pokecrystal-board/engine/overworld/map_object_action.asm

299 lines
5.0 KiB
NASM

ObjectActionPairPointers:
; entries correspond to OBJECT_ACTION_* constants (see constants/map_object_constants.asm)
table_width 2 + 2, ObjectActionPairPointers
; normal action, frozen action
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
SetFacingStanding:
ld hl, OBJECT_FACING
add hl, bc
ld [hl], STANDING
ret
SetFacingCurrent:
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
ret
SetFacingStandAction:
ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
and 1
jr nz, SetFacingStepAction
jp SetFacingCurrent
SetFacingStepAction:
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING_F, [hl]
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
ld d, a
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
or d
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
ret
SetFacingSkyfall:
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING_F, [hl]
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
ld d, a
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
or d
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
ret
SetFacingBumpAction:
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING_F, [hl]
jp nz, SetFacingCurrent
ld hl, OBJECT_STEP_FRAME
add hl, bc
inc [hl]
ld a, [hl]
rrca
rrca
rrca
maskbits NUM_DIRECTIONS
ld d, a
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
or d
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
ret
SetFacingCounterclockwiseSpin:
call CounterclockwiseSpinAction
ld hl, OBJECT_DIRECTION
add hl, bc
ld a, [hl]
or FACING_STEP_DOWN_0 ; useless
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
ret
SetFacingCounterclockwiseSpin2:
call CounterclockwiseSpinAction
jp SetFacingStanding
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.
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
add hl, de
ld a, [hl]
ld hl, OBJECT_DIRECTION
add hl, bc
ld [hl], a
ret
.facings:
db OW_DOWN
db OW_RIGHT
db OW_UP
db OW_LEFT
SetFacingFish:
call GetSpriteDirection
rrca
rrca
add FACING_FISH_DOWN
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
ret
SetFacingShadow:
ld hl, OBJECT_FACING
add hl, bc
ld [hl], FACING_SHADOW
ret
SetFacingEmote:
ld hl, OBJECT_FACING
add hl, bc
ld [hl], FACING_EMOTE
ret
SetFacingBigDollSym:
ld hl, OBJECT_FACING
add hl, bc
ld [hl], FACING_BIG_DOLL_SYM
ret
SetFacingBounce:
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
inc a
and %00001111
ld [hl], a
and %00001000
jr z, SetFacingFreezeBounce
ld hl, OBJECT_FACING
add hl, bc
ld [hl], FACING_STEP_UP_0
ret
SetFacingFreezeBounce:
ld hl, OBJECT_FACING
add hl, bc
ld [hl], FACING_STEP_DOWN_0
ret
SetFacingWeirdTree:
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
inc a
ld [hl], a
maskbits NUM_DIRECTIONS, 2
rrca
rrca
add FACING_WEIRD_TREE_0
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
ret
SetFacingBigDollAsym:
ld hl, OBJECT_FACING
add hl, bc
ld [hl], FACING_BIG_DOLL_ASYM
ret
SetFacingBigDoll:
ld a, [wVariableSprites + SPRITE_BIG_DOLL - SPRITE_VARS]
ld d, FACING_BIG_DOLL_SYM ; symmetric
cp SPRITE_BIG_SNORLAX
jr z, .ok
cp SPRITE_BIG_LAPRAS
jr z, .ok
ld d, FACING_BIG_DOLL_ASYM ; asymmetric
.ok
ld hl, OBJECT_FACING
add hl, bc
ld [hl], d
ret
SetFacingBoulderDust:
ld hl, OBJECT_STEP_FRAME
add hl, bc
inc [hl]
ld a, [hl]
ld hl, OBJECT_FACING
add hl, bc
and 2
ld a, FACING_BOULDER_DUST_1
jr z, .ok
inc a
assert FACING_BOULDER_DUST_1 + 1 == FACING_BOULDER_DUST_2
.ok
ld [hl], a
ret
SetFacingGrassShake:
ld hl, OBJECT_STEP_FRAME
add hl, bc
inc [hl]
ld a, [hl]
ld hl, OBJECT_FACING
add hl, bc
and 4
ld a, FACING_GRASS_1
jr z, .ok
inc a ; FACING_GRASS_2
.ok
ld [hl], a
ret