mirror of
https://github.com/resetes12/pokeemerald
synced 2025-10-05 16:02:43 +02:00
Followers 4056804
&& d73167e: improved follower handling during scripted movements (DISABLED)
This commit is contained in:
@@ -2023,3 +2023,11 @@
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setvar VAR_0x8001, \stringvarnumber
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special BufferUnitSystemText
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.endm
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@ hide any follower pokemon if present,
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@ putting them into their pokeball;
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@ by default waits for their movement to finish
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.macro hidefollower wait=1
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callfunc ScrFunc_hidefollower
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.2byte \wait
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.endm
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@@ -56,6 +56,7 @@ EventScript_PkmnCenterNurse_IllTakeYourPkmn2::
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return
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EventScript_PkmnCenterNurse_TakeAndHealPkmn::
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hidefollower 0
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applymovement VAR_0x800B, Movement_PkmnCenterNurse_Turn
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waitmovement 0
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dofieldeffect FLDEFF_POKECENTER_HEAL
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@@ -332,6 +332,12 @@
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// instead of a normal pokeball
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#define OW_MON_POKEBALLS TRUE
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// New/old handling for followers during scripts;
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// TRUE: Script collisions hide follower, FLAG_SAFE_FOLLOWER_MOVEMENT on by default
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// (scripted player movement moves follower too!)
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// FALSE: Script collisions unhandled, FLAG_SAFE_FOLLOWER_MOVEMENT off by default
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#define OW_MON_SCRIPT_MOVEMENT FALSE
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#define SHADOW_SIZE_S 0
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#define SHADOW_SIZE_M 1
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#define SHADOW_SIZE_L 2
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@@ -1644,7 +1644,9 @@
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#define FLAG_ENABLE_MULTI_CORRIDOR_DOOR (SPECIAL_FLAGS_START + 0x2)
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#define FLAG_SPECIAL_FLAG_UNUSED_0x4003 (SPECIAL_FLAGS_START + 0x3) // Unused Flag
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#define FLAG_STORING_ITEMS_IN_PYRAMID_BAG (SPECIAL_FLAGS_START + 0x4)
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#define FLAG_SAFE_FOLLOWER_MOVEMENT (SPECIAL_FLAGS_START + 0x5) // When set, applymovement does not put the follower inside a pokeball
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// When set, `applymovement` does not hide follower pokemon;
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// Also, scripted movements on the player will move follower(s), too
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#define FLAG_SAFE_FOLLOWER_MOVEMENT (SPECIAL_FLAGS_START + 0x5)
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// FLAG_SPECIAL_FLAG_0x4005 - 0x407F also exist and are unused
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#define SPECIAL_FLAGS_END (SPECIAL_FLAGS_START + 0x7F)
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#define NUM_SPECIAL_FLAGS (SPECIAL_FLAGS_END - SPECIAL_FLAGS_START + 1)
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@@ -164,6 +164,7 @@ u8 GetWalkInPlaceFastMovementAction(u32);
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u8 GetWalkInPlaceNormalMovementAction(u32);
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u8 GetWalkInPlaceSlowMovementAction(u32);
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u8 GetCollisionAtCoords(struct ObjectEvent *, s16 x, s16 y, u32 dir);
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u32 GetObjectObjectCollidesWith(struct ObjectEvent *objectEvent, s16 x, s16 y, bool32 addCoords);
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void MoveCoords(u8 direction, s16 *x, s16 *y);
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bool8 ObjectEventIsHeldMovementActive(struct ObjectEvent *);
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u8 ObjectEventClearHeldMovementIfFinished(struct ObjectEvent *);
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@@ -25,7 +25,8 @@ git push build --force-with-lease
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if [[ $retVal -eq 0 ]]; then
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commit_msg=$(git log -1 --pretty=%B)
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if [[ "$commit_msg" == "$temp_commit_msg" ]]; then
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git reset "$old_head" &>/dev/null
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# Keep i(N)tent to add
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git reset --mixed -N "$old_head" &>/dev/null
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fi
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fi
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set -x
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@@ -5603,9 +5603,7 @@ bool8 FollowablePlayerMovement_Step(struct ObjectEvent *objectEvent, struct Spri
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s16 y;
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s16 targetX;
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s16 targetY;
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#ifdef MB_SIDEWAYS_STAIRS_RIGHT_SIDE
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u32 playerAction = gObjectEvents[gPlayerAvatar.objectEventId].movementActionId;
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#endif
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targetX = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x;
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targetY = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y;
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@@ -5621,8 +5619,8 @@ bool8 FollowablePlayerMovement_Step(struct ObjectEvent *objectEvent, struct Spri
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if (objectEvent->invisible) {
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// Animate exiting pokeball
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// Player is jumping, but follower is invisible
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if (PlayerGetCopyableMovement() == COPY_MOVE_JUMP2) {
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// don't emerge if player is jumping or moving via script
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if (PlayerGetCopyableMovement() == COPY_MOVE_JUMP2 || ArePlayerFieldControlsLocked()) {
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sprite->sTypeFuncId = 0; // return to shadowing state
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return FALSE;
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}
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@@ -5651,44 +5649,26 @@ bool8 FollowablePlayerMovement_Step(struct ObjectEvent *objectEvent, struct Spri
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MoveCoords(direction, &x, &y);
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#ifdef MB_SIDEWAYS_STAIRS_RIGHT_SIDE // https://github.com/ghoulslash/pokeemerald/tree/sideways_stairs
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GetCollisionAtCoords(objectEvent, x, y, direction); // Sets directionOverwrite for stairs
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if (GetLedgeJumpDirection(x, y, direction) != DIR_NONE) {
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#endif
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if (GetLedgeJumpDirection(x, y, direction) != DIR_NONE)
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// InitJumpRegular will set the proper speed
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ObjectEventSetSingleMovement(objectEvent, sprite, GetJump2MovementAction(direction));
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} else if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH)) {
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// Set follow speed according to player's speed
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if (playerAction >= MOVEMENT_ACTION_RUN_DOWN_SLOW && playerAction <= MOVEMENT_ACTION_RUN_RIGHT_SLOW)
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else if (playerAction >= MOVEMENT_ACTION_WALK_SLOW_DOWN && playerAction <= MOVEMENT_ACTION_WALK_SLOW_RIGHT) {
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if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH)) // on sideways stairs
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objectEvent->movementActionId = GetWalkNormalMovementAction(direction);
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else
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objectEvent->movementActionId = GetWalkFastMovementAction(direction);
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} else if (PlayerGetCopyableMovement() == COPY_MOVE_JUMP2) {
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ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkSlowMovementAction(direction));
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} else {
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if (playerAction >= MOVEMENT_ACTION_WALK_SLOW_DOWN && playerAction <= MOVEMENT_ACTION_WALK_SLOW_RIGHT) {
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ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkSlowMovementAction(direction));
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} else {
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objectEvent->movementActionId = GetWalkNormalMovementAction(direction);
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if (OW_MON_BOBBING == TRUE)
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sprite->y2 = -1;
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}
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}
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sprite->sActionFuncId = 0;
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#else
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if (GetLedgeJumpDirection(x, y, direction) != DIR_NONE) {
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// InitJumpRegular will set the proper speed
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ObjectEventSetSingleMovement(objectEvent, sprite, GetJump2MovementAction(direction));
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} else if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_DASH)) {
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// Set follow speed according to player's speed
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ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkFastMovementAction(direction));
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} else if (PlayerGetCopyableMovement() == COPY_MOVE_JUMP2) {
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// If *player* jumps, make step take twice as long
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ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkSlowMovementAction(direction));
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} else if (gSprites[gPlayerAvatar.spriteId].data[4] == MOVE_SPEED_FAST_1) {
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objectEvent->movementActionId = GetWalkFastMovementAction(direction);
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} else {
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ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkNormalMovementAction(direction));
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objectEvent->movementActionId = GetWalkNormalMovementAction(direction);
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if (OW_MON_BOBBING == TRUE)
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sprite->y2 = -1;
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}
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#endif
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objectEvent->singleMovementActive = TRUE;
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sprite->sActionFuncId = 0;
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objectEvent->singleMovementActive = 1;
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sprite->sTypeFuncId = 2;
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return TRUE;
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}
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@@ -6347,13 +6327,17 @@ static bool8 IsMetatileDirectionallyImpassable(struct ObjectEvent *objectEvent,
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return FALSE;
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}
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static bool8 DoesObjectCollideWithObjectAt(struct ObjectEvent *objectEvent, s16 x, s16 y)
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{
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u32 GetObjectObjectCollidesWith(struct ObjectEvent *objectEvent, s16 x, s16 y, bool32 addCoords) {
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u8 i;
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struct ObjectEvent *curObject;
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if (objectEvent->localId == OBJ_EVENT_ID_FOLLOWER)
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return FALSE; // follower cannot collide with other objects, but they can collide with it
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return OBJECT_EVENTS_COUNT; // follower cannot collide with other objects, but they can collide with it
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if (addCoords) {
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x += objectEvent->currentCoords.x;
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y += objectEvent->currentCoords.y;
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}
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for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
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{
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@@ -6363,11 +6347,16 @@ static bool8 DoesObjectCollideWithObjectAt(struct ObjectEvent *objectEvent, s16
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if ((curObject->currentCoords.x == x && curObject->currentCoords.y == y) || (curObject->previousCoords.x == x && curObject->previousCoords.y == y))
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{
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if (AreElevationsCompatible(objectEvent->currentElevation, curObject->currentElevation))
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return TRUE;
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return i;
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}
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}
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}
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return FALSE;
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return OBJECT_EVENTS_COUNT;
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}
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static bool8 DoesObjectCollideWithObjectAt(struct ObjectEvent *objectEvent, s16 x, s16 y)
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{
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return (GetObjectObjectCollidesWith(objectEvent, x, y, FALSE) < OBJECT_EVENTS_COUNT);
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}
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bool8 IsBerryTreeSparkling(u8 localId, u8 mapNum, u8 mapGroup)
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@@ -6524,6 +6513,18 @@ static u8 TryUpdateMovementActionOnStairs(struct ObjectEvent *objectEvent, u8 mo
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}
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}
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static const u8 sActionIdToCopyableMovement[] = {
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[MOVEMENT_ACTION_FACE_DOWN ... MOVEMENT_ACTION_FACE_RIGHT] = COPY_MOVE_FACE,
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[MOVEMENT_ACTION_WALK_SLOW_DOWN ... MOVEMENT_ACTION_WALK_NORMAL_RIGHT] = COPY_MOVE_WALK,
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[MOVEMENT_ACTION_JUMP_2_DOWN ... MOVEMENT_ACTION_JUMP_2_RIGHT] = COPY_MOVE_JUMP2,
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[MOVEMENT_ACTION_WALK_FAST_DOWN ... MOVEMENT_ACTION_WALK_FAST_RIGHT] = COPY_MOVE_WALK,
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[MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN ... MOVEMENT_ACTION_PLAYER_RUN_RIGHT] = COPY_MOVE_WALK,
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// Not a typo; follower needs to take an action with a duration == JUMP's,
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// and JUMP2 here will lead to WALK_SLOW later
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[MOVEMENT_ACTION_JUMP_DOWN ... MOVEMENT_ACTION_JUMP_RIGHT] = COPY_MOVE_JUMP2,
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[MOVEMENT_ACTION_NONE] = COPY_MOVE_NONE,
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};
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bool8 ObjectEventSetHeldMovement(struct ObjectEvent *objectEvent, u8 movementActionId)
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{
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if (ObjectEventIsMovementOverridden(objectEvent))
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@@ -6536,6 +6537,16 @@ bool8 ObjectEventSetHeldMovement(struct ObjectEvent *objectEvent, u8 movementAct
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objectEvent->heldMovementActive = TRUE;
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objectEvent->heldMovementFinished = FALSE;
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gSprites[objectEvent->spriteId].sActionFuncId = 0;
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// When player is moved via script, set copyable movement
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// for any followers via a lookup table
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if (ArePlayerFieldControlsLocked() &&
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objectEvent->isPlayer &&
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FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT))
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{
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objectEvent->playerCopyableMovement = sActionIdToCopyableMovement[objectEvent->movementActionId];
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}
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return FALSE;
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}
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@@ -6559,6 +6570,15 @@ void ObjectEventClearHeldMovement(struct ObjectEvent *objectEvent)
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objectEvent->heldMovementFinished = FALSE;
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gSprites[objectEvent->spriteId].sTypeFuncId = 0;
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gSprites[objectEvent->spriteId].sActionFuncId = 0;
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// When player is moved via script, set copyable movement
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// for any followers via a lookup table
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if (ArePlayerFieldControlsLocked() &&
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objectEvent->isPlayer &&
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FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT))
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{
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objectEvent->playerCopyableMovement = sActionIdToCopyableMovement[objectEvent->movementActionId];
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}
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}
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u8 ObjectEventCheckHeldMovementStatus(struct ObjectEvent *objectEvent)
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48
src/scrcmd.c
48
src/scrcmd.c
@@ -1021,6 +1021,20 @@ bool8 ScrCmd_fadeinbgm(struct ScriptContext *ctx)
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return FALSE;
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}
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struct ObjectEvent * ScriptHideFollower(void) {
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struct ObjectEvent *obj = GetFollowerObject();
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if (obj == NULL || obj->invisible)
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return NULL;
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ClearObjectEventMovement(obj, &gSprites[obj->spriteId]);
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gSprites[obj->spriteId].animCmdIndex = 0; // Reset start frame of animation
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// Note: ScriptMovement_ returns TRUE on error
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if (ScriptMovement_StartObjectMovementScript(obj->localId, obj->mapGroup, obj->mapNum, EnterPokeballMovement))
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return NULL;
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return obj;
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}
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bool8 ScrCmd_applymovement(struct ScriptContext *ctx)
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{
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u16 localId = VarGet(ScriptReadHalfword(ctx));
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@@ -1035,17 +1049,11 @@ bool8 ScrCmd_applymovement(struct ScriptContext *ctx)
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gObjectEvents[GetObjectEventIdByLocalId(localId)].directionOverwrite = DIR_NONE;
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ScriptMovement_StartObjectMovementScript(localId, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, movementScript);
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sMovingNpcId = localId;
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objEvent = GetFollowerObject();
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// Force follower into pokeball
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if (localId != OBJ_EVENT_ID_FOLLOWER
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&& !FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT)
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&& (movementScript < Common_Movement_FollowerSafeStart || movementScript > Common_Movement_FollowerSafeEnd)
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&& (objEvent = GetFollowerObject())
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&& !objEvent->invisible)
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if (localId != OBJ_EVENT_ID_FOLLOWER &&
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!FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT)
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&& (movementScript < Common_Movement_FollowerSafeStart || movementScript > Common_Movement_FollowerSafeEnd))
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{
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ClearObjectEventMovement(objEvent, &gSprites[objEvent->spriteId]);
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gSprites[objEvent->spriteId].animCmdIndex = 0; // Reset start frame of animation
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ScriptMovement_StartObjectMovementScript(OBJ_EVENT_ID_FOLLOWER, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, EnterPokeballMovement);
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ScriptHideFollower();
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}
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return FALSE;
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}
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@@ -2549,3 +2557,23 @@ bool8 ScrCmd_deleteparty(void)
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for (i = 0; i < PARTY_SIZE; i++)
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ZeroMonData(&gPlayerParty[i]);
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}
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bool8 ScrFunc_hidefollower(struct ScriptContext *ctx) {
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bool16 wait = VarGet(ScriptReadHalfword(ctx));
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struct ObjectEvent *obj;
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if ((obj = ScriptHideFollower()) != NULL && wait) {
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sMovingNpcId = obj->localId;
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sMovingNpcMapGroup = obj->mapGroup;
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sMovingNpcMapNum = obj->mapNum;
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SetupNativeScript(ctx, WaitForMovementFinish);
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}
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// Just in case, prevent `applymovement`
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// from hiding the follower again
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if (obj)
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FlagSet(FLAG_SAFE_FOLLOWER_MOVEMENT);
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// execute next script command with no delay
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return TRUE;
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}
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@@ -4,6 +4,7 @@
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#include "mystery_gift.h"
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#include "util.h"
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#include "constants/event_objects.h"
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#include "constants/flags.h"
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#include "constants/map_scripts.h"
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#include "rtc.h"
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@@ -263,6 +264,8 @@ void ScriptContext_SetupScript(const u8 *ptr)
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InitScriptContext(&sGlobalScriptContext, gScriptCmdTable, gScriptCmdTableEnd);
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SetupBytecodeScript(&sGlobalScriptContext, ptr);
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LockPlayerFieldControls();
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if (OW_MON_SCRIPT_MOVEMENT)
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FlagSet(FLAG_SAFE_FOLLOWER_MOVEMENT);
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sGlobalScriptContextStatus = CONTEXT_RUNNING;
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}
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@@ -1,6 +1,7 @@
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#include "global.h"
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#include "script_movement.h"
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#include "event_object_movement.h"
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#include "event_scripts.h"
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#include "task.h"
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#include "util.h"
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#include "constants/event_objects.h"
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@@ -205,13 +206,34 @@ static void ScriptMovement_MoveObjects(u8 taskId)
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}
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}
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// from event_object_movement
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#define sTypeFuncId data[1]
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#define sTimer data[5]
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static void ScriptMovement_TakeStep(u8 taskId, u8 moveScrId, u8 objEventId, const u8 *movementScript)
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{
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u8 nextMoveActionId;
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struct ObjectEvent *obj = &gObjectEvents[objEventId];
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if (ObjectEventIsHeldMovementActive(&gObjectEvents[objEventId])
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&& !ObjectEventClearHeldMovementIfFinished(&gObjectEvents[objEventId]))
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if (ObjectEventIsHeldMovementActive(obj) &&
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!ObjectEventClearHeldMovementIfFinished(obj))
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{
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// If, while undergoing scripted movement,
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// a non-player object collides with an active follower pokemon,
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// put that follower into a pokeball
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// (sTimer helps limit this expensive check to once per step)
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if (OW_MON_SCRIPT_MOVEMENT &&
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gSprites[obj->spriteId].sTimer == 1 &&
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(objEventId = GetObjectObjectCollidesWith(obj, 0, 0, TRUE)) < OBJECT_EVENTS_COUNT &&
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// switch `obj` to follower
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((obj = &gObjectEvents[objEventId])->movementType == MOVEMENT_TYPE_FOLLOW_PLAYER) &&
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gSprites[obj->spriteId].sTypeFuncId != 0)
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{
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ClearObjectEventMovement(obj, &gSprites[obj->spriteId]);
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ScriptMovement_StartObjectMovementScript(obj->localId, obj->mapNum, obj->mapGroup, EnterPokeballMovement);
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}
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return;
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}
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nextMoveActionId = *movementScript;
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if (nextMoveActionId == MOVEMENT_ACTION_STEP_END)
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@@ -229,3 +251,5 @@ static void ScriptMovement_TakeStep(u8 taskId, u8 moveScrId, u8 objEventId, cons
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}
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}
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#undef sTypeFuncId
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#undef sTimer
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