tmc/src/object/eyeSwitch.c

93 lines
2.5 KiB
C

/**
* @file eyeSwitch.c
* @ingroup Objects
*
* @brief EyeSwitch object
*/
#define NENT_DEPRECATED
#include "entity.h"
#include "flags.h"
#include "hitbox.h"
#include "sound.h"
typedef struct {
Entity base;
u8 filler[0x8];
u16 unk70;
u8 filler2[0x12];
u16 eyeSwitchFlags;
u16 eyeSwitchFlags2;
} EyeSwitchEntity;
void sub_080886A4(EyeSwitchEntity* this);
void sub_08088718(EyeSwitchEntity* this);
void sub_08088760(EyeSwitchEntity* this);
void sub_08088790(EyeSwitchEntity* this);
void sub_080887D8(EyeSwitchEntity* this);
void EyeSwitch(Entity* this) {
static void (*const actionFuncs[])(EyeSwitchEntity*) = {
sub_080886A4, sub_08088718, sub_08088760, sub_08088790, sub_080887D8,
};
actionFuncs[this->action]((EyeSwitchEntity*)this);
}
void sub_080886A4(EyeSwitchEntity* this) {
super->animationState = super->type & 3;
super->spritePriority.b0 = 6;
super->collisionFlags = 7;
super->hurtType = 0x48;
super->hitType = 1;
super->flags2 = 2;
super->hitbox = (Hitbox*)&gHitbox_1;
if (CheckFlags(this->eyeSwitchFlags)) {
super->action = 3;
InitializeAnimation(super, super->animationState + 4);
} else {
super->action = 1;
super->flags = super->flags | 0x80;
InitializeAnimation(super, super->animationState);
}
}
void sub_08088718(EyeSwitchEntity* this) {
if ((super->contactFlags == 0x95 || super->contactFlags == 0x8e) &&
(DirectionRoundUp(super->contactedEntity->direction) >> 3 == (super->animationState & 3))) {
super->action = 2;
COLLISION_OFF(super);
EnqueueSFX(SFX_111);
SetFlag(this->eyeSwitchFlags2);
}
}
void sub_08088760(EyeSwitchEntity* this) {
GetNextFrame(super);
if ((super->frame & ANIM_DONE) != 0) {
super->action = 3;
this->unk70 = super->timer << 1;
InitializeAnimation(super, super->animationState + 4);
}
}
void sub_08088790(EyeSwitchEntity* this) {
if (super->timer != 0) {
if ((this->eyeSwitchFlags2 != this->eyeSwitchFlags) && (CheckFlags(this->eyeSwitchFlags))) {
super->timer = 0;
} else {
if (--this->unk70 == 0) {
super->action = 4;
ClearFlag(this->eyeSwitchFlags2);
}
}
}
}
void sub_080887D8(EyeSwitchEntity* this) {
GetNextFrame(super);
if ((super->frame & ANIM_DONE) != 0) {
super->action = 1;
COLLISION_ON(super);
InitializeAnimation(super, super->animationState);
}
}