pokered/engine/overworld/npc_movement.asm
2016-06-11 17:24:04 -07:00

292 lines
6 KiB
NASM
Executable file

PlayerStepOutFromDoor:
ld hl, wd730
res 1, [hl]
call IsPlayerStandingOnDoorTile
jr nc, .notStandingOnDoor
ld a, $fc
ld [wJoyIgnore], a
ld hl, wd736
set 1, [hl]
ld a, $1
ld [wSimulatedJoypadStatesIndex], a
ld a, D_DOWN
ld [wSimulatedJoypadStatesEnd], a
xor a
ld [wSpriteStateData1 + 2], a
call StartSimulatingJoypadStates
ret
.notStandingOnDoor
xor a
ld [wWastedByteCD3A], a
ld [wSimulatedJoypadStatesIndex], a
ld [wSimulatedJoypadStatesEnd], a
ld hl, wd736
res 0, [hl]
res 1, [hl]
ld hl, wd730
res 7, [hl]
ret
_EndNPCMovementScript:
ld hl, wd730
res 7, [hl]
ld hl, wd72e
res 7, [hl]
ld hl, wd736
res 0, [hl]
res 1, [hl]
xor a
ld [wNPCMovementScriptSpriteOffset], a
ld [wNPCMovementScriptPointerTableNum], a
ld [wNPCMovementScriptFunctionNum], a
ld [wWastedByteCD3A], a
ld [wSimulatedJoypadStatesIndex], a
ld [wSimulatedJoypadStatesEnd], a
ret
PalletMovementScriptPointerTable:
dw PalletMovementScript_OakMoveLeft
dw PalletMovementScript_PlayerMoveLeft
dw PalletMovementScript_WaitAndWalkToLab
dw PalletMovementScript_WalkToLab
dw PalletMovementScript_Done
PalletMovementScript_OakMoveLeft:
ld a, [wXCoord]
sub $a
ld [wNumStepsToTake], a
jr z, .playerOnLeftTile
; The player is on the right tile of the northern path out of Pallet Town and
; Prof. Oak is below.
; Make Prof. Oak step to the left.
ld b, 0
ld c, a
ld hl, wNPCMovementDirections2
ld a, NPC_MOVEMENT_LEFT
call FillMemory
ld [hl], $ff
ld a, [wSpriteIndex]
ld [H_SPRITEINDEX], a
ld de, wNPCMovementDirections2
call MoveSprite
ld a, $1
ld [wNPCMovementScriptFunctionNum], a
jr .done
; The player is on the left tile of the northern path out of Pallet Town and
; Prof. Oak is below.
; Prof. Oak is already where he needs to be.
.playerOnLeftTile
ld a, $3
ld [wNPCMovementScriptFunctionNum], a
.done
ld hl, wFlags_D733
set 1, [hl]
ld a, $fc
ld [wJoyIgnore], a
ret
PalletMovementScript_PlayerMoveLeft:
ld a, [wd730]
bit 0, a ; is an NPC being moved by a script?
ret nz ; return if Oak is still moving
ld a, [wNumStepsToTake]
ld [wSimulatedJoypadStatesIndex], a
ld [hNPCMovementDirections2Index], a
predef ConvertNPCMovementDirectionsToJoypadMasks
call StartSimulatingJoypadStates
ld a, $2
ld [wNPCMovementScriptFunctionNum], a
ret
PalletMovementScript_WaitAndWalkToLab:
ld a, [wSimulatedJoypadStatesIndex]
and a ; is the player done moving left yet?
ret nz
PalletMovementScript_WalkToLab:
xor a
ld [wOverrideSimulatedJoypadStatesMask], a
ld a, [wSpriteIndex]
swap a
ld [wNPCMovementScriptSpriteOffset], a
xor a
ld [wSpriteStateData2 + $06], a
ld hl, wSimulatedJoypadStatesEnd
ld de, RLEList_PlayerWalkToLab
call DecodeRLEList
dec a
ld [wSimulatedJoypadStatesIndex], a
ld hl, wNPCMovementDirections2
ld de, RLEList_ProfOakWalkToLab
call DecodeRLEList
ld hl, wd72e
res 7, [hl]
ld hl, wd730
set 7, [hl]
ld a, $4
ld [wNPCMovementScriptFunctionNum], a
ret
RLEList_ProfOakWalkToLab:
db NPC_MOVEMENT_DOWN, $05
db NPC_MOVEMENT_LEFT, $01
db NPC_MOVEMENT_DOWN, $05
db NPC_MOVEMENT_RIGHT, $03
db NPC_MOVEMENT_UP, $01
db $E0, $01 ; stand still
db $FF
RLEList_PlayerWalkToLab:
db D_UP, $02
db D_RIGHT, $03
db D_DOWN, $05
db D_LEFT, $01
db D_DOWN, $06
db $FF
PalletMovementScript_Done:
ld a, [wSimulatedJoypadStatesIndex]
and a
ret nz
ld a, $0
ld [wMissableObjectIndex], a
predef HideObject
ld hl, wd730
res 7, [hl]
ld hl, wd72e
res 7, [hl]
jp EndNPCMovementScript
PewterMuseumGuyMovementScriptPointerTable:
dw PewterMovementScript_WalkToMuseum
dw PewterMovementScript_Done
PewterMovementScript_WalkToMuseum:
ld a, BANK(Music_MuseumGuy)
ld [wAudioROMBank], a
ld [wAudioSavedROMBank], a
ld a, MUSIC_MUSEUM_GUY
ld [wNewSoundID], a
call PlaySound
ld a, [wSpriteIndex]
swap a
ld [wNPCMovementScriptSpriteOffset], a
call StartSimulatingJoypadStates
ld hl, wSimulatedJoypadStatesEnd
ld de, RLEList_PewterMuseumPlayer
call DecodeRLEList
dec a
ld [wSimulatedJoypadStatesIndex], a
xor a
ld [wWhichPewterGuy], a
predef PewterGuys
ld hl, wNPCMovementDirections2
ld de, RLEList_PewterMuseumGuy
call DecodeRLEList
ld hl, wd72e
res 7, [hl]
ld a, $1
ld [wNPCMovementScriptFunctionNum], a
ret
RLEList_PewterMuseumPlayer:
db 0, $01
db D_UP, $03
db D_LEFT, $0D
db D_UP, $06
db $FF
RLEList_PewterMuseumGuy:
db NPC_MOVEMENT_UP, $06
db NPC_MOVEMENT_LEFT, $0D
db NPC_MOVEMENT_UP, $03
db NPC_MOVEMENT_LEFT, $01
db $FF
PewterMovementScript_Done:
ld a, [wSimulatedJoypadStatesIndex]
and a
ret nz
ld hl, wd730
res 7, [hl]
ld hl, wd72e
res 7, [hl]
jp EndNPCMovementScript
PewterGymGuyMovementScriptPointerTable:
dw PewterMovementScript_WalkToGym
dw PewterMovementScript_Done
PewterMovementScript_WalkToGym:
ld a, BANK(Music_MuseumGuy)
ld [wAudioROMBank], a
ld [wAudioSavedROMBank], a
ld a, MUSIC_MUSEUM_GUY
ld [wNewSoundID], a
call PlaySound
ld a, [wSpriteIndex]
swap a
ld [wNPCMovementScriptSpriteOffset], a
xor a
ld [wSpriteStateData2 + $06], a
ld hl, wSimulatedJoypadStatesEnd
ld de, RLEList_PewterGymPlayer
call DecodeRLEList
dec a
ld [wSimulatedJoypadStatesIndex], a
ld a, 1
ld [wWhichPewterGuy], a
predef PewterGuys
ld hl, wNPCMovementDirections2
ld de, RLEList_PewterGymGuy
call DecodeRLEList
ld hl, wd72e
res 7, [hl]
ld hl, wd730
set 7, [hl]
ld a, $1
ld [wNPCMovementScriptFunctionNum], a
ret
RLEList_PewterGymPlayer:
db 0, $01
db D_RIGHT, $02
db D_DOWN, $05
db D_LEFT, $0B
db D_UP, $05
db D_LEFT, $0F
db $FF
RLEList_PewterGymGuy:
db NPC_MOVEMENT_DOWN, $02
db NPC_MOVEMENT_LEFT, $0F
db NPC_MOVEMENT_UP, $05
db NPC_MOVEMENT_LEFT, $0B
db NPC_MOVEMENT_DOWN, $05
db NPC_MOVEMENT_RIGHT, $03
db $FF
FreezeEnemyTrainerSprite:
ld a, [wCurMap]
cp POKEMONTOWER_7
ret z ; the Rockets on Pokemon Tower 7F leave after battling, so don't freeze them
ld hl, RivalIDs
ld a, [wEngagedTrainerClass]
ld b, a
.loop
ld a, [hli]
cp $ff
jr z, .notRival
cp b
ret z ; the rival leaves after battling, so don't freeze him
jr .loop
.notRival
ld a, [wSpriteIndex]
ld [H_SPRITEINDEX], a
jp SetSpriteMovementBytesToFF
RivalIDs:
db OPP_SONY1
db OPP_SONY2
db OPP_SONY3
db $ff