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path: root/entity/init.gbasm
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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, $mem_number_of_rooms
	CALL =RNG_Bound
	SLA A
	SLA A
	ADD low($mem_room_list)
	LD C, A

	LD B, high($mem_room_list)

	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_Enemy
	CALL =Initialize_Enemy
	CALL =Initialize_Enemy
	CALL =Initialize_Enemy
	CALL =Initialize_Enemy
	CALL =Reset_Entities_Collision_Map

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_Enemy: ; HL => pointer to entity struct
	LD A, $mem_enemies_alive_count
	INC A
	LD $mem_enemies_alive_count, A

	CALL =RNG_Step
	AND $03
	ADD $03
	LD E, A
	SLA A
	SLA A
	LD B, A
	SLA A
	ADD B
	INC A
	LD (HL+), A

	LD A, $mem_bunny_current_room_idx
	LD $tmp_var_6, A
	CP $FF
	JR Z, =Initialize_Enemy.All_rooms_allowed
	LD B, A
	Initialize_Enemy.Skip_bunny_room:
		LD A, $mem_number_of_rooms
		CP $01
		JR Z, =Initialize_Enemy.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_Enemy.Room_restriction.end
		DEC A
		JR =Initialize_Enemy.Room_restriction.end

	Initialize_Enemy.All_rooms_allowed:
		LD A, $mem_number_of_rooms
		CALL =RNG_Bound
	Initialize_Enemy.Room_restriction.end:
	LD $tmp_var_4, A
	SLA A
	SLA A
	ADD low($mem_room_list)
	LD C, A

	LD B, high($mem_room_list)

	LD A, (BC)
	LD D, A
	INC BC
	LD A, (BC)
	INC A
	CALL =RNG_Bound
	ADD D

	LD (HL+), A

	INC BC

	; Y
	LD A, (BC)
	LD D, A
	INC BC
	LD A, (BC)
	INC A
	CALL =RNG_Bound
	ADD D
	LD (HL+), A

	; Direction
	LD A, $03
	LD (HL+), A

	LD BC, =Entity_list
	LD D, high($mem_loaded_entities_indices)
	LD A, low($mem_loaded_entities_indices)
	ADD E
	LD E, A
	LD A, (DE)
	SLA A
	SLA A
	SLA A
	ADD $02
	ADD low(=Entity_list)
	LD C, A
	LD A, high(=Entity_list)
	ADC $00
	LD B, A

	; Turn
	LD A, (BC)
	LD (HL+), A

	INC BC

	; Action
	LD A, (BC)
	LD (HL+), A

	INC BC

	LD A, (BC)
	LD (HL+), A

	XOR A
	LD (HL+), A
	LD (HL+), A

	LD A, L
	ADD $07
	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_Enemy
	RET