mirror of https://github.com/zeldaret/tmc.git
359 lines
10 KiB
C
359 lines
10 KiB
C
#include "global.h"
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#include "entity.h"
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#include "functions.h"
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#include "flags.h"
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#include "save.h"
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#include "script.h"
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extern Hitbox gUnk_080FD170;
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extern void gUnk_08016030; // Cutscene data type?
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extern void gUnk_0801606C; // Cutscene data type?
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extern void sub_0809623C(Entity*);
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extern void sub_08096260(Entity*);
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const u8 gUnk_08114134[];
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const u8 gUnk_08114144[];
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const Hitbox gUnk_08114154;
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const u8 gUnk_0811415C[];
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const ScreenTransitionData* const gUnk_081141A4[];
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const u8 gUnk_081141E4[];
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const u16 gUnk_081141F4[];
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typedef struct {
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u32 unk_00;
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s8 unk_04;
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} gUnk_0810C89C_struct;
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extern void sub_08078850(Entity*, u32, u8 /* TODO this is a s8 in beedle.c*/, gUnk_0810C89C_struct*);
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// Ezlo as a cap in the Minish Woods, is destroyed as soon as link wears ezlo
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void EzloCap(Entity* this) {
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if (this->action == 0) {
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this->action += 1;
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sub_0805E3A0(this, 2);
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sub_0807DD50(this);
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}
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sub_0807DDAC(this, NULL);
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sub_0807DDE4(this);
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UpdateAnimationSingleFrame(this);
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}
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typedef struct {
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u8 unk_00[4];
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u32 field_04;
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u32 field_08;
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u8 unk_0c[8];
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u32 field_14;
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u8 unk_18;
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u8 field_19;
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u8 unk_1a[3];
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u16 field_1e;
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u8 unk_20[2];
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u16 field_22;
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} paramStruct;
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void sub_0806D8A0(Entity* this, paramStruct* param_2) {
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s32 xOffset;
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s32 yOffset;
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param_2->field_19 = 8;
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param_2->field_08 |= 2;
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param_2->field_14 = 0;
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xOffset = 16;
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if (this->spriteSettings.b.flipX) {
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xOffset = -xOffset;
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}
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xOffset += gPlayerEntity.x.HALF.HI;
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yOffset = gPlayerEntity.y.HALF.HI + 2;
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param_2->field_1e = xOffset;
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param_2->field_22 = yOffset;
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xOffset -= this->x.HALF.HI;
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this->direction = sub_080045DA(xOffset, yOffset - this->y.HALF.HI);
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this->animationState = (this->animationState & 0x80) | gUnk_08114134[this->direction >> 4];
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}
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void sub_0806D908(Entity* this) {
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this->direction = sub_080045D4(this->x.HALF.HI, this->y.HALF.HI, gPlayerEntity.x.HALF.HI, gPlayerEntity.y.HALF.HI);
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this->animationState = (this->animationState & 0x80) | gUnk_08114144[this->direction >> 0x1];
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}
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// called when talk to ezlo, also when ezlo moves after you
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void sub_0806D944(Entity* this) {
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this->spriteSettings.b.flipX = 0;
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if (this->x.WORD <= gPlayerEntity.x.WORD) {
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this->spriteSettings.b.flipX = 1;
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}
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}
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// Ezlo Angry FX
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void sub_0806D96C(Entity* this) {
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Entity* fx = CreateFx(this, 0x42, 0);
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if (fx != NULL) {
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fx->spritePriority.b0 = 1;
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PositionRelative(this, fx, 0, 0xFFE80000);
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}
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}
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void sub_0806D9A4(Entity* this) {
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if (this->x.WORD <= gPlayerEntity.x.WORD) {
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gPlayerEntity.spriteSettings.b.flipX = 0;
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} else {
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gPlayerEntity.spriteSettings.b.flipX = 1;
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}
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gPlayerEntity.animationState = 4;
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}
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// NPC4E is created when link enters minish woods for the first time and
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// destroyed once he wears ezlo. Also exists when entering hyrule for the second time
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// and fusing kinstones. Is destroyed as soon as the kinstone is fused.
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void NPC4E(Entity* this) {
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if (this->action == 0) {
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this->action = 1;
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this->spriteSettings.b.draw = 4;
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this->hitbox = &gUnk_080FD170;
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sub_0807DD50(this);
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} else {
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sub_0807DD94(this, 0);
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}
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}
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void sub_0806DA04(Entity* this, u32* param_2) {
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// TODO gUnk_0811415C should be a gUnk_0810C89C_struct[], but then a lot of bytes everywhere are wrong?
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gUnk_0810C89C_struct* a = (gUnk_0810C89C_struct*)&(
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(gUnk_0810C89C_struct*)gUnk_0811415C)[param_2[1]]; // cast necessary to no longer make it a const* ?
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sub_08078850(this, 1, a->unk_04, a);
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}
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void sub_0806DA1C(Entity* this, u32* param_2) {
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sub_0808091C((ScreenTransitionData*)(gUnk_081141A4)[param_2[1]], (u32)(gUnk_081141E4[param_2[1]]));
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}
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// Returns the kinstone id?
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u8 sub_0806DA3C(Entity* this) {
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u32 result;
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switch (this->type) {
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default:
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result = 0;
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break;
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case 1:
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result = 1;
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break;
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case 2:
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result = 2;
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break;
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case 3:
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result = 3;
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break;
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case 4:
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result = 4;
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break;
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case 5:
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result = 5;
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break;
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case 11:
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result = 9;
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break;
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case 6:
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case 7:
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case 8:
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case 9:
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case 10:
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result = sub_0801E99C(this);
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break;
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}
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return result;
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}
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// Check whether a kinstone fusion is possible and store the result somewhere in param_2?
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void sub_0806DAAC(Entity* this, u32* param_2) {
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u32 uVar1;
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uVar1 = CheckKinstoneFused(sub_0806DA3C(this));
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param_2[5] = uVar1;
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gUnk_02033280.unk_07 |= 1;
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}
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// maybe actually execute the kinstone fusion?
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void sub_0806DAD0(Entity* this) {
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sub_08078790(this, sub_0806DA3C(this));
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}
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void sub_0806DAE8(Entity* this) {
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switch (this->type - 1) {
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case 0:
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SetLocalFlag(0xee);
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break;
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case 1:
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SetLocalFlag(0xef);
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break;
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case 2:
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SetLocalFlag(0xf0);
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break;
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case 3:
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SetLocalFlag(0xf1);
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break;
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case 4:
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SetLocalFlag(0xf2);
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break;
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}
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SoundReq(0xcd);
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}
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// Unknown param_2 struct
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void sub_0806DB44(Entity* this, u32* param_2) {
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param_2[5] = 0;
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if (CheckLocalFlag(0xee) != 0 && CheckLocalFlag(0xef) != 0 && CheckLocalFlag(0xf0) != 0 &&
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CheckLocalFlag(0xf1) != 0 && CheckLocalFlag(0xf2) != 0) {
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param_2[5] = 1;
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}
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}
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// The unused param just had to be added, so that a mov r1, #0 in NPC4E_Fusion is matching correctly
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void sub_0806DB84(Entity* this, u8 unused) {
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Entity* ent;
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this->hitbox = (Hitbox*)&gUnk_08114154;
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ent = CreateObject(0x3e, 4, 0);
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if (ent != NULL) {
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PositionRelative(this, ent, -0x80000, 0);
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*(ScriptExecutionContext**)&ent->cutsceneBeh = StartCutscene(ent, &gUnk_08016030);
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}
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ent = CreateObject(0x3e, 5, 0);
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if (ent != NULL) {
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PositionRelative(this, ent, 0x80000, 0);
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*(ScriptExecutionContext**)&ent->cutsceneBeh = StartCutscene(ent, &gUnk_0801606C);
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}
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}
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u32 sub_0806DBF4(u32 param_1) {
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switch (param_1) {
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case 1:
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case 2:
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case 3:
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case 4:
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case 6:
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param_1 = 1;
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if (GetInventoryValue(2) != 0) {
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param_1 = 2;
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}
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if (GetInventoryValue(3) != 0) {
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param_1 = 3;
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}
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if (GetInventoryValue(4) != 0) {
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param_1 = 4;
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}
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if (GetInventoryValue(6) != 0) {
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param_1 = 6;
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}
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break;
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}
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return param_1;
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}
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void sub_0806DC3C(Entity* this) {
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this->field_0x68.HALF.LO = gSave.stats.itemOnA;
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this->field_0x68.HALF.HI = gSave.stats.itemOnB;
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}
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void sub_0806DC58(Entity* this) {
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ForceEquipItem(sub_0806DBF4(this->field_0x68.HALF.LO), 0);
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ForceEquipItem(sub_0806DBF4(this->field_0x68.HALF.HI), 1);
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}
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void sub_0806DC7C() {
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const u16* tiles = gUnk_081141F4;
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while (*tiles != 0) {
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u32 tile = *tiles;
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tiles = tiles + 1;
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SetTileType(0x4072, tile, 1);
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}
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}
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void sub_0806DCA0() {
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u16 uVar1;
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const u16* tiles = gUnk_081141F4;
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while (*tiles != 0) {
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u32 tile = *tiles;
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tiles = tiles + 1;
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sub_0807BA8C(tile, 1);
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}
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}
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void sub_0806DCC0() {
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gScreenTransition.field_0x20 = 0x7c8;
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gScreenTransition.field_0x22 = 0xf8;
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}
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void NPC4E_Fusion(Entity* this) {
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if (this->action == 0) {
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this->action += 1;
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switch (this->type) {
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case 1:
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case 2:
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case 3:
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case 4:
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case 5:
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sub_0809623C(this);
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break;
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case 6:
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case 7:
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case 8:
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case 9:
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case 10:
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sub_08096260(this);
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break;
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case 11:
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sub_0806DB84(this, 0);
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this->hitbox = NULL;
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break;
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}
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}
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}
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// animation states
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const u8 gUnk_08114134[] = { 0x00, 0x01, 0x01, 0x02, 0x02, 0x03, 0x03, 0x04,
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0x04, 0x05, 0x05, 0x06, 0x06, 0x07, 0x07, 0x00 };
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// animation states
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const u8 gUnk_08114144[] = { 0x00, 0x01, 0x01, 0x02, 0x02, 0x03, 0x03, 0x04,
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0x04, 0x05, 0x05, 0x06, 0x06, 0x07, 0x07, 0x00 };
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const Hitbox gUnk_08114154 = { 0, -8, 0, 0, 0, 0, 24, 8 };
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const u8 gUnk_0811415C[] = { 0x00, 0x00, 0x08, 0x08, 0x0e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, 0x08, 0x0e, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x10, 0x04, 0x0e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x0a, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x0a, 0x0a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x04, 0x0e,
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0x00, 0x00, 0x00, 0x00, 0x08, 0x10, 0x04, 0x0e, 0x00, 0x00, 0x00, 0x00, 0xf8, 0x18, 0x08,
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0x0e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x58, 0x08, 0x0e, 0x00, 0x00, 0x00 };
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extern ScreenTransitionData gUnk_0813AB6C;
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extern ScreenTransitionData gUnk_0813ABBC;
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extern ScreenTransitionData gUnk_0813ABE4;
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extern ScreenTransitionData gUnk_0813ABF8;
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extern ScreenTransitionData gUnk_0813AC0C;
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extern ScreenTransitionData gUnk_0813AC20;
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extern ScreenTransitionData gUnk_0813AC5C;
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extern ScreenTransitionData gUnk_0813AC70;
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extern ScreenTransitionData gUnk_0813AC84;
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extern ScreenTransitionData gUnk_0813AC98;
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extern ScreenTransitionData gUnk_0813ACAC;
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extern ScreenTransitionData gUnk_0813ACC0;
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extern ScreenTransitionData gUnk_0813ACD4;
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extern ScreenTransitionData gUnk_0813ACE8;
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extern ScreenTransitionData gUnk_0813AC5C;
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extern ScreenTransitionData gUnk_0813ACFC;
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// Array of pointers to ScreenTransitionData
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const ScreenTransitionData* const gUnk_081141A4[] = { &gUnk_0813AB6C, &gUnk_0813ABBC, &gUnk_0813ABE4, &gUnk_0813ABF8,
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&gUnk_0813AC0C, &gUnk_0813AC20, &gUnk_0813AC5C, &gUnk_0813AC70,
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&gUnk_0813AC84, &gUnk_0813AC98, &gUnk_0813ACAC, &gUnk_0813ACC0,
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&gUnk_0813ACD4, &gUnk_0813ACE8, &gUnk_0813AC5C, &gUnk_0813ACFC };
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// param_2 for the call to sub_0808091C, same indices as gUnk_081141A4
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const u8 gUnk_081141E4[] = { 0x02, 0x02, 0x04, 0x04, 0x02, 0x02, 0x09, 0x02,
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0x02, 0x04, 0x02, 0x04, 0x04, 0x04, 0x04, 0x02 };
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// tiles that are changed?
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const u16 gUnk_081141F4[] = { 0x047a, 0x047b, 0x05af, 0x05ef, 0x0738, 0x0739, 0x073a, 0x073b, 0x0000, 0x0000 };
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