.x || objEvent->currentCoords.y != objEvent->previousCoords.y) { gFieldEffectArguments[0] = objEvent->previousCoords.x; gFieldEffectArguments[1] = objEvent->previousCoords.y; gFieldEffectArguments[2] = 149; gFieldEffectArguments[3] = 2; gFieldEffectArguments[4] = bikeTireTracks_Transitions[objEvent->previousMovementDirection][objEvent->facingDirection - 5]; FieldEffectStart(FLDEFF_BIKE_TIRE_TRACKS); } } void GroundEffect_Ripple(struct ObjectEvent *objEvent, struct Sprite *sprite) { DoRippleFieldEffect(objEvent, sprite); } void GroundEffect_StepOnPuddle(struct ObjectEvent *objEvent, struct Sprite *sprite) { StartFieldEffectForObjectEvent(FLDEFF_SPLASH, objEvent); } void GroundEffect_SandPile(struct ObjectEvent *objEvent, struct Sprite *sprite) { StartFieldEffectForObjectEvent(FLDEFF_SAND_PILE, objEvent); } void GroundEffect_JumpOnTallGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { u8 spriteId; gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = 2; FieldEffectStart(FLDEFF_JUMP_TALL_GRASS); spriteId = FindTallGrassFieldEffectSpriteId( objEvent->localId, objEvent->mapNum, objEvent->mapGroup, objEvent->currentCoords.x, objEvent->currentCoords.y); if (spriteId == MAX_SPRITES) GroundEffect_SpawnOnTallGrass(objEvent, sprite); } void GroundEffect_JumpOnLongGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = 2; FieldEffectStart(FLDEFF_JUMP_LONG_GRASS); } void GroundEffect_JumpOnShallowWater(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = sprite->oam.priority; FieldEffectStart(FLDEFF_JUMP_SMALL_SPLASH); } void GroundEffect_JumpOnWater(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = sprite->oam.priority; FieldEffectStart(FLDEFF_JUMP_BIG_SPLASH); } void GroundEffect_JumpLandingDust(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; gFieldEffectArguments[2] = objEvent->previousElevation; gFieldEffectArguments[3] = sprite->oam.priority; FieldEffectStart(FLDEFF_DUST); } void GroundEffect_ShortGrass(struct ObjectEvent *objEvent, struct Sprite *sprite) { StartFieldEffectForObjectEvent(FLDEFF_SHORT_GRASS, objEvent); } void GroundEffect_HotSprings(struct ObjectEvent *objEvent, struct Sprite *sprite) { StartFieldEffectForObjectEvent(FLDEFF_HOT_SPRINGS_WATER, objEvent); } void GroundEffect_Seaweed(struct ObjectEvent *objEvent, struct Sprite *sprite) { gFieldEffectArguments[0] = objEvent->currentCoords.x; gFieldEffectArguments[1] = objEvent->currentCoords.y; FieldEffectStart(FLDEFF_BUBBLES); } static void (*const sGroundEffectFuncs[])(struct ObjectEvent *objEvent, struct Sprite *sprite) = { GroundEffect_SpawnOnTallGrass, GroundEffect_MoveOnTallGrass, GroundEffect_SpawnOnLongGrass, GroundEffect_MoveOnLongGrass, GroundEffect_WaterReflection, GroundEffect_IceReflection, GroundEffect_FlowingWater, GroundEffect_SandTracks, GroundEffect_DeepSandTracks, GroundEffect_Ripple, GroundEffect_StepOnPuddle, GroundEffect_SandPile, GroundEffect_JumpOnTallGrass, GroundEffect_JumpOnLongGrass, GroundEffect_JumpOnShallowWater, GroundEffect_JumpOnWater, GroundEffect_JumpLandingDust, GroundEffect_ShortGrass, GroundEffect_HotSprings, GroundEffect_Seaweed }; static void StartTriggeredGroundEffects(struct ObjectEvent *objEvent, struct Sprite *sprite, u32 flags) { u8 i; for (i = 0; i < ARRAY_COUNT(sGroundEffectFuncs); i++, flags >>= 1) if (flags & 1) sGroundEffectFuncs[i](objEvent, sprite); } void FilterOutDisabledCoveringGroundEffects(struct ObjectEvent *objEvent, u32 *flags) { if (objEvent->disableCoveringGroundEffects) { objEvent->inShortGrass = 0; objEvent->inSandPile = 0; objEvent->inShallowFlowingWater = 0; objEvent->inHotSprings = 0; *flags &= ~(GROUND_EFFECT_FLAG_HOT_SPRINGS | GROUND_EFFECT_FLAG_SHORT_GRASS | GROUND_EFFECT_FLAG_SAND_PILE | GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER | GROUND_EFFECT_FLAG_TALL_GRASS_ON_MOVE); } } void FilterOutStepOnPuddleGroundEffectIfJumping(struct ObjectEvent *objEvent, u32 *flags) { if (objEvent->landingJump) *flags &= ~GROUND_EFFECT_FLAG_PUDDLE; } static void DoGroundEffects_OnSpawn(struct ObjectEvent *objEvent, struct Sprite *sprite) { u32 flags; if (objEvent->triggerGroundEffectsOnMove) { flags = 0; UpdateObjectEventZCoordAndPriority(objEvent, sprite); GetAllGroundEffectFlags_OnSpawn(objEvent, &flags); SetObjectEventSpriteOamTableForLongGrass(objEvent, sprite); StartTriggeredGroundEffects(objEvent, sprite, flags); objEvent->triggerGroundEffectsOnMove = 0; objEvent->disableCoveringGroundEffects = 0; } } static void DoGroundEffects_OnBeginStep(struct ObjectEvent *objEvent, struct Sprite *sprite) { u32 flags; if (objEvent->triggerGroundEffectsOnMove) { flags = 0; UpdateObjectEventZCoordAndPriority(objEvent, sprite); GetAllGroundEffectFlags_OnBeginStep(objEvent, &flags); SetObjectEventSpriteOamTableForLongGrass(objEvent, sprite); FilterOutDisabledCoveringGroundEffects(objEvent, &flags); StartTriggeredGroundEffects(objEvent, sprite, flags); objEvent->triggerGroundEffectsOnMove = 0; objEvent->disableCoveringGroundEffects = 0; } } static void DoGroundEffects_OnFinishStep(struct ObjectEvent *objEvent, struct Sprite *sprite) { u32 flags; if (objEvent->triggerGroundEffectsOnStop) { flags = 0; UpdateObjectEventZCoordAndPriority(objEvent, sprite); GetAllGroundEffectFlags_OnFinishStep(objEvent, &flags); SetObjectEventSpriteOamTableForLongGrass(objEvent, sprite); FilterOutStepOnPuddleGroundEffectIfJumping(objEvent, &flags); StartTriggeredGroundEffects(objEvent, sprite, flags); objEvent->triggerGroundEffectsOnStop = 0; objEvent->landingJump = 0; } } bool8 FreezeObjectEvent(struct ObjectEvent *objectEvent) { if (objectEvent->heldMovementActive || objectEvent->frozen) { return TRUE; } else { objectEvent->frozen = 1; objectEvent->spriteAnimPausedBackup = gSprites[objectEvent->spriteId].animPaused; objectEvent->spriteAffineAnimPausedBackup = gSprites[objectEvent->spriteId].affineAnimPaused; gSprites[objectEvent->spriteId].animPaused = 1; gSprites[objectEvent->spriteId].affineAnimPaused = 1; return FALSE; } } void FreezeObjectEvents(void) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) if (gObjectEvents[i].active && i != gPlayerAvatar.objectEventId) FreezeObjectEvent(&gObjectEvents[i]); } void FreezeObjectEventsExceptOne(u8 objectEventId) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) if (i != objectEventId && gObjectEvents[i].active && i != gPlayerAvatar.objectEventId) FreezeObjectEvent(&gObjectEvents[i]); } void UnfreezeObjectEvent(struct ObjectEvent *objectEvent) { if (objectEvent->active && objectEvent->frozen) { objectEvent->frozen = 0; gSprites[objectEvent->spriteId].animPaused = objectEvent->spriteAnimPausedBackup; gSprites[objectEvent->spriteId].affineAnimPaused = objectEvent->spriteAffineAnimPausedBackup; } } void UnfreezeObjectEvents(void) { u8 i; for (i = 0; i < OBJECT_EVENTS_COUNT; i++) if (gObjectEvents[i].active) UnfreezeObjectEvent(&gObjectEvents[i]); } static void Step1(struct Sprite *sprite, u8 dir) { sprite->x += sDirectionToVectors[dir].x; sprite->y += sDirectionToVectors[dir].y; } static void Step2(struct Sprite *sprite, u8 dir) { sprite->x += 2 * (u16) sDirectionToVectors[dir].x; sprite->y += 2 * (u16) sDirectionToVectors[dir].y; } static void Step3(struct Sprite *sprite, u8 dir) { sprite->x += 2 * (u16) sDirectionToVectors[dir].x + (u16) sDirectionToVectors[dir].x; sprite->y += 2 * (u16) sDirectionToVectors[dir].y + (u16) sDirectionToVectors[dir].y; } static void Step4(struct Sprite *sprite, u8 dir) { sprite->x += 4 * (u16) sDirectionToVectors[dir].x; sprite->y += 4 * (u16) sDirectionToVectors[dir].y; } static void Step8(struct Sprite *sprite, u8 dir) { sprite->x += 8 * (u16) sDirectionToVectors[dir].x; sprite->y += 8 * (u16) sDirectionToVectors[dir].y; } static void oamt_npc_ministep_reset(struct Sprite *sprite, u8 direction, u8 a3) { sprite->data[3] = direction; sprite->data[4] = a3; sprite->data[5] = 0; } typedef void (*SpriteStepFunc)(struct Sprite *sprite, u8 direction); static const SpriteStepFunc Unknown_83760F0[] = { Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1, Step1 }; static const SpriteStepFunc Unknown_8376130[] = { Step2, Step2, Step2, Step2, Step2, Step2, Step2, Step2 }; static const SpriteStepFunc Unknown_8376150[] = { Step2, Step3, Step3, Step2, Step3, Step3 }; static const SpriteStepFunc Unknown_8376168[] = { Step4, Step4, Step4, Step4 }; static const SpriteStepFunc Unknown_8376178[] = { Step8, Step8 }; static const SpriteStepFunc *const gUnknown_08376180[] = { Unknown_83760F0, Unknown_8376130, Unknown_8376150, Unknown_8376168, Unknown_8376178 }; static const s16 gUnknown_08376194[] = { 16, 8, 6, 4, 2 }; bool8 obj_npc_ministep(struct Sprite *sprite) { if (sprite->data[5] >= gUnknown_08376194[sprite->data[4]]) return FALSE; gUnknown_08376180[sprite->data[4]][sprite->data[5]](sprite, sprite->data[3]); sprite->data[5]++; if (sprite->data[5] < gUnknown_08376194[sprite->data[4]]) return FALSE; return TRUE; } void sub_806467C(struct Sprite *sprite, u8 direction) { sprite->data[3] = direction; sprite->data[4] = 0; sprite->data[5] = 0; } bool8 sub_806468C(struct Sprite *sprite) { if (!(sprite->data[4] & 1)) { Step1(sprite, sprite->data[3]); sprite->data[5]++; } sprite->data[4]++; if (sprite->data[5] > 15) return TRUE; else return FALSE; } static const s8 Unknown_837619E[] = { -4, -6, -8, -10, -11, -12, -12, -12, -11, -10, -9, -8, -6, -4, 0, 0 }; static const s8 Unknown_83761AE[] = { 0, -2, -3, -4, -5, -6, -6, -6, -5, -5, -4, -3, -2, 0, 0, 0 }; static const s8 Unknown_83761BE[] = { -2, -4, -6, -8, -9, -10, -10, -10, -9, -8, -6, -5, -3, -2, 0, 0 }; static const s8 *const gUnknown_083761D0[] = { Unknown_837619E, Unknown_83761AE, Unknown_83761BE }; s16 sub_80646C8(s16 a1, u8 a2) { return gUnknown_083761D0[a2][a1]; } void sub_80646E4(struct Sprite *sprite, u8 a2, u8 a3, u8 a4) { sprite->data[3] = a2; sprite->data[4] = a3; sprite->data[5] = a4; sprite->data[6] = 0; } u8 sub_8064704(struct Sprite *sprite) { s16 v5[3] = {0x10, 0x10, 0x20}; u8 v6[3] = {0, 0, 1}; u8 v2 = 0; if (sprite->data[4]) Step1(sprite, sprite->data[3]); sprite->y2 = sub_80646C8(sprite->data[6] >> v6[sprite->data[4]], sprite->data[5]); sprite->data[6]++; if (sprite->data[6] == (v5[sprite->data[4]] >> 1)) v2 = 1; if (sprite->data[6] >= v5[sprite->data[4]]) { sprite->y2 = 0; v2 = -1; } return v2; } u8 sub_806478C(struct Sprite *sprite) { s16 v5[3] = {0x20, 0x20, 0x40}; u8 v6[3] = {1, 1, 2}; u8 v2 = 0; if (sprite->data[4] && !(sprite->data[6] & 1)) Step1(sprite, sprite->data[3]); sprite->y2 = sub_80646C8(sprite->data[6] >> v6[sprite->data[4]], sprite->data[5]); sprite->data[6]++; if (sprite->data[6] == (v5[sprite->data[4]] >> 1)) v2 = 1; if (sprite->data[6] >= v5[sprite->data[4]]) { sprite->y2 = 0; v2 = -1; } return v2; } static void SetMovementDelay(struct Sprite *sprite, s16 delay) { sprite->data[3] = delay; } static bool8 WaitForMovementDelay(struct Sprite *sprite) { sprite->data[3]--; if (sprite->data[3] == 0) return TRUE; else return FALSE; } void SetAndStartSpriteAnim(struct Sprite *sprite, u8 animNum, u8 animCmdIndex) { sprite->animNum = animNum; sprite->animPaused = FALSE; SeekSpriteAnim(sprite, animCmdIndex); } bool8 SpriteAnimEnded(struct Sprite *sprite) { if (sprite->animEnded) return TRUE; else return FALSE; } void UpdateObjectEventSpriteVisibility(struct Sprite *sprite, bool8 invisible) { u16 x, y; s16 x2, y2; sprite->invisible = invisible; if (sprite->coordOffsetEnabled) { x = sprite->x + sprite->x2 + sprite->centerToCornerVecX + gSpriteCoordOffsetX; y = sprite->y + sprite->y2 + sprite->centerToCornerVecY + gSpriteCoordOffsetY; } else { x = sprite->x + sprite->x2 + sprite->centerToCornerVecX; y = sprite->y + sprite->y2 + sprite->centerToCornerVecY; } x2 = x - (sprite->centerToCornerVecX >> 1); y2 = y - (sprite->centerToCornerVecY >> 1); if ((s16)x > 255 || x2 < -16) sprite->invisible = TRUE; if ((s16)y > 175 || y2 < -16) sprite->invisible = TRUE; } static void UpdateObjectEventSpriteSubpriorityAndVisibility(struct Sprite *sprite) { SetObjectSubpriorityByZCoord(sprite->data[1], sprite, 1); UpdateObjectEventSpriteVisibility(sprite, 0); } void TurnObjectEvent(u8 objectEventId, u8 direction) { u8 i; for (i = 0; i < MAX_SPRITES; i++) { struct Sprite *sprite = &gSprites[i]; if (sprite->inUse && sprite->callback == UpdateObjectEventSpriteSubpriorityAndVisibility && (u8)sprite->data[0] == objectEventId) { u8 animNum = GetFaceDirectionAnimNum(direction); StartSpriteAnim(sprite, animNum); break; } } } u32 StartFieldEffectForObjectEvent(u8 fieldEffectId, struct ObjectEvent *objectEvent) { ObjectEventGetLocalIdAndMap(objectEvent, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]); return FieldEffectStart(fieldEffectId); } void DoShadowFieldEffect(struct ObjectEvent *objectEvent) { if (!objectEvent->hasShadow) { objectEvent->hasShadow = 1; StartFieldEffectForObjectEvent(FLDEFF_SHADOW, objectEvent); } } static void DoRippleFieldEffect(struct ObjectEvent *objectEvent, struct Sprite *sprite) { const struct ObjectEventGraphicsInfo *graphicsInfo = GetObjectEventGraphicsInfo(objectEvent->graphicsId); gFieldEffectArguments[0] = sprite->x; gFieldEffectArguments[1] = sprite->y + (graphicsInfo->height >> 1) - 2; gFieldEffectArguments[2] = 151; gFieldEffectArguments[3] = 3; FieldEffectStart(FLDEFF_RIPPLE); }