Some more quest log and field player avater documentation
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@@ -4,14 +4,14 @@
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#define OBJ_EVENT_GFX_RED_NORMAL 0
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#define OBJ_EVENT_GFX_RED_BIKE 1
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#define OBJ_EVENT_GFX_RED_SURF 2
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#define OBJ_EVENT_GFX_RED_ITEM 3
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#define OBJ_EVENT_GFX_RED_FIELD_MOVE 3
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#define OBJ_EVENT_GFX_RED_FISH 4
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#define OBJ_EVENT_GFX_RED_VS_SEEKER 5
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#define OBJ_EVENT_GFX_RED_VS_SEEKER_BIKE 6
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#define OBJ_EVENT_GFX_GREEN_NORMAL 7
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#define OBJ_EVENT_GFX_GREEN_BIKE 8
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#define OBJ_EVENT_GFX_GREEN_SURF 9
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#define OBJ_EVENT_GFX_GREEN_ITEM 10
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#define OBJ_EVENT_GFX_GREEN_FIELD_MOVE 10
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#define OBJ_EVENT_GFX_GREEN_FISH 11
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#define OBJ_EVENT_GFX_GREEN_VS_SEEKER 12
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#define OBJ_EVENT_GFX_GREEN_VS_SEEKER_BIKE 13
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@@ -28,7 +28,7 @@ void StartFishing(u8 secondaryId);
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u8 GetPlayerAvatarObjectId(void);
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u8 PlayerGetZCoord(void);
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u8 GetPlayerAvatarGraphicsIdByCurrentState(void);
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void sub_805CB70(void);
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void StartPlayerAvatarSummonMonForFieldMoveAnim(void);
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void SetPlayerInvisibility(bool8);
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void StartTeleportInPlayerAnim(void);
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void StartTeleportWarpOutPlayerAnim(void);
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@@ -37,7 +37,7 @@ bool32 WaitTeleportInPlayerAnim(void);
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bool8 PartyHasMonWithSurf(void);
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bool8 IsPlayerSurfingNorth(void);
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u8 player_get_pos_including_state_based_drift(s16 *x, s16 *y);
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void sub_805CBE8(void);
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void StartPlayerAvatarVsSeekerAnim(void);
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u8 GetRivalAvatarGraphicsIdByStateIdAndGender(u8 state, u8 gender);
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u8 GetPlayerAvatarGraphicsIdByStateIdAndGender(u8 state, u8 gender);
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u8 CheckForObjectEventCollision(struct ObjectEvent *objectEvent, s16 x, s16 y, u8 direction, u8 metatileBehavior);
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@@ -293,6 +293,15 @@ enum {
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#define PLAYER_AVATAR_FLAG_FISHING (1 << PLAYER_AVATAR_STATE_FISHING)
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#define PLAYER_AVATAR_FLAG_DASH (1 << PLAYER_AVATAR_STATE_WATERING)
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enum {
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PLAYER_AVATAR_GFX_NORMAL,
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PLAYER_AVATAR_GFX_BIKE,
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PLAYER_AVATAR_GFX_SURF,
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PLAYER_AVATAR_GFX_FIELD_MOVE,
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PLAYER_AVATAR_GFX_FISH,
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PLAYER_AVATAR_GFX_VSSEEKER,
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};
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enum
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{
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ACRO_BIKE_NORMAL,
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+16
-12
@@ -8,10 +8,11 @@
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struct QuestLogEntry
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{
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u8 localId;
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u8 mapNum;
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u8 mapGroup;
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u8 animId;
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// When command == 2, these fields have different meanings
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u8 localId; // cmd == 2: Pressed A/B, checked wild, held direction, took step
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u8 mapNum; // cmd == 2: Always set to 0
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u8 mapGroup; // cmd == 2: Dpad direction
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u8 animId; // cmd == 2: Always set to 0
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u16 duration;
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u8 command;
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};
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@@ -32,7 +33,7 @@ extern u16 *gUnknown_203AE04;
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extern u16 *sEventRecordingPointer;
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extern u16 sQuestLogCursor;
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void sub_8112720(u8);
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void QuestLogRecordPlayerAvatarGfxTransition(u8);
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void SetQuestLogEvent(u16, const u16 *);
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void SetQLPlayedTheSlots(void);
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void QuestLog_RecordEnteredMap(u16);
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@@ -54,15 +55,18 @@ void *QuestLogGetFlagOrVarPtr(bool8 isFlag, u16 idx);
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void QuestLogSetFlagOrVar(bool8 isFlag, u16 idx, u16 value);
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void SetQuestLogRecordAndPlaybackPointers(void *oldSave);
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void sub_811246C(struct Sprite *sprite);
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void sub_81124EC(u8 a0, u8 a1, u8 a2, u8 a3);
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void QuestLogRecordNPCStep(u8 a0, u8 a1, u8 a2, u8 a3);
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bool8 sub_8111C2C(void);
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void sub_81128BC(u8 a0);
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void sub_811278C(u8 movementActionId, u8 duration);
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#define QL_ESCALATOR_OUT 1
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#define QL_ESCALATOR_IN 2
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void QuestLog_OnEscalatorWarp(u8 direction);
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void QuestLogRecordPlayerAvatarGfxTransitionWithDuration(u8 movementActionId, u8 duration);
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void Special_UpdateTrainerFansAfterLinkBattle(void);
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void sub_8112628(u8 movementActionId);
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void sub_81126AC(u8 movementActionId, u8 duration);
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void sub_8112588(u8 localId, u8 mapNum, u8 mapGroup, u8 movementActionId, u8 duration);
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void sub_8112C9C(void);
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void QuestLogRecordPlayerStep(u8 movementActionId);
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void QuestLogRecordPlayerStepWithDuration(u8 movementActionId, u8 duration);
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void QuestLogRecordNPCStepWithDuration(u8 localId, u8 mapNum, u8 mapGroup, u8 movementActionId, u8 duration);
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void QL_AfterRecordFishActionSuccessful(void);
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void sub_8110920(void);
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void sub_8111708(void);
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void sub_81127F8(struct FieldInput * a0);
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@@ -3,8 +3,18 @@
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#include "global.h"
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void sub_8150454(void);
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bool32 sub_8150474(u8 a0);
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void sub_8150498(u8 a0);
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#define QL_PLAYER_GFX_NORMAL 0
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#define QL_PLAYER_GFX_BIKE 1
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#define QL_PLAYER_GFX_FISH 2
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#define QL_PLAYER_GFX_SURF 3
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#define QL_PLAYER_GFX_STOP_SURF_S 4
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#define QL_PLAYER_GFX_STOP_SURF_N 5
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#define QL_PLAYER_GFX_STOP_SURF_W 6
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#define QL_PLAYER_GFX_STOP_SURF_E 7
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#define QL_PLAYER_GFX_VSSEEKER 8
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void QuestLogUpdatePlayerSprite(u8 state);
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bool32 QuestLogTryRecordPlayerAvatarGfxTransition(u8 state);
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void QuestLogCallUpdatePlayerSprite(u8 state);
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#endif //GUARD_QUEST_LOG_PLAYER_H
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