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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
	CALL =Spawn_stairs
	RET

Spawn_stairs:
	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
	INC HL
	INC HL
	INC HL
	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

	CALL =Reset_Map
	JP =New_Dungeon

Display_Object:
	LD HL, $mem_object_list
	Display_Objects.loop:
	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+)
	LD C, A
	LD A, (HL+)
	ADD $80
	LD D, A
	LD A, $mem_viewport_x
	SUB $83
	CP D
	JR NC, =Display_Objects.End
	ADD $10
	CP D
	JR C, =Display_Objects.End
	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.End
	ADD $10
	CP B
	JR C, =Display_Objects.End
	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

	Display_Objects.End:
	RET

	Display_Objects.Nothing:
	LD A, D
	CALL =Load_Block
	CALL =Display_Prepared_Block
	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_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 BC

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

		; This is confusing but this thing is actually CALL DE
		LD BC, =Object_Interactions_Check.interaction_end
		PUSH BC
		PUSH DE
		RET
		Object_Interactions_Check.interaction_end:

		POP BC

		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