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
|
/*
* 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);
}
|