pokecrystal/engine/overworld/events.asm

1640 lines
22 KiB
NASM

INCLUDE "constants.asm"
SECTION "Events", ROMX
OverworldLoop::
xor a
ld [wMapStatus], a
.loop
ld a, [wMapStatus]
ld hl, .jumps
rst JumpTable
ld a, [wMapStatus]
cp 3 ; done
jr nz, .loop
.done
ret
.jumps
dw StartMap
dw EnterMap
dw HandleMap
dw .done
DisableEvents:
xor a
ld [wScriptFlags3], a
ret
EnableEvents::
ld a, $ff
ld [wScriptFlags3], a
ret
CheckBit5_ScriptFlags3:
ld hl, wScriptFlags3
bit 5, [hl]
ret
DisableWarpsConnxns:
ld hl, wScriptFlags3
res 2, [hl]
ret
DisableCoordEvents:
ld hl, wScriptFlags3
res 1, [hl]
ret
DisableStepCount:
ld hl, wScriptFlags3
res 0, [hl]
ret
DisableWildEncounters:
ld hl, wScriptFlags3
res 4, [hl]
ret
EnableWarpsConnxns:
ld hl, wScriptFlags3
set 2, [hl]
ret
EnableCoordEvents:
ld hl, wScriptFlags3
set 1, [hl]
ret
EnableStepCount:
ld hl, wScriptFlags3
set 0, [hl]
ret
EnableWildEncounters:
ld hl, wScriptFlags3
set 4, [hl]
ret
CheckWarpConnxnScriptFlag:
ld hl, wScriptFlags3
bit 2, [hl]
ret
CheckCoordEventScriptFlag:
ld hl, wScriptFlags3
bit 1, [hl]
ret
CheckStepCountScriptFlag:
ld hl, wScriptFlags3
bit 0, [hl]
ret
CheckWildEncountersScriptFlag:
ld hl, wScriptFlags3
bit 4, [hl]
ret
StartMap:
xor a
ld [wScriptVar], a
xor a
ld [wScriptRunning], a
ld hl, wMapStatus
ld bc, wMapStatusEnd - wMapStatus
call ByteFill
farcall InitCallReceiveDelay
call ClearJoypad
EnterMap:
xor a
ld [wXYComparePointer], a
ld [wXYComparePointer + 1], a
call SetUpFiveStepWildEncounterCooldown
farcall RunMapSetupScript
call DisableEvents
ld a, [hMapEntryMethod]
cp MAPSETUP_CONNECTION
jr nz, .dont_enable
call EnableEvents
.dont_enable
ld a, [hMapEntryMethod]
cp MAPSETUP_RELOADMAP
jr nz, .dontresetpoison
xor a
ld [wPoisonStepCount], a
.dontresetpoison
xor a ; end map entry
ld [hMapEntryMethod], a
ld a, 2 ; HandleMap
ld [wMapStatus], a
ret
UnusedWait30Frames:
ld c, 30
call DelayFrames
ret
HandleMap:
call ResetOverworldDelay
call HandleMapTimeAndJoypad
farcall HandleCmdQueue ; no need to farcall
call MapEvents
; Not immediately entering a connected map will cause problems.
ld a, [wMapStatus]
cp 2 ; HandleMap
ret nz
call HandleMapObjects
call NextOverworldFrame
call HandleMapBackground
call CheckPlayerState
ret
MapEvents:
ld a, [wMapEventStatus]
ld hl, .jumps
rst JumpTable
ret
.jumps
dw .events
dw .no_events
.events
call PlayerEvents
call DisableEvents
farcall ScriptEvents
ret
.no_events
ret
MaxOverworldDelay:
db 2
ResetOverworldDelay:
ld a, [MaxOverworldDelay]
ld [wOverworldDelay], a
ret
NextOverworldFrame:
ld a, [wOverworldDelay]
and a
ret z
ld c, a
call DelayFrames
ret
HandleMapTimeAndJoypad:
ld a, [wMapEventStatus]
cp 1 ; no events
ret z
call UpdateTime
call GetJoypad
call TimeOfDayPals
ret
HandleMapObjects:
farcall HandleNPCStep ; engine/map_objects.asm
farcall _HandlePlayerStep
call _CheckObjectEnteringVisibleRange
ret
HandleMapBackground:
farcall _UpdateSprites
farcall ScrollScreen
farcall PlaceMapNameSign
ret
CheckPlayerState:
ld a, [wPlayerStepFlags]
bit 5, a ; in the middle of step
jr z, .events
bit 6, a ; stopping step
jr z, .noevents
bit 4, a ; in midair
jr nz, .noevents
call EnableEvents
.events
ld a, 0 ; events
ld [wMapEventStatus], a
ret
.noevents
ld a, 1 ; no events
ld [wMapEventStatus], a
ret
_CheckObjectEnteringVisibleRange:
ld hl, wPlayerStepFlags
bit 6, [hl]
ret z
farcall CheckObjectEnteringVisibleRange
ret
PlayerEvents:
xor a
; If there's already a player event, don't interrupt it.
ld a, [wScriptRunning]
and a
ret nz
call Dummy_CheckScriptFlags3Bit5 ; This is a waste of time
call CheckTrainerBattle3
jr c, .ok
call CheckTileEvent
jr c, .ok
call RunMemScript
jr c, .ok
call RunSceneScript
jr c, .ok
call CheckTimeEvents
jr c, .ok
call OWPlayerInput
jr c, .ok
xor a
ret
.ok
push af
farcall EnableScriptMode
pop af
ld [wScriptRunning], a
call DoPlayerEvent
ld a, [wScriptRunning]
cp PLAYEREVENT_CONNECTION
jr z, .ok2
cp PLAYEREVENT_JOYCHANGEFACING
jr z, .ok2
xor a
ld [wLandmarkSignTimer], a
.ok2
scf
ret
CheckTrainerBattle3:
nop
nop
call CheckTrainerBattle2
jr nc, .nope
ld a, PLAYEREVENT_SEENBYTRAINER
scf
ret
.nope
xor a
ret
CheckTileEvent:
; Check for warps, coord events, or wild battles.
call CheckWarpConnxnScriptFlag
jr z, .connections_disabled
farcall CheckMovingOffEdgeOfMap
jr c, .map_connection
call CheckWarpTile
jr c, .warp_tile
.connections_disabled
call CheckCoordEventScriptFlag
jr z, .coord_events_disabled
call CheckCurrentMapCoordEvents
jr c, .coord_event
.coord_events_disabled
call CheckStepCountScriptFlag
jr z, .step_count_disabled
call CountStep
ret c
.step_count_disabled
call CheckWildEncountersScriptFlag
jr z, .ok
call RandomEncounter
ret c
jr .ok ; pointless
.ok
xor a
ret
.map_connection
ld a, PLAYEREVENT_CONNECTION
scf
ret
.warp_tile
ld a, [wPlayerStandingTile]
call CheckPitTile
jr nz, .not_pit
ld a, PLAYEREVENT_FALL
scf
ret
.not_pit
ld a, PLAYEREVENT_WARP
scf
ret
.coord_event
ld hl, wCurCoordEventScriptAddr
ld a, [hli]
ld h, [hl]
ld l, a
call GetMapScriptsBank
call CallScript
ret
CheckWildEncounterCooldown::
ld hl, wWildEncounterCooldown
ld a, [hl]
and a
ret z
dec [hl]
ret z
scf
ret
SetUpFiveStepWildEncounterCooldown:
ld a, 5
ld [wWildEncounterCooldown], a
ret
ret_968d7:
ret
SetMinTwoStepWildEncounterCooldown:
ld a, [wWildEncounterCooldown]
cp 2
ret nc
ld a, 2
ld [wWildEncounterCooldown], a
ret
Dummy_CheckScriptFlags3Bit5:
call CheckBit5_ScriptFlags3
ret z
call ret_2f3e
ret
RunSceneScript:
ld a, [wCurrMapSceneScriptCount]
and a
jr z, .nope
ld c, a
call CheckScenes
cp c
jr nc, .nope
ld e, a
ld d, 0
ld hl, wCurrMapSceneScriptsPointer
ld a, [hli]
ld h, [hl]
ld l, a
rept 4
add hl, de
endr
call GetMapScriptsBank
call GetFarHalfword
call GetMapScriptsBank
call CallScript
ld hl, wScriptFlags
res 3, [hl]
farcall EnableScriptMode
farcall ScriptEvents
ld hl, wScriptFlags
bit 3, [hl]
jr z, .nope
ld hl, wPriorityScriptAddr
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [wPriorityScriptBank]
call CallScript
scf
ret
.nope
xor a
ret
CheckTimeEvents:
ld a, [wLinkMode]
and a
jr nz, .nothing
ld hl, wStatusFlags2
bit STATUSFLAGS2_BUG_CONTEST_TIMER_F, [hl]
jr z, .do_daily
farcall CheckBugContestTimer
jr c, .end_bug_contest
xor a
ret
.do_daily
farcall CheckDailyResetTimer
farcall CheckPokerusTick
farcall CheckPhoneCall
ret c
.nothing
xor a
ret
.end_bug_contest
ld a, BANK(BugCatchingContestOverScript)
ld hl, BugCatchingContestOverScript
call CallScript
scf
ret
.unused
ld a, 8
scf
ret
OWPlayerInput:
call PlayerMovement
ret c
and a
jr nz, .NoAction
; Can't perform button actions while sliding on ice.
farcall CheckStandingOnIce
jr c, .NoAction
call CheckAPressOW
jr c, .Action
call CheckMenuOW
jr c, .Action
.NoAction:
xor a
ret
.Action:
push af
farcall StopPlayerForEvent
pop af
scf
ret
CheckAPressOW:
ld a, [hJoyPressed]
and A_BUTTON
ret z
call TryObjectEvent
ret c
call TryBGEvent
ret c
call TryTileCollisionEvent
ret c
xor a
ret
PlayTalkObject:
push de
ld de, SFX_READ_TEXT_2
call PlaySFX
pop de
ret
TryObjectEvent:
farcall CheckFacingObject
jr c, .IsObject
xor a
ret
.IsObject:
call PlayTalkObject
ld a, [hObjectStructIndexBuffer]
call GetObjectStruct
ld hl, OBJECT_MAP_OBJECT_INDEX
add hl, bc
ld a, [hl]
ld [hLastTalked], a
ld a, [hLastTalked]
call GetMapObject
ld hl, MAPOBJECT_COLOR
add hl, bc
ld a, [hl]
and %00001111
; Bug: If IsInArray returns nc, data at bc will be executed as code.
push bc
ld de, 3
ld hl, .pointers
call IsInArray
jr nc, .nope_bugged
pop bc
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
.nope_bugged
; pop bc
xor a
ret
.pointers
dbw OBJECTTYPE_SCRIPT, .script
dbw OBJECTTYPE_ITEMBALL, .itemball
dbw OBJECTTYPE_TRAINER, .trainer
; the remaining four are dummy events
dbw OBJECTTYPE_3, .three
dbw OBJECTTYPE_4, .four
dbw OBJECTTYPE_5, .five
dbw OBJECTTYPE_6, .six
db -1
.script
ld hl, MAPOBJECT_SCRIPT_POINTER
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
call GetMapScriptsBank
call CallScript
ret
.itemball
ld hl, MAPOBJECT_SCRIPT_POINTER
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
call GetMapScriptsBank
ld de, wEngineBuffer1
ld bc, 2
call FarCopyBytes
ld a, PLAYEREVENT_ITEMBALL
scf
ret
.trainer
call TalkToTrainer
ld a, PLAYEREVENT_TALKTOTRAINER
scf
ret
.three
xor a
ret
.four
xor a
ret
.five
xor a
ret
.six
xor a
ret
TryBGEvent:
call CheckFacingBGEvent
jr c, .is_bg_event
xor a
ret
.is_bg_event:
ld a, [wEngineBuffer3]
ld hl, .bg_events
rst JumpTable
ret
.bg_events
dw .read
dw .up
dw .down
dw .right
dw .left
dw .ifset
dw .ifnotset
dw .itemifset
dw .copy
.up
ld b, OW_UP
jr .checkdir
.down
ld b, OW_DOWN
jr .checkdir
.right
ld b, OW_RIGHT
jr .checkdir
.left
ld b, OW_LEFT
jr .checkdir
.checkdir
ld a, [wPlayerDirection]
and %1100
cp b
jp nz, .dontread
.read
call PlayTalkObject
ld hl, wEngineBuffer4
ld a, [hli]
ld h, [hl]
ld l, a
call GetMapScriptsBank
call CallScript
scf
ret
.itemifset
call CheckBGEventFlag
jp nz, .dontread
call PlayTalkObject
call GetMapScriptsBank
ld de, wEngineBuffer1
ld bc, 3
call FarCopyBytes
ld a, BANK(HiddenItemScript)
ld hl, HiddenItemScript
call CallScript
scf
ret
.copy
call CheckBGEventFlag
jr nz, .dontread
call GetMapScriptsBank
ld de, wEngineBuffer1
ld bc, 3
call FarCopyBytes
jr .dontread
.ifset
call CheckBGEventFlag
jr z, .dontread
jr .thenread
.ifnotset
call CheckBGEventFlag
jr nz, .dontread
.thenread
push hl
call PlayTalkObject
pop hl
inc hl
inc hl
call GetMapScriptsBank
call GetFarHalfword
call GetMapScriptsBank
call CallScript
scf
ret
.dontread
xor a
ret
CheckBGEventFlag:
ld hl, wEngineBuffer4
ld a, [hli]
ld h, [hl]
ld l, a
push hl
call GetMapScriptsBank
call GetFarHalfword
ld e, l
ld d, h
ld b, CHECK_FLAG
call EventFlagAction
ld a, c
and a
pop hl
ret
PlayerMovement:
farcall DoPlayerMovement
ld a, c
ld hl, .pointers
rst JumpTable
ld a, c
ret
.pointers
dw .zero
dw .one
dw .two
dw .three
dw .four
dw .five
dw .six
dw .seven
.zero
.four
xor a
ld c, a
ret
.seven
call ret_968d7 ; mobile
xor a
ld c, a
ret
.one
ld a, 5
ld c, a
scf
ret
.two
ld a, 9
ld c, a
scf
ret
.three
; force the player to move in some direction
ld a, BANK(Script_ForcedMovement)
ld hl, Script_ForcedMovement
call CallScript
; ld a, -1
ld c, a
scf
ret
.five
.six
ld a, -1
ld c, a
and a
ret
CheckMenuOW:
xor a
ld [hMenuReturn], a
ld [hMenuReturn + 1], a
ld a, [hJoyPressed]
bit SELECT_F, a
jr nz, .Select
bit START_F, a
jr z, .NoMenu
ld a, BANK(StartMenuScript)
ld hl, StartMenuScript
call CallScript
scf
ret
.NoMenu:
xor a
ret
.Select:
call PlayTalkObject
ld a, BANK(SelectMenuScript)
ld hl, SelectMenuScript
call CallScript
scf
ret
StartMenuScript:
callasm StartMenu
jump StartMenuCallback
SelectMenuScript:
callasm SelectMenu
jump SelectMenuCallback
StartMenuCallback:
SelectMenuCallback:
copybytetovar hMenuReturn
ifequal HMENURETURN_SCRIPT, .Script
ifequal HMENURETURN_ASM, .Asm
end
.Script:
ptjump wQueuedScriptBank
.Asm:
ptcallasm wQueuedScriptBank
end
CountStep:
; Don't count steps in link communication rooms.
ld a, [wLinkMode]
and a
jr nz, .done
; If there is a special phone call, don't count the step.
farcall CheckSpecialPhoneCall
jr c, .doscript
; If Repel wore off, don't count the step.
call DoRepelStep
jr c, .doscript
; Count the step for poison and total steps
ld hl, wPoisonStepCount
inc [hl]
ld hl, wStepCount
inc [hl]
; Every 256 steps, increase the happiness of all your Pokemon.
jr nz, .skip_happiness
farcall StepHappiness
.skip_happiness
; Every 256 steps, offset from the happiness incrementor by 128 steps,
; decrease the hatch counter of all your eggs until you reach the first
; one that is ready to hatch.
ld a, [wStepCount]
cp $80
jr nz, .skip_egg
farcall DoEggStep
jr nz, .hatch
.skip_egg
; Increase the EXP of (both) DayCare Pokemon by 1.
farcall DayCareStep
; Every four steps, deal damage to all Poisoned Pokemon
ld hl, wPoisonStepCount
ld a, [hl]
cp 4
jr c, .skip_poison
ld [hl], 0
farcall DoPoisonStep
jr c, .doscript
.skip_poison
farcall DoBikeStep
.done
xor a
ret
.doscript
ld a, -1
scf
ret
.hatch
ld a, 8
scf
ret
; unused
.unreferenced
ld a, 7
scf
ret
DoRepelStep:
ld a, [wRepelEffect]
and a
ret z
dec a
ld [wRepelEffect], a
ret nz
ld a, BANK(RepelWoreOffScript)
ld hl, RepelWoreOffScript
call CallScript
scf
ret
DoPlayerEvent:
ld a, [wScriptRunning]
and a
ret z
cp PLAYEREVENT_MAPSCRIPT ; run script
ret z
cp NUM_PLAYER_EVENTS
ret nc
ld c, a
ld b, 0
ld hl, PlayerEventScriptPointers
add hl, bc
add hl, bc
add hl, bc
ld a, [hli]
ld [wScriptBank], a
ld a, [hli]
ld [wScriptPos], a
ld a, [hl]
ld [wScriptPos + 1], a
ret
PlayerEventScriptPointers:
; entries correspond to PLAYEREVENT_* constants
dba Invalid_0x96c2d ; PLAYEREVENT_NONE
dba SeenByTrainerScript ; PLAYEREVENT_SEENBYTRAINER
dba TalkToTrainerScript ; PLAYEREVENT_TALKTOTRAINER
dba FindItemInBallScript ; PLAYEREVENT_ITEMBALL
dba EdgeWarpScript ; PLAYEREVENT_CONNECTION
dba WarpToNewMapScript ; PLAYEREVENT_WARP
dba FallIntoMapScript ; PLAYEREVENT_FALL
dba Script_OverworldWhiteout ; PLAYEREVENT_WHITEOUT
dba HatchEggScript ; PLAYEREVENT_HATCH
dba ChangeDirectionScript ; PLAYEREVENT_JOYCHANGEFACING
dba Invalid_0x96c2d ; (NUM_PLAYER_EVENTS)
Invalid_0x96c2d:
end
; unused
end
HatchEggScript:
callasm OverworldHatchEgg
end
WarpToNewMapScript:
warpsound
newloadmap MAPSETUP_DOOR
end
FallIntoMapScript:
newloadmap MAPSETUP_FALL
playsound SFX_KINESIS
applymovement PLAYER, MovementData_0x96c48
playsound SFX_STRENGTH
scall LandAfterPitfallScript
end
MovementData_0x96c48:
skyfall
step_end
LandAfterPitfallScript:
earthquake 16
end
EdgeWarpScript: ; 4
reloadandreturn MAPSETUP_CONNECTION
ChangeDirectionScript: ; 9
deactivatefacing 3
callasm EnableWildEncounters
end
INCLUDE "engine/overworld/scripting.asm"
WarpToSpawnPoint::
ld hl, wStatusFlags2
res STATUSFLAGS2_SAFARI_GAME_F, [hl]
res STATUSFLAGS2_BUG_CONTEST_TIMER_F, [hl]
ret
RunMemScript::
; If there is no script here, we don't need to be here.
ld a, [wMapReentryScriptQueueFlag]
and a
ret z
; Execute the script at (wMapReentryScriptBank):(wMapReentryScriptAddress).
ld hl, wMapReentryScriptAddress
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [wMapReentryScriptBank]
call CallScript
scf
; Clear the buffer for the next script.
push af
xor a
ld hl, wMapReentryScriptQueueFlag
ld bc, 8
call ByteFill
pop af
ret
LoadScriptBDE::
; If there's already a script here, don't overwrite.
ld hl, wMapReentryScriptQueueFlag
ld a, [hl]
and a
ret nz
; Set the flag
ld [hl], 1
inc hl
; Load the script pointer b:de into (wMapReentryScriptBank):(wMapReentryScriptAddress)
ld [hl], b
inc hl
ld [hl], e
inc hl
ld [hl], d
scf
ret
TryTileCollisionEvent::
call GetFacingTileCoord
ld [wEngineBuffer1], a
ld c, a
farcall CheckFacingTileForStdScript
jr c, .done
call CheckCutTreeTile
jr nz, .whirlpool
farcall TryCutOW
jr .done
.whirlpool
ld a, [wEngineBuffer1]
call CheckWhirlpoolTile
jr nz, .waterfall
farcall TryWhirlpoolOW
jr .done
.waterfall
ld a, [wEngineBuffer1]
call CheckWaterfallTile
jr nz, .headbutt
farcall TryWaterfallOW
jr .done
.headbutt
ld a, [wEngineBuffer1]
call CheckHeadbuttTreeTile
jr nz, .surf
farcall TryHeadbuttOW
jr c, .done
jr .noevent
.surf
farcall TrySurfOW
jr nc, .noevent
jr .done
.noevent
xor a
ret
.done
call PlayClickSFX
ld a, $ff
scf
ret
RandomEncounter::
; Random encounter
call CheckWildEncounterCooldown
jr c, .nope
call CanUseSweetScent
jr nc, .nope
ld hl, wStatusFlags2
bit STATUSFLAGS2_BUG_CONTEST_TIMER_F, [hl]
jr nz, .bug_contest
farcall TryWildEncounter
jr nz, .nope
jr .ok
.bug_contest
call _TryWildEncounter_BugContest
jr nc, .nope
jr .ok_bug_contest
.nope
ld a, 1
and a
ret
.ok
ld a, BANK(WildBattleScript)
ld hl, WildBattleScript
jr .done
.ok_bug_contest
ld a, BANK(BugCatchingContestBattleScript)
ld hl, BugCatchingContestBattleScript
jr .done
.done
call CallScript
scf
ret
WildBattleScript:
randomwildmon
startbattle
reloadmapafterbattle
end
CanUseSweetScent::
ld hl, wStatusFlags
bit STATUSFLAGS_NO_WILD_ENCOUNTERS_F, [hl]
jr nz, .no
ld a, [wEnvironment]
cp CAVE
jr z, .ice_check
cp DUNGEON
jr z, .ice_check
farcall CheckGrassCollision
jr nc, .no
.ice_check
ld a, [wPlayerStandingTile]
call CheckIceTile
jr z, .no
scf
ret
.no
and a
ret
_TryWildEncounter_BugContest:
call TryWildEncounter_BugContest
ret nc
call ChooseWildEncounter_BugContest
farcall CheckRepelEffect
ret
ChooseWildEncounter_BugContest::
; Pick a random mon out of ContestMons.
.loop
call Random
cp 100 << 1
jr nc, .loop
srl a
ld hl, ContestMons
ld de, 4
.CheckMon:
sub [hl]
jr c, .GotMon
add hl, de
jr .CheckMon
.GotMon:
inc hl
; Species
ld a, [hli]
ld [wTempWildMonSpecies], a
; Min level
ld a, [hli]
ld d, a
; Max level
ld a, [hl]
sub d
jr nz, .RandomLevel
; If min and max are the same.
ld a, d
jr .GotLevel
.RandomLevel:
; Get a random level between the min and max.
ld c, a
inc c
call Random
ld a, [hRandomAdd]
call SimpleDivide
add d
.GotLevel:
ld [wCurPartyLevel], a
xor a
ret
TryWildEncounter_BugContest:
ld a, [wPlayerStandingTile]
call CheckSuperTallGrassTile
ld b, 40 percent
jr z, .ok
ld b, 20 percent
.ok
farcall ApplyMusicEffectOnEncounterRate
farcall ApplyCleanseTagEffectOnEncounterRate
call Random
ld a, [hRandomAdd]
cp b
ret c
ld a, 1
and a
ret
INCLUDE "data/wild/bug_contest_mons.asm"
DoBikeStep::
nop
nop
; If the bike shop owner doesn't have our number, or
; if we've already gotten the call, we don't have to
; be here.
ld hl, wStatusFlags2
bit STATUSFLAGS2_BIKE_SHOP_CALL_F, [hl]
jr z, .NoCall
; If we're not on the bike, we don't have to be here.
ld a, [wPlayerState]
cp PLAYER_BIKE
jr nz, .NoCall
; If we're not in an area of phone service, we don't
; have to be here.
call GetMapPhoneService
and a
jr nz, .NoCall
; Check the bike step count and check whether we've
; taken 65536 of them yet.
ld hl, wBikeStep
ld a, [hli]
ld d, a
ld e, [hl]
cp 255
jr nz, .increment
ld a, e
cp 255
jr z, .dont_increment
.increment
inc de
ld [hl], e
dec hl
ld [hl], d
.dont_increment
; If we've taken at least 1024 steps, have the bike
; shop owner try to call us.
ld a, d
cp HIGH(1024)
jr c, .NoCall
; If a call has already been queued, don't overwrite
; that call.
ld a, [wSpecialPhoneCallID]
and a
jr nz, .NoCall
; Queue the call.
ld a, SPECIALCALL_BIKESHOP
ld [wSpecialPhoneCallID], a
xor a
ld [wSpecialPhoneCallID + 1], a
ld hl, wStatusFlags2
res STATUSFLAGS2_BIKE_SHOP_CALL_F, [hl]
scf
ret
.NoCall:
xor a
ret
ClearCmdQueue::
ld hl, wCmdQueue
ld de, CMDQUEUE_ENTRY_SIZE
ld c, CMDQUEUE_CAPACITY
xor a
.loop
ld [hl], a
add hl, de
dec c
jr nz, .loop
ret
HandleCmdQueue::
ld hl, wCmdQueue
xor a
.loop
ld [hMapObjectIndexBuffer], a
ld a, [hl]
and a
jr z, .skip
push hl
ld b, h
ld c, l
call HandleQueuedCommand
pop hl
.skip
ld de, CMDQUEUE_ENTRY_SIZE
add hl, de
ld a, [hMapObjectIndexBuffer]
inc a
cp CMDQUEUE_CAPACITY
jr nz, .loop
ret
Unreferenced_GetNthCmdQueueEntry:
ld hl, wCmdQueue
ld bc, CMDQUEUE_ENTRY_SIZE
call AddNTimes
ld b, h
ld c, l
ret
WriteCmdQueue::
push bc
push de
call .GetNextEmptyEntry
ld d, h
ld e, l
pop hl
pop bc
ret c
ld a, b
ld bc, CMDQUEUE_ENTRY_SIZE - 1
call FarCopyBytes
xor a
ld [hl], a
ret
.GetNextEmptyEntry:
ld hl, wCmdQueue
ld de, CMDQUEUE_ENTRY_SIZE
ld c, CMDQUEUE_CAPACITY
.loop
ld a, [hl]
and a
jr z, .done
add hl, de
dec c
jr nz, .loop
scf
ret
.done
ld a, CMDQUEUE_CAPACITY
sub c
and a
ret
DelCmdQueue::
ld hl, wCmdQueue
ld de, CMDQUEUE_ENTRY_SIZE
ld c, CMDQUEUE_CAPACITY
.loop
ld a, [hl]
cp b
jr z, .done
add hl, de
dec c
jr nz, .loop
and a
ret
.done
xor a
ld [hl], a
scf
ret
_DelCmdQueue:
ld hl, CMDQUEUE_TYPE
add hl, bc
ld [hl], 0
ret
HandleQueuedCommand:
ld hl, CMDQUEUE_TYPE
add hl, bc
ld a, [hl]
cp NUM_CMDQUEUE_TYPES
jr c, .okay
xor a
.okay
ld e, a
ld d, 0
ld hl, .Jumptable
add hl, de
add hl, de
add hl, de
ld a, [hli]
push af
ld a, [hli]
ld h, [hl]
ld l, a
pop af
rst FarCall
ret
.Jumptable:
dba CmdQueue_Null
dba CmdQueue_Null2
dba CmdQueue_StoneTable
dba CmdQueue_Type3
dba CmdQueue_Type4
CmdQueueAnonymousJumptable:
ld hl, CMDQUEUE_05
add hl, bc
ld a, [hl]
pop hl
rst JumpTable
ret
CmdQueueAnonJT_Increment:
ld hl, CMDQUEUE_05
add hl, bc
inc [hl]
ret
CmdQueueAnonJT_Decrement:
ld hl, CMDQUEUE_05
add hl, bc
dec [hl]
ret
CmdQueue_Null:
ret
CmdQueue_Null2:
call ret_2f3e
ret
CmdQueue_Type4:
call CmdQueueAnonymousJumptable
; anonymous dw
dw .zero
dw .one
.zero
ld a, [hSCY]
ld hl, 4
add hl, bc
ld [hl], a
call CmdQueueAnonJT_Increment
.one
ld hl, 1
add hl, bc
ld a, [hl]
dec a
ld [hl], a
jr z, .finish
and $1
jr z, .add
ld hl, 2
add hl, bc
ld a, [hSCY]
sub [hl]
ld [hSCY], a
ret
.add
ld hl, 2
add hl, bc
ld a, [hSCY]
add [hl]
ld [hSCY], a
ret
.finish
ld hl, 4
add hl, bc
ld a, [hl]
ld [hSCY], a
call _DelCmdQueue
ret
CmdQueue_Type3:
call CmdQueueAnonymousJumptable
; anonymous dw
dw .zero
dw .one
dw .two
.zero
call .IsPlayerFacingDown
jr z, .PlayerNotFacingDown
call CmdQueueAnonJT_Increment
.one
call .IsPlayerFacingDown
jr z, .PlayerNotFacingDown
call CmdQueueAnonJT_Increment
ld hl, 2
add hl, bc
ld a, [hl]
ld [wd173], a
ret
.two
call .IsPlayerFacingDown
jr z, .PlayerNotFacingDown
call CmdQueueAnonJT_Decrement
ld hl, 3
add hl, bc
ld a, [hl]
ld [wd173], a
ret
.PlayerNotFacingDown:
ld a, $7f
ld [wd173], a
ld hl, 5
add hl, bc
ld [hl], 0
ret
.IsPlayerFacingDown:
push bc
ld bc, wPlayerStruct
call GetSpriteDirection
and a
pop bc
ret
CmdQueue_StoneTable:
ld de, wPlayerStruct
ld a, NUM_OBJECT_STRUCTS
.loop
push af
ld hl, OBJECT_SPRITE
add hl, de
ld a, [hl]
and a
jr z, .next
ld hl, OBJECT_MOVEMENTTYPE
add hl, de
ld a, [hl]
cp SPRITEMOVEDATA_STRENGTH_BOULDER
jr nz, .next
ld hl, OBJECT_NEXT_TILE
add hl, de
ld a, [hl]
call CheckPitTile
jr nz, .next
ld hl, OBJECT_DIRECTION_WALKING
add hl, de
ld a, [hl]
cp STANDING
jr nz, .next
call HandleStoneQueue
jr c, .fall_down_hole
.next
ld hl, OBJECT_STRUCT_LENGTH
add hl, de
ld d, h
ld e, l
pop af
dec a
jr nz, .loop
ret
.fall_down_hole
pop af
ret