pokecrystal/engine/map_object_action.asm

328 lines
5.4 KiB
NASM
Executable File

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
; 445f
Pointers445f: ; 445f
dw SetFacingStanding, SetFacingStanding ; 00
dw SetFacingStandAction, SetFacingCurrent ; 01 standing?
dw SetFacingStepAction, SetFacingCurrent ; 02 walking?
dw SetFacingBumpAction, SetFacingCurrent ; 03 bumping?
dw SetFacingCounterclockwiseSpin, SetFacingCurrent ; 04
dw SetFacingCounterclockwiseSpin2, SetFacingStanding ; 05
dw SetFacingFish, SetFacingFish ; 06
dw SetFacingShadow, SetFacingStanding ; 07
dw SetFacingEmote, SetFacingEmote ; 08
dw SetFacingBigDollSym, SetFacingBigDollSym ; 09
dw SetFacingBounce, SetFacingFreezeBounce ; 0a
dw SetFacingWeirdTree, SetFacingCurrent ; 0b
dw SetFacingBigDollAsym, SetFacingBigDollAsym ; 0c
dw SetFacingBigDoll, SetFacingBigDoll ; 0d
dw SetFacingBoulderDust, SetFacingStanding ; 0e
dw SetFacingGrassShake, SetFacingStanding ; 0f
dw SetFacingSkyfall, SetFacingCurrent ; 10
; 44a3
SetFacingStanding: ; 44a3
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], STANDING
ret
; 44aa
SetFacingCurrent: ; 44aa
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 44b5
SetFacingStandAction: ; 44b5
ld hl, OBJECT_FACING_STEP
add hl, bc
ld a, [hl]
and 1
jr nz, SetFacingStepAction
jp SetFacingCurrent
; 44c1
SetFacingStepAction: ; 44c1
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING, [hl]
jp nz, SetFacingCurrent
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
inc a
and %00001111
ld [hl], a
rrca
rrca
and %00000011
ld d, a
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
or d
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 44e4
SetFacingSkyfall: ; 44e4
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING, [hl]
jp nz, SetFacingCurrent
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
add 2
and %00001111
ld [hl], a
rrca
rrca
and %00000011
ld d, a
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
or d
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 4508
SetFacingBumpAction: ; 4508
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING, [hl]
jp nz, SetFacingCurrent
ld hl, OBJECT_STEP_FRAME
add hl, bc
inc [hl]
ld a, [hl]
rrca
rrca
rrca
and %00000011
ld d, a
call GetSpriteDirection
or FACING_STEP_DOWN_0 ; useless
or d
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 4529
SetFacingCounterclockwiseSpin: ; 4529
call CounterclockwiseSpinAction
ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
or FACING_STEP_DOWN_0 ; useless
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 4539
SetFacingCounterclockwiseSpin2: ; 4539
call CounterclockwiseSpinAction
jp SetFacingStanding
; 453f
CounterclockwiseSpinAction: ; 453f
; Here, OBJECT_STEP_FRAME consists of two 2-bit components,
; using only bits 0,1 and 4,5.
; bits 0,1 is a timer (4 overworld frames)
; bits 4,5 determines the facing - the direction is counterclockwise.
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
and %11110000
ld e, a
ld a, [hl]
inc a
and %00001111
ld d, a
cp 4
jr c, .ok
ld d, 0
ld a, e
add $10
and %00110000
ld e, a
.ok
ld a, d
or e
ld [hl], a
swap e
ld d, 0
ld hl, .Directions
add hl, de
ld a, [hl]
ld hl, OBJECT_FACING
add hl, bc
ld [hl], a
ret
; 456a
.Directions: ; 456a
db OW_DOWN, OW_RIGHT, OW_UP, OW_LEFT
; 456e
SetFacingFish: ; 456e
call GetSpriteDirection
rrca
rrca
add FACING_FISH_DOWN
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 457b
SetFacingShadow: ; 457b
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_SHADOW
ret
; 4582
SetFacingEmote: ; 4582 emote
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_EMOTE
ret
; 4589
SetFacingBigDollSym: ; 4589
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_BIG_DOLL_SYM
ret
; 4590
SetFacingBounce: ; 4590
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
inc a
and %00001111
ld [hl], a
and %00001000
jr z, SetFacingFreezeBounce
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_STEP_UP_0
ret
; 45a4
SetFacingFreezeBounce: ; 45a4
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_STEP_DOWN_0
ret
; 45ab
SetFacingWeirdTree: ; 45ab
ld hl, OBJECT_STEP_FRAME
add hl, bc
ld a, [hl]
inc a
ld [hl], a
and %00001100
rrca
rrca
add FACING_WEIRD_TREE_0
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], a
ret
; 45be
SetFacingBigDollAsym: ; 45be
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], FACING_BIG_DOLL_ASYM
ret
; 45c5
SetFacingBigDoll: ; 45c5
ld a, [VariableSprites + SPRITE_BIG_DOLL - SPRITE_VARS]
ld d, FACING_BIG_DOLL_SYM ; symmetric
cp SPRITE_BIG_SNORLAX
jr z, .ok
cp SPRITE_BIG_LAPRAS
jr z, .ok
ld d, FACING_BIG_DOLL_ASYM ; asymmetric
.ok
ld hl, OBJECT_FACING_STEP
add hl, bc
ld [hl], d
ret
; 45da
SetFacingBoulderDust: ; 45da
ld hl, OBJECT_STEP_FRAME
add hl, bc
inc [hl]
ld a, [hl]
ld hl, OBJECT_FACING_STEP
add hl, bc
and 2
ld a, FACING_BOULDER_DUST_1
jr z, .ok
inc a ; FACING_BOULDER_DUST_2
.ok
ld [hl], a
ret
; 45ed
SetFacingGrassShake: ; 45ed
ld hl, OBJECT_STEP_FRAME
add hl, bc
inc [hl]
ld a, [hl]
ld hl, OBJECT_FACING_STEP
add hl, bc
and 4
ld a, FACING_GRASS_1
jr z, .ok
inc a ; FACING_GRASS_2
.ok
ld [hl], a
ret
; 4600