kep-hack/engine/overworld/movement.asm
Martha Schilling 14f08c941d The Big One Again
Pushing everything I've done, currently doesn't build because the Galarian Birds filesize is too thicc for the section but I need to push this before I go mad
2024-08-25 19:39:01 +01:00

910 lines
23 KiB
NASM

DEF MAP_TILESET_SIZE EQU $60
UpdatePlayerSprite:
ld a, [wSpritePlayerStateData2WalkAnimationCounter]
and a
jr z, .checkIfTextBoxInFrontOfSprite
cp $ff
jr z, .disableSprite
dec a
ld [wSpritePlayerStateData2WalkAnimationCounter], a
jr .disableSprite
; check if a text box is in front of the sprite by checking if the lower left
; background tile the sprite is standing on is greater than $5F, which is
; the maximum number for map tiles
.checkIfTextBoxInFrontOfSprite
lda_coord 8, 9
ldh [hTilePlayerStandingOn], a
cp MAP_TILESET_SIZE
jr c, .lowerLeftTileIsMapTile
.disableSprite
ld a, $ff
ld [wSpritePlayerStateData1ImageIndex], a
ret
.lowerLeftTileIsMapTile
call DetectCollisionBetweenSprites
ld h, HIGH(wSpriteStateData1)
ld a, [wWalkCounter]
and a
jr nz, .moving
ld a, [wPlayerMovingDirection]
; check if down
bit PLAYER_DIR_BIT_DOWN, a
jr z, .checkIfUp
xor a ; ld a, SPRITE_FACING_DOWN
jr .next
.checkIfUp
bit PLAYER_DIR_BIT_UP, a
jr z, .checkIfLeft
ld a, SPRITE_FACING_UP
jr .next
.checkIfLeft
bit PLAYER_DIR_BIT_LEFT, a
jr z, .checkIfRight
ld a, SPRITE_FACING_LEFT
jr .next
.checkIfRight
bit PLAYER_DIR_BIT_RIGHT, a
jr z, .notMoving
ld a, SPRITE_FACING_RIGHT
jr .next
.notMoving
; zero the animation counters
xor a
ld [wSpritePlayerStateData1IntraAnimFrameCounter], a
ld [wSpritePlayerStateData1AnimFrameCounter], a
jr .calcImageIndex
.next
ld [wSpritePlayerStateData1FacingDirection], a
ld a, [wFontLoaded]
bit 0, a
jr nz, .notMoving
.moving
ld a, [wd736]
bit 7, a ; is the player sprite spinning due to a spin tile?
jr nz, .skipSpriteAnim
ldh a, [hCurrentSpriteOffset]
add $7
ld l, a
ld a, [hl]
inc a
ld [hl], a
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;joenote - If B is being held to go faster and full joypad is enabled (i.e. not in a cutscene),
;Then increase player animation speed by 25%
push bc
ld c, 4
ld b, a
ld a, [wJoyIgnore]
and a
jr nz, .doneSpeed
ld a, [hJoyHeld]
and B_BUTTON
jr z, .doneSpeed
ld c, 3
.doneSpeed
ld a, b
cp c
pop bc
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
jr c, .calcImageIndex ;joenote - prevents interframe counter from increasing forever
xor a
ld [hl], a
inc hl
ld a, [hl]
inc a
and $3
ld [hl], a
.calcImageIndex
ld a, [wSpritePlayerStateData1AnimFrameCounter]
ld b, a
ld a, [wSpritePlayerStateData1FacingDirection]
add b
ld [wSpritePlayerStateData1ImageIndex], a
.skipSpriteAnim
; If the player is standing on a grass tile, make the player's sprite have
; lower priority than the background so that it's partially obscured by the
; grass. Only the lower half of the sprite is permitted to have the priority
; bit set by later logic.
ldh a, [hTilePlayerStandingOn]
ld c, a
ld a, [wGrassTile]
cp c
ld a, 0
jr nz, .next2
ld a, OAM_BEHIND_BG
.next2
ld [wSpritePlayerStateData2GrassPriority], a
ret
UnusedReadSpriteDataFunction:
push bc
push af
ldh a, [hCurrentSpriteOffset]
ld c, a
pop af
add c
ld l, a
pop bc
ret
UpdateNPCSprite:
ldh a, [hCurrentSpriteOffset]
swap a
dec a
add a
ld hl, wMapSpriteData
add l
ld l, a
jr nc, .nc
inc h
.nc
ld a, [hl] ; read movement byte 2
ld [wCurSpriteMovement2], a
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
ld l, a
inc l
ld a, [hl] ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
and a
jp z, InitializeSpriteStatus
call CheckSpriteAvailability
ret c ; if sprite is invisible, on tile >=MAP_TILESET_SIZE, in grass or player is currently walking
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
ld l, a
inc l
ld a, [hl] ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
bit 7, a ; is the face player flag set?
jp nz, MakeNPCFacePlayer
ld b, a
ld a, [wFontLoaded]
bit 0, a
jp nz, notYetMoving
ld a, b
cp $2
jp z, UpdateSpriteMovementDelay ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] == 2
cp $3
jp z, UpdateSpriteInWalkingAnimation ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] == 3
ld a, [wWalkCounter]
and a
ret nz ; don't do anything yet if player is currently moving (redundant, already tested in CheckSpriteAvailability)
call InitializeSpriteScreenPosition
ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add $6
ld l, a
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
inc a
jr z, .randomMovement ; value STAY
inc a
jr z, .randomMovement ; value WALK
; scripted movement
dec a
ld [hl], a ; increment movement byte 1 (movement data index)
dec a
push hl
ld hl, wNPCNumScriptedSteps
dec [hl] ; decrement wNPCNumScriptedSteps
pop hl
ld de, wNPCMovementDirections
call LoadDEPlusA ; a = [wNPCMovementDirections + movement byte 1]
cp NPC_CHANGE_FACING
jp z, ChangeFacingDirection
cp STAY
jr nz, .next
; reached end of wNPCMovementDirections list
ld [hl], a ; store $ff in movement byte 1, disabling scripted movement
ld hl, wd730
res 0, [hl]
xor a
ld [wSimulatedJoypadStatesIndex], a
ld [wWastedByteCD3A], a
ret
.next
cp WALK
jr nz, .determineDirection
; current NPC movement data is WALK ($fe). this seems buggy
ld [hl], $1 ; set movement byte 1 to $1
ld de, wNPCMovementDirections
call LoadDEPlusA ; a = [wNPCMovementDirections + $fe] (?)
jr .determineDirection
.randomMovement
call GetTileSpriteStandsOn
call Random
.determineDirection
ld b, a
ld a, [wCurSpriteMovement2]
cp DOWN
jr z, .moveDown
cp UP
jr z, .moveUp
cp LEFT
jr z, .moveLeft
cp RIGHT
jr z, .moveRight
ld a, b
cp NPC_MOVEMENT_UP ; NPC_MOVEMENT_DOWN <= a < NPC_MOVEMENT_UP: down (or left)
jr nc, .notDown
ld a, [wCurSpriteMovement2]
cp LEFT_RIGHT
jr z, .moveLeft
.moveDown
ld de, 2*SCREEN_WIDTH
add hl, de ; move tile pointer two rows down
lb de, 1, 0
lb bc, 4, SPRITE_FACING_DOWN
jr TryWalking
.notDown
cp NPC_MOVEMENT_LEFT ; NPC_MOVEMENT_UP <= a < NPC_MOVEMENT_LEFT: up (or right)
jr nc, .notUp
ld a, [wCurSpriteMovement2]
cp LEFT_RIGHT
jr z, .moveRight
.moveUp
ld de, -2*SCREEN_WIDTH
add hl, de ; move tile pointer two rows up
lb de, -1, 0
lb bc, 8, SPRITE_FACING_UP
jr TryWalking
.notUp
cp NPC_MOVEMENT_RIGHT ; NPC_MOVEMENT_LEFT <= a < NPC_MOVEMENT_RIGHT: left (or up)
jr nc, .notLeft
ld a, [wCurSpriteMovement2]
cp UP_DOWN
jr z, .moveUp
.moveLeft
dec hl
dec hl ; move tile pointer two columns left
lb de, 0, -1
lb bc, 2, SPRITE_FACING_LEFT
jr TryWalking
.notLeft ; NPC_MOVEMENT_RIGHT <= a: right (or down)
ld a, [wCurSpriteMovement2]
cp UP_DOWN
jr z, .moveDown
.moveRight
inc hl
inc hl ; move tile pointer two columns right
lb de, 0, 1
lb bc, 1, SPRITE_FACING_RIGHT
jr TryWalking
; changes facing direction by zeroing the movement delta and calling TryWalking
ChangeFacingDirection:
ld de, $0
; fall through
; b: direction (1,2,4 or 8)
; c: new facing direction (0,4,8 or $c)
; d: Y movement delta (-1, 0 or 1)
; e: X movement delta (-1, 0 or 1)
; hl: pointer to tile the sprite would walk onto
; set carry on failure, clears carry on success
TryWalking:
push hl
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
add $9
ld l, a
ld [hl], c ; x#SPRITESTATEDATA1_FACINGDIRECTION
ldh a, [hCurrentSpriteOffset]
add $3
ld l, a
ld [hl], d ; x#SPRITESTATEDATA1_YSTEPVECTOR
inc l
inc l
ld [hl], e ; x#SPRITESTATEDATA1_XSTEPVECTOR
pop hl
push de
ld c, [hl] ; read tile to walk onto
call CanWalkOntoTile
pop de
ret c ; cannot walk there (reinitialization of delay values already done)
ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add $4
ld l, a
ld a, [hl] ; x#SPRITESTATEDATA2_MAPY
add d
ld [hli], a ; update Y position
ld a, [hl] ; x#SPRITESTATEDATA2_MAPX
add e
ld [hl], a ; update X position
ldh a, [hCurrentSpriteOffset]
ld l, a
ld [hl], $10 ; [x#SPRITESTATEDATA2_WALKANIMATIONCOUNTER] = 16
dec h
inc l
ld [hl], $3 ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
jp UpdateSpriteImage
; update the walking animation parameters for a sprite that is currently walking
UpdateSpriteInWalkingAnimation:
ldh a, [hCurrentSpriteOffset]
add $7
ld l, a
ld a, [hl] ; x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER
inc a
ld [hl], a ; [x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER]++
cp $4
jr nz, .noNextAnimationFrame
xor a
ld [hl], a ; [x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER] = 0
inc l
ld a, [hl] ; x#SPRITESTATEDATA1_ANIMFRAMECOUNTER
inc a
and $3
ld [hl], a ; advance to next animation frame every 4 ticks (16 ticks total for one step)
.noNextAnimationFrame
ldh a, [hCurrentSpriteOffset]
add $3
ld l, a
ld a, [hli] ; x#SPRITESTATEDATA1_YSTEPVECTOR
ld b, a
ld a, [hl] ; x#SPRITESTATEDATA1_YPIXELS
add b
ld [hli], a ; update [x#SPRITESTATEDATA1_YPIXELS]
ld a, [hli] ; x#SPRITESTATEDATA1_XSTEPVECTOR
ld b, a
ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
add b
ld [hl], a ; update [x#SPRITESTATEDATA1_XPIXELS]
ldh a, [hCurrentSpriteOffset]
ld l, a
inc h
ld a, [hl] ; x#SPRITESTATEDATA2_WALKANIMATIONCOUNTER
dec a
ld [hl], a ; update walk animation counter
ret nz
ld a, $6 ; walking finished, update state
add l
ld l, a
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
cp WALK
jr nc, .initNextMovementCounter ; values WALK or STAY
ldh a, [hCurrentSpriteOffset]
inc a
ld l, a
dec h
ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 1 (movement status ready)
ret
.initNextMovementCounter
call Random
ldh a, [hCurrentSpriteOffset]
add $8
ld l, a
ldh a, [hRandomAdd]
and $7f
ld [hl], a ; x#SPRITESTATEDATA2_MOVEMENTDELAY:
; set next movement delay to a random value in [0,$7f]
; note that value 0 actually makes the delay $100 (bug?)
dec h ; HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
inc a
ld l, a
ld [hl], $2 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 2 (movement status)
inc l
inc l
xor a
ld b, [hl] ; x#SPRITESTATEDATA1_YSTEPVECTOR
ld [hli], a ; [x#SPRITESTATEDATA1_YSTEPVECTOR] = 0
inc l
ld c, [hl] ; x#SPRITESTATEDATA1_XSTEPVECTOR
ld [hl], a ; [x#SPRITESTATEDATA1_XSTEPVECTOR] = 0
ret
; update [x#SPRITESTATEDATA2_MOVEMENTDELAY] for sprites in the delayed state (x#SPRITESTATEDATA1_MOVEMENTSTATUS)
UpdateSpriteMovementDelay:
ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add $6
ld l, a
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
inc l
inc l
cp WALK
jr nc, .tickMoveCounter ; values WALK or STAY
ld [hl], $0
jr .moving
.tickMoveCounter
dec [hl] ; x#SPRITESTATEDATA2_MOVEMENTDELAY
jr nz, notYetMoving
.moving
dec h
ldh a, [hCurrentSpriteOffset]
inc a
ld l, a
ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 1 (mark as ready to move)
notYetMoving:
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
add SPRITESTATEDATA1_ANIMFRAMECOUNTER
ld l, a
ld [hl], $0 ; [x#SPRITESTATEDATA1_ANIMFRAMECOUNTER] = 0 (walk animation frame)
jp UpdateSpriteImage
MakeNPCFacePlayer:
; Make an NPC face the player if the player has spoken to him or her.
; Check if the behaviour of the NPC facing the player when spoken to is
; disabled. This is only done when rubbing the S.S. Anne captain's back.
ld a, [wd72d]
bit 5, a
jr nz, notYetMoving
res 7, [hl]
ld a, [wPlayerDirection]
bit PLAYER_DIR_BIT_UP, a
jr z, .notFacingDown
ld c, SPRITE_FACING_DOWN
jr .facingDirectionDetermined
.notFacingDown
bit PLAYER_DIR_BIT_DOWN, a
jr z, .notFacingUp
ld c, SPRITE_FACING_UP
jr .facingDirectionDetermined
.notFacingUp
bit PLAYER_DIR_BIT_LEFT, a
jr z, .notFacingRight
ld c, SPRITE_FACING_RIGHT
jr .facingDirectionDetermined
.notFacingRight
ld c, SPRITE_FACING_LEFT
.facingDirectionDetermined
ldh a, [hCurrentSpriteOffset]
add $9
ld l, a
ld [hl], c ; [x#SPRITESTATEDATA1_FACINGDIRECTION]: set facing direction
jr notYetMoving
InitializeSpriteStatus:
ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = ready
inc l
ld [hl], $ff ; [x#SPRITESTATEDATA1_IMAGEINDEX] = invisible/off screen
inc h ; HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add $2
ld l, a
ld a, $8
ld [hli], a ; [x#SPRITESTATEDATA2_YDISPLACEMENT] = 8
ld [hl], a ; [x#SPRITESTATEDATA2_XDISPLACEMENT] = 8
ret
; calculates the sprite's screen position from its map position and the player position
InitializeSpriteScreenPosition:
ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add SPRITESTATEDATA2_MAPY
ld l, a
ld a, [wYCoord]
ld b, a
ld a, [hl] ; x#SPRITESTATEDATA2_MAPY
sub b ; relative to player position
swap a ; * 16
sub $4 ; - 4
dec h
ld [hli], a ; [x#SPRITESTATEDATA1_YPIXELS]
inc h
ld a, [wXCoord]
ld b, a
ld a, [hli] ; x#SPRITESTATEDATA2_MAPX
sub b ; relative to player position
swap a ; * 16
dec h
ld [hl], a ; [x#SPRITESTATEDATA1_XPIXELS]
ret
; tests if sprite is off screen or otherwise unable to do anything
CheckSpriteAvailability:
predef IsObjectHidden
ldh a, [hIsHiddenMissableObject]
and a
jp nz, .spriteInvisible
ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add SPRITESTATEDATA2_MOVEMENTBYTE1
ld l, a
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
cp WALK
jr c, .skipXVisibilityTest ; movement byte 1 < WALK (i.e. the sprite's movement is scripted)
ldh a, [hCurrentSpriteOffset]
add SPRITESTATEDATA2_MAPY
ld l, a
ld b, [hl] ; x#SPRITESTATEDATA2_MAPY
ld a, [wYCoord]
cp b
jr z, .skipYVisibilityTest
jr nc, .spriteInvisible ; above screen region
add SCREEN_HEIGHT / 2 - 1
cp b
jr c, .spriteInvisible ; below screen region
.skipYVisibilityTest
inc l
ld b, [hl] ; x#SPRITESTATEDATA2_MAPX
ld a, [wXCoord]
cp b
jr z, .skipXVisibilityTest
jr nc, .spriteInvisible ; left of screen region
add SCREEN_WIDTH / 2 - 1
cp b
jr c, .spriteInvisible ; right of screen region
.skipXVisibilityTest
; make the sprite invisible if a text box is in front of it
; $5F is the maximum number for map tiles
call GetTileSpriteStandsOn
ld d, MAP_TILESET_SIZE
ld a, [hli]
cp d
jr nc, .spriteInvisible ; standing on tile with ID >=MAP_TILESET_SIZE (bottom left tile)
ld a, [hld]
cp d
jr nc, .spriteInvisible ; standing on tile with ID >=MAP_TILESET_SIZE (bottom right tile)
ld bc, -SCREEN_WIDTH
add hl, bc ; go back one row of tiles
ld a, [hli]
cp d
jr nc, .spriteInvisible ; standing on tile with ID >=MAP_TILESET_SIZE (top left tile)
ld a, [hl]
cp d
jr c, .spriteVisible ; standing on tile with ID >=MAP_TILESET_SIZE (top right tile)
.spriteInvisible
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
add SPRITESTATEDATA1_IMAGEINDEX
ld l, a
ld [hl], $ff ; x#SPRITESTATEDATA1_IMAGEINDEX
scf
jr .done
.spriteVisible
ld c, a
ld a, [wWalkCounter]
and a
jr nz, .done ; if player is currently walking, we're done
call UpdateSpriteImage
inc h
ldh a, [hCurrentSpriteOffset]
add $7
ld l, a
ld a, [wGrassTile]
cp c
ld a, 0
jr nz, .notInGrass
ld a, OAM_BEHIND_BG
.notInGrass
ld [hl], a ; x#SPRITESTATEDATA2_GRASSPRIORITY
and a
.done
ret
UpdateSpriteImage:
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
add $8
ld l, a
ld a, [hli] ; x#SPRITESTATEDATA1_ANIMFRAMECOUNTER
ld b, a
ld a, [hl] ; x#SPRITESTATEDATA1_FACINGDIRECTION
add b
ld b, a
ldh a, [hTilePlayerStandingOn]
add b
ld b, a
ldh a, [hCurrentSpriteOffset]
add $2
ld l, a
ld [hl], b ; x#SPRITESTATEDATA1_IMAGEINDEX
ret
; tests if sprite can walk the specified direction
; b: direction (1,2,4 or 8)
; c: ID of tile the sprite would walk onto
; d: Y movement delta (-1, 0 or 1)
; e: X movement delta (-1, 0 or 1)
; set carry on failure, clears carry on success
CanWalkOntoTile:
ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add SPRITESTATEDATA2_MOVEMENTBYTE1
ld l, a
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
cp WALK
jr nc, .notScripted ; values WALK or STAY
; always allow walking if the movement is scripted
and a
ret
.notScripted
ld a, [wTilesetCollisionPtr]
ld l, a
ld a, [wTilesetCollisionPtr+1]
ld h, a
.tilePassableLoop
ld a, [hli]
cp $ff
jr z, .impassable
cp c
jr nz, .tilePassableLoop
ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add $6
ld l, a
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
inc a
jr z, .impassable ; if $ff, no movement allowed (however, changing direction is)
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
add SPRITESTATEDATA1_YPIXELS
ld l, a
ld a, [hli] ; x#SPRITESTATEDATA1_YPIXELS
add $4 ; align to blocks (Y pos is always 4 pixels off)
add d ; add Y delta
cp $80 ; if value is >$80, the destination is off screen (either $81 or $FF underflow)
jr nc, .impassable ; don't walk off screen
inc l
ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
add e ; add X delta
cp $90 ; if value is >$90, the destination is off screen (either $91 or $FF underflow)
jr nc, .impassable ; don't walk off screen
push de
push bc
call DetectCollisionBetweenSprites
pop bc
pop de
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
add $c
ld l, a
ld a, [hl] ; x#SPRITESTATEDATA1_COLLISIONDATA (directions in which sprite collision would occur)
and b ; check against chosen direction (1,2,4 or 8)
jr nz, .impassable ; collision between sprites, don't go there
ld h, HIGH(wSpriteStateData2)
ldh a, [hCurrentSpriteOffset]
add SPRITESTATEDATA2_YDISPLACEMENT
ld l, a
ld a, [hli] ; x#SPRITESTATEDATA2_YDISPLACEMENT (initialized at $8, keep track of where a sprite did go)
bit 7, d ; check if going upwards (d=$ff)
jr nz, .upwards
add d
; bug: these tests against $5 probably were supposed to prevent
; sprites from walking out too far, but this line makes sprites get
; stuck whenever they walked upwards 5 steps
; on the other hand, the amount a sprite can walk out to the
; right of bottom is not limited (until the counter overflows)
cp $5
jr c, .impassable ; if [x#SPRITESTATEDATA2_YDISPLACEMENT]+d < 5, don't go
jr .checkHorizontal
.upwards
sub $1
jr c, .impassable ; if [x#SPRITESTATEDATA2_YDISPLACEMENT] == 0, don't go
.checkHorizontal
ld d, a
ld a, [hl] ; x#SPRITESTATEDATA2_XDISPLACEMENT (initialized at $8, keep track of where a sprite did go)
bit 7, e ; check if going left (e=$ff)
jr nz, .left
add e
cp $5 ; compare, but no conditional jump like in the vertical check above (bug?)
jr .passable
.left
sub $1
jr c, .impassable ; if [x#SPRITESTATEDATA2_XDISPLACEMENT] == 0, don't go
.passable
ld [hld], a ; update x#SPRITESTATEDATA2_XDISPLACEMENT
ld [hl], d ; update x#SPRITESTATEDATA2_YDISPLACEMENT
and a ; clear carry (marking success)
ret
.impassable
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
inc a
ld l, a
ld [hl], $2 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 2 (delayed)
inc l
inc l
xor a
ld [hli], a ; [x#SPRITESTATEDATA1_YSTEPVECTOR] = 0
inc l
ld [hl], a ; [x#SPRITESTATEDATA1_XSTEPVECTOR] = 0
inc h
ldh a, [hCurrentSpriteOffset]
add $8
ld l, a
call Random
ldh a, [hRandomAdd]
and $7f
ld [hl], a ; x#SPRITESTATEDATA2_MOVEMENTDELAY: set to a random value in [0,$7f] (again with delay $100 if value is 0)
scf ; set carry (marking failure to walk)
ret
; calculates the tile pointer pointing to the tile the current sprite stands on
; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to
; hl: output pointer
GetTileSpriteStandsOn:
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
add SPRITESTATEDATA1_YPIXELS
ld l, a
ld a, [hli] ; x#SPRITESTATEDATA1_YPIXELS
add $4 ; align to 2*2 tile blocks (Y position is always off 4 pixels to the top)
and $f0 ; in case object is currently moving
srl a ; screen Y tile * 4
ld c, a
ld b, $0
inc l
ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
srl a
srl a
srl a ; screen X tile
add SCREEN_WIDTH ; screen X tile + 20
ld d, $0
ld e, a
hlcoord 0, 0
add hl, bc
add hl, bc
add hl, bc
add hl, bc
add hl, bc
add hl, de ; wTileMap + 20*(screen Y tile + 1) + screen X tile
ret
; loads [de+a] into a
LoadDEPlusA:
add e
ld e, a
jr nc, .noCarry
inc d
.noCarry
ld a, [de]
ret
DoScriptedNPCMovement:
; This is an alternative method of scripting an NPC's movement and is only used
; a few times in the game. It is used when the NPC and player must walk together
; in sync, such as when the player is following the NPC somewhere. An NPC can't
; be moved in sync with the player using the other method.
ld a, [wd730]
bit 7, a
ret z
ld hl, wd72e
bit 7, [hl]
set 7, [hl]
jp z, InitScriptedNPCMovement
ld hl, wNPCMovementDirections2
ld a, [wNPCMovementDirections2Index]
add l
ld l, a
jr nc, .noCarry
inc h
.noCarry
ld a, [hl]
; check if moving up
cp NPC_MOVEMENT_UP
jr nz, .checkIfMovingDown
call GetSpriteScreenYPointer
ld c, SPRITE_FACING_UP
ld a, -2
jr .move
.checkIfMovingDown
cp NPC_MOVEMENT_DOWN
jr nz, .checkIfMovingLeft
call GetSpriteScreenYPointer
ld c, SPRITE_FACING_DOWN
ld a, 2
jr .move
.checkIfMovingLeft
cp NPC_MOVEMENT_LEFT
jr nz, .checkIfMovingRight
call GetSpriteScreenXPointer
ld c, SPRITE_FACING_LEFT
ld a, -2
jr .move
.checkIfMovingRight
cp NPC_MOVEMENT_RIGHT
jr nz, .noMatch
call GetSpriteScreenXPointer
ld c, SPRITE_FACING_RIGHT
ld a, 2
jr .move
.noMatch
cp $ff
ret
.move
ld b, a
ld a, [hl]
add b
ld [hl], a
ldh a, [hCurrentSpriteOffset]
add $9
ld l, a
ld a, c
ld [hl], a ; facing direction
call AnimScriptedNPCMovement
ld hl, wScriptedNPCWalkCounter
dec [hl]
ret nz
ld a, 8
ld [wScriptedNPCWalkCounter], a
ld hl, wNPCMovementDirections2Index
inc [hl]
ret
InitScriptedNPCMovement:
xor a
ld [wNPCMovementDirections2Index], a
ld a, 8
ld [wScriptedNPCWalkCounter], a
jp AnimScriptedNPCMovement
GetSpriteScreenYPointer:
ld a, SPRITESTATEDATA1_YPIXELS
ld b, a
jr GetSpriteScreenXYPointerCommon
GetSpriteScreenXPointer:
ld a, SPRITESTATEDATA1_XPIXELS
ld b, a
GetSpriteScreenXYPointerCommon:
ld hl, wSpriteStateData1
ldh a, [hCurrentSpriteOffset]
add l
add b
ld l, a
ret
AnimScriptedNPCMovement:
ld hl, wSpriteStateData2
ldh a, [hCurrentSpriteOffset]
add SPRITESTATEDATA2_IMAGEBASEOFFSET
ld l, a
ld a, [hl] ; VRAM slot
dec a
swap a
ld b, a
ld hl, wSpriteStateData1
ldh a, [hCurrentSpriteOffset]
add SPRITESTATEDATA1_FACINGDIRECTION
ld l, a
ld a, [hl] ; facing direction
cp SPRITE_FACING_DOWN
jr z, .anim
cp SPRITE_FACING_UP
jr z, .anim
cp SPRITE_FACING_LEFT
jr z, .anim
cp SPRITE_FACING_RIGHT
jr z, .anim
ret
.anim
add b
ld b, a
ldh [hSpriteVRAMSlotAndFacing], a
call AdvanceScriptedNPCAnimFrameCounter
ld hl, wSpriteStateData1
ldh a, [hCurrentSpriteOffset]
add SPRITESTATEDATA1_IMAGEINDEX
ld l, a
ldh a, [hSpriteVRAMSlotAndFacing]
ld b, a
ldh a, [hSpriteAnimFrameCounter]
add b
ld [hl], a
ret
AdvanceScriptedNPCAnimFrameCounter:
ldh a, [hCurrentSpriteOffset]
add $7
ld l, a
ld a, [hl] ; intra-animation frame counter
inc a
ld [hl], a
cp 4
ret nz
xor a
ld [hl], a ; reset intra-animation frame counter
inc l
ld a, [hl] ; animation frame counter
inc a
and $3
ld [hl], a
ldh [hSpriteAnimFrameCounter], a
ret