pokecrystal-board/engine/overworld/map_object_action.asm

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ObjectActionPairPointers:
; entries correspond to OBJECT_ACTION_* constants (see constants/map_object_constants.asm)
; normal action, frozen action
table_width 2 + 2, ObjectActionPairPointers
dw SetFacingStanding, SetFacingStanding
dw SetFacingStandAction, SetFacingCurrent
dw SetFacingStepAction, SetFacingCurrent
dw SetFacingBumpAction, SetFacingCurrent
dw SetFacingCounterclockwiseSpin, SetFacingCurrent
dw SetFacingCounterclockwiseSpin2, SetFacingStanding
dw SetFacingFish, SetFacingFish
dw SetFacingShadow, SetFacingStanding
dw SetFacingEmote, SetFacingEmote
dw SetFacingBigDollSym, SetFacingBigDollSym
dw SetFacingBounce, SetFacingFreezeBounce
dw SetFacingWeirdTree, SetFacingCurrent
dw SetFacingBigDollAsym, SetFacingBigDollAsym
dw SetFacingBigDoll, SetFacingBigDoll
dw SetFacingBoulderDust, SetFacingStanding
dw SetFacingGrassShake, SetFacingStanding
dw SetFacingSkyfall, SetFacingCurrent
assert_table_length NUM_OBJECT_ACTIONS
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SetFacingStanding:
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ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], STANDING
ret
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SetFacingCurrent:
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call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
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ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
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SetFacingStandAction:
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ld hl, OBJECT_FACING_STEP
add hl, bc
ld a, [hl]
and 1
jr nz, SetFacingStepAction
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jp SetFacingCurrent
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SetFacingStepAction:
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ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING_F, [hl]
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jp nz, SetFacingCurrent
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
inc a
and %00001111
ld [hl], a
rrca
rrca
maskbits NUM_DIRECTIONS
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ld d, a
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
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or d
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
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SetFacingSkyfall:
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ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING_F, [hl]
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jp nz, SetFacingCurrent
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
add 2
and %00001111
ld [hl], a
rrca
rrca
maskbits NUM_DIRECTIONS
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ld d, a
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
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or d
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
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SetFacingBumpAction:
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ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING_F, [hl]
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jp nz, SetFacingCurrent
ld hl, OBJECT_STEP_FRAME
add hl, bc
inc [hl]
ld a, [hl]
rrca
rrca
rrca
maskbits NUM_DIRECTIONS
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ld d, a
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
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or d
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
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SetFacingCounterclockwiseSpin:
call CounterclockwiseSpinAction
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ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
or FACING_STEP_DOWN_0 ; useless
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ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
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SetFacingCounterclockwiseSpin2:
call CounterclockwiseSpinAction
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jp SetFacingStanding
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CounterclockwiseSpinAction:
; Here, OBJECT_STEP_FRAME consists of two 2-bit components,
; using only bits 0,1 and 4,5.
; bits 0,1 is a timer (4 overworld frames)
; bits 4,5 determines the facing - the direction is counterclockwise.
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ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
and %11110000
ld e, a
ld a, [hl]
inc a
and %00001111
ld d, a
cp 4
jr c, .ok
ld d, 0
ld a, e
add $10
and %00110000
ld e, a
.ok
ld a, d
or e
ld [hl], a
swap e
ld d, 0
ld hl, .facings
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add hl, de
ld a, [hl]
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
ret
.facings:
db OW_DOWN
db OW_RIGHT
db OW_UP
db OW_LEFT
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SetFacingFish:
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call GetSpriteDirection
rrca
rrca
add FACING_FISH_DOWN
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ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
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SetFacingShadow:
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ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_SHADOW
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ret
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SetFacingEmote:
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ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_EMOTE
ret
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SetFacingBigDollSym:
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ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_BIG_DOLL_SYM
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ret
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SetFacingBounce:
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ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
inc a
and %00001111
ld [hl], a
and %00001000
jr z, SetFacingFreezeBounce
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ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_STEP_UP_0
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ret
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SetFacingFreezeBounce:
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ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_STEP_DOWN_0
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ret
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SetFacingWeirdTree:
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ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
inc a
ld [hl], a
maskbits NUM_DIRECTIONS, 2
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rrca
rrca
add FACING_WEIRD_TREE_0
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ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
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SetFacingBigDollAsym:
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ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_BIG_DOLL_ASYM
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ret
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SetFacingBigDoll:
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ld a, [wVariableSprites + SPRITE_BIG_DOLL - SPRITE_VARS]
ld d, FACING_BIG_DOLL_SYM ; symmetric
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cp SPRITE_BIG_SNORLAX
jr z, .ok
cp SPRITE_BIG_LAPRAS
jr z, .ok
ld d, FACING_BIG_DOLL_ASYM ; asymmetric
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.ok
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], d
ret
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SetFacingBoulderDust:
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ld hl, OBJECT_STEP_FRAME
add hl, bc
inc [hl]
ld a, [hl]
ld hl, OBJECT_FACING_STEP
add hl, bc
and 2
ld a, FACING_BOULDER_DUST_1
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jr z, .ok
inc a
assert FACING_BOULDER_DUST_1 + 1 == FACING_BOULDER_DUST_2
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.ok
ld [hl], a
ret
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SetFacingGrassShake:
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ld hl, OBJECT_STEP_FRAME
add hl, bc
inc [hl]
ld a, [hl]
ld hl, OBJECT_FACING_STEP
add hl, bc
and 4
ld a, FACING_GRASS_1
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jr z, .ok
inc a ; FACING_GRASS_2
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.ok
ld [hl], a
ret