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 CanObjectLeaveTile
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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, WillObjectRemainOnWater
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ld hl, OBJECT_NEXT_TILE
add hl, bc
ld a, [hl]
ld d, a
call GetTileCollision
and a ; LAND_TILE
jr z, WillObjectBumpIntoTile
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scf
ret
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WillObjectBumpIntoLand:
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call CanObjectLeaveTile
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ret c
ld hl, OBJECT_NEXT_TILE
add hl, bc
ld a, [hl]
call GetTileCollision
cp WATER_TILE
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]
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call GetSideWallDirectionMask
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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
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ld hl, .dir_masks
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add hl, de
pop af
and [hl]
ret z
scf
ret
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.dir_masks
db DOWN_MASK ; DOWN
db UP_MASK ; UP
db RIGHT_MASK ; LEFT
db LEFT_MASK ; RIGHT
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CanObjectLeaveTile:
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ld hl, OBJECT_STANDING_TILE
add hl, bc
ld a, [hl]
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call GetSideWallDirectionMask
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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
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ld hl, .dir_masks
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add hl, de
pop af
and [hl]
ret z
scf
ret
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.dir_masks
db UP_MASK ; DOWN
db DOWN_MASK ; UP
db LEFT_MASK ; LEFT
db RIGHT_MASK ; RIGHT
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GetSideWallDirectionMask:
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ld d, a
and $f0
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cp HI_NYBBLE_SIDE_WALLS
jr z, .continue
cp HI_NYBBLE_SIDE_BUOYS
jr z, .continue
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xor a
ret
.continue
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ld a, d
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and $7
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ld e, a
ld d, 0
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ld hl, .side_wall_masks
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add hl, de
ld a, [hl]
scf
ret
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.side_wall_masks
db RIGHT_MASK ; COLL_RIGHT_WALL/BUOY
db LEFT_MASK ; COLL_LEFT_WALL/BUOY
db DOWN_MASK ; COLL_UP_WALL/BUOY
db UP_MASK ; COLL_DOWN_WALL/BUOY
db UP_MASK | RIGHT_MASK ; COLL_DOWN_RIGHT_WALL/BUOY
db UP_MASK | LEFT_MASK ; COLL_DOWN_LEFT_WALL/BUOY
db DOWN_MASK | RIGHT_MASK ; COLL_UP_RIGHT_WALL/BUOY
db DOWN_MASK | LEFT_MASK ; COLL_UP_LEFT_WALL/BUOY
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WillObjectRemainOnWater:
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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
and a ; LAND_TILE
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jr nz, .not_land
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call GetCoordTile
call GetTileCollision
and a ; LAND_TILE
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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
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jr nz, .not_counter
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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
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.not_counter
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ld bc, wObjectStructs ; redundant
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ld a, 0
ldh [hMapObjectIndex], a
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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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IsObjectFacingSomeoneElse: ; unreferenced
ldh a, [hMapObjectIndex]
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call GetObjectStruct
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call .GetFacingCoords
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call IsNPCAtCoord
ret
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.GetFacingCoords:
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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
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and a ; OW_DOWN?
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jr z, .down
cp OW_UP
jr z, .up
cp OW_LEFT
jr z, .left
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; OW_RIGHT
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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
ldh [hObjectStructIndex], 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, .not_big
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call WillObjectIntersectBigObject
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jr nc, .check_current_coords
jr .continue
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.not_big
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ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld a, [hl]
cp d
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jr nz, .check_current_coords
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ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld a, [hl]
cp e
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jr nz, .check_current_coords
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.continue
ldh a, [hMapObjectIndex]
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ld l, a
ldh a, [hObjectStructIndex]
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cp l
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jr nz, .yes
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.check_current_coords
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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
ldh a, [hMapObjectIndex]
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ld l, a
ldh a, [hObjectStructIndex]
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cp l
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jr nz, .yes
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.next
ld hl, OBJECT_LENGTH
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add hl, bc
ld b, h
ld c, l
ldh a, [hObjectStructIndex]
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inc a
cp NUM_OBJECT_STRUCTS
jr nz, .loop
and a
ret
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.yes
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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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IsNPCAtPlayerCoord: ; unreferenced
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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
ldh [hObjectStructIndex], a
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call DoesObjectHaveASprite
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jr z, .next
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ld hl, OBJECT_MOVEMENTTYPE
add hl, bc
ld a, [hl]
cp SPRITEMOVEDATA_BIGDOLLSYM
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jr nz, .not_big
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call WillObjectIntersectBigObject
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jr c, .yes
jr .next
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.not_big
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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
ldh a, [hObjectStructIndex]
cp PLAYER_OBJECT
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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_LENGTH
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add hl, bc
ld b, h
ld c, l
ldh a, [hObjectStructIndex]
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inc a
cp NUM_OBJECT_STRUCTS
jr nz, .loop
xor a
ret
.yes
scf
ret
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WillObjectIntersectBigObject:
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ld hl, OBJECT_NEXT_MAP_X
add hl, bc
ld a, d
sub [hl]
jr c, .nope
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cp 2 ; big doll width
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jr nc, .nope
ld hl, OBJECT_NEXT_MAP_Y
add hl, bc
ld a, e
sub [hl]
jr c, .nope
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cp 2 ; big doll height
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jr nc, .nope
scf
ret
.nope
and a
ret