Files
pokeruby/src/event_object_movement.c
T

8324 lines
269 KiB
C

#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"
// 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_event/event_object_graphics.h"
#include "data/object_event/field_effect_object_graphics.h"
// movement type callbacks
static void (*const sMovementTypeCallbacks[])(struct Sprite *) =
{
MovementType_None, // MOVEMENT_TYPE_NONE
MovementType_LookAround, // MOVEMENT_TYPE_LOOK_AROUND
MovementType_WanderAround, // MOVEMENT_TYPE_WANDER_AROUND
MovementType_WanderUpAndDown, // MOVEMENT_TYPE_WANDER_UP_AND_DOWN
MovementType_WanderUpAndDown, // MOVEMENT_TYPE_WANDER_DOWN_AND_UP
MovementType_WanderLeftAndRight, // MOVEMENT_TYPE_WANDER_LEFT_AND_RIGHT
MovementType_WanderLeftAndRight, // MOVEMENT_TYPE_WANDER_RIGHT_AND_LEFT
MovementType_FaceDirection, // MOVEMENT_TYPE_FACE_UP
MovementType_FaceDirection, // MOVEMENT_TYPE_FACE_DOWN
MovementType_FaceDirection, // MOVEMENT_TYPE_FACE_LEFT
MovementType_FaceDirection, // MOVEMENT_TYPE_FACE_RIGHT
MovementType_Player, // MOVEMENT_TYPE_PLAYER
MovementType_BerryTreeGrowth, // MOVEMENT_TYPE_BERRY_TREE_GROWTH
MovementType_FaceDownAndUp, // MOVEMENT_TYPE_FACE_DOWN_AND_UP
MovementType_FaceLeftAndRight, // MOVEMENT_TYPE_FACE_LEFT_AND_RIGHT
MovementType_FaceUpAndLeft, // MOVEMENT_TYPE_FACE_UP_AND_LEFT
MovementType_FaceUpAndRight, // MOVEMENT_TYPE_FACE_UP_AND_RIGHT
MovementType_FaceDownAndLeft, // MOVEMENT_TYPE_FACE_DOWN_AND_LEFT
MovementType_FaceDownAndRight, // MOVEMENT_TYPE_FACE_DOWN_AND_RIGHT
MovementType_FaceDownUpAndLeft, // MOVEMENT_TYPE_FACE_DOWN_UP_AND_LEFT
MovementType_FaceDownUpAndRight, // MOVEMENT_TYPE_FACE_DOWN_UP_AND_RIGHT
MovementType_FaceUpLeftAndRight, // MOVEMENT_TYPE_FACE_UP_LEFT_AND_RIGHT
MovementType_FaceDownLeftAndRight, // MOVEMENT_TYPE_FACE_DOWN_LEFT_AND_RIGHT
MovementType_RotateCounterclockwise, // MOVEMENT_TYPE_ROTATE_COUNTERCLOCKWISE
MovementType_RotateClockwise, // MOVEMENT_TYPE_ROTATE_CLOCKWISE
MovementType_WalkBackAndForth, // 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_WalkSequenceUpRightLeftDown, // MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_LEFT_DOWN
MovementType_WalkSequenceRightLeftDownUp, // MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_DOWN_UP
MovementType_WalkSequenceDownUpRightLeft, // MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_RIGHT_LEFT
MovementType_WalkSequenceLeftDownUpRight, // MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_UP_RIGHT
MovementType_WalkSequenceUpLeftRightDown, // MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_RIGHT_DOWN
MovementType_WalkSequenceLeftRightDownUp, // MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_DOWN_UP
MovementType_WalkSequenceDownUpLeftRight, // MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_LEFT_RIGHT
MovementType_WalkSequenceRightDownUpLeft, // MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_UP_LEFT
MovementType_WalkSequenceLeftUpDownRight, // MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_DOWN_RIGHT
MovementType_WalkSequenceUpDownRightLeft, // MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_RIGHT_LEFT
MovementType_WalkSequenceRightLeftUpDown, // MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_UP_DOWN
MovementType_WalkSequenceDownRightLeftUp, // MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_LEFT_UP
MovementType_WalkSequenceRightUpDownLeft, // MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_DOWN_LEFT
MovementType_WalkSequenceUpDownLeftRight, // MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_LEFT_RIGHT
MovementType_WalkSequenceLeftRightUpDown, // MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_UP_DOWN
MovementType_WalkSequenceDownLeftRightUp, // MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_RIGHT_UP
MovementType_WalkSequenceUpLeftDownRight, // MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_DOWN_RIGHT
MovementType_WalkSequenceDownRightUpLeft, // MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_UP_LEFT
MovementType_WalkSequenceLeftDownRightUp, // MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_RIGHT_UP
MovementType_WalkSequenceRightUpLeftDown, // MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_LEFT_DOWN
MovementType_WalkSequenceUpRightDownLeft, // MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_DOWN_LEFT
MovementType_WalkSequenceDownLeftUpRight, // MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_UP_RIGHT
MovementType_WalkSequenceLeftUpRightDown, // MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_RIGHT_DOWN
MovementType_WalkSequenceRightDownLeftUp, // MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_LEFT_UP
MovementType_CopyPlayer, // 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_TreeDisguise, // MOVEMENT_TYPE_TREE_DISGUISE
MovementType_MountainDisguise, // MOVEMENT_TYPE_MOUNTAIN_DISGUISE
MovementType_CopyPlayerInGrass, // 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_Hidden, // MOVEMENT_TYPE_HIDDEN
MovementType_WalkInPlace, // 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_JogInPlace, // 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_RunInPlace, // 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_Invisible, // MOVEMENT_TYPE_INVISIBLE
};
const u8 gRangedMovementTypes[] = {
0, // MOVEMENT_TYPE_NONE
0, // MOVEMENT_TYPE_LOOK_AROUND
1, // 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
0, // 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
1, // 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
0, // MOVEMENT_TYPE_TREE_DISGUISE
0, // MOVEMENT_TYPE_MOUNTAIN_DISGUISE
1, // 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
0, // 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
};
const u8 gInitialMovementTypeFacingDirections[] = {
DIR_SOUTH, // MOVEMENT_TYPE_NONE
DIR_SOUTH, // MOVEMENT_TYPE_LOOK_AROUND
DIR_SOUTH, // MOVEMENT_TYPE_WANDER_AROUND
DIR_NORTH, // MOVEMENT_TYPE_WANDER_UP_AND_DOWN
DIR_SOUTH, // MOVEMENT_TYPE_WANDER_DOWN_AND_UP
DIR_WEST, // MOVEMENT_TYPE_WANDER_LEFT_AND_RIGHT
DIR_EAST, // MOVEMENT_TYPE_WANDER_RIGHT_AND_LEFT
DIR_NORTH, // MOVEMENT_TYPE_FACE_UP
DIR_SOUTH, // MOVEMENT_TYPE_FACE_DOWN
DIR_WEST, // MOVEMENT_TYPE_FACE_LEFT
DIR_EAST, // MOVEMENT_TYPE_FACE_RIGHT
DIR_SOUTH, // MOVEMENT_TYPE_PLAYER
DIR_SOUTH, // MOVEMENT_TYPE_BERRY_TREE_GROWTH
DIR_SOUTH, // MOVEMENT_TYPE_FACE_DOWN_AND_UP
DIR_WEST, // MOVEMENT_TYPE_FACE_LEFT_AND_RIGHT
DIR_NORTH, // MOVEMENT_TYPE_FACE_UP_AND_LEFT
DIR_NORTH, // MOVEMENT_TYPE_FACE_UP_AND_RIGHT
DIR_SOUTH, // 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_NORTH, // MOVEMENT_TYPE_FACE_UP_LEFT_AND_RIGHT
DIR_SOUTH, // MOVEMENT_TYPE_FACE_DOWN_LEFT_AND_RIGHT
DIR_SOUTH, // MOVEMENT_TYPE_ROTATE_COUNTERCLOCKWISE
DIR_SOUTH, // MOVEMENT_TYPE_ROTATE_CLOCKWISE
DIR_NORTH, // MOVEMENT_TYPE_WALK_UP_AND_DOWN
DIR_SOUTH, // MOVEMENT_TYPE_WALK_DOWN_AND_UP
DIR_WEST, // MOVEMENT_TYPE_WALK_LEFT_AND_RIGHT
DIR_EAST, // MOVEMENT_TYPE_WALK_RIGHT_AND_LEFT
DIR_NORTH, // MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_LEFT_DOWN
DIR_EAST, // MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_DOWN_UP
DIR_SOUTH, // MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_RIGHT_LEFT
DIR_WEST, // MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_UP_RIGHT
DIR_NORTH, // MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_RIGHT_DOWN
DIR_WEST, // MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_DOWN_UP
DIR_SOUTH, // MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_UP_LEFT_RIGHT
DIR_EAST, // MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_UP_LEFT
DIR_WEST, // MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_DOWN_RIGHT
DIR_NORTH, // MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_RIGHT_LEFT
DIR_EAST, // MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_LEFT_UP_DOWN
DIR_SOUTH, // MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_LEFT_UP
DIR_EAST, // MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_DOWN_LEFT
DIR_NORTH, // MOVEMENT_TYPE_WALK_SEQUENCE_UP_DOWN_LEFT_RIGHT
DIR_WEST, // MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_RIGHT_UP_DOWN
DIR_SOUTH, // MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_RIGHT_UP
DIR_NORTH, // MOVEMENT_TYPE_WALK_SEQUENCE_UP_LEFT_DOWN_RIGHT
DIR_SOUTH, // MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_RIGHT_UP_LEFT
DIR_WEST, // MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_DOWN_RIGHT_UP
DIR_EAST, // MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_UP_LEFT_DOWN
DIR_NORTH, // MOVEMENT_TYPE_WALK_SEQUENCE_UP_RIGHT_DOWN_LEFT
DIR_SOUTH, // MOVEMENT_TYPE_WALK_SEQUENCE_DOWN_LEFT_UP_RIGHT
DIR_WEST, // MOVEMENT_TYPE_WALK_SEQUENCE_LEFT_UP_RIGHT_DOWN
DIR_EAST, // MOVEMENT_TYPE_WALK_SEQUENCE_RIGHT_DOWN_LEFT_UP
DIR_NORTH, // MOVEMENT_TYPE_COPY_PLAYER
DIR_SOUTH, // MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE
DIR_WEST, // MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE
DIR_EAST, // MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE
DIR_SOUTH, // MOVEMENT_TYPE_TREE_DISGUISE
DIR_SOUTH, // MOVEMENT_TYPE_MOUNTAIN_DISGUISE
DIR_NORTH, // MOVEMENT_TYPE_COPY_PLAYER_IN_GRASS
DIR_SOUTH, // MOVEMENT_TYPE_COPY_PLAYER_OPPOSITE_IN_GRASS
DIR_WEST, // MOVEMENT_TYPE_COPY_PLAYER_COUNTERCLOCKWISE_IN_GRASS
DIR_EAST, // MOVEMENT_TYPE_COPY_PLAYER_CLOCKWISE_IN_GRASS
DIR_SOUTH, // MOVEMENT_TYPE_HIDDEN
DIR_SOUTH, // MOVEMENT_TYPE_WALK_IN_PLACE_DOWN
DIR_NORTH, // MOVEMENT_TYPE_WALK_IN_PLACE_UP
DIR_WEST, // MOVEMENT_TYPE_WALK_IN_PLACE_LEFT
DIR_EAST, // MOVEMENT_TYPE_WALK_IN_PLACE_RIGHT
DIR_SOUTH, // MOVEMENT_TYPE_JOG_IN_PLACE_DOWN
DIR_NORTH, // MOVEMENT_TYPE_JOG_IN_PLACE_UP
DIR_WEST, // MOVEMENT_TYPE_JOG_IN_PLACE_LEFT
DIR_EAST, // MOVEMENT_TYPE_JOG_IN_PLACE_RIGHT
DIR_SOUTH, // MOVEMENT_TYPE_RUN_IN_PLACE_DOWN
DIR_NORTH, // MOVEMENT_TYPE_RUN_IN_PLACE_UP
DIR_WEST, // MOVEMENT_TYPE_RUN_IN_PLACE_LEFT
DIR_EAST, // MOVEMENT_TYPE_RUN_IN_PLACE_RIGHT
DIR_SOUTH, // MOVEMENT_TYPE_INVISIBLE
};
#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_event/event_object_graphics_info_pointers.h"
#include "data/object_event/field_effect_object_template_pointers.h"
#include "data/object_event/event_object_pic_tables.h"
#include "data/object_event/event_object_anims.h"
#include "data/object_event/base_oam.h"
#include "data/object_event/event_object_subsprites.h"
#include "data/object_event/event_object_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_event/berry_tree_graphics_tables.h"
#include "data/object_event/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_event/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_event/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;
extern struct ObjectEvent gObjectEvents[16];
#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;
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 = &image;
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->pos1.x, &sprite->pos1.y);
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->pos1.x += 8;
sprite->pos1.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 = 0;
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->pos1.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->pos1.x, &sprite->pos1.y);
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->pos1.x += 8;
sprite->pos1.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->pos1.x, &sprite->pos1.y);
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->pos1.x += 8;
sprite->pos1.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 > SPRITE_VAR)
{
graphicsId = VarGetObjectEventGraphicsId(graphicsId + 16);
}
if (graphicsId > NUM_OBJECT_GRAPHICS_INFO)
{
graphicsId = OBJ_EVENT_GFX_LITTLE_BOY_1;
}
return gObjectEventGraphicsInfoPointers[graphicsId];
}
static void SetObjectEventDynamicGraphicsId(struct ObjectEvent *objectEvent)
{
if (objectEvent->graphicsId > SPRITE_VAR)
{
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->pos2.x = x;
sprite->pos2.y = 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->pos1.x, &sprite->pos1.y);
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->pos1.x += 8;
sprite->pos1.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->pos1.x = gSprites[sprite->data[0]].pos1.x;
sprite->pos1.y = gSprites[sprite->data[0]].pos1.y;
sprite->invisible = TRUE;
sprite->data[1] = 1;
CameraObject_1(sprite);
}
static void CameraObject_1(struct Sprite *sprite)
{
s16 x = gSprites[sprite->data[0]].pos1.x;
s16 y = gSprites[sprite->data[0]].pos1.y;
sprite->data[2] = x - sprite->pos1.x;
sprite->data[3] = y - sprite->pos1.y;
sprite->pos1.x = x;
sprite->pos1.y = y;
}
static void CameraObject_2(struct Sprite *sprite)
{
sprite->pos1.x = gSprites[sprite->data[0]].pos1.x;
sprite->pos1.y = gSprites[sprite->data[0]].pos1.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].pos1.x = x;
gSprites[i].pos1.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].pos1.x = x;
gSprites[i].pos1.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);
}
u8 unref_sub_805C5D0(u8 localId, u8 mapNum, u8 mapGroup)
{
u8 objectEventId;
if (TryGetObjectEventIdByLocalIdAndMap(localId, mapNum, mapGroup, &objectEventId))
return 0xFF;
else
return gObjectEvents[objectEventId].trainerType;
}
u8 unref_sub_805C60C(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 != 1 && objectEvent->trainerType != 3)
{
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->pos1.x + sprite->pos2.x + sprite->centerToCornerVecX + gSpriteCoordOffsetX;
y = sprite->pos1.y + sprite->pos2.y + sprite->centerToCornerVecY + gSpriteCoordOffsetY;
}
else
{
x = sprite->pos1.x + sprite->pos2.x + sprite->centerToCornerVecX;
y = sprite->pos1.y + sprite->pos2.y + 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->pos1.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->pos1.x += sDirectionToVectors[dir].x;
sprite->pos1.y += sDirectionToVectors[dir].y;
}
static void Step2(struct Sprite *sprite, u8 dir)
{
sprite->pos1.x += 2 * (u16) sDirectionToVectors[dir].x;
sprite->pos1.y += 2 * (u16) sDirectionToVectors[dir].y;
}
static void Step3(struct Sprite *sprite, u8 dir)
{
sprite->pos1.x += 2 * (u16) sDirectionToVectors[dir].x + (u16) sDirectionToVectors[dir].x;
sprite->pos1.y += 2 * (u16) sDirectionToVectors[dir].y + (u16) sDirectionToVectors[dir].y;
}
static void Step4(struct Sprite *sprite, u8 dir)
{
sprite->pos1.x += 4 * (u16) sDirectionToVectors[dir].x;
sprite->pos1.y += 4 * (u16) sDirectionToVectors[dir].y;
}
static void Step8(struct Sprite *sprite, u8 dir)
{
sprite->pos1.x += 8 * (u16) sDirectionToVectors[dir].x;
sprite->pos1.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->pos2.y = 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->pos2.y = 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->pos2.y = 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->pos2.y = 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->pos1.x + sprite->pos2.x + sprite->centerToCornerVecX + gSpriteCoordOffsetX;
y = sprite->pos1.y + sprite->pos2.y + sprite->centerToCornerVecY + gSpriteCoordOffsetY;
}
else
{
x = sprite->pos1.x + sprite->pos2.x + sprite->centerToCornerVecX;
y = sprite->pos1.y + sprite->pos2.y + 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->pos1.x;
gFieldEffectArguments[1] = sprite->pos1.y + (graphicsInfo->height >> 1) - 2;
gFieldEffectArguments[2] = 151;
gFieldEffectArguments[3] = 3;
FieldEffectStart(FLDEFF_RIPPLE);
}