mirror of
https://github.com/zeldaret/tmc
synced 2026-06-24 01:31:39 -04:00
191 lines
4.8 KiB
C
191 lines
4.8 KiB
C
/**
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* @file tektiteGolden.c
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* @ingroup Enemies
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*
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* @brief Golden Tektite enemy
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*/
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#include "collision.h"
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#include "enemy.h"
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#include "item.h"
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#include "functions.h"
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void sub_08038168(Entity*);
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void TektiteGolden_OnTick(Entity*);
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void TektiteGolden_OnCollision(Entity*);
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void TektiteGolden_OnDeath(Entity*);
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void TektiteGolden_OnConfused(Entity*);
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void TektiteGolden_OnTick(Entity*);
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void sub_08037FA0(Entity*);
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void sub_08037Fe0(Entity*);
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void sub_08038048(Entity*);
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void sub_08038110(Entity*);
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static void (*const TektiteGolden_Functions[])(Entity*) = {
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TektiteGolden_OnTick, TektiteGolden_OnCollision, GenericKnockback,
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TektiteGolden_OnDeath, TektiteGolden_OnConfused, TektiteGolden_OnTick,
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};
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void TektiteGolden(Entity* this) {
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EnemyFunctionHandler(this, TektiteGolden_Functions);
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SetChildOffset(this, 0, 1, -0x10);
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}
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void TektiteGolden_OnTick(Entity* this) {
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static void (*const actionFuncs[])(Entity*) = {
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sub_08037FA0,
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sub_08037Fe0,
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sub_08038048,
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sub_08038110,
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};
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actionFuncs[this->action](this);
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}
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void TektiteGolden_OnCollision(Entity* this) {
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u32 uVar1;
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if (this->confusedTime != 0) {
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Create0x68FX(this, FX_STARS);
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}
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EnemyFunctionHandlerAfterCollision(this, TektiteGolden_Functions);
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if (this->contactFlags == 0x94) {
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this->action = 1;
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this->subAction = 0;
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this->timer = 20;
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this->subtimer = 0;
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this->field_0x80.HALF.LO = 0;
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if (this->z.HALF.HI != 0) {
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this->zVelocity >>= 2;
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} else {
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this->zVelocity = 0;
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}
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InitializeAnimation(this, 0);
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}
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}
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void TektiteGolden_OnDeath(Entity* this) {
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u32 uVar1;
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if ((this->gustJarState & 2) == 0) {
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SetGlobalFlag(this->type2);
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}
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if (this->type != 0) {
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uVar1 = ITEM_RUPEE200;
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} else {
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uVar1 = ITEM_RUPEE100;
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}
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CreateDeathFx(this, 0xff, uVar1);
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}
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void TektiteGolden_OnConfused(Entity* this) {
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GenericConfused(this);
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if (this->z.HALF.HI != 0) {
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GravityUpdate(this, Q_8_8(48.0));
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}
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}
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void sub_08037FA0(Entity* this) {
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if (CheckGlobalFlag(this->type2)) {
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DeleteThisEntity();
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}
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sub_0804A720(this);
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this->action = 1;
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this->subAction = 0;
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this->timer = (Random() & 0x1f) + 32;
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this->subtimer = 0;
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this->field_0x80.HALF.LO = 0;
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InitializeAnimation(this, 0);
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}
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void sub_08037Fe0(Entity* this) {
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UpdateAnimationVariableFrames(this, 2);
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if (this->timer != 0) {
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this->timer--;
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} else if (this->subtimer != 0) {
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if (this->frame & ANIM_DONE) {
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this->action = 2;
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this->timer = 6;
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this->subtimer = 0;
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this->zVelocity = Q_16_16(3.5);
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sub_08038168(this);
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InitializeAnimation(this, 2);
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}
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} else if (this->frame & ANIM_DONE) {
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this->subtimer = 64;
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InitializeAnimation(this, 1);
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}
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}
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void sub_08038048(Entity* this) {
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s32 temp;
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u32 rand;
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UpdateAnimationVariableFrames(this, 2);
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ProcessMovement0(this);
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temp = this->z.HALF.HI;
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rand = Random() & 0xf;
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if (sub_080044EC(this, 0x3000) == 1) {
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this->action = 3;
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this->subAction = 0;
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this->timer = 20;
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InitializeAnimation(this, 3);
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return;
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} else if (this->collisions != COL_NONE) {
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sub_0800417E(this, this->collisions);
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} else if ((GetVvvAtEntity(this) & 0xf0) == 0x50) { // VVV_240 and VVV_241?
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this->direction = (this->direction + 0x10) & (0x3 | DirectionNorthWest);
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}
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if (--this->timer == 0) {
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this->timer = rand + 16;
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sub_08038168(this);
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}
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if ((this->subAction == 0) && (temp < this->z.HALF.HI)) {
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InitializeAnimation(this, 4);
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this->subAction = 1;
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}
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if (temp < -0xc) {
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this->spriteRendering.b3 = 1;
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this->spriteOrientation.flipY = 1;
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} else {
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this->spriteRendering.b3 = 2;
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this->spriteOrientation.flipY = 2;
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}
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}
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void sub_08038110(Entity* this) {
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UpdateAnimationVariableFrames(this, 2);
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if (this->frame & ANIM_DONE) {
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if (this->field_0x80.HALF.LO < 5) {
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this->action = 2;
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this->timer = 8;
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this->zVelocity = Q_16_16(3.5);
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sub_08038168(this);
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InitializeAnimation(this, 2);
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} else {
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this->action = 1;
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this->field_0x80.HALF.LO = 0;
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this->timer = 192;
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InitializeAnimation(this, 0);
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}
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}
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}
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void sub_08038168(Entity* this) {
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u32 temp;
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if (sub_08049FA0(this) == 0) {
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this->direction = sub_08049EE4(this);
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} else if (sub_08049FDC(this, 1) != 0) {
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this->direction = sub_08049F84(this, 1);
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} else {
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temp = (Random() & 0xf) + 0x18;
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this->direction = (temp + this->direction) & (0x3 | DirectionNorthWest);
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}
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}
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