![]() |
Routines |
| Prev: C058 | Up: Map | Next: C1F0 |
|
Used by the routine at GameLoop.
This routine manages two types of in-game events:
|
||||
|
First process the turn-based events (if any are active).
|
||||
| GameEventsProcessor | C17D | LD A,($BC66) | Load *Flag_TurnBasedEventState into A. | |
| C180 | OR A | Jump to GameScenicEventsProcessor if no turn-based events are currently active. | ||
| C181 | JR Z,GameScenicEventsProcessor | |||
|
Eight turn-based events share the flag byte.
|
||||
| C183 | LD C,A | Copy the turn-based event flags into C. | ||
| C184 | LD B,$08 | Set a counter in B for the number of possible turn-based events (08). | ||
|
Keep shifting the event flags one-by-one to find which bits are set.
|
||||
| GameEventChecker_Loop | C186 | SRL C | Shift C one position left to check the next event flag bit. | |
| C188 | JR NC,GameEventChecker_Next | Jump to GameEventChecker_Next if this event bit is not set. | ||
|
Count down this event's timer.
|
||||
| C18A | LD DE,$0000 | Initialise DE to 00. | ||
| C18D | LD HL,$BC67 | HL=Counter_Crab. | ||
| C190 | LD A,$08 | Calculate the event index (08-B) and store it in E. | ||
| C192 | SUB B | |||
| C193 | LD E,A | |||
| C194 | ADD HL,DE | Point HL at this event's countdown timer. | ||
| C195 | DEC (HL) | Decrease this event's countdown timer by one. | ||
| C196 | JR NZ,GameEventChecker_Next | Jump to GameEventChecker_Next if this event's countdown timer is still running. | ||
|
The timer has expired, so run this event's handler.
|
||||
| C198 | LD IX,($BD0E) | IX=*Pointer_TurnBasedEvents_Jump. | ||
| C19C | SLA E | Double the event index, as each entry in the table is two bytes. | ||
| C19E | ADD IX,DE | Point IX at this event's entry in the table. | ||
| C1A0 | LD L,(IX+$00) | Read that handler's address into HL. | ||
| C1A3 | LD H,(IX+$01) | |||
| C1A6 | PUSH BC | Stash BC on the stack. | ||
| C1A7 | LD DE,$C1AC | Stash GameEventChecker_Return on the stack so the next return resumes event processing. | ||
| C1AA | PUSH DE | |||
| C1AB | JP (HL) | Jump to the routine pointed to by *HL to action the current event. | ||
|
Once the event handler has run, this is where the routine will resume.
|
||||
| GameEventChecker_Return | C1AC | POP BC | Restore BC from the stack. | |
|
Test the next turn-based event.
|
||||
| GameEventChecker_Next | C1AD | DJNZ GameEventChecker_Loop | Decrease the event bit counter by one and loop back to GameEventChecker_Loop until all eight events have been considered. | |
|
Now handle the scenic events.
|
||||
| GameScenicEventsProcessor | C1AF | NOP | No operation. | |
| C1B0 | LD HL,$BC78 | HL=Table_ScenicEventLocations. | ||
| C1B3 | LD A,($BD30) | Fetch the number of active scenic events from Count_ScenicEvents. | ||
| C1B6 | OR A | |||
| C1B7 | JR Z,GameEventsProcessor_Return | Jump to GameEventsProcessor_Return if there are no active scenic events. | ||
| C1B9 | LD B,A | Set a counter in B for the number of scenic events. | ||
| C1BA | JR GameScenicEventChecker | Jump to GameScenicEventChecker to process the first scenic event without advancing the table pointer. | ||
|
This is the main scenic event loop.
|
||||
| GameScenicEventChecker_Loop | C1BC | INC HL | Move on to the next scenic item. | |
| GameScenicEventChecker | C1BD | LD A,(HL) | Jump to GameScenicEventChecker_Next if the event room is 00 (deactivated). | |
| C1BE | OR A | |||
| C1BF | JR Z,GameScenicEventChecker_Next | |||
| C1C1 | LD A,($BCCB) | Jump to GameScenicEventChecker_Next if *CurrentRoom is equal to the event room. | ||
| C1C4 | CP (HL) | |||
| C1C5 | JR Z,GameScenicEventChecker_Next | |||
|
Pick a room for this scenic event.
|
||||
| C1C7 | PUSH HL | Stash HL and BC on the stack. | ||
| C1C8 | PUSH BC | |||
|
Calculate which scenic event's room group this is.
|
||||
| C1C9 | LD A,($BD30) | Calculate the index of the currently processed event. | ||
| C1CC | SUB B | |||
| C1CD | LD E,A | |||
|
Point at this event's room list.
|
||||
| C1CE | LD IX,$BCCC | IX=Table_ScenicEventRooms. | ||
|
The routine at GetTableEntry is usually used to fetch an address from the given table, but here it's used to move IX to point to the index of the currently processed event (and this routine will fetch the address itself).
|
||||
| C1D2 | CALL GetTableEntry | Call GetTableEntry. | ||
| C1D5 | CALL FetchFrames | Call FetchFrames to pick a random step count and store it in B. | ||
| C1D8 | LD B,A | |||
| C1D9 | LD A,$FF | A=the room group terminator (FF). | ||
|
The table at Table_ScenicEventRooms is indexed by event (there are 08 entries), but each address points to a "group" of room IDs where this event could occur. Each set of room IDs for the event is terminated using FF.
|
||||
| GameScenicEvent_FetchRoomGroup | C1DB | LD L,(IX+$00) | Point HL at the start of this room group. | |
| C1DE | LD H,(IX+$01) | |||
| C1E1 | JR GameScenicEvent_CountRoomsInGroup | Jump to GameScenicEvent_CountRoomsInGroup. | ||
|
Use the random number to select a room from the group - this loops through the rooms using B as a counter.
|
||||
| GameScenicEvent_CountRooms_Loop | C1E3 | INC HL | Move to the next room ID in the group. | |
| GameScenicEvent_CountRoomsInGroup | C1E4 | CP (HL) | Jump back to GameScenicEvent_FetchRoomGroup when the terminator matches. | |
| C1E5 | JR Z,GameScenicEvent_FetchRoomGroup | |||
| C1E7 | DJNZ GameScenicEvent_CountRooms_Loop | Decrease the random counter by one and loop back to GameScenicEvent_CountRooms_Loop until the counter is zero. | ||
| C1E9 | LD A,(HL) | Fetch the destination room into A. | ||
| C1EA | POP BC | Restore BC and HL from the stack. | ||
| C1EB | POP HL | |||
| C1EC | LD (HL),A | Update the scenic event location with the newly selected room. | ||
| GameScenicEventChecker_Next | C1ED | DJNZ GameScenicEventChecker_Loop | Decrease the scenic event counter by one and loop back to GameScenicEventChecker_Loop until all scenic events have been processed. | |
|
All done, now return.
|
||||
| GameEventsProcessor_Return | C1EF | RET | Return. | |
|
View the equivalent code in;
|
||||
| Prev: C058 | Up: Map | Next: C1F0 |