summaryrefslogtreecommitdiff
path: root/src/engine/duel/animations/commands.asm
blob: 46b1ea171c13729eb6e2e8bff62734a374448d32 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
; reads the animation commands from PointerTable_AttackAnimation
; of attack in wLoadedAttackAnimation and plays them
PlayAttackAnimationCommands:
	ld a, [wLoadedAttackAnimation]
	or a
	ret z

	ld l, a
	ld h, 0
	add hl, hl
	ld de, PointerTable_AttackAnimation
	add hl, de
	ld e, [hl]
	inc hl
	ld d, [hl]

	push de
	ld hl, wce7e
	ld a, [hl]
	or a
	jr nz, .read_command
	ld [hl], $01
	call Func_3b21
	pop de

	push de
	ld a, DUEL_ANIM_SCREEN_MAIN_SCENE
	ld [wDuelAnimationScreen], a
	ld a, $01
	ld [wd4b3], a
	xor a
	ld [wDuelAnimLocationParam], a
	ld a, [de]
	cp $04
	jr z, .read_command
	ld a, DUEL_ANIM_150
	call PlayDuelAnimation
.read_command
	pop de
	; fallthrough

PlayAttackAnimationCommands_NextCommand:
	ld a, [de]
	inc de
	ld hl, AnimationCommandPointerTable
	jp JumpToFunctionInTable

AnimationCommand_AnimEnd:
	ret

AnimationCommand_AnimPlayer:
	ldh a, [hWhoseTurn]
	ld [wDuelAnimDuelistSide], a
	ld a, [wDuelType]
	cp $00
	jr nz, AnimationCommand_AnimNormal
	ld a, PLAYER_TURN
	ld [wDuelAnimDuelistSide], a
	jr AnimationCommand_AnimNormal

AnimationCommand_AnimOpponent:
	call SwapTurn
	ldh a, [hWhoseTurn]
	ld [wDuelAnimDuelistSide], a
	call SwapTurn
	ld a, [wDuelType]
	cp $00
	jr nz, AnimationCommand_AnimNormal
	ld a, OPPONENT_TURN
	ld [wDuelAnimDuelistSide], a
	jr AnimationCommand_AnimNormal

AnimationCommand_AnimUnknown2:
	ld a, [wce82]
	and $7f
	ld [wDuelAnimLocationParam], a
	jr AnimationCommand_AnimNormal

AnimationCommand_AnimEnd2:
	ret

AnimationCommand_AnimNormal:
	ld a, [de]
	inc de
	cp DUEL_ANIM_SHOW_DAMAGE
	jr z, .show_damage
	cp DUEL_ANIM_SHAKE1
	jr z, .shake_1
	cp DUEL_ANIM_SHAKE2
	jr z, .shake_2
	cp DUEL_ANIM_SHAKE3
	jr z, .shake_3

.play_anim
	call PlayDuelAnimation
	jr PlayAttackAnimationCommands_NextCommand

.show_damage
	ld a, DUEL_ANIM_PRINT_DAMAGE
	call PlayDuelAnimation
	ld a, [wce81]
	ld [wd4b3], a

	push de
	ld hl, wce7f
	ld de, wDuelAnimDamage
	ld a, [hli]
	ld [de], a
	inc de
	ld a, [hli]
	ld [de], a
	pop de

	ld a, $8c
	call PlayDuelAnimation
	ld a, [wDuelDisplayedScreen]
	cp DUEL_MAIN_SCENE
	jr nz, .skip_update_hud
	ld a, DUEL_ANIM_UPDATE_HUD
	call PlayDuelAnimation
.skip_update_hud
	jp PlayAttackAnimationCommands_NextCommand

; screen shake happens differently
; depending on whose turn it is
.shake_1
	ld c, DUEL_ANIM_SMALL_SHAKE_X
	ld b, DUEL_ANIM_SMALL_SHAKE_Y
	jr .check_duelist

.shake_2
	ld c, DUEL_ANIM_BIG_SHAKE_X
	ld b, DUEL_ANIM_BIG_SHAKE_Y
	jr .check_duelist

.shake_3
	ld c, DUEL_ANIM_SMALL_SHAKE_Y
	ld b, DUEL_ANIM_SMALL_SHAKE_X

.check_duelist
	ldh a, [hWhoseTurn]
	cp PLAYER_TURN
	ld a, c
	jr z, .play_anim
	ld a, [wDuelType]
	cp $00
	ld a, c
	jr z, .play_anim
	ld a, b
	jr .play_anim

AnimationCommand_AnimUnknown:
	ld a, [de]
	inc de
	ld [wd4b3], a
	ld a, [wce82]
	ld [wDuelAnimLocationParam], a
	call SetDuelAnimationScreen
	ld a, DUEL_ANIM_150
	call PlayDuelAnimation
	jp PlayAttackAnimationCommands_NextCommand

AnimationCommandPointerTable:
	dw AnimationCommand_AnimEnd      ; anim_end
	dw AnimationCommand_AnimNormal   ; anim_normal
	dw AnimationCommand_AnimPlayer   ; anim_player
	dw AnimationCommand_AnimOpponent ; anim_opponent
	dw AnimationCommand_AnimUnknown  ; anim_unknown
	dw AnimationCommand_AnimUnknown2 ; anim_unknown2
	dw AnimationCommand_AnimEnd2     ; anim_end2 (unused)

; sets wDuelAnimationScreen according to wd4b3
; if wd4b3 == $01, set it to Main Scene
; if wd4b3 == $04, st it to Play Area scene
SetDuelAnimationScreen:
	ld a, [wd4b3]
	cp $04
	jr z, .set_play_area_screen
	cp $01
	ret nz
	ld a, DUEL_ANIM_SCREEN_MAIN_SCENE
	ld [wDuelAnimationScreen], a
	ret

.set_play_area_screen
	ld a, [wDuelAnimLocationParam]
	ld l, a
	ld a, [wWhoseTurn]
	ld h, a
	cp PLAYER_TURN
	jr z, .player

; opponent
	ld a, [wDuelType]
	cp $00
	jr z, .asm_50c6

; link duel or vs. AI
	bit 7, l
	jr z, .asm_50e2
	jr .asm_50d2

.asm_50c6
	bit 7, l
	jr z, .asm_50da
	jr .asm_50ea

.player
	bit 7, l
	jr z, .asm_50d2
	jr .asm_50e2

.asm_50d2
	ld l, UNKNOWN_SCREEN_4
	ld h, PLAYER_TURN
	ld a, DUEL_ANIM_SCREEN_PLAYER_PLAY_AREA
	jr .ok
.asm_50da
	ld l, UNKNOWN_SCREEN_4
	ld h, OPPONENT_TURN
	ld a, DUEL_ANIM_SCREEN_PLAYER_PLAY_AREA
	jr .ok
.asm_50e2
	ld l, UNKNOWN_SCREEN_5
	ld h, OPPONENT_TURN
	ld a, DUEL_ANIM_SCREEN_OPP_PLAY_AREA
	jr .ok
.asm_50ea
	ld l, UNKNOWN_SCREEN_5
	ld h, PLAYER_TURN
	ld a, DUEL_ANIM_SCREEN_OPP_PLAY_AREA

.ok
	ld [wDuelAnimationScreen], a
	ret

Func_190f4:
	ld a, [wd4b3]
	cp $04
	jr z, Func_1910f
	; fallthrough

Func_190fb:
	cp $01
	jr nz, .done
	ld a, DUEL_ANIM_SCREEN_MAIN_SCENE
	ld [wDuelAnimationScreen], a
	ld a, [wDuelDisplayedScreen]
	cp $01
	jr z, .done
	bank1call DrawDuelMainScene
.done
	ret

Func_1910f:
	call SetDuelAnimationScreen
	ld a, [wDuelDisplayedScreen]
	cp l
	jr z, .skip_change_screen
	ld a, l
	push af
	ld l, PLAYER_TURN
	ld a, [wDuelType]
	cp $00
	jr nz, .asm_5127
	ld a, [wWhoseTurn]
	ld l, a
.asm_5127
	call DrawYourOrOppPlayAreaScreen_Bank0
	pop af
	ld [wDuelDisplayedScreen], a
.skip_change_screen
	call DrawWideTextBox
	ret

; prints text related to the damage received
; by card stored in wTempNonTurnDuelistCardID
; takes into account type effectiveness
PrintDamageText:
	push hl
	push bc
	push de
	ld a, [wLoadedAttackAnimation]
	cp ATK_ANIM_HEAL
	jr z, .skip
	cp ATK_ANIM_HEALING_WIND_PLAY_AREA
	jr z, .skip

	ld a, [wTempNonTurnDuelistCardID]
	ld e, a
	ld d, $00
	call LoadCardDataToBuffer1_FromCardID
	ld a, 18
	call CopyCardNameAndLevel
	ld [hl], TX_END
	ld hl, wTxRam2
	xor a
	ld [hli], a
	ld [hl], a
	ld hl, wce7f
	ld a, [hli]
	ld h, [hl]
	ld l, a
	call GetDamageText
	ld a, l
	or h
	call nz, DrawWideTextBox_PrintText
.skip
	pop de
	pop bc
	pop hl
	ret

; returns in hl the text id associated with
; the damage in hl and its effectiveness
GetDamageText:
	ld a, l
	or h
	jr z, .no_damage
	call LoadTxRam3
	ld a, [wce81]
	ldtx hl, AttackDamageText
	and (1 << RESISTANCE) | (1 << WEAKNESS)
	ret z ; not weak or resistant
	ldtx hl, WeaknessMoreDamage2Text
	cp (1 << RESISTANCE) | (1 << WEAKNESS)
	ret z ; weak and resistant
	and (1 << WEAKNESS)
	ldtx hl, WeaknessMoreDamageText
	ret nz ; weak
	ldtx hl, ResistanceLessDamageText
	ret ; resistant

.no_damage
	call CheckNoDamageOrEffect
	ret c
	ldtx hl, NoDamageText
	ld a, [wce81]
	and (1 << RESISTANCE)
	ret z ; not resistant
	ldtx hl, ResistanceNoDamageText
	ret ; resistant

UpdateMainSceneHUD:
	ld a, [wDuelDisplayedScreen]
	cp DUEL_MAIN_SCENE
	ret nz
	bank1call DrawDuelHUDs
	ret

Func_191a3:
	ret

INCLUDE "data/duel/animations/attack_animations.asm"