1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
|
/*
* File: z_obj_roomtimer.c
* Overlay: ovl_Obj_Roomtimer
* Description:
*/
#include "z_obj_roomtimer.h"
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED)
void ObjRoomtimer_Init(Actor* thisx, PlayState* play);
void ObjRoomtimer_Destroy(Actor* thisx, PlayState* play);
void ObjRoomtimer_Update(Actor* thisx, PlayState* play);
void func_80973CD8(ObjRoomtimer* this, PlayState* play);
void func_80973D3C(ObjRoomtimer* this, PlayState* play);
void func_80973DE0(ObjRoomtimer* this, PlayState* play);
ActorProfile Obj_Roomtimer_Profile = {
/**/ ACTOR_OBJ_ROOMTIMER,
/**/ ACTORCAT_ENEMY,
/**/ FLAGS,
/**/ GAMEPLAY_KEEP,
/**/ sizeof(ObjRoomtimer),
/**/ ObjRoomtimer_Init,
/**/ ObjRoomtimer_Destroy,
/**/ ObjRoomtimer_Update,
/**/ NULL,
};
void ObjRoomtimer_Init(Actor* thisx, PlayState* play) {
ObjRoomtimer* this = (ObjRoomtimer*)thisx;
this->switchFlag = ROOMTIMER_GET_SWITCH_FLAG(thisx);
this->actor.params &= 0x1FF;
if (this->actor.params != 0x1FF) {
this->actor.params = CLAMP_MAX(this->actor.params, 500);
}
this->actionFunc = func_80973CD8;
}
void ObjRoomtimer_Destroy(Actor* thisx, PlayState* play) {
ObjRoomtimer* this = (ObjRoomtimer*)thisx;
if ((this->actor.params != 0x1FF) && (gSaveContext.timerStates[TIMER_ID_MINIGAME_2] >= TIMER_STATE_START)) {
gSaveContext.timerStates[TIMER_ID_MINIGAME_2] = TIMER_STATE_STOP;
}
}
void func_80973CD8(ObjRoomtimer* this, PlayState* play) {
if (this->actor.params != 0x1FF) {
Interface_StartTimer(TIMER_ID_MINIGAME_2, this->actor.params);
}
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP);
this->actionFunc = func_80973D3C;
}
void func_80973D3C(ObjRoomtimer* this, PlayState* play) {
if (Flags_GetClearTemp(play, this->actor.room)) {
if (this->actor.params != 0x1FF) {
gSaveContext.timerStates[TIMER_ID_MINIGAME_2] = TIMER_STATE_STOP;
}
CutsceneManager_Queue(this->actor.csId);
this->actionFunc = func_80973DE0;
} else if ((this->actor.params != 0x1FF) && (gSaveContext.timerStates[TIMER_ID_MINIGAME_2] == TIMER_STATE_OFF)) {
Audio_PlaySfx(NA_SE_OC_ABYSS);
func_80169EFC(play);
Actor_Kill(&this->actor);
}
}
void func_80973DE0(ObjRoomtimer* this, PlayState* play) {
if (CutsceneManager_IsNext(this->actor.csId)) {
Flags_SetClear(play, this->actor.room);
Flags_SetSwitch(play, this->switchFlag);
if (CutsceneManager_GetLength(this->actor.csId) != -1) {
CutsceneManager_StartWithPlayerCs(this->actor.csId, &this->actor);
}
Actor_Kill(&this->actor);
return;
}
CutsceneManager_Queue(this->actor.csId);
}
void ObjRoomtimer_Update(Actor* thisx, PlayState* play) {
ObjRoomtimer* this = (ObjRoomtimer*)thisx;
this->actionFunc(this, play);
}
|