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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 ENABLE_WINDOW_NO_WAIT_HBLANK
	XOR A
	LD $reg_viewport_x, A
	LD $reg_viewport_y, A

	LD A, $lcdc_window_enabled
	LD $reg_lcd_controller, A
.END

.MACRODEF ENABLE_WINDOW
	.HBLANK_WAIT
	.ENABLE_WINDOW_NO_WAIT_HBLANK
.END

.MACRODEF DISABLE_WINDOW
	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_window_disabled
	LD $reg_lcd_controller, A
	POP BC
.END

.MACRODEF ENABLE_VBLANK_INTERRUPTS
	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
New_Dungeon:
	LD SP, $fffe
	LD HL, $mem_loaded_enemies_indices
	LD A, $00
	LD (HL+), A
	LD (HL+), A
	LD (HL+), A
	LD (HL+), A
	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 A, $enum_dungeon_mode
	LD $mem_current_mode, A
	LD $mem_requested_mode, A

	; Heart
	LD A, $68
	LD ($9c02), A

	.ENABLE_WINDOW_NO_WAIT_HBLANK
	.ENABLE_VBLANK_INTERRUPTS
	EI
	Wait_for_Interrupt.loop:
	HALT
	EI
	JP =Wait_for_Interrupt.loop

VBLANK_Entrypoint:
	.ENABLE_WINDOW_NO_WAIT_HBLANK

	LD A, $palette_bold_font
	LD $reg_bg_palette, A

	LD HL, $9c00
	LD A, $mem_bunny_health
	CALL =Print_8bit

	LD HL, $9c12
	LD A, $dbg_VBLANK_STATE
	CALL =Print_8bit

	CALL $OAM_DMA_Transfer_routine
	CALL =Loading_Mode_VBlank

	LD A, $mem_current_mode
	CP $enum_dungeon_mode
	JR NZ, =Skip_VBlank_Dungeon_Update
		CALL =Display_Prepared_Block
		CALL =Display_Object
	Skip_VBlank_Dungeon_Update:


	CALL =Copy_Dialogue_Buffer
	CALL =Display_dialogue_cursor

	LD A, $reg_lcd_status
	AND $03
	LD $dbg_VBLANK_STATE, A

	; LYC
	LD A, $09
	LD $reg_lyc, A
	.ENABLE_LYC_INTERRUPT
	.RESET_STAT_INTERRUPT
	EI

	CALL =Pad_Button_Check

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

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

	Skip_Dungeon_Update:

	CALL =Loading_Mode_Regular
	CALL =Update_Animation_Steps
	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
	LD A, $reg_lyc
	CP $09
	JR Z, =STAT_.End_Top_Bar
	CP $67
	JR Z, =STAT_.Start_dialogue
	STAT_.Thin_font:
	LD A, $palette_thin_font
	LD $reg_bg_palette, A
	JR =STAT_.skip_dialogue

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

	STAT_.skip_dialogue:
	.DISABLE_LYC_INTERRUPT
	POP AF
	RET

	STAT_.End_Top_Bar:
	.DISABLE_WINDOW
	LD A, $67
	LD $reg_lyc, A
	.RESET_STAT_INTERRUPT
	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/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"