ref: 71090c13497946b739cd13f80d31ee13b464e9e6
dir: /engine/overworld/player_state.asm/
; only used for setting bit 2 of wd736 upon entering a new map IsPlayerStandingOnWarp: ld a, [wNumberOfWarps] and a ret z ld c, a ld hl, wWarpEntries .loop ld a, [wYCoord] cp [hl] jr nz, .nextWarp1 inc hl ld a, [wXCoord] cp [hl] jr nz, .nextWarp2 inc hl ld a, [hli] ; target warp ld [wDestinationWarpID], a ld a, [hl] ; target map ld [hWarpDestinationMap], a ld hl, wd736 set 2, [hl] ; standing on warp flag ret .nextWarp1 inc hl .nextWarp2 inc hl inc hl inc hl dec c jr nz, .loop ret CheckForceBikeOrSurf: ld hl, wd732 bit 5, [hl] ret nz ld hl, ForcedBikeOrSurfMaps ld a, [wYCoord] ld b, a ld a, [wXCoord] ld c, a ld a, [wCurMap] ld d, a .loop ld a, [hli] cp $ff ret z ;if we reach FF then it's not part of the list cp d ;compare to current map jr nz, .incorrectMap ld a, [hli] cp b ;compare y-coord jr nz, .incorrectY ld a, [hli] cp c ;compare x-coord jr nz, .loop ; incorrect x-coord, check next item ld a, [wCurMap] cp SEAFOAM_ISLANDS_B3F ld a, $2 ld [wSeafoamIslandsB3FCurScript], a jr z, .forceSurfing ld a, [wCurMap] cp SEAFOAM_ISLANDS_B4F ld a, $2 ld [wSeafoamIslandsB4FCurScript], a jr z, .forceSurfing ;force bike riding ld hl, wd732 set 5, [hl] ld a, $1 ld [wWalkBikeSurfState], a ld [wWalkBikeSurfStateCopy], a jp ForceBikeOrSurf .incorrectMap inc hl .incorrectY inc hl jr .loop .forceSurfing ld a, $2 ld [wWalkBikeSurfState], a ld [wWalkBikeSurfStateCopy], a jp ForceBikeOrSurf INCLUDE "data/force_bike_surf.asm" IsPlayerFacingEdgeOfMap: push hl push de push bc ld a, [wSpriteStateData1 + 9] ; player sprite's facing direction srl a ld c, a ld b, $0 ld hl, .functionPointerTable add hl, bc ld a, [hli] ld h, [hl] ld l, a ld a, [wYCoord] ld b, a ld a, [wXCoord] ld c, a ld de, .asm_c41e push de jp hl .asm_c41e pop bc pop de pop hl ret .functionPointerTable dw .facingDown dw .facingUp dw .facingLeft dw .facingRight .facingDown ld a, [wCurMapHeight] add a dec a cp b jr z, .setCarry jr .resetCarry .facingUp ld a, b and a jr z, .setCarry jr .resetCarry .facingLeft ld a, c and a jr z, .setCarry jr .resetCarry .facingRight ld a, [wCurMapWidth] add a dec a cp c jr z, .setCarry jr .resetCarry .resetCarry and a ret .setCarry scf ret IsWarpTileInFrontOfPlayer: push hl push de push bc call _GetTileAndCoordsInFrontOfPlayer ld a, [wCurMap] cp SS_ANNE_BOW jr z, .ssAnne5 ld a, [wSpriteStateData1 + 9] ; player sprite's facing direction srl a ld c, a ld b, 0 ld hl, .warpTileListPointers add hl, bc ld a, [hli] ld h, [hl] ld l, a ld a, [wTileInFrontOfPlayer] ld de, $1 call IsInArray .done pop bc pop de pop hl ret .warpTileListPointers: dw .facingDownWarpTiles dw .facingUpWarpTiles dw .facingLeftWarpTiles dw .facingRightWarpTiles .facingDownWarpTiles db $01,$12,$17,$3D,$04,$18,$33,$FF .facingUpWarpTiles db $01,$5C,$FF .facingLeftWarpTiles db $1A,$4B,$FF .facingRightWarpTiles db $0F,$4E,$FF .ssAnne5 ld a, [wTileInFrontOfPlayer] cp $15 jr nz, .notSSAnne5Warp scf jr .done .notSSAnne5Warp and a jr .done IsPlayerStandingOnDoorTileOrWarpTile: push hl push de push bc callba IsPlayerStandingOnDoorTile jr c, .done ld a, [wCurMapTileset] add a ld c, a ld b, $0 ld hl, WarpTileIDPointers add hl, bc ld a, [hli] ld h, [hl] ld l, a ld de, $1 aCoord 8, 9 call IsInArray jr nc, .done ld hl, wd736 res 2, [hl] .done pop bc pop de pop hl ret INCLUDE "data/warp_tile_ids.asm" PrintSafariZoneSteps: ld a, [wCurMap] cp SAFARI_ZONE_EAST ret c cp CERULEAN_CAVE_2F ret nc coord hl, 0, 0 ld b, 3 ld c, 7 call TextBoxBorder coord hl, 1, 1 ld de, wSafariSteps lb bc, 2, 3 call PrintNumber coord hl, 4, 1 ld de, SafariSteps call PlaceString coord hl, 1, 3 ld de, SafariBallText call PlaceString ld a, [wNumSafariBalls] cp 10 jr nc, .asm_c56d coord hl, 5, 3 ld a, " " ld [hl], a .asm_c56d coord hl, 6, 3 ld de, wNumSafariBalls lb bc, 1, 2 jp PrintNumber SafariSteps: db "/500@" SafariBallText: db "BALL×× @" GetTileAndCoordsInFrontOfPlayer: call GetPredefRegisters _GetTileAndCoordsInFrontOfPlayer: ld a, [wYCoord] ld d, a ld a, [wXCoord] ld e, a ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction and a ; cp SPRITE_FACING_DOWN jr nz, .notFacingDown ; facing down aCoord 8, 11 inc d jr .storeTile .notFacingDown cp SPRITE_FACING_UP jr nz, .notFacingUp ; facing up aCoord 8, 7 dec d jr .storeTile .notFacingUp cp SPRITE_FACING_LEFT jr nz, .notFacingLeft ; facing left aCoord 6, 9 dec e jr .storeTile .notFacingLeft cp SPRITE_FACING_RIGHT jr nz, .storeTile ; facing right aCoord 10, 9 inc e .storeTile ld c, a ld [wTileInFrontOfPlayer], a ret GetTileTwoStepsInFrontOfPlayer: xor a ld [$ffdb], a ld hl, wYCoord ld a, [hli] ld d, a ld e, [hl] ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction and a ; cp SPRITE_FACING_DOWN jr nz, .notFacingDown ; facing down ld hl, $ffdb set 0, [hl] aCoord 8, 13 inc d jr .storeTile .notFacingDown cp SPRITE_FACING_UP jr nz, .notFacingUp ; facing up ld hl, $ffdb set 1, [hl] aCoord 8, 5 dec d jr .storeTile .notFacingUp cp SPRITE_FACING_LEFT jr nz, .notFacingLeft ; facing left ld hl, $ffdb set 2, [hl] aCoord 4, 9 dec e jr .storeTile .notFacingLeft cp SPRITE_FACING_RIGHT jr nz, .storeTile ; facing right ld hl, $ffdb set 3, [hl] aCoord 12, 9 inc e .storeTile ld c, a ld [wTileInFrontOfBoulderAndBoulderCollisionResult], a ld [wTileInFrontOfPlayer], a ret CheckForCollisionWhenPushingBoulder: call GetTileTwoStepsInFrontOfPlayer ld hl, wTilesetCollisionPtr ld a, [hli] ld h, [hl] ld l, a .loop ld a, [hli] cp $ff jr z, .done ; if the tile two steps ahead is not passable cp c jr nz, .loop ld hl, TilePairCollisionsLand call CheckForTilePairCollisions2 ld a, $ff jr c, .done ; if there is an elevation difference between the current tile and the one two steps ahead ld a, [wTileInFrontOfBoulderAndBoulderCollisionResult] cp $15 ; stairs tile ld a, $ff jr z, .done ; if the tile two steps ahead is stairs call CheckForBoulderCollisionWithSprites .done ld [wTileInFrontOfBoulderAndBoulderCollisionResult], a ret ; sets a to $ff if there is a collision and $00 if there is no collision CheckForBoulderCollisionWithSprites: ld a, [wBoulderSpriteIndex] dec a swap a ld d, 0 ld e, a ld hl, wSpriteStateData2 + $14 add hl, de ld a, [hli] ; map Y position ld [$ffdc], a ld a, [hl] ; map X position ld [$ffdd], a ld a, [wNumSprites] ld c, a ld de, $f ld hl, wSpriteStateData2 + $14 ld a, [$ffdb] and $3 ; facing up or down? jr z, .pushingHorizontallyLoop .pushingVerticallyLoop inc hl ld a, [$ffdd] cp [hl] jr nz, .nextSprite1 ; if X coordinates don't match dec hl ld a, [hli] ld b, a ld a, [$ffdb] rrca jr c, .pushingDown ; pushing up ld a, [$ffdc] dec a jr .compareYCoords .pushingDown ld a, [$ffdc] inc a .compareYCoords cp b jr z, .failure .nextSprite1 dec c jr z, .success add hl, de jr .pushingVerticallyLoop .pushingHorizontallyLoop ld a, [hli] ld b, a ld a, [$ffdc] cp b jr nz, .nextSprite2 ld b, [hl] ld a, [$ffdb] bit 2, a jr nz, .pushingLeft ; pushing right ld a, [$ffdd] inc a jr .compareXCoords .pushingLeft ld a, [$ffdd] dec a .compareXCoords cp b jr z, .failure .nextSprite2 dec c jr z, .success add hl, de jr .pushingHorizontallyLoop .failure ld a, $ff ret .success xor a ret