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Document somre more weather effects
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099ea89b77
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@ -89,7 +89,7 @@ u8 AddPseudoEventObject(u16, void (*)(struct Sprite *), s16 x, s16 y, u8 subprio
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u8 show_sprite(u8, u8, u8);
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u8 SpawnSpecialEventObjectParameterized(u8 graphicsId, u8 movementBehavior, u8 localId, s16 x, s16 y, u8 z);
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u8 SpawnSpecialEventObject(struct EventObjectTemplate *);
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void sub_8093038(s16, s16, s16 *, s16 *);
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void SetSpritePosToMapCoords(s16, s16, s16 *, s16 *);
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void CameraObjectReset1(void);
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void EventObjectSetGraphicsId(struct EventObject *, u8 graphicsId);
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void EventObjectTurn(struct EventObject *, u8);
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@ -4,6 +4,9 @@
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#include "sprite.h"
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#define MAX_RAIN_SPRITES 24
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#define NUM_CLOUD_SPRITES 3
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#define NUM_FOG_SPRITES 20
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#define NUM_ASH_SPRITES 20
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// Controls how the weather should be changing the screen palettes.
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enum
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@ -31,13 +34,13 @@ struct Weather
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{
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struct Sprite *rainSprites[MAX_RAIN_SPRITES];
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struct Sprite *snowflakeSprites[101];
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struct Sprite *cloudSprites[3];
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struct Sprite *cloudSprites[NUM_CLOUD_SPRITES];
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} s1;
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struct
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{
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u8 filler0[0xA0];
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struct Sprite *fog1Sprites[20];
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struct Sprite *ashSprites[20];
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struct Sprite *fog1Sprites[NUM_FOG_SPRITES];
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struct Sprite *ashSprites[NUM_ASH_SPRITES];
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struct Sprite *fog2Sprites[20];
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struct Sprite *sandstormSprites1[20];
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struct Sprite *sandstormSprites2[5];
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@ -66,30 +69,30 @@ struct Weather
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u8 altGammaSpritePalIndex;
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u16 rainSpriteVisibleCounter;
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u8 curRainSpriteIndex;
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u8 maxRainSprites;
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u8 targetRainSpriteCount;
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u8 rainSpriteCount;
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u8 rainSpriteVisibleDelay;
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u8 isHeavyRain;
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u8 rainStrength;
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/*0x6DE*/ u8 cloudSpritesCreated;
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u8 filler_6DF[1];
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u16 unknown_6E0;
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u16 snowflakeVisibleCounter;
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u16 unknown_6E2;
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u8 snowflakeSpriteCount;
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u8 unknown_6E5;
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u8 targetSnowflakeSpriteCount;
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u16 unknown_6E6;
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u16 thunderCounter;
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u8 unknown_6EA;
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u8 unknown_6EB;
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u8 unknown_6EC;
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u8 unknown_6ED;
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u8 thunderTriggered;
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u16 fog1ScrollPosX;
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u16 unknown_6F0;
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u16 unknown_6F2;
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u16 fog1ScrollCounter;
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u16 fog1ScrollOffset;
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u8 lightenedFogSpritePals[6];
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u8 lightenedFogSpritePalsCount;
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u8 fog1SpritesCreated;
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u16 unknown_6FC;
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u16 baseAshSpritesX;
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u16 unknown_6FE;
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u8 ashSpritesCreated;
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u8 filler_701[3];
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@ -176,10 +179,10 @@ void Clouds_InitVars(void);
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void Clouds_Main(void);
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void Clouds_InitAll(void);
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bool8 Clouds_Finish(void);
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void Weather2_InitVars(void);
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void Weather2_Main(void);
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void Weather2_InitAll(void);
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bool8 Weather2_Finish(void);
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void Sunny_InitVars(void);
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void Sunny_Main(void);
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void Sunny_InitAll(void);
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bool8 Sunny_Finish(void);
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void LightRain_InitVars(void);
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void LightRain_Main(void);
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void LightRain_InitAll(void);
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@ -1949,7 +1949,7 @@ void EventObjectSetGraphicsId(struct EventObject *eventObject, u8 graphicsId)
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sprite->oam.paletteNum = paletteSlot;
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eventObject->inanimate = graphicsInfo->inanimate;
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eventObject->graphicsId = graphicsId;
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sub_8093038(eventObject->currentCoords.x, eventObject->currentCoords.y, &sprite->pos1.x, &sprite->pos1.y);
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SetSpritePosToMapCoords(eventObject->currentCoords.x, eventObject->currentCoords.y, &sprite->pos1.x, &sprite->pos1.y);
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sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
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sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
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sprite->pos1.x += 8;
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@ -2253,7 +2253,7 @@ void sub_808EB08(struct EventObject *eventObject, s16 x, s16 y)
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sprite = &gSprites[eventObject->spriteId];
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graphicsInfo = GetEventObjectGraphicsInfo(eventObject->graphicsId);
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SetEventObjectCoords(eventObject, x, y);
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sub_8093038(eventObject->currentCoords.x, eventObject->currentCoords.y, &sprite->pos1.x, &sprite->pos1.y);
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SetSpritePosToMapCoords(eventObject->currentCoords.x, eventObject->currentCoords.y, &sprite->pos1.x, &sprite->pos1.y);
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sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
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sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
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sprite->pos1.x += 8;
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@ -5024,44 +5024,37 @@ static void MoveCoordsInDirection(u32 dir, s16 *x, s16 *y, s16 deltaX, s16 delta
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*y -= dy2;
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}
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void sub_8092FF0(s16 x, s16 y, s16 *dest_x, s16 *dest_y)
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void sub_8092FF0(s16 x, s16 y, s16 *destX, s16 *destY)
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{
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*dest_x = (x - gSaveBlock1Ptr->pos.x) << 4;
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*dest_y = (y - gSaveBlock1Ptr->pos.y) << 4;
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*dest_x -= gTotalCameraPixelOffsetX;
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*dest_y -= gTotalCameraPixelOffsetY;
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*destX = (x - gSaveBlock1Ptr->pos.x) << 4;
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*destY = (y - gSaveBlock1Ptr->pos.y) << 4;
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*destX -= gTotalCameraPixelOffsetX;
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*destY -= gTotalCameraPixelOffsetY;
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}
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void sub_8093038(s16 x, s16 y, s16 *dest_x, s16 *dest_y)
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void SetSpritePosToMapCoords(s16 mapX, s16 mapY, s16 *destX, s16 *destY)
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{
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s16 dx;
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s16 dy;
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dx = -gTotalCameraPixelOffsetX - gFieldCamera.x;
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dy = -gTotalCameraPixelOffsetY - gFieldCamera.y;
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s16 dx = -gTotalCameraPixelOffsetX - gFieldCamera.x;
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s16 dy = -gTotalCameraPixelOffsetY - gFieldCamera.y;
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if (gFieldCamera.x > 0)
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{
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dx += 0x10;
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}
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dx += 1 << 4;
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if (gFieldCamera.x < 0)
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{
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dx -= 0x10;
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}
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dx -= 1 << 4;
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if (gFieldCamera.y > 0)
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{
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dy += 0x10;
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}
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dy += 1 << 4;
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if (gFieldCamera.y < 0)
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{
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dy -= 0x10;
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}
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*dest_x = ((x - gSaveBlock1Ptr->pos.x) << 4) + dx;
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*dest_y = ((y - gSaveBlock1Ptr->pos.y) << 4) + dy;
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dy -= 1 << 4;
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*destX = ((mapX - gSaveBlock1Ptr->pos.x) << 4) + dx;
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*destY = ((mapY - gSaveBlock1Ptr->pos.y) << 4) + dy;
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}
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void sub_80930E0(s16 *x, s16 *y, s16 dx, s16 dy)
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{
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sub_8093038(*x, *y, x, y);
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SetSpritePosToMapCoords(*x, *y, x, y);
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*x += dx;
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*y += dy;
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}
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@ -191,7 +191,7 @@ void ShowWarpArrowSprite(u8 spriteId, u8 direction, s16 x, s16 y)
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sprite = &gSprites[spriteId];
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if (sprite->invisible || sprite->data[0] != x || sprite->data[1] != y)
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{
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sub_8093038(x, y, &x2, &y2);
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SetSpritePosToMapCoords(x, y, &x2, &y2);
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sprite = &gSprites[spriteId];
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sprite->pos1.x = x2 + 8;
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sprite->pos1.y = y2 + 8;
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@ -91,7 +91,7 @@ static const struct WeatherCallbacks sWeatherFuncs[] =
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{
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{None_Init, None_Main, None_Init, None_Finish},
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{Clouds_InitVars, Clouds_Main, Clouds_InitAll, Clouds_Finish},
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{Weather2_InitVars, Weather2_Main, Weather2_InitAll, Weather2_Finish},
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{Sunny_InitVars, Sunny_Main, Sunny_InitAll, Sunny_Finish},
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{LightRain_InitVars, LightRain_Main, LightRain_InitAll, LightRain_Finish},
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{Snow_InitVars, Snow_Main, Snow_InitAll, Snow_Finish},
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{MedRain_InitVars, Rain_Main, MedRain_InitAll, Rain_Finish},
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File diff suppressed because it is too large
Load Diff
@ -2960,7 +2960,7 @@ static void InitLinkPlayerEventObjectPos(struct EventObject *eventObj, s16 x, s1
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eventObj->currentCoords.y = y;
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eventObj->previousCoords.x = x;
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eventObj->previousCoords.y = y;
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sub_8093038(x, y, &eventObj->initialCoords.x, &eventObj->initialCoords.y);
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SetSpritePosToMapCoords(x, y, &eventObj->initialCoords.x, &eventObj->initialCoords.y);
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eventObj->initialCoords.x += 8;
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EventObjectUpdateZCoord(eventObj);
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}
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