pokecrystal-board/engine/map_object_action.asm
Remy Oukaour c05b7f41dd Renaming: (fix #412)
- MapTriggers / maptrigger → SceneScripts / scene_script
- XYTriggers / xy_trigger → CoordEvents / coord_event
- Signposts / signpost → BGEvents / bg_event
- PersonEvents / person_event → ObjectEvents / object_event
2017-12-24 14:33:17 -05:00

314 lines
5.2 KiB
NASM
Executable File

ObjectActionPairPointers: ; 445f
; entries correspond to OBJECT_ACTION_* constants
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
; 44a3
SetFacingStanding: ; 44a3
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], STANDING
ret
; 44aa
SetFacingCurrent: ; 44aa
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 44b5
SetFacingStandAction: ; 44b5
ld hl, OBJECT_FACING_STEP
add hl, bc
ld a, [hl]
and 1
jr nz, SetFacingStepAction
jp SetFacingCurrent
; 44c1
SetFacingStepAction: ; 44c1
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING, [hl]
jp nz, SetFacingCurrent
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
inc a
and %00001111
ld [hl], a
rrca
rrca
and %00000011
ld d, a
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
or d
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 44e4
SetFacingSkyfall: ; 44e4
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING, [hl]
jp nz, SetFacingCurrent
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
add 2
and %00001111
ld [hl], a
rrca
rrca
and %00000011
ld d, a
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
or d
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 4508
SetFacingBumpAction: ; 4508
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING, [hl]
jp nz, SetFacingCurrent
ld hl, OBJECT_STEP_FRAME
add hl, bc
inc [hl]
ld a, [hl]
rrca
rrca
rrca
and %00000011
ld d, a
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
or d
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 4529
SetFacingCounterclockwiseSpin: ; 4529
call CounterclockwiseSpinAction
ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
or FACING_STEP_DOWN_0 ; useless
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 4539
SetFacingCounterclockwiseSpin2: ; 4539
call CounterclockwiseSpinAction
jp SetFacingStanding
; 453f
CounterclockwiseSpinAction: ; 453f
; 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, .Directions
add hl, de
ld a, [hl]
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
ret
; 456a
.Directions: ; 456a
db OW_DOWN, OW_RIGHT, OW_UP, OW_LEFT
; 456e
SetFacingFish: ; 456e
call GetSpriteDirection
rrca
rrca
add FACING_FISH_DOWN
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 457b
SetFacingShadow: ; 457b
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_SHADOW
ret
; 4582
SetFacingEmote: ; 4582 emote
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_EMOTE
ret
; 4589
SetFacingBigDollSym: ; 4589
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_BIG_DOLL_SYM
ret
; 4590
SetFacingBounce: ; 4590
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_STEP
add hl, bc
ld [hl], FACING_STEP_UP_0
ret
; 45a4
SetFacingFreezeBounce: ; 45a4
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_STEP_DOWN_0
ret
; 45ab
SetFacingWeirdTree: ; 45ab
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
inc a
ld [hl], a
and %00001100
rrca
rrca
add FACING_WEIRD_TREE_0
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 45be
SetFacingBigDollAsym: ; 45be
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_BIG_DOLL_ASYM
ret
; 45c5
SetFacingBigDoll: ; 45c5
ld a, [VariableSprites + 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_STEP
add hl, bc
ld [hl], d
ret
; 45da
SetFacingBoulderDust: ; 45da
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
jr z, .ok
inc a ; FACING_BOULDER_DUST_2
.ok
ld [hl], a
ret
; 45ed
SetFacingGrassShake: ; 45ed
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
jr z, .ok
inc a ; FACING_GRASS_2
.ok
ld [hl], a
ret
; 4600