/** * @file vaati.c * @ingroup NPCs * * @brief Vaati NPC */ #include "entity.h" #include "functions.h" #include "script.h" #include "sound.h" typedef struct { /*0x00*/ Entity base; /*0x68*/ u8 unk_68; /*0x69*/ s8 unk_69; /*0x6a*/ u8 unused1[22]; /*0x80*/ u16 unk_80; /*0x82*/ u8 unused2[2]; /*0x84*/ ScriptExecutionContext* context; } VaatiEntity; extern void sub_08095CB0(Entity*); extern void CreateRepeatedSoundManager(Entity*); extern void DeleteRepeatedSoundManager(Entity*); extern void CreateVaatiApparateManager(Entity*, u32); void VaatiAction0(VaatiEntity*); void VaatiAction1(VaatiEntity*); void sub_08066B74(Entity*, ScriptExecutionContext*); void (*const vaatiActions[])(VaatiEntity*) = { VaatiAction0, VaatiAction1 }; void Vaati(VaatiEntity* this) { vaatiActions[super->action](this); super->palette.b.b0 = super->palette.b.b4 + (super->frameSpriteSettings & 1); } void VaatiAction0(VaatiEntity* this) { super->action = 1; super->subAction = 0; super->spriteSettings.draw = 1; this->unk_68 = 0; this->unk_69 = 0; SetEntityPriority(super, PRIO_MESSAGE); sub_0807DD64(super); VaatiAction1(this); } void VaatiAction1(VaatiEntity* this) { ScriptExecutionContext* context; ExecuteScriptAndHandleAnimation(super, sub_08066B74); if ((*(s8*)&this->unk_69 != 0) && ((gRoomTransition.frameCount & 3) == 0)) { sub_08095CB0(super); } if ((super->frame & ~0x80) != 0) { switch (super->frame & ~0x80u) { case 1: EnqueueSFX(SFX_21C); break; case 2: EnqueueSFX(SFX_21E); break; case 3: context = this->context; context->intVariable = 4; CreateRepeatedSoundManager(super); break; case 4: context = this->context; context->intVariable = 4; DeleteRepeatedSoundManager(super); EnqueueSFX(SFX_21D); break; } super->frame &= ~0x80; } } void sub_08066B74(Entity* this, ScriptExecutionContext* context) { u8 animationState; u32 currentAction; u32 actions; actions = context->postScriptActions & 0xfff00000; context->postScriptActions = context->postScriptActions & 0xfffff; if (actions != 0) { do { currentAction = (~actions + 1) & actions; actions = actions ^ currentAction; animationState = this->animationState >> 1; switch (currentAction) { case 1 << 20: ((VaatiEntity*)this)->unk_80 = animationState + 0x10; break; case 1 << 21: ((VaatiEntity*)this)->unk_80 = animationState + 0x14; break; case 1 << 22: ((VaatiEntity*)this)->unk_80 = animationState + 0x18; break; case 1 << 23: ((VaatiEntity*)this)->unk_80 = animationState + 0x1c; break; case 1 << 24: ((VaatiEntity*)this)->unk_80 = animationState + 0x20; break; case 1 << 25: ((VaatiEntity*)this)->unk_80 = animationState + 0x24; break; case 1 << 26: ((VaatiEntity*)this)->unk_80 = animationState + 0x28; break; case 1 << 27: ((VaatiEntity*)this)->unk_80 = animationState + 0x2c; break; case 1 << 28: ((VaatiEntity*)this)->unk_80 = animationState + 0x30; break; case 1 << 29: ((VaatiEntity*)this)->unk_68 = 1; break; case 1 << 30: ((VaatiEntity*)this)->unk_68 = 0xff; break; case 1 << 31: ((VaatiEntity*)this)->unk_69 ^= 1; break; } } while (actions != 0); } HandlePostScriptActions(this, ((VaatiEntity*)this)->context); } void Vaati_Apparate(Entity* this) { CreateVaatiApparateManager(this, 0); SoundReq(SFX_APPARATE); } void Vaati_Evaporate(Entity* this) { CreateVaatiApparateManager(this, 1); SoundReq(SFX_EVAPORATE); }