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Initialize_Entities:
LD A, $mem_bunny_health
LD B, A
LD HL, $mem_entities_list
Clear_Entities.loop:
XOR A
LD (HL+), A
CP L
JR NZ, =Clear_Entities.loop
LD A, B
LD $mem_bunny_health, A
LD HL, $mem_entities_list
LD A, $01
LD (HL+), A
LD A, $mem_number_of_rooms
CALL =RNG_Bound
SLA A
SLA A
ADD $80
LD C, A
LD B, $c8
LD A, (BC)
LD D, A
INC BC
LD A, (BC)
INC A
CALL =RNG_Bound
ADD D
LD (HL+), A
INC BC
LD A, (BC)
LD D, A
INC BC
LD A, (BC)
INC A
CALL =RNG_Bound
ADD D
LD (HL+), A
LD A, $enum_direction_down
LD (HL+), A
; Turn
LD A, $01
LD (HL+), A
; Action
LD A, $00
LD (HL+), A
LD A, L
ADD $0a
LD L, A
LD A, $00
LD $mem_enemies_alive_count, A
LD A, $ff
LD $mem_bunny_current_room_idx, A
CALL =Initialize_Fox
CALL =Initialize_Fox
CALL =Initialize_Fox
CALL =Initialize_Fox
CALL =Initialize_Fox
Fix_Bunny_screen:
LD A, $mem_bunny_x
SUB $05
LD $mem_viewport_x, A
LD A, $mem_bunny_y
SUB $04
LD $mem_viewport_y, A
LD A, $mem_viewport_x
SWAP A
AND $f0
OR $08
LD $mem_prepared_viewport_x, A
LD A, $mem_viewport_y
SWAP A
AND $f0
OR $08
LD $mem_prepared_viewport_y, A
RET
Initialize_Fox:
LD A, $mem_enemies_alive_count
INC A
LD $mem_enemies_alive_count, A
LD A, $0d
LD (HL+), A
LD A, $mem_bunny_current_room_idx
LD $tmp_var_6, A
CP $FF
JR Z, =Initialize_Fox.All_rooms_allowed
LD B, A
Initialize_Fox.Skip_bunny_room:
LD A, $mem_number_of_rooms
CP $01
JR Z, =Initialize_Fox.All_rooms_allowed
DEC A
CALL =RNG_Bound
LD $tmp_var_5, A
INC A
LD C, A
LD A, B
CP C
LD A, C
JR C, =Initialize_Fox.Room_restriction.end
DEC A
JR =Initialize_Fox.Room_restriction.end
Initialize_Fox.All_rooms_allowed:
LD A, $mem_number_of_rooms
CALL =RNG_Bound
Initialize_Fox.Room_restriction.end:
LD $tmp_var_4, A
SLA A
SLA A
ADD $80
LD C, A
LD B, $c8
LD A, (BC)
LD D, A
INC BC
LD A, (BC)
INC A
CALL =RNG_Bound
ADD D
LD (HL+), A
INC BC
LD A, (BC)
LD D, A
INC BC
LD A, (BC)
INC A
CALL =RNG_Bound
ADD D
LD (HL+), A
LD A, $03
LD (HL+), A
; Turn
LD A, $02
LD (HL+), A
; Action
LD A, $01
LD (HL+), A
LD A, $04
LD (HL), A
LD A, L
ADD $0a
LD L, A
RET
Respawn_Entities:
LD A, $mem_moving_animation_step
CP $04
RET NZ
LD A, $mem_enemies_alive_count
CP $05
RET NC
CALL =RNG_Step
AND $0f
CP $00
RET NZ
LD HL, $mem_entities_list
FindFreeEntity.loop:
; This loop supposes that there is indeed enough space for a new entity
; to be spawn (thus the previous mem_enemies_alive_count).
; If entities are changed at some point to contain things that are not
; counted in mem_enemies_alive_count, this could result in an infinite loop.
LD A, L
AND $f0
ADD $10
LD L, A
LD A, $00
CP (HL)
JR NZ, =FindFreeEntity.loop
CALL =Initialize_Fox
RET
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