tmc/src/object/book.c

245 lines
5.9 KiB
C

/**
* @file book.c
* @ingroup Objects
*
* @brief Book object
*/
#include "collision.h"
#include "functions.h"
#include "item.h"
#include "message.h"
#include "npc.h"
#include "object.h"
typedef struct {
/*0x00*/ Entity base;
/*0x68*/ u8 unused1[24];
/*0x80*/ u8 unk_80;
/*0x81*/ u8 unused2[5];
/*0x86*/ u16 unk_86;
} BookEntity;
extern void (*const Book_Actions[])(BookEntity*);
extern s8 const gUnk_08123D94[];
u32 sub_0809B688(Entity*);
void sub_0809B6B0(Entity*, Entity*);
void Book(BookEntity* this) {
Book_Actions[super->action](this);
}
void Book_Init(BookEntity* this) {
u32 obtained = GetInventoryValue(super->type + ITEM_QST_BOOK1);
if (super->type2 != 3) {
if (obtained != 0) {
DeleteThisEntity();
}
} else {
if (CheckLocalFlag(MIZUKAKI_BOOK_ALLBACK)) {
DeleteThisEntity();
}
if (obtained != 2) {
super->spriteSettings.draw = 0;
}
}
super->spriteOffsetY = 3;
if (CheckFlags(this->unk_86)) {
if (super->type2 == 0) {
super->y.HALF.HI += 48;
}
super->type2 = 2;
}
UpdateSpriteForCollisionLayer(super);
InitAnimationForceUpdate(super, super->type + ITEM_QST_BOOK1);
switch (super->type2) {
case 0:
super->action = 1;
super->timer = 22;
super->subtimer = 2;
this->unk_80 = 0;
super->spritePriority.b0 = 3;
break;
case 1: {
u32 scroll;
u32 height;
super->action = 3;
scroll = (u16)gRoomControls.scroll_y - 0x10;
height = (u16)super->y.HALF.HI - scroll;
super->z.HALF.HI -= height;
break;
}
case 2:
super->action = 4;
break;
case 3:
super->action = 5;
super->subAction = 0;
super->spritePriority.b0 = 3;
break;
default:
break;
}
}
void Book_Action1(BookEntity* this) {
sub_0800445C(super);
if (this->unk_80 != 0) {
this->unk_80--;
return;
}
if (sub_0809B688(super)) {
if (--super->timer) {
return;
}
super->action = 2;
super->timer = 30;
super->speed = 0x40;
super->direction = 0x10;
gPlayerState.pushedObject = TREE_THORNS;
gPlayerState.queued_action = PLAYER_PUSH;
gPlayerState.flags |= PL_BUSY;
gPlayerEntity.base.x.HALF.LO = 0;
gPlayerEntity.base.y.HALF.LO = 0;
gPlayerEntity.base.direction = gPlayerEntity.base.animationState << 2;
EnqueueSFX(SFX_10F);
} else {
super->timer = 22;
}
}
void Book_Action2(BookEntity* this) {
if (--super->timer == 0) {
if (--super->subtimer == 0) {
super->action = 3;
super->y.HALF.HI += 0x20;
super->z.HALF.HI -= 0x20;
} else {
super->action = 1;
super->timer = 22;
this->unk_80 = 0x18;
}
}
LinearMoveUpdate(super);
}
void Book_Action3(BookEntity* this) {
Entity* fx;
if (BounceUpdate(super, Q_8_8(40.0)) != BOUNCE_INIT_NEXT) {
return;
}
super->action = 4;
super->spritePriority.b0 = 4;
SetFlag(this->unk_86);
fx = CreateFx(super, FX_DEATH, 0);
if (fx != NULL) {
SortEntityAbove(super, fx);
}
}
void Book_Action4(BookEntity* this) {
if (gPlayerState.flags & PL_MINISH) {
sub_0800445C(super);
} else if (IsCollidingPlayer(super)) {
CreateItemEntity(super->type + ITEM_QST_BOOK1, 0, 0);
DeleteThisEntity();
}
}
void Book_Action5(BookEntity* this) {
if (super->spriteSettings.draw == 1) {
switch (super->subAction) {
case 0: {
Entity* parent = FindEntityByID(NPC, STURGEON, 7);
if (parent == NULL) {
return;
}
if (parent->x.HALF.HI < super->x.HALF.HI) {
return;
}
if (parent->animationState != 4) {
return;
}
super->parent = parent;
super->subAction = 1;
sub_0809B6B0(super->parent, super);
break;
}
case 1: {
if ((super->parent == NULL) || (super->parent->next == NULL)) {
DeleteThisEntity();
return;
}
sub_0809B6B0(super->parent, super);
break;
}
default:
return;
}
} else {
switch (super->subAction) {
default: {
DeleteThisEntity();
break;
}
case 0: {
if (GetInventoryValue(super->type + ITEM_QST_BOOK1) == 2) {
super->subAction = 1;
}
break;
}
case 1: {
u8 status = gMessage.state & MESSAGE_ACTIVE;
if (!status) {
super->spriteSettings.draw = 1;
super->subAction = status;
}
break;
}
}
}
}
u32 sub_0809B688(Entity* this) {
u32 ret = EntityInRectRadius(this, &gPlayerEntity.base, 6, 12);
if (ret == 1 && gPlayerState.direction != DirectionSouth) {
ret = 0;
}
return ret;
}
void sub_0809B6B0(Entity* parent, Entity* this) {
s32 offset = (s32)gUnk_08123D94[parent->animationState >> 1] << 16;
PositionRelative(parent, this, 0, offset);
this->z.HALF.HI = -(this->type << 2);
this->spritePriority.b0 = 3 - this->type;
}
void (*const Book_Actions[])(BookEntity*) = {
Book_Init, Book_Action1, Book_Action2, Book_Action3, Book_Action4, Book_Action5,
};
const s8 gUnk_08123D94[] = { -22, -20, -20, -20 };