pokecrystal/engine/overworld/map_objects.asm

3005 lines
45 KiB
NASM

INCLUDE "data/sprites/facings.asm"
INCLUDE "data/sprites/map_objects.asm"
DeleteMapObject::
push bc
ld hl, OBJECT_MAP_OBJECT_INDEX
add hl, bc
ld a, [hl]
push af
ld h, b
ld l, c
ld bc, OBJECT_STRUCT_LENGTH
xor a
call ByteFill
pop af
cp -1
jr z, .ok
bit 7, a
jr nz, .ok
call GetMapObject
ld hl, OBJECT_SPRITE
add hl, bc
ld [hl], -1
.ok
pop bc
ret
Function437b:
call .CheckObjectStillVisible
ret c
call .HandleStepType
call .HandleObjectAction
ret
.CheckObjectStillVisible:
ld hl, OBJECT_FLAGS2
add hl, bc
res OBJ_FLAGS2_6, [hl]
ld a, [wXCoord]
ld e, a
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld a, [hl]
add 1
sub e
jr c, .ok
cp MAPOBJECT_SCREEN_WIDTH
jr nc, .ok
ld a, [wYCoord]
ld e, a
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld a, [hl]
add 1
sub e
jr c, .ok
cp MAPOBJECT_SCREEN_HEIGHT
jr nc, .ok
jr .yes
.ok
ld hl, OBJECT_FLAGS2
add hl, bc
set OBJ_FLAGS2_6, [hl]
ld a, [wXCoord]
ld e, a
ld hl, OBJECT_INIT_X
add hl, bc
ld a, [hl]
add 1
sub e
jr c, .ok2
cp MAPOBJECT_SCREEN_WIDTH
jr nc, .ok2
ld a, [wYCoord]
ld e, a
ld hl, OBJECT_INIT_Y
add hl, bc
ld a, [hl]
add 1
sub e
jr c, .ok2
cp MAPOBJECT_SCREEN_HEIGHT
jr nc, .ok2
.yes
and a
ret
.ok2
ld hl, OBJECT_FLAGS1
add hl, bc
bit WONT_DELETE_F, [hl]
jr nz, .yes2
call DeleteMapObject
scf
ret
.yes2
ld hl, OBJECT_FLAGS2
add hl, bc
set OBJ_FLAGS2_6, [hl]
and a
ret
.HandleStepType:
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld a, [hl]
and a
jr z, .zero
ld hl, OBJECT_FLAGS2
add hl, bc
bit OBJ_FLAGS2_5, [hl]
jr nz, .bit5
cp STEP_TYPE_SLEEP
jr z, .one
jr .ok3
.zero
call ObjectMovementReset
ld hl, OBJECT_FLAGS2
add hl, bc
bit OBJ_FLAGS2_5, [hl]
jr nz, .bit5
.one
call MapObjectMovementPattern
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld a, [hl]
and a
ret z
cp STEP_TYPE_SLEEP
ret z
.ok3
ld hl, StepTypesJumptable
rst JumpTable
ret
.bit5
ret
.HandleObjectAction:
ld hl, OBJECT_FLAGS1
add hl, bc
bit INVISIBLE_F, [hl]
jr nz, SetFacingStanding
ld hl, OBJECT_FLAGS2
add hl, bc
bit OBJ_FLAGS2_6, [hl]
jr nz, SetFacingStanding
bit OBJ_FLAGS2_5, [hl]
jr nz, asm_4448
ld de, ObjectActionPairPointers ; use first column
jr _HandleObjectAction
Function4440:
ld hl, OBJECT_FLAGS1
add hl, bc
bit INVISIBLE_F, [hl]
jr nz, SetFacingStanding
asm_4448:
ld de, ObjectActionPairPointers + 2 ; use second column
jr _HandleObjectAction
_HandleObjectAction:
; call [4 * wObjectStructs[ObjInd, OBJECT_ACTION] + de]
ld hl, OBJECT_ACTION
add hl, bc
ld a, [hl]
ld l, a
ld h, 0
add hl, hl
add hl, hl
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
call _hl_
ret
INCLUDE "engine/overworld/map_object_action.asm"
CopyNextCoordsTileToStandingCoordsTile:
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld a, [hl]
ld hl, OBJECT_MAP_X
add hl, bc
ld [hl], a
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld a, [hl]
ld hl, OBJECT_MAP_Y
add hl, bc
ld [hl], a
ld hl, OBJECT_NEXT_TILE
add hl, bc
ld a, [hl]
ld hl, OBJECT_STANDING_TILE
add hl, bc
ld [hl], a
call SetTallGrassFlags
ld hl, OBJECT_NEXT_TILE
add hl, bc
ld a, [hl]
call UselessAndA
ret
Function462a:
ld hl, OBJECT_MAP_X
add hl, bc
ld a, [hl]
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld [hl], a
ld hl, OBJECT_MAP_Y
add hl, bc
ld a, [hl]
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld [hl], a
ret
UpdateTallGrassFlags:
ld hl, OBJECT_FLAGS2
add hl, bc
bit OVERHEAD_F, [hl]
jr z, .ok
ld hl, OBJECT_NEXT_TILE
add hl, bc
ld a, [hl]
call SetTallGrassFlags
.ok
ld hl, OBJECT_NEXT_TILE
add hl, bc
ld a, [hl]
call UselessAndA
ret c ; never happens
ld hl, OBJECT_STANDING_TILE
add hl, bc
ld a, [hl]
call UselessAndA
ret
SetTallGrassFlags:
call CheckSuperTallGrassTile
jr z, .set
call CheckGrassTile
jr c, .reset
.set
ld hl, OBJECT_FLAGS2
add hl, bc
set OVERHEAD_F, [hl]
ret
.reset
ld hl, OBJECT_FLAGS2
add hl, bc
res OVERHEAD_F, [hl]
ret
UselessAndA:
and a
ret
EndSpriteMovement:
xor a
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld [hl], a
ld hl, OBJECT_MOVEMENT_BYTE_INDEX
add hl, bc
ld [hli], a
ld [hli], a
ld [hli], a
ld [hl], a ; OBJECT_1E
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ret
InitStep:
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], a
ld hl, OBJECT_FLAGS1
add hl, bc
bit FIXED_FACING_F, [hl]
jr nz, GetNextTile
add a
add a
and %00001100
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
GetNextTile:
call GetStepVector
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], a
ld a, d
call GetStepVectorSign
ld hl, OBJECT_MAP_X
add hl, bc
add [hl]
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld [hl], a
ld d, a
ld a, e
call GetStepVectorSign
ld hl, OBJECT_MAP_Y
add hl, bc
add [hl]
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld [hl], a
ld e, a
push bc
call GetCoordTile
pop bc
ld hl, OBJECT_NEXT_TILE
add hl, bc
ld [hl], a
ret
AddStepVector:
call GetStepVector
ld hl, OBJECT_SPRITE_X
add hl, bc
ld a, [hl]
add d
ld [hl], a
ld hl, OBJECT_SPRITE_Y
add hl, bc
ld a, [hl]
add e
ld [hl], a
ret
GetStepVector:
; Return (x, y, duration, speed) in (d, e, a, h).
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld a, [hl]
and %00001111
add a
add a
ld l, a
ld h, 0
ld de, StepVectors
add hl, de
ld d, [hl]
inc hl
ld e, [hl]
inc hl
ld a, [hli]
ld h, [hl]
ret
StepVectors:
; x, y, duration, speed
; slow
db 0, 1, 16, 1
db 0, -1, 16, 1
db -1, 0, 16, 1
db 1, 0, 16, 1
; normal
db 0, 2, 8, 2
db 0, -2, 8, 2
db -2, 0, 8, 2
db 2, 0, 8, 2
; fast
db 0, 4, 4, 4
db 0, -4, 4, 4
db -4, 0, 4, 4
db 4, 0, 4, 4
GetStepVectorSign:
add a
ret z ; 0 or 128
ld a, 1
ret nc ; 1 - 127
ld a, -1
ret ; 129 - 255
UpdatePlayerStep:
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld a, [hl]
and %00000011
ld [wPlayerStepDirection], a
call AddStepVector
ld a, [wPlayerStepVectorX]
add d
ld [wPlayerStepVectorX], a
ld a, [wPlayerStepVectorY]
add e
ld [wPlayerStepVectorY], a
ld hl, wPlayerStepFlags
set PLAYERSTEP_CONTINUE_F, [hl]
ret
Unreferenced_Function4759:
push bc
ld e, a
ld d, 0
ld hl, OBJECT_MAP_OBJECT_INDEX
add hl, bc
ld a, [hl]
call GetMapObject
add hl, de
ld a, [hl]
pop bc
ret
RestoreDefaultMovement:
ld hl, OBJECT_MAP_OBJECT_INDEX
add hl, bc
ld a, [hl]
cp -1
jr z, .ok
push bc
call GetMapObject
ld hl, MAPOBJECT_MOVEMENT
add hl, bc
ld a, [hl]
pop bc
ret
.ok
ld a, SPRITEMOVEFN_STANDING
ret
ClearObjectMovementByteIndex:
ld hl, OBJECT_MOVEMENT_BYTE_INDEX
add hl, bc
ld [hl], 0
ret
IncrementObjectMovementByteIndex:
ld hl, OBJECT_MOVEMENT_BYTE_INDEX
add hl, bc
inc [hl]
ret
DecrementObjectMovementByteIndex:
ld hl, OBJECT_MOVEMENT_BYTE_INDEX
add hl, bc
dec [hl]
ret
MovementAnonymousJumptable:
ld hl, OBJECT_MOVEMENT_BYTE_INDEX
add hl, bc
ld a, [hl]
pop hl
rst JumpTable
ret
ClearObjectStructField1c:
ld hl, OBJECT_1C
add hl, bc
ld [hl], 0
ret
IncrementObjectStructField1c:
ld hl, OBJECT_1C
add hl, bc
inc [hl]
ret
Field1cAnonymousJumptable:
ld hl, OBJECT_1C
add hl, bc
ld a, [hl]
pop hl
rst JumpTable
ret
GetValueObjectStructField1c:
ld hl, OBJECT_1C
add hl, bc
ld a, [hl]
ret
SetValueObjectStructField1c:
ld hl, OBJECT_1C
add hl, bc
ld [hl], a
ret
ObjectMovementReset:
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld d, [hl]
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld e, [hl]
push bc
call GetCoordTile
pop bc
ld hl, OBJECT_NEXT_TILE
add hl, bc
ld [hl], a
call CopyNextCoordsTileToStandingCoordsTile
call EndSpriteMovement
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
MapObjectMovementPattern:
call ClearObjectStructField1c
call GetSpriteMovementFunction
ld a, [hl]
ld hl, .Pointers
rst JumpTable
ret
.Pointers:
; entries correspond to SPRITEMOVEFN_* constants
dw .Null_00 ; 00
dw .RandomWalkY ; 01
dw .RandomWalkX ; 02
dw .RandomWalkXY ; 03
dw .RandomSpin1 ; 04
dw .RandomSpin2 ; 05
dw .Standing ; 06
dw .ObeyDPad ; 07
dw .Movement08 ; 08
dw .Movement09 ; 09
dw .Movement0a ; 0a
dw .Movement0b ; 0b
dw .Movement0c ; 0c
dw .Movement0d ; 0d
dw .Movement0e ; 0e
dw .Follow ; 0f
dw .Script ; 10
dw .Strength ; 11
dw .FollowNotExact ; 12
dw .MovementShadow ; 13
dw .MovementEmote ; 14
dw .MovementBigStanding ; 15
dw .MovementBouncing ; 16
dw .MovementScreenShake ; 17
dw .MovementSpinClockwise ; 18
dw .MovementSpinCounterclockwise ; 19
dw .MovementBoulderDust ; 1a
dw .MovementShakingGrass ; 1b
.Null_00:
ret
.RandomWalkY:
call Random
ldh a, [hRandomAdd]
and %00000001
jp .RandomWalkContinue
.RandomWalkX:
call Random
ldh a, [hRandomAdd]
and %00000001
or %00000010
jp .RandomWalkContinue
.RandomWalkXY:
call Random
ldh a, [hRandomAdd]
and %00000011
jp .RandomWalkContinue
.RandomSpin1:
call Random
ldh a, [hRandomAdd]
and %00001100
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
jp RandomStepDuration_Slow
.RandomSpin2:
ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
and %00001100
ld d, a
call Random
ldh a, [hRandomAdd]
and %00001100
cp d
jr nz, .keep
xor %00001100
.keep
ld [hl], a
jp RandomStepDuration_Fast
.Standing:
call Function462a
call EndSpriteMovement
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_STAND
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_05
ret
.ObeyDPad:
ld hl, Function5000
jp HandleMovementData
.Movement08:
ld hl, Function5015
jp HandleMovementData
.Movement09:
ld hl, Function5026
jp HandleMovementData
.Movement0a:
jp _GetMovementObject
.Movement0b:
jp _GetMovementObject
.Movement0c:
jp _GetMovementObject
.Movement0d:
ld hl, Function5000
jp HandleMovementData
.Movement0e:
jp _GetMovementObject
.Follow:
ld hl, GetFollowerNextMovementByte
jp HandleMovementData
.Script:
ld hl, GetMovementByte
jp HandleMovementData
.Strength:
call MovementAnonymousJumptable
dw .Strength_Start
dw .Strength_Stop
.Strength_Start:
ld hl, OBJECT_NEXT_TILE
add hl, bc
ld a, [hl]
call CheckPitTile
jr z, .on_pit
ld hl, OBJECT_FLAGS2
add hl, bc
bit OBJ_FLAGS2_2, [hl]
res OBJ_FLAGS2_2, [hl]
jr z, .ok
ld hl, OBJECT_RANGE
add hl, bc
ld a, [hl]
and %00000011
or 0
call InitStep
call CanObjectMoveInDirection
jr c, .ok2
ld de, SFX_STRENGTH
call PlaySFX
call SpawnStrengthBoulderDust
call UpdateTallGrassFlags
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_0F
ret
.ok2
call Function462a
.ok
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ret
.on_pit
call IncrementObjectMovementByteIndex
.Strength_Stop:
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ret
.FollowNotExact:
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld d, [hl]
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld e, [hl]
ld hl, OBJECT_RANGE
add hl, bc
ld a, [hl]
push bc
call GetObjectStruct
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld a, [hl]
cp STANDING
jr z, .standing
ld hl, OBJECT_MAP_X
add hl, bc
ld a, [hl]
cp d
jr z, .equal
jr c, .less
ld a, 3
jr .done
.less
ld a, 2
jr .done
.equal
ld hl, OBJECT_MAP_Y
add hl, bc
ld a, [hl]
cp e
jr z, .standing
jr c, .less2
ld a, 0
jr .done
.less2
ld a, 1
.done
ld d, a
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld a, [hl]
and %00001100
or d
pop bc
jp NormalStep
.standing
pop bc
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_STAND
ret
.MovementBigStanding:
call EndSpriteMovement
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_BIG_DOLL_SYM
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_04
ret
.MovementBouncing:
call EndSpriteMovement
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_BOUNCE
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_04
ret
.MovementSpinCounterclockwise:
call MovementAnonymousJumptable
dw .MovementSpinInit
dw .MovementSpinRepeat
dw .MovementSpinTurnLeft
.MovementSpinClockwise:
call MovementAnonymousJumptable
dw .MovementSpinInit
dw .MovementSpinRepeat
dw .MovementSpinTurnRight
.MovementSpinInit:
call EndSpriteMovement
call IncrementObjectMovementByteIndex
.MovementSpinRepeat:
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_STAND
ld hl, OBJECT_RANGE
add hl, bc
ld a, [hl]
ld a, $10
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], a
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_03
call IncrementObjectMovementByteIndex
ret
.MovementSpinTurnLeft:
ld de, .DirectionData_Counterclockwise
call .MovementSpinNextFacing
jr .MovementSpinCounterclockwise
.DirectionData_Counterclockwise:
db OW_RIGHT, OW_LEFT, OW_DOWN, OW_UP
.MovementSpinTurnRight:
ld de, .DirectionData_Clockwise
call .MovementSpinNextFacing
jr .MovementSpinClockwise
.DirectionData_Clockwise:
db OW_LEFT, OW_RIGHT, OW_UP, OW_DOWN
.MovementSpinNextFacing:
ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
and %00001100
rrca
rrca
push hl
ld l, a
ld h, 0
add hl, de
ld a, [hl]
pop hl
ld [hl], a
call DecrementObjectMovementByteIndex
ret
.MovementShadow:
call ._MovementShadow_Grass_Emote_BoulderDust
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_SHADOW
ld hl, OBJECT_STEP_DURATION
add hl, de
ld a, [hl]
inc a
add a
add 0
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], a
ld hl, OBJECT_DIRECTION_WALKING
add hl, de
ld a, [hl]
maskbits NUM_DIRECTIONS
ld d, 1 * 8 + 6
cp DOWN
jr z, .ok_13
cp UP
jr z, .ok_13
ld d, 1 * 8 + 4
.ok_13
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld [hl], d
ld hl, OBJECT_SPRITE_X_OFFSET
add hl, bc
ld [hl], 0
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_TRACKING_OBJECT
ret
.MovementEmote:
call EndSpriteMovement
call ._MovementShadow_Grass_Emote_BoulderDust
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_EMOTE
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], 0
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld [hl], -2 * 8
ld hl, OBJECT_SPRITE_X_OFFSET
add hl, bc
ld [hl], 0
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_TRACKING_OBJECT
ret
.MovementBoulderDust:
call EndSpriteMovement
call ._MovementShadow_Grass_Emote_BoulderDust
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_BOULDER_DUST
ld hl, OBJECT_STEP_DURATION
add hl, de
ld a, [hl]
inc a
add a
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], a
ld hl, OBJECT_DIRECTION_WALKING
add hl, de
ld a, [hl]
and %00000011
ld e, a
ld d, 0
ld hl, .data_4a81
add hl, de
add hl, de
ld d, [hl]
inc hl
ld e, [hl]
ld hl, OBJECT_SPRITE_X_OFFSET
add hl, bc
ld [hl], d
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld [hl], e
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_TRACKING_OBJECT
ret
.data_4a81
; x, y
db 0, -4
db 0, 8
db 6, 2
db -6, 2
.MovementShakingGrass:
call EndSpriteMovement
call ._MovementShadow_Grass_Emote_BoulderDust
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_GRASS_SHAKE
ld hl, OBJECT_STEP_DURATION
add hl, de
ld a, [hl]
add -1
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], a
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_TRACKING_OBJECT
ret
._MovementShadow_Grass_Emote_BoulderDust:
ld hl, OBJECT_RANGE
add hl, bc
ld a, [hl]
push bc
call GetObjectStruct
ld d, b
ld e, c
pop bc
ld hl, OBJECT_1D
add hl, bc
ld [hl], e
inc hl
ld [hl], d
ret
.MovementScreenShake:
call EndSpriteMovement
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_00
ld hl, OBJECT_RANGE
add hl, bc
ld a, [hl]
call ._MovementScreenShake
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], e
ld hl, OBJECT_1E
add hl, bc
ld [hl], a
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_15
ret
._MovementScreenShake:
ld d, a
and %00111111
ld e, a
ld a, d
rlca
rlca
and %00000011
ld d, a
inc d
ld a, 1
.loop
dec d
ret z
add a
jr .loop
.RandomWalkContinue:
call InitStep
call CanObjectMoveInDirection ; check whether the object can move in that direction
jr c, .NewDuration
call UpdateTallGrassFlags
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_STEP
ld hl, wCenteredObject
ldh a, [hMapObjectIndexBuffer]
cp [hl]
jr z, .load_6
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_07
ret
.load_6
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_PLAYER_WALK
ret
.NewDuration:
call EndSpriteMovement
call Function462a
RandomStepDuration_Slow:
call Random
ldh a, [hRandomAdd]
and %01111111
jr SetRandomStepDuration
RandomStepDuration_Fast:
call Random
ldh a, [hRandomAdd]
and %00011111
SetRandomStepDuration:
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], a
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_STAND
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_03
ret
StepTypesJumptable:
; entries correspond to STEP_TYPE_* constants
dw ObjectMovementReset ; 00
dw MapObjectMovementPattern ; 01
dw NPCStep ; 02
dw StepType03 ; 03
dw StepType04 ; 04
dw StepType05 ; 05
dw PlayerStep ; 06
dw StepType07 ; 07
dw NPCJump ; 08
dw PlayerJump ; 09
dw PlayerOrNPCTurnStep ; 0a
dw StepTypeBump ; 0b
dw TeleportFrom ; 0c
dw TeleportTo ; 0d
dw Skyfall ; 0e
dw StepType0f ; 0f
dw GotBiteStep ; 10
dw RockSmashStep ; 11
dw ReturnDigStep ; 12
dw StepTypeTrackingObject ; 13
dw StepType14 ; 14
dw StepType15 ; 15
dw StepType16 ; 16
dw StepType17 ; 17
dw StepType18 ; 18
dw SkyfallTop ; 19
WaitStep_InPlace:
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
NPCJump:
call Field1cAnonymousJumptable
; anonymous dw
dw .Jump
dw .Land
.Jump:
call AddStepVector
call UpdateJumpPosition
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
call CopyNextCoordsTileToStandingCoordsTile
call GetNextTile
ld hl, OBJECT_FLAGS2
add hl, bc
res OVERHEAD_F, [hl]
call IncrementObjectStructField1c
ret
.Land:
call AddStepVector
call UpdateJumpPosition
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
call CopyNextCoordsTileToStandingCoordsTile
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
PlayerJump:
call Field1cAnonymousJumptable
; anonymous dw
dw .initjump
dw .stepjump
dw .initland
dw .stepland
.initjump
ld hl, wPlayerStepFlags
set PLAYERSTEP_START_F, [hl]
call IncrementObjectStructField1c
.stepjump
call UpdateJumpPosition
call UpdatePlayerStep
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
call CopyNextCoordsTileToStandingCoordsTile
ld hl, OBJECT_FLAGS2
add hl, bc
res OVERHEAD_F, [hl]
ld hl, wPlayerStepFlags
set PLAYERSTEP_STOP_F, [hl]
set PLAYERSTEP_MIDAIR_F, [hl]
call IncrementObjectStructField1c
ret
.initland
call GetNextTile
ld hl, wPlayerStepFlags
set PLAYERSTEP_START_F, [hl]
call IncrementObjectStructField1c
.stepland
call UpdateJumpPosition
call UpdatePlayerStep
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
ld hl, wPlayerStepFlags
set PLAYERSTEP_STOP_F, [hl]
call CopyNextCoordsTileToStandingCoordsTile
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
TeleportFrom:
call Field1cAnonymousJumptable
; anonymous dw
dw .InitSpin
dw .DoSpin
dw .InitSpinRise
dw .DoSpinRise
.InitSpin:
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld [hl], 0
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], 16
call IncrementObjectStructField1c
.DoSpin:
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_SPIN
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
call IncrementObjectStructField1c
ret
.InitSpinRise:
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld [hl], 0
ld hl, OBJECT_1F
add hl, bc
ld [hl], $10
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], 16
ld hl, OBJECT_FLAGS2
add hl, bc
res OVERHEAD_F, [hl]
call IncrementObjectStructField1c
.DoSpinRise:
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_SPIN
ld hl, OBJECT_1F
add hl, bc
inc [hl]
ld a, [hl]
ld d, $60
call Sine
ld a, h
sub $60
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld [hl], a
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld [hl], 0
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
TeleportTo:
call Field1cAnonymousJumptable
; anonymous dw
dw .InitWait
dw .DoWait
dw .InitDescent
dw .DoDescent
dw .InitFinalSpin
dw .DoFinalSpin
dw .FinishStep
.InitWait:
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_00
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], 16
call IncrementObjectStructField1c
ret
.DoWait:
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
call IncrementObjectStructField1c
.InitDescent:
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld [hl], 0
ld hl, OBJECT_1F
add hl, bc
ld [hl], 0
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], 16
call IncrementObjectStructField1c
ret
.DoDescent:
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_SPIN
ld hl, OBJECT_1F
add hl, bc
inc [hl]
ld a, [hl]
ld d, $60
call Sine
ld a, h
sub $60
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld [hl], a
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
call IncrementObjectStructField1c
.InitFinalSpin:
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], 16
call IncrementObjectStructField1c
ret
.DoFinalSpin:
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_SPIN
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
.FinishStep:
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld [hl], 0
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld [hl], 0
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
Skyfall:
call Field1cAnonymousJumptable
; anonymous dw
dw .Init
dw .Step
dw .Fall
dw .Finish
.Init:
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_00
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], 16
call IncrementObjectStructField1c
.Step:
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_STEP
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld [hl], 0
ld hl, OBJECT_1F
add hl, bc
ld [hl], 0
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], 16
call IncrementObjectStructField1c
.Fall:
ld hl, OBJECT_1F
add hl, bc
inc [hl]
ld a, [hl]
ld d, $60
call Sine
ld a, h
sub $60
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld [hl], a
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
call IncrementObjectStructField1c
.Finish:
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld [hl], 0
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld [hl], 0
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
GotBiteStep:
call Field1cAnonymousJumptable
; anonymous dw
dw .Init
dw .Run
.Init:
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], 8
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld [hl], 0
call IncrementObjectStructField1c
.Run:
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld a, [hl]
xor 1
ld [hl], a
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld [hl], 0
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
RockSmashStep:
call .Step
jp WaitStep_InPlace
.Step:
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld a, [hl]
and %00000001
ld a, OBJECT_ACTION_STAND
jr z, .yes
ld a, OBJECT_ACTION_00
.yes
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], a
ret
ReturnDigStep:
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld a, [hl]
and %00000001
ld a, OBJECT_ACTION_SPIN
jr z, .yes
ld a, OBJECT_ACTION_SPIN_FLICKER
.yes
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], a
jp WaitStep_InPlace
StepType03:
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
StepType18:
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
jp DeleteMapObject
StepTypeBump:
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
StepType05:
call Field1cAnonymousJumptable
; anonymous dw
dw .Reset
dw StepType04
.Reset:
call RestoreDefaultMovement
call GetInitialFacing
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
call IncrementObjectStructField1c
StepType04:
call Stubbed_Function4fb2
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ret
NPCStep:
call Stubbed_Function4fb2
call AddStepVector
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
call CopyNextCoordsTileToStandingCoordsTile
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
StepType07:
call AddStepVector
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
call CopyNextCoordsTileToStandingCoordsTile
jp RandomStepDuration_Slow
PlayerStep:
; AnimateStep?
call Field1cAnonymousJumptable
; anonymous dw
dw .init
dw .step
.init
ld hl, wPlayerStepFlags
set PLAYERSTEP_START_F, [hl]
call IncrementObjectStructField1c
.step
call UpdatePlayerStep
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
ld hl, wPlayerStepFlags
set PLAYERSTEP_STOP_F, [hl]
call CopyNextCoordsTileToStandingCoordsTile
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
PlayerOrNPCTurnStep:
call Field1cAnonymousJumptable
; anonymous dw
dw .init1
dw .step1
dw .init2
dw .step2
.init1
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
ld [hl], 2
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], 2
call IncrementObjectStructField1c
.step1
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
call IncrementObjectStructField1c
.init2
ld hl, OBJECT_1D ; new facing
add hl, bc
ld a, [hl]
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], 2
call IncrementObjectStructField1c
.step2
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
StepType0f:
call AddStepVector
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
push bc
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld d, [hl]
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld e, [hl]
ld hl, OBJECT_MAP_OBJECT_INDEX
add hl, bc
ld a, [hl]
ld b, a
farcall CopyDECoordsToMapObject
pop bc
ld hl, OBJECT_FLAGS2
add hl, bc
res OBJ_FLAGS2_2, [hl]
call CopyNextCoordsTileToStandingCoordsTile
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld [hl], STANDING
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
StepTypeTrackingObject:
ld hl, OBJECT_1D
add hl, bc
ld e, [hl]
inc hl
ld d, [hl]
ld hl, OBJECT_SPRITE
add hl, de
ld a, [hl]
and a
jr z, .nope
ld hl, OBJECT_SPRITE_X
add hl, de
ld a, [hl]
ld hl, OBJECT_SPRITE_X
add hl, bc
ld [hl], a
ld hl, OBJECT_SPRITE_Y
add hl, de
ld a, [hl]
ld hl, OBJECT_SPRITE_Y
add hl, bc
ld [hl], a
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld a, [hl]
and a
ret z
dec [hl]
ret nz
.nope
jp DeleteMapObject
StepType14:
StepType15:
call Field1cAnonymousJumptable
; anonymous dw
dw .Init
dw .Run
.Init:
xor a
ld hl, OBJECT_1D
add hl, bc
ld [hl], a
call IncrementObjectStructField1c
.Run:
ld hl, OBJECT_1D
add hl, bc
ld d, [hl]
ld a, [wPlayerStepVectorY]
sub d
ld [wPlayerStepVectorY], a
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
jr z, .ok
ld a, [hl]
call .GetSign
ld hl, OBJECT_1D
add hl, bc
ld [hl], a
ld d, a
ld a, [wPlayerStepVectorY]
add d
ld [wPlayerStepVectorY], a
ret
.ok
call DeleteMapObject
ret
.GetSign:
ld hl, OBJECT_1E
add hl, bc
and 1
ld a, [hl]
ret z
cpl
inc a
ret
StepType16:
call Field1cAnonymousJumptable ; ????
StepType17:
call Field1cAnonymousJumptable
; anonymous dw
dw .null
dw .null
dw .null
.null
SkyfallTop:
call Field1cAnonymousJumptable
; anonymous dw
dw .Init
dw .Run
.Init:
ld hl, OBJECT_ACTION
add hl, bc
ld [hl], OBJECT_ACTION_SKYFALL
ld hl, OBJECT_STEP_DURATION
add hl, bc
ld [hl], 16
call IncrementObjectStructField1c
.Run:
ld hl, OBJECT_STEP_DURATION
add hl, bc
dec [hl]
ret nz
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld [hl], $60
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld [hl], 0
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_SLEEP
ret
Stubbed_Function4fb2:
ret
ld hl, OBJECT_1D
add hl, bc
inc [hl]
ld a, [hl]
srl a
srl a
and %00000111
ld l, a
ld h, 0
ld de, .y
add hl, de
ld a, [hl]
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld [hl], a
ret
.y
db 0, -1, -2, -3, -4, -3, -2, -1
UpdateJumpPosition:
call GetStepVector
ld a, h
ld hl, OBJECT_1F
add hl, bc
ld e, [hl]
add e
ld [hl], a
nop
srl e
ld d, 0
ld hl, .y
add hl, de
ld a, [hl]
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld [hl], a
ret
.y
db -4, -6, -8, -10, -11, -12, -12, -12
db -11, -10, -9, -8, -6, -4, 0, 0
Function5000: ; unscripted?
; copy [wPlayerNextMovement] to [wPlayerMovement]
ld a, [wPlayerNextMovement]
ld hl, wPlayerMovement
ld [hl], a
; load [wPlayerNextMovement] with movement_step_sleep
ld a, movement_step_sleep
ld [wPlayerNextMovement], a
; recover the previous value of [wPlayerNextMovement]
ld a, [hl]
ret
GetMovementByte:
ld hl, wMovementDataBank
call _GetMovementByte
ret
Function5015:
ld hl, OBJECT_MOVEMENT_BYTE_INDEX
add hl, bc
ld e, [hl]
inc [hl]
ld d, 0
ld hl, wc2e2
ld a, [hli]
ld h, [hl]
ld l, a
add hl, de
ld a, [hl]
ret
Function5026:
ld hl, OBJECT_MOVEMENT_BYTE_INDEX
add hl, bc
ld e, [hl]
inc [hl]
ld d, 0
ld hl, wc2e6
ld a, [hli]
ld h, [hl]
ld l, a
add hl, de
ld a, [hl]
ret
_GetMovementObject:
ld hl, GetMovementObject
jp HandleMovementData
GetMovementObject:
ld a, [wMovementObject]
ret
HandleMovementData:
call .StorePointer
.loop
xor a
ld [wMovementByteWasControlSwitch], a
call JumpMovementPointer
call DoMovementFunction
ld a, [wMovementByteWasControlSwitch]
and a
jr nz, .loop
ret
.StorePointer:
ld a, l
ld [wMovementPointer], a
ld a, h
ld [wMovementPointer + 1], a
ret
JumpMovementPointer:
ld hl, wMovementPointer
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
ContinueReadingMovement:
ld a, 1
ld [wMovementByteWasControlSwitch], a
ret
DoMovementFunction:
push af
call ApplyMovementToFollower
pop af
ld hl, MovementPointers
rst JumpTable
ret
INCLUDE "engine/overworld/movement.asm"
ApplyMovementToFollower:
ld e, a
ld a, [wObjectFollow_Follower]
cp -1
ret z
ld a, [wObjectFollow_Leader]
ld d, a
ldh a, [hMapObjectIndexBuffer]
cp d
ret nz
ld a, e
cp movement_step_sleep
ret z
cp movement_step_end
ret z
cp movement_step_4b
ret z
cp movement_step_bump
ret z
cp movement_slow_step
ret c
push af
ld hl, wFollowerMovementQueueLength
inc [hl]
ld e, [hl]
ld d, 0
ld hl, wFollowMovementQueue
add hl, de
pop af
ld [hl], a
ret
GetFollowerNextMovementByte:
ld hl, wFollowerMovementQueueLength
ld a, [hl]
and a
jr z, .done
cp -1
jr z, .done
dec [hl]
ld e, a
ld d, 0
ld hl, wFollowMovementQueue
add hl, de
inc e
ld a, -1
.loop
ld d, [hl]
ld [hld], a
ld a, d
dec e
jr nz, .loop
ret
.done
call .CancelFollowIfLeaderMissing
ret c
ld a, movement_step_sleep
ret
.CancelFollowIfLeaderMissing:
ld a, [wObjectFollow_Leader]
cp -1
jr z, .nope
push bc
call GetObjectStruct
ld hl, OBJECT_SPRITE
add hl, bc
ld a, [hl]
pop bc
and a
jr z, .nope
and a
ret
.nope
ld a, -1
ld [wObjectFollow_Follower], a
ld a, movement_step_end
scf
ret
SpawnShadow:
push bc
ld de, .ShadowObject
call CopyTempObjectData
call InitTempObject
pop bc
ret
.ShadowObject:
; vtile, palette, movement
db $00, PAL_OW_SILVER, SPRITEMOVEDATA_SHADOW
SpawnStrengthBoulderDust:
push bc
ld de, .BoulderDustObject
call CopyTempObjectData
call InitTempObject
pop bc
ret
.BoulderDustObject:
db $00, PAL_OW_SILVER, SPRITEMOVEDATA_BOULDERDUST
SpawnEmote:
push bc
ld de, .EmoteObject
call CopyTempObjectData
call InitTempObject
pop bc
ret
.EmoteObject:
db $00, PAL_OW_SILVER, SPRITEMOVEDATA_EMOTE
ShakeGrass:
push bc
ld de, .GrassObject
call CopyTempObjectData
call InitTempObject
pop bc
ret
.GrassObject
db $00, PAL_OW_TREE, SPRITEMOVEDATA_GRASS
ShakeScreen:
push bc
push af
ld de, .ScreenShakeObject
call CopyTempObjectData
pop af
ld [wTempObjectCopyRange], a
call InitTempObject
pop bc
ret
.ScreenShakeObject:
db $00, PAL_OW_SILVER, SPRITEMOVEDATA_SCREENSHAKE
DespawnEmote:
push bc
ldh a, [hMapObjectIndexBuffer]
ld c, a
call .DeleteEmote
pop bc
ret
.DeleteEmote:
ld de, wObjectStructs
ld a, NUM_OBJECT_STRUCTS
.loop
push af
ld hl, OBJECT_FLAGS1
add hl, de
bit EMOTE_OBJECT_F, [hl]
jr z, .next
ld hl, OBJECT_SPRITE
add hl, de
ld a, [hl]
and a
jr z, .next
push bc
xor a
ld bc, OBJECT_STRUCT_LENGTH
call ByteFill
pop bc
.next
ld hl, OBJECT_STRUCT_LENGTH
add hl, de
ld d, h
ld e, l
pop af
dec a
jr nz, .loop
ret
InitTempObject:
call FindFirstEmptyObjectStruct
ret nc
ld d, h
ld e, l
farcall CopyTempObjectToObjectStruct
ret
CopyTempObjectData:
; load into wTempObjectCopy:
; -1, -1, [de], [de + 1], [de + 2], [hMapObjectIndexBuffer], [NextMapX], [NextMapY], -1
; This spawns the object at the same place as whichever object is loaded into bc.
ld hl, wTempObjectCopyMapObjectIndex
ld [hl], -1
inc hl
ld [hl], -1
inc hl
ld a, [de]
inc de
ld [hli], a
ld a, [de]
inc de
ld [hli], a
ld a, [de]
ld [hli], a
ldh a, [hMapObjectIndexBuffer]
ld [hli], a
push hl
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld d, [hl]
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld e, [hl]
pop hl
ld [hl], d
inc hl
ld [hl], e
inc hl
ld [hl], -1
ret
Function55e0::
ld a, [wVramState]
bit 0, a
ret z
ld bc, wObjectStructs
xor a
.loop
ldh [hMapObjectIndexBuffer], a
call DoesObjectHaveASprite
jr z, .ok
call Function565c
.ok
ld hl, OBJECT_STRUCT_LENGTH
add hl, bc
ld b, h
ld c, l
ldh a, [hMapObjectIndexBuffer]
inc a
cp NUM_OBJECT_STRUCTS
jr nz, .loop
ret
Function5602:
; called at battle start
call Function5645 ; clear sprites
ld a, PLAYER
call Function5629 ; respawn player
ld a, [wBattleScriptFlags]
bit 7, a
jr z, .ok
ldh a, [hLastTalked]
and a
jr z, .ok
call Function5629 ; respawn opponent
.ok
call _UpdateSprites
ret
Function561d:
call Function5645 ; clear sprites
ld a, PLAYER
call Function5629 ; respawn player
call _UpdateSprites
ret
Function5629:
cp NUM_OBJECTS
ret nc
call GetMapObject
ld hl, MAPOBJECT_OBJECT_STRUCT_ID
add hl, bc
ld a, [hl]
cp -1
ret z
cp NUM_OBJECT_STRUCTS
ret nc
call GetObjectStruct
call DoesObjectHaveASprite
ret z
call Function5673
ret
Function5645:
xor a
ld bc, wObjectStructs
.loop
ldh [hMapObjectIndexBuffer], a
call SetFacing_Standing
ld hl, OBJECT_STRUCT_LENGTH
add hl, bc
ld b, h
ld c, l
ldh a, [hMapObjectIndexBuffer]
inc a
cp NUM_OBJECT_STRUCTS
jr nz, .loop
ret
Function565c:
push bc
call Function56cd
pop bc
jr c, SetFacing_Standing
call Function56a3
jr c, SetFacing_Standing
call Function5688
farcall Function4440
xor a
ret
Function5673:
call Function56a3
jr c, SetFacing_Standing
farcall Function4440 ; no need to farcall
xor a
ret
SetFacing_Standing:
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], STANDING
scf
ret
Function5688:
push bc
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld d, [hl]
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld e, [hl]
call GetCoordTile
pop bc
ld hl, OBJECT_NEXT_TILE
add hl, bc
ld [hl], a
farcall UpdateTallGrassFlags ; no need to farcall
ret
Function56a3:
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld d, [hl]
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld e, [hl]
inc d
inc e
ld a, [wXCoord]
cp d
jr z, .equal_x
jr nc, .nope
add MAPOBJECT_SCREEN_WIDTH - 1
cp d
jr c, .nope
.equal_x
ld a, [wYCoord]
cp e
jr z, .equal_y
jr nc, .nope
add MAPOBJECT_SCREEN_HEIGHT - 1
cp e
jr c, .nope
.equal_y
xor a
ret
.nope
scf
ret
Function56cd:
ld a, [wPlayerBGMapOffsetX]
ld d, a
ld hl, OBJECT_SPRITE_X_OFFSET
add hl, bc
ld a, [hl]
ld hl, OBJECT_SPRITE_X
add hl, bc
add [hl]
add d
cp $f0
jr nc, .ok1
cp $a0
jp nc, .nope
.ok1
and %00000111
ld d, 2
cp 4
jr c, .ok2
ld d, 3
.ok2
ld a, [hl]
srl a
srl a
srl a
cp SCREEN_WIDTH
jr c, .ok3
sub BG_MAP_WIDTH
.ok3
ldh [hUsedSpriteIndex], a
ld a, [wPlayerBGMapOffsetY]
ld e, a
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
ld a, [hl]
ld hl, OBJECT_SPRITE_Y
add hl, bc
add [hl]
add e
cp $f0
jr nc, .ok4
cp $90
jr nc, .nope
.ok4
and %00000111
ld e, 2
cp 4
jr c, .ok5
ld e, 3
.ok5
ld a, [hl]
srl a
srl a
srl a
cp SCREEN_HEIGHT
jr c, .ok6
sub BG_MAP_HEIGHT
.ok6
ldh [hUsedSpriteTile], a
ld hl, OBJECT_PALETTE
add hl, bc
bit BIG_OBJECT_F, [hl]
jr z, .ok7
ld a, d
add 2
ld d, a
ld a, e
add 2
ld e, a
.ok7
ld a, d
ldh [hFFBF], a
.loop
ldh a, [hFFBF]
ld d, a
ldh a, [hUsedSpriteTile]
add e
dec a
cp SCREEN_HEIGHT
jr nc, .ok9
ld b, a
.next
ldh a, [hUsedSpriteIndex]
add d
dec a
cp SCREEN_WIDTH
jr nc, .ok8
ld c, a
push bc
call Coord2Tile
pop bc
; NPCs disappear if standing on tile $60-$7f (or $e0-$ff),
; since those IDs are for text characters and textbox frames.
ld a, [hl]
cp FIRST_REGULAR_TEXT_CHAR
jr nc, .nope
.ok8
dec d
jr nz, .next
.ok9
dec e
jr nz, .loop
and a
ret
.nope
scf
ret
HandleNPCStep::
call .ResetStepVector
call .DoStepsForAllObjects
ret
.ResetStepVector:
xor a
ld [wPlayerStepVectorX], a
ld [wPlayerStepVectorY], a
ld [wPlayerStepFlags], a
ld a, STANDING
ld [wPlayerStepDirection], a
ret
.DoStepsForAllObjects:
ld bc, wObjectStructs
xor a
.loop
ldh [hMapObjectIndexBuffer], a
call DoesObjectHaveASprite
jr z, .next
call Function437b
.next
ld hl, OBJECT_STRUCT_LENGTH
add hl, bc
ld b, h
ld c, l
ldh a, [hMapObjectIndexBuffer]
inc a
cp NUM_OBJECT_STRUCTS
jr nz, .loop
ret
RefreshPlayerSprite:
ld a, movement_step_sleep
ld [wPlayerNextMovement], a
ld [wPlayerMovement], a
xor a
ld [wPlayerTurningDirection], a
ld [wPlayerObjectStepFrame], a
call .TryResetPlayerAction
farcall CheckWarpFacingDown
call c, SpawnInFacingDown
call .SpawnInCustomFacing
ret
.TryResetPlayerAction:
ld hl, wPlayerSpriteSetupFlags
bit PLAYERSPRITESETUP_RESET_ACTION_F, [hl]
jr nz, .ok
ret
.ok
ld a, OBJECT_ACTION_00
ld [wPlayerAction], a
ret
.SpawnInCustomFacing:
ld hl, wPlayerSpriteSetupFlags
bit PLAYERSPRITESETUP_CUSTOM_FACING_F, [hl]
ret z
ld a, [wPlayerSpriteSetupFlags]
and PLAYERSPRITESETUP_FACING_MASK
add a
add a
jr ContinueSpawnFacing
SpawnInFacingDown:
ld a, 0
ContinueSpawnFacing:
ld bc, wPlayerStruct
call SetSpriteDirection
ret
_SetPlayerPalette:
ld a, d
and 1 << 7
ret z
ld bc, 0 ; debug?
ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
or d
ld [hl], a
ld a, d
swap a
and PALETTE_MASK
ld d, a
ld bc, wPlayerStruct
ld hl, OBJECT_PALETTE
add hl, bc
ld a, [hl]
and $ff ^ PALETTE_MASK
or d
ld [hl], a
ret
StartFollow::
push bc
ld a, b
call SetLeaderIfVisible
pop bc
ret c
ld a, c
call SetFollowerIfVisible
farcall QueueFollowerFirstStep
ret
SetLeaderIfVisible:
call CheckObjectVisibility
ret c
ldh a, [hObjectStructIndexBuffer]
ld [wObjectFollow_Leader], a
ret
StopFollow::
call ResetLeader
call ResetFollower
ret
ResetLeader:
ld a, -1
ld [wObjectFollow_Leader], a
ret
SetFollowerIfVisible:
push af
call ResetFollower
pop af
call CheckObjectVisibility
ret c
ld hl, OBJECT_MOVEMENTTYPE
add hl, bc
ld [hl], SPRITEMOVEDATA_FOLLOWING
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_00
ldh a, [hObjectStructIndexBuffer]
ld [wObjectFollow_Follower], a
ret
ResetFollower:
ld a, [wObjectFollow_Follower]
cp -1
ret z
call GetObjectStruct
farcall Function58e3 ; no need to bankswitch
ld a, -1
ld [wObjectFollow_Follower], a
ret
SetFlagsForMovement_1::
ld a, c
call CheckObjectVisibility
ret c
push bc
call Function587a
pop bc
ld hl, OBJECT_FLAGS2
add hl, bc
res OBJ_FLAGS2_5, [hl]
xor a
ret
Function586e:
call CheckObjectVisibility
ret c
ld hl, OBJECT_FLAGS2
add hl, bc
set OBJ_FLAGS2_5, [hl]
xor a
ret
Function587a:
ld bc, wObjectStructs
xor a
.loop
push af
call DoesObjectHaveASprite
jr z, .next
ld hl, OBJECT_FLAGS2
add hl, bc
set OBJ_FLAGS2_5, [hl]
.next
ld hl, OBJECT_STRUCT_LENGTH
add hl, bc
ld b, h
ld c, l
pop af
inc a
cp NUM_OBJECT_STRUCTS
jr nz, .loop
ret
_SetFlagsForMovement_2::
ld a, [wObjectFollow_Leader]
cp -1
ret z
push bc
call GetObjectStruct
ld hl, OBJECT_MAP_OBJECT_INDEX
add hl, bc
ld a, [hl]
pop bc
cp c
ret nz
ld a, [wObjectFollow_Follower]
cp -1
ret z
call GetObjectStruct
ld hl, OBJECT_FLAGS2
add hl, bc
res OBJ_FLAGS2_5, [hl]
ret
Function58b9::
push bc
ld bc, wObjectStructs
xor a
.loop
push af
call DoesObjectHaveASprite
jr z, .next
ld hl, OBJECT_FLAGS2
add hl, bc
res OBJ_FLAGS2_5, [hl]
.next
ld hl, OBJECT_STRUCT_LENGTH
add hl, bc
ld b, h
ld c, l
pop af
inc a
cp NUM_OBJECT_STRUCTS
jr nz, .loop
pop bc
ret
Function58d8:
call CheckObjectVisibility
ret c
ld hl, OBJECT_FLAGS2
add hl, bc
res OBJ_FLAGS2_5, [hl]
ret
Function58e3:
ld hl, OBJECT_MAP_OBJECT_INDEX
add hl, bc
ld a, [hl]
cp -1
jp z, Function5903 ; a jr would have been appropriate here
push bc
call GetMapObject
ld hl, MAPOBJECT_MOVEMENT
add hl, bc
ld a, [hl]
pop bc
ld hl, OBJECT_MOVEMENTTYPE
add hl, bc
ld [hl], a
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_00
ret
Function5903:
call GetSpriteDirection
rrca
rrca
ld e, a
ld d, 0
ld hl, .standing_movefns
add hl, de
ld a, [hl]
ld hl, OBJECT_MOVEMENTTYPE
add hl, bc
ld [hl], a
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_00
ret
.standing_movefns
db SPRITEMOVEDATA_STANDING_DOWN
db SPRITEMOVEDATA_STANDING_UP
db SPRITEMOVEDATA_STANDING_LEFT
db SPRITEMOVEDATA_STANDING_RIGHT
_UpdateSprites::
ld a, [wVramState]
bit 0, a
ret z
xor a
ldh [hUsedSpriteIndex], a
ldh a, [hOAMUpdate]
push af
ld a, 1
ldh [hOAMUpdate], a
call InitSprites
call .fill
pop af
ldh [hOAMUpdate], a
ret
.fill
ld a, [wVramState]
bit 1, a
ld b, LOW(wVirtualOAMEnd)
jr z, .ok
ld b, 28 * SPRITEOAMSTRUCT_LENGTH
.ok
ldh a, [hUsedSpriteIndex]
cp b
ret nc
ld l, a
ld h, HIGH(wVirtualOAM)
ld de, SPRITEOAMSTRUCT_LENGTH
ld a, b
ld c, SCREEN_HEIGHT_PX + 2 * TILE_WIDTH
.loop
ld [hl], c ; y
add hl, de
cp l
jr nz, .loop
ret
ApplyBGMapAnchorToObjects:
push hl
push de
push bc
ld a, [wPlayerBGMapOffsetX]
ld d, a
ld a, [wPlayerBGMapOffsetY]
ld e, a
ld bc, wObjectStructs
ld a, NUM_OBJECT_STRUCTS
.loop
push af
call DoesObjectHaveASprite
jr z, .skip
ld hl, OBJECT_SPRITE_X
add hl, bc
ld a, [hl]
add d
ld [hl], a
ld hl, OBJECT_SPRITE_Y
add hl, bc
ld a, [hl]
add e
ld [hl], a
.skip
ld hl, OBJECT_STRUCT_LENGTH
add hl, bc
ld b, h
ld c, l
pop af
dec a
jr nz, .loop
xor a
ld [wPlayerBGMapOffsetX], a
ld [wPlayerBGMapOffsetY], a
pop bc
pop de
pop hl
ret
PRIORITY_LOW EQU $10
PRIORITY_NORM EQU $20
PRIORITY_HIGH EQU $30
InitSprites:
call .DeterminePriorities
ld c, PRIORITY_HIGH
call .InitSpritesByPriority
ld c, PRIORITY_NORM
call .InitSpritesByPriority
ld c, PRIORITY_LOW
call .InitSpritesByPriority
ret
.DeterminePriorities:
xor a
ld hl, wMovementPointer
ld bc, NUM_OBJECT_STRUCTS
call ByteFill
ld d, 0
ld bc, wObjectStructs
ld hl, wMovementPointer
.loop
push hl
call DoesObjectHaveASprite
jr z, .skip
ld hl, OBJECT_FACING_STEP
add hl, bc
ld a, [hl]
cp STANDING
jr z, .skip
; Define the sprite priority.
ld e, PRIORITY_LOW
ld hl, OBJECT_FLAGS2
add hl, bc
bit LOW_PRIORITY_F, [hl]
jr nz, .add
ld e, PRIORITY_NORM
bit HIGH_PRIORITY_F, [hl]
jr z, .add
ld e, PRIORITY_HIGH
jr .add
.skip
ld hl, OBJECT_STRUCT_LENGTH
add hl, bc
ld b, h
ld c, l
pop hl
jr .next
.add
ld hl, OBJECT_STRUCT_LENGTH
add hl, bc
ld b, h
ld c, l
pop hl
ld a, d
or e
ld [hli], a
.next
inc d
ld a, d
cp NUM_OBJECT_STRUCTS
jr nz, .loop
ret
.InitSpritesByPriority:
ld hl, wMovementPointer
.next_sprite
ld a, [hli]
ld d, a
and $f0
ret z
cp c
jr nz, .next_sprite
push bc
push hl
ld a, d
and $f
call .GetObjectStructPointer
call .InitSprite
pop hl
pop bc
jr .next_sprite
.InitSprite:
ld hl, OBJECT_SPRITE_TILE
add hl, bc
ld a, [hl]
and $ff ^ (1 << 7)
ldh [hFFC1], a
xor a
bit 7, [hl]
jr nz, .skip1
or VRAM_BANK_1
.skip1
ld hl, OBJECT_FLAGS2
add hl, bc
ld e, [hl]
bit OBJ_FLAGS2_7, e
jr z, .skip2
or PRIORITY
.skip2
bit USE_OBP1_F, e
jr z, .skip3
or OBP_NUM
.skip3
ld hl, OBJECT_PALETTE
add hl, bc
ld d, a
ld a, [hl]
and PALETTE_MASK
or d
ld d, a
xor a
bit OVERHEAD_F, e
jr z, .skip4
or PRIORITY
.skip4
ldh [hFFC2], a
ld hl, OBJECT_SPRITE_X
add hl, bc
ld a, [hl]
ld hl, OBJECT_SPRITE_X_OFFSET
add hl, bc
add [hl]
add 8
ld e, a
ld a, [wPlayerBGMapOffsetX]
add e
ldh [hFFBF], a
ld hl, OBJECT_SPRITE_Y
add hl, bc
ld a, [hl]
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
add [hl]
add 12
ld e, a
ld a, [wPlayerBGMapOffsetY]
add e
ldh [hFFC0], a
ld hl, OBJECT_FACING_STEP
add hl, bc
ld a, [hl]
cp STANDING
jp z, .done
cp NUM_FACINGS
jp nc, .done
ld l, a
ld h, 0
add hl, hl
ld bc, Facings
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
ldh a, [hUsedSpriteIndex]
ld c, a
ld b, HIGH(wVirtualOAM)
ld a, [hli]
ldh [hUsedSpriteTile], a
add c
cp LOW(wVirtualOAMEnd)
jr nc, .full
.addsprite
ldh a, [hFFC0]
add [hl]
inc hl
ld [bc], a ; y
inc c
ldh a, [hFFBF]
add [hl]
inc hl
ld [bc], a ; x
inc c
ld e, [hl]
inc hl
ldh a, [hFFC1]
bit ABSOLUTE_TILE_ID_F, e
jr z, .nope1
xor a
.nope1
add [hl]
inc hl
ld [bc], a ; tile id
inc c
ld a, e
bit RELATIVE_ATTRIBUTES_F, a
jr z, .nope2
ldh a, [hFFC2]
or e
.nope2
and OBP_NUM | X_FLIP | Y_FLIP | PRIORITY
or d
ld [bc], a ; attributes
inc c
ldh a, [hUsedSpriteTile]
dec a
ldh [hUsedSpriteTile], a
jr nz, .addsprite
ld a, c
ldh [hUsedSpriteIndex], a
.done
xor a
ret
.full
scf
ret
.GetObjectStructPointer:
ld c, a
ld b, 0
ld hl, .Addresses
add hl, bc
add hl, bc
ld c, [hl]
inc hl
ld b, [hl]
ret
.Addresses:
dw wPlayerStruct
dw wObject1Struct
dw wObject2Struct
dw wObject3Struct
dw wObject4Struct
dw wObject5Struct
dw wObject6Struct
dw wObject7Struct
dw wObject8Struct
dw wObject9Struct
dw wObject10Struct
dw wObject11Struct
dw wObject12Struct