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Rename wCurSpaceData and wTempSpaceData to *SpaceStruct and create space_struct macro
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@ -348,20 +348,20 @@ $~~~~$<c>then always returns PLAYERMOVEMENT_FINISH but often is overwritten by c
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- Addresses within *wCurMapData* ~ *wCurMapDataEnd*: preserved on save.
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- **wCurTurn**
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- **wCurSpace**
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- **wCurSpaceData**:
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- **wCurSpaceStruct**:
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- **wCurSpaceXCoord**
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- **wCurSpaceYCoord**
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- **wCurSpaceEffect**
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- **wCurSpaceNextSpace**.
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- **wTempSpaceData**: shares memory region with string buffers from *wStringBuffer3* onwards. Temporary scope. Same structure as *wCurSpaceData*
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- **wTempSpaceStruct**: shares memory region with string buffers from *wStringBuffer3* onwards. Temporary scope. Same structure as *wCurSpaceStruct*
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### Workflow
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1) ``OverworldLoop`` is called from ``GameMenu_WorldMap`` with either ``hMapEntryMethod`` = ``MAPSETUP_ENTERLEVEL`` or ``hMapEntryMethod`` = ``MAPSETUP_CONTINUE``.
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2) ``StartMap`` resets ``wCurTurn`` and ``wCurSpace`` if ``MAPSETUP_ENTERLEVEL``. ``StartMap`` sets ``hCurBoardEvent`` to ``BOARDEVENT_DISPLAY_MENU``. ``wScriptFlags2`` is cleared. ``wMapStatus`` is set to ``MAPSTATUS_HANDLE`` causing ``HandleMap`` to be called.
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3) ``MapEvents`` (from ``HandleMap``) calls ``PlayerEvents``. ``CheckBoardEvent`` queues ``BoardMenuScript`` which is executed by ``ScriptEvents``.
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4) ``BoardMenuScript``.``Upkeep`` saves the game, clears ``wTurnData[]``, increases ``wCurTurn``, and loads current space to ``wCurSpaceData[]``.
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4) ``BoardMenuScript``.``Upkeep`` saves the game, clears ``wTurnData[]``, increases ``wCurTurn``, and loads current space to ``wCurSpaceStruct[]``.
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- If player exits, the ``exitoverworld`` script sets ``wMapStatus`` to ``MAPSTATUS_DONE``. This causes ``OverworldLoop`` to return back to the game menu. **Exit this workflow**.
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5) Player rolls die and the animation plays. After the animation, ``wDisplaySecondarySprites``.``SECONDARYSPRITES_SPACES_LEFT_F`` is set and ``hCurBoardEvent`` is set to ``BOARDEVENT_HANDLE_BOARD``. At the end of this ``HandleMap`` iteration, ``CheckPlayerState`` sets ``wMapEventStatus`` to ``MAPEVENTS_ON`` (``wScriptFlags2`` is not touched so it remains cleared).
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6) In the next ``HandleMap`` iteration, ``CheckBoardEvent`` from ``PlayerEvents`` jumps to ``.board`` and then to ``.no_space_effect`` due to ``wScriptFlags2[4]`` not being set.
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@ -371,7 +371,7 @@ $~~~~$<c>then always returns PLAYERMOVEMENT_FINISH but often is overwritten by c
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10) In the next ``HandleMap`` iteration, ``CheckBoardEvent.board`` is called with ``wScriptFlags2[4]`` set.
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- If player is not above a tile (``wPlayerTile``) with a space collision: ``wScriptFlags2[4]`` is reset. **Go back to 7)**.
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- If player is above a tile, the corresponding space script is queued to be executed by ``ScriptEvents`` in the current ``HandleMap`` iteration. ``wScriptFlags2[4]`` is reset. **Continue to 11)**.
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11) The space script loads the value of ``wCurSpaceNextSpace`` into ``wCurSpace``, loads the new space data to ``wCurSpaceData[]``, and decreases ``wSpacesLeft``.
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11) The space script loads the value of ``wCurSpaceNextSpace`` into ``wCurSpace``, loads the new space data to ``wCurSpaceStruct[]``, and decreases ``wSpacesLeft``.
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- If ``wSpacesLeft`` is non-0, **go back to 6)**.
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12) ``hCurBoardEvent`` is set to ``BOARDEVENT_END_TURN``. ``CheckBoardEvent`` does nothing in this state. In the first subsequent ``HandleMap`` iteration where no other kind of event triggers causing ``PlayerEvents`` to return early, ``hCurBoardEvent`` is set to ``BOARDEVENT_DISPLAY_MENU``.
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13) **Go back to 3)**
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@ -2301,11 +2301,11 @@ LoadMapTileset::
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; a: which space to load
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LoadTempSpaceData::
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ld de, wTempSpaceData
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ld de, wTempSpaceStruct
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jr LoadSpaceData
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LoadCurSpaceData::
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ld de, wCurSpaceData
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ld de, wCurSpaceStruct
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ld a, [wCurSpace]
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; fallthrough
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@ -2318,7 +2318,7 @@ LoadSpaceData::
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld bc, wCurSpaceDataEnd - wCurSpaceData ; wTempSpaceDataEnd - wTempSpaceData
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ld bc, wCurSpaceStructEnd - wCurSpaceStruct ; wTempSpaceStructEnd - wTempSpaceStruct
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pop af
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call AddNTimes
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pop de
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@ -406,3 +406,10 @@ MACRO battle_bg_effect
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\1BattleTurn:: db
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\1Param:: db
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ENDM
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MACRO space_struct
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\1XCoord:: db
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\1YCoord:: db
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\1Effect:: db
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\1NextSpace:: db
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ENDM
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16
ram/wram.asm
16
ram/wram.asm
@ -1678,12 +1678,8 @@ wStringBuffer4:: ds STRING_BUFFER_LENGTH
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wStringBuffer5:: ds STRING_BUFFER_LENGTH
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NEXTU
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wTempSpaceData::
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wTempSpaceXCoord:: db
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wTempSpaceYCoord:: db
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wTempSpaceEffect:: db
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wTempSpaceNextSpace:: db
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wTempSpaceDataEnd::
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wTempSpaceStruct:: space_struct wTempSpace
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wTempSpaceStructEnd::
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ENDU
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wBattleMenuCursorPosition::
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@ -2513,12 +2509,8 @@ wScreenSave:: ds SCREEN_META_WIDTH * SCREEN_META_HEIGHT
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wCurTurn:: db
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wCurSpace:: db
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wCurSpaceData::
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wCurSpaceXCoord:: db
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wCurSpaceYCoord:: db
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wCurSpaceEffect:: db
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wCurSpaceNextSpace:: db
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wCurSpaceDataEnd::
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wCurSpaceStruct:: space_struct wCurSpace
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wCurSpaceStructEnd::
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wCurMapDataEnd::
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