tmc/src/npc/npc4E.c

276 lines
8.0 KiB
C

#include "global.h"
#include "entity.h"
#include "functions.h"
#include "sound.h"
#include "save.h"
#include "flags.h"
#include "object.h"
#include "npc.h"
#include "game.h"
extern Hitbox gHitbox_2;
typedef struct {
u32 unk_00;
s8 unk_04;
} gUnk_0810C89C_struct;
extern void script_Object3ELeftStoneOpening; // Cutscene data type?
extern void script_Object3ERightStoneOpening; // Cutscene data type?
const Hitbox gUnk_08114154;
const u8 gUnk_0811415C[];
const ScreenTransitionData* const gUnk_081141A4[];
const u8 gUnk_081141E4[];
const u16 gUnk_081141F4[];
extern void sub_0809623C(Entity*);
extern void sub_08096260(Entity*);
// NPC4E is created when link enters minish woods for the first time and
// destroyed once he wears ezlo. Also exists when entering hyrule for the second time
// and fusing kinstones. Is destroyed as soon as the kinstone is fused.
void NPC4E(Entity* this) {
if (this->action == 0) {
this->action = 1;
this->spriteSettings.draw = 4;
this->hitbox = &gHitbox_2;
sub_0807DD50(this);
} else {
sub_0807DD94(this, 0);
}
}
void sub_0806DA04(Entity* this, ScriptExecutionContext* context) {
// TODO gUnk_0811415C should be a gUnk_0810C89C_struct[], but then a lot of bytes everywhere are wrong?
gUnk_0810C89C_struct* a = (gUnk_0810C89C_struct*)&(
(gUnk_0810C89C_struct*)gUnk_0811415C)[context->intVariable]; // cast necessary to no longer make it a const* ?
sub_08078850(this, 1, (u8)a->unk_04, a);
}
void sub_0806DA1C(Entity* this, ScriptExecutionContext* context) {
sub_0808091C((ScreenTransitionData*)(gUnk_081141A4)[context->intVariable],
(u32)(gUnk_081141E4[context->intVariable]));
}
// Returns the kinstone id?
u8 sub_0806DA3C(Entity* this) {
u32 result;
switch (this->type) {
default:
result = 0;
break;
case 1:
result = 1;
break;
case 2:
result = 2;
break;
case 3:
result = 3;
break;
case 4:
result = 4;
break;
case 5:
result = 5;
break;
case 11:
result = 9;
break;
case 6:
case 7:
case 8:
case 9:
case 10:
result = sub_0801E99C(this);
break;
}
return result;
}
// Check whether a kinstone fusion is possible and store the result somewhere in param_2?
void sub_0806DAAC(Entity* this, ScriptExecutionContext* context) {
context->condition = CheckKinstoneFused(sub_0806DA3C(this));
gActiveScriptInfo.flags |= 1;
}
// maybe actually execute the kinstone fusion?
void sub_0806DAD0(Entity* this) {
sub_08078790(this, sub_0806DA3C(this));
}
void sub_0806DAE8(Entity* this) {
switch (this->type - 1) {
case 0:
SetLocalFlag(KUMOUE_02_AWASE_01);
break;
case 1:
SetLocalFlag(KUMOUE_02_AWASE_02);
break;
case 2:
SetLocalFlag(KUMOUE_02_AWASE_03);
break;
case 3:
SetLocalFlag(KUMOUE_02_AWASE_04);
break;
case 4:
SetLocalFlag(KUMOUE_02_AWASE_05);
break;
}
SoundReq(SFX_TASK_COMPLETE);
}
void sub_0806DB44(Entity* this, ScriptExecutionContext* context) {
context->condition = 0;
if (CheckLocalFlag(KUMOUE_02_AWASE_01) && CheckLocalFlag(KUMOUE_02_AWASE_02) &&
CheckLocalFlag(KUMOUE_02_AWASE_03) && CheckLocalFlag(KUMOUE_02_AWASE_04) &&
CheckLocalFlag(KUMOUE_02_AWASE_05)) {
context->condition = 1;
}
}
void sub_0806DB84(Entity* this, ScriptExecutionContext* context) {
Entity* ent;
this->hitbox = (Hitbox*)&gUnk_08114154;
ent = CreateObject(OBJECT_3E, 4, 0);
if (ent != NULL) {
PositionRelative(this, ent, Q_16_16(-8.0), 0);
*(ScriptExecutionContext**)&ent->cutsceneBeh = StartCutscene(ent, &script_Object3ELeftStoneOpening);
}
ent = CreateObject(OBJECT_3E, 5, 0);
if (ent != NULL) {
PositionRelative(this, ent, Q_16_16(8.0), 0);
*(ScriptExecutionContext**)&ent->cutsceneBeh = StartCutscene(ent, &script_Object3ERightStoneOpening);
}
}
u32 sub_0806DBF4(u32 param_1) {
switch (param_1) {
case 1:
case 2:
case 3:
case 4:
case 6:
param_1 = 1;
if (GetInventoryValue(2) != 0) {
param_1 = 2;
}
if (GetInventoryValue(3) != 0) {
param_1 = 3;
}
if (GetInventoryValue(4) != 0) {
param_1 = 4;
}
if (GetInventoryValue(6) != 0) {
param_1 = 6;
}
break;
}
return param_1;
}
void sub_0806DC3C(Entity* this) {
this->field_0x68.HALF.LO = gSave.stats.itemButtons[SLOT_A];
this->field_0x68.HALF.HI = gSave.stats.itemButtons[SLOT_B];
}
void sub_0806DC58(Entity* this) {
ForceEquipItem(sub_0806DBF4(this->field_0x68.HALF.LO), 0);
ForceEquipItem(sub_0806DBF4(this->field_0x68.HALF.HI), 1);
}
void sub_0806DC7C(void) {
const u16* tiles = gUnk_081141F4;
while (*tiles != 0) {
u32 tile = *tiles;
tiles = tiles + 1;
SetTileType(0x4072, tile, 1);
}
}
void sub_0806DCA0(void) {
const u16* tiles = gUnk_081141F4;
while (*tiles != 0) {
u32 tile = *tiles;
tiles = tiles + 1;
sub_0807BA8C(tile, 1);
}
}
void sub_0806DCC0(void) {
gRoomTransition.player_status.overworld_map_x = 0x7c8;
gRoomTransition.player_status.overworld_map_y = 0xf8;
}
void NPC4E_Fusion(Entity* this) {
if (this->action == 0) {
this->action += 1;
switch (this->type) {
case 1:
case 2:
case 3:
case 4:
case 5:
sub_0809623C(this);
break;
case 6:
case 7:
case 8:
case 9:
case 10:
sub_08096260(this);
break;
case 11:
sub_0806DB84(this, 0);
this->hitbox = NULL;
break;
}
}
}
const Hitbox gUnk_08114154 = { 0, -8, 0, 0, 0, 0, 24, 8 };
const u8 gUnk_0811415C[] = { //
0x00, 0x00, 0x08, 0x08, 0x0e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, 0x08, 0x0e, 0x00, 0x00, 0x00,
0x00, 0x00, 0x10, 0x04, 0x0e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x0a, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x0a, 0x0a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x04, 0x0e, 0x00, 0x00, 0x00,
0x00, 0x08, 0x10, 0x04, 0x0e, 0x00, 0x00, 0x00, 0x00, 0xf8, 0x18, 0x08, 0x0e, 0x00, 0x00, 0x00,
#ifndef EU
0x00, 0x00, 0x58, 0x08, 0x0e, 0x00, 0x00, 0x00
#endif
};
extern ScreenTransitionData gUnk_0813AB6C;
extern ScreenTransitionData gUnk_0813ABBC;
extern ScreenTransitionData gUnk_0813ABE4;
extern ScreenTransitionData gUnk_0813ABF8;
extern ScreenTransitionData gUnk_0813AC0C;
extern ScreenTransitionData gUnk_0813AC20;
extern ScreenTransitionData gUnk_0813AC5C;
extern ScreenTransitionData gUnk_0813AC70;
extern ScreenTransitionData gUnk_0813AC84;
extern ScreenTransitionData gUnk_0813AC98;
extern ScreenTransitionData gUnk_0813ACAC;
extern ScreenTransitionData gUnk_0813ACC0;
extern ScreenTransitionData gUnk_0813ACD4;
extern ScreenTransitionData gUnk_0813ACE8;
extern ScreenTransitionData gUnk_0813ACFC;
// Array of pointers to ScreenTransitionData
const ScreenTransitionData* const gUnk_081141A4[] = { //
&gUnk_0813AB6C, &gUnk_0813ABBC, &gUnk_0813ABE4, &gUnk_0813ABF8, &gUnk_0813AC0C, &gUnk_0813AC20,
&gUnk_0813AC5C, &gUnk_0813AC70, &gUnk_0813AC84, &gUnk_0813AC98, &gUnk_0813ACAC, &gUnk_0813ACC0,
&gUnk_0813ACD4, &gUnk_0813ACE8, &gUnk_0813AC5C, &gUnk_0813ACFC
};
// param_2 for the call to sub_0808091C, same indices as gUnk_081141A4
const u8 gUnk_081141E4[] = { //
0x02, 0x02, 0x04, 0x04, 0x02, 0x02, 0x09, 0x02, 0x02, 0x04, 0x02, 0x04, 0x04, 0x04, 0x04, 0x02
};
// tiles that are changed?
const u16 gUnk_081141F4[] = { 0x047a, 0x047b, 0x05af, 0x05ef, 0x0738, 0x0739, 0x073a, 0x073b, 0x0000, 0x0000 };