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