Review changes
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+31
-31
@@ -24,21 +24,21 @@ static u8 GetTrainerApproachDistanceEast(struct ObjectEvent * trainerObj, s16 ra
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static u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent * trainerObj, u8 approachDistance, u8 facingDirection);
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static void TrainerApproachPlayer(struct ObjectEvent * trainerObj, u8 approachDistance);
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static void Task_RunTrainerSeeFuncList(u8 taskId);
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static bool8 TrainerSeeFunc_Dummy(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_StartExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_WaitExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_TrainerApproach(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_PrepareToEngage(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_End(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_BeginRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_WaitRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_TrainerInAshFacesPlayer(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_BeginJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_WaitJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_EndJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_OffscreenAboveTrainerCreateCameraObj(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveUp(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveDown(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_Dummy(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_StartExclMark(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_WaitExclMark(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_TrainerApproach(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_PrepareToEngage(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_End(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_BeginRemoveDisguise(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_WaitRemoveDisguise(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_TrainerInAshFacesPlayer(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_BeginJumpOutOfAsh(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_WaitJumpOutOfAsh(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_EndJumpOutOfAsh(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_OffscreenAboveTrainerCreateCameraObj(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveUp(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveDown(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj);
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static void Task_DestroyTrainerApproachTask(u8 taskId);
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static void SpriteCB_TrainerIcons(struct Sprite *sprite);
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static void SetIconSpriteData(struct Sprite *sprite, u16 fldEffId, u8 spriteAnimNum);
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@@ -57,7 +57,7 @@ static const TrainerApproachFunc sDirectionalApproachDistanceFuncs[] = {
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GetTrainerApproachDistanceEast
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};
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// bool8 func(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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// bool8 func(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj)
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// Returns TRUE to run the next func immediately
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// Returns FALSE to delay the next func to the next frame
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static const TrainerSeeFunc sTrainerSeeFuncList[] = {
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@@ -246,7 +246,7 @@ static u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent *trainerObj, u8 ap
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static void TrainerApproachPlayer(struct ObjectEvent * trainerObj, u8 approachDistance)
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{
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u8 taskId = CreateTask(Task_RunTrainerSeeFuncList, 80);
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struct Task * task = &gTasks[taskId];
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struct Task *task = &gTasks[taskId];
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task->tTrainerObjHi = ((uintptr_t)trainerObj) >> 16;
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task->tTrainerObjLo = (uintptr_t)trainerObj;
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task->tTrainerRange = approachDistance;
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@@ -262,7 +262,7 @@ static void StartTrainerApproachWithFollowupTask(TaskFunc taskFunc)
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static void Task_RunTrainerSeeFuncList(u8 taskId)
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{
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struct Task * task = &gTasks[taskId];
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struct Task *task = &gTasks[taskId];
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struct ObjectEvent * trainerObj;
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TaskGetTrainerObj(trainerObj, task);
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@@ -279,12 +279,12 @@ static void Task_RunTrainerSeeFuncList(u8 taskId)
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// TrainerSeeFuncs
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static bool8 TrainerSeeFunc_Dummy(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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static bool8 TrainerSeeFunc_Dummy(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj)
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{
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return FALSE;
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}
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static bool8 TrainerSeeFunc_StartExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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static bool8 TrainerSeeFunc_StartExclMark(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj)
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{
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u8 action;
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// FRLG introduces trainers who can see the player from offscreen above.
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@@ -304,7 +304,7 @@ static bool8 TrainerSeeFunc_StartExclMark(u8 taskId, struct Task * task, struct
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return TRUE;
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}
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static bool8 TrainerSeeFunc_WaitExclMark(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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static bool8 TrainerSeeFunc_WaitExclMark(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj)
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{
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if (FieldEffectActiveListContains(FLDEFF_EXCLAMATION_MARK_ICON))
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{
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@@ -321,7 +321,7 @@ static bool8 TrainerSeeFunc_WaitExclMark(u8 taskId, struct Task * task, struct O
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}
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}
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static bool8 TrainerSeeFunc_TrainerApproach(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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static bool8 TrainerSeeFunc_TrainerApproach(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj)
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{
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if (!ObjectEventIsMovementOverridden(trainerObj) || ObjectEventClearHeldMovementIfFinished(trainerObj))
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{
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@@ -339,7 +339,7 @@ static bool8 TrainerSeeFunc_TrainerApproach(u8 taskId, struct Task * task, struc
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return FALSE;
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}
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static bool8 TrainerSeeFunc_PrepareToEngage(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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static bool8 TrainerSeeFunc_PrepareToEngage(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj)
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{
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struct ObjectEvent *playerObj;
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@@ -361,7 +361,7 @@ static bool8 TrainerSeeFunc_PrepareToEngage(u8 taskId, struct Task * task, struc
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return FALSE;
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}
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static bool8 TrainerSeeFunc_End(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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static bool8 TrainerSeeFunc_End(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj)
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{
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struct ObjectEvent *playerObj = &gObjectEvents[gPlayerAvatar.objectEventId];
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@@ -372,7 +372,7 @@ static bool8 TrainerSeeFunc_End(u8 taskId, struct Task * task, struct ObjectEven
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}
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// Jumps here if disguised. Not used in FRLG.
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static bool8 TrainerSeeFunc_BeginRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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static bool8 TrainerSeeFunc_BeginRemoveDisguise(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj)
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{
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if (!ObjectEventIsMovementOverridden(trainerObj)
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|| ObjectEventClearHeldMovementIfFinished(trainerObj))
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@@ -383,7 +383,7 @@ static bool8 TrainerSeeFunc_BeginRemoveDisguise(u8 taskId, struct Task * task, s
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return FALSE;
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}
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static bool8 TrainerSeeFunc_WaitRemoveDisguise(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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static bool8 TrainerSeeFunc_WaitRemoveDisguise(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj)
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{
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if (ObjectEventClearHeldMovementIfFinished(trainerObj))
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task->tFuncId = 3;
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@@ -392,7 +392,7 @@ static bool8 TrainerSeeFunc_WaitRemoveDisguise(u8 taskId, struct Task * task, st
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}
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// Jump here if buried in ash. Not used in FRLG.
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static bool8 TrainerSeeFunc_TrainerInAshFacesPlayer(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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static bool8 TrainerSeeFunc_TrainerInAshFacesPlayer(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj)
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{
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if (!ObjectEventIsMovementOverridden(trainerObj)
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|| ObjectEventClearHeldMovementIfFinished(trainerObj))
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@@ -403,7 +403,7 @@ static bool8 TrainerSeeFunc_TrainerInAshFacesPlayer(u8 taskId, struct Task * tas
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return FALSE;
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}
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static bool8 TrainerSeeFunc_BeginJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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static bool8 TrainerSeeFunc_BeginJumpOutOfAsh(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj)
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{
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if (ObjectEventCheckHeldMovementStatus(trainerObj))
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{
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@@ -417,7 +417,7 @@ static bool8 TrainerSeeFunc_BeginJumpOutOfAsh(u8 taskId, struct Task * task, str
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return FALSE;
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}
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static bool8 TrainerSeeFunc_WaitJumpOutOfAsh(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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static bool8 TrainerSeeFunc_WaitJumpOutOfAsh(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj)
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{
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struct Sprite *sprite;
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@@ -479,7 +479,7 @@ static bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveUp(u8 taskId, stru
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return FALSE;
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}
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static bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveDown(u8 taskId, struct Task * task, struct ObjectEvent * trainerObj)
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static bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveDown(u8 taskId, struct Task *task, struct ObjectEvent * trainerObj)
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{
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u8 specialObjectId;
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TryGetObjectEventIdByLocalIdAndMap(OBJ_EVENT_ID_CAMERA, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &specialObjectId);
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@@ -514,7 +514,7 @@ static bool8 TrainerSeeFunc_OffscreenAboveTrainerCameraObjMoveDown(u8 taskId, st
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static void Task_RevealTrainer_RunTrainerSeeFuncList(u8 taskId)
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{
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struct Task * task = &gTasks[taskId];
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struct Task *task = &gTasks[taskId];
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struct ObjectEvent * trainerObj;
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// another objEvent loaded into by loadword?
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