/**********************/ /*** 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 __GAME_GAMESLOT_H__ #include "game\gameslot.h" #endif #include "gfx\actor.h" 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; MATRIX CGameScene::CamMtx; /*****************************************************************************/ 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; /*****************************************************************************/ CGameScene GameScene; /*****************************************************************************/ void CGameScene::AspectCorrectCamera() { const s32 Scale = (512<<12)/(256); CamMtx.m[0][0] = ((s32)CamMtx.m[0][0] * Scale)>>12; CamMtx.m[0][1] = ((s32)CamMtx.m[0][1] * Scale)>>12; CamMtx.m[0][2] = ((s32)CamMtx.m[0][2] * Scale)>>12; CamMtx.t[0] = (CamMtx.t[0] * Scale)>>12; } /*****************************************************************************/ void CGameScene::init() { // Setup Constant Camera Matrix SetIdentTrans(&CamMtx,0,0,RenderZ); SetGeomScreen(RenderZ); SetTransMatrix(&CamMtx); s_genericFont=new ("CGameScene::Init") FontBank(); s_genericFont->initialise( &standardFont ); s_genericFont->setColour( 255, 255 , 0 ); VidSetClearScreen(0); m_pauseMenu=new ("Pause Menu") CPauseMenu(); m_pauseMenu->init(); s_readyToExit=false; s_restartLevel=false; CFader::setFadingIn(); initLevel(); } /*****************************************************************************/ // 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 true; } /*****************************************************************************/ void CGameScene::shutdown() { shutdownLevel(); m_pauseMenu->shutdown(); delete m_pauseMenu; s_genericFont->dump(); delete s_genericFont; } /*****************************************************************************/ void CGameScene::render() { // CamMtx.t[2]=ZPos; // Temp m_pauseMenu->render(); CConversation::render(); CThingManager::renderAllThings(); SetIdentTrans(&CamMtx,0,0,RenderZ); SetGeomScreen(RenderZ); SetRotMatrix(&CamMtx); SetTransMatrix(&CamMtx); Level.render(); CActorPool::CleanUpCache(); } /*****************************************************************************/ void CGameScene::think(int _frames) { //#ifdef __USER_paul__ // if(!CConversation::isActive()&&PadGetDown(0)&PAD_START) // { // CConversation::trigger(SCRIPTS_SPEECHTEST_DAT); // } //#endif if(s_readyToExit) { // Temporarily.. exiting game scene always goes back to the front end (pkg) GameState::setNextScene(&FrontEndScene); } else if(s_levelFinished) { // Do the gameslot stuff.. CGameSlotManager::GameSlot *gameSlot; int level,chapter; int openNextLevel,levelToOpen,chapterToOpen; gameSlot=CGameSlotManager::getSlotData(); level=getLevelNumber(); chapter=getChapterNumber(); 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); } // Level finished - go to map or fma if(level==4) { GameState::setNextScene(&FmaScene); } else if(level==5) { if(chapter==5) { ShopScene.setGotoPartyScreen(); } GameState::setNextScene(&ShopScene); } else { GameState::setNextScene(&MapScene); } s_readyToExit=true; } #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(m_player->getLivesLeft()!=0) { respawnLevel(); } else { s_readyToExit=true; GameState::setNextScene(&FrontEndScene); } s_restartLevel=false; } if(!m_pauseMenu->isActive()&&PadGetDown(0)&PAD_START&&canPause()) { m_pauseMenu->select(); } CConversation::think(_frames); 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); #ifdef __VERSION_DEBUG__ if(PadGetDown(0)&PAD_R2) { s_skipToNextLevel=true; } #endif } } /*****************************************************************************/ int CGameScene::readyToShutdown() { return s_readyToExit; } /*****************************************************************************/ 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() { m_player->respawn(); Level.respawnLevel(); } /*****************************************************************************/ void CGameScene::sendEvent( GAME_EVENT evt, CThing *sourceThing ) { CThingManager::processEventAllThings(evt, sourceThing); } /*****************************************************************************/ void CGameScene::initLevel() { SYSTEM_DBGMSG("InitLevel\n"); CThingManager::init(); CConversation::init(); CConversation::registerConversationLevelScripts( s_globalLevelSelectThing ); s_levelFinished=false; #ifdef __VERSION_DEBUG__ s_skipToNextLevel=false; #endif Level.init(s_globalLevelSelectThing); createPlayer(); m_player->setRespawnPos(Level.getPlayerSpawnPos()); m_player->init(); DVECTOR mapSize=Level.getMapSize(); CPlayer::CameraBox camBox={0,0,mapSize.vx<<4,mapSize.vy<<4}; m_player->setCameraBox(camBox); s_bossHasBeenKilled=false; // Song is loaded/dumped by the level, and played from here. This just gives some // better timing over when it starts (pkg) CSoundMediator::playSong(); CActorPool::SetUpCache(); SYSTEM_DBGMSG("InitLevelDone\n"); } /*****************************************************************************/ void CGameScene::shutdownLevel() { CSoundMediator::dumpSong(); CConversation::shutdown(); CThingManager::shutdown(); Level.shutdown(); } /*****************************************************************************/