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