RandomlyLookNorthOrSouth

This commit is contained in:
scnorton 2017-09-15 14:36:54 -04:00
parent 9f6a4be9f0
commit 7440bba1b1
2 changed files with 53 additions and 168 deletions

View File

@ -5,174 +5,6 @@
.text
thumb_func_start FieldObjectCB_RandomlyLookNorthOrSouth
FieldObjectCB_RandomlyLookNorthOrSouth: @ 8090050
push {lr}
adds r1, r0, 0
movs r0, 0x2E
ldrsh r2, [r1, r0]
lsls r0, r2, 3
adds r0, r2
lsls r0, 2
ldr r2, =gMapObjects
adds r0, r2
ldr r2, =FieldObjectCB2_RandomlyLookNorthOrSouth
bl FieldObjectStep
pop {r0}
bx r0
.pool
thumb_func_end FieldObjectCB_RandomlyLookNorthOrSouth
thumb_func_start FieldObjectCB2_RandomlyLookNorthOrSouth
FieldObjectCB2_RandomlyLookNorthOrSouth: @ 8090074
push {r4,lr}
ldr r3, =gUnknown_0850D7B4
movs r4, 0x30
ldrsh r2, [r1, r4]
lsls r2, 2
adds r2, r3
ldr r2, [r2]
bl _call_via_r2
lsls r0, 24
lsrs r0, 24
pop {r4}
pop {r1}
bx r1
.pool
thumb_func_end FieldObjectCB2_RandomlyLookNorthOrSouth
thumb_func_start sub_8090094
sub_8090094: @ 8090094
push {r4,lr}
adds r4, r1, 0
bl npc_reset
movs r0, 0x1
strh r0, [r4, 0x30]
pop {r4}
pop {r1}
bx r1
thumb_func_end sub_8090094
thumb_func_start sub_80900A8
sub_80900A8: @ 80900A8
push {r4,r5,lr}
adds r4, r0, 0
adds r5, r1, 0
ldrb r0, [r4, 0x18]
lsls r0, 28
lsrs r0, 28
bl GetFaceDirectionAnimId
adds r2, r0, 0
lsls r2, 24
lsrs r2, 24
adds r0, r4, 0
adds r1, r5, 0
bl FieldObjectSetRegularAnim
movs r0, 0x2
strh r0, [r5, 0x30]
movs r0, 0x1
pop {r4,r5}
pop {r1}
bx r1
thumb_func_end sub_80900A8
thumb_func_start sub_80900D4
sub_80900D4: @ 80900D4
push {r4-r7,lr}
adds r6, r0, 0
adds r7, r1, 0
bl FieldObjectExecRegularAnim
lsls r0, 24
cmp r0, 0
beq _0809010A
ldr r4, =gUnknown_0850D6DC
bl Random
movs r5, 0x3
adds r1, r5, 0
ands r1, r0
lsls r1, 1
adds r1, r4
movs r0, 0
ldrsh r1, [r1, r0]
adds r0, r7, 0
bl SetFieldObjectStepTimer
ldrb r1, [r6]
movs r0, 0x3
negs r0, r0
ands r0, r1
strb r0, [r6]
strh r5, [r7, 0x30]
_0809010A:
movs r0, 0
pop {r4-r7}
pop {r1}
bx r1
.pool
thumb_func_end sub_80900D4
thumb_func_start sub_8090118
sub_8090118: @ 8090118
push {r4,r5,lr}
adds r4, r0, 0
adds r5, r1, 0
adds r0, r5, 0
bl RunFieldObjectStepTimer
lsls r0, 24
cmp r0, 0
bne _08090136
adds r0, r4, 0
bl FieldObjectIsTrainerAndCloseToPlayer
lsls r0, 24
cmp r0, 0
beq _0809013E
_08090136:
movs r0, 0x4
strh r0, [r5, 0x30]
movs r0, 0x1
b _08090140
_0809013E:
movs r0, 0
_08090140:
pop {r4,r5}
pop {r1}
bx r1
thumb_func_end sub_8090118
thumb_func_start sub_8090148
sub_8090148: @ 8090148
push {r4,r5,lr}
sub sp, 0x4
adds r4, r0, 0
adds r5, r1, 0
ldr r1, =gUnknown_0850D770
mov r0, sp
movs r2, 0x2
bl memcpy
adds r0, r4, 0
movs r1, 0x1
bl GetRunningPastFacingDirection
lsls r0, 24
lsrs r1, r0, 24
cmp r1, 0
bne _08090178
bl Random
movs r1, 0x1
ands r1, r0
mov r2, sp
adds r0, r2, r1
ldrb r1, [r0]
_08090178:
adds r0, r4, 0
bl FieldObjectSetDirection
movs r0, 0x1
strh r0, [r5, 0x30]
add sp, 0x4
pop {r4,r5}
pop {r1}
bx r1
.pool
thumb_func_end sub_8090148
thumb_func_start FieldObjectCB_RandomlyLookEastOrWest
FieldObjectCB_RandomlyLookEastOrWest: @ 8090190
push {lr}

View File

@ -2380,3 +2380,56 @@ bool8 sub_8090004 (struct MapObject *mapObject, struct Sprite *sprite)
}
return FALSE;
}
field_object_step(RandomlyLookNorthOrSouth, gUnknown_0850D7B4)
bool8 sub_8090094 (struct MapObject *mapObject, struct Sprite *sprite)
{
npc_reset(mapObject, sprite);
sprite->data1 = 1;
return TRUE;
}
bool8 sub_80900A8 (struct MapObject *mapObject, struct Sprite *sprite)
{
FieldObjectSetRegularAnim(mapObject, sprite, GetFaceDirectionAnimId(mapObject->mapobj_unk_18));
sprite->data1 = 2;
return TRUE;
}
bool8 sub_80900D4 (struct MapObject *mapObject, struct Sprite *sprite)
{
if (FieldObjectExecRegularAnim(mapObject, sprite))
{
SetFieldObjectStepTimer(sprite, gUnknown_0850D6DC[Random() & 0x03]);
mapObject->mapobj_bit_1 = FALSE;
sprite->data1 = 3;
}
return FALSE;
}
bool8 sub_8090118 (struct MapObject *mapObject, struct Sprite *sprite)
{
if (RunFieldObjectStepTimer(sprite) || FieldObjectIsTrainerAndCloseToPlayer(mapObject))
{
sprite->data1 = 4;
return TRUE;
}
return FALSE;
}
bool8 sub_8090148 (struct MapObject *mapObject, struct Sprite *sprite)
{
u8 directions[2];
u8 direction;
memcpy(directions, gUnknown_0850D770, sizeof gUnknown_0850D770);
direction = GetRunningPastFacingDirection(mapObject, 1);
if (direction == 0)
{
direction = directions[Random() & 0x01];
}
FieldObjectSetDirection(mapObject, direction);
sprite->data1 = 1;
return TRUE;
}