diff options
Diffstat (limited to 'src/overworld.c')
-rw-r--r-- | src/overworld.c | 94 |
1 files changed, 47 insertions, 47 deletions
diff --git a/src/overworld.c b/src/overworld.c index a3a1ba22e..fb1f1f977 100644 --- a/src/overworld.c +++ b/src/overworld.c @@ -141,7 +141,7 @@ static void ResetAllTradingStates(void); static void UpdateHeldKeyCode(u16); static void UpdateAllLinkPlayers(u16*, s32); static u8 FlipVerticalAndClearForced(u8 a1, u8 a2); -static u8 LinkPlayerDetectCollision(u8 selfEventObjId, u8 a2, s16 x, s16 y); +static u8 LinkPlayerDetectCollision(u8 selfObjEventId, u8 a2, s16 x, s16 y); static void CreateLinkPlayerSprite(u8 linkPlayerId, u8 gameVersion); static void GetLinkPlayerCoords(u8 linkPlayerId, u16 *x, u16 *y); static u8 GetLinkPlayerFacingDirection(u8 linkPlayerId); @@ -157,7 +157,7 @@ static void sub_808780C(u8 linkPlayerId); static u8 GetSpriteForLinkedPlayer(u8 linkPlayerId); static void sub_8087584(void); static u32 GetLinkSendQueueLength(void); -static void ZeroLinkPlayerObjectEvent(struct LinkPlayerObjectEvent *linkPlayerEventObj); +static void ZeroLinkPlayerObjectEvent(struct LinkPlayerObjectEvent *linkPlayerObjEvent); static const u8 *TryInteractWithPlayer(struct TradeRoomPlayer *a1); static u16 GetDirectionForEventScript(const u8 *script); static void sub_8087510(void); @@ -493,7 +493,7 @@ void ApplyNewEncryptionKeyToGameStats(u32 newKey) ApplyNewEncryptionKeyToWord(&gSaveBlock1Ptr->gameStats[i], newKey); } -void LoadEventObjTemplatesFromHeader(void) +void LoadObjEventTemplatesFromHeader(void) { // Clear map object templates CpuFill32(0, gSaveBlock1Ptr->objectEventTemplates, sizeof(gSaveBlock1Ptr->objectEventTemplates)); @@ -504,7 +504,7 @@ void LoadEventObjTemplatesFromHeader(void) gMapHeader.events->objectEventCount * sizeof(struct ObjectEventTemplate)); } -void LoadSaveblockEventObjScripts(void) +void LoadSaveblockObjEventScripts(void) { struct ObjectEventTemplate *mapHeaderObjTemplates = gMapHeader.events->objectEvents; struct ObjectEventTemplate *savObjTemplates = gSaveBlock1Ptr->objectEventTemplates; @@ -514,7 +514,7 @@ void LoadSaveblockEventObjScripts(void) savObjTemplates[i].script = mapHeaderObjTemplates[i].script; } -void Overworld_SetEventObjTemplateCoords(u8 localId, s16 x, s16 y) +void Overworld_SetObjEventTemplateCoords(u8 localId, s16 x, s16 y) { s32 i; struct ObjectEventTemplate *savObjTemplates = gSaveBlock1Ptr->objectEventTemplates; @@ -531,7 +531,7 @@ void Overworld_SetEventObjTemplateCoords(u8 localId, s16 x, s16 y) } } -void Overworld_SetEventObjTemplateMovementType(u8 localId, u8 movementType) +void Overworld_SetObjEventTemplateMovementType(u8 localId, u8 movementType) { s32 i; @@ -814,7 +814,7 @@ void LoadMapFromCameraTransition(u8 mapGroup, u8 mapNum) ApplyCurrentWarp(); LoadCurrentMapData(); - LoadEventObjTemplatesFromHeader(); + LoadObjEventTemplatesFromHeader(); TrySetMapSaveWarpStatus(); ClearTempFieldEventData(); ResetCyclingRoadChallengeData(); @@ -857,7 +857,7 @@ static void mli0_load_map(u32 a1) else if (InTrainerHill()) LoadTrainerHillObjectEventTemplates(); else - LoadEventObjTemplatesFromHeader(); + LoadObjEventTemplatesFromHeader(); } isOutdoors = IsMapTypeOutdoors(gMapHeader.mapType); @@ -1725,7 +1725,7 @@ void CB2_ContinueSavedGame(void) else if (trainerHillMapId != 0 && trainerHillMapId != TRAINER_HILL_ENTRANCE) LoadTrainerHillFloorObjectEventScripts(); else - LoadSaveblockEventObjScripts(); + LoadSaveblockObjEventScripts(); UnfreezeObjectEvents(); DoTimeBasedEvents(); @@ -2918,9 +2918,9 @@ static u32 GetLinkSendQueueLength(void) return gLink.sendQueue.count; } -static void ZeroLinkPlayerObjectEvent(struct LinkPlayerObjectEvent *linkPlayerEventObj) +static void ZeroLinkPlayerObjectEvent(struct LinkPlayerObjectEvent *linkPlayerObjEvent) { - memset(linkPlayerEventObj, 0, sizeof(struct LinkPlayerObjectEvent)); + memset(linkPlayerObjEvent, 0, sizeof(struct LinkPlayerObjectEvent)); } void ClearLinkPlayerObjectEvents(void) @@ -2936,16 +2936,16 @@ static void ZeroObjectEvent(struct ObjectEvent *objEvent) static void SpawnLinkPlayerObjectEvent(u8 linkPlayerId, s16 x, s16 y, u8 a4) { u8 objEventId = GetFirstInactiveObjectEventId(); - struct LinkPlayerObjectEvent *linkPlayerEventObj = &gLinkPlayerObjectEvents[linkPlayerId]; + struct LinkPlayerObjectEvent *linkPlayerObjEvent = &gLinkPlayerObjectEvents[linkPlayerId]; struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; - ZeroLinkPlayerObjectEvent(linkPlayerEventObj); + ZeroLinkPlayerObjectEvent(linkPlayerObjEvent); ZeroObjectEvent(objEvent); - linkPlayerEventObj->active = 1; - linkPlayerEventObj->linkPlayerId = linkPlayerId; - linkPlayerEventObj->objEventId = objEventId; - linkPlayerEventObj->movementMode = MOVEMENT_MODE_FREE; + linkPlayerObjEvent->active = 1; + linkPlayerObjEvent->linkPlayerId = linkPlayerId; + linkPlayerObjEvent->objEventId = objEventId; + linkPlayerObjEvent->movementMode = MOVEMENT_MODE_FREE; objEvent->active = 1; objEvent->singleMovementActive = a4; @@ -2978,12 +2978,12 @@ static void sub_80877DC(u8 linkPlayerId, u8 a2) static void sub_808780C(u8 linkPlayerId) { - struct LinkPlayerObjectEvent *linkPlayerEventObj = &gLinkPlayerObjectEvents[linkPlayerId]; - u8 objEventId = linkPlayerEventObj->objEventId; + struct LinkPlayerObjectEvent *linkPlayerObjEvent = &gLinkPlayerObjectEvents[linkPlayerId]; + u8 objEventId = linkPlayerObjEvent->objEventId; struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; if (objEvent->spriteId != MAX_SPRITES) DestroySprite(&gSprites[objEvent->spriteId]); - linkPlayerEventObj->active = 0; + linkPlayerObjEvent->active = 0; objEvent->active = 0; } @@ -3042,11 +3042,11 @@ static u8 GetLinkPlayerIdAt(s16 x, s16 y) static void SetPlayerFacingDirection(u8 linkPlayerId, u8 facing) { - struct LinkPlayerObjectEvent *linkPlayerEventObj = &gLinkPlayerObjectEvents[linkPlayerId]; - u8 objEventId = linkPlayerEventObj->objEventId; + struct LinkPlayerObjectEvent *linkPlayerObjEvent = &gLinkPlayerObjectEvents[linkPlayerId]; + u8 objEventId = linkPlayerObjEvent->objEventId; struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; - if (linkPlayerEventObj->active) + if (linkPlayerObjEvent->active) { if (facing > FACING_FORCED_RIGHT) { @@ -3056,9 +3056,9 @@ static void SetPlayerFacingDirection(u8 linkPlayerId, u8 facing) { // This is a hack to split this code onto two separate lines, without declaring a local variable. // C++ style inline variables would be nice here. - #define TEMP gLinkPlayerMovementModes[linkPlayerEventObj->movementMode](linkPlayerEventObj, objEvent, facing) + #define TEMP gLinkPlayerMovementModes[linkPlayerObjEvent->movementMode](linkPlayerObjEvent, objEvent, facing) - gMovementStatusHandler[TEMP](linkPlayerEventObj, objEvent); + gMovementStatusHandler[TEMP](linkPlayerObjEvent, objEvent); // Clean up the hack. #undef TEMP @@ -3067,35 +3067,35 @@ static void SetPlayerFacingDirection(u8 linkPlayerId, u8 facing) } -static u8 MovementEventModeCB_Normal(struct LinkPlayerObjectEvent *linkPlayerEventObj, struct ObjectEvent *objEvent, u8 a3) +static u8 MovementEventModeCB_Normal(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3) { - return gLinkPlayerFacingHandlers[a3](linkPlayerEventObj, objEvent, a3); + return gLinkPlayerFacingHandlers[a3](linkPlayerObjEvent, objEvent, a3); } -static u8 MovementEventModeCB_Ignored(struct LinkPlayerObjectEvent *linkPlayerEventObj, struct ObjectEvent *objEvent, u8 a3) +static u8 MovementEventModeCB_Ignored(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3) { return FACING_UP; } // Duplicate Function -static u8 MovementEventModeCB_Normal_2(struct LinkPlayerObjectEvent *linkPlayerEventObj, struct ObjectEvent *objEvent, u8 a3) +static u8 MovementEventModeCB_Normal_2(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3) { - return gLinkPlayerFacingHandlers[a3](linkPlayerEventObj, objEvent, a3); + return gLinkPlayerFacingHandlers[a3](linkPlayerObjEvent, objEvent, a3); } -static bool8 FacingHandler_DoNothing(struct LinkPlayerObjectEvent *linkPlayerEventObj, struct ObjectEvent *objEvent, u8 a3) +static bool8 FacingHandler_DoNothing(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3) { return FALSE; } -static bool8 FacingHandler_DpadMovement(struct LinkPlayerObjectEvent *linkPlayerEventObj, struct ObjectEvent *objEvent, u8 a3) +static bool8 FacingHandler_DpadMovement(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3) { s16 x, y; objEvent->range.as_byte = FlipVerticalAndClearForced(a3, objEvent->range.as_byte); ObjectEventMoveDestCoords(objEvent, objEvent->range.as_byte, &x, &y); - if (LinkPlayerDetectCollision(linkPlayerEventObj->objEventId, objEvent->range.as_byte, x, y)) + if (LinkPlayerDetectCollision(linkPlayerObjEvent->objEventId, objEvent->range.as_byte, x, y)) { return FALSE; } @@ -3108,27 +3108,27 @@ static bool8 FacingHandler_DpadMovement(struct LinkPlayerObjectEvent *linkPlayer } } -static bool8 FacingHandler_ForcedFacingChange(struct LinkPlayerObjectEvent *linkPlayerEventObj, struct ObjectEvent *objEvent, u8 a3) +static bool8 FacingHandler_ForcedFacingChange(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3) { objEvent->range.as_byte = FlipVerticalAndClearForced(a3, objEvent->range.as_byte); return FALSE; } // This is called every time a free movement happens. Most of the time it's a No-Op. -static void MovementStatusHandler_EnterFreeMode(struct LinkPlayerObjectEvent *linkPlayerEventObj, struct ObjectEvent *objEvent) +static void MovementStatusHandler_EnterFreeMode(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent) { - linkPlayerEventObj->movementMode = MOVEMENT_MODE_FREE; + linkPlayerObjEvent->movementMode = MOVEMENT_MODE_FREE; } -static void MovementStatusHandler_TryAdvanceScript(struct LinkPlayerObjectEvent *linkPlayerEventObj, struct ObjectEvent *objEvent) +static void MovementStatusHandler_TryAdvanceScript(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent) { objEvent->directionSequenceIndex--; - linkPlayerEventObj->movementMode = MOVEMENT_MODE_FROZEN; + linkPlayerObjEvent->movementMode = MOVEMENT_MODE_FROZEN; MoveCoords(objEvent->range.as_byte, &objEvent->initialCoords.x, &objEvent->initialCoords.y); if (!objEvent->directionSequenceIndex) { ShiftStillObjectEventCoords(objEvent); - linkPlayerEventObj->movementMode = MOVEMENT_MODE_SCRIPTED; + linkPlayerObjEvent->movementMode = MOVEMENT_MODE_SCRIPTED; } } @@ -3155,12 +3155,12 @@ static u8 FlipVerticalAndClearForced(u8 newFacing, u8 oldFacing) return oldFacing; } -static u8 LinkPlayerDetectCollision(u8 selfEventObjId, u8 a2, s16 x, s16 y) +static u8 LinkPlayerDetectCollision(u8 selfObjEventId, u8 a2, s16 x, s16 y) { u8 i; for (i = 0; i < 16; i++) { - if (i != selfEventObjId) + if (i != selfObjEventId) { if ((gObjectEvents[i].currentCoords.x == x && gObjectEvents[i].currentCoords.y == y) || (gObjectEvents[i].previousCoords.x == x && gObjectEvents[i].previousCoords.y == y)) @@ -3174,12 +3174,12 @@ static u8 LinkPlayerDetectCollision(u8 selfEventObjId, u8 a2, s16 x, s16 y) static void CreateLinkPlayerSprite(u8 linkPlayerId, u8 gameVersion) { - struct LinkPlayerObjectEvent *linkPlayerEventObj = &gLinkPlayerObjectEvents[linkPlayerId]; - u8 objEventId = linkPlayerEventObj->objEventId; + struct LinkPlayerObjectEvent *linkPlayerObjEvent = &gLinkPlayerObjectEvents[linkPlayerId]; + u8 objEventId = linkPlayerObjEvent->objEventId; struct ObjectEvent *objEvent = &gObjectEvents[objEventId]; struct Sprite *sprite; - if (linkPlayerEventObj->active) + if (linkPlayerObjEvent->active) { switch (gameVersion) { @@ -3205,14 +3205,14 @@ static void CreateLinkPlayerSprite(u8 linkPlayerId, u8 gameVersion) static void SpriteCB_LinkPlayer(struct Sprite *sprite) { - struct LinkPlayerObjectEvent *linkPlayerEventObj = &gLinkPlayerObjectEvents[sprite->data[0]]; - struct ObjectEvent *objEvent = &gObjectEvents[linkPlayerEventObj->objEventId]; + struct LinkPlayerObjectEvent *linkPlayerObjEvent = &gLinkPlayerObjectEvents[sprite->data[0]]; + struct ObjectEvent *objEvent = &gObjectEvents[linkPlayerObjEvent->objEventId]; sprite->pos1.x = objEvent->initialCoords.x; sprite->pos1.y = objEvent->initialCoords.y; SetObjectSubpriorityByZCoord(objEvent->previousElevation, sprite, 1); sprite->oam.priority = ZCoordToPriority(objEvent->previousElevation); - if (!linkPlayerEventObj->movementMode != MOVEMENT_MODE_FREE) + if (!linkPlayerObjEvent->movementMode != MOVEMENT_MODE_FREE) StartSpriteAnim(sprite, GetFaceDirectionAnimNum(objEvent->range.as_byte)); else StartSpriteAnimIfDifferent(sprite, GetMoveDirectionAnimNum(objEvent->range.as_byte)); |