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Diffstat (limited to '')
-rw-r--r-- | src/electricLine.cpp | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/src/electricLine.cpp b/src/electricLine.cpp new file mode 100644 index 0000000..28822f1 --- /dev/null +++ b/src/electricLine.cpp @@ -0,0 +1,144 @@ +#include <common.h> +#include <game.h> +#include <g3dhax.h> +#include <sfx.h> +#include <stage.h> +#include "effects.h" +#include "player.h" + +class daElectricLine : public dEn_c { + int onCreate(); + int onDelete(); + int onExecute(); + int onDraw(); + + mHeapAllocator_c allocator; + nw4r::g3d::ResFile resFile; + + dEn_c *Needles; + u32 delay; + u32 timer; + char loops; + + static daElectricLine *build(); + + USING_STATES(daElectricLine); + DECLARE_STATE(Activate); + DECLARE_STATE(Deactivate); + DECLARE_STATE(Die); +}; + +daElectricLine *daElectricLine::build() { + void *buffer = AllocFromGameHeap1(sizeof(daElectricLine)); + return new(buffer) daElectricLine; +} + +/////////////////////// +// Externs and States +/////////////////////// + extern "C" void *PlaySound(dStageActor_c *, int soundID); + extern "C" void *PlaySoundAsync(dStageActor_c *, int soundID); + + extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer); + + + CREATE_STATE(daElectricLine, Activate); + CREATE_STATE(daElectricLine, Deactivate); + CREATE_STATE(daElectricLine, Die); + + + +int daElectricLine::onCreate() { + + Vec temppos = this->pos; + temppos.x += 24.0; + + // Settings for rotation: 0 = facing right, 1 = facing left, 2 = facing up, 3 = facing down + char settings = 0; + if (this->settings & 0x1) { + settings = 1; + temppos.x -= 32.0; + } + + + Needles = (daNeedles*)create(NEEDLE_FOR_KOOPA_JR_B, settings, &temppos, &this->rot, 0); + Needles->doStateChange(&daNeedles::StateID_DemoWait); + + // Delay in 1/6ths of a second + this->delay = (this->settings >> 16) * 10; + this->loops = (this->settings >> 4); + + // State Changers + doStateChange(&StateID_Activate); + + this->onExecute(); + return true; +} + +int daElectricLine::onDelete() { + return true; +} + +int daElectricLine::onExecute() { + acState.execute(); + return true; +} + +int daElectricLine::onDraw() { + return true; +} + + +// States: +// +// DemoWait - all nullsubs, does nothing +// DemoAwake - moves the spikes in their respective directions +// Idle - Fires off an infinity of effects for some reason. +// Die - removes physics, then nullsubs + + +/////////////// +// Activate State +/////////////// + void daElectricLine::beginState_Activate() { + this->timer = this->delay; + Needles->doStateChange(&daNeedles::StateID_Idle); + } + void daElectricLine::executeState_Activate() { + if (this->loops) { + this->timer--; + if (this->timer == 0) { + this->loops += 1; + doStateChange(&StateID_Deactivate); + } + } + } + void daElectricLine::endState_Activate() { } + +/////////////// +// Deactivate State +/////////////// + void daElectricLine::beginState_Deactivate() { + this->timer = this->delay; + Needles->removeMyActivePhysics(); + Needles->doStateChange(&daNeedles::StateID_DemoWait); + } + void daElectricLine::executeState_Deactivate() { + + this->timer--; + if (this->timer == 0) { + doStateChange(&StateID_Activate); + } + } + void daElectricLine::endState_Deactivate() { + Needles->addMyActivePhysics(); + } + + +/////////////// +// Die State +/////////////// + void daElectricLine::beginState_Die() { Needles->doStateChange(&daNeedles::StateID_Die); } + void daElectricLine::executeState_Die() { } + void daElectricLine::endState_Die() { } + |