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/**
* @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();
}
}
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