remove unecessary preprocs, comment fixes

This commit is contained in:
ghoulslash 2024-11-03 07:53:23 -05:00
parent b488ff9b53
commit de9c6ea0cd

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