mirror of https://github.com/zeldaret/tmc.git
100 lines
2.4 KiB
C
100 lines
2.4 KiB
C
/**
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* @file boneProjectile.c
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* @ingroup Projectiles
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*
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* @brief Bone Projectile
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*/
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#include "collision.h"
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#include "enemy.h"
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#include "entity.h"
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#include "functions.h"
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extern void (*const BoneProjectile_Functions[])(Entity*);
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extern void (*const BoneProjectile_Actions[])(Entity*);
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void sub_080A82D8(Entity*);
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void BoneProjectile(Entity* this) {
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BoneProjectile_Functions[GetNextFunction(this)](this);
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}
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void BoneProjectile_OnTick(Entity* this) {
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BoneProjectile_Actions[this->action](this);
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}
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void BoneProjectile_OnCollision(Entity* this) {
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if (this->contactFlags == 0x80) {
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DeleteEntity(this);
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} else {
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sub_080A82D8(this);
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}
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}
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void BoneProjectile_Init(Entity* this) {
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this->action = 1;
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this->timer = 60;
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this->z.HALF.HI = -2;
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InitializeAnimation(this, 0);
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}
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void BoneProjectile_Action1(Entity* this) {
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GetNextFrame(this);
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ProcessMovement3(this);
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if (this->collisions == COL_NONE) {
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if (IsProjectileOffScreen(this)) {
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DeleteEntity(this);
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} else {
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sub_08016AD2(this);
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if (--this->timer == 0) {
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this->action = 2;
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this->speed = 0x120;
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}
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}
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} else {
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sub_080A82D8(this);
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}
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}
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void BoneProjectile_Action2(Entity* this) {
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GetNextFrame(this);
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ProcessMovement3(this);
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if (GravityUpdate(this, Q_8_8(24.0)) == 0) {
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this->action = 3;
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COLLISION_OFF(this);
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this->speed = 0xe0;
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this->zVelocity = Q_16_16(0.875);
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}
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}
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void BoneProjectile_Action3(Entity* this) {
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this->spriteSettings.draw ^= 1;
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LinearMoveUpdate(this);
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GetNextFrame(this);
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if (BounceUpdate(this, Q_8_8(24.0)) == BOUNCE_DONE_ALL) {
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DeleteEntity(this);
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}
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}
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void BoneProjectile_Action4(Entity* this) {
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GetNextFrame(this);
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LinearMoveUpdate(this);
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if (GravityUpdate(this, Q_8_8(24.0)) == 0) {
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DeleteEntity(this);
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}
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}
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void sub_080A82D8(Entity* this) {
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this->action = 4;
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COLLISION_OFF(this);
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this->zVelocity = Q_16_16(1.0);
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this->direction ^= DirectionSouth;
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this->speed = 0x80;
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}
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void (*const BoneProjectile_Functions[])(Entity*) = {
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BoneProjectile_OnTick, BoneProjectile_OnCollision, DeleteEntity, DeleteEntity, DeleteEntity,
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};
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void (*const BoneProjectile_Actions[])(Entity*) = {
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BoneProjectile_Init, BoneProjectile_Action1, BoneProjectile_Action2, BoneProjectile_Action3, BoneProjectile_Action4,
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};
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