/* * File: z_obj_roomtimer.c * Overlay: ovl_Obj_Roomtimer * Description: Starts Timer 1 with a value specified in params */ #include "z_obj_roomtimer.h" #include "sfx.h" #include "z_lib.h" #include "play_state.h" #include "save.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_80B9D054(ObjRoomtimer* this, PlayState* play); void func_80B9D0B0(ObjRoomtimer* this, PlayState* play); ActorProfile Obj_Roomtimer_Profile = { /**/ ACTOR_OBJ_ROOMTIMER, /**/ ACTORCAT_ENEMY, /**/ FLAGS, /**/ OBJECT_GAMEPLAY_KEEP, /**/ sizeof(ObjRoomtimer), /**/ ObjRoomtimer_Init, /**/ ObjRoomtimer_Destroy, /**/ ObjRoomtimer_Update, /**/ NULL, }; void ObjRoomtimer_Init(Actor* thisx, PlayState* play) { ObjRoomtimer* this = (ObjRoomtimer*)thisx; this->switchFlag = PARAMS_GET_U(this->actor.params, 10, 6); this->actor.params = PARAMS_GET_U(this->actor.params, 0, 10); if (this->actor.params != 0x3FF) { this->actor.params = CLAMP_MAX(this->actor.params, 600); } this->actionFunc = func_80B9D054; } void ObjRoomtimer_Destroy(Actor* thisx, PlayState* play) { ObjRoomtimer* this = (ObjRoomtimer*)thisx; if ((this->actor.params != 0x3FF) && (gSaveContext.timerSeconds > 0)) { gSaveContext.timerState = TIMER_STATE_STOP; } } void func_80B9D054(ObjRoomtimer* this, PlayState* play) { if (this->actor.params != 0x3FF) { Interface_SetTimer(this->actor.params); } Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP); this->actionFunc = func_80B9D0B0; } void func_80B9D0B0(ObjRoomtimer* this, PlayState* play) { if (Flags_GetTempClear(play, this->actor.room)) { if (this->actor.params != 0x3FF) { gSaveContext.timerState = TIMER_STATE_STOP; } Flags_SetClear(play, this->actor.room); Flags_SetSwitch(play, this->switchFlag); Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME); Actor_Kill(&this->actor); return; } if ((this->actor.params != 0x3FF) && (gSaveContext.timerSeconds == 0)) { SFX_PLAY_CENTERED(NA_SE_OC_ABYSS); Play_TriggerVoidOut(play); Actor_Kill(&this->actor); } } void ObjRoomtimer_Update(Actor* thisx, PlayState* play) { ObjRoomtimer* this = (ObjRoomtimer*)thisx; this->actionFunc(this, play); }