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#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
	u64 eventFlag;	// 0x3D0
	u16 type;		// 0x3D4
	u32 inheritSet;	// 0x3D6
	u8 lastEvState;	// 0x3DA
	u32 timer;
};

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 SpriteSpawnerTimed_Update(SpriteSpawnerTimed *self);

#define ACTIVATE	1
#define DEACTIVATE	0




bool SpriteSpawnerTimed_Create(SpriteSpawnerTimed *self) {

	char eventNum	= (self->settings >> 28)	& 0xF;

	self->eventFlag = (u64)1 << (eventNum - 1);
	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);
	
	self->timer = 0;
	SpriteSpawnerTimed_Update(self);
	
	return true;
}

bool SpriteSpawnerTimed_Execute(SpriteSpawnerTimed *self) {
	SpriteSpawnerTimed_Update(self);
	return true;
}


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;
		}		

	}
	else {
		self->timer = 0;
	}

	self->timer--;
}