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path: root/map/objects.gbasm
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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 A, $60
	LD (HL+), A
	
	LD A, $mem_number_of_rooms
	CALL =RNG_Bound
	SLA A
	SLA A
	ADD $80
	LD C, A

	LD B, $c8

	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 BC, =Stairs_action
	LD A, B
	LD (HL+), A
	LD A, C
	LD (HL+), A
	RET

Stairs_action:
	Stairs_action.Wait_VBlank:
		LD A, $reg_lcd_status
		AND $03
		CP $01
		JR NZ, =Stairs_action.Wait_VBlank

	; LCDC
	XOR A
	LD $reg_lcd_controller, A

	JP =New_Dungeon

Display_Objects:
	LD A, $mem_map_loading_flags
	BIT 0, A
	JR Z, =Display_Objects.End
	LD A, $mem_moving_animation_step
	CP $00
	JR NZ, =Display_Objects.End
	LD HL, $mem_object_list
	Display_Objects.loop:
		LD A, (HL+)
		CP $00
		JR Z, =Display_Objects.next
		LD C, A
		LD A, (HL+)
		ADD $80
		LD D, A
		LD A, $mem_viewport_x
		SUB $83
		CP D
		JR NC, =Display_Objects.next
		ADD $10
		CP D
		JR C, =Display_Objects.next
		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
		JR NC, =Display_Objects.next
		ADD $10
		CP B
		JR C, =Display_Objects.next
		LD A, B
		SUB $80
		LD B, A

		LD A, D
		CALL =Construct_Tile_Address

		CALL =VBlank_Wait
		LD A, C
		LD (DE), A

		INC E
		INC C

		CALL =VBlank_Wait
		LD A, C
		LD (DE), A

		INC C

		LD A, E
		XOR $21
		LD E, A

		CALL =VBlank_Wait
		LD A, C
		LD (DE), A

		INC C
		INC E

		CALL =VBlank_Wait
		LD A, C
		LD (DE), A

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

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

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

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

		LD A, (HL+)
		LD D, A
		LD A, (HL+)
		LD E, A

		PUSH DE
		RET

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

	Object_Interactions_Check.End:
	RET