Files
tmc/src/object/objectBD.c
T
2022-03-11 18:37:45 +01:00

113 lines
2.7 KiB
C

/**
* @file objectBD.c
* @ingroup Objects
*
* @brief ObjectBD object
*/
#define NENT_DEPRECATED
#include "global.h"
#include "object.h"
#include "functions.h"
void sub_080A2274(Entity*);
void sub_080A22B0(Entity*);
void sub_080A22C4(Entity*);
void sub_080A2340(Entity*);
typedef struct {
u16 unk_0;
u16 unk_2;
u16 unk_4;
u8 unk_6;
u8 pad;
} struct_08125014;
const struct_08125014 gUnk_08125014[] = {
{ 120, 48, 16, 4, 0 }, { 136, 81, 22, 3, 0 }, { 190, 20, 25, 2, 0 }, { 192, 81, 26, 2, 0 }, { 32, 104, 27, 3, 0 },
};
void ObjectBD(Entity* this) {
static void (*const gUnk_0812503C[])(Entity*) = {
sub_080A2274, sub_080A22B0, sub_080A22B0, sub_080A22B0, sub_080A22C4,
};
gUnk_0812503C[this->type](this);
}
void sub_080A2274(Entity* this) {
u32 addr;
u32 type;
if (this->action == 0) {
sub_080A2340(this);
CreateObject(OBJECT_BD, 1, 0);
addr = 0x02000000; // TODO write to 0x2000007
if (*(u8*)(addr + 7) == 1) {
type = 2;
} else {
type = 3;
}
CreateObject(OBJECT_BD, type, 0);
CreateObject(OBJECT_BD, 4, 0);
}
}
void sub_080A22B0(Entity* this) {
if (this->action == 0) {
sub_080A2340(this);
}
}
NONMATCH("asm/non_matching/objectBD/sub_080A22C4.inc", void sub_080A22C4(Entity* this)) {
u8 bVar1;
u8 uVar2;
s16 sVar3;
u32 uVar4;
u32 tmp1, tmp2, tmp3, tmp4;
switch (this->action) {
case 0:
sub_080A2340(this);
this->actionDelay = 8;
this->field_0xf = 0;
this->subAction = this->frameIndex;
this->speed = (Random() & 3) * 0x10 + 0x1e;
break;
case 1:
if (--this->speed != 0) {
return;
}
this->speed = (Random() & 7) * 0x10 + 0x1e;
this->action = 2;
break;
default:
if (--this->actionDelay != 0) {
return;
}
this->actionDelay = 8;
this->field_0xf = tmp2 = (this->field_0xf + 1) & 3;
tmp3 = this->subAction;
tmp1 = tmp3 + tmp2;
this->frameIndex = tmp1;
if (tmp3 * 0x1000000 != tmp1 * 0x1000000) {
return;
}
this->action = 1;
break;
}
}
END_NONMATCH
void sub_080A2340(Entity* this) {
const struct_08125014* ptr;
ptr = &gUnk_08125014[this->type];
this->x.HALF.HI = ptr->unk_0;
this->y.HALF.HI = ptr->unk_2;
this->frameIndex = ptr->unk_4;
this->spritePriority.b0 = ptr->unk_6;
this->spriteRendering.b3 = 1;
this->spriteOrientation.flipY = 1;
this->spriteSettings.draw = 2;
this->action = 1;
}