mirror of
https://github.com/zeldaret/tmc
synced 2026-05-24 15:21:09 -04:00
228 lines
5.0 KiB
C
228 lines
5.0 KiB
C
#include "global.h"
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#include "audio.h"
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#include "entity.h"
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#include "player.h"
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#include "random.h"
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#include "npc.h"
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#include "functions.h"
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void sub_0806920C(Entity* ent);
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void sub_0806924C(Entity* ent);
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extern void (*gUnk_08111914[])(Entity*);
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extern void (*gUnk_08111928[])(Entity*);
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extern Dialog gUnk_08111938[];
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void Cow(Entity* ent) {
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gUnk_08111914[ent->action](ent);
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sub_0806ED78(ent);
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sub_0806920C(ent);
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}
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void sub_08068FC0(Entity* ent) {
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u32 r2;
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ent->action = 1;
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ent->animationState = ent->type2;
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ent->speed = 0x40;
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ent->field_0x6c.HALF.HI = 0xFF;
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r2 = sub_0805ACC0(ent);
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if (r2 == 0) {
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u16 x, y;
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x = ent->x.HALF.HI;
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*(u16*)&ent->field_0x68 = x;
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y = ent->y.HALF.HI;
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ent->field_0x6a.HWORD = y;
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} else {
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u32 var1 = r2 >> 16;
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// 0x68+0x69 probably a SplitWord
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*(u16*)&ent->field_0x68 = var1;
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ent->field_0x6a.HWORD = r2;
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}
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ent->field_0x6c.HALF.LO = sub_0801E99C(ent);
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InitAnimationForceUpdate(ent, ent->animationState + 4);
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}
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void sub_08069018(Entity* ent) {
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s32 var0;
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if (ent->subAction == 0) {
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ent->subAction++;
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ent->field_0xf = (Random() & 0x3F) + 0x3C;
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InitAnimationForceUpdate(ent, ent->animationState);
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}
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UpdateAnimationSingleFrame(ent);
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var0 = --ent->field_0xf;
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if (var0 == 0) {
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if (ent->actionDelay == 0) {
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ent->action = 2;
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} else {
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ent->action = 3;
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}
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ent->subAction = var0;
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}
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sub_0806924C(ent);
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}
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void sub_08069068(Entity* ent) {
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s32 var0;
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if (ent->subAction == 0) {
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u32 anim;
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ent->subAction++;
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anim = (Random() & 2) - 1;
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anim = (anim + ent->animationState) & 3;
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ent->animationState = anim;
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ent->direction = anim <<= 3;
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ent->field_0xf = (Random() & 0x3F) + 0x3C;
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InitAnimationForceUpdate(ent, ent->animationState + 4);
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}
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ProcessMovement(ent);
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UpdateAnimationSingleFrame(ent);
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{
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s32 x = ent->x.HALF.HI;
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s16* x2 = (s16*)&ent->field_0x68;
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x -= *x2;
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if (x > 16) {
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ent->x.HALF.HI = *x2 + 16;
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ent->field_0xf = 1;
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}
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if (x < -16) {
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ent->x.HALF.HI = *x2 - 16;
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ent->field_0xf = 1;
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}
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}
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{
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s32 y = ent->y.HALF.HI;
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s16* y2 = &ent->field_0x6a.HWORD;
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y -= *y2;
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if (y > 16) {
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ent->y.HALF.HI = *y2 + 16;
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ent->field_0xf = 1;
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}
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if (y < -16) {
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ent->y.HALF.HI = *y2 - 16;
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ent->field_0xf = 1;
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}
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}
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var0 = --ent->field_0xf;
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if (var0 == 0) {
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ent->action = 3;
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ent->subAction = var0;
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}
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sub_0806924C(ent);
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}
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void sub_08069124(Entity* ent) {
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UpdateAnimationSingleFrame(ent);
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gUnk_08111928[ent->subAction](ent);
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sub_0806924C(ent);
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}
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void sub_08069148(Entity* ent) {
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u32 var0 = Random() & 3;
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var0 += 3;
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ent->field_0xf = var0;
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ent->subAction = 1;
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InitAnimationForceUpdate(ent, ent->animationState + 8);
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}
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void sub_08069168(Entity* ent) {
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if ((s8)ent->frames.all < 0) {
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ent->subAction = 2;
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InitAnimationForceUpdate(ent, ent->animationState + 12);
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}
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}
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void sub_08069188(Entity* ent) {
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if (ent->frames.b.f0 == 0)
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return;
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ent->frames.all = 0;
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if (((s8)--ent->field_0xf) != 0)
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return;
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ent->subAction = 3;
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InitAnimationForceUpdate(ent, ent->animationState + 16);
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}
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void sub_080691BC(Entity* ent) {
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if ((s8)ent->frames.all < 0) {
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ent->action = 1;
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ent->subAction = 0;
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InitAnimationForceUpdate(ent, ent->animationState + 4);
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}
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}
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void sub_080691E0(Entity* ent) {
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if (UpdateFuseInteraction(ent) != 0) {
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ent->action = 1;
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ent->subAction = 0;
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}
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}
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// Show dialogue
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void Cow_ShowDialogue(Entity* ent) {
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ShowNPCDialogue(ent, &gUnk_08111938[ent->type]);
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}
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void sub_0806920C(Entity* ent) {
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// TODO: figure out what bitfield flag this is
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u32 var0 = gPlayerState.flags.all & 0x80;
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u32 var1 = -var0 >> 0x1F;
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if (var1 != ent->field_0x6c.HALF.HI) {
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if (var1 == 0) {
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sub_08078778(ent);
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} else {
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sub_080787A8(ent, ent->field_0x6c.HALF.LO);
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}
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}
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ent->field_0x6c.HALF.HI = var1;
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}
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// Check if player interacting
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void sub_0806924C(Entity* ent) {
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s8 itype = ent->interactType;
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if (itype != 0) {
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// TODO: figure out what bitfield flag this is
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if ((gPlayerState.flags.all & 0x80) != 0) {
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if (itype == 2) {
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ent->action = 4;
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sub_0806F118(ent);
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} else {
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Cow_ShowDialogue(ent);
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}
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} else {
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Cow_ShowDialogue(ent);
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sub_080791D0();
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}
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SoundReq(SFX_VO_COW);
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ent->interactType = 0;
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}
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}
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void Cow_Fusion(Entity* ent) {
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if (ent->action == 0) {
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ent->action++;
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ent->spriteSettings.b.draw = 1;
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InitAnimationForceUpdate(ent, 15);
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} else {
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UpdateAnimationSingleFrame(ent);
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}
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}
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