Files
ac-decomp/src/ac_structure.c
T

68 lines
2.3 KiB
C

#include "ac_structure.h"
#include "m_play.h"
#include "m_name_table.h"
#include "m_malloc.h"
#include "m_common_data.h"
static void aSTR_actor_ct(ACTOR* actor, GAME* game);
static void aSTR_actor_dt(ACTOR* actor, GAME* game);
static void aSTR_actor_move(ACTOR* actor, GAME* game);
ACTOR_PROFILE Structure_Profile = { mAc_PROFILE_STRUCTURE,
ACTOR_PART_CONTROL,
ACTOR_STATE_NO_MOVE_WHILE_CULLED | ACTOR_STATE_NO_DRAW_WHILE_CULLED,
EMPTY_NO,
ACTOR_OBJ_BANK_KEEP,
sizeof(STRUCTURE_CONTROL_ACTOR),
&aSTR_actor_ct,
&aSTR_actor_dt,
&aSTR_actor_move,
NONE_ACTOR_PROC,
NULL };
static u8 aSTR_overlay[aSTR_ACTOR_TBL_COUNT][aSTR_OVERLAY_SIZE];
static STRUCTURE_ACTOR aSTR_actor_cl[aSTR_ACTOR_TBL_COUNT];
#include "../src/ac_structure_clip.c_inc"
static void aSTR_actor_ct(ACTOR* actor, GAME* game) {
STRUCTURE_CONTROL_ACTOR* structure = (STRUCTURE_CONTROL_ACTOR*)actor;
aSTR_init_clip_area();
structure->str_door_name = Common_Get(door_data).door_actor_name;
structure->reset = Common_Get(door_data).exit_type;
}
static void aSTR_actor_dt(ACTOR* actor, GAME* game) {
aSTR_free_clip_area();
}
static void aSTR_check_door_data(STRUCTURE_CONTROL_ACTOR* actor, GAME* game) {
static int request[2] = { 4, 5 };
GAME_PLAY* play = (GAME_PLAY*)game;
if (ITEM_NAME_GET_TYPE(actor->str_door_name) == NAME_TYPE_STRUCT) {
STRUCTURE_ACTOR* str_actor =
(STRUCTURE_ACTOR*)Actor_info_fgName_search(&play->actor_info, actor->str_door_name, ACTOR_PART_ITEM);
if (str_actor != NULL && str_actor->request_type == 0) {
str_actor->request_type = request[actor->reset == TRUE];
actor->str_door_name = EMPTY_NO;
}
} else {
actor->str_door_name = EMPTY_NO;
}
}
static void aSTR_actor_move(ACTOR* actor, GAME* game) {
STRUCTURE_CONTROL_ACTOR* structure = (STRUCTURE_CONTROL_ACTOR*)actor;
switch (mFI_GetFieldId()) {
case mFI_FIELD_FG:
aSTR_check_door_data(structure, game);
break;
}
}