mirror of
https://github.com/zeldaret/tmc
synced 2026-08-19 22:02:40 -04:00
122 lines
3.4 KiB
C
122 lines
3.4 KiB
C
#include "global.h"
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#include "entity.h"
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#include "functions.h"
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#include "npc.h"
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#include "player.h"
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#include "script.h"
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extern void sub_0805FF2C(Entity*, ScriptExecutionContext*);
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extern void (*const gUnk_08109BBC[])(Entity*);
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extern void HandlePostScriptActions(Entity*, ScriptExecutionContext*);
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void Festari(Entity* this) {
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gUnk_08109BBC[this->action](this);
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}
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void sub_0805FE10(Entity* this) {
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this->action = 1;
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this->spriteSettings.b.draw = TRUE;
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sub_0805E3A0(this, 2);
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this->field_0x68.HALF.LO = sub_0801E99C(this);
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sub_08078784(this, this->field_0x68.HALF.LO);
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sub_0807DD50(this);
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}
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void sub_0805FE48(Entity* this) {
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u8 bVar1;
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u16 uVar2;
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u32 uVar3;
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u32 uVar4;
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if (this->interactType == 2) {
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this->action = 2;
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this->interactType = 0;
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InitAnimationForceUpdate(this, sub_0806F5A4(GetFacingDirection(this, &gPlayerEntity)));
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sub_0806F118(this);
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} else {
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ExecuteScript(this, *(ScriptExecutionContext**)&this->cutsceneBeh);
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sub_0805FF2C(this, *(ScriptExecutionContext**)&this->cutsceneBeh);
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uVar4 = this->field_0x80.HWORD;
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if (uVar4 < 8) {
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if ((this->field_0x82.HWORD & 1) != 0) {
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uVar4 = (uVar4 & 0xfc) + (this->field_0xf >> 1);
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} else {
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uVar4 = (uVar4 & 0xfc) + (this->animationState >> 1);
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this->field_0xf = this->animationState;
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}
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}
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if (uVar4 != this->animIndex) {
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InitAnimationForceUpdate(this, uVar4);
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}
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UpdateAnimationSingleFrame(this);
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if (this->frames.b.f3) {
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switch (this->animIndex) {
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case 8:
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case 10:
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case 11:
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case 12:
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this->field_0x80.HWORD = 0;
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break;
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}
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}
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if ((this->field_0x82.HWORD & (~this->field_0x82.HWORD + 1)) == 2) {
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sub_0806ED78(this);
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}
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}
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}
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void sub_0805FF18(Entity* this) {
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if (UpdateFuseInteraction(this)) {
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this->action = 1;
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}
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}
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void sub_0805FF2C(Entity* this, ScriptExecutionContext* context) {
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u32 actions;
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u32 bit;
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// Handle some postScriptActions already before calling HandlePostScriptActions
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actions = context->postScriptActions & 0xfff00004;
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context->postScriptActions = context->postScriptActions ^ actions;
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if (actions != 0) {
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while (actions != 0) {
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bit = (~actions + 1) & actions;
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actions ^= bit;
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switch (bit) {
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case 4:
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this->field_0x80.HWORD = 9;
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break;
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case 0x200000:
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this->field_0x80.HWORD = 10;
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break;
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case 0x400000:
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if (this->animationState == 2) {
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this->field_0x80.HWORD = 0xb;
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} else {
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this->field_0x80.HWORD = 0xc;
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}
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break;
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case 0x100000:
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this->field_0x80.HWORD = 8;
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break;
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}
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}
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}
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HandlePostScriptActions(this, context);
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}
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void Festari_Fusion(Entity* this) {
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if (this->action == 0) {
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this->action += 1;
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this->spriteSettings.b.draw = 1;
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sub_0805E3A0(this, 2);
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InitAnimationForceUpdate(this, 8);
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} else {
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UpdateAnimationSingleFrame(this);
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}
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}
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