Merge pull request #1102 from GriffinRichards/doc-faraway

Document faraway island
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PikalaxALT 2020-07-23 09:12:19 -04:00 committed by GitHub
commit 5348674bc4
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5 changed files with 136 additions and 115 deletions

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@ -8,24 +8,24 @@ FarawayIsland_Interior_MapScripts:: @ 8267CFA
.byte 0
FarawayIsland_Interior_OnReturnToField: @ 8267D0F
call_if_set FLAG_SYS_CTRL_OBJ_DELETE, FarawayIsland_Interior_EventScript_267D19
call_if_set FLAG_SYS_CTRL_OBJ_DELETE, FarawayIsland_Interior_EventScript_TrySetMewAboveGrass
end
FarawayIsland_Interior_EventScript_267D19:: @ 8267D19
FarawayIsland_Interior_EventScript_TrySetMewAboveGrass:: @ 8267D19
specialvar VAR_RESULT, GetBattleOutcome
compare VAR_RESULT, B_OUTCOME_WON
goto_if_eq FarawayIsland_Interior_EventScript_267D4B
goto_if_eq FarawayIsland_Interior_EventScript_SetMewAboveGrass
compare VAR_RESULT, B_OUTCOME_RAN
goto_if_eq FarawayIsland_Interior_EventScript_267D4B
goto_if_eq FarawayIsland_Interior_EventScript_SetMewAboveGrass
compare VAR_RESULT, B_OUTCOME_PLAYER_TELEPORTED
goto_if_eq FarawayIsland_Interior_EventScript_267D4B
goto_if_eq FarawayIsland_Interior_EventScript_SetMewAboveGrass
compare VAR_RESULT, B_OUTCOME_MON_TELEPORTED
goto_if_eq FarawayIsland_Interior_EventScript_267D4B
goto_if_eq FarawayIsland_Interior_EventScript_SetMewAboveGrass
return
FarawayIsland_Interior_EventScript_267D4B:: @ 8267D4B
FarawayIsland_Interior_EventScript_SetMewAboveGrass:: @ 8267D4B
setvar VAR_0x8004, 1
special sub_81D4A90
special SetMewAboveGrass
return
FarawayIsland_Interior_OnResume: @ 8267D54
@ -81,7 +81,7 @@ FarawayIsland_Interior_Movement_MewAppear: @ 8267DD4
set_visible
step_end
FarawayIsland_Interior_Movement_MewHideDown: @ 8267DD6
FarawayIsland_Interior_Movement_MewFloatUpNorth: @ 8267DD6
lock_facing_direction
walk_fast_up
walk_fast_up
@ -90,7 +90,7 @@ FarawayIsland_Interior_Movement_MewHideDown: @ 8267DD6
walk_in_place_down
step_end
FarawayIsland_Interior_Movement_MewHideUp: @ 8267DDD
FarawayIsland_Interior_Movement_MewFloatUpSouth: @ 8267DDD
lock_facing_direction
walk_fast_up
walk_fast_up
@ -99,7 +99,7 @@ FarawayIsland_Interior_Movement_MewHideUp: @ 8267DDD
walk_in_place_up
step_end
FarawayIsland_Interior_Movement_MewHideRight: @ 8267DE4
FarawayIsland_Interior_Movement_MewFloatUpWest: @ 8267DE4
lock_facing_direction
walk_fast_up
walk_fast_up
@ -108,7 +108,7 @@ FarawayIsland_Interior_Movement_MewHideRight: @ 8267DE4
walk_in_place_right
step_end
FarawayIsland_Interior_Movement_MewHideLeft: @ 8267DEB
FarawayIsland_Interior_Movement_MewFloatUpEast: @ 8267DEB
lock_facing_direction
walk_fast_up
walk_fast_up
@ -123,19 +123,19 @@ FarawayIsland_Interior_EventScript_Mew:: @ 8267DF2
applymovement LOCALID_MEW, FarawayIsland_Interior_Movement_MewAppear
waitmovement 0
setvar VAR_0x8004, 0
special sub_81D4A90
special SetMewAboveGrass
message FarawayIsland_Interior_Text_Mew
waitse
playmoncry SPECIES_MEW, 2
compare VAR_FACING, DIR_NORTH
call_if_eq FarawayIsland_Interior_EventScript_MewHideDown
call_if_eq FarawayIsland_Interior_EventScript_FoundMewNorth
compare VAR_FACING, DIR_SOUTH
call_if_eq FarawayIsland_Interior_EventScript_MewHideUp
call_if_eq FarawayIsland_Interior_EventScript_FoundMewSouth
compare VAR_FACING, DIR_WEST
call_if_eq FarawayIsland_Interior_EventScript_MewHideRight
call_if_eq FarawayIsland_Interior_EventScript_FoundMewWest
compare VAR_FACING, DIR_EAST
call_if_eq FarawayIsland_Interior_EventScript_MewHideLeft
special sub_81D4BEC
call_if_eq FarawayIsland_Interior_EventScript_FoundMewEast
special DestroyMewEmergingGrassSprite
delay 40
waitmoncry
setvar VAR_0x8004, SPECIES_MEW
@ -170,23 +170,23 @@ FarawayIsland_Interior_EventScript_PlayerOrMewRan:: @ 8267EA4
goto Common_EventScript_LegendaryFlewAway
end
FarawayIsland_Interior_EventScript_MewHideDown:: @ 8267EAF
applymovement LOCALID_MEW, FarawayIsland_Interior_Movement_MewHideDown
FarawayIsland_Interior_EventScript_FoundMewNorth:: @ 8267EAF
applymovement LOCALID_MEW, FarawayIsland_Interior_Movement_MewFloatUpNorth
waitmovement 0
return
FarawayIsland_Interior_EventScript_MewHideUp:: @ 8267EBA
applymovement LOCALID_MEW, FarawayIsland_Interior_Movement_MewHideUp
FarawayIsland_Interior_EventScript_FoundMewSouth:: @ 8267EBA
applymovement LOCALID_MEW, FarawayIsland_Interior_Movement_MewFloatUpSouth
waitmovement 0
return
FarawayIsland_Interior_EventScript_MewHideRight:: @ 8267EC5
applymovement LOCALID_MEW, FarawayIsland_Interior_Movement_MewHideRight
FarawayIsland_Interior_EventScript_FoundMewWest:: @ 8267EC5
applymovement LOCALID_MEW, FarawayIsland_Interior_Movement_MewFloatUpWest
waitmovement 0
return
FarawayIsland_Interior_EventScript_MewHideLeft:: @ 8267ED0
applymovement LOCALID_MEW, FarawayIsland_Interior_Movement_MewHideLeft
FarawayIsland_Interior_EventScript_FoundMewEast:: @ 8267ED0
applymovement LOCALID_MEW, FarawayIsland_Interior_Movement_MewFloatUpEast
waitmovement 0
return

View File

@ -511,14 +511,14 @@ gSpecials:: @ 81DBA64
def_special ScriptMenu_CreateLilycoveSSTidalMultichoice
def_special GetLilycoveSSTidalSelection
def_special TurnOnTVScreen
def_special sub_81D4A90
def_special SetMewAboveGrass
def_special ShouldDistributeEonTicket
def_special LinkRetireStatusWithBattleTowerPartner
def_special sub_813B534
def_special CallTrainerHillFunction
def_special Script_DoRayquazaScene @ Listed twice
def_special LoopWingFlapSE
def_special sub_81D4BEC
def_special DestroyMewEmergingGrassSprite
def_special ShowBerryCrushRankings
def_special TryBufferWaldaPhrase
def_special DoWaldaNamingScreen

View File

@ -2,7 +2,7 @@
#define GUARD_FARAWAY_ISLAND_H
u32 GetMewMoveDirection(void);
bool8 sub_81D4A58(struct ObjectEvent*);
bool8 ShouldMewShakeGrass(struct ObjectEvent*);
void UpdateFarawayIslandStepCounter(void);
bool8 ObjectEventIsFarawayIslandMew(struct ObjectEvent *);
bool8 IsMewPlayingHideAndSeek(void);

View File

@ -8124,7 +8124,7 @@ static void DoFlaggedGroundEffects(struct ObjectEvent *objEvent, struct Sprite *
{
u8 i;
if (ObjectEventIsFarawayIslandMew(objEvent) == TRUE && !sub_81D4A58(objEvent))
if (ObjectEventIsFarawayIslandMew(objEvent) == TRUE && !ShouldMewShakeGrass(objEvent))
return;
for (i = 0; i < ARRAY_COUNT(sGroundEffectFuncs); i++, flags >>= 1)

View File

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