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-rw-r--r--engine/events.asm2
-rw-r--r--engine/map_objects.asm4
-rwxr-xr-xengine/player_movement.asm94
-rwxr-xr-xengine/player_object.asm16
-rw-r--r--engine/std_scripts.asm6
5 files changed, 61 insertions, 61 deletions
diff --git a/engine/events.asm b/engine/events.asm
index 495211141..0e8b29afc 100644
--- a/engine/events.asm
+++ b/engine/events.asm
@@ -547,7 +547,7 @@ OWPlayerInput: ; 96974
.Action:
push af
- callba Function80422
+ callba StopPlayerForEvent
pop af
scf
ret
diff --git a/engine/map_objects.asm b/engine/map_objects.asm
index c2e2f9a22..58c30c8fb 100644
--- a/engine/map_objects.asm
+++ b/engine/map_objects.asm
@@ -1995,7 +1995,7 @@ ApplyMovementToFollower: ; 54b8
ret z
cp movement_step_bump
ret z
- cp movement_turn_step_right + 1
+ cp movement_slow_step
ret c
push af
ld hl, wFollowerMovementQueueLength
@@ -2509,7 +2509,7 @@ RefreshPlayerSprite: ; 579d
ld [wPlayerNextMovement], a
ld [wPlayerMovement], a
xor a
- ld [wd04e], a
+ ld [wPlayerTurningDirection], a
ld [PlayerObjectStepFrame], a
call .TryResetPlayerAction
callba CheckWarpFacingDown
diff --git a/engine/player_movement.asm b/engine/player_movement.asm
index d0b89d014..2f6660135 100755
--- a/engine/player_movement.asm
+++ b/engine/player_movement.asm
@@ -233,12 +233,12 @@ DoPlayerMovement:: ; 80000
; If the player is turning, change direction first. This also lets
; the player change facing without moving by tapping a direction.
- ld a, [wd04e]
+ ld a, [wPlayerTurningDirection]
cp 0
- jr nz, .asm_80169
+ jr nz, .not_turning
ld a, [WalkingDirection]
cp STANDING
- jr z, .asm_80169
+ jr z, .not_turning
ld e, a
ld a, [PlayerDirection]
@@ -246,7 +246,7 @@ DoPlayerMovement:: ; 80000
rrca
and 3
cp e
- jr z, .asm_80169
+ jr z, .not_turning
ld a, STEP_TURN
call .DoStep
@@ -254,7 +254,7 @@ DoPlayerMovement:: ; 80000
scf
ret
-.asm_80169
+.not_turning
xor a
ret
; 8016b
@@ -465,10 +465,10 @@ DoPlayerMovement:: ; 80000
ld a, [hl]
ld [MovementAnimation], a
- ld hl, .InPlace
+ ld hl, .FinishFacing
add hl, de
ld a, [hl]
- ld [wd04e], a
+ ld [wPlayerTurningDirection], a
ld a, 4
ret
@@ -481,53 +481,53 @@ DoPlayerMovement:: ; 80000
dw .SlideStep
dw .TurningStep
dw .BackJumpStep
- dw .InPlace
+ dw .FinishFacing
.SlowStep:
- slow_step_down
- slow_step_up
- slow_step_left
- slow_step_right
+ slow_step DOWN
+ slow_step UP
+ slow_step LEFT
+ slow_step RIGHT
.NormalStep:
- step_down
- step_up
- step_left
- step_right
+ step DOWN
+ step UP
+ step LEFT
+ step RIGHT
.FastStep:
- big_step_down
- big_step_up
- big_step_left
- big_step_right
+ big_step DOWN
+ big_step UP
+ big_step LEFT
+ big_step RIGHT
.JumpStep:
- jump_step_down
- jump_step_up
- jump_step_left
- jump_step_right
+ jump_step DOWN
+ jump_step UP
+ jump_step LEFT
+ jump_step RIGHT
.SlideStep:
- fast_slide_step_down
- fast_slide_step_up
- fast_slide_step_left
- fast_slide_step_right
+ fast_slide_step DOWN
+ fast_slide_step UP
+ fast_slide_step LEFT
+ fast_slide_step RIGHT
.BackJumpStep:
- jump_step_up
- jump_step_down
- jump_step_right
- jump_step_left
+ jump_step UP
+ jump_step DOWN
+ jump_step RIGHT
+ jump_step LEFT
.TurningStep:
- turn_step_down
- turn_step_up
- turn_step_left
- turn_step_right
-.InPlace:
- db $80 + movement_turn_head_down
- db $80 + movement_turn_head_up
- db $80 + movement_turn_head_left
- db $80 + movement_turn_head_right
+ turn_step DOWN
+ turn_step UP
+ turn_step LEFT
+ turn_step RIGHT
+.FinishFacing:
+ db $80 + DOWN
+ db $80 + UP
+ db $80 + LEFT
+ db $80 + RIGHT
; 802b3
.StandInPlace: ; 802b3
ld a, 0
- ld [wd04e], a
+ ld [wPlayerTurningDirection], a
ld a, movement_step_sleep
ld [MovementAnimation], a
xor a
@@ -536,7 +536,7 @@ DoPlayerMovement:: ; 80000
._WalkInPlace: ; 802bf
ld a, 0
- ld [wd04e], a
+ ld [wPlayerTurningDirection], a
ld a, movement_step_bump
ld [MovementAnimation], a
xor a
@@ -549,7 +549,7 @@ DoPlayerMovement:: ; 80000
call CheckStandingOnIce
ret nc
- ld a, [wd04e]
+ ld a, [wPlayerTurningDirection]
cp 0
ret z
@@ -812,7 +812,7 @@ DoPlayerMovement:: ; 80000
; 80404
CheckStandingOnIce:: ; 80404
- ld a, [wd04e]
+ ld a, [wPlayerTurningDirection]
cp 0
jr z, .not_ice
cp $f0
@@ -833,7 +833,7 @@ CheckStandingOnIce:: ; 80404
ret
; 80422
-Function80422:: ; 80422
+StopPlayerForEvent:: ; 80422
ld hl, wPlayerNextMovement
ld a, movement_step_sleep
cp [hl]
@@ -841,6 +841,6 @@ Function80422:: ; 80422
ld [hl], a
ld a, 0
- ld [wd04e], a
+ ld [wPlayerTurningDirection], a
ret
; 80430
diff --git a/engine/player_object.asm b/engine/player_object.asm
index bb19a144f..6b38a6328 100755
--- a/engine/player_object.asm
+++ b/engine/player_object.asm
@@ -598,10 +598,10 @@ Special_SurfStartStep: ; 8379
ret
.movement_data
- slow_step_down
- slow_step_up
- slow_step_left
- slow_step_right
+ slow_step DOWN
+ slow_step UP
+ slow_step LEFT
+ slow_step RIGHT
FollowNotExact:: ; 839e
push bc
@@ -827,12 +827,12 @@ QueueFollowerFirstStep: ; 848a
jr z, .check_y
jr c, .left
and a
- ld a, movement_step_right
+ ld a, movement_step + RIGHT
ret
.left
and a
- ld a, movement_step_left
+ ld a, movement_step + LEFT
ret
.check_y
@@ -843,12 +843,12 @@ QueueFollowerFirstStep: ; 848a
jr z, .same_xy
jr c, .up
and a
- ld a, movement_step_down
+ ld a, movement_step + DOWN
ret
.up
and a
- ld a, movement_step_up
+ ld a, movement_step + UP
ret
.same_xy
diff --git a/engine/std_scripts.asm b/engine/std_scripts.asm
index 9c9542cf4..0f144f79c 100644
--- a/engine/std_scripts.asm
+++ b/engine/std_scripts.asm
@@ -1907,8 +1907,8 @@ HappinessCheckScript:
end
Movement_ContestResults_WalkAfterWarp: ; bcea1
- step_right
- step_down
- turn_head_up
+ step RIGHT
+ step DOWN
+ turn_head UP
step_end
; bcea5