pokecrystal/home/map_objects.asm

669 lines
8.2 KiB
NASM

; Functions handling map objects.
GetSpritePalette:: ; 17ff
push hl
push de
push bc
ld c, a
callba _GetSpritePalette
ld a, c
pop bc
pop de
pop hl
ret
; 180e
GetSpriteVTile:: ; 180e
push hl
push bc
ld hl, UsedSprites + 2
ld c, SPRITE_GFX_LIST_CAPACITY - 1
ld b, a
ld a, [hMapObjectIndexBuffer]
cp 0
jr z, .nope
ld a, b
.loop
cp [hl]
jr z, .found
inc hl
inc hl
dec c
jr nz, .loop
ld a, [UsedSprites + 1]
scf
jr .done
.nope
ld a, [UsedSprites + 1]
jr .done
.found
inc hl
xor a
ld a, [hl]
.done
pop bc
pop hl
ret
; 1836
DoesSpriteHaveFacings:: ; 1836
push de
push hl
ld b, a
ld a, [hROMBank]
push af
ld a, BANK(_DoesSpriteHaveFacings)
rst Bankswitch
ld a, b
call _DoesSpriteHaveFacings
ld c, a
pop de
ld a, d
rst Bankswitch
pop hl
pop de
ret
; 184a
GetPlayerStandingTile:: ; 184a
ld a, [PlayerStandingTile]
call GetTileCollision
ld b, a
ret
; 1852
CheckOnWater:: ; 1852
ld a, [PlayerStandingTile]
call GetTileCollision
sub WATERTILE
ret z
and a
ret
; 185d
GetTileCollision:: ; 185d
; Get the collision type of tile a.
push de
push hl
ld hl, TileCollisionTable
ld e, a
ld d, 0
add hl, de
ld a, [hROMBank]
push af
ld a, BANK(TileCollisionTable)
rst Bankswitch
ld e, [hl]
pop af
rst Bankswitch
ld a, e
and $f ; lo nybble only
pop hl
pop de
ret
; 1875
CheckGrassTile:: ; 1875
ld d, a
and $f0
cp $10
jr z, .ok_10
cp $20
jr z, .ok_20
scf
ret
.ok_10
ld a, d
and 7
ret z
scf
ret
; For some reason, the above code is duplicated down here.
.ok_20
ld a, d
and 7
ret z
scf
ret
; 188e
CheckSuperTallGrassTile:: ; 188e
cp $14
ret z
cp $1c
ret
; 1894
CheckCutTreeTile:: ; 1894
cp $12
ret z
cp $1a
ret
; 189a
CheckHeadbuttTreeTile:: ; 189a
cp $15
ret z
cp $1d
ret
; 18a0
CheckCounterTile:: ; 18a0
cp $90
ret z
cp $98
ret
; 18a6
CheckPitTile:: ; 18a6
cp $60
ret z
cp $68
ret
; 18ac
CheckIceTile:: ; 18ac
cp $23
ret z
cp $2b
ret z
scf
ret
; 18b4
CheckWhirlpoolTile:: ; 18b4
nop
cp $24
ret z
cp $2c
ret z
scf
ret
; 18bd
CheckWaterfallTile:: ; 18bd
cp $33
ret z
cp $3b
ret
; 18c3
CheckStandingOnEntrance:: ; 18c3
ld a, [PlayerStandingTile]
cp $71 ; door
ret z
cp $79
ret z
cp $7a ; stairs
ret z
cp $7b ; cave
ret
; 18d2
GetMapObject:: ; 18d2
; Return the location of map object a in bc.
ld hl, MapObjects
ld bc, OBJECT_LENGTH
call AddNTimes
ld b, h
ld c, l
ret
; 18de
CheckObjectVisibility:: ; 18de
; Sets carry if the object is not visible on the screen.
ld [hMapObjectIndexBuffer], a
call GetMapObject
ld hl, MAPOBJECT_OBJECT_STRUCT_ID
add hl, bc
ld a, [hl]
cp -1
jr z, .not_visible
ld [hObjectStructIndexBuffer], a
call GetObjectStruct
and a
ret
.not_visible
scf
ret
; 18f5
CheckObjectTime:: ; 18f5
ld hl, MAPOBJECT_HOUR
add hl, bc
ld a, [hl]
cp -1
jr nz, .check_hour
ld hl, MAPOBJECT_TIMEOFDAY
add hl, bc
ld a, [hl]
cp -1
jr z, .timeofday_always
ld hl, .TimeOfDayValues_191e
ld a, [TimeOfDay]
add l
ld l, a
jr nc, .ok
inc h
.ok
ld a, [hl]
ld hl, MAPOBJECT_TIMEOFDAY
add hl, bc
and [hl]
jr nz, .timeofday_always
scf
ret
.timeofday_always
and a
ret
.TimeOfDayValues_191e:
db 1 << MORN ; 1
db 1 << DAY ; 2
db 1 << NITE ; 4
.check_hour
ld hl, MAPOBJECT_HOUR
add hl, bc
ld d, [hl]
ld hl, MAPOBJECT_TIMEOFDAY
add hl, bc
ld e, [hl]
ld hl, hHours
ld a, d
cp e
jr z, .yes
jr c, .check_timeofday
ld a, [hl]
cp d
jr nc, .yes
cp e
jr c, .yes
jr z, .yes
jr .no
.check_timeofday
ld a, e
cp [hl]
jr c, .no
ld a, [hl]
cp d
jr nc, .yes
jr .no
.yes
and a
ret
.no
scf
ret
; 194d
; XXX
ld [hMapObjectIndexBuffer], a
call GetMapObject
call CopyObjectStruct
ret
; 1956
_CopyObjectStruct:: ; 1956
ld [hMapObjectIndexBuffer], a
call UnmaskObject
ld a, [hMapObjectIndexBuffer]
call GetMapObject
callba CopyObjectStruct
ret
; 1967
ApplyDeletionToMapObject:: ; 1967
ld [hMapObjectIndexBuffer], a
call GetMapObject
ld hl, MAPOBJECT_OBJECT_STRUCT_ID
add hl, bc
ld a, [hl]
cp -1
ret z ; already hidden
ld [hl], -1
push af
call .CheckStopFollow
pop af
call GetObjectStruct
callba DeleteMapObject
ret
.CheckStopFollow:
ld hl, wObjectFollow_Leader
cp [hl]
jr z, .ok
ld hl, wObjectFollow_Follower
cp [hl]
ret nz
.ok
callba StopFollow
ld a, -1
ld [wObjectFollow_Leader], a
ld [wObjectFollow_Follower], a
ret
; 199f
DeleteObjectStruct:: ; 199f
call ApplyDeletionToMapObject
call MaskObject
ret
; 19a6
CopyPlayerObjectTemplate:: ; 19a6
push hl
call GetMapObject
ld d, b
ld e, c
ld a, -1
ld [de], a
inc de
pop hl
ld bc, OBJECT_LENGTH - 1
call CopyBytes
ret
; 19b8
; XXX
call GetMapObject
ld hl, MAPOBJECT_OBJECT_STRUCT_ID
add hl, bc
ld a, [hl]
push af
ld [hl], -1
inc hl
ld bc, OBJECT_LENGTH - 1
xor a
call ByteFill
pop af
cp -1
ret z
cp $d
ret nc
ld b, a
ld a, [wObjectFollow_Leader]
cp b
jr nz, .ok
ld a, -1
ld [wObjectFollow_Leader], a
.ok
ld a, b
call GetObjectStruct
callba DeleteMapObject
ret
; 19e9
LoadMovementDataPointer:: ; 19e9
; Load the movement data pointer for person a.
ld [wMovementPerson], a
ld a, [hROMBank]
ld [wMovementDataPointer], a
ld a, l
ld [wMovementDataPointer + 1], a
ld a, h
ld [wMovementDataPointer + 2], a
ld a, [wMovementPerson]
call CheckObjectVisibility
ret c
ld hl, OBJECT_MOVEMENTTYPE
add hl, bc
ld [hl], SPRITEMOVEDATA_SCRIPTED
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_00
ld hl, VramState
set 7, [hl]
and a
ret
; 1a13
FindFirstEmptyObjectStruct:: ; 1a13
; Returns the index of the first empty object struct in A and its address in HL, then sets carry.
; If all object structs are occupied, A = 0 and Z is set.
; Preserves BC and DE.
push bc
push de
ld hl, ObjectStructs
ld de, OBJECT_STRUCT_LENGTH
ld c, NUM_OBJECT_STRUCTS
.loop
ld a, [hl]
and a
jr z, .break
add hl, de
dec c
jr nz, .loop
xor a
jr .done
.break
ld a, NUM_OBJECT_STRUCTS
sub c
scf
.done
pop de
pop bc
ret
; 1a2f
GetSpriteMovementFunction:: ; 1a2f
ld hl, OBJECT_MOVEMENTTYPE
add hl, bc
ld a, [hl]
cp NUM_SPRITEMOVEDATA
jr c, .ok
xor a
.ok
ld hl, SpriteMovementData
ld e, a
ld d, 0
rept SPRITEMOVEDATA_FIELDS
add hl,de
endr
ld a, [hl]
ret
; 1a47
GetInitialFacing:: ; 1a47
push bc
push de
ld e, a
ld d, 0
ld hl, SpriteMovementData + 1 ; init facing
rept SPRITEMOVEDATA_FIELDS
add hl,de
endr
ld a, BANK(SpriteMovementData)
call GetFarByte
add a
add a
and $c
pop de
pop bc
ret
; 1a61
CopySpriteMovementData:: ; 1a61
ld l, a
ld a, [hROMBank]
push af
ld a, BANK(SpriteMovementData)
rst Bankswitch
ld a, l
push bc
call .CopyData
pop bc
pop af
rst Bankswitch
ret
; 1a71
.CopyData: ; 1a71
ld hl, OBJECT_MOVEMENTTYPE
add hl, de
ld [hl], a
push de
ld e, a
ld d, 0
ld hl, SpriteMovementData + 1 ; init facing
rept SPRITEMOVEDATA_FIELDS
add hl, de
endr
ld b, h
ld c, l
pop de
ld a, [bc]
inc bc
rlca
rlca
and %00001100
ld hl, OBJECT_FACING
add hl, de
ld [hl], a
ld a, [bc]
inc bc
ld hl, OBJECT_ACTION
add hl, de
ld [hl], a
ld a, [bc]
inc bc
ld hl, OBJECT_FLAGS1
add hl, de
ld [hl], a
ld a, [bc]
inc bc
ld hl, OBJECT_FLAGS2
add hl, de
ld [hl], a
ld a, [bc]
inc bc
ld hl, OBJECT_PALETTE
add hl, de
ld [hl], a
ret
; 1aae
_GetMovementByte:: ; 1aae
; Switch to the movement data bank
ld a, [hROMBank]
push af
ld a, [hli]
rst Bankswitch
; Load the current script byte as given by OBJECT_MOVEMENT_BYTE_INDEX, and increment OBJECT_MOVEMENT_BYTE_INDEX
ld a, [hli]
ld d, [hl]
ld hl, OBJECT_MOVEMENT_BYTE_INDEX
add hl, bc
add [hl]
ld e, a
ld a, d
adc 0
ld d, a
inc [hl]
ld a, [de]
ld h, a
pop af
rst Bankswitch
ld a, h
ret
; 1ac6
SetVramState_Bit0:: ; 1ac6
ld hl, VramState
set 0, [hl]
ret
; 1acc
ResetVramState_Bit0:: ; 1acc
ld hl, VramState
res 0, [hl]
ret
; 1ad2
UpdateSprites:: ; 1ad2
ld a, [VramState]
bit 0, a
ret z
callba Function55e0
callba _UpdateSprites
ret
; 1ae5
GetObjectStruct:: ; 1ae5
ld bc, OBJECT_STRUCT_LENGTH
ld hl, ObjectStructs
call AddNTimes
ld b, h
ld c, l
ret
; 1af1
DoesObjectHaveASprite:: ; 1af1
ld hl, OBJECT_SPRITE
add hl, bc
ld a, [hl]
and a
ret
; 1af8
SetSpriteDirection:: ; 1af8
; preserves other flags
push af
ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
and %11110011
ld e, a
pop af
and %00001100
or e
ld [hl], a
ret
; 1b07
GetSpriteDirection:: ; 1b07
ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
and %00001100
ret
; 1b0f