SBSPSS/source/game/game.cpp

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/**********************/
/*** Main Game File ***/
/**********************/
#include "system\global.h"
#include "fileio\fileio.h"
#include "pad\pads.h"
#include "system\vid.h"
#include "gfx\prim.h"
#include "utils\utils.h"
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#include "level\level.h"
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#include "game\game.h"
#include "system\gstate.h"
#include "gfx\font.h"
#include "gfx\fdata.h"
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#ifndef __GAME_CONVO_H__
#include "game\convo.h"
#endif
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#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
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#include "player\demoplay.h"
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#ifndef __ENEMY_2DENEMY_H__
#include "enemy\2denemy.h"
#endif
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#ifndef __PROJECTL_PROJECTL_H__
#include "projectl\projectl.h"
#endif
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#ifndef __GFX_FADER_H__
#include "gfx\fader.h"
#endif
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#ifndef __GFX_BUBICLES__
#include "gfx\bubicles.h"
#endif
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#ifndef __SPR_INGAMEFX_H__
#include <ingamefx.h>
#endif
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#ifndef _ANIMTEX_HEADER_
#include "gfx\animtex.h"
#endif
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#ifndef __GAME_PAUSE_H__
#include "game\pause.h"
#endif
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#ifndef __FRONTEND_FRONTEND_H__
#include "frontend\frontend.h"
#endif
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#ifndef __PICKUPS_PICKUP_H__
#include "pickups\pickup.h"
#endif
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int GX=248;
int GY=129;
int GH=256;
int ZPos=5100;
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/*****************************************************************************/
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FontBank *CGameScene::s_genericFont;
MATRIX CGameScene::CamMtx;
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/*****************************************************************************/
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int s_globalLevelSelectThing=0;
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int CGameScene::s_readyToExit;
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int exitToNextLevel;
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/*****************************************************************************/
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CGameScene GameScene;
/*****************************************************************************/
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void CGameScene::init()
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{
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CThingManager::init();
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SetIdentNoTrans(&CamMtx);
CamMtx.t[2]=ZPos;
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s_genericFont=new ("CGameScene::Init") FontBank();
s_genericFont->initialise( &standardFont );
s_genericFont->setColour( 255, 255 , 0 );
VidSetClearScreen(1);
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CConversation::init();
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CConversation::registerConversationScript(SCRIPTS_SPEECHTEST_DAT); // Register one script for testing..
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Level.init();
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#ifdef __USER_charles__
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C2dEnemy *enemy;
enemy=new ("test enemy") C2dEnemy;
enemy->init();
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enemy->setLayerCollision( Level.getCollisionLayer() );
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#endif
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#ifdef __USER_paul__
DVECTOR pos={16*10,16*10};
createPickup(PICKUP__100_PERCENT_LIFE,&pos);
pos.vx+=32; createPickup(PICKUP__50_PERCENT_LIFE,&pos);
pos.vx+=32; createPickup(PICKUP__25_PERCENT_LIFE,&pos);
pos.vx+=32; createPickup(PICKUP__LIFE,&pos);
pos.vx+=32; createPickup(PICKUP__SPATULA,&pos);
pos.vx+=32; createPickup(PICKUP__JELLY_LAUNCHER_AMMO,&pos);
pos.vx+=32; createPickup(PICKUP__BUBBLE_MIXTURE,&pos);
pos.vx+=32; createPickup(PICKUP__GLASSES,&pos);
pos.vx+=32; createPickup(PICKUP__SQUEAKY_SHOES,&pos);
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pos.vx+=32; createPickup(PICKUP__BALLOON,&pos);
pos.vx+=32; createPickup(PICKUP__HELMET,&pos);
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pos.vx+=32; createPickup(PICKUP__QUEST_ITEM__TEST,&pos);
#endif
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createPlayer();
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m_player->init();
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m_player->setLayerCollision(Level.getCollisionLayer());
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m_player->setMapSize(Level.getMapSize());
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m_pauseMenu=new ("Pause Menu") CPauseMenu();
m_pauseMenu->init();
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CFader::setFadingIn();
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SetGeomOffset( GX, GY );
SetGeomScreen(GH);
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s_readyToExit=false;
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exitToNextLevel=false;
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}
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/*****************************************************************************/
// This is a seperate funtion ( and virtual ) so that we can overload it for
// the demo mode (pkg)
// NB: This function should *only* include the new function - Don't add anything else here!
void CGameScene::createPlayer()
{
m_player=new ("player") CPlayer();
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}
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// This is also to be overloaded for demomode.. to stop the pause menu appearing
int CGameScene::canPause()
{
return true;
}
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/*****************************************************************************/
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void CGameScene::shutdown()
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{
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m_pauseMenu->shutdown(); delete m_pauseMenu;
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CThingManager::shutdown();
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Level.shutdown();
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CConversation::shutdown();
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s_genericFont->dump(); delete s_genericFont;
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}
/*****************************************************************************/
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void CGameScene::render()
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{
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CamMtx.t[2]=ZPos; // Temp
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m_pauseMenu->render();
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CConversation::render();
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CThingManager::renderAllThings();
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Level.render();
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}
/*****************************************************************************/
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void CGameScene::think(int _frames)
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{
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//#ifdef __USER_paul__
// if(!CConversation::isActive()&&PadGetDown(0)&PAD_START)
// {
// CConversation::trigger(SCRIPTS_SPEECHTEST_DAT);
// }
//#endif
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if(!m_pauseMenu->isActive()&&PadGetDown(0)&PAD_START&&canPause())
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{
m_pauseMenu->select();
}
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CConversation::think(_frames);
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m_pauseMenu->think(_frames);
if(!CConversation::isActive()&&
!m_pauseMenu->isActive())
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{
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DVECTOR camPos;
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CThingManager::thinkAllThings(_frames);
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camPos=m_player->getCameraPos();
//PKG
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// if(camPos.vx<0){camPos.vx=0;PAUL_DBGMSG("cx<0");}
// if(camPos.vy<0){camPos.vy=0;PAUL_DBGMSG("cy<0");}
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//PKG
CBubicleFactory::setMapOffset(&camPos);
Level.setCameraCentre(camPos);
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Level.think(_frames);
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if(PadGetDown(0)&PAD_R2)
{
exitToNextLevel=true;
}
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}
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if(s_readyToExit)
{
// Temporarily.. exiting game scene always goes back to the front end (pkg)
GameState::setNextScene(&FrontEndScene);
}
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else if(exitToNextLevel)
{
s_globalLevelSelectThing++;
GameState::setNextScene(&GameScene);
s_readyToExit=true;
}
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}
/*****************************************************************************/
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int CGameScene::readyToShutdown()
{
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return s_readyToExit;
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}
/*****************************************************************************/
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CPlayer * CGameScene::getPlayer()
{
return( m_player );
}
/*****************************************************************************/
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void CGameScene::sendEvent( GAME_EVENT evt, CThing *sourceThing )
{
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CThingManager::processEventAllThings(evt, sourceThing);
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}
/*****************************************************************************/