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-rwxr-xr-xengine/overworld/object_collision.asm157
1 files changed, 157 insertions, 0 deletions
diff --git a/engine/overworld/object_collision.asm b/engine/overworld/object_collision.asm
new file mode 100755
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+++ b/engine/overworld/object_collision.asm
@@ -0,0 +1,157 @@
+INCLUDE "constants.asm"
+
+SECTION "GetSpritesNextTile", ROMX[$774a], BANK[$01]
+
+; Get the tile that the sprite will walk onto next
+GetSpritesNextTile: ; 01:774a
+ ld hl, OBJECT_NEXT_MAP_X
+ add hl, bc
+ ld d, [hl]
+ ld hl, OBJECT_NEXT_MAP_Y
+ add hl, bc
+ ld e, [hl]
+ push bc
+ call GetCoordTile
+ pop bc
+ ret
+
+; Sets carry flag if the object (bc) next tile is a collision
+_IsObjectCollisionTileSolid: ; 01:775a
+ call GetSpritesNextTile
+ ld e, a
+ ld d, 0
+ ld hl, CollisionTypeTable
+ add hl, de
+ ld a, BANK(CollisionTypeTable)
+ call GetFarByte
+ and ALWAYS_SOLID ; also covers SOMETIMES_SOLID
+ ret z
+ scf
+ ret
+
+
+
+SECTION "_CheckObjectCollision", ROMX[$77dd], BANK[$01]
+
+; returns the carry flag if a sprite is at coords d, e
+; will not collide with sprite index stored in hEventCollisionException
+_CheckObjectCollision: ; 01:77dd
+ ld bc, wObjectStructs
+ xor a
+.loop
+ ldh [hObjectStructIndexBuffer], a
+ ld hl, OBJECT_SPRITE
+ add hl, bc
+ ld a, [hl]
+ and a
+ jr z, .next
+ ld hl, OBJECT_NEXT_MAP_X
+ add hl, bc
+ ld a, [hl]
+ cp d
+ jr nz, .check_last_position
+ ld hl, OBJECT_NEXT_MAP_Y
+ add hl, bc
+ ld a, [hl]
+ cp e
+ jr nz, .check_last_position
+ ldh a, [hEventCollisionException]
+ ld l, a
+ ldh a, [hObjectStructIndexBuffer]
+ cp l
+ jr nz, .collision
+.check_last_position
+ ld hl, OBJECT_MAP_X
+ add hl, bc
+ ld a, [hl]
+ cp d
+ jr nz, .next
+ ld hl, OBJECT_MAP_Y
+ add hl, bc
+ ld a, [hl]
+ cp e
+ jr nz, .next
+ ldh a, [hEventCollisionException]
+ ld l, a
+ ldh a, [hObjectStructIndexBuffer]
+ cp l
+ jr nz, .collision
+.next
+ ld hl, OBJECT_LENGTH
+ add hl, bc
+ ld b, h
+ ld c, l
+ ldh a, [hObjectStructIndexBuffer]
+ inc a
+ cp NUM_OBJECT_STRUCTS
+ jr nz, .loop
+ and a
+ ret
+
+.collision
+ scf
+ ret
+
+SECTION "_CheckPlayerObjectCollision", ROMX[$7894], BANK[$01]
+
+; Sets the carry flag if the player will collide with another sprite's current or next position
+_CheckPlayerObjectCollision: ; 01:7894
+ ld a, [wPlayerNextMapX]
+ ld d, a
+ ld a, [wPlayerNextMapY]
+ ld e, a
+ ld bc, wObjectStructs
+ xor a
+
+.loop
+ ldh [hObjectStructIndexBuffer], a
+ ld hl, OBJECT_SPRITE
+ add hl, bc
+ ld a, [hl]
+ and a
+ jr z, .next
+ ld hl, OBJECT_NEXT_MAP_Y
+ add hl, bc
+ ld a, [hl]
+ cp e
+ jr nz, .check_last_position
+ ld hl, OBJECT_NEXT_MAP_X
+ add hl, bc
+ ld a, [hl]
+ cp d
+ jr nz, .check_last_position
+
+; skip the player sprite
+ ldh a, [hObjectStructIndexBuffer]
+ cp PLAYER_OBJECT_INDEX
+ jr z, .next
+ jr .collision
+
+.check_last_position
+ ld hl, OBJECT_MAP_Y
+ add hl, bc
+ ld a, [hl]
+ cp e
+ jr nz, .next
+ ld hl, OBJECT_MAP_X
+ add hl, bc
+ ld a, [hl]
+ cp d
+ jr nz, .next
+ jr .collision
+
+.next
+ ld hl, OBJECT_LENGTH
+ add hl, bc
+ ld b, h
+ ld c, l
+ ldh a, [hObjectStructIndexBuffer]
+ inc a
+ cp NUM_OBJECT_STRUCTS
+ jr nz, .loop
+ xor a
+ ret
+
+.collision
+ scf
+ ret