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#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;
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) {
				
	if (EventTable->events & self->eventFlag)
	{		
		// Put an action for when the event turns on here
		
		if (self->createdActor == 0)
		{
			VEC pos;
			pos.x = self->x;
			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);
	
			dStageActor_c *spawned = CreateActor(self->type, self->inheritSet, pos, 0, 0);
			self->createdActor = spawned->id;
		}		
//		EventTable->events = EventTable->events & ~self->eventFlag;
	}
	else
	{
		if (self->createdActor != 0) { 
			dStageActor_c *spawned = Actor_SearchByID(self->createdActor);
			if (spawned != 0) {
				self->x = spawned->pos.x;
				self->y = spawned->pos.y;
				self->z = spawned->pos.z;
				spawned->Delete();
			}
			self->createdActor = 0;
		}
	}
}