Shipwright/soh/src/overlays/actors/ovl_Obj_Roomtimer/z_obj_roomtimer.c

96 lines
2.9 KiB
C

/*
* 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, PlayState* play);
void ObjRoomtimer_Destroy(Actor* thisx, PlayState* play);
void ObjRoomtimer_Update(Actor* thisx, PlayState* play);
void func_80B9D054(ObjRoomtimer* this, PlayState* play);
void func_80B9D0B0(ObjRoomtimer* this, PlayState* play);
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, PlayState* play) {
ObjRoomtimer* this = (ObjRoomtimer*)thisx;
s16 params = this->actor.params;
// Shabom room in Jabu Jabu has a lengthened timer in Enemy Randomizer. Flag doesn't match what the game
// expects. Instead set it back to the same flag as what it would be in vanilla.
if (CVar_GetS32("gRandomizedEnemies", 0) && play->sceneNum == SCENE_BDAN && play->roomCtx.curRoom.num == 12) {
this->switchFlag = 30;
} else {
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, PlayState* play) {
ObjRoomtimer* this = (ObjRoomtimer*)thisx;
if ((this->actor.params != 0x3FF) && (gSaveContext.timer1Value > 0)) {
gSaveContext.timer1State = 10;
}
}
void func_80B9D054(ObjRoomtimer* this, PlayState* play) {
if (this->actor.params != 0x3FF) {
func_80088B34(this->actor.params);
}
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP);
this->actionFunc = func_80B9D0B0;
}
void func_80B9D0B0(ObjRoomtimer* this, PlayState* play) {
if (Flags_GetTempClear(play, this->actor.room)) {
if (this->actor.params != 0x3FF) {
gSaveContext.timer1State = 10;
}
Flags_SetClear(play, this->actor.room);
Flags_SetSwitch(play, 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);
Play_TriggerVoidOut(play);
Actor_Kill(&this->actor);
}
}
}
void ObjRoomtimer_Update(Actor* thisx, PlayState* play) {
ObjRoomtimer* this = (ObjRoomtimer*)thisx;
this->actionFunc(this, play);
}