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Grab_sight_check: ; BC = XY of the enemy. D = direction (must be unchanged). Direction to face in E (or 0 if not)
LD E, $00
LD A, L
AND $f0
ADD $09
LD L, A
LD A, $00
CP (HL)
JR Z, =.end
.vertical:
LD A, $mem_bunny_x
CP B
JR NZ, =.horizontal
; up
LD A, $mem_bunny_y
SUB $02
CP C
LD E, $enum_direction_down
JR Z, =.end
; down
ADD $04
CP C
LD E, $enum_direction_up
JR Z, =.end
LD E, $00
JR =.end
.horizontal:
LD A, $mem_bunny_y
CP C
LD E, $00
JR NZ, =.end
; left
LD A, $mem_bunny_x
SUB $02
CP B
LD E, $enum_direction_right
JR Z, =.end
; right
ADD $04
CP B
LD E, $enum_direction_left
JR Z, =.end
LD E, $00
LD A, E
CP $00
RET Z
.end:
PUSH BC
PUSH DE
LD D, E
LD A, $01
.ADD_A_TO_DIRECTION_BC
CALL =Is_Collisionable
POP DE
POP BC
CP $00
RET Z
LD E, $00
RET
Grab_Enemy_Attack: ; Entity in HL (whatever alignment), Direction to face in E. Result in BC (XY), Direction in D
LD A, D
AND $f0
SWAP A
LD D, A
LD A, E
DEC A
DEC D
XOR D
INC D
CP $00
JR Z, =.attack
BIT 1, A
JR NZ, =.attack
LD D, E
LD A, D
SWAP A
AND $70
OR D
LD D, A
RET
.attack:
LD A, E
SWAP A
AND $70
OR E
LD D, A
LD A, L
AND $f0
OR $0a
LD L, A
LD (HL), $01
PUSH BC
LD A, $mem_bunny_direction
AND $08
LD B, A
LD A, $mem_bunny_flags
AND $01
OR B
CP $09
POP BC
RET Z
PUSH DE
PUSH BC
LD D, E
LD A, E
DEC A
XOR $01
INC A
OR $08
AND $0f
LD B, A
LD A, $mem_bunny_direction
AND $f0
OR B
LD $mem_bunny_direction, A
LD A, $06
LD $mem_bunny_animation, A
POP BC
POP DE
.SET_SOUND_EFFECT =_sound_effect_Grab
LD A, L
AND $f0
ADD $09
LD L, A
DEC (HL)
RET
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