2015-12-29 10:15:58 -08:00
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DoPlayerMovement:: ; 80000
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call .GetDPad
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ld a, movement_step_sleep_1
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ld [MovementAnimation], a
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xor a
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ld [wd041], a
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call .TranslateIntoMovement
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ld c, a
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ld a, [MovementAnimation]
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ld [wPlayerNextMovement], a
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ret
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.GetDPad
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ld a, [hJoyDown]
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ld [CurInput], a
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; Standing downhill instead moves down.
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ld hl, BikeFlags
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bit 2, [hl] ; downhill
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ret z
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ld c, a
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and D_PAD
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ret nz
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ld a, c
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or D_DOWN
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ld [CurInput], a
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ret
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; 8002d
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.TranslateIntoMovement
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ld a, [PlayerState]
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cp PLAYER_NORMAL
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jr z, .Normal
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cp PLAYER_SURF
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jr z, .Surf
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cp PLAYER_SURF_PIKA
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jr z, .Surf
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cp PLAYER_BIKE
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jr z, .Normal
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cp PLAYER_SLIP
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jr z, .Ice
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.Normal
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call .CheckForced
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call .GetAction
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call .CheckTile
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ret c
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call .CheckTurning
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ret c
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call .TryStep
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ret c
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call .TryJump
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ret c
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call .CheckWarp
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ret c
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jr .NotMoving
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.Surf
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call .CheckForced
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call .GetAction
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call .CheckTile
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ret c
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call .CheckTurning
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ret c
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call .TrySurf
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ret c
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jr .NotMoving
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.Ice
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call .CheckForced
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call .GetAction
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call .CheckTile
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ret c
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call .CheckTurning
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ret c
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call .TryStep
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ret c
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call .TryJump
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ret c
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call .CheckWarp
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ret c
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ld a, [WalkingDirection]
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cp STANDING
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jr z, .HitWall
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call .BumpSound
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.HitWall
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call .StandInPlace
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xor a
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ret
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.NotMoving
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ld a, [WalkingDirection]
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cp STANDING
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jr z, .Standing
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; Walking into an edge warp won't bump.
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ld a, [EngineBuffer4]
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and a
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jr nz, .CantMove
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call .BumpSound
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.CantMove
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call ._WalkInPlace
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xor a
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ret
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.Standing
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call .StandInPlace
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xor a
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ret
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; 800b7
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.CheckTile: ; 800b7
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; Tiles such as waterfalls and warps move the player
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; in a given direction, overriding input.
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2016-01-10 23:28:09 -08:00
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ld a, [PlayerStandingTile]
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2015-12-29 10:15:58 -08:00
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ld c, a
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call CheckWhirlpoolTile
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jr c, .asm_800c4
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ld a, 3
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scf
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ret
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.asm_800c4
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and $f0
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cp $30 ; moving water
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jr z, .water
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cp $40 ; moving land 1
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jr z, .land1
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cp $50 ; moving land 2
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jr z, .land2
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cp $70 ; warps
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jr z, .warps
|
2016-01-17 21:39:01 -08:00
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jr .no_walk
|
2015-12-29 10:15:58 -08:00
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.water
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ld a, c
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and 3
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ld c, a
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ld b, 0
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ld hl, .water_table
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add hl, bc
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ld a, [hl]
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ld [WalkingDirection], a
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2016-01-17 21:39:01 -08:00
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jr .continue_walk
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2015-12-29 10:15:58 -08:00
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.water_table
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db RIGHT
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db LEFT
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db UP
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db DOWN
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.land1
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ld a, c
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and 7
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ld c, a
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ld b, 0
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ld hl, .land1_table
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add hl, bc
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ld a, [hl]
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cp STANDING
|
2016-01-17 21:39:01 -08:00
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jr z, .no_walk
|
2015-12-29 10:15:58 -08:00
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ld [WalkingDirection], a
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2016-01-17 21:39:01 -08:00
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jr .continue_walk
|
2015-12-29 10:15:58 -08:00
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.land1_table
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db STANDING
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db RIGHT
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db LEFT
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db UP
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db DOWN
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db STANDING
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db STANDING
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db STANDING
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.land2
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ld a, c
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and 7
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ld c, a
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ld b, 0
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ld hl, .land2_table
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add hl, bc
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ld a, [hl]
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cp STANDING
|
2016-01-17 21:39:01 -08:00
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jr z, .no_walk
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2015-12-29 10:15:58 -08:00
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ld [WalkingDirection], a
|
2016-01-17 21:39:01 -08:00
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jr .continue_walk
|
2015-12-29 10:15:58 -08:00
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.land2_table
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db RIGHT
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db LEFT
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db UP
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db DOWN
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db STANDING
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db STANDING
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db STANDING
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db STANDING
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.warps
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ld a, c
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cp $71 ; door
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jr z, .down
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cp $79
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jr z, .down
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cp $7a ; stairs
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jr z, .down
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cp $7b ; cave
|
2016-01-17 21:39:01 -08:00
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jr nz, .no_walk
|
2015-12-29 10:15:58 -08:00
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.down
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ld a, DOWN
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ld [WalkingDirection], a
|
2016-01-17 21:39:01 -08:00
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jr .continue_walk
|
2015-12-29 10:15:58 -08:00
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2016-01-17 21:39:01 -08:00
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.no_walk
|
2015-12-29 10:15:58 -08:00
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xor a
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ret
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2016-01-17 21:39:01 -08:00
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.continue_walk
|
2015-12-29 10:15:58 -08:00
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ld a, STEP_WALK
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call .DoStep
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ld a, 5
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scf
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ret
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; 80147
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.CheckTurning: ; 80147
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; If the player is turning, change direction first. This also lets
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; the player change facing without moving by tapping a direction.
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ld a, [wd04e]
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cp 0
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jr nz, .asm_80169
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ld a, [WalkingDirection]
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cp STANDING
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jr z, .asm_80169
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ld e, a
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ld a, [PlayerDirection]
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rrca
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rrca
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and 3
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cp e
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jr z, .asm_80169
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ld a, STEP_TURN
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|
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call .DoStep
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ld a, 2
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scf
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ret
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.asm_80169
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xor a
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ret
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; 8016b
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.TryStep: ; 8016b
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; Surfing actually calls .TrySurf directly instead of passing through here.
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ld a, [PlayerState]
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|
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cp PLAYER_SURF
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|
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jr z, .TrySurf
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|
|
|
cp PLAYER_SURF_PIKA
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|
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jr z, .TrySurf
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|
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call .CheckLandPerms
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|
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jr c, .bump
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|
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call .CheckNPC
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and a
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jr z, .bump
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|
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cp 2
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jr z, .bump
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|
|
|
|
2016-01-10 23:28:09 -08:00
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ld a, [PlayerStandingTile]
|
2015-12-29 10:15:58 -08:00
|
|
|
call CheckIceTile
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|
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jr nc, .ice
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|
|
|
|
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|
|
; Downhill riding is slower when not moving down.
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|
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call .BikeCheck
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|
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jr nz, .walk
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|
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ld hl, BikeFlags
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|
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bit 2, [hl] ; downhill
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jr z, .fast
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|
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ld a, [WalkingDirection]
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|
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cp DOWN
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|
|
jr z, .fast
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|
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|
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ld a, STEP_WALK
|
|
|
|
call .DoStep
|
|
|
|
scf
|
|
|
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ret
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|
|
.fast
|
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|
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ld a, STEP_BIKE
|
|
|
|
call .DoStep
|
|
|
|
scf
|
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|
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ret
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|
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|
|
|
.walk
|
|
|
|
ld a, STEP_WALK
|
|
|
|
call .DoStep
|
|
|
|
scf
|
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|
|
ret
|
|
|
|
|
|
|
|
.ice
|
|
|
|
ld a, STEP_ICE
|
|
|
|
call .DoStep
|
|
|
|
scf
|
|
|
|
ret
|
|
|
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|
|
|
; unused?
|
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|
|
xor a
|
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|
|
ret
|
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|
|
.bump
|
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xor a
|
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|
ret
|
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|
|
; 801c0
|
|
|
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|
|
.TrySurf: ; 801c0
|
|
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|
|
|
|
|
call .CheckSurfPerms
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|
|
|
ld [wd040], a
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|
|
jr c, .surf_bump
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|
|
|
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|
|
|
call .CheckNPC
|
|
|
|
ld [wd03f], a
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|
and a
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|
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jr z, .surf_bump
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|
|
|
cp 2
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|
|
|
jr z, .surf_bump
|
|
|
|
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|
|
ld a, [wd040]
|
|
|
|
and a
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|
|
jr nz, .ExitWater
|
|
|
|
|
|
|
|
ld a, STEP_WALK
|
|
|
|
call .DoStep
|
|
|
|
scf
|
|
|
|
ret
|
|
|
|
|
|
|
|
.ExitWater
|
|
|
|
call .GetOutOfWater
|
|
|
|
call PlayMapMusic
|
|
|
|
ld a, STEP_WALK
|
|
|
|
call .DoStep
|
|
|
|
ld a, 6
|
|
|
|
scf
|
|
|
|
ret
|
|
|
|
|
|
|
|
.surf_bump
|
|
|
|
xor a
|
|
|
|
ret
|
|
|
|
; 801f3
|
|
|
|
|
|
|
|
.TryJump: ; 801f3
|
2016-01-10 23:28:09 -08:00
|
|
|
ld a, [PlayerStandingTile]
|
2015-12-29 10:15:58 -08:00
|
|
|
ld e, a
|
|
|
|
and $f0
|
|
|
|
cp $a0 ; ledge
|
|
|
|
jr nz, .DontJump
|
|
|
|
|
|
|
|
ld a, e
|
|
|
|
and 7
|
|
|
|
ld e, a
|
|
|
|
ld d, 0
|
|
|
|
ld hl, .data_8021e
|
|
|
|
add hl, de
|
|
|
|
ld a, [FacingDirection]
|
|
|
|
and [hl]
|
|
|
|
jr z, .DontJump
|
|
|
|
|
|
|
|
ld de, SFX_JUMP_OVER_LEDGE
|
|
|
|
call PlaySFX
|
|
|
|
ld a, STEP_LEDGE
|
|
|
|
call .DoStep
|
|
|
|
ld a, 7
|
|
|
|
scf
|
|
|
|
ret
|
|
|
|
|
|
|
|
.DontJump
|
|
|
|
xor a
|
|
|
|
ret
|
|
|
|
|
|
|
|
.data_8021e
|
|
|
|
db FACE_RIGHT
|
|
|
|
db FACE_LEFT
|
|
|
|
db FACE_UP
|
|
|
|
db FACE_DOWN
|
|
|
|
db FACE_RIGHT | FACE_DOWN
|
|
|
|
db FACE_DOWN | FACE_LEFT
|
|
|
|
db FACE_UP | FACE_RIGHT
|
|
|
|
db FACE_UP | FACE_LEFT
|
|
|
|
; 80226
|
|
|
|
|
|
|
|
.CheckWarp: ; 80226
|
|
|
|
|
|
|
|
; Bug: Since no case is made for STANDING here, it will check
|
|
|
|
; [.edgewarps + $ff]. This resolves to $3e at $8035a.
|
|
|
|
; This causes wd041 to be nonzero when standing on tile $3e,
|
|
|
|
; making bumps silent.
|
|
|
|
|
|
|
|
ld a, [WalkingDirection]
|
|
|
|
ld e, a
|
|
|
|
ld d, 0
|
|
|
|
ld hl, .EdgeWarps
|
|
|
|
add hl, de
|
2016-01-10 23:28:09 -08:00
|
|
|
ld a, [PlayerStandingTile]
|
2015-12-29 10:15:58 -08:00
|
|
|
cp [hl]
|
|
|
|
jr nz, .not_warp
|
|
|
|
|
|
|
|
ld a, 1
|
|
|
|
ld [wd041], a
|
|
|
|
ld a, [WalkingDirection]
|
|
|
|
cp STANDING
|
|
|
|
jr z, .not_warp
|
|
|
|
|
|
|
|
ld e, a
|
|
|
|
ld a, [PlayerDirection]
|
|
|
|
rrca
|
|
|
|
rrca
|
|
|
|
and 3
|
|
|
|
cp e
|
|
|
|
jr nz, .not_warp
|
|
|
|
call WarpCheck
|
|
|
|
jr nc, .not_warp
|
|
|
|
|
|
|
|
call .StandInPlace
|
|
|
|
scf
|
|
|
|
ld a, 1
|
|
|
|
ret
|
|
|
|
|
|
|
|
.not_warp
|
|
|
|
xor a
|
|
|
|
ret
|
|
|
|
|
|
|
|
.EdgeWarps
|
|
|
|
db $70, $78, $76, $7e
|
|
|
|
; 8025f
|
|
|
|
|
2016-01-27 09:25:12 -08:00
|
|
|
.DoStep
|
2015-12-29 10:15:58 -08:00
|
|
|
ld e, a
|
|
|
|
ld d, 0
|
|
|
|
ld hl, .Steps
|
|
|
|
add hl, de
|
|
|
|
add hl, de
|
|
|
|
ld a, [hli]
|
|
|
|
ld h, [hl]
|
|
|
|
ld l, a
|
|
|
|
|
|
|
|
ld a, [WalkingDirection]
|
|
|
|
ld e, a
|
|
|
|
cp STANDING
|
|
|
|
jp z, .StandInPlace
|
|
|
|
|
|
|
|
add hl, de
|
|
|
|
ld a, [hl]
|
|
|
|
ld [MovementAnimation], a
|
|
|
|
|
|
|
|
ld hl, .InPlace
|
|
|
|
add hl, de
|
|
|
|
ld a, [hl]
|
|
|
|
ld [wd04e], a
|
|
|
|
|
|
|
|
ld a, 4
|
|
|
|
ret
|
|
|
|
|
|
|
|
.Steps
|
|
|
|
dw .SlowStep
|
|
|
|
dw .NormalStep
|
|
|
|
dw .FastStep
|
|
|
|
dw .JumpStep
|
|
|
|
dw .SlideStep
|
|
|
|
dw .TurningStep
|
|
|
|
dw .BackJumpStep
|
|
|
|
dw .InPlace
|
|
|
|
|
|
|
|
.SlowStep
|
|
|
|
slow_step_down
|
|
|
|
slow_step_up
|
|
|
|
slow_step_left
|
|
|
|
slow_step_right
|
|
|
|
.NormalStep
|
|
|
|
step_down
|
|
|
|
step_up
|
|
|
|
step_left
|
|
|
|
step_right
|
|
|
|
.FastStep
|
|
|
|
big_step_down
|
|
|
|
big_step_up
|
|
|
|
big_step_left
|
|
|
|
big_step_right
|
|
|
|
.JumpStep
|
|
|
|
jump_step_down
|
|
|
|
jump_step_up
|
|
|
|
jump_step_left
|
|
|
|
jump_step_right
|
|
|
|
.SlideStep
|
|
|
|
fast_slide_step_down
|
|
|
|
fast_slide_step_up
|
|
|
|
fast_slide_step_left
|
|
|
|
fast_slide_step_right
|
|
|
|
.BackJumpStep
|
|
|
|
jump_step_up
|
|
|
|
jump_step_down
|
|
|
|
jump_step_right
|
|
|
|
jump_step_left
|
|
|
|
.TurningStep
|
|
|
|
turn_step_down
|
|
|
|
turn_step_up
|
|
|
|
turn_step_left
|
|
|
|
turn_step_right
|
|
|
|
.InPlace
|
|
|
|
db $80 + movement_turn_head_down
|
|
|
|
db $80 + movement_turn_head_up
|
|
|
|
db $80 + movement_turn_head_left
|
|
|
|
db $80 + movement_turn_head_right
|
|
|
|
; 802b3
|
|
|
|
|
|
|
|
.StandInPlace: ; 802b3
|
|
|
|
ld a, 0
|
|
|
|
ld [wd04e], a
|
|
|
|
ld a, movement_step_sleep_1
|
|
|
|
ld [MovementAnimation], a
|
|
|
|
xor a
|
|
|
|
ret
|
|
|
|
; 802bf
|
|
|
|
|
|
|
|
._WalkInPlace: ; 802bf
|
|
|
|
ld a, 0
|
|
|
|
ld [wd04e], a
|
|
|
|
ld a, movement_step_bump
|
|
|
|
ld [MovementAnimation], a
|
|
|
|
xor a
|
|
|
|
ret
|
|
|
|
; 802cb
|
|
|
|
|
|
|
|
.CheckForced: ; 802cb
|
|
|
|
; When sliding on ice, input is forced to remain in the same direction.
|
|
|
|
|
|
|
|
call CheckStandingOnIce
|
|
|
|
ret nc
|
|
|
|
|
|
|
|
ld a, [wd04e]
|
|
|
|
cp 0
|
|
|
|
ret z
|
|
|
|
|
|
|
|
and 3
|
|
|
|
ld e, a
|
|
|
|
ld d, 0
|
|
|
|
ld hl, .forced_dpad
|
|
|
|
add hl, de
|
|
|
|
ld a, [CurInput]
|
|
|
|
and BUTTONS
|
|
|
|
or [hl]
|
|
|
|
ld [CurInput], a
|
|
|
|
ret
|
|
|
|
|
|
|
|
.forced_dpad
|
|
|
|
db D_DOWN, D_UP, D_LEFT, D_RIGHT
|
|
|
|
; 802ec
|
|
|
|
|
|
|
|
.GetAction: ; 802ec
|
|
|
|
; Poll player input and update movement info.
|
|
|
|
|
|
|
|
ld hl, .table
|
|
|
|
ld de, .table2 - .table1
|
|
|
|
ld a, [CurInput]
|
|
|
|
bit D_DOWN_F, a
|
|
|
|
jr nz, .d_down
|
|
|
|
bit D_UP_F, a
|
|
|
|
jr nz, .d_up
|
|
|
|
bit D_LEFT_F, a
|
|
|
|
jr nz, .d_left
|
|
|
|
bit D_RIGHT_F, a
|
|
|
|
jr nz, .d_right
|
|
|
|
; Standing
|
|
|
|
jr .update
|
|
|
|
|
|
|
|
.d_down add hl, de
|
|
|
|
.d_up add hl, de
|
|
|
|
.d_left add hl, de
|
|
|
|
.d_right add hl, de
|
|
|
|
|
|
|
|
.update
|
|
|
|
ld a, [hli]
|
|
|
|
ld [WalkingDirection], a
|
|
|
|
ld a, [hli]
|
|
|
|
ld [FacingDirection], a
|
|
|
|
ld a, [hli]
|
|
|
|
ld [WalkingX], a
|
|
|
|
ld a, [hli]
|
|
|
|
ld [WalkingY], a
|
|
|
|
ld a, [hli]
|
|
|
|
ld h, [hl]
|
|
|
|
ld l, a
|
|
|
|
ld a, [hl]
|
|
|
|
ld [WalkingTile], a
|
|
|
|
ret
|
|
|
|
|
|
|
|
.table
|
|
|
|
; struct:
|
|
|
|
; walk direction
|
|
|
|
; facing
|
|
|
|
; x movement
|
|
|
|
; y movement
|
|
|
|
; tile collision pointer
|
|
|
|
.table1
|
|
|
|
db STANDING, FACE_CURRENT, 0, 0
|
2016-01-10 23:28:09 -08:00
|
|
|
dw PlayerStandingTile
|
2015-12-29 10:15:58 -08:00
|
|
|
.table2
|
|
|
|
db RIGHT, FACE_RIGHT, 1, 0
|
|
|
|
dw TileRight
|
|
|
|
db LEFT, FACE_LEFT, -1, 0
|
|
|
|
dw TileLeft
|
|
|
|
db UP, FACE_UP, 0, -1
|
|
|
|
dw TileUp
|
|
|
|
db DOWN, FACE_DOWN, 0, 1
|
|
|
|
dw TileDown
|
|
|
|
; 80341
|
|
|
|
|
|
|
|
.CheckNPC: ; 80341
|
|
|
|
; Returns 0 if there is an NPC in front that you can't move
|
|
|
|
; Returns 1 if there is no NPC in front
|
|
|
|
; Returns 2 if there is a movable NPC in front
|
|
|
|
ld a, 0
|
|
|
|
ld [hMapObjectIndexBuffer], a
|
|
|
|
; Load the next X coordinate into d
|
2016-01-10 23:28:09 -08:00
|
|
|
ld a, [PlayerStandingMapX]
|
2015-12-29 10:15:58 -08:00
|
|
|
ld d, a
|
|
|
|
ld a, [WalkingX]
|
|
|
|
add d
|
|
|
|
ld d, a
|
|
|
|
; Load the next Y coordinate into e
|
2016-01-10 23:28:09 -08:00
|
|
|
ld a, [PlayerStandingMapY]
|
2015-12-29 10:15:58 -08:00
|
|
|
ld e, a
|
|
|
|
ld a, [WalkingY]
|
|
|
|
add e
|
|
|
|
ld e, a
|
|
|
|
; Find an object struct with coordinates equal to d,e
|
|
|
|
ld bc, ObjectStructs ; redundant
|
|
|
|
callba IsNPCAtCoord
|
|
|
|
jr nc, .is_npc
|
|
|
|
call .CheckStrengthBoulder
|
|
|
|
jr c, .no_bump
|
|
|
|
|
|
|
|
xor a
|
|
|
|
ret
|
|
|
|
|
|
|
|
.is_npc
|
|
|
|
ld a, 1
|
|
|
|
ret
|
|
|
|
|
|
|
|
.no_bump
|
|
|
|
ld a, 2
|
|
|
|
ret
|
|
|
|
; 8036f
|
|
|
|
|
|
|
|
.CheckStrengthBoulder: ; 8036f
|
|
|
|
|
|
|
|
ld hl, BikeFlags
|
|
|
|
bit 0, [hl] ; using strength
|
|
|
|
jr z, .not_boulder
|
|
|
|
|
|
|
|
ld hl, OBJECT_DIRECTION_WALKING
|
|
|
|
add hl, bc
|
|
|
|
ld a, [hl]
|
|
|
|
cp STANDING
|
|
|
|
jr nz, .not_boulder
|
|
|
|
|
|
|
|
ld hl, OBJECT_PALETTE
|
|
|
|
add hl, bc
|
|
|
|
bit 6, [hl]
|
|
|
|
jr z, .not_boulder
|
|
|
|
|
|
|
|
ld hl, OBJECT_FLAGS2
|
|
|
|
add hl, bc
|
|
|
|
set 2, [hl]
|
|
|
|
|
|
|
|
ld a, [WalkingDirection]
|
|
|
|
ld d, a
|
|
|
|
ld hl, OBJECT_RANGE
|
|
|
|
add hl, bc
|
|
|
|
ld a, [hl]
|
|
|
|
and $fc
|
|
|
|
or d
|
|
|
|
ld [hl], a
|
|
|
|
|
|
|
|
scf
|
|
|
|
ret
|
|
|
|
|
|
|
|
.not_boulder
|
|
|
|
xor a
|
|
|
|
ret
|
|
|
|
; 8039e
|
|
|
|
|
|
|
|
.CheckLandPerms: ; 8039e
|
|
|
|
; Return 0 if walking onto land and tile permissions allow it.
|
|
|
|
; Otherwise, return carry.
|
|
|
|
|
|
|
|
ld a, [TilePermissions]
|
|
|
|
ld d, a
|
|
|
|
ld a, [FacingDirection]
|
|
|
|
and d
|
|
|
|
jr nz, .NotWalkable
|
|
|
|
|
|
|
|
ld a, [WalkingTile]
|
|
|
|
call .CheckWalkable
|
|
|
|
jr c, .NotWalkable
|
|
|
|
|
|
|
|
xor a
|
|
|
|
ret
|
|
|
|
|
|
|
|
.NotWalkable
|
|
|
|
scf
|
|
|
|
ret
|
|
|
|
; 803b4
|
|
|
|
|
|
|
|
.CheckSurfPerms: ; 803b4
|
|
|
|
; Return 0 if moving in water, or 1 if moving onto land.
|
|
|
|
; Otherwise, return carry.
|
|
|
|
|
|
|
|
ld a, [TilePermissions]
|
|
|
|
ld d, a
|
|
|
|
ld a, [FacingDirection]
|
|
|
|
and d
|
|
|
|
jr nz, .NotSurfable
|
|
|
|
|
|
|
|
ld a, [WalkingTile]
|
|
|
|
call .CheckSurfable
|
|
|
|
jr c, .NotSurfable
|
|
|
|
|
|
|
|
and a
|
|
|
|
ret
|
|
|
|
|
|
|
|
.NotSurfable
|
|
|
|
scf
|
|
|
|
ret
|
|
|
|
; 803ca
|
|
|
|
|
|
|
|
.BikeCheck: ; 803ca
|
|
|
|
|
|
|
|
ld a, [PlayerState]
|
|
|
|
cp PLAYER_BIKE
|
|
|
|
ret z
|
|
|
|
cp PLAYER_SLIP
|
|
|
|
ret
|
|
|
|
; 803d3
|
|
|
|
|
|
|
|
.CheckWalkable: ; 803d3
|
|
|
|
; Return 0 if tile a is land. Otherwise, return carry.
|
|
|
|
|
|
|
|
call GetTileCollision
|
|
|
|
and a ; land
|
|
|
|
ret z
|
|
|
|
scf
|
|
|
|
ret
|
|
|
|
; 803da
|
|
|
|
|
|
|
|
.CheckSurfable: ; 803da
|
|
|
|
; Return 0 if tile a is water, or 1 if land.
|
|
|
|
; Otherwise, return carry.
|
|
|
|
|
|
|
|
call GetTileCollision
|
|
|
|
cp 1
|
|
|
|
jr z, .Water
|
|
|
|
|
|
|
|
; Can walk back onto land from water.
|
|
|
|
and a
|
|
|
|
jr z, .Land
|
|
|
|
|
|
|
|
jr .Neither
|
|
|
|
|
|
|
|
.Water
|
|
|
|
xor a
|
|
|
|
ret
|
|
|
|
|
|
|
|
.Land
|
|
|
|
ld a, 1
|
|
|
|
and a
|
|
|
|
ret
|
|
|
|
|
|
|
|
.Neither
|
|
|
|
scf
|
|
|
|
ret
|
|
|
|
; 803ee
|
|
|
|
|
|
|
|
.BumpSound: ; 803ee
|
|
|
|
|
|
|
|
call CheckSFX
|
|
|
|
ret c
|
|
|
|
ld de, SFX_BUMP
|
|
|
|
call PlaySFX
|
|
|
|
ret
|
|
|
|
; 803f9
|
|
|
|
|
|
|
|
.GetOutOfWater: ; 803f9
|
|
|
|
push bc
|
|
|
|
ld a, PLAYER_NORMAL
|
|
|
|
ld [PlayerState], a
|
|
|
|
call ReplaceKrisSprite ; UpdateSprites
|
|
|
|
pop bc
|
|
|
|
ret
|
|
|
|
; 80404
|
|
|
|
|
|
|
|
CheckStandingOnIce:: ; 80404
|
|
|
|
ld a, [wd04e]
|
|
|
|
cp 0
|
|
|
|
jr z, .not_ice
|
|
|
|
cp $f0
|
|
|
|
jr z, .not_ice
|
2016-01-10 23:28:09 -08:00
|
|
|
ld a, [PlayerStandingTile]
|
2015-12-29 10:15:58 -08:00
|
|
|
call CheckIceTile
|
|
|
|
jr nc, .yep
|
|
|
|
ld a, [PlayerState]
|
|
|
|
cp PLAYER_SLIP
|
|
|
|
jr nz, .not_ice
|
|
|
|
|
|
|
|
.yep
|
|
|
|
scf
|
|
|
|
ret
|
|
|
|
|
|
|
|
.not_ice
|
|
|
|
and a
|
|
|
|
ret
|
|
|
|
; 80422
|
|
|
|
|
|
|
|
Function80422:: ; 80422
|
|
|
|
ld hl, wPlayerNextMovement
|
|
|
|
ld a, movement_step_sleep_1
|
|
|
|
cp [hl]
|
|
|
|
ret z
|
|
|
|
|
|
|
|
ld [hl], a
|
|
|
|
ld a, 0
|
|
|
|
ld [wd04e], a
|
|
|
|
ret
|
|
|
|
; 80430
|