SBSPSS/source/level/level.cpp
2001-05-08 16:58:07 +00:00

609 lines
18 KiB
C++

/*************/
/*** 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 <DStructs.h>
#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"
#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 __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
/*****************************************************************************/
extern int s_globalLevelSelectThing;
/*****************************************************************************/
sLvlTab LvlTable[]=
{
// C1
{1,1,LEVELS_CHAPTER01_LEVEL01_LVL,LEVELS_CHAPTER01_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL1},
{1,2,LEVELS_CHAPTER01_LEVEL02_LVL,LEVELS_CHAPTER01_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL2},
{1,3,LEVELS_CHAPTER01_LEVEL03_LVL,LEVELS_CHAPTER01_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL3},
{1,4,LEVELS_CHAPTER01_LEVEL04_LVL,LEVELS_CHAPTER01_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER1_LEVEL4},
// C2
{2,1,LEVELS_CHAPTER02_LEVEL01_LVL,LEVELS_CHAPTER02_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL1},
{2,2,LEVELS_CHAPTER02_LEVEL02_LVL,LEVELS_CHAPTER02_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL2},
{2,3,LEVELS_CHAPTER02_LEVEL03_LVL,LEVELS_CHAPTER02_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL3},
{2,4,LEVELS_CHAPTER02_LEVEL04_LVL,LEVELS_CHAPTER02_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER2_LEVEL4},
// C3
{3,1,LEVELS_CHAPTER03_LEVEL01_LVL,LEVELS_CHAPTER03_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL1},
{3,2,LEVELS_CHAPTER03_LEVEL02_LVL,LEVELS_CHAPTER03_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL2},
{3,3,LEVELS_CHAPTER03_LEVEL03_LVL,LEVELS_CHAPTER03_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL3},
{3,4,LEVELS_CHAPTER03_LEVEL04_LVL,LEVELS_CHAPTER03_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER3_LEVEL4},
// C4
{4,1,LEVELS_CHAPTER04_LEVEL01_LVL,LEVELS_CHAPTER04_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL1},
{4,2,LEVELS_CHAPTER04_LEVEL02_LVL,LEVELS_CHAPTER04_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL2},
{4,3,LEVELS_CHAPTER04_LEVEL03_LVL,LEVELS_CHAPTER04_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL3},
{4,4,LEVELS_CHAPTER04_LEVEL04_LVL,LEVELS_CHAPTER04_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER4_LEVEL4},
// C5
{5,1,LEVELS_CHAPTER05_LEVEL01_LVL,LEVELS_CHAPTER05_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL1},
{5,2,LEVELS_CHAPTER05_LEVEL02_LVL,LEVELS_CHAPTER05_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL2},
{5,3,LEVELS_CHAPTER05_LEVEL03_LVL,LEVELS_CHAPTER05_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL3},
{5,4,LEVELS_CHAPTER05_LEVEL04_LVL,LEVELS_CHAPTER05_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER5_LEVEL4},
// C6
{6,1,LEVELS_CHAPTER06_LEVEL01_LVL,LEVELS_CHAPTER06_LEVEL01_TEX, CSoundMediator::SONG_CHAPTER6_ROLLERCOASTER},
{6,2,LEVELS_CHAPTER06_LEVEL02_LVL,LEVELS_CHAPTER06_LEVEL02_TEX, CSoundMediator::SONG_CHAPTER6_SNAILRACE},
{6,3,LEVELS_CHAPTER06_LEVEL03_LVL,LEVELS_CHAPTER06_LEVEL03_TEX, CSoundMediator::SONG_CHAPTER6_BIGWHEEL},
{6,4,LEVELS_CHAPTER06_LEVEL04_LVL,LEVELS_CHAPTER06_LEVEL04_TEX, CSoundMediator::SONG_CHAPTER6_TUNNELOFLOVE},
{6,5,LEVELS_CHAPTER06_LEVEL05_LVL,LEVELS_CHAPTER06_LEVEL05_TEX, CSoundMediator::SONG_CHAPTER6_TUNNELOFLOVE},
// FMA
{6,99,LEVELS_FMA_SHADYSHOALS_LVL,LEVELS_FMA_SHADYSHOALS_TEX, CSoundMediator::SONG_TITLE},
};
const static int LvlTableSize=sizeof(LvlTable)/sizeof(sLvlTab);
const FileEquate loadingScreens[6]=
{
LOADINGSCREENS_PINEAPPLE_GFX,
LOADINGSCREENS_CULTURE_GFX,
LOADINGSCREENS_PICKLES_GFX,
LOADINGSCREENS_MONITOR_GFX,
LOADINGSCREENS_KARATE_GFX,
LOADINGSCREENS_PIZZA_GFX,
};
/*****************************************************************************/
DVECTOR CLevel::MapPos;
DVECTOR CLevel::s_playerSpawnPos;
u8 CLevel::m_isBossRespawn;
s32 CLevel::m_bossHealth;
/*****************************************************************************/
CLevel::CLevel()
{
}
/*****************************************************************************/
bool CLevel::GetNextLevel(int &Lvl)
{
bool Finished=false;
Lvl++;
// TMP
if (Lvl>=LvlTableSize) Lvl=0;
// Skip Blanks
while (CFileIO::getFileSize(LvlTable[Lvl ].LevelFilename)<=10000) // Dodgy blank level skip
{
Lvl++;
if (Lvl>=LvlTableSize) Lvl=0;
}
// End TMP
// Lvl&=3; // Ch1 only Bodge
return(Finished);
}
/*****************************************************************************/
void CLevel::init(int LevelNo)
{
// Load it
sLvlTab *lvlTab=&LvlTable[LevelNo];
CActorPool::Reset();
CSoundMediator::setSong((CSoundMediator::SONGID)lvlTab->songId);
DisplayLoadingScreen(lvlTab);
LevelHdr=(sLevelHdr*)CFileIO::loadFile(lvlTab->LevelFilename,"Level");
LevelHdr->TileBank2d=(sTile2d*) MakePtr(LevelHdr,(int)LevelHdr->TileBank2d);
LevelHdr->TileBank3d=(sTile3d*) MakePtr(LevelHdr,(int)LevelHdr->TileBank3d);
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->ModelList=(sModel*) MakePtr(LevelHdr,(int)LevelHdr->ModelList);
CModelGfx::SetData(LevelHdr->ModelList,LevelHdr->TriList,LevelHdr->QuadList,LevelHdr->VtxList);
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_bossHealth = 0;
}
/*****************************************************************************/
void CLevel::DisplayLoadingScreen(sLvlTab *lvlTab)
{
FontBank font;
char buf[128];
u8 *s_image;
int i;
font.initialise(&standardFont);
font.setJustification(FontBank::JUST_CENTRE);
sprintf(buf,"LOADING CHAPTER %d LEVEL %d",lvlTab->Chapter,lvlTab->Level);
s_image=CFileIO::loadFile(loadingScreens[lvlTab->Chapter-1]);
ASSERT(s_image);
SetScreenImage(s_image);
for(i=0;i<2;i++)
{
font.setColour(255,255,255);
font.print(256 ,120 ,buf);
font.setColour(0,0,0);
font.print(256-1,120-1,buf);
font.print(256-1,120 ,buf);
font.print(256-1,120+1,buf);
font.print(256 ,120-1,buf);
font.print(256 ,120+1,buf);
font.print(256+1,120-1,buf);
font.print(256+1,120 ,buf);
font.print(256+1,120+1,buf);
PrimDisplay();
VSync(0);
VidSwapDraw();
}
ClearScreenImage();
MemFree(s_image);
VSync(20);
font.dump();
}
/*****************************************************************************/
void CLevel::initLayers()
{
// Init Layers
for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
{
TileLayers[i]=0;
}
CollisionLayer=0;
ActorList=0;
ItemList=0;
PlatformList=0;
FXList=0;
HazardList=0;
// Back
if (LevelHdr->BackLayer)
{
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);
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);
}
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; i<ActorCount; i++)
{
ActorList[i]=(sThingActor*)ThingPtr;
ThingPtr+=sizeof(sThingActor);
ThingPtr+=ActorList[i]->PointCount*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; i<PlatformCount; i++)
{
PlatformList[i]=(sThingPlatform*)ThingPtr;
ThingPtr+=sizeof(sThingPlatform);
ThingPtr+=PlatformList[i]->PointCount*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; i<HazardCount; i++)
{
HazardList[i]=(sThingHazard*)ThingPtr;
ThingPtr+=sizeof(sThingHazard);
ThingPtr+=HazardList[i]->PointCount*sizeof(u16)*2;
}
}
initThings(false);
}
/*****************************************************************************/
void CLevel::initThings(int _respawningLevel)
{
// Triggers
// Yeah yeah - I'll put this crap into a seperate file when the numbers of trigger types get a bit bigger! (pkg)
if (LevelHdr->TriggerList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->TriggerList);
TriggerCount=Hdr->Count;
TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr));
for(int i=0;i<TriggerCount;i++)
{
CTriggerThing *trigger=NULL; // I hate having to do this just to keep the compiler quiet :/ (pkg)
if(TriggerList->Type==3)
{
// Camera lock trigger
trigger=(CCameraLockTrigger*)new ("CameraLockTrigger") CCameraLockTrigger();
trigger->init();
trigger->setPositionAndSize(TriggerList->Pos.X<<4,TriggerList->Pos.Y<<4,
TriggerList->Width<<4,TriggerList->Height<<4);
trigger->setTargetBox(TriggerList->TargetPos.X<<4,TriggerList->TargetPos.Y<<4,TriggerList->TargetSize.X<<4,TriggerList->TargetSize.Y<<4);
}
TriggerList++;
}
}
if (LevelHdr->TriggerList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->TriggerList);
TriggerCount=Hdr->Count;
TriggerList=(sThingTrigger*)MakePtr(Hdr,sizeof(sThingHdr));
for(int i=0;i<TriggerCount;i++)
{
CTriggerThing *trigger=NULL; // I hate having to do this just to keep the compiler quiet :/ (pkg)
switch(TriggerList->Type)
{
// Exit trigger
case 0:
trigger=(CTriggerThing*)new ("LevelExitTrigger") CLevelExitTrigger();
break;
// Level respawn trigger
case 1:
trigger=(CRestartPointTrigger*)new ("RestartTrigger") CRestartPointTrigger();
break;
// Teleport trigger
case 2:
trigger=(CTeleportTrigger*)new ("TeleportTrigger") CTeleportTrigger();
break;
// Camera lock trigger
case 3:
trigger=NULL;
break;
// In/Out of water triggers
case 4:
trigger=(CInWaterTrigger*)new ("InWaterTrigger") CInWaterTrigger();
break;
case 5:
trigger=(COutOfWaterTrigger*)new ("OutOfWaterTrigger") COutOfWaterTrigger();
break;
}
if(trigger)
{
trigger->init();
trigger->setPositionAndSize(TriggerList->Pos.X<<4,TriggerList->Pos.Y<<4,
TriggerList->Width<<4,TriggerList->Height<<4);
trigger->setTargetBox(TriggerList->TargetPos.X<<4,TriggerList->TargetPos.Y<<4,TriggerList->TargetSize.X<<4,TriggerList->TargetSize.Y<<4);
}
TriggerList++;
}
}
// Items
if (LevelHdr->ItemList)
{
sThingHdr *Hdr=(sThingHdr*)MakePtr(LevelHdr,LevelHdr->ItemList);
ItemCount=Hdr->Count;
ItemList=(sThingItem*)MakePtr(Hdr,sizeof(sThingHdr));
DVECTOR pos;
for(int i=0;i<ItemCount;i++)
{
if(!(_respawningLevel&&(PICKUP_TYPE)ItemList->Type==PICKUP__SPATULA))
{
pos.vx=ItemList->Pos.X<<4;
pos.vy=ItemList->Pos.Y<<4;
createPickup((PICKUP_TYPE)ItemList->Type,&pos);
}
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);
enemy->setLayerCollision( getCollisionLayer() );
enemy->setupWaypoints( ThisActor );
enemy->postInit();
}
break;
case CGameScene::ACTOR_FRIEND_NPC:
{
CNpcFriend *friendNpc;
friendNpc=CNpcFriend::Create(ThisActor);
friendNpc->setLayerCollision( getCollisionLayer() );
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->setLayerCollision( getCollisionLayer() );
platform->postInit();
}
}
sThingHazard **hazardList = getHazardList();
if (hazardList)
{
for ( hazardNum = 0 ; hazardNum < getHazardCount() ; hazardNum++ )
{
sThingHazard *ThisHazard = hazardList[hazardNum];
CNpcHazard *hazard;
hazard = CNpcHazard::Create( ThisHazard );
hazard->setLayerCollision( getCollisionLayer() );
}
}
}
/*****************************************************************************/
void CLevel::respawnLevel()
{
m_isBossRespawn = false;
m_bossHealth = 0;
CThingManager::killAllThingsForRespawn();
initThings(true);
}
/*****************************************************************************/
void CLevel::shutdown()
{
for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
{
if (TileLayers[i])
{
TileLayers[i]->shutdown();
delete TileLayers[i];
}
}
if (CollisionLayer)
{
CollisionLayer->shutdown();
delete CollisionLayer;
}
CSoundMediator::stopAllSound();
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);
MemFree(LevelHdr);
CActorPool::Reset();
TPFree(m_levelTPage);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLevel::render()
{
for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
{
if (TileLayers[i]) TileLayers[i]->render();
}
#ifdef __SHOW_COLLISION__
if(CollisionLayer)
{
CollisionLayer->render(MapPos);
}
#endif
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLevel::think(int _frames)
{
for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
{
if (TileLayers[i]) TileLayers[i]->think(MapPos);
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
DVECTOR CLevel::getMapSize()
{
DVECTOR size;
sLayerHdr *layer;
layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->ActionLayer);
size.vx=layer->Width;
size.vy=layer->Height;
return size;
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
int CLevel::getCurrentChapter()
{
return( LvlTable[s_globalLevelSelectThing].Chapter );
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
int CLevel::getCurrentChapterLevel()
{
return( LvlTable[s_globalLevelSelectThing].Level );
}
/*****************************************************************************/