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authorColin Noga <Tempus@Spectrum-Song.local>2011-07-23 11:47:43 -0500
committerColin Noga <Tempus@Spectrum-Song.local>2011-07-23 11:47:43 -0500
commit09d075c5469f64f500de70123bbb1042315d7ac0 (patch)
treeee92906230c7fa01e89afb84beeb65b8855393ad /src/spritespawner.cpp
parentffa9dabc6b535da90b3cd8a7849079c546cacfbd (diff)
downloadkamek-09d075c5469f64f500de70123bbb1042315d7ac0.tar.gz
kamek-09d075c5469f64f500de70123bbb1042315d7ac0.zip
Added Crowd clapper. Changed everything to LF only. If anyone on Windows tries to read the code now, they will be faced with a single impenetrable line!
Diffstat (limited to 'src/spritespawner.cpp')
-rwxr-xr-xsrc/spritespawner.cpp138
1 files changed, 69 insertions, 69 deletions
diff --git a/src/spritespawner.cpp b/src/spritespawner.cpp
index 1d6a071..5335dfe 100755
--- a/src/spritespawner.cpp
+++ b/src/spritespawner.cpp
@@ -1,74 +1,74 @@
-#include <common.h>
-#include <game.h>
-
-struct SpriteSpawner {
- u32 id; // 0x00
- u32 settings; // 0x04
- u16 name; // 0x08
- u8 _0A[6]; // 0x0A
- u8 _10[0x9C]; // 0x10
- float x; // 0xAC
- float y; // 0xB0
- float z; // 0xB4
- u8 _B8[0x318]; // 0xB8
- // Any variables you add to the class go here; starting at offset 0x3D0
- u64 eventFlag; // 0x3D0
- u16 type; // 0x3D4
- u32 inheritSet; // 0x3D6
+#include <common.h>
+#include <game.h>
+
+struct SpriteSpawner {
+ u32 id; // 0x00
+ u32 settings; // 0x04
+ u16 name; // 0x08
+ u8 _0A[6]; // 0x0A
+ u8 _10[0x9C]; // 0x10
+ float x; // 0xAC
+ float y; // 0xB0
+ float z; // 0xB4
+ u8 _B8[0x318]; // 0xB8
+ // Any variables you add to the class go here; starting at offset 0x3D0
+ u64 eventFlag; // 0x3D0
+ u16 type; // 0x3D4
+ u32 inheritSet; // 0x3D6
u8 lastEvState; // 0x3DA
- u32 createdActor;
-};
-
-struct EventTable_t {
- u64 events;
-};
-
-
-struct VEC {
- float x;
- float y;
- float z;
-};
-
-
-extern EventTable_t *EventTable;
+ u32 createdActor;
+};
+
+struct EventTable_t {
+ u64 events;
+};
+
+
+struct VEC {
+ float x;
+ float y;
+ float z;
+};
+
+
+extern EventTable_t *EventTable;
extern "C" dStageActor_c *CreateActor(u16 classID, int settings, VEC pos, char rot, char layer);
extern "C" dStageActor_c *Actor_SearchByID(u32 actorID);
-void SpriteSpawner_Update(SpriteSpawner *self);
-
-#define ACTIVATE 1
-#define DEACTIVATE 0
-
-
-
-
-bool SpriteSpawner_Create(SpriteSpawner *self) {
- OSReport("I exist, dammit!");
-
- char eventNum = (self->settings >> 28) & 0xF;
- OSReport("Event to activate: %d", eventNum);
-
- self->eventFlag = (u64)1 << (eventNum - 1);
- self->createdActor = 0;
- self->type = (self->settings >> 16) & 0xFFF;
-
- short tempSet = self->settings & 0xFFFF;
- self->inheritSet = (tempSet & 3) | ((tempSet & 0xC) << 2) | ((tempSet & 0x30) << 4) | ((tempSet & 0xC0) << 6) | ((tempSet & 0x300) << 8) | ((tempSet & 0xC00) << 10) | ((tempSet & 0x3000) << 12) | ((tempSet & 0xC000) << 14);
-
- SpriteSpawner_Update(self);
-
- return true;
-}
-
-bool SpriteSpawner_Execute(SpriteSpawner *self) {
- SpriteSpawner_Update(self);
- return true;
-}
-
-
-void SpriteSpawner_Update(SpriteSpawner *self) {
-
+void SpriteSpawner_Update(SpriteSpawner *self);
+
+#define ACTIVATE 1
+#define DEACTIVATE 0
+
+
+
+
+bool SpriteSpawner_Create(SpriteSpawner *self) {
+ OSReport("I exist, dammit!");
+
+ char eventNum = (self->settings >> 28) & 0xF;
+ OSReport("Event to activate: %d", eventNum);
+
+ self->eventFlag = (u64)1 << (eventNum - 1);
+ self->createdActor = 0;
+ self->type = (self->settings >> 16) & 0xFFF;
+
+ short tempSet = self->settings & 0xFFFF;
+ self->inheritSet = (tempSet & 3) | ((tempSet & 0xC) << 2) | ((tempSet & 0x30) << 4) | ((tempSet & 0xC0) << 6) | ((tempSet & 0x300) << 8) | ((tempSet & 0xC00) << 10) | ((tempSet & 0x3000) << 12) | ((tempSet & 0xC000) << 14);
+
+ SpriteSpawner_Update(self);
+
+ return true;
+}
+
+bool SpriteSpawner_Execute(SpriteSpawner *self) {
+ SpriteSpawner_Update(self);
+ return true;
+}
+
+
+void SpriteSpawner_Update(SpriteSpawner *self) {
+
if (EventTable->events & self->eventFlag)
{
// Put an action for when the event turns on here
@@ -80,7 +80,7 @@ void SpriteSpawner_Update(SpriteSpawner *self) {
pos.y = self->y;
pos.z = self->z;
- OSReport("Spawning Sprite: %d at %f,%f,%f\n", self->type, pos.x, pos.y, pos.z);
+ OSReport("Spawning Sprite: %d at %f,%f,%f\n", self->type, pos.x, pos.y, pos.z);
dStageActor_c *spawned = CreateActor(self->type, self->inheritSet, pos, 0, 0);
self->createdActor = spawned->id;
@@ -99,5 +99,5 @@ void SpriteSpawner_Update(SpriteSpawner *self) {
}
self->createdActor = 0;
}
- }
+ }
}