tmc/src/npc/bladeBrothers.c

396 lines
9.6 KiB
C

#include "global.h"
#include "entity.h"
#include "flags.h"
#include "player.h"
#include "room.h"
#include "message.h"
#include "save.h"
#include "script.h"
#include "npc.h"
#include "functions.h"
#include "game.h"
#include "item.h"
extern void (*gUnk_081115C0[])(Entity*);
extern void (*gUnk_081115D0[])(Entity*);
extern u16 gUnk_081115DC[];
extern u8 BladeBrothers_EquippedItem[];
extern PlayerMacroEntry* BladeBrothers_PlayerMacros[];
extern u8 gUnk_08111623[];
extern u8 gUnk_0811162B[];
extern u16 gUnk_08111664[];
extern u16 gUnk_0811167A[];
extern u16 gUnk_08111690[];
extern u16 gUnk_081116A6[];
extern u16 gUnk_081116BC[];
extern u16 gUnk_081116D2[];
extern u16 gUnk_081116E8[];
extern u16 gUnk_081116FE[];
extern u16 gUnk_08111714[];
extern u32 gUnk_08111740[];
extern u16 gUnk_0811172A[];
extern u32 gUnk_0300402B;
extern EntityData gUnk_080F3494;
static void sub_08068BEC(Entity* this, u32 unused);
void BladeBrothers(Entity* this) {
if ((this->flags & ENT_SCRIPTED) != 0) {
gUnk_081115D0[this->action](this);
} else {
gUnk_081115C0[this->action](this);
sub_0806ED78(this);
}
if ((this->frame & 1) != 0) {
this->frame &= 0xfe;
sub_08068BEC(this, 0);
}
}
void sub_08068A1C(Entity* this) {
u8 bVar1;
int offset;
this->type2 = this->type;
if (gRoomTransition.entity_update_type != 0) {
offset = 6;
bVar1 = 3;
} else {
sub_08078778(this);
offset = 2;
bVar1 = 1;
}
this->action = bVar1;
InitializeAnimation(this, offset);
}
void sub_08068A4C(Entity* this) {
s32 uVar1;
s32 iVar2;
uVar1 = GetAnimationStateInRectRadius(this, 0x28, 0x28);
if (uVar1 < 0) {
uVar1 = 2;
} else {
if (this->subtimer == 0) {
this->subtimer = 16;
} else {
this->subtimer--;
uVar1 = (u32)this->animIndex;
}
}
iVar2 = sub_0806F078(this, uVar1);
if (iVar2 == 0) {
GetNextFrame(this);
}
if (this->interactType != 0) {
this->interactType = 0;
this->action = 2;
MessageFromTarget(0);
}
}
void sub_08068AA4(Entity* this) {
this->action = 1;
if (this->type != 0) {
this->type2++;
this->type2 &= 7;
if (this->type2 == 0) {
this->type2++;
}
ChangeObjPalette(this, gUnk_081115DC[this->type2]);
}
}
void sub_08068ADC(Entity* this) {
if (gRoomTransition.entity_update_type == 2) {
GetNextFrame(this);
}
sub_0806FD3C(this);
}
void sub_08068AFC(Entity* this) {
this->action = 1;
this->spriteSettings.draw = 1;
this->field_0x68.HALF.LO = sub_0801E99C(this);
sub_08078784(this, this->field_0x68.HALF.LO);
sub_0807DD50(this);
}
void sub_08068b2c(Entity* this) {
u32 uVar1;
if (this->interactType == '\x02') {
this->action = 2;
this->interactType = 0;
uVar1 = sub_0806F5A4(GetFacingDirection(this, &gPlayerEntity));
InitAnimationForceUpdate(this, uVar1);
sub_0806F118(this);
} else {
sub_0807DD94(this, NULL);
}
}
void sub_08068B70(Entity* this) {
if (UpdateFuseInteraction(this)) {
this->action = 1;
}
}
void BladeBrothers_StartPlayerDemonstration(Entity* this, ScriptExecutionContext* context) {
u8 p;
if (BladeBrothers_EquippedItem) {}
if (p = this->timer, BladeBrothers_EquippedItem[p]) {
ForceEquipItem(BladeBrothers_EquippedItem[this->timer], EQUIP_SLOT_A);
}
InitPlayerMacro(BladeBrothers_PlayerMacros[this->timer]);
}
void sub_08068BB4(Entity* this) {
u32 item = gSave.stats.itemButtons[SLOT_A];
this->field_0x68.HALF.HI = item;
item = gSave.stats.itemButtons[SLOT_B];
*(&this->field_0x68.HALF.HI + 1) = item;
}
// Restore previous equipped items.
void sub_08068BD0(Entity* this) {
ForceEquipItem(this->field_0x68.HALF.HI, EQUIP_SLOT_A);
ForceEquipItem(*(u8*)(&this->field_0x68.HALF.HI + 1), EQUIP_SLOT_B);
}
static void sub_08068BEC(Entity* this, u32 unused) {
Entity* target;
target = CreateFx(this, FX_WHITE_SPLASH, 0);
if (target) {
target->spritePriority.b0 = 1;
PositionRelative(this, target, 0, Q_16_16(-16.0));
SoundReq(SFX_FA);
}
}
void sub_08068C28(Entity* this) {
this->timer = gUnk_08111623[this->type];
if (this->type == 1) {
if (GetInventoryValue(ITEM_SKILL_SPIN_ATTACK)) {
if (!GetInventoryValue(ITEM_SKILL_ROCK_BREAKER)) {
this->timer = 1;
} else {
if (!GetInventoryValue(ITEM_SKILL_DASH_ATTACK)) {
this->timer = 2;
} else {
this->timer = 3;
}
}
}
}
}
void BladeBrothers_GetScroll(Entity* this) {
InitItemGetSequence(gUnk_0811162B[this->timer] & 0xffffff7f, 0, 0);
}
void sub_08068C8C(Entity* this, ScriptExecutionContext* context) {
u8* arr = gUnk_0811162B + 0xd;
context->condition = *(u32*)(arr + this->timer * 4);
}
void sub_08068CA0(Entity* this, ScriptExecutionContext* context) {
u8 bVar1;
u32 uVar2;
bVar1 = this->type;
if (bVar1 == 1) {
context->condition = bVar1;
uVar2 = GetInventoryValue(ITEM_SKILL_SPIN_ATTACK);
if (uVar2 == 0) {
context->condition = 0;
}
uVar2 = GetInventoryValue(ITEM_SKILL_ROCK_BREAKER);
if (uVar2 == 0) {
context->condition = 0;
}
uVar2 = GetInventoryValue(ITEM_SKILL_DASH_ATTACK);
if (uVar2 == 0) {
context->condition = 0;
}
uVar2 = GetInventoryValue(ITEM_SKILL_DOWN_THRUST);
if (uVar2 != 0) {
return;
}
} else {
uVar2 = GetInventoryValue(gUnk_0811162B[this->timer] & -0x81);
if (uVar2 != 0) {
uVar2 = 1;
}
}
context->condition = uVar2;
}
void sub_08068CFC(Entity* this, ScriptExecutionContext* context) {
u8 bVar1;
u8 itemID;
context->condition = 0;
bVar1 = this->timer;
if (bVar1 > 10)
return;
switch (bVar1) {
case 0:
default:
context->condition = 1;
return;
case 1:
itemID = 0x2;
break;
case 2:
itemID = 0x15;
break;
case 3:
itemID = 0x14;
break;
case 5:
if (CheckLocalFlag(3) == 0) {
return;
}
context->condition = 1;
return;
case 6:
if (gSave.stats.maxHealth < 0x50)
return;
context->condition = 1;
return;
case 7:
if (GetInventoryValue(ITEM_SKILL_SPIN_ATTACK) == 0) {
return;
}
if (GetInventoryValue(ITEM_SKILL_ROLL_ATTACK) == 0) {
return;
}
if (GetInventoryValue(ITEM_SKILL_DASH_ATTACK) == 0) {
return;
}
if (GetInventoryValue(ITEM_SKILL_ROCK_BREAKER) == 0) {
return;
}
if (GetInventoryValue(ITEM_SKILL_SWORD_BEAM) == 0) {
return;
}
if (GetInventoryValue(ITEM_SKILL_DOWN_THRUST) == 0) {
return;
}
itemID = ITEM_SKILL_PERIL_BEAM;
break;
case 10:
itemID = ITEM_SKILL_GREAT_SPIN;
break;
}
if (GetInventoryValue(itemID) == 0) {
return;
}
context->condition = 1;
}
// Introduction dialoague
void sub_08068DB8(Entity* this) {
MessageNoOverlap(gUnk_08111664[this->timer], this);
}
// Ask to teach dialoague
void sub_08068DD0(Entity* this) {
MessageNoOverlap(gUnk_0811167A[this->timer], this);
}
// Technique Dialogue
void sub_08068DE8(Entity* this) {
MessageNoOverlap(gUnk_08111690[this->timer], this);
}
// Posession dialogue
void sub_08068E00(Entity* this) {
MessageNoOverlap(gUnk_081116A6[this->timer], this);
}
void sub_08068E18(Entity* this) {
MessageNoOverlap(gUnk_081116BC[this->timer], this);
}
void sub_08068E30(Entity* this) {
MessageNoOverlap(gUnk_081116D2[this->timer], this);
}
void sub_08068E48(Entity* this) {
MessageNoOverlap(gUnk_081116E8[this->timer], this);
}
void sub_08068E60(Entity* this) {
MessageNoOverlap(gUnk_081116FE[this->timer], this);
}
void sub_08068E78(Entity* this) {
MessageNoOverlap(gUnk_08111714[this->timer], this);
}
void BladeBrothers_LearnSkill(Entity* this) {
// Learn a skill.
PlayerState* s = &gPlayerState;
*(u16*)&s->skills = (1 << (gUnk_08111740[this->timer] - 1)) | *(u16*)&s->skills;
}
void BladeBrothers_ResetLastSwordMove(void) {
gPlayerState.lastSwordMove = SWORD_MOVE_NONE;
}
void BladeBrothers_CheckLastSwordMove(Entity* this, ScriptExecutionContext* context) {
if (gUnk_08111740[this->timer] == gPlayerState.lastSwordMove) {
context->wait = gUnk_0811172A[this->timer];
context->condition = 1;
} else {
context->condition = 0;
}
}
void sub_08068F00(Entity* this) {
if (this->timer == 1) {
LoadRoomEntityList(&gUnk_080F3494);
}
}
void sub_08068F14(Entity* this) {
if (this->timer == 5) {
ModHealth(160);
}
if (this->timer == 6) {
ModHealth(-160);
ModHealth(2);
}
}
void sub_08068F3C(Entity* this) {
if (this->timer == 6) {
ModHealth(160);
}
}
void BladeBrothers_Fusion(Entity* this) {
if (this->action == 0) {
this->action++;
this->spriteSettings.draw = 0;
this->spriteSettings.draw = 1;
InitAnimationForceUpdate(this, 4);
} else {
UpdateAnimationSingleFrame(this);
}
if ((this->frame & 1) != 0) {
this->frame &= 0xfe;
sub_08068BEC(this, 0);
}
}