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faraway_island.c
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#include "global.h"
#include "event_data.h"
#include "event_object_movement.h"
#include "field_weather.h"
#include "fieldmap.h"
#include "metatile_behavior.h"
#include "sprite.h"
#include "constants/event_objects.h"
#include "constants/field_effects.h"
#include "constants/metatile_behaviors.h"
static u8 GetValidMewMoveDirection(u8);
static bool8 ShouldMewMoveNorth(struct ObjectEvent *, u8);
static bool8 ShouldMewMoveSouth(struct ObjectEvent *, u8);
static bool8 ShouldMewMoveEast(struct ObjectEvent *, u8);
static bool8 ShouldMewMoveWest(struct ObjectEvent *, u8);
static u8 GetRandomMewDirectionCandidate(u8);
static bool8 CanMewMoveToCoords(s16, s16);
static EWRAM_DATA u8 sGrassSpriteId = 0;
static s16 sPlayerToMewDeltaX;
static s16 sPlayerToMewDeltaY;
static u8 sMewDirectionCandidates[4];
extern const struct SpritePalette gSpritePalette_GeneralFieldEffect1;
extern const struct SpriteTemplate *const gFieldEffectObjectTemplatePointers[];
static const s16 sFarawayIslandRockCoords[4][2] =
{
{14 + MAP_OFFSET, 9 + MAP_OFFSET},
{18 + MAP_OFFSET, 9 + MAP_OFFSET},
{ 9 + MAP_OFFSET, 10 + MAP_OFFSET},
{13 + MAP_OFFSET, 13 + MAP_OFFSET},
};
static u8 GetMewObjectEventId(void)
{
u8 objectEventId;
TryGetObjectEventIdByLocalIdAndMap(LOCALID_FARAWAY_ISLAND_MEW, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectEventId);
return objectEventId;
}
// When the player enters Faraway Island interior it begins a "hide and seek" minigame where Mew disappears into the grass
// This function returns the direction Mew will take a step, and is run every time the player takes a step
u32 GetMewMoveDirection(void)
{
u8 i;
int mewSafeFromTrap;
struct ObjectEvent *mew = &gObjectEvents[GetMewObjectEventId()];
sPlayerToMewDeltaX = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x - mew->currentCoords.x;
sPlayerToMewDeltaY = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y - mew->currentCoords.y;
for (i = 0; i < ARRAY_COUNT(sMewDirectionCandidates); i++)
sMewDirectionCandidates[i] = DIR_NONE;
// Player hasn't moved (just facing new direction), don't move
if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x == gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x
&& gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y == gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y)
{
return DIR_NONE;
}
// Mew is invisible except for every 8th step
if (VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % 8 == 0)
mew->invisible = FALSE;
else
mew->invisible = TRUE;
// Mew will stay in place for 1 step after its visible
if (VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % 9 == 0)
return DIR_NONE;
// Below loop is for Mew to try to avoid getting trapped between the player and a rock
for (i = 0; i < ARRAY_COUNT(sFarawayIslandRockCoords); i++)
{
if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x == sFarawayIslandRockCoords[i][0])
{
mewSafeFromTrap = FALSE;
if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y < sFarawayIslandRockCoords[i][1])
{
if (mew->currentCoords.y <= sFarawayIslandRockCoords[i][1])
mewSafeFromTrap = TRUE;
}
else
{
if (mew->currentCoords.y >= sFarawayIslandRockCoords[i][1])
mewSafeFromTrap = TRUE;
}
if (!mewSafeFromTrap)
{
if (sPlayerToMewDeltaX > 0)
{
if (mew->currentCoords.x + 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x)
{
if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
return DIR_EAST;
}
}
else if (sPlayerToMewDeltaX < 0)
{
if (mew->currentCoords.x - 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x)
{
if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
return DIR_WEST;
}
}
if (mew->currentCoords.x == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x)
{
if (sPlayerToMewDeltaY > 0)
{
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
return DIR_NORTH;
}
else
{
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
return DIR_SOUTH;
}
}
}
}
if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y == sFarawayIslandRockCoords[i][1])
{
mewSafeFromTrap = FALSE;
if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x < sFarawayIslandRockCoords[i][0])
{
if (mew->currentCoords.x <= sFarawayIslandRockCoords[i][0])
mewSafeFromTrap = TRUE;
}
else
{
if (mew->currentCoords.x >= sFarawayIslandRockCoords[i][0])
mewSafeFromTrap = TRUE;
}
if (!mewSafeFromTrap)
{
if (sPlayerToMewDeltaY > 0)
{
if (mew->currentCoords.y + 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y)
{
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
return DIR_SOUTH;
}
}
else if (sPlayerToMewDeltaY < 0)
{
if (mew->currentCoords.y - 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y)
{
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
return DIR_NORTH;
}
}
if (mew->currentCoords.y == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y)
{
if (sPlayerToMewDeltaX > 0)
{
if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
return DIR_WEST;
}
else
{
if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
return DIR_EAST;
}
}
}
}
}
// Check if Mew can move in any direction without getting closer to the player
// If so load into sMewDirectionCandidates
// If Mew can move in two of the checked directions, choose one randomly
if (ShouldMewMoveNorth(mew, 0))
{
if (ShouldMewMoveEast(mew, 1))
return GetRandomMewDirectionCandidate(2);
else if (ShouldMewMoveWest(mew, 1))
return GetRandomMewDirectionCandidate(2);
else
return DIR_NORTH;
}
if (ShouldMewMoveSouth(mew, 0))
{
if (ShouldMewMoveEast(mew, 1))
return GetRandomMewDirectionCandidate(2);
else if (ShouldMewMoveWest(mew, 1))
return GetRandomMewDirectionCandidate(2);
else
return DIR_SOUTH;
}
if (ShouldMewMoveEast(mew, 0))
{
if (ShouldMewMoveNorth(mew, 1))
return GetRandomMewDirectionCandidate(2);
else if (ShouldMewMoveSouth(mew, 1))
return GetRandomMewDirectionCandidate(2);
else
return DIR_EAST;
}
if (ShouldMewMoveWest(mew, 0))
{
if (ShouldMewMoveNorth(mew, 1))
return GetRandomMewDirectionCandidate(2);
else if (ShouldMewMoveSouth(mew, 1))
return GetRandomMewDirectionCandidate(2);
else
return DIR_WEST;
}
// If this point is reached, Mew cannot move without getting closer to the player
// Avoid player on same Y, try move North/South
if (sPlayerToMewDeltaY == 0)
{
if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y > mew->currentCoords.y)
{
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
return DIR_NORTH;
}
if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y < mew->currentCoords.y)
{
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
return DIR_SOUTH;
}
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
return DIR_NORTH;
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
return DIR_SOUTH;
}
// Avoid player on same X, try move West/East
if (sPlayerToMewDeltaX == 0)
{
if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x > mew->currentCoords.x)
{
if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
return DIR_WEST;
}
if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x < mew->currentCoords.x)
{
if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
return DIR_EAST;
}
if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
return DIR_EAST;
if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
return DIR_WEST;
}
// Can't avoid player on axis, move any valid direction
return GetValidMewMoveDirection(DIR_NONE);
}
// Mew can move to any Tall/Long Grass metatile the player isn't currently on
static bool8 CanMewMoveToCoords(s16 x, s16 y)
{
if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x == x
&& gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y == y)
{
return FALSE;
}
return MetatileBehavior_IsPokeGrass(MapGridGetMetatileBehaviorAt(x, y));
}
// Last ditch effort to move, clear move candidates and try all directions again
static u8 GetValidMewMoveDirection(u8 ignoredDir)
{
u8 i;
u8 count = 0;
struct ObjectEvent *mew = &gObjectEvents[GetMewObjectEventId()];
for (i = 0; i < ARRAY_COUNT(sMewDirectionCandidates); i++)
sMewDirectionCandidates[i] = DIR_NONE;
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1) == TRUE && ignoredDir != DIR_NORTH)
{
sMewDirectionCandidates[count] = DIR_NORTH;
count++;
}
if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y) == TRUE && ignoredDir != DIR_EAST)
{
sMewDirectionCandidates[count] = DIR_EAST;
count++;
}
if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1) == TRUE && ignoredDir != DIR_SOUTH)
{
sMewDirectionCandidates[count] = DIR_SOUTH;
count++;
}
if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y) == TRUE && ignoredDir != DIR_WEST)
{
sMewDirectionCandidates[count] = DIR_WEST;
count++;
}
if (count > 1)
return sMewDirectionCandidates[VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % count];
else
return sMewDirectionCandidates[0];
}
void UpdateFarawayIslandStepCounter(void)
{
u16 steps = VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER);
if (gSaveBlock1Ptr->location.mapNum == MAP_NUM(FARAWAY_ISLAND_INTERIOR)
&& gSaveBlock1Ptr->location.mapGroup == MAP_GROUP(FARAWAY_ISLAND_INTERIOR))
{
steps++;
if (steps >= 9999)
VarSet(VAR_FARAWAY_ISLAND_STEP_COUNTER, 0);
else
VarSet(VAR_FARAWAY_ISLAND_STEP_COUNTER, steps);
}
}
bool8 ObjectEventIsFarawayIslandMew(struct ObjectEvent *objectEvent)
{
if (gSaveBlock1Ptr->location.mapNum == MAP_NUM(FARAWAY_ISLAND_INTERIOR)
&& gSaveBlock1Ptr->location.mapGroup == MAP_GROUP(FARAWAY_ISLAND_INTERIOR))
{
if (objectEvent->graphicsId == OBJ_EVENT_GFX_MEW)
return TRUE;
}
return FALSE;
}
bool8 IsMewPlayingHideAndSeek(void)
{
if (gSaveBlock1Ptr->location.mapNum == MAP_NUM(FARAWAY_ISLAND_INTERIOR)
&& gSaveBlock1Ptr->location.mapGroup == MAP_GROUP(FARAWAY_ISLAND_INTERIOR))
{
if (FlagGet(FLAG_CAUGHT_MEW) != TRUE && FlagGet(FLAG_HIDE_MEW) != TRUE)
return TRUE;
}
return FALSE;
}
// Every 4th step Mew will shake the grass it steps into
// Otherwise its movement leaves grass undisturbed
bool8 ShouldMewShakeGrass(struct ObjectEvent *objectEvent)
{
if (VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) != 0xFFFF
&& VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % 4 == 0)
return TRUE;
return FALSE;
}
void SetMewAboveGrass(void)
{
s16 x;
s16 y;
struct ObjectEvent *mew = &gObjectEvents[GetMewObjectEventId()];
mew->invisible = FALSE;
if (gSpecialVar_0x8004 == 1)
{
// For after battle where Mew should still be present (e.g. if ran from battle)
mew->fixedPriority = 1;
gSprites[mew->spriteId].subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
gSprites[mew->spriteId].subpriority = 1;
}
else
{
// Mew emerging from grass when found
// Also do field effect for grass shaking as it emerges
VarSet(VAR_FARAWAY_ISLAND_STEP_COUNTER, 0xFFFF);
mew->fixedPriority = 1;
gSprites[mew->spriteId].subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
if (gSpecialVar_Facing != DIR_NORTH)
gSprites[mew->spriteId].subpriority = 1;
LoadSpritePalette(&gSpritePalette_GeneralFieldEffect1);
UpdateSpritePaletteWithWeather(IndexOfSpritePaletteTag(gSpritePalette_GeneralFieldEffect1.tag));
x = mew->currentCoords.x;
y = mew->currentCoords.y;
SetSpritePosToOffsetMapCoords(&x, &y, 8, 8);
sGrassSpriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_LONG_GRASS], x, y, gSprites[mew->spriteId].subpriority - 1);
if (sGrassSpriteId != MAX_SPRITES)
{
struct Sprite *sprite = &gSprites[sGrassSpriteId];
sprite->coordOffsetEnabled = 1;
sprite->oam.priority = 2;
sprite->callback = SpriteCallbackDummy;
}
}
}
void DestroyMewEmergingGrassSprite(void)
{
if (sGrassSpriteId != MAX_SPRITES)
DestroySprite(&gSprites[sGrassSpriteId]);
}
static bool8 ShouldMewMoveNorth(struct ObjectEvent *mew, u8 index)
{
if (sPlayerToMewDeltaY > 0 && CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
{
sMewDirectionCandidates[index] = DIR_NORTH;
return TRUE;
}
return FALSE;
}
static bool8 ShouldMewMoveEast(struct ObjectEvent *mew, u8 index)
{
if (sPlayerToMewDeltaX < 0 && CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
{
sMewDirectionCandidates[index] = DIR_EAST;
return TRUE;
}
return FALSE;
}
static bool8 ShouldMewMoveSouth(struct ObjectEvent *mew, u8 index)
{
if (sPlayerToMewDeltaY < 0 && CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
{
sMewDirectionCandidates[index] = DIR_SOUTH;
return TRUE;
}
return FALSE;
}
static bool8 ShouldMewMoveWest(struct ObjectEvent *mew, u8 index)
{
if (sPlayerToMewDeltaX > 0 && CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
{
sMewDirectionCandidates[index] = DIR_WEST;
return TRUE;
}
return FALSE;
}
static u8 GetRandomMewDirectionCandidate(u8 numDirections)
{
return sMewDirectionCandidates[VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % numDirections];
}