Files
tmc/src/object/bollard.c
T
2022-07-25 22:45:55 +02:00

112 lines
2.6 KiB
C

/**
* @file bollard.c
* @ingroup Objects
*
* @brief Bollard object
*/
#define NENT_DEPRECATED
#include "asm.h"
#include "entity.h"
#include "flags.h"
#include "functions.h"
#include "room.h"
#include "sound.h"
typedef struct {
Entity base;
u8 filler[0x8];
u16 tile;
u16 tileIndex;
u8 unk74;
u8 unk75;
u8 filler2[0x10];
u16 flags;
} BollardEntity;
void Bollard_Init(BollardEntity*);
void Bollard_Action1(BollardEntity*);
void Bollard_Action2(BollardEntity*);
void Bollard_Action3(BollardEntity*);
void Bollard_Action4(BollardEntity*);
void sub_0808B41C(BollardEntity*);
void sub_0808B3AC(BollardEntity*);
void sub_0808B42C(BollardEntity*);
void Bollard(Entity* this) {
static void (*const Bollard_Actions[])(BollardEntity*) = {
Bollard_Init, Bollard_Action1, Bollard_Action2, Bollard_Action3, Bollard_Action4,
};
Bollard_Actions[this->action]((BollardEntity*)this);
}
void Bollard_Init(BollardEntity* this) {
if (super->type2 == 0) {
sub_0808B41C(this);
sub_0808B3AC(this);
} else {
sub_0808B42C(this);
}
}
void Bollard_Action1(BollardEntity* this) {
if (super->type2 == 0) {
if (CheckFlags(this->flags) == 0) {
return;
}
} else if (CheckFlags(this->flags) != 0) {
return;
}
super->action = 2;
InitializeAnimation(super, 3);
SetTile(this->tileIndex, this->tile, super->collisionLayer);
EnqueueSFX(SFX_1A5);
}
void Bollard_Action2(BollardEntity* this) {
GetNextFrame(super);
if (super->frame & ANIM_DONE) {
sub_0808B42C(this);
}
}
void Bollard_Action3(BollardEntity* this) {
if (super->type2 == 0) {
if (CheckFlags(this->flags) != 0) {
return;
}
} else if (CheckFlags(this->flags) == 0) {
return;
}
super->action = 4;
InitializeAnimation(super, 2);
sub_0808B3AC(this);
EnqueueSFX(SFX_1A5);
}
void Bollard_Action4(BollardEntity* this) {
GetNextFrame(super);
if (super->frame & ANIM_DONE) {
sub_0808B41C(this);
}
}
void sub_0808B3AC(BollardEntity* this) {
super->spritePriority.b0 = 4;
this->tile = COORD_TO_TILE(super);
this->tileIndex = GetTileIndex(this->tile, super->collisionLayer);
this->unk74 = sub_080B1B44(this->tile, super->collisionLayer);
SetTile(0x400b, this->tile, super->collisionLayer);
}
void sub_0808B41C(BollardEntity* this) {
super->action = 1;
InitializeAnimation(super, 0);
}
void sub_0808B42C(BollardEntity* this) {
super->action = 3;
super->spritePriority.b0 = 7;
InitializeAnimation(super, 1);
}