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follow_me.c
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#include "global.h"
#include "follow_me.h"
#include "event_object_movement.h"
#include "field_door.h"
#include "field_effect.h"
#include "field_effect_helpers.h"
#include "field_player_avatar.h"
#include "field_control_avatar.h"
#include "field_screen_effect.h"
#include "field_weather.h"
#include "fieldmap.h"
#include "fldeff_misc.h"
#include "item.h"
#include "task.h"
#include "metatile_behavior.h"
#include "overworld.h"
#include "script.h"
#include "event_data.h"
#include "sound.h"
#include "trig.h"
#include "metatile_behavior.h"
#include "constants/event_object_movement.h"
#include "constants/event_objects.h"
#include "constants/songs.h"
#include "constants/map_types.h"
#include "constants/field_effects.h"
#include "constants/metatile_behaviors.h"
/*
-FollowMe_StairsMoveHook ?
-FollowMe_WarpStairsEndHook ?
*/
/*
Known Issues:
-follower gets messed up if you go into a map with a maximum number of event objects
-inherits incorrect palette, may get directionally confused
*/
struct FollowerSpriteGraphics
{
u16 normalId;
u16 machBikeId;
u16 acroBikeId;
u16 surfId;
u16 underwaterId;
};
// EWRAM
//EWRAM_DATA struct Follower gSaveBlock2Ptr->follower = {0};
// Function Declarations
static u16 GetFollowerSprite(void);
static void TryUpdateFollowerSpriteUnderwater(void);
static void Task_ReallowPlayerMovement(u8 taskId);
static void PlayerLogCoordinates(struct ObjectEvent* player);
static bool8 IsStateMovement(u8 state);
static u8 ReturnFollowerDelayedState(u8 direction);
static void SetSurfJump(void);
static void Task_BindSurfBlobToFollower(u8 taskId);
static void SetUpSurfBlobFieldEffect(struct ObjectEvent* npc);
static void SetSurfDismount(void);
static void Task_FinishSurfDismount(u8 taskId);
static void Task_FollowerOutOfDoor(u8 taskId);
static void Task_FollowerHandleIndoorStairs(u8 taskId);
static void Task_FollowerHandleEscalator(u8 taskId);
static void Task_FollowerHandleEscalatorFinish(u8 taskId);
static void CalculateFollowerEscalatorTrajectoryUp(struct Task *task);
static void CalculateFollowerEscalatorTrajectoryDown(struct Task *task);
static void TurnNPCIntoFollower(u8 localId, u16 followerFlags, u8 setScript);
// Const Data
static const struct FollowerSpriteGraphics gFollowerAlternateSprites[] =
{
//FORMAT:
//{WALKING/RUNNING SPRITE ID, MACH BIKE SPRITE ID, ACRO BIKE SPRITE ID, SURFING SPRITE ID, DIVE SPRITE ID},
[0] =
{
.normalId = OBJ_EVENT_GFX_RIVAL_MAY_NORMAL,
.machBikeId = OBJ_EVENT_GFX_RIVAL_MAY_MACH_BIKE,
.acroBikeId = OBJ_EVENT_GFX_RIVAL_MAY_ACRO_BIKE,
.surfId = OBJ_EVENT_GFX_RIVAL_MAY_SURFING,
.underwaterId = OBJ_EVENT_GFX_MAY_UNDERWATER,
},
[1] =
{
.normalId = OBJ_EVENT_GFX_RIVAL_BRENDAN_NORMAL,
.machBikeId = OBJ_EVENT_GFX_RIVAL_BRENDAN_MACH_BIKE,
.acroBikeId = OBJ_EVENT_GFX_RIVAL_BRENDAN_ACRO_BIKE,
.surfId = OBJ_EVENT_GFX_RIVAL_BRENDAN_SURFING,
.underwaterId = OBJ_EVENT_GFX_BRENDAN_UNDERWATER,
},
};
// Functions
u8 GetFollowerObjectId(void)
{
if (!gSaveBlock2Ptr->follower.inProgress)
return OBJECT_EVENTS_COUNT;
return gSaveBlock2Ptr->follower.objId;
}
u8 GetFollowerLocalId(void)
{
if (!gSaveBlock2Ptr->follower.inProgress)
return 0;
return gObjectEvents[gSaveBlock2Ptr->follower.objId].localId;
}
const u8* GetFollowerScriptPointer(void)
{
if (!gSaveBlock2Ptr->follower.inProgress)
return NULL;
return gSaveBlock2Ptr->follower.script;
}
void HideFollower(void)
{
if (!gSaveBlock2Ptr->follower.inProgress)
return;
if (gSaveBlock2Ptr->follower.createSurfBlob == 2 || gSaveBlock2Ptr->follower.createSurfBlob == 3)
{
SetSurfBlob_BobState(gObjectEvents[GetFollowerMapObjId()].fieldEffectSpriteId, 2);
DestroySprite(&gSprites[gObjectEvents[GetFollowerMapObjId()].fieldEffectSpriteId]);
gObjectEvents[GetFollowerMapObjId()].fieldEffectSpriteId = 0; //Unbind
}
gObjectEvents[GetFollowerMapObjId()].invisible = TRUE;
}
void FollowMe_SetIndicatorToComeOutDoor(void)
{
if (gSaveBlock2Ptr->follower.inProgress)
gSaveBlock2Ptr->follower.comeOutDoorStairs = 1;
}
void FollowMe_SetIndicatorToRecreateSurfBlob(void)
{
if (gSaveBlock2Ptr->follower.inProgress)
gSaveBlock2Ptr->follower.createSurfBlob = 2;
}
void FollowMe_TryRemoveFollowerOnWhiteOut(void)
{
if (gSaveBlock2Ptr->follower.inProgress)
{
if (gSaveBlock2Ptr->follower.flags & FOLLOWER_FLAG_CLEAR_ON_WHITE_OUT)
gSaveBlock2Ptr->follower.inProgress = FALSE;
else
FollowMe_WarpSetEnd();
}
}
u8 GetFollowerMapObjId(void)
{
return gSaveBlock2Ptr->follower.objId;
}
static u16 GetFollowerSprite(void)
{
u32 i;
switch (gSaveBlock2Ptr->follower.currentSprite)
{
case FOLLOWER_SPRITE_INDEX_MACH_BIKE:
for (i = 0; i < NELEMS(gFollowerAlternateSprites); i++)
{
if (gFollowerAlternateSprites[i].normalId == gSaveBlock2Ptr->follower.graphicsId)
return gFollowerAlternateSprites[i].machBikeId;
}
break;
case FOLLOWER_SPRITE_INDEX_ACRO_BIKE:
for (i = 0; i < NELEMS(gFollowerAlternateSprites); i++)
{
if (gFollowerAlternateSprites[i].normalId == gSaveBlock2Ptr->follower.graphicsId)
return gFollowerAlternateSprites[i].acroBikeId;
}
break;
case FOLLOWER_SPRITE_INDEX_SURF:
for (i = 0; i < NELEMS(gFollowerAlternateSprites); i++)
{
if (gFollowerAlternateSprites[i].normalId == gSaveBlock2Ptr->follower.graphicsId)
return gFollowerAlternateSprites[i].surfId;
}
break;
case FOLLOWER_SPRITE_INDEX_UNDERWATER:
for (i = 0; i < NELEMS(gFollowerAlternateSprites); i++)
{
if (gFollowerAlternateSprites[i].normalId == gSaveBlock2Ptr->follower.graphicsId)
return gFollowerAlternateSprites[i].underwaterId;
}
break;
}
return gSaveBlock2Ptr->follower.graphicsId;
}
static void TryUpdateFollowerSpriteUnderwater(void)
{
if (gMapHeader.mapType == MAP_TYPE_UNDERWATER)
{
struct ObjectEvent* follower = &gObjectEvents[GetFollowerMapObjId()];
SetFollowerSprite(FOLLOWER_SPRITE_INDEX_UNDERWATER);
follower = &gObjectEvents[GetFollowerMapObjId()]; //Can change on reload sprite
follower->fieldEffectSpriteId = StartUnderwaterSurfBlobBobbing(follower->spriteId);
}
}
//Actual Follow Me
void FollowMe(struct ObjectEvent* npc, u8 state, bool8 ignoreScriptActive)
{
struct ObjectEvent* player = &gObjectEvents[gPlayerAvatar.objectEventId];
struct ObjectEvent* follower = &gObjectEvents[GetFollowerMapObjId()];
u8 dir;
u8 newState;
u8 taskId;
if (player != npc) //Only when the player moves
return;
else if (!gSaveBlock2Ptr->follower.inProgress)
return;
else if (ArePlayerFieldControlsLocked() && !ignoreScriptActive)
return; //Don't follow during a script
// fix post-surf jump
if ((gSaveBlock2Ptr->follower.currentSprite == FOLLOWER_SPRITE_INDEX_SURF) && !(gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_SURFING) && follower->fieldEffectSpriteId == 0)
{
SetFollowerSprite(FOLLOWER_SPRITE_INDEX_NORMAL);
gSaveBlock2Ptr->follower.createSurfBlob = 0;
}
//Check if state would cause hidden follower to reappear
if (IsStateMovement(state) && gSaveBlock2Ptr->follower.warpEnd)
{
gSaveBlock2Ptr->follower.warpEnd = 0;
if (gSaveBlock2Ptr->follower.comeOutDoorStairs == 1)
{
gPlayerAvatar.preventStep = TRUE;
taskId = CreateTask(Task_FollowerOutOfDoor, 1);
gTasks[taskId].data[0] = 0;
gTasks[taskId].data[2] = follower->currentCoords.x;
gTasks[taskId].data[3] = follower->currentCoords.y;
goto RESET;
}
else if (gSaveBlock2Ptr->follower.comeOutDoorStairs == 2)
{
gSaveBlock2Ptr->follower.comeOutDoorStairs = 0;
}
follower->invisible = FALSE;
MoveObjectEventToMapCoords(follower, player->currentCoords.x, player->currentCoords.y);
ObjectEventTurn(follower, player->facingDirection); //The follower should be facing the same direction as the player when it comes out of hiding
if (gSaveBlock2Ptr->follower.createSurfBlob == 2) //Recreate surf blob
{
SetUpSurfBlobFieldEffect(follower);
follower->fieldEffectSpriteId = FieldEffectStart(FLDEFF_SURF_BLOB);
SetSurfBlob_BobState(follower->fieldEffectSpriteId, 1);
}
else
{
TryUpdateFollowerSpriteUnderwater();
}
}
dir = DetermineFollowerDirection(player, follower);
if (dir == DIR_NONE)
goto RESET;
newState = DetermineFollowerState(follower, state, dir);
if (newState == MOVEMENT_INVALID)
goto RESET;
if (gSaveBlock2Ptr->follower.createSurfBlob == 1) //Get on Surf Blob
{
gSaveBlock2Ptr->follower.createSurfBlob = 2;
gPlayerAvatar.preventStep = TRUE; //Wait for finish
SetSurfJump();
goto RESET;
}
else if (gSaveBlock2Ptr->follower.createSurfBlob == 3) //Get off Surf Blob
{
gSaveBlock2Ptr->follower.createSurfBlob = 0;
gPlayerAvatar.preventStep = TRUE; //Wait for finish
SetSurfDismount();
goto RESET;
}
ObjectEventClearHeldMovementIfActive(follower);
ObjectEventSetHeldMovement(follower, newState);
PlayerLogCoordinates(player);
switch (newState)
{
case MOVEMENT_ACTION_JUMP_2_DOWN ... MOVEMENT_ACTION_JUMP_2_RIGHT:
CreateTask(Task_ReallowPlayerMovement, 1); //Synchronize movements on stairs and ledges
gPlayerAvatar.preventStep = TRUE; //allow follower to catch up
}
RESET:
ObjectEventClearHeldMovementIfFinished(follower);
}
static void Task_ReallowPlayerMovement(u8 taskId)
{
bool8 animStatus = ObjectEventClearHeldMovementIfFinished(&gObjectEvents[GetFollowerMapObjId()]);
if (animStatus == 0)
{
if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH)
&& ObjectEventClearHeldMovementIfFinished(&gObjectEvents[gPlayerAvatar.objectEventId]))
SetPlayerAvatarTransitionFlags(PLAYER_AVATAR_FLAG_ON_FOOT); //Temporarily stop running
return;
}
gPlayerAvatar.preventStep = FALSE;
DestroyTask(taskId);
}
u8 DetermineFollowerDirection(struct ObjectEvent* player, struct ObjectEvent* follower)
{
//Move the follower towards the player
s8 delta_x = follower->currentCoords.x - player->currentCoords.x;
s8 delta_y = follower->currentCoords.y - player->currentCoords.y;
if (delta_x < 0)
return DIR_EAST;
else if (delta_x > 0)
return DIR_WEST;
if (delta_y < 0)
return DIR_SOUTH;
else if (delta_y > 0)
return DIR_NORTH;
return DIR_NONE;
}
static void PlayerLogCoordinates(struct ObjectEvent* player)
{
gSaveBlock2Ptr->follower.log.x = player->currentCoords.x;
gSaveBlock2Ptr->follower.log.y = player->currentCoords.y;
}
#define RETURN_STATE(state, dir) return newState == MOVEMENT_INVALID ? state + (dir - 1) : ReturnFollowerDelayedState(dir - 1);
u8 DetermineFollowerState(struct ObjectEvent* follower, u8 state, u8 direction)
{
u8 newState = MOVEMENT_INVALID;
#if SIDEWAYS_STAIRS_IMPLEMENTED == TRUE
u8 collision = COLLISION_NONE;
s16 followerX = follower->currentCoords.x;
s16 followerY = follower->currentCoords.y;
u8 currentBehavior = MapGridGetMetatileBehaviorAt(followerX, followerY);
u8 nextBehavior;
MoveCoords(direction, &followerX, &followerY);
nextBehavior = MapGridGetMetatileBehaviorAt(followerX, followerY);
#endif
if (IsStateMovement(state) && gSaveBlock2Ptr->follower.delayedState)
newState = gSaveBlock2Ptr->follower.delayedState + direction;
//Clear ice tile stuff
follower->disableAnim = FALSE; //follower->field1 &= 0xFB;
#if SIDEWAYS_STAIRS_IMPLEMENTED == TRUE
// clear overwrite movement
follower->directionOverwrite = DIR_NONE;
//sideways stairs checks
collision = GetSidewaysStairsCollision(follower, direction, currentBehavior, nextBehavior, collision);
switch (collision)
{
case COLLISION_SIDEWAYS_STAIRS_TO_LEFT:
follower->directionOverwrite = GetLeftSideStairsDirection(direction);
break;
case COLLISION_SIDEWAYS_STAIRS_TO_RIGHT:
follower->directionOverwrite = GetRightSideStairsDirection(direction);
break;
}
#endif
switch (state)
{
case MOVEMENT_ACTION_WALK_SLOW_DOWN ... MOVEMENT_ACTION_WALK_SLOW_RIGHT:
// Slow walk
RETURN_STATE(MOVEMENT_ACTION_WALK_SLOW_DOWN, direction);
case MOVEMENT_ACTION_WALK_NORMAL_DOWN ... MOVEMENT_ACTION_WALK_NORMAL_RIGHT:
// normal walk
RETURN_STATE(MOVEMENT_ACTION_WALK_NORMAL_DOWN, direction);
case MOVEMENT_ACTION_JUMP_2_DOWN ... MOVEMENT_ACTION_JUMP_2_RIGHT:
// Ledge jump
if (((newState - direction) >= MOVEMENT_ACTION_JUMP_2_DOWN && (newState - direction) <= MOVEMENT_ACTION_JUMP_2_RIGHT)
|| ((newState - direction) >= 0x84 && (newState - direction) <= 0x87)) //Previously jumped
{
newState = MOVEMENT_INVALID;
RETURN_STATE(MOVEMENT_ACTION_JUMP_2_DOWN, direction); //Jump right away
}
gSaveBlock2Ptr->follower.delayedState = MOVEMENT_ACTION_JUMP_2_DOWN;
RETURN_STATE(MOVEMENT_ACTION_WALK_NORMAL_DOWN, direction);
case MOVEMENT_ACTION_WALK_FAST_DOWN ... MOVEMENT_ACTION_WALK_FAST_RIGHT:
// Handle player on waterfall
if (PlayerIsUnderWaterfall(&gObjectEvents[gPlayerAvatar.objectEventId]) && (state == MOVEMENT_ACTION_WALK_FAST_UP))
return MOVEMENT_INVALID;
//Handle ice tile (some walking animation) - Set a bit to freeze the follower's animation
if (MetatileBehavior_IsIce(follower->currentMetatileBehavior) || MetatileBehavior_IsTrickHouseSlipperyFloor(follower->currentMetatileBehavior))
follower->disableAnim = TRUE;
RETURN_STATE(MOVEMENT_ACTION_WALK_FAST_DOWN, direction);
case MOVEMENT_ACTION_WALK_FASTER_DOWN ... MOVEMENT_ACTION_WALK_FASTER_RIGHT:
// mach bike
if (MetatileBehavior_IsIce(follower->currentMetatileBehavior) || MetatileBehavior_IsTrickHouseSlipperyFloor(follower->currentMetatileBehavior))
follower->disableAnim = TRUE;
RETURN_STATE(MOVEMENT_ACTION_WALK_FASTER_DOWN, direction);
// acro bike
case MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN ... MOVEMENT_ACTION_RIDE_WATER_CURRENT_RIGHT:
// Handle player on waterfall
if (PlayerIsUnderWaterfall(&gObjectEvents[gPlayerAvatar.objectEventId]) && IsPlayerSurfingNorth())
//if (PlayerIsUnderWaterfall(&gObjectEvents[gPlayerAvatar.objectEventId]) && (state == MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN))
return MOVEMENT_INVALID;
RETURN_STATE(MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN, direction); //regular movement
case MOVEMENT_ACTION_ACRO_WHEELIE_FACE_DOWN ... MOVEMENT_ACTION_ACRO_WHEELIE_FACE_RIGHT:
RETURN_STATE(MOVEMENT_ACTION_ACRO_WHEELIE_FACE_DOWN, direction);
case MOVEMENT_ACTION_ACRO_POP_WHEELIE_DOWN ... MOVEMENT_ACTION_ACRO_POP_WHEELIE_RIGHT:
RETURN_STATE(MOVEMENT_ACTION_ACRO_POP_WHEELIE_DOWN, direction);
case MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_DOWN ... MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_RIGHT:
RETURN_STATE(MOVEMENT_ACTION_ACRO_END_WHEELIE_FACE_DOWN, direction);
case MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_DOWN ... MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_RIGHT:
RETURN_STATE(MOVEMENT_ACTION_ACRO_WHEELIE_HOP_FACE_DOWN, direction);
case MOVEMENT_ACTION_ACRO_WHEELIE_HOP_DOWN ... MOVEMENT_ACTION_ACRO_WHEELIE_HOP_RIGHT:
RETURN_STATE(MOVEMENT_ACTION_ACRO_WHEELIE_HOP_DOWN, direction);
case MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_DOWN ... MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_RIGHT:
RETURN_STATE(MOVEMENT_ACTION_ACRO_WHEELIE_JUMP_DOWN, direction);
case MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_DOWN ... MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_RIGHT:
RETURN_STATE(MOVEMENT_ACTION_ACRO_WHEELIE_IN_PLACE_DOWN, direction);
case MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_DOWN ... MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_RIGHT:
RETURN_STATE(MOVEMENT_ACTION_ACRO_POP_WHEELIE_MOVE_DOWN, direction);
case MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_DOWN ... MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_RIGHT:
RETURN_STATE(MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_DOWN, direction);
case MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_DOWN ... MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_RIGHT:
RETURN_STATE(MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_DOWN, direction);
// Sliding
case MOVEMENT_ACTION_SLIDE_DOWN ... MOVEMENT_ACTION_SLIDE_RIGHT:
RETURN_STATE(MOVEMENT_ACTION_SLIDE_DOWN, direction);
case MOVEMENT_ACTION_PLAYER_RUN_DOWN ... MOVEMENT_ACTION_PLAYER_RUN_RIGHT:
//Running frames
if (gSaveBlock2Ptr->follower.flags & FOLLOWER_FLAG_HAS_RUNNING_FRAMES)
RETURN_STATE(MOVEMENT_ACTION_PLAYER_RUN_DOWN, direction);
RETURN_STATE(MOVEMENT_ACTION_WALK_FAST_DOWN, direction);
case MOVEMENT_ACTION_JUMP_SPECIAL_DOWN ... MOVEMENT_ACTION_JUMP_SPECIAL_RIGHT:
gSaveBlock2Ptr->follower.delayedState = MOVEMENT_ACTION_JUMP_SPECIAL_DOWN;
RETURN_STATE(MOVEMENT_ACTION_WALK_NORMAL_DOWN, direction);
case MOVEMENT_ACTION_JUMP_DOWN ... MOVEMENT_ACTION_JUMP_RIGHT:
gSaveBlock2Ptr->follower.delayedState = MOVEMENT_ACTION_JUMP_DOWN;
RETURN_STATE(MOVEMENT_ACTION_WALK_NORMAL_DOWN, direction);
// run slow
#ifdef MOVEMENT_ACTION_RUN_DOWN_SLOW
case MOVEMENT_ACTION_RUN_DOWN_SLOW ... MOVEMENT_ACTION_RUN_RIGHT_SLOW:
if (gSaveBlock2Ptr->follower.flags & FOLLOWER_FLAG_HAS_RUNNING_FRAMES)
RETURN_STATE(MOVEMENT_ACTION_RUN_DOWN_SLOW, direction);
RETURN_STATE(MOVEMENT_ACTION_WALK_NORMAL_DOWN, direction);
#endif
default:
return MOVEMENT_INVALID;
}
return newState;
}
static bool8 IsStateMovement(u8 state)
{
switch (state)
{
case MOVEMENT_ACTION_FACE_DOWN:
case MOVEMENT_ACTION_FACE_UP:
case MOVEMENT_ACTION_FACE_LEFT:
case MOVEMENT_ACTION_FACE_RIGHT:
case MOVEMENT_ACTION_DELAY_1:
case MOVEMENT_ACTION_DELAY_2:
case MOVEMENT_ACTION_DELAY_4:
case MOVEMENT_ACTION_DELAY_8:
case MOVEMENT_ACTION_DELAY_16:
case MOVEMENT_ACTION_FACE_PLAYER:
case MOVEMENT_ACTION_FACE_AWAY_PLAYER:
case MOVEMENT_ACTION_LOCK_FACING_DIRECTION:
case MOVEMENT_ACTION_UNLOCK_FACING_DIRECTION:
case MOVEMENT_ACTION_SET_INVISIBLE:
case MOVEMENT_ACTION_SET_VISIBLE:
case MOVEMENT_ACTION_EMOTE_EXCLAMATION_MARK:
case MOVEMENT_ACTION_EMOTE_QUESTION_MARK:
case MOVEMENT_ACTION_EMOTE_HEART:
case MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_DOWN:
case MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_UP:
case MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_LEFT:
case MOVEMENT_ACTION_WALK_IN_PLACE_NORMAL_RIGHT:
case MOVEMENT_ACTION_WALK_IN_PLACE_FAST_DOWN:
case MOVEMENT_ACTION_WALK_IN_PLACE_FAST_UP:
case MOVEMENT_ACTION_WALK_IN_PLACE_FAST_LEFT:
case MOVEMENT_ACTION_WALK_IN_PLACE_FAST_RIGHT:
case MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_DOWN:
case MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_UP:
case MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_LEFT:
case MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_RIGHT:
case MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN:
case MOVEMENT_ACTION_JUMP_IN_PLACE_UP:
case MOVEMENT_ACTION_JUMP_IN_PLACE_LEFT:
case MOVEMENT_ACTION_JUMP_IN_PLACE_RIGHT:
case MOVEMENT_ACTION_JUMP_IN_PLACE_DOWN_UP:
case MOVEMENT_ACTION_JUMP_IN_PLACE_UP_DOWN:
case MOVEMENT_ACTION_JUMP_IN_PLACE_LEFT_RIGHT:
case MOVEMENT_ACTION_JUMP_IN_PLACE_RIGHT_LEFT:
return FALSE;
}
return TRUE;
}
static u8 ReturnFollowerDelayedState(u8 direction)
{
u8 newState = gSaveBlock2Ptr->follower.delayedState;
gSaveBlock2Ptr->follower.delayedState = 0;
return newState + direction;
}
#define LEDGE_FRAMES_MULTIPLIER 2
void FollowMe_Ledges(struct ObjectEvent* npc, struct Sprite* sprite, u16* ledgeFramesTbl)
{
u8 speed;
u16 frameCount;
u8 currentFrame;
struct ObjectEvent* follower = &gObjectEvents[GetFollowerMapObjId()];
if (!gSaveBlock2Ptr->follower.inProgress)
return;
if (follower == npc)
speed = gPlayerAvatar.runningState ? 3 : 1;
else
speed = 0;
//Calculate the frames for the jump
frameCount = GetMiniStepCount(speed) * LEDGE_FRAMES_MULTIPLIER; //in event_object_movement.c
ledgeFramesTbl[sprite->data[4]] = frameCount;
//Call the step shifter
currentFrame = sprite->data[6] / LEDGE_FRAMES_MULTIPLIER;
//stepspeeds[speed][currentFrame](sprite, sprite->data[3]);
RunMiniStep(sprite, speed, currentFrame); //in event_object_movement.c
}
bool8 FollowMe_IsCollisionExempt(struct ObjectEvent* obstacle, struct ObjectEvent* collider)
{
struct ObjectEvent* follower = &gObjectEvents[GetFollowerMapObjId()];
struct ObjectEvent* player = &gObjectEvents[gPlayerAvatar.objectEventId];
if (!gSaveBlock2Ptr->follower.inProgress)
return FALSE;
if (obstacle == follower && collider == player)
return TRUE;
return FALSE;
}
void FollowMe_FollowerToWater(void)
{
if (!gSaveBlock2Ptr->follower.inProgress)
return;
//Prepare for making the follower do the jump and spawn the surf head
//right in front of the follower's location.
FollowMe(&gObjectEvents[gPlayerAvatar.objectEventId], MOVEMENT_ACTION_JUMP_DOWN, TRUE);
gSaveBlock2Ptr->follower.createSurfBlob = 1;
}
void FollowMe_BindToSurfBlobOnReloadScreen(void)
{
struct ObjectEvent* follower;
if (!gSaveBlock2Ptr->follower.inProgress)
return;
follower = &gObjectEvents[GetFollowerMapObjId()];
TryUpdateFollowerSpriteUnderwater();
if (gSaveBlock2Ptr->follower.createSurfBlob != 2 && gSaveBlock2Ptr->follower.createSurfBlob != 3)
return;
//Spawn surfhead under follower
SetUpSurfBlobFieldEffect(follower);
follower->fieldEffectSpriteId = FieldEffectStart(FLDEFF_SURF_BLOB);
SetSurfBlob_BobState(follower->fieldEffectSpriteId, 1);
}
static void SetSurfJump(void)
{
struct ObjectEvent* follower = &gObjectEvents[GetFollowerMapObjId()];
u8 direction;
u8 jumpState;
//Reset NPC movement bits
ObjectEventClearHeldMovement(follower);
//Jump animation according to direction
direction = DetermineFollowerDirection(&gObjectEvents[gPlayerAvatar.objectEventId], follower);
jumpState = GetJumpMovementAction(direction);
SetUpSurfBlobFieldEffect(follower);
//Adjust surf head spawn location infront of follower
switch (direction)
{
case DIR_SOUTH:
gFieldEffectArguments[1]++; //effect_y
break;
case DIR_NORTH:
gFieldEffectArguments[1]--;
break;
case DIR_WEST:
gFieldEffectArguments[0]--; //effect_x
break;
default: //DIR_EAST
gFieldEffectArguments[0]++;
};
//Execute, store sprite ID in fieldEffectSpriteId and bind surf blob
follower->fieldEffectSpriteId = FieldEffectStart(FLDEFF_SURF_BLOB);
CreateTask(Task_BindSurfBlobToFollower, 0x1);
SetFollowerSprite(FOLLOWER_SPRITE_INDEX_SURF);
follower = &gObjectEvents[GetFollowerMapObjId()];
ObjectEventSetHeldMovement(follower, jumpState);
}
static void Task_BindSurfBlobToFollower(u8 taskId)
{
struct ObjectEvent* npc = &gObjectEvents[GetFollowerMapObjId()];
bool8 animStatus = ObjectEventClearHeldMovementIfFinished(npc); //Wait jump animation
if (animStatus == 0)
return;
//Bind objs
SetSurfBlob_BobState(npc->fieldEffectSpriteId, 0x1);
UnfreezeObjectEvents();
DestroyTask(taskId);
gPlayerAvatar.preventStep = FALSE; //Player can move again
return;
}
static void SetUpSurfBlobFieldEffect(struct ObjectEvent* npc)
{
//Set up gFieldEffectArguments for execution
gFieldEffectArguments[0] = npc->currentCoords.x; //effect_x
gFieldEffectArguments[1] = npc->currentCoords.y; //effect_y
gFieldEffectArguments[2] = gSaveBlock2Ptr->follower.objId; //objId
}
void PrepareFollowerDismountSurf(void)
{
if (!gSaveBlock2Ptr->follower.inProgress)
return;
FollowMe(&gObjectEvents[gPlayerAvatar.objectEventId], MOVEMENT_ACTION_WALK_NORMAL_DOWN, TRUE);
gSaveBlock2Ptr->follower.createSurfBlob = 3;
}
static void SetSurfDismount(void)
{
struct ObjectEvent* follower = &gObjectEvents[GetFollowerMapObjId()];
u8 direction;
u8 jumpState;
u8 task;
ObjectEventClearHeldMovement(follower);
//Jump animation according to direction
direction = DetermineFollowerDirection(&gObjectEvents[gPlayerAvatar.objectEventId], follower);
jumpState = GetJumpMovementAction(direction);
//Unbind and destroy Surf Blob
task = CreateTask(Task_FinishSurfDismount, 1);
gTasks[task].data[0] = follower->fieldEffectSpriteId;
SetSurfBlob_BobState(follower->fieldEffectSpriteId, 2);
follower->fieldEffectSpriteId = 0; //Unbind
FollowMe_HandleSprite();
follower = &gObjectEvents[GetFollowerMapObjId()]; //Can change after sprite reload
ObjectEventSetHeldMovement(follower, jumpState);
}
static void Task_FinishSurfDismount(u8 taskId)
{
struct ObjectEvent* npc = &gObjectEvents[GetFollowerMapObjId()];
bool8 animStatus = ObjectEventClearHeldMovementIfFinished(npc); //Wait animation
if (animStatus == 0)
{
if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH) && ObjectEventClearHeldMovementIfFinished(&gObjectEvents[gPlayerAvatar.objectEventId]))
SetPlayerAvatarTransitionFlags(PLAYER_AVATAR_FLAG_ON_FOOT); //Temporarily stop running
return;
}
DestroySprite(&gSprites[gTasks[taskId].data[0]]);
UnfreezeObjectEvents();
DestroyTask(taskId);
gPlayerAvatar.preventStep = FALSE;
}
static u8 GetPlayerFaceToDoorDirection(struct ObjectEvent* player, struct ObjectEvent* follower)
{
s16 delta_x = player->currentCoords.x - follower->currentCoords.x;
if (delta_x < 0)
return DIR_EAST;
else if (delta_x > 0)
return DIR_WEST;
return DIR_NORTH;
}
static void Task_FollowerOutOfDoor(u8 taskId)
{
struct ObjectEvent *follower = &gObjectEvents[GetFollowerMapObjId()];
struct ObjectEvent *player = &gObjectEvents[gPlayerAvatar.objectEventId];
struct Task *task = &gTasks[taskId];
s16 *x = &task->data[2];
s16 *y = &task->data[3];
if (FACE_FOLLOWER_ON_DOOR_EXIT == TRUE && ObjectEventClearHeldMovementIfFinished(player)) {
ObjectEventTurn(player, GetPlayerFaceToDoorDirection(player, follower)); //The player should face towards the follow as the exit the door
}
switch (task->data[0])
{
case 0:
FreezeObjectEvents();
task->data[1] = FieldAnimateDoorOpen(follower->currentCoords.x, follower->currentCoords.y);
if (task->data[1] != -1)
PlaySE(GetDoorSoundEffect(*x, *y)); //only play SE for animating doors
task->data[0] = 1;
break;
case 1:
if (task->data[1] < 0 || gTasks[task->data[1]].isActive != TRUE) //if Door isn't still opening
{
follower->invisible = FALSE;
ObjectEventTurn(follower, DIR_SOUTH); //The follower should be facing down when it comes out the door
follower->singleMovementActive = FALSE;
follower->heldMovementActive = FALSE;
ObjectEventSetHeldMovement(follower, MOVEMENT_ACTION_WALK_NORMAL_DOWN); //follower step down
task->data[0] = 2;
}
break;
case 2:
if (ObjectEventClearHeldMovementIfFinished(follower))
{
task->data[1] = FieldAnimateDoorClose(*x, *y);
task->data[0] = 3;
}
break;
case 3:
if (task->data[1] < 0 || gTasks[task->data[1]].isActive != TRUE) //Door is closed
{
UnfreezeObjectEvents();
task->data[0] = 4;
}
break;
case 4:
FollowMe_HandleSprite();
gSaveBlock2Ptr->follower.comeOutDoorStairs = 0;
gPlayerAvatar.preventStep = FALSE; //Player can move again
DestroyTask(taskId);
break;
}
}
void StairsMoveFollower(void)
{
if (!gSaveBlock2Ptr->follower.inProgress)
return;
if (!FuncIsActiveTask(Task_FollowerHandleIndoorStairs) && gSaveBlock2Ptr->follower.comeOutDoorStairs != 2)
CreateTask(Task_FollowerHandleIndoorStairs, 1);
}
static void Task_FollowerHandleIndoorStairs(u8 taskId)
{
struct ObjectEvent* follower = &gObjectEvents[GetFollowerMapObjId()];
struct ObjectEvent* player = &gObjectEvents[gPlayerAvatar.objectEventId];
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
gSaveBlock2Ptr->follower.comeOutDoorStairs = 2; //So the task doesn't get created more than once
ObjectEventClearHeldMovementIfActive(follower);
ObjectEventSetHeldMovement(follower, DetermineFollowerState(follower, MOVEMENT_ACTION_WALK_NORMAL_DOWN, DetermineFollowerDirection(player, follower)));
task->data[0]++;
break;
case 1:
if (ObjectEventClearHeldMovementIfFinished(follower))
{
ObjectEventSetHeldMovement(follower, DetermineFollowerState(follower, MOVEMENT_ACTION_WALK_NORMAL_DOWN, player->movementDirection));
DestroyTask(taskId);
}
break;
}
}
void EscalatorMoveFollower(u8 movementType)
{
u8 taskId;
if (!gSaveBlock2Ptr->follower.inProgress)
return;
taskId = CreateTask(Task_FollowerHandleEscalator, 1);
gTasks[taskId].data[1] = movementType;
}
static void Task_FollowerHandleEscalator(u8 taskId)
{
struct ObjectEvent* follower = &gObjectEvents[GetFollowerMapObjId()];
struct ObjectEvent* player = &gObjectEvents[gPlayerAvatar.objectEventId];
ObjectEventClearHeldMovementIfActive(follower);
ObjectEventSetHeldMovement(follower, DetermineFollowerState(follower, MOVEMENT_ACTION_WALK_NORMAL_DOWN, DetermineFollowerDirection(player, follower)));
DestroyTask(taskId);
}
void EscalatorMoveFollowerFinish(void)
{
if (!gSaveBlock2Ptr->follower.inProgress)
return;
CreateTask(Task_FollowerHandleEscalatorFinish, 1);
}
static void Task_FollowerHandleEscalatorFinish(u8 taskId)
{
s16 x, y;
struct ObjectEvent* follower = &gObjectEvents[GetFollowerMapObjId()];
struct ObjectEvent* player = &gObjectEvents[gPlayerAvatar.objectEventId];
struct Sprite* sprite = &gSprites[follower->spriteId];
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
MoveObjectEventToMapCoords(follower, player->currentCoords.x, player->currentCoords.y);
PlayerGetDestCoords(&x, &y);
task->data[2] = MapGridGetMetatileBehaviorAt(x, y);
task->data[7] = 0;
task->data[0]++;
break;
case 1:
if (task->data[7]++ < 0x20) //Wait half a second before revealing the follower
break;
task->data[0]++;
task->data[1] = 16;
CalculateFollowerEscalatorTrajectoryUp(task);
gSaveBlock2Ptr->follower.warpEnd = 0;
gPlayerAvatar.preventStep = TRUE;
ObjectEventSetHeldMovement(follower, GetFaceDirectionMovementAction(DIR_EAST));
if (task->data[2] == 0x6b)
task->data[0] = 4;
break;
case 2:
follower->invisible = FALSE;
CalculateFollowerEscalatorTrajectoryDown(task);
task->data[0]++;
break;
case 3:
CalculateFollowerEscalatorTrajectoryDown(task);
task->data[2]++;
if (task->data[2] & 1)
{
task->data[1]--;
}
if (task->data[1] == 0)
{
sprite->x2 = 0;
sprite->y2 = 0;
task->data[0] = 6;
}
break;
case 4:
follower->invisible = FALSE;
CalculateFollowerEscalatorTrajectoryUp(task);
task->data[0]++;
break;
case 5:
CalculateFollowerEscalatorTrajectoryUp(task);
task->data[2]++;
if (task->data[2] & 1)
{
task->data[1]--;
}
if (task->data[1] == 0)
{
sprite->x2 = 0;
sprite->y2 = 0;
task->data[0]++;
}
break;
case 6:
if (ObjectEventClearHeldMovementIfFinished(follower))
{
gPlayerAvatar.preventStep = FALSE;
DestroyTask(taskId);
}
}
}
static void CalculateFollowerEscalatorTrajectoryDown(struct Task *task)
{
struct Sprite* sprite = &gSprites[gObjectEvents[GetFollowerMapObjId()].spriteId];
sprite->x2 = Cos(0x84, task->data[1]);
sprite->y2 = Sin(0x94, task->data[1]);
}
static void CalculateFollowerEscalatorTrajectoryUp(struct Task *task)
{
struct Sprite* sprite = &gSprites[gObjectEvents[GetFollowerMapObjId()].spriteId];
sprite->x2 = Cos(0x7c, task->data[1]);
sprite->y2 = Sin(0x76, task->data[1]);
}
bool8 FollowerCanBike(void)
{
if (!gSaveBlock2Ptr->follower.inProgress)
return TRUE;
else if (gSaveBlock2Ptr->follower.flags & FOLLOWER_FLAG_CAN_BIKE)
return TRUE;
else
return FALSE;
}
void FollowMe_HandleBike(void)
{
if (gSaveBlock2Ptr->follower.currentSprite == FOLLOWER_SPRITE_INDEX_SURF) //Follower is surfing
return; //Sprite will automatically be adjusted when they finish surfing
if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_BIKE && FollowerCanBike() && gSaveBlock2Ptr->follower.comeOutDoorStairs != 1) //Coming out door
SetFollowerSprite(FOLLOWER_SPRITE_INDEX_MACH_BIKE); //Mach Bike on
else if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_BIKE && FollowerCanBike() && gSaveBlock2Ptr->follower.comeOutDoorStairs != 1) //Coming out door
SetFollowerSprite(FOLLOWER_SPRITE_INDEX_ACRO_BIKE); //Acro Bike on
else
SetFollowerSprite(FOLLOWER_SPRITE_INDEX_NORMAL);
}
void FollowMe_HandleSprite(void)
{
if (gSaveBlock2Ptr->follower.flags & FOLLOWER_FLAG_CAN_BIKE)
{
if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_BIKE)
SetFollowerSprite(FOLLOWER_SPRITE_INDEX_MACH_BIKE);
else if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_BIKE)
SetFollowerSprite(FOLLOWER_SPRITE_INDEX_ACRO_BIKE);
}
else if (gMapHeader.mapType == MAP_TYPE_UNDERWATER)
{
TryUpdateFollowerSpriteUnderwater();
}
else
{
SetFollowerSprite(FOLLOWER_SPRITE_INDEX_NORMAL);
}
}
void SetFollowerSprite(u8 spriteIndex)
{