mirror of
https://github.com/zeldaret/tmc
synced 2026-06-04 02:47:05 -04:00
196 lines
5.9 KiB
C
196 lines
5.9 KiB
C
#include "global.h"
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#include "manager.h"
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#include "flags.h"
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#include "entity.h"
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#include "room.h"
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#include "area.h"
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#include "functions.h"
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/*
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* Manager B is used to create fights:
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* It possibly waits for an inhibitor flag to be set, then spawns a bunch of entities (based on room data).
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* Once all enemies created this way are dead, it sets a flag.
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* (There is also a part about changing the music and setting it back when the fight is done, which is song 0x33 (a
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* fight theme) by default but can be overridden through room data)
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*/
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void (*const ManagerB_ActionFuncs[])(Manager*);
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void sub_080585F0(Manager* this) {
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// make a distincion if this is a controller (unk_0a = 0) or a helper (unk_0a = 1)
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ManagerB_ActionFuncs[this->unk_0a](this);
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}
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enum ManagerB_State { Init, WaitForFlag, WaitForDone };
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void (*const ManagerB_StateFuncs[])(ManagerB*);
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void ManagerB_Main(ManagerB* this) {
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// make a distinction based on the state of this controller
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ManagerB_StateFuncs[this->manager.action](this);
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}
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void ManagerB_LoadFight(Manager*);
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void ManagerB_Init(ManagerB* this) {
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// check if the fight was already completed previously (checks the flag that gets set after the fight is done)
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if (!CheckFlags(this->unk_3e)) {
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this->manager.action = WaitForFlag;
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// if there is no flag that needs to be set before the fight is started, start it immediately
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if (!this->unk_3c) {
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ManagerB_LoadFight(&this->manager);
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}
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sub_0805E3A0(this, 3);
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} else {
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DeleteThisEntity();
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}
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}
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extern void sub_080186C0(u32);
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void ManagerB_WaitForFlag(ManagerB* this) {
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int tmp;
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if (CheckFlags(this->unk_3c)) {
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ManagerB_LoadFight(&this->manager);
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if (!this->unk_35) {
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tmp = gRoomVars.field_0x9 ? gRoomVars.field_0x9 : 0x33;
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this->unk_20 = gArea.musicIndex;
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gArea.musicIndex = tmp;
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PlaySFX(tmp);
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}
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sub_080186C0(0xB0F);
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}
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}
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extern void sub_0801855C(void);
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void ManagerB_WaitForDone(ManagerB* this) {
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// check if all helpers are done
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if (this->manager.unk_0e)
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return;
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// set the completion flag for the fight
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SetFlag(this->unk_3e);
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// restore music (if it was set, which apparently is only possible if there's a flag the fight waited for)
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if (this->unk_3c) {
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if (!this->unk_35) {
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gArea.musicIndex = this->unk_20;
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PlaySFX(gArea.musicIndex);
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sub_0801855C();
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}
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}
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DeleteThisEntity();
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}
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ManagerBHelper* CreateHelper(Manager*);
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void ManagerBHelper_Monitor(ManagerBHelper*, Entity*, u32);
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extern Entity* LoadRoomEntity(EntityData*);
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void ManagerB_LoadFight(Manager* this) {
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ManagerBHelper* monitor;
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EntityData* prop;
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Entity* ent;
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u32 counter;
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this->action = 2;
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this->unk_0e = 0;
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counter = 0;
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// Create a helper to keep track of the created entities.
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monitor = CreateHelper(this);
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if (!monitor)
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DeleteThisEntity();
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prop = (EntityData*)GetCurrentRoomProperty(this->unk_0b);
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if (prop) {
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while (*((u8*)prop) != 0xFF) {
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ent = LoadRoomEntity(prop++);
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if (ent && (ent->entityType.type == 3)) {
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ent->field_0x6c.HALF.HI |= 0x40;
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ManagerBHelper_Monitor(monitor, ent, counter++);
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}
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if (counter >= 7) {
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counter = 0;
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monitor = CreateHelper(this);
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if (!monitor)
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return;
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}
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}
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}
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}
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/*
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* Create a helper and increment the counter for the number of helpers (unk_0e).
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* The helper will decrease said counter when it deletes itself (when none of the enemies it monitors remain).
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*/
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ManagerBHelper* CreateHelper(Manager* this) {
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ManagerBHelper* extra;
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extra = (ManagerBHelper*)GetEmptyManager();
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if (extra) {
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extra->manager.type = 9;
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extra->manager.subtype = 0xB;
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extra->manager.unk_0a = 1;
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extra->manager.parent = this;
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this->unk_0e++;
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_DmaZero(&extra->enemies, 0x20);
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AppendEntityToList(extra, 8);
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}
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return extra;
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}
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void ManagerBHelper_Monitor(ManagerBHelper* this, Entity* ent, u32 index) {
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this->enemies[index] = ent;
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this->manager.unk_0e++;
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}
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// case unk_0a is 1: The manager is a helper
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void ManagerBHelper_Main(Manager* this) {
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u8 i, anyRemaining;
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Entity* current;
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if (this->action == 0) {
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this->action = 1;
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sub_0805E3A0(this, 3);
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}
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// go through and check all monitored enemies.
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anyRemaining = 0;
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for (i = 0; i < 8; i++) {
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if ((current = ((ManagerBHelper*)this)->enemies[i])) {
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if (!current->next) {
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((ManagerBHelper*)this)->enemies[i] = 0;
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} else {
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anyRemaining = 1;
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}
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}
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}
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if (!anyRemaining) {
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// inform the parent that we're done
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if (((ManagerB*)this->parent)->manager.unk_0e) {
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((ManagerB*)this->parent)->manager.unk_0e--;
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}
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DeleteThisEntity();
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}
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}
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extern Manager gUnk_03003DB0;
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/*
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* Replace an entity that is currently being monitored with a new one
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*/
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void ReplaceMonitoredEntity(Entity* old, Entity* new) {
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ManagerBHelper* current;
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Manager* end = &gUnk_03003DB0;
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u32 i;
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for (current = (ManagerBHelper*)end->next; (Manager*)current != end;
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current = (ManagerBHelper*)current->manager.next) {
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if (current->manager.type != 0x9 || current->manager.subtype != 0xB)
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continue;
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for (i = 0; i < 8; i++) {
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if (old == current->enemies[i]) {
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current->enemies[i] = new;
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return;
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}
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}
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}
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}
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void (*const ManagerB_ActionFuncs[])(Manager*) = { (void (*)(Manager*))ManagerB_Main,
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(void (*)(Manager*))ManagerBHelper_Main };
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void (*const ManagerB_StateFuncs[])(ManagerB*) = { ManagerB_Init, ManagerB_WaitForFlag, ManagerB_WaitForDone };
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