Address review comments

This commit is contained in:
PikalaxALT
2020-03-29 08:56:38 -04:00
parent a027218bc6
commit 9cfc34f2ec
7 changed files with 69 additions and 71 deletions
+48 -48
View File
@@ -80,7 +80,7 @@ struct InitialPlayerAvatarState
struct TradeRoomPlayer
{
u8 playerId;
u8 isLocalPlayer;
bool8 isLocalPlayer;
u8 c;
u8 facing;
struct MapPosition pos;
@@ -88,12 +88,12 @@ struct TradeRoomPlayer
};
EWRAM_DATA struct WarpData gLastUsedWarp = {};
EWRAM_DATA struct WarpData sWarpDestination = {};
static EWRAM_DATA struct WarpData gFixedDiveWarp = {};
static EWRAM_DATA struct WarpData gFixedHoleWarp = {};
static EWRAM_DATA struct WarpData sWarpDestination = {};
static EWRAM_DATA struct WarpData sFixedDiveWarp = {};
static EWRAM_DATA struct WarpData sFixedHoleWarp = {};
// File boundary perhaps?
static EWRAM_DATA struct InitialPlayerAvatarState gInitialPlayerAvatarState = {};
static EWRAM_DATA struct InitialPlayerAvatarState sInitialPlayerAvatarState = {};
// File boundary perhaps?
EWRAM_DATA bool8 gDisableMapMusicChangeOnMapLoad = FALSE;
@@ -510,8 +510,8 @@ static void ApplyCurrentWarp(void)
{
gLastUsedWarp = gSaveBlock1Ptr->location;
gSaveBlock1Ptr->location = sWarpDestination;
gFixedDiveWarp = sDummyWarpData;
gFixedHoleWarp = sDummyWarpData;
sFixedDiveWarp = sDummyWarpData;
sFixedHoleWarp = sDummyWarpData;
}
static void SetWarpData(struct WarpData *warp, s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y)
@@ -661,25 +661,25 @@ void SetWarpDestinationToEscapeWarp(void)
void SetFixedDiveWarp(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y)
{
SetWarpData(&gFixedDiveWarp, mapGroup, mapNum, warpId, x, y);
SetWarpData(&sFixedDiveWarp, mapGroup, mapNum, warpId, x, y);
}
static void SetWarpDestinationToDiveWarp(void)
{
sWarpDestination = gFixedDiveWarp;
sWarpDestination = sFixedDiveWarp;
}
void SetFixedHoleWarp(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y)
{
SetWarpData(&gFixedHoleWarp, mapGroup, mapNum, warpId, x, y);
SetWarpData(&sFixedHoleWarp, mapGroup, mapNum, warpId, x, y);
}
void SetWarpDestinationToFixedHoleWarp(s16 x, s16 y)
{
if (IsDummyWarp(&gFixedHoleWarp) == TRUE)
if (IsDummyWarp(&sFixedHoleWarp) == TRUE)
sWarpDestination = gLastUsedWarp;
else
SetWarpDestination(gFixedHoleWarp.mapGroup, gFixedHoleWarp.mapNum, -1, x, y);
SetWarpDestination(sFixedHoleWarp.mapGroup, sFixedHoleWarp.mapNum, -1, x, y);
}
static void SetWarpDestinationToContinueGameWarp(void)
@@ -731,7 +731,7 @@ static bool8 SetDiveWarp(u8 dir, u16 x, u16 y)
else
{
RunOnDiveWarpMapScript();
if (IsDummyWarp(&gFixedDiveWarp))
if (IsDummyWarp(&sFixedDiveWarp))
return FALSE;
SetWarpDestinationToDiveWarp();
}
@@ -834,33 +834,33 @@ static void sub_80559A8(void)
void ResetInitialPlayerAvatarState(void)
{
gInitialPlayerAvatarState.direction = DIR_SOUTH;
gInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_ON_FOOT;
gInitialPlayerAvatarState.unk2 = FALSE;
sInitialPlayerAvatarState.direction = DIR_SOUTH;
sInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_ON_FOOT;
sInitialPlayerAvatarState.unk2 = FALSE;
}
static void SetInitialPlayerAvatarStateWithDirection(u8 dirn)
{
gInitialPlayerAvatarState.direction = dirn;
gInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_ON_FOOT;
gInitialPlayerAvatarState.unk2 = TRUE;
sInitialPlayerAvatarState.direction = dirn;
sInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_ON_FOOT;
sInitialPlayerAvatarState.unk2 = TRUE;
}
void StoreInitialPlayerAvatarState(void)
{
gInitialPlayerAvatarState.direction = GetPlayerFacingDirection();
sInitialPlayerAvatarState.direction = GetPlayerFacingDirection();
if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_MACH_BIKE))
gInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_MACH_BIKE;
sInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_MACH_BIKE;
else if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_ACRO_BIKE))
gInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_ACRO_BIKE;
sInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_ACRO_BIKE;
else if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_SURFING))
gInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_SURFING;
sInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_SURFING;
else if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_UNDERWATER))
gInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_UNDERWATER;
sInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_UNDERWATER;
else
gInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_ON_FOOT;
gInitialPlayerAvatarState.unk2 = FALSE;
sInitialPlayerAvatarState.transitionFlags = PLAYER_AVATAR_FLAG_ON_FOOT;
sInitialPlayerAvatarState.unk2 = FALSE;
}
struct InitialPlayerAvatarState *GetInitialPlayerAvatarState(void)
@@ -868,12 +868,12 @@ struct InitialPlayerAvatarState *GetInitialPlayerAvatarState(void)
struct InitialPlayerAvatarState playerStruct;
u8 mapType = GetCurrentMapType();
u16 metatileBehavior = GetCenterScreenMetatileBehavior();
u8 transitionFlags = GetAdjustedInitialTransitionFlags(&gInitialPlayerAvatarState, metatileBehavior, mapType);
u8 transitionFlags = GetAdjustedInitialTransitionFlags(&sInitialPlayerAvatarState, metatileBehavior, mapType);
playerStruct.transitionFlags = transitionFlags;
playerStruct.direction = GetAdjustedInitialDirection(&gInitialPlayerAvatarState, transitionFlags, metatileBehavior, mapType);
playerStruct.direction = GetAdjustedInitialDirection(&sInitialPlayerAvatarState, transitionFlags, metatileBehavior, mapType);
playerStruct.unk2 = FALSE;
gInitialPlayerAvatarState = playerStruct;
return &gInitialPlayerAvatarState;
sInitialPlayerAvatarState = playerStruct;
return &sInitialPlayerAvatarState;
}
static u8 GetAdjustedInitialTransitionFlags(struct InitialPlayerAvatarState *playerStruct, u16 metatileBehavior, u8 mapType)
@@ -2154,7 +2154,7 @@ static void sub_8057100(void)
static void sub_8057114(void)
{
gObjectEvents[gPlayerAvatar.objectEventId].trackedByCamera = 1;
gObjectEvents[gPlayerAvatar.objectEventId].trackedByCamera = TRUE;
InitCameraUpdateCallback(gPlayerAvatar.spriteId);
}
@@ -2545,14 +2545,14 @@ static void Task_OvwldCredits_WaitFade(u8 taskId)
// Link related
static u8 (*const gLinkPlayerMovementModes[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8) = {
static u8 (*const sLinkPlayerMovementModes[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8) = {
MovementEventModeCB_Normal, // MOVEMENT_MODE_FREE
MovementEventModeCB_Ignored, // MOVEMENT_MODE_FROZEN
MovementEventModeCB_Normal_2, // MOVEMENT_MODE_SCRIPTED
};
// These handlers return TRUE if the movement was scripted and successful, and FALSE otherwise.
static bool8 (*const gLinkPlayerFacingHandlers[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8) = {
static bool8 (*const sLinkPlayerFacingHandlers[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8) = {
FacingHandler_DoNothing,
FacingHandler_DpadMovement,
FacingHandler_DpadMovement,
@@ -2567,7 +2567,7 @@ static bool8 (*const gLinkPlayerFacingHandlers[])(struct LinkPlayerObjectEvent *
};
// These handlers are run after an attempted movement.
static void (*const gMovementStatusHandler[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *) = {
static void (*const sMovementStatusHandler[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *) = {
// FALSE:
MovementStatusHandler_EnterFreeMode,
// TRUE:
@@ -3033,7 +3033,7 @@ static void LoadTradeRoomPlayer(s32 linkPlayerId, s32 myPlayerId, struct TradeRo
s16 x, y;
trainer->playerId = linkPlayerId;
trainer->isLocalPlayer = (linkPlayerId == myPlayerId) ? 1 : 0;
trainer->isLocalPlayer = (linkPlayerId == myPlayerId) ? TRUE : FALSE;
trainer->c = gLinkPlayerObjectEvents[linkPlayerId].movementMode;
trainer->facing = GetLinkPlayerFacingDirection(linkPlayerId);
GetLinkPlayerCoords(linkPlayerId, &x, &y);
@@ -3274,15 +3274,15 @@ static void SpawnLinkPlayerObjectEvent(u8 linkPlayerId, s16 x, s16 y, u8 a4)
ZeroLinkPlayerObjectEvent(linkPlayerObjEvent);
ZeroObjectEvent(objEvent);
linkPlayerObjEvent->active = 1;
linkPlayerObjEvent->active = TRUE;
linkPlayerObjEvent->linkPlayerId = linkPlayerId;
linkPlayerObjEvent->objEventId = objEventId;
linkPlayerObjEvent->movementMode = MOVEMENT_MODE_FREE;
objEvent->active = 1;
objEvent->active = TRUE;
objEvent->singleMovementActive = a4;
objEvent->range.as_byte = 2;
objEvent->spriteId = 64;
objEvent->spriteId = MAX_SPRITES;
InitLinkPlayerObjectEventPos(objEvent, x, y);
}
@@ -3315,8 +3315,8 @@ static void sub_80584B8(u8 linkPlayerId)
struct ObjectEvent *objEvent = &gObjectEvents[objEventId];
if (objEvent->spriteId != MAX_SPRITES)
DestroySprite(&gSprites[objEvent->spriteId]);
linkPlayerObjEvent->active = 0;
objEvent->active = 0;
linkPlayerObjEvent->active = FALSE;
objEvent->active = FALSE;
}
// Returns the spriteId corresponding to this player.
@@ -3382,15 +3382,15 @@ static void SetPlayerFacingDirection(u8 linkPlayerId, u8 facing)
{
if (facing > FACING_FORCED_RIGHT)
{
objEvent->triggerGroundEffectsOnMove = 1;
objEvent->triggerGroundEffectsOnMove = TRUE;
}
else
{
// 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[linkPlayerObjEvent->movementMode](linkPlayerObjEvent, objEvent, facing)
#define TEMP sLinkPlayerMovementModes[linkPlayerObjEvent->movementMode](linkPlayerObjEvent, objEvent, facing)
gMovementStatusHandler[TEMP](linkPlayerObjEvent, objEvent);
sMovementStatusHandler[TEMP](linkPlayerObjEvent, objEvent);
// Clean up the hack.
#undef TEMP
@@ -3400,7 +3400,7 @@ static void SetPlayerFacingDirection(u8 linkPlayerId, u8 facing)
static u8 MovementEventModeCB_Normal(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3)
{
return gLinkPlayerFacingHandlers[a3](linkPlayerObjEvent, objEvent, a3);
return sLinkPlayerFacingHandlers[a3](linkPlayerObjEvent, objEvent, a3);
}
static u8 MovementEventModeCB_Ignored(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3)
@@ -3411,7 +3411,7 @@ static u8 MovementEventModeCB_Ignored(struct LinkPlayerObjectEvent *linkPlayerOb
// Duplicate Function
static u8 MovementEventModeCB_Normal_2(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3)
{
return gLinkPlayerFacingHandlers[a3](linkPlayerObjEvent, objEvent, a3);
return sLinkPlayerFacingHandlers[a3](linkPlayerObjEvent, objEvent, a3);
}
static bool8 FacingHandler_DoNothing(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 a3)
@@ -3486,7 +3486,7 @@ static u8 FlipVerticalAndClearForced(u8 newFacing, u8 oldFacing)
return oldFacing;
}
static u8 LinkPlayerDetectCollision(u8 selfObjEventId, u8 a2, s16 x, s16 y)
static bool8 LinkPlayerDetectCollision(u8 selfObjEventId, u8 a2, s16 x, s16 y)
{
u8 i;
for (i = 0; i < 16; i++)
@@ -3496,7 +3496,7 @@ static u8 LinkPlayerDetectCollision(u8 selfObjEventId, u8 a2, s16 x, s16 y)
if ((gObjectEvents[i].currentCoords.x == x && gObjectEvents[i].currentCoords.y == y)
|| (gObjectEvents[i].previousCoords.x == x && gObjectEvents[i].previousCoords.y == y))
{
return 1;
return TRUE;
}
}
}
@@ -3526,7 +3526,7 @@ static void CreateLinkPlayerSprite(u8 linkPlayerId, u8 gameVersion)
sprite = &gSprites[objEvent->spriteId];
sprite->coordOffsetEnabled = TRUE;
sprite->data[0] = linkPlayerId;
objEvent->triggerGroundEffectsOnMove = 0;
objEvent->triggerGroundEffectsOnMove = FALSE;
}
}