Object Generator.
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T_void | GeneratorAddGenerator (T_word16 objectType, T_sword16 x, T_sword16 y, T_word16 angle, T_word16 timeBetween, T_word16 randomTimeBetween, T_word16 maxObjects, T_word16 maxLikeObjects, E_Boolean isActive, T_sword16 maxGenerate, T_word16 specialEffect) |
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T_void | ObjectGeneratorActivate (T_word16 genID) |
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T_objectGeneratorHandle | ObjectGeneratorCreateHandle (T_void) |
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T_void | ObjectGeneratorDeactivate (T_word16 genID) |
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T_void | ObjectGeneratorDestroyHandle (T_objectGeneratorHandle handle) |
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T_void | ObjectGeneratorGetHandle (T_objectGeneratorHandle handle) |
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T_word16 | ObjectGeneratorGetList (T_word16 objectType, T_objectGeneratorPosition *p_list, T_word16 maxList) |
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T_void | ObjectGeneratorLoad (T_word32 mapNumber) |
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T_void | ObjectGeneratorSetHandle (T_objectGeneratorHandle handle) |
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T_void | ObjectGeneratorUnload (T_void) |
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T_void | ObjectGeneratorUpdate (T_void) |
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Object Generator.
The object generator is a special place on a map that generates one or more items or creatures when activated. It uses the tell tale teleporter sound as it generates objects.
- See Also
- http://www.amuletsandarmor.com/AALicense.txt
#define GENERATOR_DEAD_TAG "DoG" |
#define GENERATOR_TAG "OGn" |
T_void GeneratorAddGenerator |
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T_word16 |
objectType, |
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T_sword16 |
x, |
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T_sword16 |
y, |
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T_word16 |
angle, |
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T_word16 |
timeBetween, |
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T_word16 |
randomTimeBetween, |
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T_word16 |
maxObjects, |
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T_word16 |
maxLikeObjects, |
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E_Boolean |
isActive, |
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T_sword16 |
maxGenerate, |
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T_word16 |
specialEffect |
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) |
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ObjectGeneratorLoad loads up and starts the object generators for the given level.
- Parameters
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mapNumber | – Number of the map to load obj gens for. |
ObjectGeneratorUnload gets rid of all generators for this object.
ObjectGeneratorUpdate checks to see if a second has gone by. If one has, all the generators are updated. Those generators that have had enough time go by will attempt to generate. The process then starts over.