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Initialize_Entities:
LD A, $mem_bunny_mana
LD E, A
LD A, $mem_bunny_health
LD D, A
LD HL, $mem_entities_list
Clear_Entities.loop:
XOR A
LD (HL+), A
CP L
JR NZ, =Clear_Entities.loop
LD A, D
LD $mem_bunny_health, A
LD A, E
LD $mem_bunny_mana, A
CALL =Initialize_Bunny_Random_room
LD A, $00
LD $mem_enemies_alive_count, A
LD A, $mem_bunny_current_room_idx
LD $tmp_var_1, A
LD A, $ff
LD $mem_bunny_current_room_idx, A
LD A, $mem_dungeon_flags
BIT 2, A
JP Z, =Reset_Entities_Collision_Map
LD A, $00
LD $tmp_var_3, A
CALL =Initialize_Enemy
CALL =Initialize_Enemy
CALL =Initialize_Enemy
CALL =Initialize_Enemy
CALL =Initialize_Enemy
LD A, $tmp_var_1
LD $mem_bunny_current_room_idx, A
JP =Reset_Entities_Collision_Map
Initialize_Bunny_Random_room:
LD A, $ff
CALL =Pick_Random_Room_Avoid_A
LD $mem_bunny_current_room_idx, A
CALL =Pick_Room_position
Initialize_Bunny: ; BC is XY position
LD HL, $mem_entities_list
LD A, $01
LD (HL+), A
LD (HL), B
INC HL
LD (HL), C
CALL =Carve_Entity_Collision_Map
INC HL
LD A, $enum_direction_down
LD (HL), A
SWAP A
OR (HL)
LD (HL+), A
; Turn
LD A, $01
LD (HL+), A
; Action
LD A, $00
LD (HL+), A
INC HL ; skip health
LD A, $00
; Flags
LD (HL+), A
; Status
LD (HL+), A
LD A, L
AND $f0
ADD $10
LD L, A
RET
Initialize_Enemy: ; HL => pointer to entity struct
CALL =Enemy_idx_to_spawn
CP $ff
RET Z
ADD $03
Initialize_Entity: ; HL => pointer to entity struct, A => entity loaded index, 1 in $tmp_var_3 if should retry if collsion (could potentially fail multiple time/infinite loop)
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
CALL =Pick_Room_position_Avoid_A
; Check if spawning on collisionable tile
CALL =Is_Collisionable
CP $00
JR Z, =.no_collision
XOR A
LD (HL), A
LD A, $tmp_var_3
CP $01
RET NZ
LD A, E
JP =Initialize_Entity
.no_collision:
INC HL
LD (HL), B
INC HL
LD (HL), C
INC HL
CALL =Carve_Entity_Collision_Map
POP BC
; Direction
LD A, $33
LD (HL+), A
LD A, E
CALL =Entity_idx_to_entity_list_ptr
INC BC
INC BC
; Turn
LD A, (BC)
LD (HL+), A
INC BC
; Action
LD A, (BC)
LD (HL+), A
INC BC
; Health
LD A, (BC)
LD (HL+), A
INC BC
XOR A
; flags & status
LD (HL+), A
LD A, (BC)
LD (HL+), A
INC BC
; Mana
LD A, (BC)
LD (HL+), A
LD A, L
ADD $06
LD L, A
LD A, E
CP $03
RET C
CP $07
RET NC
LD A, $mem_enemies_alive_count
INC A
LD $mem_enemies_alive_count, A
RET
FindFreeEntity:
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.
; (Technically the quest goals can spawn other entities. We assume that the enemies alive count and the quest goal entities spawned will never exceed 15 together)
LD A, L
AND $f0
ADD $10
LD L, A
LD A, $00
CP (HL)
JR NZ, =FindFreeEntity.loop
RET
Respawn_Entities:
LD A, $mem_dungeon_flags
BIT 2, A
RET Z
LD A, $mem_moving_animation_step
CP $04
RET NZ
LD A, $mem_enemies_alive_count
CP $05
RET NC
LD A, $00
LD $tmp_var_3, A
CALL =RNG_Step
AND $07
CP $00
RET NZ
CALL =FindFreeEntity
CALL =Initialize_Enemy
RET
Enemy_spawn_pattern_to_probability: ; (1/(x + 1))
.DB 0b11111111
.DB 0b00000111
.DB 0b00000001
.DB 0b00000000
Enemy_idx_to_spawn: ; Return in A, ff if no entity to be spawned
PUSH BC
LD A, $mem_entity_spawning_pattern
LD B, A
CALL =RNG_Step
AND $03
LD C, A
SLA A
CALL =RRx
LD A, B
AND $03
PUSH DE
LD DE, =Enemy_spawn_pattern_to_probability
ADD E
LD E, A
LD A, D
ADC $00
LD D, A
LD A, (DE)
POP DE
LD B, A
CALL =RNG_Step
AND B
CP $00
LD A, $ff
JR NZ, =.skip_set_enemy_idx
LD A, C
.skip_set_enemy_idx:
POP BC
RET
.MACRODEF GET_ENTITY_IDX_SPAWN_RATE idx ; breaks BC & A
LD A, low($idx)
CALL =Entity_idx_to_entity_list_ptr
LD A, C
ADD $07
LD C, A
LD A, B
ADC $00
LD B, A
LD A, (BC)
AND $03
.END
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