Files
tmc/src/manager/fightManager.c
T
octorock a83c83ee8c Extract some data
Sort data according to the compilation using they belong to.
Extract background animations.
2022-09-03 23:33:35 +02:00

204 lines
6.4 KiB
C

/**
* @file fightManager.c
* @ingroup Managers
*
* @brief Manages fights with multiple enemies
*
* It possibly waits for an inhibitor flag to be set, then spawns a bunch of entities (based on room data).
* Once all enemies created this way are dead, it sets a flag.
* (There is also a part about changing the music and setting it back when the fight is done, which is song 0x33 (a
* fight theme) by default but can be overridden through room data)
*/
#include "manager/fightManager.h"
#include "area.h"
#include "common.h"
#include "flags.h"
#include "message.h"
#include "room.h"
#include "sound.h"
enum FightManager_State { Init, WaitForFlag, WaitForDone };
void FightManager_LoadFight(FightManager*);
FightManagerHelper* FightManager_CreateHelper(FightManager*);
void FightManagerHelper_Monitor(FightManagerHelper*, Entity*, u32);
void FightManager_Init(FightManager*);
void FightManager_WaitForFlag(FightManager*);
void FightManager_WaitForDone(FightManager*);
void FightManager_Main2(FightManager*);
void FightManagerHelper_Main(FightManagerHelper*);
void FightManager_Main(Manager* this) {
static void (*const FightManager_ActionFuncs[])(Manager*) = {
(void (*)(Manager*))FightManager_Main2,
(void (*)(Manager*))FightManagerHelper_Main,
};
// make a distincion if this is a controller (volumeMasterTarget = 0) or a helper (volumeMasterTarget = 1)
FightManager_ActionFuncs[this->type](this);
}
void FightManager_Main2(FightManager* this) {
// make a distinction based on the state of this controller
static void (*const FightManager_Actions[])(FightManager*) = {
FightManager_Init,
FightManager_WaitForFlag,
FightManager_WaitForDone,
};
FightManager_Actions[super->action](this);
}
void FightManager_Init(FightManager* this) {
// check if the fight was already completed previously (checks the flag that gets set after the fight is done)
if (!CheckFlags(this->fightCompletedFlag)) {
super->action = WaitForFlag;
// if there is no flag that needs to be set before the fight is started, start it immediately
if (!this->fightStartFlag) {
FightManager_LoadFight(this);
}
SetDefaultPriority((Entity*)this, PRIO_NO_BLOCK);
} else {
DeleteThisEntity();
}
}
void FightManager_WaitForFlag(FightManager* this) {
if (CheckFlags(this->fightStartFlag)) {
FightManager_LoadFight(this);
if (!this->unk_35) {
u32 bgm = gRoomVars.fight_bgm ? gRoomVars.fight_bgm : BGM_FIGHT_THEME2;
this->prevBgm = gArea.bgm;
gArea.bgm = bgm;
SoundReq(bgm);
}
SetNextAreaHint(TEXT_INDEX(TEXT_EZLO, 0xf));
}
}
void FightManager_WaitForDone(FightManager* this) {
// check if all helpers are done
if (super->timer) {
return;
}
// set the completion flag for the fight
SetFlag(this->fightCompletedFlag);
// restore music (if it was set, which apparently is only possible if there's a flag the fight waited for)
if (this->fightStartFlag) {
if (!this->unk_35) {
gArea.bgm = this->prevBgm;
SoundReq(gArea.bgm);
sub_0801855C();
}
}
DeleteThisEntity();
}
void FightManager_LoadFight(FightManager* this) {
FightManagerHelper* monitor;
EntityData* prop;
Entity* ent;
u32 counter;
super->action = 2;
super->timer = 0;
counter = 0;
// Create a helper to keep track of the created entities.
monitor = FightManager_CreateHelper(this);
if (monitor == NULL) {
DeleteThisEntity();
}
prop = (EntityData*)GetCurrentRoomProperty(super->type2);
if (prop != NULL) {
while (prop->kind != 0xFF) {
ent = LoadRoomEntity(prop++);
if ((ent != NULL) && (ent->kind == ENEMY)) {
ent->field_0x6c.HALF.HI |= 0x40;
FightManagerHelper_Monitor(monitor, ent, counter++);
}
if (counter >= 7) {
counter = 0;
monitor = FightManager_CreateHelper(this);
if (monitor == NULL)
return;
}
}
}
}
/**
* Create a helper and increment the counter for the number of helpers (unk_0e).
* The helper will decrease said counter when it deletes itself (when none of the enemies it monitors remain).
*/
FightManagerHelper* FightManager_CreateHelper(FightManager* this) {
FightManagerHelper* extra;
extra = (FightManagerHelper*)GetEmptyManager();
if (extra) {
extra->base.kind = MANAGER;
extra->base.id = FIGHT_MANAGER;
extra->base.type = 1;
extra->base.parent = (Entity*)this;
super->timer++;
MemClear(&extra->enemies, sizeof(extra->enemies));
AppendEntityToList((Entity*)extra, 8);
}
return extra;
}
void FightManagerHelper_Monitor(FightManagerHelper* this, Entity* ent, u32 index) {
this->enemies[index] = ent;
super->timer++;
}
// case volumeMasterTarget is 1: The manager is a helper
void FightManagerHelper_Main(FightManagerHelper* this) {
u8 i;
bool32 anyRemaining;
Entity* current;
if (super->action == 0) {
super->action = 1;
SetDefaultPriority((Entity*)this, PRIO_NO_BLOCK);
}
// go through and check all monitored enemies.
anyRemaining = FALSE;
for (i = 0; i < 8; i++) {
current = this->enemies[i];
if (current != NULL) {
if (current->next == NULL) {
this->enemies[i] = 0;
} else {
anyRemaining = TRUE;
}
}
}
if (!anyRemaining) {
// inform the parent that we're done
FightManager* parent = (FightManager*)super->parent;
if (parent->base.timer != 0) {
parent->base.timer--;
}
DeleteThisEntity();
}
}
/**
* Replace an entity that is currently being monitored with a new one
*/
void ReplaceMonitoredEntity(Entity* old, Entity* new) {
FightManagerHelper* current;
Manager* end = (Manager*)&gEntityLists[8];
u32 i;
for (current = (FightManagerHelper*)end->next; (Manager*)current != end;
current = (FightManagerHelper*)current->base.next) {
if (current->base.kind != MANAGER || current->base.id != FIGHT_MANAGER) {
continue;
}
for (i = 0; i < 8; i++) {
if (old == current->enemies[i]) {
current->enemies[i] = new;
return;
}
}
}
}