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|
Move_Bunny:
LD A, $mem_bunny_flags
LD E, $01
BIT 0, A
JR Z, =.Normal_speed
LD E, $02
.Normal_speed:
.Freeze_shiver:
LD A, $mem_moving_animation_step
CP $00
JP NZ, =.Freeze_shiver.end
LD A, $mem_bunny_status
CP $01
JR NZ, =.Freeze_shiver.end
LD A, $mem_bunny_direction
AND $07
LD $mem_bunny_direction, A
LD A, $mem_bunny_status_clear_turn_counter
DEC A
CP $00
LD $mem_bunny_status_clear_turn_counter, A
JR Z, =.Unfreeze
CALL =RNG_Step
CP $55
JP NC, =.Skip_turn
LD A, $mem_bunny_direction
OR $40
LD $mem_bunny_direction, A
CALL =RNG_Step
CP $55
JP NC, =.Skip_turn
.Unfreeze:
LD A, $00
LD $mem_bunny_status, A
LD A, $mem_bunny_flags
RES 1, A
LD $mem_bunny_flags, A
JP =.Skip_turn
.Freeze_shiver.end:
.Should_turn_be_skipped:
LD A, $mem_bunny_status
BIT 0, A
JR Z, =.no_skip
.Skip_turn:
LD A, $mem_map_loading_flags
SET 3, A
LD $mem_map_loading_flags, A
RET
.no_skip:
.Start_action_or_movement:
LD A, $mem_map_loading_flags
BIT 3, A
JP NZ, =.Start_action_or_movement.end
.Start_action_or_movement.test_movement:
LD A, $mem_button_direction
CP $00
JP Z, =.Start_action_or_movement.test_action
SET 3, A
LD D, A
LD A, $mem_map_loading_flags
SET 3, A
LD $mem_map_loading_flags, A
LD A, $mem_button_action
BIT 1, A
JR NZ, =.Start_action_or_movement.cancel_movement
LD A, D
CALL =Get_Position_After_Move
CALL =Is_Collisionable
CALL =Carve_Entity_Collision_Map
CP $00
JR Z, =.Start_action_or_movement.not_collision
.Start_action_or_movement.cancel_movement:
RES 3, D
LD A, $mem_map_loading_flags
RES 3, A
LD $mem_map_loading_flags, A
.Start_action_or_movement.not_collision:
LD A, D
LD $mem_bunny_direction, A
BIT 3, D
JR Z, =.Start_action_or_movement.end
LD A, B
LD $mem_bunny_predicted_x, A
LD A, C
LD $mem_bunny_predicted_y, A
JR =.Start_action_or_movement.end
.Start_action_or_movement.test_action:
LD A, $mem_button_action
LD B, A
LD A, $mem_last_button_action
XOR B
AND B
CP $00
JR Z, =.Start_action_or_movement.end
BIT 0, A
JR Z, =.Start_action_or_movement.end
LD A, $mem_bunny_direction
AND $07
OR $10
LD $mem_bunny_direction, A
LD A, $mem_map_loading_flags
SET 3, A
LD $mem_map_loading_flags, A
.Start_action_or_movement.end:
.Reset_Blinking_flag:
LD A, $mem_map_loading_flags
BIT 3, A
JR Z, =.Reset_Blinking_flag.end
LD A, $mem_moving_animation_step
CP $00
JR NZ, =.Reset_Blinking_flag.end
LD A, $mem_bunny_flags
RES 3, A
LD $mem_bunny_flags, A
.Reset_Blinking_flag.end:
.Scroll_viewport:
LD A, $mem_map_loading_flags
BIT 3, A
JR Z, =.Scroll_viewport.end
LD A, $mem_bunny_direction
BIT 3, A
JR Z, =.Scroll_viewport.end
LD A, $mem_bunny_direction
LD D, A
LD A, $mem_prepared_viewport_x
LD B, A
LD A, $mem_prepared_viewport_y
LD C, A
LD A, E
.ADD_A_TO_DIRECTION_BC
LD A, B
LD $mem_prepared_viewport_x, A
LD A, C
LD $mem_prepared_viewport_y, A
.Scroll_viewport.end:
.End_movement:
LD A, $mem_map_loading_flags
BIT 3, A
JP Z, =.End_movement.end
LD A, $mem_moving_animation_step
CP $0f
JP NZ, =.End_movement.end
LD A, $mem_bunny_direction
LD D, A
AND $07
BIT 3, D
LD $mem_bunny_direction, A
JP Z, =.End_movement.end
LD A, $mem_bunny_x
LD B, A
LD A, $mem_bunny_y
LD C, A
LD A, E
.ADD_A_TO_DIRECTION_BC
LD A, B
LD $mem_bunny_x, A
LD A, C
LD $mem_bunny_y, A
LD A, $mem_viewport_x
LD B, A
LD A, $mem_viewport_y
LD C, A
LD A, $01
.ADD_A_TO_DIRECTION_BC
LD A, B
LD $mem_viewport_x, A
LD A, C
LD $mem_viewport_y, A
LD A, $mem_bunny_flags
RES 0, A
LD $mem_bunny_flags, A
PUSH DE
.End_movement.Update_current_room:
LD A, $ff
LD $mem_bunny_current_room_idx, A
LD HL, $mem_room_list
.End_movement.Update_current_room.loop:
LD A, $mem_bunny_x
LD D, A
LD E, (HL)
CP E
JR C, =.End_movement.Update_current_room.skip
LD A, E
INC HL
ADD (HL)
CP D
JR C, =.End_movement.Update_current_room.skip
INC HL
LD A, $mem_bunny_y
LD D, A
LD E, (HL)
CP E
JR C, =.End_movement.Update_current_room.skip
LD A, E
INC HL
ADD (HL)
CP D
JR C, =.End_movement.Update_current_room.skip
LD A, L
SUB $83
SRA A
SRA A
LD $mem_bunny_current_room_idx, A
JR =.End_movement.Update_current_room.end
.End_movement.Update_current_room.skip:
LD A, L
AND $fc
ADD $04
LD L, A
CP $a0
JR NZ, =.End_movement.Update_current_room.loop
.End_movement.Update_current_room.end:
POP DE
LD A, $mem_bunny_x
LD $mem_bunny_predicted_x, A
LD A, $mem_bunny_y
LD $mem_bunny_predicted_y, A
LD A, $mem_bunny_next_mana_regen
DEC A
AND $07
LD $mem_bunny_next_mana_regen, A
CP $00
JR NZ, =.End_movement.skip_mana_regen
LD A, $mem_bunny_mana
INC A
DAA
JR C, =.End_movement.skip_mana_regen
CP $30
JR NC, =.End_movement.skip_mana_regen
LD $mem_bunny_mana, A
.End_movement.skip_mana_regen:
.End_movement.end:
.Middle_movement_doublespeed_viewport_update:
LD A, $mem_map_loading_flags
BIT 3, A
JP Z, =.Middle_movement_doublespeed_viewport_update.end
LD A, $mem_moving_animation_step
CP $07
JP NZ, =.Middle_movement_doublespeed_viewport_update.end
LD A, $mem_bunny_direction
BIT 3, A
JR Z, =.Middle_movement_doublespeed_viewport_update.end
LD A, E
CP $02
JR NZ, =.Middle_movement_doublespeed_viewport_update.end
LD A, $mem_viewport_x
LD B, A
LD A, $mem_viewport_y
LD C, A
LD A, $01
.ADD_A_TO_DIRECTION_BC
LD A, B
LD $mem_viewport_x, A
LD A, C
LD $mem_viewport_y, A
.Middle_movement_doublespeed_viewport_update.end:
.Interaction:
LD A, $mem_map_loading_flags
BIT 3, A
JP Z, =.Interaction.end
LD A, $mem_moving_animation_step
CP $02
JP NZ, =.Interaction.end
LD A, $mem_bunny_direction
AND $f8
CP $10
JR NZ, =.Interaction.end
LD A, $mem_bunny_x
LD B, A
LD A, $mem_bunny_y
LD C, A
LD A, $mem_bunny_direction
OR $08
AND $0f
LD D, A
LD A, $01
.ADD_A_TO_DIRECTION_BC
LD HL, $mem_entities_list
.Interaction.entities_loop:
LD A, L
AND $f0
ADD $10
LD L, A
CP $00
JR Z, =.Interaction.end
LD A, (HL+)
CP $00
JR Z, =.Interaction.entities_loop.next
LD A, (HL+)
CP B
JR NZ, =.Interaction.entities_loop.next
LD A, (HL+)
CP C
JR NZ, =.Interaction.entities_loop.next
INC HL
INC HL
PUSH HL
PUSH BC
LD BC, =Interaction_Jump_table
LD A, (HL)
.JUMP_TABLE
POP BC
POP HL
.Interaction.entities_loop.next:
JR =.Interaction.entities_loop
.Interaction.end:
.Check_End_Action:
LD A, $mem_bunny_direction
AND $f0
CP $10
JR NZ, =.Check_End_Action.end
.Check_End_Action.end:
RET
|