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/**
* @file simon.c
* @ingroup NPCs
*
* @brief Simon NPC
*/
#include "entity.h"
#include "flags.h"
#include "object.h"
#include "effects.h"
#include "room.h"
#include "screenTransitions.h"
#include "script.h"
#include "sound.h"
#include "tiles.h"
#include "fade.h"
typedef struct {
u8 filler[4];
u32 unk;
} struct_0806C2A0;
void Simon(Entity* this) {
if (this->action == 0) {
this->action++;
InitScriptForNPC(this);
} else {
ExecuteScriptAndHandleAnimation(this, NULL);
}
}
void sub_0806C224(void) {
DoExitTransition(&gUnk_0813AD60);
gRoomTransition.type = TRANSITION_FADE_BLACK_FAST;
}
void Simon_CreateChest(Entity* this) {
CreateObjectWithParent(this, SPECIAL_FX, FX_BIG_EXPLOSION2, 0);
SetTileType(TILE_TYPE_115, COORD_TO_TILE(this), this->collisionLayer);
SoundReq(SFX_SECRET_BIG);
}
void sub_0806C280(void) {
SetGlobalFlag(MAROYA_WAKEUP);
DoExitTransition(&gUnk_0813AD74);
gRoomTransition.type = TRANSITION_FADE_BLACK_FAST;
}
void sub_0806C2A0(Entity* this, ScriptExecutionContext* context) {
switch (context->intVariable) {
case 0:
SetFade(FADE_IN_OUT | FADE_INSTANT | FADE_MOSAIC, 4);
break;
case 1:
SetFade(FADE_INSTANT | FADE_MOSAIC, 4);
break;
}
}
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