jep-hack/engine/overworld/player_movement.asm
Llinos Evans c1fa88db2a Running Shoes, new readme, Munchlax
This adds a readme with credits so far. Make sure to keep this updated so everyone knows what is and isn't done!

We also get the Running Shoes feature from the tutorial, finally making debugging bearable given how laggy Crystal's overworld can be at times.

Oh, and Munchlax.
2023-10-27 21:59:33 +01:00

853 lines
12 KiB
NASM

DoPlayerMovement::
call .GetDPad
ld a, movement_step_sleep
ld [wMovementAnimation], a
xor a
ld [wWalkingIntoEdgeWarp], a
call .TranslateIntoMovement
ld c, a
ld a, [wMovementAnimation]
ld [wPlayerNextMovement], a
ret
.GetDPad:
ldh a, [hJoyDown]
ld [wCurInput], a
; Standing downhill instead moves down.
ld hl, wBikeFlags
bit BIKEFLAGS_DOWNHILL_F, [hl]
ret z
ld c, a
and D_PAD
ret nz
ld a, c
or D_DOWN
ld [wCurInput], a
ret
.TranslateIntoMovement:
ld a, [wPlayerState]
cp PLAYER_NORMAL
jr z, .Normal
cp PLAYER_SURF
jr z, .Surf
cp PLAYER_SURF_PIKA
jr z, .Surf
cp PLAYER_BIKE
jr z, .Normal
cp PLAYER_SKATE
jr z, .Ice
.Normal:
call .CheckForced
call .GetAction
call .CheckTile
ret c
call .CheckTurning
ret c
call .TryStep
ret c
call .TryJump
ret c
call .CheckWarp
ret c
jr .NotMoving
.Surf:
call .CheckForced
call .GetAction
call .CheckTile
ret c
call .CheckTurning
ret c
call .TrySurf
ret c
jr .NotMoving
.Ice:
call .CheckForced
call .GetAction
call .CheckTile
ret c
call .CheckTurning
ret c
call .TryStep
ret c
call .TryJump
ret c
call .CheckWarp
ret c
ld a, [wWalkingDirection]
cp STANDING
jr z, .HitWall
call .BumpSound
.HitWall:
call .StandInPlace
xor a
ret
.NotMoving:
ld a, [wWalkingDirection]
cp STANDING
jr z, .Standing
; Walking into an edge warp won't bump.
ld a, [wWalkingIntoEdgeWarp]
and a
jr nz, .CantMove
call .BumpSound
.CantMove:
call ._WalkInPlace
xor a
ret
.Standing:
call .StandInPlace
xor a
ret
.CheckTile:
; Tiles such as waterfalls and warps move the player
; in a given direction, overriding input.
ld a, [wPlayerTile]
ld c, a
call CheckWhirlpoolTile
jr c, .not_whirlpool
ld a, PLAYERMOVEMENT_FORCE_TURN
scf
ret
.not_whirlpool
and $f0
cp HI_NYBBLE_CURRENT
jr z, .water
cp HI_NYBBLE_WALK
jr z, .land1
cp HI_NYBBLE_WALK_ALT
jr z, .land2
cp HI_NYBBLE_WARPS
jr z, .warps
jr .no_walk
.water
ld a, c
maskbits NUM_DIRECTIONS
ld c, a
ld b, 0
ld hl, .water_table
add hl, bc
ld a, [hl]
ld [wWalkingDirection], a
jr .continue_walk
.water_table
db RIGHT ; COLL_WATERFALL_RIGHT
db LEFT ; COLL_WATERFALL_LEFT
db UP ; COLL_WATERFALL_UP
db DOWN ; COLL_WATERFALL
.land1
ld a, c
and 7
ld c, a
ld b, 0
ld hl, .land1_table
add hl, bc
ld a, [hl]
cp STANDING
jr z, .no_walk
ld [wWalkingDirection], a
jr .continue_walk
.land1_table
db STANDING ; COLL_BRAKE
db RIGHT ; COLL_WALK_RIGHT
db LEFT ; COLL_WALK_LEFT
db UP ; COLL_WALK_UP
db DOWN ; COLL_WALK_DOWN
db STANDING ; COLL_BRAKE_45
db STANDING ; COLL_BRAKE_46
db STANDING ; COLL_BRAKE_47
.land2
ld a, c
and 7
ld c, a
ld b, 0
ld hl, .land2_table
add hl, bc
ld a, [hl]
cp STANDING
jr z, .no_walk
ld [wWalkingDirection], a
jr .continue_walk
.land2_table
db RIGHT ; COLL_WALK_RIGHT_ALT
db LEFT ; COLL_WALK_LEFT_ALT
db UP ; COLL_WALK_UP_ALT
db DOWN ; COLL_WALK_DOWN_ALT
db STANDING ; COLL_BRAKE_ALT
db STANDING ; COLL_BRAKE_55
db STANDING ; COLL_BRAKE_56
db STANDING ; COLL_BRAKE_57
.warps
ld a, c
cp COLL_DOOR
jr z, .down
cp COLL_DOOR_79
jr z, .down
cp COLL_STAIRCASE
jr z, .down
cp COLL_CAVE
jr nz, .no_walk
.down
ld a, DOWN
ld [wWalkingDirection], a
jr .continue_walk
.no_walk
xor a
ret
.continue_walk
ld a, STEP_WALK
call .DoStep
ld a, PLAYERMOVEMENT_CONTINUE
scf
ret
.CheckTurning:
; If the player is turning, change direction first. This also lets
; the player change facing without moving by tapping a direction.
ld a, [wPlayerTurningDirection]
cp 0
jr nz, .not_turning
ld a, [wWalkingDirection]
cp STANDING
jr z, .not_turning
ld e, a
ld a, [wPlayerDirection]
rrca
rrca
maskbits NUM_DIRECTIONS
cp e
jr z, .not_turning
ld a, STEP_TURN
call .DoStep
ld a, PLAYERMOVEMENT_TURN
scf
ret
.not_turning
xor a
ret
.TryStep:
; Surfing actually calls .TrySurf directly instead of passing through here.
ld a, [wPlayerState]
cp PLAYER_SURF
jr z, .TrySurf
cp PLAYER_SURF_PIKA
jr z, .TrySurf
call .CheckLandPerms
jr c, .bump
call .CheckNPC
and a
jr z, .bump
cp 2
jr z, .bump
ld a, [wPlayerTile]
call CheckIceTile
jr nc, .ice
; Downhill riding is slower when not moving down.
call .BikeCheck
;jr nz, .walk
jr nz, .HandleWalkAndRun
ld hl, wBikeFlags
bit BIKEFLAGS_DOWNHILL_F, [hl]
jr z, .fast
ld a, [wWalkingDirection]
cp DOWN
jr z, .fast
ld a, STEP_WALK
call .DoStep
scf
ret
.fast
ld a, STEP_BIKE
call .DoStep
scf
ret
.walk
ld a, STEP_WALK
call .DoStep
scf
ret
.ice
ld a, STEP_ICE
call .DoStep
scf
ret
.unused ; unreferenced
xor a
ret
.bump
xor a
ret
.HandleWalkAndRun
ld a, [wWalkingDirection]
cp STANDING
jr z, .ensurewalk
ldh a, [hJoypadDown]
and B_BUTTON
cp B_BUTTON
jr nz, .ensurewalk
ld a, [wPlayerState]
cp PLAYER_RUN
call nz, .StartRunning
jr .fast
.ensurewalk
ld a, [wPlayerState]
cp PLAYER_NORMAL
call nz, .StartWalking
jr .walk
.TrySurf:
call .CheckSurfPerms
ld [wWalkingIntoLand], a
jr c, .surf_bump
call .CheckNPC
ld [wWalkingIntoNPC], a
and a
jr z, .surf_bump
cp 2
jr z, .surf_bump
ld a, [wWalkingIntoLand]
and a
jr nz, .ExitWater
ld a, STEP_WALK
call .DoStep
scf
ret
.ExitWater:
call .GetOutOfWater
call PlayMapMusic
ld a, STEP_WALK
call .DoStep
ld a, PLAYERMOVEMENT_EXIT_WATER
scf
ret
.surf_bump
xor a
ret
.TryJump:
ld a, [wPlayerTile]
ld e, a
and $f0
cp HI_NYBBLE_LEDGES
jr nz, .DontJump
ld a, e
and 7
ld e, a
ld d, 0
ld hl, .ledge_table
add hl, de
ld a, [wFacingDirection]
and [hl]
jr z, .DontJump
ld de, SFX_JUMP_OVER_LEDGE
call PlaySFX
ld a, STEP_LEDGE
call .DoStep
ld a, PLAYERMOVEMENT_JUMP
scf
ret
.DontJump:
xor a
ret
.ledge_table
db FACE_RIGHT ; COLL_HOP_RIGHT
db FACE_LEFT ; COLL_HOP_LEFT
db FACE_UP ; COLL_HOP_UP
db FACE_DOWN ; COLL_HOP_DOWN
db FACE_RIGHT | FACE_DOWN ; COLL_HOP_DOWN_RIGHT
db FACE_DOWN | FACE_LEFT ; COLL_HOP_DOWN_LEFT
db FACE_UP | FACE_RIGHT ; COLL_HOP_UP_RIGHT
db FACE_UP | FACE_LEFT ; COLL_HOP_UP_LEFT
.CheckWarp:
; BUG: No bump noise if standing on tile $3E (see docs/bugs_and_glitches.md)
ld a, [wWalkingDirection]
ld e, a
ld d, 0
ld hl, .EdgeWarps
add hl, de
ld a, [wPlayerTile]
cp [hl]
jr nz, .not_warp
ld a, TRUE
ld [wWalkingIntoEdgeWarp], a
ld a, [wWalkingDirection]
cp STANDING
jr z, .not_warp
ld e, a
ld a, [wPlayerDirection]
rrca
rrca
maskbits NUM_DIRECTIONS
cp e
jr nz, .not_warp
call WarpCheck
jr nc, .not_warp
call .StandInPlace
scf
ld a, PLAYERMOVEMENT_WARP
ret
.not_warp
xor a ; PLAYERMOVEMENT_NORMAL
ret
.EdgeWarps:
db COLL_WARP_CARPET_DOWN
db COLL_WARP_CARPET_UP
db COLL_WARP_CARPET_LEFT
db COLL_WARP_CARPET_RIGHT
.DoStep:
ld e, a
ld d, 0
ld hl, .Steps
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [wWalkingDirection]
ld e, a
cp STANDING
jp z, .StandInPlace
add hl, de
ld a, [hl]
ld [wMovementAnimation], a
ld hl, .FinishFacing
add hl, de
ld a, [hl]
ld [wPlayerTurningDirection], a
ld a, PLAYERMOVEMENT_FINISH
ret
.Steps:
; entries correspond to STEP_* constants (see constants/map_object_constants.asm)
table_width 2, DoPlayerMovement.Steps
dw .SlowStep
dw .NormalStep
dw .FastStep
dw .JumpStep
dw .SlideStep
dw .TurningStep
dw .BackJumpStep
dw .FinishFacing
assert_table_length NUM_STEPS
.SlowStep:
slow_step DOWN
slow_step UP
slow_step LEFT
slow_step RIGHT
.NormalStep:
step DOWN
step UP
step LEFT
step RIGHT
.FastStep:
big_step DOWN
big_step UP
big_step LEFT
big_step RIGHT
.JumpStep:
jump_step DOWN
jump_step UP
jump_step LEFT
jump_step RIGHT
.SlideStep:
fast_slide_step DOWN
fast_slide_step UP
fast_slide_step LEFT
fast_slide_step RIGHT
.BackJumpStep:
jump_step UP
jump_step DOWN
jump_step RIGHT
jump_step LEFT
.TurningStep:
turn_step DOWN
turn_step UP
turn_step LEFT
turn_step RIGHT
.FinishFacing:
db $80 | DOWN
db $80 | UP
db $80 | LEFT
db $80 | RIGHT
.StandInPlace:
ld a, 0
ld [wPlayerTurningDirection], a
ld a, movement_step_sleep
ld [wMovementAnimation], a
xor a
ret
._WalkInPlace:
ld a, 0
ld [wPlayerTurningDirection], a
ld a, movement_step_bump
ld [wMovementAnimation], a
xor a
ret
.CheckForced:
; When sliding on ice, input is forced to remain in the same direction.
call CheckStandingOnIce
ret nc
ld a, [wPlayerTurningDirection]
cp 0
ret z
maskbits NUM_DIRECTIONS
ld e, a
ld d, 0
ld hl, .forced_dpad
add hl, de
ld a, [wCurInput]
and BUTTONS
or [hl]
ld [wCurInput], a
ret
.forced_dpad
db D_DOWN, D_UP, D_LEFT, D_RIGHT
.GetAction:
; Poll player input and update movement info.
ld hl, .action_table
ld de, .action_table_1_end - .action_table_1
ld a, [wCurInput]
bit D_DOWN_F, a
jr nz, .d_down
bit D_UP_F, a
jr nz, .d_up
bit D_LEFT_F, a
jr nz, .d_left
bit D_RIGHT_F, a
jr nz, .d_right
; Standing
jr .update
.d_down
add hl, de
.d_up
add hl, de
.d_left
add hl, de
.d_right
add hl, de
.update
ld a, [hli]
ld [wWalkingDirection], a
ld a, [hli]
ld [wFacingDirection], a
ld a, [hli]
ld [wWalkingX], a
ld a, [hli]
ld [wWalkingY], a
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [hl]
ld [wWalkingTile], a
ret
MACRO player_action
; walk direction, facing, x movement, y movement, tile collision pointer
db \1, \2, \3, \4
dw \5
ENDM
.action_table:
.action_table_1
player_action STANDING, FACE_CURRENT, 0, 0, wPlayerTile
.action_table_1_end
player_action RIGHT, FACE_RIGHT, 1, 0, wTileRight
player_action LEFT, FACE_LEFT, -1, 0, wTileLeft
player_action UP, FACE_UP, 0, -1, wTileUp
player_action DOWN, FACE_DOWN, 0, 1, wTileDown
.CheckNPC:
; Returns 0 if there is an NPC in front that you can't move
; Returns 1 if there is no NPC in front
; Returns 2 if there is a movable NPC in front. The game actually treats
; this the same as an NPC in front (bump).
ld a, 0
ldh [hMapObjectIndex], a
; Load the next X coordinate into d
ld a, [wPlayerMapX]
ld d, a
ld a, [wWalkingX]
add d
ld d, a
; Load the next Y coordinate into e
ld a, [wPlayerMapY]
ld e, a
ld a, [wWalkingY]
add e
ld e, a
; Find an object struct with coordinates equal to d,e
ld bc, wObjectStructs ; redundant
farcall IsNPCAtCoord
jr nc, .no_npc
call .CheckStrengthBoulder
jr c, .no_bump
xor a ; bump
ret
.no_npc
ld a, 1
ret
.no_bump
ld a, 2
ret
.CheckStrengthBoulder:
ld hl, wBikeFlags
bit BIKEFLAGS_STRENGTH_ACTIVE_F, [hl]
jr z, .not_boulder
ld hl, OBJECT_WALKING
add hl, bc
ld a, [hl]
cp STANDING
jr nz, .not_boulder
ld hl, OBJECT_PALETTE
add hl, bc
bit STRENGTH_BOULDER_F, [hl]
jr z, .not_boulder
ld hl, OBJECT_FLAGS2
add hl, bc
set 2, [hl]
ld a, [wWalkingDirection]
ld d, a
ld hl, OBJECT_RANGE
add hl, bc
ld a, [hl]
and %11111100
or d
ld [hl], a
scf
ret
.not_boulder
xor a
ret
.CheckLandPerms:
; Return 0 if walking onto land and tile permissions allow it.
; Otherwise, return carry.
ld a, [wTilePermissions]
ld d, a
ld a, [wFacingDirection]
and d
jr nz, .NotWalkable
ld a, [wWalkingTile]
call .CheckWalkable
jr c, .NotWalkable
xor a
ret
.NotWalkable:
scf
ret
.CheckSurfPerms:
; Return 0 if moving in water, or 1 if moving onto land.
; Otherwise, return carry.
ld a, [wTilePermissions]
ld d, a
ld a, [wFacingDirection]
and d
jr nz, .NotSurfable
ld a, [wWalkingTile]
call .CheckSurfable
jr c, .NotSurfable
and a
ret
.NotSurfable:
scf
ret
.BikeCheck:
ld a, [wPlayerState]
cp PLAYER_BIKE
ret z
cp PLAYER_SKATE
ret
.CheckWalkable:
; Return 0 if tile a is land. Otherwise, return carry.
call GetTileCollision
and a ; LAND_TILE
ret z
scf
ret
.CheckSurfable:
; Return 0 if tile a is water, or 1 if land.
; Otherwise, return carry.
call GetTileCollision
cp WATER_TILE
jr z, .Water
; Can walk back onto land from water.
and a ; LAND_TILE
jr z, .Land
jr .Neither
.Water:
xor a
ret
.Land:
ld a, 1
and a
ret
.Neither:
scf
ret
.BumpSound:
call CheckSFX
ret c
ld de, SFX_BUMP
call PlaySFX
ret
.GetOutOfWater:
push bc
ld a, PLAYER_NORMAL
ld [wPlayerState], a
call UpdatePlayerSprite ; UpdateSprites
pop bc
ret
.StartRunning:
ld a, PLAYER_RUN
ld [wPlayerState], a
push bc
farcall UpdatePlayerSprite
pop bc
ret
.StartWalking:
ld a, PLAYER_NORMAL
ld [wPlayerState], a
push bc
farcall UpdatePlayerSprite
pop bc
ret
CheckStandingOnIce::
ld a, [wPlayerTurningDirection]
cp 0
jr z, .not_ice
cp $f0
jr z, .not_ice
ld a, [wPlayerTile]
call CheckIceTile
jr nc, .yep
ld a, [wPlayerState]
cp PLAYER_SKATE
jr nz, .not_ice
.yep
scf
ret
.not_ice
and a
ret
StopPlayerForEvent::
ld hl, wPlayerNextMovement
ld a, movement_step_sleep
cp [hl]
ret z
ld [hl], a
ld a, 0
ld [wPlayerTurningDirection], a
ret