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ui.c
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ui.c
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#include "area.h"
#include "common.h"
#include "functions.h"
#include "game.h"
#include "global.h"
#include "item.h"
#include "message.h"
#include "player.h"
#include "save.h"
#include "screen.h"
#include "sound.h"
#include "structures.h"
extern void sub_0805ECEC(u32, u32, u32, u32);
extern u32 sub_08000E44(u32);
extern const u16 gUnk_080C8F2C[];
extern u32 gUnk_085C4620[];
extern Frame* gSpriteAnimations_322[];
extern u16 gUnk_080C8F54[];
extern u32 gUnk_080C8F7C[];
typedef struct {
u16 unk_0; // -> gOamCmd._4
u16 unk_2; // -> gOamCmd._6
u16 unk_4; // -> element->unk_1a
u16 spriteIndex;
void (*updateFunction)(UIElement*);
u8 buttonElementId;
u8 unk_d;
u8 unk_e;
u8 unk_f;
} UIElementDefinition;
extern UIElementDefinition gUIElementDefinitions[];
extern void (*const ButtonUIElement_Actions[])(UIElement*);
extern const u8 gUnk_080C9044[];
extern void (*const EzloNagUIElement_Actions[])(UIElement*);
extern u16 gUnk_080C9058[];
extern Frame gUnk_080C9094[];
extern u8 RupeeKeyDigits[];
void sub_0801C2F0(u32, u32);
void DrawHearts(void);
void DrawChargeBar(void);
void DrawRupees(void);
void DrawKeys(void);
void CreateUIElement(u32, u32);
void RenderDigits(u32, u32, u32, u32);
void sub_0801CAFC(UIElement*, u32);
void sub_0801CB20(UIElement*, UIElementDefinition*);
UIElement* FindUIElement(u32);
void sub_0801CAD0(UIElement*);
void sub_0801CAB8(UIElement*, Frame*);
void EraseChargeBar(void);
void UpdateUIElements(void) {
u32 index;
UIElement* element;
const UIElementDefinition* definition;
for (index = 0; index < MAX_UI_ELEMENTS; index++) {
element = &gHUD.elements[index];
if (element->used != 0) {
definition = &gUIElementDefinitions[element->type];
definition->updateFunction(element);
}
}
}
void DrawUIElements(void) {
u32 index;
UIElement* element;
UIElementDefinition* definition;
for (index = 0; index < MAX_UI_ELEMENTS; index++) {
element = &gHUD.elements[index];
if (element->used == 1 && element->unk_0_1 == 1) {
gOamCmd.x = element->x;
gOamCmd.y = element->y;
definition = &gUIElementDefinitions[element->type];
gOamCmd._4 = definition->unk_0;
gOamCmd._6 = definition->unk_2;
gOamCmd._8 = element->unk_18 << 0xc | element->unk_1a;
DrawDirect(definition->spriteIndex, element->frameIndex);
}
}
}
void sub_0801C25C(void) {
s32 index;
u8 tmp;
UIElement* element;
for (index = 0; index < MAX_UI_ELEMENTS; index++) {
element = &gHUD.elements[index];
if (((element->used) == 1) && ((element->unk_0_1) == 1)) {
u8 temp = element->unk_0_2;
if (temp == 1) {
element->unk_0_2 = 2;
DmaCopy32(3, element->firstTile, element->unk_1a * 0x20 + 0x6010000, (element->numTiles << 3) * 4);
}
}
}
if (gHUD.unk_13 < 0) {
tmp = gHUD.unk_13 & 0x7f;
gHUD.unk_13 = tmp;
sub_0801C2F0(0x11a, tmp);
}
if (gHUD.unk_14 < 0) {
tmp = gHUD.unk_14 & 0x7f;
gHUD.unk_14 = tmp;
sub_0801C2F0(0x126, tmp);
}
}
void sub_0801C2F0(u32 param_1, u32 param_2) {
u32 uVar1;
register u32 rem asm("r1");
param_1 = param_1 * 0x20 + 0x6010000;
uVar1 = Div(param_2, 10);
if (uVar1 > 9) {
uVar1 = 9;
}
DmaCopy32(3, (gUnk_085C4620 + uVar1 * 8), param_1, 0x8 * 4);
DmaCopy32(3, (gUnk_085C4620 + (rem + 10) * 8), param_1 + 0x20, 0x8 * 4);
}
void DrawUI(void) {
gHUD.unk_0 &= ~gHUD.hideFlags;
DrawHearts();
DrawChargeBar();
DrawRupees();
DrawKeys();
gHUD.unk_0 = 0;
UpdateUIElements();
}
void InitUI(bool32 keepHealthAndRupees) {
u32 health;
u32 rupees;
if (!keepHealthAndRupees) {
health = gSave.stats.health >> 1;
rupees = gSave.stats.rupees;
} else {
health = gHUD.health;
rupees = gHUD.rupees;
}
MemClear(&gHUD, sizeof(HUD));
gHUD.health = health;
gHUD.rupees = rupees;
gHUD.maxHealth = gSave.stats.maxHealth >> 1;
LoadPaletteGroup(0xc);
LoadGfxGroup(0x10);
MemClear(&gBG0Buffer, sizeof(gBG0Buffer));
gScreen.bg0.subTileMap = &gBG0Buffer;
gScreen.bg0.control = 0x1f0c;
gScreen.lcd.displayControl |= 0x100;
gOAMControls.unk[0].unk7 = 1;
gOAMControls.unk[0].unk6 = 1;
gOAMControls.unk[1].unk6 = 1;
gHUD.unk_13 = 0x7f;
gHUD.unk_14 = 0x7f;
gHUD.unk_8 = 0x7f;
DrawHearts();
DrawRupees();
DrawChargeBar();
DrawKeys();
gHUD.buttonX[0] = 0xd0;
gHUD.buttonX[1] = 0xb8;
gHUD.buttonX[2] = 0xd8;
gHUD.buttonY[0] = 0x1c;
gHUD.buttonY[1] = 0x1c;
gHUD.buttonY[2] = 0xe;
// TODO why is this array cleared again? Is it filled by the function calls in the mean time?
MemClear(gHUD.elements, sizeof(gHUD.elements));
CreateUIElement(UI_ELEMENT_TEXT_R, 9);
CreateUIElement(UI_ELEMENT_ITEM_A, 0);
CreateUIElement(UI_ELEMENT_ITEM_B, 0);
CreateUIElement(UI_ELEMENT_BUTTON_R, 0);
CreateUIElement(UI_ELEMENT_BUTTON_B, 0);
CreateUIElement(UI_ELEMENT_BUTTON_A, 0);
CreateUIElement(UI_ELEMENT_EZLONAGSTART, 0);
CreateUIElement(UI_ELEMENT_HEART, 0);
}
void RefreshUI(void) {
gScreen.bg0.updated = 1;
}
void RecoverUI(u32 bottomPt, u32 topPt) {
gHUD.unk_2 = 0;
gHUD.unk_10 = 0;
gHUD.unk_a = 0;
}
void DrawRupees(void) {
u32 cVar1;
u32 temp;
u32 temp2;
u16* row1;
u16* row2;
if (gHUD.hideFlags & HUD_HIDE_RUPEES) {
if (gHUD.unk_a != 0) {
gHUD.unk_a = 0;
row1 = &gBG0Buffer[0x258];
row1[0] = 0;
row1[1] = 0;
row1[2] = 0;
row1[3] = 0;
row1[4] = 0;
row2 = &gBG0Buffer[0x278];
row2[0] = 0;
row2[1] = 0;
row2[2] = 0;
row2[3] = 0;
row2[4] = 0;
gScreen.bg0.updated = 1;
}
} else {
if (gHUD.unk_a == 0) {
gHUD.unk_a = 2;
row1 = &gBG0Buffer[0x258];
row2 = &gBG0Buffer[0x278];
row1[0] = temp2 = gWalletSizes[gSave.stats.walletType].iconStartTile;
row1[1] = temp2 + 1;
row2[0] = temp2 + 2;
row2[1] = temp2 + 3;
temp2 = 0xf070;
row1[2] = temp2;
row2[2] = temp2 + 1;
row1[3] = temp2 + 2;
row2[3] = temp2 + 3;
row1[4] = temp2 + 4;
row2[4] = temp2 + 5;
gScreen.bg0.updated = 1;
cVar1 = 1;
} else {
cVar1 = 0;
}
if (gHUD.rupees != gSave.stats.rupees) {
if (gHUD.rupees < gSave.stats.rupees) {
gHUD.rupees++;
} else {
gHUD.rupees--;
}
cVar1 = 2;
}
switch (cVar1) {
case 2:
temp = gHUD.unk_c;
temp &= 3;
if ((temp) == 0) {
SoundReq(SFX_RUPEE_GET);
}
case 1:
RenderDigits(0x70, gHUD.rupees, gWalletSizes[(u32)gSave.stats.walletType].size <= gHUD.rupees, 3);
cVar1 = gHUD.unk_c + 1;
default:
gHUD.unk_c = cVar1;
break;
}
}
}
/**
* Draw icon with text for rupees or keys
*/
void RenderDigits(u32 iconVramIndex, u32 count, u32 isTextYellow, u32 digits) {
int iVar2;
int iVar3;
u8* puVar4;
u32 digit;
vu32* ptr;
vu32* ptr2;
register u32 r1 asm("r1");
puVar4 = RupeeKeyDigits;
if (isTextYellow == 0) {
puVar4 -= 0x280;
}
iVar3 = (iconVramIndex & 0x3ff) * 0x20;
iVar2 = iVar3 + 0x600c000;
switch (digits) {
case 3:
digit = Div(count, 100);
count = r1;
DmaCopy32(3, puVar4 + digit * 0x40, iVar2, 0x10 * 4);
iVar2 += 0x40;
case 2:
digit = Div(count, 10);
count = r1;
DmaCopy32(3, puVar4 + digit * 0x40, iVar2, 0x10 * 4);
iVar2 += 0x40;
}
DmaCopy32(3, puVar4 + count * 0x40, iVar2, 0x10 * 4);
}
void EraseHearts(void) {
u32* ptr;
s32 index;
if (gHUD.unk_2 != 0) {
gHUD.unk_2 = 0;
if (gHUD.maxHealth > 10 * 4) {
index = 2;
} else {
index = 1;
}
ptr = (u32*)&gBG0Buffer[0x20];
do {
ptr[0] = 0;
ptr[1] = 0;
ptr[2] = 0;
ptr[3] = 0;
ptr[4] = 0;
ptr[5] = 0;
ptr += 0x10;
index--;
} while (index > 0);
gScreen.bg0.updated = 1;
}
}
void DrawHearts(void) {
s32 health;
s32 uVar1;
s32 uVar2;
u32 uVar6;
s32 maxHealth;
s32 tmp1;
u16* ptr;
if (gHUD.hideFlags & HUD_HIDE_HEARTS) {
EraseChargeBar();
EraseHearts();
return;
}
maxHealth = gSave.stats.maxHealth / 2;
if (maxHealth != gHUD.maxHealth) {
gHUD.maxHealth = maxHealth;
EraseChargeBar();
EraseHearts();
}
if (gSave.stats.health != 1) {
health = gSave.stats.health / 2;
} else {
health = 1;
}
if (health > maxHealth) {
health = maxHealth;
}
maxHealth = 0;
if (health != gHUD.health) {
maxHealth = 1;
if (health > gHUD.health) {
maxHealth = 2;
}
}
switch (maxHealth) {
case 2:
uVar1 = gHUD.unk_5++;
if ((uVar1 & 1) == 0) {
if ((uVar1 & 7) == 0) {
SoundReq(SFX_HEART_GET);
}
gHUD.health++;
} else {
maxHealth = 0;
}
break;
case 1:
gHUD.health--;
// fallthough
default:
gHUD.unk_5 = 0;
break;
}
if ((gHUD.unk_2 == 0) || (maxHealth != 0)) {
gHUD.unk_2 = 2;
uVar2 = gHUD.health / 4;
if (uVar2 > 10) {
tmp1 = 10;
uVar6 = uVar2 - 10;
} else {
tmp1 = uVar2;
uVar6 = 0;
}
maxHealth = gHUD.maxHealth / 4;
uVar1 = maxHealth;
if (maxHealth > 10) {
maxHealth = 10;
}
if (uVar1 - 10 > 0) {
ptr = &gBG0Buffer[0x40];
*ptr = 0xf010;
DmaSet(3, gUnk_080C8F2C + (10 - uVar6), ptr + 1, (uVar1 - 10) | 0x80000000);
}
ptr = &gBG0Buffer[0x20];
*ptr = 0xf010;
DmaSet(3, gUnk_080C8F2C + (10 - tmp1), ptr + 1, maxHealth | 0x80000000);
if ((gHUD.health & 3) != 0) {
if (9 < uVar2) {
uVar2 -= 10;
ptr += 0x20;
}
ptr[uVar2 + 1] = ((gHUD.health & 3) + 0x11) | 0xf000;
}
gScreen.bg0.updated = 1;
}
}
void EraseChargeBar(void) {
u32* ptr;
if (gHUD.unk_6 != 0) {
gHUD.unk_6 = 0;
if (gHUD.maxHealth > 10 * 4) {
ptr = (u32*)&gBG0Buffer[0x60];
} else {
ptr = (u32*)&gBG0Buffer[0x40];
}
ptr[0] = 0;
ptr[1] = 0;
ptr[2] = 0;
ptr[3] = 0;
ptr[4] = 0;
ptr[5] = 0;
gScreen.bg0.updated = 1;
}
}
typedef union {
u32 values[2];
u64 raw;
} returnValues;
typedef u64 DivRem(u32, u32);
void DrawChargeBar(void) {
bool32 tmp1;
u16* BufferPos;
returnValues ret;
// these names are almost certainly inaccurate
u32 chargeTime;
u32 chargeState;
u32 chargeFrame;
tmp1 = FALSE;
if (!(gHUD.hideFlags & HUD_HIDE_CHARGE_BAR))
tmp1 = gPlayerState.chargeState.action != 0;
if (!tmp1) {
EraseChargeBar();
return;
}
if (gHUD.maxHealth > 10 * 4)
BufferPos = &gBG0Buffer[0x60];
else
BufferPos = &gBG0Buffer[0x40];
chargeTime = Div(gPlayerState.chargeState.chargeTimer + 19, 20);
if (chargeTime > 40)
chargeTime = 40;
if (gHUD.unk_6 == 0 || gHUD.unk_7 != chargeTime) {
gHUD.unk_6 = 1;
gHUD.unk_7 = chargeTime;
// this calls Div and returns the result in ret.values[0] and the remainder in ret.values[1]
ret.raw = ((DivRem*)&Div)(chargeTime, 4);
chargeState = ret.values[0];
chargeFrame = ret.values[1];
BufferPos[0] = 0xf016;
BufferPos[11] = 0xf416;
DmaSet(3, &gUnk_080C8F54[10 - chargeState], BufferPos + 1, 0x8000000a);
if (chargeFrame != 0)
BufferPos[chargeState + 1] = ((chargeFrame + 0x17U) & 0x3ff) | 0xf000;
gScreen.bg0.updated = 1;
}
switch (gPlayerState.chargeState.action) {
case 4:
case 5:
gHUD.unk_9 += (gPlayerState.chargeState.action == 4) ? 2 : 1;
chargeState = gHUD.unk_9 >> 4 & 3;
break;
default:
chargeState = 0;
break;
}
if (chargeState == gHUD.unk_8)
return;
gHUD.unk_8 = chargeState;
BufferPos = (u16*)(VRAM + 0xc2c0);
DmaSet(3, gUnk_080C8F7C[chargeState], BufferPos, 0x84000030);
}
void DrawKeys(void) {
u16* row1;
u16* row2;
u32 temp;
if (!(((gHUD.hideFlags & HUD_HIDE_KEYS) == 0) && (AreaHasKeys()))) {
if (gHUD.unk_10 != 0) {
gHUD.unk_10 = 0;
row1 = &gBG0Buffer[0x219];
row1[0] = 0;
row1[1] = 0;
row1[2] = 0;
row1[3] = 0;
row1[0x20] = 0;
row1[0x21] = 0;
row1[0x22] = 0;
row1[0x23] = 0;
gScreen.bg0.updated = 1;
}
} else {
if (gHUD.unk_10 == 0) {
row1 = &gBG0Buffer[0x219];
row2 = &gBG0Buffer[0x239];
temp = 0xf01c;
row1[0] = temp;
row1[1] = temp + 1;
row2[0] = temp + 2;
row2[1] = temp + 3;
temp = 0xf076;
row1[2] = temp;
row2[2] = temp + 1;
row1[3] = temp + 2;
row2[3] = temp + 3;
gScreen.bg0.updated = 1;
}
if ((gHUD.dungeonKeys != gSave.dungeonKeys[gArea.dungeon_idx]) || (gHUD.unk_10 == 0)) {
gHUD.unk_10 = 2;
gHUD.dungeonKeys = gSave.dungeonKeys[gArea.dungeon_idx];
RenderDigits(0x76, gHUD.dungeonKeys, 0, 2);
}
}
}
void CreateUIElement(u32 type, u32 type2) {
u32 index;
UIElement* element;
for (index = 0; index < MAX_UI_ELEMENTS; index++) {
element = gHUD.elements;
element += index;
if (!element->used) {
element->type = type;
element->type2 = type2;
element->frameIndex = 0xff;
element->used = 1;
element->unk_1a = gUIElementDefinitions[type].unk_4;
// Permuter trickery. TODO find something more senseful?
index = type;
element->buttonElementId = gUIElementDefinitions[index].buttonElementId;
return;
}
}
}
void sub_0801CAB8(UIElement* element, Frame* frame) {
element->framePtr = frame;
element->duration = frame->duration;
element->spriteSettings = frame->spriteSettings.raw;
element->frameSettings = frame->frameSettings.raw;
sub_0801CAFC(element, frame->index);
}
void sub_0801CAD0(UIElement* element) {
if (--element->duration == 0) {
Frame* frame = element->framePtr;
if ((s8)frame->frameSettings.raw < 0) {
frame -= frame[1].index;
}
sub_0801CAB8(element, frame + 1);
}
}
void sub_0801CAFC(UIElement* element, u32 frameIndex) {
UIElementDefinition* definition = &gUIElementDefinitions[element->type];
if (frameIndex != element->frameIndex) {
element->frameIndex = frameIndex;
sub_0801CB20(element, definition);
}
}
void sub_0801CB20(UIElement* element, UIElementDefinition* definition) {
if (definition->unk_e == 0) {
SpritePtr* ptr = &gSpritePtrs[definition->spriteIndex];
SpriteFrame* frame = &ptr->frames[element->frameIndex];
u32* firstTile = (u32*)(ptr->ptr + frame->firstTileIndex * 0x20);
u8 numTiles = frame->numTiles;
if (numTiles == 0) {
element->unk_0_2 = 0;
} else {
if ((element->numTiles != numTiles) || (element->firstTile != firstTile)) {
element->firstTile = firstTile;
element->unk_0_2 = 1;
}
}
element->numTiles = numTiles;
}
}
void ButtonUIElement(UIElement* element) {
ButtonUIElement_Actions[element->action](element);
}
void ButtonUIElement_Action0(UIElement* element) {
element->x = gHUD.buttonX[element->type];
element->y = gHUD.buttonY[element->type] - 0x20;
element->action = 1;
element->unk_0_1 = 1;
sub_0801CAFC(element, element->type);
}
void ButtonUIElement_Action1(UIElement* element) {
u32 MAX_MOVEMENT;
s32 y;
u32 y_diff;
s32 x;
u32 x_diff;
MAX_MOVEMENT = (!element->type2) ? 4 : 8;
if (element->type2 == 0 && (((gHUD.hideFlags >> element->type) & 1) || (gMessage.state & MESSAGE_ACTIVE) != 0)) {
y = (s16)gHUD.buttonY[element->type] - 0x28;
} else {
y = (s16)gHUD.buttonY[element->type];
}
y -= (s16)element->y;
y_diff = (y > 0) ? y : -y;
if ((s32)MAX_MOVEMENT <= (s32)y_diff) {
y_diff = MAX_MOVEMENT;
}
y_diff *= sub_08000E44(y);
if (y_diff != 0) {
element->y += y_diff;
}
x = (short)gHUD.buttonX[element->type];
x -= (short)element->x;
x_diff = (x < 0) ? -x : x;
if ((int)MAX_MOVEMENT <= (int)x_diff) {
x_diff = MAX_MOVEMENT;
}
x_diff *= sub_08000E44(x);
if (x_diff != 0) {
element->x += x_diff;
}
}
u32 sub_0801CC80(UIElement* element) {
u8 type = element->type;
u32 buttonId = (type ^ 3) != 0;
u32 itemId = gSave.stats.equipped[buttonId];
if (ItemIsBottle(itemId)) {
itemId = gSave.stats.bottles[itemId - ITEM_BOTTLE1];
}
return itemId;
}
void ItemUIElement(UIElement* element) {
u32 itemMaxNumber;
u32 itemId;
UIElement* element2;
u32 uVar5;
u32 playerItemCount;
u8* psVar8;
u32 uiElementType;
element->unk_0_1 = 0;
itemId = sub_0801CC80(element);
if (itemId == 0) {
return;
}
if (element->unk_8 != itemId) {
element->unk_8 = itemId;
sub_0801CAB8(element, gSpriteAnimations_322[itemId]);
}
if (element->type ^ 3) {
uiElementType = 1;
} else {
uiElementType = 0;
}
psVar8 = &gHUD.unk_13;
if (uiElementType != 0) {
psVar8 = &gHUD.unk_14;
}
switch ((s32)element->unk_8) {
case 7:
case 8:
playerItemCount = gSave.stats.bombCount;
if (*psVar8 != playerItemCount) {
*psVar8 = playerItemCount + 0x80;
}
itemMaxNumber = gBombBagSizes[gSave.stats.bombBagType];
break;
case 9:
case 10:
playerItemCount = gSave.stats.arrowCount;
if (*psVar8 != playerItemCount) {
*psVar8 = playerItemCount + 0x80;
}
itemMaxNumber = gQuiverSizes[gSave.stats.quiverType];
break;
default:
itemMaxNumber = 1;
playerItemCount = 0;
break;
}
uVar5 = 3;
if (itemMaxNumber <= playerItemCount) {
uVar5 = 4;
}
element->unk_18 = uVar5;
element2 = FindUIElement(uiElementType);
if (element2 != 0) {
element->x = element2->x;
element->y = element2->y;
element->unk_0_1 = 1;
sub_0801CAD0(element);
}
}
void TextUIElement(UIElement* element) {
UIElement* buttonUIElement;
u32 frameIndex;
if (element->type2 == 9) {
frameIndex = gHUD.rActionPlayerState;
if (frameIndex == R_ACTION_NONE) {
switch (gArea.portal_mode) {
case 2:
frameIndex = R_ACTION_SHRINK;
break;
case 3:
frameIndex = R_ACTION_GROW;
break;
default:
frameIndex = gHUD.rActionInteractObject;
break;
}
}
gHUD.buttonText[2] = frameIndex;
}
frameIndex = gHUD.buttonText[element->buttonElementId];
element->unk_0_1 = 0;
if (frameIndex != 0) {
frameIndex += gUnk_080C9044[((SaveHeader*)0x2000000)->language];
sub_0801CAFC(element, frameIndex);
buttonUIElement = FindUIElement(element->buttonElementId);
if (buttonUIElement != NULL) {
element->x = buttonUIElement->x;
element->y = buttonUIElement->y;
element->unk_0_1 = 1;
}
}
}
UIElement* FindUIElement(u32 type) {
UIElement* element;
u32 index;
for (index = 0; index < MAX_UI_ELEMENTS; index++) {
element = &gHUD.elements[index];
if (element->used != 0 && type == element->type) {
return element;
}
}
return NULL;
}
void HeartUIElement(UIElement* element) {
s32 tmp;
u32 x;
u16 y;
u32 health;
u32 frameIndex;
element->unk_0_1 = 0;
if (((gHUD.hideFlags & HUD_HIDE_HEARTS) == 0) && ((gMessage.state & MESSAGE_ACTIVE) == 0)) {
health = gHUD.health;
if (health != 0) {
element->unk_0_1 = 1;
// Calculate the position for this heart.
tmp = ((health + 3) >> 2) * 8;
x = tmp + 3;
y = 0xc;
if (health > 0x28) {
y = 0x14;
x = tmp - 0x4d;
}
element->x = x;
element->y = y;
if ((health & 3) == 0) {
frameIndex = 4; // Full heart
} else {
frameIndex = health & 3; // Quarters
}
sub_0801CAFC(element, frameIndex + 0x71);
}
}
}
void EzloNagUIElement(UIElement* element) {
EzloNagUIElement_Actions[element->action](element);
}
void EzloNagUIElement_Action0(UIElement* element) {
if (gHUD.ezloNagFuncIndex == 1) {
gHUD.ezloNagFuncIndex = 2;
element->x = 0x10;
element->y = 0x90;
element->unk_6 = 0;
element->type = UI_ELEMENT_EZLONAGSTART;
element->action = 1;
element->unk_0_1 = 1;
sub_0801CAB8(element, gUnk_080C9094);
}
}
void EzloNagUIElement_Action1(UIElement* element) {
u32 tmp = gUnk_080C9058[element->unk_6++];
sub_0805ECEC(0, tmp, tmp, 0);
if (tmp == 0) {
element->action = 2;
element->type = UI_ELEMENT_EZLONAGACTIVE;
gHUD.ezloNagFuncIndex = 3;
SoundReq(SFX_EZLO_UI);
}
}
void EzloNagUIElement_Action2(UIElement* element) {
if (gHUD.ezloNagFuncIndex >= 5 || (gMessage.state & MESSAGE_ACTIVE)) {
element->action = 0;
element->unk_0_1 = 0;
return;
}
sub_0801CAD0(element);
if (element->frameSettings == 1) {
gHUD.ezloNagFuncIndex = 4;
}
}