Match and clean rotating_gate.c

One more down, many more to go.
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DizzyEggg 2018-12-03 21:44:47 +01:00 committed by GitHub
parent d9a5de5317
commit bac1f1b6c9
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1 changed files with 33 additions and 186 deletions

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@ -2,10 +2,11 @@
#include "bike.h"
#include "event_data.h"
#include "event_object_movement.h"
#include "constants/maps.h"
#include "constants/songs.h"
#include "fieldmap.h"
#include "sound.h"
#include "sprite.h"
#include "constants/maps.h"
#include "constants/songs.h"
#define ROTATING_GATE_TILE_TAG 0x1300
#define ROTATING_GATE_PUZZLE_MAX 12
@ -638,9 +639,7 @@ static s32 GetCurrentMapRotatingGatePuzzleType(void)
static void RotatingGate_ResetAllGateOrientations(void)
{
s32 i;
u8 *ptr;
ptr = (u8 *)GetVarPointer(VAR_TEMP_0);
u8 *ptr = (u8 *)GetVarPointer(VAR_TEMP_0);
for (i = 0; i < gRotatingGate_PuzzleCount; i++)
{
@ -715,12 +714,10 @@ static void RotatingGate_CreateGatesWithinViewport(s16 deltaX, s16 deltaY)
s16 y = gSaveBlock1Ptr->pos.y - 2;
s16 y2 = gSaveBlock1Ptr->pos.y + 0xe;
s16 x3, y3;
for (i = 0; i < gRotatingGate_PuzzleCount; i++)
{
x3 = gRotatingGate_PuzzleConfig[i].x + 7;
y3 = gRotatingGate_PuzzleConfig[i].y + 7;
s16 x3 = gRotatingGate_PuzzleConfig[i].x + 7;
s16 y3 = gRotatingGate_PuzzleConfig[i].y + 7;
if (y <= y3 && y2 >= y3 && x <= x3 && x2 >= x3 &&
gRotatingGate_GateSpriteIds[i] == MAX_SPRITES)
@ -734,11 +731,10 @@ static u8 RotatingGate_CreateGate(u8 gateId, s16 deltaX, s16 deltaY)
{
struct Sprite *sprite;
struct SpriteTemplate template;
const struct RotatingGatePuzzle *gate;
u8 spriteId;
s16 x, y;
gate = &gRotatingGate_PuzzleConfig[gateId];
const struct RotatingGatePuzzle *gate = &gRotatingGate_PuzzleConfig[gateId];
if (gate->shape == GATE_SHAPE_L1 || gate->shape == GATE_SHAPE_T1)
template = sSpriteTemplate_RotatingGateRegular;
@ -767,12 +763,9 @@ static u8 RotatingGate_CreateGate(u8 gateId, s16 deltaX, s16 deltaY)
static void SpriteCallback_RotatingGate(struct Sprite *sprite)
{
u8 rotationDirection;
u8 orientation;
u8 affineAnimation;
rotationDirection = sprite->data[1];
orientation = sprite->data[2];
u8 rotationDirection = sprite->data[1];
u8 orientation = sprite->data[2];
RotatingGate_HideGatesOutsideViewport(sprite);
@ -802,10 +795,8 @@ static void SpriteCallback_RotatingGate(struct Sprite *sprite)
static void RotatingGate_HideGatesOutsideViewport(struct Sprite *sprite)
{
u16 x;
s16 x2;
u16 y;
s16 y2;
u16 x, y;
s16 x2, y2;
sprite->invisible = FALSE;
x = sprite->pos1.x + sprite->pos2.x + sprite->centerToCornerVecX + gSpriteCoordOffsetX;
@ -830,35 +821,27 @@ static void LoadRotatingGatePics(void)
LoadSpriteSheets(sRotatingGatesGraphicsTable);
}
/*
static*/ void RotatingGate_DestroyGatesOutsideViewport(void)
static void RotatingGate_DestroyGatesOutsideViewport(void)
{
s16 x;
s16 x2;
s16 y;
s16 y2;
s16 xGate;
s16 yGate;
s32 i;
struct Sprite *sprite;
// Same as RotatingGate_CreateGatesWithinViewport
x = gSaveBlock1Ptr->pos.x - 2;
x2 = gSaveBlock1Ptr->pos.x + 0x11;
y = gSaveBlock1Ptr->pos.y - 2;
y2 = gSaveBlock1Ptr->pos.y + 0xe;
s16 x = gSaveBlock1Ptr->pos.x - 2;
s16 x2 = gSaveBlock1Ptr->pos.x + 0x11;
s16 y = gSaveBlock1Ptr->pos.y - 2;
s16 y2 = gSaveBlock1Ptr->pos.y + 0xe;
for (i = 0; i < gRotatingGate_PuzzleCount; i++)
{
xGate = gRotatingGate_PuzzleConfig[i].x + 7;
yGate = gRotatingGate_PuzzleConfig[i].y + 7;
s16 xGate = gRotatingGate_PuzzleConfig[i].x + 7;
s16 yGate = gRotatingGate_PuzzleConfig[i].y + 7;
if (gRotatingGate_GateSpriteIds[i] == MAX_SPRITES)
continue;
if (xGate < x || xGate > x2 || yGate < y || yGate > y2)
{
sprite = &gSprites[gRotatingGate_GateSpriteIds[i]];
struct Sprite *sprite = &gSprites[gRotatingGate_GateSpriteIds[i]];
FreeSpriteOamMatrix(sprite);
DestroySprite(sprite);
gRotatingGate_GateSpriteIds[i] = MAX_SPRITES;
@ -866,23 +849,13 @@ static*/ void RotatingGate_DestroyGatesOutsideViewport(void)
}
}
#ifdef NONMATCHING
bool8 MapGridIsImpassableAt(s32, s32); //fool the compiler
static s32 RotatingGate_CanRotate(u8 gateId, s16 rotationDirection)
static s32 RotatingGate_CanRotate(u8 gateId, s32 rotationDirection)
{
const struct Coords8 *armPos;
u8 orientation;
s16 x;
s16 y;
s16 x, y;
u8 shape;
u32 shape8;
s32 i;
s32 j;
s32 armOrientation;
const u8 *gateArmCollisionData;
u8 armIndex;
s32 i, j;
if (rotationDirection == ROTATE_ANTICLOCKWISE)
armPos = sRotatingGate_ArmPositionsAntiClockwiseRotation;
@ -897,166 +870,40 @@ static s32 RotatingGate_CanRotate(u8 gateId, s16 rotationDirection)
x = gRotatingGate_PuzzleConfig[gateId].x + 7;
y = gRotatingGate_PuzzleConfig[gateId].y + 7;
// Loop through the gate's "arms" clockwise (north, south, east, west)
for (i = GATE_ARM_NORTH, shape8 = shape* 4*2 ; i <= GATE_ARM_WEST; i++)
for (i = GATE_ARM_NORTH ; i <= GATE_ARM_WEST; i++)
{
// Ensure that no part of the arm collides with the map
for (j = 0, armOrientation = orientation + i, gateArmCollisionData = (u8 *)((u32)sRotatingGate_ArmLayout + shape8 + 2*i); j < GATE_ARM_MAX_LENGTH; j++)
for (j = 0; j < GATE_ARM_MAX_LENGTH; j++)
{
armIndex = 2 * (armOrientation % 4) + j;
u8 armIndex = 2 * ((orientation + i) % 4) + j;
if (*gateArmCollisionData)
if (sRotatingGate_ArmLayout[shape][2 * i + j])
{
if (MapGridIsImpassableAt(x + armPos[armIndex].deltaX, y + armPos[armIndex].deltaY) == TRUE)
if (MapGridIsImpassableAt(x + armPos[armIndex].x, y + armPos[armIndex].y) == TRUE)
return FALSE;
}
gateArmCollisionData++;
}
}
return TRUE;
}
#else
NAKED
static s32 RotatingGate_CanRotate(u8 a, s16 rotationDirection)
{
asm(".syntax unified\n\
push {r4-r7,lr}\n\
mov r7, r10\n\
mov r6, r9\n\
mov r5, r8\n\
push {r5-r7}\n\
sub sp, 0xC\n\
lsls r0, 24\n\
lsrs r4, r0, 24\n\
cmp r1, 0x1\n\
bne _080FBCFC\n\
ldr r0, =sRotatingGate_ArmPositionsAntiClockwiseRotation\n\
mov r10, r0\n\
b _080FBD08\n\
.pool\n\
_080FBCFC:\n\
cmp r1, 0x2\n\
beq _080FBD04\n\
_080FBD00:\n\
movs r0, 0\n\
b _080FBD98\n\
_080FBD04:\n\
ldr r1, =sRotatingGate_ArmPositionsClockwiseRotation\n\
mov r10, r1\n\
_080FBD08:\n\
adds r0, r4, 0\n\
bl RotatingGate_GetGateOrientation\n\
lsls r0, 24\n\
lsrs r0, 24\n\
str r0, [sp]\n\
ldr r0, =gRotatingGate_PuzzleConfig\n\
ldr r1, [r0]\n\
lsls r0, r4, 3\n\
adds r0, r1\n\
ldrb r2, [r0, 0x4]\n\
ldrh r1, [r0]\n\
adds r1, 0x7\n\
ldrh r0, [r0, 0x2]\n\
adds r0, 0x7\n\
movs r3, 0\n\
lsls r2, 3\n\
str r2, [sp, 0x4]\n\
lsls r1, 16\n\
asrs r1, 16\n\
mov r9, r1\n\
lsls r0, 16\n\
asrs r0, 16\n\
mov r8, r0\n\
_080FBD38:\n\
movs r6, 0\n\
ldr r2, [sp]\n\
adds r7, r2, r3\n\
lsls r0, r3, 1\n\
adds r5, r7, 0\n\
ldr r1, [sp, 0x4]\n\
adds r0, r1\n\
ldr r2, =sRotatingGate_ArmLayout\n\
adds r4, r0, r2\n\
_080FBD4A:\n\
adds r0, r5, 0\n\
cmp r5, 0\n\
bge _080FBD52\n\
adds r0, r7, 0x3\n\
_080FBD52:\n\
asrs r0, 2\n\
lsls r0, 2\n\
subs r0, r5, r0\n\
lsls r0, 1\n\
adds r0, r6\n\
lsls r0, 24\n\
lsrs r1, r0, 24\n\
ldrb r0, [r4]\n\
cmp r0, 0\n\
beq _080FBD88\n\
lsls r1, 2\n\
add r1, r10\n\
movs r0, 0\n\
ldrsb r0, [r1, r0]\n\
add r0, r9\n\
ldrb r1, [r1, 0x1]\n\
lsls r1, 24\n\
asrs r1, 24\n\
add r1, r8\n\
str r3, [sp, 0x8]\n\
bl MapGridIsImpassableAt\n\
lsls r0, 24\n\
lsrs r0, 24\n\
ldr r3, [sp, 0x8]\n\
cmp r0, 0x1\n\
beq _080FBD00\n\
_080FBD88:\n\
adds r4, 0x1\n\
adds r6, 0x1\n\
cmp r6, 0x1\n\
ble _080FBD4A\n\
adds r3, 0x1\n\
cmp r3, 0x3\n\
ble _080FBD38\n\
movs r0, 0x1\n\
_080FBD98:\n\
add sp, 0xC\n\
pop {r3-r5}\n\
mov r8, r3\n\
mov r9, r4\n\
mov r10, r5\n\
pop {r4-r7}\n\
pop {r1}\n\
bx r1\n\
.pool\n\
.syntax divided\n");
}
#endif
static s32 RotatingGate_HasArm(u8 gateId, u8 armInfo)
{
s32 isLongArm;
s8 armOrientation;
s32 arm;
s32 shape;
s32 arm = armInfo / 2;
s32 isLongArm = armInfo % 2;
arm = armInfo >> 1;
isLongArm = armInfo & 1;
armOrientation = (arm - RotatingGate_GetGateOrientation(gateId) + 4) % 4;
shape = gRotatingGate_PuzzleConfig[gateId].shape;
s8 armOrientation = (arm - RotatingGate_GetGateOrientation(gateId) + 4) % 4;
s32 shape = gRotatingGate_PuzzleConfig[gateId].shape;
return sRotatingGate_ArmLayout[shape][armOrientation * 2 + isLongArm];
}
static void RotatingGate_TriggerRotationAnimation(u8 gateId, s32 rotationDirection)
{
struct Sprite *sprite;
if (gRotatingGate_GateSpriteIds[gateId] != MAX_SPRITES)
{
sprite = &gSprites[gRotatingGate_GateSpriteIds[gateId]];
struct Sprite *sprite = &gSprites[gRotatingGate_GateSpriteIds[gateId]];
sprite->data[1] = rotationDirection;
sprite->data[2] = RotatingGate_GetGateOrientation(gateId);
}
@ -1064,7 +911,7 @@ static void RotatingGate_TriggerRotationAnimation(u8 gateId, s32 rotationDirecti
static u8 RotatingGate_GetRotationInfo(u8 direction, s16 x, s16 y)
{
register const u8 *ptr;
const u8 *ptr;
if (direction == DIR_NORTH)
ptr = sRotatingGate_RotationInfoNorth;