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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 =bzero
LD HL, $mem_object_list
CALL =Spawn_stairs
CALL =Spawn_carrot
RET
Spawn_object_in_random_room: ; Object tile in A, Object jump table id in E
LD (HL+), A
LD A, $mem_number_of_rooms
CALL =RNG_Bound
SLA A
SLA A
ADD low($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
DEC HL
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
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
INC HL
INC HL
LD (HL), E
LD A, L
AND $f8
ADD $08
LD L, A
RET
Spawn_stairs:
LD A, $60
LD E, $01
JP =Spawn_object_in_random_room
Spawn_carrot:
LD A, $64
LD E, $02
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
Stairs_action:
DI
LD A, $00
LD $reg_interrupt_flags, A
.Wait_VBlank:
LD A, $reg_lcd_status
AND $03
CP $01
JR NZ, =.Wait_VBlank
; LCDC
XOR A
LD $reg_lcd_controller, A
CALL =Reset_Map
JP =New_Dungeon
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
LD E, $20
CALL =Try_Launch_Animation
POP BC
LD (HL), $00
RET
Display_Object:
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+)
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 $0e
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 $0e
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_moving_animation_step
CP $00
JR NZ, =.End
LD A, $mem_map_loading_flags
BIT 1, A
JR Z, =.End
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
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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