/*************/ /*** Level ***/ /*************/ #include "system\global.h" #include "fileio\fileio.h" #include "utils\utils.h" #include "utils\pak.h" #include "gfx\tpage.h" #include "gfx\prim.h" #include #include "game\game.h" #include "level\level.h" #include "level\layertile.h" #include "level\layerback.h" #include "level\layertile3d.h" #include "level\layercollision.h" #include "gfx\font.h" #include "triggers\trigger.h" /* #ifndef __TRIGGERS_TLEVEXIT_H__ #include "triggers\tlevexit.h" #endif #ifndef __TRIGGERS_TRESTART_H__ #include "triggers\trestart.h" #endif #ifndef __TRIGGERS_TTELEPRT_H__ #include "triggers\tteleprt.h" #endif #ifndef __TRIGGERS_TCAMLOCK_H__ #include "triggers\tcamlock.h" #endif #ifndef __TRIGGERS_TWATER_H__ #include "triggers\twater.h" #endif */ #ifndef __PICKUPS_PICKUP_H__ #include "pickups\pickup.h" #endif #ifndef __PICKUPS_PSPATULA_H__ #include "pickups\pspatula.h" #endif #ifndef __PICKUPS_PKELP_H__ #include "pickups\pkelp.h" #endif #ifndef __SOUND_SOUND_H__ #include "sound\sound.h" #endif #ifndef __VID_HEADER_ #include "system\vid.h" #endif #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 #ifndef __JELLFISH_JELLFISH_H__ #include "jellfish\jellfish.h" #endif #ifndef __GAME_GAMESLOT_H__ #include "game\gameslot.h" #endif #ifndef __LOCALE_TEXTDBASE_H__ #include "locale\textdbase.h" #endif #ifndef _ANIMTEX_HEADER_ #include "gfx\animtex.h" #endif #include "fx\fx.h" #include "fx\fxfallingtile.h" // Level data include files: #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef __VERSION_DEBUG__ int PretendToBeAPS2=false; #endif /*****************************************************************************/ sLvlTab LvlTable[]= { // C1 {1,1, CHAPTER01_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER01_LEVEL01_LVL,LEVELS_CHAPTER01_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL1, STR__CHAPTER_1,STR__CHAPTER_1_LEVEL_1, CFmaScene::FMA_SCRIPT__NONE }, {1,2, CHAPTER01_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER01_LEVEL02_LVL,LEVELS_CHAPTER01_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL2, STR__CHAPTER_1,STR__CHAPTER_1_LEVEL_2, CFmaScene::FMA_SCRIPT__NONE }, {1,3, CHAPTER01_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER01_LEVEL03_LVL,LEVELS_CHAPTER01_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL3, STR__CHAPTER_1,STR__CHAPTER_1_LEVEL_3, CFmaScene::FMA_SCRIPT__NONE }, {1,4, CHAPTER01_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER01_LEVEL04_LVL,LEVELS_CHAPTER01_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL4, STR__CHAPTER_1,STR__CHAPTER_1_LEVEL_4, CFmaScene::FMA_SCRIPT__CH1FINISHED }, {1,5, CHAPTER06_LEVEL01_INF_TOTAL_ITEM_KELP_TOKEN, LEVELS_CHAPTER06_LEVEL01_LVL,LEVELS_CHAPTER06_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER6_BIGWHEEL, STR__KELP_WORLD,STR__CHAPTER_6_LEVEL_1, CFmaScene::FMA_SCRIPT__NONE }, // C2 {2,1, CHAPTER02_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER02_LEVEL01_LVL,LEVELS_CHAPTER02_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL1, STR__CHAPTER_2,STR__CHAPTER_2_LEVEL_1, CFmaScene::FMA_SCRIPT__NONE }, {2,2, CHAPTER02_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER02_LEVEL02_LVL,LEVELS_CHAPTER02_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL2, STR__CHAPTER_2,STR__CHAPTER_2_LEVEL_2, CFmaScene::FMA_SCRIPT__NONE }, {2,3, CHAPTER02_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER02_LEVEL03_LVL,LEVELS_CHAPTER02_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL3, STR__CHAPTER_2,STR__CHAPTER_2_LEVEL_3, CFmaScene::FMA_SCRIPT__NONE }, {2,4, CHAPTER02_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER02_LEVEL04_LVL,LEVELS_CHAPTER02_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL4, STR__CHAPTER_2,STR__CHAPTER_2_LEVEL_4, CFmaScene::FMA_SCRIPT__CH2FINISHED }, {2,5, CHAPTER06_LEVEL02_INF_TOTAL_ITEM_KELP_TOKEN, LEVELS_CHAPTER06_LEVEL02_LVL,LEVELS_CHAPTER06_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER6_ROLLERCOASTER, STR__KELP_WORLD,STR__CHAPTER_6_LEVEL_2, CFmaScene::FMA_SCRIPT__NONE }, // C3 {3,1, CHAPTER03_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER03_LEVEL01_LVL,LEVELS_CHAPTER03_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL1, STR__CHAPTER_3,STR__CHAPTER_3_LEVEL_1, CFmaScene::FMA_SCRIPT__NONE }, {3,2, CHAPTER03_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER03_LEVEL02_LVL,LEVELS_CHAPTER03_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL2, STR__CHAPTER_3,STR__CHAPTER_3_LEVEL_2, CFmaScene::FMA_SCRIPT__NONE }, {3,3, CHAPTER03_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER03_LEVEL03_LVL,LEVELS_CHAPTER03_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL3, STR__CHAPTER_3,STR__CHAPTER_3_LEVEL_3, CFmaScene::FMA_SCRIPT__NONE }, {3,4, CHAPTER03_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER03_LEVEL04_LVL,LEVELS_CHAPTER03_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL4, STR__CHAPTER_3,STR__CHAPTER_3_LEVEL_4, CFmaScene::FMA_SCRIPT__CH3FINISHED }, {3,5, CHAPTER06_LEVEL03_INF_TOTAL_ITEM_KELP_TOKEN, LEVELS_CHAPTER06_LEVEL03_LVL,LEVELS_CHAPTER06_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER6_TUNNELOFLOVE, STR__KELP_WORLD,STR__CHAPTER_6_LEVEL_3, CFmaScene::FMA_SCRIPT__NONE }, // C4 {4,1, CHAPTER04_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER04_LEVEL01_LVL,LEVELS_CHAPTER04_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL1, STR__CHAPTER_4,STR__CHAPTER_4_LEVEL_1, CFmaScene::FMA_SCRIPT__NONE }, {4,2, CHAPTER04_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER04_LEVEL02_LVL,LEVELS_CHAPTER04_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL2, STR__CHAPTER_4,STR__CHAPTER_4_LEVEL_2, CFmaScene::FMA_SCRIPT__NONE }, {4,3, CHAPTER04_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER04_LEVEL03_LVL,LEVELS_CHAPTER04_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL3, STR__CHAPTER_4,STR__CHAPTER_4_LEVEL_3, CFmaScene::FMA_SCRIPT__NONE }, {4,4, CHAPTER04_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER04_LEVEL04_LVL,LEVELS_CHAPTER04_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL4, STR__CHAPTER_4,STR__CHAPTER_4_LEVEL_4, CFmaScene::FMA_SCRIPT__CH4FINISHED }, {4,5, CHAPTER06_LEVEL04_INF_TOTAL_ITEM_KELP_TOKEN, LEVELS_CHAPTER06_LEVEL04_LVL,LEVELS_CHAPTER06_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER6_GHOSTTRAIN, STR__KELP_WORLD,STR__CHAPTER_6_LEVEL_4, CFmaScene::FMA_SCRIPT__NONE }, // C5 {5,1, CHAPTER05_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER05_LEVEL01_LVL,LEVELS_CHAPTER05_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL1, STR__CHAPTER_5,STR__CHAPTER_5_LEVEL_1, CFmaScene::FMA_SCRIPT__NONE }, {5,2, CHAPTER05_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER05_LEVEL02_LVL,LEVELS_CHAPTER05_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL2, STR__CHAPTER_5,STR__CHAPTER_5_LEVEL_2, CFmaScene::FMA_SCRIPT__NONE }, {5,3, CHAPTER05_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER05_LEVEL03_LVL,LEVELS_CHAPTER05_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL3, STR__CHAPTER_5,STR__CHAPTER_5_LEVEL_3, CFmaScene::FMA_SCRIPT__NONE }, {5,4, CHAPTER05_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, LEVELS_CHAPTER05_LEVEL04_LVL,LEVELS_CHAPTER05_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL4, STR__CHAPTER_5,STR__CHAPTER_5_LEVEL_4, CFmaScene::FMA_SCRIPT__CH5FINISHED }, {5,5, CHAPTER06_LEVEL05_INF_TOTAL_ITEM_KELP_TOKEN, LEVELS_CHAPTER06_LEVEL05_LVL,LEVELS_CHAPTER06_LEVEL05_TEX, CSoundMediator::SONG_CHAPTER6_SNAILRACE, STR__KELP_WORLD,STR__CHAPTER_6_LEVEL_5, CFmaScene::FMA_SCRIPT__NONE }, // FMA {6,0, 0, LEVELS_FMA_SHADYSHOALS_LVL,LEVELS_FMA_SHADYSHOALS_TEX, CSoundMediator::SONG_FMA, STR__NOW_LOADING,STR__BLANK, CFmaScene::FMA_SCRIPT__NONE }, {6,0, 0, LEVELS_FMA_CONTROLROOM_LVL,LEVELS_FMA_CONTROLROOM_TEX, CSoundMediator::SONG_FMA, STR__NOW_LOADING,STR__BLANK, CFmaScene::FMA_SCRIPT__NONE }, }; const int LvlTableSize=sizeof(LvlTable)/sizeof(sLvlTab); const FileEquate loadingScreens[7]= { LOADINGSCREENS_PINEAPPLE_GFX, // Chapter 1 LOADINGSCREENS_CULTURE_GFX, // Chapter 2 LOADINGSCREENS_PICKLES_GFX, // Chapter 3 LOADINGSCREENS_MONITOR_GFX, // Chapter 4 LOADINGSCREENS_KARATE_GFX, // Chapter 5 LOADINGSCREENS_PIZZA_GFX, // Fma }; /*****************************************************************************/ DVECTOR CLevel::MapPos; DVECTOR CLevel::s_playerSpawnPos; sLevelHdr *CLevel::LevelHdr; u8 CLevel::m_isBossRespawn; s32 CLevel::m_bossHealth; CNpcCheckpointHazard *CLevel::m_checkpoint; /*****************************************************************************/ CLevel::CLevel() { } /*****************************************************************************/ void CLevel::init(int LevelNo) { // Load it sLvlTab *lvlTab=&LvlTable[LevelNo]; CSoundMediator::setSong((CSoundMediator::SONGID)lvlTab->songId); LevelHdr=(sLevelHdr*)CFileIO::loadFile(lvlTab->LevelFilename,"Level"); LevelHdr->ElemBank2d=(sElem2d*) MakePtr(LevelHdr,(int)LevelHdr->ElemBank2d); LevelHdr->ElemBank3d=(sElem3d*) MakePtr(LevelHdr,(int)LevelHdr->ElemBank3d); LevelHdr->TriList=(sTri*) MakePtr(LevelHdr,(int)LevelHdr->TriList); LevelHdr->QuadList=(sQuad*) MakePtr(LevelHdr,(int)LevelHdr->QuadList); LevelHdr->VtxList=(sVtx*) MakePtr(LevelHdr,(int)LevelHdr->VtxList); LevelHdr->VtxIdxList=(u16*) MakePtr(LevelHdr,(int)LevelHdr->VtxIdxList); LevelHdr->ModelList=(sModel*) MakePtr(LevelHdr,(int)LevelHdr->ModelList); // Deal with RGB Tables (and create if none) if (LevelHdr->RGBLayer) { sLayerRGBHdr *RGBHdr=(sLayerRGBHdr*) MakePtr(LevelHdr,(int)LevelHdr->RGBLayer+sizeof(sLayerHdr)); m_RGBMap=(u8*) MakePtr(LevelHdr,(int)RGBHdr->RGBMap); m_RGBTable=(u8*) MakePtr(LevelHdr,(int)RGBHdr->RGBTable); } else { // Make blank RGB data sLayerHdr *LayerLayer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->ActionLayer); int LvlSize=LayerLayer->Width*LayerLayer->Height; m_RGBMap=(u8*)MemAlloc(LvlSize,"BlankRGBMap"); ASSERT(m_RGBMap); memset(m_RGBMap,0,LvlSize); m_RGBTable=(u8*)MemAlloc(16*4,"BlankRGBTable"); ASSERT(m_RGBTable); u8 RGB=127; for (int c=0; c<16; c++) { m_RGBTable[(c*4)+0]=RGB; m_RGBTable[(c*4)+1]=RGB; m_RGBTable[(c*4)+2]=RGB; m_RGBTable[(c*4)+3]=0; RGB+=6; } } CModelGfx::SetData(LevelHdr); m_levelTPage=TPLoadTex(lvlTab->TexFilename); s_playerSpawnPos.vx=LevelHdr->PlayerStartX*16; s_playerSpawnPos.vy=LevelHdr->PlayerStartY*16+16; MapPos.vx=MapPos.vy=0; initLayers(); m_isBossRespawn = false; m_checkpoint = NULL; m_bossHealth = 0; int level=GameScene.getLevelNumber(); int chapter=GameScene.getChapterNumber(); if ( chapter == 5 && level == 5 || // snail race chapter == 5 && level == 4 ) // tuna canning { CAnimTex::SetSpeed( -4 ); } } /*****************************************************************************/ bool CLevel::GetNextLevel(int &Lvl) { bool Finished=false; Lvl++; if (Lvl>=LvlTableSize) { Lvl=0; Finished=true; } return(Finished); } /*****************************************************************************/ void CLevel::DisplayLoadingScreen(int LevelNo) { ScalableFontBank font; char buf[256]; u8 *s_image; int i; if (LevelNo==-1) { // default loading screen s_image=LoadPakScreen(LOADINGSCREENS_BOOTSCREEN_GFX); } else { s_image=LoadPakScreen(loadingScreens[LvlTable[LevelNo].Chapter-1]); sprintf(buf,"%s\n\n%s",TranslationDatabase::getString(LvlTable[LevelNo].ChapterLoadingText),TranslationDatabase::getString(LvlTable[LevelNo].LevelLoadingText)); } ASSERT(s_image); SetScreenImage(s_image); font.initialise(&standardFont); font.setJustification(FontBank::JUST_CENTRE); font.setScale(370); for(i=0;i<2;i++) { if (LevelNo!=-1) { font.setColour(255,255,255); font.print(256 ,90 ,buf); font.setColour(0,0,0); font.print(256-1,90-1,buf); font.print(256-1,90 ,buf); font.print(256-1,90+1,buf); font.print(256 ,90-1,buf); font.print(256 ,90+1,buf); font.print(256+1,90-1,buf); font.print(256+1,90 ,buf); font.print(256+1,90+1,buf); } PrimDisplay(); VSync(0); VidSwapDraw(); } font.dump(); ClearScreenImage(); MemFree(s_image); StartLoad(); VSync(0); } /*****************************************************************************/ void CLevel::initLayers() { // Init Layers for (int i=0; iBackLayer) { sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->BackLayer); CLayerTile *NewLayer=new ("Back Layer") CLayerBack(LevelHdr,Layer); NewLayer->init(MapPos,3); TileLayers[CLayerTile::LAYER_TILE_TYPE_BACK]=NewLayer; } // Mid if (LevelHdr->MidLayer) { sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->MidLayer); CLayerTile *NewLayer=new ("Mid Layer") CLayerTile(LevelHdr,Layer); NewLayer->init(MapPos,2); TileLayers[CLayerTile::LAYER_TILE_TYPE_MID]=NewLayer; } // Action if (LevelHdr->ActionLayer) { sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->ActionLayer); CLayerTile *NewLayer=new ("Action Layer") CLayerTile3d(LevelHdr,Layer,m_RGBMap,m_RGBTable); NewLayer->init(MapPos,0); TileLayers[CLayerTile::LAYER_TILE_TYPE_ACTION]=NewLayer; } // Collision if (LevelHdr->CollisionLayer) { sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->CollisionLayer); CollisionLayer=new ("Collision Layer") CLayerCollision(Layer); CGameScene::setCollision(CollisionLayer); CreateTileStore(); } else { ASSERT(!"Where is the collision, moron!"); } // Actors if (LevelHdr->ActorList) { sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->ActorList); ActorCount=Hdr->Count; ActorList=(sThingActor**)MemAlloc(ActorCount*sizeof(sThingActor**),"Actor List"); u8 *ThingPtr=(u8*)MakePtr(Hdr,sizeof(sThingHdr)); for (int i=0; iPointCount*sizeof(u16)*2; } } // Platforms if (LevelHdr->PlatformList) { sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->PlatformList); PlatformCount=Hdr->Count; PlatformList=(sThingPlatform**)MemAlloc(PlatformCount*sizeof(sThingPlatform**),"Platform List"); u8 *ThingPtr=(u8*)MakePtr(Hdr,sizeof(sThingHdr)); for (int i=0; iPointCount*sizeof(u16)*2; } } // FX if (LevelHdr->FXList) { sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->FXList); FXCount=Hdr->Count; FXList=(sThingFX*)MakePtr(Hdr,sizeof(sThingHdr)); } // Hazards if (LevelHdr->HazardList) { sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->HazardList); HazardCount=Hdr->Count; HazardList=(sThingHazard**)MemAlloc(HazardCount*sizeof(sThingHazard**),"Hazard List"); u8 *ThingPtr=(u8*)MakePtr(Hdr,sizeof(sThingHdr)); for (int i=0; iPointCount*sizeof(u16)*2; } } initThings(false); } /*****************************************************************************/ void CLevel::initThings(int _respawningLevel) { if (LevelHdr->TriggerList) { sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->TriggerList); TriggerCount=Hdr->Count; TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr)); // Cam Locks first for(int i=0;iItemList) { DVECTOR pos; int itemNumber; sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->ItemList); ItemCount=Hdr->Count; ItemList=(sThingItem*)MakePtr(Hdr,sizeof(sThingHdr)); itemNumber=0; for(int i=0;iType==PICKUP__KELP_TOKEN) { isNumberedItem=true; if(CGameSlotManager::getSlotData()->isKelpTokenUncollected(GameScene.getChapterNumber()-1,GameScene.getLevelNumber()-1,itemNumber)==false) { createThisPickup=false; } } if((PICKUP_TYPE)ItemList->Type==PICKUP__HELMET&& _respawningLevel) { createThisPickup=false; } if(createThisPickup) { pos.vx=ItemList->Pos.X<<4; pos.vy=ItemList->Pos.Y<<4; newPickup=createPickup((PICKUP_TYPE)ItemList->Type,&pos); if(isNumberedItem) { if((PICKUP_TYPE)ItemList->Type==PICKUP__KELP_TOKEN) { ((CKelpTokenPickup*)newPickup)->setTokenNumber(itemNumber); } else { ASSERT(0); } } } if(isNumberedItem) { itemNumber++; } 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); if ( enemy ) { // if boss is killed and user dies, boss will not initialise and will return NULL enemy->setupWaypoints( ThisActor ); enemy->postInit(); if ( ThisActor->Speed ) { enemy->setSpeed( ThisActor->Speed ); } } } break; case CGameScene::ACTOR_FRIEND_NPC: { CNpcFriend *friendNpc; friendNpc=CNpcFriend::Create(ThisActor); friendNpc->setupWaypoints( ThisActor ); 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->postInit(); if ( ThisPlatform->Speed ) { platform->setSpeed( ThisPlatform->Speed ); } } } sThingHazard **hazardList = getHazardList(); if (hazardList) { for ( hazardNum = 0 ; hazardNum < getHazardCount() ; hazardNum++ ) { sThingHazard *ThisHazard = hazardList[hazardNum]; CNpcHazard *hazard; hazard = CNpcHazard::Create( ThisHazard ); if ( ThisHazard->Respawn ) { hazard->setRespawnRate( ThisHazard->Respawn ); } } } // initialise jellyfish generator CJellyfishGenerator::init(); CThingManager::initAllThings(); CThingManager::matchWheelsAndWeights(); CThingManager::matchPressureSwitches(); CThingManager::matchGaryTriggers(); } /*****************************************************************************/ void CLevel::respawnLevel() { //m_isBossRespawn = false; //m_bossHealth = 0; CThingManager::killAllThingsForRespawn(); initThings(true); ApplyTileStore(); // Put dem tiles back } /*****************************************************************************/ void CLevel::shutdown() { for (int i=0; ishutdown(); delete TileLayers[i]; } } if (!LevelHdr->RGBLayer) { MemFree(m_RGBMap); MemFree(m_RGBTable); } if (CollisionLayer) { CollisionLayer->shutdown(); delete CollisionLayer; } CSoundMediator::stopAllSound(); for(int i=0;i<5;i++) { VSync(0);CSoundMediator::think(1); // This is needed to let xmplay kill off the sounds properly (pkg) } if (ActorList) MemFree(ActorList); if (PlatformList) MemFree(PlatformList); if (HazardList) MemFree(HazardList); if (m_TileStore) MemFree(m_TileStore); MemFree(LevelHdr); CActorPool::Reset(); TPFree(m_levelTPage); } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void CLevel::render() { #ifdef __VERSION_DEBUG__ // Clever code to make code not so confusing!! // Emulate a PS2 by forcing it to run in 50/60 fps...by not drawing much!! VidSetClearScreen(PretendToBeAPS2); if(!PretendToBeAPS2) #endif // Render Layers for (int i=0; irender(); } #ifdef __SHOW_COLLISION__ if(CollisionLayer) { CollisionLayer->render(MapPos); } #endif } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void CLevel::think(int _frames) { for (int i=0; ithink(MapPos); } } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ DVECTOR CLevel::getMapSize() { DVECTOR size; sLayerHdr *layer; layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->ActionLayer); size.vx=layer->Width; size.vy=layer->Height; return size; } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void CLevel::destroyMapArea(DVECTOR const &Pos) { DVECTOR TL,BR; const int ColT=COLLISION_TYPE_DESTRUCTABLE_WALL; TL.vx=Pos.vx&-16;; TL.vy=Pos.vy&-16;; BR=TL; // Left while (CollisionLayer->getCollisionBlock(TL.vx-16,TL.vy)>>COLLISION_TYPE_FLAG_SHIFT==ColT) TL.vx-=16; // Top while (CollisionLayer->getCollisionBlock(TL.vx,TL.vy-16)>>COLLISION_TYPE_FLAG_SHIFT==ColT) TL.vy-=16; // Right while (CollisionLayer->getCollisionBlock(BR.vx+16,BR.vy)>>COLLISION_TYPE_FLAG_SHIFT==ColT) BR.vx+=16; // Bottom while (CollisionLayer->getCollisionBlock(BR.vx,BR.vy+16)>>COLLISION_TYPE_FLAG_SHIFT==ColT) BR.vy+=16; DVECTOR DP; for (DP.vy=TL.vy; DP.vy<=BR.vy; DP.vy+=16) { for (DP.vx=TL.vx; DP.vx<=BR.vx; DP.vx+=16) { u8 *ColElem=CollisionLayer->getMapPtr(DP.vx,DP.vy); if (*ColElem>>COLLISION_TYPE_FLAG_SHIFT==ColT) { sTileMapElem *MapElem=TileLayers[CLayerTile::LAYER_TILE_TYPE_ACTION]->getMapPtr(DP.vx,DP.vy); CFXFallingTile *FX=(CFXFallingTile*)CFX::Create(CFX::FX_TYPE_FALLINGTILE,DP); FX->SetTile(MapElem->Tile); MapElem->Tile=0; *ColElem=0; } } } } /*****************************************************************************/ // fixed now, so takes out whole vertical section, wherever it is hit // Note: relies on tiles not being top or bottom of map tho!! void CLevel::destroyMapTile(DVECTOR const &Pos) { int Width=CollisionLayer->getMapWidth(); DVECTOR MP=Pos; const int ColT=COLLISION_TYPE_DESTRUCTABLE_FLOOR; // Goto Top while (*CollisionLayer->getMapPtr(MP.vx,MP.vy-1)>>COLLISION_TYPE_FLAG_SHIFT==ColT) { MP.vy-=16; } u8 *ColElem=CollisionLayer->getMapPtr(MP.vx,MP.vy); sTileMapElem *MapElem=TileLayers[CLayerTile::LAYER_TILE_TYPE_ACTION]->getMapPtr(MP.vx,MP.vy); // Thrash em down while (*ColElem>>COLLISION_TYPE_FLAG_SHIFT==ColT) { CFXFallingTile *FX=(CFXFallingTile*)CFX::Create(CFX::FX_TYPE_FALLINGTILE,MP); FX->SetTile(MapElem->Tile); MapElem->Tile=0; *ColElem=0; MapElem+=Width; ColElem+=Width; MP.vy+=16; } } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void CLevel::reverseMapConveyor() { DVECTOR size = getMapSize(); int ColT; DVECTOR DP; for (DP.vy=0; DP.vy<=(size.vy<<4); DP.vy+=16) { for (DP.vx=0; DP.vx<=(size.vx<<4); DP.vx+=16) { u8 *ColElem=CollisionLayer->getMapPtr(DP.vx,DP.vy); if ( (*ColElem)>>COLLISION_TYPE_FLAG_SHIFT == COLLISION_TYPE_MOVE_LEFT ) { *ColElem &= ~COLLISION_TYPE_FLAG_MOVE_LEFT; *ColElem |= COLLISION_TYPE_FLAG_MOVE_RIGHT; } else if ( (*ColElem)>>COLLISION_TYPE_FLAG_SHIFT == COLLISION_TYPE_MOVE_RIGHT ) { *ColElem &= ~COLLISION_TYPE_FLAG_MOVE_RIGHT; *ColElem |= COLLISION_TYPE_FLAG_MOVE_LEFT; } } } } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void CLevel::CreateTileStore() { int MapW=CollisionLayer->getMapWidth(); int MapH=CollisionLayer->getMapHeight(); int X,Y; m_TileStoreCount=0; m_TileStore=0; // CountEm for (Y=0; YgetMapPtr(X*16,Y*16); int ColT = (*ColElem) & COLLISION_TYPE_MASK; if ( ColT==COLLISION_TYPE_FLAG_DESTRUCTABLE_FLOOR || ColT==COLLISION_TYPE_FLAG_DESTRUCTABLE_WALL) { m_TileStoreCount++; } } } // StoreEm if (m_TileStoreCount) { m_TileStore=(sTileStore*)MemAlloc(m_TileStoreCount*sizeof(sTileStore),"TileStoreList"); sTileStore *Ptr=m_TileStore; for (Y=0; YgetMapPtr(X*16,Y*16); int ColT = (*ColElem) & COLLISION_TYPE_MASK; if ( ColT==COLLISION_TYPE_FLAG_DESTRUCTABLE_FLOOR || ColT==COLLISION_TYPE_FLAG_DESTRUCTABLE_WALL) { Ptr->X=X; Ptr->Y=Y; Ptr->Col=*ColElem; Ptr->Tile=*TileLayers[CLayerTile::LAYER_TILE_TYPE_ACTION]->getMapPtr(X*16,Y*16); Ptr++; } } } } } /*****************************************************************************/ void CLevel::ApplyTileStore() { sTileStore *Ptr=m_TileStore; for (int i=0; igetMapPtr(Ptr->X*16,Ptr->Y*16); sTileMapElem *MapElem=TileLayers[CLayerTile::LAYER_TILE_TYPE_ACTION]->getMapPtr(Ptr->X*16,Ptr->Y*16); *ColElem=Ptr->Col; *MapElem=Ptr->Tile; Ptr++; } }