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-rw-r--r--entity/frog.gbasm170
1 files changed, 170 insertions, 0 deletions
diff --git a/entity/frog.gbasm b/entity/frog.gbasm
new file mode 100644
index 0000000..c08d68f
--- /dev/null
+++ b/entity/frog.gbasm
@@ -0,0 +1,170 @@
+Frog_Turn:
+ LD A, $mem_map_loading_flags
+ BIT 3, A
+ RET Z
+
+ PUSH HL
+ PUSH BC
+ PUSH DE
+ INC HL
+ LD A, (HL+)
+ LD B, A
+ LD A, (HL+)
+ LD C, A
+ LD A, (HL+)
+ LD D, A
+
+ .Health_check:
+ LD A, L
+ AND $f0
+ ADD $06
+ LD L, A
+
+ LD A, (HL)
+ CP $00
+ JR NZ, =.Health_check.end
+
+ LD A, L
+ AND $f0
+ LD L, A
+
+ LD (HL), $00
+ LD A, $mem_enemies_alive_count
+ DEC A
+ LD $mem_enemies_alive_count, A
+
+ ; Drop when deadged
+ PUSH DE
+ LD E, $02
+ CALL =Check_attack_already_learnt
+ CP $01
+ JR Z, =.drops.hp_regen_item
+
+ .drops.hp_regen_item:
+ LD D, $64
+ LD E, $02
+ CALL =RNG_Step
+ AND $03
+ CP $00
+ CALL Z, =Spawn_object
+
+ .drops.end:
+ POP DE
+
+ JP =.Skip_turn
+ .Health_check.end:
+
+ .Freeze_shiver:
+ LD A, $mem_moving_animation_step
+ CP $00
+ JP NZ, =.Freeze_shiver.end
+ LD A, L
+ AND $f0
+ ADD $08
+ LD L, A
+ LD A, $01
+ CP (HL)
+ JR NZ, =.Freeze_shiver.end
+ LD A, D
+ AND $07
+ LD D, A
+ CALL =RNG_Step
+ CP $55
+ JP NC, =.Skip_turn
+ LD A, D
+ OR $40
+ LD D, A
+
+ CALL =RNG_Step
+ CP $55
+ JP NC, =.Skip_turn
+
+ LD A, $00
+ LD (HL-), A
+ RES 1, (HL)
+ JP =.Skip_turn
+ .Freeze_shiver.end:
+
+ .Should_turn_be_skipped:
+ LD A, L
+ AND $f0
+ ADD $08
+ LD L, A
+
+ BIT 0, (HL)
+ JP NZ, =.Skip_turn
+
+ .Start_action_or_movement:
+ LD A, $mem_moving_animation_step
+ CP $00
+ JP NZ, =.Start_action_or_movement.end
+
+ LD A, L
+ AND $f0
+ OR $07
+ LD L, A
+ RES 3, (HL)
+
+ LD A, L
+ AND $f0
+ ADD $09
+ LD L, A
+ XOR A
+ CP (HL)
+ JR Z, =.Try_Basic_Attack
+
+ CALL =Grab_sight_check
+ LD A, E
+ CP $00
+ JR Z, =.Try_Basic_Attack
+
+ CALL =Grab_Enemy_Attack
+
+ JR =.Start_action_or_movement.end
+
+ .Try_Basic_Attack:
+
+ CALL =Check_player_next_to
+ LD A, E
+ CP $00
+ JR Z, =.Try_Walking
+
+ CALL =Basic_Enemy_Attack
+
+ JR =.Start_action_or_movement.end
+
+ .Try_Walking:
+
+ CALL =Walking
+
+ .Start_action_or_movement.end:
+
+ .End_movement:
+ LD A, $mem_moving_animation_step
+ CP $0f
+ JP NZ, =.End_movement.end
+
+ LD A, D
+ AND $07
+ BIT 3, D
+ LD D, A
+ JR Z, =.End_movement.end
+ LD A, $01
+ .ADD_A_TO_DIRECTION_BC
+ .End_movement.end:
+
+ .Skip_Turn:
+ LD A, L
+ AND $f0
+ LD L, A
+ INC HL
+ LD A, B
+ LD (HL+), A
+ LD A, C
+ LD (HL+), A
+ LD A, D
+ LD (HL+), A
+ POP DE
+ POP BC
+ POP HL
+ RET