mirror of https://github.com/zeldaret/tmc.git
132 lines
3.1 KiB
C
132 lines
3.1 KiB
C
/**
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* @file mask.c
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* @ingroup Objects
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*
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* @brief Mask object
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*/
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#include "functions.h"
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#include "object.h"
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void Mask_Init(Entity*);
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void Mask_Action1(Entity*);
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void Mask_Action2(Entity*);
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void Mask_Delete(Entity*);
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void Mask(Entity* this) {
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static void (*const Mask_Actions[])(Entity*) = {
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Mask_Init,
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Mask_Action1,
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Mask_Action2,
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Mask_Delete,
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};
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Mask_Actions[this->action](this);
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}
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void Mask_Init(Entity* this) {
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if (this->type2 & 0xC0) {
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if (CheckFlags(this->field_0x86.HWORD)) {
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s32 field_0x0a;
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switch (this->type2 & 0xC0) {
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case 0x40:
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field_0x0a = gRoomTransition.stairs_idx;
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switch (field_0x0a) {
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case 0x44D ... 0x44F:
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case 0x182:
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DeleteThisEntity();
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break;
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default:
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ClearFlag(this->field_0x86.HWORD);
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}
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break;
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case 0x80:
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DeleteThisEntity();
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break;
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}
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}
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}
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this->action = 1;
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this->zVelocity = Q_16_16(1.5);
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this->field_0x78.HWORD = ((Random() & 7) << 10) | 0x2000;
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this->subtimer = this->timer >> 1;
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this->timer = 0;
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this->frameIndex = this->type2 & 0x3f;
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this->field_0x7c.HALF_U.HI = COORD_TO_TILE(this);
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this->field_0x7c.HALF_U.LO = GetTileIndex(this->field_0x7c.HALF_U.HI, 1);
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this->field_0x7a.HWORD = sub_080B1B44((u16)this->field_0x7c.HALF.HI, 1);
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SetTile(0x4022, this->field_0x7c.HALF_U.HI, 1);
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}
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// Probably related to knocking it down
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void Mask_Action1(Entity* this) {
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// Check for the first frame of bonking animation
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if (gPlayerEntity.action != PLAYER_BOUNCE) {
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return;
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}
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if (gPlayerEntity.animationState != 0) {
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return;
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}
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// Check if link is close enough to the mask
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if (this->y.HALF.HI + 40 < gPlayerEntity.y.HALF.HI) {
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return;
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}
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if (this->x.HALF.HI - gPlayerEntity.x.HALF.HI >= this->subtimer ||
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this->x.HALF.HI - gPlayerEntity.x.HALF.HI <= -this->subtimer) {
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return;
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}
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// Presumably, make the mask fall
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SetTile(this->field_0x7c.HALF_U.LO, this->field_0x7c.HALF_U.HI, 1);
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sub_08000148(this->field_0x7a.HWORD, (u16)this->field_0x7c.HALF.HI, 1);
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this->action = 2;
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this->z.HALF.HI -= 0x20;
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this->y.HALF.HI += 0x20;
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this->spriteRendering.b3 = 2;
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}
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// Probably falling down
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void Mask_Action2(Entity* this) {
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if (this->timer == 1) {
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this->action = 3;
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this->timer = 0;
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switch (this->type2 & 0xC0) {
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case 0x80:
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EnqueueSFX(SFX_SECRET);
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case 0x40:
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SetFlag(this->field_0x86.HWORD);
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break;
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}
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CreateFx(this, FX_POT_SHATTER, 0);
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CreateRandomItemDrop(this, 3);
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} else {
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sub_080044EC(this, this->field_0x78.HWORD);
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if (this->z.HALF.HI == 0) {
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this->timer++;
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}
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}
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}
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void Mask_Delete(Entity* this) {
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DeleteThisEntity();
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}
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