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
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
|
/**
* @file flame.c
* @ingroup Objects
*
* @brief Flame object
*/
#include "entity.h"
#include "flags.h"
#include "physics.h"
#include "sound.h"
#include "asm.h"
#include "room.h"
#include "player.h"
typedef struct {
/*0x00*/ Entity base;
/*0x68*/ u8 unused1[30];
/*0x86*/ u16 flag;
} FlameEntity;
extern void sub_0807AB44(Entity*, s32, s32);
void (*const Flame_Actions[])(FlameEntity*);
void Flame(FlameEntity* this) {
Flame_Actions[super->action](this);
}
void Flame_Init(FlameEntity* this) {
super->action = 1;
super->spriteSettings.draw = TRUE;
if (super->type2 != 0) {
super->timer = super->type2;
}
InitializeAnimation(super, 0);
switch (super->type) {
case 1:
super->y.HALF.HI -= 8;
super->timer = 40;
break;
case 2:
super->timer = 15;
SnapToTile(super);
break;
case 3:
CopyPosition(super->parent, super);
break;
case 4:
if (!CheckFlags(this->flag)) {
super->spriteSettings.draw = FALSE;
super->subAction = 1;
return;
}
}
EnqueueSFX(SFX_124);
}
void Flame_Action1(FlameEntity* this) {
u32 val;
GetNextFrame(super);
switch (super->type) {
case 0:
default:
if (super->type2 == 0)
return;
case 1:
case 2:
if (super->timer-- != 0)
return;
if (super->type == 2) {
sub_0807B7D8(((u16*)super->child)[3], COORD_TO_TILE(super), super->collisionLayer);
sub_0807AB44(super, 0, 0x10);
sub_0807AB44(super, 0, -0x10);
sub_0807AB44(super, 0x10, 0);
sub_0807AB44(super, -0x10, 0);
}
DeleteThisEntity();
break;
case 3:
if (super->parent->next == NULL) {
DeleteThisEntity();
}
if (--super->timer == 0) {
DeleteThisEntity();
}
CopyPosition(super->parent, super);
break;
case 4:
val = CheckFlags(this->flag);
if (super->subAction == 0) {
if (val)
return;
super->subAction = 1;
super->spriteSettings.draw = 0;
} else {
if (!val)
return;
super->subAction = 0;
super->spriteSettings.draw = 1;
InitializeAnimation(super, 0);
EnqueueSFX(SFX_124);
}
break;
}
}
void (*const Flame_Actions[])(FlameEntity*) = {
Flame_Init,
Flame_Action1,
};
|