SBSPSS/source/game/game.h

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/**********************/
/*** Main Game File ***/
/**********************/
#ifndef __GAME_GAME_H__
#define __GAME_GAME_H__
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#include "system\gstate.h"
#include "level\level.h"
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#ifndef __GAME_EVENT_H__
#include "game\event.h"
#endif
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/*****************************************************************************/
#define RENDER_Z (378)
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/*****************************************************************************/
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class FontBank;
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class SpriteBank;
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class CPlayer;
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class CLayerCollision;
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class CHealthManager;
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class CGameScene : public CScene
{
public:
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CGameScene() {;}
virtual ~CGameScene() {;}
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enum ACTOR_TYPE
{
ACTOR_PLAYER = 0,
ACTOR_FRIEND_NPC = 1,
ACTOR_ENEMY_NPC,
ACTOR_UNKNOWN,
};
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void init();
virtual void createPlayer();
virtual int canPause();
void shutdown();
void render();
void think(int _frames);
int readyToShutdown();
char *getSceneName() {return "Game";}
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int getChapterNumber();
int getLevelNumber();
int getTotalSpatCountForThisLevel();
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CPlayer *getPlayer();
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void respawnLevel();
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void sendEvent( GAME_EVENT evt, class CThing *sourceThing );
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static void setReadyToExit();
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static void hitBossArenaTrigger();
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static void levelFinished() {s_levelFinished=true;}
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static void restartlevel() {s_restartLevel=true;}
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CLevel &GetLevel() {return(Level);}
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static ACTOR_TYPE getActorType( int actorNum ) {return actorType[actorNum];}
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static void setBossHasBeenKilled() {s_bossHasBeenKilled=true;}
static int getBossHasBeenKilled() {return s_bossHasBeenKilled;}
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static void dropHealth(DVECTOR const &Pos,int Amount,int Vel);
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static void setCameraShake(s16 X,s16 Y);
static void shakeCamera(DVECTOR &CamPos);
void thinkCameraShake(int _frames);
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static void setCameraMtx();
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private:
typedef enum
{
GAMESTATE_SHOWING_LIVES,
GAMESTATE_PLAYING,
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GAMESTATE_FADING_INTO_BOSS_INTRO,
GAMESTATE_BOSS_INTRO,
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}GAMESTATE;
enum
{
TIME_TO_DISPLAY_LIVES_COUNT=3*60,
SPEED_OF_FADE=10,
};
GAMESTATE m_gamestate;
int m_showingLivesTimer;
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static int s_justHitBossArenaTrigger;
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void think_showing_lives(int _frames);
void think_playing(int _frames);
void render_showing_lives();
void render_playing();
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class CBossText *m_bossText;
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protected:
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void initLevel();
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void shutdownLevel();
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CLevel Level;
class CPauseMenu *m_pauseMenu;
class CPlayer *m_player;
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static CHealthManager *m_HealthManager;
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static FontBank *s_genericFont;
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class ScalableFontBank *m_scalableFont;
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static int s_restartLevel;
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static int s_readyToExit;
static int s_levelFinished;
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#ifdef __VERSION_DEBUG__
static int s_skipToNextLevel;
#endif
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static ACTOR_TYPE actorType[];
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// global vars
public:
static void setSpriteBank(SpriteBank *SprBank) {s_GlobalSpritebank=SprBank;}
static SpriteBank *getSpriteBank() {return(s_GlobalSpritebank);}
static void setCollision(CLayerCollision *Col) {s_GlobalCollision=Col;}
static CLayerCollision *getCollision() {return(s_GlobalCollision);}
static SpriteBank *s_GlobalSpritebank;
static CLayerCollision *s_GlobalCollision;
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static int s_bossHasBeenKilled;
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static DVECTOR s_CamShake;
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int m_levelHasTimer;
int m_timer;
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int m_musicStarted;
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};
/*****************************************************************************/
extern CGameScene GameScene;
/*****************************************************************************/
#endif