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path: root/entity/utils.gbasm
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.MACRODEF ADD_A_TO_DIRECTION_BC ; Direction in D, XY in BC (muted), offset in A
	PUSH AF
	LD A, D
	AND $07

	CP $enum_direction_down
	JR Z, =$down
	CP $enum_direction_right
	JR Z, =$right
	CP $enum_direction_up
	JR Z, =$up

	$left:
		POP AF
		XOR $ff
		INC A
		ADD B
		LD B, A

		JR =$end

	$right:
		POP AF
		ADD B
		LD B, A

		JR =$end

	$up:
		POP AF
		XOR $ff
		INC A
		ADD C
		LD C, A

		JR =$end

	$down:
		POP AF
		ADD C
		LD C, A

	$end:
.END

Get_Position_After_Move: ; entity (whatever alignement) in HL, direction to test in A, XY result in BC, E being how much tile entity will move
	PUSH HL
	PUSH DE
	LD D, A

	LD A, L
	AND $f0
	LD L, A

	INC HL

	LD A, (HL+)
	LD B, A
	LD A, (HL+)
	LD C, A

	INC HL
	INC HL
	INC HL
	INC HL

	LD E, (HL)
	BIT 0, E
	LD A, $01
	JR Z, =Get_Position_After_Move.Normal_Speed
	LD A, $02
	Get_Position_After_Move.Normal_Speed:

	BIT 3, D
	JR Z, =Get_Position_After_Move.Skip_Move

	.ADD_A_TO_DIRECTION_BC

	Get_Position_After_Move.Skip_Move:
	POP DE
	POP HL
	RET

Entity_idx_to_entity_list_ptr: ; loaded idx in A, return in BC
	PUSH DE

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

	POP DE
	RET

Spawn_object: ; Texture in D, XY in BC, jump table thingy in E
	PUSH HL
	CALL =Find_Free_Object_slot
	LD A, $80
	CP L
	JR Z, =.skip_spawn_loot_pop_hl

	LD A, D
	LD (HL+), A
	LD A, B
	LD (HL+), A
	LD A, C
	LD (HL+), A
	CALL =Check_other_object_collision
	CP $00
	JR NZ, =.skip_spawn_loot_pop_hl
	LD A, L
	AND $f8
	ADD $03
	LD L, A
	LD (HL), E

	; set the object load counter to the object so it doesn't take 16 frames to load it
	LD A, L
	SRA A
	SRA A
	SRA A
	SUB $01
	LD $mem_object_load_counter, A

	.skip_spawn_loot_pop_hl:
	POP HL
	.skip_spawn_loot:
	RET

.MACRODEF ENTITY_HEALTH_CHECK Skip_turn Drop_Function
	LD A, L
	AND $f0
	ADD $06
	LD L, A

	LD A, (HL)
	CP $00
	JR NZ, =$end

	LD A, L
	AND $f0
	LD L, A

	LD (HL), $00
	LD A, $mem_enemies_alive_count
	DEC A
	LD $mem_enemies_alive_count, A

	CALL $Drop_Function

	JP $Skip_turn
	$end:
.END

.MACRODEF ENTITY_FREEZE_SHIVER Skip_turn
	LD A, $mem_moving_animation_step
	CP $00
	JP NZ, =$end
	LD A, L
	AND $f0
	ADD $08
	LD L, A
	LD A, $01
	CP (HL)
	JR NZ, =$end
	RES 3, D
	CALL =RNG_Step
	CP $55
	JP NC, $Skip_turn
	LD A, L
	AND $f0
	OR $0a
	LD L, A
	LD (HL), $04

	CALL =RNG_Step
	CP $55
	JP NC, $Skip_turn

	LD A, L
	AND $f0
	OR $08
	LD L, A
	LD A, $00
	LD (HL-), A
	RES 1, (HL)
	JP $Skip_turn
	$end:
.END

.MACRODEF ENTITY_STATUS_SKIP_TURN Skip_Turn
	LD A, L
	AND $f0
	ADD $08
	LD L, A

	BIT 0, (HL)
	JP NZ, $Skip_turn
.END

Entity_End_movement:
	LD A, $mem_moving_animation_step
	CP $0f
	RET NZ

	LD A, L
	AND $f0
	OR $0a
	LD L, A
	LD (HL), $00
	LD A, D
	RES 3, A
	BIT 3, D
	LD D, A
	RET Z
	LD A, $01
	.ADD_A_TO_DIRECTION_BC
	RET

.MACRODEF RESET_BLINKING_MODE
	LD A, $mem_moving_animation_step
	CP $00
	JP NZ, =$end

	LD A, L
	AND $f0
	OR $07
	LD L, A
	RES 3, (HL)

	$end:
.END

.MACRODEF ENTITY_TRY_ATTACK Sight_check Attack_Function Attack_end
	LD A, $mem_moving_animation_step
	CP $00
	JP NZ, $Attack_end

	CALL $Sight_check
	LD A, $00
	CP E
	JR Z, =$next

	CALL $Attack_Function
	JP $Attack_end

	$next:
.END