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/**
* @file windProjectile.c
* @ingroup Projectiles
*
* @brief Wind Projectile
*/
#include "enemy.h"
#include "entity.h"
#include "physics.h"
extern void (*const WindProjectile_Actions[])(Entity*);
void WindProjectile(Entity* this) {
if (GetNextFunction(this) != 0) {
DeleteThisEntity();
}
WindProjectile_Actions[this->action](this);
}
void WindProjectile_Init(Entity* this) {
if (this->type == 0) {
this->action = 1;
InitializeAnimation(this, this->direction >> 3);
} else {
this->action = 2;
InitializeAnimation(this, this->direction >> 3 | IdleSouth);
EnqueueSFX(SFX_15F);
}
}
void WindProjectile_Action1(Entity* this) {
u32 direction;
Entity* parent = this->parent;
if (parent == NULL) {
DeleteEntity(this);
} else {
if (parent->next == NULL) {
DeleteEntity(this);
} else {
if (this->spriteSettings.draw == 1) {
CopyPosition(parent, this);
direction = (parent->direction + 4) & DirectionWest;
if (this->timer != 0) {
this->direction = direction;
this->animationState = direction >> 2;
this->timer = 0;
InitializeAnimation(this, direction >> 3);
} else {
if (direction >> 2 != this->animationState) {
this->direction = direction;
this->animationState = direction >> 2;
InitializeAnimation(this, direction >> 3);
}
}
}
GetNextFrame(this);
}
}
}
void WindProjectile_Action2(Entity* this) {
GetNextFrame(this);
if (ProcessMovement3(this) != 0) {
if (IsProjectileOffScreen(this)) {
DeleteEntity(this);
} else {
UpdateCollisionLayer(this);
}
} else {
this->action = 3;
COLLISION_OFF(this);
this->speed = 0;
}
}
void WindProjectile_Action3(Entity* this) {
GetNextFrame(this);
if ((this->frame & ANIM_DONE) != 0) {
DeleteEntity(this);
}
}
void (*const WindProjectile_Actions[])(Entity*) = {
WindProjectile_Init,
WindProjectile_Action1,
WindProjectile_Action2,
WindProjectile_Action3,
};
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