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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
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