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; if a hidden object was found, stores $00 in [$ffee], else stores $ff
CheckForHiddenObject: ; 469a0 (11:69a0)
ld hl, $ffeb
xor a
ld [hli], a
ld [hli], a
ld [hli], a
ld [hl], a
ld de, $0
ld hl, HiddenObjectMaps
.hiddenMapLoop
ld a, [hli]
ld b, a
cp $ff
jr z, .noMatch
ld a, [wCurMap]
cp b
jr z, .foundMatchingMap
inc de
inc de
jr .hiddenMapLoop
.foundMatchingMap
ld hl, HiddenObjectPointers
add hl, de
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
ld 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, $ff
ld [$ffee], 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: ; 46a01 (11:6a01)
ld a, [wSpriteStateData1 + 9] ; player's sprite facing direction
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
ld [hCoordsInFrontOfPlayerMatch], a
ret
INCLUDE "data/hidden_objects.asm"
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