Files
tmc/src/item/itemBow.c
T
2023-12-30 22:09:30 +01:00

96 lines
2.8 KiB
C

#include "item.h"
#include "functions.h"
#include "save.h"
void sub_08075DF4(ItemBehavior*, u32);
void sub_08075E40(ItemBehavior*, u32);
void ItemBowShoot(ItemBehavior*, u32);
void sub_08075F38(ItemBehavior*, u32);
void sub_08075F84(ItemBehavior*, u32);
void sub_08075D88(ItemBehavior*, u32);
void ItemBow(ItemBehavior* this, u32 index) {
static void (*const stateFuncs[])(ItemBehavior*, u32) = {
sub_08075DF4, sub_08075E40, ItemBowShoot, sub_08075F38, sub_08075F84, sub_08075D88,
};
stateFuncs[this->stateID](this, index);
}
void sub_08075DF4(ItemBehavior* this, u32 index) {
if ((gPlayerState.attack_status & 8) == 0) {
this->priority |= 0x80;
sub_0806F948(&gPlayerEntity.base);
sub_08077BB8(this);
sub_08077D38(this, index);
gPlayerState.bow_state = 1;
} else {
DeleteItemBehavior(this, index);
}
}
void sub_08075E40(ItemBehavior* this, u32 index) {
if (gPlayerState.bow_state != 0) {
if ((gPlayerState.attack_status & 0x80) == 0) {
UpdateItemAnim(this);
if ((this->playerFrame & 0x80) != 0) {
this->stateID = 2;
this->priority &= ~0x80;
if (gSave.stats.arrowCount != 0) {
this->animPriority = 0;
gPlayerState.field_0xa &= ~(8 >> index);
}
}
return;
}
}
gPlayerState.bow_state = 0;
DeleteItemBehavior(this, index);
}
void ItemBowShoot(ItemBehavior* this, u32 index) {
u8 arrowCount;
s32 isShooting;
arrowCount = gSave.stats.arrowCount;
isShooting = IsItemActive(this);
if (isShooting && arrowCount != 0) {
if (((gPlayerState.attack_status & 0x80) != 0) || (gPlayerState.bow_state == 0)) {
gPlayerState.bow_state = 0;
DeleteItemBehavior(this, index);
}
} else {
gPlayerState.field_0xa = (8 >> index) | gPlayerState.field_0xa;
SetItemAnim(this, ANIM_BOW_SHOOT);
this->animPriority = 0xf;
this->priority |= 0xf;
this->stateID = 3;
}
}
void sub_08075F38(ItemBehavior* this, u32 index) {
if (((gPlayerState.attack_status & 0x80) == 0) && (gPlayerState.bow_state != 0)) {
UpdateItemAnim(this);
if ((this->playerFrame & 1) != 0) {
this->stateID = 4;
}
} else {
gPlayerState.bow_state = 0;
DeleteItemBehavior(this, index);
}
}
void sub_08075F84(ItemBehavior* this, u32 index) {
if (((gPlayerState.attack_status & 0x80) == 0) && (gPlayerState.bow_state != 0)) {
if (GetInventoryValue(ITEM_ARROW_BUTTERFLY) == 1) {
sub_08077E3C(this, 5);
} else {
UpdateItemAnim(this);
}
if ((this->playerFrame & 0x80) == 0) {
return;
}
}
gPlayerState.bow_state = 0;
DeleteItemBehavior(this, index);
}