Files
pokecrystal-board/engine/overworld/spawn_points.asm

94 lines
1.4 KiB
NASM

INCLUDE "data/maps/spawn_points.asm"
EnterMapSpawnPoint:
; loads the spawn point in wDefaultSpawnpoint
push hl
push de
ld a, [wDefaultSpawnpoint]
cp SPAWN_N_A
jr z, .done
cp SPAWN_FROM_RAM
jr z, .spawn_from_ram
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
pop de
pop hl
ret
.spawn_from_ram
ldh a, [hMapEntryMethod]
cp MAPSETUP_EXITVIEWMAP
jr nz, .not_exit_view_map
; exiting from View Map mode
ld a, [wBeforeViewMapMapGroup]
ld [wMapGroup], a
ld a, [wBeforeViewMapMapNumber]
ld [wMapNumber], a
ld a, [wBeforeViewMapYCoord]
ld [wYCoord], a
ld a, [wBeforeViewMapXCoord]
ld [wXCoord], a
jr .done
.not_exit_view_map
; "moving camera" to next turn player
ld a, [wCurTurnPlayer]
ld hl, wPlayer1MapGroup
ld bc, wPlayer2MapGroup - wPlayer1MapGroup
call AddNTimes
ld a, [hli]
ld [wMapGroup], a
ld a, [hli]
ld [wMapNumber], a
ld a, [hli]
ld [wXCoord], a
ld a, [hl]
ld [wYCoord], a
.done
pop de
pop hl
ret
IsSpawnPoint:
; 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