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add sideway stairs

SBird1337 6 år sedan
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9921881551
Signerad av: SBird1337 <philipp@karathan.at> GPG Key ID: C9A4764515931448

+ 1
- 1
g3headers

@@ -1 +1 @@
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-Subproject commit 732e4c1cc26397d8ac95c28886d29501b0baf5b4
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+Subproject commit 1063239b4b46f6e4b87978f62aee78306e1b4015

+ 26
- 1
patches/overworlds/npc_walk.asm Visa fil

@@ -5,4 +5,29 @@
5 5
 .word npc_walk_animations
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7 7
 .org 0x080645B4
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-.word npc_walk_animations
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+.word npc_walk_animations
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+
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+.org 0x0805BBA8
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+push {r4, lr}
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+ldr r4, [sp, #8] //block role
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+push {r4}
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+ldr r4, =npc_get_walkable_status+1
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+bl bxr4_npc_walk
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+add sp, #4
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+pop {r4}
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+pop {r1}
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+bx r1
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+
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+bxr4_npc_walk:
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+    bx r4
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+.pool
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+
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+.org 0x0805B9E4
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+    ldr r1, =npc_run_hook|1
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+    bx r1
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+.pool
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+
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+.org 0x080BD308
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+    ldr r1, =npc_bike_hook|1
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+    bx r1
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+.pool

+ 80
- 0
src/player_interaction/sideway_stair.c Visa fil

@@ -0,0 +1,80 @@
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+#include <pokeagb/pokeagb.h>
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+#include <agb_debug.h>
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+
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+#define BLOCK_STATE_SIDEWAY_NW 0x80
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+#define BLOCK_STATE_SIDEWAY_NE 0x81
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+#define BLOCK_STATE_SIDEWAY_SW 0x82
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+#define BLOCK_STATE_SIDEWAY_SE 0x83
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+#define BEHAVIOR_STAIR_WEST 0xE0
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+#define BEHAVIOR_STAIR_EAST 0xE1
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+
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+const u8 diagonal_animations[4] = {170,171,172,173};
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+
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+bool npc_sideway_try_walking(u8 block_state)
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+{
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+    if(block_state >= BLOCK_STATE_SIDEWAY_NW) {
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+        npc_player_set_movement_and_x22(diagonal_animations[block_state - BLOCK_STATE_SIDEWAY_NW], 2);
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+        // Kinda have to do the thing when the player runs (ish)
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+        return true;
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+    }
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+    return false;
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+}
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+
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+u8 npc_get_walkable_status(struct NpcState *npc, u16 x, u16 y, enum Direction direction, u8 roleTo) {
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+    dprintf("get_walkable: %d, %d, %d, %d\n", x,y, direction, roleTo);
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+    u8 block = npc_block_way(npc, x,y,direction);
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+
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+    //check for diagonal stair stuff here
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+    struct NpcState dummyNpc;
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+    memcpy(&dummyNpc, npc, sizeof(struct NpcState));
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+
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+    u16 roleFrom = cur_mapdata_block_role_at(npc->from.x, npc->from.y);
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+    if (direction == WEST) {
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+        dprintf("WEST with from: %d\n", roleFrom);
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+        if(roleFrom == BEHAVIOR_STAIR_WEST) {
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+            //walk up the stair to the west
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+            dummyNpc.from.y--;
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+            dummyNpc.to.y--;
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+            u8 altBlocked = npc_block_way(&dummyNpc, x,y-1, direction);
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+            dprintf("trying NW: %d\n", altBlocked);
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+            return (altBlocked == 0) ? BLOCK_STATE_SIDEWAY_NW : altBlocked;
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+        }
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+        else if(roleFrom == BEHAVIOR_STAIR_EAST){
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+            //walk down the stair to the west
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+            dummyNpc.from.y++;
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+            dummyNpc.to.y++;
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+            u8 altBlocked = npc_block_way(&dummyNpc, x,y+1, direction);
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+            dprintf("trying SE: %d\n", altBlocked);
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+            return (altBlocked == 0) ? BLOCK_STATE_SIDEWAY_SW : altBlocked;
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+        }
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+    } else if(direction == EAST) {
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+        if(roleFrom == BEHAVIOR_STAIR_EAST) {
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+            //walk up the stair to the east
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+            dummyNpc.from.y--;
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+            dummyNpc.to.y--;
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+            u8 altBlocked = npc_block_way(&dummyNpc, x,y-1, direction);
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+            dprintf("trying NE: %d\n", altBlocked);
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+            return (altBlocked == 0) ? BLOCK_STATE_SIDEWAY_NE : altBlocked;
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+        } else if (roleFrom == BEHAVIOR_STAIR_WEST) {
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+            //walk down the stair to the east
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+            dummyNpc.from.y++;
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+            dummyNpc.to.y++;
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+            u8 altBlocked = npc_block_way(&dummyNpc, x,y+1, direction);
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+            dprintf("trying SW: %d\n", altBlocked);
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+            return (altBlocked == 0) ? BLOCK_STATE_SIDEWAY_SE : altBlocked;
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+        }
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+    }
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+
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+    //continue with game code
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+
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+    if(block == 3 && npc_is_passable_maybe(x,y,direction))
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+        return 5;
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+    if(npc_handle_jump(x,y,direction)) {
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+        sav1_secure_increment(0x2B);
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+        return 6;
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+    }
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+    else if(block == 4 && npc_handle_strength(x,y,direction)) {
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+        return 7;
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+    }
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+    return block;
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+}

+ 38
- 0
src/player_interaction/sideway_stair_hooks.s Visa fil

@@ -0,0 +1,38 @@
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+.align 2
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+.thumb
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+.text
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+.global npc_run_hook
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+
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+npc_run_hook:
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+    //we just got our result from npc_get_walkable_status in r0
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+    lsl r0, #0x18
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+    lsr r0, #0x18
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+    mov r6, r0
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+    bl npc_sideway_try_walking
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+    cmp r0, #1
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+    bne continue
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+walkable:
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+    ldr r6, =0x0805BA18|1
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+    bx r6
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+continue:
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+    mov r0, r6
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+    mov r1, r0
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+    cmp r0, #0
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+    beq walkable
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+    ldr r6, =0x0805B9EE|1
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+    bx r6
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+
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+.global npc_bike_hook
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+npc_bike_hook:
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+    lsr r5, r0, #0x18
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+    bl npc_sideway_try_walking
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+    cmp r0, #0
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+    beq continue_bike
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+    pop {r4-r6}
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+    pop {r0}
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+    bx r0
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+    continue_bike:
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+    mov r1, r5
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+    sub r0, r1, #1
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+    ldr r2, =0x080BD312|1
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+    bx r2