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Initialize_Objects:
	LD A, $mem_map_loading_flags
	OR $01
	LD $mem_map_loading_flags, A
	LD HL, $mem_object_list
	LD BC, $0080
	CALL =bff
	LD HL, $mem_object_list
	CALL =Spawn_stairs
	CALL =Spawn_carrot
	CALL =Spawn_leaf
	RET

Find_Free_Object_slot: ; Return free object slot in HL ($80 if none is found)
	LD HL, $mem_object_list

	.loop:
		LD A, $ff
		CP (HL)
		RET Z

		LD A, L
		ADD $08
		LD L, A
		CP $80
		JR NZ, =.loop

	RET

Spawn_object_in_random_room_avoid_bunny: ; Object tile in A, Object jump table id in E, Object pointer in HL
	LD (HL+), A

	.retry:
	CALL =.retry.entrypoint
	JR =.retry
	.retry.entrypoint:
	LD A, $mem_bunny_current_room_idx
	CALL =Pick_Random_Room_Avoid_A
	JR =Spawn_object_in_random_room.place_object_in_room_A

Spawn_object_in_random_room: ; Object tile in A, Object jump table id in E, Object pointer in HL
	LD (HL+), A

	.retry:
	CALL =.retry.entrypoint
	JR =.retry
	.retry.entrypoint:
	LD A, $mem_number_of_rooms
	CALL =RNG_Bound
	.place_object_in_room_A:
	SLA A
	SLA A
	ADD low($mem_room_list)
	LD C, A

	LD B, high($mem_room_list)

	LD A, (BC)
	LD D, A
	INC BC
	LD A, (BC)
	INC A
	CALL =RNG_Bound
	ADD D

	LD (HL+), A

	INC BC

	LD A, (BC)
	LD D, A
	INC BC
	LD A, (BC)
	INC A
	CALL =RNG_Bound
	ADD D
	LD (HL), A

	LD C, (HL)

	DEC HL

	LD B, (HL)

	CALL =Is_Collisionable
	CP $00
	RET NZ
	ADD SP, $02

	CALL =Check_other_object_collision
	CP $00
	RET NZ

	INC HL
	INC HL

	LD (HL), E
	LD A, L
	AND $f8
	ADD $08
	LD L, A
	RET

Check_other_object_collision: ; Object in HL (with only sprite x & y set), will be zeroed on collision and A will be 1 on return
	LD A, L
	AND $f8
	ADD $01
	LD L, A
	LD BC, $mem_object_list
	Object_check_collisions.loop:
		LD A, (BC)
		CP $00
		JR Z, =Object_check_collisions.loop.next

		INC BC
		LD A, C
		CP L
		JR Z, =Object_check_collisions.loop.next

		LD A, (BC)
		CP (HL)
		JR NZ, =Object_check_collisions.loop.next

		INC BC
		INC HL
		LD A, (BC)
		CP (HL)
		JR NZ, =Object_check_collisions.loop.next

		DEC HL
		DEC HL
		XOR A
		LD (HL+), A
		LD (HL+), A
		LD (HL), A
		DEC HL
		DEC HL
		LD A, $01
		RET

		Object_check_collisions.loop.next:
		LD A, L
		AND $f8
		ADD $01
		LD L, A
		LD A, C
		AND $f8
		ADD $08
		LD C, A
		CP $80
		JR NZ, =Object_check_collisions.loop
	LD A, $00
	RET

Spawn_stairs:
	LD A, $60
	LD E, $01
	JP =Spawn_object_in_random_room_avoid_bunny

Spawn_carrot:
	LD A, $64
	LD E, $02
	JP =Spawn_object_in_random_room

Spawn_leaf:
	LD A, $68
	LD E, $03
	JP =Spawn_object_in_random_room

Object_Interaction_Jump_table:
	; 00
	RET
	NOP
	NOP
	NOP

	; 01
	JP =Stairs_Action
	NOP

	; 02
	JP =Heal_Action
	NOP

	; 03
	JP =Restore_EP_Action
	NOP

	; 04
	JP =Heal_Attack_Box_Action
	NOP

	; 05
	JP =Freeze_Attack_Box_Action
	NOP

	; 06
	JP =Earcopter_Attack_Box_Action
	NOP

	; 07
	JP =Fimsh_Attack_Box_Action
	NOP

Stairs_Action:
	LD A, $enum_dungeon_generation_mode
	LD $mem_current_mode, A
	LD $mem_requested_mode, A
	CALL =Update_VBlank_Handler

	LD A, $mem_floor_count
	INC A
	DAA
	JR C, =.skip_update_floor_count

	LD $mem_floor_count, A

	LD A, $mem_floor_count_bin
	INC A
	LD $mem_floor_count_bin, A

	.skip_update_floor_count:

	LD A, $mem_sound_flags
	BIT 1, A
	CALL NZ, =Reset_Music_Channel1
	LD A, $mem_sound_flags
	BIT 2, A
	CALL NZ, =Reset_Music_Channel2
	LD A, $mem_sound_flags
	BIT 3, A
	CALL NZ, =Reset_Music_Channel3
	LD A, $mem_sound_flags
	BIT 4, A
	CALL NZ, =Reset_Music_Channel4
	LD A, $mem_sound_flags
	AND 0b11000001
	LD $mem_sound_flags, A
	LD A, $00
	LD $mem_sound_effect_frame_count, A
	LD A, $ff
	LD ($mem_sound_effect_pc), A
	
	.SET_SOUND_EFFECT =_sound_effect_Next_Floor
	RET

Heal_Action:
	LD A, $mem_bunny_health
	ADD $03
	DAA
	CP $20
	JR C, =.Set_health
	LD A, $20
	.Set_health:
	LD $mem_bunny_health, A

	PUSH BC
	LD A, $mem_bunny_x
	LD B, A
	LD A, $mem_bunny_y
	LD C, A
	LD A, $01
	PUSH DE
	LD E, $20
	LD D, $00
	CALL =Try_Launch_Animation
	POP DE
	POP BC

	.SET_SOUND_EFFECT =_sound_effect_Heal

	LD (HL), $00

	RET

Heal_Attack_Box_Action:
	LD (HL), $00

	.START_SCRIPT =.Script

	LD A, $enum_dungeon_dialogue_mode
	LD $mem_requested_mode, A
	LD $mem_current_mode, A
	LD A, $mem_bunny_direction
	RES 3, A
	LD $mem_bunny_direction, A
	LD A, $00
	LD $mem_bunny_animation, A
	LD A, $mem_map_loading_flags
	SET 5, A
	RES 3, A
	LD $mem_map_loading_flags, A

	RET

	.Script:
	.LEARN_ATTACK $02
	.END

Freeze_Attack_Box_Action:
	LD (HL), $00

	.START_SCRIPT =.Script

	LD A, $enum_dungeon_dialogue_mode
	LD $mem_requested_mode, A
	LD $mem_current_mode, A
	LD A, $mem_bunny_direction
	RES 3, A
	LD $mem_bunny_direction, A
	LD A, $00
	LD $mem_bunny_animation, A
	LD A, $mem_map_loading_flags
	SET 5, A
	RES 3, A
	LD $mem_map_loading_flags, A

	RET

	.Script:
	.LEARN_ATTACK $03
	.END

Earcopter_Attack_Box_Action:
	LD (HL), $00

	.START_SCRIPT =.Script

	LD A, $enum_dungeon_dialogue_mode
	LD $mem_requested_mode, A
	LD $mem_current_mode, A
	LD A, $mem_bunny_direction
	RES 3, A
	LD $mem_bunny_direction, A
	LD A, $00
	LD $mem_bunny_animation, A
	LD A, $mem_map_loading_flags
	SET 5, A
	RES 3, A
	LD $mem_map_loading_flags, A

	RET

	.Script:
	.LEARN_ATTACK $04
	.END

Fimsh_Attack_Box_Action:
	LD (HL), $00

	.START_SCRIPT =Fimsh_Dialogue_Script

	LD A, $enum_dungeon_dialogue_mode
	LD $mem_requested_mode, A
	LD $mem_current_mode, A
	LD A, $mem_bunny_direction
	RES 3, A
	LD $mem_bunny_direction, A
	LD A, $00
	LD $mem_bunny_animation, A
	LD A, $mem_map_loading_flags
	SET 5, A
	RES 3, A
	LD $mem_map_loading_flags, A
	RET

Restore_EP_Action:
	LD A, $mem_bunny_mana
	ADD $05
	DAA
	JR NC, =.Set_mana
	LD A, $99
	.Set_mana:
	LD $mem_bunny_mana, A

	PUSH BC
	LD A, $mem_bunny_x
	LD B, A
	LD A, $mem_bunny_y
	LD C, A
	LD A, $01
	PUSH DE
	LD E, $20
	LD D, $00
	CALL =Try_Launch_Animation
	POP DE
	POP BC

	.SET_SOUND_EFFECT =_sound_effect_Heal

	LD (HL), $00

	RET

Display_Object:
	LD A, $mem_display_flag
	BIT 5, A
	RET NZ
	LD HL, $mem_object_list
	LD A, $mem_object_load_counter
	INC A
	AND $0f
	LD $mem_object_load_counter, A
	SLA A
	SLA A
	SLA A
	AND $f8
	LD L, A

	LD A, (HL)
	CP $FF
	RET Z
	LD C, A

	CP $00
	JR NZ, =.skip_remove_object_after_display
	LD (HL), $FF
	.skip_remove_object_after_display:
	INC HL
	LD A, (HL+)
	ADD $80
	LD D, A
	LD A, $mem_viewport_x
	SUB $83
	CP D
	RET NC
	ADD $0e
	CP D
	RET C
	LD A, D
	SUB $80
	LD D, A

	LD A, (HL+)
	ADD $80
	LD B, A
	LD A, $mem_viewport_y
	SUB $83
	CP B
	RET NC
	ADD $0e
	CP B
	RET C
	LD A, B
	SUB $80
	LD B, A

	LD A, C
	CP $00

	JR Z, =Display_Objects.Nothing

	LD A, D
	CALL =Construct_Tile_Address

	LD A, C
	LD (DE), A

	INC E
	INC C

	LD A, C
	LD (DE), A

	INC C

	LD A, E
	XOR $21
	LD E, A

	LD A, C
	LD (DE), A

	INC C
	INC E

	LD A, C
	LD (DE), A

	RET

	Display_Objects.Nothing:
	LD A, D
	LD $mem_additional_loading_block_x, A
	LD A, B
	LD $mem_additional_loading_block_y, A
	LD A, $mem_display_flag
	SET 6, A
	LD $mem_display_flag, A
	RET

Load_Objects:
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	CALL =Display_Object
	RET

Object_Interactions_Check:
	LD A, $mem_moving_animation_step
	CP $00
	JR NZ, =.End
	LD A, $mem_map_loading_flags
	BIT 1, A
	JR Z, =.End
	RES 1, A
	LD $mem_map_loading_flags, A
	LD HL, $mem_object_list
	LD A, $mem_bunny_x
	LD C, A
	LD A, $mem_bunny_y
	LD B, A
	.loop:
		LD A, (HL+)
		CP $00
		JR Z, =.next
		CP $FF
		JR Z, =.next

		LD A, (HL+)
		CP C
		JR NZ, =.next

		LD A, (HL+)
		CP B
		JR NZ, =.next

		LD E, (HL)

		PUSH BC

		; So we have HL set to the object pointer
		LD A, L
		AND $f8
		LD L, A

		LD BC, =Object_Interaction_Jump_table
		LD A, E

		.JUMP_TABLE

		POP BC

		.next:
		LD A, L
		AND $f8
		ADD $08
		LD L, A
		CP $80
		JR NZ, =.loop

	.End:
	RET