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/**
* @file trapdoor.c
* @ingroup Objects
*
* @brief Trapdoor object
*/
#include "item.h"
#include "object.h"
#include "asm.h"
#include "flags.h"
#include "physics.h"
#include "player.h"
void sub_08099ECC(Entity*);
void Trapdoor_Init(Entity*);
void Trapdoor_Action1(Entity*);
void Trapdoor_Action2(Entity*);
void Trapdoor_Action3(Entity*);
void Trapdoor_Action4(Entity*);
extern void CreateHoleManager(u32);
void Trapdoor(Entity* this) {
static void (*const Trapdoor_Actions[])(Entity*) = {
Trapdoor_Init, Trapdoor_Action1, Trapdoor_Action2, Trapdoor_Action3, Trapdoor_Action4,
};
Trapdoor_Actions[this->action](this);
}
void Trapdoor_Init(Entity* this) {
this->collisionLayer = 1;
this->spriteRendering.b3 = 3;
this->spritePriority.b0 = 7;
this->subAction = 0;
if (GetInventoryValue(ITEM_FLIPPERS)) {
this->action = 4;
this->frameIndex = 0;
} else {
this->action = 1;
InitializeAnimation(this, 0);
}
}
void Trapdoor_Action1(Entity* this) {
if (CheckLocalFlag(MIZUKAKI_STAIR)) {
GetNextFrame(this);
if ((this->frame == 1) && (this->subAction == 0)) {
this->frame = 0;
sub_08099ECC(this);
}
if (this->frame & ANIM_DONE) {
this->action = 2;
InitializeAnimation(this, 1);
}
}
}
void Trapdoor_Action2(Entity* this) {
GetNextFrame(this);
if (this->frame & ANIM_DONE) {
this->frame &= ~0x80;
this->timer++;
if (this->timer == 3) {
this->action = 3;
this->frameIndex = 4;
}
}
}
void Trapdoor_Action3(Entity* this) {
if (EntityInRectRadius(this, &gPlayerEntity.base, 0xc, 0xc)) {
if (this->subAction == 0) {
sub_08099ECC(this);
RequestPriorityDuration(this, 30);
}
if (CheckLocalFlag(MIZUKAKI_STAIR_WARP_OK)) {
CreateHoleManager(0x7);
}
}
}
void Trapdoor_Action4(Entity* this) {
}
void sub_08099ECC(Entity* this) {
this->subAction = 1;
CopyPosition(this, &gPlayerEntity.base);
gPlayerState.queued_action = PLAYER_FALL;
gPlayerState.field_0x38 = 0;
gPlayerState.flags |= PL_PIT_IS_EXIT;
}
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