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authormid-kid <esteve.varela@gmail.com>2018-03-13 13:07:16 +0100
committermid-kid <esteve.varela@gmail.com>2018-03-13 13:21:40 +0100
commitbaa0dc5a963a79843b37888bcfe1d2dfe833ade9 (patch)
tree968c86105bd67a3121d8f3f20018bfc59191f4c9 /engine/overworld/spawn_points.asm
parent12070ca50067d3abe36a730190f88ee43f2cace9 (diff)
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.
Diffstat (limited to 'engine/overworld/spawn_points.asm')
-rw-r--r--engine/overworld/spawn_points.asm62
1 files changed, 62 insertions, 0 deletions
diff --git a/engine/overworld/spawn_points.asm b/engine/overworld/spawn_points.asm
new file mode 100644
index 000000000..1a3d12441
--- /dev/null
+++ b/engine/overworld/spawn_points.asm
@@ -0,0 +1,62 @@
+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