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path: root/playerattacks.gbasm
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Loading_Mode_VBlank:
	LD A, $mem_current_mode
	CP $enum_loading_mode
	RET NZ

	LD A, $mem_loading_mode_vblank_func_pointer_high
	LD B, A
	LD A, $mem_loading_mode_vblank_func_pointer_low
	LD C, A
	PUSH BC
	RET

Loading_Mode_Regular:
	LD A, $mem_current_mode
	CP $enum_loading_mode
	RET NZ

	LD A, $mem_loading_mode_regular_func_pointer_high
	LD B, A
	LD A, $mem_loading_mode_regular_func_pointer_low
	LD C, A
	PUSH BC
	RET

Canceled_Attack_VBlank:
	RET

Canceled_Attack_Regular:
	LD A, $enum_dungeon_mode
	LD $mem_requested_mode, A
	RET

Canceled_Attack:
	LD HL, $mem_entities_list
	LD A, L
	ADD $13
	LD L, A
	Reset_Entities_Animations.loop:
		RES 3, (HL)
		LD A, L
		AND $f0
		ADD $0a
		LD L, A
		LD (HL), $00
		Reset_Entities_Animations.loop.next:
		LD A, L
		AND $f0
		ADD $13
		LD L, A
		CP $03
		JR NZ, =Reset_Entities_Animations.loop

	LD BC, =Canceled_Attack_VBlank
	LD A, B
	LD $mem_loading_mode_vblank_func_pointer_high, A
	LD A, C
	LD $mem_loading_mode_vblank_func_pointer_low, A

	LD BC, =Canceled_Attack_Regular
	LD A, B
	LD $mem_loading_mode_regular_func_pointer_high, A
	LD A, C
	LD $mem_loading_mode_regular_func_pointer_low, A

	LD A, $enum_loading_mode
	LD $mem_requested_mode, A

	.CLOSE_DIALOGUE

	LD A, $mem_map_loading_flags
	SET 3, A
	LD $mem_map_loading_flags, A

	LD A, $04
	LD $mem_bunny_animation, A

	.SET_SOUND_EFFECT =_sound_effect_Move_arrow_failed

	LD A, $mem_bunny_mana
	LD B, A
	LD A, $mem_current_focused_attack_ep_cost
	ADD B
	DAA
	JR NC, =.skip_fallback_max_mana
	LD A, $99
	.skip_fallback_max_mana:
	LD $mem_bunny_mana, A
	RET

Empty_Attack:
	RET

Check_attack_already_learnt: ; Attack id in E, result in A (1 for already there, 0 for not), overwrites HL
	PUSH HL
	LD HL, $mem_bunny_attacks
	.loop:
		LD A, (HL)
		CP E
		JR Z, =.duplicate
		INC HL
		LD A, L
		CP low($mem_bunny_attacks+4)
		JR NZ, =.loop
	LD A, $00
	POP HL
	RET
	.duplicate:
	LD A, $01
	POP HL
	RET

Attack_List:
	; 00
	.Empty:
		; Attack menu name string
		.DB bank(=Empty)
		.DB ptr(=Empty)

		; Attack function
		.ASSERT bank(=Empty_Attack) $00
		.DB ptr(=Empty_Attack)

		; Energy point cost
		.DB $00

		.PADTO =.Empty+8

	; 01
	.Hop:
		; Attack menu name string
		.DB bank(=Hop_Attack_Menu_Txt)
		.DB ptr(=Hop_Attack_Menu_Txt)

		; Attack function
		.ASSERT bank(=Hop_Attack) $00
		.DB ptr(=Hop_Attack)

		; Energy point cost
		.DB $01

		.PADTO =.Hop+8

	; 02
	.Heal:
		; Attack menu name string
		.DB bank(=Heal_Attack_Menu_Txt)
		.DB ptr(=Heal_Attack_Menu_Txt)

		;Attack function
		.ASSERT bank(=Heal_Attack) $00
		.DB ptr(=Heal_Attack)

		; Energy point cost
		.DB $05

		.PADTO =.Heal+8

	; 03
	.Freeze:
		; Attack menu name string
		.DB bank(=Freeze_Attack_Menu_Txt)
		.DB ptr(=Freeze_Attack_Menu_Txt)

		; Attack function
		.ASSERT bank(=Freeze_Attack) $00
		.DB ptr(=Freeze_Attack)

		; Energy point cost
		.DB $05

		.PADTO =.Freeze+8

	; 04
	.Earcoptr:
		; Attack menu name string
		.DB bank(=Earcoptr_Attack_Menu_Txt)
		.DB ptr(=Earcoptr_Attack_Menu_Txt)

		; Attack function
		.ASSERT bank(=Earcoptr_Attack) $00
		.DB ptr(=Earcoptr_Attack)

		; Energy point cost
		.DB $04

		.PADTO =.Earcoptr+8

	; 05
	.Die:
		; Attack menu name string
		.DB bank(=Die_Attack_Menu_Txt)
		.DB ptr(=Die_Attack_Menu_Txt)

		; Attack function
		.ASSERT bank(=Die_Attack) $00
		.DB ptr(=Die_Attack)

		; Energy point cost
		.DB $00

		.PADTO =.Die+8

Die_Attack:
	LD A, $00
	LD $mem_bunny_health, A
	RET

.INCLUDE "playerattacks/hop.gbasm"
.INCLUDE "playerattacks/heal.gbasm"
.INCLUDE "playerattacks/freeze.gbasm"
.INCLUDE "playerattacks/earcoptr.gbasm"