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https://github.com/zeldaret/tmc
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a83c83ee8c
Sort data according to the compilation using they belong to. Extract background animations.
204 lines
6.4 KiB
C
204 lines
6.4 KiB
C
/**
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* @file fightManager.c
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* @ingroup Managers
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*
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* @brief Manages fights with multiple enemies
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*
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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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#include "manager/fightManager.h"
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#include "area.h"
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#include "common.h"
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#include "flags.h"
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#include "message.h"
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#include "room.h"
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#include "sound.h"
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enum FightManager_State { Init, WaitForFlag, WaitForDone };
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void FightManager_LoadFight(FightManager*);
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FightManagerHelper* FightManager_CreateHelper(FightManager*);
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void FightManagerHelper_Monitor(FightManagerHelper*, Entity*, u32);
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void FightManager_Init(FightManager*);
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void FightManager_WaitForFlag(FightManager*);
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void FightManager_WaitForDone(FightManager*);
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void FightManager_Main2(FightManager*);
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void FightManagerHelper_Main(FightManagerHelper*);
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void FightManager_Main(Manager* this) {
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static void (*const FightManager_ActionFuncs[])(Manager*) = {
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(void (*)(Manager*))FightManager_Main2,
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(void (*)(Manager*))FightManagerHelper_Main,
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};
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// make a distincion if this is a controller (volumeMasterTarget = 0) or a helper (volumeMasterTarget = 1)
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FightManager_ActionFuncs[this->type](this);
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}
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void FightManager_Main2(FightManager* this) {
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// make a distinction based on the state of this controller
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static void (*const FightManager_Actions[])(FightManager*) = {
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FightManager_Init,
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FightManager_WaitForFlag,
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FightManager_WaitForDone,
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};
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FightManager_Actions[super->action](this);
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}
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void FightManager_Init(FightManager* 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->fightCompletedFlag)) {
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super->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->fightStartFlag) {
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FightManager_LoadFight(this);
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}
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SetDefaultPriority((Entity*)this, PRIO_NO_BLOCK);
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} else {
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DeleteThisEntity();
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}
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}
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void FightManager_WaitForFlag(FightManager* this) {
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if (CheckFlags(this->fightStartFlag)) {
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FightManager_LoadFight(this);
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if (!this->unk_35) {
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u32 bgm = gRoomVars.fight_bgm ? gRoomVars.fight_bgm : BGM_FIGHT_THEME2;
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this->prevBgm = gArea.bgm;
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gArea.bgm = bgm;
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SoundReq(bgm);
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}
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SetNextAreaHint(TEXT_INDEX(TEXT_EZLO, 0xf));
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}
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}
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void FightManager_WaitForDone(FightManager* this) {
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// check if all helpers are done
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if (super->timer) {
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return;
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}
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// set the completion flag for the fight
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SetFlag(this->fightCompletedFlag);
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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->fightStartFlag) {
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if (!this->unk_35) {
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gArea.bgm = this->prevBgm;
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SoundReq(gArea.bgm);
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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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void FightManager_LoadFight(FightManager* this) {
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FightManagerHelper* monitor;
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EntityData* prop;
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Entity* ent;
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u32 counter;
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super->action = 2;
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super->timer = 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 = FightManager_CreateHelper(this);
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if (monitor == NULL) {
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DeleteThisEntity();
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}
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prop = (EntityData*)GetCurrentRoomProperty(super->type2);
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if (prop != NULL) {
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while (prop->kind != 0xFF) {
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ent = LoadRoomEntity(prop++);
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if ((ent != NULL) && (ent->kind == ENEMY)) {
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ent->field_0x6c.HALF.HI |= 0x40;
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FightManagerHelper_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 = FightManager_CreateHelper(this);
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if (monitor == NULL)
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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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FightManagerHelper* FightManager_CreateHelper(FightManager* this) {
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FightManagerHelper* extra;
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extra = (FightManagerHelper*)GetEmptyManager();
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if (extra) {
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extra->base.kind = MANAGER;
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extra->base.id = FIGHT_MANAGER;
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extra->base.type = 1;
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extra->base.parent = (Entity*)this;
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super->timer++;
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MemClear(&extra->enemies, sizeof(extra->enemies));
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AppendEntityToList((Entity*)extra, 8);
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}
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return extra;
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}
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void FightManagerHelper_Monitor(FightManagerHelper* this, Entity* ent, u32 index) {
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this->enemies[index] = ent;
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super->timer++;
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}
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// case volumeMasterTarget is 1: The manager is a helper
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void FightManagerHelper_Main(FightManagerHelper* this) {
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u8 i;
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bool32 anyRemaining;
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Entity* current;
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if (super->action == 0) {
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super->action = 1;
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SetDefaultPriority((Entity*)this, PRIO_NO_BLOCK);
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}
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// go through and check all monitored enemies.
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anyRemaining = FALSE;
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for (i = 0; i < 8; i++) {
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current = this->enemies[i];
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if (current != NULL) {
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if (current->next == NULL) {
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this->enemies[i] = 0;
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} else {
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anyRemaining = TRUE;
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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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FightManager* parent = (FightManager*)super->parent;
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if (parent->base.timer != 0) {
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parent->base.timer--;
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}
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DeleteThisEntity();
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}
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}
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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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FightManagerHelper* current;
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Manager* end = (Manager*)&gEntityLists[8];
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u32 i;
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for (current = (FightManagerHelper*)end->next; (Manager*)current != end;
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current = (FightManagerHelper*)current->base.next) {
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if (current->base.kind != MANAGER || current->base.id != FIGHT_MANAGER) {
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continue;
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}
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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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