tmc/src/playerItemUtils.c

109 lines
2.6 KiB
C

#include "entity.h"
#include "functions.h"
#include "room.h"
#include "save.h"
#include "utils.h"
#include "audio.h"
#include "flags.h"
#include "textbox.h"
#include "object.h"
Entity* GiveItemWithCutscene(u32, u32, u32);
Entity* sub_080A276C(Entity*, u32, u32);
void sub_08078AF0(Entity*, u32, u32);
Entity* sub_0805E744(void);
void sub_080A7D44(u32, u32);
void CreateItemEntity(u32 type, u32 type2, u32 delay) {
Entity* e = GiveItemWithCutscene(type, type2, delay);
if (e != NULL) {
e->parent = sub_080A276C(e, e->type, 0);
}
}
void sub_080A7C18(u32 type, u32 type2, u32 delay) {
Entity* e = GiveItemWithCutscene(type, type2, delay);
if (e != NULL) {
e->parent = &gPlayerEntity;
sub_08078AF0(e, e->type, 0);
}
}
Entity* GiveItemWithCutscene(u32 type, u32 type2, u32 delay) {
Entity* e;
if (type == 63 && gSave.stats.filler3[0]) {
type = 87;
type2 = 0;
}
e = sub_0805E744();
if (e != NULL) {
e->type = type;
e->type2 = type2;
e->actionDelay = delay;
e->id = OBJECT_B;
e->kind = OBJECT;
AppendEntityToList(e, 6);
}
return e;
}
void ClearSmallChests(void) {
MemClear(gSmallChests, sizeof(gSmallChests));
}
void sub_080A7C8C(u32 pos, u32 layer) {
TileEntity* t = gSmallChests;
u32 found = 0;
u32 i;
for (i = 0; i < 8; ++i, ++t) {
if (*(u16*)&t->_4 == pos) {
found = 1;
break;
}
}
if ((layer >> 1) == ((u32)(t->_6 << 31) >> 31)) {
if (found) {
SetLocalFlag(t->_1);
CreateItemEntity(t->_2, t->_3, 0);
} else {
CreateItemEntity(0x60, 0, 0);
}
sub_0807B7D8(0x74, pos, layer);
RequestPriorityDuration(NULL, 120);
SoundReq(SFX_CHEST_OPEN);
}
}
u32 sub_080A7CFC(u32 a1) {
u32 msg = 0x600;
u32 isTileEntity6 = 0;
TileEntity* t = GetCurrentRoomProperty(3);
if (t != 0) {
do {
if (t->_4 == a1) {
switch (t->type) {
case SIGN:
isTileEntity6 = 0;
msg = *(u16*)&t->_6;
break;
case TILE_ENTITY_6:
isTileEntity6 = 1;
msg = *(u16*)&t->_6;
break;
}
break;
}
t++;
} while (t->_4 != 0);
}
sub_080A7D44(msg, isTileEntity6);
}
void sub_080A7D44(u32 msg, u32 isTileEntity6) {
if (isTileEntity6)
CreateEzloHint(msg, 0);
else
// Read sign text
MessageFromTarget(msg);
}