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 __PLATFORM_PLATFORM_H__
#include "platform\platform.h"
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#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_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 __PICKUPS_PICKUP_H__
#include "pickups\pickup.h"
#endif
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#ifndef __SOUND_SOUND_H__
#include "sound\sound.h"
#endif
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#include "gfx\actor.h"
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int RenderZ=256;
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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 CGameScene::s_levelFinished;
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/*****************************************************************************/
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CGameScene GameScene;
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/*****************************************************************************/
void CGameScene::AspectCorrectCamera()
{
const s32 Scale = (512<<12)/(256);
CamMtx.m[0][0] = ((s32)CamMtx.m[0][0] * Scale)>>12;
CamMtx.m[0][1] = ((s32)CamMtx.m[0][1] * Scale)>>12;
CamMtx.m[0][2] = ((s32)CamMtx.m[0][2] * Scale)>>12;
CamMtx.t[0] = (CamMtx.t[0] * Scale)>>12;
}
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/*****************************************************************************/
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void CGameScene::init()
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{
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// Setup Constant Camera Matrix
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// SetIdentNoTrans(&CamMtx);
// CamMtx.t[2]=ZPos;
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// AspectCorrectCamera();
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// SetRotMatrix(&CamMtx);
// SetTransMatrix(&CamMtx);
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SetGeomScreen(RenderZ);
CamMtx.t[2]=RenderZ;
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SetTransMatrix(&CamMtx);
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s_genericFont=new ("CGameScene::Init") FontBank();
s_genericFont->initialise( &standardFont );
s_genericFont->setColour( 255, 255 , 0 );
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VidSetClearScreen(0);
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m_pauseMenu=new ("Pause Menu") CPauseMenu();
m_pauseMenu->init();
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s_readyToExit=false;
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CFader::setFadingIn();
initLevel();
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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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shutdownLevel();
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CSoundMediator::dumpSong();
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m_pauseMenu->shutdown(); delete m_pauseMenu;
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__
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// if(!CConversation::isActive()&&PadGetDown(0)&PAD_START)
// {
// CConversation::trigger(SCRIPTS_SPEECHTEST_DAT);
// }
//#endif
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if(s_readyToExit)
{
// Temporarily.. exiting game scene always goes back to the front end (pkg)
GameState::setNextScene(&FrontEndScene);
}
else if(s_levelFinished)
{
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s_globalLevelSelectThing++;
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/*BODGE*/ s_globalLevelSelectThing&=1;;
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shutdownLevel();
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initLevel();
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s_levelFinished=false;
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}
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if(!m_pauseMenu->isActive()&&PadGetDown(0)&PAD_START&&canPause())
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{
m_pauseMenu->select();
}
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/* if (!s_levelFinished) */CConversation::think(_frames);
/* if (!s_levelFinished) */m_pauseMenu->think(_frames);
if(!CConversation::isActive()&& !m_pauseMenu->isActive())
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{
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DVECTOR camPos;
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/* if (!s_levelFinished) */CThingManager::thinkAllThings(_frames);
/* if (!s_levelFinished) */camPos=m_player->getCameraPos();
/* if (!s_levelFinished) */CBubicleFactory::setMapOffset(&camPos);
/* if (!s_levelFinished) */Level.setCameraCentre(camPos);
/* if (!s_levelFinished) */Level.think(_frames);
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if(PadGetDown(0)&PAD_R2)
{
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levelFinished();
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}
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}
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// s_levelFinished=false;
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}
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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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}
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/*****************************************************************************/
void CGameScene::initLevel()
{
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printf("InitLevel\n");
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CThingManager::init();
CConversation::init();
CConversation::registerConversationScript(SCRIPTS_SPEECHTEST_DAT); // Register one script for testing..
s_levelFinished=false;
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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();
m_player->setLayerCollision(Level.getCollisionLayer());
m_player->setMapSize(Level.getMapSize());
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// Init actors (needs moving and tidying
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int actorNum;
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int platformNum;
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sThingActor **actorList = Level.getActorList();
if (actorList)
{
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for ( actorNum = 0 ; actorNum < Level.getActorCount() ; actorNum++ )
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{
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sThingActor *ThisActor=actorList[actorNum];
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CActorPool::ACTOR_TYPE actorType = CActorPool::getActorType( actorList[actorNum]->Type );
switch ( actorType )
{
case CActorPool::ACTOR_ENEMY_NPC:
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{
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CNpcEnemy *enemy;
enemy=CNpcEnemy::Create(ThisActor);
enemy->setLayerCollision( Level.getCollisionLayer() );
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enemy->setupWaypoints( ThisActor );
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enemy->postInit();
}
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break;
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default:
break;
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}
}
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}
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sThingPlatform **platformList = Level.getPlatformList();
if (platformList)
{
for ( platformNum = 0 ; platformNum < Level.getPlatformCount() ; platformNum++ )
{
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sThingPlatform *ThisPlatform = platformList[platformNum];
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CNpcPlatform *platform;
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platform = CNpcPlatform::Create( ThisPlatform );
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platform->setLayerCollision( Level.getCollisionLayer() );
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platform->postInit();
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}
}
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// 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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printf("InitLevelDone\n");
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}
/*****************************************************************************/
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void CGameScene::shutdownLevel()
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{
CConversation::shutdown();
CThingManager::shutdown();
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Level.shutdown();
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}
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/*****************************************************************************/