Update event object struct members
This commit is contained in:
+37
-37
@@ -284,8 +284,8 @@ static u8 GetTrainerApproachDistance(struct MapObject *trainerObj)
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PlayerGetDestCoords(&x, &y);
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if (trainerObj->trainerType == 1) // can only see in one direction
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{
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approachDistance = sDirectionalApproachDistanceFuncs[trainerObj->mapobj_unk_18 - 1](trainerObj, trainerObj->trainerRange_berryTreeId, x, y);
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return CheckPathBetweenTrainerAndPlayer(trainerObj, approachDistance, trainerObj->mapobj_unk_18);
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approachDistance = sDirectionalApproachDistanceFuncs[trainerObj->facingDirection - 1](trainerObj, trainerObj->trainerRange_berryTreeId, x, y);
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return CheckPathBetweenTrainerAndPlayer(trainerObj, approachDistance, trainerObj->facingDirection);
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}
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else // can see in all directions
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{
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@@ -303,10 +303,10 @@ static u8 GetTrainerApproachDistance(struct MapObject *trainerObj)
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// Returns how far south the player is from trainer. 0 if out of trainer's sight.
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static u8 GetTrainerApproachDistanceSouth(struct MapObject *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->coords2.x == x
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&& y > trainerObj->coords2.y
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&& y <= trainerObj->coords2.y + range)
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return (y - trainerObj->coords2.y);
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if (trainerObj->currentCoords.x == x
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&& y > trainerObj->currentCoords.y
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&& y <= trainerObj->currentCoords.y + range)
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return (y - trainerObj->currentCoords.y);
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else
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return 0;
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}
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@@ -314,10 +314,10 @@ static u8 GetTrainerApproachDistanceSouth(struct MapObject *trainerObj, s16 rang
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// Returns how far north the player is from trainer. 0 if out of trainer's sight.
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static u8 GetTrainerApproachDistanceNorth(struct MapObject *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->coords2.x == x
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&& y < trainerObj->coords2.y
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&& y >= trainerObj->coords2.y - range)
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return (trainerObj->coords2.y - y);
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if (trainerObj->currentCoords.x == x
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&& y < trainerObj->currentCoords.y
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&& y >= trainerObj->currentCoords.y - range)
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return (trainerObj->currentCoords.y - y);
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else
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return 0;
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}
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@@ -325,10 +325,10 @@ static u8 GetTrainerApproachDistanceNorth(struct MapObject *trainerObj, s16 rang
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// Returns how far west the player is from trainer. 0 if out of trainer's sight.
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static u8 GetTrainerApproachDistanceWest(struct MapObject *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->coords2.y == y
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&& x < trainerObj->coords2.x
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&& x >= trainerObj->coords2.x - range)
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return (trainerObj->coords2.x - x);
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if (trainerObj->currentCoords.y == y
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&& x < trainerObj->currentCoords.x
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&& x >= trainerObj->currentCoords.x - range)
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return (trainerObj->currentCoords.x - x);
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else
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return 0;
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}
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@@ -336,10 +336,10 @@ static u8 GetTrainerApproachDistanceWest(struct MapObject *trainerObj, s16 range
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// Returns how far east the player is from trainer. 0 if out of trainer's sight.
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static u8 GetTrainerApproachDistanceEast(struct MapObject *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->coords2.y == y
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&& x > trainerObj->coords2.x
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&& x <= trainerObj->coords2.x + range)
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return (x - trainerObj->coords2.x);
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if (trainerObj->currentCoords.y == y
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&& x > trainerObj->currentCoords.x
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&& x <= trainerObj->currentCoords.x + range)
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return (x - trainerObj->currentCoords.x);
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else
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return 0;
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}
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@@ -357,8 +357,8 @@ static u8 CheckPathBetweenTrainerAndPlayer(struct MapObject *trainerObj, u8 appr
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if (approachDistance == 0)
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return 0;
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x = trainerObj->coords2.x;
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y = trainerObj->coords2.y;
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x = trainerObj->currentCoords.x;
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y = trainerObj->currentCoords.y;
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MoveCoords(direction, &x, &y);
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for (i = 0; i < approachDistance - 1; i++, MoveCoords(direction, &x, &y))
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@@ -441,7 +441,7 @@ static bool8 sub_80B417C(u8 taskId, struct Task *task, struct MapObject *trainer
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FieldObjectGetLocalIdAndMap(trainerObj, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
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FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON_1);
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direction = GetFaceDirectionAnimId(trainerObj->mapobj_unk_18);
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direction = GetFaceDirectionAnimId(trainerObj->facingDirection);
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FieldObjectSetSpecialAnim(trainerObj, direction);
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task->tFuncId++;
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return TRUE;
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@@ -456,9 +456,9 @@ static bool8 sub_80B41C0(u8 taskId, struct Task *task, struct MapObject *trainer
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else
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{
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task->tFuncId++;
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if (trainerObj->animPattern == 57 || trainerObj->animPattern == 58)
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if (trainerObj->movementType == 57 || trainerObj->movementType == 58)
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task->tFuncId = 6;
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if (trainerObj->animPattern == 63)
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if (trainerObj->movementType == 63)
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task->tFuncId = 8;
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return TRUE;
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}
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@@ -470,7 +470,7 @@ static bool8 sub_80B4200(u8 taskId, struct Task *task, struct MapObject *trainer
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{
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if (task->tTrainerRange)
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{
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FieldObjectSetSpecialAnim(trainerObj, GetGoSpeed0AnimId(trainerObj->mapobj_unk_18));
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FieldObjectSetSpecialAnim(trainerObj, GetGoSpeed0AnimId(trainerObj->facingDirection));
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task->tTrainerRange--;
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}
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else
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@@ -489,8 +489,8 @@ static bool8 sub_80B425C(u8 taskId, struct Task *task, struct MapObject *trainer
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if (FieldObjectIsSpecialAnimOrDirectionSequenceAnimActive(trainerObj) && !FieldObjectClearAnimIfSpecialAnimFinished(trainerObj))
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return FALSE;
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npc_set_running_behaviour_etc(trainerObj, npc_running_behaviour_by_direction(trainerObj->mapobj_unk_18));
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sub_808F23C(trainerObj, npc_running_behaviour_by_direction(trainerObj->mapobj_unk_18));
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npc_set_running_behaviour_etc(trainerObj, npc_running_behaviour_by_direction(trainerObj->facingDirection));
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sub_808F23C(trainerObj, npc_running_behaviour_by_direction(trainerObj->facingDirection));
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sub_808F208(trainerObj);
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playerObj = &gMapObjects[gPlayerAvatar.mapObjectId];
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@@ -498,7 +498,7 @@ static bool8 sub_80B425C(u8 taskId, struct Task *task, struct MapObject *trainer
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return FALSE;
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sub_808BCE8();
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FieldObjectSetSpecialAnim(&gMapObjects[gPlayerAvatar.mapObjectId], GetFaceDirectionAnimId(GetOppositeDirection(trainerObj->mapobj_unk_18)));
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FieldObjectSetSpecialAnim(&gMapObjects[gPlayerAvatar.mapObjectId], GetFaceDirectionAnimId(GetOppositeDirection(trainerObj->facingDirection)));
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task->tFuncId++;
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return FALSE;
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}
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@@ -547,8 +547,8 @@ static bool8 sub_80B43E0(u8 taskId, struct Task *task, struct MapObject *trainer
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{
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if (FieldObjectCheckIfSpecialAnimFinishedOrInactive(trainerObj))
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{
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gFieldEffectArguments[0] = trainerObj->coords2.x;
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gFieldEffectArguments[1] = trainerObj->coords2.y;
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gFieldEffectArguments[0] = trainerObj->currentCoords.x;
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gFieldEffectArguments[1] = trainerObj->currentCoords.y;
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gFieldEffectArguments[2] = gSprites[trainerObj->spriteId].subpriority - 1;
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gFieldEffectArguments[3] = 2;
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task->tOutOfAshSpriteId = FieldEffectStart(FLDEFF_POP_OUT_OF_ASH);
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@@ -563,13 +563,13 @@ static bool8 sub_80B4438(u8 taskId, struct Task *task, struct MapObject *trainer
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if (gSprites[task->tOutOfAshSpriteId].animCmdIndex == 2)
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{
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trainerObj->mapobj_bit_26 = 0;
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trainerObj->mapobj_bit_2 = 1;
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trainerObj->fixedPriority = 0;
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trainerObj->triggerGroundEffectsOnMove = 1;
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sprite = &gSprites[trainerObj->spriteId];
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sprite->oam.priority = 2;
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FieldObjectClearAnimIfSpecialAnimFinished(trainerObj);
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FieldObjectSetSpecialAnim(trainerObj, sub_80934BC(trainerObj->mapobj_unk_18));
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FieldObjectSetSpecialAnim(trainerObj, sub_80934BC(trainerObj->facingDirection));
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task->tFuncId++;
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}
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@@ -604,13 +604,13 @@ static void sub_80B44C8(u8 taskId)
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sTrainerSeeFuncList2[task->data[0]](taskId, task, mapObj);
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if (task->data[0] == 3 && !FieldEffectActiveListContains(FLDEFF_POP_OUT_OF_ASH))
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{
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npc_set_running_behaviour_etc(mapObj, npc_running_behaviour_by_direction(mapObj->mapobj_unk_18));
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sub_808F23C(mapObj, npc_running_behaviour_by_direction(mapObj->mapobj_unk_18));
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npc_set_running_behaviour_etc(mapObj, npc_running_behaviour_by_direction(mapObj->facingDirection));
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sub_808F23C(mapObj, npc_running_behaviour_by_direction(mapObj->facingDirection));
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DestroyTask(taskId);
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}
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else
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{
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mapObj->mapobj_bit_7 = 0;
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mapObj->heldMovementFinished = 0;
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}
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}
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@@ -765,14 +765,14 @@ void sub_80B4808(void)
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if (gUnknown_030060AC == 1)
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{
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trainerObj = &gMapObjects[gApproachingTrainers[gUnknown_03006080].mapObjectId];
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gUnknown_03006084[0] = GetFaceDirectionAnimId(GetOppositeDirection(trainerObj->mapobj_unk_18));
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gUnknown_03006084[0] = GetFaceDirectionAnimId(GetOppositeDirection(trainerObj->facingDirection));
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gUnknown_03006084[1] = 0xFE;
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ScriptMovement_StartObjectMovementScript(0xFF, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, gUnknown_03006084);
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}
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else
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{
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trainerObj = &gMapObjects[gPlayerAvatar.mapObjectId];
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gUnknown_03006084[0] = GetFaceDirectionAnimId(trainerObj->mapobj_unk_18);
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gUnknown_03006084[0] = GetFaceDirectionAnimId(trainerObj->facingDirection);
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gUnknown_03006084[1] = 0xFE;
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ScriptMovement_StartObjectMovementScript(0xFF, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, gUnknown_03006084);
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}
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