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path: root/engine/map_object_action.asm
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ObjectActionPairPointers: ; 445f
; entries correspond to OBJECT_ACTION_* constants
	dw SetFacingStanding,              SetFacingStanding
	dw SetFacingStandAction,           SetFacingCurrent
	dw SetFacingStepAction,            SetFacingCurrent
	dw SetFacingBumpAction,            SetFacingCurrent
	dw SetFacingCounterclockwiseSpin,  SetFacingCurrent
	dw SetFacingCounterclockwiseSpin2, SetFacingStanding
	dw SetFacingFish,                  SetFacingFish
	dw SetFacingShadow,                SetFacingStanding
	dw SetFacingEmote,                 SetFacingEmote
	dw SetFacingBigDollSym,            SetFacingBigDollSym
	dw SetFacingBounce,                SetFacingFreezeBounce
	dw SetFacingWeirdTree,             SetFacingCurrent
	dw SetFacingBigDollAsym,           SetFacingBigDollAsym
	dw SetFacingBigDoll,               SetFacingBigDoll
	dw SetFacingBoulderDust,           SetFacingStanding
	dw SetFacingGrassShake,            SetFacingStanding
	dw SetFacingSkyfall,               SetFacingCurrent
; 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