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/**
* @file ezlo.c
* @ingroup NPCs
*
* @brief Ezlo NPC
*/
#include "npc.h"
#include "physics.h"
#include "effects.h"
#include "player.h"
#include "script.h"
#include "asm.h"
const u8 gUnk_08114134[];
const u8 gUnk_08114144[];
// Ezlo as a cap in the Minish Woods, is destroyed as soon as link wears ezlo
void Ezlo(Entity* this) {
if (this->action == 0) {
this->action++;
SetEntityPriority(this, PRIO_MESSAGE);
InitScriptForNPC(this);
}
ExecuteScriptForEntity(this, NULL);
HandleEntity0x82Actions(this);
UpdateAnimationSingleFrame(this);
}
void sub_0806D8A0(Entity* this, ScriptExecutionContext* context) {
s32 xOffset;
s32 yOffset;
context->unk_19 = 8;
context->postScriptActions |= 2;
context->condition = 0;
xOffset = 16;
if (this->spriteSettings.flipX) {
xOffset = -xOffset;
}
xOffset += gPlayerEntity.base.x.HALF.HI;
yOffset = gPlayerEntity.base.y.HALF.HI + 2;
context->x.HALF.HI = xOffset;
context->y.HALF.HI = yOffset;
xOffset -= this->x.HALF.HI;
this->direction = CalculateDirectionFromOffsets(xOffset, yOffset - this->y.HALF.HI);
this->animationState = (this->animationState & 0x80) | gUnk_08114134[this->direction >> 4];
}
void sub_0806D908(Entity* this) {
this->direction = CalculateDirectionTo(this->x.HALF.HI, this->y.HALF.HI, gPlayerEntity.base.x.HALF.HI,
gPlayerEntity.base.y.HALF.HI);
this->animationState = (this->animationState & 0x80) | gUnk_08114144[this->direction >> 0x1];
}
// called when talk to ezlo, also when ezlo moves after you
void sub_0806D944(Entity* this) {
this->spriteSettings.flipX = 0;
if (this->x.WORD <= gPlayerEntity.base.x.WORD) {
this->spriteSettings.flipX = 1;
}
}
// Ezlo Angry FX
void sub_0806D96C(Entity* this) {
Entity* fx = CreateFx(this, FX_STEAM_EFC, 0);
if (fx != NULL) {
fx->spritePriority.b0 = 1;
PositionRelative(this, fx, 0, Q_16_16(-24.0));
}
}
void sub_0806D9A4(Entity* this) {
if (this->x.WORD <= gPlayerEntity.base.x.WORD) {
gPlayerEntity.base.spriteSettings.flipX = 0;
} else {
gPlayerEntity.base.spriteSettings.flipX = 1;
}
gPlayerEntity.base.animationState = 4;
}
// animation states
const u8 gUnk_08114134[] = { 0x00, 0x01, 0x01, 0x02, 0x02, 0x03, 0x03, 0x04,
0x04, 0x05, 0x05, 0x06, 0x06, 0x07, 0x07, 0x00 };
// animation states
const u8 gUnk_08114144[] = { 0x00, 0x01, 0x01, 0x02, 0x02, 0x03, 0x03, 0x04,
0x04, 0x05, 0x05, 0x06, 0x06, 0x07, 0x07, 0x00 };
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