mirror of
https://github.com/zeldaret/tmc
synced 2026-05-24 07:11:07 -04:00
111 lines
2.9 KiB
C
111 lines
2.9 KiB
C
/**
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* @file object30.c
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* @ingroup Objects
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*
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* @brief Object30 object
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*/
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#include "collision.h"
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#include "functions.h"
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#include "item.h"
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#include "object.h"
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typedef struct {
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/*0x00*/ Entity base;
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/*0x68*/ u16 unk_68;
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/*0x6a*/ u16 unk_6a;
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/*0x6c*/ u16* unk_6c;
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/*0x70*/ u32 gravity;
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} Object30Entity;
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extern u32 sub_0806F798(Entity*);
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extern const Hitbox3D gUnk_08121C58;
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void Object30_Init(Object30Entity*);
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void Object30_Action1(Object30Entity*);
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void Object30_Action2(Object30Entity*);
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void sub_0808A968(Object30Entity*);
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void Object30(Object30Entity* this) {
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static void (*const Object30_Actions[])(Object30Entity*) = {
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Object30_Init,
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Object30_Action1,
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Object30_Action2,
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};
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Object30_Actions[super->action](this);
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sub_08080CB4(super);
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}
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void Object30_Init(Object30Entity* this) {
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MapLayer* mapLayer;
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const u16* ptr;
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switch (super->type) {
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case 0:
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mapLayer = GetLayerByIndex(super->collisionLayer);
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ptr = &mapLayer->mapData[sub_0806F798(super)];
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this->unk_6c = (u16*)ptr;
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this->unk_68 = ptr[0];
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super->action = 1;
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break;
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case 1:
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sub_0808A968(this);
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break;
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case 2:
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case 3:
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sub_0808A968(this);
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Object30_Action2(this);
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break;
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}
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}
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void Object30_Action1(Object30Entity* this) {
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if (this->unk_68 != this->unk_6c[0]) {
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sub_0808A968(this);
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}
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}
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void Object30_Action2(Object30Entity* this) {
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static const s8 gUnk_08121194[] = {
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-7, -8, -9, -10, -11, -10, -9, -8,
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};
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switch (super->type) {
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case 0:
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if (this->gravity != 0) {
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if (super->zVelocity < 0) {
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if (super->z.HALF.HI > -8) {
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this->gravity = 0;
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} else {
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if (super->zVelocity < Q_16_16(-0.25)) {
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this->gravity = Q_8_8(-4.0);
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} else {
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this->gravity = Q_8_8(4.0);
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}
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}
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}
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GravityUpdate(super, this->gravity);
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return;
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}
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// fallthrough
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case 1:
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super->z.HALF.HI = gUnk_08121194[(super->subtimer++ >> 3) & 7];
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if (!IsCollidingPlayer(super)) {
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return;
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}
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break;
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}
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CreateItemEntity(ITEM_KINSTONE, (u32)super->type2, 0);
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DeleteThisEntity();
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}
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void sub_0808A968(Object30Entity* this) {
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super->action = 2;
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super->timer = 30;
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super->spriteSettings.draw = 1;
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super->zVelocity = Q_16_16(2.5);
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super->spritePriority.b1 = 3;
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super->spriteSettings.shadow = 0;
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super->collisionFlags |= 0x10;
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super->hitbox = (Hitbox*)&gUnk_08121C58;
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SetEntityPriority(super, 2);
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this->gravity = Q_8_8(40.0);
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}
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