pokecrystal-board/engine/events/field_moves.asm
xCrystal ce4ca85494 Implement Flash technique through a map callback of type MAPCALLBACK_ENDMAPSETUP (#34)
This callback type is executed in a new map setup command at the very end of every map setup script. Maps that should trigger the use of Flash automatically should use an instance of this callback with fixed functionality
2023-12-31 15:05:07 +01:00

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, 30 ; 500 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 FadeOutPalettesToWhite
ld hl, wStatusFlags
set STATUSFLAGS_FLASH_F, [hl]
farcall ReplaceTimeOfDayPals
farcall UpdateTimeOfDayPal
ld b, CGB_MAPPALS
call GetCGBLayout
farcall FadeInPalettesFromWhite
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 LoadScreenTilemapAndAttrmapPals
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, wVramState
set 2, [hl] ; do not clear wShadowOAM during DoNextFrameForAllSprites
callfar DoNextFrameForAllSprites
ld hl, wVramState
res 2, [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, [wVramState]
push af
xor a
ld [wVramState], 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 [wVramState], a
ret
FlyToAnim:
call DelayFrame
ld a, [wVramState]
push af
xor a
ld [wVramState], 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 [wVramState], 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