pokecrystal-board/home/map_objects.asm
pfero 7c9a156133 Fix WATERTILE/WALLTILE constants
WATRTILE was wrongly defined as 15, and WALLTILE as 1. Those had to be
flipped around.
This has allowed for us to replace inmediate values with these constants
in several places to improve readability.

WATRTILE was renamed to WATERTILE in the name of readability.
2017-10-28 18:08:24 -04:00

669 lines
8.2 KiB
NASM

; Functions handling map objects.
GetSpritePalette:: ; 17ff
push hl
push de
push bc
ld c, a
callba _GetSpritePalette
ld a, c
pop bc
pop de
pop hl
ret
; 180e
GetSpriteVTile:: ; 180e
push hl
push bc
ld hl, UsedSprites + 2
ld c, SPRITE_GFX_LIST_CAPACITY - 1
ld b, a
ld a, [hMapObjectIndexBuffer]
cp 0
jr z, .nope
ld a, b
.loop
cp [hl]
jr z, .found
inc hl
inc hl
dec c
jr nz, .loop
ld a, [UsedSprites + 1]
scf
jr .done
.nope
ld a, [UsedSprites + 1]
jr .done
.found
inc hl
xor a
ld a, [hl]
.done
pop bc
pop hl
ret
; 1836
DoesSpriteHaveFacings:: ; 1836
push de
push hl
ld b, a
ld a, [hROMBank]
push af
ld a, BANK(_DoesSpriteHaveFacings)
rst Bankswitch
ld a, b
call _DoesSpriteHaveFacings
ld c, a
pop de
ld a, d
rst Bankswitch
pop hl
pop de
ret
; 184a
GetPlayerStandingTile:: ; 184a
ld a, [PlayerStandingTile]
call GetTileCollision
ld b, a
ret
; 1852
CheckOnWater:: ; 1852
ld a, [PlayerStandingTile]
call GetTileCollision
sub WATERTILE
ret z
and a
ret
; 185d
GetTileCollision:: ; 185d
; Get the collision type of tile a.
push de
push hl
ld hl, TileCollisionTable
ld e, a
ld d, 0
add hl, de
ld a, [hROMBank]
push af
ld a, BANK(TileCollisionTable)
rst Bankswitch
ld e, [hl]
pop af
rst Bankswitch
ld a, e
and $f ; lo nybble only
pop hl
pop de
ret
; 1875
CheckGrassTile:: ; 1875
ld d, a
and $f0
cp $10
jr z, .ok_10
cp $20
jr z, .ok_20
scf
ret
.ok_10
ld a, d
and 7
ret z
scf
ret
; For some reason, the above code is duplicated down here.
.ok_20
ld a, d
and 7
ret z
scf
ret
; 188e
CheckSuperTallGrassTile:: ; 188e
cp $14
ret z
cp $1c
ret
; 1894
CheckCutTreeTile:: ; 1894
cp $12
ret z
cp $1a
ret
; 189a
CheckHeadbuttTreeTile:: ; 189a
cp $15
ret z
cp $1d
ret
; 18a0
CheckCounterTile:: ; 18a0
cp $90
ret z
cp $98
ret
; 18a6
CheckPitTile:: ; 18a6
cp $60
ret z
cp $68
ret
; 18ac
CheckIceTile:: ; 18ac
cp $23
ret z
cp $2b
ret z
scf
ret
; 18b4
CheckWhirlpoolTile:: ; 18b4
nop
cp $24
ret z
cp $2c
ret z
scf
ret
; 18bd
CheckWaterfallTile:: ; 18bd
cp $33
ret z
cp $3b
ret
; 18c3
CheckStandingOnEntrance:: ; 18c3
ld a, [PlayerStandingTile]
cp $71 ; door
ret z
cp $79
ret z
cp $7a ; stairs
ret z
cp $7b ; cave
ret
; 18d2
GetMapObject:: ; 18d2
; Return the location of map object a in bc.
ld hl, MapObjects
ld bc, OBJECT_LENGTH
call AddNTimes
ld b, h
ld c, l
ret
; 18de
CheckObjectVisibility:: ; 18de
; Sets carry if the object is not visible on the screen.
ld [hMapObjectIndexBuffer], a
call GetMapObject
ld hl, MAPOBJECT_OBJECT_STRUCT_ID
add hl, bc
ld a, [hl]
cp -1
jr z, .not_visible
ld [hObjectStructIndexBuffer], a
call GetObjectStruct
and a
ret
.not_visible
scf
ret
; 18f5
CheckObjectTime:: ; 18f5
ld hl, MAPOBJECT_HOUR
add hl, bc
ld a, [hl]
cp -1
jr nz, .check_hour
ld hl, MAPOBJECT_TIMEOFDAY
add hl, bc
ld a, [hl]
cp -1
jr z, .timeofday_always
ld hl, .TimeOfDayValues_191e
ld a, [TimeOfDay]
add l
ld l, a
jr nc, .ok
inc h
.ok
ld a, [hl]
ld hl, MAPOBJECT_TIMEOFDAY
add hl, bc
and [hl]
jr nz, .timeofday_always
scf
ret
.timeofday_always
and a
ret
.TimeOfDayValues_191e:
db 1 << MORN ; 1
db 1 << DAY ; 2
db 1 << NITE ; 4
.check_hour
ld hl, MAPOBJECT_HOUR
add hl, bc
ld d, [hl]
ld hl, MAPOBJECT_TIMEOFDAY
add hl, bc
ld e, [hl]
ld hl, hHours
ld a, d
cp e
jr z, .yes
jr c, .check_timeofday
ld a, [hl]
cp d
jr nc, .yes
cp e
jr c, .yes
jr z, .yes
jr .no
.check_timeofday
ld a, e
cp [hl]
jr c, .no
ld a, [hl]
cp d
jr nc, .yes
jr .no
.yes
and a
ret
.no
scf
ret
; 194d
; XXX
ld [hMapObjectIndexBuffer], a
call GetMapObject
call CopyObjectStruct
ret
; 1956
_CopyObjectStruct:: ; 1956
ld [hMapObjectIndexBuffer], a
call UnmaskObject
ld a, [hMapObjectIndexBuffer]
call GetMapObject
callba CopyObjectStruct
ret
; 1967
ApplyDeletionToMapObject:: ; 1967
ld [hMapObjectIndexBuffer], a
call GetMapObject
ld hl, MAPOBJECT_OBJECT_STRUCT_ID
add hl, bc
ld a, [hl]
cp -1
ret z ; already hidden
ld [hl], -1
push af
call .CheckStopFollow
pop af
call GetObjectStruct
callba DeleteMapObject
ret
.CheckStopFollow:
ld hl, wObjectFollow_Leader
cp [hl]
jr z, .ok
ld hl, wObjectFollow_Follower
cp [hl]
ret nz
.ok
callba StopFollow
ld a, -1
ld [wObjectFollow_Leader], a
ld [wObjectFollow_Follower], a
ret
; 199f
DeleteObjectStruct:: ; 199f
call ApplyDeletionToMapObject
call MaskObject
ret
; 19a6
CopyPlayerObjectTemplate:: ; 19a6
push hl
call GetMapObject
ld d, b
ld e, c
ld a, -1
ld [de], a
inc de
pop hl
ld bc, OBJECT_LENGTH - 1
call CopyBytes
ret
; 19b8
; XXX
call GetMapObject
ld hl, MAPOBJECT_OBJECT_STRUCT_ID
add hl, bc
ld a, [hl]
push af
ld [hl], -1
inc hl
ld bc, OBJECT_LENGTH - 1
xor a
call ByteFill
pop af
cp -1
ret z
cp $d
ret nc
ld b, a
ld a, [wObjectFollow_Leader]
cp b
jr nz, .ok
ld a, -1
ld [wObjectFollow_Leader], a
.ok
ld a, b
call GetObjectStruct
callba DeleteMapObject
ret
; 19e9
LoadMovementDataPointer:: ; 19e9
; Load the movement data pointer for person a.
ld [wMovementPerson], a
ld a, [hROMBank]
ld [wMovementDataPointer], a
ld a, l
ld [wMovementDataPointer + 1], a
ld a, h
ld [wMovementDataPointer + 2], a
ld a, [wMovementPerson]
call CheckObjectVisibility
ret c
ld hl, OBJECT_MOVEMENTTYPE
add hl, bc
ld [hl], SPRITEMOVEDATA_SCRIPTED
ld hl, OBJECT_STEP_TYPE
add hl, bc
ld [hl], STEP_TYPE_00
ld hl, VramState
set 7, [hl]
and a
ret
; 1a13
FindFirstEmptyObjectStruct:: ; 1a13
; Returns the index of the first empty object struct in A and its address in HL, then sets carry.
; If all object structs are occupied, A = 0 and Z is set.
; Preserves BC and DE.
push bc
push de
ld hl, ObjectStructs
ld de, OBJECT_STRUCT_LENGTH
ld c, NUM_OBJECT_STRUCTS
.loop
ld a, [hl]
and a
jr z, .break
add hl, de
dec c
jr nz, .loop
xor a
jr .done
.break
ld a, NUM_OBJECT_STRUCTS
sub c
scf
.done
pop de
pop bc
ret
; 1a2f
GetSpriteMovementFunction:: ; 1a2f
ld hl, OBJECT_MOVEMENTTYPE
add hl, bc
ld a, [hl]
cp NUM_SPRITEMOVEDATA
jr c, .ok
xor a
.ok
ld hl, SpriteMovementData
ld e, a
ld d, 0
rept SPRITEMOVEDATA_FIELDS
add hl,de
endr
ld a, [hl]
ret
; 1a47
GetInitialFacing:: ; 1a47
push bc
push de
ld e, a
ld d, 0
ld hl, SpriteMovementData + 1 ; init facing
rept SPRITEMOVEDATA_FIELDS
add hl,de
endr
ld a, BANK(SpriteMovementData)
call GetFarByte
add a
add a
and $c
pop de
pop bc
ret
; 1a61
CopySpriteMovementData:: ; 1a61
ld l, a
ld a, [hROMBank]
push af
ld a, BANK(SpriteMovementData)
rst Bankswitch
ld a, l
push bc
call .CopyData
pop bc
pop af
rst Bankswitch
ret
; 1a71
.CopyData: ; 1a71
ld hl, OBJECT_MOVEMENTTYPE
add hl, de
ld [hl], a
push de
ld e, a
ld d, 0
ld hl, SpriteMovementData + 1 ; init facing
rept SPRITEMOVEDATA_FIELDS
add hl, de
endr
ld b, h
ld c, l
pop de
ld a, [bc]
inc bc
rlca
rlca
and %00001100
ld hl, OBJECT_FACING
add hl, de
ld [hl], a
ld a, [bc]
inc bc
ld hl, OBJECT_ACTION
add hl, de
ld [hl], a
ld a, [bc]
inc bc
ld hl, OBJECT_FLAGS1
add hl, de
ld [hl], a
ld a, [bc]
inc bc
ld hl, OBJECT_FLAGS2
add hl, de
ld [hl], a
ld a, [bc]
inc bc
ld hl, OBJECT_PALETTE
add hl, de
ld [hl], a
ret
; 1aae
_GetMovementByte:: ; 1aae
; Switch to the movement data bank
ld a, [hROMBank]
push af
ld a, [hli]
rst Bankswitch
; Load the current script byte as given by OBJECT_MOVEMENT_BYTE_INDEX, and increment OBJECT_MOVEMENT_BYTE_INDEX
ld a, [hli]
ld d, [hl]
ld hl, OBJECT_MOVEMENT_BYTE_INDEX
add hl, bc
add [hl]
ld e, a
ld a, d
adc 0
ld d, a
inc [hl]
ld a, [de]
ld h, a
pop af
rst Bankswitch
ld a, h
ret
; 1ac6
SetVramState_Bit0:: ; 1ac6
ld hl, VramState
set 0, [hl]
ret
; 1acc
ResetVramState_Bit0:: ; 1acc
ld hl, VramState
res 0, [hl]
ret
; 1ad2
UpdateSprites:: ; 1ad2
ld a, [VramState]
bit 0, a
ret z
callba Function55e0
callba _UpdateSprites
ret
; 1ae5
GetObjectStruct:: ; 1ae5
ld bc, OBJECT_STRUCT_LENGTH
ld hl, ObjectStructs
call AddNTimes
ld b, h
ld c, l
ret
; 1af1
DoesObjectHaveASprite:: ; 1af1
ld hl, OBJECT_SPRITE
add hl, bc
ld a, [hl]
and a
ret
; 1af8
SetSpriteDirection:: ; 1af8
; preserves other flags
push af
ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
and %11110011
ld e, a
pop af
and %00001100
or e
ld [hl], a
ret
; 1b07
GetSpriteDirection:: ; 1b07
ld hl, OBJECT_FACING
add hl, bc
ld a, [hl]
and %00001100
ret
; 1b0f