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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 E, (HL)
PUSH HL
LD A, L
AND $f0
LD L, A
LD BC, =Turn_Jump_table
LD A, E
.JUMP_TABLE
POP HL
Entity_Action.skip:
LD A, L
AND $f0
ADD $10
LD L, A
RET
Update_Animation_Steps:
LD A, $mem_map_loading_flags
BIT 3, A
JR Z, =Update_Animation_Steps.update_mode
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.update_mode:
LD A, $mem_requested_mode
LD $mem_current_mode, A
Update_Animation_Steps.end:
RET
Turn_Jump_table:
; 00
RET
NOP
NOP
NOP
; 01
JP =Move_Bunny
NOP
; 02
JP =Fox_Turn
NOP
Interaction_Jump_table:
; 00
RET
NOP
NOP
NOP
; 01
JP =Fox_Interaction
NOP
; 02
JP =Open_Dialogue
NOP
Fox_Interaction:
LD A, L
AND $f0
ADD $06
LD L, A
LD A, (HL)
DEC A
DAA
LD (HL), A
RET
Open_Dialogue:
CALL =Init_Menu
; LD HL, $dialogue_first_line
; LD BC, =Bunny_Prefix
; CALL =Print_str
; LD HL, $dialogue_third_line
; LD BC, =Text_1
; CALL =Print_str
LD A, $01
LD $mem_display_flag, A
LD A, $mem_bunny_direction
AND $0f
LD $mem_bunny_direction, A
LD A, $enum_dungeon_menu_mode
LD $mem_requested_mode, A
RET
Fox_Turn:
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_Turn.Start_action_or_movement:
LD A, $mem_map_loading_flags
BIT 3, A
JP Z, =Fox_Turn.Start_action_or_movement.end
LD A, $mem_moving_animation_step
CP $00
JP NZ, =Fox_Turn.Start_action_or_movement.end
; Is bunny right next to fox
Fox_Turn.Check_next_to_vertical:
LD A, $mem_bunny_x
CP B
JR NZ, =Fox_Turn.Check_next_to_horizontal
; up
LD E, $14
LD A, $mem_bunny_y
SUB $01
CP C
JR Z, =Fox_Turn.Start_Attack
; down
LD E, $13
ADD $02
CP C
JR Z, =Fox_Turn.Start_Attack
JR =Fox_Turn.Check_next_to.end
Fox_Turn.Check_next_to_horizontal:
LD A, $mem_bunny_y
CP C
JR NZ, =Fox_Turn.Check_next_to.end
; left
LD E, $12
LD A, $mem_bunny_x
SUB $01
CP B
JR Z, =Fox_Turn.Start_Attack
; right
LD E, $11
ADD $02
CP B
JR Z, =Fox_Turn.Start_Attack
JR NZ, =Fox_Turn.Check_next_to.end
Fox_Turn.Start_Attack:
LD D, E
LD A, $mem_bunny_health
SUB $01
JR C, =Fox_Turn.health_underflow_fix
DAA
LD $mem_bunny_health, A
JR =Fox_Turn.Skip_health_underflow_fix
Fox_Turn.health_underflow_fix:
LD A, $00
LD $mem_bunny_health, A
Fox_Turn.Skip_health_underflow_fix:
JP =Fox_Turn.Check_Collision
Fox_Turn.Check_next_to.end:
; Is Bunny close enough to follow
LD A, $mem_bunny_x
SUB B
.ABS
CP $08
JR NC, =Fox_Turn.Random_walker
LD A, $mem_bunny_y
SUB C
.ABS
CP $08
JR NC, =Fox_Turn.Random_walker
JR =Fox_Turn.Follow_bunny
Fox_Turn.Random_walker:
CALL =RNG_Step
LD E, $00
RR A
RR E
SWAP E
AND $03
INC A
OR E
LD D, A
JP =Fox_Turn.Check_Collision
Fox_Turn.Follow_bunny:
LD A, $mem_bunny_x
LD $tmp_var_1, A
LD A, $mem_bunny_y
LD $tmp_var_2, A
CALL =RNG_Step
AND $02
LD $tmp_var_3, A
CP $00
JR Z, =Fox_Turn.skip_invert_axis
LD A, $mem_bunny_y
LD $tmp_var_1, A
LD A, $mem_bunny_x
LD $tmp_var_2, A
LD E, B
LD B, C
LD C, E
Fox_Turn.skip_invert_axis:
; Choose direction
LD A, B
ADD $80
LD E, A
LD A, $tmp_var_1
ADD $80
CP E
JR Z =Fox_Turn.Vertical
JR C =Fox_Turn.Go_Left
Fox_Turn.Go_Right:
LD A, $enum_direction_right
JR =Fox_Turn.Check_Horizontal_Collision
Fox_Turn.Go_Left:
LD A, $enum_direction_left
Fox_Turn.Check_Horizontal_Collision:
LD E, A
DEC E
LD A, $tmp_var_3
XOR E
INC E
INC A
OR $08
PUSH BC
CALL =Get_Position_After_Move
LD A, C
CALL =Is_Collisionable
POP BC
CP $00
LD A, E
JR Z, =Fox_Turn.Direction_check_end
Fox_Turn.Vertical:
LD A, C
ADD $80
LD E, A
LD A, $tmp_var_2
ADD $80
CP E
JR Z =Fox_Turn.No_movement
JR C =Fox_Turn.Go_Up
Fox_Turn.Go_Down:
LD A, $enum_direction_down
JR =Fox_Turn.Direction_check_end
Fox_Turn.Go_Up:
LD A, $enum_direction_up
Fox_Turn.Direction_check_end:
DEC A
LD E, A
LD A, $tmp_var_3
XOR E
INC A
OR $08
LD D, A
; Check collision
Fox_Turn.No_movement:
LD A, $tmp_var_3
CP $00
JR Z, =Fox_Turn.skip_invert_axis2
LD E, B
LD B, C
LD C, E
Fox_Turn.skip_invert_axis2:
Fox_Turn.Check_Collision:
LD A, D
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_Turn.Start_action_or_movement.not_collision
RES 3, D
Fox_Turn.Start_action_or_movement.not_collision:
Fox_Turn.Start_action_or_movement.end:
Fox_Turn.End_movement:
LD A, $mem_map_loading_flags
BIT 3, A
JP Z, =Fox_Turn.End_movement.end
LD A, $mem_moving_animation_step
CP $0f
JP NZ, =Fox_Turn.End_movement.end
BIT 3, D
JR Z, =Fox_Turn.End_movement.end
LD A, $01
.ADD_A_TO_DIRECTION_BC
Fox_Turn.End_movement.end:
Fox_Turn.Health_check:
LD A, $mem_map_loading_flags
BIT 3, A
JP Z, =Fox_Turn.Health_check.end
LD A, $mem_moving_animation_step
CP $03
JR NZ, =Fox_Turn.Health_check.end
LD A, L
AND $f0
ADD $06
LD L, A
LD A, (HL)
CP $00
JR NZ, =Fox_Turn.Health_check.end
LD A, L
AND $f0
LD L, A
LD (HL), $00
Fox_Turn.Health_check.end:
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
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