tmc/src/enemy/sensorBladeTrap.c

127 lines
3.1 KiB
C

/**
* @file sensorBladeTrap.c
* @ingroup Enemies
*
* @brief Sensor Blade Trap enemy
*/
#include "enemy.h"
extern u32 sub_0804A024(Entity*, u32, u32);
extern bool32 sub_080AE4CC(Entity*, u32, u32, u32);
extern bool32 sub_080AF038(Entity*);
extern Entity gUnk_02027EB4;
extern Entity gUnk_0200D654;
void sub_0802BB10(Entity*);
bool32 sub_0802BB2C(Entity*, u32);
extern void (*const gUnk_080CD3C4[])(Entity*);
extern const u16 gUnk_080CD3D4[];
extern const s8 gUnk_080CD3DC[];
void SensorBladeTrap(Entity* this) {
gUnk_080CD3C4[this->action](this);
}
void sub_0802B9EC(Entity* this) {
this->action = 1;
this->field_0x78.HWORD = gUnk_080CD3D4[this->type];
this->field_0x7c.HALF.LO = this->cutsceneBeh.HWORD;
this->field_0x7c.HALF.HI = this->field_0x86.HWORD;
}
void sub_0802BA18(Entity* this) {
u32 direction = sub_0804A024(this, 1, 0xe);
if (direction == 0xff)
return;
if (sub_0802BB2C(this, direction))
return;
this->action = 2;
this->speed = this->field_0x78.HWORD;
this->direction = direction;
switch (direction >> 3) {
case 0:
this->field_0x7a.HWORD = this->y.HALF.HI - this->field_0x7c.HALF.HI;
break;
case 1:
this->field_0x7a.HWORD = this->x.HALF.HI + this->field_0x7c.HALF.LO;
break;
case 2:
this->field_0x7a.HWORD = this->y.HALF.HI + this->field_0x7c.HALF.HI;
break;
case 3:
this->field_0x7a.HWORD = this->x.HALF.HI - this->field_0x7c.HALF.LO;
break;
}
}
void sub_0802BA8C(Entity* this) {
if (!sub_080AF038(this)) {
sub_0802BB10(this);
} else {
switch (this->direction >> 3) {
case 0:
if (this->field_0x7a.HWORD >= this->y.HALF.HI)
sub_0802BB10(this);
break;
case 1:
if (this->field_0x7a.HWORD <= this->x.HALF.HI)
sub_0802BB10(this);
break;
case 2:
if (this->field_0x7a.HWORD <= this->y.HALF.HI)
sub_0802BB10(this);
break;
case 3:
if (this->field_0x7a.HWORD >= this->x.HALF.HI)
sub_0802BB10(this);
break;
}
}
}
void sub_0802BAFC(Entity* this) {
if (!sub_080AF038(this)) {
this->action = 1;
}
}
void sub_0802BB10(Entity* this) {
this->action = 3;
this->speed = 0xc0;
this->direction = this->direction ^ 0x10;
EnqueueSFX(SFX_METAL_CLINK);
}
bool32 sub_0802BB2C(Entity* this, u32 param_2) {
Entity* ent = this->collisionLayer == 2 ? &gUnk_0200D654 : &gUnk_02027EB4;
const s8* ptr = &gUnk_080CD3DC[param_2 >> 2];
return sub_080AE4CC(ent, this->x.HALF.HI + ptr[0], this->y.HALF.HI + ptr[1], 0);
}
// clang-format off
void (*const gUnk_080CD3C4[])(Entity*) = {
sub_0802B9EC,
sub_0802BA18,
sub_0802BA8C,
sub_0802BAFC,
};
const u16 gUnk_080CD3D4[] = {
0x100, 0x180,
0x200, 0x280,
};
const s8 gUnk_080CD3DC[] = {
0, -12,
12, 0,
0, 12,
-12, 0,
};
// clang-format on