pokecrystal/engine/overworld/movement.asm

777 lines
14 KiB
NASM

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