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-rw-r--r--entity/penguin.gbasm192
1 files changed, 47 insertions, 145 deletions
diff --git a/entity/penguin.gbasm b/entity/penguin.gbasm
index 353af8e..a3b4937 100644
--- a/entity/penguin.gbasm
+++ b/entity/penguin.gbasm
@@ -1,3 +1,31 @@
+Penguin_Drop:
+ PUSH DE
+ LD E, $03
+ CALL =Check_attack_already_learnt
+ CP $01
+ JR Z, =.drops.ep_regen_item
+
+ .drops.attack_item:
+ LD D, $6C
+ LD E, $05
+ CALL =RNG_Step
+ AND $03
+ CP $00
+ CALL Z, =Spawn_object
+ JR =.drops.end
+
+ .drops.ep_regen_item:
+ LD D, $68
+ LD E, $03
+ CALL =RNG_Step
+ AND $03
+ CP $00
+ CALL Z, =Spawn_object
+
+ .drops.end:
+ POP DE
+ RET
+
Penguin_Turn:
LD A, $mem_map_loading_flags
BIT 3, A
@@ -14,157 +42,31 @@ Penguin_Turn:
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, $03
- CALL =Check_attack_already_learnt
- CP $01
- JR Z, =.drops.ep_regen_item
-
- .drops.attack_item:
- LD D, $6C
- LD E, $05
- CALL =RNG_Step
- AND $03
- CP $00
- CALL Z, =Spawn_object
- JR =.drops.end
-
- .drops.ep_regen_item:
- LD D, $68
- LD E, $03
- 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, $mem_bunny_status
- CP $01
- JR Z, =.Run_away
- CP $04
- JR Z, =.Run_away
-
- .Try_Freeze_Attack:
- LD A, L
- AND $f0
- ADD $09
- LD L, A
- XOR A
- CP (HL)
- JR Z, =.Try_Walking
-
- CALL =Check_player_next_to
- LD A, E
- CP $00
- JR Z, =.Try_Walking
- CALL =Freeze_Enemy_Attack
-
- LD A, L
- AND $f0
- ADD $09
- LD L, A
+ .ENTITY_HEALTH_CHECK =.Skip_turn =Cat_Drop
+ .ENTITY_FREEZE_SHIVER =.Skip_turn
+ .ENTITY_STATUS_SKIP_TURN =.Skip_turn
- DEC (HL)
+ .RESET_BLINKING_MODE
- JR =.Start_action_or_movement.end
+ LD A, $mem_moving_animation_step
+ CP $00
+ JR NZ, =.attack_end
+ LD A, $mem_bunny_status
+ CP $01
+ JR Z, =.Run_away
+ CP $04
+ JR Z, =.Run_away
- .Run_away:
- CALL =Walking_Away
+ .ENTITY_TRY_ATTACK =Freeze_sight_check =Freeze_Enemy_Attack =.attack_end
+ CALL =Walking
+ JR =.attack_end
- JR =.Start_action_or_movement.end
+ .Run_away:
+ CALL =Walking_Away
- .Try_Walking:
- CALL =Walking
- .Start_action_or_movement.end:
+ .attack_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:
+ CALL =Entity_End_movement
.Skip_Turn:
LD A, L