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Diffstat (limited to 'engine/pathfinding.asm')
-rw-r--r-- | engine/pathfinding.asm | 201 |
1 files changed, 0 insertions, 201 deletions
diff --git a/engine/pathfinding.asm b/engine/pathfinding.asm deleted file mode 100644 index f3d23b7c..00000000 --- a/engine/pathfinding.asm +++ /dev/null @@ -1,201 +0,0 @@ -FindPathToPlayer: - xor a - ld hl, hFindPathNumSteps - ld [hli], a ; hFindPathNumSteps - ld [hli], a ; hFindPathFlags - ld [hli], a ; hFindPathYProgress - ld [hl], a ; hFindPathXProgress - ld hl, wNPCMovementDirections2 - ld de, $0 -.loop - ld a, [hFindPathYProgress] - ld b, a - ld a, [hNPCPlayerYDistance] ; Y distance in steps - call CalcDifference - ld d, a - and a - jr nz, .asm_f76a - ld a, [hFindPathFlags] - set 0, a ; current end of path matches the player's Y coordinate - ld [hFindPathFlags], a -.asm_f76a - ld a, [hFindPathXProgress] - ld b, a - ld a, [hNPCPlayerXDistance] ; X distance in steps - call CalcDifference - ld e, a - and a - jr nz, .asm_f77c - ld a, [hFindPathFlags] - set 1, a ; current end of path matches the player's X coordinate - ld [hFindPathFlags], a -.asm_f77c - ld a, [hFindPathFlags] - cp $3 ; has the end of the path reached the player's position? - jr z, .done -; Compare whether the X distance between the player and the current of the path -; is greater or if the Y distance is. Then, try to reduce whichever is greater. - ld a, e - cp d - jr c, .yDistanceGreater -; x distance is greater - ld a, [hNPCPlayerRelativePosFlags] - bit 1, a - jr nz, .playerIsLeftOfNPC - ld d, NPC_MOVEMENT_RIGHT - jr .next1 -.playerIsLeftOfNPC - ld d, NPC_MOVEMENT_LEFT -.next1 - ld a, [hFindPathXProgress] - add 1 - ld [hFindPathXProgress], a - jr .storeDirection -.yDistanceGreater - ld a, [hNPCPlayerRelativePosFlags] - bit 0, a - jr nz, .playerIsAboveNPC - ld d, NPC_MOVEMENT_DOWN - jr .next2 -.playerIsAboveNPC - ld d, NPC_MOVEMENT_UP -.next2 - ld a, [hFindPathYProgress] - add 1 - ld [hFindPathYProgress], a -.storeDirection - ld a, d - ld [hli], a - ld a, [hFindPathNumSteps] - inc a - ld [hFindPathNumSteps], a - jp .loop -.done - ld [hl], $ff - ret - -CalcPositionOfPlayerRelativeToNPC: - xor a - ld [hNPCPlayerRelativePosFlags], a - ld a, [wSpriteStateData1 + 4] ; player's sprite screen Y position in pixels - ld d, a - ld a, [wSpriteStateData1 + 6] ; player's sprite screen X position in pixels - ld e, a - ld hl, wSpriteStateData1 - ld a, [hNPCSpriteOffset] - add l - add $4 - ld l, a - jr nc, .noCarry - inc h -.noCarry - ld a, d - ld b, a - ld a, [hli] ; NPC sprite screen Y position in pixels - call CalcDifference - jr nc, .NPCSouthOfOrAlignedWithPlayer -.NPCNorthOfPlayer - push hl - ld hl, hNPCPlayerRelativePosFlags - bit 0, [hl] - set 0, [hl] - pop hl - jr .divideYDistance -.NPCSouthOfOrAlignedWithPlayer - push hl - ld hl, hNPCPlayerRelativePosFlags - bit 0, [hl] - res 0, [hl] - pop hl -.divideYDistance - push hl - ld hl, hDividend2 - ld [hli], a - ld a, 16 - ld [hli], a - call DivideBytes ; divide Y absolute distance by 16 - ld a, [hl] ; quotient - ld [hNPCPlayerYDistance], a - pop hl - inc hl - ld b, e - ld a, [hl] ; NPC sprite screen X position in pixels - call CalcDifference - jr nc, .NPCEastOfOrAlignedWithPlayer -.NPCWestOfPlayer - push hl - ld hl, hNPCPlayerRelativePosFlags - bit 1, [hl] - set 1, [hl] - pop hl - jr .divideXDistance -.NPCEastOfOrAlignedWithPlayer - push hl - ld hl, hNPCPlayerRelativePosFlags - bit 1, [hl] - res 1, [hl] - pop hl -.divideXDistance - ld [hDividend2], a - ld a, 16 - ld [hDivisor2], a - call DivideBytes ; divide X absolute distance by 16 - ld a, [hQuotient2] - ld [hNPCPlayerXDistance], a - ld a, [hNPCPlayerRelativePosPerspective] - and a - ret z - ld a, [hNPCPlayerRelativePosFlags] - cpl - and $3 - ld [hNPCPlayerRelativePosFlags], a - ret - -ConvertNPCMovementDirectionsToJoypadMasks: - ld a, [hNPCMovementDirections2Index] - ld [wNPCMovementDirections2Index], a - dec a - ld de, wSimulatedJoypadStatesEnd - ld hl, wNPCMovementDirections2 - add l - ld l, a - jr nc, .loop - inc h -.loop - ld a, [hld] - call ConvertNPCMovementDirectionToJoypadMask - ld [de], a - inc de - ld a, [hNPCMovementDirections2Index] - dec a - ld [hNPCMovementDirections2Index], a - jr nz, .loop - ret - -ConvertNPCMovementDirectionToJoypadMask: - push hl - ld b, a - ld hl, NPCMovementDirectionsToJoypadMasksTable -.loop - ld a, [hli] - cp $ff - jr z, .done - cp b - jr z, .loadJoypadMask - inc hl - jr .loop -.loadJoypadMask - ld a, [hl] -.done - pop hl - ret - -NPCMovementDirectionsToJoypadMasksTable: - db NPC_MOVEMENT_UP, D_UP - db NPC_MOVEMENT_DOWN, D_DOWN - db NPC_MOVEMENT_LEFT, D_LEFT - db NPC_MOVEMENT_RIGHT, D_RIGHT - db $ff - -; unreferenced - ret |