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Entities_Actions:
CALL =Reset_Entities_Collision_Map
LD HL, $mem_entities_list
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
RET
Entity_Action:
LD A, (HL+)
CP $00
JR Z, =Entity_Action.skip
INC HL
INC HL
INC HL
LD A, (HL+)
LD D, A
LD A, (HL+)
LD E, A
PUSH HL
LD A, L
AND $f8
LD L, A
; This is confusing but this thing is actually CALL DE
LD BC, =Entity_Action.interaction_end
PUSH BC
PUSH DE
RET
Entity_Action.interaction_end:
POP HL
Entity_Action.skip:
LD A, L
AND $f8
ADD $08
LD L, A
RET
Update_Animation_Steps:
LD A, $mem_map_loading_flags
BIT 3, A
JR Z, =Update_Animation_Steps.end
LD A, $mem_moving_animation_step
INC A
AND $0f
LD $mem_moving_animation_step, A
CP $00
JR NZ, =Update_Animation_Steps.end
LD A, $mem_map_loading_flags
RES 3, A
SET 1, A
LD $mem_map_loading_flags, A
Update_Animation_Steps.end:
RET
Fox_AI:
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
Fox_AI.Start_action_or_movement:
LD A, $mem_map_loading_flags
BIT 3, A
JR Z, =Fox_AI.Start_action_or_movement.end
LD A, $mem_moving_animation_step
CP $00
JR NZ, =Fox_AI.Start_action_or_movement.end
CALL =RNG_Step
AND $03
INC A
LD E, A
CALL =RNG_Step
AND $08
OR E
LD D, A
PUSH BC
CALL =Get_Position_After_Move
LD A, C
CALL =Is_Collisionable
CALL =Carve_Entity_Collision_Map
POP BC
CP $00
JR Z, =Fox_AI.Start_action_or_movement.not_collision
RES 3, D
Fox_AI.Start_action_or_movement.not_collision:
Fox_AI.Start_action_or_movement.end:
Fox_AI.End_movement:
LD A, $mem_map_loading_flags
BIT 3, A
JP Z, =Fox_AI.End_movement.end
LD A, $mem_moving_animation_step
CP $0f
JP NZ, =Fox_AI.End_movement.end
BIT 3, D
JR Z, =Fox_AI.End_movement.end
LD A, $01
.ADD_A_TO_DIRECTION_BC
Fox_AI.End_movement.end:
LD A, L
AND $f8
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
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