remove unecessary preprocs, comment fixes
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src/dexnav.c
63
src/dexnav.c
@ -1277,45 +1277,33 @@ static void DexNavGenerateMoveset(u16 species, u8 searchLevel, u8 encounterLevel
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// see if first move slot should be an egg move
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if (searchLevel < 5)
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{
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#if (SEARCHLEVEL0_MOVECHANCE != 0)
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if (randVal < SEARCHLEVEL0_MOVECHANCE)
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if (SEARCHLEVEL0_MOVECHANCE != 0 && randVal < SEARCHLEVEL0_MOVECHANCE)
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genMove = TRUE;
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#endif
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}
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else if (searchLevel < 10)
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{
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#if (SEARCHLEVEL5_MOVECHANCE != 0)
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if (randVal < SEARCHLEVEL5_MOVECHANCE)
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if (SEARCHLEVEL5_MOVECHANCE != 0 && randVal < SEARCHLEVEL5_MOVECHANCE)
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genMove = TRUE;
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#endif
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}
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else if (searchLevel < 25)
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{
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#if (SEARCHLEVEL10_MOVECHANCE != 0)
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if (randVal < SEARCHLEVEL10_MOVECHANCE)
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if (SEARCHLEVEL10_MOVECHANCE != 0 && randVal < SEARCHLEVEL10_MOVECHANCE)
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genMove = TRUE;
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#endif
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}
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else if (searchLevel < 50)
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{
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#if (SEARCHLEVEL25_MOVECHANCE != 0)
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if (randVal < SEARCHLEVEL25_MOVECHANCE)
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if (SEARCHLEVEL25_MOVECHANCE != 0 && randVal < SEARCHLEVEL25_MOVECHANCE)
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genMove = TRUE;
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#endif
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}
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else if (searchLevel < 100)
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{
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#if (SEARCHLEVEL50_MOVECHANCE != 0)
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if (randVal < SEARCHLEVEL50_MOVECHANCE)
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if (SEARCHLEVEL50_MOVECHANCE != 0 && randVal < SEARCHLEVEL50_MOVECHANCE)
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genMove = TRUE;
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#endif
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}
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else
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{
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#if (SEARCHLEVEL100_MOVECHANCE != 0)
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if (randVal < SEARCHLEVEL100_MOVECHANCE)
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if (SEARCHLEVEL100_MOVECHANCE != 0 && randVal < SEARCHLEVEL100_MOVECHANCE)
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genMove = TRUE;
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#endif
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}
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// Generate a wild mon just to get the initial moveset (later overwritten by CreateDexNavWildMon)
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@ -1411,11 +1399,9 @@ static u8 DexNavGetAbilityNum(u16 species, u8 searchLevel)
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#endif
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}
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#ifdef BATTLE_ENGINE // if using RHH, the base stats abilities field is expanded
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if (genAbility && gSpeciesInfo[species].abilities[2] != ABILITY_NONE && GetSetPokedexFlag(SpeciesToNationalPokedexNum(species), FLAG_GET_CAUGHT))
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#else
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if (genAbility && gSpeciesInfo[species].abilityHidden != ABILITY_NONE && GetSetPokedexFlag(SpeciesToNationalPokedexNum(species), FLAG_GET_CAUGHT))
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#endif
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if (genAbility
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&& gSpeciesInfo[species].abilities[2] != ABILITY_NONE
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&& GetSetPokedexFlag(SpeciesToNationalPokedexNum(species), FLAG_GET_CAUGHT))
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{
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//Only give hidden ability if Pokemon has been caught before
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abilityNum = 2;
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@ -2099,9 +2085,7 @@ static const u8 sMoveTypeToOamPaletteNum[NUMBER_OF_MON_TYPES] =
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[TYPE_ICE] = TYPE_ICON_PAL_NUM_1,
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[TYPE_DRAGON] = TYPE_ICON_PAL_NUM_2,
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[TYPE_DARK] = TYPE_ICON_PAL_NUM_0,
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#ifdef TYPE_FAIRY
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[TYPE_FAIRY] = TYPE_ICON_PAL_NUM_1, //based on battle_engine
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#endif
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[TYPE_FAIRY] = TYPE_ICON_PAL_NUM_1,
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};
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static void SetTypeIconPosAndPal(u8 typeId, u8 x, u8 y, u8 spriteArrayId)
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{
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@ -2168,13 +2152,8 @@ static void PrintCurrentSpeciesInfo(void)
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}
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else if (GetSetPokedexFlag(dexNum, FLAG_GET_CAUGHT))
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{
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#ifdef BATTLE_ENGINE
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if (gSpeciesInfo[species].abilities[2] != ABILITY_NONE)
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AddTextPrinterParameterized3(WINDOW_INFO, 0, 0, HA_INFO_Y, sFontColor_Black, 0, gAbilitiesInfo[gSpeciesInfo[species].abilities[2]].name);
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#else
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if (gSpeciesInfo[species].abilityHidden != ABILITY_NONE)
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AddTextPrinterParameterized3(WINDOW_INFO, 0, 0, HA_INFO_Y, sFontColor_Black, 0, gAbilitiesInfo[gSpeciesInfo[species].abilityHidden].name);
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#endif
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else
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AddTextPrinterParameterized3(WINDOW_INFO, 0, 0, HA_INFO_Y, sFontColor_Black, 0, gText_None);
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}
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@ -2195,7 +2174,8 @@ static void PrintMapName(void)
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{
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GetMapName(gStringVar3, GetCurrentRegionMapSectionId(), 0);
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AddTextPrinterParameterized3(WINDOW_REGISTERED, 1, 108 +
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GetStringRightAlignXOffset(1, gStringVar3, MAP_NAME_LENGTH * GetFontAttribute(1, FONTATTR_MAX_LETTER_WIDTH)), 0, sFontColor_White, 0, gStringVar3);
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GetStringRightAlignXOffset(1, gStringVar3, MAP_NAME_LENGTH * GetFontAttribute(1, FONTATTR_MAX_LETTER_WIDTH)),
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0, sFontColor_White, 0, gStringVar3);
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CopyWindowToVram(WINDOW_REGISTERED, 3);
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}
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@ -2534,16 +2514,16 @@ bool8 TryFindHiddenPokemon(void)
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const struct WildPokemonInfo* hiddenMonsInfo = gWildMonHeaders[headerId].hiddenMonsInfo;
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bool8 isHiddenMon = FALSE;
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//while you can still technically find hidden pokemon if there are not hidden-only pokemon on a map,
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// while you can still technically find hidden pokemon if there are not hidden-only pokemon on a map,
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// this prevents any potential lagging on maps you dont want hidden pokemon to appear on
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if (hiddenMonsInfo == NULL)
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return FALSE;
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//encounter rate signifies surfing (1) or land mons (0)!
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// encounter rate signifies surfing (1) or land mons (0)!
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// again, for simplicity
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switch (hiddenMonsInfo->encounterRate)
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{
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case 0: //land
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case 0: // land
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// there are surely better ways to do this, but this allows greatest flexibility
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if (Random() % 100 < HIDDEN_MON_PROBABILTY)
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{
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@ -2560,7 +2540,7 @@ bool8 TryFindHiddenPokemon(void)
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environment = ENCOUNTER_TYPE_LAND;
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}
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break;
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case 1: //water
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case 1: // water
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if (TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_SURFING))
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{
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if (Random() % 100 < HIDDEN_MON_PROBABILTY)
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@ -2581,7 +2561,8 @@ bool8 TryFindHiddenPokemon(void)
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}
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else
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{
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return FALSE; //not surfing -> cant find hidden water mons
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// not surfing -> cant find hidden water mons
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return FALSE;
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}
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break;
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default:
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@ -2597,7 +2578,7 @@ bool8 TryFindHiddenPokemon(void)
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sDexNavSearchDataPtr->isHiddenMon = isHiddenMon;
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sDexNavSearchDataPtr->species = species;
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sDexNavSearchDataPtr->hiddenSearch = TRUE;
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sDexNavSearchDataPtr->environment = environment; //updated in DexNavTryGenerateMonLevel if hidden mon
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sDexNavSearchDataPtr->environment = environment; // updated in DexNavTryGenerateMonLevel if hidden mon
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sDexNavSearchDataPtr->monLevel = DexNavTryGenerateMonLevel(species, environment);
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if (sDexNavSearchDataPtr->monLevel == MON_LEVEL_NONEXISTENT)
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{
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@ -2624,7 +2605,7 @@ bool8 TryFindHiddenPokemon(void)
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gTasks[taskId].tRevealed = FALSE;
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HideMapNamePopUpWindow();
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ChangeBgY_ScreenOff(0, 0, 0);
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return FALSE; //we dont actually want to enable the script context or the game will freeze
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return FALSE; // we dont actually want to enable the script context or the game will freeze
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}
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return FALSE;
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@ -2642,8 +2623,8 @@ static void DrawSearchIcon(void)
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}
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// the initial hidden icon window ONLY shows search icon, ??? instead of name, and the search level (and pokeball icon if owned)
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// if the player presses R or moves close enough, the full search window will be created
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// this way, if the player is not interested in hidden pokemon it will not be too intrusive
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// if the player presses R or moves close enough, the full search window will be created
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// this way, if the player is not interested in hidden pokemon it will not be too intrusive
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static void DrawHiddenSearchWindow(u8 width)
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{
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AddSearchWindow(width);
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