diff --git a/engine/overworld/player_movement.asm b/engine/overworld/player_movement.asm index 775f18442..2d1b7dde7 100644 --- a/engine/overworld/player_movement.asm +++ b/engine/overworld/player_movement.asm @@ -23,7 +23,12 @@ DoPlayerMovement:: ldh a, [hJoyDown] ld [wCurInput], a -; Standing downhill instead moves down. +; ignore standing downhill if in View Map mode + ldh a, [hCurBoardEvent] + cp BOARDEVENT_VIEW_MAP_MODE + ret z + +; Otherwise, standing downhill instead moves down. ld hl, wBikeFlags bit BIKEFLAGS_DOWNHILL_F, [hl] ret z @@ -36,6 +41,10 @@ DoPlayerMovement:: ret .TranslateIntoMovement: + ld a, [hCurBoardEvent] + cp BOARDEVENT_VIEW_MAP_MODE + jp z, .ViewMapMode + ld a, [wPlayerState] cp PLAYER_NORMAL jr z, .Normal @@ -100,7 +109,6 @@ DoPlayerMovement:: ld a, [wWalkingDirection] cp STANDING jr z, .Standing - ; Walking into an edge warp won't bump. ld a, [wWalkingIntoEdgeWarp] and a @@ -110,12 +118,103 @@ DoPlayerMovement:: call ._WalkInPlace xor a ret - .Standing: call .StandInPlace xor a ret +.BumpSound: + call CheckSFX + ret c + ld de, SFX_BUMP + call PlaySFX + ret + +.ViewMapMode: +; if View Map mode, ignore regular collisions but account for going off-limits or off-range + call .GetAction + call .CheckViewMapModeCollision +; perform a normal step (Stand in place if wWalkingDirection is STANDING) + ld a, STEP_WALK + call .DoStep + scf + ret + +.CheckViewMapModeCollision: +; return STANDING into wWalkingDirection if trying to walk +; off-limits (unless there is a connected map) or off-range + ld a, [wWalkingDirection] + ld hl, wYCoord + ld de, wMapHeight + ld bc, wSouthConnectedMapGroup + cp DOWN + jr z, .next1 +; ld hl, wYCoord + ld de, .TopLimit + ld bc, wNorthConnectedMapGroup + cp UP + jr z, .next1 + ld hl, wXCoord + ld de, wMapWidth + ld bc, wEastConnectedMapGroup + cp RIGHT + jr z, .next1 +; ld hl, wXCoord + ld de, .LeftLimit + ld bc, wWestConnectedMapGroup + cp LEFT + jr z, .next1 + ret ; wWalkingDirection is already STANDING + +; check if walking off-limits +.next1 + ld a, [bc] ; connected map group + inc a + jr nz, .next2 ; it's ok if there's any connected map in this direction + ld a, [de] ; map dimension size (in metatiles), or 0 if moving up/left + add a + and a + jr z, .ok + dec a ; if e.g. size is 0x10, limit is at coord=0x1f +.ok + cp [hl] ; player coord (in half-metatiles) + jr z, .already_in_limit + +.next2 +; not walking off-limits; check if walking off-range + ld hl, wViewMapModeDisplacementY + ld a, [wWalkingDirection] + cp DOWN + jr z, .next3 + cp UP + jr z, .next3 + ld hl, wViewMapModeDisplacementX +.next3 + ld c, [hl] + cp DOWN + jr z, .next4 + cp RIGHT + jr z, .next4 +; if UP or LEFT, the displacement to check is negative + ld a, c + xor $ff + inc a + ld c, a +.next4 + ld a, [wViewMapModeRange] + cp c + ret nz + ; fallthrough + +.already_in_limit + ld a, STANDING + ld [wWalkingDirection], a + ret + +.TopLimit: +.LeftLimit: + db 0 + .CheckTile: ; Tiles such as waterfalls and warps move the player ; in a given direction, overriding input. @@ -768,13 +867,6 @@ ENDM scf ret -.BumpSound: - call CheckSFX - ret c - ld de, SFX_BUMP - call PlaySFX - ret - .GetOutOfWater: push bc ld a, PLAYER_NORMAL