ref: bc0595564e352999efaac68ac68cea760644dde8
dir: /engine/overworld/movement.asm/
MovementPointers: ; entries correspond to macros/scripts/movement.asm enumeration 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_03 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_SLEEP 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_SLEEP 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_03 ld hl, wVramState res 7, [hl] ret Movement_remove_object: call DeleteMapObject ld hl, wObjectFollow_Leader ld a, [hMapObjectIndexBuffer] 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_04 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_03 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_03 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_HALF_STEP 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 ld a, [hMapObjectIndexBuffer] 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 ld a, [hMapObjectIndexBuffer] 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 ld a, [hMapObjectIndexBuffer] 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 ld a, [hMapObjectIndexBuffer] 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