/** * @file heartContainer.c * @ingroup Objects * * @brief HeartContainer object */ #include "collision.h" #include "entity.h" #include "flags.h" #include "functions.h" #include "item.h" #include "sound.h" static void HeartContainer_Init(Entity*); static void HeartContainer_Action1(Entity*); static void HeartContainer_Action2(Entity*); static void HeartContainer_Action3(Entity*); static void (*const HeartContainer_Actions[])(Entity*) = { HeartContainer_Init, HeartContainer_Action1, HeartContainer_Action2, HeartContainer_Action3, }; const Hitbox3D gUnk_08121C58 = { 0, -3, { 5, 3, 3, 5 }, 6, 6, 12, {} }; void HeartContainer(Entity* this) { HeartContainer_Actions[this->action](this); } static void HeartContainer_Init(Entity* this) { if (CheckFlags(this->cutsceneBeh.HWORD)) { DeleteThisEntity(); } this->action = 1; this->type = 0x62; this->spriteSettings.draw = 0; this->hitbox = (Hitbox*)&gUnk_08121C58; this->collisionLayer = 3; this->updatePriority = PRIO_NO_BLOCK; } static void HeartContainer_Action1(Entity* this) { if (CheckFlags(this->field_0x86.HWORD)) { this->action = 2; this->spriteSettings.draw = 1; this->spriteRendering.b0 = 3; HeartContainer_Action2(this); } } static void HeartContainer_Action2(Entity* this) { int var0 = 0x400 - this->subtimer * 8; if (var0 > 0x100) { this->subtimer++; SetAffineInfo(this, var0, var0, 0); } else { this->action = 3; this->collisionFlags |= 0x10; sub_0805EC60(this); SoundReq(SFX_HEART_CONTAINER_SPAWN); } sub_08080CB4(this); } static void HeartContainer_Action3(Entity* this) { sub_08080CB4(this); if (!(gPlayerState.flags & PL_MINISH) && IsCollidingPlayer(this)) { SetFlag(this->cutsceneBeh.HWORD); CreateItemEntity(ITEM_HEART_CONTAINER, 0, 0); DeleteThisEntity(); } }