Static syms in field_weather_*

This commit is contained in:
PikalaxALT
2020-03-16 21:48:54 -04:00
parent 7610a2dfc2
commit 2c0a5be745
3 changed files with 50 additions and 58 deletions
-8
View File
@@ -1,8 +0,0 @@
.include "asm/macros.inc"
.include "constants/constants.inc"
.syntax unified
.text
.align 2, 0 @ Don't pad with nop.
+46 -46
View File
@@ -40,32 +40,32 @@ struct WeatherCallbacks
bool8 (*finish)(void);
};
EWRAM_DATA struct Weather gWeather = {};
EWRAM_DATA u8 sFieldEffectPaletteGammaTypes[32] = {};
EWRAM_DATA const u8 *sPaletteGammaTypes = NULL;
EWRAM_DATA u16 gUnknown_20386A8 = 0;
static EWRAM_DATA struct Weather gWeather = {};
static EWRAM_DATA u8 sFieldEffectPaletteGammaTypes[32] = {};
static EWRAM_DATA const u8 *sPaletteGammaTypes = NULL;
static EWRAM_DATA u16 gUnknown_20386A8 = 0;
void Task_WeatherMain(u8 taskId);
void Task_WeatherInit(u8 taskId);
void None_Init(void);
void None_Main(void);
bool8 None_Finish(void);
void BuildGammaShiftTables(void);
void UpdateWeatherGammaShift(void);
void ApplyGammaShift(u8 startPalIndex, u8 numPalettes, s8 gammaIndex);
void ApplyGammaShiftWithBlend(u8 startPalIndex, u8 numPalettes, s8 gammaIndex, u8 blendCoeff, u16 blendColor);
void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 blendColor);
void FadeInScreenWithWeather(void);
bool8 FadeInScreen_RainShowShade(void);
bool8 FadeInScreen_Drought(void);
bool8 FadeInScreen_FogHorizontal(void);
void DoNothing(void);
void ApplyFogBlend(u8 blendCoeff, u16 blendColor);
bool8 LightenSpritePaletteInFog(u8 paletteIndex);
static void Task_WeatherMain(u8 taskId);
static void Task_WeatherInit(u8 taskId);
static void None_Init(void);
static void None_Main(void);
static bool8 None_Finish(void);
static void BuildGammaShiftTables(void);
static void UpdateWeatherGammaShift(void);
static void ApplyGammaShift(u8 startPalIndex, u8 numPalettes, s8 gammaIndex);
static void ApplyGammaShiftWithBlend(u8 startPalIndex, u8 numPalettes, s8 gammaIndex, u8 blendCoeff, u16 blendColor);
static void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 blendColor);
static void FadeInScreenWithWeather(void);
static bool8 FadeInScreen_RainShowShade(void);
static bool8 FadeInScreen_Drought(void);
static bool8 FadeInScreen_FogHorizontal(void);
static void DoNothing(void);
static void ApplyFogBlend(u8 blendCoeff, u16 blendColor);
static bool8 LightenSpritePaletteInFog(u8 paletteIndex);
struct Weather *const gWeatherPtr = &gWeather;
const struct WeatherCallbacks sWeatherFuncs[] = {
static const struct WeatherCallbacks sWeatherFuncs[] = {
{None_Init, None_Main, None_Init, None_Finish},
{Clouds_InitVars, Clouds_Main, Clouds_InitAll, Clouds_Finish},
{Sunny_InitVars, Sunny_Main, Sunny_InitAll, Sunny_Finish},
@@ -83,14 +83,14 @@ const struct WeatherCallbacks sWeatherFuncs[] = {
{Bubbles_InitVars, Bubbles_Main, Bubbles_InitAll, Bubbles_Finish},
};
void (*const gWeatherPalStateFuncs[])(void) = {
static void (*const gWeatherPalStateFuncs[])(void) = {
UpdateWeatherGammaShift,
FadeInScreenWithWeather,
DoNothing,
DoNothing
};
const u8 sBasePaletteGammaTypes[32] = {
static const u8 sBasePaletteGammaTypes[32] = {
// background palettes
GAMMA_NORMAL,
GAMMA_NORMAL,
@@ -196,7 +196,7 @@ void SetCurrentAndNextWeather(u8 weather)
gWeatherPtr->nextWeather = weather;
}
void SetCurrentAndNextWeatherNoDelay(u8 weather)
static void SetCurrentAndNextWeatherNoDelay(u8 weather)
{
PlayRainStoppingSoundEffect();
gWeatherPtr->currWeather = weather;
@@ -205,7 +205,7 @@ void SetCurrentAndNextWeatherNoDelay(u8 weather)
gWeatherPtr->readyForInit = TRUE;
}
void Task_WeatherInit(u8 taskId)
static void Task_WeatherInit(u8 taskId)
{
// Waits until it's ok to initialize weather.
// When the screen fades in, this is set to TRUE.
@@ -216,7 +216,7 @@ void Task_WeatherInit(u8 taskId)
}
}
void Task_WeatherMain(u8 taskId)
static void Task_WeatherMain(u8 taskId)
{
if (gWeatherPtr->currWeather != gWeatherPtr->nextWeather)
{
@@ -240,17 +240,17 @@ void Task_WeatherMain(u8 taskId)
}
void None_Init(void)
static void None_Init(void)
{
gWeatherPtr->gammaTargetIndex = 0;
gWeatherPtr->gammaStepDelay = 0;
}
void None_Main(void)
static void None_Main(void)
{
}
u8 None_Finish(void)
static u8 None_Finish(void)
{
return 0;
}
@@ -258,7 +258,7 @@ u8 None_Finish(void)
// Builds two tables that contain gamma shifts for palette colors.
// It's unclear why the two tables aren't declared as const arrays, since
// this function always builds the same two tables.
void BuildGammaShiftTables(void)
static void BuildGammaShiftTables(void)
{
u16 v0;
u8 (*gammaTable)[32];
@@ -327,7 +327,7 @@ void BuildGammaShiftTables(void)
// When the weather is changing, it gradually updates the palettes
// towards the desired gamma shift.
void UpdateWeatherGammaShift(void)
static void UpdateWeatherGammaShift(void)
{
if (gWeatherPtr->gammaIndex == gWeatherPtr->gammaTargetIndex)
{
@@ -348,7 +348,7 @@ void UpdateWeatherGammaShift(void)
}
}
void FadeInScreenWithWeather(void)
static void FadeInScreenWithWeather(void)
{
if (++gWeatherPtr->unknown_6CB > 1)
gWeatherPtr->unknown_6CA = 0;
@@ -394,7 +394,7 @@ void FadeInScreenWithWeather(void)
}
}
bool8 FadeInScreen_RainShowShade(void)
static bool8 FadeInScreen_RainShowShade(void)
{
if (gWeatherPtr->fadeScreenCounter == 16)
return FALSE;
@@ -410,7 +410,7 @@ bool8 FadeInScreen_RainShowShade(void)
return TRUE;
}
bool8 FadeInScreen_Drought(void)
static bool8 FadeInScreen_Drought(void)
{
if (gWeatherPtr->fadeScreenCounter == 16)
return FALSE;
@@ -426,7 +426,7 @@ bool8 FadeInScreen_Drought(void)
return TRUE;
}
bool8 FadeInScreen_FogHorizontal(void)
static bool8 FadeInScreen_FogHorizontal(void)
{
if (gWeatherPtr->fadeScreenCounter == 16)
return FALSE;
@@ -436,10 +436,10 @@ bool8 FadeInScreen_FogHorizontal(void)
return TRUE;
}
void DoNothing(void)
static void DoNothing(void)
{ }
void ApplyGammaShift(u8 startPalIndex, u8 numPalettes, s8 gammaIndex)
static void ApplyGammaShift(u8 startPalIndex, u8 numPalettes, s8 gammaIndex)
{
u16 curPalIndex;
u16 palOffset;
@@ -523,7 +523,7 @@ void ApplyGammaShift(u8 startPalIndex, u8 numPalettes, s8 gammaIndex)
}
}
void ApplyGammaShiftWithBlend(u8 startPalIndex, u8 numPalettes, s8 gammaIndex, u8 blendCoeff, u16 blendColor)
static void ApplyGammaShiftWithBlend(u8 startPalIndex, u8 numPalettes, s8 gammaIndex, u8 blendCoeff, u16 blendColor)
{
u16 palOffset;
u16 curPalIndex;
@@ -574,7 +574,7 @@ void ApplyGammaShiftWithBlend(u8 startPalIndex, u8 numPalettes, s8 gammaIndex, u
}
}
void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 blendColor)
static void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 blendColor)
{
struct RGBColor color;
u8 rBlend;
@@ -623,7 +623,7 @@ void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 blendColo
}
}
void ApplyFogBlend(u8 blendCoeff, u16 blendColor)
static void ApplyFogBlend(u8 blendCoeff, u16 blendColor)
{
struct RGBColor color;
u8 rBlend;
@@ -670,7 +670,7 @@ void ApplyFogBlend(u8 blendCoeff, u16 blendColor)
}
}
void MarkFogSpritePalToLighten(u8 paletteIndex)
static void MarkFogSpritePalToLighten(u8 paletteIndex)
{
if (gWeatherPtr->lightenedFogSpritePalsCount < 6)
{
@@ -679,7 +679,7 @@ void MarkFogSpritePalToLighten(u8 paletteIndex)
}
}
bool8 LightenSpritePaletteInFog(u8 paletteIndex)
static bool8 LightenSpritePaletteInFog(u8 paletteIndex)
{
u16 i;
@@ -899,7 +899,7 @@ void ApplyWeatherGammaShiftToPal(u8 paletteIndex)
ApplyGammaShift(paletteIndex, 1, gWeatherPtr->gammaIndex);
}
u8 sub_80ABF20(void)
static u8 sub_80ABF20(void)
{
if (gWeatherPtr->palProcessingState == WEATHER_PAL_STATE_SCREEN_FADING_IN)
return gWeatherPtr->unknown_6CA;
@@ -937,7 +937,7 @@ bool8 LoadDroughtWeatherPalettes(void)
return FALSE;
}
void sub_807AC50(s8 gammaIndex)
static void sub_807AC50(s8 gammaIndex)
{
sub_807A790(-gammaIndex - 1);
}
@@ -1042,7 +1042,7 @@ bool8 Weather_UpdateBlend(void)
return FALSE;
}
void sub_807AF00(u8 a)
static void sub_807AF00(u8 a)
{
switch (a)
{
+4 -4
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@@ -3,8 +3,8 @@
#include "overworld.h"
#include "constants/weather.h"
u8 TranslateWeatherNum(u8 weather);
void UpdateRainCounter(u8 newWeather, u8 oldWeather);
static u8 TranslateWeatherNum(u8 weather);
static void UpdateRainCounter(u8 newWeather, u8 oldWeather);
void SetSav1Weather(u32 weather)
{
@@ -66,7 +66,7 @@ const u8 sWeatherCycleRoute123[] =
WEATHER_SUNNY,
};
u8 TranslateWeatherNum(u8 weather)
static u8 TranslateWeatherNum(u8 weather)
{
switch (weather)
{
@@ -98,7 +98,7 @@ void UpdateWeatherPerDay(u16 increment)
gSaveBlock1Ptr->weatherCycleStage = weatherStage;
}
void UpdateRainCounter(u8 newWeather, u8 oldWeather)
static void UpdateRainCounter(u8 newWeather, u8 oldWeather)
{
if (newWeather != oldWeather
&& (newWeather == WEATHER_RAIN || newWeather == WEATHER_RAIN_THUNDERSTORM))