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_NPC_H__
#include "enemy\npc.h"
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#endif
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#ifndef __FRIEND_FRIEND_H__
#include "friend\friend.h"
#endif
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#ifndef __PLATFORM_PLATFORM_H__
#include "platform\platform.h"
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#endif
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#ifndef __HAZARD_HAZARD_H__
#include "hazard\hazard.h"
#endif
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#ifndef __PROJECTL_PROJECTL_H__
#include "projectl\projectl.h"
#endif
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#ifndef __JELLFISH_JELLFISH_H__
#include "jellfish\jellfish.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_SPRITES_H__
#include <sprites.h>
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#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 __SOUND_SOUND_H__
#include "sound\sound.h"
#endif
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#ifndef __MAP_MAP_H__
#include "map\map.h"
#endif
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#ifndef __SHOP_SHOP_H__
#include "shop\shop.h"
#endif
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#ifndef __FMA_FMA_H__
#include "fma\fma.h"
#endif
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#ifndef __BACKEND_GAMEOVER_H__
#include "backend\gameover.h"
#endif
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#ifndef __GAME_GAMESLOT_H__
#include "game\gameslot.h"
#endif
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#ifndef __GAME_HEALTH_MANAGER_H__
#include "game\healthman.h"
#endif
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#ifndef __LOCALE_TEXTDBASE_H__
#include "locale\textdbase.h"
#endif
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#include "gfx\actor.h"
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static const int RenderZ=378;//256; Increased to make depth less, and SB more visible
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/*****************************************************************************/
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FontBank *CGameScene::s_genericFont;
SpriteBank *CGameScene::s_GlobalSpritebank;
CLayerCollision *CGameScene::s_GlobalCollision;
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CHealthManager *CGameScene::m_HealthManager;
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/*****************************************************************************/
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CGameScene::ACTOR_TYPE CGameScene::actorType[40] =
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{
ACTOR_PLAYER, //SpongeBob=0
ACTOR_FRIEND_NPC, //BarnacleBoy=1
ACTOR_FRIEND_NPC, //Gary=2
ACTOR_FRIEND_NPC, //Krusty=3
ACTOR_FRIEND_NPC, //MermaidMan=4
ACTOR_FRIEND_NPC, //Patrick=5
ACTOR_FRIEND_NPC, //Sandy=6
ACTOR_FRIEND_NPC, //Squidward=7
ACTOR_FRIEND_NPC, //Plankton=8
ACTOR_UNKNOWN,
ACTOR_ENEMY_NPC, //SmallJellyfish-Level1=10
ACTOR_ENEMY_NPC, //SmallJellyfish-Level2=11
ACTOR_ENEMY_NPC, //Motherjellyfish=12
ACTOR_ENEMY_NPC, //Anenome-Level1=13
ACTOR_ENEMY_NPC, //SpikeyAnenome=14
ACTOR_ENEMY_NPC, //Anenome-Level3=15
ACTOR_ENEMY_NPC, //BabyOctopus=16
ACTOR_ENEMY_NPC, //Ballblob=17
ACTOR_ENEMY_NPC, //Boogermonster=18
ACTOR_ENEMY_NPC, //Caterpillar=19
ACTOR_ENEMY_NPC, //Clam-Level1=20
ACTOR_ENEMY_NPC, //Clam-Level2=21
ACTOR_ENEMY_NPC, //Eyeball=22
ACTOR_ENEMY_NPC, //Flamingskull=23
ACTOR_ENEMY_NPC, //FlyingDutchman=24
ACTOR_ENEMY_NPC, //Ghost=25
ACTOR_ENEMY_NPC, //GiantWorm=26
ACTOR_ENEMY_NPC, //HermitCrab=27
ACTOR_ENEMY_NPC, //IronDogFish=28
ACTOR_ENEMY_NPC, //PuffaFish=29
ACTOR_ENEMY_NPC, //SeaSnake=30
ACTOR_ENEMY_NPC, //Sharkman=31
ACTOR_ENEMY_NPC, //SharkSub=32
ACTOR_ENEMY_NPC, //Skeletalfish=33
ACTOR_ENEMY_NPC, //SpiderCrab=34
ACTOR_ENEMY_NPC, //Squiddart=35
ACTOR_ENEMY_NPC, //Stomper=36
ACTOR_ENEMY_NPC, //DustDevil=37
ACTOR_ENEMY_NPC, //SiderCrabSpawner=38
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ACTOR_ENEMY_NPC, //Shell=39
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};
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/*****************************************************************************/
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int s_globalLevelSelectThing=0;
int CGameScene::s_readyToExit;
int CGameScene::s_levelFinished;
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#ifdef __VERSION_DEBUG__
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int CGameScene::s_skipToNextLevel;
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#endif
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int CGameScene::s_restartLevel;
int CGameScene::s_bossHasBeenKilled;
int CGameScene::s_justHitBossArenaTrigger;
DVECTOR CGameScene::s_CamShake={0,0};
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/*****************************************************************************/
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typedef struct
{
u16 m_titleTextId;
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u16 m_subTitleTextId;
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u16 m_instructionsTextId;
CSoundMediator::SONGID m_songId;
} BOSS_DATA;
static const BOSS_DATA s_bossData[]=
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{
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{ STR__CHAPTER_1__BOSS_TITLE, STR__CHAPTER_1__BOSS_SUB_TITLE, STR__CHAPTER_1__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER1_BOSS },
{ STR__CHAPTER_2__BOSS_TITLE, STR__CHAPTER_2__BOSS_SUB_TITLE, STR__CHAPTER_2__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER2_BOSS },
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{ STR__CHAPTER_3__BOSS_TITLE, STR__CHAPTER_3__BOSS_SUB_TITLE, STR__CHAPTER_3__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER3_BOSS_AWAKE },
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{ STR__CHAPTER_4__BOSS_TITLE, STR__CHAPTER_4__BOSS_SUB_TITLE, STR__CHAPTER_4__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER4_BOSS },
{ STR__CHAPTER_5__BOSS_TITLE, STR__CHAPTER_5__BOSS_SUB_TITLE, STR__CHAPTER_5__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER5_BOSS },
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};
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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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setCameraMtx();
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s_genericFont=new ("CGameScene::Init") FontBank();
s_genericFont->initialise( &standardFont );
s_genericFont->setColour( 255, 255 , 0 );
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m_scalableFont=new ("CountdownTimerFont") ScalableFontBank();
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m_scalableFont->initialise(&standardFont);
m_scalableFont->setColour(255,255,255);
m_scalableFont->setScale(511);
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VidSetClearScreen(0);
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m_pauseMenu=new ("Pause Menu") CPauseMenu();
m_pauseMenu->init();
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m_HealthManager= new ("Health Manager") CHealthManager();
m_HealthManager->init();
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s_readyToExit=false;
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s_restartLevel=false;
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CFader::setFadingIn();
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CLevel::setIsBossRespawn(false);
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initLevel();
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m_gamestate=GAMESTATE_SHOWING_LIVES;
m_showingLivesTimer=0;
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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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m_player->setThingSubType(0);
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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()
{
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return m_gamestate==GAMESTATE_PLAYING;
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}
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/*****************************************************************************/
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void CGameScene::shutdown()
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{
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shutdownLevel();
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m_pauseMenu->shutdown(); delete m_pauseMenu;
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m_scalableFont->dump(); delete m_scalableFont;
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s_genericFont->dump(); delete s_genericFont;
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m_HealthManager->shutdown();delete m_HealthManager;
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}
/*****************************************************************************/
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void CGameScene::render()
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{
switch(m_gamestate)
{
case GAMESTATE_SHOWING_LIVES:
render_showing_lives();
break;
case GAMESTATE_PLAYING:
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case GAMESTATE_FADING_INTO_BOSS_INTRO:
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render_playing();
break;
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case GAMESTATE_BOSS_INTRO:
case GAMESTATE_FADING_OUT_OF_BOSS_INTRO:
render_boss_intro();
break;
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}
}
/*****************************************************************************/
void CGameScene::render_showing_lives()
{
int colour;
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char buf[20];
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POLY_F4 *f4;
POLY_FT3 *ft3;
colour=m_showingLivesTimer-TIME_TO_DISPLAY_LIVES_COUNT;
if(colour<0)
{
colour=0;
}
else
{
colour*=SPEED_OF_FADE;
if(colour>255)
{
colour=255;
}
}
colour=255-colour;
// Text
s_genericFont->setJustification(FontBank::JUST_CENTRE);
s_genericFont->setColour(colour,colour,colour);
s_genericFont->setTrans(1);
s_genericFont->setSMode(1);
s_genericFont->print(256,50,"Now entering:");
s_genericFont->print(256,80,Level.getChapterLoadingText());
s_genericFont->print(256,100,Level.getLevelLoadingText());
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sprintf(buf,"Lives x %d",CGameSlotManager::getSlotData()->m_lives);
s_genericFont->print(256,140,buf);
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// Black background
f4=GetPrimF4();
setXYWH(f4,0,0,512,256);
setRGB0(f4,colour,colour,colour);
setShadeTex(f4,0);
setSemiTrans(f4,1);
AddPrimToList(f4,0);
ft3=GetPrimFT3();
setPolyFT3(ft3);
setShadeTex(ft3,1);
setSemiTrans(ft3,1);
ft3->tpage=2<<5;
setXY3(ft3,512,512,512,512,512,512);
AddPrimToList(ft3,0);
render_playing();
}
/*****************************************************************************/
void CGameScene::render_playing()
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{
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// CamMtx.t[2]=ZPos; // Temp
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if(m_levelHasTimer)
{
int timerValue;
char buf[10];
timerValue=m_timer/55;
if(timerValue<0)timerValue=0;
sprintf(buf,"%d",timerValue);
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m_scalableFont->print(VidGetScrW()/2,30,buf);
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}
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m_pauseMenu->render();
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CConversation::render();
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CThingManager::renderAllThings();
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setCameraMtx();
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Level.render();
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m_HealthManager->render();
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CActorPool::CleanUpCache();
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}
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/*****************************************************************************/
void CGameScene::render_boss_intro()
{
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SpriteBank *sb;
sFrameHdr *fhCorner,*fhSideBorder,*fhTopBorder;
int x,y;
POLY_F4 *f4;
POLY_G4 *g4;
const BOSS_DATA *bd;
// Scroll effect type thingy stuff
sb=getSpriteBank();
fhCorner=sb->getFrameHeader(FRM__HELPBOX1);
fhSideBorder=sb->getFrameHeader(FRM__HELPBOX2);
fhTopBorder=sb->getFrameHeader(FRM__HELPBOX3);
// Corners
sb->printFT4(fhCorner, 0, 0,false,false,4);
sb->printFT4(fhCorner,512, 0,true ,false,4);
sb->printFT4(fhCorner, 0,256,false,true ,4);
sb->printFT4(fhCorner,512,256,true ,true ,4);
// Top/bottom
for(x=fhCorner->W;x<512-fhCorner->W;x+=fhTopBorder->W)
{
sb->printFT4(fhTopBorder,x, 0,false,false,4);
sb->printFT4(fhTopBorder,x,256,false,true ,4);
}
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// Left/right
for(y=fhCorner->H;y<256-fhCorner->H;y+=fhSideBorder->H)
{
sb->printFT4(fhSideBorder, 0,y,false,false,4);
sb->printFT4(fhSideBorder,512,y,true ,false,4);
}
// Middle
f4=GetPrimF4();
setXYWH(f4,fhCorner->W,fhCorner->H,512-(fhCorner->W*2),256-(fhCorner->H*2));
setRGB0(f4,224,184,107);
AddPrimToList(f4,5);
// Background
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g4=GetPrimG4();
setXYWH(g4,0,0,512,256);
setRGB0(g4,70,50,60);
setRGB1(g4,70,50,60);
setRGB2(g4,50,60,70);
setRGB3(g4,50,60,70);
AddPrimToList(g4,5);
// Instructions..
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bd=&s_bossData[Level.getCurrentChapter()-1];
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m_scalableFont->setTrans(0);
m_scalableFont->setSMode(0);
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m_scalableFont->setPrintArea(20,0,512-40,256);
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m_scalableFont->setJustification(FontBank::JUST_CENTRE);
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m_scalableFont->setColour(128,128,128);
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s_genericFont->setTrans(0);
s_genericFont->setSMode(0);
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s_genericFont->setPrintArea(20,0,512-40,256);
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s_genericFont->setJustification(FontBank::JUST_CENTRE);
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s_genericFont->setColour(118,118,118);
s_genericFont->print(256-20,25,STR__BOSS_TEXT_TITLE);
m_scalableFont->setScale(300);
s_genericFont->setColour(128,128,128);
m_scalableFont->print(256-20,60,bd->m_titleTextId);
s_genericFont->setColour(118,118,118);
s_genericFont->print(256-20,80,bd->m_subTitleTextId);
s_genericFont->setColour(118,118,118);
s_genericFont->print(256-20,105,bd->m_instructionsTextId);
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s_genericFont->setPrintArea(0,0,256,512);
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}
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/*****************************************************************************/
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void CGameScene::think(int _frames)
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{
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if(!m_musicStarted&&!CFader::isFading())
{
// Song is loaded/dumped by the level, and played from here. This just gives some
// better timing over when it starts (pkg)
CSoundMediator::playSong();
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CSoundMediator::setCanPlaySfx(true);
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m_musicStarted=true;
}
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switch(m_gamestate)
{
case GAMESTATE_SHOWING_LIVES:
think_showing_lives(_frames);
break;
case GAMESTATE_PLAYING:
think_playing(_frames);
break;
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case GAMESTATE_FADING_INTO_BOSS_INTRO:
if(!CFader::isFading())
{
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// Swap to the boss tune whilst it's all quiet! :)
CSoundMediator::stopSong();
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CSoundMediator::setSong(s_bossData[Level.getCurrentChapter()-1].m_songId);
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m_gamestate=GAMESTATE_BOSS_INTRO;
CFader::setFadingIn();
}
break;
case GAMESTATE_BOSS_INTRO:
think_boss_intro(_frames);
break;
case GAMESTATE_FADING_OUT_OF_BOSS_INTRO:
if(!CFader::isFading())
{
m_gamestate=GAMESTATE_PLAYING;
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CSoundMediator::playSong();
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CFader::setFadingIn();
}
break;
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}
}
/*****************************************************************************/
void CGameScene::think_showing_lives(int _frames)
{
if(m_showingLivesTimer==0)
{
think_playing(0);
}
else if((m_showingLivesTimer-TIME_TO_DISPLAY_LIVES_COUNT)*SPEED_OF_FADE>128)
{
think_playing(_frames);
}
if(PadGetDown(0)&PAD_CROSS&&m_showingLivesTimer<TIME_TO_DISPLAY_LIVES_COUNT)
{
m_showingLivesTimer=TIME_TO_DISPLAY_LIVES_COUNT;
m_player->ignoreNewlyPressedButtonsOnPadThisThink();
}
if(_frames>2)
{
_frames=2;
}
m_showingLivesTimer+=_frames;
if((m_showingLivesTimer-TIME_TO_DISPLAY_LIVES_COUNT)*SPEED_OF_FADE>255)
{
m_gamestate=GAMESTATE_PLAYING;
}
}
/*****************************************************************************/
void CGameScene::think_playing(int _frames)
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{
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if(s_readyToExit)
{
return;
}
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if(s_justHitBossArenaTrigger)
{
m_gamestate=GAMESTATE_FADING_INTO_BOSS_INTRO;
CFader::setFadingOut();
s_justHitBossArenaTrigger=false;
}
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// Auto-timer stuff
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if(m_levelHasTimer&&
!CConversation::isActive()&&!m_pauseMenu->isActive())
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{
m_timer-=_frames;
if(m_timer<0)
{
s_levelFinished=true;
}
}
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if(s_levelFinished)
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{
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// Do the gameslot stuff..
CGameSlotManager::GameSlot *gameSlot;
int level,chapter;
int openNextLevel,levelToOpen,chapterToOpen;
gameSlot=CGameSlotManager::getSlotData();
level=getLevelNumber();
chapter=getChapterNumber();
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// Open next level?
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gameSlot->levelHasBeenCompleted(chapter-1,level-1);
if(level!=5&& // Don't open any levels after finishing a bonus level
!(level==4&&chapter==5)) // Don't open any levels after finishing final level
{
if(level!=4)
{
// Open next level in this chapter..
levelToOpen=level+1;
chapterToOpen=chapter;
}
else
{
// Open first level in next chapter
levelToOpen=1;
chapterToOpen=chapter+1;
}
gameSlot->levelIsNowOpen(chapterToOpen-1,levelToOpen-1);
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CMapScene::setLevelToStartOn(chapterToOpen-1,levelToOpen-1);
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}
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// New hi-spatula-count?
if(m_player->getSpatulasHeld()>gameSlot->getSpatulaCollectedCount(chapter-1,level-1))
{
gameSlot->setSpatulaCollectedCount(chapter-1,level-1,m_player->getSpatulasHeld(),getTotalSpatCountForThisLevel());
}
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// Level finished - go to map or fma
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CFmaScene::FMA_SCRIPT_NUMBER fma;
fma=Level.getFMAToFollow();
if(fma!=CFmaScene::FMA_SCRIPT__NONE)
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{
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FmaScene.selectFma(fma);
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GameState::setNextScene(&FmaScene);
}
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else if(level==5)
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{
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if(chapter==5)
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{
ShopScene.setGotoPartyScreen();
}
GameState::setNextScene(&ShopScene);
}
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else
{
GameState::setNextScene(&MapScene);
}
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s_readyToExit=true;
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s_levelFinished=false;
CFader::setFadingOut();
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}
#ifdef __VERSION_DEBUG__
else if(s_skipToNextLevel)
{
// Skip to next level
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bool Finished=Level.GetNextLevel(s_globalLevelSelectThing);
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shutdownLevel();
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initLevel();
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s_skipToNextLevel=false;
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}
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#endif
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else if (s_restartLevel)
{
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if(m_player->getLivesLeft()>=0)
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{
respawnLevel();
}
else
{
s_readyToExit=true;
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GameState::setNextScene(&GameOverScene);
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CFader::setFadingOut();
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}
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s_restartLevel=false;
}
2001-03-06 23:14:15 +01:00
2001-04-19 01:12:24 +02:00
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if(canPause()&&!m_pauseMenu->isActive())
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{
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if(PadGetDown(0)&PAD_START||!PadIsConnected(0))
{
m_pauseMenu->select();
}
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}
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// Conversation think ( with pad debounce stuff.. )
if(CConversation::isActive())m_player->ignoreNewlyPressedButtonsOnPadThisThink();
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if(!m_pauseMenu->isActive())
{
CConversation::think(_frames);
}
else
{
// Must be a better way to do this? :/
CConversation::ignoreNewlyPressedButtonsOnPadThisThink();
}
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// Pause menu think ( with pad debounce stuff.. )
if(m_pauseMenu->isActive())m_player->ignoreNewlyPressedButtonsOnPadThisThink();
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m_pauseMenu->think(_frames);
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if(!CConversation::isActive()&&!m_pauseMenu->isActive())
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{
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DVECTOR camPos;
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CJellyfishGenerator::think( _frames, &Level );
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CThingManager::thinkAllThings(_frames);
camPos=m_player->getCameraPos();
CBubicleFactory::setMapOffset(&camPos);
Level.setCameraCentre(camPos);
Level.think(_frames);
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thinkCameraShake(_frames);
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m_HealthManager->think(_frames);
m_HealthManager->checkPlayerCol(getPlayer());
2001-02-21 18:09:19 +01:00
2001-06-11 18:16:04 +02:00
#ifdef __VERSION_DEBUG__
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if(PadGetDown(0)&PAD_R2)
{
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s_skipToNextLevel=true;
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}
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#endif
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}
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}
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/*****************************************************************************/
void CGameScene::think_boss_intro(int _frames)
{
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if(!CFader::isFading())
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{
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if(PadGetDown(0)&PAD_CROSS)
{
m_gamestate=GAMESTATE_FADING_OUT_OF_BOSS_INTRO;
CFader::setFadingOut();
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sendEvent( BOSS_FOUND_EVENT, NULL );
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}
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}
}
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/*****************************************************************************/
2000-10-26 18:50:54 +02:00
int CGameScene::readyToShutdown()
{
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return s_readyToExit&&!CFader::isFading();
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}
/*****************************************************************************/
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CPlayer * CGameScene::getPlayer()
{
return( m_player );
}
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/*****************************************************************************/
int CGameScene::getChapterNumber()
{
return Level.getCurrentChapter();
}
int CGameScene::getLevelNumber()
{
return Level.getCurrentChapterLevel();
}
int CGameScene::getTotalSpatCountForThisLevel()
{
return Level.getTotalSpatCount();
}
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/*****************************************************************************/
void CGameScene::respawnLevel()
{
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CSoundMediator::setCanPlaySfx(false);
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m_player->respawn();
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Level.respawnLevel();
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m_gamestate=GAMESTATE_SHOWING_LIVES;
m_showingLivesTimer=0;
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CSoundMediator::setCanPlaySfx(true);
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}
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/*****************************************************************************/
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void CGameScene::sendEvent( GAME_EVENT evt, CThing *sourceThing )
{
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CThingManager::processEventAllThings(evt, sourceThing);
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}
2001-03-06 23:14:15 +01:00
2001-06-21 00:57:27 +02:00
/*****************************************************************************/
void CGameScene::setReadyToExit()
{
s_readyToExit=true;
GameState::setNextScene(&FrontEndScene);
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CFrontEndScene::setStartMode(CFrontEndScene::MODE__CHOOSE_SLOT);
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CFader::setFadingOut();
}
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/*****************************************************************************/
void CGameScene::hitBossArenaTrigger()
{
s_justHitBossArenaTrigger=true;
}
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/*****************************************************************************/
void CGameScene::initLevel()
{
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CSoundMediator::setCanPlaySfx(false);
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Level.DisplayLoadingScreen(s_globalLevelSelectThing);
2001-07-09 17:32:51 +02:00
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SYSTEM_DBGMSG("InitLevel\n");
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CThingManager::init();
CConversation::init();
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CConversation::registerConversationLevelScripts( s_globalLevelSelectThing );
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s_levelFinished=false;
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#ifdef __VERSION_DEBUG__
s_skipToNextLevel=false;
#endif
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CActorPool::Reset();
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Level.init(s_globalLevelSelectThing);
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createPlayer();
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m_player->setRespawnPos(Level.getPlayerSpawnPos());
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m_player->init();
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if(getLevelNumber()==5)
{
m_player->setCanExitLevelNow();
}
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DVECTOR mapSize=Level.getMapSize();
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CPlayer::CameraBox camBox={0,0,mapSize.vx<<4,mapSize.vy<<4};
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m_player->setCameraBox(camBox);
2001-03-29 18:13:50 +02:00
2001-06-12 17:41:47 +02:00
s_bossHasBeenKilled=false;
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s_justHitBossArenaTrigger=false;
2001-06-12 17:41:47 +02:00
2001-06-26 00:08:46 +02:00
if(getLevelNumber()==5&&getChapterNumber()==3)
2001-06-12 23:27:53 +02:00
{
m_levelHasTimer=true;
m_timer=30*55;
}
else
{
m_levelHasTimer=false;
}
2001-04-25 18:41:16 +02:00
CActorPool::SetUpCache();
2001-07-03 22:28:04 +02:00
m_musicStarted=false;
2001-07-26 18:14:58 +02:00
SetPadRescan();
2001-07-03 22:28:04 +02:00
2001-05-25 20:43:47 +02:00
SYSTEM_DBGMSG("InitLevelDone\n");
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}
2001-06-14 23:08:42 +02:00
/*****************************************************************************/
2001-07-23 21:26:37 +02:00
void CGameScene::dropHealth(DVECTOR const &Pos,int Amount,int Vel)
2001-06-14 23:08:42 +02:00
{
2001-06-15 00:03:03 +02:00
m_HealthManager->drop(Pos,Amount,Vel);
2001-06-14 23:08:42 +02:00
}
2001-03-06 23:14:15 +01:00
/*****************************************************************************/
2001-04-19 01:04:03 +02:00
void CGameScene::shutdownLevel()
2001-03-06 23:14:15 +01:00
{
2001-05-04 17:22:57 +02:00
CSoundMediator::dumpSong();
2001-03-06 23:14:15 +01:00
CConversation::shutdown();
CThingManager::shutdown();
2001-04-19 01:04:03 +02:00
Level.shutdown();
2001-03-06 23:14:15 +01:00
}
2001-06-28 22:21:02 +02:00
/*****************************************************************************/
void CGameScene::setCameraShake(s16 X,s16 Y)
{
s_CamShake.vx=X;
s_CamShake.vy=Y;
}
/*****************************************************************************/
void CGameScene::shakeCamera(DVECTOR &CamPos)
{
CamPos.vx+=s_CamShake.vx;
CamPos.vy+=s_CamShake.vy;
}
/*****************************************************************************/
void CGameScene::thinkCameraShake(int _frames)
{
if (s_CamShake.vx)
{
if (s_CamShake.vx<0)
{
s_CamShake.vx=-(s_CamShake.vx+1);
}
else
{
s_CamShake.vx=-(s_CamShake.vx-1);
}
}
if (s_CamShake.vy)
{
if (s_CamShake.vy<0)
{
s_CamShake.vy=-(s_CamShake.vy+1);
}
else
{
s_CamShake.vy=-(s_CamShake.vy-1);
}
}
}
2001-07-02 16:26:38 +02:00
/*****************************************************************************/
void CGameScene::setCameraMtx()
{
MATRIX CamMtx;
SetIdentTrans(&CamMtx,0,0,RenderZ);
SetGeomScreen(RenderZ);
SetRotMatrix(&CamMtx);
SetTransMatrix(&CamMtx);
}