mirror of
https://github.com/zeldaret/tmc
synced 2026-06-15 14:31:48 -04:00
add subdirs
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@@ -0,0 +1,140 @@
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#include "global.h"
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#include "entity.h"
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#include "room.h"
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#include "random.h"
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extern Entity gLinkEntity;
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extern u16 gUnk_030010A0[];
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extern void (*MaskActionFuncs[])(Entity *);
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extern void DeleteThisEntity();
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extern bool32 CheckFlags(u16);
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extern void SetFlag(u16);
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extern void ClearFlag(u16);
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extern void SetTile(u32, u16, u32);
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extern void sub_08000148(u16, u16, u32);
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extern s16 sub_080001DA(u16, u32);
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extern u16 sub_080002E0(u16, u32);
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extern void sub_08004488(u32);
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extern void sub_080044EC(Entity *, u16);
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extern void sub_0805457C(Entity *, s32);
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void Mask(Entity *this) {
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MaskActionFuncs[this->action](this);
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}
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void sub_080929A4(Entity *this) {
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if (this->entityType.parameter & 0xC0) {
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if (CheckFlags(this->field_0x86)) {
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s32 field_0x0a;
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switch (this->entityType.parameter & 0xC0) {
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case 0x40:
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field_0x0a = gUnk_030010A0[0x5];
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switch (field_0x0a) {
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case 0x44D ... 0x44F:
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case 0x182:
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DeleteThisEntity();
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goto switchEnd;
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}
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ClearFlag(this->field_0x86);
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break;
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case 0x80:
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DeleteThisEntity();
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break;
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}
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switchEnd:
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}
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}
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this->action = 1;
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this->field_0x20 = 0x18000;
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this->field_0x78.HWORD = ((Random() & 7) << 10) | 0x2000;
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this->field_0xf = this->actionDelay >> 1;
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this->actionDelay = 0;
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this->frameIndex = this->entityType.parameter & 0x3f;
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this->field_0x7c.HALF.HI = COORD_TO_TILE(this);
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this->field_0x7c.HALF.LO = sub_080001DA(this->field_0x7c.HALF.HI, 1);
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this->field_0x7a = sub_080002E0(this->field_0x7c.HALF.HI, 1);
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SetTile(0x4022, this->field_0x7c.HALF.HI, 1);
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}
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// Probably related to knocking it down
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void sub_08092A94(Entity *this) {
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// Check for the first frame of bonking animation
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if (gLinkEntity.action != 6) {
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return;
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}
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if (gLinkEntity.animationState != 0) {
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return;
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}
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// Check if link is close enough to the mask
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if (this->y.HALF.HI + 40 < gLinkEntity.y.HALF.HI) {
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return;
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}
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if (this->x.HALF.HI - gLinkEntity.x.HALF.HI >= this->field_0xf || this->x.HALF.HI - gLinkEntity.x.HALF.HI <= -this->field_0xf) {
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return;
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}
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// Presumably, make the mask fall
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SetTile((u16)this->field_0x7c.HALF.LO, this->field_0x7c.HALF.HI, 1);
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sub_08000148(this->field_0x7a, this->field_0x7c.HALF.HI, 1);
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this->action = 2;
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this->height.HALF.HI -= 0x20;
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this->y.HALF.HI += 0x20;
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this->spriteRendering.b3 = 2;
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}
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// Probably falling down
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void sub_08092B0C(Entity *this) {
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if (this->actionDelay == 1) {
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this->action = 3;
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this->actionDelay = 0;
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switch (this->entityType.parameter & 0xC0)
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{
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case 0x80:
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sub_08004488(0x72);
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case 0x40:
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SetFlag(this->field_0x86);
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break;
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}
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CreateFx(this, 5, 0);
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sub_0805457C(this, 3);
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}
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else {
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sub_080044EC(this, this->field_0x78.HWORD);
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if (this->height.HALF.HI == 0) {
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this->actionDelay++;
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}
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}
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}
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void Mask_Delete(Entity *this) {
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DeleteThisEntity();
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}
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