SBSPSS/source/map/map.cpp

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/*=========================================================================
map.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
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#include "map\map.h"
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#ifndef __GFX_FONT_H__
#include "gfx\font.h"
#endif
#ifndef __PAD_PADS_H__
#include "pad\pads.h"
#endif
#ifndef __PRIM_HEADER__
#include "gfx\prim.h"
#endif
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#ifndef __GAME_GAME_H__
#include "game\game.h"
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#endif
#ifndef __GFX_FADER_H__
#include "gfx\fader.h"
#endif
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#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
#ifndef _FILEIO_HEADER_
#include "fileio\fileio.h"
#endif
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#ifndef __MATHTABLE_HEADER__
#include "utils\mathtab.h"
#endif
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#ifndef __GAME_GAMESLOT_H__
#include "game\gameslot.h"
#endif
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/* Std Lib
------- */
/* Data
---- */
#ifndef __STRING_ENUMS__
#include <trans.h>
#endif
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#ifndef __SPR_SPRITES_H__
#include <sprites.h>
#endif
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/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
CMapScene MapScene;
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CMapScene::sMapLevelData CMapScene::s_mapLevelData[5]=
{
// Chapter 1
{
{ MAP_C1_L1_GFX, MAP_C1_L2_GFX, MAP_C1_L3_GFX, MAP_C1_L4_GFX, MAP_C1_BOSS_GFX, MAP_C1_FAIR_GFX },
{ 0, 1, 2, 3, -1, 20 },
{ FRM__C1_L1_JELLY, FRM__C1_L2_SEAWEED, FRM__C1_L3_SEANUTBUTTER, FRM__C1_L4_BREADSLICE },
},
// Chapter 2
{
{ MAP_C2_L1_GFX, MAP_C2_L2_GFX, MAP_C2_L3_GFX, MAP_C2_L4_GFX, MAP_C2_BOSS_GFX, MAP_C2_FAIR_GFX },
{ 4, 5, 6, 7, -1, 21 },
{ FRM__C2_L1_FALSETEETH, FRM__C2_L2_KELPKREAM, FRM__C2_L3_MUDPACK, FRM__C2_L4_SPONGE },
},
// Chapter 3
{
{ MAP_C3_L1_GFX, MAP_C3_L2_GFX, MAP_C3_L3_GFX, MAP_C3_L4_GFX, MAP_C3_BOSS_GFX, MAP_C3_FAIR_GFX },
{ 8, 9, 10, 11, -1, 22 },
{ FRM__C3_L1_SLIPPERS, FRM__C3_L2_CLAMBRA, FRM__C3_L3_STARFISHMASK, FRM__C3_L4_SUPERPANTZ },
},
// Chapter 4
{
{ MAP_C4_L1_GFX, MAP_C4_L2_GFX, MAP_C4_L3_GFX, MAP_C4_L4_GFX, MAP_C4_BOSS_GFX, MAP_C4_FAIR_GFX },
{ 12, 13, 14, 15, -1, 23 },
{ FRM__C4_COIN, FRM__C4_COIN, FRM__C4_COIN, FRM__C4_KELPBAR },
},
// Chapter 5
{
{ MAP_C5_L1_GFX, MAP_C5_L2_GFX, MAP_C5_L3_GFX, MAP_C5_L4_GFX, MAP_C5_BOSS_GFX, MAP_C5_FAIR_GFX },
{ 16, 17, 18, 19, -1, 24 },
{ FRM__C5_L1_HAMMER, FRM__C5_L2_ARIEL, FRM__C5_L3_OILCAN, FRM__C5_L4_WRENCH },
},
};
extern int s_globalLevelSelectThing;
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CMapScene::init()
{
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#ifdef __E3__
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m_font=new ("map screen font") FontBank();
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m_font->initialise(&standardFont);
m_font->setJustification(FontBank::JUST_CENTRE);
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m_font->setOt(10);
m_font->setJustification(FontBank::JUST_LEFT);
m_spriteBank=new ("map screen sprite") SpriteBank();
m_spriteBank->load(SPRITES_SPRITES_SPR);
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m_currentChapterSelection=0;
m_currentLevelSelection=0;
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m_screenImage=MemAlloc(512*256*2,"MapScreen");
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generateMapScreenImage();
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SetScreenImage((u8*)m_screenImage);
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#endif
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m_readyToExit=false;
// CFader::setFadingIn(CFader::BLACK_FADE);
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CMapScene::shutdown()
{
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#ifdef __E3__
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ClearScreenImage();
MemFree(m_screenImage);
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m_spriteBank->dump(); delete m_spriteBank;
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m_font->dump(); delete m_font;
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#endif
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CMapScene::render()
{
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#ifdef __E3__
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int i,x,y,xpos,ypos;
int compilerGetsComfused;
char spatCount[10];
sFrameHdr *fh;
POLY_FT4 *ft4;
// Render spatula counts and quest items
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m_font->setColour(253,251,67);
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i=0;
ypos=MAP_PARCHMENT_START_Y+MAP_LEVEL_TOP_BORDER;
for(y=0;y<2;y++)
{
xpos=256-((MAP_LEVEL_WIDTH*3)/2)-MAP_LEVEL_X_SPACING;
compilerGetsComfused=y==0?3:1; // 3 on top row, 1 on bottom - put this in the for loop and the complier breaks :o
for(x=0;x<compilerGetsComfused;x++)
{
sprintf(spatCount,"%d/%d",getSpatulaCollectedCount(m_currentChapterSelection,i),getSpatulaAvailableCount(m_currentChapterSelection,i));
m_font->print(xpos,ypos,spatCount);
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fh=m_spriteBank->getFrameHeader(s_mapLevelData[m_currentChapterSelection].m_questItemFrames[i]);
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ft4=m_spriteBank->printFT4Scaled(fh,xpos+MAP_LEVEL_WIDTH-fh->W,ypos+MAP_LEVEL_HEIGHT-fh->H,0,0,10,128);
if(!hasQuestItemBeenCollected(m_currentChapterSelection,i))
{
setRGB0(ft4,10,10,10);
}
i++;
xpos+=MAP_LEVEL_WIDTH+MAP_LEVEL_X_SPACING;
}
ypos+=MAP_LEVEL_HEIGHT+MAP_LEVEL_Y_SPACING;
}
// Selection cursor
fh=m_spriteBank->getFrameHeader(FRM__MAPPOINTER);
m_spriteBank->printFT4(fh,m_pointerPos.vx-(fh->W/2),m_pointerPos.vy-(fh->H/2),0,0,9);
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char buf[100];
sprintf(buf,"Chapter %d, Level %d",m_currentChapterSelection+1,m_currentLevelSelection+1);
m_font->setColour(0,255,0);
m_font->print(24,24,buf);
m_font->setColour(0,0,0);
m_font->print(25,25,buf);
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#endif
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CMapScene::think(int _frames)
{
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#ifdef __E3__
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if(!CFader::isFading()&&!m_readyToExit)
{
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// Change chapter
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#ifndef __USER_CDBUILD__
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if(PadGetDown(0)&PAD_UP)
{
if(++m_currentChapterSelection>4)m_currentChapterSelection=0;
generateMapScreenImage();
}
else if(PadGetDown(0)&PAD_DOWN)
{
if(--m_currentChapterSelection<0)m_currentChapterSelection=4;
generateMapScreenImage();
}
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#endif
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// Move cursor
if(PadGetDown(0)&PAD_LEFT)
{
do
{
if(--m_currentLevelSelection<0)m_currentLevelSelection=5;
}
while(!isLevelOpen(m_currentChapterSelection,m_currentLevelSelection));
}
else if(PadGetDown(0)&PAD_RIGHT)
{
do
{
if(++m_currentLevelSelection>5)m_currentLevelSelection=0;
}
while(!isLevelOpen(m_currentChapterSelection,m_currentLevelSelection));
}
// Calc where the pointer should be
m_pointerSin=(m_pointerSin+(_frames*70))&4095;
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m_pointerTarget=getPointerTargetPosition();
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// Move the pointer
for(int i=0;i<_frames;i++)
{
int delta;
delta=m_pointerTarget.vx-m_pointerPos.vx;
if(delta<0)
{
delta/=2;
if(!delta)delta=-1;
}
else if(delta>0)
{
delta/=2;
if(!delta)delta=+1;
}
m_pointerPos.vx+=delta;
delta=m_pointerTarget.vy-m_pointerPos.vy;
if(delta<0)
{
delta/=2;
if(!delta)delta=-1;
}
else if(delta>0)
{
delta/=2;
if(!delta)delta=+1;
}
m_pointerPos.vy+=delta;
}
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if(PadGetDown(0)&(PAD_CROSS|PAD_START))
{
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s_globalLevelSelectThing=s_mapLevelData[m_currentChapterSelection].m_globalLevelNumbers[m_currentLevelSelection];
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m_readyToExit=true;
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// CFader::setFadingOut(CFader::BLACK_FADE);
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GameState::setNextScene(&GameScene);
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}
}
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#else
if(!m_readyToExit)
{
s_globalLevelSelectThing=0;
m_readyToExit=true;
GameState::setNextScene(&GameScene);
}
#endif
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CMapScene::readyToShutdown()
{
return m_readyToExit&&!CFader::isFading();
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CMapScene::generateMapScreenImage()
{
int i,x,y,xpos,ypos;
m_currentLevelSelection=0;
memset(m_screenImage,0,512*256*2);
copyImageToScreen(MAP_MAP_BACKGROUND_GFX,MAP_PARCHMENT_START_X,MAP_PARCHMENT_START_Y,MAP_PARCHMENT_WIDTH,MAP_PARCHMENT_HEIGHT);
i=0;
ypos=MAP_PARCHMENT_START_Y+MAP_LEVEL_TOP_BORDER;
for(y=0;y<2;y++)
{
xpos=256-((MAP_LEVEL_WIDTH*3)/2)-MAP_LEVEL_X_SPACING;
for(x=0;x<3;x++)
{
if(isLevelOpen(m_currentChapterSelection,i))
{
copyImageToScreen(s_mapLevelData[m_currentChapterSelection].m_mapFiles[i],xpos,ypos,MAP_LEVEL_WIDTH,MAP_LEVEL_HEIGHT);
}
i++;
xpos+=MAP_LEVEL_WIDTH+MAP_LEVEL_X_SPACING;
}
ypos+=MAP_LEVEL_HEIGHT+MAP_LEVEL_Y_SPACING;
}
m_pointerPos=getPointerTargetPosition();
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CMapScene::copyImageToScreen(int _file,int _x,int _y,int _w,int _h)
{
u8 *image;
u16 *src,*dst;
int x,y;
image=CFileIO::loadFile((FileEquate)_file);ASSERT(image);
src=(u16*)image;
dst=(u16*)m_screenImage+(_x+(_y*512));
for(y=0;y<_h;y++)
{
for(x=0;x<_w;x++)
{
*dst++=*src++;
}
dst+=512-_w;
}
MemFree(image);
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
DVECTOR CMapScene::getPointerTargetPosition()
{
DVECTOR pos;
pos.vx=256-((MAP_LEVEL_WIDTH*3)/2)-MAP_LEVEL_X_SPACING+
((m_currentLevelSelection%3)*(MAP_LEVEL_WIDTH+MAP_LEVEL_X_SPACING))+
(MAP_LEVEL_WIDTH/2);
pos.vy=MAP_PARCHMENT_START_Y+MAP_LEVEL_TOP_BORDER+
((m_currentLevelSelection/3)*(MAP_LEVEL_HEIGHT+MAP_LEVEL_Y_SPACING))+
(MAP_LEVEL_HEIGHT)+
(msin(m_pointerSin)*4>>12);
return pos;
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CMapScene::isLevelOpen(int _chapter,int _level)
{
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#ifdef __USER_CDBUILD__
return _level<4; // no boss or kelp world for thq
#else
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return _level!=4; // no boss levels atm..
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#endif
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}
int CMapScene::getSpatulaCollectedCount(int _chapter,int _level)
{
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return CGameSlotManager::getSlotData()->getSpatulaCollectedCount(_chapter,_level);
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}
int CMapScene::getSpatulaAvailableCount(int _chapter,int _level)
{
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return 99;
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}
int CMapScene::hasQuestItemBeenCollected(int _chapter,int _level)
{
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return true;
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}
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/*===========================================================================
end */