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INCLUDE "constants.asm"
SECTION "home/movement.asm", ROM0
InitMovementBuffer::
ld [wMovementBufferObject], a
xor a
ld [wMovementBufferCount], a
ld a, BANK(wMovementBuffer)
ld [wMovementBufferPointerBank], a
ld a, LOW(wMovementBuffer)
ld [wMovementBufferPointerAddr], a
ld a, HIGH(wMovementBuffer)
ld [wMovementBufferPointerAddr + 1], a
ret
DecrementMovementBufferCount::
ld a, [wMovementBufferCount]
and a
ret z
dec a
ld [wMovementBufferCount], a
ret
AppendToMovementBuffer::
push hl
push de
ld hl, wMovementBufferCount
ld e, [hl]
inc [hl]
ld d, $0
ld hl, wMovementBuffer
add hl, de
ld [hl], a
pop de
pop hl
ret
AppendToMovementBufferNTimes::
push af
ld a, c
and a
jr nz, .asm_1a0a
pop af
ret
.asm_1a0a:
pop af
.asm_1a0b:
call AppendToMovementBuffer
dec c
jr nz, .asm_1a0b
ret
ComputePathToWalkToPlayer::
push af
ld a, b
sub d
ld h, LEFT
jr nc, .asm_1a1d
dec a
cpl
ld h, RIGHT
.asm_1a1d:
ld d, a
ld a, c
sub e
ld l, UP
jr nc, .asm_1a28
dec a
cpl
ld l, DOWN
.asm_1a28:
ld e, a
cp d
jr nc, .asm_1a32
ld a, h
ld h, l
ld l, a
ld a, d
ld d, e
ld e, a
.asm_1a32:
pop af
ld b, a
ld a, h
call .GetMovementData
ld c, d
call AppendToMovementBufferNTimes
ld a, l
call .GetMovementData
ld c, e
call AppendToMovementBufferNTimes
ret
.GetMovementData:
push de
push hl
ld l, b
ld h, $0
add hl, hl
add hl, hl
ld e, a
ld d, $0
add hl, de
ld de, .Data
add hl, de
ld a, [hl]
pop hl
pop de
ret
.Data:
db $04, $05, $06, $07
db $08, $09, $0a, $0b
db $0c, $0d, $0e, $0f
; slow_step DOWN
; slow_step UP
; slow_step LEFT
; slow_step RIGHT
; step DOWN
; step UP
; step LEFT
; step RIGHT
; big_step DOWN
; big_step UP
; big_step LEFT
; big_step RIGHT
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