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-rw-r--r--entities.gbasm155
1 files changed, 141 insertions, 14 deletions
diff --git a/entities.gbasm b/entities.gbasm
index 3c279be..28df2d8 100644
--- a/entities.gbasm
+++ b/entities.gbasm
@@ -1,7 +1,7 @@
Prepare_Entities:
LD A, $00
LD $tmp_var_1, A
- LD HL, $mem_entites_list
+ LD HL, $mem_entities_list
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
@@ -39,7 +39,6 @@ Prepare_Entity:
LD A, (HL+)
LD E, A
-
CP $00
JP Z, =Prepare_Entity.skip
@@ -285,7 +284,9 @@ Prepare_Entity:
RET
Entities_Behaviours:
- LD HL, $mem_entites_list
+ CALL =Reset_Entities_Collision_Map
+
+ LD HL, $mem_entities_list
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
@@ -340,9 +341,49 @@ Entity_Behaviour:
LD L, A
RET
-Entity_collision: ; entity (whatever alignement) in HL, direction to test in A, Result in A
- PUSH HL
+Carve_Entity_Collision_Map: ; X in C, Y in B
PUSH BC
+ PUSH HL
+ PUSH AF
+
+ LD A, C
+ AND $e0
+ JR NZ, =Carve_Entity_Collision_Map.end
+
+ LD A, B
+ AND $e0
+ JR NZ, =Carve_Entity_Collision_Map.end
+
+ LD A, C
+
+ LD H, $00
+ CP $10
+ RL B
+ AND $0f
+ CP $08
+ RL B
+ AND $07
+ LD L, A
+
+ LD A, B
+ LD BC, $mem_entities_collisions
+ OR C
+ LD C, A
+ LD A, (BC)
+
+ OR (HL)
+ LD (BC), A
+
+ Carve_Entity_Collision_Map.end:
+
+ POP AF
+ POP HL
+ POP BC
+ RET
+
+
+Get_Position_After_Move: ; entity (whatever alignement) in HL, direction to test in A, X Result in C, Y result in B
+ PUSH HL
PUSH AF
LD A, L
@@ -357,6 +398,9 @@ Entity_collision: ; entity (whatever alignement) in HL, direction to test in A,
LD B, A
POP AF
+ BIT 3, A
+ JR Z, =Get_Position_After_Move.direction_end
+
PUSH BC
DEC A
@@ -367,24 +411,21 @@ Entity_collision: ; entity (whatever alignement) in HL, direction to test in A,
DEC A
BIT 1, B
- JR NZ, =Entity_collision.vertical
+ JR NZ, =Get_Position_After_Move.vertical
- Entity_collision.horizontal:
+ Get_Position_After_Move.horizontal:
POP BC
ADD C
LD C, A
- JR =Entity_collision.direction_end
+ JR =Get_Position_After_Move.direction_end
- Entity_collision.vertical:
+ Get_Position_After_Move.vertical:
POP BC
ADD B
LD B, A
- Entity_collision.direction_end:
- LD A, C
- CALL =Is_Solid
+ Get_Position_After_Move.direction_end:
- POP BC
POP HL
RET
@@ -458,7 +499,12 @@ Fox_AI:
OR $08
LD B, A
- CALL =Entity_collision
+ PUSH BC
+ CALL =Get_Position_After_Move
+ LD A, C
+ CALL =Is_Collisionable
+ CALL =Carve_Entity_Collision_Map
+ POP BC
CP $00
JR Z, =Fox_AI.change_direction
@@ -471,3 +517,84 @@ Fox_AI:
POP HL
RET
+
+Is_Collisionable: ; X in A, Y in B, Result A
+ PUSH BC
+ PUSH HL
+
+ CP $20
+ JR NC, =Is_Collisionable.Solid
+
+ LD C, A
+ LD A, B
+ CP $20
+ JR NC, =Is_Collisionable.Solid
+ LD A, C
+
+ LD H, $00
+ CP $10
+ RL B
+ AND $0f
+ CP $08
+ RL B
+ AND $07
+ LD L, A
+
+ LD C, B
+ LD B, $mem_dungeon_map_high
+ LD A, (BC)
+ PUSH AF
+ LD A, C
+ LD BC, $mem_entities_collisions
+ OR C
+ LD C, A
+ LD A, (BC)
+ XOR $ff ; 1 in the dungeon map means walkable, 1 in the entity map means unwalkable, we need to invert it.
+ LD B, A
+ POP AF
+ AND B
+
+ AND (HL)
+ CP $01
+ LD A, $00
+ RL A
+
+ POP HL
+ POP BC
+ RET
+
+ Is_Collisionable.Solid:
+ LD A, $01
+ POP HL
+ POP BC
+
+ RET
+
+Reset_Entities_Collision_Map:
+ LD A, $mem_moving_animation_step
+ CP $02
+ JR NZ, =Reset_Entities_Collision_Map.end
+
+ LD HL, $mem_entities_collisions
+ LD BC, $0080
+ CALL =bzero
+
+ LD HL, $mem_entities_list
+ Reset_Entities_Collision_Map.loop:
+ INC L
+ INC L
+ INC L
+
+ LD A, (HL)
+ CALL =Get_Position_After_Move
+ CALL =Carve_Entity_Collision_Map
+
+ LD A, L
+ AND $f8
+ ADD $08
+ LD L, A
+ CP $00
+ JR NZ, =Reset_Entities_Collision_Map.loop
+
+ Reset_Entities_Collision_Map.end:
+ RET