#ifndef GUARD_EVENT_OBJECT_MOVEMENT_H #define GUARD_EVENT_OBJECT_MOVEMENT_H #include "constants/event_object_movement.h" // Palette slots for overworld NPCs. // The same standard set of palettes for overworld objects are normally always loaded at the same // time while walking around the overworld. The only exceptions are the palettes for the player and // the "special" NPC, which can be swapped out. This also means that e.g. two "special" NPCs // with competing palettes cannot be properly loaded at the same time. enum { PALSLOT_PLAYER, PALSLOT_PLAYER_REFLECTION, PALSLOT_NPC_1, PALSLOT_NPC_2, PALSLOT_NPC_3, PALSLOT_NPC_4, PALSLOT_NPC_1_REFLECTION, PALSLOT_NPC_2_REFLECTION, PALSLOT_NPC_3_REFLECTION, PALSLOT_NPC_4_REFLECTION, PALSLOT_NPC_SPECIAL, PALSLOT_NPC_SPECIAL_REFLECTION, OBJ_PALSLOT_COUNT // the remaining sprite palette slots (12-15) are used by field effects, the interface, etc. }; enum SpinnerRunnerFollowPatterns { RUNFOLLOW_ANY, RUNFOLLOW_NORTH_SOUTH, RUNFOLLOW_EAST_WEST, RUNFOLLOW_NORTH_WEST, RUNFOLLOW_NORTH_EAST, RUNFOLLOW_SOUTH_WEST, RUNFOLLOW_SOUTH_EAST, RUNFOLLOW_NORTH_SOUTH_WEST, RUNFOLLOW_NORTH_SOUTH_EAST, RUNFOLLOW_NORTH_EAST_WEST, RUNFOLLOW_SOUTH_EAST_WEST }; enum ReflectionTypes { REFL_TYPE_NONE, REFL_TYPE_ICE, REFL_TYPE_WATER, NUM_REFLECTION_TYPES }; #define FIGURE_8_LENGTH 72 #define GROUND_EFFECT_FLAG_TALL_GRASS_ON_SPAWN (1 << 0) #define GROUND_EFFECT_FLAG_TALL_GRASS_ON_MOVE (1 << 1) #define GROUND_EFFECT_FLAG_LONG_GRASS_ON_SPAWN (1 << 2) #define GROUND_EFFECT_FLAG_LONG_GRASS_ON_MOVE (1 << 3) #define GROUND_EFFECT_FLAG_WATER_REFLECTION (1 << 4) #define GROUND_EFFECT_FLAG_ICE_REFLECTION (1 << 5) #define GROUND_EFFECT_FLAG_SHALLOW_FLOWING_WATER (1 << 6) #define GROUND_EFFECT_FLAG_SAND (1 << 7) #define GROUND_EFFECT_FLAG_DEEP_SAND (1 << 8) #define GROUND_EFFECT_FLAG_RIPPLES (1 << 9) #define GROUND_EFFECT_FLAG_PUDDLE (1 << 10) #define GROUND_EFFECT_FLAG_SAND_PILE (1 << 11) #define GROUND_EFFECT_FLAG_LAND_IN_TALL_GRASS (1 << 12) #define GROUND_EFFECT_FLAG_LAND_IN_LONG_GRASS (1 << 13) #define GROUND_EFFECT_FLAG_LAND_IN_SHALLOW_WATER (1 << 14) #define GROUND_EFFECT_FLAG_LAND_IN_DEEP_WATER (1 << 15) #define GROUND_EFFECT_FLAG_LAND_ON_NORMAL_GROUND (1 << 16) #define GROUND_EFFECT_FLAG_SHORT_GRASS (1 << 17) #define GROUND_EFFECT_FLAG_HOT_SPRINGS (1 << 18) #define GROUND_EFFECT_FLAG_SEAWEED (1 << 19) // Sprite data for the CameraObject functions #define sCamera_FollowSpriteId data[0] #define sCamera_State data[1] #define sCamera_MoveX data[2] #define sCamera_MoveY data[3] struct StepAnimTable { const union AnimCmd *const *anims; u8 animPos[4]; }; struct PairedPalettes { u16 tag; const u16 *data; }; struct LockedAnimObjectEvents { u8 localIds[OBJECT_EVENTS_COUNT]; u8 count; }; extern const struct OamData gObjectEventBaseOam_32x8; extern const struct OamData gObjectEventBaseOam_32x32; extern const struct SpriteTemplate *const gFieldEffectObjectTemplatePointers[]; extern const u8 gReflectionEffectPaletteMap[]; extern const u8 *const gBerryTreeObjectEventGraphicsIdTablePointers[]; extern const struct SpriteFrameImage *const gBerryTreePicTablePointers[]; extern const u8 *const gBerryTreePaletteSlotTablePointers[]; void ResetObjectEvents(void); u8 GetMoveDirectionAnimNum(u8 direction); u8 GetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroupId); bool8 TryGetObjectEventIdByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroupId, u8 *objectEventId); u8 GetObjectEventIdByXY(s16 x, s16 y); void SetObjectEventDirection(struct ObjectEvent *objectEvent, u8 direction); u8 GetFirstInactiveObjectEventId(void); void RemoveObjectEventByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup); void LoadPlayerObjectReflectionPalette(u16 tag, u8 slot); void LoadSpecialObjectReflectionPalette(u16 tag, u8 slot); void TryMoveObjectEventToMapCoords(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y); void PatchObjectPalette(u16 paletteTag, u8 paletteSlot); void SpawnObjectEventsOnReturnToField(s16 x, s16 y); void OverrideSecretBaseDecorationSpriteScript(u8 localId, u8 mapNum, u8 mapGroup, u8 decorCat); void GetMapCoordsFromSpritePos(s16 x, s16 y, s16 *destX, s16 *destY); u8 GetFaceDirectionAnimNum(u8 direction); void SetSpritePosToOffsetMapCoords(s16 *x, s16 *y, s16 dx, s16 dy); void ObjectEventClearHeldMovement(struct ObjectEvent *); void ObjectEventClearHeldMovementIfActive(struct ObjectEvent *); void TrySpawnObjectEvents(s16 cameraX, s16 cameraY); u8 CreateObjectGraphicsSprite(u16, void (*)(struct Sprite *), s16 x, s16 y, u8 subpriority); u8 TrySpawnObjectEvent(u8 localId, u8 mapNum, u8 mapGroup); u8 SpawnSpecialObjectEventParameterized(u8 graphicsId, u8 movementBehavior, u8 localId, s16 x, s16 y, u8 elevation); u8 SpawnSpecialObjectEvent(struct ObjectEventTemplate *); void SetSpritePosToMapCoords(s16 mapX, s16 mapY, s16 *destX, s16 *destY); void CameraObjectReset(void); void ObjectEventSetGraphicsId(struct ObjectEvent *, u8 graphicsId); void ObjectEventTurn(struct ObjectEvent *, u8 direction); void ObjectEventTurnByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, u8 direction); const struct ObjectEventGraphicsInfo *GetObjectEventGraphicsInfo(u8 graphicsId); void SetObjectInvisibility(u8 localId, u8 mapNum, u8 mapGroup, bool8 invisible); void FreeAndReserveObjectSpritePalettes(void); void SetObjectEventSpritePosByLocalIdAndMap(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y); void ResetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup); void SetObjectSubpriority(u8 localId, u8 mapNum, u8 mapGroup, u8 subpriority); void AllowObjectAtPosTriggerGroundEffects(s16 x, s16 y); void ObjectEventGetLocalIdAndMap(struct ObjectEvent *objectEvent, void *localId, void *mapNum, void *mapGroup); void ShiftObjectEventCoords(struct ObjectEvent *, s16 x, s16 y); void MoveObjectEventToMapCoords(struct ObjectEvent *, s16 x, s16 y); void TryOverrideObjectEventTemplateCoords(u8 localId, u8 mapNum, u8 mapGroup); void InitObjectEventPalettes(u8 palSlot); void UpdateObjectEventCurrentMovement(struct ObjectEvent *, struct Sprite *, bool8(struct ObjectEvent *, struct Sprite *)); u8 ObjectEventFaceOppositeDirection(struct ObjectEvent *, u8 direction); u8 GetOppositeDirection(u8 direction); u8 GetWalkInPlaceFasterMovementAction(u32); u8 GetWalkInPlaceFastMovementAction(u32); u8 GetWalkInPlaceNormalMovementAction(u32); u8 GetWalkInPlaceSlowMovementAction(u32); u8 GetCollisionAtCoords(struct ObjectEvent *, s16 x, s16 y, u32 dir); void MoveCoords(u8 direction, s16 *x, s16 *y); bool8 ObjectEventIsHeldMovementActive(struct ObjectEvent *); u8 ObjectEventClearHeldMovementIfFinished(struct ObjectEvent *); u8 GetObjectEventIdByPosition(u16 x, u16 y, u8 elevation); void SetTrainerMovementType(struct ObjectEvent *objectEvent, u8 movementType); u8 GetTrainerFacingDirectionMovementType(u8 direction); const u8 *GetObjectEventScriptPointerByObjectEventId(u8 objectEventId); u8 GetCollisionFlagsAtCoords(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction); u8 GetFaceDirectionMovementAction(u32); u8 GetWalkNormalMovementAction(u32); u8 GetWalkFastMovementAction(u32); u8 GetRideWaterCurrentMovementAction(u32); u8 GetWalkFasterMovementAction(u32); u8 GetPlayerRunMovementAction(u32); u8 GetJumpInPlaceMovementAction(u32); u8 GetAcroWheelieFaceDirectionMovementAction(u32); u8 GetAcroPopWheelieFaceDirectionMovementAction(u32); u8 GetAcroEndWheelieFaceDirectionMovementAction(u32); u8 GetAcroWheelieHopFaceDirectionMovementAction(u32); u8 GetAcroWheelieHopDirectionMovementAction(u32); u8 GetAcroWheelieJumpDirectionMovementAction(u32); u8 GetJumpInPlaceTurnAroundMovementAction(u32); u8 GetAcroWheelieInPlaceDirectionMovementAction(u32); u8 GetAcroPopWheelieMoveDirectionMovementAction(u32); u8 GetAcroWheelieMoveDirectionMovementAction(u32); u8 GetAcroEndWheelieMoveDirectionMovementAction(u32); u8 GetFishingDirectionAnimNum(u8 direction); u8 GetAcroWheelieDirectionAnimNum(u8 direction); u8 GetFishingBiteDirectionAnimNum(u8 direction); u8 GetFishingNoCatchDirectionAnimNum(u8 direction); bool8 ObjectEventSetHeldMovement(struct ObjectEvent *objectEvent, u8 specialAnimId); void ObjectEventForceSetHeldMovement(struct ObjectEvent *objectEvent, u8 movementActionId); bool8 ObjectEventIsMovementOverridden(struct ObjectEvent *objectEvent); u8 ObjectEventCheckHeldMovementStatus(struct ObjectEvent *objectEvent); u8 ObjectEventGetHeldMovementActionId(struct ObjectEvent *objectEvent); void TryOverrideTemplateCoordsForObjectEvent(const struct ObjectEvent *objectEvent, u8 movementType); void OverrideTemplateCoordsForObjectEvent(const struct ObjectEvent *objectEvent); void ShiftStillObjectEventCoords(struct ObjectEvent *objEvent); void ObjectEventMoveDestCoords(struct ObjectEvent *objEvent, u32 direction, s16 *x, s16 *y); u8 AddCameraObject(u8 linkedSpriteId); void UpdateObjectEventsForCameraUpdate(s16 x, s16 y); u8 GetWalkSlowMovementAction(u32); u8 GetJumpMovementAction(u32); u8 ElevationToPriority(u8 elevation); void ObjectEventUpdateElevation(struct ObjectEvent *objEvent); void SetObjectSubpriorityByElevation(u8 elevation, struct Sprite *, u8 subpriority); void UnfreezeObjectEvent(struct ObjectEvent *); u8 FindLockedObjectEventIndex(struct ObjectEvent *); void SetAndStartSpriteAnim(struct Sprite *, u8 animNum, u8 animCmdIndex); bool8 SpriteAnimEnded(struct Sprite *); void UnfreezeObjectEvents(void); void FreezeObjectEventsExceptOne(u8 objectEventId); void FreezeObjectEventsExceptTwo(u8 objectEventId1, u8 objectEventId2); void FreezeObjectEvents(void); bool8 FreezeObjectEvent(struct ObjectEvent *objectEvent); u8 GetMoveDirectionFastAnimNum(u8 direction); u8 GetMoveDirectionFasterAnimNum(u8 direction); u8 GetMoveDirectionFastestAnimNum(u8 direction); u8 GetLedgeJumpDirection(s16 x, s16 y, u8 direction); void CameraObjectSetFollowedSpriteId(u8 objectId); u16 GetObjectPaletteTag(u8 palSlot); void UpdateObjectEventSpriteInvisibility(struct Sprite *sprite, bool8 invisible); s16 GetFigure8XOffset(s16 idx); s16 GetFigure8YOffset(s16 idx); void CameraObjectFreeze(void); u8 GetObjectEventBerryTreeId(u8 objectEventId); void SetBerryTreeJustPicked(u8 mapId, u8 mapNumber, u8 mapGroup); bool8 IsBerryTreeSparkling(u8 localId, u8 mapNum, u8 mapGroup); void MovementType_None(struct Sprite *); void MovementType_LookAround(struct Sprite *); void MovementType_WanderAround(struct Sprite *); void MovementType_WanderUpAndDown(struct Sprite *); void MovementType_WanderLeftAndRight(struct Sprite *); void MovementType_FaceDirection(struct Sprite *); void MovementType_Player(struct Sprite *); void MovementType_BerryTreeGrowth(struct Sprite *); void MovementType_FaceDownAndUp(struct Sprite *); void MovementType_FaceLeftAndRight(struct Sprite *); void MovementType_FaceUpAndLeft(struct Sprite *); void MovementType_FaceUpAndRight(struct Sprite *); void MovementType_FaceDownAndLeft(struct Sprite *); void MovementType_FaceDownAndRight(struct Sprite *); void MovementType_FaceDownUpAndLeft(struct Sprite *); void MovementType_FaceDownUpAndRight(struct Sprite *); void MovementType_FaceUpRightAndLeft(struct Sprite *); void MovementType_FaceDownRightAndLeft(struct Sprite *); void MovementType_RotateCounterclockwise(struct Sprite *); void MovementType_RotateClockwise(struct Sprite *); void MovementType_WalkBackAndForth(struct Sprite *); void MovementType_WalkSequenceUpRightLeftDown(struct Sprite *); void MovementType_WalkSequenceRightLeftDownUp(struct Sprite *); void MovementType_WalkSequenceDownUpRightLeft(struct Sprite *); void MovementType_WalkSequenceLeftDownUpRight(struct Sprite *); void MovementType_WalkSequenceUpLeftRightDown(struct Sprite *); void MovementType_WalkSequenceLeftRightDownUp(struct Sprite *); void MovementType_WalkSequenceDownUpLeftRight(struct Sprite *); void MovementType_WalkSequenceRightDownUpLeft(struct Sprite *); void MovementType_WalkSequenceLeftUpDownRight(struct Sprite *); void MovementType_WalkSequenceUpDownRightLeft(struct Sprite *); void MovementType_WalkSequenceRightLeftUpDown(struct Sprite *); void MovementType_WalkSequenceDownRightLeftUp(struct Sprite *); void MovementType_WalkSequenceRightUpDownLeft(struct Sprite *); void MovementType_WalkSequenceUpDownLeftRight(struct Sprite *); void MovementType_WalkSequenceLeftRightUpDown(struct Sprite *); void MovementType_WalkSequenceDownLeftRightUp(struct Sprite *); void MovementType_WalkSequenceUpLeftDownRight(struct Sprite *); void MovementType_WalkSequenceDownRightUpLeft(struct Sprite *); void MovementType_WalkSequenceLeftDownRightUp(struct Sprite *); void MovementType_WalkSequenceRightUpLeftDown(struct Sprite *); void MovementType_WalkSequenceUpRightDownLeft(struct Sprite *); void MovementType_WalkSequenceDownLeftUpRight(struct Sprite *); void MovementType_WalkSequenceLeftUpRightDown(struct Sprite *); void MovementType_WalkSequenceRightDownLeftUp(struct Sprite *); void MovementType_CopyPlayer(struct Sprite *); void MovementType_TreeDisguise(struct Sprite *); void MovementType_MountainDisguise(struct Sprite *); void MovementType_CopyPlayerInGrass(struct Sprite *); void MovementType_Buried(struct Sprite *); void MovementType_WalkInPlace(struct Sprite *); void MovementType_JogInPlace(struct Sprite *); void MovementType_RunInPlace(struct Sprite *); void MovementType_Invisible(struct Sprite *); void MovementType_WalkSlowlyInPlace(struct Sprite *); u8 GetSlideMovementAction(u32); u8 GetJumpMovementAction(u32); u8 GetJump2MovementAction(u32); u8 CreateCopySpriteAt(struct Sprite *sprite, s16 x, s16 y, u8 subpriority); u8 MovementType_WanderAround_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderAround_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderAround_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderAround_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderAround_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderAround_Step5(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderAround_Step6(struct ObjectEvent *, struct Sprite *); u8 GetVectorDirection(s16 dx, s16 dy, s16 absdx, s16 absdy); u8 GetLimitedVectorDirection_SouthNorth(s16 dx, s16 dy, s16 absdx, s16 absdy); u8 GetLimitedVectorDirection_WestEast(s16 dx, s16 dy, s16 absdx, s16 absdy); u8 GetLimitedVectorDirection_WestNorth(s16 dx, s16 dy, s16 absdx, s16 absdy); u8 GetLimitedVectorDirection_EastNorth(s16 dx, s16 dy, s16 absdx, s16 absdy); u8 GetLimitedVectorDirection_WestSouth(s16 dx, s16 dy, s16 absdx, s16 absdy); u8 GetLimitedVectorDirection_EastSouth(s16 dx, s16 dy, s16 absdx, s16 absdy); u8 GetLimitedVectorDirection_SouthNorthWest(s16 dx, s16 dy, s16 absdx, s16 absdy); u8 GetLimitedVectorDirection_SouthNorthEast(s16 dx, s16 dy, s16 absdx, s16 absdy); u8 GetLimitedVectorDirection_NorthWestEast(s16 dx, s16 dy, s16 absdx, s16 absdy); u8 GetLimitedVectorDirection_SouthWestEast(s16 dx, s16 dy, s16 absdx, s16 absdy); u8 MovementType_LookAround_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_LookAround_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_LookAround_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_LookAround_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_LookAround_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderUpAndDown_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderUpAndDown_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderUpAndDown_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderUpAndDown_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderUpAndDown_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderUpAndDown_Step5(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderUpAndDown_Step6(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderLeftAndRight_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderLeftAndRight_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderLeftAndRight_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderLeftAndRight_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderLeftAndRight_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderLeftAndRight_Step5(struct ObjectEvent *, struct Sprite *); u8 MovementType_WanderLeftAndRight_Step6(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDirection_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDirection_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDirection_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_BerryTreeGrowth_Normal(struct ObjectEvent *, struct Sprite *); u8 MovementType_BerryTreeGrowth_Move(struct ObjectEvent *, struct Sprite *); u8 MovementType_BerryTreeGrowth_SparkleStart(struct ObjectEvent *, struct Sprite *); u8 MovementType_BerryTreeGrowth_Sparkle(struct ObjectEvent *, struct Sprite *); u8 MovementType_BerryTreeGrowth_SparkleEnd(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndUp_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndUp_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndUp_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndUp_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndUp_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceLeftAndRight_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceLeftAndRight_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceLeftAndRight_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceLeftAndRight_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceLeftAndRight_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpAndLeft_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpAndLeft_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpAndLeft_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpAndLeft_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpAndLeft_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpAndRight_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpAndRight_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpAndRight_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpAndRight_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpAndRight_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndLeft_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndLeft_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndLeft_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndLeft_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndLeft_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndRight_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndRight_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndRight_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndRight_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownAndRight_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownUpAndLeft_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownUpAndLeft_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownUpAndLeft_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownUpAndLeft_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownUpAndLeft_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownUpAndRight_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownUpAndRight_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownUpAndRight_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownUpAndRight_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownUpAndRight_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpLeftAndRight_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpLeftAndRight_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpLeftAndRight_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpLeftAndRight_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceUpLeftAndRight_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownLeftAndRight_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownLeftAndRight_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownLeftAndRight_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownLeftAndRight_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_FaceDownLeftAndRight_Step4(struct ObjectEvent *, struct Sprite *); u8 MovementType_RotateCounterclockwise_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_RotateCounterclockwise_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_RotateCounterclockwise_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_RotateCounterclockwise_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_RotateClockwise_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_RotateClockwise_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_RotateClockwise_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_RotateClockwise_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkBackAndForth_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkBackAndForth_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkBackAndForth_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkBackAndForth_Step3(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequence_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequence_Step2(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceUpRightLeftDown_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceRightLeftDownUp_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceDownUpRightLeft_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceLeftDownUpRight_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceUpLeftRightDown_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceLeftRightDownUp_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceDownUpLeftRight_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceRightDownUpLeft_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceLeftUpDownRight_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceUpDownRightLeft_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceRightLeftUpDown_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceDownRightLeftUp_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceRightUpDownLeft_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceUpDownLeftRight_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceLeftRightUpDown_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceDownLeftRightUp_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceUpLeftDownRight_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceDownRightUpLeft_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceLeftDownRightUp_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceRightUpLeftDown_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceUpRightDownLeft_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceDownLeftUpRight_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceLeftUpRightDown_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSequenceRightDownLeftUp_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_CopyPlayer_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_CopyPlayer_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_CopyPlayer_Step2(struct ObjectEvent *, struct Sprite *); bool8 CopyablePlayerMovement_None(struct ObjectEvent *, struct Sprite *, u8, bool8(u8)); bool8 CopyablePlayerMovement_FaceDirection(struct ObjectEvent *, struct Sprite *, u8, bool8(u8)); bool8 CopyablePlayerMovement_WalkNormal(struct ObjectEvent *, struct Sprite *, u8, bool8(u8)); bool8 CopyablePlayerMovement_WalkFast(struct ObjectEvent *, struct Sprite *, u8, bool8(u8)); bool8 CopyablePlayerMovement_WalkFaster(struct ObjectEvent *, struct Sprite *, u8, bool8(u8)); bool8 CopyablePlayerMovement_Slide(struct ObjectEvent *, struct Sprite *, u8, bool8(u8)); bool8 CopyablePlayerMovement_JumpInPlace(struct ObjectEvent *, struct Sprite *, u8, bool8(u8)); bool8 CopyablePlayerMovement_Jump(struct ObjectEvent *, struct Sprite *, u8, bool8(u8)); bool8 CopyablePlayerMovement_Jump2(struct ObjectEvent *, struct Sprite *, u8, bool8(u8)); u8 MovementType_CopyPlayerInGrass_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_Buried_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkInPlace_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_MoveInPlace_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_WalkSlowlyInPlace_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_JogInPlace_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_RunInPlace_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_Invisible_Step0(struct ObjectEvent *, struct Sprite *); u8 MovementType_Invisible_Step1(struct ObjectEvent *, struct Sprite *); u8 MovementType_Invisible_Step2(struct ObjectEvent *, struct Sprite *); u8 CreateVirtualObject(u8 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 elevation, u8 direction); void TurnVirtualObject(u8 virtualObjId, u8 direction); void SetVirtualObjectGraphics(u8 virtualObjId, u8 graphicsId); void SetVirtualObjectInvisibility(u8 virtualObjId, bool32 invisible); bool32 IsVirtualObjectInvisible(u8 virtualObjId); void SetVirtualObjectSpriteAnim(u8 virtualObjId, u8 animNum); bool32 IsVirtualObjectAnimating(u8 virtualObjId); #endif //GUARD_EVENT_OBJECT_MOVEMENT_H