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mm/Lua/flag manager.lua

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2015-11-12 09:09:14 -08:00
function scene_flag_get_bb(scene, word, bit_)
local byte = scene*0x14 + word*4 + math.floor(3 - bit_/8)
byte = byte + addrs.scene_flags_ingame.addr
local bitmask = bit.lshift(1, bit_ % 8)
return byte, bitmask
end
function scene_flag_get(scene, word, bit_)
local byte, bitmask = scene_flag_get_bb(scene, word, bit_)
return bit.band(R1(byte), bitmask) ~= 0
end
-- TODO: check if current scene is scene id
-- if it is, adjust scene_flag_current_x so it doesn't overwrite ingame flags
function scene_flag_reset(scene, word, bit_)
local byte, bitmask = scene_flag_get_bb(scene, word, bit_)
W1(byte, bit.band(R1(byte), 0xFF - bitmask))
end
function scene_flag_set(scene, word, bit_)
local byte, bitmask = scene_flag_get_bb(scene, word, bit_)
W1(byte, bit.bor(R1(byte), bitmask))
end
function event_flag_get_bb(byte, bit_)
byte = byte + addrs.week_event_reg.addr
local bitmask = bit.lshift(1, bit_ % 8)
return byte, bitmask
end
function event_flag_get(byte, bit_)
local byte, bitmask = event_flag_get_bb(byte, bit_)
return bit.band(R1(byte), bitmask) ~= 0
end
function event_flag_reset(byte, bit_)
local byte, bitmask = event_flag_get_bb(byte, bit_)
W1(byte, bit.band(R1(byte), 0xFF - bitmask))
end
function event_flag_set(byte, bit_)
local byte, bitmask = event_flag_get_bb(byte, bit_)
W1(byte, bit.bor(R1(byte), bitmask))
end