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#include "global.h"
#include "event_object_lock.h"
#include "event_object_movement.h"
#include "field_player_avatar.h"
#include "script_movement.h"
#include "task.h"
extern u16 gSpecialVar_Facing;
u8 gSelectedObjectEvent;
bool8 walkrun_is_standing_still(void)
{
if (gPlayerAvatar.tileTransitionState == T_TILE_TRANSITION)
return FALSE;
else
return TRUE;
}
void sub_8064CDC(u8 taskId)
{
if (walkrun_is_standing_still())
{
sub_80594C0();
DestroyTask(taskId);
}
}
bool8 sub_8064CFC(void)
{
if (FuncIsActiveTask(sub_8064CDC))
{
return FALSE;
}
else
{
sub_80597F4();
return TRUE;
}
}
void ScriptFreezeObjectEvents(void)
{
FreezeObjectEvents();
CreateTask(sub_8064CDC, 80);
}
void sub_8064D38(u8 taskId)
{
struct Task *task = &gTasks[taskId];
if (!task->data[0] && walkrun_is_standing_still() == TRUE)
{
sub_80594C0();
task->data[0] = 1;
}
if (!task->data[1] && !gObjectEvents[gSelectedObjectEvent].singleMovementActive)
{
FreezeObjectEvent(&gObjectEvents[gSelectedObjectEvent]);
task->data[1] = 1;
}
if (task->data[0] && task->data[1])
DestroyTask(taskId);
}
bool8 sub_8064DB4(void)
{
if (FuncIsActiveTask(sub_8064D38))
{
return FALSE;
}
else
{
sub_80597F4();
return TRUE;
}
}
void LockSelectedObjectEvent(void)
{
u8 taskId;
FreezeObjectEventsExceptOne(gSelectedObjectEvent);
taskId = CreateTask(sub_8064D38, 80);
if (!gObjectEvents[gSelectedObjectEvent].singleMovementActive)
{
FreezeObjectEvent(&gObjectEvents[gSelectedObjectEvent]);
gTasks[taskId].data[1] = 1;
}
}
void ScriptUnfreezeObjectEvents(void)
{
u8 playerObjectId = GetObjectEventIdByLocalIdAndMap(0xFF, 0, 0);
ObjectEventClearHeldMovementIfFinished(&gObjectEvents[playerObjectId]);
sub_80A2178();
UnfreezeObjectEvents();
}
void unref_sub_8064E5C(void)
{
u8 playerObjectId;
if (gObjectEvents[gSelectedObjectEvent].active)
ObjectEventClearHeldMovementIfFinished(&gObjectEvents[gSelectedObjectEvent]);
playerObjectId = GetObjectEventIdByLocalIdAndMap(0xFF, 0, 0);
ObjectEventClearHeldMovementIfFinished(&gObjectEvents[playerObjectId]);
sub_80A2178();
UnfreezeObjectEvents();
}
void sub_8064EAC(void)
{
ObjectEventFaceOppositeDirection(&gObjectEvents[gSelectedObjectEvent], gSpecialVar_Facing);
}
void sub_8064ED4(void)
{
ObjectEventClearHeldMovementIfActive(&gObjectEvents[gSelectedObjectEvent]);
}
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