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|
INCLUDE "constants.asm"
SECTION "Player Movement", ROMX[$4000], BANK[$03]
OverworldMovementCheck:: ; 03:4000
jp _OverworldMovementCheck
UnusedOverworldMovementCheck:: ; 03:4003
ld a, PLAYER_OBJECT_INDEX
ldh [hEventCollisionException], a
ld a, [wPlayerDirection]
and a
jr z, SetPlayerIdle ; player movement is disabled
ldh a, [hJoyState]
ld d, a
ld hl, wDebugFlags
bit DEBUG_FIELD_F, [hl]
jr z, .skip_debug_move
bit B_BUTTON_F, d
jp nz, CheckMovementDebug
.skip_debug_move
ld a, [wPlayerState]
cp PLAYER_SKATE
jp z, CheckMovementSkateboard
cp PLAYER_SURF
jp z, OldCheckMovementSurf
jp CheckMovementWalkOrBike
SetPlayerIdle: ; 03:402c
ld a, NO_MOVEMENT
SetPlayerMovement: ; 03:402e
ld [wPlayerMovement], a
ld a, [wPlayerLastMapX]
ld [wPlayerNextMapX], a
ld a, [wPlayerLastMapY]
ld [wPlayerNextMapY], a
and a
ret
CheckMovementWalkOrBike: ; 03:403f
call _CheckMovementWalkOrBike
jp SetPlayerMovement
_CheckMovementWalkOrBike: ; 03:4045
ld a, d
and D_PAD
jp z, .idle
ld a, d
bit D_DOWN_F, a
jp nz, .check_down
bit D_UP_F, a
jp nz, .check_up
bit D_LEFT_F, a
jp nz, .check_left
bit D_RIGHT_F, a
jr nz, .check_right
.idle
ld a, NO_MOVEMENT
ret
.check_right
ld a, [wPlayerLastMapX]
inc a
ld [wPlayerNextMapX], a
call CheckPlayerObjectCollision
jr c, .face_right
call IsPlayerCollisionTileSolid
jr nc, .move_right
jr .face_right
.move_right
ld a, [wPlayerState]
cp PLAYER_BIKE
ld a, FAST_STEP_RIGHT
ret z
ld a, STEP_RIGHT
ret
.face_right
ld a, FACE_RIGHT
ret
.check_left:
ld a, [wPlayerLastMapX]
dec a
ld [wPlayerNextMapX], a
call CheckPlayerObjectCollision
jr c, .face_left
call IsPlayerCollisionTileSolid
jr nc, .move_left
jr .face_left
.move_left
ld a, [wPlayerState]
cp PLAYER_BIKE
ld a, FAST_STEP_LEFT
ret z
ld a, STEP_LEFT
ret
.face_left
ld a, FACE_LEFT
ret
.check_down
ld a, [wPlayerLastMapY]
inc a
ld [wPlayerNextMapY], a
call CheckPlayerObjectCollision
jr c, .face_down
call IsPlayerCollisionTileSolid
jr nc, .move_down
cp OLD_COLLISION_LEDGE
jr nz, .face_down
ld a, JUMP_DOWN
ret
.move_down
ld a, [wPlayerState]
cp PLAYER_BIKE
ld a, FAST_STEP_DOWN
ret z
ld a, STEP_DOWN
ret
.face_down
ld a, FACE_DOWN
ret
.check_up
ld a, [wPlayerLastMapY]
dec a
ld [wPlayerNextMapY], a
call CheckPlayerObjectCollision
jr c, .face_up
call IsPlayerCollisionTileSolid
jr nc, .move_up
jr .face_up
.move_up
ld a, [wPlayerState]
cp PLAYER_BIKE
ld a, FAST_STEP_UP
ret z
ld a, STEP_UP
ret
.face_up
ld a, FACE_UP
ret
CheckMovementDebug:: ; 03:40eb
ld a, d
call _CheckMovementDebug
jp SetPlayerMovement
_CheckMovementDebug: ; 03:40f2
bit D_DOWN_F, a
jr nz, .move_down
bit D_UP_F, a
jr nz, .move_up
bit D_LEFT_F, a
jr nz, .move_left
bit D_RIGHT_F, a
jr nz, .move_right
ld a, NO_MOVEMENT
ret
.move_down
ld a, [wTileDown]
cp -1
ld a, FAST_STEP_DOWN
ret nz
ld a, JUMP_UP
ret
.move_up
ld a, [wTileUp]
cp -1
ld a, FAST_STEP_UP
ret nz
ld a, JUMP_DOWN
ret
.move_left
ld a, [wTileLeft]
cp -1
ld a, FAST_STEP_LEFT
ret nz
ld a, JUMP_RIGHT
ret
.move_right
ld a, [wTileRight]
cp -1
ld a, FAST_STEP_RIGHT
ret nz
ld a, JUMP_LEFT
ret
CheckMovementSkateboard:: ; 03:4131
call _CheckMovementSkateboard
jp SetPlayerMovement
_CheckMovementSkateboard: ; 03:4137
ld a, [wSkatingDirection]
cp STANDING
jp z, .not_moving
push de
ld e, a
ld d, $00
ld hl, .SkateMovementTable
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
pop de
jp hl
.SkateMovementTable ; 03:414d
dw CheckSkateDown
dw CheckSkateUp
dw CheckSkateLeft
dw CheckSkateRight
.not_moving ; 03:4155
ld a, d
and D_PAD
jp z, .idle
bit D_DOWN_F, d
jp nz, CheckSkateDown
bit D_UP_F, d
jp nz, CheckSkateUp
bit D_LEFT_F, d
jp nz, CheckSkateLeft
bit D_RIGHT_F, d
jp nz, CheckSkateRight
.idle
ld a, STANDING
ld [wSkatingDirection], a
ld a, NO_MOVEMENT
ret
CheckSkateDown: ; 03:4177
ld a, [wPlayerLastMapY]
inc a
ld [wPlayerNextMapY], a
ld a, DOWN
ld [wSkatingDirection], a
call CheckPlayerObjectCollision
jr c, .collision
call IsPlayerCollisionTileSolid
jr nc, .can_skate
cp OLD_COLLISION_LEDGE
jr z, .jump
cp (OLD_COLLISION_ROCK | COLLISION_FLAG)
jr nz, .collision
.jump
ld a, FAST_JUMP_DOWN
ret
.can_skate
call OldIsTileCollisionGrass
jr z, .slow
ld a, FAST_STEP_DOWN
ret
.slow
ld a, STEP_DOWN
ret
.collision
ld a, STANDING
ld [wSkatingDirection], a
ld a, FACE_DOWN
ret
CheckSkateUp: ; 03:41ab
ld a, [wPlayerLastMapY]
dec a
ld [wPlayerNextMapY], a
ld a, UP
ld [wSkatingDirection], a
call CheckPlayerObjectCollision
jr c, .collision
call IsPlayerCollisionTileSolid
jr nc, .can_skate
cp (OLD_COLLISION_ROCK | COLLISION_FLAG)
jr nz, .collision
ld a, FAST_JUMP_UP
ret
.can_skate
call OldIsTileCollisionGrass
jr z, .slow
ld a, FAST_STEP_UP
ret
.slow
ld a, STEP_UP
ret
.collision
ld a, STANDING
ld [wSkatingDirection], a
ld a, FACE_UP
ret
CheckSkateLeft: ; 03:41db
ld a, [wPlayerLastMapX]
dec a
ld [wPlayerNextMapX], a
ld a, LEFT
ld [wSkatingDirection], a
call CheckPlayerObjectCollision
jr c, .collision
call IsPlayerCollisionTileSolid
jr nc, .can_skate
cp (OLD_COLLISION_ROCK | COLLISION_FLAG)
jr nz, .collision
ld a, FAST_JUMP_LEFT
ret
.can_skate
call OldIsTileCollisionGrass
jr z, .slow
ld a, FAST_STEP_LEFT
ret
.slow
ld a, STEP_LEFT
ret
.collision
ld a, STANDING
ld [wSkatingDirection], a
ld a, FACE_LEFT
ret
CheckSkateRight: ; 03:420b
ld a, [wPlayerLastMapX]
inc a
ld [wPlayerNextMapX], a
ld a, RIGHT
ld [wSkatingDirection], a
call CheckPlayerObjectCollision
jr c, .collision
call IsPlayerCollisionTileSolid
jr nc, .can_skate
cp (OLD_COLLISION_ROCK | COLLISION_FLAG)
jr nz, .collision
ld a, FAST_JUMP_RIGHT
ret
.can_skate
call OldIsTileCollisionGrass
jr z, .slow
ld a, FAST_STEP_RIGHT
ret
.slow
ld a, STEP_RIGHT
ret
.collision
ld a, STANDING
ld [wSkatingDirection], a
ld a, FACE_RIGHT
ret
OldIsTileCollisionGrass:: ; 03:423b
; Check whether collision ID in a is
; grass
; Result:
; nz - not grass
; z - grass
cp $82
ret z
cp $83
ret z
cp $8a
ret z
cp $8b
ret
OldCheckMovementSurf:: ; 03:4247
call _OldCheckMovementSurf
jp SetPlayerMovement
_OldCheckMovementSurf: ; 03:424d
ld a, d
and D_PAD
bit D_DOWN_F, a
jp nz, .check_down
bit D_UP_F, a
jp nz, .check_up
bit D_LEFT_F, a
jp nz, .check_left
bit D_RIGHT_F, a
jr nz, .check_right
ld a, NO_MOVEMENT
ret
.check_down
ld a, [wPlayerLastMapY]
inc a
ld [wPlayerNextMapY], a
call CheckPlayerObjectCollision
jr c, .face_down
call IsPlayerCollisionTileSolid
jr nc, .exit_water_down ; FIXME: This assumes cut-trees are solid, which they aren't.
; You can walk into them from water because of this.
call OldIsTileCollisionWater
jr c, .face_down
ld a, STEP_DOWN
ret
.face_down
ld a, FACE_DOWN
ret
.exit_water_down
call SetPlayerStateWalk
ld a, SLOW_STEP_DOWN
ret
.check_up
ld a, [wPlayerLastMapY]
dec a
ld [wPlayerNextMapY], a
call CheckPlayerObjectCollision
jr c, .face_up
call IsPlayerCollisionTileSolid
jr nc, .exit_water_up ; FIXME: This assumes cut-trees are solid, which they aren't.
; You can walk into them from water because of this.
call OldIsTileCollisionWater
jr c, .face_up
ld a, STEP_UP
ret
.face_up
ld a, FACE_UP
ret
.exit_water_up
call SetPlayerStateWalk
ld a, SLOW_STEP_UP
ret
.check_left
ld a, [wPlayerLastMapX]
dec a
ld [wPlayerNextMapX], a
call CheckPlayerObjectCollision
jr c, .face_left
call IsPlayerCollisionTileSolid
jr nc, .exit_water_left ; FIXME: This assumes cut-trees are solid, which they aren't.
; You can walk into them from water because of this.
call OldIsTileCollisionWater
jr c, .face_left
ld a, STEP_LEFT
ret
.face_left
ld a, FACE_LEFT
ret
.exit_water_left
call SetPlayerStateWalk
ld a, SLOW_STEP_LEFT
ret
.check_right
ld a, [wPlayerLastMapX]
inc a
ld [wPlayerNextMapX], a
call CheckPlayerObjectCollision
jr c, .face_right
call IsPlayerCollisionTileSolid
jr nc, .exit_water_right ; FIXME: This assumes cut-trees are solid, which they aren't.
; You can walk into them from water because of this.
call OldIsTileCollisionWater
jr c, .face_right
ld a, STEP_RIGHT
ret
.face_right
ld a, FACE_RIGHT
ret
.exit_water_right
call SetPlayerStateWalk
ld a, SLOW_STEP_RIGHT
ret
OldIsTileCollisionWater:: ; 03:42ee
; Check if collision ID in a is water
; Input:
; a - collision ID
; Result:
; c - water
; nc - not water
and COLLISION_TYPE_MASK
cp OLD_COLLISION_TYPE_WATER
ret z
cp OLD_COLLISION_TYPE_WATER2
ret z
scf
ret
SetPlayerStateWalk:: ; 03:42f8
push bc
ld a, PLAYER_NORMAL
ld [wPlayerState], a
call RedrawPlayerSprite
pop bc
ret
IsPlayerCollisionTileSolid:: ; 03:4303
; Return whether the collision under player's feet
; is solid/sometimes solid or non-solid.
; Clobbers: a
; Results:
; a - collision ID under player's feet
; nc - non-solid
; c - solid/sometimes solid
push de
ld bc, wPlayerStruct
callab _IsObjectCollisionTileSolid
ld a, e
pop de
ret
CheckPlayerObjectCollision:: ; 03:4312
; Check whether player object currentl
; collides with any other object.
; Result:
; nc - no collision
; c - collision
push de
callab _CheckPlayerObjectCollision
pop de
ret nc
jp CheckCompanionObjectCollision
CheckCompanionObjectCollision:: ; 03:4320
; Marks the object struct pointed to by hl
; as having collided with player object.
; If object struct (as identified by hObjectStructIndexBuffer)
; is companion, cancel collision on 5th frames.
; Result:
; nc - no collision
; c - collision
ld hl, OBJECT_FLAGS + 1
add hl, bc
set 1, [hl] ; mark object as having collided with player
ldh a, [hObjectStructIndexBuffer]
cp COMPANION_OBJECT_INDEX
jr z, .is_companion
xor a
ld [wCompanionCollisionFrameCounter], a
scf
ret
.is_companion
ld a, [wCompanionCollisionFrameCounter]
inc a
cp 5
ld [wCompanionCollisionFrameCounter], a
jr z, .cancel_collision
scf
ret
.cancel_collision
xor a
ld [wCompanionCollisionFrameCounter], a
ret
_OverworldMovementCheck:: ; 03:4344
ld a, PLAYER_OBJECT_INDEX
ldh [hEventCollisionException], a
ld a, [wPlayerDirection]
and a
jp z, SetPlayerIdle
ldh a, [hJoyState]
ld d, a
ld hl, wDebugFlags
bit DEBUG_FIELD_F, [hl]
jr z, .skip_debug_move
bit B_BUTTON_F, d
jp nz, CheckMovementDebug
.skip_debug_move
call GetPlayerMovementByState
jp SetPlayerMovement
GetPlayerMovementByState: ; 03:4364
ld a, [wPlayerState]
cp PLAYER_SKATE
jp z, CheckMovementSkateboard ; FIXME: CheckMovementSkateboard already calls SetPlayerMovement
; The skateboard doesn't work, because it uses the current
; coordinate as player animation.
cp PLAYER_SURF
jp z, CheckMovementSurf
jp CheckMovementWalk
CheckMovementWalk:: ; 03:4374
ld a, [wPlayerStandingTile]
swap a
and LOW((COLLISION_TYPE_MASK >> 4) | (COLLISION_TYPE_MASK << 4))
ld hl, .WalkingCollisionTable
jp CallJumptable
.WalkingCollisionTable ; 03:4381
dw CheckMovementWalkRegular ; regular
dw CheckMovementWalkSolid ; trees, grass, etc.
dw CheckMovementWalkSolid ; water
dw CheckMovementWalkSolid ; water current
dw CheckMovementWalkLand ; slowdown and fixed movement
dw CheckMovementWalkLand2 ; fixed movement
dw CheckMovementWalkRegular ; ???
dw CheckMovementWalkWarp ; warps
dw CheckMovementWalkMisc ; ???
dw CheckMovementWalkSpecial ; counters, signposts, book cases
dw CheckMovementWalkJump ; jumps
dw CheckMovementWalkRegular ; unused -- movement prohibit not yet implemented
dw CheckMovementWalkRegular ; unused
dw CheckMovementWalkRegular ; unused
dw CheckMovementWalkRegular ; unused
dw CheckMovementWalkRegular ; unused
NoWalkMovement: ; 03:43a1
ld a, NO_MOVEMENT
ret
CheckMovementWalkSolid:: ; 03:43a4
jp CheckMovementWalkRegular
CheckMovementWalkLand:: ; 03:43a7
ld a, [wPlayerStandingTile]
and COLLISION_SUBTYPE_MASK
jr nz, .force_movement
call CheckMovementWalkRegular
call SlowDownMovementWalk
ret
.force_movement
ld b, STEP_DOWN
cp (COLLISION_LAND_S & COLLISION_SUBTYPE_MASK)
jr z, .finish
ld b, STEP_UP
cp (COLLISION_LAND_N & COLLISION_SUBTYPE_MASK)
jr z, .finish
ld b, STEP_LEFT
cp (COLLISION_LAND_W & COLLISION_SUBTYPE_MASK)
jr z, .finish
ld b, STEP_RIGHT
cp (COLLISION_LAND_E & COLLISION_SUBTYPE_MASK)
jr z, .finish
; fall-through --> map other codes to COLLISION_LAND_E
.finish
ld a, b
ret
SlowDownMovementWalk: ; 03:43cf
ld b, SLOW_STEP_DOWN
cp STEP_DOWN
jr z, .finish
ld b, SLOW_STEP_UP
cp STEP_UP
jr z, .finish
ld b, SLOW_STEP_LEFT
cp STEP_LEFT
jr z, .finish
ld b, SLOW_STEP_RIGHT
cp STEP_RIGHT
jr z, .finish
ret
.finish
ld a, b
ret
CheckMovementWalkLand2:: ; 03:43ea
ld a, [wPlayerStandingTile]
and COLLISION_SUBTYPE_MASK
ld b, STEP_DOWN
cp (COLLISION_LAND2_S & COLLISION_SUBTYPE_MASK)
jr z, .finish
ld b, STEP_UP
cp (COLLISION_LAND2_N & COLLISION_SUBTYPE_MASK)
jr z, .finish
ld b, STEP_LEFT
cp (COLLISION_LAND2_W & COLLISION_SUBTYPE_MASK)
jr z, .finish
ld b, STEP_RIGHT
cp (COLLISION_LAND2_E & COLLISION_SUBTYPE_MASK)
jr z, .finish
; fall-through --> map other codes to COLLISION_LAND2_E
.finish
ld a, b
ret
UnusedCheckMovementWalk60:: ; 03:4409
jp CheckMovementWalkRegular
CheckMovementWalkWarp:: ; 03:440c
ld a, [wPlayerStandingTile]
and COLLISION_SUBTYPE_MASK
jr z, .check_dpad
cp 1
jr z, .move_down
ld a, [wPlayerStandingTile]
cp $7a
jr z, .move_down
jp CheckMovementWalkRegular
.move_down
ld a, STEP_DOWN
ret
.check_dpad
ldh a, [hJoyState]
bit D_DOWN_F, a
jr nz, .down
bit D_UP_F, a
jr nz, .up
bit D_LEFT_F, a
jr nz, .left
bit D_RIGHT_F, a
jr nz, .right
jp NoWalkMovement
.down
ld a, [wTileDown]
cp -1
jp nz, CheckMovementWalkRegular
call z, .moved_out_of_bounds
ld a, FACE_DOWN
ret
.up
ld a, [wTileUp]
cp -1
jp nz, CheckMovementWalkRegular
call z, .moved_out_of_bounds
ld a, FACE_UP
ret
.left
ld a, [wTileLeft]
cp -1
jp nz, CheckMovementWalkRegular
call z, .moved_out_of_bounds
ld a, FACE_LEFT
ret
.right
ld a, [wTileRight]
cp -1
jp nz, CheckMovementWalkRegular
call z, .moved_out_of_bounds
ld a, FACE_RIGHT
ret
.moved_out_of_bounds
ret
CheckMovementWalkMisc:: ; 03:4472
jp CheckMovementWalkRegular
CheckMovementWalkSpecial:: ; 03:4475
jp CheckMovementWalkRegular
CheckMovementWalkRegular:: ; 03:4478
ldh a, [hJoyState]
bit D_DOWN_F, a
jp nz, CheckWalkDown
bit D_UP_F, a
jp nz, CheckWalkUp
bit D_LEFT_F, a
jp nz, CheckWalkLeft
bit D_RIGHT_F, a
jp nz, CheckWalkRight
jp NoWalkMovement
CheckMovementWalkJump: ; 03:4491
ldh a, [hJoyState]
bit D_DOWN_F, a
jr nz, .down
bit D_UP_F, a
jr nz, .up
bit D_LEFT_F, a
jr nz, .left
bit D_RIGHT_F, a
jr nz, .right
jp NoWalkMovement
.down
ld a, [wPlayerStandingTile]
and COLLISION_SUBTYPE_MASK
cp (COLLISION_JUMP_S & COLLISION_SUBTYPE_MASK)
jr z, .jump_down
cp (COLLISION_JUMP_SE & COLLISION_SUBTYPE_MASK)
jr z, .jump_down
cp (COLLISION_JUMP_SW & COLLISION_SUBTYPE_MASK)
jr z, .jump_down
jp CheckWalkDown
.jump_down
ld a, JUMP_DOWN
ret
.up
ld a, [wPlayerStandingTile]
and COLLISION_SUBTYPE_MASK
cp (COLLISION_JUMP_N & COLLISION_SUBTYPE_MASK)
jr z, .jump_up
cp (COLLISION_JUMP_NE & COLLISION_SUBTYPE_MASK)
jr z, .jump_up
cp (COLLISION_JUMP_NW & COLLISION_SUBTYPE_MASK)
jr z, .jump_up
jp CheckWalkUp
.jump_up
ld a, JUMP_UP
ret
.left
ld a, [wPlayerStandingTile]
and COLLISION_SUBTYPE_MASK
cp (COLLISION_JUMP_W & COLLISION_SUBTYPE_MASK)
jr z, .jump_left
cp (COLLISION_JUMP_SW & COLLISION_SUBTYPE_MASK)
jr z, .jump_left
cp (COLLISION_JUMP_NW & COLLISION_SUBTYPE_MASK)
jr z, .jump_left
jp CheckWalkLeft
.jump_left
ld a, JUMP_LEFT
ret
.right
ld a, [wPlayerStandingTile]
and COLLISION_SUBTYPE_MASK
cp (COLLISION_JUMP_E & COLLISION_SUBTYPE_MASK)
jr z, .jump_right
cp (COLLISION_JUMP_SE & COLLISION_SUBTYPE_MASK)
jr z, .jump_right
cp (COLLISION_JUMP_NE & COLLISION_SUBTYPE_MASK)
jr z, .jump_right
jp CheckWalkRight
.jump_right
ld a, JUMP_RIGHT
ret
CheckWalkDown:: ; 03:4502
ld d, 0
ld e, 1
call CheckObjectCollision
jr c, .face_down
ld a, [wTileDown]
call CheckCollisionSolid
jr c, .face_down
ld a, STEP_DOWN
ret
.face_down
ld a, FACE_DOWN
ret
CheckWalkUp:: ; 03:4519
ld d, 0
ld e, -1
call CheckObjectCollision
jr c, .face_up
ld a, [wTileUp]
call CheckCollisionSolid
jr c, .face_up
ld a, STEP_UP
ret
.face_up
ld a, FACE_UP
ret
CheckWalkLeft:: ; 03:4530
ld d, -1
ld e, 0
call CheckObjectCollision
jr c, .face_left
ld a, [wTileLeft]
call CheckCollisionSolid
jr c, .face_left
ld a, STEP_LEFT
ret
.face_left
ld a, FACE_LEFT
ret
CheckWalkRight:: ; 03:4547
ld d, 1
ld e, 0
call CheckObjectCollision
jr c, .face_right
ld a, [wTileRight]
call CheckCollisionSolid
jr c, .face_right
ld a, STEP_RIGHT
ret
.face_right
ld a, FACE_RIGHT
ret
CheckMovementSurf:: ; 03:455e
ld a, [wPlayerStandingTile]
swap a
and LOW((COLLISION_TYPE_MASK >> 4) | (COLLISION_TYPE_MASK << 4))
ld hl, .SurfCollisionTable
jp CallJumptable
.SurfCollisionTable ; 03:456b
dw CheckMovementSurfRegular
dw CheckMovementSurfRegular
dw CheckMovementSurfWater
dw CheckMovementSurfWater2
dw CheckMovementSurfRegular
dw CheckMovementSurfRegular
dw CheckMovementSurfRegular
dw CheckMovementSurfRegular
dw CheckMovementSurfRegular
dw CheckMovementSurfRegular
dw CheckMovementSurfRegular
dw CheckMovementSurfRegular
dw CheckMovementSurfRegular
dw CheckMovementSurfRegular
dw CheckMovementSurfRegular
dw CheckMovementSurfRegular
CheckMovementSurfRegular:: ; 03:458b
ldh a, [hJoyState]
bit D_DOWN_F, a
jp nz, CheckSurfDown
bit D_UP_F, a
jp nz, CheckSurfUp
bit D_LEFT_F, a
jp nz, CheckSurfLeft
bit D_RIGHT_F, a
jp nz, CheckSurfRight
jp NoWalkMovement
CheckMovementSurfWater:: ; 03:45a4
ld a, [wPlayerStandingTile]
and COLLISION_SUBTYPE_MASK
cp (COLLISION_WATERFALL & COLLISION_SUBTYPE_MASK)
jr nz, CheckMovementSurfRegular
; waterfall
ld a, FAST_STEP_DOWN
ret
CheckMovementSurfWater2:: ; 03:45b0
ld a, [wPlayerStandingTile]
and COLLISION_WATER_SUBTYPE_MASK
ld d, STEP_RIGHT
jr z, .finish ; COLLISION_WATER2_E
ld d, STEP_LEFT
cp (COLLISION_WATER2_W & COLLISION_WATER_SUBTYPE_MASK)
jr z, .finish
ld d, STEP_UP
cp (COLLISION_WATER2_N & COLLISION_WATER_SUBTYPE_MASK)
jr z, .finish
ld d, STEP_DOWN
cp (COLLISION_WATER2_S & COLLISION_WATER_SUBTYPE_MASK)
jr z, .finish
; fall-through --> no aliasing due to mask
.finish
ld a, d
ret
CheckSurfDown: ; 03:45cd
ld d, 0
ld e, 1
call CheckObjectCollision
jr c, .face_down
ld a, [wTileDown]
call CheckCollisionSometimesSolid
jr c, .face_down ; FIXME: This assumes cut-trees are solid, which they aren't.
; You can walk into them from water because of this.
call nz, SurfDismount
ld a, STEP_DOWN
ret
.face_down
ld a, FACE_DOWN
ret
CheckSurfUp: ; 03:45e7
ld d, 0
ld e, -1
call CheckObjectCollision
jr c, .face_up
ld a, [wTileUp]
call CheckCollisionSometimesSolid
jr c, .face_up ; FIXME: This assumes cut-trees are solid, which they aren't.
; You can walk into them from water because of this.
call nz, SurfDismount
ld a, STEP_UP
ret
.face_up
ld a, FACE_UP
ret
CheckSurfLeft: ; 03:4601
ld d, -1
ld e, 0
call CheckObjectCollision
jr c, .face_left
ld a, [wTileLeft]
call CheckCollisionSometimesSolid
jr c, .face_left ; FIXME: This assumes cut-trees are solid, which they aren't.
; You can walk into them from water because of this.
call nz, SurfDismount
ld a, STEP_LEFT
ret
.face_left
ld a, FACE_LEFT
ret
CheckSurfRight: ; 03:461b
ld d, 1
ld e, 0
call CheckObjectCollision
jr c, .face_right
ld a, [wTileRight]
call CheckCollisionSometimesSolid
jr c, .face_right ; FIXME: This assumes cut-trees are solid, which they aren't.
; You can walk into them from water because of this.
call nz, SurfDismount
ld a, STEP_RIGHT
ret
.face_right
ld a, FACE_RIGHT
ret
SurfDismount: ; 03:4635
jp SetPlayerStateWalk
CheckObjectCollision:: ; 03:4638
; Check if coordinates relative
; to player collide with another object
; Clobbers:
; a, hl
; Input:
; de - Relative coords x, y
; Output:
; nc - no collision
; c - collision
; hObjectStructIndexBuffer - Event ID of colliding event
ld a, PLAYER_OBJECT_INDEX
ldh [hEventCollisionException], a
ld a, [wPlayerNextMapX]
add d
ld d, a
ld a, [wPlayerNextMapY]
add e
ld e, a
callab _CheckObjectCollision
ret nc
jp CheckCompanionObjectCollision
CheckCollisionSolid::
; Checks whether collision ID in a
; is solid or not.
; Clobbers:
; hl
; Input:
; a - collision ID
; Result:
; a - collision type
; c - solid
; nc - not solid
call GetCollisionType
and a
ret z
scf
ret
GetCollisionType::
; Get collision type for collision ID in a
; Clobbers: hl
; Input:
; a - collision ID
; Result:
; a - collision type
; 00 - not solid
; 01 - sometimes solid (cut tree, water etc.)
; 0F - always solid
push de
ld hl, CollisionTypeTable
ld e, a
ld d, 0
add hl, de
ld a, [hl]
pop de
ret
SECTION "Rest of Player Movement", ROMX[$4764], BANK[$03]
_UnusedReturnFalse:: ; 03:4764
xor a
ret
_UnusedReturnTrue:: ; 03:4766
xor a
scf
ret
CheckCollisionSometimesSolid:: ; 03:4769
; Checks whether collision ID in a
; is sometimes, always or never solid.
; Clobbers:
; hl
; Input:
; a - collision ID
; Result:
; c - always solid
; nc - sometimes not solid, check a
; a - result
; 00 - sometimes solid
; 01 - never solid
call GetCollisionType
cp SOMETIMES_SOLID
jr z, .sometimes_solid
and a
jr z, .never_solid
jr .always_solid
.sometimes_solid
xor a
ret
.never_solid
ld a, 1
and a
ret
.always_solid
scf
ret
SECTION "_RedrawPlayerSprite", ROMX[$4000], BANK[$05]
_RedrawPlayerSprite: ; 05:4000
call GetPlayerSprite
ld hl, vChars0
call LoadOverworldSprite
ret
GetPlayerSprite: ; 05:400a
ld a, [wPlayerState]
ld hl, PlayerSpriteTable
ld c, a
.loop
ld a, [hli]
cp c
jr z, .match
inc hl
cp -1
jr nz, .loop
xor a
ld [wPlayerState], a
ld a, SPRITE_GOLD
jr .skip
.match
ld a, [hl]
.skip
ld [wUsedSprites], a
ld [wPlayerSprite], a
ld [wPlayerObjectSprite], a
ret
PlayerSpriteTable: ; 03:402d
; state, sprite
db PLAYER_NORMAL, SPRITE_GOLD
db PLAYER_BIKE, SPRITE_GOLD_BIKE
db PLAYER_SKATE, SPRITE_GOLD_SKATEBOARD
db PLAYER_SURF, SPRITE_LAPLACE
db -1
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