tmc/src/object/bollard.c

106 lines
2.5 KiB
C

#define NENT_DEPRECATED
#include "entity.h"
#include "flags.h"
#include "asm.h"
#include "sound.h"
#include "room.h"
#include "functions.h"
typedef struct {
Entity base;
u8 filler[0x8];
u16 tile;
u16 tileIndex;
u8 unk74;
u8 unk75;
u8 filler2[0x10];
u16 flags;
} BollardEntity;
void sub_0808B2AC(BollardEntity*);
void sub_0808B2CC(BollardEntity*);
void sub_0808B324(BollardEntity*);
void sub_0808B344(BollardEntity*);
void sub_0808B38C(BollardEntity*);
void sub_0808B41C(BollardEntity*);
void sub_0808B3AC(BollardEntity*);
void sub_0808B42C(BollardEntity*);
void Bollard(Entity* this) {
static void (*const actionFuncs[])(BollardEntity*) = {
sub_0808B2AC, sub_0808B2CC, sub_0808B324, sub_0808B344, sub_0808B38C,
};
actionFuncs[this->action]((BollardEntity*)this);
}
void sub_0808B2AC(BollardEntity* this) {
if (super->type2 == 0) {
sub_0808B41C(this);
sub_0808B3AC(this);
} else {
sub_0808B42C(this);
}
}
void sub_0808B2CC(BollardEntity* this) {
if (super->type2 == 0) {
if (CheckFlags(this->flags) == 0) {
return;
}
} else if (CheckFlags(this->flags) != 0) {
return;
}
super->action = 2;
InitializeAnimation(super, 3);
SetTile(this->tileIndex, this->tile, super->collisionLayer);
EnqueueSFX(SFX_1A5);
}
void sub_0808B324(BollardEntity* this) {
GetNextFrame(super);
if (super->frame & ANIM_DONE) {
sub_0808B42C(this);
}
}
void sub_0808B344(BollardEntity* this) {
if (super->type2 == 0) {
if (CheckFlags(this->flags) != 0) {
return;
}
} else if (CheckFlags(this->flags) == 0) {
return;
}
super->action = 4;
InitializeAnimation(super, 2);
sub_0808B3AC(this);
EnqueueSFX(SFX_1A5);
}
void sub_0808B38C(BollardEntity* this) {
GetNextFrame(super);
if (super->frame & ANIM_DONE) {
sub_0808B41C(this);
}
}
void sub_0808B3AC(BollardEntity* this) {
super->spritePriority.b0 = 4;
this->tile = COORD_TO_TILE(super);
this->tileIndex = GetTileIndex(this->tile, super->collisionLayer);
this->unk74 = sub_080B1B44(this->tile, super->collisionLayer);
SetTile(0x400b, this->tile, super->collisionLayer);
}
void sub_0808B41C(BollardEntity* this) {
super->action = 1;
InitializeAnimation(super, 0);
}
void sub_0808B42C(BollardEntity* this) {
super->action = 3;
super->spritePriority.b0 = 7;
InitializeAnimation(super, 1);
}