Decomped IsAtJunction

This commit is contained in:
AnonymousRandomPerson 2025-11-15 23:58:55 -05:00
parent a5882c3d58
commit a47a2cad7e
8 changed files with 71 additions and 129 deletions

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@ -1,10 +0,0 @@
#pragma once
.public DUNGEON_PTR
.public DungeonRandInt
.public GetDirectionalMobilityType
.public GetMobilityTypeCheckSlipAndFloating
.public GetTile
.public IqSkillIsEnabled
.public IsCurrentTilesetBackground
.public ItemIsActive__022FF898
.public SECONDARY_TERRAIN_TYPES

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@ -1,113 +0,0 @@
.include "asm/macros.inc"
.include "overlay_29_02301498.inc"
.text
arm_func_start IsAtJunction
IsAtJunction: ; 0x02301498
#ifdef JAPAN
#define OV29_02301498_OFFSET -4
#else
#define OV29_02301498_OFFSET 0
#endif
stmdb sp!, {r3, r4, r5, lr}
mov r5, r0
ldr r1, [r5, #0xb4]
ldrsh r1, [r1, #2]
bl GetMobilityTypeCheckSlipAndFloating
#ifdef JAPAN
mov r4, r0
bl IsCurrentTilesetBackground
cmp r0, #0
bne _02302A30_JP
ldr r0, [r5, #0xb4]
ldrb r0, [r0, #0xef]
cmp r0, #3
moveq r4, #3
beq _02302A30_JP
mov r0, r5
mov r1, #0x10
bl ItemIsActive__022FF898
cmp r0, #0
movne r4, #3
bne _02302A30_JP
mov r0, r5
mov r1, #0xc
bl IqSkillIsEnabled
cmp r0, #0
movne r4, #2
bne _02302A30_JP
mov r0, r5
mov r1, #0xd
bl IqSkillIsEnabled
cmp r0, #0
movne r4, #3
_02302A30_JP:
#else
mov r1, r0
mov r0, r5
mov r2, #0xff
bl GetDirectionalMobilityType
mov r4, r0
#endif
cmp r4, #3
bne _023014FC
ldr r4, [r5, #0xb4]
mov r0, #0x64
bl DungeonRandInt
add r1, r4, #0x200
ldrsh r2, [r1, #0x12 + OV29_02301498_OFFSET]
add r0, r2, r0
strh r0, [r1, #0x12 + OV29_02301498_OFFSET]
ldrsh r0, [r1, #0x12 + OV29_02301498_OFFSET]
cmp r0, #0xc8
mov r0, #0
strgeh r0, [r1, #0x12 + OV29_02301498_OFFSET]
movge r0, #1
ldmia sp!, {r3, r4, r5, pc}
_023014FC:
ldr r0, _0230158C ; =DUNGEON_PTR
ldr r1, _02301590 ; =SECONDARY_TERRAIN_TYPES
ldr r0, [r0]
add r0, r0, #0x4000
#ifdef JAPAN
ldrsh r0, [r0, #0x30]
#else
ldrsh r0, [r0, #0xd4]
#endif
ldrb r0, [r1, r0]
cmp r0, #1
cmpeq r4, #1
bne _02301534
mov r0, r5
mov r1, #0x14
bl IqSkillIsEnabled
cmp r0, #0
movne r4, #0
_02301534:
ldrsh r0, [r5, #4]
ldrsh r1, [r5, #6]
bl GetTile
add r0, r0, r4
ldrb r0, [r0, #8]
cmp r0, #0x54
moveq r0, #1
ldmeqia sp!, {r3, r4, r5, pc}
cmp r0, #0x51
moveq r0, #1
ldmeqia sp!, {r3, r4, r5, pc}
cmp r0, #0x45
moveq r0, #1
ldmeqia sp!, {r3, r4, r5, pc}
cmp r0, #0x15
moveq r0, #1
ldmeqia sp!, {r3, r4, r5, pc}
cmp r0, #0x55
moveq r0, #1
movne r0, #0
and r0, r0, #0xff
ldmia sp!, {r3, r4, r5, pc}
.align 2, 0
_0230158C: .word DUNGEON_PTR
_02301590: .word SECONDARY_TERRAIN_TYPES
arm_func_end IsAtJunction

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@ -18,5 +18,7 @@ bool8 CanAttackInDirection(struct entity *monster, s32 direction);
// out_monster_in_target_position: [output] True if movement was not possible because there was another monster on the target tile, false otherwise.
// return: True if the monster can move in the specified direction, false otherwise.
bool8 CanAiMonsterMoveInDirection(struct entity *monster, s32 direction, bool8 *out_monster_in_target_position);
// Checks if the tile the given monster is on is considered a junction for the purposes of AI movement. This is affected by what types of terrain the monster can cross.
bool8 IsAtJunction(struct entity *monster);
#endif //PMDSKY_DUNGEON_CAPABILITIES_4_H

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@ -649,8 +649,8 @@ struct monster {
u8 field_0x20f;
u8 hp_fractional; // 0x210: 200 * fractional_part(HP)
u8 field_0x211;
u8 field_0x212;
u8 field_0x213;
// 0x212: When a Pokémon can pass through walls in a hallway, this counts up to 200 before the Pokémon turns in a random direction.
s16 mobile_turn_timer;
// 0x214: Somehow related to gaining exp through a joy ribbon. Set to 0 after
// gaining or losing a level. Also checked and set to 0 when an enemy evolves.
// Maybe for a specific scenario of leveling up with exp from a joy ribbon?

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@ -480,7 +480,6 @@ Overlay OVY_29
Object src/dungeon_capabilities_3.o
Object asm/overlay_29_02300FCC.o
Object src/dungeon_capabilities_4.o
Object asm/overlay_29_02301498.o
Object src/dungeon_ai_targeting.o
Object asm/overlay_29_023016D8.o
Object src/dungeon_ai_targeting_1.o

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@ -4,6 +4,7 @@
#include "dungeon_action.h"
#include "dungeon_ai_itcm.h"
#include "dungeon_ai_items.h"
#include "dungeon_ai_movement.h"
#include "dungeon_capabilities_1.h"
#include "dungeon_pokemon_attributes.h"
#include "dungeon_pokemon_attributes_1.h"
@ -26,7 +27,6 @@
extern void EndFrozenClassStatus(struct entity *user, struct entity *target, bool8 log);
extern void SubstitutePlaceholderStringTags(u8 *string_id, struct entity *entity, u32 param_3);
extern void LogMessageByIdWithPopupCheckUser(struct entity *user, u32 message_id);
extern void AiMovement(struct entity *monster, bool8 show_run_away_effect);
void RunMonsterAi(struct entity *monster, u32 unused)
{

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@ -50,8 +50,6 @@ struct can_move_in_direction_info
const s32 FACING_DIRECTION_INCREMENTS[] = {0, 1, -1, 2, -2, 3, -3, 4};
extern bool8 IsAtJunction(struct entity *monster);
bool8 ShouldMonsterRunAwayAndShowEffectOutlawCheck(struct entity *monster, bool8 show_run_away_effect)
{
bool8 should_run_away = FALSE;

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@ -1,4 +1,5 @@
#include "dungeon_capabilities_4.h"
#include "dg_random.h"
#include "direction.h"
#include "directional_bit_masks.h"
#include "dungeon.h"
@ -173,3 +174,68 @@ bool8 CanAiMonsterMoveInDirection(struct entity *monster, s32 direction, bool8 *
*out_monster_in_target_position = TRUE;
return FALSE;
}
bool8 IsAtJunction(struct entity *monster)
{
enum mobility_type mobility = GetMobilityTypeCheckSlipAndFloating(monster, GetEntInfo(monster)->id);
#ifdef JAPAN
if (!IsCurrentTilesetBackground())
{
if (GetEntInfo(monster)->invisible_class_status.status == STATUS_INVISIBLE_MOBILE)
mobility = MOBILITY_INTANGIBLE;
else if (ItemIsActive__022FF898(monster, ITEM_MOBILE_SCARF))
mobility = MOBILITY_INTANGIBLE;
else if (IqSkillIsEnabled(monster, IQ_ALL_TERRAIN_HIKER))
// BUG: If a Pokémon can normally move through walls, All-Terrain Hiker will block them from moving through walls.
// This bug is fixed in the NA/EU versions.
mobility = MOBILITY_HOVERING;
else if (IqSkillIsEnabled(monster, IQ_ABSOLUTE_MOVER)) {
mobility = MOBILITY_INTANGIBLE;
}
}
#else
mobility = GetDirectionalMobilityType(monster, mobility, DIR_NONE_UNSIGNED);
#endif
if (mobility == MOBILITY_INTANGIBLE)
{
struct monster *pokemon_info = GetEntInfo(monster);
pokemon_info->mobile_turn_timer += DungeonRandInt(100);
if (pokemon_info->mobile_turn_timer < 200)
return FALSE;
pokemon_info->mobile_turn_timer = 0;
return TRUE;
}
const struct tile *map_tile;
if (SECONDARY_TERRAIN_TYPES[DUNGEON_PTR[0]->gen_info.tileset_id] == SECONDARY_TERRAIN_LAVA &&
mobility == MOBILITY_SECONDARY &&
IqSkillIsEnabled(monster, IQ_LAVA_EVADER))
mobility = MOBILITY_NORMAL;
map_tile = GetTile(monster->pos.x, monster->pos.y);
u8 walkable_neighbor_flags = map_tile->walkable_neighbor_flags[mobility];
/*
Check for configurations of open tiles that are considered junctions; i.e., shaped like a 'T' or '+'.
X=Wall, O=Open
0x54 0x51 0x45 0x15 0x55
XOX XOX XXX XOX XOX
OOO OOX OOO XOO OOO
XXX XOX XOX XOX XOX
*/
if (walkable_neighbor_flags == 0x54)
return TRUE;
if (walkable_neighbor_flags == 0x51)
return TRUE;
if (walkable_neighbor_flags == 0x45)
return TRUE;
if (walkable_neighbor_flags == 0x15)
return TRUE;
if (walkable_neighbor_flags == 0x55)
return TRUE;
return FALSE;
}