pokecrystal-board/engine/events/field_moves.asm
2024-04-04 13:22:37 +02:00

596 lines
10 KiB
NASM

DEF FIELDMOVE_GRASS EQU $80
DEF FIELDMOVE_TREE EQU $84
DEF FIELDMOVE_FLY EQU $84
PlayWhirlpoolSound:
call WaitSFX
ld de, SFX_SURF
call PlaySFX
call WaitSFX
ret
UseFlashAuto::
; ReplaceTimeOfDayPals in map setup command LoadMapTimeOfDay sets wTimeOfDayPalset to DARKNESS_PALSET
; only if wStatusFlags[STATUSFLAGS_FLASH_F] has not been set.
ld a, [wTimeOfDayPalset]
cp DARKNESS_PALSET
ret nz
ld c, 50 ; 800 ms
call DelayFrames
call WaitSFX
ld de, SFX_FLASH
call PlaySFX
call BlindingFlash
ld c, 30 ; 500 ms
call DelayFrames
call WaitSFX
ret
BlindingFlash:
farcall FadeOutToWhite
ld hl, wStatusFlags
set STATUSFLAGS_FLASH_F, [hl]
farcall ReplaceTimeOfDayPals
farcall UpdateTimeOfDayPal
ld b, CGB_MAPPALS
call GetCGBLayout
farcall FadeInFromWhite
ret
ShakeHeadbuttTree:
farcall ClearSpriteAnims
ld de, CutGrassGFX
ld hl, vTiles0 tile FIELDMOVE_GRASS
lb bc, BANK(CutGrassGFX), 4
call Request2bpp
ld de, HeadbuttTreeGFX
ld hl, vTiles0 tile FIELDMOVE_TREE
lb bc, BANK(HeadbuttTreeGFX), 8
call Request2bpp
call Cut_Headbutt_GetPixelFacing
ld a, SPRITE_ANIM_OBJ_HEADBUTT
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], FIELDMOVE_TREE
ld a, 36 * SPRITEOAMSTRUCT_LENGTH
ld [wCurSpriteOAMAddr], a
farcall DoNextFrameForAllSprites
call HideHeadbuttTree
ld a, 32
ld [wFrameCounter], a
call WaitSFX
ld de, SFX_SANDSTORM
call PlaySFX
.loop
ld hl, wFrameCounter
ld a, [hl]
and a
jr z, .done
dec [hl]
ld a, 36 * SPRITEOAMSTRUCT_LENGTH
ld [wCurSpriteOAMAddr], a
farcall DoNextFrameForAllSprites
call DelayFrame
jr .loop
.done
call LoadOverworldTilemapAndAttrmapPals
call WaitBGMap
xor a
ldh [hBGMapMode], a
farcall ClearSpriteAnims
ld hl, wShadowOAMSprite36
ld bc, wShadowOAMEnd - wShadowOAMSprite36
xor a
call ByteFill
ld de, Font
ld hl, vTiles1
lb bc, BANK(Font), 12
call Get1bpp
call UpdatePlayerSprite
ret
HeadbuttTreeGFX:
INCBIN "gfx/overworld/headbutt_tree.2bpp"
HideHeadbuttTree:
xor a
ldh [hBGMapMode], a
ld a, [wPlayerDirection]
and %00001100
srl a
ld e, a
ld d, 0
ld hl, TreeRelativeLocationTable
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ld a, $05 ; grass block
ld [hli], a
ld [hld], a
ld bc, SCREEN_WIDTH
add hl, bc
ld [hli], a
ld [hld], a
call WaitBGMap
xor a
ldh [hBGMapMode], a
ret
TreeRelativeLocationTable:
dwcoord 8, 8 + 2 ; RIGHT
dwcoord 8, 8 - 2 ; LEFT
dwcoord 8 - 2, 8 ; DOWN
dwcoord 8 + 2, 8 ; UP
OWCutAnimation_WithCutTreeAsObject:
ld a, $a0
ld [wCutTreeOAMAddr], a
ld de, CutTreeGFX
ld hl, vTiles0 tile CUT_TREE_OAM_FIRST_TILE
lb bc, BANK(CutTreeGFX), 4
call Request2bpp
call WaitSFX
ld de, SFX_PLACE_PUZZLE_PIECE_DOWN
call PlaySFX
xor a
ld [wJumptableIndex], a
.loop
ld a, [wJumptableIndex]
bit 7, a
jr nz, .finish
call .FindCutTreeOAMAddr
ld a, 36 * SPRITEOAMSTRUCT_LENGTH
jr nc, .got_oam_addr
ld a, l
.got_oam_addr
ld [wCurSpriteOAMAddr], a
ld [wCutTreeOAMAddr], a
ld hl, wStateFlags
set DONT_CLEAR_SHADOW_OAM_IN_SPRITE_ANIMS_F, [hl]
callfar DoNextFrameForAllSprites
ld hl, wStateFlags
res DONT_CLEAR_SHADOW_OAM_IN_SPRITE_ANIMS_F, [hl]
call .OWCutJumptable
call DelayFrame
jr .loop
.finish
farcall ClearSpriteAnims
ret
; find the sprite in wShadowOAM with coordinates that match exactly the tile facing the player.
; if found, return in l its location within wShadowOAM and return carry.
; if it has already been found during this animation and thus copied into wCutTreeOAMAddr, return that value instead.
; otherwise return nc.
.FindCutTreeOAMAddr:
ld a, [wCutTreeOAMAddr]
cp $a0
ld l, a
scf
ret nz ; c
call .GetPixelFacing
; .GetPixelFacing returns the coordinates of the bottom right object.
; convert them to the top left object.
ld a, d
sub TILE_WIDTH
ld d, a
ld a, e
sub TILE_WIDTH
ld e, a
ld hl, wShadowOAM
ld bc, 4 * SPRITEOAMSTRUCT_LENGTH
.sprite_loop
ld a, [hl]
cp d
jr nz, .next_sprite
inc hl
ld a, [hld]
cp e
scf
ret z ; c
.next_sprite
add hl, bc
ld a, l
cp LOW(wShadowOAMEnd)
ret nc
jr .sprite_loop
.OWCutJumptable:
jumptable .dw, wJumptableIndex
.dw
dw .Cut_SpawnAnimateTree
dw .Cut_StartWaiting
dw .Cut_WaitAnimSFX
.Cut_SpawnAnimateTree:
call .GetPixelFacing
ld a, SPRITE_ANIM_OBJ_CUT_TREE
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], CUT_TREE_OAM_FIRST_TILE
ld a, 32
ld [wFrameCounter], a
; .Cut_StartWaiting
ld hl, wJumptableIndex
inc [hl]
ret
.GetPixelFacing:
ld a, [wPlayerDirection]
and %00001100
srl a
ld e, a
ld d, 0
ld hl, .Coords
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ret
.Coords:
dbpixel 10, 12, 0, 4
dbpixel 10, 8, 0, 4
dbpixel 8, 10, 0, 4
dbpixel 12, 10, 0, 4
.Cut_StartWaiting:
ld a, 1
ldh [hBGMapMode], a
; .Cut_WaitAnimSFX
ld hl, wJumptableIndex
inc [hl]
.Cut_WaitAnimSFX:
ld hl, wFrameCounter
ld a, [hl]
and a
jr z, .finished
dec [hl]
ret
.finished
ld hl, wJumptableIndex
set 7, [hl]
ret
OWCutAnimation:
; Animation index in e
; 0: Split tree in half
; 1: Mow the lawn
ld a, e
and 1
ld [wJumptableIndex], a
call .LoadCutGFX
call WaitSFX
ld de, SFX_PLACE_PUZZLE_PIECE_DOWN
call PlaySFX
.loop
ld a, [wJumptableIndex]
bit 7, a
jr nz, .finish
ld a, 36 * SPRITEOAMSTRUCT_LENGTH
ld [wCurSpriteOAMAddr], a
callfar DoNextFrameForAllSprites
call OWCutJumptable
call DelayFrame
jr .loop
.finish
ret
.LoadCutGFX:
callfar ClearSpriteAnims ; pointless to farcall
ld de, CutGrassGFX
ld hl, vTiles0 tile FIELDMOVE_GRASS
lb bc, BANK(CutGrassGFX), 4
call Request2bpp
ld de, CutTreeGFX
ld hl, vTiles0 tile FIELDMOVE_TREE
lb bc, BANK(CutTreeGFX), 4
call Request2bpp
ret
CutTreeGFX:
INCBIN "gfx/overworld/cut_tree.2bpp"
CutGrassGFX:
INCBIN "gfx/overworld/cut_grass.2bpp"
OWCutJumptable:
jumptable .dw, wJumptableIndex
.dw
dw Cut_SpawnAnimateTree
dw Cut_SpawnAnimateLeaves
dw Cut_StartWaiting
dw Cut_WaitAnimSFX
Cut_SpawnAnimateTree:
call Cut_Headbutt_GetPixelFacing
ld a, SPRITE_ANIM_OBJ_CUT_TREE ; cut tree
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], FIELDMOVE_TREE
ld a, 32
ld [wFrameCounter], a
; Cut_StartWaiting
ld hl, wJumptableIndex
inc [hl]
inc [hl]
ret
Cut_SpawnAnimateLeaves:
call Cut_GetLeafSpawnCoords
xor a
call Cut_SpawnLeaf
ld a, $10
call Cut_SpawnLeaf
ld a, $20
call Cut_SpawnLeaf
ld a, $30
call Cut_SpawnLeaf
ld a, 32 ; frames
ld [wFrameCounter], a
; Cut_StartWaiting
ld hl, wJumptableIndex
inc [hl]
ret
Cut_StartWaiting:
ld a, 1
ldh [hBGMapMode], a
; Cut_WaitAnimSFX
ld hl, wJumptableIndex
inc [hl]
Cut_WaitAnimSFX:
ld hl, wFrameCounter
ld a, [hl]
and a
jr z, .finished
dec [hl]
ret
.finished
ld hl, wJumptableIndex
set 7, [hl]
ret
Cut_SpawnLeaf:
push de
push af
ld a, SPRITE_ANIM_OBJ_LEAF ; leaf
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], FIELDMOVE_GRASS
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld [hl], $4
pop af
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
pop de
ret
Cut_GetLeafSpawnCoords:
ld de, 0
ld a, [wPlayerMetatileX]
bit 0, a
jr z, .left_side
set 0, e
.left_side
ld a, [wPlayerMetatileY]
bit 0, a
jr z, .top_side
set 1, e
.top_side
ld a, [wPlayerDirection]
and %00001100
add e
ld e, a
ld hl, .Coords
add hl, de
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ret
.Coords:
dbpixel 11, 12 ; facing down, top left
dbpixel 9, 12 ; facing down, top right
dbpixel 11, 14 ; facing down, bottom left
dbpixel 9, 14 ; facing down, bottom right
dbpixel 11, 8 ; facing up, top left
dbpixel 9, 8 ; facing up, top right
dbpixel 11, 10 ; facing up, bottom left
dbpixel 9, 10 ; facing up, bottom right
dbpixel 7, 12 ; facing left, top left
dbpixel 9, 12 ; facing left, top right
dbpixel 7, 10 ; facing left, bottom left
dbpixel 9, 10 ; facing left, bottom right
dbpixel 11, 12 ; facing right, top left
dbpixel 13, 12 ; facing right, top right
dbpixel 11, 10 ; facing right, bottom left
dbpixel 13, 10 ; facing right, bottom right
Cut_Headbutt_GetPixelFacing:
ld a, [wPlayerDirection]
and %00001100
srl a
ld e, a
ld d, 0
ld hl, .Coords
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ret
.Coords:
dbpixel 10, 13
dbpixel 10, 9
dbpixel 8, 11
dbpixel 12, 11
FlyFromAnim:
call DelayFrame
ld a, [wStateFlags]
push af
xor a
ld [wStateFlags], a
call FlyFunction_InitGFX
depixel 10, 10, 4, 0
ld a, SPRITE_ANIM_OBJ_RED_WALK
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], FIELDMOVE_FLY
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
ld [hl], SPRITE_ANIM_FUNC_FLY_FROM
ld a, 128
ld [wFrameCounter], a
.loop
ld a, [wJumptableIndex]
bit 7, a
jr nz, .exit
ld a, 0 * SPRITEOAMSTRUCT_LENGTH
ld [wCurSpriteOAMAddr], a
callfar DoNextFrameForAllSprites
call FlyFunction_FrameTimer
call DelayFrame
jr .loop
.exit
pop af
ld [wStateFlags], a
ret
FlyToAnim:
call DelayFrame
ld a, [wStateFlags]
push af
xor a
ld [wStateFlags], a
call FlyFunction_InitGFX
depixel 31, 10, 4, 0
ld a, SPRITE_ANIM_OBJ_RED_WALK
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], FIELDMOVE_FLY
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
ld [hl], SPRITE_ANIM_FUNC_FLY_TO
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld [hl], 11 * TILE_WIDTH
ld a, 64
ld [wFrameCounter], a
.loop
ld a, [wJumptableIndex]
bit 7, a
jr nz, .exit
ld a, 0 * SPRITEOAMSTRUCT_LENGTH
ld [wCurSpriteOAMAddr], a
callfar DoNextFrameForAllSprites
call FlyFunction_FrameTimer
call DelayFrame
jr .loop
.exit
pop af
ld [wStateFlags], a
call .RestorePlayerSprite_DespawnLeaves
ret
.RestorePlayerSprite_DespawnLeaves:
ld hl, wShadowOAMSprite00TileID
xor a
ld c, 4
.OAMloop
ld [hli], a ; tile id
rept SPRITEOAMSTRUCT_LENGTH - 1
inc hl
endr
inc a
dec c
jr nz, .OAMloop
ld hl, wShadowOAMSprite04
ld bc, wShadowOAMEnd - wShadowOAMSprite04
xor a
call ByteFill
ret
FlyFunction_InitGFX:
callfar ClearSpriteAnims
ld de, CutGrassGFX
ld hl, vTiles0 tile FIELDMOVE_GRASS
lb bc, BANK(CutGrassGFX), 4
call Request2bpp
ld a, [wCurPartyMon]
ld hl, wPartySpecies
ld e, a
ld d, 0
add hl, de
ld a, [hl]
ld [wTempIconSpecies], a
ld e, FIELDMOVE_FLY
farcall FlyFunction_GetMonIcon
xor a
ld [wJumptableIndex], a
ret
FlyFunction_FrameTimer:
call .SpawnLeaf
ld hl, wFrameCounter
ld a, [hl]
and a
jr z, .exit
dec [hl]
cp $40
ret c
and $7
ret nz
ld de, SFX_FLY
call PlaySFX
ret
.exit
ld hl, wJumptableIndex
set 7, [hl]
ret
.SpawnLeaf:
ld hl, wFrameCounter2
ld a, [hl]
inc [hl]
and $7
ret nz
ld a, [hl]
and (6 * 8) >> 1
sla a
add 8 * 8 ; gives a number in [$40, $50, $60, $70]
ld d, a
ld e, 0
ld a, SPRITE_ANIM_OBJ_FLY_LEAF
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], FIELDMOVE_GRASS
ret