diff options
Diffstat (limited to 'src/intro.c')
-rw-r--r-- | src/intro.c | 208 |
1 files changed, 104 insertions, 104 deletions
diff --git a/src/intro.c b/src/intro.c index 1477b67a1..9fe9169da 100644 --- a/src/intro.c +++ b/src/intro.c @@ -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; } } @@ -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]++; |