Files
tmc/src/code_0805EC04.c
T
2022-08-19 23:02:55 +02:00

187 lines
5.2 KiB
C

#include "common.h"
#include "entity.h"
#include "player.h"
#include "room.h"
#include "structures.h"
extern const u8 gUnk_08109202[];
u32 ConvInputToState(u32 keys);
bool32 sub_0805EC04(Entity* this) {
u32 i = 1;
OAMControls* temp = &gOAMControls;
u32 j = 1;
for (; i < 0x20; i++) {
if (temp->unk[i].unk6 == 0) {
temp->unk[i].unk6 = j;
this->spriteOrientation.b1 = i;
this->spriteRendering.b0 |= j;
return TRUE;
}
}
return FALSE;
}
void sub_0805EC60(Entity* this) {
u8 temp;
OAMControls* temp2;
if (this->spriteRendering.b0 != 0) {
this->spriteRendering.b0 = 0;
temp = this->spriteOrientation.b1;
this->spriteOrientation.b1 = 0;
temp2 = &gOAMControls;
temp2->unk[temp].unk6 = 0;
}
}
bool32 SetAffineInfo(Entity* ent, u32 param_2, u32 param_3, u32 param_4) {
u16* temp;
if (ent->spriteOrientation.b1 == 0 && !sub_0805EC04(ent)) {
return 0;
} else {
gOAMControls.unk[0].unk7 = 1;
temp = (u16*)&gOAMControls.unk[ent->spriteOrientation.b1].unk0;
temp[0] = param_2;
temp[1] = param_3;
temp[2] = param_4;
return 1;
}
}
void sub_0805ECEC(int param_1, u32 param_2, u32 param_3, u32 param_4) {
u16* temp;
gOAMControls.unk[0].unk7 = 1;
temp = (u16*)&gOAMControls.unk[param_1].unk0;
temp[0] = param_2;
temp[1] = param_3;
temp[2] = param_4;
}
void InitPlayerMacro(PlayerMacroEntry* playerMacro) {
gPlayerState.playerInput.playerMacro = playerMacro;
gPlayerState.playerInput.playerMacroWaiting = 0;
gPlayerState.playerInput.playerMacroHeldKeys = 0;
}
void UpdatePlayerInput(void) {
u32 flags;
u32 state;
u32 keys;
u32 prevState;
PlayerInput* playerInput;
PlayerMacroEntry* playerMacro;
u32 zero;
if (gPlayerState.playerInput.playerMacro != NULL) {
// Player is controlled by macro.
playerInput = &gPlayerState.playerInput;
playerMacro = playerInput->playerMacro;
if (playerInput->playerMacroWaiting == 0) { // Execute next macro entry.
zero = 0;
goto code_2;
code_0:
if (flags != 2) {
playerInput->playerMacroWaiting = playerMacro->flags;
playerInput->playerMacroHeldKeys = playerMacro->keys;
}
playerMacro++;
playerInput->playerMacro = playerMacro;
goto code_4;
code_2:
do {
flags = playerMacro->flags >> 0xe;
if (flags != 1) {
break;
}
(u8*)playerMacro += ((s16)playerMacro->keys);
} while (TRUE);
if (flags == 3) {
playerInput->playerMacroWaiting = zero;
playerInput->playerMacroHeldKeys = zero;
playerMacro = NULL;
playerInput->playerMacro = playerMacro;
} else {
goto code_0;
}
}
code_4:
playerInput->playerMacroWaiting--;
keys = playerInput->playerMacroHeldKeys;
} else {
// Player has control.
switch (gPlayerState.controlMode) {
case CONTROL_DISABLED:
case CONTROL_1:
case CONTROL_2:
case CONTROL_ENABLED:
keys = 0;
break;
}
switch (gPlayerState.controlMode) {
case CONTROL_DISABLED:
case CONTROL_2:
keys = 0;
break;
case CONTROL_1:
gPlayerState.controlMode = CONTROL_ENABLED;
gPlayerState.playerInput.heldInput = ConvInputToState(gInput.heldKeys);
// fallthrough
case CONTROL_ENABLED:
keys = gInput.heldKeys;
break;
}
}
state = ConvInputToState(keys);
prevState = ~gPlayerState.playerInput.heldInput;
gPlayerState.playerInput.heldInput = state;
gPlayerState.playerInput.newInput = state & prevState;
// Calculate the direction from the currently held input.
gPlayerState.direction = gUnk_08109202[(state & PLAYER_INPUT_ANY_DIRECTION) >> 8];
}
u32 ConvInputToState(u32 keys) {
u32 result;
if (keys & L_BUTTON) {
result = 0x1000;
} else {
result = 0;
}
if (keys & R_BUTTON) {
result |= PLAYER_INPUT_20;
result |= PLAYER_INPUT_8000;
result |= PLAYER_INPUT_80;
}
if (keys & A_BUTTON) {
result |= PLAYER_INPUT_8;
result |= PLAYER_INPUT_40 | PLAYER_INPUT_1;
}
if (keys & B_BUTTON) {
result |= PLAYER_INPUT_10;
result |= PLAYER_INPUT_2;
}
if (keys & DPAD_RIGHT) {
result |= PLAYER_INPUT_RIGHT;
}
if (keys & DPAD_LEFT) {
result |= PLAYER_INPUT_LEFT;
}
if (keys & DPAD_UP) {
result |= PLAYER_INPUT_UP;
}
if (keys & DPAD_DOWN) {
result |= PLAYER_INPUT_DOWN;
}
return result;
}
void sub_0805EE88(void) {
if ((gRoomTransition.field_0x2c[2] != 0) && ((gRoomTransition.frameCount & 3) == 0)) {
LoadPaletteGroup((((u32)gRoomTransition.frameCount & 0xc) >> 2) + 0x2f);
}
}