diff options
Diffstat (limited to 'src/battle_anim.c')
-rw-r--r-- | src/battle_anim.c | 117 |
1 files changed, 59 insertions, 58 deletions
diff --git a/src/battle_anim.c b/src/battle_anim.c index 8071736e6..b6f726897 100644 --- a/src/battle_anim.c +++ b/src/battle_anim.c @@ -120,7 +120,7 @@ EWRAM_DATA static u16 sSoundAnimFramesToWait = 0; EWRAM_DATA static u8 sMonAnimTaskIdArray[2] = {0}; EWRAM_DATA u8 gAnimMoveTurn = 0; EWRAM_DATA static u8 sAnimBackgroundFadeState = 0; -EWRAM_DATA static u16 sAnimMoveIndex = 0; // set but unused. +EWRAM_DATA static u16 sAnimMoveIndex = 0; // Set but unused. EWRAM_DATA u8 gBattleAnimAttacker = 0; EWRAM_DATA u8 gBattleAnimTarget = 0; EWRAM_DATA u16 gAnimBattlerSpecies[MAX_BATTLERS_COUNT] = {0}; @@ -179,6 +179,7 @@ static void (* const sScriptCmdTable[])(void) = ScriptCmd_stopsound }; +// code void ClearBattleAnimationVars(void) { s32 i; @@ -192,11 +193,11 @@ void ClearBattleAnimationVars(void) gAnimMovePower = 0; gAnimFriendship = 0; - // clear index array. + // Clear index array. for (i = 0; i < ANIM_SPRITE_INDEX_COUNT; i++) sAnimSpriteIndexArray[i] |= 0xFFFF; - // clear anim args. + // Clear anim args. for (i = 0; i < ANIM_ARGS_COUNT; i++) gBattleAnimArgs[i] = 0; @@ -459,7 +460,7 @@ static void ScriptCmd_delay(void) gAnimScriptCallback = WaitAnimFrameCount; } -// wait for visual tasks to finish. +// Wait for visual tasks to finish. static void ScriptCmd_waitforvisualfinish(void) { if (gAnimVisualTaskCount == 0) @@ -486,7 +487,7 @@ static void ScriptCmd_end(void) s32 i; bool32 continuousAnim = FALSE; - // keep waiting as long as there is animations to be done. + // Keep waiting as long as there are animations to be done. if (gAnimVisualTaskCount != 0 || gAnimSoundTaskCount != 0 || sMonAnimTaskIdArray[0] != 0xFF || sMonAnimTaskIdArray[1] != 0xFF) { @@ -495,10 +496,10 @@ static void ScriptCmd_end(void) return; } - // finish the sound effects. + // Finish the sound effects. if (IsSEPlaying()) { - if (++sSoundAnimFramesToWait <= 90) // wait 90 frames, then halt the sound effect. + if (++sSoundAnimFramesToWait <= 90) // Wait 90 frames, then halt the sound effect. { gAnimFramesToWait = 1; return; @@ -510,7 +511,7 @@ static void ScriptCmd_end(void) } } - // the SE has halted, so set the SE Frame Counter to 0 and continue. + // The SE has halted, so set the SE Frame Counter to 0 and continue. sSoundAnimFramesToWait = 0; for (i = 0; i < ANIM_SPRITE_INDEX_COUNT; i++) @@ -523,7 +524,7 @@ static void ScriptCmd_end(void) } } - if (!continuousAnim) // may have been used for debug? + if (!continuousAnim) // May have been used for debug? { m4aMPlayVolumeControl(&gMPlayInfo_BGM, 0xFFFF, 256); if (!IsContest()) @@ -592,12 +593,12 @@ static void ScriptCmd_monbg(void) bool8 toBG_2; u8 taskId; u8 battlerId; - u8 animBank; + u8 animBattler; sBattleAnimScriptPtr++; - animBank = sBattleAnimScriptPtr[0]; - if (animBank & ANIM_TARGET) + animBattler = sBattleAnimScriptPtr[0]; + if (animBattler & ANIM_TARGET) battlerId = gBattleAnimTarget; else battlerId = gBattleAnimAttacker; @@ -655,7 +656,7 @@ bool8 IsBattlerSpriteVisible(u8 battlerId) if (!IsBattlerSpritePresent(battlerId)) return FALSE; if (IsContest()) - return TRUE; // this line wont ever be reached. + return TRUE; // This line won't ever be reached. if (!gBattleSpritesDataPtr->battlerData[battlerId].invisible || !gSprites[gBattlerSpriteIds[battlerId]].invisible) return TRUE; @@ -847,32 +848,32 @@ static void task_pA_ma0A_obj_to_bg_pal(u8 taskId) static void ScriptCmd_clearmonbg(void) { - u8 animBankId; + u8 animBattlerId; u8 battlerId; u8 taskId; sBattleAnimScriptPtr++; - animBankId = sBattleAnimScriptPtr[0]; + animBattlerId = sBattleAnimScriptPtr[0]; - if (animBankId == ANIM_ATTACKER) - animBankId = ANIM_ATK_PARTNER; - else if (animBankId == ANIM_TARGET) - animBankId = ANIM_DEF_PARTNER; + if (animBattlerId == ANIM_ATTACKER) + animBattlerId = ANIM_ATK_PARTNER; + else if (animBattlerId == ANIM_TARGET) + animBattlerId = ANIM_DEF_PARTNER; - if (animBankId == ANIM_ATTACKER || animBankId == ANIM_ATK_PARTNER) + if (animBattlerId == ANIM_ATTACKER || animBattlerId == ANIM_ATK_PARTNER) battlerId = gBattleAnimAttacker; else battlerId = gBattleAnimTarget; if (sMonAnimTaskIdArray[0] != 0xFF) gSprites[gBattlerSpriteIds[battlerId]].invisible = 0; - if (animBankId > 1 && sMonAnimTaskIdArray[1] != 0xFF) + if (animBattlerId > 1 && sMonAnimTaskIdArray[1] != 0xFF) gSprites[gBattlerSpriteIds[battlerId ^ BIT_FLANK]].invisible = 0; else - animBankId = 0; + animBattlerId = 0; taskId = CreateTask(sub_80A4980, 5); - gTasks[taskId].data[0] = animBankId; + gTasks[taskId].data[0] = animBattlerId; gTasks[taskId].data[2] = battlerId; sBattleAnimScriptPtr++; @@ -910,18 +911,18 @@ static void ScriptCmd_monbg_22(void) { bool8 toBG_2; u8 battlerId; - u8 animBankId; + u8 animBattlerId; sBattleAnimScriptPtr++; - animBankId = sBattleAnimScriptPtr[0]; + animBattlerId = sBattleAnimScriptPtr[0]; - if (animBankId == ANIM_ATTACKER) - animBankId = ANIM_ATK_PARTNER; - else if (animBankId == ANIM_TARGET) - animBankId = ANIM_DEF_PARTNER; + if (animBattlerId == ANIM_ATTACKER) + animBattlerId = ANIM_ATK_PARTNER; + else if (animBattlerId == ANIM_TARGET) + animBattlerId = ANIM_DEF_PARTNER; - if (animBankId == ANIM_ATTACKER || animBankId == ANIM_ATK_PARTNER) + if (animBattlerId == ANIM_ATTACKER || animBattlerId == ANIM_ATK_PARTNER) battlerId = gBattleAnimAttacker; else battlerId = gBattleAnimTarget; @@ -938,7 +939,7 @@ static void ScriptCmd_monbg_22(void) } battlerId ^= BIT_FLANK; - if (animBankId > 1 && IsBattlerSpriteVisible(battlerId)) + if (animBattlerId > 1 && IsBattlerSpriteVisible(battlerId)) { u8 position = GetBattlerPosition(battlerId); if (position == B_POSITION_OPPONENT_LEFT || position == B_POSITION_PLAYER_RIGHT || IsContest()) @@ -954,32 +955,32 @@ static void ScriptCmd_monbg_22(void) static void ScriptCmd_clearmonbg_23(void) { - u8 animBankId; + u8 animBattlerId; u8 battlerId; u8 taskId; sBattleAnimScriptPtr++; - animBankId = sBattleAnimScriptPtr[0]; + animBattlerId = sBattleAnimScriptPtr[0]; - if (animBankId == ANIM_ATTACKER) - animBankId = ANIM_ATK_PARTNER; - else if (animBankId == ANIM_TARGET) - animBankId = ANIM_DEF_PARTNER; + if (animBattlerId == ANIM_ATTACKER) + animBattlerId = ANIM_ATK_PARTNER; + else if (animBattlerId == ANIM_TARGET) + animBattlerId = ANIM_DEF_PARTNER; - if (animBankId == ANIM_ATTACKER || animBankId == ANIM_ATK_PARTNER) + if (animBattlerId == ANIM_ATTACKER || animBattlerId == ANIM_ATK_PARTNER) battlerId = gBattleAnimAttacker; else battlerId = gBattleAnimTarget; if (IsBattlerSpriteVisible(battlerId)) gSprites[gBattlerSpriteIds[battlerId]].invisible = 0; - if (animBankId > 1 && IsBattlerSpriteVisible(battlerId ^ BIT_FLANK)) + if (animBattlerId > 1 && IsBattlerSpriteVisible(battlerId ^ BIT_FLANK)) gSprites[gBattlerSpriteIds[battlerId ^ BIT_FLANK]].invisible = 0; else - animBankId = 0; + animBattlerId = 0; taskId = CreateTask(sub_80A4BB0, 5); - gTasks[taskId].data[0] = animBankId; + gTasks[taskId].data[0] = animBattlerId; gTasks[taskId].data[2] = battlerId; sBattleAnimScriptPtr++; @@ -1419,18 +1420,18 @@ void Task_PanFromInitialToTarget(u8 taskId) pan = currentPan + incrementPan; gTasks[taskId].tCurrentPan = pan; - if (incrementPan == 0) // If we're not incrementing, just cancel the task immediately + if (incrementPan == 0) // If we're not incrementing, just cancel the task immediately. { destroyTask = TRUE; } - else if (initialPanning < targetPanning) // Panning increasing + else if (initialPanning < targetPanning) // Panning increasing. { - if (pan >= targetPanning) // Target reached + if (pan >= targetPanning) // Target reached. destroyTask = TRUE; } - else // Panning decreasing + else // Panning decreasing. { - if (pan <= targetPanning) // Target reached + if (pan <= targetPanning) // Target reached. destroyTask = TRUE; } @@ -1684,14 +1685,14 @@ static void ScriptCmd_jumpifcontest(void) static void ScriptCmd_monbgprio_28(void) { - u8 wantedBank; + u8 wantedBattler; u8 battlerId; u8 battlerPosition; - wantedBank = sBattleAnimScriptPtr[1]; + wantedBattler = sBattleAnimScriptPtr[1]; sBattleAnimScriptPtr += 2; - if (wantedBank != ANIM_ATTACKER) + if (wantedBattler != ANIM_ATTACKER) battlerId = gBattleAnimTarget; else battlerId = gBattleAnimAttacker; @@ -1716,15 +1717,15 @@ static void ScriptCmd_monbgprio_29(void) static void ScriptCmd_monbgprio_2A(void) { - u8 wantedBank; + u8 wantedBattler; u8 battlerPosition; u8 battlerId; - wantedBank = sBattleAnimScriptPtr[1]; + wantedBattler = sBattleAnimScriptPtr[1]; sBattleAnimScriptPtr += 2; if (GetBattlerSide(gBattleAnimAttacker) != GetBattlerSide(gBattleAnimTarget)) { - if (wantedBank != ANIM_ATTACKER) + if (wantedBattler != ANIM_ATTACKER) battlerId = gBattleAnimTarget; else battlerId = gBattleAnimAttacker; @@ -1762,16 +1763,16 @@ static void ScriptCmd_visible(void) static void ScriptCmd_doublebattle_2D(void) { - u8 wantedBank; + u8 wantedBattler; u8 r4; u8 spriteId; - wantedBank = sBattleAnimScriptPtr[1]; + wantedBattler = sBattleAnimScriptPtr[1]; sBattleAnimScriptPtr += 2; if (!IsContest() && IsDoubleBattle() && GetBattlerSide(gBattleAnimAttacker) == GetBattlerSide(gBattleAnimTarget)) { - if (wantedBank == ANIM_ATTACKER) + if (wantedBattler == ANIM_ATTACKER) { r4 = sub_80A8364(gBattleAnimAttacker); spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER); @@ -1797,16 +1798,16 @@ static void ScriptCmd_doublebattle_2D(void) static void ScriptCmd_doublebattle_2E(void) { - u8 wantedBank; + u8 wantedBattler; u8 r4; u8 spriteId; - wantedBank = sBattleAnimScriptPtr[1]; + wantedBattler = sBattleAnimScriptPtr[1]; sBattleAnimScriptPtr += 2; if (!IsContest() && IsDoubleBattle() && GetBattlerSide(gBattleAnimAttacker) == GetBattlerSide(gBattleAnimTarget)) { - if (wantedBank == ANIM_ATTACKER) + if (wantedBattler == ANIM_ATTACKER) { r4 = sub_80A8364(gBattleAnimAttacker); spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER); |