Document faraway island
This commit is contained in:
@@ -8124,7 +8124,7 @@ static void DoFlaggedGroundEffects(struct ObjectEvent *objEvent, struct Sprite *
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{
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u8 i;
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if (ObjectEventIsFarawayIslandMew(objEvent) == TRUE && !sub_81D4A58(objEvent))
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if (ObjectEventIsFarawayIslandMew(objEvent) == TRUE && !ShouldMewShakeGrass(objEvent))
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return;
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for (i = 0; i < ARRAY_COUNT(sGroundEffectFuncs); i++, flags >>= 1)
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@@ -9,15 +9,15 @@
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#include "constants/maps.h"
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#include "constants/metatile_behaviors.h"
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static u8 sub_81D4890(u8);
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static bool8 sub_81D4C14(struct ObjectEvent*, u8);
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static u8 sub_81D4C9C(struct ObjectEvent*, u8);
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static u8 sub_81D4C58(struct ObjectEvent*, u8);
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static u8 sub_81D4CE0(struct ObjectEvent*, u8);
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static u8 sub_81D4D24(u8);
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static bool8 CanMewWalkToCoords(s16, s16);
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static u8 GetValidMewMoveDirection(u8);
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static bool8 ShouldMewMoveNorth(struct ObjectEvent*, u8);
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static bool8 ShouldMewMoveSouth(struct ObjectEvent*, u8);
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static bool8 ShouldMewMoveEast(struct ObjectEvent*, u8);
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static bool8 ShouldMewMoveWest(struct ObjectEvent*, u8);
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static u8 GetRandomMewDirectionCandidate(u8);
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static bool8 CanMewMoveToCoords(s16, s16);
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static EWRAM_DATA u8 sUnknown_0203CF50 = 0;
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static EWRAM_DATA u8 sGrassSpriteId = 0;
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static s16 sPlayerToMewDeltaX;
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static s16 sPlayerToMewDeltaY;
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@@ -28,10 +28,10 @@ extern const struct SpriteTemplate *const gFieldEffectObjectTemplatePointers[];
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static const s16 sFarawayIslandRockCoords[4][2] =
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{
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{21, 16},
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{25, 16},
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{16, 17},
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{20, 20},
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{14 + 7, 9 + 7},
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{18 + 7, 9 + 7},
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{ 9 + 7, 10 + 7},
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{13 + 7, 13 + 7},
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};
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static u8 GetMewObjectEventId(void)
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@@ -41,10 +41,12 @@ static u8 GetMewObjectEventId(void)
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return objectEventId;
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}
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// When the player enters Faraway Island interior it begins a "hide and seek" minigame where Mew disappears into the grass
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// This function returns the direction Mew will take a step, and is run every time the player takes a step
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u32 GetMewMoveDirection(void)
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{
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u8 i;
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int skip;
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int mewSafeFromTrap;
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struct ObjectEvent *mew = &gObjectEvents[GetMewObjectEventId()];
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sPlayerToMewDeltaX = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x - mew->currentCoords.x;
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@@ -52,43 +54,47 @@ u32 GetMewMoveDirection(void)
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for (i = 0; i < ARRAY_COUNT(sMewDirectionCandidates); i++)
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sMewDirectionCandidates[i] = DIR_NONE;
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// Player hasn't moved (just facing new direction), don't move
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if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x == gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x
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&& gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y == gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y)
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{
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return DIR_NONE;
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}
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// Mew is invisible except for every 8th step
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if (VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % 8 == 0)
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mew->invisible = 0;
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mew->invisible = FALSE;
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else
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mew->invisible = 1;
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mew->invisible = TRUE;
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// Mew will stay in place for 1 step after its visible
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if (VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % 9 == 0)
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return DIR_NONE;
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// Below loop is for Mew to try to avoid getting trapped between the player and a rock
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for (i = 0; i < ARRAY_COUNT(sFarawayIslandRockCoords); i++)
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{
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if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x == sFarawayIslandRockCoords[i][0])
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{
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skip = 0;
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mewSafeFromTrap = FALSE;
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if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y < sFarawayIslandRockCoords[i][1])
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{
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if (mew->currentCoords.y <= sFarawayIslandRockCoords[i][1])
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skip = 1;
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mewSafeFromTrap = TRUE;
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}
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else
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{
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if (mew->currentCoords.y >= sFarawayIslandRockCoords[i][1])
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skip = 1;
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mewSafeFromTrap = TRUE;
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}
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if (!skip)
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if (!mewSafeFromTrap)
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{
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if (sPlayerToMewDeltaX > 0)
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{
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if (mew->currentCoords.x + 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x)
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{
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if (CanMewWalkToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
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if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
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return DIR_EAST;
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}
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}
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@@ -96,7 +102,7 @@ u32 GetMewMoveDirection(void)
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{
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if (mew->currentCoords.x - 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x)
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{
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if (CanMewWalkToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
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if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
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return DIR_WEST;
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}
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}
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@@ -105,12 +111,12 @@ u32 GetMewMoveDirection(void)
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{
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if (sPlayerToMewDeltaY > 0)
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{
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if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
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return DIR_NORTH;
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}
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else
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{
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if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
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return DIR_SOUTH;
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}
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}
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@@ -119,25 +125,25 @@ u32 GetMewMoveDirection(void)
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if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y == sFarawayIslandRockCoords[i][1])
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{
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skip = 0;
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mewSafeFromTrap = FALSE;
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if (gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x < sFarawayIslandRockCoords[i][0])
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{
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if (mew->currentCoords.x <= sFarawayIslandRockCoords[i][0])
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skip = 1;
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mewSafeFromTrap = TRUE;
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}
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else
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{
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if (mew->currentCoords.x >= sFarawayIslandRockCoords[i][0])
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skip = 1;
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mewSafeFromTrap = TRUE;
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}
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if (!skip)
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if (!mewSafeFromTrap)
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{
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if (sPlayerToMewDeltaY > 0)
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{
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if (mew->currentCoords.y + 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y)
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{
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if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
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return DIR_SOUTH;
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}
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}
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@@ -145,7 +151,7 @@ u32 GetMewMoveDirection(void)
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{
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if (mew->currentCoords.y - 1 == gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y)
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{
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if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
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return DIR_NORTH;
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}
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}
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@@ -154,12 +160,12 @@ u32 GetMewMoveDirection(void)
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{
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if (sPlayerToMewDeltaX > 0)
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{
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if (CanMewWalkToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
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if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
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return DIR_WEST;
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}
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else
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{
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if (CanMewWalkToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
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if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
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return DIR_EAST;
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}
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}
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@@ -167,92 +173,101 @@ u32 GetMewMoveDirection(void)
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}
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}
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if (sub_81D4C14(mew, 0))
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// Check if Mew can move in any direction without getting closer to the player
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// If so load into sMewDirectionCandidates
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// If Mew can move in two of the checked directions, choose one randomly
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if (ShouldMewMoveNorth(mew, 0))
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{
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if (sub_81D4C58(mew, 1))
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return sub_81D4D24(2);
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else if (sub_81D4CE0(mew, 1))
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return sub_81D4D24(2);
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if (ShouldMewMoveEast(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else if (ShouldMewMoveWest(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else
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return DIR_NORTH;
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}
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if (sub_81D4C9C(mew, 0))
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if (ShouldMewMoveSouth(mew, 0))
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{
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if (sub_81D4C58(mew, 1))
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return sub_81D4D24(2);
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else if (sub_81D4CE0(mew, 1))
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return sub_81D4D24(2);
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if (ShouldMewMoveEast(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else if (ShouldMewMoveWest(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else
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return DIR_SOUTH;
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}
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if (sub_81D4C58(mew, 0))
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if (ShouldMewMoveEast(mew, 0))
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{
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if (sub_81D4C14(mew, 1))
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return sub_81D4D24(2);
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else if (sub_81D4C9C(mew, 1))
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return sub_81D4D24(2);
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if (ShouldMewMoveNorth(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else if (ShouldMewMoveSouth(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else
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return DIR_EAST;
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}
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if (sub_81D4CE0(mew, 0))
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if (ShouldMewMoveWest(mew, 0))
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{
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if (sub_81D4C14(mew, 1))
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return sub_81D4D24(2);
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else if (sub_81D4C9C(mew, 1))
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return sub_81D4D24(2);
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if (ShouldMewMoveNorth(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else if (ShouldMewMoveSouth(mew, 1))
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return GetRandomMewDirectionCandidate(2);
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else
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return DIR_WEST;
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}
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// If this point is reached, Mew cannot move without getting closer to the player
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// Avoid player on same Y, try move North/South
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if (sPlayerToMewDeltaY == 0)
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{
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if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y > mew->currentCoords.y)
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{
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if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
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return DIR_NORTH;
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}
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if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y < mew->currentCoords.y)
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{
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if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
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return DIR_SOUTH;
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}
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if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
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return DIR_NORTH;
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if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
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return DIR_SOUTH;
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}
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// Avoid player on same X, try move West/East
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if (sPlayerToMewDeltaX == 0)
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{
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if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x > mew->currentCoords.x)
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{
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if (CanMewWalkToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
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if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
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return DIR_WEST;
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}
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if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x < mew->currentCoords.x)
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{
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if (CanMewWalkToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
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if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
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return DIR_EAST;
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}
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if (CanMewWalkToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
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if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
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return DIR_EAST;
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if (CanMewWalkToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
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if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
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return DIR_WEST;
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}
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return sub_81D4890(DIR_NONE);
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// Can't avoid player on axis, move any valid direction
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return GetValidMewMoveDirection(DIR_NONE);
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}
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static bool8 CanMewWalkToCoords(s16 x, s16 y)
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// Mew can move to any Tall/Long Grass metatile the player isn't currently on
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static bool8 CanMewMoveToCoords(s16 x, s16 y)
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{
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if (gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.x == x
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&& gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y == y)
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@@ -263,7 +278,8 @@ static bool8 CanMewWalkToCoords(s16 x, s16 y)
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return MetatileBehavior_IsPokeGrass(MapGridGetMetatileBehaviorAt(x, y));
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}
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static u8 sub_81D4890(u8 ignoredDir)
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// Last ditch effort to move, clear move candidates and try all directions again
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static u8 GetValidMewMoveDirection(u8 ignoredDir)
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{
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u8 i;
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u8 count = 0;
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@@ -272,25 +288,25 @@ static u8 sub_81D4890(u8 ignoredDir)
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for (i = 0; i < ARRAY_COUNT(sMewDirectionCandidates); i++)
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sMewDirectionCandidates[i] = DIR_NONE;
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if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y - 1) == TRUE && ignoredDir != DIR_NORTH)
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1) == TRUE && ignoredDir != DIR_NORTH)
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{
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sMewDirectionCandidates[count] = DIR_NORTH;
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count++;
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}
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if (CanMewWalkToCoords(mew->currentCoords.x + 1, mew->currentCoords.y) == TRUE && ignoredDir != DIR_EAST)
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if (CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y) == TRUE && ignoredDir != DIR_EAST)
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{
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sMewDirectionCandidates[count] = DIR_EAST;
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count++;
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}
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if (CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y + 1) == TRUE && ignoredDir != DIR_SOUTH)
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if (CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1) == TRUE && ignoredDir != DIR_SOUTH)
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{
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sMewDirectionCandidates[count] = DIR_SOUTH;
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count++;
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}
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if (CanMewWalkToCoords(mew->currentCoords.x - 1, mew->currentCoords.y) == TRUE && ignoredDir != DIR_WEST)
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if (CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y) == TRUE && ignoredDir != DIR_WEST)
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{
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sMewDirectionCandidates[count] = DIR_WEST;
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count++;
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@@ -340,7 +356,9 @@ bool8 IsMewPlayingHideAndSeek(void)
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return FALSE;
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}
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bool8 sub_81D4A58(struct ObjectEvent *objectEvent)
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// Every 4th step Mew will shake the grass it steps into
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// Otherwise its movement leaves grass undisturbed
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bool8 ShouldMewShakeGrass(struct ObjectEvent *objectEvent)
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{
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if (VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) != 0xFFFF
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&& VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % 4 == 0)
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@@ -349,22 +367,25 @@ bool8 sub_81D4A58(struct ObjectEvent *objectEvent)
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return FALSE;
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}
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void sub_81D4A90(void)
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void SetMewAboveGrass(void)
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{
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s16 x;
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s16 y;
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u8 spriteId;
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struct ObjectEvent *mew = &gObjectEvents[GetMewObjectEventId()];
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mew->invisible = 0;
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mew->invisible = FALSE;
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if (gSpecialVar_0x8004 == 1)
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{
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// For after battle where Mew should still be present (e.g. if ran from battle)
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mew->fixedPriority = 1;
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gSprites[mew->spriteId].subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
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||||
gSprites[mew->spriteId].subpriority = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Mew emerging from grass when found
|
||||
// Also do field effect for grass shaking as it emerges
|
||||
VarSet(VAR_FARAWAY_ISLAND_STEP_COUNTER, 0xFFFF);
|
||||
mew->fixedPriority = 1;
|
||||
gSprites[mew->spriteId].subspriteMode = SUBSPRITES_IGNORE_PRIORITY;
|
||||
@@ -377,10 +398,10 @@ void sub_81D4A90(void)
|
||||
x = mew->currentCoords.x;
|
||||
y = mew->currentCoords.y;
|
||||
SetSpritePosToOffsetMapCoords(&x, &y, 8, 8);
|
||||
sUnknown_0203CF50 = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[15], x, y, gSprites[mew->spriteId].subpriority - 1);
|
||||
if (sUnknown_0203CF50 != MAX_SPRITES)
|
||||
sGrassSpriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[15], x, y, gSprites[mew->spriteId].subpriority - 1);
|
||||
if (sGrassSpriteId != MAX_SPRITES)
|
||||
{
|
||||
struct Sprite *sprite = &gSprites[sUnknown_0203CF50];
|
||||
struct Sprite *sprite = &gSprites[sGrassSpriteId];
|
||||
sprite->coordOffsetEnabled = 1;
|
||||
sprite->oam.priority = 2;
|
||||
sprite->callback = SpriteCallbackDummy;
|
||||
@@ -388,15 +409,15 @@ void sub_81D4A90(void)
|
||||
}
|
||||
}
|
||||
|
||||
void sub_81D4BEC(void)
|
||||
void DestroyMewEmergingGrassSprite(void)
|
||||
{
|
||||
if (sUnknown_0203CF50 != MAX_SPRITES)
|
||||
DestroySprite(&gSprites[sUnknown_0203CF50]);
|
||||
if (sGrassSpriteId != MAX_SPRITES)
|
||||
DestroySprite(&gSprites[sGrassSpriteId]);
|
||||
}
|
||||
|
||||
static bool8 sub_81D4C14(struct ObjectEvent *mew, u8 index)
|
||||
static bool8 ShouldMewMoveNorth(struct ObjectEvent *mew, u8 index)
|
||||
{
|
||||
if (sPlayerToMewDeltaY > 0 && CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
|
||||
if (sPlayerToMewDeltaY > 0 && CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y - 1))
|
||||
{
|
||||
sMewDirectionCandidates[index] = DIR_NORTH;
|
||||
return TRUE;
|
||||
@@ -405,9 +426,9 @@ static bool8 sub_81D4C14(struct ObjectEvent *mew, u8 index)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
static u8 sub_81D4C58(struct ObjectEvent *mew, u8 index)
|
||||
static bool8 ShouldMewMoveEast(struct ObjectEvent *mew, u8 index)
|
||||
{
|
||||
if (sPlayerToMewDeltaX < 0 && CanMewWalkToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
|
||||
if (sPlayerToMewDeltaX < 0 && CanMewMoveToCoords(mew->currentCoords.x + 1, mew->currentCoords.y))
|
||||
{
|
||||
sMewDirectionCandidates[index] = DIR_EAST;
|
||||
return TRUE;
|
||||
@@ -416,9 +437,9 @@ static u8 sub_81D4C58(struct ObjectEvent *mew, u8 index)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
static u8 sub_81D4C9C(struct ObjectEvent *mew, u8 index)
|
||||
static bool8 ShouldMewMoveSouth(struct ObjectEvent *mew, u8 index)
|
||||
{
|
||||
if (sPlayerToMewDeltaY < 0 && CanMewWalkToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
|
||||
if (sPlayerToMewDeltaY < 0 && CanMewMoveToCoords(mew->currentCoords.x, mew->currentCoords.y + 1))
|
||||
{
|
||||
sMewDirectionCandidates[index] = DIR_SOUTH;
|
||||
return TRUE;
|
||||
@@ -427,9 +448,9 @@ static u8 sub_81D4C9C(struct ObjectEvent *mew, u8 index)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
static u8 sub_81D4CE0(struct ObjectEvent *mew, u8 index)
|
||||
static bool8 ShouldMewMoveWest(struct ObjectEvent *mew, u8 index)
|
||||
{
|
||||
if (sPlayerToMewDeltaX > 0 && CanMewWalkToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
|
||||
if (sPlayerToMewDeltaX > 0 && CanMewMoveToCoords(mew->currentCoords.x - 1, mew->currentCoords.y))
|
||||
{
|
||||
sMewDirectionCandidates[index] = DIR_WEST;
|
||||
return TRUE;
|
||||
@@ -438,7 +459,7 @@ static u8 sub_81D4CE0(struct ObjectEvent *mew, u8 index)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
static u8 sub_81D4D24(u8 mod)
|
||||
static u8 GetRandomMewDirectionCandidate(u8 numDirections)
|
||||
{
|
||||
return sMewDirectionCandidates[VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % mod];
|
||||
return sMewDirectionCandidates[VarGet(VAR_FARAWAY_ISLAND_STEP_COUNTER) % numDirections];
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user