This commit is contained in:
Paul 2001-05-04 19:34:09 +00:00
parent 99e98162fe
commit 77bbfc2c16
7 changed files with 233 additions and 148 deletions

View File

@ -281,6 +281,13 @@ CPlayer * CGameScene::getPlayer()
return( m_player );
}
/*****************************************************************************/
void CGameScene::respawnLevel()
{
Level.respawnLevel();
}
/*****************************************************************************/
void CGameScene::sendEvent( GAME_EVENT evt, CThing *sourceThing )
{
@ -313,70 +320,6 @@ void CGameScene::initLevel()
m_player->setHealthType(CPlayer::HEALTH_TYPE__OUT_OF_WATER);
}
// Init actors (needs moving and tidying
int actorNum;
int platformNum;
int hazardNum;
sThingActor **actorList = Level.getActorList();
if (actorList)
{
for ( actorNum = 0 ; actorNum < Level.getActorCount() ; actorNum++ )
{
sThingActor *ThisActor=actorList[actorNum];
CGameScene::ACTOR_TYPE actorType = CGameScene::getActorType( actorList[actorNum]->Type );
switch ( actorType )
{
case CGameScene::ACTOR_ENEMY_NPC:
{
CNpcEnemy *enemy;
enemy=CNpcEnemy::Create(ThisActor);
enemy->setLayerCollision( Level.getCollisionLayer() );
enemy->setupWaypoints( ThisActor );
enemy->postInit();
}
break;
case CGameScene::ACTOR_FRIEND_NPC:
{
CNpcFriend *friendNpc;
friendNpc=CNpcFriend::Create(ThisActor);
friendNpc->setLayerCollision( Level.getCollisionLayer() );
friendNpc->postInit();
}
break;
default:
break;
}
}
}
sThingPlatform **platformList = Level.getPlatformList();
if (platformList)
{
for ( platformNum = 0 ; platformNum < Level.getPlatformCount() ; platformNum++ )
{
sThingPlatform *ThisPlatform = platformList[platformNum];
CNpcPlatform *platform;
platform = CNpcPlatform::Create( ThisPlatform );
platform->setLayerCollision( Level.getCollisionLayer() );
platform->postInit();
}
}
sThingHazard **hazardList = Level.getHazardList();
if (hazardList)
{
for ( hazardNum = 0 ; hazardNum < Level.getHazardCount() ; hazardNum++ )
{
sThingHazard *ThisHazard = hazardList[hazardNum];
CNpcHazard *hazard;
hazard = CNpcHazard::Create( ThisHazard );
hazard->setLayerCollision( Level.getCollisionLayer() );
}
}
// Song is loaded/dumped by the level, and played from here. This just gives some
// better timing over when it starts (pkg)
CSoundMediator::playSong();

View File

@ -40,6 +40,7 @@ virtual int canPause();
char *getSceneName() {return "Game";}
CPlayer *getPlayer();
void respawnLevel();
void sendEvent( GAME_EVENT evt, class CThing *sourceThing );
static void setReadyToExit() {s_readyToExit=true;}

View File

@ -47,9 +47,29 @@
#include "system\vid.h"
#endif
#include "enemy\npc.h"
#include "gfx\actor.h"
#ifndef __ENEMY_NPC_H__
#include "enemy\npc.h"
#endif
#ifndef __FRIEND_FRIEND_H__
#include "friend\friend.h"
#endif
#ifndef __PLATFORM_PLATFORM_H__
#include "platform\platform.h"
#endif
#ifndef __HAZARD_HAZARD_H__
#include "hazard\hazard.h"
#endif
#ifndef __PROJECTL_PROJECTL_H__
#include "projectl\projectl.h"
#endif
/*****************************************************************************/
extern int s_globalLevelSelectThing;
@ -264,21 +284,6 @@ void CLevel::initLayers()
ThingPtr+=ActorList[i]->PointCount*sizeof(u16)*2;
}
}
// Items
if (LevelHdr->ItemList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->ItemList);
ItemCount=Hdr->Count;
ItemList=(sThingItem*)MakePtr(Hdr,sizeof(sThingHdr));
DVECTOR pos;
for(int i=0;i<ItemCount;i++)
{
pos.vx=ItemList->Pos.X<<4;
pos.vy=ItemList->Pos.Y<<4;
createPickup((PICKUP_TYPE)ItemList->Type,&pos);
ItemList++;
}
}
// Platforms
if (LevelHdr->PlatformList)
{
@ -295,71 +300,6 @@ void CLevel::initLayers()
}
}
// Triggers
// Yeah yeah - I'll put this crap into a seperate file when the numbers of trigger types get a bit bigger! (pkg)
if (LevelHdr->TriggerList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->TriggerList);
TriggerCount=Hdr->Count;
TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr));
for(int i=0;i<TriggerCount;i++)
{
CTriggerThing *trigger=NULL; // I hate having to do this just to keep the compiler quiet :/ (pkg)
if(TriggerList->Type==3)
{
// Camera lock trigger
trigger=(CCameraLockTrigger*)new ("CameraLockTrigger") CCameraLockTrigger();
trigger->init();
trigger->setPositionAndSize(TriggerList->Pos.X<<4,TriggerList->Pos.Y<<4,
TriggerList->Width<<4,TriggerList->Height<<4);
trigger->setTargetBox(TriggerList->TargetPos.X<<4,TriggerList->TargetPos.Y<<4,TriggerList->TargetSize.X<<4,TriggerList->TargetSize.Y<<4);
}
TriggerList++;
}
}
if (LevelHdr->TriggerList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->TriggerList);
TriggerCount=Hdr->Count;
TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr));
for(int i=0;i<TriggerCount;i++)
{
CTriggerThing *trigger=NULL; // I hate having to do this just to keep the compiler quiet :/ (pkg)
switch(TriggerList->Type)
{
// Exit trigger
case 0:
trigger=(CTriggerThing*)new ("LevelExitTrigger") CLevelExitTrigger();
break;
// Level respawn trigger
case 1:
trigger=(CRestartPointTrigger*)new ("RestartTrigger") CRestartPointTrigger();
break;
// Teleport trigger
case 2:
trigger=(CTeleportTrigger*)new ("TeleportTrigger") CTeleportTrigger();
break;
// Camera lock trigger
case 3:
trigger=NULL;
break;
}
if(trigger)
{
trigger->init();
trigger->setPositionAndSize(TriggerList->Pos.X<<4,TriggerList->Pos.Y<<4,
TriggerList->Width<<4,TriggerList->Height<<4);
trigger->setTargetBox(TriggerList->TargetPos.X<<4,TriggerList->TargetPos.Y<<4,TriggerList->TargetSize.X<<4,TriggerList->TargetSize.Y<<4);
}
TriggerList++;
}
}
// FX
if (LevelHdr->FXList)
{
@ -367,6 +307,7 @@ void CLevel::initLayers()
FXCount=Hdr->Count;
FXList=(sThingFX*)MakePtr(Hdr,sizeof(sThingHdr));
}
// Hazards
if (LevelHdr->HazardList)
{
@ -382,8 +323,174 @@ void CLevel::initLayers()
}
}
initThings(false);
}
/*****************************************************************************/
void CLevel::initThings(int _respawningLevel)
{
// Triggers
// Yeah yeah - I'll put this crap into a seperate file when the numbers of trigger types get a bit bigger! (pkg)
if (LevelHdr->TriggerList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->TriggerList);
TriggerCount=Hdr->Count;
TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr));
for(int i=0;i<TriggerCount;i++)
{
CTriggerThing *trigger=NULL; // I hate having to do this just to keep the compiler quiet :/ (pkg)
if(TriggerList->Type==3)
{
// Camera lock trigger
trigger=(CCameraLockTrigger*)new ("CameraLockTrigger") CCameraLockTrigger();
trigger->init();
trigger->setPositionAndSize(TriggerList->Pos.X<<4,TriggerList->Pos.Y<<4,
TriggerList->Width<<4,TriggerList->Height<<4);
trigger->setTargetBox(TriggerList->TargetPos.X<<4,TriggerList->TargetPos.Y<<4,TriggerList->TargetSize.X<<4,TriggerList->TargetSize.Y<<4);
}
TriggerList++;
}
}
if (LevelHdr->TriggerList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->TriggerList);
TriggerCount=Hdr->Count;
TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr));
for(int i=0;i<TriggerCount;i++)
{
CTriggerThing *trigger=NULL; // I hate having to do this just to keep the compiler quiet :/ (pkg)
switch(TriggerList->Type)
{
// Exit trigger
case 0:
trigger=(CTriggerThing*)new ("LevelExitTrigger") CLevelExitTrigger();
break;
// Level respawn trigger
case 1:
trigger=(CRestartPointTrigger*)new ("RestartTrigger") CRestartPointTrigger();
break;
// Teleport trigger
case 2:
trigger=(CTeleportTrigger*)new ("TeleportTrigger") CTeleportTrigger();
break;
// Camera lock trigger
case 3:
trigger=NULL;
break;
}
if(trigger)
{
trigger->init();
trigger->setPositionAndSize(TriggerList->Pos.X<<4,TriggerList->Pos.Y<<4,
TriggerList->Width<<4,TriggerList->Height<<4);
trigger->setTargetBox(TriggerList->TargetPos.X<<4,TriggerList->TargetPos.Y<<4,TriggerList->TargetSize.X<<4,TriggerList->TargetSize.Y<<4);
}
TriggerList++;
}
}
// Items
if (LevelHdr->ItemList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->ItemList);
ItemCount=Hdr->Count;
ItemList=(sThingItem*)MakePtr(Hdr,sizeof(sThingHdr));
DVECTOR pos;
for(int i=0;i<ItemCount;i++)
{
if(!(_respawningLevel&&(PICKUP_TYPE)ItemList->Type==PICKUP__SPATULA))
{
pos.vx=ItemList->Pos.X<<4;
pos.vy=ItemList->Pos.Y<<4;
createPickup((PICKUP_TYPE)ItemList->Type,&pos);
}
ItemList++;
}
}
// Init actors (needs moving and tidying
int actorNum;
int platformNum;
int hazardNum;
sThingActor **actorList = getActorList();
if (actorList)
{
for ( actorNum = 0 ; actorNum < getActorCount() ; actorNum++ )
{
sThingActor *ThisActor=actorList[actorNum];
CGameScene::ACTOR_TYPE actorType = CGameScene::getActorType( actorList[actorNum]->Type );
switch ( actorType )
{
case CGameScene::ACTOR_ENEMY_NPC:
{
CNpcEnemy *enemy;
enemy=CNpcEnemy::Create(ThisActor);
enemy->setLayerCollision( getCollisionLayer() );
enemy->setupWaypoints( ThisActor );
enemy->postInit();
}
break;
case CGameScene::ACTOR_FRIEND_NPC:
{
CNpcFriend *friendNpc;
friendNpc=CNpcFriend::Create(ThisActor);
friendNpc->setLayerCollision( getCollisionLayer() );
friendNpc->postInit();
}
break;
default:
break;
}
}
}
sThingPlatform **platformList = getPlatformList();
if (platformList)
{
for ( platformNum = 0 ; platformNum < getPlatformCount() ; platformNum++ )
{
sThingPlatform *ThisPlatform = platformList[platformNum];
CNpcPlatform *platform;
platform = CNpcPlatform::Create( ThisPlatform );
platform->setLayerCollision( getCollisionLayer() );
platform->postInit();
}
}
sThingHazard **hazardList = getHazardList();
if (hazardList)
{
for ( hazardNum = 0 ; hazardNum < getHazardCount() ; hazardNum++ )
{
sThingHazard *ThisHazard = hazardList[hazardNum];
CNpcHazard *hazard;
hazard = CNpcHazard::Create( ThisHazard );
hazard->setLayerCollision( getCollisionLayer() );
}
}
}
/*****************************************************************************/
void CLevel::respawnLevel()
{
CThingManager::killAllThingsForRespawn();
initThings(true);
}
/*****************************************************************************/
void CLevel::shutdown()
{

View File

@ -49,9 +49,14 @@ public:
DVECTOR getMapSize();
bool GetNextLevel(int &Lvl);
void respawnLevel();
private:
void initLayers();
void initThings(int _respawningLevel);
void DisplayLoadingScreen(sLvlTab *lvlTab);
sLevelHdr *LevelHdr;

View File

@ -77,9 +77,9 @@
#include "platform\platform.h"
#endif
// to be removed
//#include "gfx\tpage.h"
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
/* Std Lib
@ -1304,6 +1304,8 @@ void CPlayer::respawn()
m_moveVelocity.vx=m_moveVelocity.vy=0;
clearPlatform();
GameScene.respawnLevel();
}

View File

@ -97,6 +97,32 @@ void CThingManager::shutdown()
s_initialised=false;
}
/*----------------------------------------------------------------------
Function:
Purpose: Kills every CThing except the player
Params:
Returns:
---------------------------------------------------------------------- */
void CThingManager::killAllThingsForRespawn()
{
int i;
CThing *thing;
ASSERT(s_initialised);
for(i=0;i<CThing::MAX_TYPE;i++)
{
if(i!=CThing::TYPE_PLAYER)
{
while(s_thingLists[i])
{
thing=s_thingLists[i];
thing->shutdown();
delete thing;
}
}
}
}
/*----------------------------------------------------------------------
Function:
Purpose:

View File

@ -52,6 +52,7 @@ class CThingManager
public:
static void init();
static void shutdown();
static void killAllThingsForRespawn();
static void thinkAllThings(int _frames);
static void renderAllThings();