mirror of
https://github.com/zeldaret/tmc
synced 2026-06-07 03:58:00 -04:00
113 lines
2.7 KiB
C
113 lines
2.7 KiB
C
/**
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* @file ropeGolden.c
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* @ingroup Enemies
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*
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* @brief Golden Rope enemy
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*/
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#include "global.h"
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#include "entity.h"
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#include "enemy.h"
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#include "physics.h"
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#include "player.h"
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extern void (*const gUnk_080012C8[])(Entity*);
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extern void (*const RopeGolden_Functions[6])(Entity*);
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extern void (*const gUnk_080CF4E0[4])(Entity*);
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void sub_080383AC(Entity*);
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void sub_080383E4(Entity*);
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void RopeGolden(Entity* this) {
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u32 x;
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x = sub_080012DC(this);
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if (x != 0) {
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gUnk_080012C8[x](this);
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} else {
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RopeGolden_Functions[GetNextFunction(this)](this);
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SetChildOffset(this, 0, 1, -0x10);
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}
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}
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void RopeGolden_OnTick(Entity* this) {
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gUnk_080CF4E0[this->action](this);
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}
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void RopeGolden_OnCollision(Entity* this) {
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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, RopeGolden_Functions);
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}
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void RopeGolden_OnDeath(Entity* this) {
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if ((this->gustJarState & 2) == 0) {
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SetGlobalFlag(this->type2);
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}
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CreateDeathFx(this, 0xff, 0x58);
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}
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void sub_08038258(Entity* this) {
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if (CheckGlobalFlag(this->type2) != 0) {
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DeleteThisEntity();
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}
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sub_0804A720(this);
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this->animationState = 0xff;
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sub_080383AC(this);
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}
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void sub_0803827C(Entity* this) {
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if (this->subtimer != 0) {
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this->subtimer--;
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} else {
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if ((sub_0804A044(this, &gPlayerEntity, 0x8) != 0xff) ||
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(EntityWithinDistance(this, gPlayerEntity.x.HALF.HI, gPlayerEntity.y.HALF.HI, 0x24) != 0)) {
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sub_080383E4(this);
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return;
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}
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}
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UpdateAnimationVariableFrames(this, 0x2);
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if (ProcessMovement0(this) == 0) {
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sub_080383AC(this);
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} else {
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if (!(--this->timer)) {
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sub_080383AC(this);
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}
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}
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}
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void sub_080382EC(Entity* this) {
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if (!(--this->timer)) {
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this->action = 3;
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}
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}
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ASM_FUNC("asm/non_matching/ropeGolden/sub_08038304.inc", void sub_08038304(Entity* this))
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void sub_080383AC(Entity* this) {
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u32 v;
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this->action = 1;
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this->timer = 0x8;
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this->speed = 0x100;
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this->direction = DirectionRoundUp(GetFacingDirection(this, &gPlayerEntity));
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v = this->direction >> 3;
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if (v != this->animationState) {
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this->animationState = v;
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InitializeAnimation(this, v);
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}
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}
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void sub_080383E4(Entity* this) {
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u32 v;
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this->action = 2;
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this->timer = 0x8;
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this->speed = 0x280;
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v = DirectionRoundUp(GetFacingDirection(this, &gPlayerEntity));
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this->direction = v;
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this->field_0x78.HALF.LO = v;
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this->animationState = this->direction >> 3;
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this->field_0x78.HALF.HI = 0xff;
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this->field_0x7a.HALF.LO = -1;
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InitializeAnimation(this, this->animationState + 4);
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}
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