Use known sprite movement data flag constants

This commit is contained in:
Rangi
2018-05-23 13:15:07 -04:00
parent 32b92ca51c
commit c5d18de8ff
6 changed files with 59 additions and 51 deletions

View File

@@ -47,7 +47,7 @@ SetFacingStandAction: ; 44b5
SetFacingStepAction: ; 44c1
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING, [hl]
bit SLIDING_F, [hl]
jp nz, SetFacingCurrent
ld hl, OBJECT_STEP_FRAME
@@ -59,7 +59,7 @@ SetFacingStepAction: ; 44c1
rrca
rrca
and %00000011
maskbits NUM_DIRECTIONS
ld d, a
call GetSpriteDirection
@@ -74,7 +74,7 @@ SetFacingStepAction: ; 44c1
SetFacingSkyfall: ; 44e4
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING, [hl]
bit SLIDING_F, [hl]
jp nz, SetFacingCurrent
ld hl, OBJECT_STEP_FRAME
@@ -86,7 +86,7 @@ SetFacingSkyfall: ; 44e4
rrca
rrca
and %00000011
maskbits NUM_DIRECTIONS
ld d, a
call GetSpriteDirection
@@ -101,7 +101,7 @@ SetFacingSkyfall: ; 44e4
SetFacingBumpAction: ; 4508
ld hl, OBJECT_FLAGS1
add hl, bc
bit SLIDING, [hl]
bit SLIDING_F, [hl]
jp nz, SetFacingCurrent
ld hl, OBJECT_STEP_FRAME
@@ -112,7 +112,7 @@ SetFacingBumpAction: ; 4508
rrca
rrca
rrca
and %00000011
maskbits NUM_DIRECTIONS
ld d, a
call GetSpriteDirection
@@ -245,7 +245,7 @@ SetFacingWeirdTree: ; 45ab
ld a, [hl]
inc a
ld [hl], a
and %00001100
maskbits NUM_DIRECTIONS, 2
rrca
rrca
add FACING_WEIRD_TREE_0

View File

@@ -146,7 +146,7 @@ Function437b: ; 437b
.HandleObjectAction:
ld hl, OBJECT_FLAGS1
add hl, bc
bit INVISIBLE, [hl]
bit INVISIBLE_F, [hl]
jr nz, SetFacingStanding
ld hl, OBJECT_FLAGS2
add hl, bc
@@ -161,7 +161,7 @@ Function437b: ; 437b
Function4440: ; 4440
ld hl, OBJECT_FLAGS1
add hl, bc
bit INVISIBLE, [hl]
bit INVISIBLE_F, [hl]
jr nz, SetFacingStanding
asm_4448:
ld de, ObjectActionPairPointers + 2 ; use second column
@@ -233,7 +233,7 @@ Function462a: ; 462a
UpdateTallGrassFlags: ; 463f
ld hl, OBJECT_FLAGS2
add hl, bc
bit OVERHEAD, [hl]
bit OVERHEAD_F, [hl]
jr z, .ok
ld hl, OBJECT_NEXT_TILE
add hl, bc
@@ -260,13 +260,13 @@ SetTallGrassFlags: ; 4661
.set
ld hl, OBJECT_FLAGS2
add hl, bc
set OVERHEAD, [hl]
set OVERHEAD_F, [hl]
ret
.reset
ld hl, OBJECT_FLAGS2
add hl, bc
res OVERHEAD, [hl]
res OVERHEAD_F, [hl]
ret
; 4679
@@ -298,7 +298,7 @@ InitStep: ; 4690
ld [hl], a
ld hl, OBJECT_FLAGS1
add hl, bc
bit FIXED_FACING, [hl]
bit FIXED_FACING_F, [hl]
jr nz, GetNextTile
add a
add a
@@ -2155,7 +2155,7 @@ DespawnEmote: ; 5579
push af
ld hl, OBJECT_FLAGS1
add hl, de
bit EMOTE_OBJECT, [hl]
bit EMOTE_OBJECT_F, [hl]
jr z, .next
ld hl, OBJECT_SPRITE
add hl, de
@@ -2918,10 +2918,10 @@ InitSprites: ; 5991
ld e, PRIORITY_LOW
ld hl, OBJECT_FLAGS2
add hl, bc
bit LOW_PRIORITY, [hl]
bit LOW_PRIORITY_F, [hl]
jr nz, .add
ld e, PRIORITY_NORM
bit HIGH_PRIORITY, [hl]
bit HIGH_PRIORITY_F, [hl]
jr z, .add
ld e, PRIORITY_HIGH
jr .add

View File

@@ -377,42 +377,42 @@ Movement_tree_shake: ; 5279
Movement_remove_sliding: ; 5293
ld hl, OBJECT_FLAGS1
add hl, bc
res SLIDING, [hl]
res SLIDING_F, [hl]
jp ContinueReadingMovement
; 529c
Movement_set_sliding: ; 529c
ld hl, OBJECT_FLAGS1
add hl, bc
set SLIDING, [hl]
set SLIDING_F, [hl]
jp ContinueReadingMovement
; 52a5
Movement_remove_fixed_facing: ; 52a5
ld hl, OBJECT_FLAGS1
add hl, bc
res FIXED_FACING, [hl]
res FIXED_FACING_F, [hl]
jp ContinueReadingMovement
; 52ae
Movement_fix_facing: ; 52ae
ld hl, OBJECT_FLAGS1
add hl, bc
set FIXED_FACING, [hl]
set FIXED_FACING_F, [hl]
jp ContinueReadingMovement
; 52b7
Movement_show_object: ; 52b7
ld hl, OBJECT_FLAGS1
add hl, bc
res INVISIBLE, [hl]
res INVISIBLE_F, [hl]
jp ContinueReadingMovement
; 52c0
Movement_hide_object: ; 52c0
ld hl, OBJECT_FLAGS1
add hl, bc
set INVISIBLE, [hl]
set INVISIBLE_F, [hl]
jp ContinueReadingMovement
; 52c9
@@ -838,7 +838,7 @@ JumpStep: ; 548a
ld hl, OBJECT_FLAGS2
add hl, bc
res OVERHEAD, [hl]
res OVERHEAD_F, [hl]
ld hl, OBJECT_ACTION
add hl, bc

View File

@@ -1071,7 +1071,7 @@ ApplyObjectFacing:
jr c, .not_visible ; STILL_SPRITE
ld hl, OBJECT_FLAGS1
add hl, bc
bit FIXED_FACING, [hl]
bit FIXED_FACING_F, [hl]
jr nz, .not_visible
pop de
ld a, e