/**********************/ /*** 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 __ENEMY_NPLATFRM_H__ #include "enemy\nplatfrm.h" #endif #ifndef __PROJECTL_PROJECTL_H__ #include "projectl\projectl.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 __PICKUPS_PICKUP_H__ #include "pickups\pickup.h" #endif #ifndef __SOUND_SOUND_H__ #include "sound\sound.h" #endif #include "gfx\actor.h" int RenderZ=256; /*****************************************************************************/ FontBank *CGameScene::s_genericFont; MATRIX CGameScene::CamMtx; /*****************************************************************************/ int s_globalLevelSelectThing=0; int CGameScene::s_readyToExit; int CGameScene::s_levelFinished; /*****************************************************************************/ 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 // SetIdentNoTrans(&CamMtx); // CamMtx.t[2]=ZPos; // AspectCorrectCamera(); // SetRotMatrix(&CamMtx); // SetTransMatrix(&CamMtx); SetGeomScreen(RenderZ); CamMtx.t[2]=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; 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(); } // This is also to be overloaded for demomode.. to stop the pause menu appearing int CGameScene::canPause() { return true; } /*****************************************************************************/ void CGameScene::shutdown() { shutdownLevel(); CSoundMediator::dumpSong(); 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(); Level.render(); } /*****************************************************************************/ 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) { s_globalLevelSelectThing++; shutdownLevel(); initLevel(); s_levelFinished=false; } if(!m_pauseMenu->isActive()&&PadGetDown(0)&PAD_START&&canPause()) { m_pauseMenu->select(); } /* if (!s_levelFinished) */CConversation::think(_frames); /* if (!s_levelFinished) */m_pauseMenu->think(_frames); if(!CConversation::isActive()&& !m_pauseMenu->isActive()) { DVECTOR camPos; /* if (!s_levelFinished) */CThingManager::thinkAllThings(_frames); /* if (!s_levelFinished) */camPos=m_player->getCameraPos(); /* if (!s_levelFinished) */CBubicleFactory::setMapOffset(&camPos); /* if (!s_levelFinished) */Level.setCameraCentre(camPos); /* if (!s_levelFinished) */Level.think(_frames); if(PadGetDown(0)&PAD_R2) { levelFinished(); } } // s_levelFinished=false; } /*****************************************************************************/ int CGameScene::readyToShutdown() { return s_readyToExit; } /*****************************************************************************/ CPlayer * CGameScene::getPlayer() { return( m_player ); } /*****************************************************************************/ void CGameScene::sendEvent( GAME_EVENT evt, CThing *sourceThing ) { CThingManager::processEventAllThings(evt, sourceThing); } /*****************************************************************************/ void CGameScene::initLevel() { printf("InitLevel\n"); CThingManager::init(); CConversation::init(); CConversation::registerConversationScript(SCRIPTS_SPEECHTEST_DAT); // Register one script for testing.. s_levelFinished=false; Level.init(s_globalLevelSelectThing); createPlayer(); m_player->setRespawnPos(Level.getPlayerSpawnPos()); m_player->init(); m_player->setLayerCollision(Level.getCollisionLayer()); m_player->setMapSize(Level.getMapSize()); // Init actors (needs moving and tidying int pointNum; int actorNum; int platformNum; sThingActor **actorList = Level.getActorList(); if (actorList) { for ( actorNum = 0 ; actorNum < Level.getActorCount() ; actorNum++ ) { sThingActor *ThisActor=actorList[actorNum]; CActorPool::ACTOR_TYPE actorType = CActorPool::getActorType( actorList[actorNum]->Type ); switch ( actorType ) { case CActorPool::ACTOR_ENEMY_NPC: { CNpcEnemy *enemy; enemy=CNpcEnemy::Create(ThisActor); enemy->setLayerCollision( Level.getCollisionLayer() ); enemy->setupWaypoints( ThisActor ); enemy->postInit(); } break; default: break; } } } sThingPlatform **platformList = Level.getPlatformList(); if (platformList) { for ( platformNum = 0 ; platformNum < Level.getPlatformCount() ; platformNum++ ) { CNpcPlatform *platform; platform = new ("platform") CNpcPlatform; ASSERT(platform); platform->setTypeFromMapEdit( platformList[platformNum]->Type ); u16 *PntList=(u16*)MakePtr(platformList[platformNum],sizeof(sThingPlatform)); u16 newXPos, newYPos; newXPos = (u16) *PntList; PntList++; newYPos = (u16) *PntList; PntList++; DVECTOR startPos; startPos.vx = newXPos << 4; startPos.vy = newYPos << 4; platform->init( startPos ); platform->setLayerCollision( Level.getCollisionLayer() ); platform->setTiltable( false ); platform->addWaypoint( newXPos, newYPos ); if ( platformList[platformNum]->PointCount > 1 ) { for ( pointNum = 1 ; pointNum < platformList[platformNum]->PointCount ; pointNum++ ) { newXPos = (u16) *PntList; PntList++; newYPos = (u16) *PntList; PntList++; platform->addWaypoint( newXPos, newYPos ); } } } } // Song is loaded/dumped by the level, and played from here. This just gives some // better timing over when it starts (pkg) CSoundMediator::playSong(); printf("InitLevelDone\n"); } /*****************************************************************************/ void CGameScene::shutdownLevel() { CConversation::shutdown(); CThingManager::shutdown(); Level.shutdown(); } /*****************************************************************************/