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 __ENEMY_NPLATFRM_H__
#include "enemy\nplatfrm.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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#ifndef __SOUND_SOUND_H__
#include "sound\sound.h"
#endif
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#include "gfx\actor.h"
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//int GX=512/2;
//int GY=256/;
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int GH=256;
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int ZPos=5100/16;
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/*****************************************************************************/
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FontBank *CGameScene::s_genericFont;
MATRIX CGameScene::CamMtx;
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/*****************************************************************************/
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#ifndef __USER_paul__
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int s_globalLevelSelectThing=0;
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#else
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int s_globalLevelSelectThing=120;
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#endif
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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();
SetRotMatrix(&CamMtx);
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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// SetGeomOffset( GX, GY );
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SetGeomScreen(GH);
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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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// CFileIO::EnableASync(true);
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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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// CFileIO::EnableASync(false);
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shutdownLevel(true);
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__
// if(!CConversation::isActive()&&PadGetDown(0)&PAD_START)
// {
// CConversation::trigger(SCRIPTS_SPEECHTEST_DAT);
// }
//#endif
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// CFileIO::LoadASyncFiles();
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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=Level.GetNextLevel(s_globalLevelSelectThing);
shutdownLevel(s_globalLevelSelectThing%12==0);
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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();
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//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
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/* 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..
#ifdef __USER_paul__
DVECTOR pos={16*10,16*10};
createPickup(PICKUP__BIG_HEALTH,&pos);
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pos.vx+=64; createPickup(PICKUP__MEDIUM_HEALTH,&pos);
pos.vx+=64; createPickup(PICKUP__SMALL_HEALTH,&pos);
pos.vx+=64; createPickup(PICKUP__LIFE,&pos);
pos.vx+=64; createPickup(PICKUP__SPATULA,&pos);
pos.vx+=64; createPickup(PICKUP__JELLY_LAUNCHER_AMMO,&pos);
pos.vx+=64; createPickup(PICKUP__BUBBLE_MIXTURE,&pos);
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pos.vx+=64; createPickup(PICKUP__BUBBLE_WAND,&pos);
pos.vx+=64; createPickup(PICKUP__NET,&pos);
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pos.vx+=64; createPickup(PICKUP__GLASSES,&pos);
pos.vx+=64; createPickup(PICKUP__SQUEAKY_SHOES,&pos);
pos.vx+=64; createPickup(PICKUP__BALLOON,&pos);
pos.vx+=64; createPickup(PICKUP__HELMET,&pos);
pos.vx+=64; createPickup(PICKUP__CORAL_BLOWER,&pos);
pos.vx+=64; createPickup(PICKUP__QUEST_ITEM__TEST,&pos);
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// CNpcPlatform *platform;
// platform=new ("test platform") CNpcPlatform;
// platform->init();
// platform->setLayerCollision( Level.getCollisionLayer() );
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#endif
s_levelFinished=false;
Level.init();
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 pointNum;
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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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CActorPool::ACTOR_TYPE actorType = CActorPool::getActorType( actorList[actorNum]->Type );
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switch ( actorType )
{
case CActorPool::ACTOR_ENEMY_NPC:
{
CNpcEnemy *enemy;
enemy = new ("npc enemy") CNpcEnemy;
ASSERT(enemy);
enemy->setTypeFromMapEdit( actorList[actorNum]->Type );
enemy->init();
enemy->setLayerCollision( Level.getCollisionLayer() );
u16 *PntList=(u16*)MakePtr(actorList[actorNum],sizeof(sThingActor));
u16 newXPos, newYPos;
newXPos = (u16) *PntList;
PntList++;
newYPos = (u16) *PntList;
PntList++;
enemy->setStartPos( newXPos, newYPos );
enemy->addWaypoint( newXPos, newYPos );
if ( actorList[actorNum]->PointCount > 1 )
{
for ( pointNum = 1 ; pointNum < actorList[actorNum]->PointCount ; pointNum++ )
{
newXPos = (u16) *PntList;
PntList++;
newYPos = (u16) *PntList;
PntList++;
enemy->addWaypoint( newXPos, newYPos );
}
}
enemy->postInit();
break;
}
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++ )
{
CNpcPlatform *platform;
platform = new ("platform") CNpcPlatform;
ASSERT(platform);
platform->setTypeFromMapEdit( platformList[platformNum]->Type );
u16 *PntList=(u16*)MakePtr(platformList[platformNum],sizeof(sThingPlatform));
u16 newXPos, newYPos;
newXPos = (u16) *PntList;
PntList++;
newYPos = (u16) *PntList;
PntList++;
DVECTOR startPos;
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startPos.vx = newXPos << 4;
startPos.vy = newYPos << 4;
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platform->init( startPos );
platform->setLayerCollision( Level.getCollisionLayer() );
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platform->setTiltable( false );
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platform->addWaypoint( newXPos, newYPos );
if ( platformList[platformNum]->PointCount > 1 )
{
for ( pointNum = 1 ; pointNum < platformList[platformNum]->PointCount ; pointNum++ )
{
newXPos = (u16) *PntList;
PntList++;
newYPos = (u16) *PntList;
PntList++;
platform->addWaypoint( newXPos, newYPos );
}
}
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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(bool CleanUp)
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{
CConversation::shutdown();
CThingManager::shutdown();
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Level.shutdown(CleanUp);
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}
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/*****************************************************************************/