Rename the object_struct field labels and constants (#1005)

Fixes #990
This commit is contained in:
Rangi
2022-09-12 09:15:44 -04:00
committed by GitHub
parent 4c239a6f65
commit 41d5ea0482
30 changed files with 442 additions and 431 deletions

View File

@@ -246,10 +246,10 @@ GetDestinationWarpNumber::
ret
.GetDestinationWarpNumber:
ld a, [wPlayerStandingMapY]
ld a, [wPlayerMapY]
sub 4
ld e, a
ld a, [wPlayerStandingMapX]
ld a, [wPlayerMapX]
sub 4
ld d, a
ld a, [wCurMapWarpCount]
@@ -1514,16 +1514,16 @@ GetMovementPermissions::
call .LeftRight
call .UpDown
; get coords of current tile
ld a, [wPlayerStandingMapX]
ld a, [wPlayerMapX]
ld d, a
ld a, [wPlayerStandingMapY]
ld a, [wPlayerMapY]
ld e, a
call GetCoordTile
ld [wPlayerStandingTile], a
ld [wPlayerTile], a
call .CheckHiNybble
ret nz
ld a, [wPlayerStandingTile]
ld a, [wPlayerTile]
and 7
ld hl, .MovementPermissionsData
add l
@@ -1548,9 +1548,9 @@ GetMovementPermissions::
db UP_MASK | LEFT_MASK
.UpDown:
ld a, [wPlayerStandingMapX]
ld a, [wPlayerMapX]
ld d, a
ld a, [wPlayerStandingMapY]
ld a, [wPlayerMapY]
ld e, a
push de
@@ -1567,9 +1567,9 @@ GetMovementPermissions::
ret
.LeftRight:
ld a, [wPlayerStandingMapX]
ld a, [wPlayerMapX]
ld d, a
ld a, [wPlayerStandingMapY]
ld a, [wPlayerMapY]
ld e, a
push de
@@ -1688,10 +1688,10 @@ GetFacingTileCoord::
ld h, [hl]
ld l, a
ld a, [wPlayerStandingMapX]
ld a, [wPlayerMapX]
add d
ld d, a
ld a, [wPlayerStandingMapY]
ld a, [wPlayerMapY]
add e
ld e, a
ld a, [hl]
@@ -1861,10 +1861,10 @@ CheckCurrentMapCoordEvents::
call CheckScenes
ld b, a
; Load your current coordinates into de. This will be used to check if your position is in the coord event table for the current map.
ld a, [wPlayerStandingMapX]
ld a, [wPlayerMapX]
sub 4
ld d, a
ld a, [wPlayerStandingMapY]
ld a, [wPlayerMapY]
sub 4
ld e, a

View File

@@ -71,14 +71,14 @@ DoesSpriteHaveFacings::
pop de
ret
GetPlayerStandingTile::
ld a, [wPlayerStandingTile]
GetPlayerTile::
ld a, [wPlayerTile]
call GetTileCollision
ld b, a
ret
CheckOnWater::
ld a, [wPlayerStandingTile]
ld a, [wPlayerTile]
call GetTileCollision
sub WATER_TILE
ret z
@@ -189,7 +189,7 @@ CheckWaterfallTile::
ret
CheckStandingOnEntrance::
ld a, [wPlayerStandingTile]
ld a, [wPlayerTile]
cp COLL_DOOR
ret z
cp COLL_DOOR_79
@@ -404,7 +404,7 @@ LoadMovementDataPointer::
call CheckObjectVisibility
ret c
ld hl, OBJECT_MOVEMENTTYPE
ld hl, OBJECT_MOVEMENT_TYPE
add hl, bc
ld [hl], SPRITEMOVEDATA_SCRIPTED
@@ -447,7 +447,7 @@ FindFirstEmptyObjectStruct::
ret
GetSpriteMovementFunction::
ld hl, OBJECT_MOVEMENTTYPE
ld hl, OBJECT_MOVEMENT_TYPE
add hl, bc
ld a, [hl]
cp NUM_SPRITEMOVEDATA
@@ -500,7 +500,7 @@ CopySpriteMovementData::
ret
.CopyData:
ld hl, OBJECT_MOVEMENTTYPE
ld hl, OBJECT_MOVEMENT_TYPE
add hl, de
ld [hl], a
@@ -520,7 +520,7 @@ endr
rlca
rlca
maskbits NUM_DIRECTIONS, 2
ld hl, OBJECT_FACING
ld hl, OBJECT_DIRECTION
add hl, de
ld [hl], a
@@ -549,16 +549,16 @@ endr
ld [hl], a
ret
_GetMovementByte::
_GetMovementIndex::
; Switch to the movement data bank
ldh a, [hROMBank]
push af
ld a, [hli]
rst Bankswitch
; Load the current script byte as given by OBJECT_MOVEMENT_BYTE_INDEX, and increment OBJECT_MOVEMENT_BYTE_INDEX
; Load the current script byte as given by OBJECT_MOVEMENT_INDEX, and increment OBJECT_MOVEMENT_INDEX
ld a, [hli]
ld d, [hl]
ld hl, OBJECT_MOVEMENT_BYTE_INDEX
ld hl, OBJECT_MOVEMENT_INDEX
add hl, bc
add [hl]
ld e, a
@@ -611,7 +611,7 @@ DoesObjectHaveASprite::
SetSpriteDirection::
; preserves other flags
push af
ld hl, OBJECT_FACING
ld hl, OBJECT_DIRECTION
add hl, bc
ld a, [hl]
and %11110011
@@ -623,7 +623,7 @@ SetSpriteDirection::
ret
GetSpriteDirection::
ld hl, OBJECT_FACING
ld hl, OBJECT_DIRECTION
add hl, bc
ld a, [hl]
maskbits NUM_DIRECTIONS, 2

View File

@@ -38,10 +38,10 @@ HandleStoneQueue::
.IsObjectOnWarp:
push de
ld hl, OBJECT_NEXT_MAP_X
ld hl, OBJECT_MAP_X
add hl, de
ld a, [hl]
ld hl, OBJECT_NEXT_MAP_Y
ld hl, OBJECT_MAP_Y
add hl, de
ld e, [hl]

View File

@@ -138,19 +138,19 @@ FacingPlayerDistance::
; Return carry if the sprite at bc is facing the player,
; its distance in d, and its direction in e.
ld hl, OBJECT_NEXT_MAP_X ; x
ld hl, OBJECT_MAP_X ; x
add hl, bc
ld d, [hl]
ld hl, OBJECT_NEXT_MAP_Y ; y
ld hl, OBJECT_MAP_Y ; y
add hl, bc
ld e, [hl]
ld a, [wPlayerStandingMapX]
ld a, [wPlayerMapX]
cp d
jr z, .CheckY
ld a, [wPlayerStandingMapY]
ld a, [wPlayerMapY]
cp e
jr z, .CheckX
@@ -158,7 +158,7 @@ FacingPlayerDistance::
ret
.CheckY:
ld a, [wPlayerStandingMapY]
ld a, [wPlayerMapY]
sub e
jr z, .NotFacing
jr nc, .Above
@@ -176,7 +176,7 @@ FacingPlayerDistance::
jr .CheckFacing
.CheckX:
ld a, [wPlayerStandingMapX]
ld a, [wPlayerMapX]
sub d
jr z, .NotFacing
jr nc, .Left