pokecrystal-board/engine/overworld/events.asm

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INCLUDE "constants.asm"
SECTION "Events", ROMX
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OverworldLoop::
xor a
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ld [wMapStatus], a
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.loop
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ld a, [wMapStatus]
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ld hl, .jumps
rst JumpTable
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ld a, [wMapStatus]
cp 3 ; done
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jr nz, .loop
.done
ret
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.jumps
dw StartMap
dw EnterMap
dw HandleMap
dw .done
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DisableEvents:
xor a
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ld [wScriptFlags3], a
ret
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EnableEvents::
ld a, $ff
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ld [wScriptFlags3], a
ret
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CheckBit5_ScriptFlags3:
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ld hl, wScriptFlags3
bit 5, [hl]
ret
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DisableWarpsConnxns:
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ld hl, wScriptFlags3
res 2, [hl]
ret
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DisableCoordEvents:
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ld hl, wScriptFlags3
res 1, [hl]
ret
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DisableStepCount:
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ld hl, wScriptFlags3
res 0, [hl]
ret
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DisableWildEncounters:
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ld hl, wScriptFlags3
res 4, [hl]
ret
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EnableWarpsConnxns:
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ld hl, wScriptFlags3
set 2, [hl]
ret
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EnableCoordEvents:
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ld hl, wScriptFlags3
set 1, [hl]
ret
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EnableStepCount:
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ld hl, wScriptFlags3
set 0, [hl]
ret
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EnableWildEncounters:
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ld hl, wScriptFlags3
set 4, [hl]
ret
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CheckWarpConnxnScriptFlag:
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ld hl, wScriptFlags3
bit 2, [hl]
ret
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CheckCoordEventScriptFlag:
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ld hl, wScriptFlags3
bit 1, [hl]
ret
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CheckStepCountScriptFlag:
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ld hl, wScriptFlags3
bit 0, [hl]
ret
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CheckWildEncountersScriptFlag:
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ld hl, wScriptFlags3
bit 4, [hl]
ret
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StartMap:
xor a
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ld [wScriptVar], a
xor a
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ld [wScriptRunning], a
ld hl, wMapStatus
ld bc, wMapStatusEnd - wMapStatus
call ByteFill
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farcall InitCallReceiveDelay
call ClearJoypad
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EnterMap:
xor a
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ld [wXYComparePointer], a
ld [wXYComparePointer + 1], a
call SetUpFiveStepWildEncounterCooldown
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farcall RunMapSetupScript
call DisableEvents
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ld a, [hMapEntryMethod]
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cp MAPSETUP_CONNECTION
jr nz, .dont_enable
call EnableEvents
.dont_enable
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ld a, [hMapEntryMethod]
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cp MAPSETUP_RELOADMAP
jr nz, .dontresetpoison
xor a
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ld [wPoisonStepCount], a
.dontresetpoison
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xor a ; end map entry
ld [hMapEntryMethod], a
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ld a, 2 ; HandleMap
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ld [wMapStatus], a
ret
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UnusedWait30Frames:
ld c, 30
call DelayFrames
ret
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HandleMap:
call ResetOverworldDelay
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call HandleMapTimeAndJoypad
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farcall HandleCmdQueue ; no need to farcall
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call MapEvents
; Not immediately entering a connected map will cause problems.
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ld a, [wMapStatus]
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cp 2 ; HandleMap
ret nz
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call HandleMapObjects
call NextOverworldFrame
call HandleMapBackground
call CheckPlayerState
ret
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MapEvents:
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ld a, [wMapEventStatus]
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ld hl, .jumps
rst JumpTable
ret
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.jumps
dw .events
dw .no_events
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.events
call PlayerEvents
call DisableEvents
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farcall ScriptEvents
ret
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.no_events
ret
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MaxOverworldDelay:
db 2
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ResetOverworldDelay:
ld a, [MaxOverworldDelay]
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ld [wOverworldDelay], a
ret
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NextOverworldFrame:
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ld a, [wOverworldDelay]
and a
ret z
ld c, a
call DelayFrames
ret
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HandleMapTimeAndJoypad:
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ld a, [wMapEventStatus]
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cp 1 ; no events
ret z
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call UpdateTime
call GetJoypad
call TimeOfDayPals
ret
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HandleMapObjects:
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farcall HandleNPCStep ; engine/map_objects.asm
farcall _HandlePlayerStep
call _CheckObjectEnteringVisibleRange
ret
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HandleMapBackground:
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farcall _UpdateSprites
farcall ScrollScreen
farcall PlaceMapNameSign
ret
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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
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ld a, 0 ; events
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ld [wMapEventStatus], a
ret
.noevents
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ld a, 1 ; no events
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ld [wMapEventStatus], a
ret
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_CheckObjectEnteringVisibleRange:
ld hl, wPlayerStepFlags
bit 6, [hl]
ret z
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farcall CheckObjectEnteringVisibleRange
ret
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PlayerEvents:
xor a
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; If there's already a player event, don't interrupt it.
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ld a, [wScriptRunning]
and a
ret nz
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call Dummy_CheckScriptFlags3Bit5 ; This is a waste of time
call CheckTrainerBattle3
jr c, .ok
call CheckTileEvent
jr c, .ok
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call RunMemScript
jr c, .ok
call RunSceneScript
jr c, .ok
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call CheckTimeEvents
jr c, .ok
call OWPlayerInput
jr c, .ok
xor a
ret
.ok
push af
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farcall EnableScriptMode
pop af
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ld [wScriptRunning], a
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call DoPlayerEvent
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ld a, [wScriptRunning]
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cp PLAYEREVENT_CONNECTION
jr z, .ok2
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cp PLAYEREVENT_JOYCHANGEFACING
jr z, .ok2
xor a
ld [wLandmarkSignTimer], a
.ok2
scf
ret
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CheckTrainerBattle3:
nop
nop
call CheckTrainerBattle2
jr nc, .nope
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ld a, PLAYEREVENT_SEENBYTRAINER
scf
ret
.nope
xor a
ret
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CheckTileEvent:
; Check for warps, coord events, or wild battles.
call CheckWarpConnxnScriptFlag
jr z, .connections_disabled
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farcall CheckMovingOffEdgeOfMap
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jr c, .map_connection
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call CheckWarpTile
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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
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.map_connection
ld a, PLAYEREVENT_CONNECTION
scf
ret
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.warp_tile
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ld a, [wPlayerStandingTile]
call CheckPitTile
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jr nz, .not_pit
ld a, PLAYEREVENT_FALL
scf
ret
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.not_pit
ld a, PLAYEREVENT_WARP
scf
ret
.coord_event
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ld hl, wCurCoordEventScriptAddr
ld a, [hli]
ld h, [hl]
ld l, a
call GetMapScriptsBank
call CallScript
ret
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CheckWildEncounterCooldown::
ld hl, wWildEncounterCooldown
ld a, [hl]
and a
ret z
dec [hl]
ret z
scf
ret
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SetUpFiveStepWildEncounterCooldown:
ld a, 5
ld [wWildEncounterCooldown], a
ret
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ret_968d7:
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ret
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SetMinTwoStepWildEncounterCooldown:
ld a, [wWildEncounterCooldown]
cp 2
ret nc
ld a, 2
ld [wWildEncounterCooldown], a
ret
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Dummy_CheckScriptFlags3Bit5:
call CheckBit5_ScriptFlags3
ret z
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call ret_2f3e
ret
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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
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add hl, de
endr
call GetMapScriptsBank
call GetFarHalfword
call GetMapScriptsBank
call CallScript
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ld hl, wScriptFlags
res 3, [hl]
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farcall EnableScriptMode
farcall ScriptEvents
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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
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CheckTimeEvents:
ld a, [wLinkMode]
and a
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jr nz, .nothing
ld hl, wStatusFlags2
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bit STATUSFLAGS2_BUG_CONTEST_TIMER_F, [hl]
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jr z, .do_daily
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farcall CheckBugContestTimer
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jr c, .end_bug_contest
xor a
ret
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.do_daily
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farcall CheckDailyResetTimer
farcall CheckPokerusTick
farcall CheckPhoneCall
ret c
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.nothing
xor a
ret
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.end_bug_contest
ld a, BANK(BugCatchingContestOverScript)
ld hl, BugCatchingContestOverScript
call CallScript
scf
ret
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.unused
ld a, 8
scf
ret
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OWPlayerInput:
call PlayerMovement
ret c
and a
jr nz, .NoAction
; Can't perform button actions while sliding on ice.
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farcall CheckStandingOnIce
jr c, .NoAction
call CheckAPressOW
jr c, .Action
call CheckMenuOW
jr c, .Action
.NoAction:
xor a
ret
.Action:
push af
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farcall StopPlayerForEvent
pop af
scf
ret
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CheckAPressOW:
ld a, [hJoyPressed]
and A_BUTTON
ret z
call TryObjectEvent
ret c
call TryBGEvent
ret c
call TryTileCollisionEvent
ret c
xor a
ret
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PlayTalkObject:
push de
ld de, SFX_READ_TEXT_2
call PlaySFX
pop de
ret
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TryObjectEvent:
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farcall CheckFacingObject
jr c, .IsObject
xor a
ret
.IsObject:
call PlayTalkObject
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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
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.script
ld hl, MAPOBJECT_SCRIPT_POINTER
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
call GetMapScriptsBank
call CallScript
ret
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.itemball
ld hl, MAPOBJECT_SCRIPT_POINTER
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
call GetMapScriptsBank
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ld de, wEngineBuffer1
ld bc, 2
call FarCopyBytes
ld a, PLAYEREVENT_ITEMBALL
scf
ret
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.trainer
call TalkToTrainer
ld a, PLAYEREVENT_TALKTOTRAINER
scf
ret
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.three
xor a
ret
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.four
xor a
ret
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.five
xor a
ret
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.six
xor a
ret
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TryBGEvent:
call CheckFacingBGEvent
jr c, .is_bg_event
xor a
ret
.is_bg_event:
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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
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ld a, [wPlayerDirection]
and %1100
cp b
jp nz, .dontread
.read
call PlayTalkObject
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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
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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
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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
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inc hl
call GetMapScriptsBank
call GetFarHalfword
call GetMapScriptsBank
call CallScript
scf
ret
.dontread
xor a
ret
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CheckBGEventFlag:
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ld hl, wEngineBuffer4
ld a, [hli]
ld h, [hl]
ld l, a
push hl
call GetMapScriptsBank
call GetFarHalfword
ld e, l
ld d, h
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ld b, CHECK_FLAG
call EventFlagAction
ld a, c
and a
pop hl
ret
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PlayerMovement:
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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
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.four
xor a
ld c, a
ret
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.seven
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call ret_968d7 ; mobile
xor a
ld c, a
ret
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.one
ld a, 5
ld c, a
scf
ret
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.two
ld a, 9
ld c, a
scf
ret
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.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
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.six
ld a, -1
ld c, a
and a
ret
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CheckMenuOW:
xor a
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ld [hMenuReturn], a
ld [hMenuReturn + 1], a
ld a, [hJoyPressed]
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bit SELECT_F, a
jr nz, .Select
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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
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StartMenuScript:
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callasm StartMenu
jump StartMenuCallback
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SelectMenuScript:
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callasm SelectMenu
jump SelectMenuCallback
StartMenuCallback:
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SelectMenuCallback:
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copybytetovar hMenuReturn
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ifequal HMENURETURN_SCRIPT, .Script
ifequal HMENURETURN_ASM, .Asm
end
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.Script:
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ptjump wQueuedScriptBank
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.Asm:
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ptcallasm wQueuedScriptBank
end
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CountStep:
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; Don't count steps in link communication rooms.
ld a, [wLinkMode]
and a
jr nz, .done
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; If there is a special phone call, don't count the step.
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farcall CheckSpecialPhoneCall
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jr c, .doscript
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; If Repel wore off, don't count the step.
call DoRepelStep
jr c, .doscript
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; Count the step for poison and total steps
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ld hl, wPoisonStepCount
inc [hl]
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ld hl, wStepCount
inc [hl]
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; Every 256 steps, increase the happiness of all your Pokemon.
jr nz, .skip_happiness
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farcall StepHappiness
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.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.
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ld a, [wStepCount]
cp $80
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jr nz, .skip_egg
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farcall DoEggStep
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jr nz, .hatch
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.skip_egg
; Increase the EXP of (both) DayCare Pokemon by 1.
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farcall DayCareStep
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; Every four steps, deal damage to all Poisoned Pokemon
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ld hl, wPoisonStepCount
ld a, [hl]
cp 4
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jr c, .skip_poison
ld [hl], 0
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farcall DoPoisonStep
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jr c, .doscript
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.skip_poison
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farcall DoBikeStep
.done
xor a
ret
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.doscript
ld a, -1
scf
ret
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.hatch
ld a, 8
scf
ret
; unused
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.unreferenced
ld a, 7
scf
ret
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DoRepelStep:
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ld a, [wRepelEffect]
and a
ret z
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dec a
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ld [wRepelEffect], a
ret nz
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ld a, BANK(RepelWoreOffScript)
ld hl, RepelWoreOffScript
call CallScript
scf
ret
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DoPlayerEvent:
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ld a, [wScriptRunning]
and a
ret z
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cp PLAYEREVENT_MAPSCRIPT ; run script
ret z
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cp NUM_PLAYER_EVENTS
ret nc
ld c, a
ld b, 0
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ld hl, PlayerEventScriptPointers
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add hl, bc
add hl, bc
add hl, bc
ld a, [hli]
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ld [wScriptBank], a
ld a, [hli]
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ld [wScriptPos], a
ld a, [hl]
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ld [wScriptPos + 1], a
ret
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PlayerEventScriptPointers:
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dba Invalid_0x96c2d ; 0
dba SeenByTrainerScript ; 1
dba TalkToTrainerScript ; 2
dba FindItemInBallScript ; 3
dba EdgeWarpScript ; 4
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dba WarpToNewMapScript ; 5
dba FallIntoMapScript ; 6
dba Script_OverworldWhiteout ; 7
dba HatchEggScript ; 8
dba ChangeDirectionScript ; 9
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dba Invalid_0x96c2d ; 10
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Invalid_0x96c2d:
end
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; unused
end
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HatchEggScript:
callasm OverworldHatchEgg
end
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WarpToNewMapScript:
warpsound
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newloadmap MAPSETUP_DOOR
end
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FallIntoMapScript:
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newloadmap MAPSETUP_FALL
playsound SFX_KINESIS
applymovement PLAYER, MovementData_0x96c48
playsound SFX_STRENGTH
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scall LandAfterPitfallScript
end
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MovementData_0x96c48:
skyfall
step_end
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LandAfterPitfallScript:
earthquake 16
end
EdgeWarpScript: ; 4
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reloadandreturn MAPSETUP_CONNECTION
ChangeDirectionScript: ; 9
deactivatefacing 3
callasm EnableWildEncounters
end
INCLUDE "engine/overworld/scripting.asm"
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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, 6
ld c, 4
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 5
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