/*========================================================================= map.cpp Author: PKG Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ /*---------------------------------------------------------------------- Includes -------- */ #include "map\map.h" #ifndef __GFX_FONT_H__ #include "gfx\font.h" #endif #ifndef __PAD_PADS_H__ #include "pad\pads.h" #endif #ifndef __PRIM_HEADER__ #include "gfx\prim.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __SAVE_SAVE_H__ #include "save\save.h" #endif #ifndef __GFX_FADER_H__ #include "gfx\fader.h" #endif #ifndef __VID_HEADER_ #include "system\vid.h" #endif #ifndef _FILEIO_HEADER_ #include "fileio\fileio.h" #endif #ifndef __MATHTABLE_HEADER__ #include "utils\mathtab.h" #endif #ifndef __GAME_GAMESLOT_H__ #include "game\gameslot.h" #endif #ifndef __SOUND_SOUND_H__ #include "sound\sound.h" #endif #ifndef __GUI_POINTER_H__ #include "gui\pointer.h" #endif #ifndef __FMA_FMA_H__ #include "fma\fma.h" #endif #include "utils\lznp.h" /* Std Lib ------- */ /* Data ---- */ #ifndef __STRING_ENUMS__ #include #endif #ifndef __SPR_SPRITES_H__ #include #endif // 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 /*---------------------------------------------------------------------- Tyepdefs && Defines ------------------- */ /*---------------------------------------------------------------------- Structure defintions -------------------- */ /*---------------------------------------------------------------------- Function Prototypes ------------------- */ /*---------------------------------------------------------------------- Vars ---- */ CMapScene MapScene; CMapScene::sMapLevelGfxTable CMapScene::s_GfxTable[MAP_GFX_MAX]= { {MAP_C1_L1_GFX,0}, {MAP_C1_L2_GFX,0}, {MAP_C1_L3_GFX,0}, {MAP_C1_L4_GFX,0}, {MAP_C1_FAIR_GFX,0}, {MAP_C2_L1_GFX,0}, {MAP_C2_L2_GFX,0}, {MAP_C2_L3_GFX,0}, {MAP_C2_L4_GFX,0}, {MAP_C2_FAIR_GFX,0}, {MAP_C3_L1_GFX,0}, {MAP_C3_L2_GFX,0}, {MAP_C3_L3_GFX,0}, {MAP_C3_L4_GFX,0}, {MAP_C3_FAIR_GFX,0}, {MAP_C4_L1_GFX,0}, {MAP_C4_L2_GFX,0}, {MAP_C4_L3_GFX,0}, {MAP_C4_L4_GFX,0}, {MAP_C4_FAIR_GFX,0}, {MAP_C5_L1_GFX,0}, {MAP_C5_L2_GFX,0}, {MAP_C5_L3_GFX,0}, {MAP_C5_L4_GFX,0}, {MAP_C5_FAIR_GFX,0}, }; CMapScene::sMapLevelData CMapScene::s_mapLevelData[MAP_NUM_CHAPTERS][MAP_NUM_LEVELS_PER_CHAPTER]= { // mapFile Gfx, globalLevelNumber spatulaOrTokenCounts questItemFrame kelpWorldLevel { { MAP_GFX_C1_L1, 0, CHAPTER01_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C1_L1_QUEST_ITEM, false }, { MAP_GFX_C1_L2, 1, CHAPTER01_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C1_L2_QUEST_ITEM, false }, { MAP_GFX_C1_L3, 2, CHAPTER01_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C1_L3_QUEST_ITEM, false }, { MAP_GFX_C1_L4, 3, CHAPTER01_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C1_L4_QUEST_ITEM, false }, { MAP_GFX_C1_FAIR, 4, CHAPTER06_LEVEL01_INF_TOTAL_ITEM_KELP_TOKEN, -1, true }, }, { { MAP_GFX_C2_L1, 5, CHAPTER02_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C2_L1_QUEST_ITEM, false }, { MAP_GFX_C2_L2, 6, CHAPTER02_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C2_L2_QUEST_ITEM, false }, { MAP_GFX_C2_L3, 7, CHAPTER02_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C2_L3_QUEST_ITEM, false }, { MAP_GFX_C2_L4, 8, CHAPTER02_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C2_L4_QUEST_ITEM, false }, { MAP_GFX_C2_FAIR, 9, CHAPTER06_LEVEL02_INF_TOTAL_ITEM_KELP_TOKEN, -1, true }, }, { { MAP_GFX_C3_L1, 10, CHAPTER03_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C3_L1_QUEST_ITEM, false }, { MAP_GFX_C3_L2, 11, CHAPTER03_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C3_L2_QUEST_ITEM, false }, { MAP_GFX_C3_L3, 12, CHAPTER03_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C3_L3_QUEST_ITEM, false }, { MAP_GFX_C3_L4, 13, CHAPTER03_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C3_L4_QUEST_ITEM, false }, { MAP_GFX_C3_FAIR, 14, CHAPTER06_LEVEL03_INF_TOTAL_ITEM_KELP_TOKEN, -1, true }, }, { { MAP_GFX_C4_L1, 15, CHAPTER04_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C4_QUEST_ITEM_1, false }, { MAP_GFX_C4_L2, 16, CHAPTER04_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C4_QUEST_ITEM_1, false }, { MAP_GFX_C4_L3, 17, CHAPTER04_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C4_QUEST_ITEM_1, false }, { MAP_GFX_C4_L4, 18, CHAPTER04_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C4_QUEST_ITEM_1, false }, { MAP_GFX_C4_FAIR, 19, CHAPTER06_LEVEL04_INF_TOTAL_ITEM_KELP_TOKEN, -1, true }, }, { { MAP_GFX_C5_L1, 20, CHAPTER05_LEVEL01_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C5_L1_QUEST_ITEM, false }, { MAP_GFX_C5_L2, 21, CHAPTER05_LEVEL02_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C5_L2_QUEST_ITEM, false }, { MAP_GFX_C5_L3, 22, CHAPTER05_LEVEL03_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C5_L3_QUEST_ITEM, false }, { MAP_GFX_C5_L4, 23, CHAPTER05_LEVEL04_INF_TOTAL_ITEM_GOLDEN_SPATULA, FRM__C5_L4_QUEST_ITEM, false }, { MAP_GFX_C5_FAIR, 24, CHAPTER06_LEVEL05_INF_TOTAL_ITEM_KELP_TOKEN, -1, true }, }, }; // Positions of map gfx on the screen DVECTOR CMapScene::s_mapLevelPositions[CMapScene::MAP_NUM_LEVELS_PER_CHAPTER]= { { 42,49 }, // MAP_ICON_LEVEL_1 { 186,49 }, // MAP_ICON_LEVEL_2 { 330,49 }, // MAP_ICON_LEVEL_3 { 42,113 }, // MAP_ICON_LEVEL_4 { 330,113 }, // MAP_ICON_LEVEL_BONUS }; // Cursor positions for all icons DVECTOR CMapScene::s_mapPointerPositions[CMapScene::MAP_NUM_LEVELS_PER_CHAPTER]= { { 42+(MAP_LEVEL_WIDTH/2),49+MAP_LEVEL_HEIGHT }, // MAP_ICON_LEVEL_1 { 186+(MAP_LEVEL_WIDTH/2),49+MAP_LEVEL_HEIGHT }, // MAP_ICON_LEVEL_2 { 330+(MAP_LEVEL_WIDTH/2),49+MAP_LEVEL_HEIGHT }, // MAP_ICON_LEVEL_3 { 42+(MAP_LEVEL_WIDTH/2),113+MAP_LEVEL_HEIGHT }, // MAP_ICON_LEVEL_4 { 330+(MAP_LEVEL_WIDTH/2),113+MAP_LEVEL_HEIGHT }, // MAP_ICON_LEVEL_BONUS }; int CMapScene::s_chapterToStartOn=0; int CMapScene::s_levelToStartOn=0; extern int s_globalLevelSelectThing; /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CMapScene::init() { CLevel::DisplayLoadingScreen(); m_font=new ("map screen font") FontBank(); m_font->initialise(&standardFont); m_font->setOt(10); m_font->setJustification(FontBank::JUST_LEFT); m_currentChapterSelection=s_chapterToStartOn; m_screenImage=MemAlloc(512*256*2,"MapScreen"); ASSERT(m_screenImage); m_packedBackgroundImage=(char*)CFileIO::loadFile(MAP_MAP_BACKGROUND_GFX); ASSERT(m_packedBackgroundImage); // Load level Gfx for (int i=0; isnapToTarget(getPointerTargetPosition()); SetScreenImage((u8*)m_screenImage); m_readyToExit=false; CFader::setFadingIn(); CSoundMediator::setSong(CSoundMediator::SONG_MAPSCREEN); m_musicStarted=false; StopLoad(); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CMapScene::shutdown() { CSoundMediator::dumpSong(); ClearScreenImage(); // Free level Gfx for (int i=0; idump(); delete m_font; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CMapScene::render() { SpriteBank *sb; sMapLevelData *level; int i; char buf[100]; if(m_currentIconSelection!=MAP_ICON_PREVIOUS_CHAPTER&&m_currentIconSelection!=MAP_ICON_NEXT_CHAPTER) { m_pointerIcon->render(); } sb=CGameScene::getSpriteBank(); level=&s_mapLevelData[m_currentChapterSelection][0]; // Render spatula/kelp counts and quest items for(i=0;im_kelpWorldLevel) { sFrameHdr *fh; POLY_FT4 *ft4; // Normal level m_font->setColour(253,251,67); sprintf(buf,"%d/%d",CGameSlotManager::getSlotData()->getSpatulaCollectedCount(m_currentChapterSelection,i),level->m_spatulaOrTokenCounts); fh=sb->getFrameHeader(level->m_questItemFrame); ft4=sb->printFT4(fh,pos.vx+MAP_LEVEL_WIDTH-fh->W,pos.vy+MAP_LEVEL_HEIGHT-fh->H,0,0,10); if(!hasQuestItemBeenCollected(m_currentChapterSelection,i)) { setRGB0(ft4,50,50,50); } } else { // Bonuse level m_font->setColour(67,251,67); sprintf(buf,"%d/%d",CGameSlotManager::getSlotData()->getKelpTokenCollectedCount(m_currentChapterSelection,i),level->m_spatulaOrTokenCounts); } m_font->print(pos.vx,pos.vy,buf); } level++; } renderInstructions(); renderChapterArrows(); sprintf(buf,"Chapter %d",m_currentChapterSelection+1); m_font->setColour(0,255,0); m_font->print(24,24,buf); m_font->setColour(0,0,0); m_font->print(25,25,buf); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CMapScene::renderInstructions() { // Instructions SpriteBank *sb; sFrameHdr *fh1,*fh2; int width; int x,y; int xText=0; sb=CGameScene::getSpriteBank(); m_font->setColour(MAP_INSTRUCTIONS_TEXT_R,MAP_INSTRUCTIONS_TEXT_G,MAP_INSTRUCTIONS_TEXT_B); y=MAP_INSTRUCTIONS_YSTART; switch(m_currentIconSelection) { case MAP_ICON_PREVIOUS_CHAPTER: xText=STR__MAP_SCREEN__X_FOR_PREVIOUS_CHAPTER; break; case MAP_ICON_LEVEL_1: case MAP_ICON_LEVEL_2: case MAP_ICON_LEVEL_3: case MAP_ICON_LEVEL_4: case MAP_ICON_LEVEL_BONUS: xText=STR__MAP_SCREEN__X_TO_START; break; case MAP_ICON_NEXT_CHAPTER: xText=STR__MAP_SCREEN__X_FOR_NEXT_CHAPTER; break; } y+=MAP_INSTRUCTIONS_Y_SPACE_BETWEEN_LINES; fh1=sb->getFrameHeader(FRM__BUTX); width=fh1->W+MAP_INSTRUCTIONS_GAP_BETWEEN_BUTTONS_AND_TEXT+m_font->getStringWidth(xText); x=256-(width/2); sb->printFT4(fh1,x,y+MAP_INSTRUCTIONS_BUTTON_Y_OFFSET,0,0,0); x+=fh1->W+MAP_INSTRUCTIONS_GAP_BETWEEN_BUTTONS_AND_TEXT; m_font->print(x,y,xText); y+=MAP_INSTRUCTIONS_Y_SPACE_BETWEEN_LINES; fh1=sb->getFrameHeader(FRM__BUTT); width=fh1->W+MAP_INSTRUCTIONS_GAP_BETWEEN_BUTTONS_AND_TEXT+m_font->getStringWidth(STR__MAP_SCREEN__TRIANGLE_TO_SAVE); x=256-(width/2); sb->printFT4(fh1,x,y+MAP_INSTRUCTIONS_BUTTON_Y_OFFSET,0,0,0); x+=fh1->W+MAP_INSTRUCTIONS_GAP_BETWEEN_BUTTONS_AND_TEXT; m_font->print(x,y,STR__MAP_SCREEN__TRIANGLE_TO_SAVE); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CMapScene::renderChapterArrows() { SpriteBank *sb; sFrameHdr *fh; int x,y; POLY_FT4 *ft4; sb=CGameScene::getSpriteBank(); fh=sb->getFrameHeader(FRM__MAP_ARROW); if(m_currentChapterSelection>0&&isChapterOpen(m_currentChapterSelection-1)) { int scale; scale=m_currentIconSelection==MAP_ICON_PREVIOUS_CHAPTER?383:256; y=MAP_ARROW_PREVIOUS_Y-(fh->H/2); x=256-(fh->W/2); ft4=sb->printFT4Scaled(fh,x,y,0,0,0,scale); } if(m_currentChapterSelection<5-1&&isChapterOpen(m_currentChapterSelection+1)) { int scale; scale=m_currentIconSelection==MAP_ICON_NEXT_CHAPTER?383:256; y=MAP_ARROW_NEXT_Y-(fh->H/2); x=256-(fh->W/2); ft4=sb->printFT4Scaled(fh,x,y,0,1,0,scale); } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CMapScene::think(int _frames) { if(!CFader::isFading()&&!m_readyToExit) { CURSOR_MOVE_STATE cursor=CURSOR_DIDNT_MOVE; if(m_musicStarted==false) { m_musicStarted=true; CSoundMediator::playSong(); } int pad=PadGetDown(0); #ifdef __VERSION_DEBUG__ if(pad&PAD_L1) { CGameSlotManager::getSlotData()->debugCheatOpenAllLevels(); generateMapScreenImage(); } #endif // Move cursor in the gayest way possible.. // Hahahaha! It's like a spiders nest! (pkg and proud of it) if(m_currentIconSelection!=MAP_ICON_PREVIOUS_CHAPTER&&m_currentIconSelection!=MAP_ICON_NEXT_CHAPTER) { m_previousIconSelection=m_currentIconSelection; } if(pad&PAD_UP) { cursor=CURSOR_MOVED; switch(m_currentIconSelection) { case MAP_ICON_PREVIOUS_CHAPTER: cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_LEVEL_1: case MAP_ICON_LEVEL_2: case MAP_ICON_LEVEL_3: if(m_currentChapterSelection>0&&isChapterOpen(m_currentChapterSelection-1))m_currentIconSelection=MAP_ICON_PREVIOUS_CHAPTER; else cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_LEVEL_4: m_currentIconSelection=MAP_ICON_LEVEL_1; break; case MAP_ICON_LEVEL_BONUS: if(isLevelOpen(m_currentChapterSelection,3-1))m_currentIconSelection=MAP_ICON_LEVEL_3; else if(isLevelOpen(m_currentChapterSelection,2-1))m_currentIconSelection=MAP_ICON_LEVEL_2; else m_currentIconSelection=MAP_ICON_LEVEL_1; break; case MAP_ICON_NEXT_CHAPTER: m_currentIconSelection=m_previousIconSelection; if(!isLevelOpen(m_currentChapterSelection,m_currentIconSelection-1)) { for(int i=MAP_ICON_LEVEL_BONUS;i>=MAP_ICON_LEVEL_1;i--) { if(isLevelOpen(m_currentChapterSelection,i-1)) { m_currentIconSelection=i; m_pointerIcon->setTarget(getPointerTargetPosition()); break; } } } break; } } else if(pad&PAD_DOWN) { int nextChapterAvailable=false; if(m_currentChapterSelection<5-1&&isChapterOpen(m_currentChapterSelection+1))nextChapterAvailable=true; cursor=CURSOR_MOVED; switch(m_currentIconSelection) { case MAP_ICON_PREVIOUS_CHAPTER: m_currentIconSelection=m_previousIconSelection; if(!isLevelOpen(m_currentChapterSelection,m_currentIconSelection-1)) { m_currentIconSelection=MAP_ICON_LEVEL_1; } break; case MAP_ICON_LEVEL_1: case MAP_ICON_LEVEL_2: if(isLevelOpen(m_currentChapterSelection,4-1))m_currentIconSelection=MAP_ICON_LEVEL_4; else if(isLevelOpen(m_currentChapterSelection,5-1))m_currentIconSelection=MAP_ICON_LEVEL_BONUS; else if(nextChapterAvailable)m_currentIconSelection=MAP_ICON_NEXT_CHAPTER; else cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_LEVEL_3: if(isLevelOpen(m_currentChapterSelection,5-1))m_currentIconSelection=MAP_ICON_LEVEL_BONUS; else if(isLevelOpen(m_currentChapterSelection,4-1))m_currentIconSelection=MAP_ICON_LEVEL_4; else if(nextChapterAvailable)m_currentIconSelection=MAP_ICON_NEXT_CHAPTER; else cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_LEVEL_4: case MAP_ICON_LEVEL_BONUS: if(nextChapterAvailable)m_currentIconSelection=MAP_ICON_NEXT_CHAPTER; else cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_NEXT_CHAPTER: cursor=CURSOR_COULDNT_MOVE; break; } } else if(pad&PAD_LEFT) { cursor=CURSOR_MOVED; switch(m_currentIconSelection) { case MAP_ICON_PREVIOUS_CHAPTER: cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_LEVEL_1: cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_LEVEL_2: m_currentIconSelection=MAP_ICON_LEVEL_1; break; case MAP_ICON_LEVEL_3: m_currentIconSelection=MAP_ICON_LEVEL_2; break; case MAP_ICON_LEVEL_4: cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_LEVEL_BONUS: if(isLevelOpen(m_currentChapterSelection,4-1))m_currentIconSelection=MAP_ICON_LEVEL_4; else cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_NEXT_CHAPTER: cursor=CURSOR_COULDNT_MOVE; break; } } else if(pad&PAD_RIGHT) { cursor=CURSOR_MOVED; switch(m_currentIconSelection) { case MAP_ICON_PREVIOUS_CHAPTER: cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_LEVEL_1: if(isLevelOpen(m_currentChapterSelection,2-1))m_currentIconSelection=MAP_ICON_LEVEL_2; else cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_LEVEL_2: if(isLevelOpen(m_currentChapterSelection,3-1))m_currentIconSelection=MAP_ICON_LEVEL_3; else cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_LEVEL_3: cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_LEVEL_4: if(isLevelOpen(m_currentChapterSelection,5-1))m_currentIconSelection=MAP_ICON_LEVEL_BONUS; else cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_LEVEL_BONUS: cursor=CURSOR_COULDNT_MOVE; break; case MAP_ICON_NEXT_CHAPTER: cursor=CURSOR_COULDNT_MOVE; break; } } // What did the cursor do? switch(cursor) { case CURSOR_DIDNT_MOVE: break; case CURSOR_MOVED: if(m_currentIconSelection!=MAP_ICON_PREVIOUS_CHAPTER&&m_currentIconSelection!=MAP_ICON_NEXT_CHAPTER) { m_pointerIcon->setTarget(getPointerTargetPosition()); } CSoundMediator::playSfx(CSoundMediator::SFX_FRONT_END__MOVE_CURSOR); break; case CURSOR_COULDNT_MOVE: CSoundMediator::playSfx(CSoundMediator::SFX_FRONT_END__ERROR,false,true); break; } m_pointerIcon->think(_frames); // SELECT or SAVE pressed? if(m_pointerIcon->canPointerSelect()&& pad&PAD_CROSS) { CSoundMediator::playSfx(CSoundMediator::SFX_FRONT_END__SELECT); switch(m_currentIconSelection) { case MAP_ICON_PREVIOUS_CHAPTER: m_currentChapterSelection--; generateMapScreenImage(); if(m_currentChapterSelection==0) { m_currentIconSelection=MAP_ICON_LEVEL_1; m_pointerIcon->setTarget(getPointerTargetPosition()); } break; case MAP_ICON_LEVEL_1: case MAP_ICON_LEVEL_2: case MAP_ICON_LEVEL_3: case MAP_ICON_LEVEL_4: case MAP_ICON_LEVEL_BONUS: s_globalLevelSelectThing=s_mapLevelData[m_currentChapterSelection][m_currentIconSelection-1].m_globalLevelNumber; m_readyToExit=true; CFader::setFadingOut(); if(m_currentChapterSelection==3-1&&m_currentIconSelection-1==1-1) { // Plankton FMA.. CFmaScene::selectFma(CFmaScene::FMA_SCRIPT__PLANKTON); GameState::setNextScene(&FmaScene); } else { GameState::setNextScene(&GameScene); } break; case MAP_ICON_NEXT_CHAPTER: m_currentChapterSelection++; generateMapScreenImage(); if(m_currentChapterSelection==5-1||!isChapterOpen(m_currentChapterSelection+1)) { for(int i=MAP_ICON_LEVEL_BONUS;i>=MAP_ICON_LEVEL_1;i--) { if(isLevelOpen(m_currentChapterSelection,i-1)) { m_currentIconSelection=i; m_pointerIcon->setTarget(getPointerTargetPosition()); break; } } } break; } } else if(pad&PAD_TRIANGLE) { CSoundMediator::playSfx(CSoundMediator::SFX_FRONT_END__OK); m_readyToExit=true; CFader::setFadingOut(); CSaveScene::setNextScene(CSaveScene::NEXTSCENE_MAP); GameState::setNextScene(&SaveScene); } } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CMapScene::readyToShutdown() { return m_readyToExit&&!CFader::isFading(); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CMapScene::generateMapScreenImage() { int i; LZNP_Decode((u8*)m_packedBackgroundImage,(u8*)m_screenImage); for(i=0;iisLevelOpen(_chapter,_level); } int CMapScene::isChapterOpen(unsigned int _chapter) { return CGameSlotManager::getSlotData()->isLevelOpen(_chapter,0); } int CMapScene::getSpatulaCollectedCount(unsigned int _chapter,unsigned int _level) { return CGameSlotManager::getSlotData()->getSpatulaCollectedCount(_chapter,_level); } int CMapScene::hasQuestItemBeenCollected(unsigned int _chapter,unsigned int _level) { return CGameSlotManager::getSlotData()->hasQustItemBeenCollected(_chapter,_level); } /*=========================================================================== end */