/* * File: z_obj_roomtimer.c * Overlay: ovl_Obj_Roomtimer * Description: Starts Timer 1 with a value specified in params */ #include "z_obj_roomtimer.h" #define FLAGS ACTOR_FLAG_4 void ObjRoomtimer_Init(Actor* thisx, GlobalContext* globalCtx); void ObjRoomtimer_Destroy(Actor* thisx, GlobalContext* globalCtx); void ObjRoomtimer_Update(Actor* thisx, GlobalContext* globalCtx); void func_80B9D054(ObjRoomtimer* this, GlobalContext* globalCtx); void func_80B9D0B0(ObjRoomtimer* this, GlobalContext* globalCtx); const ActorInit Obj_Roomtimer_InitVars = { ACTOR_OBJ_ROOMTIMER, ACTORCAT_ENEMY, FLAGS, OBJECT_GAMEPLAY_KEEP, sizeof(ObjRoomtimer), (ActorFunc)ObjRoomtimer_Init, (ActorFunc)ObjRoomtimer_Destroy, (ActorFunc)ObjRoomtimer_Update, (ActorFunc)NULL, NULL, }; void ObjRoomtimer_Init(Actor* thisx, GlobalContext* globalCtx) { ObjRoomtimer* this = (ObjRoomtimer*)thisx; s16 params = this->actor.params; this->switchFlag = (params >> 10) & 0x3F; this->actor.params = params & 0x3FF; params = this->actor.params; if (params != 0x3FF) { if (params > 600) { this->actor.params = 600; } else { this->actor.params = params; } } this->actionFunc = func_80B9D054; } void ObjRoomtimer_Destroy(Actor* thisx, GlobalContext* globalCtx) { ObjRoomtimer* this = (ObjRoomtimer*)thisx; if ((this->actor.params != 0x3FF) && (gSaveContext.timer1Value > 0)) { gSaveContext.timer1State = 10; } } void func_80B9D054(ObjRoomtimer* this, GlobalContext* globalCtx) { if (this->actor.params != 0x3FF) { func_80088B34(this->actor.params); } Actor_ChangeCategory(globalCtx, &globalCtx->actorCtx, &this->actor, ACTORCAT_PROP); this->actionFunc = func_80B9D0B0; } void func_80B9D0B0(ObjRoomtimer* this, GlobalContext* globalCtx) { if (Flags_GetTempClear(globalCtx, this->actor.room)) { if (this->actor.params != 0x3FF) { gSaveContext.timer1State = 10; } Flags_SetClear(globalCtx, this->actor.room); Flags_SetSwitch(globalCtx, this->switchFlag); func_80078884(NA_SE_SY_CORRECT_CHIME); Actor_Kill(&this->actor); } else { if ((this->actor.params != 0x3FF) && (gSaveContext.timer1Value == 0)) { Audio_PlaySoundGeneral(NA_SE_OC_ABYSS, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); Gameplay_TriggerVoidOut(globalCtx); Actor_Kill(&this->actor); } } } void ObjRoomtimer_Update(Actor* thisx, GlobalContext* globalCtx) { ObjRoomtimer* this = (ObjRoomtimer*)thisx; this->actionFunc(this, globalCtx); }