Implement View Map mode [commit 5]: make View Map mode work from branch space (#29)

This commit is contained in:
xCrystal
2023-11-04 17:17:08 +01:00
parent 8f3e9b04e2
commit 2df937cbee
10 changed files with 165 additions and 97 deletions

View File

@@ -338,8 +338,9 @@ CheckBoardEvent:
dw .menu ; BOARDEVENT_DISPLAY_MENU
dw .board ; BOARDEVENT_HANDLE_BOARD
dw .none ; BOARDEVENT_END_TURN
dw .mapview ; BOARDEVENT_VIEW_MAP_MODE
dw .viewmap ; BOARDEVENT_VIEW_MAP_MODE
dw .menu ; BOARDEVENT_REDISPLAY_MENU
dw .branch ; BOARDEVENT_RESUME_BRANCH
assert_table_length NUM_BOARD_EVENTS + 1
.none
@@ -375,7 +376,7 @@ CheckBoardEvent:
scf
ret
.mapview
.viewmap
; check if player pressed B and if so queue the script to exit View Map mode
ldh a, [hJoyDown]
and D_PAD
@@ -384,16 +385,27 @@ CheckBoardEvent:
bit B_BUTTON_F, a
ret z ; nc
; B was pressed
ld a, BANK(.ExitMapViewModeScript)
ld hl, .ExitMapViewModeScript
ld a, BANK(.ExitViewMapModeScript)
ld hl, .ExitViewMapModeScript
call CallScript
scf
ret
.ExitMapViewModeScript:
.ExitViewMapModeScript:
reloadmapafterviewmapmode
end
.branch
; special handler to resume branch space after returning from View Map mode.
; skip scall to .ArriveToBranchSpaceScript not to recompute branch struct.
ld a, BOARDEVENT_HANDLE_BOARD
ldh [hCurBoardEvent], a
ld a, BANK(BranchSpaceScript)
ld hl, BranchSpaceScript_PromptPlayer
call CallScript
scf
ret
.no_space_effect
; continue moving in board
xor a

View File

@@ -99,7 +99,7 @@ WriteObjectXY::
and a
ret
RefreshPlayerCoords:
RefreshPlayerCoords::
ld a, [wXCoord]
add 4
ld d, a
@@ -855,3 +855,77 @@ QueueFollowerFirstStep:
.same_xy
scf
ret
MockPlayerObject::
; refresh wPlayerObjectYCoord and wPlayerObjectXCoord
farcall RefreshPlayerCoords
; copy default sprite object to the last object struct
ld hl, .DefaultPlayerObject
ld de, wMap{d:LAST_OBJECT}Object
ld bc, OBJECT_EVENT_SIZE + 1
call CopyBytes
; adjust sprite id and palette number
ld hl, .PlayerObjectFields
.loop
ld a, [wPlayerGender]
cp [hl]
inc hl
jr nz, .next1
ld a, [wPlayerState]
cp [hl]
inc hl
jr nz, .next2
; found a match
ld a, [hli] ; sprite
ld [wMap{d:LAST_OBJECT}ObjectSprite], a
ld a, [hl] ; palette | objecttype
ld [wMap{d:LAST_OBJECT}ObjectPalette], a ; also wMap{d:LAST_OBJECT}ObjectType
jr .copy_player_coords
.next1
inc hl
.next2
inc hl
inc hl
ld a, [hl]
cp -1
jr nz, .loop
.copy_player_coords
; copy player's coordinates
ld hl, wPlayerObjectYCoord
ld de, wMap{d:LAST_OBJECT}ObjectYCoord
ld a, [hli]
ld [de], a
inc de
ld a, [hl] ; wPlayerObjectXCoord
ld [de], a ; wMap{d:LAST_OBJECT}ObjectXCoord
; set facing direction
ld a, [wPlayerDirection]
srl a
srl a
maskbits NUM_DIRECTIONS
ld b, SPRITEMOVEDATA_STANDING_DOWN
add b
ld [wMap{d:LAST_OBJECT}ObjectMovement], a
; display mocked player object
; it will go to the last wMapObjects slot and to whichever wObjectStructs slot
; wObjectStructs[n][MAPOBJECT_OBJECT_STRUCT_ID] links both structs
ld a, NUM_OBJECTS - 1
call UnmaskCopyMapObjectStruct
ret
.DefaultPlayerObject:
db -1 ; MAPOBJECT_OBJECT_STRUCT_ID
object_event 0, 0, SPRITE_CHRIS, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1
.PlayerObjectFields:
; [wPlayerGender], [wPlayerState], sprite id, palette
db 0, PLAYER_NORMAL, SPRITE_CHRIS, PAL_NPC_RED << 4 | OBJECTTYPE_SCRIPT
db 1 << PLAYERGENDER_FEMALE_F, PLAYER_NORMAL, SPRITE_KRIS, PAL_NPC_BLUE << 4 | OBJECTTYPE_SCRIPT
db 0, PLAYER_SURF, SPRITE_SURF, PAL_NPC_RED << 4 | OBJECTTYPE_SCRIPT
db 1 << PLAYERGENDER_FEMALE_F, PLAYER_SURF, SPRITE_SURF, PAL_NPC_BLUE << 4 | OBJECTTYPE_SCRIPT
db 0, PLAYER_BIKE, SPRITE_CHRIS_BIKE, PAL_NPC_RED << 4 | OBJECTTYPE_SCRIPT
db 1 << PLAYERGENDER_FEMALE_F, PLAYER_BIKE, SPRITE_KRIS_BIKE, PAL_NPC_BLUE << 4 | OBJECTTYPE_SCRIPT
db -1

View File

@@ -236,7 +236,6 @@ ScriptCommandTable:
dw Script_checksave ; a9
dw Script_exitoverworld ; aa
dw Script_reloadmapafterviewmapmode ; ab
dw Script_appearplayermock ; ac
assert_table_length NUM_EVENT_COMMANDS
StartScript:
@@ -962,69 +961,6 @@ Script_variablesprite:
ld [hl], a
ret
Script_appearplayermock:
ld hl, .DefaultPlayerObject
ld de, wMap{d:LAST_OBJECT}Object
ld bc, OBJECT_EVENT_SIZE + 1
call CopyBytes
; adjust sprite id and palette number
ld hl, .PlayerObjectFields
.loop
ld a, [wPlayerGender]
cp [hl]
inc hl
jr nz, .next1
ld a, [wPlayerState]
cp [hl]
inc hl
jr nz, .next2
; found a match
ld a, [hli] ; sprite
ld [wMap{d:LAST_OBJECT}ObjectSprite], a
ld a, [hl] ; palette | objecttype
ld [wMap{d:LAST_OBJECT}ObjectPalette], a ; also wMap{d:LAST_OBJECT}ObjectType
jr .copy_player_coords
.next1
inc hl
.next2
inc hl
inc hl
ld a, [hl]
cp -1
jr nz, .loop
.copy_player_coords
; copy player's coordinates
ld hl, wPlayerObjectYCoord
ld de, wMap{d:LAST_OBJECT}ObjectYCoord
ld a, [hli]
ld [de], a
inc de
ld a, [hl] ; wPlayerObjectXCoord
ld [de], a ; wMap{d:LAST_OBJECT}ObjectXCoord
; display mocked player object
; it will go to the last wMapObjects slot and to whichever wObjectStructs slot
; wObjectStructs[n][MAPOBJECT_OBJECT_STRUCT_ID] links both structs
ld a, NUM_OBJECTS - 1
call UnmaskCopyMapObjectStruct
ret
.DefaultPlayerObject:
db -1 ; MAPOBJECT_OBJECT_STRUCT_ID
object_event 0, 0, SPRITE_CHRIS, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, ObjectEvent, -1
.PlayerObjectFields:
; [wPlayerGender], [wPlayerState], sprite id, palette
db 0, PLAYER_NORMAL, SPRITE_CHRIS, PAL_NPC_RED << 4 | OBJECTTYPE_SCRIPT
db 1 << PLAYERGENDER_FEMALE_F, PLAYER_NORMAL, SPRITE_KRIS, PAL_NPC_BLUE << 4 | OBJECTTYPE_SCRIPT
db 0, PLAYER_SURF, SPRITE_SURF, PAL_NPC_RED << 4 | OBJECTTYPE_SCRIPT
db 1 << PLAYERGENDER_FEMALE_F, PLAYER_SURF, SPRITE_SURF, PAL_NPC_BLUE << 4 | OBJECTTYPE_SCRIPT
db 0, PLAYER_BIKE, SPRITE_CHRIS_BIKE, PAL_NPC_RED << 4 | OBJECTTYPE_SCRIPT
db 1 << PLAYERGENDER_FEMALE_F, PLAYER_BIKE, SPRITE_KRIS_BIKE, PAL_NPC_BLUE << 4 | OBJECTTYPE_SCRIPT
db -1
Script_appear:
call GetScriptByte
call GetScriptObject
@@ -1275,7 +1211,24 @@ Script_reloadmapafterviewmapmode:
ldh [hMapEntryMethod], a
ld a, SPAWN_FROM_RAM
ld [wDefaultSpawnpoint], a
ld a, [wSpacesLeft]
and a
ld a, BOARDEVENT_REDISPLAY_MENU
jr z, .in_board_menu
; .in_branch_space
ld hl, wDisplaySecondarySprites
set SECONDARYSPRITES_SPACES_LEFT_F, [hl]
set SECONDARYSPRITES_BRANCH_ARROWS_F, [hl]
ld hl, wPlayerSpriteSetupFlags
; get the facing direction from the mocked object's facing direction
ld a, [wMap{d:LAST_OBJECT}ObjectMovement]
sub SPRITEMOVEDATA_STANDING_DOWN
ld [hl], a
set PLAYERSPRITESETUP_CUSTOM_FACING_F, [hl]
ld a, BOARDEVENT_RESUME_BRANCH
.in_board_menu
ldh [hCurBoardEvent], a
ld hl, wDisplaySecondarySprites
res SECONDARYSPRITES_VIEW_MAP_MODE_F, [hl]