manager30.c: ok

Used for tile puzzles
This commit is contained in:
Ibot02 2020-08-29 13:06:27 +02:00
parent ae7968e006
commit 46dc6bb37e
5 changed files with 100 additions and 206 deletions

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@ -1,204 +0,0 @@
.include "asm/macros.inc"
.include "constants/constants.inc"
.syntax unified
.text
thumb_func_start sub_0805D4AC
sub_0805D4AC: @ 0x0805D4AC
push {r4, r5, r6, r7, lr}
mov r7, sb
mov r6, r8
push {r6, r7}
adds r6, r0, #0
ldrb r0, [r6, #0xc]
cmp r0, #1
beq _0805D520
cmp r0, #1
bgt _0805D4C6
cmp r0, #0
beq _0805D4D2
b _0805D628
_0805D4C6:
cmp r0, #2
beq _0805D5A4
cmp r0, #3
bne _0805D4D0
b _0805D604
_0805D4D0:
b _0805D628
_0805D4D2:
movs r0, #1
strb r0, [r6, #0xc]
ldrb r0, [r6, #0xe]
strb r0, [r6, #0xf]
ldrh r1, [r6, #0x38]
lsls r1, r1, #0x10
asrs r1, r1, #0x14
movs r3, #0x3f
ands r1, r3
ldrh r0, [r6, #0x3a]
lsls r0, r0, #0x10
asrs r0, r0, #0x14
ands r0, r3
lsls r0, r0, #6
orrs r1, r0
strh r1, [r6, #0x28]
ldr r4, _0805D518 @ =gPlayerEntity
movs r0, #0x2e
ldrsh r1, [r4, r0]
ldr r2, _0805D51C @ =gRoomControls
ldrh r0, [r2, #6]
subs r1, r1, r0
asrs r1, r1, #4
ands r1, r3
movs r5, #0x32
ldrsh r0, [r4, r5]
ldrh r2, [r2, #8]
subs r0, r0, r2
asrs r0, r0, #4
ands r0, r3
lsls r0, r0, #6
orrs r1, r0
strh r1, [r6, #0x2e]
strh r1, [r6, #0x2c]
b _0805D628
.align 2, 0
_0805D518: .4byte gPlayerEntity
_0805D51C: .4byte gRoomControls
_0805D520:
ldr r4, _0805D568 @ =gPlayerEntity
movs r1, #0x2e
ldrsh r0, [r4, r1]
ldr r3, _0805D56C @ =gRoomControls
ldrh r1, [r3, #6]
subs r0, r0, r1
asrs r5, r0, #4
movs r2, #0x3f
ands r5, r2
movs r1, #0x32
ldrsh r0, [r4, r1]
ldrh r1, [r3, #8]
subs r0, r0, r1
asrs r0, r0, #4
ands r0, r2
lsls r0, r0, #6
orrs r5, r0
strh r5, [r6, #0x2e]
ldrh r2, [r6, #0x2c]
cmp r5, r2
beq _0805D5A4
strh r5, [r6, #0x2c]
ldrh r0, [r6, #0x2e]
ldrb r1, [r6, #0xb]
bl GetTileType
adds r1, r0, #0
ldr r3, _0805D570 @ =0x00000317
cmp r1, r3
beq _0805D574
movs r0, #0xc6
lsls r0, r0, #2
cmp r1, r0
beq _0805D580
b _0805D5A4
.align 2, 0
_0805D568: .4byte gPlayerEntity
_0805D56C: .4byte gRoomControls
_0805D570: .4byte 0x00000317
_0805D574:
movs r0, #2
strb r0, [r6, #0xc]
movs r0, #0x6d
bl PlaySFX
b _0805D5A4
_0805D580:
ldrh r1, [r6, #0x2e]
ldrb r2, [r6, #0xb]
adds r0, r3, #0
bl sub_0807B7D8
movs r0, #0x6b
bl PlaySFX
ldrb r0, [r6, #0xe]
subs r0, #1
strb r0, [r6, #0xe]
lsls r0, r0, #0x18
cmp r0, #0
bne _0805D5A4
movs r0, #3
strb r0, [r6, #0xc]
movs r0, #0x40
strb r0, [r6, #0xe]
_0805D5A4:
ldrh r0, [r6, #0x3e]
cmp r0, #0
beq _0805D628
bl CheckFlags
cmp r0, #0
beq _0805D628
ldrh r0, [r6, #0x3e]
bl ClearFlag
movs r0, #1
strb r0, [r6, #0xc]
ldrb r0, [r6, #0xf]
strb r0, [r6, #0xe]
movs r1, #0
adds r0, r6, #0
adds r0, #0x37
mov sb, r0
ldrb r5, [r0]
cmp r1, r5
bhs _0805D628
movs r0, #0x36
adds r0, r0, r6
mov r8, r0
_0805D5D4:
lsls r0, r1, #6
ldrh r2, [r6, #0x28]
adds r5, r0, r2
movs r4, #0
adds r7, r1, #1
mov r0, r8
ldrb r0, [r0]
cmp r4, r0
bhs _0805D5F8
_0805D5E6:
adds r0, r5, r4
ldrb r1, [r6, #0xb]
bl sub_0807BA8C
adds r4, #1
mov r1, r8
ldrb r1, [r1]
cmp r4, r1
blo _0805D5E6
_0805D5F8:
adds r1, r7, #0
mov r2, sb
ldrb r2, [r2]
cmp r1, r2
blo _0805D5D4
b _0805D628
_0805D604:
ldrb r0, [r6, #0xe]
cmp r0, #0
beq _0805D628
subs r0, #1
strb r0, [r6, #0xe]
lsls r0, r0, #0x18
lsrs r0, r0, #0x18
cmp r0, #0
beq _0805D622
cmp r0, #0x20
bne _0805D628
ldrh r0, [r6, #0x3c]
bl SetFlag
b _0805D628
_0805D622:
movs r0, #0x72
bl PlaySFX
_0805D628:
pop {r3, r4}
mov r8, r3
mov sb, r4
pop {r4, r5, r6, r7, pc}

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@ -32,6 +32,7 @@ extern u32 GetFacingDirection(Entity*, Entity*);
extern Entity* CreatePlayerItem(u32, u32, u32, u32);
extern Entity* GetEmptyEntity(void);
extern u32 GetTileTypeByPos(s32 x, s32 y, u32 layer);
extern u32 GetTileType(u32 pos, u32 layer);
extern void _DmaZero(void* src, u32 count);
extern void EraseAllEntities(void);
extern void SetTile(u32, u32, u32);

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@ -518,7 +518,7 @@ SECTIONS {
src/manager/manager2E.o(.text);
asm/manager2E.o(.text);
asm/manager2F.o(.text);
asm/manager30.o(.text);
src/manager/manager30.o(.text);
asm/manager31.o(.text);
asm/manager32.o(.text);
asm/manager33.o(.text);

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@ -17,7 +17,6 @@ u32 sub_08020B6C(Entity*);
extern void sub_080AE58C();
extern void sub_080AE7E8();
extern void sub_08078930();
extern s32 GetTileType(s32 tilePosition, s32 layerIndex);
void Rollobite(Entity* this) {
EnemyFunctionHandler(this, gUnk_080CA66C);

98
src/manager/manager30.c Normal file
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@ -0,0 +1,98 @@
#include "global.h"
#include "manager.h"
#include "flags.h"
#include "functions.h"
typedef struct Manager30 {
Manager manager;
u8 unk_20[8];//unused
u16 own_tile;
u8 unk_2a[0x2];//unused
u16 player_previous_tile;
u16 player_current_tile;
u8 unk_30[0x6];//unused
u8 width;
u8 height;
s16 x;
s16 y;
u16 flag_succeeded;
u16 flag_reset;
} Manager30;
extern void sub_0807B7D8(u32, u32, u32);
enum {
INIT,
IN_PROGRESS,
FAILED,
SUCCEEDED
};
/*
* Tile puzzles (step on all blue tiles exactly once).
*
* The Manager's field 0xe is used for the remaining number of tiles to be changed.
* field 0xf is used for the total number of tiles to be changed.
*/
void Manager30_Main(Manager30* this) {
u32 i, j, tmp, tmp2;
switch (this->manager.action) {
default:
break;
case INIT:
this->manager.action = IN_PROGRESS;
this->manager.unk_0f = this->manager.unk_0e;
this->own_tile = (((this->x >> 4) & 0x3fU) |
((this->y >> 4) & 0x3fU) << 6);
this->player_previous_tile = this->player_current_tile = COORD_TO_TILE((&gPlayerEntity));
break;
case 1:
this->player_current_tile = COORD_TO_TILE((&gPlayerEntity));
if (this->player_current_tile != this->player_previous_tile) {
this->player_previous_tile = this->player_current_tile;
switch (GetTileType(this->player_current_tile, this->manager.unk_0b)) {
case 0x317:
//stepped on a red tile again
this->manager.action = FAILED;
PlaySFX(0x6d);
break;
case 0x318:
//stepped on a blue tile
//turn the tile into a red tile
sub_0807B7D8(0x317, this->player_current_tile, this->manager.unk_0b);
PlaySFX(0x6b);
//decrease the number of remaining tiles and check if we're done
if (--this->manager.unk_0e == 0) {
this->manager.action = SUCCEEDED;
//set up delay for setting the flag/playing the success sfx
this->manager.unk_0e = 0x40;
}
break;
}
}
//fall through, can be reset in-progress
case FAILED:
if (!this->flag_reset) return;//can't be reset
if (!CheckFlags(this->flag_reset)) return;//wait for the flag telling it to reset
ClearFlag(this->flag_reset);//make sure the puzzle can be reset again later
this->manager.action = IN_PROGRESS;
this->manager.unk_0e = this->manager.unk_0f;
for (i = 0; i < this->height; i++) {
tmp = this->own_tile + (i << 6);
for (j = 0; j < this->width; j++) {
sub_0807BA8C(tmp + j, this->manager.unk_0b);
}
}
break;
case SUCCEEDED:
if (this->manager.unk_0e == 0) return;
tmp2 = --this->manager.unk_0e;
if (tmp2) {
if (tmp2 == 0x20) {
SetFlag(this->flag_succeeded);
}
} else {
PlaySFX(0x72);
}
}
}