mirror of https://github.com/pret/pokecrystal.git
777 lines
14 KiB
NASM
777 lines
14 KiB
NASM
MovementPointers:
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; entries correspond to macros/scripts/movement.asm enumeration
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dw Movement_turn_head_down ; 00
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dw Movement_turn_head_up ; 01
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dw Movement_turn_head_left ; 02
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dw Movement_turn_head_right ; 03
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dw Movement_turn_step_down ; 04
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dw Movement_turn_step_up ; 05
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dw Movement_turn_step_left ; 06
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dw Movement_turn_step_right ; 07
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dw Movement_slow_step_down ; 08
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dw Movement_slow_step_up ; 09
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dw Movement_slow_step_left ; 0a
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dw Movement_slow_step_right ; 0b
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dw Movement_step_down ; 0c
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dw Movement_step_up ; 0d
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dw Movement_step_left ; 0e
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dw Movement_step_right ; 0f
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dw Movement_big_step_down ; 10
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dw Movement_big_step_up ; 11
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dw Movement_big_step_left ; 12
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dw Movement_big_step_right ; 13
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dw Movement_slow_slide_step_down ; 14
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dw Movement_slow_slide_step_up ; 15
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dw Movement_slow_slide_step_left ; 16
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dw Movement_slow_slide_step_right ; 17
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dw Movement_slide_step_down ; 18
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dw Movement_slide_step_up ; 19
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dw Movement_slide_step_left ; 1a
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dw Movement_slide_step_right ; 1b
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dw Movement_fast_slide_step_down ; 1c
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dw Movement_fast_slide_step_up ; 1d
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dw Movement_fast_slide_step_left ; 1e
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dw Movement_fast_slide_step_right ; 1f
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dw Movement_turn_away_down ; 20
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dw Movement_turn_away_up ; 21
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dw Movement_turn_away_left ; 22
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dw Movement_turn_away_right ; 23
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dw Movement_turn_in_down ; 24
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dw Movement_turn_in_up ; 25
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dw Movement_turn_in_left ; 26
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dw Movement_turn_in_right ; 27
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dw Movement_turn_waterfall_down ; 28
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dw Movement_turn_waterfall_up ; 29
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dw Movement_turn_waterfall_left ; 2a
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dw Movement_turn_waterfall_right ; 2b
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dw Movement_slow_jump_step_down ; 2c
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dw Movement_slow_jump_step_up ; 2d
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dw Movement_slow_jump_step_left ; 2e
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dw Movement_slow_jump_step_right ; 2f
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dw Movement_jump_step_down ; 30
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dw Movement_jump_step_up ; 31
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dw Movement_jump_step_left ; 32
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dw Movement_jump_step_right ; 33
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dw Movement_fast_jump_step_down ; 34
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dw Movement_fast_jump_step_up ; 35
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dw Movement_fast_jump_step_left ; 36
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dw Movement_fast_jump_step_right ; 37
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dw Movement_remove_sliding ; 38
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dw Movement_set_sliding ; 39
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dw Movement_remove_fixed_facing ; 3a
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dw Movement_fix_facing ; 3b
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dw Movement_show_object ; 3c
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dw Movement_hide_object ; 3d
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dw Movement_step_sleep_1 ; 3e
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dw Movement_step_sleep_2 ; 3f
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dw Movement_step_sleep_3 ; 40
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dw Movement_step_sleep_4 ; 41
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dw Movement_step_sleep_5 ; 42
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dw Movement_step_sleep_6 ; 43
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dw Movement_step_sleep_7 ; 44
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dw Movement_step_sleep_8 ; 45
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dw Movement_step_sleep ; 46
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dw Movement_step_end ; 47
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dw Movement_48 ; 48
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dw Movement_remove_object ; 49
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dw Movement_step_loop ; 4a
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dw Movement_4b ; 4b
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dw Movement_teleport_from ; 4c
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dw Movement_teleport_to ; 4d
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dw Movement_skyfall ; 4e
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dw Movement_step_dig ; 4f
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dw Movement_step_bump ; 50
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dw Movement_fish_got_bite ; 51
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dw Movement_fish_cast_rod ; 52
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dw Movement_hide_emote ; 53
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dw Movement_show_emote ; 54
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dw Movement_step_shake ; 55
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dw Movement_tree_shake ; 56
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dw Movement_rock_smash ; 57
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dw Movement_return_dig ; 58
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dw Movement_skyfall_top ; 59
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Movement_teleport_from:
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_TELEPORT_FROM
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ret
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Movement_teleport_to:
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_TELEPORT_TO
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ret
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Movement_skyfall:
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_SKYFALL
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ret
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Movement_skyfall_top:
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_SKYFALL_TOP
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ret
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Movement_step_dig:
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call GetSpriteDirection
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rlca
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rlca
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ld hl, OBJECT_STEP_FRAME
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add hl, bc
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ld [hl], a
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], OBJECT_ACTION_SPIN
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call JumpMovementPointer
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ld hl, OBJECT_STEP_DURATION
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add hl, bc
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ld [hl], a
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_03
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, bc
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ld [hl], STANDING
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ret
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Movement_return_dig:
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call GetSpriteDirection
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rlca
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rlca
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ld hl, OBJECT_STEP_FRAME
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add hl, bc
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ld [hl], a
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call JumpMovementPointer
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ld hl, OBJECT_STEP_DURATION
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add hl, bc
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ld [hl], a
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, bc
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ld [hl], STANDING
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_RETURN_DIG
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ret
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Movement_fish_got_bite:
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], OBJECT_ACTION_FISHING
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_GOT_BITE
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ret
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Movement_rock_smash:
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call JumpMovementPointer
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ld hl, OBJECT_STEP_DURATION
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add hl, bc
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ld [hl], a
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], OBJECT_ACTION_STAND
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_ROCK_SMASH
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ret
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Movement_fish_cast_rod:
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], OBJECT_ACTION_FISHING
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_SLEEP
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ret
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Movement_step_loop:
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ld hl, OBJECT_MOVEMENT_BYTE_INDEX
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add hl, bc
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ld [hl], $0
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jp ContinueReadingMovement
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Movement_step_end:
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call RestoreDefaultMovement
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ld hl, OBJECT_MOVEMENTTYPE
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add hl, bc
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ld [hl], a
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ld hl, OBJECT_MOVEMENT_BYTE_INDEX
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add hl, bc
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ld [hl], $0
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ld hl, wVramState
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res 7, [hl]
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_SLEEP
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ret
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Movement_48:
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call RestoreDefaultMovement
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ld hl, OBJECT_MOVEMENTTYPE
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add hl, bc
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ld [hl], a
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ld hl, OBJECT_MOVEMENT_BYTE_INDEX
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add hl, bc
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ld [hl], $0
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call JumpMovementPointer
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ld hl, OBJECT_STEP_DURATION
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add hl, bc
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ld [hl], a
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_03
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ld hl, wVramState
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res 7, [hl]
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ret
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Movement_remove_object:
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call DeleteMapObject
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ld hl, wObjectFollow_Leader
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ldh a, [hMapObjectIndexBuffer]
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cp [hl]
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jr nz, .not_leading
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ld [hl], -1
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.not_leading
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ld hl, wVramState
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res 7, [hl]
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ret
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Movement_4b:
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], OBJECT_ACTION_STAND
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_04
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ld hl, wVramState
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res 7, [hl]
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ret
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Movement_step_sleep_1:
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ld a, 1
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jr Movement_step_sleep_common
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Movement_step_sleep_2:
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ld a, 2
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jr Movement_step_sleep_common
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Movement_step_sleep_3:
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ld a, 3
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jr Movement_step_sleep_common
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Movement_step_sleep_4:
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ld a, 4
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jr Movement_step_sleep_common
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Movement_step_sleep_5:
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ld a, 5
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jr Movement_step_sleep_common
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Movement_step_sleep_6:
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ld a, 6
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jr Movement_step_sleep_common
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Movement_step_sleep_7:
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ld a, 7
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jr Movement_step_sleep_common
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Movement_step_sleep_8:
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ld a, 8
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jr Movement_step_sleep_common
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Movement_step_sleep:
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; parameters:
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; duration (DecimalParam)
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call JumpMovementPointer
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jr Movement_step_sleep_common
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Movement_step_sleep_common:
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ld hl, OBJECT_STEP_DURATION
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add hl, bc
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ld [hl], a
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_03
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], OBJECT_ACTION_STAND
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, bc
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ld [hl], STANDING
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ret
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Movement_step_bump:
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ld a, 1
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ld hl, OBJECT_STEP_DURATION
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add hl, bc
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ld [hl], a
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_BUMP
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], OBJECT_ACTION_BUMP
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, bc
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ld [hl], STANDING
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ret
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Movement_tree_shake:
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ld a, 24
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ld hl, OBJECT_STEP_DURATION
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add hl, bc
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ld [hl], a
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_03
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], OBJECT_ACTION_WEIRD_TREE
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, bc
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ld [hl], STANDING
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ret
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Movement_remove_sliding:
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ld hl, OBJECT_FLAGS1
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add hl, bc
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res SLIDING_F, [hl]
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jp ContinueReadingMovement
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Movement_set_sliding:
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ld hl, OBJECT_FLAGS1
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add hl, bc
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set SLIDING_F, [hl]
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jp ContinueReadingMovement
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Movement_remove_fixed_facing:
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ld hl, OBJECT_FLAGS1
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add hl, bc
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res FIXED_FACING_F, [hl]
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jp ContinueReadingMovement
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Movement_fix_facing:
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ld hl, OBJECT_FLAGS1
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add hl, bc
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set FIXED_FACING_F, [hl]
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jp ContinueReadingMovement
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Movement_show_object:
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ld hl, OBJECT_FLAGS1
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add hl, bc
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res INVISIBLE_F, [hl]
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jp ContinueReadingMovement
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Movement_hide_object:
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ld hl, OBJECT_FLAGS1
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add hl, bc
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set INVISIBLE_F, [hl]
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jp ContinueReadingMovement
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Movement_hide_emote:
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call DespawnEmote
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jp ContinueReadingMovement
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Movement_show_emote:
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call SpawnEmote
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jp ContinueReadingMovement
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Movement_step_shake:
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; parameters:
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; displacement (DecimalParam)
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call JumpMovementPointer
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call ShakeScreen
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jp ContinueReadingMovement
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Movement_turn_head_down:
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ld a, OW_DOWN
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jr TurnHead
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Movement_turn_head_up:
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ld a, OW_UP
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jr TurnHead
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Movement_turn_head_left:
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ld a, OW_LEFT
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jr TurnHead
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Movement_turn_head_right:
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ld a, OW_RIGHT
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jr TurnHead
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TurnHead:
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], a
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], OBJECT_ACTION_STAND
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, bc
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ld [hl], STANDING
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ret
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Movement_slow_step_down:
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ld a, STEP_SLOW << 2 | DOWN
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jp NormalStep
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Movement_slow_step_up:
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ld a, STEP_SLOW << 2 | UP
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jp NormalStep
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Movement_slow_step_left:
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ld a, STEP_SLOW << 2 | LEFT
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jp NormalStep
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Movement_slow_step_right:
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ld a, STEP_SLOW << 2 | RIGHT
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jp NormalStep
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Movement_step_down:
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ld a, STEP_WALK << 2 | DOWN
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jp NormalStep
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Movement_step_up:
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ld a, STEP_WALK << 2 | UP
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jp NormalStep
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Movement_step_left:
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ld a, STEP_WALK << 2 | LEFT
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jp NormalStep
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Movement_step_right:
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ld a, STEP_WALK << 2 | RIGHT
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jp NormalStep
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Movement_big_step_down:
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ld a, STEP_BIKE << 2 | DOWN
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jp NormalStep
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Movement_big_step_up:
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ld a, STEP_BIKE << 2 | UP
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jp NormalStep
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Movement_big_step_left:
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ld a, STEP_BIKE << 2 | LEFT
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jp NormalStep
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Movement_big_step_right:
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ld a, STEP_BIKE << 2 | RIGHT
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jp NormalStep
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Movement_turn_away_down:
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ld a, STEP_SLOW << 2 | DOWN
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jp TurningStep
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Movement_turn_away_up:
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ld a, STEP_SLOW << 2 | UP
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jp TurningStep
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Movement_turn_away_left:
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ld a, STEP_SLOW << 2 | LEFT
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jp TurningStep
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Movement_turn_away_right:
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ld a, STEP_SLOW << 2 | RIGHT
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jp TurningStep
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Movement_turn_in_down:
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ld a, STEP_WALK << 2 | DOWN
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jp TurningStep
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Movement_turn_in_up:
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ld a, STEP_WALK << 2 | UP
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jp TurningStep
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Movement_turn_in_left:
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ld a, STEP_WALK << 2 | LEFT
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jp TurningStep
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Movement_turn_in_right:
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ld a, STEP_WALK << 2 | RIGHT
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jp TurningStep
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Movement_turn_waterfall_down:
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ld a, STEP_BIKE << 2 | DOWN
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jp TurningStep
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Movement_turn_waterfall_up:
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ld a, STEP_BIKE << 2 | UP
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jp TurningStep
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Movement_turn_waterfall_left:
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ld a, STEP_BIKE << 2 | LEFT
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jp TurningStep
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Movement_turn_waterfall_right:
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ld a, STEP_BIKE << 2 | RIGHT
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jp TurningStep
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Movement_slow_slide_step_down:
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ld a, STEP_SLOW << 2 | DOWN
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jp SlideStep
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Movement_slow_slide_step_up:
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ld a, STEP_SLOW << 2 | UP
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jp SlideStep
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Movement_slow_slide_step_left:
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ld a, STEP_SLOW << 2 | LEFT
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jp SlideStep
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Movement_slow_slide_step_right:
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ld a, STEP_SLOW << 2 | RIGHT
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jp SlideStep
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Movement_slide_step_down:
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ld a, STEP_WALK << 2 | DOWN
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jp SlideStep
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Movement_slide_step_up:
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ld a, STEP_WALK << 2 | UP
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jp SlideStep
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Movement_slide_step_left:
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ld a, STEP_WALK << 2 | LEFT
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jp SlideStep
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Movement_slide_step_right:
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ld a, STEP_WALK << 2 | RIGHT
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jp SlideStep
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Movement_fast_slide_step_down:
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ld a, STEP_BIKE << 2 | DOWN
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jp SlideStep
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Movement_fast_slide_step_up:
|
|
ld a, STEP_BIKE << 2 | UP
|
|
jp SlideStep
|
|
|
|
Movement_fast_slide_step_left:
|
|
ld a, STEP_BIKE << 2 | LEFT
|
|
jp SlideStep
|
|
|
|
Movement_fast_slide_step_right:
|
|
ld a, STEP_BIKE << 2 | RIGHT
|
|
jp SlideStep
|
|
|
|
Movement_slow_jump_step_down:
|
|
ld a, STEP_SLOW << 2 | DOWN
|
|
jp JumpStep
|
|
|
|
Movement_slow_jump_step_up:
|
|
ld a, STEP_SLOW << 2 | UP
|
|
jp JumpStep
|
|
|
|
Movement_slow_jump_step_left:
|
|
ld a, STEP_SLOW << 2 | LEFT
|
|
jp JumpStep
|
|
|
|
Movement_slow_jump_step_right:
|
|
ld a, STEP_SLOW << 2 | RIGHT
|
|
jp JumpStep
|
|
|
|
Movement_jump_step_down:
|
|
ld a, STEP_WALK << 2 | DOWN
|
|
jp JumpStep
|
|
|
|
Movement_jump_step_up:
|
|
ld a, STEP_WALK << 2 | UP
|
|
jp JumpStep
|
|
|
|
Movement_jump_step_left:
|
|
ld a, STEP_WALK << 2 | LEFT
|
|
jp JumpStep
|
|
|
|
Movement_jump_step_right:
|
|
ld a, STEP_WALK << 2 | RIGHT
|
|
jp JumpStep
|
|
|
|
Movement_fast_jump_step_down:
|
|
ld a, STEP_BIKE << 2 | DOWN
|
|
jp JumpStep
|
|
|
|
Movement_fast_jump_step_up:
|
|
ld a, STEP_BIKE << 2 | UP
|
|
jp JumpStep
|
|
|
|
Movement_fast_jump_step_left:
|
|
ld a, STEP_BIKE << 2 | LEFT
|
|
jp JumpStep
|
|
|
|
Movement_fast_jump_step_right:
|
|
ld a, STEP_BIKE << 2 | RIGHT
|
|
jp JumpStep
|
|
|
|
Movement_turn_step_down:
|
|
ld a, OW_DOWN
|
|
jr TurnStep
|
|
|
|
Movement_turn_step_up:
|
|
ld a, OW_UP
|
|
jr TurnStep
|
|
|
|
Movement_turn_step_left:
|
|
ld a, OW_LEFT
|
|
jr TurnStep
|
|
|
|
Movement_turn_step_right:
|
|
ld a, OW_RIGHT
|
|
jr TurnStep
|
|
|
|
TurnStep:
|
|
ld hl, OBJECT_1D ; new facing
|
|
add hl, bc
|
|
ld [hl], a
|
|
|
|
ld hl, OBJECT_ACTION
|
|
add hl, bc
|
|
ld [hl], OBJECT_ACTION_STEP
|
|
|
|
ld hl, OBJECT_STEP_TYPE
|
|
add hl, bc
|
|
ld [hl], STEP_TYPE_HALF_STEP
|
|
ret
|
|
|
|
NormalStep:
|
|
call InitStep
|
|
call UpdateTallGrassFlags
|
|
ld hl, OBJECT_ACTION
|
|
add hl, bc
|
|
ld [hl], OBJECT_ACTION_STEP
|
|
|
|
ld hl, OBJECT_NEXT_TILE
|
|
add hl, bc
|
|
ld a, [hl]
|
|
call CheckSuperTallGrassTile
|
|
jr z, .shake_grass
|
|
|
|
call CheckGrassTile
|
|
jr c, .skip_grass
|
|
|
|
.shake_grass
|
|
call ShakeGrass
|
|
|
|
.skip_grass
|
|
ld hl, wCenteredObject
|
|
ldh a, [hMapObjectIndexBuffer]
|
|
cp [hl]
|
|
jr z, .player
|
|
|
|
ld hl, OBJECT_STEP_TYPE
|
|
add hl, bc
|
|
ld [hl], STEP_TYPE_NPC_WALK
|
|
ret
|
|
|
|
.player
|
|
ld hl, OBJECT_STEP_TYPE
|
|
add hl, bc
|
|
ld [hl], STEP_TYPE_PLAYER_WALK
|
|
ret
|
|
|
|
TurningStep:
|
|
call InitStep
|
|
call UpdateTallGrassFlags
|
|
|
|
ld hl, OBJECT_ACTION
|
|
add hl, bc
|
|
ld [hl], OBJECT_ACTION_SPIN
|
|
|
|
ld hl, wCenteredObject
|
|
ldh a, [hMapObjectIndexBuffer]
|
|
cp [hl]
|
|
jr z, .player
|
|
|
|
ld hl, OBJECT_STEP_TYPE
|
|
add hl, bc
|
|
ld [hl], STEP_TYPE_NPC_WALK
|
|
ret
|
|
|
|
.player
|
|
ld hl, OBJECT_STEP_TYPE
|
|
add hl, bc
|
|
ld [hl], STEP_TYPE_PLAYER_WALK
|
|
ret
|
|
|
|
SlideStep:
|
|
call InitStep
|
|
call UpdateTallGrassFlags
|
|
|
|
ld hl, OBJECT_ACTION
|
|
add hl, bc
|
|
ld [hl], OBJECT_ACTION_STAND
|
|
|
|
ld hl, wCenteredObject
|
|
ldh a, [hMapObjectIndexBuffer]
|
|
cp [hl]
|
|
jr z, .player
|
|
|
|
ld hl, OBJECT_STEP_TYPE
|
|
add hl, bc
|
|
ld [hl], STEP_TYPE_NPC_WALK
|
|
ret
|
|
|
|
.player
|
|
ld hl, OBJECT_STEP_TYPE
|
|
add hl, bc
|
|
ld [hl], STEP_TYPE_PLAYER_WALK
|
|
ret
|
|
|
|
JumpStep:
|
|
call InitStep
|
|
ld hl, OBJECT_1F
|
|
add hl, bc
|
|
ld [hl], $0
|
|
|
|
ld hl, OBJECT_FLAGS2
|
|
add hl, bc
|
|
res OVERHEAD_F, [hl]
|
|
|
|
ld hl, OBJECT_ACTION
|
|
add hl, bc
|
|
ld [hl], OBJECT_ACTION_STEP
|
|
|
|
call SpawnShadow
|
|
|
|
ld hl, wCenteredObject
|
|
ldh a, [hMapObjectIndexBuffer]
|
|
cp [hl]
|
|
jr z, .player
|
|
|
|
ld hl, OBJECT_STEP_TYPE
|
|
add hl, bc
|
|
ld [hl], STEP_TYPE_NPC_JUMP
|
|
ret
|
|
|
|
.player
|
|
ld hl, OBJECT_STEP_TYPE
|
|
add hl, bc
|
|
ld [hl], STEP_TYPE_PLAYER_JUMP
|
|
ret
|