diff options
Diffstat (limited to 'src/spriteswapper.cpp')
-rwxr-xr-x | src/spriteswapper.cpp | 86 |
1 files changed, 30 insertions, 56 deletions
diff --git a/src/spriteswapper.cpp b/src/spriteswapper.cpp index 2bc03d5..89ead56 100755 --- a/src/spriteswapper.cpp +++ b/src/spriteswapper.cpp @@ -1,17 +1,14 @@ #include <common.h> #include <game.h> -struct SpriteSpawnerTimed { - 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 + +class SpriteSpawnerTimed : public dStageActor_c { +public: + int onCreate(); + int onExecute(); + + static SpriteSpawnerTimed *build(); + u64 eventFlag; // 0x3D0 u16 type; // 0x3D4 u32 inheritSet; // 0x3D6 @@ -24,68 +21,45 @@ struct EventTable_t { }; -struct VEC { - float x; - float y; - float z; -}; - +SpriteSpawnerTimed *SpriteSpawnerTimed::build() { + void *buffer = AllocFromGameHeap1(sizeof(SpriteSpawnerTimed)); + return new(buffer) SpriteSpawnerTimed; +} 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 SpriteSpawnerTimed_Update(SpriteSpawnerTimed *self); - -#define ACTIVATE 1 -#define DEACTIVATE 0 - +extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer); -bool SpriteSpawnerTimed_Create(SpriteSpawnerTimed *self) { +int SpriteSpawnerTimed::onCreate() { - char eventNum = (self->settings >> 28) & 0xF; + char eventNum = (this->settings >> 28) & 0xF; - self->eventFlag = (u64)1 << (eventNum - 1); - self->type = (self->settings >> 16) & 0xFFF; + this->eventFlag = (u64)1 << (eventNum - 1); + this->type = (this->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); + short tempSet = this->settings & 0xFFFF; + this->inheritSet = (tempSet & 3) | ((tempSet & 0xC) << 2) | ((tempSet & 0x30) << 4) | ((tempSet & 0xC0) << 6) | ((tempSet & 0x300) << 8) | ((tempSet & 0xC00) << 10) | ((tempSet & 0x3000) << 12) | ((tempSet & 0xC000) << 14); - self->timer = 0; - SpriteSpawnerTimed_Update(self); + this->timer = 0; return true; } -bool SpriteSpawnerTimed_Execute(SpriteSpawnerTimed *self) { - SpriteSpawnerTimed_Update(self); - return true; -} +int SpriteSpawnerTimed::onExecute() { - -void SpriteSpawnerTimed_Update(SpriteSpawnerTimed *self) { - - if (EventTable->events & self->eventFlag) - { - - if (self->timer == 0) - { - VEC pos; - pos.x = self->x; - pos.y = self->y; - pos.z = self->z; - - - dStageActor_c *spawned = CreateActor(self->type, self->inheritSet, pos, 0, 0); - self->timer = 120; + if (EventTable->events & this->eventFlag) { // If the event is on + if (this->timer < 1) { // If the timer is empty + CreateActor(this->type, this->inheritSet, this->pos, 0, 0); + this->timer = 120; } + this->timer--; } + else { - self->timer = 0; + this->timer = 0; } - self->timer--; -} + return true; +}
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