pokecrystal-board/engine/overworld/player_movement.asm

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DoPlayerMovement::
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call .GetDPad
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ld a, movement_step_sleep
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ld [wMovementAnimation], a
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xor a
ld [wWalkingIntoEdgeWarp], a
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call .TranslateIntoMovement
ld c, a
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ld a, [wMovementAnimation]
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ld [wPlayerNextMovement], a
ret
.GetDPad:
ldh a, [hCurBoardEvent]
cp BOARDEVENT_HANDLE_BOARD
jr nz, .not_auto_in_board
; compute direction according to space layout and save to wCurInput
farcall StepTowardsNextSpace
ret
.not_auto_in_board
ldh a, [hJoyDown]
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ld [wCurInput], a
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; Standing downhill instead moves down.
ld hl, wBikeFlags
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bit BIKEFLAGS_DOWNHILL_F, [hl]
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ret z
ld c, a
and D_PAD
ret nz
ld a, c
or D_DOWN
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ld [wCurInput], a
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ret
.TranslateIntoMovement:
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ld a, [wPlayerState]
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cp PLAYER_NORMAL
jr z, .Normal
cp PLAYER_SURF
jr z, .Surf
cp PLAYER_SURF_PIKA
jr z, .Surf
cp PLAYER_BIKE
jr z, .Normal
cp PLAYER_SKATE
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jr z, .Ice
.Normal:
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call .CheckForced
call .GetAction
call .CheckTile
ret c
call .CheckTurning
ret c
call .TryStep
ret c
call .TryJump
ret c
call .CheckWarp
ret c
jr .NotMoving
.Surf:
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call .CheckForced
call .GetAction
call .CheckTile
ret c
call .CheckTurning
ret c
call .TrySurf
ret c
jr .NotMoving
.Ice:
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call .CheckForced
call .GetAction
call .CheckTile
ret c
call .CheckTurning
ret c
call .TryStep
ret c
call .TryJump
ret c
call .CheckWarp
ret c
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ld a, [wWalkingDirection]
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cp STANDING
jr z, .HitWall
call .BumpSound
.HitWall:
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call .StandInPlace
xor a
ret
.NotMoving:
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ld a, [wWalkingDirection]
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cp STANDING
jr z, .Standing
; Walking into an edge warp won't bump.
ld a, [wWalkingIntoEdgeWarp]
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and a
jr nz, .CantMove
call .BumpSound
.CantMove:
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call ._WalkInPlace
xor a
ret
.Standing:
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call .StandInPlace
xor a
ret
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.CheckTile:
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; Tiles such as waterfalls and warps move the player
; in a given direction, overriding input.
ld a, [wPlayerTile]
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ld c, a
call CheckWhirlpoolTile
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jr c, .not_whirlpool
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ld a, PLAYERMOVEMENT_FORCE_TURN
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scf
ret
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.not_whirlpool
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and $f0
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cp HI_NYBBLE_CURRENT
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jr z, .water
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cp HI_NYBBLE_WALK
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jr z, .land1
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cp HI_NYBBLE_WALK_ALT
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jr z, .land2
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cp HI_NYBBLE_WARPS
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jr z, .warps
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jr .no_walk
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.water
ld a, c
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maskbits NUM_DIRECTIONS
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ld c, a
ld b, 0
ld hl, .water_table
add hl, bc
ld a, [hl]
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ld [wWalkingDirection], a
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jr .continue_walk
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.water_table
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db RIGHT ; COLL_WATERFALL_RIGHT
db LEFT ; COLL_WATERFALL_LEFT
db UP ; COLL_WATERFALL_UP
db DOWN ; COLL_WATERFALL
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.land1
ld a, c
and 7
ld c, a
ld b, 0
ld hl, .land1_table
add hl, bc
ld a, [hl]
cp STANDING
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jr z, .no_walk
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ld [wWalkingDirection], a
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jr .continue_walk
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.land1_table
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db STANDING ; COLL_BRAKE
db RIGHT ; COLL_WALK_RIGHT
db LEFT ; COLL_WALK_LEFT
db UP ; COLL_WALK_UP
db DOWN ; COLL_WALK_DOWN
db STANDING ; COLL_BRAKE_45
db STANDING ; COLL_BRAKE_46
db STANDING ; COLL_BRAKE_47
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.land2
ld a, c
and 7
ld c, a
ld b, 0
ld hl, .land2_table
add hl, bc
ld a, [hl]
cp STANDING
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jr z, .no_walk
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ld [wWalkingDirection], a
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jr .continue_walk
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.land2_table
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db RIGHT ; COLL_WALK_RIGHT_ALT
db LEFT ; COLL_WALK_LEFT_ALT
db UP ; COLL_WALK_UP_ALT
db DOWN ; COLL_WALK_DOWN_ALT
db STANDING ; COLL_BRAKE_ALT
db STANDING ; COLL_BRAKE_55
db STANDING ; COLL_BRAKE_56
db STANDING ; COLL_BRAKE_57
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.warps
ld a, c
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cp COLL_DOOR
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jr z, .down
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cp COLL_DOOR_79
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jr z, .down
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cp COLL_STAIRCASE
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jr z, .down
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cp COLL_CAVE
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jr nz, .no_walk
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.down
ld a, DOWN
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ld [wWalkingDirection], a
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jr .continue_walk
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.no_walk
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xor a
ret
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.continue_walk
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ld a, STEP_WALK
call .DoStep
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ld a, PLAYERMOVEMENT_CONTINUE
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scf
ret
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.CheckTurning:
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; If the player is turning, change direction first. This also lets
; the player change facing without moving by tapping a direction.
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ld a, [wPlayerTurningDirection]
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cp 0
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jr nz, .not_turning
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ld a, [wWalkingDirection]
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cp STANDING
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jr z, .not_turning
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ld e, a
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ld a, [wPlayerDirection]
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rrca
rrca
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maskbits NUM_DIRECTIONS
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cp e
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jr z, .not_turning
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ld a, STEP_TURN
call .DoStep
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ld a, PLAYERMOVEMENT_TURN
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scf
ret
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.not_turning
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xor a
ret
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.TryStep:
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; Surfing actually calls .TrySurf directly instead of passing through here.
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ld a, [wPlayerState]
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cp PLAYER_SURF
jr z, .TrySurf
cp PLAYER_SURF_PIKA
jr z, .TrySurf
call .CheckLandPerms
jr c, .bump
call .CheckNPC
and a
jr z, .bump
cp 2
jr z, .bump
ld a, [wPlayerTile]
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call CheckIceTile
jr nc, .ice
; Downhill riding is slower when not moving down.
call .BikeCheck
jr nz, .walk
ld hl, wBikeFlags
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bit BIKEFLAGS_DOWNHILL_F, [hl]
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jr z, .fast
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ld a, [wWalkingDirection]
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cp DOWN
jr z, .fast
ld a, STEP_WALK
call .DoStep
scf
ret
.fast
ld a, STEP_BIKE
call .DoStep
scf
ret
.walk
ld a, STEP_WALK
call .DoStep
scf
ret
.ice
ld a, STEP_ICE
call .DoStep
scf
ret
.bump
xor a
ret
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.TrySurf:
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call .CheckSurfPerms
ld [wWalkingIntoLand], a
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jr c, .surf_bump
call .CheckNPC
ld [wWalkingIntoNPC], a
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and a
jr z, .surf_bump
cp 2
jr z, .surf_bump
ld a, [wWalkingIntoLand]
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and a
jr nz, .ExitWater
ld a, STEP_WALK
call .DoStep
scf
ret
.ExitWater:
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call .GetOutOfWater
call PlayMapMusic
ld a, STEP_WALK
call .DoStep
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ld a, PLAYERMOVEMENT_EXIT_WATER
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scf
ret
.surf_bump
xor a
ret
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.TryJump:
ld a, [wPlayerTile]
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ld e, a
and $f0
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cp HI_NYBBLE_LEDGES
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jr nz, .DontJump
ld a, e
and 7
ld e, a
ld d, 0
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ld hl, .ledge_table
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add hl, de
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ld a, [wFacingDirection]
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and [hl]
jr z, .DontJump
ld de, SFX_JUMP_OVER_LEDGE
call PlaySFX
ld a, STEP_LEDGE
call .DoStep
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ld a, PLAYERMOVEMENT_JUMP
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scf
ret
.DontJump:
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xor a
ret
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.ledge_table
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db FACE_RIGHT ; COLL_HOP_RIGHT
db FACE_LEFT ; COLL_HOP_LEFT
db FACE_UP ; COLL_HOP_UP
db FACE_DOWN ; COLL_HOP_DOWN
db FACE_RIGHT | FACE_DOWN ; COLL_HOP_DOWN_RIGHT
db FACE_DOWN | FACE_LEFT ; COLL_HOP_DOWN_LEFT
db FACE_UP | FACE_RIGHT ; COLL_HOP_UP_RIGHT
db FACE_UP | FACE_LEFT ; COLL_HOP_UP_LEFT
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.CheckWarp:
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ld a, [wWalkingDirection]
cp STANDING
jr z, .not_warp
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ld e, a
ld d, 0
ld hl, .EdgeWarps
add hl, de
ld a, [wPlayerTile]
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cp [hl]
jr nz, .not_warp
ld a, TRUE
ld [wWalkingIntoEdgeWarp], a
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ld a, [wWalkingDirection]
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ld e, a
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ld a, [wPlayerDirection]
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rrca
rrca
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maskbits NUM_DIRECTIONS
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cp e
jr nz, .not_warp
call WarpCheck
jr nc, .not_warp
call .StandInPlace
scf
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ld a, PLAYERMOVEMENT_WARP
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ret
.not_warp
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xor a ; PLAYERMOVEMENT_NORMAL
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ret
.EdgeWarps:
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db COLL_WARP_CARPET_DOWN
db COLL_WARP_CARPET_UP
db COLL_WARP_CARPET_LEFT
db COLL_WARP_CARPET_RIGHT
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.DoStep:
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ld e, a
ld d, 0
ld hl, .Steps
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
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ld a, [wWalkingDirection]
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ld e, a
cp STANDING
jp z, .StandInPlace
add hl, de
ld a, [hl]
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ld [wMovementAnimation], a
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ld hl, .FinishFacing
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add hl, de
ld a, [hl]
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ld [wPlayerTurningDirection], a
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ld a, PLAYERMOVEMENT_FINISH
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ret
.Steps:
; entries correspond to STEP_* constants (see constants/map_object_constants.asm)
table_width 2, DoPlayerMovement.Steps
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dw .SlowStep
dw .NormalStep
dw .FastStep
dw .JumpStep
dw .SlideStep
dw .TurningStep
dw .BackJumpStep
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dw .FinishFacing
assert_table_length NUM_STEPS
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.SlowStep:
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slow_step DOWN
slow_step UP
slow_step LEFT
slow_step RIGHT
.NormalStep:
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step DOWN
step UP
step LEFT
step RIGHT
.FastStep:
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big_step DOWN
big_step UP
big_step LEFT
big_step RIGHT
.JumpStep:
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jump_step DOWN
jump_step UP
jump_step LEFT
jump_step RIGHT
.SlideStep:
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fast_slide_step DOWN
fast_slide_step UP
fast_slide_step LEFT
fast_slide_step RIGHT
.BackJumpStep:
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jump_step UP
jump_step DOWN
jump_step RIGHT
jump_step LEFT
.TurningStep:
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turn_step DOWN
turn_step UP
turn_step LEFT
turn_step RIGHT
.FinishFacing:
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db $80 | DOWN
db $80 | UP
db $80 | LEFT
db $80 | RIGHT
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.StandInPlace:
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ld a, 0
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ld [wPlayerTurningDirection], a
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ld a, movement_step_sleep
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ld [wMovementAnimation], a
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xor a
ret
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._WalkInPlace:
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ld a, 0
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ld [wPlayerTurningDirection], a
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ld a, movement_step_bump
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ld [wMovementAnimation], a
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xor a
ret
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.CheckForced:
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; When sliding on ice, input is forced to remain in the same direction.
call CheckStandingOnIce
ret nc
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ld a, [wPlayerTurningDirection]
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cp 0
ret z
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maskbits NUM_DIRECTIONS
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ld e, a
ld d, 0
ld hl, .forced_dpad
add hl, de
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ld a, [wCurInput]
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and BUTTONS
or [hl]
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ld [wCurInput], a
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ret
.forced_dpad
db D_DOWN, D_UP, D_LEFT, D_RIGHT
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.GetAction:
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; Poll player input and update movement info.
ld hl, .action_table
ld de, .action_table_1_end - .action_table_1
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ld a, [wCurInput]
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bit D_DOWN_F, a
jr nz, .d_down
bit D_UP_F, a
jr nz, .d_up
bit D_LEFT_F, a
jr nz, .d_left
bit D_RIGHT_F, a
jr nz, .d_right
; Standing
jr .update
.d_down
add hl, de
.d_up
add hl, de
.d_left
add hl, de
.d_right
add hl, de
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.update
ld a, [hli]
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ld [wWalkingDirection], a
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ld a, [hli]
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ld [wFacingDirection], a
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ld a, [hli]
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ld [wWalkingX], a
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ld a, [hli]
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ld [wWalkingY], a
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ld a, [hli]
ld h, [hl]
ld l, a
ld a, [hl]
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ld [wWalkingTile], a
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ret
MACRO player_action
; walk direction, facing, x movement, y movement, tile collision pointer
db \1, \2, \3, \4
dw \5
ENDM
.action_table:
.action_table_1
player_action STANDING, FACE_CURRENT, 0, 0, wPlayerTile
.action_table_1_end
player_action RIGHT, FACE_RIGHT, 1, 0, wTileRight
player_action LEFT, FACE_LEFT, -1, 0, wTileLeft
player_action UP, FACE_UP, 0, -1, wTileUp
player_action DOWN, FACE_DOWN, 0, 1, wTileDown
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.CheckNPC:
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; Returns 0 if there is an NPC in front that you can't move
; Returns 1 if there is no NPC in front
; Returns 2 if there is a movable NPC in front. The game actually treats
; this the same as an NPC in front (bump).
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ld a, 0
ldh [hMapObjectIndex], a
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; Load the next X coordinate into d
ld a, [wPlayerMapX]
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ld d, a
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ld a, [wWalkingX]
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add d
ld d, a
; Load the next Y coordinate into e
ld a, [wPlayerMapY]
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ld e, a
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ld a, [wWalkingY]
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add e
ld e, a
; Find an object struct with coordinates equal to d,e
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ld bc, wObjectStructs ; redundant
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farcall IsNPCAtCoord
jr nc, .no_npc
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call .CheckStrengthBoulder
jr c, .no_bump
xor a ; bump
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ret
.no_npc
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ld a, 1
ret
.no_bump
ld a, 2
ret
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.CheckStrengthBoulder:
ld hl, wBikeFlags
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bit BIKEFLAGS_STRENGTH_ACTIVE_F, [hl]
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jr z, .not_boulder
ld hl, OBJECT_WALKING
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add hl, bc
ld a, [hl]
cp STANDING
jr nz, .not_boulder
ld hl, OBJECT_PALETTE
add hl, bc
bit STRENGTH_BOULDER_F, [hl]
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jr z, .not_boulder
ld hl, OBJECT_FLAGS2
add hl, bc
set 2, [hl]
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ld a, [wWalkingDirection]
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ld d, a
ld hl, OBJECT_RANGE
add hl, bc
ld a, [hl]
and %11111100
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or d
ld [hl], a
scf
ret
.not_boulder
xor a
ret
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.CheckLandPerms:
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; Return 0 if walking onto land and tile permissions allow it.
; Otherwise, return carry.
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ld a, [wTilePermissions]
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ld d, a
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ld a, [wFacingDirection]
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and d
jr nz, .NotWalkable
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ld a, [wWalkingTile]
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call .CheckWalkable
jr c, .NotWalkable
xor a
ret
.NotWalkable:
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scf
ret
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.CheckSurfPerms:
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; Return 0 if moving in water, or 1 if moving onto land.
; Otherwise, return carry.
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ld a, [wTilePermissions]
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ld d, a
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ld a, [wFacingDirection]
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and d
jr nz, .NotSurfable
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ld a, [wWalkingTile]
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call .CheckSurfable
jr c, .NotSurfable
and a
ret
.NotSurfable:
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scf
ret
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.BikeCheck:
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ld a, [wPlayerState]
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cp PLAYER_BIKE
ret z
cp PLAYER_SKATE
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ret
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.CheckWalkable:
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; Return 0 if tile a is land. Otherwise, return carry.
call GetTileCollision
and a ; LAND_TILE
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ret z
scf
ret
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.CheckSurfable:
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; Return 0 if tile a is water, or 1 if land.
; Otherwise, return carry.
call GetTileCollision
cp WATER_TILE
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jr z, .Water
; Can walk back onto land from water.
and a ; LAND_TILE
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jr z, .Land
jr .Neither
.Water:
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xor a
ret
.Land:
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ld a, 1
and a
ret
.Neither:
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scf
ret
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.BumpSound:
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call CheckSFX
ret c
ld de, SFX_BUMP
call PlaySFX
ret
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.GetOutOfWater:
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push bc
ld a, PLAYER_NORMAL
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ld [wPlayerState], a
call UpdatePlayerSprite ; UpdateSprites
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pop bc
ret
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CheckStandingOnIce::
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ld a, [wPlayerTurningDirection]
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cp 0
jr z, .not_ice
cp $f0
jr z, .not_ice
ld a, [wPlayerTile]
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call CheckIceTile
jr nc, .yep
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ld a, [wPlayerState]
cp PLAYER_SKATE
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jr nz, .not_ice
.yep
scf
ret
.not_ice
and a
ret
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StopPlayerForEvent::
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ld hl, wPlayerNextMovement
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ld a, movement_step_sleep
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cp [hl]
ret z
ld [hl], a
ld a, 0
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ld [wPlayerTurningDirection], a
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ret