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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
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