pokecrystal-board/engine/overworld/npc_movement.asm

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CanObjectMoveInDirection:
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ld hl, OBJECT_PALETTE
add hl, bc
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bit SWIMMING_F, [hl]
jr z, .not_swimming
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ld hl, OBJECT_FLAGS1
add hl, bc
bit NOCLIP_TILES_F, [hl] ; lost, uncomment next line to fix
; jr nz, .noclip_tiles
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push hl
push bc
call WillObjectBumpIntoLand
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pop bc
pop hl
ret c
jr .continue
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.not_swimming
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ld hl, OBJECT_FLAGS1
add hl, bc
bit NOCLIP_TILES_F, [hl]
jr nz, .noclip_tiles
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push hl
push bc
call WillObjectBumpIntoWater
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pop bc
pop hl
ret c
.noclip_tiles
.continue
bit NOCLIP_OBJS_F, [hl]
jr nz, .noclip_objs
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push hl
push bc
call WillObjectBumpIntoSomeoneElse
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pop bc
pop hl
ret c
.noclip_objs
bit MOVE_ANYWHERE_F, [hl]
jr nz, .move_anywhere
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push hl
call HasObjectReachedMovementLimit
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pop hl
ret c
push hl
call IsObjectMovingOffEdgeOfScreen
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pop hl
ret c
.move_anywhere
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and a
ret
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WillObjectBumpIntoWater:
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call Function6f5f
ret c
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld d, [hl]
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld e, [hl]
ld hl, OBJECT_PALETTE
add hl, bc
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bit OAM_PRIORITY, [hl]
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jp nz, Function6fa1
ld hl, OBJECT_NEXT_TILE
add hl, bc
ld a, [hl]
ld d, a
call GetTileCollision
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and a ; LANDTILE
jr z, WillObjectBumpIntoTile
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scf
ret
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WillObjectBumpIntoLand:
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call Function6f5f
ret c
ld hl, OBJECT_NEXT_TILE
add hl, bc
ld a, [hl]
call GetTileCollision
cp WATERTILE
jr z, WillObjectBumpIntoTile
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scf
ret
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WillObjectBumpIntoTile:
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ld hl, OBJECT_NEXT_TILE
add hl, bc
ld a, [hl]
call Function6f7f
ret nc
push af
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld a, [hl]
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maskbits NUM_DIRECTIONS
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ld e, a
ld d, 0
ld hl, .data_6f5b
add hl, de
pop af
and [hl]
ret z
scf
ret
.data_6f5b
db DOWN_MASK, UP_MASK, RIGHT_MASK, LEFT_MASK
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Function6f5f:
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ld hl, OBJECT_STANDING_TILE
add hl, bc
ld a, [hl]
call Function6f7f
ret nc
push af
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
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maskbits NUM_DIRECTIONS
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ld e, a
ld d, 0
ld hl, .data_6f7b
add hl, de
pop af
and [hl]
ret z
scf
ret
.data_6f7b
db UP_MASK, DOWN_MASK, LEFT_MASK, RIGHT_MASK
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Function6f7f:
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ld d, a
and $f0
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cp HI_NYBBLE_SIDE_WALLS
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jr z, .done
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cp HI_NYBBLE_UNUSED_C0
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jr z, .done
xor a
ret
.done
ld a, d
and 7
ld e, a
ld d, 0
ld hl, .data_6f99
add hl, de
ld a, [hl]
scf
ret
.data_6f99
db 8, 4, 1, 2
db 10, 6, 9, 5
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Function6fa1:
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ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld a, [hl]
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maskbits NUM_DIRECTIONS
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jr z, .down
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dec a
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jr z, .up
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dec a
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jr z, .left
jr .right
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.down
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inc e
push de
inc d
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jr .continue
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.up
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push de
inc d
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jr .continue
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.left
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push de
inc e
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jr .continue
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.right
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inc d
push de
inc e
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.continue
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call GetCoordTile
call GetTileCollision
pop de
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and a ; LANDTILE
jr nz, .not_land
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call GetCoordTile
call GetTileCollision
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and a ; LANDTILE
jr nz, .not_land
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xor a
ret
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.not_land
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scf
ret
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CheckFacingObject::
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call GetFacingTileCoord
; Double the distance for counter tiles.
call CheckCounterTile
jr nz, .asm_6ff1
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ld a, [wPlayerStandingMapX]
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sub d
cpl
inc a
add d
ld d, a
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ld a, [wPlayerStandingMapY]
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sub e
cpl
inc a
add e
ld e, a
.asm_6ff1
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ld bc, wObjectStructs ; redundant
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ld a, 0
ld [hMapObjectIndexBuffer], a
call IsNPCAtCoord
ret nc
ld hl, OBJECT_DIRECTION_WALKING
add hl, bc
ld a, [hl]
cp STANDING
jr z, .standing
xor a
ret
.standing
scf
ret
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WillObjectBumpIntoSomeoneElse:
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ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld d, [hl]
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld e, [hl]
jr IsNPCAtCoord
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Unreferenced_Function7015:
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ld a, [hMapObjectIndexBuffer]
call GetObjectStruct
call .CheckWillBeFacingNPC
call IsNPCAtCoord
ret
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.CheckWillBeFacingNPC:
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ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld d, [hl]
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld e, [hl]
call GetSpriteDirection
and a
jr z, .down
cp OW_UP
jr z, .up
cp OW_LEFT
jr z, .left
inc d
ret
.down
inc e
ret
.up
dec e
ret
.left
dec d
ret
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IsNPCAtCoord:
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ld bc, wObjectStructs
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xor a
.loop
ld [hObjectStructIndexBuffer], a
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call DoesObjectHaveASprite
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jr z, .next
ld hl, OBJECT_FLAGS1
add hl, bc
bit 7, [hl]
jr nz, .next
ld hl, OBJECT_PALETTE
add hl, bc
bit BIG_OBJECT_F, [hl]
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jr z, .got
call Function7171
jr nc, .ok
jr .ok2
.got
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld a, [hl]
cp d
jr nz, .ok
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld a, [hl]
cp e
jr nz, .ok
.ok2
ld a, [hMapObjectIndexBuffer]
ld l, a
ld a, [hObjectStructIndexBuffer]
cp l
jr nz, .setcarry
.ok
ld hl, OBJECT_MAP_X
add hl, bc
ld a, [hl]
cp d
jr nz, .next
ld hl, OBJECT_MAP_Y
add hl, bc
ld a, [hl]
cp e
jr nz, .next
ld a, [hMapObjectIndexBuffer]
ld l, a
ld a, [hObjectStructIndexBuffer]
cp l
jr nz, .setcarry
.next
ld hl, OBJECT_STRUCT_LENGTH
add hl, bc
ld b, h
ld c, l
ld a, [hObjectStructIndexBuffer]
inc a
cp NUM_OBJECT_STRUCTS
jr nz, .loop
and a
ret
.setcarry
scf
ret
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HasObjectReachedMovementLimit:
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ld hl, OBJECT_RADIUS
add hl, bc
ld a, [hl]
and a
jr z, .nope
and $f
jr z, .check_y
ld e, a
ld d, a
ld hl, OBJECT_INIT_X
add hl, bc
ld a, [hl]
sub d
ld d, a
ld a, [hl]
add e
ld e, a
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld a, [hl]
cp d
jr z, .yes
cp e
jr z, .yes
.check_y
ld hl, OBJECT_RADIUS
add hl, bc
ld a, [hl]
swap a
and $f
jr z, .nope
ld e, a
ld d, a
ld hl, OBJECT_INIT_Y
add hl, bc
ld a, [hl]
sub d
ld d, a
ld a, [hl]
add e
ld e, a
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld a, [hl]
cp d
jr z, .yes
cp e
jr z, .yes
.nope
xor a
ret
.yes
scf
ret
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IsObjectMovingOffEdgeOfScreen:
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ld hl, OBJECT_NEXT_MAP_X
add hl, bc
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ld a, [wXCoord]
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cp [hl]
jr z, .check_y
jr nc, .yes
add $9
cp [hl]
jr c, .yes
.check_y
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
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ld a, [wYCoord]
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cp [hl]
jr z, .nope
jr nc, .yes
add $8
cp [hl]
jr c, .yes
.nope
and a
ret
.yes
scf
ret
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Unreferenced_Function7113:
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ld a, [wPlayerStandingMapX]
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ld d, a
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ld a, [wPlayerStandingMapY]
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ld e, a
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ld bc, wObjectStructs
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xor a
.loop
ld [hObjectStructIndexBuffer], a
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call DoesObjectHaveASprite
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jr z, .next
ld hl, OBJECT_MOVEMENTTYPE
add hl, bc
ld a, [hl]
cp SPRITEMOVEDATA_BIGDOLLSYM
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jr nz, .not_snorlax
call Function7171
jr c, .yes
jr .next
.not_snorlax
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld a, [hl]
cp e
jr nz, .check_current_coords
ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld a, [hl]
cp d
jr nz, .check_current_coords
ld a, [hObjectStructIndexBuffer]
cp $0
jr z, .next
jr .yes
.check_current_coords
ld hl, OBJECT_MAP_Y
add hl, bc
ld a, [hl]
cp e
jr nz, .next
ld hl, OBJECT_MAP_X
add hl, bc
ld a, [hl]
cp d
jr nz, .next
jr .yes
.next
ld hl, OBJECT_STRUCT_LENGTH
add hl, bc
ld b, h
ld c, l
ld a, [hObjectStructIndexBuffer]
inc a
cp NUM_OBJECT_STRUCTS
jr nz, .loop
xor a
ret
.yes
scf
ret
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Function7171:
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ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld a, d
sub [hl]
jr c, .nope
cp $2
jr nc, .nope
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld a, e
sub [hl]
jr c, .nope
cp $2
jr nc, .nope
scf
ret
.nope
and a
ret