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https://github.com/HarbourMasters/Shipwright.git
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ba13e6b2c4
Co-authored-by: kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: Christopher Leggett <chris@leggett.dev>
96 lines
2.9 KiB
C
96 lines
2.9 KiB
C
/*
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* File: z_obj_roomtimer.c
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* Overlay: ovl_Obj_Roomtimer
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* Description: Starts Timer 1 with a value specified in params
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*/
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#include "z_obj_roomtimer.h"
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#define FLAGS ACTOR_FLAG_4
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void ObjRoomtimer_Init(Actor* thisx, PlayState* play);
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void ObjRoomtimer_Destroy(Actor* thisx, PlayState* play);
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void ObjRoomtimer_Update(Actor* thisx, PlayState* play);
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void func_80B9D054(ObjRoomtimer* this, PlayState* play);
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void func_80B9D0B0(ObjRoomtimer* this, PlayState* play);
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const ActorInit Obj_Roomtimer_InitVars = {
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ACTOR_OBJ_ROOMTIMER,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(ObjRoomtimer),
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(ActorFunc)ObjRoomtimer_Init,
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(ActorFunc)ObjRoomtimer_Destroy,
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(ActorFunc)ObjRoomtimer_Update,
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(ActorFunc)NULL,
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NULL,
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};
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void ObjRoomtimer_Init(Actor* thisx, PlayState* play) {
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ObjRoomtimer* this = (ObjRoomtimer*)thisx;
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s16 params = this->actor.params;
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// Shabom room in Jabu Jabu has a lengthened timer in Enemy Randomizer. Flag doesn't match what the game
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// expects. Instead set it back to the same flag as what it would be in vanilla.
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if (CVarGetInteger("gRandomizedEnemies", 0) && play->sceneNum == SCENE_BDAN && play->roomCtx.curRoom.num == 12) {
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this->switchFlag = 30;
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} else {
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this->switchFlag = (params >> 10) & 0x3F;
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}
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this->actor.params = params & 0x3FF;
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params = this->actor.params;
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if (params != 0x3FF) {
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if (params > 600) {
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this->actor.params = 600;
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} else {
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this->actor.params = params;
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}
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}
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this->actionFunc = func_80B9D054;
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}
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void ObjRoomtimer_Destroy(Actor* thisx, PlayState* play) {
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ObjRoomtimer* this = (ObjRoomtimer*)thisx;
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if ((this->actor.params != 0x3FF) && (gSaveContext.timer1Value > 0)) {
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gSaveContext.timer1State = 10;
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}
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}
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void func_80B9D054(ObjRoomtimer* this, PlayState* play) {
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if (this->actor.params != 0x3FF) {
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func_80088B34(this->actor.params);
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}
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Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP);
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this->actionFunc = func_80B9D0B0;
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}
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void func_80B9D0B0(ObjRoomtimer* this, PlayState* play) {
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if (Flags_GetTempClear(play, this->actor.room)) {
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if (this->actor.params != 0x3FF) {
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gSaveContext.timer1State = 10;
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}
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Flags_SetClear(play, this->actor.room);
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Flags_SetSwitch(play, this->switchFlag);
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func_80078884(NA_SE_SY_CORRECT_CHIME);
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Actor_Kill(&this->actor);
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} else {
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if ((this->actor.params != 0x3FF) && (gSaveContext.timer1Value == 0)) {
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Audio_PlaySoundGeneral(NA_SE_OC_ABYSS, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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Play_TriggerVoidOut(play);
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Actor_Kill(&this->actor);
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}
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}
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}
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void ObjRoomtimer_Update(Actor* thisx, PlayState* play) {
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ObjRoomtimer* this = (ObjRoomtimer*)thisx;
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this->actionFunc(this, play);
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}
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