Rename TILESET_WIDTH to METATILE_ROW_WIDTH
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3 changed files with 11 additions and 11 deletions
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@ -11,6 +11,11 @@
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#define METATILE_ID(tileset, name) (METATILE_##tileset##_##name)
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// Rows of metatiles do not actually have a strict width.
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// This constant is used for calculations for finding the next row of metatiles
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// for constructing large tiles, such as the Battle Pike's curtain tile.
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#define METATILE_ROW_WIDTH 8
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enum
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{
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CONNECTION_INVALID = -1,
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@ -36,11 +41,6 @@ struct Tileset
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/*0x14*/ TilesetCB callback;
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};
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// Tilesets do not actually have a strict width.
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// This constant is simply used for the offset between rows of metatiles for
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// large tiles, such as the Battle Pike's curtain tile.
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#define TILESET_WIDTH 8
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struct MapLayout
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{
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/*0x00*/ s32 width;
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@ -3959,7 +3959,7 @@ static void Task_CloseBattlePikeCurtain(u8 taskId)
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{
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MapGridSetMetatileIdAt(gSaveBlock1Ptr->pos.x + x + MAP_OFFSET - 1,
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gSaveBlock1Ptr->pos.y + y + MAP_OFFSET - 3,
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(x + METATILE_BattlePike_CurtainFrames_Start) + (y * TILESET_WIDTH) + (tCurrentFrame * CURTAIN_HEIGHT * TILESET_WIDTH));
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(x + METATILE_BattlePike_CurtainFrames_Start) + (y * METATILE_ROW_WIDTH) + (tCurrentFrame * CURTAIN_HEIGHT * METATILE_ROW_WIDTH));
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}
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}
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DrawWholeMapView();
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@ -134,14 +134,14 @@ u16 MoveRotatingTileObjects(u8 puzzleNumber)
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continue;
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// Object is on a metatile after the puzzle tile section (never occurs, in both cases the puzzle tiles are last)
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if ((u8)((metatile - puzzleTileStart) / TILESET_WIDTH) >= 5)
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if ((u8)((metatile - puzzleTileStart) / METATILE_ROW_WIDTH) >= 5)
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continue;
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// Object is on a metatile in puzzle tile section, but not one of the currently rotating color
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if ((u8)((metatile - puzzleTileStart) / TILESET_WIDTH) != puzzleNumber)
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if ((u8)((metatile - puzzleTileStart) / METATILE_ROW_WIDTH) != puzzleNumber)
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continue;
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puzzleTileNum = (u8)((metatile - puzzleTileStart) % TILESET_WIDTH);
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puzzleTileNum = (u8)((metatile - puzzleTileStart) % METATILE_ROW_WIDTH);
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// First 4 puzzle tiles are the colored arrows
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if (puzzleTileNum < 4)
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@ -221,7 +221,7 @@ void TurnRotatingTileObjects(void)
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// prevPuzzleTileNum will similarly be a number [0-3] representing the arrow tile the object just moved from
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// All the puzzles are oriented counter-clockwise and can only move 1 step at a time, so the difference between the current tile and the previous tile will always either be -1 or 3 (0-1, 1-2, 2-3, 3-0)
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// Which means tileDifference will always either be -1 or 3 after the below subtraction, and rotation will always be ROTATE_COUNTERCLOCKWISE after the following conditionals
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tileDifference = (u8)((metatile - puzzleTileStart) % TILESET_WIDTH);
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tileDifference = (u8)((metatile - puzzleTileStart) % METATILE_ROW_WIDTH);
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tileDifference -= (sRotatingTilePuzzle->objects[i].prevPuzzleTileNum);
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// Always true, see above
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@ -331,7 +331,7 @@ static void TurnUnsavedRotatingTileObject(u8 eventTemplateId, u8 puzzleTileNum)
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else
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puzzleTileStart = METATILE_TrickHousePuzzle_Arrow_YellowOnWhite_Right;
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tileDifference = (u8)((metatile - puzzleTileStart) % TILESET_WIDTH);
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tileDifference = (u8)((metatile - puzzleTileStart) % METATILE_ROW_WIDTH);
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tileDifference -= puzzleTileNum;
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if (tileDifference < 0 || tileDifference == 3)
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