/**********************/ /*** 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" #include "level\level.h" #include "game\game.h" #include "system\gstate.h" #include "gfx\font.h" #include "gfx\fdata.h" #ifndef __GAME_CONVO_H__ #include "game\convo.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif #include "player\demoplay.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 __GFX_FADER_H__ #include "gfx\fader.h" #endif #ifndef __GFX_BUBICLES__ #include "gfx\bubicles.h" #endif #ifndef __SPR_SPRITES_H__ #include #endif #ifndef _ANIMTEX_HEADER_ #include "gfx\animtex.h" #endif #ifndef __GAME_PAUSE_H__ #include "game\pause.h" #endif #ifndef __FRONTEND_FRONTEND_H__ #include "frontend\frontend.h" #endif #ifndef __SOUND_SOUND_H__ #include "sound\sound.h" #endif #ifndef __MAP_MAP_H__ #include "map\map.h" #endif #ifndef __SHOP_SHOP_H__ #include "shop\shop.h" #endif #ifndef __FMA_FMA_H__ #include "fma\fma.h" #endif #ifndef __BACKEND_GAMEOVER_H__ #include "backend\gameover.h" #endif #ifndef __GAME_GAMESLOT_H__ #include "game\gameslot.h" #endif #ifndef __GAME_HEALTH_MANAGER_H__ #include "game\healthman.h" #endif #ifndef __LOCALE_TEXTDBASE_H__ #include "locale\textdbase.h" #endif #ifndef __SAVE_SAVE_H__ #include "save\save.h" #endif #ifndef __GAME_BOSSTEXT_H__ #include "game\bosstext.h" #endif #include "gfx\actor.h" static const int RenderZ=378;//256; Increased to make depth less, and SB more visible /*****************************************************************************/ FontBank *CGameScene::s_genericFont; SpriteBank *CGameScene::s_GlobalSpritebank; CLayerCollision *CGameScene::s_GlobalCollision; CHealthManager *CGameScene::m_HealthManager; /*****************************************************************************/ CGameScene::ACTOR_TYPE CGameScene::actorType[40] = { ACTOR_PLAYER, //SpongeBob=0 ACTOR_FRIEND_NPC, //BarnacleBoy=1 ACTOR_FRIEND_NPC, //Gary=2 ACTOR_FRIEND_NPC, //Krusty=3 ACTOR_FRIEND_NPC, //MermaidMan=4 ACTOR_FRIEND_NPC, //Patrick=5 ACTOR_FRIEND_NPC, //Sandy=6 ACTOR_FRIEND_NPC, //Squidward=7 ACTOR_FRIEND_NPC, //Plankton=8 ACTOR_UNKNOWN, ACTOR_ENEMY_NPC, //SmallJellyfish-Level1=10 ACTOR_ENEMY_NPC, //SmallJellyfish-Level2=11 ACTOR_ENEMY_NPC, //Motherjellyfish=12 ACTOR_ENEMY_NPC, //Anenome-Level1=13 ACTOR_ENEMY_NPC, //SpikeyAnenome=14 ACTOR_ENEMY_NPC, //Anenome-Level3=15 ACTOR_ENEMY_NPC, //BabyOctopus=16 ACTOR_ENEMY_NPC, //Ballblob=17 ACTOR_ENEMY_NPC, //Boogermonster=18 ACTOR_ENEMY_NPC, //Caterpillar=19 ACTOR_ENEMY_NPC, //Clam-Level1=20 ACTOR_ENEMY_NPC, //Clam-Level2=21 ACTOR_ENEMY_NPC, //Eyeball=22 ACTOR_ENEMY_NPC, //Flamingskull=23 ACTOR_ENEMY_NPC, //FlyingDutchman=24 ACTOR_ENEMY_NPC, //Ghost=25 ACTOR_ENEMY_NPC, //GiantWorm=26 ACTOR_ENEMY_NPC, //HermitCrab=27 ACTOR_ENEMY_NPC, //IronDogFish=28 ACTOR_ENEMY_NPC, //PuffaFish=29 ACTOR_ENEMY_NPC, //SeaSnake=30 ACTOR_ENEMY_NPC, //Sharkman=31 ACTOR_ENEMY_NPC, //SharkSub=32 ACTOR_ENEMY_NPC, //Skeletalfish=33 ACTOR_ENEMY_NPC, //SpiderCrab=34 ACTOR_ENEMY_NPC, //Squiddart=35 ACTOR_ENEMY_NPC, //Stomper=36 ACTOR_ENEMY_NPC, //DustDevil=37 ACTOR_ENEMY_NPC, //SiderCrabSpawner=38 ACTOR_ENEMY_NPC, //Shell=39 }; /*****************************************************************************/ int s_globalLevelSelectThing=0; int CGameScene::s_readyToExit; int CGameScene::s_levelFinished; #ifdef __VERSION_DEBUG__ int CGameScene::s_skipToNextLevel; #endif int CGameScene::s_restartLevel; int CGameScene::s_bossHasBeenKilled; int CGameScene::s_justHitBossArenaTrigger; DVECTOR CGameScene::s_CamShake={0,0}; // Evil global pointer to the boss character CThing *g_bossThing; /*****************************************************************************/ CGameScene GameScene; /*****************************************************************************/ void CGameScene::init() { setCameraMtx(); s_genericFont=new ("CGameScene::Init") FontBank(); s_genericFont->initialise( &standardFont ); s_genericFont->setColour( 255, 255 , 0 ); m_scalableFont=new ("CountdownTimerFont") ScalableFontBank(); m_scalableFont->initialise(&standardFont); m_scalableFont->setColour(255,255,255); m_scalableFont->setScale(511); VidSetClearScreen(0); m_pauseMenu=new ("Pause Menu") CPauseMenu(); m_pauseMenu->init(); m_HealthManager= new ("Health Manager") CHealthManager(); m_HealthManager->init(); s_readyToExit=false; s_restartLevel=false; m_bossText=new ("BossText") CBossText(); m_bossText->init(); CFader::setFadingIn(); CLevel::setIsBossRespawn(false); initLevel(); m_gamestate=GAMESTATE_SHOWING_LIVES; m_showingLivesTimer=0; } /*****************************************************************************/ // 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(); m_player->setThingSubType(0); } // This is also to be overloaded for demomode.. to stop the pause menu appearing int CGameScene::canPause() { return m_gamestate==GAMESTATE_PLAYING; } /*****************************************************************************/ void CGameScene::shutdown() { m_bossText->shutdown(); delete m_bossText; shutdownLevel(); m_pauseMenu->shutdown(); delete m_pauseMenu; m_scalableFont->dump(); delete m_scalableFont; s_genericFont->dump(); delete s_genericFont; m_HealthManager->shutdown();delete m_HealthManager; } /*****************************************************************************/ void CGameScene::render() { switch(m_gamestate) { case GAMESTATE_SHOWING_LIVES: render_showing_lives(); break; case GAMESTATE_PLAYING: case GAMESTATE_FADING_INTO_BOSS_INTRO: render_playing(); break; case GAMESTATE_BOSS_INTRO: m_bossText->render(); break; } } /*****************************************************************************/ void CGameScene::render_showing_lives() { int colour; char buf[20]; POLY_F4 *f4; POLY_FT3 *ft3; colour=m_showingLivesTimer-TIME_TO_DISPLAY_LIVES_COUNT; if(colour<0) { colour=0; } else { colour*=SPEED_OF_FADE; if(colour>255) { colour=255; } } colour=255-colour; // Text m_scalableFont->setPrintArea(0,0,512,256); s_genericFont->setJustification(FontBank::JUST_CENTRE); s_genericFont->setColour(colour,colour,colour); s_genericFont->setTrans(1); s_genericFont->setSMode(1); s_genericFont->print(256,50,"Now entering:"); s_genericFont->print(256,80,Level.getChapterLoadingText()); s_genericFont->print(256,100,Level.getLevelLoadingText()); sprintf(buf,"Lives x %d",CGameSlotManager::getSlotData()->m_lives); s_genericFont->print(256,140,buf); // Black background f4=GetPrimF4(); setXYWH(f4,0,0,512,256); setRGB0(f4,colour,colour,colour); setShadeTex(f4,0); setSemiTrans(f4,1); AddPrimToList(f4,0); ft3=GetPrimFT3(); setPolyFT3(ft3); setShadeTex(ft3,1); setSemiTrans(ft3,1); ft3->tpage=2<<5; setXY3(ft3,512,512,512,512,512,512); AddPrimToList(ft3,0); render_playing(); } /*****************************************************************************/ void CGameScene::render_playing() { // CamMtx.t[2]=ZPos; // Temp if(m_levelHasTimer) { int timerValue; char buf[10]; timerValue=m_timer/55; if(timerValue<0)timerValue=0; sprintf(buf,"%d",timerValue); if(timerValue<=5) { m_scalableFont->setColour(255,0,0); } else { m_scalableFont->setColour(255,255,255); } m_scalableFont->print(VidGetScrW()/2,30,buf); } m_pauseMenu->render(); CConversation::render(); CThingManager::renderAllThings(); setCameraMtx(); Level.render(); m_HealthManager->render(); CActorPool::CleanUpCache(); } /*****************************************************************************/ void CGameScene::think(int _frames) { if(!m_musicStarted&&!CFader::isFading()) { // Song is loaded/dumped by the level, and played from here. This just gives some // better timing over when it starts (pkg) CSoundMediator::playSong(); CSoundMediator::setCanPlaySfx(true); m_musicStarted=true; } switch(m_gamestate) { case GAMESTATE_SHOWING_LIVES: think_showing_lives(_frames); break; case GAMESTATE_PLAYING: think_playing(_frames); break; case GAMESTATE_FADING_INTO_BOSS_INTRO: if(!CFader::isFading()) { m_bossText->select(); m_gamestate=GAMESTATE_BOSS_INTRO; CFader::setFadingIn(); } break; case GAMESTATE_BOSS_INTRO: m_bossText->think(_frames); if(m_bossText->isReadyToExit()) { m_gamestate=GAMESTATE_PLAYING; CSoundMediator::playSong(); sendEvent( BOSS_FOUND_EVENT, NULL ); CFader::setFadingIn(); } break; } #ifdef __VERSION_DEBUG__ #if defined (__USER_paul__) || defined (__USER_daveo__) || defined (__USER_charles__) char buf[20]; sprintf(buf,"Frames: %d",_frames); m_scalableFont->setTrans(0); m_scalableFont->setSMode(0); m_scalableFont->setColour(128,128,128); m_scalableFont->setScale(300); m_scalableFont->print(40,200,buf); #endif #endif } /*****************************************************************************/ void CGameScene::think_showing_lives(int _frames) { if(m_showingLivesTimer==0) { think_playing(0); } else if((m_showingLivesTimer-TIME_TO_DISPLAY_LIVES_COUNT)*SPEED_OF_FADE>128) { think_playing(_frames); } if(PadGetDown(0)&PAD_CROSS&&m_showingLivesTimerignoreNewlyPressedButtonsOnPadThisThink(); } if(_frames>2) { _frames=2; } m_showingLivesTimer+=_frames; if((m_showingLivesTimer-TIME_TO_DISPLAY_LIVES_COUNT)*SPEED_OF_FADE>255) { m_gamestate=GAMESTATE_PLAYING; } } /*****************************************************************************/ void CGameScene::think_playing(int _frames) { if(s_readyToExit) { return; } if(s_justHitBossArenaTrigger) { m_gamestate=GAMESTATE_FADING_INTO_BOSS_INTRO; CFader::setFadingOut(); s_justHitBossArenaTrigger=false; } // Auto-timer stuff if(m_levelHasTimer&& !CConversation::isActive()&&!m_pauseMenu->isActive()) { int oldTimer; oldTimer=m_timer/55; m_timer-=_frames; if(oldTimer>m_timer/55) { CSoundMediator::playSfx(oldTimer>6?CSoundMediator::SFX_BEEP3:CSoundMediator::SFX_BEEP7); } if(m_timer<0) { s_levelFinished=true; } } if(s_levelFinished) { // Do the gameslot stuff.. CGameSlotManager::GameSlot *gameSlot; int level,chapter; int openNextLevel,levelToOpen,chapterToOpen; gameSlot=CGameSlotManager::getSlotData(); level=getLevelNumber(); chapter=getChapterNumber(); // Open next level? gameSlot->levelHasBeenCompleted(chapter-1,level-1); if(level!=5&& // Don't open any levels after finishing a bonus level !(level==4&&chapter==5)) // Don't open any levels after finishing final level { if(level!=4) { // Open next level in this chapter.. levelToOpen=level+1; chapterToOpen=chapter; } else { // Open first level in next chapter levelToOpen=1; chapterToOpen=chapter+1; } gameSlot->levelIsNowOpen(chapterToOpen-1,levelToOpen-1); CMapScene::setLevelToStartOn(chapterToOpen-1,levelToOpen-1); } // New hi-spatula-count? if(m_player->getSpatulasHeld()>gameSlot->getSpatulaCollectedCount(chapter-1,level-1)) { gameSlot->setSpatulaCollectedCount(chapter-1,level-1,m_player->getSpatulasHeld(),getTotalSpatCountForThisLevel()); } // Level finished - go to map or fma CFmaScene::FMA_SCRIPT_NUMBER fma; fma=Level.getFMAToFollow(); if(fma!=CFmaScene::FMA_SCRIPT__NONE) { FmaScene.selectFma(fma); GameState::setNextScene(&FmaScene); // After the last FMA it goes to save. We then need to make it go to PARTY SaveScene.setNextScene(CSaveScene::NEXTSCENE_PARTY); } else if(level==5) { GameState::setNextScene(&ShopScene); } else { GameState::setNextScene(&MapScene); } s_readyToExit=true; s_levelFinished=false; CFader::setFadingOut(); } #ifdef __VERSION_DEBUG__ else if(s_skipToNextLevel) { // Skip to next level bool Finished=Level.GetNextLevel(s_globalLevelSelectThing); shutdownLevel(); initLevel(); s_skipToNextLevel=false; } #endif else if (s_restartLevel) { if(getLevelNumber()==5) { // Bonus level.. go back to map after death GameState::setNextScene(&MapScene); s_readyToExit=true; s_levelFinished=false; CFader::setFadingOut(); } else if(m_player->getLivesLeft()>=0) { respawnLevel(); } else { s_readyToExit=true; GameState::setNextScene(&GameOverScene); CFader::setFadingOut(); } s_restartLevel=false; } if(canPause()&&!m_pauseMenu->isActive()) { if(PadGetDown(0)&PAD_START||!PadIsConnected(0)) { m_pauseMenu->select(); } } // Conversation think ( with pad debounce stuff.. ) if(CConversation::isActive())m_player->ignoreNewlyPressedButtonsOnPadThisThink(); if(!m_pauseMenu->isActive()) { CConversation::think(_frames); } else { // Must be a better way to do this? :/ CConversation::ignoreNewlyPressedButtonsOnPadThisThink(); } // Pause menu think ( with pad debounce stuff.. ) if(m_pauseMenu->isActive())m_player->ignoreNewlyPressedButtonsOnPadThisThink(); m_pauseMenu->think(_frames); if(!CConversation::isActive()&&!m_pauseMenu->isActive()) { DVECTOR camPos; CJellyfishGenerator::think( _frames, &Level ); CThingManager::thinkAllThings(_frames); camPos=m_player->getCameraPos(); CBubicleFactory::setMapOffset(&camPos); Level.setCameraCentre(camPos); Level.think(_frames); thinkCameraShake(_frames); m_HealthManager->think(_frames); m_HealthManager->checkPlayerCol(getPlayer()); #ifdef __VERSION_DEBUG__ if(PadGetDown(0)&PAD_R2) { s_skipToNextLevel=true; } #endif } } /*****************************************************************************/ int CGameScene::readyToShutdown() { return s_readyToExit&&!CFader::isFading(); } /*****************************************************************************/ CPlayer * CGameScene::getPlayer() { return( m_player ); } /*****************************************************************************/ int CGameScene::getChapterNumber() { return Level.getCurrentChapter(); } int CGameScene::getLevelNumber() { return Level.getCurrentChapterLevel(); } int CGameScene::getTotalSpatCountForThisLevel() { return Level.getTotalSpatCount(); } /*****************************************************************************/ void CGameScene::respawnLevel() { CSoundMediator::setCanPlaySfx(false); m_player->respawn(); Level.respawnLevel(); m_gamestate=GAMESTATE_SHOWING_LIVES; m_showingLivesTimer=0; CSoundMediator::setCanPlaySfx(true); } /*****************************************************************************/ void CGameScene::sendEvent( GAME_EVENT evt, CThing *sourceThing ) { CThingManager::processEventAllThings(evt, sourceThing); } /*****************************************************************************/ void CGameScene::setReadyToExit() { s_readyToExit=true; GameState::setNextScene(&FrontEndScene); CFrontEndScene::setStartMode(CFrontEndScene::MODE__CHOOSE_SLOT); CFader::setFadingOut(); } /*****************************************************************************/ void CGameScene::hitBossArenaTrigger() { s_justHitBossArenaTrigger=true; } /*****************************************************************************/ void CGameScene::initLevel() { g_bossThing=NULL; CSoundMediator::setCanPlaySfx(false); Level.DisplayLoadingScreen(s_globalLevelSelectThing); SYSTEM_DBGMSG("InitLevel\n"); CThingManager::init(); CConversation::init(); CConversation::registerConversationLevelScripts( s_globalLevelSelectThing ); s_levelFinished=false; #ifdef __VERSION_DEBUG__ s_skipToNextLevel=false; #endif CActorPool::Reset(); Level.init(s_globalLevelSelectThing); createPlayer(); m_player->setRespawnPos(Level.getPlayerSpawnPos()); m_player->init(); if(getLevelNumber()==5) { m_player->setCanExitLevelNow(); } DVECTOR mapSize=Level.getMapSize(); CPlayer::CameraBox camBox={0,0,mapSize.vx<<4,mapSize.vy<<4}; m_player->setCameraBox(camBox); s_bossHasBeenKilled=false; s_justHitBossArenaTrigger=false; if(getLevelNumber()==5&&getChapterNumber()==1) { m_levelHasTimer=true; m_timer=30*55; } else { m_levelHasTimer=false; } CActorPool::SetUpCache(); m_musicStarted=false; SetPadRescan(); StopLoad(); SYSTEM_DBGMSG("InitLevelDone\n"); } /*****************************************************************************/ void CGameScene::dropHealth(DVECTOR const &Pos,int Amount,int Vel) { m_HealthManager->drop(Pos,Amount,Vel); } /*****************************************************************************/ void CGameScene::shutdownLevel() { CSoundMediator::dumpSong(); CConversation::shutdown(); CThingManager::shutdown(); Level.shutdown(); } /*****************************************************************************/ void CGameScene::setCameraShake(s16 X,s16 Y) { s_CamShake.vx=X; s_CamShake.vy=Y; } /*****************************************************************************/ void CGameScene::shakeCamera(DVECTOR &CamPos) { CamPos.vx+=s_CamShake.vx; CamPos.vy+=s_CamShake.vy; } /*****************************************************************************/ void CGameScene::thinkCameraShake(int _frames) { if (s_CamShake.vx) { if (s_CamShake.vx<0) { s_CamShake.vx=-(s_CamShake.vx+1); } else { s_CamShake.vx=-(s_CamShake.vx-1); } } if (s_CamShake.vy) { if (s_CamShake.vy<0) { s_CamShake.vy=-(s_CamShake.vy+1); } else { s_CamShake.vy=-(s_CamShake.vy-1); } } } /*****************************************************************************/ void CGameScene::setCameraMtx() { MATRIX CamMtx; SetIdentTrans(&CamMtx,0,0,RenderZ); SetGeomScreen(RenderZ); SetRotMatrix(&CamMtx); SetTransMatrix(&CamMtx); }