Implement View Map mode [commit 2]: mock player object (#29)

This commit is contained in:
xCrystal 2023-11-01 11:48:12 +01:00
parent 147c9f2add
commit d2bb82bc3c
5 changed files with 80 additions and 5 deletions

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@ -118,6 +118,7 @@ DEF MAPOBJECT_EVENT_FLAG rw ; c
rb_skip 2
DEF MAPOBJECT_LENGTH EQU _RS
DEF NUM_OBJECTS EQU 16
DEF LAST_OBJECT EQU NUM_OBJECTS - 1
DEF PLAYER_OBJECT EQU 0
DEF MAPOBJECT_PALETTE_MASK EQU %11110000

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@ -75,6 +75,7 @@ BoardMenuScript::
.ViewMap:
callasm .EnterViewMapMode
appearplayermock
closetext
end

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@ -208,11 +208,15 @@ MapEvents:
.no_events:
ret
MaxOverworldDelay:
db 2
DEF MAX_OVERWORLD_DELAY EQU 2
DEF VIEW_MAP_OVERWORLD_DELAY EQU 1
ResetOverworldDelay:
ld a, [MaxOverworldDelay]
ldh a, [hCurBoardEvent]
cp BOARDEVENT_VIEW_MAP_MODE
ld a, MAX_OVERWORLD_DELAY
jr nz, .set_delay
ld a, VIEW_MAP_OVERWORLD_DELAY
.set_delay
ldh [hOverworldDelay], a
ret

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@ -235,7 +235,8 @@ ScriptCommandTable:
dw Script_wait ; a8
dw Script_checksave ; a9
dw Script_exitoverworld ; aa
dw Script_reloadmapafterviewmapmode ; db
dw Script_reloadmapafterviewmapmode ; ab
dw Script_appearplayermock ; ac
assert_table_length NUM_EVENT_COMMANDS
StartScript:
@ -961,6 +962,69 @@ 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

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@ -1076,4 +1076,9 @@ MACRO reloadmapafterviewmapmode
db reloadmapafterviewmapmode_command
ENDM
const appearplayermock_command ; $ac
MACRO appearplayermock
db appearplayermock_command
ENDM
DEF NUM_EVENT_COMMANDS EQU const_value