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.INCLUDE "definitions.gbasm"
.INCLUDE "init.gbasm"

.MACRODEF HBLANK_WAIT
	LD A, $reg_lcd_controller
	BIT 7, A
	JR Z, =$HBlank_Wait.End
	$HBlank_Wait.loop:
	LD A, $reg_lcd_status
	AND $03
	CP $00
	JR NZ, =$HBlank_Wait.loop
	$HBlank_Wait.End:
.END

.MACRODEF SET_WINDOW_LCDC_E
	LD A, $mem_display_flag
	BIT 3, A
	LD E, $00
	JR Z, =$No_Window
	LD E, $60
	$No_Window:
.END

.MACRODEF ENABLE_TOP_BAR
	XOR A
	LD $reg_viewport_x, A
	LD A, $57
	LD $reg_viewport_y, A

	LD A, $lcdc_guibg_tilemap
	OR E
	LD $reg_lcd_controller, A
.END

.MACRODEF ENABLE_DIALOGUE
	.HBLANK_WAIT
	LD A, $98
	LD $reg_viewport_x, A
	LD A, $b8
	LD $reg_viewport_y, A

	LD A, $lcdc_guibg_tilemap
	OR E
	LD $reg_lcd_controller, A
.END

.MACRODEF DISABLE_DIALOGUE
	PUSH BC
	LD A, $mem_prepared_viewport_x
	LD B, A
	LD A, $mem_prepared_viewport_y
	LD C, A
	.HBLANK_WAIT
	LD A, B
	LD $reg_viewport_x, A
	LD A, C
	LD $reg_viewport_y, A
	LD A, $mem_prepared_color_palette
	LD $reg_bg_palette, A
	LD A, $lcdc_mapbg_tilemap
	OR E
	LD $reg_lcd_controller, A
	POP BC
.END

.MACRODEF ENABLE_VBLANK_INTERRUPTS
	LD A, $reg_interrupt_flags
	RES 0, A
	LD $reg_interrupt_flags, A
	LD A, $03
	LD $reg_interrupt_enable, A
.END

.MACRODEF RESET_STAT_INTERRUPT
	LD A, $reg_interrupt_flags
	RES 1, A
	LD $reg_interrupt_flags, A
.END

.MACRODEF ENABLE_LYC_INTERRUPT
	.RESET_STAT_INTERRUPT
	LD A, $02
	LD $reg_interrupt_enable, A
	LD A, $40
	LD $reg_lcd_status, A
.END

.MACRODEF DISABLE_LYC_INTERRUPT
	LD A, $reg_interrupt_enable
	RES 1, A
	LD $reg_interrupt_enable, A
.END

Entrypoint:
	CALL =Initialize_RNG
	LD A, $20
	LD $mem_bunny_health, A
	LD A, $30
	LD $mem_bunny_mana, A
New_Dungeon:
	LD SP, $fffe
	LD HL, $mem_loaded_enemies_indices
	LD A, $02
	LD (HL+), A
	LD (HL+), A
	LD A, $00
	LD (HL+), A
	LD A, $03
	LD (HL+), A
	LD HL, $mem_bunny_attacks
	LD A, $00
	LD (HL+), A
	INC A
	LD (HL+), A
	INC A
	LD (HL+), A
	INC A
	LD (HL+), A
	CALL =Reload_EP_Cost
	CALL =Dungeon_Generation
	CALL =Initialize_Entities
	CALL =Initialize_Objects
	CALL =Load_Tile
	CALL =Load_Map
	CALL =Load_Objects
	CALL =Reload_Entities_Tile_Data

	LD A, $00
	LD $mem_bunny_flags, A
	LD $mem_display_flag, A
	LD $mem_moving_animation_step, A
	LD $mem_animation_wait_frames, A
	LD $mem_blinking_animation_counter, A

	LD A, $mem_map_loading_flags
	RES 3, A
	LD $mem_map_loading_flags, A

	; Clear OAM
	LD HL, $fe00
	LD BC, $00a0
	CALL =bzero

	LD A, $enum_dungeon_mode
	LD $mem_current_mode, A
	LD $mem_requested_mode, A

	; Heart
	LD A, $f0
	LD ($9d62), A

	; Energy points
	LD A, $f1
	LD ($9d66), A

	.SET_WINDOW_LCDC_E
	.ENABLE_TOP_BAR
	.ENABLE_VBLANK_INTERRUPTS
	EI
	Wait_for_Interrupt.loop:
	HALT
	EI
	JP =Wait_for_Interrupt.loop

VBLANK_Entrypoint:
	.SET_WINDOW_LCDC_E
	.ENABLE_TOP_BAR

	LD A, $palette_bold_font
	LD $reg_bg_palette, A

	LD HL, $9d72
	LD A, $dbg_var
	CALL =Print_8bit

	CALL $OAM_DMA_Transfer_routine
	CALL =Loading_Mode_VBlank

	LD A, $mem_current_mode
	BIT 7, A
	JR NZ, =Skip_VBlank_Dungeon_Update
		LD HL, $9d60
		LD A, $mem_bunny_health
		CALL =Print_8bit

		LD HL, $9d64
		LD A, $mem_bunny_mana
		CALL =Print_8bit

		CALL =Display_Prepared_Blocks
		CALL =Display_Object
	Skip_VBlank_Dungeon_Update:

	CALL =Copy_Dialogue_Buffer
	CALL =Display_dialogue_cursor

	LD A, $reg_lcd_status
	AND $03
	CP $01
	JR Z, =.skip_stop
		; STOP
	.skip_stop:
	LD $dbg_var A

	; LYC
	LD A, $0a
	LD $reg_lyc, A
	.ENABLE_LYC_INTERRUPT
	.RESET_STAT_INTERRUPT
	EI

	CALL =Pad_Button_Check
	CALL =Load_Additional_Block

	LD A, $mem_current_mode
	CP $enum_dungeon_mode
	JR NZ, =Skip_Dungeon_Update

		CALL =Entities_Actions
		CALL =Object_Interactions_Check
		CALL =Respawn_Entities
		CALL =Prepare_Scrolling_Map

	Skip_Dungeon_Update:
	LD A, $mem_current_mode

	CALL =Loading_Mode_Regular
	CALL =Animation_Wait_Mode
	CALL =Update_Animation_Steps
	CALL =Open_dialogue_on_dungeon_menu_mode
	CALL =Check_Open_Menu_button
	CALL =Move_dialogue_cursor
	CALL =Check_dialogue_action

	LD A, $00
	LD $mem_oam_buffer_low, A
	CALL =Display_Animation_List
	CALL =Display_Entities

	.ENABLE_VBLANK_INTERRUPTS
	RET

STAT_Entrypoint:
	PUSH AF
	PUSH DE
	.SET_WINDOW_LCDC_E

	LD A, $reg_lyc
	CP $0a
	JR Z, =.End_Top_Bar
	CP $67
	JR Z, =.Start_dialogue
	.Thin_font:
	LD A, $palette_thin_font
	LD $reg_bg_palette, A
	JR =.skip_dialogue

	.Start_dialogue:
	LD A, $mem_display_flag
	BIT 0, A
	JR Z, =.skip_dialogue
	.ENABLE_DIALOGUE
	LD A, $mem_display_flag
	BIT 1, A
	JR Z, =.Thin_font
	LD A, $palette_bold_font
	LD $reg_bg_palette, A
	LD A, $77
	LD $reg_lyc, A
	.RESET_STAT_INTERRUPT
	POP DE
	POP AF
	RETI

	.skip_dialogue:
	.DISABLE_LYC_INTERRUPT
	POP DE
	POP AF
	RET

	.End_Top_Bar:
	.DISABLE_DIALOGUE
	LD A, $67
	LD $reg_lyc, A
	.RESET_STAT_INTERRUPT
	POP DE
	POP AF
	RETI

.INCLUDE "tiles.gbasm"
.INCLUDE "rng.gbasm"
.INCLUDE "utils.gbasm"
.INCLUDE "buttons.gbasm"
.INCLUDE "map/loading.gbasm"
.INCLUDE "map/generation.gbasm"
.INCLUDE "map/objects.gbasm"
.INCLUDE "gui.gbasm"
.INCLUDE "entity/utils.gbasm"
.INCLUDE "entity/init.gbasm"
.INCLUDE "entity/bunny.gbasm"
.INCLUDE "entity/fox.gbasm"
.INCLUDE "entity/cat.gbasm"
.INCLUDE "entity/penguin.gbasm"
.INCLUDE "entity/actions.gbasm"
.INCLUDE "entity/collisions.gbasm"
.INCLUDE "entity/display.gbasm"
.INCLUDE "entity/list.gbasm"
.INCLUDE "animation.gbasm"
.INCLUDE "playerattacks.gbasm"
.INCLUDE "enemiesattacks.gbasm"
.INCLUDE "tileset.gbasm"
.INCLUDE "dialogues.gbasm"