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-rw-r--r--entity/mouse.gbasm169
1 files changed, 53 insertions, 116 deletions
diff --git a/entity/mouse.gbasm b/entity/mouse.gbasm
index ebf54ff..75f84ab 100644
--- a/entity/mouse.gbasm
+++ b/entity/mouse.gbasm
@@ -1,3 +1,14 @@
+Mouse_Drop:
+ PUSH DE
+ LD D, $64
+ LD E, $02
+ CALL =RNG_Step
+ AND $03
+ CP $00
+ CALL Z, =Spawn_object
+ POP DE
+ RET
+
Mouse_Turn:
LD A, $mem_map_loading_flags
BIT 3, A
@@ -14,146 +25,72 @@ Mouse_Turn:
LD A, (HL+)
LD D, A
- .Health_check:
- LD A, L
- AND $f0
- ADD $06
- LD L, A
+ .ENTITY_HEALTH_CHECK =.Skip_turn =Mouse_Drop
+ .ENTITY_FREEZE_SHIVER =.Skip_turn
+ .ENTITY_STATUS_SKIP_TURN =.Skip_turn
- LD A, (HL)
- CP $00
- JR NZ, =.Health_check.end
+ .RESET_BLINKING_MODE
- 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
-
- PUSH DE
- LD D, $64
- LD E, $02
- CALL =RNG_Step
- AND $03
- CP $00
- CALL Z, =Spawn_object
- POP DE
-
- JP =.Skip_turn
- .Health_check.end:
+ .ENTITY_TRY_ATTACK =Check_player_next_to =Basic_Enemy_Attack =.attack_end
+ CALL =Walking
+ BIT 3, D
+ JR Z, =.attack_end
+ LD A, L
+ AND $f0
+ OR $0a
+ LD L, A
+ LD (HL), $05
+ LD A, (HL)
+ DBG
+ .attack_end:
- .Freeze_shiver:
+ .Mid_movement:
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
+ CP $07
+ JR NZ, =.Mid_movement.end
- LD A, $00
- LD (HL-), A
- RES 1, (HL)
- JP =.Skip_turn
- .Freeze_shiver.end:
+ BIT 3, D
+ JR Z, =.Mid_movement.end
- .Should_turn_be_skipped:
LD A, L
AND $f0
- ADD $08
+ OR $0a
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, $05
+ CP (HL)
+ LD A, (HL)
+ JR NZ, =.Mid_movement.end
LD A, L
AND $f0
- OR $07
+ OR $0a
LD L, A
- RES 3, (HL)
-
- .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
- BIT 3, D
- JR Z, =.Start_action_or_movement.end
- LD A, D
- OR $50
- LD D, A
- .Start_action_or_movement.end:
-
- .Mid_movement:
- LD A, $mem_moving_animation_step
- CP $07
- JR NZ, =.Mid_movement.end
-
- LD A, D
- AND $f0
- CP $50
- JR NZ, =.Mid_movement.end
+ LD (HL), $00
LD A, D
- AND $07
- BIT 3, D
+ RES 3, A
LD D, A
- JR Z, =.Mid_movement.end
LD A, $01
.ADD_A_TO_DIRECTION_BC
.Mid_movement.Try_Walking:
+ PUSH DE
CALL =Walking
BIT 3, D
- JR Z, =.Mid_movement.end
- LD A, D
- OR $50
- LD D, A
+ JR Z, =.Mid_movement.Walk_cancelled
+ LD A, L
+ AND $f0
+ OR $0a
+ LD L, A
+ LD (HL), $05
+ ADD SP, $02
+ JR =.Mid_movement.end
+ .Mid_movement.Walk_cancelled:
+ POP DE
+ RES 3, D
.Mid_movement.end:
- .End_movement:
- LD A, $mem_moving_animation_step
- CP $0f
- JR 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:
+ CALL =Entity_End_movement
.Skip_Turn:
LD A, L