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authorGriffinR <griffin.g.richards@gmail.com>2021-10-07 16:10:35 -0400
committerGitHub <noreply@github.com>2021-10-07 16:10:35 -0400
commita2655ba9ab82646a54f60abc6078df372179f8d4 (patch)
tree95b074a1a4d77d6cd77e413e1d6e72eb55b595b0 /src/intro.c
parente86d3410a1719fcbf62754bfda93a295aa7e0d57 (diff)
parent001a25e49cd6acdac89a62f4230aef80422e78f2 (diff)
Merge branch 'master' into doc-union
Diffstat (limited to 'src/intro.c')
-rw-r--r--src/intro.c230
1 files changed, 115 insertions, 115 deletions
diff --git a/src/intro.c b/src/intro.c
index e032d78f5..5cf99c97e 100644
--- a/src/intro.c
+++ b/src/intro.c
@@ -1421,7 +1421,7 @@ static void Task_Scene2_BikeRide(u8 taskId)
gIntroCredits_MovingSceneryState = INTROCRED_SCENERY_FROZEN;
DestroyTask(gTasks[taskId].tBgAnimTaskId);
}
-
+
if (gIntroFrameCounter > TIMER_END_SCENE_2)
{
// Fade out to next scene
@@ -1490,8 +1490,8 @@ static void SpriteCB_Volbeat(struct Sprite *sprite)
sprite->sState++;
// fallthrough
case VOLBEAT_ENTER:
- sprite->pos1.x -= 4;
- if (sprite->pos1.x == 60)
+ sprite->x -= 4;
+ if (sprite->x == 60)
{
sprite->sState = VOLBEAT_WAIT_STATE;
sprite->sStateDelay = 20;
@@ -1499,9 +1499,9 @@ static void SpriteCB_Volbeat(struct Sprite *sprite)
}
break;
case VOLBEAT_ZIP_BACKWARD:
- sprite->pos1.x += 8;
- sprite->pos1.y -= 2;
- if (sprite->pos1.x == 124)
+ sprite->x += 8;
+ sprite->y -= 2;
+ if (sprite->x == 124)
{
sprite->sState = VOLBEAT_WAIT_STATE;
sprite->sStateDelay = 20;
@@ -1509,8 +1509,8 @@ static void SpriteCB_Volbeat(struct Sprite *sprite)
}
break;
case VOLBEAT_ZIP_DOWN:
- sprite->pos1.y += 4;
- if (sprite->pos1.y == 80)
+ sprite->y += 4;
+ if (sprite->y == 80)
{
sprite->sState = VOLBEAT_WAIT_STATE;
sprite->sStateDelay = 10;
@@ -1518,9 +1518,9 @@ static void SpriteCB_Volbeat(struct Sprite *sprite)
}
break;
case VOLBEAT_ZIP_FORWARD:
- sprite->pos1.x -= 8;
- sprite->pos1.y -= 2;
- if (sprite->pos1.x == 60)
+ sprite->x -= 8;
+ sprite->y -= 2;
+ if (sprite->x == 60)
{
sprite->sState = VOLBEAT_WAIT_STATE;
sprite->sStateDelay = 10;
@@ -1528,15 +1528,15 @@ static void SpriteCB_Volbeat(struct Sprite *sprite)
}
break;
case VOLBEAT_INIT_FIGURE_8:
- sprite->pos1.x += 60;
+ sprite->x += 60;
sprite->sSinXIdx = 0xC0;
sprite->sSinYIdx = 0x80;
sprite->sFig8Loops = 3;
sprite->sState++;
// fallthrough
case VOLBEAT_FIGURE_8:
- sprite->pos2.x = Sin((u8)sprite->sSinXIdx, 0x3C);
- sprite->pos2.y = Sin((u8)sprite->sSinYIdx, 0x14);
+ sprite->x2 = Sin((u8)sprite->sSinXIdx, 0x3C);
+ sprite->y2 = Sin((u8)sprite->sSinYIdx, 0x14);
sprite->sSinXIdx += 2;
sprite->sSinYIdx += 4;
if ((sprite->sSinXIdx & 0xFF) == 64)
@@ -1544,22 +1544,22 @@ static void SpriteCB_Volbeat(struct Sprite *sprite)
sprite->hFlip = FALSE;
if (--sprite->sFig8Loops == 0)
{
- sprite->pos1.x += sprite->pos2.x;
- sprite->pos2.x = 0;
+ sprite->x += sprite->x2;
+ sprite->x2 = 0;
sprite->sState++;
}
}
break;
case VOLBEAT_EXIT:
- sprite->pos1.x -= 2;
- sprite->pos2.y = Sin((u8)sprite->sSinYIdx, 0x14);
+ sprite->x -= 2;
+ sprite->y2 = Sin((u8)sprite->sSinYIdx, 0x14);
sprite->sSinYIdx += 4;
- if (sprite->pos1.x < -16)
+ if (sprite->x < -16)
DestroySprite(sprite);
break;
case VOLBEAT_WAIT_STATE:
// Wait for state progression, fly idly until then
- sprite->pos2.y = Cos((u8)sprite->sCosYIdx, 2);
+ sprite->y2 = Cos((u8)sprite->sCosYIdx, 2);
if (!--sprite->sStateDelay)
sprite->sState = sprite->sNextState;
break;
@@ -1598,7 +1598,7 @@ static void SpriteCB_Torchic(struct Sprite *sprite)
sprite->sMoveTimer += 64;
if (sprite->sMoveTimer & 0xFF00)
{
- sprite->pos1.x--;
+ sprite->x--;
sprite->sMoveTimer &= 0xFF;
}
}
@@ -1609,7 +1609,7 @@ static void SpriteCB_Torchic(struct Sprite *sprite)
sprite->sMoveTimer += 32;
if (sprite->sMoveTimer & 0xFF00)
{
- sprite->pos1.x++;
+ sprite->x++;
sprite->sMoveTimer &= 0xFF;
}
}
@@ -1626,7 +1626,7 @@ static void SpriteCB_Torchic(struct Sprite *sprite)
sprite->sMoveTimer += 64;
if (sprite->sMoveTimer & 0xFF00)
{
- sprite->pos1.x--;
+ sprite->x--;
sprite->sMoveTimer &= 0xFF;
}
}
@@ -1638,9 +1638,9 @@ static void SpriteCB_Torchic(struct Sprite *sprite)
break;
case 4:
if (sprite->animEnded)
- sprite->pos1.x += 4;
+ sprite->x += 4;
- if (sprite->pos1.x > 336)
+ if (sprite->x > 336)
{
StartSpriteAnim(sprite, TORCHIC_ANIM_RUN);
sprite->sState++;
@@ -1648,7 +1648,7 @@ static void SpriteCB_Torchic(struct Sprite *sprite)
break;
case 5:
if (gIntroFrameCounter >= TIMER_TORCHIC_EXIT)
- sprite->pos1.x -= 2;
+ sprite->x -= 2;
break;
}
}
@@ -1668,18 +1668,18 @@ static void SpriteCB_Manectric(struct Sprite *sprite)
sprite->sState++;
break;
case 1:
- sprite->pos1.x -= 2;
+ sprite->x -= 2;
if (gIntroFrameCounter != TIMER_MANECTRIC_RUN_CIRCULAR)
break;
-
+
// Initialize circular pattern running
- sprite->pos1.y -= 12;
+ sprite->y -= 12;
sprite->sSinIdx = 0x80;
sprite->sCosIdx = 0;
sprite->sState++;
// fallthrough
case 2:
- if (sprite->pos1.x + sprite->pos2.x <= -32)
+ if (sprite->x + sprite->x2 <= -32)
{
// Manectric is offscreen now, destroy it
DestroySprite(sprite);
@@ -1689,16 +1689,16 @@ static void SpriteCB_Manectric(struct Sprite *sprite)
// Run in circular pattern
if ((sprite->sSinIdx & 0xFF) < 64)
{
- sprite->pos2.x = Sin((u8)sprite->sSinIdx, 16);
+ sprite->x2 = Sin((u8)sprite->sSinIdx, 16);
}
else
{
if ((sprite->sSinIdx & 0xFF) == 64)
- sprite->pos1.x -= 48;
- sprite->pos2.x = Sin((u8)sprite->sSinIdx, 64);
+ sprite->x -= 48;
+ sprite->x2 = Sin((u8)sprite->sSinIdx, 64);
}
sprite->sSinIdx++;
- sprite->pos2.y = Cos((u8)sprite->sCosIdx, 12);
+ sprite->y2 = Cos((u8)sprite->sCosIdx, 12);
sprite->sCosIdx++;
}
break;
@@ -2001,14 +2001,14 @@ static void SpriteCB_GroudonRocks(struct Sprite *sprite)
// Introduce some wobble to the floating
sprite->sTimer++;
if (sprite->sTimer % 2 == 0)
- sprite->pos2.y ^= 3;
+ sprite->y2 ^= 3;
switch(sprite->sState)
{
case 0:
// Rock floats up
sprite->sSpeed += sGroudonRockData[sprite->sRockId][2];
- sprite->pos1.y -= (sprite->sSpeed & 0xFF00) >> 8;
+ sprite->y -= (sprite->sSpeed & 0xFF00) >> 8;
sprite->sSpeed &= 0xFF;
// Check if Groudon scene is ending
@@ -2017,15 +2017,15 @@ static void SpriteCB_GroudonRocks(struct Sprite *sprite)
break;
case 1:
// Scene zooms in, move rock offscreen
- if (sprite->pos1.x < DISPLAY_WIDTH / 2)
- sprite->pos1.x -= 2;
+ if (sprite->x < DISPLAY_WIDTH / 2)
+ sprite->x -= 2;
else
- sprite->pos1.x += 2;
+ sprite->x += 2;
- if (sprite->pos1.y < DISPLAY_HEIGHT / 2)
- sprite->pos1.y -= 2;
+ if (sprite->y < DISPLAY_HEIGHT / 2)
+ sprite->y -= 2;
else
- sprite->pos1.y += 2;
+ sprite->y += 2;
break;
}
}
@@ -2205,7 +2205,7 @@ static void Task_Scene3_Kyogre(u8 taskId)
}
}
-#undef tScreenX
+#undef tScreenX
#undef tScreenY
#undef tZoom
#undef tDelay
@@ -2219,7 +2219,7 @@ static void Task_Scene3_Kyogre(u8 taskId)
#define sUnk data[7] // Never read
// taskId is used inconsistently for these two functions.
-// The sprite callback for the bubbles will always read it, unless delay is 0 to
+// The sprite callback for the bubbles will always read it, unless delay is 0 to
// start (it never is), but the first function is often passed 0 instead of a
// taskId, and the second function doesn't take/assign a taskId at all.
// The only time an actual taskId is given is when it actually needs the
@@ -2233,9 +2233,9 @@ static void CreateKyogreBubbleSprites_Body(u8 taskId)
for (i = 0; i < NUM_BUBBLES_IN_SET; i++)
{
- spriteId = CreateSprite(&sSpriteTemplate_Bubbles,
- sKyogreBubbleData[i][0],
- sKyogreBubbleData[i][1],
+ spriteId = CreateSprite(&sSpriteTemplate_Bubbles,
+ sKyogreBubbleData[i][0],
+ sKyogreBubbleData[i][1],
i);
gSprites[spriteId].invisible = TRUE;
gSprites[spriteId].sTaskId = taskId;
@@ -2252,14 +2252,14 @@ static void CreateKyogreBubbleSprites_Fins(void)
for (i = 0; i < NUM_BUBBLES_IN_SET; i++)
{
- spriteId = CreateSprite(&sSpriteTemplate_Bubbles,
- sKyogreBubbleData[i + NUM_BUBBLES_IN_SET][0],
- sKyogreBubbleData[i + NUM_BUBBLES_IN_SET][1],
+ spriteId = CreateSprite(&sSpriteTemplate_Bubbles,
+ sKyogreBubbleData[i + NUM_BUBBLES_IN_SET][0],
+ sKyogreBubbleData[i + NUM_BUBBLES_IN_SET][1],
i);
gSprites[spriteId].invisible = TRUE;
#ifdef BUGFIX
gSprites[spriteId].sDelay = sKyogreBubbleData[i + NUM_BUBBLES_IN_SET][2];
-#else
+#else
gSprites[spriteId].sDelay = sKyogreBubbleData[i][2]; // Using the wrong set of delays here
#endif
gSprites[spriteId].sUnk = 64;
@@ -2275,9 +2275,9 @@ static void SpriteCB_KyogreBubbles(struct Sprite *sprite)
{
// Animation has started, float bubbles up
sprite->sSinIdx = (sprite->sSinIdx + 11) & 0xFF;
- sprite->pos2.x = Sin(sprite->sSinIdx, 4);
+ sprite->x2 = Sin(sprite->sSinIdx, 4);
sprite->sBaseY += 48;
- sprite->pos2.y = -(sprite->sBaseY >> 8);
+ sprite->y2 = -(sprite->sBaseY >> 8);
if (sprite->animEnded)
DestroySprite(sprite);
}
@@ -2295,17 +2295,17 @@ static void SpriteCB_KyogreBubbles(struct Sprite *sprite)
break;
case 1:
// Scene zooms in, move bubbles offscreen
- if (sprite->pos1.x < DISPLAY_WIDTH / 2)
- sprite->pos1.x -= 3;
+ if (sprite->x < DISPLAY_WIDTH / 2)
+ sprite->x -= 3;
else
- sprite->pos1.x += 3;
+ sprite->x += 3;
- if (sprite->pos1.y < DISPLAY_HEIGHT / 2)
- sprite->pos1.y -= 3;
+ if (sprite->y < DISPLAY_HEIGHT / 2)
+ sprite->y -= 3;
else
- sprite->pos1.y += 3;
+ sprite->y += 3;
- if ((u16)(sprite->pos1.y - 20) > DISPLAY_HEIGHT - 20)
+ if ((u16)(sprite->y - 20) > DISPLAY_HEIGHT - 20)
DestroySprite(sprite);
break;
}
@@ -2853,8 +2853,8 @@ static void SpriteCB_WaterDropHalf(struct Sprite *sprite)
if (gSprites[sprite->data[7]].data[7] != 0)
{
sprite->invisible = TRUE;
- sprite->pos1.x += sprite->pos2.x;
- sprite->pos1.y += sprite->pos2.y;
+ sprite->x += sprite->x2;
+ sprite->y += sprite->y2;
StartSpriteAnim(sprite, DROP_ANIM_RIPPLE);
sprite->data[2] = 1024;
sprite->data[3] = 8 * (sprite->data[1] & 3);
@@ -2865,10 +2865,10 @@ static void SpriteCB_WaterDropHalf(struct Sprite *sprite)
}
else
{
- sprite->pos2.x = gSprites[sprite->data[7]].pos2.x;
- sprite->pos2.y = gSprites[sprite->data[7]].pos2.y;
- sprite->pos1.x = gSprites[sprite->data[7]].pos1.x;
- sprite->pos1.y = gSprites[sprite->data[7]].pos1.y;
+ sprite->x2 = gSprites[sprite->data[7]].x2;
+ sprite->y2 = gSprites[sprite->data[7]].y2;
+ sprite->x = gSprites[sprite->data[7]].x;
+ sprite->y = gSprites[sprite->data[7]].y;
}
}
@@ -2881,12 +2881,12 @@ static void SpriteCB_WaterDrop(struct Sprite *sprite)
static void SpriteCB_WaterDrop_Slide(struct Sprite *sprite)
{
- if (sprite->pos1.x <= 116)
+ if (sprite->x <= 116)
{
- sprite->pos1.y += sprite->pos2.y;
- sprite->pos2.y = 0;
- sprite->pos1.x += 4;
- sprite->pos2.x = -4;
+ sprite->y += sprite->y2;
+ sprite->y2 = 0;
+ sprite->x += 4;
+ sprite->x2 = -4;
sprite->data[4] = 128;
sprite->callback = SpriteCB_WaterDrop_ReachLeafEnd;
}
@@ -2909,10 +2909,10 @@ static void SpriteCB_WaterDrop_Slide(struct Sprite *sprite)
sin1 = gSineTable[(u8)data4];
sin2 = gSineTable[(u8)(data4 + 64)];
sprite->data[4] += 2;
- sprite->pos2.y = sin1 / 32;
- sprite->pos1.x--;
- if (sprite->pos1.x & 1)
- sprite->pos1.y++;
+ sprite->y2 = sin1 / 32;
+ sprite->x--;
+ if (sprite->x & 1)
+ sprite->y++;
temp = -sin2 / 16;
data2 = sprite->data[2];
data3 = sprite->data[3];
@@ -2938,8 +2938,8 @@ static void SpriteCB_WaterDrop_ReachLeafEnd(struct Sprite *sprite)
u16 sinIdx;
sprite->data[4] -= 8;
sinIdx = sprite->data[4];
- sprite->pos2.x = gSineTable[(u8)(sinIdx + 64)] / 64;
- sprite->pos2.y = gSineTable[(u8)sinIdx] / 64;
+ sprite->x2 = gSineTable[(u8)(sinIdx + 64)] / 64;
+ sprite->y2 = gSineTable[(u8)sinIdx] / 64;
}
else
{
@@ -2956,8 +2956,8 @@ static void SpriteCB_WaterDrop_DangleFromLeaf(struct Sprite *sprite)
sprite->data[4] += 8;
r2 = gSineTable[(u8)sprite->data[4]] / 16 + 64;
- sprite->pos2.x = gSineTable[(u8)(r2 + 64)] / 64;
- sprite->pos2.y = gSineTable[(u8)r2] / 64;
+ sprite->x2 = gSineTable[(u8)(r2 + 64)] / 64;
+ sprite->y2 = gSineTable[(u8)r2] / 64;
}
else
{
@@ -2967,16 +2967,16 @@ static void SpriteCB_WaterDrop_DangleFromLeaf(struct Sprite *sprite)
static void SpriteCB_WaterDrop_Fall(struct Sprite *sprite)
{
- if (sprite->pos1.y < sprite->data[5])
+ if (sprite->y < sprite->data[5])
{
- sprite->pos1.y += 4;
+ sprite->y += 4;
}
else
{
sprite->data[7] = 1;
sprite->invisible = TRUE;
- sprite->pos1.x += sprite->pos2.x;
- sprite->pos1.y += sprite->pos2.y;
+ sprite->x += sprite->x2;
+ sprite->y += sprite->y2;
StartSpriteAnim(sprite, DROP_ANIM_RIPPLE);
sprite->data[2] = 1024;
sprite->data[3] = 8 * (sprite->data[1] & 3);
@@ -2991,16 +2991,16 @@ static void SpriteCB_WaterDrop_Fall(struct Sprite *sprite)
// Used by the 2nd and 3rd water drops to skip the leaf slide
static void SpriteCB_WaterDropShort(struct Sprite *sprite)
{
- if (sprite->pos1.y < sprite->data[5])
+ if (sprite->y < sprite->data[5])
{
- sprite->pos1.y += 4;
+ sprite->y += 4;
}
else
{
sprite->data[7] = 1;
sprite->invisible = TRUE;
- sprite->pos1.x += sprite->pos2.x;
- sprite->pos1.y += sprite->pos2.y;
+ sprite->x += sprite->x2;
+ sprite->y += sprite->y2;
StartSpriteAnim(sprite, DROP_ANIM_RIPPLE);
sprite->data[2] = 1024;
sprite->data[3] = 8 * (sprite->data[1] & 3);
@@ -3071,27 +3071,27 @@ static void SpriteCB_PlayerOnBicycle(struct Sprite *sprite)
case 0:
// Move forwards
StartSpriteAnimIfDifferent(sprite, 0);
- sprite->pos1.x--;
+ sprite->x--;
break;
case 1:
// Drift backwards slowly
StartSpriteAnimIfDifferent(sprite, 0);
if (gIntroFrameCounter & 7)
return;
- sprite->pos1.x++;
+ sprite->x++;
break;
case 2:
// Move backwards
- if (sprite->pos1.x <= 120 || gIntroFrameCounter & 7)
- sprite->pos1.x++;
+ if (sprite->x <= 120 || gIntroFrameCounter & 7)
+ sprite->x++;
break;
case 3:
// Bike in place
break;
case 4:
// Exit to the left
- if (sprite->pos1.x > -32)
- sprite->pos1.x -= 2;
+ if (sprite->x > -32)
+ sprite->x -= 2;
break;
}
@@ -3099,10 +3099,10 @@ static void SpriteCB_PlayerOnBicycle(struct Sprite *sprite)
return;
// Adjust y position
- if (sprite->pos2.y != 0)
+ if (sprite->y2 != 0)
{
// Return to neutral after wobble
- sprite->pos2.y = 0;
+ sprite->y2 = 0;
}
else
{
@@ -3110,14 +3110,14 @@ static void SpriteCB_PlayerOnBicycle(struct Sprite *sprite)
switch (Random() & 3)
{
case 0:
- sprite->pos2.y = -1;
+ sprite->y2 = -1;
break;
case 1:
- sprite->pos2.y = 1;
+ sprite->y2 = 1;
break;
case 2:
case 3:
- sprite->pos2.y = 0;
+ sprite->y2 = 0;
break;
}
}
@@ -3133,23 +3133,23 @@ static void SpriteCB_Flygon(struct Sprite *sprite)
case 0:
break;
case 1:
- if (sprite->pos2.x + sprite->pos1.x < DISPLAY_WIDTH + 64)
- sprite->pos2.x += 8;
+ if (sprite->x2 + sprite->x < DISPLAY_WIDTH + 64)
+ sprite->x2 += 8;
else
sprite->sState = 2;
break;
case 2:
- if (sprite->pos2.x + sprite->pos1.x > 120)
- sprite->pos2.x -= 1;
+ if (sprite->x2 + sprite->x > 120)
+ sprite->x2 -= 1;
else
sprite->sState = 3;
break;
case 3:
- if (sprite->pos2.x > 0)
- sprite->pos2.x -= 2;
+ if (sprite->x2 > 0)
+ sprite->x2 -= 2;
break;
}
- sprite->pos2.y = Sin((u8)sprite->sSinIdx, 8) - sFlygonYOffset;
+ sprite->y2 = Sin((u8)sprite->sSinIdx, 8) - sFlygonYOffset;
sprite->sSinIdx += 4;
}
@@ -3249,12 +3249,12 @@ static void SpriteCB_LogoLetter(struct Sprite *sprite)
case 5:
// Spread the letters out as they grow
sprite->sLetterX += sGameFreakLettersMoveSpeed[sprite->sLetterId];
- sprite->pos2.x = (sprite->sLetterX & 0xFF00) >> 8;
+ sprite->x2 = (sprite->sLetterX & 0xFF00) >> 8;
if (sprite->sLetterId < 4)
{
// Is in first 4 letters, i.e. "Game"
- s16 temp = sprite->pos2.x;
- sprite->pos2.x = -temp;
+ s16 temp = sprite->x2;
+ sprite->x2 = -temp;
}
if (sprite->affineAnimEnded)
DestroySprite(sprite);
@@ -3358,24 +3358,24 @@ static void SpriteCB_FlygonSilhouette(struct Sprite *sprite)
sprite->data[3] = 0;
break;
case 1:
- sprite->pos2.x = -Sin((u8)sprite->data[3], 140);
- sprite->pos2.y = -Sin((u8)sprite->data[3], 120);
+ sprite->x2 = -Sin((u8)sprite->data[3], 140);
+ sprite->y2 = -Sin((u8)sprite->data[3], 120);
sprite->data[1] += 7;
sprite->data[3] += 3;
- if (sprite->pos1.x + sprite->pos2.x <= -16)
+ if (sprite->x + sprite->x2 <= -16)
{
sprite->oam.priority = 3;
sprite->sState++;
- sprite->pos1.x = 20;
- sprite->pos1.y = 40;
+ sprite->x = 20;
+ sprite->y = 40;
sprite->data[1] = 0x200;
sprite->data[2] = 0;
sprite->data[3] = 0x10;
}
break;
case 2:
- sprite->pos2.x = Sin((u8)sprite->data[3], 34);
- sprite->pos2.y = -Cos((u8)sprite->data[3], 60);
+ sprite->x2 = Sin((u8)sprite->data[3], 34);
+ sprite->y2 = -Cos((u8)sprite->data[3], 60);
sprite->data[1] += 2;
if (sprite->data[7] % 5 == 0)
sprite->data[3]++;