pokecrystal-board/engine/overworld/spawn_points.asm
mid-kid baa0dc5a96 Organize the engine/ directory
This is an informed attempt at reorganizing the engine/ directory by
creating categorized subdirectories, in order to make it easier to
navigate and find things.

The directories created are as follows:
* engine/game: Contains all "minigames", things like the unown puzzle
and slot machine.
* engine/gfx: Contains all handling of graphics. From loading palettes
to playing animations.
* engine/link: Contains all multiplayer functionality.
* engine/menu: Contains all generic/misc. menus and menu code.
Other, more specialized menus are in their own subdirectories (pokedex,
pokegear, party menu, etc).
* engine/overworld: Contains all handling of the overworld. From loading
and connecting maps to wild encounters and the scripting engine.
* engine/pokegear: In the same vein as engine/pokedex, except it could
use some more splitting up.
* engine/pokemon: Contains everything related to manipulating pokemon
data. From the pokemon storage system to evolution and mail.
* engine/printer: Contains everything related to printing things as well
as the printer communication.
* engine/title: Contains intro sequences, title screens and credits.
2018-03-13 13:21:40 +01:00

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811 B
NASM

INCLUDE "data/maps/spawn_points.asm"
LoadSpawnPoint: ; 1531f
; loads the spawn point in wDefaultSpawnpoint
push hl
push de
ld a, [wDefaultSpawnpoint]
cp SPAWN_N_A
jr z, .spawn_n_a
ld l, a
ld h, 0
add hl, hl
add hl, hl
ld de, SpawnPoints
add hl, de
ld a, [hli]
ld [wMapGroup], a
ld a, [hli]
ld [wMapNumber], a
ld a, [hli]
ld [wXCoord], a
ld a, [hli]
ld [wYCoord], a
.spawn_n_a
pop de
pop hl
ret
; 15344
IsSpawnPoint: ; 15344
; Checks if the map loaded in de is a spawn point. Returns carry if it's a spawn point.
ld hl, SpawnPoints
ld c, 0
.loop
ld a, [hl]
cp SPAWN_N_A
jr z, .nope
cp d
jr nz, .next
inc hl
ld a, [hld]
cp e
jr z, .yes
.next
push bc
ld bc, 4 ; length of a spawn table entry
add hl, bc
pop bc
inc c
jr .loop
.nope
and a
ret
.yes
scf
ret
; 15363