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Diffstat (limited to 'src/overworld.c')
-rw-r--r--src/overworld.c94
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));