Files
alttpr-baserom/dungeon_map/check_loot.asm

351 lines
4.4 KiB
NASM

; A = room_id
; out A = level of loot
CheckLoot:
PHP
REP #$30
PHB : PHX : PHY
STA.b $00
LDA.b $06 : PHA
LDA.b $0E : PHA
STZ.b $02 ; best item class found
LDA.l ShowItems_default
AND.w #$00FF
STA.b $0E
LDA.l SaveDataWRAM, X
AND.w #$000F
BEQ +
LDA.l ShowItems_visited_tile
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+ LDA.b DungeonID
TAX
LDA.l MapField
AND.l DungeonMask, X
BEQ +
LDA.l ShowItems_have_map
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+ LDA.l CompassField
AND.l DungeonMask, X
BEQ +
LDA.l ShowItems_have_compass
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+ LDA.b $0E
BEQ .done
LDA.l ItemSources : BIT.w #$0001 : BEQ +
JSR CheckChests
+
LDA.l ItemSources : BIT.w #$0002 : BEQ +
JSR CheckPots
+
LDA.l ItemSources : BIT.w #$0004 : BEQ +
JSR CheckEnemies
+
LDA.l ItemSources : BIT.w #$0008 : BEQ +
JSR CheckBoss
+
LDA.l ItemSources : BIT.w #$0010 : BEQ +
JSR CheckPrize
+
LDA.b $0E
AND.w #$00FF
CMP.w #$0001
BNE .done
LDA.b $02
BEQ .done
LDA.w #$0001
STA.b $02
.done
PLA : STA.b $0E
PLA : STA.b $06
PLY : PLX : PLB
PLP
LDA.b $02
RTL
CheckChests:
LDA.b $00
ASL A
TAX
LDA.w #($81<<8)
PHA
PLB : PLB
LDA.w #$0008
STA.b $04
LDY.w #$FFFD
.increment_mask
LDA.b $04
ASL A
STA.b $04
.next_chest
INY #3
CPY.w #$01F8
BCS .done
LDA.w RoomData_ChestItems, Y
AND.w #$7FFF
CMP.b $00
BNE .next_chest
LDA.l SaveDataWRAM, X
AND.b $04
BNE .increment_mask ; already got item
LDA.w RoomData_ChestItems+2, Y
AND.w #$00FF
JSR GetLootClass
BRA .increment_mask
.done
RTS
CheckBoss:
LDX.w #$FFFA
.next_boss
INX #6
LDA.l MiscLocations, X
BPL .check
RTS
.check
CMP.b $00
BNE .next_boss
TXY
CMP.b RoomIndex
BEQ .current_room
ASL A
TAX
LDA.l SaveDataWRAM, X
BRA .continue
.current_room
LDA.w RoomItemsTaken ; if checking our current room, $0403 has fresher flags
ASL #4
.continue
STA.b $04
TYX
LDA.l MiscLocations+2, X ; get bit of room data to check
AND.w #$00FF
ASL A
TAX
LDA.l DungeonMask, X
TYX
BIT.b $04
BNE .next_boss ; continue checking if we already got the item
LDA.l MiscLocations+4, X
STA.b $05
LDA.l MiscLocations+3, X
STA.b $04
LDA.b [$04]
AND.w #$00FF
JSR GetLootClass
BRA .next_boss
CheckPrize:
LDX.w #$FFFD
.next_prize
INX #3
LDA.l PrizeLocations, X
BPL .check
RTS
.check
CMP.b $00
BNE .next_prize
TXY
ASL A
TAX
LDA.l SaveDataWRAM, X
TYX
BIT.w #$0800
BNE .next_prize
LDA.l PrizeLocations+2, X ; get which prize to look at
AND.w #$00FF
TAX
LDA.l DungeonPrizeReceiptID, X
TYX
AND.w #$00FF
JSR GetLootClass
BRA .next_prize
CheckPots:
LDA.b $00
ASL A
TAX
LDA.l UWPotsPointers, X
STA.b $04
LDA.w #bank(UWPotsData)
STA.b $06
LDY.w #$0000
LDX.w #$FFFF
.next_pot
LDA.b [$04], Y
CMP.w #$FFFF : BEQ .done
INX : INY : INY
BIT.w #$8000 : BNE .we_care ; marked as major item
LDA.b [$04], Y
AND.w #$00FF
CMP.w #$0008 : BEQ .small_key
INY
BRA .next_pot
.small_key
LDA.w #$0024
.we_care
INY
PHA
PHX
TXA : ASL A
EOR.w #$FFFF
CLC : ADC.w #$001F ; bit mask table is in opposite order of what we want
TAX
LDA.l DungeonMask, X : STA.b $08
LDA.b $00 : ASL A : TAX
LDA.l RoomPotData, X
PLX
AND.b $08
BEQ .not_obtained
PLA
BRA .next_pot
.not_obtained
PLA
AND.w #$00FF
JSR GetLootClass
BRA .next_pot
.done
RTS
CheckEnemies:
LDA.b $00
ASL A
TAX
LDA.l UWSpritesPointers, X
INC A ; skip the layered/unlayered indicator
STA.b $04
LDA.w #bank(UWSpritesData)
STA.b $06
LDY.w #$0000
LDX.w #$FFFF
.next_enemy
LDA.b [$04], Y
AND.w #$00FF
CMP.w #$00FF : BEQ .done
INY : INY
LDA.b [$04], Y
AND.w #$00FF
CMP.w #$00F8 : BEQ .major ; major item
CMP.w #$00F9 : BEQ .major ; major item in other world
CMP.w #$00E4 : BEQ .vanilla_key
INY
BRA .next_enemy
.vanilla_key
DEY : DEY
LDA.b [$04], Y
AND.w #$00FF
CMP.w #$00FD ; big key
BEQ .big_key
CMP.w #$00FE ; small key
BEQ .small_key
INY #3 ; false alarm -- probably hera basement key
BRA .next_enemy
.small_key
LDA.w #$0024
BRA .proceed
.big_key
LDA.w #$0032
BRA .proceed
.major
DEY : DEY
LDA.b [$04], Y
AND.w #$00FF
.proceed
INX
INY : INY : INY
PHA
PHX
TXA : ASL A
TAX
LDA.l DungeonMask, X : STA.b $08
LDA.b $00 : ASL A : TAX
LDA.l SpriteDropData, X
PLX
AND.b $08
BEQ .not_obtained
PLA
BRA .next_enemy
.not_obtained
PLA
AND.w #$00FF
JSR GetLootClass
BRA .next_enemy
.done
RTS
; A = item id
; updates "best loot" value if better
GetLootClass:
PHX
TAX
LDA.l LootTypeMapping, X
AND.w #$00FF
CMP.b $02
BCC +
STA.b $02
+ PLX
RTS