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; if a hidden object was found, stores $00 in [hDidntFindAnyHiddenObject], else stores $ff
CheckForHiddenObject::
ld hl, hItemAlreadyFound
xor a
ld [hli], a ; [hItemAlreadyFound]
ld [hli], a ; [hSavedMapTextPtr]
ld [hli], a ; [hSavedMapTextPtr + 1]
ld [hl], a ; [hDidntFindAnyHiddenObject]
ld hl, HiddenObjectMaps
ld de, 3
ld a, [wCurMap]
call IsInArray
jr nc, .noMatch
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
push hl
ld hl, wHiddenObjectFunctionArgument
xor a
ld [hli], a
ld [hli], a
ld [hl], a
pop hl
.hiddenObjectLoop
ld a, [hli]
cp $ff
jr z, .noMatch
ld [wHiddenObjectY], a
ld b, a
ld a, [hli]
ld [wHiddenObjectX], a
ld c, a
call CheckIfCoordsInFrontOfPlayerMatch
ldh a, [hCoordsInFrontOfPlayerMatch]
and a
jr z, .foundMatchingObject
inc hl
inc hl
inc hl
inc hl
push hl
ld hl, wHiddenObjectIndex
inc [hl]
pop hl
jr .hiddenObjectLoop
.foundMatchingObject
ld a, [hli]
ld [wHiddenObjectFunctionArgument], a
ld a, [hli]
ld [wHiddenObjectFunctionRomBank], a
ld a, [hli]
ld h, [hl]
ld l, a
ret
.noMatch
ld a, $ff
ldh [hDidntFindAnyHiddenObject], a
ret
; checks if the coordinates in front of the player's sprite match Y in b and X in c
; [hCoordsInFrontOfPlayerMatch] = $00 if they match, $ff if they don't match
CheckIfCoordsInFrontOfPlayerMatch:
ld a, [wSpritePlayerStateData1FacingDirection]
cp SPRITE_FACING_UP
jr z, .facingUp
cp SPRITE_FACING_LEFT
jr z, .facingLeft
cp SPRITE_FACING_RIGHT
jr z, .facingRight
; facing down
ld a, [wYCoord]
inc a
jr .upDownCommon
.facingUp
ld a, [wYCoord]
dec a
.upDownCommon
cp b
jr nz, .didNotMatch
ld a, [wXCoord]
cp c
jr nz, .didNotMatch
jr .matched
.facingLeft
ld a, [wXCoord]
dec a
jr .leftRightCommon
.facingRight
ld a, [wXCoord]
inc a
.leftRightCommon
cp c
jr nz, .didNotMatch
ld a, [wYCoord]
cp b
jr nz, .didNotMatch
.matched
xor a
jr .done
.didNotMatch
ld a, $ff
.done
ldh [hCoordsInFrontOfPlayerMatch], a
ret
INCLUDE "data/events/hidden_objects.asm"
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